@zephyr3d/scene 0.9.5 → 0.9.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (420) hide show
  1. package/dist/index.d.ts +1 -0
  2. package/dist/material/msdf_text.js +3 -3
  3. package/dist/material/msdf_text.js.map +1 -1
  4. package/dist/text/font/cff_font.js +890 -0
  5. package/dist/text/font/cff_font.js.map +1 -0
  6. package/dist/text/font/font_asset.js +17 -3
  7. package/dist/text/font/font_asset.js.map +1 -1
  8. package/package.json +1 -1
  9. package/dist/animation/ik/ik_chain_builder.js +0 -68
  10. package/dist/animation/ik/ik_chain_builder.js.map +0 -1
  11. package/dist/animation/ik/ik_pole_constraint.js +0 -123
  12. package/dist/animation/ik/ik_pole_constraint.js.map +0 -1
  13. package/dist/animation/ik/ik_track.js +0 -96
  14. package/dist/animation/ik/ik_track.js.map +0 -1
  15. package/dist/animation/ik_postprocessor.js +0 -71
  16. package/dist/animation/ik_postprocessor.js.map +0 -1
  17. package/dist/animation/joint_dynamics/math.js +0 -16
  18. package/dist/animation/joint_dynamics/math.js.map +0 -1
  19. package/dist/animation/manual_transform_processor.js +0 -156
  20. package/dist/animation/manual_transform_processor.js.map +0 -1
  21. package/dist/animation/skeleton_postprocessor.js +0 -50
  22. package/dist/animation/skeleton_postprocessor.js.map +0 -1
  23. package/dist/animation/spring2/collision.js +0 -469
  24. package/dist/animation/spring2/collision.js.map +0 -1
  25. package/dist/animation/spring2/constraints.js +0 -329
  26. package/dist/animation/spring2/constraints.js.map +0 -1
  27. package/dist/animation/spring2/controller.js +0 -434
  28. package/dist/animation/spring2/controller.js.map +0 -1
  29. package/dist/animation/spring2/math.js +0 -16
  30. package/dist/animation/spring2/math.js.map +0 -1
  31. package/dist/animation/spring2/solver.js +0 -624
  32. package/dist/animation/spring2/solver.js.map +0 -1
  33. package/dist/animation/spring2/spring_system.js +0 -118
  34. package/dist/animation/spring2/spring_system.js.map +0 -1
  35. package/dist/animation/spring2/types.js +0 -19
  36. package/dist/animation/spring2/types.js.map +0 -1
  37. package/dist/animation/spring_postprocessor.js +0 -54
  38. package/dist/animation/spring_postprocessor.js.map +0 -1
  39. package/dist/asset/loaders/gltf/gltf_loader.js +0 -1276
  40. package/dist/asset/loaders/gltf/gltf_loader.js.map +0 -1
  41. package/dist/asset/loaders/gltf/helpers.js +0 -331
  42. package/dist/asset/loaders/gltf/helpers.js.map +0 -1
  43. package/dist/material/sprite3d.js +0 -301
  44. package/dist/material/sprite3d.js.map +0 -1
  45. package/dist/material/sprite3d_std.js +0 -116
  46. package/dist/material/sprite3d_std.js.map +0 -1
  47. package/dist/material/sprite3dblueprint.js +0 -235
  48. package/dist/material/sprite3dblueprint.js.map +0 -1
  49. package/dist/material/sprite_sdf.js +0 -106
  50. package/dist/material/sprite_sdf.js.map +0 -1
  51. package/dist/material/terrainmaterial.js +0 -368
  52. package/dist/material/terrainmaterial.js.map +0 -1
  53. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +0 -38
  54. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +0 -1
  55. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +0 -10
  56. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +0 -1
  57. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +0 -127
  58. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +0 -1
  59. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +0 -263
  60. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +0 -1
  61. package/dist/render/deferredlightpass.js +0 -510
  62. package/dist/render/deferredlightpass.js.map +0 -1
  63. package/dist/render/deferredshadowlightpass.js +0 -428
  64. package/dist/render/deferredshadowlightpass.js.map +0 -1
  65. package/dist/render/gbufferpass.js +0 -50
  66. package/dist/render/gbufferpass.js.map +0 -1
  67. package/dist/scene/sdftextsprite.js +0 -322
  68. package/dist/scene/sdftextsprite.js.map +0 -1
  69. package/dist/scene/sprite3d.js +0 -18
  70. package/dist/scene/sprite3d.js.map +0 -1
  71. package/dist/scene/terrain/grass.js +0 -280
  72. package/dist/scene/terrain/grass.js.map +0 -1
  73. package/dist/scene/terrain/heightfield.js +0 -475
  74. package/dist/scene/terrain/heightfield.js.map +0 -1
  75. package/dist/scene/terrain/patch.js +0 -532
  76. package/dist/scene/terrain/patch.js.map +0 -1
  77. package/dist/scene/terrain/quadtree.js +0 -461
  78. package/dist/scene/terrain/quadtree.js.map +0 -1
  79. package/dist/scene/terrain/terrain.js +0 -231
  80. package/dist/scene/terrain/terrain.js.map +0 -1
  81. package/dist/src/animation/animation.js +0 -127
  82. package/dist/src/animation/animation.js.map +0 -1
  83. package/dist/src/animation/animationset.js +0 -255
  84. package/dist/src/animation/animationset.js.map +0 -1
  85. package/dist/src/animation/animationtrack.js +0 -34
  86. package/dist/src/animation/animationtrack.js.map +0 -1
  87. package/dist/src/animation/eulerrotationtrack.js +0 -52
  88. package/dist/src/animation/eulerrotationtrack.js.map +0 -1
  89. package/dist/src/animation/morphtarget.js +0 -93
  90. package/dist/src/animation/morphtarget.js.map +0 -1
  91. package/dist/src/animation/morphtrack.js +0 -70
  92. package/dist/src/animation/morphtrack.js.map +0 -1
  93. package/dist/src/animation/proptrack.js +0 -161
  94. package/dist/src/animation/proptrack.js.map +0 -1
  95. package/dist/src/animation/rotationtrack.js +0 -51
  96. package/dist/src/animation/rotationtrack.js.map +0 -1
  97. package/dist/src/animation/scaletrack.js +0 -50
  98. package/dist/src/animation/scaletrack.js.map +0 -1
  99. package/dist/src/animation/skeleton.js +0 -204
  100. package/dist/src/animation/skeleton.js.map +0 -1
  101. package/dist/src/animation/translationtrack.js +0 -50
  102. package/dist/src/animation/translationtrack.js.map +0 -1
  103. package/dist/src/app/app.js +0 -129
  104. package/dist/src/app/app.js.map +0 -1
  105. package/dist/src/app/inputmgr.js +0 -267
  106. package/dist/src/app/inputmgr.js.map +0 -1
  107. package/dist/src/asset/assetmanager.js +0 -404
  108. package/dist/src/asset/assetmanager.js.map +0 -1
  109. package/dist/src/asset/builtin.js +0 -337
  110. package/dist/src/asset/builtin.js.map +0 -1
  111. package/dist/src/asset/loaders/dds/dds.js +0 -470
  112. package/dist/src/asset/loaders/dds/dds.js.map +0 -1
  113. package/dist/src/asset/loaders/dds/dds_loader.js +0 -28
  114. package/dist/src/asset/loaders/dds/dds_loader.js.map +0 -1
  115. package/dist/src/asset/loaders/gltf/gltf_loader.js +0 -1265
  116. package/dist/src/asset/loaders/gltf/gltf_loader.js.map +0 -1
  117. package/dist/src/asset/loaders/gltf/helpers.js +0 -327
  118. package/dist/src/asset/loaders/gltf/helpers.js.map +0 -1
  119. package/dist/src/asset/loaders/hdr/hdr.js +0 -180
  120. package/dist/src/asset/loaders/hdr/hdr.js.map +0 -1
  121. package/dist/src/asset/loaders/image/tga_Loader.js +0 -116
  122. package/dist/src/asset/loaders/image/tga_Loader.js.map +0 -1
  123. package/dist/src/asset/loaders/image/webimage_loader.js +0 -63
  124. package/dist/src/asset/loaders/image/webimage_loader.js.map +0 -1
  125. package/dist/src/asset/loaders/loader.js +0 -45
  126. package/dist/src/asset/loaders/loader.js.map +0 -1
  127. package/dist/src/asset/model.js +0 -414
  128. package/dist/src/asset/model.js.map +0 -1
  129. package/dist/src/blitter/bilateralblur.js +0 -221
  130. package/dist/src/blitter/bilateralblur.js.map +0 -1
  131. package/dist/src/blitter/blitter.js +0 -390
  132. package/dist/src/blitter/blitter.js.map +0 -1
  133. package/dist/src/blitter/box.js +0 -118
  134. package/dist/src/blitter/box.js.map +0 -1
  135. package/dist/src/blitter/copy.js +0 -22
  136. package/dist/src/blitter/copy.js.map +0 -1
  137. package/dist/src/blitter/gaussianblur.js +0 -228
  138. package/dist/src/blitter/gaussianblur.js.map +0 -1
  139. package/dist/src/camera/base.js +0 -92
  140. package/dist/src/camera/base.js.map +0 -1
  141. package/dist/src/camera/camera.js +0 -1005
  142. package/dist/src/camera/camera.js.map +0 -1
  143. package/dist/src/camera/fps.js +0 -238
  144. package/dist/src/camera/fps.js.map +0 -1
  145. package/dist/src/camera/orbit.js +0 -245
  146. package/dist/src/camera/orbit.js.map +0 -1
  147. package/dist/src/camera/orthocamera.js +0 -167
  148. package/dist/src/camera/orthocamera.js.map +0 -1
  149. package/dist/src/camera/perspectivecamera.js +0 -141
  150. package/dist/src/camera/perspectivecamera.js.map +0 -1
  151. package/dist/src/index.js +0 -120
  152. package/dist/src/index.js.map +0 -1
  153. package/dist/src/material/blinn.js +0 -81
  154. package/dist/src/material/blinn.js.map +0 -1
  155. package/dist/src/material/grassmaterial.js +0 -113
  156. package/dist/src/material/grassmaterial.js.map +0 -1
  157. package/dist/src/material/lambert.js +0 -92
  158. package/dist/src/material/lambert.js.map +0 -1
  159. package/dist/src/material/material.js +0 -301
  160. package/dist/src/material/material.js.map +0 -1
  161. package/dist/src/material/meshmaterial.js +0 -704
  162. package/dist/src/material/meshmaterial.js.map +0 -1
  163. package/dist/src/material/mixins/albedocolor.js +0 -76
  164. package/dist/src/material/mixins/albedocolor.js.map +0 -1
  165. package/dist/src/material/mixins/foliage.js +0 -47
  166. package/dist/src/material/mixins/foliage.js.map +0 -1
  167. package/dist/src/material/mixins/lightmodel/blinnphong.js +0 -112
  168. package/dist/src/material/mixins/lightmodel/blinnphong.js.map +0 -1
  169. package/dist/src/material/mixins/lightmodel/lambert.js +0 -58
  170. package/dist/src/material/mixins/lightmodel/lambert.js.map +0 -1
  171. package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js +0 -178
  172. package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js.map +0 -1
  173. package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js +0 -139
  174. package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js.map +0 -1
  175. package/dist/src/material/mixins/lit.js +0 -476
  176. package/dist/src/material/mixins/lit.js.map +0 -1
  177. package/dist/src/material/mixins/pbr/common.js +0 -918
  178. package/dist/src/material/mixins/pbr/common.js.map +0 -1
  179. package/dist/src/material/mixins/texture.js +0 -172
  180. package/dist/src/material/mixins/texture.js.map +0 -1
  181. package/dist/src/material/mixins/vertexcolor.js +0 -56
  182. package/dist/src/material/mixins/vertexcolor.js.map +0 -1
  183. package/dist/src/material/particle.js +0 -178
  184. package/dist/src/material/particle.js.map +0 -1
  185. package/dist/src/material/pbrmr.js +0 -97
  186. package/dist/src/material/pbrmr.js.map +0 -1
  187. package/dist/src/material/pbrsg.js +0 -97
  188. package/dist/src/material/pbrsg.js.map +0 -1
  189. package/dist/src/material/shader/helper.js +0 -1209
  190. package/dist/src/material/shader/helper.js.map +0 -1
  191. package/dist/src/material/terrain-cm.js +0 -606
  192. package/dist/src/material/terrain-cm.js.map +0 -1
  193. package/dist/src/material/terrainmaterial.js +0 -375
  194. package/dist/src/material/terrainmaterial.js.map +0 -1
  195. package/dist/src/material/unlit.js +0 -41
  196. package/dist/src/material/unlit.js.map +0 -1
  197. package/dist/src/material/water.js +0 -417
  198. package/dist/src/material/water.js.map +0 -1
  199. package/dist/src/posteffect/bloom.js +0 -361
  200. package/dist/src/posteffect/bloom.js.map +0 -1
  201. package/dist/src/posteffect/compositor.js +0 -226
  202. package/dist/src/posteffect/compositor.js.map +0 -1
  203. package/dist/src/posteffect/fxaa.js +0 -273
  204. package/dist/src/posteffect/fxaa.js.map +0 -1
  205. package/dist/src/posteffect/grayscale.js +0 -69
  206. package/dist/src/posteffect/grayscale.js.map +0 -1
  207. package/dist/src/posteffect/motionblur.js +0 -96
  208. package/dist/src/posteffect/motionblur.js.map +0 -1
  209. package/dist/src/posteffect/posteffect.js +0 -126
  210. package/dist/src/posteffect/posteffect.js.map +0 -1
  211. package/dist/src/posteffect/sao.js +0 -324
  212. package/dist/src/posteffect/sao.js.map +0 -1
  213. package/dist/src/posteffect/ssr.js +0 -489
  214. package/dist/src/posteffect/ssr.js.map +0 -1
  215. package/dist/src/posteffect/taa.js +0 -172
  216. package/dist/src/posteffect/taa.js.map +0 -1
  217. package/dist/src/posteffect/tonemap.js +0 -94
  218. package/dist/src/posteffect/tonemap.js.map +0 -1
  219. package/dist/src/render/abuffer_oit.js +0 -361
  220. package/dist/src/render/abuffer_oit.js.map +0 -1
  221. package/dist/src/render/clipmap.js +0 -851
