@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 +1,64 @@
1
+ export let ErpImage2CubeMapCreateCube_cs = `
2
+ struct ImageSize {
3
+ srcWidth: i32,
4
+ srcHeight: i32,
5
+ dstWidth: i32,
6
+ dstHeight: i32
7
+ };
8
+
9
+ @group(0) @binding(0) var<uniform> size: ImageSize;
10
+ @group(0) @binding(1) var<storage, read_write> faceRotation: array<vec4<f32>>;
11
+ @group(0) @binding(2) var inputTexSampler : sampler;
12
+ @group(0) @binding(3) var inputTex: texture_2d<f32>;
13
+ @group(1) @binding(0) var outputBuffer0: texture_storage_2d_array<rgba16float, write>;
14
+
15
+ fn SampleSphericalMap(v: vec3<f32>) -> vec2<f32> {
16
+ var uv: vec2<f32> = vec2<f32>(atan2(v.z, v.x), asin(v.y));
17
+ uv = uv * vec2<f32>(0.1590999960899353, 0.3183000087738037);
18
+ uv = uv + vec2<f32>(0.5);
19
+ uv = clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0));
20
+ return uv;
21
+ }
22
+
23
+ fn applyQuaternion(position:vec3<f32>, q:vec4<f32>) -> vec3<f32>{
24
+ let x:f32 = position.x;
25
+ let y:f32 = position.y;
26
+ let z:f32 = position.z;
27
+
28
+ let qx:f32 = q.x;
29
+ let qy:f32 = q.y;
30
+ let qz:f32 = q.z;
31
+ let qw:f32 = q.w;
32
+
33
+ let ix:f32 = qw * x + qy * z - qz * y;
34
+ let iy:f32 = qw * y + qz * x - qx * z;
35
+ let iz:f32 = qw * z + qx * y - qy * x;
36
+ let iw:f32 = -qx * x - qy * y - qz * z;
37
+
38
+ var ret: vec3<f32>;
39
+ ret.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
40
+ ret.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
41
+ ret.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
42
+
43
+ return ret;
44
+ }
45
+
46
+ fn convertIdToDir3(uv_i32:vec2<i32>, quaternion: vec4<f32>) -> vec3<f32> {
47
+ var uv_f32: vec2<f32> = vec2<f32>(uv_i32.xy);
48
+ var halfSize: f32 = f32(size.dstWidth / 2) - 0.5;
49
+ var worldDirection:vec3<f32> = vec3<f32>(uv_f32.x - halfSize, uv_f32.y - halfSize, -halfSize);
50
+ worldDirection = normalize(worldDirection);
51
+ worldDirection = applyQuaternion(worldDirection, quaternion);
52
+ return worldDirection;
53
+ }
54
+
55
+ @compute @workgroup_size(8, 8, 1)
56
+ fn main(@builtin(global_invocation_id) GlobalInvocationID: vec3<u32>) {
57
+ let coord = vec2<i32>(GlobalInvocationID.xy);
58
+ let quaternion = faceRotation[GlobalInvocationID.z];
59
+ var worldDirection:vec3<f32> = convertIdToDir3(coord, quaternion);
60
+ let uv_f32:vec2<f32> = SampleSphericalMap(worldDirection);
61
+ let oc = textureSampleLevel(inputTex, inputTexSampler, uv_f32 , 0.0);
62
+ textureStore(outputBuffer0, coord, i32(GlobalInvocationID.z), oc);
63
+ }
64
+ `;
@@ -0,0 +1 @@
1
+ export declare let ErpImage2CubeMapRgbe2rgba_cs: string;
@@ -0,0 +1,34 @@
1
+ export let ErpImage2CubeMapRgbe2rgba_cs = `
2
+ struct ImageSize {
3
+ srcWidth : i32,
4
+ srcHeight : i32,
5
+ dstWidth : i32,
6
+ dstHeight : i32
7
+ };
8
+
9
+ @group(0) @binding(0) var<uniform> size : ImageSize;
10
+ @group(0) @binding(1) var<storage, read> tex_in: array<vec4<f32>>;
11
+ @group(0) @binding(2) var outputBuffer : texture_storage_2d<rgba16float, write>;
12
+
13
+ @compute @workgroup_size(8,8,1)
14
