@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
@@ -1,467 +0,0 @@
1
- import { Application } from '../app/app.js';
2
- import { Vector3 } from '@zephyr3d/base';
3
- import { QUEUE_TRANSPARENT } from '../values.js';
4
- import { ProgramBuilder } from '@zephyr3d/device';
5
- import { ShaderHelper } from '../material/shader/helper.js';
6
- import '../material/lambert.js';
7
- import '../material/blinn.js';
8
- import '../material/unlit.js';
9
- import '../material/particle.js';
10
- import { RenderBundleWrapper } from './renderbundle_wrapper.js';
11
- import '../material/meshmaterial.js';
12
- import '../material/grassmaterial.js';
13
- import '../material/terrainmaterial.js';
14
- import '../material/terrain-cm.js';
15
- import '../material/pbrmr.js';
16
- import '../material/pbrsg.js';
17
-
18
- const maxBufferSizeInFloats = 65536 / 4;
19
- /** @internal */ class InstanceBindGroupAllocator {
20
- static _instanceBindGroupLayout = null;
21
- _bindGroupList = [];
22
- _allocFrameStamp;
23
- constructor(){
24
- this._allocFrameStamp = -1;
25
- this._bindGroupList = [];
26
- }
27
- allocateInstanceBindGroup(framestamp, sizeInFloats) {
28
- // Reset if render frame changed
29
- if (this._allocFrameStamp !== framestamp) {
30
- this._allocFrameStamp = framestamp;
31
- for (const k of this._bindGroupList){
32
- k.offset = 0;
33
- }
34
- }
35
- for (const k of this._bindGroupList){
36
- if (k.offset + sizeInFloats <= maxBufferSizeInFloats) {
37
- k.dirty = true;
38
- return k;
39
- }
40
- }
41
- if (!InstanceBindGroupAllocator._instanceBindGroupLayout) {
42
- const buildInfo = new ProgramBuilder(Application.instance.device).buildRender({
43
- vertex (pb) {
44
- this[ShaderHelper.getInstanceDataUniformName()] = pb.vec4[65536 >> 4]().uniformBuffer(3);
45
- pb.main(function() {});
46
- },
47
- fragment (pb) {
48
- pb.main(function() {});
49
- }
50
- });
51
- InstanceBindGroupAllocator._instanceBindGroupLayout = buildInfo[2][3];
52
- }
53
- const bindGroup = {
54
- bindGroup: Application.instance.device.createBindGroup(InstanceBindGroupAllocator._instanceBindGroupLayout),
55
- buffer: new Float32Array(maxBufferSizeInFloats),
56
- offset: 0,
57
- dirty: true
58
- };
59
- this._bindGroupList.push(bindGroup);
60
- return bindGroup;
61
- }
62
- }
63
- const defaultInstanceBindGroupAlloator = new InstanceBindGroupAllocator();
64
- /**
65
- * A queue that contains the items to be rendered
66
- * @public
67
- */ class RenderQueue {
68
- /** @internal */ _itemList;
69
- /** @internal */ _renderPass;
70
- /** @internal */ _shadowedLightList;
71
- /** @internal */ _unshadowedLightList;
72
- /** @internal */ _sunLight;
73
- /** @internal */ _bindGroupAllocator;
74
- /** @internal */ _ref;
75
- /** @internal */ _instanceInfo;
76
- /** @internal */ _needSceneColor;
77
- _needSceneDepth;
78
- _needSceneColorWithDepth;
79
- /** @internal */ _drawTransparent;
80
- /** @internal */ _objectColorMaps;
81
- /** @internal */ _disposed;
82
- /**
83
- * Creates an instance of a render queue
84
- * @param renderPass - The render pass to which the render queue belongs
85
- */ constructor(renderPass, bindGroupAllocator){
86
- this._bindGroupAllocator = bindGroupAllocator ?? defaultInstanceBindGroupAlloator;
87
- this._itemList = null;
88
- this._renderPass = renderPass;
89
- this._shadowedLightList = [];
90
- this._unshadowedLightList = [];
91
- this._sunLight = null;
92
- this._ref = {
93
- ref: this
94
- };
95
- this._instanceInfo = new Map();
96
- this._needSceneColor = false;
97
- this._needSceneDepth = false;
98
- this._needSceneColorWithDepth = false;
99
- this._drawTransparent = false;
100
- this._disposed = false;
101
- this._objectColorMaps = [
102
- new Map()
103
- ];
104
- }
105
- /** Whether this is disposed */ get disposed() {
106
- return this._disposed;
107
- }
108
- /** The sun light */ get sunLight() {
109
- return this._sunLight;
110
- }
111
- set sunLight(light) {
112
- this._sunLight = light;
113
- }
114
- /** @internal */ needSceneColor() {
115
- return this._needSceneColor;
116
- }
117
- /** @internal */ needSceneDepth() {
118
- return this._needSceneDepth;
119
- }
120
- /** @internal */ needSceneColorWithDepth() {
121
- return this._needSceneColorWithDepth;
122
- }
123
- /** Whether this render queue has transparent objects to be drawn */ get drawTransparent() {
124
- return this._drawTransparent;
125
- }
126
- /** The render pass to which the render queue belongs */ get renderPass() {
127
- return this._renderPass;
128
- }
129
- /**
130
