@zephyr3d/scene 0.9.16 → 0.9.18
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/animation/joint_dynamics/collision.js +8 -6
- package/dist/animation/joint_dynamics/collision.js.map +1 -1
- package/dist/animation/morphtargetgrouptrack.js +11 -3
- package/dist/animation/morphtargetgrouptrack.js.map +1 -1
- package/dist/material/mtoon.js +20 -2
- package/dist/material/mtoon.js.map +1 -1
- package/dist/scene/light.js +10 -8
- package/dist/scene/light.js.map +1 -1
- package/dist/shaders/shadow.js +116 -3
- package/dist/shaders/shadow.js.map +1 -1
- package/dist/shadow/pcss.js +2 -1
- package/dist/shadow/pcss.js.map +1 -1
- package/dist/shadow/shadowmapper.js +2 -2
- package/dist/shadow/shadowmapper.js.map +1 -1
- package/dist/utility/serialization/manager.js +2 -1
- package/dist/utility/serialization/manager.js.map +1 -1
- package/dist/utility/serialization/scene/animation.js +36 -2
- package/dist/utility/serialization/scene/animation.js.map +1 -1
- package/dist/utility/serialization/scene/light.js +20 -0
- package/dist/utility/serialization/scene/light.js.map +1 -1
- package/package.json +2 -2
package/dist/shadow/pcss.js.map
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{"version":3,"file":"pcss.js","sources":["../../src/shadow/pcss.ts"],"sourcesContent":["import type { Nullable } from '@zephyr3d/base';\r\nimport { Vector4 } from '@zephyr3d/base';\r\nimport type { PBInsideFunctionScope, PBShaderExp, TextureFormat } from '@zephyr3d/device';\r\nimport { ShadowImpl } from './shadow_impl';\r\nimport type { ShadowMapParams, ShadowMapType } from './shadowmapper';\r\nimport { computeReceiverPlaneDepthBias, computeShadowMapDepth, filterShadowPCSS } from '../shaders/shadow';\r\nimport { decodeNormalizedFloatFromRGBA } from '../shaders/misc';\r\nimport { LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../values';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { computeShadowBias, computeShadowBiasCSM } from './shader';\r\nimport { getDevice } from '../app/api';\r\n\r\n/** @internal */\r\nexport class PCSS extends ShadowImpl {\r\n protected _lightRadius: number;\r\n protected _blockerSampleCount: number;\r\n protected _filterSampleCount: number;\r\n protected _maxFilterRadius: number;\r\n protected _temporalJitter: boolean;\r\n constructor(\r\n lightRadius?: number,\r\n blockerSampleCount?: number,\r\n filterSampleCount?: number,\r\n maxFilterRadius?: number,\r\n temporalJitter?: boolean\r\n ) {\r\n super();\r\n this._lightRadius = lightRadius ?? 8;\r\n this._blockerSampleCount = blockerSampleCount ?? 24;\r\n this._filterSampleCount = filterSampleCount ?? 32;\r\n this._maxFilterRadius = maxFilterRadius ?? 32;\r\n this._temporalJitter = temporalJitter ?? true;\r\n }\r\n get lightRadius() {\r\n return this._lightRadius;\r\n }\r\n set lightRadius(val) {\r\n this._lightRadius = Math.max(0, Number(val) || 0);\r\n }\r\n get blockerSampleCount() {\r\n return this._blockerSampleCount;\r\n }\r\n set blockerSampleCount(val) {\r\n this._blockerSampleCount = Math.min(Math.max(1, Number(val) >> 0), 64);\r\n }\r\n get filterSampleCount() {\r\n return this._filterSampleCount;\r\n }\r\n set filterSampleCount(val) {\r\n this._filterSampleCount = Math.min(Math.max(1, Number(val) >> 0), 64);\r\n }\r\n get maxFilterRadius() {\r\n return this._maxFilterRadius;\r\n }\r\n set maxFilterRadius(val) {\r\n this._maxFilterRadius = Math.max(1, Number(val) || 1);\r\n }\r\n get temporalJitter() {\r\n return this._temporalJitter;\r\n }\r\n set temporalJitter(val) {\r\n this._temporalJitter = !!val;\r\n }\r\n getType() {\r\n return 'pcss' as const;\r\n }\r\n dispose() {}\r\n resourceDirty() {\r\n return false;\r\n }\r\n getShadowMapBorder(_shadowMapParams: ShadowMapParams) {\r\n return this._lightRadius > 0 ? Math.ceil(Math.max(this._lightRadius, this._maxFilterRadius) + 2) : 0;\r\n }\r\n getShadowMapClearColor(_shadowMapParams: ShadowMapParams) {\r\n return new Vector4(1, 1, 1, 1);\r\n }\r\n getShadowMap(shadowMapParams: ShadowMapParams) {\r\n return shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0] as ShadowMapType;\r\n }\r\n doUpdateResources(shadowMapParams: ShadowMapParams) {\r\n shadowMapParams.shadowMap = this.getShadowMap(shadowMapParams);\r\n shadowMapParams.shadowMapSampler = shadowMapParams.shadowMap?.getDefaultSampler(false) ?? null;\r\n }\r\n postRenderShadowMap() {}\r\n getDepthScale() {\r\n return 1;\r\n }\r\n setDepthScale(_val: number) {}\r\n getShaderHash() {\r\n return `${Number(this._temporalJitter)}`;\r\n }\r\n getShadowMapColorFormat(_shadowMapParams: ShadowMapParams): Nullable<TextureFormat> {\r\n const device = getDevice();\r\n if (device.type === 'webgl') {\r\n return device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer\r\n ? 'rgba16f'\r\n : device.getDeviceCaps().textureCaps.supportFloatColorBuffer\r\n ? 'rgba32f'\r\n : 'rgba8unorm';\r\n }\r\n return device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer\r\n ? 'r16f'\r\n : device.getDeviceCaps().textureCaps.supportFloatColorBuffer\r\n ? 'r32f'\r\n : 'rgba8unorm';\r\n }\r\n getParams(out: Vector4) {\r\n out.setXYZW(this._lightRadius, this._blockerSampleCount, this._filterSampleCount, this._maxFilterRadius);\r\n }\r\n getShadowMapDepthFormat(_shadowMapParams: ShadowMapParams): TextureFormat {\r\n return getDevice().type === 'webgl' ? 'd24s8' : 'd32f';\r\n }\r\n computeShadowMapDepth(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp\r\n ) {\r\n return computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap!.format);\r\n }\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ) {\r\n const funcNameComputeShadowCSM = 'lib_computeShadowCSM';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(\r\n funcNameComputeShadowCSM,\r\n [pb.vec4('shadowVertex'), pb.float('NdotL'), pb.int('split')],\r\n function () {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord, 0.5), 0.5);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n pb.lessThanEqual(this.shadowCoord.z, 1)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$l.receiverPlaneDepthBias = computeReceiverPlaneDepthBias(this, this.shadowCoord);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);\r\n this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);\r\n this.shadow = filterShadowPCSS(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n this.shadowCoord,\r\n this.receiverPlaneDepthBias,\r\n this.split,\r\n that._temporalJitter,\r\n shadowMapParams.numShadowCascades\r\n );\r\n });\r\n this.$return(this.shadow);\r\n }\r\n );\r\n return pb.getGlobalScope()[funcNameComputeShadowCSM](shadowVertex, NdotL, split) as PBShaderExp;\r\n }\r\n computeShadow(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp\r\n ) {\r\n const funcNameComputeShadow = 'lib_computeShadow';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(funcNameComputeShadow, [pb.vec4('shadowVertex'), pb.float('NdotL')], function () {\r\n if (shadowMapParams.lightType === LIGHT_TYPE_POINT) {\r\n this.$l.dir = pb.sub(this.shadowVertex.xyz, ShaderHelper.getLightPositionAndRangeForShadow(this).xyz);\r\n this.$l.distance = pb.div(\r\n pb.length(this.dir),\r\n ShaderHelper.getLightPositionAndRangeForShadow(this).w\r\n );\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.distance,\r\n this.NdotL,\r\n true\r\n );\r\n this.$return(\r\n that.samplePointShadowMap(shadowMapParams, this, this.dir, this.distance, this.shadowBias)\r\n );\r\n }\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord, 0.5), 0.5);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n pb.lessThanEqual(this.shadowCoord.z, 1)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n if (shadowMapParams.lightType === LIGHT_TYPE_SPOT) {\r\n this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;\r\n this.shadowCoord.z = ShaderHelper.nonLinearDepthToLinearNormalized(\r\n this,\r\n this.shadowCoord.z,\r\n this.nearFar\r\n );\r\n }\r\n this.$l.receiverPlaneDepthBias = computeReceiverPlaneDepthBias(this, this.shadowCoord);\r\n this.$if(this.inShadow, function () {\r\n if (shadowMapParams.lightType === LIGHT_TYPE_SPOT) {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n true\r\n );\r\n } else {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n false\r\n );\r\n }\r\n this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);\r\n this.shadow = filterShadowPCSS(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n this.shadowCoord,\r\n this.receiverPlaneDepthBias,\r\n undefined,\r\n that._temporalJitter\r\n );\r\n });\r\n this.$return(this.shadow);\r\n });\r\n return pb.getGlobalScope()[funcNameComputeShadow](shadowVertex, NdotL) as PBShaderExp;\r\n }\r\n useNativeShadowMap(_shadowMapParams: ShadowMapParams) {\r\n return false;\r\n }\r\n /** @internal */\r\n samplePointShadowMap(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n coords: PBShaderExp,\r\n z: PBShaderExp,\r\n bias: PBShaderExp\r\n ) {\r\n const funcNameSampleShadowMap = 'lib_samplePointShadowMapPCSS';\r\n const pb = scope.$builder;\r\n pb.func(funcNameSampleShadowMap, [pb.vec3('coords'), pb.float('z'), pb.float('bias')], function () {\r\n const 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{"version":3,"file":"pcss.js","sources":["../../src/shadow/pcss.ts"],"sourcesContent":["import type { Nullable } from '@zephyr3d/base';\r\nimport { Vector4 } from '@zephyr3d/base';\r\nimport type { PBInsideFunctionScope, PBShaderExp, TextureFormat } from '@zephyr3d/device';\r\nimport { ShadowImpl } from './shadow_impl';\r\nimport type { ShadowMapParams, ShadowMapType } from './shadowmapper';\r\nimport { computeReceiverPlaneDepthBias, computeShadowMapDepth, filterShadowPCSS } from '../shaders/shadow';\r\nimport { decodeNormalizedFloatFromRGBA } from '../shaders/misc';\r\nimport { LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../values';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { computeShadowBias, computeShadowBiasCSM } from './shader';\r\nimport { getDevice } from '../app/api';\r\n\r\n/** @internal */\r\nexport class PCSS extends ShadowImpl {\r\n protected _lightRadius: number;\r\n protected _blockerSampleCount: number;\r\n protected _filterSampleCount: number;\r\n protected _maxFilterRadius: number;\r\n protected _temporalJitter: boolean;\r\n constructor(\r\n lightRadius?: number,\r\n blockerSampleCount?: number,\r\n filterSampleCount?: number,\r\n maxFilterRadius?: number,\r\n temporalJitter?: boolean\r\n ) {\r\n super();\r\n this._lightRadius = lightRadius ?? 8;\r\n this._blockerSampleCount = blockerSampleCount ?? 24;\r\n this._filterSampleCount = filterSampleCount ?? 32;\r\n this._maxFilterRadius = maxFilterRadius ?? 32;\r\n this._temporalJitter = temporalJitter ?? true;\r\n }\r\n get lightRadius() {\r\n return this._lightRadius;\r\n }\r\n set lightRadius(val) {\r\n this._lightRadius = Math.max(0, Number(val) || 0);\r\n }\r\n get blockerSampleCount() {\r\n return this._blockerSampleCount;\r\n }\r\n set blockerSampleCount(val) {\r\n this._blockerSampleCount = Math.min(Math.max(1, Number(val) >> 0), 64);\r\n }\r\n get filterSampleCount() {\r\n return this._filterSampleCount;\r\n }\r\n set filterSampleCount(val) {\r\n this._filterSampleCount = Math.min(Math.max(1, Number(val) >> 0), 64);\r\n }\r\n get maxFilterRadius() {\r\n return this._maxFilterRadius;\r\n }\r\n set maxFilterRadius(val) {\r\n this._maxFilterRadius = Math.max(1, Number(val) || 1);\r\n }\r\n get temporalJitter() {\r\n return this._temporalJitter;\r\n }\r\n set temporalJitter(val) {\r\n this._temporalJitter = !!val;\r\n }\r\n getType() {\r\n return 'pcss' as const;\r\n }\r\n dispose() {}\r\n resourceDirty() {\r\n return false;\r\n }\r\n getShadowMapBorder(_shadowMapParams: ShadowMapParams) {\r\n return this._lightRadius > 0 ? Math.ceil(Math.max(this._lightRadius, this._maxFilterRadius) + 2) : 0;\r\n }\r\n getShadowMapClearColor(_shadowMapParams: ShadowMapParams) {\r\n return new Vector4(1, 1, 1, 1);\r\n }\r\n getShadowMap(shadowMapParams: ShadowMapParams) {\r\n return shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0] as ShadowMapType;\r\n }\r\n doUpdateResources(shadowMapParams: ShadowMapParams) {\r\n shadowMapParams.shadowMap = this.getShadowMap(shadowMapParams);\r\n shadowMapParams.shadowMapSampler = shadowMapParams.shadowMap?.getDefaultSampler(false) ?? null;\r\n }\r\n postRenderShadowMap() {}\r\n getDepthScale() {\r\n return 1;\r\n }\r\n setDepthScale(_val: number) {}\r\n getShaderHash() {\r\n return `${Number(this._temporalJitter)}`;\r\n }\r\n getShadowMapColorFormat(_shadowMapParams: ShadowMapParams): Nullable<TextureFormat> {\r\n const device = getDevice();\r\n if (device.type === 'webgl') {\r\n return device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer\r\n ? 'rgba16f'\r\n : device.getDeviceCaps().textureCaps.supportFloatColorBuffer\r\n ? 'rgba32f'\r\n : 'rgba8unorm';\r\n }\r\n return device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer\r\n ? 'r16f'\r\n : device.getDeviceCaps().textureCaps.supportFloatColorBuffer\r\n ? 'r32f'\r\n : 'rgba8unorm';\r\n }\r\n getParams(out: Vector4) {\r\n out.setXYZW(this._lightRadius, this._blockerSampleCount, this._filterSampleCount, this._maxFilterRadius);\r\n }\r\n getShadowMapDepthFormat(_shadowMapParams: ShadowMapParams): TextureFormat {\r\n return getDevice().type === 'webgl' ? 'd24s8' : 'd32f';\r\n }\r\n computeShadowMapDepth(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp\r\n ) {\r\n return computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap!.format);\r\n }\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ) {\r\n const funcNameComputeShadowCSM = 'lib_computeShadowCSM';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(\r\n funcNameComputeShadowCSM,\r\n [pb.vec4('shadowVertex'), pb.float('NdotL'), pb.int('split')],\r\n function () {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord, 0.5), 0.5);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n pb.lessThanEqual(this.shadowCoord.z, 1)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$l.receiverPlaneDepthBias = computeReceiverPlaneDepthBias(this, this.shadowCoord);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);\r\n this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);\r\n this.shadow = filterShadowPCSS(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n this.shadowCoord,\r\n this.receiverPlaneDepthBias,\r\n this.split,\r\n that._temporalJitter,\r\n shadowMapParams.numShadowCascades\r\n );\r\n });\r\n this.$return(this.shadow);\r\n }\r\n );\r\n return pb.getGlobalScope()[funcNameComputeShadowCSM](shadowVertex, NdotL, split) as PBShaderExp;\r\n }\r\n computeShadow(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp\r\n ) {\r\n const funcNameComputeShadow = 'lib_computeShadow';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(funcNameComputeShadow, [pb.vec4('shadowVertex'), pb.float('NdotL')], function () {\r\n if (shadowMapParams.lightType === LIGHT_TYPE_POINT) {\r\n this.$l.dir = pb.sub(this.shadowVertex.xyz, ShaderHelper.getLightPositionAndRangeForShadow(this).xyz);\r\n this.$l.distance = pb.div(\r\n pb.length(this.dir),\r\n ShaderHelper.getLightPositionAndRangeForShadow(this).w\r\n );\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.distance,\r\n this.NdotL,\r\n true\r\n );\r\n this.$l.shadowCoord = pb.vec4(this.dir, pb.sub(this.distance, this.shadowBias));\r\n this.$return(\r\n filterShadowPCSS(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n this.shadowCoord,\r\n undefined,\r\n undefined,\r\n that._temporalJitter\r\n )\r\n );\r\n }\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord, 0.5), 0.5);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n pb.lessThanEqual(this.shadowCoord.z, 1)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n if (shadowMapParams.lightType === LIGHT_TYPE_SPOT) {\r\n this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;\r\n this.shadowCoord.z = ShaderHelper.nonLinearDepthToLinearNormalized(\r\n this,\r\n this.shadowCoord.z,\r\n this.nearFar\r\n );\r\n }\r\n this.$l.receiverPlaneDepthBias = computeReceiverPlaneDepthBias(this, this.shadowCoord);\r\n this.$if(this.inShadow, function () {\r\n if (shadowMapParams.lightType === LIGHT_TYPE_SPOT) {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n true\r\n );\r\n } else {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n false\r\n );\r\n }\r\n this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);\r\n this.shadow = filterShadowPCSS(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n this.shadowCoord,\r\n this.receiverPlaneDepthBias,\r\n undefined,\r\n that._temporalJitter\r\n );\r\n });\r\n this.$return(this.shadow);\r\n });\r\n return pb.getGlobalScope()[funcNameComputeShadow](shadowVertex, NdotL) as PBShaderExp;\r\n }\r\n useNativeShadowMap(_shadowMapParams: ShadowMapParams) {\r\n return false;\r\n }\r\n /** @internal */\r\n samplePointShadowMap(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n coords: PBShaderExp,\r\n z: PBShaderExp,\r\n bias: PBShaderExp\r\n ) {\r\n const funcNameSampleShadowMap = 'lib_samplePointShadowMapPCSS';\r\n const pb = scope.$builder;\r\n pb.func(funcNameSampleShadowMap, [pb.vec3('coords'), pb.float('z'), pb.float('bias')], function () {\r\n const floatDepthTexture = shadowMapParams.shadowMap!.format !== 'rgba8unorm';\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.coords, 0);\r\n if (!floatDepthTexture) {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.$l.distance = pb.sub(this.z, this.bias);\r\n this.$return(pb.step(this.distance, this.shadowTex.x));\r\n });\r\n return pb.getGlobalScope()[funcNameSampleShadowMap](coords, z, bias) as PBShaderExp;\r\n 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@@ -555,14 +555,14 @@ const tmpFrustum = new Frustum(Matrix4x4.identity());
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555
555
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lightCamera.position.setXYZ(0, 0, 0);
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556
556
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lightCamera.rotation.identity();
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557
557
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lightCamera.scale.setXYZ(1, 1, 1);
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558
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-
lightCamera.setPerspective(Math.PI / 2, 1, this._config.nearClip, Math.min(this._shadowDistance, this._light.
