vanta-engine 1.0.2 → 1.0.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (156) hide show
  1. package/dist/chunk-AAWFTQHP.js +35 -0
  2. package/dist/chunk-AAWFTQHP.js.map +1 -0
  3. package/dist/index.cjs +8407 -0
  4. package/dist/index.cjs.map +1 -0
  5. package/dist/index.d.cts +755 -0
  6. package/dist/index.d.ts +755 -27
  7. package/dist/index.js +8368 -26
  8. package/dist/index.js.map +1 -1
  9. package/dist/module-A2C3IOOM.js +11 -0
  10. package/dist/module-A2C3IOOM.js.map +1 -0
  11. package/package.json +8 -7
  12. package/dist/engine.d.ts +0 -18
  13. package/dist/engine.d.ts.map +0 -1
  14. package/dist/engine.js +0 -23
  15. package/dist/engine.js.map +0 -1
  16. package/dist/graphics/assets/asset_format/format.d.ts +0 -115
  17. package/dist/graphics/assets/asset_format/format.d.ts.map +0 -1
  18. package/dist/graphics/assets/asset_format/format.js +0 -29
  19. package/dist/graphics/assets/asset_format/format.js.map +0 -1
  20. package/dist/graphics/assets/asset_loaders/obj.d.ts +0 -127
  21. package/dist/graphics/assets/asset_loaders/obj.d.ts.map +0 -1
  22. package/dist/graphics/assets/asset_loaders/obj.js +0 -762
  23. package/dist/graphics/assets/asset_loaders/obj.js.map +0 -1
  24. package/dist/graphics/assets/material.d.ts +0 -33
  25. package/dist/graphics/assets/material.d.ts.map +0 -1
  26. package/dist/graphics/assets/material.js +0 -104
  27. package/dist/graphics/assets/material.js.map +0 -1
  28. package/dist/graphics/assets/mesh.d.ts +0 -17
  29. package/dist/graphics/assets/mesh.d.ts.map +0 -1
  30. package/dist/graphics/assets/mesh.js +0 -47
  31. package/dist/graphics/assets/mesh.js.map +0 -1
  32. package/dist/graphics/assets/model.d.ts +0 -13
  33. package/dist/graphics/assets/model.d.ts.map +0 -1
  34. package/dist/graphics/assets/model.js +0 -18
  35. package/dist/graphics/assets/model.js.map +0 -1
  36. package/dist/graphics/assets/texture.d.ts +0 -93
  37. package/dist/graphics/assets/texture.d.ts.map +0 -1
  38. package/dist/graphics/assets/texture.js +0 -318
  39. package/dist/graphics/assets/texture.js.map +0 -1
  40. package/dist/graphics/assets/uniform_buffer.d.ts +0 -28
  41. package/dist/graphics/assets/uniform_buffer.d.ts.map +0 -1
  42. package/dist/graphics/assets/uniform_buffer.js +0 -132
  43. package/dist/graphics/assets/uniform_buffer.js.map +0 -1
  44. package/dist/graphics/assets/vaos.d.ts +0 -9
  45. package/dist/graphics/assets/vaos.d.ts.map +0 -1
  46. package/dist/graphics/assets/vaos.js +0 -98
  47. package/dist/graphics/assets/vaos.js.map +0 -1
  48. package/dist/graphics/framebuffer.d.ts +0 -77
  49. package/dist/graphics/framebuffer.d.ts.map +0 -1
  50. package/dist/graphics/framebuffer.js +0 -265
  51. package/dist/graphics/framebuffer.js.map +0 -1
  52. package/dist/graphics/graphics_manager.d.ts +0 -70
  53. package/dist/graphics/graphics_manager.d.ts.map +0 -1
  54. package/dist/graphics/graphics_manager.js +0 -503
  55. package/dist/graphics/graphics_manager.js.map +0 -1
  56. package/dist/graphics/shader_program.d.ts +0 -66
  57. package/dist/graphics/shader_program.d.ts.map +0 -1
  58. package/dist/graphics/shader_program.js +0 -92
  59. package/dist/graphics/shader_program.js.map +0 -1
  60. package/dist/graphics/utility.d.ts +0 -14
  61. package/dist/graphics/utility.d.ts.map +0 -1
  62. package/dist/graphics/utility.js +0 -81
  63. package/dist/graphics/utility.js.map +0 -1
  64. package/dist/hook_manager.d.ts +0 -33
  65. package/dist/hook_manager.d.ts.map +0 -1
  66. package/dist/hook_manager.js +0 -102
  67. package/dist/hook_manager.js.map +0 -1
  68. package/dist/index.d.ts.map +0 -1
  69. package/dist/input/input_manager.d.ts +0 -41
  70. package/dist/input/input_manager.d.ts.map +0 -1
  71. package/dist/input/input_manager.js +0 -121
  72. package/dist/input/input_manager.js.map +0 -1
  73. package/dist/node/camera3d.d.ts +0 -10
  74. package/dist/node/camera3d.d.ts.map +0 -1
  75. package/dist/node/camera3d.js +0 -25
  76. package/dist/node/camera3d.js.map +0 -1
  77. package/dist/node/lights/directional_light.d.ts +0 -20
  78. package/dist/node/lights/directional_light.d.ts.map +0 -1
  79. package/dist/node/lights/directional_light.js +0 -111
  80. package/dist/node/lights/directional_light.js.map +0 -1
  81. package/dist/node/lights/light.d.ts +0 -15
  82. package/dist/node/lights/light.d.ts.map +0 -1
  83. package/dist/node/lights/light.js +0 -24
  84. package/dist/node/lights/light.js.map +0 -1
  85. package/dist/node/lights/point_light.d.ts +0 -26
  86. package/dist/node/lights/point_light.d.ts.map +0 -1
  87. package/dist/node/lights/point_light.js +0 -109
  88. package/dist/node/lights/point_light.js.map +0 -1
  89. package/dist/node/lights/spot_light.d.ts +0 -13
  90. package/dist/node/lights/spot_light.d.ts.map +0 -1
  91. package/dist/node/lights/spot_light.js +0 -35
  92. package/dist/node/lights/spot_light.js.map +0 -1
  93. package/dist/node/object3d.d.ts +0 -10
  94. package/dist/node/object3d.d.ts.map +0 -1
  95. package/dist/node/object3d.js +0 -60
  96. package/dist/node/object3d.js.map +0 -1
  97. package/dist/node/skybox.d.ts +0 -15
  98. package/dist/node/skybox.d.ts.map +0 -1
  99. package/dist/node/skybox.js +0 -33
  100. package/dist/node/skybox.js.map +0 -1
  101. package/dist/node/sprite2d.d.ts +0 -14
  102. package/dist/node/sprite2d.d.ts.map +0 -1
  103. package/dist/node/sprite2d.js +0 -33
  104. package/dist/node/sprite2d.js.map +0 -1
  105. package/dist/node.d.ts +0 -76
  106. package/dist/node.d.ts.map +0 -1
  107. package/dist/node.js +0 -308
  108. package/dist/node.js.map +0 -1
  109. package/dist/scene.d.ts +0 -19
  110. package/dist/scene.d.ts.map +0 -1
  111. package/dist/scene.js +0 -50
  112. package/dist/scene.js.map +0 -1
  113. package/dist/shaders/default_2d.fs.d.ts +0 -3
  114. package/dist/shaders/default_2d.fs.d.ts.map +0 -1
  115. package/dist/shaders/default_2d.fs.js +0 -14
  116. package/dist/shaders/default_2d.fs.js.map +0 -1
  117. package/dist/shaders/default_2d.vs.d.ts +0 -3
  118. package/dist/shaders/default_2d.vs.d.ts.map +0 -1
  119. package/dist/shaders/default_2d.vs.js +0 -16
  120. package/dist/shaders/default_2d.vs.js.map +0 -1
  121. package/dist/shaders/default_3d.fs.d.ts +0 -3
  122. package/dist/shaders/default_3d.fs.d.ts.map +0 -1
  123. package/dist/shaders/default_3d.fs.js +0 -327
  124. package/dist/shaders/default_3d.fs.js.map +0 -1
