lecodes-cli 0.18.2 → 0.19.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/index.js +1866 -301
- package/package.json +14 -12
- package/runtime/scene-harness.json +1 -1
- package/runtime/sdk-types.json +1 -1
- package/src/api.ts +302 -0
- package/src/browserAuth.ts +87 -0
- package/src/cmgenTool.ts +104 -0
- package/src/commands/app.ts +891 -0
- package/src/commands/appAndroid.ts +603 -0
- package/src/commands/appDesktop.ts +326 -0
- package/src/commands/appDesktopMac.ts +470 -0
- package/src/commands/appIcon.ts +187 -0
- package/src/commands/appShared.ts +448 -0
- package/src/commands/appTemplates.ts +883 -0
- package/src/commands/appTemplatesAndroid.ts +599 -0
- package/src/commands/appTemplatesGradlew.ts +9 -0
- package/src/commands/assets.ts +28 -0
- package/src/commands/clone.ts +60 -0
- package/src/commands/compile.ts +253 -0
- package/src/commands/create.ts +59 -0
- package/src/commands/design.ts +863 -0
- package/src/commands/designTemplates.ts +11 -0
- package/src/commands/desktop.ts +122 -0
- package/src/commands/dev.ts +214 -0
- package/src/commands/diff.ts +59 -0
- package/src/commands/init.ts +191 -0
- package/src/commands/install.ts +198 -0
- package/src/commands/lightmap.ts +290 -0
- package/src/commands/link.ts +147 -0
- package/src/commands/login.ts +24 -0
- package/src/commands/navmesh.ts +225 -0
- package/src/commands/pn.ts +305 -0
- package/src/commands/projectTemplates.ts +129 -0
- package/src/commands/pull.ts +109 -0
- package/src/commands/push.ts +173 -0
- package/src/commands/render.ts +414 -0
- package/src/commands/scene.ts +148 -0
- package/src/commands/shaders.ts +157 -0
- package/src/commands/status.ts +29 -0
- package/src/commands/test.ts +370 -0
- package/src/commands/thumbs.ts +178 -0
- package/src/commands/types.ts +87 -0
- package/src/commands/update.ts +190 -0
- package/src/compile/assetIcons.ts +214 -0
- package/src/compile/collect.ts +46 -0
- package/src/compile/collectLocal.ts +37 -0
- package/src/compile/designCompile.ts +104 -0
- package/src/compile/fonts.ts +156 -0
- package/src/compile/headlessBundle.ts +129 -0
- package/src/compile/nativeStack.ts +21 -0
- package/src/compile/projectCompile.ts +109 -0
- package/src/compile/sceneCompile.ts +113 -0
- package/src/compile/screenEntry.ts +127 -0
- package/src/compile/shaders.ts +245 -0
- package/src/config.ts +42 -0
- package/src/designMeta.ts +35 -0
- package/src/desktopRenderer.ts +532 -0
- package/src/desktopScript.ts +276 -0
- package/src/dev/clientTemplates.ts +160 -0
- package/src/dev/devServer.ts +292 -0
- package/src/dev/wsServer.ts +144 -0
- package/src/distRoot.ts +20 -0
- package/src/ignore.ts +163 -0
- package/src/index.ts +491 -0
- package/src/lecodes-3d-editor.d.ts +41 -0
- package/src/lecodes-assets.d.ts +7 -0
- package/src/lecodes-design.d.ts +191 -0
- package/src/lecodes-renderer.d.ts +131 -0
- package/src/localFiles.ts +144 -0
- package/src/manifest.ts +46 -0
- package/src/matcTool.ts +137 -0
- package/src/peers.ts +40 -0
- package/src/project.ts +61 -0
- package/src/projectEnv.ts +94 -0
- package/src/qrcode-terminal.d.ts +9 -0
- package/src/releases.ts +125 -0
- package/src/serverDiff.ts +78 -0
- package/src/textDiff.ts +103 -0
- package/src/types.ts +0 -0
- package/src/util.ts +146 -0
- package/runtime/sdk/animate/animate.ts +0 -238
- package/runtime/sdk/animate/bezier.ts +0 -138
- package/runtime/sdk/animate/easings.ts +0 -126
- package/runtime/sdk/canvas/Canvas.ts +0 -305
- package/runtime/sdk/core/Aspect.ts +0 -512
- package/runtime/sdk/core/InspectorUI.ts +0 -212
- package/runtime/sdk/core/color.ts +0 -66
- package/runtime/sdk/core/compWrite.ts +0 -42
- package/runtime/sdk/core/events.ts +0 -38
- package/runtime/sdk/core/fields.ts +0 -120
- package/runtime/sdk/core/registry.ts +0 -23
- package/runtime/sdk/core/signals.ts +0 -277
- package/runtime/sdk/core/time.ts +0 -81
- package/runtime/sdk/g2/Camera2D.ts +0 -40
- package/runtime/sdk/g2/CharacterController2D.ts +0 -276
- package/runtime/sdk/g2/Node2D.ts +0 -267
- package/runtime/sdk/g2/OneWay2D.ts +0 -66
- package/runtime/sdk/g2/Physics2D.ts +0 -346
- package/runtime/sdk/g2/Scene2D.ts +0 -209
- package/runtime/sdk/g2/Shape2D.ts +0 -259
- package/runtime/sdk/g2/Sprite.ts +0 -89
- package/runtime/sdk/g2/SpriteAnimation.ts +0 -171
- package/runtime/sdk/g2/SpriteSheet.ts +0 -166
- package/runtime/sdk/g2/Texture2D.ts +0 -47
- package/runtime/sdk/g2/Tilemap.ts +0 -41
- package/runtime/sdk/g2/Tileset.ts +0 -71
- package/runtime/sdk/g2/Trigger2D.ts +0 -77
- package/runtime/sdk/g2/autotile.ts +0 -433
- package/runtime/sdk/g2/cells.ts +0 -91
- package/runtime/sdk/g2/defineScene2d.ts +0 -381
- package/runtime/sdk/g2/groups2d.ts +0 -106
- package/runtime/sdk/g2/loop.ts +0 -50
- package/runtime/sdk/g2/scenarios2d.ts +0 -69
- package/runtime/sdk/g2/touch.ts +0 -83
- package/runtime/sdk/gl/Camera.ts +0 -160
- package/runtime/sdk/gl/CameraPlace.ts +0 -52
- package/runtime/sdk/gl/CharacterController.ts +0 -238
- package/runtime/sdk/gl/Gearbox.ts +0 -212
- package/runtime/sdk/gl/Geometry.ts +0 -279
- package/runtime/sdk/gl/IK.ts +0 -193
- package/runtime/sdk/gl/InstancedMesh.ts +0 -132
- package/runtime/sdk/gl/Light.ts +0 -99
