@rings-webgpu/core 1.0.0 → 1.0.2

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.
Files changed (1154) hide show
  1. package/dist/package.json +54 -0
  2. package/dist/packages/wasm-matrix/WasmMatrix.d.ts +26 -0
  3. package/dist/packages/wasm-matrix/WasmMatrix.js +88 -0
  4. package/dist/rings.es.js +1240 -1033
  5. package/dist/rings.es.js.map +2 -2
  6. package/dist/rings.es.max.js +1316 -1043
  7. package/dist/rings.umd.js +1261 -1054
  8. package/dist/rings.umd.js.map +2 -2
  9. package/dist/rings.umd.max.js +1317 -1044
  10. package/dist/src/Engine3D.d.ts +107 -0
  11. package/dist/src/Engine3D.js +471 -0
  12. package/dist/src/assets/Fonts.d.ts +20 -0
  13. package/dist/src/assets/Fonts.js +24 -0
  14. package/dist/src/assets/Res.d.ts +72 -0
  15. package/dist/src/assets/Res.js +299 -0
  16. package/dist/src/assets/shader/ShaderLib.d.ts +5 -0
  17. package/dist/src/assets/shader/ShaderLib.js +128 -0
  18. package/dist/src/assets/shader/anim/SkeletonAnimation_shader.d.ts +3 -0
  19. package/dist/src/assets/shader/anim/SkeletonAnimation_shader.js +51 -0
  20. package/dist/src/assets/shader/cluster/ClusterBoundsSource_cs.d.ts +1 -0
  21. package/dist/src/assets/shader/cluster/ClusterBoundsSource_cs.js +88 -0
  22. package/dist/src/assets/shader/cluster/ClusterLighting_cs.d.ts +1 -0
  23. package/dist/src/assets/shader/cluster/ClusterLighting_cs.js +127 -0
  24. package/dist/src/assets/shader/compute/BRDFLUT.d.ts +1 -0
  25. package/dist/src/assets/shader/compute/BRDFLUT.js +90 -0
  26. package/dist/src/assets/shader/compute/BloomEffect_cs.d.ts +4 -0
  27. package/dist/src/assets/shader/compute/BloomEffect_cs.js +173 -0
  28. package/dist/src/assets/shader/compute/BlurEffectCreator_cs.d.ts +2 -0
  29. package/dist/src/assets/shader/compute/BlurEffectCreator_cs.js +84 -0
  30. package/dist/src/assets/shader/compute/DDGIIrradiance_Cs.d.ts +4 -0
  31. package/dist/src/assets/shader/compute/DDGIIrradiance_Cs.js +307 -0
  32. package/dist/src/assets/shader/compute/DDGILighting_CSShader.d.ts +4 -0
  33. package/dist/src/assets/shader/compute/DDGILighting_CSShader.js +285 -0
  34. package/dist/src/assets/shader/compute/DepthOfView_cs.d.ts +4 -0
  35. package/dist/src/assets/shader/compute/DepthOfView_cs.js +90 -0
  36. package/dist/src/assets/shader/compute/ErpImage2CubeMapCreateCube_cs.d.ts +1 -0
  37. package/dist/src/assets/shader/compute/ErpImage2CubeMapCreateCube_cs.js +64 -0
  38. package/dist/src/assets/shader/compute/ErpImage2CubeMapRgbe2rgba_cs.d.ts +1 -0
  39. package/dist/src/assets/shader/compute/ErpImage2CubeMapRgbe2rgba_cs.js +34 -0
  40. package/dist/src/assets/shader/compute/GTAO_cs.d.ts +4 -0
  41. package/dist/src/assets/shader/compute/GTAO_cs.js +133 -0
  42. package/dist/src/assets/shader/compute/GodRay_cs.d.ts +1 -0
  43. package/dist/src/assets/shader/compute/GodRay_cs.js +214 -0
  44. package/dist/src/assets/shader/compute/IBLEnvMapCreator_cs.d.ts +1 -0
  45. package/dist/src/assets/shader/compute/IBLEnvMapCreator_cs.js +164 -0
  46. package/dist/src/assets/shader/compute/MergeRGBA_cs.d.ts +1 -0
  47. package/dist/src/assets/shader/compute/MergeRGBA_cs.js +27 -0
  48. package/dist/src/assets/shader/compute/MultiBouncePass_cs.d.ts +4 -0
  49. package/dist/src/assets/shader/compute/MultiBouncePass_cs.js +169 -0
  50. package/dist/src/assets/shader/compute/OutLineBlendColor_cs.d.ts +1 -0
  51. package/dist/src/assets/shader/compute/OutLineBlendColor_cs.js +49 -0
  52. package/dist/src/assets/shader/compute/OutlineCalcOutline_cs.d.ts +1 -0
  53. package/dist/src/assets/shader/compute/OutlineCalcOutline_cs.js +95 -0
  54. package/dist/src/assets/shader/compute/Outline_cs.d.ts +1 -0
  55. package/dist/src/assets/shader/compute/Outline_cs.js +116 -0
  56. package/dist/src/assets/shader/compute/Picker_cs.d.ts +1 -0
  57. package/dist/src/assets/shader/compute/Picker_cs.js +40 -0
  58. package/dist/src/assets/shader/compute/PreFilteredEnvironment_cs copy.d.ts +1 -0
  59. package/dist/src/assets/shader/compute/PreFilteredEnvironment_cs copy.js +162 -0
  60. package/dist/src/assets/shader/compute/PreFilteredEnvironment_cs.d.ts +4 -0
  61. package/dist/src/assets/shader/compute/PreFilteredEnvironment_cs.js +201 -0
  62. package/dist/src/assets/shader/compute/PreIntegratedLut.d.ts +1 -0
  63. package/dist/src/assets/shader/compute/PreIntegratedLut.js +46 -0
  64. package/dist/src/assets/shader/compute/SSAO_cs.d.ts +1 -0
  65. package/dist/src/assets/shader/compute/SSAO_cs.js +82 -0
  66. package/dist/src/assets/shader/compute/SSGI2_cs.d.ts +7 -0
  67. package/dist/src/assets/shader/compute/SSGI2_cs.js +169 -0
  68. package/dist/src/assets/shader/compute/SSR_BlendColor_cs.d.ts +4 -0
  69. package/dist/src/assets/shader/compute/SSR_BlendColor_cs.js +53 -0
  70. package/dist/src/assets/shader/compute/SSR_IS_cs.d.ts +1 -0
  71. package/dist/src/assets/shader/compute/SSR_IS_cs.js +76 -0
  72. package/dist/src/assets/shader/compute/SSR_RayTrace_cs.d.ts +1 -0
  73. package/dist/src/assets/shader/compute/SSR_RayTrace_cs.js +289 -0
  74. package/dist/src/assets/shader/compute/TAACopyTex_cs.d.ts +4 -0
  75. package/dist/src/assets/shader/compute/TAACopyTex_cs.js +22 -0
  76. package/dist/src/assets/shader/compute/TAASharpTex_cs.d.ts +1 -0
  77. package/dist/src/assets/shader/compute/TAASharpTex_cs.js +42 -0
  78. package/dist/src/assets/shader/compute/TAA_cs.d.ts +4 -0
  79. package/dist/src/assets/shader/compute/TAA_cs.js +152 -0
  80. package/dist/src/assets/shader/compute/utils/Combine_cs.d.ts +4 -0
  81. package/dist/src/assets/shader/compute/utils/Combine_cs.js +47 -0
  82. package/dist/src/assets/shader/compute/utils/Denoising_cs.d.ts +4 -0
  83. package/dist/src/assets/shader/compute/utils/Denoising_cs.js +28 -0
  84. package/dist/src/assets/shader/compute/utils/TestComputeLoadBuffer.d.ts +1 -0
