@zephyr3d/scene 0.9.17 → 0.9.19

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Files changed (68) hide show
  1. package/dist/animation/joint_dynamics/collision.js +8 -6
  2. package/dist/animation/joint_dynamics/collision.js.map +1 -1
  3. package/dist/animation/morphtargetgrouptrack.js +11 -3
  4. package/dist/animation/morphtargetgrouptrack.js.map +1 -1
  5. package/dist/app/scriptregistry.js +124 -6
  6. package/dist/app/scriptregistry.js.map +1 -1
  7. package/dist/index.d.ts +270 -7
  8. package/dist/index.js +2 -1
  9. package/dist/index.js.map +1 -1
  10. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +11 -5
  11. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  12. package/dist/material/mtoon.js +20 -2
  13. package/dist/material/mtoon.js.map +1 -1
  14. package/dist/material/shader/helper.js +21 -8
  15. package/dist/material/shader/helper.js.map +1 -1
  16. package/dist/material/skin.js +4 -6
  17. package/dist/material/skin.js.map +1 -1
  18. package/dist/material/water.js +1 -1
  19. package/dist/material/water.js.map +1 -1
  20. package/dist/posteffect/bloom.js +177 -29
  21. package/dist/posteffect/bloom.js.map +1 -1
  22. package/dist/posteffect/compositor.js +111 -204
  23. package/dist/posteffect/compositor.js.map +1 -1
  24. package/dist/posteffect/motionblur.js +3 -0
  25. package/dist/posteffect/motionblur.js.map +1 -1
  26. package/dist/posteffect/posteffect.js +79 -0
  27. package/dist/posteffect/posteffect.js.map +1 -1
  28. package/dist/posteffect/skinsss.js +10 -10
  29. package/dist/posteffect/skinsss.js.map +1 -1
  30. package/dist/posteffect/ssr.js +247 -16
  31. package/dist/posteffect/ssr.js.map +1 -1
  32. package/dist/posteffect/taa.js +121 -19
  33. package/dist/posteffect/taa.js.map +1 -1
  34. package/dist/posteffect/tonemap.js +6 -6
  35. package/dist/posteffect/tonemap.js.map +1 -1
  36. package/dist/render/abuffer_oit.js +2 -1
  37. package/dist/render/abuffer_oit.js.map +1 -1
  38. package/dist/render/envlight.js +6 -3
  39. package/dist/render/envlight.js.map +1 -1
  40. package/dist/render/hzb.js +11 -4
  41. package/dist/render/hzb.js.map +1 -1
  42. package/dist/render/lightpass.js +7 -15
  43. package/dist/render/lightpass.js.map +1 -1
  44. package/dist/render/renderer.js +4 -3
  45. package/dist/render/renderer.js.map +1 -1
  46. package/dist/render/rendergraph/blackboard.js +78 -0
  47. package/dist/render/rendergraph/blackboard.js.map +1 -0
  48. package/dist/render/rendergraph/executor.js +41 -11
  49. package/dist/render/rendergraph/executor.js.map +1 -1
  50. package/dist/render/rendergraph/forward_plus_builder.js +495 -201
  51. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  52. package/dist/render/rendergraph/rendergraph.js +29 -0
  53. package/dist/render/rendergraph/rendergraph.js.map +1 -1
  54. package/dist/render/rendergraph/types.js.map +1 -1
  55. package/dist/scene/light.js +146 -146
  56. package/dist/scene/light.js.map +1 -1
  57. package/dist/shaders/ssr.js +52 -21
  58. package/dist/shaders/ssr.js.map +1 -1
  59. package/dist/shadow/shadowmapper.js +95 -95
  60. package/dist/shadow/shadowmapper.js.map +1 -1
  61. package/dist/utility/misc.js +10 -1
  62. package/dist/utility/misc.js.map +1 -1
  63. package/dist/utility/serialization/manager.js +2 -1
  64. package/dist/utility/serialization/manager.js.map +1 -1
  65. package/dist/utility/serialization/scene/animation.js +36 -2
  66. package/dist/utility/serialization/scene/animation.js.map +1 -1
  67. package/dist/utility/serialization/scene/light.js.map +1 -1
  68. package/package.json +2 -2
@@ -1 +1 @@
1
- {"version":3,"file":"light.js","sources":["../../src/scene/light.ts"],"sourcesContent":["import type { Immutable, Matrix4x4, Nullable } from '@zephyr3d/base';\nimport { Vector3, Vector4, DWeakRef } from '@zephyr3d/base';\nimport { GraphNode } from './graph_node';\nimport { BoundingBox } from '../utility/bounding_volume';\nimport { ShadowMapper } from '../shadow/shadowmapper';\nimport { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT, LIGHT_TYPE_RECT } from '../values';\nimport type { Scene } from './scene';\n\n/**\n * Base class for any kind of light node\n * @public\n */\nexport abstract class BaseLight extends GraphNode {\n /** @internal */\n protected _type: number;\n /** @internal */\n protected _intensity: number;\n /** @internal */\n protected _positionRange: Nullable<Vector4>;\n /** @internal */\n protected _directionCutoff: Nullable<Vector4>;\n /** @internal */\n protected _diffuseIntensity: Nullable<Vector4>;\n /** @internal */\n protected _extraParams: Nullable<Vector4>;\n /**\n * Creates a light node\n * @param scene - The scene to which the light node belongs\n * @param type - Type of the light node\n */\n constructor(scene: Scene, type: number) {\n super(scene);\n this._intensity = 1;\n this._type = type;\n this._positionRange = null;\n this._directionCutoff = null;\n this._diffuseIntensity = null;\n this._extraParams = null;\n }\n /** Gets the light type */\n get lightType() {\n return this._type;\n }\n /** Intensity of the light */\n get intensity() {\n return this._intensity;\n }\n set intensity(val) {\n this.setIntensity(val);\n }\n /**\n * Position and range of the light\n *\n * @remarks\n * Gets the position in world space of the light.\n * Light range is encoded into the W component.\n */\n get positionAndRange(): Immutable<Vector4> {\n if (!this._positionRange) {\n this.computeUniforms();\n }\n return this._positionRange!;\n }\n /**\n * Direction and cutoff of the light\n *\n * @remarks\n * Gets the direction in world space of the light\n * Light cutoff (for spot light only) is encoded into the W component.\n */\n get directionAndCutoff() {\n if (!this._directionCutoff) {\n this.computeUniforms();\n }\n return this._directionCutoff!;\n }\n /**\n * Color and intensity of the light\n *\n * @remarks\n * Gets the color of the light.\n * Light intensity is encoded into the W component.\n */\n get diffuseAndIntensity() {\n if (!this._diffuseIntensity) {\n this.computeUniforms();\n }\n return this._diffuseIntensity!;\n }\n /**\n * Extra parameters of the light\n *\n * @remarks\n * Custom data for advanced light types.\n */\n get extraParams() {\n if (!this._extraParams) {\n this.computeUniforms();\n }\n return this._extraParams!;\n }\n /**\n * View matrix of the light\n *\n * @remarks\n * The view matrix of the light is used to transform a point\n * from the world space to the light space.\n */\n get viewMatrix(): Immutable<Matrix4x4> {\n return this.invWorldMatrix;\n }\n /**\n * Sets the intensity of the light\n * @param val - Intensity of the light\n * @returns self\n */\n setIntensity(val: number) {\n if (this._intensity !