@zephyr3d/scene 0.9.18 → 0.9.20

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (124) hide show
  1. package/dist/animation/joint_dynamics/convex_collider.js +320 -0
  2. package/dist/animation/joint_dynamics/convex_collider.js.map +1 -0
  3. package/dist/app/scriptregistry.js +124 -6
  4. package/dist/app/scriptregistry.js.map +1 -1
  5. package/dist/asset/assetmanager.js +1 -0
  6. package/dist/asset/assetmanager.js.map +1 -1
  7. package/dist/camera/camera.js +240 -201
  8. package/dist/camera/camera.js.map +1 -1
  9. package/dist/index.d.ts +458 -9
  10. package/dist/index.js +4 -2
  11. package/dist/index.js.map +1 -1
  12. package/dist/material/meshmaterial.js +2 -2
  13. package/dist/material/meshmaterial.js.map +1 -1
  14. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +11 -5
  15. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  16. package/dist/material/mixins/lit.js +10 -0
  17. package/dist/material/mixins/lit.js.map +1 -1
  18. package/dist/material/shader/helper.js +138 -10
  19. package/dist/material/shader/helper.js.map +1 -1
  20. package/dist/material/skin.js +4 -6
  21. package/dist/material/skin.js.map +1 -1
  22. package/dist/material/water.js +1 -1
  23. package/dist/material/water.js.map +1 -1
  24. package/dist/posteffect/bloom.js +177 -29
  25. package/dist/posteffect/bloom.js.map +1 -1
  26. package/dist/posteffect/compositor.js +111 -204
  27. package/dist/posteffect/compositor.js.map +1 -1
  28. package/dist/posteffect/motionblur.js +3 -0
  29. package/dist/posteffect/motionblur.js.map +1 -1
  30. package/dist/posteffect/posteffect.js +79 -0
  31. package/dist/posteffect/posteffect.js.map +1 -1
  32. package/dist/posteffect/skinsss.js.map +1 -1
  33. package/dist/posteffect/ssr.js +238 -7
  34. package/dist/posteffect/ssr.js.map +1 -1
  35. package/dist/posteffect/sss.js +16 -15
  36. package/dist/posteffect/sss.js.map +1 -1
  37. package/dist/posteffect/taa.js +121 -19
  38. package/dist/posteffect/taa.js.map +1 -1
  39. package/dist/posteffect/tonemap.js +1 -1
  40. package/dist/posteffect/tonemap.js.map +1 -1
  41. package/dist/render/abuffer_oit.js +7 -1
  42. package/dist/render/abuffer_oit.js.map +1 -1
  43. package/dist/render/cluster_light.js +52 -8
  44. package/dist/render/cluster_light.js.map +1 -1
  45. package/dist/render/dualdepthpeeling_oit.js +331 -0
  46. package/dist/render/dualdepthpeeling_oit.js.map +1 -0
  47. package/dist/render/envlight.js +6 -3
  48. package/dist/render/envlight.js.map +1 -1
  49. package/dist/render/hzb.js +11 -4
  50. package/dist/render/hzb.js.map +1 -1
  51. package/dist/render/lightpass.js +21 -12
  52. package/dist/render/lightpass.js.map +1 -1
  53. package/dist/render/renderer.js +7 -3
  54. package/dist/render/renderer.js.map +1 -1
  55. package/dist/render/rendergraph/blackboard.js +79 -0
  56. package/dist/render/rendergraph/blackboard.js.map +1 -0
  57. package/dist/render/rendergraph/device_pool_allocator.js +10 -1
  58. package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
  59. package/dist/render/rendergraph/executor.js +41 -11
  60. package/dist/render/rendergraph/executor.js.map +1 -1
  61. package/dist/render/rendergraph/forward_plus_builder.js +551 -201
  62. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  63. package/dist/render/rendergraph/rendergraph.js +29 -0
  64. package/dist/render/rendergraph/rendergraph.js.map +1 -1
  65. package/dist/render/rendergraph/types.js.map +1 -1
  66. package/dist/render/renderpass.js +12 -2
  67. package/dist/render/renderpass.js.map +1 -1
  68. package/dist/render/shadow_mask_pass.js +297 -0
  69. package/dist/render/shadow_mask_pass.js.map +1 -0
  70. package/dist/render/weightedblended_oit.js +5 -0
  71. package/dist/render/weightedblended_oit.js.map +1 -1
  72. package/dist/scene/basesprite.js +1 -0
  73. package/dist/scene/basesprite.js.map +1 -1
  74. package/dist/scene/batchgroup.js +1 -0
  75. package/dist/scene/batchgroup.js.map +1 -1
  76. package/dist/scene/environment.js +1 -0
  77. package/dist/scene/environment.js.map +1 -1
  78. package/dist/scene/msdftext.js +1 -0
  79. package/dist/scene/msdftext.js.map +1 -1
  80. package/dist/scene/msdftextsprite.js +1 -0
  81. package/dist/scene/msdftextsprite.js.map +1 -1
  82. package/dist/scene/particlesys.js +1 -0
  83. package/dist/scene/particlesys.js.map +1 -1
  84. package/dist/scene/scene.js +1 -0
  85. package/dist/scene/scene.js.map +1 -1
  86. package/dist/scene/terrain-cm/grass.js +1 -0
  87. package/dist/scene/terrain-cm/grass.js.map +1 -1
  88. package/dist/scene/terrain-cm/terrain-cm.js +1 -0
  89. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  90. package/dist/scene/water.js +1 -0
  91. package/dist/scene/water.js.map +1 -1
  92. package/dist/shaders/ssr.js +52 -21
  93. package/dist/shaders/ssr.js.map +1 -1
  94. package/dist/utility/misc.js +10 -1
  95. package/dist/utility/misc.js.map +1 -1
  96. package/dist/utility/serialization/manager.js +1 -0
  97. package/dist/utility/serialization/manager.js.map +1 -1
  98. package/dist/utility/serialization/scene/animation.js +1 -0
  99. package/dist/utility/serialization/scene/animation.js.map +1 -1
  100. package/dist/utility/serialization/scene/batch.js +1 -0
