@zephyr3d/scene 0.8.0 → 0.8.2

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 (389) hide show
  1. package/dist/animation/animationset.js +220 -1
  2. package/dist/animation/animationset.js.map +1 -1
  3. package/dist/animation/ik/ccd_solver.js +3 -4
  4. package/dist/animation/ik/ccd_solver.js.map +1 -1
  5. package/dist/animation/ik/fabrik_solver.js +3 -4
  6. package/dist/animation/ik/fabrik_solver.js.map +1 -1
  7. package/dist/animation/ik/ik_pole_constraint.js +7 -2
  8. package/dist/animation/ik/ik_pole_constraint.js.map +1 -1
  9. package/dist/animation/ik/ik_utils.js +0 -79
  10. package/dist/animation/ik/ik_utils.js.map +1 -1
  11. package/dist/animation/ik/two_bone_ik_solver.js +3 -4
  12. package/dist/animation/ik/two_bone_ik_solver.js.map +1 -1
  13. package/dist/animation/skeleton.js +157 -125
  14. package/dist/animation/skeleton.js.map +1 -1
  15. package/dist/animation/spring/spring_bone.js +240 -0
  16. package/dist/animation/spring/spring_bone.js.map +1 -0
  17. package/dist/animation/spring/spring_bone_collider.js +198 -0
  18. package/dist/animation/spring/spring_bone_collider.js.map +1 -0
  19. package/dist/animation/spring/spring_bone_constraint.js +170 -0
  20. package/dist/animation/spring/spring_bone_constraint.js.map +1 -0
  21. package/dist/animation/spring/spring_bone_system.js +328 -0
  22. package/dist/animation/spring/spring_bone_system.js.map +1 -0
  23. package/dist/asset/model.js +2 -2
  24. package/dist/index.d.ts +17 -0
  25. package/dist/material/mixins/pbr/common.js +20 -17
  26. package/dist/material/mixins/pbr/common.js.map +1 -1
  27. package/dist/render/gpu_picking.js +100 -0
  28. package/dist/render/gpu_picking.js.map +1 -0
  29. package/dist/render/rendergraph/device_pool_allocator.js +41 -0
  30. package/dist/render/rendergraph/device_pool_allocator.js.map +1 -0
  31. package/dist/render/rendergraph/executor.js +146 -0
  32. package/dist/render/rendergraph/executor.js.map +1 -0
  33. package/dist/render/rendergraph/forward_plus_builder.js +414 -0
  34. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -0
  35. package/dist/render/rendergraph/rendergraph.js +306 -0
  36. package/dist/render/rendergraph/rendergraph.js.map +1 -0
  37. package/dist/render/rendergraph/types.js +57 -0
  38. package/dist/render/rendergraph/types.js.map +1 -0
  39. package/dist/render/sky_motion_vector.js +85 -0
  40. package/dist/render/sky_motion_vector.js.map +1 -0
  41. package/dist/utility/serialization/scene/animation.js +3 -3
  42. package/dist/utility/serialization/scene/node.js +1 -1
  43. package/package.json +2 -2
  44. package/dist/animation/ik/ik_chain_builder.js +0 -68
  45. package/dist/animation/ik/ik_chain_builder.js.map +0 -1
  46. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +0 -38
  47. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +0 -1
  48. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +0 -10
  49. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +0 -1
  50. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +0 -127
  51. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +0 -1
  52. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +0 -263
  53. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +0 -1
  54. package/dist/src/animation/animation.js +0 -127
  55. package/dist/src/animation/animation.js.map +0 -1
  56. package/dist/src/animation/animationset.js +0 -255
  57. package/dist/src/animation/animationset.js.map +0 -1
  58. package/dist/src/animation/animationtrack.js +0 -34
  59. package/dist/src/animation/animationtrack.js.map +0 -1
  60. package/dist/src/animation/eulerrotationtrack.js +0 -52
  61. package/dist/src/animation/eulerrotationtrack.js.map +0 -1
  62. package/dist/src/animation/morphtarget.js +0 -93
  63. package/dist/src/animation/morphtarget.js.map +0 -1
  64. package/dist/src/animation/morphtrack.js +0 -70
  65. package/dist/src/animation/morphtrack.js.map +0 -1
  66. package/dist/src/animation/proptrack.js +0 -161
  67. package/dist/src/animation/proptrack.js.map +0 -1
  68. package/dist/src/animation/rotationtrack.js +0 -51
  69. package/dist/src/animation/rotationtrack.js.map +0 -1
  70. package/dist/src/animation/scaletrack.js +0 -50
  71. package/dist/src/animation/scaletrack.js.map +0 -1
  72. package/dist/src/animation/skeleton.js +0 -204
  73. package/dist/src/animation/skeleton.js.map +0 -1
  74. package/dist/src/animation/translationtrack.js +0 -50
  75. package/dist/src/animation/translationtrack.js.map +0 -1
  76. package/dist/src/app/app.js +0 -129
  77. package/dist/src/app/app.js.map +0 -1
  78. package/dist/src/app/inputmgr.js +0 -267
  79. package/dist/src/app/inputmgr.js.map +0 -1
  80. package/dist/src/asset/assetmanager.js +0 -404
  81. package/dist/src/asset/assetmanager.js.map +0 -1
  82. package/dist/src/asset/builtin.js +0 -337
  83. package/dist/src/asset/builtin.js.map +0 -1
  84. package/dist/src/asset/loaders/dds/dds.js +0 -470
  85. package/dist/src/asset/loaders/dds/dds.js.map +0 -1
  86. package/dist/src/asset/loaders/dds/dds_loader.js +0 -28
  87. package/dist/src/asset/loaders/dds/dds_loader.js.map +0 -1
  88. package/dist/src/asset/loaders/gltf/gltf_loader.js +0 -1265
  89. package/dist/src/asset/loaders/gltf/gltf_loader.js.map +0 -1
  90. package/dist/src/asset/loaders/gltf/helpers.js +0 -327
  91. package/dist/src/asset/loaders/gltf/helpers.js.map +0 -1
  92. package/dist/src/asset/loaders/hdr/hdr.js +0 -180
  93. package/dist/src/asset/loaders/hdr/hdr.js.map +0 -1
  94. package/dist/src/asset/loaders/image/tga_Loader.js +0 -116
  95. package/dist/src/asset/loaders/image/tga_Loader.js.map +0 -1
  96. package/dist/src/asset/loaders/image/webimage_loader.js +0 -63
  97. package/dist/src/asset/loaders/image/webimage_loader.js.map +0 -1
  98. package/dist/src/asset/loaders/loader.js +0 -45
  99. package/dist/src/asset/loaders/loader.js.map +0 -1
  100. package/dist/src/asset/model.js +0 -414
  101. package/dist/src/asset/model.js.map +0 -1
  102. package/dist/src/blitter/bilateralblur.js +0 -221
  103. package/dist/src/blitter/bilateralblur.js.map +0 -1
  104. package/dist/src/blitter/blitter.js +0 -390
  105. package/dist/src/blitter/blitter.js.map +0 -1
  106. package/dist/src/blitter/box.js +0 -118
  107. package/dist/src/blitter/box.js.map +0 -1
  108. package/dist/src/blitter/copy.js +0 -22
  109. package/dist/src/blitter/copy.js.map +0 -1
  110. package/dist/src/blitter/gaussianblur.js +0 -228
  111. package/dist/src/blitter/gaussianblur.js.map +0 -1
  112. package/dist/src/camera/base.js +0 -92
  113. package/dist/src/camera/base.js.map +0 -1
  114. package/dist/src/camera/camera.js +0 -1005
  115. package/dist/src/camera/camera.js.map +0 -1
  116. package/dist/src/camera/fps.js +0 -238
  117. package/dist/src/camera/fps.js.map +0 -1
  118. package/dist/src/camera/orbit.js +0 -245
  119. package/dist/src/camera/orbit.js.map +0 -1
  120. package/dist/src/camera/orthocamera.js +0 -167
