@galacean/engine-core 1.2.0-alpha.2 → 1.2.0-alpha.4
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 +241 -204
- package/dist/main.js.map +1 -1
- package/dist/miniprogram.js +241 -204
- package/dist/module.js +240 -203
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
- package/types/Scene.d.ts +5 -0
- package/types/asset/Loader.d.ts +7 -0
- package/types/particle/modules/MainModule.d.ts +2 -0
- package/types/particle/modules/shape/BaseShape.d.ts +1 -1
- package/types/particle/modules/shape/BoxShape.d.ts +2 -1
- package/types/particle/modules/shape/CircleShape.d.ts +2 -1
- package/types/particle/modules/shape/ConeShape.d.ts +2 -1
- package/types/particle/modules/shape/HemisphereShape.d.ts +2 -1
- package/types/particle/modules/shape/SphereShape.d.ts +2 -1
- package/types/particle/modules/shape/index.d.ts +1 -0
- package/types/shadow/CascadedShadowCasterPass.d.ts +0 -1
package/dist/main.js
CHANGED
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@@ -3292,7 +3292,7 @@ var PBRShaderLib = {
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var ShadowCoord = "#define GLSLIFY 1\nuniform mat4 scene_ShadowMatrices[SCENE_SHADOW_CASCADED_COUNT+1];uniform vec4 scene_ShadowSplitSpheres[4];mediump int computeCascadeIndex(vec3 positionWS){vec3 fromCenter0=positionWS-scene_ShadowSplitSpheres[0].xyz;vec3 fromCenter1=positionWS-scene_ShadowSplitSpheres[1].xyz;vec3 fromCenter2=positionWS-scene_ShadowSplitSpheres[2].xyz;vec3 fromCenter3=positionWS-scene_ShadowSplitSpheres[3].xyz;mediump vec4 comparison=vec4(dot(fromCenter0,fromCenter0)<scene_ShadowSplitSpheres[0].w,dot(fromCenter1,fromCenter1)<scene_ShadowSplitSpheres[1].w,dot(fromCenter2,fromCenter2)<scene_ShadowSplitSpheres[2].w,dot(fromCenter3,fromCenter3)<scene_ShadowSplitSpheres[3].w);comparison.yzw=clamp(comparison.yzw-comparison.xyz,0.0,1.0);mediump vec4 indexCoefficient=vec4(4.0,3.0,2.0,1.0);mediump int index=4-int(dot(comparison,indexCoefficient));return index;}vec3 getShadowCoord(){\n#if SCENE_SHADOW_CASCADED_COUNT == 1\nmediump int cascadeIndex=0;\n#else\nmediump int cascadeIndex=computeCascadeIndex(v_pos);\n#endif\n#ifdef GRAPHICS_API_WEBGL2\nmat4 shadowMatrix=scene_ShadowMatrices[cascadeIndex];\n#else\nmat4 shadowMatrix;\n#if SCENE_SHADOW_CASCADED_COUNT == 4\nif(cascadeIndex==0){shadowMatrix=scene_ShadowMatrices[0];}else if(cascadeIndex==1){shadowMatrix=scene_ShadowMatrices[1];}else if(cascadeIndex==2){shadowMatrix=scene_ShadowMatrices[2];}else if(cascadeIndex==3){shadowMatrix=scene_ShadowMatrices[3];}else{shadowMatrix=scene_ShadowMatrices[4];}\n#endif\n#if SCENE_SHADOW_CASCADED_COUNT == 2\nif(cascadeIndex==0){shadowMatrix=scene_ShadowMatrices[0];}else if(cascadeIndex==1){shadowMatrix=scene_ShadowMatrices[1];}else{shadowMatrix=scene_ShadowMatrices[2];}\n#endif\n#if SCENE_SHADOW_CASCADED_COUNT == 1\nif(cascadeIndex==0){shadowMatrix=scene_ShadowMatrices[0];}else{shadowMatrix=scene_ShadowMatrices[1];}\n#endif\n#endif\nvec4 shadowCoord=shadowMatrix*vec4(v_pos,1.0);return shadowCoord.xyz;}"; // eslint-disable-line
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-
var ShadowFragmentDeclaration = "#define GLSLIFY 1\n#if defined(SCENE_SHADOW_TYPE) && defined(RENDERER_IS_RECEIVE_SHADOWS)\n#define SCENE_IS_CALCULATE_SHADOWS\n#endif\n#ifdef SCENE_IS_CALCULATE_SHADOWS\n#if SCENE_SHADOW_CASCADED_COUNT == 1\nvarying vec3 v_shadowCoord;\n#else\n#include <ShadowCoord>\n#endif\nuniform
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var ShadowFragmentDeclaration = "#define GLSLIFY 1\n#if defined(SCENE_SHADOW_TYPE) && defined(RENDERER_IS_RECEIVE_SHADOWS)\n#define SCENE_IS_CALCULATE_SHADOWS\n#endif\n#ifdef SCENE_IS_CALCULATE_SHADOWS\n#if SCENE_SHADOW_CASCADED_COUNT == 1\nvarying vec3 v_shadowCoord;\n#else\n#include <ShadowCoord>\n#endif\nuniform vec4 scene_ShadowInfo;uniform vec4 scene_ShadowMapSize;\n#ifdef GRAPHICS_API_WEBGL2\nuniform mediump sampler2DShadow scene_ShadowMap;\n#define SAMPLE_TEXTURE2D_SHADOW(textureName, coord3) textureLod(textureName, coord3 , 0.0)\n#define TEXTURE2D_SHADOW_PARAM(shadowMap) mediump sampler2DShadow shadowMap\n#else\nuniform sampler2D scene_ShadowMap;\n#ifdef ENGINE_NO_DEPTH_TEXTURE\nconst vec4 bitShift=vec4(1.0,1.0/256.0,1.0/(256.0*256.0),1.0/(256.0*256.0*256.0));float unpack(const in vec4 rgbaDepth){return dot(rgbaDepth,bitShift);}\n#define SAMPLE_TEXTURE2D_SHADOW(textureName, coord3) (unpack(texture2D(textureName, coord3.xy)) < coord3.z ? 0.0 : 1.0)\n#else\n#define SAMPLE_TEXTURE2D_SHADOW(textureName, coord3) (texture2D(textureName, coord3.xy).r < coord3.z ? 0.0 : 1.0)\n#endif\n#define TEXTURE2D_SHADOW_PARAM(shadowMap) mediump sampler2D shadowMap\n#endif\n#if SCENE_SHADOW_TYPE == 2\nfloat sampleShadowMapFiltered4(TEXTURE2D_SHADOW_PARAM(shadowMap),vec3 shadowCoord,vec4 shadowMapSize){float attenuation;vec4 attenuation4;vec2 offset=shadowMapSize.xy/2.0;vec3 shadowCoord0=shadowCoord+vec3(-offset,0.0);vec3 shadowCoord1=shadowCoord+vec3(offset.x,-offset.y,0.0);vec3 shadowCoord2=shadowCoord+vec3(-offset.x,offset.y,0.0);vec3 shadowCoord3=shadowCoord+vec3(offset,0.0);attenuation4.x=SAMPLE_TEXTURE2D_SHADOW(shadowMap,shadowCoord0);attenuation4.y=SAMPLE_TEXTURE2D_SHADOW(shadowMap,shadowCoord1);attenuation4.z=SAMPLE_TEXTURE2D_SHADOW(shadowMap,shadowCoord2);attenuation4.w=SAMPLE_TEXTURE2D_SHADOW(shadowMap,shadowCoord3);attenuation=dot(attenuation4,vec4(0.25));return attenuation;}\n#endif\n#if SCENE_SHADOW_TYPE == 3\n#include <shadow_sample_tent>\nfloat sampleShadowMapFiltered9(TEXTURE2D_SHADOW_PARAM(shadowMap),vec3 shadowCoord,vec4 shadowmapSize){float attenuation;float fetchesWeights[9];vec2 fetchesUV[9];sampleShadowComputeSamplesTent5x5(shadowmapSize,shadowCoord.xy,fetchesWeights,fetchesUV);attenuation=fetchesWeights[0]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[0].xy,shadowCoord.z));attenuation+=fetchesWeights[1]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[1].xy,shadowCoord.z));attenuation+=fetchesWeights[2]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[2].xy,shadowCoord.z));attenuation+=fetchesWeights[3]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[3].xy,shadowCoord.z));attenuation+=fetchesWeights[4]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[4].xy,shadowCoord.z));attenuation+=fetchesWeights[5]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[5].xy,shadowCoord.z));attenuation+=fetchesWeights[6]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[6].xy,shadowCoord.z));attenuation+=fetchesWeights[7]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[7].xy,shadowCoord.z));attenuation+=fetchesWeights[8]*SAMPLE_TEXTURE2D_SHADOW(shadowMap,vec3(fetchesUV[8].xy,shadowCoord.z));return