== val) {\n this._intensity = val;\n this.invalidateUniforms();\n }\n return this;\n }\n /** @internal */\n invalidateUniforms() {\n this._positionRange = null;\n this._directionCutoff = null;\n this._diffuseIntensity = null;\n this._extraParams = null;\n }\n /** {@inheritDoc SceneNode.isLight} */\n isLight(): this is BaseLight {\n return true;\n }\n /** {@inheritDoc SceneNode.isPunctualLight} */\n isPunctualLight(): this is PunctualLight {\n return false;\n }\n /** returns true if this is a directional light */\n isDirectionLight(): this is DirectionalLight {\n return false;\n }\n /** returns true if this is a point light */\n isPointLight(): this is PointLight {\n return false;\n }\n /** returns true if this is a spot light */\n isSpotLight(): this is SpotLight {\n return false;\n }\n /** returns true if this is a rect light */\n isRectLight(): this is RectLight {\n return false;\n }\n /** @internal */\n abstract computeUniforms(): void;\n}\n\n/*\nexport abstract class AmbientLight extends BaseLight {\n constructor(scene: Scene, type: number) {\n super(scene, type);\n }\n isAmbientLight(): this is AmbientLight {\n return true;\n }\n}\n*/\n\n/**\n * Base class for any kind of puncual light\n * @public\n */\nexport class PunctualLight extends BaseLight {\n /** @internal */\n protected _color!: Vector4;\n /** @internal */\n protected _castShadow!: boolean;\n /** @internal */\n protected _shadowMapper!: ShadowMapper;\n /**\n * Creates an instance of punctual light\n * @param scene - The scene to which the punctual light belongs\n * @param type - The light type\n */\n constructor(scene: Scene, type: number) {\n super(scene, type);\n this.ensurePunctualState();\n }\n /** @internal */\n protected ensurePunctualState() {\n if (!this._color) {\n this._color = Vector4.one();\n }\n if (this._castShadow == null) {\n this._castShadow = false;\n }\n if (!this._shadowMapper) {\n this._shadowMapper = new ShadowMapper(this);\n }\n }\n /** Color of the light */\n get color() {\n this.ensurePunctualState();\n return this._color.clone();\n }\n set color(color) {\n this.setColor(color);\n }\n /**\n * Sets color of the light\n * @param color - The color to set\n * @returns self\n */\n setColor(color: Vector4 | Vector3) {\n this.ensurePunctualState();\n this._color.set(color);\n this.invalidateUniforms();\n return this;\n }\n /** Whether this light casts shadows */\n get castShadow() {\n this.ensurePunctualState();\n return this._castShadow;\n }\n set castShadow(b) {\n this.setCastShadow(b);\n }\n /**\n * Sets whether this light casts shadows\n * @param b - true if the light casts shadows\n * @returns self\n */\n setCastShadow(b: boolean): this {\n this.ensurePunctualState();\n if (this._castShadow !== !!b) {\n this._castShadow = !!b;\n if (this._castShadow && this.isDirectionLight() && !this.shadow.shadowRegion) {\n this.shadow.updateDirectionalShadowRegion(true);\n }\n }\n return this;\n }\n /** The shadow mapper for this light */\n get shadow() {\n this.ensurePunctualState();\n return this._shadowMapper;\n }\n /**\n * {@inheritDoc BaseLight.isPunctualLight}\n * @override\n */\n isPunctualLight(): this is PunctualLight {\n return true;\n }\n /** @internal */\n protected _onTransformChanged(invalidateLocal: boolean) {\n super._onTransformChanged(invalidateLocal);\n this.invalidateUniforms();\n // this._transformCallback(true, false);\n }\n /** Disposes the punctual light node */\n protected onDispose() {\n super.onDispose();\n this._shadowMapper?.dispose();\n }\n /** @internal */\n computeUniforms() {}\n}\n\n/**\n * Directional light\n * @public\n */\nexport class DirectionalLight extends PunctualLight {\n private static readonly _currentSunLight: WeakMap<Scene, DWeakRef<DirectionalLight>> = new WeakMap();\n /**\n * Creates an instance of directional light\n * @param scene - The scene to which the light belongs\n */\n constructor(scene: Scene) {\n super(scene, LIGHT_TYPE_DIRECTIONAL);\n this.intensity = 10;\n if (!DirectionalLight.getSunLight(scene)) {\n DirectionalLight.setSunLight(scene, this);\n }\n }\n static getSunLight(scene: Scene) {\n return this._currentSunLight.get(scene)?.get() ?? null;\n }\n static setSunLight(scene: Scene, light: Nullable<DirectionalLight>) {\n if (light && scene !== light.scene) {\n throw new Error('setSunLight(): Light does not belongs to scene');\n }\n const ref = this._currentSunLight.get(scene);\n if (!ref) {\n this._currentSunLight.set(scene, new DWeakRef(light));\n } else {\n ref.set(light);\n }\n }\n /**\n * true if the light was defined as sun light\n *\n * @remarks\n * Only one directional light will be marked as sun light.\n **/\n get sunLight(): boolean {\n return DirectionalLight.getSunLight(this.scene!) === this;\n }\n set sunLight(val) {\n if (val) {\n DirectionalLight.setSunLight(this.scene!, this);\n } else if (DirectionalLight.getSunLight(this.scene!) === this) {\n DirectionalLight.setSunLight(this.scene!, null);\n }\n }\n /**\n * {@inheritDoc BaseLight.isDirectionLight}\n * @override\n */\n isDirectionLight(): this is DirectionalLight {\n return true;\n }\n /** @internal */\n computeBoundingVolume() {\n return null;\n }\n /** @internal */\n computeUniforms() {\n const a = this.worldMatrix.getRow(3);\n const b = this.worldMatrix.getRow(2).scaleBy(-1);\n this._positionRange = new Vector4(a.x, a.y, a.z, -1);\n this._directionCutoff = new Vector4(b.x, b.y, b.z, 0);\n this._diffuseIntensity = new Vector4(this.color.x, this.color.y, this.color.z, this.intensity);\n this._extraParams = new Vector4(0, 0, 0, this.lightType);\n }\n // adapt from DXSDK\n /*\n private _computeNearAndFar(\n frustumMin: Vector3,\n frustumMax: Vector3,\n aabbLightSpace: Vector3[]\n ): [number, number] {\n type Triangle = { pt: [Vector3, Vector3, Vector3]; culled: boolean };\n function dupTriangle(src: Triangle): Triangle {\n return {\n pt: [\n src.pt[0] ? new Vector3(src.pt[0]) : null,\n src.pt[1] ? new Vector3(src.pt[1]) : null,\n src.pt[2] ? new Vector3(src.pt[2]) : null\n ],\n culled: src.culled\n };\n }\n let nearPlane = Number.MAX_VALUE;\n let farPlane = -Number.MAX_VALUE;\n const triangleList: Triangle[] = Array.from({ length: 16 }).map((val) => ({\n pt: [null, null, null],\n culled: false\n }));\n let triangleCount = 1;\n triangleList[0].pt[0] = aabbLightSpace[0];\n triangleList[0].pt[1] = aabbLightSpace[1];\n triangleList[0].pt[2] = aabbLightSpace[2];\n const triIndices = [\n 0, 1, 2, 1, 2, 3, 4, 5, 6, 5, 6, 7, 0, 2, 4, 2, 4, 6, 1, 3, 5, 3, 5, 7, 0, 1, 4, 1, 4, 5, 2, 3, 6, 3, 6,\n 7\n ];\n const pointPassesCollision: number[] = [0, 0, 0];\n const minx = frustumMin.x;\n const maxx = frustumMax.x;\n const miny = frustumMin.y;\n const maxy = frustumMax.y;\n for (let i = 0; i < 12; i++) {\n triangleList[0].pt[0] = aabbLightSpace[triIndices[i * 3 + 0]];\n triangleList[0].pt[1] = aabbLightSpace[triIndices[i * 3 + 1]];\n triangleList[0].pt[2] = aabbLightSpace[triIndices[i * 3 + 2]];\n triangleList[0].culled = false;\n triangleCount = 1;\n for (let j = 0; j < 4; j++) {\n let edge: number, comp: number;\n if (j === 0) {\n edge = minx;\n comp = 0;\n } else if (j === 1) {\n edge = maxx;\n comp = 0;\n } else if (j === 2) {\n edge = miny;\n comp = 1;\n } else {\n edge = maxy;\n comp = 1;\n }\n let k = 0;\n while (k < triangleCount) {\n if (!triangleList[k].culled) {\n let insideVertCount = 0;\n let tempOrder: Vector3 = null;\n if (j === 0) {\n for (let t = 0; t < 3; t++) {\n if (triangleList[k].pt[t].x > minx) {\n pointPassesCollision[t] = 1;\n } else {\n pointPassesCollision[t] = 0;\n }\n insideVertCount += pointPassesCollision[t];\n }\n } else if (j === 1) {\n for (let t = 0; t < 3; t++) {\n if (triangleList[k].pt[t].x < maxx) {\n pointPassesCollision[t] = 1;\n } else {\n pointPassesCollision[t] = 0;\n }\n insideVertCount += pointPassesCollision[t];\n }\n } else if (j === 2) {\n for (let t = 0; t < 3; t++) {\n if (triangleList[k].pt[t].y > miny) {\n pointPassesCollision[t] = 1;\n } else {\n pointPassesCollision[t] = 0;\n }\n insideVertCount += pointPassesCollision[t];\n }\n } else {\n for (let t = 0; t < 3; t++) {\n if (triangleList[k].pt[t].y < maxy) {\n pointPassesCollision[t] = 1;\n } else {\n pointPassesCollision[t] = 0;\n }\n insideVertCount += pointPassesCollision[t];\n }\n }\n if (pointPassesCollision[1] && !pointPassesCollision[0]) {\n tempOrder = triangleList[k].pt[0];\n triangleList[k].pt[0] = triangleList[k].pt[1];\n triangleList[k].pt[1] = tempOrder;\n pointPassesCollision[0] = 1;\n pointPassesCollision[1] = 0;\n }\n if (pointPassesCollision[2] && !pointPassesCollision[1]) {\n tempOrder = triangleList[k].pt[1];\n triangleList[k].pt[1] = triangleList[k].pt[2];\n triangleList[k].pt[2] = tempOrder;\n pointPassesCollision[1] = 1;\n pointPassesCollision[2] = 0;\n }\n if (pointPassesCollision[1] && !pointPassesCollision[0]) {\n tempOrder = triangleList[k].pt[0];\n triangleList[k].pt[0] = triangleList[k].pt[1];\n triangleList[k].pt[1] = tempOrder;\n pointPassesCollision[0] = 1;\n pointPassesCollision[1] = 0;\n }\n if (insideVertCount === 0) {\n triangleList[k].culled = true;\n } else if (insideVertCount === 1) {\n triangleList[k].culled = false;\n const v0Tov1 = Vector3.sub(triangleList[k].pt[1], triangleList[k].pt[0]);\n const v0Tov2 = Vector3.sub(triangleList[k].pt[2], triangleList[k].pt[0]);\n const hitPointTimeRatio = edge - triangleList[k].pt[0][comp];\n const distanceAlongV1 = hitPointTimeRatio / v0Tov1[comp];\n const distanceAloneV2 = hitPointTimeRatio / v0Tov2[comp];\n v0Tov1.scaleBy(distanceAlongV1);\n v0Tov1.addBy(triangleList[k].pt[0]);\n v0Tov2.scaleBy(distanceAloneV2);\n v0Tov2.addBy(triangleList[k].pt[0]);\n triangleList[k].pt[1] = v0Tov2;\n triangleList[k].pt[2] = v0Tov1;\n } else if (insideVertCount === 2) {\n triangleList[triangleCount] = dupTriangle(triangleList[k + 1]);\n triangleList[k].culled = false;\n triangleList[k + 1].culled = false;\n const v2Tov0 = Vector3.sub(triangleList[k].pt[0], triangleList[k].pt[2]);\n const v2Tov1 = Vector3.sub(triangleList[k].pt[1], triangleList[k].pt[2]);\n const hitPointTime_2_0 = edge - triangleList[k].pt[2][comp];\n const distanceAloneVec_2_0 = hitPointTime_2_0 / v2Tov0[comp];\n v2Tov0.scaleBy(distanceAloneVec_2_0);\n v2Tov0.addBy(triangleList[k].pt[2]);\n triangleList[k + 1].pt[0] = new Vector3(triangleList[k].pt[0]);\n triangleList[k + 1].pt[1] = new Vector3(triangleList[k].pt[1]);\n triangleList[k + 1].pt[2] = v2Tov0;\n const hitPointTime_2_1 = edge - triangleList[k].pt[2][comp];\n const distanceAloneVec_2_1 = hitPointTime_2_1 / v2Tov1[comp];\n v2Tov1.scaleBy(distanceAloneVec_2_1);\n v2Tov1.addBy(triangleList[k].pt[2]);\n triangleList[k].pt[0] = new Vector3(triangleList[k + 1].pt[1]);\n triangleList[k].pt[1] = new Vector3(triangleList[k + 1].pt[2]);\n triangleList[k].pt[2] = v2Tov1;\n triangleCount++;\n k++;\n } else {\n triangleList[k].culled = false;\n }\n }\n k++;\n }\n }\n for (let index = 0; index < triangleCount; index++) {\n if (!triangleList[index].culled) {\n for (let v = 0; v < 3; v++) {\n const z = triangleList[index].pt[v].z;\n if (nearPlane > z) {\n nearPlane = z;\n }\n if (farPlane < z) {\n farPlane = z;\n }\n }\n }\n }\n }\n return [nearPlane, farPlane];\n }\n */\n}\n\n/**\n * Point light\n * @public\n */\nexport class PointLight extends PunctualLight {\n /** @internal */\n protected _range: number;\n /** @internal */\n protected _diffuseScale: number;\n /** @internal */\n protected _specularScale: number;\n /** @internal */\n protected _sourceRadius: number;\n /**\n * Creates an instance of point light\n * @param scene - The scene to which the light belongs\n */\n constructor(scene: Scene) {\n super(scene, LIGHT_TYPE_POINT);\n this._range = 0;\n this._diffuseScale = 1;\n this._specularScale = 1;\n this._sourceRadius = 0;\n this.invalidateBoundingVolume();\n }\n /** The range of the light */\n get range() {\n return this._range;\n }\n set range(val: number) {\n this.setRange(val);\n }\n /** Diffuse scale of the point light */\n get diffuseScale() {\n return this._diffuseScale;\n }\n set diffuseScale(val: number) {\n this.setDiffuseScale(val);\n }\n /** Specular scale of the point light */\n get specularScale() {\n return this._specularScale;\n }\n set specularScale(val: number) {\n this.setSpecularScale(val);\n }\n /** Source radius of the point light */\n get sourceRadius() {\n return this._sourceRadius;\n }\n set sourceRadius(val: number) {\n this.setSourceRadius(val);\n }\n /**\n * Sets the range of the light\n * @param val - The value to set\n * @returns self\n */\n setRange(val: number) {\n val = val < 0 ? 0 : val;\n if (this._range !== val) {\n this._range = val;\n this.invalidateUniforms();\n this.invalidateBoundingVolume();\n }\n return this;\n }\n /**\n * Sets the diffuse scale of the light\n * @param val - The value to set\n * @returns self\n */\n setDiffuseScale(val: number) {\n val = val < 0 ? 0 : val;\n if (this._diffuseScale !== val) {\n this._diffuseScale = val;\n this.invalidateUniforms();\n }\n return this;\n }\n /**\n * Sets the specular scale of the light\n * @param val - The value to set\n * @returns self\n */\n setSpecularScale(val: number) {\n val = val < 0 ? 0 : val;\n if (this._specularScale !== val) {\n this._specularScale = val;\n this.invalidateUniforms();\n }\n return this;\n }\n /**\n * Sets the source radius of the light\n * @param val - The value to set\n * @returns self\n */\n setSourceRadius(val: number) {\n val = val < 0 ? 0 : val;\n if (this._sourceRadius !== val) {\n this._sourceRadius = val;\n this.invalidateUniforms();\n }\n return this;\n }\n /**\n * {@inheritDoc BaseLight.isPointLight}\n * @override\n */\n isPointLight(): this is PointLight {\n return true;\n }\n /** @internal */\n computeBoundingVolume() {\n const range = this.positionAndRange.w;\n const bbox = new BoundingBox();\n bbox.minPoint = new Vector3(-range, -range, -range);\n bbox.maxPoint = new Vector3(range, range, range);\n return bbox;\n }\n /** @internal */\n computeUniforms() {\n const a = this.worldMatrix.getRow(3);\n const b = this.worldMatrix.getRow(2);\n const range =\n this.range <= 0\n ? 32 * Math.sqrt(Math.max(0.0001, this.intensity * Math.max(this._diffuseScale, this._specularScale)))\n : this.range;\n this._positionRange = new Vector4(a.x, a.y, a.z, range);\n this._directionCutoff = new Vector4(b.x, b.y, b.z, -1);\n this._diffuseIntensity = new Vector4(this.color.x, this.color.y, this.color.z, this.intensity);\n this._extraParams = new Vector4(\n this._diffuseScale,\n this._specularScale,\n this._sourceRadius,\n this.lightType\n );\n }\n}\n\n/**\n * Spot light\n * @public\n */\nexport class SpotLight extends PunctualLight {\n /** @internal */\n protected _range: number;\n /** @internal */\n protected _cutoff: number;\n /**\n * Creates an instance of spot light\n * @param scene - The scene to which the light belongs\n */\n constructor(scene: Scene) {\n super(scene, LIGHT_TYPE_SPOT);\n this._range = 0;\n this._cutoff = Math.cos(Math.PI / 4);\n this.invalidateBoundingVolume();\n }\n /** The range of the light */\n get range() {\n return this._range;\n }\n set range(val: number) {\n this.setRange(val);\n }\n /**\n * Sets the range of the light\n * @param val - The value to set\n * @returns self\n */\n setRange(val: number) {\n val = val < 0 ? 0 : val;\n if (this._range !== val) {\n this._range = val;\n this.invalidateUniforms();\n this.invalidateBoundingVolume();\n }\n return this;\n }\n /** The cutoff of the light */\n get cutoff() {\n return this._cutoff;\n }\n set cutoff(val: number) {\n this.setCutoff(val);\n }\n /**\n * Sets the cutoff of the light\n * @param val - The value to set\n * @returns self\n */\n setCutoff(val: number) {\n val = val < 0 ? 0 : val;\n if (this._cutoff !== val) {\n this._cutoff = val;\n this.invalidateUniforms();\n this.invalidateBoundingVolume();\n }\n return this;\n }\n /**\n * {@inheritDoc BaseLight.isSpotLight}\n * @override\n */\n isSpotLight(): this is SpotLight {\n return true;\n }\n /** @internal */\n computeBoundingVolume() {\n const bbox = new BoundingBox();\n const cosCutoff = Math.cos(this._cutoff);\n const range = this.positionAndRange.w;\n const r = (range / cosCutoff) * Math.sqrt(1 - cosCutoff * cosCutoff);\n bbox.minPoint = new Vector3(-r, -r, 0);\n bbox.maxPoint = new Vector3(r, r, range);\n return bbox;\n }\n /** @internal */\n computeUniforms() {\n const a = this.worldMatrix.getRow(3);\n const b = this.worldMatrix.getRow(2).scaleBy(-1);\n const range = this.range <= 0 ? 