@zephyr3d/scene 0.7.0 → 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 (319) hide show
  1. package/dist/animation/animation.js +4 -15
  2. package/dist/animation/animation.js.map +1 -1
  3. package/dist/animation/animationset.js +22 -9
  4. package/dist/animation/animationset.js.map +1 -1
  5. package/dist/animation/animationtrack.js +1 -0
  6. package/dist/animation/animationtrack.js.map +1 -1
  7. package/dist/animation/eulerrotationtrack.js +0 -1
  8. package/dist/animation/eulerrotationtrack.js.map +1 -1
  9. package/dist/animation/morphtarget.js +7 -1
  10. package/dist/animation/morphtarget.js.map +1 -1
  11. package/dist/animation/morphtrack.js +3 -3
  12. package/dist/animation/morphtrack.js.map +1 -1
  13. package/dist/animation/proptrack.js +37 -41
  14. package/dist/animation/proptrack.js.map +1 -1
  15. package/dist/animation/rotationtrack.js +0 -1
  16. package/dist/animation/rotationtrack.js.map +1 -1
  17. package/dist/animation/scaletrack.js +0 -1
  18. package/dist/animation/scaletrack.js.map +1 -1
  19. package/dist/animation/skeleton.js +7 -14
  20. package/dist/animation/skeleton.js.map +1 -1
  21. package/dist/animation/translationtrack.js +0 -1
  22. package/dist/animation/translationtrack.js.map +1 -1
  23. package/dist/app/api.js +13 -4
  24. package/dist/app/api.js.map +1 -1
  25. package/dist/app/app.js +13 -1
  26. package/dist/app/app.js.map +1 -1
  27. package/dist/app/engine.js +33 -45
  28. package/dist/app/engine.js.map +1 -1
  29. package/dist/app/inputmgr.js.map +1 -1
  30. package/dist/app/runtimescript.js.map +1 -1
  31. package/dist/app/screen.js +318 -0
  32. package/dist/app/screen.js.map +1 -0
  33. package/dist/app/scriptingsystem.js +10 -6
  34. package/dist/app/scriptingsystem.js.map +1 -1
  35. package/dist/app/scriptregistry.js +11 -22
  36. package/dist/app/scriptregistry.js.map +1 -1
  37. package/dist/asset/assetmanager.js +79 -58
  38. package/dist/asset/assetmanager.js.map +1 -1
  39. package/dist/asset/builtin.js +5 -5
  40. package/dist/asset/builtin.js.map +1 -1
  41. package/dist/asset/loaders/dds/dds.js +6 -2
  42. package/dist/asset/loaders/dds/dds.js.map +1 -1
  43. package/dist/asset/loaders/dds/dds_loader.js +1 -1
  44. package/dist/asset/loaders/dds/dds_loader.js.map +1 -1
  45. package/dist/asset/loaders/gltf/gltf_loader.js +14 -6
  46. package/dist/asset/loaders/gltf/gltf_loader.js.map +1 -1
  47. package/dist/asset/loaders/gltf/helpers.js +6 -2
  48. package/dist/asset/loaders/gltf/helpers.js.map +1 -1
  49. package/dist/asset/loaders/hdr/hdr.js +22 -15
  50. package/dist/asset/loaders/hdr/hdr.js.map +1 -1
  51. package/dist/asset/loaders/image/tga_Loader.js +2 -1
  52. package/dist/asset/loaders/image/tga_Loader.js.map +1 -1
  53. package/dist/asset/loaders/image/webimage_loader.js.map +1 -1
  54. package/dist/asset/loaders/loader.js +2 -2
  55. package/dist/asset/loaders/loader.js.map +1 -1
  56. package/dist/asset/model.js +2 -2
  57. package/dist/asset/model.js.map +1 -1
  58. package/dist/blitter/bilateralblur.js.map +1 -1
  59. package/dist/blitter/blitter.js +9 -11
  60. package/dist/blitter/blitter.js.map +1 -1
  61. package/dist/blitter/box.js +0 -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.map +1 -1
  65. package/dist/camera/base.js +1 -3
  66. package/dist/camera/base.js.map +1 -1
  67. package/dist/camera/camera.js +121 -37
  68. package/dist/camera/camera.js.map +1 -1
  69. package/dist/camera/fps.js +19 -17
  70. package/dist/camera/fps.js.map +1 -1
  71. package/dist/camera/orbit.js +45 -43
  72. package/dist/camera/orbit.js.map +1 -1
  73. package/dist/camera/orthocamera.js +27 -21
  74. package/dist/camera/orthocamera.js.map +1 -1
  75. package/dist/camera/perspectivecamera.js +26 -17
  76. package/dist/camera/perspectivecamera.js.map +1 -1
  77. package/dist/index.d.ts +14453 -15609
  78. package/dist/index.js +17 -11
  79. package/dist/index.js.map +1 -1
  80. package/dist/material/blinn.js.map +1 -1
  81. package/dist/material/grassmaterial.js.map +1 -1
  82. package/dist/material/lambert.js.map +1 -1
  83. package/dist/material/material.js +11 -5
  84. package/dist/material/material.js.map +1 -1
  85. package/dist/material/meshmaterial.js +10 -9
  86. package/dist/material/meshmaterial.js.map +1 -1
  87. package/dist/material/mixins/albedocolor.js.map +1 -1
  88. package/dist/material/mixins/foliage.js.map +1 -1
  89. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  90. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  91. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +7 -0
  92. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  93. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  94. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  95. package/dist/material/mixins/lit.js +3 -3
  96. package/dist/material/mixins/lit.js.map +1 -1
  97. package/dist/material/mixins/pbr/brdf.js.map +1 -1
  98. package/dist/material/mixins/pbr/common.js.map +1 -1
  99. package/dist/material/mixins/texture.js +3 -0
  100. package/dist/material/mixins/texture.js.map +1 -1
  101. package/dist/material/mixins/vertexcolor.js.map +1 -1
  102. package/dist/material/particle.js.map +1 -1
  103. package/dist/material/pbrblueprint.js +180 -22
  104. package/dist/material/pbrblueprint.js.map +1 -1
  105. package/dist/material/pbrmr.js.map +1 -1
  106. package/dist/material/pbrsg.js.map +1 -1
  107. package/dist/material/shader/helper.js +36 -53
  108. package/dist/material/shader/helper.js.map +1 -1
  109. package/dist/material/sprite.js +301 -0
  110. package/dist/material/sprite.js.map +1 -0
  111. package/dist/material/sprite3d.js +301 -0
  112. package/dist/material/sprite3d.js.map +1 -0
  113. package/dist/material/sprite3d_std.js +116 -0
  114. package/dist/material/sprite3d_std.js.map +1 -0
  115. package/dist/material/sprite3dblueprint.js +235 -0
  116. package/dist/material/sprite3dblueprint.js.map +1 -0
  117. package/dist/material/sprite_std.js +116 -0
  118. package/dist/material/sprite_std.js.map +1 -0
  119. package/dist/material/spriteblueprint.js +235 -0
  120. package/dist/material/spriteblueprint.js.map +1 -0
  121. package/dist/material/terrain-cm.js +0 -1
  122. package/dist/material/terrain-cm.js.map +1 -1
  123. package/dist/material/unlit.js.map +1 -1
  124. package/dist/material/water.js.map +1 -1
  125. package/dist/posteffect/bloom.js.map +1 -1
  126. package/dist/posteffect/compositor.js.map +1 -1
  127. package/dist/posteffect/fxaa.js.map +1 -1
  128. package/dist/posteffect/grayscale.js.map +1 -1
  129. package/dist/posteffect/motionblur.js.map +1 -1
  130. package/dist/posteffect/posteffect.js.map +1 -1
  131. package/dist/posteffect/sao.js.map +1 -1
  132. package/dist/posteffect/ssr.js +7 -5
  133. package/dist/posteffect/ssr.js.map +1 -1
  134. package/dist/posteffect/taa.js.map +1 -1
  135. package/dist/posteffect/tonemap.js.map +1 -1
  136. package/dist/render/abuffer_oit.js +8 -6
  137. package/dist/render/abuffer_oit.js.map +1 -1
  138. package/dist/render/clipmap.js +0 -10
  139. package/dist/render/clipmap.js.map +1 -1
  140. package/dist/render/cluster_light.js +4 -4
  141. package/dist/render/cluster_light.js.map +1 -1
  142. package/dist/render/cull_visitor.js +15 -17
  143. package/dist/render/cull_visitor.js.map +1 -1
  144. package/dist/render/depthpass.js +3 -4
  145. package/dist/render/depthpass.js.map +1 -1
  146. package/dist/render/drawable.js +15 -0
  147. package/dist/render/drawable.js.map +1 -0
  148. package/dist/render/drawable_mixin.js +8 -4
  149. package/dist/render/drawable_mixin.js.map +1 -1
  150. package/dist/render/envlight.js.map +1 -1
  151. package/dist/render/fbm_wavegenerator.js +3 -1
  152. package/dist/render/fbm_wavegenerator.js.map +1 -1
  153. package/dist/render/fft_wavegenerator.js +67 -64
  154. package/dist/render/fft_wavegenerator.js.map +1 -1
  155. package/dist/render/fullscreenquad.js.map +1 -1
  156. package/dist/render/gerstner_wavegenerator.js +3 -1
  157. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  158. package/dist/render/globalbindgroup_allocator.js +3 -1
  159. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  160. package/dist/render/hzb.js +1 -2
  161. package/dist/render/hzb.js.map +1 -1