attenuation;}\n#endif\nfloat getShadowFade(vec3 positionWS){vec3 camToPixel=positionWS-camera_Position;float distanceCamToPixel2=dot(camToPixel,camToPixel);return saturate(distanceCamToPixel2*scene_ShadowInfo.z+scene_ShadowInfo.w);}float sampleShadowMap(){\n#if SCENE_SHADOW_CASCADED_COUNT == 1\nvec3 shadowCoord=v_shadowCoord;\n#else\nvec3 shadowCoord=getShadowCoord();\n#endif\nfloat attenuation=1.0;if(shadowCoord.z>0.0&&shadowCoord.z<1.0){\n#if SCENE_SHADOW_TYPE == 1\nattenuation=SAMPLE_TEXTURE2D_SHADOW(scene_ShadowMap,shadowCoord);\n#endif\n#if SCENE_SHADOW_TYPE == 2\nattenuation=sampleShadowMapFiltered4(scene_ShadowMap,shadowCoord,scene_ShadowMapSize);\n#endif\n#if SCENE_SHADOW_TYPE == 3\nattenuation=sampleShadowMapFiltered9(scene_ShadowMap,shadowCoord,scene_ShadowMapSize);\n#endif\nfloat shadowFade=getShadowFade(v_pos);attenuation=mix(1.0,mix(attenuation,1.0,shadowFade),scene_ShadowInfo.x);}return attenuation;}\n#endif\n"; // eslint-disable-line
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var shadow_sample_tent = "#define GLSLIFY 1\nfloat sampleShadowGetIRTriangleTexelArea(float triangleHeight){return triangleHeight-0.5;}void sampleShadowGetTexelAreasTent3x3(float offset,out vec4 computedArea,out vec4 computedAreaUncut){float a=offset+0.5;float offsetSquaredHalved=a*a*0.5;computedAreaUncut.x=computedArea.x=offsetSquaredHalved-offset;computedAreaUncut.w=computedArea.w=offsetSquaredHalved;computedAreaUncut.y=sampleShadowGetIRTriangleTexelArea(1.5-offset);float clampedOffsetLeft=min(offset,0.0);float areaOfSmallLeftTriangle=clampedOffsetLeft*clampedOffsetLeft;computedArea.y=computedAreaUncut.y-areaOfSmallLeftTriangle;computedAreaUncut.z=sampleShadowGetIRTriangleTexelArea(1.5+offset);float clampedOffsetRight=max(offset,0.0);float areaOfSmallRightTriangle=clampedOffsetRight*clampedOffsetRight;computedArea.z=computedAreaUncut.z-areaOfSmallRightTriangle;}void sampleShadowGetTexelWeightsTent5x5(float offset,out vec3 texelsWeightsA,out vec3 texelsWeightsB){vec4 areaFrom3texelTriangle;vec4 areaUncutFrom3texelTriangle;sampleShadowGetTexelAreasTent3x3(offset,areaFrom3texelTriangle,areaUncutFrom3texelTriangle);texelsWeightsA.x=0.16*(areaFrom3texelTriangle.x);texelsWeightsA.y=0.16*(areaUncutFrom3texelTriangle.y);texelsWeightsA.z=0.16*(areaFrom3texelTriangle.y+1.0);texelsWeightsB.x=0.16*(areaFrom3texelTriangle.z+1.0);texelsWeightsB.y=0.16*(areaUncutFrom3texelTriangle.z);texelsWeightsB.z=0.16*(areaFrom3texelTriangle.w);}void sampleShadowComputeSamplesTent5x5(vec4 shadowMapTextureTexelSize,vec2 coord,out float fetchesWeights[9],out vec2 fetchesUV[9]){vec2 tentCenterInTexelSpace=coord.xy*shadowMapTextureTexelSize.zw;vec2 centerOfFetchesInTexelSpace=floor(tentCenterInTexelSpace+0.5);vec2 offsetFromTentCenterToCenterOfFetches=tentCenterInTexelSpace-centerOfFetchesInTexelSpace;vec3 texelsWeightsUA,texelsWeightsUB;vec3 texelsWeightsVA,texelsWeightsVB;sampleShadowGetTexelWeightsTent5x5(offsetFromTentCenterToCenterOfFetches.x,texelsWeightsUA,texelsWeightsUB);sampleShadowGetTexelWeightsTent5x5(offsetFromTentCenterToCenterOfFetches.y,texelsWeightsVA,texelsWeightsVB);vec3 fetchesWeightsU=vec3(texelsWeightsUA.xz,texelsWeightsUB.y)+vec3(texelsWeightsUA.y,texelsWeightsUB.xz);vec3 fetchesWeightsV=vec3(texelsWeightsVA.xz,texelsWeightsVB.y)+vec3(texelsWeightsVA.y,texelsWeightsVB.xz);vec3 fetchesOffsetsU=vec3(texelsWeightsUA.y,texelsWeightsUB.xz)/fetchesWeightsU.xyz+vec3(-2.5,-0.5,1.5);vec3 fetchesOffsetsV=vec3(texelsWeightsVA.y,texelsWeightsVB.xz)/fetchesWeightsV.xyz+vec3(-2.5,-0.5,1.5);fetchesOffsetsU*=shadowMapTextureTexelSize.xxx;fetchesOffsetsV*=shadowMapTextureTexelSize.yyy;vec2 bilinearFetchOrigin=centerOfFetchesInTexelSpace*shadowMapTextureTexelSize.xy;fetchesUV[0]=bilinearFetchOrigin+vec2(fetchesOffsetsU.x,fetchesOffsetsV.x);fetchesUV[1]=bilinearFetchOrigin+vec2(fetchesOffsetsU.y,fetchesOffsetsV.x);fetchesUV[2]=bilinearFetchOrigin+vec2(fetchesOffsetsU.z,fetchesOffsetsV.x);fetchesUV[3]=bilinearFetchOrigin+vec2(fetchesOffsetsU.x,fetchesOffsetsV.y);fetchesUV[4]=bilinearFetchOrigin+vec2(fetchesOffsetsU.y,fetchesOffsetsV.y);fetchesUV[5]=bilinearFetchOrigin+vec2(fetchesOffsetsU.z,fetchesOffsetsV.y);fetchesUV[6]=bilinearFetchOrigin+vec2(fetchesOffsetsU.x,fetchesOffsetsV.z);fetchesUV[7]=bilinearFetchOrigin+vec2(fetchesOffsetsU.y,fetchesOffsetsV.z);fetchesUV[8]=bilinearFetchOrigin+vec2(fetchesOffsetsU.z,fetchesOffsetsV.z);fetchesWeights[0]=fetchesWeightsU.x*fetchesWeightsV.x;fetchesWeights[1]=fetchesWeightsU.y*fetchesWeightsV.x;fetchesWeights[2]=fetchesWeightsU.z*fetchesWeightsV.x;fetchesWeights[3]=fetchesWeightsU.x*fetchesWeightsV.y;fetchesWeights[4]=fetchesWeightsU.y*fetchesWeightsV.y;fetchesWeights[5]=fetchesWeightsU.z*fetchesWeightsV.y;fetchesWeights[6]=fetchesWeightsU.x*fetchesWeightsV.z;fetchesWeights[7]=fetchesWeightsU.y*fetchesWeightsV.z;fetchesWeights[8]=fetchesWeightsU.z*fetchesWeightsV.z;}"; // eslint-disable-line
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@@ -18931,8 +18931,9 @@ var unlitVs = "#define GLSLIFY 1\n#include <common>\n#include <common_vert>\n#in
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}
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return;
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}
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++hierarchy;
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for(var k1 in cacheMap){
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this._recursiveDestroy(
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this._recursiveDestroy(hierarchy, cacheMap[k1]);
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}
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};
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_proto._resizeCacheMapHierarchy = function _resizeCacheMapHierarchy(cacheMap, hierarchy, currentHierarchy, increaseHierarchy) {
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@@ -20961,6 +20962,10 @@ __decorate([
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/** The splits of two cascade distribution. */ _this.shadowTwoCascadeSplits = 1.0 / 3.0;
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/** The splits of four cascade distribution. */ _this.shadowFourCascadeSplits = new engineMath.Vector3(1.0 / 15, 3.0 / 15.0, 7.0 / 15.0);
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/** Max Shadow distance. */ _this.shadowDistance = 50;
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/**
