@zephyr3d/editor 0.3.8 → 0.3.9

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 (137) hide show
  1. package/dist/assets/{index-BZ1L8ggE.js → index-CO6yA4Rj.js} +313 -11
  2. package/dist/assistant/zephyr-types-index.json +13834 -11679
  3. package/dist/index.html +1 -1
  4. package/dist/modules/zephyr3d_backend-webgpu.js +1 -1
  5. package/dist/modules/zephyr3d_backend-webgpu.js.map +1 -1
  6. package/dist/modules/zephyr3d_device.js +2 -2
  7. package/dist/modules/zephyr3d_device.js.map +1 -1
  8. package/dist/modules/zephyr3d_scene.js +2325 -515
  9. package/dist/modules/zephyr3d_scene.js.map +1 -1
  10. package/dist/vendor/zephyr3d/backend-webgpu/dist/renderpass_webgpu.js +1 -1
  11. package/dist/vendor/zephyr3d/backend-webgpu/dist/renderpass_webgpu.js.map +1 -1
  12. package/dist/vendor/zephyr3d/device/dist/device.js +2 -2
  13. package/dist/vendor/zephyr3d/device/dist/device.js.map +1 -1
  14. package/dist/vendor/zephyr3d/scene/dist/app/engine.js +3 -1
  15. package/dist/vendor/zephyr3d/scene/dist/app/engine.js.map +1 -1
  16. package/dist/vendor/zephyr3d/scene/dist/asset/assetmanager.js +1 -0
  17. package/dist/vendor/zephyr3d/scene/dist/asset/assetmanager.js.map +1 -1
  18. package/dist/vendor/zephyr3d/scene/dist/camera/camera.js +87 -0
  19. package/dist/vendor/zephyr3d/scene/dist/camera/camera.js.map +1 -1
  20. package/dist/vendor/zephyr3d/scene/dist/index.d.ts +158 -4
  21. package/dist/vendor/zephyr3d/scene/dist/index.js +3 -0
  22. package/dist/vendor/zephyr3d/scene/dist/index.js.map +1 -1
  23. package/dist/vendor/zephyr3d/scene/dist/material/meshmaterial.js +8 -1
  24. package/dist/vendor/zephyr3d/scene/dist/material/meshmaterial.js.map +1 -1
  25. package/dist/vendor/zephyr3d/scene/dist/material/shader/helper.js +6 -0
  26. package/dist/vendor/zephyr3d/scene/dist/material/shader/helper.js.map +1 -1
  27. package/dist/vendor/zephyr3d/scene/dist/material/skin.js +263 -0
  28. package/dist/vendor/zephyr3d/scene/dist/material/skin.js.map +1 -0
  29. package/dist/vendor/zephyr3d/scene/dist/posteffect/compositor.js +3 -0
  30. package/dist/vendor/zephyr3d/scene/dist/posteffect/compositor.js.map +1 -1
  31. package/dist/vendor/zephyr3d/scene/dist/posteffect/skinsss.js +194 -0
  32. package/dist/vendor/zephyr3d/scene/dist/posteffect/skinsss.js.map +1 -0
  33. package/dist/vendor/zephyr3d/scene/dist/posteffect/ssr.js +26 -49
  34. package/dist/vendor/zephyr3d/scene/dist/posteffect/ssr.js.map +1 -1
  35. package/dist/vendor/zephyr3d/scene/dist/posteffect/sss.js +1 -0
  36. package/dist/vendor/zephyr3d/scene/dist/posteffect/sss.js.map +1 -1
  37. package/dist/vendor/zephyr3d/scene/dist/posteffect/taa.js +2 -40
  38. package/dist/vendor/zephyr3d/scene/dist/posteffect/taa.js.map +1 -1
  39. package/dist/vendor/zephyr3d/scene/dist/render/abuffer_oit.js +1 -0
  40. package/dist/vendor/zephyr3d/scene/dist/render/abuffer_oit.js.map +1 -1
  41. package/dist/vendor/zephyr3d/scene/dist/render/drawable_mixin.js +1 -0
  42. package/dist/vendor/zephyr3d/scene/dist/render/drawable_mixin.js.map +1 -1
  43. package/dist/vendor/zephyr3d/scene/dist/render/fbm_wavegenerator.js +1 -0
  44. package/dist/vendor/zephyr3d/scene/dist/render/fbm_wavegenerator.js.map +1 -1
  45. package/dist/vendor/zephyr3d/scene/dist/render/gerstner_wavegenerator.js +1 -0
  46. package/dist/vendor/zephyr3d/scene/dist/render/gerstner_wavegenerator.js.map +1 -1
  47. package/dist/vendor/zephyr3d/scene/dist/render/globalbindgroup_allocator.js +1 -0
  48. package/dist/vendor/zephyr3d/scene/dist/render/globalbindgroup_allocator.js.map +1 -1
  49. package/dist/vendor/zephyr3d/scene/dist/render/lightpass.js +4 -1
  50. package/dist/vendor/zephyr3d/scene/dist/render/lightpass.js.map +1 -1
  51. package/dist/vendor/zephyr3d/scene/dist/render/render_queue.js +1 -0
  52. package/dist/vendor/zephyr3d/scene/dist/render/render_queue.js.map +1 -1
  53. package/dist/vendor/zephyr3d/scene/dist/render/renderer.js +1 -0