  222. package/dist/src/render/clipmap.js.map +0 -1
  223. package/dist/src/render/cluster_light.js +0 -333
  224. package/dist/src/render/cluster_light.js.map +0 -1
  225. package/dist/src/render/cull_visitor.js +0 -187
  226. package/dist/src/render/cull_visitor.js.map +0 -1
  227. package/dist/src/render/depthpass.js +0 -68
  228. package/dist/src/render/depthpass.js.map +0 -1
  229. package/dist/src/render/drawable_mixin.js +0 -227
  230. package/dist/src/render/drawable_mixin.js.map +0 -1
  231. package/dist/src/render/envlight.js +0 -463
  232. package/dist/src/render/envlight.js.map +0 -1
  233. package/dist/src/render/fbm_wavegenerator.js +0 -251
  234. package/dist/src/render/fbm_wavegenerator.js.map +0 -1
  235. package/dist/src/render/fft_wavegenerator.js +0 -1006
  236. package/dist/src/render/fft_wavegenerator.js.map +0 -1
  237. package/dist/src/render/fullscreenquad.js +0 -38
  238. package/dist/src/render/fullscreenquad.js.map +0 -1
  239. package/dist/src/render/gerstner_wavegenerator.js +0 -314
  240. package/dist/src/render/gerstner_wavegenerator.js.map +0 -1
  241. package/dist/src/render/globalbindgroup_allocator.js +0 -60
  242. package/dist/src/render/globalbindgroup_allocator.js.map +0 -1
  243. package/dist/src/render/hzb.js +0 -273
  244. package/dist/src/render/hzb.js.map +0 -1
  245. package/dist/src/render/lightpass.js +0 -172
  246. package/dist/src/render/lightpass.js.map +0 -1
  247. package/dist/src/render/objectcolorpass.js +0 -51
  248. package/dist/src/render/objectcolorpass.js.map +0 -1
  249. package/dist/src/render/primitive.js +0 -364
  250. package/dist/src/render/primitive.js.map +0 -1
  251. package/dist/src/render/render_queue.js +0 -467
  252. package/dist/src/render/render_queue.js.map +0 -1
  253. package/dist/src/render/renderbundle_wrapper.js +0 -152
  254. package/dist/src/render/renderbundle_wrapper.js.map +0 -1
  255. package/dist/src/render/renderer.js +0 -455
  256. package/dist/src/render/renderer.js.map +0 -1
  257. package/dist/src/render/renderpass.js +0 -200
  258. package/dist/src/render/renderpass.js.map +0 -1
  259. package/dist/src/render/shadowmap_pass.js +0 -56
  260. package/dist/src/render/shadowmap_pass.js.map +0 -1
  261. package/dist/src/render/sky.js +0 -1103
  262. package/dist/src/render/sky.js.map +0 -1
  263. package/dist/src/render/weightedblended_oit.js +0 -168
  264. package/dist/src/render/weightedblended_oit.js.map +0 -1
  265. package/dist/src/scene/batchgroup.js +0 -162
  266. package/dist/src/scene/batchgroup.js.map +0 -1
  267. package/dist/src/scene/environment.js +0 -209
  268. package/dist/src/scene/environment.js.map +0 -1
  269. package/dist/src/scene/graph_node.js +0 -72
  270. package/dist/src/scene/graph_node.js.map +0 -1
  271. package/dist/src/scene/light.js +0 -416
  272. package/dist/src/scene/light.js.map +0 -1
  273. package/dist/src/scene/mesh.js +0 -341
  274. package/dist/src/scene/mesh.js.map +0 -1
  275. package/dist/src/scene/octree.js +0 -649
  276. package/dist/src/scene/octree.js.map +0 -1
  277. package/dist/src/scene/particlesys.js +0 -738
  278. package/dist/src/scene/particlesys.js.map +0 -1
  279. package/dist/src/scene/raycast_visitor.js +0 -103
  280. package/dist/src/scene/raycast_visitor.js.map +0 -1
  281. package/dist/src/scene/scene.js +0 -284
  282. package/dist/src/scene/scene.js.map +0 -1
  283. package/dist/src/scene/scene_node.js +0 -732
  284. package/dist/src/scene/scene_node.js.map +0 -1
  285. package/dist/src/scene/terrain/grass.js +0 -278
  286. package/dist/src/scene/terrain/grass.js.map +0 -1
  287. package/dist/src/scene/terrain/heightfield.js +0 -475
  288. package/dist/src/scene/terrain/heightfield.js.map +0 -1
  289. package/dist/src/scene/terrain/patch.js +0 -530
  290. package/dist/src/scene/terrain/patch.js.map +0 -1
  291. package/dist/src/scene/terrain/quadtree.js +0 -461
  292. package/dist/src/scene/terrain/quadtree.js.map +0 -1
  293. package/dist/src/scene/terrain/terrain.js +0 -246
  294. package/dist/src/scene/terrain/terrain.js.map +0 -1
  295. package/dist/src/scene/terrain-cm/grass.js +0 -594
  296. package/dist/src/scene/terrain-cm/grass.js.map +0 -1
  297. package/dist/src/scene/terrain-cm/grassmaterial.js +0 -159
  298. package/dist/src/scene/terrain-cm/grassmaterial.js.map +0 -1
  299. package/dist/src/scene/terrain-cm/terrain-cm.js +0 -538
  300. package/dist/src/scene/terrain-cm/terrain-cm.js.map +0 -1
  301. package/dist/src/scene/water.js +0 -374
  302. package/dist/src/scene/water.js.map +0 -1
  303. package/dist/src/shaders/atmosphere.js +0 -957
  304. package/dist/src/shaders/atmosphere.js.map +0 -1
  305. package/dist/src/shaders/fog.js +0 -112
  306. package/dist/src/shaders/fog.js.map +0 -1
  307. package/dist/src/shaders/misc.js +0 -266
  308. package/dist/src/shaders/misc.js.map +0 -1
  309. package/dist/src/shaders/noise.js +0 -222
  310. package/dist/src/shaders/noise.js.map +0 -1
  311. package/dist/src/shaders/pbr.js +0 -51
  312. package/dist/src/shaders/pbr.js.map +0 -1
  313. package/dist/src/shaders/shadow.js +0 -636
  314. package/dist/src/shaders/shadow.js.map +0 -1
  315. package/dist/src/shaders/ssr.js +0 -490
  316. package/dist/src/shaders/ssr.js.map +0 -1
  317. package/dist/src/shaders/temporal.js +0 -215
  318. package/dist/src/shaders/temporal.js.map +0 -1
  319. package/dist/src/shaders/water.js +0 -756
  320. package/dist/src/shaders/water.js.map +0 -1
  321. package/dist/src/shadow/esm.js +0 -237
  322. package/dist/src/shadow/esm.js.map +0 -1
  323. package/dist/src/shadow/pcf_opt.js +0 -181
  324. package/dist/src/shadow/pcf_opt.js.map +0 -1
  325. package/dist/src/shadow/pcf_pd.js +0 -189
  326. package/dist/src/shadow/pcf_pd.js.map +0 -1
  327. package/dist/src/shadow/shader.js +0 -37
  328. package/dist/src/shadow/shader.js.map +0 -1
  329. package/dist/src/shadow/shadow_impl.js +0 -15
  330. package/dist/src/shadow/shadow_impl.js.map +0 -1
  331. package/dist/src/shadow/shadowmapper.js +0 -790
  332. package/dist/src/shadow/shadowmapper.js.map +0 -1
  333. package/dist/src/shadow/ssm.js +0 -159
  334. package/dist/src/shadow/ssm.js.map +0 -1
  335. package/dist/src/shadow/vsm.js +0 -297
  336. package/dist/src/shadow/vsm.js.map +0 -1
  337. package/dist/src/shapes/box.js +0 -386
  338. package/dist/src/shapes/box.js.map +0 -1
  339. package/dist/src/shapes/cylinder.js +0 -125
  340. package/dist/src/shapes/cylinder.js.map +0 -1
  341. package/dist/src/shapes/plane.js +0 -88
  342. package/dist/src/shapes/plane.js.map +0 -1
  343. package/dist/src/shapes/shape.js +0 -87
  344. package/dist/src/shapes/shape.js.map +0 -1
  345. package/dist/src/shapes/sphere.js +0 -114
  346. package/dist/src/shapes/sphere.js.map +0 -1
  347. package/dist/src/shapes/tetrahedron.js +0 -188
  348. package/dist/src/shapes/tetrahedron.js.map +0 -1
  349. package/dist/src/shapes/torus.js +0 -111
  350. package/dist/src/shapes/torus.js.map +0 -1
  351. package/dist/src/utility/aabbtree.js +0 -400
  352. package/dist/src/utility/aabbtree.js.map +0 -1
  353. package/dist/src/utility/bounding_volume.js +0 -29
  354. package/dist/src/utility/bounding_volume.js.map +0 -1
  355. package/dist/src/utility/debug.js +0 -28
  356. package/dist/src/utility/debug.js.map +0 -1
  357. package/dist/src/utility/draco/decoder.js +0 -116
  358. package/dist/src/utility/draco/decoder.js.map +0 -1
  359. package/dist/src/utility/misc.js +0 -105
  360. package/dist/src/utility/misc.js.map +0 -1
  361. package/dist/src/utility/panorama.js +0 -163
  362. package/dist/src/utility/panorama.js.map +0 -1
  363. package/dist/src/utility/pmrem.js +0 -354
  364. package/dist/src/utility/pmrem.js.map +0 -1
  365. package/dist/src/utility/rendermipmap.js +0 -115
  366. package/dist/src/utility/rendermipmap.js.map +0 -1
  367. package/dist/src/utility/serialization/json.js +0 -402
  368. package/dist/src/utility/serialization/json.js.map +0 -1
  369. package/dist/src/utility/serialization/manager.js +0 -623
  370. package/dist/src/utility/serialization/manager.js.map +0 -1
  371. package/dist/src/utility/serialization/scene/animation.js +0 -248
  372. package/dist/src/utility/serialization/scene/animation.js.map +0 -1
  373. package/dist/src/utility/serialization/scene/batch.js +0 -59
  374. package/dist/src/utility/serialization/scene/batch.js.map +0 -1
  375. package/dist/src/utility/serialization/scene/camera.js +0 -790
  376. package/dist/src/utility/serialization/scene/camera.js.map +0 -1
  377. package/dist/src/utility/serialization/scene/common.js +0 -222
  378. package/dist/src/utility/serialization/scene/common.js.map +0 -1
  379. package/dist/src/utility/serialization/scene/light.js +0 -575
  380. package/dist/src/utility/serialization/scene/light.js.map +0 -1
  381. package/dist/src/utility/serialization/scene/material.js +0 -1111
  382. package/dist/src/utility/serialization/scene/material.js.map +0 -1
  383. package/dist/src/utility/serialization/scene/mesh.js +0 -148
  384. package/dist/src/utility/serialization/scene/mesh.js.map +0 -1
  385. package/dist/src/utility/serialization/scene/misc.js +0 -39
  386. package/dist/src/utility/serialization/scene/misc.js.map +0 -1
  387. package/dist/src/utility/serialization/scene/node.js +0 -451
  388. package/dist/src/utility/serialization/scene/node.js.map +0 -1
  389. package/dist/src/utility/serialization/scene/particle.js +0 -425
  390. package/dist/src/utility/serialization/scene/particle.js.map +0 -1
  391. package/dist/src/utility/serialization/scene/primitive.js +0 -692
  392. package/dist/src/utility/serialization/scene/primitive.js.map +0 -1
  393. package/dist/src/utility/serialization/scene/scene.js +0 -704
  394. package/dist/src/utility/serialization/scene/scene.js.map +0 -1
  395. package/dist/src/utility/serialization/scene/terrain.js +0 -488
  396. package/dist/src/utility/serialization/scene/terrain.js.map +0 -1
  397. package/dist/src/utility/serialization/scene/water.js +0 -465
  398. package/dist/src/utility/serialization/scene/water.js.map +0 -1
  399. package/dist/src/utility/shprojector.js +0 -297
  400. package/dist/src/utility/shprojector.js.map +0 -1
  401. package/dist/src/utility/textures/ggxlut.js +0 -213
  402. package/dist/src/utility/textures/ggxlut.js.map +0 -1
  403. package/dist/src/utility/textures/gradientnoise.js +0 -62
  404. package/dist/src/utility/textures/gradientnoise.js.map +0 -1
  405. package/dist/src/utility/textures/randomnoise.js +0 -41
  406. package/dist/src/utility/textures/randomnoise.js.map +0 -1
  407. package/dist/src/values.js +0 -162
  408. package/dist/src/values.js.map +0 -1
  409. package/dist/utility/blueprint/material/common.js +0 -7
  410. package/dist/utility/blueprint/material/common.js.map +0 -1
  411. package/dist/utility/serialization/blueprint/constants.js +0 -255
  412. package/dist/utility/serialization/blueprint/constants.js.map +0 -1
  413. package/dist/utility/serialization/blueprint/material/constants.js +0 -203
  414. package/dist/utility/serialization/blueprint/material/constants.js.map +0 -1
  415. package/dist/utility/serialization/blueprint/material/texture.js +0 -165
  416. package/dist/utility/serialization/blueprint/material/texture.js.map +0 -1
  417. package/dist/utility/serialization/scene/cloth_script.js +0 -834
  418. package/dist/utility/serialization/scene/cloth_script.js.map +0 -1
  419. package/dist/utility/serialization/scene/spring_script.js +0 -596
  420. package/dist/utility/serialization/scene/spring_script.js.map +0 -1
@@ -1 +0,0 @@
1
