babylon.quarks 0.17.4 → 0.17.6
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.
- package/CHANGELOG.md +92 -0
- package/LICENSE +21 -21
- package/README.md +165 -33
- package/dist/babylon.quarks.cjs +1 -1
- package/dist/babylon.quarks.cjs.map +1 -1
- package/dist/babylon.quarks.esm.js +1 -1
- package/dist/babylon.quarks.esm.js.map +1 -1
- package/dist/babylon.quarks.umd.min.js +2 -0
- package/dist/babylon.quarks.umd.min.js.map +1 -0
- package/dist/types/index.d.ts +2829 -19
- package/package.json +62 -60
- package/src/BatchedParticleRenderer.ts +3 -3
- package/src/BatchedRenderer.ts +228 -227
- package/src/MeshSurfaceEmitter.ts +137 -137
- package/src/ParticleEmitter.ts +86 -86
- package/src/ParticleSystem.ts +1322 -1285
- package/src/QuarksLoader.ts +529 -510
- package/src/QuarksPrefab.ts +307 -307
- package/src/QuarksUtil.ts +66 -66
- package/src/SpriteBatch.ts +403 -404
- package/src/TrailBatch.ts +420 -419
- package/src/VFXBatch.ts +108 -108
- package/src/geometryUtil.ts +15 -15
- package/src/index.ts +59 -52
- package/src/materials/ParticleMaterials.ts +23 -23
- package/src/materials/index.ts +1 -1
- package/src/shaders/chunks/index.ts +1 -1
- package/src/shaders/chunks/register-shader-chunks.ts +32 -32
- package/src/shaders/chunks/soft_fragment.glsl.ts +13 -13
- package/src/shaders/chunks/soft_pars_fragment.glsl.ts +20 -20
- package/src/shaders/chunks/soft_pars_vertex.glsl.ts +6 -6
- package/src/shaders/chunks/soft_vertex.glsl.ts +6 -6
- package/src/shaders/chunks/tile_fragment.glsl.ts +9 -9
- package/src/shaders/chunks/tile_pars_fragment.glsl.ts +9 -9
- package/src/shaders/chunks/tile_pars_vertex.glsl.ts +28 -28
- package/src/shaders/chunks/tile_vertex.glsl.ts +18 -18
- package/src/shaders/index.ts +9 -9
- package/src/shaders/local_particle_physics_vert.glsl.ts +79 -79
- package/src/shaders/local_particle_vert.glsl.ts +50 -50
- package/src/shaders/particle_frag.glsl.ts +61 -61
- package/src/shaders/particle_physics_frag.glsl.ts +67 -67
- package/src/shaders/particle_vert.glsl.ts +85 -85
- package/src/shaders/stretched_bb_particle_vert.glsl.ts +74 -74
- package/src/shaders/trail_frag.glsl.ts +21 -21
- package/src/shaders/trail_vert.glsl.ts +58 -58
- package/dist/types/BatchedParticleRenderer.d.ts +0 -2
- package/dist/types/BatchedRenderer.d.ts +0 -59
- package/dist/types/MeshSurfaceEmitter.d.ts +0 -19
- package/dist/types/ParticleEmitter.d.ts +0 -16
- package/dist/types/ParticleSystem.d.ts +0 -234
- package/dist/types/QuarksLoader.d.ts +0 -28
- package/dist/types/QuarksPrefab.d.ts +0 -48
- package/dist/types/QuarksUtil.d.ts +0 -14
- package/dist/types/SpriteBatch.d.ts +0 -33
- package/dist/types/TrailBatch.d.ts +0 -28
- package/dist/types/VFXBatch.d.ts +0 -51
- package/dist/types/geometryUtil.d.ts +0 -2
- package/dist/types/materials/ParticleMaterials.d.ts +0 -12
- package/dist/types/materials/index.d.ts +0 -1
- package/dist/types/shaders/chunks/index.d.ts +0 -1
- package/dist/types/shaders/chunks/register-shader-chunks.d.ts +0 -3
- package/dist/types/shaders/chunks/soft_fragment.glsl.d.ts +0 -2
- package/dist/types/shaders/chunks/soft_pars_fragment.glsl.d.ts +0 -2
- package/dist/types/shaders/chunks/soft_pars_vertex.glsl.d.ts +0 -2
- package/dist/types/shaders/chunks/soft_vertex.glsl.d.ts +0 -2
- package/dist/types/shaders/chunks/tile_fragment.glsl.d.ts +0 -2
- package/dist/types/shaders/chunks/tile_pars_fragment.glsl.d.ts +0 -2
- package/dist/types/shaders/chunks/tile_pars_vertex.glsl.d.ts +0 -2
- package/dist/types/shaders/chunks/tile_vertex.glsl.d.ts +0 -2
- package/dist/types/shaders/index.d.ts +0 -9
- package/dist/types/shaders/local_particle_physics_vert.glsl.d.ts +0 -2
- package/dist/types/shaders/local_particle_vert.glsl.d.ts +0 -2
- package/dist/types/shaders/particle_frag.glsl.d.ts +0 -2
- package/dist/types/shaders/particle_physics_frag.glsl.d.ts +0 -2
- package/dist/types/shaders/particle_vert.glsl.d.ts +0 -2
- package/dist/types/shaders/stretched_bb_particle_vert.glsl.d.ts +0 -2
- package/dist/types/shaders/trail_frag.glsl.d.ts +0 -2
- package/dist/types/shaders/trail_vert.glsl.d.ts +0 -2
package/package.json
CHANGED
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{