  101. package/dist/utility/serialization/scene/batch.js.map +1 -1
  102. package/dist/utility/serialization/scene/camera.js +35 -2
  103. package/dist/utility/serialization/scene/camera.js.map +1 -1
  104. package/dist/utility/serialization/scene/light.js +1 -0
  105. package/dist/utility/serialization/scene/light.js.map +1 -1
  106. package/dist/utility/serialization/scene/mesh.js +1 -0
  107. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  108. package/dist/utility/serialization/scene/node.js +1 -0
  109. package/dist/utility/serialization/scene/node.js.map +1 -1
  110. package/dist/utility/serialization/scene/particle.js +1 -0
  111. package/dist/utility/serialization/scene/particle.js.map +1 -1
  112. package/dist/utility/serialization/scene/primitive.js +1 -0
  113. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  114. package/dist/utility/serialization/scene/sprite.js +1 -0
  115. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  116. package/dist/utility/serialization/scene/terrain.js +1 -0
  117. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  118. package/dist/utility/serialization/scene/text.js +1 -0
  119. package/dist/utility/serialization/scene/text.js.map +1 -1
  120. package/dist/utility/serialization/scene/water.js +1 -0
  121. package/dist/utility/serialization/scene/water.js.map +1 -1
  122. package/dist/values.js +11 -1
  123. package/dist/values.js.map +1 -1
  124. package/package.json +2 -2
@@ -0,0 +1,297 @@
1
+ import { Vector2, Vector4 } from '@zephyr3d/base';
2
+ import { ShaderHelper } from '../material/shader/helper.js';
3
+ import { drawFullscreenQuad } from './fullscreenquad.js';
4
+ import { MAX_SHADOW_MASK_LIGHTS } from '../values.js';
5
+
6
+ const UNIFORM_NAME_SHADOW_MAP = 'Z_UniformShadowMap';
7
+ /**
8
+ * Number of shadow-casting lights packed into a single RGBA8 mask array layer.
9
+ * One light per color channel.
10
+ */ const SHADOW_MASK_LIGHTS_PER_LAYER = 4;
11
+ /**
12
+ * Maximum number of shadow mask array layers, derived from the per-light cap.
13
+ */ const MAX_SHADOW_MASK_LAYERS = MAX_SHADOW_MASK_LIGHTS / SHADOW_MASK_LIGHTS_PER_LAYER;
14
+ /**
15
+ * Renders the screen-space shadow mask for the Forward+ pipeline.
16
+ *
17
+ * For each shadow-casting light, the light's visibility factor `[0,1]` (1 = lit,
18
+ * 0 = fully shadowed) is reconstructed from the linear depth prepass and written
19
+ * into one channel of one layer of an `rgba8unorm` texture array. Four lights are
20
+ * packed per layer (one per RGBA channel).
21
+ *
22
+ * The layer/channel assignment must stay in lockstep with
23
+ * {@link ClusteredLight.getVisibleLights}: shadow-casting lights occupy clustered
24
+ * buffer indices `1..N` in the order of `renderQueue.shadowedLights`. The zero-based
25
+ * light ordinal `s = index - 1` maps to `layer = s >> 2`, `channel = s & 3`. The
26
+ * clustered shading pass recovers the same mapping from a light's buffer index, so
27
+ * no per-light mask index is stored.
28
+ *
29
+ * @internal
30
+ */ class ShadowMaskRenderer {
31
+ /** Fullscreen mask programs keyed by a per-light shader signature. */ _programs;
32
+ /** Bind groups paired with each cached program. */ _bindGroups;
33
+ /** One render state per RGBA channel (color mask selects the target channel). */ _channelStates;
34
+ _nearFar;
35
+ _cameraPosition;
36
+ _cameraParams;
37
+ constructor(){
38
+ this._programs = new Map();
39
+ this._bindGroups = new Map();
40
+ this._channelStates = null;
41
+ this._nearFar = new Vector2();
42
+ this._cameraPosition = new Vector4();
43
+ this._cameraParams = new Vector4();
44
+ }
45
+ /**
46
+ * Number of array layers required to hold `numLights` shadow lights.
47
+ * @param numLights - Number of shadow-casting lights.
48
+ * @returns Layer count, clamped to {@link MAX_SHADOW_MASK_LAYERS}.
49
+ */ static getLayerCount(numLights) {
50
+ const n = Math.min(numLights, MAX_SHADOW_MASK_LIGHTS);
51
+ return Math.min(Math.ceil(n / SHADOW_MASK_LIGHTS_PER_LAYER), MAX_SHADOW_MASK_LAYERS);
52
+ }
53
+ /**
54
+ * Render the shadow mask for the given shadow-casting lights.
55
+ *
56
+ * @param ctx - Draw context (must carry shadowMapInfo for the lights).
57
+ * @param depthTexture - Linear depth texture from the depth prepass.
58
+ * @param lights - Shadow-casting lights, in clustered-buffer order (index 1..N).
59
+ * @param getLayerFramebuffer - Resolves the framebuffer bound to mask array layer `k`.
60
+ */ render(ctx, depthTexture, lights, getLayerFramebuffer) {
61
+ const device = ctx.device;
62
+ const numLights = Math.min(lights.length, MAX_SHADOW_MASK_LIGHTS);
63
+ if (numLights === 0 || !ctx.shadowMapInfo) {
64
+ return;
65
+ }
66
+ const numLayers = ShadowMaskRenderer.getLayerCount(numLights);
67
+ const channelStates = this.getChannelStates(device);
68
+ const savedShadowLight = ctx.currentShadowLight;
69
+ device.pushDeviceStates();
70
+ for(let layer = 0; layer < numLayers; layer++){
71
+ const framebuffer = getLayerFramebuffer(layer);
72
+ device.setFramebuffer(framebuffer);
73
+ // Clear to "fully lit" (1 = no shadow) so channels without an assigned
74
+ // light, and pixels outside any shadow, read as unshadowed. The mask array
75
+ // has no depth attachment, so depth/stencil clear args are null.
