@luma.gl/gltf 9.1.0-alpha.9 → 9.1.0-beta.11
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 +68 -596
- package/dist/dist.min.js +5 -457
- package/dist/gltf/create-gltf-model.d.ts.map +1 -1
- package/dist/gltf/create-gltf-model.js +12 -6
- package/dist/gltf/create-gltf-model.js.map +1 -0
- package/dist/gltf/create-gltf-objects.js +1 -0
- package/dist/gltf/create-gltf-objects.js.map +1 -0
- package/dist/gltf/gl-utils.d.ts.map +1 -1
- package/dist/gltf/gl-utils.js +2 -0
- package/dist/gltf/gl-utils.js.map +1 -0
- package/dist/gltf/gltf-animator.js +1 -0
- package/dist/gltf/gltf-animator.js.map +1 -0
- package/dist/gltf/gltf-instantiator.d.ts.map +1 -1
- package/dist/gltf/gltf-instantiator.js +26 -2
- package/dist/gltf/gltf-instantiator.js.map +1 -0
- package/dist/index.cjs +50 -27
- package/dist/index.cjs.map +3 -3
- package/dist/index.js +1 -0
- package/dist/index.js.map +1 -0
- package/dist/pbr/parse-pbr-material.d.ts +4 -3
- package/dist/pbr/parse-pbr-material.d.ts.map +1 -1
- package/dist/pbr/parse-pbr-material.js +42 -40
- package/dist/pbr/parse-pbr-material.js.map +1 -0
- package/dist/pbr/pbr-environment.js +1 -0
- package/dist/pbr/pbr-environment.js.map +1 -0
- package/package.json +6 -6
- package/src/gltf/create-gltf-model.ts +13 -6
- package/src/gltf/gl-utils.ts +1 -0
- package/src/gltf/gltf-instantiator.ts +29 -2
- package/src/pbr/parse-pbr-material.ts +51 -43
package/dist/dist.dev.js
CHANGED
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@@ -51,6 +51,13 @@ var __exports__ = (() => {
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}
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});
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+
// 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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});
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+
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// bundle.ts
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var bundle_exports = {};
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__export(bundle_exports, {
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@@ -73,9 +80,9 @@ var __exports__ = (() => {
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bindings: {},
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uniforms: {
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// TODO: find better values?
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-
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camera: [0, 0, 0],
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// Model should override
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-
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metallicRoughnessValues: [1, 1]
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// Default is 1 and 1
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},
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parameters: {},
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@@ -85,15 +92,15 @@ var __exports__ = (() => {
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parsedMaterial.defines.USE_TEX_LOD = 1;
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const { imageBasedLightingEnvironment } = options;
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if (imageBasedLightingEnvironment) {
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parsedMaterial.bindings.
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parsedMaterial.bindings.
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parsedMaterial.bindings.
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parsedMaterial.uniforms.
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parsedMaterial.bindings.pbr_diffuseEnvSampler = imageBasedLightingEnvironment.diffuseEnvSampler.texture;
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parsedMaterial.bindings.pbr_specularEnvSampler = imageBasedLightingEnvironment.specularEnvSampler.texture;
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parsedMaterial.bindings.pbr_BrdfLUT = imageBasedLightingEnvironment.brdfLutTexture.texture;
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parsedMaterial.uniforms.scaleIBLAmbient = [1, 1];
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}
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if (options?.pbrDebug) {
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parsedMaterial.defines.PBR_DEBUG = 1;
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parsedMaterial.uniforms.
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parsedMaterial.uniforms.
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parsedMaterial.uniforms.scaleDiffBaseMR = [0, 0, 0, 0];
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parsedMaterial.uniforms.scaleFGDSpec = [0, 0, 0, 0];
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}
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if (attributes.NORMAL)
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parsedMaterial.defines.HAS_NORMALS = 1;
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@@ -111,41 +118,47 @@ var __exports__ = (() => {
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return parsedMaterial;
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}
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function parseMaterial(device, material, parsedMaterial) {
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parsedMaterial.uniforms.
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parsedMaterial.uniforms.unlit = Boolean(material.unlit);
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if (material.pbrMetallicRoughness) {
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parsePbrMetallicRoughness(device, material.pbrMetallicRoughness, parsedMaterial);
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}
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if (material.normalTexture) {
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addTexture(
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addTexture(
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device,
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material.normalTexture,
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"pbr_normalSampler",
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"HAS_NORMALMAP",
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parsedMaterial
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);
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const { scale: scale4 = 1 } = material.normalTexture;
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parsedMaterial.uniforms.
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parsedMaterial.uniforms.normalScale = scale4;
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}
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if (material.occlusionTexture) {
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addTexture(
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device,
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material.occlusionTexture,
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-
"
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"pbr_occlusionSampler",
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"HAS_OCCLUSIONMAP",
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parsedMaterial
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);
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const { strength = 1 } = material.occlusionTexture;
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parsedMaterial.uniforms.
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parsedMaterial.uniforms.occlusionStrength = strength;
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}
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if (material.emissiveTexture) {
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addTexture(
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device,
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material.emissiveTexture,
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-
"
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"pbr_emissiveSampler",
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"HAS_EMISSIVEMAP",
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parsedMaterial
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);
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-
parsedMaterial.uniforms.
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parsedMaterial.uniforms.emissiveFactor = material.emissiveFactor || [0, 0, 0];
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}
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switch (material.alphaMode) {
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case "MASK":
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const { alphaCutoff = 0.5 } = material;
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parsedMaterial.defines.ALPHA_CUTOFF = 1;
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parsedMaterial.uniforms.
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parsedMaterial.uniforms.alphaCutoff = alphaCutoff;
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break;
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case "BLEND":
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import_core.log.warn("glTF BLEND alphaMode might not work well because it requires mesh sorting")();
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@@ -171,23 +184,23 @@ var __exports__ = (() => {
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addTexture(
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device,
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pbrMetallicRoughness.baseColorTexture,
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-
"
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"pbr_baseColorSampler",
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"HAS_BASECOLORMAP",
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parsedMaterial
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);
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}
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-
parsedMaterial.uniforms.