- * Gets the items of the render queue
131
- */ get itemList() {
132
- return this._itemList;
133
- }
134
- /**
135
- * Gets the shadowed lights
136
- */ get shadowedLights() {
137
- return this._shadowedLightList;
138
- }
139
- /**
140
- * Gets the unshadowed lights
141
- */ get unshadowedLights() {
142
- return this._unshadowedLightList;
143
- }
144
- /**
145
- * Gets the indirect reference of this
146
- */ get ref() {
147
- return this._ref;
148
- }
149
- /**
150
- * Gets the instance information for given drawable object
151
- * @param drawable - The drawable object
152
- * @returns The instane information for given drawable object, null if no exists
153
- */ getInstanceInfo(drawable) {
154
- return this._instanceInfo.get(drawable);
155
- }
156
- /**
157
- * Gets the maximum batch size of a given device
158
- * @returns The maximum batch size of the device
159
- *
160
- * @internal
161
- */ getMaxBatchSize() {
162
- return Application.instance.device.getDeviceCaps().shaderCaps.maxUniformBufferSize / 64;
163
- }
164
- /**
165
- * Push a punctual light
166
- * @param light - The light to be pushed
167
- */ pushLight(light) {
168
- if (light.castShadow) {
169
- this._shadowedLightList.push(light);
170
- } else {
171
- this._unshadowedLightList.push(light);
172
- }
173
- if (light.isDirectionLight() && light.sunLight) {
174
- this.sunLight = light;
175
- }
176
- }
177
- /**
178
- * Push items from another render queue
179
- * @param queue - The render queue to be pushed
180
- */ pushRenderQueue(queue) {
181
- const newItemLists = queue._itemList;
182
- if (!newItemLists) {
183
- return;
184
- }
185
- if (!this._itemList) {
186
- this._itemList = this.newRenderItemList();
187
- }
188
- this._itemList.opaque.lit.push(...newItemLists.opaque.lit);
189
- this._itemList.opaque.unlit.push(...newItemLists.opaque.unlit);
190
- this._itemList.transmission.lit.push(...newItemLists.transmission.lit);
191
- this._itemList.transmission.unlit.push(...newItemLists.transmission.unlit);
192
- this._itemList.transparent.lit.push(...newItemLists.transparent.lit);
193
- this._itemList.transparent.unlit.push(...newItemLists.transparent.unlit);
194
- this._itemList.transmission_trans.lit.push(...newItemLists.transmission_trans.lit);
195
- this._itemList.transmission_trans.unlit.push(...newItemLists.transmission_trans.unlit);
196
- this._needSceneColor ||= queue._needSceneColor;
197
- this._needSceneDepth ||= queue._needSceneDepth;
198
- this._needSceneColorWithDepth ||= queue._needSceneColorWithDepth;
199
- this._drawTransparent ||= queue._drawTransparent;
200
- this._objectColorMaps.push(...queue._objectColorMaps);
201
- }
202
- /**
203
- * Push an item to the render queue
204
- * @param camera - The camera for drawing the item
205
- * @param drawable - The object to be drawn
206
- */ push(camera, drawable) {
207
- if (drawable) {
208
- drawable.pushRenderQueueRef(this._ref);
209
- if (!this._itemList) {
210
- this._itemList = this.newRenderItemList();
211
- }
212
- const trans = drawable.getQueueType() === QUEUE_TRANSPARENT;
213
- const unlit = drawable.isUnlit();
214
- const needDepth = !!drawable.needSceneDepth();
215
- const transmission = !!drawable.needSceneColor() || needDepth;
216
- this._needSceneColor ||= transmission;
217
- this._needSceneDepth ||= drawable.needSceneDepth();
218
- this._needSceneColorWithDepth ||= transmission && needDepth;
219
- this._drawTransparent ||= trans;
220
- if (camera.getPickResultResolveFunc()) {
221
- drawable.getMaterial().objectColor = drawable.getObjectColor();
222
- this._objectColorMaps[0].set(drawable.getDrawableId(), drawable);
223
- }
224
- if (drawable.isBatchable()) {
225
- const instanceList = trans ? transmission ? unlit ? this._itemList.transmission_trans.unlit[0].instanceList : this._itemList.transmission_trans.lit[0].instanceList : unlit ? this._itemList.transparent.unlit[0].instanceList : this._itemList.transparent.lit[0].instanceList : transmission ? unlit ? this._itemList.transmission.unlit[0].instanceList : this._itemList.transmission.lit[0].instanceList : unlit ? this._itemList.opaque.unlit[0].instanceList : this._itemList.opaque.lit[0].instanceList;
226
- const hash = drawable.getInstanceId(this._renderPass);
227
- let drawableList = instanceList[hash];
228
- if (!drawableList) {
229
- drawableList = [];
230
- instanceList[hash] = drawableList;
231
- }
232
- drawableList.push(drawable);
233
- } else {
234
