@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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+ {"version":3,"file":"envlight.js","sources":["../../src/render/envlight.ts"],"sourcesContent":["import { Disposable, DRef, Vector3 } from '@zephyr3d/base';\r\nimport { Vector4 } from '@zephyr3d/base';\r\nimport type {\r\n BindGroup,\r\n FrameBuffer,\r\n GPUDataBuffer,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n ProgramBuilder,\r\n TextureCube\r\n} from '@zephyr3d/device';\r\nimport { fetchSampler } from '../utility/misc';\r\nimport { getDevice } from '../app/api';\r\n\r\n/**\r\n * Environment light type\r\n * @public\r\n */\r\nexport type EnvLightType = 'ibl' | 'hemisphere' | 'constant' | 'none';\r\n\r\n/**\r\n * Base class for any kind of environment light\r\n * @public\r\n */\r\nexport abstract class EnvironmentLighting extends Disposable {\r\n /**\r\n * The environment light type\r\n */\r\n abstract getType(): EnvLightType;\r\n /**\r\n * Initialize shader bindings\r\n * @param pb - The program builder\r\n */\r\n abstract initShaderBindings(pb: ProgramBuilder): void;\r\n /**\r\n * Updates the uniform values\r\n * @param bg - The bind group to be updated\r\n */\r\n abstract updateBindGroup(bg: BindGroup): void;\r\n /**\r\n * Get radiance for a fragment\r\n *\r\n * @param scope - The shader scope\r\n * @param refl - Reflection vector\r\n * @param roughness - Surface roughness\r\n *\r\n * @returns The radiance for the fragment\r\n */\r\n abstract getRadiance(scope: PBInsideFunctionScope, refl: PBShaderExp, roughness: PBShaderExp): PBShaderExp;\r\n /**\r\n * Get irradiance for a fragment\r\n *\r\n * @param scope - The shader scope\r\n * @param normal - surface normal\r\n *\r\n * @returns The radiance for the fragment\r\n */\r\n abstract getIrradiance(scope: PBInsideFunctionScope, normal: PBShaderExp): PBShaderExp;\r\n /**\r\n * Returns whether this environment lighting supports reflective light\r\n */\r\n abstract hasRadiance(): boolean;\r\n /**\r\n * Returns whether this environment lighting supports diffuse light\r\n */\r\n abstract hasIrradiance(): boolean;\r\n}\r\n\r\n/**\r\n * IBL with SH based environment lighting\r\n * @public\r\n */\r\nexport class EnvShIBL extends EnvironmentLighting {\r\n /** @internal */\r\n public static readonly UNIFORM_NAME_IBL_RADIANCE_MAP = 'zIBLRadianceMap';\r\n /** @internal */\r\n public static readonly UNIFORM_NAME_IBL_RADIANCE_MAP_MAX_LOD = 'zIBLRadianceMapMaxLOD';\r\n /** @internal */\r\n public static readonly UNIFORM_NAME_IBL_IRRADIANCE_SH = 'zIBLIrradianceSH';\r\n /** @internal */\r\n public static readonly UNIFORM_NAME_IBL_IRRADIANCE_WINDOW = 'zIBLIrradianceWindow';\r\n /** @internal */\r\n private readonly _radianceMap: DRef<TextureCube>;\r\n /** @internal */\r\n private readonly _irradianceSH: DRef<GPUDataBuffer>;\r\n /** @internal */\r\n private readonly _irradianceSHFB: DRef<FrameBuffer>;\r\n /** @internal */\r\n private _irraidanceWindow: Vector3;\r\n /**\r\n * Creates an instance of EnvIBL\r\n * @param radianceMap - The radiance map\r\n * @param irradianceSH - The irradiance SH\r\n */\r\n constructor(radianceMap?: TextureCube, irradianceSH?: GPUDataBuffer, irradianceSHFB?: FrameBuffer) {\r\n super();\r\n this._radianceMap = new DRef(radianceMap || null);\r\n this._irradianceSH = new DRef(irradianceSH || null);\r\n this._irradianceSHFB = new DRef(irradianceSHFB || null);\r\n this._irraidanceWindow = new Vector3();\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getType}\r\n * @override\r\n */\r\n getType(): EnvLightType {\r\n return 'ibl';\r\n }\r\n /** The radiance map */\r\n get radianceMap(): TextureCube {\r\n return this._radianceMap.get();\r\n }\r\n set radianceMap(tex: TextureCube) {\r\n this._radianceMap.set(tex);\r\n }\r\n /** The irradiance sh coeffecients */\r\n get irradianceSH(): GPUDataBuffer {\r\n return this._irradianceSH.get();\r\n }\r\n set irradianceSH(value: GPUDataBuffer) {\r\n this._irradianceSH.set(value);\r\n }\r\n /** The irradiance sh coeffecients */\r\n get irradianceSHFB(): FrameBuffer {\r\n return this._irradianceSHFB.get();\r\n }\r\n set irradianceSHFB(value: FrameBuffer) {\r\n this._irradianceSHFB.set(value);\r\n }\r\n /** The irradiance sh window */\r\n get irradianceWindow(): Vector3 {\r\n return this._irraidanceWindow;\r\n }\r\n set irradianceWindow(val: Vector3) {\r\n this._irraidanceWindow = val;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.initShaderBindings}\r\n * @override\r\n */\r\n initShaderBindings(pb: ProgramBuilder): void {\r\n if (pb.shaderKind === 'fragment') {\r\n if (this.radianceMap) {\r\n pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP] = pb.texCube().uniform(0);\r\n pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP_MAX_LOD] = pb.float().uniform(0);\r\n }\r\n if (getDevice().type === 'webgl' || !getDevice().getDeviceCaps().framebufferCaps.supportFloatBlending) {\r\n if (this.irradianceSHFB) {\r\n pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH] = pb.tex2D().uniform(0);\r\n pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW] = pb.vec3().uniform(0);\r\n }\r\n } else {\r\n if (this.irradianceSH) {\r\n pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH] = pb.vec4[9]().uniformBuffer(0);\r\n pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW] = pb.vec3().uniform(0);\r\n }\r\n }\r\n }\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.updateBindGroup}\r\n * @override\r\n */\r\n updateBindGroup(bg: BindGroup): void {\r\n if (this.radianceMap) {\r\n bg.setValue(EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP_MAX_LOD, this.radianceMap.mipLevelCount - 1);\r\n bg.setTexture(EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP, this.radianceMap);\r\n }\r\n if (getDevice().type === 'webgl' || !getDevice().getDeviceCaps().framebufferCaps.supportFloatBlending) {\r\n if (this.irradianceSHFB) {\r\n bg.setTexture(\r\n EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH,\r\n this.irradianceSHFB.getColorAttachments()[0],\r\n fetchSampler('clamp_nearest_nomip')\r\n );\r\n bg.setValue(EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW, this.irradianceWindow);\r\n }\r\n } else {\r\n if (this.irradianceSH) {\r\n bg.setBuffer(EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH, this.irradianceSH);\r\n bg.setValue(EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW, this.irradianceWindow);\r\n }\r\n }\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getRadiance}\r\n * @override\r\n */\r\n getRadiance(scope: PBInsideFunctionScope, refl: PBShaderExp, roughness: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n return getDevice().getDeviceCaps().shaderCaps.supportShaderTextureLod\r\n ? pb.textureSampleLevel(\r\n scope[EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP],\r\n refl,\r\n pb.mul(roughness, scope[EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP_MAX_LOD])\r\n ).rgb\r\n : pb.textureSample(scope[EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP], refl).rgb;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getIrradiance}\r\n * @override\r\n */\r\n getIrradiance(scope: PBInsideFunctionScope, normal: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n pb.func('Z_sh_Y0', [pb.vec3('v')], function () {\r\n this.$return(0.2820947917);\r\n });\r\n pb.func('Z_sh_Y1', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(this.v.y, -0.4886025119));\r\n });\r\n pb.func('Z_sh_Y2', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(this.v.z, 0.4886025119));\r\n });\r\n pb.func('Z_sh_Y3', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(this.v.x, -0.4886025119));\r\n });\r\n pb.func('Z_sh_Y4', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(this.v.x, this.v.y, 1.0925484306));\r\n });\r\n pb.func('Z_sh_Y5', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(this.v.y, this.v.z, -1.0925484306));\r\n });\r\n pb.func('Z_sh_Y6', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(pb.sub(pb.mul(this.v.z, this.v.z, 3), 1), 0.3153915652));\r\n });\r\n pb.func('Z_sh_Y7', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(this.v.x, this.v.z, -1.0925484306));\r\n });\r\n pb.func('Z_sh_Y8', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(pb.sub(pb.mul(this.v.x, this.v.x), pb.mul(this.v.y, this.v.y)), 0.5462742153));\r\n });\r\n pb.func('Z_sh_eval', [pb.vec3('v')], function () {\r\n this.$l.window = this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW];\r\n if (getDevice().type === 'webgl' || !getDevice().getDeviceCaps().framebufferCaps.supportFloatBlending) {\r\n this.$l.c = pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(0.5 / 3, 0.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y0(this.v),\r\n this.window.x\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(1.5 / 3, 0.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y1(this.v),\r\n this.window.y\r\n )\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(2.5 / 3, 0.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y2(this.v),\r\n this.window.y\r\n )\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(0.5 / 3, 1.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y3(this.v),\r\n this.window.y\r\n )\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(1.5 / 3, 1.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y4(this.v),\r\n this.window.z\r\n )\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(2.5 / 3, 1.