@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
@@ -0,0 +1,709 @@
1
+ import { Matrix4x4, Frustum, Vector3, Vector4, CubeFace, AABB } from '@zephyr3d/base';
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+ import { Camera } from '../camera/camera.js';
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+ import { SSM } from './ssm.js';
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+ import { ESM } from './esm.js';
5
+ import { VSM } from './vsm.js';
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+ import { PCFPD } from './pcf_pd.js';
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+ import { PCFOPT } from './pcf_opt.js';
8
+ import { nonLinearDepthToLinearNormalized } from '../shaders/misc.js';
9
+ import { ShaderFramework } from '../shaders/framework.js';
10
+ import { Application } from '../app.js';
11
+ import '../scene/octree.js';
12
+ import { LIGHT_TYPE_NONE, LIGHT_TYPE_DIRECTIONAL } from '../values.js';
13
+ import '../material/material.js';
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+ import '@zephyr3d/device';
15
+ import '../render/scatteringlut.js';
16
+ import '../material/lambert.js';
17
+ import '../material/blinn.js';
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+ import '../material/unlit.js';
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+ import '../material/lightmodel.js';
20
+ import '../render/forward.js';
21
+ import '../render/sky.js';
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+ import '../render/clipmap.js';
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+ import { TemporalCache } from '../render/temporalcache.js';
24
+ import '../render/watermesh.js';
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+
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+ const tmpMatrix = new Matrix4x4();
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+ const tmpFrustum = new Frustum(Matrix4x4.identity());
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+ // const zeroPosition = Vector3.zero();
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+ /**
30
+ * The shadow map generator
31
+ * @public
32
+ */ class ShadowMapper {
33
+ /** @internal */ static _snapMatrix = new Matrix4x4();
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+ /** @internal */ static _target = new Vector3();
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+ /** @internal */ static _up = new Vector3();
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+ /** @internal */ static _frustumMin = new Vector3();
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+ /** @internal */ static _frustumMax = new Vector3();
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+ /** @internal */ static _frustumCenter = new Vector3();
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+ /** @internal */ static _lightCameras = new WeakMap();
40
+ /** @internal */ static _shadowMapParams = [];
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+ /** @internal */ _light;
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+ /** @internal */ _config;
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+ /** @internal */ _resourceDirty;
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+ /** @internal */ _shadowMode;
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+ /** @internal */ _shadowDistance;
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+ /** @internal */ _impl;
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+ /** @internal */ _pdSampleCount;
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+ /** @internal */ _pdSampleRadius;
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+ /** @internal */ _pcfKernelSize;
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+ /** @internal */ _vsmBlurKernelSize;
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+ /** @internal */ _vsmBlurRadius;
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+ /** @internal */ _vsmDarkness;
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+ /** @internal */ _esmBlur;
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+ /** @internal */ _esmBlurKernelSize;
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+ /** @internal */ _esmBlurRadius;
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+ /** @internal */ _esmDepthScale;
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+ /**
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+ * Creates an instance of ShadowMapper
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+ * @param light - The light that is used to generate shadow map
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+ */ constructor(light){
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+ this._light = light;
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+ this._config = {
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+ shadowMapSize: 1024,
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+ numCascades: 1,
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+ splitLambda: 0.5,
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+ depthBias: 0.05,
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+ normalBias: 0.05,
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+ nearClip: 1
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+ };
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+ this._resourceDirty = true;
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+ this._shadowMode = 'hard';
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+ this._shadowDistance = 2000;
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+ this._impl = null;
74
+ this._pdSampleCount = 12;
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+ this._pdSampleRadius = 4;
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+ this._pcfKernelSize = 5;
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+ this._vsmBlurKernelSize = 5;
