@galacean/engine-core 1.0.0-beta.14 → 1.0.0-beta.16

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/main.js CHANGED
@@ -3004,15 +3004,24 @@ exports.GLCapabilityType = void 0;
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  }
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  var _proto = DisorderedArray.prototype;
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  _proto.add = function add(element) {
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- if (this.length === this._elements.length) this._elements.push(element);
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- else this._elements[this.length] = element;
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+ if (this.length === this._elements.length) {
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+ this._elements.push(element);
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+ } else {
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+ this._elements[this.length] = element;
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+ }
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  this.length++;
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  };
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  _proto.delete = function _delete(element) {
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- //TODO: It can be optimized for custom binary search and other algorithms, currently this._elements>=this.length wastes performance.
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+ // @todo: It can be optimized for custom binary search and other algorithms, currently this._elements>=this.length wastes performance.
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  var index = this._elements.indexOf(element);
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  this.deleteByIndex(index);
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  };
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+ _proto.set = function set(index, element) {
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+ if (index >= this.length) {
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+ throw "Index is out of range.";
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+ }
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+ this._elements[index] = element;
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+ };
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  _proto.get = function get(index) {
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  if (index >= this.length) {
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  throw "Index is out of range.";
@@ -3020,9 +3029,9 @@ exports.GLCapabilityType = void 0;
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  return this._elements[index];
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  };
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  /**
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- *
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- * @param index
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- * @returns The replaced item is used to reset its index.
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+ * Delete the element at the specified index.
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+ * @param index - The index of the element to be deleted
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+ * @returns The replaced item is used to reset its index
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  */ _proto.deleteByIndex = function deleteByIndex(index) {
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  var elements = this._elements;
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  var end = null;
@@ -8390,31 +8399,18 @@ __decorate([
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  };
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  /**
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  * @internal
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- */ _proto._getSunLightIndex = function _getSunLightIndex() {
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+ */ _proto._updateSunLightIndex = function _updateSunLightIndex() {
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  var directLights = this._directLights;
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- var sunLightIndex = -1;
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- var maxIntensity = Number.NEGATIVE_INFINITY;
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- var hasShadowLight = false;
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- for(var i = 0, n = directLights.length; i < n; i++){
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- var directLight = directLights.get(i);
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- if (directLight.shadowType !== exports.ShadowType.None && !hasShadowLight) {
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- maxIntensity = Number.NEGATIVE_INFINITY;
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- hasShadowLight = true;
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- }
