@zephyr3d/scene 0.6.1 → 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/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
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{"version":3,"file":"meshmaterial.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
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{"version":3,"file":"meshmaterial.js","sources":["../../src/material/meshmaterial.ts"],"sourcesContent":["import type {\r\n BindGroup,\r\n FaceMode,\r\n GPUProgram,\r\n PBFunctionScope,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n RenderStateSet\r\n} from '@zephyr3d/device';\r\nimport { ProgramBuilder } from '@zephyr3d/device';\r\nimport {\r\n MaterialVaryingFlags,\r\n QUEUE_OPAQUE,\r\n QUEUE_TRANSPARENT,\r\n RENDER_PASS_TYPE_DEPTH,\r\n RENDER_PASS_TYPE_LIGHT,\r\n RENDER_PASS_TYPE_OBJECT_COLOR,\r\n RENDER_PASS_TYPE_SHADOWMAP\r\n} from '../values';\r\nimport { Material } from './material';\r\nimport type { DepthPass } from '../render';\r\nimport { type DrawContext, type ShadowMapPass } from '../render';\r\nimport { encodeNormalizedFloatToRGBA } from '../shaders/misc';\r\nimport { ShaderHelper } from './shader/helper';\r\nimport type { Clonable } from '@zephyr3d/base';\r\nimport { Vector2, Vector3, Vector4, applyMixins, DRef } from '@zephyr3d/base';\r\nimport { RenderBundleWrapper } from '../render/renderbundle_wrapper';\r\nimport { getDevice } from '../app/api';\r\n\r\n/**\r\n * Blending mode for mesh materials.\r\n *\r\n * - `none`: No blending (opaque).\r\n * - `blend`: Standard alpha blending (srcAlpha, 1 - srcAlpha).\r\n * - `additive`: Additive blending (1, 1), commonly for glow/FX.\r\n *\r\n * May be combined with alpha-to-coverage and alpha test.\r\n * @public\r\n */\r\nexport type BlendMode = 'none' | 'blend' | 'additive';\r\n\r\n/**\r\n * Extracts the return type of a mixin function.\r\n * @public\r\n */\r\nexport type ExtractMixinReturnType<M> = M extends (target: infer A) => infer R ? R : never;\r\n\r\n/**\r\n * Produces the intersection type of multiple mixins’ return types.\r\n * @public\r\n */\r\nexport type ExtractMixinType<M> = M extends [infer First]\r\n ? ExtractMixinReturnType<First>\r\n : M extends [infer First, ...infer Rest]\r\n ? ExtractMixinReturnType<First> & ExtractMixinType<[...Rest]>\r\n : never;\r\n\r\n/**\r\n * Apply material mixins to a target material class.\r\n *\r\n * Useful for composing optional capabilities (e.g., base color, normal map, PBR terms).\r\n *\r\n * @param target - The material class (constructor or prototype).\r\n * @param mixins - One or more mixin functions.\r\n * @returns The target class augmented with the mixins (intersection type).\r\n *\r\n * @example\r\n * class MyMaterial extends MeshMaterial \\{\\}\r\n * const Mixed = applyMaterialMixins(MyMaterial, WithBaseColor, WithNormalMap);\r\n * const m = new Mixed();\r\n * @public\r\n */\r\nexport function applyMaterialMixins<M extends ((target: any) => any)[], T>(\r\n target: T,\r\n ...mixins: M\r\n): ExtractMixinType<M> & T {\r\n return applyMixins(target, ...mixins);\r\n}\r\n\r\nlet FEATURE_ALPHATEST = 0;\r\nlet FEATURE_ALPHABLEND = 0;\r\nlet FEATURE_ALPHATOCOVERAGE = 0;\r\nlet FEATURE_DISABLE_TAA = 0;\r\n\r\n/** @internal */\r\nexport type InstanceUniformType = 'float' | 'vec2' | 'vec3' | 'vec4' | 'rgb' | 'rgba';\r\n\r\n/**\r\n * Base class for mesh materials.\r\n *\r\n * Key responsibilities:\r\n * - Defines feature-based shader variants (alpha test, blending, alpha-to-coverage, TAA toggle, etc.).\r\n * - Provides a material instancing mechanism (per-instance uniforms via a shared core material).\r\n * - Implements the base shader scaffolding for multiple render passes (LIGHT, DEPTH, OBJECT_COLOR, SHADOWMAP).\r\n * - Updates render states depending on pass and features (blending, depth, culling).\r\n * - Submits material uniforms and cooperates with OIT/TAA/SSR/motion vectors.\r\n *\r\n * Variant system:\r\n * - Features are stored in `_featureStates` and hashed into `_createHash()`.\r\n * - Changing features calls `useFeature(...)` which triggers `optionChanged(true)` to rebuild programs.\r\n *\r\n * Instancing:\r\n * - `defineInstanceUniform` registers per-instance fields with packed layout.\r\n * - `createInstance()` returns a lightweight instance that shares the core’s GPU programs and updates\r\n * instance uniform buffer only. This improves batching/instancing support.\r\n *\r\n * Shader hooks:\r\n * - `vertexShader(scope)` and `fragmentShader(scope)` provide per-pass hook points to implement the\r\n * material’s vertex/fragment logic. The base class wires up common I/O (skin, morph, instancing).\r\n * - `outputFragmentColor(...)` centralizes final color output across passes, handling OIT and alpha ops.\r\n *\r\n * Render states and queues:\r\n * - `updateRenderStates(...)` sets depth/blend/cull states based on blending, alpha-to-coverage,\r\n * depth equality optimizations, pass type, and optional OIT overrides.\r\n * - `getQueueType()` chooses between opaque and transparent queues.\r\n *\r\n * Extending:\r\n * - Override `vertexShader`, `fragmentShader`, and optionally `outputFragmentColor`.\r\n * - Override `supportLighting`, `isTransparentPass`, `needFragmentColor`, etc., as needed.\r\n * - Use `uniformChanged()` when changing uniform-only values that do not alter shader variants.\r\n * - Use `useFeature()` when toggling options that affect shader variants.\r\n *\r\n * @public\r\n */\r\nexport class MeshMaterial extends Material implements Clonable<MeshMaterial> {\r\n /**\r\n * Registered instance uniforms for this material class.\r\n *\r\n * Each entry defines property name, type, and packed offset (float-aligned).\r\n * @internal\r\n */\r\n static INSTANCE_UNIFORMS: { prop: string; type: InstanceUniformType; offset: number; name: string }[] = [];\r\n /**\r\n * Next free feature index for subclasses to define their own feature toggles.\r\n * @internal\r\n */\r\n static NEXT_FEATURE_INDEX = 3;\r\n /**\r\n * Built-in per-instance uniform: object color (rgba), used for GPU picking/object-ID pass.\r\n * @internal\r\n */\r\n static OBJECT_COLOR_UNIFORM = this.defineInstanceUniform('objectColor', 'rgba');\r\n /**\r\n * Built-in per-instance uniform: opacity (float), used in transparent passes.\r\n * @internal\r\n */\r\n static OPACITY_UNIFORM = this.defineInstanceUniform('opacity', 'float', 'Opacity');\r\n /** @internal Feature state array (indexed by feature indices). */\r\n private _featureStates: unknown[];\r\n /** @internal Alpha test cutoff in [0, 1]. */\r\n private _alphaCutoff: number;\r\n /** @internal Blending mode. */\r\n private _blendMode: BlendMode;\r\n /** @internal Face culling mode. */\r\n private _cullMode: FaceMode;\r\n /** @internal Opacity in [0, 1]. */\r\n private _opacity: number;\r\n /**\r\n * @internal TAA strength in [0, 1], where higher value typically means stronger accumulation\r\n * (here used inversely when mapping to motion vector output).\r\n */\r\n private _taaStrength: number;\r\n /** @internal Per-object color for object picking pass. */\r\n private readonly _objectColor: Vector4;\r\n /** @internal Last draw context used for shader creation. */\r\n private _ctx: DrawContext;\r\n /** @internal Current material pass index during program building. */\r\n private _materialPass: number;\r\n /**\r\n * Create a MeshMaterial with default opaque settings.\r\n *\r\n * Defaults:\r\n * - `blendMode = 'none'`\r\n * - `cullMode = 'back'`\r\n * - `opacity = 1`\r\n * - `alphaCutoff = 0`\r\n * - `taaStrength = 1 - 1/16`\r\n */\r\n constructor() {\r\n super();\r\n this._featureStates = [];\r\n this._alphaCutoff = 0;\r\n this._blendMode = 'none';\r\n this._cullMode = 'back';\r\n this._opacity = 1;\r\n this._taaStrength = 1 - 1 / 16;\r\n this._objectColor = Vector4.one();\r\n this._ctx = null;\r\n this._materialPass = -1;\r\n this.useFeature(FEATURE_ALPHABLEND, this._blendMode);\r\n }\r\n /**\r\n * Create a shallow clone of this material.\r\n * Subclasses should override to copy custom fields.\r\n */\r\n clone(): MeshMaterial {\r\n const other = new MeshMaterial();\r\n other.copyFrom(this);\r\n return other;\r\n }\r\n /**\r\n * Copy common MeshMaterial properties from another material.\r\n * Call `super.copyFrom(other)` first when overriding in subclasses.\r\n *\r\n * @param other - Source material.\r\n */\r\n copyFrom(other: this): void {\r\n super.copyFrom(other);\r\n this.alphaCutoff = other.alphaCutoff;\r\n this.blendMode = other.blendMode;\r\n this.cullMode = other.cullMode;\r\n this.opacity = other.opacity;\r\n this.objectColor = other.objectColor;\r\n }\r\n /**\r\n * Mark uniform-only changes so uniforms are re-uploaded on next apply, without\r\n * rebuilding shader programs.\r\n */\r\n uniformChanged() {\r\n this.optionChanged(false);\r\n }\r\n /**\r\n * Define a new feature bit/index for shader variants.\r\n * Subclasses may use this to add their own switches.\r\n */\r\n static defineFeature(): number {\r\n const val = this.NEXT_FEATURE_INDEX;\r\n this.NEXT_FEATURE_INDEX++;\r\n return val;\r\n }\r\n /** @internal Helper: get number of scalar components for a given instance uniform type. */\r\n private static getNumComponents(type: InstanceUniformType) {\r\n if (type === 'float') {\r\n return 1;\r\n }\r\n if (type === 'vec2') {\r\n return 2;\r\n }\r\n if (type === 'rgb' || type === 'vec3') {\r\n return 3;\r\n }\r\n if (type === 'rgba' || type === 'vec4') {\r\n return 4;\r\n }\r\n return 0;\r\n }\r\n /**\r\n * Define a per-instance uniform for this class.