@zephyr3d/editor 0.3.4 → 0.3.7

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Files changed (75) hide show
  1. package/dist/assets/{index-DzQzWsCG.js → index-ySiLtSxz.js} +3 -3
  2. package/dist/assistant/zephyr-types-index.json +14217 -7895
  3. package/dist/index.html +1 -1
  4. package/dist/modules/zephyr3d_backend-webgl.js.map +1 -1
  5. package/dist/modules/zephyr3d_backend-webgpu.js +13 -12
  6. package/dist/modules/zephyr3d_backend-webgpu.js.map +1 -1
  7. package/dist/modules/zephyr3d_device.js +15 -15
  8. package/dist/modules/zephyr3d_device.js.map +1 -1
  9. package/dist/modules/zephyr3d_imgui.js.map +1 -1
  10. package/dist/modules/zephyr3d_scene.js +3276 -1089
  11. package/dist/modules/zephyr3d_scene.js.map +1 -1
  12. package/dist/vendor/zephyr3d/backend-webgl/dist/index.js.map +1 -1
  13. package/dist/vendor/zephyr3d/backend-webgpu/dist/capabilities_webgpu.js +7 -6
  14. package/dist/vendor/zephyr3d/backend-webgpu/dist/capabilities_webgpu.js.map +1 -1
  15. package/dist/vendor/zephyr3d/backend-webgpu/dist/index.js.map +1 -1
  16. package/dist/vendor/zephyr3d/backend-webgpu/dist/renderpass_webgpu.js +6 -6
  17. package/dist/vendor/zephyr3d/backend-webgpu/dist/renderpass_webgpu.js.map +1 -1
  18. package/dist/vendor/zephyr3d/device/dist/device.js +15 -15
  19. package/dist/vendor/zephyr3d/device/dist/device.js.map +1 -1
  20. package/dist/vendor/zephyr3d/imgui/dist/index.d.ts +7 -0
  21. package/dist/vendor/zephyr3d/imgui/dist/index.js.map +1 -1
  22. package/dist/vendor/zephyr3d/scene/dist/animation/animation.js +87 -0
  23. package/dist/vendor/zephyr3d/scene/dist/animation/animation.js.map +1 -1
  24. package/dist/vendor/zephyr3d/scene/dist/animation/animationcontroller.js +503 -0
  25. package/dist/vendor/zephyr3d/scene/dist/animation/animationcontroller.js.map +1 -0
  26. package/dist/vendor/zephyr3d/scene/dist/animation/animationset.js +686 -63
  27. package/dist/vendor/zephyr3d/scene/dist/animation/animationset.js.map +1 -1
  28. package/dist/vendor/zephyr3d/scene/dist/animation/animationtimeline.js +974 -0
  29. package/dist/vendor/zephyr3d/scene/dist/animation/animationtimeline.js.map +1 -0
  30. package/dist/vendor/zephyr3d/scene/dist/animation/joint_dynamics_modifier.js +19 -19
  31. package/dist/vendor/zephyr3d/scene/dist/animation/joint_dynamics_modifier.js.map +1 -1
  32. package/dist/vendor/zephyr3d/scene/dist/app/engine.js +131 -131
  33. package/dist/vendor/zephyr3d/scene/dist/app/engine.js.map +1 -1
  34. package/dist/vendor/zephyr3d/scene/dist/app/scriptregistry.js +17 -12
  35. package/dist/vendor/zephyr3d/scene/dist/app/scriptregistry.js.map +1 -1
  36. package/dist/vendor/zephyr3d/scene/dist/asset/model.js +2 -1
  37. package/dist/vendor/zephyr3d/scene/dist/asset/model.js.map +1 -1
  38. package/dist/vendor/zephyr3d/scene/dist/avatar/wardrobe.js +13 -13
  39. package/dist/vendor/zephyr3d/scene/dist/avatar/wardrobe.js.map +1 -1
  40. package/dist/vendor/zephyr3d/scene/dist/camera/camera.js +201 -201
  41. package/dist/vendor/zephyr3d/scene/dist/camera/camera.js.map +1 -1
  42. package/dist/vendor/zephyr3d/scene/dist/index.d.ts +1271 -10
  43. package/dist/vendor/zephyr3d/scene/dist/index.js +3 -1
  44. package/dist/vendor/zephyr3d/scene/dist/index.js.map +1 -1
  45. package/dist/vendor/zephyr3d/scene/dist/material/mixins/lightmodel/pbrmetallicroughness.js +5 -5
  46. package/dist/vendor/zephyr3d/scene/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  47. package/dist/vendor/zephyr3d/scene/dist/material/mixins/lit.js +7 -3
  48. package/dist/vendor/zephyr3d/scene/dist/material/mixins/lit.js.map +1 -1
  49. package/dist/vendor/zephyr3d/scene/dist/material/mtoon.js +4 -4
  50. package/dist/vendor/zephyr3d/scene/dist/material/mtoon.js.map +1 -1
  51. package/dist/vendor/zephyr3d/scene/dist/material/pbrblueprint.js +11 -11
  52. package/dist/vendor/zephyr3d/scene/dist/material/pbrblueprint.js.map +1 -1
  53. package/dist/vendor/zephyr3d/scene/dist/material/shader/helper.js +284 -284
  54. package/dist/vendor/zephyr3d/scene/dist/material/shader/helper.js.map +1 -1
  55. package/dist/vendor/zephyr3d/scene/dist/posteffect/ssr.js +9 -9
  56. package/dist/vendor/zephyr3d/scene/dist/posteffect/ssr.js.map +1 -1
  57. package/dist/vendor/zephyr3d/scene/dist/render/lightpass.js +5 -5
  58. package/dist/vendor/zephyr3d/scene/dist/render/lightpass.js.map +1 -1
  59. package/dist/vendor/zephyr3d/scene/dist/render/renderer.js +7 -7
  60. package/dist/vendor/zephyr3d/scene/dist/render/renderer.js.map +1 -1
  61. package/dist/vendor/zephyr3d/scene/dist/shadow/esm.js +1 -1
  62. package/dist/vendor/zephyr3d/scene/dist/shadow/esm.js.map +1 -1
  63. package/dist/vendor/zephyr3d/scene/dist/shadow/shadow_region.js +45 -45
  64. package/dist/vendor/zephyr3d/scene/dist/shadow/shadow_region.js.map +1 -1
  65. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/manager.js +276 -275
  66. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/manager.js.map +1 -1
  67. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/animation.js +4 -3
  68. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/animation.js.map +1 -1
  69. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/camera.js +1 -1
  70. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/camera.js.map +1 -1
  71. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/mesh.js.map +1 -1
  72. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/node.js +3 -2
  73. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/node.js.map +1 -1
  74. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/sprite.js.map +1 -1
