@zephyr3d/scene 0.7.0 → 0.8.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (368) hide show
  1. package/dist/animation/animation.js +4 -33
  2. package/dist/animation/animation.js.map +1 -1
  3. package/dist/animation/animationset.js +24 -11
  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/ik/ccd_solver.js +372 -0
  10. package/dist/animation/ik/ccd_solver.js.map +1 -0
  11. package/dist/animation/ik/fabrik_solver.js +399 -0
  12. package/dist/animation/ik/fabrik_solver.js.map +1 -0
  13. package/dist/animation/ik/ik_angle_constraint.js +181 -0
  14. package/dist/animation/ik/ik_angle_constraint.js.map +1 -0
  15. package/dist/animation/ik/ik_chain.js +163 -0
  16. package/dist/animation/ik/ik_chain.js.map +1 -0
  17. package/dist/animation/ik/ik_chain_builder.js +68 -0
  18. package/dist/animation/ik/ik_chain_builder.js.map +1 -0
  19. package/dist/animation/ik/ik_constraint.js +25 -0
  20. package/dist/animation/ik/ik_constraint.js.map +1 -0
  21. package/dist/animation/ik/ik_pole_constraint.js +123 -0
  22. package/dist/animation/ik/ik_pole_constraint.js.map +1 -0
  23. package/dist/animation/ik/ik_solver.js +48 -0
  24. package/dist/animation/ik/ik_solver.js.map +1 -0
  25. package/dist/animation/ik/ik_track.js +96 -0
  26. package/dist/animation/ik/ik_track.js.map +1 -0
  27. package/dist/animation/ik/ik_utils.js +270 -0
  28. package/dist/animation/ik/ik_utils.js.map +1 -0
  29. package/dist/animation/ik/two_bone_ik_solver.js +332 -0
  30. package/dist/animation/ik/two_bone_ik_solver.js.map +1 -0
  31. package/dist/animation/ik_modifier.js +61 -0
  32. package/dist/animation/ik_modifier.js.map +1 -0
  33. package/dist/animation/ik_postprocessor.js +71 -0
  34. package/dist/animation/ik_postprocessor.js.map +1 -0
  35. package/dist/animation/manual_transform_processor.js +156 -0
  36. package/dist/animation/manual_transform_processor.js.map +1 -0
  37. package/dist/animation/morphtarget.js +7 -1
  38. package/dist/animation/morphtarget.js.map +1 -1
  39. package/dist/animation/morphtrack.js +3 -3
  40. package/dist/animation/morphtrack.js.map +1 -1
  41. package/dist/animation/proptrack.js +37 -41
  42. package/dist/animation/proptrack.js.map +1 -1
  43. package/dist/animation/rotationtrack.js +0 -1
  44. package/dist/animation/rotationtrack.js.map +1 -1
  45. package/dist/animation/scaletrack.js +0 -1
  46. package/dist/animation/scaletrack.js.map +1 -1
  47. package/dist/animation/skeleton.js +57 -60
  48. package/dist/animation/skeleton.js.map +1 -1
  49. package/dist/animation/skeleton_modifier.js +38 -0
  50. package/dist/animation/skeleton_modifier.js.map +1 -0
  51. package/dist/animation/skeleton_postprocessor.js +50 -0
  52. package/dist/animation/skeleton_postprocessor.js.map +1 -0
  53. package/dist/animation/spring/multi_chain_spring_system.js +503 -0
  54. package/dist/animation/spring/multi_chain_spring_system.js.map +1 -0
  55. package/dist/animation/spring/spring_chain.js +103 -0
  56. package/dist/animation/spring/spring_chain.js.map +1 -0
  57. package/dist/animation/spring/spring_collider.js +247 -0
  58. package/dist/animation/spring/spring_collider.js.map +1 -0
  59. package/dist/animation/spring/spring_constraint.js +21 -0
  60. package/dist/animation/spring/spring_constraint.js.map +1 -0
  61. package/dist/animation/spring/spring_particle.js +20 -0
  62. package/dist/animation/spring/spring_particle.js.map +1 -0
  63. package/dist/animation/spring/spring_system.js +526 -0
  64. package/dist/animation/spring/spring_system.js.map +1 -0
  65. package/dist/animation/spring_modifier.js +45 -0
  66. package/dist/animation/spring_modifier.js.map +1 -0
  67. package/dist/animation/spring_postprocessor.js +54 -0
  68. package/dist/animation/spring_postprocessor.js.map +1 -0
  69. package/dist/animation/translationtrack.js +0 -1
  70. package/dist/animation/translationtrack.js.map +1 -1
  71. package/dist/app/api.js +13 -4
  72. package/dist/app/api.js.map +1 -1
  73. package/dist/app/app.js +13 -1
  74. package/dist/app/app.js.map +1 -1
  75. package/dist/app/engine.js +33 -45
  76. package/dist/app/engine.js.map +1 -1
  77. package/dist/app/inputmgr.js.map +1 -1
  78. package/dist/app/runtimescript.js.map +1 -1
  79. package/dist/app/screen.js +318 -0
  80. package/dist/app/screen.js.map +1 -0
  81. package/dist/app/scriptingsystem.js +10 -6
  82. package/dist/app/scriptingsystem.js.map +1 -1
  83. package/dist/app/scriptregistry.js +11 -22
  84. package/dist/app/scriptregistry.js.map +1 -1
  85. package/dist/asset/assetmanager.js +79 -58
  86. package/dist/asset/assetmanager.js.map +1 -1
  87. package/dist/asset/builtin.js +5 -5
  88. package/dist/asset/builtin.js.map +1 -1
  89. package/dist/asset/loaders/dds/dds.js +6 -2
  90. package/dist/asset/loaders/dds/dds.js.map +1 -1
  91. package/dist/asset/loaders/dds/dds_loader.js +1 -1
  92. package/dist/asset/loaders/dds/dds_loader.js.map +1 -1
  93. package/dist/asset/loaders/gltf/gltf_loader.js +14 -6
  94. package/dist/asset/loaders/gltf/gltf_loader.js.map +1 -1
  95. package/dist/asset/loaders/gltf/helpers.js +6 -2
  96. package/dist/asset/loaders/gltf/helpers.js.map +1 -1
  97. package/dist/asset/loaders/hdr/hdr.js +22 -15
  98. package/dist/asset/loaders/hdr/hdr.js.map +1 -1
  99. package/dist/asset/loaders/image/tga_Loader.js +2 -1
  100. package/dist/asset/loaders/image/tga_Loader.js.map +1 -1
  101. package/dist/asset/loaders/image/webimage_loader.js.map +1 -1
  102. package/dist/asset/loaders/loader.js +2 -2
  103. package/dist/asset/loaders/loader.js.map +1 -1
  104. package/dist/asset/model.js +9 -5
  105. package/dist/asset/model.js.map +1 -1
  106. package/dist/blitter/bilateralblur.js.map +1 -1
  107. package/dist/blitter/blitter.js +9 -11
  108. package/dist/blitter/blitter.js.map +1 -1
  109. package/dist/blitter/box.js +0 -1
  110. package/dist/blitter/box.js.map +1 -1
  111. package/dist/blitter/copy.js.map +1 -1
  112. package/dist/blitter/gaussianblur.js.map +1 -1
  113. package/dist/camera/base.js +1 -3
  114. package/dist/camera/base.js.map +1 -1
  115. package/dist/camera/camera.js +121 -37
  116. package/dist/camera/camera.js.map +1 -1
  117. package/dist/camera/fps.js +19 -17
  118. package/dist/camera/fps.js.map +1 -1
  119. package/dist/camera/orbit.js +45 -43
  120. package/dist/camera/orbit.js.map +1 -1
  121. package/dist/camera/orthocamera.js +27 -21
  122. package/dist/camera/orthocamera.js.map +1 -1
  123. package/dist/camera/perspectivecamera.js +28 -19
  124. package/dist/camera/perspectivecamera.js.map +1 -1
  125. package/dist/index.d.ts +15802 -15577
  126. package/dist/index.js +33 -11
  127. package/dist/index.js.map +1 -1
  128. package/dist/material/blinn.js.map +1 -1
  129. package/dist/material/grassmaterial.js.map +1 -1
  130. package/dist/material/lambert.js.map +1 -1
  131. package/dist/material/material.js +11 -5
  132. package/dist/material/material.js.map +1 -1
  133. package/dist/material/meshmaterial.js +10 -9
  134. package/dist/material/meshmaterial.js.map +1 -1
  135. package/dist/material/mixins/albedocolor.js.map +1 -1
  136. package/dist/material/mixins/foliage.js.map +1 -1
  137. package/dist/material/mixins/lightmodel/blinnphong.js +66 -4
  138. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  139. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  140. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +7 -0
  141. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  142. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  143. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  144. package/dist/material/mixins/lit.js +3 -3
  145. package/dist/material/mixins/lit.js.map +1 -1
  146. package/dist/material/mixins/pbr/brdf.js.map +1 -1
  147. package/dist/material/mixins/pbr/common.js.map +1 -1
  148. package/dist/material/mixins/texture.js +3 -0
  149. package/dist/material/mixins/texture.js.map +1 -1
  150. package/dist/material/mixins/vertexcolor.js.map +1 -1
  151. package/dist/material/particle.js.map +1 -1
  152. package/dist/material/pbrblueprint.js +180 -22
  153. package/dist/material/pbrblueprint.js.map +1 -1
  154. package/dist/material/pbrmr.js.map +1 -1
  155. package/dist/material/pbrsg.js.map +1 -1
  156. package/dist/material/shader/helper.js +41 -56
  157. package/dist/material/shader/helper.js.map +1 -1
  158. package/dist/material/sprite.js +301 -0
  159. package/dist/material/sprite.js.map +1 -0
  160. package/dist/material/sprite3d.js +301 -0
  161. package/dist/material/sprite3d.js.map +1 -0
  162. package/dist/material/sprite3d_std.js +116 -0
  163. package/dist/material/sprite3d_std.js.map +1 -0
  164. package/dist/material/sprite3dblueprint.js +235 -0
  165. package/dist/material/sprite3dblueprint.js.map +1 -0
  166. package/dist/material/sprite_std.js +116 -0
  167. package/dist/material/sprite_std.js.map +1 -0
  168. package/dist/material/spriteblueprint.js +235 -0
  169. package/dist/material/spriteblueprint.js.map +1 -0
  170. package/dist/material/terrain-cm.js +0 -1
  171. package/dist/material/terrain-cm.js.map +1 -1
  172. package/dist/material/unlit.js.map +1 -1
  173. package/dist/material/water.js.map +1 -1
  174. package/dist/posteffect/bloom.js.map +1 -1
  175. package/dist/posteffect/compositor.js.map +1 -1
  176. package/dist/posteffect/fxaa.js.map +1 -1
  177. package/dist/posteffect/grayscale.js.map +1 -1
  178. package/dist/posteffect/motionblur.js.map +1 -1
  179. package/dist/posteffect/posteffect.js.map +1 -1
  180. package/dist/posteffect/sao.js.map +1 -1
  181. package/dist/posteffect/ssr.js +7 -5
  182. package/dist/posteffect/ssr.js.map +1 -1
  183. package/dist/posteffect/taa.js.map +1 -1
  184. package/dist/posteffect/tonemap.js.map +1 -1
  185. package/dist/render/abuffer_oit.js +8 -6
  186. package/dist/render/abuffer_oit.js.map +1 -1
  187. package/dist/render/clipmap.js +0 -10
  188. package/dist/render/clipmap.js.map +1 -1
  189. package/dist/render/cluster_light.js +4 -4
  190. package/dist/render/cluster_light.js.map +1 -1
  191. package/dist/render/cull_visitor.js +15 -17
  192. package/dist/render/cull_visitor.js.map +1 -1
  193. package/dist/render/depthpass.js +3 -4
  194. package/dist/render/depthpass.js.map +1 -1
  195. package/dist/render/drawable.js +15 -0
  196. package/dist/render/drawable.js.map +1 -0
  197. package/dist/render/drawable_mixin.js +8 -4
  198. package/dist/render/drawable_mixin.js.map +1 -1
  199. package/dist/render/envlight.js.map +1 -1
  200. package/dist/render/fbm_wavegenerator.js +3 -1
  201. package/dist/render/fbm_wavegenerator.js.map +1 -1
