@zephyr3d/scene 0.1.0

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Files changed (236) hide show
  1. package/dist/animation/animation.js +173 -0
  2. package/dist/animation/animation.js.map +1 -0
  3. package/dist/animation/animationset.js +95 -0
  4. package/dist/animation/animationset.js.map +1 -0
  5. package/dist/animation/animationtrack.js +38 -0
  6. package/dist/animation/animationtrack.js.map +1 -0
  7. package/dist/animation/eulerrotationtrack.js +33 -0
  8. package/dist/animation/eulerrotationtrack.js.map +1 -0
  9. package/dist/animation/rotationtrack.js +37 -0
  10. package/dist/animation/rotationtrack.js.map +1 -0
  11. package/dist/animation/scaletrack.js +36 -0
  12. package/dist/animation/scaletrack.js.map +1 -0
  13. package/dist/animation/skeleton.js +97 -0
  14. package/dist/animation/skeleton.js.map +1 -0
  15. package/dist/animation/translationtrack.js +36 -0
  16. package/dist/animation/translationtrack.js.map +1 -0
  17. package/dist/animation/usertrack.js +47 -0
  18. package/dist/animation/usertrack.js.map +1 -0
  19. package/dist/app.js +173 -0
  20. package/dist/app.js.map +1 -0
  21. package/dist/asset/assetmanager.js +476 -0
  22. package/dist/asset/assetmanager.js.map +1 -0
  23. package/dist/asset/builtin.js +373 -0
  24. package/dist/asset/builtin.js.map +1 -0
  25. package/dist/asset/loaders/dds/dds.js +472 -0
  26. package/dist/asset/loaders/dds/dds.js.map +1 -0
  27. package/dist/asset/loaders/dds/dds_loader.js +38 -0
  28. package/dist/asset/loaders/dds/dds_loader.js.map +1 -0
  29. package/dist/asset/loaders/gltf/gltf_loader.js +981 -0
  30. package/dist/asset/loaders/gltf/gltf_loader.js.map +1 -0
  31. package/dist/asset/loaders/gltf/helpers.js +314 -0
  32. package/dist/asset/loaders/gltf/helpers.js.map +1 -0
  33. package/dist/asset/loaders/hdr/hdr.js +175 -0
  34. package/dist/asset/loaders/hdr/hdr.js.map +1 -0
  35. package/dist/asset/loaders/image/tga_Loader.js +117 -0
  36. package/dist/asset/loaders/image/tga_Loader.js.map +1 -0
  37. package/dist/asset/loaders/image/webimage_loader.js +50 -0
  38. package/dist/asset/loaders/image/webimage_loader.js.map +1 -0
  39. package/dist/asset/loaders/loader.js +45 -0
  40. package/dist/asset/loaders/loader.js.map +1 -0
  41. package/dist/asset/model.js +264 -0
  42. package/dist/asset/model.js.map +1 -0
  43. package/dist/blitter/blitter.js +389 -0
  44. package/dist/blitter/blitter.js.map +1 -0
  45. package/dist/blitter/box.js +118 -0
  46. package/dist/blitter/box.js.map +1 -0
  47. package/dist/blitter/copy.js +22 -0
  48. package/dist/blitter/copy.js.map +1 -0
  49. package/dist/blitter/depthlimitedgaussion.js +166 -0
  50. package/dist/blitter/depthlimitedgaussion.js.map +1 -0
  51. package/dist/blitter/gaussianblur.js +229 -0
  52. package/dist/blitter/gaussianblur.js.map +1 -0
  53. package/dist/camera/base.js +90 -0
  54. package/dist/camera/base.js.map +1 -0
  55. package/dist/camera/camera.js +358 -0
  56. package/dist/camera/camera.js.map +1 -0
  57. package/dist/camera/fps.js +246 -0
  58. package/dist/camera/fps.js.map +1 -0
  59. package/dist/camera/orbit.js +157 -0
  60. package/dist/camera/orbit.js.map +1 -0
  61. package/dist/camera/orthocamera.js +126 -0
  62. package/dist/camera/orthocamera.js.map +1 -0
  63. package/dist/camera/perspectivecamera.js +133 -0
  64. package/dist/camera/perspectivecamera.js.map +1 -0
  65. package/dist/index.d.ts +8402 -0
  66. package/dist/index.js +87 -0
  67. package/dist/index.js.map +1 -0
  68. package/dist/input/inputmgr.js +242 -0
  69. package/dist/input/inputmgr.js.map +1 -0
  70. package/dist/material/blinn.js +75 -0
  71. package/dist/material/blinn.js.map +1 -0
  72. package/dist/material/grassmaterial.js +221 -0
  73. package/dist/material/grassmaterial.js.map +1 -0
  74. package/dist/material/lambert.js +52 -0
  75. package/dist/material/lambert.js.map +1 -0
  76. package/dist/material/lightmodel.js +2074 -0