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+ this._vsmBlurRadius = 4;
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+ this._vsmDarkness = 0.3;
80
+ this._esmBlur = true;
81
+ this._esmBlurKernelSize = 5;
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+ this._esmBlurRadius = 4;
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+ this._esmDepthScale = 200;
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+ this.applyMode(this._shadowMode);
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+ }
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+ /** The light that is used to generate shadow map */ get light() {
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+ return this._light;
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+ }
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+ /** Size of the shadow map */ get shadowMapSize() {
90
+ return this._config.shadowMapSize;
91
+ }
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+ set shadowMapSize(num) {
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+ if (!Number.isInteger(num) || num < 1) {
94
+ console.error(`invalid shadow map size: ${num}`);
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+ return;
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+ }
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+ if (this._config.shadowMapSize !== num) {
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+ this._config.shadowMapSize = num;
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+ this._resourceDirty = true;
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+ }
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+ }
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+ /** Maximum distance from the camera, shadow will not be rendered beyond this range */ get shadowDistance() {
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+ return this._shadowDistance;
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+ }
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+ set shadowDistance(val) {
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+ this._shadowDistance = Math.max(0, val);
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+ }
108
+ /** Count of the cascades, The maximum value is 4 */ get numShadowCascades() {
109
+ return this._config.numCascades;
110
+ }
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+ set numShadowCascades(num) {
112
+ if (num !== 1 && num !== 2 && num !== 3 && num !== 4) {
113
+ console.error(`invalid shadow cascade number: ${num}`);
114
+ return;
115
+ }
116
+ if (!this._light.isDirectionLight() && num > 1) {
117
+ console.error(`only directional light can have more than one shadow cascades`);
118
+ return;
119
+ }
120
+ if (num !== this._config.numCascades) {
121
+ this._config.numCascades = num;
122
+ this._resourceDirty = true;
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+ }
124
+ }
125
+ /** The split lambda for cascaded shadow mapping */ get splitLambda() {
126
+ return this._config.splitLambda;
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+ }
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+ set splitLambda(val) {
129
+ if (this._config.splitLambda !== val) {
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+ this._config.splitLambda = val;
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+ }
132
+ }
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+ /** Depth bias for the shadow map */ get depthBias() {
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+ return this._config.depthBias;
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+ }
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+ set depthBias(val) {
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+ this._config.depthBias = val;
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+ }
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+ /** Normal bias for the shadow map */ get normalBias() {
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+ return this._config.normalBias;
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+ }
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+ set normalBias(val) {
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+ this._config.normalBias = val;
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+ }
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+ /** Near clip plane */ get nearClip() {
146
+ return this._config.nearClip;
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+ }
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+ set nearClip(val) {
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+ if (this._config.nearClip !== val) {
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+ this._config.nearClip = val;
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+ }
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+ }
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+ /** Shadow map mode */ get mode() {
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+ return this._shadowMode;
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+ }
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+ set mode(mode) {
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+ if (mode !== this._shadowMode) {
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+ this._shadowMode = mode;
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+ this.applyMode(this._shadowMode);
160
+ }
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+ }
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+ /** Generated shadow map */ /*
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+ get shadowMap(): ShadowMapType {
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+ return (this._impl.getShadowMap(this) ?? this._framebuffer?.getColorAttachments()[0] ?? null) as ShadowMapType;
