@zephyr3d/scene 0.9.14 → 0.9.16

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Files changed (131) hide show
  1. package/dist/animation/animationset.js.map +1 -1
  2. package/dist/app/engine.js +3 -1
  3. package/dist/app/engine.js.map +1 -1
  4. package/dist/asset/assetmanager.js +1 -0
  5. package/dist/asset/assetmanager.js.map +1 -1
  6. package/dist/camera/camera.js +87 -0
  7. package/dist/camera/camera.js.map +1 -1
  8. package/dist/index.d.ts +380 -6
  9. package/dist/index.js +9 -0
  10. package/dist/index.js.map +1 -1
  11. package/dist/material/meshmaterial.js +8 -1
  12. package/dist/material/meshmaterial.js.map +1 -1
  13. package/dist/material/shader/helper.js +6 -0
  14. package/dist/material/shader/helper.js.map +1 -1
  15. package/dist/material/skin.js +263 -0
  16. package/dist/material/skin.js.map +1 -0
  17. package/dist/posteffect/compositor.js +3 -0
  18. package/dist/posteffect/compositor.js.map +1 -1
  19. package/dist/posteffect/sao.js +1 -1
  20. package/dist/posteffect/sao.js.map +1 -1
  21. package/dist/posteffect/skinsss.js +194 -0
  22. package/dist/posteffect/skinsss.js.map +1 -0
  23. package/dist/posteffect/ssr.js +26 -49
  24. package/dist/posteffect/ssr.js.map +1 -1
  25. package/dist/posteffect/sss.js +1 -0
  26. package/dist/posteffect/sss.js.map +1 -1
  27. package/dist/posteffect/taa.js +2 -40
  28. package/dist/posteffect/taa.js.map +1 -1
  29. package/dist/render/abuffer_oit.js +1 -0
  30. package/dist/render/abuffer_oit.js.map +1 -1
  31. package/dist/render/drawable_mixin.js +1 -0
  32. package/dist/render/drawable_mixin.js.map +1 -1
  33. package/dist/render/fbm_wavegenerator.js +1 -0
  34. package/dist/render/fbm_wavegenerator.js.map +1 -1
  35. package/dist/render/gerstner_wavegenerator.js +1 -0
  36. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  37. package/dist/render/globalbindgroup_allocator.js +1 -0
  38. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  39. package/dist/render/lightpass.js +4 -1
  40. package/dist/render/lightpass.js.map +1 -1
  41. package/dist/render/render_queue.js +1 -0
  42. package/dist/render/render_queue.js.map +1 -1
  43. package/dist/render/renderer.js +1 -0
  44. package/dist/render/renderer.js.map +1 -1
  45. package/dist/render/rendergraph/device_pool_allocator.js +12 -5
  46. package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
  47. package/dist/render/rendergraph/executor.js +270 -1
  48. package/dist/render/rendergraph/executor.js.map +1 -1
  49. package/dist/render/rendergraph/forward_plus_builder.js +97 -9
  50. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  51. package/dist/render/rendergraph/types.js.map +1 -1
  52. package/dist/scene/basesprite.js +1 -0
  53. package/dist/scene/basesprite.js.map +1 -1
  54. package/dist/scene/batchgroup.js +1 -0
  55. package/dist/scene/batchgroup.js.map +1 -1
  56. package/dist/scene/environment.js +1 -0
  57. package/dist/scene/environment.js.map +1 -1
  58. package/dist/scene/light.js +6 -4
  59. package/dist/scene/light.js.map +1 -1
  60. package/dist/scene/mesh.js +1 -0
  61. package/dist/scene/mesh.js.map +1 -1
  62. package/dist/scene/msdftext.js +1 -0
  63. package/dist/scene/msdftext.js.map +1 -1
  64. package/dist/scene/msdftextsprite.js +1 -0
  65. package/dist/scene/msdftextsprite.js.map +1 -1
  66. package/dist/scene/particlesys.js +1 -0
  67. package/dist/scene/particlesys.js.map +1 -1
  68. package/dist/scene/scene.js +2 -0
  69. package/dist/scene/scene.js.map +1 -1
  70. package/dist/scene/terrain-cm/grass.js +1 -0
  71. package/dist/scene/terrain-cm/grass.js.map +1 -1
  72. package/dist/scene/terrain-cm/grassmaterial.js +1 -0
  73. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
  74. package/dist/scene/terrain-cm/terrain-cm.js +1 -0
  75. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  76. package/dist/scene/water.js +1 -0
  77. package/dist/scene/water.js.map +1 -1
  78. package/dist/shaders/shadow.js +504 -1
  79. package/dist/shaders/shadow.js.map +1 -1
  80. package/dist/shadow/esm.js +1 -0
  81. package/dist/shadow/esm.js.map +1 -1
  82. package/dist/shadow/pcf_opt.js +1 -0
  83. package/dist/shadow/pcf_opt.js.map +1 -1
  84. package/dist/shadow/pcf_pd.js +1 -0
  85. package/dist/shadow/pcf_pd.js.map +1 -1
  86. package/dist/shadow/pcss.js +181 -0
  87. package/dist/shadow/pcss.js.map +1 -0
  88. package/dist/shadow/shader.js +1 -0
  89. package/dist/shadow/shader.js.map +1 -1
  90. package/dist/shadow/shadow_impl.js.map +1 -1
  91. package/dist/shadow/shadowmapper.js +86 -8
  92. package/dist/shadow/shadowmapper.js.map +1 -1
  93. package/dist/shadow/ssm.js +1 -0
  94. package/dist/shadow/ssm.js.map +1 -1
  95. package/dist/shadow/vsm.js +1 -0
  96. package/dist/shadow/vsm.js.map +1 -1
  97. package/dist/utility/serialization/manager.js +3 -1
  98. package/dist/utility/serialization/manager.js.map +1 -1
  99. package/dist/utility/serialization/scene/animation.js +1 -0
  100. package/dist/utility/serialization/scene/animation.js.map +1 -1
  101. package/dist/utility/serialization/scene/batch.js +1 -0
  102. package/dist/utility/serialization/scene/batch.js.map +1 -1
  103. package/dist/utility/serialization/scene/camera.js +122 -0
  104. package/dist/utility/serialization/scene/camera.js.map +1 -1
  105. package/dist/utility/serialization/scene/common.js +1 -0
  106. package/dist/utility/serialization/scene/common.js.map +1 -1
  107. package/dist/utility/serialization/scene/light.js +82 -21
  108. package/dist/utility/serialization/scene/light.js.map +1 -1
  109. package/dist/utility/serialization/scene/material.js +195 -3
  110. package/dist/utility/serialization/scene/material.js.map +1 -1
  111. package/dist/utility/serialization/scene/mesh.js +1 -0
  112. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  113. package/dist/utility/serialization/scene/node.js +1 -0
  114. package/dist/utility/serialization/scene/node.js.map +1 -1
  115. package/dist/utility/serialization/scene/particle.js +1 -0
  116. package/dist/utility/serialization/scene/particle.js.map +1 -1
  117. package/dist/utility/serialization/scene/primitive.js +1 -0