76
+ device.clearFrameBuffer(new Vector4(1, 1, 1, 1), null, null);
77
+ for(let channel = 0; channel < SHADOW_MASK_LIGHTS_PER_LAYER; channel++){
78
+ const ordinal = layer * SHADOW_MASK_LIGHTS_PER_LAYER + channel;
79
+ if (ordinal >= numLights) {
80
+ break;
81
+ }
82
+ const light = lights[ordinal];
83
+ const shadowMapParams = ctx.shadowMapInfo.get(light);
84
+ if (!shadowMapParams || !shadowMapParams.shadowMap) {
85
+ continue;
86
+ }
87
+ ctx.currentShadowLight = light;
88
+ this.renderLightChannel(ctx, depthTexture, light, shadowMapParams, channelStates[channel]);
89
+ }
90
+ }
91
+ device.popDeviceStates();
92
+ ctx.currentShadowLight = savedShadowLight;
93
+ }
94
+ /** Render one shadow light into one color channel of the current framebuffer. */ renderLightChannel(ctx, depthTexture, light, shadowMapParams, renderState) {
95
+ const device = ctx.device;
96
+ const key = this.getProgramKey(ctx, shadowMapParams);
97
+ let program = this._programs.get(key) ?? null;
98
+ let bindGroup = this._bindGroups.get(key) ?? null;
99
+ if (!program) {
100
+ program = this.createProgram(ctx, shadowMapParams);
101
+ bindGroup = device.createBindGroup(program.bindGroupLayouts[0]);
102
+ this._programs.set(key, program);
103
+ this._bindGroups.set(key, bindGroup);
104
+ }
105
+ bindGroup = this._bindGroups.get(key);
106
+ this.setUniforms(bindGroup, ctx, depthTexture, light, shadowMapParams);
107
+ device.setProgram(program);
108
+ device.setBindGroup(0, bindGroup);
109
+ drawFullscreenQuad(renderState);
110
+ }
111
+ /**
112
+ * The program signature: distinct shadow implementations, cascade counts and
113
+ * shadow map types must not share a compiled program.
114
+ */ getProgramKey(ctx, shadowMapParams) {
115
+ return `${ctx.device.type}|${shadowMapParams.shaderHash}`;
116
+ }
117
+ getChannelStates(device) {
118
+ if (!this._channelStates) {
119
+ this._channelStates = [];
120
+ for(let c = 0; c < SHADOW_MASK_LIGHTS_PER_LAYER; c++){
121
+ const rs = device.createRenderStateSet();
122
+ rs.useDepthState().enableTest(false).enableWrite(false);
123
+ rs.useRasterizerState().setCullMode('none');
124
+ rs.useColorState().setColorMask(c === 0, c === 1, c === 2, c === 3);
125
+ this._channelStates.push(rs);
126
+ }
127
+ }
128
+ return this._channelStates;
129
+ }
130
+ setUniforms(bindGroup, ctx, depthTexture, light, shadowMapParams) {
131
+ const camera = ctx.camera;
132
+ const near = camera.getNearPlane();
133
+ const far = camera.getFarPlane();
134
+ const cameraPos = camera.getWorldPosition();
135
+ this._cameraPosition.setXYZW(cameraPos.x, cameraPos.y, cameraPos.z, 0);
136
+ this._cameraParams.setXYZW(near, far, 1, 1);
137
+ this._nearFar.setXY(near, far);
138
+ bindGroup.setValue('camera', {
139
+ position: this._cameraPosition,
140
+ params: this._cameraParams,
141
+ shadowDebugCascades: camera.shadowDebugCascades ? 1 : 0,
142
+ framestamp: ctx.device.frameInfo.frameCounter
143
+ });
144
+ // Full shadow light struct (matches helper.ts currentShadowLight lightStruct,
145
+ // including implParams which PCSS/VSM impls read via getShadowImplParams).
146
+ const implParams = new Vector4();
147
+ shadowMapParams.impl.getParams(implParams);
148
+ bindGroup.setValue('light', {
149
+ sunDir: ctx.sunLight ? ctx.sunLight.directionAndCutoff.xyz().scaleBy(-1) : new Vector4(0, 1, 0, 0).xyz(),
150
+ shadowCascades: shadowMapParams.numShadowCascades,
151
+ positionAndRange: light.positionAndRange,
152
+ directionAndCutoff: light.directionAndCutoff,
153
+ diffuseAndIntensity: light.diffuseAndIntensity,
154
+ extraParams: light.extraParams,
155
+ cascadeDistances: shadowMapParams.cascadeDistances,
156
+ depthBiasValues: shadowMapParams.depthBiasValues[0],
157
+ shadowCameraParams: shadowMapParams.cameraParams,
158
+ depthBiasScales: shadowMapParams.depthBiasScales,
159
+ implParams: implParams,
160
+ shadowMatrices: new Float32Array(shadowMapParams.shadowMatrices),
161
+ shadowStrength: light.shadow.shadowStrength,
162
+ envLightStrength: ctx.env?.light.strength ?? 0,
163
+ envLightSpecularStrength: ctx.env?.light.specularStrength ?? 1
164
+ });
165
+ bindGroup.setValue('invViewProjMatrix', camera.invViewProjectionMatrix);
166
+ bindGroup.setValue('cameraNearFar', this._nearFar);
167
+ bindGroup.setValue('flip', this.needFlip(ctx.device) ? 1 : 0);
168
+ bindGroup.setTexture('depthTex', depthTexture);
169
+ bindGroup.setTexture(UNIFORM_NAME_SHADOW_MAP, shadowMapParams.shadowMap, shadowMapParams.shadowMapSampler);
170
+ }
171
+ /**
172
+ * Whether the fullscreen output needs a vertical flip. Mask array layers are
173
+ * offscreen render targets, so the convention matches other offscreen passes
174
+ * (no flip); WebGPU still flips clip-space Y in the vertex shader.