- const list = trans ? transmission ? unlit ? this._itemList.transmission_trans.unlit[0] : this._itemList.transmission_trans.lit[0] : unlit ? this._itemList.transparent.unlit[0] : this._itemList.transparent.lit[0] : transmission ? unlit ? this._itemList.transmission.unlit[0] : this._itemList.transmission.lit[0] : unlit ? this._itemList.opaque.unlit[0] : this._itemList.opaque.lit[0];
235
- const skinAnimation = !!drawable.getBoneMatrices();
236
- const morphAnimation = !!drawable.getMorphData();
237
- let queue;
238
- if (skinAnimation && morphAnimation) {
239
- queue = list.skinAndMorphItemList;
240
- } else if (skinAnimation) {
241
- queue = list.skinItemList;
242
- } else if (morphAnimation) {
243
- queue = list.morphItemList;
244
- } else {
245
- queue = list.itemList;
246
- }
247
- this.binaryInsert(queue, {
248
- drawable,
249
- sortDistance: drawable.getSortDistance(camera),
250
- instanceData: null
251
- });
252
- const mat = drawable.getMaterial();
253
- if (mat) {
254
- list.materialList.add(mat.coreMaterial);
255
- }
256
- drawable.applyTransformUniforms(this);
257
- }
258
- }
259
- }
260
- /** @internal */ getDrawableByColor(c) {
261
- const id = (c[0] << 24) + (c[1] << 16) + (c[2] << 8) + c[3];
262
- for (const m of this._objectColorMaps){
263
- const drawable = m.get(id);
264
- if (drawable) {
265
- return drawable;
266
- }
267
- }
268
- return null;
269
- }
270
- /**
271
- * Removes all items in the render queue
272
- */ reset() {
273
- if (this._itemList) {
274
- // Release all render bundles
275
- for(const k in this._itemList){
276
- const itemListBundle = this._itemList[k];
277
- for(const l in itemListBundle){
278
- const listInfo = itemListBundle[l];
279
- for (const info of listInfo){
280
- if (info.renderQueue === this) {
281
- if (info.renderBundle) {
282
- info.renderBundle.dispose();
283
- }
284
- if (info.skinRenderBundle) {
285
- info.skinRenderBundle.dispose();
286
- }
287
- if (info.morphRenderBundle) {
288
- info.morphRenderBundle.dispose();
289
- }
290
- if (info.skinAndMorphRenderBundle) {
291
- info.skinAndMorphRenderBundle.dispose();
292
- }
293
- if (info.instanceRenderBundle) {
294
- info.instanceRenderBundle.dispose();
295
- }
296
- }
297
- }
298
- }
299
- }
300
- this._itemList = null;
301
- }
302
- this._shadowedLightList = [];
303
- this._unshadowedLightList = [];
304
- this._sunLight = null;
305
- this._needSceneColor = false;
306
- this._needSceneDepth = false;
307
- this._needSceneColorWithDepth = false;
308
- this._drawTransparent = false;
309
- }
310
- /** @internal */ dispose() {
311
- this.reset();
312
- this._disposed = true;
313
- }
314
- /** @internal */ end(camera, createRenderBundles) {
315
- const frameCounter = Application.instance.device.frameInfo.frameCounter;
316
- const itemList = this._itemList;
317
- if (!this.itemList) {
318
- return this;
319
- }
320
- const lists = [
321
- itemList.opaque.lit,
322
- itemList.opaque.unlit,
323
- itemList.transmission.lit,
324
- itemList.transmission.unlit,
325
- itemList.transparent.lit,
326
- itemList.transparent.unlit,
327
- itemList.transmission_trans.lit,
328
- itemList.transmission_trans.unlit
329
- ];
330
- for(let i = 0; i < lists.length; i++){
331
- const list = lists[i];
332
- for (const info of list){
333
- if (info.renderQueue !== this) {
334
- continue;
335
- }
336
- const instanceList = info.instanceList;
337
- for(const x in instanceList){
338
- const drawables = instanceList[x];
339
- let bindGroup = null;
340
- let item = null;
341
- for(let i = 0; i < drawables.length; i++){
342
- const drawable = drawables[i];
343
- const instanceUniforms = drawable.getInstanceUniforms();
344
- const instanceUniformsSize = instanceUniforms?.length ?? 0;
345
- const stride = ShaderHelper.MATERIAL_INSTANCE_DATA_OFFSET * 4 + instanceUniformsSize;
346
- if (!bindGroup || bindGroup.offset + stride > maxBufferSizeInFloats) {
347
- bindGroup = this._bindGroupAllocator.allocateInstanceBindGroup(frameCounter, stride);
348
- item = {
349
- drawable,
350
- sortDistance: drawable.getSortDistance(camera),
351
- instanceData: {
352
- bindGroup,
353
- offset: bindGroup.offset,
354
- numInstances: 0,
355
- stride
356
- }
357
- };
358
- this.binaryInsert(info.instanceItemList, item);
359
- drawable.applyInstanceOffsetAndStride(this, stride, bindGroup.offset);
360
- }
361
- const instanceInfo = {
362
- bindGroup,
363
- offset: bindGroup.offset
364
- };
365
- this._instanceInfo.set(drawable, instanceInfo);
366
- drawable.applyTransformUniforms(this);
367
- drawable.applyMaterialUniforms(instanceInfo);
368
- bindGroup.offset += stride;
369
- item.instanceData.numInstances++;
370
