@zephyr3d/scene 0.6.0 → 0.7.0
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.
- package/README.md +1 -1
- package/dist/animation/animation.js +149 -27
- package/dist/animation/animation.js.map +1 -1
- package/dist/animation/animationset.js +173 -73
- package/dist/animation/animationset.js.map +1 -1
- package/dist/animation/animationtrack.js +65 -10
- package/dist/animation/animationtrack.js.map +1 -1
- package/dist/animation/eulerrotationtrack.js +41 -20
- package/dist/animation/eulerrotationtrack.js.map +1 -1
- package/dist/animation/morphtarget.js +14 -38
- package/dist/animation/morphtarget.js.map +1 -1
- package/dist/animation/morphtrack.js +59 -22
- package/dist/animation/morphtrack.js.map +1 -1
- package/dist/animation/proptrack.js +190 -0
- package/dist/animation/proptrack.js.map +1 -0
- package/dist/animation/rotationtrack.js +29 -11
- package/dist/animation/rotationtrack.js.map +1 -1
- package/dist/animation/scaletrack.js +29 -11
- package/dist/animation/scaletrack.js.map +1 -1
- package/dist/animation/skeleton.js +241 -78
- package/dist/animation/skeleton.js.map +1 -1
- package/dist/animation/translationtrack.js +30 -11
- package/dist/animation/translationtrack.js.map +1 -1
- package/dist/app/api.js +43 -0
- package/dist/app/api.js.map +1 -0
- package/dist/app/app.js +153 -0
- package/dist/app/app.js.map +1 -0
- package/dist/app/engine.js +312 -0
- package/dist/app/engine.js.map +1 -0
- package/dist/app/inputmgr.js +351 -0
- package/dist/app/inputmgr.js.map +1 -0
- package/dist/app/runtimescript.js +62 -0
- package/dist/app/runtimescript.js.map +1 -0
- package/dist/app/scriptingsystem.js +220 -0
- package/dist/app/scriptingsystem.js.map +1 -0
- package/dist/app/scriptregistry.js +432 -0
- package/dist/app/scriptregistry.js.map +1 -0
- package/dist/asset/assetmanager.js +772 -291
- package/dist/asset/assetmanager.js.map +1 -1
- package/dist/asset/builtin.js +7 -43
- package/dist/asset/builtin.js.map +1 -1
- package/dist/asset/loaders/dds/dds.js +17 -93
- package/dist/asset/loaders/dds/dds.js.map +1 -1
- package/dist/asset/loaders/dds/dds_loader.js +8 -18
- package/dist/asset/loaders/dds/dds_loader.js.map +1 -1
- package/dist/asset/loaders/gltf/gltf_loader.js +36 -42
- package/dist/asset/loaders/gltf/gltf_loader.js.map +1 -1
- package/dist/asset/loaders/gltf/helpers.js +27 -14
- package/dist/asset/loaders/gltf/helpers.js.map +1 -1
- package/dist/asset/loaders/hdr/hdr.js +17 -12
- package/dist/asset/loaders/hdr/hdr.js.map +1 -1
- package/dist/asset/loaders/image/tga_Loader.js +13 -16
- package/dist/asset/loaders/image/tga_Loader.js.map +1 -1
- package/dist/asset/loaders/image/webimage_loader.js +51 -50
- package/dist/asset/loaders/image/webimage_loader.js.map +1 -1
- package/dist/asset/loaders/loader.js.map +1 -1
- package/dist/asset/model.js +158 -4
- package/dist/asset/model.js.map +1 -1
- package/dist/blitter/bilateralblur.js +0 -1
- package/dist/blitter/bilateralblur.js.map +1 -1
- package/dist/blitter/blitter.js +22 -23
- package/dist/blitter/blitter.js.map +1 -1
- package/dist/blitter/box.js.map +1 -1
- package/dist/blitter/copy.js.map +1 -1
- package/dist/blitter/gaussianblur.js +23 -23
- package/dist/blitter/gaussianblur.js.map +1 -1
- package/dist/camera/base.js +141 -34
- package/dist/camera/base.js.map +1 -1
- package/dist/camera/camera.js +653 -149
- package/dist/camera/camera.js.map +1 -1
- package/dist/camera/fps.js +2 -10
- package/dist/camera/fps.js.map +1 -1
- package/dist/camera/orbit.js +132 -59
- package/dist/camera/orbit.js.map +1 -1
- package/dist/camera/orthocamera.js +37 -12
- package/dist/camera/orthocamera.js.map +1 -1
- package/dist/camera/perspectivecamera.js +37 -20
- package/dist/camera/perspectivecamera.js.map +1 -1
- package/dist/index.d.ts +18268 -6982
- package/dist/index.js +49 -16
- package/dist/index.js.map +1 -1
- package/dist/material/blinn.js +5 -0
- package/dist/material/blinn.js.map +1 -1
- package/dist/material/grassmaterial.js +6 -1
- package/dist/material/grassmaterial.js.map +1 -1
- package/dist/material/lambert.js +6 -1
- package/dist/material/lambert.js.map +1 -1
- package/dist/material/material.js +346 -73
- package/dist/material/material.js.map +1 -1
- package/dist/material/meshmaterial.js +498 -156
- package/dist/material/meshmaterial.js.map +1 -1
- package/dist/material/mixins/albedocolor.js +5 -1
- package/dist/material/mixins/albedocolor.js.map +1 -1
- package/dist/material/mixins/foliage.js +3 -3
- package/dist/material/mixins/foliage.js.map +1 -1
- package/dist/material/mixins/lightmodel/blinnphong.js +18 -5
- package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
- package/dist/material/mixins/lightmodel/lambert.js +6 -6
- package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +235 -0
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -0
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +52 -15
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js +27 -9
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
- package/dist/material/mixins/lit.js +16 -4
- package/dist/material/mixins/lit.js.map +1 -1
- package/dist/material/mixins/pbr/brdf.js +134 -0
- package/dist/material/mixins/pbr/brdf.js.map +1 -0
- package/dist/material/mixins/pbr/common.js +68 -85
- package/dist/material/mixins/pbr/common.js.map +1 -1
- package/dist/material/mixins/texture.js +98 -83
- package/dist/material/mixins/texture.js.map +1 -1
- package/dist/material/mixins/vertexcolor.js +6 -2
- package/dist/material/mixins/vertexcolor.js.map +1 -1
- package/dist/material/particle.js +272 -0
- package/dist/material/particle.js.map +1 -0
- package/dist/material/pbrblueprint.js +186 -0
- package/dist/material/pbrblueprint.js.map +1 -0
- package/dist/material/pbrmr.js +10 -0
- package/dist/material/pbrmr.js.map +1 -1
- package/dist/material/pbrsg.js +10 -0
- package/dist/material/pbrsg.js.map +1 -1
- package/dist/material/shader/helper.js +521 -287
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/material/terrain-cm.js +607 -0
- package/dist/material/terrain-cm.js.map +1 -0
- package/dist/material/terrainmaterial.js +59 -54
- package/dist/material/terrainmaterial.js.map +1 -1
- package/dist/material/unlit.js +5 -0
- package/dist/material/unlit.js.map +1 -1
- package/dist/material/water.js +415 -0
- package/dist/material/water.js.map +1 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +38 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +1 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +10 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +1 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +127 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +1 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +263 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +1 -0
- package/dist/node_modules/es-module-lexer/dist/lexer.js +5 -0
- package/dist/node_modules/es-module-lexer/dist/lexer.js.map +1 -0
- package/dist/posteffect/bloom.js +39 -54
- package/dist/posteffect/bloom.js.map +1 -1
- package/dist/posteffect/compositor.js +95 -128
- package/dist/posteffect/compositor.js.map +1 -1
- package/dist/posteffect/fxaa.js +10 -18
- package/dist/posteffect/fxaa.js.map +1 -1
- package/dist/posteffect/grayscale.js +9 -17
- package/dist/posteffect/grayscale.js.map +1 -1
- package/dist/posteffect/motionblur.js +105 -0
- package/dist/posteffect/motionblur.js.map +1 -0
- package/dist/posteffect/posteffect.js +66 -35
- package/dist/posteffect/posteffect.js.map +1 -1
- package/dist/posteffect/sao.js +13 -21
- package/dist/posteffect/sao.js.map +1 -1
- package/dist/posteffect/ssr.js +60 -100
- package/dist/posteffect/ssr.js.map +1 -1
- package/dist/posteffect/taa.js +175 -0
- package/dist/posteffect/taa.js.map +1 -0
- package/dist/posteffect/tonemap.js +12 -20
- package/dist/posteffect/tonemap.js.map +1 -1
- package/dist/render/abuffer_oit.js +30 -19
- package/dist/render/abuffer_oit.js.map +1 -1
- package/dist/render/clipmap.js +429 -101
- package/dist/render/clipmap.js.map +1 -1
- package/dist/render/cluster_light.js +7 -5
- package/dist/render/cluster_light.js.map +1 -1
- package/dist/render/cull_visitor.js +43 -3
- package/dist/render/cull_visitor.js.map +1 -1
- package/dist/render/depthpass.js +14 -5
- package/dist/render/depthpass.js.map +1 -1
- package/dist/render/drawable_mixin.js +113 -40
- package/dist/render/drawable_mixin.js.map +1 -1
- package/dist/render/envlight.js +86 -141
- package/dist/render/envlight.js.map +1 -1
- package/dist/render/fbm_wavegenerator.js +234 -0
- package/dist/render/fbm_wavegenerator.js.map +1 -0
- package/dist/render/fft_wavegenerator.js +64 -50
- package/dist/render/fft_wavegenerator.js.map +1 -1
- package/dist/render/fullscreenquad.js +2 -2
- package/dist/render/fullscreenquad.js.map +1 -1
- package/dist/render/gerstner_wavegenerator.js +98 -48
- package/dist/render/gerstner_wavegenerator.js.map +1 -1
- package/dist/render/globalbindgroup_allocator.js +4 -2
- package/dist/render/globalbindgroup_allocator.js.map +1 -1
- package/dist/render/hzb.js +6 -3
- package/dist/render/hzb.js.map +1 -1
- package/dist/render/lightpass.js +19 -18
- package/dist/render/lightpass.js.map +1 -1
- package/dist/render/objectcolorpass.js +4 -4
- package/dist/render/objectcolorpass.js.map +1 -1
- package/dist/render/primitive.js +213 -104
- package/dist/render/primitive.js.map +1 -1
- package/dist/render/render_queue.js +40 -20
- package/dist/render/render_queue.js.map +1 -1
- package/dist/render/renderbundle_wrapper.js +65 -15
- package/dist/render/renderbundle_wrapper.js.map +1 -1
- package/dist/render/renderer.js +326 -185
- package/dist/render/renderer.js.map +1 -1
- package/dist/render/renderpass.js +20 -36
- package/dist/render/renderpass.js.map +1 -1
- package/dist/render/shadowmap_pass.js +3 -3
- package/dist/render/shadowmap_pass.js.map +1 -1
- package/dist/render/sky.js +864 -541
- package/dist/render/sky.js.map +1 -1
- package/dist/render/weightedblended_oit.js +13 -15
- package/dist/render/weightedblended_oit.js.map +1 -1
- package/dist/scene/batchgroup.js +18 -5
- package/dist/scene/batchgroup.js.map +1 -1
- package/dist/scene/environment.js +78 -48
- package/dist/scene/environment.js.map +1 -1
- package/dist/scene/graph_node.js +2 -3
- package/dist/scene/graph_node.js.map +1 -1
- package/dist/scene/light.js +28 -89
- package/dist/scene/light.js.map +1 -1
- package/dist/scene/mesh.js +218 -87
- package/dist/scene/mesh.js.map +1 -1
- package/dist/scene/octree.js +371 -162
- package/dist/scene/octree.js.map +1 -1
- package/dist/scene/particlesys.js +684 -0
- package/dist/scene/particlesys.js.map +1 -0
- package/dist/scene/raycast_visitor.js +34 -5
- package/dist/scene/raycast_visitor.js.map +1 -1
- package/dist/scene/scene.js +309 -85
- package/dist/scene/scene.js.map +1 -1
- package/dist/scene/scene_node.js +675 -102
- package/dist/scene/scene_node.js.map +1 -1
- package/dist/scene/terrain/grass.js +48 -49
- package/dist/scene/terrain/grass.js.map +1 -1
- package/dist/scene/terrain/heightfield.js +46 -44
- package/dist/scene/terrain/heightfield.js.map +1 -1
- package/dist/scene/terrain/patch.js +20 -29
- package/dist/scene/terrain/patch.js.map +1 -1
- package/dist/scene/terrain/quadtree.js +58 -27
- package/dist/scene/terrain/quadtree.js.map +1 -1
- package/dist/scene/terrain/terrain.js +31 -45
- package/dist/scene/terrain/terrain.js.map +1 -1
