Computing normal matrix
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@ -506,6 +506,40 @@ export class Matrix4x4 {
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this.tw = tw;
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return this;
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}
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inverseTransposeAffine(): Matrix4x4 {
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const ix = this.ix;
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const iy = this.iy;
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const iz = this.iz;
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const jx = this.jx;
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const jy = this.jy;
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const jz = this.jz;
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const kx = this.kx;
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const ky = this.ky;
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const kz = this.kz;
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const tx = this.tx;
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const ty = this.ty;
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const tz = this.tz;
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const det = ix * jy * kz + iy * jz * kx + iz * jx * ky
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- ix * jz * ky - iy * jx * kz - iz * jy * kx;
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const invDet = 1 / det;
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this.ix = invDet * (jy * kz - jz * ky);
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this.iy = invDet * (jz * kx - jx * kz);
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this.iz = invDet * (jx * ky - jy * kx);
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this.jx = invDet * (iz * ky - iy * kz);
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this.jy = invDet * (ix * kz - iz * kx);
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this.jz = invDet * (iy * kx - ix * ky);
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this.kx = invDet * (iy * jz - iz * jy);
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this.ky = invDet * (iz * jx - ix * jz);
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this.kz = invDet * (ix * jy - iy * jx);
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this.tx = -(this.ix * tx + this.iy * ty + this.iz * tz);
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this.ty = -(this.jx * tx + this.jy * ty + this.jz * tz);
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this.tz = -(this.kx * tx + this.ky * ty + this.kz * tz);
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return this;
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}
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}
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Object.defineProperty(Matrix4x4.prototype, "type", { value: "Matrix4x4" });
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@ -9,10 +9,17 @@ export * from "./shader";
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import { _BinaryWriter as BinaryWriter } from "./_BinaryWriter";
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import { _Mapping as Mapping } from "./_Mapping";
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import { Camera, Material, Node, Scene, preOrder } from "./data";
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import { Camera, Material, Matrix4x4, Node, Scene, preOrder } from "./data";
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import { IndexBuffer, IndexBufferProps, Texture2D, Texture2DProps, VertexBuffer, VertexBufferProps } from "./resources";
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import { ShaderFlagKey, ShaderFlags, createPipeline, shaderFlagsKey } from "./shader";
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const _normalMatrix = new Matrix4x4(
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NaN, NaN, NaN, NaN,
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NaN, NaN, NaN, NaN,
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NaN, NaN, NaN, NaN,
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NaN, NaN, NaN, NaN,
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);
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export class Renderer {
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_adapter: GPUAdapter;
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@ -391,10 +398,18 @@ export class Renderer {
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const offset = this._uniformWriter._length;
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object._updateWorldMatrix();
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this._uniformWriter.writeMatrix4x4(object._worldMatrix);
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this._uniformWriter.writeMatrix4x4(_normalMatrix.setObject(object._worldMatrix).inverseTransposeAffine());
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return offset;
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});
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// directional lights gather
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// TODO
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// point lights gather
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// TODO
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void materialBindGroups;
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void objectOffsets;
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