@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 +1,476 @@
1
+ import { RENDER_PASS_TYPE_LIGHT, LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../../values.js';
2
+ import { applyMaterialMixins } from '../meshmaterial.js';
3
+ import { mixinTextureProps } from './texture.js';
4
+ import { mixinAlbedoColor } from './albedocolor.js';
5
+ import { ShaderHelper } from '../shader/helper.js';
6
+
7
+ /**
8
+ * Light mixin
9
+ * @param BaseCls - class to mix in
10
+ * @returns Mixed class
11
+ * @public
12
+ */ function mixinLight(BaseCls) {
13
+ if (BaseCls.lightMixed) {
14
+ return BaseCls;
15
+ }
16
+ const S = applyMaterialMixins(BaseCls, mixinAlbedoColor, mixinTextureProps('normal'));
17
+ let FEATURE_DOUBLE_SIDED_LIGHTING = 0;
18
+ let FEATURE_OBJECT_SPACE_NORMALMAP = 0;
19
+ const cls = class extends S {
20
+ static lightMixed = true;
21
+ _normalScale;
22
+ constructor(){
23
+ super();
24
+ this._normalScale = 1;
25
+ this.useFeature(FEATURE_DOUBLE_SIDED_LIGHTING, true);
26
+ }
27
+ copyFrom(other) {
28
+ super.copyFrom(other);
29
+ this.normalScale = other.normalScale;
30
+ this.normalMapMode = other.normalMapMode;
31
+ this.doubleSidedLighting = other.doubleSidedLighting;
32
+ }
33
+ get normalScale() {
34
+ return this._normalScale;
35
+ }
36
+ set normalScale(val) {
37
+ if (val !== this._normalScale) {
38
+ this._normalScale = val;
39
+ this.uniformChanged();
40
+ }
41
+ }
42
+ get normalMapMode() {
43
+ return this.featureUsed(FEATURE_OBJECT_SPACE_NORMALMAP);
44
+ }
45
+ set normalMapMode(val) {
46
+ this.useFeature(FEATURE_OBJECT_SPACE_NORMALMAP, val);
47
+ }
48
+ /** true if double sided lighting is used */ get doubleSidedLighting() {
49
+ return this.featureUsed(FEATURE_DOUBLE_SIDED_LIGHTING);
50
+ }
51
+ set doubleSidedLighting(val) {
52
+ this.useFeature(FEATURE_DOUBLE_SIDED_LIGHTING, !!val);
53
+ }
54
+ /**
55
+ * Calculates the normalized vector from world coordinates to the viewpoint.
56
+ *
57
+ * @param scope - Shader scope
58
+ *
59
+ * @returns The view vector
60
+ */ calculateViewVector(scope, worldPos) {
61
+ const pb = scope.$builder;
62
+ return pb.normalize(pb.sub(ShaderHelper.getCameraPosition(scope), worldPos.xyz));
63
+ }
64
+ /**
65
+ * Calculate the reflection vector of the view vector with respect to the normal.
66
+ *
67
+ * @param scope - Shader scope
68
+ * @param normal - Surface normal
69
+ * @param viewVec - The view vector
70
+ * @returns The reflection vector
71
+ */ calculateReflectionVector(scope, normal, viewVec) {
72
+ const pb = scope.$builder;
73
+ return pb.reflect(pb.neg(viewVec), normal);
74
+ }
75
+ /**
76
+ * Calculate the normal vector for current fragment
77
+ * @param scope - The shader scope
78
+ * @returns Normal vector for current fragment
79
+ */ calculateNormal(scope, worldPos, worldNormal, worldTangent, worldBinormal) {
80
+ const pb = scope.$builder;
81
+ const that = this;
82
+ const args = [
83
+ worldPos
84
+ ];
85
+ const params = [
86
+ pb.vec3('worldPos')
87
+ ];
88
+ let funcName = 'Z_calculateNormal';
89
+ if (worldNormal) {
90
+ params.push(pb.vec3('worldNormal'));
91
+ args.push(worldNormal);
92
+ funcName += '_N';
93
+ if (worldTangent && worldBinormal) {
94
+ params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));
95
+ args.push(worldTangent, worldBinormal);
96
+ funcName += '_T';
97
+ }
98
+ }
99
+ pb.func(funcName, params, function() {
100
+ this.$l.uv = that.normalTexture ? that.getNormalTexCoord(this) ?? pb.vec2(0) : that.albedoTexture ? that.getAlbedoTexCoord(this) ?? pb.vec2(0) : pb.vec2(0);
101
+ this.$l.TBN = that.calculateTBN(this, this.worldPos, this.worldNormal, this.worldTangent, this.worldBinormal);
102
+ if (that.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT && that.normalTexture) {
103
+ if (that.normalMapMode === 'object-space') {
104
+ const pixel = pb.sub(pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2), pb.vec3(1));
105
+ const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));
106
+ this.$return(pb.normalize(normalTex));
107
+ } else {
108
+ const pixel = pb.sub(pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2), pb.vec3(1));
109
+ const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));
110
+ this.$return(pb.normalize(pb.mul(this.TBN, normalTex)));
111
+ }
112
+ } else {
113
+ this.$return(this.TBN[2]);
114
+ }
115
+ });
116
+ return pb.getGlobalScope()[funcName](...args);
117
+ }
118
+ /**
119
+ * Normal scale uniform
120
+ * @return Normal scale uniform
121
+ */ getUniformNormalScale(scope) {
122
+ return scope.zNormalScale;
123
+ }
124
+ /**
125
+ * Calculate the normal vector for current fragment
126
+ *
127
+ * @param scope - The shader scope
128
+ * @returns Structure that contains normal vector and TBN matrix
129
+ */ calculateNormalAndTBN(scope, worldPos, worldNormal, worldTangent, worldBinormal) {
130
+ const pb = scope.$builder;
131
+ const NormalStruct = pb.defineStruct([
132
+ pb.mat3('TBN'),
133
+ pb.vec3('normal')
134
+ ]);
135
+ const that = this;
136
+ const args = [
137
+ worldPos.xyz
138
+ ];
139
+ const params = [
140
+ pb.vec3('worldPos')
141
+ ];
142
+ let funcName = 'Z_calculateNormalAndTBN';
143
+ if (worldNormal) {
144
+ params.push(pb.vec3('worldNormal'));
145
+ args.push(worldNormal);
146
+ funcName += '_N';
147
