@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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  342. package/dist/src/utility/serialization/manager.js +0 -623
  343. package/dist/src/utility/serialization/manager.js.map +0 -1
  344. package/dist/src/utility/serialization/scene/animation.js +0 -248
  345. package/dist/src/utility/serialization/scene/animation.js.map +0 -1
  346. package/dist/src/utility/serialization/scene/batch.js +0 -59
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  352. package/dist/src/utility/serialization/scene/light.js +0 -575
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  356. package/dist/src/utility/serialization/scene/mesh.js +0 -148
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  358. package/dist/src/utility/serialization/scene/misc.js +0 -39
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  368. package/dist/src/utility/serialization/scene/terrain.js +0 -488
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  372. package/dist/src/utility/shprojector.js +0 -297
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  380. package/dist/src/values.js +0 -162
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  382. package/dist/utility/blueprint/material/common.js +0 -7
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  388. package/dist/utility/serialization/blueprint/material/texture.js +0 -165
  389. package/dist/utility/serialization/blueprint/material/texture.js.map +0 -1
@@ -1,476 +0,0 @@
1
- import { RENDER_PASS_TYPE_LIGHT, LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../../values.js';
2
- import { applyMaterialMixins } from '../meshmaterial.js';
3
- import { mixinTextureProps } from './texture.js';
4
- import { mixinAlbedoColor } from './albedocolor.js';
5
- import { ShaderHelper } from '../shader/helper.js';
6
-
7
- /**
8
- * Light mixin
9
- * @param BaseCls - class to mix in
10
- * @returns Mixed class
11
- * @public
12
- */ function mixinLight(BaseCls) {
13
- if (BaseCls.lightMixed) {
14
- return BaseCls;
15
- }
16
- const S = applyMaterialMixins(BaseCls, mixinAlbedoColor, mixinTextureProps('normal'));
17
- let FEATURE_DOUBLE_SIDED_LIGHTING = 0;
18
- let FEATURE_OBJECT_SPACE_NORMALMAP = 0;
19
- const cls = class extends S {
20
- static lightMixed = true;
21
- _normalScale;
22
- constructor(){
23
- super();
24
- this._normalScale = 1;
25
- this.useFeature(FEATURE_DOUBLE_SIDED_LIGHTING, true);
26
- }
27
- copyFrom(other) {
28
- super.copyFrom(other);
29
- this.normalScale = other.normalScale;
30
- this.normalMapMode = other.normalMapMode;
31
- this.doubleSidedLighting = other.doubleSidedLighting;
32
- }
33
- get normalScale() {
34
- return this._normalScale;
35
- }
36
- set normalScale(val) {
37
- if (val !== this._normalScale) {
38
- this._normalScale = val;
39
- this.uniformChanged();
40
- }
41
- }
42
- get normalMapMode() {
43
- return this.featureUsed(FEATURE_OBJECT_SPACE_NORMALMAP);
44
- }
45
- set normalMapMode(val) {
46
- this.useFeature(FEATURE_OBJECT_SPACE_NORMALMAP, val);
47
- }
48
- /** true if double sided lighting is used */ get doubleSidedLighting() {
49
- return this.featureUsed(FEATURE_DOUBLE_SIDED_LIGHTING);
50
- }
51
- set doubleSidedLighting(val) {
52
- this.useFeature(FEATURE_DOUBLE_SIDED_LIGHTING, !!val);
53
- }
54
- /**
55
- * Calculates the normalized vector from world coordinates to the viewpoint.
56
- *
57
- * @param scope - Shader scope
58
- *
59
- * @returns The view vector
60
- */ calculateViewVector(scope, worldPos) {
61
- const pb = scope.$builder;
62
- return pb.normalize(pb.sub(ShaderHelper.getCameraPosition(scope), worldPos.xyz));
63
- }
64
- /**
65
- * Calculate the reflection vector of the view vector with respect to the normal.
66
- *
67
- * @param scope - Shader scope
68
- * @param normal - Surface normal
69
- * @param viewVec - The view vector
70
- * @returns The reflection vector
71
- */ calculateReflectionVector(scope, normal, viewVec) {
72
- const pb = scope.$builder;
73
- return pb.reflect(pb.neg(viewVec), normal);
74
- }
75
- /**
76
- * Calculate the normal vector for current fragment
77
- * @param scope - The shader scope
78
- * @returns Normal vector for current fragment
79
- */ calculateNormal(scope, worldPos, worldNormal, worldTangent, worldBinormal) {
80
- const pb = scope.$builder;
81
- const that = this;
82
- const args = [
83
- worldPos
84
- ];
85
- const params = [
86
- pb.vec3('worldPos')
87
- ];
88
- let funcName = 'Z_calculateNormal';
89
- if (worldNormal) {
90
- params.push(pb.vec3('worldNormal'));
91
- args.push(worldNormal);
92
- funcName += '_N';
93
- if (worldTangent && worldBinormal) {
94
- params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));
95
- args.push(worldTangent, worldBinormal);
96
- funcName += '_T';
97
- }
98
- }
99
- pb.func(funcName, params, function() {
100
- this.$l.uv = that.normalTexture ? that.getNormalTexCoord(this) ?? pb.vec2(0) : that.albedoTexture ? that.getAlbedoTexCoord(this) ?? pb.vec2(0) : pb.vec2(0);
101
- this.$l.TBN = that.calculateTBN(this, this.worldPos, this.worldNormal, this.worldTangent, this.worldBinormal);
102
- if (that.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT && that.normalTexture) {
103
- if (that.normalMapMode === 'object-space') {
104
- const pixel = pb.sub(pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2), pb.vec3(1));
105
- const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));
106
- this.$return(pb.normalize(normalTex));
107
- } else {
108
- const pixel = pb.sub(pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2), pb.vec3(1));
109
- const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));
110
- this.$return(pb.normalize(pb.mul(this.TBN, normalTex)));
111
- }
112
- } else {
113
- this.$return(this.TBN[2]);
114
- }
115
- });
116
- return pb.getGlobalScope()[funcName](...args);
117
- }
118
- /**
119
- * Normal scale uniform
120
- * @return Normal scale uniform
121
- */ getUniformNormalScale(scope) {
122
- return scope.zNormalScale;
123
- }
124
- /**
125