  118. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  119. package/dist/utility/serialization/scene/sprite.js +1 -0
  120. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  121. package/dist/utility/serialization/scene/terrain.js +1 -0
  122. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  123. package/dist/utility/serialization/scene/text.js +1 -0
  124. package/dist/utility/serialization/scene/text.js.map +1 -1
  125. package/dist/utility/serialization/scene/water.js +1 -0
  126. package/dist/utility/serialization/scene/water.js.map +1 -1
  127. package/dist/values.js +1 -0
  128. package/dist/values.js.map +1 -1
  129. package/package.json +2 -2
  130. package/dist/animation/joint_dynamics/convex_collider.js +0 -320
  131. package/dist/animation/joint_dynamics/convex_collider.js.map +0 -1
@@ -1 +1 @@
1
- {"version":3,"file":"water.js","sources":["../../src/scene/water.ts"],"sourcesContent":["import { Vector4 } from '@zephyr3d/base';\r\nimport type { Matrix4x4, Nullable } from '@zephyr3d/base';\r\nimport { applyMixins, Vector3, DRef } from '@zephyr3d/base';\r\nimport type { Scene } from './scene';\r\nimport { GraphNode } from './graph_node';\r\nimport { mixinDrawable } from '../render/drawable_mixin';\r\nimport type { Drawable, DrawContext, PickTarget, PrimitiveInstanceInfo, RenderQueue } from '../render';\r\nimport { Primitive } from '../render';\r\nimport { Clipmap, FBMWaveGenerator } from '../render';\r\nimport { WaterMaterial } from '../material/water';\r\nimport type { AbstractDevice, BindGroup, FrameBuffer, GPUProgram, RenderStateSet } from '@zephyr3d/device';\r\nimport { QUEUE_OPAQUE } from '../values';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport type { Camera } from '../camera';\r\nimport { getDevice } from '../app/api';\r\n\r\n/**\r\n * Water scene node\r\n * @public\r\n */\r\nexport class Water extends applyMixins(GraphNode, mixinDrawable) implements Drawable {\r\n private readonly _pickTarget: PickTarget;\r\n private _clipmap: Clipmap;\r\n private _renderData: Nullable<PrimitiveInstanceInfo[]>;\r\n private _gridScale: number;\r\n private _animationSpeed: number;\r\n private _timeStart: number;\r\n private _feedbackProgram: DRef<GPUProgram>;\r\n private _feedbackBindGroup: DRef<BindGroup>;\r\n private _feedbackPrimitive: DRef<Primitive>;\r\n private _feedbackRenderTarget: DRef<FrameBuffer>;\r\n private _feedbackRenderStates: Nullable<RenderStateSet>;\r\n private readonly _material: DRef<WaterMaterial>;\r\n /**\r\n * Creates an instance of Water node\r\n * @param scene - Scene object\r\n */\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._pickTarget = { node: this };\r\n this._clipmap = new Clipmap(32, []);\r\n this._renderData = null;\r\n this._gridScale = 1;\r\n this._animationSpeed = 1;\r\n this._timeStart = 0;\r\n this._material = new DRef(new WaterMaterial());\r\n this._material.get()!.region = new Vector4(-1, -1, 1, 1);\r\n this._material.get()!.TAAStrength = 0.4;\r\n this.waveGenerator = new FBMWaveGenerator();\r\n this._feedbackProgram = new DRef();\r\n this._feedbackBindGroup = new DRef();\r\n this._feedbackPrimitive = new DRef();\r\n this._feedbackRenderTarget = new DRef();\r\n this._feedbackRenderStates = null;\r\n scene.queuePerCameraUpdateNode(this);\r\n }\r\n /** Disposes the water node */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._clipmap.dispose();\r\n this._renderData = null;\r\n this._feedbackBindGroup.dispose();\r\n this._feedbackPrimitive.dispose();\r\n this._feedbackProgram.dispose();\r\n this._feedbackRenderStates = null;\r\n if (this._feedbackRenderTarget.get()) {\r\n this._feedbackRenderTarget.get()!.getColorAttachment(0).dispose();\r\n this._feedbackRenderTarget.get()!.getColorAttachment(1).dispose();\r\n this._feedbackRenderTarget.dispose();\r\n }\r\n this._material.dispose();\r\n }\r\n /** Whether water should be drawn with lines */\r\n get wireframe() {\r\n return this._clipmap.wireframe;\r\n }\r\n set wireframe(val: boolean) {\r\n this._clipmap.wireframe = !!val;\r\n }\r\n /** Material of the water */\r\n get material() {\r\n return this._material.get()!;\r\n }\r\n /** Wave generator object of the water */\r\n get waveGenerator() {\r\n return this.material.waveGenerator;\r\n }\r\n set waveGenerator(waveGenerator) {\r\n this.material.waveGenerator = waveGenerator;\r\n if (this.material.needUpdate()) {\r\n this.scene?.queueUpdateNode(this);\r\n }\r\n }\r\n /** Animation speed of the water */\r\n get animationSpeed() {\r\n return this._animationSpeed;\r\n }\r\n set animationSpeed(val) {\r\n this._animationSpeed = val;\r\n }\r\n /** TAA strength of the water */\r\n get TAAStrength() {\r\n return this.material.TAAStrength;\r\n }\r\n set TAAStrength(val) {\r\n this.material.TAAStrength = val;\r\n }\r\n /** {@inheritDoc SceneNode.update} */\r\n update(frameId: number, elapsedInSeconds: number) {\r\n if (this.material.needUpdate()) {\r\n this.scene?.queueUpdateNode(this);\r\n if (this._timeStart === 0) {\r\n this._timeStart = elapsedInSeconds;\r\n }\r\n this.material.update(frameId, (elapsedInSeconds - this._timeStart) * this._animationSpeed);\r\n this.invalidateWorldBoundingVolume(false);\r\n }\r\n }\r\n /** {@inheritDoc SceneNode.updatePerCamera} */\r\n updatePerCamera(camera: Camera, _elapsedInSeconds: number, _deltaInSeconds: number) {\r\n const mat = this._material.get();\r\n if (mat) {\r\n const that = this;\r\n this._renderData = this._clipmap.gather({\r\n camera,\r\n minMaxWorldPos: mat.region,\r\n gridScale: Math.max(0.01, this._gridScale),\r\n userData: this,\r\n frustumCulling: true,\r\n calcAABB(userData: unknown, minX, maxX, minZ, maxZ, outAABB) {\r\n const p = that.worldMatrix.transformPointAffine(Vector3.zero());\r\n if (that.waveGenerator) {\r\n that.waveGenerator.calcClipmapTileAABB(minX, maxX, minZ, maxZ, p.y, outAABB);\r\n } else {\r\n outAABB.minPoint.setXYZ(minX, p.y, minZ);\r\n outAABB.maxPoint.setXYZ(maxX, p.y + 1, maxZ);\r\n }\r\n }\r\n });\r\n this.scene?.queuePerCameraUpdateNode(this);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPickTarget }\r\n */\r\n getPickTarget() {\r\n return this._pickTarget;\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.getQueueType}\r\n */\r\n getQueueType() {\r\n return this._material.get()?.getQueueType() ?? QUEUE_OPAQUE;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isUnlit}\r\n */\r\n isUnlit() {\r\n return !this._material.get()?.supportLighting();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneColor}\r\n */\r\n needSceneColor() {\r\n return this._material.get()?.needSceneColor() ?? false;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneDepth}\r\n */\r\n needSceneDepth() {\r\n return this._material.get()?.needSceneDepth() ?? false;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMaterial}\r\n */\r\n getMaterial() {\r\n return this._material.get();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPrimitive}\r\n */\r\n getPrimitive() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.isWater}\r\n */\r\n isWater(): this is Water {\r\n return true;\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 mat = this._material?.get();\r\n if (mat) {\r\n const boundingBox = new BoundingBox();\r\n if (mat.waveGenerator) {\r\n mat.waveGenerator.calcClipmapTileAABB(\r\n mat.region.x,\r\n mat.region.z,\r\n mat.region.y,\r\n mat.region.w,\r\n p.y,\r\n boundingBox\r\n );\r\n } else {\r\n boundingBox.minPoint.setXYZ(mat.region.x, p.y, mat.region.y);\r\n boundingBox.maxPoint.setXYZ(mat.region.z, p.y + 1, mat.region.w);\r\n }\r\n return boundingBox;\r\n }\r\n return null;\r\n }\r\n /**\r\n * Grid scale\r\n */\r\n get gridScale() {\r\n return this._gridScale;\r\n }\r\n set gridScale(val) {\r\n this._gridScale = val;\r\n }\r\n calculateLocalTransform(outMatrix: Matrix4x4) {\r\n outMatrix.translation(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 protected _onTransformChanged(invalidateLocal: boolean) {\r\n super._onTransformChanged(invalidateLocal);\r\n const material = this._material?.get();\r\n if (material) {\r\n const x = Math.abs(this.scale.x);\r\n const z = Math.abs(this.scale.z);\r\n const px = this.position.x;\r\n const pz = this.position.z;\r\n material.region = new Vector4(px - x, pz - z, px + x, pz + z);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.draw}\r\n */\r\n draw(ctx: DrawContext, renderQueue: Nullable<RenderQueue>) {\r\n const mat = this._material?.get();\r\n if (mat) {\r\n this.bind(ctx, renderQueue);\r\n mat.setClipmapGridInfo(this._gridScale, this.worldMatrix.m03, this.worldMatrix.m23);\r\n mat.apply(ctx);\r\n for (const info of this._renderData!) {\r\n mat.draw(info.primitive, ctx, info.numInstances);\r\n }\r\n }\r\n }\r\n /**\r\n * Retreive the disturbed world position and normal at water surface\r\n */\r\n async getSurfacePoint(points: Vector3[], outPos?: Vector3[], outNorm?: Vector3[]) {\r\n const device = getDevice();\r\n if (!points || points.length === 0) {\r\n return;\r\n }\r\n points = points.map((v) => v.clone());\r\n await device.runNextFrameAsync(async () => {\r\n if (!this._feedbackProgram.get()) {\r\n this._feedbackProgram.set(this._createFeedbackProgram(device));\r\n this._feedbackBindGroup.set(device.createBindGroup(this._feedbackProgram.get()!.bindGroupLayouts[0]));\r\n }\r\n if (!this._feedbackPrimitive.get()) {\r\n this._feedbackPrimitive.set(new Primitive());\r\n this._feedbackPrimitive.get()!.primitiveType = 'point-list';\r\n }\r\n if (!this._feedbackRenderStates) {\r\n this._feedbackRenderStates = device.createRenderStateSet();\r\n this._feedbackRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n this._feedbackRenderStates.useRasterizerState().setCullMode('none');\r\n }\r\n const primitive = this._feedbackPrimitive.get()!;\r\n const vertices = new Float32Array(points.length * 4);\r\n for (let i = 0; i < points.length; i++) {\r\n vertices[i * 4 + 0] = points[i].x;\r\n vertices[i * 4 + 1] = points[i].y;\r\n vertices[i * 4 + 2] = points[i].z;\r\n vertices[i * 4 + 3] = i;\r\n }\r\n let vb = primitive.getVertexBuffer('position');\r\n if (!vb || vb.byteLength !== vertices.byteLength) {\r\n vb = device.createVertexBuffer('position_f32x4', vertices, { dynamic: true })!;\r\n primitive.setVertexBuffer(vb);\r\n } else {\r\n vb.bufferSubData(0, vertices);\r\n }\r\n const fb = this._feedbackRenderTarget.get();\r\n if (!fb || fb.getColorAttachment(0).width < points.length) {\r\n const rt0 = device.createTexture2D('rgba32f', points.length, 1, {\r\n mipmapping: false\r\n })!;\r\n const rt1 = device.createTexture2D('rgba32f', points.length, 1, {\r\n mipmapping: false\r\n })!;\r\n if (fb) {\r\n fb.getColorAttachment(0).dispose();\r\n fb.getColorAttachment(1).dispose();\r\n this._feedbackRenderTarget.dispose();\r\n }\r\n this._feedbackRenderTarget.set(device.createFrameBuffer([rt0, rt1], null));\r\n }\r\n primitive.indexCount = points.length;\r\n const bindGroup = this._feedbackBindGroup.get()!;\r\n bindGroup.setValue('textureWidth', this._feedbackRenderTarget.get()!.getWidth());\r\n this.waveGenerator!.applyWaterBindGroup(bindGroup);\r\n device.pushDeviceStates();\r\n device.setProgram(this._feedbackProgram.get());\r\n device.setBindGroup(0, this._feedbackBindGroup.get()!);\r\n device.setFramebuffer(this._feedbackRenderTarget.get());\r\n this._feedbackPrimitive.get()!.draw();\r\n device.popDeviceStates();\r\n const pos = new Float32Array(points.length * 4);\r\n const norm = new Float32Array(points.length * 4);\r\n await Promise.all([\r\n this._feedbackRenderTarget.get()!.getColorAttachment(0).readPixels(0, 0, points.length, 1, 0, 0, pos),\r\n this._feedbackRenderTarget.get()!.getColorAttachment(1).readPixels(0, 0, points.length, 1, 0, 0, norm)\r\n ]);\r\n for (let i = 0; i < points.length; i++) {\r\n if (outPos) {\r\n outPos[i].setXYZ(pos[i * 4 + 0], pos[i * 4 + 1], pos[i * 4 + 2]);\r\n }\r\n if (outNorm) {\r\n outNorm[i].setXYZ(norm[i * 4 + 0], norm[i * 4 + 1], norm[i * 4 + 2]);\r\n }\r\n }\r\n });\r\n }\r\n /** @internal */\r\n private _createFeedbackProgram(device: AbstractDevice) {\r\n const that = this;\r\n const program = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$inputs.position = pb.vec4().attrib('position');\r\n this.textureWidth = pb.float().uniform(0);\r\n that.waveGenerator!.setupUniforms(this, 0);\r\n pb.main(function () {\r\n this.