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- var intensity = directLight.intensity * directLight.color.getBrightness();
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- if (hasShadowLight) {
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- if (directLight.shadowType !== exports.ShadowType.None && maxIntensity < intensity) {
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- maxIntensity = intensity;
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- sunLightIndex = i;
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- }
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- } else {
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- if (maxIntensity < intensity) {
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- maxIntensity = intensity;
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- sunLightIndex = i;
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- }
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- }
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+ var index = this._getSunLightIndex();
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+ // -1 means no sun light, 0 means the first direct light already is sun light
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+ if (index > 0) {
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+ var firstLight = directLights.get(0);
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+ var sunLight = directLights.get(index);
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+ directLights.set(0, sunLight);
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+ directLights.set(index, firstLight);
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+ sunLight._lightIndex = 0;
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+ firstLight._lightIndex = index;
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  }
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- return sunLightIndex;
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  };
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  /**
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  * @internal
@@ -8463,6 +8459,32 @@ __decorate([
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  this._pointLights.garbageCollection();
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  this._directLights.garbageCollection();
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  };
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+ _proto._getSunLightIndex = function _getSunLightIndex() {
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+ var directLights = this._directLights;
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+ var sunLightIndex = -1;
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+ var maxIntensity = Number.NEGATIVE_INFINITY;
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+ var hasShadowLight = false;
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+ for(var i = 0, n = directLights.length; i < n; i++){
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+ var directLight = directLights.get(i);
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+ if (directLight.shadowType !== exports.ShadowType.None && !hasShadowLight) {
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+ maxIntensity = Number.NEGATIVE_INFINITY;
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+ hasShadowLight = true;
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+ }
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+ var intensity = directLight.intensity * directLight.color.getBrightness();
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+ if (hasShadowLight) {
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+ if (directLight.shadowType !== exports.ShadowType.None && maxIntensity < intensity) {
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+ maxIntensity = intensity;
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+ sunLightIndex = i;
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+ }
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+ } else {
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+ if (maxIntensity < intensity) {
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+ maxIntensity = intensity;
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+ sunLightIndex = i;
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+ }
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+ }
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+ }
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+ return sunLightIndex;
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+ };
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  return LightManager;
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  }();
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@@ -9481,6 +9503,7 @@ __decorate([
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  /**
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  * @override
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  */ _proto._onDestroy = function _onDestroy() {
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+ ReferResource.prototype._onDestroy.call(this);