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* Last shadow fade distance in percentage, range [0,1].
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* @remarks Value 0 is used for no shadow fade.
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*/ _this.shadowFadeBorder = 0.1;
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/* @internal */ _this._lightManager = new LightManager();
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/* @internal */ _this._componentsManager = new ComponentsManager();
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/** @internal */ _this._isActiveInEngine = false;
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DepthTextureMode[DepthTextureMode[/* Generate depth texture by pre-pass rendering. */ "PrePass"] = 1] = "PrePass";
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})(exports.DepthTextureMode || (exports.DepthTextureMode = {}));
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var passNum = 0;
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/**
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*
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*/ var
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this.enabled = true;
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this.priority = priority;
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this.renderTarget = renderTarget;
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this.replaceMaterial = replaceMaterial;
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this.mask = mask || exports.Layer.Everything;
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this.renderOverride = false; // If renderOverride is set to true, you need to implement the render method
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}
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var _proto = RenderPass.prototype;
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/**
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* Rendering callback, will be executed if renderOverride is set to true.
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* @param transparentQueue - Transparent queue
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*/ _proto.render = function render(camera, opaqueQueue, alphaTestQueue, transparentQueue) {};
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* PipelinePass is a base class for all pipeline passes.
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*/ var PipelinePass = function PipelinePass(engine) {
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this._engine = engine;
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};
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/**
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* @internal
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*/ var PipelineUtils = /*#__PURE__*/ function() {
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function PipelineUtils() {}
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* @param mipmap - Need texture mipmap
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* @returns Texture
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*/ PipelineUtils.recreateTextureIfNeeded = function recreateTextureIfNeeded(engine, currentTexture, width, height, format, mipmap) {
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if (currentTexture) {
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if (currentTexture.width !== width || currentTexture.height !== height || currentTexture.format !== format || currentTexture.mipmapCount > 1 !== mipmap) {
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currentTexture.destroy();
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var texture = new Texture2D(engine, width, height, format, mipmap);
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texture1.isGCIgnored = true;
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}
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};
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* @returns Render target
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*/ PipelineUtils.recreateRenderTargetIfNeeded = function recreateRenderTargetIfNeeded(engine, currentRenderTarget, width, height, colorFormat, depthFormat, mipmap) {
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var _currentRenderTarget, _currentRenderTarget1;
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var currentColorTexture = (_currentRenderTarget = currentRenderTarget) == null ? void 0 : _currentRenderTarget.getColorTexture(0);
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var currentDepthTexture = (_currentRenderTarget1 = currentRenderTarget) == null ? void 0 : _currentRenderTarget1.depthTexture;
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var colorTexture = colorFormat ? PipelineUtils.recreateTextureIfNeeded(engine, currentColorTexture, width, height, colorFormat, mipmap) : null;
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var depthTexture = depthFormat ? PipelineUtils.recreateTextureIfNeeded(engine, currentDepthTexture, width, height, depthFormat, mipmap) : null;
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if (currentColorTexture !== colorTexture || currentDepthTexture !== depthTexture) {
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var _currentRenderTarget2;
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(_currentRenderTarget2 = currentRenderTarget) == null ? void 0 : _currentRenderTarget2.destroy();
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currentRenderTarget = new RenderTarget(engine, width, height, colorTexture, depthTexture);
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currentRenderTarget.isGCIgnored = true;
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}
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return currentRenderTarget;
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};
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return PipelineUtils;
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}();
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/**
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return RenderQueue;
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}();
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var passNum = 0;
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/**
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function
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* RenderPass.
