@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
@@ -2,13 +2,15 @@ import { applyMixins, DRef, Vector2, Vector3, Quaternion } from '@zephyr3d/base'
2
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  import { GraphNode } from './graph_node.js';
3
3
  import { getDevice } from '../app/api.js';
4
4
  import { QUEUE_OPAQUE } from '../values.js';
5
+ import '../render/render_queue.js';
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+ import { RenderBundleWrapper } from '../render/renderbundle_wrapper.js';
7
+ import { Primitive } from '../render/primitive.js';
5
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  import '@zephyr3d/device';
6
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  import '../material/shader/helper.js';
7
10
  import '../material/lambert.js';
8
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  import '../material/blinn.js';
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  import '../material/unlit.js';
10
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  import '../material/particle.js';
11
- import { RenderBundleWrapper } from '../render/renderbundle_wrapper.js';
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  import '../material/meshmaterial.js';
13
15
  import '../material/grassmaterial.js';
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  import '../material/terrain-cm.js';
@@ -18,8 +20,7 @@ import '../material/pbrblueprint.js';
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  import { SpriteMaterial } from '../material/sprite.js';
19
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  import '../material/sprite_std.js';
20
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  import '../utility/blueprint/material/texture.js';
21
- import '../render/renderer.js';
22
- import { Primitive } from '../render/primitive.js';
23
+ import '../render/rendergraph/forward_plus_builder.js';
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  import '../render/sky.js';
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  import '../render/clipmap.js';
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  import '../shaders/atmosphere.js';
@@ -1 +1 @@
1
- {"version":3,"file":"basesprite.js","sources":["../../src/scene/basesprite.ts"],"sourcesContent":["import type { Matrix4x4, Nullable } from '@zephyr3d/base';\r\nimport { applyMixins, DRef, Quaternion, Vector2, Vector3 } from '@zephyr3d/base';\r\nimport { GraphNode } from './graph_node';\r\nimport type { RenderPass, BatchDrawable, DrawContext, PickTarget, RenderQueue } from '../render';\r\nimport { Primitive } from '../render';\r\nimport type { RenderBundle } from '@zephyr3d/device';\r\nimport type { Scene } from './scene';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { QUEUE_OPAQUE } from '../values';\r\nimport { mixinDrawable } from '../render/drawable_mixin';\r\nimport { RenderBundleWrapper } from '../render/renderbundle_wrapper';\r\nimport type { SceneNode } from './scene_node';\r\nimport { getDevice } from '../app/api';\r\nimport { SpriteMaterial } from '../material/sprite';\r\n\r\n/**\r\n * Mesh node\r\n * @public\r\n */\r\nexport class BaseSprite<M extends SpriteMaterial>\r\n extends applyMixins(GraphNode, mixinDrawable)\r\n implements BatchDrawable\r\n{\r\n /** @internal */\r\n private static _primitive: DRef<Primitive> = new DRef();\r\n /** @internal */\r\n private readonly _material: DRef<M>;\r\n /** @internal */\r\n protected _instanceHash: Nullable<string>;\r\n /** @internal */\r\n protected _batchable: boolean;\r\n /** @internal */\r\n protected _pickTarget: PickTarget;\r\n /** @internal */\r\n protected _renderBundle: Record<string, RenderBundle>;\r\n /** @internal */\r\n protected _useRenderBundle: boolean;\r\n /** @internal */\r\n protected _materialChangeTag: Nullable<number>;\r\n /** @internal */\r\n protected _anchor: Vector2;\r\n /** @internal */\r\n protected _rotateAngle: number;\r\n /**\r\n * Creates an instance of mesh node\r\n * @param scene - The scene to which the mesh node belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._material = new DRef();\r\n this._instanceHash = null;\r\n this._pickTarget = { node: this };\r\n this._batchable = getDevice().type !== 'webgl';\r\n this._anchor = new Vector2(0.5, 0.5);\r\n this._rotateAngle = 0;\r\n this._renderBundle = {};\r\n this._useRenderBundle = true;\r\n this._materialChangeTag = null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getName}\r\n */\r\n getName() {\r\n return this._name;\r\n }\r\n /**\r\n * {@inheritDoc BatchDrawable.getInstanceId}\r\n */\r\n getInstanceId(_renderPass: RenderPass) {\r\n return `${this._instanceHash}:${this.worldMatrixDet >= 0}`;\r\n }\r\n /**\r\n * {@inheritDoc BatchDrawable.getInstanceUniforms}\r\n */\r\n getInstanceUniforms() {\r\n return this._material.get()!.$instanceUniforms;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPickTarget }\r\n */\r\n getPickTarget() {\r\n return this._pickTarget;\r\n }\r\n setPickTarget(node: SceneNode, label?: string) {\r\n this._pickTarget = { node, label };\r\n }\r\n /** Material of the mesh */\r\n get material() {\r\n return this._material.get()!;\r\n }\r\n set material(m) {\r\n if (this._material.get() !== m && m instanceof SpriteMaterial) {\r\n this._material.set(m);\r\n if (m) {\r\n this.onSetMaterial(m);\r\n RenderBundleWrapper.materialAttached(m.coreMaterial, this);\r\n }\r\n this._instanceHash = m ? `${this.constructor.name}:${this._scene?.id ?? 0}:${m.instanceId}` : null;\r\n RenderBundleWrapper.drawableChanged(this);\r\n this._materialChangeTag = null;\r\n }\r\n }\r\n get anchorX() {\r\n return this._anchor.x;\r\n }\r\n set anchorX(value) {\r\n if (this._anchor.x !== value) {\r\n this._anchor.x = value;\r\n this.invalidateWorldBoundingVolume(false);\r\n const material = this._material.get();\r\n if (material) {\r\n material.anchorX = this._anchor.x;\r\n }\r\n }\r\n }\r\n get anchorY() {\r\n return this._anchor.y;\r\n }\r\n set anchorY(value) {\r\n if (this._anchor.y !