  54. package/dist/vendor/zephyr3d/scene/dist/render/renderer.js.map +1 -1
  55. package/dist/vendor/zephyr3d/scene/dist/render/rendergraph/device_pool_allocator.js +12 -5
  56. package/dist/vendor/zephyr3d/scene/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
  57. package/dist/vendor/zephyr3d/scene/dist/render/rendergraph/forward_plus_builder.js +78 -8
  58. package/dist/vendor/zephyr3d/scene/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  59. package/dist/vendor/zephyr3d/scene/dist/scene/basesprite.js +1 -0
  60. package/dist/vendor/zephyr3d/scene/dist/scene/basesprite.js.map +1 -1
  61. package/dist/vendor/zephyr3d/scene/dist/scene/batchgroup.js +1 -0
  62. package/dist/vendor/zephyr3d/scene/dist/scene/batchgroup.js.map +1 -1
  63. package/dist/vendor/zephyr3d/scene/dist/scene/environment.js +1 -0
  64. package/dist/vendor/zephyr3d/scene/dist/scene/environment.js.map +1 -1
  65. package/dist/vendor/zephyr3d/scene/dist/scene/light.js +158 -154
  66. package/dist/vendor/zephyr3d/scene/dist/scene/light.js.map +1 -1
  67. package/dist/vendor/zephyr3d/scene/dist/scene/mesh.js +1 -0
  68. package/dist/vendor/zephyr3d/scene/dist/scene/mesh.js.map +1 -1
  69. package/dist/vendor/zephyr3d/scene/dist/scene/msdftext.js +1 -0
  70. package/dist/vendor/zephyr3d/scene/dist/scene/msdftext.js.map +1 -1
  71. package/dist/vendor/zephyr3d/scene/dist/scene/msdftextsprite.js +1 -0
  72. package/dist/vendor/zephyr3d/scene/dist/scene/msdftextsprite.js.map +1 -1
  73. package/dist/vendor/zephyr3d/scene/dist/scene/particlesys.js +1 -0
  74. package/dist/vendor/zephyr3d/scene/dist/scene/particlesys.js.map +1 -1
  75. package/dist/vendor/zephyr3d/scene/dist/scene/scene.js +1 -0
  76. package/dist/vendor/zephyr3d/scene/dist/scene/scene.js.map +1 -1
  77. package/dist/vendor/zephyr3d/scene/dist/scene/terrain-cm/grass.js +1 -0
  78. package/dist/vendor/zephyr3d/scene/dist/scene/terrain-cm/grass.js.map +1 -1
  79. package/dist/vendor/zephyr3d/scene/dist/scene/terrain-cm/grassmaterial.js +1 -0
  80. package/dist/vendor/zephyr3d/scene/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
  81. package/dist/vendor/zephyr3d/scene/dist/scene/terrain-cm/terrain-cm.js +1 -0
  82. package/dist/vendor/zephyr3d/scene/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  83. package/dist/vendor/zephyr3d/scene/dist/scene/water.js +1 -0
  84. package/dist/vendor/zephyr3d/scene/dist/scene/water.js.map +1 -1
  85. package/dist/vendor/zephyr3d/scene/dist/shaders/shadow.js +617 -1
  86. package/dist/vendor/zephyr3d/scene/dist/shaders/shadow.js.map +1 -1
  87. package/dist/vendor/zephyr3d/scene/dist/shadow/esm.js +1 -0
  88. package/dist/vendor/zephyr3d/scene/dist/shadow/esm.js.map +1 -1
  89. package/dist/vendor/zephyr3d/scene/dist/shadow/pcf_opt.js +1 -0
  90. package/dist/vendor/zephyr3d/scene/dist/shadow/pcf_opt.js.map +1 -1
  91. package/dist/vendor/zephyr3d/scene/dist/shadow/pcf_pd.js +1 -0
  92. package/dist/vendor/zephyr3d/scene/dist/shadow/pcf_pd.js.map +1 -1
  93. package/dist/vendor/zephyr3d/scene/dist/shadow/pcss.js +182 -0
  94. package/dist/vendor/zephyr3d/scene/dist/shadow/pcss.js.map +1 -0
  95. package/dist/vendor/zephyr3d/scene/dist/shadow/shader.js +1 -0
  96. package/dist/vendor/zephyr3d/scene/dist/shadow/shader.js.map +1 -1
  97. package/dist/vendor/zephyr3d/scene/dist/shadow/shadow_impl.js.map +1 -1
  98. package/dist/vendor/zephyr3d/scene/dist/shadow/shadowmapper.js +183 -105
  99. package/dist/vendor/zephyr3d/scene/dist/shadow/shadowmapper.js.map +1 -1
  100. package/dist/vendor/zephyr3d/scene/dist/shadow/ssm.js +1 -0
  101. package/dist/vendor/zephyr3d/scene/dist/shadow/ssm.js.map +1 -1
  102. package/dist/vendor/zephyr3d/scene/dist/shadow/vsm.js +1 -0
  103. package/dist/vendor/zephyr3d/scene/dist/shadow/vsm.js.map +1 -1
  104. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/manager.js +3 -1
  105. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/manager.js.map +1 -1
  106. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/animation.js +1 -0