  121. package/dist/src/camera/orthocamera.js.map +0 -1
  122. package/dist/src/camera/perspectivecamera.js +0 -141
  123. package/dist/src/camera/perspectivecamera.js.map +0 -1
  124. package/dist/src/index.js +0 -120
  125. package/dist/src/index.js.map +0 -1
  126. package/dist/src/material/blinn.js +0 -81
  127. package/dist/src/material/blinn.js.map +0 -1
  128. package/dist/src/material/grassmaterial.js +0 -113
  129. package/dist/src/material/grassmaterial.js.map +0 -1
  130. package/dist/src/material/lambert.js +0 -92
  131. package/dist/src/material/lambert.js.map +0 -1
  132. package/dist/src/material/material.js +0 -301
  133. package/dist/src/material/material.js.map +0 -1
  134. package/dist/src/material/meshmaterial.js +0 -704
  135. package/dist/src/material/meshmaterial.js.map +0 -1
  136. package/dist/src/material/mixins/albedocolor.js +0 -76
  137. package/dist/src/material/mixins/albedocolor.js.map +0 -1
  138. package/dist/src/material/mixins/foliage.js +0 -47
  139. package/dist/src/material/mixins/foliage.js.map +0 -1
  140. package/dist/src/material/mixins/lightmodel/blinnphong.js +0 -112
  141. package/dist/src/material/mixins/lightmodel/blinnphong.js.map +0 -1
  142. package/dist/src/material/mixins/lightmodel/lambert.js +0 -58
  143. package/dist/src/material/mixins/lightmodel/lambert.js.map +0 -1
  144. package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js +0 -178
  145. package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js.map +0 -1
  146. package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js +0 -139
  147. package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js.map +0 -1
  148. package/dist/src/material/mixins/lit.js +0 -476
  149. package/dist/src/material/mixins/lit.js.map +0 -1
  150. package/dist/src/material/mixins/pbr/common.js +0 -918
  151. package/dist/src/material/mixins/pbr/common.js.map +0 -1
  152. package/dist/src/material/mixins/texture.js +0 -172
  153. package/dist/src/material/mixins/texture.js.map +0 -1
  154. package/dist/src/material/mixins/vertexcolor.js +0 -56
  155. package/dist/src/material/mixins/vertexcolor.js.map +0 -1
  156. package/dist/src/material/particle.js +0 -178
  157. package/dist/src/material/particle.js.map +0 -1
  158. package/dist/src/material/pbrmr.js +0 -97
  159. package/dist/src/material/pbrmr.js.map +0 -1
  160. package/dist/src/material/pbrsg.js +0 -97
  161. package/dist/src/material/pbrsg.js.map +0 -1
  162. package/dist/src/material/shader/helper.js +0 -1209
  163. package/dist/src/material/shader/helper.js.map +0 -1
  164. package/dist/src/material/terrain-cm.js +0 -606
  165. package/dist/src/material/terrain-cm.js.map +0 -1
  166. package/dist/src/material/terrainmaterial.js +0 -375
  167. package/dist/src/material/terrainmaterial.js.map +0 -1
  168. package/dist/src/material/unlit.js +0 -41
  169. package/dist/src/material/unlit.js.map +0 -1
  170. package/dist/src/material/water.js +0 -417
  171. package/dist/src/material/water.js.map +0 -1
  172. package/dist/src/posteffect/bloom.js +0 -361
  173. package/dist/src/posteffect/bloom.js.map +0 -1
  174. package/dist/src/posteffect/compositor.js +0 -226
  175. package/dist/src/posteffect/compositor.js.map +0 -1
  176. package/dist/src/posteffect/fxaa.js +0 -273
  177. package/dist/src/posteffect/fxaa.js.map +0 -1
  178. package/dist/src/posteffect/grayscale.js +0 -69
  179. package/dist/src/posteffect/grayscale.js.map +0 -1
  180. package/dist/src/posteffect/motionblur.js +0 -96
  181. package/dist/src/posteffect/motionblur.js.map +0 -1
  182. package/dist/src/posteffect/posteffect.js +0 -126
  183. package/dist/src/posteffect/posteffect.js.map +0 -1
  184. package/dist/src/posteffect/sao.js +0 -324
  185. package/dist/src/posteffect/sao.js.map +0 -1
  186. package/dist/src/posteffect/ssr.js +0 -489
  187. package/dist/src/posteffect/ssr.js.map +0 -1
  188. package/dist/src/posteffect/taa.js +0 -172
  189. package/dist/src/posteffect/taa.js.map +0 -1
  190. package/dist/src/posteffect/tonemap.js +0 -94
  191. package/dist/src/posteffect/tonemap.js.map +0 -1
  192. package/dist/src/render/abuffer_oit.js +0 -361
  193. package/dist/src/render/abuffer_oit.js.map +0 -1
  194. package/dist/src/render/clipmap.js +0 -851
  195. package/dist/src/render/clipmap.js.map +0 -1
  196. package/dist/src/render/cluster_light.js +0 -333
  197. package/dist/src/render/cluster_light.js.map +0 -1
  198. package/dist/src/render/cull_visitor.js +0 -187
  199. package/dist/src/render/cull_visitor.js.map +0 -1
  200. package/dist/src/render/depthpass.js +0 -68
  201. package/dist/src/render/depthpass.js.map +0 -1
  202. package/dist/src/render/drawable_mixin.js +0 -227
  203. package/dist/src/render/drawable_mixin.js.map +0 -1
  204. package/dist/src/render/envlight.js +0 -463
  205. package/dist/src/render/envlight.js.map +0 -1
  206. package/dist/src/render/fbm_wavegenerator.js +0 -251
  207. package/dist/src/render/fbm_wavegenerator.js.map +0 -1
  208. package/dist/src/render/fft_wavegenerator.js +0 -1006
  209. package/dist/src/render/fft_wavegenerator.js.map +0 -1
  210. package/dist/src/render/fullscreenquad.js +0 -38
  211. package/dist/src/render/fullscreenquad.js.map +0 -1
  212. package/dist/src/render/gerstner_wavegenerator.js +0 -314
  213. package/dist/src/render/gerstner_wavegenerator.js.map +0 -1
  214. package/dist/src/render/globalbindgroup_allocator.js +0 -60
  215. package/dist/src/render/globalbindgroup_allocator.js.map +0 -1
  216. package/dist/src/render/hzb.js +0 -273
  217. package/dist/src/render/hzb.js.map +0 -1
  218. package/dist/src/render/lightpass.js +0 -172
  219. package/dist/src/render/lightpass.js.map +0 -1
  220. package/dist/src/render/objectcolorpass.js +0 -51
  221. package/dist/src/render/objectcolorpass.js.map +0 -1
  222. package/dist/src/render/primitive.js +0 -364
  223. package/dist/src/render/primitive.js.map +0 -1
  224. package/dist/src/render/render_queue.js +0 -467
  225. package/dist/src/render/render_queue.js.map +0 -1
  226. package/dist/src/render/renderbundle_wrapper.js +0 -152
  227. package/dist/src/render/renderbundle_wrapper.js.map +0 -1
  228. package/dist/src/render/renderer.js +0 -455
  229. package/dist/src/render/renderer.js.map +0 -1
  230. package/dist/src/render/renderpass.js +0 -200
  231. package/dist/src/render/renderpass.js.map +0 -1
  232. package/dist/src/render/shadowmap_pass.js +0 -56
  233. package/dist/src/render/shadowmap_pass.js.map +0 -1
  234. package/dist/src/render/sky.js +0 -1103
  235. package/dist/src/render/sky.js.map +0 -1
  236. package/dist/src/render/weightedblended_oit.js +0 -168
  237. package/dist/src/render/weightedblended_oit.js.map +0 -1
  238. package/dist/src/scene/batchgroup.js +0 -162
  239. package/dist/src/scene/batchgroup.js.map +0 -1
  240. package/dist/src/scene/environment.js +0 -209
  241. package/dist/src/scene/environment.js.map +0 -1