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558
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+
lightCamera.setPerspective(Math.PI / 2, 1, this._config.nearClip, Math.min(this._shadowDistance, this._light.positionAndRange.w));
|
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559
559
|
lightCamera.position.set(this._light.positionAndRange.xyz());
|
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560
560
|
}
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561
561
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/** @internal */ createLightCameraSpot(lightCamera) {
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562
562
|
this._light.worldMatrix.decompose(null, lightCamera.rotation, lightCamera.position);
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563
563
|
lightCamera.parent = this._light.scene?.rootNode ?? null;
|
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564
564
|
lightCamera.scale.setXYZ(1, 1, 1);
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565
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-
lightCamera.setPerspective(2 * Math.acos(this._light.cutoff), 1, this._config.nearClip, Math.min(this._shadowDistance, this._light.
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565
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+
lightCamera.setPerspective(2 * Math.acos(this._light.cutoff), 1, this._config.nearClip, Math.min(this._shadowDistance, this._light.positionAndRange.w));
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|
566
566
|
}
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567
567
|
/** @internal */ createLightCameraRect(lightCamera) {
|
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568
568
|
const rect = this._light;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"shadowmapper.js","sources":["../../src/shadow/shadowmapper.ts"],"sourcesContent":["import type { RequireOptionals, Nullable } from '@zephyr3d/base';\r\nimport {\r\n retainObject,\r\n Matrix4x4,\r\n Vector3,\r\n Vector4,\r\n AABB,\r\n CubeFace,\r\n Frustum,\r\n Disposable\r\n} from '@zephyr3d/base';\r\nimport type {\r\n PBShaderExp,\r\n FrameBuffer,\r\n Texture2D,\r\n Texture2DArray,\r\n TextureCube,\r\n TextureFormat,\r\n PBInsideFunctionScope,\r\n TextureSampler,\r\n TextureCreationOptions,\r\n TextureType,\r\n BaseTexture\r\n} from '@zephyr3d/device';\r\nimport { Camera } from '../camera/camera';\r\nimport { SSM } from './ssm';\r\nimport { ESM } from './esm';\r\nimport { VSM } from './vsm';\r\nimport type { PCFPD } from './pcf_pd';\r\nimport { PCFOPT } from './pcf_opt';\r\nimport { PCSS } from './pcss';\r\nimport type { PointLight, PunctualLight, RectLight, SpotLight } from '../scene/light';\r\nimport type { ShadowMapPass } from '../render/shadowmap_pass';\r\nimport type { Scene } from '../scene/scene';\r\nimport type { ShadowImpl } from './shadow_impl';\r\nimport type { DrawContext } from '../render';\r\nimport { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_NONE, LIGHT_TYPE_POINT } from '../values';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { getDevice } from '../app/api';\r\nimport { ShadowRegion } from './shadow_region';\r\n\r\nconst tmpMatrix = new Matrix4x4();\r\nconst tmpFrustum = new Frustum(Matrix4x4.identity());\r\n\r\n/**\r\n * Shadow mapping mode\r\n * @public\r\n */\r\nexport type ShadowMode =\r\n | 'hard'\r\n | 'vsm'\r\n | 'esm'\r\n | 'pcf'\r\n | 'pcss'\r\n /** @deprecated Use `pcf` instead. */\r\n | 'pcf-pd'\r\n /** @deprecated Use `pcf` instead. */\r\n | 'pcf-opt';\r\n/**\r\n * Preset shadow quality profiles.\r\n *\r\n * @public\r\n */\r\nexport type ShadowQualityPreset = 'character-small' | 'outdoor-large';\r\n\r\n/** @internal */\r\nexport type ShadowMapParams = {\r\n lightType: number;\r\n shaderHash: string;\r\n numShadowCascades: number;\r\n depthClampEnabled: boolean;\r\n cascadeDistances: Vector4;\r\n depthBiasValues: Vector4[];\r\n depthBiasScales: Vector4;\r\n cameraParams: Vector4;\r\n shadowMatrices: Float32Array;\r\n shadowMapFramebuffer: Nullable<FrameBuffer>;\r\n shadowMap: Nullable<BaseTexture>;\r\n shadowMapSampler: Nullable<TextureSampler>;\r\n impl: Nullable<ShadowImpl>;\r\n implData: unknown;\r\n};\r\n\r\n/** @internal */\r\nexport type ShadowMapType = Texture2D | TextureCube | Texture2DArray;\r\n\r\n/** @internal */\r\nexport interface ShadowConfig {\r\n shadowMapSize: number;\r\n numCascades?: number;\r\n splitLambda?: number;\r\n depthBias?: number;\r\n normalBias?: number;\r\n nearClip?: number;\r\n}\r\n\r\n// const zeroPosition = Vector3.zero();\r\n/**\r\n * The shadow map generator\r\n * @public\r\n */\r\nexport class ShadowMapper extends Disposable {\r\n /** @internal */\r\n private static readonly _snapMatrix = new Matrix4x4();\r\n /** @internal */\r\n private static readonly _target = new Vector3();\r\n /** @internal */\r\n private static readonly _up = new Vector3();\r\n /** @internal */\r\n private static readonly _frustumMin = new Vector3();\r\n /** @internal */\r\n private static readonly _frustumMax = new Vector3();\r\n /** @internal */\r\n private static readonly _frustumCenter = new Vector3();\r\n /** @internal */\r\n private static readonly _lightCameras: WeakMap<Scene, Camera[]> = new WeakMap();\r\n /** @internal */\r\n private static readonly _shadowMapParams: ShadowMapParams[] = [];\r\n /** @internal */\r\n protected _light: PunctualLight;\r\n /** @internal */\r\n protected _config: RequireOptionals<ShadowConfig>;\r\n /** @internal */\r\n protected _resourceDirty: boolean;\r\n /** @internal */\r\n protected _shadowMode: ShadowMode;\r\n /** @internal */\r\n protected _shadowDistance: number;\r\n /** @internal */\r\n protected _impl: Nullable<ShadowImpl>;\r\n /** @internal */\r\n protected _pdSampleCount: number;\r\n /** @internal */\r\n protected _pdSampleRadius: number;\r\n /** @internal */\r\n protected _pcfKernelSize: number;\r\n /** @internal */\r\n protected _pcssLightRadius: number;\r\n /** @internal */\r\n protected _pcssBlockerSampleCount: number;\r\n /** @internal */\r\n protected _pcssFilterSampleCount: number;\r\n /** @internal */\r\n protected _pcssMaxFilterRadius: number;\r\n /** @internal */\r\n protected _pcssTemporalJitter: boolean;\r\n /** @internal */\r\n protected _vsmBlurKernelSize: number;\r\n /** @internal */\r\n protected _vsmBlurRadius: number;\r\n /** @internal */\r\n protected _vsmDarkness: number;\r\n /** @internal */\r\n protected _esmBlur: boolean;\r\n /** @internal */\r\n protected _esmLogSpace: boolean;\r\n /** @internal */\r\n protected _esmBlurKernelSize: number;\r\n /** @internal */\r\n protected _esmBlurRadius: number;\r\n /** @internal */\r\n protected _esmDepthScale: number;\r\n /** @internal */\r\n protected _shadowStrength: number;\r\n /** @internal */\r\n protected _shadowRegion: ShadowRegion;\r\n /**\r\n * Creates an instance of ShadowMapper\r\n * @param light - The light that is used to generate shadow map\r\n */\r\n constructor(light: PunctualLight) {\r\n super();\r\n this._light = light;\r\n this._config = {\r\n shadowMapSize: 1024,\r\n numCascades: 1,\r\n splitLambda: 0.5,\r\n depthBias: 0.003,\r\n normalBias: 0.2,\r\n nearClip: 1\r\n };\r\n this._resourceDirty = true;\r\n this._shadowMode = 'pcf';\r\n this._shadowDistance = 2000;\r\n this._impl = null;\r\n this._pdSampleCount = 24;\r\n this._pdSampleRadius = 3;\r\n this._pcfKernelSize = 7;\r\n this._pcssLightRadius = 8;\r\n this._pcssBlockerSampleCount = 24;\r\n this._pcssFilterSampleCount = 32;\r\n this._pcssMaxFilterRadius = 32;\r\n this._pcssTemporalJitter = true;\r\n this._vsmBlurKernelSize = 5;\r\n this._vsmBlurRadius = 4;\r\n this._vsmDarkness = 0.3;\r\n this._esmBlur = true;\r\n this._esmLogSpace = true;\r\n this._esmBlurKernelSize = 5;\r\n this._esmBlurRadius = 4;\r\n this._esmDepthScale = 200;\r\n this._shadowStrength = 1;\r\n this._shadowRegion = new ShadowRegion();\r\n this.applyMode(this._shadowMode);\r\n }\r\n /** The light that is used to generate shadow map */\r\n get light() {\r\n return this._light;\r\n }\r\n /** Size of the shadow map */\r\n get shadowMapSize() {\r\n return this._config.shadowMapSize;\r\n }\r\n set shadowMapSize(num) {\r\n if (!Number.isInteger(num) || num < 1) {\r\n console.error(`invalid shadow map size: ${num}`);\r\n return;\r\n }\r\n if (this._config.shadowMapSize !== num) {\r\n this._config.shadowMapSize = num;\r\n this._resourceDirty = true;\r\n }\r\n }\r\n /** Shadow region for directional light */\r\n get shadowRegion() {\r\n return this._shadowRegion;\r\n }\r\n /** @internal */\r\n updateDirectionalShadowRegion(force = false) {\r\n if (!this._light.isDirectionLight()) {\r\n return;\r\n }\r\n if (!force) {\r\n return;\r\n }\r\n const scene = this._light.scene;\r\n if (!scene) {\r\n return;\r\n }\r\n this._shadowRegion.clear();\r\n scene.rootNode.iterate((child) => {\r\n if ((child.isMesh() || child.isClipmapTerrain()) && child.castShadow) {\r\n this._shadowRegion.addDynamicCaster(child);\r\n }\r\n });\r\n }\r\n /** @internal */\r\n computeDirectionalShadowRegion(scene: Scene) {\r\n const aabb = new AABB();\r\n aabb.beginExtend();\r\n scene.rootNode.iterate((child) => {\r\n if ((child.isMesh() || child.isClipmapTerrain()) && child.castShadow) {\r\n const bbox = child.getWorldBoundingVolume()?.toAABB();\r\n if (bbox) {\r\n aabb.extend(bbox.minPoint);\r\n aabb.extend(bbox.maxPoint);\r\n }\r\n }\r\n });\r\n return aabb.isValid() ? aabb : null;\r\n }\r\n /** Maximum distance from the camera, shadow will not be rendered beyond this range */\r\n get shadowDistance() {\r\n return this._shadowDistance;\r\n }\r\n set shadowDistance(val) {\r\n this._shadowDistance = Math.max(0, val);\r\n }\r\n /** Count of the cascades, The maximum value is 4 */\r\n get numShadowCascades() {\r\n return this._config.numCascades;\r\n }\r\n set numShadowCascades(num) {\r\n if (num !== 1 && num !== 2 && num !== 3 && num !== 4) {\r\n console.error(`invalid shadow cascade number: ${num}`);\r\n return;\r\n }\r\n if (!this._light.isDirectionLight() && num > 1) {\r\n console.error(`only directional light can have more than one shadow cascades`);\r\n return;\r\n }\r\n if (num !== this._config.numCascades) {\r\n this._config.numCascades = num;\r\n this._resourceDirty = true;\r\n }\r\n }\r\n /** The split lambda for cascaded shadow mapping */\r\n get splitLambda() {\r\n return this._config.splitLambda;\r\n }\r\n set splitLambda(val) {\r\n if (this._config.splitLambda !== val) {\r\n this._config.splitLambda = val;\r\n }\r\n }\r\n /** Depth bias for the shadow map */\r\n get depthBias() {\r\n return this._config.depthBias;\r\n }\r\n set depthBias(val) {\r\n this._config.depthBias = val;\r\n }\r\n /** Normal bias for the shadow map */\r\n get normalBias() {\r\n return this._config.normalBias;\r\n }\r\n set normalBias(val) {\r\n this._config.normalBias = val;\r\n }\r\n /** Near clip plane */\r\n get nearClip() {\r\n return this._config.nearClip;\r\n }\r\n set nearClip(val) {\r\n if (this._config.nearClip !== val) {\r\n this._config.nearClip = val;\r\n }\r\n }\r\n /** Shadow strength, 0 means no shadowing and 1 means full shadowing */\r\n get shadowStrength() {\r\n return this._shadowStrength;\r\n }\r\n set shadowStrength(val) {\r\n this._shadowStrength = Math.min(1, Math.max(0, Number(val) || 0));\r\n }\r\n /** Shadow map mode */\r\n get mode() {\r\n return this._shadowMode;\r\n }\r\n set mode(mode) {\r\n if (mode !== this._shadowMode) {\r\n this._shadowMode = mode;\r\n this.applyMode(this._shadowMode);\r\n }\r\n }\r\n /**\r\n * Applies a practical shadow preset for common scenarios.\r\n *\r\n * `character-small`: higher contact quality and tighter distance for character-centric scenes.\r\n * `outdoor-large`: longer distance coverage for open scenes.\r\n */\r\n applyQualityPreset(preset: ShadowQualityPreset) {\r\n if (preset === 'character-small') {\r\n this.mode = 'pcf';\r\n this.shadowMapSize = 2048;\r\n this.shadowDistance = 120;\r\n this.splitLambda = 0.75;\r\n this.depthBias = 0.005;\r\n this.normalBias = 0.3;\r\n this.nearClip = 0.2;\r\n this.pcfKernelSize = 5;\r\n this.numShadowCascades = this._light.isDirectionLight() ? 3 : 1;\r\n return;\r\n }\r\n this.mode = 'pcf';\r\n this.shadowMapSize = 2048;\r\n this.shadowDistance = 800;\r\n this.splitLambda = 0.6;\r\n this.depthBias = 0.0035;\r\n this.normalBias = 0.22;\r\n this.nearClip = 1;\r\n this.pcfKernelSize = 3;\r\n this.numShadowCascades = this._light.isDirectionLight() ? 