\r\n *\r\n * Returns a compact index encoding the vector index and component offset, which can be\r\n * used in shader code via `getInstancedUniform(...)`.\r\n *\r\n * @param prop - Property name exposed on instances.\r\n * @param type - Uniform data type.\r\n * @returns Encoded index for use in `getInstancedUniform`.\r\n *\r\n * @throws If the property is already defined or type is invalid.\r\n */\r\n static defineInstanceUniform(prop: string, type: InstanceUniformType, name = ''): number {\r\n if (this.INSTANCE_UNIFORMS.findIndex((val) => val.prop === prop) >= 0) {\r\n throw new Error(`${this.name}.defineInstanceUniform(): ${prop} was already defined`);\r\n }\r\n const numComponents = this.getNumComponents(type);\r\n if (numComponents === 0) {\r\n throw new Error(`${this.name}.defineInstanceUniform(): invalid uniform type ${type}`);\r\n }\r\n let index = this.INSTANCE_UNIFORMS.length;\r\n let offset = 0;\r\n if (this.INSTANCE_UNIFORMS.length > 0) {\r\n const lastUniform = this.INSTANCE_UNIFORMS[this.INSTANCE_UNIFORMS.length - 1];\r\n const finalOffset = (lastUniform.offset + 4) & ~3;\r\n offset = finalOffset;\r\n for (let i = 0; i < this.INSTANCE_UNIFORMS.length; i++) {\r\n const offset1 = this.INSTANCE_UNIFORMS[i].offset;\r\n const numComps1 = this.getNumComponents(this.INSTANCE_UNIFORMS[i].type);\r\n const offset2 =\r\n i === this.INSTANCE_UNIFORMS.length - 1 ? finalOffset : this.INSTANCE_UNIFORMS[i + 1].offset;\r\n if (offset1 + numComps1 + numComponents <= offset2) {\r\n index = i + 1;\r\n offset = offset1 + numComps1;\r\n if (offset + numComponents === offset2) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n this.INSTANCE_UNIFORMS = this.INSTANCE_UNIFORMS.slice();\r\n this.INSTANCE_UNIFORMS.splice(index, 0, { prop, offset, type, name });\r\n return (offset << 2) | (numComponents - 1);\r\n }\r\n /**\r\n * Read an encoded per-instance uniform in shader code.\r\n *\r\n * Encoded index packs: vector index, component offset, and component count.\r\n *\r\n * @param scope - Inside-function shader scope.\r\n * @param uniformIndex - Encoded index from `defineInstanceUniform`.\r\n * @returns The shader expression reading the selected components.\r\n */\r\n getInstancedUniform(scope: PBInsideFunctionScope, uniformIndex: number): PBShaderExp {\r\n const pb = scope.$builder;\r\n const instanceID = scope.$builtins.instanceIndex;\r\n const uniformName = ShaderHelper.getInstanceDataUniformName();\r\n const strideName = ShaderHelper.getInstanceDataStrideUniformName();\r\n const offsetName = ShaderHelper.getInstanceDataOffsetUniformName();\r\n const numComponents = (uniformIndex & 3) + 1;\r\n const vecIndex = uniformIndex >> 4;\r\n const vecOffset = (uniformIndex >> 2) & 3;\r\n const u = scope[uniformName].at(\r\n pb.add(\r\n pb.mul(scope[strideName], instanceID),\r\n ShaderHelper.MATERIAL_INSTANCE_DATA_OFFSET + vecIndex,\r\n scope[offsetName]\r\n )\r\n );\r\n const m = ['x', 'y', 'z', 'w'].slice(vecOffset, vecOffset + numComponents).join('');\r\n return u[m];\r\n }\r\n /**\r\n * Get the list of per-instance uniforms for this material class.\r\n */\r\n getInstancedUniforms() {\r\n return (this.constructor as typeof MeshMaterial).INSTANCE_UNIFORMS;\r\n }\r\n /**\r\n * Create a material instance (preferred for GPU instancing).\r\n *\r\n * - On WebGL1 (or when instancing unsupported), falls back to cloning.\r\n * - Otherwise, returns a proxy instance that shares GPU programs and\r\n * stores per-instance uniforms in a compact Float32Array.\r\n *\r\n * The returned instance:\r\n * - Exposes properties defined by `defineInstanceUniform` with getter/setter\r\n * that read/write the packed buffer and notify `RenderBundleWrapper`.\r\n * - Delegates methods to the core material via prototype chain.\r\n */\r\n createInstance(): this {\r\n if (this.$isInstance) {\r\n return this.coreMaterial.createInstance();\r\n }\r\n const isWebGL1 = getDevice().type === 'webgl';\r\n if (isWebGL1 || !this.supportInstancing()) {\r\n return this.clone() as this;\r\n }\r\n const instanceUniforms = this.getInstancedUniforms();\r\n const uniformsHolder =\r\n instanceUniforms.length > 0\r\n ? new Float32Array((instanceUniforms[instanceUniforms.length - 1].offset + 4) & ~3)\r\n : null;\r\n const instance = {} as any;\r\n const that = this;\r\n const coreMaterial = new DRef(that);\r\n let disposed = false;\r\n instance.isBatchable = () => true; //!isWebGL1 && that.supportInstancing();\r\n instance.dispose = () => {\r\n if (!disposed) {\r\n disposed = true;\r\n coreMaterial.dispose();\r\n }\r\n };\r\n instance.$instanceUniforms = uniformsHolder;\r\n instance.$isInstance = true;\r\n Object.defineProperty(instance, 'coreMaterial', {\r\n get: function () {\r\n return coreMaterial.get();\r\n }\r\n });\r\n\r\n // Copy original uniform values\r\n for (let i = 0; i < instanceUniforms.length; i++) {\r\n const { prop, offset, type } = instanceUniforms[i];\r\n const value = that[prop];\r\n switch (type) {\r\n case 'float': {\r\n uniformsHolder[offset] = Number(value);\r\n Object.defineProperty(instance, prop, {\r\n get() {\r\n return uniformsHolder[offset];\r\n },\r\n set(value) {\r\n uniformsHolder[offset] = value;\r\n RenderBundleWrapper.materialUniformsChanged(instance);\r\n }\r\n });\r\n break;\r\n }\r\n case 'vec2': {\r\n if (!(value instanceof Vector2)) {\r\n throw new Error(`Instance uniform property ${prop} must be of type Vector2`);\r\n }\r\n uniformsHolder[offset] = value.x;\r\n uniformsHolder[offset + 1] = value.y;\r\n Object.defineProperty(instance, prop, {\r\n get() {\r\n return new Vector2(uniformsHolder[offset], uniformsHolder[offset + 1]);\r\n },\r\n set(value) {\r\n if (!(value instanceof Vector2)) {\r\n throw new Error(`Instance uniform property ${prop} must be of type Vector2`);\r\n }\r\n uniformsHolder[offset] = value.x;\r\n uniformsHolder[offset + 1] = value.y;\r\n RenderBundleWrapper.materialUniformsChanged(instance);\r\n }\r\n });\r\n break;\r\n }\r\n case 'vec3':\r\n case 'rgb': {\r\n if (!(value instanceof Vector3)) {\r\n throw new Error(`Instance uniform property ${prop} must be of type Vector3`);\r\n }\r\n uniformsHolder[offset] = value.x;\r\n uniformsHolder[offset + 1] = value.y;\r\n uniformsHolder[offset + 2] = value.z;\r\n Object.defineProperty(instance, prop, {\r\n get() {\r\n return new Vector3(\r\n uniformsHolder[offset],\r\n uniformsHolder[offset + 1],\r\n uniformsHolder[offset + 2]\r\n );\r\n },\r\n set(value) {\r\n if (!(value instanceof Vector3)) {\r\n throw new Error(`Instance uniform property ${prop} must be of type Vector3`);\r\n }\r\n uniformsHolder[offset] = value.x;\r\n uniformsHolder[offset + 1] = value.y;\r\n uniformsHolder[offset + 2] = value.z;\r\n RenderBundleWrapper.materialUniformsChanged(instance);\r\n }\r\n });\r\n break;\r\n }\r\n case 'vec4':\r\n case 'rgba': {\r\n if (!(value instanceof Vector4)) {\r\n throw new Error(`Instance uniform property ${prop} must be of type Vector4`);\r\n }\r\n uniformsHolder[offset] = value.x;\r\n uniformsHolder[offset + 1] = value.y;\r\n uniformsHolder[offset + 2] = value.z;\r\n uniformsHolder[offset + 3] = value.w;\r\n Object.defineProperty(instance, prop, {\r\n get() {\r\n return new Vector4(\r\n uniformsHolder[offset],\r\n uniformsHolder[offset + 1],\r\n uniformsHolder[offset + 2],\r\n uniformsHolder[offset + 3]\r\n );\r\n },\r\n set(value) {\r\n if (!(value instanceof Vector4)) {\r\n throw new Error(`Instance uniform property ${prop} must be of type Vector4`);\r\n }\r\n uniformsHolder[offset] = value.x;\r\n uniformsHolder[offset + 1] = value.y;\r\n uniformsHolder[offset + 2] = value.z;\r\n uniformsHolder[offset + 3] = value.w;\r\n RenderBundleWrapper.materialUniformsChanged(instance);\r\n }\r\n });\r\n break;\r\n }\r\n }\r\n }\r\n Object.setPrototypeOf(instance, that);\r\n return instance;\r\n }\r\n /**\r\n * Draw context captured during program creation, available inside shader hooks.\r\n *\r\n * @returns The last `DrawContext` used to build or apply this material.\r\n */\r\n get drawContext(): DrawContext {\r\n return this._ctx;\r\n }\r\n /**\r\n * Current material pass index during program building.\r\n * Typically used inside shader hooks to select per-pass logic.\r\n *\r\n * @returns The active pass index while building the program, or -1 when idle.\r\n * @internal\r\n */\r\n get pass(): number {\r\n return this._materialPass;\r\n }\r\n /**\r\n * Alpha test cutoff in [0, 1].\r\n * - 0 disables alpha testing.\r\n * - \\> 0 discards fragments with alpha \\< cutoff.\r\n * Changing this marks uniforms dirty (no shader rebuild).\r\n */\r\n get alphaCutoff(): number {\r\n return this._alphaCutoff;\r\n }\r\n set alphaCutoff(val: number) {\r\n if (this._alphaCutoff !== val) {\r\n this.useFeature(FEATURE_ALPHATEST, val > 0);\r\n this._alphaCutoff = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n /**\r\n * Whether TAA is disabled for this material.\r\n * - When true, motion vectors encode a large sentinel to skip TAA accumulation.\r\n * - Managed via an internal feature toggle.\r\n */\r\n get TAADisabled(): boolean {\r\n return !!this.featureUsed(FEATURE_DISABLE_TAA);\r\n }\r\n set TAADisabled(val: boolean) {\r\n this.useFeature(FEATURE_DISABLE_TAA, !!val);\r\n }\r\n /**\r\n * TAA strength in [0, 1].\r\n * - Higher values generally imply stronger accumulation.\r\n * - The value is mapped when writing motion-vector outputs during depth pass.