@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.mjs CHANGED
@@ -3,10 +3,10 @@
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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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- import { math, Transform, PLAYER_OPTIONS_ENV_EDITOR, spec, glContext, Texture, TextureSourceType, RenderPassAttachmentStorageType, Material, Mesh, Geometry, Shader, generateGUID, GLSLVersion, DestroyOptions, addItem, removeItem, effectsClass, DataType, RendererComponent, ItemBehaviour, TimelineComponent, HitTestType, RenderPass, TextureLoadAction, RenderPassDestroyAttachmentType, Player, Renderer, getDefaultTextureFactory, loadImage, VFXItem, AbstractPlugin, registerPlugin, logger } from '@galacean/effects';
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+ import { math, Transform, PLAYER_OPTIONS_ENV_EDITOR, spec, glContext, Texture, TextureSourceType, RenderPassAttachmentStorageType, Material, Mesh, Geometry, GLSLVersion, DestroyOptions, addItem, removeItem, effectsClass, RendererComponent, ItemBehaviour, TimelineComponent, HitTestType, RenderPass, TextureLoadAction, RenderPassDestroyAttachmentType, Player, Renderer, getDefaultTextureFactory, loadImage, VFXItem, AbstractPlugin, registerPlugin, logger } from '@galacean/effects';
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  /**
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  * Model 插件元素类型
@@ -264,6 +264,8 @@ var PShadowType;
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  PShadowType[PShadowType["variance"] = 2] = "variance";
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  PShadowType[PShadowType["expVariance"] = 3] = "expVariance";
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  })(PShadowType || (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() {
@@ -2081,11 +2083,11 @@ 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 === spec.LightType.point) {
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  _this.lightType = 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 === spec.LightType.spot) {
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  _this.lightType = PLightType.spot;
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  var _data_range1;
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  _this.range = (_data_range1 = data.range) != null ? _data_range1 : -1;
@@ -2093,7 +2095,7 @@ 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 === spec.LightType.directional) {
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  _this.lightType = PLightType.directional;
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  } else {
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  _this.lightType = PLightType.ambient;
@@ -2797,8 +2799,8 @@ 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';
@@ -2810,19 +2812,10 @@ 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 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: 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 ? GLSLVersion.GLSL3 : 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 = Material.create(this.engine, {
@@ -2888,11 +2881,14 @@ function _assert_this_initialized(self) {
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  }
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  }
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  if (this.material.materialType !== 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 {
@@ -2912,6 +2908,116 @@ 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 !== 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() {
@@ -3776,7 +3882,7 @@ 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}";
3782
3888
 
@@ -3835,6 +3941,18 @@ var StandardShaderSource;
3835
3941
  * @param isWebGL2 - 是否 WebGL2
3836
3942
  * @returns 最终代码
3837
3943
  */ StandardShaderSource.build = build;
3944
+ function getSourceCode(source, isWebGL2) {