  242. package/dist/src/scene/graph_node.js +0 -72
  243. package/dist/src/scene/graph_node.js.map +0 -1
  244. package/dist/src/scene/light.js +0 -416
  245. package/dist/src/scene/light.js.map +0 -1
  246. package/dist/src/scene/mesh.js +0 -341
  247. package/dist/src/scene/mesh.js.map +0 -1
  248. package/dist/src/scene/octree.js +0 -649
  249. package/dist/src/scene/octree.js.map +0 -1
  250. package/dist/src/scene/particlesys.js +0 -738
  251. package/dist/src/scene/particlesys.js.map +0 -1
  252. package/dist/src/scene/raycast_visitor.js +0 -103
  253. package/dist/src/scene/raycast_visitor.js.map +0 -1
  254. package/dist/src/scene/scene.js +0 -284
  255. package/dist/src/scene/scene.js.map +0 -1
  256. package/dist/src/scene/scene_node.js +0 -732
  257. package/dist/src/scene/scene_node.js.map +0 -1
  258. package/dist/src/scene/terrain/grass.js +0 -278
  259. package/dist/src/scene/terrain/grass.js.map +0 -1
  260. package/dist/src/scene/terrain/heightfield.js +0 -475
  261. package/dist/src/scene/terrain/heightfield.js.map +0 -1
  262. package/dist/src/scene/terrain/patch.js +0 -530
  263. package/dist/src/scene/terrain/patch.js.map +0 -1
  264. package/dist/src/scene/terrain/quadtree.js +0 -461
  265. package/dist/src/scene/terrain/quadtree.js.map +0 -1
  266. package/dist/src/scene/terrain/terrain.js +0 -246
  267. package/dist/src/scene/terrain/terrain.js.map +0 -1
  268. package/dist/src/scene/terrain-cm/grass.js +0 -594
  269. package/dist/src/scene/terrain-cm/grass.js.map +0 -1
  270. package/dist/src/scene/terrain-cm/grassmaterial.js +0 -159
  271. package/dist/src/scene/terrain-cm/grassmaterial.js.map +0 -1
  272. package/dist/src/scene/terrain-cm/terrain-cm.js +0 -538
  273. package/dist/src/scene/terrain-cm/terrain-cm.js.map +0 -1
  274. package/dist/src/scene/water.js +0 -374
  275. package/dist/src/scene/water.js.map +0 -1
  276. package/dist/src/shaders/atmosphere.js +0 -957
  277. package/dist/src/shaders/atmosphere.js.map +0 -1
  278. package/dist/src/shaders/fog.js +0 -112
  279. package/dist/src/shaders/fog.js.map +0 -1
  280. package/dist/src/shaders/misc.js +0 -266
  281. package/dist/src/shaders/misc.js.map +0 -1
  282. package/dist/src/shaders/noise.js +0 -222
  283. package/dist/src/shaders/noise.js.map +0 -1
  284. package/dist/src/shaders/pbr.js +0 -51
  285. package/dist/src/shaders/pbr.js.map +0 -1
  286. package/dist/src/shaders/shadow.js +0 -636
  287. package/dist/src/shaders/shadow.js.map +0 -1
  288. package/dist/src/shaders/ssr.js +0 -490
  289. package/dist/src/shaders/ssr.js.map +0 -1
  290. package/dist/src/shaders/temporal.js +0 -215
  291. package/dist/src/shaders/temporal.js.map +0 -1
  292. package/dist/src/shaders/water.js +0 -756
  293. package/dist/src/shaders/water.js.map +0 -1
  294. package/dist/src/shadow/esm.js +0 -237
  295. package/dist/src/shadow/esm.js.map +0 -1
  296. package/dist/src/shadow/pcf_opt.js +0 -181
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  298. package/dist/src/shadow/pcf_pd.js +0 -189
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  300. package/dist/src/shadow/shader.js +0 -37
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  302. package/dist/src/shadow/shadow_impl.js +0 -15
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  304. package/dist/src/shadow/shadowmapper.js +0 -790
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  306. package/dist/src/shadow/ssm.js +0 -159
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  310. package/dist/src/shapes/box.js +0 -386
  311. package/dist/src/shapes/box.js.map +0 -1
  312. package/dist/src/shapes/cylinder.js +0 -125
  313. package/dist/src/shapes/cylinder.js.map +0 -1
  314. package/dist/src/shapes/plane.js +0 -88
  315. package/dist/src/shapes/plane.js.map +0 -1
  316. package/dist/src/shapes/shape.js +0 -87
  317. package/dist/src/shapes/shape.js.map +0 -1
  318. package/dist/src/shapes/sphere.js +0 -114
  319. package/dist/src/shapes/sphere.js.map +0 -1
  320. package/dist/src/shapes/tetrahedron.js +0 -188
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  322. package/dist/src/shapes/torus.js +0 -111
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  324. package/dist/src/utility/aabbtree.js +0 -400
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  326. package/dist/src/utility/bounding_volume.js +0 -29
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  328. package/dist/src/utility/debug.js +0 -28
  329. package/dist/src/utility/debug.js.map +0 -1
  330. package/dist/src/utility/draco/decoder.js +0 -116
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  332. package/dist/src/utility/misc.js +0 -105
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  334. package/dist/src/utility/panorama.js +0 -163
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  336. package/dist/src/utility/pmrem.js +0 -354
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  338. package/dist/src/utility/rendermipmap.js +0 -115
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  340. package/dist/src/utility/serialization/json.js +0 -402
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  389. package/dist/utility/serialization/blueprint/material/texture.js.map +0 -1
@@ -1,337 +0,0 @@
1
- import { Vector3, Vector2 } from '@zephyr3d/base';
2
- import { BUILTIN_ASSET_TEXTURE_SHEEN_LUT } from '../values.js';
3
- import { Application } from '../app/app.js';
4
-
5
- /** @internal */ function getSheenLutLoader(textureSize) {
6
- const bits = new Uint32Array(1);
7
- //Van der Corput radical inverse
8
- function radicalInverse_VdC(i) {
9
- bits[0] = i;
10
- bits[0] = (bits[0] << 16 | bits[0] >> 16) >>> 0;
11
- bits[0] = (bits[0] & 0x55555555) << 1 | (bits[0] & 0xaaaaaaaa) >>> 1 >>> 0;
12
- bits[0] = (bits[0] & 0x33333333) << 2 | (bits[0] & 0xcccccccc) >>> 2 >>> 0;
13
- bits[0] = (bits[0] & 0x0f0f0f0f) << 4 | (bits[0] & 0xf0f0f0f0) >>> 4 >>> 0;
14
- bits[0] = (bits[0] & 0x00ff00ff) << 8 | (bits[0] & 0xff00ff00) >>> 8 >>> 0;
15
- return bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
16
- }
17
- function hammersley(i, iN, out) {
18
- out.setXY(i * iN, radicalInverse_VdC(i));
19
- }
20
- /*
21
- function hammersley(i: number, iN: number, out: Vector2) {
22
- const tof = 0.5 / 0x80000000;
23
- let bits = i;
24
- bits = (bits << 16) | (bits >>> 16);
25
- bits = ((bits & 0x55555555) << 1) | ((bits & 0xAAAAAAAA) >>> 1);
26
- bits = ((bits & 0x33333333) << 2) | ((bits & 0xCCCCCCCC) >>> 2);
27
- bits = ((bits & 0x0F0F0F0F) << 4) | ((bits & 0xF0F0F0F0) >>> 4);
28
- bits = ((bits & 0x00FF00FF) << 8) | ((bits & 0xFF00FF00) >>> 8);
29
- out.setXY(i * iN, (bits >>> 0) * tof);
30
- }
31
- */ /*
32
- function generateTBN(normal: Vector3, out: Matrix3x3) {
33
- bitangent.setXYZ(0.0, 1.0, 0.0);
34
- const NdotUp = Vector3.dot(normal, up);
35
- const epsilon = 0.0000001;
36
- if (1.0 - Math.abs(NdotUp) <= epsilon) {
37
- // Sampling +Y or -Y, so we need a more robust bitangent.