- {"version":3,"file":"helpers.js","sources":["../../../../src/asset/loaders/gltf/helpers.ts"],"sourcesContent":["import type { Accessor, AccessorSparse } from './gltf';\r\nimport type { Nullable, TypedArray } from '@zephyr3d/base';\r\nimport type { GLTFContent } from './gltf_loader';\r\n\r\n/** @internal */\r\nexport const enum ComponentType {\r\n UNKNOWN = 0,\r\n BYTE = 5120, // GL.BYTE\r\n UBYTE = 5121, // GL.UNSIGNED_BYTE\r\n SHORT = 5122, // GL.SHORT\r\n USHORT = 5123, // GL.UNSIGNED_SHORT\r\n INT = 5124, // GL.INT\r\n UINT = 5125, // GL.UNSIGNED_INT\r\n FLOAT = 5126 // GL.FLOAT\r\n}\r\n\r\n/** @internal */\r\nexport type GLTFComponentType = 'SCALAR' | 'VEC2' | 'VEC3' | 'VEC4' | 'MAT2' | 'MAT3' | 'MAT4';\r\n\r\n/** @internal */\r\nexport class GLTFAccessor {\r\n bufferView: number;\r\n byteOffset: number;\r\n componentType: ComponentType;\r\n normalized: boolean;\r\n count: number;\r\n type: GLTFComponentType;\r\n max: number[];\r\n min: number[];\r\n sparse: AccessorSparse;\r\n name: string;\r\n private _typedView: Nullable<TypedArray>;\r\n private _filteredView: Nullable<TypedArray>;\r\n private _normalizedFilteredView: Nullable<TypedArray>;\r\n private _normalizedTypedView: Nullable<TypedArray>;\r\n constructor(accessorInfo: Accessor) {\r\n this.bufferView = accessorInfo.bufferView!;\r\n this.byteOffset = accessorInfo.byteOffset ?? 0;\r\n this.componentType = accessorInfo.componentType;\r\n this.normalized = !!accessorInfo.normalized;\r\n this.count = accessorInfo.count;\r\n this.type = accessorInfo.type;\r\n this.max = accessorInfo.max!;\r\n this.min = accessorInfo.min!;\r\n this.sparse = accessorInfo.sparse!;\r\n this.name = accessorInfo.name;\r\n this._typedView = null;\r\n this._filteredView = null;\r\n this._normalizedFilteredView = null;\r\n this._normalizedTypedView = null;\r\n }\r\n getTypedView(gltf: GLTFContent) {\r\n if (this._typedView) {\r\n return this._typedView;\r\n }\r\n\r\n if (this.bufferView !== undefined) {\r\n const bufferView = gltf.bufferViews![this.bufferView];\r\n const buffer = gltf._loadedBuffers![bufferView.buffer];\r\n const byteOffset = this.byteOffset + (bufferView.byteOffset ?? 0);\r\n\r\n const componentSize = this.getComponentSize(this.componentType);\r\n const componentCount = this.getComponentCount(this.type);\r\n\r\n let arrayLength = 0;\r\n if (bufferView.byteStride !== undefined && bufferView.byteStride !== 0) {\r\n if (componentSize !== 0) {\r\n arrayLength = (bufferView.byteStride / componentSize) * (this.count - 1) + componentCount;\r\n } else {\r\n console.warn(\"Invalid component type in accessor '\" + (this.name ? this.name : '') + \"'\");\r\n }\r\n } else {\r\n arrayLength = this.count * componentCount;\r\n }\r\n\r\n if (arrayLength * componentSize > buffer.byteLength - byteOffset) {\r\n arrayLength = (buffer.byteLength - byteOffset) / componentSize;\r\n console.warn(\"Count in accessor '\" + (this.name ? this.name : '') + \"' is too large.\");\r\n }\r\n\r\n switch (this.componentType) {\r\n case ComponentType.BYTE:\r\n this._typedView = new Int8Array(buffer, byteOffset, arrayLength);\r\n break;\r\n case ComponentType.UBYTE:\r\n this._typedView = new Uint8Array(buffer, byteOffset, arrayLength);\r\n break;\r\n case ComponentType.SHORT:\r\n this._typedView = new Int16Array(buffer, byteOffset, arrayLength);\r\n break;\r\n case ComponentType.USHORT:\r\n this._typedView = new Uint16Array(buffer, byteOffset, arrayLength);\r\n break;\r\n case ComponentType.INT:\r\n this._typedView = new Int32Array(buffer, byteOffset, arrayLength);\r\n break;\r\n case ComponentType.UINT:\r\n this._typedView = new Uint32Array(buffer, byteOffset, arrayLength);\r\n break;\r\n case ComponentType.FLOAT:\r\n this._typedView = new Float32Array(buffer, byteOffset, arrayLength);\r\n break;\r\n }\r\n } else if (this.sparse !== undefined) {\r\n this._typedView = this.createView()!;\r\n }\r\n\r\n if (!this._typedView) {\r\n console.warn('Failed to convert buffer view to typed view!: ' + this.bufferView);\r\n } else if (this.sparse !== undefined) {\r\n this.applySparse(gltf, this._typedView);\r\n }\r\n\r\n return this._typedView;\r\n }\r\n\r\n // getNormalizedTypedView provides an alternative view to the accessors data,\r\n // where quantized data is already normalized. This is useful if the data is not passed\r\n // to vertexAttribPointer but used immediately (like e.g. animations)\r\n getNormalizedTypedView(gltf: GLTFContent) {\r\n if (this._normalizedTypedView) {\r\n return this._normalizedTypedView;\r\n }\r\n\r\n const typedView = this.getTypedView(gltf);\r\n this._normalizedTypedView = this.normalized\r\n ? GLTFAccessor.dequantize(typedView!, this.componentType)\r\n : typedView;\r\n return this._normalizedTypedView;\r\n }\r\n\r\n // getDeinterlacedView provides a view to the accessors data in form of\r\n // a TypedArray. In contrast to getTypedView, getDeinterlacedView deinterlaces\r\n // data, i.e. stripping padding and unrelated components from the array. It then\r\n // only contains the data of the accessor\r\n getDeinterlacedView(gltf: GLTFContent) {\r\n if (this._filteredView) {\r\n return this._filteredView;\r\n }\r\n\r\n const componentSize = this.getComponentSize(this.componentType);\r\n const componentCount = this.getComponentCount(this.type);\r\n const arrayLength = this.count * componentCount;\r\n\r\n let func:\r\n | 'getFloat32'\r\n | 'getInt8'\r\n | 'getUint8'\r\n | 'getInt16'\r\n | 'getUint16'\r\n | 'getInt32'\r\n | 'getUint32'\r\n | 'getFloat32' = 'getFloat32';\r\n switch (this.componentType) {\r\n case ComponentType.BYTE:\r\n this._filteredView = new Int8Array(arrayLength);\r\n func = 'getInt8';\r\n break;\r\n case ComponentType.UBYTE:\r\n this._filteredView = new Uint8Array(arrayLength);\r\n func = 'getUint8';\r\n break;\r\n case ComponentType.SHORT:\r\n this._filteredView = new Int16Array(arrayLength);\r\n func = 'getInt16';\r\n break;\r\n case ComponentType.USHORT:\r\n this._filteredView = new Uint16Array(arrayLength);\r\n func = 'getUint16';\r\n break;\r\n case ComponentType.INT:\r\n this._filteredView = new Int32Array(arrayLength);\r\n func = 'getInt32';\r\n break;\r\n case ComponentType.UINT:\r\n this._filteredView = new Uint32Array(arrayLength);\r\n func = 'getUint32';\r\n break;\r\n case ComponentType.FLOAT:\r\n this._filteredView = new Float32Array(arrayLength);\r\n func = 'getFloat32';\r\n break;\r\n default:\r\n return;\r\n }\r\n\r\n if (this.bufferView !== undefined) {\r\n const bufferView = gltf.bufferViews![this.bufferView];\r\n const buffer = gltf._loadedBuffers![bufferView.buffer];\r\n const byteOffset = this.byteOffset + (bufferView.byteOffset ?? 0);\r\n const stride =\r\n bufferView.byteStride !== undefined && bufferView.byteStride !== 0\r\n ? bufferView.byteStride\r\n : componentCount * componentSize;\r\n const dataView = new DataView(buffer, byteOffset, this.count * stride);\r\n for (let i = 0; i < arrayLength; ++i) {\r\n const offset = Math.floor(i / componentCount) * stride + (i % componentCount) * componentSize;\r\n this._filteredView[i] = dataView[func](offset, true);\r\n }\r\n } else if (this.sparse !== undefined) {\r\n this._filteredView = this.createView()!;\r\n }\r\n\r\n if (this.sparse !== undefined) {\r\n this.applySparse(gltf, this._filteredView);\r\n }\r\n\r\n return this._filteredView;\r\n }\r\n\r\n createView() {\r\n const size = this.count * this.getComponentCount(this.type);\r\n if (this.componentType == ComponentType.BYTE) {\r\n return new Int8Array(size);\r\n }\r\n if (this.componentType == ComponentType.UBYTE) {\r\n return new Uint8Array(size);\r\n }\r\n if (this.componentType == ComponentType.SHORT) {\r\n return new Int16Array(size);\r\n }\r\n if (this.componentType == ComponentType.USHORT) {\r\n return new Uint16Array(size);\r\n }\r\n if (this.componentType == ComponentType.INT) {\r\n return new Int32Array(size);\r\n }\r\n if (this.componentType == ComponentType.UINT) {\r\n return new Uint32Array(size);\r\n }\r\n if (this.componentType == ComponentType.FLOAT) {\r\n return new Float32Array(size);\r\n }\r\n return undefined;\r\n }\r\n\r\n // getNormalizedDeinterlacedView provides an alternative view to the accessors data,\r\n // where quantized data is already normalized. This is useful if the data is not passed\r\n // to vertexAttribPointer but used immediately (like e.g. animations)\r\n getNormalizedDeinterlacedView(gltf: GLTFContent) {\r\n if (this._normalizedFilteredView) {\r\n return this._normalizedFilteredView;\r\n }\r\n\r\n const filteredView = this.getDeinterlacedView(gltf)!;\r\n this._normalizedFilteredView = this.normalized\r\n ? GLTFAccessor.dequantize(filteredView!, this.componentType)\r\n : filteredView;\r\n return this._normalizedFilteredView;\r\n }\r\n\r\n applySparse(gltf: GLTFContent, view: TypedArray) {\r\n // Gather indices.\r\n\r\n const indicesBufferView = gltf.bufferViews![this.sparse.indices.bufferView];\r\n const indicesBuffer = gltf._loadedBuffers![indicesBufferView.buffer];\r\n const indicesByteOffset = (this.sparse.indices.byteOffset ?? 0) + (indicesBufferView.byteOffset ?? 0);\r\n\r\n const indicesComponentSize = this.getComponentSize(this.sparse.indices.componentType);\r\n let indicesComponentCount = 1;\r\n\r\n if (indicesBufferView.byteStride !== undefined && indicesBufferView.byteStride !== 0) {\r\n indicesComponentCount = indicesBufferView.byteStride / indicesComponentSize;\r\n }\r\n\r\n const indicesArrayLength = this.sparse.count * indicesComponentCount;\r\n\r\n let indicesTypedView;\r\n switch (this.sparse.indices.componentType) {\r\n case ComponentType.UBYTE:\r\n indicesTypedView = new Uint8Array(indicesBuffer, indicesByteOffset, indicesArrayLength);\r\n break;\r\n case ComponentType.USHORT:\r\n indicesTypedView = new Uint16Array(indicesBuffer, indicesByteOffset, indicesArrayLength);\r\n break;\r\n case ComponentType.UINT:\r\n indicesTypedView = new Uint32Array(indicesBuffer, indicesByteOffset, indicesArrayLength);\r\n break;\r\n }\r\n if (!indicesTypedView) {\r\n console.warn('Failed to convert sparse accessor indices to typed view!: ' + this.bufferView);\r\n return;\r\n }\r\n\r\n // Gather values.\r\n\r\n const valuesBufferView = gltf.bufferViews![this.sparse.values.bufferView];\r\n const valuesBuffer = gltf._loadedBuffers![valuesBufferView.buffer];\r\n const valuesByteOffset = (this.sparse.values.byteOffset ?? 0) + (valuesBufferView.byteOffset ?? 0);\r\n\r\n const valuesComponentSize = this.getComponentSize(this.componentType);\r\n let valuesComponentCount = this.getComponentCount(this.type);\r\n\r\n if (valuesBufferView.byteStride !== undefined && valuesBufferView.byteStride !== 0) {\r\n valuesComponentCount = valuesBufferView.byteStride / valuesComponentSize;\r\n }\r\n\r\n const valuesArrayLength = this.sparse.count * valuesComponentCount;\r\n\r\n let valuesTypedView: TypedArray;\r\n switch (this.componentType) {\r\n case ComponentType.BYTE:\r\n valuesTypedView = new Int8Array(valuesBuffer, valuesByteOffset, valuesArrayLength);\r\n break;\r\n case ComponentType.UBYTE:\r\n valuesTypedView = new Uint8Array(valuesBuffer, valuesByteOffset, valuesArrayLength);\r\n break;\r\n case ComponentType.SHORT:\r\n valuesTypedView = new Int16Array(valuesBuffer, valuesByteOffset, valuesArrayLength);\r\n break;\r\n case ComponentType.USHORT:\r\n valuesTypedView = new Uint16Array(valuesBuffer, valuesByteOffset, valuesArrayLength);\r\n break;\r\n case ComponentType.INT:\r\n valuesTypedView = new Int32Array(valuesBuffer, valuesByteOffset, valuesArrayLength);\r\n break;\r\n case ComponentType.UINT:\r\n valuesTypedView = new Uint32Array(valuesBuffer, valuesByteOffset, valuesArrayLength);\r\n break;\r\n case ComponentType.FLOAT:\r\n valuesTypedView = new Float32Array(valuesBuffer, valuesByteOffset, valuesArrayLength);\r\n break;\r\n }\r\n\r\n // Overwrite values.