+ if (worldTangent && worldBinormal) {
148
+ params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));
149
+ args.push(worldTangent, worldBinormal);
150
+ funcName += '_T';
151
+ }
152
+ }
153
+ pb.func(funcName, params, function() {
154
+ this.$l.uv = that.normalTexture ? that.getNormalTexCoord(this) ?? pb.vec2(0) : that.albedoTexture ? that.getAlbedoTexCoord(this) ?? pb.vec2(0) : pb.vec2(0);
155
+ this.$l.TBN = that.calculateTBN(this, this.worldPos, this.worldNormal, this.worldTangent, this.worldBinormal);
156
+ if (that.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT && that.normalTexture) {
157
+ if (that.normalMapMode === 'object-space') {
158
+ const pixel = pb.sub(pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2), pb.vec3(1));
159
+ const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));
160
+ this.$return(NormalStruct(this.TBN, pb.normalize(normalTex)));
161
+ } else {
162
+ const pixel = pb.sub(pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2), pb.vec3(1));
163
+ const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));
164
+ this.$return(NormalStruct(this.TBN, pb.normalize(pb.mul(this.TBN, normalTex))));
165
+ }
166
+ } else {
167
+ this.$return(NormalStruct(this.TBN, this.TBN[2]));
168
+ }
169
+ });
170
+ return pb.getGlobalScope()[funcName](...args);
171
+ }
172
+ /**
173
+ * Calculate the TBN matrix
174
+ *
175
+ * @param scope - The shader scope
176
+ * @returns TBN matrix
177
+ */ calculateTBN(scope, worldPos, worldNormal, worldTangent, worldBinormal) {
178
+ const pb = scope.$builder;
179
+ const that = this;
180
+ const args = [
181
+ worldPos.xyz
182
+ ];
183
+ const params = [
184
+ pb.vec3('worldPos')
185
+ ];
186
+ let funcName = 'Z_calculateTBN';
187
+ if (worldNormal) {
188
+ params.push(pb.vec3('worldNormal'));
189
+ args.push(worldNormal);
190
+ funcName += '_N';
191
+ if (worldTangent && worldBinormal) {
192
+ params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));
193
+ args.push(worldTangent, worldBinormal);
194
+ funcName += '_T';
195
+ }
196
+ }
197
+ pb.func(funcName, params, function() {
198
+ const posW = this.worldPos;
199
+ this.$l.uv = that.normalTexture ? that.getNormalTexCoord(this) ?? pb.vec2(0) : that.albedoTexture ? that.getAlbedoTexCoord(this) ?? pb.vec2(0) : pb.vec2(0);
200
+ this.$l.TBN = pb.mat3();
201
+ if (!worldNormal) {
202
+ this.$l.uv_dx = pb.dpdx(pb.vec3(this.uv, 0));
203
+ this.$l.uv_dy = pb.dpdy(pb.vec3(this.uv, 0));
204
+ this.$if(pb.lessThanEqual(pb.add(pb.length(this.uv_dx), pb.length(this.uv_dy)), 0.000001), function() {
205
+ this.uv_dx = pb.vec3(1, 0, 0);
206
+ this.uv_dy = pb.vec3(0, 1, 0);
207
+ });
208
+ this.$l.t_ = pb.div(pb.sub(pb.mul(pb.dpdx(posW), this.uv_dy.y), pb.mul(pb.dpdy(posW), this.uv_dx.y)), pb.sub(pb.mul(this.uv_dx.x, this.uv_dy.y), pb.mul(this.uv_dx.y, this.uv_dy.x)));
209
+ this.$l.ng = pb.normalize(pb.cross(pb.dpdx(posW), pb.dpdy(posW)));
210
+ this.$l.t = pb.normalize(pb.sub(this.t_, pb.mul(this.ng, pb.dot(this.ng, this.t_))));
211
+ this.$l.b = pb.cross(this.ng, this.t);
212
+ if (that.doubleSidedLighting) {
213
+ this.$if(pb.not(this.$builtins.frontFacing), function() {
214
+ this.t = pb.mul(this.t, -1);
215
+ this.b = pb.mul(this.b, -1);
216
+ this.ng = pb.mul(this.ng, -1);
217
+ });
218
+ }
219
+ this.TBN = pb.mat3(this.t, this.b, this.ng);
220
+ } else if (!worldTangent) {
221
+ this.$l.uv_dx = pb.dpdx(pb.vec3(this.uv, 0));
222
+ this.$l.uv_dy = pb.dpdy(pb.vec3(this.uv, 0));
223
+ this.$if(pb.lessThanEqual(pb.add(pb.length(this.uv_dx), pb.length(this.uv_dy)), 0.000001), function() {
224
+ this.uv_dx = pb.vec3(1, 0, 0);
225
+ this.uv_dy = pb.vec3(0, 1, 0);
226
+ });
227
+ this.$l.t_ = pb.div(pb.sub(pb.mul(pb.dpdx(posW), this.uv_dy.y), pb.mul(pb.dpdy(posW), this.uv_dx.y)), pb.sub(pb.mul(this.uv_dx.x, this.uv_dy.y), pb.mul(this.uv_dx.y, this.uv_dy.x)));
228
+ this.$l.ng = pb.normalize(this.worldNormal);
229
+ this.$l.t = pb.normalize(pb.sub(this.t_, pb.mul(this.ng, pb.dot(this.ng, this.t_))));
230
+ this.$l.b = pb.cross(this.ng, this.t);
231
+ if (that.doubleSidedLighting) {
232
+ this.$if(pb.not(this.$builtins.frontFacing), function() {
233
+ this.t = pb.mul(this.t, -1);
234
+ this.b = pb.mul(this.b, -1);
235
+ this.ng = pb.mul(this.ng, -1);
236
+ });
237
+ }
238
+ this.TBN = pb.mat3(this.t, this.b, this.ng);
239
+ } else {
240
+ this.$l.ng = pb.normalize(this.worldNormal);
241
+ this.$l.t = pb.normalize(this.worldTangent);
242
+ this.$l.b = pb.normalize(this.worldBinormal);
243
+ if (that.doubleSidedLighting) {
244
+ this.$if(pb.not(this.$builtins.frontFacing), function() {
245
+ this.t = pb.mul(this.t, -1);
246
+ this.b = pb.mul(this.b, -1);
247
+ this.ng = pb.mul(this.ng, -1);
248
+ });
249
+ }
250
+ this.TBN = pb.mat3(this.t, this.b, this.ng);
251
+ }
252
+ this.$return(this.TBN);
253
+ });
254
+ return pb.getGlobalScope()[funcName](...args);
255
+ }
256
+ /**
257
+ * {@inheritDoc MeshMaterial.applyUniformsValues}
258
+ * @override
259
+ */ applyUniformValues(bindGroup, ctx, pass) {
260
+ super.applyUniformValues(bindGroup, ctx, pass);
261
+ if (ctx.renderPass.type === RENDER_PASS_TYPE_LIGHT) {
262
+ if (this.normalTexture) {
263
+ bindGroup.setValue('zNormalScale', this._normalScale);
264
+ }
265
+ }
266
+ }
267
+ /**
268
+ * Check if the environment lighting should be calculated.
