@galacean/engine 1.4.8 → 1.4.9

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package/dist/browser.js CHANGED
@@ -13733,6 +13733,7 @@
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  var blitMaterial = material || basicResources.blitMaterial;
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  var rhi = engine._hardwareRenderer;
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  var context = engine._renderContext;
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+ var camera = context.camera;
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  // We not use projection matrix when blit, but we must modify flipProjection to make front face correct
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  context.flipProjection = !!destination;
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  rhi.activeRenderTarget(destination, viewport, context.flipProjection, 0);
@@ -13744,10 +13745,12 @@
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  rendererShaderData.setVector4(Blitter._sourceScaleOffsetProperty, sourceScaleOffset != null ? sourceScaleOffset : Blitter._defaultScaleOffset);
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  var pass = blitMaterial.shader.subShaders[0].passes[passIndex];
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  var compileMacros = Shader._compileMacros;
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- ShaderMacroCollection.unionCollection(context.camera._globalShaderMacro, blitMaterial.shaderData._macroCollection, compileMacros);
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+ ShaderMacroCollection.unionCollection(camera._globalShaderMacro, blitMaterial.shaderData._macroCollection, compileMacros);
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  var program = pass._getShaderProgram(engine, compileMacros);
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  program.bind();
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  program.groupingOtherUniformBlock();
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+ program.uploadAll(program.sceneUniformBlock, camera.scene.shaderData);
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+ program.uploadAll(program.cameraUniformBlock, camera.shaderData);
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  program.uploadAll(program.rendererUniformBlock, rendererShaderData);
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  program.uploadAll(program.materialUniformBlock, blitMaterial.shaderData);
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  program.uploadUnGroupTextures();
@@ -29172,7 +29175,7 @@
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  var blinnPhongFs = "#define GLSLIFY 1\n#include <common>\n#include <camera_declare>\n\n#include <uv_share>\n#include <normal_share>\n#include <color_share>\n#include <worldpos_share>\n\n#include <light_frag_define>\n#include <ShadowFragmentDeclaration>\n#include <mobile_material_frag>\n\n#include <FogFragmentDeclaration>\n#include <normal_get>\n\nvoid main() {\n\n #include <begin_mobile_frag>\n #include <begin_viewdir_frag>\n #include <mobile_blinnphong_frag>\n\n gl_FragColor = emission + ambient + diffuse + specular;\n\n #ifdef MATERIAL_IS_TRANSPARENT\n gl_FragColor.a = diffuse.a;\n #else\n gl_FragColor.a = 1.0;\n #endif\n\n #include <FogFragment>\n\n #ifndef ENGINE_IS_COLORSPACE_GAMMA\n gl_FragColor = linearToGamma(gl_FragColor);\n #endif\n}\n"; // eslint-disable-line
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  var blinnPhongVs = "#define GLSLIFY 1\n#include <common>\n#include <common_vert>\n#include <blendShape_input>\n#include <uv_share>\n#include <color_share>\n#include <normal_share>\n#include <worldpos_share>\n\n#include <ShadowVertexDeclaration>\n#include <FogVertexDeclaration>\n\nvoid main() {\n\n #include <begin_position_vert>\n #include <begin_normal_vert>\n #include <blendShape_vert>\n #include <skinning_vert>\n #include <uv_vert>\n #include <color_vert>\n #include <normal_vert>\n #include <worldpos_vert>\n #include <position_vert>\n\n #include <ShadowVertex>\n #include <FogVertex>\n}\n"; // eslint-disable-line