32 * Math.sqrt(Math.max(0.0001, this.intensity)) : this.range;\n this._positionRange = new Vector4(a.x, a.y, a.z, range);\n this._directionCutoff = new Vector4(b.x, b.y, b.z, this.cutoff);\n this._diffuseIntensity = new Vector4(this.color.x, this.color.y, this.color.z, this.intensity);\n this._extraParams = new Vector4(0, 0, 0, this.lightType);\n }\n}\n\n/**\n * Rectangular area light\n * @public\n */\nexport class RectLight extends PunctualLight {\n /** @internal */\n protected _range: number;\n /** @internal */\n protected _width: number;\n /** @internal */\n protected _height: number;\n /**\n * Creates an instance of rect light\n * @param scene - The scene to which the light belongs\n */\n constructor(scene: Scene) {\n super(scene, LIGHT_TYPE_RECT);\n this._range = 10;\n this._width = 1;\n this._height = 1;\n this.invalidateBoundingVolume();\n }\n /** The range of the light */\n get range() {\n return this._range;\n }\n set range(val: number) {\n this.setRange(val);\n }\n /**\n * Sets the range of the light\n * @param val - The value to set\n * @returns self\n */\n setRange(val: number) {\n val = val < 0 ? 0 : val;\n if (this._range !== val) {\n this._range = val;\n this.invalidateUniforms();\n this.invalidateBoundingVolume();\n }\n return this;\n }\n /** The width of the light */\n get width() {\n return this._width;\n }\n set width(val: number) {\n this.setWidth(val);\n }\n /**\n * Sets the width of the light\n * @param val - The value to set\n * @returns self\n */\n setWidth(val: number) {\n val = val < 0 ? 0 : val;\n if (this._width !== val) {\n this._width = val;\n this.invalidateUniforms();\n this.invalidateBoundingVolume();\n }\n return this;\n }\n /** The height of the light */\n get height() {\n return this._height;\n }\n set height(val: number) {\n this.setHeight(val);\n }\n /**\n * Sets the height of the light\n * @param val - The value to set\n * @returns self\n */\n setHeight(val: number) {\n val = val < 0 ? 0 : val;\n if (this._height !== val) {\n this._height = val;\n this.invalidateUniforms();\n this.invalidateBoundingVolume();\n }\n return this;\n }\n /**\n * {@inheritDoc BaseLight.isRectLight}\n * @override\n */\n isRectLight(): this is RectLight {\n return true;\n }\n /**\n * Rect light supports shadow in current pipeline\n */\n /** @internal */\n computeBoundingVolume() {\n const bbox 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1
+ {"version":3,"file":"light.js","sources":["../../src/scene/light.ts"],"sourcesContent":["import type { Immutable, Matrix4x4, Nullable } from '@zephyr3d/base';\r\nimport { Vector3, Vector4, DWeakRef } from '@zephyr3d/base';\r\nimport { GraphNode } from './graph_node';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { ShadowMapper } from '../shadow/shadowmapper';\r\nimport { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT, LIGHT_TYPE_RECT } from '../values';\r\nimport type { Scene } from './scene';\r\n\r\n/**\r\n * Base class for any kind of light node\r\n * @public\r\n */\r\nexport abstract class BaseLight extends GraphNode {\r\n /** @internal */\r\n protected _type: number;\r\n /** @internal */\r\n protected _intensity: number;\r\n /** @internal */\r\n protected _positionRange: Nullable<Vector4>;\r\n /** @internal */\r\n protected _directionCutoff: Nullable<Vector4>;\r\n /** @internal */\r\n protected _diffuseIntensity: Nullable<Vector4>;\r\n /** @internal */\r\n protected _extraParams: Nullable<Vector4>;\r\n /**\r\n * Creates a light node\r\n * @param scene - The scene to which the light node belongs\r\n * @param type - Type of the light node\r\n */\r\n constructor(scene: Scene, type: number) {\r\n super(scene);\r\n this._intensity = 1;\r\n this._type = type;\r\n this._positionRange = null;\r\n this._directionCutoff = null;\r\n this._diffuseIntensity = null;\r\n this._extraParams = null;\r\n }\r\n /** Gets the light type */\r\n get lightType() {\r\n return this._type;\r\n }\r\n /** Intensity of the light */\r\n get intensity() {\r\n return this._intensity;\r\n }\r\n set intensity(val) {\r\n this.setIntensity(val);\r\n }\r\n /**\r\n * Position and range of the light\r\n *\r\n * @remarks\r\n * Gets the position in world space of the light.\r\n * Light range is encoded into the W component.\r\n */\r\n get positionAndRange(): Immutable<Vector4> {\r\n if (!this._positionRange) {\r\n this.computeUniforms();\r\n }\r\n return this._positionRange!;\r\n }\r\n /**\r\n * Direction and cutoff of the light\r\n *\r\n * @remarks\r\n * Gets the direction in world space of the light\r\n * Light cutoff (for spot light only) is encoded into the W component.\r\n */\r\n get directionAndCutoff() {\r\n if (!this._directionCutoff) {\r\n this.computeUniforms();\r\n }\r\n return this._directionCutoff!;\r\n }\r\n /**\r\n * Color and intensity of the light\r\n *\r\n * @remarks\r\n * Gets the color of the light.\r\n * Light intensity is encoded into the W component.\r\n */\r\n get diffuseAndIntensity() {\r\n if (!this._diffuseIntensity) {\r\n this.computeUniforms();\r\n }\r\n return this._diffuseIntensity!;\r\n }\r\n /**\r\n * Extra parameters of the light\r\n *\r\n * @remarks\r\n * Custom data for advanced light types.\r\n */\r\n get extraParams() {\r\n if (!this._extraParams) {\r\n this.computeUniforms();\r\n }\r\n return this._extraParams!;\r\n }\r\n /**\r\n * View matrix of the light\r\n *\r\n * @remarks\r\n * The view matrix of the light is used to transform a point\r\n * from the world space to the light space.\r\n */\r\n get viewMatrix(): Immutable<Matrix4x4> {\r\n return this.invWorldMatrix;\r\n }\r\n /**\r\n * Sets the intensity of the light\r\n * @param val - Intensity of the light\r\n * @returns self\r\n */\r\n setIntensity(val: number) {\r\n if (this._intensity !== val) {\r\n this._intensity = val;\r\n this.invalidateUniforms();\r\n }\r\n return this;\r\n }\r\n /** @internal */\r\n invalidateUniforms() {\r\n this._positionRange = null;\r\n this._directionCutoff = null;\r\n this._diffuseIntensity = null;\r\n this._extraParams = null;\r\n }\r\n /** {@inheritDoc SceneNode.isLight} */\r\n isLight(): this is BaseLight {\r\n return true;\r\n }\r\n /** {@inheritDoc SceneNode.isPunctualLight} */\r\n isPunctualLight(): this is PunctualLight {\r\n return false;\r\n }\r\n /** returns true if this is a directional light */\r\n isDirectionLight(): this is DirectionalLight {\r\n return false;\r\n }\r\n /** returns true if this is a point light */\r\n isPointLight(): this is PointLight {\r\n return false;\r\n }\r\n /** returns true if this is a spot light */\r\n isSpotLight(): this is SpotLight {\r\n return false;\r\n }\r\n /** returns true if this is a rect light */\r\n isRectLight(): this is RectLight {\r\n return false;\r\n }\r\n /** @internal */\r\n abstract computeUniforms(): void;\r\n}\r\n\r\n/*\r\nexport abstract class AmbientLight extends BaseLight {\r\n constructor(scene: Scene, type: number) {\r\n super(scene, type);\r\n }\r\n isAmbientLight(): this is AmbientLight {\r\n return true;\r\n }\r\n}\r\n*/\r\n\r\n/**\r\n * Base class for any kind of puncual light\r\n * @public\r\n */\r\nexport class PunctualLight extends BaseLight {\r\n /** @internal */\r\n protected _color!: Vector4;\r\n /** @internal */\r\n protected _castShadow!: boolean;\r\n /** @internal */\r\n protected _shadowMapper!: ShadowMapper;\r\n /**\r\n * Creates