\r\n */\r\n get TAAStrength(): number {\r\n return this._taaStrength;\r\n }\r\n set TAAStrength(val: number) {\r\n val = val > 1 ? 1 : val < 0 ? 0 : val;\r\n if (this._taaStrength !== val) {\r\n this._taaStrength = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n /**\r\n * Alpha-to-coverage toggle.\r\n * - Useful to approximate transparency for MSAA targets.\r\n * - Managed as a shader feature; toggling rebuilds variants.\r\n */\r\n get alphaToCoverage(): boolean {\r\n return this.featureUsed(FEATURE_ALPHATOCOVERAGE);\r\n }\r\n set alphaToCoverage(val: boolean) {\r\n this.useFeature(FEATURE_ALPHATOCOVERAGE, !!val);\r\n }\r\n /**\r\n * Blending mode of this material.\r\n * - 'none' for opaque, 'blend' for standard alpha, 'additive' for emissive FX.\r\n * - Changing the mode toggles an internal feature and rebuilds variants.\r\n */\r\n get blendMode(): BlendMode {\r\n return this._blendMode;\r\n }\r\n set blendMode(val: BlendMode) {\r\n if (this._blendMode !== val) {\r\n this._blendMode = val;\r\n this.useFeature(FEATURE_ALPHABLEND, this._blendMode);\r\n }\r\n }\r\n /**\r\n * Face culling mode: 'none' | 'front' | 'back'.\r\n * - Does not force shader rebuild; affects rasterizer state.\r\n */\r\n get cullMode(): FaceMode {\r\n return this._cullMode;\r\n }\r\n set cullMode(val: FaceMode) {\r\n this._cullMode = val;\r\n }\r\n /**\r\n * Material opacity in [0, 1].\r\n * - Used in transparent passes. Changing marks uniforms dirty only.\r\n */\r\n get opacity(): number {\r\n return this._opacity;\r\n }\r\n set opacity(val: number) {\r\n val = val < 0 ? 0 : val > 1 ? 1 : val;\r\n if (this._opacity !== val) {\r\n this._opacity = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n /**\r\n * Per-object color used for GPU picking/object-ID pass.\r\n * - Changing marks uniforms dirty only.\r\n */\r\n get objectColor(): Vector4 {\r\n return this._objectColor;\r\n }\r\n set objectColor(val: Vector4) {\r\n if (val !== this._objectColor) {\r\n this._objectColor.set(val ?? Vector4.one());\r\n this.uniformChanged();\r\n }\r\n }\r\n /**\r\n * Whether this material responds to scene lighting.\r\n * Override to return false for unlit materials.\r\n *\r\n * @returns True if lighting affects this material; otherwise false.\r\n */\r\n supportLighting(): boolean {\r\n return true;\r\n }\r\n /**\r\n * Update render states per pass and draw context.\r\n * Sets blending, alpha-to-coverage, depth test/write, cull mode, color mask, and cooperates with OIT.\r\n *\r\n * @param pass - Current material pass index.\r\n * @param stateSet - Render state set to update.\r\n * @param ctx - Current draw context.\r\n * @returns void\r\n */\r\n protected updateRenderStates(pass: number, stateSet: RenderStateSet, ctx: DrawContext): void {\r\n const isObjectColorPass = ctx.renderPass.type === RENDER_PASS_TYPE_OBJECT_COLOR;\r\n const blending =\r\n !isObjectColorPass && (this.featureUsed<BlendMode>(FEATURE_ALPHABLEND) !== 'none' || ctx.lightBlending);\r\n const a2c = !isObjectColorPass && this.featureUsed<boolean>(FEATURE_ALPHATOCOVERAGE);\r\n const ztestEq = ctx.queue === QUEUE_OPAQUE && !!ctx.depthTexture && !ctx.sceneColorTexture;\r\n if (blending || a2c) {\r\n const blendingState = stateSet.useBlendingState();\r\n if (blending) {\r\n blendingState.enable(true);\r\n blendingState.setBlendFuncAlpha('zero', 'one');\r\n blendingState.setBlendEquation('add', 'add');\r\n if (this._blendMode === 'additive' || ctx.lightBlending) {\r\n blendingState.setBlendFuncRGB('one', 'one');\r\n } else {\r\n blendingState.setBlendFuncRGB('one', 'inv-src-alpha');\r\n }\r\n } else {\r\n blendingState.enable(false);\r\n }\r\n blendingState.enableAlphaToCoverage(a2c);\r\n if (ztestEq) {\r\n stateSet.useDepthState().setCompareFunc('eq').enableTest(true).enableWrite(false);\r\n } else if (blendingState.enabled) {\r\n stateSet.useDepthState().enableTest(true).enableWrite(false);\r\n } else {\r\n stateSet.defaultDepthState();\r\n }\r\n } else {\r\n stateSet.defaultBlendingState();\r\n if (ztestEq) {\r\n stateSet.useDepthState().setCompareFunc('eq').enableTest(true).enableWrite(false);\r\n } else {\r\n stateSet.defaultDepthState();\r\n }\r\n }\r\n if (ctx.forceCullMode || this._cullMode !== 'back') {\r\n stateSet.useRasterizerState().cullMode = ctx.forceCullMode || this._cullMode;\r\n } else if (ctx.renderPass.type === RENDER_PASS_TYPE_SHADOWMAP) {\r\n stateSet.useRasterizerState().cullMode = 'none';\r\n } else {\r\n stateSet.defaultRasterizerState();\r\n }\r\n if (ctx.forceColorState) {\r\n stateSet.useColorState(ctx.forceColorState);\r\n } else {\r\n stateSet.defaultColorState();\r\n }\r\n stateSet.defaultStencilState();\r\n if (ctx.oit) {\r\n ctx.oit.setRenderStates(stateSet);\r\n }\r\n }\r\n /**\r\n * Submit material uniforms/resources to the material bind group (set 2).\r\n * Handles alpha cutoff, opacity (non-instanced transparent), OIT, object color, and TAA strength.\r\n *\r\n * @param bindGroup - The material bind group to write into.\r\n * @param ctx - Current draw context.\r\n * @param pass - Current material pass index.\r\n * @returns void\r\n */\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number): void {\r\n if (this.featureUsed(FEATURE_ALPHATEST)) {\r\n bindGroup.setValue('zAlphaCutoff', this._alphaCutoff);\r\n }\r\n if (\r\n this.isTransparentPass(pass) &&\r\n ctx.renderPass.type === RENDER_PASS_TYPE_LIGHT &&\r\n !(ctx.materialFlags & MaterialVaryingFlags.INSTANCING)\r\n ) {\r\n bindGroup.setValue('zOpacity', this._opacity);\r\n }\r\n if (ctx.oit) {\r\n ctx.oit.applyUniforms(ctx, bindGroup);\r\n }\r\n if (ctx.renderPass.type === RENDER_PASS_TYPE_DEPTH && ctx.motionVectors) {\r\n bindGroup.setValue('zTAAStrength', (1 - this._taaStrength) * 50000);\r\n }\r\n }\r\n /**\r\n * Determine the render queue for this material.\r\n * Transparent materials are queued as `QUEUE_TRANSPARENT`, otherwise `QUEUE_OPAQUE`.\r\n *\r\n * @returns The queue type constant.\r\n */\r\n getQueueType(): number {\r\n return this.isTransparentPass(0) ? QUEUE_TRANSPARENT : QUEUE_OPAQUE;\r\n }\r\n /**\r\n * Whether the given pass is transparent.\r\n * Default returns true when `blendMode !== 'none'`.\r\n *\r\n * @param pass - Material pass index.\r\n * @returns True if the pass is transparent; otherwise false.\r\n */\r\n isTransparentPass(_pass: number): boolean {\r\n return this.featureUsed<BlendMode>(FEATURE_ALPHABLEND) !== 'none';\r\n }\r\n /**\r\n * Create the GPU program for a given pass and draw context.\r\n * Enables depth-clamp emulation for shadow map passes when required by the light, then delegates to `_createProgram`.\r\n *\r\n * @param ctx - Current draw context.\r\n * @param pass - Material pass index.\r\n * @returns The created `GPUProgram`.\r\n * @internal\r\n */\r\n protected createProgram(ctx: DrawContext, pass: number): GPUProgram {\r\n const pb = new ProgramBuilder(ctx.device);\r\n if (ctx.renderPass.type === RENDER_PASS_TYPE_SHADOWMAP) {\r\n const shadowMapParams = ctx.shadowMapInfo.get((ctx.renderPass as ShadowMapPass).light);\r\n pb.emulateDepthClamp = !!shadowMapParams.depthClampEnabled;\r\n }\r\n return this._createProgram(pb, ctx, pass);\r\n }\r\n /**\r\n * Query a feature flag’s current value.\r\n *\r\n * @typeParam T - Expected value type.\r\n * @param feature - The feature index.\r\n * @returns The current value for the feature, typed as `T`.\r\n */\r\n featureUsed<T = unknown>(feature: number): T {\r\n return this._featureStates[feature] as T;\r\n }\r\n /**\r\n * Enable or disable a feature and trigger variant rebuild when changed.\r\n * Calls `optionChanged(true)` internally on change.\r\n *\r\n * @param feature - The feature index to set.\r\n * @param use - The new feature value (typed by convention).\r\n * @returns void\r\n */\r\n useFeature(feature: number, use: unknown) {\r\n if (this._featureStates[feature] !== use) {\r\n this._featureStates[feature] = use;\r\n this.optionChanged(true);\r\n }\r\n }\r\n /**\r\n * Create the material-specific hash fragment from feature state.\r\n * Contributes to program variant hashing.\r\n *\r\n * @returns The hash fragment string.\r\n * @internal\r\n */\r\n protected _createHash(): string {\r\n return this._featureStates.map((val) => (val === undefined ? '' : val)).join('|');\r\n }\r\n /**\r\n * Apply material uniforms to the bind group (set 2).\r\n * Default implementation delegates to `applyUniformValues`.\r\n *\r\n * @param bindGroup - The material bind group to update.\r\n * @param ctx - Current draw context.\r\n * @param pass - Current material pass index.\r\n * @returns void\r\n * @internal\r\n */\r\n protected _applyUniforms(bindGroup: BindGroup, ctx: DrawContext, pass: number): void {\r\n this.applyUniformValues(bindGroup, ctx, pass);\r\n }\r\n /**\r\n * Whether the fragment shader needs to compute color.\r\n * Returns true for LIGHT pass, or when alpha test or alpha-to-coverage is enabled.\r\n * Override if the material writes color in other passes.\r\n *\r\n * @param ctx - Optional draw context; defaults to the last captured `drawContext`.\r\n * @returns True if fragment color computation is needed; otherwise false.\r\n */\r\n needFragmentColor(ctx?: DrawContext): boolean {\r\n return (\r\n (ctx ?? this.drawContext).renderPass.type === RENDER_PASS_TYPE_LIGHT ||\r\n this._alphaCutoff > 0 ||\r\n this.alphaToCoverage\r\n );\r\n }\r\n /**\r\n * Vertex shader hook.\r\n * Prepares common inputs (skin/morph/instancing), varyings, and pass-dependent outputs.