@luma.gl/gltf 9.0.0-beta.7 → 9.0.0-beta.8

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/dist.dev.js CHANGED
@@ -26,6 +26,7 @@ var __exports__ = (() => {
26
26
  }
27
27
  return to;
28
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  };
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+ var __reExport = (target, mod, secondTarget) => (__copyProps(target, mod, "default"), secondTarget && __copyProps(secondTarget, mod, "default"));
29
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  var __toESM = (mod, isNodeMode, target) => (target = mod != null ? __create(__getProtoOf(mod)) : {}, __copyProps(
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  // If the importer is in node compatibility mode or this is not an ESM
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  // file that has been converted to a CommonJS file using a Babel-
@@ -50,21 +51,15 @@ var __exports__ = (() => {
50
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  }
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  });
52
53
 
53
- // external-global-plugin:@luma.gl/shadertools
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- var require_shadertools = __commonJS({
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- "external-global-plugin:@luma.gl/shadertools"(exports, module) {
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- module.exports = globalThis.luma;
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- }
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- });
59
-
60
- // src/index.ts
61
- var src_exports = {};
62
- __export(src_exports, {
54
+ // bundle.ts
55
+ var bundle_exports = {};
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+ __export(bundle_exports, {
63
57
  GLTFAnimator: () => GLTFAnimator,
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  createScenegraphsFromGLTF: () => createScenegraphsFromGLTF,
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  loadPBREnvironment: () => loadPBREnvironment,
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  parsePBRMaterial: () => parsePBRMaterial
67
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  });
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+ __reExport(bundle_exports, __toESM(require_core(), 1));
68
63
 
69
64
  // src/pbr/parse-pbr-material.ts
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  var import_core = __toESM(require_core(), 1);
@@ -224,14 +219,29 @@ var __exports__ = (() => {
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  parsedMaterial.generatedTextures.push(texture);
225
220
  }
226
221
 
227
- // node_modules/@loaders.gl/loader-utils/dist/lib/env-utils/assert.js
222
+ // ../../node_modules/@loaders.gl/loader-utils/dist/lib/env-utils/assert.js
228
223
  function assert(condition, message) {
229
224
  if (!condition) {
230
225
  throw new Error(message || "loader assertion failed.");
231
226
  }
232
227
  }
233
228
 
234
- // node_modules/@loaders.gl/loader-utils/dist/lib/path-utils/file-aliases.js
229
+ // ../../node_modules/@loaders.gl/loader-utils/dist/lib/env-utils/globals.js
230
+ var globals = {
231
+ self: typeof self !== "undefined" && self,
232
+ window: typeof window !== "undefined" && window,
233
+ global: typeof global !== "undefined" && global,
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+ document: typeof document !== "undefined" && document
235
+ };
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+ var self_ = globals.self || globals.window || globals.global || {};
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+ var window_ = globals.window || globals.self || globals.global || {};
238
+ var global_ = globals.global || globals.self || globals.window || {};
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+ var document_ = globals.document || {};
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+ var isBrowser = Boolean(typeof process !== "object" || String(process) !== "[object process]" || process.browser);
241
+ var matches = typeof process !== "undefined" && process.version && /v([0-9]*)/.exec(process.version);
242
+ var nodeVersion = matches && parseFloat(matches[1]) || 0;
243
+
244
+ // ../../node_modules/@loaders.gl/loader-utils/dist/lib/path-utils/file-aliases.js
235
245
  var pathPrefix = "";
236
246
  var fileAliases = {};
237
247
  function resolvePath(filename) {