  75. package/package.json +8 -8
@@ -1 +1 @@
1
- {"version":3,"file":"pbrblueprint.js","sources":["../../src/material/pbrblueprint.ts"],"sourcesContent":["import type { BindGroup, PBFunctionScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\nimport { DRef, Vector4, type Clonable } from '@zephyr3d/base';\nimport { ShaderHelper } from './shader/helper';\nimport type { BluePrintUniformTexture, BluePrintUniformValue } from '../utility/blueprint/material/ir';\nimport { MaterialBlueprintIR } from '../utility/blueprint/material/ir';\nimport type { IGraphNode } from '../utility/blueprint/node';\nimport { PBRBlockNode, VertexBlockNode } from '../utility/blueprint/material/pbr';\nimport { PBRMetallicRoughnessMaterial } from './pbrmr';\nimport type { DrawContext } from '../render/drawable';\n\ntype BlueprintOutputMap = Partial<Record<PBRBlueprintOutputName, number | boolean | PBShaderExp>>;\ntype VertexBlueprintOutputName = 'Position' | 'Normal' | 'Tangent' | 'Color' | 'UV';\ntype VertexBlueprintOutputMap = Partial<Record<VertexBlueprintOutputName, number | boolean | PBShaderExp>>;\n\n/**\n * Physically-based rendering material driven by blueprint graphs, but shaded by the\n * @public\n */\nexport type PBRBlueprintOutputName =\n | 'BaseColor'\n | 'Metallic'\n | 'Roughness'\n | 'Specular'\n | 'Emissive'\n | 'Normal'\n | 'Tangent'\n | 'Opacity'\n | 'SpecularWeight'\n | 'AO';\n\nconst DEFAULT_OUTPUT_NAMES: readonly PBRBlueprintOutputName[] = [\n 'BaseColor',\n 'Metallic',\n 'Roughness',\n 'Specular',\n 'Emissive',\n 'Normal',\n 'Tangent',\n 'Opacity',\n 'SpecularWeight',\n 'AO'\n] as const;\n\n/**\n * Physically-based rendering material driven by blueprint graphs, but shaded by the\n * same PBR metallic/roughness backend used by {@link PBRMetallicRoughnessMaterial}.\n *\n * @remarks\n * The blueprint graph only produces surface inputs. Final direct/indirect lighting,\n * transmission, clearcoat, sheen, iridescence and anisotropic reflection still run\n * through the standard PBRM backend so imported GLTF materials and blueprint materials\n * stay on the same shading path.\n *\n * @public\n */\nexport class PBRBluePrintMaterial\n extends PBRMetallicRoughnessMaterial\n implements Clonable<PBRBluePrintMaterial>\n{\n /** @internal */\n private static readonly FEATURE_BLUEPRINT_VERTEX_COLOR = this.defineFeature();\n /** @internal */\n private static readonly FEATURE_BLUEPRINT_VERTEX_UV = this.defineFeature();\n /** @internal */\n private _irFrag: MaterialBlueprintIR;\n /** @internal */\n private _irVertex: MaterialBlueprintIR;\n /** @internal */\n private _uniformValues: BluePrintUniformValue[];\n /** @internal */\n private _uniformTextures: BluePrintUniformTexture[];\n /** @internal */\n private _connectedOutputs: Set<PBRBlueprintOutputName>;\n /** @internal */\n private _vertexUsesColor: boolean;\n /** @internal */\n private _vertexUsesUV: boolean;\n\n constructor(\n irFrag?: MaterialBlueprintIR,\n irVertex?: MaterialBlueprintIR,\n uniformValues?: BluePrintUniformValue[],\n uniformTextures?: BluePrintUniformTexture[]\n ) {\n super();\n this._irFrag =\n irFrag ??\n new MaterialBlueprintIR(\n {\n nodeMap: { '1': new PBRBlockNode() },\n roots: [1],\n order: [1],\n graph: { incoming: {}, outgoing: {} }\n },\n '',\n {\n nodes: [{ id: 1, title: '', locked: true, node: { ClassName: 'PBRBlockNode', Object: '' } }],\n links: []\n }\n );\n this._irVertex =\n irVertex ??\n new MaterialBlueprintIR(\n {\n nodeMap: { '1': new VertexBlockNode() },\n roots: [1],\n order: [1],\n graph: { incoming: {}, outgoing: {} }\n },\n '',\n {\n nodes: [{ id: 1, title: '', locked: true, node: { ClassName: 'VertexBlockNode', Object: '' } }],\n links: []\n }\n );\n this._uniformValues = uniformValues ?? [];\n this._uniformTextures = uniformTextures ?? [];\n this._connectedOutputs = new Set();\n this._vertexUsesColor = false;\n this._vertexUsesUV = false;\n this.syncBlueprintMetadata();\n }\n\n get fragmentIR() {\n return this._irFrag;\n }\n set fragmentIR(ir: MaterialBlueprintIR) {\n if (ir && ir !== this._irFrag) {\n this._irFrag = ir;\n this.syncBlueprintMetadata();\n this.clearCache();\n this.optionChanged(true);\n }\n }\n\n get vertexIR() {\n return this._irVertex;\n }\n set vertexIR(ir: MaterialBlueprintIR) {\n if (ir && ir !== this._irVertex) {\n this._irVertex = ir;\n this.syncBlueprintMetadata();\n this.clearCache();\n this.optionChanged(true);\n }\n }\n\n get uniformValues() {\n return this._uniformValues;\n }\n set uniformValues(val: BluePrintUniformValue[]) {\n this._uniformValues = (val ?? []).map((v) => ({ ...v }));\n this.uniformChanged();\n }\n\n get uniformTextures() {\n return this._uniformTextures;\n }\n set uniformTextures(val: BluePrintUniformTexture[]) {\n if (val !== this._uniformTextures) {\n const newUniforms = (val ?? []).map((v) => ({\n finalTexture: new DRef(v.finalTexture?.get() ?? null),\n finalSampler: v.finalSampler,\n inFragmentShader: v.inFragmentShader,\n inVertexShader: v.inVertexShader,\n magFilter: v.magFilter,\n minFilter: v.minFilter,\n mipFilter: v.mipFilter,\n name: v.name,\n params: v.params?.clone() ?? Vector4.zero(),\n sRGB: v.sRGB,\n texture: v.texture,\n type: v.type,\n wrapS: v.wrapS,\n wrapT: v.wrapT\n }));\n for (const u of this._uniformTextures) {\n u.finalTexture?.dispose();\n }\n this._uniformTextures = newUniforms;\n this.uniformChanged();\n }\n }\n\n hasConnectedOutput(name: PBRBlueprintOutputName) {\n return this._connectedOutputs.has(name);\n }\n\n clone() {\n const other = new PBRBluePrintMaterial(\n this._irFrag,\n this._irVertex,\n this._uniformValues,\n this._uniformTextures\n );\n other.copyFrom(this);\n return other;\n }\n\n copyFrom(other: this) {\n super.copyFrom(other);\n if (other instanceof PBRBluePrintMaterial) {\n this.fragmentIR = other.fragmentIR;\n this.vertexIR = other.vertexIR;\n this.uniformValues = other.uniformValues;\n this.uniformTextures = other.uniformTextures;\n }\n }\n\n vertexShader(scope: PBFunctionScope) {\n super.vertexShader(scope);\n const pb = scope.