@zephyr3d/scene 0.8.1 → 0.9.0

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Files changed (241) hide show
  1. package/dist/animation/animationset.js +563 -128
  2. package/dist/animation/animationset.js.map +1 -1
  3. package/dist/animation/cloth/gpu_cloth_system.js +2516 -0
  4. package/dist/animation/cloth/gpu_cloth_system.js.map +1 -0
  5. package/dist/animation/fixed_geometry_cache_track.js +138 -0
  6. package/dist/animation/fixed_geometry_cache_track.js.map +1 -0
  7. package/dist/animation/geometry_cache_utils.js +120 -0
  8. package/dist/animation/geometry_cache_utils.js.map +1 -0
  9. package/dist/animation/ik_modifier.js +9 -1
  10. package/dist/animation/ik_modifier.js.map +1 -1
  11. package/dist/animation/joint_dynamics/collision.js +469 -0
  12. package/dist/animation/joint_dynamics/collision.js.map +1 -0
  13. package/dist/animation/joint_dynamics/constraints.js +329 -0
  14. package/dist/animation/joint_dynamics/constraints.js.map +1 -0
  15. package/dist/animation/joint_dynamics/controller.js +699 -0
  16. package/dist/animation/joint_dynamics/controller.js.map +1 -0
  17. package/dist/animation/joint_dynamics/joint_dynamics_system.js +393 -0
  18. package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -0
  19. package/dist/animation/joint_dynamics/solver.js +794 -0
  20. package/dist/animation/joint_dynamics/solver.js.map +1 -0
  21. package/dist/animation/joint_dynamics/types.js +19 -0
  22. package/dist/animation/joint_dynamics/types.js.map +1 -0
  23. package/dist/animation/joint_dynamics/vrm_spring_bone.js +46 -0
  24. package/dist/animation/joint_dynamics/vrm_spring_bone.js.map +1 -0
  25. package/dist/animation/joint_dynamics_modifier.js +51 -0
  26. package/dist/animation/joint_dynamics_modifier.js.map +1 -0
  27. package/dist/animation/pca_geometry_cache_track.js +222 -0
  28. package/dist/animation/pca_geometry_cache_track.js.map +1 -0
  29. package/dist/animation/skeleton.js +1907 -3
  30. package/dist/animation/skeleton.js.map +1 -1
  31. package/dist/animation/skeleton_modifier.js +3 -5
  32. package/dist/animation/skeleton_modifier.js.map +1 -1
  33. package/dist/animation/spring/multi_chain_spring_system.js +2 -0
  34. package/dist/animation/spring/multi_chain_spring_system.js.map +1 -1
  35. package/dist/animation/spring/spring_chain.js +3 -2
  36. package/dist/animation/spring/spring_chain.js.map +1 -1
  37. package/dist/animation/spring/spring_collider.js +35 -5
  38. package/dist/animation/spring/spring_collider.js.map +1 -1
  39. package/dist/animation/spring/spring_particle.js +1 -0
  40. package/dist/animation/spring/spring_particle.js.map +1 -1
  41. package/dist/animation/spring/spring_system.js +325 -28
  42. package/dist/animation/spring/spring_system.js.map +1 -1
  43. package/dist/animation/spring2/collision.js +469 -0
  44. package/dist/animation/spring2/collision.js.map +1 -0
  45. package/dist/animation/spring2/constraints.js +329 -0
  46. package/dist/animation/spring2/constraints.js.map +1 -0
  47. package/dist/animation/spring2/controller.js +434 -0
  48. package/dist/animation/spring2/controller.js.map +1 -0
  49. package/dist/animation/spring2/math.js +16 -0
  50. package/dist/animation/spring2/math.js.map +1 -0
  51. package/dist/animation/spring2/solver.js +624 -0
  52. package/dist/animation/spring2/solver.js.map +1 -0
  53. package/dist/animation/spring2/spring_system.js +118 -0
  54. package/dist/animation/spring2/spring_system.js.map +1 -0
  55. package/dist/animation/spring2/types.js +19 -0
  56. package/dist/animation/spring2/types.js.map +1 -0
  57. package/dist/animation/spring_modifier.js +17 -1
  58. package/dist/animation/spring_modifier.js.map +1 -1
  59. package/dist/app/engine.js +42 -15
  60. package/dist/app/engine.js.map +1 -1
  61. package/dist/app/runtimescript.js +132 -1
  62. package/dist/app/runtimescript.js.map +1 -1
  63. package/dist/app/screen.js +3 -3
  64. package/dist/app/screen.js.map +1 -1
  65. package/dist/app/scriptingsystem.js +69 -37
  66. package/dist/app/scriptingsystem.js.map +1 -1
  67. package/dist/app/scriptregistry.js +157 -146
  68. package/dist/app/scriptregistry.js.map +1 -1
  69. package/dist/asset/assetmanager.js +2 -1
  70. package/dist/asset/assetmanager.js.map +1 -1
  71. package/dist/asset/loaders/zabc/zabc_loader.js +570 -0
  72. package/dist/asset/loaders/zabc/zabc_loader.js.map +1 -0
  73. package/dist/asset/model.js +192 -0
  74. package/dist/asset/model.js.map +1 -1
  75. package/dist/camera/base.js +26 -7
  76. package/dist/camera/base.js.map +1 -1
  77. package/dist/camera/camera.js +146 -24
  78. package/dist/camera/camera.js.map +1 -1
  79. package/dist/camera/fps.js +2 -2
  80. package/dist/camera/fps.js.map +1 -1
  81. package/dist/camera/orbit.js +2 -2
  82. package/dist/camera/orbit.js.map +1 -1
  83. package/dist/index.d.ts +11701 -8506
  84. package/dist/index.js +29 -8
  85. package/dist/index.js.map +1 -1
  86. package/dist/material/lambert.js +1 -1
  87. package/dist/material/lambert.js.map +1 -1
  88. package/dist/material/material.js +9 -3
  89. package/dist/material/material.js.map +1 -1
  90. package/dist/material/meshmaterial.js +54 -7
  91. package/dist/material/meshmaterial.js.map +1 -1
  92. package/dist/material/mixins/lightmodel/blinnphong.js +17 -7
  93. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  94. package/dist/material/mixins/lightmodel/lambert.js +7 -2
  95. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  96. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +108 -16
  97. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  98. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +222 -14
  99. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  100. package/dist/material/mixins/lightmodel/pbrspecularglossness.js +24 -12
  101. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  102. package/dist/material/mixins/lit.js +11 -8
  103. package/dist/material/mixins/lit.js.map +1 -1
  104. package/dist/material/mixins/pbr/common.js +72 -5
  105. package/dist/material/mixins/pbr/common.js.map +1 -1
  106. package/dist/material/pbrblueprint.js +148 -1
  107. package/dist/material/pbrblueprint.js.map +1 -1
  108. package/dist/material/pbrmr.js +125 -2
  109. package/dist/material/pbrmr.js.map +1 -1
  110. package/dist/material/shader/helper.js +10 -4
  111. package/dist/material/shader/helper.js.map +1 -1
  112. package/dist/material/water.js +2 -2
  113. package/dist/material/water.js.map +1 -1
  114. package/dist/posteffect/coloradjust.js +145 -0
  115. package/dist/posteffect/coloradjust.js.map +1 -0
  116. package/dist/posteffect/taa.js +68 -32
  117. package/dist/posteffect/taa.js.map +1 -1
  118. package/dist/render/cluster_light.js +17 -12
  119. package/dist/render/cluster_light.js.map +1 -1
  120. package/dist/render/deferredlightpass.js +510 -0
  121. package/dist/render/deferredlightpass.js.map +1 -0
  122. package/dist/render/deferredshadowlightpass.js +428 -0
  123. package/dist/render/deferredshadowlightpass.js.map +1 -0
  124. package/dist/render/drawable.js.map +1 -1
  125. package/dist/render/drawable_mixin.js +21 -12
  126. package/dist/render/drawable_mixin.js.map +1 -1
  127. package/dist/render/envlight.js +20 -22
  128. package/dist/render/envlight.js.map +1 -1
  129. package/dist/render/gbufferpass.js +50 -0
  130. package/dist/render/gbufferpass.js.map +1 -0
  131. package/dist/render/lightpass.js +1 -2
  132. package/dist/render/lightpass.js.map +1 -1
  133. package/dist/render/primitive.js +1 -1
  134. package/dist/render/primitive.js.map +1 -1
  135. package/dist/render/render_queue.js +3 -2
  136. package/dist/render/render_queue.js.map +1 -1
  137. package/dist/render/renderer.js +5 -358
  138. package/dist/render/renderer.js.map +1 -1
  139. package/dist/render/rendergraph/executor.js +15 -12
  140. package/dist/render/rendergraph/executor.js.map +1 -1
  141. package/dist/render/rendergraph/forward_plus_builder.js +144 -88
  142. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  143. package/dist/render/rendergraph/history_resource_manager.js +178 -0
  144. package/dist/render/rendergraph/history_resource_manager.js.map +1 -0
  145. package/dist/render/rendergraph/rendergraph.js +12 -1
  146. package/dist/render/rendergraph/rendergraph.js.map +1 -1
  147. package/dist/render/rendergraph/types.js +2 -2
  148. package/dist/render/rendergraph/types.js.map +1 -1
  149. package/dist/render/sky.js +26 -9
  150. package/dist/render/sky.js.map +1 -1
  151. package/dist/scene/basesprite.js +4 -3
  152. package/dist/scene/basesprite.js.map +1 -1
  153. package/dist/scene/batchgroup.js +4 -4
  154. package/dist/scene/environment.js +7 -4
  155. package/dist/scene/environment.js.map +1 -1
  156. package/dist/scene/light.js +184 -18
  157. package/dist/scene/light.js.map +1 -1
  158. package/dist/scene/mesh.js +30 -0
  159. package/dist/scene/mesh.js.map +1 -1
  160. package/dist/scene/particlesys.js +3 -2
  161. package/dist/scene/particlesys.js.map +1 -1
  162. package/dist/scene/raycast_visitor.js +29 -3
  163. package/dist/scene/raycast_visitor.js.map +1 -1
  164. package/dist/scene/scene.js +86 -19
  165. package/dist/scene/scene.js.map +1 -1
  166. package/dist/scene/scene_node.js +87 -31
  167. package/dist/scene/scene_node.js.map +1 -1
  168. package/dist/scene/script_attachment.js +59 -0
  169. package/dist/scene/script_attachment.js.map +1 -0
  170. package/dist/scene/terrain-cm/grass.js +3 -2
  171. package/dist/scene/terrain-cm/grass.js.map +1 -1
  172. package/dist/scene/terrain-cm/terrain-cm.js +4 -3
  173. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  174. package/dist/scene/water.js +3 -2
  175. package/dist/scene/water.js.map +1 -1
  176. package/dist/shaders/shadow.js +2 -2
  177. package/dist/shaders/shadow.js.map +1 -1
  178. package/dist/shadow/shadowmapper.js +74 -4
  179. package/dist/shadow/shadowmapper.js.map +1 -1
  180. package/dist/shapes/box.js +163 -0
  181. package/dist/shapes/box.js.map +1 -1
  182. package/dist/shapes/capsule.js +216 -0
  183. package/dist/shapes/capsule.js.map +1 -0
  184. package/dist/shapes/cylinder.js +91 -0
  185. package/dist/shapes/cylinder.js.map +1 -1
  186. package/dist/shapes/plane.js +32 -0
  187. package/dist/shapes/plane.js.map +1 -1
  188. package/dist/shapes/tetrahedron.js +211 -0
  189. package/dist/shapes/tetrahedron.js.map +1 -1
  190. package/dist/shapes/torus.js +173 -0
  191. package/dist/shapes/torus.js.map +1 -1
  192. package/dist/utility/blueprint/common/math.js +111 -1
  193. package/dist/utility/blueprint/common/math.js.map +1 -1
  194. package/dist/utility/blueprint/material/inputs.js +235 -1