  125. package/dist/shaders/default_3d.vs.d.ts +0 -3
  126. package/dist/shaders/default_3d.vs.d.ts.map +0 -1
  127. package/dist/shaders/default_3d.vs.js +0 -36
  128. package/dist/shaders/default_3d.vs.js.map +0 -1
  129. package/dist/shaders/default_directional_shadow.fs.d.ts +0 -3
  130. package/dist/shaders/default_directional_shadow.fs.d.ts.map +0 -1
  131. package/dist/shaders/default_directional_shadow.fs.js +0 -6
  132. package/dist/shaders/default_directional_shadow.fs.js.map +0 -1
  133. package/dist/shaders/default_directional_shadow.vs.d.ts +0 -3
  134. package/dist/shaders/default_directional_shadow.vs.d.ts.map +0 -1
  135. package/dist/shaders/default_directional_shadow.vs.js +0 -11
  136. package/dist/shaders/default_directional_shadow.vs.js.map +0 -1
  137. package/dist/shaders/default_point_shadow.fs.d.ts +0 -3
  138. package/dist/shaders/default_point_shadow.fs.d.ts.map +0 -1
  139. package/dist/shaders/default_point_shadow.fs.js +0 -18
  140. package/dist/shaders/default_point_shadow.fs.js.map +0 -1
  141. package/dist/shaders/default_point_shadow.vs.d.ts +0 -3
  142. package/dist/shaders/default_point_shadow.vs.d.ts.map +0 -1
  143. package/dist/shaders/default_point_shadow.vs.js +0 -14
  144. package/dist/shaders/default_point_shadow.vs.js.map +0 -1
  145. package/dist/shaders/default_skybox.fs.d.ts +0 -3
  146. package/dist/shaders/default_skybox.fs.d.ts.map +0 -1
  147. package/dist/shaders/default_skybox.fs.js +0 -14
  148. package/dist/shaders/default_skybox.fs.js.map +0 -1
  149. package/dist/shaders/default_skybox.vs.d.ts +0 -3
  150. package/dist/shaders/default_skybox.vs.d.ts.map +0 -1
  151. package/dist/shaders/default_skybox.vs.js +0 -23
  152. package/dist/shaders/default_skybox.vs.js.map +0 -1
  153. package/dist/utility.d.ts +0 -5
  154. package/dist/utility.d.ts.map +0 -1
  155. package/dist/utility.js +0 -19
  156. package/dist/utility.js.map +0 -1
@@ -1,111 +0,0 @@
1
- import { Mat3, Mat4, Quat, Vec3, Vec4 } from "@vicimpa/glm";
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- import { Light } from "./light.js";
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- export class DirectionalLight extends Light {
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- constructor(engine, name, color, ambient, diffuse, specular, energy, shader_program = null) {
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- super(engine, name, color, ambient, diffuse, specular, energy);
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- this.directional_light_space_matrix = new Mat4();
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- this.ambient = ambient;
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- this.diffuse = diffuse;
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- this.specular = specular;
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- this.shadow_index = this.engine.graphics_manager.directional_lights.length;
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- this.framebuffer = this.engine.graphics_manager.directional_shadow_depth_buffer;
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- this.shader_program = shader_program ? shader_program : this.engine.graphics_manager.create_default_directional_shadow_shader_program();
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- }
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- draw_shadow_map(view_matrix, projection_matrix_3d, projection_matrix_2d, time, delta_time) {
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- if (this.engine.main_scene.main_camera_3d) {
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- this.engine.main_scene.rendering_depth_map = true;
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- this.shader_program.use();
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- this.framebuffer.use();
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- this.framebuffer.set_attachment_texture_index("depth", this.shadow_index);
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- this.framebuffer.clear();
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- const corners = this.get_frustum_corners_world_space(this.engine.main_scene.main_camera_3d.get_projection_matrix(this.engine.canvas), this.engine.main_scene.main_camera_3d.get_view_matrix());
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- const light_dir = new Vec4(1, 0, 0, 1).applyQuat(this.rotation).xyz;
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- this.directional_light_space_matrix = this.get_light_space_matrix(light_dir, corners);
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- this.engine.graphics_manager.set_uniform("u_light_space_matrix", this.directional_light_space_matrix);
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- this.engine.main_scene.render(view_matrix, projection_matrix_3d, projection_matrix_2d, time, delta_time);
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- this.engine.graphics_manager.unuse_framebuffer();
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- this.engine.graphics_manager.clear_shader();
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- this.engine.main_scene.rendering_depth_map = false;
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- }
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- else {
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- throw Error(`The main scene named "${this.engine.main_scene.name}" does not have a main_camera_3d which is required to render a shadow map.`);
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- }
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- }
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- set_uniforms(array_name, index) {
35
- if (this.engine.main_scene.main_camera_3d) {
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- const world_matrix = this.get_world_matrix();
37
- const world_mat3 = new Mat3().fromMat4(world_matrix);
38
- const world_rotation = new Quat().fromMat3(world_mat3).normalize();
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- const world_rotation_matrix = new Mat4().fromQuat(world_rotation);
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- this.engine.graphics_manager.set_uniform(`${array_name}[${index}].rotation`, world_rotation_matrix);
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- this.engine.graphics_manager.set_uniform(`u_directional_light_space_matrix[${index}]`, this.directional_light_space_matrix);