165
+ }
166
+ */ /** Sampler of the shadow map */ /*
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+ get shadowMapSampler(): TextureSampler {
168
+ return this._impl.getShadowMapSampler(this);
169
+ }
170
+ */ /** @internal */ getShaderHash(shadowMapParams) {
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+ return `${shadowMapParams.impl.constructor.name}_${shadowMapParams.impl.getShaderHash()}_${shadowMapParams.lightType}_${shadowMapParams.shadowMap.target}_${Number(shadowMapParams.numShadowCascades > 1)}_${Number(Application.instance.device.getDeviceCaps().textureCaps.getTextureFormatInfo(shadowMapParams.shadowMap.format).filterable)}`;
172
+ }
173
+ /** Sample count for poisson disc PCF */ get pdSampleCount() {
174
+ return this._pdSampleCount;
175
+ }
176
+ set pdSampleCount(val) {
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+ val = Math.min(Math.max(1, Number(val) >> 0), 64);
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+ if (val !== this._pdSampleCount) {
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+ this._pdSampleCount = val;
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+ this.asPCFPD() && (this.asPCFPD().tapCount = this._pdSampleCount);
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+ }
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+ }
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+ /** Radius for poisson disc PCF */ get pdSampleRadius() {
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+ return this._pdSampleRadius;
185
+ }
186
+ set pdSampleRadius(val) {
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+ val = Math.max(0, Number(val) >> 0);
188
+ if (val !== this._pdSampleRadius) {
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+ this._pdSampleRadius = val;
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+ this.asPCFPD()?.setDepthScale(this._pdSampleRadius);
191
+ }
192
+ }
193
+ /** Kernel size for optimized PCF */ get pcfKernelSize() {
194
+ return this._pcfKernelSize;
195
+ }
196
+ set pcfKernelSize(val) {
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+ val = val !== 3 && val !== 5 && val !== 7 ? 5 : val;
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+ if (val !== this._pcfKernelSize) {
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+ this._pcfKernelSize = val;
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+ this.asPCFOPT() && (this.asPCFOPT().kernelSize = this._pcfKernelSize);
201
+ }
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+ }
203
+ /** Kernel size of VSM */ get vsmBlurKernelSize() {
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+ return this._vsmBlurKernelSize;
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+ }
206
+ set vsmBlurKernelSize(val) {
207
+ val = Math.max(3, Number(val) >> 0) | 1;
208
+ if (val !== this._vsmBlurKernelSize) {
209
+ this._vsmBlurKernelSize = val;
210
+ this.asVSM() && (this.asVSM().kernelSize = this._vsmBlurKernelSize);
211
+ }
212
+ }
213
+ /** Blur radius for VSM */ get vsmBlurRadius() {
214
+ return this._vsmBlurRadius;
215
+ }
216
+ set vsmBlurRadius(val) {
217
+ val = Math.max(0, Number(val) || 0);
218
+ if (val !== this._vsmBlurRadius) {
219
+ this._vsmBlurRadius = val;
220
+ this.asVSM() && (this.asVSM().blurSize = this._vsmBlurRadius);
221
+ }
222
+ }
223
+ /** Darkness for VSM */ get vsmDarkness() {
224
+ return this._vsmDarkness;
225
+ }
226
+ set vsmDarkness(val) {
227
+ val = Math.min(0.999, Math.max(0, Number(val) || 0));
228
+ if (val !== this._vsmDarkness) {
229
+ this._vsmDarkness = val;
230
+ this.asVSM()?.setDepthScale(this._vsmDarkness);
231
+ }
232
+ }
233
+ /** Whether to enable ESM blur */ get esmBlur() {
234
+ return this._esmBlur;
235
+ }
236
+ set esmBlur(val) {
237
+ if (!!val !== this.esmBlur) {
238
+ this._esmBlur = !!val;
239
+ this.asESM() && (this.asESM().blur = this._esmBlur);
240
+ }
241
+ }
242
+ /** Kernel size for ESM */ get esmBlurKernelSize() {
243
+ return this._esmBlurKernelSize;
244
+ }
245
+ set esmBlurKernelSize(val) {
246
+ val = Math.max(3, Number(val) >> 0) | 1;
247
+ if (val !== this._esmBlurKernelSize) {
248
+ this._esmBlurKernelSize = val;
249
+ this.asESM() && (this.asESM().kernelSize = this._esmBlurKernelSize);
250
+ }
251
+ }
252
+ /** Blur radius for ESM */ get esmBlurRadius() {
253
+ return this._esmBlurRadius;
254
+ }
255
+ set esmBlurRadius(val) {
256
+ val = Math.max(0, Number(val) || 0);
257
+ if (val !== this._esmBlurRadius) {
258
+ this._esmBlurRadius = val;
259
+ this.asESM() && (this.asESM().blurSize = this._esmBlurRadius);
260
+ }
261
+ }
262
+ /** Depth scale for ESM */ get esmDepthScale() {
263
+ return this._esmDepthScale;
264
+ }
265
+ set esmDepthScale(val) {
266
+ val = Math.max(0, Number(val) || 0);
267
+ if (val !== this._esmDepthScale) {
268
+ this._esmDepthScale = val;
269
+ this.asESM()?.setDepthScale(this._esmDepthScale);
270
+ }
271
+ }
272
+ /** @internal */ computeShadowMapDepth(shadowMapParams, scope) {
273
+ return this._impl.computeShadowMapDepth(shadowMapParams, scope);
274
+ }
275
+ /** @internal */ computeShadow(shadowMapParams, scope, shadowVertex, NdotL) {
276
+ return this._impl.computeShadow(shadowMapParams, scope, shadowVertex, NdotL);
277
+ }
278
+ /** @internal */ computeShadowCSM(shadowMapParams, scope, shadowVertex, NdotL, split) {
279
+ return this._impl.computeShadowCSM(shadowMapParams, scope, shadowVertex, NdotL, split);
280
+ }
281
+ /** @internal */ static releaseTemporalResources(ctx) {
282
+ if (ctx.shadowMapInfo) {
283
+ for (const k of ctx.shadowMapInfo.keys()){
284
+ const shadowMapParams = ctx.shadowMapInfo.get(k);
285
+ TemporalCache.releaseFramebuffer(shadowMapParams.shadowMapFramebuffer);
286
+ shadowMapParams.impl.releaseTemporalResources(shadowMapParams);
287
+ shadowMapParams.lightType = LIGHT_TYPE_NONE;
288
+ shadowMapParams.depthClampEnabled = false;