  195. package/dist/utility/blueprint/material/inputs.js.map +1 -1
  196. package/dist/utility/blueprint/material/ir.js +154 -10
  197. package/dist/utility/blueprint/material/ir.js.map +1 -1
  198. package/dist/utility/blueprint/material/texture.js +273 -19
  199. package/dist/utility/blueprint/material/texture.js.map +1 -1
  200. package/dist/utility/serialization/json.js +12 -2
  201. package/dist/utility/serialization/json.js.map +1 -1
  202. package/dist/utility/serialization/manager.js +30 -11
  203. package/dist/utility/serialization/manager.js.map +1 -1
  204. package/dist/utility/serialization/scene/animation.js +250 -7
  205. package/dist/utility/serialization/scene/animation.js.map +1 -1
  206. package/dist/utility/serialization/scene/batch.js +4 -2
  207. package/dist/utility/serialization/scene/batch.js.map +1 -1
  208. package/dist/utility/serialization/scene/camera.js +154 -2
  209. package/dist/utility/serialization/scene/camera.js.map +1 -1
  210. package/dist/utility/serialization/scene/cloth_script.js +834 -0
  211. package/dist/utility/serialization/scene/cloth_script.js.map +1 -0
  212. package/dist/utility/serialization/scene/common.js +7 -0
  213. package/dist/utility/serialization/scene/common.js.map +1 -1
  214. package/dist/utility/serialization/scene/light.js +120 -4
  215. package/dist/utility/serialization/scene/light.js.map +1 -1
  216. package/dist/utility/serialization/scene/material.js +453 -1
  217. package/dist/utility/serialization/scene/material.js.map +1 -1
  218. package/dist/utility/serialization/scene/mesh.js +4 -2
  219. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  220. package/dist/utility/serialization/scene/node.js +298 -10
  221. package/dist/utility/serialization/scene/node.js.map +1 -1
  222. package/dist/utility/serialization/scene/particle.js +4 -2
  223. package/dist/utility/serialization/scene/particle.js.map +1 -1
  224. package/dist/utility/serialization/scene/primitive.js +100 -3
  225. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  226. package/dist/utility/serialization/scene/scene.js +130 -3
  227. package/dist/utility/serialization/scene/scene.js.map +1 -1
  228. package/dist/utility/serialization/scene/script.js +66 -0
  229. package/dist/utility/serialization/scene/script.js.map +1 -0
  230. package/dist/utility/serialization/scene/spring_script.js +596 -0
  231. package/dist/utility/serialization/scene/spring_script.js.map +1 -0
  232. package/dist/utility/serialization/scene/sprite.js +5 -3
  233. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  234. package/dist/utility/serialization/scene/terrain.js +4 -2
  235. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  236. package/dist/utility/serialization/scene/water.js +4 -2
  237. package/dist/utility/serialization/scene/water.js.map +1 -1
  238. package/dist/utility/serialization/types.js.map +1 -1
  239. package/dist/values.js +5 -1
  240. package/dist/values.js.map +1 -1
  241. package/package.json +3 -3
@@ -0,0 +1 @@
1
+ {"version":3,"file":"deferredshadowlightpass.js","sources":["../../src/render/deferredshadowlightpass.ts"],"sourcesContent":["import { Vector2, Vector4 } from '@zephyr3d/base';\r\nimport type { BindGroup, GPUProgram, RenderStateSet, Texture2D } from '@zephyr3d/device';\r\nimport type { DrawContext } from './drawable';\r\nimport { drawFullscreenQuad } from './fullscreenquad';\r\nimport { fetchSampler } from '../utility/misc';\r\nimport type { PunctualLight } from '../scene';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { decodeNormalizedFloatFromRGBA } from '../shaders/misc';\r\nimport { distributionGGX, fresnelSchlick, visGGX } from '../shaders/pbr';\r\nimport {\r\n LIGHT_TYPE_POINT,\r\n LIGHT_TYPE_RECT,\r\n LIGHT_TYPE_SPOT,\r\n RENDER_PASS_TYPE_LIGHT\r\n} from '../values';\r\n\r\n/**\r\n * Deferred single shadowed-light accumulation pass.\r\n *\r\n * Renders one fullscreen additive pass per shadow-casting light and reuses the\r\n * existing shadow map sampling pipeline via ShaderHelper/ShadowMapper.\r\n * @internal\r\n */\r\nexport class DeferredShadowLightPass {\r\n private static _programs: Record<string, GPUProgram> = {};\r\n private static _bindGroups: Record<string, BindGroup> = {};\r\n private static _additiveRenderStates: RenderStateSet | null = null;\r\n private static _multiplyRenderStates: RenderStateSet | null = null;\r\n private static getProgramHash(\r\n deviceType: string,\r\n shaderHash: string,\r\n debugShadowTermOnly: boolean,\r\n hasSceneColor: boolean,\r\n hasHiZ: boolean,\r\n hasLinearDepth: boolean\r\n ) {\r\n return `${deviceType}:${shaderHash}:deferred-shadow:${debugShadowTermOnly ? 1 : 0}:scene:${\r\n hasSceneColor ? 1 : 0\r\n }:hiz:${hasHiZ ? 1 : 0}:depth:${hasLinearDepth ? 1 : 0}`;\r\n }\r\n\r\n private static hasTextureUniform(bindGroup: BindGroup, program: GPUProgram, name: string) {\r\n const bindGroupLayout = (bindGroup as any).getLayout?.() ?? program.bindGroupLayouts[0];\r\n return !!bindGroupLayout?.entries?.some(\r\n (entry: any) => entry.name === name && (entry.texture || entry.storageTexture || entry.externalTexture)\r\n );\r\n }\r\n\r\n private static bindOptionalSceneTextures(bindGroup: BindGroup, program: GPUProgram, ctx: DrawContext) {\r\n if (ctx.linearDepthTexture && this.hasTextureUniform(bindGroup, program, 'Z_UniformLinearDepth')) {\r\n bindGroup.setTexture('Z_UniformLinearDepth', ctx.linearDepthTexture, fetchSampler('clamp_nearest_nomip'));\r\n bindGroup.setValue(\r\n 'Z_UniformLinearDepthSize',\r\n new Vector2(ctx.linearDepthTexture.width, ctx.linearDepthTexture.height)\r\n );\r\n }\r\n if (ctx.sceneColorTexture && this.hasTextureUniform(bindGroup, program, 'Z_UniformSceneColor')) {\r\n bindGroup.setTexture('Z_UniformSceneColor', ctx.sceneColorTexture, fetchSampler('clamp_nearest_nomip'));\r\n bindGroup.setValue(\r\n 'Z_UniformSceneColorSize',\r\n new Vector2(ctx.sceneColorTexture.width, ctx.sceneColorTexture.height)\r\n );\r\n }\r\n if (ctx.HiZTexture && this.hasTextureUniform(bindGroup, program, 'Z_UniformHiZDepth')) {\r\n bindGroup.setTexture('Z_UniformHiZDepth', ctx.HiZTexture, fetchSampler('clamp_nearest'));\r\n bindGroup.setValue(\r\n 'Z_UniformHiZDepthInfo',\r\n new Vector4(ctx.HiZTexture.width, ctx.HiZTexture.height, ctx.HiZTexture.mipLevelCount, 0)\r\n );\r\n }\r\n }\r\n\r\n private static getCameraUniforms(ctx: DrawContext) {\r\n const cameraPos = ctx.camera.getWorldPosition();\r\n return {\r\n position: new Vector4(cameraPos.x, cameraPos.y, cameraPos.z, 0),\r\n renderSize: new Vector2(ctx.renderWidth, ctx.renderHeight),\r\n viewProjectionMatrix: ctx.camera.viewProjectionMatrix,\r\n unjitteredVPMatrix: ctx.camera.viewProjectionMatrix,\r\n jitteredInvVPMatrix: ctx.camera.invViewProjectionMatrix,\r\n jitterValue: ctx.camera.jitterValue,\r\n invViewProjectionMatrix: ctx.camera.invViewProjectionMatrix,\r\n projectionMatrix: ctx.camera.getProjectionMatrix(),\r\n invProjectionMatrix: ctx.camera.getInvProjectionMatrix(),\r\n viewMatrix: ctx.camera.viewMatrix,\r\n worldMatrix: ctx.camera.worldMatrix,\r\n params: new Vector4(ctx.camera.getNearPlane(), ctx.camera.getFarPlane(), ctx.flip ? -1 : 1, 0),\r\n roughnessFactor: ctx.camera.SSR ? ctx.camera.ssrRoughnessFactor : 1,\r\n shadowDebugCascades: ctx.camera.shadowDebugCascades ? 1 : 0,\r\n frameDeltaTime: ctx.device.frameInfo.elapsedFrame * 0.001,\r\n elapsedTime: ctx.device.frameInfo.elapsedOverall * 0.001,\r\n framestamp: ctx.device.frameInfo.frameCounter\r\n };\r\n }\r\n\r\n render(\r\n ctx: DrawContext,\r\n light: PunctualLight,\r\n gbufferColor: Texture2D,\r\n gbufferRoughness: Texture2D,\r\n gbufferNormal: Texture2D,\r\n gbufferExtra: Texture2D,\r\n debugShadowTermOnly = false\r\n ) {\r\n if (!ctx.shadowMapInfo?.has(light) || !ctx.linearDepthTexture) {\r\n return;\r\n }\r\n const shadowMapParams = ctx.shadowMapInfo.get(light)!;\r\n const device = ctx.device;\r\n const prevLight = ctx.currentShadowLight ?? null;\r\n const prevRenderPass = ctx.renderPass;\r\n ctx.currentShadowLight = light;\r\n ctx.renderPass = { type: RENDER_PASS_TYPE_LIGHT } as any;\r\n const hash = DeferredShadowLightPass.getProgramHash(\r\n device.type,\r\n shadowMapParams.shaderHash,\r\n debugShadowTermOnly,\r\n !!ctx.sceneColorTexture,\r\n !!ctx.HiZTexture,\r\n !!ctx.linearDepthTexture\r\n );\r\n let program = DeferredShadowLightPass._programs[hash];\r\n if (!program) {\r\n const isWebGL = device.type === 'webgl';\r\n const builtProgram = device.buildRenderProgram({\r\n label: 'DeferredShadowLightPass',\r\n vertex(pb) {\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, 1, 1);\r\n if (device.type === 'webgpu') {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n }\r\n });\r\n },\r\n fragment(pb) {\r\n ShaderHelper.prepareFragmentShader(pb, ctx);\r\n this.gbufferColorTex = pb.tex2D().uniform(0);\r\n this.gbufferRoughnessTex = pb.tex2D().uniform(0);\r\n this.gbufferNormalTex = pb.tex2D().uniform(0);\r\n this.gbufferExtraTex = pb.tex2D().uniform(0);\r\n this.linearDepthTex = pb.tex2D().uniform(0);\r\n this.cameraPos = pb.vec3().uniform(0);\r\n this.cameraRight = pb.vec3().uniform(0);\r\n this.cameraUp = pb.vec3().uniform(0);\r\n this.cameraForward = pb.vec3().uniform(0);\r\n this.cameraViewProjection = pb.mat4().uniform(0);\r\n this.cameraProj = pb.vec2().uniform(0); // x: tanHalfFovy, y: aspect\r\n this.cameraNearFar = pb.vec2().uniform(0);\r\n this.debugShadowTermOnly = pb.int().uniform(0);\r\n this.$outputs.color = pb.vec4();\r\n pb.func('zGetLinearDepth', [], function () {\r\n this.$l.uv = pb.div(pb.vec2(this.$builtins.fragCoord.xy), ShaderHelper.getRenderSize(this));\r\n this.$l.depthSample = pb.textureSample(this.linearDepthTex, this.uv);\r\n if (isWebGL) {\r\n this.$return(decodeNormalizedFloatFromRGBA(this, this.depthSample));\r\n } else {\r\n this.$return(this.depthSample.r);\r\n }\r\n });\r\n pb.func(\r\n 'zPointAtten',\r\n [pb.float('dist'), pb.float('range')],\r\n function () {\r\n this.$l.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, pb.max(this.range, 1e-4))));\r\n this.$return(pb.mul(this.falloff, this.falloff));\r\n }\r\n );\r\n pb.func(\r\n 'zSpotAtten',\r\n [pb.vec3('worldPos'), pb.vec4('posRange'), pb.vec4('dirCutoff'), pb.float('dist')],\r\n function () {\r\n this.$l.base = this.zPointAtten(this.dist, this.posRange.w);\r\n this.$l.spotFactor = pb.dot(pb.normalize(pb.sub(this.worldPos, this.posRange.xyz)), this.dirCutoff.xyz);\r\n this.spotFactor = pb.smoothStep(\r\n this.dirCutoff.w,\r\n pb.mix(this.dirCutoff.w, 1, 0.5),\r\n this.spotFactor\r\n );\r\n this.