@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.
Files changed (722) hide show
  1. package/dist/animation/animation.js +149 -27
  2. package/dist/animation/animation.js.map +1 -1
  3. package/dist/animation/animationset.js +173 -73
  4. package/dist/animation/animationset.js.map +1 -1
  5. package/dist/animation/animationtrack.js +65 -10
  6. package/dist/animation/animationtrack.js.map +1 -1
  7. package/dist/animation/eulerrotationtrack.js +41 -20
  8. package/dist/animation/eulerrotationtrack.js.map +1 -1
  9. package/dist/animation/morphtarget.js +14 -38
  10. package/dist/animation/morphtarget.js.map +1 -1
  11. package/dist/animation/morphtrack.js +59 -22
  12. package/dist/animation/morphtrack.js.map +1 -1
  13. package/dist/animation/proptrack.js +190 -0
  14. package/dist/animation/proptrack.js.map +1 -0
  15. package/dist/animation/rotationtrack.js +29 -11
  16. package/dist/animation/rotationtrack.js.map +1 -1
  17. package/dist/animation/scaletrack.js +29 -11
  18. package/dist/animation/scaletrack.js.map +1 -1
  19. package/dist/animation/skeleton.js +241 -78
  20. package/dist/animation/skeleton.js.map +1 -1
  21. package/dist/animation/translationtrack.js +30 -11
  22. package/dist/animation/translationtrack.js.map +1 -1
  23. package/dist/app/api.js +43 -0
  24. package/dist/app/api.js.map +1 -0
  25. package/dist/app/app.js +153 -0
  26. package/dist/app/app.js.map +1 -0
  27. package/dist/app/engine.js +312 -0
  28. package/dist/app/engine.js.map +1 -0
  29. package/dist/app/inputmgr.js +351 -0
  30. package/dist/app/inputmgr.js.map +1 -0
  31. package/dist/app/runtimescript.js +62 -0
  32. package/dist/app/runtimescript.js.map +1 -0
  33. package/dist/app/scriptingsystem.js +220 -0
  34. package/dist/app/scriptingsystem.js.map +1 -0
  35. package/dist/app/scriptregistry.js +432 -0
  36. package/dist/app/scriptregistry.js.map +1 -0
  37. package/dist/asset/assetmanager.js +772 -291
  38. package/dist/asset/assetmanager.js.map +1 -1
  39. package/dist/asset/builtin.js +7 -43
  40. package/dist/asset/builtin.js.map +1 -1
  41. package/dist/asset/loaders/dds/dds.js +17 -93
  42. package/dist/asset/loaders/dds/dds.js.map +1 -1
  43. package/dist/asset/loaders/dds/dds_loader.js +8 -18
  44. package/dist/asset/loaders/dds/dds_loader.js.map +1 -1
  45. package/dist/asset/loaders/gltf/gltf_loader.js +36 -42
  46. package/dist/asset/loaders/gltf/gltf_loader.js.map +1 -1
  47. package/dist/asset/loaders/gltf/helpers.js +27 -14
  48. package/dist/asset/loaders/gltf/helpers.js.map +1 -1
  49. package/dist/asset/loaders/hdr/hdr.js +17 -12
  50. package/dist/asset/loaders/hdr/hdr.js.map +1 -1
  51. package/dist/asset/loaders/image/tga_Loader.js +13 -16
  52. package/dist/asset/loaders/image/tga_Loader.js.map +1 -1
  53. package/dist/asset/loaders/image/webimage_loader.js +51 -50
  54. package/dist/asset/loaders/image/webimage_loader.js.map +1 -1
  55. package/dist/asset/loaders/loader.js.map +1 -1
  56. package/dist/asset/model.js +158 -4
  57. package/dist/asset/model.js.map +1 -1
  58. package/dist/blitter/bilateralblur.js +0 -1
  59. package/dist/blitter/bilateralblur.js.map +1 -1
  60. package/dist/blitter/blitter.js +22 -23
  61. package/dist/blitter/blitter.js.map +1 -1
  62. package/dist/blitter/box.js.map +1 -1
  63. package/dist/blitter/copy.js.map +1 -1
  64. package/dist/blitter/gaussianblur.js +23 -23
  65. package/dist/blitter/gaussianblur.js.map +1 -1
  66. package/dist/camera/base.js +141 -34
  67. package/dist/camera/base.js.map +1 -1
  68. package/dist/camera/camera.js +653 -149
  69. package/dist/camera/camera.js.map +1 -1
  70. package/dist/camera/fps.js +2 -10
  71. package/dist/camera/fps.js.map +1 -1
  72. package/dist/camera/orbit.js +132 -59
  73. package/dist/camera/orbit.js.map +1 -1
  74. package/dist/camera/orthocamera.js +37 -12
  75. package/dist/camera/orthocamera.js.map +1 -1
  76. package/dist/camera/perspectivecamera.js +37 -20
  77. package/dist/camera/perspectivecamera.js.map +1 -1
  78. package/dist/index.d.ts +18268 -6982
  79. package/dist/index.js +49 -16
  80. package/dist/index.js.map +1 -1
  81. package/dist/material/blinn.js +5 -0
  82. package/dist/material/blinn.js.map +1 -1
  83. package/dist/material/grassmaterial.js +6 -1
  84. package/dist/material/grassmaterial.js.map +1 -1
  85. package/dist/material/lambert.js +6 -1
  86. package/dist/material/lambert.js.map +1 -1
  87. package/dist/material/material.js +346 -73
  88. package/dist/material/material.js.map +1 -1
  89. package/dist/material/meshmaterial.js +498 -156
  90. package/dist/material/meshmaterial.js.map +1 -1
  91. package/dist/material/mixins/albedocolor.js +5 -1
  92. package/dist/material/mixins/albedocolor.js.map +1 -1
  93. package/dist/material/mixins/foliage.js +3 -3
  94. package/dist/material/mixins/foliage.js.map +1 -1
  95. package/dist/material/mixins/lightmodel/blinnphong.js +18 -5
  96. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  97. package/dist/material/mixins/lightmodel/lambert.js +6 -6
  98. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  99. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +235 -0
  100. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -0
  101. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +52 -15
  102. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  103. package/dist/material/mixins/lightmodel/pbrspecularglossness.js +27 -9
  104. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  105. package/dist/material/mixins/lit.js +16 -4
  106. package/dist/material/mixins/lit.js.map +1 -1
  107. package/dist/material/mixins/pbr/brdf.js +134 -0
  108. package/dist/material/mixins/pbr/brdf.js.map +1 -0
  109. package/dist/material/mixins/pbr/common.js +68 -85
  110. package/dist/material/mixins/pbr/common.js.map +1 -1
  111. package/dist/material/mixins/texture.js +98 -83
  112. package/dist/material/mixins/texture.js.map +1 -1
  113. package/dist/material/mixins/vertexcolor.js +6 -2
  114. package/dist/material/mixins/vertexcolor.js.map +1 -1
  115. package/dist/material/particle.js +272 -0
  116. package/dist/material/particle.js.map +1 -0
  117. package/dist/material/pbrblueprint.js +186 -0
  118. package/dist/material/pbrblueprint.js.map +1 -0
  119. package/dist/material/pbrmr.js +10 -0
  120. package/dist/material/pbrmr.js.map +1 -1
  121. package/dist/material/pbrsg.js +10 -0
  122. package/dist/material/pbrsg.js.map +1 -1
  123. package/dist/material/shader/helper.js +521 -287
  124. package/dist/material/shader/helper.js.map +1 -1
  125. package/dist/material/terrain-cm.js +607 -0
  126. package/dist/material/terrain-cm.js.map +1 -0
  127. package/dist/material/terrainmaterial.js +59 -54
  128. package/dist/material/terrainmaterial.js.map +1 -1
  129. package/dist/material/unlit.js +5 -0
  130. package/dist/material/unlit.js.map +1 -1
  131. package/dist/material/water.js +415 -0
  132. package/dist/material/water.js.map +1 -0
  133. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +38 -0
  134. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +1 -0
  135. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +10 -0
  136. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +1 -0
  137. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +127 -0
  138. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +1 -0
  139. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +263 -0
  140. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +1 -0
  141. package/dist/node_modules/es-module-lexer/dist/lexer.js +5 -0
  142. package/dist/node_modules/es-module-lexer/dist/lexer.js.map +1 -0
  143. package/dist/posteffect/bloom.js +39 -54
  144. package/dist/posteffect/bloom.js.map +1 -1
  145. package/dist/posteffect/compositor.js +95 -128
  146. package/dist/posteffect/compositor.js.map +1 -1
  147. package/dist/posteffect/fxaa.js +10 -18