- package/dist/scene/terrain-cm/grass.js +603 -0
- package/dist/scene/terrain-cm/grass.js.map +1 -0
- package/dist/scene/terrain-cm/grassmaterial.js +160 -0
- package/dist/scene/terrain-cm/grassmaterial.js.map +1 -0
- package/dist/scene/terrain-cm/terrain-cm.js +533 -0
- package/dist/scene/terrain-cm/terrain-cm.js.map +1 -0
- package/dist/scene/water.js +378 -0
- package/dist/scene/water.js.map +1 -0
- package/dist/shaders/atmosphere.js +957 -0
- package/dist/shaders/atmosphere.js.map +1 -0
- package/dist/shaders/fog.js +116 -0
- package/dist/shaders/fog.js.map +1 -0
- package/dist/shaders/misc.js.map +1 -1
- package/dist/shaders/noise.js +217 -8
- package/dist/shaders/noise.js.map +1 -1
- package/dist/shaders/pbr.js.map +1 -1
- package/dist/shaders/shadow.js +8 -8
- package/dist/shaders/shadow.js.map +1 -1
- package/dist/shaders/ssr.js +87 -39
- package/dist/shaders/ssr.js.map +1 -1
- package/dist/shaders/temporal.js +216 -0
- package/dist/shaders/temporal.js.map +1 -0
- package/dist/shaders/water.js +42 -20
- package/dist/shaders/water.js.map +1 -1
- package/dist/shadow/esm.js +31 -13
- package/dist/shadow/esm.js.map +1 -1
- package/dist/shadow/pcf_opt.js +12 -13
- package/dist/shadow/pcf_opt.js.map +1 -1
- package/dist/shadow/pcf_pd.js +12 -13
- package/dist/shadow/pcf_pd.js.map +1 -1
- package/dist/shadow/shader.js +38 -0
- package/dist/shadow/shader.js.map +1 -0
- package/dist/shadow/shadow_impl.js.map +1 -1
- package/dist/shadow/shadowmapper.js +67 -26
- package/dist/shadow/shadowmapper.js.map +1 -1
- package/dist/shadow/ssm.js +15 -16
- package/dist/shadow/ssm.js.map +1 -1
- package/dist/shadow/vsm.js +33 -16
- package/dist/shadow/vsm.js.map +1 -1
- package/dist/shapes/box.js +181 -83
- package/dist/shapes/box.js.map +1 -1
- package/dist/shapes/cylinder.js +101 -43
- package/dist/shapes/cylinder.js.map +1 -1
- package/dist/shapes/plane.js +70 -29
- package/dist/shapes/plane.js.map +1 -1
- package/dist/shapes/shape.js +120 -17
- package/dist/shapes/shape.js.map +1 -1
- package/dist/shapes/sphere.js +78 -44
- package/dist/shapes/sphere.js.map +1 -1
- package/dist/shapes/tetrahedron.js +256 -0
- package/dist/shapes/tetrahedron.js.map +1 -0
- package/dist/shapes/torus.js +76 -55
- package/dist/shapes/torus.js.map +1 -1
- package/dist/src/animation/animation.js +127 -0
- package/dist/src/animation/animation.js.map +1 -0
- package/dist/src/animation/animationset.js +255 -0
- package/dist/src/animation/animationset.js.map +1 -0
- package/dist/src/animation/animationtrack.js +34 -0
- package/dist/src/animation/animationtrack.js.map +1 -0
- package/dist/src/animation/eulerrotationtrack.js +52 -0
- package/dist/src/animation/eulerrotationtrack.js.map +1 -0
- package/dist/src/animation/morphtarget.js +93 -0
- package/dist/src/animation/morphtarget.js.map +1 -0
- package/dist/src/animation/morphtrack.js +70 -0
- package/dist/src/animation/morphtrack.js.map +1 -0
- package/dist/src/animation/proptrack.js +161 -0
- package/dist/src/animation/proptrack.js.map +1 -0
- package/dist/src/animation/rotationtrack.js +51 -0
- package/dist/src/animation/rotationtrack.js.map +1 -0
- package/dist/src/animation/scaletrack.js +50 -0
- package/dist/src/animation/scaletrack.js.map +1 -0
- package/dist/src/animation/skeleton.js +204 -0
- package/dist/src/animation/skeleton.js.map +1 -0
- package/dist/src/animation/translationtrack.js +50 -0
- package/dist/src/animation/translationtrack.js.map +1 -0
- package/dist/{app.js → src/app/app.js} +18 -40
- package/dist/src/app/app.js.map +1 -0
- package/dist/{input → src/app}/inputmgr.js +41 -16
- package/dist/src/app/inputmgr.js.map +1 -0
- package/dist/src/asset/assetmanager.js +404 -0
- package/dist/src/asset/assetmanager.js.map +1 -0
- package/dist/src/asset/builtin.js +337 -0
- package/dist/src/asset/builtin.js.map +1 -0
- package/dist/src/asset/loaders/dds/dds.js +470 -0
- package/dist/src/asset/loaders/dds/dds.js.map +1 -0
- package/dist/src/asset/loaders/dds/dds_loader.js +28 -0
- package/dist/src/asset/loaders/dds/dds_loader.js.map +1 -0
- package/dist/src/asset/loaders/gltf/gltf_loader.js +1265 -0
- package/dist/src/asset/loaders/gltf/gltf_loader.js.map +1 -0
- package/dist/src/asset/loaders/gltf/helpers.js +327 -0
- package/dist/src/asset/loaders/gltf/helpers.js.map +1 -0
- package/dist/src/asset/loaders/hdr/hdr.js +180 -0
- package/dist/src/asset/loaders/hdr/hdr.js.map +1 -0
- package/dist/src/asset/loaders/image/tga_Loader.js +116 -0
- package/dist/src/asset/loaders/image/tga_Loader.js.map +1 -0
- package/dist/src/asset/loaders/image/webimage_loader.js +63 -0
- package/dist/src/asset/loaders/image/webimage_loader.js.map +1 -0
- package/dist/src/asset/loaders/loader.js +45 -0
- package/dist/src/asset/loaders/loader.js.map +1 -0
- package/dist/src/asset/model.js +414 -0
- package/dist/src/asset/model.js.map +1 -0
- package/dist/{blitter/depthlimitedgaussion.js → src/blitter/bilateralblur.js} +1 -2
- package/dist/src/blitter/bilateralblur.js.map +1 -0
- package/dist/src/blitter/blitter.js +390 -0
- package/dist/src/blitter/blitter.js.map +1 -0
- package/dist/src/blitter/box.js +118 -0
- package/dist/src/blitter/box.js.map +1 -0
- package/dist/src/blitter/copy.js +22 -0
- package/dist/src/blitter/copy.js.map +1 -0
- package/dist/src/blitter/gaussianblur.js +228 -0
- package/dist/src/blitter/gaussianblur.js.map +1 -0
- package/dist/src/camera/base.js +92 -0
- package/dist/src/camera/base.js.map +1 -0
- package/dist/src/camera/camera.js +1005 -0
- package/dist/src/camera/camera.js.map +1 -0
- package/dist/src/camera/fps.js +238 -0
- package/dist/src/camera/fps.js.map +1 -0
- package/dist/src/camera/orbit.js +245 -0
- package/dist/src/camera/orbit.js.map +1 -0
- package/dist/src/camera/orthocamera.js +167 -0
- package/dist/src/camera/orthocamera.js.map +1 -0
- package/dist/src/camera/perspectivecamera.js +141 -0
- package/dist/src/camera/perspectivecamera.js.map +1 -0
- package/dist/src/index.js +120 -0
- package/dist/src/index.js.map +1 -0
- package/dist/src/material/blinn.js +81 -0
- package/dist/src/material/blinn.js.map +1 -0
- package/dist/src/material/grassmaterial.js +113 -0
- package/dist/src/material/grassmaterial.js.map +1 -0
- package/dist/src/material/lambert.js +92 -0
- package/dist/src/material/lambert.js.map +1 -0
- package/dist/src/material/material.js +301 -0
- package/dist/src/material/material.js.map +1 -0
- package/dist/src/material/meshmaterial.js +704 -0
- package/dist/src/material/meshmaterial.js.map +1 -0
- package/dist/src/material/mixins/albedocolor.js +76 -0
- package/dist/src/material/mixins/albedocolor.js.map +1 -0
- package/dist/src/material/mixins/foliage.js +47 -0
- package/dist/src/material/mixins/foliage.js.map +1 -0
- package/dist/src/material/mixins/lightmodel/blinnphong.js +112 -0
- package/dist/src/material/mixins/lightmodel/blinnphong.js.map +1 -0
- package/dist/src/material/mixins/lightmodel/lambert.js +58 -0
- package/dist/src/material/mixins/lightmodel/lambert.js.map +1 -0
- package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js +178 -0
- package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -0
- package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js +139 -0
- package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -0
- package/dist/src/material/mixins/lit.js +476 -0
- package/dist/src/material/mixins/lit.js.map +1 -0
- package/dist/src/material/mixins/pbr/common.js +918 -0
- package/dist/src/material/mixins/pbr/common.js.map +1 -0
- package/dist/src/material/mixins/texture.js +172 -0
- package/dist/src/material/mixins/texture.js.map +1 -0
- package/dist/src/material/mixins/vertexcolor.js +56 -0
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
|
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|
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|
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|
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|
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|
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|
|
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|
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|
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|
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|
|
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|
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|
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|
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|
|
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|
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|
|
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|
|
|
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|
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|
|
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|
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|
|
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|
/** @internal */ static fetchTemporalFramebuffer(autoRelease, lightType, numCascades, width, height, colorFormat, depthFormat, mipmapping) {
|
|
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|
-
const device =
|
|
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|
+
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|
|
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|
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|
|
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|
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|
|
336
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|
device.pool.fetchTemporalTexture2DArray(false, colorFormat, width, height, numCascades, mipmapping)
|
|
@@ -350,7 +389,7 @@ const tmpFrustum = new Frustum(Matrix4x4.identity());
|
|
|
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|
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|
|
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|
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|
|
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|
/** @internal */ updateResources(shadowMapParams) {
|
|
353
|
-
const device =
|
|
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|
+
const device = getDevice();
|
|
354
393
|
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|
|
355
394
|
const depthFormat = shadowMapParams.impl.getShadowMapDepthFormat(shadowMapParams);
|
|
356
395
|
const numCascades = shadowMapParams.numShadowCascades;
|
|
@@ -379,13 +418,13 @@ const tmpFrustum = new Frustum(Matrix4x4.identity());
|
|
|
379
418
|
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|
|
380
419
|
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|
|
381
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|
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|
|
382
|
-
*/ shadowMapParams.shadowMapFramebuffer = ShadowMapper.fetchTemporalFramebuffer(
|
|
421
|
+
*/ shadowMapParams.shadowMapFramebuffer = ShadowMapper.fetchTemporalFramebuffer(true, this._light.lightType, numCascades, shadowMapWidth, shadowMapHeight, colorFormat, depthFormat);
|
|
383
422
|
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|
|
384
423
|
this._impl.updateResources(shadowMapParams);
|
|
385
424
|
}
|
|
386
425
|
/** @internal */ createLightCameraPoint(lightCamera) {
|
|
387
426
|
//lightCamera.reparent(this._light);
|
|
388
|
-
lightCamera.