289
+ shadowMapParams.shaderHash = '';
290
+ shadowMapParams.numShadowCascades = 1;
291
+ shadowMapParams.shadowMapFramebuffer = null;
292
+ shadowMapParams.impl = null;
293
+ shadowMapParams.shadowMap = null;
294
+ shadowMapParams.shadowMapSampler = null;
295
+ shadowMapParams.implData = null;
296
+ this._shadowMapParams.push(shadowMapParams);
297
+ }
298
+ ctx.shadowMapInfo = null;
299
+ }
300
+ }
301
+ /** @internal */ static computeShadowBias(shadowMapParams, scope, z, NdotL, linear) {
302
+ const pb = scope.$builder;
303
+ const depthBiasParam = ShaderFramework.getDepthBiasValues(scope);
304
+ if (shadowMapParams.lightType === LIGHT_TYPE_DIRECTIONAL) {
305
+ return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL))), pb.vec2(1, 1));
306
+ } else {
307
+ const nearFar = ShaderFramework.getShadowCameraParams(scope).xy;
308
+ const linearDepth = linear ? z : nonLinearDepthToLinearNormalized(scope, z, nearFar);
309
+ const biasScaleFactor = pb.mix(1, depthBiasParam.w, linearDepth);
310
+ return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL)), biasScaleFactor), pb.vec2(1, 1));
311
+ }
312
+ }
313
+ /** @internal */ static computeShadowBiasCSM(shadowMapParams, scope, NdotL, split) {
314
+ const pb = scope.$builder;
315
+ const depthBiasParam = ShaderFramework.getDepthBiasValues(scope);
316
+ const splitFlags = pb.vec4(pb.float(pb.equal(split, 0)), pb.float(pb.equal(split, 1)), pb.float(pb.equal(split, 2)), pb.float(pb.equal(split, 3)));
317
+ const depthBiasScale = pb.dot(ShaderFramework.getDepthBiasScales(scope), splitFlags);
318
+ return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL)), depthBiasScale), pb.vec2(1, 1));
319
+ }
320
+ /** @internal */ isTextureInvalid(texture, target, format, width, height) {
321
+ return texture && (texture.target !== target || texture.format !== format || texture.width !== width || texture.height !== height || texture.depth !== this.numShadowCascades);
322
+ }
323
+ /** @internal */ createTexture(target, format, width, height, depth) {
324
+ const device = Application.instance.device;
325
+ const options = {
326
+ samplerOptions: {
327
+ mipFilter: 'none'
328
+ }
329
+ };
330
+ switch(target){
331
+ case '2d':
332
+ return device.createTexture2D(format, width, height, options);
333
+ case 'cube':
334
+ return device.createCubeTexture(format, width, options);
335
+ case '2darray':
336
+ return device.createTexture2DArray(format, width, height, depth, options);
337
+ default:
338
+ return null;
339
+ }
340
+ }
341
+ /** @internal */ updateResources(shadowMapParams) {
342
+ const device = Application.instance.device;
343
+ const colorFormat = shadowMapParams.impl.getShadowMapColorFormat(shadowMapParams);
344
+ const depthFormat = shadowMapParams.impl.getShadowMapDepthFormat(shadowMapParams);
345
+ const numCascades = shadowMapParams.numShadowCascades;
346
+ const useTextureArray = numCascades > 1 && device.type !== 'webgl';
347
+ const shadowMapWidth = numCascades > 1 && !useTextureArray ? 2 * this._config.shadowMapSize : this._config.shadowMapSize;
348
+ const shadowMapHeight = numCascades > 2 && !useTextureArray ? 2 * this._config.shadowMapSize : this._config.shadowMapSize;
349
+ const colorTarget = useTextureArray ? '2darray' : this._light.isPointLight() ? 'cube' : '2d';
350
+ const depthTarget = device.type === 'webgl' ? '2d' : colorTarget;
351
+ shadowMapParams.shadowMapFramebuffer = TemporalCache.getFramebufferFixedSize(shadowMapWidth, shadowMapHeight, numCascades, colorFormat, depthFormat, colorTarget, depthTarget, false, 1);
352
+ shadowMapParams.impl = this._impl;
353
+ this._impl.updateResources(shadowMapParams);
354
+ }
355
+ /** @internal */ createLightCameraPoint(lightCamera) {
356
+ //lightCamera.reparent(this._light);
357
+ lightCamera.reparent(lightCamera.scene.rootNode);
358
+ lightCamera.resetTransform();
359
+ lightCamera.setPerspective(Math.PI / 2, 1, this._config.nearClip, Math.min(this._shadowDistance, this._light.range));
360
+ lightCamera.position.set(this._light.positionAndRange.xyz());
361
+ }
362
+ /** @internal */ createLightCameraSpot(lightCamera) {
363
+ lightCamera.reparent(this._light);
364
+ lightCamera.resetTransform();
365
+ lightCamera.setPerspective(2 * this._light.cutoff, 1, this._config.nearClip, Math.min((this._shadowDistance, this._light).range));
366
+ }
367
+ /** @internal */ createLightCameraDirectional(sceneAABB, sceneCamera, lightCamera, cropMatrix, border) {
368
+ let frustum = sceneCamera.frustumViewSpace;
369
+ if (this._shadowDistance < sceneCamera.getFarPlane()) {
370
+ tmpMatrix.set(sceneCamera.getProjectionMatrix());
371
+ tmpMatrix.setNearFar(tmpMatrix.getNearPlane(), this._shadowDistance);
372
+ //tmpMatrix.multiplyRight(sceneCamera.viewMatrix);
373
+ tmpFrustum.initWithMatrix(tmpMatrix);
374
+ frustum = tmpFrustum;
375
+ }
376
+ border = border || 0;
377
+ const expand = (this.shadowMapSize - 2 * border) / this.shadowMapSize;
378
+ //const frustum = sceneCamera.frustum;
379
+ const frustumMin = ShadowMapper._frustumMin;
380
+ const frustumMax = ShadowMapper._frustumMax;
381
+ const frustumCenter = ShadowMapper._frustumCenter;
382
+ const target = ShadowMapper._target;
383
+ const up = ShadowMapper._up;
384
+ // const frustum = new Frustum(sceneCamera.viewProjectionMatrix);
385
+ frustumMin.setXYZ(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
386
+ frustumMax.setXYZ(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
387
+ frustum.corners.forEach((p)=>{
388
+ frustumMin.inplaceMin(p);
389
+ frustumMax.inplaceMax(p);
390
+ });
391
+ let radius = Vector3.distance(frustumMin, frustumMax) * 0.5 * expand;
392
+ const center = sceneCamera.thisToWorld(Vector3.add(frustumMin, frustumMax, frustumCenter).scaleBy(0.5), frustumCenter);
393
+ // Bounding sphere of the shadow camera should not be larger than bounding sphere of the scene.