+ fn main(@builtin(global_invocation_id) GlobalInvocationID: vec3<u32>) {
15
+ let fragCoord = vec2<i32>(i32(GlobalInvocationID.x), i32(GlobalInvocationID.y));
16
+ var oc:vec4<f32> = tex_in[fragCoord.y * size.srcWidth + fragCoord.x] / 256.0;
17
+ var e = pow(2.0, oc.w * 255.0 - 128.0);
18
+ oc = oc * e;
19
+ oc = scaleByThreshold(oc, 40.0);
20
+ textureStore(outputBuffer, fragCoord , vec4<f32>(oc.xyz, 1.0));
21
+ }
22
+
23
+ fn scaleByThreshold(color: vec4<f32>, threshold:f32) -> vec4<f32> {
24
+ var oc = color;
25
+ let brightness = length(vec3<f32>(oc.xyz));
26
+ var scale = brightness / threshold;
27
+ if(scale > 1.0){
28
+ scale = 1.0 / pow(scale, 0.7);
29
+ oc = oc * scale;
30
+ }
31
+ oc.a = 1.0;
32
+ return oc;
33
+ }
34
+ `;
@@ -0,0 +1,4 @@
1
+ /**
2
+ * 全局光照遮蔽
3
+ */
4
+ export declare let GTAO_cs: string;
@@ -0,0 +1,133 @@
1
+ /**
2
+ * 全局光照遮蔽
3
+ */
4
+ export let GTAO_cs = /*wgsl*/ `
5
+ #include "GlobalUniform"
6
+ #include "GBufferStand"
7
+
8
+ struct GTAO{
9
+ maxDistance: f32,
10
+ maxPixel: f32,
11
+ darkFactor: f32,
12
+ rayMarchSegment: f32,
13
+ cameraNear: f32,
14
+ cameraFar: f32,
15
+ multiBounce: f32,
16
+ blendColor: f32,
17
+ }
18
+
19
+ @group(0) @binding(2) var<uniform> gtaoData: GTAO;
20
+ @group(0) @binding(3) var<storage, read_write> directions: array<vec2<f32>>;
21
+ @group(0) @binding(4) var<storage, read_write> aoBuffer: array<f32>;
22
+ @group(0) @binding(5) var inTex : texture_2d<f32>;
23
+ @group(0) @binding(6) var outTex : texture_storage_2d<rgba16float, write>;
24
+
25
+ var<private> texSize: vec2<u32>;
26
+ var<private> fragCoord: vec2<i32>;
27
+ var<private> fragUV: vec2<f32>;
28
+ var<private> wPosition: vec3<f32>;
29
+ var<private> wNormal: vec4<f32>;
30
+ var<private> maxPixelScaled: f32;
31
+
32
+ var<private> gBuffer: GBuffer;
33
+
34
+ const PI = 3.1415926;
35
+
36
+ @compute @workgroup_size(8,8,1)
37
+ fn CsMain(@builtin(workgroup_id) workgroup_id: vec3<u32>, @builtin(global_invocation_id) globalInvocation_id: vec3<u32>){
38
+ fragCoord = vec2<i32>(globalInvocation_id.xy);
39
+ texSize = textureDimensions(inTex).xy;
40
+ if(fragCoord.x >= i32(texSize.x) || fragCoord.y >= i32(texSize.y)){
41
+ return;
42
+ }
43
+ fragUV = vec2<f32>(fragCoord) / vec2<f32>(texSize - 1);
44
+ useNormalMatrixInv();
45
+
46
+ gBuffer = getGBuffer(fragCoord);
47
+ wNormal = vec4f(getWorldNormalFromGBuffer(gBuffer), 1.0);
48
+ var visible = getRoughnessFromGBuffer(gBuffer);
49
+ var oc = textureLoad(inTex, fragCoord, 0);
50
+ let index = fragCoord.x + fragCoord.y * i32(texSize.x);
51
+ let lastFactor = aoBuffer[index];
52
+ var newFactor = 0.0;
53
+ if(visible > 0.0){
54
+ wPosition = getWorldPositionFromGBuffer(gBuffer, fragUV);
55
+ let ndc = globalUniform.projMat * globalUniform.viewMat * vec4<f32>(wPosition, 1.0);
56
+ let ndcZ = ndc.z / ndc.w;
57
+ maxPixelScaled = calcPixelByNDC(ndcZ);
58
+ newFactor = rayMarch();
59
+ }
60
+
61
+ var factor:f32 = mix(lastFactor, newFactor, 0.6);
62
+ aoBuffer[index] = factor;
63
+ factor = blurFactor(factor);
64
+ factor = saturate(1.0 - factor * gtaoData.darkFactor);