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  this._shader = null;
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  this._shaderData = null;
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  this._renderStates.length = 0;
@@ -9672,7 +9695,7 @@ var begin_mobile_frag = "#define GLSLIFY 1\nvec4 ambient=vec4(0.0);vec4 emission
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  var begin_viewdir_frag = "#define GLSLIFY 1\n#ifdef MATERIAL_NEED_WORLD_POS\nvec3 V=normalize(camera_Position-v_pos);\n#endif\n"; // eslint-disable-line
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- var mobile_blinnphong_frag = "#define GLSLIFY 1\n#ifdef MATERIAL_HAS_NORMALTEXTURE\nmat3 tbn=getTBN(gl_FrontFacing);vec3 N=getNormalByNormalTexture(tbn,material_NormalTexture,material_NormalIntensity,v_uv,gl_FrontFacing);\n#else\nvec3 N=getNormal(gl_FrontFacing);\n#endif\nvec3 lightDiffuse=vec3(0.0,0.0,0.0);vec3 lightSpecular=vec3(0.0,0.0,0.0);float shadowAttenuation=1.0;\n#ifdef SCENE_DIRECT_LIGHT_COUNT\nshadowAttenuation=1.0;\n#ifdef SCENE_IS_CALCULATE_SHADOWS\nshadowAttenuation*=sampleShadowMap();int sunIndex=int(scene_ShadowInfo.z);\n#endif\nDirectLight directionalLight;for(int i=0;i<SCENE_DIRECT_LIGHT_COUNT;i++){if(isRendererCulledByLight(renderer_Layer.xy,scene_DirectLightCullingMask[i]))continue;directionalLight.color=scene_DirectLightColor[i];\n#ifdef SCENE_IS_CALCULATE_SHADOWS\nif(i==sunIndex){directionalLight.color*=shadowAttenuation;}\n#endif\ndirectionalLight.direction=scene_DirectLightDirection[i];float d=max(dot(N,-directionalLight.direction),0.0);lightDiffuse+=directionalLight.color*d;vec3 halfDir=normalize(V-directionalLight.direction);float s=pow(clamp(dot(N,halfDir),0.0,1.0),material_Shininess);lightSpecular+=directionalLight.color*s;}\n#endif\n#ifdef SCENE_POINT_LIGHT_COUNT\nPointLight pointLight;for(int i=0;i<SCENE_POINT_LIGHT_COUNT;i++){if(isRendererCulledByLight(renderer_Layer.xy,scene_PointLightCullingMask[i]))continue;pointLight.color=scene_PointLightColor[i];pointLight.position=scene_PointLightPosition[i];pointLight.distance=scene_PointLightDistance[i];vec3 direction=v_pos-pointLight.position;float dist=length(direction);direction/=dist;float decay=clamp(1.0-pow(dist/pointLight.distance,4.0),0.0,1.0);float d=max(dot(N,-direction),0.0)*decay;lightDiffuse+=pointLight.color*d;vec3 halfDir=normalize(V-direction);float s=pow(clamp(dot(N,halfDir),0.0,1.0),material_Shininess)*decay;lightSpecular+=pointLight.color*s;}\n#endif\n#ifdef SCENE_SPOT_LIGHT_COUNT\nSpotLight spotLight;for(int i=0;i<SCENE_SPOT_LIGHT_COUNT;i++){if(isRendererCulledByLight(renderer_Layer.xy,scene_SpotLightCullingMask[i]))continue;spotLight.color=scene_SpotLightColor[i];spotLight.position=scene_SpotLightPosition[i];spotLight.direction=scene_SpotLightDirection[i];spotLight.distance=scene_SpotLightDistance[i];spotLight.angleCos=scene_SpotLightAngleCos[i];spotLight.penumbraCos=scene_SpotLightPenumbraCos[i];vec3 direction=spotLight.position-v_pos;float lightDistance=length(direction);direction/=lightDistance;float angleCos=dot(direction,-spotLight.direction);float decay=clamp(1.0-pow(lightDistance/spotLight.distance,4.0),0.0,1.0);float spotEffect=smoothstep(spotLight.penumbraCos,spotLight.angleCos,angleCos);float decayTotal=decay*spotEffect;float d=max(dot(N,direction),0.0)*decayTotal;lightDiffuse+=spotLight.color*d;vec3 halfDir=normalize(V+direction);float s=pow(clamp(dot(N,halfDir),0.0,1.0),material_Shininess)*decayTotal;lightSpecular+=spotLight.color*s;}\n#endif\ndiffuse*=vec4(lightDiffuse,1.0);specular*=vec4(lightSpecular,1.0);\n#ifdef MATERIAL_IS_ALPHA_CUTOFF\nif(diffuse.a<material_AlphaCutoff){discard;}\n#endif\n"; // eslint-disable-line
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+ var mobile_blinnphong_frag = "#define GLSLIFY 1\n#ifdef MATERIAL_HAS_NORMALTEXTURE\nmat3 tbn=getTBN(gl_FrontFacing);vec3 N=getNormalByNormalTexture(tbn,material_NormalTexture,material_NormalIntensity,v_uv,gl_FrontFacing);\n#else\nvec3 N=getNormal(gl_FrontFacing);\n#endif\nvec3 lightDiffuse=vec3(0.0,0.0,0.0);vec3 lightSpecular=vec3(0.0,0.0,0.0);float shadowAttenuation=1.0;\n#ifdef SCENE_DIRECT_LIGHT_COUNT\nshadowAttenuation=1.0;\n#ifdef SCENE_IS_CALCULATE_SHADOWS\nshadowAttenuation*=sampleShadowMap();\n#endif\nDirectLight directionalLight;for(int i=0;i<SCENE_DIRECT_LIGHT_COUNT;i++){if(isRendererCulledByLight(renderer_Layer.xy,scene_DirectLightCullingMask[i]))continue;directionalLight.color=scene_DirectLightColor[i];\n#ifdef SCENE_IS_CALCULATE_SHADOWS\nif(i==0){directionalLight.color*=shadowAttenuation;}\n#endif\ndirectionalLight.direction=scene_DirectLightDirection[i];float d=max(dot(N,-directionalLight.direction),0.0);lightDiffuse+=directionalLight.color*d;vec3 halfDir=normalize(V-directionalLight.direction);float s=pow(clamp(dot(N,halfDir),0.0,1.0),material_Shininess);lightSpecular+=directionalLight.color*s;}\n#endif\n#ifdef SCENE_POINT_LIGHT_COUNT\nPointLight pointLight;for(int i=0;i<SCENE_POINT_LIGHT_COUNT;i++){if(isRendererCulledByLight(renderer_Layer.xy,scene_PointLightCullingMask[i]))continue;pointLight.color=scene_PointLightColor[i];pointLight.position=scene_PointLightPosition[i];pointLight.distance=scene_PointLightDistance[i];vec3 