269
+ *
270
+ * @returns true Environment lighting should be calculated, otherwise false
271
+ */ needCalculateEnvLight() {
272
+ return this.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT && this.drawContext.drawEnvLight;
273
+ }
274
+ /**
275
+ * Get irradiance of current environment light
276
+ *
277
+ * @param scope - Shader scope
278
+ * @param normal - Fragment normal vector
279
+ *
280
+ * @returns Irradiance of current environment light of type vec3
281
+ */ getEnvLightIrradiance(scope, normal) {
282
+ if (!this.needCalculateEnvLight()) {
283
+ console.warn('getEnvLightIrradiance(): No need to calculate environment lighting');
284
+ return scope.$builder.vec3(0);
285
+ }
286
+ return this.drawContext.env.light.envLight.hasIrradiance() ? scope.$builder.mul(this.drawContext.env.light.envLight.getIrradiance(scope, normal).rgb, ShaderHelper.getEnvLightStrength(scope)) : scope.$builder.vec3(0);
287
+ }
288
+ /**
289
+ * Get Radiance of current environment light
290
+ *
291
+ * @param scope - Shader scope
292
+ * @param reflectVec - The reflection vector
293
+ * @param roughness - Roughness value of current fragment
294
+ *
295
+ * @returns Radiance of current environment light of type vec3
296
+ */ getEnvLightRadiance(scope, reflectVec, roughness) {
297
+ if (!this.needCalculateEnvLight()) {
298
+ console.warn('getEnvLightRadiance(): No need to calculate environment lighting');
299
+ return scope.$builder.vec3(0);
300
+ }
301
+ return this.drawContext.env.light.envLight.hasRadiance() ? scope.$builder.mul(this.drawContext.env.light.envLight.getRadiance(scope, reflectVec, roughness).rgb, ShaderHelper.getEnvLightStrength(scope)) : scope.$builder.vec3(0);
302
+ }
303
+ /**
304
+ * Checks if shadow should be computed
305
+ *
306
+ * @returns true if shadow should be computed, other wise false
307
+ */ needCalculateShadow() {
308
+ return this.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT && !!this.drawContext.currentShadowLight;
309
+ }
310
+ /**
311
+ * Calculates shadow of current fragment
312
+ *
313
+ * @param scope - Shader scope
314
+ * @param NoL - NdotL vector
315
+ * @returns Shadow of current fragment, 1 means no shadow and 0 means full shadowed.
316
+ */ calculateShadow(scope, worldPos, NoL) {
317
+ const pb = scope.$builder;
318
+ if (!this.needCalculateShadow()) {
319
+ console.warn('calculateShadow(): No need to calculate shadow');
320
+ return pb.float(1);
321
+ }
322
+ return ShaderHelper.calculateShadow(scope, worldPos, NoL, this.drawContext);
323
+ }
324
+ getClusterIndex(scope, fragCoord) {
325
+ const pb = scope.$builder;
326
+ const funcName = 'lm_getClusterIndex';
327
+ pb.func(funcName, [
328
+ pb.vec3('fragCoord')
329
+ ], function() {
330
+ const clusterParams = ShaderHelper.getClusterParams(this);
331
+ const countParams = ShaderHelper.getCountParams(this);
332
+ this.$l.zTile = pb.int(pb.max(pb.add(pb.mul(pb.log2(ShaderHelper.nonLinearDepthToLinear(this, this.fragCoord.z)), clusterParams.z), clusterParams.w), 0));
333
+ this.$l.f = pb.vec2(this.fragCoord.x, pb.sub(clusterParams.y, pb.add(this.fragCoord.y, 1)));
334
+ this.$l.xyTile = pb.ivec2(pb.div(this.f, pb.div(clusterParams.xy, pb.vec2(countParams.xy))));
335
+ this.$return(pb.ivec3(this.xyTile, this.zTile));
336
+ });
337
+ return pb.getGlobalScope()[funcName](fragCoord);
338
+ }
339
+ calculatePointLightAttenuation(scope, worldPos, posRange) {
340
+ const pb = scope.$builder;
341
+ const funcName = 'Z_calculatePointLightAttenuation';
342
+ pb.func(funcName, [
343
+ pb.vec3('worldPos'),
344
+ pb.vec4('posRange')
345
+ ], function() {
346
+ this.$l.dist = pb.distance(this.posRange.xyz, this.worldPos);
347
+ this.$l.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, this.posRange.w)));
348
+ this.$return(pb.mul(this.falloff, this.falloff));
349
+ });
350
+ return pb.getGlobalScope()[funcName](worldPos, posRange);
351
+ }
352
+ calculateSpotLightAttenuation(scope, worldPos, posRange, dirCutoff) {
353
+ const pb = scope.$builder;
354
+ const funcName = 'Z_calculateSpotLightAttenuation';
355
+ pb.func(funcName, [
356
+ pb.vec3('worldPos'),
357
+ pb.vec4('posRange'),
358
+ pb.vec4('dirCutoff')
359
+ ], function() {
360
+ this.$l.dist = pb.distance(this.posRange.xyz, this.worldPos);
361
+ this.$l.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, this.posRange.w)));
362
+ this.$l.spotFactor = pb.dot(pb.normalize(pb.sub(this.worldPos, this.posRange.xyz)), this.dirCutoff.xyz);
363
+ this.spotFactor = pb.smoothStep(this.dirCutoff.w, pb.mix(this.dirCutoff.w, 1, 0.5), this.spotFactor);
364
+ this.$return(pb.mul(this.spotFactor, this.falloff, this.falloff));
365
+ });
366
+ return pb.getGlobalScope()[funcName](worldPos, posRange, dirCutoff);
367
+ }
368
+ calculateLightAttenuation(scope, type, worldPos, posRange, dirCutoff) {
369
+ const pb = scope.$builder;
370
+ return scope.$choice(pb.equal(type, LIGHT_TYPE_DIRECTIONAL), pb.float(1), scope.$choice(pb.equal(type, LIGHT_TYPE_POINT), this.calculatePointLightAttenuation(scope, worldPos.xyz, posRange), this.calculateSpotLightAttenuation(scope, worldPos.xyz, posRange, dirCutoff)));
371
+ }
372
+ calculateLightDirection(scope, type, worldPos, posRange, dirCutoff) {
373
+ const pb = scope.$builder;
374
+ return scope.$choice(pb.equal(type, LIGHT_TYPE_DIRECTIONAL), pb.neg(dirCutoff.xyz), pb.normalize(pb.sub(posRange.xyz, worldPos.xyz)));
375
+ }
376
+ forEachLight(scope, callback) {
377
+ const pb = scope.$builder;
378
+ const that = this;
379
