@zephyr3d/scene 0.6.1 → 0.7.1

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 (754) hide show
  1. package/dist/animation/animation.js +142 -31
  2. package/dist/animation/animation.js.map +1 -1
  3. package/dist/animation/animationset.js +186 -73
  4. package/dist/animation/animationset.js.map +1 -1
  5. package/dist/animation/animationtrack.js +66 -10
  6. package/dist/animation/animationtrack.js.map +1 -1
  7. package/dist/animation/eulerrotationtrack.js +40 -20
  8. package/dist/animation/eulerrotationtrack.js.map +1 -1
  9. package/dist/animation/morphtarget.js +20 -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 +186 -0
  14. package/dist/animation/proptrack.js.map +1 -0
  15. package/dist/animation/rotationtrack.js +28 -11
  16. package/dist/animation/rotationtrack.js.map +1 -1
  17. package/dist/animation/scaletrack.js +28 -11
  18. package/dist/animation/scaletrack.js.map +1 -1
  19. package/dist/animation/skeleton.js +238 -82
  20. package/dist/animation/skeleton.js.map +1 -1
  21. package/dist/animation/translationtrack.js +29 -11
  22. package/dist/animation/translationtrack.js.map +1 -1
  23. package/dist/app/api.js +52 -0
  24. package/dist/app/api.js.map +1 -0
  25. package/dist/app/app.js +165 -0
  26. package/dist/app/app.js.map +1 -0
  27. package/dist/app/engine.js +300 -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/screen.js +318 -0
  34. package/dist/app/screen.js.map +1 -0
  35. package/dist/app/scriptingsystem.js +224 -0
  36. package/dist/app/scriptingsystem.js.map +1 -0
  37. package/dist/app/scriptregistry.js +421 -0
  38. package/dist/app/scriptregistry.js.map +1 -0
  39. package/dist/asset/assetmanager.js +823 -321
  40. package/dist/asset/assetmanager.js.map +1 -1
  41. package/dist/asset/builtin.js +12 -48
  42. package/dist/asset/builtin.js.map +1 -1
  43. package/dist/asset/loaders/dds/dds.js +23 -95
  44. package/dist/asset/loaders/dds/dds.js.map +1 -1
  45. package/dist/asset/loaders/dds/dds_loader.js +9 -19
  46. package/dist/asset/loaders/dds/dds_loader.js.map +1 -1
  47. package/dist/asset/loaders/gltf/gltf_loader.js +50 -48
  48. package/dist/asset/loaders/gltf/gltf_loader.js.map +1 -1
  49. package/dist/asset/loaders/gltf/helpers.js +33 -16
  50. package/dist/asset/loaders/gltf/helpers.js.map +1 -1
  51. package/dist/asset/loaders/hdr/hdr.js +39 -27
  52. package/dist/asset/loaders/hdr/hdr.js.map +1 -1
  53. package/dist/asset/loaders/image/tga_Loader.js +15 -17
  54. package/dist/asset/loaders/image/tga_Loader.js.map +1 -1
  55. package/dist/asset/loaders/image/webimage_loader.js +51 -50
  56. package/dist/asset/loaders/image/webimage_loader.js.map +1 -1
  57. package/dist/asset/loaders/loader.js +2 -2
  58. package/dist/asset/loaders/loader.js.map +1 -1
  59. package/dist/asset/model.js +160 -6
  60. package/dist/asset/model.js.map +1 -1
  61. package/dist/blitter/bilateralblur.js +0 -1
  62. package/dist/blitter/bilateralblur.js.map +1 -1
  63. package/dist/blitter/blitter.js +28 -31
  64. package/dist/blitter/blitter.js.map +1 -1
  65. package/dist/blitter/box.js +0 -1
  66. package/dist/blitter/box.js.map +1 -1
  67. package/dist/blitter/copy.js.map +1 -1
  68. package/dist/blitter/gaussianblur.js +23 -23
  69. package/dist/blitter/gaussianblur.js.map +1 -1
  70. package/dist/camera/base.js +139 -34
  71. package/dist/camera/base.js.map +1 -1
  72. package/dist/camera/camera.js +760 -172
  73. package/dist/camera/camera.js.map +1 -1
  74. package/dist/camera/fps.js +21 -27
  75. package/dist/camera/fps.js.map +1 -1
  76. package/dist/camera/orbit.js +134 -59
  77. package/dist/camera/orbit.js.map +1 -1
  78. package/dist/camera/orthocamera.js +52 -21
  79. package/dist/camera/orthocamera.js.map +1 -1
  80. package/dist/camera/perspectivecamera.js +60 -34
  81. package/dist/camera/perspectivecamera.js.map +1 -1
  82. package/dist/index.d.ts +17031 -6901
  83. package/dist/index.js +60 -21
  84. package/dist/index.js.map +1 -1
  85. package/dist/material/blinn.js +5 -0
  86. package/dist/material/blinn.js.map +1 -1
  87. package/dist/material/grassmaterial.js +6 -1
  88. package/dist/material/grassmaterial.js.map +1 -1
  89. package/dist/material/lambert.js +6 -1
  90. package/dist/material/lambert.js.map +1 -1
  91. package/dist/material/material.js +356 -77
  92. package/dist/material/material.js.map +1 -1
  93. package/dist/material/meshmaterial.js +505 -162
  94. package/dist/material/meshmaterial.js.map +1 -1
  95. package/dist/material/mixins/albedocolor.js +5 -1
  96. package/dist/material/mixins/albedocolor.js.map +1 -1
  97. package/dist/material/mixins/foliage.js +3 -3
  98. package/dist/material/mixins/foliage.js.map +1 -1
  99. package/dist/material/mixins/lightmodel/blinnphong.js +18 -5
  100. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  101. package/dist/material/mixins/lightmodel/lambert.js +6 -6
  102. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  103. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +242 -0
  104. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -0
  105. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +52 -15
  106. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  107. package/dist/material/mixins/lightmodel/pbrspecularglossness.js +27 -9
  108. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  109. package/dist/material/mixins/lit.js +19 -7
  110. package/dist/material/mixins/lit.js.map +1 -1
  111. package/dist/material/mixins/pbr/brdf.js +134 -0
  112. package/dist/material/mixins/pbr/brdf.js.map +1 -0
  113. package/dist/material/mixins/pbr/common.js +68 -85
  114. package/dist/material/mixins/pbr/common.js.map +1 -1
  115. package/dist/material/mixins/texture.js +101 -83
  116. package/dist/material/mixins/texture.js.map +1 -1
  117. package/dist/material/mixins/vertexcolor.js +6 -2
  118. package/dist/material/mixins/vertexcolor.js.map +1 -1
  119. package/dist/material/particle.js +272 -0
  120. package/dist/material/particle.js.map +1 -0
  121. package/dist/material/pbrblueprint.js +344 -0
  122. package/dist/material/pbrblueprint.js.map +1 -0
  123. package/dist/material/pbrmr.js +10 -0
  124. package/dist/material/pbrmr.js.map +1 -1
  125. package/dist/material/pbrsg.js +10 -0
  126. package/dist/material/pbrsg.js.map +1 -1
  127. package/dist/material/shader/helper.js +533 -316
  128. package/dist/material/shader/helper.js.map +1 -1
  129. package/dist/material/sprite.js +301 -0
  130. package/dist/material/sprite.js.map +1 -0
  131. package/dist/material/sprite3d.js +301 -0
  132. package/dist/material/sprite3d.js.map +1 -0
  133. package/dist/material/sprite3d_std.js +116 -0
  134. package/dist/material/sprite3d_std.js.map +1 -0
  135. package/dist/material/sprite3dblueprint.js +235 -0
  136. package/dist/material/sprite3dblueprint.js.map +1 -0
  137. package/dist/material/sprite_std.js +116 -0
  138. package/dist/material/sprite_std.js.map +1 -0
  139. package/dist/material/spriteblueprint.js +235 -0
  140. package/dist/material/spriteblueprint.js.map +1 -0
  141. package/dist/material/terrain-cm.js +606 -0
  142. package/dist/material/terrain-cm.js.map +1 -0
  143. package/dist/material/terrainmaterial.js +59 -54
  144. package/dist/material/terrainmaterial.js.map +1 -1
  145. package/dist/material/unlit.js +5 -0
  146. package/dist/material/unlit.js.map +1 -1
  147. package/dist/material/water.js +415 -0
  148. package/dist/material/water.js.map +1 -0
  149. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +38 -0
  150. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +1 -0
  151. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +10 -0
  152. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +1 -0
  153. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +127 -0
  154. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +1 -0
  155. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +263 -0
  156. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +1 -0
  157. package/dist/node_modules/es-module-lexer/dist/lexer.js +5 -0
  158. package/dist/node_modules/es-module-lexer/dist/lexer.js.map +1 -0
  159. package/dist/posteffect/bloom.js +39 -54
  160. package/dist/posteffect/bloom.js.map +1 -1
  161. package/dist/posteffect/compositor.js +95 -128
  162. package/dist/posteffect/compositor.js.map +1 -1
  163. package/dist/posteffect/fxaa.js +10 -18
  164. package/dist/posteffect/fxaa.js.map +1 -1
  165. package/dist/posteffect/grayscale.js +9 -17
  166. package/dist/posteffect/grayscale.js.map +1 -1
  167. package/dist/posteffect/motionblur.js +105 -0
  168. package/dist/posteffect/motionblur.js.map +1 -0
  169. package/dist/posteffect/posteffect.js +66 -35
  170. package/dist/posteffect/posteffect.js.map +1 -1
