@zephyr3d/scene 0.9.17 → 0.9.18

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- {"version":3,"file":"shadowmapper.js","sources":["../../src/shadow/shadowmapper.ts"],"sourcesContent":["import type { RequireOptionals, Nullable } from '@zephyr3d/base';\nimport {\n retainObject,\n Matrix4x4,\n Vector3,\n Vector4,\n AABB,\n CubeFace,\n Frustum,\n Disposable\n} from '@zephyr3d/base';\nimport type {\n PBShaderExp,\n FrameBuffer,\n Texture2D,\n Texture2DArray,\n TextureCube,\n TextureFormat,\n PBInsideFunctionScope,\n TextureSampler,\n TextureCreationOptions,\n TextureType,\n BaseTexture\n} from '@zephyr3d/device';\nimport { Camera } from '../camera/camera';\nimport { SSM } from './ssm';\nimport { ESM } from './esm';\nimport { VSM } from './vsm';\nimport type { PCFPD } from './pcf_pd';\nimport { PCFOPT } from './pcf_opt';\nimport { PCSS } from './pcss';\nimport type { PointLight, PunctualLight, RectLight, SpotLight } from '../scene/light';\nimport type { ShadowMapPass } from '../render/shadowmap_pass';\nimport type { Scene } from '../scene/scene';\nimport type { ShadowImpl } from './shadow_impl';\nimport type { DrawContext } from '../render';\nimport { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_NONE, LIGHT_TYPE_POINT } from '../values';\nimport { ShaderHelper } from '../material/shader/helper';\nimport { getDevice } from '../app/api';\nimport { ShadowRegion } from './shadow_region';\n\nconst tmpMatrix = new Matrix4x4();\nconst tmpFrustum = new Frustum(Matrix4x4.identity());\n\n/**\n * Shadow mapping mode\n * @public\n */\nexport type ShadowMode =\n | 'hard'\n | 'vsm'\n | 'esm'\n | 'pcf'\n | 'pcss'\n /** @deprecated Use `pcf` instead. */\n | 'pcf-pd'\n /** @deprecated Use `pcf` instead. */\n | 'pcf-opt';\n/**\n * Preset shadow quality profiles.\n *\n * @public\n */\nexport type ShadowQualityPreset = 'character-small' | 'outdoor-large';\n\n/** @internal */\nexport type ShadowMapParams = {\n lightType: number;\n shaderHash: string;\n numShadowCascades: number;\n depthClampEnabled: boolean;\n cascadeDistances: Vector4;\n depthBiasValues: Vector4[];\n depthBiasScales: Vector4;\n cameraParams: Vector4;\n shadowMatrices: Float32Array;\n shadowMapFramebuffer: Nullable<FrameBuffer>;\n shadowMap: Nullable<BaseTexture>;\n shadowMapSampler: Nullable<TextureSampler>;\n impl: Nullable<ShadowImpl>;\n implData: unknown;\n};\n\n/** @internal */\nexport type ShadowMapType = Texture2D | TextureCube | Texture2DArray;\n\n/** @internal */\nexport interface ShadowConfig {\n shadowMapSize: number;\n numCascades?: number;\n splitLambda?: number;\n depthBias?: number;\n normalBias?: number;\n nearClip?: number;\n}\n\n// const zeroPosition = Vector3.zero();\n/**\n * The shadow map generator\n * @public\n */\nexport class ShadowMapper extends Disposable {\n /** @internal */\n private static readonly _snapMatrix = new Matrix4x4();\n /** @internal */\n private static readonly _target = new Vector3();\n /** @internal */\n private static readonly _up = new Vector3();\n /** @internal */\n private static readonly _frustumMin = new Vector3();\n /** @internal */\n private static readonly _frustumMax = new Vector3();\n /** @internal */\n private static readonly _frustumCenter = new Vector3();\n /** @internal */\n private static readonly _lightCameras: WeakMap<Scene, Camera[]> = new WeakMap();\n /** @internal */\n private static readonly _shadowMapParams: ShadowMapParams[] = [];\n /** @internal */\n protected _light: PunctualLight;\n /** @internal */\n protected _config: RequireOptionals<ShadowConfig>;\n /** @internal */\n protected _resourceDirty: boolean;\n /** @internal */\n protected _shadowMode: ShadowMode;\n /** @internal */\n protected _shadowDistance: number;\n /** @internal */\n protected _impl: Nullable<ShadowImpl>;\n /** @internal */\n protected _pdSampleCount: number;\n /** @internal */\n protected _pdSampleRadius: number;\n /** @internal */\n protected _pcfKernelSize: number;\n /** @internal */\n protected _pcssLightRadius: number;\n /** @internal */\n protected _pcssBlockerSampleCount: number;\n /** @internal */\n protected _pcssFilterSampleCount: number;\n /** @internal */\n protected _pcssMaxFilterRadius: number;\n /** @internal */\n protected _pcssTemporalJitter: boolean;\n /** @internal */\n protected _vsmBlurKernelSize: number;\n /** @internal */\n protected _vsmBlurRadius: number;\n /** @internal */\n protected _vsmDarkness: number;\n /** @internal */\n protected _esmBlur: boolean;\n /** @internal */\n protected _esmLogSpace: boolean;\n /** @internal */\n protected _esmBlurKernelSize: number;\n /** @internal */\n protected _esmBlurRadius: number;\n /** @internal */\n protected _esmDepthScale: number;\n /** @internal */\n protected _shadowStrength: number;\n /** @internal */\n protected _shadowRegion: ShadowRegion;\n /**\n * Creates an instance of ShadowMapper\n * @param light - The light that is used to generate shadow map\n */\n constructor(light: PunctualLight) {\n super();\n this._light = light;\n this._config = {\n shadowMapSize: 1024,\n numCascades: 1,\n splitLambda: 0.5,\n depthBias: 0.003,\n normalBias: 0.2,\n nearClip: 1\n };\n this._resourceDirty = true;\n this._shadowMode = 'pcf';\n this._shadowDistance = 2000;\n this._impl = null;\n this._pdSampleCount = 24;\n this._pdSampleRadius = 3;\n this._pcfKernelSize = 7;\n