  107. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/animation.js.map +1 -1
  108. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/batch.js +1 -0
  109. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/batch.js.map +1 -1
  110. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/camera.js +122 -0
  111. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/camera.js.map +1 -1
  112. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/common.js +1 -0
  113. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/common.js.map +1 -1
  114. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/light.js +102 -21
  115. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/light.js.map +1 -1
  116. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/material.js +195 -3
  117. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/material.js.map +1 -1
  118. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/mesh.js +1 -0
  119. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/mesh.js.map +1 -1
  120. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/node.js +1 -0
  121. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/node.js.map +1 -1
  122. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/particle.js +1 -0
  123. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/particle.js.map +1 -1
  124. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/primitive.js +1 -0
  125. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/primitive.js.map +1 -1
  126. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/sprite.js +1 -0
  127. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/sprite.js.map +1 -1
  128. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/terrain.js +1 -0
  129. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/terrain.js.map +1 -1
  130. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/text.js +1 -0
  131. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/text.js.map +1 -1
  132. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/water.js +1 -0
  133. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/water.js.map +1 -1
  134. package/dist/vendor/zephyr3d/scene/dist/values.js +1 -0
  135. package/dist/vendor/zephyr3d/scene/dist/values.js.map +1 -1
  136. package/electron/main.cjs +30 -6
  137. package/package.json +4 -4
@@ -2,8 +2,324 @@ import { hasDepthChannel } from '@zephyr3d/device';
2
2
  import { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_RECT, LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../values.js';
3
3
  import { encodeNormalizedFloatToRGBA, decode2HalfFromRGBA, decodeNormalizedFloatFromRGBA } from './misc.js';
4
4
  import { ShaderHelper } from '../material/shader/helper.js';
5
+ import { smoothNoise3D } from './noise.js';
5
6
  import { getDevice } from '../app/api.js';
6
7
 
8
+ /*
9
+ const PCF_KERNEL_3x3 = [
10
+ [0.5, 1.0, 0.5],
11
+ [1.0, 1.0, 1.0],
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+ [0.5, 1.0, 0.5]
13
+ ];
14
+ const PCF_KERNEL_SUM_3x3 = 7;
15
+
16
+ const PCF_KERNEL_5x5 = [
17
+ [0.0, 0.5, 1.0, 0.5, 0.0],
18
+ [0.5, 1.0, 1.0, 1.0, 0.5],
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+ [1.0, 1.0, 1.0, 1.0, 1.0],
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+ [0.5, 1.0, 1.0, 1.0, 0.5],
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+ [0.0, 0.5, 1.0, 0.5, 0.0]
22
+ ];
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+ const PCF_KERNEL_SUM_5x5 = 17;
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+
25
+ const PCF_KERNEL_7x7 = [
26
+ [0.0, 0.0, 0.5, 1.0, 0.5, 0.0, 0.0],
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+ [0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0],
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+ [0.5, 1.0, 1.0, 1.0, 1.0, 1.0, 0.5],
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+ [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],