direction=v_pos-pointLight.position;float dist=length(direction);direction/=dist;float decay=clamp(1.0-pow(dist/pointLight.distance,4.0),0.0,1.0);float d=max(dot(N,-direction),0.0)*decay;lightDiffuse+=pointLight.color*d;vec3 halfDir=normalize(V-direction);float s=pow(clamp(dot(N,halfDir),0.0,1.0),material_Shininess)*decay;lightSpecular+=pointLight.color*s;}\n#endif\n#ifdef SCENE_SPOT_LIGHT_COUNT\nSpotLight spotLight;for(int i=0;i<SCENE_SPOT_LIGHT_COUNT;i++){if(isRendererCulledByLight(renderer_Layer.xy,scene_SpotLightCullingMask[i]))continue;spotLight.color=scene_SpotLightColor[i];spotLight.position=scene_SpotLightPosition[i];spotLight.direction=scene_SpotLightDirection[i];spotLight.distance=scene_SpotLightDistance[i];spotLight.angleCos=scene_SpotLightAngleCos[i];spotLight.penumbraCos=scene_SpotLightPenumbraCos[i];vec3 direction=spotLight.position-v_pos;float lightDistance=length(direction);direction/=lightDistance;float angleCos=dot(direction,-spotLight.direction);float decay=clamp(1.0-pow(lightDistance/spotLight.distance,4.0),0.0,1.0);float spotEffect=smoothstep(spotLight.penumbraCos,spotLight.angleCos,angleCos);float decayTotal=decay*spotEffect;float d=max(dot(N,direction),0.0)*decayTotal;lightDiffuse+=spotLight.color*d;vec3 halfDir=normalize(V+direction);float s=pow(clamp(dot(N,halfDir),0.0,1.0),material_Shininess)*decayTotal;lightSpecular+=spotLight.color*s;}\n#endif\ndiffuse*=vec4(lightDiffuse,1.0);specular*=vec4(lightSpecular,1.0);\n#ifdef MATERIAL_IS_ALPHA_CUTOFF\nif(diffuse.a<material_AlphaCutoff){discard;}\n#endif\n"; // eslint-disable-line
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  var noise_cellular = "#define GLSLIFY 1\n#include <noise_cellular_2D>\n#include <noise_cellular_3D>\n#include <noise_cellular_2x2>\n#include <noise_cellular_2x2x2>\n"; // eslint-disable-line
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@@ -9712,7 +9735,7 @@ var pbr_helper = "#define GLSLIFY 1\n#include <normal_get>\nfloat computeSpecula
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  var brdf = "#define GLSLIFY 1\nfloat F_Schlick(float dotLH){return 0.04+0.96*(pow(1.0-dotLH,5.0));}vec3 F_Schlick(vec3 specularColor,float dotLH){float fresnel=exp2((-5.55473*dotLH-6.98316)*dotLH);return(1.0-specularColor)*fresnel+specularColor;}float G_GGX_SmithCorrelated(float alpha,float dotNL,float dotNV){float a2=pow2(alpha);float gv=dotNL*sqrt(a2+(1.0-a2)*pow2(dotNV));float gl=dotNV*sqrt(a2+(1.0-a2)*pow2(dotNL));return 0.5/max(gv+gl,EPSILON);}float D_GGX(float alpha,float dotNH){float a2=pow2(alpha);float denom=pow2(dotNH)*(a2-1.0)+1.0;return RECIPROCAL_PI*a2/pow2(denom);}vec3 BRDF_Specular_GGX(vec3 incidentDirection,vec3 viewDir,vec3 normal,vec3 specularColor,float roughness){float alpha=pow2(roughness);vec3 halfDir=normalize(incidentDirection+viewDir);float dotNL=saturate(dot(normal,incidentDirection));float dotNV=saturate(dot(normal,viewDir));float dotNH=saturate(dot(normal,halfDir));float dotLH=saturate(dot(incidentDirection,halfDir));vec3 F=F_Schlick(specularColor,dotLH);float G=G_GGX_SmithCorrelated(alpha,dotNL,dotNV);float D=D_GGX(alpha,dotNH);return F*(G*D);}vec3 BRDF_Diffuse_Lambert(vec3 diffuseColor){return RECIPROCAL_PI*diffuseColor;}"; // eslint-disable-line
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- var direct_irradiance_frag_define = "#define GLSLIFY 1\n#include <ShadowFragmentDeclaration>\nvoid addDirectRadiance(vec3 incidentDirection,vec3 color,Geometry geometry,Material material,inout ReflectedLight reflectedLight){float attenuation=1.0;\n#ifdef MATERIAL_ENABLE_CLEAR_COAT\nfloat clearCoatDotNL=saturate(dot(geometry.clearCoatNormal,incidentDirection));vec3 clearCoatIrradiance=clearCoatDotNL*color;reflectedLight.directSpecular+=material.clearCoat*clearCoatIrradiance*BRDF_Specular_GGX(incidentDirection,geometry.viewDir,geometry.clearCoatNormal,vec3(0.04),material.clearCoatRoughness);attenuation-=material.clearCoat*F_Schlick(geometry.clearCoatDotNV);\n#endif\nfloat dotNL=saturate(dot(geometry.normal,incidentDirection));vec3 irradiance=dotNL*color*PI;reflectedLight.directSpecular+=attenuation*irradiance*BRDF_Specular_GGX(incidentDirection,geometry.viewDir,geometry.normal,material.specularColor,material.roughness);reflectedLight.directDiffuse+=attenuation*irradiance*BRDF_Diffuse_Lambert(material.diffuseColor);}\n#ifdef SCENE_DIRECT_LIGHT_COUNT\nvoid addDirectionalDirectLightRadiance(DirectLight directionalLight,Geometry geometry,Material material,inout ReflectedLight reflectedLight){vec3 color=directionalLight.color;vec3 direction=-directionalLight.direction;addDirectRadiance(direction,color,geometry,material,reflectedLight);}\n#endif\n#ifdef SCENE_POINT_LIGHT_COUNT\nvoid addPointDirectLightRadiance(PointLight pointLight,Geometry geometry,Material material,inout ReflectedLight reflectedLight){vec3 lVector=pointLight.position-geometry.position;vec3 direction=normalize(lVector);float lightDistance=length(lVector);vec3 