3945
+ var match;
3946
+ while((match = /#include <(.+)>/gm.exec(source)) !== null){
3947
+ source = source.replace(match[0], glsl[match[1]]);
3948
+ }
3949
+ if (isWebGL2) {
3950
+ return "#version 300 es\n" + source;
3951
+ } else {
3952
+ return "#version 100\n" + source;
3953
+ }
3954
+ }
3955
+ StandardShaderSource.getSourceCode = getSourceCode;
3838
3956
  })(StandardShaderSource || (StandardShaderSource = {}));
3839
3957
 
3840
3958
  /**
@@ -3880,12 +3998,57 @@ var StandardShaderSource;
3880
3998
  throw new Error("Invalid material type " + materialType + " for getFragmentShaderString!");
3881
3999
  }
3882
4000
  };
4001
+ StandardShader.genVertexShaderCode = function genVertexShaderCode(materialType, isWebGL2) {
4002
+ switch(materialType){
4003
+ case PMaterialType.unlit:
4004
+ case PMaterialType.pbr:
4005
+ case PMaterialType.shadowBase:
4006
+ return StandardShaderSource.getSourceCode(primitiveVert, isWebGL2);
4007
+ case PMaterialType.skyboxFilter:
4008
+ return StandardShaderSource.getSourceCode(skyboxVert, isWebGL2);
4009
+ default:
4010
+ throw new Error("Invalid material type " + materialType + " for genVertexShaderCode!");
4011
+ }
4012
+ };
4013
+ /**
4014
+ * 获取片段着色器代码
4015
+ * @param materialType - 材质类型
4016
+ * @returns
4017
+ */ StandardShader.genFragmentShaderCode = function genFragmentShaderCode(materialType, isWebGL2) {
4018
+ switch(materialType){
4019
+ case PMaterialType.unlit:
4020
+ case PMaterialType.pbr:
4021
+ return StandardShaderSource.getSourceCode(metallicRoughnessFrag, isWebGL2);
4022
+ case PMaterialType.shadowBase:
4023
+ return StandardShaderSource.getSourceCode(shadowPassFrag, isWebGL2);
4024
+ case PMaterialType.skyboxFilter:
4025
+ return StandardShaderSource.getSourceCode(skyboxFrag, isWebGL2);
4026
+ default:
4027
+ throw new Error("Invalid material type " + materialType + " for genFragmentShaderCode!");
4028
+ }
4029
+ };
3883
4030
  return StandardShader;
3884
4031
  }();
3885
4032
  /**
3886
4033
  * WebGL 环境
3887
4034
  */ StandardShader.environment = "webgl1";
3888
4035
 
4036
+ function fetchPBRShaderCode(isWebGL2) {
4037
+ var vertexShaderCode = StandardShader.genVertexShaderCode(PMaterialType.pbr, isWebGL2);
4038
+ var fragmentShaderCode = StandardShader.genFragmentShaderCode(PMaterialType.pbr, isWebGL2);
4039
+ return {
4040
+ vertexShaderCode: vertexShaderCode,
4041
+ fragmentShaderCode: fragmentShaderCode
4042
+ };
4043
+ }
4044
+ function fetchUnlitShaderCode(isWebGL2) {
4045
+ var vertexShaderCode = StandardShader.genVertexShaderCode(PMaterialType.unlit, isWebGL2);
4046
+ var fragmentShaderCode = StandardShader.genFragmentShaderCode(PMaterialType.unlit, isWebGL2);
4047
+ return {
4048
+ vertexShaderCode: vertexShaderCode,
4049
+ fragmentShaderCode: fragmentShaderCode
4050
+ };
4051
+ }
3889
4052
  /**
3890
4053
  * 获取 PBR 材质着色器代码
3891
4054
  * @param context - 着色器上下文
@@ -4341,7 +4504,7 @@ var ModelMeshComponent = /*#__PURE__*/ function(RendererComponent) {
4341
4504
  return ModelMeshComponent;
4342
4505
  }(RendererComponent);
4343
4506
  ModelMeshComponent = __decorate([
4344
- effectsClass(DataType.MeshComponent)
4507
+ effectsClass(spec.DataType.MeshComponent)
4345
4508
  ], ModelMeshComponent);
4346
4509
  var ModelSkyboxComponent = /*#__PURE__*/ function(RendererComponent) {
4347
4510
  _inherits(ModelSkyboxComponent, RendererComponent);
@@ -4415,7 +4578,7 @@ var ModelSkyboxComponent = /*#__PURE__*/ function(RendererComponent) {
4415
4578
  return ModelSkyboxComponent;
4416
4579
  }(RendererComponent);
4417
4580
  ModelSkyboxComponent = __decorate([
4418
- effectsClass(DataType.SkyboxComponent)
4581
+ effectsClass(spec.DataType.SkyboxComponent)
4419
4582
  ], ModelSkyboxComponent);
4420
4583
  var ModelLightComponent = /*#__PURE__*/ function(ItemBehaviour) {
4421
4584
  _inherits(ModelLightComponent, ItemBehaviour);