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|
+
*/ var RenderPass = /*#__PURE__*/ function() {
|
|
21963
|
+
function RenderPass(name, priority, renderTarget, replaceMaterial, mask) {
|
|
21964
|
+
if (name === void 0) name = "RENDER_PASS" + passNum++;
|
|
21965
|
+
if (priority === void 0) priority = 0;
|
|
21966
|
+
if (renderTarget === void 0) renderTarget = null;
|
|
21967
|
+
if (replaceMaterial === void 0) replaceMaterial = null;
|
|
21968
|
+
if (mask === void 0) mask = null;
|
|
21969
|
+
this.name = name;
|
|
21970
|
+
this.enabled = true;
|
|
21971
|
+
this.priority = priority;
|
|
21972
|
+
this.renderTarget = renderTarget;
|
|
21973
|
+
this.replaceMaterial = replaceMaterial;
|
|
21974
|
+
this.mask = mask || exports.Layer.Everything;
|
|
21975
|
+
this.renderOverride = false; // If renderOverride is set to true, you need to implement the render method
|
|
21976
|
+
}
|
|
21977
|
+
var _proto = RenderPass.prototype;
|
|
21939
21978
|
/**
|
|
21940
|
-
*
|
|
21941
|
-
* @param
|
|
21942
|
-
* @param
|
|
21943
|
-
* @param
|
|
21944
|
-
* @param
|
|
21945
|
-
|
|
21946
|
-
* @param mipmap - Need texture mipmap
|
|
21947
|
-
* @returns Texture
|
|
21948
|
-
*/ PipelineUtils.recreateTextureIfNeeded = function recreateTextureIfNeeded(engine, currentTexture, width, height, format, mipmap) {
|
|
21949
|
-
if (currentTexture) {
|
|
21950
|
-
if (currentTexture.width !== width || currentTexture.height !== height || currentTexture.format !== format || currentTexture.mipmapCount > 1 !== mipmap) {
|
|
21951
|
-
currentTexture.destroy();
|
|
21952
|
-
var texture = new Texture2D(engine, width, height, format, mipmap);
|
|
21953
|
-
texture.isGCIgnored = true;
|
|
21954
|
-
return texture;
|
|
21955
|
-
} else {
|
|
21956
|
-
return currentTexture;
|
|
21957
|
-
}
|
|
21958
|
-
} else {
|
|
21959
|
-
var texture1 = new Texture2D(engine, width, height, format, mipmap);
|
|
21960
|
-
texture1.isGCIgnored = true;
|
|
21961
|
-
return texture1;
|
|
21962
|
-
}
|
|
21963
|
-
};
|
|
21979
|
+
* Rendering callback, will be executed if renderOverride is set to true.
|
|
21980
|
+
* @param camera - Camera
|
|
21981
|
+
* @param opaqueQueue - Opaque queue
|
|
21982
|
+
* @param alphaTestQueue - Alpha test queue
|
|
21983
|
+
* @param transparentQueue - Transparent queue
|
|
21984
|
+
*/ _proto.render = function render(camera, opaqueQueue, alphaTestQueue, transparentQueue) {};
|
|
21964
21985
|
/**
|
|
21965
|
-
*
|
|
21966
|
-
* @param
|
|
21967
|
-
* @param
|
|
21968
|
-
* @param
|
|
21969
|
-
* @param
|
|
21970
|
-
|
|
21971
|
-
|
|
21972
|
-
*
|
|
21973
|
-
* @
|
|
21974
|
-
|
|
21975
|
-
|
|
21976
|
-
|
|
21977
|
-
|
|
21978
|
-
|
|
21979
|
-
var depthTexture = depthFormat ? PipelineUtils.recreateTextureIfNeeded(engine, currentDepthTexture, width, height, depthFormat, mipmap) : null;
|
|
21980
|
-
if (currentColorTexture !== colorTexture || currentDepthTexture !== depthTexture) {
|
|
21981
|
-
var _currentRenderTarget2;
|
|
21982
|
-
(_currentRenderTarget2 = currentRenderTarget) == null ? void 0 : _currentRenderTarget2.destroy();
|
|
21983
|
-
currentRenderTarget = new RenderTarget(engine, width, height, colorTexture, depthTexture);
|
|
21984
|
-
currentRenderTarget.isGCIgnored = true;
|
|
21985
|
-
}
|
|
21986
|
-
return currentRenderTarget;
|
|
21987
|
-
};
|
|
21988
|
-
return PipelineUtils;
|
|
21986
|
+
* Post rendering callback.
|
|
21987
|
+
* @param camera - Camera
|
|
21988
|
+
* @param opaqueQueue - Opaque queue
|
|
21989
|
+
* @param alphaTestQueue - Alpha test queue
|
|
21990
|
+
* @param transparentQueue - Transparent queue
|
|
21991
|
+
*/ _proto.preRender = function preRender(camera, opaqueQueue, alphaTestQueue, transparentQueue) {};
|
|
21992
|
+
/**
|
|
21993
|
+
* Post rendering callback.
|
|
21994
|
+
* @param camera - Camera
|
|
21995
|
+
* @param opaqueQueue - Opaque queue
|
|
21996
|
+
* @param alphaTestQueue - Alpha test queue
|
|
21997
|
+
* @param transparentQueue - Transparent queue
|
|
21998
|
+
*/ _proto.postRender = function postRender(camera, opaqueQueue, alphaTestQueue, transparentQueue) {};
|
|
21999
|
+
return RenderPass;
|
|
21989
22000
|
}();
|
|
21990
22001
|
|
|
21991
22002
|
/**
|
|
@@ -22253,6 +22264,26 @@ var /**
|
|
|
22253
22264
|
var offset = cascadeIndex * 16;
|
|
22254
22265
|
Utils._floatMatrixMultiply(sliceMatrix, outShadowMatrices, offset, outShadowMatrices, offset);
|
|
22255
22266
|
};
|
|
22267
|
+
/**
|
|
22268
|
+
* Extract scale and bias from a fade distance to achieve a linear fading of the fade distance.
|
|
22269
|
+
*/ ShadowUtils.getScaleAndBiasForLinearDistanceFade = function getScaleAndBiasForLinearDistanceFade(fadeDistance, border, outInfo) {
|
|
22270
|
+
// (P^2-N^2)/(F^2-N^2)
|
|
22271
|
+
// To avoid division from zero
|
|
22272
|
+
// This values ensure that fade within cascade will be 0 and outside 1
|
|
22273
|
+
if (border < 0.0001) {
|
|
22274
|
+
var multiplier = 1000; // To avoid blending if difference is in fractions
|
|
22275
|
+
outInfo.z = multiplier;
|
|
22276
|
+
outInfo.w = -fadeDistance * multiplier;
|
|
22277
|
+
return;
|
|
22278
|
+
}
|
|
22279
|
+
border = 1 - border;
|
|
22280
|
+
border *= border;
|
|
22281
|
+
// Fade with distance calculation is just a linear fade from 90% of fade distance to fade distance. 90% arbitrarily chosen but should work well enough.