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y5(this.v),\r\n this.window.z\r\n )\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(0.5 / 3, 2.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y6(this.v),\r\n this.window.z\r\n )\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(1.5 / 3, 2.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y7(this.v),\r\n this.window.z\r\n )\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(2.5 / 3, 2.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y8(this.v),\r\n this.window.z\r\n )\r\n );\r\n } else {\r\n this.$l.c = pb.mul(\r\n this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][0].xyz,\r\n this.Z_sh_Y0(this.v),\r\n this.window.x\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][1].xyz, this.Z_sh_Y1(this.v), this.window.y)\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][2].xyz, this.Z_sh_Y2(this.v), this.window.y)\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][3].xyz, this.Z_sh_Y3(this.v), this.window.y)\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][4].xyz, this.Z_sh_Y4(this.v), this.window.z)\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][5].xyz, this.Z_sh_Y5(this.v), this.window.z)\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][6].xyz, this.Z_sh_Y6(this.v), this.window.z)\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][7].xyz, this.Z_sh_Y7(this.v), this.window.z)\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][8].xyz, this.Z_sh_Y8(this.v), this.window.z)\r\n );\r\n }\r\n this.$return(this.c);\r\n });\r\n return pb.getGlobalScope().Z_sh_eval(normal);\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.hasRadiance}\r\n * @override\r\n */\r\n hasRadiance(): boolean {\r\n return !!this._radianceMap;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.hasIrradiance}\r\n * @override\r\n */\r\n hasIrradiance(): boolean {\r\n return !!this._irradianceSH;\r\n }\r\n /**\r\n * Disposes the object and releases all GPU resources\r\n * @override\r\n */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._radianceMap.dispose();\r\n this._irradianceSH.dispose();\r\n this._irradianceSHFB.dispose();\r\n }\r\n}\r\n\r\n/**\r\n * Constant ambient light\r\n * @public\r\n */\r\nexport class EnvConstantAmbient extends EnvironmentLighting {\r\n /** @internal */\r\n public static readonly UNIFORM_NAME_CONSTANT_AMBIENT = 'zConstantAmbient';\r\n /** @internal */\r\n private readonly _ambientColor: Vector4;\r\n /**\r\n * Creates an instance of EnvConstantAmbient\r\n * @param ambientColor - The ambient color\r\n */\r\n constructor(ambientColor?: Vector4) {\r\n super();\r\n this._ambientColor = ambientColor ? new Vector4(ambientColor) : new Vector4(0, 0, 0, 1);\r\n }\r\n /** The ambient color */\r\n get ambientColor(): Vector4 {\r\n return this._ambientColor;\r\n }\r\n set ambientColor(ambientColor: Vector4) {\r\n if (ambientColor) {\r\n this._ambientColor.set(ambientColor);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getType}\r\n * @override\r\n */\r\n getType(): EnvLightType {\r\n return 'constant';\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.initShaderBindings}\r\n * @override\r\n */\r\n initShaderBindings(pb: ProgramBuilder): void {\r\n if (pb.shaderKind === 'fragment') {\r\n pb.getGlobalScope()[EnvConstantAmbient.UNIFORM_NAME_CONSTANT_AMBIENT] = pb.vec4().uniform(0);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.updateBindGroup}\r\n * @override\r\n */\r\n updateBindGroup(bg: BindGroup): void {\r\n bg.setValue(EnvConstantAmbient.UNIFORM_NAME_CONSTANT_AMBIENT, this._ambientColor);\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getRadiance}\r\n * @override\r\n */\r\n getRadiance(_scope: PBInsideFunctionScope, _refl: PBShaderExp, _roughness: PBShaderExp): PBShaderExp {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getIrradiance}\r\n * @override\r\n */\r\n getIrradiance(scope: PBInsideFunctionScope, _normal: PBShaderExp): PBShaderExp {\r\n return scope[EnvConstantAmbient.UNIFORM_NAME_CONSTANT_AMBIENT].rgb;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.hasRadiance}\r\n * @override\r\n */\r\n hasRadiance(): boolean {\r\n return false;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.hasIrradiance}\r\n * @override\r\n */\r\n hasIrradiance(): boolean {\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Hemispheric ambient light\r\n * @public\r\n */\r\nexport class EnvHemisphericAmbient extends EnvironmentLighting {\r\n /** @internal */\r\n public static readonly UNIFORM_NAME_AMBIENT_UP = 'zHemisphericAmbientUp';\r\n /** @internal */\r\n public static readonly UNIFORM_NAME_AMBIENT_DOWN = 'zHemisphericAmbientDown';\r\n /** @internal */\r\n private readonly _ambientUp: Vector4;\r\n /** @internal */\r\n private readonly _ambientDown: Vector4;\r\n /**\r\n * Creates an instance of EnvConstantAmbient\r\n * @param ambientUp - The upside ambient color\r\n * @param ambientDown - The downside ambient color\r\n */\r\n constructor(ambientUp: Vector4, ambientDown: Vector4) {\r\n super();\r\n this._ambientUp = new Vector4(ambientUp);\r\n this._ambientDown = new Vector4(ambientDown);\r\n }\r\n /** The upside ambient color */\r\n get ambientUp(): Vector4 {\r\n return this._ambientUp;\r\n }\r\n set ambientUp(color: Vector4) {\r\n if (color) {\r\n this._ambientUp.set(color);\r\n }\r\n }\r\n /** The downside ambient color */\r\n get ambientDown(): Vector4 {\r\n return this._ambientDown;\r\n }\r\n set ambientDown(color: Vector4) {\r\n if (color) {\r\n this._ambientDown.set(color);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getType}\r\n * @override\r\n */\r\n getType(): EnvLightType {\r\n return 'hemisphere';\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.initShaderBindings}\r\n * @override\r\n */\r\n initShaderBindings(pb: ProgramBuilder): void {\r\n if (pb.shaderKind === 'fragment') {\r\n pb.getGlobalScope()[EnvHemisphericAmbient.UNIFORM_NAME_AMBIENT_UP] = pb.vec4().uniform(0);\r\n pb.getGlobalScope()[EnvHemisphericAmbient.UNIFORM_NAME_AMBIENT_DOWN] = pb.vec4().uniform(0);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.updateBindGroup}\r\n * @override\r\n */\r\n updateBindGroup(bg: BindGroup): void {\r\n bg.setValue(EnvHemisphericAmbient.UNIFORM_NAME_AMBIENT_UP, this._ambientUp);\r\n bg.setValue(EnvHemisphericAmbient.UNIFORM_NAME_AMBIENT_DOWN, this._ambientDown);\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getRadiance}\r\n * @override\r\n */\r\n getRadiance(scope: PBInsideFunctionScope, refl: PBShaderExp, _roughness: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n const factor = pb.add(pb.mul(refl.y, 0.5), 0.5);\r\n return pb.mix(\r\n scope[EnvHemisphericAmbient.UNIFORM_NAME_AMBIENT_DOWN],\r\n scope[EnvHemisphericAmbient.UNIFORM_NAME_AMBIENT_UP],\r\n factor\r\n ).rgb;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getIrradiance}\r\n * @override\r\n */\r\n getIrradiance(scope: PBInsideFunctionScope, normal: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n const factor = pb.add(pb.mul(normal.y, 0.5), 0.5);\r\n return pb.mix(\r\n scope[EnvHemisphericAmbient.UNIFORM_NAME_AMBIENT_DOWN],\r\n scope[EnvHemisphericAmbient.UNIFORM_NAME_AMBIENT_UP],\r\n factor\r\n ).rgb;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.hasRadiance}\r\n * @override\r\n */\r\n hasRadiance(): boolean {\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.hasIrradiance}\r\n * @override\r\n */\r\n hasIrradiance(): boolean {\r\n return true;\r\n 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@@ -0,0 +1,234 @@
1
+ import { Disposable, Vector2 } from '@zephyr3d/base';
2
+ import '@zephyr3d/device';
3
+ import { valueNoise } from '../shaders/noise.js';
4
+ import '../shaders/atmosphere.js';
5
+ import { ShaderHelper } from '../material/shader/helper.js';
6
+ import '../material/lambert.js';
7
+ import '../material/blinn.js';
8
+ import '../material/unlit.js';
9
+ import '../material/particle.js';
10
+ import '../values.js';
11
+ import '../material/meshmaterial.js';
12
+ import '../material/grassmaterial.js';
13
+ import '../material/terrainmaterial.js';
14
+ import '../material/terrain-cm.js';
15
+ import '../material/pbrmr.js';
16
+ import '../material/pbrsg.js';
17
+ import '../material/pbrblueprint.js';
18
+
19
+ const MAX_NUM_OCTAVES = 16;
20
+ /**
21
+ * FBM wave generator.
22
+ * @public
23
+ */ class FBMWaveGenerator extends Disposable {
24
+ _version;
25
+ _windVelocity;
26
+ _numOctaves;
27
+ _amplitude;
28
+ _frequency;
29
+ _lacunarity;
30
+ _gain;
31
+ /**
32
+ * Creates a new Gerstner wave generator.
33
+ */ constructor(){
34
+ super();
35
+ this._version = 0;
36
+ this._numOctaves = 4;
37
+ this._windVelocity = new Vector2(0.1, 0);
38
+ this._amplitude = 0.3;
39
+ this._frequency = 3;
40
+ this._lacunarity = 1.83;
41
+ this._gain = 0.57;
42
+ }
43
+ clone() {
44
+ const other = new FBMWaveGenerator();
45
+ other.numOctaves = this.numOctaves;
46
+ other.wind = this.wind;
47
+ other.amplitude = this.amplitude;
48
+ other.frequency = this.frequency;
49
+ return other;
50
+ }
51
+ get version() {
52
+ return this._version;
53
+ }
54
+ /** Number of octaves */ get numOctaves() {
55
+ return this._numOctaves;
56
+ }
57
+ set numOctaves(val) {
58
+ if (val !== this.numOctaves) {
59
+ this._numOctaves = val;
60
+ this._version++;
61
+ }
62
+ }
63
+ /** Wave amplitude */ get amplitude() {