4 : 1;\r\n }\r\n /** @internal */\r\n getShaderHash(shadowMapParams: ShadowMapParams) {\r\n return `${shadowMapParams.impl!.constructor.name}_${shadowMapParams.impl!.getShaderHash()}_${\r\n shadowMapParams.lightType\r\n }_${shadowMapParams.shadowMap!.target}_${Number(shadowMapParams.numShadowCascades > 1)}_${Number(\r\n getDevice().getDeviceCaps().textureCaps.getTextureFormatInfo(shadowMapParams.shadowMap!.format)\r\n .filterable\r\n )}`;\r\n }\r\n /** Sample count for poisson disc PCF */\r\n get pdSampleCount() {\r\n return this._pdSampleCount;\r\n }\r\n set pdSampleCount(val) {\r\n val = Math.min(Math.max(1, Number(val) >> 0), 64);\r\n if (val !== this._pdSampleCount) {\r\n this._pdSampleCount = val;\r\n const pcfpd = this.asPCFPD();\r\n if (pcfpd) {\r\n pcfpd.tapCount = this._pdSampleCount;\r\n }\r\n }\r\n }\r\n /** Radius for poisson disc PCF */\r\n get pdSampleRadius() {\r\n return this._pdSampleRadius;\r\n }\r\n set pdSampleRadius(val) {\r\n val = Math.max(0, Number(val) >> 0);\r\n if (val !== this._pdSampleRadius) {\r\n this._pdSampleRadius = val;\r\n this.asPCFPD()?.setDepthScale(this._pdSampleRadius);\r\n }\r\n }\r\n /** Kernel size for optimized PCF */\r\n get pcfKernelSize() {\r\n return this._pcfKernelSize;\r\n }\r\n set pcfKernelSize(val) {\r\n val = val !== 3 && val !== 5 && val !== 7 ? 5 : val;\r\n if (val !== this._pcfKernelSize) {\r\n this._pcfKernelSize = val;\r\n const pcfopt = this.asPCFOPT();\r\n if (pcfopt) {\r\n pcfopt.kernelSize = this._pcfKernelSize;\r\n }\r\n }\r\n }\r\n /** Light radius for PCSS shadow, measured in shadow-map texels */\r\n get pcssLightRadius() {\r\n return this._pcssLightRadius;\r\n }\r\n set pcssLightRadius(val) {\r\n val = Math.max(0, Number(val) || 0);\r\n if (val !== this._pcssLightRadius) {\r\n this._pcssLightRadius = val;\r\n const pcss = this.asPCSS();\r\n if (pcss) {\r\n pcss.lightRadius = this._pcssLightRadius;\r\n }\r\n }\r\n }\r\n /** Blocker search sample count for PCSS shadow */\r\n get pcssBlockerSampleCount() {\r\n return this._pcssBlockerSampleCount;\r\n }\r\n set pcssBlockerSampleCount(val) {\r\n val = Math.min(Math.max(1, Number(val) >> 0), 64);\r\n if (val !== this._pcssBlockerSampleCount) {\r\n this._pcssBlockerSampleCount = val;\r\n const pcss = this.asPCSS();\r\n if (pcss) {\r\n pcss.blockerSampleCount = this._pcssBlockerSampleCount;\r\n }\r\n }\r\n }\r\n /** Filter sample count for PCSS shadow */\r\n get pcssFilterSampleCount() {\r\n return this._pcssFilterSampleCount;\r\n }\r\n set pcssFilterSampleCount(val) {\r\n val = Math.min(Math.max(1, Number(val) >> 0), 64);\r\n if (val !== this._pcssFilterSampleCount) {\r\n this._pcssFilterSampleCount = val;\r\n const pcss = this.asPCSS();\r\n if (pcss) {\r\n pcss.filterSampleCount = this._pcssFilterSampleCount;\r\n }\r\n }\r\n }\r\n /** Maximum PCSS filter radius, measured in shadow-map texels */\r\n get pcssMaxFilterRadius() {\r\n return this._pcssMaxFilterRadius;\r\n }\r\n set pcssMaxFilterRadius(val) {\r\n val = Math.max(1, Number(val) || 1);\r\n if (val !== this._pcssMaxFilterRadius) {\r\n this._pcssMaxFilterRadius = val;\r\n const pcss = this.asPCSS();\r\n if (pcss) {\r\n pcss.maxFilterRadius = this._pcssMaxFilterRadius;\r\n }\r\n }\r\n }\r\n /** If true, rotates PCSS sampling pattern over frames for TAA accumulation */\r\n get pcssTemporalJitter() {\r\n return this._pcssTemporalJitter;\r\n }\r\n set pcssTemporalJitter(val) {\r\n val = !!val;\r\n if (val !== this._pcssTemporalJitter) {\r\n this._pcssTemporalJitter = val;\r\n const pcss = this.asPCSS();\r\n if (pcss) {\r\n pcss.temporalJitter = this._pcssTemporalJitter;\r\n }\r\n }\r\n }\r\n /** Kernel size of VSM */\r\n get vsmBlurKernelSize() {\r\n return this._vsmBlurKernelSize;\r\n }\r\n set vsmBlurKernelSize(val) {\r\n val = Math.max(3, Number(val) >> 0) | 1;\r\n if (val !== this._vsmBlurKernelSize) {\r\n this._vsmBlurKernelSize = val;\r\n const vsm = this.asVSM();\r\n if (vsm) {\r\n vsm.kernelSize = this._vsmBlurKernelSize;\r\n }\r\n }\r\n }\r\n /** Blur radius for VSM */\r\n get vsmBlurRadius() {\r\n return this._vsmBlurRadius;\r\n }\r\n set vsmBlurRadius(val) {\r\n val = Math.max(0, Number(val) || 0);\r\n if (val !== this._vsmBlurRadius) {\r\n this._vsmBlurRadius = val;\r\n const vsm = this.asVSM();\r\n if (vsm) {\r\n vsm.blurSize = this._vsmBlurRadius;\r\n }\r\n }\r\n }\r\n /** Darkness for VSM */\r\n get vsmDarkness() {\r\n return this._vsmDarkness;\r\n }\r\n set vsmDarkness(val) {\r\n val = Math.min(0.999, Math.max(0, Number(val) || 0));\r\n if (val !== this._vsmDarkness) {\r\n this._vsmDarkness = val;\r\n this.asVSM()?.setDepthScale(this._vsmDarkness);\r\n }\r\n }\r\n /** Whether to enable ESM blur */\r\n get esmBlur() {\r\n return this._esmBlur;\r\n }\r\n set esmBlur(val) {\r\n if (!!val !== this.esmBlur) {\r\n this._esmBlur = !!val;\r\n const esm = this.asESM();\r\n if (esm) {\r\n esm.blur = this._esmBlur;\r\n }\r\n }\r\n }\r\n /** Whether to enable log space ESM blur */\r\n get esmLogSpace() {\r\n return this._esmLogSpace;\r\n }\r\n set esmLogSpace(val) {\r\n if (!!val !== this.esmLogSpace) {\r\n this._esmLogSpace = !!val;\r\n const esm = this.asESM();\r\n if (esm) {\r\n esm.logSpace = this._esmLogSpace;\r\n }\r\n }\r\n }\r\n /** Kernel size for ESM */\r\n get esmBlurKernelSize() {\r\n return this._esmBlurKernelSize;\r\n }\r\n set esmBlurKernelSize(val) {\r\n val = Math.max(3, Number(val) >> 0) | 1;\r\n if (val !== this._esmBlurKernelSize) {\r\n this._esmBlurKernelSize = val;\r\n const esm = this.asESM();\r\n if (esm) {\r\n esm.kernelSize = this._esmBlurKernelSize;\r\n }\r\n }\r\n }\r\n /** Blur radius for ESM */\r\n get esmBlurRadius() {\r\n return this._esmBlurRadius;\r\n }\r\n set esmBlurRadius(val) {\r\n val = Math.max(0, Number(val) || 0);\r\n if (val !== this._esmBlurRadius) {\r\n this._esmBlurRadius = val;\r\n const esm = this.asESM();\r\n if (esm) {\r\n esm.blurSize = this._esmBlurRadius;\r\n }\r\n }\r\n }\r\n /** Depth scale for ESM */\r\n get esmDepthScale() {\r\n return this._esmDepthScale;\r\n }\r\n set esmDepthScale(val) {\r\n val = Math.max(0, Number(val) || 0);\r\n if (val !== this._esmDepthScale) {\r\n this._esmDepthScale = val;\r\n this.asESM()?.setDepthScale(this._esmDepthScale);\r\n }\r\n }\r\n /** @internal */\r\n computeShadow(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp\r\n ) {\r\n return this._impl!.computeShadow(shadowMapParams, scope, shadowVertex, NdotL);\r\n }\r\n /** @internal */\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ) {\r\n return this._impl!.computeShadowCSM(shadowMapParams, scope, shadowVertex, NdotL, split);\r\n }\r\n /** @internal */\r\n static releaseTemporalResources(ctx: DrawContext) {\r\n if (ctx.shadowMapInfo) {\r\n for (const k of ctx.shadowMapInfo.keys()) {\r\n const shadowMapParams = ctx.shadowMapInfo.get(k)!;\r\n //ctx.device.pool.releaseFrameBuffer(shadowMapParams.shadowMapFramebuffer);\r\n shadowMapParams.lightType = LIGHT_TYPE_NONE;\r\n shadowMapParams.depthClampEnabled = false;\r\n shadowMapParams.shaderHash = '';\r\n shadowMapParams.numShadowCascades = 1;\r\n shadowMapParams.shadowMapFramebuffer = null;\r\n shadowMapParams.impl = null;\r\n shadowMapParams.shadowMap = null;\r\n shadowMapParams.shadowMapSampler = null;\r\n shadowMapParams.implData = null;\r\n this._shadowMapParams.push(shadowMapParams);\r\n }\r\n ctx.shadowMapInfo = null;\r\n }\r\n }\r\n /** @internal */\r\n static computeShadowBias(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n z: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n linear: boolean\r\n ) {\r\n const pb = scope.$builder;\r\n const depthBiasParam = ShaderHelper.getDepthBiasValues(scope);\r\n if (shadowMapParams.lightType === LIGHT_TYPE_DIRECTIONAL) {\r\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL))), pb.vec2(1, 1));\r\n } else {\r\n const nearFar = ShaderHelper.getShadowCameraParams(scope).xy;\r\n const linearDepth = linear ? z : ShaderHelper.nonLinearDepthToLinearNormalized(scope, z, nearFar);\r\n const biasScaleFactor = pb.mix(1, depthBiasParam.w, linearDepth);\r\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL)), biasScaleFactor), pb.vec2(1, 1));\r\n }\r\n }\r\n /** @internal */\r\n static computeShadowBiasCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const depthBiasParam = ShaderHelper.getDepthBiasValues(scope);\r\n const splitFlags = pb.vec4(\r\n pb.float(pb.equal(split, 0)),\r\n pb.float(pb.equal(split, 1)),\r\n pb.float(pb.equal(split, 2)),\r\n pb.float(pb.equal(split, 3))\r\n );\r\n const depthBiasScale = pb.dot(ShaderHelper.getDepthBiasScales(scope), splitFlags);\r\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL)), depthBiasScale), pb.vec2(1, 1));\r\n }\r\n /** @internal */\r\n protected isTextureInvalid(\r\n texture: Texture2D | TextureCube | Texture2DArray,\r\n target: TextureType,\r\n format: TextureFormat,\r\n width: number,\r\n height: number\r\n ) {\r\n return (\r\n texture &&\r\n (texture.target !== target ||\r\n texture.format !== format ||\r\n texture.width !== width ||\r\n texture.height !== height ||\r\n texture.depth !== this.numShadowCascades)\r\n );\r\n }\r\n /** @internal */\r\n protected createTexture(\r\n target: TextureType,\r\n format: TextureFormat,\r\n width: number,\r\n height: number,\r\n depth: number\r\n ) {\r\n const device = getDevice();\r\n const options: TextureCreationOptions = {\r\n mipmapping: false\r\n };\r\n switch (target) {\r\n case '2d':\r\n return device.createTexture2D(format, width, height, options)!;\r\n case 'cube':\r\n return device.createCubeTexture(format, width, options)!;\r\n case '2darray':\r\n return device.createTexture2DArray(format, width, height, depth, options)!;\r\n default:\r\n throw new Error(`Invalid target ${target}`);\r\n }\r\n }\r\n /** @internal */\r\n static fetchTemporalFramebuffer(\r\n autoRelease: boolean,\r\n lightType: number,\r\n numCascades: number,\r\n width: number,\r\n height: number,\r\n colorFormat: TextureFormat,\r\n depthFormat: TextureFormat,\r\n mipmapping?: boolean\r\n ) {\r\n const device = getDevice();\r\n const useTextureArray = numCascades > 1 && device.type !== 'webgl';\r\n const colorAttachments = colorFormat\r\n ? useTextureArray\r\n ? [\r\n device.pool.fetchTemporalTexture2DArray(\r\n false,\r\n colorFormat,\r\n width,\r\n height,\r\n numCascades,\r\n mipmapping\r\n )\r\n ]\r\n : lightType === LIGHT_TYPE_POINT\r\n ? [device.pool.fetchTemporalTextureCube(false, colorFormat, width, mipmapping)]\r\n : [device.pool.fetchTemporalTexture2D(false, colorFormat, width, height, mipmapping)]\r\n : null;\r\n const depthAttachment = depthFormat\r\n ? useTextureArray\r\n ? device.pool.fetchTemporalTexture2DArray(false, depthFormat, width, height, numCascades, false)\r\n : device.type !== 'webgl' && lightType === LIGHT_TYPE_POINT\r\n ? device.pool.fetchTemporalTextureCube(false, depthFormat, width, false)\r\n : device.pool.fetchTemporalTexture2D(false, depthFormat, width, height, false)\r\n : null;\r\n const fb = device.pool.createTemporalFramebuffer(autoRelease, colorAttachments!, depthAttachment);\r\n if (colorAttachments) {\r\n device.pool.releaseTexture(colorAttachments[0]);\r\n }\r\n if (depthAttachment) {\r\n device.pool.releaseTexture(depthAttachment);\r\n }\r\n return fb;\r\n }\r\n /** @internal */\r\n protected updateResources(shadowMapParams: ShadowMapParams) {\r\n const device = getDevice();\r\n const colorFormat = shadowMapParams.impl!.getShadowMapColorFormat(shadowMapParams);\r\n const depthFormat = shadowMapParams.impl!.getShadowMapDepthFormat(shadowMapParams);\r\n const numCascades = shadowMapParams.numShadowCascades;\r\n const useTextureArray = numCascades > 1 && device.type !== 'webgl';\r\n const shadowMapWidth =\r\n numCascades > 1 && !useTextureArray ? 2 * this._config.shadowMapSize : this._config.shadowMapSize;\r\n const shadowMapHeight =\r\n numCascades > 2 && !useTextureArray ? 2 * this._config.shadowMapSize : this._config.shadowMapSize;\r\n /*\r\n const colorAttachments = colorFormat\r\n ? useTextureArray\r\n ? [device.pool.fetchTemporalTexture2DArray(false, colorFormat, shadowMapWidth, shadowMapHeight, numCascades, false)]\r\n : this._light.isPointLight()\r\n ? [device.pool.fetchTemporalTextureCube(false, colorFormat, shadowMapWidth, false)]\r\n : [device.pool.fetchTemporalTexture2D(false, colorFormat, shadowMapWidth, shadowMapHeight, false)]\r\n : null;\r\n const depthAttachment = depthFormat\r\n ? useTextureArray\r\n ? device.pool.fetchTemporalTexture2DArray(false, depthFormat, shadowMapWidth, shadowMapHeight, numCascades, false)\r\n : device.type !