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@animech-public/playcanvas

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import { Vec4 } from '../../core/math/vec4.js'; import { Mat4 } from '../../core/math/mat4.js'; import { CULLFACE_NONE } from '../../platform/graphics/constants.js'; import { LIGHTTYPE_DIRECTIONAL, LIGHTTYPE_OMNI } from '../constants.js'; import { createShaderFromCode } from '../shader-lib/utils.js'; import { LightCamera } from './light-camera.js'; import { BlendState } from '../../platform/graphics/blend-state.js'; import { QuadRender } from '../graphics/quad-render.js'; import { DepthState } from '../../platform/graphics/depth-state.js'; import { RenderPass } from '../../platform/graphics/render-pass.js'; const textureBlitVertexShader = ` attribute vec2 vertex_position; varying vec2 uv0; void main(void) { gl_Position = vec4(vertex_position, 0.5, 1.0); uv0 = vertex_position.xy * 0.5 + 0.5; #ifndef WEBGPU uv0.y = 1.0 - uv0.y; #endif }`; const textureBlitFragmentShader = ` varying vec2 uv0; uniform sampler2D blitTexture; void main(void) { gl_FragColor = texture2D(blitTexture, uv0); }`; const textureCubeBlitFragmentShader = ` varying vec2 uv0; uniform samplerCube blitTexture; uniform mat4 invViewProj; void main(void) { vec4 projPos = vec4(uv0 * 2.0 - 1.0, 0.5, 1.0); vec4 worldPos = invViewProj * projPos; gl_FragColor = textureCube(blitTexture, worldPos.xyz); }`; const _viewport = new Vec4(); const _invViewProjMatrices = []; class RenderPassCookieRenderer extends RenderPass { constructor(device, cubeSlotsOffsets) { super(device); this._quadRenderer2D = null; this._quadRendererCube = null; this._filteredLights = []; this._cubeSlotsOffsets = cubeSlotsOffsets; this.requiresCubemaps = false; this.blitTextureId = device.scope.resolve('blitTexture'); this.invViewProjId = device.scope.resolve('invViewProj'); } destroy() { var _this$_quadRenderer2D, _this$_quadRendererCu; (_this$_quadRenderer2D = this._quadRenderer2D) == null || _this$_quadRenderer2D.destroy(); this._quadRenderer2D = null; (_this$_quadRendererCu = this._quadRendererCube) == null || _this$_quadRendererCu.destroy(); this._quadRendererCube = null; } static create(renderTarget, cubeSlotsOffsets) { const renderPass = new RenderPassCookieRenderer(renderTarget.device, cubeSlotsOffsets); renderPass.init(renderTarget); renderPass.colorOps.clear = false; renderPass.depthStencilOps.clearDepth = false; return renderPass; } update(lights) { const filteredLights = this._filteredLights; this.filter(lights, filteredLights); this.executeEnabled = filteredLights.length > 0; } filter(lights, filteredLights) { for (let i = 0; i < lights.length; i++) { const light = lights[i]; if (light._type === LIGHTTYPE_DIRECTIONAL) { continue; } if (!light.atlasViewportAllocated) { continue; } if (!light.atlasSlotUpdated) { continue; } if (light.enabled && light.cookie && light.visibleThisFrame) { filteredLights.push(light); } } } initInvViewProjMatrices() { if (!_invViewProjMatrices.length) { for (let face = 0; face < 6; face++) { const camera = LightCamera.create(null, LIGHTTYPE_OMNI, face); const projMat = camera.projectionMatrix; const viewMat = camera.node.getLocalTransform().clone().invert(); _invViewProjMatrices[face] = new Mat4().mul2(projMat, viewMat).invert(); } } } get quadRenderer2D() { if (!this._quadRenderer2D) { const shader = createShaderFromCode(this.device, textureBlitVertexShader, textureBlitFragmentShader, 'cookieRenderer2d'); this._quadRenderer2D = new QuadRender(shader); } return this._quadRenderer2D; } get quadRendererCube() { if (!this._quadRendererCube) { const shader = createShaderFromCode(this.device, textureBlitVertexShader, textureCubeBlitFragmentShader, 'cookieRendererCube'); this._quadRendererCube = new QuadRender(shader); } return this._quadRendererCube; } execute() { const device = this.device; device.setBlendState(BlendState.NOBLEND); device.setCullMode(CULLFACE_NONE); device.setDepthState(DepthState.NODEPTH); device.setStencilState(); const renderTargetWidth = this.renderTarget.colorBuffer.width; const cubeSlotsOffsets = this._cubeSlotsOffsets; const filteredLights = this._filteredLights; for (let i = 0; i < filteredLights.length; i++) { const light = filteredLights[i]; const faceCount = light.numShadowFaces; const quad = faceCount > 1 ? this.quadRendererCube : this.quadRenderer2D; if (faceCount > 1) { this.initInvViewProjMatrices(); } this.blitTextureId.setValue(light.cookie); for (let face = 0; face < faceCount; face++) { _viewport.copy(light.atlasViewport); if (faceCount > 1) { const smallSize = _viewport.z / 3; const offset = cubeSlotsOffsets[face]; _viewport.x += smallSize * offset.x; _viewport.y += smallSize * offset.y; _viewport.z = smallSize; _viewport.w = smallSize; this.invViewProjId.setValue(_invViewProjMatrices[face].data); } _viewport.mulScalar(renderTargetWidth); quad.render(_viewport); } } filteredLights.length = 0; } } export { RenderPassCookieRenderer };