@galacean/engine-core 1.0.0-beta.15 → 1.0.0-beta.17
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 +124 -75
- package/dist/main.js.map +1 -1
- package/dist/miniprogram.js +124 -75
- package/dist/module.js +124 -75
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
- package/types/2d/sprite/Sprite.d.ts +3 -0
- package/types/DisorderedArray.d.ts +4 -3
- package/types/lighting/AmbientLight.d.ts +4 -1
- package/types/lighting/LightManager.d.ts +1 -0
package/dist/module.js
CHANGED
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@@ -3000,15 +3000,24 @@ var GLCapabilityType;
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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)
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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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//
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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.";
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@@ -3016,9 +3025,9 @@ var GLCapabilityType;
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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;
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@@ -4754,6 +4763,7 @@ var ComponentCloner = /*#__PURE__*/ function() {
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cloneEntity._hookResource = hookResource;
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hookResource._addReferCount(1);
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}
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cloneEntity.layer = this.layer;
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cloneEntity._isActive = this._isActive;
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cloneEntity.transform.localMatrix = this.transform.localMatrix;
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var children = this._children;
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@@ -8386,31 +8396,18 @@ __decorate([
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};
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/**
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* @internal
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*/ _proto.
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*/ _proto._updateSunLightIndex = function _updateSunLightIndex() {
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var directLights = this._directLights;
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var
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var
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var intensity = directLight.intensity * directLight.color.getBrightness();
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if (hasShadowLight) {
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if (directLight.shadowType !== 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
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@@ -8459,6 +8456,32 @@ __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 !== 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 !== 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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@@ -9669,7 +9692,7 @@ 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()
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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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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()
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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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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
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@@ -15996,20 +16019,25 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
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/**
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* Ambient light.
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-
*/ var AmbientLight = /*#__PURE__*/ function() {
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+
*/ var AmbientLight = /*#__PURE__*/ function(ReferResource) {
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+
_inherits(AmbientLight, ReferResource);
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+
function AmbientLight(engine) {
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+
var _this;
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+
_this = ReferResource.call(this, engine) || this;
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+
_this._diffuseSolidColor = new Color$1(0.212, 0.227, 0.259);
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+
_this._diffuseIntensity = 1.0;
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_this._specularIntensity = 1.0;
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_this._diffuseMode = DiffuseMode.SolidColor;
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+
_this._shArray = new Float32Array(27);
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+
_this._scenes = [];
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_this._specularTextureDecodeRGBM = false;
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return _this;
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}
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var _proto = AmbientLight.prototype;
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/**
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* @internal
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*/ _proto._addToScene = function _addToScene(scene) {
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+
this._addReferCount(1);
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this._scenes.push(scene);
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var shaderData = scene.shaderData;
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shaderData.setColor(AmbientLight._diffuseColorProperty, this._diffuseSolidColor);
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@@ -16023,9 +16051,13 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
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/**
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* @internal
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*/ _proto._removeFromScene = function _removeFromScene(scene) {
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+
this._addReferCount(-1);
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var scenes = this._scenes;
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var index = scenes.indexOf(scene);