- package/runtime/sdk/gl/Lightmap.ts +0 -179
- package/runtime/sdk/gl/Material.ts +0 -245
- package/runtime/sdk/gl/Mesh.ts +0 -83
- package/runtime/sdk/gl/Model.ts +0 -64
- package/runtime/sdk/gl/Node.ts +0 -350
- package/runtime/sdk/gl/Noise.ts +0 -30
- package/runtime/sdk/gl/Particles.ts +0 -676
- package/runtime/sdk/gl/Physics.ts +0 -222
- package/runtime/sdk/gl/Plane.ts +0 -53
- package/runtime/sdk/gl/Ray.ts +0 -16
- package/runtime/sdk/gl/Scene.ts +0 -479
- package/runtime/sdk/gl/Shape.ts +0 -377
- package/runtime/sdk/gl/Texture.ts +0 -46
- package/runtime/sdk/gl/Trigger.ts +0 -45
- package/runtime/sdk/gl/Vehicle.ts +0 -473
- package/runtime/sdk/gl/Wheel.ts +0 -240
- package/runtime/sdk/gl/animation/AnimationClip.ts +0 -204
- package/runtime/sdk/gl/animation/Animator.ts +0 -87
- package/runtime/sdk/gl/animation/Layer.ts +0 -29
- package/runtime/sdk/gl/animation/Loop.ts +0 -25
- package/runtime/sdk/gl/animation/Playback.ts +0 -43
- package/runtime/sdk/gl/animation/core.ts +0 -294
- package/runtime/sdk/gl/controls.ts +0 -95
- package/runtime/sdk/gl/physicsEvents.ts +0 -20
- package/runtime/sdk/gl/scenarios.ts +0 -291
- package/runtime/sdk/gl/state.ts +0 -6
- package/runtime/sdk/gl/touch.ts +0 -68
- package/runtime/sdk/inject.ts +0 -186
- package/runtime/sdk/math/Mathf.ts +0 -118
- package/runtime/sdk/math/mat4.ts +0 -278
- package/runtime/sdk/math/quat.ts +0 -232
- package/runtime/sdk/math/vec.ts +0 -255
- package/runtime/sdk/plugins/camera.ts +0 -81
- package/runtime/sdk/plugins/geolocation.ts +0 -123
- package/runtime/sdk/plugins/oauth.ts +0 -61
- package/runtime/sdk/plugins/permission.ts +0 -7
- package/runtime/sdk/plugins/push.ts +0 -132
- package/runtime/sdk/plugins/qr.ts +0 -73
- package/runtime/sdk/plugins/service.ts +0 -47
- package/runtime/sdk/runtime/app.ts +0 -101
- package/runtime/sdk/runtime/appEvents.ts +0 -54
- package/runtime/sdk/runtime/channel.ts +0 -61
- package/runtime/sdk/runtime/clipboard.ts +0 -20
- package/runtime/sdk/runtime/datetime.ts +0 -329
- package/runtime/sdk/runtime/device.ts +0 -293
- package/runtime/sdk/runtime/fetch.ts +0 -77
- package/runtime/sdk/runtime/files.ts +0 -23
- package/runtime/sdk/runtime/input.ts +0 -175
- package/runtime/sdk/runtime/media.ts +0 -111
- package/runtime/sdk/runtime/misc.ts +0 -16
- package/runtime/sdk/runtime/net.ts +0 -36
- package/runtime/sdk/runtime/rpc.ts +0 -218
- package/runtime/sdk/runtime/service.ts +0 -83
- package/runtime/sdk/runtime/share.ts +0 -9
- package/runtime/sdk/runtime/storage.ts +0 -13
- package/runtime/sdk/runtime/touch.ts +0 -76
- package/runtime/sdk/scene/defineScene.ts +0 -1227
- package/runtime/sdk/scene/editorPlugins.ts +0 -92
- package/runtime/sdk/scene/gizmos.ts +0 -148
- package/runtime/sdk/scene/grammar.ts +0 -120
- package/runtime/sdk/scene/material.ts +0 -188
- package/runtime/sdk/server/auth/appConfig.ts +0 -12
- package/runtime/sdk/server/auth/global.ts +0 -80
- package/runtime/sdk/server/auth/host.ts +0 -318
- package/runtime/sdk/server/auth/models.ts +0 -83
- package/runtime/sdk/server/auth/types.ts +0 -50
- package/runtime/sdk/server/channel.ts +0 -56
- package/runtime/sdk/server/context.ts +0 -36
- package/runtime/sdk/server/db/defineDb.ts +0 -237
- package/runtime/sdk/server/db/fields.ts +0 -132
- package/runtime/sdk/server/db/httpTransport.ts +0 -93
- package/runtime/sdk/server/db/index.ts +0 -7
- package/runtime/sdk/server/db/marci/query.ts +0 -412
- package/runtime/sdk/server/db/types.ts +0 -202
- package/runtime/sdk/server/errors.ts +0 -12
- package/runtime/sdk/server/host.ts +0 -74
- package/runtime/sdk/server/inject.ts +0 -13
- package/runtime/sdk/server/runtime.ts +0 -133
- package/runtime/sdk/server/validate.ts +0 -87
- package/runtime/sdk/ui/NativeView.ts +0 -142
- package/runtime/sdk/ui/UI.ts +0 -39
- package/runtime/sdk/ui/UIBottomSheet.ts +0 -139
- package/runtime/sdk/ui/UIButton.ts +0 -101
- package/runtime/sdk/ui/UIContainer.ts +0 -60
- package/runtime/sdk/ui/UIImage.ts +0 -83
- package/runtime/sdk/ui/UIInput.ts +0 -185
- package/runtime/sdk/ui/UIModal.ts +0 -139
- package/runtime/sdk/ui/UINode.ts +0 -826
- package/runtime/sdk/ui/UIPager.ts +0 -362
- package/runtime/sdk/ui/UIPopover.ts +0 -100
- package/runtime/sdk/ui/UIScreen.ts +0 -123
- package/runtime/sdk/ui/UIScrollable.ts +0 -87
- package/runtime/sdk/ui/UISpacer.ts +0 -14
- package/runtime/sdk/ui/UITabs.ts +0 -236
- package/runtime/sdk/ui/UIText.ts +0 -51
- package/runtime/sdk/ui/UIVideo.ts +0 -88
- package/runtime/sdk/ui/UIVirtualizedList.ts +0 -241
- package/runtime/sdk/ui/UIWidget.ts +0 -127
- package/runtime/sdk/ui/fonts.ts +0 -13
- package/runtime/sdk/ui/presentable.ts +0 -117
- package/runtime/sdk/ui/router.ts +0 -132
- package/runtime/sdk/ui/theme.ts +0 -84
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// One geometry drawn many times — grass tufts, crates, debris, coins, a crowd of identical props —
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// with a transform per instance and a handful of draw calls. Hardware instancing (Filament's
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// InstanceBuffer): the engine applies each instance's local matrix, so any regular material works.
