@galacean/effects-plugin-model 2.0.0-alpha.7 → 2.0.0-alpha.8

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/index.js CHANGED
@@ -3,7 +3,7 @@
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  * Description: Galacean Effects player model plugin
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  * Author: Ant Group CO., Ltd.
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  * Contributors: 飂兮
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- * Version: v2.0.0-alpha.7
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+ * Version: v2.0.0-alpha.8
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  */
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  'use strict';
@@ -268,6 +268,8 @@ exports.PShadowType = void 0;
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  PShadowType[PShadowType["variance"] = 2] = "variance";
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  PShadowType[PShadowType["expVariance"] = 3] = "expVariance";
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  })(exports.PShadowType || (exports.PShadowType = {}));
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+ var PBRShaderGUID = "pbr00000000000000000000000000000";
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+ var UnlitShaderGUID = "unlit000000000000000000000000000";
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  /**
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  * 插件变换类
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  */ var PTransform = /*#__PURE__*/ function() {
@@ -2085,11 +2087,11 @@ var deg2rad = Math.PI / 180;
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  var color = data.color;
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  _this.color = new Vector3(color.r, color.g, color.b);
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  _this.intensity = data.intensity;
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- if (data.lightType === "point") {
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+ if (data.lightType === effects.spec.LightType.point) {
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  _this.lightType = exports.PLightType.point;
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  var _data_range;
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  _this.range = (_data_range = data.range) != null ? _data_range : -1;
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- } else if (data.lightType === "spot") {
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+ } else if (data.lightType === effects.spec.LightType.spot) {
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  _this.lightType = exports.PLightType.spot;
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  var _data_range1;
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  _this.range = (_data_range1 = data.range) != null ? _data_range1 : -1;
@@ -2097,7 +2099,7 @@ var deg2rad = Math.PI / 180;
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  _this.outerConeAngle = (_data_outerConeAngle = data.outerConeAngle) != null ? _data_outerConeAngle : Math.PI;
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  var _data_innerConeAngle;
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  _this.innerConeAngle = (_data_innerConeAngle = data.innerConeAngle) != null ? _data_innerConeAngle : 0;
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- } else if (data.lightType === "directional") {
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+ } else if (data.lightType === effects.spec.LightType.directional) {
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  _this.lightType = exports.PLightType.directional;
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  } else {
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  _this.lightType = exports.PLightType.ambient;
@@ -2801,8 +2803,8 @@ function _assert_this_initialized(self) {
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  * @param skybox - 天空盒
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  */ _proto.build = function build(lightCount, uniformSemantics, skybox) {
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  var globalState = PGlobalState.getInstance();
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- var featureList = this.getFeatureList(lightCount, true, skybox);
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- this.material.build(featureList);
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+ var primitiveMacroList = this.getMacroList(lightCount, true, skybox);
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+ var materialMacroList = this.material.getMacroList(primitiveMacroList);
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  var newSemantics = uniformSemantics != null ? uniformSemantics : {};
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  newSemantics["_ViewProjectionMatrix"] = "VIEWPROJECTION";
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  //newSemantics["uView"] = 'VIEWINVERSE';
@@ -2814,19 +2816,10 @@ function _assert_this_initialized(self) {
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  material = this.material.material;
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  // @ts-expect-error
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  material.uniformSemantics = newSemantics;
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- var shader = new effects.Shader(this.engine);
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- shader.fromData({
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- // FIXME: check shader id
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- //id: 'pbr00000000000000000000000000000',
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- id: effects.generateGUID(),
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- dataType: "Shader",
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- vertex: this.material.vertexShaderCode,
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- fragment: this.material.fragmentShaderCode,
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- // @ts-expect-error
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- glslVersion: isWebGL2 ? effects.GLSLVersion.GLSL3 : effects.GLSLVersion.GLSL1
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+ materialMacroList.forEach(function(macro) {
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+ var name = macro.name, value = macro.value;
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+ material.enableMacro(name, value);
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  });
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- // @ts-expect-error
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- material.shader = shader;
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  this.material.setMaterialStates(material);
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  } else {
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  material = effects.Material.create(this.engine, {
@@ -2892,11 +2885,14 @@ function _assert_this_initialized(self) {
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  }
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  }
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  if (this.material.materialType !== exports.PMaterialType.unlit) {
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+ // let hasLight = false;
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  if (lightCount > 0 && this.geometry.hasNormals()) {
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+ // hasLight = true;
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  featureList.push("USE_PUNCTUAL 1");
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  featureList.push("LIGHT_COUNT " + lightCount);
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  }