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scenes.splice(index, 1);
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+
var shaderData = scene.shaderData;
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+
shaderData.setTexture(AmbientLight._specularTextureProperty, null);
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shaderData.disableMacro(AmbientLight._specularMacro);
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};
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_proto._setDiffuseMode = function _setDiffuseMode(sceneShaderData) {
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if (this._diffuseMode === DiffuseMode.SphericalHarmonics) {
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@@ -16213,7 +16245,7 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
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}
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]);
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return AmbientLight;
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-
}();
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+
}(ReferResource);
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(function() {
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AmbientLight._shMacro = ShaderMacro.getByName("SCENE_USE_SH");
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})();
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@@ -16270,7 +16302,7 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
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_this.name = name || "";
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var shaderData = _this.shaderData;
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shaderData._addReferCount(1);
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-
_this.ambientLight = new AmbientLight();
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+
_this.ambientLight = new AmbientLight(engine);
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engine.sceneManager._allScenes.push(_assert_this_initialized(_this));
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shaderData.enableMacro("SCENE_FOG_MODE", _this._fogMode.toString());
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shaderData.enableMacro("SCENE_SHADOW_CASCADED_COUNT", _this.shadowCascades.toString());
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@@ -16378,6 +16410,7 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
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if (this._destroyed) {
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return;
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}
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+
EngineObject.prototype.destroy.call(this);
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this._destroy();
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var allScenes = this.engine.sceneManager._allScenes;
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allScenes.splice(allScenes.indexOf(this), 1);
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@@ -16420,9 +16453,9 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
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var lightManager = engine._lightManager;
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engine.time._updateSceneShaderData(shaderData);
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lightManager._updateShaderData(this.shaderData);
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-
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-
if (
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-
var sunlight = lightManager._directLights.get(
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+
lightManager._updateSunLightIndex();
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+
if (lightManager._directLights.length > 0) {
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+
var sunlight = lightManager._directLights.get(0);
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|
shaderData.setColor(Scene._sunlightColorProperty, sunlight._getLightIntensityColor());
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shaderData.setVector3(Scene._sunlightDirectionProperty, sunlight.direction);
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this._sunLight = sunlight;
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@@ -16457,6 +16490,7 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
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}
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this._activeCameras.length = 0;
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|
this.background.destroy();
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+
this._ambientLight && this._ambientLight._removeFromScene(this);
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|
this.shaderData._addReferCount(-1);
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};
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_proto._addToRootEntityList = function _addToRootEntityList(index, rootEntity) {
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@@ -16684,10 +16718,9 @@ var TextRenderData = /*#__PURE__*/ function(RenderData) {
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* @internal
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*/ _proto._destroyAllScene = function _destroyAllScene() {
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var allScenes = this._allScenes;
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-
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-
allScenes[
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+
while(allScenes[0]){
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+
allScenes[0].destroy();
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}
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-
allScenes.length = 0;
|
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|
};
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_create_class(SceneManager, [
|
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{
|
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@@ -18460,9 +18493,8 @@ var /**
|
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var lightUp = this._lightUp;
|
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var lightSide = this._lightSide;
|
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|
var lightForward = shadowSliceData.virtualCamera.forward;
|
|
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|
-
var
|
|
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if (
|
|
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-
var light = camera.scene._sunLight;
|