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//
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// Transforms live in a CPU-side Float32Array (16 floats per instance, column-major, local to this
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// node). `setAt` / `hideAt` / `setMatrixAt` edit it and track the dirty range; `commit()` uploads
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// that range in one bridge call — call it once per frame after your edits, not per instance.
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// The native side splits the instances into chunks of the platform's per-draw cap (64 native,
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// 8 on WebGL) on child entities, and keeps a bounding box per chunk so frustum culling stays on.
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import { Mat4, type Mat4Like } from "../math/mat4"
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import { Quat, type QuatLike } from "../math/quat"
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import { cx, cy, cz, type Vec3Like } from "../math/vec"
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import type { Geometry } from "./Geometry"
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import { Material } from "./Material"
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import type { MeshOptions } from "./Mesh"
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import { Node } from "./Node"
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/** One instance's placement, local to the InstancedMesh node. Omitted fields mean identity. */
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export type InstanceTransform = {
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position?: Vec3Like
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/** Quaternion; wins over `eulerAngles`. */
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rotation?: QuatLike
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/** Degrees (YXZ), like `Node.eulerAngles`. */
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eulerAngles?: Vec3Like
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scale?: Vec3Like | number
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}
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const DEG = Math.PI / 180
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export class InstancedMesh extends Node {
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/** Instance capacity, fixed at construction. Unset instances are hidden. */
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readonly count: number
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private _geometry: Geometry
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private _material: Material
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private _data: Float32Array
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private _lo = Infinity
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private _hi = -1
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constructor(geometry: Geometry, count: number, options: MeshOptions = {}) {
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super()
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if (!(count >= 1)) throw new Error("InstancedMesh: count must be ≥ 1")
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this.count = Math.floor(count)
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this._geometry = geometry
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this._material = options.material ?? Material.unlit()
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this._data = new Float32Array(16 * this.count)
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_creator.createInstancedMesh(this.id, Material.idOf(this._material), geometry.vertices, geometry.normals, geometry.indices, geometry.uv, this.count)
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if (options.position) this.position = options.position
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if (options.eulerAngles) this.eulerAngles = options.eulerAngles
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if (options.scale !== undefined) this.scale = typeof options.scale === "number" ? [ options.scale, options.scale, options.scale ] : options.scale
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if (options.name !== undefined) this.name = options.name
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if (options.castShadows !== undefined || options.receiveShadows !== undefined) {
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_creator.setInstancedMeshShadows(this.id, options.castShadows ?? true, options.receiveShadows ?? true)
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}
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}
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override get geometry(): Geometry { return this._geometry }
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get material(): Material { return this._material }
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set material(m: Material) {
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this._material = m
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_creator.setInstancedMeshMaterial(this.id, Material.idOf(m))
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}
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/** Shadow flags for all instances (both at once — the engine sets them per draw). */
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setShadows(cast: boolean, receive = cast): this {
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_creator.setInstancedMeshShadows(this.id, cast, receive)
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return this
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}
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private _touch(i: number): void {
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if (i < this._lo) this._lo = i
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if (i > this._hi) this._hi = i
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}
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/** Place instance `i`. Pending until `commit()`. */
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setAt(i: number, t: InstanceTransform): this {
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if (i < 0 || i >= this.count) throw new RangeError(`InstancedMesh: index ${i} out of 0..${this.count - 1}`)
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const rot = t.rotation ?? (t.eulerAngles
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? Quat.fromEuler(cx(t.eulerAngles) * DEG, cy(t.eulerAngles) * DEG, cz(t.eulerAngles) * DEG)
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: Quat.identity)
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const m = Mat4.compose(t.position ?? [ 0, 0, 0 ], rot, t.scale ?? 1).toArray()
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this._touch(i)
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return this
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if (i < 0 || i >= this.count) throw new RangeError(`InstancedMesh: index ${i} out of 0..${this.count - 1}`)
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const a = m instanceof Mat4 ? m.toArray() : m
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for (let k = 0; k < 16; k++) this._data[i * 16 + k] = a[k]
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return this
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if (i < 0 || i >= this.count) throw new RangeError(`InstancedMesh: index ${i} out of 0..${this.count - 1}`)
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}
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/** Upload every change since the last commit (one bridge call covering the dirty range). */
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commit(): this {
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if (this._hi < this._lo) return this
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const lo = this._lo, hi = this._hi
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this._lo = Infinity
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this._hi = -1
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_creator.setInstanceTransforms(this.id, this._data.subarray(lo * 16, (hi + 1) * 16), lo)
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return this
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}
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get dirty(): boolean { return this._hi >= this._lo }
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}
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package/runtime/sdk/gl/Light.ts
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// Lights. A directional sun (the engine's primary light) and punctual point lights. Add one to a
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// scene like any node; `intensity` and `color` stay writable so a light can be animated.
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export type SunOptions = {
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/** Light direction (points where the light travels). Defaults to a typical key-light angle. */
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direction?: Vec3Like
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/** Luminous intensity. */
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intensity?: number
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color?: ColorInput
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/**
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* Shadow quality (default 1):
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* 0 - no shadows
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* 1 - standard (1024 shadow map, hard PCF edges)
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* 2 - high (2048 + stable, soft contact-hardening edges)
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* 3 - best (4096 + stable, PCSS soft shadows)
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* Higher values cost more GPU/memory.
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*/
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shadowsQuality?: 0 | 1 | 2 | 3
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}
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export type PointOptions = {
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/**
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* Luminous POWER in lumens — the same physical scale as the sun's lux and `environmentIntensity`,
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* so a light keeps its look when the scene's exposure changes. A candle is ~12 lm, a bare 60 W
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* bulb ~800, a car headlight ~1500, a fireball millions. Default 1000.
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*/
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intensity?: number
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color?: ColorInput
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/**
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* Metres of influence — past it the light contributes nothing. This is the performance knob:
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* overlapping point lights are the expensive case, so keep it as small as the look allows.
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* Default 10.
