threejs-debug-compose 0.1.0

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Files changed (46) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +162 -0
  3. package/assets/readme-compose-banner.png +0 -0
  4. package/assets/viewport-compose-quad.png +0 -0
  5. package/dist/custom-debug-view.js +13 -0
  6. package/dist/debug-render-graph-plan.js +38 -0
  7. package/dist/debug-render-plan.js +86 -0
  8. package/dist/debug-view-definitions.js +91 -0
  9. package/dist/debug-view-layout.js +65 -0
  10. package/dist/debug-view-selection.js +33 -0
  11. package/dist/debug-viewport-labels.js +28 -0
  12. package/dist/debug-viewport-plan.js +51 -0
  13. package/dist/debug-viewport-presenter.js +33 -0
  14. package/dist/debug-views-post.js +329 -0
  15. package/dist/debug-views-tsl/ao-fallbacks.js +103 -0
  16. package/dist/debug-views-tsl/compositor.js +51 -0
  17. package/dist/debug-views-tsl/default-debug-nodes.js +61 -0
  18. package/dist/debug-views-tsl/uniforms.js +19 -0
  19. package/dist/debug-views-tsl/visualize.js +21 -0
  20. package/dist/index.js +11 -0
  21. package/dist/react.js +3 -0
  22. package/dist/shader-cost/cost-override.js +67 -0
  23. package/dist/shader-cost/material-cost.js +302 -0
  24. package/dist/types/custom-debug-view.d.ts +17 -0
  25. package/dist/types/debug-render-graph-plan.d.ts +17 -0
  26. package/dist/types/debug-render-plan.d.ts +26 -0
  27. package/dist/types/debug-view-definitions.d.ts +60 -0
  28. package/dist/types/debug-view-layout.d.ts +21 -0
  29. package/dist/types/debug-view-selection.d.ts +5 -0
  30. package/dist/types/debug-viewport-labels.d.ts +8 -0
  31. package/dist/types/debug-viewport-plan.d.ts +29 -0
  32. package/dist/types/debug-viewport-presenter.d.ts +28 -0
  33. package/dist/types/debug-views-post.d.ts +19 -0
  34. package/dist/types/debug-views-tsl/ao-fallbacks.d.ts +6 -0
  35. package/dist/types/debug-views-tsl/compositor.d.ts +20 -0
  36. package/dist/types/debug-views-tsl/default-debug-nodes.d.ts +35 -0
  37. package/dist/types/debug-views-tsl/node-types.d.ts +6 -0
  38. package/dist/types/debug-views-tsl/uniforms.d.ts +12 -0
  39. package/dist/types/debug-views-tsl/visualize.d.ts +5 -0
  40. package/dist/types/index.d.ts +11 -0
  41. package/dist/types/react.d.ts +2 -0
  42. package/dist/types/shader-cost/cost-override.d.ts +20 -0
  43. package/dist/types/shader-cost/material-cost.d.ts +15 -0
  44. package/dist/types/use-debug-views-controls.d.ts +16 -0
  45. package/dist/use-debug-views-controls.js +77 -0
  46. package/package.json +101 -0
package/LICENSE ADDED
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+ MIT License
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+
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+ Copyright (c) 2026 Antonio Bonet
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
package/README.md ADDED
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+ # threejs-debug-compose
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+
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+ [![npm version](https://img.shields.io/npm/v/threejs-debug-compose.svg)](https://www.npmjs.com/package/threejs-debug-compose)
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+ [![license](https://img.shields.io/npm/l/threejs-debug-compose.svg)](./LICENSE)
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+ [![bundle size](https://img.shields.io/bundlephobia/minzip/threejs-debug-compose.svg)](https://bundlephobia.com/package/threejs-debug-compose)
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+
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+ Composable TSL debug views for a Three.js WebGPU render pipeline.
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+
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+ The demo renders the scene into compact WebGPU MRT passes, exposes Beauty/Normal/Depth plus packed material buffers, and composites them through a fullscreen `RenderPipeline`.