|
|
22282
|
+
var distanceFadeNear = border * fadeDistance;
|
|
22283
|
+
var fadeRange = fadeDistance - distanceFadeNear;
|
|
22284
|
+
outInfo.z = 1.0 / fadeRange;
|
|
22285
|
+
outInfo.w = -distanceFadeNear / fadeRange;
|
|
22286
|
+
};
|
|
22256
22287
|
return ShadowUtils;
|
|
22257
22288
|
}();
|
|
22258
22289
|
(function() {
|
|
@@ -22497,12 +22528,6 @@ var /**
|
|
|
22497
22528
|
ShadowUtils.atlasBorderSize = 4.0;
|
|
22498
22529
|
})();
|
|
22499
22530
|
|
|
22500
|
-
/**
|
|
22501
|
-
* PipelinePass is a base class for all pipeline passes.
|
|
22502
|
-
*/ var PipelinePass = function PipelinePass(engine) {
|
|
22503
|
-
this._engine = engine;
|
|
22504
|
-
};
|
|
22505
|
-
|
|
22506
22531
|
/**
|
|
22507
22532
|
* Cascade shadow caster pass.
|
|
22508
22533
|
*/ var CascadedShadowCasterPass = /*#__PURE__*/ function(PipelinePass1) {
|
|
@@ -22515,11 +22540,10 @@ var /**
|
|
|
22515
22540
|
_this._shadowSliceData = new ShadowSliceData();
|
|
22516
22541
|
_this._lightUp = new engineMath.Vector3();
|
|
22517
22542
|
_this._lightSide = new engineMath.Vector3();
|
|
22518
|
-
_this._existShadowMap = false;
|
|
22519
22543
|
_this._splitBoundSpheres = new Float32Array(CascadedShadowCasterPass._maxCascades * 4);
|
|
22520
22544
|
/** The end is project precision problem in shader. */ _this._shadowMatrices = new Float32Array((CascadedShadowCasterPass._maxCascades + 1) * 16);
|
|
22521
|
-
//
|
|
22522
|
-
_this._shadowInfos = new engineMath.
|
|
22545
|
+
// intensity, null, fadeScale, fadeBias
|
|
22546
|
+
_this._shadowInfos = new engineMath.Vector4();
|
|
22523
22547
|
_this._viewportOffsets = [
|
|
22524
22548
|
new engineMath.Vector2(),
|
|
22525
22549
|
new engineMath.Vector2(),
|
|
@@ -22535,14 +22559,12 @@ var /**
|
|
|
22535
22559
|
/**
|
|
22536
22560
|
* @internal
|
|
22537
22561
|
*/ _proto.onRender = function onRender(context) {
|
|
22562
|
+
var light = this._camera.scene._lightManager._sunlight;
|
|
22538
22563
|
this._updateShadowSettings();
|
|
22539
|
-
this.
|
|
22540
|
-
this.
|
|
22541
|
-
if (this._existShadowMap) {
|
|
22542
|
-
this._updateReceiversShaderData();
|
|
22543
|
-
}
|
|
22564
|
+
this._renderDirectShadowMap(context, light);
|
|
22565
|
+
this._updateReceiversShaderData(light);
|
|
22544
22566
|
};
|
|
22545
|
-
_proto._renderDirectShadowMap = function _renderDirectShadowMap(context) {
|
|
22567
|
+
_proto._renderDirectShadowMap = function _renderDirectShadowMap(context, light) {
|
|
22546
22568
|
var _this = this, engine = _this._engine, camera = _this._camera, viewports = _this._viewportOffsets, shadowSliceData = _this._shadowSliceData, splitBoundSpheres = _this._splitBoundSpheres, shadowMatrices = _this._shadowMatrices;
|
|
22547
22569
|
var _camera__renderPipeline__cullingResults = camera._renderPipeline._cullingResults, opaqueQueue = _camera__renderPipeline__cullingResults.opaqueQueue, alphaTestQueue = _camera__renderPipeline__cullingResults.alphaTestQueue, transparentQueue = _camera__renderPipeline__cullingResults.transparentQueue;
|
|
22548
22570
|
var scene = camera.scene;
|
|
@@ -22556,91 +22578,87 @@ var /**
|
|
|
22556
22578
|
var lightUp = this._lightUp;
|
|
22557
22579
|
var lightSide = this._lightSide;
|
|
22558
22580
|
var lightForward = shadowSliceData.virtualCamera.forward;
|
|
22559
|
-
|
|
22560
|
-
|
|
22561
|
-
|
|
22562
|
-
|
|
22563
|
-
|
|
22564
|
-
|
|
22565
|
-
|
|
22566
|
-
|
|
22567
|
-
|
|
22568
|
-
|
|
22569
|
-
|
|
22570
|
-
|
|
22571
|
-
|
|
22572
|
-
|
|
22573
|
-
|
|
22574
|
-
|
|
22575
|
-
|
|
22576
|
-
|
|
22577
|
-
|
|
22578
|
-
|
|
22579
|
-
|
|
22580
|
-
|
|
22581
|
-
|
|
22582
|
-
rhi.
|
|
22583
|
-
|
|
22584
|
-
|
|
22585
|
-
|
|
22586
|
-
|
|
22587
|
-
|
|
22588
|
-
|
|
22589
|
-
|
|
22590
|
-
|
|
22591
|
-
|
|
22592
|
-
|
|
22593
|
-
|
|
22594
|
-
|
|
22595
|
-
|
|
22596
|
-
|
|
22597
|
-
|
|
22598
|
-
|
|
22599
|
-
|
|
22600
|
-
|
|
22601
|
-
|
|
22602
|
-
|
|
22603
|
-
|
|
22604
|
-
|
|
22605
|
-
|
|
22606
|
-
|
|
22607
|
-
|
|
22608
|
-
|
|
22609
|
-
|
|
22610
|
-
|
|
22611
|
-
|
|
22612
|
-
|
|
22613
|
-
|
|
22614
|
-
|
|
22615
|
-
|
|
22616
|
-
|
|
22617
|
-
|
|
22618
|
-
|
|
22619
|
-
|
|
22620
|
-
|
|
22621
|
-
|
|
22622
|
-
|
|
22623
|
-
|
|
22624
|
-
|
|
22625
|
-
|
|
22626
|
-
|
|
22627
|
-
|
|
22628
|
-
|
|
22629
|
-
|
|
22630
|
-
|
|
22631
|
-
|
|
22632
|
-
|
|
22633
|
-
|
|
22634
|
-
}
|
|
22635
|
-
}
|
|
22636
|
-
this._existShadowMap = true;
|
|
22637
|
-
}
|
|
22638
|
-
};
|
|
22639
|
-
_proto._updateReceiversShaderData = function _updateReceiversShaderData() {
|
|
22640
|
-
var scene = this._camera.scene;
|
|
22581
|
+
// Prepare render target
|
|
22582
|
+
var _this__shadowMapSize = this._shadowMapSize, width = _this__shadowMapSize.z, height = _this__shadowMapSize.w;
|
|
22583
|
+
var format = this._shadowMapFormat;
|
|
22584
|
+
var renderTarget;
|
|
22585
|
+
var shadowTexture;
|
|
22586
|
+
if (this._supportDepthTexture) {
|
|
22587
|
+
renderTarget = PipelineUtils.recreateRenderTargetIfNeeded(engine, this._renderTarget, width, height, null, format, false);
|
|
22588
|
+
shadowTexture = renderTarget.depthTexture;
|
|
22589
|
+
} else {
|
|
22590
|
+
renderTarget = PipelineUtils.recreateRenderTargetIfNeeded(engine, this._renderTarget, width, height, format, null, false);