65
+ var gtao = vec3<f32>(factor);
66
+ if(gtaoData.multiBounce > 0.5){
67
+ gtao = MultiBounce(factor, oc.xyz);
68
+ }
69
+
70
+ var outColor = gtao;
71
+ if(gtaoData.blendColor > 0.5){
72
+ outColor = oc.xyz * gtao;
73
+ }
74
+ textureStore(outTex, fragCoord , vec4<f32>(outColor, oc.w));
75
+ }
76
+
77
+ fn MultiBounce(AO:f32, Albedo: vec3<f32>) -> vec3<f32>{
78
+ var A = 2 * Albedo - 0.33;
79
+ var B = -4.8 * Albedo + 0.64;
80
+ var C = 2.75 * Albedo + 0.69;
81
+ return max(vec3<f32>(AO), ((AO * A + B) * AO + C) * AO);
82
+ }
83
+
84
+ fn calcPixelByNDC(ndcZ: f32) -> f32{
85
+ var coord0 = clamp(fragCoord + vec2<i32>(1, 0) , vec2<i32>(0), vec2<i32>(texSize - 1));
86
+ var coord1 = clamp(fragCoord + vec2<i32>(-1, 0), vec2<i32>(0), vec2<i32>(texSize - 1));
87
+ var coord2 = clamp(fragCoord + vec2<i32>(0, 1) , vec2<i32>(0), vec2<i32>(texSize - 1));
88
+ var coord3 = clamp(fragCoord + vec2<i32>(0, -1), vec2<i32>(0), vec2<i32>(texSize - 1));
89
+ var index0 = coord0.x + coord0.y * i32(texSize.x);
90
+ var index1 = coord1.x + coord1.y * i32(texSize.x);
91
+ var index2 = coord2.x + coord2.y * i32(texSize.x);
92
+ var index3 = coord3.x + coord3.y * i32(texSize.x);
93
+ let factor0:f32 = aoBuffer[index0];
94
+ let factor1:f32 = aoBuffer[index1];
95
+ let factor2:f32 = aoBuffer[index2];
96
+ let factor3:f32 = aoBuffer[index3];
97
+ var factor = 0.25 * (factor0 + factor1 + factor2 + factor3);
98
+ factor = mix(factor, centerFactor, 0.8);
99
+ return factor;
100
+ }
101
+
102
+ fn rayMarch() -> f32{
103
+ let originNormal = normalize(vec3<f32>(wNormal.xyz));
104
+ let stepPixel = maxPixelScaled / gtaoData.rayMarchSegment;
105
+ var weight: f32 = 0.0;
106
+ var totalWeight:f32 = 0.00001;
107
+ for(var i:i32 = 0; i < 8; i +=1){
108
+ let dirVec2 = directions[i];
109
+ for(var j:f32 = 1.1; j < maxPixelScaled; j += stepPixel){
110
+ var sampleCoord = vec2<i32>(dirVec2 * j) + fragCoord;
111
+ if(sampleCoord.x >= 0 && sampleCoord.y >=0 && sampleCoord.x < i32(texSize.x) && sampleCoord.y < i32(texSize.y)){
112
+ totalWeight += 1.0;
113
+
114
+ let subGBuffer = getGBuffer(sampleCoord);
115
+ let samplePosition = getWorldPositionFromGBuffer(subGBuffer, vec2f(sampleCoord)/vec2f(texSize));
116
+ var visible = getRoughnessFromGBuffer(subGBuffer);
117
+ if(visible>0.0){
118
+ let distanceVec2 = samplePosition.xyz - wPosition;
119
+ let distance = length(distanceVec2);
120
+ if(distance < gtaoData.maxDistance){
121
+ let sampleDir = normalize(distanceVec2);
122
+ var factor = saturate(dot(sampleDir, originNormal));
123
+ factor *= 1.0 - distance / gtaoData.maxDistance;
124
+ weight += factor;
125
+ }
126
+ }
127
+ }
128
+ }
129
+ }
130
+ weight /= totalWeight;
131
+ return weight;
132
+ }
133
+ `;
@@ -0,0 +1 @@
1
+ export declare let GodRay_cs: string;
@@ -0,0 +1,214 @@
1
+ import { CSM } from "../../../core/csm/CSM";
2
+ export let GodRay_cs = /*wgsl*/ `
3
+ #include "GlobalUniform"
4
+ #include "GBufferStand"
5
+
6
+ struct LightData {
7
+ index: f32,
8
+ lightType: i32,
9
+ radius: f32,
10
+ linear: f32,