  85. package/dist/src/assets/shader/compute/utils/TestComputeLoadBuffer.js +128 -0
  86. package/dist/src/assets/shader/compute/utils/TextureCompress.d.ts +2 -0
  87. package/dist/src/assets/shader/compute/utils/TextureCompress.js +131 -0
  88. package/dist/src/assets/shader/compute/utils/tw.d.ts +4 -0
  89. package/dist/src/assets/shader/compute/utils/tw.js +43 -0
  90. package/dist/src/assets/shader/core/base/Common_frag.d.ts +1 -0
  91. package/dist/src/assets/shader/core/base/Common_frag.js +62 -0
  92. package/dist/src/assets/shader/core/base/Common_vert.d.ts +1 -0
  93. package/dist/src/assets/shader/core/base/Common_vert.js +12 -0
  94. package/dist/src/assets/shader/core/common/BrdfLut_frag.d.ts +1 -0
  95. package/dist/src/assets/shader/core/common/BrdfLut_frag.js +6 -0
  96. package/dist/src/assets/shader/core/common/EnvMap_frag.d.ts +1 -0
  97. package/dist/src/assets/shader/core/common/EnvMap_frag.js +10 -0
  98. package/dist/src/assets/shader/core/common/GBufferStand.d.ts +1 -0
  99. package/dist/src/assets/shader/core/common/GBufferStand.js +171 -0
  100. package/dist/src/assets/shader/core/common/GlobalUniform.d.ts +4 -0
  101. package/dist/src/assets/shader/core/common/GlobalUniform.js +117 -0
  102. package/dist/src/assets/shader/core/common/InstanceUniform.d.ts +1 -0
  103. package/dist/src/assets/shader/core/common/InstanceUniform.js +9 -0
  104. package/dist/src/assets/shader/core/common/SHCommon_frag.d.ts +1 -0
  105. package/dist/src/assets/shader/core/common/SHCommon_frag.js +82 -0
  106. package/dist/src/assets/shader/core/common/WorldMatrixUniform.d.ts +1 -0
  107. package/dist/src/assets/shader/core/common/WorldMatrixUniform.js +8 -0
  108. package/dist/src/assets/shader/core/inline/Inline_vert.d.ts +1 -0
  109. package/dist/src/assets/shader/core/inline/Inline_vert.js +59 -0
  110. package/dist/src/assets/shader/core/pass/CastShadow_pass.d.ts +4 -0
  111. package/dist/src/assets/shader/core/pass/CastShadow_pass.js +284 -0
  112. package/dist/src/assets/shader/core/pass/FrustumCulling_cs.d.ts +4 -0
  113. package/dist/src/assets/shader/core/pass/FrustumCulling_cs.js +91 -0
  114. package/dist/src/assets/shader/core/pass/GBuffer_pass.d.ts +1 -0
  115. package/dist/src/assets/shader/core/pass/GBuffer_pass.js +72 -0
  116. package/dist/src/assets/shader/core/pass/SkyGBuffer_pass.d.ts +1 -0
  117. package/dist/src/assets/shader/core/pass/SkyGBuffer_pass.js +34 -0
  118. package/dist/src/assets/shader/core/pass/ZPassShader_cs.d.ts +1 -0
  119. package/dist/src/assets/shader/core/pass/ZPassShader_cs.js +14 -0
  120. package/dist/src/assets/shader/core/pass/ZPassShader_fs.d.ts +1 -0
  121. package/dist/src/assets/shader/core/pass/ZPassShader_fs.js +15 -0
  122. package/dist/src/assets/shader/core/pass/ZPassShader_vs.d.ts +1 -0
  123. package/dist/src/assets/shader/core/pass/ZPassShader_vs.js +83 -0
  124. package/dist/src/assets/shader/core/struct/ClusterLight.d.ts +4 -0
  125. package/dist/src/assets/shader/core/struct/ClusterLight.js +98 -0
  126. package/dist/src/assets/shader/core/struct/ColorPassFragmentOutput.d.ts +1 -0
  127. package/dist/src/assets/shader/core/struct/ColorPassFragmentOutput.js +16 -0
  128. package/dist/src/assets/shader/core/struct/FragmentOutput.d.ts +1 -0
  129. package/dist/src/assets/shader/core/struct/FragmentOutput.js +18 -0
  130. package/dist/src/assets/shader/core/struct/FragmentVarying.d.ts +1 -0
  131. package/dist/src/assets/shader/core/struct/FragmentVarying.js +23 -0
  132. package/dist/src/assets/shader/core/struct/ShadingInput.d.ts +1 -0
  133. package/dist/src/assets/shader/core/struct/ShadingInput.js +21 -0
  134. package/dist/src/assets/shader/core/struct/VertexAttributeIndexShader.d.ts +1 -0
  135. package/dist/src/assets/shader/core/struct/VertexAttributeIndexShader.js +100 -0
  136. package/dist/src/assets/shader/core/struct/VertexAttributes.d.ts +1 -0
  137. package/dist/src/assets/shader/core/struct/VertexAttributes.js +160 -0
  138. package/dist/src/assets/shader/env/ReflectionCG.d.ts +1 -0
  139. package/dist/src/assets/shader/env/ReflectionCG.js +86 -0
  140. package/dist/src/assets/shader/glsl/Quad_glsl.d.ts +2 -0
  141. package/dist/src/assets/shader/glsl/Quad_glsl.js +55 -0
  142. package/dist/src/assets/shader/lighting/BRDF_frag.d.ts +4 -0
  143. package/dist/src/assets/shader/lighting/BRDF_frag.js +461 -0
  144. package/dist/src/assets/shader/lighting/BsDF_frag.d.ts +4 -0
  145. package/dist/src/assets/shader/lighting/BsDF_frag.js +139 -0
  146. package/dist/src/assets/shader/lighting/BxDF_frag.d.ts +4 -0
  147. package/dist/src/assets/shader/lighting/BxDF_frag.js +210 -0
  148. package/dist/src/assets/shader/lighting/Hair_frag.d.ts +1 -0
  149. package/dist/src/assets/shader/lighting/Hair_frag.js +277 -0
  150. package/dist/src/assets/shader/lighting/IESProfiles_frag.d.ts +1 -0
  151. package/dist/src/assets/shader/lighting/IESProfiles_frag.js +33 -0
  152. package/dist/src/assets/shader/lighting/IrradianceVolumeData_frag.d.ts +1 -0
  153. package/dist/src/assets/shader/lighting/IrradianceVolumeData_frag.js +40 -0
  154. package/dist/src/assets/shader/lighting/Irradiance_frag.d.ts +4 -0
  155. package/dist/src/assets/shader/lighting/Irradiance_frag.js +270 -0
  156. package/dist/src/assets/shader/lighting/LightingFunction_frag.d.ts +1 -0
  157. package/dist/src/assets/shader/lighting/LightingFunction_frag.js +203 -0
  158. package/dist/src/assets/shader/lighting/UnLit_frag.d.ts +1 -0
  159. package/dist/src/assets/shader/lighting/UnLit_frag.js +30 -0
  160. package/dist/src/assets/shader/materials/ColorLitShader.d.ts +1 -0
  161. package/dist/src/assets/shader/materials/ColorLitShader.js +22 -0
  162. package/dist/src/assets/shader/materials/GIProbeShader.d.ts +1 -0
  163. package/dist/src/assets/shader/materials/GIProbeShader.js +34 -0