\r\n\r\n for (let i = 0; i < this.sparse.count; ++i) {\r\n for (let k = 0; k < valuesComponentCount; ++k) {\r\n view[indicesTypedView[i] * valuesComponentCount + k] = valuesTypedView![i * valuesComponentCount + k];\r\n }\r\n }\r\n }\r\n\r\n // dequantize can be used to perform the normalization from WebGL2 vertexAttribPointer explicitly\r\n static dequantize(typedArray: TypedArray, componentType: ComponentType) {\r\n switch (componentType) {\r\n case ComponentType.BYTE:\r\n return new Float32Array(typedArray).map((c) => Math.max(c / 127.0, -1.0));\r\n case ComponentType.UBYTE:\r\n return new Float32Array(typedArray).map((c) => c / 255.0);\r\n case ComponentType.SHORT:\r\n return new Float32Array(typedArray).map((c) => Math.max(c / 32767.0, -1.0));\r\n case ComponentType.USHORT:\r\n return new Float32Array(typedArray).map((c) => c / 65535.0);\r\n default:\r\n return typedArray;\r\n }\r\n }\r\n\r\n getComponentCount(type: GLTFComponentType) {\r\n switch (type) {\r\n case 'SCALAR':\r\n return 1;\r\n case 'VEC2':\r\n return 2;\r\n case 'VEC3':\r\n return 3;\r\n case 'VEC4':\r\n return 4;\r\n case 'MAT2':\r\n return 4;\r\n case 'MAT3':\r\n return 9;\r\n case 'MAT4':\r\n return 16;\r\n default:\r\n return 0;\r\n }\r\n }\r\n\r\n getComponentSize(componentType: ComponentType) {\r\n switch (componentType) {\r\n case ComponentType.BYTE:\r\n case ComponentType.UBYTE:\r\n return 1;\r\n case ComponentType.SHORT:\r\n case ComponentType.USHORT:\r\n return 2;\r\n case ComponentType.INT:\r\n case ComponentType.UINT:\r\n case ComponentType.FLOAT:\r\n return 4;\r\n default:\r\n return 0;\r\n }\r\n }\r\n}\r\n"],"names":["ComponentType","GLTFAccessor","bufferView","byteOffset","componentType","normalized","count","type","max","min","sparse","name","_typedView","_filteredView","_normalizedFilteredView","_normalizedTypedView","accessorInfo","getTypedView","gltf","undefined","bufferViews","buffer","_loadedBuffers","componentSize","getComponentSize","componentCount","getComponentCount","arrayLength","byteStride","console","warn","byteLength","Int8Array","Uint8Array","Int16Array","Uint16Array","Int32Array","Uint32Array","Float32Array","createView","applySparse","getNormalizedTypedView","typedView","dequantize","getDeinterlacedView","func","stride","dataView","DataView","i","offset","Math","floor","size","getNormalizedDeinterlacedView","filteredView","view","indicesBufferView","indices","indicesBuffer","indicesByteOffset","indicesComponentSize","indicesComponentCount","indicesArrayLength","indicesTypedView","valuesBufferView","values","valuesBuffer","valuesByteOffset","valuesComponentSize","valuesComponentCount","valuesArrayLength","valuesTypedView","k","typedArray","map","c"],"mappings":"AAIA,iBACO,IAAWA,aAAAA,iBAAAA,SAAAA,aAAAA,EAAAA;;;;;;;;;AAAAA,IAAAA,OAAAA,aAAAA;AASjB,CAAA,CAAA,EAAA;AAKD,iBACO,MAAMC,YAAAA,CAAAA;IACXC,UAAmB;IACnBC,UAAmB;IACnBC,aAA6B;IAC7BC,UAAoB;IACpBC,KAAc;IACdC,IAAwB;IACxBC,GAAc;IACdC,GAAc;IACdC,MAAuB;IACvBC,IAAa;IACLC,UAAiC;IACjCC,aAAoC;IACpCC,uBAA8C;IAC9CC,oBAA2C;AACnD,IAAA,WAAA,CAAYC,YAAsB,CAAE;AAClC,QAAA,IAAI,CAACd,UAAU,GAAGc,YAAAA,CAAad,UAAU;AACzC,QAAA,IAAI,CAACC,UAAU,GAAGa,YAAAA,CAAab,UAAU,IAAI,CAAA;AAC7C,QAAA,IAAI,CAACC,aAAa,GAAGY,YAAAA,CAAaZ,aAAa;AAC/C,QAAA,IAAI,CAACC,UAAU,GAAG,CAAC,CAACW,aAAaX,UAAU;AAC3C,QAAA,IAAI,CAACC,KAAK,GAAGU,YAAAA,CAAaV,KAAK;AAC/B,QAAA,IAAI,CAACC,IAAI,GAAGS,YAAAA,CAAaT,IAAI;AAC7B,QAAA,IAAI,CAACC,GAAG,GAAGQ,YAAAA,CAAaR,GAAG;AAC3B,QAAA,IAAI,CAACC,GAAG,GAAGO,YAAAA,CAAaP,GAAG;AAC3B,QAAA,IAAI,CAACC,MAAM,GAAGM,YAAAA,CAAaN,MAAM;AACjC,QAAA,IAAI,CAACC,IAAI,GAAGK,YAAAA,CAAaL,IAAI;QAC7B,IAAI,CAACC,UAAU,GAAG,IAAA;QAClB,IAAI,CAACC,aAAa,GAAG,IAAA;QACrB,IAAI,CAACC,uBAAuB,GAAG,IAAA;QAC/B,IAAI,CAACC,oBAAoB,GAAG,IAAA;AAC9B;AACAE,IAAAA,YAAAA,CAAaC,IAAiB,EAAE;QAC9B,IAAI,IAAI,CAACN,UAAU,EAAE;YACnB,OAAO,IAAI,CAACA,UAAU;AACxB;AAEA,QAAA,IAAI,IAAI,CAACV,UAAU,KAAKiB,SAAW,EAAA;YACjC,MAAMjB,UAAAA,GAAagB,KAAKE,WAAY,CAAC,IAAI,CAAClB,UAAU,CAAC;AACrD,YAAA,MAAMmB,SAASH,IAAKI,CAAAA,cAAc,CAAEpB,UAAAA,CAAWmB,MAAM,CAAC;YACtD,MAAMlB,UAAAA,GAAa,IAAI,CAACA,UAAU,IAAID,UAAAA,CAAWC,UAAU,IAAI,CAAA,CAAA;AAE/D,YAAA,MAAMoB,gBAAgB,IAAI,CAACC,gBAAgB,CAAC,IAAI,CAACpB,aAAa,CAAA;AAC9D,YAAA,MAAMqB,iBAAiB,IAAI,CAACC,iBAAiB,CAAC,IAAI,CAACnB,IAAI,CAAA;AAEvD,YAAA,IAAIoB,WAAc,GAAA,CAAA;AAClB,YAAA,IAAIzB,WAAW0B,UAAU,KAAKT,aAAajB,UAAW0B,CAAAA,UAAU,KAAK,CAAG,EAAA;AACtE,gBAAA,IAAIL,kBAAkB,CAAG,EAAA;oBACvBI,WAAc,GAACzB,UAAW0B,CAAAA,UAAU,GAAGL,aAAAA,IAAkB,IAAI,CAACjB,KAAK,GAAG,CAAA,CAAKmB,GAAAA,cAAAA;iBACtE,MAAA;AACLI,oBAAAA,OAAAA,CAAQC,IAAI,CAAC,sCAA0C,IAAA,IAAI,CAACnB,IAAI,GAAG,IAAI,CAACA,IAAI,GAAG,EAAC,CAAK,GAAA,GAAA,CAAA;AACvF;aACK,MAAA;gBACLgB,WAAc,GAAA,IAAI,CAACrB,KAAK,GAAGmB,cAAAA;AAC7B;AAEA,YAAA,IAAIE,WAAcJ,GAAAA,aAAAA,GAAgBF,MAAOU,CAAAA,UAAU,GAAG5B,UAAY,EAAA;AAChEwB,gBAAAA,WAAAA,GAAc,CAACN,MAAAA,CAAOU,UAAU,GAAG5B,UAAS,IAAKoB,aAAAA;AACjDM,gBAAAA,OAAAA,CAAQC,IAAI,CAAC,qBAAyB,IAAA,IAAI,CAACnB,IAAI,GAAG,IAAI,CAACA,IAAI,GAAG,EAAC,CAAK,GAAA,iBAAA,CAAA;AACtE;YAEA,OAAQ,IAAI,CAACP,aAAa;AACxB,gBAAA,KAAA,IAAA;AACE,oBAAA,IAAI,CAACQ,UAAU,GAAG,IAAIoB,SAAAA,CAAUX,QAAQlB,UAAYwB,EAAAA,WAAAA,CAAAA;AACpD,oBAAA;AACF,gBAAA,KAAA,IAAA;AACE,oBAAA,IAAI,CAACf,UAAU,GAAG,IAAIqB,UAAAA,CAAWZ,QAAQlB,UAAYwB,EAAAA,WAAAA,CAAAA;AACrD,oBAAA;AACF,gBAAA,KAAA,IAAA;AACE,oBAAA,IAAI,CAACf,UAAU,GAAG,IAAIsB,UAAAA,CAAWb,QAAQlB,UAAYwB,EAAAA,WAAAA,CAAAA;AACrD,oBAAA;AACF,gBAAA,KAAA,IAAA;AACE,oBAAA,IAAI,CAACf,UAAU,GAAG,IAAIuB,WAAAA,CAAYd,QAAQlB,UAAYwB,EAAAA,WAAAA,CAAAA;AACtD,oBAAA;AACF,gBAAA,KAAA,IAAA;AACE,oBAAA,IAAI,CAACf,UAAU,GAAG,IAAIwB,UAAAA,CAAWf,QAAQlB,UAAYwB,EAAAA,WAAAA,CAAAA;AACrD,oBAAA;AACF,gBAAA,KAAA,IAAA;AACE,oBAAA,IAAI,CAACf,UAAU,GAAG,IAAIyB,WAAAA,CAAYhB,QAAQlB,UAAYwB,EAAAA,WAAAA,CAAAA;AACtD,oBAAA;AACF,gBAAA,KAAA,IAAA;AACE,oBAAA,IAAI,CAACf,UAAU,GAAG,IAAI0B,YAAAA,CAAajB,QAAQlB,UAAYwB,EAAAA,WAAAA,CAAAA;AACvD,oBAAA;AACJ;AACF,SAAA,MAAO,IAAI,IAAI,CAACjB,MAAM,KAAKS,SAAW,EAAA;AACpC,YAAA,IAAI,CAACP,UAAU,GAAG,IAAI,CAAC2B,UAAU,EAAA;AACnC;AAEA,QAAA,IAAI,CAAC,IAAI,CAAC3B,UAAU,EAAE;AACpBiB,YAAAA,OAAAA,CAAQC,IAAI,CAAC,gDAAmD,GAAA,IAAI,CAAC5B,UAAU,CAAA;AACjF,SAAA,MAAO,IAAI,IAAI,CAACQ,MAAM,KAAKS,SAAW,EAAA;AACpC,YAAA,IAAI,CAACqB,WAAW,CAACtB,IAAM,EAAA,IAAI,CAACN,UAAU,CAAA;AACxC;QAEA,OAAO,IAAI,CAACA,UAAU;AACxB;;;;AAKA6B,IAAAA,sBAAAA,CAAuBvB,IAAiB,EAAE;QACxC,IAAI,IAAI,CAACH,oBAAoB,EAAE;YAC7B,OAAO,IAAI,CAACA,oBAAoB;AAClC;AAEA,QAAA,MAAM2B,SAAY,GAAA,IAAI,CAACzB,YAAY,CAACC,IAAAA,CAAAA;AACpC,QAAA,IAAI,CAACH,oBAAoB,GAAG,IAAI,CAACV,UAAU,GACvCJ,YAAa0C,CAAAA,UAAU,CAACD,SAAAA,EAAY,IAAI,CAACtC,aAAa,CACtDsC,GAAAA,SAAAA;QACJ,OAAO,IAAI,CAAC3B,oBAAoB;AAClC;;;;;AAMA6B,IAAAA,mBAAAA,CAAoB1B,IAAiB,EAAE;QACrC,IAAI,IAAI,CAACL,aAAa,EAAE;YACtB,OAAO,IAAI,CAACA,aAAa;AAC3B;AAEA,QAAA,MAAMU,gBAAgB,IAAI,CAACC,gBAAgB,CAAC,IAAI,CAACpB,aAAa,CAAA;AAC9D,QAAA,MAAMqB,iBAAiB,IAAI,CAACC,iBAAiB,CAAC,IAAI,CAACnB,IAAI,CAAA;AACvD,QAAA,MAAMoB,WAAc,GAAA,IAAI,CAACrB,KAAK,GAAGmB,cAAAA;AAEjC,QAAA,IAAIoB,IAQe,GAAA,YAAA;QACnB,OAAQ,IAAI,CAACzC,aAAa;AACxB,YAAA,KAAA,IAAA;AACE,gBAAA,IAAI,CAACS,aAAa,GAAG,IAAImB,SAAUL,CAAAA,WAAAA,CAAAA;gBACnCkB,IAAO,GAAA,SAAA;AACP,gBAAA;AACF,YAAA,KAAA,IAAA;AACE,gBAAA,IAAI,CAAChC,aAAa,GAAG,IAAIoB,UAAWN,CAAAA,WAAAA,CAAAA;gBACpCkB,IAAO,GAAA,UAAA;AACP,gBAAA;AACF,YAAA,KAAA,IAAA;AACE,gBAAA,IAAI,CAAChC,aAAa,GAAG,IAAIqB,UAAWP,CAAAA,WAAAA,CAAAA;gBACpCkB,IAAO,GAAA,UAAA;AACP,gBAAA;AACF,YAAA,KAAA,IAAA;AACE,gBAAA,IAAI,CAAChC,aAAa,GAAG,IAAIsB,WAAYR,CAAAA,WAAAA,CAAAA;gBACrCkB,IAAO,GAAA,WAAA;AACP,gBAAA;AACF,YAAA,KAAA,IAAA;AACE,gBAAA,IAAI,CAAChC,aAAa,GAAG,IAAIuB,UAAWT,CAAAA,WAAAA,CAAAA;gBACpCkB,IAAO,GAAA,UAAA;AACP,gBAAA;AACF,YAAA,KAAA,IAAA;AACE,gBAAA,IAAI,CAAChC,aAAa,GAAG,IAAIwB,WAAYV,CAAAA,WAAAA,CAAAA;gBACrCkB,IAAO,GAAA,WAAA;AACP,gBAAA;AACF,YAAA,KAAA,IAAA;AACE,gBAAA,IAAI,CAAChC,aAAa,GAAG,IAAIyB,YAAaX,CAAAA,WAAAA,CAAAA;gBACtCkB,IAAO,GAAA,YAAA;AACP,gBAAA;AACF,YAAA;AACE,gBAAA;AACJ;AAEA,QAAA,IAAI,IAAI,CAAC3C,UAAU,KAAKiB,SAAW,EAAA;YACjC,MAAMjB,UAAAA,GAAagB,KAAKE,WAAY,CAAC,IAAI,CAAClB,UAAU,CAAC;AACrD,YAAA,MAAMmB,SAASH,IAAKI,CAAAA,cAAc,CAAEpB,UAAAA,CAAWmB,MAAM,CAAC;YACtD,MAAMlB,UAAAA,GAAa,IAAI,CAACA,UAAU,IAAID,UAAAA,CAAWC,UAAU,IAAI,CAAA,CAAA;AAC/D,YAAA,MAAM2C,MACJ5C,GAAAA,UAAAA,CAAW0B,UAAU,KAAKT,SAAajB,IAAAA,UAAAA,CAAW0B,UAAU,KAAK,CAC7D1B,GAAAA,UAAAA,CAAW0B,UAAU,GACrBH,cAAiBF,GAAAA,aAAAA;YACvB,MAAMwB,QAAAA,GAAW,IAAIC,QAAS3B,CAAAA,MAAAA,EAAQlB,YAAY,IAAI,CAACG,KAAK,GAAGwC,MAAAA,CAAAA;AAC/D,YAAA,IAAK,IAAIG,CAAI,GAAA,CAAA,EAAGA,CAAItB,GAAAA,WAAAA,EAAa,EAAEsB,CAAG,CAAA;gBACpC,MAAMC,MAAAA,GAASC,KAAKC,KAAK,CAACH,IAAIxB,cAAkBqB,CAAAA,GAAAA,MAAAA,GAAS,CAACG,GAAIxB,cAAkBF,GAAAA,aAAAA;gBAChF,IAAI,CAACV,aAAa,CAACoC,CAAAA,CAAE,GAAGF,QAAQ,CAACF,IAAK,CAAA,CAACK,MAAQ,EAAA,IAAA,CAAA;AACjD;AACF,SAAA,MAAO,IAAI,IAAI,CAACxC,MAAM,KAAKS,SAAW,EAAA;AACpC,YAAA,IAAI,CAACN,aAAa,GAAG,IAAI,CAAC0B,UAAU,EAAA;AACtC;AAEA,QAAA,IAAI,IAAI,CAAC7B,MAAM,KAAKS,SAAW,EAAA;AAC7B,YAAA,IAAI,CAACqB,WAAW,CAACtB,IAAM,EAAA,IAAI,CAACL,aAAa,CAAA;AAC3C;QAEA,OAAO,IAAI,CAACA,aAAa;AAC3B;IAEA0B,UAAa,GAAA;QACX,MAAMc,IAAAA,GAAO,IAAI,CAAC/C,KAAK,GAAG,IAAI,CAACoB,iBAAiB,CAAC,IAAI,CAACnB,IAAI,CAAA;QAC1D,IAAI,IAAI,CAACH,aAAa,IAAwB,IAAA,EAAA;AAC5C,YAAA,OAAO,IAAI4B,SAAUqB,CAAAA,IAAAA,CAAAA;AACvB;QACA,IAAI,IAAI,CAACjD,aAAa,IAAyB,IAAA,EAAA;AAC7C,YAAA,OAAO,IAAI6B,UAAWoB,CAAAA,IAAAA,CAAAA;AACxB;QACA,IAAI,IAAI,CAACjD,aAAa,IAAyB,IAAA,EAAA;AAC7C,YAAA,OAAO,IAAI8B,UAAWmB,CAAAA,IAAAA,CAAAA;AACxB;QACA,IAAI,IAAI,CAACjD,aAAa,IAA0B,IAAA,EAAA;AAC9C,YAAA,OAAO,IAAI+B,WAAYkB,CAAAA,IAAAA,CAAAA;AACzB;QACA,IAAI,IAAI,CAACjD,aAAa,IAAuB,IAAA,EAAA;AAC3C,YAAA,OAAO,IAAIgC,UAAWiB,CAAAA,IAAAA,CAAAA;AACxB;QACA,IAAI,IAAI,CAACjD,aAAa,IAAwB,IAAA,EAAA;AAC5C,YAAA,OAAO,IAAIiC,WAAYgB,CAAAA,IAAAA,CAAAA;AACzB;QACA,IAAI,IAAI,CAACjD,aAAa,IAAyB,IAAA,EAAA;AAC7C,YAAA,OAAO,IAAIkC,YAAae,CAAAA,IAAAA,CAAAA;AAC1B;QACA,OAAOlC,SAAAA;AACT;;;;AAKAmC,IAAAA,6BAAAA,CAA8BpC,IAAiB,EAAE;QAC/C,IAAI,IAAI,CAACJ,uBAAuB,EAAE;YAChC,OAAO,IAAI,CAACA,uBAAuB;AACrC;AAEA,QAAA,MAAMyC,YAAe,GAAA,IAAI,CAACX,mBAAmB,CAAC1B,IAAAA,CAAAA;AAC9C,QAAA,IAAI,CAACJ,uBAAuB,GAAG,IAAI,CAACT,UAAU,GAC1CJ,YAAa0C,CAAAA,UAAU,CAACY,YAAAA,EAAe,IAAI,CAACnD,aAAa,CACzDmD,GAAAA,YAAAA;QACJ,OAAO,IAAI,CAACzC,uBAAuB;AACrC;IAEA0B,WAAYtB,CAAAA,IAAiB,EAAEsC,IAAgB,EAAE;;AAG/C,QAAA,MAAMC,iBAAoBvC,GAAAA,IAAAA,CAAKE,WAAY,CAAC,IAAI,CAACV,MAAM,CAACgD,OAAO,CAACxD,UAAU,CAAC;AAC3E,QAAA,MAAMyD,gBAAgBzC,IAAKI,CAAAA,cAAc,CAAEmC,iBAAAA,CAAkBpC,MAAM,CAAC;AACpE,QAAA,MAAMuC,oBAAoB,CAAC,IAAI,CAAClD,MAAM,CAACgD,OAAO,CAACvD,UAAU,IAAI,CAAA,KAAMsD,iBAAkBtD,CAAAA,UAAU,IAAI,CAAA,CAAA;QAEnG,MAAM0D,oBAAAA,GAAuB,IAAI,CAACrC,gBAAgB,CAAC,IAAI,CAACd,MAAM,CAACgD,OAAO,CAACtD,aAAa,CAAA;AACpF,QAAA,IAAI0D,qBAAwB,GAAA,CAAA;AAE5B,QAAA,IAAIL,kBAAkB7B,UAAU,KAAKT,aAAasC,iBAAkB7B,CAAAA,UAAU,KAAK,CAAG,EAAA;YACpFkC,qBAAwBL,GAAAA,iBAAAA,CAAkB7B,UAAU,GAAGiC,oBAAAA;AACzD;AAEA,QAAA,MAAME,qBAAqB,IAAI,CAACrD,MAAM,CAACJ,KAAK,GAAGwD,qBAAAA;QAE/C,IAAIE,gBAAAA;AACJ,QAAA,OAAQ,IAAI,CAACtD,MAAM,CAACgD,OAAO,CAACtD,aAAa;AACvC,YAAA,KAAA,IAAA;gBACE4D,gBAAmB,GAAA,IAAI/B,UAAW0B,CAAAA,aAAAA,EAAeC,iBAAmBG,EAAAA,kBAAAA,CAAAA;AACpE,gBAAA;AACF,YAAA,KAAA,IAAA;gBACEC,gBAAmB,GAAA,IAAI7B,WAAYwB,CAAAA,aAAAA,EAAeC,iBAAmBG,EAAAA,kBAAAA,CAAAA;AACrE,gBAAA;AACF,YAAA,KAAA,IAAA;gBACEC,gBAAmB,GAAA,IAAI3B,WAAYsB,CAAAA,aAAAA,EAAeC,iBAAmBG,EAAAA,kBAAAA,CAAAA;AACrE,gBAAA;AACJ;AACA,QAAA,IAAI,CAACC,gBAAkB,EAAA;AACrBnC,YAAAA,OAAAA,CAAQC,IAAI,CAAC,4DAA+D,GAAA,IAAI,CAAC5B,UAAU,CAAA;AAC3F,YAAA;AACF;;AAIA,QAAA,MAAM+D,gBAAmB/C,GAAAA,IAAAA,CAAKE,WAAY,CAAC,IAAI,CAACV,MAAM,CAACwD,MAAM,CAAChE,UAAU,CAAC;AACzE,QAAA,MAAMiE,eAAejD,IAAKI,CAAAA,cAAc,CAAE2C,gBAAAA,CAAiB5C,MAAM,CAAC;AAClE,QAAA,MAAM+C,mBAAmB,CAAC,IAAI,CAAC1D,MAAM,CAACwD,MAAM,CAAC/D,UAAU,IAAI,CAAA,KAAM8D,gBAAiB9D,CAAAA,UAAU,IAAI,CAAA,CAAA;AAEhG,QAAA,MAAMkE,sBAAsB,IAAI,CAAC7C,gBAAgB,CAAC,IAAI,CAACpB,aAAa,CAAA;AACpE,QAAA,IAAIkE,uBAAuB,IAAI,CAAC5C,iBAAiB,CAAC,IAAI,CAACnB,IAAI,CAAA;AAE3D,QAAA,IAAI0D,iBAAiBrC,UAAU,KAAKT,aAAa8C,gBAAiBrC,CAAAA,UAAU,KAAK,CAAG,EAAA;YAClF0C,oBAAuBL,GAAAA,gBAAAA,CAAiBrC,UAAU,GAAGyC,mBAAAA;AACvD;AAEA,QAAA,MAAME,oBAAoB,IAAI,CAAC7D,MAAM,CAACJ,KAAK,GAAGgE,oBAAAA;QAE9C,IAAIE,eAAAA;QACJ,OAAQ,IAAI,CAACpE,aAAa;AACxB,YAAA,KAAA,IAAA;gBACEoE,eAAkB,GAAA,IAAIxC,SAAUmC,CAAAA,YAAAA,EAAcC,gBAAkBG,EAAAA,iBAAAA,CAAAA;AAChE,gBAAA;AACF,YAAA,KAAA,IAAA;gBACEC,eAAkB,GAAA,IAAIvC,UAAWkC,CAAAA,YAAAA,EAAcC,gBAAkBG,EAAAA,iBAAAA,CAAAA;AACjE,gBAAA;AACF,YAAA,KAAA,IAAA;gBACEC,eAAkB,GAAA,IAAItC,UAAWiC,CAAAA,YAAAA,EAAcC,gBAAkBG,EAAAA,iBAAAA,CAAAA;AACjE,gBAAA;AACF,YAAA,KAAA,IAAA;gBACEC,eAAkB,GAAA,IAAIrC,WAAYgC,CAAAA,YAAAA,EAAcC,gBAAkBG,EAAAA,iBAAAA,CAAAA;AAClE,gBAAA;AACF,YAAA,KAAA,IAAA;gBACEC,eAAkB,GAAA,IAAIpC,UAAW+B,CAAAA,YAAAA,EAAcC,gBAAkBG,EAAAA,iBAAAA,CAAAA;AACjE,gBAAA;AACF,YAAA,KAAA,IAAA;gBACEC,eAAkB,GAAA,IAAInC,WAAY8B,CAAAA,YAAAA,EAAcC,gBAAkBG,EAAAA,iBAAAA,CAAAA;AAClE,gBAAA;AACF,YAAA,KAAA,IAAA;gBACEC,eAAkB,GAAA,IAAIlC,YAAa6B,CAAAA,YAAAA,EAAcC,gBAAkBG,EAAAA,iBAAAA,CAAAA;AACnE,gBAAA;AACJ;;QAIA,IAAK,IAAItB,CAAI,GAAA,CAAA,EAAGA,CAAI,GAAA,IAAI,CAACvC,MAAM,CAACJ,KAAK,EAAE,EAAE2C,CAAG,CAAA;AAC1C,YAAA,IAAK,IAAIwB,CAAI,GAAA,CAAA,EAAGA,CAAIH,GAAAA,oBAAAA,EAAsB,EAAEG,CAAG,CAAA;AAC7CjB,gBAAAA,IAAI,CAACQ,gBAAgB,CAACf,CAAAA,CAAE,GAAGqB,oBAAAA,GAAuBG,CAAE,CAAA,GAAGD,eAAgB,CAACvB,CAAIqB,GAAAA,oBAAAA,GAAuBG,CAAE,CAAA;AACvG;AACF;AACF;;AAGA,IAAA,OAAO9B,UAAW+B,CAAAA,UAAsB,EAAEtE,aAA4B,EAAE;QACtE,OAAQA,aAAAA;AACN,YAAA,KAAA,IAAA;AACE,gBAAA,OAAO,IAAIkC,YAAAA,CAAaoC,UAAYC,CAAAA,CAAAA,GAAG,CAAC,CAACC,CAAMzB,GAAAA,IAAAA,CAAK3C,GAAG,CAACoE,CAAI,GAAA,KAAA,EAAO,EAAC,CAAA,CAAA;AACtE,YAAA,KAAA,IAAA;AACE,gBAAA,OAAO,IAAItC,YAAaoC,CAAAA,UAAAA,CAAAA,CAAYC,GAAG,CAAC,CAACC,IAAMA,CAAI,GAAA,KAAA,CAAA;AACrD,YAAA,KAAA,IAAA;AACE,gBAAA,OAAO,IAAItC,YAAAA,CAAaoC,UAAYC,CAAAA,CAAAA,GAAG,CAAC,CAACC,CAAMzB,GAAAA,IAAAA,CAAK3C,GAAG,CAACoE,CAAI,GAAA,OAAA,EAAS,EAAC,CAAA,CAAA;AACxE,YAAA,KAAA,IAAA;AACE,gBAAA,OAAO,IAAItC,YAAaoC,CAAAA,UAAAA,CAAAA,CAAYC,GAAG,CAAC,CAACC,IAAMA,CAAI,GAAA,OAAA,CAAA;AACrD,YAAA;gBACE,OAAOF,UAAAA;AACX;AACF;AAEAhD,IAAAA,iBAAAA,CAAkBnB,IAAuB,EAAE;QACzC,OAAQA,IAAAA;YACN,KAAK,QAAA;gBACH,OAAO,CAAA;YACT,KAAK,MAAA;gBACH,OAAO,CAAA;YACT,KAAK,MAAA;gBACH,OAAO,CAAA;YACT,KAAK,MAAA;gBACH,OAAO,CAAA;YACT,KAAK,MAAA;gBACH,OAAO,CAAA;YACT,KAAK,MAAA;gBACH,OAAO,CAAA;YACT,KAAK,MAAA;gBACH,OAAO,EAAA;AACT,YAAA;gBACE,OAAO,CAAA;AACX;AACF;AAEAiB,IAAAA,gBAAAA,CAAiBpB,aAA4B,EAAE;QAC7C,OAAQA,aAAAA;AACN,YAAA,KAAA,IAAA;AACA,YAAA,KAAA,IAAA;gBACE,OAAO,CAAA;AACT,YAAA,KAAA,IAAA;AACA,YAAA,KAAA,IAAA;gBACE,OAAO,CAAA;AACT,YAAA,KAAA,IAAA;AACA,YAAA,KAAA,IAAA;AACA,YAAA,KAAA,IAAA;gBACE,OAAO,CAAA;AACT,YAAA;gBACE,OAAO,CAAA;AACX;AACF;AACF;;;;"}
@@ -1,301 +0,0 @@
1
- import { MeshMaterial } from './meshmaterial.js';
2
- import { ShaderHelper } from './shader/helper.js';
3
- import { MaterialVaryingFlags } from '../values.js';
4
- import { Vector4 } from '@zephyr3d/base';
5
-
6
- /**
7
- * Sprite3D material base class.