\r\n * Override to implement per-vertex logic; use `ShaderHelper` as needed.\r\n *\r\n * @param scope - Vertex shader function scope.\r\n * @returns void\r\n */\r\n vertexShader(scope: PBFunctionScope): void {\r\n const pb = scope.$builder;\r\n ShaderHelper.prepareVertexShader(pb, this.drawContext);\r\n if (this.drawContext.materialFlags & MaterialVaryingFlags.SKIN_ANIMATION) {\r\n scope.$inputs.zBlendIndices = pb.vec4().attrib('blendIndices');\r\n scope.$inputs.zBlendWeights = pb.vec4().attrib('blendWeights');\r\n ShaderHelper.prepareSkinAnimation(scope);\r\n }\r\n if (\r\n this.drawContext.materialFlags & MaterialVaryingFlags.MORPH_ANIMATION &&\r\n this.drawContext.device.type === 'webgl'\r\n ) {\r\n scope.$inputs.zFakeVertexID = pb.float().attrib('texCoord7');\r\n }\r\n if (this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING) {\r\n if (this.drawContext.renderPass.type === RENDER_PASS_TYPE_OBJECT_COLOR) {\r\n scope.$outputs.zObjectColor = this.getInstancedUniform(scope, MeshMaterial.OBJECT_COLOR_UNIFORM);\r\n }\r\n if (this.isTransparentPass(this.pass)) {\r\n scope.$outputs.zOpacity = this.getInstancedUniform(scope, MeshMaterial.OPACITY_UNIFORM);\r\n }\r\n } else {\r\n if (this.drawContext.renderPass.type === RENDER_PASS_TYPE_OBJECT_COLOR) {\r\n scope.$outputs.zObjectColor = scope[ShaderHelper.getObjectColorUniformName()];\r\n }\r\n }\r\n }\r\n /**\r\n * Fragment shader hook.\r\n * Declares pass-dependent uniforms (e.g., opacity, objectColor, alphaCutoff).\r\n * Override to implement per-fragment logic, and call `outputFragmentColor` to finalize writes.\r\n *\r\n * @param scope - Fragment shader function scope.\r\n * @returns void\r\n */\r\n fragmentShader(scope: PBFunctionScope): void {\r\n const pb = scope.$builder;\r\n ShaderHelper.prepareFragmentShader(pb, this.drawContext);\r\n if (this._alphaCutoff > 0) {\r\n scope.zAlphaCutoff = pb.float().uniform(2);\r\n }\r\n if (this.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT) {\r\n if (\r\n this.isTransparentPass(this.pass) &&\r\n !(this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING)\r\n ) {\r\n scope.zOpacity = pb.float().uniform(2);\r\n }\r\n }\r\n }\r\n /**\r\n * Build and return the GPU program for this pass.\r\n * Wires `vertexShader` and `fragmentShader`; sets up pass-dependent outputs (OIT, SSR, motion vectors, distance/object color).\r\n *\r\n * @param pb - Program builder.\r\n * @param ctx - Current draw context.\r\n * @param pass - Material pass index.\r\n * @returns The created `GPUProgram`.\r\n * @internal\r\n */\r\n protected _createProgram(pb: ProgramBuilder, ctx: DrawContext, pass: number): GPUProgram {\r\n const that = this;\r\n this._ctx = ctx;\r\n this._materialPass = pass;\r\n const program = pb.buildRenderProgram({\r\n vertex(pb) {\r\n pb.main(function () {\r\n that.vertexShader(this);\r\n });\r\n },\r\n fragment(pb) {\r\n if (that.drawContext.oit) {\r\n that.drawContext.oit.setupFragmentOutput(this);\r\n } else {\r\n this.$outputs.zFragmentOutput = pb.vec4();\r\n if (ctx.materialFlags & MaterialVaryingFlags.SSR_STORE_ROUGHNESS) {\r\n this.$outputs.zSSRRoughness = pb.vec4();\r\n this.$outputs.zSSRNormal = pb.vec4();\r\n }\r\n if (ctx.renderPass.type === RENDER_PASS_TYPE_DEPTH && ctx.motionVectors) {\r\n this.$outputs.zMotionVector = pb.vec4();\r\n this.zTAAStrength = pb.float().uniform(2);\r\n }\r\n if (ctx.renderPass.type === RENDER_PASS_TYPE_OBJECT_COLOR) {\r\n this.$outputs.zDistance = pb.vec4();\r\n }\r\n }\r\n pb.main(function () {\r\n that.fragmentShader(this);\r\n });\r\n }\r\n });\r\n return program;\r\n }\r\n /**\r\n * Centralized final color write and per-pass output composition.\r\n *\r\n * Behavior by pass:\r\n * - LIGHT: clipping, alpha handling, optional OIT integration, fog application, color output encoding.\r\n * - DEPTH: encoded depth; optional motion vectors (TAA enabled/disabled handling).\r\n * - OBJECT_COLOR: object color and distance output (linear depth or world-pos + distance).\r\n * - SHADOWMAP: writes shadow depth via light’s shadow implementation.\r\n *\r\n * Also writes SSR roughness/normal buffers when requested via material flags.\r\n *\r\n * @param scope - Inside-function shader scope.\r\n * @param worldPos - Fragment world-space position expression.\r\n * @param color - Lit fragment color expression; may be undefined for depth-only paths.\r\n * @param ssrRoughness - Optional SSR roughness output expression.\r\n * @param ssrNormal - Optional SSR normal output expression.\r\n * @returns void\r\n */\r\n outputFragmentColor(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n color: PBShaderExp,\r\n ssrRoughness?: PBShaderExp,\r\n ssrNormal?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const funcName = 'Z_outputFragmentColor';\r\n pb.func(funcName, color ? [pb.vec3('worldPos'), pb.vec4('color')] : [pb.vec3('worldPos')], function () {\r\n this.$l.outColor = color ? this.color : pb.vec4();\r\n if (that.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT) {\r\n ShaderHelper.discardIfClipped(this, this.worldPos);\r\n let output = true;\r\n if (!that.isTransparentPass(that.pass) && !that.alphaToCoverage) {\r\n this.outColor.a = 1;\r\n } else if (that.isTransparentPass(that.pass)) {\r\n const opacity =\r\n that.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING\r\n ? this.$inputs.zOpacity\r\n : this.zOpacity;\r\n this.outColor.a = pb.mul(this.outColor.a, opacity);\r\n }\r\n if (that.isTransparentPass(that.pass)) {\r\n if (this.zAlphaCutoff) {\r\n this.$if(pb.lessThan(this.outColor.a, this.zAlphaCutoff), function () {\r\n pb.discard();\r\n });\r\n }\r\n if (!that.drawContext.oit || that.drawContext.oit.wantsPremultipliedAlpha()) {\r\n this.outColor = pb.vec4(\r\n pb.mul(this.outColor.rgb, this.outColor.a),\r\n that.featureUsed<BlendMode>(FEATURE_ALPHABLEND) === 'additive' ? 0 : this.outColor.a\r\n );\r\n }\r\n output = !that.drawContext.oit || !that.drawContext.oit.outputFragmentColor(this, this.outColor);\r\n }\r\n if (output) {\r\n ShaderHelper.applyFog(this, this.worldPos, this.outColor, that.drawContext);\r\n this.$outputs.zFragmentOutput = ShaderHelper.encodeColorOutput(this, this.outColor);\r\n }\r\n } else if (that.drawContext.renderPass.type === RENDER_PASS_TYPE_DEPTH) {\r\n if (color) {\r\n if (this.zAlphaCutoff) {\r\n this.$if(pb.lessThan(this.outColor.a, this.zAlphaCutoff), function () {\r\n pb.discard();\r\n });\r\n }\r\n }\r\n ShaderHelper.discardIfClipped(this, this.worldPos);\r\n const depthPass = that.drawContext.renderPass as DepthPass;\r\n this.$l.depth = ShaderHelper.nonLinearDepthToLinearNormalized(this, this.$builtins.fragCoord.z);\r\n if (depthPass.encodeDepth) {\r\n this.$outputs.zFragmentOutput = encodeNormalizedFloatToRGBA(this, this.depth);\r\n } else if (depthPass.renderBackface) {\r\n this.$outputs.zFragmentOutput = pb.vec4(0, this.depth, 0, 1);\r\n } else {\r\n this.$outputs.zFragmentOutput = pb.vec4(this.depth, 0, 0, 1);\r\n }\r\n if (that.drawContext.motionVectors) {\r\n if (that.featureUsed(FEATURE_DISABLE_TAA)) {\r\n this.$outputs.zMotionVector = pb.vec4(6e4, 6e4, 1, 1);\r\n } else {\r\n if (this.$inputs.zMotionVectorPosCurrent && this.$inputs.zMotionVectorPosPrev) {\r\n this.$outputs.zMotionVector = pb.vec4(\r\n pb.mul(\r\n pb.sub(\r\n pb.div(this.$inputs.zMotionVectorPosCurrent.xy, this.$inputs.zMotionVectorPosCurrent.w),\r\n pb.div(this.$inputs.zMotionVectorPosPrev.xy, this.$inputs.zMotionVectorPosPrev.w)\r\n ),\r\n 0.5\r\n ),\r\n this.zTAAStrength,\r\n 1\r\n );\r\n } else {\r\n this.$outputs.zMotionVector = pb.vec4(0, 0, 1, 1);\r\n }\r\n }\r\n }\r\n } else if (that.drawContext.renderPass.type === RENDER_PASS_TYPE_OBJECT_COLOR) {\r\n if (color) {\r\n this.$if(pb.lessThan(this.outColor.a, this.zAlphaCutoff), function () {\r\n pb.discard();\r\n });\r\n }\r\n ShaderHelper.discardIfClipped(this, this.worldPos);\r\n this.$outputs.zFragmentOutput = scope.$inputs.zObjectColor;\r\n if (that.drawContext.device.type === 'webgl') {\r\n this.$l.linearDepth = ShaderHelper.nonLinearDepthToLinearNormalized(\r\n this,\r\n this.$builtins.fragCoord.z\r\n );\r\n this.$outputs.zDistance = encodeNormalizedFloatToRGBA(this, this.linearDepth);\r\n } else {\r\n this.$outputs.zDistance = pb.vec4(\r\n this.worldPos,\r\n pb.distance(ShaderHelper.getCameraPosition(this), this.worldPos)\r\n );\r\n }\r\n } /*if (that.drawContext.renderPass.type === RENDER_PASS_TYPE_SHADOWMAP)*/ else {\r\n if (color) {\r\n this.$if(pb.lessThan(this.outColor.a, this.zAlphaCutoff), function () {\r\n pb.discard();\r\n });\r\n }\r\n ShaderHelper.discardIfClipped(this, this.worldPos);\r\n const shadowMapParams = that.drawContext.shadowMapInfo.get(\r\n (that.drawContext.renderPass as ShadowMapPass).light\r\n );\r\n this.$outputs.zFragmentOutput = shadowMapParams.impl.computeShadowMapDepth(\r\n shadowMapParams,\r\n this,\r\n this.worldPos\r\n );\r\n }\r\n });\r\n if (color) {\r\n pb.getGlobalScope()[funcName](worldPos, color);\r\n } else {\r\n pb.getGlobalScope()[funcName](worldPos);\r\n }\r\n if (that.drawContext.materialFlags & MaterialVaryingFlags.SSR_STORE_ROUGHNESS) {\r\n scope.$outputs.zSSRRoughness = ssrRoughness ?? pb.vec4(1, 0, 0, 1);\r\n scope.$outputs.zSSRNormal = ssrNormal ?? pb.vec4(0);\r\n }\r\n }\r\n}\r\nFEATURE_ALPHATEST = MeshMaterial.defineFeature();\r\nFEATURE_ALPHABLEND = MeshMaterial.defineFeature();\r\nFEATURE_ALPHATOCOVERAGE = MeshMaterial.defineFeature();\r\nFEATURE_DISABLE_TAA = 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@@ -14,7 +14,7 @@ import { MaterialVaryingFlags } from '../../values.js';