- * Calculate the normal vector for current fragment
126
- *
127
- * @param scope - The shader scope
128
- * @returns Structure that contains normal vector and TBN matrix
129
- */ calculateNormalAndTBN(scope, worldPos, worldNormal, worldTangent, worldBinormal) {
130
- const pb = scope.$builder;
131
- const NormalStruct = pb.defineStruct([
132
- pb.mat3('TBN'),
133
- pb.vec3('normal')
134
- ]);
135
- const that = this;
136
- const args = [
137
- worldPos.xyz
138
- ];
139
- const params = [
140
- pb.vec3('worldPos')
141
- ];
142
- let funcName = 'Z_calculateNormalAndTBN';
143
- if (worldNormal) {
144
- params.push(pb.vec3('worldNormal'));
145
- args.push(worldNormal);
146
- funcName += '_N';
147
- if (worldTangent && worldBinormal) {
148
- params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));
149
- args.push(worldTangent, worldBinormal);
150
- funcName += '_T';
151
- }
152
- }
153
- pb.func(funcName, params, function() {
154
- this.$l.uv = that.normalTexture ? that.getNormalTexCoord(this) ?? pb.vec2(0) : that.albedoTexture ? that.getAlbedoTexCoord(this) ?? pb.vec2(0) : pb.vec2(0);
155
- this.$l.TBN = that.calculateTBN(this, this.worldPos, this.worldNormal, this.worldTangent, this.worldBinormal);
156
- if (that.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT && that.normalTexture) {
157
- if (that.normalMapMode === 'object-space') {
158
- const pixel = pb.sub(pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2), pb.vec3(1));
159
- const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));
160
- this.$return(NormalStruct(this.TBN, pb.normalize(normalTex)));
161
- } else {
162
- const pixel = pb.sub(pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2), pb.vec3(1));
163
- const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));
164
- this.$return(NormalStruct(this.TBN, pb.normalize(pb.mul(this.TBN, normalTex))));
165
- }
166
- } else {
167
- this.$return(NormalStruct(this.TBN, this.TBN[2]));
168
- }
169
- });
170
- return pb.getGlobalScope()[funcName](...args);
171
- }
172
- /**
173
- * Calculate the TBN matrix
174
- *
175
- * @param scope - The shader scope
176
- * @returns TBN matrix
177
- */ calculateTBN(scope, worldPos, worldNormal, worldTangent, worldBinormal) {
178
- const pb = scope.$builder;
179
- const that = this;
180
- const args = [
181
- worldPos.xyz
182
- ];
183
- const params = [
184
- pb.vec3('worldPos')
185
- ];
186
- let funcName = 'Z_calculateTBN';
187
- if (worldNormal) {
188
- params.push(pb.vec3('worldNormal'));
189
- args.push(worldNormal);
190
- funcName += '_N';
191
- if (worldTangent && worldBinormal) {
192
- params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));
193
- args.push(worldTangent, worldBinormal);
194
- funcName += '_T';
195
- }
196
- }
197
- pb.func(funcName, params, function() {
198
- const posW = this.worldPos;
199
- this.$l.uv = that.normalTexture ? that.getNormalTexCoord(this) ?? pb.vec2(0) : that.albedoTexture ? that.getAlbedoTexCoord(this) ?? pb.vec2(0) : pb.vec2(0);
200
- this.$l.TBN = pb.mat3();
201
- if (!worldNormal) {
202
- this.$l.uv_dx = pb.dpdx(pb.vec3(this.uv, 0));
203
- this.$l.uv_dy = pb.dpdy(pb.vec3(this.uv, 0));
204
- this.$if(pb.lessThanEqual(pb.add(pb.length(this.uv_dx), pb.length(this.uv_dy)), 0.000001), function() {
205
- this.uv_dx = pb.vec3(1, 0, 0);
206
- this.uv_dy = pb.vec3(0, 1, 0);
207
- });
208
- this.$l.t_ = pb.div(pb.sub(pb.mul(pb.dpdx(posW), this.uv_dy.y), pb.mul(pb.dpdy(posW), this.uv_dx.y)), pb.sub(pb.mul(this.uv_dx.x, this.uv_dy.y), pb.mul(this.uv_dx.y, this.uv_dy.x)));
209
- this.$l.ng = pb.normalize(pb.cross(pb.dpdx(posW), pb.dpdy(posW)));
210
- this.$l.t = pb.normalize(pb.sub(this.t_, pb.mul(this.ng, pb.dot(this.ng, this.t_))));
211
- this.$l.b = pb.cross(this.ng, this.t);
212
- if (that.doubleSidedLighting) {
213
- this.$if(pb.not(this.$builtins.frontFacing), function() {
214
- this.t = pb.mul(this.t, -1);
215
- this.b = pb.mul(this.b, -1);
216
- this.ng = pb.mul(this.ng, -1);
217
- });
218
- }
219
- this.TBN = pb.mat3(this.t, this.b, this.ng);
220
- } else if (!worldTangent) {
221
- this.$l.uv_dx = pb.dpdx(pb.vec3(this.uv, 0));
222
- this.$l.uv_dy = pb.dpdy(pb.vec3(this.uv, 0));
223
- this.$if(pb.lessThanEqual(pb.add(pb.length(this.uv_dx), pb.length(this.uv_dy)), 0.000001), function() {
224
- this.uv_dx = pb.vec3(1, 0, 0);
225
- this.uv_dy = pb.vec3(0, 1, 0);
226
- });
227
- this.$l.t_ = pb.div(pb.sub(pb.mul(pb.dpdx(posW), this.uv_dy.y), pb.mul(pb.dpdy(posW), this.uv_dx.y)), pb.sub(pb.mul(this.uv_dx.x, this.uv_dy.y), pb.mul(this.uv_dx.y, this.uv_dy.x)));
228
- this.$l.ng = pb.normalize(this.worldNormal);
229
- this.$l.t = pb.normalize(pb.sub(this.t_, pb.mul(this.ng, pb.dot(this.ng, this.t_))));
230
- this.$l.b = pb.cross(this.ng, this.t);
231
- if (that.doubleSidedLighting) {
232
- this.$if(pb.not(this.$builtins.frontFacing), function() {
233
- this.t = pb.mul(this.t, -1);
234
- this.b = pb.mul(this.b, -1);
235
- this.ng = pb.mul(this.ng, -1);
236
- });
237
- }
238
- this.TBN = pb.mat3(this.t, this.b, this.ng);
239
- } else {
240
- this.$l.ng = pb.normalize(this.worldNormal);
241
- this.$l.t = pb.normalize(this.worldTangent);
242
- this.$l.b = pb.normalize(this.worldBinormal);
243
- if (that.doubleSidedLighting) {
244
- this.$if(pb.not(this.$builtins.frontFacing), function() {
245
- this.t = pb.mul(this.t, -1);
246
- this.b = pb.mul(this.b, -1);
247
- this.ng = pb.mul(this.ng, -1);
248
- });
249
- }
250
- this.TBN = pb.mat3(this.t, this.b, this.ng);
251
- }
252
- this.$return(this.TBN);
253
- });
254
- return pb.getGlobalScope()[funcName](...args);
255
- }
256
- /**
257
- * {@inheritDoc MeshMaterial.applyUniformsValues}
258
- * @override
259
- */ applyUniformValues(bindGroup, ctx, pass) {
260
- super.applyUniformValues(bindGroup, ctx, pass);
261
- if (ctx.renderPass.type === RENDER_PASS_TYPE_LIGHT) {
262
- if (this.normalTexture) {
263
- bindGroup.setValue('zNormalScale', this._normalScale);
264
- }
265
- }
266
- }
267
- /**
268
- * Check if the environment lighting should be calculated.