  148. package/dist/posteffect/fxaa.js.map +1 -1
  149. package/dist/posteffect/grayscale.js +9 -17
  150. package/dist/posteffect/grayscale.js.map +1 -1
  151. package/dist/posteffect/motionblur.js +105 -0
  152. package/dist/posteffect/motionblur.js.map +1 -0
  153. package/dist/posteffect/posteffect.js +66 -35
  154. package/dist/posteffect/posteffect.js.map +1 -1
  155. package/dist/posteffect/sao.js +13 -21
  156. package/dist/posteffect/sao.js.map +1 -1
  157. package/dist/posteffect/ssr.js +60 -100
  158. package/dist/posteffect/ssr.js.map +1 -1
  159. package/dist/posteffect/taa.js +175 -0
  160. package/dist/posteffect/taa.js.map +1 -0
  161. package/dist/posteffect/tonemap.js +12 -20
  162. package/dist/posteffect/tonemap.js.map +1 -1
  163. package/dist/render/abuffer_oit.js +30 -19
  164. package/dist/render/abuffer_oit.js.map +1 -1
  165. package/dist/render/clipmap.js +429 -101
  166. package/dist/render/clipmap.js.map +1 -1
  167. package/dist/render/cluster_light.js +7 -5
  168. package/dist/render/cluster_light.js.map +1 -1
  169. package/dist/render/cull_visitor.js +43 -3
  170. package/dist/render/cull_visitor.js.map +1 -1
  171. package/dist/render/depthpass.js +14 -5
  172. package/dist/render/depthpass.js.map +1 -1
  173. package/dist/render/drawable_mixin.js +113 -40
  174. package/dist/render/drawable_mixin.js.map +1 -1
  175. package/dist/render/envlight.js +86 -141
  176. package/dist/render/envlight.js.map +1 -1
  177. package/dist/render/fbm_wavegenerator.js +234 -0
  178. package/dist/render/fbm_wavegenerator.js.map +1 -0
  179. package/dist/render/fft_wavegenerator.js +64 -50
  180. package/dist/render/fft_wavegenerator.js.map +1 -1
  181. package/dist/render/fullscreenquad.js +2 -2
  182. package/dist/render/fullscreenquad.js.map +1 -1
  183. package/dist/render/gerstner_wavegenerator.js +98 -48
  184. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  185. package/dist/render/globalbindgroup_allocator.js +4 -2
  186. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  187. package/dist/render/hzb.js +6 -3
  188. package/dist/render/hzb.js.map +1 -1
  189. package/dist/render/lightpass.js +19 -18
  190. package/dist/render/lightpass.js.map +1 -1
  191. package/dist/render/objectcolorpass.js +4 -4
  192. package/dist/render/objectcolorpass.js.map +1 -1
  193. package/dist/render/primitive.js +213 -104
  194. package/dist/render/primitive.js.map +1 -1
  195. package/dist/render/render_queue.js +40 -20
  196. package/dist/render/render_queue.js.map +1 -1
  197. package/dist/render/renderbundle_wrapper.js +65 -15
  198. package/dist/render/renderbundle_wrapper.js.map +1 -1
  199. package/dist/render/renderer.js +326 -185
  200. package/dist/render/renderer.js.map +1 -1
  201. package/dist/render/renderpass.js +20 -36
  202. package/dist/render/renderpass.js.map +1 -1
  203. package/dist/render/shadowmap_pass.js +3 -3
  204. package/dist/render/shadowmap_pass.js.map +1 -1
  205. package/dist/render/sky.js +864 -541
  206. package/dist/render/sky.js.map +1 -1
  207. package/dist/render/weightedblended_oit.js +13 -15
  208. package/dist/render/weightedblended_oit.js.map +1 -1
  209. package/dist/scene/batchgroup.js +18 -5
  210. package/dist/scene/batchgroup.js.map +1 -1
  211. package/dist/scene/environment.js +78 -48
  212. package/dist/scene/environment.js.map +1 -1
  213. package/dist/scene/graph_node.js +2 -3
  214. package/dist/scene/graph_node.js.map +1 -1
  215. package/dist/scene/light.js +28 -89
  216. package/dist/scene/light.js.map +1 -1
  217. package/dist/scene/mesh.js +218 -87
  218. package/dist/scene/mesh.js.map +1 -1
  219. package/dist/scene/octree.js +371 -162
  220. package/dist/scene/octree.js.map +1 -1
  221. package/dist/scene/particlesys.js +684 -0
  222. package/dist/scene/particlesys.js.map +1 -0
  223. package/dist/scene/raycast_visitor.js +34 -5
  224. package/dist/scene/raycast_visitor.js.map +1 -1
  225. package/dist/scene/scene.js +309 -85
  226. package/dist/scene/scene.js.map +1 -1
  227. package/dist/scene/scene_node.js +675 -102
  228. package/dist/scene/scene_node.js.map +1 -1
  229. package/dist/scene/terrain/grass.js +48 -49
  230. package/dist/scene/terrain/grass.js.map +1 -1
  231. package/dist/scene/terrain/heightfield.js +46 -44
  232. package/dist/scene/terrain/heightfield.js.map +1 -1
  233. package/dist/scene/terrain/patch.js +20 -29
  234. package/dist/scene/terrain/patch.js.map +1 -1
  235. package/dist/scene/terrain/quadtree.js +58 -27
  236. package/dist/scene/terrain/quadtree.js.map +1 -1
  237. package/dist/scene/terrain/terrain.js +31 -45
  238. package/dist/scene/terrain/terrain.js.map +1 -1
  239. package/dist/scene/terrain-cm/grass.js +603 -0
  240. package/dist/scene/terrain-cm/grass.js.map +1 -0
  241. package/dist/scene/terrain-cm/grassmaterial.js +160 -0
  242. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -0
  243. package/dist/scene/terrain-cm/terrain-cm.js +533 -0
  244. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -0
  245. package/dist/scene/water.js +378 -0
  246. package/dist/scene/water.js.map +1 -0
  247. package/dist/shaders/atmosphere.js +957 -0
  248. package/dist/shaders/atmosphere.js.map +1 -0
  249. package/dist/shaders/fog.js +116 -0
  250. package/dist/shaders/fog.js.map +1 -0
  251. package/dist/shaders/misc.js.map +1 -1
  252. package/dist/shaders/noise.js +217 -8
  253. package/dist/shaders/noise.js.map +1 -1
  254. package/dist/shaders/pbr.js.map +1 -1
  255. package/dist/shaders/shadow.js +8 -8
  256. package/dist/shaders/shadow.js.map +1 -1
  257. package/dist/shaders/ssr.js +87 -39
  258. package/dist/shaders/ssr.js.map +1 -1
  259. package/dist/shaders/temporal.js +216 -0
  260. package/dist/shaders/temporal.js.map +1 -0
  261. package/dist/shaders/water.js +42 -20
  262. package/dist/shaders/water.js.map +1 -1
  263. package/dist/shadow/esm.js +31 -13
  264. package/dist/shadow/esm.js.map +1 -1
  265. package/dist/shadow/pcf_opt.js +12 -13
  266. package/dist/shadow/pcf_opt.js.map +1 -1
  267. package/dist/shadow/pcf_pd.js +12 -13
  268. package/dist/shadow/pcf_pd.js.map +1 -1
  269. package/dist/shadow/shader.js +38 -0
  270. package/dist/shadow/shader.js.map +1 -0
  271. package/dist/shadow/shadow_impl.js.map +1 -1
  272. package/dist/shadow/shadowmapper.js +67 -26
  273. package/dist/shadow/shadowmapper.js.map +1 -1
  274. package/dist/shadow/ssm.js +15 -16
  275. package/dist/shadow/ssm.js.map +1 -1
  276. package/dist/shadow/vsm.js +33 -16
  277. package/dist/shadow/vsm.js.map +1 -1
  278. package/dist/shapes/box.js +181 -83
  279. package/dist/shapes/box.js.map +1 -1
  280. package/dist/shapes/cylinder.js +101 -43
  281. package/dist/shapes/cylinder.js.map +1 -1
  282. package/dist/shapes/plane.js +70 -29
  283. package/dist/shapes/plane.js.map +1 -1
  284. package/dist/shapes/shape.js +120 -17
  285. package/dist/shapes/shape.js.map +1 -1
  286. package/dist/shapes/sphere.js +78 -44
  287. package/dist/shapes/sphere.js.map +1 -1
  288. package/dist/shapes/tetrahedron.js +256 -0
  289. package/dist/shapes/tetrahedron.js.map +1 -0
  290. package/dist/shapes/torus.js +76 -55
  291. package/dist/shapes/torus.js.map +1 -1
  292. package/dist/src/animation/animation.js +127 -0
  293. package/dist/src/animation/animation.js.map +1 -0
  294. package/dist/src/animation/animationset.js +255 -0
  295. package/dist/src/animation/animationset.js.map +1 -0
  296. package/dist/src/animation/animationtrack.js +34 -0
  297. package/dist/src/animation/animationtrack.js.map +1 -0
  298. package/dist/src/animation/eulerrotationtrack.js +52 -0
  299. package/dist/src/animation/eulerrotationtrack.js.map +1 -0
  300. package/dist/src/animation/morphtarget.js +93 -0
  301. package/dist/src/animation/morphtarget.js.map +1 -0
  302. package/dist/src/animation/morphtrack.js +70 -0