color=pointLight.color;color*=clamp(1.0-pow(lightDistance/pointLight.distance,4.0),0.0,1.0);addDirectRadiance(direction,color,geometry,material,reflectedLight);}\n#endif\n#ifdef SCENE_SPOT_LIGHT_COUNT\nvoid addSpotDirectLightRadiance(SpotLight spotLight,Geometry geometry,Material material,inout ReflectedLight reflectedLight){vec3 lVector=spotLight.position-geometry.position;vec3 direction=normalize(lVector);float lightDistance=length(lVector);float angleCos=dot(direction,-spotLight.direction);float spotEffect=smoothstep(spotLight.penumbraCos,spotLight.angleCos,angleCos);float decayEffect=clamp(1.0-pow(lightDistance/spotLight.distance,4.0),0.0,1.0);vec3 color=spotLight.color;color*=spotEffect*decayEffect;addDirectRadiance(direction,color,geometry,material,reflectedLight);}\n#endif\nvoid addTotalDirectRadiance(Geometry geometry,Material material,inout ReflectedLight reflectedLight){float shadowAttenuation=1.0;\n#ifdef SCENE_DIRECT_LIGHT_COUNT\nshadowAttenuation=1.0;\n#ifdef SCENE_IS_CALCULATE_SHADOWS\nshadowAttenuation*=sampleShadowMap();int sunIndex=int(scene_ShadowInfo.z);\n#endif\nDirectLight directionalLight;for(int i=0;i<SCENE_DIRECT_LIGHT_COUNT;i++){if(isRendererCulledByLight(renderer_Layer.xy,scene_DirectLightCullingMask[i]))continue;directionalLight.color=scene_DirectLightColor[i];\n#ifdef SCENE_IS_CALCULATE_SHADOWS\nif(i==sunIndex){directionalLight.color*=shadowAttenuation;}\n#endif\ndirectionalLight.direction=scene_DirectLightDirection[i];addDirectionalDirectLightRadiance(directionalLight,geometry,material,reflectedLight);}\n#endif\n#ifdef SCENE_POINT_LIGHT_COUNT\nPointLight pointLight;for(int i=0;i<SCENE_POINT_LIGHT_COUNT;i++){if(isRendererCulledByLight(renderer_Layer.xy,scene_PointLightCullingMask[i]))continue;pointLight.color=scene_PointLightColor[i];pointLight.position=scene_PointLightPosition[i];pointLight.distance=scene_PointLightDistance[i];addPointDirectLightRadiance(pointLight,geometry,material,reflectedLight);}\n#endif\n#ifdef SCENE_SPOT_LIGHT_COUNT\nSpotLight spotLight;for(int i=0;i<SCENE_SPOT_LIGHT_COUNT;i++){if(isRendererCulledByLight(renderer_Layer.xy,scene_SpotLightCullingMask[i]))continue;spotLight.color=scene_SpotLightColor[i];spotLight.position=scene_SpotLightPosition[i];spotLight.direction=scene_SpotLightDirection[i];spotLight.distance=scene_SpotLightDistance[i];spotLight.angleCos=scene_SpotLightAngleCos[i];spotLight.penumbraCos=scene_SpotLightPenumbraCos[i];addSpotDirectLightRadiance(spotLight,geometry,material,reflectedLight);}\n#endif\n}"; // eslint-disable-line
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+ var direct_irradiance_frag_define = "#define GLSLIFY 1\n#include <ShadowFragmentDeclaration>\nvoid addDirectRadiance(vec3 incidentDirection,vec3 color,Geometry geometry,Material material,inout ReflectedLight reflectedLight){float attenuation=1.0;\n#ifdef MATERIAL_ENABLE_CLEAR_COAT\nfloat clearCoatDotNL=saturate(dot(geometry.clearCoatNormal,incidentDirection));vec3 clearCoatIrradiance=clearCoatDotNL*color;reflectedLight.directSpecular+=material.clearCoat*clearCoatIrradiance*BRDF_Specular_GGX(incidentDirection,geometry.viewDir,geometry.clearCoatNormal,vec3(0.04),material.clearCoatRoughness);attenuation-=material.clearCoat*F_Schlick(geometry.clearCoatDotNV);\n#endif\nfloat dotNL=saturate(dot(geometry.normal,incidentDirection));vec3 irradiance=dotNL*color*PI;reflectedLight.directSpecular+=attenuation*irradiance*BRDF_Specular_GGX(incidentDirection,geometry.viewDir,geometry.normal,material.specularColor,material.roughness);reflectedLight.directDiffuse+=attenuation*irradiance*BRDF_Diffuse_Lambert(material.diffuseColor);}\n#ifdef SCENE_DIRECT_LIGHT_COUNT\nvoid addDirectionalDirectLightRadiance(DirectLight directionalLight,Geometry geometry,Material material,inout ReflectedLight reflectedLight){vec3 color=directionalLight.color;vec3 direction=-directionalLight.direction;addDirectRadiance(direction,color,geometry,material,reflectedLight);}\n#endif\n#ifdef SCENE_POINT_LIGHT_COUNT\nvoid addPointDirectLightRadiance(PointLight pointLight,Geometry geometry,Material material,inout ReflectedLight reflectedLight){vec3 lVector=pointLight.position-geometry.position;vec3 direction=normalize(lVector);float lightDistance=length(lVector);vec3 color=pointLight.color;color*=clamp(1.0-pow(lightDistance/pointLight.distance,4.0),0.0,1.0);addDirectRadiance(direction,color,geometry,material,reflectedLight);}\n#endif\n#ifdef SCENE_SPOT_LIGHT_COUNT\nvoid addSpotDirectLightRadiance(SpotLight spotLight,Geometry geometry,Material material,inout ReflectedLight reflectedLight){vec3 lVector=spotLight.position-geometry.position;vec3 direction=normalize(lVector);float lightDistance=length(lVector);float angleCos=dot(direction,-spotLight.direction);float spotEffect=smoothstep(spotLight.penumbraCos,spotLight.angleCos,angleCos);float decayEffect=clamp(1.0-pow(lightDistance/spotLight.distance,4.0),0.0,1.0);vec3 color=spotLight.color;color*=spotEffect*decayEffect;addDirectRadiance(direction,color,geometry,material,reflectedLight);}\n#endif\nvoid addTotalDirectRadiance(Geometry geometry,Material material,inout ReflectedLight reflectedLight){float shadowAttenuation=1.0;\n#ifdef SCENE_DIRECT_LIGHT_COUNT\nshadowAttenuation=1.0;\n#ifdef