- const mat = drawable.getMaterial();
371
- if (mat) {
372
- info.materialList.add(mat.coreMaterial);
373
- }
374
- }
375
- }
376
- info.instanceList = {};
377
- if (createRenderBundles) {
378
- if (info.itemList.length > 0) {
379
- info.renderBundle = new RenderBundleWrapper();
380
- }
381
- if (info.skinItemList.length > 0) {
382
- info.skinRenderBundle = new RenderBundleWrapper();
383
- }
384
- if (info.morphItemList.length > 0) {
385
- info.morphRenderBundle = new RenderBundleWrapper();
386
- }
387
- if (info.skinAndMorphItemList.length > 0) {
388
- info.skinAndMorphRenderBundle = new RenderBundleWrapper();
389
- }
390
- if (info.instanceItemList.length > 0) {
391
- info.instanceRenderBundle = new RenderBundleWrapper();
392
- }
393
- }
394
- }
395
- }
396
- return this;
397
- }
398
- binaryInsert(itemList, item) {
399
- let left = 0;
400
- let right = itemList.length - 1;
401
- const newInstanceId = item.drawable.getMaterial().instanceId;
402
- while(left <= right){
403
- const mid = Math.floor((left + right) / 2);
404
- const instanceId = itemList[mid].drawable.getMaterial().instanceId;
405
- if (instanceId === newInstanceId) {
406
- itemList.splice(mid + 1, 0, item);
407
- return;
408
- } else if (instanceId < newInstanceId) {
409
- left = mid + 1;
410
- } else {
411
- right = mid - 1;
412
- }
413
- }
414
- itemList.splice(left, 0, item);
415
- }
416
- /**
417
- * Sorts the items in the render queue for rendering
418
- */ sortTransparentItems(cameraPos) {
419
- if (this._itemList) {
420
- this._itemList.transparent.lit[0].itemList.sort((a, b)=>this.drawableDistanceToCamera(b.drawable, cameraPos) - this.drawableDistanceToCamera(a.drawable, cameraPos));
421
- this._itemList.transparent.lit[0].skinItemList.sort((a, b)=>this.drawableDistanceToCamera(b.drawable, cameraPos) - this.drawableDistanceToCamera(a.drawable, cameraPos));
422
- this._itemList.transparent.lit[0].morphItemList.sort((a, b)=>this.drawableDistanceToCamera(b.drawable, cameraPos) - this.drawableDistanceToCamera(a.drawable, cameraPos));
423
- this._itemList.transparent.lit[0].skinAndMorphItemList.sort((a, b)=>this.drawableDistanceToCamera(b.drawable, cameraPos) - this.drawableDistanceToCamera(a.drawable, cameraPos));
424
- this._itemList.transparent.unlit[0].itemList.sort((a, b)=>this.drawableDistanceToCamera(b.drawable, cameraPos) - this.drawableDistanceToCamera(a.drawable, cameraPos));
425
- this._itemList.transparent.unlit[0].skinItemList.sort((a, b)=>this.drawableDistanceToCamera(b.drawable, cameraPos) - this.drawableDistanceToCamera(a.drawable, cameraPos));
426
- this._itemList.transparent.unlit[0].morphItemList.sort((a, b)=>this.drawableDistanceToCamera(b.drawable, cameraPos) - this.drawableDistanceToCamera(a.drawable, cameraPos));
427
- this._itemList.transparent.unlit[0].skinAndMorphItemList.sort((a, b)=>this.drawableDistanceToCamera(b.drawable, cameraPos) - this.drawableDistanceToCamera(a.drawable, cameraPos));
428
- }
429
- }
430
- drawableDistanceToCamera(drawable, cameraPos) {
431
- const drawablePos = drawable.getNode().position;
432
- return Vector3.distanceSq(drawablePos, cameraPos);
433
- }
434
- newRenderItemListInfo() {
435
- return {
436
- itemList: [],
437
- skinItemList: [],
438
- morphItemList: [],
439
- skinAndMorphItemList: [],
440
- instanceItemList: [],
441
- materialList: new Set(),
442
- instanceList: {},
443
- renderQueue: this
444
- };
445
- }
446
- newRenderItemListBundle() {
447
- return {
448
- lit: [
449
- this.newRenderItemListInfo()
450
- ],
451
- unlit: [
452
- this.newRenderItemListInfo()
453
- ]
454
- };
455
- }
456
- newRenderItemList() {
457
- return {
458
- opaque: this.newRenderItemListBundle(),
459
- transmission: this.newRenderItemListBundle(),
460
- transparent: this.newRenderItemListBundle(),
461
- transmission_trans: this.newRenderItemListBundle()
462
- };
463
- }
464
- }
465
-
466
- export { InstanceBindGroupAllocator, RenderQueue };
467