  303. package/dist/src/animation/morphtrack.js.map +1 -0
  304. package/dist/src/animation/proptrack.js +161 -0
  305. package/dist/src/animation/proptrack.js.map +1 -0
  306. package/dist/src/animation/rotationtrack.js +51 -0
  307. package/dist/src/animation/rotationtrack.js.map +1 -0
  308. package/dist/src/animation/scaletrack.js +50 -0
  309. package/dist/src/animation/scaletrack.js.map +1 -0
  310. package/dist/src/animation/skeleton.js +204 -0
  311. package/dist/src/animation/skeleton.js.map +1 -0
  312. package/dist/src/animation/translationtrack.js +50 -0
  313. package/dist/src/animation/translationtrack.js.map +1 -0
  314. package/dist/{app.js → src/app/app.js} +18 -40
  315. package/dist/src/app/app.js.map +1 -0
  316. package/dist/{input → src/app}/inputmgr.js +41 -16
  317. package/dist/src/app/inputmgr.js.map +1 -0
  318. package/dist/src/asset/assetmanager.js +404 -0
  319. package/dist/src/asset/assetmanager.js.map +1 -0
  320. package/dist/src/asset/builtin.js +337 -0
  321. package/dist/src/asset/builtin.js.map +1 -0
  322. package/dist/src/asset/loaders/dds/dds.js +470 -0
  323. package/dist/src/asset/loaders/dds/dds.js.map +1 -0
  324. package/dist/src/asset/loaders/dds/dds_loader.js +28 -0
  325. package/dist/src/asset/loaders/dds/dds_loader.js.map +1 -0
  326. package/dist/src/asset/loaders/gltf/gltf_loader.js +1265 -0
  327. package/dist/src/asset/loaders/gltf/gltf_loader.js.map +1 -0
  328. package/dist/src/asset/loaders/gltf/helpers.js +327 -0
  329. package/dist/src/asset/loaders/gltf/helpers.js.map +1 -0
  330. package/dist/src/asset/loaders/hdr/hdr.js +180 -0
  331. package/dist/src/asset/loaders/hdr/hdr.js.map +1 -0
  332. package/dist/src/asset/loaders/image/tga_Loader.js +116 -0
  333. package/dist/src/asset/loaders/image/tga_Loader.js.map +1 -0
  334. package/dist/src/asset/loaders/image/webimage_loader.js +63 -0
  335. package/dist/src/asset/loaders/image/webimage_loader.js.map +1 -0
  336. package/dist/src/asset/loaders/loader.js +45 -0
  337. package/dist/src/asset/loaders/loader.js.map +1 -0
  338. package/dist/src/asset/model.js +414 -0
  339. package/dist/src/asset/model.js.map +1 -0
  340. package/dist/{blitter/depthlimitedgaussion.js → src/blitter/bilateralblur.js} +1 -2
  341. package/dist/src/blitter/bilateralblur.js.map +1 -0
  342. package/dist/src/blitter/blitter.js +390 -0
  343. package/dist/src/blitter/blitter.js.map +1 -0
  344. package/dist/src/blitter/box.js +118 -0
  345. package/dist/src/blitter/box.js.map +1 -0
  346. package/dist/src/blitter/copy.js +22 -0
  347. package/dist/src/blitter/copy.js.map +1 -0
  348. package/dist/src/blitter/gaussianblur.js +228 -0
  349. package/dist/src/blitter/gaussianblur.js.map +1 -0
  350. package/dist/src/camera/base.js +92 -0
  351. package/dist/src/camera/base.js.map +1 -0
  352. package/dist/src/camera/camera.js +1005 -0
  353. package/dist/src/camera/camera.js.map +1 -0
  354. package/dist/src/camera/fps.js +238 -0
  355. package/dist/src/camera/fps.js.map +1 -0
  356. package/dist/src/camera/orbit.js +245 -0
  357. package/dist/src/camera/orbit.js.map +1 -0
  358. package/dist/src/camera/orthocamera.js +167 -0
  359. package/dist/src/camera/orthocamera.js.map +1 -0
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  699. package/dist/utility/textures/gradientnoise.js.map +1 -1
  700. package/dist/utility/textures/randomnoise.js +1 -0
  701. package/dist/utility/textures/randomnoise.js.map +1 -1
  702. package/dist/values.js +91 -4
  703. package/dist/values.js.map +1 -1
  704. package/package.json +29 -15
  705. package/dist/app.js.map +0 -1
  706. package/dist/blitter/depthlimitedgaussion.js.map +0 -1
  707. package/dist/input/inputmgr.js.map +0 -1
  708. package/dist/material/mixins/ggxlut.js.map +0 -1
  709. package/dist/posteffect/water.js +0 -508
  710. package/dist/posteffect/water.js.map +0 -1
  711. package/dist/render/oit.js +0 -16
  712. package/dist/render/oit.js.map +0 -1
  713. package/dist/render/scatteringlut.js +0 -634
  714. package/dist/render/scatteringlut.js.map +0 -1
  715. package/dist/render/watermesh.js +0 -193
  716. package/dist/render/watermesh.js.map +0 -1
  717. package/dist/render/wavegenerator.js +0 -8
  718. package/dist/render/wavegenerator.js.map +0 -1
  719. package/dist/scene/xform.js +0 -247
  720. package/dist/scene/xform.js.map +0 -1
  721. package/dist/utility/shprojection.js +0 -442
  722. package/dist/utility/shprojection.js.map +0 -1
@@ -0,0 +1,415 @@
1
+ import { applyMaterialMixins, MeshMaterial } from './meshmaterial.js';
2
+ import { MaterialVaryingFlags } from '../values.js';
3
+ import { ShaderHelper } from './shader/helper.js';
4
+ import { Interpolator, DWeakRef, Vector4, DRef, Vector3 } from '@zephyr3d/base';
5
+ import { screenSpaceRayTracing_HiZ, screenSpaceRayTracing_Linear2D } from '../shaders/ssr.js';
6
+ import { fetchSampler } from '../utility/misc.js';
7
+ import { mixinLight } from './mixins/lit.js';
8
+ import { fresnelSchlick, distributionGGX, visGGX } from '../shaders/pbr.js';
9
+ import { getDevice } from '../app/api.js';
10
+
11
+ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
12
+ static _absorptionGrad = new Interpolator('linear', 'vec3', new Float32Array([
13
+ 0,
14
+ 0.082,
15
+ 0.318,
16
+ 0.665,
17
+ 1
18
+ ]), new Float32Array([
19
+ 1,
20
+ 1,
21
+ 1,
22
+ 0.22,
23
+ 0.87,
24
+ 0.87,
25
+ 0,
26
+ 0.47,
27
+ 0.49,
28
+ 0,
29
+ 0.275,
30
+ 0.44,
31
+ 0,
32
+ 0,
33
+ 0
34
+ ]));
35
+ static _scatterGrad = new Interpolator('linear', 'vec3', new Float32Array([
36
+ 0,
37
+ 0.15,
38
+ 0.42,
39
+ 1
40
+ ]), new Float32Array([
41
+ 0,
42
+ 0,
43
+ 0,
44
+ 0.08,
45
+ 0.41,
46
+ 0.34,
47
+ 0.13,
48
+ 0.4,
49
+ 0.45,
50
+ 0.21,
51
+ 0.5,
52
+ 0.6
53
+ ]));
54
+ static _defaultScatterRampTexture = new DWeakRef();
55
+ static _defaultAbsorptionRampTexture = new DWeakRef();
56
+ static _waveUpdateState = new WeakMap();
57
+ _region;
58
+ _displace;
59
+ _depthMulti;
60
+ _refractionStrength;
61
+ _scatterRampTexture;
62
+ _absorptionRampTexture;
63
+ _waveGenerator;
64
+ _waveVersion;
65
+ _clipmapInfo;
66
+ _clipmapGridInfo;
67
+ _ssrParams;
68
+ constructor(){
69
+ super();
70
+ this._region = new Vector4(-99999, -99999, 99999, 99999);
71
+ this._clipmapInfo = new Vector4();
72
+ this._clipmapGridInfo = new Vector4();
73
+ this._waveGenerator = new DRef();
74
+ this._waveVersion = -1;
75
+ this._ssrParams = new Vector4(1000, 160, 0.5, 2);
76
+ this._scatterRampTexture = new DRef();
77
+ this._absorptionRampTexture = new DRef();
78
+ this._displace = 16;
79
+ this._depthMulti = 0.1;
80
+ this._refractionStrength = 0;
81
+ this.cullMode = 'none';
82
+ //this.TAADisabled = true;
83
+ }
84
+ /** {@inheritDoc Material.onDispose} */ onDispose() {
85
+ super.onDispose();
86
+ this._waveGenerator.dispose();
87
+ this._scatterRampTexture.dispose();
88
+ this._absorptionRampTexture.dispose();
89
+ }
90
+ /** @internal */ get region() {
91
+ return this._region;
92
+ }
93
+ /** @internal */ set region(val) {
94
+ if (!val.equalsTo(this._region)) {
95
+ this._region.set(val);
96
+ this.uniformChanged();
97
+ }
98
+ }
99
+ get waveGenerator() {
100
+ return this._waveGenerator.get();
101
+ }
102
+ set waveGenerator(waveGenerator) {
103
+ if (this._waveGenerator.get() !== waveGenerator) {
104
+ this._waveGenerator.set(waveGenerator);
105
+ this._waveVersion = -1;
106
+ this.optionChanged(true);
107
+ }
108
+ }
109
+ get scatterRampTexture() {
110
+ const tex = this._getScatterRampTexture(getDevice());
111
+ return tex === WaterMaterial._defaultScatterRampTexture.get() ? null : tex;
112
+ }
113
+ set scatterRampTexture(tex) {
114
+ if (tex !== this.scatterRampTexture) {
115
+ this._scatterRampTexture.set(tex);
116
+ this.uniformChanged();
117
+ }
118
+ }
119
+ get absorptionRampTexture() {
120
+ const tex = this._getAbsorptionRampTexture(getDevice());
121