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  var depthOnlyFs = "#define GLSLIFY 1\nvoid main() {\n}"; // eslint-disable-line
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- var depthOnlyVs = "#define GLSLIFY 1\n#include <common>\n#include <common_vert>\n#include <blendShape_input>\nuniform mat4 camera_VPMat;\n\nvoid main() {\n\n #include <begin_position_vert>\n #include <blendShape_vert>\n #include <skinning_vert>\n #include <position_vert>\n\n}\n"; // eslint-disable-line
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+ var depthOnlyVs = "#define GLSLIFY 1\n#define MATERIAL_OMIT_NORMAL\n#include <common>\n#include <common_vert>\n#include <blendShape_input>\nuniform mat4 camera_VPMat;\n\nvoid main() {\n\n #include <begin_position_vert>\n #include <blendShape_vert>\n #include <skinning_vert>\n #include <position_vert>\n\n}\n"; // eslint-disable-line
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  var particleFs = "#define GLSLIFY 1\n#include <common>\n\nvarying vec4 v_Color;\nvarying vec2 v_TextureCoordinate;\nuniform sampler2D material_BaseTexture;\nuniform vec4 material_BaseColor;\n\n#ifdef RENDERER_MODE_MESH\n\tvarying vec4 v_MeshColor;\n#endif\n\nvoid main() {\n\tvec4 color = material_BaseColor * v_Color;\n\n\t#ifdef RENDERER_MODE_MESH\n\t\tcolor *= v_MeshColor;\n\t#endif\n\n\t#ifdef MATERIAL_HAS_BASETEXTURE\n\t\tvec4 textureColor = texture2D(material_BaseTexture,v_TextureCoordinate);\n\t\t#ifndef ENGINE_IS_COLORSPACE_GAMMA\n textureColor = gammaToLinear(textureColor);\n #endif\n\t\tcolor *= textureColor;\n\t#endif\n\tgl_FragColor = color; \n\n\t #ifndef ENGINE_IS_COLORSPACE_GAMMA\n gl_FragColor = linearToGamma(gl_FragColor);\n #endif\n}"; // eslint-disable-line
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  var particleVs = "#define GLSLIFY 1\n#if defined(RENDERER_MODE_SPHERE_BILLBOARD) || defined(RENDERER_MODE_STRETCHED_BILLBOARD) || defined(RENDERER_MODE_HORIZONTAL_BILLBOARD) || defined(RENDERER_MODE_VERTICAL_BILLBOARD)\n attribute vec4 a_CornerTextureCoordinate;\n#endif\n\n#ifdef RENDERER_MODE_MESH\n attribute vec3 a_MeshPosition;\n attribute vec4 a_MeshColor;\n attribute vec2 a_MeshTextureCoordinate;\n varying vec4 v_MeshColor;\n#endif\n\nattribute vec4 a_ShapePositionStartLifeTime;\nattribute vec4 a_DirectionTime;\nattribute vec4 a_StartColor;\nattribute vec3 a_StartSize;\nattribute vec3 a_StartRotation0;\nattribute float a_StartSpeed;\n\n//#if defined(COLOR_OVER_LIFETIME) || defined(RENDERER_COL_RANDOM_GRADIENTS) || defined(RENDERER_SOL_RANDOM_CURVES) || defined(RENDERER_SOL_RANDOM_CURVES_SEPARATE) || defined(ROTATION_OVER_LIFE_TIME_RANDOM_CONSTANTS) || defined(ROTATION_OVER_LIFETIME_RANDOM_CURVES)\n attribute vec4 a_Random0;\n//#endif\n\n#if defined(RENDERER_TSA_FRAME_RANDOM_CURVES) || defined(RENDERER_VOL_RANDOM_CONSTANT) || defined(RENDERER_VOL_RANDOM_CURVE)\n attribute vec4 a_Random1; // x:texture sheet animation random\n#endif\n\nattribute vec3 a_SimulationWorldPosition;\nattribute vec4 a_SimulationWorldRotation;\n\nvarying vec4 v_Color;\n#ifdef MATERIAL_HAS_BASETEXTURE\n attribute vec4 a_SimulationUV;\n varying vec2 v_TextureCoordinate;\n#endif\n\nuniform float renderer_CurrentTime;\nuniform vec3 renderer_Gravity;\nuniform vec2 u_DragConstant;\nuniform vec3 renderer_WorldPosition;\nuniform vec4 renderer_WorldRotation;\nuniform bool renderer_ThreeDStartRotation;\nuniform int renderer_ScalingMode;\nuniform vec3 renderer_PositionScale;\nuniform vec3 