  164. package/dist/src/assets/shader/materials/GlassShader.d.ts +1 -0
  165. package/dist/src/assets/shader/materials/GlassShader.js +26 -0
  166. package/dist/src/assets/shader/materials/Hair_shader.d.ts +2 -0
  167. package/dist/src/assets/shader/materials/Hair_shader.js +210 -0
  168. package/dist/src/assets/shader/materials/Lambert_shader.d.ts +1 -0
  169. package/dist/src/assets/shader/materials/Lambert_shader.js +56 -0
  170. package/dist/src/assets/shader/materials/Lit_shader.d.ts +1 -0
  171. package/dist/src/assets/shader/materials/Lit_shader.js +21 -0
  172. package/dist/src/assets/shader/materials/OutlinePass.d.ts +1 -0
  173. package/dist/src/assets/shader/materials/OutlinePass.js +73 -0
  174. package/dist/src/assets/shader/materials/PBRLItShader.d.ts +4 -0
  175. package/dist/src/assets/shader/materials/PBRLItShader.js +155 -0
  176. package/dist/src/assets/shader/materials/PBRLitSSSShader.d.ts +4 -0
  177. package/dist/src/assets/shader/materials/PBRLitSSSShader.js +192 -0
  178. package/dist/src/assets/shader/materials/ReflectionShader_shader.d.ts +1 -0
  179. package/dist/src/assets/shader/materials/ReflectionShader_shader.js +63 -0
  180. package/dist/src/assets/shader/materials/UnLit.d.ts +4 -0
  181. package/dist/src/assets/shader/materials/UnLit.js +41 -0
  182. package/dist/src/assets/shader/materials/UnLitTextureArray.d.ts +1 -0
  183. package/dist/src/assets/shader/materials/UnLitTextureArray.js +100 -0
  184. package/dist/src/assets/shader/materials/program/BxdfDebug_frag.d.ts +4 -0
  185. package/dist/src/assets/shader/materials/program/BxdfDebug_frag.js +180 -0
  186. package/dist/src/assets/shader/materials/program/Clearcoat_frag.d.ts +1 -0
  187. package/dist/src/assets/shader/materials/program/Clearcoat_frag.js +38 -0
  188. package/dist/src/assets/shader/materials/program/ClusterDebug_frag.d.ts +1 -0
  189. package/dist/src/assets/shader/materials/program/ClusterDebug_frag.js +40 -0
  190. package/dist/src/assets/shader/materials/program/NormalMap_frag.d.ts +4 -0
  191. package/dist/src/assets/shader/materials/program/NormalMap_frag.js +65 -0
  192. package/dist/src/assets/shader/materials/program/ShadowMapping_frag.d.ts +1 -0
  193. package/dist/src/assets/shader/materials/program/ShadowMapping_frag.js +210 -0
  194. package/dist/src/assets/shader/materials/uniforms/PhysicMaterialUniform_frag.d.ts +1 -0
  195. package/dist/src/assets/shader/materials/uniforms/PhysicMaterialUniform_frag.js +37 -0
  196. package/dist/src/assets/shader/materials/uniforms/UnLitMaterialUniform_frag.d.ts +1 -0
  197. package/dist/src/assets/shader/materials/uniforms/UnLitMaterialUniform_frag.js +14 -0
  198. package/dist/src/assets/shader/materials/uniforms/VideoUniform_frag.d.ts +1 -0
  199. package/dist/src/assets/shader/materials/uniforms/VideoUniform_frag.js +12 -0
  200. package/dist/src/assets/shader/math/FastMathShader.d.ts +1 -0
  201. package/dist/src/assets/shader/math/FastMathShader.js +91 -0
  202. package/dist/src/assets/shader/math/MathShader.d.ts +4 -0
  203. package/dist/src/assets/shader/math/MathShader.js +558 -0
  204. package/dist/src/assets/shader/math/MatrixShader.d.ts +1 -0
  205. package/dist/src/assets/shader/math/MatrixShader.js +104 -0
  206. package/dist/src/assets/shader/post/FXAAShader.d.ts +1 -0
  207. package/dist/src/assets/shader/post/FXAAShader.js +79 -0
  208. package/dist/src/assets/shader/post/GlobalFog_shader.d.ts +4 -0
  209. package/dist/src/assets/shader/post/GlobalFog_shader.js +191 -0
  210. package/dist/src/assets/shader/quad/Quad_shader.d.ts +24 -0
  211. package/dist/src/assets/shader/quad/Quad_shader.js +210 -0
  212. package/dist/src/assets/shader/sky/AtmosphericScatteringSky_shader.d.ts +6 -0
  213. package/dist/src/assets/shader/sky/AtmosphericScatteringSky_shader.js +312 -0
  214. package/dist/src/assets/shader/sky/CubeSky_Shader.d.ts +7 -0
  215. package/dist/src/assets/shader/sky/CubeSky_Shader.js +122 -0
  216. package/dist/src/assets/shader/utils/BitUtil.d.ts +1 -0
  217. package/dist/src/assets/shader/utils/BitUtil.js +108 -0
  218. package/dist/src/assets/shader/utils/ColorUtil.d.ts +1 -0
  219. package/dist/src/assets/shader/utils/ColorUtil.js +144 -0
  220. package/dist/src/assets/shader/utils/GenerayRandomDir.d.ts +1 -0
  221. package/dist/src/assets/shader/utils/GenerayRandomDir.js +22 -0
  222. package/dist/src/components/AtmosphericComponent.d.ts +28 -0
  223. package/dist/src/components/AtmosphericComponent.js +141 -0
  224. package/dist/src/components/BillboardComponent.d.ts +13 -0
  225. package/dist/src/components/BillboardComponent.js +30 -0
  226. package/dist/src/components/ColliderComponent.d.ts +15 -0
  227. package/dist/src/components/ColliderComponent.js +39 -0
  228. package/dist/src/components/ComponentBase.d.ts +43 -0
  229. package/dist/src/components/ComponentBase.js +141 -0
  230. package/dist/src/components/IComponent.d.ts +27 -0
  231. package/dist/src/components/IComponent.js +1 -0
  232. package/dist/src/components/SkeletonAnimationComponent.d.ts +52 -0
  233. package/dist/src/components/SkeletonAnimationComponent.js +225 -0
  234. package/dist/src/components/Transform.d.ts +119 -0
  235. package/dist/src/components/Transform.js +523 -0
  236. package/dist/src/components/anim/AnimatorComponent.d.ts +67 -0
  237. package/dist/src/components/anim/AnimatorComponent.js +411 -0
  238. package/dist/src/components/anim/OAnimationEvent.d.ts +6 -0
  239. package/dist/src/components/anim/OAnimationEvent.js +8 -0
  240. package/dist/src/components/anim/curveAnim/AnimationMonitor.d.ts +29 -0
  241. package/dist/src/components/anim/curveAnim/AnimationMonitor.js +159 -0
  242. package/dist/src/components/anim/curveAnim/AttributeAnimCurve.d.ts +8 -0
  243. package/dist/src/components/anim/curveAnim/AttributeAnimCurve.js +15 -0