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- super.set_uniforms(array_name, index);
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- }
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- else {
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- throw Error(`The main scene named "${this.engine.main_scene.name}" does not have a main_camera_3d which is required to render a shadow map.`);
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- }
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- }
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- on_parented() {
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- this.engine.graphics_manager.directional_lights.push(this);
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- this.engine.graphics_manager.resize_directional_shadow_map();
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- }
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- on_removed(node, engine, parent) {
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- let light_index = this.engine.graphics_manager.directional_lights.indexOf(this);
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- if (light_index > -1) {
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- this.engine.graphics_manager.directional_lights.splice(light_index, 1);
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- }
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- this.engine.graphics_manager.resize_directional_shadow_map();
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- }
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- get_frustum_corners_world_space(projection_matrix, view_matrix) {
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- const inv = projection_matrix.clone().mul(view_matrix).invert();
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- var frustum_corners = [];
62
- for (var x = 0; x < 2; ++x) {
63
- for (var y = 0; y < 2; ++y) {
64
- for (var z = 0; z < 2; ++z) {
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- const pt = new Vec4(2.0 * x - 1.0, 2.0 * y - 1.0, 2.0 * z - 1.0, 1.0).applyMat4(inv);
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- frustum_corners.push(pt.div(pt.w)); // Perspective divide
67
- }
68
- }
69
- }
70
- return frustum_corners;
71
- }
72
- get_light_space_matrix(light_dir, corners) {
73
- const center = new Vec3(0, 0, 0);
74
- for (const v of corners)
75
- center.add(v.xyz);
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- center.div(corners.length);
77
- let radius = 0;
78
- for (const v of corners) {
79
- radius = Math.max(radius, v.xyz.clone().sub(center).length());
80
- }
81
- if (this.engine.main_scene.main_camera_3d)
82
- radius /= this.engine.main_scene.main_camera_3d.far_plane;
83
- const world_up = new Vec3(0, 1, 0);
84
- const normalized_dir = light_dir.clone().normalize();
85
- let up = world_up;
86
- if (Math.abs(normalized_dir.dot(world_up)) > 0.99) {
87
- up = new Vec3(0, 0, 1);
88
- }
89
- const light_view = new Mat4().lookAt(center.clone().sub(normalized_dir.clone().mul(radius)), center, up);
90
- var min_x = Number.MAX_VALUE;
91
- var max_x = Number.MIN_VALUE;
92
- var min_y = Number.MAX_VALUE;
93
- var max_y = Number.MIN_VALUE;
94
- var min_z = Number.MAX_VALUE;
95
- var max_z = Number.MIN_VALUE;
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- for (const v of corners) {
97
- const trf = v.clone().applyMat4(light_view);
98
- min_x = Math.min(min_x, trf.x);
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- max_x = Math.max(max_x, trf.x);
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- min_y = Math.min(min_y, trf.y);
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- max_y = Math.max(max_y, trf.y);
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- min_z = Math.min(min_z, trf.z);
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- max_z = Math.max(max_z, trf.z);
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- }
105
- const z_margin = 10.0;
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- min_z -= z_margin;
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- max_z += z_margin;
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- return new Mat4().orthoZO(min_x, max_x, min_y, max_y, max_z, min_z).mul(light_view);
109
- }
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- }
111
- //# sourceMappingURL=directional_light.js.map
@@ -1 +0,0 @@
1
- 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@@ -1,15 +0,0 @@
1
- import { Vec3 } from "@vicimpa/glm";
2
- import Engine from "../../engine.ts";
3
- import { Node3D } from "../../node.ts";
4
- import { ShaderProgram } from "../../graphics/shader_program.ts";
5
- export declare class Light extends Node3D {
6
- color: Vec3;
7
- ambient: number;
8
- diffuse: number;
9
- specular: number;
10
- energy: number;
11
- constructor(engine: Engine, name: string, color: Vec3, ambient: number, diffuse: number, specular: number, energy: number);
12
- set_shader_uniforms(shader_program: ShaderProgram, array_name: string, index: number): void;
13
- set_uniforms(array_name: string, index: number): void;
14
- }
15
- //# sourceMappingURL=light.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"light.d.ts","sourceRoot":"","sources":["../../../src/node/lights/light.ts"],"names":[],"mappings":"AAAA,OAAO,EAAoB,IAAI,EAAQ,MAAM,cAAc,CAAC;AAC5D,OAAO,MAAM,MAAM,iBAAiB,CAAC;AACrC,OAAO,EAAQ,MAAM,EAAE,MAAM,eAAe,CAAC;AAC7C,OAAO,EAAE,aAAa,EAAE,MAAM,kCAAkC,CAAC;AAMjE,qBAAa,KAAM,SAAQ,MAAM;IAC7B,KAAK,EAAC,IAAI,CAAC;IACX,OAAO,EAAC,MAAM,CAAC;IACf,OAAO,EAAC,MAAM,CAAC;IACf,QAAQ,EAAC,MAAM,CAAC;IAChB,MAAM,EAAC,MAAM,CAAC;gBAGV,MAAM,EAAC,MAAM,EACb,IAAI,EAAC,MAAM,EACX,KAAK,EAAC,IAAI,EACV,OAAO,EAAC,MAAM,EACd,OAAO,EAAC,MAAM,EACd,QAAQ,EAAC,MAAM,EACf,MAAM,EAAC,MAAM;IAYjB,mBAAmB,CAAC,cAAc,EAAC,aAAa,EAAE,UAAU,EAAC,MAAM,EAAE,KAAK,EAAC,MAAM,GAAG,IAAI;IAMxF,YAAY,CAAC,UAAU,EAAC,MAAM,EAAE,KAAK,EAAC,MAAM,GAAG,IAAI;CAOtD"}
@@ -1,24 +0,0 @@
1
- import { Node3D } from "../../node.js";
2
- export class Light extends Node3D {
3
- constructor(engine, name, color, ambient, diffuse, specular, energy) {
4
- super(engine, name);
5
- this.color = color;
6
- this.ambient = ambient;
7
- this.diffuse = diffuse;
8
- this.specular = specular;
9
- this.energy = energy;
10
- }
11
- set_shader_uniforms(shader_program, array_name, index) {
12
- shader_program.use();
13
- this.set_uniforms(array_name, index);
14
- this.engine.graphics_manager.clear_shader();