11
+ position: vec3<f32>,
12
+ lightMatrixIndex:f32,
13
+ direction:vec3<f32>,
14
+ quadratic:f32,
15
+ lightColor:vec3<f32>,
16
+ intensity:f32,
17
+ innerCutOff :f32,
18
+ outerCutOff:f32,
19
+ range :f32,
20
+ castShadow:i32,
21
+ lightTangent:vec3<f32>,
22
+ ies:f32,
23
+ };
24
+
25
+ struct Uniform {
26
+ matrix: array<mat4x4<f32>>
27
+ };
28
+
29
+ struct CacheGodRay {
30
+ pos:vec3<f32>,
31
+ value:f32,
32
+ };
33
+
34
+ struct GodRayUniform{
35
+ intensity: f32,
36
+ rayMarchCount: f32,
37
+ viewPortWidth: f32,
38
+ viewPortHeight: f32,
39
+ blendColor: f32,
40
+ scatteringExponent: f32,
41
+ }
42
+
43
+ @group(0) @binding(2) var<uniform> godRayUniform: GodRayUniform;
44
+ @group(0) @binding(3) var inTex : texture_2d<f32>;
45
+ @group(0) @binding(4) var outTex : texture_storage_2d<rgba16float, write>;
46
+ @group(0) @binding(5) var shadowMapSampler : sampler_comparison;
47
+ @group(0) @binding(6) var shadowMap : texture_depth_2d_array;
48
+ @group(1) @binding(0) var<storage,read> lightBuffer: array<LightData>;
49
+ @group(1) @binding(1) var<storage, read> models : Uniforms;
50
+ @group(2) @binding(0) var<storage, read_write> historyGodRayData: array<CacheGodRay>;
51
+
52
+ struct ShadowStruct{
53
+ directShadowVisibility:f32,
54
+ pointShadows:array<f32,8>,
55
+ }
56
+
57
+ var<private> viewDirection: vec3<f32> ;
58
+ var<private> texSize: vec2<u32>;
59
+ var<private> fragUV: vec2<f32>;
60
+ var<private> fragCoord: vec2<i32>;
61
+ var<private> wPosition: vec3<f32>;
62
+ var<private> wNormal: vec4<f32>;
63
+ var<private> directLight: LightData;
64
+ var<private> shadowStrut: ShadowStruct ;
65
+ var<private> gBuffer: GBuffer;
66
+
67
+ const PI = 3.1415926;
68
+
69
+ const csmCount:i32 = ${CSM.Cascades};
70
+ fn directShadowMaping(P:vec3<f32>, N:vec2<f32>, shadowBias: f32) {
71
+ let enableCSM:bool = globalUniform.enableCSM > 0.5;
72
+ var light = lightBuffer[0];
73
+ var visibility = 1.0;
74
+ var shadowIndex = i32(light.castShadow);
75
+ if(shadowIndex >= 0){
76
+ var shadowMatrix:mat4x4<f32>;
77
+ if(enableCSM && csmCount > 1){
78
+ for(var csm:i32 = 0; csm < csmCount; csm++){
79
+ var csmShadowBias = globalUniform.csmShadowBias[csm];
80
+ shadowMatrix = globalUniform.csmMatrix[csm];
81
+ let csmShadowResult = directShadowMapingIndex(light, shadowMatrix, P, N, csm, csmShadowBias);
82
+ if(csmShadowResult.y < 0.5){
83
+ visibility = csmShadowResult.x;
84
+ break;
85
+ }
86
+ }
87
+ }else{
88
+ shadowMatrix = globalUniform.shadowMatrix[shadowIndex];
89
+ visibility = directShadowMapingIndex(light, shadowMatrix, P, N, shadowIndex, shadowBias).x;
90
+ };
91
+ }
92
+ shadowStruct.directShadowVisibility = visibility;
93
+ }
94
+
95
+ fn directShadowMapingIndex(light:LightData, matrix:mat4x4<f32>, P:vec3<f32>, N:vec3<f32>, depthTexIndex:i32, shadowBias:f32) -> vec2<f32> {
96
+ var visibility = 1.0;
97
+ var isOutSideArea:f32 = 1.0;
98
+ var shadowPosTmp = matrix * vec4<f32>(P.xyz, 1.0);
99
+ var shadowPos = shadowPosTmp.xyz / shadowPosTmp.w;
100
+ var varying_shadowUV = shadowPos.xy * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5, 0.5);