  202. package/dist/render/fft_wavegenerator.js +67 -64
  203. package/dist/render/fft_wavegenerator.js.map +1 -1
  204. package/dist/render/fullscreenquad.js.map +1 -1
  205. package/dist/render/gerstner_wavegenerator.js +3 -1
  206. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  207. package/dist/render/globalbindgroup_allocator.js +3 -1
  208. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  209. package/dist/render/hzb.js +1 -2
  210. package/dist/render/hzb.js.map +1 -1
  211. package/dist/render/lightpass.js +13 -13
  212. package/dist/render/lightpass.js.map +1 -1
  213. package/dist/render/objectcolorpass.js +4 -7
  214. package/dist/render/objectcolorpass.js.map +1 -1
  215. package/dist/render/primitive.js +4 -5
  216. package/dist/render/primitive.js.map +1 -1
  217. package/dist/render/render_queue.js +10 -5
  218. package/dist/render/render_queue.js.map +1 -1
  219. package/dist/render/renderer.js +16 -22
  220. package/dist/render/renderer.js.map +1 -1
  221. package/dist/render/renderpass.js +27 -52
  222. package/dist/render/renderpass.js.map +1 -1
  223. package/dist/render/rendertarget.js +5 -0
  224. package/dist/render/rendertarget.js.map +1 -0
  225. package/dist/render/screenrendertarget.js +56 -0
  226. package/dist/render/screenrendertarget.js.map +1 -0
  227. package/dist/render/shadowmap_pass.js +4 -5
  228. package/dist/render/shadowmap_pass.js.map +1 -1
  229. package/dist/render/sky.js +16 -14
  230. package/dist/render/sky.js.map +1 -1
  231. package/dist/render/weightedblended_oit.js.map +1 -1
  232. package/dist/scene/basesprite.js +296 -0
  233. package/dist/scene/basesprite.js.map +1 -0
  234. package/dist/scene/batchgroup.js +4 -2
  235. package/dist/scene/batchgroup.js.map +1 -1
  236. package/dist/scene/environment.js +9 -10
  237. package/dist/scene/environment.js.map +1 -1
  238. package/dist/scene/graph_node.js.map +1 -1
  239. package/dist/scene/light.js +22 -4
  240. package/dist/scene/light.js.map +1 -1
  241. package/dist/scene/mesh.js +96 -26
  242. package/dist/scene/mesh.js.map +1 -1
  243. package/dist/scene/octree.js.map +1 -1
  244. package/dist/scene/particlesys.js +25 -22
  245. package/dist/scene/particlesys.js.map +1 -1
  246. package/dist/scene/raycast_visitor.js +0 -16
  247. package/dist/scene/raycast_visitor.js.map +1 -1
  248. package/dist/scene/scene.js +7 -4
  249. package/dist/scene/scene.js.map +1 -1
  250. package/dist/scene/scene_node.js +20 -35
  251. package/dist/scene/scene_node.js.map +1 -1
  252. package/dist/scene/sprite.js +18 -0
  253. package/dist/scene/sprite.js.map +1 -0
  254. package/dist/scene/sprite3d.js +18 -0
  255. package/dist/scene/sprite3d.js.map +1 -0
  256. package/dist/scene/terrain-cm/grass.js +5 -4
  257. package/dist/scene/terrain-cm/grass.js.map +1 -1
  258. package/dist/scene/terrain-cm/grassmaterial.js +3 -1
  259. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
  260. package/dist/scene/terrain-cm/terrain-cm.js +65 -48
  261. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  262. package/dist/scene/water.js +35 -30
  263. package/dist/scene/water.js.map +1 -1
  264. package/dist/shaders/atmosphere.js +17 -29
  265. package/dist/shaders/atmosphere.js.map +1 -1
  266. package/dist/shaders/fog.js.map +1 -1
  267. package/dist/shaders/misc.js.map +1 -1
  268. package/dist/shaders/noise.js.map +1 -1
  269. package/dist/shaders/pbr.js.map +1 -1
  270. package/dist/shaders/shadow.js.map +1 -1
  271. package/dist/shaders/ssr.js.map +1 -1
  272. package/dist/shaders/temporal.js.map +1 -1
  273. package/dist/shaders/water.js.map +1 -1
  274. package/dist/shadow/esm.js +1 -1
  275. package/dist/shadow/esm.js.map +1 -1
  276. package/dist/shadow/pcf_opt.js.map +1 -1
  277. package/dist/shadow/pcf_pd.js.map +1 -1
  278. package/dist/shadow/shader.js +3 -1
  279. package/dist/shadow/shader.js.map +1 -1
  280. package/dist/shadow/shadow_impl.js.map +1 -1
  281. package/dist/shadow/shadowmapper.js +6 -18
  282. package/dist/shadow/shadowmapper.js.map +1 -1
  283. package/dist/shadow/ssm.js.map +1 -1
  284. package/dist/shadow/vsm.js.map +1 -1
  285. package/dist/shapes/box.js +9 -3
  286. package/dist/shapes/box.js.map +1 -1
  287. package/dist/shapes/cylinder.js +2 -2
  288. package/dist/shapes/cylinder.js.map +1 -1
  289. package/dist/shapes/plane.js +2 -2
  290. package/dist/shapes/plane.js.map +1 -1
  291. package/dist/shapes/shape.js +2 -1
  292. package/dist/shapes/shape.js.map +1 -1
  293. package/dist/shapes/sphere.js +2 -2
  294. package/dist/shapes/sphere.js.map +1 -1
  295. package/dist/shapes/tetrahedron.js +5 -6
  296. package/dist/shapes/tetrahedron.js.map +1 -1
  297. package/dist/shapes/torus.js +2 -2
  298. package/dist/shapes/torus.js.map +1 -1
  299. package/dist/utility/aabbtree.js +1 -1
  300. package/dist/utility/aabbtree.js.map +1 -1
  301. package/dist/utility/blueprint/common/constants.js +578 -104
  302. package/dist/utility/blueprint/common/constants.js.map +1 -1
  303. package/dist/utility/blueprint/common/math.js +471 -9
  304. package/dist/utility/blueprint/common/math.js.map +1 -1
  305. package/dist/utility/blueprint/common.js +1 -1
  306. package/dist/utility/blueprint/common.js.map +1 -1
  307. package/dist/utility/blueprint/material/func.js +9 -5
  308. package/dist/utility/blueprint/material/func.js.map +1 -1
  309. package/dist/utility/blueprint/material/inputs.js.map +1 -1
  310. package/dist/utility/blueprint/material/ir.js +288 -80
  311. package/dist/utility/blueprint/material/ir.js.map +1 -1
  312. package/dist/utility/blueprint/material/pbr.js +92 -4
  313. package/dist/utility/blueprint/material/pbr.js.map +1 -1
  314. package/dist/utility/blueprint/material/texture.js +62 -45
  315. package/dist/utility/blueprint/material/texture.js.map +1 -1
  316. package/dist/utility/blueprint/node.js +28 -1
  317. package/dist/utility/blueprint/node.js.map +1 -1
  318. package/dist/utility/bounding_volume.js.map +1 -1
  319. package/dist/utility/debug.js.map +1 -1
  320. package/dist/utility/draco/decoder.js.map +1 -1
  321. package/dist/utility/misc.js +1 -1
  322. package/dist/utility/misc.js.map +1 -1
  323. package/dist/utility/panorama.js.map +1 -1
  324. package/dist/utility/pmrem.js.map +1 -1
  325. package/dist/utility/rendermipmap.js.map +1 -1
  326. package/dist/utility/serialization/json.js +19 -15
  327. package/dist/utility/serialization/json.js.map +1 -1
  328. package/dist/utility/serialization/manager.js +89 -22
  329. package/dist/utility/serialization/manager.js.map +1 -1
  330. package/dist/utility/serialization/scene/animation.js +44 -41
  331. package/dist/utility/serialization/scene/animation.js.map +1 -1
  332. package/dist/utility/serialization/scene/batch.js +4 -3
  333. package/dist/utility/serialization/scene/batch.js.map +1 -1
  334. package/dist/utility/serialization/scene/camera.js +97 -9
  335. package/dist/utility/serialization/scene/camera.js.map +1 -1
  336. package/dist/utility/serialization/scene/common.js +102 -28
  337. package/dist/utility/serialization/scene/common.js.map +1 -1
  338. package/dist/utility/serialization/scene/light.js +14 -12
  339. package/dist/utility/serialization/scene/light.js.map +1 -1
  340. package/dist/utility/serialization/scene/material.js +216 -26
  341. package/dist/utility/serialization/scene/material.js.map +1 -1
  342. package/dist/utility/serialization/scene/mesh.js +71 -100
  343. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  344. package/dist/utility/serialization/scene/misc.js +3 -2
  345. package/dist/utility/serialization/scene/misc.js.map +1 -1
  346. package/dist/utility/serialization/scene/node.js +42 -9
  347. package/dist/utility/serialization/scene/node.js.map +1 -1
  348. package/dist/utility/serialization/scene/particle.js +7 -5
  349. package/dist/utility/serialization/scene/particle.js.map +1 -1
  350. package/dist/utility/serialization/scene/primitive.js +18 -15
  351. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  352. package/dist/utility/serialization/scene/scene.js +3 -2
  353. package/dist/utility/serialization/scene/scene.js.map +1 -1
  354. package/dist/utility/serialization/scene/sprite.js +164 -0
  355. package/dist/utility/serialization/scene/sprite.js.map +1 -0
  356. package/dist/utility/serialization/scene/terrain.js +8 -6
  357. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  358. package/dist/utility/serialization/scene/water.js +11 -9
  359. package/dist/utility/serialization/scene/water.js.map +1 -1
  360. package/dist/utility/serialization/types.js +6 -0
  361. package/dist/utility/serialization/types.js.map +1 -0
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  363. package/dist/utility/textures/ggxlut.js.map +1 -1
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  368. package/package.json +80 -80
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1
- {"version":3,"file":"esm.js","sources":["../../src/shadow/esm.ts"],"sourcesContent":["import type { FrameBuffer, TextureFormat, PBShaderExp, PBInsideFunctionScope } from '@zephyr3d/device';\r\nimport { ShadowImpl } from './shadow_impl';\r\nimport type { BlitType } from '../blitter';\r\nimport { GaussianBlurBlitter } from '../blitter';\r\nimport { computeShadowMapDepth, filterShadowESM } from '../shaders/shadow';\r\nimport { decodeNormalizedFloatFromRGBA, encodeNormalizedFloatToRGBA } from '../shaders/misc';\r\nimport { LIGHT_TYPE_POINT } from '../values';\r\nimport type { ShadowMapParams, ShadowMapType, ShadowMode } from './shadowmapper';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { getDevice } from '../app/api';\r\n\r\ntype ESMImplData = {\r\n blurFramebuffer: FrameBuffer;\r\n blurFramebuffer2: FrameBuffer;\r\n};\r\n\r\nclass BlurBlitter extends GaussianBlurBlitter {\r\n protected _packFloat: boolean;\r\n get packFloat(): boolean {\r\n return this._packFloat;\r\n }\r\n set packFloat(b: boolean) {\r\n if (this._packFloat !== !!b) {\r\n this._packFloat = !!b;\r\n this.invalidateHash();\r\n }\r\n }\r\n readTexel(\r\n scope: PBInsideFunctionScope,\r\n type: BlitType,\r\n srcTex: PBShaderExp,\r\n srcUV: PBShaderExp,\r\n srcLayer: PBShaderExp,\r\n sampleType: 'float' | 'int' | 'uint'\r\n ): PBShaderExp {\r\n const pb = scope.