  162. package/dist/render/lightpass.js +13 -13
  163. package/dist/render/lightpass.js.map +1 -1
  164. package/dist/render/objectcolorpass.js +4 -7
  165. package/dist/render/objectcolorpass.js.map +1 -1
  166. package/dist/render/primitive.js +4 -5
  167. package/dist/render/primitive.js.map +1 -1
  168. package/dist/render/render_queue.js +10 -5
  169. package/dist/render/render_queue.js.map +1 -1
  170. package/dist/render/renderer.js +16 -22
  171. package/dist/render/renderer.js.map +1 -1
  172. package/dist/render/renderpass.js +27 -52
  173. package/dist/render/renderpass.js.map +1 -1
  174. package/dist/render/rendertarget.js +5 -0
  175. package/dist/render/rendertarget.js.map +1 -0
  176. package/dist/render/screenrendertarget.js +56 -0
  177. package/dist/render/screenrendertarget.js.map +1 -0
  178. package/dist/render/shadowmap_pass.js +4 -5
  179. package/dist/render/shadowmap_pass.js.map +1 -1
  180. package/dist/render/sky.js +16 -14
  181. package/dist/render/sky.js.map +1 -1
  182. package/dist/render/weightedblended_oit.js.map +1 -1
  183. package/dist/scene/basesprite.js +296 -0
  184. package/dist/scene/basesprite.js.map +1 -0
  185. package/dist/scene/batchgroup.js +4 -2
  186. package/dist/scene/batchgroup.js.map +1 -1
  187. package/dist/scene/environment.js +9 -10
  188. package/dist/scene/environment.js.map +1 -1
  189. package/dist/scene/graph_node.js.map +1 -1
  190. package/dist/scene/light.js +22 -4
  191. package/dist/scene/light.js.map +1 -1
  192. package/dist/scene/mesh.js +93 -15
  193. package/dist/scene/mesh.js.map +1 -1
  194. package/dist/scene/octree.js.map +1 -1
  195. package/dist/scene/particlesys.js +25 -22
  196. package/dist/scene/particlesys.js.map +1 -1
  197. package/dist/scene/raycast_visitor.js +0 -16
  198. package/dist/scene/raycast_visitor.js.map +1 -1
  199. package/dist/scene/scene.js +7 -4
  200. package/dist/scene/scene.js.map +1 -1
  201. package/dist/scene/scene_node.js +20 -35
  202. package/dist/scene/scene_node.js.map +1 -1
  203. package/dist/scene/sprite.js +18 -0
  204. package/dist/scene/sprite.js.map +1 -0
  205. package/dist/scene/sprite3d.js +18 -0
  206. package/dist/scene/sprite3d.js.map +1 -0
  207. package/dist/scene/terrain-cm/grass.js +5 -4
  208. package/dist/scene/terrain-cm/grass.js.map +1 -1
  209. package/dist/scene/terrain-cm/grassmaterial.js +3 -1
  210. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
  211. package/dist/scene/terrain-cm/terrain-cm.js +65 -48
  212. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  213. package/dist/scene/water.js +35 -30
  214. package/dist/scene/water.js.map +1 -1
  215. package/dist/shaders/atmosphere.js +17 -29
  216. package/dist/shaders/atmosphere.js.map +1 -1
  217. package/dist/shaders/fog.js.map +1 -1
  218. package/dist/shaders/misc.js.map +1 -1
  219. package/dist/shaders/noise.js.map +1 -1
  220. package/dist/shaders/pbr.js.map +1 -1
  221. package/dist/shaders/shadow.js.map +1 -1
  222. package/dist/shaders/ssr.js.map +1 -1
  223. package/dist/shaders/temporal.js.map +1 -1
  224. package/dist/shaders/water.js.map +1 -1
  225. package/dist/shadow/esm.js +1 -1
  226. package/dist/shadow/esm.js.map +1 -1
  227. package/dist/shadow/pcf_opt.js.map +1 -1
  228. package/dist/shadow/pcf_pd.js.map +1 -1
  229. package/dist/shadow/shader.js +3 -1
  230. package/dist/shadow/shader.js.map +1 -1
  231. package/dist/shadow/shadow_impl.js.map +1 -1
  232. package/dist/shadow/shadowmapper.js +6 -18
  233. package/dist/shadow/shadowmapper.js.map +1 -1
  234. package/dist/shadow/ssm.js.map +1 -1
  235. package/dist/shadow/vsm.js.map +1 -1
  236. package/dist/shapes/box.js +9 -3
  237. package/dist/shapes/box.js.map +1 -1
  238. package/dist/shapes/cylinder.js +2 -2
  239. package/dist/shapes/cylinder.js.map +1 -1
  240. package/dist/shapes/plane.js +2 -2
  241. package/dist/shapes/plane.js.map +1 -1
  242. package/dist/shapes/shape.js +2 -1
  243. package/dist/shapes/shape.js.map +1 -1
  244. package/dist/shapes/sphere.js +2 -2
  245. package/dist/shapes/sphere.js.map +1 -1
  246. package/dist/shapes/tetrahedron.js +5 -6
  247. package/dist/shapes/tetrahedron.js.map +1 -1
  248. package/dist/shapes/torus.js +2 -2
  249. package/dist/shapes/torus.js.map +1 -1
  250. package/dist/utility/aabbtree.js +1 -1
  251. package/dist/utility/aabbtree.js.map +1 -1
  252. package/dist/utility/blueprint/common/constants.js +578 -104
  253. package/dist/utility/blueprint/common/constants.js.map +1 -1
  254. package/dist/utility/blueprint/common/math.js +471 -9
  255. package/dist/utility/blueprint/common/math.js.map +1 -1
  256. package/dist/utility/blueprint/common.js +1 -1
  257. package/dist/utility/blueprint/common.js.map +1 -1
  258. package/dist/utility/blueprint/material/func.js +9 -5
  259. package/dist/utility/blueprint/material/func.js.map +1 -1
  260. package/dist/utility/blueprint/material/inputs.js.map +1 -1
  261. package/dist/utility/blueprint/material/ir.js +288 -80
  262. package/dist/utility/blueprint/material/ir.js.map +1 -1
  263. package/dist/utility/blueprint/material/pbr.js +92 -4
  264. package/dist/utility/blueprint/material/pbr.js.map +1 -1
  265. package/dist/utility/blueprint/material/texture.js +62 -45
  266. package/dist/utility/blueprint/material/texture.js.map +1 -1
  267. package/dist/utility/blueprint/node.js +28 -1
  268. package/dist/utility/blueprint/node.js.map +1 -1
  269. package/dist/utility/bounding_volume.js.map +1 -1
  270. package/dist/utility/debug.js.map +1 -1
  271. package/dist/utility/draco/decoder.js.map +1 -1
  272. package/dist/utility/misc.js +1 -1
  273. package/dist/utility/misc.js.map +1 -1
  274. package/dist/utility/panorama.js.map +1 -1
  275. package/dist/utility/pmrem.js.map +1 -1
  276. package/dist/utility/rendermipmap.js.map +1 -1
  277. package/dist/utility/serialization/json.js +19 -15
  278. package/dist/utility/serialization/json.js.map +1 -1
  279. package/dist/utility/serialization/manager.js +89 -22
  280. package/dist/utility/serialization/manager.js.map +1 -1
  281. package/dist/utility/serialization/scene/animation.js +23 -21
  282. package/dist/utility/serialization/scene/animation.js.map +1 -1
  283. package/dist/utility/serialization/scene/batch.js +4 -3
  284. package/dist/utility/serialization/scene/batch.js.map +1 -1
  285. package/dist/utility/serialization/scene/camera.js +97 -9
  286. package/dist/utility/serialization/scene/camera.js.map +1 -1
  287. package/dist/utility/serialization/scene/common.js +102 -28
  288. package/dist/utility/serialization/scene/common.js.map +1 -1
  289. package/dist/utility/serialization/scene/light.js +14 -12
  290. package/dist/utility/serialization/scene/light.js.map +1 -1
  291. package/dist/utility/serialization/scene/material.js +154 -26
  292. package/dist/utility/serialization/scene/material.js.map +1 -1
  293. package/dist/utility/serialization/scene/mesh.js +71 -100
  294. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  295. package/dist/utility/serialization/scene/misc.js +3 -2
  296. package/dist/utility/serialization/scene/misc.js.map +1 -1
  297. package/dist/utility/serialization/scene/node.js +42 -9
  298. package/dist/utility/serialization/scene/node.js.map +1 -1
  299. package/dist/utility/serialization/scene/particle.js +7 -5
  300. package/dist/utility/serialization/scene/particle.js.map +1 -1
  301. package/dist/utility/serialization/scene/primitive.js +18 -15
  302. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  303. package/dist/utility/serialization/scene/scene.js +3 -2
  304. package/dist/utility/serialization/scene/scene.js.map +1 -1
  305. package/dist/utility/serialization/scene/sprite.js +164 -0
  306. package/dist/utility/serialization/scene/sprite.js.map +1 -0
  307. package/dist/utility/serialization/scene/terrain.js +8 -6
  308. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  309. package/dist/utility/serialization/scene/water.js +11 -9
  310. package/dist/utility/serialization/scene/water.js.map +1 -1
  311. package/dist/utility/serialization/types.js +6 -0
  312. package/dist/utility/serialization/types.js.map +1 -0
  313. package/dist/utility/shprojector.js.map +1 -1
  314. package/dist/utility/textures/ggxlut.js.map +1 -1