  244. package/dist/src/components/anim/curveAnim/PropertyAnimClip.d.ts +29 -0
  245. package/dist/src/components/anim/curveAnim/PropertyAnimClip.js +54 -0
  246. package/dist/src/components/anim/curveAnim/PropertyAnimation.d.ts +31 -0
  247. package/dist/src/components/anim/curveAnim/PropertyAnimation.js +107 -0
  248. package/dist/src/components/anim/curveAnim/PropertyAnimationEvent.d.ts +14 -0
  249. package/dist/src/components/anim/curveAnim/PropertyAnimationEvent.js +11 -0
  250. package/dist/src/components/anim/curveAnim/PropertyHelp.d.ts +13 -0
  251. package/dist/src/components/anim/curveAnim/PropertyHelp.js +96 -0
  252. package/dist/src/components/anim/morphAnim/MorphTargetBlender.d.ts +18 -0
  253. package/dist/src/components/anim/morphAnim/MorphTargetBlender.js +81 -0
  254. package/dist/src/components/anim/morphAnim/MorphTargetData.d.ts +52 -0
  255. package/dist/src/components/anim/morphAnim/MorphTargetData.js +183 -0
  256. package/dist/src/components/anim/morphAnim/MorphTargetFrame.d.ts +68 -0
  257. package/dist/src/components/anim/morphAnim/MorphTargetFrame.js +4 -0
  258. package/dist/src/components/anim/morphAnim/MorphTargetKey.d.ts +58 -0
  259. package/dist/src/components/anim/morphAnim/MorphTargetKey.js +55 -0
  260. package/dist/src/components/anim/morphAnim/MorphTarget_shader.d.ts +8 -0
  261. package/dist/src/components/anim/morphAnim/MorphTarget_shader.js +101 -0
  262. package/dist/src/components/anim/skeletonAnim/Joint.d.ts +12 -0
  263. package/dist/src/components/anim/skeletonAnim/Joint.js +14 -0
  264. package/dist/src/components/anim/skeletonAnim/JointPose.d.ts +6 -0
  265. package/dist/src/components/anim/skeletonAnim/JointPose.js +7 -0
  266. package/dist/src/components/anim/skeletonAnim/Skeleton.d.ts +10 -0
  267. package/dist/src/components/anim/skeletonAnim/Skeleton.js +26 -0
  268. package/dist/src/components/anim/skeletonAnim/SkeletonAnimationClip.d.ts +22 -0
  269. package/dist/src/components/anim/skeletonAnim/SkeletonAnimationClip.js +70 -0
  270. package/dist/src/components/anim/skeletonAnim/SkeletonAnimationClipState.d.ts +21 -0
  271. package/dist/src/components/anim/skeletonAnim/SkeletonAnimationClipState.js +80 -0
  272. package/dist/src/components/anim/skeletonAnim/SkeletonAnimationCompute.d.ts +6 -0
  273. package/dist/src/components/anim/skeletonAnim/SkeletonAnimationCompute.js +27 -0
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  1148. package/dist/src/util/transformUtil/TransformMode.d.ts +6 -0
  1149. package/dist/src/util/transformUtil/TransformMode.js +7 -0
  1150. package/dist/src/util/transformUtil/TransformSpaceMode.d.ts +4 -0
  1151. package/dist/src/util/transformUtil/TransformSpaceMode.js +5 -0
  1152. package/dist/src/util/transformUtil/TranslationControlComponents.d.ts +12 -0
  1153. package/dist/src/util/transformUtil/TranslationControlComponents.js +164 -0
  1154. package/package.json +3 -2
@@ -0,0 +1,307 @@
1
+ /**
2
+ * 动态漫反射
3
+ */
4
+ export let DDGIIrradiance_shader = `
5
+ #include "GenerayRandomDir"
6
+ #include "MathShader"
7
+ #include "IrradianceVolumeData_frag"
8
+ var<private> PI: f32 = 3.14159265359;
9
+
10
+ struct ProbeData{
11
+ offsetX:f32,
12
+ offsetY:f32,
13
+ offsetZ:f32,
14
+ frame:f32,
15
+ }
16
+
17
+ struct Uniforms {
18
+ matrix : array<mat4x4<f32>>
19
+ };
20
+
21
+ struct RayProbeBuffer{
22
+ WPosition: vec3<f32>,
23
+ WNormal:vec3<f32>,
24
+ WRadiance:vec4<f32>,
25
+ }
26
+
27
+ struct CacheHitData{
28
+ color:vec4<f32>,
29
+ depth:vec4<f32>,
30
+ }
31
+
32
+ @group(0) @binding(0) var<storage, read> probes : array<ProbeData>;
33
+ @group(0) @binding(1) var<storage, read_write> irradianceBuffer : array<vec4<f32>>;
34
+ @group(0) @binding(2) var<storage, read_write> depthBuffer : array<vec4<f32>>;
35
+ @group(0) @binding(3) var<uniform> uniformData : IrradianceVolumeData ;
36
+ @group(0) @binding(4) var probeIrradianceMap : texture_storage_2d<rgba16float, write>;
37
+ @group(0) @binding(5) var probeDepthMap : texture_storage_2d<rgba16float, write>;
38
+ @group(0) @binding(6) var<storage, read_write> depthRaysBuffer : array<vec4<f32>>;
39
+ @group(1) @binding(0) var positionMap : texture_2d<f32>;
40
+ @group(1) @binding(1) var normalMap : texture_2d<f32>;
41
+ @group(1) @binding(2) var colorMap : texture_2d<f32>;
42
+ @group(2) @binding(0) var<storage, read> models : Uniforms;
43
+
44
+ var<private> probeID: u32 ;
45
+ var<private> workgroup_idx: u32 ;
46
+ var<private> workgroup_idy: u32 ;
47
+ var<private> hysteresis: f32 = 0.98 ;
48
+ var<private> epsilon: f32 = 1e-6 ;
49
+ var<private> probeLocation:vec3<f32> = vec3<f32>(0.0);
50
+ var<private> energyConservation: f32 = 0.85 ;
51
+ var<private> resultIrradiance: vec4<f32> ;
52
+ var<private> resultDepth: vec4<f32> ;
53
+ var<private> RAYS_PER_PROBE: f32 = 144.0 ;
54
+ var<private> OCT_RT_SIZE: u32;
55
+ var<private> PROBE_OCT_RT_SIZE: u32;
56
+ var<private> OCT_SIDE_SIZE_u32: u32;
57
+ var<private> OCT_SIDE_SIZE_f32: f32;
58
+ var<private> OCT_RT_SIZE_f32: f32;
59
+ var<private> PROBE_SOURCESIZE: f32;
60
+ var<private> PROBEMAP_SOURCESIZE: f32;
61
+ var<private> quaternion:vec4<f32> = vec4<f32>(0.0, -0.7071067811865475, 0.7071067811865475, 0.0);
62
+ var<private> randomMatrix:mat4x4<f32>;
63
+
64
+ @compute @workgroup_size(8,8,1)
65
+ fn CsMain(@builtin(global_invocation_id) globalInvocation_id : vec3<u32>){
66
+ RAYS_PER_PROBE = f32(i32(uniformData.rayNumber));
67
+ OCT_RT_SIZE = u32(uniformData.OctRTMaxSize);
68
+ OCT_RT_SIZE_f32 = f32(uniformData.OctRTMaxSize);
69
+ OCT_SIDE_SIZE_u32 = u32(uniformData.OctRTSideSize);
70
+ OCT_SIDE_SIZE_f32 = f32(uniformData.OctRTSideSize);
71
+ PROBE_SOURCESIZE = f32(uniformData.ProbeSize);
72
+ PROBEMAP_SOURCESIZE = f32(uniformData.ProbeSourceTextureSize);
73
+ hysteresis = uniformData.hysteresis;
74
+ probeID = globalInvocation_id.z ;
75