15
- }
16
- set_uniforms(array_name, index) {
17
- this.engine.graphics_manager.set_uniform(`${array_name}[${index}].color`, this.color);
18
- this.engine.graphics_manager.set_uniform(`${array_name}[${index}].ambient`, this.ambient);
19
- this.engine.graphics_manager.set_uniform(`${array_name}[${index}].diffuse`, this.diffuse);
20
- this.engine.graphics_manager.set_uniform(`${array_name}[${index}].specular`, this.specular);
21
- this.engine.graphics_manager.set_uniform(`${array_name}[${index}].energy`, this.energy);
22
- }
23
- }
24
- //# sourceMappingURL=light.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"light.js","sourceRoot":"","sources":["../../../src/node/lights/light.ts"],"names":[],"mappings":"AAEA,OAAO,EAAQ,MAAM,EAAE,MAAM,eAAe,CAAC;AAO7C,MAAM,OAAO,KAAM,SAAQ,MAAM;IAO7B,YACI,MAAa,EACb,IAAW,EACX,KAAU,EACV,OAAc,EACd,OAAc,EACd,QAAe,EACf,MAAa;QAEb,KAAK,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;QACpB,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;QACzB,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;IACzB,CAAC;IAID,mBAAmB,CAAC,cAA4B,EAAE,UAAiB,EAAE,KAAY;QAC7E,cAAc,CAAC,GAAG,EAAE,CAAC;QACrB,IAAI,CAAC,YAAY,CAAC,UAAU,EAAE,KAAK,CAAC,CAAC;QACrC,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,YAAY,EAAE,CAAC;IAChD,CAAC;IAED,YAAY,CAAC,UAAiB,EAAE,KAAY;QACxC,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,GAAG,UAAU,IAAI,KAAK,SAAS,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QACtF,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,GAAG,UAAU,IAAI,KAAK,WAAW,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QAC1F,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,GAAG,UAAU,IAAI,KAAK,WAAW,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QAC1F,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,GAAG,UAAU,IAAI,KAAK,YAAY,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC5F,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,GAAG,UAAU,IAAI,KAAK,UAAU,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;IAC5F,CAAC;CACJ"}
@@ -1,26 +0,0 @@
1
- import { Mat4, Vec3 } from "@vicimpa/glm";
2
- import Engine from "../../engine.ts";
3
- import { Node } from "../../node.ts";
4
- import { Light } from "./light.ts";
5
- import { ShaderProgram } from "../../graphics/shader_program.ts";
6
- import { Framebuffer } from "../../graphics/framebuffer.ts";
7
- export declare class PointLight extends Light {
8
- private stored_range;
9
- shadow_index_offset: number;
10
- shader_program: ShaderProgram;
11
- framebuffer: Framebuffer;
12
- shadow_projection: Mat4;
13
- parent_world_matrix: Mat4;
14
- point_light_space_matrices: Mat4[];
15
- constructor(engine: Engine, name: string, color: Vec3, ambient: number, diffuse: number, specular: number, energy: number, range: number, shader_program?: ShaderProgram | null);
16
- get range(): number;
17
- set range(value: number);
18
- private update_lsms;
19
- protected on_change_range(value: number): void;
20
- protected on_change_position(new_value: Vec3): void;
21
- draw_shadow_map(view_matrix: Mat4, projection_matrix_3d: Mat4, projection_matrix_2d: Mat4, time: number, delta_time: number): void;
22
- set_uniforms(array_name: string, index: number): void;
23
- protected on_parented(): void;
24
- protected on_removed(node: this, engine: Engine, parent: Node): void;
25
- }
26
- //# sourceMappingURL=point_light.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"point_light.d.ts","sourceRoot":"","sources":["../../../src/node/lights/point_light.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,IAAI,EAAQ,MAAM,cAAc,CAAC;AAChD,OAAO,MAAM,MAAM,iBAAiB,CAAC;AACrC,OAAO,EAAE,IAAI,EAAU,MAAM,eAAe,CAAC;AAC7C,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AACnC,OAAO,EAAE,aAAa,EAAE,MAAM,kCAAkC,CAAC;AACjE,OAAO,EAAkB,WAAW,EAAE,MAAM,+BAA+B,CAAC;AAe5E,qBAAa,UAAW,SAAQ,KAAK;IACjC,OAAO,CAAC,YAAY,CAAQ;IAC5B,mBAAmB,EAAC,MAAM,CAAC;IAE3B,cAAc,EAAC,aAAa,CAAC;IAC7B,WAAW,EAAC,WAAW,CAAC;IAExB,iBAAiB,EAAC,IAAI,CAAc;IAEpC,mBAAmB,EAAC,IAAI,CAAc;IAEtC,0BAA0B,EAAC,IAAI,EAAE,CAO/B;gBAGE,MAAM,EAAC,MAAM,EACb,IAAI,EAAC,MAAM,EACX,KAAK,EAAC,IAAI,EACV,OAAO,EAAC,MAAM,EACd,OAAO,EAAC,MAAM,EACd,QAAQ,EAAC,MAAM,EACf,MAAM,EAAC,MAAM,EACb,KAAK,EAAC,MAAM,EACZ,cAAc,GAAC,aAAa,GAAC,IAAW;IAa5C,IAAI,KAAK,IAAG,MAAM,CAEjB;IAED,IAAI,KAAK,CAAC,KAAK,EAAC,MAAM,EAGrB;IAED,OAAO,CAAC,WAAW;IAcnB,SAAS,CAAC,eAAe,CAAC,KAAK,EAAC,MAAM;IAKtC,SAAS,CAAC,kBAAkB,CAAC,SAAS,EAAE,IAAI,GAAG,IAAI;IAInD,eAAe,CAAC,WAAW,EAAE,IAAI,EAAE,oBAAoB,EAAE,IAAI,EAAE,oBAAoB,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,GAAG,IAAI;IAkDlI,YAAY,CAAC,UAAU,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI;IAWrD,SAAS,CAAC,WAAW,IAAI,IAAI;IAK7B,SAAS,CAAC,UAAU,CAAC,IAAI,EAAC,IAAI,EAAE,MAAM,EAAC,MAAM,EAAE,MAAM,EAAC,IAAI,GAAG,IAAI;CAQpE"}
@@ -1,109 +0,0 @@
1
- import { Mat4, Vec3 } from "@vicimpa/glm";
2
- import { Node3D } from "../../node.js";
3
- import { Light } from "./light.js";
4
- // TODO: FIX SHADOWS NEGATED BY OBJECTS UNDERNEATH OBJECTS ONTOP OF THE OBJECTS
5
- const point_light_shadow_lookat_values = [
6
- [new Vec3(1.0, 0.0, 0.0), new Vec3(0.0, 1.0, 0.0)], // +X: Up is -Y
7
- [new Vec3(-1.0, 0.0, 0.0), new Vec3(0.0, 1.0, 0.0)], // -X: Up is -Y
8
- [new Vec3(0.0, 1.0, 0.0), new Vec3(0.0, 0.0, 1.0)], // +Y: Up is +Z
9
- [new Vec3(0.0, -1.0, 0.0), new Vec3(0.0, 0.0, -1.0)], // -Y: Up is -Z
10
- [new Vec3(0.0, 0.0, 1.0), new Vec3(0.0, 1.0, 0.0)], // +Z: Up is -Y
11
- [new Vec3(0.0, 0.0, -1.0), new Vec3(0.0, 1.0, 0.0)], // -Z: Up is -Y
12
- ];
13
- export class PointLight extends Light {
14
- constructor(engine, name, color, ambient, diffuse, specular, energy, range, shader_program = null) {
15
- super(engine, name, color, ambient, diffuse, specular, energy);
16
- this.shadow_projection = new Mat4();
17
- this.parent_world_matrix = new Mat4();
18
- this.point_light_space_matrices = [
19
- new Mat4(),
20
- new Mat4(),
21
- new Mat4(),
22
- new Mat4(),
23
- new Mat4(),
24
- new Mat4(),
25
- ];
26
- this.ambient = ambient;
27
- this.diffuse = diffuse;
28
- this.specular = specular;
29
- this.stored_range = range;
30
- this.range = range;
31
- this.shadow_index_offset = this.engine.graphics_manager.point_lights.length * 6;
32
- this.framebuffer = this.engine.graphics_manager.point_shadow_depth_buffer;
33
- this.shader_program = shader_program ? shader_program : this.engine.graphics_manager.create_default_point_shadow_shader_program();
34
- }
35
- get range() {
36
- return this.stored_range;
37
- }
38