+ return tex === WaterMaterial._defaultAbsorptionRampTexture.get() ? null : tex;
122
+ }
123
+ set absorptionRampTexture(tex) {
124
+ if (tex !== this.absorptionRampTexture) {
125
+ this._absorptionRampTexture.set(tex);
126
+ this.uniformChanged();
127
+ }
128
+ }
129
+ get depthMulti() {
130
+ return this._depthMulti;
131
+ }
132
+ set depthMulti(val) {
133
+ if (val !== this._depthMulti) {
134
+ this._depthMulti = val;
135
+ this.uniformChanged();
136
+ }
137
+ }
138
+ get displace() {
139
+ return this._displace;
140
+ }
141
+ set displace(val) {
142
+ if (val !== this._displace) {
143
+ this._displace = val;
144
+ this.uniformChanged();
145
+ }
146
+ }
147
+ get refractionStrength() {
148
+ return this._refractionStrength;
149
+ }
150
+ set refractionStrength(val) {
151
+ if (val !== this._refractionStrength) {
152
+ this._refractionStrength = val;
153
+ this.uniformChanged();
154
+ }
155
+ }
156
+ needSceneColor() {
157
+ return true;
158
+ }
159
+ needSceneDepth() {
160
+ return true;
161
+ }
162
+ _createHash() {
163
+ return `${super._createHash()}:${this.waveGenerator?.getHash() ?? ''}`;
164
+ }
165
+ setClipmapInfo(rotation, scale, offsetX, offsetY) {
166
+ this._clipmapInfo.setXYZW(rotation, scale, offsetX, offsetY);
167
+ this.uniformChanged();
168
+ }
169
+ setClipmapGridInfo(gridScale, gridOffsetX, gridOffsetY) {
170
+ if (this._clipmapGridInfo.x !== gridScale || this._clipmapGridInfo.y !== gridOffsetX || this._clipmapGridInfo.z !== gridOffsetY) {
171
+ this._clipmapGridInfo.setXYZW(gridScale, gridOffsetX, gridOffsetY, 0);
172
+ this.uniformChanged();
173
+ }
174
+ }
175
+ supportInstancing() {
176
+ return false;
177
+ }
178
+ supportLighting() {
179
+ return true;
180
+ }
181
+ vertexShader(scope) {
182
+ super.vertexShader(scope);
183
+ const pb = scope.$builder;
184
+ this.waveGenerator?.setupUniforms(scope, 2);
185
+ scope.$inputs.position = pb.vec3().attrib('position');
186
+ scope.$inputs.clipmapInfo = pb.vec4().attrib('texCoord0');
187
+ scope.clipmapGridInfo = pb.vec4().uniform(2);
188
+ scope.$l.s = pb.sin(scope.$inputs.clipmapInfo.x);
189
+ scope.$l.c = pb.cos(scope.$inputs.clipmapInfo.x);
190
+ scope.$l.scale2 = pb.mul(scope.$inputs.clipmapInfo.y, scope.clipmapGridInfo.x);
191
+ scope.$l.clipmapMatrix = pb.mat4(pb.mul(scope.c, scope.scale2), pb.mul(scope.s, scope.scale2), 0, 0, pb.neg(pb.mul(scope.s, scope.scale2)), pb.mul(scope.c, scope.scale2), 0, 0, 0, 0, 1, 0, pb.sub(pb.mul(scope.$inputs.clipmapInfo.z, scope.clipmapGridInfo.x), scope.clipmapGridInfo.y), pb.sub(pb.mul(scope.$inputs.clipmapInfo.w, scope.clipmapGridInfo.x), scope.clipmapGridInfo.z), 0, 1);
192
+ scope.$l.clipmapPos = pb.mul(scope.clipmapMatrix, pb.vec4(scope.$inputs.position, 1)).xy;
193
+ //scope.$l.level = pb.mul(ShaderHelper.getWorldMatrix(scope), pb.vec4(0, 0, 0, 1)).y;
194
+ scope.clipmapWorldPos = pb.mul(ShaderHelper.getWorldMatrix(scope), pb.vec4(scope.clipmapPos.x, 0, scope.clipmapPos.y, 1)).xyz; // pb.vec3(scope.clipmapPos.x, scope.level, scope.clipmapPos.y);
195
+ scope.worldNormal = pb.vec3(0, 1, 0);
196
+ scope.worldPos = scope.clipmapWorldPos;
197
+ this.waveGenerator?.calcVertexPositionAndNormal(scope, scope.clipmapWorldPos, scope.worldPos, scope.worldNormal);
198
+ scope.$outputs.worldPos = scope.worldPos;
199
+ scope.$outputs.clipmapPos = scope.clipmapWorldPos;
200
+ scope.$outputs.worldNormal = scope.worldNormal;
201
+ ShaderHelper.setClipSpacePosition(scope, pb.mul(ShaderHelper.getViewProjectionMatrix(scope), pb.vec4(scope.$outputs.worldPos, 1)));
202
+ ShaderHelper.resolveMotionVector(scope, scope.$outputs.worldPos, scope.$outputs.worldPos);
203
+ }
204
+ fragmentShader(scope) {
205
+ super.fragmentShader(scope);
206
+ const pb = scope.$builder;
207
+ this.waveGenerator?.setupUniforms(scope, 2);
208
+ scope.region = pb.vec4().uniform(2);
209
+ if (this.needFragmentColor()) {
210
+ scope.displace = pb.float().uniform(2);
211
+ scope.depthMulti = pb.float().uniform(2);
212
+ scope.refractionStrength = pb.float().uniform(2);
213
+ scope.ssrParams = pb.vec4().uniform(2);
214
+ scope.scatterRampTex = pb.tex2D().uniform(2);
215
+ scope.absorptionRampTex = pb.tex2D().uniform(2);
216
+ }
217
+ scope.$l.discardable = pb.or(pb.any(pb.lessThan(scope.$inputs.worldPos.xz, scope.region.xy)), pb.any(pb.greaterThan(scope.$inputs.worldPos.xz, scope.region.zw)));
218
+ scope.$if(scope.discardable, function() {
219
+ pb.discard();
220
+ });
221
+ if (this.needFragmentColor()) {
222
+ scope.$l.normal = this.waveGenerator ? this.waveGenerator.calcFragmentNormalAndFoam(scope, scope.$inputs.clipmapPos.xz, scope.$inputs.worldNormal) : pb.vec4(scope.$inputs.worldNormal, 0);
223
+ scope.$l.outColor = pb.vec4(this.waterShading(scope, scope.$inputs.worldPos, scope.normal.xyz, scope.normal.w), 1);
224
+ if (this.drawContext.materialFlags & MaterialVaryingFlags.SSR_STORE_ROUGHNESS) {
225
+ scope.$l.outRoughness = pb.vec4(1, 1, 1, 0);
226
+ this.outputFragmentColor(scope, scope.$inputs.worldPos, pb.vec4(1), scope.outRoughness, scope.outColor);
227
+ } else {
228
+ this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.outColor);
229
+ }
230
+ } else {
231
+ this.outputFragmentColor(scope, scope.$inputs.worldPos, null);
232
+ }
233
+ }
234
+ waterShading(scope, worldPos, worldNormal, foamFactor) {
235
+ const pb = scope.$builder;
236
+ const that = this;
237
+ pb.func('getAbsorption', [
238
+ pb.float('depth')
239
+ ], function() {
240
+ this.$l.c = pb.textureSampleLevel(this.absorptionRampTex, pb.vec2(pb.mul(this.depth, this.depthMulti), 0.5), 0).rgb;
241
+ this.$return(pb.mul(this.c, this.c));
242
+ });
243
+ pb.func('getScattering', [
244
+ pb.float('depth')
245
+ ], function() {
246
+ this.$l.c = pb.textureSampleLevel(this.scatterRampTex, pb.vec2(pb.mul(this.depth, this.depthMulti), 0.5), 0).rgb;
247
+ this.$return(pb.mul(this.c, this.c));
248
+ });
249
+ pb.func('fresnel', [
250
+ pb.vec3('normal'),
251
+ pb.vec3('eyeVec')
252
+ ], function() {
253
+ this.$return(pb.clamp(pb.sub(pb.pow(pb.sub(1, pb.dot(this.normal, this.eyeVec)), 5), this.refractionStrength), 0, 1));
254
+ });
255
+ pb.func('lightSpecular', [
256
+ pb.vec3('lightDir'),
257
+ pb.vec3('eyeVecNorm'),
258
+ pb.vec3('normal'),
259
+ pb.vec3('lightColor')
260
+ ], function() {
261
+ this.$l.roughness = pb.float(0.04);
262
+ this.$l.f0 = pb.vec3(0.02);
263
+ this.$l.f90 = pb.vec3(1);
264
+ this.$l.L = this.lightDir;
265
+ this.$l.V = pb.neg(this.eyeVecNorm);
266
+ this.$l.halfVec = pb.normalize(pb.add(this.L, this.V));
267
+ this.$l.NoH = pb.clamp(pb.dot(this.normal, this.halfVec), 0, 1);
268
+ this.$l.NoL = pb.clamp(pb.dot(this.normal, this.L), 0, 1);
269
+ this.$l.specular = pb.vec3(0);
270
+ this.$if(pb.greaterThan(this.NoL, 0), function() {
271
+ this.$l.VoH = pb.clamp(pb.dot(this.V, this.halfVec), 0, 1);
272
+ this.$l.NoV = pb.clamp(pb.dot(this.normal, this.V), 0, 1);
273
+ this.$l.F = fresnelSchlick(this, this.VoH, this.f0, this.f90);
274
+ this.$l.alphaRoughness = pb.mul(this.roughness, this.roughness);
275
+ this.$l.D = distributionGGX(this, this.NoH, this.alphaRoughness);
276
+ this.$l.VIS = visGGX(this, this.NoV, this.NoL, this.alphaRoughness);
277
+ this.specular = pb.mul(this.D, this.VIS, this.F, this.lightColor);
278
+ });
279
+ this.$return(this.specular);
280
+ });
281
+ pb.func('waterShading', [
282
+ pb.vec3('worldPos'),
283
+ pb.vec3('worldNormal'),
284
+ pb.float('foamFactor')
285
+ ], function() {
286
+ this.$l.screenUV = pb.div(pb.vec2(this.$builtins.fragCoord.xy), ShaderHelper.getRenderSize(this));
287
+ this.$l.dist = pb.length(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this)));
288
+ this.$l.normalScale = pb.clamp(pb.div(100, this.dist), 0, 1);
289
+ this.$l.normal = pb.normalize(pb.mul(this.worldNormal, pb.vec3(this.normalScale, 1, this.normalScale)));
290
+ this.$l.displacedTexCoord = pb.add(this.screenUV, pb.mul(this.normal.xz, this.displace));