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parsedMaterial.uniforms.baseColorFactor = pbrMetallicRoughness.baseColorFactor || [1, 1, 1, 1];
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if (pbrMetallicRoughness.metallicRoughnessTexture) {
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addTexture(
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device,
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pbrMetallicRoughness.metallicRoughnessTexture,
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"
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+
"pbr_metallicRoughnessSampler",
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"HAS_METALROUGHNESSMAP",
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parsedMaterial
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);
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}
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const { metallicFactor = 1, roughnessFactor = 1 } = pbrMetallicRoughness;
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parsedMaterial.uniforms.
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parsedMaterial.uniforms.metallicRoughnessValues = [metallicFactor, roughnessFactor];
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}
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function addTexture(device, gltfTexture, uniformName, define = null, parsedMaterial) {
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const parameters = gltfTexture?.texture?.sampler?.parameters || {};
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@@ -3574,571 +3587,7 @@ var __exports__ = (() => {
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3574
3587
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3575
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// src/gltf/create-gltf-model.ts
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3576
3589
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var import_core4 = __toESM(require_core(), 1);
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3577
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-
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3578
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-
// ../shadertools/src/modules-webgl1/lighting/lights/lights-glsl.ts
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3579
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-
var lightingShader = (
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3580
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-
/* glsl */
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3581
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-
`#if (defined(SHADER_TYPE_FRAGMENT) && defined(LIGHTING_FRAGMENT)) || (defined(SHADER_TYPE_VERTEX) && defined(LIGHTING_VERTEX))
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3582
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-
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3583
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struct AmbientLight {
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3584
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vec3 color;
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3585
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-
};
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3586
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-
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3587
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-
struct PointLight {
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vec3 color;
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3589
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vec3 position;
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3590
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-
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3591
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-
// Constant-Linear-Exponential
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3592
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-
vec3 attenuation;
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3593
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-
};
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3594
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-
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3595
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-
struct DirectionalLight {
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3596
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vec3 color;
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vec3 direction;
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3598
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-
};
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3599
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-
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3600
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-
uniform AmbientLight lighting_uAmbientLight;
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3601
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-
uniform PointLight lighting_uPointLight[MAX_LIGHTS];
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3602
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-
uniform DirectionalLight lighting_uDirectionalLight[MAX_LIGHTS];
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3603
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-
uniform int lighting_uPointLightCount;
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3604
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-
uniform int lighting_uDirectionalLightCount;
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3605
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-
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3606
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-
uniform bool lighting_uEnabled;
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3607
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-
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3608
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-
float getPointLightAttenuation(PointLight pointLight, float distance) {
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3609
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-
return pointLight.attenuation.x
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3610
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-
+ pointLight.attenuation.y * distance
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3611
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-
+ pointLight.attenuation.z * distance * distance;
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3612
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-
}
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3613
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-
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3614
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-
#endif
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3615
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-
`
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3616
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-
);
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3617
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-
|
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3618
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-
// ../shadertools/src/modules-webgl1/lighting/lights/lights.ts
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3619
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-
var INITIAL_MODULE_OPTIONS = {
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3620