|
|
427
|
+
lightCamera.parent = lightCamera.scene.rootNode;
|
|
389
428
|
lightCamera.position.setXYZ(0, 0, 0);
|
|
390
429
|
lightCamera.rotation.identity();
|
|
391
430
|
lightCamera.scale.setXYZ(1, 1, 1);
|
|
@@ -393,11 +432,11 @@ const tmpFrustum = new Frustum(Matrix4x4.identity());
|
|
|
393
432
|
lightCamera.position.set(this._light.positionAndRange.xyz());
|
|
394
433
|
}
|
|
395
434
|
/** @internal */ createLightCameraSpot(lightCamera) {
|
|
396
|
-
lightCamera.
|
|
435
|
+
lightCamera.parent = this._light;
|
|
397
436
|
lightCamera.position.setXYZ(0, 0, 0);
|
|
398
437
|
lightCamera.rotation.identity();
|
|
399
438
|
lightCamera.scale.setXYZ(1, 1, 1);
|
|
400
|
-
lightCamera.setPerspective(2 * this._light.cutoff, 1, this._config.nearClip, Math.min((this._shadowDistance, this._light).range));
|
|
439
|
+
lightCamera.setPerspective(2 * Math.acos(this._light.cutoff), 1, this._config.nearClip, Math.min((this._shadowDistance, this._light).range));
|
|
401
440
|
}
|
|
402
441
|
/** @internal */ createLightCameraDirectional(sceneAABB, sceneCamera, lightCamera, cropMatrix, border) {
|
|
403
442
|
let frustum = sceneCamera.frustumViewSpace;
|
|
@@ -539,7 +578,9 @@ const tmpFrustum = new Frustum(Matrix4x4.identity());
|
|
|
539
578
|
/** @internal */ static fetchCameraForScene(scene) {
|
|
540
579
|
const cameras = this._lightCameras.get(scene);
|
|
541
580
|
if (!cameras || cameras.length === 0) {
|
|
542
|
-
|
|
581
|
+
const camera = new Camera(scene);
|
|
582
|
+
retainObject(camera);
|
|
583
|
+
return camera;
|
|
543
584
|
} else {
|
|
544
585
|
const camera = cameras.pop();
|
|
545
586
|
camera.parent = scene.rootNode;
|
|
@@ -598,7 +639,7 @@ const tmpFrustum = new Frustum(Matrix4x4.identity());
|
|
|
598
639
|
renderPass.light = this._light;
|
|
599
640
|
this.updateResources(shadowMapParams);
|
|
600
641
|
shadowMapParams.shaderHash = this.getShaderHash(shadowMapParams);
|
|
601
|
-
const device =
|
|
642
|
+
const device = getDevice();
|
|
602
643
|
const fb = shadowMapParams.shadowMapFramebuffer;
|
|
603
644
|
shadowMapParams.depthClampEnabled = false;
|
|
604
645
|
renderPass.clearColor = fb.getColorAttachments()[0] ? fb.getColorAttachments()[0].isFloatFormat() ? new Vector4(1, 1, 1, 1) : new Vector4(0, 0, 0, 1) : null;
|
|
@@ -634,8 +675,8 @@ const tmpFrustum = new Frustum(Matrix4x4.identity());
|
|
|
634
675
|
const shadowMapRenderCamera = ShadowMapper.fetchCameraForScene(scene);
|
|
635
676
|
const shadowMapCullCamera = ShadowMapper.fetchCameraForScene(scene);
|
|
636
677
|
shadowMapCullCamera.clipMask = AABB.ClipLeft | AABB.ClipRight | AABB.ClipBottom | AABB.ClipTop;
|
|
637
|
-
cascadeCamera.
|
|
638
|
-
shadowMapParams.depthClampEnabled =
|
|
678
|
+
cascadeCamera.parent = camera;
|
|
679
|
+
shadowMapParams.depthClampEnabled = getDevice().getDeviceCaps().shaderCaps.supportFragmentDepth;
|
|
639
680
|
for(let split = 0; split < this._config.numCascades; split++){
|
|
640
681
|
cascadeCamera.setPerspective(camera.getFOV(), camera.getAspect(), distances[split], distances[split + 1]);
|
|
641
682
|
const snapMatrix = ShadowMapper._snapMatrix;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"shadowmapper.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
|
|
1
|
+
{"version":3,"file":"shadowmapper.js","sources":["../../src/shadow/shadowmapper.ts"],"sourcesContent":["import { retainObject, Matrix4x4, Vector3, Vector4, AABB, CubeFace, Frustum } from '@zephyr3d/base';\r\nimport type {\r\n PBShaderExp,\r\n FrameBuffer,\r\n Texture2D,\r\n Texture2DArray,\r\n TextureCube,\r\n TextureFormat,\r\n PBInsideFunctionScope,\r\n TextureSampler,\r\n TextureCreationOptions,\r\n TextureType,\r\n BaseTexture\r\n} from '@zephyr3d/device';\r\nimport { Camera } from '../camera/camera';\r\nimport { SSM } from './ssm';\r\nimport { ESM } from './esm';\r\nimport { VSM } from './vsm';\r\nimport { PCFPD } from './pcf_pd';\r\nimport { PCFOPT } from './pcf_opt';\r\nimport type { PointLight, PunctualLight, SpotLight } from '../scene/light';\r\nimport type { ShadowMapPass } from '../render/shadowmap_pass';\r\nimport type { Scene } from '../scene/scene';\r\nimport type { ShadowImpl } from './shadow_impl';\r\nimport type { DrawContext } from '../render';\r\nimport { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_NONE, LIGHT_TYPE_POINT } from '../values';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { getDevice } from '../app/api';\r\n\r\nconst tmpMatrix = new Matrix4x4();\r\nconst tmpFrustum = new Frustum(Matrix4x4.identity());\r\n\r\n/**\r\n * Shadow mapping mode\r\n * @public\r\n */\r\nexport type ShadowMode = 'hard' | 'vsm' | 'esm' | 'pcf-pd' | 'pcf-opt';\r\n\r\n/** @internal */\r\nexport type ShadowMapParams = {\r\n lightType: number;\r\n shaderHash: string;\r\n numShadowCascades: number;\r\n depthClampEnabled: boolean;\r\n cascadeDistances: Vector4;\r\n depthBiasValues: Vector4[];\r\n depthBiasScales: Vector4;\r\n cameraParams: Vector4;\r\n shadowMatrices: Float32Array;\r\n shadowMapFramebuffer: FrameBuffer;\r\n shadowMap: BaseTexture;\r\n shadowMapSampler: TextureSampler;\r\n impl: ShadowImpl;\r\n implData: unknown;\r\n};\r\n\r\n/** @internal */\r\nexport type ShadowMapType = Texture2D | TextureCube | Texture2DArray;\r\n\r\n/** @internal */\r\nexport interface ShadowConfig {\r\n shadowMapSize: number;\r\n numCascades?: number;\r\n splitLambda?: number;\r\n depthBias?: number;\r\n normalBias?: number;\r\n nearClip?: number;\r\n}\r\n\r\n// const zeroPosition = Vector3.zero();\r\n/**\r\n * The shadow map generator\r\n * @public\r\n */\r\nexport class ShadowMapper {\r\n /** @internal */\r\n private static readonly _snapMatrix = new Matrix4x4();\r\n /** @internal */\r\n private static readonly _target = new Vector3();\r\n /** @internal */\r\n private static readonly _up = new Vector3();\r\n /** @internal */\r\n private static readonly _frustumMin = new Vector3();\r\n /** @internal */\r\n private static readonly _frustumMax = new Vector3();\r\n /** @internal */\r\n private static readonly _frustumCenter = new Vector3();\r\n /** @internal */\r\n private static readonly _lightCameras: WeakMap<Scene, Camera[]> = new WeakMap();\r\n /** @internal */\r\n private static readonly _shadowMapParams: ShadowMapParams[] = [];\r\n /** @internal */\r\n protected _light: PunctualLight;\r\n /** @internal */\r\n protected _config: ShadowConfig;\r\n /** @internal */\r\n protected _resourceDirty: boolean;\r\n /** @internal */\r\n protected _shadowMode: ShadowMode;\r\n /** @internal */\r\n protected _shadowDistance: number;\r\n /** @internal */\r\n protected _impl: ShadowImpl;\r\n /** @internal */\r\n protected _pdSampleCount: number;\r\n /** @internal */\r\n protected _pdSampleRadius: number;\r\n /** @internal */\r\n protected _pcfKernelSize: number;\r\n /** @internal */\r\n protected _vsmBlurKernelSize: number;\r\n /** @internal */\r\n protected _vsmBlurRadius: number;\r\n /** @internal */\r\n protected _vsmDarkness: number;\r\n /** @internal */\r\n protected _esmBlur: boolean;\r\n /** @internal */\r\n protected _esmBlurKernelSize: number;\r\n /** @internal */\r\n protected _esmBlurRadius: number;\r\n /** @internal */\r\n protected _esmDepthScale: number;\r\n /** @internal */\r\n protected _shadowRegion: AABB;\r\n /**\r\n * Creates an instance of ShadowMapper\r\n * @param light - The light that is used to generate shadow map\r\n */\r\n constructor(light: PunctualLight) {\r\n this._light = light;\r\n this._config = {\r\n shadowMapSize: 1024,\r\n numCascades: 1,\r\n splitLambda: 0.5,\r\n depthBias: 0.5,\r\n normalBias: 0.2,\r\n nearClip: 1\r\n };\r\n this._resourceDirty = true;\r\n this._shadowMode = 'hard';\r\n this._shadowDistance = 2000;\r\n this._impl = null;\r\n this._pdSampleCount = 12;\r\n this._pdSampleRadius = 4;\r\n this._pcfKernelSize = 5;\r\n this._vsmBlurKernelSize = 5;\r\n this._vsmBlurRadius = 4;\r\n this._vsmDarkness = 0.3;\r\n this._esmBlur = true;\r\n this._esmBlurKernelSize = 5;\r\n this._esmBlurRadius = 4;\r\n this._esmDepthScale = 200;\r\n this._shadowRegion = null;\r\n this.applyMode(this._shadowMode);\r\n }\r\n copyFrom(other: ShadowMapper) {\r\n this.shadowMapSize = other.shadowMapSize;\r\n this.shadowRegion = other.shadowRegion ? new AABB(other.shadowRegion) : null;\r\n this.shadowDistance = other.shadowDistance;\r\n this.numShadowCascades = other.numShadowCascades;\r\n this.splitLambda = other.splitLambda;\r\n this.depthBias = other.depthBias;\r\n this.normalBias = other.normalBias;\r\n this.nearClip = other.nearClip;\r\n this.mode = other.mode;\r\n this.pdSampleCount = other.pdSampleCount;\r\n this.pdSampleRadius = other.pdSampleRadius;\r\n this.pcfKernelSize = other.pcfKernelSize;\r\n this.vsmBlurKernelSize = other.vsmBlurKernelSize;\r\n this.vsmBlurRadius = other.vsmBlurRadius;\r\n this.vsmDarkness = other.vsmDarkness;\r\n this.esmBlur = other.esmBlur;\r\n this.esmBlurKernelSize = other.esmBlurKernelSize;\r\n this.esmBlurRadius = other.esmBlurRadius;\r\n this.esmDepthScale = other.esmDepthScale;\r\n }\r\n /** The light that is used to generate shadow map */\r\n get light(): PunctualLight {\r\n return this._light;\r\n }\r\n /** Size of the shadow map */\r\n get shadowMapSize(): number {\r\n return this._config.shadowMapSize;\r\n }\r\n set shadowMapSize(num: number) {\r\n if (!Number.isInteger(num) || num < 1) {\r\n console.error(`invalid shadow map size: ${num}`);\r\n return;\r\n }\r\n if (this._config.shadowMapSize !== num) {\r\n this._config.shadowMapSize = num;\r\n this._resourceDirty = true;\r\n }\r\n }\r\n /** Shadow region for directional light */\r\n get shadowRegion(): AABB {\r\n return this._shadowRegion;\r\n }\r\n set shadowRegion(region: AABB) {\r\n this._shadowRegion = region;\r\n }\r\n /** Maximum distance from the camera, shadow will not be rendered beyond this range */\r\n get shadowDistance(): number {\r\n return this._shadowDistance;\r\n }\r\n set shadowDistance(val: number) {\r\n this._shadowDistance = Math.max(0, val);\r\n }\r\n /** Count of the cascades, The maximum value is 4 */\r\n get numShadowCascades(): number {\r\n return this._config.numCascades;\r\n }\r\n set numShadowCascades(num: number) {\r\n if (num !