== value) {\r\n this._anchor.y = value;\r\n this.invalidateWorldBoundingVolume(false);\r\n const material = this._material.get();\r\n if (material) {\r\n material.anchorY = this._anchor.y;\r\n }\r\n }\r\n }\r\n get uvTopLeft() {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n return new Vector2(uvinfo.x, uvinfo.y);\r\n }\r\n set uvTopLeft(value) {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n this._material.get()!.setUVInfo(value.x, value.y, uvinfo.z, uvinfo.w);\r\n }\r\n get uvBottomRight() {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n return new Vector2(uvinfo.z, uvinfo.w);\r\n }\r\n set uvBottomRight(value) {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n this._material.get()!.setUVInfo(uvinfo.x, uvinfo.y, value.x, value.y);\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphData}\r\n */\r\n getMorphData() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphInfo}\r\n */\r\n getMorphInfo() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isBatchable}\r\n */\r\n isBatchable(): this is BatchDrawable {\r\n return this._batchable && !!this._material.get() && this._material.get()!.isBatchable();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getQueueType}\r\n */\r\n getQueueType() {\r\n return this.material?.getQueueType() ?? QUEUE_OPAQUE;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isUnlit}\r\n */\r\n isUnlit() {\r\n return !this.material?.supportLighting();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneColor}\r\n */\r\n needSceneColor() {\r\n return this.material?.needSceneColor();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneDepth}\r\n */\r\n needSceneDepth() {\r\n return this.material?.needSceneDepth();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.draw}\r\n */\r\n draw(ctx: DrawContext, renderQueue: Nullable<RenderQueue>, hash?: string) {\r\n const material = this.material;\r\n const primitive = this.getPrimitive();\r\n if (material && primitive) {\r\n if (this._useRenderBundle && !ctx.instanceData && hash) {\r\n if (this._materialChangeTag !== material.changeTag) {\r\n this._renderBundle = {};\r\n this._materialChangeTag = material.changeTag;\r\n }\r\n const renderBundle = this._renderBundle[hash];\r\n if (!renderBundle) {\r\n ctx.device.beginCapture();\r\n this.bind(ctx, renderQueue);\r\n material.draw(primitive, ctx);\r\n this._renderBundle[hash] = ctx.device.endCapture();\r\n } else {\r\n ctx.device.executeRenderBundle(renderBundle);\r\n }\r\n } else {\r\n this.bind(ctx, renderQueue);\r\n material.draw(primitive, ctx);\r\n }\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMaterial}\r\n */\r\n getMaterial() {\r\n return this.material;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPrimitive}\r\n */\r\n getPrimitive() {\r\n let primitive = BaseSprite._primitive.get();\r\n if (!primitive) {\r\n primitive = new Primitive();\r\n primitive.createAndSetVertexBuffer('position_f32', new Float32Array([0, 1, 2, 3]));\r\n primitive.createAndSetIndexBuffer(new Uint16Array([0, 1, 2, 3]));\r\n primitive.primitiveType = 'triangle-strip';\r\n BaseSprite._primitive.set(primitive);\r\n }\r\n return primitive;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getBoneMatrices}\r\n */\r\n getBoneMatrices() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getNode}\r\n */\r\n getNode() {\r\n // mesh transform should be ignored when skinned\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.computeBoundingVolume}\r\n */\r\n computeBoundingVolume() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.computeWorldBoundingVolume}\r\n */\r\n computeWorldBoundingVolume() {\r\n const p = this.worldMatrix.transformPointAffine(Vector3.zero());\r\n const scaleX = Math.hypot(this.worldMatrix[0], this.worldMatrix[1], this.worldMatrix[2]);\r\n const scaleY = Math.hypot(this.worldMatrix[4], this.worldMatrix[5], this.worldMatrix[6]);\r\n const mat = this._material?.get();\r\n if (mat) {\r\n const boundingBox = new BoundingBox();\r\n const cx = Math.max(Math.abs(this._anchor.x), Math.abs(1 - this._anchor.x)) * scaleX;\r\n const cy = Math.max(Math.abs(this._anchor.y), Math.abs(1 - this._anchor.y)) * scaleY;\r\n const size = Math.max(cx, cy);\r\n boundingBox.minPoint.setXYZ(p.x - size, p.y - size, p.z - size);\r\n boundingBox.maxPoint.setXYZ(p.x + size, p.y + size, p.z + size);\r\n return boundingBox;\r\n }\r\n return null;\r\n }\r\n calculateLocalTransform(outMatrix: Matrix4x4) {\r\n const rot = this.rotation.toEulerAngles().z;\r\n const rotationZ = Quaternion.fromAxisAngle(Vector3.axisPZ(), rot);\r\n outMatrix.compose(this._scaling, rotationZ, this._position);\r\n if (this._material?.get()) {\r\n this._rotateAngle = -rot;\r\n this._material.get()!.rotation = this._rotateAngle;\r\n }\r\n\r\n //outMatrix.scaling(this.scale).translateLeft(this._position);\r\n }\r\n calculateWorldTransform(outMatrix: Matrix4x4) {\r\n outMatrix.set(this.localMatrix);\r\n if (this.parent) {\r\n outMatrix.m03 += this.parent.worldMatrix.m03;\r\n outMatrix.m13 += this.parent.worldMatrix.m13;\r\n outMatrix.m23 += this.parent.worldMatrix.m23;\r\n }\r\n }\r\n /** Called when new material is set */\r\n protected onSetMaterial(material: M) {\r\n material.anchor = this._anchor;\r\n material.rotation = this._rotateAngle;\r\n }\r\n /** Disposes the mesh node */\r\n protected 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+ {"version":3,"file":"basesprite.js","sources":["../../src/scene/basesprite.ts"],"sourcesContent":["import type { Matrix4x4, Nullable } from '@zephyr3d/base';\r\nimport { applyMixins, DRef, Quaternion, Vector2, Vector3 } from '@zephyr3d/base';\r\nimport { GraphNode } from './graph_node';\r\nimport type { RenderPass, BatchDrawable, DrawContext, PickTarget, RenderQueue } from '../render';\r\nimport { Primitive } from '../render';\r\nimport type { RenderBundle } from '@zephyr3d/device';\r\nimport type { Scene } from './scene';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { QUEUE_OPAQUE } from '../values';\r\nimport { mixinDrawable } from '../render/drawable_mixin';\r\nimport { RenderBundleWrapper } from '../render/renderbundle_wrapper';\r\nimport type { SceneNode } from './scene_node';\r\nimport { getDevice } from '../app/api';\r\nimport { SpriteMaterial } from '../material/sprite';\r\n\r\n/**\r\n * Mesh node\r\n * @public\r\n */\r\nexport class BaseSprite<M extends SpriteMaterial>\r\n extends applyMixins(GraphNode, mixinDrawable)\r\n implements BatchDrawable\r\n{\r\n /** @internal */\r\n private static _primitive: DRef<Primitive> = new DRef();\r\n /** @internal */\r\n private readonly _material: DRef<M>;\r\n /** @internal */\r\n protected _instanceHash: Nullable<string>;\r\n /** @internal */\r\n protected _batchable: boolean;\r\n /** @internal */\r\n protected _pickTarget: PickTarget;\r\n /** @internal */\r\n protected _renderBundle: Record<string, RenderBundle>;\r\n /** @internal */\r\n protected _useRenderBundle: boolean;\r\n /** @internal */\r\n protected _materialChangeTag: Nullable<number>;\r\n /** @internal */\r\n protected _anchor: Vector2;\r\n /** @internal */\r\n protected _rotateAngle: number;\r\n /**\r\n * Creates an instance of mesh node\r\n * @param scene - The scene to which the mesh node belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._material = new DRef();\r\n this._instanceHash = null;\r\n this._pickTarget = { node: this };\r\n this._batchable = getDevice().type !