+ workgroup_idx = globalInvocation_id.x ;
76
+ workgroup_idy = globalInvocation_id.y;
77
+ probeLocation = calcProbePosition(probeID);
78
+ resultIrradiance = vec4<f32>(0.0);
79
+ resultDepth = vec4<f32>(0.0,0.0,0.0,0.0);
80
+ var tdr = normalize(getCurrentDir());
81
+ let orientationIndex = u32(uniformData.orientationIndex);
82
+ randomMatrix = models.matrix[orientationIndex];
83
+ var distancePprobeUV = getSampleProbeUV(tdr.xyz);
84
+ var rayUv:vec2<i32> = vec2<i32>(distancePprobeUV.xy * f32(PROBEMAP_SOURCESIZE - 1.0));
85
+ let rayHitPosition = textureLoad(positionMap, rayUv, 0).xyz;
86
+ for(var i:f32 = 0.0; i < RAYS_PER_PROBE ; i = i + 1.0 ){
87
+ radianceProbeOnce(i, tdr);
88
+ }
89
+ if (resultIrradiance.w > epsilon) {
90
+ var color = vec3<f32>(resultIrradiance.xyz/(2.0*resultIrradiance.w)) ;
91
+ color = pow(color.rgb, vec3<f32>(1.0 / uniformData.ddgiGamma));
92
+ resultIrradiance = vec4<f32>(color,1.0-hysteresis);
93
+ }
94
+
95
+ if (resultDepth.w > epsilon) {
96
+ resultDepth = vec4<f32>(resultDepth.xyz/(2.0*resultDepth.w),1.0-hysteresis) ;
97
+ }
98
+
99
+ let pixelCoord = getWriteOctUVByID();
100
+ var lerpDataResult:CacheHitData;
101
+ lerpDataResult.color = resultIrradiance;
102
+ lerpDataResult.depth = resultDepth;
103
+ lerpDataResult = lerpHitData(lerpDataResult, pixelCoord);
104
+ writeRayHitData(pixelCoord, lerpDataResult);
105
+ storePixelAtCoord(probeIrradianceMap, pixelCoord , vec4<f32>(lerpDataResult.color.xyz, 1.0), true);
106
+ storePixelAtCoord(probeDepthMap, pixelCoord , vec4<f32>(resultDepth.xy, 0.0, 1.0), false);
107
+ }
108
+
109
+ fn lerpHitData(data:CacheHitData, coord:vec2<i32>) -> CacheHitData{
110
+ let frameIndex = probes[probeID].frame;
111
+ var newData:CacheHitData = data;
112
+ var oldData = readRayHitData(coord);
113
+ newData.color = mix(oldData.color, newData.color, uniformData.lerpHysteresis);
114
+ newData.depth = mix(oldData.depth, newData.depth, uniformData.lerpHysteresis);
115
+ return newData;
116
+ }
117
+
118
+ fn square(v:vec3<f32>) -> vec3<f32>{
119
+ var v3 = v;
120
+ v3.x = v3.x * v3.x;
121
+ v3.y = v3.y * v3.y;
122
+ v3.z = v3.z * v3.z;
123
+ return v3;
124
+ }
125
+
126
+ fn testSample() ->vec4<f32>{
127
+ var ux = f32(workgroup_idx) / OCT_SIDE_SIZE_f32;
128
+ var uy = f32(workgroup_idy) / OCT_SIDE_SIZE_f32;
129
+ var uv = vec2<f32>(ux,uy) * 2.0 - 1.0 ;
130
+ var dir = octDecode(uv);
131
+ var probeUV = getSampleProbeUV(dir.xyz);
132
+ var rayProbeBuffer = getCurrentRayHitBuffer(probeUV);
133
+ return rayProbeBuffer.WRadiance;
134
+ }
135
+
136
+ fn gridCoordToProbeIndex(grid:vec3<i32>) -> i32
137
+ {
138
+ return grid.x + grid.z * i32(uniformData.gridXCount) + grid.y * i32(uniformData.gridXCount * uniformData.gridZCount);
139
+ }
140
+
141
+ fn storePixelAtCoord(texture:texture_storage_2d<rgba16float, write>, coord:vec2<i32>, color:vec4<f32>, isColor:bool){
142
+ let sideCnt = i32(OCT_SIDE_SIZE_u32);
143
+ let sideBorderCnt = sideCnt + 2;
144
+ let indexXY = coord / sideCnt;
145
+ let modeXY = coord % sideCnt;
146
+
147
+ var newCoord = indexXY * sideBorderCnt + modeXY;
148
+ textureStore(texture, newCoord + 1, color);
149
+
150
+ var borderCoord = vec2<i32>(-1);
151
+ //左右
152
+ if(modeXY.x % (sideCnt - 1) == 0){
153
+ borderCoord = modeXY;
154
+ borderCoord.y = sideCnt - borderCoord.y;
155
+ if(modeXY.x == sideCnt - 1){
156
+ borderCoord.x = sideBorderCnt - 1;
157
+ }
158
+ borderCoord = indexXY * sideBorderCnt + borderCoord;
159
+ textureStore(texture, borderCoord, color);
160
+ }
161
+ //上下
162
+ if(modeXY.y % (sideCnt - 1) == 0){
163
+ borderCoord = modeXY;
164
+ borderCoord.x = sideCnt - borderCoord.x;
165
+ if(modeXY.y == sideCnt - 1){
166
+ borderCoord.y = sideBorderCnt - 1;
167
+ }
168
+ borderCoord = indexXY * sideBorderCnt + borderCoord;
169
+ textureStore(texture, borderCoord, color);
170
+ }
171
+ //补角
172
+ if(modeXY.x % (sideCnt - 1) == 0 && modeXY.y % (sideCnt - 1) == 0){
173
+ var cornerCoord = modeXY;
174
+ if(modeXY.x == 0){
175
+ cornerCoord.x = sideBorderCnt - 1;
176
+ }else{
177
+ cornerCoord.x = 0;
178
+ };
179
+ if(modeXY.y == 0){
180
+ cornerCoord.y = sideBorderCnt - 1;
181
+ }else{
182
+ cornerCoord.y = 0;
183
+ };
184
+ cornerCoord = indexXY * sideBorderCnt + cornerCoord;
185
+ textureStore(texture, cornerCoord, color);
186
+ }
187
+ }
188
+
189
+ fn calcProbePosition(id:u32) -> vec3<f32>{
190
+ var probeLocation = vec3<f32>(0.0);
191
+ var blockCount = u32(uniformData.gridXCount * uniformData.gridZCount) ;
192
+ var grid = vec3<u32>(0u);
193
+ grid.x = (id % blockCount) % u32(uniformData.gridXCount);
194
+ grid.y = id / blockCount;
195
+ grid.z = (id % blockCount) / u32(uniformData.gridXCount);
196
+ probeLocation.x = f32(grid.x) * uniformData.ProbeSpace + uniformData.startX;
197
+ probeLocation.y = f32(grid.y) * uniformData.ProbeSpace + uniformData.startY;
198
+ probeLocation.z = f32(grid.z) * uniformData.ProbeSpace + uniformData.startZ;
199
+ return probeLocation;
200
+ }
201
+
202
+ fn getWriteOctUVByID() -> vec2<i32>
203
+ {
204
+ var blockCount = u32(uniformData.gridXCount * uniformData.gridZCount) ;
205
+ var offsetX = (probeID % blockCount) % u32(uniformData.gridXCount) ;
206
+ var offsetY = u32(uniformData.gridZCount - 1.0) - (probeID % blockCount) / u32(uniformData.gridXCount) ;
207
+ var offsetZ = probeID / blockCount ;
208
+ var pixelCoord = vec2<i32>(i32(workgroup_idx), i32(workgroup_idy));
209
+ pixelCoord.x = pixelCoord.x + i32(offsetX * OCT_SIDE_SIZE_u32);
210
+ pixelCoord.y = pixelCoord.y + i32(offsetY * OCT_SIDE_SIZE_u32 + offsetZ * u32(uniformData.gridZCount) * OCT_SIDE_SIZE_u32);
211
+
212
+ pixelCoord = offsetByCol(pixelCoord, OCT_SIDE_SIZE_f32, OCT_RT_SIZE, vec3<f32>(uniformData.gridXCount, uniformData.gridYCount, uniformData.gridZCount));
213
+ return pixelCoord;
214
+ }
215
+
216