  171. package/dist/posteffect/sao.js +13 -21
  172. package/dist/posteffect/sao.js.map +1 -1
  173. package/dist/posteffect/ssr.js +65 -103
  174. package/dist/posteffect/ssr.js.map +1 -1
  175. package/dist/posteffect/taa.js +175 -0
  176. package/dist/posteffect/taa.js.map +1 -0
  177. package/dist/posteffect/tonemap.js +12 -20
  178. package/dist/posteffect/tonemap.js.map +1 -1
  179. package/dist/render/abuffer_oit.js +38 -25
  180. package/dist/render/abuffer_oit.js.map +1 -1
  181. package/dist/render/clipmap.js +424 -106
  182. package/dist/render/clipmap.js.map +1 -1
  183. package/dist/render/cluster_light.js +11 -9
  184. package/dist/render/cluster_light.js.map +1 -1
  185. package/dist/render/cull_visitor.js +51 -13
  186. package/dist/render/cull_visitor.js.map +1 -1
  187. package/dist/render/depthpass.js +15 -7
  188. package/dist/render/depthpass.js.map +1 -1
  189. package/dist/render/drawable.js +15 -0
  190. package/dist/render/drawable.js.map +1 -0
  191. package/dist/render/drawable_mixin.js +121 -44
  192. package/dist/render/drawable_mixin.js.map +1 -1
  193. package/dist/render/envlight.js +86 -141
  194. package/dist/render/envlight.js.map +1 -1
  195. package/dist/render/fbm_wavegenerator.js +236 -0
  196. package/dist/render/fbm_wavegenerator.js.map +1 -0
  197. package/dist/render/fft_wavegenerator.js +131 -114
  198. package/dist/render/fft_wavegenerator.js.map +1 -1
  199. package/dist/render/fullscreenquad.js +2 -2
  200. package/dist/render/fullscreenquad.js.map +1 -1
  201. package/dist/render/gerstner_wavegenerator.js +100 -48
  202. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  203. package/dist/render/globalbindgroup_allocator.js +7 -3
  204. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  205. package/dist/render/hzb.js +7 -5
  206. package/dist/render/hzb.js.map +1 -1
  207. package/dist/render/lightpass.js +28 -27
  208. package/dist/render/lightpass.js.map +1 -1
  209. package/dist/render/objectcolorpass.js +6 -9
  210. package/dist/render/objectcolorpass.js.map +1 -1
  211. package/dist/render/primitive.js +213 -105
  212. package/dist/render/primitive.js.map +1 -1
  213. package/dist/render/render_queue.js +49 -24
  214. package/dist/render/render_queue.js.map +1 -1
  215. package/dist/render/renderbundle_wrapper.js +65 -15
  216. package/dist/render/renderbundle_wrapper.js.map +1 -1
  217. package/dist/render/renderer.js +324 -189
  218. package/dist/render/renderer.js.map +1 -1
  219. package/dist/render/renderpass.js +43 -84
  220. package/dist/render/renderpass.js.map +1 -1
  221. package/dist/render/rendertarget.js +5 -0
  222. package/dist/render/rendertarget.js.map +1 -0
  223. package/dist/render/screenrendertarget.js +56 -0
  224. package/dist/render/screenrendertarget.js.map +1 -0
  225. package/dist/render/shadowmap_pass.js +5 -6
  226. package/dist/render/shadowmap_pass.js.map +1 -1
  227. package/dist/render/sky.js +867 -542
  228. package/dist/render/sky.js.map +1 -1
  229. package/dist/render/weightedblended_oit.js +13 -15
  230. package/dist/render/weightedblended_oit.js.map +1 -1
  231. package/dist/scene/basesprite.js +296 -0
  232. package/dist/scene/basesprite.js.map +1 -0
  233. package/dist/scene/batchgroup.js +22 -7
  234. package/dist/scene/batchgroup.js.map +1 -1
  235. package/dist/scene/environment.js +78 -49
  236. package/dist/scene/environment.js.map +1 -1
  237. package/dist/scene/graph_node.js +2 -3
  238. package/dist/scene/graph_node.js.map +1 -1
  239. package/dist/scene/light.js +49 -92
  240. package/dist/scene/light.js.map +1 -1
  241. package/dist/scene/mesh.js +298 -89
  242. package/dist/scene/mesh.js.map +1 -1
  243. package/dist/scene/octree.js +371 -162
  244. package/dist/scene/octree.js.map +1 -1
  245. package/dist/scene/particlesys.js +687 -0
  246. package/dist/scene/particlesys.js.map +1 -0
  247. package/dist/scene/raycast_visitor.js +26 -13
  248. package/dist/scene/raycast_visitor.js.map +1 -1
  249. package/dist/scene/scene.js +312 -85
  250. package/dist/scene/scene.js.map +1 -1
  251. package/dist/scene/scene_node.js +663 -105
  252. package/dist/scene/scene_node.js.map +1 -1
  253. package/dist/scene/sprite.js +18 -0
  254. package/dist/scene/sprite.js.map +1 -0
  255. package/dist/scene/sprite3d.js +18 -0
  256. package/dist/scene/sprite3d.js.map +1 -0
  257. package/dist/scene/terrain/grass.js +48 -49
  258. package/dist/scene/terrain/grass.js.map +1 -1
  259. package/dist/scene/terrain/heightfield.js +46 -44
  260. package/dist/scene/terrain/heightfield.js.map +1 -1
  261. package/dist/scene/terrain/patch.js +20 -29
  262. package/dist/scene/terrain/patch.js.map +1 -1
  263. package/dist/scene/terrain/quadtree.js +58 -27
  264. package/dist/scene/terrain/quadtree.js.map +1 -1
  265. package/dist/scene/terrain/terrain.js +31 -45
  266. package/dist/scene/terrain/terrain.js.map +1 -1
  267. package/dist/scene/terrain-cm/grass.js +604 -0
  268. package/dist/scene/terrain-cm/grass.js.map +1 -0
  269. package/dist/scene/terrain-cm/grassmaterial.js +162 -0
  270. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -0
  271. package/dist/scene/terrain-cm/terrain-cm.js +550 -0
  272. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -0
  273. package/dist/scene/water.js +383 -0
  274. package/dist/scene/water.js.map +1 -0
  275. package/dist/shaders/atmosphere.js +945 -0
  276. package/dist/shaders/atmosphere.js.map +1 -0
  277. package/dist/shaders/fog.js +116 -0
  278. package/dist/shaders/fog.js.map +1 -0
  279. package/dist/shaders/misc.js.map +1 -1
  280. package/dist/shaders/noise.js +217 -8
  281. package/dist/shaders/noise.js.map +1 -1
  282. package/dist/shaders/pbr.js.map +1 -1
  283. package/dist/shaders/shadow.js +8 -8
  284. package/dist/shaders/shadow.js.map +1 -1
  285. package/dist/shaders/ssr.js +87 -39
  286. package/dist/shaders/ssr.js.map +1 -1
  287. package/dist/shaders/temporal.js +216 -0
  288. package/dist/shaders/temporal.js.map +1 -0
  289. package/dist/shaders/water.js +42 -20
  290. package/dist/shaders/water.js.map +1 -1
  291. package/dist/shadow/esm.js +32 -14
  292. package/dist/shadow/esm.js.map +1 -1
  293. package/dist/shadow/pcf_opt.js +12 -13
  294. package/dist/shadow/pcf_opt.js.map +1 -1
  295. package/dist/shadow/pcf_pd.js +12 -13
  296. package/dist/shadow/pcf_pd.js.map +1 -1
  297. package/dist/shadow/shader.js +40 -0
  298. package/dist/shadow/shader.js.map +1 -0
  299. package/dist/shadow/shadow_impl.js.map +1 -1
  300. package/dist/shadow/shadowmapper.js +73 -44
  301. package/dist/shadow/shadowmapper.js.map +1 -1
  302. package/dist/shadow/ssm.js +15 -16
  303. package/dist/shadow/ssm.js.map +1 -1
  304. package/dist/shadow/vsm.js +33 -16
  305. package/dist/shadow/vsm.js.map +1 -1
  306. package/dist/shapes/box.js +187 -83
  307. package/dist/shapes/box.js.map +1 -1
  308. package/dist/shapes/cylinder.js +101 -43
  309. package/dist/shapes/cylinder.js.map +1 -1
  310. package/dist/shapes/plane.js +70 -29
  311. package/dist/shapes/plane.js.map +1 -1
  312. package/dist/shapes/shape.js +121 -17
  313. package/dist/shapes/shape.js.map +1 -1
  314. package/dist/shapes/sphere.js +78 -44
  315. package/dist/shapes/sphere.js.map +1 -1
  316. package/dist/shapes/tetrahedron.js +255 -0
  317. package/dist/shapes/tetrahedron.js.map +1 -0
  318. package/dist/shapes/torus.js +76 -55
  319. package/dist/shapes/torus.js.map +1 -1
  320. package/dist/src/animation/animation.js +127 -0
  321. package/dist/src/animation/animation.js.map +1 -0
  322. package/dist/src/animation/animationset.js +255 -0
  323. package/dist/src/animation/animationset.js.map +1 -0
  324. package/dist/src/animation/animationtrack.js +34 -0
  325. package/dist/src/animation/animationtrack.js.map +1 -0
  326. package/dist/src/animation/eulerrotationtrack.js +52 -0
  327. package/dist/src/animation/eulerrotationtrack.js.map +1 -0
  328. package/dist/src/animation/morphtarget.js +93 -0
  329. package/dist/src/animation/morphtarget.js.map +1 -0
  330. package/dist/src/animation/morphtrack.js +70 -0
  331. package/dist/src/animation/morphtrack.js.map +1 -0
  332. package/dist/src/animation/proptrack.js +161 -0
  333. package/dist/src/animation/proptrack.js.map +1 -0
  334. package/dist/src/animation/rotationtrack.js +51 -0
  335. package/dist/src/animation/rotationtrack.js.map +1 -0
  336. package/dist/src/animation/scaletrack.js +50 -0
  337. package/dist/src/animation/scaletrack.js.map +1 -0
  338. package/dist/src/animation/skeleton.js +204 -0
  339. package/dist/src/animation/skeleton.js.map +1 -0
  340. package/dist/src/animation/translationtrack.js +50 -0
  341. package/dist/src/animation/translationtrack.js.map +1 -0
  342. package/dist/{app.js → src/app/app.js} +18 -40