+ if (that.drawContext.renderPass.type !== RENDER_PASS_TYPE_LIGHT) {
380
+ console.warn('LitMaterial.forEachLight(): must be called in forward render pass');
381
+ return;
382
+ }
383
+ if (that.drawContext.currentShadowLight) {
384
+ const posRange = scope.light.positionAndRange;
385
+ const dirCutoff = scope.light.directionAndCutoff;
386
+ const colorIntensity = scope.light.diffuseAndIntensity;
387
+ scope.$scope(function() {
388
+ const lightType = scope.$choice(pb.lessThan(posRange.w, 0), pb.int(LIGHT_TYPE_DIRECTIONAL), scope.$choice(pb.lessThan(dirCutoff.w, 0), pb.int(LIGHT_TYPE_POINT), pb.int(LIGHT_TYPE_SPOT)));
389
+ callback.call(this, lightType, posRange, dirCutoff, colorIntensity, true);
390
+ });
391
+ } else {
392
+ scope.$scope(function() {
393
+ const countParams = ShaderHelper.getCountParams(this);
394
+ this.$l.cluster = that.getClusterIndex(this, this.$builtins.fragCoord.xyz);
395
+ this.$l.clusterIndex = pb.add(this.cluster.x, pb.mul(this.cluster.y, countParams.x), pb.mul(this.cluster.z, countParams.x, countParams.y));
396
+ this.$l.texSize = scope.light.lightIndexTexSize;
397
+ if (pb.getDevice().type === 'webgl') {
398
+ this.$l.texCoordX = pb.div(pb.add(pb.mod(pb.float(this.clusterIndex), pb.float(this.texSize.x)), 0.5), pb.float(this.texSize.x));
399
+ this.$l.texCoordY = pb.div(pb.add(pb.float(pb.div(this.clusterIndex, this.texSize.x)), 0.5), pb.float(this.texSize.y));
400
+ this.$l.samp = pb.textureSample(ShaderHelper.getClusteredLightIndexTexture(this), pb.vec2(this.texCoordX, this.texCoordY));
401
+ } else {
402
+ this.$l.texCoordX = pb.mod(this.clusterIndex, this.texSize.x);
403
+ this.$l.texCoordY = pb.div(this.clusterIndex, this.texSize.x);
404
+ this.$l.samp = pb.textureLoad(ShaderHelper.getClusteredLightIndexTexture(this), pb.ivec2(this.texCoordX, this.texCoordY), 0);
405
+ }
406
+ if (pb.getDevice().type === 'webgl') {
407
+ this.$for(pb.int('i'), 0, 4, function() {
408
+ this.$l.k = this.samp.at(this.i);
409
+ this.$l.lights = pb.int[2]();
410
+ this.$l.lights[0] = pb.int(pb.mod(this.k, 256));
411
+ this.$l.lights[1] = pb.int(pb.div(this.k, 256));
412
+ this.$for(pb.int('k'), 0, 2, function() {
413
+ this.$l.li = this.lights.at(this.k);
414
+ this.$if(pb.greaterThan(this.li, 0), function() {
415
+ this.$for(pb.int('j'), 1, 256, function() {
416
+ this.$if(pb.equal(this.j, this.li), function() {
417
+ this.$l.positionRange = ShaderHelper.getLightPositionAndRange(this, this.j);
418
+ this.$l.directionCutoff = ShaderHelper.getLightDirectionAndCutoff(this, this.j);
419
+ this.$l.diffuseIntensity = ShaderHelper.getLightColorAndIntensity(this, this.j);
420
+ this.$l.lightType = this.$choice(pb.lessThan(this.positionRange.w, 0), pb.int(LIGHT_TYPE_DIRECTIONAL), this.$choice(pb.lessThan(this.directionCutoff.w, 0), pb.int(LIGHT_TYPE_POINT), pb.int(LIGHT_TYPE_SPOT)));
421
+ this.$scope(function() {
422
+ callback.call(this, this.lightType, this.positionRange, this.directionCutoff, this.diffuseIntensity, false);
423
+ });
424
+ this.$break();
425
+ });
426
+ });
427
+ });
428
+ });
429
+ });
430
+ } else {
431
+ this.$for(pb.uint('i'), 0, 4, function() {
432
+ this.$for(pb.uint('k'), 0, 4, function() {
433
+ this.$l.c = pb.compAnd(pb.sar(this.samp.at(this.i), pb.mul(this.k, 8)), 0xff);
434
+ this.$if(pb.greaterThan(this.c, 0), function() {
435
+ this.$l.positionRange = ShaderHelper.getLightPositionAndRange(this, this.c);
436
+ this.$l.directionCutoff = ShaderHelper.getLightDirectionAndCutoff(this, this.c);
437
+ this.$l.diffuseIntensity = ShaderHelper.getLightColorAndIntensity(this, this.c);
438
+ this.$l.lightType = this.$choice(pb.lessThan(this.positionRange.w, 0), pb.int(LIGHT_TYPE_DIRECTIONAL), this.$choice(pb.lessThan(this.directionCutoff.w, 0), pb.int(LIGHT_TYPE_POINT), pb.int(LIGHT_TYPE_SPOT)));
439
+ this.$scope(function() {
440
+ callback.call(this, this.lightType, this.positionRange, this.directionCutoff, this.diffuseIntensity, false);
441
+ });
442
+ });
443
+ });
444
+ });
445
+ }
446
+ });
447
+ }
448
+ }
449
+ /**
450
+ * Fragment shader implementation
451
+ *
452
+ * @param scope - Shader scope
453
+ * @returns Calucated fragment color
454
+ */ fragmentShader(scope) {
455
+ super.fragmentShader(scope);
456
+ const pb = scope.$builder;
457
+ if (this.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT) {
458
+ if (this.normalTexture) {
459
+ scope.zNormalScale = pb.float().uniform(2);
460
+ }
461
+ }
462
+ }
463
+ /**
464
+ * {@inheritDoc Material.supportLighting}
465
+ * @override
466
+ */ supportLighting() {
467
+ return true;
468
+ }
469
+ };
470
+ FEATURE_DOUBLE_SIDED_LIGHTING = cls.defineFeature();
471
+ FEATURE_OBJECT_SPACE_NORMALMAP = cls.defineFeature();
472
+ return cls;
473
+ }
474
+
475
+ export { mixinLight };
476