291
+ this.$l.wPos = ShaderHelper.samplePositionFromDepth(this, ShaderHelper.getLinearDepthTexture(this), this.screenUV, ShaderHelper.getInvViewProjectionMatrix(this), ShaderHelper.getCameraParams(this).xy);
292
+ this.$l.eyeVec = pb.sub(this.worldPos.xyz, ShaderHelper.getCameraPosition(this));
293
+ this.$l.eyeVecNorm = pb.normalize(this.eyeVec);
294
+ this.$l.depth = pb.length(pb.sub(this.wPos.xyz, this.worldPos));
295
+ this.$l.viewPos = pb.mul(ShaderHelper.getViewMatrix(this), pb.vec4(this.worldPos, 1)).xyz;
296
+ this.incidentVec = pb.normalize(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this)));
297
+ this.reflectVecW = pb.reflect(this.incidentVec, this.normal);
298
+ this.$l.reflectance = pb.vec3();
299
+ this.$l.hitInfo = pb.vec4(0);
300
+ this.$if(pb.greaterThan(this.reflectVecW.y, 0), function() {
301
+ this.reflectVec = pb.mul(ShaderHelper.getViewMatrix(this), pb.vec4(this.reflectVecW, 0)).xyz;
302
+ this.hitInfo = ShaderHelper.getHiZDepthTexture(this) ? screenSpaceRayTracing_HiZ(this, this.viewPos, this.reflectVec, ShaderHelper.getViewMatrix(this), ShaderHelper.getProjectionMatrix(this), ShaderHelper.getInvProjectionMatrix(this), ShaderHelper.getCameraParams(this).xy, pb.int(ShaderHelper.getHiZDepthTextureMipLevelCount(this)), this.ssrParams.y, this.ssrParams.z, pb.vec4(ShaderHelper.getRenderSize(this), ShaderHelper.getHiZDepthTextureSize(this)), ShaderHelper.getHiZDepthTexture(this)) : screenSpaceRayTracing_Linear2D(this, this.viewPos, this.reflectVec, ShaderHelper.getViewMatrix(this), ShaderHelper.getProjectionMatrix(this), ShaderHelper.getInvProjectionMatrix(this), ShaderHelper.getCameraParams(this).xy, this.ssrParams.x, this.ssrParams.y, this.ssrParams.z, this.ssrParams.w, pb.vec4(ShaderHelper.getRenderSize(this), ShaderHelper.getLinearDepthTextureSize(this)), ShaderHelper.getLinearDepthTexture(this));
303
+ });
304
+ this.$l.refl = pb.reflect(pb.normalize(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this))), this.normal);
305
+ this.refl.y = pb.max(this.refl.y, 0.1);
306
+ this.reflectance = pb.mix(pb.textureSampleLevel(ShaderHelper.getBakedSkyTexture(this), this.refl, 0).rgb, pb.textureSampleLevel(ShaderHelper.getSceneColorTexture(this), this.hitInfo.xy, 0).rgb, this.hitInfo.w);
307
+ this.$l.refractUV = this.displacedTexCoord;
308
+ this.$l.displacedPos = ShaderHelper.samplePositionFromDepth(this, ShaderHelper.getLinearDepthTexture(this), this.refractUV, ShaderHelper.getInvProjectionMatrix(this), ShaderHelper.getCameraParams(this).xy);
309
+ this.$if(pb.or(pb.greaterThanEqual(this.displacedPos.w, 0.99999), pb.greaterThan(this.displacedPos.z, this.viewPos.z)), function() {
310
+ this.refractUV = this.screenUV;
311
+ }).$else(function() {
312
+ this.depth = pb.length(pb.sub(this.displacedPos.xyz, this.viewPos));
313
+ });
314
+ this.$l.refraction = pb.textureSampleLevel(ShaderHelper.getSceneColorTexture(this), this.refractUV, 0).rgb;
315
+ this.refraction = pb.mul(this.refraction, this.getAbsorption(this.depth));
316
+ this.$l.fresnelTerm = this.fresnel(this.normal, pb.neg(this.eyeVecNorm));
317
+ this.$l.finalColor = pb.mix(pb.mix(this.refraction, this.reflectance, this.fresnelTerm), pb.vec3(1), this.foamFactor);
318
+ that.forEachLight(this, function(type, posRange, dirCutoff, colorIntensity, shadow) {
319
+ this.$l.lightAtten = that.calculateLightAttenuation(this, type, this.worldPos, posRange, dirCutoff);
320
+ this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff);
321
+ this.$l.NoL = pb.clamp(pb.dot(this.normal, this.lightDir), 0, 1);
322
+ this.$l.lightContrib = this.lightSpecular(this.lightDir, this.eyeVecNorm, this.normal, pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten));
323
+ if (shadow) {
324
+ this.$l.shadow = pb.vec3(that.calculateShadow(this, this.worldPos, this.NoL));
325
+ this.lightContrib = pb.mul(this.lightContrib, this.shadow);
326
+ }
327
+ this.finalColor = pb.add(this.finalColor, this.lightContrib);
328
+ });
329
+ if (that.needCalculateEnvLight()) {
330
+ this.$l.irradiance = that.getEnvLightIrradiance(this, this.normal);
331
+ this.$l.sss = pb.mul(this.getScattering(this.depth), this.irradiance, 1 / Math.PI);
332
+ this.finalColor = pb.add(this.finalColor, this.sss);
333
+ }
334
+ this.$return(this.finalColor);
335
+ });
336
+ return scope.waterShading(worldPos, worldNormal, foamFactor);
337
+ }
338
+ applyUniforms(bindGroup, ctx, needUpdate, pass) {
339
+ super.applyUniforms(bindGroup, ctx, needUpdate, pass);
340
+ const waveGenerator = this._waveGenerator.get();
341
+ if (waveGenerator && this._waveVersion !== waveGenerator.version) {
342
+ waveGenerator.applyWaterBindGroup(bindGroup);
343
+ this._waveVersion = waveGenerator.version;
344
+ }
345
+ }
346
+ applyUniformValues(bindGroup, ctx, pass) {
347
+ super.applyUniformValues(bindGroup, ctx, pass);
348
+ bindGroup.setValue('clipmapGridInfo', this._clipmapGridInfo);
349
+ bindGroup.setValue('region', this._region);
350
+ if (this.needFragmentColor(ctx)) {
351
+ bindGroup.setValue('displace', this._displace / ctx.renderWidth);
352
+ bindGroup.setValue('depthMulti', this._depthMulti);
353
+ bindGroup.setValue('refractionStrength', this._refractionStrength);
354
+ bindGroup.setValue('ssrParams', this._ssrParams);
355
+ bindGroup.setTexture('scatterRampTex', this._getScatterRampTexture(ctx.device), fetchSampler('clamp_linear_nomip'));
356
+ bindGroup.setTexture('absorptionRampTex', this._getAbsorptionRampTexture(ctx.device), fetchSampler('clamp_linear_nomip'));
357
+ }
358
+ if (this.waveGenerator) {
359
+ this.waveGenerator.applyWaterBindGroup(bindGroup);
360
+ }
361
+ }
362
+ needUpdate() {
363
+ return !!this._waveGenerator.get()?.needUpdate();
364
+ }
365
+ update(frameId, elapsed) {
366
+ const waveGenerator = this._waveGenerator.get();
367
+ if (waveGenerator) {
368
+ const updateFrameId = WaterMaterial._waveUpdateState.get(waveGenerator);
369
+ if (updateFrameId !== frameId) {
370
+ waveGenerator.update(elapsed);
371
+ WaterMaterial._waveUpdateState.set(waveGenerator, frameId);
372
+ }
373
+ }
374
+ }
375
+ _getRampTexture(device, grad) {
376
+ const width = 128;
377
+ const height = 1;
378
+ const texture = device.createTexture2D('rgba8unorm', width, height, {
379
+ mipmapping: false
380
+ });
381
+ const numTexels = width * height;
382
+ const data = new Uint8Array(numTexels * 4);
383
+ const tmpcolor = new Vector3();
384
+ for(let i = 0; i < numTexels; i++){
385
+ grad.interpolate(i % width / width, tmpcolor);
386
+ data[i * 4 + 0] = tmpcolor.x * 255 >> 0;
387
+ data[i * 4 + 1] = tmpcolor.y * 255 >> 0;
388
+ data[i * 4 + 2] = tmpcolor.z * 255 >> 0;
389
+ data[i * 4 + 3] = 255;
390
+ }
391
+ texture.update(data, 0, 0, width, height);
392
+ return texture;
393
+ }
394
+ _getScatterRampTexture(device) {
395
+ if (!this._scatterRampTexture.get()) {
396
+ if (!WaterMaterial._defaultScatterRampTexture.get()) {
397
+ WaterMaterial._defaultScatterRampTexture.set(this._getRampTexture(device, WaterMaterial._scatterGrad));
398
+ }
399
+ this._scatterRampTexture.set(WaterMaterial._defaultScatterRampTexture.get());
400
+ }
401
+ return this._scatterRampTexture.get();
402
+ }
403
+ _getAbsorptionRampTexture(device) {
404
+ if (!this._absorptionRampTexture.get()) {
405
+ if (!WaterMaterial._defaultAbsorptionRampTexture.get()) {
406
+ WaterMaterial._defaultAbsorptionRampTexture.set(this._getRampTexture(device, WaterMaterial._absorptionGrad));
407
+ }
408
+ this._absorptionRampTexture.set(WaterMaterial._defaultAbsorptionRampTexture.get());
409
+ }
410
+ return this._absorptionRampTexture.get();
411
+ }
412
+ }
413
+
414
+ export { WaterMaterial };
415