- set range(value) {
39
- this.stored_range = value;
40
- this.on_change_range(value);
41
- }
42
- update_lsms() {
43
- const get_world_position = this.get_world_position();
44
- for (let i = 0; i < 6; ++i) {
45
- const [center_offset, up] = point_light_shadow_lookat_values[i];
46
- const offset_position = get_world_position.clone().add(center_offset);
47
- const view = new Mat4().lookAt(get_world_position, offset_position, up);
48
- this.point_light_space_matrices[i] = this.shadow_projection.clone().mul(view);
49
- }
50
- }
51
- on_change_range(value) {
52
- this.shadow_projection = new Mat4().perspectiveZO(90.0 * Math.PI / 180, 1, 0.1, value);
53
- this.update_lsms();
54
- }
55
- on_change_position(new_value) {
56
- this.update_lsms();
57
- }
58
- draw_shadow_map(view_matrix, projection_matrix_3d, projection_matrix_2d, time, delta_time) {
59
- if (this.engine.main_scene.main_camera_3d) {
60
- this.engine.main_scene.rendering_depth_map = true;
61
- if (this.parent instanceof Node3D) {
62
- const parent_world_matrix = this.parent.get_world_matrix();
63
- if (!this.parent_world_matrix.equals(parent_world_matrix)) {
64
- this.parent_world_matrix = parent_world_matrix;
65
- this.update_lsms();
66
- }
67
- }
68
- this.shader_program.use();
69
- this.framebuffer.use();
70
- this.engine.graphics_manager.set_uniform(`origin`, this.get_world_position());
71
- this.engine.graphics_manager.set_uniform(`range`, this.range);
72
- for (var i = 0; i < 6; ++i) {
73
- this.framebuffer.set_attachment_texture_index("depth", this.shadow_index_offset + i);
74
- this.framebuffer.clear();
75
- // Set uniforms
76
- this.engine.graphics_manager.set_uniform(`u_light_space_matrix`, this.point_light_space_matrices[i]);
77
- // Render shadows to map
78
- this.engine.main_scene.render(view_matrix, projection_matrix_3d, projection_matrix_2d, time, delta_time);
79
- }
80
- this.engine.graphics_manager.unuse_framebuffer();
81
- this.engine.graphics_manager.clear_shader();
82
- this.engine.main_scene.rendering_depth_map = false;
83
- }
84
- else {
85
- throw Error(`The main scene named "${this.engine.main_scene.name}" does not have a main_camera_3d which is required to render a shadow map.`);
86
- }
87
- }
88
- set_uniforms(array_name, index) {
89
- this.engine.graphics_manager.set_uniform(`${array_name}[${index}].position`, this.get_world_position());
90
- this.engine.graphics_manager.set_uniform(`${array_name}[${index}].range`, this.range);
91
- // Set shadow map uniforms
92
- this.engine.graphics_manager.set_uniform(`point_light_shadow_maps`, this.framebuffer.attachment_info_map["depth"].texture);
93
- this.engine.graphics_manager.set_uniform(`u_point_light_space_matrix[${index * 6}]`, this.point_light_space_matrices);
94
- super.set_uniforms(array_name, index);
95
- }
96
- on_parented() {
97
- this.engine.graphics_manager.point_lights.push(this);
98
- this.engine.graphics_manager.resize_point_shadow_map();
99
- }
100
- on_removed(node, engine, parent) {
101
- super.on_removed(node, engine, parent);
102
- let light_index = this.engine.graphics_manager.point_lights.indexOf(this);
103
- if (light_index > -1) {
104
- this.engine.graphics_manager.point_lights.splice(light_index, 1);
105
- }
106
- this.engine.graphics_manager.resize_point_shadow_map();
107
- }
108
- }
109
- //# sourceMappingURL=point_light.js.map
@@ -1 +0,0 @@
1
- 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@@ -1,13 +0,0 @@
1
- import { Vec3 } from "@vicimpa/glm";
2
- import Engine from "../../engine.ts";
3
- import { Light } from "./light.ts";
4
- import { Node } from "../../node.ts";
5
- export declare class SpotLight extends Light {
6
- range: number;
7
- cookie_radius: number;
8
- constructor(engine: Engine, name: string, color: Vec3, ambient: number, diffuse: number, specular: number, energy: number, range: number, cookie_radius: number);
9
- set_uniforms(array_name: string, index: number): void;
10
- protected on_parented(): void;
11
- protected on_removed(node: this, engine: Engine, parent: Node): void;
12
- }
13
- //# sourceMappingURL=spot_light.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"spot_light.d.ts","sourceRoot":"","sources":["../../../src/node/lights/spot_light.ts"],"names":[],"mappings":"AAAA,OAAO,EAAoB,IAAI,EAAQ,MAAM,cAAc,CAAC;AAC5D,OAAO,MAAM,MAAM,iBAAiB,CAAC;AACrC,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AACnC,OAAO,EAAE,IAAI,EAAE,MAAM,eAAe,CAAC;AAErC,qBAAa,SAAU,SAAQ,KAAK;IAChC,KAAK,EAAC,MAAM,CAAC;IACb,aAAa,EAAC,MAAM,CAAC;gBAGjB,MAAM,EAAC,MAAM,EACb,IAAI,EAAC,MAAM,EACX,KAAK,EAAC,IAAI,EACV,OAAO,EAAC,MAAM,EACd,OAAO,EAAC,MAAM,EACd,QAAQ,EAAC,MAAM,EACf,MAAM,EAAC,MAAM,EACb,KAAK,EAAC,MAAM,EACZ,aAAa,EAAC,MAAM;IAUxB,YAAY,CAAC,UAAU,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI;IAmBrD,SAAS,CAAC,WAAW,IAAI,IAAI;IAI7B,SAAS,CAAC,UAAU,CAAC,IAAI,EAAC,IAAI,EAAE,MAAM,EAAC,MAAM,EAAE,MAAM,EAAC,IAAI,GAAG,IAAI;CAMpE"}
@@ -1,35 +0,0 @@
1
- import { Mat3, Mat4, Quat, Vec3, Vec4 } from "@vicimpa/glm";
2
- import { Light } from "./light.js";
3
- export class SpotLight extends Light {
4
- constructor(engine, name, color, ambient, diffuse, specular, energy, range, cookie_radius) {
5
- super(engine, name, color, ambient, diffuse, specular, energy);
6
- this.ambient = ambient;
7
- this.diffuse = diffuse;
8
- this.specular = specular;
9
- this.range = range;
10
- this.cookie_radius = cookie_radius;
11
- }
12
- set_uniforms(array_name, index) {
13
- const world_matrix = this.get_world_matrix();
14
- const transformed_position = new Vec4(this.position.x, this.position.y, this.position.z, 1.0)
15
- .applyMat4(world_matrix);
16
- const world_mat3 = new Mat3().fromMat4(world_matrix);
17
- const world_rotation = new Quat().fromMat3(world_mat3).normalize();
18
- const world_rotation_matrix = new Mat4().fromQuat(world_rotation);
19
- this.engine.graphics_manager.set_uniform(`${array_name}[${index}].position`, new Vec3(world_matrix[12], world_matrix[13], world_matrix[14]));
20
- this.engine.graphics_manager.set_uniform(`${array_name}[${index}].rotation`, world_rotation_matrix);
21
- this.engine.graphics_manager.set_uniform(`${array_name}[${index}].range`, this.range);
22
- this.engine.graphics_manager.set_uniform(`${array_name}[${index}].cookie_radius`, this.cookie_radius);
23
- super.set_uniforms(array_name, index);
24
- }
25
- on_parented() {
26
- this.engine.graphics_manager.spot_lights.push(this);
27
- }
28
- on_removed(node, engine, parent) {
29