394
+ const sceneRadius = sceneAABB.diagonalLength * 0.5 * expand;
395
+ if (sceneRadius < radius) {
396
+ radius = sceneRadius;
397
+ Vector3.add(sceneAABB.minPoint, sceneAABB.maxPoint, center).scaleBy(0.5);
398
+ }
399
+ target.setXYZ(center.x + this._light.directionAndCutoff.x, center.y + this._light.directionAndCutoff.y, center.z + this._light.directionAndCutoff.z);
400
+ up.setXYZ(0, 1, 0);
401
+ lightCamera.lookAt(center, target, up);
402
+ lightCamera.position.set(center);
403
+ lightCamera.setOrtho(-radius, radius, -radius, radius, -radius, radius);
404
+ center.setXYZ(0, 0, 0);
405
+ lightCamera.viewProjectionMatrix.transformPointP(center, center);
406
+ if (cropMatrix) {
407
+ const tx = center.x * this.shadowMapSize * 0.5;
408
+ const ty = center.y * this.shadowMapSize * 0.5;
409
+ const rx = Math.round(tx);
410
+ const ry = Math.round(ty);
411
+ center.setXYZ((rx - tx) * 2 / this.shadowMapSize, (ry - ty) * 2 / this.shadowMapSize, 0);
412
+ cropMatrix.translation(center);
413
+ }
414
+ /*
415
+ const minx = frustumMin.x;
416
+ const maxx = frustumMax.x;
417
+ const miny = frustumMin.y;
418
+ const maxy = frustumMax.y;
419
+ const minz = frustumMin.z;
420
+ const maxz = frustumMax.z;
421
+ const texelSizeW = (maxx - minx) / this.shadowMapSize;
422
+ const texelSizeH = (maxy - miny) / this.shadowMapSize;
423
+ const cx = Math.floor((minx + maxx) / 2 / texelSizeW) * texelSizeW;
424
+ const cy = Math.floor((miny + maxy) / 2 / texelSizeH) * texelSizeH;
425
+ const cz = (minz + maxz) / 2;
426
+ const hx = Math.floor(((maxx - minx) * (expand + 0.5)) / texelSizeW) * texelSizeW;
427
+ const hy = Math.floor(((maxy - miny) * (expand + 0.5)) / texelSizeH) * texelSizeH;
428
+ lightCamera.position.setXYZ(cx, cy, cz);
429
+ lightCamera.setOrtho(
430
+ -hx,
431
+ hx,
432
+ -hy,
433
+ hy,
434
+ sceneMax.z - maxz,
435
+ sceneMax.z - minz + 1
436
+ );
437
+ if (cropMatrix) {
438
+ // compute crop matrix
439
+ let clipMaxX = 0,
440
+ clipMaxY = 0;
441
+ let clipMinX = Number.MAX_VALUE,
442
+ clipMinY = Number.MAX_VALUE;
443
+ frustum.corners.forEach((p) => {
444
+ const clipPos = lightCamera.viewProjectionMatrix.transformPoint(p);
445
+ clipPos.x = Math.min(1, Math.max(-1, clipPos.x / clipPos.w));
446
+ clipPos.y = Math.min(1, Math.max(-1, clipPos.y / clipPos.w));
447
+ if (clipPos.x > clipMaxX) {
448
+ clipMaxX = clipPos.x;
449
+ }
450
+ if (clipPos.x < clipMinX) {
451
+ clipMinX = clipPos.x;
452
+ }
453
+ if (clipPos.y > clipMaxY) {
454
+ clipMaxY = clipPos.y;
455
+ }
456
+ if (clipPos.y < clipMinY) {
457
+ clipMinY = clipPos.y;
458
+ }
459
+ });
460
+ const clipW = clipMaxX - clipMinX;
461
+ const clipH = clipMaxY - clipMinY;
462
+ clipMinX -= expand * clipW;
463
+ clipMinY -= expand * clipH;
464
+ clipMaxX += expand * clipW;
465
+ clipMaxY += expand * clipH;
466
+ const scaleX = 2 / (clipMaxX - clipMinX);
467
+ const scaleY = 2 / (clipMaxY - clipMinY);
468
+ const offsetX = -0.5 * (clipMaxX + clipMinX) * scaleX;
469
+ const offsetY = -0.5 * (clipMaxY + clipMinY) * scaleY;
470
+ cropMatrix.identity();
471
+ cropMatrix.m00 = scaleX;
472
+ cropMatrix.m11 = scaleY;
473
+ cropMatrix.m03 = offsetX;
474
+ cropMatrix.m13 = offsetY;
475
+ }
476
+ */ }
477
+ /** @internal */ static fetchShadowMapParams() {
478
+ if (this._shadowMapParams.length > 0) {
479
+ return this._shadowMapParams.pop();
480
+ } else {
481
+ return {
482
+ lightType: LIGHT_TYPE_NONE,
483
+ depthClampEnabled: false,
484
+ shaderHash: '',
485
+ cameraParams: new Vector4(),
486
+ cascadeDistances: new Vector4(),
487
+ depthBiasScales: new Vector4(),
488
+ depthBiasValues: [
489
+ new Vector4(),
490
+ new Vector4(),