+ //# sourceMappingURL=water.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"water.js","sources":["../../src/material/water.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BindGroup,\r\n PBFunctionScope,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n Texture2D\r\n} from '@zephyr3d/device';\r\nimport { applyMaterialMixins, MeshMaterial } from './meshmaterial';\r\nimport type { DrawContext, WaveGenerator } from '../render';\r\nimport { MaterialVaryingFlags } from '../values';\r\nimport { ShaderHelper } from './shader/helper';\r\nimport { DRef, DWeakRef, Interpolator, Vector3, Vector4 } from '@zephyr3d/base';\r\nimport { screenSpaceRayTracing_HiZ, screenSpaceRayTracing_Linear2D } from '../shaders/ssr';\r\nimport { fetchSampler } from '../utility/misc';\r\nimport { mixinLight } from './mixins/lit';\r\nimport { distributionGGX, fresnelSchlick, visGGX } from '../shaders/pbr';\r\nimport { getDevice } from '../app/api';\r\n\r\nexport class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {\r\n private static readonly _absorptionGrad = new Interpolator(\r\n 'linear',\r\n 'vec3',\r\n new Float32Array([0, 0.082, 0.318, 0.665, 1]),\r\n new Float32Array([1, 1, 1, 0.22, 0.87, 0.87, 0, 0.47, 0.49, 0, 0.275, 0.44, 0, 0, 0])\r\n );\r\n private static readonly _scatterGrad = new Interpolator(\r\n 'linear',\r\n 'vec3',\r\n new Float32Array([0, 0.15, 0.42, 1]),\r\n new Float32Array([0, 0, 0, 0.08, 0.41, 0.34, 0.13, 0.4, 0.45, 0.21, 0.5, 0.6])\r\n );\r\n private static readonly _defaultScatterRampTexture: DWeakRef<Texture2D> = new DWeakRef();\r\n private static readonly _defaultAbsorptionRampTexture: DWeakRef<Texture2D> = new DWeakRef();\r\n private static readonly _waveUpdateState: WeakMap<WaveGenerator, number> = new WeakMap();\r\n private readonly _region: Vector4;\r\n private _displace: number;\r\n private _depthMulti: number;\r\n private _refractionStrength: number;\r\n private readonly _scatterRampTexture: DRef<Texture2D>;\r\n private readonly _absorptionRampTexture: DRef<Texture2D>;\r\n private readonly _waveGenerator: DRef<WaveGenerator>;\r\n private _waveVersion: number;\r\n private readonly _clipmapInfo: Vector4;\r\n private readonly _clipmapGridInfo: Vector4;\r\n private readonly _ssrParams: Vector4;\r\n constructor() {\r\n super();\r\n this._region = new Vector4(-99999, -99999, 99999, 99999);\r\n this._clipmapInfo = new Vector4();\r\n this._clipmapGridInfo = new Vector4();\r\n this._waveGenerator = new DRef();\r\n this._waveVersion = -1;\r\n this._ssrParams = new Vector4(1000, 160, 0.5, 2);\r\n this._scatterRampTexture = new DRef();\r\n this._absorptionRampTexture = new DRef();\r\n this._displace = 16;\r\n this._depthMulti = 0.1;\r\n this._refractionStrength = 0;\r\n this.cullMode = 'none';\r\n //this.TAADisabled = true;\r\n }\r\n /** {@inheritDoc Material.onDispose} */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._waveGenerator.dispose();\r\n this._scatterRampTexture.dispose();\r\n this._absorptionRampTexture.dispose();\r\n }\r\n /** @internal */\r\n get region() {\r\n return this._region;\r\n }\r\n /** @internal */\r\n set region(val: Vector4) {\r\n if (!val.equalsTo(this._region)) {\r\n this._region.set(val);\r\n this.uniformChanged();\r\n }\r\n }\r\n get waveGenerator() {\r\n return this._waveGenerator.get();\r\n }\r\n set waveGenerator(waveGenerator: WaveGenerator) {\r\n if (this._waveGenerator.get() !== waveGenerator) {\r\n this._waveGenerator.set(waveGenerator);\r\n this._waveVersion = -1;\r\n this.optionChanged(true);\r\n }\r\n }\r\n get scatterRampTexture(): Texture2D {\r\n const tex = this._getScatterRampTexture(getDevice());\r\n return tex === WaterMaterial._defaultScatterRampTexture.get() ? null : tex;\r\n }\r\n set scatterRampTexture(tex: Texture2D) {\r\n if (tex !== this.scatterRampTexture) {\r\n this._scatterRampTexture.set(tex);\r\n this.uniformChanged();\r\n }\r\n }\r\n get absorptionRampTexture(): Texture2D {\r\n const tex = this._getAbsorptionRampTexture(getDevice());\r\n return tex === WaterMaterial._defaultAbsorptionRampTexture.get() ? null : tex;\r\n }\r\n set absorptionRampTexture(tex: Texture2D) {\r\n if (tex !== this.absorptionRampTexture) {\r\n this._absorptionRampTexture.set(tex);\r\n this.uniformChanged();\r\n }\r\n }\r\n get depthMulti(): number {\r\n return this._depthMulti;\r\n }\r\n set depthMulti(val: number) {\r\n if (val !== this._depthMulti) {\r\n this._depthMulti = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n get displace(): number {\r\n return this._displace;\r\n }\r\n set displace(val: number) {\r\n if (val !== this._displace) {\r\n this._displace = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n get refractionStrength(): number {\r\n return this._refractionStrength;\r\n }\r\n set refractionStrength(val: number) {\r\n if (val !== this._refractionStrength) {\r\n this._refractionStrength = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n needSceneColor(): boolean {\r\n return true;\r\n }\r\n needSceneDepth(): boolean {\r\n return true;\r\n }\r\n protected _createHash(): string {\r\n return `${super._createHash()}:${this.waveGenerator?.getHash() ?? ''}`;\r\n }\r\n setClipmapInfo(rotation: number, scale: number, offsetX: number, offsetY: number) {\r\n this._clipmapInfo.setXYZW(rotation, scale, offsetX, offsetY);\r\n this.uniformChanged();\r\n }\r\n setClipmapGridInfo(gridScale: number, gridOffsetX: number, gridOffsetY: number) {\r\n if (\r\n this._clipmapGridInfo.x !== gridScale ||\r\n this._clipmapGridInfo.y !== gridOffsetX ||\r\n this._clipmapGridInfo.z !== gridOffsetY\r\n ) {\r\n this._clipmapGridInfo.setXYZW(gridScale, gridOffsetX, gridOffsetY, 0);\r\n this.uniformChanged();\r\n }\r\n }\r\n supportInstancing(): boolean {\r\n return false;\r\n }\r\n supportLighting(): boolean {\r\n return true;\r\n }\r\n vertexShader(scope: PBFunctionScope): void {\r\n super.vertexShader(scope);\r\n const pb = scope.$builder;\r\n this.waveGenerator?.setupUniforms(scope, 2);\r\n scope.$inputs.position = pb.vec3().attrib('position');\r\n scope.$inputs.clipmapInfo = pb.vec4().attrib('texCoord0');\r\n scope.clipmapGridInfo = pb.vec4().uniform(2);\r\n\r\n scope.$l.s = pb.sin(scope.$inputs.clipmapInfo.x);\r\n scope.$l.c = pb.cos(scope.$inputs.clipmapInfo.x);\r\n scope.$l.scale2 = pb.mul(scope.$inputs.clipmapInfo.y, scope.clipmapGridInfo.x);\r\n scope.$l.clipmapMatrix = pb.mat4(\r\n pb.mul(scope.c, scope.scale2),\r\n pb.mul(scope.s, scope.scale2),\r\n 0,\r\n 0,\r\n pb.neg(pb.mul(scope.s, scope.scale2)),\r\n pb.mul(scope.c, scope.scale2),\r\n 0,\r\n 0,\r\n 0,\r\n 0,\r\n 1,\r\n 0,\r\n pb.sub(pb.mul(scope.$inputs.clipmapInfo.z, scope.clipmapGridInfo.x), scope.clipmapGridInfo.y),\r\n pb.sub(pb.mul(scope.$inputs.clipmapInfo.w, scope.clipmapGridInfo.x), scope.clipmapGridInfo.z),\r\n 0,\r\n 1\r\n );\r\n\r\n scope.$l.clipmapPos = pb.mul(scope.clipmapMatrix, pb.vec4(scope.$inputs.position, 1)).xy;\r\n //scope.$l.level = pb.mul(ShaderHelper.getWorldMatrix(scope), pb.vec4(0, 0, 0, 1)).y;\r\n scope.clipmapWorldPos = pb.mul(\r\n ShaderHelper.getWorldMatrix(scope),\r\n pb.vec4(scope.clipmapPos.x, 0, scope.clipmapPos.y, 1)\r\n ).xyz; // pb.vec3(scope.clipmapPos.x, scope.level, scope.clipmapPos.y);\r\n scope.worldNormal = pb.vec3(0, 1, 0);\r\n scope.worldPos = scope.clipmapWorldPos;\r\n this.waveGenerator?.calcVertexPositionAndNormal(\r\n scope,\r\n scope.clipmapWorldPos,\r\n scope.worldPos,\r\n scope.worldNormal\r\n );\r\n scope.$outputs.worldPos = scope.worldPos;\r\n scope.$outputs.clipmapPos = scope.clipmapWorldPos;\r\n scope.$outputs.worldNormal = scope.worldNormal;\r\n ShaderHelper.setClipSpacePosition(\r\n scope,\r\n pb.mul(ShaderHelper.getViewProjectionMatrix(scope), pb.vec4(scope.$outputs.worldPos, 1))\r\n );\r\n ShaderHelper.resolveMotionVector(scope, scope.$outputs.worldPos, scope.$outputs.worldPos);\r\n }\r\n fragmentShader(scope: PBFunctionScope): void {\r\n super.fragmentShader(scope);\r\n const pb = scope.