+ fn offsetByCol(pixelCoord0:vec2<i32>, octSideSize:f32, mapHeight:u32, counts:vec3<f32>) -> vec2<i32>
217
+ {
218
+ var pixelCoord = pixelCoord0;
219
+ let blockSize:vec2<i32> = vec2<i32>(i32(octSideSize * counts.x), i32(octSideSize * counts.z));
220
+ let blockSizeYBorder:i32 = i32((octSideSize + 2.0) * counts.z);
221
+ let blockMaxRowBorder:i32 = i32(mapHeight) / blockSizeYBorder;
222
+ let pixelCountYMax:i32 = blockMaxRowBorder * i32(octSideSize * counts.z);
223
+ let col:i32 = pixelCoord.y / pixelCountYMax;
224
+
225
+ pixelCoord.x = col * i32(octSideSize * counts.x) + pixelCoord.x;
226
+ pixelCoord.y = pixelCoord.y % pixelCountYMax;
227
+
228
+ return pixelCoord;
229
+ }
230
+
231
+ fn radianceProbeOnce(rayID:f32, tdr:vec3<f32>){
232
+ var texelDirection = sphericalFibonacci(rayID, RAYS_PER_PROBE ) ;
233
+ var rayDirection = normalize( vec3<f32>((randomMatrix * vec4<f32>(texelDirection, 1.0)).xyz));
234
+ var probeUV = getSampleProbeUV(rayDirection.xyz);
235
+ var rayWriteUV = getWriteRayInfoUV();
236
+ var rayProbeBuffer = getCurrentRayHitBuffer(probeUV);
237
+ var rayHitLocation = rayProbeBuffer.WPosition + normalize(rayProbeBuffer.WNormal) * 0.01;
238
+ var rayProbeDistance = length(probeLocation - rayHitLocation) ;
239
+ let rid = i32(probeID) * i32(RAYS_PER_PROBE) + i32(rayID) ;
240
+ depthRaysBuffer[rid] = vec4<f32>(rayDirection.xyz,rayProbeDistance) ;
241
+
242
+ // Detect misses and force depth
243
+ var i_weight = max(0.0, dot(tdr,rayDirection) );
244
+ var d_weight = pow(i_weight, uniformData.depthSharpness);
245
+
246
+ if (i_weight >= epsilon) {
247
+ resultIrradiance += vec4(rayProbeBuffer.WRadiance.rgb, i_weight );
248
+ }
249
+ if(d_weight>= epsilon){
250
+ resultDepth += vec4(rayProbeDistance * d_weight, rayProbeDistance * rayProbeDistance * d_weight, 0.0 , i_weight);
251
+ }
252
+ }
253
+
254
+ fn getCurrentRayHitBuffer(probeUV:vec2<f32>) -> RayProbeBuffer {
255
+ var rayProbeBuffer : RayProbeBuffer;
256
+ var uv:vec2<i32> = vec2<i32>(probeUV.xy * f32(PROBEMAP_SOURCESIZE - 1.0));
257
+ rayProbeBuffer.WPosition = textureLoad(positionMap, uv, 0).xyz;
258
+ rayProbeBuffer.WNormal = normalize(textureLoad(normalMap, uv, 0).xyz * 2.0 - 1.0);
259
+ rayProbeBuffer.WRadiance = textureLoad(colorMap, uv, 0).xyzw * energyConservation;
260
+ return rayProbeBuffer;
261
+ }
262
+
263
+ fn getSampleProbeUV(dir0:vec3<f32>) -> vec2<f32> {
264
+ var dir = applyQuaternion(dir0, quaternion);
265
+ let faceId = dir_to_faceId(dir);
266
+ var targetUV:vec2<f32> = convert_xyz_to_cube_uv(dir.x, dir.y, dir.z);
267
+ targetUV.x = 1.0 - targetUV.x;
268
+ let threshould = 0.5 / PROBE_SOURCESIZE;
269
+ targetUV = clamp(targetUV, vec2<f32>(threshould), vec2<f32>(1.0 - threshould));
270
+
271
+ targetUV.x = f32(faceId) + targetUV.x;
272
+
273
+ let aspect:f32 = PROBE_SOURCESIZE / PROBEMAP_SOURCESIZE;
274
+ targetUV = targetUV * aspect;
275
+
276
+ var fullCol = u32(PROBEMAP_SOURCESIZE) / u32(PROBE_SOURCESIZE);
277
+ var offsetSampleUv = vec2<f32>( f32(probeID / fullCol) * 6.0 , f32(probeID % fullCol)) * aspect;
278
+ return targetUV + offsetSampleUv;
279
+ }
280
+
281
+ fn getWriteRayInfoUV() -> vec2<i32> {
282
+ var writeUV = vec2<i32>(i32(workgroup_idy),i32(probeID));
283
+ return writeUV;
284
+ }
285
+
286
+ fn writeRayHitData( uv:vec2<i32> , data:CacheHitData){
287
+ let index = uv.y * i32(OCT_RT_SIZE) + uv.x;
288
+ irradianceBuffer[index] = data.color;
289
+ depthBuffer[index] = data.depth;
290
+ }
291
+
292
+ fn readRayHitData( uv:vec2<i32> ) -> CacheHitData{
293
+ var data:CacheHitData;
294
+ let index = uv.y * i32(OCT_RT_SIZE) + uv.x;
295
+ data.color = irradianceBuffer[index];
296
+ data.depth = depthBuffer[index];
297
+ return data;
298
+ }
299
+
300
+ fn getCurrentDir() -> vec3<f32> {
301
+ var ux = f32(workgroup_idx) / OCT_SIDE_SIZE_f32;
302
+ var uy = f32(workgroup_idy) / OCT_SIDE_SIZE_f32;
303
+ var uv = vec2<f32>(ux,uy) * 2.0 - 1.0;
304
+ var dir = octDecode(uv);
305
+ return normalize(dir);
306
+ }
307
+ `;
@@ -0,0 +1,4 @@
1
+ /**
2
+ * 延迟光照渲染
3
+ */
4
+ export declare let DDGILighting_shader: string;
@@ -0,0 +1,285 @@
1
+ import { CSM } from "../../../core/csm/CSM";
2
+ /**
3
+ * 延迟光照渲染
4
+ */
5
+ export let DDGILighting_shader = `
6
+ var<private> PI: f32 = 3.14159265359;
7
+ #include "GlobalUniform"
8
+ #include "MathShader"
9
+ #include "FastMathShader"
10
+ #include "ColorUtil_frag"
11
+
12
+ struct ConstUniform{
13
+ screenWidth:f32,
14
+ screenHeight:f32
15
+ }
16
+
17
+ struct LightData {
18
+ index:f32,
19
+ lightType:i32,
20
+ radius:f32,
21
+ linear:f32,
22
+ position:vec3<f32>,
23
+ lightMatrixIndex:f32,
24
+ direction:vec3<f32>,
25
+ quadratic:f32,
26
+ lightColor:vec3<f32>,
27
+ intensity:f32,
28
+ innerCutOff :f32,
29
+ outerCutOff:f32,
30
+ range :f32,
31
+ castShadow:i32,
32
+ lightTangent:vec3<f32>,
33
+ ies:f32,
34
+ };
35
+
36
+ struct Uniforms {
37
+ matrix : array<mat4x4<f32>>
38
+ };
39
+
40
+ const PointLightType = 1;
41
+ const DirectLightType = 2;
42
+ const SpotLightType = 3;
43
+
44
+ @group(0) @binding(auto) var outputBuffer : texture_storage_2d<rgba16float, write>;
45
+ @group(0) @binding(auto) var prefilterMapSampler: sampler;
46
+ @group(0) @binding(auto) var prefilterMap: texture_cube<f32>;
47
+ @group(1) @binding(auto) var positionMapSampler : sampler;
48
+ @group(1) @binding(auto) var positionMap : texture_2d<f32>;
49
+ @group(1) @binding(auto) var normalMapSampler : sampler;
50
+ @group(1) @binding(auto) var normalMap : texture_2d<f32>;
51
+ @group(1) @binding(auto) var colorMapSampler : sampler;
52
+ @group(1) @binding(auto) var colorMap : texture_2d<f32>;
53
+ @group(1) @binding(auto) var shadowMapSampler : sampler_comparison;
54
+ @group(1) @binding(auto) var shadowMap : texture_depth_2d_array;
55
+ @group(1) @binding(auto) var pointShadowMapSampler: sampler;
56
+ @group(1) @binding(auto) var pointShadowMap: texture_depth_cube_array;