64
+ return this._amplitude;
65
+ }
66
+ set amplitude(val) {
67
+ if (val !== this._amplitude) {
68
+ this._amplitude = val;
69
+ this._version++;
70
+ }
71
+ }
72
+ /** Wave frequency */ get frequency() {
73
+ return this._frequency;
74
+ }
75
+ set frequency(val) {
76
+ if (val !== this._frequency) {
77
+ this._frequency = val;
78
+ this._version++;
79
+ }
80
+ }
81
+ /** Wind velocity */ get wind() {
82
+ return this._windVelocity;
83
+ }
84
+ set wind(val) {
85
+ if (!val.equalsTo(this._windVelocity)) {
86
+ this._windVelocity.set(val);
87
+ this._version++;
88
+ }
89
+ }
90
+ /** @internal */ calcWaveNormal(scope, worldPos, time, windVelocity, amplitude, frequency, gain, lacunarity, numOctaves) {
91
+ const pb = scope.$builder;
92
+ const funcName = 'calcWaveNormal';
93
+ const that = this;
94
+ pb.func(funcName, [
95
+ pb.vec2('worldPos'),
96
+ pb.float('time'),
97
+ pb.vec2('windVelocity'),
98
+ pb.float('amplitude'),
99
+ pb.float('frequency'),
100
+ pb.float('gain'),
101
+ pb.float('lacunarity'),
102
+ pb.int('numOctaves')
103
+ ], function() {
104
+ this.$l.epsilon = pb.float(0.1);
105
+ this.$l.hr = that.calcWaveHeight(this, pb.add(this.worldPos, pb.vec2(this.epsilon, 0)), this.windVelocity, this.amplitude, this.frequency, this.gain, this.lacunarity, this.numOctaves);
106
+ this.$l.hl = that.calcWaveHeight(this, pb.sub(this.worldPos, pb.vec2(this.epsilon, 0)), this.windVelocity, this.amplitude, this.frequency, this.gain, this.lacunarity, this.numOctaves);
107
+ this.$l.hu = that.calcWaveHeight(this, pb.add(this.worldPos, pb.vec2(0, this.epsilon)), this.windVelocity, this.amplitude, this.frequency, this.gain, this.lacunarity, this.numOctaves);
108
+ this.$l.hd = that.calcWaveHeight(this, pb.sub(this.worldPos, pb.vec2(0, this.epsilon)), this.windVelocity, this.amplitude, this.frequency, this.gain, this.lacunarity, this.numOctaves);
109
+ this.$l.dHdx = pb.div(pb.sub(this.hr, this.hl), pb.mul(this.epsilon, 2));
110
+ this.$l.dHdz = pb.div(pb.sub(this.hu, this.hd), pb.mul(this.epsilon, 2));
111
+ this.$l.normal = pb.normalize(pb.vec3(pb.neg(this.dHdx), 1, pb.neg(this.dHdz)));
112
+ this.$return(this.normal);
113
+ });
114
+ return scope[funcName](worldPos, time, windVelocity, amplitude, frequency, gain, lacunarity, numOctaves);
115
+ }
116
+ /** @internal */ calcWaveHeight(scope, worldPos, windVelocity, amplitude, frequency, gain, lacunarity, numOctaves) {
117
+ const pb = scope.$builder;
118
+ const funcName = 'calcWaveHeight';
119
+ const that = this;
120
+ pb.func(funcName, [
121
+ pb.vec2('worldPos'),
122
+ pb.vec2('windVelocity'),
123
+ pb.float('amplitude'),
124
+ pb.float('frequency'),
125
+ pb.float('gain'),
126
+ pb.float('lacunarity'),
127
+ pb.int('numOctaves')
128
+ ], function() {
129
+ this.$l.windOffset = pb.mul(this.windVelocity, ShaderHelper.getElapsedTime(this));
130
+ this.$l.height = that.fbm(this, pb.add(pb.mul(this.worldPos, 0.01), this.windOffset), this.frequency, this.gain, this.lacunarity, this.numOctaves);
131
+ this.height = pb.add(this.height, pb.mul(0.3, that.fbm(this, pb.add(pb.mul(this.worldPos, 0.05), pb.mul(this.windOffset, 1.5)), this.frequency, this.gain, this.lacunarity, this.numOctaves)));
132
+ this.height = pb.add(this.height, pb.mul(0.1, that.fbm(this, pb.add(pb.mul(this.worldPos, 0.1), pb.mul(this.windOffset, 2)), this.frequency, this.gain, this.lacunarity, this.numOctaves)));
133
+ this.$return(pb.mul(this.height, this.amplitude));
134
+ });
135
+ return scope[funcName](worldPos, windVelocity, amplitude, frequency, gain, lacunarity, numOctaves);
136
+ }
137
+ /** @internal */ fbm(scope, st, frequency, gain, lacunarity, numOctaves) {
138
+ const pb = scope.$builder;
139
+ const funcName = 'FBM';
140
+ pb.func(funcName, [
141
+ pb.vec2('st'),
142
+ pb.float('frequency'),
143
+ pb.float('gain'),
144
+ pb.float('lacunarity'),
145
+ pb.int('numOctaves')
146
+ ], function() {
147
+ this.$l.m2 = pb.mat2(0.8, 0.6, -0.6, 0.8);
148
+ this.$l.p = this.st; //pb.mul(this.st, 0.05);
149
+ this.$l.a = pb.float(0);
150
+ this.$l.b = pb.float(1);
151
+ this.$l.c = pb.float(0);
152
+ this.$for(pb.int('i'), 0, pb.getDevice().type === 'webgl' ? MAX_NUM_OCTAVES : this.numOctaves, function() {
153
+ if (pb.getDevice().type === 'webgl') {
154
+ this.$if(pb.greaterThanEqual(this.i, this.numOctaves), function() {
155
+ this.$break();
156
+ });
157
+ }
158
+ this.$l.n = pb.sub(valueNoise(this, this.p), 0.5);
159
+ this.a = pb.add(this.a, pb.mul(this.n, this.b));
160
+ this.c = pb.add(this.c, this.b);
161
+ this.b = pb.mul(this.b, this.gain);
162
+ this.p = pb.mul(this.m2, this.p, this.frequency);
163
+ });
164
+ this.$return(pb.div(this.a, this.c));
165