491
+ new Vector4(),
492
+ new Vector4()
493
+ ],
494
+ numShadowCascades: 1,
495
+ shadowMatrices: new Float32Array(16 * 4),
496
+ shadowMap: null,
497
+ shadowMapSampler: null,
498
+ shadowMapFramebuffer: null,
499
+ impl: null,
500
+ implData: null
501
+ };
502
+ }
503
+ }
504
+ /** @internal */ static fetchCameraForScene(scene) {
505
+ const cameras = this._lightCameras.get(scene);
506
+ if (!cameras || cameras.length === 0) {
507
+ return new Camera(scene);
508
+ } else {
509
+ const camera = cameras.pop();
510
+ camera.parent = scene.rootNode;
511
+ camera.resetTransform();
512
+ camera.clipMask = 0;
513
+ return camera;
514
+ }
515
+ }
516
+ /** @internal */ static releaseCamera(camera) {
517
+ let cameras = this._lightCameras.get(camera.scene);
518
+ if (!cameras) {
519
+ cameras = [];
520
+ this._lightCameras.set(camera.scene, cameras);
521
+ }
522
+ camera.remove();
523
+ cameras.push(camera);
524
+ }
525
+ /** @internal */ calcSplitDistances(nearPlane, farPlane, numCascades) {
526
+ const result = [
527
+ 0,
528
+ 0,
529
+ 0,
530
+ 0,
531
+ 0
532
+ ];
533
+ for(let i = 0; i <= numCascades; ++i){
534
+ const fIDM = i / numCascades;
535
+ const fLog = nearPlane * Math.pow(farPlane / nearPlane, fIDM);
536
+ const fUniform = nearPlane + (farPlane - nearPlane) * fIDM;
537
+ result[i] = fLog * this._config.splitLambda + fUniform * (1 - this._config.splitLambda);
538
+ }
539
+ return result;
540
+ }
541
+ /** @internal */ calcDepthBiasParams(shadowMapCamera, shadowMapSize, depthBias, normalBias, depthScale, result) {
542
+ const sizeNear = Math.min(shadowMapCamera.getProjectionMatrix().getNearPlaneWidth(), shadowMapCamera.getProjectionMatrix().getNearPlaneHeight());
543
+ const sizeFar = Math.min(shadowMapCamera.getProjectionMatrix().getFarPlaneWidth(), shadowMapCamera.getProjectionMatrix().getFarPlaneHeight());
544
+ const scaleFactor = sizeNear / shadowMapSize / 2;
545
+ result.setXYZW(depthBias * scaleFactor, normalBias * scaleFactor, depthScale, sizeFar / sizeNear);
546
+ }
547
+ /** @internal */ postRenderShadowMap(shadowMapParams) {
548
+ this._impl.postRenderShadowMap(shadowMapParams);
549
+ }
550
+ /** @internal */ render(ctx, renderPass) {
551
+ if (!ctx.shadowMapInfo) {
552
+ ctx.shadowMapInfo = new Map();
553
+ }
554
+ const shadowMapParams = ShadowMapper.fetchShadowMapParams();
555
+ shadowMapParams.impl = this._impl;
556
+ shadowMapParams.lightType = this.light.lightType;
557
+ shadowMapParams.numShadowCascades = shadowMapParams.lightType === LIGHT_TYPE_DIRECTIONAL ? this._config.numCascades : 1;
558
+ ctx.shadowMapInfo.set(this.light, shadowMapParams);
559
+ const scene = ctx.scene;
560
+ const camera = ctx.camera;
561
+ renderPass.light = this._light;
562
+ this.updateResources(shadowMapParams);
563
+ shadowMapParams.shaderHash = this.getShaderHash(shadowMapParams);
564
+ const device = Application.instance.device;
565
+ const fb = shadowMapParams.shadowMapFramebuffer;
566
+ shadowMapParams.depthClampEnabled = false;
567
+ renderPass.clearColor = fb.getColorAttachments()[0] ? fb.getColorAttachments()[0].isFloatFormat() ? new Vector4(1, 1, 1, 1) : new Vector4(0, 0, 0, 1) : null;
568
+ const depthScale = this._impl.getDepthScale();
569
+ if (this._light.isPointLight()) {
570
+ const shadowMapRenderCamera = ShadowMapper.fetchCameraForScene(scene);
571
+ this.createLightCameraPoint(shadowMapRenderCamera);
572
+ this.calcDepthBiasParams(shadowMapRenderCamera, this._config.shadowMapSize, this._config.depthBias, this._config.normalBias, depthScale, shadowMapParams.depthBiasValues[0]);
573