this._pcssLightRadius = 8;\n this._pcssBlockerSampleCount = 24;\n this._pcssFilterSampleCount = 32;\n this._pcssMaxFilterRadius = 32;\n this._pcssTemporalJitter = true;\n this._vsmBlurKernelSize = 5;\n this._vsmBlurRadius = 4;\n this._vsmDarkness = 0.3;\n this._esmBlur = true;\n this._esmLogSpace = true;\n this._esmBlurKernelSize = 5;\n this._esmBlurRadius = 4;\n this._esmDepthScale = 200;\n this._shadowStrength = 1;\n this._shadowRegion = new ShadowRegion();\n this.applyMode(this._shadowMode);\n }\n /** The light that is used to generate shadow map */\n get light() {\n return this._light;\n }\n /** Size of the shadow map */\n get shadowMapSize() {\n return this._config.shadowMapSize;\n }\n set shadowMapSize(num) {\n if (!Number.isInteger(num) || num < 1) {\n console.error(`invalid shadow map size: ${num}`);\n return;\n }\n if (this._config.shadowMapSize !== num) {\n this._config.shadowMapSize = num;\n this._resourceDirty = true;\n }\n }\n /** Shadow region for directional light */\n get shadowRegion() {\n return this._shadowRegion;\n }\n /** @internal */\n updateDirectionalShadowRegion(force = false) {\n if (!this._light.isDirectionLight()) {\n return;\n }\n if (!force) {\n return;\n }\n const scene = this._light.scene;\n if (!scene) {\n return;\n }\n this._shadowRegion.clear();\n scene.rootNode.iterate((child) => {\n if ((child.isMesh() || child.isClipmapTerrain()) && child.castShadow) {\n this._shadowRegion.addDynamicCaster(child);\n }\n });\n }\n /** @internal */\n computeDirectionalShadowRegion(scene: Scene) {\n const aabb = new AABB();\n aabb.beginExtend();\n scene.rootNode.iterate((child) => {\n if ((child.isMesh() || child.isClipmapTerrain()) && child.castShadow) {\n const bbox = child.getWorldBoundingVolume()?.toAABB();\n if (bbox) {\n aabb.extend(bbox.minPoint);\n aabb.extend(bbox.maxPoint);\n }\n }\n });\n return aabb.isValid() ? aabb : null;\n }\n /** Maximum distance from the camera, shadow will not be rendered beyond this range */\n get shadowDistance() {\n return this._shadowDistance;\n }\n set shadowDistance(val) {\n this._shadowDistance = Math.max(0, val);\n }\n /** Count of the cascades, The maximum value is 4 */\n get numShadowCascades() {\n return this._config.numCascades;\n }\n set numShadowCascades(num) {\n if (num !== 1 && num !== 2 && num !== 3 && num !== 4) {\n console.error(`invalid shadow cascade number: ${num}`);\n return;\n }\n if (!this._light.isDirectionLight() && num > 1) {\n console.error(`only directional light can have more than one shadow cascades`);\n return;\n }\n if (num !== this._config.numCascades) {\n this._config.numCascades = num;\n this._resourceDirty = true;\n }\n }\n /** The split lambda for cascaded shadow mapping */\n get splitLambda() {\n return this._config.splitLambda;\n }\n set splitLambda(val) {\n if (this._config.splitLambda !== val) {\n this._config.splitLambda = val;\n }\n }\n /** Depth bias for the shadow map */\n get depthBias() {\n return this._config.depthBias;\n }\n set depthBias(val) {\n this._config.depthBias = val;\n }\n /** Normal bias for the shadow map */\n get normalBias() {\n return this._config.normalBias;\n }\n set normalBias(val) {\n this._config.normalBias = val;\n }\n /** Near clip plane */\n get nearClip() {\n return this._config.nearClip;\n }\n set nearClip(val) {\n if (this._config.nearClip !== val) {\n this._config.nearClip = val;\n }\n }\n /** Shadow strength, 0 means no shadowing and 1 means full shadowing */\n get shadowStrength() {\n return this._shadowStrength;\n }\n set shadowStrength(val) {\n this._shadowStrength = Math.min(1, Math.max(0, Number(val) || 0));\n }\n /** Shadow map mode */\n get mode() {\n return this._shadowMode;\n }\n set mode(mode) {\n if (mode !== this._shadowMode) {\n this._shadowMode = mode;\n this.applyMode(this._shadowMode);\n }\n }\n /**\n * Applies a practical shadow preset for common scenarios.\n *\n * `character-small`: higher contact quality and tighter distance for character-centric scenes.\n * `outdoor-large`: longer distance coverage for open scenes.\n */\n applyQualityPreset(preset: ShadowQualityPreset) {\n if (preset === 'character-small') {\n this.mode = 'pcf';\n this.shadowMapSize = 2048;\n this.shadowDistance = 120;\n this.splitLambda = 0.75;\n this.depthBias = 0.005;\n this.normalBias = 0.3;\n this.nearClip = 0.2;\n this.pcfKernelSize = 5;\n this.numShadowCascades = this._light.isDirectionLight() ? 3 : 1;\n return;\n }\n this.mode = 'pcf';\n this.shadowMapSize = 2048;\n this.shadowDistance = 800;\n this.splitLambda = 0.6;\n this.depthBias = 0.0035;\n this.normalBias = 0.22;\n this.nearClip = 1;\n this.pcfKernelSize = 3;\n this.numShadowCascades = this._light.isDirectionLight() ? 4 : 1;\n }\n /** @internal */\n getShaderHash(shadowMapParams: ShadowMapParams) {\n return `${shadowMapParams.impl!.constructor.name}_${shadowMapParams.impl!.getShaderHash()}_${\n shadowMapParams.lightType\n }_${shadowMapParams.shadowMap!.target}_${Number(shadowMapParams.numShadowCascades > 1)}_${Number(\n getDevice().getDeviceCaps().textureCaps.getTextureFormatInfo(shadowMapParams.shadowMap!.format)\n .filterable\n )}`;\n }\n /** Sample count for poisson disc PCF */\n get pdSampleCount() {\n return this._pdSampleCount;\n }\n set pdSampleCount(val) {\n val = Math.min(Math.max(1, Number(val) >> 0), 64);\n if (val !