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return BaseCls;
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}
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const S = applyMaterialMixins(BaseCls, mixinTextureProps('albedo'));
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const ALBEDO_COLOR_UNIFORM = S.defineInstanceUniform('albedoColor', '
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const ALBEDO_COLOR_UNIFORM = S.defineInstanceUniform('albedoColor', 'rgba', 'AlbedoColor');
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return class extends S {
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static albedoColorMixed = true;
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_albedoColor;
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super();
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this._albedoColor = Vector4.one();
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}
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copyFrom(other) {
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super.copyFrom(other);
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this.albedoColor = other.albedoColor;
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}
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/** Albedo color */ get albedoColor() {
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return this._albedoColor;
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}
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"albedocolor.js","sources":[],"sourcesContent":[],"names":[],"mappings":"
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1
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+
{"version":3,"file":"albedocolor.js","sources":["../../../src/material/mixins/albedocolor.ts"],"sourcesContent":["import { Vector4 } from '@zephyr3d/base';\r\nimport type { MeshMaterial } from '../meshmaterial';\r\nimport { applyMaterialMixins } from '../meshmaterial';\r\nimport type { BindGroup, PBFunctionScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport type { DrawContext } from '../../render';\r\nimport type { TextureMixinInstanceTypes } from './texture';\r\nimport { mixinTextureProps } from './texture';\r\nimport { MaterialVaryingFlags } from '../../values';\r\n\r\n/**\r\n * Interface for albedo color mixin\r\n * @public\r\n */\r\nexport type IMixinAlbedoColor = {\r\n albedoColor: Vector4;\r\n calculateAlbedoColor(scope: PBInsideFunctionScope, uv?: PBShaderExp): PBShaderExp;\r\n} & TextureMixinInstanceTypes<['albedo']>;\r\n\r\n/**\r\n * Albedo color mixin\r\n * @param BaseCls - Class to mix in\r\n * @returns Mixed class\r\n *\r\n * @public\r\n */\r\nfunction mixinAlbedoColor<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).albedoColorMixed) {\r\n return BaseCls as T & { new (...args: any[]): IMixinAlbedoColor };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinTextureProps('albedo'));\r\n const ALBEDO_COLOR_UNIFORM = S.defineInstanceUniform('albedoColor', 'rgba', 'AlbedoColor');\r\n return class extends S {\r\n static albedoColorMixed = true;\r\n private readonly _albedoColor: Vector4;\r\n constructor() {\r\n super();\r\n this._albedoColor = Vector4.one();\r\n }\r\n copyFrom(other: this): void {\r\n super.copyFrom(other);\r\n this.albedoColor = other.albedoColor;\r\n }\r\n /** Albedo color */\r\n get albedoColor(): Vector4 {\r\n return this._albedoColor;\r\n }\r\n set albedoColor(val: Vector4) {\r\n this._albedoColor.set(val);\r\n this.uniformChanged();\r\n }\r\n getUniformValueAlbedoColor(scope: PBInsideFunctionScope): PBShaderExp {\r\n return this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING\r\n ? scope.$inputs.zAlbedo\r\n : scope.zAlbedo;\r\n }\r\n calculateAlbedoColor(scope: PBInsideFunctionScope, uv?: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n if (!this.needFragmentColor()) {\r\n console.warn(\r\n 'mixinAlbedoColor.calculateAlbedoColor(): No need to calculate albedo color, make sure needFragmentColor() returns true'\r\n );\r\n return pb.vec4(1);\r\n }\r\n let color = this.getUniformValueAlbedoColor(scope);\r\n if (this.albedoTexture) {\r\n color = pb.mul(color, this.sampleAlbedoTexture(scope, uv));\r\n }\r\n return color;\r\n }\r\n vertexShader(scope: PBFunctionScope): void {\r\n super.vertexShader(scope);\r\n if (this.needFragmentColor()) {\r\n if (this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING) {\r\n scope.$outputs.zAlbedo = this.getInstancedUniform(scope, ALBEDO_COLOR_UNIFORM);\r\n }\r\n }\r\n }\r\n fragmentShader(scope: PBFunctionScope): void {\r\n super.fragmentShader(scope);\r\n if (this.needFragmentColor() && !(this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING)) {\r\n const pb = scope.$builder;\r\n scope.zAlbedo = pb.vec4().uniform(2);\r\n }\r\n }\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number): void {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n if (this.needFragmentColor(ctx) && !(ctx.materialFlags & MaterialVaryingFlags.INSTANCING)) {\r\n bindGroup.setValue('zAlbedo', this._albedoColor);\r\n }\r\n }\r\n } as unknown as T & { new (...args: any[]): IMixinAlbedoColor };\r\n}\r\n\r\nexport { mixinAlbedoColor };\r\n"],"names":["mixinAlbedoColor","BaseCls","albedoColorMixed","S","applyMaterialMixins","mixinTextureProps","ALBEDO_COLOR_UNIFORM","defineInstanceUniform","_albedoColor","Vector4","one","copyFrom","other","albedoColor","val","set","uniformChanged","getUniformValueAlbedoColor","scope","drawContext","materialFlags","MaterialVaryingFlags","INSTANCING","$inputs","zAlbedo","calculateAlbedoColor","uv","pb","$builder","needFragmentColor","console","warn","vec4","color","albedoTexture","mul","sampleAlbedoTexture","vertexShader","$outputs","getInstancedUniform","fragmentShader","uniform","applyUniformValues","bindGroup","ctx","pass","setValue"],"mappings":";;;;;AAkBA;;;;;;IAOA,SAASA,iBAAgDC,OAAU,EAAA;IACjE,IAAKA,OAAgBC,CAAAA,gBAAgB,EAAE;QACrC,OAAOD,OAAAA;AACT;IACA,MAAME,CAAAA,GAAIC,mBAAoBH,CAAAA,OAAAA,EAASI,iBAAkB,CAAA,QAAA,CAAA,CAAA;AACzD,IAAA,MAAMC,oBAAuBH,GAAAA,CAAAA,CAAEI,qBAAqB,CAAC,eAAe,MAAQ,EAAA,aAAA,CAAA;AAC5E,IAAA,OAAO,cAAcJ,CAAAA,CAAAA;AACnB,QAAA,OAAOD,mBAAmB,IAAK;QACdM,YAAsB;QACvC,WAAc,EAAA;YACZ,KAAK,EAAA;AACL,YAAA,IAAI,CAACA,YAAY,GAAGC,OAAAA,CAAQC,GAAG,EAAA;AACjC;AACAC,QAAAA,QAAAA,CAASC,KAAW,EAAQ;AAC1B,YAAA,KAAK,CAACD,QAASC,CAAAA,KAAAA,CAAAA;AACf,YAAA,IAAI,CAACC,WAAW,GAAGD,KAAAA,CAAMC,WAAW;AACtC;4BAEA,IAAIA,WAAuB,GAAA;YACzB,OAAO,IAAI,CAACL,YAAY;AAC1B;QACA,IAAIK,WAAAA,CAAYC,GAAY,EAAE;AAC5B,YAAA,IAAI,CAACN,YAAY,CAACO,GAAG,CAACD,GAAAA,CAAAA;AACtB,YAAA,IAAI,CAACE,cAAc,EAAA;AACrB;AACAC,QAAAA,0BAAAA,CAA2BC,KAA4B,EAAe;AACpE,YAAA,OAAO,IAAI,CAACC,WAAW,CAACC,aAAa,GAAGC,oBAAAA,CAAqBC,UAAU,GACnEJ,MAAMK,OAAO,CAACC,OAAO,GACrBN,MAAMM,OAAO;AACnB;QACAC,oBAAqBP,CAAAA,KAA4B,EAAEQ,EAAgB,EAAe;YAChF,MAAMC,EAAAA,GAAKT,MAAMU,QAAQ;AACzB,YAAA,IAAI,CAAC,IAAI,CAACC,iBAAiB,EAAI,EAAA;AAC7BC,gBAAAA,OAAAA,CAAQC,IAAI,CACV,wHAAA,CAAA;gBAEF,OAAOJ,EAAAA,CAAGK,IAAI,CAAC,CAAA,CAAA;AACjB;AACA,YAAA,IAAIC,KAAQ,GAAA,IAAI,CAAChB,0BAA0B,CAACC,KAAAA,CAAAA;YAC5C,IAAI,IAAI,CAACgB,aAAa,EAAE;gBACtBD,KAAQN,GAAAA,EAAAA,CAAGQ,GAAG,CAACF,KAAAA,EAAO,IAAI,CAACG,mBAAmB,CAAClB,KAAOQ,EAAAA,EAAAA,CAAAA,CAAAA;AACxD;YACA,OAAOO,KAAAA;AACT;AACAI,QAAAA,YAAAA,CAAanB,KAAsB,EAAQ;AACzC,YAAA,KAAK,CAACmB,YAAanB,CAAAA,KAAAA,CAAAA;YACnB,IAAI,IAAI,CAACW,iBAAiB,EAAI,EAAA;gBAC5B,IAAI,IAAI,CAACV,WAAW,CAACC,aAAa,GAAGC,oBAAAA,CAAqBC,UAAU,EAAE;oBACpEJ,KAAMoB,CAAAA,QAAQ,CAACd,OAAO,GAAG,IAAI,CAACe,mBAAmB,CAACrB,KAAOZ,EAAAA,oBAAAA,CAAAA;AAC3D;AACF;AACF;AACAkC,QAAAA,cAAAA,CAAetB,KAAsB,EAAQ;AAC3C,YAAA,KAAK,CAACsB,cAAetB,CAAAA,KAAAA,CAAAA;AACrB,YAAA,IAAI,IAAI,CAACW,iBAAiB,EAAA,IAAM,EAAE,IAAI,CAACV,WAAW,CAACC,aAAa,GAAGC,oBAAqBC,CAAAA,UAAU,CAAG,EAAA;gBACnG,MAAMK,EAAAA,GAAKT,MAAMU,QAAQ;AACzBV,gBAAAA,KAAAA,CAAMM,OAAO,GAAGG,EAAAA,CAAGK,IAAI,EAAA,CAAGS,OAAO,CAAC,CAAA,CAAA;AACpC;AACF;AACAC,QAAAA,kBAAAA,CAAmBC,SAAoB,EAAEC,GAAgB,EAAEC,IAAY,EAAQ;YAC7E,KAAK,CAACH,kBAAmBC,CAAAA,SAAAA,EAAWC,GAAKC,EAAAA,IAAAA,CAAAA;AACzC,YAAA,IAAI,IAAI,CAAChB,iBAAiB,CAACe,GAAQ,CAAA,IAAA,EAAEA,GAAAA,CAAIxB,aAAa,GAAGC,oBAAqBC,CAAAA,UAAU,CAAG,EAAA;AACzFqB,gBAAAA,SAAAA,CAAUG,QAAQ,CAAC,SAAW,EAAA,IAAI,CAACtC,YAAY,CAAA;AACjD;AACF;AACF,KAAA;AACF;;;;"}
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}
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return class extends BaseCls {
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static foliageMixed = true;
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constructor(
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super(
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constructor(){
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super();
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this.cullMode = 'none';
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}
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calculateFoliageAlbedo(scope, albedoColor, texelCoord) {
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pb.vec4('albedo'),
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pb.vec2('coord')
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], function() {
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this.$l.a = pb.mul(this.albedo.a, pb.add(1, pb.mul(pb.max(0, scope[funcNameCalcMipLevel](this.coord)), 0.