== 'webgl';\r\n this._anchor = new Vector2(0.5, 0.5);\r\n this._rotateAngle = 0;\r\n this._renderBundle = {};\r\n this._useRenderBundle = true;\r\n this._materialChangeTag = null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getName}\r\n */\r\n getName() {\r\n return this._name;\r\n }\r\n /**\r\n * {@inheritDoc BatchDrawable.getInstanceId}\r\n */\r\n getInstanceId(_renderPass: RenderPass) {\r\n return `${this._instanceHash}:${this.worldMatrixDet >= 0}`;\r\n }\r\n /**\r\n * {@inheritDoc BatchDrawable.getInstanceUniforms}\r\n */\r\n getInstanceUniforms() {\r\n return this._material.get()!.$instanceUniforms;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPickTarget }\r\n */\r\n getPickTarget() {\r\n return this._pickTarget;\r\n }\r\n setPickTarget(node: SceneNode, label?: string) {\r\n this._pickTarget = { node, label };\r\n }\r\n /** Material of the mesh */\r\n get material() {\r\n return this._material.get()!;\r\n }\r\n set material(m) {\r\n if (this._material.get() !== m && m instanceof SpriteMaterial) {\r\n this._material.set(m);\r\n if (m) {\r\n this.onSetMaterial(m);\r\n RenderBundleWrapper.materialAttached(m.coreMaterial, this);\r\n }\r\n this._instanceHash = m ? `${this.constructor.name}:${this._scene?.id ?? 0}:${m.instanceId}` : null;\r\n RenderBundleWrapper.drawableChanged(this);\r\n this._materialChangeTag = null;\r\n }\r\n }\r\n get anchorX() {\r\n return this._anchor.x;\r\n }\r\n set anchorX(value) {\r\n if (this._anchor.x !== value) {\r\n this._anchor.x = value;\r\n this.invalidateWorldBoundingVolume(false);\r\n const material = this._material.get();\r\n if (material) {\r\n material.anchorX = this._anchor.x;\r\n }\r\n }\r\n }\r\n get anchorY() {\r\n return this._anchor.y;\r\n }\r\n set anchorY(value) {\r\n if (this._anchor.y !== value) {\r\n this._anchor.y = value;\r\n this.invalidateWorldBoundingVolume(false);\r\n const material = this._material.get();\r\n if (material) {\r\n material.anchorY = this._anchor.y;\r\n }\r\n }\r\n }\r\n get uvTopLeft() {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n return new Vector2(uvinfo.x, uvinfo.y);\r\n }\r\n set uvTopLeft(value) {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n this._material.get()!.setUVInfo(value.x, value.y, uvinfo.z, uvinfo.w);\r\n }\r\n get uvBottomRight() {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n return new Vector2(uvinfo.z, uvinfo.w);\r\n }\r\n set uvBottomRight(value) {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n this._material.get()!.setUVInfo(uvinfo.x, uvinfo.y, value.x, value.y);\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphData}\r\n */\r\n getMorphData() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphInfo}\r\n */\r\n getMorphInfo() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isBatchable}\r\n */\r\n isBatchable(): this is BatchDrawable {\r\n return this._batchable && !!this._material.get() && this._material.get()!.isBatchable();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getQueueType}\r\n */\r\n getQueueType() {\r\n return this.material?.getQueueType() ?? QUEUE_OPAQUE;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isUnlit}\r\n */\r\n isUnlit() {\r\n return !this.material?.supportLighting();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneColor}\r\n */\r\n needSceneColor() {\r\n return this.material?.needSceneColor();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneDepth}\r\n */\r\n needSceneDepth() {\r\n return this.material?.needSceneDepth();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.draw}\r\n */\r\n draw(ctx: DrawContext, renderQueue: Nullable<RenderQueue>, hash?: string) {\r\n const material = this.material;\r\n const primitive = this.getPrimitive();\r\n if (material && primitive) {\r\n if (this._useRenderBundle && !ctx.instanceData && hash) {\r\n if (this._materialChangeTag !== material.changeTag) {\r\n this._renderBundle = {};\r\n this._materialChangeTag = material.changeTag;\r\n }\r\n const renderBundle = this._renderBundle[hash];\r\n if (!renderBundle) {\r\n ctx.device.beginCapture();\r\n this.bind(ctx, renderQueue);\r\n material.draw(primitive, ctx);\r\n this._renderBundle[hash] = ctx.device.endCapture();\r\n } else {\r\n ctx.device.executeRenderBundle(renderBundle);\r\n }\r\n } else {\r\n this.bind(ctx, renderQueue);\r\n material.draw(primitive, ctx);\r\n }\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMaterial}\r\n */\r\n getMaterial() {\r\n return this.material;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPrimitive}\r\n */\r\n getPrimitive() {\r\n let primitive = BaseSprite._primitive.get();\r\n if (!primitive) {\r\n primitive = new Primitive();\r\n primitive.createAndSetVertexBuffer('position_f32', new Float32Array([0, 1, 2, 3]));\r\n primitive.createAndSetIndexBuffer(new Uint16Array([0, 1, 2, 3]));\r\n primitive.primitiveType = 'triangle-strip';\r\n BaseSprite._primitive.set(primitive);\r\n }\r\n return primitive;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getBoneMatrices}\r\n */\r\n getBoneMatrices() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getNode}\r\n */\r\n getNode() {\r\n // mesh transform should be ignored when skinned\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.computeBoundingVolume}\r\n */\r\n computeBoundingVolume() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.computeWorldBoundingVolume}\r\n */\r\n computeWorldBoundingVolume() {\r\n const p = this.worldMatrix.transformPointAffine(Vector3.zero());\r\n const scaleX = Math.hypot(this.worldMatrix[0], this.worldMatrix[1], this.worldMatrix[2]);\r\n const scaleY = Math.hypot(this.worldMatrix[4], this.worldMatrix[5], this.worldMatrix[6]);\r\n const mat = this._material?.get();\r\n if (mat) {\r\n const boundingBox = new BoundingBox();\r\n const cx = Math.max(Math.abs(this._anchor.x), Math.abs(1 - this._anchor.x)) * scaleX;\r\n const cy = Math.max(Math.abs(this._anchor.y), Math.abs(1 - this._anchor.y)) * scaleY;\r\n const size = Math.max(cx, cy);\r\n boundingBox.minPoint.setXYZ(p.x - size, p.y - size, p.z - size);\r\n boundingBox.maxPoint.setXYZ(p.x + size, p.y + size, p.z + size);\r\n return boundingBox;\r\n }\r\n return null;\r\n }\r\n calculateLocalTransform(outMatrix: Matrix4x4) {\r\n const rot = this.rotation.toEulerAngles().z;\r\n const rotationZ = Quaternion.fromAxisAngle(Vector3.axisPZ(), rot);\r\n outMatrix.compose(this._scaling, rotationZ, this._position);\r\n if (this._material?.get()) {\r\n this._rotateAngle = -rot;\r\n this._material.get()!.rotation = this._rotateAngle;\r\n }\r\n\r\n //outMatrix.scaling(this.scale).translateLeft(this._position);\r\n }\r\n calculateWorldTransform(outMatrix: Matrix4x4) {\r\n outMatrix.set(this.localMatrix);\r\n if (this.parent) {\r\n outMatrix.m03 += this.parent.worldMatrix.m03;\r\n outMatrix.m13 += this.parent.worldMatrix.m13;\r\n outMatrix.m23 += this.parent.worldMatrix.m23;\r\n }\r\n }\r\n /** Called when new material is set */\r\n protected onSetMaterial(material: M) {\r\n material.anchor = this._anchor;\r\n material.rotation = this._rotateAngle;\r\n }\r\n /** Disposes the mesh node */\r\n protected 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@@ -2,12 +2,9 @@ import { GraphNode } from './graph_node.js';