$builder;\r\n const texel = super.readTexel(scope, type, srcTex, srcUV, srcLayer, sampleType);\r\n if (this.packFloat) {\r\n return pb.vec4(decodeNormalizedFloatFromRGBA(scope, texel), 0, 0, 1);\r\n } else {\r\n return texel;\r\n }\r\n }\r\n writeTexel(\r\n scope: PBInsideFunctionScope,\r\n type: BlitType,\r\n srcUV: PBShaderExp,\r\n texel: PBShaderExp\r\n ): PBShaderExp {\r\n const outTexel = super.writeTexel(scope, type, srcUV, texel);\r\n if (this.packFloat) {\r\n return encodeNormalizedFloatToRGBA(scope, outTexel.r);\r\n } else {\r\n return outTexel;\r\n }\r\n }\r\n protected calcHash(): string {\r\n return `${super.calcHash()}-${Number(this.packFloat)}`;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class ESM extends ShadowImpl {\r\n /** @internal */\r\n protected _depthScale: number;\r\n /** @internal */\r\n protected _blur: boolean;\r\n /** @internal */\r\n protected _kernelSize: number;\r\n /** @internal */\r\n protected _blurSize: number;\r\n /** @internal */\r\n protected _logSpace: boolean;\r\n /** @internal */\r\n protected _blitterH: BlurBlitter;\r\n /** @internal */\r\n protected _blitterV: BlurBlitter;\r\n /** @internal */\r\n protected _mipmap: boolean;\r\n constructor(kernelSize?: number, blurSize?: number, depthScale?: number) {\r\n super();\r\n this._blur = true;\r\n this._depthScale = depthScale ?? 500;\r\n this._kernelSize = kernelSize ?? 5;\r\n this._blurSize = blurSize ?? 1;\r\n this._logSpace = true;\r\n this._mipmap = true;\r\n this._blitterH = new BlurBlitter('horizonal', this._kernelSize, 4, 1 / 1024);\r\n this._blitterV = new BlurBlitter('vertical', this._kernelSize, 4, 1 / 1024);\r\n }\r\n resourceDirty(): boolean {\r\n return this._resourceDirty;\r\n }\r\n get blur(): boolean {\r\n return this._blur;\r\n }\r\n set blur(val: boolean) {\r\n if (this._blur !== !!val) {\r\n this._blur = !!val;\r\n this._resourceDirty = true;\r\n }\r\n }\r\n get mipmap(): boolean {\r\n return this._mipmap;\r\n }\r\n set mipmap(b: boolean) {\r\n if (this._mipmap !== !!b) {\r\n this._mipmap = !!b;\r\n if (this._blur) {\r\n this._resourceDirty = true;\r\n }\r\n }\r\n }\r\n get kernelSize(): number {\r\n return this._kernelSize;\r\n }\r\n set kernelSize(val: number) {\r\n this._kernelSize = val;\r\n }\r\n get blurSize(): number {\r\n return this._blurSize;\r\n }\r\n set blurSize(val: number) {\r\n this._blurSize = val;\r\n }\r\n get logSpace(): boolean {\r\n return this._logSpace;\r\n }\r\n set logSpace(val: boolean) {\r\n this._logSpace = !!val;\r\n }\r\n getType(): ShadowMode {\r\n return 'esm';\r\n }\r\n getShadowMapBorder(_shadowMapParams: ShadowMapParams): number {\r\n return this._blur ? Math.ceil(((this._kernelSize + 1) / 2) * this._blurSize) : 0;\r\n }\r\n getShadowMap(shadowMapParams: ShadowMapParams): ShadowMapType {\r\n const implData = shadowMapParams.implData as ESMImplData;\r\n return (\r\n implData\r\n ? implData.blurFramebuffer2.getColorAttachments()[0]\r\n : shadowMapParams.shadowMapFramebuffer.getColorAttachments()[0]\r\n ) as ShadowMapType;\r\n }\r\n /** @internal */\r\n fetchTemporalFramebuffer(\r\n autoRelease: boolean,\r\n lightType: number,\r\n numCascades: number,\r\n width: number,\r\n height: number,\r\n colorFormat: TextureFormat,\r\n depthFormat: TextureFormat,\r\n mipmapping?: boolean\r\n ) {\r\n const device = getDevice();\r\n const useTextureArray = numCascades > 1 && device.type !== 'webgl';\r\n const colorAttachments = colorFormat\r\n ? useTextureArray\r\n ? [\r\n device.pool.fetchTemporalTexture2DArray(\r\n false,\r\n colorFormat,\r\n width,\r\n height,\r\n numCascades,\r\n mipmapping\r\n )\r\n ]\r\n : lightType === LIGHT_TYPE_POINT\r\n ? [device.pool.fetchTemporalTextureCube(false, colorFormat, width, mipmapping)]\r\n : [device.pool.fetchTemporalTexture2D(false, colorFormat, width, height, mipmapping)]\r\n : null;\r\n const depthAttachment = depthFormat\r\n ? useTextureArray\r\n ? device.pool.fetchTemporalTexture2DArray(false, depthFormat, width, height, numCascades, false)\r\n : device.type !== 'webgl' && lightType === LIGHT_TYPE_POINT\r\n ? device.pool.fetchTemporalTextureCube(false, depthFormat, width, false)\r\n : device.pool.fetchTemporalTexture2D(false, depthFormat, width, height, false)\r\n : null;\r\n const fb = device.pool.createTemporalFramebuffer(autoRelease, colorAttachments, depthAttachment);\r\n if (colorAttachments) {\r\n device.pool.releaseTexture(colorAttachments[0]);\r\n }\r\n if (depthAttachment) {\r\n device.pool.releaseTexture(depthAttachment);\r\n }\r\n return fb;\r\n }\r\n doUpdateResources(shadowMapParams: ShadowMapParams) {\r\n const implData: ESMImplData = {\r\n blurFramebuffer: null,\r\n blurFramebuffer2: null\r\n };\r\n shadowMapParams.implData = implData;\r\n const colorFormat = this.getShadowMapColorFormat(shadowMapParams);\r\n const shadowMapWidth = shadowMapParams.shadowMapFramebuffer.getColorAttachments()[0].width;\r\n const shadowMapHeight = shadowMapParams.shadowMapFramebuffer.getColorAttachments()[0].height;\r\n if (this._blur) {\r\n shadowMapParams.implData = {\r\n blurFramebuffer: this.fetchTemporalFramebuffer(\r\n true,\r\n shadowMapParams.lightType,\r\n shadowMapParams.numShadowCascades,\r\n shadowMapWidth,\r\n shadowMapHeight,\r\n colorFormat,\r\n null,\r\n false\r\n ),\r\n blurFramebuffer2: this.fetchTemporalFramebuffer(\r\n true,\r\n shadowMapParams.lightType,\r\n shadowMapParams.numShadowCascades,\r\n shadowMapWidth,\r\n shadowMapHeight,\r\n colorFormat,\r\n null,\r\n true\r\n )\r\n };\r\n } else {\r\n shadowMapParams.implData = null;\r\n }\r\n shadowMapParams.shadowMap = this.getShadowMap(shadowMapParams);\r\n shadowMapParams.shadowMapSampler = shadowMapParams.shadowMap?.getDefaultSampler(false) ?? null;\r\n }\r\n postRenderShadowMap(shadowMapParams: ShadowMapParams) {\r\n if (shadowMapParams.implData) {\r\n const implData = shadowMapParams.implData as ESMImplData;\r\n const colorAttachment = shadowMapParams.shadowMapFramebuffer.getColorAttachments()[0];\r\n this._blitterH.blurSize = this._blurSize / colorAttachment.width;\r\n this._blitterH.kernelSize = this._kernelSize;\r\n this._blitterH.logSpace = this._logSpace;\r\n this._blitterH.packFloat = colorAttachment.format === 'rgba8unorm';\r\n this._blitterV.blurSize = this._blurSize / colorAttachment.height;\r\n this._blitterV.kernelSize = this._kernelSize;\r\n this._blitterV.logSpace = this._logSpace;\r\n this._blitterV.packFloat = colorAttachment.format === 'rgba8unorm';\r\n this._blitterH.blit(colorAttachment as any, implData.blurFramebuffer);\r\n this._blitterV.blit(\r\n implData.blurFramebuffer.getColorAttachments()[0] as any,\r\n implData.blurFramebuffer2\r\n );\r\n }\r\n }\r\n getDepthScale(): number {\r\n return this._depthScale;\r\n }\r\n setDepthScale(val: number) {\r\n this._depthScale = val;\r\n }\r\n getShaderHash(): string {\r\n return '';\r\n }\r\n getShadowMapColorFormat(_shadowMapParams: ShadowMapParams): TextureFormat {\r\n const device = getDevice();\r\n return device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer\r\n ? device.type === 'webgl'\r\n ? 'rgba16f'\r\n : 'r16f'\r\n : device.getDeviceCaps().textureCaps.supportFloatColorBuffer\r\n ? device.type === 'webgl'\r\n ? 'rgba32f'\r\n : 'r32f'\r\n : 'rgba8unorm';\r\n }\r\n getShadowMapDepthFormat(_shadowMapParams: ShadowMapParams): TextureFormat {\r\n return 'd24s8';\r\n }\r\n computeShadowMapDepth(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp\r\n ): PBShaderExp {\r\n return computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap.format);\r\n }\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ): PBShaderExp {\r\n const funcNameComputeShadowCSM = 'lib_computeShadowCSM';\r\n const pb = scope.$builder;\r\n pb.func(\r\n funcNameComputeShadowCSM,\r\n [pb.vec4('shadowVertex'), pb.float('NdotL'), pb.int('split')],\r\n function () {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord, 0.5), 0.5);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n 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{\r\n if (shadowMapParams.lightType === LIGHT_TYPE_POINT) {\r\n this.$l.dir = pb.sub(this.shadowVertex.xyz, ShaderHelper.getLightPositionAndRangeForShadow(this).xyz);\r\n this.$return(filterShadowESM(this, LIGHT_TYPE_POINT, shadowMapParams.shadowMap.format, this.dir));\r\n } else {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord, 0.5), 0.5);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n pb.lessThanEqual(this.shadowCoord.z, 1)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$if(this.inShadow, function () {\r\n this.shadow = filterShadowESM(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap.format,\r\n this.shadowCoord\r\n );\r\n });\r\n 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+ {"version":3,"file":"esm.js","sources":["../../src/shadow/esm.ts"],"sourcesContent":["import type { FrameBuffer, TextureFormat, PBShaderExp, PBInsideFunctionScope } from '@zephyr3d/device';\r\nimport { ShadowImpl } from './shadow_impl';\r\nimport type { BlitType } from '../blitter';\r\nimport { GaussianBlurBlitter } from '../blitter';\r\nimport { computeShadowMapDepth, filterShadowESM } from '../shaders/shadow';\r\nimport { decodeNormalizedFloatFromRGBA, encodeNormalizedFloatToRGBA } from '../shaders/misc';\r\nimport { LIGHT_TYPE_POINT } from '../values';\r\nimport type { ShadowMapParams, ShadowMapType } from './shadowmapper';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { getDevice } from '../app/api';\r\nimport type { Nullable } from '@zephyr3d/base';\r\n\r\ntype ESMImplData = {\r\n blurFramebuffer: Nullable<FrameBuffer>;\r\n blurFramebuffer2: Nullable<FrameBuffer>;\r\n};\r\n\r\nclass BlurBlitter extends GaussianBlurBlitter {\r\n protected _packFloat = false;\r\n get packFloat() {\r\n return this._packFloat;\r\n }\r\n set packFloat(b) {\r\n if (this._packFloat !== !!b) {\r\n this._packFloat = !!b;\r\n this.invalidateHash();\r\n }\r\n }\r\n readTexel(\r\n scope: PBInsideFunctionScope,\r\n type: BlitType,\r\n srcTex: PBShaderExp,\r\n srcUV: PBShaderExp,\r\n srcLayer: PBShaderExp,\r\n sampleType: 'float' | 'int' | 'uint'\r\n ) {\r\n const pb = scope.$builder;\r\n const texel = super.readTexel(scope, type, srcTex, srcUV, srcLayer, sampleType);\r\n if (this.packFloat) {\r\n return pb.vec4(decodeNormalizedFloatFromRGBA(scope, texel), 0, 0, 1);\r\n } else {\r\n return texel;\r\n }\r\n }\r\n writeTexel(scope: PBInsideFunctionScope, type: BlitType, srcUV: PBShaderExp, texel: PBShaderExp) {\r\n const outTexel = super.writeTexel(scope, type, srcUV, texel);\r\n if (this.packFloat) {\r\n return encodeNormalizedFloatToRGBA(scope, outTexel.r);\r\n } else {\r\n return outTexel;\r\n }\r\n }\r\n protected calcHash() {\r\n return `${super.calcHash()}-${Number(this.packFloat)}`;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class ESM extends ShadowImpl {\r\n /** @internal */\r\n protected _depthScale: number;\r\n /** @internal */\r\n protected _blur: boolean;\r\n /** @internal */\r\n protected _kernelSize: number;\r\n /** @internal */\r\n protected _blurSize: number;\r\n /** @internal */\r\n protected _logSpace: boolean;\r\n /** @internal */\r\n protected _blitterH: BlurBlitter;\r\n /** @internal */\r\n protected _blitterV: BlurBlitter;\r\n /** @internal */\r\n protected _mipmap: boolean;\r\n constructor(kernelSize?: number, blurSize?: number, depthScale?: number) {\r\n super();\r\n this._blur = true;\r\n this._depthScale = depthScale ?? 