38
- if (NdotUp > 0.0) {
39
- bitangent.setXYZ(0.0, 0.0, 1.0);
40
- } else {
41
- bitangent.setXYZ(0.0, 0.0, -1.0);
42
- }
43
- }
44
- Vector3.cross(bitangent, normal, tangent).inplaceNormalize();
45
- Vector3.cross(normal, tangent, bitangent);
46
- out.setCol(0, tangent);
47
- out.setCol(1, bitangent);
48
- out.setCol(2, normal);
49
- }
50
- function mix(x: number, y: number, a: number): number {
51
- return x * (1 - a) + y * a;
52
- }
53
- function l(x: number, alphaG: number): number {
54
- const oneMinusAlphaSq = (1 - alphaG) * (1 - alphaG);
55
- const a = mix(21.5473, 25.3245, oneMinusAlphaSq);
56
- const b = mix(3.82987, 3.32435, oneMinusAlphaSq);
57
- const c = mix(0.19823, 0.16801, oneMinusAlphaSq);
58
- const d = mix(-1.9776, -1.27393, oneMinusAlphaSq);
59
- const e = mix(-4.32054, -4.85967, oneMinusAlphaSq);
60
- return a / (1 + b * Math.pow(x, c)) + d * x + e;
61
- }
62
- function lambdaSheen(cosTheta: number, alphaG: number): number {
63
- return Math.abs(cosTheta) < 0.5
64
- ? Math.exp(l(Math.abs(cosTheta), alphaG))
65
- : Math.exp(2 * l(0.5, alphaG) - l(1 - Math.abs(cosTheta), alphaG));
66
- }
67
- function visibilityCharlie(NdotV: number, NdotL: number, a: number): number {
68
- const alphaG = a;
69
- return 1 / ((1 + lambdaSheen(NdotV, alphaG) + lambdaSheen(NdotL, alphaG)) * (4 * NdotV * NdotL));
70
- }
71
- */ function distributionCharlie(NdotH, roughness) {
72
- // roughness = Math.max(roughness, 0.000001);
73
- const invAlpha = 1 / roughness;
74
- const cos2h = NdotH * NdotH;
75
- const sin2h = 1 - cos2h;
76
- return (2 + invAlpha) * Math.pow(sin2h, invAlpha * 0.5) / (2 * Math.PI);
77
- }
78
- /*
79
- function charlie(xi: Vector2, roughness: number, sample: MicrofacetDistributionSample) {
80
- const alpha = roughness * roughness;
81
- sample.sinTheta = Math.pow(xi.y, alpha / (2 * alpha + 1));
82
- sample.cosTheta = Math.sqrt(1 - sample.sinTheta * sample.sinTheta);
83
- sample.phi = 2 * Math.PI * xi.x;
84
- sample.pdf = distributionCharlie(sample.cosTheta, Math.max(alpha, 0.000001)) / 4;
85
- }
86
- function getImportanceSample(
87
- sampleIndex: number,
88
- sampleCount: number,
89
- N: Vector3,
90
- roughness: number,
91
- out: Vector4
92
- ) {
93
- // generate a quasi monte carlo point in the unit square [0.1)^2
94
- hammersley(sampleIndex, 1 / sampleCount, xi);
95
- // generate the points on the hemisphere with a fitting mapping for
96
- // the distribution (e.g. lambertian uses a cosine importance)
97
- charlie(xi, roughness, importanceSample);
98
-
99
- // transform the hemisphere sample to the normal coordinate frame
100
- // i.e. rotate the hemisphere to the normal direction
101
- localSpaceDirection
102
- .setXYZ(
103
- importanceSample.sinTheta * Math.cos(importanceSample.phi),
104
- importanceSample.sinTheta * Math.sin(importanceSample.phi),
105
- importanceSample.cosTheta
106
- )
107
- .inplaceNormalize();
108
- generateTBN(N, TBN);
109
- TBN.transform(localSpaceDirection, direction);
110
- out.setXYZW(direction.x, direction.y, direction.z, importanceSample.pdf);
111
- }
112
- function lut(NdotV: number, roughness: number, numSamples: number, out: Vector4) {
113
- V.setXYZ(Math.sqrt(1 - NdotV * NdotV), 0, NdotV);
114
- N.setXYZ(0, 0, 1);
115
- const A = 0;
116
- const B = 0;
117
- let C = 0;
118
- const importanceSample = new Vector4();
119
- for (let i = 0; i < numSamples; i++) {
120
- getImportanceSample(i, numSamples, N, roughness, importanceSample);
121
- H.setXYZ(importanceSample.x, importanceSample.y, importanceSample.z);
122
- // do reflect L = normalize(reflect(-V, H)) = normalize(-V - 2.0 * dot(H, -V) * H) = normalize(2 * dot(H, V) * H - V)
123
- Vector3.scale(H, Vector3.dot(V, H) * 2, L)
124
- .subBy(V)
125
- .inplaceNormalize();
126
- const NdotL = Math.min(Math.max(L.z, 0), 1);
127
- const NdotH = Math.min(Math.max(H.z, 0), 1);
128
- const VdotH = Math.min(Math.max(Vector3.dot(V, H), 0), 1);
129
- if (NdotL > 0) {
130
- const sheenDistribution = distributionCharlie(NdotH, roughness);
131
- // const sheenVisibility = visibilityAshikhmin(NdotV, NdotL);
132
- const sheenVisibility = visibilityCharlie(NdotV, NdotL, roughness);
133
- C += sheenVisibility * sheenDistribution * NdotL * VdotH;
134
- }
135
- }
136
- out.setXYZW(4 * A, 4 * B, 4 * 2 * Math.PI * C, 0).scaleBy(1 / numSamples);
137
- }
138
-
139
- async function createSheenLUT(): Promise<Texture2D> {
140
- const tex = Application.instance.device.createTexture2D('rgba8unorm', textureSize, textureSize);
141
- const image = new Uint8Array(textureSize * textureSize * 4);
142
- let p = 0;
143
- const c = new Vector4();
144
- for (let y = 0; y < textureSize; y++) {
145
- const coord = Math.min(Math.max((y + 0.5) / textureSize, 0), 1);
146
- const roughness = coord;
147
- for (let x = 0; x < textureSize; x++) {
148
- const NdotV = Math.min(Math.max((x + 0.5) / textureSize, 0), 1);
149
- // const c = dfvCharlieUniform(NdotV, roughness, 1024);
150
- // const c = Math.min(Math.max(Math.round(t * 255), 0), 255);
151
- lut(NdotV, roughness, 1024, c);
152
- image[p++] = Math.min(Math.max(Math.round(c.x * 255), 0), 255);
153
- image[p++] = Math.min(Math.max(Math.round(c.y * 255), 0), 255);
154
- image[p++] = Math.min(Math.max(Math.round(c.z * 255), 0), 255);