2
2
  import { Matrix4x4 } from '@zephyr3d/base';
3
3
  import '../values.js';
4
4
  import { InstanceBindGroupAllocator, RenderQueue } from '../render/render_queue.js';
5
- import '../render/renderer.js';
6
- import '../material/shader/helper.js';
7
5
  import '../render/primitive.js';
8
6
  import '@zephyr3d/device';
9
- import '../render/sky.js';
10
- import '../render/clipmap.js';
7
+ import '../material/shader/helper.js';
11
8
  import '../material/lambert.js';
12
9
  import '../material/blinn.js';
13
10
  import '../material/unlit.js';
@@ -21,6 +18,9 @@ import '../material/pbrblueprint.js';
21
18
  import '../material/sprite.js';
22
19
  import '../material/sprite_std.js';
23
20
  import '../utility/blueprint/material/texture.js';
21
+ import '../render/rendergraph/forward_plus_builder.js';
22
+ import '../render/sky.js';
23
+ import '../render/clipmap.js';
24
24
  import '../shaders/atmosphere.js';
25
25
  import { BoundingBox } from '../utility/bounding_volume.js';
26
26
 
@@ -1,5 +1,7 @@
1
1
  import { Disposable, ObservableVector4, DRef, Vector3 } from '@zephyr3d/base';
2
2
  import '../values.js';
3
+ import '../render/render_queue.js';
4
+ import '../render/primitive.js';
3
5
  import '@zephyr3d/device';
4
6
  import '../material/shader/helper.js';
5
7
  import '../material/lambert.js';
@@ -15,8 +17,7 @@ import '../material/pbrblueprint.js';
15
17
  import '../material/sprite.js';
16
18
  import '../material/sprite_std.js';
17
19
  import '../utility/blueprint/material/texture.js';
18
- import '../render/renderer.js';
19
- import '../render/primitive.js';
20
+ import '../render/rendergraph/forward_plus_builder.js';
20
21
  import { SkyRenderer } from '../render/sky.js';
21
22
  import '../render/clipmap.js';
22
23
  import { EnvShIBL, EnvHemisphericAmbient, EnvConstantAmbient } from '../render/envlight.js';
@@ -62,7 +63,8 @@ import '../shaders/atmosphere.js';
62
63
  this._strength = 1;
63
64
  }
64
65
  /** @internal */ getHash(ctx) {
65
- return !ctx || ctx.drawEnvLight ? `${this.type}:${this._envLight.hasRadiance() ? '1' : '0'}:${this._envLight.hasIrradiance() ? '1' : '0'}` : 'none';
66
+ const irradianceSource = this.type === 'ibl' ? this._irradianceSHFB.get() ? 'fb' : this._irradianceSH.get() ? 'buf' : 'none' : 'na';
67
+ return !ctx || ctx.drawEnvLight ? `${this.type}:${this._envLight.hasRadiance() ? '1' : '0'}:${this._envLight.hasIrradiance() ? '1' : '0'}:${irradianceSource}` : 'none';
66
68
  }
67
69
  /** @internal */ get envLight() {
68
70
  return this._envLight;
@@ -137,10 +139,11 @@ import '../shaders/atmosphere.js';
137
139
  break;
138
140
  case 'ibl':
139
141
  if (this._envLight?.getType() !== val) {
140
- this._envLight = new EnvShIBL(this.radianceMap, this.irradianceSH);
142
+ this._envLight = new EnvShIBL(this.radianceMap, this.irradianceSH, this.irradianceSHFB);
141
143
  }
142
144
  this._envLight.radianceMap = this.radianceMap;
143
145
  this._envLight.irradianceSH = this.irradianceSH;
146
+ this._envLight.irradianceSHFB = this.irradianceSHFB;
144
147
  this._envLight.irradianceWindow = this.irradianceWindow;
145
148
  break;
146
149
  case 'constant':
@@ -1 +1 @@
1
- {"version":3,"file":"environment.js","sources":["../../src/scene/environment.ts"],"sourcesContent":["import type { Immutable, Nullable, Vector4 } from '@zephyr3d/base';\r\nimport { Vector3, DRef, Disposable } from '@zephyr3d/base';\r\nimport { ObservableVector4 } from '@zephyr3d/base';\r\nimport type { DrawContext, EnvironmentLighting } from '../render';\r\nimport { EnvShIBL } from '../render';\r\nimport { EnvConstantAmbient, EnvHemisphericAmbient } from '../render';\r\nimport { SkyRenderer } from '../render/sky';\r\nimport type { FrameBuffer, GPUDataBuffer, TextureCube } from '@zephyr3d/device';\r\n\r\n/**\r\n * Wrapper for environmant lighting\r\n * @public\r\n */\r\nexport class EnvLightWrapper extends Disposable {\r\n private _envLight: Nullable<EnvironmentLighting>;\r\n private readonly _ambientColor: ObservableVector4;\r\n private readonly _ambientDown: ObservableVector4;\r\n private readonly _ambientUp: ObservableVector4;\r\n private readonly _radianceMap: DRef<TextureCube>;\r\n private readonly _irradianceMap: DRef<TextureCube>;\r\n private readonly _irradianceSH: DRef<GPUDataBuffer>;\r\n private readonly _irradianceSHFB: DRef<FrameBuffer>;\r\n private readonly _irradianceWindow: Vector3;\r\n private _strength: number;\r\n /** @internal */\r\n constructor() {\r\n super();\r\n this._envLight = new EnvShIBL();\r\n this._ambientColor = new ObservableVector4(0.2, 0.2, 0.2, 1).setCallback(() => {\r\n if (this.type === 'constant') {\r\n (this._envLight as EnvConstantAmbient).ambientColor.set(this._ambientColor);\r\n }\r\n });\r\n this._ambientDown = new ObservableVector4(0.2, 0.2, 0.2, 1).setCallback(() => {\r\n if (this.type === 'hemisphere') {\r\n (this._envLight as EnvHemisphericAmbient).ambientDown.set(this._ambientDown);\r\n }\r\n });\r\n this._ambientUp = new ObservableVector4(0.3, 0.5, 0.8, 1).setCallback(() => {\r\n if (this.type === 'hemisphere') {\r\n (this._envLight as EnvHemisphericAmbient).ambientUp.set(this._ambientUp);\r\n }\r\n });\r\n this._radianceMap = new DRef();\r\n this._irradianceMap = new DRef();\r\n this._irradianceSH = new DRef();\r\n this._irradianceSHFB = new DRef();\r\n this._irradianceWindow = new Vector3();\r\n this._strength = 1;\r\n }\r\n /** @internal */\r\n getHash(ctx?: DrawContext) {\r\n return !ctx || ctx.drawEnvLight\r\n ? `${this.type}:${this._envLight!.hasRadiance() ? '1' : '0'}:${\r\n this._envLight!.hasIrradiance() ? '1' : '0'\r\n }`\r\n : 'none';\r\n }\r\n /** @internal */\r\n get envLight() {\r\n return this._envLight!;\r\n }\r\n /** The