175
+ */ needFlip(_device) {
176
+ return false;
177
+ }
178
+ createProgram(ctx, shadowMapParams) {
179
+ const device = ctx.device;
180
+ const numCascades = shadowMapParams.numShadowCascades;
181
+ const shadowMap = shadowMapParams.shadowMap;
182
+ const program = device.buildRenderProgram({
183
+ label: 'ShadowMask',
184
+ vertex (pb) {
185
+ this.flip = pb.int().uniform(0);
186
+ this.$inputs.pos = pb.vec2().attrib('position');
187
+ this.$outputs.uv = pb.vec2();
188
+ pb.main(function() {
189
+ this.$builtins.position = pb.vec4(this.$inputs.pos, 1, 1);
190
+ this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));
191
+ this.$if(pb.notEqual(this.flip, 0), function() {
192
+ this.$builtins.position.y = pb.neg(this.$builtins.position.y);
193
+ });
194
+ if (device.type === 'webgpu') {
195
+ this.$builtins.position.y = pb.neg(this.$builtins.position.y);
196
+ }
197
+ });
198
+ },
199
+ fragment (pb) {
200
+ const cameraStruct = pb.defineStruct([
201
+ pb.vec4('position'),
202
+ pb.vec4('params'),
203
+ pb.float('shadowDebugCascades'),
204
+ // Required by PCSS temporal jitter (ShaderHelper.getFramestamp).
205
+ pb.int('framestamp')
206
+ ]);
207
+ // Must match helper.ts currentShadowLight lightStruct field-for-field.
208
+ const lightStruct = pb.defineStruct([
209
+ pb.vec3('sunDir'),
210
+ pb.int('shadowCascades'),
211
+ pb.vec4('positionAndRange'),
212
+ pb.vec4('directionAndCutoff'),
213
+ pb.vec4('diffuseAndIntensity'),
214
+ pb.vec4('extraParams'),
215
+ pb.vec4('cascadeDistances'),
216
+ pb.vec4('depthBiasValues'),
217
+ pb.vec4('shadowCameraParams'),
218
+ pb.vec4('depthBiasScales'),
219
+ pb.vec4('implParams'),
220
+ pb.vec4[16]('shadowMatrices'),
221
+ pb.float('shadowStrength'),
222
+ pb.float('envLightStrength'),
223
+ pb.float('envLightSpecularStrength')
224
+ ]);
225
+ this.camera = cameraStruct().uniform(0);
226
+ this.light = lightStruct().uniform(0);
227
+ const shadowTex = shadowMap.isTextureCube() ? shadowMap.isDepth() ? pb.texCubeShadow() : pb.texCube() : shadowMap.isTexture2D() ? shadowMap.isDepth() ? pb.tex2DShadow() : pb.tex2D() : shadowMap.isDepth() ? pb.tex2DArrayShadow() : pb.tex2DArray();
228
+ if (!shadowMap.isDepth() && !device.getDeviceCaps().textureCaps.getTextureFormatInfo(shadowMap.format).filterable) {
229
+ shadowTex.sampleType('unfilterable-float');
230
+ }
231
+ this[UNIFORM_NAME_SHADOW_MAP] = shadowTex.uniform(0);
232
+ this.depthTex = pb.tex2D().uniform(0);
233
+ this.invViewProjMatrix = pb.mat4().uniform(0);
234
+ this.cameraNearFar = pb.vec2().uniform(0);
235
+ this.$outputs.color = pb.vec4();
236
+ // Explicit-depth cascade selection (fragCoord.z is invalid in a fullscreen
237
+ // pass). Mirrors posteffect/sss.ts calculateTransmissionShadow.
238
+ pb.func('zShadowMaskFactor', [
239
+ pb.vec3('worldPos'),
240
+ pb.float('depth01'),
241
+ pb.float('NoL')
242
+ ], function() {
243
+ if (numCascades > 1) {
244
+ this.$l.linearDepth = pb.mul(this.depth01, this.camera.params.y);
245
+ this.$l.splitDistances = this.light.cascadeDistances;
246
+ this.$l.comparison = pb.vec4(pb.greaterThan(pb.vec4(this.linearDepth), this.splitDistances));
247
+ this.$l.cascadeFlags = pb.vec4(pb.float(pb.greaterThan(this.light.shadowCascades, 0)), pb.float(pb.greaterThan(this.light.shadowCascades, 1)), pb.float(pb.greaterThan(this.light.shadowCascades, 2)), pb.float(pb.greaterThan(this.light.shadowCascades, 3)));
248
+ this.$l.split = pb.int(pb.dot(this.comparison, this.cascadeFlags));
249
+ if (device.type === 'webgl') {
250
+ this.$l.shadowVertex = pb.vec4();
251
+ this.$for(pb.int('cascade'), 0, 4, function() {
252
+ this.$if(pb.equal(this.cascade, this.split), function() {
253
+ this.shadowVertex = ShaderHelper.calculateShadowSpaceVertex(this, pb.vec4(this.worldPos, 1), this.cascade);
254
+ this.$break();
255
+ });
256
+ });
257
+ } else {
258
+ this.$l.shadowVertex = ShaderHelper.calculateShadowSpaceVertex(this, pb.vec4(this.worldPos, 1), this.split);
259
+ }
260
+ this.$l.shadow = shadowMapParams.impl.computeShadowCSM(shadowMapParams, this, this.shadowVertex, this.NoL, this.split);
261
+ this.$l.shadowDistance = this.light.shadowCameraParams.w;
262
+ this.shadow = pb.mix(this.shadow, 1, pb.smoothStep(pb.mul(this.shadowDistance, 0.8), this.shadowDistance, pb.distance(this.camera.position.xyz, this.worldPos)));
263
+ this.shadow = pb.mix(1, this.shadow, this.light.shadowStrength);
264
+ this.$return(pb.clamp(this.shadow, 0, 1));
265
+ } else {
266
+ this.$l.shadowVertex = ShaderHelper.calculateShadowSpaceVertex(this, pb.vec4(this.worldPos, 1));
267
+ this.$l.shadow = shadowMapParams.impl.computeShadow(shadowMapParams, this, this.shadowVertex, this.NoL);
268
+ this.$l.shadowDistance = this.light.shadowCameraParams.w;
269
+ this.shadow = pb.mix(this.shadow, 1, pb.smoothStep(pb.mul(this.shadowDistance, 0.8), this.shadowDistance, pb.distance(this.camera.position.xyz, this.worldPos)));
270
+ this.shadow = pb.mix(1, this.shadow, this.light.shadowStrength);
271
+ this.$return(pb.clamp(this.shadow, 0, 1));
272
+ }
273
+ });
274
+ pb.main(function() {
275
+ this.$l.pos = ShaderHelper.samplePositionFromDepth(this, this.depthTex, this.$inputs.uv, this.invViewProjMatrix, this.cameraNearFar);
276
+ // NoL is unavailable in a fullscreen pass (no geometric normal); it only
277
+ // feeds normal-offset bias, so a conservative 1.0 is used.