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  if (skybox !== undefined && skybox.available) {
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+ // hasLight = true;
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  featureList.push("USE_IBL 1");
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  featureList.push("USE_TEX_LOD 1");
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  if (skybox.hasDiffuseImage) ; else {
@@ -2916,6 +2912,116 @@ function _assert_this_initialized(self) {
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  }
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  return featureList;
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  };
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+ _proto.getMacroList = function getMacroList(lightCount, pbrPass, skybox) {
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+ var macroList = [];
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+ if (this.geometry.hasNormals()) {
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+ macroList.push({
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+ name: "HAS_NORMALS"
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+ });
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+ }
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+ if (this.geometry.hasTangents()) {
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+ macroList.push({
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+ name: "HAS_TANGENTS"
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+ });
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+ }
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+ if (this.geometry.hasUVCoords(1)) {
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+ macroList.push({
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+ name: "HAS_UV_SET1"
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+ });
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+ }
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+ if (this.geometry.hasUVCoords(2)) {
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+ macroList.push({
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+ name: "HAS_UV_SET2"
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+ });
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+ }
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+ if (this.morph !== undefined && this.morph.hasMorph()) {
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+ // 存在 Morph 动画,需要配置 Morph 动画相关的 Shader 宏定义
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+ // USE_MORPHING 是总开关,WEIGHT_COUNT 是 weights 数组长度(Shader)
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+ macroList.push({
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+ name: "USE_MORPHING"
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+ });
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+ macroList.push({
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+ name: "WEIGHT_COUNT",
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+ value: this.morph.morphWeightsLength
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+ });
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+ for(var i = 0; i < this.morph.morphWeightsLength; i++){
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+ if (this.morph.hasPositionMorph) {
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+ macroList.push({
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+ name: "HAS_TARGET_POSITION" + i
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+ });
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+ }
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+ if (this.morph.hasNormalMorph) {
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+ macroList.push({
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+ name: "HAS_TARGET_NORMAL" + i
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+ });
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+ }
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+ if (this.morph.hasTangentMorph) {
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+ macroList.push({
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+ name: "HAS_TARGET_TANGENT" + i
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+ });
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+ }
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+ }
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+ }
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+ if (this.skin !== undefined) {
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+ macroList.push({
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+ name: "USE_SKINNING"
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+ });
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+ macroList.push({
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+ name: "JOINT_COUNT",
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+ value: this.skin.getJointCount()
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+ });
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+ macroList.push({
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+ name: "HAS_JOINT_SET1"
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+ });
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+ macroList.push({
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+ name: "HAS_WEIGHT_SET1"
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+ });
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+ if (this.skin.textureDataMode) {
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+ macroList.push({
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+ name: "USE_SKINNING_TEXTURE"
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+ });
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+ }
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+ }
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+ if (this.material.materialType !== exports.PMaterialType.unlit) {
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+ if (lightCount > 0 && this.geometry.hasNormals()) {
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+ macroList.push({
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+ name: "USE_PUNCTUAL"
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+ });
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+ macroList.push({
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+ name: "LIGHT_COUNT",
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+ value: lightCount
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+ });
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+ }
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+ if (skybox !== undefined && skybox.available) {
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+ macroList.push({
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+ name: "USE_IBL"
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+ });
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+ macroList.push({
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+ name: "USE_TEX_LOD"
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+ });
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+ if (skybox.hasDiffuseImage) ; else {
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+ macroList.push({
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+ name: "IRRADIANCE_COEFFICIENTS"
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+ });
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+ }
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+ }
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+ // if(!hasLight){
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+ // featureList.push('MATERIAL_UNLIT 1');
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+ // }
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+ }