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+
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+ ![threejs-debug-compose composed viewport banner](./assets/readme-compose-banner.png)
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+
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+ ## Quick Start
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+
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+ ```tsx
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+ import { DebugViews } from "./components/debug-views"
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+
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+ <DebugViews
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+ views={[
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+ { label: "Beauty", source: "beauty", mode: "passthrough" },
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+ { label: "Normal", source: "normal", mode: "passthrough" },
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+ { label: "Depth", source: "depth", mode: "depth" },
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+ { label: "Base Color / Albedo", source: "albedo", mode: "passthrough" },
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+ ]}
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+ layout="single"
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+ activeView={0}
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+ />
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+ ```
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+
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+ ## Built-in Views
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+
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+ | Mode | Source | Output |
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+ |------|--------|--------|
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+ | `passthrough` | scene color output | beauty pass |
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+ | `passthrough` | 8-bit encoded `normalView` MRT output | RGB normal visualization |
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+ | `passthrough` | 8-bit encoded material detail MRT | material normal / normal-map visualization |
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+ | `depth` | pass depth texture converted to view-space distance | inverted grayscale |
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+ | `passthrough` | packed material MRT | base color/albedo, roughness, AO, metallic, opacity |
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+ | `passthrough` | material detail MRT | emissive color |
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+ | `passthrough` | wireframe override pass | white wireframe |
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+ | `passthrough` | neutral material override pass | lighting-only visualization |
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+ | `passthrough` | reflective neutral material override pass | reflection-only visualization |
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+ | `heatmap` | bucketed shader-complexity override pass | estimated shader complexity heatmap |
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+
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+ The material data is packed into one RGBA target:
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+
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+ - `R`: roughness
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+ - `G`: metallic
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+ - `B`: AO
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+ - `A`: opacity
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+
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+ This keeps the composer under the common WebGPU `maxColorAttachmentBytesPerSample` limit instead of allocating one render target per scalar debug view.
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+
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+ Emissive and material-normal/normal-map views use a second small MRT pass. That keeps the main pass below the attachment byte budget while preserving both geometry normals and material-perturbed normals. Lighting-only, reflection-only, estimated shader-complexity, and wireframe use demand-driven override passes, so they add GPU work only when selected by the active layout or viewport plan. `shaderCost` is an estimated complexity view, not a native GPU instruction counter: inferred program/material signals choose a bounded grayscale bucket material, then TSL maps that scalar to a heat color.
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+
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+ ## Render Modes
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+
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+ `DebugViews` supports two public modes:
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+
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+ - `compose` - default/current path. One TSL fullscreen compositor presents single, overlay, split, row, column, and grid layouts.
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+ - `viewport` - explicit viewport-assignment path. `viewportViews` defines the panes to present; the internal render-graph plan dedupes repeated pass construction and presents cells with renderer viewport/scissor bounds.
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+
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+ ```tsx
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+ <DebugViews
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+ mode="viewport"
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+ views={views}
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+ viewportViews={[
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+ { view: "beauty", label: "Beauty" },
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+ { view: "lightingOnly", label: "Lighting" },
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+ { view: "normal", label: "Normals", resolutionScale: 0.5 },
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+ { view: "roughness", label: "Roughness", resolutionScale: 0.5 },
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+ ]}
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+ layout="row"
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+ slots={4}
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+ showLabels
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+ />
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+ ```
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+
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+ Use `compose` for cheap compositing and overlays. Use `viewport` when callers need stable pane assignments, labels, per-pane resolution policy, or scissor-based presentation. `resolutionScale` is quantized to `1`, `0.5`, or `0.25` so render targets can be pooled predictably instead of producing one-off VRAM allocations.
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+
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+ ## Layouts
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+
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+ - `single` - one view at a time (switch with `activeView`)
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+ - `split-h` - left/right split by view index
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+ - `split-v` - top/bottom split by view index
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+ - `quad` - 2x2 grid; empty cells repeat the beauty view
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+ - `row` - N views side by side with `slots`
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+ - `column` - N stacked views with `slots`
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+ - `grid` - explicit `columns` x `rows` topology
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+ - `overlay` - alpha blend views over the beauty pass
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+
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+ ```tsx
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+ <DebugViews views={views} layout="row" slots={4} />
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+ <DebugViews views={views} layout="row" slots={3} />
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+ <DebugViews views={views} layout="grid" columns={4} rows={1} />
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+ ```
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+
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+ The render plan still selects only the visible slot budget, so a four-wide row does not force every registered debug source to allocate.
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+
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+ ## Viewport Labels
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+
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+ Enable labels to identify each viewport in split, row, column, or grid layouts:
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+
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+ ```tsx
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+ <DebugViews
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+ views={views}
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+ layout="row"
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+ slots={4}
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+ showLabels
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+ viewportLabels={["Beauty", "Normals", "Depth", "Albedo"]}
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+ />
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+ ```
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+
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+ ## Custom TSL Nodes
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+
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+ You can provide a custom node per view. If omitted, the component resolves a built-in source node from the scene pass.