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*/
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range?: number
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/** Point-light shadows are a cubemap render per light; off by default. */
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castShadows?: boolean
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}
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export class Light extends Node {
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private _intensity = 0
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/** @internal sun direction as created (the engine keeps it; Lightmap.load reads it back). */
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_direction: [number, number, number] = [ 0, -1, 0 ]
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/** The most recently created sun — what `Lightmap.load` uses unless told otherwise. */
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static lastSun: Light | null = null
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/** A directional sun light. */
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static sun(options: SunOptions = {}): Light {
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const light = new Light()
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const [ dx, dy, dz ] = options.direction ?? [ 0.548267, -0.473983, -0.689016 ]
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light._direction = [ dx, dy, dz ]
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light._intensity = options.intensity ?? 100000
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Light.lastSun = light
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_creator.createSunLight(
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light.id, dx, dy, dz,
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light._intensity,
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Color.toPackedRgb(options.color ?? 0xffffff),
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options.shadowsQuality ?? 1,
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)
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return light
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}
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/**
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* A point light — a lamp, a muzzle flash, a fireball. Position it like any node.
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*
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* Feature-detected: hosts that predate it create the node and light nothing, which keeps a scene
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* that adds atmosphere on top of its sun renderable everywhere. Check `Light.supportsPoint`
|
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* before making one carry the scene.
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|
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|
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*/
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|
73
|
-
static point(options: PointOptions = {}): Light {
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|
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|
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const light = new Light()
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|
-
light._intensity = options.intensity ?? 1000
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|
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_creator.createPointLight?.(
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|
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light.id,
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|
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light._intensity,
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|
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Color.toPackedRgb(options.color ?? 0xffffff),
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|
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options.range ?? 10,
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|
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|
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options.castShadows ?? false,
|
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|
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)
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|
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return light
|
|
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|
-
}
|
|
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|
-
|
|
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|
-
/** Whether this host can create point lights at all. */
|
|
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|
-
static get supportsPoint(): boolean { return _creator.createPointLight !== undefined }
|
|
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|
-
|
|
89
|
-
/** Live intensity (sun: lux, point: lumens) — animate a flash without rebuilding the light. */
|
|
90
|
-
get intensity(): number { return this._intensity }
|
|
91
|
-
set intensity(value: number) {
|
|
92
|
-
this._intensity = value
|
|
93
|
-
_creator.setLightIntensity?.(this.id, value)
|
|
94
|
-
}
|
|
95
|
-
|
|
96
|
-
set color(value: ColorInput) {
|
|
97
|
-
_creator.setLightColor?.(this.id, Color.toPackedRgb(value))
|
|
98
|
-
}
|
|
99
|
-
}
|
|
@@ -1,179 +0,0 @@
|
|
|
1
|
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// Baked shadows for static 3D geometry (docs/lightmap-plan.md). A scene FILE does all of this by
|
|
2
|
-
// itself: `env: { lightmap: { data, texture } }` marks the level as baked, every model/mesh node
|
|
3
|
-
// that no Physics aspect moves is a static (keys = node paths, `lightmap: true|false` overrides),
|
|
4
|
-
// and the runtime applies the bake when the level finishes loading (scene/defineScene.ts).
|
|
5
|
-
// Hand-built scenes register what never moves with `Lightmap.add`, bake once with
|
|
6
|
-
// `lecodes lightmap bake` (the desktop host traces the live scene and writes lightmap.ktx2 +
|
|
7
|
-
// lightmap.bake), and `Lightmap.load` applies the atlas at runtime:
|
|
8
|
-
//
|
|
9
|
-
// const crate = await Model.load(asset('./assets/props/crate.glb'), { lightmap: true })
|
|
10
|
-
// Lightmap.add(holder) // a Model, a Mesh, or a node holding them
|
|
11
|
-
// Lightmap.add(ground) // Mesh.plane works too
|
|
12
|
-
// ...
|
|
13
|
-
// await Lightmap.load(scene, { data: asset('./assets/lightmap/lightmap.bake'),
|
|
14
|
-
// texture: asset('./assets/lightmap/lightmap.ktx2') })
|
|
15
|
-
//
|
|
16
|
-
// Both files are asset() handles because the compiler stages exactly the files it sees (the data
|
|
17
|
-
// file is JSON with a .bake extension — a .json would be scanned as a code module). `load` is a
|
|
18
|
-
// no-op when the bake is missing or the host predates the feature, so the project stays runnable —
|
|
19
|
-
// and in BAKE mode (`lecodes lightmap bake`) it is where the bake fires: the same call marks "the
|
|
20
|
-
// scene is complete". Atlas channels: R = sun visibility, G = ambient occlusion; the shader keeps
|
|
21
|
-
// the real-time sun for dynamic casters and multiplies the baked mask in with an ambient floor.