an instance of punctual light\r\n * @param scene - The scene to which the punctual light belongs\r\n * @param type - The light type\r\n */\r\n constructor(scene: Scene, type: number) {\r\n super(scene, type);\r\n this.ensurePunctualState();\r\n }\r\n /** @internal */\r\n protected ensurePunctualState() {\r\n if (!this._color) {\r\n this._color = Vector4.one();\r\n }\r\n if (this._castShadow == null) {\r\n this._castShadow = false;\r\n }\r\n if (!this._shadowMapper) {\r\n this._shadowMapper = new ShadowMapper(this);\r\n }\r\n }\r\n /** Color of the light */\r\n get color() {\r\n this.ensurePunctualState();\r\n return this._color.clone();\r\n }\r\n set color(color) {\r\n this.setColor(color);\r\n }\r\n /**\r\n * Sets color of the light\r\n * @param color - The color to set\r\n * @returns self\r\n */\r\n setColor(color: Vector4 | Vector3) {\r\n this.ensurePunctualState();\r\n this._color.set(color);\r\n this.invalidateUniforms();\r\n return this;\r\n }\r\n /** Whether this light casts shadows */\r\n get castShadow() {\r\n this.ensurePunctualState();\r\n return this._castShadow;\r\n }\r\n set castShadow(b) {\r\n this.setCastShadow(b);\r\n }\r\n /**\r\n * Sets whether this light casts shadows\r\n * @param b - true if the light casts shadows\r\n * @returns self\r\n */\r\n setCastShadow(b: boolean): this {\r\n this.ensurePunctualState();\r\n if (this._castShadow !== !!b) {\r\n this._castShadow = !!b;\r\n if (this._castShadow && this.isDirectionLight() && !this.shadow.shadowRegion) {\r\n this.shadow.updateDirectionalShadowRegion(true);\r\n }\r\n }\r\n return this;\r\n }\r\n /** The shadow mapper for this light */\r\n get shadow() {\r\n this.ensurePunctualState();\r\n return this._shadowMapper;\r\n }\r\n /**\r\n * {@inheritDoc BaseLight.isPunctualLight}\r\n * @override\r\n */\r\n isPunctualLight(): this is PunctualLight {\r\n return true;\r\n }\r\n /** @internal */\r\n protected _onTransformChanged(invalidateLocal: boolean) {\r\n super._onTransformChanged(invalidateLocal);\r\n this.invalidateUniforms();\r\n // this._transformCallback(true, false);\r\n }\r\n /** Disposes the punctual light node */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._shadowMapper?.dispose();\r\n }\r\n /** @internal */\r\n computeUniforms() {}\r\n}\r\n\r\n/**\r\n * Directional light\r\n * @public\r\n */\r\nexport class DirectionalLight extends PunctualLight {\r\n private static readonly _currentSunLight: WeakMap<Scene, DWeakRef<DirectionalLight>> = new WeakMap();\r\n /**\r\n * Creates an instance of directional light\r\n * @param scene - The scene to which the light belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene, LIGHT_TYPE_DIRECTIONAL);\r\n this.intensity = 10;\r\n if (!DirectionalLight.getSunLight(scene)) {\r\n DirectionalLight.setSunLight(scene, this);\r\n }\r\n }\r\n static getSunLight(scene: Scene) {\r\n return this._currentSunLight.get(scene)?.get() ?? null;\r\n }\r\n static setSunLight(scene: Scene, light: Nullable<DirectionalLight>) {\r\n if (light && scene !== light.scene) {\r\n throw new Error('setSunLight(): Light does not belongs to scene');\r\n }\r\n const ref = this._currentSunLight.get(scene);\r\n if (!ref) {\r\n this._currentSunLight.set(scene, new DWeakRef(light));\r\n } else {\r\n ref.set(light);\r\n }\r\n }\r\n /**\r\n * true if the light was defined as sun light\r\n *\r\n * @remarks\r\n * Only one directional light will be marked as sun light.\r\n **/\r\n get sunLight(): boolean {\r\n return DirectionalLight.getSunLight(this.scene!) === this;\r\n }\r\n set sunLight(val) {\r\n if (val) {\r\n DirectionalLight.setSunLight(this.scene!, this);\r\n } else if (DirectionalLight.getSunLight(this.scene!) === this) {\r\n DirectionalLight.setSunLight(this.scene!, null);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc BaseLight.isDirectionLight}\r\n * @override\r\n */\r\n isDirectionLight(): this is DirectionalLight {\r\n return true;\r\n }\r\n /** @internal */\r\n computeBoundingVolume() {\r\n return null;\r\n }\r\n /** @internal */\r\n computeUniforms() {\r\n const a = this.worldMatrix.getRow(3);\r\n const b = this.worldMatrix.getRow(2).scaleBy(-1);\r\n this._positionRange = new Vector4(a.x, a.y, a.z, -1);\r\n this._directionCutoff = new Vector4(b.x, b.y, b.z, 0);\r\n this._diffuseIntensity = new Vector4(this.color.x, this.color.y, this.color.z, this.intensity);\r\n this._extraParams = new Vector4(0, 0, 0, this.lightType);\r\n }\r\n // adapt from DXSDK\r\n /*\r\n private _computeNearAndFar(\r\n frustumMin: Vector3,\r\n frustumMax: Vector3,\r\n aabbLightSpace: Vector3[]\r\n ): [number, number] {\r\n type Triangle = { pt: [Vector3, Vector3, Vector3]; culled: boolean };\r\n function dupTriangle(src: Triangle): Triangle {\r\n return {\r\n pt: [\r\n src.pt[0] ? new Vector3(src.pt[0]) : null,\r\n src.pt[1] ? new Vector3(src.pt[1]) : null,\r\n src.pt[2] ? new Vector3(src.pt[2]) : null\r\n ],\r\n culled: src.culled\r\n };\r\n }\r\n let nearPlane = Number.MAX_VALUE;\r\n let farPlane = -Number.MAX_VALUE;\r\n const triangleList: Triangle[] = Array.from({ length: 16 }).map((val) => ({\r\n pt: [null, null, null],\r\n culled: false\r\n }));\r\n let triangleCount = 1;\r\n triangleList[0].pt[0] = aabbLightSpace[0];\r\n triangleList[0].pt[1] = aabbLightSpace[1];\r\n triangleList[0].pt[2] = aabbLightSpace[2];\r\n const triIndices = [\r\n 0, 1, 2, 1, 2, 3, 4, 5, 6, 5, 6, 7, 0, 2, 4, 2, 4, 6, 1, 3, 5, 3, 5, 7, 0, 1, 4, 1, 4, 5, 2, 3, 6, 3, 6,\r\n 7\r\n ];\r\n const pointPassesCollision: number[] = [0, 0, 0];\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 for (let i = 0; i < 12; i++) {\r\n triangleList[0].pt[0] = aabbLightSpace[triIndices[i * 3 + 0]];\r\n triangleList[0].pt[1] = aabbLightSpace[triIndices[i * 3 + 1]];\r\n triangleList[0].pt[2] = aabbLightSpace[triIndices[i * 3 + 2]];\r\n triangleList[0].culled = false;\r\n triangleCount = 1;\r\n for (let j = 0; j < 4; j++) {\r\n let edge: number, comp: number;\r\n if (j === 0) {\r\n edge = minx;\r\n comp = 0;\r\n } else if (j === 1) {\r\n edge = maxx;\r\n comp = 0;\r\n } else if (j === 2) {\r\n edge = miny;\r\n comp = 1;\r\n } else {\r\n edge = maxy;\r\n comp = 1;\r\n }\r\n let k = 0;\r\n while (k < triangleCount) {\r\n if (!triangleList[k].culled) {\r\n let insideVertCount = 0;\r\n let tempOrder: Vector3 = null;\r\n if (j === 0) {\r\n for (let t = 0; t < 3; t++) {\r\n if (triangleList[k].pt[t].x > minx) {\r\n pointPassesCollision[t] = 1;\r\n } else {\r\n pointPassesCollision[t] = 0;\r\n }\r\n insideVertCount += pointPassesCollision[t];\r\n }\r\n } else if (j === 1) {\r\n for (let t = 0; t < 3; t++) {\r\n if (triangleList[k].pt[t].x < maxx) {\r\n pointPassesCollision[t] = 1;\r\n } else {\r\n pointPassesCollision[t] = 0;\r\n }\r\n insideVertCount += pointPassesCollision[t];\r\n }\r\n } else if (j === 2) {\r\n for (let t = 0; t < 3; t++) {\r\n if (triangleList[k].pt[t].y > miny) {\r\n pointPassesCollision[t] = 1;\r\n } else {\r\n pointPassesCollision[t] = 0;\r\n }\r\n insideVertCount += pointPassesCollision[t];\r\n }\r\n } else {\r\n for (let t = 0; t < 3; t++) {\r\n if (triangleList[k].pt[t].y < maxy) {\r\n pointPassesCollision[t] = 1;\r\n } else {\r\n pointPassesCollision[t] = 0;\r\n }\r\n insideVertCount += pointPassesCollision[t];\r\n }\r\n }\r\n if (pointPassesCollision[1] && !pointPassesCollision[0]) {\r\n tempOrder = triangleList[k].pt[0];\r\n triangleList[k].pt[0] = triangleList[k].pt[1];\r\n triangleList[k].pt[1] = tempOrder;\r\n pointPassesCollision[0] = 1;\r\n pointPassesCollision[1] = 0;\r\n }\r\n if (pointPassesCollision[2] && !pointPassesCollision[1]) {\r\n tempOrder = triangleList[k].pt[1];\r\n