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+ // 渲染中间结果输出,用于渲染效果调试,支持 pbr 和 unlit
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+ var renderMode = PGlobalState.getInstance().renderMode3D;
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+ var outputDefine = this.getRenderMode3DDefine(renderMode);
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+ if (outputDefine !== undefined) {
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+ macroList.push({
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+ name: "DEBUG_OUTPUT"
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+ });
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+ macroList.push({
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+ name: outputDefine
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+ });
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+ }
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+ return macroList;
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+ };
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  /**
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  * 销毁,需要释放创建的 GE 对象
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  */ _proto.dispose = function dispose() {
@@ -3780,7 +3886,7 @@ var EffectsMeshProxy = /*#__PURE__*/ function() {
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  return PSceneManager;
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  }();
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- var primitiveVert = "precision highp float;\n#define FEATURES\n#include <webglCompatibility.glsl>\n#include <animation.vert.glsl>\nvsIn vec4 aPos;vsOut vec3 v_Position;\n#ifdef HAS_NORMALS\nvsIn vec4 aNormal;\n#endif\n#ifdef HAS_TANGENTS\nvsIn vec4 a_Tangent;\n#endif\n#ifdef HAS_NORMALS\n#ifdef HAS_TANGENTS\nvsOut mat3 v_TBN;\n#else\nvsOut vec3 v_Normal;\n#endif\n#endif\n#ifdef HAS_UV_SET1\nvsIn vec2 aUV;\n#endif\n#ifdef HAS_UV_SET2\nvsIn vec2 a_UV2;\n#endif\nvsOut vec2 v_UVCoord1;\n#ifdef HAS_UV_SET2\nvsOut vec2 v_UVCoord2;\n#endif\n#ifdef HAS_VERTEX_COLOR_VEC3\nvsIn vec3 a_Color;vsOut vec3 v_Color;\n#endif\n#ifdef HAS_VERTEX_COLOR_VEC4\nvsIn vec4 a_Color;vsOut vec4 v_Color;\n#endif\nuniform mat4 _ViewProjectionMatrix;uniform mat4 _ModelMatrix;uniform mat4 _NormalMatrix;\n#ifdef EDITOR_TRANSFORM\nuniform vec4 uEditorTransform;\n#endif\n#ifdef USE_SHADOW_MAPPING\nuniform mat4 _LightViewProjectionMatrix;uniform float _DeltaSceneSize;vsOut vec4 v_PositionLightSpace;vsOut vec4 v_dPositionLightSpace;\n#endif\nvec4 getPosition(){vec4 pos=vec4(aPos.xyz,1.0);\n#ifdef USE_MORPHING\npos+=getTargetPosition();\n#endif\n#ifdef USE_SKINNING\npos=getSkinningMatrix()*pos;\n#endif\nreturn pos;}\n#ifdef HAS_NORMALS\nvec4 getNormal(){vec4 normal=aNormal;\n#ifdef USE_MORPHING\nnormal+=getTargetNormal();\n#endif\n#ifdef USE_SKINNING\nnormal=getSkinningNormalMatrix()*normal;\n#endif\nreturn normalize(normal);}\n#endif\n#ifdef HAS_TANGENTS\nvec4 getTangent(){vec4 tangent=a_Tangent;\n#ifdef USE_MORPHING\ntangent+=getTargetTangent();\n#endif\n#ifdef USE_SKINNING\ntangent=getSkinningMatrix()*tangent;\n#endif\nreturn normalize(tangent);}\n#endif\nvoid main(){vec4 pos=_ModelMatrix*getPosition();v_Position=vec3(pos.xyz)/pos.w;\n#ifdef HAS_NORMALS\n#ifdef HAS_TANGENTS\nvec4 tangent=getTangent();vec3 normalW=normalize(vec3(_NormalMatrix*vec4(getNormal().xyz,0.0)));vec3 tangentW=normalize(vec3(_ModelMatrix*vec4(tangent.xyz,0.0)));vec3 bitangentW=cross(normalW,tangentW)*tangent.w;v_TBN=mat3(tangentW,bitangentW,normalW);\n#else\nv_Normal=normalize(vec3(_NormalMatrix*vec4(getNormal().xyz,0.0)));\n#endif\n#endif\nv_UVCoord1=vec2(0.0,0.0);\n#ifdef HAS_UV_SET1\nv_UVCoord1=aUV;\n#endif\n#ifdef HAS_UV_SET2\nv_UVCoord2=a_UV2;\n#endif\n#if defined(HAS_VERTEX_COLOR_VEC3) || defined(HAS_VERTEX_COLOR_VEC4)\nv_Color=a_Color;\n#endif\n#ifdef USE_SHADOW_MAPPING\nv_PositionLightSpace=_LightViewProjectionMatrix*pos;vec3 dpos=vec3(_DeltaSceneSize);v_dPositionLightSpace=_LightViewProjectionMatrix*(pos+vec4(dpos,0));\n#endif\ngl_Position=_ViewProjectionMatrix*pos;\n#ifdef EDITOR_TRANSFORM\ngl_Position=vec4(gl_Position.xy*uEditorTransform.xy+uEditorTransform.zw*gl_Position.w,gl_Position.zw);\n#endif\n}";
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+ var primitiveVert = "precision highp float;\n#define FEATURES\n#include <webglCompatibility.glsl>\n#include <animation.vert.glsl>\nvsIn vec4 aPos;vsOut vec3 v_Position;\n#ifdef HAS_NORMALS\nvsIn vec4 aNormal;\n#endif\n#ifdef HAS_TANGENTS\nvsIn vec4 a_Tangent;\n#endif\n#ifdef HAS_NORMALS\n#ifdef HAS_TANGENTS\nvsOut mat3 v_TBN;\n#else\nvsOut vec3 v_Normal;\n#endif\n#endif\n#ifdef HAS_UV_SET1\nvsIn vec2 aUV;\n#endif\n#ifdef HAS_UV_SET2\nvsIn vec2 aUV2;\n#endif\nvsOut vec2 v_UVCoord1;\n#ifdef HAS_UV_SET2\nvsOut vec2 v_UVCoord2;\n#endif\n#ifdef HAS_VERTEX_COLOR_VEC3\nvsIn vec3 a_Color;vsOut vec3 v_Color;\n#endif\n#ifdef HAS_VERTEX_COLOR_VEC4\nvsIn vec4 a_Color;vsOut vec4 v_Color;\n#endif\nuniform mat4 _ViewProjectionMatrix;uniform mat4 _ModelMatrix;uniform mat4 _NormalMatrix;\n#ifdef EDITOR_TRANSFORM\nuniform vec4 uEditorTransform;\n#endif\n#ifdef USE_SHADOW_MAPPING\nuniform mat4 _LightViewProjectionMatrix;uniform float _DeltaSceneSize;vsOut vec4 v_PositionLightSpace;vsOut vec4 v_dPositionLightSpace;\n#endif\nvec4 getPosition(){vec4 pos=vec4(aPos.xyz,1.0);\n#ifdef USE_MORPHING\npos+=getTargetPosition();\n#endif\n#ifdef USE_SKINNING\npos=getSkinningMatrix()*pos;\n#endif\nreturn pos;}\n#ifdef HAS_NORMALS\nvec4 getNormal(){vec4 normal=aNormal;\n#ifdef USE_MORPHING\nnormal+=getTargetNormal();\n#endif\n#ifdef USE_SKINNING\nnormal=getSkinningNormalMatrix()*normal;\n#endif\nreturn normalize(normal);}\n#endif\n#ifdef HAS_TANGENTS\nvec4 getTangent(){vec4 tangent=a_Tangent;\n#ifdef USE_MORPHING\ntangent+=getTargetTangent();\n#endif\n#ifdef USE_SKINNING\ntangent=getSkinningMatrix()*tangent;\n#endif\nreturn normalize(tangent);}\n#endif\nvoid main(){vec4 pos=_ModelMatrix*getPosition();v_Position=vec3(pos.xyz)/pos.w;\n#ifdef HAS_NORMALS\n#ifdef HAS_TANGENTS\nvec4 tangent=getTangent();vec3 normalW=normalize(vec3(_NormalMatrix*vec4(getNormal().xyz,0.0)));vec3 tangentW=normalize(vec3(_ModelMatrix*vec4(tangent.xyz,0.0)));vec3 bitangentW=cross(normalW,tangentW)*tangent.w;v_TBN=mat3(tangentW,bitangentW,normalW);\n#else\nv_Normal=normalize(vec3(_NormalMatrix*vec4(getNormal().xyz,0.0)));\n#endif\n#endif\nv_UVCoord1=vec2(0.0,0.0);\n#ifdef HAS_UV_SET1\nv_UVCoord1=aUV;\n#endif\n#ifdef HAS_UV_SET2\nv_UVCoord2=aUV2;\n#endif\n#if defined(HAS_VERTEX_COLOR_VEC3) || defined(HAS_VERTEX_COLOR_VEC4)\nv_Color=a_Color;\n#endif\n#ifdef USE_SHADOW_MAPPING\nv_PositionLightSpace=_LightViewProjectionMatrix*pos;vec3 dpos=vec3(_DeltaSceneSize);v_dPositionLightSpace=_LightViewProjectionMatrix*(pos+vec4(dpos,0));\n#endif\ngl_Position=_ViewProjectionMatrix*pos;\n#ifdef EDITOR_TRANSFORM\ngl_Position=vec4(gl_Position.xy*uEditorTransform.xy+uEditorTransform.zw*gl_Position.w,gl_Position.zw);\n#endif\n}";