269
- *
270
- * @returns true Environment lighting should be calculated, otherwise false
271
- */ needCalculateEnvLight() {
272
- return this.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT && this.drawContext.drawEnvLight;
273
- }
274
- /**
275
- * Get irradiance of current environment light
276
- *
277
- * @param scope - Shader scope
278
- * @param normal - Fragment normal vector
279
- *
280
- * @returns Irradiance of current environment light of type vec3
281
- */ getEnvLightIrradiance(scope, normal) {
282
- if (!this.needCalculateEnvLight()) {
283
- console.warn('getEnvLightIrradiance(): No need to calculate environment lighting');
284
- return scope.$builder.vec3(0);
285
- }
286
- return this.drawContext.env.light.envLight.hasIrradiance() ? scope.$builder.mul(this.drawContext.env.light.envLight.getIrradiance(scope, normal).rgb, ShaderHelper.getEnvLightStrength(scope)) : scope.$builder.vec3(0);
287
- }
288
- /**
289
- * Get Radiance of current environment light
290
- *
291
- * @param scope - Shader scope
292
- * @param reflectVec - The reflection vector
293
- * @param roughness - Roughness value of current fragment
294
- *
295
- * @returns Radiance of current environment light of type vec3
296
- */ getEnvLightRadiance(scope, reflectVec, roughness) {
297
- if (!this.needCalculateEnvLight()) {
298
- console.warn('getEnvLightRadiance(): No need to calculate environment lighting');
299
- return scope.$builder.vec3(0);
300
- }
301
- return this.drawContext.env.light.envLight.hasRadiance() ? scope.$builder.mul(this.drawContext.env.light.envLight.getRadiance(scope, reflectVec, roughness).rgb, ShaderHelper.getEnvLightStrength(scope)) : scope.$builder.vec3(0);
302
- }
303
- /**
304
- * Checks if shadow should be computed
305
- *
306
- * @returns true if shadow should be computed, other wise false
307
- */ needCalculateShadow() {
308
- return this.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT && !!this.drawContext.currentShadowLight;
309
- }
310
- /**
311
- * Calculates shadow of current fragment
312
- *
313
- * @param scope - Shader scope
314
- * @param NoL - NdotL vector
315
- * @returns Shadow of current fragment, 1 means no shadow and 0 means full shadowed.
316
- */ calculateShadow(scope, worldPos, NoL) {
317
- const pb = scope.$builder;
318
- if (!this.needCalculateShadow()) {
319
- console.warn('calculateShadow(): No need to calculate shadow');
320
- return pb.float(1);
321
- }
322
- return ShaderHelper.calculateShadow(scope, worldPos, NoL, this.drawContext);
323
- }
324
- getClusterIndex(scope, fragCoord) {
325
- const pb = scope.$builder;
326
- const funcName = 'lm_getClusterIndex';
327
- pb.func(funcName, [
328
- pb.vec3('fragCoord')
329
- ], function() {
330
- const clusterParams = ShaderHelper.getClusterParams(this);
331
- const countParams = ShaderHelper.getCountParams(this);
332
- this.$l.zTile = pb.int(pb.max(pb.add(pb.mul(pb.log2(ShaderHelper.nonLinearDepthToLinear(this, this.fragCoord.z)), clusterParams.z), clusterParams.w), 0));
333
- this.$l.f = pb.vec2(this.fragCoord.x, pb.sub(clusterParams.y, pb.add(this.fragCoord.y, 1)));
334
- this.$l.xyTile = pb.ivec2(pb.div(this.f, pb.div(clusterParams.xy, pb.vec2(countParams.xy))));
335
- this.$return(pb.ivec3(this.xyTile, this.zTile));
336
- });
337
- return pb.getGlobalScope()[funcName](fragCoord);
338
- }
339
- calculatePointLightAttenuation(scope, worldPos, posRange) {
340
- const pb = scope.$builder;
341
- const funcName = 'Z_calculatePointLightAttenuation';
342
- pb.func(funcName, [
343
- pb.vec3('worldPos'),
344
- pb.vec4('posRange')
345
- ], function() {
346
- this.$l.dist = pb.distance(this.posRange.xyz, this.worldPos);
347
- this.$l.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, this.posRange.w)));
348
- this.$return(pb.mul(this.falloff, this.falloff));
349
- });
350
- return pb.getGlobalScope()[funcName](worldPos, posRange);
351
- }
352
- calculateSpotLightAttenuation(scope, worldPos, posRange, dirCutoff) {
353
- const pb = scope.$builder;
354
- const funcName = 'Z_calculateSpotLightAttenuation';
355
- pb.func(funcName, [
356
- pb.vec3('worldPos'),
357
- pb.vec4('posRange'),
358
- pb.vec4('dirCutoff')
359
- ], function() {
360
- this.$l.dist = pb.distance(this.posRange.xyz, this.worldPos);
361
- this.$l.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, this.posRange.w)));
362
- this.$l.spotFactor = pb.dot(pb.normalize(pb.sub(this.worldPos, this.posRange.xyz)), this.dirCutoff.xyz);
363
- this.spotFactor = pb.smoothStep(this.dirCutoff.w, pb.mix(this.dirCutoff.w, 1, 0.5), this.spotFactor);
364
- this.$return(pb.mul(this.spotFactor, this.falloff, this.falloff));
365
- });
366
- return pb.getGlobalScope()[funcName](worldPos, posRange, dirCutoff);
367
- }
368
- calculateLightAttenuation(scope, type, worldPos, posRange, dirCutoff) {
369
- const pb = scope.$builder;
370
- return scope.$choice(pb.equal(type, LIGHT_TYPE_DIRECTIONAL), pb.float(1), scope.$choice(pb.equal(type, LIGHT_TYPE_POINT), this.calculatePointLightAttenuation(scope, worldPos.xyz, posRange), this.calculateSpotLightAttenuation(scope, worldPos.xyz, posRange, dirCutoff)));
371
- }
372
- calculateLightDirection(scope, type, worldPos, posRange, dirCutoff) {
373
- const pb = scope.$builder;
374
- return scope.$choice(pb.equal(type, LIGHT_TYPE_DIRECTIONAL), pb.neg(dirCutoff.xyz), pb.normalize(pb.sub(posRange.xyz, worldPos.xyz)));
375
- }
376
- forEachLight(scope, callback) {
377
- const pb = scope.$builder;
378
- const that = this;
379