== 'webgl' && this._light.isPointLight()\r\n ? device.pool.fetchTemporalTextureCube(false, depthFormat, shadowMapWidth, false)\r\n : device.pool.fetchTemporalTexture2D(false, depthFormat, shadowMapWidth, shadowMapHeight, false)\r\n : null;\r\n shadowMapParams.shadowMapFramebuffer = device.pool.createTemporalFramebuffer(false, colorAttachments, depthAttachment);\r\n if (colorAttachments) {\r\n device.pool.releaseTexture(colorAttachments[0]);\r\n }\r\n if (depthAttachment) {\r\n device.pool.releaseTexture(depthAttachment);\r\n }\r\n */\r\n shadowMapParams.shadowMapFramebuffer = ShadowMapper.fetchTemporalFramebuffer(\r\n true,\r\n this._light.lightType,\r\n numCascades,\r\n shadowMapWidth,\r\n shadowMapHeight,\r\n colorFormat!,\r\n depthFormat\r\n );\r\n shadowMapParams.impl = this._impl;\r\n this._impl!.updateResources(shadowMapParams);\r\n }\r\n /** @internal */\r\n protected createLightCameraPoint(lightCamera: Camera) {\r\n //lightCamera.reparent(this._light);\r\n lightCamera.parent = lightCamera.scene!.rootNode;\r\n lightCamera.position.setXYZ(0, 0, 0);\r\n lightCamera.rotation.identity();\r\n lightCamera.scale.setXYZ(1, 1, 1);\r\n lightCamera.setPerspective(\r\n Math.PI / 2,\r\n 1,\r\n this._config.nearClip!,\r\n Math.min(this._shadowDistance, (this._light as PointLight).range)\r\n );\r\n lightCamera.position.set(this._light.positionAndRange.xyz());\r\n }\r\n /** @internal */\r\n protected createLightCameraSpot(lightCamera: Camera) {\r\n this._light.worldMatrix.decompose(null, lightCamera.rotation, lightCamera.position);\r\n lightCamera.parent = this._light.scene?.rootNode ?? null;\r\n lightCamera.scale.setXYZ(1, 1, 1);\r\n lightCamera.setPerspective(\r\n 2 * Math.acos((this._light as SpotLight).cutoff),\r\n 1,\r\n this._config.nearClip,\r\n Math.min(this._shadowDistance, (this._light as SpotLight).range)\r\n );\r\n }\r\n /** @internal */\r\n protected createLightCameraRect(lightCamera: Camera) {\r\n const rect = this._light as RectLight;\r\n this._light.worldMatrix.decompose(null, lightCamera.rotation, lightCamera.position);\r\n lightCamera.parent = this._light.scene?.rootNode ?? null;\r\n lightCamera.scale.setXYZ(1, 1, 1);\r\n const halfW = rect.width * 0.5;\r\n const halfH = rect.height * 0.5;\r\n const far = Math.min(this._shadowDistance, rect.range);\r\n lightCamera.setOrtho(\r\n -halfW,\r\n halfW,\r\n -halfH,\r\n halfH,\r\n this._config.nearClip,\r\n Math.max(this._config.nearClip + 0.001, far)\r\n );\r\n }\r\n /** @internal */\r\n protected createLightCameraDirectional(\r\n sceneAABB: AABB,\r\n sceneCamera: Camera,\r\n lightCamera: Camera,\r\n cropMatrix?: Nullable<Matrix4x4>,\r\n border?: number\r\n ) {\r\n let frustum = sceneCamera.frustumViewSpace;\r\n if (this._shadowDistance < sceneCamera.getFarPlane()) {\r\n tmpMatrix.set(sceneCamera.getProjectionMatrix());\r\n tmpMatrix.setNearFar(tmpMatrix.getNearPlane(), this._shadowDistance);\r\n //tmpMatrix.multiplyRight(sceneCamera.viewMatrix);\r\n tmpFrustum.initWithMatrix(tmpMatrix);\r\n frustum = tmpFrustum;\r\n }\r\n const borderSize = Number.isFinite(border ?? 0) ? Math.max(0, border ?? 0) : 0;\r\n const clampedBorderSize = Math.min(borderSize, (this.shadowMapSize - 1) * 0.5);\r\n const paddingScale = this.shadowMapSize / (this.shadowMapSize - 2 * clampedBorderSize);\r\n //const frustum = sceneCamera.frustum;\r\n const frustumMin = ShadowMapper._frustumMin;\r\n const frustumMax = ShadowMapper._frustumMax;\r\n const frustumCenter = ShadowMapper._frustumCenter;\r\n const target = ShadowMapper._target;\r\n const up = ShadowMapper._up;\r\n // const frustum = new Frustum(sceneCamera.viewProjectionMatrix);\r\n frustumMin.setXYZ(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n frustumMax.setXYZ(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n frustum.corners.forEach((p) => {\r\n frustumMin.inplaceMin(p);\r\n frustumMax.inplaceMax(p);\r\n });\r\n let radius = Vector3.distance(frustumMin, frustumMax) * 0.5 * paddingScale;\r\n const center = sceneCamera.thisToWorld(\r\n Vector3.add(frustumMin, frustumMax, frustumCenter).scaleBy(0.5),\r\n frustumCenter\r\n );\r\n // Clamp to the scene bounds first, then apply the filter border.\r\n const sceneRadius = sceneAABB.diagonalLength * 0.5 * paddingScale;\r\n if (sceneRadius < radius) {\r\n radius = sceneRadius;\r\n Vector3.add(sceneAABB.minPoint, sceneAABB.maxPoint, center).scaleBy(0.5);\r\n }\r\n target.setXYZ(\r\n center.x + this._light.directionAndCutoff.x,\r\n center.y + this._light.directionAndCutoff.y,\r\n center.z + this._light.directionAndCutoff.z\r\n );\r\n up.setXYZ(0, 1, 0);\r\n lightCamera.lookAt(center, target, up);\r\n lightCamera.position.set(center);\r\n lightCamera.setOrtho(\r\n -radius,\r\n radius,\r\n -radius,\r\n radius,\r\n -radius,\r\n Math.max(Vector3.distance(center, sceneCamera.getWorldPosition()), sceneCamera.getFarPlane())\r\n );\r\n center.setXYZ(0, 0, 0);\r\n lightCamera.viewProjectionMatrix.transformPointP(center, center);\r\n if (cropMatrix) {\r\n const tx = center.x * this.shadowMapSize * 0.5;\r\n const ty = center.y * this.shadowMapSize * 0.5;\r\n const rx = Math.round(tx);\r\n const ry = Math.round(ty);\r\n center.setXYZ(((rx - tx) * 2) / this.shadowMapSize, ((ry - ty) * 2) / this.shadowMapSize, 0);\r\n cropMatrix.translation(center);\r\n }\r\n\r\n /*\r\n const minx = frustumMin.x;\r\n const maxx = frustumMax.x;\r\n const miny = frustumMin.y;\r\n const maxy = frustumMax.y;\r\n const minz = frustumMin.z;\r\n const maxz = frustumMax.z;\r\n const texelSizeW = (maxx - minx) / this.shadowMapSize;\r\n const texelSizeH = (maxy - miny) / this.shadowMapSize;\r\n const cx = Math.floor((minx + maxx) / 2 / texelSizeW) * texelSizeW;\r\n const cy = Math.floor((miny + maxy) / 2 / texelSizeH) * texelSizeH;\r\n const cz = (minz + maxz) / 2;\r\n const hx = Math.floor(((maxx - minx) * (expand + 0.5)) / texelSizeW) * texelSizeW;\r\n const hy = Math.floor(((maxy - miny) * (expand + 0.5)) / texelSizeH) * texelSizeH;\r\n lightCamera.position.setXYZ(cx, cy, cz);\r\n lightCamera.setOrtho(\r\n -hx,\r\n hx,\r\n -hy,\r\n hy,\r\n sceneMax.z - maxz,\r\n sceneMax.z - minz + 1\r\n );\r\n if (cropMatrix) {\r\n // compute crop matrix\r\n let clipMaxX = 0,\r\n clipMaxY = 0;\r\n let clipMinX = Number.MAX_VALUE,\r\n clipMinY = Number.MAX_VALUE;\r\n frustum.corners.forEach((p) => {\r\n const clipPos = lightCamera.viewProjectionMatrix.transformPoint(p);\r\n clipPos.x = Math.min(1, Math.max(-1, clipPos.x / clipPos.w));\r\n clipPos.y = Math.min(1, Math.max(-1, clipPos.y / clipPos.w));\r\n if (clipPos.x > clipMaxX) {\r\n clipMaxX = clipPos.x;\r\n }\r\n if (clipPos.x < clipMinX) {\r\n clipMinX = clipPos.x;\r\n }\r\n if (clipPos.y > clipMaxY) {\r\n clipMaxY = clipPos.y;\r\n }\r\n if (clipPos.y < clipMinY) {\r\n clipMinY = clipPos.y;\r\n }\r\n });\r\n const clipW = clipMaxX - clipMinX;\r\n const clipH = clipMaxY - clipMinY;\r\n clipMinX -= expand * clipW;\r\n clipMinY -= expand * clipH;\r\n clipMaxX += expand * clipW;\r\n clipMaxY += expand * clipH;\r\n const scaleX = 2 / (clipMaxX - clipMinX);\r\n const scaleY = 2 / (clipMaxY - clipMinY);\r\n const offsetX = -0.5 * (clipMaxX + clipMinX) * scaleX;\r\n const offsetY = -0.5 * (clipMaxY + clipMinY) * scaleY;\r\n cropMatrix.identity();\r\n cropMatrix.m00 = scaleX;\r\n cropMatrix.m11 = scaleY;\r\n cropMatrix.m03 = offsetX;\r\n cropMatrix.m13 = offsetY;\r\n }\r\n */\r\n }\r\n /** {@inheritDoc Disposable.onDispose} */\r\n protected onDispose(): void {\r\n this._shadowRegion.dispose();\r\n }\r\n /** @internal */\r\n private static fetchShadowMapParams() {\r\n if (this._shadowMapParams.length > 0) {\r\n return this._shadowMapParams.pop()!;\r\n } else {\r\n return {\r\n lightType: LIGHT_TYPE_NONE,\r\n depthClampEnabled: false,\r\n shaderHash: '',\r\n cameraParams: new Vector4(),\r\n cascadeDistances: new Vector4(),\r\n depthBiasScales: new Vector4(),\r\n depthBiasValues: [new Vector4(), new Vector4(), new Vector4(), new Vector4()],\r\n numShadowCascades: 1,\r\n shadowMatrices: new Float32Array(16 * 4),\r\n shadowMap: null,\r\n shadowMapSampler: null,\r\n shadowMapFramebuffer: null,\r\n impl: null,\r\n implData: null\r\n };\r\n }\r\n }\r\n /** @internal */\r\n private static fetchCameraForScene(scene: Scene) {\r\n const cameras = this._lightCameras.get(scene);\r\n if (!cameras || cameras.length === 0) {\r\n const camera = new Camera(scene);\r\n retainObject(camera);\r\n return camera;\r\n } else {\r\n const camera = cameras.pop()!;\r\n camera.parent = scene.rootNode;\r\n camera.position.setXYZ(0, 0, 0);\r\n camera.rotation.identity();\r\n camera.scale.setXYZ(1, 1, 1);\r\n camera.clipMask = 0;\r\n return camera;\r\n }\r\n }\r\n /** @internal */\r\n private static releaseCamera(camera: Camera) {\r\n let cameras = this._lightCameras.get(camera.scene!);\r\n if (!cameras) {\r\n cameras = [];\r\n this._lightCameras.set(camera.scene!, cameras);\r\n }\r\n camera.remove();\r\n cameras.push(camera);\r\n }\r\n /** @internal */\r\n calcSplitDistances(nearPlane: number, farPlane: number, numCascades: number) {\r\n const result: number[] = [0, 0, 0, 0, 0];\r\n for (let i = 0; i <= numCascades; ++i) {\r\n const fIDM = i / numCascades;\r\n const fLog = nearPlane * Math.pow(farPlane / nearPlane, fIDM);\r\n const fUniform = nearPlane + (farPlane - nearPlane) * fIDM;\r\n result[i] = fLog * this._config.splitLambda + fUniform * (1 - this._config.splitLambda);\r\n }\r\n return result;\r\n }\r\n /** @internal */\r\n protected calcDepthBiasParams(\r\n camera: Camera,\r\n shadowMapSize: number,\r\n depthBias: number,\r\n normalBias: number,\r\n depthScale: number,\r\n result: Vector4\r\n ) {\r\n const sizeNear = Math.min(\r\n camera.getProjectionMatrix().getNearPlaneWidth(),\r\n camera.getProjectionMatrix().getNearPlaneHeight()\r\n );\r\n const sizeFar = Math.min(\r\n camera.getProjectionMatrix().getFarPlaneWidth(),\r\n camera.getProjectionMatrix().getFarPlaneHeight()\r\n );\r\n const scaleFactor = (sizeNear / shadowMapSize) * 2;\r\n result.setXYZW(depthBias * scaleFactor, normalBias * 0.0001, depthScale, sizeFar / sizeNear);\r\n }\r\n /** @internal */\r\n protected postRenderShadowMap(shadowMapParams: ShadowMapParams) {\r\n this._impl!.postRenderShadowMap(shadowMapParams);\r\n }\r\n /** @internal */\r\n render(ctx: DrawContext, renderPass: ShadowMapPass) {\r\n if (!ctx.shadowMapInfo) {\r\n ctx.shadowMapInfo = new Map();\r\n }\r\n const shadowMapParams = ShadowMapper.fetchShadowMapParams();\r\n shadowMapParams.impl = this._impl;\r\n shadowMapParams.lightType = this.light.lightType;\r\n shadowMapParams.numShadowCascades =\r\n shadowMapParams.lightType === LIGHT_TYPE_DIRECTIONAL ? (this._config.numCascades ?? 1) : 1;\r\n ctx.shadowMapInfo.set(this.light, shadowMapParams);\r\n const scene = ctx.scene;\r\n const camera = ctx.camera;\r\n renderPass.light = this._light;\r\n this.updateResources(shadowMapParams);\r\n shadowMapParams.shaderHash = this.getShaderHash(shadowMapParams);\r\n const device = getDevice();\r\n const fb = shadowMapParams.shadowMapFramebuffer!;\r\n shadowMapParams.depthClampEnabled = false;\r\n renderPass.clearColor = this._impl!.getShadowMapClearColor(shadowMapParams);\r\n const depthScale = this._impl!.getDepthScale();\r\n const directionalShadowRegion = this._shadowRegion.region;\r\n const shadowRegion =\r\n this._light.isDirectionLight() && directionalShadowRegion?.isValid()\r\n ? directionalShadowRegion\r\n : scene.boundingBox;\r\n if (this._light.isPointLight()) {\r\n const shadowMapRenderCamera = ShadowMapper.fetchCameraForScene(scene);\r\n this.createLightCameraPoint(shadowMapRenderCamera);\r\n this.calcDepthBiasParams(\r\n shadowMapRenderCamera,\r\n this._config.shadowMapSize,\r\n this._config.depthBias,\r\n this._config.normalBias,\r\n depthScale,\r\n shadowMapParams.depthBiasValues[0]\r\n );\r\n shadowMapParams.cameraParams.setXYZW(\r\n shadowMapRenderCamera.getNearPlane(),\r\n shadowMapRenderCamera.getFarPlane(),\r\n this._config.shadowMapSize,\r\n this._shadowDistance\r\n );\r\n device.setFramebuffer(fb);\r\n shadowMapParams.shadowMatrices.set(Matrix4x4.transpose(shadowMapRenderCamera.viewMatrix));\r\n for (const face of [CubeFace.PX, CubeFace.NX, CubeFace.PY, CubeFace.NY, CubeFace.PZ, CubeFace.NZ]) {\r\n shadowMapRenderCamera.lookAtCubeFace(face);\r\n fb.setColorAttachmentCubeFace(0, face);\r\n fb.setDepthAttachmentCubeFace(face);\r\n renderPass.render(ctx, shadowMapRenderCamera);\r\n }\r\n shadowMapParams.shadowMatrices.set(Matrix4x4.identity());\r\n ShadowMapper.releaseCamera(shadowMapRenderCamera);\r\n } else {\r\n if (this._config.numCascades > 1) {\r\n const distances = this.calcSplitDistances(\r\n camera.getNearPlane(),\r\n Math.min(this._shadowDistance, camera.getFarPlane()),\r\n this._config.numCascades\r\n );\r\n const cascadeCamera = ShadowMapper.fetchCameraForScene(scene);\r\n const shadowMapRenderCamera = ShadowMapper.fetchCameraForScene(scene);\r\n const shadowMapCullCamera = ShadowMapper.fetchCameraForScene(scene);\r\n shadowMapCullCamera.clipMask = AABB.ClipLeft | AABB.ClipRight | AABB.ClipBottom | AABB.ClipTop;\r\n cascadeCamera.parent = camera;\r\n shadowMapParams.depthClampEnabled = getDevice().getDeviceCaps().shaderCaps.supportFragmentDepth;\r\n for (let split = 0; split < this._config.numCascades; split++) {\r\n cascadeCamera.setPerspective(\r\n camera.getFOV(),\r\n camera.getAspect(),\r\n distances[split],\r\n distances[split + 1]\r\n );\r\n const snapMatrix = ShadowMapper._snapMatrix;\r\n const border = shadowMapParams.impl!.getShadowMapBorder(shadowMapParams); //20 / this._config.shadowMapSize;\r\n this.createLightCameraDirectional(\r\n shadowRegion,\r\n cascadeCamera,\r\n shadowMapRenderCamera,\r\n snapMatrix,\r\n border\r\n );\r\n this.createLightCameraDirectional(shadowRegion, cascadeCamera, shadowMapCullCamera, null, border);\r\n this.calcDepthBiasParams(\r\n shadowMapRenderCamera,\r\n this._config.shadowMapSize,\r\n this._config.depthBias,\r\n this._config.normalBias,\r\n depthScale,\r\n shadowMapParams.depthBiasValues[split]\r\n );\r\n shadowMapParams.depthBiasScales[split] =\r\n shadowMapParams.depthBiasValues[0].x !