- //# sourceMappingURL=render_queue.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"render_queue.js","sources":["../../../src/render/render_queue.ts"],"sourcesContent":["import { Application } from '../app/app';\nimport type { Vector4 } from '@zephyr3d/base';\nimport { Vector3 } from '@zephyr3d/base';\nimport type { Camera } from '../camera/camera';\nimport type { BatchDrawable, Drawable } from './drawable';\nimport type { DirectionalLight, PunctualLight } from '../scene/light';\nimport type { RenderPass } from '.';\nimport { QUEUE_TRANSPARENT } from '../values';\nimport type { BindGroup, BindGroupLayout } from '@zephyr3d/device';\nimport { ProgramBuilder } from '@zephyr3d/device';\nimport type { Material } from '../material';\nimport { ShaderHelper } from '../material';\nimport { RenderBundleWrapper } from './renderbundle_wrapper';\n\n/** @internal */\nexport type CachedBindGroup = {\n bindGroup: BindGroup;\n buffer: Float32Array;\n offset: number;\n dirty: boolean;\n};\n\nconst maxBufferSizeInFloats = 65536 / 4;\n\n/** @internal */\nexport class InstanceBindGroupAllocator {\n private static _instanceBindGroupLayout: BindGroupLayout = null;\n _bindGroupList: CachedBindGroup[] = [];\n private _allocFrameStamp: number;\n constructor() {\n this._allocFrameStamp = -1;\n this._bindGroupList = [];\n }\n allocateInstanceBindGroup(framestamp: number, sizeInFloats: number): CachedBindGroup {\n // Reset if render frame changed\n if (this._allocFrameStamp !== framestamp) {\n this._allocFrameStamp = framestamp;\n for (const k of this._bindGroupList) {\n k.offset = 0;\n }\n }\n for (const k of this._bindGroupList) {\n if (k.offset + sizeInFloats <= maxBufferSizeInFloats) {\n k.dirty = true;\n return k;\n }\n }\n if (!InstanceBindGroupAllocator._instanceBindGroupLayout) {\n const buildInfo = new ProgramBuilder(Application.instance.device).buildRender({\n vertex(pb) {\n this[ShaderHelper.getInstanceDataUniformName()] = pb.vec4[65536 >> 4]().uniformBuffer(3);\n pb.main(function () {});\n },\n fragment(pb) {\n pb.main(function () {});\n }\n });\n InstanceBindGroupAllocator._instanceBindGroupLayout = buildInfo[2][3];\n }\n const bindGroup = {\n bindGroup: Application.instance.device.createBindGroup(\n InstanceBindGroupAllocator._instanceBindGroupLayout\n ),\n buffer: new Float32Array(maxBufferSizeInFloats),\n offset: 0,\n dirty: true\n };\n this._bindGroupList.push(bindGroup);\n return bindGroup;\n }\n}\n\nconst defaultInstanceBindGroupAlloator = new InstanceBindGroupAllocator();\n\n/**\n * Instance data\n * @public\n */\nexport interface InstanceData {\n bindGroup: CachedBindGroup;\n stride: number;\n offset: number;\n numInstances: number;\n}\n\n/**\n * Render queue item\n * @internal\n */\nexport interface RenderQueueItem {\n drawable: Drawable;\n sortDistance: number;\n instanceColor?: Vector4;\n instanceData: InstanceData;\n}\n\n/** @internal */\nexport interface RenderItemListInfo {\n itemList: RenderQueueItem[];\n renderBundle?: RenderBundleWrapper;\n skinItemList: RenderQueueItem[];\n skinRenderBundle?: RenderBundleWrapper;\n morphItemList: RenderQueueItem[];\n morphRenderBundle?: RenderBundleWrapper;\n skinAndMorphItemList: RenderQueueItem[];\n skinAndMorphRenderBundle?: RenderBundleWrapper;\n instanceItemList: RenderQueueItem[];\n instanceRenderBundle?: RenderBundleWrapper;\n instanceList: Record<string, BatchDrawable[]>;\n materialList: Set<Material>;\n renderQueue: RenderQueue;\n}\n\n/** @internal */\nexport interface RenderItemListBundle {\n lit: RenderItemListInfo[];\n unlit: RenderItemListInfo[];\n}\n\n/**\n * Item list of render queue\n * @internal\n */\nexport interface RenderItemList {\n opaque: RenderItemListBundle;\n transmission: RenderItemListBundle;\n transparent: RenderItemListBundle;\n transmission_trans: RenderItemListBundle;\n}\n\n/**\n * Render queue reference\n * @internal\n */\nexport interface RenderQueueRef {\n ref: RenderQueue;\n}\n\n/**\n * Drawable instance information\n * @internal\n */\nexport interface DrawableInstanceInfo {\n bindGroup: CachedBindGroup;\n offset: number;\n}\n\n/**\n * A queue that contains the items to be rendered\n * @public\n */\nexport class RenderQueue {\n /** @internal */\n private _itemList: RenderItemList;\n /** @internal */\n private readonly _renderPass: RenderPass;\n /** @internal */\n private _shadowedLightList: PunctualLight[];\n /** @internal */\n private _unshadowedLightList: PunctualLight[];\n /** @internal */\n private _sunLight: DirectionalLight;\n /** @internal */\n private readonly _bindGroupAllocator: InstanceBindGroupAllocator;\n /** @internal */\n private readonly _ref: RenderQueueRef;\n /** @internal */\n private readonly _instanceInfo: Map<Drawable, DrawableInstanceInfo>;\n /** @internal */\n private _needSceneColor: boolean;\n private _needSceneDepth: boolean;\n private _needSceneColorWithDepth: boolean;\n /** @internal */\n private _drawTransparent: boolean;\n /** @internal */\n private readonly _objectColorMaps: Map<number, Drawable>[];\n /** @internal */\n private _disposed: boolean;\n /**\n * Creates an instance of a render queue\n * @param renderPass - The render pass to which the