+ });
166
+ return scope[funcName](st, frequency, gain, lacunarity, numOctaves);
167
+ }
168
+ /** {@inheritDoc WaveGenerator.update} */ update() {}
169
+ /** {@inheritDoc WaveGenerator.needUpdate} */ needUpdate() {
170
+ return false;
171
+ }
172
+ /** {@inheritDoc WaveGenerator.calcClipmapTileAABB} */ calcClipmapTileAABB(minX, maxX, minZ, maxZ, y, outAABB) {
173
+ const maxHeight = 1.5 * this._amplitude;
174
+ outAABB.minPoint.setXYZ(minX, y - maxHeight, minZ);
175
+ outAABB.maxPoint.setXYZ(maxX, y + maxHeight, maxZ);
176
+ }
177
+ /** {@inheritDoc WaveGenerator.calcFragmentNormal} */ calcFragmentNormal(scope, xz) {
178
+ const pb = scope.$builder;
179
+ const that = this;
180
+ pb.func('calcFragmentNormal', [
181
+ pb.vec2('xz')
182
+ ], function() {
183
+ this.$l.normal = that.calcWaveNormal(this, this.xz, ShaderHelper.getElapsedTime(this), this.windVelocity, this.waveAmplitude, this.waveFrequency, this.waveGain, this.waveLacunarity, this.numOctaves);
184
+ this.$return(this.normal);
185
+ });
186
+ return scope.calcFragmentNormal(xz);
187
+ }
188
+ /** {@inheritDoc WaveGenerator.calcFragmentNormalAndFoam} */ calcFragmentNormalAndFoam(scope, xz) {
189
+ return scope.$builder.vec4(this.calcFragmentNormal(scope, xz), 0);
190
+ }
191
+ /** {@inheritDoc WaveGenerator.setupUniforms} */ setupUniforms(scope, uniformGroup) {
192
+ const pb = scope.$builder;
193
+ scope.numOctaves = pb.int().uniform(uniformGroup);
194
+ scope.windVelocity = pb.vec2().uniform(uniformGroup);
195
+ scope.waveAmplitude = pb.float().uniform(uniformGroup);
196
+ scope.waveFrequency = pb.float().uniform(uniformGroup);
197
+ scope.waveGain = pb.float().uniform(uniformGroup);
198
+ scope.waveLacunarity = pb.float().uniform(uniformGroup);
199
+ }
200
+ /** @internal */ calcNormalAndPos(scope, inPos, outPos, outNormal) {
201
+ const pb = scope.$builder;
202
+ const that = this;
203
+ pb.func('calcPositionAndNormal', [
204
+ pb.vec3('inPos'),
205
+ pb.vec3('outPos').out(),
206
+ pb.vec3('outNormal').out()
207
+ ], function() {
208
+ this.outNormal = that.calcWaveNormal(this, this.inPos.xz, ShaderHelper.getElapsedTime(this), this.windVelocity, this.waveAmplitude, this.waveFrequency, this.waveGain, this.waveLacunarity, this.numOctaves);
209
+ this.$l.h = that.calcWaveHeight(this, this.inPos.xz, this.windVelocity, this.waveAmplitude, this.waveFrequency, this.waveGain, this.waveLacunarity, this.numOctaves);
210
+ this.outPos = pb.add(this.inPos, pb.vec3(0, this.h, 0));
211
+ });
212
+ scope.calcPositionAndNormal(inPos, outPos, outNormal);
213
+ }
214
+ /** {@inheritDoc WaveGenerator.calcVertexPositionAndNormal} */ calcVertexPositionAndNormal(scope, inPos, outPos, outNormal) {
215
+ this.calcNormalAndPos(scope, inPos, outPos, outNormal);
216
+ }
217
+ /** {@inheritDoc WaveGenerator.applyWaterBindGroup} */ applyWaterBindGroup(bindGroup) {
218
+ bindGroup.setValue('numOctaves', this._numOctaves);
219
+ bindGroup.setValue('windVelocity', this._windVelocity);
220
+ bindGroup.setValue('waveAmplitude', this._amplitude);
221
+ bindGroup.setValue('waveFrequency', this._frequency);
222
+ bindGroup.setValue('waveGain', this._gain);
223
+ bindGroup.setValue('waveLacunarity', this._lacunarity);
224
+ }
225
+ /** {@inheritDoc WaveGenerator.isOk} */ isOk() {
226
+ return true;
227
+ }
228
+ /** {@inheritDoc WaveGenerator.getHash} */ getHash() {
229
+ return 'FBMWaveGenerator';
230
+ }
231
+ }
232
+
233
+ export { FBMWaveGenerator };
234
+ //# sourceMappingURL=fbm_wavegenerator.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fbm_wavegenerator.js","sources":["../../src/render/fbm_wavegenerator.ts"],"sourcesContent":["import type { AABB } from '@zephyr3d/base';\r\nimport { Disposable, Vector2 } from '@zephyr3d/base';\r\nimport type { WaveGenerator } from './wavegenerator';\r\nimport type { BindGroup, PBGlobalScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport { valueNoise } from '../shaders';\r\nimport { ShaderHelper } from '../material';\r\n\r\nconst MAX_NUM_OCTAVES = 16;\r\n\r\n/**\r\n * FBM wave generator.\r\n * @public\r\n */\r\nexport class FBMWaveGenerator extends Disposable implements WaveGenerator {\r\n private _version: number;\r\n private readonly _windVelocity: Vector2;\r\n private _numOctaves: number;\r\n private _amplitude: number;\r\n private _frequency: number;\r\n private readonly _lacunarity: number;\r\n private readonly _gain: number;\r\n /**\r\n * Creates a new Gerstner wave generator.