== 0\r\n ? shadowMapParams.depthBiasValues[split].x / shadowMapParams.depthBiasValues[0].x\r\n : 1;\r\n shadowMapParams.cameraParams.setXYZW(\r\n shadowMapRenderCamera.getNearPlane(),\r\n shadowMapRenderCamera.getFarPlane(),\r\n this._config.shadowMapSize,\r\n this._shadowDistance\r\n );\r\n let scissor: Nullable<number[]> = null;\r\n if (\r\n fb.getColorAttachments()[0]?.isTexture2DArray() ||\r\n fb.getDepthAttachment()?.isTexture2DArray()\r\n ) {\r\n shadowMapRenderCamera.setProjectionMatrix(\r\n Matrix4x4.multiply(snapMatrix, shadowMapRenderCamera.getProjectionMatrix())\r\n );\r\n fb.setColorAttachmentLayer(0, split);\r\n fb.setDepthAttachmentLayer(split);\r\n } else {\r\n const numRows = this._config.numCascades > 2 ? 2 : 1;\r\n const numCols = this._config.numCascades > 1 ? 2 : 1;\r\n const adjMatrix = new Matrix4x4();\r\n const col = split % 2;\r\n const row = split >> 1;\r\n adjMatrix.setRowXYZW(0, 1.5 - 0.5 * numCols, 0, 0, 0);\r\n adjMatrix.setRowXYZW(1, 0, 1.5 - 0.5 * numRows, 0, 0);\r\n adjMatrix.setRowXYZW(2, 0, 0, 1, 0);\r\n adjMatrix.setRowXYZW(3, col - 0.5 * numCols + 0.5, row - 0.5 * numRows + 0.5, 0, 1);\r\n shadowMapRenderCamera.setProjectionMatrix(\r\n Matrix4x4.multiply(\r\n adjMatrix,\r\n Matrix4x4.multiply(snapMatrix, shadowMapRenderCamera.getProjectionMatrix())\r\n )\r\n );\r\n if (device.type === 'webgpu') {\r\n scissor = [\r\n col * this._config.shadowMapSize,\r\n (numRows - 1 - row) * this._config.shadowMapSize,\r\n this._config.shadowMapSize,\r\n this._config.shadowMapSize\r\n ];\r\n } else {\r\n scissor = [\r\n col * this._config.shadowMapSize,\r\n row * this._config.shadowMapSize,\r\n this._config.shadowMapSize,\r\n this._config.shadowMapSize\r\n ];\r\n }\r\n }\r\n device.setFramebuffer(fb);\r\n device.setScissor(scissor);\r\n renderPass.render(ctx, shadowMapRenderCamera, shadowMapCullCamera);\r\n shadowMapParams.shadowMatrices.set(\r\n Matrix4x4.transpose(shadowMapRenderCamera.viewProjectionMatrix),\r\n split * 16\r\n );\r\n shadowMapParams.cascadeDistances[split] = distances[split + 1];\r\n }\r\n ShadowMapper.releaseCamera(cascadeCamera);\r\n ShadowMapper.releaseCamera(shadowMapRenderCamera);\r\n ShadowMapper.releaseCamera(shadowMapCullCamera);\r\n } else {\r\n const shadowMapRenderCamera = ShadowMapper.fetchCameraForScene(scene)!;\r\n const snapMatrix = ShadowMapper._snapMatrix;\r\n snapMatrix.identity();\r\n shadowMapRenderCamera.clipMask = AABB.ClipLeft | AABB.ClipRight | AABB.ClipBottom | AABB.ClipTop;\r\n if (this._light.isDirectionLight()) {\r\n this.createLightCameraDirectional(\r\n shadowRegion,\r\n camera,\r\n shadowMapRenderCamera,\r\n snapMatrix,\r\n shadowMapParams.impl!.getShadowMapBorder(shadowMapParams)\r\n );\r\n } else if (this._light.isRectLight()) {\r\n this.createLightCameraRect(shadowMapRenderCamera);\r\n } else {\r\n this.createLightCameraSpot(shadowMapRenderCamera);\r\n }\r\n this.calcDepthBiasParams(\r\n shadowMapRenderCamera,\r\n this._config.shadowMapSize,\r\n this._config.depthBias,\r\n this._config.normalBias,\r\n depthScale,\r\n shadowMapParams.depthBiasValues[0]\r\n );\r\n shadowMapParams.cameraParams.setXYZW(\r\n shadowMapRenderCamera.getNearPlane(),\r\n shadowMapRenderCamera.getFarPlane(),\r\n this._config.shadowMapSize,\r\n this._shadowDistance\r\n );\r\n device.setFramebuffer(fb);\r\n shadowMapRenderCamera.setProjectionMatrix(\r\n Matrix4x4.multiply(snapMatrix, shadowMapRenderCamera.getProjectionMatrix())\r\n );\r\n renderPass.render(ctx, shadowMapRenderCamera);\r\n shadowMapParams.shadowMatrices.set(Matrix4x4.transpose(shadowMapRenderCamera.viewProjectionMatrix));\r\n ShadowMapper.releaseCamera(shadowMapRenderCamera);\r\n }\r\n }\r\n this.postRenderShadowMap(shadowMapParams);\r\n }\r\n /** @internal */\r\n private applyMode(mode: ShadowMode) {\r\n if (\r\n mode !== 'hard' &&\r\n mode !== 'vsm' &&\r\n mode !== 'esm' &&\r\n mode !== 'pcf' &&\r\n mode !== 'pcf-pd' &&\r\n mode !== 'pcf-opt' &&\r\n mode !== 'pcss'\r\n ) {\r\n console.error(`ShadowMapper.setShadowMode() failed: invalid mode: ${mode}`);\r\n return;\r\n }\r\n this._impl = null;\r\n if (mode === 'hard') {\r\n this._impl = new SSM();\r\n } else if (mode === 'vsm') {\r\n this._impl = new VSM(this._vsmBlurKernelSize, this._vsmBlurRadius, this._vsmDarkness);\r\n } else if (mode === 'esm') {\r\n this._impl = new ESM(this._esmBlurKernelSize, this._esmBlurRadius, this._esmDepthScale);\r\n const esm = this._impl as ESM;\r\n esm.blur = this._esmBlur;\r\n esm.logSpace = this._esmLogSpace;\r\n } else if (mode === 'pcf' || mode === 'pcf-opt' || mode === 'pcf-pd') {\r\n this._impl = new PCFOPT(this._pcfKernelSize);\r\n } else if (mode === 'pcss') {\r\n this._impl = new PCSS(\r\n this._pcssLightRadius,\r\n this._pcssBlockerSampleCount,\r\n this._pcssFilterSampleCount,\r\n this._pcssMaxFilterRadius,\r\n this._pcssTemporalJitter\r\n );\r\n }\r\n }\r\n /** @internal */\r\n private asVSM() {\r\n return this._impl?.getType() === 'vsm' ? (this._impl as VSM) : null;\r\n }\r\n /** @internal */\r\n private asESM() {\r\n return this._impl?.getType() === 'esm' ? (this._impl as ESM) : null;\r\n }\r\n /** @internal */\r\n private asPCFPD() {\r\n return this._impl?.getType() === 'pcf-pd' ? (this._impl as PCFPD) : null;\r\n }\r\n /** @internal */\r\n private asPCFOPT() {\r\n return this._impl?.getType() === 'pcf-opt' ? (this._impl as PCFOPT) : null;\r\n }\r\n /** @internal */\r\n private asPCSS() {\r\n return this._impl?.getType() === 'pcss' ? (this._impl as PCSS) : null;\r\n 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{"version":3,"file":"shadowmapper.js","sources":["../../src/shadow/shadowmapper.ts"],"sourcesContent":["import type { RequireOptionals, Nullable } from '@zephyr3d/base';\r\nimport {\r\n retainObject,\r\n Matrix4x4,\r\n Vector3,\r\n Vector4,\r\n AABB,\r\n CubeFace,\r\n Frustum,\r\n Disposable\r\n} from '@zephyr3d/base';\r\nimport type {\r\n PBShaderExp,\r\n FrameBuffer,\r\n Texture2D,\r\n Texture2DArray,\r\n TextureCube,\r\n TextureFormat,\r\n PBInsideFunctionScope,\r\n TextureSampler,\r\n TextureCreationOptions,\r\n TextureType,\r\n BaseTexture\r\n} from '@zephyr3d/device';\r\nimport { Camera } from '../camera/camera';\r\nimport { SSM } from './ssm';\r\nimport { ESM } from './esm';\r\nimport { VSM } from './vsm';\r\nimport type { PCFPD } from './pcf_pd';\r\nimport { PCFOPT } from './pcf_opt';\r\nimport { PCSS } from './pcss';\r\nimport type { PointLight, PunctualLight, RectLight, SpotLight } from '../scene/light';\r\nimport type { ShadowMapPass } from '../render/shadowmap_pass';\r\nimport type { Scene } from '../scene/scene';\r\nimport type { ShadowImpl } from './shadow_impl';\r\nimport type { DrawContext } from '../render';\r\nimport { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_NONE, LIGHT_TYPE_POINT } from '../values';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { getDevice } from '../app/api';\r\nimport { ShadowRegion } from './shadow_region';\r\n\r\nconst tmpMatrix = new Matrix4x4();\r\nconst tmpFrustum = new Frustum(Matrix4x4.identity());\r\n\r\n/**\r\n * Shadow mapping mode\r\n * @public\r\n */\r\nexport type ShadowMode =\r\n | 'hard'\r\n | 'vsm'\r\n | 'esm'\r\n | 'pcf'\r\n | 'pcss'\r\n /** @deprecated Use `pcf` instead. */\r\n | 'pcf-pd'\r\n /** @deprecated Use `pcf` instead. */\r\n | 'pcf-opt';\r\n/**\r\n * Preset shadow quality profiles.\r\n *\r\n * @public\r\n */\r\nexport type ShadowQualityPreset = 'character-small' | 'outdoor-large';\r\n\r\n/** @internal */\r\nexport type ShadowMapParams = {\r\n lightType: number;\r\n shaderHash: string;\r\n numShadowCascades: number;\r\n depthClampEnabled: boolean;\r\n cascadeDistances: Vector4;\r\n depthBiasValues: Vector4[];\r\n depthBiasScales: Vector4;\r\n cameraParams: Vector4;\r\n shadowMatrices: Float32Array;\r\n shadowMapFramebuffer: Nullable<FrameBuffer>;\r\n shadowMap: Nullable<BaseTexture>;\r\n shadowMapSampler: Nullable<TextureSampler>;\r\n impl: Nullable<ShadowImpl>;\r\n implData: unknown;\r\n};\r\n\r\n/** @internal */\r\nexport type ShadowMapType = Texture2D | TextureCube | Texture2DArray;\r\n\r\n/** @internal */\r\nexport interface ShadowConfig {\r\n shadowMapSize: number;\r\n numCascades?: number;\r\n splitLambda?: number;\r\n depthBias?: number;\r\n normalBias?: number;\r\n nearClip?: number;\r\n}\r\n\r\n// const zeroPosition = Vector3.zero();\r\n/**\r\n * The shadow map generator\r\n * @public\r\n */\r\nexport class ShadowMapper extends Disposable {\r\n /** @internal */\r\n private static readonly _snapMatrix = new Matrix4x4();\r\n /** @internal */\r\n private static readonly _target = new Vector3();\r\n /** @internal */\r\n private static readonly _up = new Vector3();\r\n /** @internal */\r\n private static readonly _frustumMin = new Vector3();\r\n /** @internal */\r\n private static readonly _frustumMax = new Vector3();\r\n /** @internal */\r\n private static readonly _frustumCenter = new Vector3();\r\n /** @internal */\r\n private static readonly _lightCameras: WeakMap<Scene, Camera[]> = new WeakMap();\r\n /** @internal */\r\n private static readonly _shadowMapParams: ShadowMapParams[] = [];\r\n /** @internal */\r\n protected _light: PunctualLight;\r\n /** @internal */\r\n protected _config: RequireOptionals<ShadowConfig>;\r\n /** @internal */\r\n protected _resourceDirty: boolean;\r\n /** @internal */\r\n protected _shadowMode: ShadowMode;\r\n /** @internal */\r\n protected _shadowDistance: number;\r\n /** @internal */\r\n protected _impl: Nullable<ShadowImpl>;\r\n /** @internal */\r\n protected _pdSampleCount: number;\r\n /** @internal */\r\n protected _pdSampleRadius: number;\r\n /** @internal */\r\n protected _pcfKernelSize: number;\r\n /** @internal */\r\n protected _pcssLightRadius: number;\r\n /** @internal */\r\n protected _pcssBlockerSampleCount: number;\r\n /** @internal */\r\n protected _pcssFilterSampleCount: number;\r\n /** @internal */\r\n protected _pcssMaxFilterRadius: number;\r\n /** @internal */\r\n protected _pcssTemporalJitter: boolean;\r\n /** @internal */\r\n protected _vsmBlurKernelSize: number;\r\n /** @internal */\r\n protected _vsmBlurRadius: number;\r\n /** @internal */\r\n protected _vsmDarkness: number;\r\n /** @internal */\r\n protected _esmBlur: boolean;\r\n /** @internal */\r\n protected _esmLogSpace: boolean;\r\n /** @internal */\r\n protected _esmBlurKernelSize: number;\r\n /** @internal */\r\n protected _esmBlurRadius: number;\r\n /** @internal */\r\n protected _esmDepthScale: number;\r\n /** @internal */\r\n protected _shadowStrength: number;\r\n /** @internal */\r\n protected _shadowRegion: ShadowRegion;\r\n /**\r\n * Creates an instance of ShadowMapper\r\n * @param light - The light that is used to generate shadow map\r\n */\r\n constructor(light: PunctualLight) {\r\n super();\r\n this._light = light;\r\n this._config = {\r\n shadowMapSize: 1024,\r\n numCascades: 1,\r\n splitLambda: 0.5,\r\n depthBias: 0.003,\r\n normalBias: 0.2,\r\n nearClip: 1\r\n };\r\n this._resourceDirty = true;\r\n this._shadowMode = 'pcf';\r\n this._shadowDistance = 2000;\r\n this._impl = null;\r\n this._pdSampleCount = 24;\r\n this._pdSampleRadius = 3;\r\n this._pcfKernelSize = 7;\r\n this._pcssLightRadius = 8;\r\n this._pcssBlockerSampleCount = 24;\r\n this._pcssFilterSampleCount = 32;\r\n this._pcssMaxFilterRadius = 32;\r\n this._pcssTemporalJitter = true;\r\n this._vsmBlurKernelSize = 5;\r\n this._vsmBlurRadius = 4;\r\n this._vsmDarkness = 0.3;\r\n this._esmBlur = true;\r\n this._esmLogSpace = true;\r\n this._esmBlurKernelSize = 5;\r\n this._esmBlurRadius = 4;\r\n this._esmDepthScale = 200;\r\n this._shadowStrength = 1;\r\n this._shadowRegion = new ShadowRegion();\r\n this.applyMode(this._shadowMode);\r\n }\r\n /** The light that is used to generate shadow map */\r\n get light() {\r\n return this._light;\r\n }\r\n /** Size of the shadow map */\r\n get shadowMapSize() {\r\n return this._config.shadowMapSize;\r\n }\r\n set shadowMapSize(num) {\r\n if (!Number.isInteger(num) || num < 1) {\r\n console.error(`invalid shadow map size: ${num}`);\r\n return;\r\n }\r\n if (this._config.shadowMapSize !