strength of environment lighting */\r\n get strength() {\r\n return this._strength;\r\n }\r\n set strength(val) {\r\n this._strength = val;\r\n }\r\n /** Ambient light color for environment light type constant */\r\n get ambientColor(): Vector4 {\r\n return this._ambientColor;\r\n }\r\n set ambientColor(val: Vector4) {\r\n this._ambientColor.set(val);\r\n }\r\n /** Up color for environment light type hemisphere */\r\n get ambientUp(): Vector4 {\r\n return this._ambientUp;\r\n }\r\n set ambientUp(val: Vector4) {\r\n this._ambientUp.set(val);\r\n }\r\n /** Down color for environment light type hemisphere */\r\n get ambientDown(): Vector4 {\r\n return this._ambientDown;\r\n }\r\n set ambientDown(val: Vector4) {\r\n this._ambientDown.set(val);\r\n }\r\n /** Radiance map for environment light type ibl */\r\n get radianceMap() {\r\n return this._radianceMap.get();\r\n }\r\n set radianceMap(tex) {\r\n this._radianceMap.set(tex);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).radianceMap = this.radianceMap;\r\n }\r\n }\r\n /** Irradiance SH buffer for environment light type ibl */\r\n get irradianceSH() {\r\n return this._irradianceSH.get();\r\n }\r\n set irradianceSH(value) {\r\n this._irradianceSH.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceSH = this.irradianceSH;\r\n }\r\n }\r\n /** Irradiance SH texture for environment light type ibl */\r\n get irradianceSHFB() {\r\n return this._irradianceSHFB.get();\r\n }\r\n set irradianceSHFB(value) {\r\n this._irradianceSHFB.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceSHFB = this.irradianceSHFB;\r\n }\r\n }\r\n /** Irradiance SH window for environment light type ibl */\r\n get irradianceWindow(): Immutable<Vector3> {\r\n return this._irradianceWindow;\r\n }\r\n set irradianceWindow(value: Immutable<Vector3>) {\r\n this._irradianceWindow.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceWindow = this._irradianceWindow;\r\n }\r\n }\r\n /** The environment light type */\r\n get type() {\r\n return this._envLight?.getType() ?? 'none';\r\n }\r\n set type(val) {\r\n switch (val) {\r\n case 'none':\r\n this._envLight = null;\r\n break;\r\n case 'ibl':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvShIBL(this.radianceMap!, this.irradianceSH!);\r\n }\r\n (this._envLight as EnvShIBL).radianceMap = this.radianceMap;\r\n (this._envLight as EnvShIBL).irradianceSH = this.irradianceSH;\r\n (this._envLight as EnvShIBL).irradianceWindow = this.irradianceWindow;\r\n break;\r\n case 'constant':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvConstantAmbient(this._ambientColor);\r\n }\r\n break;\r\n case 'hemisphere':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvHemisphericAmbient(this._ambientUp, this._ambientDown);\r\n }\r\n break;\r\n default:\r\n break;\r\n }\r\n }\r\n /** Disposes the environment lighting wrapper */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._envLight?.dispose();\r\n this._radianceMap.dispose();\r\n this._irradianceMap.dispose();\r\n this._irradianceSHFB.dispose();\r\n this._irradianceSH.dispose();\r\n }\r\n}\r\n\r\n/**\r\n * Environment of scene\r\n * @public\r\n */\r\nexport class Environment extends Disposable {\r\n private readonly _sky: SkyRenderer;\r\n private readonly _light: EnvLightWrapper;\r\n /** @internal */\r\n constructor() {\r\n super();\r\n this._sky = new SkyRenderer();\r\n this._light = new EnvLightWrapper();\r\n }\r\n /** The sky renderer */\r\n get sky() {\r\n return this._sky;\r\n }\r\n /** The environment lighting renderer */\r\n get light() {\r\n return this._light;\r\n }\r\n /** @internal */\r\n getHash(ctx: DrawContext) {\r\n return `${this.light?.getHash(ctx)}:${this._sky?.getHash(ctx)}`;\r\n }\r\n /** @internal */\r\n needSceneDepthTexture() {\r\n return this._sky.fogType !== 'none';\r\n }\r\n /** Disposes the environment object */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._sky.dispose();\r\n this._light.dispose();\r\n 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+ {"version":3,"file":"environment.js","sources":["../../src/scene/environment.ts"],"sourcesContent":["import type { Immutable, Nullable, Vector4 } from '@zephyr3d/base';\r\nimport { Vector3, DRef, Disposable } from '@zephyr3d/base';\r\nimport { ObservableVector4 } from '@zephyr3d/base';\r\nimport type { DrawContext, EnvironmentLighting } from '../render';\r\nimport { EnvShIBL } from '../render';\r\nimport { EnvConstantAmbient, EnvHemisphericAmbient } from '../render';\r\nimport { SkyRenderer } from '../render/sky';\r\nimport type { FrameBuffer, GPUDataBuffer, TextureCube } from '@zephyr3d/device';\r\n\r\n/**\r\n * Wrapper for environmant lighting\r\n * @public\r\n */\r\nexport class EnvLightWrapper extends Disposable {\r\n private _envLight: Nullable<EnvironmentLighting>;\r\n private readonly _ambientColor: ObservableVector4;\r\n private readonly _ambientDown: ObservableVector4;\r\n private readonly _ambientUp: ObservableVector4;\r\n private readonly _radianceMap: DRef<TextureCube>;\r\n private readonly _irradianceMap: DRef<TextureCube>;\r\n private readonly _irradianceSH: DRef<GPUDataBuffer>;\r\n private readonly _irradianceSHFB: DRef<FrameBuffer>;\r\n private readonly _irradianceWindow: Vector3;\r\n private _strength: number;\r\n /** @internal */\r\n constructor() {\r\n super();\r\n this._envLight = new EnvShIBL();\r\n this._ambientColor = new ObservableVector4(0.2, 0.2, 0.2, 1).setCallback(() => {\r\n if (this.type === 'constant') {\r\n (this._envLight as EnvConstantAmbient).ambientColor.set(this._ambientColor);\r\n }\r\n });\r\n this._ambientDown = new ObservableVector4(0.2, 0.2, 0.2, 1).setCallback(() => {\r\n if (this.type === 'hemisphere') {\r\n (this._envLight as EnvHemisphericAmbient).ambientDown.set(this._ambientDown);\r\n }\r\n });\r\n this._ambientUp = new ObservableVector4(0.3, 0.5, 0.8, 1).setCallback(() => {\r\n if (this.type === 'hemisphere') {\r\n (this._envLight as EnvHemisphericAmbient).ambientUp.set(this._ambientUp);\r\n }\r\n });\r\n this._radianceMap = new DRef();\r\n this._irradianceMap = new DRef();\r\n this._irradianceSH = new DRef();\r\n this._irradianceSHFB = new DRef();\r\n this._irradianceWindow = new Vector3();\r\n this._strength = 1;\r\n }\r\n /** @internal */\r\n getHash(ctx?: DrawContext) {\r\n const irradianceSource =\r\n this.type === 'ibl'\r\n ? this._irradianceSHFB.get()\r\n ? 'fb'\r\n : this._irradianceSH.get()\r\n ? 