|
|
22
|
-
|
|
23
|
-
import { fetch } from "../runtime/fetch"
|
|
24
|
-
import { Texture } from "./Texture"
|
|
25
|
-
import { Material } from "./Material"
|
|
26
|
-
import { Mesh } from "./Mesh"
|
|
27
|
-
import { Model } from "./Model"
|
|
28
|
-
import { Node } from "./Node"
|
|
29
|
-
import type { Scene } from "./Scene"
|
|
30
|
-
|
|
31
|
-
export type LightmapLoadOptions = {
|
|
32
|
-
/** 1 = baked sun shadows at full strength, 0 = ambient occlusion only. Default 1. */
|
|
33
|
-
sunStrength?: number
|
|
34
|
-
/** Multiplier on the ambient (IBL) share in the shadow math — how bright a fully shadowed texel
|
|
35
|
-
* stays. 1 reproduces filament's own real-time shadow darkness (the shader reads the scene's sun
|
|
36
|
-
* and IBL from filament's per-frame uniforms); raise it for lighter shadows, lower for deeper. Default 1. */
|
|
37
|
-
ambientScale?: number
|
|
38
|
-
}
|
|
39
|
-
|
|
40
|
-
export type LightmapInfo = {
|
|
41
|
-
size: number
|
|
42
|
-
texel: number
|
|
43
|
-
/** keys applied / keys in the file / registered statics without a rect */
|
|
44
|
-
applied: number
|
|
45
|
-
total: number
|
|
46
|
-
missing: string[]
|
|
47
|
-
}
|
|
48
|
-
|
|
49
|
-
type Entry = { key: string, model?: Model, mesh?: Mesh }
|
|
50
|
-
|
|
51
|
-
type BakeConfig = {
|
|
52
|
-
outDir: string, size?: number, texel?: number, sunRays?: number, aoRays?: number,
|
|
53
|
-
aoDistance?: number, bias?: number, sunAngle?: number,
|
|
54
|
-
}
|
|
55
|
-
|
|
56
|
-
const bakeConfig = (): BakeConfig | null => {
|
|
57
|
-
const g = (globalThis as unknown as { __lecodesLightmap?: BakeConfig }).__lecodesLightmap
|
|
58
|
-
return g && typeof g.outDir === "string" ? g : null
|
|
59
|
-
}
|
|
60
|
-
|
|
61
|
-
/** A hex colour as the 9-char form the float4 uniform path expects ("#rrggbbaa"). */
|
|
62
|
-
const hex8 = (c: unknown): string => {
|
|
63
|
-
if (typeof c !== "string") return "#ffffffff"
|
|
64
|
-
if (c.length === 7) return c + "ff"
|
|
65
|
-
if (c.length === 4) return "#" + c[1] + c[1] + c[2] + c[2] + c[3] + c[3] + "ff"
|
|
66
|
-
return c
|
|
67
|
-
}
|
|
68
|
-
|
|
69
|
-
export class Lightmap {
|
|
70
|
-
/** True while `lecodes lightmap bake` runs the app — skip menus and build the scene straight away. */
|
|
71
|
-
static get baking(): boolean { return bakeConfig() !== null }
|
|
72
|
-
|
|
73
|
-
private static entries: Entry[] = []
|
|
74
|
-
private static ordinals = new Map<string, number>()
|
|
75
|
-
private static warned = false
|
|
76
|
-
|
|
77
|
-
/** Register static geometry — a Model, a Mesh, or any node whose subtree holds them. Statics are
|
|
78
|
-
* both receivers and occluders in the bake. `key` names the entry in lightmap.bake (default:
|
|
79
|
-
* the node's name + a running number, `container#3`); pass one when names are not stable. */
|
|
80
|
-
static add(node: Node, key?: string): Node {
|
|
81
|
-
const base = key ?? `${node.name || "node"}#${Lightmap.next(node.name || "node")}`
|
|
82
|
-
const found: Entry[] = []
|
|
83
|
-
const walk = (n: Node): void => {
|
|
84
|
-
if (n instanceof Model) { found.push({ key: base, model: n }); return }
|
|
85
|
-
if (n instanceof Mesh) { found.push({ key: base, mesh: n }); return }
|
|
86
|
-
for (const c of n.children) walk(c)
|
|
87
|
-
}
|
|
88
|
-
walk(node)
|
|
89
|
-
if (found.length === 0) { console.warn(`Lightmap.add: ${base} holds no Model or Mesh`); return node }
|
|
90
|
-
if (found.length > 1) found.forEach((e, i) => { e.key = `${base}/${i}` })
|
|
91
|
-
Lightmap.entries.push(...found)
|
|
92
|
-
return node
|
|
93
|
-
}
|
|
94
|
-
|
|
95
|
-
/** @internal Scene-file runtime: one model/mesh node under its path key (no subtree walk). */
|
|
96
|
-
static _register(node: Model | Mesh, key: string): void {
|
|
97
|
-
Lightmap.entries.push(node instanceof Model ? { key, model: node } : { key, mesh: node })
|
|
98
|
-
}
|
|
99
|
-
|
|
100
|
-
private static next(name: string): number {
|
|
101
|
-
const n = Lightmap.ordinals.get(name) ?? 0
|
|
102
|
-
Lightmap.ordinals.set(name, n + 1)
|
|
103
|
-
return n
|
|
104
|
-
}
|
|
105
|
-
|
|
106
|
-
/** Forget every registration (a scene rebuild). */
|
|
107
|
-
static clear(): void {
|
|
108
|
-
Lightmap.entries = []
|
|
109
|
-
Lightmap.ordinals.clear()
|
|
110
|
-
}
|
|
111
|
-
|
|
112
|
-
/** Apply a bake — or, under `lecodes lightmap bake`, run it. Resolves to null when nothing was
|
|
113
|
-
* applied (no bake yet, a host without the feature, bake mode). */
|
|
114
|
-
static async load(scene: Scene, files: { data: string, texture: string }, options: LightmapLoadOptions = {}): Promise<LightmapInfo | null> {
|
|
115
|
-
const bake = bakeConfig()
|
|
116
|
-
if (bake) { Lightmap.bake(bake); return null }
|
|
117
|
-
if (!_creator.lightmapApply) {
|
|
118
|
-
if (!Lightmap.warned) { Lightmap.warned = true; console.warn("Lightmap: this host has no lightmap support — rendering without the bake") }
|
|
119
|
-
return null
|
|
120
|
-
}
|
|
121
|
-
let data: { size: number, texel: number, sun?: number[] | null, instances: { key: string, receiver: boolean, st?: number[] }[] }
|
|
122
|
-
try {
|
|
123
|
-
const resp = await fetch(files.data, { useOnce: true })
|
|
124
|
-
if (resp.status >= 400) { console.warn(`Lightmap: no bake at ${files.data} (HTTP ${resp.status}) — run \`lecodes lightmap bake\``); return null }
|
|
125
|
-
data = resp.json()
|
|
126
|
-
resp.dispose()
|
|
127
|
-
} catch (e) {
|
|
128
|
-
console.warn(`Lightmap: could not read ${files.data}: ${String(e)}`)
|
|
129
|
-
return null
|
|
130
|
-
}
|
|
131
|
-
const texture = await Texture.load(files.texture)
|
|
132
|
-
const ambientScale = options.ambientScale ?? 1
|
|
133
|
-
const strength = options.sunStrength ?? 1
|
|
134
|
-
const rects = new Map<string, number[]>()
|
|
135
|
-
for (const inst of data.instances) if (inst.receiver && inst.st) rects.set(inst.key, inst.st)
|
|
136
|
-
let applied = 0
|
|
137
|
-
const missing: string[] = []
|
|
138
|
-
for (const e of Lightmap.entries) {
|
|
139
|
-
const st = rects.get(e.key)
|
|
140
|
-
if (!st) { missing.push(e.key); continue }
|
|
141
|
-
if (e.model) {
|
|
142
|
-
const n = _creator.lightmapApply(e.model.id, texture._id, st[0], st[1], st[2], st[3], ambientScale, strength)
|
|
143
|
-
if (n === 0) { console.warn(`Lightmap: ${e.key} was not loaded with { lightmap: true } — skipped`); continue }
|
|
144
|
-
_creator.setGlbShadows?.(e.model.id, false, true)
|
|
145
|
-
} else if (e.mesh) {
|
|
146
|
-
Lightmap.swapMeshMaterial(e.mesh, texture, st, ambientScale, strength)
|
|
147
|
-
e.mesh.castShadows = false
|
|
148
|
-
}
|
|
149
|
-
applied++
|
|
150
|
-
}
|
|
151
|
-
if (missing.length) console.warn(`Lightmap: ${missing.length} static(s) have no rect in the bake (${missing.slice(0, 5).join(", ")}${missing.length > 5 ? "…" : ""}) — rebake`)
|
|
152
|
-
return { size: data.size, texel: data.texel, applied, total: rects.size, missing }
|
|
153
|
-
}
|
|
154
|
-
|
|
155
|
-
/** A Mesh keeps its look (colour / map / roughness / metallic) but moves to the lightmap material. */
|
|
156
|
-
private static swapMeshMaterial(mesh: Mesh, texture: Texture, st: number[], ambientScale: number, strength: number): void {
|
|
157
|
-
const src = mesh.material
|
|
158
|
-
const u = src?.uniforms ?? {}
|
|
159
|
-
const m = Material.lightmap()
|
|
160
|
-
m.set("baseColorFactor", hex8(u.baseColor))
|
|
161
|
-
if (u.baseColorMap instanceof Texture) m.set("baseColorMap", u.baseColorMap)
|
|
162
|
-
if (typeof u.roughness === "number") m.set("roughnessFactor", u.roughness)