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+ [0.5, 1.0, 1.0, 1.0, 1.0, 1.0, 0.5],
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+ [0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0],
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+ [0.0, 0.0, 0.5, 1.0, 0.5, 0.0, 0.0]
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+ ];
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+ const PCF_KERNEL_SUM_7x7 = 33;
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+
36
+ const PCF_KERNEL_9x9 = [
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+ [0.0, 0.0, 0.0, 0.5, 1.0, 0.5, 0.0, 0.0, 0.0],
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+ [0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0],
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+ [0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0],
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+ [0.5, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.5],
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+ [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],
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+ [0.5, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.5],
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+ [0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0],
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+ [0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0],
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+ [0.0, 0.0, 0.0, 0.5, 1.0, 0.5, 0.0, 0.0, 0.0]
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+ ];
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+ const PCF_KERNEL_SUM_9x9 = 53;
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+ */ const PCF_POISSON_DISC = [
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+ [
298
+ -0.0662488,
299
+ -0.892081
300
+ ],
301
+ [
302
+ 0.863832,
303
+ -0.4072
304
+ ]
305
+ ];
306
+ function getPCSSRotationMatrix(scope, sampleCoord, temporalJitter) {
307
+ const funcName = `lib_getPCSSRotationMatrix_${temporalJitter ? 1 : 0}`;
308
+ const pb = scope.$builder;
309
+ pb.func(funcName, [
310
+ pb.vec2('sampleCoord')
311
+ ], function() {
312
+ if (temporalJitter) {
313
+ this.$l.frame = pb.mod(pb.float(ShaderHelper.getFramestamp(this)), 64);
314
+ this.$l.randomAngle = pb.mul(smoothNoise3D(this, pb.vec3(pb.mul(this.sampleCoord, 0.35), pb.mul(this.frame, 0.61803398875))), 2 * Math.PI);
315
+ this.$l.randomBase = pb.vec2(pb.cos(this.randomAngle), pb.sin(this.randomAngle));
316
+ this.$return(pb.mat2(this.randomBase.x, this.randomBase.y, pb.neg(this.randomBase.y), this.randomBase.x));
317
+ } else {
318
+ this.$return(pb.mat2(0.8660254, 0.5, -0.5, 0.8660254));
319
+ }
320
+ });
321
+ return pb.getGlobalScope()[funcName](sampleCoord);
322
+ }
7
323
  function getShadowMapTexelSize(scope) {
8
324
  return scope.$builder.div(1, ShaderHelper.getShadowCameraParams(scope).z);
9
325
  }
@@ -84,6 +400,216 @@ function sampleShadowMapPCF(scope, shadowMapFormat, pos, offset, depth, cascade)
84
400
  cascade
85
401
  ] : []);
86
402
  }
403
+ function sampleShadowDepthPCSS(scope, shadowMapFormat, pos, bounds, cascade) {
404
+ const funcName = `lib_sampleShadowDepthPCSS_${shadowMapFormat}_${cascade ? 1 : 0}`;
405
+ const pb = scope.$builder;
406
+ pb.func(funcName, [
407
+ pb.vec2('coords'),
408
+ pb.vec4('bounds'),
409
+ ...cascade ? [
410
+ pb.int('cascade')
411
+ ] : []
412
+ ], function() {
413
+ this.$l.depth = pb.float(1);
414
+ this.$l.sampleInside = pb.all(pb.bvec4(pb.greaterThanEqual(this.coords.x, this.bounds.x), pb.lessThanEqual(this.coords.x, this.bounds.z), pb.greaterThanEqual(this.coords.y, this.bounds.y), pb.lessThanEqual(this.coords.y, this.bounds.w)));
415
+ this.$if(this.sampleInside, function() {
416
+ this.$l.boundsPadding = pb.mul(pb.sub(this.bounds.zw, this.bounds.xy), getShadowMapTexelSize(this), 0.5);
417
+ this.$l.sampleCoord = pb.clamp(this.coords, pb.add(this.bounds.xy, this.boundsPadding), pb.sub(this.bounds.zw, this.boundsPadding));