+ shadowMapParams.cameraParams.setXYZW(shadowMapRenderCamera.getNearPlane(), shadowMapRenderCamera.getFarPlane(), this._config.shadowMapSize, this._shadowDistance);
574
+ device.setFramebuffer(fb);
575
+ shadowMapParams.shadowMatrices.set(Matrix4x4.transpose(shadowMapRenderCamera.viewMatrix));
576
+ for (const face of [
577
+ CubeFace.PX,
578
+ CubeFace.NX,
579
+ CubeFace.PY,
580
+ CubeFace.NY,
581
+ CubeFace.PZ,
582
+ CubeFace.NZ
583
+ ]){
584
+ shadowMapRenderCamera.lookAtCubeFace(face);
585
+ fb.setColorAttachmentCubeFace(0, face);
586
+ fb.setDepthAttachmentCubeFace(face);
587
+ ctx.camera = shadowMapRenderCamera;
588
+ renderPass.render(ctx);
589
+ }
590
+ shadowMapParams.shadowMatrices.set(Matrix4x4.identity());
591
+ ShadowMapper.releaseCamera(shadowMapRenderCamera);
592
+ } else {
593
+ if (this._config.numCascades > 1) {
594
+ const distances = this.calcSplitDistances(camera.getNearPlane(), Math.min(this._shadowDistance, camera.getFarPlane()), this._config.numCascades);
595
+ const cascadeCamera = ShadowMapper.fetchCameraForScene(scene);
596
+ const shadowMapRenderCamera = ShadowMapper.fetchCameraForScene(scene);
597
+ const shadowMapCullCamera = ShadowMapper.fetchCameraForScene(scene);
598
+ shadowMapCullCamera.clipMask = AABB.ClipLeft | AABB.ClipRight | AABB.ClipBottom | AABB.ClipTop;
599
+ cascadeCamera.reparent(camera);
600
+ shadowMapParams.depthClampEnabled = Application.instance.device.getDeviceCaps().shaderCaps.supportFragmentDepth;
601
+ for(let split = 0; split < this._config.numCascades; split++){
602
+ cascadeCamera.setPerspective(camera.getFOV(), camera.getAspect(), distances[split], distances[split + 1]);
603
+ const snapMatrix = ShadowMapper._snapMatrix;
604
+ const border = shadowMapParams.impl.getShadowMapBorder(shadowMapParams); //20 / this._config.shadowMapSize;
605
+ this.createLightCameraDirectional(ctx.scene.boundingBox, cascadeCamera, shadowMapRenderCamera, snapMatrix, border);
606
+ this.createLightCameraDirectional(ctx.scene.boundingBox, cascadeCamera, shadowMapCullCamera, null, border);
607
+ this.calcDepthBiasParams(shadowMapRenderCamera, this._config.shadowMapSize, this._config.depthBias, this._config.normalBias, depthScale, shadowMapParams.depthBiasValues[split]);
608
+ shadowMapParams.depthBiasScales[split] = 1;
609
+ // Incorrect calculation
610
+ // shadowMapParams.depthBiasScales[split] = shadowMapParams.depthBiasValues[0].x !== 0 ? shadowMapParams.depthBiasValues[split].x / shadowMapParams.depthBiasValues[0].x : 1;
611
+ shadowMapParams.cameraParams.setXYZW(shadowMapRenderCamera.getNearPlane(), shadowMapRenderCamera.getFarPlane(), this._config.shadowMapSize, this._shadowDistance);
612
+ let scissor = null;
613
+ if (fb.getColorAttachments()[0]?.isTexture2DArray() || fb.getDepthAttachment()?.isTexture2DArray()) {
614
+ shadowMapRenderCamera.setProjectionMatrix(Matrix4x4.multiply(snapMatrix, shadowMapRenderCamera.getProjectionMatrix()));
615
+ fb.setColorAttachmentLayer(0, split);
616
+ fb.setDepthAttachmentLayer(split);
617
+ } else {
618
+ const numRows = this._config.numCascades > 2 ? 2 : 1;
619
+ const numCols = this._config.numCascades > 1 ? 2 : 1;
620
+ const adjMatrix = new Matrix4x4();
621
+ const col = split % 2;
622
+ const row = split >> 1;
623
+ adjMatrix.setRowXYZW(0, 1.5 - 0.5 * numCols, 0, 0, 0);
624
+ adjMatrix.setRowXYZW(1, 0, 1.5 - 0.5 * numRows, 0, 0);
625
+ adjMatrix.setRowXYZW(2, 0, 0, 1, 0);
626
+ adjMatrix.setRowXYZW(3, col - 0.5 * numCols + 0.5, row - 0.5 * numRows + 0.5, 0, 1);
627
+ shadowMapRenderCamera.setProjectionMatrix(Matrix4x4.multiply(adjMatrix, Matrix4x4.multiply(snapMatrix, shadowMapRenderCamera.getProjectionMatrix())));
628
+ if (device.type === 'webgpu') {
629