== this._pdSampleCount) {\n this._pdSampleCount = val;\n const pcfpd = this.asPCFPD();\n if (pcfpd) {\n pcfpd.tapCount = this._pdSampleCount;\n }\n }\n }\n /** Radius for poisson disc PCF */\n get pdSampleRadius() {\n return this._pdSampleRadius;\n }\n set pdSampleRadius(val) {\n val = Math.max(0, Number(val) >> 0);\n if (val !== this._pdSampleRadius) {\n this._pdSampleRadius = val;\n this.asPCFPD()?.setDepthScale(this._pdSampleRadius);\n }\n }\n /** Kernel size for optimized PCF */\n get pcfKernelSize() {\n return this._pcfKernelSize;\n }\n set pcfKernelSize(val) {\n val = val !== 3 && val !== 5 && val !== 7 ? 5 : val;\n if (val !== this._pcfKernelSize) {\n this._pcfKernelSize = val;\n const pcfopt = this.asPCFOPT();\n if (pcfopt) {\n pcfopt.kernelSize = this._pcfKernelSize;\n }\n }\n }\n /** Light radius for PCSS shadow, measured in shadow-map texels */\n get pcssLightRadius() {\n return this._pcssLightRadius;\n }\n set pcssLightRadius(val) {\n val = Math.max(0, Number(val) || 0);\n if (val !== this._pcssLightRadius) {\n this._pcssLightRadius = val;\n const pcss = this.asPCSS();\n if (pcss) {\n pcss.lightRadius = this._pcssLightRadius;\n }\n }\n }\n /** Blocker search sample count for PCSS shadow */\n get pcssBlockerSampleCount() {\n return this._pcssBlockerSampleCount;\n }\n set pcssBlockerSampleCount(val) {\n val = Math.min(Math.max(1, Number(val) >> 0), 64);\n if (val !== this._pcssBlockerSampleCount) {\n this._pcssBlockerSampleCount = val;\n const pcss = this.asPCSS();\n if (pcss) {\n pcss.blockerSampleCount = this._pcssBlockerSampleCount;\n }\n }\n }\n /** Filter sample count for PCSS shadow */\n get pcssFilterSampleCount() {\n return this._pcssFilterSampleCount;\n }\n set pcssFilterSampleCount(val) {\n val = Math.min(Math.max(1, Number(val) >> 0), 64);\n if (val !== this._pcssFilterSampleCount) {\n this._pcssFilterSampleCount = val;\n const pcss = this.asPCSS();\n if (pcss) {\n pcss.filterSampleCount = this._pcssFilterSampleCount;\n }\n }\n }\n /** Maximum PCSS filter radius, measured in shadow-map texels */\n get pcssMaxFilterRadius() {\n return this._pcssMaxFilterRadius;\n }\n set pcssMaxFilterRadius(val) {\n val = Math.max(1, Number(val) || 1);\n if (val !== this._pcssMaxFilterRadius) {\n this._pcssMaxFilterRadius = val;\n const pcss = this.asPCSS();\n if (pcss) {\n pcss.maxFilterRadius = this._pcssMaxFilterRadius;\n }\n }\n }\n /** If true, rotates PCSS sampling pattern over frames for TAA accumulation */\n get pcssTemporalJitter() {\n return this._pcssTemporalJitter;\n }\n set pcssTemporalJitter(val) {\n val = !!val;\n if (val !== this._pcssTemporalJitter) {\n this._pcssTemporalJitter = val;\n const pcss = this.asPCSS();\n if (pcss) {\n pcss.temporalJitter = this._pcssTemporalJitter;\n }\n }\n }\n /** Kernel size of VSM */\n get vsmBlurKernelSize() {\n return this._vsmBlurKernelSize;\n }\n set vsmBlurKernelSize(val) {\n val = Math.max(3, Number(val) >> 0) | 1;\n if (val !== this._vsmBlurKernelSize) {\n this._vsmBlurKernelSize = val;\n const vsm = this.asVSM();\n if (vsm) {\n vsm.kernelSize = this._vsmBlurKernelSize;\n }\n }\n }\n /** Blur radius for VSM */\n get vsmBlurRadius() {\n return this._vsmBlurRadius;\n }\n set vsmBlurRadius(val) {\n val = Math.max(0, Number(val) || 0);\n if (val !== this._vsmBlurRadius) {\n this._vsmBlurRadius = val;\n const vsm = this.asVSM();\n if (vsm) {\n vsm.blurSize = this._vsmBlurRadius;\n }\n }\n }\n /** Darkness for VSM */\n get vsmDarkness() {\n return this._vsmDarkness;\n }\n set vsmDarkness(val) {\n val = Math.min(0.999, Math.max(0, Number(val) || 0));\n if (val !== this._vsmDarkness) {\n this._vsmDarkness = val;\n this.asVSM()?.setDepthScale(this._vsmDarkness);\n }\n }\n /** Whether to enable ESM blur */\n get esmBlur() {\n return this._esmBlur;\n }\n set esmBlur(val) {\n if (!!val !== this.esmBlur) {\n this._esmBlur = !!val;\n const esm = this.asESM();\n if (esm) {\n esm.blur = this._esmBlur;\n }\n }\n }\n /** Whether to enable log space ESM blur */\n get esmLogSpace() {\n return this._esmLogSpace;\n }\n set esmLogSpace(val) {\n if (!!val !== this.esmLogSpace) {\n this._esmLogSpace = !!val;\n const esm = this.asESM();\n if (esm) {\n esm.logSpace = this._esmLogSpace;\n }\n }\n }\n /** Kernel size for ESM */\n get esmBlurKernelSize() {\n return this._esmBlurKernelSize;\n }\n set esmBlurKernelSize(val) {\n val = Math.max(3, Number(val) >> 0) | 1;\n if (val !== this._esmBlurKernelSize) {\n this._esmBlurKernelSize = val;\n const esm = this.asESM();\n if (esm) {\n esm.kernelSize = this._esmBlurKernelSize;\n }\n }\n }\n /** Blur radius for ESM */\n get esmBlurRadius() {\n return this._esmBlurRadius;\n }\n set esmBlurRadius(val) {\n val = Math.max(0, Number(val) || 0);\n if (val !== this._esmBlurRadius) {\n this._esmBlurRadius = val;\n const esm = this.asESM();\n if (esm) {\n esm.blurSize = this._esmBlurRadius;\n }\n }\n }\n /** Depth scale for ESM */\n get esmDepthScale() {\n return this._esmDepthScale;\n }\n set esmDepthScale(val) {\n val = Math.max(0, Number(val) || 0);\n if (val !