$l.worldPos = pb.vec3();\r\n this.$l.worldNorm = pb.vec3();\r\n that.waveGenerator!.calcVertexPositionAndNormal(\r\n this,\r\n this.$inputs.position.xyz,\r\n this.worldPos,\r\n this.worldNorm\r\n );\r\n this.$outputs.worldPos = this.worldPos;\r\n this.$outputs.worldNorm = this.worldNorm;\r\n this.$outputs.xz = this.$inputs.position.xz;\r\n this.$l.ndcX = pb.sub(\r\n pb.mul(pb.div(pb.add(this.$inputs.position.w, 0.5), this.textureWidth), 2),\r\n 1\r\n );\r\n if (pb.getDevice().type !== 'webgpu') {\r\n this.$builtins.pointSize = 1;\r\n }\r\n this.$l.$builtins.position = pb.vec4(this.ndcX, 0, 0, 1);\r\n });\r\n },\r\n fragment(pb) {\r\n this.$outputs.worldPos = pb.vec4();\r\n this.$outputs.worldNorm = pb.vec4();\r\n that.waveGenerator!.setupUniforms(this, 0);\r\n pb.main(function () {\r\n this.$outputs.worldPos = pb.vec4(this.$inputs.worldPos, 1);\r\n this.$outputs.worldNorm = pb.vec4(\r\n that.waveGenerator!.calcFragmentNormal(this, this.$inputs.xz, this.$inputs.worldNorm),\r\n 1\r\n );\r\n });\r\n }\r\n })!;\r\n program.name = '@Water_Feedback';\r\n return program;\r\n 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+ {"version":3,"file":"water.js","sources":["../../src/scene/water.ts"],"sourcesContent":["import { Vector4 } from '@zephyr3d/base';\r\nimport type { Matrix4x4, Nullable } from '@zephyr3d/base';\r\nimport { applyMixins, Vector3, DRef } from '@zephyr3d/base';\r\nimport type { Scene } from './scene';\r\nimport { GraphNode } from './graph_node';\r\nimport { mixinDrawable } from '../render/drawable_mixin';\r\nimport type { Drawable, DrawContext, PickTarget, PrimitiveInstanceInfo, RenderQueue } from '../render';\r\nimport { Primitive } from '../render';\r\nimport { Clipmap, FBMWaveGenerator } from '../render';\r\nimport { WaterMaterial } from '../material/water';\r\nimport type { AbstractDevice, BindGroup, FrameBuffer, GPUProgram, RenderStateSet } from '@zephyr3d/device';\r\nimport { QUEUE_OPAQUE } from '../values';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport type { Camera } from '../camera';\r\nimport { getDevice } from '../app/api';\r\n\r\n/**\r\n * Water scene node\r\n * @public\r\n */\r\nexport class Water extends applyMixins(GraphNode, mixinDrawable) implements Drawable {\r\n private readonly _pickTarget: PickTarget;\r\n private _clipmap: Clipmap;\r\n private _renderData: Nullable<PrimitiveInstanceInfo[]>;\r\n private _gridScale: number;\r\n private _animationSpeed: number;\r\n private _timeStart: number;\r\n private _feedbackProgram: DRef<GPUProgram>;\r\n private _feedbackBindGroup: DRef<BindGroup>;\r\n private _feedbackPrimitive: DRef<Primitive>;\r\n private _feedbackRenderTarget: DRef<FrameBuffer>;\r\n private _feedbackRenderStates: Nullable<RenderStateSet>;\r\n private readonly _material: DRef<WaterMaterial>;\r\n /**\r\n * Creates an instance of Water node\r\n * @param scene - Scene object\r\n */\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._pickTarget = { node: this };\r\n this._clipmap = new Clipmap(32, []);\r\n this._renderData = null;\r\n this._gridScale = 1;\r\n this._animationSpeed = 1;\r\n this._timeStart = 0;\r\n this._material = new DRef(new WaterMaterial());\r\n this._material.get()!.region = new Vector4(-1, -1, 1, 1);\r\n this._material.get()!.TAAStrength = 0.4;\r\n this.waveGenerator = new FBMWaveGenerator();\r\n this._feedbackProgram = new DRef();\r\n this._feedbackBindGroup = new DRef();\r\n this._feedbackPrimitive = new DRef();\r\n this._feedbackRenderTarget = new DRef();\r\n this._feedbackRenderStates = null;\r\n scene.queuePerCameraUpdateNode(this);\r\n }\r\n /** Disposes the water node */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._clipmap.dispose();\r\n this._renderData = null;\r\n this._feedbackBindGroup.dispose();\r\n this._feedbackPrimitive.dispose();\r\n this._feedbackProgram.dispose();\r\n this._feedbackRenderStates = null;\r\n if (this._feedbackRenderTarget.get()) {\r\n this._feedbackRenderTarget.get()!.getColorAttachment(0).dispose();\r\n this._feedbackRenderTarget.get()!.getColorAttachment(1).dispose();\r\n this._feedbackRenderTarget.dispose();\r\n }\r\n this._material.dispose();\r\n }\r\n /** Whether water should be drawn with lines */\r\n get wireframe() {\r\n return this._clipmap.wireframe;\r\n }\r\n set wireframe(val: boolean) {\r\n this._clipmap.wireframe = !!val;\r\n }\r\n /** Material of the water */\r\n get material() {\r\n return this._material.get()!;\r\n }\r\n /** Wave generator object of the water */\r\n get waveGenerator() {\r\n return this.material.waveGenerator;\r\n }\r\n set waveGenerator(waveGenerator) {\r\n this.material.waveGenerator = waveGenerator;\r\n if (this.material.needUpdate()) {\r\n this.scene?.queueUpdateNode(this);\r\n }\r\n }\r\n /** Animation speed of the water */\r\n get animationSpeed() {\r\n return this._animationSpeed;\r\n }\r\n set animationSpeed(val) {\r\n this._animationSpeed = val;\r\n }\r\n /** TAA strength of the water */\r\n get TAAStrength() {\r\n return this.material.TAAStrength;\r\n }\r\n set TAAStrength(val) {\r\n this.material.TAAStrength = val;\r\n }\r\n /** {@inheritDoc SceneNode.update} */\r\n update(frameId: number, elapsedInSeconds: number) {\r\n if (this.material.needUpdate()) {\r\n this.scene?.queueUpdateNode(this);\r\n if (this._timeStart === 0) {\r\n this._timeStart = elapsedInSeconds;\r\n }\r\n this.material.update(frameId, (elapsedInSeconds - this._timeStart) * this._animationSpeed);\r\n this.invalidateWorldBoundingVolume(false);\r\n }\r\n }\r\n /** {@inheritDoc SceneNode.updatePerCamera} */\r\n updatePerCamera(camera: Camera, _elapsedInSeconds: number, _deltaInSeconds: number) {\r\n const mat = this._material.get();\r\n if (mat) {\r\n const that = this;\r\n this._renderData = this._clipmap.gather({\r\n camera,\r\n minMaxWorldPos: mat.region,\r\n gridScale: Math.max(0.01, this._gridScale),\r\n userData: this,\r\n frustumCulling: true,\r\n calcAABB(userData: unknown, minX, maxX, minZ, maxZ, outAABB) {\r\n const p = that.worldMatrix.transformPointAffine(Vector3.zero());\r\n if (that.waveGenerator) {\r\n that.waveGenerator.calcClipmapTileAABB(minX, maxX, minZ, maxZ, p.y, outAABB);\r\n } else {\r\n