101
+ if(varying_shadowUV.x <= 1.0 && varying_shadowUV.x >= 0.0 && varying_shadowUV.y <= 1.0 && varying_shadowUV.y >= 0.0 && shadowPosTmp.z <= 1.0 && shadowPosTmp.z >= 0.0){
102
+ isOutSideArea = 0.0;
103
+ var uvOnePixel = 1.0 / vec2<f32>(globalUniform.shadowMapSize);
104
+ var NoL = abs(dot(N, normalize(light.direction)));
105
+ var bias = shadowBias / max(NoL, 0.000001);
106
+ visibility = textureSampleCompareLevel(shadowMap, shadowMapSampler, varying_shadowUV, depthTexIndex, shadowPos.z - bias);
107
+ visibility += 0.001;
108
+ }
109
+ return vec2<f32>(visibility, isOutSideArea);
110
+ }
111
+
112
+ @compute @workgroup_size(8,8,1)
113
+ fn CsMain(@builtin(workgroup_id) workgroup_id: vec3<u32>, @builtin(global_invocation_id) globalInvocation_id: vec3<u32>){
114
+ fragCoord = vec2<i32>(globalInvocation_id.xy);
115
+ texSize = textureDimensions(inTex).xy;
116
+ if(fragCoord.x >= i32(texSize.x) || fragCoord.y >= i32(texSize.y)){
117
+ return;
118
+ }
119
+ fragUV = vec2<f32>(fragCoord) / vec2<f32>(texSize - 1);
120
+ useNormalMatrixInv();
121
+
122
+ gBuffer = gBuffer(fragCoord);
123
+ wNormal = vec4f(getWorldNormalFromGBuffer(gBuffer), 1.0);
124
+ var visible = getRoughnessFromGBuffer(gBuffer);
125
+ var oc = textureLoad(inTex, fragCoord, 0);
126
+ var outColor = oc.xyz;
127
+ directLight = lightBuffer[0];
128
+ if(directLight.castShadow >= 0){
129
+ let index = fragCoord.x + fragCoord.y * i32(texSize.x);
130
+ var historyData = historyGodRayData[index];
131
+ let lightColor = directLight.lightColor;
132
+ var godRayFactor = 0.0;
133
+ if(visible > 0.0){
134
+ let lightPos = models.matrix[u32(directLight.lightMatrixIndex)][3].xyz;
135
+ wPosition = getWorldPositionFromGBuffer(gBuffer,fragUV);
136
+ viewDirection = normalize(globalUniform.CameraPos - wPosition);
137
+ godRayFactor = rayMarch();
138
+ godRayFactor = updateGodRay(historyData, godRayFactor);
139
+ }
140
+ historyData.pos = wPosition;
141
+ historyData.value = godRayFactor;
142
+ historyGodRayData[index] = historyData;
143
+
144
+ outColor = oc.xyz + vec3<f32>(godRayFactor * godRayUniform.intensity * lightColor);
145
+ }
146
+ textureStore(outTex, fragCoord, vec4<f32>(outColor, oc.w));
147
+ }
148
+
149
+ fn updateGodRay(historyData:CacheGodRay, newFactor:f32) -> f32 {
150
+ var changeFactor = 0.2;
151
+ if(length(historyData.pos - wPosition) > 0.01){
152
+ changeFactor = 0.4;
153
+ }
154
+ var factor = mix(historyData.value, newFactor, changeFactor);
155
+ let pixelOffset = 1 + i32(globalUniform.frame) % 3;
156
+ let coordRange = vec2<i32>(texSize);
157
+ let coordIndex0 = getCoordIndex(fragCoord.x + pixelOffset, fragCoord.y - pixelOffset, coordRange);
158
+ let coordIndex1 = getCoordIndex(fragCoord.x - pixelOffset, fragCoord.y - pixelOffset, coordRange);
159
+ let coordIndex2 = getCoordIndex(fragCoord.x, fragCoord.y + pixelOffset * 2, coordRange);
160
+ let oldOC0 = historyGodRayData[coordIndex0].value;
161
+ let oldOC1 = historyGodRayData[coordIndex1].value;
162
+ let oldOC2 = historyGodRayData[coordIndex2].value;