$builder;\r\n this.waveGenerator?.setupUniforms(scope, 2);\r\n scope.region = pb.vec4().uniform(2);\r\n if (this.needFragmentColor()) {\r\n scope.displace = pb.float().uniform(2);\r\n scope.depthMulti = pb.float().uniform(2);\r\n scope.refractionStrength = pb.float().uniform(2);\r\n scope.ssrParams = pb.vec4().uniform(2);\r\n scope.scatterRampTex = pb.tex2D().uniform(2);\r\n scope.absorptionRampTex = pb.tex2D().uniform(2);\r\n }\r\n scope.$l.discardable = pb.or(\r\n pb.any(pb.lessThan(scope.$inputs.worldPos.xz, scope.region.xy)),\r\n pb.any(pb.greaterThan(scope.$inputs.worldPos.xz, scope.region.zw))\r\n );\r\n scope.$if(scope.discardable, function () {\r\n pb.discard();\r\n });\r\n if (this.needFragmentColor()) {\r\n scope.$l.normal = this.waveGenerator\r\n ? this.waveGenerator.calcFragmentNormalAndFoam(\r\n scope,\r\n scope.$inputs.clipmapPos.xz,\r\n scope.$inputs.worldNormal\r\n )\r\n : pb.vec4(scope.$inputs.worldNormal, 0);\r\n scope.$l.outColor = pb.vec4(\r\n this.waterShading(scope, scope.$inputs.worldPos, scope.normal.xyz, scope.normal.w),\r\n 1\r\n );\r\n if (this.drawContext.materialFlags & MaterialVaryingFlags.SSR_STORE_ROUGHNESS) {\r\n scope.$l.outRoughness = pb.vec4(1, 1, 1, 0);\r\n this.outputFragmentColor(\r\n scope,\r\n scope.$inputs.worldPos,\r\n pb.vec4(1),\r\n scope.outRoughness,\r\n scope.outColor\r\n );\r\n } else {\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.outColor);\r\n }\r\n } else {\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, null);\r\n }\r\n }\r\n waterShading(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal: PBShaderExp,\r\n foamFactor: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func('getAbsorption', [pb.float('depth')], function () {\r\n this.$l.c = pb.textureSampleLevel(\r\n this.absorptionRampTex,\r\n pb.vec2(pb.mul(this.depth, this.depthMulti), 0.5),\r\n 0\r\n ).rgb;\r\n this.$return(pb.mul(this.c, this.c));\r\n });\r\n pb.func('getScattering', [pb.float('depth')], function () {\r\n this.$l.c = pb.textureSampleLevel(\r\n this.scatterRampTex,\r\n pb.vec2(pb.mul(this.depth, this.depthMulti), 0.5),\r\n 0\r\n ).rgb;\r\n this.$return(pb.mul(this.c, this.c));\r\n });\r\n pb.func('fresnel', [pb.vec3('normal'), pb.vec3('eyeVec')], function () {\r\n this.$return(\r\n pb.clamp(\r\n pb.sub(pb.pow(pb.sub(1, pb.dot(this.normal, this.eyeVec)), 5), this.refractionStrength),\r\n 0,\r\n 1\r\n )\r\n );\r\n });\r\n pb.func(\r\n 'lightSpecular',\r\n [pb.vec3('lightDir'), pb.vec3('eyeVecNorm'), pb.vec3('normal'), pb.vec3('lightColor')],\r\n function () {\r\n this.$l.roughness = pb.float(0.04);\r\n this.$l.f0 = pb.vec3(0.02);\r\n this.$l.f90 = pb.vec3(1);\r\n this.$l.L = this.lightDir;\r\n this.$l.V = pb.neg(this.eyeVecNorm);\r\n this.$l.halfVec = pb.normalize(pb.add(this.L, this.V));\r\n this.$l.NoH = pb.clamp(pb.dot(this.normal, this.halfVec), 0, 1);\r\n this.$l.NoL = pb.clamp(pb.dot(this.normal, this.L), 0, 1);\r\n this.$l.specular = pb.vec3(0);\r\n this.$if(pb.greaterThan(this.NoL, 0), function () {\r\n this.$l.VoH = pb.clamp(pb.dot(this.V, this.halfVec), 0, 1);\r\n this.$l.NoV = pb.clamp(pb.dot(this.normal, this.V), 0, 1);\r\n this.$l.F = fresnelSchlick(this, this.VoH, this.f0, this.f90);\r\n this.$l.alphaRoughness = pb.mul(this.roughness, this.roughness);\r\n this.$l.D = distributionGGX(this, this.NoH, this.alphaRoughness);\r\n this.$l.VIS = visGGX(this, this.NoV, this.NoL, this.alphaRoughness);\r\n this.specular = pb.mul(this.D, this.VIS, this.F, this.lightColor);\r\n });\r\n this.$return(this.specular);\r\n }\r\n );\r\n pb.func(\r\n 'waterShading',\r\n [pb.vec3('worldPos'), pb.vec3('worldNormal'), pb.float('foamFactor')],\r\n function () {\r\n this.$l.screenUV = pb.div(pb.vec2(this.$builtins.fragCoord.xy), ShaderHelper.getRenderSize(this));\r\n this.$l.dist = pb.length(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this)));\r\n this.$l.normalScale = pb.clamp(pb.div(100, this.dist), 0, 1);\r\n this.$l.normal = pb.normalize(\r\n pb.mul(this.worldNormal, pb.vec3(this.normalScale, 1, this.normalScale))\r\n );\r\n this.$l.displacedTexCoord = pb.add(this.screenUV, pb.mul(this.normal.xz, this.displace));\r\n this.$l.wPos = ShaderHelper.samplePositionFromDepth(\r\n this,\r\n ShaderHelper.getLinearDepthTexture(this),\r\n this.screenUV,\r\n ShaderHelper.getInvViewProjectionMatrix(this),\r\n ShaderHelper.getCameraParams(this).xy\r\n );\r\n this.$l.eyeVec = pb.sub(this.worldPos.xyz, ShaderHelper.getCameraPosition(this));\r\n this.$l.eyeVecNorm = pb.normalize(this.eyeVec);\r\n this.$l.depth = pb.length(pb.sub(this.wPos.xyz, this.worldPos));\r\n this.$l.viewPos = pb.mul(ShaderHelper.getViewMatrix(this), pb.vec4(this.worldPos, 1)).xyz;\r\n this.incidentVec = pb.normalize(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this)));\r\n this.reflectVecW = pb.reflect(this.incidentVec, this.normal);\r\n this.$l.reflectance = pb.vec3();\r\n this.$l.hitInfo = pb.vec4(0);\r\n this.$if(pb.greaterThan(this.reflectVecW.y, 0), function () {\r\n this.reflectVec = pb.mul(ShaderHelper.getViewMatrix(this), pb.vec4(this.reflectVecW, 0)).xyz;\r\n this.hitInfo = ShaderHelper.getHiZDepthTexture(this)\r\n ? screenSpaceRayTracing_HiZ(\r\n this,\r\n this.viewPos,\r\n this.reflectVec,\r\n ShaderHelper.getViewMatrix(this),\r\n ShaderHelper.getProjectionMatrix(this),\r\n ShaderHelper.getInvProjectionMatrix(this),\r\n ShaderHelper.getCameraParams(this).xy,\r\n pb.int(ShaderHelper.getHiZDepthTextureMipLevelCount(this)),\r\n this.ssrParams.y,\r\n this.ssrParams.z,\r\n pb.vec4(ShaderHelper.getRenderSize(this), ShaderHelper.getHiZDepthTextureSize(this)),\r\n ShaderHelper.getHiZDepthTexture(this)\r\n )\r\n : screenSpaceRayTracing_Linear2D(\r\n this,\r\n this.viewPos,\r\n this.reflectVec,\r\n ShaderHelper.getViewMatrix(this),\r\n ShaderHelper.getProjectionMatrix(this),\r\n ShaderHelper.getInvProjectionMatrix(this),\r\n ShaderHelper.getCameraParams(this).xy,\r\n this.ssrParams.x,\r\n this.ssrParams.y,\r\n this.ssrParams.z,\r\n this.ssrParams.w,\r\n pb.vec4(ShaderHelper.getRenderSize(this), ShaderHelper.getLinearDepthTextureSize(this)),\r\n ShaderHelper.getLinearDepthTexture(this)\r\n );\r\n });\r\n this.$l.refl = pb.reflect(\r\n pb.normalize(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this))),\r\n this.normal\r\n );\r\n this.refl.y = pb.max(this.refl.y, 0.1);\r\n this.reflectance = pb.mix(\r\n pb.textureSampleLevel(ShaderHelper.getBakedSkyTexture(this), this.refl, 0).rgb,\r\n pb.textureSampleLevel(ShaderHelper.getSceneColorTexture(this), this.hitInfo.xy, 0).rgb,\r\n this.hitInfo.w\r\n );\r\n this.$l.refractUV = this.displacedTexCoord;\r\n this.$l.displacedPos = ShaderHelper.samplePositionFromDepth(\r\n this,\r\n ShaderHelper.getLinearDepthTexture(this),\r\n this.refractUV,\r\n ShaderHelper.getInvProjectionMatrix(this),\r\n ShaderHelper.getCameraParams(this).xy\r\n );\r\n this.$if(\r\n pb.or(\r\n pb.greaterThanEqual(this.displacedPos.w, 0.99999),\r\n pb.greaterThan(this.displacedPos.z, this.viewPos.z)\r\n ),\r\n function () {\r\n this.refractUV = this.screenUV;\r\n }\r\n ).$else(function () {\r\n this.depth = pb.length(pb.sub(this.displacedPos.xyz, this.viewPos));\r\n });\r\n this.$l.refraction = pb.textureSampleLevel(\r\n ShaderHelper.getSceneColorTexture(this),\r\n this.refractUV,\r\n 0\r\n ).rgb;\r\n this.refraction = pb.mul(this.refraction, this.getAbsorption(this.depth));\r\n this.$l.fresnelTerm = this.fresnel(this.normal, pb.neg(this.eyeVecNorm));\r\n this.$l.finalColor = pb.mix(\r\n pb.mix(this.refraction, this.reflectance, this.fresnelTerm),\r\n pb.vec3(1),\r\n this.foamFactor\r\n );\r\n that.forEachLight(this, function (type, posRange, dirCutoff, colorIntensity, shadow) {\r\n this.$l.lightAtten = that.calculateLightAttenuation(this, type, this.worldPos, posRange, dirCutoff);\r\n this.$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.lightContrib = this.lightSpecular(\r\n this.lightDir,\r\n this.eyeVecNorm,\r\n this.normal,\r\n pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten)\r\n );\r\n if (shadow) {\r\n this.