== this._esmDepthScale) {\n this._esmDepthScale = val;\n this.asESM()?.setDepthScale(this._esmDepthScale);\n }\n }\n /** @internal */\n computeShadow(\n shadowMapParams: ShadowMapParams,\n scope: PBInsideFunctionScope,\n shadowVertex: PBShaderExp,\n NdotL: PBShaderExp\n ) {\n return this._impl!.computeShadow(shadowMapParams, scope, shadowVertex, NdotL);\n }\n /** @internal */\n computeShadowCSM(\n shadowMapParams: ShadowMapParams,\n scope: PBInsideFunctionScope,\n shadowVertex: PBShaderExp,\n NdotL: PBShaderExp,\n split: PBShaderExp\n ) {\n return this._impl!.computeShadowCSM(shadowMapParams, scope, shadowVertex, NdotL, split);\n }\n /** @internal */\n static releaseTemporalResources(ctx: DrawContext) {\n if (ctx.shadowMapInfo) {\n for (const k of ctx.shadowMapInfo.keys()) {\n const shadowMapParams = ctx.shadowMapInfo.get(k)!;\n //ctx.device.pool.releaseFrameBuffer(shadowMapParams.shadowMapFramebuffer);\n shadowMapParams.lightType = LIGHT_TYPE_NONE;\n shadowMapParams.depthClampEnabled = false;\n shadowMapParams.shaderHash = '';\n shadowMapParams.numShadowCascades = 1;\n shadowMapParams.shadowMapFramebuffer = null;\n shadowMapParams.impl = null;\n shadowMapParams.shadowMap = null;\n shadowMapParams.shadowMapSampler = null;\n shadowMapParams.implData = null;\n this._shadowMapParams.push(shadowMapParams);\n }\n ctx.shadowMapInfo = null;\n }\n }\n /** @internal */\n static computeShadowBias(\n shadowMapParams: ShadowMapParams,\n scope: PBInsideFunctionScope,\n z: PBShaderExp,\n NdotL: PBShaderExp,\n linear: boolean\n ) {\n const pb = scope.$builder;\n const depthBiasParam = ShaderHelper.getDepthBiasValues(scope);\n if (shadowMapParams.lightType === LIGHT_TYPE_DIRECTIONAL) {\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL))), pb.vec2(1, 1));\n } else {\n const nearFar = ShaderHelper.getShadowCameraParams(scope).xy;\n const linearDepth = linear ? z : ShaderHelper.nonLinearDepthToLinearNormalized(scope, z, nearFar);\n const biasScaleFactor = pb.mix(1, depthBiasParam.w, linearDepth);\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL)), biasScaleFactor), pb.vec2(1, 1));\n }\n }\n /** @internal */\n static computeShadowBiasCSM(\n shadowMapParams: ShadowMapParams,\n scope: PBInsideFunctionScope,\n NdotL: PBShaderExp,\n split: PBShaderExp\n ) {\n const pb = scope.$builder;\n const depthBiasParam = ShaderHelper.getDepthBiasValues(scope);\n const splitFlags = pb.vec4(\n pb.float(pb.equal(split, 0)),\n pb.float(pb.equal(split, 1)),\n pb.float(pb.equal(split, 2)),\n pb.float(pb.equal(split, 3))\n );\n const depthBiasScale = pb.dot(ShaderHelper.getDepthBiasScales(scope), splitFlags);\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL)), depthBiasScale), pb.vec2(1, 1));\n }\n /** @internal */\n protected isTextureInvalid(\n texture: Texture2D | TextureCube | Texture2DArray,\n target: TextureType,\n format: TextureFormat,\n width: number,\n height: number\n ) {\n return (\n texture &&\n (texture.target !== target ||\n texture.format !== format ||\n texture.width !== width ||\n texture.height !== height ||\n texture.depth !== this.numShadowCascades)\n );\n }\n /** @internal */\n protected createTexture(\n target: TextureType,\n format: TextureFormat,\n width: number,\n height: number,\n depth: number\n ) {\n const device = getDevice();\n const options: TextureCreationOptions = {\n mipmapping: false\n };\n switch (target) {\n case '2d':\n return device.createTexture2D(format, width, height, options)!;\n case 'cube':\n return device.createCubeTexture(format, width, options)!;\n case '2darray':\n return device.createTexture2DArray(format, width, height, depth, options)!;\n default:\n throw new Error(`Invalid target ${target}`);\n }\n }\n /** @internal */\n static fetchTemporalFramebuffer(\n autoRelease: boolean,\n lightType: number,\n numCascades: number,\n width: number,\n height: number,\n colorFormat: TextureFormat,\n depthFormat: TextureFormat,\n mipmapping?: boolean\n ) {\n const device = getDevice();\n const useTextureArray = numCascades > 1 && device.type !== 'webgl';\n const colorAttachments = colorFormat\n ? useTextureArray\n ? [\n device.pool.fetchTemporalTexture2DArray(\n false,\n colorFormat,\n width,\n height,\n numCascades,\n mipmapping\n )\n ]\n : lightType === LIGHT_TYPE_POINT\n ? [device.pool.fetchTemporalTextureCube(false, colorFormat, width, mipmapping)]\n : [device.pool.fetchTemporalTexture2D(false, colorFormat, width, height, mipmapping)]\n : null;\n const depthAttachment = depthFormat\n ? useTextureArray\n ? device.pool.fetchTemporalTexture2DArray(false, depthFormat, width, height, numCascades, false)\n : device.type !== 'webgl' && lightType === LIGHT_TYPE_POINT\n ? device.pool.fetchTemporalTextureCube(false, depthFormat, width, false)\n : device.pool.fetchTemporalTexture2D(false, depthFormat, width, height, false)\n : null;\n const fb = device.pool.createTemporalFramebuffer(autoRelease, colorAttachments!, depthAttachment);\n if (colorAttachments) {\n device.pool.releaseTexture(colorAttachments[0]);\n }\n if (depthAttachment) {\n device.pool.releaseTexture(depthAttachment);\n }\n return fb;\n }\n /** @internal */\n protected updateResources(shadowMapParams: ShadowMapParams) {\n const device = getDevice();\n const colorFormat = shadowMapParams.impl!.getShadowMapColorFormat(shadowMapParams);\n const depthFormat = shadowMapParams.impl!.getShadowMapDepthFormat(shadowMapParams);\n const numCascades = shadowMapParams.numShadowCascades;\n const useTextureArray = numCascades > 1 && device.type !== 'webgl';\n const shadowMapWidth =\n numCascades > 1 && !useTextureArray ? 