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+
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+ ```tsx
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+ import { float, vec4 } from "three/tsl"
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+
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+ { label: "Constant", node: float(0.5), mode: "depth", scale: 1 }
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+ { label: "Custom Color", node: vec4(1, 0, 0, 1), mode: "passthrough" }
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+ ```
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+
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+ ## Leva Controls
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+
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+ Interactive GUI for switching views at runtime:
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+
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+ ```tsx
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+ import { useDebugViewsControls } from "./components/debug-views"
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+
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+ const controls = useDebugViewsControls({
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+ viewLabels: ["Beauty", "Normal", "Depth", "Base Color / Albedo"],
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+ })
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+ ```
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+
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+ ## Verification
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+
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+ ```bash
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+ pnpm typecheck
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+ pnpm test
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+ ```
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+
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+
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+ ### Stable Custom Debug Views
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+
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+ For custom shader/debug nodes that may be recreated between React renders, prefer `createCustomDebugView` with a stable `id`:
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+
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+ ```tsx
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+ import { float, vec4 } from "three/tsl"
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+ import { createCustomDebugView, DEFAULT_DEBUG_VIEWS, DebugViews } from "./components/debug-views"
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+
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+ const fresnelView = createCustomDebugView({
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+ id: "shader:fresnel",
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+ label: "Fresnel",
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+ node: vec4(float(1), float(0), float(0), float(1)),
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+ })
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+
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+ <DebugViews views={[...DEFAULT_DEBUG_VIEWS, fresnelView]} />
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+ ```
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+
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+ The viewport render graph uses the stable `id` to dedupe equivalent custom node views. If the custom debug output needs its own render target, material override, or disposal lifecycle, model it as a dedicated pass provider instead of forcing it into a compositor-only node.
Binary file
Binary file
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+ //#region components/debug-views/custom-debug-view.ts
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+ function e({ id: e, label: t, node: n, mode: r = "passthrough", scale: i, bias: a }) {
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+ return {
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+ id: e,
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+ label: t,
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+ node: n,
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+ mode: r,
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+ scale: i,
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+ bias: a
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+ };
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+ }
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+ //#endregion
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+ export { e as createCustomDebugView };
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+ import { getDefaultDebugViewSource as e, getResolvedDebugViewMode as t } from "./debug-view-selection.js";
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+ //#region components/debug-views/debug-render-graph-plan.ts
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+ function n(e) {
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+ let t = [], n = /* @__PURE__ */ new Map();
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+ return {
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+ passes: t,
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+ cells: e.cells.map((e) => {
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+ let r = a(e), i = n.get(r);
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+ return i === void 0 && (i = t.length, n.set(r, i), t.push({
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+ key: r,
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+ view: e.view,
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+ camera: e.camera,
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+ resolutionScale: e.resolutionScale
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+ })), {
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+ ...e,
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+ passIndex: i
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+ };
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+ })
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+ };
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+ }
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+ var r = /* @__PURE__ */ new WeakMap(), i = 0;
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+ function a(n) {
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+ return [
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+ e(n.view),
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+ t(n.view),
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+ n.view.id ? `id:${n.view.id}` : n.view.node ? `node:${o(n.view.node)}` : "default",
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+ n.camera ? `camera:${n.camera.uuid}` : "camera:default",
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+ n.resolutionScale,
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+ n.view.scale ?? "scale:default",
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+ n.view.bias ?? "bias:default"
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+ ].join("|");
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+ }
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+ function o(e) {
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+ let t = r.get(e);