- let light_index = this.engine.graphics_manager.spot_lights.indexOf(this);
30
- if (light_index > -1) {
31
- this.engine.graphics_manager.spot_lights.splice(light_index, 1);
32
- }
33
- }
34
- }
35
- //# sourceMappingURL=spot_light.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"spot_light.js","sourceRoot":"","sources":["../../../src/node/lights/spot_light.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,cAAc,CAAC;AAE5D,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AAGnC,MAAM,OAAO,SAAU,SAAQ,KAAK;IAIhC,YACI,MAAa,EACb,IAAW,EACX,KAAU,EACV,OAAc,EACd,OAAc,EACd,QAAe,EACf,MAAa,EACb,KAAY,EACZ,aAAoB;QAEpB,KAAK,CAAC,MAAM,EAAE,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,CAAC,CAAC;QAC/D,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;QACzB,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC;IACvC,CAAC;IAED,YAAY,CAAC,UAAkB,EAAE,KAAa;QAC1C,MAAM,YAAY,GAAG,IAAI,CAAC,gBAAgB,EAAE,CAAC;QAE7C,MAAM,oBAAoB,GAAG,IAAI,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,GAAG,CAAC;aACxF,SAAS,CAAC,YAAY,CAAC,CAAC;QAE7B,MAAM,UAAU,GAAG,IAAI,IAAI,EAAE,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC;QAErD,MAAM,cAAc,GAAG,IAAI,IAAI,EAAE,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC,SAAS,EAAE,CAAC;QAEnE,MAAM,qBAAqB,GAAG,IAAI,IAAI,EAAE,CAAC,QAAQ,CAAC,cAAc,CAAC,CAAC;QAElE,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,GAAG,UAAU,IAAI,KAAK,YAAY,EAAE,IAAI,IAAI,CAAC,YAAY,CAAC,EAAE,CAAC,EAAE,YAAY,CAAC,EAAE,CAAC,EAAE,YAAY,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QAC7I,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,GAAG,UAAU,IAAI,KAAK,YAAY,EAAE,qBAAqB,CAAC,CAAC;QACpG,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,GAAG,UAAU,IAAI,KAAK,SAAS,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QACtF,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,GAAG,UAAU,IAAI,KAAK,iBAAiB,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QACtG,KAAK,CAAC,YAAY,CAAC,UAAU,EAAE,KAAK,CAAC,CAAC;IAC1C,CAAC;IAES,WAAW;QACjB,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IACxD,CAAC;IAES,UAAU,CAAC,IAAS,EAAE,MAAa,EAAE,MAAW;QACtD,IAAI,WAAW,GAAG,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QACzE,IAAI,WAAW,GAAG,CAAC,CAAC,EAAE,CAAC;YACnB,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,WAAW,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC,CAAC,CAAC;QACpE,CAAC;IACL,CAAC;CACJ"}
@@ -1,10 +0,0 @@
1
- import { Mat4 } from "@vicimpa/glm";
2
- import Engine from "../engine.ts";
3
- import { Node3D } from "../node.ts";
4
- import { Model } from "../graphics/assets/model.ts";
5
- export declare class Object3D extends Node3D {
6
- model: Model;
7
- constructor(engine: Engine, name: string, model: Model);
8
- render_class(view_matrix: Mat4, projection_matrix_3d: Mat4, projection_matrix_2d: Mat4, time: number, delta_time: number): void;
9
- }
10
- //# sourceMappingURL=object3d.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"object3d.d.ts","sourceRoot":"","sources":["../../src/node/object3d.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAc,MAAM,cAAc,CAAC;AAChD,OAAO,MAAM,MAAM,cAAc,CAAC;AAClC,OAAO,EAAE,MAAM,EAAE,MAAM,YAAY,CAAC;AAEpC,OAAO,EAAE,KAAK,EAAE,MAAM,6BAA6B,CAAC;AAGpD,qBAAa,QAAS,SAAQ,MAAM;IAChC,KAAK,EAAC,KAAK,CAAC;gBAEA,MAAM,EAAC,MAAM,EAAE,IAAI,EAAC,MAAM,EAAE,KAAK,EAAC,KAAK;IAKnD,YAAY,CAAC,WAAW,EAAE,IAAI,EAAE,oBAAoB,EAAE,IAAI,EAAE,oBAAoB,EAAE,IAAI,EAAE,IAAI,EAAC,MAAM,EAAE,UAAU,EAAC,MAAM,GAAG,IAAI;CAsEhI"}
@@ -1,60 +0,0 @@
1
- import { Vec2, Vec4 } from "@vicimpa/glm";
2
- import { Node3D } from "../node.js";
3
- import { Skybox } from "./skybox.js";
4
- export class Object3D extends Node3D {
5
- constructor(engine, name, model) {
6
- super(engine, name);
7
- this.model = model;
8
- }
9
- render_class(view_matrix, projection_matrix_3d, projection_matrix_2d, time, delta_time) {
10
- this.model.draw_start();
11
- this.on_render(this, this.engine, time, delta_time);
12
- const gm = this.engine.graphics_manager;
13
- const skybox = this.get_parent_of_type(Skybox);
14
- if (skybox)
15
- gm.set_uniform("environment.ambient_light", skybox.ambient_light);
16
- const main_camera_3d = this.engine.main_scene.main_camera_3d;
17
- // CAMERA POS
18
- if (main_camera_3d) {
19
- gm.set_uniform("camera_position", main_camera_3d.position);
20
- }
21
- else {
22
- throw Error(`Main scene "${this.engine.main_scene.name}" does not have a main_camera_3d set which is required to render Object3Ds such as the node named "${this.name}".`);
23
- }
24
- // PASS IN LIGHTS
25
- const point_lights = gm.point_lights;
26
- const spot_lights = gm.spot_lights;
27
- const directional_lights = gm.directional_lights;
28
- const point_lights_count = point_lights.length;
29
- const spot_lights_count = spot_lights.length;
30
- const directional_lights_count = directional_lights.length;
31
- const n = Math.max(point_lights_count, spot_lights_count, directional_lights_count);
32
- var mesh_size = this.model.mesh.dimensions.clone().mul(this.scale).length();
33
- var local_mesh_center = this.model.mesh.center;
34
- var mesh_center = new Vec4(local_mesh_center.x, local_mesh_center.y, local_mesh_center.z, 1.0).applyMat4(this.get_world_matrix());
35
- for (var i = 0; i < n; ++i) {
36
- if (i < point_lights_count) {
37
- const light = point_lights[i];
38
- if (mesh_center.xyz.distance(light.position) - mesh_size / 2.0 < light.range)
39
- light.set_uniforms("point_lights", i);
40
- }
41
- if (i < spot_lights_count)
42
- spot_lights[i].set_uniforms("spot_lights", i);
43
- if (i < directional_lights_count)
44
- directional_lights[i].set_uniforms("directional_lights", i);
45
- }
46
- gm.set_uniform("point_lights_count", point_lights_count);
47
- gm.set_uniform("spot_lights_count", spot_lights_count);
48
- gm.set_uniform("directional_lights_count", directional_lights_count);
49
- //PASS SHADOW MAPS
50
- gm.set_uniform("directional_light_shadow_maps", gm.directional_light_shadow_map_texture);
51
- gm.set_uniform("point_light_shadow_maps", gm.point_light_shadow_map_texture);
52
- gm.set_uniform("shadow_map_size", new Vec2(gm.shadow_resolution));
53
- // pass the MVP matrix
54
- gm.set_uniform("u_model", this.get_world_matrix());
55
- gm.set_uniform("u_view", view_matrix);
56
- gm.set_uniform("u_projection", projection_matrix_3d);
57
- this.model.draw_end();
58
- }
59
- }
60