\r\n */\r\n constructor() {\r\n super();\r\n this._version = 0;\r\n this._numOctaves = 4;\r\n this._windVelocity = new Vector2(0.1, 0);\r\n this._amplitude = 0.3;\r\n this._frequency = 3;\r\n this._lacunarity = 1.83;\r\n this._gain = 0.57;\r\n }\r\n clone(): this {\r\n const other = new FBMWaveGenerator();\r\n other.numOctaves = this.numOctaves;\r\n other.wind = this.wind;\r\n other.amplitude = this.amplitude;\r\n other.frequency = this.frequency;\r\n return other as this;\r\n }\r\n get version() {\r\n return this._version;\r\n }\r\n /** Number of octaves */\r\n get numOctaves(): number {\r\n return this._numOctaves;\r\n }\r\n set numOctaves(val: number) {\r\n if (val !== this.numOctaves) {\r\n this._numOctaves = val;\r\n this._version++;\r\n }\r\n }\r\n /** Wave amplitude */\r\n get amplitude(): number {\r\n return this._amplitude;\r\n }\r\n set amplitude(val: number) {\r\n if (val !== this._amplitude) {\r\n this._amplitude = val;\r\n this._version++;\r\n }\r\n }\r\n /** Wave frequency */\r\n get frequency(): number {\r\n return this._frequency;\r\n }\r\n set frequency(val: number) {\r\n if (val !== this._frequency) {\r\n this._frequency = val;\r\n this._version++;\r\n }\r\n }\r\n /** Wind velocity */\r\n get wind(): Vector2 {\r\n return this._windVelocity;\r\n }\r\n set wind(val: Vector2) {\r\n if (!val.equalsTo(this._windVelocity)) {\r\n this._windVelocity.set(val);\r\n this._version++;\r\n }\r\n }\r\n /** @internal */\r\n private calcWaveNormal(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n time: PBShaderExp,\r\n windVelocity: PBShaderExp,\r\n amplitude: PBShaderExp,\r\n frequency: PBShaderExp,\r\n gain: PBShaderExp,\r\n lacunarity: PBShaderExp,\r\n numOctaves: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'calcWaveNormal';\r\n const that = this;\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec2('worldPos'),\r\n pb.float('time'),\r\n pb.vec2('windVelocity'),\r\n pb.float('amplitude'),\r\n pb.float('frequency'),\r\n pb.float('gain'),\r\n pb.float('lacunarity'),\r\n pb.int('numOctaves')\r\n ],\r\n function () {\r\n this.$l.epsilon = pb.float(0.1);\r\n this.$l.hr = that.calcWaveHeight(\r\n this,\r\n pb.add(this.worldPos, pb.vec2(this.epsilon, 0)),\r\n this.windVelocity,\r\n this.amplitude,\r\n this.frequency,\r\n this.gain,\r\n this.lacunarity,\r\n this.numOctaves\r\n );\r\n this.$l.hl = that.calcWaveHeight(\r\n this,\r\n pb.sub(this.worldPos, pb.vec2(this.epsilon, 0)),\r\n this.windVelocity,\r\n this.amplitude,\r\n this.frequency,\r\n this.gain,\r\n this.lacunarity,\r\n this.numOctaves\r\n );\r\n this.$l.hu = that.calcWaveHeight(\r\n this,\r\n pb.add(this.worldPos, pb.vec2(0, this.epsilon)),\r\n this.windVelocity,\r\n this.amplitude,\r\n this.frequency,\r\n this.gain,\r\n this.lacunarity,\r\n this.numOctaves\r\n );\r\n this.$l.hd = that.calcWaveHeight(\r\n this,\r\n pb.sub(this.worldPos, pb.vec2(0, this.epsilon)),\r\n this.windVelocity,\r\n this.amplitude,\r\n this.frequency,\r\n this.gain,\r\n this.lacunarity,\r\n this.numOctaves\r\n );\r\n this.$l.dHdx = pb.div(pb.sub(this.hr, this.hl), pb.mul(this.epsilon, 2));\r\n this.$l.dHdz = pb.div(pb.sub(this.hu, this.hd), pb.mul(this.epsilon, 2));\r\n this.$l.normal = pb.normalize(pb.vec3(pb.neg(this.dHdx), 1, pb.neg(this.dHdz)));\r\n this.$return(this.normal);\r\n }\r\n );\r\n return scope[funcName](worldPos, time, windVelocity, amplitude, frequency, gain, lacunarity, numOctaves);\r\n }\r\n /** @internal */\r\n private calcWaveHeight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n windVelocity: PBShaderExp,\r\n amplitude: PBShaderExp,\r\n frequency: PBShaderExp,\r\n gain: PBShaderExp,\r\n lacunarity: PBShaderExp,\r\n numOctaves: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'calcWaveHeight';\r\n const that = this;\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec2('worldPos'),\r\n pb.vec2('windVelocity'),\r\n pb.float('amplitude'),\r\n pb.float('frequency'),\r\n pb.float('gain'),\r\n pb.float('lacunarity'),\r\n pb.int('numOctaves')\r\n ],\r\n function () {\r\n this.$l.windOffset = pb.mul(this.windVelocity, ShaderHelper.getElapsedTime(this));\r\n this.$l.height = that.fbm(\r\n this,\r\n pb.add(pb.mul(this.worldPos, 0.01), this.windOffset),\r\n this.frequency,\r\n this.gain,\r\n this.lacunarity,\r\n this.numOctaves\r\n );\r\n this.height = pb.add(\r\n this.height,\r\n pb.mul(\r\n 0.3,\r\n that.fbm(\r\n this,\r\n pb.add(pb.mul(this.worldPos, 0.05), pb.mul(this.windOffset, 1.5)),\r\n this.frequency,\r\n this.gain,\r\n this.lacunarity,\r\n this.numOctaves\r\n )\r\n )\r\n );\r\n this.height = pb.add(\r\n this.height,\r\n pb.mul(\r\n 0.1,\r\n that.fbm(\r\n this,\r\n pb.add(pb.mul(this.worldPos, 0.1), pb.mul(this.windOffset, 2)),\r\n this.frequency,\r\n this.gain,\r\n this.lacunarity,\r\n this.numOctaves\r\n )\r\n )\r\n );\r\n this.