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+ return t === void 0 && (t = i, i += 1, r.set(e, t)), t;
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+ }
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+ //#endregion
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+ export { n as createDebugViewportRenderGraphPlan };
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+ import { getDefaultDebugViewSource as e, selectPipelineViews as t } from "./debug-view-selection.js";
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+ import { UnsignedByteType as n } from "three";
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+ //#region components/debug-views/debug-render-plan.ts
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+ function r(e, n, r) {
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+ let i = t(e, n, r), l = a(i), d = o(i);
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+ return {
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+ views: i,
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+ sceneOutputs: l,
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+ materialDetailOutputs: d,
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+ usesMaterialDetailPass: f(d),
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+ usesWireframePass: u(i, "wireframe"),
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+ usesLightingOnlyPass: u(i, "lightingOnly"),
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+ usesReflectionOnlyPass: u(i, "reflectionOnly"),
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+ usesShaderCostPass: u(i, "shaderCost"),
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+ usesAoFallback: u(i, "ao"),
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+ sceneTextureTypes: s(l),
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+ materialDetailTextureTypes: c(d)
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+ };
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+ }
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+ function i(e, t) {
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+ for (let n of t) e.getTexture(n.name).type = n.type;
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+ }
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+ function a(t) {
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+ let n = {}, r = {};
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+ for (let i of t) if (!i.node) switch (e(i)) {
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+ case "normal":
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+ n.normal = !0;
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+ break;
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+ case "albedo":
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+ case "baseColor":
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+ n.albedo = !0;
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+ break;
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+ case "roughness":
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+ r.roughness = !0;
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+ break;
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+ case "metalness":
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+ case "metallic":
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+ r.metalness = !0;
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+ break;
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+ case "ao":
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+ r.ao = !0;
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+ break;
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+ case "opacity":
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+ case "transparency":
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+ r.opacity = !0;
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+ break;
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+ }
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+ return d(r) && (n.material = r), n;
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+ }
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+ function o(t) {
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+ let n = {};
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+ for (let r of t) if (!r.node) switch (e(r)) {
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+ case "materialNormal":
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+ case "normalMap":
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+ n.materialNormal = !0;
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+ break;
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+ case "emissive":
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+ n.emissive = !0;
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+ break;
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+ }
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+ return n;
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+ }
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+ function s(e) {
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+ let t = [];
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+ return e.normal && t.push(l("normal")), e.albedo && t.push(l("albedo")), e.material && t.push(l("material")), t;
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+ }
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+ function c(e) {
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+ return e.materialNormal ? [l("materialNormal")] : [];
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+ }
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+ function l(e) {
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+ return {
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+ name: e,
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+ type: n
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+ };
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+ }
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+ function u(t, n) {
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+ return t.some((t) => !t.node && e(t) === n);
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+ }
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+ function d(e) {
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+ return !!(e.roughness || e.metalness || e.ao || e.opacity);
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+ }
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+ function f(e) {
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+ return !!(e.materialNormal || e.emissive);
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+ }
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+ //#endregion
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+ export { i as applyDebugTextureTypes, r as createDebugRenderPlan };
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+ //#region components/debug-views/debug-view-definitions.ts
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+ var e = [
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+ "albedo",
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+ "materialNormal",
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+ "normalMap",
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+ "emissive",
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+ "roughness",
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+ "ao",
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+ "metallic",