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lightSources: {}
|
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3621
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-
};
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3622
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-
function convertColor(colorDef = {}) {
|
|
3623
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-
const { color = [0, 0, 0], intensity = 1 } = colorDef;
|
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3624
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-
return color.map((component) => component * intensity / 255);
|
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3625
|
-
}
|
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3626
|
-
function getLightSourceUniforms({
|
|
3627
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-
ambientLight,
|
|
3628
|
-
pointLights = [],
|
|
3629
|
-
directionalLights = []
|
|
3630
|
-
}) {
|
|
3631
|
-
const lightSourceUniforms = {};
|
|
3632
|
-
if (ambientLight) {
|
|
3633
|
-
lightSourceUniforms["lighting_uAmbientLight.color"] = convertColor(ambientLight);
|
|
3634
|
-
} else {
|
|
3635
|
-
lightSourceUniforms["lighting_uAmbientLight.color"] = [0, 0, 0];
|
|
3636
|
-
}
|
|
3637
|
-
pointLights.forEach((pointLight, index) => {
|
|
3638
|
-
lightSourceUniforms[`lighting_uPointLight[${index}].color`] = convertColor(pointLight);
|
|
3639
|
-
lightSourceUniforms[`lighting_uPointLight[${index}].position`] = pointLight.position;
|
|
3640
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-
lightSourceUniforms[`lighting_uPointLight[${index}].attenuation`] = pointLight.attenuation || [
|
|
3641
|
-
1,
|
|
3642
|
-
0,
|
|
3643
|
-
0
|
|
3644
|
-
];
|
|
3645
|
-
});
|
|
3646
|
-
lightSourceUniforms.lighting_uPointLightCount = pointLights.length;
|
|
3647
|
-
directionalLights.forEach((directionalLight, index) => {
|
|
3648
|
-
lightSourceUniforms[`lighting_uDirectionalLight[${index}].color`] = convertColor(directionalLight);
|
|
3649
|
-
lightSourceUniforms[`lighting_uDirectionalLight[${index}].direction`] = directionalLight.direction;
|
|
3650
|
-
});
|
|
3651
|
-
lightSourceUniforms.lighting_uDirectionalLightCount = directionalLights.length;
|
|
3652
|
-
return lightSourceUniforms;
|
|
3653
|
-
}
|
|
3654
|
-
function getUniforms(opts = INITIAL_MODULE_OPTIONS) {
|
|
3655
|
-
if ("lightSources" in opts) {
|
|
3656
|
-
const { ambientLight, pointLights, directionalLights } = opts.lightSources || {};
|
|
3657
|
-
const hasLights = ambientLight || pointLights && pointLights.length > 0 || directionalLights && directionalLights.length > 0;
|
|
3658
|
-
if (!hasLights) {
|
|
3659
|
-
return { lighting_uEnabled: false };
|
|
3660
|
-
}
|
|
3661
|
-
return Object.assign(
|
|
3662
|
-
{},
|
|
3663
|
-
getLightSourceUniforms({ ambientLight, pointLights, directionalLights }),
|
|
3664
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-
{
|
|
3665
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-
lighting_uEnabled: true
|
|
3666
|
-
}
|
|
3667
|
-
);
|
|
3668
|
-
}
|
|
3669
|
-
if ("lights" in opts) {
|
|
3670
|
-
const lightSources = { pointLights: [], directionalLights: [] };
|
|
3671
|
-
for (const light of opts.lights || []) {
|
|
3672
|
-
switch (light.type) {
|
|
3673
|
-
case "ambient":
|
|
3674
|
-
lightSources.ambientLight = light;
|
|
3675
|
-
break;
|
|
3676
|
-
case "directional":
|
|
3677
|
-
lightSources.directionalLights?.push(light);
|
|
3678
|
-
break;
|
|
3679
|
-
case "point":
|
|
3680
|
-
lightSources.pointLights?.push(light);
|
|
3681
|
-
break;
|
|
3682
|
-
default:
|
|
3683
|
-
}
|
|
3684
|
-
}
|
|
3685
|
-
return getUniforms({ lightSources });
|
|
3686
|
-
}
|
|
3687
|
-
return {};
|
|
3688
|
-
}
|
|
3689
|
-
var lights = {
|
|
3690
|
-
name: "lights",
|
|
3691
|
-
vs: lightingShader,
|
|
3692
|
-
fs: lightingShader,
|
|
3693
|
-
getUniforms,
|
|
3694
|
-
defines: {
|
|
3695
|
-
MAX_LIGHTS: 3
|
|
3696
|
-
}
|
|
3697
|
-
};
|
|
3698
|
-
|
|
3699
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-
// ../shadertools/src/modules-webgl1/lighting/pbr/pbr-vertex-glsl.ts
|
|
3700
|
-
var vs = (
|
|
3701
|
-
/* glsl */
|
|
3702
|
-
`uniform mat4 u_MVPMatrix;
|
|
3703
|
-
uniform mat4 u_ModelMatrix;
|
|
3704
|
-
uniform mat4 u_NormalMatrix;
|
|
3705
|
-
|
|
3706
|
-
out vec3 pbr_vPosition;
|
|
3707
|
-
out vec2 pbr_vUV;
|
|
3708
|
-
|
|
3709
|
-
#ifdef HAS_NORMALS
|
|
3710
|
-
# ifdef HAS_TANGENTS
|
|
3711
|
-
out mat3 pbr_vTBN;
|
|
3712
|
-
# else
|
|
3713
|
-
out vec3 pbr_vNormal;
|
|
3714
|
-
# endif
|
|
3715
|
-
#endif
|
|
3716
|
-
|
|
3717
|
-
void pbr_setPositionNormalTangentUV(vec4 position, vec4 normal, vec4 tangent, vec2 uv)
|
|
3718
|
-
{
|
|
3719
|
-
vec4 pos = u_ModelMatrix * position;
|
|
3720
|
-
pbr_vPosition = vec3(pos.xyz) / pos.w;
|
|
3721
|
-
|
|
3722
|
-
#ifdef HAS_NORMALS
|
|
3723
|
-
#ifdef HAS_TANGENTS
|
|
3724
|
-
vec3 normalW = normalize(vec3(u_NormalMatrix * vec4(normal.xyz, 0.0)));
|
|
3725
|
-
vec3 tangentW = normalize(vec3(u_ModelMatrix * vec4(tangent.xyz, 0.0)));
|
|
3726
|
-
vec3 bitangentW = cross(normalW, tangentW) * tangent.w;
|
|
3727
|
-
pbr_vTBN = mat3(tangentW, bitangentW, normalW);
|
|
3728
|
-
#else // HAS_TANGENTS != 1
|
|
3729
|
-
pbr_vNormal = normalize(vec3(u_ModelMatrix * vec4(normal.xyz, 0.0)));
|
|
3730
|
-
#endif
|
|
3731
|
-
#endif
|
|
3732
|
-
|
|
3733
|
-
#ifdef HAS_UV
|
|
3734
|
-
pbr_vUV = uv;
|
|
3735
|
-
#else
|
|
3736
|
-
pbr_vUV = vec2(0.,0.);
|
|
3737
|
-
#endif
|
|
3738
|
-
}
|
|
3739
|
-
`
|
|
3740
|
-
);
|
|
3741
|
-
|
|
3742
|
-
// ../shadertools/src/modules-webgl1/lighting/pbr/pbr-fragment-glsl.ts
|
|
3743
|
-
var fs = (
|
|
3744
|
-
/* glsl */
|
|
3745
|
-
`precision highp float;
|
|
3746
|
-
|
|
3747
|
-
uniform bool pbr_uUnlit;
|
|
3748
|
-
|
|
3749
|
-
#ifdef USE_IBL
|
|
3750
|
-
uniform samplerCube u_DiffuseEnvSampler;
|
|
3751
|
-
uniform samplerCube u_SpecularEnvSampler;
|
|
3752
|
-
uniform sampler2D u_brdfLUT;
|
|
3753
|
-
uniform vec2 u_ScaleIBLAmbient;
|
|
3754
|
-
#endif
|
|
3755
|
-
|
|
3756
|
-
#ifdef HAS_BASECOLORMAP
|
|
3757
|
-
uniform sampler2D u_BaseColorSampler;
|
|
3758
|
-
#endif
|
|
3759
|
-
#ifdef HAS_NORMALMAP
|
|
3760
|
-
uniform sampler2D u_NormalSampler;
|
|
3761
|
-
uniform float u_NormalScale;
|
|
3762
|
-
#endif
|
|
3763
|
-
#ifdef HAS_EMISSIVEMAP
|
|
3764
|
-
uniform sampler2D u_EmissiveSampler;
|
|
3765
|
-
uniform vec3 u_EmissiveFactor;
|
|
3766
|
-
#endif
|
|
3767
|
-
#ifdef HAS_METALROUGHNESSMAP
|
|
3768
|
-
uniform sampler2D u_MetallicRoughnessSampler;
|
|
3769
|
-
#endif
|
|
3770
|
-
#ifdef HAS_OCCLUSIONMAP
|
|
3771
|
-
uniform sampler2D u_OcclusionSampler;
|
|
3772
|
-
uniform float u_OcclusionStrength;
|
|
3773
|
-
#endif
|
|
3774
|
-
|
|
3775
|
-
#ifdef ALPHA_CUTOFF
|
|
3776
|
-
uniform float u_AlphaCutoff;
|
|
3777
|
-
#endif
|
|
3778
|
-
|
|
3779
|
-
uniform vec2 u_MetallicRoughnessValues;
|
|
3780
|
-
uniform vec4 u_BaseColorFactor;
|
|
3781
|
-
|
|
3782
|
-
uniform vec3 u_Camera;
|
|
3783
|
-
|
|
3784
|
-
// debugging flags used for shader output of intermediate PBR variables
|
|
3785
|
-
#ifdef PBR_DEBUG
|
|
3786
|
-
uniform vec4 u_ScaleDiffBaseMR;
|
|
3787
|
-
uniform vec4 u_ScaleFGDSpec;
|
|
3788
|
-
#endif
|
|
3789
|
-
|
|
3790
|
-
in vec3 pbr_vPosition;
|
|
3791
|
-
|
|
3792
|
-
in vec2 pbr_vUV;
|
|
3793
|
-
|
|
3794
|
-
#ifdef HAS_NORMALS
|
|
3795
|
-
#ifdef HAS_TANGENTS
|
|
3796
|
-
in mat3 pbr_vTBN;
|
|
3797
|
-
#else
|
|
3798
|
-
in vec3 pbr_vNormal;
|
|
3799
|
-
#endif
|
|
3800
|
-
#endif
|
|
3801
|
-
|
|
3802
|
-
// Encapsulate the various inputs used by the various functions in the shading equation
|
|
3803
|
-
// We store values in this struct to simplify the integration of alternative implementations
|
|
3804
|
-
// of the shading terms, outlined in the Readme.MD Appendix.