triangleList[k].pt[1] = triangleList[k].pt[2];\r\n triangleList[k].pt[2] = tempOrder;\r\n pointPassesCollision[1] = 1;\r\n pointPassesCollision[2] = 0;\r\n }\r\n if (pointPassesCollision[1] && !pointPassesCollision[0]) {\r\n tempOrder = triangleList[k].pt[0];\r\n triangleList[k].pt[0] = triangleList[k].pt[1];\r\n triangleList[k].pt[1] = tempOrder;\r\n pointPassesCollision[0] = 1;\r\n pointPassesCollision[1] = 0;\r\n }\r\n if (insideVertCount === 0) {\r\n triangleList[k].culled = true;\r\n } else if (insideVertCount === 1) {\r\n triangleList[k].culled = false;\r\n const v0Tov1 = Vector3.sub(triangleList[k].pt[1], triangleList[k].pt[0]);\r\n const v0Tov2 = Vector3.sub(triangleList[k].pt[2], triangleList[k].pt[0]);\r\n const hitPointTimeRatio = edge - triangleList[k].pt[0][comp];\r\n const distanceAlongV1 = hitPointTimeRatio / v0Tov1[comp];\r\n const distanceAloneV2 = hitPointTimeRatio / v0Tov2[comp];\r\n v0Tov1.scaleBy(distanceAlongV1);\r\n v0Tov1.addBy(triangleList[k].pt[0]);\r\n v0Tov2.scaleBy(distanceAloneV2);\r\n v0Tov2.addBy(triangleList[k].pt[0]);\r\n triangleList[k].pt[1] = v0Tov2;\r\n triangleList[k].pt[2] = v0Tov1;\r\n } else if (insideVertCount === 2) {\r\n triangleList[triangleCount] = dupTriangle(triangleList[k + 1]);\r\n triangleList[k].culled = false;\r\n triangleList[k + 1].culled = false;\r\n const v2Tov0 = Vector3.sub(triangleList[k].pt[0], triangleList[k].pt[2]);\r\n const v2Tov1 = Vector3.sub(triangleList[k].pt[1], triangleList[k].pt[2]);\r\n const hitPointTime_2_0 = edge - triangleList[k].pt[2][comp];\r\n const distanceAloneVec_2_0 = hitPointTime_2_0 / v2Tov0[comp];\r\n v2Tov0.scaleBy(distanceAloneVec_2_0);\r\n v2Tov0.addBy(triangleList[k].pt[2]);\r\n triangleList[k + 1].pt[0] = new Vector3(triangleList[k].pt[0]);\r\n triangleList[k + 1].pt[1] = new Vector3(triangleList[k].pt[1]);\r\n triangleList[k + 1].pt[2] = v2Tov0;\r\n const hitPointTime_2_1 = edge - triangleList[k].pt[2][comp];\r\n const distanceAloneVec_2_1 = hitPointTime_2_1 / v2Tov1[comp];\r\n v2Tov1.scaleBy(distanceAloneVec_2_1);\r\n v2Tov1.addBy(triangleList[k].pt[2]);\r\n triangleList[k].pt[0] = new Vector3(triangleList[k + 1].pt[1]);\r\n triangleList[k].pt[1] = new Vector3(triangleList[k + 1].pt[2]);\r\n triangleList[k].pt[2] = v2Tov1;\r\n triangleCount++;\r\n k++;\r\n } else {\r\n triangleList[k].culled = false;\r\n }\r\n }\r\n k++;\r\n }\r\n }\r\n for (let index = 0; index < triangleCount; index++) {\r\n if (!triangleList[index].culled) {\r\n for (let v = 0; v < 3; v++) {\r\n const z = triangleList[index].pt[v].z;\r\n if (nearPlane > z) {\r\n nearPlane = z;\r\n }\r\n if (farPlane < z) {\r\n farPlane = z;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n return [nearPlane, farPlane];\r\n }\r\n */\r\n}\r\n\r\n/**\r\n * Point light\r\n * @public\r\n */\r\nexport class PointLight extends PunctualLight {\r\n /** @internal */\r\n protected _range: number;\r\n /** @internal */\r\n protected _diffuseScale: number;\r\n /** @internal */\r\n protected _specularScale: number;\r\n /** @internal */\r\n protected _sourceRadius: number;\r\n /**\r\n * Creates an instance of point light\r\n * @param scene - The scene to which the light belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene, LIGHT_TYPE_POINT);\r\n this._range = 0;\r\n this._diffuseScale = 1;\r\n this._specularScale = 1;\r\n this._sourceRadius = 0;\r\n this.invalidateBoundingVolume();\r\n }\r\n /** The range of the light */\r\n get range() {\r\n return this._range;\r\n }\r\n set range(val: number) {\r\n this.setRange(val);\r\n }\r\n /** Diffuse scale of the point light */\r\n get diffuseScale() {\r\n return this._diffuseScale;\r\n }\r\n set diffuseScale(val: number) {\r\n this.setDiffuseScale(val);\r\n }\r\n /** Specular scale of the point light */\r\n get specularScale() {\r\n return this._specularScale;\r\n }\r\n set specularScale(val: number) {\r\n this.setSpecularScale(val);\r\n }\r\n /** Source radius of the point light */\r\n get sourceRadius() {\r\n return this._sourceRadius;\r\n }\r\n set sourceRadius(val: number) {\r\n this.setSourceRadius(val);\r\n }\r\n /**\r\n * Sets the range of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setRange(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._range !== val) {\r\n this._range = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /**\r\n * Sets the diffuse scale of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setDiffuseScale(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._diffuseScale !== val) {\r\n this._diffuseScale = val;\r\n this.invalidateUniforms();\r\n }\r\n return this;\r\n }\r\n /**\r\n * Sets the specular scale of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setSpecularScale(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._specularScale !== val) {\r\n this._specularScale = val;\r\n this.invalidateUniforms();\r\n }\r\n return this;\r\n }\r\n /**\r\n * Sets the source radius of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setSourceRadius(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._sourceRadius !== val) {\r\n this._sourceRadius = val;\r\n this.invalidateUniforms();\r\n }\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc BaseLight.isPointLight}\r\n * @override\r\n */\r\n isPointLight(): this is PointLight {\r\n return true;\r\n }\r\n /** @internal */\r\n computeBoundingVolume() {\r\n const range = this.positionAndRange.w;\r\n const bbox = new BoundingBox();\r\n bbox.minPoint = new Vector3(-range, -range, -range);\r\n bbox.maxPoint = new Vector3(range, range, range);\r\n return bbox;\r\n }\r\n /** @internal */\r\n computeUniforms() {\r\n const a = this.worldMatrix.getRow(3);\r\n const b = this.worldMatrix.getRow(2);\r\n const range =\r\n this.range <= 0\r\n ? 32 * Math.sqrt(Math.max(0.0001, this.intensity * Math.max(this._diffuseScale, this._specularScale)))\r\n : this.range;\r\n this._positionRange = new Vector4(a.x, a.y, a.z, range);\r\n this._directionCutoff = new Vector4(b.x, b.y, b.z, -1);\r\n this._diffuseIntensity = new Vector4(this.color.x, this.color.y, this.color.z, this.intensity);\r\n this._extraParams = new Vector4(\r\n this._diffuseScale,\r\n this._specularScale,\r\n this._sourceRadius,\r\n this.lightType\r\n );\r\n }\r\n}\r\n\r\n/**\r\n * Spot light\r\n * @public\r\n */\r\nexport class SpotLight extends PunctualLight {\r\n /** @internal */\r\n protected _range: number;\r\n /** @internal */\r\n protected _cutoff: number;\r\n /**\r\n * Creates an instance of spot light\r\n * @param scene - The scene to which the light belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene, LIGHT_TYPE_SPOT);\r\n this._range = 0;\r\n this._cutoff = Math.cos(Math.PI / 4);\r\n this.invalidateBoundingVolume();\r\n }\r\n /** The range of the light */\r\n get range() {\r\n return this._range;\r\n }\r\n set range(val: number) {\r\n this.setRange(val);\r\n }\r\n /**\r\n * Sets the range of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setRange(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._range !== val) {\r\n this._range = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /** The cutoff of the light */\r\n get cutoff() {\r\n return this._cutoff;\r\n }\r\n set cutoff(val: number) {\r\n this.setCutoff(val);\r\n }\r\n /**\r\n * Sets the cutoff of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setCutoff(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._cutoff !