@@ -250,28 +260,6 @@ var __exports__ = (() => {
250
260
  // ../../node_modules/@loaders.gl/images/dist/lib/utils/version.js
251
261
  var VERSION = true ? "4.1.3" : "latest";
252
262
 
253
- // ../../node_modules/@loaders.gl/images/node_modules/@loaders.gl/loader-utils/dist/lib/env-utils/assert.js
254
- function assert2(condition, message) {
255
- if (!condition) {
256
- throw new Error(message || "loader assertion failed.");
257
- }
258
- }
259
-
260
- // ../../node_modules/@loaders.gl/images/node_modules/@loaders.gl/loader-utils/dist/lib/env-utils/globals.js
261
- var globals = {
262
- self: typeof self !== "undefined" && self,
263
- window: typeof window !== "undefined" && window,
264
- global: typeof global !== "undefined" && global,
265
- document: typeof document !== "undefined" && document
266
- };
267
- var self_ = globals.self || globals.window || globals.global || {};
268
- var window_ = globals.window || globals.self || globals.global || {};
269
- var global_ = globals.global || globals.self || globals.window || {};
270
- var document_ = globals.document || {};
271
- var isBrowser = Boolean(typeof process !== "object" || String(process) !== "[object process]" || process.browser);
272
- var matches = typeof process !== "undefined" && process.version && /v([0-9]*)/.exec(process.version);
273
- var nodeVersion = matches && parseFloat(matches[1]) || 0;
274
-
275
263
  // ../../node_modules/@loaders.gl/images/dist/lib/category-api/image-type.js
276
264
  var _globalThis$loaders;
277
265
  var parseImageNode = (_globalThis$loaders = globalThis.loaders) === null || _globalThis$loaders === void 0 ? void 0 : _globalThis$loaders.parseImageNode;
@@ -601,7 +589,7 @@ var __exports__ = (() => {
601
589
  mimeType
602
590
  } = getBinaryImageMetadata(arrayBuffer) || {};
603
591
  const parseImageNode2 = (_globalThis$loaders2 = globalThis.loaders) === null || _globalThis$loaders2 === void 0 ? void 0 : _globalThis$loaders2.parseImageNode;
604
- assert2(parseImageNode2);
592
+ assert(parseImageNode2);
605
593
  return await parseImageNode2(arrayBuffer, mimeType);
606
594
  }
607
595
 
@@ -626,7 +614,7 @@ var __exports__ = (() => {
626
614
  image = await parseToNodeImage(arrayBuffer, options);
627
615
  break;
628
616
  default:
629
- assert2(false);
617
+ assert(false);
630
618
  }
631
619
  if (imageType === "data") {
632
620
  image = getImageData(image);
@@ -665,7 +653,7 @@ var __exports__ = (() => {
665
653
  options: DEFAULT_IMAGE_LOADER_OPTIONS
666
654
  };
667
655
 
668
- // node_modules/@loaders.gl/textures/dist/lib/texture-api/generate-url.js
656
+ // ../../node_modules/@loaders.gl/textures/dist/lib/texture-api/generate-url.js
669
657
  function generateUrl(getUrl, options, urlOptions) {
670
658
  let url = typeof getUrl === "function" ? getUrl({
671
659
  ...options,
@@ -678,7 +666,7 @@ var __exports__ = (() => {
678
666
  return resolvePath(url);
679
667
  }
680
668
 
681
- // node_modules/@loaders.gl/textures/dist/lib/texture-api/async-deep-map.js
669
+ // ../../node_modules/@loaders.gl/textures/dist/lib/texture-api/async-deep-map.js
682
670
  var isObject = (value) => value && typeof value === "object";
683
671
  async function asyncDeepMap(tree, func) {
684
672
  let options = arguments.length > 2 && arguments[2] !== void 0 ? arguments[2] : {};
@@ -713,7 +701,7 @@ var __exports__ = (() => {
713
701
  return await Promise.all(promises);
714
702
  }
715
703
 
716
- // node_modules/@loaders.gl/textures/dist/lib/texture-api/deep-load.js
704
+ // ../../node_modules/@loaders.gl/textures/dist/lib/texture-api/deep-load.js
717
705
  async function deepLoad(urlTree, load, options) {
718
706
  return await asyncDeepMap(urlTree, (url) => shallowLoad(url, load, options));
719
707
  }
@@ -723,7 +711,7 @@ var __exports__ = (() => {
723
711
  return await load(arrayBuffer, options);
724
712
  }
725
713
 
726
- // node_modules/@loaders.gl/textures/dist/lib/texture-api/load-image.js
714
+ // ../../node_modules/@loaders.gl/textures/dist/lib/texture-api/load-image.js
727
715
  async function loadImageTexture(getUrl) {
728
716
  let options = arguments.length > 1 && arguments[1] !== void 0 ? arguments[1] : {};
729
717
  const imageUrls = await getImageUrls(getUrl, options);
@@ -1133,7 +1121,7 @@ var __exports__ = (() => {
1133
1121
  }
1134
1122
 
1135
1123