  315. package/dist/utility/textures/gradientnoise.js.map +1 -1
  316. package/dist/utility/textures/randomnoise.js.map +1 -1
  317. package/dist/values.js +14 -14
  318. package/dist/values.js.map +1 -1
  319. package/package.json +80 -80
@@ -1 +1 @@
1
- {"version":3,"file":"weightedblended_oit.js","sources":["../../src/render/weightedblended_oit.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BindGroup,\r\n GPUProgram,\r\n PBGlobalScope,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n RenderStateSet,\r\n Texture2D\r\n} from '@zephyr3d/device';\r\nimport type { OIT } from './oit';\r\nimport type { DrawContext } from './drawable';\r\nimport { drawFullscreenQuad } from './fullscreenquad';\r\nimport { Disposable, Vector4 } from '@zephyr3d/base';\r\n\r\n/**\r\n * Weighted-blended OIT renderer.\r\n *\r\n * @remarks\r\n * The weighed-blended OIT renderer supports both WebGL, WebGL2 and WebGPU device.\r\n *\r\n * @public\r\n */\r\nexport class WeightedBlendedOIT extends Disposable implements OIT {\r\n /** Type name of WeightedBlendedOIT */\r\n public static readonly type = 'wb';\r\n private static _compositeProgram: GPUProgram;\r\n private static _compositeBindGroup: BindGroup;\r\n private static _compositeRenderStates: RenderStateSet;\r\n\r\n constructor() {\r\n super();\r\n }\r\n /**\r\n * {@inheritDoc OIT.getType}\r\n */\r\n getType(): string {\r\n return WeightedBlendedOIT.type;\r\n }\r\n /**\r\n * {@inheritDoc OIT.supportDevice}\r\n */\r\n supportDevice(_deviceType: string): boolean {\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc OIT.wantsPremultipliedAlpha}\r\n */\r\n wantsPremultipliedAlpha() {\r\n return false;\r\n }\r\n /**\r\n * {@inheritDoc OIT.begin}\r\n */\r\n begin(_ctx: DrawContext): number {\r\n return 1;\r\n }\r\n /**\r\n * {@inheritDoc OIT.end}\r\n */\r\n end(_ctx: DrawContext) {\r\n return;\r\n }\r\n /**\r\n * {@inheritDoc OIT.setupFragmentOutput}\r\n */\r\n setupFragmentOutput(scope: PBGlobalScope) {\r\n const pb = scope.$builder;\r\n scope.$outputs.outColor = pb.vec4();\r\n scope.$outputs.outAlpha = pb.getDevice().type === 'webgl' ? pb.vec4() : pb.float();\r\n }\r\n /**\r\n * {@inheritDoc OIT.beginPass}\r\n */\r\n beginPass(ctx: DrawContext, _pass: number): boolean {\r\n const device = ctx.device;\r\n const accumBuffer = this.getAccumFramebuffer(ctx, device);\r\n device.pushDeviceStates();\r\n device.setFramebuffer(accumBuffer);\r\n device.clearFrameBuffer(new Vector4(0, 0, 0, 1), null, null);\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc OIT.endPass}\r\n */\r\n endPass(ctx: DrawContext, _pass: number) {\r\n const device = ctx.device;\r\n const accumBuffer = device.getFramebuffer();\r\n device.popDeviceStates();\r\n const accumTargets = accumBuffer.getColorAttachments();\r\n this.composite(ctx, device, accumTargets[0] as Texture2D, accumTargets[1] as Texture2D);\r\n }\r\n /**\r\n * {@inheritDoc OIT.calculateHash}\r\n */\r\n calculateHash(): string {\r\n return this.getType();\r\n }\r\n /**\r\n * {@inheritDoc OIT.applyUniforms}\r\n */\r\n applyUniforms(_ctx: DrawContext, _bindGroup: BindGroup) {\r\n return;\r\n }\r\n /**\r\n * {@inheritDoc OIT.outputFragmentColor}\r\n */\r\n outputFragmentColor(scope: PBInsideFunctionScope, color: PBShaderExp) {\r\n const pb = scope.$builder;\r\n pb.func('Z_WBOIT_depthWeight', [pb.float('z'), pb.float('a')], function () {\r\n this.$return(\r\n pb.clamp(\r\n pb.mul(\r\n pb.pow(pb.add(pb.min(1, pb.mul(this.a, 10)), 0.01), 3),\r\n 1e8,\r\n pb.pow(pb.sub(1, pb.mul(this.z, 0.9)), 2)\r\n ),\r\n 1e-2,\r\n 3e3\r\n )\r\n );\r\n });\r\n pb.func('Z_WBOIT_output', [pb.vec4('color')], function () {\r\n this.$l.w = this.Z_WBOIT_depthWeight(this.$builtins.fragCoord.z, this.color.a);\r\n this.$outputs[0] = pb.vec4(pb.mul(this.color.rgb, this.w), this.color.a);\r\n this.$outputs[1] =\r\n pb.getDevice().type === 'webgl'\r\n ? pb.vec4(pb.mul(this.color.a, this.w))\r\n : pb.mul(this.color.a, this.w);\r\n });\r\n scope.Z_WBOIT_output(color);\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc OIT.setRenderStates}\r\n */\r\n setRenderStates(rs: RenderStateSet) {\r\n const blendingState = rs.useBlendingState();\r\n blendingState.enable(true);\r\n blendingState.setBlendEquation('add', 'add');\r\n blendingState.setBlendFuncRGB('one', 'one');\r\n blendingState.setBlendFuncAlpha('zero', 'inv-src-alpha');\r\n const depthState = rs.useDepthState();\r\n depthState.enableWrite(false).enableTest(true);\r\n }\r\n /** @internal */\r\n private composite(ctx: DrawContext, device: AbstractDevice, accumColor: Texture2D, accumAlpha: Texture2D) {\r\n device.setProgram(WeightedBlendedOIT.getCompositeProgram(device));\r\n WeightedBlendedOIT._compositeBindGroup.setTexture('accumColorTex', accumColor);\r\n WeightedBlendedOIT._compositeBindGroup.setTexture('accumAlphaTex', accumAlpha);\r\n device.setBindGroup(0, WeightedBlendedOIT._compositeBindGroup);\r\n drawFullscreenQuad(WeightedBlendedOIT._compositeRenderStates);\r\n }\r\n /** @internal */\r\n private getAccumFramebuffer(ctx: DrawContext, device: AbstractDevice) {\r\n const width = ctx.depthTexture.width;\r\n const height = ctx.depthTexture.height;\r\n const accumColor = device.pool.fetchTemporalTexture2D(false, 'rgba16f', width, height, false);\r\n const accumAlpha = device.pool.fetchTemporalTexture2D(\r\n false,\r\n device.type === 'webgl' ? 'rgba16f' : 'r16f',\r\n width,\r\n height,\r\n false\r\n );\r\n const fb = device.pool.createTemporalFramebuffer(true, [accumColor, accumAlpha], ctx.depthTexture);\r\n device.pool.releaseTexture(accumColor);\r\n device.pool.releaseTexture(accumAlpha);\r\n return fb;\r\n }\r\n /** @internal */\r\n private static getCompositeProgram(device: AbstractDevice) {\r\n if (!this._compositeProgram) {\r\n this._compositeProgram = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n this.$outputs.uv = pb.vec2();\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, 1, 1);\r\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\r\n if (device.type === 'webgpu') {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n }\r\n });\r\n },\r\n fragment(pb) {\r\n this.$outputs.outColor = pb.vec4();\r\n this.accumColorTex = pb.tex2D().uniform(0);\r\n this.accumAlphaTex = pb.tex2D().uniform(0);\r\n pb.main(function () {\r\n this.$l.accumColor = pb.textureSample(this.accumColorTex, this.$inputs.uv);\r\n this.$l.accumAlpha = pb.textureSample(this.accumAlphaTex, this.$inputs.uv);\r\n this.$l.r = this.accumColor.a;\r\n this.accumColor.a = this.accumAlpha.r;\r\n this.$outputs.outColor = pb.vec4(\r\n pb.div(this.accumColor.rgb, pb.clamp(this.accumColor.a, 0.0001, 50000)),\r\n this.r\r\n );\r\n });\r\n }\r\n });\r\n this._compositeProgram.name = '@WBOIT_Composite';\r\n this._compositeBindGroup = device.createBindGroup(this._compositeProgram.bindGroupLayouts[0]);\r\n this._compositeRenderStates = device.createRenderStateSet();\r\n this._compositeRenderStates\r\n .useBlendingState()\r\n .enable(true)\r\n .setBlendFuncRGB('inv-src-alpha', 'src-alpha')\r\n .setBlendFuncAlpha('zero', 'one');\r\n this._compositeRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n }\r\n return this._compositeProgram;\r\n 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pb.vec4() : pb.float();\r\n }\r\n /**\r\n * {@inheritDoc OIT.beginPass}\r\n */\r\n beginPass(ctx: DrawContext, _pass: number) {\r\n const device = ctx.device;\r\n const accumBuffer = this.getAccumFramebuffer(ctx, device);\r\n device.pushDeviceStates();\r\n device.setFramebuffer(accumBuffer);\r\n device.clearFrameBuffer(new Vector4(0, 0, 0, 1), null, null);\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc OIT.endPass}\r\n */\r\n endPass(ctx: DrawContext, _pass: number) {\r\n const device = ctx.device;\r\n const accumBuffer = device.getFramebuffer()!;\r\n device.popDeviceStates();\r\n const accumTargets = accumBuffer.getColorAttachments();\r\n this.composite(ctx, device, accumTargets[0] as Texture2D, accumTargets[1] as Texture2D);\r\n }\r\n /**\r\n * {@inheritDoc OIT.calculateHash}\r\n */\r\n calculateHash() {\r\n return this.getType();\r\n }\r\n /**\r\n * {@inheritDoc OIT.applyUniforms}\r\n */\r\n applyUniforms(_ctx: DrawContext, _bindGroup: BindGroup) {\r\n return;\r\n }\r\n /**\r\n * {@inheritDoc OIT.outputFragmentColor}\r\n */\r\n outputFragmentColor(scope: PBInsideFunctionScope, color: PBShaderExp) {\r\n const pb = scope.