418
+ this.$l.shadowTex = cascade && getDevice().type !== 'webgl' ? pb.textureArraySampleLevel(ShaderHelper.getShadowMap(this), this.sampleCoord, this.cascade, 0) : pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.sampleCoord, 0);
419
+ this.depth = shadowMapFormat === 'rgba8unorm' ? decodeNormalizedFloatFromRGBA(this, this.shadowTex) : this.shadowTex.x;
420
+ });
421
+ this.$return(this.depth);
422
+ });
423
+ return pb.getGlobalScope()[funcName](pos, bounds, ...cascade ? [
424
+ cascade
425
+ ] : []);
426
+ }
427
+ function samplePointShadowDepthPCSS(scope, shadowMapFormat, dir) {
428
+ const funcName = `lib_samplePointShadowDepthPCSS_${shadowMapFormat}`;
429
+ const pb = scope.$builder;
430
+ pb.func(funcName, [
431
+ pb.vec3('dir')
432
+ ], function() {
433
+ this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.dir, 0);
434
+ this.$return(shadowMapFormat === 'rgba8unorm' ? decodeNormalizedFloatFromRGBA(this, this.shadowTex) : this.shadowTex.x);
435
+ });
436
+ return pb.getGlobalScope()[funcName](dir);
437
+ }
438
+ function compareShadowDepthPCSS(scope, sampleDepth, compareDepth, transitionWidth) {
439
+ const funcName = 'lib_compareShadowDepthPCSS';
440
+ const pb = scope.$builder;
441
+ pb.func(funcName, [
442
+ pb.float('sampleDepth'),
443
+ pb.float('compareDepth'),
444
+ pb.float('transitionWidth')
445
+ ], function() {
446
+ this.$l.depthDelta = pb.sub(this.sampleDepth, this.compareDepth);
447
+ this.$return(pb.smoothStep(pb.neg(this.transitionWidth), this.transitionWidth, this.depthDelta));
448
+ });
449
+ return pb.getGlobalScope()[funcName](sampleDepth, compareDepth, transitionWidth);
450
+ }
451
+ function sampleShadowPCFPCSS(scope, shadowMapFormat, pos, bounds, compareDepth, texelSize, receiverPlaneDepthBias, cascade) {
452
+ const funcName = `lib_sampleShadowPCFPCSS_${shadowMapFormat}_${receiverPlaneDepthBias ? 1 : 0}_${cascade ? 1 : 0}`;
453
+ const pb = scope.$builder;
454
+ pb.func(funcName, [
455
+ pb.vec2('coords'),
456
+ pb.vec4('bounds'),
457
+ pb.float('compareDepth'),
458
+ pb.vec2('texelSize'),
459
+ ...receiverPlaneDepthBias ? [
460
+ pb.vec3('receiverPlaneDepthBias')
461
+ ] : [],
462
+ ...cascade ? [
463
+ pb.int('cascade')
464
+ ] : []
465
+ ], function() {
466
+ this.$l.shadow = pb.float(0);
467
+ this.$l.transitionWidth = receiverPlaneDepthBias ? pb.max(pb.dot(pb.abs(this.receiverPlaneDepthBias.xy), this.texelSize), 1 / 65535) : pb.float(1 / 65535);
468
+ this.$l.offset = pb.vec2();
469
+ this.$l.tapCoord = pb.vec2();
470
+ this.$l.sampleDepth = pb.float();
471
+ this.$l.tapCompareDepth = pb.float();
472
+ const offsets = [
473
+ [
474
+ -0.35,
475
+ -0.35
476
+ ],
477
+ [
478
+ 0.35,
479
+ -0.35
480
+ ],
481
+ [
482
+ -0.35,
483
+ 0.35
484
+ ],
485
+ [
486
+ 0.35,
487
+ 0.35
488
+ ]
489
+ ];
490
+ for (const [ox, oy] of offsets){
491
+ this.offset = pb.mul(pb.vec2(ox, oy), this.texelSize);
492
+ this.tapCoord = pb.add(this.coords, this.offset);
493
+ this.sampleDepth = sampleShadowDepthPCSS(this, shadowMapFormat, this.tapCoord, this.bounds, this.cascade);
494
+ this.tapCompareDepth = receiverPlaneDepthBias ? pb.add(this.compareDepth, pb.dot(this.offset, this.receiverPlaneDepthBias.xy)) : this.compareDepth;
495
+ this.shadow = pb.add(this.shadow, compareShadowDepthPCSS(this, this.sampleDepth, this.tapCompareDepth, this.transitionWidth));
496
+ }
497
+ this.$return(pb.mul(this.shadow, 0.25));
498
+ });
499
+ return pb.getGlobalScope()[funcName](pos, bounds, compareDepth, texelSize, ...receiverPlaneDepthBias ? [
500
+ receiverPlaneDepthBias
501
+ ] : [], ...cascade ? [
502
+ cascade
503
+ ] : []);
504
+ }
505
+ function samplePointShadowPCFPCSS(scope, shadowMapFormat, dir, compareDepth, texelSize, tangent, bitangent) {
506
+ const funcName = `lib_samplePointShadowPCFPCSS_${shadowMapFormat}`;
507
+ const pb = scope.$builder;
508
+ pb.func(funcName, [
509
+ pb.vec3('dir'),
510
+ pb.float('compareDepth'),
511
+ pb.float('texelSize'),
512