  // ../../node_modules/@math.gl/core/dist/lib/assert.js
1136
- function assert3(condition, message) {
1124
+ function assert2(condition, message) {
1137
1125
  if (!condition) {
1138
1126
  throw new Error("math.gl assertion ".concat(message));
1139
1127
  }
@@ -1222,11 +1210,11 @@ var __exports__ = (() => {
1222
1210
  return this.distanceSquared(vector);
1223
1211
  }
1224
1212
  getComponent(i) {
1225
- assert3(i >= 0 && i < this.ELEMENTS, "index is out of range");
1213
+ assert2(i >= 0 && i < this.ELEMENTS, "index is out of range");
1226
1214
  return checkNumber(this[i]);
1227
1215
  }
1228
1216
  setComponent(i, value) {
1229
- assert3(i >= 0 && i < this.ELEMENTS, "index is out of range");
1217
+ assert2(i >= 0 && i < this.ELEMENTS, "index is out of range");
1230
1218
  this[i] = value;
1231
1219
  return this.check();
1232
1220
  }
@@ -3379,9 +3367,577 @@ var __exports__ = (() => {
3379
3367
 
3380
3368
  // src/gltf/create-gltf-model.ts
3381
3369
  var import_core4 = __toESM(require_core(), 1);
3382
- var import_shadertools = __toESM(require_shadertools(), 1);
3370
+
3371
+ // ../shadertools/src/lib/glsl-utils/highlight.ts
3372
+ var glsl = (x) => `${x}`;
3373
+
3374
+ // ../shadertools/src/modules-webgl1/lighting/lights/lights-glsl.ts
3375
+ var lightingShader = glsl`\
3376
+ #if (defined(SHADER_TYPE_FRAGMENT) && defined(LIGHTING_FRAGMENT)) || (defined(SHADER_TYPE_VERTEX) && defined(LIGHTING_VERTEX))
3377
+
3378
+ struct AmbientLight {
3379
+ vec3 color;
3380
+ };
3381
+
3382
+ struct PointLight {
3383
+ vec3 color;
3384
+ vec3 position;
3385
+
3386
+ // Constant-Linear-Exponential
3387
+ vec3 attenuation;
3388
+ };
3389
+
3390
+ struct DirectionalLight {
3391
+ vec3 color;
3392
+ vec3 direction;
3393
+ };
3394
+
3395
+ uniform AmbientLight lighting_uAmbientLight;
3396
+ uniform PointLight lighting_uPointLight[MAX_LIGHTS];
3397
+ uniform DirectionalLight lighting_uDirectionalLight[MAX_LIGHTS];
3398
+ uniform int lighting_uPointLightCount;
3399
+ uniform int lighting_uDirectionalLightCount;
3400
+
3401
+ uniform bool lighting_uEnabled;
3402
+
3403
+ float getPointLightAttenuation(PointLight pointLight, float distance) {
3404
+ return pointLight.attenuation.x
3405
+ + pointLight.attenuation.y * distance
3406
+ + pointLight.attenuation.z * distance * distance;
3407
+ }
3408
+
3409
+ #endif
3410
+ `;
3411
+
3412
+ // ../shadertools/src/modules-webgl1/lighting/lights/lights.ts
3413
+ var INITIAL_MODULE_OPTIONS = {
3414
+ lightSources: {}
3415
+ };
3416
+ function convertColor(colorDef = {}) {
3417
+ const { color = [0, 0, 0], intensity = 1 } = colorDef;
3418
+ return color.map((component) => component * intensity / 255);
3419
+ }
3420
+ function getLightSourceUniforms({
3421
+ ambientLight,
3422
+ pointLights = [],
3423
+ directionalLights = []
3424
+ }) {
3425
+ const lightSourceUniforms = {};
3426
+ if (ambientLight) {
3427
+ lightSourceUniforms["lighting_uAmbientLight.color"] = convertColor(ambientLight);
3428
+ } else {
3429
+ lightSourceUniforms["lighting_uAmbientLight.color"] = [0, 0, 0];
3430
+ }
3431
+ pointLights.forEach((pointLight, index) => {
3432
+ lightSourceUniforms[`lighting_uPointLight[${index}].color`] = convertColor(pointLight);
3433
+ lightSourceUniforms[`lighting_uPointLight[${index}].position`] = pointLight.position;
3434
+ lightSourceUniforms[`lighting_uPointLight[${index}].attenuation`] = pointLight.attenuation || [
3435
+ 1,
3436
+ 0,
3437
+ 0
3438
+ ];
3439
+ });
3440
+ lightSourceUniforms.lighting_uPointLightCount = pointLights.length;
3441
+ directionalLights.forEach((directionalLight, index) => {
3442
+ lightSourceUniforms[`lighting_uDirectionalLight[${index}].color`] = convertColor(directionalLight);
3443
+ lightSourceUniforms[`lighting_uDirectionalLight[${index}].direction`] = directionalLight.direction;
3444
+ });
3445
+ lightSourceUniforms.lighting_uDirectionalLightCount = directionalLights.length;
3446
+ return lightSourceUniforms;
3447
+ }
3448
+ function getUniforms(opts = INITIAL_MODULE_OPTIONS) {
3449
+ if ("lightSources" in opts) {
3450
+ const { ambientLight, pointLights, directionalLights } = opts.lightSources || {};
3451
+ const hasLights = ambientLight || pointLights && pointLights.length > 0 || directionalLights && directionalLights.length > 0;
3452
+ if (!hasLights) {
3453
+ return { lighting_uEnabled: false };
3454
+ }