155
- image[p++] = 255;
156
- }
157
- }
158
- tex.update(image, 0, 0, textureSize, textureSize);
159
- tex.name = `builtin:${BUILTIN_ASSET_TEXTURE_SHEEN_LUT}`;
160
- return tex;
161
- }
162
- */ //////////////////////////////////////////////////////////////////////////////////////////////////////
163
- function visibilityAshikhmin(NdotV, NdotL) {
164
- return Math.min(Math.max(1 / (4 * (NdotL + NdotV - NdotL * NdotV)), 0), 1);
165
- }
166
- function hemisphereUniformSample(u, out) {
167
- const phi = 2 * Math.PI * u.x;
168
- const cosTheta = 1 - u.y;
169
- const sinTheta = Math.sqrt(1 - cosTheta * cosTheta);
170
- out.setXYZ(sinTheta * Math.cos(phi), sinTheta * Math.sin(phi), cosTheta);
171
- }
172
- function dfvCharlieUniform(NdotV, roughness, numSamples) {
173
- let r = 0;
174
- const V = new Vector3(Math.sqrt(1 - NdotV * NdotV), 0, NdotV);
175
- const u = new Vector2();
176
- const H = new Vector3();
177
- const L = new Vector3();
178
- for(let i = 0; i < numSamples; i++){
179
- hammersley(i, 1 / numSamples, u);
180
- hemisphereUniformSample(u, H);
181
- Vector3.scale(H, Vector3.dot(V, H) * 2, L).subBy(V);
182
- const VdotH = Math.min(Math.max(Vector3.dot(V, H), 0), 1);
183
- const NdotL = Math.min(Math.max(L.z, 0), 1);
184
- const NdotH = Math.min(Math.max(H.z, 0), 1);
185
- if (NdotL > 0) {
186
- const v = visibilityAshikhmin(NdotV, NdotL);
187
- // const v = visibilityCharlie(NdotV, NdotL, roughness);
188
- const d = distributionCharlie(NdotH, roughness);
189
- r += v * d * NdotL * VdotH;
190
- }
191
- }
192
- return r * (4 * 2 * Math.PI / numSamples);
193
- }
194
- const _tables = function _generateTables() {
195
- // float32 to float16 helpers
196
- const buffer = new ArrayBuffer(4);
197
- const floatView = new Float32Array(buffer);
198
- const uint32View = new Uint32Array(buffer);
199
- const baseTable = new Uint32Array(512);
200
- const shiftTable = new Uint32Array(512);
201
- for(let i = 0; i < 256; ++i){
202
- const e = i - 127;
203
- // very small number (0, -0)
204
- if (e < -27) {
205
- baseTable[i] = 0x0000;
206
- baseTable[i | 0x100] = 0x8000;
207
- shiftTable[i] = 24;
208
- shiftTable[i | 0x100] = 24;
209
- // small number (denorm)
210
- } else if (e < -14) {
211
- baseTable[i] = 0x0400 >> -e - 14;
212
- baseTable[i | 0x100] = 0x0400 >> -e - 14 | 0x8000;
213
- shiftTable[i] = -e - 1;
214
- shiftTable[i | 0x100] = -e - 1;
215
- // normal number
216
- } else if (e <= 15) {
217
- baseTable[i] = e + 15 << 10;
218
- baseTable[i | 0x100] = e + 15 << 10 | 0x8000;
219
- shiftTable[i] = 13;
220
- shiftTable[i | 0x100] = 13;
221
- // large number (Infinity, -Infinity)
222
- } else if (e < 128) {
223
- baseTable[i] = 0x7c00;
224
- baseTable[i | 0x100] = 0xfc00;
225
- shiftTable[i] = 24;
226
- shiftTable[i | 0x100] = 24;
227
- // stay (NaN, Infinity, -Infinity)
228
- } else {
229
- baseTable[i] = 0x7c00;
230
- baseTable[i | 0x100] = 0xfc00;
231
- shiftTable[i] = 13;
232
- shiftTable[i | 0x100] = 13;
233
- }
234
- }
235
- // float16 to float32 helpers
236
- const mantissaTable = new Uint32Array(2048);
237
- const exponentTable = new Uint32Array(64);
238
- const offsetTable = new Uint32Array(64);
239
- for(let i = 1; i < 1024; ++i){
240
- let m = i << 13; // zero pad mantissa bits
241
- let e = 0; // zero exponent
242
- // normalized
243
- while((m & 0x00800000) === 0){
244
- m <<= 1;
245
- e -= 0x00800000; // decrement exponent
246
- }
247
- m &= -8388609; // clear leading 1 bit
248
- e += 0x38800000; // adjust bias
249
- mantissaTable[i] = m | e;
250
- }
251
- for(let i = 1024; i < 2048; ++i){
252
- mantissaTable[i] = 0x38000000 + (i - 1024 << 13);
253
- }
254
- for(let i = 1; i < 31; ++i){
255
- exponentTable[i] = i << 23;
256
- }
257
- exponentTable[31] = 0x47800000;
258
- exponentTable[32] = 0x80000000;
259
- for(let i = 33; i < 63; ++i){
260
- exponentTable[i] = 0x80000000 + (i - 32 << 23);
261
- }
262
- exponentTable[63] = 0xc7800000;
263
- for(let i = 1; i < 64; ++i){
264
- if (i !== 32) {
265
- offsetTable[i] = 1024;
266
- }
267
- }
268
- return {
269
- floatView: floatView,
270
- uint32View: uint32View,
271
- baseTable: baseTable,
272
- shiftTable: shiftTable,
273
- mantissaTable: mantissaTable,
274
- exponentTable: exponentTable,
275
- offsetTable: offsetTable
276
- };
277
- }();
278
- function encodeF16(val) {
279
- val = Math.min(Math.max(val, -65504), 65504);
280
- _tables.floatView[0] = val;
281
- const f = _tables.uint32View[0];
282
- const e = f >> 23 & 0x1ff;
283
- return _tables.baseTable[e] + ((f & 0x007fffff) >> _tables.shiftTable[e]);
284
- }
285
- /*
286
- function decodeF16(val: number) {
287
- const exponent = (val & 0x7c00) >> 10;
288
- const fraction = val & 0x03ff;
289
- return (
290
- (val >> 15 ? -1 : 1) *
291
- (exponent
292
- ? exponent === 0x1f
293
- ? fraction
294
- ? NaN
295
- : Infinity
296
- : Math.pow(2, exponent - 15) * (1 + fraction / 0x400)
297
- : 6.103515625e-5 * (fraction / 0x400))
298
- );
299
- }
300
- */ function createSheenLUTFilament(assetManager, texture) {
301
- if (texture) {
302
- if (!texture.isTexture2D()) {
303
- throw new Error('can not reload sheen lut texture: invalid texture type');
304
- }
305
- if (texture.format !== 'rgba16f') {
306
- throw new Error('can not reload sheen lut texture: invalid texture format');