500;\r\n this._kernelSize = kernelSize ?? 5;\r\n this._blurSize = blurSize ?? 1;\r\n this._logSpace = true;\r\n this._mipmap = true;\r\n this._blitterH = new BlurBlitter('horizonal', this._kernelSize, 4, 1 / 1024);\r\n this._blitterV = new BlurBlitter('vertical', this._kernelSize, 4, 1 / 1024);\r\n }\r\n resourceDirty() {\r\n return this._resourceDirty;\r\n }\r\n get blur() {\r\n return this._blur;\r\n }\r\n set blur(val) {\r\n if (this._blur !== !!val) {\r\n this._blur = !!val;\r\n this._resourceDirty = true;\r\n }\r\n }\r\n get mipmap() {\r\n return this._mipmap;\r\n }\r\n set mipmap(b) {\r\n if (this._mipmap !== !!b) {\r\n this._mipmap = !!b;\r\n if (this._blur) {\r\n this._resourceDirty = true;\r\n }\r\n }\r\n }\r\n get kernelSize() {\r\n return this._kernelSize;\r\n }\r\n set kernelSize(val) {\r\n this._kernelSize = val;\r\n }\r\n get blurSize() {\r\n return this._blurSize;\r\n }\r\n set blurSize(val) {\r\n this._blurSize = val;\r\n }\r\n get logSpace() {\r\n return this._logSpace;\r\n }\r\n set logSpace(val) {\r\n this._logSpace = !!val;\r\n }\r\n getType() {\r\n return 'esm' as const;\r\n }\r\n getShadowMapBorder(_shadowMapParams: ShadowMapParams) {\r\n return this._blur ? Math.ceil(((this._kernelSize + 1) / 2) * this._blurSize) : 0;\r\n }\r\n getShadowMap(shadowMapParams: ShadowMapParams) {\r\n const implData = shadowMapParams.implData as ESMImplData;\r\n return (\r\n implData\r\n ? implData.blurFramebuffer2!.getColorAttachments()[0]\r\n : shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0]\r\n ) as ShadowMapType;\r\n }\r\n /** @internal */\r\n fetchTemporalFramebuffer(\r\n autoRelease: boolean,\r\n lightType: number,\r\n numCascades: number,\r\n width: number,\r\n height: number,\r\n colorFormat: TextureFormat,\r\n depthFormat: Nullable<TextureFormat>,\r\n mipmapping?: boolean\r\n ) {\r\n const device = getDevice();\r\n const useTextureArray = numCascades > 1 && device.type !== 'webgl';\r\n const colorAttachments = colorFormat\r\n ? useTextureArray\r\n ? [\r\n device.pool.fetchTemporalTexture2DArray(\r\n false,\r\n colorFormat,\r\n width,\r\n height,\r\n numCascades,\r\n mipmapping\r\n )\r\n ]\r\n : lightType === LIGHT_TYPE_POINT\r\n ? [device.pool.fetchTemporalTextureCube(false, colorFormat, width, mipmapping)]\r\n : [device.pool.fetchTemporalTexture2D(false, colorFormat, width, height, mipmapping)]\r\n : null;\r\n const depthAttachment = depthFormat\r\n ? useTextureArray\r\n ? device.pool.fetchTemporalTexture2DArray(false, depthFormat, width, height, numCascades, false)\r\n : device.type !== 'webgl' && lightType === LIGHT_TYPE_POINT\r\n ? device.pool.fetchTemporalTextureCube(false, depthFormat, width, false)\r\n : device.pool.fetchTemporalTexture2D(false, depthFormat, width, height, false)\r\n : null;\r\n const fb = device.pool.createTemporalFramebuffer(autoRelease, colorAttachments!, depthAttachment);\r\n if (colorAttachments) {\r\n device.pool.releaseTexture(colorAttachments[0]);\r\n }\r\n if (depthAttachment) {\r\n device.pool.releaseTexture(depthAttachment);\r\n }\r\n return fb;\r\n }\r\n doUpdateResources(shadowMapParams: ShadowMapParams) {\r\n const implData: ESMImplData = {\r\n blurFramebuffer: null,\r\n blurFramebuffer2: null\r\n };\r\n shadowMapParams.implData = implData;\r\n const colorFormat = this.getShadowMapColorFormat(shadowMapParams)!;\r\n const shadowMapWidth = shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0].width;\r\n const shadowMapHeight = shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0].height;\r\n if (this._blur) {\r\n shadowMapParams.implData = {\r\n blurFramebuffer: this.fetchTemporalFramebuffer(\r\n true,\r\n shadowMapParams.lightType,\r\n shadowMapParams.numShadowCascades,\r\n shadowMapWidth,\r\n shadowMapHeight,\r\n colorFormat,\r\n null,\r\n false\r\n ),\r\n blurFramebuffer2: this.fetchTemporalFramebuffer(\r\n true,\r\n shadowMapParams.lightType,\r\n shadowMapParams.numShadowCascades,\r\n shadowMapWidth,\r\n shadowMapHeight,\r\n colorFormat,\r\n null,\r\n true\r\n )\r\n };\r\n } else {\r\n shadowMapParams.implData = null;\r\n }\r\n shadowMapParams.shadowMap = this.getShadowMap(shadowMapParams);\r\n shadowMapParams.shadowMapSampler = shadowMapParams.shadowMap?.getDefaultSampler(false) ?? null;\r\n }\r\n postRenderShadowMap(shadowMapParams: ShadowMapParams) {\r\n if (shadowMapParams.implData) {\r\n const implData = shadowMapParams.implData as ESMImplData;\r\n const colorAttachment = shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0];\r\n this._blitterH.blurSize = this._blurSize / colorAttachment.width;\r\n this._blitterH.kernelSize = this._kernelSize;\r\n this._blitterH.logSpace = this._logSpace;\r\n this._blitterH.packFloat = colorAttachment.format === 'rgba8unorm';\r\n this._blitterV.blurSize = this._blurSize / colorAttachment.height;\r\n this._blitterV.kernelSize = this._kernelSize;\r\n this._blitterV.logSpace = this._logSpace;\r\n this._blitterV.packFloat = colorAttachment.format === 'rgba8unorm';\r\n this._blitterH.blit(colorAttachment as any, implData.blurFramebuffer!);\r\n this._blitterV.blit(\r\n implData.blurFramebuffer!.getColorAttachments()[0] as any,\r\n implData.blurFramebuffer2!\r\n );\r\n }\r\n }\r\n getDepthScale() {\r\n return this._depthScale;\r\n }\r\n setDepthScale(val: number) {\r\n this._depthScale = val;\r\n }\r\n getShaderHash() {\r\n return '';\r\n }\r\n getShadowMapColorFormat(_shadowMapParams: ShadowMapParams) {\r\n const device = getDevice();\r\n return device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer\r\n ? device.type === 'webgl'\r\n ? 'rgba16f'\r\n : 'r16f'\r\n : device.getDeviceCaps().textureCaps.supportFloatColorBuffer\r\n ? device.type === 'webgl'\r\n ? 'rgba32f'\r\n : 'r32f'\r\n : 'rgba8unorm';\r\n }\r\n getShadowMapDepthFormat(_shadowMapParams: ShadowMapParams) {\r\n return 'd24s8' as const;\r\n }\r\n computeShadowMapDepth(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp\r\n ) {\r\n return computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap!.format);\r\n }\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ) {\r\n const funcNameComputeShadowCSM = 'lib_computeShadowCSM';\r\n const pb = scope.$builder;\r\n pb.func(\r\n funcNameComputeShadowCSM,\r\n [pb.vec4('shadowVertex'), pb.float('NdotL'), pb.int('split')],\r\n function () {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord, 0.5), 0.5);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n pb.lessThanEqual(this.shadowCoord.z, 1)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$if(this.inShadow, function () {\r\n this.shadow = filterShadowESM(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n this.shadowCoord,\r\n this.split\r\n );\r\n });\r\n this.$return(this.shadow);\r\n }\r\n );\r\n return pb.getGlobalScope()[funcNameComputeShadowCSM](shadowVertex, NdotL, split) as PBShaderExp;\r\n }\r\n computeShadow(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp\r\n ) {\r\n const funcNameComputeShadow = 'lib_computeShadow';\r\n const pb = scope.$builder;\r\n pb.func(funcNameComputeShadow, [pb.vec4('shadowVertex'), pb.float('NdotL')], function () {\r\n if 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@@ -1 +1 @@
1
- {"version":3,"file":"pcf_opt.js","sources":["../../src/shadow/pcf_opt.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp, TextureFormat, TextureSampler } from '@zephyr3d/device';\r\nimport { ShadowImpl } from './shadow_impl';\r\nimport { decodeNormalizedFloatFromRGBA } from '../shaders/misc';\r\nimport { computeShadowMapDepth, computeReceiverPlaneDepthBias, filterShadowPCF } from '../shaders/shadow';\r\nimport type { ShadowMapParams, ShadowMapType, ShadowMode } from './shadowmapper';\r\nimport { LIGHT_TYPE_POINT } from '../values';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { computeShadowBias, computeShadowBiasCSM } from './shader';\r\nimport { getDevice } from '../app/api';\r\n\r\n/** @internal */\r\nexport class PCFOPT extends ShadowImpl {\r\n protected _kernelSize: number;\r\n protected _shadowSampler: TextureSampler;\r\n constructor(kernelSize?: number) {\r\n super();\r\n this._kernelSize = kernelSize ?? 5;\r\n this._shadowSampler = null;\r\n }\r\n get kernelSize(): number {\r\n return this._kernelSize;\r\n }\r\n set kernelSize(val: number) {\r\n val = val !== 3 && val !== 5 && val !== 7 ? 5 : val;\r\n this._kernelSize = val;\r\n }\r\n getType(): ShadowMode {\r\n return 'pcf-opt';\r\n }\r\n dispose(): void {\r\n this._shadowSampler = null;\r\n }\r\n resourceDirty(): boolean {\r\n return false;\r\n }\r\n getShadowMapBorder(_shadowMapParams: ShadowMapParams): number {\r\n return this._kernelSize;\r\n }\r\n getShadowMap(shadowMapParams: ShadowMapParams): ShadowMapType {\r\n return (\r\n this.useNativeShadowMap(shadowMapParams)\r\n ? shadowMapParams.shadowMapFramebuffer.getDepthAttachment()\r\n : shadowMapParams.shadowMapFramebuffer.getColorAttachments()[0]\r\n ) as ShadowMapType;\r\n }\r\n doUpdateResources(shadowMapParams: ShadowMapParams) {\r\n shadowMapParams.shadowMap = this.getShadowMap(shadowMapParams);\r\n shadowMapParams.shadowMapSampler =\r\n shadowMapParams.shadowMap?.getDefaultSampler(this.useNativeShadowMap(shadowMapParams)) || null;\r\n }\r\n postRenderShadowMap() {}\r\n getDepthScale(): number {\r\n return 1;\r\n }\r\n setDepthScale(_val: number) {}\r\n getShaderHash(): string {\r\n return `${this._kernelSize}`;\r\n }\r\n getShadowMapColorFormat(shadowMapParams: ShadowMapParams): TextureFormat {\r\n return this.useNativeShadowMap(shadowMapParams) ? null : 'rgba8unorm';\r\n }\r\n getShadowMapDepthFormat(_shadowMapParams: ShadowMapParams): TextureFormat {\r\n return getDevice().type === 'webgl' ? 