163
+
164
+ let opRound = (oldOC0 + oldOC1 + oldOC2) * 0.3333333;
165
+ factor = mix(opRound, factor, 0.5);
166
+
167
+ return factor;
168
+ }
169
+
170
+ fn getCoordIndex(x0:i32, y0:i32, size:vec2<i32>) -> i32{
171
+ let x = clamp(x0, 0, size.x - 1);
172
+ let y = clamp(y0, 0, size.y - 1);
173
+ return y * size.x + x;
174
+ }
175
+
176
+ fn rayMarch() -> f32{
177
+ var godRayFactor = 0.0;
178
+ let L = normalize(directLight.direction);
179
+ let rayMarchCount = godRayUniform.rayMarchCount;
180
+ if(godRayUniform.blendColor > 0.5){
181
+ let eyePosition = globalUniform.CameraPos;
182
+ var samplePosition = eyePosition;
183
+ var lastSamplePosition = eyePosition;
184
+ var frameOffset = f32(i32(globalUniform.frame) % 4);
185
+ frameOffset *= 0.25;
186
+ var N = normalize(wNormal.xyz);
187
+ for(var i:f32 = 1.0; i< rayMarchCount; i += 1.0){
188
+ var t = (i + frameOffset) / rayMarchCount;
189
+ lastSamplePosition = samplePosition;
190
+ samplePosition = mix(eyePosition, wPosition, t * t);
191
+
192
+ directShadowMaping(samplePosition.xyz, N, globalUniform.shadowBias);
193
+ var shadowVisibility = shadowStruct.directShadowVisibility;
194
+ if(shadowVisibility > 0.5){
195
+ var stepFactor = calcGodRayValue(samplePosition, L, viewDirection);
196
+ stepFactor *= length(lastSamplePosition - samplePosition);
197
+ godRayFactor += stepFactor;
198
+ }
199
+ }
200
+ godRayFactor /= length(wPosition - eyePosition);
201
+ }
202
+ return godRayFactor;
203
+ }
204
+
205
+ fn calcGodRayValue(pos: vec3<f32>, L:vec3<f32>, V:vec3<f32>) -> f32{
206
+ var halfLoV = normalize(L + V);
207
+ var LoV = saturate(dot(V,halfLoV));
208
+ LoV = pow(LoV, godRayUniform.scatteringExponent);
209
+ var distance = length(pos - globalUniform.CameraPos) / (globalUniform.far);
210
+ distance = 1.0 - saturate(distance);
211
+ distance *= distance;
212
+ return LoV * distance;
213
+ }
214
+ `;
@@ -0,0 +1 @@
1
+ export declare let IBLEnvMapCreator_cs: string;
@@ -0,0 +1,164 @@
1
+ export let IBLEnvMapCreator_cs = `
2
+ struct ImageSize {
3
+ srcWidth : i32,
4
+ srcHeight : i32,
5
+ dstWidth : i32,
6
+ dstHeight : i32
7
+ };
8
+
9
+ @group(0) @binding(0) var<uniform> size : ImageSize;
10
+ @group(0) @binding(1) var<storage,read_write> faceRotation: array<vec4<f32>>;
11
+ @group(0) @binding(2) var inputTexSampler : sampler;
12
+ @group(0) @binding(3) var inputTex : texture_2d<f32>;
13
+ @group(1) @binding(0) var<uniform> blurSetting : vec4<f32>;
14
+ @group(1) @binding(1) var outputBuffer0 : texture_storage_2d_array<rgba16float, write>;
15
+
16
+ var<private> PI: f32 = 3.14159265359;
17
+ fn applyQuaternion(position:vec3<f32>, q:vec4<f32>) -> vec3<f32> {
18
+ let x:f32 = position.x;
19
+ let y:f32 = position.y;
20
+ let z:f32 = position.z;
21
+ let qx:f32 = q.x;
22
+ let qy:f32 = q.y;
23
+ let qz:f32 = q.z;
24
+ let qw:f32 = q.w;
25
+ let ix:f32 = qw * x + qy * z - qz * y;
26
+ let iy:f32 = qw * y + qz * x - qx * z;
27
+ let iz:f32 = qw * z + qx * y - qy * x;
28
+ let iw:f32 = -qx * x - qy * y - qz * z;
29
+ var ret: vec3<f32>;
30