$builder;\n\n scope.zVertexColor = this.getBlueprintVertexColor(scope);\n scope.zVertexUV = this.getBlueprintVertexUV(scope);\n scope.zVertexNormal = (scope.$outputs.wNorm ?? pb.vec3(0, 0, 1)) as PBShaderExp;\n scope.zVertexTangent = (scope.$outputs.wTangent ?? pb.vec3(1, 0, 0)) as PBShaderExp;\n scope.zVertexBinormal = (scope.$outputs.wBinormal ?? pb.vec3(0, 1, 0)) as PBShaderExp;\n scope.zWorldPos = scope.$outputs.worldPos as PBShaderExp;\n if (this._vertexUsesColor && !scope.$outputs.zOutDiffuse) {\n scope.$outputs.zOutDiffuse = scope.zVertexColor;\n }\n if (this._vertexUsesUV) {\n scope.$outputs.zVertexUV = scope.zVertexUV;\n }\n\n for (const u of [...this._uniformValues, ...this._uniformTextures]) {\n if (u.inVertexShader) {\n // @ts-ignore dynamic shader type constructor\n pb.getGlobalScope()[u.name] = pb[u.type]().uniform(2);\n }\n }\n\n const outputs = this._irVertex.create(pb);\n if (!outputs) {\n return;\n }\n const vertexOut = this.toVertexOutputMap(outputs);\n const worldMatrix = ShaderHelper.getWorldMatrix(scope);\n\n if (vertexOut.Position) {\n scope.$l.oPos = vertexOut.Position as PBShaderExp;\n scope.$outputs.worldPos = pb.mul(worldMatrix, pb.vec4(scope.oPos, 1)).xyz;\n scope.zWorldPos = scope.$outputs.worldPos as PBShaderExp;\n scope.$l.csPos = pb.mul(\n ShaderHelper.getViewProjectionMatrix(scope),\n pb.vec4(scope.$outputs.worldPos, 1)\n );\n ShaderHelper.setClipSpacePosition(scope, scope.csPos);\n }\n if (vertexOut.Color) {\n scope.zVertexColor = this.toVec4(scope as unknown as PBInsideFunctionScope, vertexOut.Color, 1);\n if (scope.$outputs.zOutDiffuse) {\n scope.$outputs.zOutDiffuse = scope.zVertexColor;\n }\n }\n if (vertexOut.UV) {\n scope.zVertexUV = this.toVec2(scope as unknown as PBInsideFunctionScope, vertexOut.UV);\n if (this._vertexUsesUV) {\n scope.$outputs.zVertexUV = scope.zVertexUV;\n }\n }\n if (vertexOut.Normal) {\n scope.$l.oNorm = this.toVec3(scope as unknown as PBInsideFunctionScope, vertexOut.Normal);\n scope.$outputs.wNorm = pb.mul(ShaderHelper.getNormalMatrix(scope), pb.vec4(scope.oNorm, 0)).xyz;\n scope.zVertexNormal = scope.$outputs.wNorm as PBShaderExp;\n }\n if (vertexOut.Tangent) {\n const tangent = vertexOut.Tangent as PBShaderExp;\n scope.$l.oTangent =\n tangent.getTypeName() === 'vec4'\n ? tangent\n : pb.vec4(this.toVec3(scope as unknown as PBInsideFunctionScope, tangent), 1);\n scope.$outputs.wTangent = pb.mul(\n ShaderHelper.getNormalMatrix(scope),\n pb.vec4(scope.oTangent.xyz, 0)\n ).xyz;\n scope.$outputs.wBinormal = pb.mul(\n pb.cross(scope.$outputs.wNorm as PBShaderExp, scope.$outputs.wTangent as PBShaderExp),\n scope.oTangent.w\n );\n scope.zVertexTangent = scope.$outputs.wTangent as PBShaderExp;\n scope.zVertexBinormal = scope.$outputs.wBinormal as PBShaderExp;\n }\n for (const outputName of ['Output1', 'Output2', 'Output3', 'Output4']) {\n const output = outputs.find((output) => output.name === outputName)?.exp;\n if (output) {\n scope.$outputs[outputName] = output;\n }\n }\n }\n\n fragmentShader(scope: PBFunctionScope) {\n const pb = scope.$builder;\n if (this.needFragmentColorInput()) {\n for (const u of [...this._uniformValues, ...this._uniformTextures]) {\n if (u.inFragmentShader) {\n // @ts-ignore dynamic shader type constructor\n pb.getGlobalScope()[u.name] = pb[u.type]().uniform(2);\n }\n }\n scope.zVertexColor = scope.$inputs.zOutDiffuse ?? pb.vec4(1);\n scope.zVertexUV = scope.$inputs.zVertexUV ?? pb.vec2(0);\n scope.zVertexNormal = scope.$inputs.wNorm ?? pb.vec3(0, 0, 1);\n scope.zVertexTangent = scope.$inputs.wTangent ?? pb.vec3(1, 0, 0);\n scope.zVertexBinormal = scope.$inputs.wBinormal ?? pb.vec3(0, 1, 0);\n scope.zWorldPos = scope.$inputs.worldPos as PBShaderExp;\n }\n super.fragmentShader(scope);\n }\n\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\n super.applyUniformValues(bindGroup, ctx, pass);\n if (this.needFragmentColorInput(ctx)) {\n for (const u of this._uniformValues) {\n bindGroup.setValue(u.name, u.finalValue!);\n }\n for (const u of this._uniformTextures) {\n const texture = u.finalTexture?.get();\n if (texture) {\n bindGroup.setTexture(u.name, texture, u.finalSampler);\n }\n }\n }\n }\n\n protected createProgram(ctx: DrawContext, pass: number) {\n return super.createProgram(ctx, pass);\n }\n\n protected _createHash() {\n return `${super._createHash()}:${this._irFrag.hash}:${this._irVertex.hash}:${this._connectedOutputHash()}`;\n }\n\n protected onDispose() {\n super.onDispose();\n for (const u of this._uniformTextures) {\n u.finalTexture?.dispose();\n }\n }\n\n calculateAlbedoColor(scope: PBInsideFunctionScope, uv?: PBShaderExp) {\n const baseColor = this.getBlueprintOutput(scope, 'BaseColor');\n const opacity = this.getBlueprintOutput(scope, 'Opacity');\n if (baseColor !== undefined) {\n const pb = scope.$builder;\n return pb.vec4(this.toVec3(scope, baseColor), (opacity as PBShaderExp | number) ?? 1);\n }\n const albedo = super.calculateAlbedoColor(scope, uv);\n if (opacity !== undefined) {\n const pb = scope.$builder;\n return pb.vec4(albedo.rgb, opacity as PBShaderExp | number);\n }\n return albedo;\n }\n\n calculateMetallic(scope: PBInsideFunctionScope, albedo: PBShaderExp, normal: PBShaderExp) {\n const value = this.getBlueprintOutput(scope, 'Metallic');\n if (value !