$return(pb.mul(this.base, this.spotFactor));\r\n }\r\n );\r\n pb.func(\r\n 'zAccumulatePunctualShadowedLight',\r\n [\r\n pb.vec3('baseColor'),\r\n pb.float('metallic'),\r\n pb.float('roughness'),\r\n pb.float('specularStrength'),\r\n pb.vec3('n'),\r\n pb.vec3('viewDir'),\r\n pb.float('NoV'),\r\n pb.vec3('f0'),\r\n pb.vec3('lightColor'),\r\n pb.vec3('L'),\r\n pb.float('atten'),\r\n pb.float('shadow'),\r\n pb.float('litMask'),\r\n pb.float('diffScale'),\r\n pb.float('specScale'),\r\n pb.vec3('outLight').inout(),\r\n pb.float('outShadow').inout()\r\n ],\r\n function () {\r\n this.$l.NoL = pb.clamp(pb.dot(this.n, this.L), 0, 1);\r\n this.$if(pb.greaterThan(this.NoL, 1e-5), function () {\r\n this.$l.H = pb.normalize(pb.add(this.viewDir, this.L));\r\n this.$l.NoH = pb.clamp(pb.dot(this.n, this.H), 0, 1);\r\n this.$l.VoH = pb.clamp(pb.dot(this.viewDir, this.H), 0, 1);\r\n this.$l.F = fresnelSchlick(this, this.VoH, this.f0, pb.vec3(1));\r\n this.$l.alphaRoughness = pb.mul(this.roughness, this.roughness);\r\n this.$l.D = distributionGGX(this, this.NoH, this.alphaRoughness);\r\n this.$l.V = visGGX(this, this.NoV, this.NoL, this.alphaRoughness);\r\n this.$l.diffuseBRDF = pb.mul(\r\n pb.sub(pb.vec3(1), this.F),\r\n pb.div(pb.mul(this.baseColor, pb.sub(1, this.metallic)), Math.PI)\r\n );\r\n this.$l.unshadowedColor = pb.mul(this.lightColor, this.atten, this.NoL);\r\n this.$l.punctualColor = pb.mul(this.unshadowedColor, this.shadow, this.litMask);\r\n this.$l.diffuse = pb.mul(\r\n this.punctualColor,\r\n pb.max(this.diffuseBRDF, pb.vec3(0)),\r\n this.diffScale\r\n );\r\n this.$l.specular = pb.mul(this.punctualColor, this.D, this.V, this.F, this.specScale);\r\n this.outLight = pb.add(this.outLight, pb.max(pb.add(this.diffuse, this.specular), pb.vec3(0)));\r\n this.outShadow = pb.add(this.outShadow, pb.mul(this.shadow, this.litMask));\r\n });\r\n }\r\n );\r\n pb.func(\r\n 'zSampleLinearDepthAtUV',\r\n [pb.vec2('uv')],\r\n function () {\r\n if (isWebGL) {\r\n this.$l.depthSample = pb.textureSample(this.linearDepthTex, this.uv);\r\n this.$return(decodeNormalizedFloatFromRGBA(this, this.depthSample));\r\n } else {\r\n this.$l.texSize = pb.ivec2(ShaderHelper.getRenderSize(this));\r\n this.$l.pixelCoord = pb.clamp(\r\n pb.ivec2(pb.mul(this.uv, pb.vec2(this.texSize))),\r\n pb.ivec2(0),\r\n pb.sub(this.texSize, pb.ivec2(1))\r\n );\r\n this.$l.depthSample = pb.textureLoad(this.linearDepthTex, this.pixelCoord, 0);\r\n this.$return(this.depthSample.r);\r\n }\r\n }\r\n );\r\n pb.func(\r\n 'zContactShadow',\r\n [pb.vec3('worldPos'), pb.vec3('L'), pb.int('lightType'), pb.vec4('posRange')],\r\n function () {\r\n this.$l.steps = pb.int(8);\r\n this.$l.maxDistance = this.$choice(\r\n pb.equal(this.lightType, LIGHT_TYPE_POINT),\r\n pb.clamp(pb.mul(this.posRange.w, 0.2), 0.2, 3),\r\n this.$choice(\r\n pb.equal(this.lightType, LIGHT_TYPE_SPOT),\r\n pb.clamp(pb.mul(this.posRange.w, 0.25), 0.25, 3.5),\r\n pb.float(1.5)\r\n )\r\n );\r\n this.$l.stepLen = pb.div(this.maxDistance, pb.float(this.steps));\r\n this.$l.occlusion = pb.float(0);\r\n this.$for(pb.int('i'), 1, pb.add(this.steps, 1), function () {\r\n this.$l.samplePos = pb.add(this.worldPos, pb.mul(this.L, pb.mul(pb.float(this.i), this.stepLen)));\r\n this.$l.clip = pb.mul(this.cameraViewProjection, pb.vec4(this.samplePos, 1));\r\n this.$if(pb.lessThanEqual(this.clip.w, 1e-6), function () {\r\n this.$continue();\r\n });\r\n this.$l.ndc = pb.div(this.clip.xy, this.clip.w);\r\n this.$l.uv = pb.add(pb.mul(this.ndc, 0.5), pb.vec2(0.5));\r\n this.$if(\r\n pb.or(\r\n pb.lessThan(this.uv.x, 0),\r\n pb.greaterThan(this.uv.x, 1),\r\n pb.lessThan(this.uv.y, 0),\r\n pb.greaterThan(this.uv.y, 1)\r\n ),\r\n function () {\r\n this.$continue();\r\n }\r\n );\r\n this.$l.sceneDepth = pb.mul(this.zSampleLinearDepthAtUV(this.uv), this.cameraNearFar.y);\r\n this.$l.sampleDepth = pb.dot(pb.sub(this.samplePos, this.cameraPos), this.cameraForward);\r\n this.$if(pb.greaterThan(pb.sub(this.sampleDepth, this.sceneDepth), 0.02), function () {\r\n this.occlusion = pb.add(this.occlusion, 1);\r\n });\r\n });\r\n this.$l.visibility = pb.sub(1, pb.mul(pb.div(this.occlusion, pb.float(this.steps)), 0.65));\r\n this.$return(pb.clamp(this.visibility, 0, 1));\r\n }\r\n );\r\n pb.func(\r\n 'zAccumulateRectShadowedLight',\r\n [\r\n pb.vec3('worldPos'),\r\n pb.vec3('baseColor'),\r\n pb.float('metallic'),\r\n pb.float('roughness'),\r\n pb.float('specularStrength'),\r\n pb.vec3('n'),\r\n pb.vec3('viewDir'),\r\n pb.float('NoV'),\r\n pb.vec3('f0'),\r\n pb.vec4('posRange'),\r\n pb.vec4('axisX'),\r\n pb.vec4('axisY'),\r\n pb.vec4('colorIntensity'),\r\n pb.float('validMask'),\r\n pb.vec3('outLight').inout(),\r\n pb.float('outShadow').inout()\r\n ],\r\n function () {\r\n this.$l.center = this.posRange.xyz;\r\n this.$l.range = this.posRange.w;\r\n this.$l.ax = this.axisX.xyz;\r\n this.$l.ay = this.axisY.xyz;\r\n this.$l.halfWidth = pb.length(this.ax);\r\n this.$l.halfHeight = pb.length(this.ay);\r\n this.$l.area = pb.mul(this.halfWidth, this.halfHeight, 4);\r\n this.$l.lightNormal = pb.neg(pb.normalize(pb.cross(this.ax, this.ay)));\r\n this.$if(pb.greaterThan(this.area, 0), function () {\r\n this.$l.baseRectColor = pb.mul(this.colorIntensity.rgb, this.colorIntensity.a, this.area, 0.25);\r\n this.$l.samplePos = pb.vec3();\r\n this.$l.Lvec = pb.vec3();\r\n this.$l.L = pb.vec3();\r\n this.$l.dist = pb.float();\r\n this.$l.invDist2 = pb.float();\r\n this.$l.NoL_light = pb.float();\r\n this.$l.falloff = pb.float();\r\n this.$l.lightSampleColor = pb.vec3();\r\n this.$l.sampleShadow = pb.float();\r\n this.$l.contactShadow = pb.float();\r\n this.$l.sampleLitMask = pb.float();\r\n this.$l.sampleNoL = pb.float();\r\n\r\n const sample = (u: number, v: number) => {\r\n this.samplePos = pb.add(\r\n this.center,\r\n pb.add(\r\n pb.mul(this.ax, pb.sub(pb.mul(u, 2), 1)),\r\n pb.mul(this.ay, pb.sub(pb.mul(v, 2), 1))\r\n )\r\n );\r\n this.Lvec = pb.sub(this.samplePos, this.worldPos);\r\n this.dist = pb.length(this.Lvec);\r\n this.invDist2 = pb.div(1, pb.max(pb.mul(this.dist, this.dist), 0.0001));\r\n this.L = pb.normalize(this.Lvec);\r\n this.sampleNoL = pb.clamp(pb.dot(this.n, this.L), 0, 1);\r\n this.NoL_light = pb.clamp(pb.dot(this.lightNormal, pb.neg(this.L)), 0, 1);\r\n // Keep PCF/PCF-PD shadow sampling in uniform control flow.\r\n this.sampleShadow = ShaderHelper.calculateShadow(\r\n this,\r\n this.worldPos,\r\n pb.max(this.sampleNoL, 1e-5),\r\n ctx\r\n );\r\n this.sampleShadow = pb.mix(1, this.sampleShadow, this.validMask);\r\n this.contactShadow = this.zContactShadow(this.worldPos, this.L, LIGHT_TYPE_RECT, this.posRange);\r\n this.sampleShadow = pb.mul(this.sampleShadow, this.contactShadow);\r\n this.$if(pb.greaterThan(this.NoL_light, 1e-5), function () {\r\n this.falloff = pb.float(1);\r\n this.$if(pb.greaterThan(this.range, 0), function () {\r\n this.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, this.range)));\r\n this.falloff = pb.mul(this.falloff, this.falloff);\r\n });\r\n this.lightSampleColor = pb.mul(this.baseRectColor, this.invDist2, this.NoL_light);\r\n this.sampleLitMask = this.validMask;\r\n this.zAccumulatePunctualShadowedLight(\r\n this.baseColor,\r\n this.metallic,\r\n this.roughness,\r\n this.specularStrength,\r\n this.n,\r\n this.viewDir,\r\n this.NoV,\r\n this.f0,\r\n this.lightSampleColor,\r\n this.L,\r\n this.falloff,\r\n this.sampleShadow,\r\n this.sampleLitMask,\r\n 1,\r\n 1,\r\n this.outLight,\r\n this.outShadow\r\n );\r\n });\r\n };\r\n\r\n sample(0.25, 0.25);\r\n sample(0.75, 0.25);\r\n sample(0.25, 0.75);\r\n sample(0.75, 0.75);\r\n this.outShadow = pb.mul(this.outShadow, 0.25);\r\n });\r\n }\r\n );\r\n pb.main(function () {\r\n this.$l.uv = pb.div(pb.vec2(this.$builtins.fragCoord.xy), ShaderHelper.getRenderSize(this));\r\n this.$l.base = pb.textureSample(this.gbufferColorTex, this.uv);\r\n this.$l.rm = pb.textureSample(this.gbufferRoughnessTex, this.uv);\r\n this.$l.extraData = pb.textureSample(this.gbufferExtraTex, this.uv);\r\n this.$l.litFlag = pb.float(pb.greaterThan(this.extraData.a, 0.5));\r\n this.$l.n = pb.normalize(\r\n pb.sub(pb.mul(pb.textureSample(this.gbufferNormalTex, this.uv).xyz, 2), pb.vec3(1))\r\n );\r\n this.$l.metallic = pb.clamp(this.rm.r, 0, 1);\r\n this.$l.specularStrength = pb.clamp(this.rm.b, 0, 1);\r\n this.$l.roughness = pb.clamp(this.rm.a, 0.045, 1);\r\n this.$l.ndc = pb.sub(pb.mul(this.uv, 2), pb.vec2(1));\r\n this.$l.xScale = pb.mul(this.cameraProj.x, this.cameraProj.y);\r\n this.$l.yScale = this.cameraProj.x;\r\n this.$l.camRayDir = pb.normalize(\r\n pb.add(\r\n this.cameraForward,\r\n pb.mul(this.cameraRight, pb.mul(this.ndc.x, this.xScale)),\r\n pb.mul(this.cameraUp, pb.mul(this.ndc.y, this.yScale))\r\n )\r\n );\r\n this.$l.linearDepthNormalized = this.zGetLinearDepth();\r\n this.$l.linearDepth = pb.mul(\r\n pb.clamp(this.linearDepthNormalized, 0, 1),\r\n this.cameraNearFar.y\r\n );\r\n this.$l.validMask = pb.float(pb.lessThan(this.linearDepthNormalized, 1));\r\n this.$l.rayScale = pb.max(pb.dot(this.camRayDir, this.cameraForward), 1e-4);\r\n this.$l.worldPos = pb.add(\r\n this.cameraPos,\r\n pb.mul(this.camRayDir, pb.div(this.linearDepth, this.rayScale))\r\n );\r\n this.$l.viewDir = pb.neg(this.camRayDir);\r\n this.$l.lightType = pb.int(this.light.extraParams.w);\r\n this.$l.posRange = this.light.positionAndRange;\r\n this.$l.dirCutoff = this.light.directionAndCutoff;\r\n this.$l.lightColor = pb.mul(this.light.diffuseAndIntensity.rgb, this.light.diffuseAndIntensity.a);\r\n this.$l.extra = this.light.extraParams;\r\n this.$l.L = pb.vec3(0, 0, 1);\r\n this.$l.atten = pb.float(1);\r\n this.$l.outLight = pb.vec3(0);\r\n this.$l.shadowTerm = pb.float(1);\r\n this.$if(\r\n pb.or(\r\n pb.equal(this.lightType, LIGHT_TYPE_POINT),\r\n pb.equal(this.lightType, LIGHT_TYPE_SPOT)\r\n ),\r\n function () {\r\n this.$l.toLight = pb.sub(this.posRange.xyz, this.worldPos);\r\n this.$l.dist = pb.length(this.toLight);\r\n this.L = pb.div(this.toLight, pb.max(this.dist, 1e-4));\r\n this.atten = this.zPointAtten(this.dist, this.posRange.w);\r\n this.$if(pb.equal(this.lightType, LIGHT_TYPE_SPOT), function () {\r\n this.atten = this.zSpotAtten(this.worldPos, this.posRange, this.dirCutoff, this.dist);\r\n });\r\n }\r\n ).$else(function () {\r\n // Directional and rect-light directional path.\r\n this.L = pb.normalize(pb.neg(this.dirCutoff.xyz));\r\n this.atten = 1;\r\n });\r\n this.$l.NoV = pb.clamp(pb.dot(this.n, this.viewDir), 0, 1);\r\n this.$l.f0 = pb.mix(pb.mul(pb.vec3(0.04), this.specularStrength), this.base.rgb, this.metallic);\r\n this.