$builder;\r\n pb.func('Z_WBOIT_depthWeight', [pb.float('z'), pb.float('a')], function () {\r\n this.$return(\r\n pb.clamp(\r\n pb.mul(\r\n pb.pow(pb.add(pb.min(1, pb.mul(this.a, 10)), 0.01), 3),\r\n 1e8,\r\n pb.pow(pb.sub(1, pb.mul(this.z, 0.9)), 2)\r\n ),\r\n 1e-2,\r\n 3e3\r\n )\r\n );\r\n });\r\n pb.func('Z_WBOIT_output', [pb.vec4('color')], function () {\r\n this.$l.w = this.Z_WBOIT_depthWeight(this.$builtins.fragCoord.z, this.color.a);\r\n this.$outputs[0] = pb.vec4(pb.mul(this.color.rgb, this.w), this.color.a);\r\n this.$outputs[1] =\r\n pb.getDevice().type === 'webgl'\r\n ? pb.vec4(pb.mul(this.color.a, this.w))\r\n : pb.mul(this.color.a, this.w);\r\n });\r\n scope.Z_WBOIT_output(color);\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc OIT.setRenderStates}\r\n */\r\n setRenderStates(rs: RenderStateSet) {\r\n const blendingState = rs.useBlendingState();\r\n blendingState.enable(true);\r\n blendingState.setBlendEquation('add', 'add');\r\n blendingState.setBlendFuncRGB('one', 'one');\r\n blendingState.setBlendFuncAlpha('zero', 'inv-src-alpha');\r\n const depthState = rs.useDepthState();\r\n depthState.enableWrite(false).enableTest(true);\r\n }\r\n /** @internal */\r\n private composite(ctx: DrawContext, device: AbstractDevice, accumColor: Texture2D, accumAlpha: Texture2D) {\r\n device.setProgram(WeightedBlendedOIT.getCompositeProgram(device));\r\n WeightedBlendedOIT._compositeBindGroup.setTexture('accumColorTex', accumColor);\r\n WeightedBlendedOIT._compositeBindGroup.setTexture('accumAlphaTex', accumAlpha);\r\n device.setBindGroup(0, WeightedBlendedOIT._compositeBindGroup);\r\n drawFullscreenQuad(WeightedBlendedOIT._compositeRenderStates);\r\n }\r\n /** @internal */\r\n private getAccumFramebuffer(ctx: DrawContext, device: AbstractDevice) {\r\n const width = ctx.depthTexture!.width;\r\n const height = ctx.depthTexture!.height;\r\n const accumColor = device.pool.fetchTemporalTexture2D(false, 'rgba16f', width, height, false);\r\n const accumAlpha = device.pool.fetchTemporalTexture2D(\r\n false,\r\n device.type === 'webgl' ? 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pb.tex2D().uniform(0);\r\n pb.main(function () {\r\n this.$l.accumColor = pb.textureSample(this.accumColorTex, this.$inputs.uv);\r\n this.$l.accumAlpha = pb.textureSample(this.accumAlphaTex, this.$inputs.uv);\r\n this.$l.r = this.accumColor.a;\r\n this.accumColor.a = this.accumAlpha.r;\r\n this.$outputs.outColor = pb.vec4(\r\n pb.div(this.accumColor.rgb, pb.clamp(this.accumColor.a, 0.0001, 50000)),\r\n this.r\r\n );\r\n });\r\n }\r\n })!;\r\n this._compositeProgram.name = '@WBOIT_Composite';\r\n this._compositeBindGroup = device.createBindGroup(this._compositeProgram.bindGroupLayouts[0]);\r\n this._compositeRenderStates = device.createRenderStateSet();\r\n this._compositeRenderStates\r\n .useBlendingState()\r\n .enable(true)\r\n .setBlendFuncRGB('inv-src-alpha', 'src-alpha')\r\n .setBlendFuncAlpha('zero', 'one');\r\n this._compositeRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n }\r\n return this._compositeProgram;\r\n 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@@ -0,0 +1,296 @@
1
+ import { applyMixins, DRef, Vector2, Vector3, Quaternion } from '@zephyr3d/base';
2
+ import { GraphNode } from './graph_node.js';
3
+ import { getDevice } from '../app/api.js';
4
+ import { QUEUE_OPAQUE } from '../values.js';
5
+ import '@zephyr3d/device';
6
+ import '../material/shader/helper.js';
7
+ import '../material/lambert.js';
8
+ import '../material/blinn.js';
9
+ import '../material/unlit.js';
10
+ import '../material/particle.js';
11
+ import { RenderBundleWrapper } from '../render/renderbundle_wrapper.js';
12
+ import '../material/meshmaterial.js';
13
+ import '../material/grassmaterial.js';
14
+ import '../material/terrain-cm.js';
15
+ import '../material/pbrmr.js';
16
+ import '../material/pbrsg.js';
17
+ import '../material/pbrblueprint.js';
18
+ import { SpriteMaterial } from '../material/sprite.js';
19
+ import '../material/sprite_std.js';
20
+ import '../utility/blueprint/material/texture.js';
21
+ import '../render/renderer.js';
22
+ import { Primitive } from '../render/primitive.js';
23
+ import '../render/sky.js';
24
+ import '../render/clipmap.js';
25
+ import '../shaders/atmosphere.js';
26
+ import { BoundingBox } from '../utility/bounding_volume.js';
27
+ import { mixinDrawable } from '../render/drawable_mixin.js';
28
+
29
+ /**
30
+ * Mesh node
31
+ * @public
32
+ */ class BaseSprite extends applyMixins(GraphNode, mixinDrawable) {
33
+ /** @internal */ static _primitive = new DRef();
34
+ /** @internal */ _material;
35
+ /** @internal */ _instanceHash;
36
+ /** @internal */ _batchable;
37
+ /** @internal */ _pickTarget;
38
+ /** @internal */ _renderBundle;
39
+ /** @internal */ _useRenderBundle;
40
+ /** @internal */ _materialChangeTag;
41
+ /** @internal */ _anchor;
42
+ /** @internal */ _rotateAngle;
43
+ /**
44
+ * Creates an instance of mesh node
45
+ * @param scene - The scene to which the mesh node belongs
46
+ */ constructor(scene){
47
+ super(scene);
48
+ this._material = new DRef();
49
+ this._instanceHash = null;
50
+ this._pickTarget = {
51
+ node: this
52
+ };
53
+ this._batchable = getDevice().type !== 'webgl';
54
+ this._anchor = new Vector2(0.5, 0.5);
55
+ this._rotateAngle = 0;
56
+ this._renderBundle = {};
57
+ this._useRenderBundle = true;
58
+ this._materialChangeTag = null;
59
+ }
60
+ /**
61
+ * {@inheritDoc Drawable.getName}
62
+ */ getName() {
63
+ return this._name;
64
+ }
65
+ /**
66
+ * {@inheritDoc BatchDrawable.getInstanceId}
67
+ */ getInstanceId(_renderPass) {
68
+ return `${this._instanceHash}:${this.worldMatrixDet >= 0}`;
69
+ }
70
+ /**
71
+ * {@inheritDoc BatchDrawable.getInstanceUniforms}
72
+ */ getInstanceUniforms() {
73
+ return this._material.get().$instanceUniforms;
74
+ }
75
+ /**
76
+ * {@inheritDoc Drawable.getPickTarget }
77
+ */ getPickTarget() {
78
+ return this._pickTarget;
79
+ }
80
+ setPickTarget(node, label) {
81
+ this._pickTarget = {
82
+ node,
83
+ label
84
+ };
85
+ }
86
+ /** Material of the mesh */ get material() {
87
+ return this._material.get();
88
+ }
89
+ set material(m) {
90
+ if (this._material.get() !== m && m instanceof SpriteMaterial) {
91
+ this._material.set(m);
92
+ if (m) {
93
+ this.onSetMaterial(m);
94
+ RenderBundleWrapper.materialAttached(m.coreMaterial, this);
95
+ }
96
+ this._instanceHash = m ? `${this.constructor.name}:${this._scene?.id ?? 0}:${m.instanceId}` : null;
97
+ RenderBundleWrapper.drawableChanged(this);
98
+ this._materialChangeTag = null;
99
+ }
100
+ }
101
+ get anchorX() {
102
+ return this._anchor.x;
103
+ }
104
+ set anchorX(value) {
105
+ if (this._anchor.x !== value) {
106
+ this._anchor.x = value;
107
+ this.invalidateWorldBoundingVolume(false);
108
+ const material = this._material.get();
109
+ if (material) {
110
+ material.anchorX = this._anchor.x;
111
+ }
112
+ }
113
+ }
114
+ get anchorY() {
115
+ return this._anchor.y;
116
+ }
117
+ set anchorY(value) {
118
+ if (this._anchor.y !== value) {
119
+ this._anchor.y = value;
120
+ this.invalidateWorldBoundingVolume(false);
121
+ const material = this._material.get();
122
+ if (material) {
123
+ material.anchorY = this._anchor.y;
124
+ }
125
+ }
126
+ }
127
+ get uvTopLeft() {
128
+ const uvinfo = this._material.get().uvinfo;
129
+ return new Vector2(uvinfo.x, uvinfo.y);
130
+ }
131
+ set uvTopLeft(value) {
132
+ const uvinfo = this._material.get().uvinfo;
133
+ this._material.get().setUVInfo(value.x, value.y, uvinfo.z, uvinfo.w);
134
+ }
135
+ get uvBottomRight() {
136
+ const uvinfo = this._material.get().uvinfo;
137
+ return new Vector2(uvinfo.z, uvinfo.w);
138
+ }
139
+ set uvBottomRight(value) {
140
+ const uvinfo = this._material.get().uvinfo;
141
+ this._material.get().setUVInfo(uvinfo.x, uvinfo.y, value.x, value.y);
142
+ }
143
+ /**
144
+ * {@inheritDoc Drawable.getMorphData}
145
+ */ getMorphData() {
146
+ return null;
147
+ }
148
+ /**
149
+ * {@inheritDoc Drawable.getMorphInfo}
150
+ */ getMorphInfo() {
151
+ return null;
152
+ }
153
+ /**
154
+ * {@inheritDoc Drawable.isBatchable}
155
+ */ isBatchable() {
156
+ return this._batchable && !!this._material.get() && this._material.get().isBatchable();