== undefined) {\n return this.toFloat(scope, value);\n }\n return super.calculateMetallic(scope, albedo, normal);\n }\n\n calculateRoughness(scope: PBInsideFunctionScope, albedo: PBShaderExp, normal: PBShaderExp) {\n const value = this.getBlueprintOutput(scope, 'Roughness');\n if (value !== undefined) {\n return this.toFloat(scope, value);\n }\n return super.calculateRoughness(scope, albedo, normal);\n }\n\n calculateSpecularFactor(scope: PBInsideFunctionScope, albedo: PBShaderExp, normal: PBShaderExp) {\n const pb = scope.$builder;\n const base = super.calculateSpecularFactor(scope, albedo, normal);\n const specular = this.getBlueprintOutput(scope, 'Specular');\n const weight = this.getBlueprintOutput(scope, 'SpecularWeight');\n if (specular !== undefined || weight !== undefined) {\n return pb.vec4(\n specular !== undefined ? this.toVec3(scope, specular) : base.rgb,\n (weight as PBShaderExp | number | undefined) ?? base.a\n );\n }\n return base;\n }\n\n calculateEmissiveColor(scope: PBInsideFunctionScope) {\n const emissive = this.getBlueprintOutput(scope, 'Emissive');\n if (emissive !== undefined) {\n return this.toVec3(scope, emissive);\n }\n return super.calculateEmissiveColor(scope);\n }\n\n calculateNormalAndTBN(\n scope: PBInsideFunctionScope,\n worldPos: PBShaderExp,\n worldNormal?: PBShaderExp,\n worldTangent?: PBShaderExp,\n worldBinormal?: PBShaderExp\n ) {\n const outputNormal = this.getBlueprintOutput(scope, 'Normal');\n const outputTangent = this.getBlueprintOutput(scope, 'Tangent');\n if (outputNormal === undefined && outputTangent === undefined) {\n return super.calculateNormalAndTBN(scope, worldPos, worldNormal, worldTangent, worldBinormal);\n }\n const pb = scope.$builder;\n const NormalStruct = pb.defineStruct([pb.mat3('TBN'), pb.vec3('normal')]);\n const funcName = 'Z_calculateBlueprintNormalAndTBN';\n const that = this;\n pb.func(\n funcName,\n [\n pb.vec3('worldPos'),\n pb.vec3('worldNormal'),\n pb.vec3('worldTangent'),\n pb.vec3('worldBinormal'),\n pb.vec3('surfaceNormal'),\n pb.vec3('surfaceTangent')\n ],\n function () {\n this.$l.TBN = that.calculateTBN(\n this,\n this.worldPos,\n this.worldNormal,\n this.worldTangent,\n this.worldBinormal\n );\n this.$l.ng = this.TBN[2];\n this.$l.t = this.TBN[0];\n this.$l.b = this.TBN[1];\n this.$if(pb.greaterThan(pb.length(this.surfaceTangent), 0.0001), function () {\n this.$l.t_ = pb.normalize(this.surfaceTangent);\n this.t = pb.normalize(pb.sub(this.t_, pb.mul(this.ng, pb.dot(this.ng, this.t_))));\n this.b = pb.normalize(pb.cross(this.ng, this.t));\n });\n this.TBN = pb.mat3(this.t, this.b, this.ng);\n this.$l.surfaceNormalTS = this.surfaceNormal;\n this.$if(pb.lessThanEqual(pb.length(this.surfaceNormalTS), 0.0001), function () {\n this.surfaceNormalTS = pb.vec3(0, 0, 1);\n });\n this.$l.surfaceNormalWS = pb.normalize(pb.mul(this.TBN, this.surfaceNormalTS));\n this.$return(NormalStruct(this.TBN, this.surfaceNormalWS));\n }\n );\n return pb\n .getGlobalScope()\n [\n funcName\n ](worldPos, (worldNormal ?? scope.zVertexNormal) as PBShaderExp, (worldTangent ?? scope.zVertexTangent) as PBShaderExp, (worldBinormal ?? scope.zVertexBinormal) as PBShaderExp, outputNormal !== undefined ? this.toVec3(scope, outputNormal) : pb.vec3(0, 0, 1), outputTangent !== undefined ? this.toVec3(scope, outputTangent) : pb.vec3(0)) as PBShaderExp;\n }\n\n indirectLighting(\n scope: PBInsideFunctionScope,\n normal: PBShaderExp,\n viewVec: PBShaderExp,\n commonData: PBShaderExp,\n outColor: PBShaderExp,\n outRoughness?: PBShaderExp,\n outDiffuseColor?: PBShaderExp\n ) {\n const ao = this.getBlueprintOutput(scope, 'AO');\n if (ao === undefined) {\n super.indirectLighting(scope, normal, viewVec, commonData, outColor, outRoughness, outDiffuseColor);\n return;\n }\n const pb = scope.$builder;\n const funcName = `Z_applyBlueprintAO${outDiffuseColor ? '_D' : ''}`;\n pb.func(\n funcName,\n [\n pb.vec3('outColor').inout(),\n ...(outDiffuseColor ? 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1
+ {"version":3,"file":"pbrblueprint.js","sources":["../../src/material/pbrblueprint.ts"],"sourcesContent":["import type { BindGroup, PBFunctionScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport { DRef, Vector4, type Clonable } from '@zephyr3d/base';\r\nimport { ShaderHelper } from './shader/helper';\r\nimport type { BluePrintUniformTexture, BluePrintUniformValue } from '../utility/blueprint/material/ir';\r\nimport { MaterialBlueprintIR } from '../utility/blueprint/material/ir';\r\nimport type { IGraphNode } from '../utility/blueprint/node';\r\nimport { PBRBlockNode, VertexBlockNode } from '../utility/blueprint/material/pbr';\r\nimport { PBRMetallicRoughnessMaterial } from './pbrmr';\r\nimport type { DrawContext } from '../render/drawable';\r\n\r\ntype BlueprintOutputMap = Partial<Record<PBRBlueprintOutputName, number | boolean | PBShaderExp>>;\r\ntype VertexBlueprintOutputName = 'Position' | 'Normal' | 'Tangent' | 'Color' | 'UV';\r\ntype VertexBlueprintOutputMap = Partial<Record<VertexBlueprintOutputName, number | boolean | PBShaderExp>>;\r\n\r\n/**\r\n * Physically-based rendering material driven by blueprint graphs, but shaded by the\r\n * @public\r\n */\r\nexport type PBRBlueprintOutputName =\r\n | 'BaseColor'\r\n | 'Metallic'\r\n | 'Roughness'\r\n | 'Specular'\r\n | 'Emissive'\r\n | 'Normal'\r\n | 'Tangent'\r\n | 'Opacity'\r\n | 'SpecularWeight'\r\n | 'AO';\r\n\r\nconst DEFAULT_OUTPUT_NAMES: readonly PBRBlueprintOutputName[] = [\r\n 'BaseColor',\r\n 'Metallic',\r\n 'Roughness',\r\n 'Specular',\r\n 'Emissive',\r\n 'Normal',\r\n 'Tangent',\r\n 'Opacity',\r\n 'SpecularWeight',\r\n 'AO'\r\n] as const;\r\n\r\n/**\r\n * Physically-based rendering material driven by blueprint graphs, but shaded by the\r\n * same PBR metallic/roughness backend used by {@link PBRMetallicRoughnessMaterial}.