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this.$l.a = pb.mul(this.albedo.a, pb.add(1, pb.mul(pb.max(0, scope[funcNameCalcMipLevel](this.coord)), 0.5)));
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if (that.alphaToCoverage) {
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this.a = pb.add(pb.div(pb.sub(this.a, 0.4), pb.max(pb.fwidth(this.albedo.a), 0.0001)), 0.5);
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{"version":3,"file":"foliage.js","sources":[],"sourcesContent":[],"names":[],"mappings":"
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{"version":3,"file":"foliage.js","sources":["../../../src/material/mixins/foliage.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport type { MeshMaterial } from '../meshmaterial';\r\n\r\n/**\r\n * Interface for foliage mixin\r\n * @public\r\n */\r\nexport interface IMixinFoliage {\r\n calculateFoliageAlbedo(\r\n scope: PBInsideFunctionScope,\r\n albedoColor: PBShaderExp,\r\n texelCoord: PBShaderExp\r\n ): PBShaderExp;\r\n}\r\n\r\n/**\r\n * Foliage mixin\r\n *\r\n * @param BaseCls - Class to mix in\r\n * @returns Mixed class\r\n *\r\n * @public\r\n */\r\nfunction mixinFoliage<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).foliageMixed) {\r\n return BaseCls as T & { new (...args: any[]): IMixinFoliage };\r\n }\r\n return class extends (BaseCls as typeof MeshMaterial) {\r\n static foliageMixed = true;\r\n constructor() {\r\n super();\r\n this.cullMode = 'none';\r\n }\r\n calculateFoliageAlbedo(\r\n scope: PBInsideFunctionScope,\r\n albedoColor: PBShaderExp,\r\n texelCoord: PBShaderExp\r\n ): PBShaderExp {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const funcNameCalcMipLevel = 'Z_CalcFoliageMipLevel';\r\n pb.func(funcNameCalcMipLevel, [pb.vec2('coord')], function () {\r\n this.$l.dx = pb.dpdx(this.coord);\r\n this.$l.dy = pb.dpdy(this.coord);\r\n this.$l.deltaMaxSqr = pb.max(pb.dot(this.dx, this.dx), pb.dot(this.dy, this.dy));\r\n this.$return(pb.max(0, pb.mul(pb.log2(this.deltaMaxSqr), 0.5)));\r\n });\r\n const funcNameCalcFoliageAlbedo = 'Z_calcFoliageAlbedo';\r\n pb.func(funcNameCalcFoliageAlbedo, [pb.vec4('albedo'), pb.vec2('coord')], function () {\r\n this.$l.a = pb.mul(\r\n this.albedo.a,\r\n pb.add(1, pb.mul(pb.max(0, scope[funcNameCalcMipLevel](this.coord)), 0.5))\r\n );\r\n if (that.alphaToCoverage) {\r\n this.a = pb.add(pb.div(pb.sub(this.a, 0.4), pb.max(pb.fwidth(this.albedo.a), 0.0001)), 0.5);\r\n }\r\n this.$return(pb.vec4(this.albedo.rgb, this.a));\r\n });\r\n return pb.getGlobalScope()[funcNameCalcFoliageAlbedo](albedoColor, texelCoord);\r\n }\r\n } as unknown as T & { new (...args: any[]): IMixinFoliage };\r\n}\r\n\r\nexport { mixinFoliage };\r\n"],"names":["mixinFoliage","BaseCls","foliageMixed","cullMode","calculateFoliageAlbedo","scope","albedoColor","texelCoord","pb","$builder","that","funcNameCalcMipLevel","func","vec2","$l","dx","dpdx","coord","dy","dpdy","deltaMaxSqr","max","dot","$return","mul","log2","funcNameCalcFoliageAlbedo","vec4","a","albedo","add","alphaToCoverage","div","sub","fwidth","rgb","getGlobalScope"],"mappings":"AAeA;;;;;;;IAQA,SAASA,aAA4CC,OAAU,EAAA;IAC7D,IAAKA,OAAgBC,CAAAA,YAAY,EAAE;QACjC,OAAOD,OAAAA;AACT;AACA,IAAA,OAAO,cAAeA,OAAAA,CAAAA;AACpB,QAAA,OAAOC,eAAe,IAAK;QAC3B,WAAc,EAAA;YACZ,KAAK,EAAA;YACL,IAAI,CAACC,QAAQ,GAAG,MAAA;AAClB;AACAC,QAAAA,sBAAAA,CACEC,KAA4B,EAC5BC,WAAwB,EACxBC,UAAuB,EACV;YACb,MAAMC,EAAAA,GAAKH,MAAMI,QAAQ;AACzB,YAAA,MAAMC,OAAO,IAAI;AACjB,YAAA,MAAMC,oBAAuB,GAAA,uBAAA;YAC7BH,EAAGI,CAAAA,IAAI,CAACD,oBAAsB,EAAA;AAACH,gBAAAA,EAAAA,CAAGK,IAAI,CAAC,OAAA;aAAS,EAAE,WAAA;gBAChD,IAAI,CAACC,EAAE,CAACC,EAAE,GAAGP,GAAGQ,IAAI,CAAC,IAAI,CAACC,KAAK,CAAA;gBAC/B,IAAI,CAACH,EAAE,CAACI,EAAE,GAAGV,GAAGW,IAAI,CAAC,IAAI,CAACF,KAAK,CAAA;AAC/B,gBAAA,IAAI,CAACH,EAAE,CAACM,WAAW,GAAGZ,EAAAA,CAAGa,GAAG,CAACb,EAAGc,CAAAA,GAAG,CAAC,IAAI,CAACP,EAAE,EAAE,IAAI,CAACA,EAAE,CAAGP,EAAAA,EAAAA,CAAGc,GAAG,CAAC,IAAI,CAACJ,EAAE,EAAE,IAAI,CAACA,EAAE,CAAA,CAAA;AAC9E,gBAAA,IAAI,CAACK,OAAO,CAACf,EAAGa,CAAAA,GAAG,CAAC,CAAGb,EAAAA,EAAAA,CAAGgB,GAAG,CAAChB,GAAGiB,IAAI,CAAC,IAAI,CAACL,WAAW,CAAG,EAAA,GAAA,CAAA,CAAA,CAAA;AAC3D,aAAA,CAAA;AACA,YAAA,MAAMM,yBAA4B,GAAA,qBAAA;YAClClB,EAAGI,CAAAA,IAAI,CAACc,yBAA2B,EAAA;AAAClB,gBAAAA,EAAAA,CAAGmB,IAAI,CAAC,QAAA,CAAA;AAAWnB,gBAAAA,EAAAA,CAAGK,IAAI,CAAC,OAAA;aAAS,EAAE,WAAA;AACxE,gBAAA,IAAI,CAACC,EAAE,CAACc,CAAC,GAAGpB,EAAGgB,CAAAA,GAAG,CAChB,IAAI,CAACK,MAAM,CAACD,CAAC,EACbpB,EAAGsB,CAAAA,GAAG,CAAC,CAAA,EAAGtB,EAAGgB,CAAAA,GAAG,CAAChB,EAAAA,CAAGa,GAAG,CAAC,CAAA,EAAGhB,KAAK,CAACM,oBAAqB,CAAA,CAAC,IAAI,CAACM,KAAK,CAAI,CAAA,EAAA,GAAA,CAAA,CAAA,CAAA;gBAEvE,IAAIP,IAAAA,CAAKqB,eAAe,EAAE;AACxB,oBAAA,IAAI,CAACH,CAAC,GAAGpB,EAAAA,CAAGsB,GAAG,CAACtB,EAAGwB,CAAAA,GAAG,CAACxB,EAAAA,CAAGyB,GAAG,CAAC,IAAI,CAACL,CAAC,EAAE,GAAMpB,CAAAA,EAAAA,EAAAA,CAAGa,GAAG,CAACb,EAAG0B,CAAAA,MAAM,CAAC,IAAI,CAACL,MAAM,CAACD,CAAC,GAAG,MAAU,CAAA,CAAA,EAAA,GAAA,CAAA;AACzF;AACA,gBAAA,IAAI,CAACL,OAAO,CAACf,EAAAA,CAAGmB,IAAI,CAAC,IAAI,CAACE,MAAM,CAACM,GAAG,EAAE,IAAI,CAACP,CAAC,CAAA,CAAA;AAC9C,aAAA,CAAA;AACA,YAAA,OAAOpB,GAAG4B,cAAc,EAAE,CAACV,yBAAAA,CAA0B,CAACpB,WAAaC,EAAAA,UAAAA,CAAAA;AACrE;AACF,KAAA;AACF;;;;"}
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import { applyMaterialMixins } from '../../meshmaterial.js';
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import { mixinLight } from '../lit.js';
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import { ShaderHelper } from '../../shader/helper.js';
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import { MaterialVaryingFlags } from '../../../values.js';
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/**
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* Blinn-phong lighting model mixin
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return BaseCls;
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}
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const S = applyMaterialMixins(BaseCls, mixinLight);
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const SHININESS_UNIFORM = S.defineInstanceUniform('shininess', 'float', 'Shininess');
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super();
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this._shininess = 32;
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copyFrom(other) {
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super.copyFrom(other);
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this.shininess = other.shininess;
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}
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/** Shininess */ get shininess() {
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vertexShader(scope) {
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if (this.needFragmentColor() && this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING) {
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scope.$outputs.zShininess = this.getInstancedUniform(scope, SHININESS_UNIFORM);
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}
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}
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fragmentShader(scope) {
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if (this.needFragmentColor() && !(this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING)) {
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scope.zShininess = pb.float().uniform(2);
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}
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applyUniformValues(bindGroup, ctx, pass) {
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super.applyUniformValues(bindGroup, ctx, pass);
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if (this.needFragmentColor(ctx)) {
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if (this.needFragmentColor(ctx) && !(ctx.materialFlags & MaterialVaryingFlags.INSTANCING)) {
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bindGroup.setValue('zShininess', this._shininess);
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}
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}
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if (!that.needFragmentColor()) {
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this.$return(this.albedo.rgb);
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} else {
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const shininess = that.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING ? this.$inputs.zShininess : this.zShininess;
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if (that.needCalculateEnvLight() && !outRoughness) {
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this.$l.diffuseColor = that.getEnvLightIrradiance(this, this.normal);
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this.$l.halfVec = pb.normalize(pb.add(this.viewVec, this.lightDir));
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this.$l.NoH = pb.clamp(pb.dot(this.normal, this.halfVec), 0, 1);
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this.$l.lightColor = pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten);
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this.$l.diffuse = pb.mul(this.lightColor, this.NoL);
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this.$l.specular = pb.mul(this.lightColor, pb.pow(this.NoH,
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this.$l.diffuse = pb.mul(this.lightColor, 1 / Math.PI, this.NoL);
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this.$l.specular = pb.mul(this.lightColor, pb.pow(this.NoH, shininess));
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this.$if(pb.greaterThan(this.NoL, 0), function() {
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this.$l.shadow = pb.vec3(that.calculateShadow(this, this.worldPos, this.NoL));
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@@ -84,7 +97,7 @@ import { ShaderHelper } from '../../shader/helper.js';
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84
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});
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|
this.$l.litColor = pb.add(pb.mul(this.albedo.rgb, this.diffuseColor), this.specularColor);
|
|
86
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|