- if (that.drawContext.renderPass.type !== RENDER_PASS_TYPE_LIGHT) {
380
- console.warn('LitMaterial.forEachLight(): must be called in forward render pass');
381
- return;
382
- }
383
- if (that.drawContext.currentShadowLight) {
384
- const posRange = scope.light.positionAndRange;
385
- const dirCutoff = scope.light.directionAndCutoff;
386
- const colorIntensity = scope.light.diffuseAndIntensity;
387
- scope.$scope(function() {
388
- const lightType = scope.$choice(pb.lessThan(posRange.w, 0), pb.int(LIGHT_TYPE_DIRECTIONAL), scope.$choice(pb.lessThan(dirCutoff.w, 0), pb.int(LIGHT_TYPE_POINT), pb.int(LIGHT_TYPE_SPOT)));
389
- callback.call(this, lightType, posRange, dirCutoff, colorIntensity, true);
390
- });
391
- } else {
392
- scope.$scope(function() {
393
- const countParams = ShaderHelper.getCountParams(this);
394
- this.$l.cluster = that.getClusterIndex(this, this.$builtins.fragCoord.xyz);
395
- this.$l.clusterIndex = pb.add(this.cluster.x, pb.mul(this.cluster.y, countParams.x), pb.mul(this.cluster.z, countParams.x, countParams.y));
396
- this.$l.texSize = scope.light.lightIndexTexSize;
397
- if (pb.getDevice().type === 'webgl') {
398
- this.$l.texCoordX = pb.div(pb.add(pb.mod(pb.float(this.clusterIndex), pb.float(this.texSize.x)), 0.5), pb.float(this.texSize.x));
399
- this.$l.texCoordY = pb.div(pb.add(pb.float(pb.div(this.clusterIndex, this.texSize.x)), 0.5), pb.float(this.texSize.y));
400
- this.$l.samp = pb.textureSample(ShaderHelper.getClusteredLightIndexTexture(this), pb.vec2(this.texCoordX, this.texCoordY));
401
- } else {
402
- this.$l.texCoordX = pb.mod(this.clusterIndex, this.texSize.x);
403
- this.$l.texCoordY = pb.div(this.clusterIndex, this.texSize.x);
404
- this.$l.samp = pb.textureLoad(ShaderHelper.getClusteredLightIndexTexture(this), pb.ivec2(this.texCoordX, this.texCoordY), 0);
405
- }
406
- if (pb.getDevice().type === 'webgl') {
407
- this.$for(pb.int('i'), 0, 4, function() {
408
- this.$l.k = this.samp.at(this.i);
409
- this.$l.lights = pb.int[2]();
410
- this.$l.lights[0] = pb.int(pb.mod(this.k, 256));
411
- this.$l.lights[1] = pb.int(pb.div(this.k, 256));
412
- this.$for(pb.int('k'), 0, 2, function() {
413
- this.$l.li = this.lights.at(this.k);
414
- this.$if(pb.greaterThan(this.li, 0), function() {
415
- this.$for(pb.int('j'), 1, 256, function() {
416
- this.$if(pb.equal(this.j, this.li), function() {
417
- this.$l.positionRange = ShaderHelper.getLightPositionAndRange(this, this.j);
418
- this.$l.directionCutoff = ShaderHelper.getLightDirectionAndCutoff(this, this.j);
419
- this.$l.diffuseIntensity = ShaderHelper.getLightColorAndIntensity(this, this.j);
420
- this.$l.lightType = this.$choice(pb.lessThan(this.positionRange.w, 0), pb.int(LIGHT_TYPE_DIRECTIONAL), this.$choice(pb.lessThan(this.directionCutoff.w, 0), pb.int(LIGHT_TYPE_POINT), pb.int(LIGHT_TYPE_SPOT)));
421
- this.$scope(function() {
422
- callback.call(this, this.lightType, this.positionRange, this.directionCutoff, this.diffuseIntensity, false);
423
- });
424
- this.$break();
425
- });
426
- });
427
- });
428
- });
429
- });
430
- } else {
431
- this.$for(pb.uint('i'), 0, 4, function() {
432
- this.$for(pb.uint('k'), 0, 4, function() {
433
- this.$l.c = pb.compAnd(pb.sar(this.samp.at(this.i), pb.mul(this.k, 8)), 0xff);
434
- this.$if(pb.greaterThan(this.c, 0), function() {
435
- this.$l.positionRange = ShaderHelper.getLightPositionAndRange(this, this.c);
436
- this.$l.directionCutoff = ShaderHelper.getLightDirectionAndCutoff(this, this.c);
437
- this.$l.diffuseIntensity = ShaderHelper.getLightColorAndIntensity(this, this.c);
438
- this.$l.lightType = this.$choice(pb.lessThan(this.positionRange.w, 0), pb.int(LIGHT_TYPE_DIRECTIONAL), this.$choice(pb.lessThan(this.directionCutoff.w, 0), pb.int(LIGHT_TYPE_POINT), pb.int(LIGHT_TYPE_SPOT)));
439
- this.$scope(function() {
440
- callback.call(this, this.lightType, this.positionRange, this.directionCutoff, this.diffuseIntensity, false);
441
- });
442
- });
443
- });
444
- });
445
- }
446
- });
447
- }
448
- }
449
- /**
450
- * Fragment shader implementation
451
- *
452
- * @param scope - Shader scope
453
- * @returns Calucated fragment color
454
- */ fragmentShader(scope) {
455
- super.fragmentShader(scope);
456
- const pb = scope.$builder;
457
- if (this.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT) {
458
- if (this.normalTexture) {
459
- scope.zNormalScale = pb.float().uniform(2);
460
- }
461
- }
462
- }
463
- /**
464
- * {@inheritDoc Material.supportLighting}
465
- * @override
466
- */ supportLighting() {
467
- return true;
468
- }
469
- };
470
- FEATURE_DOUBLE_SIDED_LIGHTING = cls.defineFeature();
471
- FEATURE_OBJECT_SPACE_NORMALMAP = cls.defineFeature();
472
- return cls;
473
- }
474
-
475
- export { mixinLight };
476