- //# sourceMappingURL=object3d.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"object3d.js","sourceRoot":"","sources":["../../src/node/object3d.ts"],"names":[],"mappings":"AAAA,OAAO,EAAQ,IAAI,EAAE,IAAI,EAAE,MAAM,cAAc,CAAC;AAEhD,OAAO,EAAE,MAAM,EAAE,MAAM,YAAY,CAAC;AACpC,OAAO,EAAE,MAAM,EAAE,MAAM,aAAa,CAAC;AAIrC,MAAM,OAAO,QAAS,SAAQ,MAAM;IAGhC,YAAY,MAAa,EAAE,IAAW,EAAE,KAAW;QAC/C,KAAK,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;QACpB,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACvB,CAAC;IAED,YAAY,CAAC,WAAiB,EAAE,oBAA0B,EAAE,oBAA0B,EAAE,IAAW,EAAE,UAAiB;QAClH,IAAI,CAAC,KAAK,CAAC,UAAU,EAAE,CAAC;QAExB,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,EAAE,UAAU,CAAC,CAAC;QAEpD,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC;QAExC,MAAM,MAAM,GAAG,IAAI,CAAC,kBAAkB,CAAC,MAAM,CAAC,CAAC;QAC/C,IAAI,MAAM;YACN,EAAE,CAAC,WAAW,CAAC,2BAA2B,EAAE,MAAM,CAAC,aAAa,CAAC,CAAC;QAEtE,MAAM,cAAc,GAAG,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,cAAc,CAAA;QAE5D,aAAa;QACb,IAAI,cAAc,EAAE,CAAC;YACjB,EAAE,CAAC,WAAW,CAAC,iBAAiB,EAAE,cAAc,CAAC,QAAQ,CAAC,CAAC;QAC/D,CAAC;aAAM,CAAC;YACJ,MAAM,KAAK,CAAC,eAAe,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,IAAI,sGAAsG,IAAI,CAAC,IAAI,IAAI,CAAC,CAAC;QAC/K,CAAC;QAED,iBAAiB;QACjB,MAAM,YAAY,GAAG,EAAE,CAAC,YAAY,CAAC;QACrC,MAAM,WAAW,GAAG,EAAE,CAAC,WAAW,CAAC;QACnC,MAAM,kBAAkB,GAAG,EAAE,CAAC,kBAAkB,CAAC;QAEjD,MAAM,kBAAkB,GAAG,YAAY,CAAC,MAAM,CAAC;QAC/C,MAAM,iBAAiB,GAAG,WAAW,CAAC,MAAM,CAAC;QAC7C,MAAM,wBAAwB,GAAG,kBAAkB,CAAC,MAAM,CAAC;QAE3D,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,CACd,kBAAkB,EAClB,iBAAiB,EACjB,wBAAwB,CAC3B,CAAA;QAED,IAAI,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,MAAM,EAAE,CAAC;QAE5E,IAAI,iBAAiB,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,MAAM,CAAC;QAC/C,IAAI,WAAW,GAAG,IAAI,IAAI,CAAC,iBAAiB,CAAC,CAAC,EAAE,iBAAiB,CAAC,CAAC,EAAE,iBAAiB,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,SAAS,CAAC,IAAI,CAAC,gBAAgB,EAAE,CAAC,CAAA;QAEjI,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;YACzB,IAAI,CAAC,GAAG,kBAAkB,EAAE,CAAC;gBACzB,MAAM,KAAK,GAAG,YAAY,CAAC,CAAC,CAAC,CAAC;gBAC9B,IAAI,WAAW,CAAC,GAAG,CAAC,QAAQ,CAAC,KAAK,CAAC,QAAQ,CAAC,GAAG,SAAS,GAAG,GAAG,GAAG,KAAK,CAAC,KAAK;oBACxE,KAAK,CAAC,YAAY,CAAC,cAAc,EAAE,CAAC,CAAC,CAAC;YAC9C,CAAC;YACD,IAAI,CAAC,GAAG,iBAAiB;gBACrB,WAAW,CAAC,CAAC,CAAC,CAAC,YAAY,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;YAClD,IAAI,CAAC,GAAG,wBAAwB;gBAC5B,kBAAkB,CAAC,CAAC,CAAC,CAAC,YAAY,CAAC,oBAAoB,EAAE,CAAC,CAAC,CAAC;QACpE,CAAC;QAED,EAAE,CAAC,WAAW,CAAC,oBAAoB,EAAE,kBAAkB,CAAC,CAAC;QACzD,EAAE,CAAC,WAAW,CAAC,mBAAmB,EAAE,iBAAiB,CAAC,CAAC;QACvD,EAAE,CAAC,WAAW,CAAC,0BAA0B,EAAE,wBAAwB,CAAC,CAAC;QAErE,kBAAkB;QAClB,EAAE,CAAC,WAAW,CAAC,+BAA+B,EAAE,EAAE,CAAC,oCAAoC,CAAC,CAAA;QACxF,EAAE,CAAC,WAAW,CAAC,yBAAyB,EAAE,EAAE,CAAC,8BAA8B,CAAC,CAAA;QAC5E,EAAE,CAAC,WAAW,CAAC,iBAAiB,EAAE,IAAI,IAAI,CAAC,EAAE,CAAC,iBAAiB,CAAC,CAAC,CAAA;QAEjE,sBAAsB;QACtB,EAAE,CAAC,WAAW,CAAC,SAAS,EAAE,IAAI,CAAC,gBAAgB,EAAE,CAAC,CAAC;QAEnD,EAAE,CAAC,WAAW,CAAC,QAAQ,EAAE,WAAW,CAAC,CAAC;QAEtC,EAAE,CAAC,WAAW,CAAC,cAAc,EAAE,oBAAoB,CAAC,CAAC;QAErD,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC;IAC1B,CAAC;CACJ"}
@@ -1,15 +0,0 @@
1
- import { Mat4, Vec3 } from "@vicimpa/glm";
2
- import Engine from "../engine.ts";
3
- import { Node } from "../node.ts";
4
- import { ShaderProgram } from "../graphics/shader_program.ts";
5
- import { CubeMapTexture } from "../graphics/assets/texture.ts";
6
- import { VAOInfo } from "../graphics/assets/vaos.ts";
7
- export declare class Skybox extends Node {
8
- vao: VAOInfo;
9
- shader_program: ShaderProgram;
10
- cubemap_texture: CubeMapTexture;
11
- ambient_light: Vec3;
12
- constructor(engine: Engine, name: string, cubemap_texture: CubeMapTexture, ambient_light: Vec3, shader_program?: ShaderProgram | null);
13
- render_class(view_matrix: Mat4, projection_matrix_3d: Mat4, projection_matrix_2d: Mat4, time: number, delta_time: number): void;
14
- }
15
- //# sourceMappingURL=skybox.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"skybox.d.ts","sourceRoot":"","sources":["../../src/node/skybox.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,cAAc,CAAC;AAC1C,OAAO,MAAM,MAAM,cAAc,CAAC;AAClC,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,aAAa,EAAE,MAAM,+BAA+B,CAAC;AAC9D,OAAO,EAAE,cAAc,EAAE,MAAM,+BAA+B,CAAC;AAC/D,OAAO,EAAkB,OAAO,EAAE,MAAM,4BAA4B,CAAC;AAErE,qBAAa,MAAO,SAAQ,IAAI;IAC5B,GAAG,EAAC,OAAO,CAAC;IACZ,cAAc,EAAC,aAAa,CAAC;IAC7B,eAAe,EAAC,cAAc,CAAC;IAC/B,aAAa,EAAC,IAAI,CAAC;gBAEP,MAAM,EAAC,MAAM,EACrB,IAAI,EAAC,MAAM,EACX,eAAe,EAAC,cAAc,EAC9B,aAAa,EAAC,IAAI,EAClB,cAAc,GAAC,aAAa,GAAC,IAAW;IAQ5C,YAAY,CAAC,WAAW,EAAE,IAAI,EAAE,oBAAoB,EAAE,IAAI,EAAE,oBAAoB,EAAE,IAAI,EAAE,IAAI,EAAC,MAAM,EAAE,UAAU,EAAC,MAAM,GAAG,IAAI;CA+BhI"}
@@ -1,33 +0,0 @@
1
- import { Node } from "../node.js";
2
- import { get_skybox_vao } from "../graphics/assets/vaos.js";
3
- export class Skybox extends Node {
4
- constructor(engine, name, cubemap_texture, ambient_light, shader_program = null) {
5
- super(engine, name);
6
- this.vao = get_skybox_vao(this.engine.graphics_manager);
7
- this.shader_program = shader_program ? shader_program : this.engine.graphics_manager.default_skybox_shader_program;
8
- this.cubemap_texture = cubemap_texture;
9
- this.ambient_light = ambient_light;
10
- }
11
- render_class(view_matrix, projection_matrix_3d, projection_matrix_2d, time, delta_time) {
12
- if (this.engine.main_scene.rendering_depth_map)
13
- return;
14
- if (!this.shader_program)
15
- throw Error(`Shader program not set for skybox.`);
16
- const gm = this.engine.graphics_manager;
17
- this.shader_program.use();
18
- gm.gl.depthFunc(gm.gl.LEQUAL);
19
- this.on_render(this, this.engine, time, delta_time);
20
- // bind the texture
21
- gm.set_uniform("skybox_texture", this.cubemap_texture);
22
- // add the VP matrix
23
- gm.set_uniform("u_view", view_matrix);
24
- gm.set_uniform("u_projection", projection_matrix_3d);
25
- // render vao
26
- gm.gl.bindVertexArray(this.vao.vao);
27
- gm.gl.drawElements(gm.gl.TRIANGLES, this.vao.index_count, gm.gl.UNSIGNED_SHORT, 0);
28
- gm.gl.bindVertexArray(null);
29
- gm.gl.depthFunc(gm.gl.LESS);
30
- gm.clear_shader();
31
- }
32
- }
33