  343. package/dist/src/app/app.js.map +1 -0
  344. package/dist/{input → src/app}/inputmgr.js +41 -16
  345. package/dist/src/app/inputmgr.js.map +1 -0
  346. package/dist/src/asset/assetmanager.js +404 -0
  347. package/dist/src/asset/assetmanager.js.map +1 -0
  348. package/dist/src/asset/builtin.js +337 -0
  349. package/dist/src/asset/builtin.js.map +1 -0
  350. package/dist/src/asset/loaders/dds/dds.js +470 -0
  351. package/dist/src/asset/loaders/dds/dds.js.map +1 -0
  352. package/dist/src/asset/loaders/dds/dds_loader.js +28 -0
  353. package/dist/src/asset/loaders/dds/dds_loader.js.map +1 -0
  354. package/dist/src/asset/loaders/gltf/gltf_loader.js +1265 -0
  355. package/dist/src/asset/loaders/gltf/gltf_loader.js.map +1 -0
  356. package/dist/src/asset/loaders/gltf/helpers.js +327 -0
  357. package/dist/src/asset/loaders/gltf/helpers.js.map +1 -0
  358. package/dist/src/asset/loaders/hdr/hdr.js +180 -0
  359. package/dist/src/asset/loaders/hdr/hdr.js.map +1 -0
  360. package/dist/src/asset/loaders/image/tga_Loader.js +116 -0
  361. package/dist/src/asset/loaders/image/tga_Loader.js.map +1 -0
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  702. package/dist/utility/serialization/scene/light.js +591 -0
  703. package/dist/utility/serialization/scene/light.js.map +1 -0
  704. package/dist/utility/serialization/scene/material.js +1070 -0
  705. package/dist/utility/serialization/scene/material.js.map +1 -0
  706. package/dist/utility/serialization/scene/mesh.js +345 -0
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  708. package/dist/utility/serialization/scene/misc.js +40 -0
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  722. package/dist/utility/serialization/scene/water.js +467 -0
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  726. package/dist/utility/shprojector.js +313 -0
  727. package/dist/utility/shprojector.js.map +1 -0
  728. package/dist/utility/textures/ggxlut.js +4 -5
  729. package/dist/utility/textures/ggxlut.js.map +1 -1
  730. package/dist/utility/textures/gradientnoise.js +2 -1
  731. package/dist/utility/textures/gradientnoise.js.map +1 -1
  732. package/dist/utility/textures/randomnoise.js +1 -0
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  737. package/dist/app.js.map +0 -1
  738. package/dist/blitter/depthlimitedgaussion.js.map +0 -1
  739. package/dist/input/inputmgr.js.map +0 -1
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  741. package/dist/posteffect/water.js +0 -508
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  753. package/dist/utility/shprojection.js +0 -442
  754. package/dist/utility/shprojection.js.map +0 -1
@@ -0,0 +1,344 @@
1
+ import { applyMaterialMixins, MeshMaterial } from './meshmaterial.js';
2
+ import { ShaderHelper } from './shader/helper.js';
3
+ import { RENDER_PASS_TYPE_LIGHT, MaterialVaryingFlags } from '../values.js';
4
+ import { DRef, Vector4 } from '@zephyr3d/base';
5
+ import { mixinPBRBluePrint } from './mixins/lightmodel/pbrblueprintmixin.js';
6
+ import { MaterialBlueprintIR } from '../utility/blueprint/material/ir.js';
7
+ import { PBRBlockNode, VertexBlockNode } from '../utility/blueprint/material/pbr.js';
8
+
9
+ /**
10
+ * Physically-based rendering material driven by blueprint graphs.
11
+ *
12
+ * @remarks
13
+ * This material extends {@link MeshMaterial} with PBR behavior via
14
+ * {@link mixinPBRBluePrint}, and uses {@link MaterialBlueprintIR}
15
+ * graphs for both vertex and fragment stages.
16
+ *
17
+ * - The **vertex blueprint IR** (`vertexIR`) controls vertex
18
+ * transformations and per-vertex data.
19
+ * - The **fragment blueprint IR** (`fragmentIR`) produces inputs
20
+ * for the PBR shading model (albedo, roughness, metalness, etc.).
21
+ *
22
+ * Uniform values and textures for the blueprints are provided via
23
+ * {@link PBRBluePrintMaterial.uniformValues} and
24
+ * {@link PBRBluePrintMaterial.uniformTextures}.
25
+ *
26
+ * @public
27
+ */ class PBRBluePrintMaterial extends applyMaterialMixins(MeshMaterial, mixinPBRBluePrint) {
28
+ /** @internal */ static FEATURE_VERTEX_COLOR = this.defineFeature();
29
+ /** @internal */ static FEATURE_VERTEX_UV = this.defineFeature();
30
+ /** @internal */ _irFrag;
31
+ /** @internal */ _irVertex;
32
+ /** @internal */ _uniformValues;
33
+ /** @internal */ _uniformTextures;
34
+ /**
35
+ * Creates a new {@link PBRBluePrintMaterial} instance.
36
+ *
37
+ * @param irFrag - Optional fragment blueprint IR. If omitted, a default
38
+ * IR containing a single {@link PBRBlockNode} is created.
39
+ * @param irVertex - Optional vertex blueprint IR. If omitted, a default
40
+ * IR containing a single {@link VertexBlockNode} is created.
41
+ * @param uniformValues - Optional initial list of uniform value descriptors.
42
+ * @param uniformTextures - Optional initial list of texture uniform descriptors.
43
+ */ constructor(irFrag, irVertex, uniformValues, uniformTextures){
44
+ super();
45
+ this._irFrag = irFrag ?? new MaterialBlueprintIR({
46
+ nodeMap: {
47
+ '1': new PBRBlockNode()
48
+ },
49
+ roots: [
50
+ 1
51
+ ],
52
+ order: [
53
+ 1
54
+ ],
55
+ graph: {
56
+ incoming: {},
57
+ outgoing: {}
58
+ }
59
+ }, '', {
60
+ nodes: [
61
+ {
62
+ id: 1,
63
+ title: '',
64
+ locked: true,
65
+ node: {
66
+ ClassName: 'PBRBlockNode',
67
+ Object: ''
68
+ }
69
+ }
70
+ ],
71
+ links: []
72
+ });
73
+ this._irVertex = irVertex ?? new MaterialBlueprintIR({
74
+ nodeMap: {
75
+ '1': new VertexBlockNode()
76
+ },
77
+ roots: [
78
+ 1
79
+ ],
80
+ order: [
81
+ 1
82
+ ],
83
+ graph: {
84
+ incoming: {},
85
+ outgoing: {}
86
+ }
87
+ }, '', {
88
+ nodes: [
89
+ {
90
+ id: 1,
91
+ title: '',
92
+ locked: true,
93
+ node: {
94
+ ClassName: 'VertexBlockNode',
95
+ Object: ''
96
+ }
97
+ }
98
+ ],
99
+ links: []
100
+ });
101
+ this._uniformValues = uniformValues ?? [];
102
+ this._uniformTextures = uniformTextures ?? [];
103
+ this.useFeature(PBRBluePrintMaterial.FEATURE_VERTEX_COLOR, this._irVertex.behaviors.useVertexColor);
104
+ this.useFeature(PBRBluePrintMaterial.FEATURE_VERTEX_UV, this._irVertex.behaviors.useVertexUV);
105
+ }
106
+ /**
107
+ * Gets the fragment blueprint IR.
108
+ */ get fragmentIR() {
109
+ return this._irFrag;
110
+ }
111
+ set fragmentIR(ir) {
112
+ if (ir && ir !== this._irFrag) {
113
+ this._irFrag = ir;
114
+ this.clearCache();
115
+ this.optionChanged(true);
116
+ }
117
+ }
118
+ /**
119
+ * Gets the vertex blueprint IR.
120
+ */ get vertexIR() {
121
+ return this._irVertex;
122
+ }
123
+ set vertexIR(ir) {
124
+ if (ir && ir !== this._irVertex) {
125
+ this._irVertex = ir;
126
+ this.useFeature(PBRBluePrintMaterial.FEATURE_VERTEX_COLOR, this._irVertex.behaviors.useVertexColor);
127
+ this.useFeature(PBRBluePrintMaterial.FEATURE_VERTEX_UV, this._irVertex.behaviors.useVertexUV);
128
+ this.clearCache();
129
+ this.optionChanged(true);
130
+ }
131
+ }
132
+ /**
133
+ * Gets the list of uniform value descriptors used by the blueprints.
134
+ */ get uniformValues() {
135
+ return this._uniformValues;
136
+ }
137
+ set uniformValues(val) {
138
+ this._uniformValues = (val ?? []).map((v)=>({
139
+ ...v
140
+ }));
141
+ this.uniformChanged();
142
+ }
143
+ /**
144
+ * Gets the list of texture uniform descriptors used by the blueprints.
145
+ */ get uniformTextures() {
146
+ return this._uniformTextures;
147
+ }
148
+ set uniformTextures(val) {
149
+ if (val !== this._uniformTextures) {
150
+ const newUniforms = val.map((v)=>({
151
+ finalTexture: new DRef(v.finalTexture.get()),
152
+ finalSampler: v.finalSampler,
153
+ name: v.name,
154
+ params: v.params?.clone() ?? Vector4.zero(),
155
+ texture: v.texture,
156
+ type: v.type,
157
+ sRGB: v.sRGB,
158
+ wrapS: v.wrapS,
159
+ wrapT: v.wrapT,
160
+ inFragmentShader: v.inFragmentShader,
161
+ inVertexShader: v.inVertexShader,
162
+ minFilter: v.minFilter,
163
+ magFilter: v.magFilter,
164
+ mipFilter: v.mipFilter
165
+ }));
166
+ for (const u of this._uniformTextures){
167
+ u.finalTexture.dispose();
168
+ }
169
+ this._uniformTextures = newUniforms;
170
+ this.uniformChanged();
171
+ }
172
+ }
173
+ /**
174
+ * Creates a deep copy of this material.
175
+ *
176
+ * @remarks
177
+ * The clone shares the same vertex/fragment IR references and copies
178
+ * the current blueprint uniform descriptors, then calls `copyFrom`
179
+ * to copy base-class and mixin state.
180
+ *
181
+ * @returns A new {@link PBRBluePrintMaterial} instance.
182
+ */ clone() {
183
+ const other = new PBRBluePrintMaterial(this._irFrag, this._irVertex, this._uniformValues, this._uniformTextures);
184
+ other.copyFrom(this);
185
+ return other;
186
+ }
187
+ /**
188
+ * Builds the vertex shader for this PBR blueprint material.
189
+ *
190
+ * @param scope - The current vertex shader function scope.