  77. package/dist/material/lightmodel.js.map +1 -0
  78. package/dist/material/lit.js +578 -0
  79. package/dist/material/lit.js.map +1 -0
  80. package/dist/material/material.js +458 -0
  81. package/dist/material/material.js.map +1 -0
  82. package/dist/material/meshmaterial.js +311 -0
  83. package/dist/material/meshmaterial.js.map +1 -0
  84. package/dist/material/mixins/albedocolor.js +130 -0
  85. package/dist/material/mixins/albedocolor.js.map +1 -0
  86. package/dist/material/mixins/texture.js +110 -0
  87. package/dist/material/mixins/texture.js.map +1 -0
  88. package/dist/material/mixins/vertexcolor.js +45 -0
  89. package/dist/material/mixins/vertexcolor.js.map +1 -0
  90. package/dist/material/pbr.js +27 -0
  91. package/dist/material/pbr.js.map +1 -0
  92. package/dist/material/standard.js +282 -0
  93. package/dist/material/standard.js.map +1 -0
  94. package/dist/material/terrainlightmodel.js +259 -0
  95. package/dist/material/terrainlightmodel.js.map +1 -0
  96. package/dist/material/terrainmaterial.js +139 -0
  97. package/dist/material/terrainmaterial.js.map +1 -0
  98. package/dist/material/unlit.js +29 -0
  99. package/dist/material/unlit.js.map +1 -0
  100. package/dist/posteffect/bloom.js +398 -0
  101. package/dist/posteffect/bloom.js.map +1 -0
  102. package/dist/posteffect/compositor.js +264 -0
  103. package/dist/posteffect/compositor.js.map +1 -0
  104. package/dist/posteffect/fxaa.js +291 -0
  105. package/dist/posteffect/fxaa.js.map +1 -0
  106. package/dist/posteffect/grayscale.js +87 -0
  107. package/dist/posteffect/grayscale.js.map +1 -0
  108. package/dist/posteffect/posteffect.js +165 -0
  109. package/dist/posteffect/posteffect.js.map +1 -0
  110. package/dist/posteffect/sao.js +327 -0
  111. package/dist/posteffect/sao.js.map +1 -0
  112. package/dist/posteffect/tonemap.js +112 -0
  113. package/dist/posteffect/tonemap.js.map +1 -0
  114. package/dist/posteffect/water.js +535 -0
  115. package/dist/posteffect/water.js.map +1 -0
  116. package/dist/render/clipmap.js +462 -0
  117. package/dist/render/clipmap.js.map +1 -0
  118. package/dist/render/cluster_light.js +329 -0
  119. package/dist/render/cluster_light.js.map +1 -0
  120. package/dist/render/cull_visitor.js +124 -0
  121. package/dist/render/cull_visitor.js.map +1 -0
  122. package/dist/render/depth_pass.js +47 -0
  123. package/dist/render/depth_pass.js.map +1 -0
  124. package/dist/render/envlight.js +282 -0
  125. package/dist/render/envlight.js.map +1 -0
  126. package/dist/render/forward.js +186 -0
  127. package/dist/render/forward.js.map +1 -0
  128. package/dist/render/forward_pass.js +137 -0
  129. package/dist/render/forward_pass.js.map +1 -0
  130. package/dist/render/helper.js +38 -0
  131. package/dist/render/helper.js.map +1 -0
  132. package/dist/render/primitive.js +246 -0
  133. package/dist/render/primitive.js.map +1 -0
  134. package/dist/render/render_queue.js +163 -0
  135. package/dist/render/render_queue.js.map +1 -0
  136. package/dist/render/renderpass.js +151 -0
  137. package/dist/render/renderpass.js.map +1 -0
  138. package/dist/render/renderscheme.js +61 -0
  139. package/dist/render/renderscheme.js.map +1 -0
  140. package/dist/render/scatteringlut.js +634 -0
  141. package/dist/render/scatteringlut.js.map +1 -0
  142. package/dist/render/shadowmap_pass.js +70 -0
  143. package/dist/render/shadowmap_pass.js.map +1 -0
  144. package/dist/render/sky.js +881 -0
  145. package/dist/render/sky.js.map +1 -0
  146. package/dist/render/temporalcache.js +222 -0
  147. package/dist/render/temporalcache.js.map +1 -0
  148. package/dist/render/watermesh.js +835 -0
  149. package/dist/render/watermesh.js.map +1 -0
  150. package/dist/scene/environment.js +146 -0
  151. package/dist/scene/environment.js.map +1 -0
  152. package/dist/scene/graph_node.js +69 -0
  153. package/dist/scene/graph_node.js.map +1 -0
  154. package/dist/scene/light.js +436 -0
  155. package/dist/scene/light.js.map +1 -0