|
|
22591
|
+
shadowTexture = renderTarget.getColorTexture(0);
|
|
22592
|
+
}
|
|
22593
|
+
shadowTexture.wrapModeU = shadowTexture.wrapModeV = exports.TextureWrapMode.Clamp;
|
|
22594
|
+
if (engine._hardwareRenderer._isWebGL2) {
|
|
22595
|
+
shadowTexture.depthCompareFunction = exports.TextureDepthCompareFunction.Less;
|
|
22596
|
+
}
|
|
22597
|
+
this._renderTarget = renderTarget;
|
|
22598
|
+
this._depthTexture = shadowTexture;
|
|
22599
|
+
// @todo: shouldn't set viewport and scissor in activeRenderTarget
|
|
22600
|
+
rhi.activeRenderTarget(renderTarget, CascadedShadowCasterPass._viewport, 0);
|
|
22601
|
+
if (this._supportDepthTexture) {
|
|
22602
|
+
rhi.clearRenderTarget(engine, exports.CameraClearFlags.Depth, null);
|
|
22603
|
+
} else {
|
|
22604
|
+
rhi.clearRenderTarget(engine, exports.CameraClearFlags.All, CascadedShadowCasterPass._clearColor);
|
|
22605
|
+
}
|
|
22606
|
+
// prepare light and camera direction
|
|
22607
|
+
engineMath.Matrix.rotationQuaternion(light.entity.transform.worldRotationQuaternion, lightWorld);
|
|
22608
|
+
lightSide.set(lightWorldE[0], lightWorldE[1], lightWorldE[2]);
|
|
22609
|
+
lightUp.set(lightWorldE[4], lightWorldE[5], lightWorldE[6]);
|
|
22610
|
+
lightForward.set(-lightWorldE[8], -lightWorldE[9], -lightWorldE[10]);
|
|
22611
|
+
var cameraForward = CascadedShadowCasterPass._tempVector;
|
|
22612
|
+
cameraForward.copyFrom(camera.entity.transform.worldForward);
|
|
22613
|
+
var shadowTileResolution = this._shadowTileResolution;
|
|
22614
|
+
for(var j = 0; j < shadowCascades; j++){
|
|
22615
|
+
ShadowUtils.getBoundSphereByFrustum(splitDistance[j], splitDistance[j + 1], camera, cameraForward, shadowSliceData);
|
|
22616
|
+
ShadowUtils.getDirectionLightShadowCullPlanes(camera._frustum, splitDistance[j], camera.nearClipPlane, lightForward, shadowSliceData);
|
|
22617
|
+
ShadowUtils.getDirectionalLightMatrices(lightUp, lightSide, lightForward, j, light.shadowNearPlane, shadowTileResolution, shadowSliceData, shadowMatrices);
|
|
22618
|
+
if (shadowCascades > 1) {
|
|
22619
|
+
ShadowUtils.applySliceTransform(shadowTileResolution, width, height, j, this._viewportOffsets[j], shadowMatrices);
|
|
22620
|
+
}
|
|
22621
|
+
this._updateSingleShadowCasterShaderData(light, shadowSliceData, context);
|
|
22622
|
+
// upload pre-cascade infos.
|
|
22623
|
+
var center = boundSphere.center;
|
|
22624
|
+
var radius = boundSphere.radius;
|
|
22625
|
+
var offset = j * 4;
|
|
22626
|
+
splitBoundSpheres[offset] = center.x;
|
|
22627
|
+
splitBoundSpheres[offset + 1] = center.y;
|
|
22628
|
+
splitBoundSpheres[offset + 2] = center.z;
|
|
22629
|
+
splitBoundSpheres[offset + 3] = radius * radius;
|
|
22630
|
+
opaqueQueue.clear();
|
|
22631
|
+
alphaTestQueue.clear();
|
|
22632
|
+
transparentQueue.clear();
|
|
22633
|
+
var renderers = componentsManager._renderers;
|
|
22634
|
+
var elements = renderers._elements;
|
|
22635
|
+
for(var k = renderers.length - 1; k >= 0; --k){
|
|
22636
|
+
ShadowUtils.shadowCullFrustum(context, light, elements[k], shadowSliceData);
|
|
22637
|
+
}
|
|
22638
|
+
if (opaqueQueue.elements.length || alphaTestQueue.elements.length) {
|
|
22639
|
+
opaqueQueue.sort(RenderQueue._compareFromNearToFar);
|
|
22640
|
+
alphaTestQueue.sort(RenderQueue._compareFromNearToFar);
|
|
22641
|
+
var _viewports_j = viewports[j], x = _viewports_j.x, y = _viewports_j.y;
|
|
22642
|
+
rhi.setGlobalDepthBias(1.0, 1.0);
|
|
22643
|
+
rhi.viewport(x, y, shadowTileResolution, shadowTileResolution);
|
|
22644
|
+
// for no cascade is for the edge,for cascade is for the beyond maxCascade pixel can use (0,0,0) trick sample the shadowMap
|
|
22645
|
+
rhi.scissor(x + 1, y + 1, shadowTileResolution - 2, shadowTileResolution - 2);
|
|
22646
|
+
engine._renderCount++;
|
|
22647
|
+
opaqueQueue.render(camera, exports.Layer.Everything, exports.PipelineStage.ShadowCaster);
|
|
22648
|
+
alphaTestQueue.render(camera, exports.Layer.Everything, exports.PipelineStage.ShadowCaster);
|
|
22649
|
+
rhi.setGlobalDepthBias(0, 0);
|
|
22650
|
+
}
|
|
22651
|
+
}
|
|
22652
|
+
};
|
|
22653
|
+
_proto._updateReceiversShaderData = function _updateReceiversShaderData(light) {
|
|
22654
|
+
var camera = this._camera;
|
|
22655
|
+
var scene = camera.scene;
|
|
22641
22656
|
var splitBoundSpheres = this._splitBoundSpheres;
|
|
22642
22657
|
var shadowMatrices = this._shadowMatrices;
|
|
22643
22658
|
var shadowCascades = scene.shadowCascades;
|
|
22659
|
+
var shadowFar = Math.min(scene.shadowDistance, camera.farClipPlane);
|
|
22660
|
+
ShadowUtils.getScaleAndBiasForLinearDistanceFade(Math.pow(shadowFar, 2), scene.shadowFadeBorder, this._shadowInfos);
|
|
22661
|
+
this._shadowInfos.x = light.shadowStrength;
|
|
22644
22662
|
// set zero matrix to project the index out of max cascade
|
|
22645
22663
|
if (shadowCascades > 1) {
|
|
22646
22664
|
for(var i = shadowCascades * 4, n = splitBoundSpheres.length; i < n; i++){
|
|
@@ -22653,7 +22671,7 @@ var /**
|
|
|
22653
22671
|
}
|
|
22654
22672
|
var shaderData = scene.shaderData;
|
|
22655
22673
|
shaderData.setFloatArray(CascadedShadowCasterPass._shadowMatricesProperty, this._shadowMatrices);
|
|
22656
|
-
shaderData.