== num) {\r\n this._config.shadowMapSize = num;\r\n this._resourceDirty = true;\r\n }\r\n }\r\n /** Shadow region for directional light */\r\n get shadowRegion() {\r\n return this._shadowRegion;\r\n }\r\n /** @internal */\r\n updateDirectionalShadowRegion(force = false) {\r\n if (!this._light.isDirectionLight()) {\r\n return;\r\n }\r\n if (!force) {\r\n return;\r\n }\r\n const scene = this._light.scene;\r\n if (!scene) {\r\n return;\r\n }\r\n this._shadowRegion.clear();\r\n scene.rootNode.iterate((child) => {\r\n if ((child.isMesh() || child.isClipmapTerrain()) && child.castShadow) {\r\n this._shadowRegion.addDynamicCaster(child);\r\n }\r\n });\r\n }\r\n /** @internal */\r\n computeDirectionalShadowRegion(scene: Scene) {\r\n const aabb = new AABB();\r\n aabb.beginExtend();\r\n scene.rootNode.iterate((child) => {\r\n if ((child.isMesh() || child.isClipmapTerrain()) && child.castShadow) {\r\n const bbox = child.getWorldBoundingVolume()?.toAABB();\r\n if (bbox) {\r\n aabb.extend(bbox.minPoint);\r\n aabb.extend(bbox.maxPoint);\r\n }\r\n }\r\n });\r\n return aabb.isValid() ? aabb : null;\r\n }\r\n /** Maximum distance from the camera, shadow will not be rendered beyond this range */\r\n get shadowDistance() {\r\n return this._shadowDistance;\r\n }\r\n set shadowDistance(val) {\r\n this._shadowDistance = Math.max(0, val);\r\n }\r\n /** Count of the cascades, The maximum value is 4 */\r\n get numShadowCascades() {\r\n return this._config.numCascades;\r\n }\r\n set numShadowCascades(num) {\r\n if (num !== 1 && num !== 2 && num !== 3 && num !== 4) {\r\n console.error(`invalid shadow cascade number: ${num}`);\r\n return;\r\n }\r\n if (!this._light.isDirectionLight() && num > 1) {\r\n console.error(`only directional light can have more than one shadow cascades`);\r\n return;\r\n }\r\n if (num !== this._config.numCascades) {\r\n this._config.numCascades = num;\r\n this._resourceDirty = true;\r\n }\r\n }\r\n /** The split lambda for cascaded shadow mapping */\r\n get splitLambda() {\r\n return this._config.splitLambda;\r\n }\r\n set splitLambda(val) {\r\n if (this._config.splitLambda !== val) {\r\n this._config.splitLambda = val;\r\n }\r\n }\r\n /** Depth bias for the shadow map */\r\n get depthBias() {\r\n return this._config.depthBias;\r\n }\r\n set depthBias(val) {\r\n this._config.depthBias = val;\r\n }\r\n /** Normal bias for the shadow map */\r\n get normalBias() {\r\n return this._config.normalBias;\r\n }\r\n set normalBias(val) {\r\n this._config.normalBias = val;\r\n }\r\n /** Near clip plane */\r\n get nearClip() {\r\n return this._config.nearClip;\r\n }\r\n set nearClip(val) {\r\n if (this._config.nearClip !== val) {\r\n this._config.nearClip = val;\r\n }\r\n }\r\n /** Shadow strength, 0 means no shadowing and 1 means full shadowing */\r\n get shadowStrength() {\r\n return this._shadowStrength;\r\n }\r\n set shadowStrength(val) {\r\n this._shadowStrength = Math.min(1, Math.max(0, Number(val) || 0));\r\n }\r\n /** Shadow map mode */\r\n get mode() {\r\n return this._shadowMode;\r\n }\r\n set mode(mode) {\r\n if (mode !== this._shadowMode) {\r\n this._shadowMode = mode;\r\n this.applyMode(this._shadowMode);\r\n }\r\n }\r\n /**\r\n * Applies a practical shadow preset for common scenarios.\r\n *\r\n * `character-small`: higher contact quality and tighter distance for character-centric scenes.\r\n * `outdoor-large`: longer distance coverage for open scenes.\r\n */\r\n applyQualityPreset(preset: ShadowQualityPreset) {\r\n if (preset === 'character-small') {\r\n this.mode = 'pcf';\r\n this.shadowMapSize = 2048;\r\n this.shadowDistance = 120;\r\n this.splitLambda = 0.75;\r\n this.depthBias = 0.005;\r\n this.normalBias = 0.3;\r\n this.nearClip = 0.2;\r\n this.pcfKernelSize = 5;\r\n this.numShadowCascades = this._light.isDirectionLight() ? 3 : 1;\r\n return;\r\n }\r\n this.mode = 'pcf';\r\n this.shadowMapSize = 2048;\r\n this.shadowDistance = 800;\r\n this.splitLambda = 0.6;\r\n this.depthBias = 0.0035;\r\n this.normalBias = 0.22;\r\n this.nearClip = 1;\r\n this.pcfKernelSize = 3;\r\n this.numShadowCascades = this._light.isDirectionLight() ? 4 : 1;\r\n }\r\n /** @internal */\r\n getShaderHash(shadowMapParams: ShadowMapParams) {\r\n return `${shadowMapParams.impl!.constructor.name}_${shadowMapParams.impl!.getShaderHash()}_${\r\n shadowMapParams.lightType\r\n }_${shadowMapParams.shadowMap!.target}_${Number(shadowMapParams.numShadowCascades > 1)}_${Number(\r\n getDevice().getDeviceCaps().textureCaps.getTextureFormatInfo(shadowMapParams.shadowMap!.format)\r\n .filterable\r\n )}`;\r\n }\r\n /** Sample count for poisson disc PCF */\r\n get pdSampleCount() {\r\n return this._pdSampleCount;\r\n }\r\n set pdSampleCount(val) {\r\n val = Math.min(Math.max(1, Number(val) >> 0), 64);\r\n if (val !== this._pdSampleCount) {\r\n this._pdSampleCount = val;\r\n const pcfpd = this.asPCFPD();\r\n if (pcfpd) {\r\n pcfpd.tapCount = this._pdSampleCount;\r\n }\r\n }\r\n }\r\n /** Radius for poisson disc PCF */\r\n get pdSampleRadius() {\r\n return this._pdSampleRadius;\r\n }\r\n set pdSampleRadius(val) {\r\n val = Math.max(0, Number(val) >> 0);\r\n if (val !== this._pdSampleRadius) {\r\n this._pdSampleRadius = val;\r\n this.asPCFPD()?.setDepthScale(this._pdSampleRadius);\r\n }\r\n }\r\n /** Kernel size for optimized PCF */\r\n get pcfKernelSize() {\r\n return this._pcfKernelSize;\r\n }\r\n set pcfKernelSize(val) {\r\n val = val !== 3 && val !== 5 && val !== 7 ? 5 : val;\r\n if (val !== this._pcfKernelSize) {\r\n this._pcfKernelSize = val;\r\n const pcfopt = this.asPCFOPT();\r\n if (pcfopt) {\r\n pcfopt.kernelSize = this._pcfKernelSize;\r\n }\r\n }\r\n }\r\n /** Light radius for PCSS shadow, measured in shadow-map texels */\r\n get pcssLightRadius() {\r\n return this._pcssLightRadius;\r\n }\r\n set pcssLightRadius(val) {\r\n val = Math.max(0, Number(val) || 0);\r\n if (val !== this._pcssLightRadius) {\r\n this._pcssLightRadius = val;\r\n const pcss = this.asPCSS();\r\n if (pcss) {\r\n pcss.lightRadius = this._pcssLightRadius;\r\n }\r\n }\r\n }\r\n /** Blocker search sample count for PCSS shadow */\r\n get pcssBlockerSampleCount() {\r\n return this._pcssBlockerSampleCount;\r\n }\r\n set pcssBlockerSampleCount(val) {\r\n val = Math.min(Math.max(1, Number(val) >> 0), 64);\r\n if (val !== this._pcssBlockerSampleCount) {\r\n this._pcssBlockerSampleCount = val;\r\n const pcss = this.asPCSS();\r\n if (pcss) {\r\n pcss.blockerSampleCount = this._pcssBlockerSampleCount;\r\n }\r\n }\r\n }\r\n /** Filter sample count for PCSS shadow */\r\n get pcssFilterSampleCount() {\r\n return this._pcssFilterSampleCount;\r\n }\r\n set pcssFilterSampleCount(val) {\r\n val = Math.min(Math.max(1, Number(val) >> 0), 64);\r\n if (val !== this._pcssFilterSampleCount) {\r\n this._pcssFilterSampleCount = val;\r\n const pcss = this.asPCSS();\r\n if (pcss) {\r\n pcss.filterSampleCount = this._pcssFilterSampleCount;\r\n }\r\n }\r\n }\r\n /** Maximum PCSS filter radius, measured in shadow-map texels */\r\n get pcssMaxFilterRadius() {\r\n return this._pcssMaxFilterRadius;\r\n }\r\n set pcssMaxFilterRadius(val) {\r\n val = Math.max(1, Number(val) || 1);\r\n if (val !== this._pcssMaxFilterRadius) {\r\n this._pcssMaxFilterRadius = val;\r\n const pcss = this.asPCSS();\r\n if (pcss) {\r\n pcss.maxFilterRadius = this._pcssMaxFilterRadius;\r\n }\r\n }\r\n }\r\n /** If true, rotates PCSS sampling pattern over frames for TAA accumulation */\r\n get pcssTemporalJitter() {\r\n return this._pcssTemporalJitter;\r\n }\r\n set pcssTemporalJitter(val) {\r\n val = !!val;\r\n if (val !== this._pcssTemporalJitter) {\r\n this._pcssTemporalJitter = val;\r\n const pcss = this.asPCSS();\r\n if (pcss) {\r\n pcss.temporalJitter = this._pcssTemporalJitter;\r\n }\r\n }\r\n }\r\n /** Kernel size of VSM */\r\n get vsmBlurKernelSize() {\r\n return this._vsmBlurKernelSize;\r\n }\r\n set vsmBlurKernelSize(val) {\r\n val = Math.max(3, Number(val) >> 0) | 1;\r\n if (val !== this._vsmBlurKernelSize) {\r\n this._vsmBlurKernelSize = val;\r\n const vsm = this.asVSM();\r\n if (vsm) {\r\n vsm.kernelSize = this._vsmBlurKernelSize;\r\n }\r\n }\r\n }\r\n /** Blur radius for VSM */\r\n get vsmBlurRadius() {\r\n return this._vsmBlurRadius;\r\n }\r\n set vsmBlurRadius(val) {\r\n val = Math.max(0, Number(val) || 0);\r\n if (val !== this._vsmBlurRadius) {\r\n this._vsmBlurRadius = val;\r\n const vsm = this.asVSM();\r\n if (vsm) {\r\n vsm.blurSize = this._vsmBlurRadius;\r\n }\r\n }\r\n }\r\n /** Darkness for VSM */\r\n get vsmDarkness() {\r\n return this._vsmDarkness;\r\n }\r\n set vsmDarkness(val) {\r\n val = Math.min(0.999, Math.max(0, Number(val) || 0));\r\n if (val !== this._vsmDarkness) {\r\n this._vsmDarkness = val;\r\n this.asVSM()?.setDepthScale(this._vsmDarkness);\r\n }\r\n }\r\n /** Whether to enable ESM blur */\r\n get esmBlur() {\r\n return this._esmBlur;\r\n }\r\n set esmBlur(val) {\r\n if (!!val !== this.esmBlur) {\r\n this._esmBlur = !!val;\r\n const esm = this.asESM();\r\n if (esm) {\r\n esm.blur = this._esmBlur;\r\n }\r\n }\r\n }\r\n /** Whether to enable log space ESM blur */\r\n get esmLogSpace() {\r\n return this._esmLogSpace;\r\n }\r\n set esmLogSpace(val) {\r\n if (!!val !== this.esmLogSpace) {\r\n this._esmLogSpace = !!val;\r\n const esm = this.asESM();\r\n if (esm) {\r\n esm.logSpace = this._esmLogSpace;\r\n }\r\n }\r\n }\r\n /** Kernel size for ESM */\r\n get esmBlurKernelSize() {\r\n return this._esmBlurKernelSize;\r\n }\r\n set esmBlurKernelSize(val) {\r\n val = Math.max(3, Number(val) >> 0) | 1;\r\n if (val !== this._esmBlurKernelSize) {\r\n this._esmBlurKernelSize = val;\r\n const esm = this.asESM();\r\n if (esm) {\r\n esm.kernelSize = this._esmBlurKernelSize;\r\n }\r\n }\r\n }\r\n /** Blur radius for ESM */\r\n get esmBlurRadius() {\r\n return this._esmBlurRadius;\r\n }\r\n set esmBlurRadius(val) {\r\n val = Math.max(0, Number(val) || 0);\r\n if (val !== this._esmBlurRadius) {\r\n this._esmBlurRadius = val;\r\n const esm = this.asESM();\r\n if (esm) {\r\n esm.blurSize = this._esmBlurRadius;\r\n }\r\n }\r\n }\r\n /** Depth scale for ESM */\r\n get esmDepthScale() {\r\n return this._esmDepthScale;\r\n }\r\n set esmDepthScale(val) {\r\n val = Math.max(0, Number(val) || 0);\r\n if (val !== this._esmDepthScale) {\r\n this._esmDepthScale = val;\r\n this.asESM()?.setDepthScale(this._esmDepthScale);\r\n }\r\n }\r\n /** @internal */\r\n computeShadow(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp\r\n ) {\r\n return this._impl!.computeShadow(shadowMapParams, scope, shadowVertex, NdotL);\r\n }\r\n /** @internal */\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ) {\r\n return this._impl!.computeShadowCSM(shadowMapParams, scope, shadowVertex, NdotL, split);\r\n }\r\n /** @internal */\r\n static releaseTemporalResources(ctx: DrawContext) {\r\n if (ctx.shadowMapInfo) {\r\n for (const k of ctx.shadowMapInfo.keys()) {\r\n const shadowMapParams = ctx.shadowMapInfo.get(k)!;\r\n //ctx.device.pool.releaseFrameBuffer(shadowMapParams.shadowMapFramebuffer);\r\n shadowMapParams.lightType = LIGHT_TYPE_NONE;\r\n shadowMapParams.depthClampEnabled = false;\r\n shadowMapParams.shaderHash = '';\r\n shadowMapParams.numShadowCascades = 1;\r\n shadowMapParams.shadowMapFramebuffer = null;\r\n shadowMapParams.impl = null;\r\n shadowMapParams.shadowMap = null;\r\n shadowMapParams.shadowMapSampler = null;\r\n shadowMapParams.implData = null;\r\n this._shadowMapParams.push(shadowMapParams);\r\n }\r\n ctx.shadowMapInfo = null;\r\n }\r\n }\r\n /** @internal */\r\n static computeShadowBias(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n z: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n linear: boolean\r\n ) {\r\n const pb = scope.