if (outRoughness) {
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87
|
-
this.$l.roughness = pb.sqrt(pb.div(2, pb.add(
|
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+
this.$l.roughness = pb.sqrt(pb.div(2, pb.add(shininess, 2)));
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this.outRoughness = pb.vec4(pb.mul(this.albedo.rgb, pb.sub(1, this.roughness)), pb.mul(this.roughness, ShaderHelper.getCameraRoughnessFactor(this)));
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}
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this.$return(this.litColor);
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@@ -1 +1 @@
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-
{"version":3,"file":"blinnphong.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
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+
{"version":3,"file":"blinnphong.js","sources":["../../../../src/material/mixins/lightmodel/blinnphong.ts"],"sourcesContent":["import type { BindGroup, PBFunctionScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport type { MeshMaterial } from '../../meshmaterial';\r\nimport { applyMaterialMixins } from '../../meshmaterial';\r\nimport type { IMixinLight } from '../lit';\r\nimport { mixinLight } from '../lit';\r\nimport type { DrawContext } from '../../../render';\r\nimport { ShaderHelper } from '../../shader/helper';\r\nimport { MaterialVaryingFlags } from '../../../values';\r\n\r\n/**\r\n * Interface for blinn-phong lighting model mixin\r\n * @public\r\n */\r\nexport type IMixinBlinnPhong = {\r\n shininess: number;\r\n blinnPhongLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n albedo: PBShaderExp,\r\n outRoughness?: PBShaderExp\r\n ): PBShaderExp;\r\n} & IMixinLight;\r\n\r\n/**\r\n * Blinn-phong lighting model mixin\r\n * @param BaseCls - Class to mix in\r\n * @returns Mixed class\r\n * @public\r\n */\r\nexport function mixinBlinnPhong<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).blinnPhongMixed) {\r\n return BaseCls as T & { new (...args: any[]): IMixinBlinnPhong };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinLight);\r\n const SHININESS_UNIFORM = S.defineInstanceUniform('shininess', 'float', 'Shininess');\r\n return class extends S {\r\n protected static blinnPhongMixed = true;\r\n private _shininess: number;\r\n constructor() {\r\n super();\r\n this._shininess = 32;\r\n }\r\n copyFrom(other: this): void {\r\n super.copyFrom(other);\r\n this.shininess = other.shininess;\r\n }\r\n /** Shininess */\r\n get shininess(): number {\r\n return this._shininess;\r\n }\r\n set shininess(val: number) {\r\n if (val !== this._shininess) {\r\n this._shininess = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n vertexShader(scope: PBFunctionScope): void {\r\n super.vertexShader(scope);\r\n if (this.needFragmentColor() && this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING) {\r\n scope.$outputs.zShininess = this.getInstancedUniform(scope, SHININESS_UNIFORM);\r\n }\r\n }\r\n fragmentShader(scope: PBFunctionScope): void {\r\n super.fragmentShader(scope);\r\n const pb = scope.$builder;\r\n if (this.needFragmentColor() && !(this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING)) {\r\n scope.zShininess = pb.float().uniform(2);\r\n }\r\n }\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number): void {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n if (this.needFragmentColor(ctx) && !(ctx.materialFlags & MaterialVaryingFlags.INSTANCING)) {\r\n bindGroup.setValue('zShininess', this._shininess);\r\n }\r\n }\r\n blinnPhongLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n albedo: PBShaderExp,\r\n outRoughness?: PBShaderExp\r\n ): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_blinnPhongLight';\r\n const that = this;\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec3('worldPos'),\r\n pb.vec3('normal'),\r\n pb.vec3('viewVec'),\r\n pb.vec4('albedo'),\r\n ...(outRoughness ? [pb.vec4('outRoughness').out()] : [])\r\n ],\r\n function () {\r\n if (!that.needFragmentColor()) {\r\n this.$return(this.albedo.rgb);\r\n } else {\r\n const shininess =\r\n that.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING\r\n ? this.$inputs.zShininess\r\n : this.zShininess;\r\n if (that.needCalculateEnvLight() && !outRoughness) {\r\n this.$l.diffuseColor = that.getEnvLightIrradiance(this, this.normal);\r\n } else {\r\n this.$l.diffuseColor = pb.vec3(0);\r\n }\r\n this.$l.specularColor = pb.vec3(0);\r\n that.forEachLight(this, function (type, posRange, dirCutoff, colorIntensity, shadow) {\r\n this.$l.lightAtten = that.calculateLightAttenuation(\r\n this,\r\n type,\r\n this.worldPos,\r\n posRange,\r\n dirCutoff\r\n );\r\n this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff);\r\n this.$l.NoL = pb.clamp(pb.dot(this.normal, this.lightDir), 0, 1);\r\n this.$l.halfVec = pb.normalize(pb.add(this.viewVec, this.lightDir));\r\n this.$l.NoH = pb.clamp(pb.dot(this.normal, this.halfVec), 0, 1);\r\n this.$l.lightColor = pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten);\r\n this.$l.diffuse = pb.mul(this.lightColor, 1 / Math.PI, this.NoL);\r\n this.$l.specular = pb.mul(this.lightColor, pb.pow(this.NoH, shininess));\r\n if (shadow) {\r\n this.$if(pb.greaterThan(this.NoL, 0), function () {\r\n this.$l.shadow = pb.vec3(that.calculateShadow(this, this.worldPos, this.NoL));\r\n this.diffuse = pb.mul(this.diffuse, this.shadow);\r\n this.specular = pb.mul(this.specular, this.shadow);\r\n });\r\n }\r\n this.diffuseColor = pb.add(this.diffuseColor, this.diffuse);\r\n this.specularColor = pb.add(this.specularColor, this.specular);\r\n });\r\n this.$l.litColor = pb.add(pb.mul(this.albedo.rgb, this.diffuseColor), this.specularColor);\r\n if (outRoughness) {\r\n this.$l.roughness = pb.sqrt(pb.div(2, pb.add(shininess, 2)));\r\n this.outRoughness = pb.vec4(\r\n pb.mul(this.albedo.rgb, pb.sub(1, this.roughness)),\r\n pb.mul(this.roughness, ShaderHelper.getCameraRoughnessFactor(this))\r\n );\r\n }\r\n this.$return(this.litColor);\r\n }\r\n }\r\n );\r\n return outRoughness\r\n ? pb.getGlobalScope()[funcName](worldPos, normal, viewVec, albedo, outRoughness)\r\n : pb.getGlobalScope()[funcName](worldPos, normal, viewVec, albedo);\r\n }\r\n } as unknown as T & { new (...args: any[]): IMixinBlinnPhong };\r\n}\r\n"],"names":["mixinBlinnPhong","BaseCls","blinnPhongMixed","S","applyMaterialMixins","mixinLight","SHININESS_UNIFORM","defineInstanceUniform","_shininess","copyFrom","other","shininess","val","uniformChanged","vertexShader","scope","needFragmentColor","drawContext","materialFlags","MaterialVaryingFlags","INSTANCING","$outputs","zShininess","getInstancedUniform","fragmentShader","pb","$builder","float","uniform","applyUniformValues","bindGroup","ctx","pass","setValue","blinnPhongLight","worldPos","normal","viewVec","albedo","outRoughness","funcName","that","func","vec3","vec4","out","$return","rgb","$inputs","needCalculateEnvLight","$l","diffuseColor","getEnvLightIrradiance","specularColor","forEachLight","type","posRange","dirCutoff","colorIntensity","shadow","lightAtten","calculateLightAttenuation","lightDir","calculateLightDirection","NoL","clamp","dot","halfVec","normalize","add","NoH","lightColor","mul","a","diffuse","Math","PI","specular","pow","$if","greaterThan","calculateShadow","litColor","roughness","sqrt","div","sub","ShaderHelper","getCameraRoughnessFactor","getGlobalScope"],"mappings":";;;;;AAyBA;;;;;IAMO,SAASA,eAAAA,CAA+CC,OAAU,EAAA;IACvE,IAAKA,OAAgBC,CAAAA,eAAe,EAAE;QACpC,OAAOD,OAAAA;AACT;IACA,MAAME,CAAAA,GAAIC,oBAAoBH,OAASI,EAAAA,UAAAA,CAAAA;AACvC,IAAA,MAAMC,iBAAoBH,GAAAA,CAAAA,CAAEI,qBAAqB,CAAC,aAAa,OAAS,EAAA,WAAA,CAAA;AACxE,IAAA,OAAO,cAAcJ,CAAAA,CAAAA;AACnB,QAAA,OAAiBD,kBAAkB,IAAK;QAChCM,UAAmB;QAC3B,WAAc,EAAA;YACZ,KAAK,EAAA;YACL,IAAI,CAACA,UAAU,GAAG,EAAA;AACpB;AACAC,QAAAA,QAAAA,CAASC,KAAW,EAAQ;AAC1B,YAAA,KAAK,CAACD,QAASC,CAAAA,KAAAA,CAAAA;AACf,YAAA,IAAI,CAACC,SAAS,GAAGD,KAAAA,CAAMC,SAAS;AAClC;yBAEA,IAAIA,SAAoB,GAAA;YACtB,OAAO,IAAI,CAACH,UAAU;AACxB;QACA,IAAIG,SAAAA,CAAUC,GAAW,EAAE;AACzB,YAAA,IAAIA,GAAQ,KAAA,IAAI,CAACJ,UAAU,EAAE;gBAC3B,IAAI,CAACA,UAAU,GAAGI,GAAAA;AAClB,gBAAA,IAAI,CAACC,cAAc,EAAA;AACrB;AACF;AACAC,QAAAA,YAAAA,CAAaC,KAAsB,EAAQ;AACzC,YAAA,KAAK,CAACD,YAAaC,CAAAA,KAAAA,CAAAA;AACnB,YAAA,IAAI,IAAI,CAACC,iBAAiB,EAAA,IAAM,IAAI,CAACC,WAAW,CAACC,aAAa,GAAGC,oBAAqBC,CAAAA,UAAU,EAAE;gBAChGL,KAAMM,CAAAA,QAAQ,CAACC,UAAU,GAAG,IAAI,CAACC,mBAAmB,CAACR,KAAOT,EAAAA,iBAAAA,CAAAA;AAC9D;AACF;AACAkB,QAAAA,cAAAA,CAAeT,KAAsB,EAAQ;AAC3C,YAAA,KAAK,CAACS,cAAeT,CAAAA,KAAAA,CAAAA;YACrB,MAAMU,EAAAA,GAAKV,MAAMW,QAAQ;AACzB,YAAA,IAAI,IAAI,CAACV,iBAAiB,EAAA,IAAM,EAAE,IAAI,CAACC,WAAW,CAACC,aAAa,GAAGC,oBAAqBC,CAAAA,UAAU,CAAG,EAAA;AACnGL,gBAAAA,KAAAA,CAAMO,UAAU,GAAGG,EAAAA,CAAGE,KAAK,EAAA,CAAGC,OAAO,CAAC,CAAA,CAAA;AACxC;AACF;AACAC,QAAAA,kBAAAA,CAAmBC,SAAoB,EAAEC,GAAgB,EAAEC,IAAY,EAAQ;YAC7E,KAAK,CAACH,kBAAmBC,CAAAA,SAAAA,EAAWC,GAAKC,EAAAA,IAAAA,CAAAA;AACzC,YAAA,IAAI,IAAI,CAAChB,iBAAiB,CAACe,GAAQ,CAAA,IAAA,EAAEA,GAAAA,CAAIb,aAAa,GAAGC,oBAAqBC,CAAAA,UAAU,CAAG,EAAA;AACzFU,gBAAAA,SAAAA,CAAUG,QAAQ,CAAC,YAAc,EAAA,IAAI,CAACzB,UAAU,CAAA;AAClD;AACF;QACA0B,eACEnB,CAAAA,KAA4B,EAC5BoB,QAAqB,EACrBC,MAAmB,EACnBC,OAAoB,EACpBC,MAAmB,EACnBC,YAA0B,EACb;YACb,MAAMd,EAAAA,GAAKV,MAAMW,QAAQ;AACzB,YAAA,MAAMc,QAAW,GAAA,mBAAA;AACjB,YAAA,MAAMC,OAAO,IAAI;YACjBhB,EAAGiB,CAAAA,IAAI,CACLF,QACA,EAAA;AACEf,gBAAAA,EAAAA,CAAGkB,IAAI,CAAC,UAAA,CAAA;AACRlB,gBAAAA,EAAAA,CAAGkB,IAAI,CAAC,QAAA,CAAA;AACRlB,gBAAAA,EAAAA,CAAGkB,IAAI,CAAC,SAAA,CAAA;AACRlB,gBAAAA,EAAAA,CAAGmB,IAAI,CAAC,QAAA,CAAA;mBACJL,YAAe,GAAA;oBAACd,EAAGmB,CAAAA,IAAI,CAAC,cAAA,CAAA,CAAgBC,GAAG;AAAG,iBAAA,GAAG;aACtD,EACD,WAAA;gBACE,IAAI,CAACJ,IAAKzB,CAAAA,iBAAiB,EAAI,EAAA;AAC7B,oBAAA,IAAI,CAAC8B,OAAO,CAAC,IAAI,CAACR,MAAM,CAACS,GAAG,CAAA;iBACvB,MAAA;AACL,oBAAA,MAAMpC,YACJ8B,IAAKxB,CAAAA,WAAW,CAACC,aAAa,GAAGC,oBAAqBC,CAAAA,UAAU,GAC5D,IAAI,CAAC4B,OAAO,CAAC1B,UAAU,GACvB,IAAI,CAACA,UAAU;AACrB,oBAAA,IAAImB,IAAKQ,CAAAA,qBAAqB,EAAM,IAAA,CAACV,YAAc,EAAA;AACjD,wBAAA,IAAI,CAACW,EAAE,CAACC,YAAY,GAAGV,IAAAA,CAAKW,qBAAqB,CAAC,IAAI,EAAE,IAAI,CAAChB,MAAM,CAAA;qBAC9D,MAAA;AACL,wBAAA,IAAI,CAACc,EAAE,CAACC,YAAY,GAAG1B,EAAAA,CAAGkB,IAAI,CAAC,CAAA,CAAA;AACjC;AACA,oBAAA,IAAI,CAACO,EAAE,CAACG,aAAa,GAAG5B,EAAAA,CAAGkB,IAAI,CAAC,CAAA,CAAA;AAChCF,oBAAAA,IAAAA,CAAKa,YAAY,CAAC,IAAI,EAAE,SAAUC,IAAI,EAAEC,QAAQ,EAAEC,SAAS,EAAEC,cAAc,EAAEC,MAAM,EAAA;AACjF,wBAAA,IAAI,CAACT,EAAE,CAACU,UAAU,GAAGnB,IAAKoB,CAAAA,yBAAyB,CACjD,IAAI,EACJN,IACA,EAAA,IAAI,CAACpB,QAAQ,EACbqB,QACAC,EAAAA,SAAAA,CAAAA;AAEF,wBAAA,IAAI,CAACP,EAAE,CAACY,QAAQ,GAAGrB,IAAKsB,CAAAA,uBAAuB,CAAC,IAAI,EAAER,IAAM,EAAA,IAAI,CAACpB,QAAQ,EAAEqB,QAAUC,EAAAA,SAAAA,CAAAA;AACrF,wBAAA,IAAI,CAACP,EAAE,CAACc,GAAG,GAAGvC,EAAAA,CAAGwC,KAAK,CAACxC,EAAAA,CAAGyC,GAAG,CAAC,IAAI,CAAC9B,MAAM,EAAE,IAAI,CAAC0B,QAAQ,GAAG,CAAG,EAAA,CAAA,CAAA;AAC9D,wBAAA,IAAI,CAACZ,EAAE,CAACiB,OAAO,GAAG1C,GAAG2C,SAAS,CAAC3C,EAAG4C,CAAAA,GAAG,CAAC,IAAI,CAAChC,OAAO,EAAE,IAAI,CAACyB,QAAQ,CAAA,CAAA;AACjE,wBAAA,IAAI,CAACZ,EAAE,CAACoB,GAAG,GAAG7C,EAAAA,CAAGwC,KAAK,CAACxC,EAAAA,CAAGyC,GAAG,CAAC,IAAI,CAAC9B,MAAM,EAAE,IAAI,CAAC+B,OAAO,GAAG,CAAG,EAAA,CAAA,CAAA;AAC7D,wBAAA,IAAI,CAACjB,EAAE,CAACqB,UAAU,GAAG9C,GAAG+C,GAAG,CAACd,cAAeX,CAAAA,GAAG,EAAEW,cAAee,CAAAA,CAAC,EAAE,IAAI,CAACb,UAAU,CAAA;AACjF,wBAAA,IAAI,CAACV,EAAE,CAACwB,OAAO,GAAGjD,EAAAA,CAAG+C,GAAG,CAAC,IAAI,CAACD,UAAU,EAAE,CAAII,GAAAA,IAAAA,CAAKC,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1