+ ret.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
31
+ ret.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
32
+ ret.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
33
+
34
+ return ret;
35
+ }
36
+
37
+ fn convertIdToDir3(uv_i32: vec2<i32>, quaternion: vec4<f32>) -> vec3<f32> {
38
+ var uv_f32: vec2<f32> = vec2<f32>(uv_i32.xy);
39
+ var halfSize: f32 = f32(size.dstWidth / 2);
40
+ var worldDirection:vec3<f32> = vec3<f32>(uv_f32.x - halfSize, uv_f32.y - halfSize, -halfSize);
41
+ worldDirection = normalize(worldDirection);
42
+ worldDirection = applyQuaternion(worldDirection, quaternion);
43
+ return worldDirection;
44
+ }
45
+
46
+ fn VanDerCorpus(n0: u32, base0: u32) -> f32 {
47
+ var n = n0;
48
+ var base = base0;
49
+ var invBase:f32 = 1.0 / f32(base);
50
+ var denom:f32 = 1.0;
51
+ var result:f32 = 0.0;
52
+
53
+ for(var i:u32 = 0u; i < 32u; i = i + 1u)
54
+ {
55
+ if(n > 0u)
56
+ {
57
+ denom = f32(n) % 2.0;
58
+ result = result + denom * invBase;
59
+ invBase = invBase / 2.0;
60
+ n = u32(f32(n) / 2.0);
61
+ }
62
+ }
63
+
64
+ return result;
65
+ }
66
+
67
+ fn HammersleyNoBitOps(i:u32, N:u32) -> vec2<f32>
68
+ {
69
+ return vec2(f32(i)/f32(N), VanDerCorpus(i, 2u));
70
+ }
71
+
72
+ fn hammersley( i : u32 , N : u32 ) -> vec2<f32>
73
+ {
74
+ // Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
75
+ var bits = (i << 16u) | (i >> 16u);
76
+ bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
77
+ bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
78
+ bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
79
+ bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
80
+ var rdi = f32(bits) * 2.3283064365386963e-10;
81
+ return vec2<f32>(f32(i) /f32(N), rdi);
82
+ }
83
+
84
+ fn ImportanceSampleGGX( Xi:vec2<f32>, N:vec3<f32>, roughness:f32) ->vec3<f32>
85
+ {
86
+ var a = roughness*roughness;
87
+
88
+ var phi = 2.0 * PI * Xi.x;
89
+ var cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
90
+ var sinTheta = sqrt(1.0 - cosTheta*cosTheta);
91
+ var H:vec3<f32>;
92
+ H.x = cos(phi) * sinTheta;
93
+ H.y = sin(phi) * sinTheta;
94
+ H.z = cosTheta;
95
+
96
+ // from tangent-space vector to world-space sample vector
97
+ var up:vec3<f32>;
98
+ if(abs(N.z) < 0.999)
99
+ {
100
+ up = vec3<f32>(0.0, 0.0, 1.0);
101
+ }
102
+ else
103
+ {
104
+ up = vec3<f32>(1.0, 0.0, 0.0);
105
+ }
106
+ var tangent:vec3<f32> = normalize(cross(up, N));
107
+ var bitangent:vec3<f32> = cross(N, tangent);
108
+ var sampleVec:vec3<f32> = tangent * H.x + bitangent * H.y + N * H.z;
109
+ return normalize(sampleVec);
110
+ }
111
+
112
+ fn multiSample(normal:vec3<f32>, roughness:f32) -> vec4<f32>
113
+ {
114
+ var N: vec3<f32> = normalize(normal);
115
+ var R: vec3<f32> = N;
116
+ var V: vec3<f32> = R;
117
+
118
+ let SAMPLE_COUNT:u32 = 1024u;
119
+ var totalWeight:f32 = 0.0;
120
+ var prefilteredColor:vec3<f32> = vec3<f32>(0.0, 0.0, 0.0);
121
+ for(var i:u32 = 0u; i < SAMPLE_COUNT; i = i + 1u)
122
+ {
123
+ var Xi:vec2<f32> = hammersley(i, SAMPLE_COUNT);
124
+ var H :vec3<f32> = ImportanceSampleGGX(Xi, N, roughness);