|
|
163
|
-
if (typeof u.metallic === "number") m.set("metallicFactor", u.metallic)
|
|
164
|
-
m.set("lightmap", texture)
|
|
165
|
-
m.set("lightmapST", [ st[0], st[1], st[2], st[3] ])
|
|
166
|
-
m.set("ambientScale", ambientScale)
|
|
167
|
-
m.set("sunStrength", strength)
|
|
168
|
-
mesh.setMaterial(m)
|
|
169
|
-
}
|
|
170
|
-
|
|
171
|
-
private static bake(cfg: BakeConfig): void {
|
|
172
|
-
if (!_creator.lightmapBake) { console.error("[lightmap] error: this host has no bake module (build the desktop host with CREATOR_GL_LIGHTMAP, or update lecodes desktop)"); return }
|
|
173
|
-
const ids = Uint32Array.from(Lightmap.entries.map((e) => (e.model ?? e.mesh)!.id))
|
|
174
|
-
const keys = Lightmap.entries.map((e) => e.key).join("\n")
|
|
175
|
-
if (ids.length === 0) { console.error("[lightmap] error: nothing registered — call Lightmap.add on the static props before Lightmap.load"); return }
|
|
176
|
-
_creator.lightmapBake(cfg.outDir, ids, keys, cfg.size ?? 4096, cfg.texel ?? 0.02, cfg.sunRays ?? 32, cfg.aoRays ?? 64,
|
|
177
|
-
cfg.aoDistance ?? 2, cfg.bias ?? 0.02, cfg.sunAngle ?? 0.5)
|
|
178
|
-
}
|
|
179
|
-
}
|
|
@@ -1,245 +0,0 @@
|
|
|
1
|
-
// A material instance over creator-gl. Uniforms are set through a Proxy that lowers each JS value to
|
|
2
|
-
// the right native uniform call. The common materials are static factories (Material.lit/unlit/
|
|
3
|
-
// video/shadow); Material.load brings in a custom compiled shader. Ported from worker/src/Material.ts,
|
|
4
|
-
// with the Lit/Unlit/... subclasses collapsed into factories and color accepting any ColorInput.
|
|
5
|
-
|
|
6
|
-
import { Color, type ColorInput } from "../core/color"
|
|
7
|
-
import { fetch, type FetchResponse } from "../runtime/fetch"
|
|
8
|
-
import { Texture } from "./Texture"
|
|
9
|
-
// Type-only (erased at build) so a 3D material never pulls the 2D-canvas runtime; the guard is inline.
|
|
10
|
-
import type { Canvas } from "../canvas/Canvas"
|
|
11
|
-
|
|
12
|
-
/** Duck-type a Canvas without importing it (keeps 3D material free of 2D-canvas code). */
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const isCanvasSource = (v: unknown): v is Canvas =>
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typeof v === "object" && v !== null && (v as { __canvas?: unknown }).__canvas === true
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type UniformValue = string | Texture | number | boolean | number[] | Float32Array | null
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const applyUniform = (id: number, key: string, value: UniformValue): void => {
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if (typeof value === "string") {
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if (value.length > 7) _creator.setUniformRgba(id, key, parseInt(value.slice(1), 16))
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else _creator.setUniformRgb(id, key, parseInt(value.slice(1), 16))
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} else if (typeof value === "number") {
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_creator.setUniformFloat(id, key, value)
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} else if (typeof value === "boolean") {
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_creator.setUniformBoolean(id, key, value)
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} else if (value instanceof Texture) {
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_creator.setUniformTexture(id, key, value._id, value.wrapS, value.wrapT)
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} else if (value instanceof Float32Array) {
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_creator.setUniformArray(id, key, value)
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} else if (Array.isArray(value)) {
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_creator.setUniformArray(id, key, Float32Array.of(...value))
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} else {
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_creator.setUniformNull(id, key)
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}
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}
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export type MaterialColorOptions = { color?: ColorInput, map?: Texture | Canvas | null }
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/** `Material.particles` options — the default point-sprite material for particle systems. */
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export type ParticlesMaterialOptions = {
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/** Sprite texture — a single image or a flipbook sheet of frames. Unset = soft round dot. */
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map?: Texture | null
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/** Flipbook grid: `N` = an N×N sheet, `[cols, rows]` = a non-square one. Frames run
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* left-to-right, top-to-bottom; drive the index via `particles.frame`. Default 1. */
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sheet?: number | [number, number]
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/** Extra brightness multiplier for a glow look (0 = off). */
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emissive?: number
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/** (`render` quad / stretch) a second sheet on the same grid, ADDED as `emissiveMap × emissiveColor`
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* — keyed by `map`'s alpha, not tinted by the particle colour. A fireball = a smoke `map` whose
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* colour curve goes dark + a fire `emissiveMap` that keeps glowing while alpha lasts. */
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emissiveMap?: Texture | null
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/** Multiplier for `emissiveMap`; an `[r, g, b]` array may exceed 1 (HDR glow). Default 0 (off). */
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emissiveColor?: ColorInput
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/** (`render` quad / stretch) crossfade each flipbook frame into the next by the fractional frame
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* index instead of snapping — smooth sheet playback at any frame rate. Default false. */
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frameBlend?: boolean
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/** Compositing: `"alpha"` (default — smoke, dust) or `"add"` (fire, sparks, magic). */
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blend?: "alpha" | "add"
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/** Soft radial falloff toward the sprite edge. Defaults to true without a map, false with one. */
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soft?: boolean
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/** Soft particles: fade each sprite out over this many metres as it cuts into the scene geometry
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* behind it (Unity's "Soft Particles Factor"), so smoke and dust no longer slice through the
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* ground and walls with a hard edge. 0 = off (default). Reads the scene's depth buffer, which the
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* engine keeps bound while any soft system is on screen — the extra depth pass is only paid then.