render queue belongs\n */\n constructor(renderPass: RenderPass, bindGroupAllocator?: InstanceBindGroupAllocator) {\n this._bindGroupAllocator = bindGroupAllocator ?? defaultInstanceBindGroupAlloator;\n this._itemList = null;\n this._renderPass = renderPass;\n this._shadowedLightList = [];\n this._unshadowedLightList = [];\n this._sunLight = null;\n this._ref = { ref: this };\n this._instanceInfo = new Map();\n this._needSceneColor = false;\n this._needSceneDepth = false;\n this._needSceneColorWithDepth = false;\n this._drawTransparent = false;\n this._disposed = false;\n this._objectColorMaps = [new Map()];\n }\n /** Whether this is disposed */\n get disposed() {\n return this._disposed;\n }\n /** The sun light */\n get sunLight(): DirectionalLight {\n return this._sunLight;\n }\n set sunLight(light: DirectionalLight) {\n this._sunLight = light;\n }\n /** @internal */\n needSceneColor(): boolean {\n return this._needSceneColor;\n }\n /** @internal */\n needSceneDepth(): boolean {\n return this._needSceneDepth;\n }\n /** @internal */\n needSceneColorWithDepth(): boolean {\n return this._needSceneColorWithDepth;\n }\n /** Whether this render queue has transparent objects to be drawn */\n get drawTransparent(): boolean {\n return this._drawTransparent;\n }\n /** The render pass to which the render queue belongs */\n get renderPass(): RenderPass {\n return this._renderPass;\n }\n /**\n * Gets the items of the render queue\n */\n get itemList() {\n return this._itemList;\n }\n /**\n * Gets the shadowed lights\n */\n get shadowedLights() {\n return this._shadowedLightList;\n }\n /**\n * Gets the unshadowed lights\n */\n get unshadowedLights() {\n return this._unshadowedLightList;\n }\n /**\n * Gets the indirect reference of this\n */\n get ref(): RenderQueueRef {\n return this._ref;\n }\n /**\n * Gets the instance information for given drawable object\n * @param drawable - The drawable object\n * @returns The instane information for given drawable object, null if no exists\n */\n getInstanceInfo(drawable: Drawable) {\n return this._instanceInfo.get(drawable);\n }\n /**\n * Gets the maximum batch size of a given device\n * @returns The maximum batch size of the device\n *\n * @internal\n */\n getMaxBatchSize() {\n return Application.instance.device.getDeviceCaps().shaderCaps.maxUniformBufferSize / 64;\n }\n /**\n * Push a punctual light\n * @param light - The light to be pushed\n */\n pushLight(light: PunctualLight) {\n if (light.castShadow) {\n this._shadowedLightList.push(light);\n } else {\n this._unshadowedLightList.push(light);\n }\n if (light.isDirectionLight() && light.sunLight) {\n this.sunLight = light;\n }\n }\n /**\n * Push items from another render queue\n * @param queue - The render queue to be pushed\n */\n pushRenderQueue(queue: RenderQueue) {\n const newItemLists = queue._itemList;\n if (!newItemLists) {\n return;\n }\n if (!this._itemList) {\n this._itemList = this.newRenderItemList();\n }\n this._itemList.opaque.lit.push(...newItemLists.opaque.lit);\n this._itemList.opaque.unlit.push(...newItemLists.opaque.unlit);\n this._itemList.transmission.lit.push(...newItemLists.transmission.lit);\n this._itemList.transmission.unlit.push(...newItemLists.transmission.unlit);\n this._itemList.transparent.lit.push(...newItemLists.transparent.lit);\n this._itemList.transparent.unlit.push(...newItemLists.transparent.unlit);\n this._itemList.transmission_trans.lit.push(...newItemLists.transmission_trans.lit);\n this._itemList.transmission_trans.unlit.push(...newItemLists.transmission_trans.unlit);\n this._needSceneColor ||= queue._needSceneColor;\n this._needSceneDepth ||= queue._needSceneDepth;\n this._needSceneColorWithDepth ||= queue._needSceneColorWithDepth;\n this._drawTransparent ||= queue._drawTransparent;\n this._objectColorMaps.push(...queue._objectColorMaps);\n }\n /**\n * Push an item to the render queue\n * @param camera - The camera for drawing the item\n * @param drawable - The object to be drawn\n */\n push(camera: Camera, drawable: Drawable): void {\n if (drawable) {\n drawable.pushRenderQueueRef(this._ref);\n if (!this._itemList) {\n this._itemList = this.newRenderItemList();\n }\n const trans = drawable.getQueueType() === QUEUE_TRANSPARENT;\n const unlit = drawable.isUnlit();\n const needDepth = !!drawable.needSceneDepth();\n const transmission = !!drawable.needSceneColor() || needDepth;\n this._needSceneColor ||= transmission;\n this._needSceneDepth ||= drawable.needSceneDepth();\n this._needSceneColorWithDepth ||= transmission && needDepth;\n this._drawTransparent ||= trans;\n if (camera.getPickResultResolveFunc()) {\n drawable.getMaterial().objectColor = drawable.getObjectColor();\n this._objectColorMaps[0].set(drawable.getDrawableId(), drawable);\n }\n if (drawable.isBatchable()) {\n const instanceList = trans\n ? transmission\n ? unlit\n ? this._itemList.transmission_trans.unlit[0].instanceList\n : this._itemList.transmission_trans.lit[0].instanceList\n : unlit\n ? this._itemList.transparent.unlit[0].instanceList\n : this._itemList.transparent.lit[0].instanceList\n : transmission\n ? unlit\n ? this._itemList.transmission.unlit[0].instanceList\n : this._itemList.transmission.lit[0].instanceList\n : unlit\n ? this._itemList.opaque.unlit[0].instanceList\n : this._itemList.opaque.lit[0].instanceList;\n const hash = drawable.getInstanceId(this._renderPass);\n let drawableList = instanceList[hash];\n if (!drawableList) {\n drawableList = [];\n instanceList[hash] = drawableList;\n }\n drawableList.push(drawable);\n } else {\n const list = trans\n ? transmission\n ? unlit\n ? this._itemList.transmission_trans.unlit[0]\n : this._itemList.transmission_trans.lit[0]\n : unlit\n ? this._itemList.transparent.unlit[0]\n : this._itemList.transparent.lit[0]\n : transmission\n ? unlit\n ? this._itemList.transmission.unlit[0]\n : this._itemList.transmission.lit[0]\n : unlit\n ? this._itemList.opaque.unlit[0]\n : this._itemList.opaque.lit[0];\n const skinAnimation = !!drawable.getBoneMatrices();\n const morphAnimation = !!drawable.getMorphData();\n let queue: RenderQueueItem[];\n if (skinAnimation && morphAnimation) {\n queue = list.skinAndMorphItemList;\n } else if (skinAnimation) {\n queue = list.skinItemList;\n } else if (morphAnimation) {\n queue = list.morphItemList;\n } else {\n queue = list.itemList;\n }\n this.binaryInsert(queue, {\n drawable,\n sortDistance: drawable.getSortDistance(camera),\n instanceData: null\n });\n const mat = drawable.getMaterial();\n if (mat) {\n list.materialList.add(mat.coreMaterial);\n }\n drawable.applyTransformUniforms(this);\n }\n }\n }\n /** @internal */\n getDrawableByColor(c: Uint8Array<ArrayBuffer>) {\n const id = (c[0] << 24) + (c[1] << 16) + (c[2] << 8) + c[3];\n for (const m of this._objectColorMaps) {\n const drawable = m.get(id);\n if (drawable) {\n return drawable;\n }\n }\n return null;\n }\n /**\n * Removes all items in the render queue\n */\n reset() {\n if (this._itemList) {\n // Release all render bundles\n for (const k in this._itemList) {\n const itemListBundle: RenderItemListBundle = this._itemList[k];\n for (const l in itemListBundle) {\n const listInfo: RenderItemListInfo[] = itemListBundle[l];\n for (const info of listInfo) {\n if (info.renderQueue === this) {\n if (info.renderBundle) {\n info.renderBundle.dispose();\n }\n if (info.skinRenderBundle) {\n info.skinRenderBundle.dispose();\n }\n if (info.morphRenderBundle) {\n info.morphRenderBundle.dispose();\n }\n if (info.skinAndMorphRenderBundle) {\n info.skinAndMorphRenderBundle.dispose();\n }\n if (info.instanceRenderBundle) {\n info.instanceRenderBundle.dispose();\n }\n }\n }\n }\n }\n this._itemList = null;\n }\n this._shadowedLightList = [];\n this._unshadowedLightList = [];\n this._sunLight = null;\n this._needSceneColor = false;\n this._needSceneDepth = false;\n this._needSceneColorWithDepth = false;\n this._drawTransparent = false;\n }\n /** @internal */\n dispose() {\n this.reset();\n this._disposed = true;\n }\n /** @internal */\n end(camera: Camera, createRenderBundles?: boolean): this {\n const frameCounter = Application.instance.device.frameInfo.frameCounter;\n const itemList = this._itemList;\n if (!this.itemList) {\n return this;\n }\n const lists = [\n itemList.opaque.lit,\n itemList.opaque.unlit,\n itemList.transmission.lit,\n itemList.transmission.unlit,\n itemList.transparent.lit,\n itemList.transparent.unlit,\n itemList.transmission_trans.lit,\n itemList.transmission_trans.unlit\n ];\n for (let i = 0; i < lists.length; i++) {\n const list = lists[i];\n for (const info of list) {\n if (info.renderQueue !== this) {\n continue;\n }\n const instanceList = info.instanceList;\n for (const x in instanceList) {\n const drawables = instanceList[x];\n let bindGroup: CachedBindGroup = null;\n let item: RenderQueueItem = null;\n for (let i = 0; i < drawables.length; i++) {\n const drawable = drawables[i];\n const instanceUniforms = drawable.getInstanceUniforms();\n const instanceUniformsSize = instanceUniforms?.length ?? 