+ //# sourceMappingURL=lit.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"lit.js","sources":["../../../../src/material/mixins/lit.ts"],"sourcesContent":["import type { BindGroup, PBFunctionScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport {\r\n LIGHT_TYPE_DIRECTIONAL,\r\n LIGHT_TYPE_POINT,\r\n LIGHT_TYPE_SPOT,\r\n RENDER_PASS_TYPE_LIGHT\r\n} from '../../values';\r\nimport type { DrawContext } from '../../render';\r\nimport type { MeshMaterial } from '../meshmaterial';\r\nimport { applyMaterialMixins } from '../meshmaterial';\r\nimport type { TextureMixinInstanceTypes } from './texture';\r\nimport { mixinTextureProps } from './texture';\r\nimport type { IMixinAlbedoColor } from './albedocolor';\r\nimport { mixinAlbedoColor } from './albedocolor';\r\nimport { ShaderHelper } from '../shader/helper';\r\n\r\n/**\r\n * Interface for light mixin\r\n * @public\r\n */\r\nexport type IMixinLight = {\r\n normalScale: number;\r\n normalMapMode: 'tangent-space' | 'object-space';\r\n doubleSidedLighting: boolean;\r\n needCalculateEnvLight(): boolean;\r\n getUniformNormalScale(scope: PBInsideFunctionScope): PBShaderExp;\r\n getEnvLightIrradiance(scope: PBInsideFunctionScope, normal: PBShaderExp): PBShaderExp;\r\n getEnvLightRadiance(\r\n scope: PBInsideFunctionScope,\r\n reflectVec: PBShaderExp,\r\n roughness: PBShaderExp\r\n ): PBShaderExp;\r\n calculateViewVector(scope: PBInsideFunctionScope, worldPos: PBShaderExp): PBShaderExp;\r\n calculateReflectionVector(\r\n scope: PBInsideFunctionScope,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp\r\n ): PBShaderExp;\r\n calculateTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp;\r\n calculateNormal(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp;\r\n calculateNormalAndTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp;\r\n calculateLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ): PBShaderExp;\r\n calculateLightDirection(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ): PBShaderExp;\r\n calculateShadow(scope: PBInsideFunctionScope, worldPos: PBShaderExp, NoL: PBShaderExp): PBShaderExp;\r\n forEachLight(\r\n scope: PBInsideFunctionScope,\r\n callback: (\r\n this: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp,\r\n colorIntensity: PBShaderExp,\r\n shadow: boolean\r\n ) => void\r\n ): void;\r\n} & TextureMixinInstanceTypes<['normal']> &\r\n IMixinAlbedoColor;\r\n\r\n/**\r\n * Light mixin\r\n * @param BaseCls - class to mix in\r\n * @returns Mixed class\r\n * @public\r\n */\r\nexport function mixinLight<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).lightMixed) {\r\n return BaseCls as T & { new (...args: any[]): IMixinLight };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinAlbedoColor, mixinTextureProps('normal'));\r\n let FEATURE_DOUBLE_SIDED_LIGHTING = 0;\r\n let FEATURE_OBJECT_SPACE_NORMALMAP = 0;\r\n const cls = class extends S {\r\n static readonly lightMixed = true;\r\n private _normalScale: number;\r\n constructor() {\r\n super();\r\n this._normalScale = 1;\r\n this.useFeature(FEATURE_DOUBLE_SIDED_LIGHTING, true);\r\n }\r\n copyFrom(other: this): void {\r\n super.copyFrom(other);\r\n this.normalScale = other.normalScale;\r\n this.normalMapMode = other.normalMapMode;\r\n this.doubleSidedLighting = other.doubleSidedLighting;\r\n }\r\n get normalScale(): number {\r\n return this._normalScale;\r\n }\r\n set normalScale(val: number) {\r\n if (val !== this._normalScale) {\r\n this._normalScale = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n get normalMapMode(): 'tangent-space' | 'object-space' {\r\n return this.featureUsed(FEATURE_OBJECT_SPACE_NORMALMAP);\r\n }\r\n set normalMapMode(val: 'tangent-space' | 'object-space') {\r\n this.useFeature(FEATURE_OBJECT_SPACE_NORMALMAP, val);\r\n }\r\n /** true if double sided lighting is used */\r\n get doubleSidedLighting(): boolean {\r\n return this.featureUsed(FEATURE_DOUBLE_SIDED_LIGHTING);\r\n }\r\n set doubleSidedLighting(val: boolean) {\r\n this.useFeature(FEATURE_DOUBLE_SIDED_LIGHTING, !!val);\r\n }\r\n /**\r\n * Calculates the normalized vector from world coordinates to the viewpoint.\r\n *\r\n * @param scope - Shader scope\r\n *\r\n * @returns The view vector\r\n */\r\n calculateViewVector(scope: PBInsideFunctionScope, worldPos: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n return pb.normalize(pb.sub(ShaderHelper.getCameraPosition(scope), worldPos.xyz));\r\n }\r\n /**\r\n * Calculate the reflection vector of the view vector with respect to the normal.\r\n *\r\n * @param scope - Shader scope\r\n * @param normal - Surface normal\r\n * @param viewVec - The view vector\r\n * @returns The reflection vector\r\n */\r\n calculateReflectionVector(\r\n scope: PBInsideFunctionScope,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp\r\n ): PBShaderExp {\r\n const pb = scope.$builder;\r\n return pb.reflect(pb.neg(viewVec), normal);\r\n }\r\n /**\r\n * Calculate the normal vector for current fragment\r\n * @param scope - The shader scope\r\n * @returns Normal vector for current fragment\r\n */\r\n calculateNormal(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const args: PBShaderExp[] = [worldPos];\r\n const params: PBShaderExp[] = [pb.vec3('worldPos')];\r\n let funcName = 'Z_calculateNormal';\r\n if (worldNormal) {\r\n params.push(pb.vec3('worldNormal'));\r\n args.push(worldNormal);\r\n funcName += '_N';\r\n if (worldTangent && worldBinormal) {\r\n params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));\r\n args.push(worldTangent, worldBinormal);\r\n funcName += '_T';\r\n }\r\n }\r\n pb.func(funcName, params, function () {\r\n this.$l.uv = that.normalTexture\r\n ? that.getNormalTexCoord(this) ?? pb.vec2(0)\r\n : that.albedoTexture\r\n ? that.getAlbedoTexCoord(this) ?? pb.vec2(0)\r\n : pb.vec2(0);\r\n this.$l.TBN = that.calculateTBN(\r\n this,\r\n this.worldPos,\r\n this.worldNormal,\r\n this.worldTangent,\r\n this.worldBinormal\r\n );\r\n if (that.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT && that.normalTexture) {\r\n if (that.normalMapMode === 'object-space') {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));\r\n this.$return(pb.normalize(normalTex));\r\n } else {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));\r\n this.