$if(pb.equal(this.lightType, LIGHT_TYPE_RECT), function () {\r\n this.shadowTerm = pb.float(0);\r\n this.zAccumulateRectShadowedLight(\r\n this.worldPos,\r\n this.base.rgb,\r\n this.metallic,\r\n this.roughness,\r\n this.specularStrength,\r\n this.n,\r\n this.viewDir,\r\n this.NoV,\r\n this.f0,\r\n this.posRange,\r\n this.dirCutoff,\r\n this.extra,\r\n this.light.diffuseAndIntensity,\r\n pb.mul(this.validMask, this.litFlag),\r\n this.outLight,\r\n this.shadowTerm\r\n );\r\n }).$else(function () {\r\n this.$l.NoL = pb.clamp(pb.dot(this.n, this.L), 0, 1);\r\n this.$l.litMask = pb.mul(this.validMask, pb.float(pb.greaterThan(this.NoL, 1e-5)), this.litFlag);\r\n // Keep shadow sampling in uniform control flow for WebGPU derivatives (dpdx/ddy in PCF).\r\n this.$l.shadow = ShaderHelper.calculateShadow(this, this.worldPos, pb.max(this.NoL, 1e-5), ctx);\r\n this.shadow = pb.mix(1, this.shadow, this.validMask);\r\n this.$l.contactShadow = this.zContactShadow(this.worldPos, this.L, this.lightType, this.posRange);\r\n this.shadow = pb.mul(this.shadow, this.contactShadow);\r\n this.shadowTerm = pb.mul(this.shadow, this.litMask);\r\n this.zAccumulatePunctualShadowedLight(\r\n this.base.rgb,\r\n this.metallic,\r\n this.roughness,\r\n this.specularStrength,\r\n this.n,\r\n this.viewDir,\r\n this.NoV,\r\n this.f0,\r\n this.lightColor,\r\n this.L,\r\n this.atten,\r\n this.shadow,\r\n this.litMask,\r\n this.$choice(pb.equal(this.lightType, LIGHT_TYPE_POINT), this.extra.x, pb.float(1)),\r\n this.$choice(pb.equal(this.lightType, LIGHT_TYPE_POINT), this.extra.y, pb.float(1)),\r\n this.outLight,\r\n this.shadowTerm\r\n );\r\n });\r\n this.$if(pb.notEqual(this.debugShadowTermOnly, 0), function () {\r\n this.$outputs.color = pb.vec4(pb.vec3(this.shadowTerm), 1);\r\n }).$else(function () {\r\n this.$outputs.color = pb.vec4(this.outLight, 0);\r\n });\r\n });\r\n }\r\n });\r\n if (!builtProgram) {\r\n ctx.currentShadowLight = prevLight;\r\n ctx.renderPass = prevRenderPass;\r\n return;\r\n }\r\n program = builtProgram;\r\n program.name = '@DeferredShadowLightPass';\r\n DeferredShadowLightPass._programs[hash] = program;\r\n }\r\n let bindGroup = DeferredShadowLightPass._bindGroups[hash];\r\n if (!bindGroup) {\r\n bindGroup = device.createBindGroup(program.bindGroupLayouts[0]);\r\n DeferredShadowLightPass._bindGroups[hash] = bindGroup;\r\n }\r\n bindGroup.setTexture('gbufferColorTex', gbufferColor, fetchSampler('clamp_nearest_nomip'));\r\n bindGroup.setTexture('gbufferRoughnessTex', gbufferRoughness, fetchSampler('clamp_nearest_nomip'));\r\n bindGroup.setTexture('gbufferNormalTex', gbufferNormal, fetchSampler('clamp_nearest_nomip'));\r\n bindGroup.setTexture('gbufferExtraTex', gbufferExtra, fetchSampler('clamp_nearest_nomip'));\r\n bindGroup.setTexture('linearDepthTex', ctx.linearDepthTexture, fetchSampler('clamp_nearest_nomip'));\r\n DeferredShadowLightPass.bindOptionalSceneTextures(bindGroup, program, ctx);\r\n const cameraRight = ctx.camera.worldMatrix.getRow(0).xyz().inplaceNormalize();\r\n const cameraUp = ctx.camera.worldMatrix.getRow(1).xyz().inplaceNormalize();\r\n const cameraForward = ctx.camera.worldMatrix.getRow(2).xyz().inplaceNormalize().scaleBy(-1);\r\n const cameraPos = ctx.camera.getWorldPosition();\r\n bindGroup.setValue('cameraRight', new Float32Array([cameraRight.x, cameraRight.y, cameraRight.z]));\r\n bindGroup.setValue('cameraUp', new Float32Array([cameraUp.x, cameraUp.y, cameraUp.z]));\r\n bindGroup.setValue('cameraForward', new Float32Array([cameraForward.x, cameraForward.y, cameraForward.z]));\r\n bindGroup.setValue('cameraViewProjection', ctx.camera.viewProjectionMatrix);\r\n bindGroup.setValue('cameraPos', new Float32Array([cameraPos.x, cameraPos.y, cameraPos.z]));\r\n bindGroup.setValue('cameraProj', new Float32Array([ctx.camera.getTanHalfFovy(), ctx.camera.getAspect()]));\r\n bindGroup.setValue('cameraNearFar', new Float32Array([ctx.camera.getNearPlane(), ctx.camera.getFarPlane()]));\r\n bindGroup.setValue('debugShadowTermOnly', debugShadowTermOnly ? 1 : 0);\r\n bindGroup.setValue('camera', DeferredShadowLightPass.getCameraUniforms(ctx));\r\n ShaderHelper.setLightUniformsShadow(bindGroup, ctx, light);\r\n if (!DeferredShadowLightPass._additiveRenderStates) {\r\n DeferredShadowLightPass._additiveRenderStates = device.createRenderStateSet();\r\n DeferredShadowLightPass._additiveRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n DeferredShadowLightPass._additiveRenderStates.useRasterizerState().setCullMode('none');\r\n DeferredShadowLightPass._additiveRenderStates\r\n .useBlendingState()\r\n .enable(true)\r\n .setBlendEquation('add', 'add')\r\n .setBlendFuncRGB('one', 'one')\r\n .setBlendFuncAlpha('zero', 'one');\r\n }\r\n if (!DeferredShadowLightPass._multiplyRenderStates) {\r\n DeferredShadowLightPass._multiplyRenderStates = device.createRenderStateSet();\r\n DeferredShadowLightPass._multiplyRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n DeferredShadowLightPass._multiplyRenderStates.useRasterizerState().setCullMode('none');\r\n DeferredShadowLightPass._multiplyRenderStates\r\n .useBlendingState()\r\n .enable(true)\r\n .setBlendEquation('add', 'add')\r\n .setBlendFuncRGB('zero', 'src-color')\r\n .setBlendFuncAlpha('zero', 'one');\r\n }\r\n const renderStates = debugShadowTermOnly\r\n ? DeferredShadowLightPass._multiplyRenderStates\r\n : DeferredShadowLightPass._additiveRenderStates;\r\n device.setProgram(program);\r\n device.setBindGroup(0, bindGroup);\r\n drawFullscreenQuad(renderStates);\r\n ctx.currentShadowLight = prevLight;\r\n ctx.renderPass = prevRenderPass;\r\n 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- {"version":3,"file":"drawable.js","sources":["../../src/render/drawable.ts"],"sourcesContent":["import type { DRef, Nullable, TypedArray, Vector4 } from '@zephyr3d/base';\r\nimport type {\r\n AbstractDevice,\r\n ColorState,\r\n FaceMode,\r\n FrameBuffer,\r\n GPUDataBuffer,\r\n Texture2D,\r\n TextureFormat\r\n} from '@zephyr3d/device';\r\nimport type { Camera } from '../camera/camera';\r\nimport type { Primitive, RenderPass } from '.';\r\nimport type { DrawableInstanceInfo, InstanceData, RenderQueue, RenderQueueRef } from './render_queue';\r\nimport type { ShadowMapParams } from '../shadow';\r\nimport type { Environment } from '../scene/environment';\r\nimport type { DirectionalLight, PunctualLight, Scene, SceneNode } from '../scene';\r\nimport type { Compositor } from '../posteffect';\r\nimport type { ClusteredLight } from './cluster_light';\r\nimport type { MeshMaterial } from '../material';\r\nimport type { GlobalBindGroupAllocator } from './globalbindgroup_allocator';\r\nimport type { OIT } from './oit';\r\nimport { getDevice } from '../app/api';\r\n\r\n/**\r\n * Picking result target container.\r\n *\r\n * Use to override/annotate which scene node (and optional label) a drawable should report\r\n * when GPU picking or raycast returns a hit.\r\n *\r\n * @public\r\n */\r\nexport type PickTarget = { node: SceneNode; label?: string };\r\n\r\nexport class RenderContext {\r\n public device: AbstractDevice;\r\n public renderWidth: number;\r\n public renderHeight: number;\r\n constructor(_camera: Camera, w: number, h: number) {\r\n this.device = getDevice();\r\n this.renderWidth = w;\r\n this.renderHeight = h;\r\n }\r\n}\r\n/**\r\n * Context object passed to draw calls and render helpers.\r\n *\r\n * It aggregates all per-frame, per-pass, and per-draw state derived from the engine and renderer,\r\n * including device handles, textures, passes, flags, and post-processing links.\r\n *\r\n * Notes:\r\n * - Not all textures/fields are present for every pass; check for undefined when optional.\r\n * - Values like `HiZ`, `TAA`, `SSR` signal features the renderer has activated for the current pass.\r\n *\r\n * @public\r\n */\r\nexport interface DrawContext {\r\n /** Render device used for issuing GPU commands. */\r\n readonly device: AbstractDevice;\r\n /** Framebuffer width for rendering (in pixels). */\r\n readonly renderWidth: number;\r\n /** Framebuffer height for rendering (in pixels). */\r\n readonly renderHeight: number;\r\n /** Allocator for global (frame/pass) bind groups and descriptor resources. */\r\n readonly globalBindGroupAllocator: GlobalBindGroupAllocator;\r\n /** The camera associated with the current drawing task (may differ from primaryCamera). */\r\n readonly camera: Camera;\r\n /** Order-Independent Transparency interface for transparent passes. */\r\n oit: Nullable<OIT>;\r\n /** Whether motion vectors are being written this pass (used by TAA/MotionBlur). */\r\n readonly motionVectors: boolean;\r\n /** Motion vector texture target when motion vectors are active. */\r\n motionVectorTexture?: Nullable<Texture2D>;\r\n /** Whether hierarchical depth (Hi-Z) is enabled for the current pass. */\r\n readonly HiZ: boolean;\r\n /** Hi-Z (hierarchical Z) depth texture, when generated. */\r\n HiZTexture: Nullable<Texture2D>;\r\n /** The scene currently being drawn. */\r\n readonly scene: Scene;\r\n /** The render pass to which this drawing task belongs. */\r\n renderPass: Nullable<RenderPass>;\r\n /** Stable hash for the current pass/draw state, for render bundle or pipeline cache. */\r\n renderPassHash: Nullable<string>;\r\n /** Whether the output orientation is flipped vertically (e.g., due to framebuffer conventions). */\r\n flip: boolean;\r\n /** Whether this is the base lighting pass that draws environment lighting. */\r\n drawEnvLight: boolean;\r\n /** Scene environment (sky, IBL, exposure, etc.) used for shading. */\r\n env: Nullable<Environment>;\r\n /** Current sub-queue index within the render queue (e.g., opaque, transparent). */\r\n queue: number;\r\n /** Whether the current lighting pass is blending light accumulations. */\r\n lightBlending: boolean;\r\n /** Scene (non-linear) depth texture bound for sampling. */\r\n depthTexture?: Texture2D;\r\n /** Linearized depth texture bound for sampling. */\r\n linearDepthTexture?: Texture2D;\r\n /** Scene color texture bound for sampling (previous pass or resolved color). */\r\n sceneColorTexture?: Texture2D;\r\n /** Default depth buffer format for targets created in this pass. */\r\n readonly depthFormat: TextureFormat;\r\n /** Default color buffer format for targets created in this pass. */\r\n readonly colorFormat: TextureFormat;\r\n /** Instance data buffer/metadata for the current drawing task (instanced rendering). */\r\n instanceData?: Nullable<InstanceData>;\r\n /** Compositor used to apply post-processing effects at the end of the frame/pass. */\r\n compositor?: Nullable<Compositor>;\r\n /** @internal Map of punctual lights to their shadow map parameters for this pass. */\r\n shadowMapInfo?: Nullable<Map<PunctualLight, ShadowMapParams>>;\r\n /** @internal The punctual light currently rendering shadows (shadow pass). */\r\n currentShadowLight?: Nullable<PunctualLight>;\r\n /** Sun/directional light reference for passes that need it. */\r\n sunLight?: Nullable<DirectionalLight>;\r\n /** Clustered light index/structure for lighting in forward+, clustered shading, etc. */\r\n clusteredLight?: ClusteredLight;\r\n /** Material varying bit flags that influence shader selection. */\r\n materialFlags: number;\r\n /** Force cull mode override for special passes (optional). */\r\n forceCullMode?: Nullable<FaceMode>;\r\n /** Force color mask state override for special passes (optional). */\r\n forceColorState?: Nullable<ColorState>;\r\n /** Screen-space reflections are active this frame/pass. */\r\n readonly SSR: boolean;\r\n /** Whether SSR thickness should be computed dynamically in this pass. */\r\n SSRCalcThickness: boolean;\r\n /** SSR roughness input texture. */\r\n SSRRoughnessTexture: Texture2D;\r\n /** SSR normal input texture (usually view-space or world-space normals). */\r\n SSRNormalTexture: Texture2D;\r\n /** Final framebuffer target where the last stage renders. */\r\n finalFramebuffer: Nullable<FrameBuffer>;\r\n /** Intermediate framebuffer used by the compositor or multi-pass pipelines. */\r\n intermediateFramebuffer: Nullable<FrameBuffer>;\r\n}\r\n\r\n/**\r\n * Morph Data\r\n * @public\r\n */\r\nexport type MorphData = {\r\n width: number;\r\n height: number;\r\n data: Float32Array<ArrayBuffer>;\r\n texture?: DRef<Texture2D>;\r\n};\r\n\r\n/**\r\n * Morph information\r\n * @public\r\n */\r\nexport type MorphInfo = { data: TypedArray; buffer?: DRef<GPUDataBuffer>; names: Record<string, number> };\r\n\r\n/**\r\n * Base interface for a drawable (renderable) object.\r\n *\r\n * A drawable encapsulates geometry, material, and GPU-resident data required to be rendered.\r\n * Implementations integrate with render queues, batching, and instancing.\r\n *\r\n * @public\r\n */\r\nexport interface Drawable {\r\n /** Gets the display name of the drawable object (for debugging/UI). */\r\n getName(): string;\r\n /** Unique, stable identifier for the drawable, used in caches and picking. */\r\n getDrawableId(): number;\r\n /** Returns the owning scene node (transform and hierarchy). */\r\n getNode(): SceneNode;\r\n /**\r\n * Returns the pick target override to be reported when this object is picked.\r\n *\r\n * If not set, a default target derived from the node/material may be used.\r\n */\r\n getPickTarget(): PickTarget;\r\n /** Returns the texture containing bone matrices for skinned meshes. */\r\n getBoneMatrices(): Nullable<Texture2D>;\r\n /** Returns the unique color used for GPU picking (object ID in color). */\r\n getObjectColor(): Vector4;\r\n /** Returns the morph target data texture (if morphing is used). */\r\n getMorphData(): Nullable<MorphData>;\r\n /** Returns the morph information buffer (weights, ranges, etc.). */\r\n getMorphInfo(): Nullable<MorphInfo>;\r\n /**\r\n * Computes the distance used for sorting (e.g., transparent draw order).\r\n *\r\n * @param camera - Camera from which to compute distance (usually camera -\\> object).\r\n */\r\n getSortDistance(camera: Camera): number;\r\n /** Returns the type/category of render queue this object belongs to. */\r\n getQueueType(): number;\r\n /** Whether the object requires access to the scene color buffer. */\r\n needSceneColor(): boolean;\r\n /** Whether the object requires access to the scene depth (linear or non-linear). */\r\n needSceneDepth(): boolean;\r\n /** True if shading is unlit (does not depend on scene lighting). */\r\n isUnlit(): boolean;\r\n /** Returns the bound material driving shading for this drawable. */\r\n getMaterial(): Nullable<MeshMaterial>;\r\n /** Returns the geometry primitive to be drawn. */\r\n getPrimitive(): Nullable<Primitive>;\r\n /**\r\n * Pushes a reference to the current render queue for cleanup or back-references.\r\n *\r\n * Useful for batching or deferred state application.\r\n */\r\n pushRenderQueueRef(ref: RenderQueueRef): void;\r\n /**\r\n * Applies transform-related uniforms to the active bind group or pipeline.\r\n *\r\n * @param renderQueue - The current render queue issuing this draw.\r\n */\r\n applyTransformUniforms(renderQueue: RenderQueue): void;\r\n /**\r\n * Issues draw commands for this object.\r\n *\r\n * @param ctx - Full draw context for the current pass.\r\n * @param renderQueue - The current render queue issuing this draw.\r\n * @param hash - Optional hash key for render bundle or pipeline caching.\r\n */\r\n draw(ctx: DrawContext, renderQueue: Nullable<RenderQueue>, hash?: string): void;\r\n /**\r\n * Returns true if the object supports instanced rendering.\r\n *\r\n * When true, the object should also implement the {@link BatchDrawable} methods.\r\n */\r\n isBatchable(): this is BatchDrawable;\r\n /** Releases all GPU resources and detaches from the renderer. */\r\n dispose(): void;\r\n}\r\n\r\n/**\r\n * Interface for drawables that support hardware instancing.\r\n *\r\n * Instanced drawables supply instance-specific uniforms, offsets, and strides\r\n * to allow a single draw call to render many instances efficiently.\r\n *\r\n * @public\r\n */\r\nexport interface BatchDrawable extends Drawable {\r\n /**\r\n * Returns a stable instance ID string for use with the given render pass.\r\n *\r\n * Used to group compatible instances into batches within a pass.\r\n *\r\n * @param renderPass - The render pass to which current drawing task belongs.\r\n * @internal\r\n */\r\n getInstanceId(renderPass: RenderPass): string;\r\n /**\r\n * Returns a tightly-packed float array of instance uniforms for GPU upload.\r\n *\r\n * The returned memory should be compatible with ArrayBuffer views used by the renderer.\r\n *\r\n * @internal\r\n */\r\n getInstanceUniforms(): Float32Array<ArrayBuffer>;\r\n /**\r\n * Applies instance stride and starting offset to the active bind group.\r\n *\r\n * This informs the shader how to index into the instance buffer for this batch.\r\n *\r\n * @param renderQueue - Render queue associated with the bind group or pipeline.\r\n * @param stride - Per-instance stride in bytes or floats (renderer-defined).\r\n * @param offset - Starting instance offset within the instance buffer.\r\n * @internal\r\n */\r\n applyInstanceOffsetAndStride(renderQueue: RenderQueue, stride: number, offset: number): void;\r\n /**\r\n * Applies material uniforms for a single instance group.\r\n *\r\n * @param instanceInfo - Instance data information for this batch.\r\n * @internal\r\n */\r\n applyMaterialUniforms(instanceInfo: DrawableInstanceInfo): void;\r\n /**\r\n * Applies material uniforms across all grouped instance informations belonging to this material.\r\n *\r\n * Useful when batching merges multiple instance groups sharing the same material.\r\n *\r\n * @internal\r\n */\r\n applyMaterialUniformsAll(): void;\r\n}\r\n"],"names":["RenderContext","device","renderWidth","renderHeight","_camera","w","h","getDevice"],"mappings":";;AAiCO,MAAMA,aAAAA,CAAAA;IACJC,MAAuB;IACvBC,WAAoB;IACpBC,YAAqB;AAC5B,IAAA,WAAA,CAAYC,OAAe,EAAEC,CAAS,EAAEC,CAAS,CAAE;QACjD,IAAI,CAACL,MAAM,GAAGM,SAAAA,EAAAA;QACd,IAAI,CAACL,WAAW,GAAGG,CAAAA;QACnB,IAAI,CAACF,YAAY,GAAGG,CAAAA;AACtB;AACF;;;;"}
1
+ {"version":3,"file":"drawable.js","sources":["../../src/render/drawable.ts"],"sourcesContent":["import type { DRef, Nullable, TypedArray, Vector4 } from '@zephyr3d/base';\r\nimport type {\r\n AbstractDevice,\r\n ColorState,\r\n FaceMode,\r\n FrameBuffer,\r\n GPUDataBuffer,\r\n Texture2D,\r\n TextureFormat\r\n} from '@zephyr3d/device';\r\nimport type { Camera } from '../camera/camera';\r\nimport type { Primitive, RenderPass } from '.';\r\nimport type { DrawableInstanceInfo, InstanceData, RenderQueue, RenderQueueRef } from './render_queue';\r\nimport type { ShadowMapParams } from '../shadow';\r\nimport type { Environment } from '../scene/environment';\r\nimport type { DirectionalLight, PunctualLight, Scene, SceneNode } from '../scene';\r\nimport type { Compositor } from '../posteffect';\r\nimport type { ClusteredLight } from './cluster_light';\r\nimport type { MeshMaterial } from '../material';\r\nimport type { GlobalBindGroupAllocator } from './globalbindgroup_allocator';\r\nimport type { OIT } from './oit';\r\nimport { getDevice } from '../app/api';\r\n\r\n/**\r\n * Picking result target container.\r\n *\r\n * Use to override/annotate which scene node (and optional label) a drawable should report\r\n * when GPU picking or raycast returns a hit.\r\n *\r\n * @public\r\n */\r\nexport type PickTarget = { node: SceneNode; label?: string };\r\n\r\nexport class RenderContext {\r\n public device: AbstractDevice;\r\n public renderWidth: number;\r\n public renderHeight: number;\r\n constructor(_camera: Camera, w: number, h: number) {\r\n this.device = getDevice();\r\n this.renderWidth = w;\r\n this.renderHeight = h;\r\n }\r\n}\r\n/**\r\n * Context object passed to draw calls and render helpers.\r\n *\r\n * It aggregates all per-frame, per-pass, and per-draw state derived from the engine and renderer,\r\n * including device handles, textures, passes, flags, and post-processing links.\r\n *\r\n * Notes:\r\n * - Not all textures/fields are present for every pass; check for undefined when optional.\r\n * - Values like `HiZ`, `TAA`, `SSR` signal features the renderer has activated for the current pass.