2 * this._config.shadowMapSize : this._config.shadowMapSize;\n const shadowMapHeight =\n numCascades > 2 && !useTextureArray ? 2 * this._config.shadowMapSize : this._config.shadowMapSize;\n /*\n const colorAttachments = colorFormat\n ? useTextureArray\n ? [device.pool.fetchTemporalTexture2DArray(false, colorFormat, shadowMapWidth, shadowMapHeight, numCascades, false)]\n : this._light.isPointLight()\n ? [device.pool.fetchTemporalTextureCube(false, colorFormat, shadowMapWidth, false)]\n : [device.pool.fetchTemporalTexture2D(false, colorFormat, shadowMapWidth, shadowMapHeight, false)]\n : null;\n const depthAttachment = depthFormat\n ? useTextureArray\n ? device.pool.fetchTemporalTexture2DArray(false, depthFormat, shadowMapWidth, shadowMapHeight, numCascades, false)\n : device.type !== 'webgl' && this._light.isPointLight()\n ? device.pool.fetchTemporalTextureCube(false, depthFormat, shadowMapWidth, false)\n : device.pool.fetchTemporalTexture2D(false, depthFormat, shadowMapWidth, shadowMapHeight, false)\n : null;\n shadowMapParams.shadowMapFramebuffer = device.pool.createTemporalFramebuffer(false, colorAttachments, depthAttachment);\n if (colorAttachments) {\n device.pool.releaseTexture(colorAttachments[0]);\n }\n if (depthAttachment) {\n device.pool.releaseTexture(depthAttachment);\n }\n */\n shadowMapParams.shadowMapFramebuffer = ShadowMapper.fetchTemporalFramebuffer(\n true,\n this._light.lightType,\n numCascades,\n shadowMapWidth,\n shadowMapHeight,\n colorFormat!,\n depthFormat\n );\n shadowMapParams.impl = this._impl;\n this._impl!.updateResources(shadowMapParams);\n }\n /** @internal */\n protected createLightCameraPoint(lightCamera: Camera) {\n //lightCamera.reparent(this._light);\n lightCamera.parent = lightCamera.scene!.rootNode;\n lightCamera.position.setXYZ(0, 0, 0);\n lightCamera.rotation.identity();\n lightCamera.scale.setXYZ(1, 1, 1);\n lightCamera.setPerspective(\n Math.PI / 2,\n 1,\n this._config.nearClip!,\n Math.min(this._shadowDistance, (this._light as PointLight).positionAndRange.w)\n );\n lightCamera.position.set(this._light.positionAndRange.xyz());\n }\n /** @internal */\n protected createLightCameraSpot(lightCamera: Camera) {\n this._light.worldMatrix.decompose(null, lightCamera.rotation, lightCamera.position);\n lightCamera.parent = this._light.scene?.rootNode ?? null;\n lightCamera.scale.setXYZ(1, 1, 1);\n lightCamera.setPerspective(\n 2 * Math.acos((this._light as SpotLight).cutoff),\n 1,\n this._config.nearClip,\n Math.min(this._shadowDistance, (this._light as SpotLight).positionAndRange.w)\n );\n }\n /** @internal */\n protected createLightCameraRect(lightCamera: Camera) {\n const rect = this._light as RectLight;\n this._light.worldMatrix.decompose(null, lightCamera.rotation, lightCamera.position);\n lightCamera.parent = this._light.scene?.rootNode ?? null;\n lightCamera.scale.setXYZ(1, 1, 1);\n const halfW = rect.width * 0.5;\n const halfH = rect.height * 0.5;\n const far = Math.min(this._shadowDistance, rect.range);\n lightCamera.setOrtho(\n -halfW,\n halfW,\n -halfH,\n halfH,\n this._config.nearClip,\n Math.max(this._config.nearClip + 0.001, far)\n );\n }\n /** @internal */\n protected createLightCameraDirectional(\n sceneAABB: AABB,\n sceneCamera: Camera,\n lightCamera: Camera,\n cropMatrix?: Nullable<Matrix4x4>,\n border?: number\n ) {\n let frustum = sceneCamera.frustumViewSpace;\n if (this._shadowDistance < sceneCamera.getFarPlane()) {\n tmpMatrix.set(sceneCamera.getProjectionMatrix());\n tmpMatrix.setNearFar(tmpMatrix.getNearPlane(), this._shadowDistance);\n //tmpMatrix.multiplyRight(sceneCamera.viewMatrix);\n tmpFrustum.initWithMatrix(tmpMatrix);\n frustum = tmpFrustum;\n }\n const borderSize = Number.isFinite(border ?? 0) ? Math.max(0, border ?? 0) : 0;\n const clampedBorderSize = Math.min(borderSize, (this.shadowMapSize - 1) * 0.5);\n const paddingScale = this.shadowMapSize / (this.shadowMapSize - 2 * clampedBorderSize);\n //const frustum = sceneCamera.frustum;\n const frustumMin = ShadowMapper._frustumMin;\n const frustumMax = ShadowMapper._frustumMax;\n const frustumCenter = ShadowMapper._frustumCenter;\n const target = ShadowMapper._target;\n const up = ShadowMapper._up;\n // const frustum = new Frustum(sceneCamera.viewProjectionMatrix);\n frustumMin.setXYZ(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\n frustumMax.setXYZ(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\n frustum.corners.forEach((p) => {\n frustumMin.inplaceMin(p);\n frustumMax.inplaceMax(p);\n });\n let radius = Vector3.distance(frustumMin, frustumMax) * 0.5 * paddingScale;\n const center = sceneCamera.thisToWorld(\n Vector3.add(frustumMin, frustumMax, frustumCenter).scaleBy(0.5),\n frustumCenter\n );\n // Clamp to the scene bounds first, then apply the filter border.