  156. package/dist/scene/mesh.js +215 -0
  157. package/dist/scene/mesh.js.map +1 -0
  158. package/dist/scene/model.js +111 -0
  159. package/dist/scene/model.js.map +1 -0
  160. package/dist/scene/octree.js +651 -0
  161. package/dist/scene/octree.js.map +1 -0
  162. package/dist/scene/octree_update_visitor.js +16 -0
  163. package/dist/scene/octree_update_visitor.js.map +1 -0
  164. package/dist/scene/raycast_visitor.js +72 -0
  165. package/dist/scene/raycast_visitor.js.map +1 -0
  166. package/dist/scene/scene.js +225 -0
  167. package/dist/scene/scene.js.map +1 -0
  168. package/dist/scene/scene_node.js +299 -0
  169. package/dist/scene/scene_node.js.map +1 -0
  170. package/dist/scene/terrain/grass.js +277 -0
  171. package/dist/scene/terrain/grass.js.map +1 -0
  172. package/dist/scene/terrain/heightfield.js +391 -0
  173. package/dist/scene/terrain/heightfield.js.map +1 -0
  174. package/dist/scene/terrain/patch.js +530 -0
  175. package/dist/scene/terrain/patch.js.map +1 -0
  176. package/dist/scene/terrain/quadtree.js +430 -0
  177. package/dist/scene/terrain/quadtree.js.map +1 -0
  178. package/dist/scene/terrain/terrain.js +258 -0
  179. package/dist/scene/terrain/terrain.js.map +1 -0
  180. package/dist/scene/xform.js +224 -0
  181. package/dist/scene/xform.js.map +1 -0
  182. package/dist/shaders/builtins.js +110 -0
  183. package/dist/shaders/builtins.js.map +1 -0
  184. package/dist/shaders/framework.js +709 -0
  185. package/dist/shaders/framework.js.map +1 -0
  186. package/dist/shaders/lighting.js +335 -0
  187. package/dist/shaders/lighting.js.map +1 -0
  188. package/dist/shaders/misc.js +405 -0
  189. package/dist/shaders/misc.js.map +1 -0
  190. package/dist/shaders/noise.js +157 -0
  191. package/dist/shaders/noise.js.map +1 -0
  192. package/dist/shaders/pbr.js +132 -0
  193. package/dist/shaders/pbr.js.map +1 -0
  194. package/dist/shaders/shadow.js +642 -0
  195. package/dist/shaders/shadow.js.map +1 -0
  196. package/dist/shaders/water.js +630 -0
  197. package/dist/shaders/water.js.map +1 -0
  198. package/dist/shadow/esm.js +235 -0
  199. package/dist/shadow/esm.js.map +1 -0
  200. package/dist/shadow/pcf_opt.js +182 -0
  201. package/dist/shadow/pcf_opt.js.map +1 -0
  202. package/dist/shadow/pcf_pd.js +190 -0
  203. package/dist/shadow/pcf_pd.js.map +1 -0
  204. package/dist/shadow/shadow_impl.js +15 -0
  205. package/dist/shadow/shadow_impl.js.map +1 -0
  206. package/dist/shadow/shadowmapper.js +709 -0
  207. package/dist/shadow/shadowmapper.js.map +1 -0
  208. package/dist/shadow/ssm.js +194 -0
  209. package/dist/shadow/ssm.js.map +1 -0
  210. package/dist/shadow/vsm.js +298 -0
  211. package/dist/shadow/vsm.js.map +1 -0
  212. package/dist/shapes/box.js +313 -0
  213. package/dist/shapes/box.js.map +1 -0
  214. package/dist/shapes/cylinder.js +74 -0
  215. package/dist/shapes/cylinder.js.map +1 -0
  216. package/dist/shapes/plane.js +48 -0
  217. package/dist/shapes/plane.js.map +1 -0
  218. package/dist/shapes/shape.js +33 -0
  219. package/dist/shapes/shape.js.map +1 -0
  220. package/dist/shapes/sphere.js +91 -0
  221. package/dist/shapes/sphere.js.map +1 -0
  222. package/dist/shapes/torus.js +100 -0
  223. package/dist/shapes/torus.js.map +1 -0
  224. package/dist/utility/aabbtree.js +390 -0
  225. package/dist/utility/aabbtree.js.map +1 -0
  226. package/dist/utility/bounding_volume.js +78 -0
  227. package/dist/utility/bounding_volume.js.map +1 -0
  228. package/dist/utility/panorama.js +163 -0
  229. package/dist/utility/panorama.js.map +1 -0
  230. package/dist/utility/pmrem.js +345 -0
  231. package/dist/utility/pmrem.js.map +1 -0
  232. package/dist/utility/shprojection.js +448 -0
  233. package/dist/utility/shprojection.js.map +1 -0
  234. package/dist/values.js +48 -0
  235. package/dist/values.js.map +1 -0
  236. package/package.json +70 -0