== 1 && num !== 2 && num !== 3 && num !== 4) {\r\n console.error(`invalid shadow cascade number: ${num}`);\r\n return;\r\n }\r\n if (!this._light.isDirectionLight() && num > 1) {\r\n console.error(`only directional light can have more than one shadow cascades`);\r\n return;\r\n }\r\n if (num !== this._config.numCascades) {\r\n this._config.numCascades = num;\r\n this._resourceDirty = true;\r\n }\r\n }\r\n /** The split lambda for cascaded shadow mapping */\r\n get splitLambda(): number {\r\n return this._config.splitLambda;\r\n }\r\n set splitLambda(val: number) {\r\n if (this._config.splitLambda !== val) {\r\n this._config.splitLambda = val;\r\n }\r\n }\r\n /** Depth bias for the shadow map */\r\n get depthBias(): number {\r\n return this._config.depthBias;\r\n }\r\n set depthBias(val: number) {\r\n this._config.depthBias = val;\r\n }\r\n /** Normal bias for the shadow map */\r\n get normalBias(): number {\r\n return this._config.normalBias;\r\n }\r\n set normalBias(val: number) {\r\n this._config.normalBias = val;\r\n }\r\n /** Near clip plane */\r\n get nearClip(): number {\r\n return this._config.nearClip;\r\n }\r\n set nearClip(val: number) {\r\n if (this._config.nearClip !== val) {\r\n this._config.nearClip = val;\r\n }\r\n }\r\n /** Shadow map mode */\r\n get mode(): ShadowMode {\r\n return this._shadowMode;\r\n }\r\n set mode(mode: ShadowMode) {\r\n if (mode !== this._shadowMode) {\r\n this._shadowMode = mode;\r\n this.applyMode(this._shadowMode);\r\n }\r\n }\r\n /** Generated shadow map */\r\n /*\r\n get shadowMap(): ShadowMapType {\r\n return (this._impl.getShadowMap(this) ?? this._framebuffer?.getColorAttachments()[0] ?? null) as ShadowMapType;\r\n }\r\n */\r\n /** Sampler of the shadow map */\r\n /*\r\n get shadowMapSampler(): TextureSampler {\r\n return this._impl.getShadowMapSampler(this);\r\n }\r\n */\r\n /** @internal */\r\n getShaderHash(shadowMapParams: ShadowMapParams): string {\r\n return `${shadowMapParams.impl.constructor.name}_${shadowMapParams.impl.getShaderHash()}_${\r\n shadowMapParams.lightType\r\n }_${shadowMapParams.shadowMap.target}_${Number(shadowMapParams.numShadowCascades > 1)}_${Number(\r\n getDevice().getDeviceCaps().textureCaps.getTextureFormatInfo(shadowMapParams.shadowMap.format)\r\n .filterable\r\n )}`;\r\n }\r\n /** Sample count for poisson disc PCF */\r\n get pdSampleCount(): number {\r\n return this._pdSampleCount;\r\n }\r\n set pdSampleCount(val: number) {\r\n val = Math.min(Math.max(1, Number(val) >> 0), 64);\r\n if (val !== this._pdSampleCount) {\r\n this._pdSampleCount = val;\r\n const pcfpd = this.asPCFPD();\r\n if (pcfpd) {\r\n pcfpd.tapCount = this._pdSampleCount;\r\n }\r\n }\r\n }\r\n /** Radius for poisson disc PCF */\r\n get pdSampleRadius(): number {\r\n return this._pdSampleRadius;\r\n }\r\n set pdSampleRadius(val: number) {\r\n val = Math.max(0, Number(val) >> 0);\r\n if (val !== this._pdSampleRadius) {\r\n this._pdSampleRadius = val;\r\n this.asPCFPD()?.setDepthScale(this._pdSampleRadius);\r\n }\r\n }\r\n /** Kernel size for optimized PCF */\r\n get pcfKernelSize(): number {\r\n return this._pcfKernelSize;\r\n }\r\n set pcfKernelSize(val: number) {\r\n val = val !== 3 && val !== 5 && val !== 7 ? 5 : val;\r\n if (val !== this._pcfKernelSize) {\r\n this._pcfKernelSize = val;\r\n const pcfopt = this.asPCFOPT();\r\n if (pcfopt) {\r\n pcfopt.kernelSize = this._pcfKernelSize;\r\n }\r\n }\r\n }\r\n /** Kernel size of VSM */\r\n get vsmBlurKernelSize(): number {\r\n return this._vsmBlurKernelSize;\r\n }\r\n set vsmBlurKernelSize(val: number) {\r\n val = Math.max(3, Number(val) >> 0) | 1;\r\n if (val !== this._vsmBlurKernelSize) {\r\n this._vsmBlurKernelSize = val;\r\n const vsm = this.asVSM();\r\n if (vsm) {\r\n vsm.kernelSize = this._vsmBlurKernelSize;\r\n }\r\n }\r\n }\r\n /** Blur radius for VSM */\r\n get vsmBlurRadius(): number {\r\n return this._vsmBlurRadius;\r\n }\r\n set vsmBlurRadius(val: number) {\r\n val = Math.max(0, Number(val) || 0);\r\n if (val !== this._vsmBlurRadius) {\r\n this._vsmBlurRadius = val;\r\n const vsm = this.asVSM();\r\n if (vsm) {\r\n vsm.blurSize = this._vsmBlurRadius;\r\n }\r\n }\r\n }\r\n /** Darkness for VSM */\r\n get vsmDarkness(): number {\r\n return this._vsmDarkness;\r\n }\r\n set vsmDarkness(val: number) {\r\n val = Math.min(0.999, Math.max(0, Number(val) || 0));\r\n if (val !== this._vsmDarkness) {\r\n this._vsmDarkness = val;\r\n this.asVSM()?.setDepthScale(this._vsmDarkness);\r\n }\r\n }\r\n /** Whether to enable ESM blur */\r\n get esmBlur(): boolean {\r\n return this._esmBlur;\r\n }\r\n set esmBlur(val: boolean) {\r\n if (!!val !== this.esmBlur) {\r\n this._esmBlur = !!val;\r\n const esm = this.asESM();\r\n if (esm) {\r\n esm.blur = this._esmBlur;\r\n }\r\n }\r\n }\r\n /** Kernel size for ESM */\r\n get esmBlurKernelSize(): number {\r\n return this._esmBlurKernelSize;\r\n }\r\n set esmBlurKernelSize(val: number) {\r\n val = Math.max(3, Number(val) >> 0) | 1;\r\n if (val !== this._esmBlurKernelSize) {\r\n this._esmBlurKernelSize = val;\r\n const esm = this.asESM();\r\n if (esm) {\r\n esm.kernelSize = this._esmBlurKernelSize;\r\n }\r\n }\r\n }\r\n /** Blur radius for ESM */\r\n get esmBlurRadius(): number {\r\n return this._esmBlurRadius;\r\n }\r\n set esmBlurRadius(val: number) {\r\n val = Math.max(0, Number(val) || 0);\r\n if (val !== this._esmBlurRadius) {\r\n this._esmBlurRadius = val;\r\n const esm = this.asESM();\r\n if (esm) {\r\n esm.blurSize = this._esmBlurRadius;\r\n }\r\n }\r\n }\r\n /** Depth scale for ESM */\r\n get esmDepthScale(): number {\r\n return this._esmDepthScale;\r\n }\r\n set esmDepthScale(val: number) {\r\n val = Math.max(0, Number(val) || 0);\r\n if (val !== this._esmDepthScale) {\r\n this._esmDepthScale = val;\r\n this.asESM()?.setDepthScale(this._esmDepthScale);\r\n }\r\n }\r\n /** @internal */\r\n computeShadow(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp\r\n ): PBShaderExp {\r\n return this._impl.computeShadow(shadowMapParams, scope, shadowVertex, NdotL);\r\n }\r\n /** @internal */\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ): PBShaderExp {\r\n return this._impl.computeShadowCSM(shadowMapParams, scope, shadowVertex, NdotL, split);\r\n }\r\n /** @internal */\r\n static releaseTemporalResources(ctx: DrawContext) {\r\n if (ctx.shadowMapInfo) {\r\n for (const k of ctx.shadowMapInfo.keys()) {\r\n const shadowMapParams = ctx.shadowMapInfo.get(k);\r\n //ctx.device.pool.releaseFrameBuffer(shadowMapParams.shadowMapFramebuffer);\r\n shadowMapParams.lightType = LIGHT_TYPE_NONE;\r\n shadowMapParams.depthClampEnabled = false;\r\n shadowMapParams.shaderHash = '';\r\n shadowMapParams.numShadowCascades = 1;\r\n shadowMapParams.shadowMapFramebuffer = null;\r\n shadowMapParams.impl = null;\r\n shadowMapParams.shadowMap = null;\r\n shadowMapParams.shadowMapSampler = null;\r\n shadowMapParams.implData = null;\r\n this._shadowMapParams.push(shadowMapParams);\r\n }\r\n ctx.shadowMapInfo = null;\r\n }\r\n }\r\n /** @internal */\r\n static computeShadowBias(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n z: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n linear: boolean\r\n ): PBShaderExp {\r\n const pb = scope.$builder;\r\n const depthBiasParam = ShaderHelper.getDepthBiasValues(scope);\r\n if (shadowMapParams.lightType === LIGHT_TYPE_DIRECTIONAL) {\r\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL))), pb.vec2(1, 1));\r\n } else {\r\n const nearFar = ShaderHelper.getShadowCameraParams(scope).xy;\r\n const linearDepth = linear ? z : ShaderHelper.nonLinearDepthToLinearNormalized(scope, z, nearFar);\r\n const biasScaleFactor = pb.mix(1, depthBiasParam.w, linearDepth);\r\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL)), biasScaleFactor), pb.vec2(1, 1));\r\n }\r\n }\r\n /** @internal */\r\n static computeShadowBiasCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ): PBShaderExp {\r\n const pb = scope.$builder;\r\n const depthBiasParam = ShaderHelper.getDepthBiasValues(scope);\r\n const splitFlags = pb.vec4(\r\n pb.float(pb.equal(split, 0)),\r\n pb.float(pb.equal(split, 1)),\r\n pb.float(pb.equal(split, 2)),\r\n pb.float(pb.equal(split, 3))\r\n );\r\n const depthBiasScale = pb.dot(ShaderHelper.getDepthBiasScales(scope), splitFlags);\r\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL)), depthBiasScale), pb.vec2(1, 1));\r\n }\r\n /** @internal */\r\n protected isTextureInvalid(\r\n texture: Texture2D | TextureCube | Texture2DArray,\r\n target: TextureType,\r\n format: TextureFormat,\r\n width: number,\r\n height: number\r\n ): boolean {\r\n return (\r\n texture &&\r\n (texture.target !== target ||\r\n texture.format !== format ||\r\n texture.width !== width ||\r\n texture.height !== height ||\r\n texture.depth !== this.numShadowCascades)\r\n );\r\n }\r\n /** @internal */\r\n protected createTexture(\r\n target: TextureType,\r\n format: TextureFormat,\r\n width: number,\r\n height: number,\r\n depth: number\r\n ): Texture2D | TextureCube | Texture2DArray {\r\n const device = getDevice();\r\n const options: TextureCreationOptions = {\r\n mipmapping: false\r\n };\r\n switch (target) {\r\n case '2d':\r\n return device.createTexture2D(format, width, height, options);\r\n case 'cube':\r\n return device.createCubeTexture(format, width, options);\r\n case '2darray':\r\n return device.createTexture2DArray(format, width, height, depth, options);\r\n default:\r\n return null;\r\n }\r\n }\r\n /** @internal */\r\n static fetchTemporalFramebuffer(\r\n autoRelease: boolean,\r\n lightType: number,\r\n numCascades: number,\r\n width: number,\r\n height: number,\r\n colorFormat: TextureFormat,\r\n depthFormat: TextureFormat,\r\n mipmapping?: boolean\r\n ) {\r\n const device = getDevice();\r\n const useTextureArray = numCascades > 1 && device.type !