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  var metallicRoughnessFrag = "\n#define FEATURES\n#ifndef WEBGL2\n#extension GL_OES_standard_derivatives : enable\n#endif\n#if !defined(WEBGL2) && defined(USE_TEX_LOD)\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#ifdef USE_HDR\n#extension GL_OES_texture_float : enable\n#extension GL_OES_texture_float_linear : enable\n#endif\n#if !defined(WEBGL2) && defined(USE_WBOIT)\n#extension GL_EXT_draw_buffers: require\n#endif\n#ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n#else\nprecision mediump float;\n#endif\n#ifdef WEBGL2\n#ifdef USE_WBOIT\nlayout(location=0)out vec4 outFragColor0;layout(location=1)out vec4 outFragColor1;\n#else\nout vec4 outFragColor;\n#endif\n#else\n#ifdef USE_WBOIT\n#define outFragColor0 gl_FragData[0]\n#define outFragColor1 gl_FragData[1]\n#else\n#define outFragColor gl_FragColor\n#endif\n#endif\n#include <webglCompatibility.glsl>\n#include <extensions.frag.glsl>\n#include <tonemapping.frag.glsl>\n#include <textures.vert.glsl>\n#include <functions.frag.glsl>\n#include <shadowCommon.vert.glsl>\n#include <shadow.frag.glsl>\nstruct Light{vec3 direction;float range;vec3 color;float intensity;vec3 position;float innerConeCos;float outerConeCos;int type;vec2 padding;};const int LightType_Directional=0;const int LightType_Point=1;const int LightType_Spot=2;const int LightType_Ambient=3;\n#ifdef USE_PUNCTUAL\nuniform Light _Lights[LIGHT_COUNT];\n#endif\n#if defined(MATERIAL_SPECULARGLOSSINESS) || defined(MATERIAL_METALLICROUGHNESS)\nuniform float _MetallicFactor;uniform float _RoughnessFactor;uniform vec4 _BaseColorFactor;\n#endif\n#ifdef MATERIAL_SPECULARGLOSSINESS\nuniform vec3 _SpecularFactor;uniform vec4 _DiffuseFactor;uniform float _GlossinessFactor;\n#endif\n#ifdef ALPHAMODE_MASK\nuniform float _AlphaCutoff;\n#endif\n#ifdef ADD_FOG\nuniform vec4 _FogColor;\n#ifdef LINEAR_FOG\nuniform float _FogNear;uniform float _FogFar;\n#endif\n#ifdef EXP_FOG\nuniform float _FogDensity;\n#endif\n#endif\n#ifdef PREVIEW_BORDER\nuniform vec4 uPreviewColor;\n#endif\nuniform vec3 _Camera;uniform int _MipCount;struct MaterialInfo{float perceptualRoughness;vec3 reflectance0;float alphaRoughness;vec3 diffuseColor;vec3 reflectance90;vec3 specularColor;};\n#ifdef ADD_FOG\nvec3 getMixFogColor(vec3 baseColor){vec3 distance=_Camera-v_Position;float fogAmount=0.0;\n#ifdef LINEAR_FOG\nfogAmount=smoothstep(_FogNear,_FogFar,distance[2]);\n#endif\n#ifdef EXP_FOG\n#define LOG2 1.442695\nfogAmount=1.-exp2(-_FogDensity*_FogDensity*distance[2]*distance[2]*LOG2);fogAmount=clamp(fogAmount,0.,1.);\n#endif\nvec3 mixColor=baseColor.rgb+(vec3(_FogColor)-baseColor.rgb)*fogAmount;return mixColor;}\n#endif\n#ifdef IRRADIANCE_COEFFICIENTS\nvec3 getIrradiance(vec3 norm,SHCoefficients c){float x=norm.x;float y=norm.y;float z=norm.z;float c1=0.429043;float c2=0.511664;float c3=0.743125;float c4=0.886227;float c5=0.247708;vec3 irradiance=c1*c.l22*(x*x-y*y)+c3*c.l20*(z*z)+c4*c.l00-c5*c.l20+2.0*c1*(c.l2m2*x*y+c.l21*x*z+c.l2m1*y*z)+2.0*c2*(c.l11*x+c.l1m1*y+c.l10*z);return irradiance;}\n#endif\n#ifdef USE_IBL\nvec3 getIBLContribution(MaterialInfo materialInfo,vec3 n,vec3 v){float NdotV=clamp(dot(n,v),0.0,1.0);float lod=clamp(materialInfo.perceptualRoughness*float(_MipCount),0.0,float(_MipCount));vec3 reflection=normalize(reflect(-v,n));vec2 brdfSamplePoint=clamp(vec2(NdotV,materialInfo.perceptualRoughness),vec2(0.0,0.0),vec2(1.0,1.0));vec2 brdf=texture2D(_brdfLUT,brdfSamplePoint).rg;vec4 diffuseColor=vec4(1.0,0.0,0.0,1.0);\n#ifdef IRRADIANCE_COEFFICIENTS\nvec3 irradiance=getIrradiance(n,_shCoefficients);diffuseColor=vec4(irradiance,1.0);\n#else\ndiffuseColor=textureCube(_DiffuseEnvSampler,n);\n#endif\n#ifdef USE_TEX_LOD\nvec4 specularSample=_textureCubeLodEXT(_SpecularEnvSampler,reflection,lod);\n#else\nvec4 specularSample=textureCube(_SpecularEnvSampler,reflection,lod);\n#endif\n#ifdef USE_HDR\nvec3 diffuseLight=diffuseColor.rgb;vec3 specularLight=specularSample.rgb;\n#else\nvec3 diffuseLight=SRGBtoLINEAR(diffuseColor).rgb;vec3 specularLight=SRGBtoLINEAR(specularSample).rgb;\n#endif\nvec3 diffuse=diffuseLight*materialInfo.diffuseColor;vec3 specular=specularLight*(materialInfo.specularColor*brdf.x+brdf.y);return diffuse*_IblIntensity[0]+specular*_IblIntensity[1];}\n#endif\nvec3 diffuse(MaterialInfo materialInfo){return materialInfo.diffuseColor/M_PI;}vec3 specularReflection(MaterialInfo materialInfo,AngularInfo angularInfo){return materialInfo.reflectance0+(materialInfo.reflectance90-materialInfo.reflectance0)*pow(clamp(1.0-angularInfo.VdotH,0.0,1.0),5.0);}float visibilityOcclusion(MaterialInfo materialInfo,AngularInfo angularInfo){float NdotL=angularInfo.NdotL;float NdotV=angularInfo.NdotV;float alphaRoughnessSq=materialInfo.alphaRoughness*materialInfo.alphaRoughness;float GGXV=NdotL*sqrt(NdotV*NdotV*(1.0-alphaRoughnessSq)+alphaRoughnessSq);float GGXL=NdotV*sqrt(NdotL*NdotL*(1.0-alphaRoughnessSq)+alphaRoughnessSq);float GGX=GGXV+GGXL;if(GGX>0.0){return 0.5/GGX;}return 0.0;}float microfacetDistribution(MaterialInfo materialInfo,AngularInfo angularInfo){float alphaRoughnessSq=materialInfo.alphaRoughness*materialInfo.alphaRoughness;float f=(angularInfo.NdotH*alphaRoughnessSq-angularInfo.NdotH)*angularInfo.NdotH+1.0;return alphaRoughnessSq/(M_PI*f*f);}vec3 getPointShade(vec3 pointToLight,MaterialInfo materialInfo,vec3 normal,vec3 view){AngularInfo angularInfo=getAngularInfo(pointToLight,normal,view);if(angularInfo.NdotL>0.0||angularInfo.NdotV>0.0){vec3 F=specularReflection(materialInfo,angularInfo);float Vis=visibilityOcclusion(materialInfo,angularInfo);float D=microfacetDistribution(materialInfo,angularInfo);vec3 diffuseContrib=(1.0-F)*diffuse(materialInfo);vec3 specContrib=F*Vis*D;return angularInfo.NdotL*(diffuseContrib+specContrib);}return vec3(0.0,0.0,0.0);}float getRangeAttenuation(float range,float distance){if(range<=0.0){return 1.0;}return 1.0/(pow(5.0*distance/range,2.0)+1.0);}float getSpotAttenuation(vec3 pointToLight,vec3 spotDirection,float outerConeCos,float innerConeCos){float actualCos=dot(normalize(spotDirection),normalize(-pointToLight));if(actualCos>outerConeCos){if(actualCos<innerConeCos){return smoothstep(outerConeCos,innerConeCos,actualCos);}return 1.0;}return 0.0;}vec3 applyDirectionalLight(Light light,MaterialInfo materialInfo,vec3 normal,vec3 view,float shadow){vec3 pointToLight=-light.direction;vec3 shade=getPointShade(pointToLight,materialInfo,normal,view)*shadow;return light.intensity*light.color*shade;}vec3 applyPointLight(Light light,MaterialInfo materialInfo,vec3 normal,vec3 view){vec3 pointToLight=light.position-v_Position;float distance=length(pointToLight);float attenuation=getRangeAttenuation(light.range,distance);vec3 shade=getPointShade(pointToLight,materialInfo,normal,view);return light.color*shade*attenuation*light.intensity;}vec3 applySpotLight(Light light,MaterialInfo materialInfo,vec3 normal,vec3 view,float shadow){vec3 pointToLight=light.position-v_Position;float distance=length(pointToLight);float rangeAttenuation=getRangeAttenuation(light.range,distance);float spotAttenuation=getSpotAttenuation(pointToLight,light.direction,light.outerConeCos,light.innerConeCos);vec3 shade=getPointShade(pointToLight,materialInfo,normal,view)*shadow;return rangeAttenuation*spotAttenuation*light.intensity*light.color*shade;}vec3 applyAmbientLight(Light light,MaterialInfo materialInfo){return light.intensity*light.color*diffuse(materialInfo);}float weight(float z,float a){return clamp(pow(min(1.0,a*10.0)+0.01,3.0)*1e8*pow(1.0-z*0.9,3.0),1e-2,3e3);}void writeFragmentColor(vec4 fragColor){\n#if !defined(ALPHAMODE_OPAQUE) && defined(USE_WBOIT)\nfloat w=weight(gl_FragCoord.z,fragColor.a);fragColor.rgb*=fragColor.a;outFragColor0=vec4(fragColor.rgb*w,fragColor.a);outFragColor1=vec4(fragColor.a*w);\n#else\noutFragColor=fragColor;\n#endif\n}void main(){float perceptualRoughness=0.0;float metallic=0.0;vec4 baseColor=vec4(0.0,0.0,0.0,1.0);vec3 diffuseColor=vec3(0.0);vec3 specularColor=vec3(0.0);vec3 f0=vec3(0.04);\n#ifdef PREVIEW_BORDER\nwriteFragmentColor(uPreviewColor);return;\n#endif\n#ifdef MATERIAL_SPECULARGLOSSINESS\n#ifdef HAS_SPECULAR_GLOSSINESS_MAP\nvec4 sgSample=SRGBtoLINEAR(texture2D(_SpecularGlossinessSampler,getSpecularGlossinessUV()));perceptualRoughness=(1.0-sgSample.a*_GlossinessFactor);f0=sgSample.rgb*_SpecularFactor;\n#else\nf0=_SpecularFactor;perceptualRoughness=1.0-_GlossinessFactor;\n#endif\n#ifdef HAS_DIFFUSE_MAP\nbaseColor=SRGBtoLINEAR(texture2D(_DiffuseSampler,getDiffuseUV()))*_DiffuseFactor;\n#else\nbaseColor=SRGBtoLINEAR(_DiffuseFactor);\n#endif\nbaseColor*=getVertexColor();specularColor=f0;float oneMinusSpecularStrength=1.0-max(max(f0.r,f0.g),f0.b);diffuseColor=baseColor.rgb*oneMinusSpecularStrength;\n#ifdef