SCENE_IS_CALCULATE_SHADOWS\nshadowAttenuation*=sampleShadowMap();\n#endif\nDirectLight directionalLight;for(int i=0;i<SCENE_DIRECT_LIGHT_COUNT;i++){if(isRendererCulledByLight(renderer_Layer.xy,scene_DirectLightCullingMask[i]))continue;directionalLight.color=scene_DirectLightColor[i];\n#ifdef SCENE_IS_CALCULATE_SHADOWS\nif(i==0){directionalLight.color*=shadowAttenuation;}\n#endif\ndirectionalLight.direction=scene_DirectLightDirection[i];addDirectionalDirectLightRadiance(directionalLight,geometry,material,reflectedLight);}\n#endif\n#ifdef SCENE_POINT_LIGHT_COUNT\nPointLight pointLight;for(int i=0;i<SCENE_POINT_LIGHT_COUNT;i++){if(isRendererCulledByLight(renderer_Layer.xy,scene_PointLightCullingMask[i]))continue;pointLight.color=scene_PointLightColor[i];pointLight.position=scene_PointLightPosition[i];pointLight.distance=scene_PointLightDistance[i];addPointDirectLightRadiance(pointLight,geometry,material,reflectedLight);}\n#endif\n#ifdef SCENE_SPOT_LIGHT_COUNT\nSpotLight spotLight;for(int i=0;i<SCENE_SPOT_LIGHT_COUNT;i++){if(isRendererCulledByLight(renderer_Layer.xy,scene_SpotLightCullingMask[i]))continue;spotLight.color=scene_SpotLightColor[i];spotLight.position=scene_SpotLightPosition[i];spotLight.direction=scene_SpotLightDirection[i];spotLight.distance=scene_SpotLightDistance[i];spotLight.angleCos=scene_SpotLightAngleCos[i];spotLight.penumbraCos=scene_SpotLightPenumbraCos[i];addSpotDirectLightRadiance(spotLight,geometry,material,reflectedLight);}\n#endif\n}"; // eslint-disable-line
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9717
9740
  var ibl_frag_define = "#define GLSLIFY 1\nvec3 getLightProbeIrradiance(vec3 sh[9],vec3 normal){normal.x=-normal.x;vec3 result=sh[0]+sh[1]*(normal.y)+sh[2]*(normal.z)+sh[3]*(normal.x)+sh[4]*(normal.y*normal.x)+sh[5]*(normal.y*normal.z)+sh[6]*(3.0*normal.z*normal.z-1.0)+sh[7]*(normal.z*normal.x)+sh[8]*(normal.x*normal.x-normal.y*normal.y);return max(result,vec3(0.0));}vec3 envBRDFApprox(vec3 specularColor,float roughness,float dotNV){const vec4 c0=vec4(-1,-0.0275,-0.572,0.022);const vec4 c1=vec4(1,0.0425,1.04,-0.04);vec4 r=roughness*c0+c1;float a004=min(r.x*r.x,exp2(-9.28*dotNV))*r.x+r.y;vec2 AB=vec2(-1.04,1.04)*a004+r.zw;return specularColor*AB.x+AB.y;}float getSpecularMIPLevel(float roughness,int maxMIPLevel){return roughness*float(maxMIPLevel);}vec3 getLightProbeRadiance(vec3 viewDir,vec3 normal,float roughness,int maxMIPLevel,float specularIntensity){\n#ifndef SCENE_USE_SPECULAR_ENV\nreturn vec3(0);\n#else\nvec3 reflectVec=reflect(-viewDir,normal);reflectVec.x=-reflectVec.x;float specularMIPLevel=getSpecularMIPLevel(roughness,maxMIPLevel);\n#ifdef HAS_TEX_LOD\nvec4 envMapColor=textureCubeLodEXT(scene_EnvSpecularSampler,reflectVec,specularMIPLevel);\n#else\nvec4 envMapColor=textureCube(scene_EnvSpecularSampler,reflectVec,specularMIPLevel);\n#endif\n#ifdef SCENE_IS_DECODE_ENV_RGBM\nenvMapColor.rgb=RGBMToLinear(envMapColor,5.0).rgb;\n#ifdef ENGINE_IS_COLORSPACE_GAMMA\nenvMapColor=linearToGamma(envMapColor);\n#endif\n#else\n#ifndef ENGINE_IS_COLORSPACE_GAMMA\nenvMapColor=gammaToLinear(envMapColor);\n#endif\n#endif\nreturn envMapColor.rgb*specularIntensity;\n#endif\n}"; // eslint-disable-line
9718
9741
 
@@ -15446,10 +15469,10 @@ var Basic2DBatcher = /*#__PURE__*/ function() {
15446
15469
  var vertexElements = [];
15447
15470
  var vertexStride = this.createVertexElements(vertexElements);
15448
15471
  // vertices
15449
- var vertexBuffer = this._vertexBuffers[index] = new Buffer(engine, exports.BufferBindFlag.VertexBuffer, MAX_VERTEX_COUNT * 4 * vertexStride, exports.BufferUsage.Dynamic);
15472
+ var vertexBuffer = this._vertexBuffers[index] = new Buffer(engine, exports.BufferBindFlag.VertexBuffer, MAX_VERTEX_COUNT * vertexStride, exports.BufferUsage.Dynamic);
15450
15473
  vertexBuffer.isGCIgnored = true;
15451
15474
  // indices
15452
- var indiceBuffer = this._indiceBuffers[index] = new Buffer(engine, exports.BufferBindFlag.IndexBuffer, MAX_VERTEX_COUNT * 2 * 3, exports.BufferUsage.Dynamic);
15475
+ var indiceBuffer = this._indiceBuffers[index] = new Buffer(engine, exports.BufferBindFlag.IndexBuffer, MAX_VERTEX_COUNT * 6, exports.BufferUsage.Dynamic);
15453
15476
  indiceBuffer.isGCIgnored = true;
15454
15477
  mesh.setVertexBufferBinding(vertexBuffer, vertexStride);
15455
15478
  mesh.setIndexBufferBinding(indiceBuffer, exports.IndexFormat.UInt16);
@@ -15999,20 +16022,25 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
15999
16022
 
16000
16023
  /**
16001
16024
  * Ambient light.
16002
- */ var AmbientLight = /*#__PURE__*/ function() {
16003
- function AmbientLight() {
16004
- this._diffuseSolidColor = new engineMath.Color(0.212, 0.227, 0.259);
16005
- this._diffuseIntensity = 1.0;
16006
- this._specularIntensity = 1.0;
16007
- this._diffuseMode = exports.DiffuseMode.SolidColor;
16008
- this._shArray = new Float32Array(27);
16009
- this._scenes = [];
16010
- this._specularTextureDecodeRGBM = false;
16025
+ */ var AmbientLight = /*#__PURE__*/ function(ReferResource) {
16026
+ _inherits(AmbientLight, ReferResource);
16027
+ function AmbientLight(engine) {