157
+ }
158
+ /**
159
+ * {@inheritDoc Drawable.getQueueType}
160
+ */ getQueueType() {
161
+ return this.material?.getQueueType() ?? QUEUE_OPAQUE;
162
+ }
163
+ /**
164
+ * {@inheritDoc Drawable.isUnlit}
165
+ */ isUnlit() {
166
+ return !this.material?.supportLighting();
167
+ }
168
+ /**
169
+ * {@inheritDoc Drawable.needSceneColor}
170
+ */ needSceneColor() {
171
+ return this.material?.needSceneColor();
172
+ }
173
+ /**
174
+ * {@inheritDoc Drawable.needSceneDepth}
175
+ */ needSceneDepth() {
176
+ return this.material?.needSceneDepth();
177
+ }
178
+ /**
179
+ * {@inheritDoc Drawable.draw}
180
+ */ draw(ctx, renderQueue, hash) {
181
+ const material = this.material;
182
+ const primitive = this.getPrimitive();
183
+ if (material && primitive) {
184
+ if (this._useRenderBundle && !ctx.instanceData && hash) {
185
+ if (this._materialChangeTag !== material.changeTag) {
186
+ this._renderBundle = {};
187
+ this._materialChangeTag = material.changeTag;
188
+ }
189
+ const renderBundle = this._renderBundle[hash];
190
+ if (!renderBundle) {
191
+ ctx.device.beginCapture();
192
+ this.bind(ctx, renderQueue);
193
+ material.draw(primitive, ctx);
194
+ this._renderBundle[hash] = ctx.device.endCapture();
195
+ } else {
196
+ ctx.device.executeRenderBundle(renderBundle);
197
+ }
198
+ } else {
199
+ this.bind(ctx, renderQueue);
200
+ material.draw(primitive, ctx);
201
+ }
202
+ }
203
+ }
204
+ /**
205
+ * {@inheritDoc Drawable.getMaterial}
206
+ */ getMaterial() {
207
+ return this.material;
208
+ }
209
+ /**
210
+ * {@inheritDoc Drawable.getPrimitive}
211
+ */ getPrimitive() {
212
+ let primitive = BaseSprite._primitive.get();
213
+ if (!primitive) {
214
+ primitive = new Primitive();
215
+ primitive.createAndSetVertexBuffer('position_f32', new Float32Array([
216
+ 0,
217
+ 1,
218
+ 2,
219
+ 3
220
+ ]));
221
+ primitive.createAndSetIndexBuffer(new Uint16Array([
222
+ 0,
223
+ 1,
224
+ 2,
225
+ 3
226
+ ]));
227
+ primitive.primitiveType = 'triangle-strip';
228
+ BaseSprite._primitive.set(primitive);
229
+ }
230
+ return primitive;
231
+ }
232
+ /**
233
+ * {@inheritDoc Drawable.getBoneMatrices}
234
+ */ getBoneMatrices() {
235
+ return null;
236
+ }
237
+ /**
238
+ * {@inheritDoc Drawable.getNode}
239
+ */ getNode() {
240
+ // mesh transform should be ignored when skinned
241
+ return this;
242
+ }
243
+ /**
244
+ * {@inheritDoc SceneNode.computeBoundingVolume}
245
+ */ computeBoundingVolume() {
246
+ return null;
247
+ }
248
+ /**
249
+ * {@inheritDoc SceneNode.computeWorldBoundingVolume}
250
+ */ computeWorldBoundingVolume() {
251
+ const p = this.worldMatrix.transformPointAffine(Vector3.zero());
252
+ const scaleX = Math.hypot(this.worldMatrix[0], this.worldMatrix[1], this.worldMatrix[2]);
253
+ const scaleY = Math.hypot(this.worldMatrix[4], this.worldMatrix[5], this.worldMatrix[6]);
254
+ const mat = this._material?.get();
255
+ if (mat) {
256
+ const boundingBox = new BoundingBox();
257
+ const cx = Math.max(Math.abs(this._anchor.x), Math.abs(1 - this._anchor.x)) * scaleX;
258
+ const cy = Math.max(Math.abs(this._anchor.y), Math.abs(1 - this._anchor.y)) * scaleY;
259
+ const size = Math.max(cx, cy);
260
+ boundingBox.minPoint.setXYZ(p.x - size, p.y - size, p.z - size);
261
+ boundingBox.maxPoint.setXYZ(p.x + size, p.y + size, p.z + size);
262
+ return boundingBox;
263
+ }
264
+ return null;
265
+ }
266
+ calculateLocalTransform(outMatrix) {
267
+ const rot = this.rotation.toEulerAngles().z;
268
+ const rotationZ = Quaternion.fromAxisAngle(Vector3.axisPZ(), rot);
269
+ outMatrix.compose(this._scaling, rotationZ, this._position);
270
+ if (this._material?.get()) {
271
+ this._rotateAngle = -rot;
272
+ this._material.get().rotation = this._rotateAngle;
273
+ }
274
+ //outMatrix.scaling(this.scale).translateLeft(this._position);
275
+ }
276
+ calculateWorldTransform(outMatrix) {
277
+ outMatrix.set(this.localMatrix);
278
+ if (this.parent) {
279
+ outMatrix.m03 += this.parent.worldMatrix.m03;
280
+ outMatrix.m13 += this.parent.worldMatrix.m13;
281
+ outMatrix.m23 += this.parent.worldMatrix.m23;
282
+ }
283
+ }
284
+ /** Called when new material is set */ onSetMaterial(material) {
285
+ material.anchor = this._anchor;
286
+ material.rotation = this._rotateAngle;
287
+ }
288
+ /** Disposes the mesh node */ onDispose() {
289
+ super.onDispose();
290
+ this._material.dispose();
291
+ RenderBundleWrapper.drawableChanged(this);
292
+ }
293
+ }
294
+
295
+ export { BaseSprite };
296
+ //# sourceMappingURL=basesprite.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"basesprite.js","sources":["../../src/scene/basesprite.ts"],"sourcesContent":["import type { Matrix4x4, Nullable } from '@zephyr3d/base';\r\nimport { applyMixins, DRef, Quaternion, Vector2, Vector3 } from '@zephyr3d/base';\r\nimport { GraphNode } from './graph_node';\r\nimport type { RenderPass, BatchDrawable, DrawContext, PickTarget, RenderQueue } from '../render';\r\nimport { Primitive } from '../render';\r\nimport type { RenderBundle } from '@zephyr3d/device';\r\nimport type { Scene } from './scene';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { QUEUE_OPAQUE } from '../values';\r\nimport { mixinDrawable } from '../render/drawable_mixin';\r\nimport { RenderBundleWrapper } from '../render/renderbundle_wrapper';\r\nimport type { SceneNode } from './scene_node';\r\nimport { getDevice } from '../app/api';\r\nimport { SpriteMaterial } from '../material/sprite';\r\n\r\n/**\r\n * Mesh node\r\n * @public\r\n */\r\nexport class BaseSprite<M extends SpriteMaterial>\r\n extends applyMixins(GraphNode, mixinDrawable)\r\n implements BatchDrawable\r\n{\r\n /** @internal */\r\n private static _primitive: DRef<Primitive> = new DRef();\r\n /** @internal */\r\n private readonly _material: DRef<M>;\r\n /** @internal */\r\n protected _instanceHash: Nullable<string>;\r\n /** @internal */\r\n protected _batchable: boolean;\r\n /** @internal */\r\n protected _pickTarget: PickTarget;\r\n /** @internal */\r\n protected _renderBundle: Record<string, RenderBundle>;\r\n /** @internal */\r\n protected _useRenderBundle: boolean;\r\n /** @internal */\r\n protected _materialChangeTag: Nullable<number>;\r\n /** @internal */\r\n protected _anchor: Vector2;\r\n /** @internal */\r\n protected _rotateAngle: number;\r\n /**\r\n * Creates an instance of mesh node\r\n * @param scene - The scene to which the mesh node belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._material = new DRef();\r\n this._instanceHash = null;\r\n this._pickTarget = { node: this };\r\n this._batchable = getDevice().type !== 'webgl';\r\n this._anchor = new Vector2(0.5, 0.5);\r\n this._rotateAngle = 0;\r\n this._renderBundle = {};\r\n this._useRenderBundle = true;\r\n this._materialChangeTag = null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getName}\r\n */\r\n getName() {\r\n return this._name;\r\n }\r\n /**\r\n * {@inheritDoc BatchDrawable.getInstanceId}\r\n */\r\n getInstanceId(_renderPass: RenderPass) {\r\n return `${this._instanceHash}:${this.worldMatrixDet >= 0}`;\r\n }\r\n /**\r\n * {@inheritDoc BatchDrawable.getInstanceUniforms}\r\n */\r\n getInstanceUniforms() {\r\n return this._material.get()!.$instanceUniforms;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPickTarget }\r\n */\r\n getPickTarget() {\r\n return this._pickTarget;\r\n }\r\n setPickTarget(node: SceneNode, label?: string) {\r\n this._pickTarget = { node, label };\r\n }\r\n /** Material of the mesh */\r\n get material() {\r\n return this._material.get()!;\r\n }\r\n set material(m) {\r\n if (this._material.get() !== m && m instanceof SpriteMaterial) {\r\n this._material.set(m);\r\n if (m) {\r\n this.onSetMaterial(m);\r\n RenderBundleWrapper.materialAttached(m.coreMaterial, this);\r\n }\r\n this._instanceHash = m ? `${this.constructor.name}:${this._scene?.id ?? 0}:${m.instanceId}` : null;\r\n RenderBundleWrapper.drawableChanged(this);\r\n this._materialChangeTag = null;\r\n }\r\n }\r\n get anchorX() {\r\n return this._anchor.x;\r\n }\r\n set anchorX(value) {\r\n if (this._anchor.x !== value) {\r\n this._anchor.x = value;\r\n this.invalidateWorldBoundingVolume(false);\r\n const material = this._material.get();\r\n if (material) {\r\n material.anchorX = this._anchor.x;\r\n }\r\n }\r\n }\r\n get anchorY() {\r\n return this._anchor.y;\r\n }\r\n set anchorY(value) {\r\n if (this._anchor.y !