== val) {\r\n this._cutoff = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc BaseLight.isSpotLight}\r\n * @override\r\n */\r\n isSpotLight(): this is SpotLight {\r\n return true;\r\n }\r\n /** @internal */\r\n computeBoundingVolume() {\r\n const bbox = new BoundingBox();\r\n const cosCutoff = Math.cos(this._cutoff);\r\n const range = this.positionAndRange.w;\r\n const r = (range / cosCutoff) * Math.sqrt(1 - cosCutoff * cosCutoff);\r\n bbox.minPoint = new Vector3(-r, -r, 0);\r\n bbox.maxPoint = new Vector3(r, r, range);\r\n return bbox;\r\n }\r\n /** @internal */\r\n computeUniforms() {\r\n const a = this.worldMatrix.getRow(3);\r\n const b = this.worldMatrix.getRow(2).scaleBy(-1);\r\n const range = this.range <= 0 ? 32 * Math.sqrt(Math.max(0.0001, this.intensity)) : this.range;\r\n this._positionRange = new Vector4(a.x, a.y, a.z, range);\r\n this._directionCutoff = new Vector4(b.x, b.y, b.z, this.cutoff);\r\n this._diffuseIntensity = new Vector4(this.color.x, this.color.y, this.color.z, this.intensity);\r\n this._extraParams = new Vector4(0, 0, 0, this.lightType);\r\n }\r\n}\r\n\r\n/**\r\n * Rectangular area light\r\n * @public\r\n */\r\nexport class RectLight extends PunctualLight {\r\n /** @internal */\r\n protected _range: number;\r\n /** @internal */\r\n protected _width: number;\r\n /** @internal */\r\n protected _height: number;\r\n /**\r\n * Creates an instance of rect light\r\n * @param scene - The scene to which the light belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene, LIGHT_TYPE_RECT);\r\n this._range = 10;\r\n this._width = 1;\r\n this._height = 1;\r\n this.invalidateBoundingVolume();\r\n }\r\n /** The range of the light */\r\n get range() {\r\n return this._range;\r\n }\r\n set range(val: number) {\r\n this.setRange(val);\r\n }\r\n /**\r\n * Sets the range of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setRange(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._range !== val) {\r\n this._range = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /** The width of the light */\r\n get width() {\r\n return this._width;\r\n }\r\n set width(val: number) {\r\n this.setWidth(val);\r\n }\r\n /**\r\n * Sets the width of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setWidth(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._width !== val) {\r\n this._width = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /** The height of the light */\r\n get height() {\r\n return this._height;\r\n }\r\n set height(val: number) {\r\n this.setHeight(val);\r\n }\r\n /**\r\n * Sets the height of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setHeight(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._height !== val) {\r\n this._height = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc BaseLight.isRectLight}\r\n * @override\r\n */\r\n isRectLight(): this is RectLight {\r\n return true;\r\n }\r\n /**\r\n * Rect light supports shadow in current pipeline\r\n */\r\n /** @internal */\r\n computeBoundingVolume() {\r\n const bbox = new BoundingBox();\r\n const r = this._range;\r\n bbox.minPoint = new Vector3(-r, -r, -r);\r\n bbox.maxPoint = new Vector3(r, r, r);\r\n return bbox;\r\n }\r\n /** @internal */\r\n computeUniforms() {\r\n const pos = this.worldMatrix.getRow(3);\r\n const axisX = this.worldMatrix\r\n 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@@ -248,7 +248,7 @@ function screenSpaceRayTracing_Linear2D(scope, viewPos, traceRay, viewMatrix, pr
248
248
  });
249
249
  return scope.SSR_Linear2D(viewPos, traceRay, viewMatrix, projMatrix, invProjMatrix, stride, maxDistance, maxIterations, thickness, cameraNearFar, textureSize);
250
250
  }
251
- function screenSpaceRayTracing_HiZ(scope, viewPos, traceRay, viewMatrix, projMatrix, invProjMatrix, cameraNearFar, maxMipLevel, maxIterations, thickness, textureSize, HiZTexture, normalTexture) {
251
+ function screenSpaceRayTracing_HiZ(scope, viewPos, traceRay, viewMatrix, projMatrix, invProjMatrix, cameraNearFar, maxMipLevel, maxIterations, maxDistance, thickness, textureSize, HiZTexture, normalTexture) {
252
252
  const pb = scope.$builder;
253
253
  pb.func('getMipResolution', [
254
254
  pb.int('mipLevel')
@@ -314,19 +314,41 @@ function screenSpaceRayTracing_HiZ(scope, viewPos, traceRay, viewMatrix, projMat
314
314
  pb.vec2('floorOffset'),
315
315
  pb.vec2('uvOffset'),
316
316
  pb.float('surfaceZ'),
317
+ pb.float('surfaceZMax'),
318
+ pb.int('currentMip'),
317
319
  pb.vec3('position').inout(),
318
320
  pb.float('currentT').inout()
319
321
  ], function() {
320
322
  this.$l.xyPlane = pb.add(pb.floor(this.currentMipPosition), this.floorOffset);
321
323
  this.xyPlane = pb.add(pb.mul(this.xyPlane, this.invCurrentMipResolution), this.uvOffset);
322
- this.$l.boundaryPlanes = pb.vec3(this.xyPlane, this.surfaceZ);
323
- this.$l.t = pb.mul(pb.sub(this.boundaryPlanes, this.origin), this.invDirection);
324
- this.t.z = this.$choice(pb.greaterThan(this.direction.z, 0), this.t.z, MAX_FLOAT_VALUE);
325
- this.$l.tMin = pb.min(pb.min(this.t.x, this.t.y), this.t.z);
326
- this.$l.aboveSurface = pb.greaterThan(this.surfaceZ, this.position.z);
327
- this.$l.skippedTile = pb.and(pb.notEqual(pb.floatBitsToUint(this.tMin), pb.floatBitsToUint(this.t.z)), this.aboveSurface);
328
- this.currentT = this.$choice(this.aboveSurface, this.tMin, this.currentT);
329
- this.position = pb.add(this.origin, pb.mul(this.direction, this.currentT));
324
+ this.$l.skippedTile = pb.bool();
325
+ this.$if(pb.greaterThan(this.direction.z, 0), function() {
326
+ // Preserve the proven min-depth traversal for rays moving away from the camera.
327
+ this.$l.boundaryPlanes = pb.vec3(this.xyPlane, this.surfaceZ);
328
+ this.$l.forwardT = pb.mul(pb.sub(this.boundaryPlanes, this.origin), this.invDirection);
329
+ this.$l.tMin = pb.min(pb.min(this.forwardT.x, this.forwardT.y), this.forwardT.z);
330
+ this.$l.aboveSurface = pb.greaterThan(this.surfaceZ, this.position.z);
331
+ this.skippedTile = pb.and(pb.notEqual(pb.floatBitsToUint(this.tMin), pb.floatBitsToUint(this.forwardT.z)), this.aboveSurface);
332
+ this.currentT = this.$choice(this.aboveSurface, this.tMin, this.currentT);
333
+ this.position = pb.add(this.origin, pb.mul(this.direction, this.currentT));
334
+ }).$else(function() {
335
+ this.$l.reverseT = pb.mul(pb.sub(this.xyPlane, this.origin.xy), this.invDirection.xy);
336
+ this.$l.tExit = pb.min(this.reverseT.x, this.reverseT.y);
337
+ this.$l.exitZ = pb.add(this.origin.z, pb.mul(this.direction.z, this.tExit));
338
+ this.$l.rayMinZ = pb.min(this.position.z, this.exitZ);
339
+ this.$l.rayMaxZ = pb.max(this.position.z, this.exitZ);
340
+ this.$l.overlapsDepth = pb.and(pb.greaterThanEqual(this.rayMaxZ, this.surfaceZ), pb.lessThanEqual(this.rayMinZ, this.surfaceZMax));
341
+ this.skippedTile = pb.not(this.overlapsDepth);
342
+ this.$if(this.skippedTile, function() {
343
+ this.currentT = this.tExit;
344
+ this.position = pb.add(this.origin, pb.mul(this.direction, this.currentT));
345
+ }).$elseif(pb.equal(this.currentMip, 0), function() {
346
+ this.$if(pb.greaterThan(pb.abs(this.direction.z), 1e-6), function() {
347
+ this.currentT = pb.div(pb.sub(this.surfaceZMax, this.origin.z), this.direction.z);
348
+ this.position = pb.add(this.origin, pb.mul(this.direction, this.currentT));
349
+ });
350
+ });
351
+ });
330
352
  this.$return(this.skippedTile);
331
353
  });
332
354
  pb.func('SSR_RaymarchHiZ', [
@@ -337,9 +359,10 @@ function screenSpaceRayTracing_HiZ(scope, viewPos, traceRay, viewMatrix, projMat
337
359
  pb.int('mostDetailMip'),
338
360
  pb.int('maxMipLevel'),
339
361
  pb.float('maxIterations'),
362
+ pb.float('maxT'),
340
363
  pb.float('numIterations').out()
341
364
  ], function() {
342
- this.$l.invDirection = this.$choice(pb.all(pb.compNotEqual(this.screenSpaceDirection, pb.vec3(0))), pb.div(pb.vec3(1), this.screenSpaceDirection), pb.vec3(MAX_FLOAT_VALUE));