- //# sourceMappingURL=skybox.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"skybox.js","sourceRoot":"","sources":["../../src/node/skybox.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAGlC,OAAO,EAAE,cAAc,EAAW,MAAM,4BAA4B,CAAC;AAErE,MAAM,OAAO,MAAO,SAAQ,IAAI;IAM5B,YAAY,MAAa,EACrB,IAAW,EACX,eAA8B,EAC9B,aAAkB,EAClB,iBAAoC,IAAI;QAExC,KAAK,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;QACpB,IAAI,CAAC,GAAG,GAAG,cAAc,CAAC,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,CAAC;QACxD,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC,CAAC,CAAC,cAAc,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,6BAA6B,CAAC;QACnH,IAAI,CAAC,eAAe,GAAG,eAAe,CAAC;QACvC,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC;IACvC,CAAC;IACD,YAAY,CAAC,WAAiB,EAAE,oBAA0B,EAAE,oBAA0B,EAAE,IAAW,EAAE,UAAiB;QAClH,IAAI,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,mBAAmB;YAC1C,OAAO;QACX,IAAI,CAAC,IAAI,CAAC,cAAc;YACpB,MAAM,KAAK,CAAC,oCAAoC,CAAC,CAAC;QAEtD,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC;QAExC,IAAI,CAAC,cAAc,CAAC,GAAG,EAAE,CAAC;QAE1B,EAAE,CAAC,EAAE,CAAC,SAAS,CAAC,EAAE,CAAC,EAAE,CAAC,MAAM,CAAC,CAAC;QAE9B,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,EAAE,UAAU,CAAC,CAAC;QAEpD,mBAAmB;QACnB,EAAE,CAAC,WAAW,CAAC,gBAAgB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;QAEvD,oBAAoB;QACpB,EAAE,CAAC,WAAW,CAAC,QAAQ,EAAE,WAAW,CAAC,CAAC;QAEtC,EAAE,CAAC,WAAW,CAAC,cAAc,EAAE,oBAAoB,CAAC,CAAC;QAErD,aAAa;QACb,EAAE,CAAC,EAAE,CAAC,eAAe,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;QACpC,EAAE,CAAC,EAAE,CAAC,YAAY,CAAC,EAAE,CAAC,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,GAAG,CAAC,WAAW,EAAE,EAAE,CAAC,EAAE,CAAC,cAAc,EAAE,CAAC,CAAC,CAAC;QACnF,EAAE,CAAC,EAAE,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QAE5B,EAAE,CAAC,EAAE,CAAC,SAAS,CAAC,EAAE,CAAC,EAAE,CAAC,IAAI,CAAC,CAAC;QAE5B,EAAE,CAAC,YAAY,EAAE,CAAC;IACtB,CAAC;CACJ"}
@@ -1,14 +0,0 @@
1
- import { Mat4 } from "@vicimpa/glm";
2
- import Engine from "../engine.ts";
3
- import { Node2D } from "../node.ts";
4
- import { ShaderProgram } from "../graphics/shader_program.ts";
5
- import { VAOInfo } from "../graphics/assets/vaos.ts";
6
- import { Texture } from "../graphics/assets/texture.ts";
7
- export declare class Sprite2D extends Node2D {
8
- shader_program: ShaderProgram;
9
- vao: VAOInfo;
10
- sprite_texture: Texture;
11
- constructor(engine: Engine, name: string, sprite_texture: Texture, shader_program?: ShaderProgram | null);
12
- render_class(view_matrix: Mat4, projection_matrix_3d: Mat4, projection_matrix_2d: Mat4, time: number, delta_time: number): void;
13
- }
14
- //# sourceMappingURL=sprite2d.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"sprite2d.d.ts","sourceRoot":"","sources":["../../src/node/sprite2d.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,MAAM,cAAc,CAAC;AACpC,OAAO,MAAM,MAAM,cAAc,CAAC;AAClC,OAAO,EAAE,MAAM,EAAE,MAAM,YAAY,CAAC;AACpC,OAAO,EAAE,aAAa,EAAE,MAAM,+BAA+B,CAAC;AAC9D,OAAO,EAAkB,OAAO,EAAE,MAAM,4BAA4B,CAAC;AACrE,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAExD,qBAAa,QAAS,SAAQ,MAAM;IAChC,cAAc,EAAC,aAAa,CAAC;IAC7B,GAAG,EAAC,OAAO,CAAC;IACZ,cAAc,EAAC,OAAO,CAAC;gBAGnB,MAAM,EAAC,MAAM,EACb,IAAI,EAAC,MAAM,EACX,cAAc,EAAC,OAAO,EACtB,cAAc,GAAC,aAAa,GAAC,IAAW;IAQ5C,YAAY,CAAC,WAAW,EAAE,IAAI,EAAE,oBAAoB,EAAE,IAAI,EAAE,oBAAoB,EAAE,IAAI,EAAE,IAAI,EAAC,MAAM,EAAE,UAAU,EAAC,MAAM,GAAG,IAAI;CAgChI"}
@@ -1,33 +0,0 @@
1
- import { Node2D } from "../node.js";
2
- import { get_sprite_vao } from "../graphics/assets/vaos.js";
3
- export class Sprite2D extends Node2D {
4
- constructor(engine, name, sprite_texture, shader_program = null) {
5
- super(engine, name);
6
- this.vao = get_sprite_vao(this.engine.graphics_manager);
7
- this.shader_program = shader_program ? shader_program : this.engine.graphics_manager.default_2d_shader_program;
8
- this.sprite_texture = sprite_texture;
9
- }
10
- render_class(view_matrix, projection_matrix_3d, projection_matrix_2d, time, delta_time) {
11
- if (this.engine.main_scene.rendering_depth_map)
12
- return;
13
- if (!this.shader_program)
14
- throw Error(`Shader program not set for skybox.`);
15
- const gm = this.engine.graphics_manager;
16
- gm.gl.enable(gm.gl.BLEND);
17
- gm.gl.blendFunc(gm.gl.SRC_ALPHA, gm.gl.ONE_MINUS_SRC_ALPHA);
18
- this.shader_program.use();
19
- this.on_render(this, this.engine, time, delta_time);
20
- // bind the texture
21
- gm.set_uniform("sprite_texture", this.sprite_texture);
22
- // add the MVP matrix
23
- gm.set_uniform("u_model", this.get_world_matrix());
24
- gm.set_uniform("u_projection", projection_matrix_2d);
25
- // render vao
26
- gm.gl.bindVertexArray(this.vao.vao);
27
- gm.gl.drawElements(gm.gl.TRIANGLES, this.vao.index_count, gm.gl.UNSIGNED_SHORT, 0);
28
- gm.gl.bindVertexArray(null);
29
- gm.clear_shader();
30
- gm.gl.disable(gm.gl.BLEND);
31
- }
32
- }
33
- //# sourceMappingURL=sprite2d.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"sprite2d.js","sourceRoot":"","sources":["../../src/node/sprite2d.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,MAAM,EAAE,MAAM,YAAY,CAAC;AAEpC,OAAO,EAAE,cAAc,EAAW,MAAM,4BAA4B,CAAC;AAGrE,MAAM,OAAO,QAAS,SAAQ,MAAM;IAKhC,YACI,MAAa,EACb,IAAW,EACX,cAAsB,EACtB,iBAAoC,IAAI;QAExC,KAAK,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;QACpB,IAAI,CAAC,GAAG,GAAG,cAAc,CAAC,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,CAAC;QACxD,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC,CAAC,CAAC,cAAc,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,yBAAyB,CAAC;QAC/G,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC;IACzC,CAAC;IAED,YAAY,CAAC,WAAiB,EAAE,oBAA0B,EAAE,oBAA0B,EAAE,IAAW,EAAE,UAAiB;QAClH,IAAI,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,mBAAmB;YAC1C,OAAO;QACX,IAAI,CAAC,IAAI,CAAC,cAAc;YACpB,MAAM,KAAK,CAAC,oCAAoC,CAAC,CAAC;QAEtD,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC;QAExC,EAAE,CAAC,EAAE,CAAC,MAAM,CAAC,EAAE,CAAC,EAAE,CAAC,KAAK,CAAC,CAAC;QAC1B,EAAE,CAAC,EAAE,CAAC,SAAS,CAAC,EAAE,CAAC,EAAE,CAAC,SAAS,EAAE,EAAE,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC;QAE5D,IAAI,CAAC,cAAc,CAAC,GAAG,EAAE,CAAC;QAE1B,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,EAAE,UAAU,CAAC,CAAC;QAEpD,mBAAmB;QACnB,EAAE,CAAC,WAAW,CAAC,gBAAgB,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QAEtD,qBAAqB;QACrB,EAAE,CAAC,WAAW,CAAC,SAAS,EAAE,IAAI,CAAC,gBAAgB,EAAE,CAAC,CAAC;QAGnD,EAAE,CAAC,WAAW,CAAC,cAAc,EAAE,oBAAoB,CAAC,CAAC;QAErD,aAAa;QACb,EAAE,CAAC,EAAE,CAAC,eAAe,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;QACpC,EAAE,CAAC,EAAE,CAAC,YAAY,CAAC,EAAE,CAAC,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,GAAG,CAAC,WAAW,EAAE,EAAE,CAAC,EAAE,CAAC,cAAc,EAAE,CAAC,CAAC,CAAC;QACnF,EAAE,CAAC,EAAE,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QAE5B,EAAE,CAAC,YAAY,EAAE,CAAA;QACjB,EAAE,CAAC,EAAE,CAAC,OAAO,CAAC,EAAE,CAAC,EAAE,CAAC,KAAK,CAAC,CAAC;IAC/B,CAAC;CACJ"}