307
- }
308
- if (texture.width !== textureSize || texture.height !== textureSize) {
309
- throw new Error('can not reload sheen lut texture: invalid texture size');
310
- }
311
- }
312
- const tex = texture || Application.instance.device.createTexture2D('rgba16f', textureSize, textureSize);
313
- const image = new Uint16Array(textureSize * textureSize * 4);
314
- let p = 0;
315
- const one = encodeF16(1);
316
- for(let y = textureSize - 1; y >= 0; y--){
317
- const coord = Math.min(Math.max((y + 0.5) / textureSize, 0), 1);
318
- const roughness = coord * coord;
319
- for(let x = 0; x < textureSize; x++){
320
- const NdotV = Math.min(Math.max((x + 0.5) / textureSize, 0), 1);
321
- const c = dfvCharlieUniform(NdotV, roughness, 512);
322
- const f16 = encodeF16(c);
323
- image[p++] = 0;
324
- image[p++] = 0;
325
- image[p++] = f16;
326
- image[p++] = one;
327
- }
328
- }
329
- tex.update(image, 0, 0, textureSize, textureSize);
330
- tex.name = `builtin:${BUILTIN_ASSET_TEXTURE_SHEEN_LUT}`;
331
- return tex;
332
- }
333
- return createSheenLUTFilament;
334
- }
335
-
336
- export { getSheenLutLoader };
337
- //# sourceMappingURL=builtin.js.map
@@ -1 +0,0 @@
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- {"version":3,"file":"builtin.js","sources":["../../../src/asset/builtin.ts"],"sourcesContent":["import { Vector2, Vector3, Vector4 } from '@zephyr3d/base';\r\nimport { BUILTIN_ASSET_TEXTURE_SHEEN_LUT } from '../values';\r\nimport type { Texture2D, BaseTexture, TextureCube } from '@zephyr3d/device';\r\nimport type { AssetManager } from './assetmanager';\r\nimport { Application } from '../app/app';\r\n\r\n/*\r\ninterface MicrofacetDistributionSample {\r\n pdf?: number;\r\n cosTheta?: number;\r\n sinTheta?: number;\r\n phi?: number;\r\n}\r\n*/\r\n/** @internal */\r\nexport function testCubemapLoader(): TextureCube {\r\n const tex = Application.instance.device.createCubeTexture('rgba8unorm', 32, {\r\n samplerOptions: { mipFilter: 'none' }\r\n });\r\n const fb = Application.instance.device.createFrameBuffer([tex], null);\r\n Application.instance.device.pushDeviceStates();\r\n Application.instance.device.setFramebuffer(fb);\r\n const colors = [\r\n new Vector4(1, 0, 0, 1),\r\n new Vector4(0.2, 0, 0, 1),\r\n new Vector4(0, 1, 0, 1),\r\n new Vector4(0, 0.2, 0, 1),\r\n new Vector4(0, 0, 1, 1),\r\n new Vector4(0, 0, 0.2, 1)\r\n ];\r\n for (let i = 0; i < 6; i++) {\r\n fb.setColorAttachmentCubeFace(0, i);\r\n Application.instance.device.clearFrameBuffer(colors[i], null, null);\r\n }\r\n Application.instance.device.popDeviceStates();\r\n fb.dispose();\r\n\r\n return tex;\r\n}\r\n\r\n/** @internal */\r\nexport function getSheenLutLoader(textureSize: number): (assetManager: AssetManager) => Texture2D {\r\n const bits = new Uint32Array(1);\r\n\r\n //Van der Corput radical inverse\r\n function radicalInverse_VdC(i: number) {\r\n bits[0] = i;\r\n bits[0] = ((bits[0] << 16) | (bits[0] >> 16)) >>> 0;\r\n bits[0] = ((bits[0] & 0x55555555) << 1) | (((bits[0] & 0xaaaaaaaa) >>> 1) >>> 0);\r\n bits[0] = ((bits[0] & 0x33333333) << 2) | (((bits[0] & 0xcccccccc) >>> 2) >>> 0);\r\n bits[0] = ((bits[0] & 0x0f0f0f0f) << 4) | (((bits[0] & 0xf0f0f0f0) >>> 4) >>> 0);\r\n bits[0] = ((bits[0] & 0x00ff00ff) << 8) | (((bits[0] & 0xff00ff00) >>> 8) >>> 0);\r\n return bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296\r\n }\r\n\r\n function hammersley(i: number, iN: number, out: Vector2) {\r\n out.setXY(i * iN, radicalInverse_VdC(i));\r\n }\r\n /*\r\n function hammersley(i: number, iN: number, out: Vector2) {\r\n const tof = 0.5 / 0x80000000;\r\n let bits = i;\r\n bits = (bits << 16) | (bits >>> 16);\r\n bits = ((bits & 0x55555555) << 1) | ((bits & 0xAAAAAAAA) >>> 1);\r\n bits = ((bits & 0x33333333) << 2) | ((bits & 0xCCCCCCCC) >>> 2);\r\n bits = ((bits & 0x0F0F0F0F) << 4) | ((bits & 0xF0F0F0F0) >>> 4);\r\n bits = ((bits & 0x00FF00FF) << 8) | ((bits & 0xFF00FF00) >>> 8);\r\n out.setXY(i * iN, (bits >>> 0) * tof);\r\n }\r\n */\r\n /*\r\n function generateTBN(normal: Vector3, out: Matrix3x3) {\r\n bitangent.setXYZ(0.0, 1.0, 0.0);\r\n const NdotUp = Vector3.dot(normal, up);\r\n const epsilon = 0.0000001;\r\n if (1.0 - Math.abs(NdotUp) <= epsilon) {\r\n // Sampling +Y or -Y, so we need a more robust bitangent.\r\n if (NdotUp > 0.0) {\r\n bitangent.setXYZ(0.0, 0.0, 1.0);\r\n } else {\r\n bitangent.setXYZ(0.0, 0.0, -1.0);\r\n }\r\n }\r\n Vector3.cross(bitangent, normal, tangent).inplaceNormalize();\r\n Vector3.cross(normal, tangent, bitangent);\r\n out.setCol(0, tangent);\r\n out.setCol(1, bitangent);\r\n out.setCol(2, normal);\r\n }\r\n function mix(x: number, y: number, a: number): number {\r\n return x * (1 - a) + y * a;\r\n }\r\n function l(x: number, alphaG: number): number {\r\n const oneMinusAlphaSq = (1 - alphaG) * (1 - alphaG);\r\n const a = mix(21.5473, 25.3245, oneMinusAlphaSq);\r\n const b = mix(3.82987, 3.32435, oneMinusAlphaSq);\r\n const c = mix(0.19823, 0.16801, oneMinusAlphaSq);\r\n const d = mix(-1.9776, -1.27393, oneMinusAlphaSq);\r\n const e = mix(-4.32054, -4.85967, oneMinusAlphaSq);\r\n return a / (1 + b * Math.pow(x, c)) + d * x + e;\r\n }\r\n function lambdaSheen(cosTheta: number, alphaG: number): number {\r\n return