191
+ */ vertexShader(scope) {
192
+ super.vertexShader(scope);
193
+ const pb = scope.$builder;
194
+ scope.$inputs.zVertexPos = pb.vec3().attrib('position');
195
+ scope.$inputs.zVertexNormal = pb.vec3().attrib('normal');
196
+ scope.$inputs.zVertexTangent = pb.vec4().attrib('tangent');
197
+ if (this.featureUsed(PBRBluePrintMaterial.FEATURE_VERTEX_COLOR)) {
198
+ scope.$inputs.zVertexColor = pb.vec4().attrib('diffuse');
199
+ }
200
+ if (this.featureUsed(PBRBluePrintMaterial.FEATURE_VERTEX_UV)) {
201
+ scope.$inputs.zVertexUV = pb.vec2().attrib('texCoord0');
202
+ }
203
+ for (const u of [
204
+ ...this._uniformValues,
205
+ ...this._uniformTextures
206
+ ]){
207
+ if (u.inVertexShader) {
208
+ // @ts-ignore
209
+ pb.getGlobalScope()[u.name] = pb[u.type]().uniform(2);
210
+ }
211
+ }
212
+ const outputs = this._irVertex.create(pb);
213
+ scope.$l.oPos = this.getOutput(outputs, 'Position') ?? ShaderHelper.resolveVertexPosition(scope);
214
+ const worldMatrix = ShaderHelper.getWorldMatrix(scope);
215
+ scope.$outputs.worldPos = pb.mul(worldMatrix, pb.vec4(scope.oPos, 1)).xyz;
216
+ scope.$l.csPos = pb.mul(ShaderHelper.getViewProjectionMatrix(scope), pb.vec4(scope.$outputs.worldPos, 1));
217
+ ShaderHelper.setClipSpacePosition(scope, scope.csPos);
218
+ scope.$outputs.zVertexColor = this.getOutput(outputs, 'Color') ?? (this.featureUsed(PBRBluePrintMaterial.FEATURE_VERTEX_COLOR) ? scope.$inputs.zVertexColor : pb.vec4(1));
219
+ scope.$outputs.zVertexUV = this.getOutput(outputs, 'UV') ?? (this.featureUsed(PBRBluePrintMaterial.FEATURE_VERTEX_UV) ? scope.$inputs.zVertexUV : pb.vec2(0));
220
+ scope.$l.oNorm = this.getOutput(outputs, 'Normal') ?? ShaderHelper.resolveVertexNormal(scope);
221
+ scope.$outputs.zVertexNormal = pb.mul(ShaderHelper.getNormalMatrix(scope), pb.vec4(scope.oNorm, 0)).xyz;
222
+ scope.$l.oTangent = this.getOutput(outputs, 'Tangent') ?? ShaderHelper.resolveVertexTangent(scope);
223
+ scope.$outputs.zVertexTangent = pb.mul(ShaderHelper.getNormalMatrix(scope), pb.vec4(scope.oTangent.xyz, 0)).xyz;
224
+ scope.$outputs.zVertexBinormal = pb.mul(pb.cross(scope.$outputs.zVertexNormal, scope.$outputs.zVertexTangent), scope.oTangent.w);
225
+ }
226
+ /**
227
+ * Builds the fragment shader for this PBR blueprint material.
228
+ *
229
+ * @param scope - The current fragment shader function scope.
230
+ */ fragmentShader(scope) {
231
+ super.fragmentShader(scope);
232
+ const pb = scope.$builder;
233
+ if (this.needFragmentColor()) {
234
+ for (const u of [
235
+ ...this._uniformValues,
236
+ ...this._uniformTextures
237
+ ]){
238
+ if (u.inFragmentShader) {
239
+ // @ts-ignore
240
+ pb.getGlobalScope()[u.name] = pb[u.type]().uniform(2);
241
+ }
242
+ }
243
+ scope.$l.viewVec = this.calculateViewVector(scope, scope.$inputs.worldPos);
244
+ scope.$l.commonData = this.getCommonDatasStruct(scope)();
245
+ this.getCommonData(scope, scope.commonData, scope.viewVec, scope.$inputs.worldPos, scope.$inputs.zVertexNormal, scope.$inputs.zVertexTangent, scope.$inputs.zVertexBinormal, scope.$inputs.zVertexColor, scope.$inputs.zVertexUV, this._irFrag);
246
+ if (this.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT) {
247
+ if (this.drawContext.materialFlags & MaterialVaryingFlags.SSR_STORE_ROUGHNESS) {
248
+ scope.$l.outRoughness = pb.vec4();
249
+ scope.$l.litColor = this.PBRLight(scope, scope.$inputs.worldPos, scope.viewVec, scope.commonData, scope.outRoughness);
250
+ this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.litColor, scope.outRoughness, pb.vec4(pb.add(pb.mul(scope.commonData.normal, 0.5), pb.vec3(0.5)), 1));
251
+ } else {
252
+ scope.$l.litColor = this.PBRLight(scope, scope.$inputs.worldPos, scope.viewVec, scope.commonData);
253
+ this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.litColor);
254
+ }
255
+ } else {
256
+ this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.commonData.albedo);
257
+ }
258
+ } else {
259
+ this.outputFragmentColor(scope, scope.$inputs.worldPos, null);
260
+ }
261
+ }
262
+ /**
263
+ * Applies runtime uniform values and textures to the given bind group.
264
+ *
265
+ * @remarks
266
+ * - Calls the base implementation first to bind standard mesh/PBR uniforms.
267
+ * - If fragment color is needed for the current context, all blueprint
268
+ * scalar/vector uniform values and textures are then bound by name.
269
+ *
270
+ * @param bindGroup - The bind group to which material resources are bound.
271
+ * @param ctx - The current draw context.
272
+ * @param pass - Index of the active render pass.
273
+ */ applyUniformValues(bindGroup, ctx, pass) {
274
+ super.applyUniformValues(bindGroup, ctx, pass);
275
+ if (this.needFragmentColor(ctx)) {
276
+ for (const u of this._uniformValues){
277
+ bindGroup.setValue(u.name, u.finalValue);
278
+ }
279
+ for (const u of this._uniformTextures){
280
+ bindGroup.setTexture(u.name, u.finalTexture.get(), u.finalSampler);
281
+ }
282
+ }
283
+ }
284
+ /**
285
+ * Creates a unique hash string used for program caching.
286
+ *
287
+ * @remarks
288
+ * The hash includes:
289
+ * - The base material hash (`super._createHash()`).
290
+ * - The fragment IR hash.
291
+ * - The vertex IR hash.
292
+ *
293
+ * Different blueprint graphs will therefore produce different programs.
294
+ *
295
+ * @returns A hash string that uniquely identifies this material configuration.
296
+ */ _createHash() {
297
+ return `${super._createHash()}:${this._irFrag.hash}:${this._irVertex.hash}`;
298
+ }
299
+ /**
300
+ * Creates the GPU program for this blueprint PBR material.
301
+ *
302
+ * @remarks
303
+ * This calls the base implementation and returns its result.
304
+ * Commented-out `console.log` lines are provided for debugging the
305
+ * generated vertex and fragment shader sources.
306
+ *
307
+ * @param ctx - The current draw context.
308
+ * @param pass - Index of the active render pass.
309
+ * @returns The created GPU program.
310
+ */ createProgram(ctx, pass) {
311
+ const program = super.createProgram(ctx, pass);
312
+ //console.log(program.getShaderSource('vertex'));
313
+ //console.log(program.getShaderSource('fragment'));
314
+ return program;
315
+ }
316
+ /**
317
+ * Disposes resources associated with this material.
318
+ *
319
+ * @remarks
320
+ * - Calls the base `onDispose` to clean up inherited resources.
321
+ * - Disposes all `finalTexture` references from the blueprint
322
+ * texture uniform descriptors.
323
+ *
324
+ * This method is intended to be called by the engine's resource
325
+ * management system rather than directly by user code.
326
+ */ onDispose() {
327
+ super.onDispose();
328
+ for (const u of this._uniformTextures){
329
+ u.finalTexture.dispose();
330
+ }
331
+ }
332
+ /**
333
+ * Retrieves a named output expression from a blueprint output list.
334
+ *
335
+ * @param outputs - The list of outputs generated by a blueprint graph.
336
+ * @param name - The desired output name (e.g. `"Position"`, `"Color"`, `"UV"`).
337
+ * @returns The expression associated with the given name, or `undefined` if not found.