outAABB.minPoint.setXYZ(minX, p.y, minZ);\r\n outAABB.maxPoint.setXYZ(maxX, p.y + 1, maxZ);\r\n }\r\n }\r\n });\r\n this.scene?.queuePerCameraUpdateNode(this);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPickTarget }\r\n */\r\n getPickTarget() {\r\n return this._pickTarget;\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.getQueueType}\r\n */\r\n getQueueType() {\r\n return this._material.get()?.getQueueType() ?? QUEUE_OPAQUE;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isUnlit}\r\n */\r\n isUnlit() {\r\n return !this._material.get()?.supportLighting();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneColor}\r\n */\r\n needSceneColor() {\r\n return this._material.get()?.needSceneColor() ?? false;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneDepth}\r\n */\r\n needSceneDepth() {\r\n return this._material.get()?.needSceneDepth() ?? false;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMaterial}\r\n */\r\n getMaterial() {\r\n return this._material.get();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPrimitive}\r\n */\r\n getPrimitive() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.isWater}\r\n */\r\n isWater(): this is Water {\r\n return true;\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 mat = this._material?.get();\r\n if (mat) {\r\n const boundingBox = new BoundingBox();\r\n if (mat.waveGenerator) {\r\n mat.waveGenerator.calcClipmapTileAABB(\r\n mat.region.x,\r\n mat.region.z,\r\n mat.region.y,\r\n mat.region.w,\r\n p.y,\r\n boundingBox\r\n );\r\n } else {\r\n boundingBox.minPoint.setXYZ(mat.region.x, p.y, mat.region.y);\r\n boundingBox.maxPoint.setXYZ(mat.region.z, p.y + 1, mat.region.w);\r\n }\r\n return boundingBox;\r\n }\r\n return null;\r\n }\r\n /**\r\n * Grid scale\r\n */\r\n get gridScale() {\r\n return this._gridScale;\r\n }\r\n set gridScale(val) {\r\n this._gridScale = val;\r\n }\r\n calculateLocalTransform(outMatrix: Matrix4x4) {\r\n outMatrix.translation(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 protected _onTransformChanged(invalidateLocal: boolean) {\r\n super._onTransformChanged(invalidateLocal);\r\n const material = this._material?.get();\r\n if (material) {\r\n const x = Math.abs(this.scale.x);\r\n const z = Math.abs(this.scale.z);\r\n const px = this.position.x;\r\n const pz = this.position.z;\r\n material.region = new Vector4(px - x, pz - z, px + x, pz + z);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.draw}\r\n */\r\n draw(ctx: DrawContext, renderQueue: Nullable<RenderQueue>) {\r\n const mat = this._material?.get();\r\n if (mat) {\r\n this.bind(ctx, renderQueue);\r\n mat.setClipmapGridInfo(this._gridScale, this.worldMatrix.m03, this.worldMatrix.m23);\r\n mat.apply(ctx);\r\n for (const info of this._renderData!) {\r\n mat.draw(info.primitive, ctx, info.numInstances);\r\n }\r\n }\r\n }\r\n /**\r\n * Retreive the disturbed world position and normal at water surface\r\n */\r\n async getSurfacePoint(points: Vector3[], outPos?: Vector3[], outNorm?: Vector3[]) {\r\n const device = getDevice();\r\n if (!points || points.length === 0) {\r\n return;\r\n }\r\n points = points.map((v) => v.clone());\r\n await device.runNextFrameAsync(async () => {\r\n if (!this._feedbackProgram.get()) {\r\n this._feedbackProgram.set(this._createFeedbackProgram(device));\r\n this._feedbackBindGroup.set(device.createBindGroup(this._feedbackProgram.get()!.bindGroupLayouts[0]));\r\n }\r\n if (!this._feedbackPrimitive.get()) {\r\n this._feedbackPrimitive.set(new Primitive());\r\n this._feedbackPrimitive.get()!.primitiveType = 'point-list';\r\n }\r\n if (!this._feedbackRenderStates) {\r\n this._feedbackRenderStates = device.createRenderStateSet();\r\n this._feedbackRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n this._feedbackRenderStates.useRasterizerState().setCullMode('none');\r\n }\r\n const primitive = this._feedbackPrimitive.get()!;\r\n const vertices = new Float32Array(points.length * 4);\r\n for (let i = 0; i < points.length; i++) {\r\n vertices[i * 4 + 0] = points[i].x;\r\n vertices[i * 4 + 1] = points[i].y;\r\n vertices[i * 4 + 2] = points[i].z;\r\n vertices[i * 4 + 3] = i;\r\n }\r\n let vb = primitive.getVertexBuffer('position');\r\n if (!vb || vb.byteLength !== vertices.byteLength) {\r\n vb = device.createVertexBuffer('position_f32x4', vertices, { dynamic: true })!;\r\n primitive.setVertexBuffer(vb);\r\n } else {\r\n vb.bufferSubData(0, vertices);\r\n }\r\n const fb = this._feedbackRenderTarget.get();\r\n if (!fb || fb.getColorAttachment(0).width < points.length) {\r\n const rt0 = device.createTexture2D('rgba32f', points.length, 1, {\r\n mipmapping: false\r\n })!;\r\n const rt1 = device.createTexture2D('rgba32f', points.length, 1, {\r\n mipmapping: false\r\n })!;\r\n if (fb) {\r\n fb.getColorAttachment(0).dispose();\r\n fb.getColorAttachment(1).dispose();\r\n this._feedbackRenderTarget.dispose();\r\n }\r\n this._feedbackRenderTarget.set(device.createFrameBuffer([rt0, rt1], null));\r\n }\r\n primitive.indexCount = points.length;\r\n const bindGroup = this._feedbackBindGroup.get()!;\r\n bindGroup.setValue('textureWidth', this._feedbackRenderTarget.get()!.getWidth());\r\n this.waveGenerator!.applyWaterBindGroup(bindGroup);\r\n device.pushDeviceStates();\r\n device.setProgram(this._feedbackProgram.get());\r\n device.setBindGroup(0, this._feedbackBindGroup.get()!);\r\n device.setFramebuffer(this._feedbackRenderTarget.get());\r\n this._feedbackPrimitive.get()!.draw();\r\n device.popDeviceStates();\r\n const pos = new Float32Array(points.length * 4);\r\n const norm = new Float32Array(points.length * 4);\r\n await Promise.all([\r\n this._feedbackRenderTarget.get()!.getColorAttachment(0).readPixels(0, 0, points.length, 1, 0, 0, pos),\r\n this._feedbackRenderTarget.get()!.getColorAttachment(1).readPixels(0, 0, points.length, 1, 0, 0, norm)\r\n ]);\r\n for (let i = 0; i < points.length; i++) {\r\n if (outPos) {\r\n outPos[i].setXYZ(pos[i * 4 + 0], pos[i * 4 + 1], pos[i * 4 + 2]);\r\n }\r\n if (outNorm) {\r\n outNorm[i].setXYZ(norm[i * 4 + 0], norm[i * 4 + 1], norm[i * 4 + 2]);\r\n }\r\n }\r\n });\r\n }\r\n /** @internal */\r\n private _createFeedbackProgram(device: AbstractDevice) {\r\n const that = this;\r\n const program = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$inputs.position = pb.vec4().attrib('position');\r\n this.textureWidth = pb.float().uniform(0);\r\n that.waveGenerator!.setupUniforms(this, 0);\r\n pb.main(function () {\r\n this.