DEBUG_METALLIC\nmetallic=solveMetallic(baseColor.rgb,specularColor,oneMinusSpecularStrength);\n#endif\n#endif\n#ifdef MATERIAL_METALLICROUGHNESS\n#ifdef HAS_METALLIC_ROUGHNESS_MAP\nvec4 mrSample=texture2D(_MetallicRoughnessSampler,getMetallicRoughnessUV());perceptualRoughness=mrSample.g*_RoughnessFactor;metallic=mrSample.b*_MetallicFactor;\n#else\nmetallic=_MetallicFactor;perceptualRoughness=_RoughnessFactor;\n#endif\n#ifdef HAS_BASE_COLOR_MAP\nbaseColor=SRGBtoLINEAR(texture2D(_BaseColorSampler,getBaseColorUV()))*_BaseColorFactor;\n#else\nbaseColor=SRGBtoLINEAR(_BaseColorFactor);\n#endif\nbaseColor*=getVertexColor();diffuseColor=baseColor.rgb*(vec3(1.0)-f0)*(1.0-metallic);specularColor=mix(f0,baseColor.rgb,metallic);\n#endif\n#ifdef ALPHAMODE_MASK\nif(baseColor.a<_AlphaCutoff){discard;}baseColor.a=1.0;\n#endif\n#ifdef ALPHAMODE_OPAQUE\nbaseColor.a=1.0;\n#endif\n#ifdef MATERIAL_UNLIT\n#ifndef DEBUG_OUTPUT\n#ifdef ADD_FOG\nvec3 mixColor=getMixFogColor(baseColor.rgb);vec4 fragColorUnlit=vec4(LINEARtoSRGB(mixColor)*baseColor.a,baseColor.a);\n#else\nvec4 fragColorUnlit=vec4(LINEARtoSRGB(baseColor.rgb)*baseColor.a,baseColor.a);\n#endif\nwriteFragmentColor(fragColorUnlit);\n#else\n#ifdef DEBUG_UV\noutFragColor.rgb=vec3(getDebugUVColor(getBaseColorUV(),getNormal()));\n#endif\n#ifdef DEBUG_METALLIC\noutFragColor.rgb=vec3(metallic);\n#endif\n#ifdef DEBUG_ROUGHNESS\noutFragColor.rgb=vec3(perceptualRoughness);\n#endif\n#ifdef DEBUG_NORMAL\noutFragColor.rgb=getNormal()*0.5+0.5;\n#endif\n#ifdef DEBUG_BASECOLOR\noutFragColor.rgb=LINEARtoSRGB(baseColor.rgb);\n#endif\n#ifdef DEBUG_OCCLUSION\noutFragColor.rgb=vec3(1.0);\n#endif\n#ifdef DEBUG_EMISSIVE\noutFragColor.rgb=vec3(0.0);\n#endif\n#ifdef DEBUG_ALPHA\noutFragColor.rgb=vec3(baseColor.a);\n#endif\noutFragColor.a=1.0;\n#endif\nreturn;\n#endif\nmetallic=clamp(metallic,0.0,1.0);float alphaRoughness=perceptualRoughness*perceptualRoughness;vec3 normal=getNormal();\n#ifdef USE_SPECULAR_AA\nfloat AARoughnessFactor=getAARoughnessFactor(normal);perceptualRoughness+=AARoughnessFactor;alphaRoughness+=AARoughnessFactor;\n#endif\nperceptualRoughness=clamp(perceptualRoughness,0.04,1.0);alphaRoughness=clamp(alphaRoughness,0.04,1.0);float reflectance=max(max(specularColor.r,specularColor.g),specularColor.b);vec3 specularEnvironmentR0=specularColor.rgb;vec3 specularEnvironmentR90=vec3(clamp(reflectance*50.0,0.0,1.0));MaterialInfo materialInfo=MaterialInfo(perceptualRoughness,specularEnvironmentR0,alphaRoughness,diffuseColor,specularEnvironmentR90,specularColor);vec3 color=vec3(0.0,0.0,0.0);vec3 view=normalize(_Camera-v_Position);float shadow=1.0;\n#ifdef USE_SHADOW_MAPPING\nshadow=getShadowContribution();\n#endif\n#ifdef USE_PUNCTUAL\nfor(int i=0;i<LIGHT_COUNT;++i){Light light=_Lights[i];if(light.type==LightType_Directional){color+=applyDirectionalLight(light,materialInfo,normal,view,shadow);}else if(light.type==LightType_Point){color+=applyPointLight(light,materialInfo,normal,view);}else if(light.type==LightType_Spot){color+=applySpotLight(light,materialInfo,normal,view,shadow);}else if(light.type==LightType_Ambient){color+=applyAmbientLight(light,materialInfo);}}\n#endif\n#ifdef USE_IBL\ncolor+=getIBLContribution(materialInfo,normal,view);\n#endif\nfloat ao=1.0;\n#ifdef HAS_OCCLUSION_MAP\nao=texture2D(_OcclusionSampler,getOcclusionUV()).r;color=mix(color,color*ao,_OcclusionStrength);\n#endif\nvec3 emissive=vec3(0);\n#ifndef DEBUG_OUTPUT\n#ifdef ADD_FOG\nvec4 toneMapColor=SRGBtoLINEAR(vec4(toneMap(color),baseColor.a));color=getMixFogColor(toneMapColor.rgb);vec4 fragColorOut=vec4(LINEARtoSRGB(color.rgb)*baseColor.a,baseColor.a);\n#else\ncolor=toneMap(color)*baseColor.a;\n#ifdef HAS_EMISSIVE\ncolor+=_EmissiveFactor.rgb;\n#endif\n#ifdef HAS_EMISSIVE_MAP\nemissive=SRGBtoLINEAR(texture2D(_EmissiveSampler,getEmissiveUV())).rgb*_EmissiveFactor.rgb;color+=emissive;\n#endif\nvec4 fragColorOut=vec4(color,baseColor.a);\n#endif\nwriteFragmentColor(fragColorOut);\n#else\n#ifdef DEBUG_UV\noutFragColor.rgb=vec3(getDebugUVColor(getBaseColorUV(),normal));\n#endif\n#ifdef DEBUG_METALLIC\noutFragColor.rgb=vec3(metallic);\n#endif\n#ifdef DEBUG_ROUGHNESS\noutFragColor.rgb=vec3(perceptualRoughness);\n#endif\n#ifdef DEBUG_NORMAL\noutFragColor.rgb=normal*0.5+0.5;\n#endif\n#ifdef DEBUG_BASECOLOR\noutFragColor.rgb=LINEARtoSRGB(baseColor.rgb);\n#endif\n#ifdef DEBUG_OCCLUSION\n#ifdef HAS_OCCLUSION_MAP\noutFragColor.rgb=vec3(mix(1.0,ao,_OcclusionStrength));\n#else\noutFragColor.rgb=vec3(1.0);\n#endif\n#endif\n#ifdef DEBUG_EMISSIVE\n#ifdef HAS_EMISSIVE\nemissive=_EmissiveFactor.rgb;\n#endif\n#ifdef HAS_EMISSIVE_MAP\nemissive=SRGBtoLINEAR(texture2D(_EmissiveSampler,getEmissiveUV())).rgb*_EmissiveFactor.rgb;\n#endif\noutFragColor.rgb=LINEARtoSRGB(emissive);\n#endif\n#ifdef DEBUG_F0\noutFragColor.rgb=vec3(f0);\n#endif\n#ifdef DEBUG_ALPHA\noutFragColor.rgb=vec3(baseColor.a);\n#endif\noutFragColor.a=1.0;\n#endif\n}";
3786
3892
 
@@ -3839,6 +3945,18 @@ var StandardShaderSource;
3839
3945
  * @param isWebGL2 - 是否 WebGL2
3840
3946
  * @returns 最终代码
3841
3947
  */ StandardShaderSource.build = build;
3948
+ function getSourceCode(source, isWebGL2) {
3949
+ var match;
3950
+ while((match = /#include <(.+)>/gm.exec(source)) !== null){
3951
+ source = source.replace(match[0], glsl[match[1]]);
3952
+ }
3953
+ if (isWebGL2) {
3954
+ return "#version 300 es\n" + source;
3955
+ } else {
3956
+ return "#version 100\n" + source;
3957
+ }
3958
+ }
3959
+ StandardShaderSource.getSourceCode = getSourceCode;
3842
3960
  })(StandardShaderSource || (StandardShaderSource = {}));
3843
3961
 
3844
3962
  /**
@@ -3884,12 +4002,57 @@ var StandardShaderSource;
3884
4002
  throw new Error("Invalid material type " + materialType + " for getFragmentShaderString!");
3885
4003
  }
3886
4004
  };
4005
+ StandardShader.genVertexShaderCode = function genVertexShaderCode(materialType, isWebGL2) {
4006
+ switch(materialType){
4007
+ case exports.PMaterialType.unlit:
4008
+ case exports.PMaterialType.pbr:
4009
+ case exports.PMaterialType.shadowBase:
4010
+ return StandardShaderSource.getSourceCode(primitiveVert, isWebGL2);
4011
+ case exports.PMaterialType.skyboxFilter:
4012
+ return StandardShaderSource.getSourceCode(skyboxVert, isWebGL2);
4013
+ default:
4014
+ throw new Error("Invalid material type " + materialType + " for genVertexShaderCode!");
4015
+ }
4016
+ };
4017
+ /**
4018
+ * 获取片段着色器代码
4019
+ * @param materialType - 材质类型
4020
+ * @returns
4021
+ */ StandardShader.genFragmentShaderCode = function genFragmentShaderCode(materialType, isWebGL2) {
4022
+ switch(materialType){
4023
+ case exports.PMaterialType.unlit:
4024
+ case exports.PMaterialType.pbr:
4025
+ return StandardShaderSource.getSourceCode(metallicRoughnessFrag, isWebGL2);
4026
+ case exports.PMaterialType.shadowBase:
4027
+ return StandardShaderSource.getSourceCode(shadowPassFrag, isWebGL2);
4028
+ case exports.PMaterialType.skyboxFilter:
4029
+ return StandardShaderSource.getSourceCode(skyboxFrag, isWebGL2);
4030
+ default:
4031
+ throw new Error("Invalid material type " + materialType + " for genFragmentShaderCode!");
4032
+ }
4033
+ };
3887
4034
  return StandardShader;
3888
4035
  }();
3889
4036
  /**
3890
4037
  * WebGL 环境
3891
4038
  */ StandardShader.environment = "webgl1";
3892
4039
 
4040
+ function fetchPBRShaderCode(isWebGL2) {
4041
+ var vertexShaderCode = StandardShader.genVertexShaderCode(exports.PMaterialType.pbr, isWebGL2);
4042
+ var fragmentShaderCode = StandardShader.genFragmentShaderCode(exports.PMaterialType.pbr, isWebGL2);
4043
+ return {
4044
+ vertexShaderCode: vertexShaderCode,
4045
+ fragmentShaderCode: fragmentShaderCode
4046
+ };
4047
+ }
4048
+ function fetchUnlitShaderCode(isWebGL2) {
4049
+ var vertexShaderCode = StandardShader.genVertexShaderCode(exports.PMaterialType.unlit, isWebGL2);
4050
+ var fragmentShaderCode = StandardShader.genFragmentShaderCode(exports.PMaterialType.unlit, isWebGL2);