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+ "opacity",
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+ "wireframe",
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+ "lightingOnly",
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+ "reflectionOnly",
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+ "shaderCost"
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+ ], t = [
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+ {
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+ label: "Beauty",
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+ source: "beauty",
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+ mode: "passthrough"
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+ },
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+ {
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+ label: "Normal",
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+ source: "normal",
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+ mode: "passthrough"
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+ },
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+ {
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+ label: "Depth",
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+ source: "depth",
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+ mode: "depth"
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+ },
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+ {
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+ label: "Base Color / Albedo",
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+ source: "albedo",
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+ mode: "passthrough"
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+ },
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+ {
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+ label: "Material Normal / Normal Map",
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+ source: "materialNormal",
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+ mode: "passthrough"
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+ },
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+ {
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+ label: "Emissive",
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+ source: "emissive",
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+ mode: "passthrough"
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+ },
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+ {
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+ label: "Roughness",
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+ source: "roughness",
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+ mode: "passthrough"
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+ },
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+ {
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+ label: "AO",
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+ source: "ao",
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+ mode: "passthrough"
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+ },
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+ {
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+ label: "Metallic",
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+ source: "metallic",
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+ mode: "passthrough"
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+ },
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+ {
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+ label: "Opacity",
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+ source: "opacity",
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+ mode: "passthrough"
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+ },
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+ {
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+ label: "Wireframe",
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+ source: "wireframe",
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+ mode: "passthrough"
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+ },
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+ {
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+ label: "Lighting Only",
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+ source: "lightingOnly",
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+ mode: "passthrough"
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+ },
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+ {
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+ label: "Reflection Only",
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+ source: "reflectionOnly",
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+ mode: "passthrough"
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+ },
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+ {
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+ label: "Estimated Shader Complexity",
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+ source: "shaderCost",
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+ mode: "heatmap"
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+ }
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+ ];
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+ function n(e = t) {
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+ return e.map((e) => e.label);
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+ }
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+ //#endregion
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+ export { t as DEFAULT_DEBUG_VIEWS, e as MATERIAL_DEBUG_VIEW_SOURCES, n as getDebugViewLabels };
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+ //#region components/debug-views/debug-view-layout.ts
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+ var e = {
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+ single: 0,
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+ overlay: 1,
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+ "split-h": 2,
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+ "split-v": 3,
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+ quad: 4,
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+ row: 5,
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+ column: 6,
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+ grid: 7
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+ }, t = 4;
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+ function n(e = "single", n = {}) {
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+ let r = i(e, n);
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+ switch (r.mode) {
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+ case "single": return o(r.mode, "single", 1, 1);
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+ case "overlay": return o(r.mode, "overlay", 1, 1, 2);
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+ case "split-h": return o(r.mode, "grid", 2, 1);
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+ case "split-v": return o(r.mode, "grid", 1, 2);
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+ case "quad": return o(r.mode, "grid", 2, 2);
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+ case "row": {
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+ let e = s(r.slots, t);
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+ return o(r.mode, "grid", e, 1, e);
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+ }
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+ case "column": {