- //# sourceMappingURL=lit.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"lit.js","sources":["../../../../src/material/mixins/lit.ts"],"sourcesContent":["import type { BindGroup, PBFunctionScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport {\r\n LIGHT_TYPE_DIRECTIONAL,\r\n LIGHT_TYPE_POINT,\r\n LIGHT_TYPE_SPOT,\r\n RENDER_PASS_TYPE_LIGHT\r\n} from '../../values';\r\nimport type { DrawContext } from '../../render';\r\nimport type { MeshMaterial } from '../meshmaterial';\r\nimport { applyMaterialMixins } from '../meshmaterial';\r\nimport type { TextureMixinInstanceTypes } from './texture';\r\nimport { mixinTextureProps } from './texture';\r\nimport type { IMixinAlbedoColor } from './albedocolor';\r\nimport { mixinAlbedoColor } from './albedocolor';\r\nimport { ShaderHelper } from '../shader/helper';\r\n\r\n/**\r\n * Interface for light mixin\r\n * @public\r\n */\r\nexport type IMixinLight = {\r\n normalScale: number;\r\n normalMapMode: 'tangent-space' | 'object-space';\r\n doubleSidedLighting: boolean;\r\n needCalculateEnvLight(): boolean;\r\n getUniformNormalScale(scope: PBInsideFunctionScope): PBShaderExp;\r\n getEnvLightIrradiance(scope: PBInsideFunctionScope, normal: PBShaderExp): PBShaderExp;\r\n getEnvLightRadiance(\r\n scope: PBInsideFunctionScope,\r\n reflectVec: PBShaderExp,\r\n roughness: PBShaderExp\r\n ): PBShaderExp;\r\n calculateViewVector(scope: PBInsideFunctionScope, worldPos: PBShaderExp): PBShaderExp;\r\n calculateReflectionVector(\r\n scope: PBInsideFunctionScope,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp\r\n ): PBShaderExp;\r\n calculateTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp;\r\n calculateNormal(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp;\r\n calculateNormalAndTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp;\r\n calculateLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ): PBShaderExp;\r\n calculateLightDirection(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ): PBShaderExp;\r\n calculateShadow(scope: PBInsideFunctionScope, worldPos: PBShaderExp, NoL: PBShaderExp): PBShaderExp;\r\n forEachLight(\r\n scope: PBInsideFunctionScope,\r\n callback: (\r\n this: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp,\r\n colorIntensity: PBShaderExp,\r\n shadow: boolean\r\n ) => void\r\n ): void;\r\n} & TextureMixinInstanceTypes<['normal']> &\r\n IMixinAlbedoColor;\r\n\r\n/**\r\n * Light mixin\r\n * @param BaseCls - class to mix in\r\n * @returns Mixed class\r\n * @public\r\n */\r\nexport function mixinLight<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).lightMixed) {\r\n return BaseCls as T & { new (...args: any[]): IMixinLight };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinAlbedoColor, mixinTextureProps('normal'));\r\n let FEATURE_DOUBLE_SIDED_LIGHTING = 0;\r\n let FEATURE_OBJECT_SPACE_NORMALMAP = 0;\r\n const cls = class extends S {\r\n static readonly lightMixed = true;\r\n private _normalScale: number;\r\n constructor() {\r\n super();\r\n this._normalScale = 1;\r\n this.useFeature(FEATURE_DOUBLE_SIDED_LIGHTING, true);\r\n }\r\n copyFrom(other: this): void {\r\n super.copyFrom(other);\r\n this.normalScale = other.normalScale;\r\n this.normalMapMode = other.normalMapMode;\r\n this.doubleSidedLighting = other.doubleSidedLighting;\r\n }\r\n get normalScale(): number {\r\n return this._normalScale;\r\n }\r\n set normalScale(val: number) {\r\n if (val !== this._normalScale) {\r\n this._normalScale = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n get normalMapMode(): 'tangent-space' | 'object-space' {\r\n return this.featureUsed(FEATURE_OBJECT_SPACE_NORMALMAP);\r\n }\r\n set normalMapMode(val: 'tangent-space' | 'object-space') {\r\n this.useFeature(FEATURE_OBJECT_SPACE_NORMALMAP, val);\r\n }\r\n /** true if double sided lighting is used */\r\n get doubleSidedLighting(): boolean {\r\n return this.featureUsed(FEATURE_DOUBLE_SIDED_LIGHTING);\r\n }\r\n set doubleSidedLighting(val: boolean) {\r\n this.useFeature(FEATURE_DOUBLE_SIDED_LIGHTING, !!val);\r\n }\r\n /**\r\n * Calculates the normalized vector from world coordinates to the viewpoint.\r\n *\r\n * @param scope - Shader scope\r\n *\r\n * @returns The view vector\r\n */\r\n calculateViewVector(scope: PBInsideFunctionScope, worldPos: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n return pb.normalize(pb.sub(ShaderHelper.getCameraPosition(scope), worldPos.xyz));\r\n }\r\n /**\r\n * Calculate the reflection vector of the view vector with respect to the normal.\r\n *\r\n * @param scope - Shader scope\r\n * @param normal - Surface normal\r\n * @param viewVec - The view vector\r\n * @returns The reflection vector\r\n */\r\n calculateReflectionVector(\r\n scope: PBInsideFunctionScope,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp\r\n ): PBShaderExp {\r\n const pb = scope.$builder;\r\n return pb.reflect(pb.neg(viewVec), normal);\r\n }\r\n /**\r\n * Calculate the normal vector for current fragment\r\n * @param scope - The shader scope\r\n * @returns Normal vector for current fragment\r\n */\r\n calculateNormal(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const args: PBShaderExp[] = [worldPos];\r\n const params: PBShaderExp[] = [pb.vec3('worldPos')];\r\n let funcName = 'Z_calculateNormal';\r\n if (worldNormal) {\r\n params.push(pb.vec3('worldNormal'));\r\n args.push(worldNormal);\r\n funcName += '_N';\r\n if (worldTangent && worldBinormal) {\r\n params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));\r\n args.push(worldTangent, worldBinormal);\r\n funcName += '_T';\r\n }\r\n }\r\n pb.func(funcName, params, function () {\r\n this.$l.uv = that.normalTexture\r\n ? that.getNormalTexCoord(this) ?? pb.vec2(0)\r\n : that.albedoTexture\r\n ? that.getAlbedoTexCoord(this) ?? pb.vec2(0)\r\n : pb.vec2(0);\r\n this.$l.TBN = that.calculateTBN(\r\n this,\r\n this.worldPos,\r\n this.worldNormal,\r\n this.worldTangent,\r\n this.worldBinormal\r\n );\r\n if (that.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT && that.normalTexture) {\r\n if (that.normalMapMode === 'object-space') {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));\r\n this.$return(pb.normalize(normalTex));\r\n } else {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));\r\n this.