4051
+ return {
4052
+ vertexShaderCode: vertexShaderCode,
4053
+ fragmentShaderCode: fragmentShaderCode
4054
+ };
4055
+ }
3893
4056
  /**
3894
4057
  * 获取 PBR 材质着色器代码
3895
4058
  * @param context - 着色器上下文
@@ -4345,7 +4508,7 @@ exports.ModelMeshComponent = /*#__PURE__*/ function(RendererComponent) {
4345
4508
  return ModelMeshComponent;
4346
4509
  }(effects.RendererComponent);
4347
4510
  exports.ModelMeshComponent = __decorate([
4348
- effects.effectsClass(effects.DataType.MeshComponent)
4511
+ effects.effectsClass(effects.spec.DataType.MeshComponent)
4349
4512
  ], exports.ModelMeshComponent);
4350
4513
  exports.ModelSkyboxComponent = /*#__PURE__*/ function(RendererComponent) {
4351
4514
  _inherits(ModelSkyboxComponent, RendererComponent);
@@ -4419,7 +4582,7 @@ exports.ModelSkyboxComponent = /*#__PURE__*/ function(RendererComponent) {
4419
4582
  return ModelSkyboxComponent;
4420
4583
  }(effects.RendererComponent);
4421
4584
  exports.ModelSkyboxComponent = __decorate([
4422
- effects.effectsClass(effects.DataType.SkyboxComponent)
4585
+ effects.effectsClass(effects.spec.DataType.SkyboxComponent)
4423
4586
  ], exports.ModelSkyboxComponent);
4424
4587
  exports.ModelLightComponent = /*#__PURE__*/ function(ItemBehaviour) {
4425
4588
  _inherits(ModelLightComponent, ItemBehaviour);
@@ -4484,7 +4647,7 @@ exports.ModelLightComponent = /*#__PURE__*/ function(ItemBehaviour) {
4484
4647
  return ModelLightComponent;
4485
4648
  }(effects.ItemBehaviour);
4486
4649
  exports.ModelLightComponent = __decorate([
4487
- effects.effectsClass(effects.DataType.LightComponent)
4650
+ effects.effectsClass(effects.spec.DataType.LightComponent)
4488
4651
  ], exports.ModelLightComponent);
4489
4652
  exports.ModelCameraComponent = /*#__PURE__*/ function(ItemBehaviour) {
4490
4653
  _inherits(ModelCameraComponent, ItemBehaviour);
@@ -4572,9 +4735,21 @@ exports.ModelCameraComponent = /*#__PURE__*/ function(ItemBehaviour) {
4572
4735
  return ModelCameraComponent;
4573
4736
  }(effects.ItemBehaviour);
4574
4737
  exports.ModelCameraComponent = __decorate([
4575
- effects.effectsClass(effects.DataType.CameraComponent)
4738
+ effects.effectsClass(effects.spec.DataType.CameraComponent)
4576
4739
  ], exports.ModelCameraComponent);
4577
4740
 
4741
+ // 射线与带旋转的包围盒求交
4742
+ // function transformDirection (m: Matrix4, direction: Vector3) {
4743
+ // const x = direction.x;
4744
+ // const y = direction.y;
4745
+ // const z = direction.z;
4746
+ // const me = m.elements;
4747
+ // const result = new Vector3();
4748
+ // result.x = me[0] * x + me[4] * y + me[8] * z;
4749
+ // result.y = me[1] * x + me[5] * y + me[9] * z;
4750
+ // result.z = me[2] * x + me[6] * y + me[10] * z;
4751
+ // return result.normalize();
4752
+ // }
4578
4753
  /**
4579
4754
  * 带旋转的射线与包围盒求交
4580
4755
  * @param ray - 射线
@@ -5498,14 +5673,13 @@ var normal = new Vector3();
5498
5673
  if (camera.perspective === undefined) {
5499
5674
  return;
5500
5675
  }
5501
- var p = camera.perspective;
5502
- var _p_zfar;
5503
- ({
5504
- near: p.znear,
5505
- far: (_p_zfar = p.zfar) != null ? _p_zfar : 1000,
5506
- fov: p.yfov,
5507
- clipMode: 0
5508
- });
5676
+ // const p = camera.perspective;
5677
+ // const options: ModelCameraOptions = {
5678
+ // near: p.znear,
5679
+ // far: p.zfar ?? 1000,
5680
+ // fov: p.yfov,
5681
+ // clipMode: 0,
5682
+ // };
5509
5683
  };
5510
5684
  /**
5511
5685
  * 转成播放器中 [0, 255] 区间的颜色值
@@ -5686,7 +5860,7 @@ var normal = new Vector3();
5686
5860
  var textures = scene.textureOptions;
5687
5861
  jsonScene.compositions.forEach(function(comp) {
5688
5862
  comp.items.forEach(function(item) {
5689
- if (item.type === "mesh") {
5863
+ if (item.type === effects.spec.ItemType.mesh) {
5690
5864
  var meshItem = item;
5691
5865
  var primitives = meshItem.content.options.primitives;
5692
5866
  primitives.forEach(function(prim) {
@@ -5713,7 +5887,7 @@ var normal = new Vector3();
5713
5887
  }
5714
5888
  }
5715
5889
  });
5716
- } else if (item.type === "skybox") {
5890
+ } else if (item.type === effects.spec.ItemType.skybox) {
5717
5891
  loadSkybox = true;
5718
5892
  //
5719
5893
  var skyboxItem = item;
@@ -5728,7 +5902,7 @@ var normal = new Vector3();
5728
5902
  } else {
5729
5903
  jsonScene.compositions.forEach(function(comp) {
5730
5904
  comp.items.forEach(function(item) {
5731
- if (item.type === "skybox") {
5905
+ if (item.type === effects.spec.ItemType.skybox) {
5732
5906
  loadSkybox = true;
5733
5907
  }
5734
5908
  });
@@ -5738,7 +5912,7 @@ var normal = new Vector3();
5738
5912
  jsonScene.compositions.forEach(function(comp) {
5739
5913
  var lightCount = 0;
5740
5914
  comp.items.forEach(function(item) {
5741
- if (item.type === "light" || item.type === "skybox") {
5915
+ if (item.type === effects.spec.ItemType.light || item.type === effects.spec.ItemType.skybox) {
5742
5916
  ++lightCount;
5743
5917
  }
5744
5918
  });
@@ -5865,7 +6039,7 @@ var normal = new Vector3();
5865
6039
  sceneComp.items.forEach(function(data) {
5866
6040
  var itemId = data.id;
5867
6041
  var item = composition.getEngine().jsonSceneData[itemId];
5868
- if (item.type === "mesh") {
6042
+ if (item.type === effects.spec.ItemType.mesh) {
5869
6043
  var meshItem = item;
5870
6044
  var skin = meshItem.content.options.skin;
5871
6045
  var primitives = meshItem.content.options.primitives;
@@ -5900,7 +6074,7 @@ var normal = new Vector3();
5900
6074
  console.error("setupItem3DOptions: Invalid inverseBindMatrices type, " + inverseBindMatrices);
5901
6075
  }
5902
6076
  }
5903
- } else if (item.type === "tree") {
6077
+ } else if (item.type === effects.spec.ItemType.tree) {
5904
6078
  var jsonItem = item;
5905
6079
  var studioItem = item;
5906
6080
  var jsonAnimations = jsonItem.content.options.tree.animations;
@@ -5925,7 +6099,7 @@ var normal = new Vector3();
5925
6099
  });
5926
6100
  });
5927
6101
  }
5928
- } else if (item.type === "skybox") {
6102
+ } else if (item.type === effects.spec.ItemType.skybox) {
5929
6103
  var skybox = item;
5930
6104
  var studioSkybox = item;
5931
6105
  var options = skybox.content.options;
@@ -7568,6 +7742,24 @@ var toHalf = function() {
7568
7742
  }
7569
7743
  return featureList;
7570
7744
  };
7745
+ _proto.getShaderMacros = function getShaderMacros() {
7746
+ var macroList = [];
7747
+ if (this.isOpaque()) {
7748
+ macroList.push({
7749
+ name: "ALPHAMODE_OPAQUE"
7750
+ });
7751
+ } else if (this.isMasked()) {
7752
+ macroList.push({
7753
+ name: "ALPHAMODE_MASK"
7754
+ });
7755
+ }
7756
+ if (this.faceSideMode === exports.PFaceSideMode.both) {
7757
+ macroList.push({
7758
+ name: "DOUBLE_SIDED"
7759
+ });
7760
+ }
7761
+ return macroList;
7762
+ };
7571
7763
  /**
7572
7764
  * 根据材质状态,更新 GE 材质状态
7573
7765
  * @param material - GE 材质
@@ -7619,6 +7811,30 @@ var toHalf = function() {
7619
7811
  }
7620
7812
  return finalFeatureList;
7621
7813
  };
7814
+ _proto.getMacroList = function getMacroList(inMacroList) {
7815
+ var finalMacroList = this.getShaderMacros();
7816
+ if (inMacroList !== undefined) {
7817
+ var _finalMacroList;
7818
+ (_finalMacroList = finalMacroList).push.apply(_finalMacroList, [].concat(inMacroList));
7819
+ }
7820
+ var isWebGL2 = PGlobalState.getInstance().isWebGL2;
7821
+ if (isWebGL2) {
7822
+ finalMacroList.push({
7823
+ name: "WEBGL2"
7824
+ });
7825
+ }
7826
+ // 目前只有 PRB 和 Unlit 是需要 EDITOR_TRANSFORM,适配编辑器的视口 Offset
7827
+ // 阴影 Pass 的渲染是不需要,所以这里特殊处理下
7828
+ if (this.materialType !== exports.PMaterialType.shadowBase) {
7829
+ var isEditorEvn = PGlobalState.getInstance().isEditorEnv;
7830
+ if (isEditorEvn) {
7831
+ finalMacroList.push({
7832
+ name: "EDITOR_TRANSFORM"
7833
+ });
7834
+ }
7835
+ }
7836
+ return finalMacroList;
7837
+ };
7622
7838
  /**
7623
7839
  * 获取混合模式,根据 GE 混合模式
7624
7840
  * @param mode - GE 混合模式