278
+ this.$l.factor = this.zShadowMaskFactor(this.pos.xyz, this.pos.w, pb.float(1));
279
+ this.$outputs.color = pb.vec4(this.factor);
280
+ });
281
+ }
282
+ });
283
+ program.name = '@ShadowMask';
284
+ return program;
285
+ }
286
+ /** Release cached GPU resources. */ dispose() {
287
+ for (const program of this._programs.values()){
288
+ program.dispose();
289
+ }
290
+ this._programs.clear();
291
+ this._bindGroups.clear();
292
+ this._channelStates = null;
293
+ }
294
+ }
295
+
296
+ export { MAX_SHADOW_MASK_LAYERS, SHADOW_MASK_LIGHTS_PER_LAYER, ShadowMaskRenderer };
297
+ //# sourceMappingURL=shadow_mask_pass.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shadow_mask_pass.js","sources":["../../src/render/shadow_mask_pass.ts"],"sourcesContent":["import { Vector2, Vector4 } from '@zephyr3d/base';\nimport type { Nullable } from '@zephyr3d/base';\nimport type {\n AbstractDevice,\n BindGroup,\n FrameBuffer,\n GPUProgram,\n PBShaderExp,\n RenderStateSet,\n Texture2D\n} from '@zephyr3d/device';\nimport type { DrawContext } from './drawable';\nimport type { PunctualLight } from '../scene/light';\nimport type { ShadowMapParams } from '../shadow/shadowmapper';\nimport { ShaderHelper } from '../material/shader/helper';\nimport { drawFullscreenQuad } from './fullscreenquad';\nimport { MAX_SHADOW_MASK_LIGHTS } from '../values';\n\nconst UNIFORM_NAME_SHADOW_MAP = 'Z_UniformShadowMap';\n\n/**\n * Number of shadow-casting lights packed into a single RGBA8 mask array layer.\n * One light per color channel.\n */\nexport const SHADOW_MASK_LIGHTS_PER_LAYER = 4;\n\n/**\n * Maximum number of shadow mask array layers, derived from the per-light cap.\n */\nexport const MAX_SHADOW_MASK_LAYERS = MAX_SHADOW_MASK_LIGHTS / SHADOW_MASK_LIGHTS_PER_LAYER;\n\n/**\n * Renders the screen-space shadow mask for the Forward+ pipeline.\n *\n * For each shadow-casting light, the light's visibility factor `[0,1]` (1 = lit,\n * 0 = fully shadowed) is reconstructed from the linear depth prepass and written\n * into one channel of one layer of an `rgba8unorm` texture array. Four lights are\n * packed per layer (one per RGBA channel).\n *\n * The layer/channel assignment must stay in lockstep with\n * {@link ClusteredLight.getVisibleLights}: shadow-casting lights occupy clustered\n * buffer indices `1..N` in the order of `renderQueue.shadowedLights`. The zero-based\n * light ordinal `s = index - 1` maps to `layer = s >> 2`, `channel = s & 3`. The\n * clustered shading pass recovers the same mapping from a light's buffer index, so\n * no per-light mask index is stored.\n *\n * @internal\n */\nexport class ShadowMaskRenderer {\n /** Fullscreen mask programs keyed by a per-light shader signature. */\n private _programs: Map<string, GPUProgram>;\n /** Bind groups paired with each cached program. */\n private _bindGroups: Map<string, BindGroup>;\n /** One render state per RGBA channel (color mask selects the target channel). */\n private _channelStates: Nullable<RenderStateSet[]>;\n private readonly _nearFar: Vector2;\n private readonly _cameraPosition: Vector4;\n private readonly _cameraParams: Vector4;\n\n constructor() {\n this._programs = new Map();\n this._bindGroups = new Map();\n this._channelStates = null;\n this._nearFar = new Vector2();\n this._cameraPosition = new Vector4();\n this._cameraParams = new Vector4();\n }\n\n /**\n * Number of array layers required to hold `numLights` shadow lights.\n * @param numLights - Number of shadow-casting lights.\n * @returns Layer count, clamped to {@link MAX_SHADOW_MASK_LAYERS}.\n */\n static getLayerCount(numLights: number): number {\n const n = Math.min(numLights, MAX_SHADOW_MASK_LIGHTS);\n return Math.min(Math.ceil(n / SHADOW_MASK_LIGHTS_PER_LAYER), MAX_SHADOW_MASK_LAYERS);\n }\n\n /**\n * Render the shadow mask for the given shadow-casting lights.\n *\n * @param ctx - Draw context (must carry shadowMapInfo for the lights).\n * @param depthTexture - Linear depth texture from the depth prepass.\n * @param lights - Shadow-casting lights, in clustered-buffer order (index 1..N).\n * @param getLayerFramebuffer - Resolves the framebuffer bound to mask array layer `k`.\n */\n render(\n ctx: DrawContext,\n depthTexture: Texture2D,\n lights: PunctualLight[],\n getLayerFramebuffer: (layer: number) => FrameBuffer\n ): void {\n const device = ctx.device;\n const numLights = Math.min(lights.length, MAX_SHADOW_MASK_LIGHTS);\n if (numLights === 0 || !ctx.shadowMapInfo) {\n return;\n }\n const numLayers = ShadowMaskRenderer.getLayerCount(numLights);\n const channelStates = this.getChannelStates(device);\n const savedShadowLight = ctx.currentShadowLight;\n\n device.pushDeviceStates();\n for (let layer = 0; layer < numLayers; layer++) {\n const framebuffer = getLayerFramebuffer(layer);\n device.setFramebuffer(framebuffer);\n // Clear to \"fully lit\" (1 = no shadow) so channels without an assigned\n // light, and pixels outside any shadow, read as unshadowed. The mask array\n // has no depth attachment, so depth/stencil clear args are null.