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+ let e = s(r.slots, t);
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+ return o(r.mode, "grid", 1, e, e);
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+ }
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+ case "grid": {
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+ let e = s(r.columns, 2), t = s(r.rows, 2);
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+ return o(r.mode, "grid", e, t, r.slots);
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+ }
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+ }
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+ }
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+ function r(e) {
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+ return typeof e == "object" && "presentation" in e;
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+ }
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+ function i(e, t) {
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+ let n = a(t);
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+ return typeof e == "string" ? {
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+ mode: e,
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+ ...n
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+ } : {
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+ ...e,
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+ ...n
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+ };
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+ }
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+ function a(e) {
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+ let t = {};
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+ return e.slots !== void 0 && (t.slots = e.slots), e.columns !== void 0 && (t.columns = e.columns), e.rows !== void 0 && (t.rows = e.rows), t;
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+ }
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+ function o(e, t, n, r, i = n * r) {
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+ let a = n * r;
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+ return {
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+ mode: e,
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+ presentation: t,
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+ columns: n,
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+ rows: r,
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+ slots: Math.min(s(i, a), a)
59
+ };
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+ }
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+ function s(e, t) {
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+ return e === void 0 || !Number.isFinite(e) ? t : Math.max(1, Math.floor(e));
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+ }
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+ //#endregion
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+ export { e as LAYOUT_INDEX, r as isResolvedDebugViewLayout, n as resolveDebugViewLayout };
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+ import { isResolvedDebugViewLayout as e, resolveDebugViewLayout as t } from "./debug-view-layout.js";
2
+ //#region components/debug-views/debug-view-selection.ts
3
+ function n(e) {
4
+ return e.source ? e.source : e.mode === "normal" ? "normal" : e.mode === "depth" ? "depth" : "beauty";
5
+ }
6
+ function r(e) {
7
+ let t = e.mode ?? "passthrough";
8
+ if (e.node) return t;
9
+ switch (n(e)) {
10
+ case "normal":
11
+ case "materialNormal":
12
+ case "normalMap": return "passthrough";
13
+ default: return t;
14
+ }
15
+ }
16
+ function i(n, r, i) {
17
+ if (n.length === 0) return [];
18
+ let s = e(i) ? i : t(i), c = n[o(r, n.length)];
19
+ switch (s.presentation) {
20
+ case "single": return [c];
21
+ case "overlay": return a(n, c);
22
+ case "grid": return n.slice(0, s.slots);
23
+ }
24
+ }
25
+ function a(e, t) {
26
+ let r = e.find((e) => n(e) === "beauty") ?? e[0];
27
+ return r === t ? [r] : [r, t];
28
+ }
29
+ function o(e, t) {
30
+ return Math.max(0, Math.min(e, t - 1));
31
+ }
32
+ //#endregion
33
+ export { n as getDefaultDebugViewSource, r as getResolvedDebugViewMode, i as selectPipelineViews };
@@ -0,0 +1,28 @@
1
+ //#region components/debug-views/debug-viewport-labels.ts
2
+ function e(e, t, i) {
3
+ if (e.length === 0) return [];
4
+ if (t.presentation === "overlay") return [n(e, i)];
5
+ if (t.presentation === "single") return [r(e[0], 0, i)];
6
+ let a = [];
7
+ for (let n = 0; n < t.slots; n++) {
8
+ let t = e[n] ?? e[0];
9
+ a.push(r(t, n, i));
10
+ }
11
+ return a;
12
+ }
13
+ function t(e, t) {
14
+ return e.cells.map((e) => r(e.view, e.index, t));
15
+ }
16
+ function n(e, t) {
17
+ let n = i(e[0], 0, t);
18
+ return n === void 0 ? e.map((e) => e.label).join(" + ") : n;
19
+ }
20
+ function r(e, t, n) {
21
+ return i(e, t, n) ?? e.label;
22
+ }
23
+ function i(e, t, n) {
24
+ let r = typeof n == "function" ? n(e, t) : n?.[t];
25
+ if (r !== void 0) return r;
26
+ }
27
+ //#endregion
28
+ export { e as createDebugViewportLabels, t as createDebugViewportPlanLabels };
@@ -0,0 +1,51 @@
1
+ import { resolveDebugViewLayout as e } from "./debug-view-layout.js";
2
+ import { getDefaultDebugViewSource as t, selectPipelineViews as n } from "./debug-view-selection.js";
3
+ //#region components/debug-views/debug-viewport-plan.ts
4
+ function r({ views: t, viewportViews: r, activeView: o = 0, layout: s = "single" }) {
5
+ let l = i(s) ? s : e(s), u = (r?.length ? r.slice(0, l.slots).map((e) => a(t, e)) : n(t, o, l).slice(0, l.slots).map((e) => ({
6
+ view: e,
7
+ resolutionScale: 1
8
+ }))).map((e, t) => ({
9
+ index: t,
10
+ view: e.view,
11
+ camera: e.camera,
12
+ resolutionScale: c(e.resolutionScale)
13
+ }));
14
+ return {
15
+ layout: l,
16
+ views: u.map((e) => e.view),
17
+ cells: u
18
+ };
19
+ }
20
+ function i(e) {
21
+ return typeof e == "object" && "presentation" in e;
22
+ }
23
+ function a(e, t) {
24
+ let n = o(e, t.view);
25
+ return {
26
+ view: t.label ? {
27
+ ...n,
28
+ label: t.label
29
+ } : n,
30
+ camera: t.camera,
31
+ resolutionScale: c(t.resolutionScale)
32
+ };
33
+ }
34
+ function o(e, n) {
35
+ return typeof n == "number" ? e[l(n, e.length)] ?? s("beauty") : typeof n == "string" ? e.find((e) => t(e) === n) ?? s(n) : n;
36
+ }
37
+ function s(e) {
38
+ return {
39
+ label: e,
40
+ source: e,
41
+ mode: "passthrough"
42
+ };
43
+ }
44
+ function c(e) {
45
+ return e === void 0 || !Number.isFinite(e) || e >= .75 ? 1 : e >= .375 ? .5 : .25;
46
+ }
47
+ function l(e, t) {
48
+ return t <= 0 ? 0 : Math.max(0, Math.min(e, t - 1));
49
+ }
50
+ //#endregion
51
+ export { r as createDebugViewportPlan };
@@ -0,0 +1,33 @@
1
+ //#region components/debug-views/debug-viewport-presenter.ts
2
+ function e(e) {
3
+ let { columns: t, rows: r } = e.layout, i = 1 / t, a = 1 / r;
4
+ return e.cells.map((e) => {
5
+ let r = e.index % t, o = Math.floor(e.index / t);
6
+ return {
7
+ index: e.index,
8
+ css: {
9
+ column: r + 1,
10
+ row: o + 1
11
+ },
12
+ scissor: {
13
+ x: n(r * i),
14
+ y: n(1 - (o + 1) * a),
15
+ width: n(i),
16
+ height: n(a)
17
+ }
18
+ };
19
+ });
20
+ }
21
+ function t(e, t) {
22
+ return {
23
+ x: Math.round(e.x * t.width),
24
+ y: Math.round(e.y * t.height),
25
+ width: Math.round(e.width * t.width),
26
+ height: Math.round(e.height * t.height)
27
+ };
28
+ }
29
+ function n(e) {
30
+ return Math.round(e * 1e6) / 1e6;
31
+ }
32
+ //#endregion
33
+ export { e as createDebugViewportRects, t as toDebugViewportPixels };