'd24s8' : 'd32f';\r\n }\r\n computeShadowMapDepth(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp\r\n ): PBShaderExp {\r\n return computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap.format);\r\n }\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ): PBShaderExp {\r\n const funcNameComputeShadowCSM = 'lib_computeShadowCSM';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(\r\n funcNameComputeShadowCSM,\r\n [pb.vec4('shadowVertex'), pb.float('NdotL'), pb.int('split')],\r\n function () {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord, 0.5), 0.5);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n pb.lessThanEqual(this.shadowCoord.z, 1)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$l.receiverPlaneDepthBias = computeReceiverPlaneDepthBias(this, this.shadowCoord);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);\r\n this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);\r\n this.shadow = filterShadowPCF(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap.format,\r\n that._kernelSize,\r\n this.shadowCoord,\r\n this.receiverPlaneDepthBias,\r\n this.split\r\n );\r\n });\r\n this.$return(this.shadow);\r\n }\r\n );\r\n return pb.getGlobalScope()[funcNameComputeShadowCSM](shadowVertex, NdotL, split);\r\n }\r\n computeShadow(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp\r\n ): PBShaderExp {\r\n const funcNameComputeShadow = 'lib_computeShadow';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(funcNameComputeShadow, [pb.vec4('shadowVertex'), pb.float('NdotL')], function () {\r\n if (shadowMapParams.lightType === LIGHT_TYPE_POINT) {\r\n this.$l.dir = pb.sub(this.shadowVertex.xyz, ShaderHelper.getLightPositionAndRangeForShadow(this).xyz);\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;\r\n this.$l.maxZ = pb.max(pb.max(pb.abs(this.dir.x), pb.abs(this.dir.y)), pb.abs(this.dir.z));\r\n this.$l.distance = ShaderHelper.linearDepthToNonLinear(this, this.maxZ, this.nearFar);\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n pb.div(this.maxZ, ShaderHelper.getLightPositionAndRangeForShadow(this).w),\r\n this.NdotL,\r\n true\r\n );\r\n this.$return(that.sampleShadowMap(shadowMapParams, this, this.dir, this.distance, this.shadowBias));\r\n } else {\r\n this.$l.distance = pb.div(\r\n pb.length(this.dir),\r\n ShaderHelper.getLightPositionAndRangeForShadow(this).w\r\n );\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.distance,\r\n this.NdotL,\r\n true\r\n );\r\n this.$return(that.sampleShadowMap(shadowMapParams, this, this.dir, this.distance, this.shadowBias));\r\n }\r\n } else {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord, 0.5), 0.5);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n pb.lessThanEqual(this.shadowCoord.z, 1)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$l.receiverPlaneDepthBias = computeReceiverPlaneDepthBias(this, this.shadowCoord);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n false\r\n );\r\n this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);\r\n this.shadow = filterShadowPCF(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap.format,\r\n that._kernelSize,\r\n this.shadowCoord,\r\n this.receiverPlaneDepthBias\r\n );\r\n });\r\n this.$return(this.shadow);\r\n }\r\n });\r\n return pb.getGlobalScope()[funcNameComputeShadow](shadowVertex, NdotL);\r\n }\r\n useNativeShadowMap(_shadowMapParams: ShadowMapParams): boolean {\r\n return getDevice().type !== 'webgl';\r\n }\r\n /** @internal */\r\n sampleShadowMap(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n coords: PBShaderExp,\r\n z: PBShaderExp,\r\n bias: PBShaderExp\r\n ): PBShaderExp {\r\n const funcNameSampleShadowMap = `lib_sampleShadowMap`;\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(funcNameSampleShadowMap, [pb.vec3('coords'), pb.float('z'), pb.float('bias')], function () {\r\n const floatDepthTexture = shadowMapParams.shadowMap.format !== 'rgba8unorm';\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n this.$return(\r\n pb.clamp(\r\n pb.textureSampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.coords,\r\n pb.sub(this.z, this.bias)\r\n ),\r\n 0,\r\n 1\r\n )\r\n );\r\n } else {\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.coords, 0);\r\n if (!floatDepthTexture) {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.$l.distance = pb.sub(this.z, this.bias);\r\n this.$return(pb.step(this.distance, this.shadowTex.x));\r\n }\r\n });\r\n return pb.getGlobalScope()[funcNameSampleShadowMap](coords, z, bias);\r\n }\r\n /** @internal */\r\n sampleShadowMapCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n coords: PBShaderExp,\r\n split: PBShaderExp,\r\n z: PBShaderExp,\r\n bias: PBShaderExp\r\n ): PBShaderExp {\r\n const funcNameSampleShadowMapCSM = 'lib_sampleShadowMapCSM';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(\r\n funcNameSampleShadowMapCSM,\r\n [pb.vec4('coords'), pb.int('split'), pb.float('z'), pb.float('bias')],\r\n function () {\r\n const floatDepthTexture = shadowMapParams.shadowMap.format !== 'rgba8unorm';\r\n this.$l.distance = pb.sub(this.z, this.bias);\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n if (shadowMapParams.shadowMap.isTexture2DArray()) {\r\n this.$return(\r\n pb.clamp(\r\n pb.textureArraySampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.coords.xy,\r\n this.split,\r\n this.distance\r\n ),\r\n 0,\r\n 1\r\n )\r\n );\r\n } else {\r\n this.$return(\r\n pb.clamp(\r\n pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.coords.xy, this.distance),\r\n 0,\r\n 1\r\n )\r\n );\r\n }\r\n } else {\r\n if 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'd24s8' : 'd32f';\r\n }\r\n computeShadowMapDepth(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp\r\n ) {\r\n return computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap!.format);\r\n }\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ) {\r\n const funcNameComputeShadowCSM = 'lib_computeShadowCSM';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(\r\n funcNameComputeShadowCSM,\r\n [pb.vec4('shadowVertex'), pb.float('NdotL'), pb.int('split')],\r\n function () {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord, 0.5), 0.5);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n pb.lessThanEqual(this.shadowCoord.z, 1)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$l.receiverPlaneDepthBias = computeReceiverPlaneDepthBias(this, this.shadowCoord);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);\r\n this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);\r\n this.shadow = filterShadowPCF(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n that._kernelSize,\r\n this.shadowCoord,\r\n this.receiverPlaneDepthBias,\r\n this.split\r\n );\r\n });\r\n this.$return(this.shadow);\r\n }\r\n );\r\n return pb.getGlobalScope()[funcNameComputeShadowCSM](shadowVertex, NdotL, split) as PBShaderExp;\r\n }\r\n computeShadow(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp\r\n ) {\r\n const funcNameComputeShadow = 'lib_computeShadow';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(funcNameComputeShadow, [pb.vec4('shadowVertex'), pb.float('NdotL')], function () {\r\n if (shadowMapParams.lightType === LIGHT_TYPE_POINT) {\r\n this.$l.dir = pb.sub(this.shadowVertex.xyz, ShaderHelper.getLightPositionAndRangeForShadow(this).xyz);\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;\r\n this.$l.maxZ = pb.max(pb.max(pb.abs(this.dir.x), pb.abs(this.dir.y)), pb.abs(this.dir.z));\r\n this.$l.distance = ShaderHelper.linearDepthToNonLinear(this, this.maxZ, this.nearFar);\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n pb.div(this.maxZ, ShaderHelper.getLightPositionAndRangeForShadow(this).w),\r\n this.NdotL,\r\n true\r\n );\r\n this.$return(that.sampleShadowMap(shadowMapParams, this, this.dir, this.distance, this.shadowBias));\r\n } else {\r\n this.$l.distance = pb.div(\r\n pb.length(this.dir),\r\n ShaderHelper.getLightPositionAndRangeForShadow(this).w\r\n );\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.distance,\r\n this.NdotL,\r\n true\r\n );\r\n this.$return(that.sampleShadowMap(shadowMapParams, this, this.dir, this.distance, this.shadowBias));\r\n }\r\n } else {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord, 0.5), 0.5);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n pb.lessThanEqual(this.shadowCoord.z, 1)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$l.receiverPlaneDepthBias = computeReceiverPlaneDepthBias(this, this.shadowCoord);\r\n 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this;\r\n pb.func(funcNameSampleShadowMap, [pb.vec3('coords'), pb.float('z'), pb.float('bias')], function () {\r\n const floatDepthTexture = shadowMapParams.shadowMap!.format !== 'rgba8unorm';\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n this.$return(\r\n pb.clamp(\r\n pb.textureSampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.coords,\r\n pb.sub(this.z, this.bias)\r\n ),\r\n 0,\r\n 1\r\n )\r\n );\r\n } else {\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.coords, 0);\r\n if (!floatDepthTexture) {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.$l.distance = pb.sub(this.z, this.bias);\r\n this.$return(pb.step(this.distance, this.shadowTex.x));\r\n }\r\n });\r\n return pb.getGlobalScope()[funcNameSampleShadowMap](coords, z, bias) as PBShaderExp;\r\n }\r\n /** @internal */\r\n sampleShadowMapCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n coords: 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@@ -1 +1 @@
1