== value) {\r\n this._anchor.y = value;\r\n this.invalidateWorldBoundingVolume(false);\r\n const material = this._material.get();\r\n if (material) {\r\n material.anchorY = this._anchor.y;\r\n }\r\n }\r\n }\r\n get uvTopLeft() {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n return new Vector2(uvinfo.x, uvinfo.y);\r\n }\r\n set uvTopLeft(value) {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n this._material.get()!.setUVInfo(value.x, value.y, uvinfo.z, uvinfo.w);\r\n }\r\n get uvBottomRight() {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n return new Vector2(uvinfo.z, uvinfo.w);\r\n }\r\n set uvBottomRight(value) {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n this._material.get()!.setUVInfo(uvinfo.x, uvinfo.y, value.x, value.y);\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphData}\r\n */\r\n getMorphData() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphInfo}\r\n */\r\n getMorphInfo() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isBatchable}\r\n */\r\n isBatchable(): this is BatchDrawable {\r\n return this._batchable && !!this._material.get() && this._material.get()!.isBatchable();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getQueueType}\r\n */\r\n getQueueType() {\r\n return this.material?.getQueueType() ?? QUEUE_OPAQUE;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isUnlit}\r\n */\r\n isUnlit() {\r\n return !this.material?.supportLighting();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneColor}\r\n */\r\n needSceneColor() {\r\n return this.material?.needSceneColor();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneDepth}\r\n */\r\n needSceneDepth() {\r\n return this.material?.needSceneDepth();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.draw}\r\n */\r\n draw(ctx: DrawContext, renderQueue: Nullable<RenderQueue>, hash?: string) {\r\n const material = this.material;\r\n const primitive = this.getPrimitive();\r\n if (material && primitive) {\r\n if (this._useRenderBundle && !ctx.instanceData && hash) {\r\n if (this._materialChangeTag !== material.changeTag) {\r\n this._renderBundle = {};\r\n this._materialChangeTag = material.changeTag;\r\n }\r\n const renderBundle = this._renderBundle[hash];\r\n if (!renderBundle) {\r\n ctx.device.beginCapture();\r\n this.bind(ctx, renderQueue);\r\n material.draw(primitive, ctx);\r\n this._renderBundle[hash] = ctx.device.endCapture();\r\n } else {\r\n ctx.device.executeRenderBundle(renderBundle);\r\n }\r\n } else {\r\n this.bind(ctx, renderQueue);\r\n material.draw(primitive, ctx);\r\n }\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMaterial}\r\n */\r\n getMaterial() {\r\n return this.material;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPrimitive}\r\n */\r\n getPrimitive() {\r\n let primitive = BaseSprite._primitive.get();\r\n if (!primitive) {\r\n primitive = new Primitive();\r\n primitive.createAndSetVertexBuffer('position_f32', new Float32Array([0, 1, 2, 3]));\r\n primitive.createAndSetIndexBuffer(new Uint16Array([0, 1, 2, 3]));\r\n primitive.primitiveType = 'triangle-strip';\r\n BaseSprite._primitive.set(primitive);\r\n }\r\n return primitive;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getBoneMatrices}\r\n */\r\n getBoneMatrices() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getNode}\r\n */\r\n getNode() {\r\n // mesh transform should be ignored when skinned\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.computeBoundingVolume}\r\n */\r\n computeBoundingVolume() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.computeWorldBoundingVolume}\r\n */\r\n computeWorldBoundingVolume() {\r\n const p = this.worldMatrix.transformPointAffine(Vector3.zero());\r\n const scaleX = Math.hypot(this.worldMatrix[0], this.worldMatrix[1], this.worldMatrix[2]);\r\n const scaleY = Math.hypot(this.worldMatrix[4], this.worldMatrix[5], this.worldMatrix[6]);\r\n const mat = this._material?.get();\r\n if (mat) {\r\n const boundingBox = new BoundingBox();\r\n const cx = Math.max(Math.abs(this._anchor.x), Math.abs(1 - this._anchor.x)) * scaleX;\r\n const cy = Math.max(Math.abs(this._anchor.y), Math.abs(1 - this._anchor.y)) * scaleY;\r\n const size = Math.max(cx, cy);\r\n boundingBox.minPoint.setXYZ(p.x - size, p.y - size, p.z - size);\r\n boundingBox.maxPoint.setXYZ(p.x + size, p.y + size, p.z + size);\r\n return boundingBox;\r\n }\r\n return null;\r\n }\r\n calculateLocalTransform(outMatrix: Matrix4x4) {\r\n const rot = this.rotation.toEulerAngles().z;\r\n const rotationZ = Quaternion.fromAxisAngle(Vector3.axisPZ(), rot);\r\n outMatrix.compose(this._scaling, rotationZ, this._position);\r\n if (this._material?.get()) {\r\n this._rotateAngle = -rot;\r\n this._material.get()!.rotation = this._rotateAngle;\r\n }\r\n\r\n //outMatrix.scaling(this.scale).translateLeft(this._position);\r\n }\r\n calculateWorldTransform(outMatrix: Matrix4x4) {\r\n outMatrix.set(this.localMatrix);\r\n if (this.parent) {\r\n outMatrix.m03 += this.parent.worldMatrix.m03;\r\n outMatrix.m13 += this.parent.worldMatrix.m13;\r\n outMatrix.m23 += this.parent.worldMatrix.m23;\r\n }\r\n }\r\n /** Called when new material is set */\r\n protected onSetMaterial(material: M) {\r\n material.anchor = this._anchor;\r\n material.rotation = this._rotateAngle;\r\n }\r\n /** Disposes the mesh node */\r\n protected 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@@ -2,8 +2,8 @@ import { GraphNode } from './graph_node.js';
2
2
  import { Matrix4x4 } from '@zephyr3d/base';
3
3
  import '../values.js';
4
4
  import { InstanceBindGroupAllocator, RenderQueue } from '../render/render_queue.js';
5
- import '../material/shader/helper.js';
6
5
  import '../render/renderer.js';
6
+ import '../material/shader/helper.js';
7
7
  import '../render/primitive.js';
8
8
  import '@zephyr3d/device';
9
9
  import '../render/sky.js';
@@ -14,11 +14,13 @@ import '../material/unlit.js';
14
14
  import '../material/particle.js';
15
15
  import '../material/meshmaterial.js';
16
16
  import '../material/grassmaterial.js';
17
- import '../material/terrainmaterial.js';
18
17
  import '../material/terrain-cm.js';
19
18
  import '../material/pbrmr.js';
20
19
  import '../material/pbrsg.js';
21
20
  import '../material/pbrblueprint.js';
21
+ import '../material/sprite.js';
22
+ import '../material/sprite_std.js';
23
+ import '../utility/blueprint/material/texture.js';
22
24
  import '../shaders/atmosphere.js';
23
25
  import { BoundingBox } from '../utility/bounding_volume.js';
24
26
 
@@ -1 +1 @@
1
- {"version":3,"file":"batchgroup.js","sources":["../../src/scene/batchgroup.ts"],"sourcesContent":["import { GraphNode } from './graph_node';\r\nimport type { CullVisitor, RenderPass } from '../render';\r\nimport { RenderQueue, InstanceBindGroupAllocator } from '../render';\r\nimport type { Scene } from './scene';\r\nimport { BoundingBox, type BoundingVolume } from '../utility/bounding_volume';\r\nimport { Matrix4x4 } from '@zephyr3d/base';\r\n\r\nconst tmpMatrix = new Matrix4x4();\r\n\r\n/**\r\n * Batch group node\r\n * @public\r\n */\r\nexport class BatchGroup extends GraphNode {\r\n private readonly _renderQueueMap: Map<\r\n RenderPass,\r\n {\r\n queue: RenderQueue;\r\n tag: number;\r\n }\r\n >;\r\n private readonly _bindGroupAllocator: InstanceBindGroupAllocator;\r\n private _changeTag: number;\r\n private _staticBV: boolean;\r\n /**\r\n * Creates an instance of mesh node\r\n * @param scene - The scene to which the mesh node belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._renderQueueMap = new Map();\r\n this._changeTag = 0;\r\n this._bindGroupAllocator = new InstanceBindGroupAllocator();\r\n this._staticBV = false;\r\n const bvCallback = function (this: BatchGroup) {\r\n if (!this._staticBV) {\r\n this.invalidateBoundingVolume();\r\n }\r\n }.bind(this);\r\n this.on('visiblechanged', (node) => {\r\n node.iterate((child) => {\r\n if (child.isMesh()) {\r\n this._changeTag++;\r\n return true;\r\n }\r\n return false;\r\n });\r\n });\r\n this.on('nodeattached', (node) => {\r\n node.iterate((child) => {\r\n if (child.isMesh()) {\r\n child.placeToOctree = false;\r\n if (!this._staticBV) {\r\n this.invalidateBoundingVolume();\r\n }\r\n child.on('bvchanged', bvCallback);\r\n this._changeTag++;\r\n }\r\n });\r\n });\r\n this.on('noderemoved', (node) => {\r\n node.iterate((child) => {\r\n if (child.isMesh()) {\r\n child.placeToOctree = true;\r\n if (!this._staticBV) {\r\n this.invalidateBoundingVolume();\r\n }\r\n child.off('bvchanged', bvCallback);\r\n this._changeTag++;\r\n }\r\n });\r\n });\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getName}\r\n */\r\n getName(): string {\r\n return this._name;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.isBatchGroup}\r\n */\r\n isBatchGroup(): this is BatchGroup {\r\n return true;\r\n }\r\n /**\r\n * Force the batch state to be rebuilt\r\n */\r\n invalidate() {\r\n this._changeTag++;\r\n }\r\n /** @internal */\r\n protected _onDetached(): void {\r\n super._onDetached();\r\n // Usually the node will be garbage collected after it is detached,\r\n // We should reset the render queue to release the render bundles.