8
- *
9
- * @remarks
10
- * This material renders a camera-facing quad (billboard) in 3D space,
11
- * using UV information and an anchor point to control how the sprite
12
- * is positioned and textured.
13
- *
14
- * Derived classes can override {@link internalSetupUniforms},
15
- * {@link internalApplyUniforms} and
16
- * {@link calcFragmentColor} to provide custom
17
- * uniforms and shading logic (e.g. sampling a texture).
18
- *
19
- * @public
20
- */ class Sprite3DMaterial extends MeshMaterial {
21
- static UVINFO = this.defineInstanceUniform('uvinfo', 'vec4');
22
- static ANCHOR_ROTATION = this.defineInstanceUniform('anchorRotation', 'vec4');
23
- _uvinfo;
24
- _anchorRotation;
25
- /**
26
- * Creates a new {@link Sprite3DMaterial} instance.
27
- *
28
- * @remarks
29
- * - Default UV rectangle is the full texture [0, 0, 1, 1].
30
- * - Default anchor is the center [0.5, 0.5].
31
- * - Face culling is disabled (`cullMode = 'none'`) so the sprite
32
- * is visible from both sides.
33
- */ constructor(){
34
- super();
35
- this._uvinfo = new Vector4(0, 0, 1, 1);
36
- this._anchorRotation = new Vector4(0.5, 0.5, 0, 0);
37
- this.cullMode = 'none';
38
- }
39
- /**
40
- * Gets the UV rectangle of the sprite in the texture.
41
- *
42
- * @returns A Vector4 storing \([u0, v0, u1, v1]\).
43
- */ get uvinfo() {
44
- return this._uvinfo;
45
- }
46
- set uvinfo(value) {
47
- if (!value.equalsTo(this.uvinfo)) {
48
- this._uvinfo.set(value);
49
- this.uniformChanged();
50
- }
51
- }
52
- /**
53
- * Convenience method to set the UV rectangle via individual components.
54
- *
55
- * @param uvx0 - Left (U) coordinate.
56
- * @param uvy0 - Bottom (V) coordinate.
57
- * @param uvx1 - Right (U) coordinate.
58
- * @param uvy1 - Top (V) coordinate.
59
- */ setUVInfo(uvx0, uvy0, uvx1, uvy1) {
60
- this.uvinfo = new Vector4(uvx0, uvy0, uvx1, uvy1);
61
- }
62
- /**
63
- * Gets the sprite anchor-rotation.
64
- *
65
- * @returns The current anchor-rotation.
66
- */ get anchorRotation() {
67
- return this._anchorRotation;
68
- }
69
- set anchorRotation(value) {
70
- if (!value.equalsTo(this._anchorRotation)) {
71
- this._anchorRotation.set(value);
72
- this.uniformChanged();
73
- }
74
- }
75
- /**
76
- * Gets the sprite anchor point in normalized quad space.
77
- *
78
- * @returns The current anchor as a Vector2.
79
- */ get anchor() {
80
- return this._anchorRotation.xy();
81
- }
82
- set anchor(value) {
83
- if (value.x !== this._anchorRotation.x || value.y !== this._anchorRotation.y) {
84
- this.anchorRotation = new Vector4(value.x, value.y, this._anchorRotation.z, this._anchorRotation.w);
85
- }
86
- }
87
- /**
88
- * Gets the sprite rotation around the Z axis.
89
- *
90
- * @returns The sprite rotation.
91
- */ get rotation() {
92
- return this._anchorRotation.z;
93
- }
94
- set rotation(value) {
95
- if (value !== this._anchorRotation.z) {
96
- this.anchorRotation = new Vector4(this._anchorRotation.x, this._anchorRotation.y, value, this._anchorRotation.w);
97
- }
98
- }
99
- /**
100
- * Gets the X component of the sprite anchor.
101
- */ get anchorX() {
102
- return this._anchorRotation.x;
103
- }
104
- set anchorX(value) {
105
- if (this._anchorRotation.x !== value) {
106
- this.anchorRotation = new Vector4(value, this._anchorRotation.y, this._anchorRotation.z, this._anchorRotation.w);
107
- }
108
- }
109
- /**
110
- * Gets the Y component of the sprite anchor.
111
- */ get anchorY() {
112
- return this._anchorRotation.y;
113
- }
114
- set anchorY(value) {
115
- if (this._anchorRotation.y !== value) {
116
- this.anchorRotation = new Vector4(this._anchorRotation.x, value, this._anchorRotation.z, this._anchorRotation.w);
117
- }
118
- }
119
- /**
120
- * Convenience method to set both anchor components at once.
121
- *
122
- * @param anchorX - X coordinate of the anchor.
123
- * @param anchorY - Y coordinate of the anchor.
124
- */ setAnchor(anchorX, anchorY) {
125
- if (this._anchorRotation.x !== anchorX || this._anchorRotation.y !== anchorY) {
126
- this.anchorRotation = new Vector4(anchorX, anchorY, this._anchorRotation.z, this._anchorRotation.w);
127
- }
128
- }
129
- /**
130
- * Creates a deep copy of this material.
131
- *
132
- * @returns A new {@link Sprite3DMaterial} instance with the same properties.
133
- */ clone() {
134
- const other = new Sprite3DMaterial();
135
- other.copyFrom(this);
136
- return other;
137
- }
138
- /**
139
- * Copies all relevant state from another {@link Sprite3DMaterial}.
140
- *
141
- * @param other - The source material to copy from.
142
- */ copyFrom(other) {
143
- super.copyFrom(other);
144
- this.uvinfo = other.uvinfo;
145
- this.anchorRotation = other.anchorRotation;
146
- }
147
- /**
148
- * Builds the vertex shader for this material.
149
- *
150
- * @remarks
151
- * This method:
152
- * - Calls the base implementation.
153
- * - Computes per-vertex positions for a camera-facing quad (billboard)
154
- * based on the sprite's world transform, size, and anchor.
155
- * - Selects the correct UV coordinates for each quad corner using
156
- * the `vertexId` attribute.
157
- * - Outputs world-space position (`zWorldPos`) and UVs (`zVertexUV`)
158
- * for use in the fragment shader.
159
- *
160
- * @param scope - The current programmable builder function scope.
161
- */ vertexShader(scope) {
162
- super.vertexShader(scope);
163
- const pb = scope.$builder;
164
- scope.$inputs.vertexId = pb.float().attrib('position');
165
- if (this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING) {
166
- scope.$l.uvinfo = this.getInstancedUniform(scope, Sprite3DMaterial.UVINFO);
167
- scope.$l.anchorRotation = this.getInstancedUniform(scope, Sprite3DMaterial.ANCHOR_ROTATION);
168
- } else {
169
- scope.uvinfo = pb.vec4().uniform(2);
170
- scope.anchorRotation = pb.vec4().uniform(2);
171
- }
172
- this.internalSetupUniforms(scope);
173
- scope.$l.worldPos = ShaderHelper.getWorldMatrix(scope)[3].xyz;
174
- scope.$l.width = pb.sqrt(pb.dot(ShaderHelper.getWorldMatrix(scope)[0].xyz, ShaderHelper.getWorldMatrix(scope)[0].xyz));
175
- scope.$l.height = pb.sqrt(pb.dot(ShaderHelper.getWorldMatrix(scope)[1].xyz, ShaderHelper.getWorldMatrix(scope)[1].xyz));
176
- const viewMatrix = ShaderHelper.getViewMatrix(scope);
177
- scope.$l.forward = pb.vec3(viewMatrix[0].z, viewMatrix[1].z, viewMatrix[2].z);
178
- scope.$l.axis = scope.$choice(pb.lessThan(pb.abs(scope.forward.y), 0.999), pb.vec3(0, 1, 0), pb.vec3(1, 0, 0));
179
- scope.$l.right = pb.normalize(pb.cross(scope.axis, scope.forward));
180
- scope.$l.up = pb.normalize(pb.cross(scope.forward, scope.right));
181
- scope.$l.rotateAngle = scope.anchorRotation.z;
182
- scope.$l.c = pb.cos(scope.rotateAngle);
183
- scope.$l.s = pb.sin(scope.rotateAngle);
184
- scope.$l.rightRot = pb.add(pb.mul(scope.up, scope.s), pb.mul(scope.right, scope.c));
185
- scope.$l.upRot = pb.sub(pb.mul(scope.up, scope.c), pb.mul(scope.right, scope.s));
186
- scope.$l.v = pb.vec2();
187
- scope.$l.uv = pb.vec2();
188
- scope.$l.anchor = scope.anchorRotation.xy;
189
- scope.$if(pb.equal(scope.$inputs.vertexId, 0), function() {
190
- scope.v = pb.neg(scope.anchor);
191
- scope.uv = pb.vec2(scope.uvinfo.x, pb.sub(1, scope.uvinfo.y));
192
- }).$elseif(pb.equal(scope.$inputs.vertexId, 1), function() {
193
- scope.v = pb.sub(pb.vec2(1, 0), scope.anchor);
194
- scope.uv = pb.vec2(scope.uvinfo.z, pb.sub(1, scope.uvinfo.y));
195
- }).$elseif(pb.equal(scope.$inputs.vertexId, 2), function() {
196
- scope.v = pb.sub(pb.vec2(0, 1), scope.anchor);
197
- scope.uv = pb.vec2(scope.uvinfo.x, pb.sub(1, scope.uvinfo.w));
198
- }).$else(function() {
199
- scope.v = pb.sub(pb.vec2(1), scope.anchor);
200
- scope.uv = pb.vec2(scope.uvinfo.z, pb.sub(1, scope.uvinfo.w));
201
- });
202
- scope.v = pb.mul(scope.v, pb.vec2(scope.width, scope.height));
203
- scope.$outputs.zWorldPos = pb.add(scope.worldPos, pb.mul(scope.rightRot, scope.v.x), pb.mul(scope.upRot, scope.v.y));
204
- scope.$outputs.zVertexUV = scope.uv;
205
- ShaderHelper.setClipSpacePosition(scope, pb.mul(ShaderHelper.getViewProjectionMatrix(scope), pb.vec4(scope.$outputs.zWorldPos, 1)));
206
- }
207
- /**
208
- * Builds the fragment shader for this material.
209
- *
210
- * @remarks
211
- * This method:
212
- * - Calls the base implementation.
213
- * - Invokes {@link Sprite3DMaterial.internalSetupUniforms} for
214
- * fragment-stage specific uniform declarations.
215
- * - Computes fragment color by calling {@link Sprite3DMaterial.calcFragmentColor}
216
- * if fragment color is needed.
217
- * - Outputs the final fragment color via {@link MeshMaterial.outputFragmentColor}.
218
- *
219
- * @param scope - The current programmable builder function scope.
220
- */ fragmentShader(scope) {
221
- super.fragmentShader(scope);
222
- this.internalSetupUniforms(scope);
223
- if (this.needFragmentColor()) {
224
- scope.$l.color = this.calcFragmentColor(scope);
225
- this.outputFragmentColor(scope, scope.$inputs.zWorldPos, scope.color);
226
- } else {
227
- this.outputFragmentColor(scope, scope.$inputs.zWorldPos, null);
228
- }
229
- }
230
- /**
231
- * Applies runtime uniform values to the given bind group before drawing.
232
- *
233
- * @remarks
234
- * This binds:
235
- * - UV information (`uvinfo`)
236
- * - Anchor (`anchor`)
237
- *
238
- * for non-instanced rendering. For instanced rendering, these values
239
- * are expected to be provided as per-instance uniforms instead.
240
- *
241
- * It also calls {@link Sprite3DMaterial.internalApplyUniforms} to allow
242
- * derived classes to bind additional resources (e.g. textures).
243
- *
244
- * @param bindGroup - The bind group to which uniforms and resources are bound.
245
- * @param ctx - The current draw context providing rendering state.
246
- * @param pass - Index of the active render pass.
247
- */ applyUniformValues(bindGroup, ctx, pass) {
248
- super.applyUniformValues(bindGroup, ctx, pass);
249
- if (!(ctx.materialFlags & MaterialVaryingFlags.INSTANCING)) {
250
- bindGroup.setValue('uvinfo', this._uvinfo);
251
- bindGroup.setValue('anchorRotation', this._anchorRotation);
252
- }
253
- this.internalApplyUniforms(bindGroup, ctx, pass);
254
- }
255
- /**
256
- * Hook for derived classes to declare additional uniforms.
257
- *
258
- * @remarks
259
- * This is invoked in both the vertex and fragment shader construction
260
- * phases, allowing subclasses to register extra uniforms or resources
261
- * needed by their custom shading logic.
262
- *
263
- * The base implementation does nothing.
264
- *
265
- * @param _scope - The current shader function scope.
266
- */ internalSetupUniforms(_scope) {}
267
- /**
268
- * Hook for derived classes to bind additional uniform values or resources.
269
- *
270
- * @remarks
271
- * This is called from {@link Sprite3DMaterial.applyUniformValues} and is
272
- * intended for subclasses to bind their own textures, samplers, or
273
- * other GPU resources.
274
- *
275
- * The base implementation does nothing.
276
- *
277
- * @param _bindGroup - The bind group used for binding uniforms and resources.
278
- * @param _ctx - The current draw context.
279
- * @param _pass - Index of the active render pass.
280
- */ internalApplyUniforms(_bindGroup, _ctx, _pass) {}
281
- /**
282
- * Computes the fragment color expression for this material.
283
- *
284
- * @remarks
285
- * The default implementation simply outputs the interpolated UV
286
- * coordinates as color \([u, v, 0, 1]\), which is mainly useful
287
- * for debugging.
288
- *
289
- * Derived classes are expected to override this method to implement
290
- * actual shading, such as sampling a texture.
291
- *
292
- * @param scope - The current shader function scope.
293
- * @returns A shader expression representing the fragment color.