- {"version":3,"file":"pcf_pd.js","sources":["../../src/shadow/pcf_pd.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp, TextureFormat, TextureSampler } from '@zephyr3d/device';\r\nimport { ShadowImpl } from './shadow_impl';\r\nimport {\r\n computeShadowMapDepth,\r\n computeReceiverPlaneDepthBias,\r\n filterShadowPoissonDisc\r\n} from '../shaders/shadow';\r\nimport type { ShadowMapParams, ShadowMapType, ShadowMode } from './shadowmapper';\r\nimport { decodeNormalizedFloatFromRGBA } from '../shaders/misc';\r\nimport { LIGHT_TYPE_POINT } from '../values';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { computeShadowBias, computeShadowBiasCSM } from './shader';\r\nimport { getDevice } from '../app/api';\r\n\r\n/** @internal */\r\nexport class PCFPD extends ShadowImpl {\r\n protected _tapCount: number;\r\n protected _sampleRadius: number;\r\n protected _shadowSampler: TextureSampler;\r\n constructor(tapCount?: number, sampleRadius?: number) {\r\n super();\r\n this._tapCount = tapCount ?? 3;\r\n this._sampleRadius = sampleRadius ?? 1;\r\n this._shadowSampler = null;\r\n }\r\n get tapCount(): number {\r\n return this._tapCount;\r\n }\r\n set tapCount(val: number) {\r\n this._tapCount = val;\r\n }\r\n getType(): ShadowMode {\r\n return 'pcf-pd';\r\n }\r\n dispose(): void {\r\n this._shadowSampler = null;\r\n }\r\n resourceDirty(): boolean {\r\n return false;\r\n }\r\n getShadowMapBorder(_shadowMapParams: ShadowMapParams): number {\r\n return this._sampleRadius + 1;\r\n }\r\n getShadowMap(shadowMapParams: ShadowMapParams): ShadowMapType {\r\n return (\r\n this.useNativeShadowMap(shadowMapParams)\r\n ? shadowMapParams.shadowMapFramebuffer.getDepthAttachment()\r\n : shadowMapParams.shadowMapFramebuffer.getColorAttachments()[0]\r\n ) as ShadowMapType;\r\n }\r\n doUpdateResources(shadowMapParams: ShadowMapParams) {\r\n shadowMapParams.shadowMap = this.getShadowMap(shadowMapParams);\r\n shadowMapParams.shadowMapSampler =\r\n shadowMapParams.shadowMap?.getDefaultSampler(this.useNativeShadowMap(shadowMapParams)) || null;\r\n }\r\n postRenderShadowMap() {}\r\n getDepthScale(): number {\r\n return this._sampleRadius;\r\n }\r\n setDepthScale(val: number) {\r\n this._sampleRadius = val;\r\n }\r\n getShaderHash(): string {\r\n return `${this._tapCount}`;\r\n }\r\n getShadowMapColorFormat(shadowMapParams: ShadowMapParams): TextureFormat {\r\n if (this.useNativeShadowMap(shadowMapParams)) {\r\n return null;\r\n } else {\r\n const device = getDevice();\r\n return device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer\r\n ? device.type === 'webgl'\r\n ? 'rgba16f'\r\n : 'r16f'\r\n : device.getDeviceCaps().textureCaps.supportFloatColorBuffer\r\n ? device.type === 'webgl'\r\n ? 'rgba32f'\r\n : 'r32f'\r\n : 'rgba8unorm';\r\n }\r\n }\r\n getShadowMapDepthFormat(_shadowMapParams: ShadowMapParams): TextureFormat {\r\n return getDevice().type === 'webgl' ? 'd24s8' : 'd32f';\r\n }\r\n computeShadowMapDepth(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp\r\n ): PBShaderExp {\r\n return computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap.format);\r\n }\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ): PBShaderExp {\r\n const funcNameComputeShadowCSM = 'lib_computeShadowCSM';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(\r\n funcNameComputeShadowCSM,\r\n [pb.vec4('shadowVertex'), pb.float('NdotL'), pb.int('split')],\r\n function () {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord, 0.5), 0.5);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n pb.lessThanEqual(this.shadowCoord.z, 1)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$l.receiverPlaneDepthBias = computeReceiverPlaneDepthBias(this, this.shadowCoord);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);\r\n this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);\r\n this.shadow = filterShadowPoissonDisc(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap.format,\r\n that._tapCount,\r\n this.shadowCoord,\r\n this.receiverPlaneDepthBias,\r\n this.split\r\n );\r\n });\r\n this.$return(this.shadow);\r\n }\r\n );\r\n return pb.getGlobalScope()[funcNameComputeShadowCSM](shadowVertex, NdotL, split);\r\n }\r\n computeShadow(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp\r\n ): PBShaderExp {\r\n const funcNameComputeShadow = 'lib_computeShadow';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(funcNameComputeShadow, [pb.vec4('shadowVertex'), pb.float('NdotL')], function () {\r\n if (shadowMapParams.lightType === LIGHT_TYPE_POINT) {\r\n this.$l.dir = pb.sub(this.shadowVertex.xyz, ShaderHelper.getLightPositionAndRangeForShadow(this).xyz);\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;\r\n this.$l.maxZ = pb.max(pb.max(pb.abs(this.dir.x), pb.abs(this.dir.y)), pb.abs(this.dir.z));\r\n this.$l.distance = ShaderHelper.linearDepthToNonLinear(this, this.maxZ, this.nearFar);\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n pb.div(this.maxZ, ShaderHelper.getLightPositionAndRangeForShadow(this).w),\r\n this.NdotL,\r\n true\r\n );\r\n this.$return(that.sampleShadowMap(shadowMapParams, this, this.dir, this.distance, this.shadowBias));\r\n } else {\r\n this.$l.distance = pb.div(\r\n pb.length(this.dir),\r\n ShaderHelper.getLightPositionAndRangeForShadow(this).w\r\n );\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.distance,\r\n this.NdotL,\r\n true\r\n );\r\n this.$return(that.sampleShadowMap(shadowMapParams, this, this.dir, this.distance, this.shadowBias));\r\n }\r\n } else {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord, 0.5), 0.5);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n pb.lessThanEqual(this.shadowCoord.z, 1)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$l.receiverPlaneDepthBias = computeReceiverPlaneDepthBias(this, this.shadowCoord);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n false\r\n );\r\n this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);\r\n this.shadow = filterShadowPoissonDisc(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap.format,\r\n that._tapCount,\r\n this.shadowCoord,\r\n this.receiverPlaneDepthBias\r\n );\r\n });\r\n this.$return(this.shadow);\r\n }\r\n });\r\n return pb.getGlobalScope()[funcNameComputeShadow](shadowVertex, NdotL);\r\n }\r\n useNativeShadowMap(_shadowMapParams: ShadowMapParams): boolean {\r\n return getDevice().type !== 'webgl';\r\n }\r\n /** @internal */\r\n sampleShadowMap(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n coords: PBShaderExp,\r\n z: PBShaderExp,\r\n bias: PBShaderExp\r\n ): PBShaderExp {\r\n const funcNameSampleShadowMap = 'lib_sampleShadowMap';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(funcNameSampleShadowMap, [pb.vec3('coords'), pb.float('z'), pb.float('bias')], function () {\r\n const floatDepthTexture = shadowMapParams.shadowMap.format !== 'rgba8unorm';\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n this.$return(\r\n pb.clamp(\r\n pb.textureSampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.coords,\r\n pb.sub(this.z, this.bias)\r\n ),\r\n 0,\r\n 1\r\n )\r\n );\r\n } else {\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.coords, 0);\r\n if (!floatDepthTexture) {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.$l.distance = pb.sub(this.z, this.bias);\r\n this.$return(pb.step(this.distance, this.shadowTex.x));\r\n }\r\n });\r\n return pb.getGlobalScope()[funcNameSampleShadowMap](coords, z, bias);\r\n }\r\n /** @internal */\r\n sampleShadowMapCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n coords: PBShaderExp,\r\n split: PBShaderExp,\r\n z: PBShaderExp,\r\n bias: PBShaderExp\r\n ): PBShaderExp {\r\n const funcNameSampleShadowMapCSM = 'lib_sampleShadowMapCSM';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(\r\n funcNameSampleShadowMapCSM,\r\n [pb.vec4('coords'), pb.int('split'), pb.float('z'), pb.float('bias')],\r\n function () {\r\n const floatDepthTexture = shadowMapParams.shadowMap.format !== 'rgba8unorm';\r\n this.$l.distance = pb.sub(this.z, this.bias);\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n if (shadowMapParams.shadowMap.isTexture2DArray()) {\r\n this.$return(\r\n pb.clamp(\r\n pb.textureArraySampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.coords.xy,\r\n this.split,\r\n this.distance\r\n ),\r\n 0,\r\n 1\r\n )\r\n );\r\n } else {\r\n this.$return(\r\n pb.clamp(\r\n pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.coords.xy, this.distance),\r\n 0,\r\n 1\r\n )\r\n );\r\n }\r\n } else {\r\n if 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+ {"version":3,"file":"pcf_pd.js","sources":["../../src/shadow/pcf_pd.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp, TextureSampler } from '@zephyr3d/device';\r\nimport { ShadowImpl } from './shadow_impl';\r\nimport {\r\n computeShadowMapDepth,\r\n computeReceiverPlaneDepthBias,\r\n filterShadowPoissonDisc\r\n} from '../shaders/shadow';\r\nimport type { ShadowMapParams, ShadowMapType } from './shadowmapper';\r\nimport { decodeNormalizedFloatFromRGBA } from '../shaders/misc';\r\nimport { LIGHT_TYPE_POINT } from '../values';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { computeShadowBias, computeShadowBiasCSM } from './shader';\r\nimport { getDevice } from '../app/api';\r\nimport type { Nullable } from '@zephyr3d/base';\r\n\r\n/** @internal */\r\nexport class PCFPD extends ShadowImpl {\r\n protected _tapCount: number;\r\n protected _sampleRadius: number;\r\n protected _shadowSampler: Nullable<TextureSampler>;\r\n constructor(tapCount?: number, sampleRadius?: number) {\r\n super();\r\n this._tapCount = tapCount ?? 3;\r\n this._sampleRadius = sampleRadius ?? 1;\r\n this._shadowSampler = null;\r\n }\r\n get tapCount() {\r\n return this._tapCount;\r\n }\r\n set tapCount(val) {\r\n this._tapCount = val;\r\n }\r\n getType() {\r\n return 'pcf-pd' as const;\r\n }\r\n dispose() {\r\n this._shadowSampler = null;\r\n }\r\n resourceDirty() {\r\n return false;\r\n }\r\n getShadowMapBorder(_shadowMapParams: ShadowMapParams) {\r\n return this._sampleRadius + 1;\r\n }\r\n getShadowMap(shadowMapParams: ShadowMapParams) {\r\n return (\r\n this.useNativeShadowMap(shadowMapParams)\r\n ? shadowMapParams.shadowMapFramebuffer!.getDepthAttachment()\r\n : shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0]\r\n ) as ShadowMapType;\r\n }\r\n doUpdateResources(shadowMapParams: ShadowMapParams) {\r\n shadowMapParams.shadowMap = this.getShadowMap(shadowMapParams);\r\n shadowMapParams.shadowMapSampler =\r\n shadowMapParams.shadowMap?.getDefaultSampler(this.useNativeShadowMap(shadowMapParams)) || null;\r\n }\r\n postRenderShadowMap() {}\r\n getDepthScale() {\r\n return this._sampleRadius;\r\n }\r\n setDepthScale(val: number) {\r\n this._sampleRadius = val;\r\n }\r\n getShaderHash() {\r\n return `${this._tapCount}`;\r\n }\r\n getShadowMapColorFormat(shadowMapParams: ShadowMapParams) {\r\n if (this.useNativeShadowMap(shadowMapParams)) {\r\n return null;\r\n } else {\r\n const device = getDevice();\r\n return device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer\r\n ? device.type === 'webgl'\r\n ? 'rgba16f'\r\n : 'r16f'\r\n : device.getDeviceCaps().textureCaps.supportFloatColorBuffer\r\n ? device.type === 'webgl'\r\n ? 'rgba32f'\r\n : 'r32f'\r\n : 'rgba8unorm';\r\n }\r\n }\r\n getShadowMapDepthFormat(_shadowMapParams: ShadowMapParams) {\r\n return getDevice().type === 'webgl' ? 'd24s8' : 'd32f';\r\n }\r\n computeShadowMapDepth(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp\r\n ) {\r\n return computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap!.format);\r\n }\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ) {\r\n const funcNameComputeShadowCSM = 'lib_computeShadowCSM';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(\r\n funcNameComputeShadowCSM,\r\n [pb.vec4('shadowVertex'), pb.float('NdotL'), pb.int('split')],\r\n function () {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord, 0.5), 0.5);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n pb.lessThanEqual(this.shadowCoord.z, 1)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$l.receiverPlaneDepthBias = computeReceiverPlaneDepthBias(this, this.shadowCoord);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);\r\n this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);\r\n this.shadow = filterShadowPoissonDisc(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n that._tapCount,\r\n this.shadowCoord,\r\n this.receiverPlaneDepthBias,\r\n this.split\r\n );\r\n });\r\n this.