0;\n const stride = ShaderHelper.MATERIAL_INSTANCE_DATA_OFFSET * 4 + instanceUniformsSize;\n if (!bindGroup || bindGroup.offset + stride > maxBufferSizeInFloats) {\n bindGroup = this._bindGroupAllocator.allocateInstanceBindGroup(frameCounter, stride);\n item = {\n drawable,\n sortDistance: drawable.getSortDistance(camera),\n instanceData: {\n bindGroup,\n offset: bindGroup.offset,\n numInstances: 0,\n stride\n }\n };\n this.binaryInsert(info.instanceItemList, item);\n drawable.applyInstanceOffsetAndStride(this, stride, bindGroup.offset);\n }\n const instanceInfo = { bindGroup, offset: bindGroup.offset };\n this._instanceInfo.set(drawable, instanceInfo);\n drawable.applyTransformUniforms(this);\n drawable.applyMaterialUniforms(instanceInfo);\n bindGroup.offset += stride;\n item.instanceData.numInstances++;\n const mat = drawable.getMaterial();\n if (mat) {\n info.materialList.add(mat.coreMaterial);\n }\n }\n }\n info.instanceList = {};\n if (createRenderBundles) {\n if (info.itemList.length > 0) {\n info.renderBundle = new RenderBundleWrapper();\n }\n if (info.skinItemList.length > 0) {\n info.skinRenderBundle = new RenderBundleWrapper();\n }\n if (info.morphItemList.length > 0) {\n info.morphRenderBundle = new RenderBundleWrapper();\n }\n if (info.skinAndMorphItemList.length > 0) {\n info.skinAndMorphRenderBundle = new RenderBundleWrapper();\n }\n if (info.instanceItemList.length > 0) {\n info.instanceRenderBundle = new RenderBundleWrapper();\n }\n }\n }\n }\n return this;\n }\n binaryInsert(itemList: RenderQueueItem[], item: RenderQueueItem) {\n let left = 0;\n let right = itemList.length - 1;\n const newInstanceId = item.drawable.getMaterial().instanceId;\n while (left <= right) {\n const mid = Math.floor((left + right) / 2);\n const instanceId = itemList[mid].drawable.getMaterial().instanceId;\n if (instanceId === newInstanceId) {\n itemList.splice(mid + 1, 0, item);\n return;\n } else if (instanceId < newInstanceId) {\n left = mid + 1;\n } else {\n right = mid - 1;\n }\n }\n itemList.splice(left, 0, item);\n }\n /**\n * Sorts the items in the render queue for rendering\n */\n sortTransparentItems(cameraPos: Vector3) {\n if (this._itemList) {\n this._itemList.transparent.lit[0].itemList.sort(\n (a, b) =>\n this.drawableDistanceToCamera(b.drawable, cameraPos) -\n this.drawableDistanceToCamera(a.drawable, cameraPos)\n );\n this._itemList.transparent.lit[0].skinItemList.sort(\n (a, b) =>\n this.drawableDistanceToCamera(b.drawable, cameraPos) -\n this.drawableDistanceToCamera(a.drawable, cameraPos)\n );\n this._itemList.transparent.lit[0].morphItemList.sort(\n (a, b) =>\n this.drawableDistanceToCamera(b.drawable, cameraPos) -\n this.drawableDistanceToCamera(a.drawable, cameraPos)\n );\n this._itemList.transparent.lit[0].skinAndMorphItemList.sort(\n (a, b) =>\n this.drawableDistanceToCamera(b.drawable, cameraPos) -\n this.drawableDistanceToCamera(a.drawable, cameraPos)\n );\n this._itemList.transparent.unlit[0].itemList.sort(\n (a, b) =>\n this.drawableDistanceToCamera(b.drawable, cameraPos) -\n this.drawableDistanceToCamera(a.drawable, cameraPos)\n );\n this._itemList.transparent.unlit[0].skinItemList.sort(\n (a, b) =>\n this.drawableDistanceToCamera(b.drawable, cameraPos) -\n this.drawableDistanceToCamera(a.drawable, cameraPos)\n );\n this._itemList.transparent.unlit[0].morphItemList.sort(\n (a, b) =>\n this.drawableDistanceToCamera(b.drawable, cameraPos) -\n this.drawableDistanceToCamera(a.drawable, cameraPos)\n );\n this._itemList.transparent.unlit[0].skinAndMorphItemList.sort(\n (a, b) =>\n this.drawableDistanceToCamera(b.drawable, cameraPos) -\n this.drawableDistanceToCamera(a.drawable, cameraPos)\n );\n }\n }\n private drawableDistanceToCamera(drawable: Drawable, cameraPos: Vector3) {\n const drawablePos = drawable.getNode().position;\n return Vector3.distanceSq(drawablePos, cameraPos);\n }\n private newRenderItemListInfo(): RenderItemListInfo {\n return {\n itemList: [],\n skinItemList: [],\n morphItemList: [],\n skinAndMorphItemList: [],\n instanceItemList: [],\n materialList: new Set(),\n instanceList: {},\n renderQueue: this\n };\n }\n private newRenderItemListBundle(): RenderItemListBundle {\n return {\n lit: [this.newRenderItemListInfo()],\n unlit: [this.newRenderItemListInfo()]\n };\n }\n private newRenderItemList(): RenderItemList {\n return {\n opaque: this.newRenderItemListBundle(),\n transmission: this.newRenderItemListBundle(),\n transparent: this.newRenderItemListBundle(),\n transmission_trans: this.newRenderItemListBundle()\n };\n 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