338
+ */ getOutput(outputs, name) {
339
+ return outputs.find((output)=>output.name === name)?.exp;
340
+ }
341
+ }
342
+
343
+ export { PBRBluePrintMaterial };
344
+ //# sourceMappingURL=pbrblueprint.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"pbrblueprint.js","sources":["../../src/material/pbrblueprint.ts"],"sourcesContent":["import { MeshMaterial, applyMaterialMixins } from './meshmaterial';\r\nimport type { BindGroup, PBFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport { ShaderHelper } from './shader/helper';\r\nimport { MaterialVaryingFlags, RENDER_PASS_TYPE_LIGHT } from '../values';\r\nimport { DRef, Vector4, type Clonable } from '@zephyr3d/base';\r\nimport { mixinPBRBluePrint } from './mixins/lightmodel/pbrblueprintmixin';\r\nimport type { BluePrintUniformTexture, BluePrintUniformValue } from '../utility/blueprint/material/ir';\r\nimport { MaterialBlueprintIR } from '../utility/blueprint/material/ir';\r\nimport type { DrawContext } from '../render/drawable';\r\nimport { PBRBlockNode, VertexBlockNode } from '../utility/blueprint/material/pbr';\r\n\r\n/**\r\n * Physically-based rendering material driven by blueprint graphs.\r\n *\r\n * @remarks\r\n * This material extends {@link MeshMaterial} with PBR behavior via\r\n * {@link mixinPBRBluePrint}, and uses {@link MaterialBlueprintIR}\r\n * graphs for both vertex and fragment stages.\r\n *\r\n * - The **vertex blueprint IR** (`vertexIR`) controls vertex\r\n * transformations and per-vertex data.\r\n * - The **fragment blueprint IR** (`fragmentIR`) produces inputs\r\n * for the PBR shading model (albedo, roughness, metalness, etc.).\r\n *\r\n * Uniform values and textures for the blueprints are provided via\r\n * {@link PBRBluePrintMaterial.uniformValues} and\r\n * {@link PBRBluePrintMaterial.uniformTextures}.\r\n *\r\n * @public\r\n */\r\nexport class PBRBluePrintMaterial\r\n extends applyMaterialMixins(MeshMaterial, mixinPBRBluePrint)\r\n implements Clonable<PBRBluePrintMaterial>\r\n{\r\n /** @internal */\r\n private static readonly FEATURE_VERTEX_COLOR = this.defineFeature();\r\n /** @internal */\r\n private static readonly FEATURE_VERTEX_UV = this.defineFeature();\r\n /** @internal */\r\n private _irFrag: MaterialBlueprintIR;\r\n /** @internal */\r\n private _irVertex: MaterialBlueprintIR;\r\n /** @internal */\r\n private _uniformValues: BluePrintUniformValue[];\r\n /** @internal */\r\n private _uniformTextures: BluePrintUniformTexture[];\r\n /**\r\n * Creates a new {@link PBRBluePrintMaterial} instance.\r\n *\r\n * @param irFrag - Optional fragment blueprint IR. If omitted, a default\r\n * IR containing a single {@link PBRBlockNode} is created.\r\n * @param irVertex - Optional vertex blueprint IR. If omitted, a default\r\n * IR containing a single {@link VertexBlockNode} is created.\r\n * @param uniformValues - Optional initial list of uniform value descriptors.\r\n * @param uniformTextures - Optional initial list of texture uniform descriptors.\r\n */\r\n constructor(\r\n irFrag?: MaterialBlueprintIR,\r\n irVertex?: MaterialBlueprintIR,\r\n uniformValues?: BluePrintUniformValue[],\r\n uniformTextures?: BluePrintUniformTexture[]\r\n ) {\r\n super();\r\n this._irFrag =\r\n irFrag ??\r\n new MaterialBlueprintIR(\r\n {\r\n nodeMap: { '1': new PBRBlockNode() },\r\n roots: [1],\r\n order: [1],\r\n graph: { incoming: {}, outgoing: {} }\r\n },\r\n '',\r\n {\r\n nodes: [{ id: 1, title: '', locked: true, node: { ClassName: 'PBRBlockNode', Object: '' } }],\r\n links: []\r\n }\r\n );\r\n this._irVertex =\r\n irVertex ??\r\n new MaterialBlueprintIR(\r\n {\r\n nodeMap: { '1': new VertexBlockNode() },\r\n roots: [1],\r\n order: [1],\r\n graph: { incoming: {}, outgoing: {} }\r\n },\r\n '',\r\n {\r\n nodes: [{ id: 1, title: '', locked: true, node: { ClassName: 'VertexBlockNode', Object: '' } }],\r\n links: []\r\n }\r\n );\r\n this._uniformValues = uniformValues ?? [];\r\n this._uniformTextures = uniformTextures ?? [];\r\n this.useFeature(PBRBluePrintMaterial.FEATURE_VERTEX_COLOR, this._irVertex.behaviors.useVertexColor);\r\n this.useFeature(PBRBluePrintMaterial.FEATURE_VERTEX_UV, this._irVertex.behaviors.useVertexUV);\r\n }\r\n /**\r\n * Gets the fragment blueprint IR.\r\n */\r\n get fragmentIR() {\r\n return this._irFrag;\r\n }\r\n set fragmentIR(ir: MaterialBlueprintIR) {\r\n if (ir && ir !== this._irFrag) {\r\n this._irFrag = ir;\r\n this.clearCache();\r\n this.optionChanged(true);\r\n }\r\n }\r\n /**\r\n * Gets the vertex blueprint IR.\r\n */\r\n get vertexIR() {\r\n return this._irVertex;\r\n }\r\n set vertexIR(ir: MaterialBlueprintIR) {\r\n if (ir && ir !== this._irVertex) {\r\n this._irVertex = ir;\r\n this.useFeature(PBRBluePrintMaterial.FEATURE_VERTEX_COLOR, this._irVertex.behaviors.useVertexColor);\r\n this.useFeature(PBRBluePrintMaterial.FEATURE_VERTEX_UV, this._irVertex.behaviors.useVertexUV);\r\n this.clearCache();\r\n this.optionChanged(true);\r\n }\r\n }\r\n /**\r\n * Gets the list of uniform value descriptors used by the blueprints.\r\n */\r\n get uniformValues() {\r\n return this._uniformValues;\r\n }\r\n set uniformValues(val: BluePrintUniformValue[]) {\r\n this._uniformValues = (val ?? []).map((v) => ({ ...v }));\r\n this.uniformChanged();\r\n }\r\n /**\r\n * Gets the list of texture uniform descriptors used by the blueprints.\r\n */\r\n get uniformTextures() {\r\n return this._uniformTextures;\r\n }\r\n set uniformTextures(val: BluePrintUniformTexture[]) {\r\n if (val !== this._uniformTextures) {\r\n const newUniforms = val.map((v) => ({\r\n finalTexture: new DRef(v.finalTexture!.get()),\r\n finalSampler: v.finalSampler,\r\n name: v.name,\r\n params: v.params?.clone() ?? Vector4.zero(),\r\n texture: v.texture,\r\n type: v.type,\r\n sRGB: v.sRGB,\r\n wrapS: v.wrapS,\r\n wrapT: v.wrapT,\r\n inFragmentShader: v.inFragmentShader,\r\n inVertexShader: v.inVertexShader,\r\n minFilter: v.minFilter,\r\n magFilter: v.magFilter,\r\n mipFilter: v.mipFilter\r\n }));\r\n for (const u of this._uniformTextures) {\r\n u.finalTexture!.dispose();\r\n }\r\n this._uniformTextures = newUniforms;\r\n this.uniformChanged();\r\n }\r\n }\r\n /**\r\n * Creates a deep copy of this material.\r\n *\r\n * @remarks\r\n * The clone shares the same vertex/fragment IR references and copies\r\n * the current blueprint uniform descriptors, then calls `copyFrom`\r\n * to copy base-class and mixin state.\r\n *\r\n * @returns A new {@link PBRBluePrintMaterial} instance.\r\n */\r\n clone() {\r\n const other = new PBRBluePrintMaterial(\r\n this._irFrag,\r\n this._irVertex,\r\n this._uniformValues,\r\n this._uniformTextures\r\n );\r\n other.copyFrom(this);\r\n return other;\r\n }\r\n /**\r\n * Builds the vertex shader for this PBR blueprint material.\r\n *\r\n * @param scope - The current vertex shader function scope.\r\n */\r\n vertexShader(scope: PBFunctionScope) {\r\n super.vertexShader(scope);\r\n const pb = scope.$builder;\r\n scope.$inputs.zVertexPos = pb.vec3().attrib('position');\r\n scope.$inputs.zVertexNormal = pb.vec3().attrib('normal');\r\n scope.$inputs.zVertexTangent = pb.vec4().attrib('tangent');\r\n if (this.featureUsed(PBRBluePrintMaterial.FEATURE_VERTEX_COLOR)) {\r\n scope.$inputs.zVertexColor = pb.vec4().attrib('diffuse');\r\n }\r\n if (this.featureUsed(PBRBluePrintMaterial.FEATURE_VERTEX_UV)) {\r\n scope.$inputs.zVertexUV = pb.vec2().attrib('texCoord0');\r\n }\r\n\r\n for (const u of [...this._uniformValues, ...this._uniformTextures]) {\r\n if (u.inVertexShader) {\r\n // @ts-ignore\r\n pb.getGlobalScope()[u.name] = pb[u.type]().uniform(2);\r\n }\r\n }\r\n const outputs = this._irVertex.create(pb)!;\r\n scope.