294
-
295
- */ calcFragmentColor(scope) {
296
- return scope.$builder.vec4(scope.$inputs.zVertexUV, 0, 1);
297
- }
298
- }
299
-
300
- export { Sprite3DMaterial };
301
- //# sourceMappingURL=sprite3d.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"sprite3d.js","sources":["../../src/material/sprite3d.ts"],"sourcesContent":["import { MeshMaterial } from './meshmaterial';\r\nimport type { BindGroup, PBFunctionScope, PBInsideFunctionScope } from '@zephyr3d/device';\r\nimport { ShaderHelper } from './shader/helper';\r\nimport { MaterialVaryingFlags } from '../values';\r\nimport type { Clonable, Immutable, Vector2 } from '@zephyr3d/base';\r\nimport { Vector4 } from '@zephyr3d/base';\r\nimport type { DrawContext } from '../render';\r\n\r\n/**\r\n * Sprite3D material base class.\r\n *\r\n * @remarks\r\n * This material renders a camera-facing quad (billboard) in 3D space,\r\n * using UV information and an anchor point to control how the sprite\r\n * is positioned and textured.\r\n *\r\n * Derived classes can override {@link internalSetupUniforms},\r\n * {@link internalApplyUniforms} and\r\n * {@link calcFragmentColor} to provide custom\r\n * uniforms and shading logic (e.g. sampling a texture).\r\n *\r\n * @public\r\n */\r\nexport class Sprite3DMaterial extends MeshMaterial implements Clonable<Sprite3DMaterial> {\r\n static UVINFO = this.defineInstanceUniform('uvinfo', 'vec4');\r\n static ANCHOR_ROTATION = this.defineInstanceUniform('anchorRotation', 'vec4');\r\n private _uvinfo: Vector4;\r\n private _anchorRotation: Vector4;\r\n /**\r\n * Creates a new {@link Sprite3DMaterial} instance.\r\n *\r\n * @remarks\r\n * - Default UV rectangle is the full texture [0, 0, 1, 1].\r\n * - Default anchor is the center [0.5, 0.5].\r\n * - Face culling is disabled (`cullMode = 'none'`) so the sprite\r\n * is visible from both sides.\r\n */\r\n constructor() {\r\n super();\r\n this._uvinfo = new Vector4(0, 0, 1, 1);\r\n this._anchorRotation = new Vector4(0.5, 0.5, 0, 0);\r\n this.cullMode = 'none';\r\n }\r\n /**\r\n * Gets the UV rectangle of the sprite in the texture.\r\n *\r\n * @returns A Vector4 storing \\([u0, v0, u1, v1]\\).\r\n */\r\n get uvinfo(): Immutable<Vector4> {\r\n return this._uvinfo;\r\n }\r\n set uvinfo(value: Immutable<Vector4>) {\r\n if (!value.equalsTo(this.uvinfo)) {\r\n this._uvinfo.set(value);\r\n this.uniformChanged();\r\n }\r\n }\r\n /**\r\n * Convenience method to set the UV rectangle via individual components.\r\n *\r\n * @param uvx0 - Left (U) coordinate.\r\n * @param uvy0 - Bottom (V) coordinate.\r\n * @param uvx1 - Right (U) coordinate.\r\n * @param uvy1 - Top (V) coordinate.\r\n */\r\n setUVInfo(uvx0: number, uvy0: number, uvx1: number, uvy1: number) {\r\n this.uvinfo = new Vector4(uvx0, uvy0, uvx1, uvy1);\r\n }\r\n /**\r\n * Gets the sprite anchor-rotation.\r\n *\r\n * @returns The current anchor-rotation.\r\n */\r\n get anchorRotation(): Immutable<Vector4> {\r\n return this._anchorRotation;\r\n }\r\n set anchorRotation(value: Immutable<Vector4>) {\r\n if (!value.equalsTo(this._anchorRotation)) {\r\n this._anchorRotation.set(value);\r\n this.uniformChanged();\r\n }\r\n }\r\n /**\r\n * Gets the sprite anchor point in normalized quad space.\r\n *\r\n * @returns The current anchor as a Vector2.\r\n */\r\n get anchor(): Immutable<Vector2> {\r\n return this._anchorRotation.xy();\r\n }\r\n set anchor(value: Immutable<Vector2>) {\r\n if (value.x !== this._anchorRotation.x || value.y !== this._anchorRotation.y) {\r\n this.anchorRotation = new Vector4(value.x, value.y, this._anchorRotation.z, this._anchorRotation.w);\r\n }\r\n }\r\n /**\r\n * Gets the sprite rotation around the Z axis.\r\n *\r\n * @returns The sprite rotation.\r\n */\r\n get rotation() {\r\n return this._anchorRotation.z;\r\n }\r\n set rotation(value) {\r\n if (value !== this._anchorRotation.z) {\r\n this.anchorRotation = new Vector4(\r\n this._anchorRotation.x,\r\n this._anchorRotation.y,\r\n value,\r\n this._anchorRotation.w\r\n );\r\n }\r\n }\r\n /**\r\n * Gets the X component of the sprite anchor.\r\n */\r\n get anchorX() {\r\n return this._anchorRotation.x;\r\n }\r\n set anchorX(value) {\r\n if (this._anchorRotation.x !== value) {\r\n this.anchorRotation = new Vector4(\r\n value,\r\n this._anchorRotation.y,\r\n this._anchorRotation.z,\r\n this._anchorRotation.w\r\n );\r\n }\r\n }\r\n /**\r\n * Gets the Y component of the sprite anchor.\r\n */\r\n get anchorY() {\r\n return this._anchorRotation.y;\r\n }\r\n set anchorY(value) {\r\n if (this._anchorRotation.y !== value) {\r\n this.anchorRotation = new Vector4(\r\n this._anchorRotation.x,\r\n value,\r\n this._anchorRotation.z,\r\n this._anchorRotation.w\r\n );\r\n }\r\n }\r\n /**\r\n * Convenience method to set both anchor components at once.\r\n *\r\n * @param anchorX - X coordinate of the anchor.\r\n * @param anchorY - Y coordinate of the anchor.\r\n */\r\n setAnchor(anchorX: number, anchorY: number) {\r\n if (this._anchorRotation.x !== anchorX || this._anchorRotation.y !== anchorY) {\r\n this.anchorRotation = new Vector4(anchorX, anchorY, this._anchorRotation.z, this._anchorRotation.w);\r\n }\r\n }\r\n /**\r\n * Creates a deep copy of this material.\r\n *\r\n * @returns A new {@link Sprite3DMaterial} instance with the same properties.\r\n */\r\n clone() {\r\n const other = new Sprite3DMaterial();\r\n other.copyFrom(this);\r\n return other;\r\n }\r\n /**\r\n * Copies all relevant state from another {@link Sprite3DMaterial}.\r\n *\r\n * @param other - The source material to copy from.\r\n */\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n this.uvinfo = other.uvinfo;\r\n this.anchorRotation = other.anchorRotation;\r\n }\r\n /**\r\n * Builds the vertex shader for this material.\r\n *\r\n * @remarks\r\n * This method:\r\n * - Calls the base implementation.\r\n * - Computes per-vertex positions for a camera-facing quad (billboard)\r\n * based on the sprite's world transform, size, and anchor.\r\n * - Selects the correct UV coordinates for each quad corner using\r\n * the `vertexId` attribute.\r\n * - Outputs world-space position (`zWorldPos`) and UVs (`zVertexUV`)\r\n * for use in the fragment shader.\r\n *\r\n * @param scope - The current programmable builder function scope.\r\n */\r\n vertexShader(scope: PBFunctionScope) {\r\n super.vertexShader(scope);\r\n const pb = scope.$builder;\r\n scope.$inputs.vertexId = pb.float().attrib('position');\r\n if (this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING) {\r\n scope.$l.uvinfo = this.getInstancedUniform(scope, Sprite3DMaterial.UVINFO);\r\n scope.$l.anchorRotation = this.getInstancedUniform(scope, Sprite3DMaterial.ANCHOR_ROTATION);\r\n } else {\r\n scope.uvinfo = pb.vec4().uniform(2);\r\n scope.anchorRotation = pb.vec4().uniform(2);\r\n }\r\n this.internalSetupUniforms(scope);\r\n scope.$l.worldPos = ShaderHelper.getWorldMatrix(scope)[3].xyz;\r\n scope.$l.width = pb.sqrt(\r\n pb.dot(ShaderHelper.getWorldMatrix(scope)[0].xyz, ShaderHelper.getWorldMatrix(scope)[0].xyz)\r\n );\r\n scope.$l.height = pb.sqrt(\r\n pb.dot(ShaderHelper.getWorldMatrix(scope)[1].xyz, ShaderHelper.getWorldMatrix(scope)[1].xyz)\r\n );\r\n const viewMatrix = ShaderHelper.getViewMatrix(scope);\r\n scope.$l.forward = pb.vec3(viewMatrix[0].z, viewMatrix[1].z, viewMatrix[2].z);\r\n scope.$l.axis = scope.$choice(\r\n pb.lessThan(pb.abs(scope.forward.y), 0.999),\r\n pb.vec3(0, 1, 0),\r\n pb.vec3(1, 0, 0)\r\n );\r\n scope.$l.right = pb.normalize(pb.cross(scope.axis, scope.forward));\r\n scope.$l.up = pb.normalize(pb.cross(scope.forward, scope.right));\r\n scope.$l.rotateAngle = scope.anchorRotation.z;\r\n scope.$l.c = pb.cos(scope.rotateAngle);\r\n scope.$l.s = pb.sin(scope.rotateAngle);\r\n scope.$l.rightRot = pb.add(pb.mul(scope.up, scope.s), pb.mul(scope.right, scope.c));\r\n scope.$l.upRot = pb.sub(pb.mul(scope.up, scope.c), pb.mul(scope.right, scope.s));\r\n scope.$l.v = pb.vec2();\r\n scope.$l.uv = pb.vec2();\r\n scope.$l.anchor = scope.anchorRotation.xy;\r\n scope\r\n .$if(pb.equal(scope.$inputs.vertexId, 0), function () {\r\n scope.v = pb.neg(scope.anchor);\r\n scope.uv = pb.vec2(scope.uvinfo.x, pb.sub(1, scope.uvinfo.y));\r\n })\r\n .$elseif(pb.equal(scope.$inputs.vertexId, 1), function () {\r\n scope.v = pb.sub(pb.vec2(1, 0), scope.anchor);\r\n scope.uv = pb.vec2(scope.uvinfo.z, pb.sub(1, scope.uvinfo.y));\r\n })\r\n .$elseif(pb.equal(scope.$inputs.vertexId, 2), function () {\r\n scope.v = pb.sub(pb.vec2(0, 1), scope.anchor);\r\n scope.uv = pb.vec2(scope.uvinfo.x, pb.sub(1, scope.uvinfo.w));\r\n })\r\n .$else(function () {\r\n scope.v = pb.sub(pb.vec2(1), scope.anchor);\r\n scope.uv = pb.vec2(scope.uvinfo.z, pb.sub(1, scope.uvinfo.w));\r\n });\r\n scope.v = pb.mul(scope.v, pb.vec2(scope.width, scope.height));\r\n scope.$outputs.zWorldPos = pb.add(\r\n scope.worldPos,\r\n pb.mul(scope.rightRot, scope.v.x),\r\n pb.mul(scope.upRot, scope.v.y)\r\n );\r\n scope.$outputs.zVertexUV = scope.uv;\r\n ShaderHelper.setClipSpacePosition(\r\n scope,\r\n pb.mul(ShaderHelper.getViewProjectionMatrix(scope), pb.vec4(scope.$outputs.zWorldPos, 1))\r\n );\r\n }\r\n /**\r\n * Builds the fragment shader for this material.\r\n *\r\n * @remarks\r\n * This method:\r\n * - Calls the base implementation.\r\n * - Invokes {@link Sprite3DMaterial.internalSetupUniforms} for\r\n * fragment-stage specific uniform declarations.\r\n * - Computes fragment color by calling {@link Sprite3DMaterial.calcFragmentColor}\r\n * if fragment color is needed.\r\n * - Outputs the final fragment color via {@link MeshMaterial.outputFragmentColor}.\r\n *\r\n * @param scope - The current programmable builder function scope.\r\n */\r\n fragmentShader(scope: PBFunctionScope) {\r\n super.fragmentShader(scope);\r\n this.internalSetupUniforms(scope);\r\n if (this.needFragmentColor()) {\r\n scope.$l.color = this.calcFragmentColor(scope);\r\n this.outputFragmentColor(scope, scope.$inputs.zWorldPos, scope.color);\r\n } else {\r\n this.outputFragmentColor(scope, scope.$inputs.zWorldPos, null);\r\n }\r\n }\r\n /**\r\n * Applies runtime uniform values to the given bind group before drawing.\r\n *\r\n * @remarks\r\n * This binds:\r\n * - UV information (`uvinfo`)\r\n * - Anchor (`anchor`)\r\n *\r\n * for non-instanced rendering. For instanced rendering, these values\r\n * are expected to be provided as per-instance uniforms instead.\r\n *\r\n * It also calls {@link Sprite3DMaterial.internalApplyUniforms} to allow\r\n * derived classes to bind additional resources (e.g. textures).\r\n *\r\n * @param bindGroup - The bind group to which uniforms and resources are bound.\r\n * @param ctx - The current draw context providing rendering state.\r\n * @param pass - Index of the active render pass.\r\n */\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n if (!(ctx.materialFlags & MaterialVaryingFlags.INSTANCING)) {\r\n bindGroup.setValue('uvinfo', this._uvinfo);\r\n bindGroup.setValue('anchorRotation', this._anchorRotation);\r\n }\r\n this.internalApplyUniforms(bindGroup, ctx, pass);\r\n }\r\n /**\r\n * Hook for derived classes to declare additional uniforms.\r\n *\r\n * @remarks\r\n * This is invoked in both the vertex and fragment shader construction\r\n * phases, allowing subclasses to register extra uniforms or resources\r\n * needed by their custom shading logic.\r\n *\r\n * The base implementation does nothing.\r\n *\r\n * @param _scope - The current shader function scope.\r\n */\r\n protected internalSetupUniforms(_scope: PBInsideFunctionScope) {}\r\n /**\r\n * Hook for derived classes to bind additional uniform values or resources.\r\n *\r\n * @remarks\r\n * This is called from {@link Sprite3DMaterial.applyUniformValues} and is\r\n * intended for subclasses to bind their own textures, samplers, or\r\n * other GPU resources.\r\n *\r\n * The base implementation does nothing.\r\n *\r\n * @param _bindGroup - The bind group used for binding uniforms and resources.\r\n * @param _ctx - The current draw context.