57
+ @group(2) @binding(0) var<storage,read> lightBuffer: array<LightData>;
58
+ @group(2) @binding(1) var<storage, read> models : Uniforms;
59
+
60
+ struct ShadowStruct{
61
+ directShadowVisibility:f32,
62
+ pointShadows:array<f32,8>,
63
+ }
64
+
65
+ var<private> shadowStrut: ShadowStruct ;
66
+ var<private> ulitColor:vec3<f32>;
67
+ var<private> wPosition:vec3<f32>;
68
+ var<private> wNormal:vec3<f32>;
69
+
70
+ const LUMEN = 10.764;
71
+
72
+ fn samplePosition(uv:vec2<f32>) -> vec4<f32>
73
+ {
74
+ return textureSampleLevel(positionMap, positionMapSampler,uv, 0.0);
75
+ }
76
+
77
+ fn sampleNormal(uv:vec2<f32>) -> vec4<f32>
78
+ {
79
+ return textureSampleLevel(normalMap, normalMapSampler, uv, 0.0);
80
+ }
81
+
82
+ fn sampleColor(uv:vec2<f32>) -> vec4<f32>
83
+ {
84
+ var oc:vec4<f32> = textureSampleLevel(colorMap, colorMapSampler, uv, 0.0);
85
+ ulitColor = vec3(oc.xyz);
86
+ return oc;
87
+ }
88
+
89
+ const csmCount:i32 = ${CSM.Cascades};
90
+ fn directShadowMaping(P:vec3<f32>, N:vec3<f32>, shadowBias: f32) {
91
+ let enableCSM:bool = globalUniform.enableCSM > 0.5;
92
+ var light = lightBuffer[0];
93
+ var visibility = 1.0;
94
+ var shadowIndex = i32(light.castShadow);
95
+ if (shadowIndex >= 0 ) {
96
+ var shadowMatrix:mat4x4<f32>;
97
+ if(enableCSM && csmCount > 1){
98
+ for(var csm:i32 = 0; csm < csmCount; csm ++){
99
+ var csmShadowBias = globalUniform.csmShadowBias[csm];
100
+ shadowMatrix = globalUniform.csmMatrix[csm];
101
+ let csmShadowResult = directShadowMapingIndex(light, shadowMatrix, P, N, csm, csmShadowBias);
102
+ if(csmShadowResult.y < 0.5){
103
+ visibility = csmShadowResult.x;
104
+ break;
105
+ }
106
+ }
107
+ }else{
108
+ shadowMatrix = globalUniform.shadowMatrix[shadowIndex];
109
+ visibility = directShadowMapingIndex(light, shadowMatrix, P, N, shadowIndex, shadowBias).x;
110
+ };
111
+ }
112
+ shadowStrut.directShadowVisibility = visibility;
113
+ }
114
+
115
+ fn directShadowMapingIndex(light:LightData, matrix:mat4x4<f32>, P:vec3<f32>, N:vec3<f32>, depthTexIndex:i32, shadowBias:f32) -> vec2<f32>
116
+ {
117
+ var visibility = 1.0;
118
+ var isOutSideArea:f32 = 1.0;
119
+ var shadowPosTmp = matrix * vec4<f32>(P.xyz, 1.0);
120
+ var shadowPos = shadowPosTmp.xyz / shadowPosTmp.w;
121
+ var varying_shadowUV = shadowPos.xy * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5, 0.5);
122
+ if (varying_shadowUV.x <= 1.0
123
+ && varying_shadowUV.x >= 0.0
124
+ && varying_shadowUV.y <= 1.0
125
+ && varying_shadowUV.y >= 0.0
126
+ && shadowPosTmp.z <= 1.0
127
+ && shadowPosTmp.z >= 0.0)
128
+ {
129
+ isOutSideArea = 0.0;
130
+ var uvOnePixel = 1.0 / vec2<f32>(globalUniform.shadowMapSize);
131
+ var NoL = abs(dot(N, normalize(light.direction)));
132
+ var bias = shadowBias / max(NoL, 0.000001);
133
+ visibility = textureSampleCompareLevel(shadowMap, shadowMapSampler, varying_shadowUV, depthTexIndex, shadowPos.z - bias);
134
+ visibility += 0.001;
135
+ }
136
+ return vec2<f32>(visibility, isOutSideArea);
137
+ }
138
+
139
+ fn pointShadowMapCompare(shadowBias:f32){
140
+ for(var i:i32 = i32(0) ; i < i32(8); i = i + 1 )
141
+ {
142
+ var v = 1.0;
143
+ let light = lightBuffer[i];
144
+ if(light.castShadow < 0){
145
+ shadowStrut.pointShadows[i] = v;
146
+ continue;
147
+ }
148
+
149
+ let frgToLight = wPosition - light.position.xyz;
150
+ var dir:vec3<f32> = normalize(frgToLight);
151
+ var len = length(frgToLight);
152
+ var depth = textureSampleLevel(pointShadowMap,pointShadowMapSampler,dir.xyz,i,0);
153
+ depth *= globalUniform.far;
154
+ if((len - shadowBias) > depth){
155
+ v = 0.0;
156
+ }
157
+ shadowStrut.pointShadows[i] = v;
158
+ }
159
+ }
160
+
161
+ fn directLighting( albedo:vec3<f32> , WP :vec3<f32>, N:vec3<f32> , V:vec3<f32> , light:LightData , shadowBias:f32 ) -> vec3<f32> {
162
+ var L = -normalize(light.direction.xyz) ;
163
+ var NoL = max(dot(N,L),0.0);
164
+ let lightCC = pow( light.lightColor.rgb,vec3<f32>(2.2));
165
+ var lightColor = getHDRColor( lightCC , light.linear ) ;
166
+ var att = light.intensity / LUMEN ;
167
+ if(light.castShadow>=0){
168
+ lightColor *= shadowStrut.directShadowVisibility ;
169
+ }
170
+ let finalLight = (albedo / PI) * lightColor * NoL * att * 2.0 ;
171
+ return finalLight ;
172
+ }
173
+
174
+ fn pointLighting( albedo:vec3<f32>,WP:vec3<f32>, N:vec3<f32>, V:vec3<f32>, light:LightData ) -> vec3<f32> {
175
+ let lightPos = models.matrix[u32(light.lightMatrixIndex)][3].xyz;
176
+ var dir = lightPos.xyz - WP ;
177
+ let dist = length(dir);
178
+ var color = vec3<f32>(0.0) ;
179
+ if(dist != 0.0){
180
+ dir *= 1.0 / dist ;
181
+ }
182
+
183
+ if( abs(dist) < light.range ){
184
+ var L = dir ;
185
+ var atten = 1.0 ;
186
+ atten = 1.0 - smoothstep(0.0,light.range,dist) ;
187
+ atten *= 1.0 / max(light.radius,0.0001) ;
188
+
189
+ var lightColor = light.lightColor.rgb ;
190
+ lightColor = getHDRColor(lightColor , light.linear ) * light.intensity / LUMEN * 2.0;
191
+ color = (albedo / PI) * lightColor.rgb * atten ;
192
+ }
193
+
194
+ return color *0.0;
195
+ }
196
+
197
+ fn spotLight( albedo:vec3<f32>,WP:vec3<f32>, N:vec3<f32>, V:vec3<f32>, light:LightData ) -> vec3<f32> {
198
+ let lightPos = models.matrix[u32(light.lightMatrixIndex)][3].xyz;
199
+ var dir = lightPos.xyz - WP;
200
+ let dist = length(dir);
201
+ if(dist != 0.0){
202
+ dir *= 1.0 / dist ;
203
+ }
204
+
205
+ var color = vec3<f32>(0.0) ;
206
+ if( abs(dist) < light.range * 2.0 ){
207
+ var L = dir ;
208
+ let theta = dot(-L, normalize(light.direction));
209
+ let angle = acos(theta) ;
210
+ var atten = 1.0 ;
211
+ atten = 1.0 - smoothstep(0.0,light.range,dist) ;
212
+ atten *= 1.0 / max(light.radius,0.1) ;
213
+ if(angle < light.outerCutOff){
214
+ if(angle > light.innerCutOff){
215
+ atten *= 1.0 - smoothstep(light.innerCutOff, light.outerCutOff, angle) ;
216
+ }
217
+ }else{