@@ -4480,7 +4643,7 @@ var ModelLightComponent = /*#__PURE__*/ function(ItemBehaviour) {
4480
4643
  return ModelLightComponent;
4481
4644
  }(ItemBehaviour);
4482
4645
  ModelLightComponent = __decorate([
4483
- effectsClass(DataType.LightComponent)
4646
+ effectsClass(spec.DataType.LightComponent)
4484
4647
  ], ModelLightComponent);
4485
4648
  var ModelCameraComponent = /*#__PURE__*/ function(ItemBehaviour) {
4486
4649
  _inherits(ModelCameraComponent, ItemBehaviour);
@@ -4568,9 +4731,21 @@ var ModelCameraComponent = /*#__PURE__*/ function(ItemBehaviour) {
4568
4731
  return ModelCameraComponent;
4569
4732
  }(ItemBehaviour);
4570
4733
  ModelCameraComponent = __decorate([
4571
- effectsClass(DataType.CameraComponent)
4734
+ effectsClass(spec.DataType.CameraComponent)
4572
4735
  ], ModelCameraComponent);
4573
4736
 
4737
+ // 射线与带旋转的包围盒求交
4738
+ // function transformDirection (m: Matrix4, direction: Vector3) {
4739
+ // const x = direction.x;
4740
+ // const y = direction.y;
4741
+ // const z = direction.z;
4742
+ // const me = m.elements;
4743
+ // const result = new Vector3();
4744
+ // result.x = me[0] * x + me[4] * y + me[8] * z;
4745
+ // result.y = me[1] * x + me[5] * y + me[9] * z;
4746
+ // result.z = me[2] * x + me[6] * y + me[10] * z;
4747
+ // return result.normalize();
4748
+ // }
4574
4749
  /**
4575
4750
  * 带旋转的射线与包围盒求交
4576
4751
  * @param ray - 射线
@@ -5494,14 +5669,13 @@ var normal = new Vector3();
5494
5669
  if (camera.perspective === undefined) {
5495
5670
  return;
5496
5671
  }
5497
- var p = camera.perspective;
5498
- var _p_zfar;
5499
- ({
5500
- near: p.znear,
5501
- far: (_p_zfar = p.zfar) != null ? _p_zfar : 1000,
5502
- fov: p.yfov,
5503
- clipMode: 0
5504
- });
5672
+ // const p = camera.perspective;
5673
+ // const options: ModelCameraOptions = {
5674
+ // near: p.znear,
5675
+ // far: p.zfar ?? 1000,
5676
+ // fov: p.yfov,
5677
+ // clipMode: 0,
5678
+ // };
5505
5679
  };
5506
5680
  /**
5507
5681
  * 转成播放器中 [0, 255] 区间的颜色值
@@ -5682,7 +5856,7 @@ var normal = new Vector3();
5682
5856
  var textures = scene.textureOptions;
5683
5857
  jsonScene.compositions.forEach(function(comp) {
5684
5858
  comp.items.forEach(function(item) {
5685
- if (item.type === "mesh") {
5859
+ if (item.type === spec.ItemType.mesh) {
5686
5860
  var meshItem = item;
5687
5861
  var primitives = meshItem.content.options.primitives;
5688
5862
  primitives.forEach(function(prim) {
@@ -5709,7 +5883,7 @@ var normal = new Vector3();
5709
5883
  }
5710
5884
  }
5711
5885
  });
5712
- } else if (item.type === "skybox") {
5886
+ } else if (item.type === spec.ItemType.skybox) {
5713
5887
  loadSkybox = true;
5714
5888
  //
5715
5889
  var skyboxItem = item;
@@ -5724,7 +5898,7 @@ var normal = new Vector3();
5724
5898
  } else {
5725
5899
  jsonScene.compositions.forEach(function(comp) {
5726
5900
  comp.items.forEach(function(item) {
5727
- if (item.type === "skybox") {
5901
+ if (item.type === spec.ItemType.skybox) {
5728
5902
  loadSkybox = true;
5729
5903
  }
5730
5904
  });
@@ -5734,7 +5908,7 @@ var normal = new Vector3();
5734
5908
  jsonScene.compositions.forEach(function(comp) {
5735
5909
  var lightCount = 0;
5736
5910
  comp.items.forEach(function(item) {
5737
- if (item.type === "light" || item.type === "skybox") {
5911
+ if (item.type === spec.ItemType.light || item.type === spec.ItemType.skybox) {
5738
5912
  ++lightCount;
5739
5913
  }
5740
5914
  });
@@ -5861,7 +6035,7 @@ var normal = new Vector3();
5861
6035
  sceneComp.items.forEach(function(data) {
5862
6036
  var itemId = data.id;
5863
6037
  var item = composition.getEngine().jsonSceneData[itemId];
5864
- if (item.type === "mesh") {
6038
+ if (item.type === spec.ItemType.mesh) {
5865
6039
  var meshItem = item;
5866
6040
  var skin = meshItem.content.options.skin;
5867
6041
  var primitives = meshItem.content.options.primitives;
@@ -5896,7 +6070,7 @@ var normal = new Vector3();