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+ {"version":3,"file":"framework.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
@@ -0,0 +1,335 @@
1
+ import { PBInsideFunctionScope } from '@zephyr3d/device';
2
+ import { RENDER_PASS_TYPE_FORWARD, LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../values.js';
3
+ import { ShaderFramework } from './framework.js';
4
+ import { nonLinearDepthToLinear } from './misc.js';
5
+ import { Application } from '../app.js';
6
+
7
+ /**
8
+ * Calculate lighting for forward renderer
9
+ *
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+ * @param scope - Current shader scope
11
+ * @param lm - The light model
12
+ * @param ctx - The drawing context
13
+ * @returns The final color
14
+ */ function forwardComputeLighting(scope, lm, ctx) {
15
+ const env = ctx.drawEnvLight ? ctx.env.light.envLight : null;
16
+ const funcNameIllumPointLight = 'stdmat_illumPointLight';
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+ const funcNameIllumDirectionalLight = 'stdmat_illumDirectionalLight';
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+ const funcNameIllumSpotLight = 'stdmat_illumSpotLight';
19
+ const funcNameIllumDirectionalShadowLight = 'stdmat_illumDirectionalShadowLight';
20
+ const funcNameIllumPointShadowLight = 'stdmat_illumPointShadowLight';
21
+ const funcNameIllumCascadedShadowLight = 'stdmat_illumCascadedShadowLight';
22
+ const funcNameIllumUnshadowedLights = 'stdmat_illumUnshadowedLights';
23
+ const funcNameGetClusterIndex = 'stdmat_getClusterIndex';
24
+ const funcNameIllumOneLight = 'stdmat_illumOneLight';
25
+ const funcNameComputeLighting = 'stdmat_computeLighting';
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+ const pb = scope.$builder;
27
+ if (!scope || !(scope instanceof PBInsideFunctionScope)) {
28
+ throw new Error('forwardComputeLighting() failed: forwardComputeLighting() must be called inside a function');
29
+ }
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+ if (ctx.renderPass.type !== RENDER_PASS_TYPE_FORWARD) {
31
+ throw new Error(`forwardComputeLighting() failed: invalid render pass type: ${ctx.renderPass.type}`);
32
+ }
33
+ function illumPointLight(lm, ...args) {
34
+ pb.func(funcNameIllumPointLight, [
35
+ pb.vec4('lightPositionRange'),
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+ pb.vec4('lightDirectionCutoff'),
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+ pb.vec3('lightDir'),
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+ pb.vec3('attenuation')
39
+ ], function() {
40
+ this.$l.dist = pb.distance(this.lightPositionRange.xyz, ShaderFramework.getWorldPosition(this).xyz);
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+ this.$l.a = pb.div(1, pb.add(1, pb.mul(this.dist, this.dist)));
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+ this.$l.falloff = pb.mul(this.a, pb.clamp(pb.sub(1, pb.div(this.dist, this.lightPositionRange.w)), 0, 1));
43
+ //this.$l.t = pb.div(pb.mul(this.dist, 16), this.lightPositionRange.w);
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+ //this.$l.falloff = pb.div(1, pb.add(1, pb.mul(this.t, this.t)));
45
+ //this.$l.falloff = pb.div(1, ) pb.max(0, pb.sub(1, pb.div(this.dist, this.lightPositionRange.w)));
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+ //this.falloff = pb.mul(this.falloff, this.falloff);
47
+ this.$if(pb.greaterThan(this.falloff, 0), function() {
48
+ lm.directBRDF(this, this.lightDir, pb.mul(this.attenuation, this.falloff));
49
+ });
50
+ });
51
+ pb.getGlobalScope()[funcNameIllumPointLight](...args);
52
+ }
53
+ function illumDirectionalLight(lm, ...args) {
54
+ pb.func(funcNameIllumDirectionalLight, [
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+ pb.vec4('lightPositionRange'),
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+ pb.vec4('lightDirectionCutoff'),
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+ pb.vec3('lightDir'),
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+ pb.vec3('attenuation')
59
+ ], function() {