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"name": "babylon.quarks",
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"version": "0.17.
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"description": "A High-Performance Particle System for Babylon.js",
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"type": "module",
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"types": "./dist/types/index.d.ts",
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"main": "./dist/babylon.quarks.cjs",
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"module": "./dist/babylon.quarks.esm.js",
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{
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"name": "babylon.quarks",
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"version": "0.17.6",
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"description": "A High-Performance Particle System for Babylon.js",
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"type": "module",
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"types": "./dist/types/index.d.ts",
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"main": "./dist/babylon.quarks.cjs",
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"module": "./dist/babylon.quarks.esm.js",
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"unpkg": "./dist/babylon.quarks.umd.min.js",
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"jsdelivr": "./dist/babylon.quarks.umd.min.js",
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"exports": {
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".": {
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"import": "./dist/babylon.quarks.esm.js",
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"require": "./dist/babylon.quarks.cjs",
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"types": "./dist/types/index.d.ts"
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}
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},
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"files": [
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"dist",
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"src",
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"LICENSE",
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"README.md",
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"CHANGELOG.md"
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],
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"scripts": {
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"clean": "rimraf dist dist-types tsconfig.tsbuildinfo",
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"build:types": "tsc --emitDeclarationOnly",
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"build:js": "cross-env NODE_ENV=production rollup -c",
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"build": "npm run clean && npm run build:types && npm run build:js",
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"test": "jest",
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"docs": "typedoc",
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"test:coverage": "jest --coverage",
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"prettier": "prettier --write --ignore-unknown **/*.ts"
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},
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"repository": {
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"type": "git",
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"url": "git+https://github.com/Soullnik/babylon.quarks-standalone.git"
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},
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"keywords": [
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"particle",
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"library",
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"3d",
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"game",
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"performance",
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"babylonjs",
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"vfx"
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],