$l.worldPos = pb.vec3();\r\n this.$l.worldNorm = pb.vec3();\r\n that.waveGenerator!.calcVertexPositionAndNormal(\r\n this,\r\n this.$inputs.position.xyz,\r\n this.worldPos,\r\n this.worldNorm\r\n );\r\n this.$outputs.worldPos = this.worldPos;\r\n this.$outputs.worldNorm = this.worldNorm;\r\n this.$outputs.xz = this.$inputs.position.xz;\r\n this.$l.ndcX = pb.sub(\r\n pb.mul(pb.div(pb.add(this.$inputs.position.w, 0.5), this.textureWidth), 2),\r\n 1\r\n );\r\n if (pb.getDevice().type !== 'webgpu') {\r\n this.$builtins.pointSize = 1;\r\n }\r\n this.$l.$builtins.position = pb.vec4(this.ndcX, 0, 0, 1);\r\n });\r\n },\r\n fragment(pb) {\r\n this.$outputs.worldPos = pb.vec4();\r\n this.$outputs.worldNorm = pb.vec4();\r\n that.waveGenerator!.setupUniforms(this, 0);\r\n pb.main(function () {\r\n this.$outputs.worldPos = pb.vec4(this.$inputs.worldPos, 1);\r\n this.$outputs.worldNorm = pb.vec4(\r\n that.waveGenerator!.calcFragmentNormal(this, this.$inputs.xz, this.$inputs.worldNorm),\r\n 1\r\n );\r\n });\r\n }\r\n })!;\r\n program.name = '@Water_Feedback';\r\n return program;\r\n 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@@ -2,8 +2,324 @@ import { hasDepthChannel } from '@zephyr3d/device';
2
2
  import { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_RECT, LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../values.js';
3
3
  import { encodeNormalizedFloatToRGBA, decode2HalfFromRGBA, decodeNormalizedFloatFromRGBA } from './misc.js';
4
4
  import { ShaderHelper } from '../material/shader/helper.js';
5
+ import { smoothNoise3D } from './noise.js';
5
6
  import { getDevice } from '../app/api.js';
6
7
 
8
+ /*
9
+ const PCF_KERNEL_3x3 = [
10
+ [0.5, 1.0, 0.5],
11
+ [1.0, 1.0, 1.0],
12
+ [0.5, 1.0, 0.5]
13
+ ];
14
+ const PCF_KERNEL_SUM_3x3 = 7;
15
+
16
+ const PCF_KERNEL_5x5 = [
17
+ [0.0, 0.5, 1.0, 0.5, 0.0],
18
+ [0.5, 1.0, 1.0, 1.0, 0.5],
19
+ [1.0, 1.0, 1.0, 1.0, 1.0],
20
+ [0.5, 1.0, 1.0, 1.0, 0.5],
21
+ [0.0, 0.5, 1.0, 0.5, 0.0]
22
+ ];
23
+ const PCF_KERNEL_SUM_5x5 = 17;
24
+
25
+ const PCF_KERNEL_7x7 = [
26
+ [0.0, 0.0, 0.5, 1.0, 0.5, 0.0, 0.0],
27
+ [0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0],
28
+ [0.5, 1.0, 1.0, 1.0, 1.0, 1.0, 0.5],
29
+ [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],
30
+ [0.5, 1.0, 1.0, 1.0, 1.0, 1.0, 0.5],
31
+ [0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0],
32
+ [0.0, 0.0, 0.5, 1.0, 0.5, 0.0, 0.0]
33
+ ];
34
+ const PCF_KERNEL_SUM_7x7 = 33;
35
+
36
+ const PCF_KERNEL_9x9 = [
37
+ [0.0, 0.0, 0.0, 0.5, 1.0, 0.5, 0.0, 0.0, 0.0],
38
+ [0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0],
39
+ [0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0],
40
+ [0.5, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.5],
41
+ [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],
42
+ [0.5, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.5],
43
+ [0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0],
44
+ [0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0],
45
+ [0.0, 0.0, 0.0, 0.5, 1.0, 0.5, 0.0, 0.0, 0.0]
46
+ ];
47
+ const PCF_KERNEL_SUM_9x9 = 53;
48
+ */ const PCF_POISSON_DISC = [
49
+ [
50
+ 0.511749,
51
+ 0.547686
52
+ ],
53
+ [
54
+ 0.58929,
55
+ 0.257224
56
+ ],
57
+ [
58
+ 0.165018,
59
+ 0.57663
60
+ ],
61
+ [
62
+ 0.407692,
63
+ 0.742285
64
+ ],
65
+ [
66
+ 0.707012,
67
+ 0.646523
68
+ ],
69
+ [
70
+ 0.31463,
71
+ 0.466825
72
+ ],
73
+ [
74
+ 0.801257,
75
+ 0.485186
76
+ ],
77
+ [
78
+ 0.418136,
79
+ 0.146517
80
+ ],
81
+ [
82
+ 0.579889,
83
+ 0.0368284
84
+ ],
85
+ [
86
+ 0.79801,
87
+ 0.140114
88
+ ],
89
+ [
90
+ -0.0413185,
91
+ 0.371455
92
+ ],
93
+ [
94
+ -0.0529108,
95
+ 0.627352
96
+ ],
97
+ [
98
+ 0.0821375,
99
+ 0.882071
100
+ ],
101
+ [
102
+ 0.17308,
103
+ 0.301207
104
+ ],
105
+ [
106
+ -0.120452,
107
+ 0.867216
108
+ ],
109
+ [
110
+ 0.371096,
111
+ 0.916454
112
+ ],
113
+ [
114
+ -0.178381,
115
+ 0.146101
116
+ ],
117
+ [
118
+ -0.276489,
119
+ 0.550525
120
+ ],
121
+ [
122
+ 0.12542,
123
+ 0.126643
124
+ ],
125
+ [
126
+ -0.296654,
127
+ 0.286879
128
+ ],
129
+ [
130
+ 0.261744,
131
+ -604975e-8
132
+ ],
133
+ [
134
+ -0.213417,
135
+ 0.715776
136
+ ],
137
+ [
138
+ 0.425684,
139
+ -0.153211
140
+ ],
141
+ [
142
+ -0.480054,
143
+ 0.321357
144
+ ],
145
+ [
146
+ -0.0717878,
147
+ -0.0250567
148
+ ],
149
+ [
150
+ -0.328775,
151
+ -0.169666
152
+ ],
153
+ [
154
+ -0.394923,
155
+ 0.130802
156
+ ],
157
+ [
158
+ -0.553681,
159
+ -0.176777
160
+ ],
161
+ [
162
+ -0.722615,
163
+ 0.120616
164
+ ],
165
+ [
166
+ -0.693065,
167
+ 0.309017
168
+ ],
169
+ [
170
+ 0.603193,
171
+ 0.791471
172
+ ],
173
+ [
174
+ -0.0754941,
175
+ -0.297988
176
+ ],
177
+ [
178
+ 0.109303,
179
+ -0.156472
180
+ ],
181
+ [
182
+ 0.260605,
183
+ -0.280111
184
+ ],
185
+ [
186
+ 0.129731,
187
+ -0.487954
188
+ ],
189
+ [
190
+ -0.537315,
191
+ 0.520494
192
+ ],
193
+ [
194
+ -0.42758,
195
+ 0.800607
196
+ ],
197
+ [
198
+ 0.77309,
199
+ -0.0728102
200
+ ],
201
+ [
202
+ 0.908777,
203
+ 0.328356
204
+ ],
205
+ [
206
+ 0.985341,
207
+ 0.0759158
208
+ ],
209
+ [
210
+ 0.947536,
211
+ -0.11837
212
+ ],
213
+ [
214
+ -0.103315,
215
+ -0.610747
216
+ ],
217
+ [
218
+ 0.337171,
219
+ -0.584
220
+ ],
221
+ [
222
+ 0.210919,
223
+ -0.720055
224
+ ],
225
+ [
226
+ 0.41894,
227
+ -0.36769
228
+ ],
229
+ [
230
+ -0.254228,
231
+ -0.49368
232
+ ],
233
+ [
234
+ -0.428562,
235
+ -0.404037
236
+ ],
237
+ [
238
+ -0.831732,
239
+ -0.189615
240
+ ],
241
+ [
242
+ -0.922642,
243
+ 0.0888026
244
+ ],
245
+ [
246
+ -0.865914,
247
+ 0.427795
248
+ ],
249
+ [
250
+ 0.706117,
251
+ -0.311662
252
+ ],
253
+ [
254
+ 0.545465,
255
+ -0.520942
256
+ ],
257
+ [
258
+ -0.695738,
259
+ 0.664492
260
+ ],
261
+ [
262
+ 0.389421,
263
+ -0.899007
264
+ ],
265
+ [
266
+ 0.48842,
267
+ -0.708054
268
+ ],
269
+ [
270
+ 0.760298,
271
+ -0.62735
272
+ ],
273
+ [
274
+ -0.390788,
275
+ -0.707388
276
+ ],
277
+ [
278