$builder;\r\n const depthBiasParam = ShaderHelper.getDepthBiasValues(scope);\r\n if (shadowMapParams.lightType === LIGHT_TYPE_DIRECTIONAL) {\r\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL))), pb.vec2(1, 1));\r\n } else {\r\n const nearFar = ShaderHelper.getShadowCameraParams(scope).xy;\r\n const linearDepth = linear ? z : ShaderHelper.nonLinearDepthToLinearNormalized(scope, z, nearFar);\r\n const biasScaleFactor = pb.mix(1, depthBiasParam.w, linearDepth);\r\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL)), biasScaleFactor), pb.vec2(1, 1));\r\n }\r\n }\r\n /** @internal */\r\n static computeShadowBiasCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const depthBiasParam = ShaderHelper.getDepthBiasValues(scope);\r\n const splitFlags = pb.vec4(\r\n pb.float(pb.equal(split, 0)),\r\n pb.float(pb.equal(split, 1)),\r\n pb.float(pb.equal(split, 2)),\r\n pb.float(pb.equal(split, 3))\r\n );\r\n const depthBiasScale = pb.dot(ShaderHelper.getDepthBiasScales(scope), splitFlags);\r\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL)), depthBiasScale), pb.vec2(1, 1));\r\n }\r\n /** @internal */\r\n protected isTextureInvalid(\r\n texture: Texture2D | TextureCube | Texture2DArray,\r\n target: TextureType,\r\n format: TextureFormat,\r\n width: number,\r\n height: number\r\n ) {\r\n return (\r\n texture &&\r\n (texture.target !== target ||\r\n texture.format !== format ||\r\n texture.width !== width ||\r\n texture.height !== height ||\r\n texture.depth !== this.numShadowCascades)\r\n );\r\n }\r\n /** @internal */\r\n protected createTexture(\r\n target: TextureType,\r\n format: TextureFormat,\r\n width: number,\r\n height: number,\r\n depth: number\r\n ) {\r\n const device = getDevice();\r\n const options: TextureCreationOptions = {\r\n mipmapping: false\r\n };\r\n switch (target) {\r\n case '2d':\r\n return device.createTexture2D(format, width, height, options)!;\r\n case 'cube':\r\n return device.createCubeTexture(format, width, options)!;\r\n case '2darray':\r\n return device.createTexture2DArray(format, width, height, depth, options)!;\r\n default:\r\n throw new Error(`Invalid target ${target}`);\r\n }\r\n }\r\n /** @internal */\r\n static fetchTemporalFramebuffer(\r\n autoRelease: boolean,\r\n lightType: number,\r\n numCascades: number,\r\n width: number,\r\n height: number,\r\n colorFormat: TextureFormat,\r\n depthFormat: TextureFormat,\r\n mipmapping?: boolean\r\n ) {\r\n const device = getDevice();\r\n const useTextureArray = numCascades > 1 && device.type !== 'webgl';\r\n const colorAttachments = colorFormat\r\n ? useTextureArray\r\n ? [\r\n device.pool.fetchTemporalTexture2DArray(\r\n false,\r\n colorFormat,\r\n width,\r\n height,\r\n numCascades,\r\n mipmapping\r\n )\r\n ]\r\n : lightType === LIGHT_TYPE_POINT\r\n ? [device.pool.fetchTemporalTextureCube(false, colorFormat, width, mipmapping)]\r\n : [device.pool.fetchTemporalTexture2D(false, colorFormat, width, height, mipmapping)]\r\n : null;\r\n const depthAttachment = depthFormat\r\n ? useTextureArray\r\n ? device.pool.fetchTemporalTexture2DArray(false, depthFormat, width, height, numCascades, false)\r\n : device.type !== 'webgl' && lightType === LIGHT_TYPE_POINT\r\n ? device.pool.fetchTemporalTextureCube(false, depthFormat, width, false)\r\n : device.pool.fetchTemporalTexture2D(false, depthFormat, width, height, false)\r\n : null;\r\n const fb = device.pool.createTemporalFramebuffer(autoRelease, colorAttachments!, depthAttachment);\r\n if (colorAttachments) {\r\n device.pool.releaseTexture(colorAttachments[0]);\r\n }\r\n if (depthAttachment) {\r\n device.pool.releaseTexture(depthAttachment);\r\n }\r\n return fb;\r\n }\r\n /** @internal */\r\n protected updateResources(shadowMapParams: ShadowMapParams) {\r\n const device = getDevice();\r\n const colorFormat = shadowMapParams.impl!.getShadowMapColorFormat(shadowMapParams);\r\n const depthFormat = shadowMapParams.impl!.getShadowMapDepthFormat(shadowMapParams);\r\n const numCascades = shadowMapParams.numShadowCascades;\r\n const useTextureArray = numCascades > 1 && device.type !== 'webgl';\r\n const shadowMapWidth =\r\n numCascades > 1 && !useTextureArray ? 2 * this._config.shadowMapSize : this._config.shadowMapSize;\r\n const shadowMapHeight =\r\n numCascades > 2 && !useTextureArray ? 2 * this._config.shadowMapSize : this._config.shadowMapSize;\r\n /*\r\n const colorAttachments = colorFormat\r\n ? useTextureArray\r\n ? [device.pool.fetchTemporalTexture2DArray(false, colorFormat, shadowMapWidth, shadowMapHeight, numCascades, false)]\r\n : this._light.isPointLight()\r\n ? [device.pool.fetchTemporalTextureCube(false, colorFormat, shadowMapWidth, false)]\r\n : [device.pool.fetchTemporalTexture2D(false, colorFormat, shadowMapWidth, shadowMapHeight, false)]\r\n : null;\r\n const depthAttachment = depthFormat\r\n ? useTextureArray\r\n ? device.pool.fetchTemporalTexture2DArray(false, depthFormat, shadowMapWidth, shadowMapHeight, numCascades, false)\r\n : device.type !== 'webgl' && this._light.isPointLight()\r\n ? device.pool.fetchTemporalTextureCube(false, depthFormat, shadowMapWidth, false)\r\n : device.pool.fetchTemporalTexture2D(false, depthFormat, shadowMapWidth, shadowMapHeight, false)\r\n : null;\r\n shadowMapParams.shadowMapFramebuffer = device.pool.createTemporalFramebuffer(false, colorAttachments, depthAttachment);\r\n if (colorAttachments) {\r\n device.pool.releaseTexture(colorAttachments[0]);\r\n }\r\n if (depthAttachment) {\r\n device.pool.releaseTexture(depthAttachment);\r\n }\r\n */\r\n shadowMapParams.shadowMapFramebuffer = ShadowMapper.fetchTemporalFramebuffer(\r\n true,\r\n this._light.lightType,\r\n numCascades,\r\n shadowMapWidth,\r\n shadowMapHeight,\r\n colorFormat!,\r\n depthFormat\r\n );\r\n shadowMapParams.impl = this._impl;\r\n this._impl!.updateResources(shadowMapParams);\r\n }\r\n /** @internal */\r\n protected createLightCameraPoint(lightCamera: Camera) {\r\n //lightCamera.reparent(this._light);\r\n lightCamera.parent = lightCamera.scene!.rootNode;\r\n lightCamera.position.setXYZ(0, 0, 0);\r\n lightCamera.rotation.identity();\r\n lightCamera.scale.setXYZ(1, 1, 1);\r\n lightCamera.setPerspective(\r\n Math.PI / 2,\r\n 1,\r\n this._config.nearClip!,\r\n Math.min(this._shadowDistance, (this._light as PointLight).positionAndRange.w)\r\n );\r\n lightCamera.position.set(this._light.positionAndRange.xyz());\r\n }\r\n /** @internal */\r\n protected createLightCameraSpot(lightCamera: Camera) {\r\n this._light.worldMatrix.decompose(null, lightCamera.rotation, lightCamera.position);\r\n lightCamera.parent = this._light.scene?.rootNode ?? null;\r\n lightCamera.scale.setXYZ(1, 1, 1);\r\n lightCamera.setPerspective(\r\n 2 * Math.acos((this._light as SpotLight).cutoff),\r\n 1,\r\n this._config.nearClip,\r\n Math.min(this._shadowDistance, (this._light as SpotLight).positionAndRange.w)\r\n );\r\n }\r\n /** @internal */\r\n protected createLightCameraRect(lightCamera: Camera) {\r\n const rect = this._light as RectLight;\r\n this._light.worldMatrix.decompose(null, lightCamera.rotation, lightCamera.position);\r\n lightCamera.parent = this._light.scene?.rootNode ?? null;\r\n lightCamera.scale.setXYZ(1, 1, 1);\r\n const halfW = rect.width * 0.5;\r\n const halfH = rect.height * 0.5;\r\n const far = Math.min(this._shadowDistance, rect.range);\r\n lightCamera.setOrtho(\r\n -halfW,\r\n halfW,\r\n -halfH,\r\n halfH,\r\n this._config.nearClip,\r\n Math.max(this._config.nearClip + 0.001, far)\r\n );\r\n }\r\n /** @internal */\r\n protected createLightCameraDirectional(\r\n sceneAABB: AABB,\r\n sceneCamera: Camera,\r\n lightCamera: Camera,\r\n cropMatrix?: Nullable<Matrix4x4>,\r\n border?: number\r\n ) {\r\n let frustum = sceneCamera.frustumViewSpace;\r\n if (this._shadowDistance < sceneCamera.getFarPlane()) {\r\n tmpMatrix.set(sceneCamera.getProjectionMatrix());\r\n tmpMatrix.setNearFar(tmpMatrix.getNearPlane(), this._shadowDistance);\r\n //tmpMatrix.multiplyRight(sceneCamera.viewMatrix);\r\n tmpFrustum.initWithMatrix(tmpMatrix);\r\n frustum = tmpFrustum;\r\n }\r\n const borderSize = Number.isFinite(border ?? 0) ? Math.max(0, border ?? 0) : 0;\r\n const clampedBorderSize = Math.min(borderSize, (this.shadowMapSize - 1) * 0.5);\r\n const paddingScale = this.shadowMapSize / (this.shadowMapSize - 2 * clampedBorderSize);\r\n //const frustum = sceneCamera.frustum;\r\n const frustumMin = ShadowMapper._frustumMin;\r\n const frustumMax = ShadowMapper._frustumMax;\r\n const frustumCenter = ShadowMapper._frustumCenter;\r\n const target = ShadowMapper._target;\r\n const up = ShadowMapper._up;\r\n // const frustum = new Frustum(sceneCamera.viewProjectionMatrix);\r\n frustumMin.setXYZ(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n frustumMax.setXYZ(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n frustum.corners.forEach((p) => {\r\n frustumMin.inplaceMin(p);\r\n frustumMax.inplaceMax(p);\r\n });\r\n let radius = Vector3.distance(frustumMin, frustumMax) * 0.5 * paddingScale;\r\n const center = sceneCamera.thisToWorld(\r\n Vector3.add(frustumMin, frustumMax, frustumCenter).scaleBy(0.5),\r\n frustumCenter\r\n );\r\n // Clamp to the scene bounds first, then apply the filter border.\r\n const sceneRadius = sceneAABB.diagonalLength * 0.5 * paddingScale;\r\n if (sceneRadius < radius) {\r\n radius = sceneRadius;\r\n Vector3.add(sceneAABB.minPoint, sceneAABB.maxPoint, center).scaleBy(0.5);\r\n }\r\n target.setXYZ(\r\n center.x + this._light.directionAndCutoff.x,\r\n center.y + this._light.directionAndCutoff.y,\r\n center.z + this._light.directionAndCutoff.z\r\n );\r\n up.setXYZ(0, 1, 0);\r\n lightCamera.lookAt(center, target, up);\r\n lightCamera.position.set(center);\r\n lightCamera.setOrtho(\r\n -radius,\r\n radius,\r\n -radius,\r\n radius,\r\n -radius,\r\n Math.max(Vector3.distance(center, sceneCamera.getWorldPosition()), sceneCamera.getFarPlane())\r\n );\r\n center.setXYZ(0, 0, 0);\r\n lightCamera.viewProjectionMatrix.transformPointP(center, center);\r\n if (cropMatrix) {\r\n const tx = center.x * this.shadowMapSize * 0.5;\r\n const ty = center.y * this.shadowMapSize * 0.5;\r\n const rx = Math.round(tx);\r\n const ry = Math.round(ty);\r\n center.setXYZ(((rx - tx) * 2) / this.shadowMapSize, ((ry - ty) * 2) / this.shadowMapSize, 0);\r\n cropMatrix.translation(center);\r\n }\r\n\r\n /*\r\n const minx = frustumMin.x;\r\n const maxx = frustumMax.x;\r\n const miny = frustumMin.y;\r\n const maxy = frustumMax.y;\r\n const minz = frustumMin.z;\r\n const maxz = frustumMax.z;\r\n const texelSizeW = (maxx - minx) / this.shadowMapSize;\r\n const texelSizeH = (maxy - miny) / this.shadowMapSize;\r\n const cx = Math.floor((minx + maxx) / 2 / texelSizeW) * texelSizeW;\r\n const cy = Math.floor((miny + maxy) / 2 / texelSizeH) * texelSizeH;\r\n const cz = (minz + maxz) / 2;\r\n const hx = Math.floor(((maxx - minx) * (expand + 0.5)) / texelSizeW) * texelSizeW;\r\n const hy = Math.floor(((maxy - miny) * (expand + 0.5)) / texelSizeH) * texelSizeH;\r\n lightCamera.position.setXYZ(cx, cy, cz);\r\n lightCamera.setOrtho(\r\n -hx,\r\n hx,\r\n -hy,\r\n hy,\r\n sceneMax.z - maxz,\r\n sceneMax.z - minz + 1\r\n );\r\n if (cropMatrix) {\r\n // compute crop matrix\r\n let clipMaxX = 0,\r\n clipMaxY = 0;\r\n let clipMinX = Number.MAX_VALUE,\r\n clipMinY = Number.MAX_VALUE;\r\n frustum.corners.forEach((p) => {\r\n const clipPos = lightCamera.viewProjectionMatrix.transformPoint(p);\r\n clipPos.x = Math.min(1, Math.max(-1, clipPos.x / clipPos.w));\r\n clipPos.y = Math.min(1, Math.max(-1, clipPos.y / clipPos.w));\r\n if (clipPos.x > clipMaxX) {\r\n clipMaxX = clipPos.x;\r\n }\r\n if (clipPos.x < clipMinX) {\r\n clipMinX = clipPos.x;\r\n }\r\n if (clipPos.y > clipMaxY) {\r\n clipMaxY = clipPos.y;\r\n }\r\n if (clipPos.y < clipMinY) {\r\n clipMinY = clipPos.y;\r\n }\r\n });\r\n const clipW = clipMaxX - clipMinX;\r\n const clipH = clipMaxY - clipMinY;\r\n clipMinX -= expand * clipW;\r\n clipMinY -= expand * clipH;\r\n clipMaxX += expand * clipW;\r\n clipMaxY += expand * clipH;\r\n const scaleX = 2 / (clipMaxX - clipMinX);\r\n const scaleY = 2 / (clipMaxY - clipMinY);\r\n const offsetX = -0.5 * (clipMaxX + clipMinX) * scaleX;\r\n