\r\n this._renderQueueMap.forEach((val) => {\r\n val.queue.reset();\r\n });\r\n this.invalidate();\r\n }\r\n /** @internal */\r\n protected _onAttached(): void {\r\n // Reset the render queue when attached to a new scene.\r\n this.invalidate();\r\n }\r\n /** @internal */\r\n computeBoundingVolume(): BoundingVolume {\r\n const bv = new BoundingBox();\r\n const invWorldMatrix = 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@@ -8,11 +8,13 @@ import '../material/unlit.js';
8
8
  import '../material/particle.js';
9
9
  import '../material/meshmaterial.js';
10
10
  import '../material/grassmaterial.js';
11
- import '../material/terrainmaterial.js';
12
11
  import '../material/terrain-cm.js';
13
12
  import '../material/pbrmr.js';
14
13
  import '../material/pbrsg.js';
15
14
  import '../material/pbrblueprint.js';
15
+ import '../material/sprite.js';
16
+ import '../material/sprite_std.js';
17
+ import '../utility/blueprint/material/texture.js';
16
18
  import '../render/renderer.js';
17
19
  import '../render/primitive.js';
18
20
  import { SkyRenderer } from '../render/sky.js';
@@ -37,24 +39,21 @@ import '../shaders/atmosphere.js';
37
39
  /** @internal */ constructor(){
38
40
  super();
39
41
  this._envLight = new EnvShIBL();
40
- this._ambientColor = new ObservableVector4(0.2, 0.2, 0.2, 1);
41
- this._ambientColor.callback = ()=>{
42
+ this._ambientColor = new ObservableVector4(0.2, 0.2, 0.2, 1).setCallback(()=>{
42
43
  if (this.type === 'constant') {
43
44
  this._envLight.ambientColor.set(this._ambientColor);
44
45
  }
45
- };
46
- this._ambientDown = new ObservableVector4(0.2, 0.2, 0.2, 1);
47
- this._ambientDown.callback = ()=>{
46
+ });
47
+ this._ambientDown = new ObservableVector4(0.2, 0.2, 0.2, 1).setCallback(()=>{
48
48
  if (this.type === 'hemisphere') {
49
49
  this._envLight.ambientDown.set(this._ambientDown);
50
50
  }
51
- };
52
- this._ambientUp = new ObservableVector4(0.3, 0.5, 0.8, 1);
53
- this._ambientUp.callback = ()=>{
51
+ });
52
+ this._ambientUp = new ObservableVector4(0.3, 0.5, 0.8, 1).setCallback(()=>{
54
53
  if (this.type === 'hemisphere') {
55
54
  this._envLight.ambientUp.set(this._ambientUp);
56
55
  }
57
- };
56
+ });
58
57
  this._radianceMap = new DRef();
59
58
  this._irradianceMap = new DRef();
60
59
  this._irradianceSH = new DRef();
@@ -1 +1 @@
1
- {"version":3,"file":"environment.js","sources":["../../src/scene/environment.ts"],"sourcesContent":["import type { Vector4 } from '@zephyr3d/base';\r\nimport { Vector3, DRef, Disposable } from '@zephyr3d/base';\r\nimport { ObservableVector4 } from '@zephyr3d/base';\r\nimport type { DrawContext, EnvironmentLighting, EnvLightType } from '../render';\r\nimport { EnvShIBL } from '../render';\r\nimport { EnvConstantAmbient, EnvHemisphericAmbient } from '../render';\r\nimport { SkyRenderer } from '../render/sky';\r\nimport type { FrameBuffer, GPUDataBuffer, TextureCube } from '@zephyr3d/device';\r\n\r\n/**\r\n * Wrapper for environmant lighting\r\n * @public\r\n */\r\nexport class EnvLightWrapper extends Disposable {\r\n private _envLight: EnvironmentLighting;\r\n private readonly _ambientColor: ObservableVector4;\r\n private readonly _ambientDown: ObservableVector4;\r\n private readonly _ambientUp: ObservableVector4;\r\n private readonly _radianceMap: DRef<TextureCube>;\r\n private readonly _irradianceMap: DRef<TextureCube>;\r\n private readonly _irradianceSH: DRef<GPUDataBuffer>;\r\n private readonly _irradianceSHFB: DRef<FrameBuffer>;\r\n private readonly _irradianceWindow: Vector3;\r\n private _strength: number;\r\n /** @internal */\r\n constructor() {\r\n super();\r\n this._envLight = new EnvShIBL();\r\n this._ambientColor = new ObservableVector4(0.2, 0.2, 0.2, 1);\r\n this._ambientColor.callback = () => {\r\n if (this.type === 'constant') {\r\n (this._envLight as EnvConstantAmbient).ambientColor.set(this._ambientColor);\r\n }\r\n };\r\n this._ambientDown = new ObservableVector4(0.2, 0.2, 0.2, 1);\r\n this._ambientDown.callback = () => {\r\n if (this.type === 'hemisphere') {\r\n (this._envLight as EnvHemisphericAmbient).ambientDown.set(this._ambientDown);\r\n }\r\n };\r\n this._ambientUp = new ObservableVector4(0.3, 0.5, 0.8, 1);\r\n this._ambientUp.callback = () => {\r\n if (this.type === 'hemisphere') {\r\n (this._envLight as EnvHemisphericAmbient).ambientUp.set(this._ambientUp);\r\n }\r\n };\r\n this._radianceMap = new DRef();\r\n this._irradianceMap = new DRef();\r\n this._irradianceSH = new DRef();\r\n this._irradianceSHFB = new DRef();\r\n this._irradianceWindow = new Vector3();\r\n this._strength = 1;\r\n }\r\n /** @internal */\r\n getHash(ctx?: DrawContext): string {\r\n return !ctx || ctx.drawEnvLight\r\n ? `${this.type}:${this._envLight.hasRadiance() ? '1' : '0'}:${\r\n this._envLight.hasIrradiance() ? '1' : '0'\r\n }`\r\n : 'none';\r\n }\r\n /** @internal */\r\n get envLight(): EnvironmentLighting {\r\n return this._envLight;\r\n }\r\n /** The strength of environment lighting */\r\n get strength(): number {\r\n return this._strength;\r\n }\r\n set strength(val: number) {\r\n this._strength = val;\r\n }\r\n /** Ambient light color for environment light type constant */\r\n get ambientColor(): Vector4 {\r\n return this._ambientColor;\r\n }\r\n set ambientColor(val: Vector4) {\r\n this._ambientColor.set(val);\r\n }\r\n /** Up color for environment light type hemisphere */\r\n get ambientUp(): Vector4 {\r\n return this._ambientUp;\r\n }\r\n set ambientUp(val: Vector4) {\r\n this._ambientUp.set(val);\r\n }\r\n /** Down color for environment light type hemisphere */\r\n get ambientDown(): Vector4 {\r\n return this._ambientDown;\r\n }\r\n set ambientDown(val: Vector4) {\r\n this._ambientDown.set(val);\r\n }\r\n /** Radiance map for environment light type ibl */\r\n get radianceMap(): TextureCube {\r\n return this._radianceMap.get();\r\n }\r\n set radianceMap(tex: TextureCube) {\r\n this._radianceMap.set(tex);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).radianceMap = this.radianceMap;\r\n }\r\n }\r\n /** Irradiance SH buffer for environment light type ibl */\r\n get irradianceSH(): GPUDataBuffer {\r\n return this._irradianceSH.get();\r\n }\r\n set irradianceSH(value: GPUDataBuffer) {\r\n this._irradianceSH.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceSH = this.irradianceSH;\r\n }\r\n }\r\n /** Irradiance SH texture for environment light type ibl */\r\n get irradianceSHFB(): FrameBuffer {\r\n return this._irradianceSHFB.get();\r\n }\r\n set irradianceSHFB(value: FrameBuffer) {\r\n this._irradianceSHFB.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceSHFB = this.irradianceSHFB;\r\n }\r\n }\r\n /** Irradiance SH window for environment light type ibl */\r\n get irradianceWindow(): Vector3 {\r\n return this._irradianceWindow;\r\n }\r\n set irradianceWindow(value: Vector3) {\r\n this._irradianceWindow.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceWindow = this._irradianceWindow;\r\n }\r\n }\r\n /** The environment light type */\r\n get type(): EnvLightType {\r\n return this._envLight?.getType() ?? 