$l.oPos = this.getOutput(outputs, 'Position') ?? ShaderHelper.resolveVertexPosition(scope);\r\n const worldMatrix = ShaderHelper.getWorldMatrix(scope);\r\n scope.$outputs.worldPos = pb.mul(worldMatrix, pb.vec4(scope.oPos, 1)).xyz;\r\n scope.$l.csPos = pb.mul(ShaderHelper.getViewProjectionMatrix(scope), pb.vec4(scope.$outputs.worldPos, 1));\r\n ShaderHelper.setClipSpacePosition(scope, scope.csPos);\r\n scope.$outputs.zVertexColor =\r\n this.getOutput(outputs, 'Color') ??\r\n (this.featureUsed(PBRBluePrintMaterial.FEATURE_VERTEX_COLOR) ? scope.$inputs.zVertexColor : pb.vec4(1));\r\n scope.$outputs.zVertexUV =\r\n this.getOutput(outputs, 'UV') ??\r\n (this.featureUsed(PBRBluePrintMaterial.FEATURE_VERTEX_UV) ? scope.$inputs.zVertexUV : pb.vec2(0));\r\n scope.$l.oNorm = this.getOutput(outputs, 'Normal') ?? ShaderHelper.resolveVertexNormal(scope);\r\n scope.$outputs.zVertexNormal = pb.mul(ShaderHelper.getNormalMatrix(scope), pb.vec4(scope.oNorm, 0)).xyz;\r\n scope.$l.oTangent = this.getOutput(outputs, 'Tangent') ?? ShaderHelper.resolveVertexTangent(scope);\r\n scope.$outputs.zVertexTangent = pb.mul(\r\n ShaderHelper.getNormalMatrix(scope),\r\n pb.vec4(scope.oTangent.xyz, 0)\r\n ).xyz;\r\n scope.$outputs.zVertexBinormal = pb.mul(\r\n pb.cross(scope.$outputs.zVertexNormal, scope.$outputs.zVertexTangent),\r\n scope.oTangent.w\r\n );\r\n }\r\n /**\r\n * Builds the fragment shader for this PBR blueprint material.\r\n *\r\n * @param scope - The current fragment shader function scope.\r\n */\r\n fragmentShader(scope: PBFunctionScope) {\r\n super.fragmentShader(scope);\r\n const pb = scope.$builder;\r\n if (this.needFragmentColor()) {\r\n for (const u of [...this._uniformValues, ...this._uniformTextures]) {\r\n if (u.inFragmentShader) {\r\n // @ts-ignore\r\n pb.getGlobalScope()[u.name] = pb[u.type]().uniform(2);\r\n }\r\n }\r\n scope.$l.viewVec = this.calculateViewVector(scope, scope.$inputs.worldPos);\r\n scope.$l.commonData = this.getCommonDatasStruct(scope)();\r\n this.getCommonData(\r\n scope,\r\n scope.commonData,\r\n scope.viewVec,\r\n scope.$inputs.worldPos,\r\n scope.$inputs.zVertexNormal,\r\n scope.$inputs.zVertexTangent,\r\n scope.$inputs.zVertexBinormal,\r\n scope.$inputs.zVertexColor,\r\n scope.$inputs.zVertexUV,\r\n this._irFrag\r\n );\r\n if (this.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT) {\r\n if (this.drawContext.materialFlags & MaterialVaryingFlags.SSR_STORE_ROUGHNESS) {\r\n scope.$l.outRoughness = pb.vec4();\r\n scope.$l.litColor = this.PBRLight(\r\n scope,\r\n scope.$inputs.worldPos,\r\n scope.viewVec,\r\n scope.commonData,\r\n scope.outRoughness\r\n );\r\n this.outputFragmentColor(\r\n scope,\r\n scope.$inputs.worldPos,\r\n scope.litColor,\r\n scope.outRoughness,\r\n pb.vec4(pb.add(pb.mul(scope.commonData.normal, 0.5), pb.vec3(0.5)), 1)\r\n );\r\n } else {\r\n scope.$l.litColor = this.PBRLight(scope, scope.$inputs.worldPos, scope.viewVec, scope.commonData);\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.litColor);\r\n }\r\n } else {\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.commonData.albedo);\r\n }\r\n } else {\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, null);\r\n }\r\n }\r\n /**\r\n * Applies runtime uniform values and textures to the given bind group.\r\n *\r\n * @remarks\r\n * - Calls the base implementation first to bind standard mesh/PBR uniforms.\r\n * - If fragment color is needed for the current context, all blueprint\r\n * scalar/vector uniform values and textures are then bound by name.\r\n *\r\n * @param bindGroup - The bind group to which material resources are bound.\r\n * @param ctx - The current draw context.\r\n * @param pass - Index of the active render pass.\r\n */\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n if (this.needFragmentColor(ctx)) {\r\n for (const u of this._uniformValues) {\r\n bindGroup.setValue(u.name, u.finalValue!);\r\n }\r\n for (const u of this._uniformTextures) {\r\n bindGroup.setTexture(u.name, u.finalTexture!.get()!, u.finalSampler);\r\n }\r\n }\r\n }\r\n /**\r\n * Creates a unique hash string used for program caching.\r\n *\r\n * @remarks\r\n * The hash includes:\r\n * - The base material hash (`super._createHash()`).\r\n * - The fragment IR hash.\r\n * - The vertex IR hash.\r\n *\r\n * Different blueprint graphs will therefore produce different programs.\r\n *\r\n * @returns A hash string that uniquely identifies this material configuration.\r\n */\r\n protected _createHash() {\r\n return `${super._createHash()}:${this._irFrag.hash}:${this._irVertex.hash}`;\r\n }\r\n /**\r\n * Creates the GPU program for this blueprint PBR material.\r\n *\r\n * @remarks\r\n * This calls the base implementation and returns its result.\r\n * Commented-out `console.log` lines are provided for debugging the\r\n * generated vertex and fragment shader sources.\r\n *\r\n * @param ctx - The current draw context.\r\n * @param pass - Index of the active render pass.\r\n * @returns The created GPU program.\r\n */\r\n protected createProgram(ctx: DrawContext, pass: number) {\r\n const program = super.createProgram(ctx, pass);\r\n //console.log(program.getShaderSource('vertex'));\r\n //console.log(program.getShaderSource('fragment'));\r\n return program;\r\n }\r\n /**\r\n * Disposes resources associated with this material.\r\n *\r\n * @remarks\r\n * - Calls the base `onDispose` to clean up inherited resources.\r\n * - Disposes all `finalTexture` references from the blueprint\r\n * texture uniform descriptors.\r\n *\r\n * This method is intended to be called by the engine's resource\r\n * management system rather than directly by user code.\r\n */\r\n protected onDispose() {\r\n super.onDispose();\r\n for (const u of this._uniformTextures) {\r\n u.finalTexture!.dispose();\r\n }\r\n }\r\n /**\r\n * Retrieves a named output expression from a blueprint output list.\r\n *\r\n * @param outputs - The list of outputs generated by a 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@@ -16,6 +16,16 @@ import { RENDER_PASS_TYPE_LIGHT, MaterialVaryingFlags } from '../values.js';
16
16
  super();
17
17
  this.useFeature(PBRMetallicRoughnessMaterial.FEATURE_VERTEX_NORMAL, true);
18
18
  }
19
+ clone() {
20
+ const other = new PBRMetallicRoughnessMaterial();
21
+ other.copyFrom(this);
22
+ return other;
23
+ }
24
+ copyFrom(other) {
25
+ super.copyFrom(other);
26
+ this.vertexNormal = other.vertexNormal;
27
+ this.vertexTangent = other.vertexTangent;
28
+ }
19
29
  /** true if vertex normal attribute presents */ get vertexNormal() {
20
30
  return this.featureUsed(PBRMetallicRoughnessMaterial.FEATURE_VERTEX_NORMAL);
21
31
  }
@@ -1 +1 @@
1
- {"version":3,"file":"pbrmr.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
1