60
+ lm.directBRDF(this, this.lightDir, this.attenuation);
61
+ });
62
+ pb.getGlobalScope()[funcNameIllumDirectionalLight](...args);
63
+ }
64
+ function illumSpotLight(lm, ...args) {
65
+ pb.func(funcNameIllumSpotLight, [
66
+ pb.vec4('lightPositionRange'),
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+ pb.vec4('lightDirectionCutoff'),
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+ pb.vec3('lightDir'),
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+ pb.vec3('attenuation')
70
+ ], function() {
71
+ this.$l.spotFactor = pb.dot(this.lightDir, this.lightDirectionCutoff.xyz);
72
+ this.spotFactor = pb.smoothStep(this.lightDirectionCutoff.w, pb.mix(this.lightDirectionCutoff.w, 1, 0.5), this.spotFactor);
73
+ this.$if(pb.greaterThan(this.spotFactor, 0), function() {
74
+ illumPointLight(lm, this.lightPositionRange, this.lightDirectionCutoff, this.lightDir, pb.mul(this.attenuation, this.spotFactor));
75
+ });
76
+ });
77
+ pb.getGlobalScope()[funcNameIllumSpotLight](...args);
78
+ }
79
+ function illumLight(scope, lightType, lm, ...args) {
80
+ if (typeof lightType === 'number') {
81
+ if (lightType === LIGHT_TYPE_DIRECTIONAL) {
82
+ illumDirectionalLight(lm, ...args);
83
+ } else if (lightType === LIGHT_TYPE_POINT) {
84
+ illumPointLight(lm, ...args);
85
+ } else if (lightType === LIGHT_TYPE_SPOT) {
86
+ illumSpotLight(lm, ...args);
87
+ }
88
+ } else {
89
+ scope.$if(pb.equal(lightType, LIGHT_TYPE_DIRECTIONAL), function() {
90
+ illumDirectionalLight(lm, ...args);
91
+ }).$elseif(pb.equal(lightType, LIGHT_TYPE_POINT), function() {
92
+ illumPointLight(lm, ...args);
93
+ }).$elseif(pb.equal(lightType, LIGHT_TYPE_SPOT), function() {
94
+ illumSpotLight(lm, ...args);
95
+ });
96
+ }
97
+ }
98
+ function illumDirectionalShadowLight(lightType, lm) {
99
+ pb.func(funcNameIllumDirectionalShadowLight, [], function() {
100
+ this.$l.positionRange = scope.global.light.positionAndRange; //ShaderFramework.getLightPositionAndRange(this, 0);
101
+ this.$l.directionCutoff = scope.global.light.directionAndCutoff; //ShaderFramework.getLightDirectionAndCutoff(this, 0);
102
+ this.$l.diffuseIntensity = scope.global.light.diffuseAndIntensity; //ShaderFramework.getLightColorAndIntensity(this, 0);
103
+ this.$l.lightcolor = pb.mul(this.diffuseIntensity.xyz, this.diffuseIntensity.w);
104
+ this.$l.lightDir = pb.vec3();
105
+ this.$l.nl = pb.float();
106
+ this.$l.NdotL = pb.float();
107
+ if (lightType === LIGHT_TYPE_DIRECTIONAL) {
108
+ this.lightDir = this.directionCutoff.xyz;
109
+ this.nl = pb.dot(this.surfaceData.normal, this.lightDir);
110
+ this.NdotL = pb.clamp(pb.neg(this.nl), 0, 1);
111
+ } else {
112
+ this.lightDir = pb.sub(ShaderFramework.getWorldPosition(this).xyz, this.positionRange.xyz);
113
+ this.lightDir = pb.normalize(this.lightDir);
114
+ this.nl = pb.dot(this.surfaceData.normal, this.lightDir);
115
+ this.NdotL = pb.clamp(pb.neg(this.nl), 0, 1);
116
+ }
117
+ this.shadowVertex = ShaderFramework.calculateShadowSpaceVertex(this);
118
+ const shadowMapParams = ctx.shadowMapInfo.get(ctx.currentShadowLight);
119
+ this.$l.shadow = shadowMapParams.impl.computeShadow(shadowMapParams, this, this.shadowVertex, this.NdotL);
120
+ this.$l.shadowDistance = ShaderFramework.getShadowCameraParams(scope).w;
121
+ this.shadow = pb.mix(this.shadow, 1, pb.smoothStep(pb.mul(this.shadowDistance, 0.8), this.shadowDistance, pb.distance(ShaderFramework.getCameraPosition(this), ShaderFramework.getWorldPosition(this).xyz)));
122
+ // TODO: cannot early exit, shoud make computeShadow() running in non-uniform control flow
123
+ if (lightType !== LIGHT_TYPE_DIRECTIONAL) {
124
+ this.$if(pb.greaterThan(pb.length(this.lightDir), this.positionRange.w), function() {
125
+ this.$return();
126
+ });
127
+ }
128
+ this.$if(pb.greaterThan(this.NdotL, 0), function() {
129
+ this.$l.attenuation = pb.mul(pb.mul(this.lightcolor, this.NdotL), pb.vec3(this.shadow));
130