5896
6070
  console.error("setupItem3DOptions: Invalid inverseBindMatrices type, " + inverseBindMatrices);
5897
6071
  }
5898
6072
  }
5899
- } else if (item.type === "tree") {
6073
+ } else if (item.type === spec.ItemType.tree) {
5900
6074
  var jsonItem = item;
5901
6075
  var studioItem = item;
5902
6076
  var jsonAnimations = jsonItem.content.options.tree.animations;
@@ -5921,7 +6095,7 @@ var normal = new Vector3();
5921
6095
  });
5922
6096
  });
5923
6097
  }
5924
- } else if (item.type === "skybox") {
6098
+ } else if (item.type === spec.ItemType.skybox) {
5925
6099
  var skybox = item;
5926
6100
  var studioSkybox = item;
5927
6101
  var options = skybox.content.options;
@@ -7564,6 +7738,24 @@ var toHalf = function() {
7564
7738
  }
7565
7739
  return featureList;
7566
7740
  };
7741
+ _proto.getShaderMacros = function getShaderMacros() {
7742
+ var macroList = [];
7743
+ if (this.isOpaque()) {
7744
+ macroList.push({
7745
+ name: "ALPHAMODE_OPAQUE"
7746
+ });
7747
+ } else if (this.isMasked()) {
7748
+ macroList.push({
7749
+ name: "ALPHAMODE_MASK"
7750
+ });
7751
+ }
7752
+ if (this.faceSideMode === PFaceSideMode.both) {
7753
+ macroList.push({
7754
+ name: "DOUBLE_SIDED"
7755
+ });
7756
+ }
7757
+ return macroList;
7758
+ };
7567
7759
  /**
7568
7760
  * 根据材质状态,更新 GE 材质状态
7569
7761
  * @param material - GE 材质
@@ -7615,6 +7807,30 @@ var toHalf = function() {
7615
7807
  }
7616
7808
  return finalFeatureList;
7617
7809
  };
7810
+ _proto.getMacroList = function getMacroList(inMacroList) {
7811
+ var finalMacroList = this.getShaderMacros();
7812
+ if (inMacroList !== undefined) {
7813
+ var _finalMacroList;
7814
+ (_finalMacroList = finalMacroList).push.apply(_finalMacroList, [].concat(inMacroList));
7815
+ }
7816
+ var isWebGL2 = PGlobalState.getInstance().isWebGL2;
7817
+ if (isWebGL2) {
7818
+ finalMacroList.push({
7819
+ name: "WEBGL2"
7820
+ });
7821
+ }
7822
+ // 目前只有 PRB 和 Unlit 是需要 EDITOR_TRANSFORM,适配编辑器的视口 Offset
7823
+ // 阴影 Pass 的渲染是不需要,所以这里特殊处理下
7824
+ if (this.materialType !== PMaterialType.shadowBase) {
7825
+ var isEditorEvn = PGlobalState.getInstance().isEditorEnv;
7826
+ if (isEditorEvn) {
7827
+ finalMacroList.push({
7828
+ name: "EDITOR_TRANSFORM"
7829
+ });
7830
+ }
7831
+ }
7832
+ return finalMacroList;
7833
+ };
7618
7834
  /**
7619
7835
  * 获取混合模式,根据 GE 混合模式
7620
7836
  * @param mode - GE 混合模式
@@ -7764,10 +7980,7 @@ var toHalf = function() {
7764
7980
  */ var PMaterialUnlit = /*#__PURE__*/ function(PMaterialBase) {
7765
7981
  _inherits(PMaterialUnlit, PMaterialBase);
7766
7982
  function PMaterialUnlit() {
7767
- var _this;
7768
- _this = PMaterialBase.apply(this, arguments) || this;
7769
- _this.baseColorFactor = new Vector4(1, 1, 1, 1);
7770
- return _this;
7983
+ return PMaterialBase.apply(this, arguments);
7771
7984
  }
7772
7985
  var _proto = PMaterialUnlit.prototype;
7773
7986
  /**
@@ -7781,7 +7994,6 @@ var toHalf = function() {
7781
7994
  if (options.baseColorTexture) {
7782
7995
  this.baseColorTexture = options.baseColorTexture;
7783
7996
  }
7784
- this.setBaseColorFactor(PluginHelper.toPluginColor4(options.baseColorFactor));
7785
7997
  /**
7786
7998
  * 默认需要写入深度值,只有传入false才是false
7787
7999
  */ if (options.depthMask === false) {
@@ -7794,6 +8006,25 @@ var toHalf = function() {
7794
8006
  this.alphaCutOff = (_options_alphaCutOff = options.alphaCutOff) != null ? _options_alphaCutOff : 0;
7795
8007
  this.faceSideMode = this.getFaceSideMode(options.side);
7796
8008
  };
8009
+ _proto.createFromMaterial = function createFromMaterial(mat) {
8010
+ this.fromMaterial = true;
8011
+ this.material = mat;
8012
+ this.name = mat.name;
8013
+ this.type = PObjectType.material;
8014
+ this.materialType = PMaterialType.unlit;
8015
+ var _mat_getTexture;
8016
+ //
8017
+ this.baseColorTexture = (_mat_getTexture = mat.getTexture("_BaseColorSampler")) != null ? _mat_getTexture : undefined;