1
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import { applyMaterialMixins } from '../../meshmaterial.js';
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2
2
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import { mixinLight } from '../lit.js';
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3
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4
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-
/**
|
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5
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-
* Lambert lighting model mixin
|
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6
|
-
* @param BaseCls - Class to mix in
|
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7
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-
* @returns Mixed class
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8
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-
* @public
|
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4
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/**
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5
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* Lambert lighting model mixin
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* @param BaseCls - Class to mix in
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7
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* @returns Mixed class
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* @public
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*/ function mixinLambert(BaseCls) {
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10
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if (BaseCls.lambertMixed) {
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return BaseCls;
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@@ -38,7 +38,7 @@ import { mixinLight } from '../lit.js';
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38
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this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff);
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39
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this.$l.NoL = pb.clamp(pb.dot(this.normal, this.lightDir), 0, 1);
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40
40
|
this.$l.lightColor = pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten);
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41
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-
this.$l.diffuse = pb.mul(this.lightColor, this.NoL);
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41
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this.$l.diffuse = pb.mul(this.lightColor, 1 / Math.PI, this.NoL);
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42
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if (shadow) {
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43
43
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this.$l.shadow = pb.vec3(that.calculateShadow(this, this.worldPos, this.NoL));
|
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44
44
|
this.diffuse = pb.mul(this.diffuse, this.shadow);
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"lambert.js","sources":[],"sourcesContent":[],"names":[],"mappings":"
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1
|
+
{"version":3,"file":"lambert.js","sources":["../../../../src/material/mixins/lightmodel/lambert.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport type { MeshMaterial } from '../../meshmaterial';\r\nimport { applyMaterialMixins } from '../../meshmaterial';\r\nimport type { IMixinLight } from '../lit';\r\nimport { mixinLight } from '../lit';\r\n\r\n/**\r\n * Interface of lambert lighting model mixin\r\n * @public\r\n */\r\nexport type IMixinLambert = {\r\n lambertLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n normal: PBShaderExp,\r\n albedo: PBShaderExp\r\n ): PBShaderExp;\r\n} & IMixinLight;\r\n\r\n/**\r\n * Lambert lighting model mixin\r\n * @param BaseCls - Class to mix in\r\n * @returns Mixed class\r\n * @public\r\n */\r\nexport function mixinLambert<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).lambertMixed) {\r\n return BaseCls as T & { new (...args: any[]): IMixinLambert };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinLight);\r\n return class extends S {\r\n protected static lambertMixed = true;\r\n constructor() {\r\n super();\r\n }\r\n lambertLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n normal: PBShaderExp,\r\n albedo: PBShaderExp\r\n ): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_lambertLight';\r\n const that = this;\r\n pb.func(funcName, [pb.vec3('worldPos'), pb.vec3('normal'), pb.vec4('albedo')], function () {\r\n if (!that.needFragmentColor()) {\r\n this.$return(this.albedo.rgb);\r\n } else {\r\n if (that.needCalculateEnvLight()) {\r\n this.$l.diffuseColor = that.getEnvLightIrradiance(this, this.normal);\r\n } else {\r\n this.$l.diffuseColor = pb.vec3(0);\r\n }\r\n that.forEachLight(this, function (type, posRange, dirCutoff, colorIntensity, shadow) {\r\n this.$l.lightAtten = that.calculateLightAttenuation(\r\n this,\r\n type,\r\n this.worldPos,\r\n posRange,\r\n dirCutoff\r\n );\r\n this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff);\r\n this.$l.NoL = pb.clamp(pb.dot(this.normal, this.lightDir), 0, 1);\r\n this.$l.lightColor = pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten);\r\n this.$l.diffuse = pb.mul(this.lightColor, 1 / Math.PI, this.NoL);\r\n if (shadow) {\r\n this.$l.shadow = pb.vec3(that.calculateShadow(this, this.worldPos, this.NoL));\r\n this.diffuse = pb.mul(this.diffuse, this.shadow);\r\n }\r\n this.diffuseColor = pb.add(this.diffuseColor, this.diffuse);\r\n });\r\n this.$l.litColor = pb.mul(this.albedo.rgb, this.diffuseColor);\r\n this.$return(this.litColor);\r\n }\r\n });\r\n return pb.getGlobalScope()[funcName](worldPos, normal, albedo);\r\n }\r\n } as unknown as T & { new (...args: any[]): IMixinLambert };\r\n}\r\n"],"names":["mixinLambert","BaseCls","lambertMixed","S","applyMaterialMixins","mixinLight","lambertLight","scope","worldPos","normal","albedo","pb","$builder","funcName","that","func","vec3","vec4","needFragmentColor","$return","rgb","needCalculateEnvLight","$l","diffuseColor","getEnvLightIrradiance","forEachLight","type","posRange","dirCutoff","colorIntensity","shadow","lightAtten","calculateLightAttenuation","lightDir","calculateLightDirection","NoL","clamp","dot","lightColor","mul","a","diffuse","Math","PI","calculateShadow","add","litColor","getGlobalScope"],"mappings":";;;AAmBA;;;;;IAMO,SAASA,YAAAA,CAA4CC,OAAU,EAAA;IACpE,IAAKA,OAAgBC,CAAAA,YAAY,EAAE;QACjC,OAAOD,OAAAA;AACT;IACA,MAAME,CAAAA,GAAIC,oBAAoBH,OAASI,EAAAA,UAAAA,CAAAA;AACvC,IAAA,OAAO,cAAcF,CAAAA,CAAAA;AACnB,QAAA,OAAiBD,eAAe,IAAK;QACrC,WAAc,EAAA;YACZ,KAAK,EAAA;AACP;AACAI,QAAAA,YAAAA,CACEC,KAA4B,EAC5BC,QAAqB,EACrBC,MAAmB,EACnBC,MAAmB,EACN;YACb,MAAMC,EAAAA,GAAKJ,MAAMK,QAAQ;AACzB,YAAA,MAAMC,QAAW,GAAA,gBAAA;AACjB,YAAA,MAAMC,OAAO,IAAI;YACjBH,EAAGI,CAAAA,IAAI,CAACF,QAAU,EAAA;AAACF,gBAAAA,EAAAA,CAAGK,IAAI,CAAC,UAAA,CAAA;AAAaL,gBAAAA,EAAAA,CAAGK,IAAI,CAAC,QAAA,CAAA;AAAWL,gBAAAA,EAAAA,CAAGM,IAAI,CAAC,QAAA;aAAU,EAAE,WAAA;gBAC7E,IAAI,CAACH,IAAKI,CAAAA,iBAAiB,EAAI,EAAA;AAC7B,oBAAA,IAAI,CAACC,OAAO,CAAC,IAAI,CAACT,MAAM,CAACU,GAAG,CAAA;iBACvB,MAAA;oBACL,IAAIN,IAAAA,CAAKO,qBAAqB,EAAI,EAAA;AAChC,wBAAA,IAAI,CAACC,EAAE,CAACC,YAAY,GAAGT,IAAAA,CAAKU,qBAAqB,CAAC,IAAI,EAAE,IAAI,CAACf,MAAM,CAAA;qBAC9D,MAAA;AACL,wBAAA,IAAI,CAACa,EAAE,CAACC,YAAY,GAAGZ,EAAAA,CAAGK,IAAI,CAAC,CAAA,CAAA;AACjC;AACAF,oBAAAA,IAAAA,CAAKW,YAAY,CAAC,IAAI,EAAE,SAAUC,IAAI,EAAEC,QAAQ,EAAEC,SAAS,EAAEC,cAAc,EAAEC,MAAM,EAAA;AACjF,wBAAA,IAAI,CAACR,EAAE,CAACS,UAAU,GAAGjB,IAAKkB,CAAAA,yBAAyB,CACjD,IAAI,EACJN,IACA,EAAA,IAAI,CAAClB,QAAQ,EACbmB,QACAC,EAAAA,SAAAA,CAAAA;AAEF,wBAAA,IAAI,CAACN,EAAE,CAACW,QAAQ,GAAGnB,IAAKoB,CAAAA,uBAAuB,CAAC,IAAI,EAAER,IAAM,EAAA,IAAI,CAAClB,QAAQ,EAAEmB,QAAUC,EAAAA,SAAAA,CAAAA;AACrF,wBAAA,IAAI,CAACN,EAAE,CAACa,GAAG,GAAGxB,EAAAA,CAAGyB,KAAK,CAACzB,EAAAA,CAAG0B,GAAG,CAAC,IAAI,CAAC5B,MAAM,EAAE,IAAI,CAACwB,QAAQ,GAAG,CAAG,EAAA,CAAA,CAAA;AAC9D,wBAAA,IAAI,CAACX,EAAE,CAACgB,UAAU,GAAG3B,GAAG4B,GAAG,CAACV,cAAeT,CAAAA,GAAG,EAAES,cAAeW,CAAAA,CAAC,EAAE,IAAI,CAACT,UAAU,CAAA;AACjF,wBAAA,IAAI,CAACT,EAAE,CAACmB,OAAO,GAAG9B,EAAAA,CAAG4B,GAAG,CAAC,IAAI,CAACD,UAAU,EAAE,CAAII,GAAAA,IAAAA,CAAKC,EAAE,EAAE,IAAI,CAACR,GAAG,CAAA;AAC/D,wBAAA,IAAIL,MAAQ,EAAA;AACV,4BAAA,IAAI,CAACR,EAAE,CAACQ,MAAM,GAAGnB,EAAAA,CAAGK,IAAI,CAACF,IAAAA,CAAK8B,eAAe,CAAC,IAAI,EAAE,IAAI,CAACpC,QAAQ,EAAE,IAAI,CAAC2B,GAAG,CAAA,CAAA;AAC3E,4BAAA,IAAI,CAACM,OAAO,GAAG9B,EAAAA,CAAG4B,GAAG,CAAC,IAAI,CAACE,OAAO,EAAE,IAAI,CAACX,MAAM,CAAA;AACjD;AACA,wBAAA,IAAI,CAACP,YAAY,GAAGZ,EAAAA,CAAGkC,GAAG,CAAC,IAAI,CAACtB,YAAY,EAAE,IAAI,CAACkB,OAAO,CAAA;AAC5D,qBAAA,CAAA;AACA,oBAAA,IAAI,CAACnB,EAAE,CAACwB,QAAQ,GAAGnC,GAAG4B,GAAG,CAAC,IAAI,CAAC7B,MAAM,CAACU,GAAG,EAAE,IAAI,CAACG,YAAY,CAAA;AAC5D,oBAAA,IAAI,CAACJ,OAAO,CAAC,IAAI,CAAC2B,QAAQ,CAAA;AAC5B;AACF,aAAA,CAAA;AACA,YAAA,OAAOnC,GAAGoC,cAAc,EAAE,CAAClC,QAAS,CAAA,CAACL,UAAUC,MAAQC,EAAAA,MAAAA,CAAAA;AACzD;AACF,KAAA;AACF;;;;"}
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