218
+ atten = 0.0 ;
219
+ };
220
+ var lightColor = light.lightColor.rgb ;
221
+ lightColor = getHDRColor(lightColor , light.linear ) * light.intensity / LUMEN * 2.0;
222
+ color = (albedo / PI) * lightColor.rgb * atten ;
223
+ }
224
+ return color ;
225
+ }
226
+
227
+ fn CalcUV_01(coord:vec2<i32>, texSize:vec2<u32>) -> vec2<f32>
228
+ {
229
+ let u = (f32(coord.x) + 0.5) / f32(texSize.x);
230
+ let v = (f32(coord.y) + 0.5) / f32(texSize.y);
231
+ return vec2<f32>(u, v);
232
+ }
233
+
234
+ fn coordFun(fragCoord:vec2<i32>)-> vec4<f32>{
235
+ let uv_01 = CalcUV_01(fragCoord, texSize);
236
+ var pos = samplePosition(uv_01);
237
+ var normalMap = sampleNormal(uv_01);
238
+ var normal = normalize( normalMap.xyz * 2.0 - 1.0 );
239
+ var color = sampleColor(uv_01);
240
+ var emissive = vec4<f32>(pos.a,normalMap.a,color.a,0.0) * 1.0 ;
241
+ if(pos.w + 1.0 > 10000.0){
242
+ return vec4<f32>(color);
243
+ }
244
+ var V = normalize(pos.xyz - globalUniform.cameraWorldMatrix[3].xyz);
245
+ var N = normal.xyz ;
246
+ wPosition = pos.xyz;
247
+ wNormal = N;
248
+ directShadowMaping(wPosition, wNormal, globalUniform.shadowBias);
249
+ pointShadowMapCompare(globalUniform.shadowBias);
250
+ var lighting = vec3<f32>(0.0);
251
+ let lightCount = 32 ;
252
+ for(var i:i32 = 0 ; i < lightCount ; i = i + 1 )
253
+ {
254
+ let light = lightBuffer[i];
255
+ switch (light.lightType) {
256
+ case PointLightType: {
257
+ lighting += pointLighting(color.rgb,pos.xyz,N,V,light);
258
+ }
259
+ case DirectLightType: {
260
+ lighting += directLighting(color.rgb,pos.xyz,N,V,light,globalUniform.shadowBias);
261
+ }
262
+ case SpotLightType: {
263
+ lighting += spotLight(color.rgb,pos.xyz,N,V,light);
264
+ }
265
+ default: {
266
+ }
267
+ }
268
+ }
269
+
270
+ var skyLight: vec3<f32> = globalUniform.skyExposure * (textureSampleLevel(prefilterMap, prefilterMapSampler, N.xyz, 8.0 ).rgb);
271
+ lighting = lighting.rgb ;//+ skyLight.rgb ;
272
+ return vec4<f32>(lighting.rgb,color.w)+emissive;
273
+ }
274
+
275
+ var<private> texSize: vec2<u32>;
276
+
277
+ @compute @workgroup_size( 8 , 8 , 1 )
278
+ fn CsMain( @builtin(workgroup_id) workgroup_id : vec3<u32> , @builtin(global_invocation_id) globalInvocation_id : vec3<u32>)
279
+ {
280
+ var fragCoord = vec2<i32>(globalInvocation_id.xy);
281
+ texSize = textureDimensions(colorMap).xy;
282
+ var color = coordFun(fragCoord);
283
+ textureStore(outputBuffer, fragCoord, color);
284
+ }
285
+ `;
@@ -0,0 +1,4 @@
1
+ /**
2
+ * 深度感知模糊效果
3
+ */
4
+ export declare let DepthOfView_cs: string;
@@ -0,0 +1,90 @@
1
+ /**
2
+ * 深度感知模糊效果
3
+ */
4
+ export let DepthOfView_cs = `
5
+ #include "GlobalUniform"
6
+ #include "GBufferStand"
7
+
8
+ struct BlurSetting{
9
+ near: f32,
10
+ far: f32,
11
+ pixelOffset: f32,
12
+ }
13
+
14
+ @group(0) @binding(2) var<uniform> blurSetting: BlurSetting;
15
+ @group(0) @binding(3) var inTexSampler: sampler;
16
+ @group(0) @binding(4) var inTex: texture_2d<f32>;
17
+ @group(0) @binding(5) var outTex: texture_storage_2d<rgba16float, write>;
18
+
19
+ var<private> cameraPosition: vec3<f32>;
20
+ var<private> texSize: vec2<u32>;
21
+ var<private> fragCoord: vec2<i32>;
22
+ var<private> fragUV: vec2<f32>;
23
+ var<private> texelSize: vec2<f32>;
24
+
25
+ const PI = 3.1415926;
26
+
27
+ @compute @workgroup_size(8,8,1)
28
+ fn CsMain(@builtin(workgroup_id) workgroup_id: vec3<u32>, @builtin(global_invocation_id) globalInvocation_id: vec3<u32>){
29
+ fragCoord = vec2<i32>( globalInvocation_id.xy );
30
+ texSize = textureDimensions(inTex).xy;
31
+
32
+ if(fragCoord.x >= i32(texSize.x) || fragCoord.y >= i32(texSize.y)){
33
+ return;
34
+ }
35
+
36
+ fragUV = vec2<f32>(fragCoord) / vec2<f32>(texSize);
37
+ texelSize = 1.0 / vec2<f32>(texSize - 1);
38
+ var gBuffer = getGBuffer(fragCoord);
39
+ useNormalMatrixInv();
40
+
41
+ cameraPosition = globalUniform.CameraPos.xyz;
42
+ var wPosition = getWorldPositionFromGBuffer(gBuffer,fragUV);
43
+ var distance = length(wPosition - cameraPosition);
44
+ var oc:vec4<f32> = textureLoad(inTex, fragCoord, 0);
45
+ if(distance > blurSetting.near){
46
+ var normal = getWorldNormalFromGBuffer(gBuffer);
47
+ var pixelScale = 0.5;
48
+ if(gBuffer.x > 9999.0){
49
+ distance = min(distance, blurSetting.far);
50
+ pixelScale = (distance - blurSetting.near) / (blurSetting.far - blurSetting.near);
51
+ }
52
+ oc = mixBlurColor(oc, fragCoord, blurSetting.pixelOffset, pixelScale);
53
+ }
54
+ textureStore(outTex, fragCoord, oc);
55
+ }
56
+
57
+ fn mixBlurColor(orginColor: vec4<f32>, coord: vec2<i32>, pixelOffset: f32, scale: f32) -> vec4<f32> {
58
+ let uv = vec2<f32>(coord);
59
+ var uv0 = (uv + scale * vec2<f32>( pixelOffset, pixelOffset)) * texelSize;
60
+ var uv1 = (uv + scale * vec2<f32>(-pixelOffset, pixelOffset)) * texelSize;
61
+ var uv2 = (uv + scale * vec2<f32>(-pixelOffset, -pixelOffset)) * texelSize;
62
+ var uv3 = (uv + scale * vec2<f32>( pixelOffset, -pixelOffset)) * texelSize;
63
+
64
+ uv0.x = processUVEdge(uv0.x);
65
+ uv0.y = processUVEdge(uv0.y);
66
+ uv1.x = processUVEdge(uv1.x);
67
+ uv1.y = processUVEdge(uv1.y);
68
+ uv2.x = processUVEdge(uv2.x);
69
+ uv2.y = processUVEdge(uv2.y);
70
+ uv3.x = processUVEdge(uv3.x);
71
+ uv3.y = processUVEdge(uv3.y);
72
+
73
+ var ob = vec4<f32>(0.0);
74
+ ob += textureSampleLevel(inTex, inTexSampler, uv0, 0.0);
75
+ ob += textureSampleLevel(inTex, inTexSampler, uv1, 0.0);
76
+ ob += textureSampleLevel(inTex, inTexSampler, uv2, 0.0);
77
+ ob += textureSampleLevel(inTex, inTexSampler, uv3, 0.0);
78
+ return mix(originColor, ob * 0.25, scale);
79
+ }
80
+
81
+ fn processUVEdge(v: f32) -> f32{
82
+ var value = v;
83
+ if(value < 0.0){
84
+ value = -value;
85
+ }else if(value > 1.0){
86
+ value = 2.0 - value;
87
+ }
88
+ return value;
89
+ }
90
+ `;
@@ -0,0 +1 @@
1
+ export declare let ErpImage2CubeMapCreateCube_cs: string;