'buf'\r\n : 'none'\r\n : 'na';\r\n return !ctx || ctx.drawEnvLight\r\n ? `${this.type}:${this._envLight!.hasRadiance() ? '1' : '0'}:${\r\n this._envLight!.hasIrradiance() ? '1' : '0'\r\n }:${irradianceSource}`\r\n : 'none';\r\n }\r\n /** @internal */\r\n get envLight() {\r\n return this._envLight!;\r\n }\r\n /** The strength of environment lighting */\r\n get strength() {\r\n return this._strength;\r\n }\r\n set strength(val) {\r\n this._strength = val;\r\n }\r\n /** Ambient light color for environment light type constant */\r\n get ambientColor(): Vector4 {\r\n return this._ambientColor;\r\n }\r\n set ambientColor(val: Vector4) {\r\n this._ambientColor.set(val);\r\n }\r\n /** Up color for environment light type hemisphere */\r\n get ambientUp(): Vector4 {\r\n return this._ambientUp;\r\n }\r\n set ambientUp(val: Vector4) {\r\n this._ambientUp.set(val);\r\n }\r\n /** Down color for environment light type hemisphere */\r\n get ambientDown(): Vector4 {\r\n return this._ambientDown;\r\n }\r\n set ambientDown(val: Vector4) {\r\n this._ambientDown.set(val);\r\n }\r\n /** Radiance map for environment light type ibl */\r\n get radianceMap() {\r\n return this._radianceMap.get();\r\n }\r\n set radianceMap(tex) {\r\n this._radianceMap.set(tex);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).radianceMap = this.radianceMap;\r\n }\r\n }\r\n /** Irradiance SH buffer for environment light type ibl */\r\n get irradianceSH() {\r\n return this._irradianceSH.get();\r\n }\r\n set irradianceSH(value) {\r\n this._irradianceSH.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceSH = this.irradianceSH;\r\n }\r\n }\r\n /** Irradiance SH texture for environment light type ibl */\r\n get irradianceSHFB() {\r\n return this._irradianceSHFB.get();\r\n }\r\n set irradianceSHFB(value) {\r\n this._irradianceSHFB.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceSHFB = this.irradianceSHFB;\r\n }\r\n }\r\n /** Irradiance SH window for environment light type ibl */\r\n get irradianceWindow(): Immutable<Vector3> {\r\n return this._irradianceWindow;\r\n }\r\n set irradianceWindow(value: Immutable<Vector3>) {\r\n this._irradianceWindow.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceWindow = this._irradianceWindow;\r\n }\r\n }\r\n /** The environment light type */\r\n get type() {\r\n return this._envLight?.getType() ?? 'none';\r\n }\r\n set type(val) {\r\n switch (val) {\r\n case 'none':\r\n this._envLight = null;\r\n break;\r\n case 'ibl':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvShIBL(this.radianceMap!, this.irradianceSH!, this.irradianceSHFB!);\r\n }\r\n (this._envLight as EnvShIBL).radianceMap = this.radianceMap;\r\n (this._envLight as EnvShIBL).irradianceSH = this.irradianceSH;\r\n (this._envLight as EnvShIBL).irradianceSHFB = this.irradianceSHFB;\r\n (this._envLight as EnvShIBL).irradianceWindow = this.irradianceWindow;\r\n break;\r\n case 'constant':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvConstantAmbient(this._ambientColor);\r\n }\r\n break;\r\n case 'hemisphere':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvHemisphericAmbient(this._ambientUp, this._ambientDown);\r\n }\r\n break;\r\n default:\r\n break;\r\n }\r\n }\r\n /** Disposes the environment lighting wrapper */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._envLight?.dispose();\r\n this._radianceMap.dispose();\r\n this._irradianceMap.dispose();\r\n this._irradianceSHFB.dispose();\r\n this._irradianceSH.dispose();\r\n }\r\n}\r\n\r\n/**\r\n * Environment of scene\r\n * @public\r\n */\r\nexport class Environment extends Disposable {\r\n private readonly _sky: SkyRenderer;\r\n private readonly _light: EnvLightWrapper;\r\n /** @internal */\r\n constructor() {\r\n super();\r\n this._sky = new SkyRenderer();\r\n this._light = new EnvLightWrapper();\r\n }\r\n /** The sky renderer */\r\n get sky() {\r\n return this._sky;\r\n }\r\n /** The environment lighting renderer */\r\n get light() {\r\n return this._light;\r\n }\r\n /** @internal */\r\n getHash(ctx: DrawContext) {\r\n return `${this.light?.getHash(ctx)}:${this._sky?.getHash(ctx)}`;\r\n }\r\n /** @internal */\r\n needSceneDepthTexture() {\r\n return this._sky.fogType !== 'none';\r\n }\r\n /** Disposes the environment object */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._sky.dispose();\r\n this._light.dispose();\r\n }\r\n}\r\n"],"names":["EnvLightWrapper","Disposable","_envLight","_ambientColor","_ambientDown","_ambientUp","_radianceMap","_irradianceMap","_irradianceSH","_irradianceSHFB","_irradianceWindow","_strength","EnvShIBL","ObservableVector4","setCallback","type","ambientColor","set","ambientDown","ambientUp","DRef","Vector3","getHash","ctx","irradianceSource","get","drawEnvLight","hasRadiance","hasIrradiance","envLight","strength","val","radianceMap","tex","irradianceSH","value","irradianceSHFB","irradianceWindow","getType","EnvConstantAmbient","EnvHemisphericAmbient","onDispose","dispose","Environment","_sky","_light","SkyRenderer","sky","light","needSceneDepthTexture","fogType"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;AASA;;;IAIO,MAAMA,eAAwBC,SAAAA,UAAAA,CAAAA;IAC3BC,SAAyC;IAChCC,aAAiC;IACjCC,YAAgC;IAChCC,UAA8B;IAC9BC,YAAgC;IAChCC,cAAkC;IAClCC,aAAmC;IACnCC,eAAmC;IACnCC,iBAA2B;IACpCC,SAAkB;AAC1B,qBACA,WAAc,EAAA;QACZ,KAAK,EAAA;QACL,IAAI,CAACT,SAAS,GAAG,IAAIU,QAAAA,EAAAA;QACrB,IAAI,CAACT,aAAa,GAAG,IAAIU,iBAAAA,CAAkB,KAAK,GAAK,EAAA,GAAA,EAAK,CAAGC,CAAAA,CAAAA,WAAW,CAAC,IAAA;AACvE,YAAA,IAAI,IAAI,CAACC,IAAI,KAAK,UAAY,EAAA;gBAC3B,IAAI,CAACb,SAAS,CAAwBc,YAAY,CAACC,GAAG,CAAC,IAAI,CAACd,aAAa,CAAA;AAC5E;AACF,SAAA,CAAA;QACA,IAAI,CAACC,YAAY,GAAG,IAAIS,iBAAAA,CAAkB,KAAK,GAAK,EAAA,GAAA,EAAK,CAAGC,CAAAA,CAAAA,WAAW,CAAC,IAAA;AACtE,YAAA,IAAI,IAAI,CAACC,IAAI,KAAK,YAAc,EAAA;gBAC7B,IAAI,CAACb,SAAS,CAA2BgB,WAAW,CAACD,GAAG,CAAC,IAAI,CAACb,YAAY,CAAA;AAC7E;AACF,SAAA,CAAA;QACA,IAAI,CAACC,UAAU,GAAG,IAAIQ,iBAAAA,CAAkB,KAAK,GAAK,EAAA,GAAA,EAAK,CAAGC,CAAAA,CAAAA,WAAW,CAAC,IAAA;AACpE,YAAA,IAAI,IAAI,CAACC,IAAI,KAAK,YAAc,EAAA;gBAC7B,IAAI,CAACb,SAAS,CAA2BiB,SAAS,CAACF,GAAG,CAAC,IAAI,CAACZ,UAAU,CAAA;AACzE;AACF,SAAA,CAAA;QACA,IAAI,CAACC,YAAY,GAAG,IAAIc,IAAAA,EAAAA;QACxB,IAAI,CAACb,cAAc,GAAG,IAAIa,IAAAA,EAAAA;QAC1B,IAAI,CAACZ,aAAa,GAAG,IAAIY,IAAAA,EAAAA;QACzB,IAAI,CAACX,eAAe,GAAG,IAAIW,IAAAA,EAAAA;QAC3B,IAAI,CAACV,iBAAiB,GAAG,IAAIW,OAAAA,EAAAA;QAC7B,IAAI,CAACV,SAAS,GAAG,CAAA;AACnB;qBAEAW,OAAQC,CAAAA,GAAiB,EAAE;QACzB,MAAMC,gBAAAA,GACJ,IAAI,CAACT,IAAI,KAAK,KACV,GAAA,IAAI,CAACN,eAAe,CAACgB,GAAG,EACtB,GAAA,IAAA,GACA,IAAI,CAACjB,aAAa,CAACiB,GAAG,EAAA,GACpB,QACA,MACJ,GAAA,IAAA;AACN,QAAA,OAAO,CAACF,GAAAA,IAAOA,GAAIG,CAAAA,YAAY,GAC3B,CAAG,EAAA,IAAI,CAACX,IAAI,CAAC,CAAC,EAAE,IAAI,CAACb,SAAS,CAAEyB,WAAW,EAAA,GAAK,GAAM,GAAA,GAAA,CAAI,CAAC,EACzD,IAAI,CAACzB,SAAS,CAAE0B,aAAa,KAAK,GAAM,GAAA,GAAA,CACzC,CAAC,