|
|
3805
|
-
struct PBRInfo
|
|
3806
|
-
{
|
|
3807
|
-
float NdotL; // cos angle between normal and light direction
|
|
3808
|
-
float NdotV; // cos angle between normal and view direction
|
|
3809
|
-
float NdotH; // cos angle between normal and half vector
|
|
3810
|
-
float LdotH; // cos angle between light direction and half vector
|
|
3811
|
-
float VdotH; // cos angle between view direction and half vector
|
|
3812
|
-
float perceptualRoughness; // roughness value, as authored by the model creator (input to shader)
|
|
3813
|
-
float metalness; // metallic value at the surface
|
|
3814
|
-
vec3 reflectance0; // full reflectance color (normal incidence angle)
|
|
3815
|
-
vec3 reflectance90; // reflectance color at grazing angle
|
|
3816
|
-
float alphaRoughness; // roughness mapped to a more linear change in the roughness (proposed by [2])
|
|
3817
|
-
vec3 diffuseColor; // color contribution from diffuse lighting
|
|
3818
|
-
vec3 specularColor; // color contribution from specular lighting
|
|
3819
|
-
vec3 n; // normal at surface point
|
|
3820
|
-
vec3 v; // vector from surface point to camera
|
|
3821
|
-
};
|
|
3822
|
-
|
|
3823
|
-
const float M_PI = 3.141592653589793;
|
|
3824
|
-
const float c_MinRoughness = 0.04;
|
|
3825
|
-
|
|
3826
|
-
vec4 SRGBtoLINEAR(vec4 srgbIn)
|
|
3827
|
-
{
|
|
3828
|
-
#ifdef MANUAL_SRGB
|
|
3829
|
-
#ifdef SRGB_FAST_APPROXIMATION
|
|
3830
|
-
vec3 linOut = pow(srgbIn.xyz,vec3(2.2));
|
|
3831
|
-
#else //SRGB_FAST_APPROXIMATION
|
|
3832
|
-
vec3 bLess = step(vec3(0.04045),srgbIn.xyz);
|
|
3833
|
-
vec3 linOut = mix( srgbIn.xyz/vec3(12.92), pow((srgbIn.xyz+vec3(0.055))/vec3(1.055),vec3(2.4)), bLess );
|
|
3834
|
-
#endif //SRGB_FAST_APPROXIMATION
|
|
3835
|
-
return vec4(linOut,srgbIn.w);;
|
|
3836
|
-
#else //MANUAL_SRGB
|
|
3837
|
-
return srgbIn;
|
|
3838
|
-
#endif //MANUAL_SRGB
|
|
3839
|
-
}
|
|
3840
|
-
|
|
3841
|
-
// Find the normal for this fragment, pulling either from a predefined normal map
|
|
3842
|
-
// or from the interpolated mesh normal and tangent attributes.
|
|
3843
|
-
vec3 getNormal()
|
|
3844
|
-
{
|
|
3845
|
-
// Retrieve the tangent space matrix
|
|
3846
|
-
#ifndef HAS_TANGENTS
|
|
3847
|
-
vec3 pos_dx = dFdx(pbr_vPosition);
|
|
3848
|
-
vec3 pos_dy = dFdy(pbr_vPosition);
|
|
3849
|
-
vec3 tex_dx = dFdx(vec3(pbr_vUV, 0.0));
|
|
3850
|
-
vec3 tex_dy = dFdy(vec3(pbr_vUV, 0.0));
|
|
3851
|
-
vec3 t = (tex_dy.t * pos_dx - tex_dx.t * pos_dy) / (tex_dx.s * tex_dy.t - tex_dy.s * tex_dx.t);
|
|
3852
|
-
|
|
3853
|
-
#ifdef HAS_NORMALS
|
|
3854
|
-
vec3 ng = normalize(pbr_vNormal);
|
|
3855
|
-
#else
|
|
3856
|
-
vec3 ng = cross(pos_dx, pos_dy);
|
|
3857
|
-
#endif
|
|
3858
|
-
|
|
3859
|
-
t = normalize(t - ng * dot(ng, t));
|
|
3860
|
-
vec3 b = normalize(cross(ng, t));
|
|
3861
|
-
mat3 tbn = mat3(t, b, ng);
|
|
3862
|
-
#else // HAS_TANGENTS
|
|
3863
|
-
mat3 tbn = pbr_vTBN;
|
|
3864
|
-
#endif
|
|
3865
|
-
|
|
3866
|
-
#ifdef HAS_NORMALMAP
|
|
3867
|
-
vec3 n = texture(u_NormalSampler, pbr_vUV).rgb;
|
|
3868
|
-
n = normalize(tbn * ((2.0 * n - 1.0) * vec3(u_NormalScale, u_NormalScale, 1.0)));
|
|
3869
|
-
#else
|
|
3870
|
-
// The tbn matrix is linearly interpolated, so we need to re-normalize
|
|
3871
|
-
vec3 n = normalize(tbn[2].xyz);
|
|
3872
|
-
#endif
|
|
3873
|
-
|
|
3874
|
-
return n;
|
|
3875
|
-
}
|
|
3876
|
-
|
|
3877
|
-
// Calculation of the lighting contribution from an optional Image Based Light source.