+ illumLight(this, lightType, lm, this.positionRange, this.directionCutoff, this.lightDir, this.attenuation);
131
+ });
132
+ });
133
+ pb.getGlobalScope()[funcNameIllumDirectionalShadowLight]();
134
+ }
135
+ function illumPointShadowLight(lm) {
136
+ pb.func(funcNameIllumPointShadowLight, [], function() {
137
+ const worldPos = ShaderFramework.getWorldPosition(this);
138
+ this.$l.positionRange = scope.global.light.positionAndRange; //ShaderFramework.getLightPositionAndRange(this, 0);
139
+ this.$l.directionCutoff = scope.global.light.directionAndCutoff; //ShaderFramework.getLightDirectionAndCutoff(this, 0);
140
+ this.$l.diffuseIntensity = scope.global.light.diffuseAndIntensity; //ShaderFramework.getLightColorAndIntensity(this, 0);
141
+ this.$l.lightcolor = pb.mul(this.diffuseIntensity.xyz, this.diffuseIntensity.w);
142
+ this.$l.lightDir = pb.sub(worldPos.xyz, this.positionRange.xyz);
143
+ this.$if(pb.greaterThan(pb.length(this.lightDir), this.positionRange.w), function() {
144
+ this.$return();
145
+ });
146
+ this.lightDir = pb.normalize(this.lightDir);
147
+ this.$l.nl = pb.dot(this.surfaceData.normal, this.lightDir);
148
+ this.$l.NdotL = pb.clamp(pb.neg(this.nl), 0, 1);
149
+ this.shadowBound = pb.vec4(0, 0, 1, 1);
150
+ this.shadowVertex = ShaderFramework.calculateShadowSpaceVertex(this);
151
+ const shadowMapParams = ctx.shadowMapInfo.get(ctx.currentShadowLight);
152
+ this.$l.shadow = shadowMapParams.impl.computeShadow(shadowMapParams, this, this.shadowVertex, this.NdotL);
153
+ this.$l.shadowDistance = ShaderFramework.getShadowCameraParams(scope).w;
154
+ this.shadow = pb.mix(this.shadow, 1, pb.smoothStep(pb.mul(this.shadowDistance, 0.8), this.shadowDistance, pb.distance(ShaderFramework.getCameraPosition(this), ShaderFramework.getWorldPosition(this).xyz)));
155
+ this.$if(pb.greaterThan(this.NdotL, 0), function() {
156
+ this.$l.attenuation = pb.mul(pb.mul(this.lightcolor, this.NdotL), pb.vec3(this.shadow));
157
+ illumLight(this, LIGHT_TYPE_POINT, lm, this.positionRange, this.directionCutoff, this.lightDir, this.attenuation);
158
+ });
159
+ });
160
+ pb.getGlobalScope()[funcNameIllumPointShadowLight]();
161
+ }
162
+ function illumCascadedShadowLight(lm) {
163
+ pb.func(funcNameIllumCascadedShadowLight, [], function() {
164
+ this.$l.shadowCascades = this.global.light.shadowCascades; //ShaderFramework.getLightInfo(this, 0).y;
165
+ this.$l.positionRange = this.global.light.positionAndRange; //ShaderFramework.getLightPositionAndRange(this, 0);
166
+ this.$l.directionCutoff = this.global.light.directionAndCutoff; //ShaderFramework.getLightDirectionAndCutoff(this, 0);
167
+ this.$l.diffuseIntensity = this.global.light.diffuseAndIntensity; //ShaderFramework.getLightColorAndIntensity(this, 0);
168
+ this.$l.lightcolor = pb.mul(this.diffuseIntensity.xyz, this.diffuseIntensity.w);
169
+ this.$l.lightDir = pb.vec3();
170
+ this.lightDir = this.directionCutoff.xyz;
171
+ this.$l.nl = pb.dot(this.surfaceData.normal, this.lightDir);
172
+ this.$l.NdotL = pb.clamp(pb.neg(this.nl), 0, 1);
173
+ this.$l.shadowBound = pb.vec4(0, 0, 1, 1);
174
+ this.$l.linearDepth = nonLinearDepthToLinear(this, this.$builtins.fragCoord.z);
175
+ this.$l.splitDistances = ShaderFramework.getCascadeDistances(this);
176
+ this.$l.comparison = pb.vec4(pb.greaterThan(pb.vec4(this.linearDepth), this.splitDistances));
177
+ this.$l.cascadeFlags = pb.vec4(pb.float(pb.greaterThan(this.shadowCascades, 0)), pb.float(pb.greaterThan(this.shadowCascades, 1)), pb.float(pb.greaterThan(this.shadowCascades, 2)), pb.float(pb.greaterThan(this.shadowCascades, 3)));
178
+ this.$l.split = pb.int(pb.dot(this.comparison, this.cascadeFlags));
179
+ this.$l.shadowVertex = pb.vec4();
180
+ if (Application.instance.device.type === 'webgl') {
181
+ this.$for(pb.int('cascade'), 0, 4, function() {
182
+ this.$if(pb.equal(this.cascade, this.split), function() {
183
+ this.shadowVertex = ShaderFramework.calculateShadowSpaceVertex(this, this.cascade);
184