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* Filament hosts (desktop / web / Android / Apple); web-lite draws such sprites unfaded. */
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depthFade?: number
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/** How each particle is drawn: `'point'` (default — GPU point sprites, cheapest), `'quad'`
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* (real camera-facing quads — no driver size cap, geometric rotation), or `'stretch'`
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* (quads stretched along velocity — sparks, rain, speed streaks). `'ribbon'` is what `Trail`
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* uses internally. */
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render?: "point" | "quad" | "stretch" | "ribbon"
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/** (`render: 'stretch'`) extra sprite length in world units per unit of speed:
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* length = size + stretch·|velocity|. Default 0.05. */
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stretch?: number
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}
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-
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/** @internal — the sheet option as whole [cols, rows], both ≥ 1. The particles shader divides
|
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* by these with no guard of its own, so this clamp is the only thing between it and a NaN UV. */
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79
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export const _sheetColsRows = (sheet: number | [number, number] | undefined): [number, number] => {
|
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const [ c, r ] = typeof sheet === "number" ? [ sheet, sheet ] : sheet ?? [ 1, 1 ]
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return [ Math.max(1, Math.floor(c) || 1), Math.max(1, Math.floor(r) || 1) ]
|
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82
|
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}
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83
|
-
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84
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/** `Material.lit` options — PBR scalars on top of the color/map pair. */
|
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85
|
-
export type LitMaterialOptions = MaterialColorOptions & {
|
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86
|
-
/** Perceptual roughness, 0 (mirror) … 1 (matte). Unset = the shader's default. */
|
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87
|
-
roughness?: number
|
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88
|
-
/** Metallic factor, 0 (dielectric) … 1 (metal). Unset = the shader's default. */
|
|
89
|
-
metallic?: number
|
|
90
|
-
}
|
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91
|
-
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92
|
-
export class Material {
|
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93
|
-
/** @internal native material-instance handle. */
|
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|
-
_id: number
|
|
95
|
-
readonly shader: FetchResponse | "unknown"
|
|
96
|
-
readonly uniforms: Record<string, UniformValue>
|
|
97
|
-
|
|
98
|
-
private _colorKey: string | null = null
|
|
99
|
-
private _useMapFlag = false
|
|
100
|
-
|
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101
|
-
constructor(shader: FetchResponse | number) {
|
|
102
|
-
if (typeof shader === "number") {
|
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103
|
-
this.shader = "unknown"
|
|
104
|
-
this._id = shader
|
|
105
|
-
} else {
|
|
106
|
-
this.shader = shader
|
|
107
|
-
this._id = _creator.createMaterial((shader as any)._id)
|
|
108
|
-
}
|
|
109
|
-
const store: Record<string, UniformValue> = {}
|
|
110
|
-
const id = () => this._id
|
|
111
|
-
this.uniforms = new Proxy(store, {
|
|
112
|
-
get: (t, k: string) => t[k],
|
|
113
|
-
set: (t, k: string, v: UniformValue) => { t[k] = v; applyUniform(id(), k, v); return true },
|
|
114
|
-
})
|
|
115
|
-
}
|
|
116
|
-
|
|
117
|
-
/** Set a uniform (chainable). */
|
|
118
|
-
set(key: string, value: UniformValue): this {
|
|
119
|
-
this.uniforms[key] = value
|
|
120
|
-
return this
|
|
121
|
-
}
|
|
122
|
-
|
|
123
|
-
set color(c: ColorInput) {
|
|
124
|
-
if (this._colorKey) this.uniforms[this._colorKey] = Color.toHexString(c)
|
|
125
|
-
}
|
|
126
|
-
|
|
127
|
-
// lit/unlit shade baseColor × baseColorMap (factor×map; engines default both to white), so
|
|
128
|
-
// removing the map means resetting baseColorMap to the white 1×1. The useBaseColorMap writes
|
|
129
|
-
// stay for older hosts whose shaders still branch on the flag — current engines ignore it.
|
|
130
|
-
set map(value: Texture | Canvas | null) {
|
|
131
|
-
if (value === null) {
|
|
132
|
-
this.uniforms.baseColorMap = null
|
|
133
|
-
if (this._useMapFlag) this.uniforms.useBaseColorMap = false
|
|
134
|
-
} else {
|
|
135
|
-
// A Canvas bakes to a (cached) 3D texture on assign — same as Sprite accepting a Canvas in 2D.
|
|
136
|
-
this.uniforms.baseColorMap = isCanvasSource(value) ? Texture.fromCanvas(value) : value
|
|
137
|
-
if (this._useMapFlag) this.uniforms.useBaseColorMap = true
|
|
138
|
-
}
|
|
139
|
-
}
|
|
140
|
-
|
|
141
|
-
// --- factories ---
|
|
142
|
-
|
|
143
|
-
/** PBR lit material. */
|
|
144
|
-
static lit(options: LitMaterialOptions = {}): Material {
|
|
145
|
-
// The fetchLocal literal must be inline so the compiler's preload header captures the shader name.
|
|
146
|
-
const m = new Material({ _id: _creatorUtils.fetchLocal("lit.filamat") } as any)
|
|
147
|
-
m._colorKey = "baseColor"
|
|
148
|
-
if (options.color !== undefined) m.color = options.color
|
|
149
|
-
if (options.map) m.map = options.map
|
|
150
|
-
if (options.roughness !== undefined) m.uniforms.roughness = options.roughness
|
|
151
|
-
if (options.metallic !== undefined) m.uniforms.metallic = options.metallic
|
|
152
|
-
return m
|
|
153
|
-
}
|
|
154
|
-
|
|
155
|
-
/** Unlit (flat) material. */
|
|
156
|
-
static unlit(options: MaterialColorOptions = {}): Material {
|
|
157
|
-
const m = new Material({ _id: _creatorUtils.fetchLocal("unlit.filamat") } as any)
|
|
158
|
-
m._colorKey = "baseColor"
|
|
159
|
-
if (options.color !== undefined) m.color = options.color
|
|
160
|
-
if (options.map) m.map = options.map
|
|
161
|
-
return m
|
|
162
|
-
}
|
|
163
|
-
|
|
164
|
-
/** Default particle material — camera-facing point sprites with tint/opacity/rotation/flipbook
|
|
165
|
-
* driven by the particle curves. Uniforms all default to 0 on a fresh instance, so every look
|
|
166
|
-
* knob is primed here; JS writes after construction override them. */
|
|
167
|
-
static particles(options: ParticlesMaterialOptions = {}): Material {
|
|
168
|
-
const quad = options.render !== undefined && options.render !== "point"
|
|
169
|
-
// Both fetchLocal literals inline so the compiler's preload header captures the shader names.