|
|
3878
|
-
// Precomputed Environment Maps are required uniform inputs and are computed as outlined in [1].
|
|
3879
|
-
// See our README.md on Environment Maps [3] for additional discussion.
|
|
3880
|
-
#ifdef USE_IBL
|
|
3881
|
-
vec3 getIBLContribution(PBRInfo pbrInputs, vec3 n, vec3 reflection)
|
|
3882
|
-
{
|
|
3883
|
-
float mipCount = 9.0; // resolution of 512x512
|
|
3884
|
-
float lod = (pbrInputs.perceptualRoughness * mipCount);
|
|
3885
|
-
// retrieve a scale and bias to F0. See [1], Figure 3
|
|
3886
|
-
vec3 brdf = SRGBtoLINEAR(texture(u_brdfLUT,
|
|
3887
|
-
vec2(pbrInputs.NdotV, 1.0 - pbrInputs.perceptualRoughness))).rgb;
|
|
3888
|
-
vec3 diffuseLight = SRGBtoLINEAR(textureCube(u_DiffuseEnvSampler, n)).rgb;
|
|
3889
|
-
|
|
3890
|
-
#ifdef USE_TEX_LOD
|
|
3891
|
-
vec3 specularLight = SRGBtoLINEAR(textureCubeLod(u_SpecularEnvSampler, reflection, lod)).rgb;
|
|
3892
|
-
#else
|
|
3893
|
-
vec3 specularLight = SRGBtoLINEAR(textureCube(u_SpecularEnvSampler, reflection)).rgb;
|
|
3894
|
-
#endif
|
|
3895
|
-
|
|
3896
|
-
vec3 diffuse = diffuseLight * pbrInputs.diffuseColor;
|
|
3897
|
-
vec3 specular = specularLight * (pbrInputs.specularColor * brdf.x + brdf.y);
|
|
3898
|
-
|
|
3899
|
-
// For presentation, this allows us to disable IBL terms
|
|
3900
|
-
diffuse *= u_ScaleIBLAmbient.x;
|
|
3901
|
-
specular *= u_ScaleIBLAmbient.y;
|
|
3902
|
-
|
|
3903
|
-
return diffuse + specular;
|
|
3904
|
-
}
|
|
3905
|
-
#endif
|
|
3906
|
-
|
|
3907
|
-
// Basic Lambertian diffuse
|
|
3908
|
-
// Implementation from Lambert's Photometria https://archive.org/details/lambertsphotome00lambgoog
|
|
3909
|
-
// See also [1], Equation 1
|
|
3910
|
-
vec3 diffuse(PBRInfo pbrInputs)
|
|
3911
|
-
{
|
|
3912
|
-
return pbrInputs.diffuseColor / M_PI;
|
|
3913
|
-
}
|
|
3914
|
-
|
|
3915
|
-
// The following equation models the Fresnel reflectance term of the spec equation (aka F())
|
|
3916
|
-
// Implementation of fresnel from [4], Equation 15
|
|
3917
|
-
vec3 specularReflection(PBRInfo pbrInputs)
|
|
3918
|
-
{
|
|
3919
|
-
return pbrInputs.reflectance0 +
|
|
3920
|
-
(pbrInputs.reflectance90 - pbrInputs.reflectance0) *
|
|
3921
|
-
pow(clamp(1.0 - pbrInputs.VdotH, 0.0, 1.0), 5.0);
|
|
3922
|
-
}
|
|
3923
|
-
|
|
3924
|
-
// This calculates the specular geometric attenuation (aka G()),
|
|
3925
|
-
// where rougher material will reflect less light back to the viewer.
|
|
3926
|
-
// This implementation is based on [1] Equation 4, and we adopt their modifications to
|
|
3927
|
-
// alphaRoughness as input as originally proposed in [2].
|
|
3928
|
-
float geometricOcclusion(PBRInfo pbrInputs)
|
|
3929
|
-
{
|
|
3930
|
-
float NdotL = pbrInputs.NdotL;
|
|
3931
|
-
float NdotV = pbrInputs.NdotV;
|
|
3932
|
-
float r = pbrInputs.alphaRoughness;
|
|
3933
|
-
|
|
3934
|
-
float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL)));
|
|
3935
|
-
float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV)));
|
|
3936
|
-
return attenuationL * attenuationV;
|
|
3937
|
-
}
|
|
3938
|
-
|
|
3939
|
-
// The following equation(s) model the distribution of microfacet normals across
|
|
3940
|
-
// the area being drawn (aka D())
|
|
3941
|
-
// Implementation from "Average Irregularity Representation of a Roughened Surface
|
|
3942
|
-
// for Ray Reflection" by T. S. Trowbridge, and K. P. Reitz
|
|
3943
|
-
// Follows the distribution function recommended in the SIGGRAPH 2013 course notes
|
|
3944
|
-
// from EPIC Games [1], Equation 3.