EAAEJ,kBAAkB,GACtB,MAAA;AACN;qBAEA,IAAIK,QAAW,GAAA;QACb,OAAO,IAAI,CAAC3B,SAAS;AACvB;gDAEA,IAAI4B,QAAW,GAAA;QACb,OAAO,IAAI,CAACnB,SAAS;AACvB;IACA,IAAImB,QAAAA,CAASC,GAAG,EAAE;QAChB,IAAI,CAACpB,SAAS,GAAGoB,GAAAA;AACnB;mEAEA,IAAIf,YAAwB,GAAA;QAC1B,OAAO,IAAI,CAACb,aAAa;AAC3B;IACA,IAAIa,YAAAA,CAAae,GAAY,EAAE;AAC7B,QAAA,IAAI,CAAC5B,aAAa,CAACc,GAAG,CAACc,GAAAA,CAAAA;AACzB;0DAEA,IAAIZ,SAAqB,GAAA;QACvB,OAAO,IAAI,CAACd,UAAU;AACxB;IACA,IAAIc,SAAAA,CAAUY,GAAY,EAAE;AAC1B,QAAA,IAAI,CAAC1B,UAAU,CAACY,GAAG,CAACc,GAAAA,CAAAA;AACtB;4DAEA,IAAIb,WAAuB,GAAA;QACzB,OAAO,IAAI,CAACd,YAAY;AAC1B;IACA,IAAIc,WAAAA,CAAYa,GAAY,EAAE;AAC5B,QAAA,IAAI,CAAC3B,YAAY,CAACa,GAAG,CAACc,GAAAA,CAAAA;AACxB;uDAEA,IAAIC,WAAc,GAAA;AAChB,QAAA,OAAO,IAAI,CAAC1B,YAAY,CAACmB,GAAG,EAAA;AAC9B;IACA,IAAIO,WAAAA,CAAYC,GAAG,EAAE;AACnB,QAAA,IAAI,CAAC3B,YAAY,CAACW,GAAG,CAACgB,GAAAA,CAAAA;AACtB,QAAA,IAAI,IAAI,CAAClB,IAAI,KAAK,KAAO,EAAA;AACtB,YAAA,IAAI,CAACb,SAAS,CAAc8B,WAAW,GAAG,IAAI,CAACA,WAAW;AAC7D;AACF;+DAEA,IAAIE,YAAe,GAAA;AACjB,QAAA,OAAO,IAAI,CAAC1B,aAAa,CAACiB,GAAG,EAAA;AAC/B;IACA,IAAIS,YAAAA,CAAaC,KAAK,EAAE;AACtB,QAAA,IAAI,CAAC3B,aAAa,CAACS,GAAG,CAACkB,KAAAA,CAAAA;AACvB,QAAA,IAAI,IAAI,CAACpB,IAAI,KAAK,KAAO,EAAA;AACtB,YAAA,IAAI,CAACb,SAAS,CAAcgC,YAAY,GAAG,IAAI,CAACA,YAAY;AAC/D;AACF;gEAEA,IAAIE,cAAiB,GAAA;AACnB,QAAA,OAAO,IAAI,CAAC3B,eAAe,CAACgB,GAAG,EAAA;AACjC;IACA,IAAIW,cAAAA,CAAeD,KAAK,EAAE;AACxB,QAAA,IAAI,CAAC1B,eAAe,CAACQ,GAAG,CAACkB,KAAAA,CAAAA;AACzB,QAAA,IAAI,IAAI,CAACpB,IAAI,KAAK,KAAO,EAAA;AACtB,YAAA,IAAI,CAACb,SAAS,CAAckC,cAAc,GAAG,IAAI,CAACA,cAAc;AACnE;AACF;+DAEA,IAAIC,gBAAuC,GAAA;QACzC,OAAO,IAAI,CAAC3B,iBAAiB;AAC/B;IACA,IAAI2B,gBAAAA,CAAiBF,KAAyB,EAAE;AAC9C,QAAA,IAAI,CAACzB,iBAAiB,CAACO,GAAG,CAACkB,KAAAA,CAAAA;AAC3B,QAAA,IAAI,IAAI,CAACpB,IAAI,KAAK,KAAO,EAAA;AACtB,YAAA,IAAI,CAACb,SAAS,CAAcmC,gBAAgB,GAAG,IAAI,CAAC3B,iBAAiB;AACxE;AACF;sCAEA,IAAIK,IAAO,GAAA;AACT,QAAA,OAAO,IAAI,CAACb,SAAS,EAAEoC,OAAa,EAAA,IAAA,MAAA;AACtC;IACA,IAAIvB,IAAAA,CAAKgB,GAAG,EAAE;QACZ,OAAQA,GAAAA;YACN,KAAK,MAAA;gBACH,IAAI,CAAC7B,SAAS,GAAG,IAAA;AACjB,gBAAA;YACF,KAAK,KAAA;AACH,gBAAA,IAAI,IAAI,CAACA,SAAS,EAAEoC,cAAcP,GAAK,EAAA;AACrC,oBAAA,IAAI,CAAC7B,SAAS,GAAG,IAAIU,SAAS,IAAI,CAACoB,WAAW,EAAG,IAAI,CAACE,YAAY,EAAG,IAAI,CAACE,cAAc,CAAA;AAC1F;AACC,gBAAA,IAAI,CAAClC,SAAS,CAAc8B,WAAW,GAAG,IAAI,CAACA,WAAW;AAC1D,gBAAA,IAAI,CAAC9B,SAAS,CAAcgC,YAAY,GAAG,IAAI,CAACA,YAAY;AAC5D,gBAAA,IAAI,CAAChC,SAAS,CAAckC,cAAc,GAAG,IAAI,CAACA,cAAc;AAChE,gBAAA,IAAI,CAAClC,SAAS,CAAcmC,gBAAgB,GAAG,IAAI,CAACA,gBAAgB;AACrE,gBAAA;YACF,KAAK,UAAA;AACH,gBAAA,IAAI,IAAI,CAACnC,SAAS,EAAEoC,cAAcP,GAAK,EAAA;AACrC,oBAAA,IAAI,CAAC7B,SAAS,GAAG,IAAIqC,kBAAmB,CAAA,IAAI,CAACpC,aAAa,C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@@ -1,8 +1,8 @@
1
- import { Vector4, AABB, DWeakRef, Vector3 } from '@zephyr3d/base';
1
+ import { Vector4, DWeakRef, Vector3 } from '@zephyr3d/base';
2
2
  import { GraphNode } from './graph_node.js';
3
3
  import { BoundingBox } from '../utility/bounding_volume.js';
4
4
  import { ShadowMapper } from '../shadow/shadowmapper.js';
5
- import { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../values.js';
5
+ import { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT, LIGHT_TYPE_RECT } from '../values.js';
6
6
 
7
7
  /**
8
8
  * Base class for any kind of light node
@@ -13,6 +13,7 @@ import { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../va
13
13
  /** @internal */ _positionRange;
14
14
  /** @internal */ _directionCutoff;
15
15
  /** @internal */ _diffuseIntensity;
16
+ /** @internal */ _extraParams;
16
17
  /**
17
18
  * Creates a light node
18
19
  * @param scene - The scene to which the light node belongs
@@ -24,6 +25,7 @@ import { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../va
24
25
  this._positionRange = null;
25
26
  this._directionCutoff = null;
26
27
  this._diffuseIntensity = null;
28
+ this._extraParams = null;
27
29
  }
28
30
  /** Gets the light type */ get lightType() {
29
31
  return this._type;
@@ -71,6 +73,17 @@ import { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../va
71
73
  return this._diffuseIntensity;
72
74
  }
73
75
  /**
76
+ * Extra parameters of the light
77
+ *
78
+ * @remarks
79
+ * Custom data for advanced light types.
80
+ */ get extraParams() {
81
+ if (!this._extraParams) {
82
+ this.computeUniforms();
83
+ }
84
+ return this._extraParams;
85
+ }
86
+ /**
74
87
  * View matrix of the light
75
88
  *
76
89
  * @remarks
@@ -94,6 +107,7 @@ import { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../va
94
107
  this._positionRange = null;
95
108
  this._directionCutoff = null;
96
109
  this._diffuseIntensity = null;
110
+ this._extraParams = null;
97
111
  }
98
112
  /** {@inheritDoc SceneNode.isLight} */ isLight() {
99
113
  return true;
@@ -110,6 +124,9 @@ import { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../va
110
124
  /** returns true if this is a spot light */ isSpotLight() {
111
125
  return false;
112
126
  }
127
+ /** returns true if this is a rect light */ isRectLight() {
128
+ return false;
129
+ }
113
130
  }
114
131
  /*
115
132
  export abstract class AmbientLight extends BaseLight {
@@ -165,21 +182,8 @@ export abstract class AmbientLight extends BaseLight {
165
182
  */ setCastShadow(b) {
166
183
  if (this._castShadow !== !!b) {
167
184
  this._castShadow = !!b;
168
- if (!this.shadow.shadowRegion && this.isDirectionLight()) {
169
- const aabb = new AABB();
170
- aabb.beginExtend();
171
- this.scene.rootNode.iterate((child)=>{
172
- if (child.isMesh() || child.isClipmapTerrain()) {
173
- if (child.castShadow) {
174
- const bbox = child.getWorldBoundingVolume().toAABB();
175
- aabb.extend(bbox.minPoint);
176
- aabb.extend(bbox.maxPoint);
177
- }
178
- }
179
- });
180
- if (aabb.isValid()) {
181
- this.shadow.shadowRegion = aabb;
182
- }
185
+ if (this._castShadow && this.isDirectionLight() && !this.shadow.shadowRegion) {
186
+ this.shadow.updateDirectionalShadowRegion(true);
183
187
  }
184
188
  }
185
189
  return this;
@@ -259,6 +263,7 @@ export abstract class AmbientLight extends BaseLight {
259
263
  this._positionRange = new Vector4(a.x, a.y, a.z, -1);
260
264
  this._directionCutoff = new Vector4(b.x, b.y, b.z, 0);
261
265
  this._diffuseIntensity = new Vector4(this.color.x, this.color.y, this.color.z, this.intensity);
266
+ this._extraParams = new Vector4(0, 0, 0, this.lightType);
262
267
  }
263
268
  }
264
269
  /**
@@ -266,12 +271,18 @@ export abstract class AmbientLight extends BaseLight {
266
271
  * @public
267
272
  */ class PointLight extends PunctualLight {
268
273
  /** @internal */ _range;
274
+ /** @internal */ _diffuseScale;