\r\n * @param _pass - Index of the active render pass.\r\n */\r\n protected internalApplyUniforms(_bindGroup: BindGroup, _ctx: DrawContext, _pass: number) {}\r\n /**\r\n * Computes the fragment color expression for this material.\r\n *\r\n * @remarks\r\n * The default implementation simply outputs the interpolated UV\r\n * coordinates as color \\([u, v, 0, 1]\\), which is mainly useful\r\n * for debugging.\r\n *\r\n * Derived classes are expected to override this method to implement\r\n * actual shading, such as sampling a texture.\r\n *\r\n * @param scope - The current shader function scope.\r\n * @returns A shader expression representing the fragment color.\r\n\r\n */\r\n protected calcFragmentColor(scope: PBInsideFunctionScope) {\r\n return scope.$builder.vec4(scope.$inputs.zVertexUV, 0, 1);\r\n }\r\n}\r\n"],"names":["Sprite3DMaterial","MeshMaterial","UVINFO","defineInstanceUniform","ANCHOR_ROTATION","_uvinfo","_anchorRotation","Vector4","cullMode","uvinfo","value","equalsTo","set","uniformChanged","setUVInfo","uvx0","uvy0","uvx1","uvy1","anchorRotation","anchor","xy","x","y","z","w","rotation","anchorX","anchorY","setAnchor","clone","other","copyFrom","vertexShader","scope","pb","$builder","$inputs","vertexId","float","attrib","drawContext","materialFlags","MaterialVaryingFlags","INSTANCING","$l","getInstancedUniform","vec4","uniform","internalSetupUniforms","worldPos","ShaderHelper","getWorldMatrix","xyz","width","sqrt","dot","height","viewMatrix","getViewMatrix","forward","vec3","axis","$choice","lessThan","abs","right","normalize","cross","up","rotateAngle","c","cos","s","sin","rightRot","add","mul","upRot","sub","v","vec2","uv","$if","equal","neg","$elseif","$else","$outputs","zWorldPos","zVertexUV","setClipSpacePosition","getViewProjectionMatrix","fragmentShader","needFragmentColor","color","calcFragmentColor","outputFragmentColor","applyUniformValues","bindGroup","ctx","pass","setValue","internalApplyUniforms","_scope","_bindGroup","_ctx","_pass"],"mappings":";;;;;AAQA;;;;;;;;;;;;;;IAeO,MAAMA,gBAAyBC,SAAAA,YAAAA,CAAAA;AACpC,IAAA,OAAOC,SAAS,IAAI,CAACC,qBAAqB,CAAC,UAAU,MAAQ,CAAA;AAC7D,IAAA,OAAOC,kBAAkB,IAAI,CAACD,qBAAqB,CAAC,kBAAkB,MAAQ,CAAA;IACtEE,OAAiB;IACjBC,eAAyB;AACjC;;;;;;;;AAQC,MACD,WAAc,EAAA;QACZ,KAAK,EAAA;AACL,QAAA,IAAI,CAACD,OAAO,GAAG,IAAIE,OAAQ,CAAA,CAAA,EAAG,GAAG,CAAG,EAAA,CAAA,CAAA;AACpC,QAAA,IAAI,CAACD,eAAe,GAAG,IAAIC,OAAQ,CAAA,GAAA,EAAK,KAAK,CAAG,EAAA,CAAA,CAAA;QAChD,IAAI,CAACC,QAAQ,GAAG,MAAA;AAClB;AACA;;;;AAIC,MACD,IAAIC,MAA6B,GAAA;QAC/B,OAAO,IAAI,CAACJ,OAAO;AACrB;IACA,IAAII,MAAAA,CAAOC,KAAyB,EAAE;AACpC,QAAA,IAAI,CAACA,KAAMC,CAAAA,QAAQ,CAAC,IAAI,CAACF,MAAM,CAAG,EAAA;AAChC,YAAA,IAAI,CAACJ,OAAO,CAACO,GAAG,CAACF,KAAAA,CAAAA;AACjB,YAAA,IAAI,CAACG,cAAc,EAAA;AACrB;AACF;AACA;;;;;;;MAQAC,SAAAA,CAAUC,IAAY,EAAEC,IAAY,EAAEC,IAAY,EAAEC,IAAY,EAAE;AAChE,QAAA,IAAI,CAACT,MAAM,GAAG,IAAIF,OAAQQ,CAAAA,IAAAA,EAAMC,MAAMC,IAAMC,EAAAA,IAAAA,CAAAA;AAC9C;AACA;;;;AAIC,MACD,IAAIC,cAAqC,GAAA;QACvC,OAAO,IAAI,CAACb,eAAe;AAC7B;IACA,IAAIa,cAAAA,CAAeT,KAAyB,EAAE;AAC5C,QAAA,IAAI,CAACA,KAAMC,CAAAA,QAAQ,CAAC,IAAI,CAACL,eAAe,CAAG,EAAA;AACzC,YAAA,IAAI,CAACA,eAAe,CAACM,GAAG,CAACF,KAAAA,CAAAA;AACzB,YAAA,IAAI,CAACG,cAAc,EAAA;AACrB;AACF;AACA;;;;AAIC,MACD,IAAIO,MAA6B,GAAA;AAC/B,QAAA,OAAO,IAAI,CAACd,eAAe,CAACe,EAAE,EAAA;AAChC;IACA,IAAID,MAAAA,CAAOV,KAAyB,EAAE;AACpC,QAAA,IAAIA,MAAMY,CAAC,KAAK,IAAI,CAAChB,eAAe,CAACgB,CAAC,IAAIZ,KAAAA,CAAMa,CAAC,KAAK,IAAI,CAACjB,eAAe,CAACiB,CAAC,EAAE;YAC5E,IAAI,CAACJ,cAAc,GAAG,IAAIZ,QAAQG,KAAMY,CAAAA,CAAC,EAAEZ,KAAMa,CAAAA,CAAC,EAAE,IAAI,CAACjB,eAAe,CAACkB,CAAC,EAAE,IAAI,CAAClB,eAAe,CAACmB,CAAC,CAAA;AACpG;AACF;AACA;;;;AAIC,MACD,IAAIC,QAAW,GAAA;AACb,QAAA,OAAO,IAAI,CAACpB,eAAe,CAACkB,CAAC;AAC/B;IACA,IAAIE,QAAAA,CAAShB,KAAK,EAAE;AAClB,QAAA,IAAIA,UAAU,IAAI,CAACJ,eAAe,CAACkB,CAAC,EAAE;YACpC,IAAI,CAACL,cAAc,GAAG,IAAIZ,QACxB,IAAI,CAACD,eAAe,CAACgB,CAAC,EACtB,IAAI,CAAChB,eAAe,CAACiB,CAAC,EACtBb,OACA,IAAI,CAACJ,eAAe,CAACmB,CAAC,CAAA;AAE1B;AACF;AACA;;AAEC,MACD,IAAIE,OAAU,GAAA;AACZ,QAAA,OAAO,IAAI,CAACrB,eAAe,CAACgB,CAAC;AAC/B;IACA,IAAIK,OAAAA,CAAQjB,KAAK,EAAE;AACjB,QAAA,IAAI,IAAI,CAACJ,eAAe,CAACgB,CAAC,KAAKZ,KAAO,EAAA;YACpC,IAAI,CAACS,cAAc,GAAG,IAAIZ,QACxBG,KACA,EAAA,IAAI,CAACJ,eAAe,CAACiB,CAAC,EACtB,IAAI,CAACjB,eAAe,CAACkB,CAAC,EACtB,IAAI,CAAClB,eAAe,CAACmB,CAAC,CAAA;AAE1B;AACF;AACA;;AAEC,MACD,IAAIG,OAAU,GAAA;AACZ,QAAA,OAAO,IAAI,CAACtB,eAAe,CAACiB,CAAC;AAC/B;IACA,IAAIK,OAAAA,CAAQlB,KAAK,EAAE;AACjB,QAAA,IAAI,IAAI,CAACJ,eAAe,CAACiB,CAAC,KAAKb,KAAO,EAAA;YACpC,IAAI,CAACS,cAAc,GAAG,IAAIZ,QACxB,IAAI,CAACD,eAAe,CAACgB,CAAC,EACtBZ,OACA,IAAI,CAACJ,eAAe,CAACkB,CAAC,EACtB,IAAI,CAAClB,eAAe,CAACmB,CAAC,CAAA;AAE1B;AACF;AACA;;;;;AAKC,MACDI,SAAUF,CAAAA,OAAe,EAAEC,OAAe,EAAE;AAC1C,QAAA,IAAI,IAAI,CAACtB,eAAe,CAACgB,CAAC,KAAKK,OAAW,IAAA,IAAI,CAACrB,eAAe,CAACiB,CAAC,KAAKK,OAAS,EAAA;AAC5E,YAAA,IAAI,CAACT,cAAc,GAAG,IAAIZ,OAAAA,CAAQoB,SAASC,OAAS,EAAA,IAAI,CAACtB,eAAe,CAACkB,CAAC,EAAE,IAAI,CAAClB,eAAe,CAACmB,CAAC,CAAA;AACpG;AACF;AACA;;;;AAIC,MACDK,KAAQ,GAAA;AACN,QAAA,MAAMC,QAAQ,IAAI/B,gBAAAA,EAAAA;QAClB+B,KAAMC,CAAAA,QAAQ,CAAC,IAAI,CAAA;QACnB,OAAOD,KAAAA;AACT;AACA;;;;MAKAC,QAAAA,CAASD,KAAW,EAAE;AACpB,QAAA,KAAK,CAACC,QAASD,CAAAA,KAAAA,CAAAA;AACf,QAAA,IAAI,CAACtB,MAAM,GAAGsB,KAAAA,CAAMtB,MAAM;AAC1B,QAAA,IAAI,CAACU,cAAc,GAAGY,KAAAA,CAAMZ,cAAc;AAC5C;AACA;;;;;;;;;;;;;;MAeAc,YAAAA,CAAaC,KAAsB,EAAE;AACnC,QAAA,KAAK,CAACD,YAAaC,CAAAA,KAAAA,CAAAA;QACnB,MAAMC,EAAAA,GAAKD,MAAME,QAAQ;QACzBF,KAAMG,CAAAA,OAAO,CAACC,QAAQ,GAAGH,GAAGI,KAAK,EAAA,CAAGC,MAAM,CAAC,UAAA,CAAA;QAC3C,IAAI,IAAI,CAACC,WAAW,CAACC,aAAa,GAAGC,oBAAAA,CAAqBC,UAAU,EAAE;YACpEV,KAAMW,CAAAA,EAAE,CAACpC,MAAM,GAAG,IAAI,CAACqC,mBAAmB,CAACZ,KAAOlC,EAAAA,gBAAAA,CAAiBE,MAAM,CAAA;YACzEgC,KAAMW,CAAAA,EAAE,CAAC1B,cAAc,GAAG,IAAI,CAAC2B,mBAAmB,CAACZ,KAAOlC,EAAAA,gBAAAA,CAAiBI,eAAe,CAAA;SACrF,MAAA;AACL8B,YAAAA,KAAAA,CAAMzB,MAAM,GAAG0B,EAAAA,CAAGY,IAAI,EAAA,CAAGC,OAAO,CAAC,CAAA,CAAA;AACjCd,YAAAA,KAAAA,CAAMf,cAAc,GAAGgB,EAAAA,CAAGY,IAAI,EAAA,CAAGC,OAAO,CAAC,CAAA,CAAA;AAC3C;QACA,IAAI,CAACC,qBAAqB,CAACf,KAAAA,CAAAA;QAC3BA,KAAMW,CAAAA,EAAE,CAACK,QAAQ,GAAGC,YAAAA,CAAaC,cAAc,CAAClB,KAAM,CAAA,CAAC,CAAE,CAAA,CAACmB,GAAG;QAC7DnB,KAAMW,CAAAA,EAAE,CAACS,KAAK,GAAGnB,EAAAA,CAAGoB,IAAI,CACtBpB,EAAGqB,CAAAA,GAAG,CAACL,YAAAA,CAAaC,cAAc,CAAClB,MAAM,CAAC,CAAA,CAAE,CAACmB,GAAG,EAAEF,YAAAA,CAAaC,cAAc,CAAClB,KAAM,CAAA,CAAC,CAAE,CAAA,CAACmB,GAAG,CAAA,CAAA;QAE7FnB,KAAMW,CAAAA,EAAE,CAACY,MAAM,GAAGtB,EAAAA,CAAGoB,IAAI,CACvBpB,EAAGqB,CAAAA,GAAG,CAACL,YAAAA,CAAaC,cAAc,CAAClB,MAAM,CAAC,CAAA,CAAE,CAACmB,GAAG,EAAEF,YAAAA,CAAaC,cAAc,CAAClB,KAAM,CAAA,CAAC,CAAE,CAAA,CAACmB,GAAG,CAAA,CAAA;QAE7F,MAAMK,UAAAA,GAAaP,YAAaQ,CAAAA,aAAa,CAACzB,KAAAA,CAAAA;QAC9CA,KAAMW,CAAAA,EAAE,CAACe,OAAO,GAAGzB,GAAG0B,IAAI,CAACH,UAAU,CAAC,CAAE,CAAA,CAAClC,CAAC,EAAEkC,UAAU,CAAC,CAAA,CAAE,CAAClC,CAAC,EAAEkC,UAAU,CAAC,CAAE,CAAA,CAAClC,CAAC,CAAA;AAC5EU,QAAAA,KAAAA,CAAMW,EAAE,CAACiB,IAAI,GAAG5B,KAAM6B,CAAAA,OAAO,CAC3B5B,EAAAA,CAAG6B,QAAQ,CAAC7B,EAAG8B,CAAAA,GAAG,CAAC/B,KAAAA,CAAM0B,OAAO,CAACrC,CAAC,CAAA,EAAG,KACrCY,CAAAA,EAAAA,EAAAA,CAAG0B,IAAI,CAAC,CAAG,EAAA,CAAA,EAAG,CACd1B,CAAAA,EAAAA,EAAAA,CAAG0B,IAAI,CAAC,GAAG,CAAG,EAAA,CAAA,CAAA,CAAA;AAEhB3B,QAAAA,KAAAA,CAAMW,EAAE,CAACqB,KAAK,GAAG/B,GAAGgC,SAAS,CAAChC,EAAGiC,CAAAA,KAAK,CAAClC,KAAAA,CAAM4B,IAAI,EAAE5B,MAAM0B,OAAO,CAAA,CAAA;AAChE1B,QAAAA,KAAAA,CAAMW,EAAE,CAACwB,EAAE,GAAGlC,GAAGgC,SAAS,CAAChC,EAAGiC,CAAAA,KAAK,CAAClC,KAAAA,CAAM0B,OAAO,EAAE1B,MAAMgC,KAAK,CAAA,CAAA;AAC9DhC,QAAAA,KAAAA,CAAMW,EAAE,CAACyB,WAAW,GAAGpC,KAAMf,CAAAA,cAAc,CAACK,CAAC;QAC7CU,KAAMW,CAAAA,EAAE,CAAC0B,CAAC,GAAGpC,GAAGqC,GAAG,CAACtC,MAAMoC,WAAW,CAAA;QACrCpC,KAAMW,CAAAA,EAAE,CAAC4B,CAAC,GAAGtC,GAAGuC,GAAG,CAACxC,MAAMoC,WAAW,CAAA;QACrCpC,KAAMW,CAAAA,EAAE,CAAC8B,QAAQ,GAAGxC,GAAGyC,GAAG,CAACzC,EAAG0C,CAAAA,GAAG,CAAC3C,KAAAA,CAAMmC,EAAE,EAAEnC,KAAAA,CAAMuC,CAAC,CAAA,EAAGtC,EAAG0C,CAAAA,GAAG,CAAC3C,KAAMgC,CAAAA,KAAK,EAAEhC,KAAAA,CAAMqC,CAAC,CAAA,CAAA;QACjFrC,KAAMW,CAAAA,EAAE,CAACiC,KAAK,GAAG3C,GAAG4C,GAAG,CAAC5C,EAAG0C,CAAAA,GAAG,CAAC3C,KAAAA,CAAMmC,EAAE,EAAEnC,KAAAA,CAAMqC,CAAC,CAAA,EAAGpC,EAAG0C,CAAAA,GAAG,CAAC3C,KAAMgC,CAAAA,KAAK,EAAEhC,KAAAA,CAAMuC,CAAC,CAAA,CAAA;AAC9EvC,QAAAA,KAAAA,CAAMW,EAAE,CAACmC,CAAC,GAAG7C,GAAG8C,IAAI,EAAA;AACpB/C,QAAAA,KAAAA,CAAMW,EAAE,CAACqC,EAAE,GAAG/C,GAAG8C,IAAI,EAAA;AACrB/C,QAAAA,KAAAA,CAAMW,EAAE,CAACzB,MAAM,GAAGc,KAAMf,CAAAA,cAAc,CAACE,EAAE;QACzCa,KACGiD,CAAAA,GAAG,CAAChD,EAAAA,CAAGiD,KAAK,CAAClD,MAAMG,OAAO,CAACC,QAAQ,EAAE,CAAI,CAAA,EAAA,WAAA;AACxCJ,YAAAA,KAAAA,CAAM8C,CAAC,GAAG7C,EAAAA,CAAGkD,GAAG,CAACnD,MAAMd,MAAM,CAAA;AAC7Bc,YAAAA,KAAAA,CAAMgD,EAAE,GAAG/C,EAAAA,CAAG8C,IAAI,CAAC/C,MAAMzB,MAAM,CAACa,CAAC,EAAEa,GAAG4C,GAAG,CAAC,GAAG7C,KAAMzB,CAAAA,MAAM,CAACc,CAAC,CAAA,CAAA;SAE5D+D,CAAAA,CAAAA,OAAO,CAACnD,EAAAA,CAAGiD,KAAK,CAAClD,MAAMG,OAAO,CAACC,QAAQ,EAAE,CAAI,CAAA,EAAA,WAAA;YAC5CJ,KAAM8C,CAAAA,CAAC,GAAG7C,EAAAA,CAAG4C,GAAG,CAAC5C,EAAG8C,CAAAA,IAAI,CAAC,CAAA,EAAG,CAAI/C,CAAAA,EAAAA,KAAAA,CAAMd,MAAM,CAAA;AAC5Cc,YAAAA,KAAAA,CAAMgD,EAAE,GAAG/C,EAAAA,CAAG8C,IAAI,CAAC/C,MAAMzB,MAAM,CAACe,CAAC,EAAEW,GAAG4C,GAAG,CAAC,GAAG7C,KAAMzB,CAAAA,MAAM,CAACc,CAAC,CAAA,CAAA;SAE5D+D,CAAAA,CAAAA,OAAO,CAACnD,EAAAA,CAAGiD,KAAK,CAAClD,MAAMG,OAAO,CAACC,QAAQ,EAAE,CAAI,CAAA,EAAA,WAAA;YAC5CJ,KAAM8C,CAAAA,CAAC,GAAG7C,EAAAA,CAAG4C,GAAG,CAAC5C,EAAG8C,CAAAA,IAAI,CAAC,CAAA,EAAG,CAAI/C,CAAAA,EAAAA,KAAAA,CAAMd,MAAM,CAAA;AAC5Cc,YAAAA,KAAAA,CAAMgD,EAAE,GAAG/C,EAAAA,CAAG8C,IAAI,CAAC/C,MAAMzB,MAAM,CAACa,CAAC,EAAEa,GAAG4C,GAAG,CAAC,GAAG7C,KAAMzB,CAAAA,MAAM,CAACgB,CAAC,CAAA,CAAA;AAC7D,SAAA,CAAA,CACC8D,KAAK,CAAC,WAAA;YACLrD,KAAM8C,CAAAA,CAAC,GAAG7C,EAAAA,CAAG4C,GAAG,CAAC5C,GAAG8C,IAAI,CAAC,CAAI/C,CAAAA,EAAAA,KAAAA,CAAMd,MAAM,CAAA;AACzCc,YAAAA,KAAAA,CAAMgD,EAAE,GAAG/C,EAAAA,CAAG8C,IAAI,CAAC/C,MAAMzB,MAAM,CAACe,CAAC,EAAEW,GAAG4C,GAAG,CAAC,GAAG7C,KAAMzB,CAAAA,MAAM,CAACgB,CAAC,CAAA,CAAA;AAC7D,SAAA,CAAA;AACFS,QAAAA,KAAAA,CAAM8C,CAAC,GAAG7C,EAAG0C,CAAAA,GAAG,CAAC3C,KAAM8C,CAAAA,CAAC,EAAE7C,EAAAA,CAAG8C,IAAI,CAAC/C,KAAAA,CAAMoB,KAAK,EAAEpB,MAAMuB,MAAM,CAAA,CAAA;AAC3DvB,QAAAA,KAAAA,CAAMsD,QAAQ,CAACC,SAAS,GAAGtD,EAAGyC,CAAAA,GAAG,CAC/B1C,KAAAA,CAAMgB,QAAQ,EACdf,EAAG0C,CAAAA,GAAG,CAAC3C,KAAMyC,CAAAA,QAAQ,EAAEzC,KAAAA,CAAM8C,CAAC,CAAC1D,CAAC,CAAA,EAChCa,EAAG0C,CAAAA,GAAG,CAAC3C,KAAAA,CAAM4C,KAAK,EAAE5C,KAAM8C,CAAAA,CAAC,CAACzD,CAAC,CAAA,CAAA;AAE/BW,QAAAA,KAAAA,CAAMsD,QAAQ,CAACE,SAAS,GAAGxD,MAAMgD,EAAE;AACnC/B,QAAAA,YAAAA,CAAawC,oBAAoB,CAC/BzD,KAAAA,EACAC,EAAG0C,CAAAA,GAAG,CAAC1B,YAAayC,CAAAA,uBAAuB,CAAC1D,KAAAA,CAAAA,EAAQC,GAAGY,IAAI,CAACb,MAAMsD,QAAQ,CAACC,SAAS,EAAE,CAAA,CAAA,CAAA,CAAA;AAE1F;AACA;;;;;;;;;;;;;MAcAI,cAAAA,CAAe3D,KAAsB,EAAE;AACrC,QAAA,KAAK,CAAC2D,cAAe3D,CAAAA,KAAAA,CAAAA;QACrB,IAAI,CAACe,qBAAqB,CAACf,KAAAA,CAAAA;QAC3B,IAAI,IAAI,CAAC4D,iBAAiB,EAAI,EAAA;AAC5B5D,YAAAA,KAAAA,CAAMW,EAAE,CAACkD,KAAK,GAAG,IAAI,CAACC,iBAAiB,CAAC9D,KAAAA,CAAAA;YACxC,IAAI,CAAC+D,mBAAmB,CAAC/D,KAAOA,EAAAA,KAAAA,CAAMG,OAAO,CAACoD,SAAS,EAAEvD,KAAAA,CAAM6D,KAAK,CAAA;SAC/D,MAAA;YACL,IAAI,CAACE,mBAAmB,CAAC/D,KAAAA,EAAOA,MAAMG,OAAO,CAACoD,SAAS,EAAE,IAAA,CAAA;AAC3D;AACF;AACA;;;;;;;;;;;;;;;;;AAiBC,MACDS,mBAAmBC,SAAoB,EAAEC,GAAgB,EAAEC,IAAY,EAAE;QACvE,KAAK,CAACH,kBAAmBC,CAAAA,SAAAA,EAAWC,GAAKC,EAAAA,IAAAA,CAAAA;QACzC,IAAI,EAAED,GAAI1D,CAAAA,aAAa,GAAGC,oBAAqBC,CAAAA,UAAU,CAAG,EAAA;AAC1DuD,YAAAA,SAAAA,CAAUG,QAAQ,CAAC,QAAU,EAAA,IAAI,CAACjG,OAAO,CAAA;AACzC8F,YAAAA,SAAAA,CAAUG,QAAQ,CAAC,gBAAkB,EAAA,IAAI,CAAChG,eAAe,CAAA;AAC3D;AACA,QAAA,IAAI,CAACiG,qBAAqB,CAACJ,SAAAA,EAAWC,GAAKC,EAAAA,IAAAA,CAAAA;AAC7C;AACA;;;;;;;;;;;AAWC,MACD,qBAAUpD,CAAsBuD,MAA6B,EAAE;AAC/D;;;;;;;;;;;;;MAcUD,sBAAsBE,UAAqB,EAAEC,IAAiB,EAAEC,KAAa,EAAE;AACzF;;;;;;;;;;;;;;MAeUX,iBAAkB9D,CAAAA,KAA4B,EAAE;QACxD,OAAOA,KAAAA,CAAME,QAAQ,CAACW,IAAI,CAACb,MAAMG,OAAO,CAACqD,SAAS,EAAE,CAAG,EAAA,CAAA,CAAA;AACzD;AACF;;;;"}
@@ -1,116 +0,0 @@
1
- import { DRef } from '@zephyr3d/base';
2
- import { Sprite3DMaterial } from './sprite3d.js';
3
- import { fetchSampler } from '../utility/misc.js';
4
-
5
- /**
6
- * Standard Sprite3D material
7
- * @public
8
- */ class StandardSprite3DMaterial extends Sprite3DMaterial {
9
- static FEATURE_SPRITE_TEXTURE = this.defineFeature();
10
- _texture;
11
- /**
12
- * Creates a new instance of {@link StandardSprite3DMaterial}.