$return(pb.normalize(pb.mul(this.TBN, normalTex)));\r\n }\r\n } else {\r\n this.$return(this.TBN[2]);\r\n }\r\n });\r\n return pb.getGlobalScope()[funcName](...args);\r\n }\r\n /**\r\n * Normal scale uniform\r\n * @return Normal scale uniform\r\n */\r\n getUniformNormalScale(scope: PBInsideFunctionScope): PBShaderExp {\r\n return scope.zNormalScale;\r\n }\r\n /**\r\n * Calculate the normal vector for current fragment\r\n *\r\n * @param scope - The shader scope\r\n * @returns Structure that contains normal vector and TBN matrix\r\n */\r\n calculateNormalAndTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp {\r\n const pb = scope.$builder;\r\n const NormalStruct = pb.defineStruct([pb.mat3('TBN'), pb.vec3('normal')]);\r\n const that = this;\r\n const args: PBShaderExp[] = [worldPos.xyz];\r\n const params: PBShaderExp[] = [pb.vec3('worldPos')];\r\n let funcName = 'Z_calculateNormalAndTBN';\r\n if (worldNormal) {\r\n params.push(pb.vec3('worldNormal'));\r\n args.push(worldNormal);\r\n funcName += '_N';\r\n if (worldTangent && worldBinormal) {\r\n params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));\r\n args.push(worldTangent, worldBinormal);\r\n funcName += '_T';\r\n }\r\n }\r\n pb.func(funcName, params, function () {\r\n this.$l.uv = that.normalTexture\r\n ? that.getNormalTexCoord(this) ?? pb.vec2(0)\r\n : that.albedoTexture\r\n ? that.getAlbedoTexCoord(this) ?? pb.vec2(0)\r\n : pb.vec2(0);\r\n this.$l.TBN = that.calculateTBN(\r\n this,\r\n this.worldPos,\r\n this.worldNormal,\r\n this.worldTangent,\r\n this.worldBinormal\r\n );\r\n if (that.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT && that.normalTexture) {\r\n if (that.normalMapMode === 'object-space') {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));\r\n this.$return(NormalStruct(this.TBN, pb.normalize(normalTex)));\r\n } else {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));\r\n this.$return(NormalStruct(this.TBN, pb.normalize(pb.mul(this.TBN, normalTex))));\r\n }\r\n } else {\r\n this.$return(NormalStruct(this.TBN, this.TBN[2]));\r\n }\r\n });\r\n return pb.getGlobalScope()[funcName](...args);\r\n }\r\n /**\r\n * Calculate the TBN matrix\r\n *\r\n * @param scope - The shader scope\r\n * @returns TBN matrix\r\n */\r\n calculateTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const args: PBShaderExp[] = [worldPos.xyz];\r\n const params: PBShaderExp[] = [pb.vec3('worldPos')];\r\n let funcName = 'Z_calculateTBN';\r\n if (worldNormal) {\r\n params.push(pb.vec3('worldNormal'));\r\n args.push(worldNormal);\r\n funcName += '_N';\r\n if (worldTangent && worldBinormal) {\r\n params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));\r\n args.push(worldTangent, worldBinormal);\r\n funcName += '_T';\r\n }\r\n }\r\n pb.func(funcName, params, function () {\r\n const posW = this.worldPos;\r\n this.$l.uv = that.normalTexture\r\n ? that.getNormalTexCoord(this) ?? pb.vec2(0)\r\n : that.albedoTexture\r\n ? that.getAlbedoTexCoord(this) ?? pb.vec2(0)\r\n : pb.vec2(0);\r\n this.$l.TBN = pb.mat3();\r\n if (!worldNormal) {\r\n this.$l.uv_dx = pb.dpdx(pb.vec3(this.uv, 0));\r\n this.$l.uv_dy = pb.dpdy(pb.vec3(this.uv, 0));\r\n this.$if(\r\n pb.lessThanEqual(pb.add(pb.length(this.uv_dx), pb.length(this.uv_dy)), 0.000001),\r\n function () {\r\n this.uv_dx = pb.vec3(1, 0, 0);\r\n this.uv_dy = pb.vec3(0, 1, 0);\r\n }\r\n );\r\n this.$l.t_ = pb.div(\r\n pb.sub(pb.mul(pb.dpdx(posW), this.uv_dy.y), pb.mul(pb.dpdy(posW), this.uv_dx.y)),\r\n pb.sub(pb.mul(this.uv_dx.x, this.uv_dy.y), pb.mul(this.uv_dx.y, this.uv_dy.x))\r\n );\r\n this.$l.ng = pb.normalize(pb.cross(pb.dpdx(posW), pb.dpdy(posW)));\r\n this.$l.t = pb.normalize(pb.sub(this.t_, pb.mul(this.ng, pb.dot(this.ng, this.t_))));\r\n this.$l.b = pb.cross(this.ng, this.t);\r\n if (that.doubleSidedLighting) {\r\n this.$if(pb.not(this.$builtins.frontFacing), function () {\r\n this.t = pb.mul(this.t, -1);\r\n this.b = pb.mul(this.b, -1);\r\n this.ng = pb.mul(this.ng, -1);\r\n });\r\n }\r\n this.TBN = pb.mat3(this.t, this.b, this.ng);\r\n } else if (!worldTangent) {\r\n this.$l.uv_dx = pb.dpdx(pb.vec3(this.uv, 0));\r\n this.$l.uv_dy = pb.dpdy(pb.vec3(this.uv, 0));\r\n this.$if(\r\n pb.lessThanEqual(pb.add(pb.length(this.uv_dx), pb.length(this.uv_dy)), 0.000001),\r\n function () {\r\n this.uv_dx = pb.vec3(1, 0, 0);\r\n this.uv_dy = pb.vec3(0, 1, 0);\r\n }\r\n );\r\n this.$l.t_ = pb.div(\r\n pb.sub(pb.mul(pb.dpdx(posW), this.uv_dy.y), pb.mul(pb.dpdy(posW), this.uv_dx.y)),\r\n pb.sub(pb.mul(this.uv_dx.x, this.uv_dy.y), pb.mul(this.uv_dx.y, this.uv_dy.x))\r\n );\r\n this.$l.ng = pb.normalize(this.worldNormal);\r\n this.$l.t = pb.normalize(pb.sub(this.t_, pb.mul(this.ng, pb.dot(this.ng, this.t_))));\r\n this.$l.b = pb.cross(this.ng, this.t);\r\n if (that.doubleSidedLighting) {\r\n this.$if(pb.not(this.$builtins.frontFacing), function () {\r\n this.t = pb.mul(this.t, -1);\r\n this.b = pb.mul(this.b, -1);\r\n this.ng = pb.mul(this.ng, -1);\r\n });\r\n }\r\n this.TBN = pb.mat3(this.t, this.b, this.ng);\r\n } else {\r\n this.$l.ng = pb.normalize(this.worldNormal);\r\n this.$l.t = pb.normalize(this.worldTangent);\r\n this.$l.b = pb.normalize(this.worldBinormal);\r\n if (that.doubleSidedLighting) {\r\n this.$if(pb.not(this.$builtins.frontFacing), function () {\r\n this.t = pb.mul(this.t, -1);\r\n this.b = pb.mul(this.b, -1);\r\n this.ng = pb.mul(this.ng, -1);\r\n });\r\n }\r\n this.TBN = pb.mat3(this.t, this.b, this.ng);\r\n }\r\n this.