|
|
22674
|
+
shaderData.setVector4(CascadedShadowCasterPass._shadowInfosProperty, this._shadowInfos);
|
|
22657
22675
|
shaderData.setTexture(CascadedShadowCasterPass._shadowMapsProperty, this._depthTexture);
|
|
22658
22676
|
shaderData.setFloatArray(CascadedShadowCasterPass._shadowSplitSpheresProperty, this._splitBoundSpheres);
|
|
22659
22677
|
shaderData.setVector4(CascadedShadowCasterPass._shadowMapSize, this._shadowMapSize);
|
|
@@ -22689,10 +22707,13 @@ var /**
|
|
|
22689
22707
|
return Math.sqrt(radius * radius / denominator);
|
|
22690
22708
|
};
|
|
22691
22709
|
_proto._updateShadowSettings = function _updateShadowSettings() {
|
|
22692
|
-
var
|
|
22710
|
+
var camera = this._camera;
|
|
22711
|
+
var scene = camera.scene;
|
|
22693
22712
|
var shadowFormat = ShadowUtils.shadowDepthFormat(scene.shadowResolution, this._supportDepthTexture);
|
|
22694
22713
|
var shadowResolution = ShadowUtils.shadowResolution(scene.shadowResolution);
|
|
22695
22714
|
var shadowCascades = scene.shadowCascades;
|
|
22715
|
+
var shadowFar = Math.min(scene.shadowDistance, camera.farClipPlane);
|
|
22716
|
+
this._getCascadesSplitDistance(shadowFar);
|
|
22696
22717
|
if (shadowFormat !== this._shadowMapFormat || shadowResolution !== this._shadowMapResolution || shadowCascades !== this._shadowCascadeMode) {
|
|
22697
22718
|
this._shadowMapFormat = shadowFormat;
|
|
22698
22719
|
this._shadowMapResolution = shadowResolution;
|
|
@@ -23873,6 +23894,7 @@ var MultiExecutor = /*#__PURE__*/ function() {
|
|
|
23873
23894
|
* @param obj - class object
|
|
23874
23895
|
*/ Loader.registerClass = function registerClass(className, classDefine) {
|
|
23875
23896
|
this._engineObjects[className] = classDefine;
|
|
23897
|
+
this._classNameMap.set(classDefine, className);
|
|
23876
23898
|
};
|
|
23877
23899
|
/**
|
|
23878
23900
|
* Get the class object by class name.
|
|
@@ -23881,11 +23903,21 @@ var MultiExecutor = /*#__PURE__*/ function() {
|
|
|
23881
23903
|
*/ Loader.getClass = function getClass(className) {
|
|
23882
23904
|
return this._engineObjects[className];
|
|
23883
23905
|
};
|
|
23906
|
+
/**
|
|
23907
|
+
* Get the class name by class object.
|
|
23908
|
+
* @param obj - class object
|
|
23909
|
+
* @returns class name
|
|
23910
|
+
*/ Loader.getClassName = function getClassName(obj) {
|
|
23911
|
+
return this._classNameMap.get(obj);
|
|
23912
|
+
};
|
|
23884
23913
|
return Loader;
|
|
23885
23914
|
}();
|
|
23886
23915
|
(function() {
|
|
23887
23916
|
Loader._engineObjects = {};
|
|
23888
23917
|
})();
|
|
23918
|
+
(function() {
|
|
23919
|
+
Loader._classNameMap = new Map();
|
|
23920
|
+
})();
|
|
23889
23921
|
|
|
23890
23922
|
/**
|
|
23891
23923
|
* Alpha blend mode.
|
|
@@ -27655,7 +27687,7 @@ __decorate([
|
|
|
27655
27687
|
this._clip = clip;
|
|
27656
27688
|
this._clipEndTime = Math.min(this._clipEndTime, 1);
|
|
27657
27689
|
this._onClipChanged();
|
|
27658
|
-
clip._updateFlagManager.addListener(this._onClipChanged);
|
|
27690
|
+
clip && clip._updateFlagManager.addListener(this._onClipChanged);
|
|
27659
27691
|
}
|
|
27660
27692
|
},
|
|
27661
27693
|
{
|
|
@@ -28362,6 +28394,7 @@ __decorate([
|
|
|
28362
28394
|
ParticleRandomSubSeeds[ParticleRandomSubSeeds["RotationOverLifetime"] = 0x40eb95e4] = "RotationOverLifetime";
|
|
28363
28395
|
ParticleRandomSubSeeds[ParticleRandomSubSeeds["TextureSheetAnimation"] = 0xbc524e5] = "TextureSheetAnimation";
|
|
28364
28396
|
ParticleRandomSubSeeds[ParticleRandomSubSeeds["Shape"] = 0xaf502044] = "Shape";
|
|
28397
|
+
ParticleRandomSubSeeds[ParticleRandomSubSeeds["GravityModifier"] = 0xa47b8c4d] = "GravityModifier";
|
|
28365
28398
|
})(ParticleRandomSubSeeds || (ParticleRandomSubSeeds = {}));
|
|
28366
28399
|
|
|
28367
28400
|
/**
|
|
@@ -29075,6 +29108,7 @@ var MainModule = /*#__PURE__*/ function() {
|
|
|
29075
29108
|
/** @internal */ this._startColorRand = new engineMath.Rand(0, ParticleRandomSubSeeds.StartColor);
|
|
29076
29109
|
/** @internal */ this._startSizeRand = new engineMath.Rand(0, ParticleRandomSubSeeds.StartSize);
|
|
29077
29110
|
/** @internal */ this._startRotationRand = new engineMath.Rand(0, ParticleRandomSubSeeds.StartRotation);
|
|
29111
|
+
this._gravityModifierRand = new engineMath.Rand(0, ParticleRandomSubSeeds.GravityModifier);
|
|
29078
29112
|
this._gravity = new engineMath.Vector3();
|
|
29079
29113
|
this._generator = generator;
|
|
29080
29114
|
}
|
|
@@ -29135,7 +29169,7 @@ var MainModule = /*#__PURE__*/ function() {
|
|
|
29135
29169
|
break;
|
|
29136
29170
|
}
|
|
29137
29171
|
var particleGravity = this._gravity;
|
|
29138
|
-
var gravityModifierValue = this.gravityModifier.evaluate(undefined,
|
|
29172
|
+
var gravityModifierValue = this.gravityModifier.evaluate(undefined, this._gravityModifierRand.random());
|
|
29139
29173
|
engineMath.Vector3.scale(renderer.scene.physics.gravity, gravityModifierValue, particleGravity);
|
|
29140
29174
|
shaderData.setVector3(MainModule._gravity, particleGravity);
|
|
29141
29175
|
shaderData.setInt(MainModule._simulationSpace, this.simulationSpace);
|
|
@@ -29254,6 +29288,9 @@ __decorate([
|
|
|
29254
29288
|
__decorate([
|
|
29255
29289
|
ignoreClone
|
|
29256
29290
|
], MainModule.prototype, "_startRotationRand", void 0);
|
|
29291
|
+
__decorate([
|
|
29292
|
+
ignoreClone
|
|
29293
|
+
], MainModule.prototype, "_gravityModifierRand", void 0);
|
|
29257
29294
|
__decorate([
|
|
29258
29295
|
ignoreClone
|
|
29259
29296
|
], MainModule.prototype, "_generator", void 0);
|
|
@@ -30568,14 +30605,14 @@ __decorate([
|
|
|
30568
30605
|
|
|
30569
30606
|
/**
|
|
30570
30607
|
* The emission shape.