$return(this.shadow);\r\n }\r\n );\r\n return pb.getGlobalScope()[funcNameComputeShadowCSM](shadowVertex, NdotL, split) as PBShaderExp;\r\n }\r\n computeShadow(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp\r\n ) {\r\n const funcNameComputeShadow = 'lib_computeShadow';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(funcNameComputeShadow, [pb.vec4('shadowVertex'), pb.float('NdotL')], function () {\r\n if (shadowMapParams.lightType === LIGHT_TYPE_POINT) {\r\n this.$l.dir = pb.sub(this.shadowVertex.xyz, ShaderHelper.getLightPositionAndRangeForShadow(this).xyz);\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;\r\n this.$l.maxZ = pb.max(pb.max(pb.abs(this.dir.x), pb.abs(this.dir.y)), pb.abs(this.dir.z));\r\n this.$l.distance = ShaderHelper.linearDepthToNonLinear(this, this.maxZ, this.nearFar);\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n pb.div(this.maxZ, ShaderHelper.getLightPositionAndRangeForShadow(this).w),\r\n this.NdotL,\r\n true\r\n );\r\n this.$return(that.sampleShadowMap(shadowMapParams, this, this.dir, this.distance, this.shadowBias));\r\n } else {\r\n this.$l.distance = pb.div(\r\n pb.length(this.dir),\r\n ShaderHelper.getLightPositionAndRangeForShadow(this).w\r\n );\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.distance,\r\n this.NdotL,\r\n true\r\n );\r\n this.$return(that.sampleShadowMap(shadowMapParams, this, this.dir, this.distance, this.shadowBias));\r\n }\r\n } else {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord, 0.5), 0.5);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n pb.lessThanEqual(this.shadowCoord.z, 1)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$l.receiverPlaneDepthBias = computeReceiverPlaneDepthBias(this, this.shadowCoord);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n false\r\n );\r\n this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);\r\n this.shadow = filterShadowPoissonDisc(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n that._tapCount,\r\n this.shadowCoord,\r\n this.receiverPlaneDepthBias\r\n );\r\n });\r\n this.$return(this.shadow);\r\n }\r\n });\r\n return pb.getGlobalScope()[funcNameComputeShadow](shadowVertex, NdotL) as PBShaderExp;\r\n }\r\n useNativeShadowMap(_shadowMapParams: ShadowMapParams) {\r\n return getDevice().type !== 'webgl';\r\n }\r\n /** @internal */\r\n sampleShadowMap(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n coords: PBShaderExp,\r\n z: PBShaderExp,\r\n bias: PBShaderExp\r\n ) {\r\n const funcNameSampleShadowMap = 'lib_sampleShadowMap';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(funcNameSampleShadowMap, [pb.vec3('coords'), pb.float('z'), pb.float('bias')], function () {\r\n const floatDepthTexture = shadowMapParams.shadowMap!.format !== 'rgba8unorm';\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n this.$return(\r\n pb.clamp(\r\n pb.textureSampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.coords,\r\n pb.sub(this.z, this.bias)\r\n ),\r\n 0,\r\n 1\r\n )\r\n );\r\n } else {\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.coords, 0);\r\n if (!floatDepthTexture) {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.$l.distance = pb.sub(this.z, this.bias);\r\n this.$return(pb.step(this.distance, this.shadowTex.x));\r\n }\r\n });\r\n return pb.getGlobalScope()[funcNameSampleShadowMap](coords, z, bias) as PBShaderExp;\r\n }\r\n /** @internal */\r\n sampleShadowMapCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n coords: PBShaderExp,\r\n split: PBShaderExp,\r\n z: PBShaderExp,\r\n bias: PBShaderExp\r\n ) {\r\n const funcNameSampleShadowMapCSM = 'lib_sampleShadowMapCSM';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(\r\n funcNameSampleShadowMapCSM,\r\n [pb.vec4('coords'), pb.int('split'), pb.float('z'), pb.float('bias')],\r\n function () {\r\n const floatDepthTexture = shadowMapParams.shadowMap!.format !== 'rgba8unorm';\r\n this.$l.distance = pb.sub(this.z, this.bias);\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n if (shadowMapParams.shadowMap!.isTexture2DArray()) {\r\n this.$return(\r\n pb.clamp(\r\n pb.textureArraySampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.coords.xy,\r\n this.split,\r\n this.distance\r\n ),\r\n 0,\r\n 1\r\n )\r\n );\r\n } else {\r\n this.$return(\r\n pb.clamp(\r\n pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.coords.xy, this.distance),\r\n 0,\r\n 1\r\n )\r\n );\r\n }\r\n } else {\r\n if (shadowMapParams.shadowMap!.isTexture2DArray()) {\r\n this.$l.shadowTex = pb.textureArraySampleLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.coords.xy,\r\n this.split,\r\n 0\r\n );\r\n } else {\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.coords.xy, 0);\r\n }\r\n if (!floatDepthTexture) {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.$return(pb.step(this.distance, this.shadowTex.x));\r\n }\r\n }\r\n );\r\n return pb.getGlobalScope()[funcNameSampleShadowMapCSM](coords, split, z, bias) as PBShaderExp;\r\n 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@@ -8,11 +8,13 @@ import '../values.js';
8
8
  import '@zephyr3d/base';
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
 
17
19
  function computeShadowBiasCSM(scope, NdotL, split) {
18
20
  const pb = scope.$builder;
@@ -1 +1 @@
1
- {"version":3,"file":"shader.js","sources":["../../src/shadow/shader.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport { ShaderHelper } from '../material';\r\n\r\nexport function computeShadowBiasCSM(\r\n scope: PBInsideFunctionScope,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n): PBShaderExp {\r\n const pb = scope.$builder;\r\n const depthBiasParam = ShaderHelper.getDepthBiasValues(scope);\r\n const splitFlags = pb.vec4(\r\n pb.float(pb.equal(split, 0)),\r\n pb.float(pb.equal(split, 1)),\r\n pb.float(pb.equal(split, 2)),\r\n pb.float(pb.equal(split, 3))\r\n );\r\n const depthBiasScale = pb.dot(ShaderHelper.getDepthBiasScales(scope), splitFlags);\r\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL)), depthBiasScale), pb.vec2(1, 1));\r\n}\r\n\r\nexport function computeShadowBias(\r\n lightType: number,\r\n scope: PBInsideFunctionScope,\r\n z: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n linear: boolean\r\n): PBShaderExp {\r\n const pb = scope.$builder;\r\n const depthBiasParam = ShaderHelper.getDepthBiasValues(scope);\r\n if (lightType) {\r\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL))), pb.vec2(1, 1));\r\n } else {\r\n const nearFar = ShaderHelper.getShadowCameraParams(scope).xy;\r\n const linearDepth = linear ? z : ShaderHelper.nonLinearDepthToLinearNormalized(scope, z, nearFar);\r\n const biasScaleFactor = pb.mix(1, depthBiasParam.w, linearDepth);\r\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL)), biasScaleFactor), pb.vec2(1, 1));\r\n }\r\n}\r\n"],"names":["computeShadowBiasCSM","scope","NdotL","split","pb","$builder","depthBiasParam","ShaderHelper","getDepthBiasValues","splitFlags","vec4","float","equal","depthBiasScale","dot","getDepthBiasScales","mul","xy","vec2","sub","computeShadowBias","lightType","z","linear","nearFar","getShadowCameraParams","linearDepth","nonLinearDepthToLinearNormalized","biasScaleFactor","mix","w"],"mappings":";;;;;;;;;;;;;;;;AAGO,SAASA,oBACdC,CAAAA,KAA4B,EAC5BC,KAAkB,EAClBC,KAAkB,EAAA;IAElB,MAAMC,EAAAA,GAAKH,MAAMI,QAAQ;IACzB,MAAMC,cAAAA,GAAiBC,YAAaC,CAAAA,kBAAkB,CAACP,KAAAA,CAAAA;AACvD,IAAA,MAAMQ,UAAaL,GAAAA,EAAAA,CAAGM,IAAI,CACxBN,GAAGO,KAAK,CAACP,EAAGQ,CAAAA,KAAK,CAACT,KAAO,EAAA,CAAA,CAAA,CAAA,EACzBC,EAAGO,CAAAA,KAAK,CAACP,EAAGQ,CAAAA,KAAK,CAACT,KAAAA,EAAO,CACzBC,CAAAA,CAAAA,EAAAA,EAAAA,CAAGO,KAAK,CAACP,GAAGQ,KAAK,CAACT,KAAO,EAAA,CAAA,CAAA,CAAA,EACzBC,GAAGO,KAAK,CAACP,EAAGQ,CAAAA,KAAK,CAACT,KAAO,EAAA,CAAA,CAAA,CAAA,CAAA;AAE3B,IAAA,MAAMU,iBAAiBT,EAAGU,CAAAA,GAAG,CAACP,YAAaQ,CAAAA,kBAAkB,CAACd,KAAQQ,CAAAA,EAAAA,UAAAA,CAAAA;IACtE,OAAOL,EAAAA,CAAGU,GAAG,CAACV,EAAAA,CAAGY,GAAG,CAACV,cAAAA,CAAeW,EAAE,EAAEb,EAAGc,CAAAA,IAAI,CAAC,CAAGd,EAAAA,EAAAA,CAAGe,GAAG,CAAC,CAAA,EAAGjB,SAASW,cAAiBT,CAAAA,EAAAA,EAAAA,CAAGc,IAAI,CAAC,CAAG,EAAA,CAAA,CAAA,CAAA;AACpG;AAEO,SAASE,iBACdC,CAAAA,SAAiB,EACjBpB,KAA4B,EAC5BqB,CAAc,EACdpB,KAAkB,EAClBqB,MAAe,EAAA;IAEf,MAAMnB,EAAAA,GAAKH,MAAMI,QAAQ;IACzB,MAAMC,cAAAA,GAAiBC,YAAaC,CAAAA,kBAAkB,CAACP,KAAAA,CAAAA;AACvD,IAAA,IAAIoB,SAAW,EAAA;QACb,OAAOjB,EAAAA,CAAGU,GAAG,CAACV,EAAAA,CAAGY,GAAG,CAACV,cAAAA,CAAeW,EAAE,EAAEb,EAAAA,CAAGc,IAAI,CAAC,CAAA,EAAGd,GAAGe,GAAG,CAAC,GAAGjB,KAAUE,CAAAA,CAAAA,CAAAA,EAAAA,EAAAA,CAAGc,IAAI,CAAC,CAAG,EAAA,CAAA,CAAA,CAAA;KAC7E,MAAA;AACL,QAAA,MAAMM,OAAUjB,GAAAA,YAAAA,CAAakB,qBAAqB,CAACxB,OAAOgB,EAAE;AAC5D,QAAA,MAAMS,cAAcH,MAASD,GAAAA,CAAAA,GAAIf,aAAaoB,gCAAgC,CAAC1B,OAAOqB,CAAGE,EAAAA,OAAAA,CAAAA;AACzF,QAAA,MAAMI,kBAAkBxB,EAAGyB,CAAAA,GAAG,CAAC,CAAGvB,EAAAA,cAAAA,CAAewB,CAAC,EAAEJ,WAAAA,CAAAA;QACpD,OAAOtB,EAAAA,CAAGU,GAAG,CAACV,EAAAA,CAAGY,GAAG,CAACV,cAAAA,CAAeW,EAAE,EAAEb,EAAGc,CAAAA,IAAI,CAAC,CAAGd,EAAAA,EAAAA,CAAGe,GAAG,CAAC,CAAA,EAAGjB,SAAS0B,eAAkBxB,CAAAA,EAAAA,EAAAA,CAAGc,IAAI,CAAC,CAAG,EAAA,CAAA,CAAA,CAAA;AACrG;AACF;;;;"}
1