renderer_SizeScale;\nuniform vec3 renderer_PivotOffset;\n\nuniform mat4 camera_ViewMat;\nuniform mat4 camera_ProjMat;\n\n#ifdef RENDERER_MODE_STRETCHED_BILLBOARD\n uniform vec3 camera_Position;\n#endif\nuniform vec3 camera_Forward; // TODO:只有几种广告牌模式需要用\nuniform vec3 camera_Up;\n\nuniform float renderer_StretchedBillboardLengthScale;\nuniform float renderer_StretchedBillboardSpeedScale;\nuniform int renderer_SimulationSpace;\n\n#include <particle_common>\n#include <velocity_over_lifetime_module>\n#include <color_over_lifetime_module>\n#include <size_over_lifetime_module>\n#include <rotation_over_lifetime_module>\n#include <texture_sheet_animation_module>\n\nvoid main() {\n float age = renderer_CurrentTime - a_DirectionTime.w;\n float normalizedAge = age / a_ShapePositionStartLifeTime.w;\n vec3 lifeVelocity;\n if (normalizedAge < 1.0) {\n vec3 startVelocity = a_DirectionTime.xyz * a_StartSpeed;\n #if defined(RENDERER_VOL_CONSTANT) || defined(RENDERER_VOL_CURVE) || defined(RENDERER_VOL_RANDOM_CONSTANT) || defined(RENDERER_VOL_RANDOM_CURVE)\n lifeVelocity = computeParticleLifeVelocity(normalizedAge); \n #endif\n \n vec3 gravityVelocity = renderer_Gravity * a_Random0.x * age;\n\n vec4 worldRotation;\n if (renderer_SimulationSpace == 0) {\n worldRotation = renderer_WorldRotation;\n } else {\n worldRotation = a_SimulationWorldRotation;\n }\n\n //drag\n vec3 dragData = a_DirectionTime.xyz * mix(u_DragConstant.x, u_DragConstant.y, a_Random0.x);\n vec3 center = computeParticlePosition(startVelocity, lifeVelocity, age, normalizedAge, gravityVelocity, worldRotation, dragData); //计算粒子位置\n\n #include <sphere_billboard>\n #include <stretched_billboard>\n #include <horizontal_billboard>\n #include <vertical_billboard>\n #include <particle_mesh>\n\n gl_Position = camera_ProjMat * camera_ViewMat * vec4(center, 1.0);\n v_Color = computeParticleColor(a_StartColor, normalizedAge);\n\n #ifdef MATERIAL_HAS_BASETEXTURE\n vec2 simulateUV;\n #if defined(RENDERER_MODE_SPHERE_BILLBOARD) || defined(RENDERER_MODE_STRETCHED_BILLBOARD) || defined(RENDERER_MODE_HORIZONTAL_BILLBOARD) || defined(RENDERER_MODE_VERTICAL_BILLBOARD)\n simulateUV = a_CornerTextureCoordinate.zw * a_SimulationUV.xy + a_SimulationUV.zw;\n v_TextureCoordinate = computeParticleUV(simulateUV, normalizedAge);\n #endif\n #ifdef RENDERER_MODE_MESH\n simulateUV = a_SimulationUV.xy + a_MeshTextureCoordinate * a_SimulationUV.zw;\n v_TextureCoordinate = computeParticleUV(simulateUV, normalizedAge);\n #endif\n #endif\n } else {\n\t gl_Position = vec4(2.0, 2.0, 2.0, 1.0); // Discard use out of X(-1,1),Y(-1,1),Z(0,1)\n }\n}\n"; // eslint-disable-line
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  var pbrSpecularFs = "#define GLSLIFY 1\n#include <common>\n#include <camera_declare>\n\n#include <FogFragmentDeclaration>\n\n#include <uv_share>\n#include <normal_share>\n#include <color_share>\n#include <worldpos_share>\n\n#include <light_frag_define>\n\n#include <pbr_frag_define>\n#include <pbr_helper>\n\nvoid main() {\n #include <pbr_frag>\n #include <FogFragment>\n\n #ifndef ENGINE_IS_COLORSPACE_GAMMA\n gl_FragColor = linearToGamma(gl_FragColor);\n #endif\n}\n"; // eslint-disable-line
@@ -50039,7 +50042,7 @@
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  ], EXT_texture_webp);
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  //@ts-ignore
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- var version = "1.4.8";
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+ var version = "1.4.9";
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  console.log("Galacean Engine Version: " + version);
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  for(var key in CoreObjects){
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  Loader.registerClass(key, CoreObjects[key]);