== 'webgl';\r\n const colorAttachments = colorFormat\r\n ? useTextureArray\r\n ? [\r\n device.pool.fetchTemporalTexture2DArray(\r\n false,\r\n colorFormat,\r\n width,\r\n height,\r\n numCascades,\r\n mipmapping\r\n )\r\n ]\r\n : lightType === LIGHT_TYPE_POINT\r\n ? [device.pool.fetchTemporalTextureCube(false, colorFormat, width, mipmapping)]\r\n : [device.pool.fetchTemporalTexture2D(false, colorFormat, width, height, mipmapping)]\r\n : null;\r\n const depthAttachment = depthFormat\r\n ? useTextureArray\r\n ? device.pool.fetchTemporalTexture2DArray(false, depthFormat, width, height, numCascades, false)\r\n : device.type !== 'webgl' && lightType === LIGHT_TYPE_POINT\r\n ? device.pool.fetchTemporalTextureCube(false, depthFormat, width, false)\r\n : device.pool.fetchTemporalTexture2D(false, depthFormat, width, height, false)\r\n : null;\r\n const fb = device.pool.createTemporalFramebuffer(autoRelease, colorAttachments, depthAttachment);\r\n if (colorAttachments) {\r\n device.pool.releaseTexture(colorAttachments[0]);\r\n }\r\n if (depthAttachment) {\r\n device.pool.releaseTexture(depthAttachment);\r\n }\r\n return fb;\r\n }\r\n /** @internal */\r\n protected updateResources(shadowMapParams: ShadowMapParams) {\r\n const device = getDevice();\r\n const colorFormat = shadowMapParams.impl.getShadowMapColorFormat(shadowMapParams);\r\n const depthFormat = shadowMapParams.impl.getShadowMapDepthFormat(shadowMapParams);\r\n const numCascades = shadowMapParams.numShadowCascades;\r\n const useTextureArray = numCascades > 1 && device.type !== 'webgl';\r\n const shadowMapWidth =\r\n numCascades > 1 && !useTextureArray ? 2 * this._config.shadowMapSize : this._config.shadowMapSize;\r\n const shadowMapHeight =\r\n numCascades > 2 && !useTextureArray ? 2 * this._config.shadowMapSize : this._config.shadowMapSize;\r\n /*\r\n const colorAttachments = colorFormat\r\n ? useTextureArray\r\n ? [device.pool.fetchTemporalTexture2DArray(false, colorFormat, shadowMapWidth, shadowMapHeight, numCascades, false)]\r\n : this._light.isPointLight()\r\n ? [device.pool.fetchTemporalTextureCube(false, colorFormat, shadowMapWidth, false)]\r\n : [device.pool.fetchTemporalTexture2D(false, colorFormat, shadowMapWidth, shadowMapHeight, false)]\r\n : null;\r\n const depthAttachment = depthFormat\r\n ? useTextureArray\r\n ? device.pool.fetchTemporalTexture2DArray(false, depthFormat, shadowMapWidth, shadowMapHeight, numCascades, false)\r\n : device.type !== 'webgl' && this._light.isPointLight()\r\n ? device.pool.fetchTemporalTextureCube(false, depthFormat, shadowMapWidth, false)\r\n : device.pool.fetchTemporalTexture2D(false, depthFormat, shadowMapWidth, shadowMapHeight, false)\r\n : null;\r\n shadowMapParams.shadowMapFramebuffer = device.pool.createTemporalFramebuffer(false, colorAttachments, depthAttachment);\r\n if (colorAttachments) {\r\n device.pool.releaseTexture(colorAttachments[0]);\r\n }\r\n if (depthAttachment) {\r\n device.pool.releaseTexture(depthAttachment);\r\n }\r\n */\r\n shadowMapParams.shadowMapFramebuffer = ShadowMapper.fetchTemporalFramebuffer(\r\n true,\r\n this._light.lightType,\r\n numCascades,\r\n shadowMapWidth,\r\n shadowMapHeight,\r\n colorFormat,\r\n depthFormat\r\n );\r\n shadowMapParams.impl = this._impl;\r\n this._impl.updateResources(shadowMapParams);\r\n }\r\n /** @internal */\r\n protected createLightCameraPoint(lightCamera: Camera): void {\r\n //lightCamera.reparent(this._light);\r\n lightCamera.parent = lightCamera.scene.rootNode;\r\n lightCamera.position.setXYZ(0, 0, 0);\r\n lightCamera.rotation.identity();\r\n lightCamera.scale.setXYZ(1, 1, 1);\r\n lightCamera.setPerspective(\r\n Math.PI / 2,\r\n 1,\r\n this._config.nearClip,\r\n Math.min(this._shadowDistance, (this._light as PointLight).range)\r\n );\r\n lightCamera.position.set(this._light.positionAndRange.xyz());\r\n }\r\n /** @internal */\r\n protected createLightCameraSpot(lightCamera: Camera): void {\r\n lightCamera.parent = this._light;\r\n lightCamera.position.setXYZ(0, 0, 0);\r\n lightCamera.rotation.identity();\r\n lightCamera.scale.setXYZ(1, 1, 1);\r\n lightCamera.setPerspective(\r\n 2 * Math.acos((this._light as SpotLight).cutoff),\r\n 1,\r\n this._config.nearClip,\r\n Math.min((this._shadowDistance, this._light as SpotLight).range)\r\n );\r\n }\r\n /** @internal */\r\n protected createLightCameraDirectional(\r\n sceneAABB: AABB,\r\n sceneCamera: Camera,\r\n lightCamera: Camera,\r\n cropMatrix?: Matrix4x4,\r\n border?: number\r\n ) {\r\n let frustum = sceneCamera.frustumViewSpace;\r\n if (this._shadowDistance < sceneCamera.getFarPlane()) {\r\n tmpMatrix.set(sceneCamera.getProjectionMatrix());\r\n tmpMatrix.setNearFar(tmpMatrix.getNearPlane(), this._shadowDistance);\r\n //tmpMatrix.multiplyRight(sceneCamera.viewMatrix);\r\n tmpFrustum.initWithMatrix(tmpMatrix);\r\n frustum = tmpFrustum;\r\n }\r\n border = border || 0;\r\n const expand = (this.shadowMapSize - 2 * border) / this.shadowMapSize;\r\n //const frustum = sceneCamera.frustum;\r\n const frustumMin = ShadowMapper._frustumMin;\r\n const frustumMax = ShadowMapper._frustumMax;\r\n const frustumCenter = ShadowMapper._frustumCenter;\r\n const target = ShadowMapper._target;\r\n const up = ShadowMapper._up;\r\n // const frustum = new Frustum(sceneCamera.viewProjectionMatrix);\r\n frustumMin.setXYZ(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n frustumMax.setXYZ(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n frustum.corners.forEach((p) => {\r\n frustumMin.inplaceMin(p);\r\n frustumMax.inplaceMax(p);\r\n });\r\n let radius = Vector3.distance(frustumMin, frustumMax) * 0.5 * expand;\r\n const center = sceneCamera.thisToWorld(\r\n Vector3.add(frustumMin, frustumMax, frustumCenter).scaleBy(0.5),\r\n frustumCenter\r\n );\r\n // Bounding sphere of the shadow camera should not be larger than bounding sphere of the scene.\r\n const sceneRadius = sceneAABB.diagonalLength * 0.5 * expand;\r\n if (sceneRadius < radius) {\r\n radius = sceneRadius;\r\n Vector3.add(sceneAABB.minPoint, sceneAABB.maxPoint, center).scaleBy(0.5);\r\n }\r\n target.setXYZ(\r\n center.x + this._light.directionAndCutoff.x,\r\n center.y + this._light.directionAndCutoff.y,\r\n center.z + this._light.directionAndCutoff.z\r\n );\r\n up.setXYZ(0, 1, 0);\r\n lightCamera.lookAt(center, target, up);\r\n lightCamera.position.set(center);\r\n lightCamera.setOrtho(\r\n -radius,\r\n radius,\r\n -radius,\r\n radius,\r\n -radius,\r\n Math.max(Vector3.distance(center, sceneCamera.getWorldPosition()), sceneCamera.getFarPlane())\r\n );\r\n center.setXYZ(0, 0, 0);\r\n lightCamera.viewProjectionMatrix.transformPointP(center, center);\r\n if (cropMatrix) {\r\n const tx = center.x * this.shadowMapSize * 0.5;\r\n const ty = center.y * this.shadowMapSize * 0.5;\r\n const rx = Math.round(tx);\r\n const ry = Math.round(ty);\r\n center.setXYZ(((rx - tx) * 2) / this.shadowMapSize, ((ry - ty) * 2) / this.shadowMapSize, 0);\r\n cropMatrix.translation(center);\r\n }\r\n\r\n /*\r\n const minx = frustumMin.x;\r\n const maxx = frustumMax.x;\r\n const miny = frustumMin.y;\r\n const maxy = frustumMax.y;\r\n const minz = frustumMin.z;\r\n const maxz = frustumMax.z;\r\n const texelSizeW = (maxx - minx) / this.shadowMapSize;\r\n const texelSizeH = (maxy - miny) / this.shadowMapSize;\r\n const cx = Math.floor((minx + maxx) / 2 / texelSizeW) * texelSizeW;\r\n const cy = Math.floor((miny + maxy) / 2 / texelSizeH) * texelSizeH;\r\n const cz = (minz + maxz) / 2;\r\n const hx = Math.floor(((maxx - minx) * (expand + 0.5)) / texelSizeW) * texelSizeW;\r\n const hy = Math.floor(((maxy - miny) * (expand + 0.5)) / texelSizeH) * texelSizeH;\r\n lightCamera.position.setXYZ(cx, cy, cz);\r\n lightCamera.setOrtho(\r\n -hx,\r\n hx,\r\n -hy,\r\n hy,\r\n sceneMax.z - maxz,\r\n sceneMax.z - minz + 1\r\n );\r\n if (cropMatrix) {\r\n // compute crop matrix\r\n let clipMaxX = 0,\r\n clipMaxY = 0;\r\n let clipMinX = Number.MAX_VALUE,\r\n clipMinY = Number.MAX_VALUE;\r\n frustum.corners.forEach((p) => {\r\n const clipPos = lightCamera.viewProjectionMatrix.transformPoint(p);\r\n clipPos.x = Math.min(1, Math.max(-1, clipPos.x / clipPos.w));\r\n clipPos.y = Math.min(1, Math.max(-1, clipPos.y / clipPos.w));\r\n if (clipPos.x > clipMaxX) {\r\n clipMaxX = clipPos.x;\r\n }\r\n if (clipPos.x < clipMinX) {\r\n clipMinX = clipPos.x;\r\n }\r\n if (clipPos.y > clipMaxY) {\r\n clipMaxY = clipPos.y;\r\n }\r\n if (clipPos.y < clipMinY) {\r\n clipMinY = clipPos.y;\r\n }\r\n });\r\n const clipW = clipMaxX - clipMinX;\r\n const clipH = clipMaxY - clipMinY;\r\n clipMinX -= expand * clipW;\r\n clipMinY -= expand * clipH;\r\n clipMaxX += expand * clipW;\r\n clipMaxY += expand * clipH;\r\n const scaleX = 2 / (clipMaxX - clipMinX);\r\n const scaleY = 2 / (clipMaxY - clipMinY);\r\n const offsetX = -0.5 * (clipMaxX + clipMinX) * scaleX;\r\n const offsetY = -0.5 * (clipMaxY + clipMinY) * scaleY;\r\n cropMatrix.identity();\r\n cropMatrix.m00 = scaleX;\r\n cropMatrix.m11 = scaleY;\r\n cropMatrix.m03 = offsetX;\r\n cropMatrix.m13 = offsetY;\r\n }\r\n */\r\n }\r\n /** @internal */\r\n private static fetchShadowMapParams(): ShadowMapParams {\r\n if (this._shadowMapParams.length > 0) {\r\n return this._shadowMapParams.pop();\r\n } else {\r\n return {\r\n lightType: LIGHT_TYPE_NONE,\r\n depthClampEnabled: false,\r\n shaderHash: '',\r\n cameraParams: new Vector4(),\r\n cascadeDistances: new Vector4(),\r\n depthBiasScales: new Vector4(),\r\n depthBiasValues: [new Vector4(), new Vector4(), new Vector4(), new Vector4()],\r\n numShadowCascades: 1,\r\n shadowMatrices: new Float32Array(16 * 4),\r\n shadowMap: null,\r\n shadowMapSampler: null,\r\n shadowMapFramebuffer: null,\r\n impl: null,\r\n implData: null\r\n };\r\n }\r\n }\r\n /** @internal */\r\n private static fetchCameraForScene(scene: Scene) {\r\n const cameras = this._lightCameras.get(scene);\r\n if (!cameras || cameras.length === 0) {\r\n const camera = new Camera(scene);\r\n retainObject(camera);\r\n return camera;\r\n } else {\r\n const camera = cameras.pop();\r\n camera.parent = scene.rootNode;\r\n camera.position.setXYZ(0, 0, 0);\r\n camera.rotation.identity();\r\n