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"author": "soullnik <soullnik96@gmail.com>",
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"license": "MIT",
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"bugs": {
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"url": "https://github.com/Soullnik/babylon.quarks-standalone/issues"
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},
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"homepage": "https://github.com/Soullnik/babylon.quarks-standalone#readme",
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"peerDependencies": {
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"@babylonjs/core": ">=9.0.0"
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},
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"devDependencies": {
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"@babylonjs/core": "^9.0.0",
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"@types/jest": "^30.0.0",
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"quarks.core": "*"
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}
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}
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import {BatchedRenderer} from './BatchedRenderer';
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export const BatchedParticleRenderer = BatchedRenderer;
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import {BatchedRenderer} from './BatchedRenderer';
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export const BatchedParticleRenderer = BatchedRenderer;
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package/src/BatchedRenderer.ts
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import {TransformNode} from '@babylonjs/core/Meshes/transformNode';
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import {Scene} from '@babylonjs/core/scene';
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import {Texture} from '@babylonjs/core/Materials/Textures/texture';
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import {BaseTexture} from '@babylonjs/core/Materials/Textures/baseTexture';
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import {IParticleSystem} from 'quarks.core';
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import {VFXBatch, RenderMode, StoredBatchSettings} from './VFXBatch';
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import {SpriteBatch} from './SpriteBatch';
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import {TrailBatch} from './TrailBatch';
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import {ParticleSystem} from './ParticleSystem';
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export interface VFXBatchSettings {
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instancingGeometry: Float32Array;
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instancingIndices: Uint32Array | Uint16Array;
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instancingUVs?: Float32Array;
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instancingNormals?: Float32Array;
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renderMode: RenderMode;
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renderOrder: number;
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uTileCount: number;
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vTileCount: number;
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blendTiles: boolean;
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softParticles: boolean;
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softNearFade: number;
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softFarFade: number;
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materialBlendMode: number;
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materialTransparent: boolean;
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materialDepthTest: boolean;
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materialAlphaTest: number;
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texture: Texture | null;
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layerMask: number;
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}