\r\n *\r\n * @remarks\r\n * The blueprint graph only produces surface inputs. Final direct/indirect lighting,\r\n * transmission, clearcoat, sheen, iridescence and anisotropic reflection still run\r\n * through the standard PBRM backend so imported GLTF materials and blueprint materials\r\n * stay on the same shading path.\r\n *\r\n * @public\r\n */\r\nexport class PBRBluePrintMaterial\r\n extends PBRMetallicRoughnessMaterial\r\n implements Clonable<PBRBluePrintMaterial>\r\n{\r\n /** @internal */\r\n private static readonly FEATURE_BLUEPRINT_VERTEX_COLOR = this.defineFeature();\r\n /** @internal */\r\n private static readonly FEATURE_BLUEPRINT_VERTEX_UV = this.defineFeature();\r\n /** @internal */\r\n private _irFrag: MaterialBlueprintIR;\r\n /** @internal */\r\n private _irVertex: MaterialBlueprintIR;\r\n /** @internal */\r\n private _uniformValues: BluePrintUniformValue[];\r\n /** @internal */\r\n private _uniformTextures: BluePrintUniformTexture[];\r\n /** @internal */\r\n private _connectedOutputs: Set<PBRBlueprintOutputName>;\r\n /** @internal */\r\n private _vertexUsesColor: boolean;\r\n /** @internal */\r\n private _vertexUsesUV: boolean;\r\n\r\n constructor(\r\n irFrag?: MaterialBlueprintIR,\r\n irVertex?: MaterialBlueprintIR,\r\n uniformValues?: BluePrintUniformValue[],\r\n uniformTextures?: BluePrintUniformTexture[]\r\n ) {\r\n super();\r\n this._irFrag =\r\n irFrag ??\r\n new MaterialBlueprintIR(\r\n {\r\n nodeMap: { '1': new PBRBlockNode() },\r\n roots: [1],\r\n order: [1],\r\n graph: { incoming: {}, outgoing: {} }\r\n },\r\n '',\r\n {\r\n nodes: [{ id: 1, title: '', locked: true, node: { ClassName: 'PBRBlockNode', Object: '' } }],\r\n links: []\r\n }\r\n );\r\n this._irVertex =\r\n irVertex ??\r\n new MaterialBlueprintIR(\r\n {\r\n nodeMap: { '1': new VertexBlockNode() },\r\n roots: [1],\r\n order: [1],\r\n graph: { incoming: {}, outgoing: {} }\r\n },\r\n '',\r\n {\r\n nodes: [{ id: 1, title: '', locked: true, node: { ClassName: 'VertexBlockNode', Object: '' } }],\r\n links: []\r\n }\r\n );\r\n this._uniformValues = uniformValues ?? [];\r\n this._uniformTextures = uniformTextures ?? [];\r\n this._connectedOutputs = new Set();\r\n this._vertexUsesColor = false;\r\n this._vertexUsesUV = false;\r\n this.syncBlueprintMetadata();\r\n }\r\n\r\n get fragmentIR() {\r\n return this._irFrag;\r\n }\r\n set fragmentIR(ir: MaterialBlueprintIR) {\r\n if (ir && ir !== this._irFrag) {\r\n this._irFrag = ir;\r\n this.syncBlueprintMetadata();\r\n this.clearCache();\r\n this.optionChanged(true);\r\n }\r\n }\r\n\r\n get vertexIR() {\r\n return this._irVertex;\r\n }\r\n set vertexIR(ir: MaterialBlueprintIR) {\r\n if (ir && ir !== this._irVertex) {\r\n this._irVertex = ir;\r\n this.syncBlueprintMetadata();\r\n this.clearCache();\r\n this.optionChanged(true);\r\n }\r\n }\r\n\r\n get uniformValues() {\r\n return this._uniformValues;\r\n }\r\n set uniformValues(val: BluePrintUniformValue[]) {\r\n this._uniformValues = (val ?? []).map((v) => ({ ...v }));\r\n this.uniformChanged();\r\n }\r\n\r\n get uniformTextures() {\r\n return this._uniformTextures;\r\n }\r\n set uniformTextures(val: BluePrintUniformTexture[]) {\r\n if (val !== this._uniformTextures) {\r\n const newUniforms = (val ?? []).map((v) => ({\r\n finalTexture: new DRef(v.finalTexture?.get() ?? null),\r\n finalSampler: v.finalSampler,\r\n inFragmentShader: v.inFragmentShader,\r\n inVertexShader: v.inVertexShader,\r\n magFilter: v.magFilter,\r\n minFilter: v.minFilter,\r\n mipFilter: v.mipFilter,\r\n name: v.name,\r\n params: v.params?.clone() ?? Vector4.zero(),\r\n sRGB: v.sRGB,\r\n texture: v.texture,\r\n type: v.type,\r\n wrapS: v.wrapS,\r\n wrapT: v.wrapT\r\n }));\r\n for (const u of this._uniformTextures) {\r\n u.finalTexture?.dispose();\r\n }\r\n this._uniformTextures = newUniforms;\r\n this.uniformChanged();\r\n }\r\n }\r\n\r\n hasConnectedOutput(name: PBRBlueprintOutputName) {\r\n return this._connectedOutputs.has(name);\r\n }\r\n\r\n clone() {\r\n const other = new PBRBluePrintMaterial(\r\n this._irFrag,\r\n this._irVertex,\r\n this._uniformValues,\r\n this._uniformTextures\r\n );\r\n other.copyFrom(this);\r\n return other;\r\n }\r\n\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n if (other instanceof PBRBluePrintMaterial) {\r\n this.fragmentIR = other.fragmentIR;\r\n this.vertexIR = other.vertexIR;\r\n this.uniformValues = other.uniformValues;\r\n this.uniformTextures = other.uniformTextures;\r\n }\r\n }\r\n\r\n vertexShader(scope: PBFunctionScope) {\r\n super.vertexShader(scope);\r\n const pb = scope.$builder;\r\n\r\n scope.zVertexColor = this.getBlueprintVertexColor(scope);\r\n scope.zVertexUV = this.getBlueprintVertexUV(scope);\r\n scope.zVertexNormal = (scope.$outputs.wNorm ?? pb.vec3(0, 0, 1)) as PBShaderExp;\r\n scope.zVertexTangent = (scope.$outputs.wTangent ?? pb.vec3(1, 0, 0)) as PBShaderExp;\r\n scope.zVertexBinormal = (scope.$outputs.wBinormal ?? pb.vec3(0, 1, 0)) as PBShaderExp;\r\n scope.zWorldPos = scope.$outputs.worldPos as PBShaderExp;\r\n if (this._vertexUsesColor && !scope.$outputs.zOutDiffuse) {\r\n scope.$outputs.zOutDiffuse = scope.zVertexColor;\r\n }\r\n if (this._vertexUsesUV) {\r\n scope.