camera.scale.setXYZ(1, 1, 1);\r\n camera.clipMask = 0;\r\n return camera;\r\n }\r\n }\r\n /** @internal */\r\n private static releaseCamera(camera: Camera) {\r\n let cameras = this._lightCameras.get(camera.scene);\r\n if (!cameras) {\r\n cameras = [];\r\n this._lightCameras.set(camera.scene, cameras);\r\n }\r\n camera.remove();\r\n cameras.push(camera);\r\n }\r\n /** @internal */\r\n calcSplitDistances(nearPlane: number, farPlane: number, numCascades: number): number[] {\r\n const result: number[] = [0, 0, 0, 0, 0];\r\n for (let i = 0; i <= numCascades; ++i) {\r\n const fIDM = i / numCascades;\r\n const fLog = nearPlane * Math.pow(farPlane / nearPlane, fIDM);\r\n const fUniform = nearPlane + (farPlane - nearPlane) * fIDM;\r\n result[i] = fLog * this._config.splitLambda + fUniform * (1 - this._config.splitLambda);\r\n }\r\n return result;\r\n }\r\n /** @internal */\r\n protected calcDepthBiasParams(\r\n camera: Camera,\r\n shadowMapSize: number,\r\n depthBias: number,\r\n normalBias: number,\r\n depthScale: number,\r\n result: Vector4\r\n ): void {\r\n const sizeNear = Math.min(\r\n camera.getProjectionMatrix().getNearPlaneWidth(),\r\n camera.getProjectionMatrix().getNearPlaneHeight()\r\n );\r\n const sizeFar = Math.min(\r\n camera.getProjectionMatrix().getFarPlaneWidth(),\r\n camera.getProjectionMatrix().getFarPlaneHeight()\r\n );\r\n const scaleFactor = (sizeNear / shadowMapSize) * 2;\r\n result.setXYZW(depthBias * scaleFactor, normalBias * 0.0001, depthScale, sizeFar / sizeNear);\r\n }\r\n /** @internal */\r\n protected postRenderShadowMap(shadowMapParams: ShadowMapParams) {\r\n this._impl.postRenderShadowMap(shadowMapParams);\r\n }\r\n /** @internal */\r\n render(ctx: DrawContext, renderPass: ShadowMapPass) {\r\n if (!ctx.shadowMapInfo) {\r\n ctx.shadowMapInfo = new Map();\r\n }\r\n const shadowMapParams = ShadowMapper.fetchShadowMapParams();\r\n shadowMapParams.impl = this._impl;\r\n shadowMapParams.lightType = this.light.lightType;\r\n shadowMapParams.numShadowCascades =\r\n shadowMapParams.lightType === LIGHT_TYPE_DIRECTIONAL ? this._config.numCascades : 1;\r\n ctx.shadowMapInfo.set(this.light, shadowMapParams);\r\n const scene = ctx.scene;\r\n const camera = ctx.camera;\r\n renderPass.light = this._light;\r\n this.updateResources(shadowMapParams);\r\n shadowMapParams.shaderHash = this.getShaderHash(shadowMapParams);\r\n const device = getDevice();\r\n const fb = shadowMapParams.shadowMapFramebuffer;\r\n shadowMapParams.depthClampEnabled = false;\r\n renderPass.clearColor = fb.getColorAttachments()[0]\r\n ? fb.getColorAttachments()[0].isFloatFormat()\r\n ? new Vector4(1, 1, 1, 1)\r\n : new Vector4(0, 0, 0, 1)\r\n : null;\r\n const depthScale = this._impl.getDepthScale();\r\n const shadowRegion =\r\n this._light.isDirectionLight() && this._shadowRegion && this._shadowRegion.isValid()\r\n ? this._shadowRegion\r\n : scene.boundingBox;\r\n if (this._light.isPointLight()) {\r\n const shadowMapRenderCamera = ShadowMapper.fetchCameraForScene(scene);\r\n this.createLightCameraPoint(shadowMapRenderCamera);\r\n this.calcDepthBiasParams(\r\n camera,\r\n this._config.shadowMapSize,\r\n this._config.depthBias,\r\n this._config.normalBias,\r\n depthScale,\r\n shadowMapParams.depthBiasValues[0]\r\n );\r\n shadowMapParams.cameraParams.setXYZW(\r\n shadowMapRenderCamera.getNearPlane(),\r\n shadowMapRenderCamera.getFarPlane(),\r\n this._config.shadowMapSize,\r\n this._shadowDistance\r\n );\r\n device.setFramebuffer(fb);\r\n shadowMapParams.shadowMatrices.set(Matrix4x4.transpose(shadowMapRenderCamera.viewMatrix));\r\n for (const face of [CubeFace.PX, CubeFace.NX, CubeFace.PY, CubeFace.NY, CubeFace.PZ, CubeFace.NZ]) {\r\n shadowMapRenderCamera.lookAtCubeFace(face);\r\n fb.setColorAttachmentCubeFace(0, face);\r\n fb.setDepthAttachmentCubeFace(face);\r\n ctx.camera = shadowMapRenderCamera;\r\n renderPass.render(ctx);\r\n }\r\n shadowMapParams.shadowMatrices.set(Matrix4x4.identity());\r\n ShadowMapper.releaseCamera(shadowMapRenderCamera);\r\n } else {\r\n if (this._config.numCascades > 1) {\r\n const distances = this.calcSplitDistances(\r\n camera.getNearPlane(),\r\n Math.min(this._shadowDistance, camera.getFarPlane()),\r\n this._config.numCascades\r\n );\r\n const cascadeCamera = ShadowMapper.fetchCameraForScene(scene);\r\n const shadowMapRenderCamera = ShadowMapper.fetchCameraForScene(scene);\r\n const shadowMapCullCamera = ShadowMapper.fetchCameraForScene(scene);\r\n shadowMapCullCamera.clipMask = AABB.ClipLeft | AABB.ClipRight | AABB.ClipBottom | AABB.ClipTop;\r\n cascadeCamera.parent = camera;\r\n shadowMapParams.depthClampEnabled = getDevice().getDeviceCaps().shaderCaps.supportFragmentDepth;\r\n for (let split = 0; split < this._config.numCascades; split++) {\r\n cascadeCamera.setPerspective(\r\n camera.getFOV(),\r\n camera.getAspect(),\r\n distances[split],\r\n distances[split + 1]\r\n );\r\n const snapMatrix = ShadowMapper._snapMatrix;\r\n const border = shadowMapParams.impl.getShadowMapBorder(shadowMapParams); //20 / this._config.shadowMapSize;\r\n this.createLightCameraDirectional(\r\n shadowRegion,\r\n cascadeCamera,\r\n shadowMapRenderCamera,\r\n snapMatrix,\r\n border\r\n );\r\n this.createLightCameraDirectional(shadowRegion, cascadeCamera, shadowMapCullCamera, null, border);\r\n this.calcDepthBiasParams(\r\n camera,\r\n this._config.shadowMapSize,\r\n this._config.depthBias,\r\n this._config.normalBias,\r\n depthScale,\r\n shadowMapParams.depthBiasValues[split]\r\n );\r\n shadowMapParams.depthBiasScales[split] = 1;\r\n // Incorrect calculation\r\n // shadowMapParams.depthBiasScales[split] = shadowMapParams.depthBiasValues[0].x !== 0 ? shadowMapParams.depthBiasValues[split].x / shadowMapParams.depthBiasValues[0].x : 1;\r\n shadowMapParams.cameraParams.setXYZW(\r\n shadowMapRenderCamera.getNearPlane(),\r\n shadowMapRenderCamera.getFarPlane(),\r\n this._config.shadowMapSize,\r\n this._shadowDistance\r\n );\r\n let scissor: number[] = null;\r\n if (\r\n fb.getColorAttachments()[0]?.isTexture2DArray() ||\r\n fb.getDepthAttachment()?.isTexture2DArray()\r\n ) {\r\n shadowMapRenderCamera.setProjectionMatrix(\r\n Matrix4x4.multiply(snapMatrix, shadowMapRenderCamera.getProjectionMatrix())\r\n );\r\n fb.setColorAttachmentLayer(0, split);\r\n fb.setDepthAttachmentLayer(split);\r\n } else {\r\n const numRows = this._config.numCascades > 2 ? 2 : 1;\r\n const numCols = this._config.numCascades > 1 ? 2 : 1;\r\n const adjMatrix = new Matrix4x4();\r\n const col = split % 2;\r\n const row = split >> 1;\r\n adjMatrix.setRowXYZW(0, 1.5 - 0.5 * numCols, 0, 0, 0);\r\n adjMatrix.setRowXYZW(1, 0, 1.5 - 0.5 * numRows, 0, 0);\r\n adjMatrix.setRowXYZW(2, 0, 0, 1, 0);\r\n adjMatrix.setRowXYZW(3, col - 0.5 * numCols + 0.5, row - 0.5 * numRows + 0.5, 0, 1);\r\n shadowMapRenderCamera.setProjectionMatrix(\r\n Matrix4x4.multiply(\r\n adjMatrix,\r\n Matrix4x4.multiply(snapMatrix, shadowMapRenderCamera.getProjectionMatrix())\r\n )\r\n );\r\n if (device.type === 'webgpu') {\r\n scissor = [\r\n col * this._config.shadowMapSize,\r\n (numRows - 1 - row) * this._config.shadowMapSize,\r\n this._config.shadowMapSize,\r\n this._config.shadowMapSize\r\n ];\r\n } else {\r\n scissor = [\r\n col * this._config.shadowMapSize,\r\n row * this._config.shadowMapSize,\r\n this._config.shadowMapSize,\r\n this._config.shadowMapSize\r\n ];\r\n }\r\n }\r\n device.setFramebuffer(fb);\r\n device.setScissor(scissor);\r\n ctx.camera = shadowMapRenderCamera;\r\n renderPass.render(ctx, shadowMapCullCamera);\r\n shadowMapParams.shadowMatrices.set(\r\n Matrix4x4.transpose(shadowMapRenderCamera.viewProjectionMatrix),\r\n split * 16\r\n );\r\n shadowMapParams.cascadeDistances[split] = distances[split + 1];\r\n }\r\n ShadowMapper.releaseCamera(cascadeCamera);\r\n ShadowMapper.releaseCamera(shadowMapRenderCamera);\r\n ShadowMapper.releaseCamera(shadowMapCullCamera);\r\n } else {\r\n const shadowMapRenderCamera = ShadowMapper.fetchCameraForScene(scene);\r\n const snapMatrix = ShadowMapper._snapMatrix;\r\n shadowMapRenderCamera.clipMask = AABB.ClipLeft | AABB.ClipRight | AABB.ClipBottom | AABB.ClipTop;\r\n if (this._light.isDirectionLight()) {\r\n this.createLightCameraDirectional(\r\n shadowRegion,\r\n camera,\r\n shadowMapRenderCamera,\r\n snapMatrix,\r\n shadowMapParams.impl.getShadowMapBorder(shadowMapParams)\r\n );\r\n } else {\r\n this.createLightCameraSpot(shadowMapRenderCamera);\r\n }\r\n this.calcDepthBiasParams(\r\n camera,\r\n this._config.shadowMapSize,\r\n this._config.depthBias,\r\n this._config.normalBias,\r\n depthScale,\r\n shadowMapParams.depthBiasValues[0]\r\n );\r\n shadowMapParams.cameraParams.setXYZW(\r\n shadowMapRenderCamera.getNearPlane(),\r\n shadowMapRenderCamera.getFarPlane(),\r\n this._config.shadowMapSize,\r\n this._shadowDistance\r\n );\r\n device.setFramebuffer(fb);\r\n shadowMapRenderCamera.setProjectionMatrix(\r\n Matrix4x4.multiply(snapMatrix, shadowMapRenderCamera.getProjectionMatrix())\r\n );\r\n ctx.camera = shadowMapRenderCamera;\r\n renderPass.render(ctx);\r\n shadowMapParams.shadowMatrices.set(Matrix4x4.transpose(shadowMapRenderCamera.viewProjectionMatrix));\r\n ShadowMapper.releaseCamera(shadowMapRenderCamera);\r\n }\r\n }\r\n ctx.camera = camera;\r\n this.postRenderShadowMap(shadowMapParams);\r\n }\r\n /** @internal */\r\n private applyMode(mode: ShadowMode) {\r\n if (mode !== 'hard' && mode !== 'vsm' && mode !== 'esm' && mode !== 'pcf-pd' && mode !== 'pcf-opt') {\r\n console.error(`ShadowMapper.setShadowMode() failed: invalid mode: ${mode}`);\r\n return;\r\n }\r\n this._impl = null;\r\n if (mode === 'hard') {\r\n this._impl = new SSM();\r\n } else if (mode === 'vsm') {\r\n this._impl = new VSM(this._vsmBlurKernelSize, this._vsmBlurRadius, this._vsmDarkness);\r\n } else if (mode === 'esm') {\r\n this._impl = new ESM(this._esmBlurKernelSize, this._esmBlurRadius, this._esmDepthScale);\r\n } else if (mode === 'pcf-pd') {\r\n this._impl = new PCFPD(this._pdSampleCount, this._pdSampleRadius);\r\n } else if (mode === 'pcf-opt') {\r\n this._impl = new PCFOPT(this._pcfKernelSize);\r\n }\r\n }\r\n /** @internal */\r\n private asVSM(): VSM {\r\n return this._impl?.getType() === 'vsm' ? (this._impl as VSM) : null;\r\n }\r\n /** @internal */\r\n private asESM(): ESM {\r\n return this._impl?.getType() === 'esm' ? (this._impl as ESM) : null;\r\n }\r\n /** @internal */\r\n private asPCFPD(): PCFPD {\r\n return this._impl?.getType() === 'pcf-pd' ? (this._impl as PCFPD) : null;\r\n }\r\n /** @internal */\r\n private asPCFOPT(): PCFOPT {\r\n return this._impl?.getType() === 'pcf-opt' ? 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package/dist/shadow/ssm.js