|
|
3945
|
-
float microfacetDistribution(PBRInfo pbrInputs)
|
|
3946
|
-
{
|
|
3947
|
-
float roughnessSq = pbrInputs.alphaRoughness * pbrInputs.alphaRoughness;
|
|
3948
|
-
float f = (pbrInputs.NdotH * roughnessSq - pbrInputs.NdotH) * pbrInputs.NdotH + 1.0;
|
|
3949
|
-
return roughnessSq / (M_PI * f * f);
|
|
3950
|
-
}
|
|
3951
|
-
|
|
3952
|
-
void PBRInfo_setAmbientLight(inout PBRInfo pbrInputs) {
|
|
3953
|
-
pbrInputs.NdotL = 1.0;
|
|
3954
|
-
pbrInputs.NdotH = 0.0;
|
|
3955
|
-
pbrInputs.LdotH = 0.0;
|
|
3956
|
-
pbrInputs.VdotH = 1.0;
|
|
3957
|
-
}
|
|
3958
|
-
|
|
3959
|
-
void PBRInfo_setDirectionalLight(inout PBRInfo pbrInputs, vec3 lightDirection) {
|
|
3960
|
-
vec3 n = pbrInputs.n;
|
|
3961
|
-
vec3 v = pbrInputs.v;
|
|
3962
|
-
vec3 l = normalize(lightDirection); // Vector from surface point to light
|
|
3963
|
-
vec3 h = normalize(l+v); // Half vector between both l and v
|
|
3964
|
-
|
|
3965
|
-
pbrInputs.NdotL = clamp(dot(n, l), 0.001, 1.0);
|
|
3966
|
-
pbrInputs.NdotH = clamp(dot(n, h), 0.0, 1.0);
|
|
3967
|
-
pbrInputs.LdotH = clamp(dot(l, h), 0.0, 1.0);
|
|
3968
|
-
pbrInputs.VdotH = clamp(dot(v, h), 0.0, 1.0);
|
|
3969
|
-
}
|
|
3970
|
-
|
|
3971
|
-
void PBRInfo_setPointLight(inout PBRInfo pbrInputs, PointLight pointLight) {
|
|
3972
|
-
vec3 light_direction = normalize(pointLight.position - pbr_vPosition);
|
|
3973
|
-
PBRInfo_setDirectionalLight(pbrInputs, light_direction);
|
|
3974
|
-
}
|
|
3975
|
-
|
|
3976
|
-
vec3 calculateFinalColor(PBRInfo pbrInputs, vec3 lightColor) {
|
|
3977
|
-
// Calculate the shading terms for the microfacet specular shading model
|
|
3978
|
-
vec3 F = specularReflection(pbrInputs);
|
|
3979
|
-
float G = geometricOcclusion(pbrInputs);
|
|
3980
|
-
float D = microfacetDistribution(pbrInputs);
|
|
3981
|
-
|
|
3982
|
-
// Calculation of analytical lighting contribution
|
|
3983
|
-
vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs);
|
|
3984
|
-
vec3 specContrib = F * G * D / (4.0 * pbrInputs.NdotL * pbrInputs.NdotV);
|
|
3985
|
-
// Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law)
|
|
3986
|
-
return pbrInputs.NdotL * lightColor * (diffuseContrib + specContrib);
|
|
3987
|
-
}
|
|
3988
|
-
|
|
3989
|
-
vec4 pbr_filterColor(vec4 colorUnused)
|
|
3990
|
-
{
|
|
3991
|
-
// The albedo may be defined from a base texture or a flat color
|
|
3992
|
-
#ifdef HAS_BASECOLORMAP
|
|
3993
|
-
vec4 baseColor = SRGBtoLINEAR(texture(u_BaseColorSampler, pbr_vUV)) * u_BaseColorFactor;
|
|
3994
|
-
#else
|
|
3995
|
-
vec4 baseColor = u_BaseColorFactor;
|
|
3996
|
-
#endif
|
|
3997
|
-
|
|
3998
|
-
#ifdef ALPHA_CUTOFF
|
|
3999
|
-
if (baseColor.a < u_AlphaCutoff) {
|
|
4000
|
-
discard;
|
|
4001
|
-
}
|
|
4002
|
-
#endif
|
|
4003
|
-
|
|
4004
|
-
vec3 color = vec3(0, 0, 0);
|
|
4005
|
-
|
|
4006
|
-
if(pbr_uUnlit){
|
|
4007
|
-
color.rgb = baseColor.rgb;
|
|
4008
|
-
}
|
|
4009
|
-
else{
|
|
4010
|
-
// Metallic and Roughness material properties are packed together
|
|
4011
|
-
// In glTF, these factors can be specified by fixed scalar values
|
|
4012
|
-
// or from a metallic-roughness map
|
|
4013
|
-
float perceptualRoughness = u_MetallicRoughnessValues.y;
|
|
4014
|
-
float metallic = u_MetallicRoughnessValues.x;
|
|
4015
|
-
#ifdef HAS_METALROUGHNESSMAP
|
|
4016
|
-
// Roughness is stored in the 'g' channel, metallic is stored in the 'b' channel.
|
|
4017
|
-
// This layout intentionally reserves the 'r' channel for (optional) occlusion map data
|
|
4018
|
-
vec4 mrSample = texture(u_MetallicRoughnessSampler, pbr_vUV);
|
|
4019
|
-
perceptualRoughness = mrSample.g * perceptualRoughness;
|
|
4020
|
-
metallic = mrSample.b * metallic;
|
|
4021
|
-
#endif
|
|
4022
|
-
perceptualRoughness = clamp(perceptualRoughness, c_MinRoughness, 1.0);
|
|
4023
|
-
metallic = clamp(metallic, 0.0, 1.0);
|
|
4024
|
-
// Roughness is authored as perceptual roughness; as is convention,
|
|
4025
|
-
// convert to material roughness by squaring the perceptual roughness [2].
|
|
4026
|
-
float alphaRoughness = perceptualRoughness * perceptualRoughness;
|
|
4027
|
-
|
|
4028
|
-
vec3 f0 = vec3(0.04);
|
|
4029
|
-
vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0);
|
|
4030
|
-
diffuseColor *= 1.0 - metallic;
|
|
4031
|
-
vec3 specularColor = mix(f0, baseColor.rgb, metallic);
|
|
4032
|
-
|
|
4033
|
-
// Compute reflectance.
|
|
4034
|
-
float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);
|
|
4035
|
-
|
|
4036
|
-
// For typical incident reflectance range (between 4% to 100%) set the grazing
|
|
4037
|
-
// reflectance to 100% for typical fresnel effect.
|
|
4038
|
-
// For very low reflectance range on highly diffuse objects (below 4%),
|
|
4039
|
-
// incrementally reduce grazing reflecance to 0%.