\r\n *\r\n * @public\r\n */\r\nexport interface DrawContext {\r\n /** Render device used for issuing GPU commands. */\r\n readonly device: AbstractDevice;\r\n /** Framebuffer width for rendering (in pixels). */\r\n readonly renderWidth: number;\r\n /** Framebuffer height for rendering (in pixels). */\r\n readonly renderHeight: number;\r\n /** Allocator for global (frame/pass) bind groups and descriptor resources. */\r\n readonly globalBindGroupAllocator: GlobalBindGroupAllocator;\r\n /** The camera associated with the current drawing task (may differ from primaryCamera). */\r\n readonly camera: Camera;\r\n /** Order-Independent Transparency interface for transparent passes. */\r\n oit: Nullable<OIT>;\r\n /** Whether motion vectors are being written this pass (used by TAA/MotionBlur). */\r\n readonly motionVectors: boolean;\r\n /** Motion vector texture target when motion vectors are active. */\r\n motionVectorTexture?: Nullable<Texture2D>;\r\n /** Whether hierarchical depth (Hi-Z) is enabled for the current pass. */\r\n readonly HiZ: boolean;\r\n /** Hi-Z (hierarchical Z) depth texture, when generated. */\r\n HiZTexture: Nullable<Texture2D>;\r\n /** The scene currently being drawn. */\r\n readonly scene: Scene;\r\n /** The render pass to which this drawing task belongs. */\r\n renderPass: Nullable<RenderPass>;\r\n /** Stable hash for the current pass/draw state, for render bundle or pipeline cache. */\r\n renderPassHash: Nullable<string>;\r\n /** Whether the output orientation is flipped vertically (e.g., due to framebuffer conventions). */\r\n flip: boolean;\r\n /** Whether this is the base lighting pass that draws environment lighting. */\r\n drawEnvLight: boolean;\r\n /** Scene environment (sky, IBL, exposure, etc.) used for shading. */\r\n env: Nullable<Environment>;\r\n /** Current sub-queue index within the render queue (e.g., opaque, transparent). */\r\n queue: number;\r\n /** Whether the current lighting pass is blending light accumulations. */\r\n lightBlending: boolean;\r\n /** Scene (non-linear) depth texture bound for sampling. */\r\n depthTexture?: Texture2D;\r\n /** Linearized depth texture bound for sampling. */\r\n linearDepthTexture?: Texture2D;\r\n /** Scene color texture bound for sampling (previous pass or resolved color). */\r\n sceneColorTexture?: Texture2D;\r\n /** Default depth buffer format for targets created in this pass. */\r\n readonly depthFormat: TextureFormat;\r\n /** Default color buffer format for targets created in this pass. */\r\n readonly colorFormat: TextureFormat;\r\n /** Instance data buffer/metadata for the current drawing task (instanced rendering). */\r\n instanceData?: Nullable<InstanceData>;\r\n /** Compositor used to apply post-processing effects at the end of the frame/pass. */\r\n compositor?: Nullable<Compositor>;\r\n /** @internal Map of punctual lights to their shadow map parameters for this pass. */\r\n shadowMapInfo?: Nullable<Map<PunctualLight, ShadowMapParams>>;\r\n /** @internal The punctual light currently rendering shadows (shadow pass). */\r\n currentShadowLight?: Nullable<PunctualLight>;\r\n /** Sun/directional light reference for passes that need it. */\r\n sunLight?: Nullable<DirectionalLight>;\r\n /** Clustered light index/structure for lighting in forward+, clustered shading, etc. */\r\n clusteredLight?: ClusteredLight;\r\n /** Material varying bit flags that influence shader selection. */\r\n materialFlags: number;\r\n /** Force cull mode override for special passes (optional). */\r\n forceCullMode?: Nullable<FaceMode>;\r\n /** Force color mask state override for special passes (optional). */\r\n forceColorState?: Nullable<ColorState>;\r\n /** Screen-space reflections are active this frame/pass. */\r\n readonly SSR: boolean;\r\n /** Whether SSR thickness should be computed dynamically in this pass. */\r\n SSRCalcThickness: boolean;\r\n /** SSR roughness input texture. */\r\n SSRRoughnessTexture: Texture2D;\r\n /** SSR normal input texture (usually view-space or world-space normals). */\r\n SSRNormalTexture: Texture2D;\r\n /** Final framebuffer target where the last stage renders. */\r\n finalFramebuffer: Nullable<FrameBuffer>;\r\n /** Intermediate framebuffer used by the compositor or multi-pass pipelines. */\r\n intermediateFramebuffer: Nullable<FrameBuffer>;\r\n}\r\n\r\n/**\r\n * Morph Data\r\n * @public\r\n */\r\nexport type MorphData = {\r\n width: number;\r\n height: number;\r\n data: Float32Array<ArrayBuffer>;\r\n texture?: DRef<Texture2D>;\r\n};\r\n\r\n/**\r\n * Morph information\r\n * @public\r\n */\r\nexport type MorphInfo = { data: TypedArray; buffer?: DRef<GPUDataBuffer>; names: Record<string, number> };\r\n\r\n/**\r\n * Base interface for a drawable (renderable) object.\r\n *\r\n * A drawable encapsulates geometry, material, and GPU-resident data required to be rendered.\r\n * Implementations integrate with render queues, batching, and instancing.\r\n *\r\n * @public\r\n */\r\nexport interface Drawable {\r\n /** Gets the display name of the drawable object (for debugging/UI). */\r\n getName(): string;\r\n /** Unique, stable identifier for the drawable, used in caches and picking. */\r\n getDrawableId(): number;\r\n /** Returns the owning scene node (transform and hierarchy). */\r\n getNode(): SceneNode;\r\n /**\r\n * Returns the pick target override to be reported when this object is picked.\r\n *\r\n * If not set, a default target derived from the node/material may be used.\r\n */\r\n getPickTarget(): PickTarget;\r\n /** Returns the texture containing bone matrices for skinned meshes. */\r\n getBoneMatrices(): Nullable<Texture2D>;\r\n /** Returns the unique color used for GPU picking (object ID in color). */\r\n getObjectColor(): Vector4;\r\n /** Returns the morph target data texture (if morphing is used). */\r\n getMorphData(): Nullable<MorphData>;\r\n /** Returns the morph information buffer (weights, ranges, etc.). */\r\n getMorphInfo(): Nullable<MorphInfo>;\r\n /**\r\n * Computes the distance used for sorting (e.g., transparent draw order).\r\n *\r\n * @param camera - Camera from which to compute distance (usually camera -\\> object).\r\n */\r\n getSortDistance(camera: Camera): number;\r\n /** Returns the type/category of render queue this object belongs to. */\r\n getQueueType(): number;\r\n /** Whether the object requires access to the scene color buffer. */\r\n needSceneColor(): boolean;\r\n /** Whether the object requires access to the scene depth (linear or non-linear). */\r\n needSceneDepth(): boolean;\r\n /** True if shading is unlit (does not depend on scene lighting). */\r\n isUnlit(): boolean;\r\n /** Returns the bound material driving shading for this drawable. */\r\n getMaterial(): Nullable<MeshMaterial>;\r\n /** Returns the geometry primitive to be drawn. */\r\n getPrimitive(): Nullable<Primitive>;\r\n /**\r\n * Pushes a reference to the current render queue for cleanup or back-references.\r\n *\r\n * Useful for batching or deferred state application.\r\n */\r\n pushRenderQueueRef(ref: RenderQueueRef): void;\r\n /**\r\n * Applies transform-related uniforms to the active bind group or pipeline.\r\n *\r\n * @param renderQueue - The current render queue issuing this draw.\r\n */\r\n applyTransformUniforms(renderQueue: RenderQueue): void;\r\n /**\r\n * Issues draw commands for this object.\r\n *\r\n * @param ctx - Full draw context for the current pass.\r\n * @param renderQueue - The current render queue issuing this draw.\r\n * @param hash - Optional hash key for render bundle or pipeline caching.\r\n */\r\n draw(ctx: DrawContext, renderQueue: Nullable<RenderQueue>, hash?: string): void;\r\n /**\r\n * Updates internal state or GPU resources for this drawable, if needed.\r\n */\r\n updateState(): void;\r\n /**\r\n * Returns true if the object supports instanced rendering.\r\n *\r\n * When true, the object should also implement the {@link BatchDrawable} methods.\r\n */\r\n isBatchable(): this is BatchDrawable;\r\n /** Releases all GPU resources and detaches from the renderer. */\r\n dispose(): void;\r\n}\r\n\r\n/**\r\n * Interface for drawables that support hardware instancing.\r\n *\r\n * Instanced drawables supply instance-specific uniforms, offsets, and strides\r\n * to allow a single draw call to render many instances efficiently.\r\n *\r\n * @public\r\n */\r\nexport interface BatchDrawable extends Drawable {\r\n /**\r\n * Returns a stable instance ID string for use with the given render pass.\r\n *\r\n * Used to group compatible instances into batches within a pass.\r\n *\r\n * @param renderPass - The render pass to which current drawing task belongs.\r\n * @internal\r\n */\r\n getInstanceId(renderPass: RenderPass): string;\r\n /**\r\n * Returns a tightly-packed float array of instance uniforms for GPU upload.\r\n *\r\n * The returned memory should be compatible with ArrayBuffer views used by the renderer.\r\n *\r\n * @internal\r\n */\r\n getInstanceUniforms(): Float32Array<ArrayBuffer>;\r\n /**\r\n * Applies instance stride and starting offset to the active bind group.\r\n *\r\n * This informs the shader how to index into the instance buffer for this batch.\r\n *\r\n * @param renderQueue - Render queue associated with the bind group or pipeline.\r\n * @param stride - Per-instance stride in bytes or floats (renderer-defined).\r\n * @param offset - Starting instance offset within the instance buffer.\r\n * @internal\r\n */\r\n applyInstanceOffsetAndStride(renderQueue: RenderQueue, stride: number, offset: number): void;\r\n /**\r\n * Applies material uniforms for a single instance group.\r\n *\r\n * @param instanceInfo - Instance data information for this batch.\r\n * @internal\r\n */\r\n applyMaterialUniforms(instanceInfo: DrawableInstanceInfo): void;\r\n /**\r\n * Applies material uniforms across all grouped instance informations belonging to this material.\r\n *\r\n * Useful when batching merges multiple instance groups sharing the same material.\r\n *\r\n * @internal\r\n */\r\n applyMaterialUniformsAll(): void;\r\n}\r\n"],"names":["RenderContext","device","renderWidth","renderHeight","_camera","w","h","getDevice"],"mappings":";;AAiCO,MAAMA,aAAAA,CAAAA;IACJC,MAAuB;IACvBC,WAAoB;IACpBC,YAAqB;AAC5B,IAAA,WAAA,CAAYC,OAAe,EAAEC,CAAS,EAAEC,CAAS,CAAE;QACjD,IAAI,CAACL,MAAM,GAAGM,SAAAA,EAAAA;QACd,IAAI,CAACL,WAAW,GAAGG,CAAAA;QACnB,IAAI,CAACF,YAAY,GAAGG,CAAAA;AACtB;AACF;;;;"}
@@ -69,6 +69,7 @@ function mixinDrawable(baseCls) {
69
69
  _prevWorldMatrixBuffer;
70
70
  _drawableId;
71
71
  _objectColor;
72
+ _nodeTransformTag;
72
73
  constructor(...args){
73
74
  super(...args);
74
75
  this._drawableId = ++_drawableId;
@@ -87,19 +88,9 @@ function mixinDrawable(baseCls) {
87
88
  this._framestampBuffer[0] = getDevice().frameInfo.frameCounter;
88
89
  this._framestampBuffer[1] = this._framestampBuffer[0];
89
90
  this._prevWorldMatrixBuffer.set(this.getNode().worldMatrix);
91
+ this._nodeTransformTag = -1;
90
92
  this.getNode().on('transformchanged', ()=>{
91
- const frame = getDevice().frameInfo.frameCounter;
92
- if (frame !== this._framestampBuffer[1]) {
93
- this._prevWorldMatrixBuffer.set(this._currentWorldMatrixBuffer);
94
- this._framestampBuffer[0] = frame;
95
- this._framestampBuffer[1] = frame;
96
- }
97
- this._currentWorldMatrixBuffer.set(this.getNode().worldMatrix);
98
- for (const ref of this._mdRenderQueueRef){
99
- if (ref.ref) {
100
- this.applyTransformUniforms(ref.ref);
101
- }
102
- }
93
+ this.getNode().scene?.queueUpdateDrawable(this);
103
94
  });
104
95
  }
105
96
  getDrawableId() {
@@ -176,6 +167,24 @@ function mixinDrawable(baseCls) {
176
167
  instanceInfo.bindGroup.bindGroup.setRawData(ShaderHelper.getInstanceDataUniformName(), (instanceInfo.offset + ShaderHelper.MATERIAL_INSTANCE_DATA_OFFSET * 4) * 4, uniforms, 0, uniforms.length);
177
168
  }
178
169
  }
170
+ updateState() {
171
+ const currentTag = this.getNode().transformTag;
172
+ if (this._nodeTransformTag !== currentTag) {
173
+ this._nodeTransformTag = currentTag;
174
+ const frame = getDevice().frameInfo.frameCounter;