16028
+ var _this;
16029
+ _this = ReferResource.call(this, engine) || this;
16030
+ _this._diffuseSolidColor = new engineMath.Color(0.212, 0.227, 0.259);
16031
+ _this._diffuseIntensity = 1.0;
16032
+ _this._specularIntensity = 1.0;
16033
+ _this._diffuseMode = exports.DiffuseMode.SolidColor;
16034
+ _this._shArray = new Float32Array(27);
16035
+ _this._scenes = [];
16036
+ _this._specularTextureDecodeRGBM = false;
16037
+ return _this;
16011
16038
  }
16012
16039
  var _proto = AmbientLight.prototype;
16013
16040
  /**
16014
16041
  * @internal
16015
16042
  */ _proto._addToScene = function _addToScene(scene) {
16043
+ this._addReferCount(1);
16016
16044
  this._scenes.push(scene);
16017
16045
  var shaderData = scene.shaderData;
16018
16046
  shaderData.setColor(AmbientLight._diffuseColorProperty, this._diffuseSolidColor);
@@ -16026,9 +16054,13 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
16026
16054
  /**
16027
16055
  * @internal
16028
16056
  */ _proto._removeFromScene = function _removeFromScene(scene) {
16057
+ this._addReferCount(-1);
16029
16058
  var scenes = this._scenes;
16030
16059
  var index = scenes.indexOf(scene);
16031
16060
  scenes.splice(index, 1);
16061
+ var shaderData = scene.shaderData;
16062
+ shaderData.setTexture(AmbientLight._specularTextureProperty, null);
16063
+ shaderData.disableMacro(AmbientLight._specularMacro);
16032
16064
  };
16033
16065
  _proto._setDiffuseMode = function _setDiffuseMode(sceneShaderData) {
16034
16066
  if (this._diffuseMode === exports.DiffuseMode.SphericalHarmonics) {
@@ -16216,7 +16248,7 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
16216
16248
  }
16217
16249
  ]);
16218
16250
  return AmbientLight;
16219
- }();
16251
+ }(ReferResource);
16220
16252
  (function() {
16221
16253
  AmbientLight._shMacro = ShaderMacro.getByName("SCENE_USE_SH");
16222
16254
  })();
@@ -16273,7 +16305,7 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
16273
16305
  _this.name = name || "";
16274
16306
  var shaderData = _this.shaderData;
16275
16307
  shaderData._addReferCount(1);
16276
- _this.ambientLight = new AmbientLight();
16308
+ _this.ambientLight = new AmbientLight(engine);
16277
16309
  engine.sceneManager._allScenes.push(_assert_this_initialized(_this));
16278
16310
  shaderData.enableMacro("SCENE_FOG_MODE", _this._fogMode.toString());
16279
16311
  shaderData.enableMacro("SCENE_SHADOW_CASCADED_COUNT", _this.shadowCascades.toString());
@@ -16381,6 +16413,7 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
16381
16413
  if (this._destroyed) {
16382
16414
  return;
16383
16415
  }
16416
+ EngineObject.prototype.destroy.call(this);
16384
16417
  this._destroy();
16385
16418
  var allScenes = this.engine.sceneManager._allScenes;
16386
16419
  allScenes.splice(allScenes.indexOf(this), 1);
@@ -16423,9 +16456,9 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
16423
16456
  var lightManager = engine._lightManager;
16424
16457
  engine.time._updateSceneShaderData(shaderData);
16425
16458
  lightManager._updateShaderData(this.shaderData);
16426
- var sunLightIndex = lightManager._getSunLightIndex();
16427
- if (sunLightIndex !== -1) {
16428
- var sunlight = lightManager._directLights.get(sunLightIndex);
16459
+ lightManager._updateSunLightIndex();
16460
+ if (lightManager._directLights.length > 0) {
16461
+ var sunlight = lightManager._directLights.get(0);
16429
16462
  shaderData.setColor(Scene._sunlightColorProperty, sunlight._getLightIntensityColor());
16430
16463
  shaderData.setVector3(Scene._sunlightDirectionProperty, sunlight.direction);
16431
16464
  this._sunLight = sunlight;
@@ -16460,6 +16493,7 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
16460
16493
  }
16461
16494
  this._activeCameras.length = 0;
16462
16495
  this.background.destroy();
16496
+ this._ambientLight && this._ambientLight._removeFromScene(this);
16463
16497
  this.shaderData._addReferCount(-1);
16464
16498
  };
16465
16499
  _proto._addToRootEntityList = function _addToRootEntityList(index, rootEntity) {
@@ -16687,10 +16721,9 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
16687
16721
  * @internal
16688
16722
  */ _proto._destroyAllScene = function _destroyAllScene() {
16689
16723
  var allScenes = this._allScenes;
16690
- for(var i = 0, n = allScenes.length; i < n; i++){
16691
- allScenes[i]._destroy();
16724
+ while(allScenes[0]){
16725
+ allScenes[0].destroy();
16692
16726
  }
16693
- allScenes.length = 0;
16694
16727
  };
16695
16728
  _create_class(SceneManager, [
16696
16729
  {
@@ -18463,9 +18496,8 @@ var /**
18463
18496
  var lightUp = this._lightUp;
18464
18497
  var lightSide = this._lightSide;
18465
18498
  var lightForward = shadowSliceData.virtualCamera.forward;
18466
- var sunLightIndex = engine._lightManager._getSunLightIndex();
18467
- if (sunLightIndex !== -1) {
18468
- var light = camera.scene._sunLight;
18499
+ var light = camera.scene._sunLight;
18500
+ if (light) {
18469
18501
  var shadowFar = Math.min(camera.scene.shadowDistance, camera.farClipPlane);
18470
18502
  this._getCascadesSplitDistance(shadowFar);
18471
18503
  // prepare render target