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export interface AdaptivePerformanceOptions {
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targetFrameMs: number;
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minQuality: number;
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maxQuality: number;
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decreaseStep: number;
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increaseStep: number;
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}
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export interface AdaptivePerformanceState extends AdaptivePerformanceOptions {
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enabled: boolean;
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currentQuality: number;
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lastFrameCpuMs: number;
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export class BatchedRenderer extends TransformNode {
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batches: Array<VFXBatch> = [];
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systemToBatchIndex: Map<IParticleSystem, number> = new Map<IParticleSystem, number>();
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depthTexture: BaseTexture | null = null;
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private adaptivePerformanceState: AdaptivePerformanceState = {
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enabled: false,
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targetFrameMs: 16.7,
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minQuality: 0.35,
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maxQuality: 1,
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decreaseStep: 0.08,
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};
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private lastAppliedQuality = Number.NaN;
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constructor(name: string, scene: Scene) {
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}
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private static clamp(value: number, min: number, max: number): number {
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}
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private static equals(a: StoredBatchSettings, b: VFXBatchSettings): boolean {
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a.materialAlphaTest === b.materialAlphaTest &&
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a.texture === b.texture &&
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a.renderMode === b.renderMode &&
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a.softParticles === b.softParticles &&
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}
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adaptiveState.
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adaptiveState.
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adaptiveState.
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adaptiveState.
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}
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1
|
+
import {TransformNode} from '@babylonjs/core/Meshes/transformNode';
|
|
2
|
+
import {Scene} from '@babylonjs/core/scene';
|
|
3
|
+
import {Texture} from '@babylonjs/core/Materials/Textures/texture';
|
|
4
|
+
import {BaseTexture} from '@babylonjs/core/Materials/Textures/baseTexture';
|
|
5
|
+
import {IParticleSystem} from 'quarks.core';
|
|
6
|
+
import {VFXBatch, RenderMode, StoredBatchSettings} from './VFXBatch';
|
|
7
|
+
import {SpriteBatch} from './SpriteBatch';
|
|
8
|
+
import {TrailBatch} from './TrailBatch';
|
|
9
|
+
import {ParticleSystem} from './ParticleSystem';
|
|
10
|
+
|
|
11
|
+
export interface VFXBatchSettings {
|
|
12
|
+
instancingGeometry: Float32Array;
|
|
13
|
+
instancingIndices: Uint32Array | Uint16Array;
|
|
14
|
+
instancingUVs?: Float32Array;
|
|
15
|
+
instancingNormals?: Float32Array;
|
|
16
|
+
renderMode: RenderMode;
|
|
17
|
+
renderOrder: number;
|
|
18
|
+
uTileCount: number;
|
|
19
|
+
vTileCount: number;
|
|
20
|
+
blendTiles: boolean;
|
|
21
|
+