CHANGED
|
@@ -1,10 +1,10 @@
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|
|
1
1
|
import { ShadowImpl } from './shadow_impl.js';
|
|
2
2
|
import { decodeNormalizedFloatFromRGBA } from '../shaders/misc.js';
|
|
3
|
-
import { ShadowMapper } from './shadowmapper.js';
|
|
4
|
-
import { Application } from '../app.js';
|
|
5
3
|
import { LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../values.js';
|
|
6
4
|
import { computeShadowMapDepth } from '../shaders/shadow.js';
|
|
7
5
|
import { ShaderHelper } from '../material/shader/helper.js';
|
|
6
|
+
import { computeShadowBiasCSM, computeShadowBias } from './shader.js';
|
|
7
|
+
import { getDevice } from '../app/api.js';
|
|
8
8
|
|
|
9
9
|
/** @internal */ class SSM extends ShadowImpl {
|
|
10
10
|
static instance = new SSM();
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@@ -17,7 +17,7 @@ import { ShaderHelper } from '../material/shader/helper.js';
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17
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getType() {
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return 'hard';
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}
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20
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-
getShadowMapBorder(
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+
getShadowMapBorder(_shadowMapParams) {
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return 0;
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}
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getShadowMap(shadowMapParams) {
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@@ -28,11 +28,10 @@ import { ShaderHelper } from '../material/shader/helper.js';
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shadowMapParams.shadowMapSampler = shadowMapParams.shadowMap?.getDefaultSampler(this.useNativeShadowMap(shadowMapParams)) || null;
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}
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postRenderShadowMap() {}
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releaseTemporalResources(shadowMapParams) {}
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getDepthScale() {
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return 1;
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}
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setDepthScale(
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setDepthScale(_val) {}
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getShaderHash() {
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return '';
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}
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@@ -40,7 +39,7 @@ import { ShaderHelper } from '../material/shader/helper.js';
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if (this.useNativeShadowMap(shadowMapParams)) {
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return null;
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} else {
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const device =
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const device = getDevice();
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if (device.type === 'webgl') {
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return device.getDeviceCaps().textureCaps.supportFloatColorBuffer ? 'rgba32f' : device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer ? 'rgba16f' : 'rgba8unorm';
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} else {
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@@ -48,8 +47,8 @@ import { ShaderHelper } from '../material/shader/helper.js';
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}
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}
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}
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getShadowMapDepthFormat(
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52
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-
return
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50
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+
getShadowMapDepthFormat(_shadowMapParams) {
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51
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+
return getDevice().type === 'webgl' ? 'd24s8' : 'd32f';
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53
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}
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54
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computeShadowMapDepth(shadowMapParams, scope, worldPos) {
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55
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return computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap.format);
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@@ -69,7 +68,7 @@ import { ShaderHelper } from '../material/shader/helper.js';
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this.$l.inShadow = pb.all(pb.bvec2(pb.all(pb.bvec4(pb.greaterThanEqual(this.shadowCoord.x, 0), pb.lessThanEqual(this.shadowCoord.x, 1), pb.greaterThanEqual(this.shadowCoord.y, 0), pb.lessThanEqual(this.shadowCoord.y, 1))), pb.lessThanEqual(this.shadowCoord.z, 1)));
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this.$l.shadow = pb.float(1);
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this.$if(this.inShadow, function() {
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-
this.$l.shadowBias =
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+
this.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);
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this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);
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if (that.useNativeShadowMap(shadowMapParams)) {
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if (shadowMapParams.shadowMap.isTexture2DArray()) {
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@@ -108,11 +107,11 @@ import { ShaderHelper } from '../material/shader/helper.js';
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this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;
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this.$l.maxZ = pb.max(pb.max(pb.abs(this.dir.x), pb.abs(this.dir.y)), pb.abs(this.dir.z));
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this.$l.distance = ShaderHelper.linearDepthToNonLinear(this, this.maxZ, this.nearFar);
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111
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-
this.$l.shadowBias =
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110
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+
this.$l.shadowBias = computeShadowBias(shadowMapParams.lightType, this, pb.div(this.maxZ, ShaderHelper.getLightPositionAndRangeForShadow(this).w), this.NdotL, true);
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this.$return(pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.dir, pb.sub(this.distance, this.shadowBias)));
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} else {
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this.$l.distance = pb.div(pb.length(this.dir), ShaderHelper.getLightPositionAndRangeForShadow(this).w);
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115
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-
this.$l.shadowBias =
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114
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+
this.$l.shadowBias = computeShadowBias(shadowMapParams.lightType, this, this.distance, this.NdotL, true);
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this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.dir, 0);
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if (!floatDepthTexture) {
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this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);
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@@ -127,16 +126,16 @@ import { ShaderHelper } from '../material/shader/helper.js';
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this.$l.shadow = pb.float(1);
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this.$if(this.inShadow, function() {
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129
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if (that.useNativeShadowMap(shadowMapParams)) {
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130
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-
this.$l.shadowBias =
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129
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+
this.$l.shadowBias = computeShadowBias(shadowMapParams.lightType, this, this.shadowCoord.z, this.NdotL, false);
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131
130
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this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);
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131
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this.shadow = pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.shadowCoord.xy, this.shadowCoord.z);
|
|
133
132
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} else {
|
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134
133
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if (shadowMapParams.lightType === LIGHT_TYPE_SPOT) {