$return(pb.normalize(pb.mul(this.TBN, normalTex)));\r\n }\r\n } else {\r\n this.$return(this.TBN[2]);\r\n }\r\n });\r\n return pb.getGlobalScope()[funcName](...args);\r\n }\r\n /**\r\n * Normal scale uniform\r\n * @return Normal scale uniform\r\n */\r\n getUniformNormalScale(scope: PBInsideFunctionScope): PBShaderExp {\r\n return scope.zNormalScale;\r\n }\r\n /**\r\n * Calculate the normal vector for current fragment\r\n *\r\n * @param scope - The shader scope\r\n * @returns Structure that contains normal vector and TBN matrix\r\n */\r\n calculateNormalAndTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp {\r\n const pb = scope.$builder;\r\n const NormalStruct = pb.defineStruct([pb.mat3('TBN'), pb.vec3('normal')]);\r\n const that = this;\r\n const args: PBShaderExp[] = [worldPos.xyz];\r\n const params: PBShaderExp[] = [pb.vec3('worldPos')];\r\n let funcName = 'Z_calculateNormalAndTBN';\r\n if (worldNormal) {\r\n params.push(pb.vec3('worldNormal'));\r\n args.push(worldNormal);\r\n funcName += '_N';\r\n if (worldTangent && worldBinormal) {\r\n params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));\r\n args.push(worldTangent, worldBinormal);\r\n funcName += '_T';\r\n }\r\n }\r\n pb.func(funcName, params, function () {\r\n this.$l.uv = that.normalTexture\r\n ? that.getNormalTexCoord(this) ?? pb.vec2(0)\r\n : that.albedoTexture\r\n ? that.getAlbedoTexCoord(this) ?? pb.vec2(0)\r\n : pb.vec2(0);\r\n this.$l.TBN = that.calculateTBN(\r\n this,\r\n this.worldPos,\r\n this.worldNormal,\r\n this.worldTangent,\r\n this.worldBinormal\r\n );\r\n if (that.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT && that.normalTexture) {\r\n if (that.normalMapMode === 'object-space') {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));\r\n this.$return(NormalStruct(this.TBN, pb.normalize(normalTex)));\r\n } else {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));\r\n this.$return(NormalStruct(this.TBN, pb.normalize(pb.mul(this.TBN, normalTex))));\r\n }\r\n } else {\r\n this.$return(NormalStruct(this.TBN, this.TBN[2]));\r\n }\r\n });\r\n return pb.getGlobalScope()[funcName](...args);\r\n }\r\n /**\r\n * Calculate the TBN matrix\r\n *\r\n * @param scope - The shader scope\r\n * @returns TBN matrix\r\n */\r\n calculateTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const args: PBShaderExp[] = [worldPos.xyz];\r\n const params: PBShaderExp[] = [pb.vec3('worldPos')];\r\n let funcName = 'Z_calculateTBN';\r\n if (worldNormal) {\r\n params.push(pb.vec3('worldNormal'));\r\n args.push(worldNormal);\r\n funcName += '_N';\r\n if (worldTangent && worldBinormal) {\r\n params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));\r\n args.push(worldTangent, worldBinormal);\r\n funcName += '_T';\r\n }\r\n }\r\n pb.func(funcName, params, function () {\r\n const posW = this.worldPos;\r\n this.$l.uv = that.normalTexture\r\n ? that.getNormalTexCoord(this) ?? pb.vec2(0)\r\n : that.albedoTexture\r\n ? that.getAlbedoTexCoord(this) ?? pb.vec2(0)\r\n : pb.vec2(0);\r\n this.$l.TBN = pb.mat3();\r\n if (!worldNormal) {\r\n this.$l.uv_dx = pb.dpdx(pb.vec3(this.uv, 0));\r\n this.$l.uv_dy = pb.dpdy(pb.vec3(this.uv, 0));\r\n this.$if(\r\n pb.lessThanEqual(pb.add(pb.length(this.uv_dx), pb.length(this.uv_dy)), 0.000001),\r\n function () {\r\n this.uv_dx = pb.vec3(1, 0, 0);\r\n this.uv_dy = pb.vec3(0, 1, 0);\r\n }\r\n );\r\n this.$l.t_ = pb.div(\r\n pb.sub(pb.mul(pb.dpdx(posW), this.uv_dy.y), pb.mul(pb.dpdy(posW), this.uv_dx.y)),\r\n pb.sub(pb.mul(this.uv_dx.x, this.uv_dy.y), pb.mul(this.uv_dx.y, this.uv_dy.x))\r\n );\r\n this.$l.ng = pb.normalize(pb.cross(pb.dpdx(posW), pb.dpdy(posW)));\r\n this.$l.t = pb.normalize(pb.sub(this.t_, pb.mul(this.ng, pb.dot(this.ng, this.t_))));\r\n this.$l.b = pb.cross(this.ng, this.t);\r\n if (that.doubleSidedLighting) {\r\n this.$if(pb.not(this.$builtins.frontFacing), function () {\r\n this.t = pb.mul(this.t, -1);\r\n this.b = pb.mul(this.b, -1);\r\n this.ng = pb.mul(this.ng, -1);\r\n });\r\n }\r\n this.TBN = pb.mat3(this.t, this.b, this.ng);\r\n } else if (!worldTangent) {\r\n this.$l.uv_dx = pb.dpdx(pb.vec3(this.uv, 0));\r\n this.$l.uv_dy = pb.dpdy(pb.vec3(this.uv, 0));\r\n this.$if(\r\n pb.lessThanEqual(pb.add(pb.length(this.uv_dx), pb.length(this.uv_dy)), 0.000001),\r\n function () {\r\n this.uv_dx = pb.vec3(1, 0, 0);\r\n this.uv_dy = pb.vec3(0, 1, 0);\r\n }\r\n );\r\n this.$l.t_ = pb.div(\r\n pb.sub(pb.mul(pb.dpdx(posW), this.uv_dy.y), pb.mul(pb.dpdy(posW), this.uv_dx.y)),\r\n pb.sub(pb.mul(this.uv_dx.x, this.uv_dy.y), pb.mul(this.uv_dx.y, this.uv_dy.x))\r\n );\r\n this.$l.ng = pb.normalize(this.worldNormal);\r\n this.$l.t = pb.normalize(pb.sub(this.t_, pb.mul(this.ng, pb.dot(this.ng, this.t_))));\r\n this.$l.b = pb.cross(this.ng, this.t);\r\n if (that.doubleSidedLighting) {\r\n this.$if(pb.not(this.$builtins.frontFacing), function () {\r\n this.t = pb.mul(this.t, -1);\r\n this.b = pb.mul(this.b, -1);\r\n this.ng = pb.mul(this.ng, -1);\r\n });\r\n }\r\n this.TBN = pb.mat3(this.t, this.b, this.ng);\r\n } else {\r\n this.$l.ng = pb.normalize(this.worldNormal);\r\n this.$l.t = pb.normalize(this.worldTangent);\r\n this.$l.b = pb.normalize(this.worldBinormal);\r\n if (that.doubleSidedLighting) {\r\n this.$if(pb.not(this.$builtins.frontFacing), function () {\r\n this.t = pb.mul(this.t, -1);\r\n this.b = pb.mul(this.b, -1);\r\n this.ng = pb.mul(this.ng, -1);\r\n });\r\n }\r\n this.TBN = pb.mat3(this.t, this.b, this.ng);\r\n }\r\n this.