softParticles: boolean;
|
|
22
|
+
softNearFade: number;
|
|
23
|
+
softFarFade: number;
|
|
24
|
+
materialBlendMode: number;
|
|
25
|
+
materialTransparent: boolean;
|
|
26
|
+
materialDepthTest: boolean;
|
|
27
|
+
materialDepthWrite: boolean;
|
|
28
|
+
materialAlphaTest: number;
|
|
29
|
+
texture: Texture | null;
|
|
30
|
+
layerMask: number;
|
|
31
|
+
}
|
|
32
|
+
|
|
33
|
+
export interface AdaptivePerformanceOptions {
|
|
34
|
+
targetFrameMs: number;
|
|
35
|
+
minQuality: number;
|
|
36
|
+
maxQuality: number;
|
|
37
|
+
decreaseStep: number;
|
|
38
|
+
increaseStep: number;
|
|
39
|
+
}
|
|
40
|
+
|
|
41
|
+
export interface AdaptivePerformanceState extends AdaptivePerformanceOptions {
|
|
42
|
+
enabled: boolean;
|
|
43
|
+
currentQuality: number;
|
|
44
|
+
lastFrameCpuMs: number;
|
|
45
|
+
}
|
|
46
|
+
|
|
47
|
+
export class BatchedRenderer extends TransformNode {
|
|
48
|
+
batches: Array<VFXBatch> = [];
|
|
49
|
+
systemToBatchIndex: Map<IParticleSystem, number> = new Map<IParticleSystem, number>();
|
|
50
|
+
depthTexture: BaseTexture | null = null;
|
|
51
|
+
private adaptivePerformanceState: AdaptivePerformanceState = {
|
|
52
|
+
enabled: false,
|
|
53
|
+
targetFrameMs: 16.7,
|
|
54
|
+
minQuality: 0.35,
|
|
55
|
+
maxQuality: 1,
|
|
56
|
+
decreaseStep: 0.08,
|
|
57
|
+
increaseStep: 0.02,
|
|
58
|
+
currentQuality: 1,
|
|
59
|
+
lastFrameCpuMs: 0,
|
|
60
|
+
};
|
|
61
|
+
private lastAppliedQuality = Number.NaN;
|
|
62
|
+
|
|
63
|
+
constructor(name: string, scene: Scene) {
|
|
64
|
+
super(name, scene);
|
|
65
|
+
}
|
|
66
|
+
|
|
67
|
+
private static clamp(value: number, min: number, max: number): number {
|
|
68
|
+
return Math.max(min, Math.min(max, value));
|
|
69
|
+
}
|
|
70
|
+
|
|
71
|
+
private static equals(a: StoredBatchSettings, b: VFXBatchSettings): boolean {
|
|
72
|
+
return (
|
|
73
|
+
a.materialBlendMode === b.materialBlendMode &&
|
|
74
|
+
a.materialTransparent === b.materialTransparent &&
|
|
75
|
+
a.materialDepthTest === b.materialDepthTest &&
|
|
76
|
+
a.materialDepthWrite === b.materialDepthWrite &&
|
|
77
|
+
a.materialAlphaTest === b.materialAlphaTest &&
|
|
78
|
+
a.texture === b.texture &&
|
|
79
|
+
a.renderMode === b.renderMode &&
|
|
80
|
+
a.blendTiles === b.blendTiles &&
|
|
81
|
+
a.softParticles === b.softParticles &&
|
|
82
|
+
a.softFarFade === b.softFarFade &&
|
|
83
|
+
a.softNearFade === b.softNearFade &&
|
|
84
|
+
a.uTileCount === b.uTileCount &&
|
|
85
|
+
a.vTileCount === b.vTileCount &&
|
|
86
|
+
a.instancingGeometry === b.instancingGeometry &&
|
|
87
|
+
a.renderOrder === b.renderOrder &&
|
|
88
|
+
a.layerMask === b.layerMask
|
|
89
|
+
);
|
|
90
|
+
}
|
|
91
|
+
|
|
92
|
+
addSystem(system: IParticleSystem) {
|
|
93
|
+
const particleSystem = system as ParticleSystem;
|
|
94
|
+
particleSystem._renderer = this;
|
|
95
|
+
if (this.adaptivePerformanceState.enabled) {
|
|
96
|
+
particleSystem.setQualityFactor(this.adaptivePerformanceState.currentQuality);
|
|
97
|
+
}
|
|
98
|
+
const settings = particleSystem.getRendererSettings();
|
|
99
|
+
for (let i = 0; i < this.batches.length; i++) {
|
|
100
|
+
if (BatchedRenderer.equals(this.batches[i].settings, settings)) {
|
|
101
|
+
this.batches[i].addSystem(system);
|
|
102
|
+
this.systemToBatchIndex.set(system, i);
|
|
103
|
+
return;
|
|
104
|
+
}
|
|
105
|
+
}
|
|
106
|
+
let batch: VFXBatch;
|
|
107
|
+
const scene = this.getScene();
|
|
108
|
+
switch (settings.renderMode) {
|
|
109
|
+
case RenderMode.Trail:
|
|
110
|
+
batch = new TrailBatch(settings, scene);
|
|
111
|
+
break;
|
|
112
|
+
case RenderMode.Mesh:
|
|
113
|
+
case RenderMode.BillBoard:
|
|
114
|
+
case RenderMode.VerticalBillBoard:
|
|
115
|
+
case RenderMode.HorizontalBillBoard:
|
|
116
|
+
case RenderMode.StretchedBillBoard:
|
|
117
|
+
batch = new SpriteBatch(settings, scene);
|
|
118
|
+
break;
|
|
119
|
+
default:
|
|
120
|
+
throw new Error(`Unsupported render mode: ${settings.renderMode}`);
|
|
121
|
+
}
|
|
122
|
+
batch.mesh.parent = this;
|
|
123
|
+
if (this.depthTexture) {
|
|
124
|
+
batch.applyDepthTexture(this.depthTexture);
|
|
125
|
+
}
|
|
126
|
+
batch.addSystem(system);
|
|
127
|
+
this.batches.push(batch);
|