3455
+ return Object.assign(
3456
+ {},
3457
+ getLightSourceUniforms({ ambientLight, pointLights, directionalLights }),
3458
+ {
3459
+ lighting_uEnabled: true
3460
+ }
3461
+ );
3462
+ }
3463
+ if ("lights" in opts) {
3464
+ const lightSources = { pointLights: [], directionalLights: [] };
3465
+ for (const light of opts.lights || []) {
3466
+ switch (light.type) {
3467
+ case "ambient":
3468
+ lightSources.ambientLight = light;
3469
+ break;
3470
+ case "directional":
3471
+ lightSources.directionalLights?.push(light);
3472
+ break;
3473
+ case "point":
3474
+ lightSources.pointLights?.push(light);
3475
+ break;
3476
+ default:
3477
+ }
3478
+ }
3479
+ return getUniforms({ lightSources });
3480
+ }
3481
+ return {};
3482
+ }
3483
+ var lights = {
3484
+ name: "lights",
3485
+ vs: lightingShader,
3486
+ fs: lightingShader,
3487
+ getUniforms,
3488
+ defines: {
3489
+ MAX_LIGHTS: 3
3490
+ }
3491
+ };
3492
+
3493
+ // ../shadertools/src/modules-webgl1/lighting/pbr/pbr-vertex-glsl.ts
3494
+ var vs = glsl`\
3495
+ uniform mat4 u_MVPMatrix;
3496
+ uniform mat4 u_ModelMatrix;
3497
+ uniform mat4 u_NormalMatrix;
3498
+
3499
+ out vec3 pbr_vPosition;
3500
+ out vec2 pbr_vUV;
3501
+
3502
+ #ifdef HAS_NORMALS
3503
+ # ifdef HAS_TANGENTS
3504
+ out mat3 pbr_vTBN;
3505
+ # else
3506
+ out vec3 pbr_vNormal;
3507
+ # endif
3508
+ #endif
3509
+
3510
+ void pbr_setPositionNormalTangentUV(vec4 position, vec4 normal, vec4 tangent, vec2 uv)
3511
+ {
3512
+ vec4 pos = u_ModelMatrix * position;
3513
+ pbr_vPosition = vec3(pos.xyz) / pos.w;
3514
+
3515
+ #ifdef HAS_NORMALS
3516
+ #ifdef HAS_TANGENTS
3517
+ vec3 normalW = normalize(vec3(u_NormalMatrix * vec4(normal.xyz, 0.0)));
3518
+ vec3 tangentW = normalize(vec3(u_ModelMatrix * vec4(tangent.xyz, 0.0)));
3519
+ vec3 bitangentW = cross(normalW, tangentW) * tangent.w;
3520
+ pbr_vTBN = mat3(tangentW, bitangentW, normalW);
3521
+ #else // HAS_TANGENTS != 1
3522
+ pbr_vNormal = normalize(vec3(u_ModelMatrix * vec4(normal.xyz, 0.0)));
3523
+ #endif
3524
+ #endif
3525
+
3526
+ #ifdef HAS_UV
3527
+ pbr_vUV = uv;
3528
+ #else
3529
+ pbr_vUV = vec2(0.,0.);
3530
+ #endif
3531
+ }
3532
+ `;
3533
+
3534
+ // ../shadertools/src/modules-webgl1/lighting/pbr/pbr-fragment-glsl.ts
3535
+ var fs = glsl`\
3536
+ #if defined(USE_TEX_LOD) && !defined(FEATURE_GLSL_TEXTURE_LOD)
3537
+ # error PBR fragment shader: Texture LOD is not available
3538
+ #endif
3539
+
3540
+ #if !defined(HAS_TANGENTS) && !defined(FEATURE_GLSL_DERIVATIVES)
3541
+ # error PBR fragment shader: Derivatives are not available
3542
+ #endif
3543
+
3544
+ precision highp float;
3545
+
3546
+ uniform bool pbr_uUnlit;
3547
+
3548
+ #ifdef USE_IBL
3549
+ uniform samplerCube u_DiffuseEnvSampler;
3550
+ uniform samplerCube u_SpecularEnvSampler;
3551
+ uniform sampler2D u_brdfLUT;
3552
+ uniform vec2 u_ScaleIBLAmbient;
3553
+ #endif
3554
+
3555
+ #ifdef HAS_BASECOLORMAP
3556
+ uniform sampler2D u_BaseColorSampler;
3557
+ #endif
3558
+ #ifdef HAS_NORMALMAP
3559
+ uniform sampler2D u_NormalSampler;
3560
+ uniform float u_NormalScale;
3561
+ #endif
3562
+ #ifdef HAS_EMISSIVEMAP
3563
+ uniform sampler2D u_EmissiveSampler;
3564
+ uniform vec3 u_EmissiveFactor;
3565
+ #endif
3566
+ #ifdef HAS_METALROUGHNESSMAP
3567
+ uniform sampler2D u_MetallicRoughnessSampler;
3568
+ #endif
3569
+ #ifdef HAS_OCCLUSIONMAP
3570
+ uniform sampler2D u_OcclusionSampler;
3571
+ uniform float u_OcclusionStrength;
3572
+ #endif
3573
+
3574
+ #ifdef ALPHA_CUTOFF
3575
+ uniform float u_AlphaCutoff;
3576
+ #endif
3577
+
3578
+ uniform vec2 u_MetallicRoughnessValues;
3579
+ uniform vec4 u_BaseColorFactor;
3580
+
3581
+ uniform vec3 u_Camera;
3582
+
3583
+ // debugging flags used for shader output of intermediate PBR variables
3584
+ #ifdef PBR_DEBUG
3585
+ uniform vec4 u_ScaleDiffBaseMR;
3586
+ uniform vec4 u_ScaleFGDSpec;
3587
+ #endif
3588
+
3589
+ in vec3 pbr_vPosition;
3590
+
3591
+ in vec2 pbr_vUV;
3592
+
3593
+ #ifdef HAS_NORMALS
3594
+ #ifdef HAS_TANGENTS
3595
+ in mat3 pbr_vTBN;
3596
+ #else
3597
+ in vec3 pbr_vNormal;
3598
+ #endif
3599
+ #endif
3600
+
3601
+ // Encapsulate the various inputs used by the various functions in the shading equation
3602
+ // We store values in this struct to simplify the integration of alternative implementations
3603
+ // of the shading terms, outlined in the Readme.MD Appendix.