13
- *
14
- * @remarks
15
- * By default, no sprite texture is assigned and the material renders
16
- * as solid white until a texture is set.
17
- */ constructor(){
18
- super();
19
- this._texture = new DRef();
20
- }
21
- /**
22
- * Gets the 2D texture used by this sprite material.
23
- *
24
- * @returns The current sprite texture, or `null` if no texture is assigned.
25
- */ get spriteTexture() {
26
- return this._texture.get();
27
- }
28
- set spriteTexture(tex) {
29
- tex = tex ?? null;
30
- if (tex !== this._texture.get()) {
31
- this._texture.set(tex);
32
- this.useFeature(StandardSprite3DMaterial.FEATURE_SPRITE_TEXTURE, !!tex);
33
- this.uniformChanged();
34
- }
35
- }
36
- /**
37
- * Creates a deep copy of this material instance.
38
- *
39
- * @remarks
40
- * The new instance will copy all relevant state from this material,
41
- * including the assigned sprite texture reference.
42
- *
43
- * @returns A new {@link StandardSprite3DMaterial} instance with the same settings.
44
- */ clone() {
45
- const other = new StandardSprite3DMaterial();
46
- other.copyFrom(this);
47
- return other;
48
- }
49
- /**
50
- * Copies the state from another {@link StandardSprite3DMaterial} into this instance.
51
- *
52
- * @param other - The source material to copy from.
53
- */ copyFrom(other) {
54
- super.copyFrom(other);
55
- this.spriteTexture = other.spriteTexture;
56
- }
57
- /**
58
- * Applies runtime uniform values to the given bind group before drawing.
59
- *
60
- * @remarks
61
- * This method is called by the rendering pipeline to bind GPU resources
62
- * (such as textures and samplers) associated with this material.
63
- *
64
- * @param bindGroup - The bind group to which uniforms and resources are bound.
65
- * @param ctx - The current draw context providing rendering-state information.
66
- *
67
- */ internalApplyUniforms(bindGroup, ctx) {
68
- if (this.spriteTexture && this.needFragmentColor(ctx)) {
69
- bindGroup.setTexture('zSpriteTexture', this.spriteTexture, fetchSampler('clamp_linear'));
70
- }
71
- }
72
- /**
73
- * Declares and configures shader uniforms for this material in the current scope.
74
- *
75
- * @remarks
76
- * This is executed during shader construction. If the active shader stage
77
- * is a fragment shader, and the material requires fragment color and has
78
- * a sprite texture assigned, a 2D texture uniform named `zSpriteTexture`
79
- * is added to the program.
80
- *
81
- * @param scope - The current shader function scope used to build the program.
82
- */ internalSetupUniforms(scope) {
83
- const pb = scope.$builder;
84
- if (pb.shaderKind === 'fragment' && this.spriteTexture && this.needFragmentColor()) {
85
- scope.zSpriteTexture = pb.tex2D().uniform(2);
86
- }
87
- }
88
- /**
89
- * Computes the fragment color expression for this material within the shader.
90
- *
91
- * @remarks
92
- * - If a sprite texture is assigned, this samples the texture using
93
- * the interpolated vertex UV coordinates (`zVertexUV`).
94
- * - If no texture is assigned, this returns a solid white color.
95
- *
96
- * @param scope - The current shader function scope providing inputs and uniforms.
97
- * @returns A shader expression representing the computed fragment color.
98
- */ calcFragmentColor(scope) {
99
- const pb = scope.$builder;
100
- return this.spriteTexture ? pb.textureSample(scope.zSpriteTexture, scope.$inputs.zVertexUV) : pb.vec4(1);
101
- }
102
- /**
103
- * Releases resources held by this material instance.
104
- *
105
- * @remarks
106
- * This is called when the material is disposed. It forwards the dispose
107
- * call to the internal texture reference so that the associated GPU
108
- * resource can be released.
109
- */ onDispose() {
110
- super.onDispose();
111
- this._texture.dispose();
112
- }
113
- }
114
-
115
- export { StandardSprite3DMaterial };
116
- //# sourceMappingURL=sprite3d_std.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"sprite3d_std.js","sources":["../../src/material/sprite3d_std.ts"],"sourcesContent":["import type { BindGroup, PBInsideFunctionScope, Texture2D } from '@zephyr3d/device';\r\nimport type { Clonable } from '@zephyr3d/base';\r\nimport { DRef } from '@zephyr3d/base';\r\nimport type { DrawContext } from '../render/drawable';\r\nimport { Sprite3DMaterial } from './sprite3d';\r\nimport { fetchSampler } from '../utility/misc';\r\n\r\n/**\r\n * Standard Sprite3D material\r\n * @public\r\n */\r\nexport class StandardSprite3DMaterial extends Sprite3DMaterial implements Clonable<StandardSprite3DMaterial> {\r\n static FEATURE_SPRITE_TEXTURE = this.defineFeature();\r\n protected _texture: DRef<Texture2D>;\r\n /**\r\n * Creates a new instance of {@link StandardSprite3DMaterial}.\r\n *\r\n * @remarks\r\n * By default, no sprite texture is assigned and the material renders\r\n * as solid white until a texture is set.\r\n */\r\n constructor() {\r\n super();\r\n this._texture = new DRef();\r\n }\r\n /**\r\n * Gets the 2D texture used by this sprite material.\r\n *\r\n * @returns The current sprite texture, or `null` if no texture is assigned.\r\n */\r\n get spriteTexture() {\r\n return this._texture.get();\r\n }\r\n set spriteTexture(tex) {\r\n tex = tex ?? null;\r\n if (tex !== this._texture.get()) {\r\n this._texture.set(tex);\r\n this.useFeature(StandardSprite3DMaterial.FEATURE_SPRITE_TEXTURE, !!tex);\r\n this.uniformChanged();\r\n }\r\n }\r\n /**\r\n * Creates a deep copy of this material instance.\r\n *\r\n * @remarks\r\n * The new instance will copy all relevant state from this material,\r\n * including the assigned sprite texture reference.\r\n *\r\n * @returns A new {@link StandardSprite3DMaterial} instance with the same settings.\r\n */\r\n clone() {\r\n const other = new StandardSprite3DMaterial();\r\n other.copyFrom(this);\r\n return other;\r\n }\r\n /**\r\n * Copies the state from another {@link StandardSprite3DMaterial} into this instance.\r\n *\r\n * @param other - The source material to copy from.\r\n */\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n this.spriteTexture = other.spriteTexture;\r\n }\r\n /**\r\n * Applies runtime uniform values to the given bind group before drawing.\r\n *\r\n * @remarks\r\n * This method is called by the rendering pipeline to bind GPU resources\r\n * (such as textures and samplers) associated with this material.\r\n *\r\n * @param bindGroup - The bind group to which uniforms and resources are bound.\r\n * @param ctx - The current draw context providing rendering-state information.\r\n *\r\n */\r\n protected internalApplyUniforms(bindGroup: BindGroup, ctx: DrawContext) {\r\n if (this.spriteTexture && this.needFragmentColor(ctx)) {\r\n bindGroup.setTexture('zSpriteTexture', this.spriteTexture, fetchSampler('clamp_linear'));\r\n }\r\n }\r\n /**\r\n * Declares and configures shader uniforms for this material in the current scope.\r\n *\r\n * @remarks\r\n * This is executed during shader construction. If the active shader stage\r\n * is a fragment shader, and the material requires fragment color and has\r\n * a sprite texture assigned, a 2D texture uniform named `zSpriteTexture`\r\n * is added to the program.\r\n *\r\n * @param scope - The current shader function scope used to build the program.\r\n */\r\n protected internalSetupUniforms(scope: PBInsideFunctionScope) {\r\n const pb = scope.$builder;\r\n if (pb.shaderKind === 'fragment' && this.spriteTexture && this.needFragmentColor()) {\r\n scope.zSpriteTexture = pb.tex2D().uniform(2);\r\n }\r\n }\r\n /**\r\n * Computes the fragment color expression for this material within the shader.\r\n *\r\n * @remarks\r\n * - If a sprite texture is assigned, this samples the texture using\r\n * the interpolated vertex UV coordinates (`zVertexUV`).\r\n * - If no texture is assigned, this returns a solid white color.\r\n *\r\n * @param scope - The current shader function scope providing inputs and uniforms.\r\n * @returns A shader expression representing the computed fragment color.\r\n */\r\n protected calcFragmentColor(scope: PBInsideFunctionScope) {\r\n const pb = scope.$builder;\r\n return this.spriteTexture ? pb.textureSample(scope.zSpriteTexture, scope.$inputs.zVertexUV) : pb.vec4(1);\r\n }\r\n /**\r\n * Releases resources held by this material instance.\r\n *\r\n * @remarks\r\n * This is called when the material is disposed. It forwards the dispose\r\n * call to the internal texture reference so that the associated GPU\r\n * resource can be released.\r\n */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._texture.dispose();\r\n }\r\n}\r\n"],"names":["StandardSprite3DMaterial","Sprite3DMaterial","FEATURE_SPRITE_TEXTURE","defineFeature","_texture","DRef","spriteTexture","get","tex","set","useFeature","uniformChanged","clone","other","copyFrom","internalApplyUniforms","bindGroup","ctx","needFragmentColor","setTexture","fetchSampler","internalSetupUniforms","scope","pb","$builder","shaderKind","zSpriteTexture","tex2D","uniform","calcFragmentColor","textureSample","$inputs","zVertexUV","vec4","onDispose","dispose"],"mappings":";;;;AAOA;;;IAIO,MAAMA,wBAAiCC,SAAAA,gBAAAA,CAAAA;AAC5C,IAAA,OAAOC,sBAAyB,GAAA,IAAI,CAACC,aAAa,EAAG;IAC3CC,QAA0B;AACpC;;;;;;AAMC,MACD,WAAc,EAAA;QACZ,KAAK,EAAA;QACL,IAAI,CAACA,QAAQ,GAAG,IAAIC,IAAAA,EAAAA;AACtB;AACA;;;;AAIC,MACD,IAAIC,aAAgB,GAAA;AAClB,QAAA,OAAO,IAAI,CAACF,QAAQ,CAACG,GAAG,EAAA;AAC1B;IACA,IAAID,aAAAA,CAAcE,GAAG,EAAE;AACrBA,QAAAA,GAAAA,GAAMA,GAAO,IAAA,IAAA;AACb,QAAA,IAAIA,QAAQ,IAAI,CAACJ,QAAQ,CAACG,GAAG,EAAI,EAAA;AAC/B,YAAA,IAAI,CAACH,QAAQ,CAACK,GAAG,CAACD,GAAAA,CAAAA;AAClB,YAAA,IAAI,CAACE,UAAU,CAACV,yBAAyBE,sBAAsB,EAAE,CAAC,CAACM,GAAAA,CAAAA;AACnE,YAAA,IAAI,CAACG,cAAc,EAAA;AACrB;AACF;AACA;;;;;;;;AAQC,MACDC,KAAQ,GAAA;AACN,QAAA,MAAMC,QAAQ,IAAIb,wBAAAA,EAAAA;QAClBa,KAAMC,CAAAA,QAAQ,CAAC,IAAI,CAAA;QACnB,OAAOD,KAAAA;AACT;AACA;;;;MAKAC,QAAAA,CAASD,KAAW,EAAE;AACpB,QAAA,KAAK,CAACC,QAASD,CAAAA,KAAAA,CAAAA;AACf,QAAA,IAAI,CAACP,aAAa,GAAGO,KAAAA,CAAMP,aAAa;AAC1C;AACA;;;;;;;;;;AAUC,MACD,qBAAUS,CAAsBC,SAAoB,EAAEC,GAAgB,EAAE;QACtE,IAAI,IAAI,CAACX,aAAa,IAAI,IAAI,CAACY,iBAAiB,CAACD,GAAM,CAAA,EAAA;AACrDD,YAAAA,SAAAA,CAAUG,UAAU,CAAC,gBAAA,EAAkB,IAAI,CAACb,aAAa,EAAEc,YAAa,CAAA,cAAA,CAAA,CAAA;AAC1E;AACF;AACA;;;;;;;;;;MAWUC,qBAAsBC,CAAAA,KAA4B,EAAE;QAC5D,MAAMC,EAAAA,GAAKD,MAAME,QAAQ;QACzB,IAAID,EAAAA,CAAGE,UAAU,KAAK,UAAc,IAAA,IAAI,CAACnB,aAAa,IAAI,IAAI,CAACY,iBAAiB,EAAI,EAAA;AAClFI,YAAAA,KAAAA,CAAMI,cAAc,GAAGH,EAAAA,CAAGI,KAAK,EAAA,CAAGC,OAAO,CAAC,CAAA,CAAA;AAC5C;AACF;AACA;;;;;;;;;;MAWUC,iBAAkBP,CAAAA,KAA4B,EAAE;QACxD,MAAMC,EAAAA,GAAKD,MAAME,QAAQ;AACzB,QAAA,OAAO,IAAI,CAAClB,aAAa,GAAGiB,EAAAA,CAAGO,aAAa,CAACR,KAAAA,CAAMI,cAAc,EAAEJ,MAAMS,OAAO,CAACC,SAAS,CAAIT,GAAAA,EAAAA,CAAGU,IAAI,CAAC,CAAA,CAAA;AACxG;AACA;;;;;;;AAOC,MACD,SAAsB,GAAA;AACpB,QAAA,KAAK,CAACC,SAAAA,EAAAA;QACN,IAAI,CAAC9B,QAAQ,CAAC+B,OAAO,EAAA;AACvB;AACF;;;;"}