Math.abs(cosTheta) < 0.5\r\n ? Math.exp(l(Math.abs(cosTheta), alphaG))\r\n : Math.exp(2 * l(0.5, alphaG) - l(1 - Math.abs(cosTheta), alphaG));\r\n }\r\n function visibilityCharlie(NdotV: number, NdotL: number, a: number): number {\r\n const alphaG = a;\r\n return 1 / ((1 + lambdaSheen(NdotV, alphaG) + lambdaSheen(NdotL, alphaG)) * (4 * NdotV * NdotL));\r\n }\r\n */\r\n function distributionCharlie(NdotH: number, roughness: number) {\r\n // roughness = Math.max(roughness, 0.000001);\r\n const invAlpha = 1 / roughness;\r\n const cos2h = NdotH * NdotH;\r\n const sin2h = 1 - cos2h;\r\n return ((2 + invAlpha) * Math.pow(sin2h, invAlpha * 0.5)) / (2 * Math.PI);\r\n }\r\n /*\r\n function charlie(xi: Vector2, roughness: number, sample: MicrofacetDistributionSample) {\r\n const alpha = roughness * roughness;\r\n sample.sinTheta = Math.pow(xi.y, alpha / (2 * alpha + 1));\r\n sample.cosTheta = Math.sqrt(1 - sample.sinTheta * sample.sinTheta);\r\n sample.phi = 2 * Math.PI * xi.x;\r\n sample.pdf = distributionCharlie(sample.cosTheta, Math.max(alpha, 0.000001)) / 4;\r\n }\r\n function getImportanceSample(\r\n sampleIndex: number,\r\n sampleCount: number,\r\n N: Vector3,\r\n roughness: number,\r\n out: Vector4\r\n ) {\r\n // generate a quasi monte carlo point in the unit square [0.1)^2\r\n hammersley(sampleIndex, 1 / sampleCount, xi);\r\n // generate the points on the hemisphere with a fitting mapping for\r\n // the distribution (e.g. lambertian uses a cosine importance)\r\n charlie(xi, roughness, importanceSample);\r\n\r\n // transform the hemisphere sample to the normal coordinate frame\r\n // i.e. rotate the hemisphere to the normal direction\r\n localSpaceDirection\r\n .setXYZ(\r\n importanceSample.sinTheta * Math.cos(importanceSample.phi),\r\n importanceSample.sinTheta * Math.sin(importanceSample.phi),\r\n importanceSample.cosTheta\r\n )\r\n .inplaceNormalize();\r\n generateTBN(N, TBN);\r\n TBN.transform(localSpaceDirection, direction);\r\n out.setXYZW(direction.x, direction.y, direction.z, importanceSample.pdf);\r\n }\r\n function lut(NdotV: number, roughness: number, numSamples: number, out: Vector4) {\r\n V.setXYZ(Math.sqrt(1 - NdotV * NdotV), 0, NdotV);\r\n N.setXYZ(0, 0, 1);\r\n const A = 0;\r\n const B = 0;\r\n let C = 0;\r\n const importanceSample = new Vector4();\r\n for (let i = 0; i < numSamples; i++) {\r\n getImportanceSample(i, numSamples, N, roughness, importanceSample);\r\n H.setXYZ(importanceSample.x, importanceSample.y, importanceSample.z);\r\n // do reflect L = normalize(reflect(-V, H)) = normalize(-V - 2.0 * dot(H, -V) * H) = normalize(2 * dot(H, V) * H - V)\r\n Vector3.scale(H, Vector3.dot(V, H) * 2, L)\r\n .subBy(V)\r\n .inplaceNormalize();\r\n const NdotL = Math.min(Math.max(L.z, 0), 1);\r\n const NdotH = Math.min(Math.max(H.z, 0), 1);\r\n const VdotH = Math.min(Math.max(Vector3.dot(V, H), 0), 1);\r\n if (NdotL > 0) {\r\n const sheenDistribution = distributionCharlie(NdotH, roughness);\r\n // const sheenVisibility = visibilityAshikhmin(NdotV, NdotL);\r\n const sheenVisibility = visibilityCharlie(NdotV, NdotL, roughness);\r\n C += sheenVisibility * sheenDistribution * NdotL * VdotH;\r\n }\r\n }\r\n out.setXYZW(4 * A, 4 * B, 4 * 2 * Math.PI * C, 0).scaleBy(1 / numSamples);\r\n }\r\n\r\n async function createSheenLUT(): Promise<Texture2D> {\r\n const tex = Application.instance.device.createTexture2D('rgba8unorm', textureSize, textureSize);\r\n const image = new Uint8Array(textureSize * textureSize * 4);\r\n let p = 0;\r\n const c = new Vector4();\r\n for (let y = 0; y < textureSize; y++) {\r\n const coord = Math.min(Math.max((y + 0.5) / textureSize, 0), 1);\r\n const roughness = coord;\r\n for (let x = 0; x < textureSize; x++) {\r\n const NdotV = Math.min(Math.max((x + 0.5) / textureSize, 0), 1);\r\n // const c = dfvCharlieUniform(NdotV, roughness, 1024);\r\n // const c = Math.min(Math.max(Math.round(t * 255), 0), 255);\r\n lut(NdotV, roughness, 1024, c);\r\n image[p++] = Math.min(Math.max(Math.round(c.x * 255), 0), 255);\r\n image[p++] = Math.min(Math.max(Math.round(c.y * 255), 0), 255);\r\n image[p++] = Math.min(Math.max(Math.round(c.z * 255), 0), 255);\r\n image[p++] = 255;\r\n }\r\n }\r\n tex.update(image, 0, 0, textureSize, textureSize);\r\n tex.name = `builtin:${BUILTIN_ASSET_TEXTURE_SHEEN_LUT}`;\r\n return tex;\r\n }\r\n */\r\n\r\n //////////////////////////////////////////////////////////////////////////////////////////////////////\r\n\r\n function visibilityAshikhmin(NdotV: number, NdotL: number): number {\r\n return Math.min(Math.max(1 / (4 * (NdotL + NdotV - NdotL * NdotV)), 0), 1);\r\n }\r\n\r\n function hemisphereUniformSample(u: Vector2, out: Vector3) {\r\n const phi = 2 * Math.PI * u.x;\r\n const cosTheta = 1 - u.y;\r\n const sinTheta = Math.sqrt(1 - cosTheta * cosTheta);\r\n out.setXYZ(sinTheta * Math.cos(phi), sinTheta * Math.sin(phi), cosTheta);\r\n }\r\n\r\n function dfvCharlieUniform(NdotV: number, roughness: number, numSamples: number): number {\r\n let r = 0;\r\n const V = new Vector3(Math.sqrt(1 - NdotV * NdotV), 0, NdotV);\r\n const u = new Vector2();\r\n const H = new Vector3();\r\n const L = new Vector3();\r\n for (let i = 0; i < numSamples; i++) {\r\n hammersley(i, 1 / numSamples, u);\r\n hemisphereUniformSample(u, H);\r\n