|
|
170
|
-
const m = quad
|
|
171
|
-
? new Material({ _id: _creatorUtils.fetchLocal("particles-quad.filamat") } as any)
|
|
172
|
-
: new Material({ _id: _creatorUtils.fetchLocal("particles.filamat") } as any)
|
|
173
|
-
m._useMapFlag = false
|
|
174
|
-
m.uniforms.sheetSize = _sheetColsRows(options.sheet)
|
|
175
|
-
m.uniforms.emissive = options.emissive ?? 0
|
|
176
|
-
m.uniforms.additive = options.blend === "add" ? 1 : 0
|
|
177
|
-
m.uniforms.softness = (options.soft ?? !options.map) ? 1 : 0
|
|
178
|
-
m.uniforms.depthFade = options.depthFade ?? 0
|
|
179
|
-
if (quad) {
|
|
180
|
-
m.uniforms.mode = options.render === "ribbon" ? 2 : options.render === "stretch" ? 1 : 0
|
|
181
|
-
m.uniforms.stretch = options.stretch ?? (options.render === "stretch" ? 0.05 : 0)
|
|
182
|
-
if (options.emissiveMap) m.uniforms.emissiveMap = options.emissiveMap
|
|
183
|
-
if (options.emissiveColor !== undefined) m.uniforms.emissiveColor = Color.toRgb01(options.emissiveColor)
|
|
184
|
-
if (options.frameBlend) m.uniforms.frameBlend = 1
|
|
185
|
-
}
|
|
186
|
-
if (options.map) m.map = options.map
|
|
187
|
-
return m
|
|
188
|
-
}
|
|
189
|
-
|
|
190
|
-
/** Material that samples a VideoPlayer's texture. */
|
|
191
|
-
static video(map?: Texture): Material {
|
|
192
|
-
const m = new Material({ _id: _creatorUtils.fetchLocal("video.filamat") } as any)
|
|
193
|
-
m._useMapFlag = false
|
|
194
|
-
if (map) m.uniforms.baseColorMap = map
|
|
195
|
-
return m
|
|
196
|
-
}
|
|
197
|
-
|
|
198
|
-
/** The lightmap material (docs/lightmap-plan.md): PBR base colour × a baked shadow/AO atlas on UV1.
|
|
199
|
-
* Models take it through `Model.load(…, { lightmap: true })`; `Lightmap.load` builds one per static
|
|
200
|
-
* Mesh. Parameters use gltfio's names (`baseColorFactor`, `baseColorMap`, `roughnessFactor`,
|
|
201
|
-
* `metallicFactor`) plus `lightmap`, `lightmapST`, `ambientScale`, `sunStrength` (the sun / IBL terms come from
|
|
202
|
-
* filament's per-frame uniforms inside the shader). */
|
|
203
|
-
static lightmap(): Material {
|
|
204
|
-
// Inline literal: the compiler's preload header captures the shader name from it.
|
|
205
|
-
const m = new Material({ _id: _creatorUtils.fetchLocal("lightmap.filamat") } as any)
|
|
206
|
-
m.set("baseColorFactor", "#ffffffff").set("roughnessFactor", 1).set("metallicFactor", 0)
|
|
207
|
-
m.set("lightmapST", [ 1, 1, 0, 0 ]).set("ambientScale", 1).set("sunStrength", 1).set("hasNormalMap", 0)
|
|
208
|
-
return m
|
|
209
|
-
}
|
|
210
|
-
|
|
211
|
-
/** @internal the shared template instance `Model.load({ lightmap })` hands the engine (its MATERIAL is what
|
|
212
|
-
* the GLB provider instantiates; the template itself never draws). */
|
|
213
|
-
static _lightmapTemplate(): Material { return (Material._lmTemplate ??= Material.lightmap()) }
|
|
214
|
-
private static _lmTemplate: Material | undefined
|
|
215
|
-
|
|
216
|
-
/** Shadow-catcher material (transparent except where shadows fall). */
|
|
217
|
-
static shadow(color: ColorInput = "#000000aa"): Material {
|
|
218
|
-
const m = new Material({ _id: _creatorUtils.fetchLocal("shadow.filamat") } as any)
|
|
219
|
-
m._colorKey = "color"
|
|
220
|
-
m.color = color
|
|
221
|
-
return m
|
|
222
|
-
}
|
|
223
|
-
|
|
224
|
-
/** Load a custom compiled shader (.mat URL) as a material. */
|
|
225
|
-
static load(url: string): Promise<Material> {
|
|
226
|
-
// "id:<n>" — the artifact is a LOCAL file the host already resolved through fetchLocal (a
|
|
227
|
-
// compile with no asset server: the desktop host reads it from next to the bundle). There is
|
|
228
|
-
// nothing to fetch, so the material is ready synchronously; -1 means the host found no such
|
|
229
|
-
// file, which would otherwise reach createMaterial as a bad handle.
|
|
230
|
-
if (url.startsWith("id:")) {
|
|
231
|
-
const id = Number(url.slice(3))
|
|
232
|
-
if (!(id >= 0)) {
|
|
233
|
-
return Promise.reject(new Error(`Shader not found next to the app (${url}). Compile it with \`lecodes shaders compile\`.`))
|
|
234
|
-
}
|
|
235
|
-
return Promise.resolve(new Material({ _id: id } as any))
|
|
236
|
-
}
|
|
237
|
-
return fetch(url, { useOnce: true }).then((resp) => {
|
|
238
|
-
if (resp.status >= 400) return Promise.reject(new Error(`Failed to fetch shader from ${url}. HTTP ${resp.status}`))
|
|
239
|
-
return new Material(resp)
|
|
240
|
-
})
|
|
241
|
-
}
|
|
242
|
-
|
|
243
|
-
/** @internal */
|
|
244
|
-
static idOf(material: Material): number { return material._id }
|
|
245
|
-
}
|