\n device.clearFrameBuffer(new Vector4(1, 1, 1, 1), null, null);\n for (let channel = 0; channel < SHADOW_MASK_LIGHTS_PER_LAYER; channel++) {\n const ordinal = layer * SHADOW_MASK_LIGHTS_PER_LAYER + channel;\n if (ordinal >= numLights) {\n break;\n }\n const light = lights[ordinal];\n const shadowMapParams = ctx.shadowMapInfo.get(light);\n if (!shadowMapParams || !shadowMapParams.shadowMap) {\n continue;\n }\n ctx.currentShadowLight = light;\n this.renderLightChannel(ctx, depthTexture, light, shadowMapParams, channelStates[channel]);\n }\n }\n device.popDeviceStates();\n ctx.currentShadowLight = savedShadowLight;\n }\n\n /** Render one shadow light into one color channel of the current framebuffer. */\n private renderLightChannel(\n ctx: DrawContext,\n depthTexture: Texture2D,\n light: PunctualLight,\n shadowMapParams: ShadowMapParams,\n renderState: RenderStateSet\n ): void {\n const device = ctx.device;\n const key = this.getProgramKey(ctx, shadowMapParams);\n let program = this._programs.get(key) ?? null;\n let bindGroup = this._bindGroups.get(key) ?? null;\n if (!program) {\n program = this.createProgram(ctx, shadowMapParams);\n bindGroup = device.createBindGroup(program.bindGroupLayouts[0]);\n this._programs.set(key, program);\n this._bindGroups.set(key, bindGroup);\n }\n bindGroup = this._bindGroups.get(key)!;\n this.setUniforms(bindGroup, ctx, depthTexture, light, shadowMapParams);\n device.setProgram(program);\n device.setBindGroup(0, bindGroup);\n drawFullscreenQuad(renderState);\n }\n\n /**\n * The program signature: distinct shadow implementations, cascade counts and\n * shadow map types must not share a compiled program.\n */\n private getProgramKey(ctx: DrawContext, shadowMapParams: ShadowMapParams): string {\n return `${ctx.device.type}|${shadowMapParams.shaderHash}`;\n }\n\n private getChannelStates(device: AbstractDevice): RenderStateSet[] {\n if (!this._channelStates) {\n this._channelStates = [];\n for (let c = 0; c < SHADOW_MASK_LIGHTS_PER_LAYER; c++) {\n const rs = device.createRenderStateSet();\n rs.useDepthState().enableTest(false).enableWrite(false);\n rs.useRasterizerState().setCullMode('none');\n rs.useColorState().setColorMask(c === 0, c === 1, c === 2, c === 3);\n this._channelStates.push(rs);\n }\n }\n return this._channelStates;\n }\n\n private setUniforms(\n bindGroup: BindGroup,\n ctx: DrawContext,\n depthTexture: Texture2D,\n light: PunctualLight,\n shadowMapParams: ShadowMapParams\n ): void {\n const camera = ctx.camera;\n const near = camera.getNearPlane();\n const far = camera.getFarPlane();\n const cameraPos = camera.getWorldPosition();\n this._cameraPosition.setXYZW(cameraPos.x, cameraPos.y, cameraPos.z, 0);\n this._cameraParams.setXYZW(near, far, 1, 1);\n this._nearFar.setXY(near, far);\n bindGroup.setValue('camera', {\n position: this._cameraPosition,\n params: this._cameraParams,\n shadowDebugCascades: camera.shadowDebugCascades ? 1 : 0,\n framestamp: ctx.device.frameInfo.frameCounter\n });\n // Full shadow light struct (matches helper.ts currentShadowLight lightStruct,\n // including implParams which PCSS/VSM impls read via getShadowImplParams).\n const implParams = new Vector4();\n shadowMapParams.impl!.getParams(implParams);\n bindGroup.setValue('light', {\n sunDir: ctx.sunLight\n ? ctx.sunLight.directionAndCutoff.xyz().scaleBy(-1)\n : new Vector4(0, 1, 0, 0).xyz(),\n shadowCascades: shadowMapParams.numShadowCascades,\n positionAndRange: light.positionAndRange,\n directionAndCutoff: light.directionAndCutoff,\n diffuseAndIntensity: light.diffuseAndIntensity,\n extraParams: light.extraParams,\n cascadeDistances: shadowMapParams.cascadeDistances,\n depthBiasValues: shadowMapParams.depthBiasValues[0],\n shadowCameraParams: shadowMapParams.cameraParams,\n depthBiasScales: shadowMapParams.depthBiasScales,\n implParams: implParams,\n shadowMatrices: new Float32Array(shadowMapParams.shadowMatrices),\n shadowStrength: light.shadow.shadowStrength,\n envLightStrength: ctx.env?.light.strength ?? 0,\n envLightSpecularStrength: ctx.env?.light.specularStrength ?? 1\n });\n bindGroup.setValue('invViewProjMatrix', camera.invViewProjectionMatrix);\n bindGroup.setValue('cameraNearFar', this._nearFar);\n bindGroup.setValue('flip', this.needFlip(ctx.device) ? 