@@ -18478,7 +18510,7 @@ var /**
18478
18510
  rhi.clearRenderTarget(engine, exports.CameraClearFlags.All, CascadedShadowCasterPass._clearColor);
18479
18511
  }
18480
18512
  this._shadowInfos.x = light.shadowStrength;
18481
- this._shadowInfos.z = sunLightIndex;
18513
+ this._shadowInfos.z = 0; // @todo: sun light index always 0
18482
18514
  // prepare light and camera direction
18483
18515
  engineMath.Matrix.rotationQuaternion(light.entity.transform.worldRotationQuaternion, lightWorld);
18484
18516
  lightSide.set(lightWorldE[0], lightWorldE[1], lightWorldE[2]);
@@ -20813,6 +20845,15 @@ exports.TextVerticalAlignment = void 0;
20813
20845
  _this._dirtyUpdateFlag = 0x7;
20814
20846
  /** @internal */ _this._updateFlagManager = new UpdateFlagManager();
20815
20847
  _this._texture = texture;
20848
+ _this._onRegionChange = _this._onRegionChange.bind(_assert_this_initialized(_this));
20849
+ _this._onPivotChange = _this._onPivotChange.bind(_assert_this_initialized(_this));
20850
+ _this._onBorderChange = _this._onBorderChange.bind(_assert_this_initialized(_this));
20851
+ // @ts-ignore
20852
+ _this._region._onValueChanged = _this._onRegionChange;
20853
+ // @ts-ignore
20854
+ _this._pivot._onValueChanged = _this._onPivotChange;
20855
+ // @ts-ignore
20856
+ _this._border._onValueChanged = _this._onBorderChange;
20816
20857
  region && _this._region.copyFrom(region);
20817
20858
  pivot && _this._pivot.copyFrom(pivot);
20818
20859
  border && _this._border.copyFrom(border);
@@ -20952,6 +20993,34 @@ exports.TextVerticalAlignment = void 0;
20952
20993
  }
20953
20994
  this._updateFlagManager.dispatch(type);
20954
20995
  };
20996
+ _proto._onRegionChange = function _onRegionChange() {
20997
+ var _this = this, region = _this._region;
20998
+ // @ts-ignore
20999
+ region._onValueChanged = null;
21000
+ var x = engineMath.MathUtil.clamp(region.x, 0, 1);
21001
+ var y = engineMath.MathUtil.clamp(region.y, 0, 1);
21002
+ region.set(x, y, engineMath.MathUtil.clamp(region.width, 0, 1 - x), engineMath.MathUtil.clamp(region.height, 0, 1 - y));
21003
+ this._dispatchSpriteChange(SpriteModifyFlags.region);
21004
+ if (this._customWidth === undefined || this._customHeight === undefined) {
21005
+ this._dispatchSpriteChange(SpriteModifyFlags.size);
21006
+ }
21007
+ // @ts-ignore
21008
+ region._onValueChanged = this._onRegionChange;
21009
+ };
21010
+ _proto._onPivotChange = function _onPivotChange() {
21011
+ this._dispatchSpriteChange(SpriteModifyFlags.pivot);
21012
+ };
21013
+ _proto._onBorderChange = function _onBorderChange() {
21014
+ var _this = this, border = _this._border;
21015
+ // @ts-ignore
21016
+ border._onValueChanged = null;
21017
+ var x = engineMath.MathUtil.clamp(border.x, 0, 1);
21018
+ var y = engineMath.MathUtil.clamp(border.y, 0, 1);
21019
+ border.set(x, y, engineMath.MathUtil.clamp(border.z, 0, 1 - x), engineMath.MathUtil.clamp(border.w, 0, 1 - y));
21020
+ this._dispatchSpriteChange(SpriteModifyFlags.border);
21021
+ // @ts-ignore
21022
+ border._onValueChanged = this._onBorderChange;
21023
+ };
20955
21024
  _create_class(Sprite, [
20956
21025
  {
20957
21026
  key: "texture",
@@ -21071,14 +21140,7 @@ exports.TextVerticalAlignment = void 0;
21071
21140
  return this._region;
21072
21141
  },
21073
21142
  set: function set(value) {
21074
- var region = this._region;
21075
- var x = engineMath.MathUtil.clamp(value.x, 0, 1);
21076
- var y = engineMath.MathUtil.clamp(value.y, 0, 1);
21077
- region.set(x, y, engineMath.MathUtil.clamp(value.width, 0, 1 - x), engineMath.MathUtil.clamp(value.height, 0, 1 - y));
21078
- this._dispatchSpriteChange(SpriteModifyFlags.region);
21079
- if (this._customWidth === undefined || this._customHeight === undefined) {
21080
- this._dispatchSpriteChange(SpriteModifyFlags.size);
21081
- }
21143
+ this._region !== value && this._region.copyFrom(value);
21082
21144
  }
21083
21145
  },
21084
21146
  {
@@ -21090,16 +21152,7 @@ exports.TextVerticalAlignment = void 0;
21090
21152
  return this._pivot;
21091
21153
  },
21092
21154
  set: function set(value) {
21093
- var pivot = this._pivot;
21094
- if (pivot === value) {
21095
- this._dispatchSpriteChange(SpriteModifyFlags.pivot);
21096
- } else {
21097
- var x = value.x, y = value.y;
21098
- if (pivot.x !== x || pivot.y !== y) {
21099
- pivot.set(x, y);
21100
- this._dispatchSpriteChange(SpriteModifyFlags.pivot);
21101
- }
21102
- }
21155
+ this._pivot !== value && this._pivot.copyFrom(value);
21103
21156
  }
21104
21157
  },
21105
21158
  {
@@ -21114,11 +21167,7 @@ exports.TextVerticalAlignment = void 0;
21114
21167
  return this._border;
21115
21168
  },
21116
21169
  set: function set(value) {
21117
- var border = this._border;
21118
- var x = engineMath.MathUtil.clamp(value.x, 0, 1);
21119
- var y = engineMath.MathUtil.clamp(value.y, 0, 1);
21120
- border.set(x, y, engineMath.MathUtil.clamp(value.z, 0, 1 - x), engineMath.MathUtil.clamp(value.w, 0, 1 - y));
21121
- this._dispatchSpriteChange(SpriteModifyFlags.border);
21170
+ this._border !== value && this._border.copyFrom(value);
21122
21171
  }
21123
21172
  }
21124
21173
  ]);