Vector3.scale(H, Vector3.dot(V, H) * 2, L).subBy(V);\r\n const VdotH = Math.min(Math.max(Vector3.dot(V, H), 0), 1);\r\n const NdotL = Math.min(Math.max(L.z, 0), 1);\r\n const NdotH = Math.min(Math.max(H.z, 0), 1);\r\n if (NdotL > 0) {\r\n const v = visibilityAshikhmin(NdotV, NdotL);\r\n // const v = visibilityCharlie(NdotV, NdotL, roughness);\r\n const d = distributionCharlie(NdotH, roughness);\r\n r += v * d * NdotL * VdotH;\r\n }\r\n }\r\n return r * ((4 * 2 * Math.PI) / numSamples);\r\n }\r\n\r\n const _tables = (function _generateTables() {\r\n // float32 to float16 helpers\r\n\r\n const buffer = new ArrayBuffer(4);\r\n const floatView = new Float32Array(buffer);\r\n const uint32View = new Uint32Array(buffer);\r\n\r\n const baseTable = new Uint32Array(512);\r\n const shiftTable = new Uint32Array(512);\r\n\r\n for (let i = 0; i < 256; ++i) {\r\n const e = i - 127;\r\n\r\n // very small number (0, -0)\r\n\r\n if (e < -27) {\r\n baseTable[i] = 0x0000;\r\n baseTable[i | 0x100] = 0x8000;\r\n shiftTable[i] = 24;\r\n shiftTable[i | 0x100] = 24;\r\n\r\n // small number (denorm)\r\n } else if (e < -14) {\r\n baseTable[i] = 0x0400 >> (-e - 14);\r\n baseTable[i | 0x100] = (0x0400 >> (-e - 14)) | 0x8000;\r\n shiftTable[i] = -e - 1;\r\n shiftTable[i | 0x100] = -e - 1;\r\n\r\n // normal number\r\n } else if (e <= 15) {\r\n baseTable[i] = (e + 15) << 10;\r\n baseTable[i | 0x100] = ((e + 15) << 10) | 0x8000;\r\n shiftTable[i] = 13;\r\n shiftTable[i | 0x100] = 13;\r\n\r\n // large number (Infinity, -Infinity)\r\n } else if (e < 128) {\r\n baseTable[i] = 0x7c00;\r\n baseTable[i | 0x100] = 0xfc00;\r\n shiftTable[i] = 24;\r\n shiftTable[i | 0x100] = 24;\r\n\r\n // stay (NaN, Infinity, -Infinity)\r\n } else {\r\n baseTable[i] = 0x7c00;\r\n baseTable[i | 0x100] = 0xfc00;\r\n shiftTable[i] = 13;\r\n shiftTable[i | 0x100] = 13;\r\n }\r\n }\r\n\r\n // float16 to float32 helpers\r\n\r\n const mantissaTable = new Uint32Array(2048);\r\n const exponentTable = new Uint32Array(64);\r\n const offsetTable = new Uint32Array(64);\r\n\r\n for (let i = 1; i < 1024; ++i) {\r\n let m = i << 13; // zero pad mantissa bits\r\n let e = 0; // zero exponent\r\n\r\n // normalized\r\n while ((m & 0x00800000) === 0) {\r\n m <<= 1;\r\n e -= 0x00800000; // decrement exponent\r\n }\r\n\r\n m &= ~0x00800000; // clear leading 1 bit\r\n e += 0x38800000; // adjust bias\r\n\r\n mantissaTable[i] = m | e;\r\n }\r\n\r\n for (let i = 1024; i < 2048; ++i) {\r\n mantissaTable[i] = 0x38000000 + ((i - 1024) << 13);\r\n }\r\n\r\n for (let i = 1; i < 31; ++i) {\r\n exponentTable[i] = i << 23;\r\n }\r\n\r\n exponentTable[31] = 0x47800000;\r\n exponentTable[32] = 0x80000000;\r\n\r\n for (let i = 33; i < 63; ++i) {\r\n exponentTable[i] = 0x80000000 + ((i - 32) << 23);\r\n }\r\n\r\n exponentTable[63] = 0xc7800000;\r\n\r\n for (let i = 1; i < 64; ++i) {\r\n if (i !== 32) {\r\n offsetTable[i] = 1024;\r\n }\r\n }\r\n\r\n return {\r\n floatView: floatView,\r\n uint32View: uint32View,\r\n baseTable: baseTable,\r\n shiftTable: shiftTable,\r\n mantissaTable: mantissaTable,\r\n exponentTable: exponentTable,\r\n offsetTable: offsetTable\r\n };\r\n })();\r\n\r\n function encodeF16(val: number): number {\r\n val = Math.min(Math.max(val, -65504), 65504);\r\n _tables.floatView[0] = val;\r\n const f = _tables.uint32View[0];\r\n const e = (f >> 23) & 0x1ff;\r\n return _tables.baseTable[e] + ((f & 0x007fffff) >> _tables.shiftTable[e]);\r\n }\r\n\r\n /*\r\n function decodeF16(val: number) {\r\n const exponent = (val & 0x7c00) >> 10;\r\n const fraction = val & 0x03ff;\r\n return (\r\n (val >> 15 ? -1 : 1) *\r\n (exponent\r\n ? exponent === 0x1f\r\n ? fraction\r\n ? NaN\r\n : Infinity\r\n : Math.pow(2, exponent - 15) * (1 + fraction / 0x400)\r\n : 6.103515625e-5 * (fraction / 0x400))\r\n );\r\n }\r\n */\r\n\r\n function createSheenLUTFilament(assetManager: AssetManager, texture?: BaseTexture): Texture2D {\r\n if (texture) {\r\n if (!texture.isTexture2D()) {\r\n throw new Error('can not reload sheen lut texture: invalid texture type');\r\n }\r\n if (texture.format !== 'rgba16f') {\r\n throw new Error('can not reload sheen lut texture: invalid texture format');\r\n }\r\n if (texture.width !== textureSize || texture.height !== textureSize) {\r\n throw new Error('can not reload sheen lut texture: invalid texture size');\r\n }\r\n }\r\n const tex =\r\n (texture as Texture2D) ||\r\n Application.instance.device.createTexture2D('rgba16f', textureSize, textureSize);\r\n const image = new Uint16Array(textureSize * textureSize * 4);\r\n let p = 0;\r\n const one = encodeF16(1);\r\n for (let y = textureSize - 1; y >= 0; y--) {\r\n const coord = Math.min(Math.max((y + 0.5) / textureSize, 0), 1);\r\n const roughness = coord * coord;\r\n for (let x = 0; x < textureSize; x++) {\r\n const NdotV = Math.min(Math.max((x + 0.5) / textureSize, 0), 1);\r\n const c = dfvCharlieUniform(NdotV, roughness, 512);\r\n const f16 = encodeF16(c);\r\n image[p++] = 0;\r\n image[p++] = 0;\r\n image[p++] = f16;\r\n image[p++] = one;\r\n }\r\n }\r\n tex.update(image, 0, 0, textureSize, textureSize);\r\n tex.name = `builtin:${BUILTIN_ASSET_TEXTURE_SHEEN_LUT}`;\r\n return tex;\r\n }\r\n\r\n return 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