1 : 0);\n bindGroup.setTexture('depthTex', depthTexture);\n bindGroup.setTexture(\n UNIFORM_NAME_SHADOW_MAP,\n shadowMapParams.shadowMap!,\n shadowMapParams.shadowMapSampler\n );\n }\n\n /**\n * Whether the fullscreen output needs a vertical flip. Mask array layers are\n * offscreen render targets, so the convention matches other offscreen passes\n * (no flip); WebGPU still flips clip-space Y in the vertex shader.\n */\n private needFlip(_device: AbstractDevice): boolean {\n return false;\n }\n\n private createProgram(ctx: DrawContext, shadowMapParams: ShadowMapParams): GPUProgram {\n const device = ctx.device;\n const numCascades = shadowMapParams.numShadowCascades;\n const shadowMap = shadowMapParams.shadowMap!;\n const program = device.buildRenderProgram({\n label: 'ShadowMask',\n vertex(pb) {\n this.flip = pb.int().uniform(0);\n this.$inputs.pos = pb.vec2().attrib('position');\n this.$outputs.uv = pb.vec2();\n pb.main(function () {\n this.$builtins.position = pb.vec4(this.$inputs.pos, 1, 1);\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\n this.$if(pb.notEqual(this.flip, 0), function () {\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\n });\n if (device.type === 'webgpu') {\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\n }\n });\n },\n fragment(pb) {\n const cameraStruct = pb.defineStruct([\n pb.vec4('position'),\n pb.vec4('params'),\n pb.float('shadowDebugCascades'),\n // Required by PCSS temporal jitter (ShaderHelper.getFramestamp).\n pb.int('framestamp')\n ]);\n // Must match helper.ts currentShadowLight lightStruct field-for-field.\n const lightStruct = pb.defineStruct([\n pb.vec3('sunDir'),\n pb.int('shadowCascades'),\n pb.vec4('positionAndRange'),\n pb.vec4('directionAndCutoff'),\n pb.vec4('diffuseAndIntensity'),\n pb.vec4('extraParams'),\n pb.vec4('cascadeDistances'),\n pb.vec4('depthBiasValues'),\n pb.vec4('shadowCameraParams'),\n pb.vec4('depthBiasScales'),\n pb.vec4('implParams'),\n pb.vec4[16]('shadowMatrices'),\n pb.float('shadowStrength'),\n pb.float('envLightStrength'),\n pb.float('envLightSpecularStrength')\n ]);\n this.camera = cameraStruct().uniform(0);\n this.light = lightStruct().uniform(0);\n const shadowTex = shadowMap.isTextureCube()\n ? shadowMap.isDepth()\n ? pb.texCubeShadow()\n : pb.texCube()\n : shadowMap.isTexture2D()\n ? shadowMap.isDepth()\n ? pb.tex2DShadow()\n : pb.tex2D()\n : shadowMap.isDepth()\n ? pb.tex2DArrayShadow()\n : pb.tex2DArray();\n if (\n !shadowMap.isDepth() &&\n !device.getDeviceCaps().textureCaps.getTextureFormatInfo(shadowMap.format).filterable\n ) {\n shadowTex.sampleType('unfilterable-float');\n }\n this[UNIFORM_NAME_SHADOW_MAP] = shadowTex.uniform(0);\n this.depthTex = pb.tex2D().uniform(0);\n this.invViewProjMatrix = pb.mat4().uniform(0);\n this.cameraNearFar = pb.vec2().uniform(0);\n this.$outputs.color = pb.vec4();\n // Explicit-depth cascade selection (fragCoord.z is invalid in a fullscreen\n // pass). 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@@ -32,6 +32,11 @@ import { Disposable, Vector4 } from '@zephyr3d/base';
32
32
  return false;
33
33
  }
34
34
  /**
35
+ * {@inheritDoc OIT.wantsAdditiveLightPassAlpha}
36
+ */ wantsAdditiveLightPassAlpha() {
37
+ return false;
38
+ }
39
+ /**
35
40
  * {@inheritDoc OIT.begin}
36
41
  */ begin(_ctx) {
37
42
  return 1;
@@ -1 +1 @@
1
- {"version":3,"file":"weightedblended_oit.js","sources":["../../src/render/weightedblended_oit.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BindGroup,\r\n GPUProgram,\r\n PBGlobalScope,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n RenderStateSet,\r\n Texture2D\r\n} from '@zephyr3d/device';\r\nimport type { OIT } from './oit';\r\nimport type { DrawContext } from './drawable';\r\nimport { drawFullscreenQuad } from './fullscreenquad';\r\nimport { Disposable, Vector4 } from '@zephyr3d/base';\r\n\r\n/**\r\n * Weighted-blended OIT renderer.\r\n *\r\n * @remarks\r\n * The weighed-blended OIT renderer supports both WebGL, WebGL2 and WebGPU device.\r\n *\r\n * @public\r\n */\r\nexport class WeightedBlendedOIT extends Disposable implements OIT {\r\n /** Type name of WeightedBlendedOIT */\r\n public static readonly type = 'wb';\r\n private static _compositeProgram: GPUProgram;\r\n private static _compositeBindGroup: BindGroup;\r\n private static _compositeRenderStates: RenderStateSet;\r\n\r\n constructor() {\r\n super();\r\n }\r\n /**\r\n * {@inheritDoc OIT.getType}\r\n */\r\n getType() {\r\n return WeightedBlendedOIT.type;\r\n }\r\n /**\r\n * {@inheritDoc OIT.supportDevice}\r\n */\r\n supportDevice(_deviceType: string) {\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc OIT.wantsPremultipliedAlpha}\r\n */\r\n wantsPremultipliedAlpha() {\r\n return false;\r\n }\r\n /**\r\n * {@inheritDoc OIT.begin}\r\n */\r\n begin(_ctx: DrawContext) {\r\n return 1;\r\n }\r\n /**\r\n * {@inheritDoc OIT.end}\r\n */\r\n end(_ctx: DrawContext) {\r\n return;\r\n }\r\n /**\r\n * {@inheritDoc OIT.setupFragmentOutput}\r\n */\r\n setupFragmentOutput(scope: PBGlobalScope) {\r\n const pb = scope.