'none';\r\n }\r\n set type(val: EnvLightType) {\r\n switch (val) {\r\n case 'none':\r\n this._envLight = null;\r\n break;\r\n case 'ibl':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvShIBL(this.radianceMap, this.irradianceSH);\r\n }\r\n (this._envLight as EnvShIBL).radianceMap = this.radianceMap;\r\n (this._envLight as EnvShIBL).irradianceSH = this.irradianceSH;\r\n (this._envLight as EnvShIBL).irradianceWindow = this.irradianceWindow;\r\n break;\r\n case 'constant':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvConstantAmbient(this._ambientColor);\r\n }\r\n break;\r\n case 'hemisphere':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvHemisphericAmbient(this._ambientUp, this._ambientDown);\r\n }\r\n break;\r\n default:\r\n break;\r\n }\r\n }\r\n /** Disposes the environment lighting wrapper */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._envLight?.dispose();\r\n this._radianceMap.dispose();\r\n this._irradianceMap.dispose();\r\n this._irradianceSHFB.dispose();\r\n this._irradianceSH.dispose();\r\n }\r\n}\r\n\r\n/**\r\n * Environment of scene\r\n * @public\r\n */\r\nexport class Environment extends Disposable {\r\n private readonly _sky: SkyRenderer;\r\n private readonly _light: EnvLightWrapper;\r\n /** @internal */\r\n constructor() {\r\n super();\r\n this._sky = new SkyRenderer();\r\n this._light = new EnvLightWrapper();\r\n }\r\n /** The sky renderer */\r\n get sky(): SkyRenderer {\r\n return this._sky;\r\n }\r\n /** The environment lighting renderer */\r\n get light(): EnvLightWrapper {\r\n return this._light;\r\n }\r\n /** @internal */\r\n getHash(ctx: DrawContext) {\r\n return `${this.light?.getHash(ctx)}:${this._sky?.getHash(ctx)}`;\r\n }\r\n /** @internal */\r\n needSceneDepthTexture(): boolean {\r\n return this._sky.fogType !== 'none';\r\n }\r\n /** Disposes the environment object */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._sky.dispose();\r\n this._light.dispose();\r\n 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+ {"version":3,"file":"environment.js","sources":["../../src/scene/environment.ts"],"sourcesContent":["import type { Immutable, Nullable, Vector4 } from '@zephyr3d/base';\r\nimport { Vector3, DRef, Disposable } from '@zephyr3d/base';\r\nimport { ObservableVector4 } from '@zephyr3d/base';\r\nimport type { DrawContext, EnvironmentLighting } from '../render';\r\nimport { EnvShIBL } from '../render';\r\nimport { EnvConstantAmbient, EnvHemisphericAmbient } from '../render';\r\nimport { SkyRenderer } from '../render/sky';\r\nimport type { FrameBuffer, GPUDataBuffer, TextureCube } from '@zephyr3d/device';\r\n\r\n/**\r\n * Wrapper for environmant lighting\r\n * @public\r\n */\r\nexport class EnvLightWrapper extends Disposable {\r\n private _envLight: Nullable<EnvironmentLighting>;\r\n private readonly _ambientColor: ObservableVector4;\r\n private readonly _ambientDown: ObservableVector4;\r\n private readonly _ambientUp: ObservableVector4;\r\n private readonly _radianceMap: DRef<TextureCube>;\r\n private readonly _irradianceMap: DRef<TextureCube>;\r\n private readonly _irradianceSH: DRef<GPUDataBuffer>;\r\n private readonly _irradianceSHFB: DRef<FrameBuffer>;\r\n private readonly _irradianceWindow: Vector3;\r\n private _strength: number;\r\n /** @internal */\r\n constructor() {\r\n super();\r\n this._envLight = new EnvShIBL();\r\n this._ambientColor = new ObservableVector4(0.2, 0.2, 0.2, 1).setCallback(() => {\r\n if (this.type === 'constant') {\r\n (this._envLight as EnvConstantAmbient).ambientColor.set(this._ambientColor);\r\n }\r\n });\r\n this._ambientDown = new ObservableVector4(0.2, 0.2, 0.2, 1).setCallback(() => {\r\n if (this.type === 'hemisphere') {\r\n (this._envLight as EnvHemisphericAmbient).ambientDown.set(this._ambientDown);\r\n }\r\n });\r\n this._ambientUp = new ObservableVector4(0.3, 0.5, 0.8, 1).setCallback(() => {\r\n if (this.type === 'hemisphere') {\r\n (this._envLight as EnvHemisphericAmbient).ambientUp.set(this._ambientUp);\r\n }\r\n });\r\n this._radianceMap = new DRef();\r\n this._irradianceMap = new DRef();\r\n this._irradianceSH = new DRef();\r\n this._irradianceSHFB = new DRef();\r\n this._irradianceWindow = new Vector3();\r\n this._strength = 1;\r\n }\r\n /** @internal */\r\n getHash(ctx?: DrawContext) {\r\n return !ctx || ctx.drawEnvLight\r\n ? `${this.type}:${this._envLight!.hasRadiance() ? '1' : '0'}:${\r\n this._envLight!.hasIrradiance() ? '1' : '0'\r\n }`\r\n : 'none';\r\n }\r\n /** @internal */\r\n get envLight() {\r\n return this._envLight!;\r\n }\r\n /** The strength of environment lighting */\r\n get strength() {\r\n return this._strength;\r\n }\r\n set strength(val) {\r\n this._strength = val;\r\n }\r\n /** Ambient light color for environment light type constant */\r\n get ambientColor(): Vector4 {\r\n return this._ambientColor;\r\n }\r\n set ambientColor(val: Vector4) {\r\n this._ambientColor.set(val);\r\n }\r\n /** Up color for environment light type hemisphere */\r\n get ambientUp(): Vector4 {\r\n return this._ambientUp;\r\n }\r\n set ambientUp(val: Vector4) {\r\n this._ambientUp.set(val);\r\n }\r\n /** Down color for environment light type hemisphere */\r\n get ambientDown(): Vector4 {\r\n return this._ambientDown;\r\n }\r\n set ambientDown(val: Vector4) {\r\n this._ambientDown.set(val);\r\n }\r\n /** Radiance map for environment light type ibl */\r\n get radianceMap() {\r\n return this._radianceMap.get();\r\n }\r\n set radianceMap(tex) {\r\n this._radianceMap.set(tex);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).radianceMap = this.radianceMap;\r\n }\r\n }\r\n /** Irradiance SH buffer for environment light type ibl */\r\n get irradianceSH() {\r\n return this._irradianceSH.get();\r\n }\r\n set irradianceSH(value) {\r\n this._irradianceSH.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceSH = this.irradianceSH;\r\n }\r\n }\r\n /** Irradiance SH texture for environment light type ibl */\r\n get irradianceSHFB() {\r\n return this._irradianceSHFB.get();\r\n }\r\n set irradianceSHFB(value) {\r\n this._irradianceSHFB.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceSHFB = this.irradianceSHFB;\r\n }\r\n }\r\n /** Irradiance SH window for environment light type ibl */\r\n get irradianceWindow(): Immutable<Vector3> {\r\n return this._irradianceWindow;\r\n }\r\n set irradianceWindow(value: Immutable<Vector3>) {\r\n this._irradianceWindow.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceWindow = this._irradianceWindow;\r\n }\r\n }\r\n /** The environment light type */\r\n get type() {\r\n return this._envLight?.getType() ?? 'none';\r\n }\r\n set type(val) {\r\n switch (val) {\r\n case 'none':\r\n this._envLight = null;\r\n break;\r\n case 'ibl':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvShIBL(this.radianceMap!, this.irradianceSH!);\r\n }\r\n (this._envLight as EnvShIBL).radianceMap = this.radianceMap;\r\n (this._envLight as EnvShIBL).irradianceSH = this.irradianceSH;\r\n (this._envLight as EnvShIBL).irradianceWindow = this.irradianceWindow;\r\n break;\r\n case 'constant':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvConstantAmbient(this._ambientColor);\r\n }\r\n break;\r\n case 'hemisphere':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvHemisphericAmbient(this._ambientUp, this._ambientDown);\r\n }\r\n break;\r\n default:\r\n break;\r\n }\r\n }\r\n /** Disposes the environment lighting wrapper */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._envLight?.dispose();\r\n this._radianceMap.dispose();\r\n this._irradianceMap.dispose();\r\n this._irradianceSHFB.dispose();\r\n this._irradianceSH.dispose();\r\n }\r\n}\r\n\r\n/**\r\n * Environment of scene\r\n * @public\r\n */\r\nexport class Environment extends Disposable {\r\n private readonly _sky: SkyRenderer;\r\n private readonly _light: EnvLightWrapper;\r\n /** @internal */\r\n constructor() {\r\n super();\r\n this._sky = new SkyRenderer();\r\n this._light = new EnvLightWrapper();\r\n }\r\n /** The sky renderer */\r\n get sky() {\r\n return this._sky;\r\n }\r\n /** The environment lighting renderer */\r\n get light() {\r\n return this._light;\r\n }\r\n /** @internal */\r\n getHash(ctx: DrawContext) {\r\n return `${this.light?.getHash(ctx)}:${this._sky?.getHash(ctx)}`;\r\n }\r\n /** @internal */\r\n needSceneDepthTexture() {\r\n return this._sky.fogType !== 'none';\r\n }\r\n /** Disposes the environment object */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._sky.dispose();\r\n this._light.dispose();\r\n 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