365
+ this.$l.invDirection = pb.vec3(this.$choice(pb.greaterThan(pb.abs(this.screenSpaceDirection.x), 1e-8), pb.div(1, this.screenSpaceDirection.x), MAX_FLOAT_VALUE), this.$choice(pb.greaterThan(pb.abs(this.screenSpaceDirection.y), 1e-8), pb.div(1, this.screenSpaceDirection.y), MAX_FLOAT_VALUE), this.$choice(pb.greaterThan(pb.abs(this.screenSpaceDirection.z), 1e-8), pb.div(1, this.screenSpaceDirection.z), MAX_FLOAT_VALUE));
343
366
  this.$l.currentMip = this.mostDetailMip;
344
367
  this.$l.currentMipResolution = this.getMipResolution(this.currentMip);
345
368
  this.$l.invCurrentMipResolution = pb.div(pb.vec2(1), this.currentMipResolution);
@@ -350,10 +373,10 @@ function screenSpaceRayTracing_HiZ(scope, viewPos, traceRay, viewMatrix, projMat
350
373
  this.$l.position = pb.vec3();
351
374
  this.SSR_initialAdvanceRay(this.screenSpacePos, this.screenSpaceDirection, this.invDirection, this.currentMipResolution, this.invCurrentMipResolution, this.floorOffset, this.uvOffset, this.position, this.currentT);
352
375
  this.numIterations = pb.float(0);
353
- this.$while(pb.and(pb.lessThan(this.numIterations, this.maxIterations), pb.greaterThanEqual(this.currentMip, this.mostDetailMip)), function() {
376
+ this.$while(pb.and(pb.and(pb.lessThan(this.numIterations, this.maxIterations), pb.greaterThanEqual(this.currentMip, this.mostDetailMip)), pb.and(pb.lessThanEqual(this.currentT, this.maxT), pb.all(pb.greaterThanEqual(this.position.xy, pb.vec2(0))), pb.all(pb.lessThanEqual(this.position.xy, pb.vec2(1))))), function() {
354
377
  this.$l.currentMipPosition = pb.mul(this.currentMipResolution, this.position.xy);
355
- this.$l.surfaceZ = pb.textureLoad(HiZTexture, pb.ivec2(this.currentMipPosition), this.currentMip).r;
356
- this.$l.skippedTile = this.SSR_advanceRay(this.screenSpacePos, this.screenSpaceDirection, this.invDirection, this.currentMipPosition, this.invCurrentMipResolution, this.floorOffset, this.uvOffset, this.surfaceZ, this.position, this.currentT);
378
+ this.$l.depthRange = pb.textureLoad(HiZTexture, pb.ivec2(this.currentMipPosition), this.currentMip).rg;
379
+ this.$l.skippedTile = this.SSR_advanceRay(this.screenSpacePos, this.screenSpaceDirection, this.invDirection, this.currentMipPosition, this.invCurrentMipResolution, this.floorOffset, this.uvOffset, this.depthRange.x, this.depthRange.y, this.currentMip, this.position, this.currentT);
357
380
  this.$l.nextMipIsOutOfRange = pb.and(this.skippedTile, pb.greaterThanEqual(this.currentMip, this.maxMipLevel));
358
381
  this.$if(pb.not(this.nextMipIsOutOfRange), function() {
359
382
  this.currentMip = pb.add(this.currentMip, this.$choice(this.skippedTile, pb.int(1), pb.int(-1)));
@@ -362,7 +385,7 @@ function screenSpaceRayTracing_HiZ(scope, viewPos, traceRay, viewMatrix, projMat
362
385
  });
363
386
  this.numIterations = pb.add(this.numIterations, 1);
364
387
  });
365
- this.$l.validHit = this.$choice(pb.lessThanEqual(this.numIterations, this.maxIterations), pb.float(1), pb.float(0));
388
+ this.$l.validHit = this.$choice(pb.and(pb.lessThan(this.currentMip, this.mostDetailMip), pb.and(pb.greaterThanEqual(this.currentT, 0), pb.lessThanEqual(this.currentT, this.maxT))), pb.float(1), pb.float(0));
366
389
  this.$return(pb.vec4(this.position, this.validHit));
367
390
  });
368
391
  pb.func('SSR_HiZ', [
@@ -372,21 +395,30 @@ function screenSpaceRayTracing_HiZ(scope, viewPos, traceRay, viewMatrix, projMat
372
395
  pb.mat4('projMatrix'),
373
396
  pb.mat4('invProjMatrix'),
374
397
  pb.vec2('cameraNearFar'),
398
+ pb.float('maxDistance'),
375
399
  pb.float('thickness'),
376
400
  pb.vec4('textureSize'),
377
401
  pb.int('maxMipLevel'),
378
402
  pb.float('maxIterations')
379
403
  ], function() {
380
- this.$if(pb.greaterThan(this.traceRay.z, 0), function() {
404
+ this.$l.rayDirection = pb.normalize(this.traceRay);
405
+ this.$l.reverseRay = pb.greaterThan(this.rayDirection.z, 1e-6);
406
+ this.$l.rayLength = this.maxDistance;
407
+ this.$if(this.reverseRay, function() {
408
+ this.rayLength = pb.min(this.rayLength, pb.div(pb.sub(pb.neg(this.cameraNearFar.x), this.viewPos.z), this.rayDirection.z));
409
+ });
410
+ this.$if(pb.lessThanEqual(this.rayLength, 0), function() {
381
411
  this.$return(pb.vec4(0));
382
412
  });
383
413
  this.$l.originH = pb.mul(this.projMatrix, pb.vec4(this.viewPos, 1));
384
414
  this.$l.originCS = pb.div(this.originH.xyz, this.originH.w);
385
415
  this.$l.originTS = pb.add(pb.mul(this.originCS, 0.5), pb.vec3(0.5));
386
- this.$l.directionTS = this.projectDirection(this.viewPos, this.traceRay, this.originTS, this.projMatrix);
416
+ this.$l.endTS = this.projectPosition(pb.add(this.viewPos, pb.mul(this.rayDirection, this.rayLength)), this.projMatrix);
417
+ this.$l.directionTS = this.$choice(this.reverseRay, pb.sub(this.endTS, this.originTS), this.projectDirection(this.viewPos, this.rayDirection, this.originTS, this.projMatrix));
418
+ this.$l.maxT = this.$choice(this.reverseRay, pb.float(1), pb.float(MAX_FLOAT_VALUE));
387
419
  this.$l.mostDetailMip = pb.int(0);
388
420
  this.$l.numIterations = pb.float();
389
- this.$l.hit = this.SSR_RaymarchHiZ(this.originTS, this.directionTS, this.cameraNearFar, this.textureSize.zw, this.mostDetailMip, this.maxMipLevel, this.maxIterations, this.numIterations);
421
+ this.$l.hit = this.SSR_RaymarchHiZ(this.originTS, this.directionTS, this.cameraNearFar, this.textureSize.zw, this.mostDetailMip, this.maxMipLevel, this.maxIterations, this.maxT, this.numIterations);
390
422
  this.$l.confidence = pb.float(0);
391
423
  this.$if(pb.notEqual(this.hit.w, 0), function() {
392
424
  this.$l.surfaceZ = pb.textureSampleLevel(HiZTexture, this.hit.xy, 0).r;
@@ -394,18 +426,17 @@ function screenSpaceRayTracing_HiZ(scope, viewPos, traceRay, viewMatrix, projMat
394
426
  this.$return(pb.vec4(0));
395
427
  });
396
428
  this.$l.hit3D = invProjectPosition(this, this.hit.xyz, this.invProjMatrix);
397
- this.confidence = validateHit(this, this.hit.xy, this.hit3D, this.surfaceZ, this.thickness, this.originTS.xy, this.traceRay, this.viewMatrix, this.invProjMatrix, this.textureSize, normalTexture);
429
+ this.confidence = validateHit(this, this.hit.xy, this.hit3D, this.surfaceZ, this.thickness, this.originTS.xy, this.rayDirection, this.viewMatrix, this.invProjMatrix, this.textureSize, normalTexture);
398
430
  });
399
431
  this.$l.iterationAttenuation = pb.sub(1, pb.smoothStep(0, this.maxIterations, this.numIterations));
400
- this.$l.viewAttenuation = pb.sub(1, pb.smoothStep(-0.5, 0, this.traceRay.z));
401
432
  //this.$l.iterationAttenuation = pb.smoothStep(this.maxIterations, 1, this.numIterations);
402
- this.confidence = pb.mul(this.confidence, this.iterationAttenuation, this.viewAttenuation);
433
+ this.confidence = pb.mul(this.confidence, this.iterationAttenuation);
403
434
  this.$l.hitPixel = pb.mul(this.hit.xy, this.textureSize.zw);
404
435
  this.$l.startPixel = pb.mul(this.originTS.xy, this.textureSize.zw);
405
436
  this.$l.hitDistance = pb.length(pb.sub(this.hitPixel, this.startPixel));
406
437
  this.$return(pb.vec4(this.hit.xy, this.hitDistance, this.confidence));
407
438
  });
408
- return scope.SSR_HiZ(viewPos, traceRay, viewMatrix, projMatrix, invProjMatrix, cameraNearFar, thickness, textureSize, pb.sub(maxMipLevel, 1), maxIterations);
439
+ return scope.SSR_HiZ(viewPos, traceRay, viewMatrix, projMatrix, invProjMatrix, cameraNearFar, maxDistance, thickness, textureSize, pb.sub(maxMipLevel, 1), maxIterations);
409
440
  } /*
410
441
  float2 cell(float2 ray, float2 cell_count, uint camera) {
411
442
  return floor(ray.xy * cell_count);