8018
+ this.depthMask = true;
8019
+ var _mat_getInt;
8020
+ var blending = (_mat_getInt = mat.getInt("blending")) != null ? _mat_getInt : spec.MaterialBlending.opaque;
8021
+ this.blendMode = this.getBlendMode(blending);
8022
+ var _mat_getFloat;
8023
+ this.alphaCutOff = (_mat_getFloat = mat.getFloat("_AlphaCutoff")) != null ? _mat_getFloat : 0;
8024
+ var _mat_getInt1;
8025
+ var side = (_mat_getInt1 = mat.getInt("side")) != null ? _mat_getInt1 : spec.SideMode.FRONT;
8026
+ this.faceSideMode = this.getFaceSideMode(side);
8027
+ };
7797
8028
  /**
7798
8029
  * 销毁材质
7799
8030
  */ _proto.dispose = function dispose() {
@@ -7812,6 +8043,21 @@ var toHalf = function() {
7812
8043
  featureList.push("MATERIAL_UNLIT 1");
7813
8044
  return featureList;
7814
8045
  };
8046
+ _proto.getShaderMacros = function getShaderMacros() {
8047
+ var macroList = PMaterialBase.prototype.getShaderMacros.call(this);
8048
+ macroList.push({
8049
+ name: "MATERIAL_METALLICROUGHNESS"
8050
+ });
8051
+ if (this.hasBaseColorTexture()) {
8052
+ macroList.push({
8053
+ name: "HAS_BASE_COLOR_MAP"
8054
+ });
8055
+ }
8056
+ macroList.push({
8057
+ name: "MATERIAL_UNLIT"
8058
+ });
8059
+ return macroList;
8060
+ };
7815
8061
  /**
7816
8062
  * 更新对应的 GE 材质中着色器的 Uniform 数据
7817
8063
  * @param material - GE 材质
@@ -7819,14 +8065,12 @@ var toHalf = function() {
7819
8065
  PMaterialBase.prototype.updateUniforms.call(this, material);
7820
8066
  //
7821
8067
  var uvTransform = new Matrix3().identity();
7822
- material.setVector4("_BaseColorFactor", this.baseColorFactor);
7823
8068
  if (this.hasBaseColorTexture()) {
7824
- material.setTexture("_BaseColorSampler", this.getBaseColorTexture());
7825
8069
  material.setInt("_BaseColorUVSet", 0);
7826
8070
  material.setMatrix3("_BaseColorUVTransform", uvTransform);
7827
8071
  }
7828
- material.setFloat("_MetallicFactor", 0.0);
7829
- material.setFloat("_RoughnessFactor", 0.0);
8072
+ material.setFloat("_MetallicFactor", 0);
8073
+ material.setFloat("_RoughnessFactor", 0);
7830
8074
  material.setFloat("_Exposure", 1.0);
7831
8075
  };
7832
8076
  /**
@@ -7847,22 +8091,6 @@ var toHalf = function() {
7847
8091
  */ _proto.setBaseColorTexture = function setBaseColorTexture(val) {
7848
8092
  this.baseColorTexture = val;
7849
8093
  };
7850
- /**
7851
- * 获取基础颜色值
7852
- * @returns
7853
- */ _proto.getBaseColorFactor = function getBaseColorFactor() {
7854
- return this.baseColorFactor;
7855
- };
7856
- /**
7857
- * 设置基础颜色值
7858
- * @param val - 颜色值
7859
- */ _proto.setBaseColorFactor = function setBaseColorFactor(val) {
7860
- if (_instanceof1(val, Vector4)) {
7861
- this.baseColorFactor.set(val.x, val.y, val.z, val.w);
7862
- } else {
7863
- this.baseColorFactor.set(val[0], val[1], val[2], val[3]);
7864
- }
7865
- };
7866
8094
  return PMaterialUnlit;
7867
8095
  }(PMaterialBase);
7868
8096
  /**
@@ -7962,8 +8190,6 @@ var toHalf = function() {
7962
8190
  this.depthMask = true;
7963
8191
  }
7964
8192
  this.blendMode = this.getBlendMode(options.blending);
7965
- var _options_alphaCutOff;
7966
- this.alphaCutOff = (_options_alphaCutOff = options.alphaCutOff) != null ? _options_alphaCutOff : 0;
7967
8193
  this.faceSideMode = this.getFaceSideMode(options.side);
7968
8194
  };
7969
8195
  _proto.createFromMaterial = function createFromMaterial(mat) {
@@ -7971,7 +8197,7 @@ var toHalf = function() {
7971
8197
  this.material = mat;
7972
8198
  this.name = mat.name;
7973
8199
  this.type = PObjectType.material;
7974
- this.materialType = mat.getInt("shaderType") ? PMaterialType.unlit : PMaterialType.pbr;
8200
+ this.materialType = PMaterialType.pbr;
7975
8201
  var _mat_getTexture;
7976
8202
  //
7977
8203
  this.baseColorTexture = (_mat_getTexture = mat.getTexture("_BaseColorSampler")) != null ? _mat_getTexture : undefined;
@@ -8064,6 +8290,72 @@ var toHalf = function() {
8064
8290
  }
8065
8291