3604
+ struct PBRInfo
3605
+ {
3606
+ float NdotL; // cos angle between normal and light direction
3607
+ float NdotV; // cos angle between normal and view direction
3608
+ float NdotH; // cos angle between normal and half vector
3609
+ float LdotH; // cos angle between light direction and half vector
3610
+ float VdotH; // cos angle between view direction and half vector
3611
+ float perceptualRoughness; // roughness value, as authored by the model creator (input to shader)
3612
+ float metalness; // metallic value at the surface
3613
+ vec3 reflectance0; // full reflectance color (normal incidence angle)
3614
+ vec3 reflectance90; // reflectance color at grazing angle
3615
+ float alphaRoughness; // roughness mapped to a more linear change in the roughness (proposed by [2])
3616
+ vec3 diffuseColor; // color contribution from diffuse lighting
3617
+ vec3 specularColor; // color contribution from specular lighting
3618
+ vec3 n; // normal at surface point
3619
+ vec3 v; // vector from surface point to camera
3620
+ };
3621
+
3622
+ const float M_PI = 3.141592653589793;
3623
+ const float c_MinRoughness = 0.04;
3624
+
3625
+ vec4 SRGBtoLINEAR(vec4 srgbIn)
3626
+ {
3627
+ #ifdef MANUAL_SRGB
3628
+ #ifdef SRGB_FAST_APPROXIMATION
3629
+ vec3 linOut = pow(srgbIn.xyz,vec3(2.2));
3630
+ #else //SRGB_FAST_APPROXIMATION
3631
+ vec3 bLess = step(vec3(0.04045),srgbIn.xyz);
3632
+ vec3 linOut = mix( srgbIn.xyz/vec3(12.92), pow((srgbIn.xyz+vec3(0.055))/vec3(1.055),vec3(2.4)), bLess );
3633
+ #endif //SRGB_FAST_APPROXIMATION
3634
+ return vec4(linOut,srgbIn.w);;
3635
+ #else //MANUAL_SRGB
3636
+ return srgbIn;
3637
+ #endif //MANUAL_SRGB
3638
+ }
3639
+
3640
+ // Find the normal for this fragment, pulling either from a predefined normal map
3641
+ // or from the interpolated mesh normal and tangent attributes.
3642
+ vec3 getNormal()
3643
+ {
3644
+ // Retrieve the tangent space matrix
3645
+ #ifndef HAS_TANGENTS
3646
+ vec3 pos_dx = dFdx(pbr_vPosition);
3647
+ vec3 pos_dy = dFdy(pbr_vPosition);
3648
+ vec3 tex_dx = dFdx(vec3(pbr_vUV, 0.0));
3649
+ vec3 tex_dy = dFdy(vec3(pbr_vUV, 0.0));
3650
+ vec3 t = (tex_dy.t * pos_dx - tex_dx.t * pos_dy) / (tex_dx.s * tex_dy.t - tex_dy.s * tex_dx.t);
3651
+
3652
+ #ifdef HAS_NORMALS
3653
+ vec3 ng = normalize(pbr_vNormal);
3654
+ #else
3655
+ vec3 ng = cross(pos_dx, pos_dy);
3656
+ #endif
3657
+
3658
+ t = normalize(t - ng * dot(ng, t));
3659
+ vec3 b = normalize(cross(ng, t));
3660
+ mat3 tbn = mat3(t, b, ng);
3661
+ #else // HAS_TANGENTS
3662
+ mat3 tbn = pbr_vTBN;
3663
+ #endif
3664
+
3665
+ #ifdef HAS_NORMALMAP
3666
+ vec3 n = texture(u_NormalSampler, pbr_vUV).rgb;
3667
+ n = normalize(tbn * ((2.0 * n - 1.0) * vec3(u_NormalScale, u_NormalScale, 1.0)));
3668
+ #else
3669
+ // The tbn matrix is linearly interpolated, so we need to re-normalize
3670
+ vec3 n = normalize(tbn[2].xyz);
3671
+ #endif
3672
+
3673
+ return n;
3674
+ }
3675
+
3676
+ // Calculation of the lighting contribution from an optional Image Based Light source.
3677
+ // Precomputed Environment Maps are required uniform inputs and are computed as outlined in [1].
3678
+ // See our README.md on Environment Maps [3] for additional discussion.