+ this.$break();
185
+ });
186
+ });
187
+ } else {
188
+ this.shadowVertex = ShaderFramework.calculateShadowSpaceVertex(this, this.split);
189
+ }
190
+ const shadowMapParams = ctx.shadowMapInfo.get(ctx.currentShadowLight);
191
+ this.$l.shadow = shadowMapParams.impl.computeShadowCSM(shadowMapParams, this, this.shadowVertex, this.NdotL, this.split);
192
+ this.$l.shadowDistance = ShaderFramework.getShadowCameraParams(scope).w;
193
+ this.shadow = pb.mix(this.shadow, 1, pb.smoothStep(pb.mul(this.shadowDistance, 0.8), this.shadowDistance, pb.distance(ShaderFramework.getCameraPosition(this), ShaderFramework.getWorldPosition(this).xyz)));
194
+ this.$if(pb.greaterThan(this.NdotL, 0), function() {
195
+ this.$l.attenuation = pb.mul(pb.mul(this.lightcolor, this.NdotL), pb.vec3(this.shadow));
196
+ illumLight(this, LIGHT_TYPE_DIRECTIONAL, lm, this.positionRange, this.directionCutoff, this.lightDir, this.attenuation);
197
+ });
198
+ });
199
+ pb.getGlobalScope()[funcNameIllumCascadedShadowLight]();
200
+ }
201
+ function illumOneLight(lm, positionRange, directionCutoff, diffuseIntensity) {
202
+ pb.func(funcNameIllumOneLight, [
203
+ pb.vec4('positionRange'),
204
+ pb.vec4('directionCutoff'),
205
+ pb.vec4('diffuseIntensity')
206
+ ], function() {
207
+ this.$l.lightcolor = pb.mul(this.diffuseIntensity.xyz, this.diffuseIntensity.w);
208
+ this.$l.lightDir = pb.vec3();
209
+ this.$l.nl = pb.float();
210
+ this.$l.NdotL = pb.float();
211
+ this.$l.lightType = pb.int();
212
+ this.$if(pb.lessThan(this.positionRange.w, 0), function() {
213
+ this.lightDir = this.directionCutoff.xyz;
214
+ this.nl = pb.dot(this.surfaceData.normal, this.lightDir);
215
+ this.NdotL = pb.clamp(pb.neg(this.nl), 0, 1);
216
+ this.lightType = LIGHT_TYPE_DIRECTIONAL;
217
+ }).$else(function() {
218
+ this.lightDir = pb.sub(ShaderFramework.getWorldPosition(this).xyz, this.positionRange.xyz);
219
+ this.$if(pb.greaterThan(pb.length(this.lightDir), this.positionRange.w), function() {
220
+ this.$return();
221
+ });
222
+ this.lightDir = pb.normalize(this.lightDir);
223
+ this.nl = pb.dot(this.surfaceData.normal, this.lightDir);
224
+ this.NdotL = pb.clamp(pb.neg(this.nl), 0, 1);
225
+ this.$if(pb.lessThan(this.directionCutoff.w, 0), function() {
226
+ this.lightType = LIGHT_TYPE_POINT;
227
+ }).$else(function() {
228
+ this.lightType = LIGHT_TYPE_SPOT;
229
+ });
230
+ });
231
+ this.$if(pb.greaterThan(this.NdotL, 0), function() {
232
+ illumLight(this, this.lightType, lm, this.positionRange, this.directionCutoff, this.lightDir, pb.mul(this.lightcolor, this.NdotL));
233
+ });
234
+ });
235
+ pb.getGlobalScope()[funcNameIllumOneLight](positionRange, directionCutoff, diffuseIntensity);
236
+ }
237
+ function getClusterIndex(fragCoord) {
238
+ pb.func(funcNameGetClusterIndex, [
239
+ pb.vec3('fragCoord')
240
+ ], function() {
241
+ const clusterParams = ShaderFramework.getClusterParams(this);
242
+ const countParams = ShaderFramework.getCountParams(this);
243
+ this.$l.zTile = pb.int(pb.max(pb.add(pb.mul(pb.log2(nonLinearDepthToLinear(this, this.fragCoord.z)), clusterParams.z), clusterParams.w), 0));
244
+ this.$l.f = pb.vec2(this.fragCoord.x, pb.sub(clusterParams.y, pb.add(this.fragCoord.y, 1)));
245
+ this.$l.xyTile = pb.ivec2(pb.div(this.f, pb.div(clusterParams.xy, pb.vec2(countParams.xy))));
246
+ this.$return(pb.ivec3(this.xyTile, this.zTile));
247
+ });
248
+ return pb.getGlobalScope()[funcNameGetClusterIndex](fragCoord);
249
+ }
250
+ function illumUnshadowedLights(lm) {
251
+ pb.func(funcNameIllumUnshadowedLights, [], function() {
252
+ const countParams = ShaderFramework.getCountParams(this);
253
+ this.$l.cluster = getClusterIndex(this.$builtins.fragCoord.xyz);
254
+ this.$l.clusterIndex = pb.add(this.cluster.x, pb.mul(this.cluster.y, countParams.x), pb.mul(this.cluster.z, countParams.x, countParams.y));
255
+ this.$l.texSize = this.global.light.lightIndexTexSize;
256
+ if (pb.getDevice().type === 'webgl') {
257