  return featureList;
8066
8292
  };
8293
+ _proto.getShaderMacros = function getShaderMacros() {
8294
+ var macroList = PMaterialBase.prototype.getShaderMacros.call(this);
8295
+ macroList.push({
8296
+ name: "MATERIAL_METALLICROUGHNESS"
8297
+ });
8298
+ if (this.hasBaseColorTexture()) {
8299
+ macroList.push({
8300
+ name: "HAS_BASE_COLOR_MAP"
8301
+ });
8302
+ if (this.baseColorTextureTrans !== undefined) {
8303
+ macroList.push({
8304
+ name: "HAS_BASECOLOR_UV_TRANSFORM"
8305
+ });
8306
+ }
8307
+ }
8308
+ if (this.hasMetallicRoughnessTexture()) {
8309
+ macroList.push({
8310
+ name: "HAS_METALLIC_ROUGHNESS_MAP"
8311
+ });
8312
+ if (this.metallicRoughnessTextureTrans !== undefined) {
8313
+ macroList.push({
8314
+ name: "HAS_METALLICROUGHNESS_UV_TRANSFORM"
8315
+ });
8316
+ }
8317
+ }
8318
+ if (this.useSpecularAA) {
8319
+ macroList.push({
8320
+ name: "USE_SPECULAR_AA"
8321
+ });
8322
+ }
8323
+ if (this.hasNormalTexture()) {
8324
+ macroList.push({
8325
+ name: "HAS_NORMAL_MAP"
8326
+ });
8327
+ if (this.normalTextureTrans !== undefined) {
8328
+ macroList.push({
8329
+ name: "HAS_NORMAL_UV_TRANSFORM"
8330
+ });
8331
+ }
8332
+ }
8333
+ if (this.hasOcclusionTexture()) {
8334
+ macroList.push({
8335
+ name: "HAS_OCCLUSION_MAP"
8336
+ });
8337
+ if (this.occlusionTextureTrans !== undefined) {
8338
+ macroList.push({
8339
+ name: "HAS_OCCLUSION_UV_TRANSFORM"
8340
+ });
8341
+ }
8342
+ }
8343
+ if (this.hasEmissiveTexture()) {
8344
+ macroList.push({
8345
+ name: "HAS_EMISSIVE_MAP"
8346
+ });
8347
+ if (this.emissiveTextureTrans !== undefined) {
8348
+ macroList.push({
8349
+ name: "HAS_EMISSIVE_UV_TRANSFORM"
8350
+ });
8351
+ }
8352
+ } else if (this.hasEmissiveFactor()) {
8353
+ macroList.push({
8354
+ name: "HAS_EMISSIVE"
8355
+ });
8356
+ }
8357
+ return macroList;
8358
+ };
8067
8359
  /**
8068
8360
  * 更新关联的 GE 材质中着色器的 Uniform 数据
8069
8361
  * @param material - GE 材质
@@ -8336,18 +8628,24 @@ var toHalf = function() {
8336
8628
  * @returns 材质对象
8337
8629
  */ function createPluginMaterial(options) {
8338
8630
  if (_instanceof1(options, Material)) {
8339
- var materialPBR = new PMaterialPBR();
8340
- materialPBR.createFromMaterial(options);
8341
- return materialPBR;
8631
+ if (options.shader.getInstanceId() === PBRShaderGUID) {
8632
+ var materialPBR = new PMaterialPBR();
8633
+ materialPBR.createFromMaterial(options);
8634
+ return materialPBR;
8635
+ } else {
8636
+ var materialUnlit = new PMaterialUnlit();
8637
+ materialUnlit.createFromMaterial(options);
8638
+ return materialUnlit;
8639
+ }
8342
8640
  } else {
8343
8641
  if (options.type === spec.MaterialType.pbr) {
8344
8642
  var materialPBR1 = new PMaterialPBR();
8345
8643
  materialPBR1.create(options);
8346
8644
  return materialPBR1;
8347
8645
  } else {
8348
- var materialUnlit = new PMaterialUnlit();
8349
- materialUnlit.create(options);
8350
- return materialUnlit;
8646
+ var materialUnlit1 = new PMaterialUnlit();
8647
+ materialUnlit1.create(options);
8648
+ return materialUnlit1;
8351
8649
  }
8352
8650
  }
8353
8651
  }
@@ -8806,12 +9104,12 @@ var PSkyboxType;
8806
9104
  */ PSkyboxCreator.createSpecularCubeMap = function createSpecularCubeMap(engine, params) {
8807
9105
  return _async_to_generator(function() {
8808
9106
  return __generator(this, function(_state) {
8809
- ({
8810
- wrapS: glContext.CLAMP_TO_EDGE,
8811
- wrapT: glContext.CLAMP_TO_EDGE,
8812
- magFilter: glContext.LINEAR,
8813
- minFilter: glContext.LINEAR_MIPMAP_LINEAR
8814
- });
9107
+ // const configOptions: TextureConfigOptions = {
9108
+ // wrapS: glContext.CLAMP_TO_EDGE,
9109
+ // wrapT: glContext.CLAMP_TO_EDGE,
9110
+ // magFilter: glContext.LINEAR,
9111
+ // minFilter: glContext.LINEAR_MIPMAP_LINEAR,
9112
+ // };
8815
9113
  if (params.type === "url") {
8816
9114
  return [
8817
9115
  2,
@@ -8877,7 +9175,9 @@ var PSkyboxType;
8877
9175
  var dataArray = [];
8878