|
128
|
+
this.systemToBatchIndex.set(system, this.batches.length - 1);
|
|
129
|
+
}
|
|
130
|
+
|
|
131
|
+
deleteSystem(system: IParticleSystem) {
|
|
132
|
+
const batchIndex = this.systemToBatchIndex.get(system);
|
|
133
|
+
if (batchIndex !== undefined) {
|
|
134
|
+
this.batches[batchIndex].removeSystem(system);
|
|
135
|
+
this.systemToBatchIndex.delete(system);
|
|
136
|
+
}
|
|
137
|
+
}
|
|
138
|
+
|
|
139
|
+
updateSystem(system: IParticleSystem) {
|
|
140
|
+
this.deleteSystem(system);
|
|
141
|
+
this.addSystem(system);
|
|
142
|
+
}
|
|
143
|
+
|
|
144
|
+
setDepthTexture(depthTexture: BaseTexture | null) {
|
|
145
|
+
this.depthTexture = depthTexture;
|
|
146
|
+
for (const batch of this.batches) {
|
|
147
|
+
batch.applyDepthTexture(depthTexture);
|
|
148
|
+
}
|
|
149
|
+
}
|
|
150
|
+
|
|
151
|
+
configureAdaptivePerformance(options: Partial<AdaptivePerformanceOptions> = {}) {
|
|
152
|
+
const state = this.adaptivePerformanceState;
|
|
153
|
+
const minQuality = BatchedRenderer.clamp(options.minQuality ?? state.minQuality, 0.05, 1);
|
|
154
|
+
const maxQuality = BatchedRenderer.clamp(options.maxQuality ?? state.maxQuality, minQuality, 1);
|
|
155
|
+
state.targetFrameMs = Math.max(options.targetFrameMs ?? state.targetFrameMs, 0.1);
|
|
156
|
+
state.minQuality = minQuality;
|
|
157
|
+
state.maxQuality = maxQuality;
|
|
158
|
+
state.decreaseStep = Math.max(options.decreaseStep ?? state.decreaseStep, 0.001);
|
|
159
|
+
state.increaseStep = Math.max(options.increaseStep ?? state.increaseStep, 0.001);
|
|
160
|
+
state.currentQuality = BatchedRenderer.clamp(state.currentQuality, state.minQuality, state.maxQuality);
|
|
161
|
+
state.enabled = true;
|
|
162
|
+
this.lastAppliedQuality = Number.NaN;
|
|
163
|
+
}
|
|
164
|
+
|
|
165
|
+
disableAdaptivePerformance(resetQuality = true) {
|
|
166
|
+
this.adaptivePerformanceState.enabled = false;
|
|
167
|
+
if (resetQuality) {
|
|
168
|
+
this.adaptivePerformanceState.currentQuality = this.adaptivePerformanceState.maxQuality;
|
|
169
|
+
this.applyAdaptiveQuality();
|
|
170
|
+
}
|
|
171
|
+
}
|
|
172
|
+
|
|
173
|
+
getAdaptivePerformanceState(): AdaptivePerformanceState {
|
|
174
|
+
return {...this.adaptivePerformanceState};
|
|
175
|
+
}
|
|
176
|
+
|
|
177
|
+
private applyAdaptiveQuality() {
|
|
178
|
+
const quality = this.adaptivePerformanceState.currentQuality;
|
|
179
|
+
if (quality === this.lastAppliedQuality) {
|
|
180
|
+
return;
|
|
181
|
+
}
|
|
182
|
+
for (const ps of this.systemToBatchIndex.keys()) {
|
|
183
|
+
(ps as ParticleSystem).setQualityFactor(quality);
|
|
184
|
+
}
|
|
185
|
+
this.lastAppliedQuality = quality;
|
|
186
|
+
}
|
|
187
|
+
|
|
188
|
+
update(delta: number) {
|
|
189
|
+
const adaptiveState = this.adaptivePerformanceState;
|
|
190
|
+
const frameStart = adaptiveState.enabled ? performance.now() : 0;
|
|
191
|
+
if (adaptiveState.enabled) {
|
|
192
|
+
this.applyAdaptiveQuality();
|
|
193
|
+
}
|
|
194
|
+
for (const ps of this.systemToBatchIndex.keys()) {
|
|
195
|
+
(ps as ParticleSystem).update(delta);
|
|
196
|
+
}
|
|
197
|
+
for (let i = 0; i < this.batches.length; i++) {
|
|
198
|
+
this.batches[i].update();
|
|
199
|
+
}
|
|
200
|
+
if (!adaptiveState.enabled) {
|
|
201
|
+
return;
|
|
202
|
+
}
|
|
203
|
+
|
|
204
|
+
adaptiveState.lastFrameCpuMs = performance.now() - frameStart;
|
|
205
|
+
if (adaptiveState.lastFrameCpuMs > adaptiveState.targetFrameMs) {
|
|
206
|
+
adaptiveState.currentQuality = BatchedRenderer.clamp(
|
|
207
|
+
adaptiveState.currentQuality - adaptiveState.decreaseStep,
|
|
208
|
+
adaptiveState.minQuality,
|
|
209
|
+
adaptiveState.maxQuality
|
|
210
|
+
);
|
|
211
|
+
} else {
|
|
212
|
+
adaptiveState.currentQuality = BatchedRenderer.clamp(
|
|
213
|
+
adaptiveState.currentQuality + adaptiveState.increaseStep,
|
|
214
|
+
adaptiveState.minQuality,
|
|
215
|
+
adaptiveState.maxQuality
|
|
216
|
+
);
|
|
217
|
+
}
|
|
218
|
+
}
|
|
219
|
+
|
|
220
|
+
dispose(): void {
|
|
221
|
+
for (const batch of this.batches) {
|
|
222
|
+
batch.dispose();
|
|
223
|
+
}
|
|
224
|
+
this.batches = [];
|
|
225
|
+
this.systemToBatchIndex.clear();
|
|
226
|
+
super.dispose();
|
|
227
|
+
}
|
|
228
|
+
}
|