\n const sceneRadius = sceneAABB.diagonalLength * 0.5 * paddingScale;\n if (sceneRadius < radius) {\n radius = sceneRadius;\n Vector3.add(sceneAABB.minPoint, sceneAABB.maxPoint, center).scaleBy(0.5);\n }\n target.setXYZ(\n center.x + this._light.directionAndCutoff.x,\n center.y + this._light.directionAndCutoff.y,\n center.z + this._light.directionAndCutoff.z\n );\n up.setXYZ(0, 1, 0);\n lightCamera.lookAt(center, target, up);\n lightCamera.position.set(center);\n lightCamera.setOrtho(\n -radius,\n radius,\n -radius,\n radius,\n -radius,\n Math.max(Vector3.distance(center, sceneCamera.getWorldPosition()), sceneCamera.getFarPlane())\n );\n center.setXYZ(0, 0, 0);\n lightCamera.viewProjectionMatrix.transformPointP(center, center);\n if (cropMatrix) {\n const tx = center.x * this.shadowMapSize * 0.5;\n const ty = center.y * this.shadowMapSize * 0.5;\n const rx = Math.round(tx);\n const ry = Math.round(ty);\n center.setXYZ(((rx - tx) * 2) / this.shadowMapSize, ((ry - ty) * 2) / this.shadowMapSize, 0);\n cropMatrix.translation(center);\n }\n\n /*\n const minx = frustumMin.x;\n const maxx = frustumMax.x;\n const miny = frustumMin.y;\n const maxy = frustumMax.y;\n const minz = frustumMin.z;\n const maxz = frustumMax.z;\n const texelSizeW = (maxx - minx) / this.shadowMapSize;\n const texelSizeH = (maxy - miny) / this.shadowMapSize;\n const cx = Math.floor((minx + maxx) / 2 / texelSizeW) * texelSizeW;\n const cy = Math.floor((miny + maxy) / 2 / texelSizeH) * texelSizeH;\n const cz = (minz + maxz) / 2;\n const hx = Math.floor(((maxx - minx) * (expand + 0.5)) / texelSizeW) * texelSizeW;\n const hy = Math.floor(((maxy - miny) * (expand + 0.5)) / texelSizeH) * texelSizeH;\n lightCamera.position.setXYZ(cx, cy, cz);\n lightCamera.setOrtho(\n -hx,\n hx,\n -hy,\n hy,\n sceneMax.z - maxz,\n sceneMax.z - minz + 1\n );\n if (cropMatrix) {\n // compute crop matrix\n let clipMaxX = 0,\n clipMaxY = 0;\n let clipMinX = Number.MAX_VALUE,\n clipMinY = Number.MAX_VALUE;\n frustum.corners.forEach((p) => {\n const clipPos = lightCamera.viewProjectionMatrix.transformPoint(p);\n clipPos.x = Math.min(1, Math.max(-1, clipPos.x / clipPos.w));\n clipPos.y = Math.min(1, Math.max(-1, clipPos.y / clipPos.w));\n if (clipPos.x > clipMaxX) {\n clipMaxX = clipPos.x;\n }\n if (clipPos.x < clipMinX) {\n clipMinX = clipPos.x;\n }\n if (clipPos.y > clipMaxY) {\n clipMaxY = clipPos.y;\n }\n if (clipPos.y < clipMinY) {\n clipMinY = clipPos.y;\n }\n });\n const clipW = clipMaxX - clipMinX;\n const clipH = clipMaxY - clipMinY;\n clipMinX -= expand * clipW;\n clipMinY -= expand * clipH;\n clipMaxX += expand * clipW;\n clipMaxY += expand * clipH;\n const scaleX = 2 / (clipMaxX - clipMinX);\n const scaleY = 2 / (clipMaxY - clipMinY);\n const offsetX = -0.5 * (clipMaxX + clipMinX) * scaleX;\n const offsetY = -0.5 * (clipMaxY + clipMinY) * scaleY;\n cropMatrix.identity();\n cropMatrix.m00 = scaleX;\n cropMatrix.m11 = scaleY;\n cropMatrix.m03 = offsetX;\n cropMatrix.m13 = offsetY;\n }\n */\n }\n /** {@inheritDoc Disposable.onDispose} */\n protected onDispose(): void {\n this._shadowRegion.dispose();\n }\n /** @internal */\n private static fetchShadowMapParams() {\n if (this._shadowMapParams.length > 0) {\n return this._shadowMapParams.pop()!;\n } else {\n return {\n lightType: LIGHT_TYPE_NONE,\n depthClampEnabled: false,\n shaderHash: '',\n cameraParams: new Vector4(),\n cascadeDistances: new Vector4(),\n depthBiasScales: new Vector4(),\n depthBiasValues: [new Vector4(), new Vector4(), new Vector4(), new Vector4()],\n numShadowCascades: 1,\n shadowMatrices: new Float32Array(16 * 4),\n shadowMap: null,\n shadowMapSampler: null,\n shadowMapFramebuffer: null,\n impl: null,\n implData: null\n };\n }\n }\n /** @internal */\n private static fetchCameraForScene(scene: Scene) {\n const cameras = this._lightCameras.get(scene);\n if (!cameras || cameras.length === 0) {\n const camera = new Camera(scene);\n retainObject(camera);\n return camera;\n } else {\n const camera = cameras.pop()!;\n camera.parent = scene.rootNode;\n camera.position.setXYZ(0, 0, 0);\n camera.rotation.identity();\n camera.scale.setXYZ(1, 1, 1);\n camera.clipMask = 0;\n return camera;\n }\n }\n /** @internal */\n private static releaseCamera(camera: Camera) {\n let cameras = this._lightCameras.get(camera.scene!);\n if (!cameras) {\n cameras = [];\n this._lightCameras.set(camera.scene!, cameras);\n }\n camera.remove();\n cameras.push(camera);\n }\n /** @internal */\n calcSplitDistances(nearPlane: number, farPlane: number, numCascades: number) {\n const result: number[] = [0, 0, 0, 0, 0];\n for (let i = 0; i <= numCascades; ++i) {\n const fIDM = i / numCascades;\n const fLog = nearPlane * Math.pow(farPlane / nearPlane, fIDM);\n const fUniform = nearPlane + (farPlane - nearPlane) * fIDM;\n result[i] = fLog * this._config.splitLambda + fUniform * (1 - this._config.splitLambda);\n }\n return result;\n }\n /** @internal */\n protected calcDepthBiasParams(\n camera: Camera,\n shadowMapSize: number,\n depthBias: number,\n normalBias: number,\n depthScale: number,\n result: Vector4\n ) {\n const sizeNear = Math.min(\n camera.getProjectionMatrix().getNearPlaneWidth(),\n camera.getProjectionMatrix().getNearPlaneHeight()\n );\n const sizeFar = Math.min(\n camera.getProjectionMatrix().getFarPlaneWidth(),\n camera.getProjectionMatrix().getFarPlaneHeight()\n );\n const scaleFactor = (sizeNear / shadowMapSize) * 2;\n result.setXYZW(depthBias * scaleFactor, normalBias * 0.0001, depthScale, sizeFar / sizeNear);\n }\n /** @internal */\n protected postRenderShadowMap(shadowMapParams: ShadowMapParams) {\n this._impl!.postRenderShadowMap(shadowMapParams);\n }\n /** @internal */\n render(ctx: DrawContext, renderPass: ShadowMapPass) {\n if (!ctx.shadowMapInfo) {\n ctx.shadowMapInfo = new Map();\n }\n const shadowMapParams = ShadowMapper.fetchShadowMapParams();\n shadowMapParams.impl = this._impl;\n shadowMapParams.lightType = this.light.lightType;\n shadowMapParams.numShadowCascades =\n shadowMapParams.lightType === LIGHT_TYPE_DIRECTIONAL ? (this._config.numCascades ?? 