@@ -7768,10 +7984,7 @@ var toHalf = function() {
7768
7984
  */ var PMaterialUnlit = /*#__PURE__*/ function(PMaterialBase) {
7769
7985
  _inherits(PMaterialUnlit, PMaterialBase);
7770
7986
  function PMaterialUnlit() {
7771
- var _this;
7772
- _this = PMaterialBase.apply(this, arguments) || this;
7773
- _this.baseColorFactor = new Vector4(1, 1, 1, 1);
7774
- return _this;
7987
+ return PMaterialBase.apply(this, arguments);
7775
7988
  }
7776
7989
  var _proto = PMaterialUnlit.prototype;
7777
7990
  /**
@@ -7785,7 +7998,6 @@ var toHalf = function() {
7785
7998
  if (options.baseColorTexture) {
7786
7999
  this.baseColorTexture = options.baseColorTexture;
7787
8000
  }
7788
- this.setBaseColorFactor(PluginHelper.toPluginColor4(options.baseColorFactor));
7789
8001
  /**
7790
8002
  * 默认需要写入深度值,只有传入false才是false
7791
8003
  */ if (options.depthMask === false) {
@@ -7798,6 +8010,25 @@ var toHalf = function() {
7798
8010
  this.alphaCutOff = (_options_alphaCutOff = options.alphaCutOff) != null ? _options_alphaCutOff : 0;
7799
8011
  this.faceSideMode = this.getFaceSideMode(options.side);
7800
8012
  };
8013
+ _proto.createFromMaterial = function createFromMaterial(mat) {
8014
+ this.fromMaterial = true;
8015
+ this.material = mat;
8016
+ this.name = mat.name;
8017
+ this.type = exports.PObjectType.material;
8018
+ this.materialType = exports.PMaterialType.unlit;
8019
+ var _mat_getTexture;
8020
+ //
8021
+ this.baseColorTexture = (_mat_getTexture = mat.getTexture("_BaseColorSampler")) != null ? _mat_getTexture : undefined;
8022
+ this.depthMask = true;
8023
+ var _mat_getInt;
8024
+ var blending = (_mat_getInt = mat.getInt("blending")) != null ? _mat_getInt : effects.spec.MaterialBlending.opaque;
8025
+ this.blendMode = this.getBlendMode(blending);
8026
+ var _mat_getFloat;
8027
+ this.alphaCutOff = (_mat_getFloat = mat.getFloat("_AlphaCutoff")) != null ? _mat_getFloat : 0;
8028
+ var _mat_getInt1;
8029
+ var side = (_mat_getInt1 = mat.getInt("side")) != null ? _mat_getInt1 : effects.spec.SideMode.FRONT;
8030
+ this.faceSideMode = this.getFaceSideMode(side);
8031
+ };
7801
8032
  /**
7802
8033
  * 销毁材质
7803
8034
  */ _proto.dispose = function dispose() {
@@ -7816,6 +8047,21 @@ var toHalf = function() {
7816
8047
  featureList.push("MATERIAL_UNLIT 1");
7817
8048
  return featureList;
7818
8049
  };
8050
+ _proto.getShaderMacros = function getShaderMacros() {
8051
+ var macroList = PMaterialBase.prototype.getShaderMacros.call(this);
8052
+ macroList.push({
8053
+ name: "MATERIAL_METALLICROUGHNESS"
8054
+ });
8055
+ if (this.hasBaseColorTexture()) {
8056
+ macroList.push({
8057
+ name: "HAS_BASE_COLOR_MAP"
8058
+ });
8059
+ }
8060
+ macroList.push({
8061
+ name: "MATERIAL_UNLIT"
8062
+ });
8063
+ return macroList;
8064
+ };
7819
8065
  /**
7820
8066
  * 更新对应的 GE 材质中着色器的 Uniform 数据
7821
8067
  * @param material - GE 材质
@@ -7823,14 +8069,12 @@ var toHalf = function() {
7823
8069
  PMaterialBase.prototype.updateUniforms.call(this, material);
7824
8070
  //
7825
8071
  var uvTransform = new Matrix3().identity();
7826
- material.setVector4("_BaseColorFactor", this.baseColorFactor);
7827
8072
  if (this.hasBaseColorTexture()) {
7828
- material.setTexture("_BaseColorSampler", this.getBaseColorTexture());
7829
8073
  material.setInt("_BaseColorUVSet", 0);
7830
8074
  material.setMatrix3("_BaseColorUVTransform", uvTransform);
7831
8075
  }
7832
- material.setFloat("_MetallicFactor", 0.0);
7833
- material.setFloat("_RoughnessFactor", 0.0);
8076
+ material.setFloat("_MetallicFactor", 0);
8077
+ material.setFloat("_RoughnessFactor", 0);
7834
8078
  material.setFloat("_Exposure", 1.0);
7835
8079
  };
7836
8080
  /**
@@ -7851,22 +8095,6 @@ var toHalf = function() {
7851
8095
  */ _proto.setBaseColorTexture = function setBaseColorTexture(val) {
7852
8096
  this.baseColorTexture = val;
7853
8097
  };
7854
- /**
7855
- * 获取基础颜色值
7856
- * @returns
7857
- */ _proto.getBaseColorFactor = function getBaseColorFactor() {
7858
- return this.baseColorFactor;
7859
- };
7860
- /**
7861
- * 设置基础颜色值
7862
- * @param val - 颜色值
7863
- */ _proto.setBaseColorFactor = function setBaseColorFactor(val) {
7864
- if (_instanceof1(val, Vector4)) {
7865
- this.baseColorFactor.set(val.x, val.y, val.z, val.w);
7866
- } else {
7867
- this.baseColorFactor.set(val[0], val[1], val[2], val[3]);
7868
- }
7869
- };
7870
8098
  return PMaterialUnlit;
7871
8099
  }(PMaterialBase);
7872
8100
  /**
@@ -7966,8 +8194,6 @@ var toHalf = function() {
7966
8194
  this.depthMask = true;
7967
8195
  }
7968
8196
  this.blendMode = this.getBlendMode(options.blending);
7969
- var _options_alphaCutOff;
7970
- this.alphaCutOff = (_options_alphaCutOff = options.alphaCutOff) != null ? _options_alphaCutOff : 0;
7971
8197
  this.faceSideMode = this.getFaceSideMode(options.side);
7972
8198
  };
7973
8199
  _proto.createFromMaterial = function createFromMaterial(mat) {
@@ -7975,7 +8201,7 @@ var toHalf = function() {
7975
8201
  this.material = mat;
7976
8202
  this.name = mat.name;
7977
8203
  this.type = exports.PObjectType.material;
7978
- this.materialType = mat.getInt("shaderType") ? exports.PMaterialType.unlit : exports.PMaterialType.pbr;
8204
+ this.materialType = exports.PMaterialType.pbr;
7979
8205
  var _mat_getTexture;
7980
8206
  //
7981
8207
  this.baseColorTexture = (_mat_getTexture = mat.getTexture("_BaseColorSampler")) != null ? _mat_getTexture : undefined;
@@ -8068,6 +8294,72 @@ var toHalf = function() {
8068
8294
  }
8069
8295
  return featureList;
8070
8296
  };
8297
+ _proto.getShaderMacros = function getShaderMacros() {
8298
+ var macroList = PMaterialBase.prototype.getShaderMacros.call(this);
8299
+ macroList.push({
8300
+ name: "MATERIAL_METALLICROUGHNESS"
8301
+ });
8302
+ if (this.hasBaseColorTexture()) {
8303
+ macroList.push({
8304
+ name: "HAS_BASE_COLOR_MAP"
8305
+ });
8306
+ if (this.baseColorTextureTrans !== undefined) {
8307
+ macroList.push({
8308
+ name: "HAS_BASECOLOR_UV_TRANSFORM"
8309
+ });
8310
+ }
8311
+ }
8312
+ if (this.hasMetallicRoughnessTexture()) {
8313
+ macroList.push({
8314
+ name: "HAS_METALLIC_ROUGHNESS_MAP"
8315
+ });
8316
+ if (this.metallicRoughnessTextureTrans !== undefined) {
8317
+ macroList.push({
8318
+ name: "HAS_METALLICROUGHNESS_UV_TRANSFORM"
8319
+ });
8320
+ }
8321
+ }
8322
+ if (this.useSpecularAA) {
8323
+ macroList.push({
8324
+ name: "USE_SPECULAR_AA"
8325
+ });
8326
+ }
8327
+ if (this.hasNormalTexture()) {
8328
+ macroList.push({
8329
+ name: "HAS_NORMAL_MAP"
8330
+ });
8331
+ if (this.normalTextureTrans !== undefined) {
8332
+ macroList.push({
8333
+ name: "HAS_NORMAL_UV_TRANSFORM"
8334
+ });
8335
+ }
8336
+ }
8337
+ if (this.hasOcclusionTexture()) {
8338
+ macroList.push({
8339
+ name: "HAS_OCCLUSION_MAP"
8340
+ });
8341
+ if (this.occlusionTextureTrans !== undefined) {
8342
+ macroList.push({
8343
+ name: "HAS_OCCLUSION_UV_TRANSFORM"
8344
+ });
8345
+ }
8346
+ }
8347
+ if (this.hasEmissiveTexture()) {
8348
+ macroList.push({
8349
+ name: "HAS_EMISSIVE_MAP"
8350
+ });
8351
+ if (this.emissiveTextureTrans !== undefined) {
8352
+ macroList.push({
8353
+ name: "HAS_EMISSIVE_UV_TRANSFORM"
8354
+ });
8355
+ }
8356
+ } else if (this.hasEmissiveFactor()) {
8357
+ macroList.push({
8358
+ name: "HAS_EMISSIVE"
8359
+ });
8360
+ }
8361
+ return macroList;
8362
+ };
8071
8363
  /**
8072
8364
  * 更新关联的 GE 材质中着色器的 Uniform 数据
8073
8365
  * @param material - GE 材质
@@ -8340,18 +8632,24 @@ var toHalf = function() {
8340
8632
  * @returns 材质对象
8341
8633
  */ function createPluginMaterial(options) {
8342
8634
  if (_instanceof1(options, effects.Material)) {
8343
- var materialPBR = new PMaterialPBR();
8344
- materialPBR.createFromMaterial(options);
8345
- return materialPBR;
8635
+ if (options.shader.getInstanceId() === PBRShaderGUID) {
8636
+ var materialPBR = new PMaterialPBR();
8637
+ materialPBR.createFromMaterial(options);
8638