+ pb.vec3('tangent'),
513
+ pb.vec3('bitangent')
514
+ ], function() {
515
+ this.$l.shadow = pb.float(0);
516
+ this.$l.transitionWidth = pb.float(1 / 65535);
517
+ this.$l.offset = pb.vec2();
518
+ this.$l.sampleDir = pb.vec3();
519
+ this.$l.sampleDepth = pb.float();
520
+ const offsets = [
521
+ [
522
+ -0.35,
523
+ -0.35
524
+ ],
525
+ [
526
+ 0.35,
527
+ -0.35
528
+ ],
529
+ [
530
+ -0.35,
531
+ 0.35
532
+ ],
533
+ [
534
+ 0.35,
535
+ 0.35
536
+ ]
537
+ ];
538
+ for (const [ox, oy] of offsets){
539
+ this.offset = pb.mul(pb.vec2(ox, oy), this.texelSize);
540
+ this.sampleDir = pb.normalize(pb.add(this.dir, pb.add(pb.mul(this.tangent, this.offset.x), pb.mul(this.bitangent, this.offset.y))));
541
+ this.sampleDepth = samplePointShadowDepthPCSS(this, shadowMapFormat, this.sampleDir);
542
+ this.shadow = pb.add(this.shadow, compareShadowDepthPCSS(this, this.sampleDepth, this.compareDepth, this.transitionWidth));
543
+ }
544
+ this.$return(pb.mul(this.shadow, 0.25));
545
+ });
546
+ return pb.getGlobalScope()[funcName](dir, compareDepth, texelSize, tangent, bitangent);
547
+ }
548
+ function findBlockerPCSS(scope, shadowMapFormat, tapCount, texCoord, bounds, searchRadius, transitionWidth, matrix, cascade) {
549
+ const funcName = `lib_findBlockerPCSS_${shadowMapFormat}_${cascade ? 1 : 0}`;
550
+ const pb = scope.$builder;
551
+ pb.func(funcName, [
552
+ pb.vec4('texCoord'),
553
+ pb.vec4('bounds'),
554
+ pb.vec2('searchRadius'),
555
+ pb.float('tapCount'),
556
+ pb.float('transitionWidth'),
557
+ pb.mat2('matrix'),
558
+ ...cascade ? [
559
+ pb.int('cascade')
560
+ ] : []
561
+ ], function() {
562
+ this.$l.blockerDepthSum = pb.float(0);
563
+ this.$l.blockerCount = pb.float(0);
564
+ this.$l.duv = pb.vec2();
565
+ this.$l.sampleCoord = pb.vec2();
566
+ this.$l.sampleDepth = pb.float();
567
+ this.$l.blockerWeight = pb.float();
568
+ this.$for(pb.float('i'), 0, this.tapCount, function() {
569
+ this.duv = pb.mul(pb.mul(this.matrix, this.PCSSpdSamples.at(pb.mod(pb.mul(pb.int(this.i), 19), PCF_POISSON_DISC.length))), this.searchRadius);
570
+ this.sampleCoord = pb.add(this.texCoord.xy, this.duv);
571
+ this.sampleDepth = sampleShadowDepthPCSS(this, shadowMapFormat, this.sampleCoord, this.bounds, this.cascade);
572
+ this.blockerWeight = pb.sub(1, pb.smoothStep(pb.neg(this.transitionWidth), this.transitionWidth, pb.sub(this.sampleDepth, this.texCoord.z)));
573
+ this.blockerDepthSum = pb.add(this.blockerDepthSum, pb.mul(this.sampleDepth, this.blockerWeight));
574
+ this.blockerCount = pb.add(this.blockerCount, this.blockerWeight);
575
+ });
576
+ this.$return(pb.vec2(this.$choice(pb.greaterThan(this.blockerCount, 0), pb.div(this.blockerDepthSum, pb.max(this.blockerCount, 0.0001)), -1), this.blockerCount));
577
+ });
578
+ return pb.getGlobalScope()[funcName](texCoord, bounds, searchRadius, tapCount, transitionWidth, matrix, ...cascade ? [
579
+ cascade
580
+ ] : []);
581
+ }
582
+ function findPointBlockerPCSS(scope, shadowMapFormat, tapCount, dir, compareDepth, searchRadius, transitionWidth, matrix, tangent, bitangent) {
583
+ const funcName = `lib_findPointBlockerPCSS_${shadowMapFormat}`;
584
+ const pb = scope.$builder;
585
+ pb.func(funcName, [
586
+ pb.vec3('dir'),
587
+ pb.float('compareDepth'),
588
+ pb.float('searchRadius'),
589
+ pb.float('tapCount'),
590
+ pb.float('transitionWidth'),
591
+ pb.mat2('matrix'),
592
+ pb.vec3('tangent'),
593
+ pb.vec3('bitangent')
594
+ ], function() {
595
+ this.$l.blockerDepthSum = pb.float(0);
596
+ this.$l.blockerCount = pb.float(0);
597
+ this.$l.duv = pb.vec2();
598
+ this.$l.sampleDir = pb.vec3();
599
+ this.$l.sampleDepth = pb.float();
600
+ this.$l.blockerWeight = pb.float();
601
+ this.$for(pb.float('i'), 0, this.tapCount, function() {
602
+ this.duv = pb.mul(pb.mul(this.matrix, this.PCSSpdSamples.at(pb.mod(pb.mul(pb.int(this.i), 19), PCF_POISSON_DISC.length))), this.searchRadius);
603