+ this.$l.texCoordX = pb.div(pb.add(pb.mod(pb.float(this.clusterIndex), pb.float(this.texSize.x)), 0.5), pb.float(this.texSize.x));
258
+ this.$l.texCoordY = pb.div(pb.add(pb.float(pb.div(this.clusterIndex, this.texSize.x)), 0.5), pb.float(this.texSize.y));
259
+ this.$l.samp = pb.textureSample(ShaderFramework.getClusteredLightIndexTexture(this), pb.vec2(this.texCoordX, this.texCoordY));
260
+ } else {
261
+ // this.$l.texSize = pb.ivec2(pb.textureDimensions(ShaderFramework.getClusteredLightIndexTexture(this), 0));
262
+ this.$l.texCoordX = pb.mod(this.clusterIndex, this.texSize.x);
263
+ this.$l.texCoordY = pb.div(this.clusterIndex, this.texSize.x);
264
+ this.$l.samp = pb.textureLoad(ShaderFramework.getClusteredLightIndexTexture(this), pb.ivec2(this.texCoordX, this.texCoordY), 0);
265
+ }
266
+ if (pb.getDevice().type === 'webgl') {
267
+ this.$for(pb.int('i'), 0, 4, function() {
268
+ this.$l.k = this.samp.at(this.i);
269
+ this.$l.lights = pb.int[2]();
270
+ this.$l.lights[0] = pb.int(pb.mod(this.k, 256));
271
+ this.$l.lights[1] = pb.int(pb.div(this.k, 256));
272
+ this.$for(pb.int('k'), 0, 2, function() {
273
+ this.$l.li = this.lights.at(this.k);
274
+ this.$if(pb.greaterThan(this.li, 0), function() {
275
+ this.$for(pb.int('j'), 1, 256, function() {
276
+ this.$if(pb.equal(this.j, this.li), function() {
277
+ this.$l.positionRange = ShaderFramework.getLightPositionAndRange(this, this.j);
278
+ this.$l.directionCutoff = ShaderFramework.getLightDirectionAndCutoff(this, this.j);
279
+ this.$l.diffuseIntensity = ShaderFramework.getLightColorAndIntensity(this, this.j);
280
+ illumOneLight(lm, this.positionRange, this.directionCutoff, this.diffuseIntensity);
281
+ this.$break();
282
+ });
283
+ });
284
+ });
285
+ });
286
+ });
287
+ } else {
288
+ this.$for(pb.uint('i'), 0, 4, function() {
289
+ this.$for(pb.uint('k'), 0, 4, function() {
290
+ this.$l.c = pb.compAnd(pb.sar(this.samp.at(this.i), pb.mul(this.k, 8)), 0xff);
291
+ this.$if(pb.greaterThan(this.c, 0), function() {
292
+ this.$l.positionRange = ShaderFramework.getLightPositionAndRange(this, this.c);
293
+ this.$l.directionCutoff = ShaderFramework.getLightDirectionAndCutoff(this, this.c);
294
+ this.$l.diffuseIntensity = ShaderFramework.getLightColorAndIntensity(this, this.c);
295
+ illumOneLight(lm, this.positionRange, this.directionCutoff, this.diffuseIntensity);
296
+ });
297
+ });
298
+ });
299
+ }
300
+ });
301
+ pb.getGlobalScope()[funcNameIllumUnshadowedLights]();
302
+ }
303
+ pb.func(funcNameComputeLighting, [], function() {
304
+ const worldPosition = ShaderFramework.getWorldPosition(this);
305
+ const worldNormal = ShaderFramework.getWorldNormal(this);
306
+ const worldTangent = ShaderFramework.getWorldTangent(this);
307
+ const worldBinormal = ShaderFramework.getWorldBinormal(this);
308
+ lm.getSurfaceData(this, env, worldPosition, worldNormal, worldTangent, worldBinormal);
309
+ ShaderFramework.discardIfClipped(this);
310
+ if (lm.supportLighting()) {
311
+ if (env) {
312
+ lm.envBRDF(env, this);
313
+ }
314
+ if (ctx.currentShadowLight) {
315
+ const shadowMapParams = ctx.shadowMapInfo.get(ctx.currentShadowLight);
316
+ if (shadowMapParams.numShadowCascades > 1) {
317
+ illumCascadedShadowLight(lm);
318
+ } else if (shadowMapParams.shadowMap.isTextureCube()) {
319
+ illumPointShadowLight(lm);
320
+ } else {
321
+ illumDirectionalShadowLight(shadowMapParams.lightType, lm);
322
+ }
323
+ } else {
324
+ illumUnshadowedLights(lm);
325
+ }
326
+ }
327
+ this.$return(lm.finalComposite(this));
328
+ // this.$l.result = pb.add(this.lightDiffuse, this.lightSpecular);
329
+ // this.$return(pb.vec4(this.result, this.surfaceData.diffuse.a));
330
+ });
331
+ return pb.getGlobalScope()[funcNameComputeLighting]();
332
+ }
333
+
334
+ export { forwardComputeLighting };
335
+ //# sourceMappingURL=lighting.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"lighting.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}