+ {"version":3,"file":"shader.js","sources":["../../src/shadow/shader.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport { ShaderHelper } from '../material';\r\n\r\nexport function computeShadowBiasCSM(scope: PBInsideFunctionScope, NdotL: PBShaderExp, split: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const depthBiasParam = ShaderHelper.getDepthBiasValues(scope);\r\n const splitFlags = pb.vec4(\r\n pb.float(pb.equal(split, 0)),\r\n pb.float(pb.equal(split, 1)),\r\n pb.float(pb.equal(split, 2)),\r\n pb.float(pb.equal(split, 3))\r\n );\r\n const depthBiasScale = pb.dot(ShaderHelper.getDepthBiasScales(scope), splitFlags);\r\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL)), depthBiasScale), pb.vec2(1, 1));\r\n}\r\n\r\nexport function computeShadowBias(\r\n lightType: number,\r\n scope: PBInsideFunctionScope,\r\n z: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n linear: boolean\r\n) {\r\n const pb = scope.$builder;\r\n const depthBiasParam = ShaderHelper.getDepthBiasValues(scope);\r\n if (lightType) {\r\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL))), pb.vec2(1, 1));\r\n } else {\r\n const nearFar = ShaderHelper.getShadowCameraParams(scope).xy;\r\n const linearDepth = linear ? z : ShaderHelper.nonLinearDepthToLinearNormalized(scope, z, nearFar);\r\n const biasScaleFactor = pb.mix(1, depthBiasParam.w, linearDepth);\r\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL)), biasScaleFactor), pb.vec2(1, 1));\r\n }\r\n}\r\n"],"names":["computeShadowBiasCSM","scope","NdotL","split","pb","$builder","depthBiasParam","ShaderHelper","getDepthBiasValues","splitFlags","vec4","float","equal","depthBiasScale","dot","getDepthBiasScales","mul","xy","vec2","sub","computeShadowBias","lightType","z","linear","nearFar","getShadowCameraParams","linearDepth","nonLinearDepthToLinearNormalized","biasScaleFactor","mix","w"],"mappings":";;;;;;;;;;;;;;;;;;AAGO,SAASA,oBAAqBC,CAAAA,KAA4B,EAAEC,KAAkB,EAAEC,KAAkB,EAAA;IACvG,MAAMC,EAAAA,GAAKH,MAAMI,QAAQ;IACzB,MAAMC,cAAAA,GAAiBC,YAAaC,CAAAA,kBAAkB,CAACP,KAAAA,CAAAA;AACvD,IAAA,MAAMQ,UAAaL,GAAAA,EAAAA,CAAGM,IAAI,CACxBN,GAAGO,KAAK,CAACP,EAAGQ,CAAAA,KAAK,CAACT,KAAO,EAAA,CAAA,CAAA,CAAA,EACzBC,EAAGO,CAAAA,KAAK,CAACP,EAAGQ,CAAAA,KAAK,CAACT,KAAAA,EAAO,CACzBC,CAAAA,CAAAA,EAAAA,EAAAA,CAAGO,KAAK,CAACP,GAAGQ,KAAK,CAACT,KAAO,EAAA,CAAA,CAAA,CAAA,EACzBC,GAAGO,KAAK,CAACP,EAAGQ,CAAAA,KAAK,CAACT,KAAO,EAAA,CAAA,CAAA,CAAA,CAAA;AAE3B,IAAA,MAAMU,iBAAiBT,EAAGU,CAAAA,GAAG,CAACP,YAAaQ,CAAAA,kBAAkB,CAACd,KAAQQ,CAAAA,EAAAA,UAAAA,CAAAA;IACtE,OAAOL,EAAAA,CAAGU,GAAG,CAACV,EAAAA,CAAGY,GAAG,CAACV,cAAAA,CAAeW,EAAE,EAAEb,EAAGc,CAAAA,IAAI,CAAC,CAAGd,EAAAA,EAAAA,CAAGe,GAAG,CAAC,CAAA,EAAGjB,SAASW,cAAiBT,CAAAA,EAAAA,EAAAA,CAAGc,IAAI,CAAC,CAAG,EAAA,CAAA,CAAA,CAAA;AACpG;AAEO,SAASE,iBACdC,CAAAA,SAAiB,EACjBpB,KAA4B,EAC5BqB,CAAc,EACdpB,KAAkB,EAClBqB,MAAe,EAAA;IAEf,MAAMnB,EAAAA,GAAKH,MAAMI,QAAQ;IACzB,MAAMC,cAAAA,GAAiBC,YAAaC,CAAAA,kBAAkB,CAACP,KAAAA,CAAAA;AACvD,IAAA,IAAIoB,SAAW,EAAA;QACb,OAAOjB,EAAAA,CAAGU,GAAG,CAACV,EAAAA,CAAGY,GAAG,CAACV,cAAAA,CAAeW,EAAE,EAAEb,EAAAA,CAAGc,IAAI,CAAC,CAAA,EAAGd,GAAGe,GAAG,CAAC,GAAGjB,KAAUE,CAAAA,CAAAA,CAAAA,EAAAA,EAAAA,CAAGc,IAAI,CAAC,CAAG,EAAA,CAAA,CAAA,CAAA;KAC7E,MAAA;AACL,QAAA,MAAMM,OAAUjB,GAAAA,YAAAA,CAAakB,qBAAqB,CAACxB,OAAOgB,EAAE;AAC5D,QAAA,MAAMS,cAAcH,MAASD,GAAAA,CAAAA,GAAIf,aAAaoB,gCAAgC,CAAC1B,OAAOqB,CAAGE,EAAAA,OAAAA,CAAAA;AACzF,QAAA,MAAMI,kBAAkBxB,EAAGyB,CAAAA,GAAG,CAAC,CAAGvB,EAAAA,cAAAA,CAAewB,CAAC,EAAEJ,WAAAA,CAAAA;QACpD,OAAOtB,EAAAA,CAAGU,GAAG,CAACV,EAAAA,CAAGY,GAAG,CAACV,cAAAA,CAAeW,EAAE,EAAEb,EAAGc,CAAAA,IAAI,CAAC,CAAGd,EAAAA,EAAAA,CAAGe,GAAG,CAAC,CAAA,EAAGjB,SAAS0B,eAAkBxB,CAAAA,EAAAA,EAAAA,CAAGc,IAAI,CAAC,CAAG,EAAA,CAAA,CAAA,CAAA;AACrG;AACF;;;;"}
@@ -1 +1 @@
1
- {"version":3,"file":"shadow_impl.js","sources":["../../src/shadow/shadow_impl.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp, TextureFormat } from '@zephyr3d/device';\r\nimport type { ShadowMapParams, ShadowMapType, ShadowMode } from './shadowmapper';\r\n\r\n/** @internal */\r\nexport abstract class ShadowImpl {\r\n protected _resourceDirty: boolean;\r\n constructor() {\r\n this._resourceDirty = true;\r\n }\r\n invalidateResource() {\r\n this._resourceDirty = true;\r\n }\r\n updateResources(shadowMapParams: ShadowMapParams) {\r\n this.doUpdateResources(shadowMapParams);\r\n }\r\n abstract getType(): ShadowMode;\r\n abstract getShadowMapBorder(shadowMapParams: ShadowMapParams): number;\r\n abstract getShadowMap(shadowMapParams: ShadowMapParams): ShadowMapType;\r\n abstract postRenderShadowMap(shadowMapParams: ShadowMapParams);\r\n abstract getDepthScale(): number;\r\n abstract setDepthScale(val: number);\r\n abstract resourceDirty(): boolean;\r\n abstract doUpdateResources(shadowMapParams: ShadowMapParams);\r\n abstract getShaderHash(): string;\r\n abstract computeShadowMapDepth(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp\r\n ): PBShaderExp;\r\n abstract computeShadow(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp\r\n ): PBShaderExp;\r\n abstract computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ): PBShaderExp;\r\n abstract getShadowMapColorFormat(shadowMapParams: ShadowMapParams): TextureFormat;\r\n abstract getShadowMapDepthFormat(shadowMapParams: ShadowMapParams): TextureFormat;\r\n abstract useNativeShadowMap(shadowMapParams: ShadowMapParams): boolean;\r\n}\r\n"],"names":["ShadowImpl","_resourceDirty","invalidateResource","updateResources","shadowMapParams","doUpdateResources"],"mappings":"AAGA,iBACO,MAAeA,UAAAA,CAAAA;IACVC,cAAwB;IAClC,WAAc,EAAA;QACZ,IAAI,CAACA,cAAc,GAAG,IAAA;AACxB;IACAC,kBAAqB,GAAA;QACnB,IAAI,CAACD,cAAc,GAAG,IAAA;AACxB;AACAE,IAAAA,eAAAA,CAAgBC,eAAgC,EAAE;QAChD,IAAI,CAACC,iBAAiB,CAACD,eAAAA,CAAAA;AACzB;AA+BF;;;;"}
1
+ {"version":3,"file":"shadow_impl.js","sources":["../../src/shadow/shadow_impl.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp, TextureFormat } from '@zephyr3d/device';\r\nimport type { ShadowMapParams, ShadowMapType, ShadowMode } from './shadowmapper';\r\nimport type { Nullable } from '@zephyr3d/base';\r\n\r\n/** @internal */\r\nexport abstract class ShadowImpl {\r\n protected _resourceDirty: boolean;\r\n constructor() {\r\n this._resourceDirty = true;\r\n }\r\n invalidateResource() {\r\n this._resourceDirty = true;\r\n }\r\n updateResources(shadowMapParams: ShadowMapParams) {\r\n this.doUpdateResources(shadowMapParams);\r\n }\r\n abstract getType(): ShadowMode;\r\n abstract getShadowMapBorder(shadowMapParams: ShadowMapParams): number;\r\n abstract getShadowMap(shadowMapParams: ShadowMapParams): ShadowMapType;\r\n abstract postRenderShadowMap(shadowMapParams: ShadowMapParams): void;\r\n abstract getDepthScale(): number;\r\n abstract setDepthScale(val: number): void;\r\n abstract resourceDirty(): boolean;\r\n abstract doUpdateResources(shadowMapParams: ShadowMapParams): void;\r\n abstract getShaderHash(): string;\r\n abstract computeShadowMapDepth(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp\r\n ): PBShaderExp;\r\n abstract computeShadow(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp\r\n ): PBShaderExp;\r\n abstract computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ): PBShaderExp;\r\n abstract getShadowMapColorFormat(shadowMapParams: ShadowMapParams): Nullable<TextureFormat>;\r\n abstract getShadowMapDepthFormat(shadowMapParams: ShadowMapParams): TextureFormat;\r\n abstract useNativeShadowMap(shadowMapParams: ShadowMapParams): boolean;\r\n}\r\n"],"names":["ShadowImpl","_resourceDirty","invalidateResource","updateResources","shadowMapParams","doUpdateResources"],"mappings":"AAIA,iBACO,MAAeA,UAAAA,CAAAA;IACVC,cAAwB;IAClC,WAAc,EAAA;QACZ,IAAI,CAACA,cAAc,GAAG,IAAA;AACxB;IACAC,kBAAqB,GAAA;QACnB,IAAI,CAACD,cAAc,GAAG,IAAA;AACxB;AACAE,IAAAA,eAAAA,CAAgBC,eAAgC,EAAE;QAChD,IAAI,CAACC,iBAAiB,CAACD,eAAAA,CAAAA;AACzB;AA+BF;;;;"}
@@ -174,15 +174,7 @@ const tmpFrustum = new Frustum(Matrix4x4.identity());
174
174
  this.applyMode(this._shadowMode);
175
175
  }
176
176
  }
177
- /** Generated shadow map */ /*
178
- get shadowMap(): ShadowMapType {
179
- return (this._impl.getShadowMap(this) ?? this._framebuffer?.getColorAttachments()[0] ?? null) as ShadowMapType;
180
- }
181
- */ /** Sampler of the shadow map */ /*
182
- get shadowMapSampler(): TextureSampler {
183
- return this._impl.getShadowMapSampler(this);
184
- }
185
- */ /** @internal */ getShaderHash(shadowMapParams) {
177
+ /** @internal */ getShaderHash(shadowMapParams) {
186
178
  return `${shadowMapParams.impl.constructor.name}_${shadowMapParams.impl.getShaderHash()}_${shadowMapParams.lightType}_${shadowMapParams.shadowMap.target}_${Number(shadowMapParams.numShadowCascades > 1)}_${Number(getDevice().getDeviceCaps().textureCaps.getTextureFormatInfo(shadowMapParams.shadowMap.format).filterable)}`;
187
179
  }
188
180
  /** Sample count for poisson disc PCF */ get pdSampleCount() {
@@ -365,7 +357,7 @@ const tmpFrustum = new Frustum(Matrix4x4.identity());
365
357
  case '2darray':
366
358
  return device.createTexture2DArray(format, width, height, depth, options);
367
359
  default:
368
- return null;
360
+ throw new Error(`Invalid target ${target}`);
369
361
  }
370
362
  }
371
363
  /** @internal */ static fetchTemporalFramebuffer(autoRelease, lightType, numCascades, width, height, colorFormat, depthFormat, mipmapping) {
@@ -632,7 +624,7 @@ const tmpFrustum = new Frustum(Matrix4x4.identity());
632
624
  const shadowMapParams = ShadowMapper.fetchShadowMapParams();
633
625
  shadowMapParams.impl = this._impl;
634
626
  shadowMapParams.lightType = this.light.lightType;
635
- shadowMapParams.numShadowCascades = shadowMapParams.lightType === LIGHT_TYPE_DIRECTIONAL ? this._config.numCascades : 1;
627
+ shadowMapParams.numShadowCascades = shadowMapParams.lightType === LIGHT_TYPE_DIRECTIONAL ? this._config.numCascades ?? 1 : 1;
636
628
  ctx.shadowMapInfo.set(this.light, shadowMapParams);
637
629
  const scene = ctx.scene;
638
630
  const camera = ctx.camera;
@@ -663,8 +655,7 @@ const tmpFrustum = new Frustum(Matrix4x4.identity());
663
655
  shadowMapRenderCamera.lookAtCubeFace(face);
664
656
  fb.setColorAttachmentCubeFace(0, face);
665
657
  fb.setDepthAttachmentCubeFace(face);
666
- ctx.camera = shadowMapRenderCamera;
667
- renderPass.render(ctx);
658
+ renderPass.render(ctx, shadowMapRenderCamera);
668
659
  }
669
660
  shadowMapParams.shadowMatrices.set(Matrix4x4.identity());
670
661
  ShadowMapper.releaseCamera(shadowMapRenderCamera);
@@ -722,8 +713,7 @@ const tmpFrustum = new Frustum(Matrix4x4.identity());
722
713
  }
723
714
  device.setFramebuffer(fb);
724
715
  device.setScissor(scissor);
725
- ctx.camera = shadowMapRenderCamera;
726
- renderPass.render(ctx, shadowMapCullCamera);
716
+ renderPass.render(ctx, shadowMapRenderCamera, shadowMapCullCamera);
727
717
  shadowMapParams.shadowMatrices.set(Matrix4x4.transpose(shadowMapRenderCamera.viewProjectionMatrix), split * 16);
728
718
  shadowMapParams.cascadeDistances[split] = distances[split + 1];
729
719
  }
@@ -743,13 +733,11 @@ const tmpFrustum = new Frustum(Matrix4x4.identity());
743
733
  shadowMapParams.cameraParams.setXYZW(shadowMapRenderCamera.getNearPlane(), shadowMapRenderCamera.getFarPlane(), this._config.shadowMapSize, this._shadowDistance);
744
734
  device.setFramebuffer(fb);
745
735
  shadowMapRenderCamera.setProjectionMatrix(Matrix4x4.multiply(snapMatrix, shadowMapRenderCamera.getProjectionMatrix()));
746
- ctx.camera = shadowMapRenderCamera;
747
- renderPass.render(ctx);
736
+ renderPass.render(ctx, shadowMapRenderCamera);
748
737
  shadowMapParams.shadowMatrices.set(Matrix4x4.transpose(shadowMapRenderCamera.viewProjectionMatrix));
749
738
  ShadowMapper.releaseCamera(shadowMapRenderCamera);
750
739
  }
751
740
  }
752
- ctx.camera = camera;
753
741
  this.postRenderShadowMap(shadowMapParams);
754
742
  }
755
743
  /** @internal */ applyMode(mode) {