|
|
4040
|
-
float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);
|
|
4041
|
-
vec3 specularEnvironmentR0 = specularColor.rgb;
|
|
4042
|
-
vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90;
|
|
4043
|
-
|
|
4044
|
-
vec3 n = getNormal(); // normal at surface point
|
|
4045
|
-
vec3 v = normalize(u_Camera - pbr_vPosition); // Vector from surface point to camera
|
|
4046
|
-
|
|
4047
|
-
float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);
|
|
4048
|
-
vec3 reflection = -normalize(reflect(v, n));
|
|
4049
|
-
|
|
4050
|
-
PBRInfo pbrInputs = PBRInfo(
|
|
4051
|
-
0.0, // NdotL
|
|
4052
|
-
NdotV,
|
|
4053
|
-
0.0, // NdotH
|
|
4054
|
-
0.0, // LdotH
|
|
4055
|
-
0.0, // VdotH
|
|
4056
|
-
perceptualRoughness,
|
|
4057
|
-
metallic,
|
|
4058
|
-
specularEnvironmentR0,
|
|
4059
|
-
specularEnvironmentR90,
|
|
4060
|
-
alphaRoughness,
|
|
4061
|
-
diffuseColor,
|
|
4062
|
-
specularColor,
|
|
4063
|
-
n,
|
|
4064
|
-
v
|
|
4065
|
-
);
|
|
4066
|
-
|
|
4067
|
-
#ifdef USE_LIGHTS
|
|
4068
|
-
// Apply ambient light
|
|
4069
|
-
PBRInfo_setAmbientLight(pbrInputs);
|
|
4070
|
-
color += calculateFinalColor(pbrInputs, lighting_uAmbientLight.color);
|
|
4071
|
-
|
|
4072
|
-
// Apply directional light
|
|
4073
|
-
for(int i = 0; i < lighting_uDirectionalLightCount; i++) {
|
|
4074
|
-
if (i < lighting_uDirectionalLightCount) {
|
|
4075
|
-
PBRInfo_setDirectionalLight(pbrInputs, lighting_uDirectionalLight[i].direction);
|
|
4076
|
-
color += calculateFinalColor(pbrInputs, lighting_uDirectionalLight[i].color);
|
|
4077
|
-
}
|
|
4078
|
-
}
|
|
4079
|
-
|
|
4080
|
-
// Apply point light
|
|
4081
|
-
for(int i = 0; i < lighting_uPointLightCount; i++) {
|
|
4082
|
-
if (i < lighting_uPointLightCount) {
|
|
4083
|
-
PBRInfo_setPointLight(pbrInputs, lighting_uPointLight[i]);
|
|
4084
|
-
float attenuation = getPointLightAttenuation(lighting_uPointLight[i], distance(lighting_uPointLight[i].position, pbr_vPosition));
|
|
4085
|
-
color += calculateFinalColor(pbrInputs, lighting_uPointLight[i].color / attenuation);
|
|
4086
|
-
}
|
|
4087
|
-
}
|
|
4088
|
-
#endif
|
|
4089
|
-
|
|
4090
|
-
// Calculate lighting contribution from image based lighting source (IBL)
|
|
4091
|
-
#ifdef USE_IBL
|
|
4092
|
-
color += getIBLContribution(pbrInputs, n, reflection);
|
|
4093
|
-
#endif
|
|
4094
|
-
|
|
4095
|
-
// Apply optional PBR terms for additional (optional) shading
|
|
4096
|
-
#ifdef HAS_OCCLUSIONMAP
|
|
4097
|
-
float ao = texture(u_OcclusionSampler, pbr_vUV).r;
|
|
4098
|
-
color = mix(color, color * ao, u_OcclusionStrength);
|
|
4099
|
-
#endif
|
|
4100
|
-
|
|
4101
|
-
#ifdef HAS_EMISSIVEMAP
|
|
4102
|
-
vec3 emissive = SRGBtoLINEAR(texture(u_EmissiveSampler, pbr_vUV)).rgb * u_EmissiveFactor;
|
|
4103
|
-
color += emissive;
|
|
4104
|
-
#endif
|
|
4105
|
-
|
|
4106
|
-
// This section uses mix to override final color for reference app visualization
|
|
4107
|
-
// of various parameters in the lighting equation.
|
|
4108
|
-
#ifdef PBR_DEBUG
|
|
4109
|
-
// TODO: Figure out how to debug multiple lights
|
|
4110
|
-
|
|
4111
|
-
// color = mix(color, F, u_ScaleFGDSpec.x);
|
|
4112
|
-
// color = mix(color, vec3(G), u_ScaleFGDSpec.y);
|
|
4113
|
-
// color = mix(color, vec3(D), u_ScaleFGDSpec.z);
|
|
4114
|
-
// color = mix(color, specContrib, u_ScaleFGDSpec.w);
|
|
4115
|
-
|
|
4116
|
-
// color = mix(color, diffuseContrib, u_ScaleDiffBaseMR.x);
|
|
4117
|
-
color = mix(color, baseColor.rgb, u_ScaleDiffBaseMR.y);
|
|
4118
|
-
color = mix(color, vec3(metallic), u_ScaleDiffBaseMR.z);
|
|
4119
|
-
color = mix(color, vec3(perceptualRoughness), u_ScaleDiffBaseMR.w);
|
|
4120
|
-
#endif
|
|
4121
|
-
|
|
4122
|
-
}
|
|
4123
|
-
|
|
4124
|
-
return vec4(pow(color,vec3(1.0/2.2)), baseColor.a);
|
|
4125
|
-
}
|
|
4126
|
-
`
|
|
4127
|
-
);
|
|
4128
|
-
|
|
4129
|
-
// ../shadertools/src/modules-webgl1/lighting/pbr/pbr.ts
|
|
4130
|
-
var pbr = {
|
|
4131
|
-
name: "pbr",
|
|
4132
|
-
vs,
|
|
4133
|
-
fs,
|
|
4134
|
-
defines: {
|
|
4135
|
-
LIGHTING_FRAGMENT: 1
|
|
4136
|
-
},
|
|
4137
|
-
dependencies: [lights],
|
|
4138
|
-
getUniforms: (props) => props
|
|
4139
|
-
};
|
|
4140
|
-
|
|
4141
|
-
// src/gltf/create-gltf-model.ts