9176
  switch(skyboxType){
8879
9177
  case 0:
8880
- return undefined;
9178
+ {
9179
+ return undefined;
9180
+ }
8881
9181
  case 1:
8882
9182
  dataArray = [
8883
9183
  0.2665672302246094,
@@ -9367,7 +9667,7 @@ var PSkyboxType;
9367
9667
  * @param options - 加载选项
9368
9668
  */ ModelPlugin.prepareResource = function prepareResource(scene, options) {
9369
9669
  return _async_to_generator(function() {
9370
- var _options_pluginData, _options_pluginData1, keyList, pluginData, _options_env, runtimeEnv, _options_pluginData_compatibleMode, _options_pluginData_autoAdjustScene;
9670
+ var keyList, pluginData, _options_env, runtimeEnv;
9371
9671
  return __generator(this, function(_state) {
9372
9672
  switch(_state.label){
9373
9673
  case 0:
@@ -9389,8 +9689,8 @@ var PSkyboxType;
9389
9689
  //
9390
9690
  runtimeEnv = (_options_env = options.env) != null ? _options_env : "";
9391
9691
  scene.storage["runtimeEnv"] = runtimeEnv;
9392
- (_options_pluginData_compatibleMode = (_options_pluginData = options.pluginData) == null ? void 0 : _options_pluginData["compatibleMode"]) != null ? _options_pluginData_compatibleMode : "gltf";
9393
- (_options_pluginData_autoAdjustScene = (_options_pluginData1 = options.pluginData) == null ? void 0 : _options_pluginData1["autoAdjustScene"]) != null ? _options_pluginData_autoAdjustScene : false;
9692
+ // const compatibleMode = options.pluginData?.['compatibleMode'] ?? 'gltf';
9693
+ // const autoAdjustScene = options.pluginData?.['autoAdjustScene'] ?? false;
9394
9694
  //
9395
9695
  //PluginHelper.preprocessScene(scene, runtimeEnv, compatibleMode, autoAdjustScene);
9396
9696
  return [
@@ -9408,24 +9708,28 @@ var PSkyboxType;
9408
9708
  };
9409
9709
  ModelPlugin.precompile = function precompile(compositions, renderer) {
9410
9710
  var isWebGL2 = renderer.engine.gpuCapability.level === 2;
9411
- var context = {
9711
+ var pbrShaderCode = fetchPBRShaderCode(isWebGL2);
9712
+ var unlitShaderCode = fetchUnlitShaderCode(isWebGL2);
9713
+ var pbrShaderData = {
9714
+ id: PBRShaderGUID,
9715
+ name: "PBR Shader",
9716
+ dataType: spec.DataType.Shader,
9717
+ fragment: pbrShaderCode.fragmentShaderCode,
9718
+ vertex: pbrShaderCode.vertexShaderCode,
9412
9719
  // @ts-expect-error
9413
- material: {
9414
- materialType: PMaterialType.pbr
9415
- },
9416
- isWebGL2: isWebGL2,
9417
- featureList: []
9720
+ glslVersion: isWebGL2 ? GLSLVersion.GLSL3 : GLSLVersion.GLSL1
9418
9721
  };
9419
- var pbrShader = getPBRPassShaderCode(context);
9420
- renderer.engine.addEffectsObjectData({
9421
- // FIXME: 'unlit000000000000000000000000000',
9422
- id: "pbr00000000000000000000000000000",
9423
- dataType: "Shader",
9722
+ var unlitShaderData = {
9723
+ id: UnlitShaderGUID,
9724
+ name: "Unlit Shader",
9725
+ dataType: spec.DataType.Shader,
9726
+ fragment: unlitShaderCode.fragmentShaderCode,
9727
+ vertex: unlitShaderCode.vertexShaderCode,
9424
9728
  // @ts-expect-error
9425
- fragment: pbrShader.fragmentShaderCode,
9426
- vertex: pbrShader.vertexShaderCode,
9427
9729
  glslVersion: isWebGL2 ? GLSLVersion.GLSL3 : GLSLVersion.GLSL1
9428
- });
9730
+ };
9731
+ renderer.engine.addEffectsObjectData(pbrShaderData);
9732
+ renderer.engine.addEffectsObjectData(unlitShaderData);
9429
9733
  return Promise.resolve();
9430
9734
  };
9431
9735
  return ModelPlugin;
@@ -9585,7 +9889,7 @@ var ModelPluginComponent = /*#__PURE__*/ function(ItemBehaviour) {
9585
9889
  return ModelPluginComponent;
9586
9890
  }(ItemBehaviour);
9587
9891
  ModelPluginComponent = __decorate([
9588
- effectsClass(DataType.ModelPluginComponent)
9892
+ effectsClass(spec.DataType.ModelPluginComponent)
9589
9893
  ], ModelPluginComponent);
9590
9894
  /**
9591
9895
  * 获取场景管理器,从合成中查找
@@ -9781,7 +10085,7 @@ var ModelTreeComponent = /*#__PURE__*/ function(ItemBehaviour) {
9781
10085
  return ModelTreeComponent;
9782
10086
  }(ItemBehaviour);