3679
+ #ifdef USE_IBL
3680
+ vec3 getIBLContribution(PBRInfo pbrInputs, vec3 n, vec3 reflection)
3681
+ {
3682
+ float mipCount = 9.0; // resolution of 512x512
3683
+ float lod = (pbrInputs.perceptualRoughness * mipCount);
3684
+ // retrieve a scale and bias to F0. See [1], Figure 3
3685
+ vec3 brdf = SRGBtoLINEAR(texture(u_brdfLUT,
3686
+ vec2(pbrInputs.NdotV, 1.0 - pbrInputs.perceptualRoughness))).rgb;
3687
+ vec3 diffuseLight = SRGBtoLINEAR(textureCube(u_DiffuseEnvSampler, n)).rgb;
3688
+
3689
+ #ifdef USE_TEX_LOD
3690
+ vec3 specularLight = SRGBtoLINEAR(textureCubeLod(u_SpecularEnvSampler, reflection, lod)).rgb;
3691
+ #else
3692
+ vec3 specularLight = SRGBtoLINEAR(textureCube(u_SpecularEnvSampler, reflection)).rgb;
3693
+ #endif
3694
+
3695
+ vec3 diffuse = diffuseLight * pbrInputs.diffuseColor;
3696
+ vec3 specular = specularLight * (pbrInputs.specularColor * brdf.x + brdf.y);
3697
+
3698
+ // For presentation, this allows us to disable IBL terms
3699
+ diffuse *= u_ScaleIBLAmbient.x;
3700
+ specular *= u_ScaleIBLAmbient.y;
3701
+
3702
+ return diffuse + specular;
3703
+ }
3704
+ #endif
3705
+
3706
+ // Basic Lambertian diffuse
3707
+ // Implementation from Lambert's Photometria https://archive.org/details/lambertsphotome00lambgoog
3708
+ // See also [1], Equation 1
3709
+ vec3 diffuse(PBRInfo pbrInputs)
3710
+ {
3711
+ return pbrInputs.diffuseColor / M_PI;
3712
+ }
3713
+
3714
+ // The following equation models the Fresnel reflectance term of the spec equation (aka F())
3715
+ // Implementation of fresnel from [4], Equation 15
3716
+ vec3 specularReflection(PBRInfo pbrInputs)
3717
+ {
3718
+ return pbrInputs.reflectance0 +
3719
+ (pbrInputs.reflectance90 - pbrInputs.reflectance0) *
3720
+ pow(clamp(1.0 - pbrInputs.VdotH, 0.0, 1.0), 5.0);
3721
+ }
3722
+
3723
+ // This calculates the specular geometric attenuation (aka G()),
3724
+ // where rougher material will reflect less light back to the viewer.
3725
+ // This implementation is based on [1] Equation 4, and we adopt their modifications to
3726
+ // alphaRoughness as input as originally proposed in [2].
3727
+ float geometricOcclusion(PBRInfo pbrInputs)
3728
+ {
3729
+ float NdotL = pbrInputs.NdotL;
3730
+ float NdotV = pbrInputs.NdotV;
3731
+ float r = pbrInputs.alphaRoughness;
3732
+
3733
+ float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL)));
3734
+ float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV)));
3735
+ return attenuationL * attenuationV;
3736
+ }
3737
+
3738
+ // The following equation(s) model the distribution of microfacet normals across
3739
+ // the area being drawn (aka D())
3740
+ // Implementation from "Average Irregularity Representation of a Roughened Surface
3741
+ // for Ray Reflection" by T. S. Trowbridge, and K. P. Reitz
3742
+ // Follows the distribution function recommended in the SIGGRAPH 2013 course notes
3743
+ // from EPIC Games [1], Equation 3.
3744
+ float microfacetDistribution(PBRInfo pbrInputs)
3745
+ {
3746
+ float roughnessSq = pbrInputs.alphaRoughness * pbrInputs.alphaRoughness;
3747
+ float f = (pbrInputs.NdotH * roughnessSq - pbrInputs.NdotH) * pbrInputs.NdotH + 1.0;
3748
+ return roughnessSq / (M_PI * f * f);
3749
+ }
3750
+
3751
+ void PBRInfo_setAmbientLight(inout PBRInfo pbrInputs) {
3752
+ pbrInputs.NdotL = 1.0;
3753
+ pbrInputs.NdotH = 0.0;
3754
+ pbrInputs.LdotH = 0.0;
3755
+ pbrInputs.VdotH = 1.0;
3756
+ }
3757
+
3758
+ void PBRInfo_setDirectionalLight(inout PBRInfo pbrInputs, vec3 lightDirection) {
3759
+ vec3 n = pbrInputs.n;
3760
+ vec3 v = pbrInputs.v;
3761
+ vec3 l = normalize(lightDirection); // Vector from surface point to light
3762
+ vec3 h = normalize(l+v); // Half vector between both l and v
3763
+
3764
+ pbrInputs.NdotL = clamp(dot(n, l), 0.001, 1.0);
3765
+ pbrInputs.NdotH = clamp(dot(n, h), 0.0, 1.0);
3766
+ pbrInputs.LdotH = clamp(dot(l, h), 0.0, 1.0);
3767
+ pbrInputs.VdotH = clamp(dot(v, h), 0.0, 1.0);
3768
+ }
3769
+
3770
+ void PBRInfo_setPointLight(inout PBRInfo pbrInputs, PointLight pointLight) {
3771
+ vec3 light_direction = normalize(pointLight.position - pbr_vPosition);
3772
+ PBRInfo_setDirectionalLight(pbrInputs, light_direction);
3773
+ }
3774
+
3775
+ vec3 calculateFinalColor(PBRInfo pbrInputs, vec3 lightColor) {
3776
+ // Calculate the shading terms for the microfacet specular shading model
3777
+ vec3 F = specularReflection(pbrInputs);
3778
+ float G = geometricOcclusion(pbrInputs);
3779
+ float D = microfacetDistribution(pbrInputs);
3780
+
3781
+ // Calculation of analytical lighting contribution
3782
+ vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs);
3783
+ vec3 specContrib = F * G * D / (4.0 * pbrInputs.NdotL * pbrInputs.NdotV);
3784
+ // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law)
3785
+ return pbrInputs.NdotL * lightColor * (diffuseContrib + specContrib);