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135
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this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;
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136
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this.shadowCoord.z = ShaderHelper.nonLinearDepthToLinearNormalized(this, this.shadowCoord.z, this.nearFar);
|
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137
|
-
this.$l.shadowBias =
|
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136
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+
this.$l.shadowBias = computeShadowBias(shadowMapParams.lightType, this, this.shadowCoord.z, this.NdotL, true);
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138
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} else {
|
|
139
|
-
this.$l.shadowBias =
|
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138
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+
this.$l.shadowBias = computeShadowBias(shadowMapParams.lightType, this, this.shadowCoord.z, this.NdotL, false);
|
|
140
139
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}
|
|
141
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this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);
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141
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this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.shadowCoord.xy, 0);
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@@ -151,8 +150,8 @@ import { ShaderHelper } from '../material/shader/helper.js';
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151
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});
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|
152
151
|
return pb.getGlobalScope()[funcNameComputeShadow](shadowVertex, NdotL);
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|
153
152
|
}
|
|
154
|
-
useNativeShadowMap(
|
|
155
|
-
return
|
|
153
|
+
useNativeShadowMap(_shadowMapParams) {
|
|
154
|
+
return getDevice().type !== 'webgl';
|
|
156
155
|
}
|
|
157
156
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}
|
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package/dist/shadow/ssm.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"ssm.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
|
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1
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+
{"version":3,"file":"ssm.js","sources":["../../src/shadow/ssm.ts"],"sourcesContent":["import type { TextureFormat, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport { ShadowImpl } from './shadow_impl';\r\nimport { decodeNormalizedFloatFromRGBA } from '../shaders/misc';\r\nimport type { ShadowMapParams, ShadowMapType, ShadowMode } from './shadowmapper';\r\nimport { LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../values';\r\nimport { computeShadowMapDepth } from '../shaders/shadow';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { computeShadowBias, computeShadowBiasCSM } from './shader';\r\nimport { getDevice } from '../app/api';\r\n\r\n/** @internal */\r\nexport class SSM extends ShadowImpl {\r\n static instance = new SSM();\r\n constructor() {\r\n super();\r\n }\r\n resourceDirty(): boolean {\r\n return false;\r\n }\r\n getType(): ShadowMode {\r\n return 'hard';\r\n }\r\n getShadowMapBorder(_shadowMapParams: ShadowMapParams): number {\r\n return 0;\r\n }\r\n getShadowMap(shadowMapParams: ShadowMapParams): ShadowMapType {\r\n return (\r\n this.useNativeShadowMap(shadowMapParams)\r\n ? shadowMapParams.shadowMapFramebuffer.getDepthAttachment()\r\n : shadowMapParams.shadowMapFramebuffer.getColorAttachments()[0]\r\n ) as ShadowMapType;\r\n }\r\n doUpdateResources(shadowMapParams: ShadowMapParams) {\r\n shadowMapParams.shadowMap = this.getShadowMap(shadowMapParams);\r\n shadowMapParams.shadowMapSampler =\r\n shadowMapParams.shadowMap?.getDefaultSampler(this.useNativeShadowMap(shadowMapParams)) || null;\r\n }\r\n postRenderShadowMap() {}\r\n getDepthScale(): number {\r\n return 1;\r\n }\r\n setDepthScale(_val: number) {}\r\n getShaderHash(): string {\r\n return '';\r\n }\r\n getShadowMapColorFormat(shadowMapParams: ShadowMapParams): TextureFormat {\r\n if (this.useNativeShadowMap(shadowMapParams)) {\r\n return null;\r\n } else {\r\n const device = getDevice();\r\n if (device.type === 'webgl') {\r\n return device.getDeviceCaps().textureCaps.supportFloatColorBuffer\r\n ? 'rgba32f'\r\n : device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer\r\n ? 'rgba16f'\r\n : 'rgba8unorm';\r\n } else {\r\n return 'r32f';\r\n }\r\n }\r\n }\r\n getShadowMapDepthFormat(_shadowMapParams: ShadowMapParams): TextureFormat {\r\n return getDevice().type === 'webgl' ? 'd24s8' : 'd32f';\r\n }\r\n computeShadowMapDepth(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp\r\n ): PBShaderExp {\r\n return computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap.format);\r\n }\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ): PBShaderExp {\r\n const funcNameComputeShadowCSM = 'lib_computeShadowCSM';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(\r\n funcNameComputeShadowCSM,\r\n [pb.vec4('shadowVertex'), pb.float('NdotL'), pb.int('split')],\r\n function () {\r\n const floatDepthTexture = shadowMapParams.shadowMap.format !== 'rgba8unorm';\r\n this.$l.shadowCoord = pb.div(this.shadowVertex.xyz, this.shadowVertex.w);\r\n this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord.xyz, 0.5), 0.5);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n pb.lessThanEqual(this.shadowCoord.z, 1)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);\r\n this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n if (shadowMapParams.shadowMap.isTexture2DArray()) {\r\n this.shadow = pb.textureArraySampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.shadowCoord.xy,\r\n this.split,\r\n this.shadowCoord.z\r\n );\r\n } else {\r\n this.shadow = pb.textureSampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.shadowCoord.xy,\r\n this.shadowCoord.z\r\n );\r\n }\r\n } else {\r\n if (shadowMapParams.shadowMap.isTexture2DArray()) {\r\n this.$l.shadowTex = pb.textureArraySampleLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.shadowCoord.xy,\r\n this.split,\r\n 0\r\n );\r\n } else {\r\n this.$l.shadowTex = pb.textureSampleLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.shadowCoord.xy,\r\n 0\r\n );\r\n }\r\n if (!floatDepthTexture) {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.shadow = pb.step(this.shadowCoord.z, this.shadowTex.x);\r\n }\r\n });\r\n this.$return(this.shadow);\r\n }\r\n );\r\n return pb.getGlobalScope()[funcNameComputeShadowCSM](shadowVertex, NdotL, split);\r\n }\r\n computeShadow(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp\r\n ): PBShaderExp {\r\n const funcNameComputeShadow = 'lib_computeShadow';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(funcNameComputeShadow, [pb.vec4('shadowVertex'), pb.float('NdotL')], function () {\r\n const floatDepthTexture = shadowMapParams.shadowMap.format !== 'rgba8unorm';\r\n if (shadowMapParams.lightType === LIGHT_TYPE_POINT) {\r\n this.$l.dir = pb.sub(this.shadowVertex.xyz, ShaderHelper.getLightPositionAndRangeForShadow(this).xyz);\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;\r\n this.$l.maxZ = pb.max(pb.max(pb.abs(this.dir.x), pb.abs(this.dir.y)), pb.abs(this.dir.z));\r\n this.$l.distance = ShaderHelper.linearDepthToNonLinear(this, this.maxZ, this.nearFar);\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n pb.div(this.maxZ, ShaderHelper.getLightPositionAndRangeForShadow(this).w),\r\n this.NdotL,\r\n true\r\n );\r\n this.$return(\r\n pb.textureSampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.dir,\r\n pb.sub(this.distance, this.shadowBias)\r\n )\r\n );\r\n } else {\r\n this.$l.distance = pb.div(\r\n pb.length(this.dir),\r\n ShaderHelper.getLightPositionAndRangeForShadow(this).w\r\n );\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.distance,\r\n this.NdotL,\r\n true\r\n );\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.dir, 0);\r\n if (!floatDepthTexture) {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.distance = pb.sub(this.distance, this.shadowBias);\r\n this.$return(pb.step(this.distance, this.shadowTex.x));\r\n }\r\n } else {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex.xyz, this.shadowVertex.w);\r\n this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord.xyz, 0.5), 0.5);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n pb.lessThanEqual(this.shadowCoord.z, 1)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$if(this.inShadow, function () {\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n false\r\n );\r\n this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);\r\n this.shadow = pb.textureSampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.shadowCoord.xy,\r\n this.shadowCoord.z\r\n );\r\n } else {\r\n if (shadowMapParams.lightType === LIGHT_TYPE_SPOT) {\r\n this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;\r\n this.shadowCoord.z = ShaderHelper.nonLinearDepthToLinearNormalized(\r\n this,\r\n this.shadowCoord.z,\r\n this.nearFar\r\n );\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n true\r\n );\r\n } else {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n false\r\n );\r\n }\r\n this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);\r\n this.$l.shadowTex = pb.textureSampleLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.shadowCoord.xy,\r\n 0\r\n );\r\n if (!floatDepthTexture) {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.shadow = pb.step(this.shadowCoord.z, this.shadowTex.x);\r\n }\r\n });\r\n this.$return(this.shadow);\r\n }\r\n });\r\n return pb.getGlobalScope()[funcNameComputeShadow](shadowVertex, NdotL);\r\n }\r\n useNativeShadowMap(_shadowMapParams: ShadowMapParams): boolean {\r\n return getDevice().type !== 'webgl';\r\n 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