$return(this.TBN);\r\n });\r\n return pb.getGlobalScope()[funcName](...args);\r\n }\r\n /**\r\n * {@inheritDoc MeshMaterial.applyUniformsValues}\r\n * @override\r\n */\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number): void {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n if (ctx.renderPass.type === RENDER_PASS_TYPE_LIGHT) {\r\n if (this.normalTexture) {\r\n bindGroup.setValue('zNormalScale', this._normalScale);\r\n }\r\n }\r\n }\r\n /**\r\n * Check if the environment lighting should be calculated.\r\n *\r\n * @returns true Environment lighting should be calculated, otherwise false\r\n */\r\n needCalculateEnvLight(): boolean {\r\n return this.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT && this.drawContext.drawEnvLight;\r\n }\r\n /**\r\n * Get irradiance of current environment light\r\n *\r\n * @param scope - Shader scope\r\n * @param normal - Fragment normal vector\r\n *\r\n * @returns Irradiance of current environment light of type vec3\r\n */\r\n getEnvLightIrradiance(scope: PBInsideFunctionScope, normal: PBShaderExp): PBShaderExp {\r\n if (!this.needCalculateEnvLight()) {\r\n console.warn('getEnvLightIrradiance(): No need to calculate environment lighting');\r\n return scope.$builder.vec3(0);\r\n }\r\n return this.drawContext.env.light.envLight.hasIrradiance()\r\n ? scope.$builder.mul(\r\n this.drawContext.env.light.envLight.getIrradiance(scope, normal).rgb,\r\n ShaderHelper.getEnvLightStrength(scope)\r\n )\r\n : scope.$builder.vec3(0);\r\n }\r\n /**\r\n * Get Radiance of current environment light\r\n *\r\n * @param scope - Shader scope\r\n * @param reflectVec - The reflection vector\r\n * @param roughness - Roughness value of current fragment\r\n *\r\n * @returns Radiance of current environment light of type vec3\r\n */\r\n getEnvLightRadiance(\r\n scope: PBInsideFunctionScope,\r\n reflectVec: PBShaderExp,\r\n roughness: PBShaderExp\r\n ): PBShaderExp {\r\n if (!this.needCalculateEnvLight()) {\r\n console.warn('getEnvLightRadiance(): No need to calculate environment lighting');\r\n return scope.$builder.vec3(0);\r\n }\r\n return this.drawContext.env.light.envLight.hasRadiance()\r\n ? scope.$builder.mul(\r\n this.drawContext.env.light.envLight.getRadiance(scope, reflectVec, roughness).rgb,\r\n ShaderHelper.getEnvLightStrength(scope)\r\n )\r\n : scope.$builder.vec3(0);\r\n }\r\n /**\r\n * Checks if shadow should be computed\r\n *\r\n * @returns true if shadow should be computed, other wise false\r\n */\r\n protected needCalculateShadow(): boolean {\r\n return (\r\n this.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT && !!this.drawContext.currentShadowLight\r\n );\r\n }\r\n /**\r\n * Calculates shadow of current fragment\r\n *\r\n * @param scope - Shader scope\r\n * @param NoL - NdotL vector\r\n * @returns Shadow of current fragment, 1 means no shadow and 0 means full shadowed.\r\n */\r\n calculateShadow(scope: PBInsideFunctionScope, worldPos: PBShaderExp, NoL: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n if (!this.needCalculateShadow()) {\r\n console.warn('calculateShadow(): No need to calculate shadow');\r\n return pb.float(1);\r\n }\r\n return ShaderHelper.calculateShadow(scope, worldPos, NoL, this.drawContext);\r\n }\r\n private getClusterIndex(scope: PBInsideFunctionScope, fragCoord: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const funcName = 'lm_getClusterIndex';\r\n pb.func(funcName, [pb.vec3('fragCoord')], function () {\r\n const clusterParams = ShaderHelper.getClusterParams(this);\r\n const countParams = ShaderHelper.getCountParams(this);\r\n this.$l.zTile = pb.int(\r\n pb.max(\r\n pb.add(\r\n pb.mul(pb.log2(ShaderHelper.nonLinearDepthToLinear(this, this.fragCoord.z)), clusterParams.z),\r\n clusterParams.w\r\n ),\r\n 0\r\n )\r\n );\r\n this.$l.f = pb.vec2(this.fragCoord.x, pb.sub(clusterParams.y, pb.add(this.fragCoord.y, 1)));\r\n this.$l.xyTile = pb.ivec2(pb.div(this.f, pb.div(clusterParams.xy, pb.vec2(countParams.xy))));\r\n this.$return(pb.ivec3(this.xyTile, this.zTile));\r\n });\r\n return pb.getGlobalScope()[funcName](fragCoord);\r\n }\r\n protected calculatePointLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_calculatePointLightAttenuation';\r\n pb.func(funcName, [pb.vec3('worldPos'), pb.vec4('posRange')], function () {\r\n this.$l.dist = pb.distance(this.posRange.xyz, this.worldPos);\r\n this.$l.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, this.posRange.w)));\r\n this.$return(pb.mul(this.falloff, this.falloff));\r\n });\r\n return pb.getGlobalScope()[funcName](worldPos, posRange);\r\n }\r\n protected calculateSpotLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_calculateSpotLightAttenuation';\r\n pb.func(funcName, [pb.vec3('worldPos'), pb.vec4('posRange'), pb.vec4('dirCutoff')], function () {\r\n this.$l.dist = pb.distance(this.posRange.xyz, this.worldPos);\r\n this.$l.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, this.posRange.w)));\r\n this.$l.spotFactor = pb.dot(\r\n pb.normalize(pb.sub(this.worldPos, this.posRange.xyz)),\r\n this.dirCutoff.xyz\r\n );\r\n this.spotFactor = pb.smoothStep(this.dirCutoff.w, pb.mix(this.dirCutoff.w, 1, 0.5), this.spotFactor);\r\n this.$return(pb.mul(this.spotFactor, this.falloff, this.falloff));\r\n });\r\n return pb.getGlobalScope()[funcName](worldPos, posRange, dirCutoff);\r\n }\r\n calculateLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ): PBShaderExp {\r\n const pb = scope.