+ scissor = [
630
+ col * this._config.shadowMapSize,
631
+ (numRows - 1 - row) * this._config.shadowMapSize,
632
+ this._config.shadowMapSize,
633
+ this._config.shadowMapSize
634
+ ];
635
+ } else {
636
+ scissor = [
637
+ col * this._config.shadowMapSize,
638
+ row * this._config.shadowMapSize,
639
+ this._config.shadowMapSize,
640
+ this._config.shadowMapSize
641
+ ];
642
+ }
643
+ }
644
+ device.setFramebuffer(fb);
645
+ device.setScissor(scissor);
646
+ ctx.camera = shadowMapRenderCamera;
647
+ renderPass.render(ctx, shadowMapCullCamera);
648
+ shadowMapParams.shadowMatrices.set(Matrix4x4.transpose(shadowMapRenderCamera.viewProjectionMatrix), split * 16);
649
+ shadowMapParams.cascadeDistances[split] = distances[split + 1];
650
+ }
651
+ ShadowMapper.releaseCamera(cascadeCamera);
652
+ ShadowMapper.releaseCamera(shadowMapRenderCamera);
653
+ ShadowMapper.releaseCamera(shadowMapCullCamera);
654
+ } else {
655
+ const shadowMapRenderCamera = ShadowMapper.fetchCameraForScene(scene);
656
+ const snapMatrix = ShadowMapper._snapMatrix;
657
+ shadowMapRenderCamera.clipMask = AABB.ClipLeft | AABB.ClipRight | AABB.ClipBottom | AABB.ClipTop;
658
+ if (this._light.isDirectionLight()) {
659
+ this.createLightCameraDirectional(ctx.scene.boundingBox, camera, shadowMapRenderCamera, snapMatrix, shadowMapParams.impl.getShadowMapBorder(shadowMapParams));
660
+ } else {
661
+ this.createLightCameraSpot(shadowMapRenderCamera);
662
+ }
663
+ this.calcDepthBiasParams(shadowMapRenderCamera, this._config.shadowMapSize, this._config.depthBias, this._config.normalBias, depthScale, shadowMapParams.depthBiasValues[0]);
664
+ shadowMapParams.cameraParams.setXYZW(shadowMapRenderCamera.getNearPlane(), shadowMapRenderCamera.getFarPlane(), this._config.shadowMapSize, this._shadowDistance);
665
+ device.setFramebuffer(fb);
666
+ shadowMapRenderCamera.setProjectionMatrix(Matrix4x4.multiply(snapMatrix, shadowMapRenderCamera.getProjectionMatrix()));
667
+ ctx.camera = shadowMapRenderCamera;
668
+ renderPass.render(ctx);
669
+ shadowMapParams.shadowMatrices.set(Matrix4x4.transpose(shadowMapRenderCamera.viewProjectionMatrix));
670
+ ShadowMapper.releaseCamera(shadowMapRenderCamera);
671
+ }
672
+ }
673
+ ctx.camera = camera;
674
+ this.postRenderShadowMap(shadowMapParams);
675
+ }
676
+ /** @internal */ applyMode(mode) {
677
+ if (mode !== 'hard' && mode !== 'vsm' && mode !== 'esm' && mode !== 'pcf-pd' && mode !== 'pcf-opt') {
678
+ console.error(`ShadowMapper.setShadowMode() failed: invalid mode: ${mode}`);
679
+ return;
680
+ }
681
+ this._impl = null;
682
+ if (mode === 'hard') {
683
+ this._impl = new SSM();
684
+ } else if (mode === 'vsm') {
685
+ this._impl = new VSM(this._vsmBlurKernelSize, this._vsmBlurRadius, this._vsmDarkness);
686
+ } else if (mode === 'esm') {
687
+ this._impl = new ESM(this._esmBlurKernelSize, this._esmBlurRadius, this._esmDepthScale);
688
+ } else if (mode === 'pcf-pd') {
689
+ this._impl = new PCFPD(this._pdSampleCount, this._pdSampleRadius);
690
+ } else if (mode === 'pcf-opt') {
691
+ this._impl = new PCFOPT(this._pcfKernelSize);
692
+ }
693
+ }
694
+ /** @internal */ asVSM() {
695
+ return this._impl?.getType() === 'vsm' ? this._impl : null;
696
+ }
697
+ /** @internal */ asESM() {
698
+ return this._impl?.getType() === 'esm' ? this._impl : null;
699
+ }
700
+ /** @internal */ asPCFPD() {
701
+ return this._impl?.getType() === 'pcf-pd' ? this._impl : null;
702
+ }
703
+ /** @internal */ asPCFOPT() {
704
+ return this._impl?.getType() === 'pcf-opt' ? this._impl : null;
705
+ }
706
+ }
707
+
708
+ export { ShadowMapper };
709
+ //# sourceMappingURL=shadowmapper.js.map