$return(this.TBN);\r\n });\r\n return pb.getGlobalScope()[funcName](...args);\r\n }\r\n /**\r\n * {@inheritDoc MeshMaterial.applyUniformsValues}\r\n * @override\r\n */\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number): void {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n if (ctx.renderPass.type === RENDER_PASS_TYPE_LIGHT) {\r\n if (this.normalTexture) {\r\n bindGroup.setValue('zNormalScale', this._normalScale);\r\n }\r\n }\r\n }\r\n /**\r\n * Check if the environment lighting should be calculated.\r\n *\r\n * @returns true Environment lighting should be calculated, otherwise false\r\n */\r\n needCalculateEnvLight(): boolean {\r\n return this.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT && this.drawContext.drawEnvLight;\r\n }\r\n /**\r\n * Get irradiance of current environment light\r\n *\r\n * @param scope - Shader scope\r\n * @param normal - Fragment normal vector\r\n *\r\n * @returns Irradiance of current environment light of type vec3\r\n */\r\n getEnvLightIrradiance(scope: PBInsideFunctionScope, normal: PBShaderExp): PBShaderExp {\r\n if (!this.needCalculateEnvLight()) {\r\n console.warn('getEnvLightIrradiance(): No need to calculate environment lighting');\r\n return scope.$builder.vec3(0);\r\n }\r\n return this.drawContext.env.light.envLight.hasIrradiance()\r\n ? scope.$builder.mul(\r\n this.drawContext.env.light.envLight.getIrradiance(scope, normal).rgb,\r\n ShaderHelper.getEnvLightStrength(scope)\r\n )\r\n : scope.$builder.vec3(0);\r\n }\r\n /**\r\n * Get Radiance of current environment light\r\n *\r\n * @param scope - Shader scope\r\n * @param reflectVec - The reflection vector\r\n * @param roughness - Roughness value of current fragment\r\n *\r\n * @returns Radiance of current environment light of type vec3\r\n */\r\n getEnvLightRadiance(\r\n scope: PBInsideFunctionScope,\r\n reflectVec: PBShaderExp,\r\n roughness: PBShaderExp\r\n ): PBShaderExp {\r\n if (!this.needCalculateEnvLight()) {\r\n console.warn('getEnvLightRadiance(): No need to calculate environment lighting');\r\n return scope.$builder.vec3(0);\r\n }\r\n return this.drawContext.env.light.envLight.hasRadiance()\r\n ? scope.$builder.mul(\r\n this.drawContext.env.light.envLight.getRadiance(scope, reflectVec, roughness).rgb,\r\n ShaderHelper.getEnvLightStrength(scope)\r\n )\r\n : scope.$builder.vec3(0);\r\n }\r\n /**\r\n * Checks if shadow should be computed\r\n *\r\n * @returns true if shadow should be computed, other wise false\r\n */\r\n protected needCalculateShadow(): boolean {\r\n return (\r\n this.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT && !!this.drawContext.currentShadowLight\r\n );\r\n }\r\n /**\r\n * Calculates shadow of current fragment\r\n *\r\n * @param scope - Shader scope\r\n * @param NoL - NdotL vector\r\n * @returns Shadow of current fragment, 1 means no shadow and 0 means full shadowed.\r\n */\r\n calculateShadow(scope: PBInsideFunctionScope, worldPos: PBShaderExp, NoL: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n if (!this.needCalculateShadow()) {\r\n console.warn('calculateShadow(): No need to calculate shadow');\r\n return pb.float(1);\r\n }\r\n return ShaderHelper.calculateShadow(scope, worldPos, NoL, this.drawContext);\r\n }\r\n private getClusterIndex(scope: PBInsideFunctionScope, fragCoord: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const funcName = 'lm_getClusterIndex';\r\n pb.func(funcName, [pb.vec3('fragCoord')], function () {\r\n const clusterParams = ShaderHelper.getClusterParams(this);\r\n const countParams = ShaderHelper.getCountParams(this);\r\n this.$l.zTile = pb.int(\r\n pb.max(\r\n pb.add(\r\n pb.mul(pb.log2(ShaderHelper.nonLinearDepthToLinear(this, this.fragCoord.z)), clusterParams.z),\r\n clusterParams.w\r\n ),\r\n 0\r\n )\r\n );\r\n this.$l.f = pb.vec2(this.fragCoord.x, pb.sub(clusterParams.y, pb.add(this.fragCoord.y, 1)));\r\n this.$l.xyTile = pb.ivec2(pb.div(this.f, pb.div(clusterParams.xy, pb.vec2(countParams.xy))));\r\n this.$return(pb.ivec3(this.xyTile, this.zTile));\r\n });\r\n return pb.getGlobalScope()[funcName](fragCoord);\r\n }\r\n protected calculatePointLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_calculatePointLightAttenuation';\r\n pb.func(funcName, [pb.vec3('worldPos'), pb.vec4('posRange')], function () {\r\n this.$l.dist = pb.distance(this.posRange.xyz, this.worldPos);\r\n this.$l.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, this.posRange.w)));\r\n this.$return(pb.mul(this.falloff, this.falloff));\r\n });\r\n return pb.getGlobalScope()[funcName](worldPos, posRange);\r\n }\r\n protected calculateSpotLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_calculateSpotLightAttenuation';\r\n pb.func(funcName, [pb.vec3('worldPos'), pb.vec4('posRange'), pb.vec4('dirCutoff')], function () {\r\n this.$l.dist = pb.distance(this.posRange.xyz, this.worldPos);\r\n this.$l.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, this.posRange.w)));\r\n this.$l.spotFactor = pb.dot(\r\n pb.normalize(pb.sub(this.worldPos, this.posRange.xyz)),\r\n this.dirCutoff.xyz\r\n );\r\n this.spotFactor = pb.smoothStep(this.dirCutoff.w, pb.mix(this.dirCutoff.w, 1, 0.5), this.spotFactor);\r\n this.$return(pb.mul(this.spotFactor, this.falloff, this.falloff));\r\n });\r\n return pb.getGlobalScope()[funcName](worldPos, posRange, dirCutoff);\r\n }\r\n calculateLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ): PBShaderExp {\r\n const pb = scope.