3786
+ }
3787
+
3788
+ vec4 pbr_filterColor(vec4 colorUnused)
3789
+ {
3790
+ // The albedo may be defined from a base texture or a flat color
3791
+ #ifdef HAS_BASECOLORMAP
3792
+ vec4 baseColor = SRGBtoLINEAR(texture(u_BaseColorSampler, pbr_vUV)) * u_BaseColorFactor;
3793
+ #else
3794
+ vec4 baseColor = u_BaseColorFactor;
3795
+ #endif
3796
+
3797
+ #ifdef ALPHA_CUTOFF
3798
+ if (baseColor.a < u_AlphaCutoff) {
3799
+ discard;
3800
+ }
3801
+ #endif
3802
+
3803
+ vec3 color = vec3(0, 0, 0);
3804
+
3805
+ if(pbr_uUnlit){
3806
+ color.rgb = baseColor.rgb;
3807
+ }
3808
+ else{
3809
+ // Metallic and Roughness material properties are packed together
3810
+ // In glTF, these factors can be specified by fixed scalar values
3811
+ // or from a metallic-roughness map
3812
+ float perceptualRoughness = u_MetallicRoughnessValues.y;
3813
+ float metallic = u_MetallicRoughnessValues.x;
3814
+ #ifdef HAS_METALROUGHNESSMAP
3815
+ // Roughness is stored in the 'g' channel, metallic is stored in the 'b' channel.
3816
+ // This layout intentionally reserves the 'r' channel for (optional) occlusion map data
3817
+ vec4 mrSample = texture(u_MetallicRoughnessSampler, pbr_vUV);
3818
+ perceptualRoughness = mrSample.g * perceptualRoughness;
3819
+ metallic = mrSample.b * metallic;
3820
+ #endif
3821
+ perceptualRoughness = clamp(perceptualRoughness, c_MinRoughness, 1.0);
3822
+ metallic = clamp(metallic, 0.0, 1.0);
3823
+ // Roughness is authored as perceptual roughness; as is convention,
3824
+ // convert to material roughness by squaring the perceptual roughness [2].
3825
+ float alphaRoughness = perceptualRoughness * perceptualRoughness;
3826
+
3827
+ vec3 f0 = vec3(0.04);
3828
+ vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0);
3829
+ diffuseColor *= 1.0 - metallic;
3830
+ vec3 specularColor = mix(f0, baseColor.rgb, metallic);
3831
+
3832
+ // Compute reflectance.
3833
+ float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);
3834
+
3835
+ // For typical incident reflectance range (between 4% to 100%) set the grazing
3836
+ // reflectance to 100% for typical fresnel effect.
3837
+ // For very low reflectance range on highly diffuse objects (below 4%),
3838
+ // incrementally reduce grazing reflecance to 0%.
3839
+ float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);
3840
+ vec3 specularEnvironmentR0 = specularColor.rgb;
3841
+ vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90;
3842
+
3843
+ vec3 n = getNormal(); // normal at surface point
3844
+ vec3 v = normalize(u_Camera - pbr_vPosition); // Vector from surface point to camera
3845
+
3846
+ float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);
3847
+ vec3 reflection = -normalize(reflect(v, n));
3848
+
3849
+ PBRInfo pbrInputs = PBRInfo(
3850
+ 0.0, // NdotL
3851
+ NdotV,
3852
+ 0.0, // NdotH
3853
+ 0.0, // LdotH
3854
+ 0.0, // VdotH
3855
+ perceptualRoughness,
3856
+ metallic,
3857
+ specularEnvironmentR0,
3858
+ specularEnvironmentR90,
3859
+ alphaRoughness,
3860
+ diffuseColor,
3861
+ specularColor,
3862
+ n,
3863
+ v
3864
+ );
3865
+
3866
+ #ifdef USE_LIGHTS
3867
+ // Apply ambient light
3868
+ PBRInfo_setAmbientLight(pbrInputs);
3869
+ color += calculateFinalColor(pbrInputs, lighting_uAmbientLight.color);
3870
+
3871
+ // Apply directional light
3872
+ for(int i = 0, i < lighting_uDirectionalLightCount, i++) {
3873
+ if (i < lighting_uDirectionalLightCount) {
3874
+ PBRInfo_setDirectionalLight(pbrInputs, lighting_uDirectionalLight[i].direction);
3875
+ color += calculateFinalColor(pbrInputs, lighting_uDirectionalLight[i].color);
3876
+ }
3877
+ }
3878
+
3879
+ // Apply point light
3880
+ for(int i = 0, i < lighting_uPointLightCount, i++) {
3881
+ if (i < lighting_uPointLightCount) {
3882
+ PBRInfo_setPointLight(pbrInputs, lighting_uPointLight[i]);
3883
+ float attenuation = getPointLightAttenuation(lighting_uPointLight[i], distance(lighting_uPointLight[i].position, pbr_vPosition));
3884
+ color += calculateFinalColor(pbrInputs, lighting_uPointLight[i].color / attenuation);
3885
+ }
3886
+ }
3887
+ #endif
3888
+
3889
+ // Calculate lighting contribution from image based lighting source (IBL)
3890
+ #ifdef USE_IBL
3891
+ color += getIBLContribution(pbrInputs, n, reflection);
3892
+ #endif
3893
+
3894
+ // Apply optional PBR terms for additional (optional) shading
3895
+ #ifdef HAS_OCCLUSIONMAP
3896
+ float ao = texture(u_OcclusionSampler, pbr_vUV).r;
3897
+ color = mix(color, color * ao, u_OcclusionStrength);
3898
+ #endif
3899
+
3900
+ #ifdef HAS_EMISSIVEMAP
3901
+ vec3 emissive = SRGBtoLINEAR(texture(u_EmissiveSampler, pbr_vUV)).rgb * u_EmissiveFactor;
3902
+ color += emissive;
3903
+ #endif
3904
+
3905
+ // This section uses mix to override final color for reference app visualization
3906
+ // of various parameters in the lighting equation.