1) : 1;\n ctx.shadowMapInfo.set(this.light, shadowMapParams);\n const scene = ctx.scene;\n const camera = ctx.camera;\n renderPass.light = this._light;\n this.updateResources(shadowMapParams);\n shadowMapParams.shaderHash = this.getShaderHash(shadowMapParams);\n const device = getDevice();\n const fb = shadowMapParams.shadowMapFramebuffer!;\n shadowMapParams.depthClampEnabled = false;\n renderPass.clearColor = this._impl!.getShadowMapClearColor(shadowMapParams);\n const depthScale = this._impl!.getDepthScale();\n const directionalShadowRegion = this._shadowRegion.region;\n const shadowRegion =\n this._light.isDirectionLight() && directionalShadowRegion?.isValid()\n ? directionalShadowRegion\n : scene.boundingBox;\n if (this._light.isPointLight()) {\n const shadowMapRenderCamera = ShadowMapper.fetchCameraForScene(scene);\n this.createLightCameraPoint(shadowMapRenderCamera);\n this.calcDepthBiasParams(\n shadowMapRenderCamera,\n this._config.shadowMapSize,\n this._config.depthBias,\n this._config.normalBias,\n depthScale,\n shadowMapParams.depthBiasValues[0]\n );\n shadowMapParams.cameraParams.setXYZW(\n shadowMapRenderCamera.getNearPlane(),\n shadowMapRenderCamera.getFarPlane(),\n this._config.shadowMapSize,\n this._shadowDistance\n );\n device.setFramebuffer(fb);\n shadowMapParams.shadowMatrices.set(Matrix4x4.transpose(shadowMapRenderCamera.viewMatrix));\n for (const face of [CubeFace.PX, CubeFace.NX, CubeFace.PY, CubeFace.NY, CubeFace.PZ, CubeFace.NZ]) {\n shadowMapRenderCamera.lookAtCubeFace(face);\n fb.setColorAttachmentCubeFace(0, face);\n fb.setDepthAttachmentCubeFace(face);\n renderPass.render(ctx, shadowMapRenderCamera);\n }\n shadowMapParams.shadowMatrices.set(Matrix4x4.identity());\n ShadowMapper.releaseCamera(shadowMapRenderCamera);\n } else {\n if (this._config.numCascades > 1) {\n const distances = this.calcSplitDistances(\n camera.getNearPlane(),\n Math.min(this._shadowDistance, camera.getFarPlane()),\n this._config.numCascades\n );\n const cascadeCamera = ShadowMapper.fetchCameraForScene(scene);\n const shadowMapRenderCamera = ShadowMapper.fetchCameraForScene(scene);\n const shadowMapCullCamera = ShadowMapper.fetchCameraForScene(scene);\n shadowMapCullCamera.clipMask = AABB.ClipLeft | AABB.ClipRight | AABB.ClipBottom | AABB.ClipTop;\n cascadeCamera.parent = camera;\n shadowMapParams.depthClampEnabled = getDevice().getDeviceCaps().shaderCaps.supportFragmentDepth;\n for (let split = 0; split < this._config.numCascades; split++) {\n cascadeCamera.setPerspective(\n camera.getFOV(),\n camera.getAspect(),\n distances[split],\n distances[split + 1]\n );\n const snapMatrix = ShadowMapper._snapMatrix;\n const border = shadowMapParams.impl!.getShadowMapBorder(shadowMapParams); //20 / this._config.shadowMapSize;\n this.createLightCameraDirectional(\n shadowRegion,\n cascadeCamera,\n shadowMapRenderCamera,\n snapMatrix,\n border\n );\n this.createLightCameraDirectional(shadowRegion, cascadeCamera, shadowMapCullCamera, null, border);\n this.calcDepthBiasParams(\n shadowMapRenderCamera,\n this._config.shadowMapSize,\n this._config.depthBias,\n this._config.normalBias,\n depthScale,\n shadowMapParams.depthBiasValues[split]\n );\n shadowMapParams.depthBiasScales[split] =\n shadowMapParams.depthBiasValues[0].x !== 0\n ? shadowMapParams.depthBiasValues[split].x / shadowMapParams.depthBiasValues[0].x\n : 1;\n shadowMapParams.cameraParams.setXYZW(\n shadowMapRenderCamera.getNearPlane(),\n shadowMapRenderCamera.getFarPlane(),\n this._config.shadowMapSize,\n this._shadowDistance\n );\n let scissor: Nullable<number[]> = null;\n if (\n fb.getColorAttachments()[0]?.isTexture2DArray() ||\n fb.getDepthAttachment()?.isTexture2DArray()\n ) {\n shadowMapRenderCamera.setProjectionMatrix(\n Matrix4x4.multiply(snapMatrix, shadowMapRenderCamera.getProjectionMatrix())\n );\n fb.setColorAttachmentLayer(0, split);\n fb.setDepthAttachmentLayer(split);\n } else {\n const numRows = this._config.numCascades > 2 ? 2 : 1;\n const numCols = this._config.numCascades > 1 ? 2 : 1;\n const adjMatrix = new Matrix4x4();\n const col = split % 2;\n const row = split >> 1;\n adjMatrix.setRowXYZW(0, 1.5 - 0.5 * numCols, 0, 0, 0);\n adjMatrix.setRowXYZW(1, 0, 1.5 - 0.5 * numRows, 0, 0);\n adjMatrix.setRowXYZW(2, 0, 0, 1, 0);\n adjMatrix.setRowXYZW(3, col - 0.5 * numCols + 0.5, row - 0.5 * numRows + 0.5, 0, 1);\n shadowMapRenderCamera.setProjectionMatrix(\n Matrix4x4.multiply(\n adjMatrix,\n Matrix4x4.multiply(snapMatrix, shadowMapRenderCamera.getProjectionMatrix())\n )\n );\n if (device.type === 'webgpu') {\n scissor = [\n col * this._config.shadowMapSize,\n (numRows - 1 - row) * this._config.shadowMapSize,\n this._config.shadowMapSize,\n this._config.shadowMapSize\n ];\n } else {\n scissor = [\n col * this._config.shadowMapSize,\n row * this._config.shadowMapSize,\n this._config.shadowMapSize,\n this._config.shadowMapSize\n ];\n }\n }\n device.setFramebuffer(fb);\n device.setScissor(scissor);\n renderPass.render(ctx, shadowMapRenderCamera, shadowMapCullCamera);\n shadowMapParams.shadowMatrices.set(\n Matrix4x4.transpose(shadowMapRenderCamera.viewProjectionMatrix),\n split * 16\n );\n shadowMapParams.cascadeDistances[split] = distances[split + 1];\n }\n ShadowMapper.releaseCamera(cascadeCamera);\n ShadowMapper.releaseCamera(shadowMapRenderCamera);\n ShadowMapper.releaseCamera(shadowMapCullCamera);\n } else {\n const shadowMapRenderCamera = ShadowMapper.fetchCameraForScene(scene)!;\n const snapMatrix = ShadowMapper._snapMatrix;\n snapMatrix.identity();\n shadowMapRenderCamera.clipMask = AABB.ClipLeft | AABB.ClipRight | AABB.ClipBottom | AABB.ClipTop;\n if (this._light.isDirectionLight()) {\n this.createLightCameraDirectional(\n shadowRegion,\n camera,\n shadowMapRenderCamera,\n snapMatrix,\n shadowMapParams.impl!.getShadowMapBorder(shadowMapParams)\n );\n } else if (this._light.isRectLight()) {\n this.createLightCameraRect(shadowMapRenderCamera);\n } else {\n this.createLightCameraSpot(shadowMapRenderCamera);\n }\n this.calcDepthBiasParams(\n shadowMapRenderCamera,\n this._config.shadowMapSize,\n this._config.depthBias,\n this._config.normalBias,\n depthScale,\n shadowMapParams.depthBiasValues[0]\n );\n shadowMapParams.cameraParams.setXYZW(\n shadowMapRenderCamera.getNearPlane(),\n shadowMapRenderCamera.getFarPlane(),\n this._config.shadowMapSize,\n this._shadowDistance\n );\n device.setFramebuffer(fb);\n shadowMapRenderCamera.setProjectionMatrix(\n Matrix4x4.multiply(snapMatrix, shadowMapRenderCamera.getProjectionMatrix())\n );\n renderPass.render(ctx, shadowMapRenderCamera);\n shadowMapParams.shadowMatrices.set(Matrix4x4.transpose(shadowMapRenderCamera.viewProjectionMatrix));\n ShadowMapper.releaseCamera(shadowMapRenderCamera);\n }\n }\n this.postRenderShadowMap(shadowMapParams);\n }\n /** @internal */\n private applyMode(mode: ShadowMode) {\n if (\n mode !== 'hard' &&\n mode !== 'vsm' &&\n mode !== 'esm' &&\n mode !== 'pcf' &&\n mode !== 'pcf-pd' &&\n mode !== 'pcf-opt' &&\n mode !== 'pcss'\n ) {\n console.error(`ShadowMapper.setShadowMode() failed: invalid mode: ${mode}`);\n return;\n }\n this._impl = null;\n if (mode === 'hard') {\n this._impl = new SSM();\n } else if (mode === 'vsm') {\n this._impl = new VSM(this._vsmBlurKernelSize, this._vsmBlurRadius, this._vsmDarkness);\n } else if (mode === 'esm') {\n this._impl = new ESM(this._esmBlurKernelSize, this._esmBlurRadius, this._esmDepthScale);\n const esm = this._impl as ESM;\n esm.blur = this._esmBlur;\n esm.logSpace = this._esmLogSpace;\n } else if (mode === 'pcf' || mode === 'pcf-opt' || mode === 'pcf-pd') {\n this._impl = new PCFOPT(this._pcfKernelSize);\n } else if (mode === 'pcss') {\n this._impl = new PCSS(\n this._pcssLightRadius,\n this._pcssBlockerSampleCount,\n this._pcssFilterSampleCount,\n this._pcssMaxFilterRadius,\n this._pcssTemporalJitter\n );\n }\n }\n /** @internal */\n private asVSM() {\n return this._impl?.getType() === 'vsm' ? (this._impl as VSM) : null;\n }\n /** @internal */\n private asESM() {\n return this._impl?.getType() === 'esm' ? (this._impl as ESM) : null;\n }\n /** @internal */\n private asPCFPD() {\n return this._impl?.getType() === 'pcf-pd' ? (this._impl as PCFPD) : null;\n }\n /** @internal */\n private asPCFOPT() {\n return this._impl?.getType() === 'pcf-opt' ? (this._impl as PCFOPT) : null;\n }\n /** @internal */\n private asPCSS() {\n return this._impl?.getType() === 'pcss' ? 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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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@@ -12,7 +12,7 @@ import { getSceneClass } from './scene/scene.js';
12
12
  import { getTerrainClass } from './scene/terrain.js';
13
13
  import { getWaterClass, getFFTWaveGeneratorClass, getFBMWaveGeneratorClass } from './scene/water.js';
14
14
  import { getTextSpriteClass, getMSDFTextSpriteClass, getMSDFTextClass } from './scene/text.js';
15
- import { getInterpolatorClass, getSkeletonClass, getSkeletonRigClass, getSkinBindingClass, getJointDynamicsModifierClass, getAnimationClass, getPropTrackClass, getNodeRotationTrackClass, getNodeScaleTrackClass, getNodeTranslationTrackClass, getNodeEulerRotationTrackClass, getFixedGeometryCacheTrackClass, getPCAGeometryCacheTrackClass, getMorphTrackClass, getMorphTargetGroupTrackClass } from './scene/animation.js';
15
+ import { getInterpolatorClass, getInterpolatorScalarClass, getSkeletonClass, getSkeletonRigClass, getSkinBindingClass, getJointDynamicsModifierClass, getAnimationClass, getPropTrackClass, getNodeRotationTrackClass, getNodeScaleTrackClass, getNodeTranslationTrackClass, getNodeEulerRotationTrackClass, getFixedGeometryCacheTrackClass, getPCAGeometryCacheTrackClass, getMorphTrackClass, getMorphTargetGroupTrackClass } from './scene/animation.js';
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16
  import '../../scene/scene.js';
17
17
  import '../../values.js';
18
18
  import '../../render/render_queue.js';
@@ -173,6 +173,7 @@ const defaultValues = {
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  getScriptAttachmentClass(),
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174
  getAABBClass(),
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175
  getInterpolatorClass(),
176
+ getInterpolatorScalarClass(),
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  getSkeletonClass(),
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  getSkeletonRigClass(),
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179
  getSkinBindingClass(),