|
|
30571
|
-
*/
|
|
30608
|
+
*/ exports.ParticleShapeType = void 0;
|
|
30572
30609
|
(function(ParticleShapeType) {
|
|
30573
30610
|
ParticleShapeType[ParticleShapeType[/** Emit from the volume of a box. */ "Box"] = 0] = "Box";
|
|
30574
30611
|
ParticleShapeType[ParticleShapeType[/** Emit from a circle. */ "Circle"] = 1] = "Circle";
|
|
30575
30612
|
ParticleShapeType[ParticleShapeType[/** Emit from the base of a cone. */ "Cone"] = 2] = "Cone";
|
|
30576
30613
|
ParticleShapeType[ParticleShapeType[/** Emit from a half-sphere. */ "Hemisphere"] = 3] = "Hemisphere";
|
|
30577
30614
|
ParticleShapeType[ParticleShapeType[/** Emit from a sphere. */ "Sphere"] = 4] = "Sphere";
|
|
30578
|
-
})(ParticleShapeType || (ParticleShapeType = {}));
|
|
30615
|
+
})(exports.ParticleShapeType || (exports.ParticleShapeType = {}));
|
|
30579
30616
|
|
|
30580
30617
|
/**
|
|
30581
30618
|
* Particle shape that emits particles from a box.
|
|
@@ -30583,9 +30620,9 @@ __decorate([
|
|
|
30583
30620
|
_inherits(BoxShape, BaseShape1);
|
|
30584
30621
|
function BoxShape() {
|
|
30585
30622
|
var _this;
|
|
30586
|
-
_this = BaseShape1.
|
|
30623
|
+
_this = BaseShape1.apply(this, arguments) || this;
|
|
30624
|
+
_this.shapeType = exports.ParticleShapeType.Box;
|
|
30587
30625
|
/** The size of the box. */ _this.size = new engineMath.Vector3(1, 1, 1);
|
|
30588
|
-
_this.shapeType = ParticleShapeType.Box;
|
|
30589
30626
|
return _this;
|
|
30590
30627
|
}
|
|
30591
30628
|
var _proto = BoxShape.prototype;
|
|
@@ -30622,12 +30659,12 @@ __decorate([
|
|
|
30622
30659
|
_inherits(CircleShape, BaseShape1);
|
|
30623
30660
|
function CircleShape() {
|
|
30624
30661
|
var _this;
|
|
30625
|
-
_this = BaseShape1.
|
|
30662
|
+
_this = BaseShape1.apply(this, arguments) || this;
|
|
30663
|
+
_this.shapeType = exports.ParticleShapeType.Circle;
|
|
30626
30664
|
/** Radius of the shape to emit particles from. */ _this.radius = 1.0;
|
|
30627
30665
|
/** Angle of the circle arc to emit particles from. */ _this.arc = 360.0;
|
|
30628
30666
|
/** The mode to generate particles around the arc. */ _this.arcMode = exports.ParticleShapeArcMode.Random;
|
|
30629
30667
|
/** The speed of complete 360 degree rotation. */ _this.arcSpeed = 1.0;
|
|
30630
|
-
_this.shapeType = ParticleShapeType.Circle;
|
|
30631
30668
|
return _this;
|
|
30632
30669
|
}
|
|
30633
30670
|
var _proto = CircleShape.prototype;
|
|
@@ -30663,12 +30700,12 @@ __decorate([
|
|
|
30663
30700
|
_inherits(ConeShape, BaseShape1);
|
|
30664
30701
|
function ConeShape() {
|
|
30665
30702
|
var _this;
|
|
30666
|
-
_this = BaseShape1.
|
|
30703
|
+
_this = BaseShape1.apply(this, arguments) || this;
|
|
30704
|
+
_this.shapeType = exports.ParticleShapeType.Cone;
|
|
30667
30705
|
/** Angle of the cone to emit particles from. */ _this.angle = 25.0;
|
|
30668
30706
|
/** Radius of the shape to emit particles from. */ _this.radius = 1.0;
|
|
30669
30707
|
/** Length of the cone to emit particles from. */ _this.length = 5.0;
|
|
30670
30708
|
/** Cone emitter type. */ _this.emitType = /** Emit particles from the base of the cone. */ 0;
|
|
30671
|
-
_this.shapeType = ParticleShapeType.Cone;
|
|
30672
30709
|
return _this;
|
|
30673
30710
|
}
|
|
30674
30711
|
var _proto = ConeShape.prototype;
|
|
@@ -30728,9 +30765,9 @@ exports.ConeEmitType = void 0;
|
|
|
30728
30765
|
_inherits(HemisphereShape, BaseShape1);
|
|
30729
30766
|
function HemisphereShape() {
|
|
30730
30767
|
var _this;
|
|
30731
|
-
_this = BaseShape1.
|
|
30768
|
+
_this = BaseShape1.apply(this, arguments) || this;
|
|
30769
|
+
_this.shapeType = exports.ParticleShapeType.Hemisphere;
|
|
30732
30770
|
/** Radius of the shape to emit particles from. */ _this.radius = 1.0;
|
|
30733
|
-
_this.shapeType = ParticleShapeType.Hemisphere;
|
|
30734
30771
|
return _this;
|
|
30735
30772
|
}
|
|
30736
30773
|
var _proto = HemisphereShape.prototype;
|
|
@@ -30753,9 +30790,9 @@ exports.ConeEmitType = void 0;
|
|
|
30753
30790
|
_inherits(SphereShape, BaseShape1);
|
|
30754
30791
|
function SphereShape() {
|
|
30755
30792
|
var _this;
|
|
30756
|
-
_this = BaseShape1.
|
|
30793
|
+
_this = BaseShape1.apply(this, arguments) || this;
|
|
30794
|
+
_this.shapeType = exports.ParticleShapeType.Sphere;
|
|
30757
30795
|
/** Radius of the shape to emit particles from. */ _this.radius = 1.0;
|
|
30758
|
-
_this.shapeType = ParticleShapeType.Sphere;
|
|
30759
30796
|
return _this;
|
|
30760
30797
|
}
|
|
30761
30798
|
var _proto = SphereShape.prototype;
|