$builder;\r\n return scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_DIRECTIONAL),\r\n pb.float(1),\r\n scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_POINT),\r\n this.calculatePointLightAttenuation(scope, worldPos.xyz, posRange),\r\n this.calculateSpotLightAttenuation(scope, worldPos.xyz, posRange, dirCutoff)\r\n )\r\n );\r\n }\r\n calculateLightDirection(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ): PBShaderExp {\r\n const pb = scope.$builder;\r\n return scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_DIRECTIONAL),\r\n pb.neg(dirCutoff.xyz),\r\n pb.normalize(pb.sub(posRange.xyz, worldPos.xyz))\r\n );\r\n }\r\n forEachLight(\r\n scope: PBInsideFunctionScope,\r\n callback: (\r\n this: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp,\r\n colorIntensity: PBShaderExp,\r\n shadow: boolean\r\n ) => void\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n if (that.drawContext.renderPass.type !== RENDER_PASS_TYPE_LIGHT) {\r\n console.warn('LitMaterial.forEachLight(): must be called in forward render pass');\r\n return;\r\n }\r\n if (that.drawContext.currentShadowLight) {\r\n const posRange = scope.light.positionAndRange;\r\n const dirCutoff = scope.light.directionAndCutoff;\r\n const colorIntensity = scope.light.diffuseAndIntensity;\r\n scope.$scope(function () {\r\n const lightType = scope.$choice(\r\n pb.lessThan(posRange.w, 0),\r\n pb.int(LIGHT_TYPE_DIRECTIONAL),\r\n scope.$choice(pb.lessThan(dirCutoff.w, 0), pb.int(LIGHT_TYPE_POINT), pb.int(LIGHT_TYPE_SPOT))\r\n );\r\n callback.call(this, lightType, posRange, dirCutoff, colorIntensity, true);\r\n });\r\n } else {\r\n scope.$scope(function () {\r\n const countParams = ShaderHelper.getCountParams(this);\r\n this.$l.cluster = that.getClusterIndex(this, this.$builtins.fragCoord.xyz);\r\n this.$l.clusterIndex = pb.add(\r\n this.cluster.x,\r\n pb.mul(this.cluster.y, countParams.x),\r\n pb.mul(this.cluster.z, countParams.x, countParams.y)\r\n );\r\n this.$l.texSize = scope.light.lightIndexTexSize;\r\n if (pb.getDevice().type === 'webgl') {\r\n this.$l.texCoordX = pb.div(\r\n pb.add(pb.mod(pb.float(this.clusterIndex), pb.float(this.texSize.x)), 0.5),\r\n pb.float(this.texSize.x)\r\n );\r\n this.$l.texCoordY = pb.div(\r\n pb.add(pb.float(pb.div(this.clusterIndex, this.texSize.x)), 0.5),\r\n pb.float(this.texSize.y)\r\n );\r\n this.$l.samp = pb.textureSample(\r\n ShaderHelper.getClusteredLightIndexTexture(this),\r\n pb.vec2(this.texCoordX, this.texCoordY)\r\n );\r\n } else {\r\n this.$l.texCoordX = pb.mod(this.clusterIndex, this.texSize.x);\r\n this.$l.texCoordY = pb.div(this.clusterIndex, this.texSize.x);\r\n this.$l.samp = pb.textureLoad(\r\n ShaderHelper.getClusteredLightIndexTexture(this),\r\n pb.ivec2(this.texCoordX, this.texCoordY),\r\n 0\r\n );\r\n }\r\n if (pb.getDevice().type === 'webgl') {\r\n this.$for(pb.int('i'), 0, 4, function () {\r\n this.$l.k = this.samp.at(this.i);\r\n this.$l.lights = pb.int[2]();\r\n this.$l.lights[0] = pb.int(pb.mod(this.k, 256));\r\n this.$l.lights[1] = pb.int(pb.div(this.k, 256));\r\n this.$for(pb.int('k'), 0, 2, function () {\r\n this.$l.li = this.lights.at(this.k);\r\n this.$if(pb.greaterThan(this.li, 0), function () {\r\n this.$for(pb.int('j'), 1, 256, function () {\r\n this.$if(pb.equal(this.j, this.li), function () {\r\n this.$l.positionRange = ShaderHelper.getLightPositionAndRange(this, this.j);\r\n this.$l.directionCutoff = ShaderHelper.getLightDirectionAndCutoff(this, this.j);\r\n this.$l.diffuseIntensity = ShaderHelper.getLightColorAndIntensity(this, this.j);\r\n this.$l.lightType = this.$choice(\r\n pb.lessThan(this.positionRange.w, 0),\r\n pb.int(LIGHT_TYPE_DIRECTIONAL),\r\n this.$choice(\r\n pb.lessThan(this.directionCutoff.w, 0),\r\n pb.int(LIGHT_TYPE_POINT),\r\n pb.int(LIGHT_TYPE_SPOT)\r\n )\r\n );\r\n this.$scope(function () {\r\n callback.call(\r\n this,\r\n this.lightType,\r\n this.positionRange,\r\n this.directionCutoff,\r\n this.diffuseIntensity,\r\n false\r\n );\r\n });\r\n this.$break();\r\n });\r\n });\r\n });\r\n });\r\n });\r\n } else {\r\n this.$for(pb.uint('i'), 0, 4, function () {\r\n this.$for(pb.uint('k'), 0, 4, function () {\r\n this.$l.c = pb.compAnd(pb.sar(this.samp.at(this.i), pb.mul(this.k, 8)), 0xff);\r\n this.$if(pb.greaterThan(this.c, 0), function () {\r\n this.$l.positionRange = ShaderHelper.getLightPositionAndRange(this, this.c);\r\n this.$l.directionCutoff = ShaderHelper.getLightDirectionAndCutoff(this, this.c);\r\n this.$l.diffuseIntensity = ShaderHelper.getLightColorAndIntensity(this, this.c);\r\n this.$l.lightType = this.$choice(\r\n pb.lessThan(this.positionRange.w, 0),\r\n pb.int(LIGHT_TYPE_DIRECTIONAL),\r\n this.$choice(\r\n pb.lessThan(this.directionCutoff.w, 0),\r\n pb.int(LIGHT_TYPE_POINT),\r\n pb.int(LIGHT_TYPE_SPOT)\r\n )\r\n );\r\n this.$scope(function () {\r\n callback.call(\r\n this,\r\n this.lightType,\r\n this.positionRange,\r\n this.directionCutoff,\r\n this.diffuseIntensity,\r\n false\r\n );\r\n });\r\n });\r\n });\r\n });\r\n }\r\n });\r\n }\r\n }\r\n /**\r\n * Fragment shader implementation\r\n *\r\n * @param scope - Shader scope\r\n * @returns Calucated fragment color\r\n */\r\n fragmentShader(scope: PBFunctionScope) {\r\n super.fragmentShader(scope);\r\n const pb = scope.$builder;\r\n if (this.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT) {\r\n if (this.normalTexture) {\r\n scope.zNormalScale = pb.float().uniform(2);\r\n }\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Material.supportLighting}\r\n * @override\r\n */\r\n supportLighting(): boolean {\r\n 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