9783
10087
  ModelTreeComponent = __decorate([
9784
- effectsClass(DataType.TreeComponent)
10088
+ effectsClass(spec.DataType.TreeComponent)
9785
10089
  ], ModelTreeComponent);
9786
10090
 
9787
10091
  /**
@@ -11701,8 +12005,8 @@ var GLTFHelper = /*#__PURE__*/ function() {
11701
12005
 
11702
12006
  registerPlugin("tree", ModelTreePlugin, VFXItem, true);
11703
12007
  registerPlugin("model", ModelPlugin, VFXItem);
11704
- var version = "2.0.0-alpha.7";
12008
+ var version = "2.0.0-alpha.8";
11705
12009
  logger.info("plugin model version: " + version);
11706
12010
 
11707
- export { BoxMesh, CameraGestureHandlerImp, CameraGestureType, CheckerHelper, CompositionCache, CompositionHitTest, FBOOptions, Float16ArrayWrapper, GeometryBoxProxy, HitTestingProxy, HookOGLFunc, InterpolationSampler, LoaderHelper, LoaderImpl, MeshHelper, ModelCameraComponent, ModelLightComponent, ModelMeshComponent, ModelPlugin, ModelPluginComponent, ModelSkyboxComponent, ModelTreeComponent, ModelTreeItem, ModelTreePlugin, PAnimInterpType, PAnimPathType, PAnimTexture, PAnimTrack, PAnimation, PAnimationManager, PBlendMode, PCamera, PCameraManager, PCoordinate, PEntity, PFaceSideMode, PGeometry, PGlobalState, PLight, PLightManager, PLightType, PMaterialBase, PMaterialPBR, PMaterialSkyboxFilter, PMaterialType, PMaterialUnlit, PMesh, PMorph, PObject, PObjectType, PPrimitive, PSceneManager, PShaderManager, PShadowType, PSkin, PSkybox, PSkyboxCreator, PSkyboxType, PTextureType, PTransform, PluginHelper, RayBoxTesting, RayIntersectsBoxWithRotation, RayTriangleTesting, TextureDataMode, ToggleItemBounding, TwoStatesSet, VFX_ITEM_TYPE_3D, VertexAttribBuffer, WebGLHelper, WebHelper, createAnimationSampler, createInternalMaterial, createPluginMaterial, getDefaultEffectsGLTFLoader, getDiffuseOnlyShaderCode, getGaussianBlurShaderCodeV1, getGaussianBlurShaderCodeV2, getKawaseBlurShaderCode, getNormalVisShaderCode, getPBRPassShaderCode, getPMeshList, getQuadFilterShaderCode, getRendererGPUInfo, getSceneManager, getShadowPassShaderCode, getSimpleFilterShaderCode, getSkyBoxShaderCode, getTransparecyBaseShader, getTransparecyFilterShader, setDefaultEffectsGLTFLoader, version };
12011
+ export { BoxMesh, CameraGestureHandlerImp, CameraGestureType, CheckerHelper, CompositionCache, CompositionHitTest, FBOOptions, Float16ArrayWrapper, GeometryBoxProxy, HitTestingProxy, HookOGLFunc, InterpolationSampler, LoaderHelper, LoaderImpl, MeshHelper, ModelCameraComponent, ModelLightComponent, ModelMeshComponent, ModelPlugin, ModelPluginComponent, ModelSkyboxComponent, ModelTreeComponent, ModelTreeItem, ModelTreePlugin, PAnimInterpType, PAnimPathType, PAnimTexture, PAnimTrack, PAnimation, PAnimationManager, PBRShaderGUID, PBlendMode, PCamera, PCameraManager, PCoordinate, PEntity, PFaceSideMode, PGeometry, PGlobalState, PLight, PLightManager, PLightType, PMaterialBase, PMaterialPBR, PMaterialSkyboxFilter, PMaterialType, PMaterialUnlit, PMesh, PMorph, PObject, PObjectType, PPrimitive, PSceneManager, PShaderManager, PShadowType, PSkin, PSkybox, PSkyboxCreator, PSkyboxType, PTextureType, PTransform, PluginHelper, RayBoxTesting, RayIntersectsBoxWithRotation, RayTriangleTesting, TextureDataMode, ToggleItemBounding, TwoStatesSet, UnlitShaderGUID, VFX_ITEM_TYPE_3D, VertexAttribBuffer, WebGLHelper, WebHelper, createAnimationSampler, createInternalMaterial, createPluginMaterial, fetchPBRShaderCode, fetchUnlitShaderCode, getDefaultEffectsGLTFLoader, getDiffuseOnlyShaderCode, getGaussianBlurShaderCodeV1, getGaussianBlurShaderCodeV2, getKawaseBlurShaderCode, getNormalVisShaderCode, getPBRPassShaderCode, getPMeshList, getQuadFilterShaderCode, getRendererGPUInfo, getSceneManager, getShadowPassShaderCode, getSimpleFilterShaderCode, getSkyBoxShaderCode, getTransparecyBaseShader, getTransparecyFilterShader, setDefaultEffectsGLTFLoader, version };
11708
12012
  //# sourceMappingURL=index.mjs.map