$builder;\r\n return scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_DIRECTIONAL),\r\n pb.float(1),\r\n scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_POINT),\r\n this.calculatePointLightAttenuation(scope, worldPos.xyz, posRange),\r\n this.calculateSpotLightAttenuation(scope, worldPos.xyz, posRange, dirCutoff)\r\n )\r\n );\r\n }\r\n calculateLightDirection(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ): PBShaderExp {\r\n const pb = scope.$builder;\r\n return scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_DIRECTIONAL),\r\n pb.neg(dirCutoff.xyz),\r\n pb.normalize(pb.sub(posRange.xyz, worldPos.xyz))\r\n );\r\n }\r\n forEachLight(\r\n scope: PBInsideFunctionScope,\r\n callback: (\r\n this: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp,\r\n colorIntensity: PBShaderExp,\r\n shadow: boolean\r\n ) => void\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n if (that.drawContext.renderPass.type !== RENDER_PASS_TYPE_LIGHT) {\r\n console.warn('LitMaterial.forEachLight(): must be called in forward render pass');\r\n return;\r\n }\r\n if (that.drawContext.currentShadowLight) {\r\n const posRange = scope.light.positionAndRange;\r\n const dirCutoff = scope.light.directionAndCutoff;\r\n const colorIntensity = scope.light.diffuseAndIntensity;\r\n scope.$scope(function () {\r\n const lightType = scope.$choice(\r\n pb.lessThan(posRange.w, 0),\r\n pb.int(LIGHT_TYPE_DIRECTIONAL),\r\n scope.$choice(pb.lessThan(dirCutoff.w, 0), pb.int(LIGHT_TYPE_POINT), pb.int(LIGHT_TYPE_SPOT))\r\n );\r\n callback.call(this, lightType, posRange, dirCutoff, colorIntensity, true);\r\n });\r\n } else {\r\n scope.$scope(function () {\r\n const countParams = ShaderHelper.getCountParams(this);\r\n this.$l.cluster = that.getClusterIndex(this, this.$builtins.fragCoord.xyz);\r\n this.$l.clusterIndex = pb.add(\r\n this.cluster.x,\r\n pb.mul(this.cluster.y, countParams.x),\r\n pb.mul(this.cluster.z, countParams.x, countParams.y)\r\n );\r\n this.$l.texSize = scope.light.lightIndexTexSize;\r\n if (pb.getDevice().type === 'webgl') {\r\n this.$l.texCoordX = pb.div(\r\n pb.add(pb.mod(pb.float(this.clusterIndex), pb.float(this.texSize.x)), 0.5),\r\n pb.float(this.texSize.x)\r\n );\r\n this.$l.texCoordY = pb.div(\r\n pb.add(pb.float(pb.div(this.clusterIndex, this.texSize.x)), 0.5),\r\n pb.float(this.texSize.y)\r\n );\r\n this.$l.samp = pb.textureSample(\r\n ShaderHelper.getClusteredLightIndexTexture(this),\r\n pb.vec2(this.texCoordX, this.texCoordY)\r\n );\r\n } else {\r\n this.$l.texCoordX = pb.mod(this.clusterIndex, this.texSize.x);\r\n this.$l.texCoordY = pb.div(this.clusterIndex, this.texSize.x);\r\n this.$l.samp = pb.textureLoad(\r\n ShaderHelper.getClusteredLightIndexTexture(this),\r\n pb.ivec2(this.texCoordX, this.texCoordY),\r\n 0\r\n );\r\n }\r\n if (pb.getDevice().type === 'webgl') {\r\n this.$for(pb.int('i'), 0, 4, function () {\r\n this.$l.k = this.samp.at(this.i);\r\n this.$l.lights = pb.int[2]();\r\n this.$l.lights[0] = pb.int(pb.mod(this.k, 256));\r\n this.$l.lights[1] = pb.int(pb.div(this.k, 256));\r\n this.$for(pb.int('k'), 0, 2, function () {\r\n this.$l.li = this.lights.at(this.k);\r\n this.$if(pb.greaterThan(this.li, 0), function () {\r\n this.$for(pb.int('j'), 1, 256, function () {\r\n this.$if(pb.equal(this.j, this.li), function () {\r\n this.$l.positionRange = ShaderHelper.getLightPositionAndRange(this, this.j);\r\n this.$l.directionCutoff = ShaderHelper.getLightDirectionAndCutoff(this, this.j);\r\n this.$l.diffuseIntensity = ShaderHelper.getLightColorAndIntensity(this, this.j);\r\n this.$l.lightType = this.$choice(\r\n pb.lessThan(this.positionRange.w, 0),\r\n pb.int(LIGHT_TYPE_DIRECTIONAL),\r\n this.$choice(\r\n pb.lessThan(this.directionCutoff.w, 0),\r\n pb.int(LIGHT_TYPE_POINT),\r\n pb.int(LIGHT_TYPE_SPOT)\r\n )\r\n );\r\n this.$scope(function () {\r\n callback.call(\r\n this,\r\n this.lightType,\r\n this.positionRange,\r\n this.directionCutoff,\r\n this.diffuseIntensity,\r\n false\r\n );\r\n });\r\n this.$break();\r\n });\r\n });\r\n });\r\n });\r\n });\r\n } else {\r\n this.$for(pb.uint('i'), 0, 4, function () {\r\n this.$for(pb.uint('k'), 0, 4, function () {\r\n this.$l.c = pb.compAnd(pb.sar(this.samp.at(this.i), pb.mul(this.k, 8)), 0xff);\r\n this.$if(pb.greaterThan(this.c, 0), function () {\r\n this.$l.positionRange = ShaderHelper.getLightPositionAndRange(this, this.c);\r\n this.$l.directionCutoff = ShaderHelper.getLightDirectionAndCutoff(this, this.c);\r\n this.$l.diffuseIntensity = ShaderHelper.getLightColorAndIntensity(this, this.c);\r\n this.$l.lightType = this.$choice(\r\n pb.lessThan(this.positionRange.w, 0),\r\n pb.int(LIGHT_TYPE_DIRECTIONAL),\r\n this.$choice(\r\n pb.lessThan(this.directionCutoff.w, 0),\r\n pb.int(LIGHT_TYPE_POINT),\r\n pb.int(LIGHT_TYPE_SPOT)\r\n )\r\n );\r\n this.$scope(function () {\r\n callback.call(\r\n this,\r\n this.lightType,\r\n this.positionRange,\r\n this.directionCutoff,\r\n this.diffuseIntensity,\r\n false\r\n );\r\n });\r\n });\r\n });\r\n });\r\n }\r\n });\r\n }\r\n }\r\n /**\r\n * Fragment shader implementation\r\n *\r\n * @param scope - Shader scope\r\n * @returns Calucated fragment color\r\n */\r\n fragmentShader(scope: PBFunctionScope) {\r\n super.fragmentShader(scope);\r\n const pb = scope.$builder;\r\n if (this.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT) {\r\n if (this.normalTexture) {\r\n scope.zNormalScale = pb.float().uniform(2);\r\n }\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Material.supportLighting}\r\n * @override\r\n */\r\n supportLighting(): boolean {\r\n 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