$l.shadow = pb.vec3(that.calculateShadow(this, this.worldPos, this.NoL));\r\n this.lightContrib = pb.mul(this.lightContrib, this.shadow);\r\n }\r\n this.finalColor = pb.add(this.finalColor, this.lightContrib);\r\n });\r\n if (that.needCalculateEnvLight()) {\r\n this.$l.irradiance = that.getEnvLightIrradiance(this, this.normal);\r\n this.$l.sss = pb.mul(this.getScattering(this.depth), this.irradiance, 1 / Math.PI);\r\n this.finalColor = pb.add(this.finalColor, this.sss);\r\n }\r\n this.$return(this.finalColor);\r\n }\r\n );\r\n return scope.waterShading(worldPos, worldNormal, foamFactor);\r\n }\r\n applyUniforms(bindGroup: BindGroup, ctx: DrawContext, needUpdate: boolean, pass: number): void {\r\n super.applyUniforms(bindGroup, ctx, needUpdate, pass);\r\n const waveGenerator = this._waveGenerator.get();\r\n if (waveGenerator && this._waveVersion !== waveGenerator.version) {\r\n waveGenerator.applyWaterBindGroup(bindGroup);\r\n this._waveVersion = waveGenerator.version;\r\n }\r\n }\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number): void {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n bindGroup.setValue('clipmapGridInfo', this._clipmapGridInfo);\r\n bindGroup.setValue('region', this._region);\r\n if (this.needFragmentColor(ctx)) {\r\n bindGroup.setValue('displace', this._displace / ctx.renderWidth);\r\n bindGroup.setValue('depthMulti', this._depthMulti);\r\n bindGroup.setValue('refractionStrength', this._refractionStrength);\r\n bindGroup.setValue('ssrParams', this._ssrParams);\r\n bindGroup.setTexture(\r\n 'scatterRampTex',\r\n this._getScatterRampTexture(ctx.device),\r\n fetchSampler('clamp_linear_nomip')\r\n );\r\n bindGroup.setTexture(\r\n 'absorptionRampTex',\r\n this._getAbsorptionRampTexture(ctx.device),\r\n fetchSampler('clamp_linear_nomip')\r\n );\r\n }\r\n if (this.waveGenerator) {\r\n this.waveGenerator.applyWaterBindGroup(bindGroup);\r\n }\r\n }\r\n needUpdate() {\r\n return !!this._waveGenerator.get()?.needUpdate();\r\n }\r\n update(frameId: number, elapsed: number) {\r\n const waveGenerator = this._waveGenerator.get();\r\n if (waveGenerator) {\r\n const updateFrameId = WaterMaterial._waveUpdateState.get(waveGenerator);\r\n if (updateFrameId !== frameId) {\r\n waveGenerator.update(elapsed);\r\n WaterMaterial._waveUpdateState.set(waveGenerator, frameId);\r\n }\r\n }\r\n }\r\n private _getRampTexture(device: AbstractDevice, grad: Interpolator) {\r\n const width = 128;\r\n const height = 1;\r\n const texture = device.createTexture2D('rgba8unorm', width, height, {\r\n mipmapping: false\r\n });\r\n const numTexels = width * height;\r\n const data = new Uint8Array(numTexels * 4);\r\n const tmpcolor = new Vector3();\r\n for (let i = 0; i < numTexels; i++) {\r\n grad.interpolate((i % width) / width, tmpcolor);\r\n data[i * 4 + 0] = (tmpcolor.x * 255) >> 0;\r\n data[i * 4 + 1] = (tmpcolor.y * 255) >> 0;\r\n data[i * 4 + 2] = (tmpcolor.z * 255) >> 0;\r\n data[i * 4 + 3] = 255;\r\n }\r\n texture.update(data, 0, 0, width, height);\r\n return texture;\r\n }\r\n private _getScatterRampTexture(device: AbstractDevice) {\r\n if (!this._scatterRampTexture.get()) {\r\n if (!WaterMaterial._defaultScatterRampTexture.get()) {\r\n WaterMaterial._defaultScatterRampTexture.set(\r\n this._getRampTexture(device, WaterMaterial._scatterGrad)\r\n );\r\n }\r\n this._scatterRampTexture.set(WaterMaterial._defaultScatterRampTexture.get());\r\n }\r\n return this._scatterRampTexture.get();\r\n }\r\n private _getAbsorptionRampTexture(device: AbstractDevice) {\r\n if (!this._absorptionRampTexture.get()) {\r\n if (!WaterMaterial._defaultAbsorptionRampTexture.get()) {\r\n WaterMaterial._defaultAbsorptionRampTexture.set(\r\n this._getRampTexture(device, WaterMaterial._absorptionGrad)\r\n );\r\n }\r\n this._absorptionRampTexture.set(WaterMaterial._defaultAbsorptionRampTexture.get());\r\n }\r\n return this._absorptionRampTexture.get();\r\n 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@@ -0,0 +1,38 @@
1
+ import { ScriptingSystem } from './scriptingsystem.js';
2
+
3
+ class RuntimeManager {
4
+ scriptingSystem;
5
+ enabled;
6
+ constructor(VFS, scriptsRoot, editorMode, enabled){
7
+ this.scriptingSystem = new ScriptingSystem({
8
+ VFS,
9
+ scriptsRoot,
10
+ editorMode
11
+ });
12
+ this.enabled = enabled ?? true;
13
+ }
14
+ get VFS() {
15
+ return this.scriptingSystem.registry.VFS;
16
+ }
17
+ detachAllScripts() {
18
+ if (this.enabled) {
19
+ this.scriptingSystem.detachAllScripts();
20
+ }
21
+ }
22
+ async attachScript(host, module) {
23
+ return this.enabled ? await this.scriptingSystem.attachScript(host, module) : null;
24
+ }
25
+ detachScript(host, idOrInstance) {
26
+ if (this.enabled) {
27
+ this.scriptingSystem.detachScript(host, idOrInstance);
28
+ }
29
+ }
30
+ update(deltaTime, elapsedTime) {
31
+ if (this.enabled) {
32
+ this.scriptingSystem.update(deltaTime, elapsedTime);
33
+ }
34
+ }
35
+ }
36
+
37
+ export { RuntimeManager };
38
+ //# sourceMappingURL=runtimemgr.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"runtimemgr.js","sources":["../../../../../../node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js"],"sourcesContent":["import { ScriptingSystem } from './scriptingsystem.js';\n\nclass RuntimeManager {\n scriptingSystem;\n enabled;\n constructor(VFS, scriptsRoot, editorMode, enabled){\n this.scriptingSystem = new ScriptingSystem({\n VFS,\n scriptsRoot,\n editorMode\n });\n this.enabled = enabled ?? true;\n }\n get VFS() {\n return this.scriptingSystem.registry.VFS;\n }\n detachAllScripts() {\n if (this.enabled) {\n this.scriptingSystem.detachAllScripts();\n }\n }\n async attachScript(host, module) {\n return this.enabled ? await this.scriptingSystem.attachScript(host, module) : null;\n }\n detachScript(host, idOrInstance) {\n if (this.enabled) {\n this.scriptingSystem.detachScript(host, idOrInstance);\n }\n }\n update(deltaTime, elapsedTime) {\n if (this.enabled) {\n this.scriptingSystem.update(deltaTime, elapsedTime);\n }\n }\n}\n\nexport { RuntimeManager };\n//# sourceMappingURL=runtimemgr.js.map\n"],"names":[],"mappings":";;AAEA,MAAM,cAAc,CAAC;AACrB,IAAI,eAAe;AACnB,IAAI,OAAO;AACX,IAAI,WAAW,CAAC,GAAG,EAAE,WAAW,EAAE,UAAU,EAAE,OAAO,CAAC;AACtD,QAAQ,IAAI,CAAC,eAAe,GAAG,IAAI,eAAe,CAAC;AACnD,YAAY,GAAG;AACf,YAAY,WAAW;AACvB,YAAY;AACZ,SAAS,CAAC;AACV,QAAQ,IAAI,CAAC,OAAO,GAAG,OAAO,IAAI,IAAI;AACtC;AACA,IAAI,IAAI,GAAG,GAAG;AACd,QAAQ,OAAO,IAAI,CAAC,eAAe,CAAC,QAAQ,CAAC,GAAG;AAChD;AACA,IAAI,gBAAgB,GAAG;AACvB,QAAQ,IAAI,IAAI,CAAC,OAAO,EAAE;AAC1B,YAAY,IAAI,CAAC,eAAe,CAAC,gBAAgB,EAAE;AACnD;AACA;AACA,IAAI,MAAM,YAAY,CAAC,IAAI,EAAE,MAAM,EAAE;AACrC,QAAQ,OAAO,IAAI,CAAC,OAAO,GAAG,MAAM,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,IAAI,EAAE,MAAM,CAAC,GAAG,IAAI;AAC1F;AACA,IAAI,YAAY,CAAC,IAAI,EAAE,YAAY,EAAE;AACrC,QAAQ,IAAI,IAAI,CAAC,OAAO,EAAE;AAC1B,YAAY,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,IAAI,EAAE,YAAY,CAAC;AACjE;AACA;AACA,IAAI,MAAM,CAAC,SAAS,EAAE,WAAW,EAAE;AACnC,QAAQ,IAAI,IAAI,CAAC,OAAO,EAAE;AAC1B,YAAY,IAAI,CAAC,eAAe,CAAC,MAAM,CAAC,SAAS,EAAE,WAAW,CAAC;AAC/D;AACA;AACA;;;;","x_google_ignoreList":[0]}
@@ -0,0 +1,10 @@
1
+ class RuntimeScript {
2
+ onCreated() {}
3
+ onAttached(_host) {}
4
+ onUpdate(_deltaTime, _elapsedTime) {}
5
+ onDetached() {}
6
+ onDestroy() {}
7
+ }
8
+
9
+ export { RuntimeScript };
10
+ //# sourceMappingURL=runtimescript.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"runtimescript.js","sources":["../../../../../../node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js"],"sourcesContent":["class RuntimeScript {\n onCreated() {}\n onAttached(_host) {}\n onUpdate(_deltaTime, _elapsedTime) {}\n onDetached() {}\n onDestroy() {}\n}\n\nexport { RuntimeScript };\n//# sourceMappingURL=runtimescript.js.map\n"],"names":[],"mappings":"AAAA,MAAM,aAAa,CAAC;AACpB,IAAI,SAAS,GAAG;AAChB,IAAI,UAAU,CAAC,KAAK,EAAE;AACtB,IAAI,QAAQ,CAAC,UAAU,EAAE,YAAY,EAAE;AACvC,IAAI,UAAU,GAAG;AACjB,IAAI,SAAS,GAAG;AAChB;;;;","x_google_ignoreList":[0]}