$return(pb.mul(this.height, this.amplitude));\r\n }\r\n );\r\n return scope[funcName](worldPos, windVelocity, amplitude, frequency, gain, lacunarity, numOctaves);\r\n }\r\n /** @internal */\r\n private fbm(\r\n scope: PBInsideFunctionScope,\r\n st: PBShaderExp,\r\n frequency: PBShaderExp,\r\n gain: PBShaderExp,\r\n lacunarity: PBShaderExp,\r\n numOctaves: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'FBM';\r\n pb.func(\r\n funcName,\r\n [pb.vec2('st'), pb.float('frequency'), pb.float('gain'), pb.float('lacunarity'), pb.int('numOctaves')],\r\n function () {\r\n this.$l.m2 = pb.mat2(0.8, 0.6, -0.6, 0.8);\r\n this.$l.p = this.st; //pb.mul(this.st, 0.05);\r\n this.$l.a = pb.float(0);\r\n this.$l.b = pb.float(1);\r\n this.$l.c = pb.float(0);\r\n this.$for(\r\n pb.int('i'),\r\n 0,\r\n pb.getDevice().type === 'webgl' ? MAX_NUM_OCTAVES : this.numOctaves,\r\n function () {\r\n if (pb.getDevice().type === 'webgl') {\r\n this.$if(pb.greaterThanEqual(this.i, this.numOctaves), function () {\r\n this.$break();\r\n });\r\n }\r\n this.$l.n = pb.sub(valueNoise(this, this.p), 0.5);\r\n this.a = pb.add(this.a, pb.mul(this.n, this.b));\r\n this.c = pb.add(this.c, this.b);\r\n this.b = pb.mul(this.b, this.gain);\r\n this.p = pb.mul(this.m2, this.p, this.frequency);\r\n }\r\n );\r\n this.$return(pb.div(this.a, this.c));\r\n }\r\n );\r\n return scope[funcName](st, frequency, gain, lacunarity, numOctaves);\r\n }\r\n /** {@inheritDoc WaveGenerator.update} */\r\n update(): void {}\r\n /** {@inheritDoc WaveGenerator.needUpdate} */\r\n needUpdate() {\r\n return false;\r\n }\r\n /** {@inheritDoc WaveGenerator.calcClipmapTileAABB} */\r\n calcClipmapTileAABB(minX: number, maxX: number, minZ: number, maxZ: number, y: number, outAABB: AABB) {\r\n const maxHeight = 1.5 * this._amplitude;\r\n outAABB.minPoint.setXYZ(minX, y - maxHeight, minZ);\r\n outAABB.maxPoint.setXYZ(maxX, y + maxHeight, maxZ);\r\n }\r\n /** {@inheritDoc WaveGenerator.calcFragmentNormal} */\r\n calcFragmentNormal(scope: PBInsideFunctionScope, xz: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func('calcFragmentNormal', [pb.vec2('xz')], function () {\r\n this.$l.normal = that.calcWaveNormal(\r\n this,\r\n this.xz,\r\n ShaderHelper.getElapsedTime(this),\r\n this.windVelocity,\r\n this.waveAmplitude,\r\n this.waveFrequency,\r\n this.waveGain,\r\n this.waveLacunarity,\r\n this.numOctaves\r\n );\r\n this.$return(this.normal);\r\n });\r\n return scope.calcFragmentNormal(xz);\r\n }\r\n /** {@inheritDoc WaveGenerator.calcFragmentNormalAndFoam} */\r\n calcFragmentNormalAndFoam(scope: PBInsideFunctionScope, xz: PBShaderExp): PBShaderExp {\r\n return scope.$builder.vec4(this.calcFragmentNormal(scope, xz), 0);\r\n }\r\n /** {@inheritDoc WaveGenerator.setupUniforms} */\r\n setupUniforms(scope: PBGlobalScope, uniformGroup: number): void {\r\n const pb = scope.$builder;\r\n scope.numOctaves = pb.int().uniform(uniformGroup);\r\n scope.windVelocity = pb.vec2().uniform(uniformGroup);\r\n scope.waveAmplitude = pb.float().uniform(uniformGroup);\r\n scope.waveFrequency = pb.float().uniform(uniformGroup);\r\n scope.waveGain = pb.float().uniform(uniformGroup);\r\n scope.waveLacunarity = pb.float().uniform(uniformGroup);\r\n }\r\n /** @internal */\r\n private calcNormalAndPos(\r\n scope: PBInsideFunctionScope,\r\n inPos: PBShaderExp,\r\n outPos: PBShaderExp,\r\n outNormal: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(\r\n 'calcPositionAndNormal',\r\n [pb.vec3('inPos'), pb.vec3('outPos').out(), pb.vec3('outNormal').out()],\r\n function () {\r\n this.outNormal = that.calcWaveNormal(\r\n this,\r\n this.inPos.xz,\r\n ShaderHelper.getElapsedTime(this),\r\n this.windVelocity,\r\n this.waveAmplitude,\r\n this.waveFrequency,\r\n this.waveGain,\r\n this.waveLacunarity,\r\n this.numOctaves\r\n );\r\n this.$l.h = that.calcWaveHeight(\r\n this,\r\n this.inPos.xz,\r\n this.windVelocity,\r\n this.waveAmplitude,\r\n this.waveFrequency,\r\n this.waveGain,\r\n this.waveLacunarity,\r\n this.numOctaves\r\n );\r\n this.outPos = pb.add(this.inPos, pb.vec3(0, this.h, 0));\r\n }\r\n );\r\n scope.calcPositionAndNormal(inPos, outPos, outNormal);\r\n }\r\n /** {@inheritDoc WaveGenerator.calcVertexPositionAndNormal} */\r\n calcVertexPositionAndNormal(\r\n scope: PBInsideFunctionScope,\r\n inPos: PBShaderExp,\r\n outPos: PBShaderExp,\r\n outNormal: PBShaderExp\r\n ): void {\r\n this.calcNormalAndPos(scope, inPos, outPos, outNormal);\r\n }\r\n /** {@inheritDoc WaveGenerator.applyWaterBindGroup} */\r\n applyWaterBindGroup(bindGroup: BindGroup): void {\r\n bindGroup.setValue('numOctaves', this._numOctaves);\r\n bindGroup.setValue('windVelocity', this._windVelocity);\r\n bindGroup.setValue('waveAmplitude', this._amplitude);\r\n 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