+ return materialPBR;
8639
+ } else {
8640
+ var materialUnlit = new PMaterialUnlit();
8641
+ materialUnlit.createFromMaterial(options);
8642
+ return materialUnlit;
8643
+ }
8346
8644
  } else {
8347
8645
  if (options.type === effects.spec.MaterialType.pbr) {
8348
8646
  var materialPBR1 = new PMaterialPBR();
8349
8647
  materialPBR1.create(options);
8350
8648
  return materialPBR1;
8351
8649
  } else {
8352
- var materialUnlit = new PMaterialUnlit();
8353
- materialUnlit.create(options);
8354
- return materialUnlit;
8650
+ var materialUnlit1 = new PMaterialUnlit();
8651
+ materialUnlit1.create(options);
8652
+ return materialUnlit1;
8355
8653
  }
8356
8654
  }
8357
8655
  }
@@ -8810,12 +9108,12 @@ exports.PSkyboxType = void 0;
8810
9108
  */ PSkyboxCreator.createSpecularCubeMap = function createSpecularCubeMap(engine, params) {
8811
9109
  return _async_to_generator(function() {
8812
9110
  return __generator(this, function(_state) {
8813
- ({
8814
- wrapS: effects.glContext.CLAMP_TO_EDGE,
8815
- wrapT: effects.glContext.CLAMP_TO_EDGE,
8816
- magFilter: effects.glContext.LINEAR,
8817
- minFilter: effects.glContext.LINEAR_MIPMAP_LINEAR
8818
- });
9111
+ // const configOptions: TextureConfigOptions = {
9112
+ // wrapS: glContext.CLAMP_TO_EDGE,
9113
+ // wrapT: glContext.CLAMP_TO_EDGE,
9114
+ // magFilter: glContext.LINEAR,
9115
+ // minFilter: glContext.LINEAR_MIPMAP_LINEAR,
9116
+ // };
8819
9117
  if (params.type === "url") {
8820
9118
  return [
8821
9119
  2,
@@ -8881,7 +9179,9 @@ exports.PSkyboxType = void 0;
8881
9179
  var dataArray = [];
8882
9180
  switch(skyboxType){
8883
9181
  case 0:
8884
- return undefined;
9182
+ {
9183
+ return undefined;
9184
+ }
8885
9185
  case 1:
8886
9186
  dataArray = [
8887
9187
  0.2665672302246094,
@@ -9371,7 +9671,7 @@ exports.PSkyboxType = void 0;
9371
9671
  * @param options - 加载选项
9372
9672
  */ ModelPlugin.prepareResource = function prepareResource(scene, options) {
9373
9673
  return _async_to_generator(function() {
9374
- var _options_pluginData, _options_pluginData1, keyList, pluginData, _options_env, runtimeEnv, _options_pluginData_compatibleMode, _options_pluginData_autoAdjustScene;
9674
+ var keyList, pluginData, _options_env, runtimeEnv;
9375
9675
  return __generator(this, function(_state) {
9376
9676
  switch(_state.label){
9377
9677
  case 0:
@@ -9393,8 +9693,8 @@ exports.PSkyboxType = void 0;
9393
9693
  //
9394
9694
  runtimeEnv = (_options_env = options.env) != null ? _options_env : "";
9395
9695
  scene.storage["runtimeEnv"] = runtimeEnv;
9396
- (_options_pluginData_compatibleMode = (_options_pluginData = options.pluginData) == null ? void 0 : _options_pluginData["compatibleMode"]) != null ? _options_pluginData_compatibleMode : "gltf";
9397
- (_options_pluginData_autoAdjustScene = (_options_pluginData1 = options.pluginData) == null ? void 0 : _options_pluginData1["autoAdjustScene"]) != null ? _options_pluginData_autoAdjustScene : false;
9696
+ // const compatibleMode = options.pluginData?.['compatibleMode'] ?? 'gltf';
9697
+ // const autoAdjustScene = options.pluginData?.['autoAdjustScene'] ?? false;
9398
9698
  //
9399
9699
  //PluginHelper.preprocessScene(scene, runtimeEnv, compatibleMode, autoAdjustScene);
9400
9700
  return [
@@ -9412,24 +9712,28 @@ exports.PSkyboxType = void 0;
9412
9712
  };
9413
9713
  ModelPlugin.precompile = function precompile(compositions, renderer) {
9414
9714
  var isWebGL2 = renderer.engine.gpuCapability.level === 2;
9415
- var context = {
9715
+ var pbrShaderCode = fetchPBRShaderCode(isWebGL2);
9716
+ var unlitShaderCode = fetchUnlitShaderCode(isWebGL2);
9717
+ var pbrShaderData = {
9718
+ id: PBRShaderGUID,
9719
+ name: "PBR Shader",
9720
+ dataType: effects.spec.DataType.Shader,
9721
+ fragment: pbrShaderCode.fragmentShaderCode,
9722
+ vertex: pbrShaderCode.vertexShaderCode,
9416
9723
  // @ts-expect-error
9417
- material: {
9418
- materialType: exports.PMaterialType.pbr
9419
- },
9420
- isWebGL2: isWebGL2,
9421
- featureList: []
9724
+ glslVersion: isWebGL2 ? effects.GLSLVersion.GLSL3 : effects.GLSLVersion.GLSL1
9422
9725
  };
9423
- var pbrShader = getPBRPassShaderCode(context);
9424
- renderer.engine.addEffectsObjectData({
9425
- // FIXME: 'unlit000000000000000000000000000',
9426
- id: "pbr00000000000000000000000000000",
9427
- dataType: "Shader",
9726
+ var unlitShaderData = {
9727
+ id: UnlitShaderGUID,
9728
+ name: "Unlit Shader",
9729
+ dataType: effects.spec.DataType.Shader,
9730
+ fragment: unlitShaderCode.fragmentShaderCode,
9731
+ vertex: unlitShaderCode.vertexShaderCode,
9428
9732
  // @ts-expect-error
9429
- fragment: pbrShader.fragmentShaderCode,
9430
- vertex: pbrShader.vertexShaderCode,
9431
9733
  glslVersion: isWebGL2 ? effects.GLSLVersion.GLSL3 : effects.GLSLVersion.GLSL1
9432
- });
9734
+ };
9735
+ renderer.engine.addEffectsObjectData(pbrShaderData);
9736
+ renderer.engine.addEffectsObjectData(unlitShaderData);
9433
9737
  return Promise.resolve();
9434
9738
  };
9435
9739
  return ModelPlugin;
@@ -9589,7 +9893,7 @@ exports.ModelPluginComponent = /*#__PURE__*/ function(ItemBehaviour) {
9589
9893
  return ModelPluginComponent;
9590
9894
  }(effects.ItemBehaviour);
9591
9895
  exports.ModelPluginComponent = __decorate([
9592
- effects.effectsClass(effects.DataType.ModelPluginComponent)
9896
+ effects.effectsClass(effects.spec.DataType.ModelPluginComponent)
9593
9897
  ], exports.ModelPluginComponent);
9594
9898
  /**
9595
9899
  * 获取场景管理器,从合成中查找
@@ -9785,7 +10089,7 @@ exports.ModelTreeComponent = /*#__PURE__*/ function(ItemBehaviour) {
9785
10089
  return ModelTreeComponent;
9786
10090
  }(effects.ItemBehaviour);
9787
10091
  exports.ModelTreeComponent = __decorate([
9788
- effects.effectsClass(effects.DataType.TreeComponent)
10092
+ effects.effectsClass(effects.spec.DataType.TreeComponent)
9789
10093
  ], exports.ModelTreeComponent);
9790
10094
 
9791
10095
  /**
@@ -11705,7 +12009,7 @@ var GLTFHelper = /*#__PURE__*/ function() {
11705
12009
 
11706
12010
  effects.registerPlugin("tree", ModelTreePlugin, effects.VFXItem, true);
11707
12011
  effects.registerPlugin("model", ModelPlugin, effects.VFXItem);
11708
- var version = "2.0.0-alpha.7";
12012
+ var version = "2.0.0-alpha.8";
11709
12013
  effects.logger.info("plugin model version: " + version);
11710
12014
 
11711
12015
  exports.BoxMesh = BoxMesh;
@@ -11729,6 +12033,7 @@ exports.PAnimTexture = PAnimTexture;
11729
12033
  exports.PAnimTrack = PAnimTrack;
11730
12034
  exports.PAnimation = PAnimation;
11731
12035
  exports.PAnimationManager = PAnimationManager;
12036
+ exports.PBRShaderGUID = PBRShaderGUID;
11732
12037
  exports.PCamera = PCamera;
11733
12038
  exports.PCameraManager = PCameraManager;
11734
12039
  exports.PCoordinate = PCoordinate;
@@ -11757,6 +12062,7 @@ exports.RayIntersectsBoxWithRotation = RayIntersectsBoxWithRotation;
11757
12062
  exports.RayTriangleTesting = RayTriangleTesting;
11758
12063
  exports.ToggleItemBounding = ToggleItemBounding;
11759
12064
  exports.TwoStatesSet = TwoStatesSet;
12065
+ exports.UnlitShaderGUID = UnlitShaderGUID;
11760
12066
  exports.VFX_ITEM_TYPE_3D = VFX_ITEM_TYPE_3D;
11761
12067
  exports.VertexAttribBuffer = VertexAttribBuffer;
11762
12068
  exports.WebGLHelper = WebGLHelper;
@@ -11764,6 +12070,8 @@ exports.WebHelper = WebHelper;
11764
12070
  exports.createAnimationSampler = createAnimationSampler;
11765
12071
  exports.createInternalMaterial = createInternalMaterial;
11766
12072
  exports.createPluginMaterial = createPluginMaterial;
12073
+ exports.fetchPBRShaderCode = fetchPBRShaderCode;
12074
+ exports.fetchUnlitShaderCode = fetchUnlitShaderCode;
11767
12075
  exports.getDefaultEffectsGLTFLoader = getDefaultEffectsGLTFLoader;
11768
12076
  exports.getDiffuseOnlyShaderCode = getDiffuseOnlyShaderCode;
11769
12077
  exports.getGaussianBlurShaderCodeV1 = getGaussianBlurShaderCodeV1;