+ this.sampleDir = pb.normalize(pb.add(this.dir, pb.add(pb.mul(this.tangent, this.duv.x), pb.mul(this.bitangent, this.duv.y))));
604
+ this.sampleDepth = samplePointShadowDepthPCSS(this, shadowMapFormat, this.sampleDir);
605
+ this.blockerWeight = pb.sub(1, pb.smoothStep(pb.neg(this.transitionWidth), this.transitionWidth, pb.sub(this.sampleDepth, this.compareDepth)));
606
+ this.blockerDepthSum = pb.add(this.blockerDepthSum, pb.mul(this.sampleDepth, this.blockerWeight));
607
+ this.blockerCount = pb.add(this.blockerCount, this.blockerWeight);
608
+ });
609
+ this.$return(pb.vec2(this.$choice(pb.greaterThan(this.blockerCount, 0), pb.div(this.blockerDepthSum, pb.max(this.blockerCount, 0.0001)), -1), this.blockerCount));
610
+ });
611
+ return pb.getGlobalScope()[funcName](dir, compareDepth, searchRadius, tapCount, transitionWidth, matrix, tangent, bitangent);
612
+ }
87
613
  function chebyshevUpperBound(scope, distance, occluder) {
88
614
  const funcNameChebyshevUpperBound = 'lib_chebyshevUpperBound';
89
615
  const pb = scope.$builder;
@@ -264,6 +790,96 @@ function chebyshevUpperBound(scope, distance, occluder) {
264
790
  cascade
265
791
  ] : []);
266
792
  }
793
+ /** @internal */ function filterShadowPCSS(scope, lightType, shadowMapFormat, texCoord, receiverPlaneDepthBias, cascade, temporalJitter = true, numCascades = 1) {
794
+ const funcNameFilterShadowPCSS = `lib_filterShadowPCSS_${lightType}_${shadowMapFormat}_${receiverPlaneDepthBias ? 1 : 0}_${cascade ? 1 : 0}_${temporalJitter ? 1 : 0}_${numCascades}`;
795
+ const pb = scope.$builder;
796
+ pb.func(funcNameFilterShadowPCSS, [
797
+ pb.vec4('texCoord'),
798
+ ...receiverPlaneDepthBias ? [
799
+ pb.vec3('receiverPlaneDepthBias')
800
+ ] : [],
801
+ ...cascade ? [
802
+ pb.int('cascade')
803
+ ] : []
804
+ ], function() {
805
+ this.$l.PCSSblockerSampleCount = ShaderHelper.getShadowImplParams(this).y;
806
+ this.$l.PCSSfilterSampleCount = ShaderHelper.getShadowImplParams(this).z;
807
+ this.$l.PCSSlightRadius = ShaderHelper.getShadowImplParams(this).x;
808
+ this.$l.PCSSmaxFilterRadius = ShaderHelper.getShadowImplParams(this).w;
809
+ this.$l.PCSSsearchRadius = this.$choice(pb.greaterThan(this.PCSSlightRadius, 0), pb.max(this.PCSSlightRadius, this.PCSSmaxFilterRadius), 0);
810
+ if (!pb.getGlobalScope().PCSSpdSamples) {
811
+ pb.getGlobalScope().PCSSpdSamples = PCF_POISSON_DISC.map((s)=>pb.vec2(s[0], s[1]));
812
+ }
813
+ if (lightType === LIGHT_TYPE_POINT) {
814
+ this.$l.lightDepth = this.texCoord.w;
815
+ this.$l.sampleDir = pb.normalize(this.texCoord.xyz);
816
+ this.$l.shadowMapTexelSize = pb.mul(getShadowMapTexelSize(this), 2);
817
+ this.$l.matrix = getPCSSRotationMatrix(this, pb.mul(this.sampleDir.xy, pb.vec2(getShadowMapSize(this))), temporalJitter);
818
+ this.$l.searchRadius = pb.mul(pb.clamp(this.PCSSsearchRadius, 0, pb.max(0, this.PCSSmaxFilterRadius)), this.shadowMapTexelSize);
819
+ this.$l.blockerTransitionWidth = pb.float(1 / 65535);
820
+ this.$l.up = this.$choice(pb.lessThan(pb.abs(this.sampleDir.y), 0.999), pb.vec3(0, 1, 0), pb.vec3(1, 0, 0));
821
+ this.$l.tangent = pb.normalize(pb.cross(this.up, this.sampleDir));
822
+ this.$l.bitangent = pb.cross(this.sampleDir, this.tangent);
823
+ this.$l.blocker = findPointBlockerPCSS(this, shadowMapFormat, this.PCSSblockerSampleCount, this.sampleDir, this.lightDepth, this.searchRadius, this.blockerTransitionWidth, this.matrix, this.tangent, this.bitangent);
824
+ this.$if(pb.lessThanEqual(this.blocker.y, 0), function() {
825
+ this.$return(pb.float(1));
826
+ });
827
+ this.$l.penumbra = pb.div(pb.max(pb.sub(this.lightDepth, this.blocker.x), 0), pb.max(this.blocker.x, 0.0001));
828
+ this.$l.filterRadius = pb.mul(pb.clamp(pb.mul(this.penumbra, this.PCSSlightRadius), 0, pb.max(0, this.PCSSmaxFilterRadius)), this.shadowMapTexelSize);
829
+ this.$l.shadow = pb.float(0);
830
+ this.$l.duv = pb.vec2();
831
+ this.$l.samplePointDir = pb.vec3();
832
+ this.$for(pb.float('i'), 0, this.PCSSfilterSampleCount, function() {
833