125
+ var L :vec3<f32> = normalize(2.0 * dot(V, H) * H - V);
126
+
127
+ var NdotL:f32 = max(dot(N, L), 0.0);
128
+ if(NdotL > 0.0)
129
+ {
130
+ var att = 1.0 ;//( f32(SAMPLE_COUNT - i) / f32(SAMPLE_COUNT)) ;
131
+ prefilteredColor = prefilteredColor + sampleColor(L).rgb * NdotL;
132
+ prefilteredColor = prefilteredColor * att ;
133
+ totalWeight = totalWeight + NdotL;
134
+ }
135
+ }
136
+ prefilteredColor = prefilteredColor / totalWeight;
137
+
138
+ return vec4<f32>(prefilteredColor, 1.0);
139
+ }
140
+
141
+ fn SampleSphericalMap(v: vec3<f32>) -> vec2<f32> {
142
+ var uv:vec2<f32> = vec2<f32>(atan2(v.z, v.x), asin(v.y));
143
+ uv = uv * vec2<f32>(0.1590999960899353, 0.3183000087738037);
144
+ uv = uv + vec2<f32>(0.5);
145
+ uv = clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0));
146
+ return uv;
147
+ }
148
+
149
+ fn sampleColor(d:vec3<f32>) -> vec4<f32>
150
+ {
151
+ let uv_f32:vec2<f32> = SampleSphericalMap(d);
152
+ let oc = textureSampleLevel(inputTex, inputTexSampler, uv_f32 , 0.0);
153
+ return oc;
154
+ }
155
+
156
+ @compute @workgroup_size(8, 8, 1)
157
+ fn main(@builtin(global_invocation_id) GlobalInvocationID: vec3<u32>) {
158
+ let coord = vec2<i32>(GlobalInvocationID.xy);
159
+ let quaternion = faceRotation[GlobalInvocationID.z];
160
+ var worldDirection:vec3<f32> = convertIdToDir3(coord, quaternion);
161
+ var oc:vec4<f32> = multiSample(worldDirection, blurSetting.x);
162
+ textureStore(outputBuffer0, coord, i32(GlobalInvocationID.z), oc);
163
+ }
164
+ `;
@@ -0,0 +1 @@
1
+ export declare let MergeRGBA_cs: string;
@@ -0,0 +1,27 @@
1
+ export let MergeRGBA_cs = /*wgsl*/ `
2
+ @group(0) @binding(0) var textureR: texture_2d<f32>;
3
+ @group(0) @binding(1) var textureG : texture_2d<f32>;
4
+ @group(0) @binding(2) var textureB : texture_2d<f32>;
5
+ @group(0) @binding(3) var textureA : texture_2d<f32>;
6
+ @group(0) @binding(4) var outTex : texture_storage_2d<rgba8unorm, write>;
7
+
8
+ @compute @workgroup_size(8,8,1)
9
+ fn main(@builtin(global_invocation_id) GlobalInvocationID: vec3<u32>){
10
+ let size = textureDimensions(outTex);
11
+ let fragCoord: vec2<i32> = vec2<i32>(GlobalInvocationID.xy);
12
+ var uv:vec2<f32>;
13
+ uv.x = f32(fragCoord.x)/f32(size.x);
14
+ uv.y = f32(fragCoord.y)/f32(size.y);
15
+ var oc: vec4<f32> = textureSampleLevel(atlasTexture, atlasTextureSampler, targetUV, 0.0);
16
+ let sizeR = textureDimensions(textureR);
17
+ let sizeG = textureDimensions(textureG);
18
+ let sizeB = textureDimensions(textureB);
19
+ let sizeA = textureDimensions(textureA);
20
+ var tr = textureLoad(textureR, vec2<i32>(uv * sizeR) , 0 );
21
+ var tg = textureLoad(textureG, vec2<i32>(uv * sizeG) , 0 );
22
+ var tb = textureLoad(textureB, vec2<i32>(uv * sizeB) , 0 );
23
+ var ta = textureLoad(textureA, vec2<i32>(uv * sizeA) , 0 );
24
+ let color = vec4<f32>(tr,tg,tb,ta);
25
+ textureStore(outTex, fragCoord , vec4(color));
26
+ }
27
+ `;
@@ -0,0 +1,4 @@
1
+ /**
2
+ * 多重反射全局光照 result = 直接光照 + 二次反射 * 表面颜色 * 能量守恒系数
3
+ */
4
+ export declare let MultiBouncePass_cs: string;