$outputs.zVertexUV = scope.zVertexUV;\r\n }\r\n\r\n for (const u of [...this._uniformValues, ...this._uniformTextures]) {\r\n if (u.inVertexShader) {\r\n // @ts-ignore dynamic shader type constructor\r\n pb.getGlobalScope()[u.name] = pb[u.type]().uniform(2);\r\n }\r\n }\r\n\r\n const outputs = this._irVertex.create(pb);\r\n if (!outputs) {\r\n return;\r\n }\r\n const vertexOut = this.toVertexOutputMap(outputs);\r\n const worldMatrix = ShaderHelper.getWorldMatrix(scope);\r\n\r\n if (vertexOut.Position) {\r\n scope.$l.oPos = vertexOut.Position as PBShaderExp;\r\n scope.$outputs.worldPos = pb.mul(worldMatrix, pb.vec4(scope.oPos, 1)).xyz;\r\n scope.zWorldPos = scope.$outputs.worldPos as PBShaderExp;\r\n scope.$l.csPos = pb.mul(\r\n ShaderHelper.getViewProjectionMatrix(scope),\r\n pb.vec4(scope.$outputs.worldPos, 1)\r\n );\r\n ShaderHelper.setClipSpacePosition(scope, scope.csPos);\r\n }\r\n if (vertexOut.Color) {\r\n scope.zVertexColor = this.toVec4(scope as unknown as PBInsideFunctionScope, vertexOut.Color, 1);\r\n if (scope.$outputs.zOutDiffuse) {\r\n scope.$outputs.zOutDiffuse = scope.zVertexColor;\r\n }\r\n }\r\n if (vertexOut.UV) {\r\n scope.zVertexUV = this.toVec2(scope as unknown as PBInsideFunctionScope, vertexOut.UV);\r\n if (this._vertexUsesUV) {\r\n scope.$outputs.zVertexUV = scope.zVertexUV;\r\n }\r\n }\r\n if (vertexOut.Normal) {\r\n scope.$l.oNorm = this.toVec3(scope as unknown as PBInsideFunctionScope, vertexOut.Normal);\r\n scope.$outputs.wNorm = pb.mul(ShaderHelper.getNormalMatrix(scope), pb.vec4(scope.oNorm, 0)).xyz;\r\n scope.zVertexNormal = scope.$outputs.wNorm as PBShaderExp;\r\n }\r\n if (vertexOut.Tangent) {\r\n const tangent = vertexOut.Tangent as PBShaderExp;\r\n scope.$l.oTangent =\r\n tangent.getTypeName() === 'vec4'\r\n ? tangent\r\n : pb.vec4(this.toVec3(scope as unknown as PBInsideFunctionScope, tangent), 1);\r\n scope.$outputs.wTangent = pb.mul(\r\n ShaderHelper.getNormalMatrix(scope),\r\n pb.vec4(scope.oTangent.xyz, 0)\r\n ).xyz;\r\n scope.$outputs.wBinormal = pb.mul(\r\n pb.cross(scope.$outputs.wNorm as PBShaderExp, scope.$outputs.wTangent as PBShaderExp),\r\n scope.oTangent.w\r\n );\r\n scope.zVertexTangent = scope.$outputs.wTangent as PBShaderExp;\r\n scope.zVertexBinormal = scope.$outputs.wBinormal as PBShaderExp;\r\n }\r\n for (const outputName of ['Output1', 'Output2', 'Output3', 'Output4']) {\r\n const output = outputs.find((output) => output.name === outputName)?.exp;\r\n if (output) {\r\n scope.$outputs[outputName] = output;\r\n }\r\n }\r\n }\r\n\r\n fragmentShader(scope: PBFunctionScope) {\r\n const pb = scope.$builder;\r\n if (this.needFragmentColorInput()) {\r\n for (const u of [...this._uniformValues, ...this._uniformTextures]) {\r\n if (u.inFragmentShader) {\r\n // @ts-ignore dynamic shader type constructor\r\n pb.getGlobalScope()[u.name] = pb[u.type]().uniform(2);\r\n }\r\n }\r\n scope.zVertexColor = scope.$inputs.zOutDiffuse ?? pb.vec4(1);\r\n scope.zVertexUV = scope.$inputs.zVertexUV ?? pb.vec2(0);\r\n scope.zVertexNormal = scope.$inputs.wNorm ?? pb.vec3(0, 0, 1);\r\n scope.zVertexTangent = scope.$inputs.wTangent ?? pb.vec3(1, 0, 0);\r\n scope.zVertexBinormal = scope.$inputs.wBinormal ?? pb.vec3(0, 1, 0);\r\n scope.zWorldPos = scope.$inputs.worldPos as PBShaderExp;\r\n }\r\n super.fragmentShader(scope);\r\n }\r\n\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n if (this.needFragmentColorInput(ctx)) {\r\n for (const u of this._uniformValues) {\r\n bindGroup.setValue(u.name, u.finalValue!);\r\n }\r\n for (const u of this._uniformTextures) {\r\n const texture = u.finalTexture?.get();\r\n if (texture) {\r\n bindGroup.setTexture(u.name, texture, u.finalSampler);\r\n }\r\n }\r\n }\r\n }\r\n\r\n protected createProgram(ctx: DrawContext, pass: number) {\r\n return super.createProgram(ctx, pass);\r\n }\r\n\r\n protected _createHash() {\r\n return `${super._createHash()}:${this._irFrag.hash}:${this._irVertex.hash}:${this._connectedOutputHash()}`;\r\n }\r\n\r\n protected onDispose() {\r\n super.onDispose();\r\n for (const u of this._uniformTextures) {\r\n u.finalTexture?.dispose();\r\n }\r\n }\r\n\r\n calculateAlbedoColor(scope: PBInsideFunctionScope, uv?: PBShaderExp) {\r\n const baseColor = this.getBlueprintOutput(scope, 'BaseColor');\r\n const opacity = this.getBlueprintOutput(scope, 'Opacity');\r\n if (baseColor !== undefined) {\r\n const pb = scope.$builder;\r\n return pb.vec4(this.toVec3(scope, baseColor), (opacity as PBShaderExp | number) ?? 1);\r\n }\r\n const albedo = super.calculateAlbedoColor(scope, uv);\r\n if (opacity !== undefined) {\r\n const pb = scope.$builder;\r\n return pb.vec4(albedo.rgb, opacity as PBShaderExp | number);\r\n }\r\n return albedo;\r\n }\r\n\r\n calculateMetallic(scope: PBInsideFunctionScope, albedo: PBShaderExp, normal: PBShaderExp) {\r\n const value = this.getBlueprintOutput(scope, 'Metallic');\r\n if (value !== undefined) {\r\n return this.toFloat(scope, value);\r\n }\r\n return super.calculateMetallic(scope, albedo, normal);\r\n }\r\n\r\n calculateRoughness(scope: PBInsideFunctionScope, albedo: PBShaderExp, normal: PBShaderExp) {\r\n const value = this.getBlueprintOutput(scope, 'Roughness');\r\n if (value !== undefined) {\r\n return this.toFloat(scope, value);\r\n }\r\n return super.calculateRoughness(scope, albedo, normal);\r\n }\r\n\r\n calculateSpecularFactor(scope: PBInsideFunctionScope, albedo: PBShaderExp, normal: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const base = super.calculateSpecularFactor(scope, albedo, normal);\r\n const specular = this.getBlueprintOutput(scope, 'Specular');\r\n const weight = this.getBlueprintOutput(scope, 'SpecularWeight');\r\n if (specular !== undefined || weight !