+ this.duv = pb.mul(pb.mul(this.matrix, this.PCSSpdSamples.at(pb.mod(pb.mul(pb.int(this.i), 19), PCF_POISSON_DISC.length))), this.filterRadius);
834
+ this.samplePointDir = pb.normalize(pb.add(this.sampleDir, pb.add(pb.mul(this.tangent, this.duv.x), pb.mul(this.bitangent, this.duv.y))));
835
+ this.shadow = pb.add(this.shadow, samplePointShadowPCFPCSS(this, shadowMapFormat, this.samplePointDir, this.lightDepth, this.shadowMapTexelSize, this.tangent, this.bitangent));
836
+ });
837
+ this.shadow = pb.div(this.shadow, this.PCSSfilterSampleCount);
838
+ this.$return(this.shadow);
839
+ return;
840
+ }
841
+ this.$l.lightDepth = this.texCoord.z;
842
+ if (receiverPlaneDepthBias) {
843
+ this.lightDepth = pb.sub(this.lightDepth, this.receiverPlaneDepthBias.z);
844
+ }
845
+ this.$l.sampleBounds = pb.vec4(0, 0, 1, 1);
846
+ if (cascade && getDevice().type === 'webgl' && numCascades > 1) {
847
+ const numCols = numCascades > 1 ? 2 : 1;
848
+ const numRows = numCascades > 2 ? 2 : 1;
849
+ this.$l.cascadeIndex = pb.float(this.cascade);
850
+ this.$l.cascadeCol = pb.mod(this.cascadeIndex, 2);
851
+ this.$l.cascadeRow = pb.floor(pb.mul(this.cascadeIndex, 0.5));
852
+ this.sampleBounds = pb.vec4(pb.mul(this.cascadeCol, 1 / numCols), pb.mul(this.cascadeRow, 1 / numRows), pb.mul(pb.add(this.cascadeCol, 1), 1 / numCols), pb.mul(pb.add(this.cascadeRow, 1), 1 / numRows));
853
+ }
854
+ this.$l.shadowMapTexelSize = pb.mul(pb.sub(this.sampleBounds.zw, this.sampleBounds.xy), getShadowMapTexelSize(this));
855
+ this.$l.matrix = getPCSSRotationMatrix(this, pb.mul(this.texCoord.xy, pb.vec2(getShadowMapSize(this))), temporalJitter);
856
+ this.$l.searchRadius = pb.mul(pb.clamp(this.PCSSsearchRadius, 0, pb.max(0, this.PCSSmaxFilterRadius)), this.shadowMapTexelSize);
857
+ this.$l.blockerTransitionWidth = receiverPlaneDepthBias ? pb.max(pb.dot(pb.abs(this.receiverPlaneDepthBias.xy), this.searchRadius), 1 / 65535) : pb.float(1 / 65535);
858
+ this.$l.blocker = findBlockerPCSS(this, shadowMapFormat, this.PCSSblockerSampleCount, pb.vec4(this.texCoord.xy, this.lightDepth, this.texCoord.w), this.sampleBounds, this.searchRadius, this.blockerTransitionWidth, this.matrix, this.cascade);
859
+ this.$if(pb.lessThanEqual(this.blocker.y, 0), function() {
860
+ this.$return(pb.float(1));
861
+ });
862
+ this.$l.penumbra = pb.div(pb.max(pb.sub(this.lightDepth, this.blocker.x), 0), pb.max(this.blocker.x, 0.0001));
863
+ this.$l.filterRadius = pb.mul(pb.clamp(pb.mul(this.penumbra, this.PCSSlightRadius), 0, pb.max(0, this.PCSSmaxFilterRadius)), this.shadowMapTexelSize);
864
+ this.$l.shadow = pb.float(0);
865
+ this.$l.duv = pb.vec2();
866
+ this.$l.sampleCoord = pb.vec2();
867
+ this.$l.compareDepth = pb.float();
868
+ this.$for(pb.float('i'), 0, this.PCSSfilterSampleCount, function() {
869
+ this.duv = pb.mul(pb.mul(this.matrix, this.PCSSpdSamples.at(pb.mod(pb.mul(pb.int(this.i), 19), PCF_POISSON_DISC.length))), this.filterRadius);
870
+ this.sampleCoord = pb.add(this.texCoord.xy, this.duv);
871
+ this.compareDepth = receiverPlaneDepthBias ? pb.add(this.lightDepth, pb.dot(this.duv, this.receiverPlaneDepthBias.xy)) : this.lightDepth;
872
+ this.shadow = pb.add(this.shadow, sampleShadowPCFPCSS(this, shadowMapFormat, this.sampleCoord, this.sampleBounds, this.compareDepth, this.shadowMapTexelSize, this.receiverPlaneDepthBias, this.cascade));
873
+ });
874
+ this.shadow = pb.div(this.shadow, this.PCSSfilterSampleCount);
875
+ this.$return(this.shadow);
876
+ });
877
+ return pb.getGlobalScope()[funcNameFilterShadowPCSS](texCoord, ...receiverPlaneDepthBias ? [
878
+ receiverPlaneDepthBias
879
+ ] : [], ...cascade ? [
880
+ cascade
881
+ ] : []);
882
+ }
267
883
 
268
- export { computeReceiverPlaneDepthBias, computeShadowMapDepth, filterShadowESM, filterShadowPCF, filterShadowVSM };
884
+ export { computeReceiverPlaneDepthBias, computeShadowMapDepth, filterShadowESM, filterShadowPCF, filterShadowPCSS, filterShadowVSM };
269
885
  //# sourceMappingURL=shadow.js.map