3907
+ #ifdef PBR_DEBUG
3908
+ // TODO: Figure out how to debug multiple lights
3909
+
3910
+ // color = mix(color, F, u_ScaleFGDSpec.x);
3911
+ // color = mix(color, vec3(G), u_ScaleFGDSpec.y);
3912
+ // color = mix(color, vec3(D), u_ScaleFGDSpec.z);
3913
+ // color = mix(color, specContrib, u_ScaleFGDSpec.w);
3914
+
3915
+ // color = mix(color, diffuseContrib, u_ScaleDiffBaseMR.x);
3916
+ color = mix(color, baseColor.rgb, u_ScaleDiffBaseMR.y);
3917
+ color = mix(color, vec3(metallic), u_ScaleDiffBaseMR.z);
3918
+ color = mix(color, vec3(perceptualRoughness), u_ScaleDiffBaseMR.w);
3919
+ #endif
3920
+
3921
+ }
3922
+
3923
+ return vec4(pow(color,vec3(1.0/2.2)), baseColor.a);
3924
+ }
3925
+ `;
3926
+
3927
+ // ../shadertools/src/modules-webgl1/lighting/pbr/pbr.ts
3928
+ var pbr = {
3929
+ name: "pbr",
3930
+ vs,
3931
+ fs,
3932
+ defines: {
3933
+ LIGHTING_FRAGMENT: 1
3934
+ },
3935
+ dependencies: [lights]
3936
+ };
3937
+
3938
+ // src/gltf/create-gltf-model.ts
3383
3939
  var import_engine = __toESM(require_engine(), 1);
3384
- var vs = `
3940
+ var vs2 = `
3385
3941
  #pragma vscode_glsllint_stage: vert
3386
3942
  #if (__VERSION__ < 300)
3387
3943
  #define _attr attribute
@@ -3427,7 +3983,7 @@ var __exports__ = (() => {
3427
3983
  gl_Position = u_MVPMatrix * positions;
3428
3984
  }
3429
3985
  `;
3430
- var fs = `
3986
+ var fs2 = `
3431
3987
  #pragma vscode_glsllint_stage: frag
3432
3988
  #if (__VERSION__ < 300)
3433
3989
  #define fragmentColor gl_FragColor
@@ -3456,9 +4012,9 @@ var __exports__ = (() => {
3456
4012
  geometry,
3457
4013
  topology: geometry.topology,
3458
4014
  vertexCount,
3459
- modules: [import_shadertools.pbr],
3460
- vs: addVersionToShader(device, vs),
3461
- fs: addVersionToShader(device, fs),
4015
+ modules: [pbr],
4016
+ vs: addVersionToShader(device, vs2),
4017
+ fs: addVersionToShader(device, fs2),
3462
4018
  ...modelOptions,
3463
4019
  bindings: { ...parsedMaterial.bindings, ...modelOptions.bindings },
3464
4020
  defines: { ...parsedMaterial.defines, ...modelOptions.defines },
@@ -3482,7 +4038,6 @@ ${source}`;
3482
4038
  useTangents: false
3483
4039
  };
3484
4040
  var GLTFInstantiator = class {
3485
- // TODO - replace with Device
3486
4041
  device;
3487
4042
  options;
3488
4043
  gltf;
@@ -3642,7 +4197,7 @@ ${source}`;
3642
4197
  const animator = instantiator.createAnimator();
3643
4198
  return { scenes, animator };
3644
4199
  }
3645
- return __toCommonJS(src_exports);
4200
+ return __toCommonJS(bundle_exports);
3646
4201
  })();
3647
4202
  return __exports__;
3648
4203
  });