175
+ if (frame !== this._framestampBuffer[1]) {
176
+ this._prevWorldMatrixBuffer.set(this._currentWorldMatrixBuffer);
177
+ this._framestampBuffer[0] = frame;
178
+ this._framestampBuffer[1] = frame;
179
+ }
180
+ this._currentWorldMatrixBuffer.set(this.getNode().worldMatrix);
181
+ for (const ref of this._mdRenderQueueRef){
182
+ if (ref.ref) {
183
+ this.applyTransformUniforms(ref.ref);
184
+ }
185
+ }
186
+ }
187
+ }
179
188
  /** @internal */ bind(ctx, renderQueue) {
180
189
  const device = ctx.device;
181
190
  const drawableBindGroup = this.getDrawableBindGroup(device, !!ctx.instanceData, renderQueue);
@@ -1 +1 @@
1
- {"version":3,"file":"drawable_mixin.js","sources":["../../src/render/drawable_mixin.ts"],"sourcesContent":["import type { Disposable, GenericConstructor, Immutable, Nullable } from '@zephyr3d/base';\r\nimport { Vector2, Vector4 } from '@zephyr3d/base';\r\nimport type { AbstractDevice } from '@zephyr3d/device';\r\nimport type { BindGroup } from '@zephyr3d/device';\r\nimport type { BatchDrawable, DrawContext, Drawable } from './drawable';\r\nimport { ShaderHelper } from '../material';\r\nimport type { DrawableInstanceInfo, RenderQueue, RenderQueueRef } from './render_queue';\r\nimport type { Mesh, SceneNode } from '../scene';\r\nimport { MaterialVaryingFlags } from '../values';\r\nimport { getDevice } from '../app/api';\r\n\r\nexport interface IMixinDrawable {\r\n readonly objectColor: Vector4;\r\n getDrawableId(): number;\r\n pushRenderQueueRef(ref: RenderQueueRef): void;\r\n applyInstanceOffsetAndStride(renderQueue: RenderQueue, stride: number, offset: number): void;\r\n applyTransformUniforms(renderQueue: RenderQueue): void;\r\n applyMaterialUniforms(instanceInfo: DrawableInstanceInfo): void;\r\n applyMaterialUniformsAll(): void;\r\n getObjectColor(): Vector4;\r\n bind(ctx: DrawContext, renderQueue: Nullable<RenderQueue>): void;\r\n}\r\n\r\nlet _drawableId = 0;\r\nconst boneTextureSize = new Vector2();\r\n\r\nconst instanceBindGroupTransfromTags = new WeakMap<DrawableInstanceInfo, number>();\r\nconst drawableBindGroupTransfromTags = new WeakMap<BindGroup, number>();\r\n\r\nconst bindGroupCache: Record<string, BindGroup[]> = {};\r\nconst usedBindGroups: WeakMap<BindGroup, string> = new WeakMap();\r\n\r\nfunction fetchBindGroup(skinning: boolean, morphing: boolean, instancing: boolean) {\r\n const hash = `${instancing}:${morphing}:${skinning}`;\r\n const bindGroups = bindGroupCache[hash];\r\n let bindGroup: Nullable<BindGroup> = null;\r\n if (bindGroups && bindGroups.length > 0) {\r\n bindGroup = bindGroups.pop()!;\r\n } else {\r\n const layout = ShaderHelper.getDrawableBindGroupLayout(skinning, morphing, instancing);\r\n bindGroup = getDevice().createBindGroup(layout);\r\n }\r\n usedBindGroups.set(bindGroup, hash);\r\n return bindGroup;\r\n}\r\n\r\nfunction releaseBindGroup(bindGroup: Nullable<BindGroup>) {\r\n if (bindGroup) {\r\n const hash = usedBindGroups.get(bindGroup);\r\n if (hash) {\r\n usedBindGroups.delete(bindGroup);\r\n drawableBindGroupTransfromTags.delete(bindGroup);\r\n const bindGroups = bindGroupCache[hash];\r\n if (bindGroups) {\r\n bindGroups.push(bindGroup);\r\n } else {\r\n bindGroupCache[hash] = [bindGroup];\r\n }\r\n } else {\r\n bindGroup.dispose();\r\n }\r\n }\r\n}\r\n\r\nexport function mixinDrawable<\r\n T extends GenericConstructor<\r\n {\r\n getNode(): SceneNode;\r\n } & Disposable\r\n >\r\n>(baseCls: T): T & { new (...args: any[]): IMixinDrawable } {\r\n const cls = class extends baseCls {\r\n private readonly _mdRenderQueueRef: RenderQueueRef[];\r\n private _mdDrawableBindGroup: Nullable<BindGroup>;\r\n private readonly _mdDrawableBindGroupInstanced: Map<RenderQueue, BindGroup>;\r\n private _mdDrawableBindGroupSkin: Nullable<BindGroup>;\r\n private _mdDrawableBindGroupMorph: Nullable<BindGroup>;\r\n private _mdDrawableBindGroupSkinMorph: Nullable<BindGroup>;\r\n private readonly _worldMatrixBuffer: Float32Array<ArrayBuffer>;\r\n private _framestampBuffer: Int32Array<ArrayBuffer>;\r\n private readonly _currentWorldMatrixBuffer: Float32Array<ArrayBuffer>;\r\n private readonly _prevWorldMatrixBuffer: Float32Array<ArrayBuffer>;\r\n private readonly _drawableId: number;\r\n private _objectColor: Nullable<Vector4>;\r\n constructor(...args: any[]) {\r\n super(...args);\r\n this._drawableId = ++_drawableId;\r\n this._objectColor = null;\r\n this._mdRenderQueueRef = [];\r\n this._mdDrawableBindGroup = null;\r\n this._mdDrawableBindGroupInstanced = new Map();\r\n this._mdDrawableBindGroupSkin = null;\r\n this._mdDrawableBindGroupMorph = null;\r\n this._mdDrawableBindGroupSkinMorph = null;\r\n this._worldMatrixBuffer = new Float32Array(4 * 9);\r\n this._framestampBuffer = new Int32Array(this._worldMatrixBuffer.buffer, 4 * 16);\r\n this._currentWorldMatrixBuffer = this._worldMatrixBuffer.subarray(0, 16);\r\n this._prevWorldMatrixBuffer = this._worldMatrixBuffer.subarray(20, 36);\r\n this._currentWorldMatrixBuffer.set(this.getNode().worldMatrix);\r\n this._framestampBuffer[0] = getDevice().frameInfo.frameCounter;\r\n this._framestampBuffer[1] = this._framestampBuffer[0];\r\n this._prevWorldMatrixBuffer.set(this.getNode().worldMatrix);\r\n this.getNode().on('transformchanged', () => {\r\n const frame = getDevice().frameInfo.frameCounter;\r\n if (frame !== this._framestampBuffer[1]) {\r\n this._prevWorldMatrixBuffer.set(this._currentWorldMatrixBuffer);\r\n this._framestampBuffer[0] = frame;\r\n this._framestampBuffer[1] = frame;\r\n }\r\n this._currentWorldMatrixBuffer.set(this.getNode().worldMatrix);\r\n for (const ref of this._mdRenderQueueRef) {\r\n if (ref.ref) {\r\n this.applyTransformUniforms(ref.ref);\r\n }\r\n }\r\n });\r\n }\r\n getDrawableId() {\r\n return this._drawableId;\r\n }\r\n getObjectColor(): Immutable<Vector4> {\r\n if (!this._objectColor) {\r\n const a = (this._drawableId & 0xff) / 255;\r\n const b = ((this._drawableId >>> 8) & 0xff) / 255;\r\n const g = ((this._drawableId >>> 16) & 0xff) / 255;\r\n const r = ((this._drawableId >>> 24) & 0xff) / 255;\r\n this._objectColor = new Vector4(r, g, b, a);\r\n }\r\n return this._objectColor;\r\n }\r\n pushRenderQueueRef(ref: RenderQueueRef) {\r\n this.renderQueueRefPrune();\r\n this._mdRenderQueueRef.push(ref);\r\n }\r\n renderQueueRefPrune(force = false) {\r\n for (let i = this._mdRenderQueueRef.length - 1; i >= 0; i--) {\r\n const ref = this._mdRenderQueueRef[i].ref;\r\n if (force || ref.disposed) {\r\n this._mdRenderQueueRef.splice(i, 1);\r\n const bindGroup = this._mdDrawableBindGroupInstanced.get(ref);\r\n if (bindGroup) {\r\n releaseBindGroup(bindGroup);\r\n this._mdDrawableBindGroupInstanced.delete(ref);\r\n }\r\n }\r\n }\r\n }\r\n applyInstanceOffsetAndStride(renderQueue: RenderQueue, stride: number, offset: number) {\r\n const drawableBindGroup = this.getDrawableBindGroup(getDevice(), true, renderQueue);\r\n drawableBindGroup.setValue(ShaderHelper.getInstanceDataStrideUniformName(), stride >> 2);\r\n drawableBindGroup.setValue(ShaderHelper.getInstanceDataOffsetUniformName(), offset >> 2);\r\n }\r\n applyTransformUniforms(renderQueue: RenderQueue) {\r\n const instanceInfo = renderQueue.getInstanceInfo(this as unknown as Drawable);\r\n const currentTag = this.getNode().transformTag;\r\n if (instanceInfo) {\r\n const tag = instanceBindGroupTransfromTags.get(instanceInfo) ?? -1;\r\n if (tag !== currentTag) {\r\n instanceInfo.bindGroup.bindGroup.setRawData(\r\n ShaderHelper.getInstanceDataUniformName(),\r\n instanceInfo.offset * 4,\r\n this._worldMatrixBuffer,\r\n 0,\r\n 36\r\n );\r\n instanceBindGroupTransfromTags.set(instanceInfo, currentTag);\r\n }\r\n } else {\r\n const drawableBindGroup = this.getDrawableBindGroup(getDevice(), false, renderQueue);\r\n const tag = drawableBindGroupTransfromTags.get(drawableBindGroup) ?? -1;\r\n if (tag !== currentTag) {\r\n drawableBindGroup.setValue(\r\n ShaderHelper.getWorldMatrixUniformName(),\r\n this._currentWorldMatrixBuffer\r\n );\r\n drawableBindGroup.setValue(\r\n ShaderHelper.getPrevWorldMatrixUniformName(),\r\n this._prevWorldMatrixBuffer\r\n );\r\n drawableBindGroup.setValue(\r\n ShaderHelper.getPrevWorldMatrixFrameUniformName(),\r\n this._framestampBuffer[0]\r\n );\r\n if ((this as unknown as Drawable).getBoneMatrices()) {\r\n drawableBindGroup.setValue(\r\n ShaderHelper.getBoneInvBindMatrixUniformName(),\r\n (this as unknown as Mesh).invWorldMatrix\r\n );\r\n }\r\n drawableBindGroupTransfromTags.set(drawableBindGroup, currentTag);\r\n }\r\n }\r\n }\r\n applyMaterialUniformsAll() {\r\n for (const ref of this._mdRenderQueueRef) {\r\n if (ref.ref) {\r\n const instanceInfo = ref.ref.getInstanceInfo(this as unknown as Drawable);\r\n if (instanceInfo) {\r\n this.applyMaterialUniforms(instanceInfo);\r\n }\r\n }\r\n }\r\n }\r\n applyMaterialUniforms(instanceInfo: DrawableInstanceInfo) {\r\n const uniforms = (this as unknown as BatchDrawable).getInstanceUniforms();\r\n if (uniforms) {\r\n instanceInfo.bindGroup.bindGroup.setRawData(\r\n ShaderHelper.getInstanceDataUniformName(),\r\n (instanceInfo.offset + ShaderHelper.MATERIAL_INSTANCE_DATA_OFFSET * 4) * 4,\r\n uniforms,\r\n 0,\r\n uniforms.length\r\n );\r\n }\r\n }\r\n /** @internal */\r\n bind(ctx: DrawContext, renderQueue: Nullable<RenderQueue>) {\r\n const device = ctx.device;\r\n const drawableBindGroup = this.getDrawableBindGroup(device, !!ctx.instanceData, renderQueue!);\r\n device.setBindGroup(1, drawableBindGroup);\r\n if (ctx.instanceData) {\r\n device.setBindGroup(3, ctx.instanceData.bindGroup.bindGroup);\r\n }\r\n if 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{\r\n const layout = ShaderHelper.getDrawableBindGroupLayout(skinning, morphing, instancing);\r\n bindGroup = getDevice().createBindGroup(layout);\r\n }\r\n usedBindGroups.set(bindGroup, hash);\r\n return bindGroup;\r\n}\r\n\r\nfunction releaseBindGroup(bindGroup: Nullable<BindGroup>) {\r\n if (bindGroup) {\r\n const hash = usedBindGroups.get(bindGroup);\r\n if (hash) {\r\n usedBindGroups.delete(bindGroup);\r\n drawableBindGroupTransfromTags.delete(bindGroup);\r\n const bindGroups = bindGroupCache[hash];\r\n if (bindGroups) {\r\n bindGroups.push(bindGroup);\r\n } else {\r\n bindGroupCache[hash] = [bindGroup];\r\n }\r\n } else {\r\n bindGroup.dispose();\r\n }\r\n }\r\n}\r\n\r\nexport function mixinDrawable<\r\n T extends GenericConstructor<\r\n {\r\n getNode(): SceneNode;\r\n } & Disposable\r\n >\r\n>(baseCls: T): T & { new (...args: any[]): IMixinDrawable } {\r\n const cls = class extends baseCls {\r\n private readonly _mdRenderQueueRef: RenderQueueRef[];\r\n private _mdDrawableBindGroup: Nullable<BindGroup>;\r\n private readonly _mdDrawableBindGroupInstanced: Map<RenderQueue, BindGroup>;\r\n private _mdDrawableBindGroupSkin: Nullable<BindGroup>;\r\n private _mdDrawableBindGroupMorph: Nullable<BindGroup>;\r\n private _mdDrawableBindGroupSkinMorph: Nullable<BindGroup>;\r\n private readonly _worldMatrixBuffer: Float32Array<ArrayBuffer>;\r\n private _framestampBuffer: Int32Array<ArrayBuffer>;\r\n private readonly _currentWorldMatrixBuffer: Float32Array<ArrayBuffer>;\r\n private readonly _prevWorldMatrixBuffer: Float32Array<ArrayBuffer>;\r\n private readonly _drawableId: number;\r\n private _objectColor: Nullable<Vector4>;\r\n private _nodeTransformTag: number;\r\n constructor(...args: any[]) {\r\n super(...args);\r\n this._drawableId = ++_drawableId;\r\n this._objectColor = null;\r\n this._mdRenderQueueRef = [];\r\n this._mdDrawableBindGroup = null;\r\n this._mdDrawableBindGroupInstanced = new Map();\r\n this._mdDrawableBindGroupSkin = null;\r\n this._mdDrawableBindGroupMorph = null;\r\n this._mdDrawableBindGroupSkinMorph = null;\r\n this._worldMatrixBuffer = new Float32Array(4 * 9);\r\n this._framestampBuffer = new Int32Array(this._worldMatrixBuffer.buffer, 4 * 16);\r\n this._currentWorldMatrixBuffer = this._worldMatrixBuffer.subarray(0, 16);\r\n this._prevWorldMatrixBuffer = this._worldMatrixBuffer.subarray(20, 36);\r\n this._currentWorldMatrixBuffer.set(this.getNode().worldMatrix);\r\n this._framestampBuffer[0] = getDevice().frameInfo.frameCounter;\r\n this._framestampBuffer[1] = this._framestampBuffer[0];\r\n this._prevWorldMatrixBuffer.set(this.getNode().worldMatrix);\r\n this._nodeTransformTag = -1;\r\n this.getNode().on('transformchanged', () => {\r\n this.getNode().scene?.queueUpdateDrawable(this as unknown as Drawable);\r\n });\r\n }\r\n getDrawableId() {\r\n return this._drawableId;\r\n }\r\n getObjectColor(): Immutable<Vector4> {\r\n if (!this._objectColor) {\r\n const a = (this._drawableId & 0xff) / 255;\r\n const b = ((this._drawableId >>> 8) & 0xff) / 255;\r\n const g = ((this._drawableId >>> 16) & 0xff) / 255;\r\n const r = ((this._drawableId >>> 24) & 0xff) / 255;\r\n this._objectColor = new Vector4(r, g, b, a);\r\n }\r\n return this._objectColor;\r\n }\r\n pushRenderQueueRef(ref: RenderQueueRef) {\r\n this.renderQueueRefPrune();\r\n this._mdRenderQueueRef.push(ref);\r\n }\r\n renderQueueRefPrune(force = false) {\r\n for (let i = this._mdRenderQueueRef.length - 1; i >= 0; i--) {\r\n const ref = this._mdRenderQueueRef[i].ref;\r\n if (force || ref.disposed) {\r\n this._mdRenderQueueRef.splice(i, 1);\r\n const bindGroup = this._mdDrawableBindGroupInstanced.get(ref);\r\n if (bindGroup) {\r\n releaseBindGroup(bindGroup);\r\n this._mdDrawableBindGroupInstanced.delete(ref);\r\n }\r\n }\r\n }\r\n }\r\n applyInstanceOffsetAndStride(renderQueue: RenderQueue, stride: number, offset: number) {\r\n const drawableBindGroup = this.getDrawableBindGroup(getDevice(), true, renderQueue);\r\n drawableBindGroup.setValue(ShaderHelper.getInstanceDataStrideUniformName(), stride >> 2);\r\n drawableBindGroup.setValue(ShaderHelper.getInstanceDataOffsetUniformName(), offset >> 2);\r\n }\r\n applyTransformUniforms(renderQueue: RenderQueue) {\r\n const instanceInfo = renderQueue.getInstanceInfo(this as unknown as Drawable);\r\n const currentTag = this.getNode().transformTag;\r\n if (instanceInfo) {\r\n const tag = instanceBindGroupTransfromTags.get(instanceInfo) ?? -1;\r\n if (tag !== currentTag) {\r\n instanceInfo.bindGroup.bindGroup.setRawData(\r\n ShaderHelper.getInstanceDataUniformName(),\r\n instanceInfo.offset * 4,\r\n this._worldMatrixBuffer,\r\n 0,\r\n 36\r\n );\r\n instanceBindGroupTransfromTags.set(instanceInfo, currentTag);\r\n }\r\n } else {\r\n const drawableBindGroup = this.getDrawableBindGroup(getDevice(), false, renderQueue);\r\n const tag = drawableBindGroupTransfromTags.get(drawableBindGroup) ?? -1;\r\n if (tag !== currentTag) {\r\n drawableBindGroup.setValue(\r\n ShaderHelper.getWorldMatrixUniformName(),\r\n this._currentWorldMatrixBuffer\r\n );\r\n drawableBindGroup.setValue(\r\n ShaderHelper.getPrevWorldMatrixUniformName(),\r\n this._prevWorldMatrixBuffer\r\n );\r\n drawableBindGroup.setValue(\r\n ShaderHelper.getPrevWorldMatrixFrameUniformName(),\r\n this._framestampBuffer[0]\r\n );\r\n if ((this as unknown as Drawable).getBoneMatrices()) {\r\n drawableBindGroup.setValue(\r\n ShaderHelper.getBoneInvBindMatrixUniformName(),\r\n (this as unknown as Mesh).invWorldMatrix\r\n );\r\n }\r\n drawableBindGroupTransfromTags.set(drawableBindGroup, currentTag);\r\n }\r\n }\r\n }\r\n applyMaterialUniformsAll() {\r\n for (const ref of this._mdRenderQueueRef) {\r\n if (ref.ref) {\r\n const instanceInfo = ref.ref.getInstanceInfo(this as unknown as Drawable);\r\n if (instanceInfo) {\r\n this.applyMaterialUniforms(instanceInfo);\r\n }\r\n }\r\n }\r\n }\r\n applyMaterialUniforms(instanceInfo: DrawableInstanceInfo) {\r\n const uniforms = (this as unknown as BatchDrawable).getInstanceUniforms();\r\n if (uniforms) {\r\n instanceInfo.bindGroup.bindGroup.setRawData(\r\n ShaderHelper.getInstanceDataUniformName(),\r\n (instanceInfo.offset + ShaderHelper.MATERIAL_INSTANCE_DATA_OFFSET * 4) * 4,\r\n uniforms,\r\n 0,\r\n uniforms.length\r\n );\r\n }\r\n }\r\n updateState() {\r\n const currentTag = this.getNode().transformTag;\r\n if (this._nodeTransformTag !== currentTag) {\r\n this._nodeTransformTag = currentTag;\r\n const frame = getDevice().frameInfo.frameCounter;\r\n if (frame !== this._framestampBuffer[1]) {\r\n this._prevWorldMatrixBuffer.set(this._currentWorldMatrixBuffer);\r\n this._framestampBuffer[0] = frame;\r\n this._framestampBuffer[1] = frame;\r\n }\r\n this._currentWorldMatrixBuffer.set(this.getNode().worldMatrix);\r\n for (const ref of this._mdRenderQueueRef) {\r\n if (ref.ref) {\r\n this.applyTransformUniforms(ref.ref);\r\n }\r\n }\r\n }\r\n }\r\n /** @internal */\r\n bind(ctx: DrawContext, renderQueue: Nullable<RenderQueue>) {\r\n 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@@ -69,16 +69,17 @@ import { getDevice } from '../app/api.js';
69
69
  pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP] = pb.texCube().uniform(0);
70
70
  pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP_MAX_LOD] = pb.float().uniform(0);
71
71
  }
72
- if (getDevice().type === 'webgl' || !getDevice().getDeviceCaps().framebufferCaps.supportFloatBlending) {
73
- if (this.irradianceSHFB) {
74
- pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH] = pb.tex2D().uniform(0);
75
- pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW] = pb.vec3().uniform(0);
76
- }
77
- } else {
78
- if (this.irradianceSH) {
79
- pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH] = pb.vec4[9]().uniformBuffer(0);
80
- pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW] = pb.vec3().uniform(0);
72
+ if (this.irradianceSHFB) {
73
+ const tex = pb.tex2D();
74
+ const formatInfo = getDevice().getDeviceCaps().textureCaps.getTextureFormatInfo(this.irradianceSHFB.getColorAttachments()[0].format);
75
+ if (formatInfo && !formatInfo.filterable) {
76
+ tex.sampleType('unfilterable-float');
81
77
  }
78
+ pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH] = tex.uniform(0);
79
+ pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW] = pb.vec3().uniform(0);
80
+ } else if (this.irradianceSH) {
81
+ pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH] = pb.vec4[9]().uniformBuffer(0);
82
+ pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW] = pb.vec3().uniform(0);
82
83
  }
83
84
  }
84
85
  }
@@ -90,16 +91,12 @@ import { getDevice } from '../app/api.js';
90
91
  bg.setValue(EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP_MAX_LOD, this.radianceMap.mipLevelCount - 1);
91
92
  bg.setTexture(EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP, this.radianceMap);
92
93
  }
93
- if (getDevice().type === 'webgl' || !getDevice().getDeviceCaps().framebufferCaps.supportFloatBlending) {
94
- if (this.irradianceSHFB) {
95
- bg.setTexture(EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH, this.irradianceSHFB.getColorAttachments()[0], fetchSampler('clamp_nearest_nomip'));
96
- bg.setValue(EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW, this.irradianceWindow);
97
- }
98
- } else {
99
- if (this.irradianceSH) {
100
- bg.setBuffer(EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH, this.irradianceSH);
101
- bg.setValue(EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW, this.irradianceWindow);
102
- }
94
+ if (this.irradianceSHFB) {
95
+ bg.setTexture(EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH, this.irradianceSHFB.getColorAttachments()[0], fetchSampler('clamp_nearest_nomip'));
96
+ bg.setValue(EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW, this.irradianceWindow);
97
+ } else if (this.irradianceSH) {
98
+ bg.setBuffer(EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH, this.irradianceSH);
99
+ bg.setValue(EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW, this.irradianceWindow);
103
100
  }
104
101
  }
105
102
  /**
@@ -114,6 +111,7 @@ import { getDevice } from '../app/api.js';
114
111
  * @override
115
112
  */ getIrradiance(scope, normal) {
116
113
  const pb = scope.$builder;
114
+ const that = this;
117
115
  pb.func('Z_sh_Y0', [
118
116
  pb.vec3('v')
119
117
  ], function() {
@@ -163,7 +161,7 @@ import { getDevice } from '../app/api.js';
163
161
  pb.vec3('v')
164
162
  ], function() {
165
163
  this.$l.window = this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW];
166
- if (getDevice().type === 'webgl' || !getDevice().getDeviceCaps().framebufferCaps.supportFloatBlending) {
164
+ if (that.irradianceSHFB) {
167
165
  this.$l.c = pb.mul(pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(0.5 / 3, 0.5 / 3), 0).rgb, this.Z_sh_Y0(this.v), this.window.x);
168
166
  this.c = pb.add(this.c, pb.mul(pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(1.5 / 3, 0.5 / 3), 0).rgb, this.Z_sh_Y1(this.v), this.window.y));
169
167
  this.c = pb.add(this.c, pb.mul(pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(2.5 / 3, 0.5 / 3), 0).rgb, this.Z_sh_Y2(this.v), this.window.y));
@@ -192,13 +190,13 @@ import { getDevice } from '../app/api.js';
192
190
  * {@inheritDoc EnvironmentLighting.hasRadiance}
193
191
  * @override
194
192
  */ hasRadiance() {
195
- return !!this._radianceMap;
193
+ return !!this._radianceMap.get();
196
194
  }
197
195
  /**
198
196
  * {@inheritDoc EnvironmentLighting.hasIrradiance}
199
197
  * @override
200
198
  */ hasIrradiance() {
201
- return !!this._irradianceSH;
199
+ return !!this._irradianceSH.get() || !!this._irradianceSHFB.get();
202
200
  }
203
201
  /**
204
202
  * Disposes the object and releases all GPU resources