const offsetY = -0.5 * (clipMaxY + clipMinY) * scaleY;\r\n cropMatrix.identity();\r\n cropMatrix.m00 = scaleX;\r\n cropMatrix.m11 = scaleY;\r\n cropMatrix.m03 = offsetX;\r\n cropMatrix.m13 = offsetY;\r\n }\r\n */\r\n }\r\n /** {@inheritDoc Disposable.onDispose} */\r\n protected onDispose(): void {\r\n this._shadowRegion.dispose();\r\n }\r\n /** @internal */\r\n private static fetchShadowMapParams() {\r\n if (this._shadowMapParams.length > 0) {\r\n return this._shadowMapParams.pop()!;\r\n } else {\r\n return {\r\n lightType: LIGHT_TYPE_NONE,\r\n depthClampEnabled: false,\r\n shaderHash: '',\r\n cameraParams: new Vector4(),\r\n cascadeDistances: new Vector4(),\r\n depthBiasScales: new Vector4(),\r\n depthBiasValues: [new Vector4(), new Vector4(), new Vector4(), new Vector4()],\r\n numShadowCascades: 1,\r\n shadowMatrices: new Float32Array(16 * 4),\r\n shadowMap: null,\r\n shadowMapSampler: null,\r\n shadowMapFramebuffer: null,\r\n impl: null,\r\n implData: null\r\n };\r\n }\r\n }\r\n /** @internal */\r\n private static fetchCameraForScene(scene: Scene) {\r\n const cameras = this._lightCameras.get(scene);\r\n if (!cameras || cameras.length === 0) {\r\n const camera = new Camera(scene);\r\n retainObject(camera);\r\n return camera;\r\n } else {\r\n const camera = cameras.pop()!;\r\n camera.parent = scene.rootNode;\r\n camera.position.setXYZ(0, 0, 0);\r\n camera.rotation.identity();\r\n camera.scale.setXYZ(1, 1, 1);\r\n camera.clipMask = 0;\r\n return camera;\r\n }\r\n }\r\n /** @internal */\r\n private static releaseCamera(camera: Camera) {\r\n let cameras = this._lightCameras.get(camera.scene!);\r\n if (!cameras) {\r\n cameras = [];\r\n this._lightCameras.set(camera.scene!, cameras);\r\n }\r\n camera.remove();\r\n cameras.push(camera);\r\n }\r\n /** @internal */\r\n calcSplitDistances(nearPlane: number, farPlane: number, numCascades: number) {\r\n const result: number[] = [0, 0, 0, 0, 0];\r\n for (let i = 0; i <= numCascades; ++i) {\r\n const fIDM = i / numCascades;\r\n const fLog = nearPlane * Math.pow(farPlane / nearPlane, fIDM);\r\n const fUniform = nearPlane + (farPlane - nearPlane) * fIDM;\r\n result[i] = fLog * this._config.splitLambda + fUniform * (1 - this._config.splitLambda);\r\n }\r\n return result;\r\n }\r\n /** @internal */\r\n protected calcDepthBiasParams(\r\n camera: Camera,\r\n shadowMapSize: number,\r\n depthBias: number,\r\n normalBias: number,\r\n depthScale: number,\r\n result: Vector4\r\n ) {\r\n const sizeNear = Math.min(\r\n camera.getProjectionMatrix().getNearPlaneWidth(),\r\n camera.getProjectionMatrix().getNearPlaneHeight()\r\n );\r\n const sizeFar = Math.min(\r\n camera.getProjectionMatrix().getFarPlaneWidth(),\r\n camera.getProjectionMatrix().getFarPlaneHeight()\r\n );\r\n const scaleFactor = (sizeNear / shadowMapSize) * 2;\r\n result.setXYZW(depthBias * scaleFactor, normalBias * 0.0001, depthScale, sizeFar / sizeNear);\r\n }\r\n /** @internal */\r\n protected postRenderShadowMap(shadowMapParams: ShadowMapParams) {\r\n this._impl!.postRenderShadowMap(shadowMapParams);\r\n }\r\n /** @internal */\r\n render(ctx: DrawContext, renderPass: ShadowMapPass) {\r\n if (!ctx.shadowMapInfo) {\r\n ctx.shadowMapInfo = new Map();\r\n }\r\n const shadowMapParams = ShadowMapper.fetchShadowMapParams();\r\n shadowMapParams.impl = this._impl;\r\n shadowMapParams.lightType = this.light.lightType;\r\n shadowMapParams.numShadowCascades =\r\n shadowMapParams.lightType === LIGHT_TYPE_DIRECTIONAL ? (this._config.numCascades ?? 1) : 1;\r\n ctx.shadowMapInfo.set(this.light, shadowMapParams);\r\n const scene = ctx.scene;\r\n const camera = ctx.camera;\r\n renderPass.light = this._light;\r\n this.updateResources(shadowMapParams);\r\n shadowMapParams.shaderHash = this.getShaderHash(shadowMapParams);\r\n const device = getDevice();\r\n const fb = shadowMapParams.shadowMapFramebuffer!;\r\n shadowMapParams.depthClampEnabled = false;\r\n renderPass.clearColor = this._impl!.getShadowMapClearColor(shadowMapParams);\r\n const depthScale = this._impl!.getDepthScale();\r\n const directionalShadowRegion = this._shadowRegion.region;\r\n const shadowRegion =\r\n this._light.isDirectionLight() && directionalShadowRegion?.isValid()\r\n ? directionalShadowRegion\r\n : scene.boundingBox;\r\n if (this._light.isPointLight()) {\r\n const shadowMapRenderCamera = ShadowMapper.fetchCameraForScene(scene);\r\n this.createLightCameraPoint(shadowMapRenderCamera);\r\n this.calcDepthBiasParams(\r\n shadowMapRenderCamera,\r\n this._config.shadowMapSize,\r\n this._config.depthBias,\r\n this._config.normalBias,\r\n depthScale,\r\n shadowMapParams.depthBiasValues[0]\r\n );\r\n shadowMapParams.cameraParams.setXYZW(\r\n shadowMapRenderCamera.getNearPlane(),\r\n shadowMapRenderCamera.getFarPlane(),\r\n this._config.shadowMapSize,\r\n this._shadowDistance\r\n );\r\n device.setFramebuffer(fb);\r\n shadowMapParams.shadowMatrices.set(Matrix4x4.transpose(shadowMapRenderCamera.viewMatrix));\r\n for (const face of [CubeFace.PX, CubeFace.NX, CubeFace.PY, CubeFace.NY, CubeFace.PZ, CubeFace.NZ]) {\r\n shadowMapRenderCamera.lookAtCubeFace(face);\r\n fb.setColorAttachmentCubeFace(0, face);\r\n fb.setDepthAttachmentCubeFace(face);\r\n renderPass.render(ctx, shadowMapRenderCamera);\r\n }\r\n shadowMapParams.shadowMatrices.set(Matrix4x4.identity());\r\n ShadowMapper.releaseCamera(shadowMapRenderCamera);\r\n } else {\r\n if (this._config.numCascades > 1) {\r\n const distances = this.calcSplitDistances(\r\n camera.getNearPlane(),\r\n Math.min(this._shadowDistance, camera.getFarPlane()),\r\n this._config.numCascades\r\n );\r\n const cascadeCamera = ShadowMapper.fetchCameraForScene(scene);\r\n const shadowMapRenderCamera = ShadowMapper.fetchCameraForScene(scene);\r\n const shadowMapCullCamera = ShadowMapper.fetchCameraForScene(scene);\r\n shadowMapCullCamera.clipMask = AABB.ClipLeft | AABB.ClipRight | AABB.ClipBottom | AABB.ClipTop;\r\n cascadeCamera.parent = camera;\r\n shadowMapParams.depthClampEnabled = getDevice().getDeviceCaps().shaderCaps.supportFragmentDepth;\r\n for (let split = 0; split < this._config.numCascades; split++) {\r\n cascadeCamera.setPerspective(\r\n camera.getFOV(),\r\n camera.getAspect(),\r\n distances[split],\r\n distances[split + 1]\r\n );\r\n const snapMatrix = ShadowMapper._snapMatrix;\r\n const border = shadowMapParams.impl!.getShadowMapBorder(shadowMapParams); //20 / this._config.shadowMapSize;\r\n this.createLightCameraDirectional(\r\n shadowRegion,\r\n cascadeCamera,\r\n shadowMapRenderCamera,\r\n snapMatrix,\r\n border\r\n );\r\n this.createLightCameraDirectional(shadowRegion, cascadeCamera, shadowMapCullCamera, null, border);\r\n this.calcDepthBiasParams(\r\n shadowMapRenderCamera,\r\n this._config.shadowMapSize,\r\n this._config.depthBias,\r\n this._config.normalBias,\r\n depthScale,\r\n shadowMapParams.depthBiasValues[split]\r\n );\r\n shadowMapParams.depthBiasScales[split] =\r\n shadowMapParams.depthBiasValues[0].x !== 0\r\n ? shadowMapParams.depthBiasValues[split].x / shadowMapParams.depthBiasValues[0].x\r\n : 1;\r\n shadowMapParams.cameraParams.setXYZW(\r\n shadowMapRenderCamera.getNearPlane(),\r\n shadowMapRenderCamera.getFarPlane(),\r\n this._config.shadowMapSize,\r\n this._shadowDistance\r\n );\r\n let scissor: Nullable<number[]> = null;\r\n if (\r\n fb.getColorAttachments()[0]?.isTexture2DArray() ||\r\n fb.getDepthAttachment()?.isTexture2DArray()\r\n ) {\r\n shadowMapRenderCamera.setProjectionMatrix(\r\n Matrix4x4.multiply(snapMatrix, shadowMapRenderCamera.getProjectionMatrix())\r\n );\r\n fb.setColorAttachmentLayer(0, split);\r\n fb.setDepthAttachmentLayer(split);\r\n } else {\r\n const numRows = this._config.numCascades > 2 ? 2 : 1;\r\n const numCols = this._config.numCascades > 1 ? 2 : 1;\r\n const adjMatrix = new Matrix4x4();\r\n const col = split % 2;\r\n const row = split >> 1;\r\n adjMatrix.setRowXYZW(0, 1.5 - 0.5 * numCols, 0, 0, 0);\r\n adjMatrix.setRowXYZW(1, 0, 1.5 - 0.5 * numRows, 0, 0);\r\n adjMatrix.setRowXYZW(2, 0, 0, 1, 0);\r\n adjMatrix.setRowXYZW(3, col - 0.5 * numCols + 0.5, row - 0.5 * numRows + 0.5, 0, 1);\r\n shadowMapRenderCamera.setProjectionMatrix(\r\n Matrix4x4.multiply(\r\n adjMatrix,\r\n Matrix4x4.multiply(snapMatrix, shadowMapRenderCamera.getProjectionMatrix())\r\n )\r\n );\r\n if (device.type === 'webgpu') {\r\n scissor = [\r\n col * this._config.shadowMapSize,\r\n (numRows - 1 - row) * this._config.shadowMapSize,\r\n this._config.shadowMapSize,\r\n this._config.shadowMapSize\r\n ];\r\n } else {\r\n scissor = [\r\n col * this._config.shadowMapSize,\r\n row * this._config.shadowMapSize,\r\n this._config.shadowMapSize,\r\n this._config.shadowMapSize\r\n ];\r\n }\r\n }\r\n device.setFramebuffer(fb);\r\n device.setScissor(scissor);\r\n renderPass.render(ctx, shadowMapRenderCamera, shadowMapCullCamera);\r\n shadowMapParams.shadowMatrices.set(\r\n Matrix4x4.transpose(shadowMapRenderCamera.viewProjectionMatrix),\r\n split * 16\r\n );\r\n shadowMapParams.cascadeDistances[split] = distances[split + 1];\r\n }\r\n ShadowMapper.releaseCamera(cascadeCamera);\r\n ShadowMapper.releaseCamera(shadowMapRenderCamera);\r\n ShadowMapper.releaseCamera(shadowMapCullCamera);\r\n } else {\r\n const shadowMapRenderCamera = ShadowMapper.fetchCameraForScene(scene)!;\r\n const snapMatrix = ShadowMapper._snapMatrix;\r\n snapMatrix.identity();\r\n shadowMapRenderCamera.clipMask = AABB.ClipLeft | AABB.ClipRight | AABB.ClipBottom | AABB.ClipTop;\r\n if (this._light.isDirectionLight()) {\r\n this.createLightCameraDirectional(\r\n shadowRegion,\r\n camera,\r\n shadowMapRenderCamera,\r\n snapMatrix,\r\n shadowMapParams.impl!.getShadowMapBorder(shadowMapParams)\r\n );\r\n } else if (this._light.isRectLight()) {\r\n this.createLightCameraRect(shadowMapRenderCamera);\r\n } else {\r\n this.createLightCameraSpot(shadowMapRenderCamera);\r\n }\r\n this.calcDepthBiasParams(\r\n shadowMapRenderCamera,\r\n this._config.shadowMapSize,\r\n this._config.depthBias,\r\n this._config.normalBias,\r\n depthScale,\r\n shadowMapParams.depthBiasValues[0]\r\n );\r\n shadowMapParams.cameraParams.setXYZW(\r\n shadowMapRenderCamera.getNearPlane(),\r\n shadowMapRenderCamera.getFarPlane(),\r\n this._config.shadowMapSize,\r\n this._shadowDistance\r\n );\r\n device.setFramebuffer(fb);\r\n shadowMapRenderCamera.setProjectionMatrix(\r\n Matrix4x4.multiply(snapMatrix, shadowMapRenderCamera.getProjectionMatrix())\r\n );\r\n renderPass.render(ctx, shadowMapRenderCamera);\r\n shadowMapParams.shadowMatrices.set(Matrix4x4.transpose(shadowMapRenderCamera.viewProjectionMatrix));\r\n ShadowMapper.releaseCamera(shadowMapRenderCamera);\r\n }\r\n }\r\n this.postRenderShadowMap(shadowMapParams);\r\n }\r\n /** @internal */\r\n private applyMode(mode: ShadowMode) {\r\n if (\r\n mode !== 'hard' &&\r\n mode !== 'vsm' &&\r\n mode !== 'esm' &&\r\n mode !== 'pcf' &&\r\n mode !== 'pcf-pd' &&\r\n mode !== 'pcf-opt' &&\r\n mode !== 'pcss'\r\n ) {\r\n console.error(`ShadowMapper.setShadowMode() failed: invalid mode: ${mode}`);\r\n return;\r\n }\r\n this._impl = null;\r\n if (mode === 'hard') {\r\n this._impl = new SSM();\r\n } else if (mode === 'vsm') {\r\n this._impl = new VSM(this._vsmBlurKernelSize, this._vsmBlurRadius, this._vsmDarkness);\r\n } else if (mode === 'esm') {\r\n this._impl = new ESM(this._esmBlurKernelSize, this._esmBlurRadius, this._esmDepthScale);\r\n const esm = this._impl as ESM;\r\n esm.blur = this._esmBlur;\r\n esm.logSpace = this._esmLogSpace;\r\n } else if (mode === 'pcf' || mode === 'pcf-opt' || mode === 'pcf-pd') {\r\n this._impl = new PCFOPT(this._pcfKernelSize);\r\n } else if (mode === 'pcss') {\r\n this._impl = new PCSS(\r\n this._pcssLightRadius,\r\n this._pcssBlockerSampleCount,\r\n this._pcssFilterSampleCount,\r\n this._pcssMaxFilterRadius,\r\n this._pcssTemporalJitter\r\n );\r\n }\r\n }\r\n /** @internal */\r\n private asVSM() {\r\n return this._impl?.getType() === 'vsm' ? (this._impl as VSM) : null;\r\n }\r\n /** @internal */\r\n private asESM() {\r\n return this._impl?.getType() === 'esm' ? (this._impl as ESM) : null;\r\n }\r\n /** @internal */\r\n private asPCFPD() {\r\n return this._impl?.getType() === 'pcf-pd' ? (this._impl as PCFPD) : null;\r\n }\r\n /** @internal */\r\n private asPCFOPT() {\r\n return this._impl?.getType() === 'pcf-opt' ? (this._impl as PCFOPT) : null;\r\n }\r\n /** @internal */\r\n private asPCSS() {\r\n return this._impl?.getType() === 'pcss' ? (this._impl as PCSS) : null;\r\n 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