+ -0.591046,
279
+ -0.686721
280
+ ],
281
+ [
282
+ -0.769903,
283
+ -0.413775
284
+ ],
285
+ [
286
+ -0.604457,
287
+ -0.502571
288
+ ],
289
+ [
290
+ -0.557234,
291
+ 0.00451362
292
+ ],
293
+ [
294
+ 0.147572,
295
+ -0.924353
296
+ ],
297
+ [
298
+ -0.0662488,
299
+ -0.892081
300
+ ],
301
+ [
302
+ 0.863832,
303
+ -0.4072
304
+ ]
305
+ ];
306
+ function getPCSSRotationMatrix(scope, sampleCoord, temporalJitter) {
307
+ const funcName = `lib_getPCSSRotationMatrix_${temporalJitter ? 1 : 0}`;
308
+ const pb = scope.$builder;
309
+ pb.func(funcName, [
310
+ pb.vec2('sampleCoord')
311
+ ], function() {
312
+ if (temporalJitter) {
313
+ this.$l.frame = pb.mod(pb.float(ShaderHelper.getFramestamp(this)), 64);
314
+ this.$l.randomAngle = pb.mul(smoothNoise3D(this, pb.vec3(pb.mul(this.sampleCoord, 0.35), pb.mul(this.frame, 0.61803398875))), 2 * Math.PI);
315
+ this.$l.randomBase = pb.vec2(pb.cos(this.randomAngle), pb.sin(this.randomAngle));
316
+ this.$return(pb.mat2(this.randomBase.x, this.randomBase.y, pb.neg(this.randomBase.y), this.randomBase.x));
317
+ } else {
318
+ this.$return(pb.mat2(0.8660254, 0.5, -0.5, 0.8660254));
319
+ }
320
+ });
321
+ return pb.getGlobalScope()[funcName](sampleCoord);
322
+ }
7
323
  function getShadowMapTexelSize(scope) {
8
324
  return scope.$builder.div(1, ShaderHelper.getShadowCameraParams(scope).z);
9
325
  }
@@ -84,6 +400,131 @@ function sampleShadowMapPCF(scope, shadowMapFormat, pos, offset, depth, cascade)
84
400
  cascade
85
401
  ] : []);
86
402
  }
403
+ function sampleShadowDepthPCSS(scope, shadowMapFormat, pos, bounds, cascade) {
404
+ const funcName = `lib_sampleShadowDepthPCSS_${shadowMapFormat}_${cascade ? 1 : 0}`;
405
+ const pb = scope.$builder;
406
+ pb.func(funcName, [
407
+ pb.vec2('coords'),
408
+ pb.vec4('bounds'),
409
+ ...cascade ? [
410
+ pb.int('cascade')
411
+ ] : []
412
+ ], function() {
413
+ this.$l.depth = pb.float(1);
414
+ this.$l.sampleInside = pb.all(pb.bvec4(pb.greaterThanEqual(this.coords.x, this.bounds.x), pb.lessThanEqual(this.coords.x, this.bounds.z), pb.greaterThanEqual(this.coords.y, this.bounds.y), pb.lessThanEqual(this.coords.y, this.bounds.w)));
415
+ this.$if(this.sampleInside, function() {
416
+ this.$l.boundsPadding = pb.mul(pb.sub(this.bounds.zw, this.bounds.xy), getShadowMapTexelSize(this), 0.5);
417
+ this.$l.sampleCoord = pb.clamp(this.coords, pb.add(this.bounds.xy, this.boundsPadding), pb.sub(this.bounds.zw, this.boundsPadding));
418
+ this.$l.shadowTex = cascade && getDevice().type !== 'webgl' ? pb.textureArraySampleLevel(ShaderHelper.getShadowMap(this), this.sampleCoord, this.cascade, 0) : pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.sampleCoord, 0);
419
+ this.depth = shadowMapFormat === 'rgba8unorm' ? decodeNormalizedFloatFromRGBA(this, this.shadowTex) : this.shadowTex.x;
420
+ });
421
+ this.$return(this.depth);
422
+ });
423
+ return pb.getGlobalScope()[funcName](pos, bounds, ...cascade ? [
424
+ cascade
425
+ ] : []);
426
+ }
427
+ function compareShadowDepthPCSS(scope, sampleDepth, compareDepth, transitionWidth) {
428
+ const funcName = 'lib_compareShadowDepthPCSS';
429
+ const pb = scope.$builder;
430
+ pb.func(funcName, [
431
+ pb.float('sampleDepth'),
432
+ pb.float('compareDepth'),
433
+ pb.float('transitionWidth')
434
+ ], function() {
435
+ this.$l.depthDelta = pb.sub(this.sampleDepth, this.compareDepth);
436
+ this.$return(pb.smoothStep(pb.neg(this.transitionWidth), this.transitionWidth, this.depthDelta));
437
+ });
438
+ return pb.getGlobalScope()[funcName](sampleDepth, compareDepth, transitionWidth);
439
+ }
440
+ function sampleShadowPCFPCSS(scope, shadowMapFormat, pos, bounds, compareDepth, texelSize, receiverPlaneDepthBias, cascade) {
441
+ const funcName = `lib_sampleShadowPCFPCSS_${shadowMapFormat}_${receiverPlaneDepthBias ? 1 : 0}_${cascade ? 1 : 0}`;
442
+ const pb = scope.$builder;
443
+ pb.func(funcName, [
444
+ pb.vec2('coords'),
445
+ pb.vec4('bounds'),
446
+ pb.float('compareDepth'),
447
+ pb.vec2('texelSize'),
448
+ ...receiverPlaneDepthBias ? [
449
+ pb.vec3('receiverPlaneDepthBias')
450
+ ] : [],
451
+ ...cascade ? [
452
+ pb.int('cascade')
453
+ ] : []
454
+ ], function() {
455
+ this.$l.shadow = pb.float(0);
456
+ this.$l.transitionWidth = receiverPlaneDepthBias ? pb.max(pb.dot(pb.abs(this.receiverPlaneDepthBias.xy), this.texelSize), 1 / 65535) : pb.float(1 / 65535);
457
+ this.$l.offset = pb.vec2();
458
+ this.$l.tapCoord = pb.vec2();
459
+ this.$l.sampleDepth = pb.float();
460
+ this.$l.tapCompareDepth = pb.float();
461
+ const offsets = [
462
+ [
463
+ -0.35,
464
+ -0.35
465
+ ],
466
+ [
467
+ 0.35,
468
+ -0.35
469
+ ],
470
+ [
471
+ -0.35,
472
+ 0.35
473
+ ],
474
+ [
475
+ 0.35,
476
+ 0.35
477
+ ]
478
+ ];
479
+ for (const [ox, oy] of offsets){
480
+ this.offset = pb.mul(pb.vec2(ox, oy), this.texelSize);
481
+ this.tapCoord = pb.add(this.coords, this.offset);
482
+ this.sampleDepth = sampleShadowDepthPCSS(this, shadowMapFormat, this.tapCoord, this.bounds, this.cascade);
483
+ this.tapCompareDepth = receiverPlaneDepthBias ? pb.add(this.compareDepth, pb.dot(this.offset, this.receiverPlaneDepthBias.xy)) : this.compareDepth;
484
+ this.shadow = pb.add(this.shadow, compareShadowDepthPCSS(this, this.sampleDepth, this.tapCompareDepth, this.transitionWidth));
485
+ }
486
+ this.$return(pb.mul(this.shadow, 0.25));
487
+ });
488
+ return pb.getGlobalScope()[funcName](pos, bounds, compareDepth, texelSize, ...receiverPlaneDepthBias ? [
489
+ receiverPlaneDepthBias
490
+ ] : [], ...cascade ? [
491
+ cascade
492
+ ] : []);
493
+ }
494
+ function findBlockerPCSS(scope, shadowMapFormat, tapCount, texCoord, bounds, searchRadius, transitionWidth, matrix, cascade) {
495
+ const funcName = `lib_findBlockerPCSS_${shadowMapFormat}_${cascade ? 1 : 0}`;
496
+ const pb = scope.$builder;
497
+ pb.func(funcName, [
498
+ pb.vec4('texCoord'),
499
+ pb.vec4('bounds'),
500
+ pb.vec2('searchRadius'),
501
+ pb.float('tapCount'),
502
+ pb.float('transitionWidth'),
503
+ pb.mat2('matrix'),
504
+ ...cascade ? [
505
+ pb.int('cascade')
506
+ ] : []
507
+ ], function() {
508
+ this.$l.blockerDepthSum = pb.float(0);
509
+ this.$l.blockerCount = pb.float(0);