== undefined) {\r\n return pb.vec4(\r\n specular !== undefined ? this.toVec3(scope, specular) : base.rgb,\r\n (weight as PBShaderExp | number | undefined) ?? base.a\r\n );\r\n }\r\n return base;\r\n }\r\n\r\n calculateEmissiveColor(scope: PBInsideFunctionScope) {\r\n const emissive = this.getBlueprintOutput(scope, 'Emissive');\r\n if (emissive !== undefined) {\r\n return this.toVec3(scope, emissive);\r\n }\r\n return super.calculateEmissiveColor(scope);\r\n }\r\n\r\n calculateNormalAndTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ) {\r\n const outputNormal = this.getBlueprintOutput(scope, 'Normal');\r\n const outputTangent = this.getBlueprintOutput(scope, 'Tangent');\r\n if (outputNormal === undefined && outputTangent === undefined) {\r\n return super.calculateNormalAndTBN(scope, worldPos, worldNormal, worldTangent, worldBinormal);\r\n }\r\n const pb = scope.$builder;\r\n const NormalStruct = pb.defineStruct([pb.mat3('TBN'), pb.vec3('normal')]);\r\n const funcName = 'Z_calculateBlueprintNormalAndTBN';\r\n const that = this;\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec3('worldPos'),\r\n pb.vec3('worldNormal'),\r\n pb.vec3('worldTangent'),\r\n pb.vec3('worldBinormal'),\r\n pb.vec3('surfaceNormal'),\r\n pb.vec3('surfaceTangent')\r\n ],\r\n function () {\r\n this.$l.TBN = that.calculateTBN(\r\n this,\r\n this.worldPos,\r\n this.worldNormal,\r\n this.worldTangent,\r\n this.worldBinormal\r\n );\r\n this.$l.ng = this.TBN[2];\r\n this.$l.t = this.TBN[0];\r\n this.$l.b = this.TBN[1];\r\n this.$if(pb.greaterThan(pb.length(this.surfaceTangent), 0.0001), function () {\r\n this.$l.t_ = pb.normalize(this.surfaceTangent);\r\n this.t = pb.normalize(pb.sub(this.t_, pb.mul(this.ng, pb.dot(this.ng, this.t_))));\r\n this.b = pb.normalize(pb.cross(this.ng, this.t));\r\n });\r\n this.TBN = pb.mat3(this.t, this.b, this.ng);\r\n this.$l.surfaceNormalTS = this.surfaceNormal;\r\n this.$if(pb.lessThanEqual(pb.length(this.surfaceNormalTS), 0.0001), function () {\r\n this.surfaceNormalTS = pb.vec3(0, 0, 1);\r\n });\r\n this.$l.surfaceNormalWS = pb.normalize(pb.mul(this.TBN, this.surfaceNormalTS));\r\n this.$return(NormalStruct(this.TBN, this.surfaceNormalWS));\r\n }\r\n );\r\n return pb\r\n .getGlobalScope()\r\n [\r\n funcName\r\n ](worldPos, (worldNormal ?? scope.zVertexNormal) as PBShaderExp, (worldTangent ?? scope.zVertexTangent) as PBShaderExp, (worldBinormal ?? scope.zVertexBinormal) as PBShaderExp, outputNormal !== undefined ? this.toVec3(scope, outputNormal) : pb.vec3(0, 0, 1), outputTangent !== undefined ? this.toVec3(scope, outputTangent) : pb.vec3(0)) as PBShaderExp;\r\n }\r\n\r\n indirectLighting(\r\n scope: PBInsideFunctionScope,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n outColor: PBShaderExp,\r\n outRoughness?: PBShaderExp,\r\n outDiffuseColor?: PBShaderExp\r\n ) {\r\n const ao = this.getBlueprintOutput(scope, 'AO');\r\n if (ao === undefined) {\r\n super.indirectLighting(scope, normal, viewVec, commonData, outColor, outRoughness, outDiffuseColor);\r\n return;\r\n }\r\n const pb = scope.$builder;\r\n const funcName = `Z_applyBlueprintAO${outDiffuseColor ? '_D' : ''}`;\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec3('outColor').inout(),\r\n ...(outDiffuseColor ? [pb.vec3('outDiffuseColor').inout()] : []),\r\n pb.float('ao')\r\n ],\r\n function () {\r\n this.outColor = pb.mul(this.outColor, this.ao);\r\n if (outDiffuseColor) {\r\n this.outDiffuseColor = pb.mul(this.outDiffuseColor, this.ao);\r\n }\r\n }\r\n );\r\n super.indirectLighting(scope, normal, viewVec, commonData, outColor, outRoughness, outDiffuseColor);\r\n if (outDiffuseColor) {\r\n pb.getGlobalScope()[funcName](outColor, outDiffuseColor, ao as PBShaderExp | number);\r\n } else {\r\n pb.getGlobalScope()[funcName](outColor, ao as PBShaderExp | number);\r\n }\r\n }\r\n\r\n private syncBlueprintMetadata() {\r\n this._connectedOutputs = this.collectConnectedOutputs(this._irFrag, PBRBlockNode);\r\n const fragmentUsesColor = this._irFrag.behaviors.useVertexColor;\r\n const fragmentUsesUV = this._irFrag.behaviors.useVertexUV;\r\n const vertexUsesColor = this._irVertex.behaviors.useVertexColor;\r\n const vertexUsesUV = this._irVertex.behaviors.useVertexUV;\r\n this._vertexUsesColor = fragmentUsesColor || vertexUsesColor;\r\n this._vertexUsesUV = fragmentUsesUV || vertexUsesUV;\r\n this.useFeature(PBRBluePrintMaterial.FEATURE_BLUEPRINT_VERTEX_COLOR, this._vertexUsesColor);\r\n this.useFeature(PBRBluePrintMaterial.FEATURE_BLUEPRINT_VERTEX_UV, this._vertexUsesUV);\r\n }\r\n\r\n private collectConnectedOutputs<T extends IGraphNode>(\r\n ir: MaterialBlueprintIR,\r\n rootCtor: new (...args: any[]) => T\r\n ): Set<PBRBlueprintOutputName> {\r\n const outputs = new Set<PBRBlueprintOutputName>();\r\n for (const rootId of ir.DAG.roots) {\r\n const rootNode = ir.DAG.nodeMap[rootId];\r\n if (!(rootNode instanceof rootCtor)) {\r\n continue;\r\n }\r\n for (const input of rootNode.inputs) {\r\n if (input.inputNode) {\r\n outputs.add(input.name as PBRBlueprintOutputName);\r\n }\r\n }\r\n }\r\n return outputs;\r\n }\r\n\r\n private getBlueprintVertexColor(scope: PBFunctionScope): PBShaderExp {\r\n const pb = scope.$builder;\r\n if (this.vertexColor) {\r\n return this.getVertexColor(scope as unknown as PBInsideFunctionScope);\r\n }\r\n if (this._vertexUsesColor) {\r\n if (scope.$inputs.zDiffuse) {\r\n return scope.$inputs.zDiffuse as PBShaderExp;\r\n }\r\n if (scope.$getVertexAttrib('diffuse')) {\r\n return scope.$getVertexAttrib('diffuse') as PBShaderExp;\r\n }\r\n scope.$inputs.zDiffuse = pb.vec4().attrib('diffuse');\r\n return scope.