275
+ /** @internal */ _specularScale;
276
+ /** @internal */ _sourceRadius;
269
277
  /**
270
278
  * Creates an instance of point light
271
279
  * @param scene - The scene to which the light belongs
272
280
  */ constructor(scene){
273
281
  super(scene, LIGHT_TYPE_POINT);
274
282
  this._range = 10;
283
+ this._diffuseScale = 1;
284
+ this._specularScale = 1;
285
+ this._sourceRadius = 0;
275
286
  this.invalidateBoundingVolume();
276
287
  }
277
288
  /** The range of the light */ get range() {
@@ -280,6 +291,24 @@ export abstract class AmbientLight extends BaseLight {
280
291
  set range(val) {
281
292
  this.setRange(val);
282
293
  }
294
+ /** Diffuse scale of the point light */ get diffuseScale() {
295
+ return this._diffuseScale;
296
+ }
297
+ set diffuseScale(val) {
298
+ this.setDiffuseScale(val);
299
+ }
300
+ /** Specular scale of the point light */ get specularScale() {
301
+ return this._specularScale;
302
+ }
303
+ set specularScale(val) {
304
+ this.setSpecularScale(val);
305
+ }
306
+ /** Source radius of the point light */ get sourceRadius() {
307
+ return this._sourceRadius;
308
+ }
309
+ set sourceRadius(val) {
310
+ this.setSourceRadius(val);
311
+ }
283
312
  /**
284
313
  * Sets the range of the light
285
314
  * @param val - The value to set
@@ -294,6 +323,42 @@ export abstract class AmbientLight extends BaseLight {
294
323
  return this;
295
324
  }
296
325
  /**
326
+ * Sets the diffuse scale of the light
327
+ * @param val - The value to set
328
+ * @returns self
329
+ */ setDiffuseScale(val) {
330
+ val = val < 0 ? 0 : val;
331
+ if (this._diffuseScale !== val) {
332
+ this._diffuseScale = val;
333
+ this.invalidateUniforms();
334
+ }
335
+ return this;
336
+ }
337
+ /**
338
+ * Sets the specular scale of the light
339
+ * @param val - The value to set
340
+ * @returns self
341
+ */ setSpecularScale(val) {
342
+ val = val < 0 ? 0 : val;
343
+ if (this._specularScale !== val) {
344
+ this._specularScale = val;
345
+ this.invalidateUniforms();
346
+ }
347
+ return this;
348
+ }
349
+ /**
350
+ * Sets the source radius of the light
351
+ * @param val - The value to set
352
+ * @returns self
353
+ */ setSourceRadius(val) {
354
+ val = val < 0 ? 0 : val;
355
+ if (this._sourceRadius !== val) {
356
+ this._sourceRadius = val;
357
+ this.invalidateUniforms();
358
+ }
359
+ return this;
360
+ }
361
+ /**
297
362
  * {@inheritDoc BaseLight.isPointLight}
298
363
  * @override
299
364
  */ isPointLight() {
@@ -311,6 +376,7 @@ export abstract class AmbientLight extends BaseLight {
311
376
  this._positionRange = new Vector4(a.x, a.y, a.z, this.range);
312
377
  this._directionCutoff = new Vector4(b.x, b.y, b.z, -1);
313
378
  this._diffuseIntensity = new Vector4(this.color.x, this.color.y, this.color.z, this.intensity);
379
+ this._extraParams = new Vector4(this._diffuseScale, this._specularScale, this._sourceRadius, this.lightType);
314
380
  }
315
381
  }
316
382
  /**
@@ -386,8 +452,108 @@ export abstract class AmbientLight extends BaseLight {
386
452
  this._positionRange = new Vector4(a.x, a.y, a.z, this.range);
387
453
  this._directionCutoff = new Vector4(b.x, b.y, b.z, this.cutoff);
388
454
  this._diffuseIntensity = new Vector4(this.color.x, this.color.y, this.color.z, this.intensity);
455
+ this._extraParams = new Vector4(0, 0, 0, this.lightType);
456
+ }
457
+ }
458
+ /**
459
+ * Rectangular area light
460
+ * @public
461
+ */ class RectLight extends PunctualLight {
462
+ /** @internal */ _range;
463
+ /** @internal */ _width;
464
+ /** @internal */ _height;
465
+ /**
466
+ * Creates an instance of rect light
467
+ * @param scene - The scene to which the light belongs
468
+ */ constructor(scene){
469
+ super(scene, LIGHT_TYPE_RECT);
470
+ this._range = 10;
471
+ this._width = 1;
472
+ this._height = 1;
473
+ this.invalidateBoundingVolume();
474
+ }
475
+ /** The range of the light */ get range() {
476
+ return this._range;
477
+ }
478
+ set range(val) {
479
+ this.setRange(val);
480
+ }
481
+ /**
482
+ * Sets the range of the light
483
+ * @param val - The value to set
484
+ * @returns self
485
+ */ setRange(val) {
486
+ val = val < 0 ? 0 : val;
487
+ if (this._range !== val) {
488
+ this._range = val;
489
+ this.invalidateUniforms();
490
+ this.invalidateBoundingVolume();
491
+ }
492
+ return this;
493
+ }
494
+ /** The width of the light */ get width() {
495
+ return this._width;
496
+ }
497
+ set width(val) {
498
+ this.setWidth(val);
499
+ }
500
+ /**
501
+ * Sets the width of the light
502
+ * @param val - The value to set
503
+ * @returns self
504
+ */ setWidth(val) {
505
+ val = val < 0 ? 0 : val;
506
+ if (this._width !== val) {
507
+ this._width = val;
508
+ this.invalidateUniforms();
509
+ this.invalidateBoundingVolume();
510
+ }
511
+ return this;
512
+ }
513
+ /** The height of the light */ get height() {
514
+ return this._height;
515
+ }
516
+ set height(val) {
517
+ this.setHeight(val);
518
+ }
519
+ /**
520
+ * Sets the height of the light
521
+ * @param val - The value to set
522
+ * @returns self
523
+ */ setHeight(val) {
524
+ val = val < 0 ? 0 : val;
525
+ if (this._height !== val) {
526
+ this._height = val;
527
+ this.invalidateUniforms();
528
+ this.invalidateBoundingVolume();
529
+ }
530
+ return this;
531
+ }
532
+ /**
533
+ * {@inheritDoc BaseLight.isRectLight}
534
+ * @override
535
+ */ isRectLight() {
536
+ return true;
537
+ }
538
+ /**
539
+ * Rect light supports shadow in current pipeline
540
+ */ /** @internal */ computeBoundingVolume() {
541
+ const bbox = new BoundingBox();
542
+ const r = this._range;
543
+ bbox.minPoint = new Vector3(-r, -r, -r);
544
+ bbox.maxPoint = new Vector3(r, r, r);
545
+ return bbox;
546
+ }
547
+ /** @internal */ computeUniforms() {
548
+ const pos = this.worldMatrix.getRow(3);
549
+ const axisX = this.worldMatrix.getRow(0).inplaceNormalize().scaleBy(this._width * 0.5);
550
+ const axisY = this.worldMatrix.getRow(1).inplaceNormalize().scaleBy(this._height * 0.5);
551
+ this._positionRange = new Vector4(pos.x, pos.y, pos.z, this.range);
552
+ this._directionCutoff = new Vector4(axisX.x, axisX.y, axisX.z, 0);
553
+ this._diffuseIntensity = new Vector4(this.color.x, this.color.y, this.color.z, this.intensity);
554
+ this._extraParams = new Vector4(axisY.x, axisY.y, axisY.z, this.lightType);
389
555
  }
390
556
  }
391
557
 
392
- export { BaseLight, DirectionalLight, PointLight, PunctualLight, SpotLight };
558
+ export { BaseLight, DirectionalLight, PointLight, PunctualLight, RectLight, SpotLight };
393
559
  //# sourceMappingURL=light.js.map