|
|
3590
|
+
var import_shadertools = __toESM(require_shadertools(), 1);
|
|
4142
3591
|
var import_engine2 = __toESM(require_engine(), 1);
|
|
4143
3592
|
var SHADER = (
|
|
4144
3593
|
/* WGSL */
|
|
@@ -4189,7 +3638,7 @@ layout(0) positions: vec4; // in vec4 POSITION;
|
|
|
4189
3638
|
}
|
|
4190
3639
|
`
|
|
4191
3640
|
);
|
|
4192
|
-
var
|
|
3641
|
+
var vs = (
|
|
4193
3642
|
/* glsl */
|
|
4194
3643
|
`#version 300 es
|
|
4195
3644
|
|
|
@@ -4228,11 +3677,11 @@ layout(0) positions: vec4; // in vec4 POSITION;
|
|
|
4228
3677
|
#endif
|
|
4229
3678
|
|
|
4230
3679
|
pbr_setPositionNormalTangentUV(positions, _NORMAL, _TANGENT, _TEXCOORD_0);
|
|
4231
|
-
gl_Position =
|
|
3680
|
+
gl_Position = pbrProjection.modelViewProjectionMatrix * positions;
|
|
4232
3681
|
}
|
|
4233
3682
|
`
|
|
4234
3683
|
);
|
|
4235
|
-
var
|
|
3684
|
+
var fs = (
|
|
4236
3685
|
/* glsl */
|
|
4237
3686
|
`#version 300 es
|
|
4238
3687
|
out vec4 fragmentColor;
|
|
@@ -4257,19 +3706,24 @@ layout(0) positions: vec4; // in vec4 POSITION;
|
|
|
4257
3706
|
const modelProps = {
|
|
4258
3707
|
id,
|
|
4259
3708
|
source: SHADER,
|
|
4260
|
-
vs
|
|
4261
|
-
fs
|
|
3709
|
+
vs,
|
|
3710
|
+
fs,
|
|
4262
3711
|
geometry,
|
|
4263
3712
|
topology: geometry.topology,
|
|
4264
3713
|
vertexCount,
|
|
4265
|
-
modules: [
|
|
3714
|
+
modules: [import_shadertools.pbrMaterial],
|
|
4266
3715
|
...modelOptions,
|
|
4267
|
-
bindings: { ...parsedMaterial.bindings, ...modelOptions.bindings },
|
|
4268
3716
|
defines: { ...parsedMaterial.defines, ...modelOptions.defines },
|
|
4269
|
-
parameters: { ...parameters, ...parsedMaterial.parameters, ...modelOptions.parameters }
|
|
4270
|
-
uniforms: { ...parsedMaterial.uniforms, ...modelOptions.uniforms }
|
|
3717
|
+
parameters: { ...parameters, ...parsedMaterial.parameters, ...modelOptions.parameters }
|
|
4271
3718
|
};
|
|
4272
3719
|
const model = new import_engine2.Model(device, modelProps);
|
|
3720
|
+
const { camera, ...pbrMaterialProps } = {
|
|
3721
|
+
...parsedMaterial.uniforms,
|
|
3722
|
+
...modelOptions.uniforms,
|
|
3723
|
+
...parsedMaterial.bindings,
|
|
3724
|
+
...modelOptions.bindings
|
|
3725
|
+
};
|
|
3726
|
+
model.shaderInputs.setProps({ pbrMaterial: pbrMaterialProps, pbrProjection: { camera } });
|
|
4273
3727
|
return new import_engine2.ModelNode({ managedResources, model });
|
|
4274
3728
|
}
|
|
4275
3729
|
|
|
@@ -4308,8 +3762,8 @@ layout(0) positions: vec4; // in vec4 POSITION;
|
|
|
4308
3762
|
this.options = { ...DEFAULT_OPTIONS, ...options };
|
|
4309
3763
|
}
|
|
4310
3764
|
instantiate(gltf) {
|
|
4311
|
-
this.gltf = gltf;
|
|
4312
|
-
const scenes = (gltf.scenes || []).map((scene) => this.createScene(scene));
|
|
3765
|
+
this.gltf = deepCopy(gltf);
|
|
3766
|
+
const scenes = (this.gltf.scenes || []).map((scene) => this.createScene(scene));
|
|
4313
3767
|
return scenes;
|
|
4314
3768
|
}
|
|
4315
3769
|
createAnimator() {
|
|
@@ -4355,6 +3809,8 @@ layout(0) positions: vec4; // in vec4 POSITION;
|
|
|
4355
3809
|
}
|
|
4356
3810
|
gltfNode._node = node;
|
|
4357
3811
|
}
|
|
3812
|
+
const topLevelNode = this.gltf.nodes.find((node) => node.id === gltfNode.id);
|
|
3813
|
+
topLevelNode._node = gltfNode._node;
|
|
4358
3814
|
return gltfNode._node;
|
|
4359
3815
|
}
|
|
4360
3816
|
createMesh(gltfMesh) {
|
|
@@ -4431,6 +3887,22 @@ layout(0) positions: vec4; // in vec4 POSITION;
|
|
|
4431
3887
|
return false;
|
|
4432
3888
|
}
|
|
4433
3889
|
};
|
|
3890
|
+
function deepCopy(object) {
|
|
3891
|
+
if (ArrayBuffer.isView(object) || object instanceof ArrayBuffer || object instanceof ImageBitmap) {
|
|
3892
|
+
return object;
|
|
3893
|
+
}
|
|
3894
|
+
if (Array.isArray(object)) {
|
|
3895
|
+
return object.map(deepCopy);
|
|
3896
|
+
}
|
|
3897
|
+
if (object && typeof object === "object") {
|
|
3898
|
+
const result = {};
|
|
3899
|
+
for (const key in object) {
|
|
3900
|
+
result[key] = deepCopy(object[key]);
|
|
3901
|
+
}
|
|
3902
|
+
return result;
|
|
3903
|
+
}
|
|
3904
|
+
return object;
|
|
3905
|
+
}
|
|
4434
3906
|
|
|
4435
3907
|
// src/gltf/create-gltf-objects.ts
|
|
4436
3908
|
function createScenegraphsFromGLTF(device, gltf, options) {
|