$inputs.zDiffuse as PBShaderExp;\r\n }\r\n return pb.vec4(1);\r\n }\r\n\r\n private getBlueprintVertexUV(scope: PBFunctionScope): PBShaderExp {\r\n const pb = scope.$builder;\r\n if (this._vertexUsesUV) {\r\n if (scope.$inputs.zVertexUV) {\r\n return scope.$inputs.zVertexUV as PBShaderExp;\r\n }\r\n if (scope.$getVertexAttrib('texCoord0')) {\r\n return scope.$getVertexAttrib('texCoord0') as PBShaderExp;\r\n }\r\n scope.$inputs.zVertexUV = pb.vec2().attrib('texCoord0');\r\n return scope.$inputs.zVertexUV as PBShaderExp;\r\n }\r\n if (this.albedoTexture) {\r\n return (this.getAlbedoTexCoord(scope as unknown as PBInsideFunctionScope) ?? pb.vec2(0)) as PBShaderExp;\r\n }\r\n return pb.vec2(0);\r\n }\r\n\r\n private getBlueprintOutput(\r\n scope: PBInsideFunctionScope,\r\n name: PBRBlueprintOutputName\r\n ): number | boolean | PBShaderExp | undefined {\r\n if (!this._connectedOutputs.has(name)) {\r\n return undefined;\r\n }\r\n return this.getBlueprintOutputMap(scope)[name];\r\n }\r\n\r\n private getBlueprintOutputMap(scope: PBInsideFunctionScope): BlueprintOutputMap {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_GetPBRBlueprintOutputs';\r\n const that = this;\r\n const outputsStruct = pb.defineStruct(\r\n DEFAULT_OUTPUT_NAMES.map((name) => {\r\n switch (name) {\r\n case 'BaseColor':\r\n return pb.vec3(name);\r\n case 'Specular':\r\n case 'Emissive':\r\n case 'Normal':\r\n case 'Tangent':\r\n return pb.vec3(name);\r\n default:\r\n return pb.float(name);\r\n }\r\n })\r\n );\r\n if (!pb.getGlobalScope()[funcName]) {\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec3('worldPos'),\r\n pb.vec4('vertexColor'),\r\n pb.vec2('vertexUV'),\r\n pb.vec3('vertexNormal'),\r\n pb.vec3('vertexTangent'),\r\n pb.vec3('vertexBinormal')\r\n ],\r\n function () {\r\n this.zWorldPos = this.worldPos;\r\n this.zVertexColor = this.vertexColor;\r\n this.zVertexUV = this.vertexUV;\r\n this.zVertexNormal = this.vertexNormal;\r\n this.zVertexTangent = this.vertexTangent;\r\n this.zVertexBinormal = this.vertexBinormal;\r\n const outputs = that._irFrag.create(pb);\r\n let baseColor: number | PBShaderExp = pb.vec3(1);\r\n let metallic: number | PBShaderExp = 0;\r\n let roughness: number | PBShaderExp = 1;\r\n let specular: number | PBShaderExp = pb.vec3(1);\r\n let emissive: number | PBShaderExp = pb.vec3(0);\r\n let normal: number | PBShaderExp = pb.vec3(0);\r\n let tangent: number | PBShaderExp = pb.vec3(0);\r\n let opacity: number | PBShaderExp = 1;\r\n let specularWeight: number | PBShaderExp = 1;\r\n let ao: number | PBShaderExp = 1;\r\n if (outputs) {\r\n const map = that.toOutputMap(outputs);\r\n if (map.BaseColor !== undefined) {\r\n baseColor = that.toVec3(scope, map.BaseColor);\r\n }\r\n if (map.Metallic !== undefined) {\r\n metallic = map.Metallic as PBShaderExp | number;\r\n }\r\n if (map.Roughness !== undefined) {\r\n roughness = map.Roughness as PBShaderExp | number;\r\n }\r\n if (map.Specular !== undefined) {\r\n specular = that.toVec3(scope, map.Specular);\r\n }\r\n if (map.Emissive !== undefined) {\r\n emissive = that.toVec3(scope, map.Emissive);\r\n }\r\n if (map.Normal !== undefined) {\r\n normal = that.toVec3(scope, map.Normal);\r\n }\r\n if (map.Tangent !== undefined) {\r\n tangent = that.toVec3(scope, map.Tangent);\r\n }\r\n if (map.Opacity !== undefined) {\r\n opacity = map.Opacity as PBShaderExp | number;\r\n }\r\n if (map.SpecularWeight !== undefined) {\r\n specularWeight = map.SpecularWeight as PBShaderExp | number;\r\n }\r\n if (map.AO !== undefined) {\r\n ao = map.AO as PBShaderExp | number;\r\n }\r\n }\r\n this.$return(\r\n outputsStruct(\r\n baseColor,\r\n metallic,\r\n roughness,\r\n specular,\r\n emissive,\r\n normal,\r\n tangent,\r\n opacity,\r\n specularWeight,\r\n ao\r\n )\r\n );\r\n }\r\n );\r\n }\r\n const result = pb\r\n .getGlobalScope()\r\n [\r\n funcName\r\n ](this.getBlueprintWorldPos(scope), this.getBlueprintFragmentVertexColor(scope), this.getBlueprintFragmentVertexUV(scope), this.getBlueprintFragmentVertexNormal(scope), this.getBlueprintFragmentVertexTangent(scope), this.getBlueprintFragmentVertexBinormal(scope)) as PBShaderExp;\r\n const map: BlueprintOutputMap = {};\r\n for (const name of DEFAULT_OUTPUT_NAMES) {\r\n map[name] = result[name] as PBShaderExp;\r\n }\r\n return map;\r\n }\r\n\r\n private getBlueprintWorldPos(scope: PBInsideFunctionScope): PBShaderExp {\r\n const pb = scope.$builder;\r\n return (scope.$inputs.worldPos ?? scope.zWorldPos ?? pb.vec3(0)) as PBShaderExp;\r\n }\r\n\r\n private getBlueprintFragmentVertexColor(scope: PBInsideFunctionScope): PBShaderExp {\r\n const pb = scope.$builder;\r\n return (scope.$inputs.zOutDiffuse ?? scope.zVertexColor ?? pb.vec4(1)) as PBShaderExp;\r\n }\r\n\r\n private getBlueprintFragmentVertexUV(scope: PBInsideFunctionScope): PBShaderExp {\r\n const pb = scope.$builder;\r\n return (scope.$inputs.zVertexUV ?? scope.zVertexUV ?? pb.vec2(0)) as PBShaderExp;\r\n }\r\n\r\n private getBlueprintFragmentVertexNormal(scope: PBInsideFunctionScope): PBShaderExp {\r\n const pb = scope.$builder;\r\n return (scope.$inputs.wNorm ?? scope.zVertexNormal ?? pb.vec3(0, 0, 1)) as PBShaderExp;\r\n }\r\n\r\n private getBlueprintFragmentVertexTangent(scope: PBInsideFunctionScope): PBShaderExp {\r\n const pb = scope.$builder;\r\n return (scope.$inputs.wTangent ?? scope.zVertexTangent ?? pb.vec3(1, 0, 0)) as PBShaderExp;\r\n }\r\n\r\n private getBlueprintFragmentVertexBinormal(scope: PBInsideFunctionScope): PBShaderExp {\r\n const pb = scope.$builder;\r\n return (scope.$inputs.wBinormal ?? 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