510
+ this.$l.duv = pb.vec2();
511
+ this.$l.sampleCoord = pb.vec2();
512
+ this.$l.sampleDepth = pb.float();
513
+ this.$l.blockerWeight = pb.float();
514
+ this.$for(pb.float('i'), 0, this.tapCount, function() {
515
+ this.duv = pb.mul(pb.mul(this.matrix, this.PCSSpdSamples.at(pb.mod(pb.mul(pb.int(this.i), 19), PCF_POISSON_DISC.length))), this.searchRadius);
516
+ this.sampleCoord = pb.add(this.texCoord.xy, this.duv);
517
+ this.sampleDepth = sampleShadowDepthPCSS(this, shadowMapFormat, this.sampleCoord, this.bounds, this.cascade);
518
+ this.blockerWeight = pb.sub(1, pb.smoothStep(pb.neg(this.transitionWidth), this.transitionWidth, pb.sub(this.sampleDepth, this.texCoord.z)));
519
+ this.blockerDepthSum = pb.add(this.blockerDepthSum, pb.mul(this.sampleDepth, this.blockerWeight));
520
+ this.blockerCount = pb.add(this.blockerCount, this.blockerWeight);
521
+ });
522
+ this.$return(pb.vec2(this.$choice(pb.greaterThan(this.blockerCount, 0), pb.div(this.blockerDepthSum, pb.max(this.blockerCount, 0.0001)), -1), this.blockerCount));
523
+ });
524
+ return pb.getGlobalScope()[funcName](texCoord, bounds, searchRadius, tapCount, transitionWidth, matrix, ...cascade ? [
525
+ cascade
526
+ ] : []);
527
+ }
87
528
  function chebyshevUpperBound(scope, distance, occluder) {
88
529
  const funcNameChebyshevUpperBound = 'lib_chebyshevUpperBound';
89
530
  const pb = scope.$builder;
@@ -264,6 +705,68 @@ function chebyshevUpperBound(scope, distance, occluder) {
264
705
  cascade
265
706
  ] : []);
266
707
  }
708
+ /** @internal */ function filterShadowPCSS(scope, lightType, shadowMapFormat, texCoord, receiverPlaneDepthBias, cascade, temporalJitter = true, numCascades = 1) {
709
+ const funcNameFilterShadowPCSS = `lib_filterShadowPCSS_${lightType}_${shadowMapFormat}_${receiverPlaneDepthBias ? 1 : 0}_${cascade ? 1 : 0}_${temporalJitter ? 1 : 0}_${numCascades}`;
710
+ const pb = scope.$builder;
711
+ pb.func(funcNameFilterShadowPCSS, [
712
+ pb.vec4('texCoord'),
713
+ ...receiverPlaneDepthBias ? [
714
+ pb.vec3('receiverPlaneDepthBias')
715
+ ] : [],
716
+ ...cascade ? [
717
+ pb.int('cascade')
718
+ ] : []
719
+ ], function() {
720
+ this.$l.PCSSblockerSampleCount = ShaderHelper.getShadowImplParams(this).y;
721
+ this.$l.PCSSfilterSampleCount = ShaderHelper.getShadowImplParams(this).z;
722
+ this.$l.PCSSlightRadius = ShaderHelper.getShadowImplParams(this).x;
723
+ this.$l.PCSSmaxFilterRadius = ShaderHelper.getShadowImplParams(this).w;
724
+ this.$l.PCSSsearchRadius = this.$choice(pb.greaterThan(this.PCSSlightRadius, 0), pb.max(this.PCSSlightRadius, this.PCSSmaxFilterRadius), 0);
725
+ this.$l.lightDepth = this.texCoord.z;
726
+ if (receiverPlaneDepthBias) {
727
+ this.lightDepth = pb.sub(this.lightDepth, this.receiverPlaneDepthBias.z);
728
+ }
729
+ this.$l.sampleBounds = pb.vec4(0, 0, 1, 1);
730
+ if (cascade && getDevice().type === 'webgl' && numCascades > 1) {
731
+ const numCols = numCascades > 1 ? 2 : 1;
732
+ const numRows = numCascades > 2 ? 2 : 1;
733
+ this.$l.cascadeIndex = pb.float(this.cascade);
734
+ this.$l.cascadeCol = pb.mod(this.cascadeIndex, 2);
735
+ this.$l.cascadeRow = pb.floor(pb.mul(this.cascadeIndex, 0.5));
736
+ this.sampleBounds = pb.vec4(pb.mul(this.cascadeCol, 1 / numCols), pb.mul(this.cascadeRow, 1 / numRows), pb.mul(pb.add(this.cascadeCol, 1), 1 / numCols), pb.mul(pb.add(this.cascadeRow, 1), 1 / numRows));
737
+ }
738
+ this.$l.shadowMapTexelSize = pb.mul(pb.sub(this.sampleBounds.zw, this.sampleBounds.xy), getShadowMapTexelSize(this));
739
+ this.$l.matrix = getPCSSRotationMatrix(this, pb.mul(this.texCoord.xy, pb.vec2(getShadowMapSize(this))), temporalJitter);
740
+ this.$l.searchRadius = pb.mul(pb.clamp(this.PCSSsearchRadius, 0, pb.max(0, this.PCSSmaxFilterRadius)), this.shadowMapTexelSize);
741
+ this.$l.blockerTransitionWidth = receiverPlaneDepthBias ? pb.max(pb.dot(pb.abs(this.receiverPlaneDepthBias.xy), this.searchRadius), 1 / 65535) : pb.float(1 / 65535);
742
+ if (!pb.getGlobalScope().PCSSpdSamples) {
743
+ pb.getGlobalScope().PCSSpdSamples = PCF_POISSON_DISC.map((s)=>pb.vec2(s[0], s[1]));
744
+ }
745
+ this.$l.blocker = findBlockerPCSS(this, shadowMapFormat, this.PCSSblockerSampleCount, pb.vec4(this.texCoord.xy, this.lightDepth, this.texCoord.w), this.sampleBounds, this.searchRadius, this.blockerTransitionWidth, this.matrix, this.cascade);
746
+ this.$if(pb.lessThanEqual(this.blocker.y, 0), function() {
747
+ this.$return(pb.float(1));
748
+ });
749
+ this.$l.penumbra = pb.div(pb.max(pb.sub(this.lightDepth, this.blocker.x), 0), pb.max(this.blocker.x, 0.0001));
750
+ this.$l.filterRadius = pb.mul(pb.clamp(pb.mul(this.penumbra, this.PCSSlightRadius), 0, pb.max(0, this.PCSSmaxFilterRadius)), this.shadowMapTexelSize);
751
+ this.$l.shadow = pb.float(0);
752
+ this.$l.duv = pb.vec2();
753
+ this.$l.sampleCoord = pb.vec2();
754
+ this.$l.compareDepth = pb.float();
755
+ this.$for(pb.float('i'), 0, this.PCSSfilterSampleCount, function() {
756
+ this.duv = pb.mul(pb.mul(this.matrix, this.PCSSpdSamples.at(pb.mod(pb.mul(pb.int(this.i), 19), PCF_POISSON_DISC.length))), this.filterRadius);
757
+ this.sampleCoord = pb.add(this.texCoord.xy, this.duv);
758
+ this.compareDepth = receiverPlaneDepthBias ? pb.add(this.lightDepth, pb.dot(this.duv, this.receiverPlaneDepthBias.xy)) : this.lightDepth;
759
+ this.shadow = pb.add(this.shadow, sampleShadowPCFPCSS(this, shadowMapFormat, this.sampleCoord, this.sampleBounds, this.compareDepth, this.shadowMapTexelSize, this.receiverPlaneDepthBias, this.cascade));
760
+ });
761
+ this.shadow = pb.div(this.shadow, this.PCSSfilterSampleCount);
762
+ this.$return(this.shadow);
763
+ });
764
+ return pb.getGlobalScope()[funcNameFilterShadowPCSS](texCoord, ...receiverPlaneDepthBias ? [
765
+ receiverPlaneDepthBias
766
+ ] : [], ...cascade ? [
767
+ cascade
768
+ ] : []);
769
+ }
267
770
 
268
- export { computeReceiverPlaneDepthBias, computeShadowMapDepth, filterShadowESM, filterShadowPCF, filterShadowVSM };
771
+ export { computeReceiverPlaneDepthBias, computeShadowMapDepth, filterShadowESM, filterShadowPCF, filterShadowPCSS, filterShadowVSM };
269
772
  //# sourceMappingURL=shadow.js.map