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+
var light = camera.scene._sunLight;
|
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|
+
if (light) {
|
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|
var shadowFar = Math.min(camera.scene.shadowDistance, camera.farClipPlane);
|
|
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|
this._getCascadesSplitDistance(shadowFar);
|
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// prepare render target
|
|
@@ -18475,7 +18507,7 @@ var /**
|
|
|
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|
rhi.clearRenderTarget(engine, CameraClearFlags.All, CascadedShadowCasterPass._clearColor);
|
|
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|
}
|
|
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|
this._shadowInfos.x = light.shadowStrength;
|
|
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|
-
this._shadowInfos.z =
|
|
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|
+
this._shadowInfos.z = 0; // @todo: sun light index always 0
|
|
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|
// prepare light and camera direction
|
|
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|
Matrix.rotationQuaternion(light.entity.transform.worldRotationQuaternion, lightWorld);
|
|
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18513
|
lightSide.set(lightWorldE[0], lightWorldE[1], lightWorldE[2]);
|
|
@@ -20810,6 +20842,15 @@ var TextVerticalAlignment;
|
|
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20842
|
_this._dirtyUpdateFlag = 0x7;
|
|
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20843
|
/** @internal */ _this._updateFlagManager = new UpdateFlagManager();
|
|
20812
20844
|
_this._texture = texture;
|
|
20845
|
+
_this._onRegionChange = _this._onRegionChange.bind(_assert_this_initialized(_this));
|
|
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|
+
_this._onPivotChange = _this._onPivotChange.bind(_assert_this_initialized(_this));
|
|
20847
|
+
_this._onBorderChange = _this._onBorderChange.bind(_assert_this_initialized(_this));
|
|
20848
|
+
// @ts-ignore
|
|
20849
|
+
_this._region._onValueChanged = _this._onRegionChange;
|
|
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|
+
// @ts-ignore
|
|
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|
+
_this._pivot._onValueChanged = _this._onPivotChange;
|
|
20852
|
+
// @ts-ignore
|
|
20853
|
+
_this._border._onValueChanged = _this._onBorderChange;
|
|
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20854
|
region && _this._region.copyFrom(region);
|
|
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|
pivot && _this._pivot.copyFrom(pivot);
|
|
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20856
|
border && _this._border.copyFrom(border);
|
|
@@ -20949,6 +20990,34 @@ var TextVerticalAlignment;
|
|
|
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|
}
|
|
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|
this._updateFlagManager.dispatch(type);
|
|
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|
};
|
|
20993
|
+
_proto._onRegionChange = function _onRegionChange() {
|
|
20994
|
+
var _this = this, region = _this._region;
|
|
20995
|
+
// @ts-ignore
|
|
20996
|
+
region._onValueChanged = null;
|
|
20997
|
+
var x = MathUtil$1.clamp(region.x, 0, 1);
|
|
20998
|
+
var y = MathUtil$1.clamp(region.y, 0, 1);
|
|
20999
|
+
region.set(x, y, MathUtil$1.clamp(region.width, 0, 1 - x), MathUtil$1.clamp(region.height, 0, 1 - y));
|
|
21000
|
+
this._dispatchSpriteChange(SpriteModifyFlags.region);
|
|
21001
|
+
if (this._customWidth === undefined || this._customHeight === undefined) {
|
|
21002
|
+
this._dispatchSpriteChange(SpriteModifyFlags.size);
|
|
21003
|
+
}
|
|
21004
|
+
// @ts-ignore
|
|
21005
|
+
region._onValueChanged = this._onRegionChange;
|
|
21006
|
+
};
|
|
21007
|
+
_proto._onPivotChange = function _onPivotChange() {
|
|
21008
|
+
this._dispatchSpriteChange(SpriteModifyFlags.pivot);
|
|
21009
|
+
};
|
|
21010
|
+
_proto._onBorderChange = function _onBorderChange() {
|
|
21011
|
+
var _this = this, border = _this._border;
|
|
21012
|
+
// @ts-ignore
|
|
21013
|
+
border._onValueChanged = null;
|
|
21014
|
+
var x = MathUtil$1.clamp(border.x, 0, 1);
|
|
21015
|
+
var y = MathUtil$1.clamp(border.y, 0, 1);
|
|
21016
|
+
border.set(x, y, MathUtil$1.clamp(border.z, 0, 1 - x), MathUtil$1.clamp(border.w, 0, 1 - y));
|
|
21017
|
+
this._dispatchSpriteChange(SpriteModifyFlags.border);
|
|
21018
|
+
// @ts-ignore
|
|
21019
|
+
border._onValueChanged = this._onBorderChange;
|
|
21020
|
+
};
|
|
20952
21021
|
_create_class(Sprite, [
|
|
20953
21022
|
{
|
|
20954
21023
|
key: "texture",
|
|
@@ -21068,14 +21137,7 @@ var TextVerticalAlignment;
|
|
|
21068
21137
|
return this._region;
|
|
21069
21138
|
},
|
|
21070
21139
|
set: function set(value) {
|
|
21071
|
-
|
|
21072
|
-
var x = MathUtil$1.clamp(value.x, 0, 1);
|
|
21073
|
-
var y = MathUtil$1.clamp(value.y, 0, 1);
|
|
21074
|
-
region.set(x, y, MathUtil$1.clamp(value.width, 0, 1 - x), MathUtil$1.clamp(value.height, 0, 1 - y));
|
|
21075
|
-
this._dispatchSpriteChange(SpriteModifyFlags.region);
|
|
21076
|
-
if (this._customWidth === undefined || this._customHeight === undefined) {
|
|
21077
|
-
this._dispatchSpriteChange(SpriteModifyFlags.size);
|
|
21078
|
-
}
|
|
21140
|
+
this._region !== value && this._region.copyFrom(value);
|
|
21079
21141
|
}
|
|
21080
21142
|
},
|
|
21081
21143
|
{
|
|
@@ -21087,16 +21149,7 @@ var TextVerticalAlignment;
|
|
|
21087
21149
|
return this._pivot;
|
|
21088
21150
|
},
|
|
21089
21151
|
set: function set(value) {
|
|
21090
|
-
|
|
21091
|
-
if (pivot === value) {
|
|
21092
|
-
this._dispatchSpriteChange(SpriteModifyFlags.pivot);
|
|
21093
|
-
} else {
|
|
21094
|
-
var x = value.x, y = value.y;
|
|
21095
|
-
if (pivot.x !== x || pivot.y !== y) {
|
|
21096
|
-
pivot.set(x, y);
|
|
21097
|
-
this._dispatchSpriteChange(SpriteModifyFlags.pivot);
|
|
21098
|
-
}
|
|
21099
|
-
}
|
|
21152
|
+
this._pivot !== value && this._pivot.copyFrom(value);
|
|
21100
21153
|
}
|
|
21101
21154
|
},
|
|
21102
21155
|
{
|
|
@@ -21111,11 +21164,7 @@ var TextVerticalAlignment;
|
|
|
21111
21164
|
return this._border;
|
|
21112
21165
|
},
|
|
21113
21166
|
set: function set(value) {
|
|
21114
|
-
|
|
21115
|
-
var x = MathUtil$1.clamp(value.x, 0, 1);
|
|
21116
|
-
var y = MathUtil$1.clamp(value.y, 0, 1);
|
|
21117
|
-
border.set(x, y, MathUtil$1.clamp(value.z, 0, 1 - x), MathUtil$1.clamp(value.w, 0, 1 - y));
|
|
21118
|
-
this._dispatchSpriteChange(SpriteModifyFlags.border);
|
|
21167
|
+
this._border !== value && this._border.copyFrom(value);
|
|
21119
21168
|
}
|
|
21120
21169
|
}
|
|
21121
21170
|
]);
|