+ {"version":3,"file":"pbrmr.js","sources":["../../src/material/pbrmr.ts"],"sourcesContent":["import { MeshMaterial, applyMaterialMixins } from './meshmaterial';\r\nimport { mixinVertexColor } from './mixins/vertexcolor';\r\nimport type { PBFunctionScope } from '@zephyr3d/device';\r\nimport { mixinPBRMetallicRoughness } from './mixins/lightmodel/pbrmetallicroughness';\r\nimport { ShaderHelper } from './shader/helper';\r\nimport { MaterialVaryingFlags, RENDER_PASS_TYPE_LIGHT } from '../values';\r\nimport type { Clonable } from '@zephyr3d/base';\r\n\r\n/**\r\n * PBRMetallicRoughnessMaterial class\r\n * @public\r\n */\r\nexport class PBRMetallicRoughnessMaterial\r\n extends applyMaterialMixins(MeshMaterial, mixinPBRMetallicRoughness, mixinVertexColor)\r\n implements Clonable<PBRMetallicRoughnessMaterial>\r\n{\r\n /** @internal */\r\n private static readonly FEATURE_VERTEX_NORMAL = this.defineFeature();\r\n /** @internal */\r\n private static readonly FEATURE_VERTEX_TANGENT = this.defineFeature();\r\n /**\r\n * Creates an instance of PBRMetallicRoughnessMaterial class\r\n */\r\n constructor() {\r\n super();\r\n this.useFeature(PBRMetallicRoughnessMaterial.FEATURE_VERTEX_NORMAL, true);\r\n }\r\n clone() {\r\n const other = new PBRMetallicRoughnessMaterial();\r\n other.copyFrom(this);\r\n return other;\r\n }\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n this.vertexNormal = other.vertexNormal;\r\n this.vertexTangent = other.vertexTangent;\r\n }\r\n /** true if vertex normal attribute presents */\r\n get vertexNormal() {\r\n return this.featureUsed<boolean>(PBRMetallicRoughnessMaterial.FEATURE_VERTEX_NORMAL);\r\n }\r\n set vertexNormal(val) {\r\n this.useFeature(PBRMetallicRoughnessMaterial.FEATURE_VERTEX_NORMAL, !!val);\r\n }\r\n /** true if vertex normal attribute presents */\r\n get vertexTangent() {\r\n return this.featureUsed<boolean>(PBRMetallicRoughnessMaterial.FEATURE_VERTEX_TANGENT);\r\n }\r\n set vertexTangent(val) {\r\n this.useFeature(PBRMetallicRoughnessMaterial.FEATURE_VERTEX_TANGENT, !!val);\r\n }\r\n vertexShader(scope: PBFunctionScope) {\r\n super.vertexShader(scope);\r\n const pb = scope.$builder;\r\n const worldMatrix = ShaderHelper.getWorldMatrix(scope);\r\n scope.$l.oPos = ShaderHelper.resolveVertexPosition(scope);\r\n scope.$outputs.worldPos = pb.mul(worldMatrix, pb.vec4(scope.oPos, 1)).xyz;\r\n scope.$l.csPos = pb.mul(ShaderHelper.getViewProjectionMatrix(scope), pb.vec4(scope.$outputs.worldPos, 1));\r\n ShaderHelper.setClipSpacePosition(scope, scope.csPos);\r\n if (this.transmission) {\r\n scope.$outputs.screenUV = pb.add(pb.mul(pb.div(scope.csPos.xy, scope.csPos.w), 0.5), pb.vec2(0.5));\r\n scope.$outputs.modelScale = pb.vec3(\r\n pb.length(worldMatrix[0].xyz),\r\n pb.length(worldMatrix[1].xyz),\r\n pb.length(worldMatrix[2].xyz)\r\n );\r\n }\r\n if (this.vertexNormal) {\r\n scope.$l.oNorm = ShaderHelper.resolveVertexNormal(scope);\r\n scope.$outputs.wNorm = pb.mul(ShaderHelper.getNormalMatrix(scope), pb.vec4(scope.oNorm, 0)).xyz;\r\n if (this.vertexTangent) {\r\n scope.$l.oTangent = ShaderHelper.resolveVertexTangent(scope);\r\n scope.$outputs.wTangent = pb.mul(\r\n ShaderHelper.getNormalMatrix(scope),\r\n pb.vec4(scope.oTangent.xyz, 0)\r\n ).xyz;\r\n scope.$outputs.wBinormal = pb.mul(\r\n pb.cross(scope.$outputs.wNorm, scope.$outputs.wTangent),\r\n scope.oTangent.w\r\n );\r\n }\r\n }\r\n }\r\n fragmentShader(scope: PBFunctionScope) {\r\n super.fragmentShader(scope);\r\n const pb = scope.$builder;\r\n if (this.needFragmentColor()) {\r\n scope.$l.albedo = this.calculateAlbedoColor(scope);\r\n if (this.vertexColor) {\r\n scope.albedo = pb.mul(scope.albedo, this.getVertexColor(scope));\r\n }\r\n if (this.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT) {\r\n scope.$l.normalInfo = this.calculateNormalAndTBN(\r\n scope,\r\n scope.$inputs.worldPos,\r\n scope.$inputs.wNorm,\r\n scope.$inputs.wTangent,\r\n scope.$inputs.wBinormal\r\n );\r\n scope.$l.viewVec = this.calculateViewVector(scope, scope.$inputs.worldPos);\r\n if (this.drawContext.materialFlags & MaterialVaryingFlags.SSR_STORE_ROUGHNESS) {\r\n scope.$l.outRoughness = pb.vec4();\r\n scope.$l.litColor = this.PBRLight(\r\n scope,\r\n scope.$inputs.worldPos,\r\n scope.normalInfo.normal,\r\n scope.viewVec,\r\n scope.albedo,\r\n scope.normalInfo.TBN,\r\n scope.outRoughness\r\n );\r\n /*\r\n scope.outRoughness = pb.vec4(\r\n pb.add(pb.mul(scope.normalInfo.normal, 0.5), pb.vec3(0.5)),\r\n scope.outRoughness.a\r\n );\r\n */\r\n this.outputFragmentColor(\r\n scope,\r\n scope.$inputs.worldPos,\r\n pb.vec4(scope.litColor, scope.albedo.a),\r\n scope.outRoughness,\r\n pb.vec4(pb.add(pb.mul(scope.normalInfo.normal, 0.5), pb.vec3(0.5)), 1)\r\n );\r\n } else {\r\n scope.$l.litColor = this.PBRLight(\r\n scope,\r\n scope.$inputs.worldPos,\r\n scope.normalInfo.normal,\r\n scope.viewVec,\r\n scope.albedo,\r\n scope.normalInfo.TBN\r\n );\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, pb.vec4(scope.litColor, scope.albedo.a));\r\n }\r\n } else {\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.albedo);\r\n }\r\n } else {\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, null);\r\n }\r\n }\r\n}\r\n"],"names":["PBRMetallicRoughnessMaterial","applyMaterialMixins","MeshMaterial","mixinPBRMetallicRoughness","mixinVertexColor","FEATURE_VERTEX_NORMAL","defineFeature","FEATURE_VERTEX_TANGENT","useFeature","clone","other","copyFrom","vertexNormal","vertexTangent","featureUsed","val","vertexShader","scope","pb","$builder","worldMatrix","ShaderHelper","getWorldMatrix","$l","oPos","resolveVertexPosition","$outputs","worldPos","mul","vec4","xyz","csPos","getViewProjectionMatrix","setClipSpacePosition","transmission","screenUV","add","div","xy","w","vec2","modelScale","vec3","length","oNorm","resolveVertexNormal","wNorm","getNormalMatrix","oTangent","resolveVertexTangent","wTangent","wBinormal","cross","fragmentShader","needFragmentColor","albedo","calculateAlbedoColor","vertexColor","getVertexColor","drawContext","renderPass","type","RENDER_PASS_TYPE_LIGHT","normalInfo","calculateNormalAndTBN","$inputs","viewVec","calculateViewVector","materialFlags","MaterialVaryingFlags","SSR_STORE_ROUGHNESS","outRoughness","litColor","PBRLight","normal","TBN","outputFragmentColor","a"],"mappings":";;;;;;AAQA;;;AAGC,IACM,MAAMA,4BACHC,SAAAA,mBAAAA,CAAoBC,cAAcC,yBAA2BC,EAAAA,gBAAAA,CAAAA,CAAAA;AAGrE,qBACA,OAAwBC,qBAAAA,GAAwB,IAAI,CAACC,aAAa,EAAG;AACrE,qBACA,OAAwBC,sBAAAA,GAAyB,IAAI,CAACD,aAAa,EAAG;AACtE;;AAEC,MACD,WAAc,EAAA;QACZ,KAAK,EAAA;AACL,QAAA,IAAI,CAACE,UAAU,CAACR,4BAAAA,CAA6BK,qBAAqB,EAAE,IAAA,CAAA;AACtE;IACAI,KAAQ,GAAA;AACN,QAAA,MAAMC,QAAQ,IAAIV,4BAAAA,EAAAA;QAClBU,KAAMC,CAAAA,QAAQ,CAAC,IAAI,CAAA;QACnB,OAAOD,KAAAA;AACT;AACAC,IAAAA,QAAAA,CAASD,KAAW,EAAE;AACpB,QAAA,KAAK,CAACC,QAASD,CAAAA,KAAAA,CAAAA;AACf,QAAA,IAAI,CAACE,YAAY,GAAGF,KAAAA,CAAME,YAAY;AACtC,QAAA,IAAI,CAACC,aAAa,GAAGH,KAAAA,CAAMG,aAAa;AAC1C;oDAEA,IAAID,YAAe,GAAA;AACjB,QAAA,OAAO,IAAI,CAACE,WAAW,CAAUd,6BAA6BK,qBAAqB,CAAA;AACrF;IACA,IAAIO,YAAAA,CAAaG,GAAG,EAAE;AACpB,QAAA,IAAI,CAACP,UAAU,CAACR,6BAA6BK,qBAAqB,EAAE,CAAC,CAACU,GAAAA,CAAAA;AACxE;oDAEA,IAAIF,aAAgB,GAAA;AAClB,QAAA,OAAO,IAAI,CAACC,WAAW,CAAUd,6BAA6BO,sBAAsB,CAAA;AACtF;IACA,IAAIM,aAAAA,CAAcE,GAAG,EAAE;AACrB,QAAA,IAAI,CAACP,UAAU,CAACR,6BAA6BO,sBAAsB,EAAE,CAAC,CAACQ,GAAAA,CAAAA;AACzE;AACAC,IAAAA,YAAAA,CAAaC,KAAsB,EAAE;AACnC,QAAA,KAAK,CAACD,YAAaC,CAAAA,KAAAA,CAAAA;QACnB,MAAMC,EAAAA,GAAKD,MAAME,QAAQ;QACzB,MAAMC,WAAAA,GAAcC,YAAaC,CAAAA,cAAc,CAACL,KAAAA,CAAAA;AAChDA,QAAAA,KAAAA,CAAMM,EAAE,CAACC,IAAI,GAAGH,YAAAA,CAAaI,qBAAqB,CAACR,KAAAA,CAAAA;AACnDA,QAAAA,KAAAA,CAAMS,QAAQ,CAACC,QAAQ,GAAGT,GAAGU,GAAG,CAACR,WAAaF,EAAAA,EAAAA,CAAGW,IAAI,CAACZ,KAAAA,CAAMO,IAAI,EAAE,IAAIM,GAAG;AACzEb,QAAAA,KAAAA,CAAMM,EAAE,CAACQ,KAAK,GAAGb,EAAGU,CAAAA,GAAG,CAACP,YAAaW,CAAAA,uBAAuB,CAACf,KAAAA,CAAAA,EAAQC,GAAGW,IAAI,CAACZ,MAAMS,QAAQ,CAACC,QAAQ,EAAE,CAAA,CAAA,CAAA;AACtGN,QAAAA,YAAAA,CAAaY,oBAAoB,CAAChB,KAAOA,EAAAA,KAAAA,CAAMc,KAAK,CAAA;QACpD,IAAI,IAAI,CAACG,YAAY,EAAE;YACrBjB,KAAMS,CAAAA,QAAQ,CAACS,QAAQ,GAAGjB,EAAAA,CAAGkB,GAAG,CAAClB,EAAGU,CAAAA,GAAG,CAACV,EAAAA,CAAGmB,GAAG,CAACpB,MAAMc,KAAK,CAACO,EAAE,EAAErB,KAAMc,CAAAA,KAAK,CAACQ,CAAC,CAAG,EAAA,GAAA,CAAA,EAAMrB,EAAGsB,CAAAA,IAAI,CAAC,GAAA,CAAA,CAAA;AAC7FvB,YAAAA,KAAAA,CAAMS,QAAQ,CAACe,UAAU,GAAGvB,GAAGwB,IAAI,CACjCxB,EAAGyB,CAAAA,MAAM,CAACvB,WAAW,CAAC,CAAA,CAAE,CAACU,GAAG,CAAA,EAC5BZ,EAAGyB,CAAAA,MAAM,CAACvB,WAAW,CAAC,CAAA,CAAE,CAACU,GAAG,CAAA,EAC5BZ,EAAGyB,CAAAA,MAAM,CAACvB,WAAW,CAAC,CAAA,CAAE,CAACU,GAAG,CAAA,CAAA;AAEhC;QACA,IAAI,IAAI,CAAClB,YAAY,EAAE;AACrBK,YAAAA,KAAAA,CAAMM,EAAE,CAACqB,KAAK,GAAGvB,YAAAA,CAAawB,mBAAmB,CAAC5B,KAAAA,CAAAA;AAClDA,YAAAA,KAAAA,CAAMS,QAAQ,CAACoB,KAAK,GAAG5B,EAAGU,CAAAA,GAAG,CAACP,YAAa0B,CAAAA,eAAe,CAAC9B,KAAAA,CAAAA,EAAQC,GAAGW,IAAI,CAACZ,MAAM2B,KAAK,EAAE,IAAId,GAAG;YAC/F,IAAI,IAAI,CAACjB,aAAa,EAAE;AACtBI,gBAAAA,KAAAA,CAAMM,EAAE,CAACyB,QAAQ,GAAG3B,YAAAA,CAAa4B,oBAAoB,CAAChC,KAAAA,CAAAA;gBACtDA,KAAMS,CAAAA,QAAQ,CAACwB,QAAQ,GAAGhC,GAAGU,GAAG,CAC9BP,aAAa0B,eAAe,CAAC9B,QAC7BC,EAAGW,CAAAA,IAAI,CAACZ,KAAM+B,CAAAA,QAAQ,CAAClB,GAAG,EAAE,IAC5BA,GAAG;gBACLb,KAAMS,CAAAA,QAAQ,CAACyB,SAAS,GAAGjC,GAAGU,GAAG,CAC/BV,EAAGkC,CAAAA,KAAK,CAACnC,KAAAA,CAAMS,QAAQ,CAACoB,KAAK,EAAE7B,KAAAA,CAAMS,QAAQ,CAACwB,QAAQ,CACtDjC,EAAAA,KAAAA,CAAM+B,QAAQ,CAACT,CAAC,CAAA;AAEpB;AACF;AACF;AACAc,IAAAA,cAAAA,CAAepC,KAAsB,EAAE;AACrC,QAAA,KAAK,CAACoC,cAAepC,CAAAA,KAAAA,CAAAA;QACrB,MAAMC,EAAAA,GAAKD,MAAME,QAAQ;QACzB,IAAI,IAAI,CAACmC,iBAAiB,EAAI,EAAA;AAC5BrC,YAAAA,KAAAA,CAAMM,EAAE,CAACgC,MAAM,GAAG,IAAI,CAACC,oBAAoB,CAACvC,KAAAA,CAAAA;YAC5C,IAAI,IAAI,CAACwC,WAAW,EAAE;gBACpBxC,KAAMsC,CAAAA,MAAM,GAAGrC,EAAAA,CAAGU,GAAG,CAACX,KAAMsC,CAAAA,MAAM,EAAE,IAAI,CAACG,cAAc,CAACzC,KAAAA,CAAAA,CAAAA;AAC1D;YACA,IAAI,IAAI,CAAC0C,WAAW,CAACC,UAAU,CAAEC,IAAI,KAAKC,sBAAwB,EAAA;gBAChE7C,KAAMM,CAAAA,EAAE,CAACwC,UAAU,GAAG,IAAI,CAACC,qBAAqB,CAC9C/C,KAAAA,EACAA,KAAMgD,CAAAA,OAAO,CAACtC,QAAQ,EACtBV,KAAAA,CAAMgD,OAAO,CAACnB,KAAK,EACnB7B,KAAMgD,CAAAA,OAAO,CAACf,QAAQ,EACtBjC,KAAAA,CAAMgD,OAAO,CAACd,SAAS,CAAA;AAEzBlC,gBAAAA,KAAAA,CAAMM,EAAE,CAAC2C,OAAO,GAAG,IAAI,CAACC,mBAAmB,CAAClD,KAAOA,EAAAA,KAAAA,CAAMgD,OAAO,CAACtC,QAAQ,CAAA;gBACzE,IAAI,IAAI,CAACgC,WAAW,CAACS,aAAa,GAAGC,oBAAAA,CAAqBC,mBAAmB,EAAE;AAC7ErD,oBAAAA,KAAAA,C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@@ -16,6 +16,16 @@ import { RENDER_PASS_TYPE_LIGHT, MaterialVaryingFlags } from '../values.js';
16
16
  super();
17
17
  this.useFeature(PBRSpecularGlossinessMaterial.FEATURE_VERTEX_NORMAL, true);
18
18
  }
19
+ clone() {
20
+ const other = new PBRSpecularGlossinessMaterial();
21
+ other.copyFrom(this);
22
+ return other;
23
+ }
24
+ copyFrom(other) {
25
+ super.copyFrom(other);
26
+ this.vertexNormal = other.vertexNormal;
27
+ this.vertexTangent = other.vertexTangent;
28
+ }
19
29
  /** true if vertex normal attribute presents */ get vertexNormal() {
20
30
  return this.featureUsed(PBRSpecularGlossinessMaterial.FEATURE_VERTEX_NORMAL);
21
31
  }
@@ -1 +1 @@
1
- {"version":3,"file":"pbrsg.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
1
+ {"version":3,"file":"pbrsg.js","sources":["../../src/material/pbrsg.ts"],"sourcesContent":["import { MeshMaterial, applyMaterialMixins } from './meshmaterial';\r\nimport { mixinVertexColor } from './mixins/vertexcolor';\r\nimport type { PBFunctionScope } from '@zephyr3d/device';\r\nimport { mixinPBRSpecularGlossness } from './mixins/lightmodel/pbrspecularglossness';\r\nimport { ShaderHelper } from './shader/helper';\r\nimport { MaterialVaryingFlags, RENDER_PASS_TYPE_LIGHT } from '../values';\r\nimport type { Clonable } from '@zephyr3d/base';\r\n\r\n/**\r\n * PBRSpecularGlossinessMaterial class\r\n * @public\r\n */\r\nexport class PBRSpecularGlossinessMaterial\r\n extends applyMaterialMixins(MeshMaterial, mixinPBRSpecularGlossness, mixinVertexColor)\r\n implements Clonable<PBRSpecularGlossinessMaterial>\r\n{\r\n /** @internal */\r\n private static readonly FEATURE_VERTEX_NORMAL = this.defineFeature();\r\n /** @internal */\r\n private static readonly FEATURE_VERTEX_TANGENT = this.defineFeature();\r\n /**\r\n * Creates an instance of PBRSpecularGlossinessMaterial class\r\n */\r\n constructor() {\r\n super();\r\n this.useFeature(PBRSpecularGlossinessMaterial.FEATURE_VERTEX_NORMAL, true);\r\n }\r\n clone() {\r\n const other = new PBRSpecularGlossinessMaterial();\r\n other.copyFrom(this);\r\n return other;\r\n }\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n this.vertexNormal = other.vertexNormal;\r\n this.vertexTangent = other.vertexTangent;\r\n }\r\n /** true if vertex normal attribute presents */\r\n get vertexNormal() {\r\n return this.featureUsed<boolean>(PBRSpecularGlossinessMaterial.FEATURE_VERTEX_NORMAL);\r\n }\r\n set vertexNormal(val) {\r\n this.useFeature(PBRSpecularGlossinessMaterial.FEATURE_VERTEX_NORMAL, !!val);\r\n }\r\n /** true if vertex normal attribute presents */\r\n get vertexTangent() {\r\n return this.featureUsed<boolean>(PBRSpecularGlossinessMaterial.FEATURE_VERTEX_TANGENT);\r\n }\r\n set vertexTangent(val) {\r\n this.useFeature(PBRSpecularGlossinessMaterial.FEATURE_VERTEX_TANGENT, !!val);\r\n }\r\n vertexShader(scope: PBFunctionScope) {\r\n super.vertexShader(scope);\r\n const pb = scope.$builder;\r\n const worldMatrix = ShaderHelper.getWorldMatrix(scope);\r\n scope.$l.oPos = ShaderHelper.resolveVertexPosition(scope);\r\n scope.$outputs.worldPos = pb.mul(worldMatrix, pb.vec4(scope.oPos, 1)).xyz;\r\n scope.$l.csPos = pb.mul(ShaderHelper.getViewProjectionMatrix(scope), pb.vec4(scope.$outputs.worldPos, 1));\r\n ShaderHelper.setClipSpacePosition(scope, scope.csPos);\r\n if (this.transmission) {\r\n scope.$outputs.screenUV = pb.add(pb.mul(pb.div(scope.csPos.xy, scope.csPos.w), 0.5), pb.vec2(0.5));\r\n scope.$outputs.modelScale = pb.vec3(\r\n pb.length(worldMatrix[0].xyz),\r\n pb.length(worldMatrix[1].xyz),\r\n pb.length(worldMatrix[2].xyz)\r\n );\r\n }\r\n if (this.vertexNormal) {\r\n scope.$l.oNorm = ShaderHelper.resolveVertexNormal(scope);\r\n scope.$outputs.wNorm = pb.mul(ShaderHelper.getNormalMatrix(scope), pb.vec4(scope.oNorm, 0)).xyz;\r\n if (this.vertexTangent) {\r\n scope.$l.oTangent = ShaderHelper.resolveVertexTangent(scope);\r\n scope.$outputs.wTangent = pb.mul(\r\n ShaderHelper.getNormalMatrix(scope),\r\n pb.vec4(scope.oTangent.xyz, 0)\r\n ).xyz;\r\n scope.$outputs.wBinormal = pb.mul(\r\n pb.cross(scope.$outputs.wNorm, scope.$outputs.wTangent),\r\n scope.oTangent.w\r\n );\r\n }\r\n }\r\n }\r\n fragmentShader(scope: PBFunctionScope) {\r\n super.fragmentShader(scope);\r\n const pb = scope.$builder;\r\n if (this.needFragmentColor()) {\r\n scope.$l.albedo = this.calculateAlbedoColor(scope);\r\n if (this.vertexColor) {\r\n scope.albedo = pb.mul(scope.albedo, this.getVertexColor(scope));\r\n }\r\n if (this.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT) {\r\n scope.$l.normalInfo = this.calculateNormalAndTBN(\r\n scope,\r\n scope.$inputs.worldPos,\r\n scope.$inputs.wNorm,\r\n scope.$inputs.wTangent,\r\n scope.$inputs.wBinormal\r\n );\r\n scope.$l.viewVec = this.calculateViewVector(scope, scope.$inputs.worldPos);\r\n if (this.drawContext.materialFlags & MaterialVaryingFlags.SSR_STORE_ROUGHNESS) {\r\n scope.$l.outRoughness = pb.vec4();\r\n scope.$l.litColor = this.PBRLight(\r\n scope,\r\n scope.$inputs.worldPos,\r\n scope.normalInfo.normal,\r\n scope.viewVec,\r\n scope.albedo,\r\n scope.normalInfo.TBN,\r\n scope.outRoughness\r\n );\r\n /*\r\n scope.outRoughness = pb.vec4(\r\n pb.add(pb.mul(scope.normalInfo.normal, 0.5), pb.vec3(0.5)),\r\n scope.outRoughness.a\r\n );\r\n */\r\n this.outputFragmentColor(\r\n scope,\r\n scope.$inputs.worldPos,\r\n pb.vec4(scope.litColor, scope.albedo.a),\r\n scope.outRoughness,\r\n pb.vec4(pb.add(pb.mul(scope.normalInfo.normal, 0.5), pb.vec3(0.5)), 1)\r\n );\r\n } else {\r\n scope.$l.litColor = this.PBRLight(\r\n scope,\r\n scope.$inputs.worldPos,\r\n scope.normalInfo.normal,\r\n scope.viewVec,\r\n scope.albedo,\r\n scope.normalInfo.TBN\r\n );\r\n this.outputFragmentColor(scope, 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