$builder;\r\n scope.$outputs.outColor = pb.vec4();\r\n scope.$outputs.outAlpha = pb.getDevice().type === 'webgl' ? pb.vec4() : pb.float();\r\n }\r\n /**\r\n * {@inheritDoc OIT.beginPass}\r\n */\r\n beginPass(ctx: DrawContext, _pass: number) {\r\n const device = ctx.device;\r\n const accumBuffer = this.getAccumFramebuffer(ctx, device);\r\n device.pushDeviceStates();\r\n device.setFramebuffer(accumBuffer);\r\n device.clearFrameBuffer(new Vector4(0, 0, 0, 1), null, null);\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc OIT.endPass}\r\n */\r\n endPass(ctx: DrawContext, _pass: number) {\r\n const device = ctx.device;\r\n const accumBuffer = device.getFramebuffer()!;\r\n device.popDeviceStates();\r\n const accumTargets = accumBuffer.getColorAttachments();\r\n this.composite(ctx, device, accumTargets[0] as Texture2D, accumTargets[1] as Texture2D);\r\n }\r\n /**\r\n * {@inheritDoc OIT.calculateHash}\r\n */\r\n calculateHash() {\r\n return this.getType();\r\n }\r\n /**\r\n * {@inheritDoc OIT.applyUniforms}\r\n */\r\n applyUniforms(_ctx: DrawContext, _bindGroup: BindGroup) {\r\n return;\r\n }\r\n /**\r\n * {@inheritDoc OIT.outputFragmentColor}\r\n */\r\n outputFragmentColor(scope: PBInsideFunctionScope, color: PBShaderExp) {\r\n const pb = scope.$builder;\r\n pb.func('Z_WBOIT_depthWeight', [pb.float('z'), pb.float('a')], function () {\r\n this.$return(\r\n pb.clamp(\r\n pb.mul(\r\n pb.pow(pb.add(pb.min(1, pb.mul(this.a, 10)), 0.01), 3),\r\n 1e8,\r\n pb.pow(pb.sub(1, pb.mul(this.z, 0.9)), 2)\r\n ),\r\n 1e-2,\r\n 3e3\r\n )\r\n );\r\n });\r\n pb.func('Z_WBOIT_output', [pb.vec4('color')], function () {\r\n this.$l.w = this.Z_WBOIT_depthWeight(this.$builtins.fragCoord.z, this.color.a);\r\n this.$outputs[0] = pb.vec4(pb.mul(this.color.rgb, this.w), this.color.a);\r\n this.$outputs[1] =\r\n pb.getDevice().type === 'webgl'\r\n ? pb.vec4(pb.mul(this.color.a, this.w))\r\n : pb.mul(this.color.a, this.w);\r\n });\r\n scope.Z_WBOIT_output(color);\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc OIT.setRenderStates}\r\n */\r\n setRenderStates(rs: RenderStateSet) {\r\n const blendingState = rs.useBlendingState();\r\n blendingState.enable(true);\r\n blendingState.setBlendEquation('add', 'add');\r\n blendingState.setBlendFuncRGB('one', 'one');\r\n blendingState.setBlendFuncAlpha('zero', 'inv-src-alpha');\r\n const depthState = rs.useDepthState();\r\n depthState.enableWrite(false).enableTest(true);\r\n }\r\n /** @internal */\r\n private composite(ctx: DrawContext, device: AbstractDevice, accumColor: Texture2D, accumAlpha: Texture2D) {\r\n const currentFramebuffer = device.getFramebuffer();\r\n const colorAttachment = currentFramebuffer?.getColorAttachments()[0] ?? null;\r\n const singleColorFramebuffer =\r\n currentFramebuffer && currentFramebuffer.getColorAttachments().length > 1 && colorAttachment\r\n ? device.pool.fetchTemporalFramebuffer(\r\n false,\r\n 0,\r\n 0,\r\n colorAttachment,\r\n currentFramebuffer.getDepthAttachment(),\r\n false\r\n )\r\n : null;\r\n if (singleColorFramebuffer) {\r\n const viewport = device.getViewport();\r\n const scissor = device.getScissor();\r\n device.pushDeviceStates();\r\n device.setFramebuffer(singleColorFramebuffer);\r\n device.setViewport(viewport);\r\n device.setScissor(scissor);\r\n }\r\n try {\r\n device.setProgram(WeightedBlendedOIT.getCompositeProgram(device));\r\n WeightedBlendedOIT._compositeBindGroup.setTexture('accumColorTex', accumColor);\r\n WeightedBlendedOIT._compositeBindGroup.setTexture('accumAlphaTex', accumAlpha);\r\n device.setBindGroup(0, WeightedBlendedOIT._compositeBindGroup);\r\n drawFullscreenQuad(WeightedBlendedOIT._compositeRenderStates);\r\n } finally {\r\n if (singleColorFramebuffer) {\r\n device.popDeviceStates();\r\n device.pool.releaseFrameBuffer(singleColorFramebuffer);\r\n }\r\n }\r\n }\r\n /** @internal */\r\n private getAccumFramebuffer(ctx: DrawContext, device: AbstractDevice) {\r\n const width = ctx.depthTexture!.width;\r\n const height = ctx.depthTexture!.height;\r\n const accumColor = device.pool.fetchTemporalTexture2D(false, 'rgba16f', width, height, false);\r\n const accumAlpha = device.pool.fetchTemporalTexture2D(\r\n false,\r\n device.type === 'webgl' ? 'rgba16f' : 'r16f',\r\n width,\r\n height,\r\n false\r\n );\r\n const fb = device.pool.createTemporalFramebuffer(true, [accumColor, accumAlpha], ctx.depthTexture);\r\n device.pool.releaseTexture(accumColor);\r\n device.pool.releaseTexture(accumAlpha);\r\n return fb;\r\n }\r\n /** @internal */\r\n private static getCompositeProgram(device: AbstractDevice) {\r\n if (!this._compositeProgram) {\r\n this._compositeProgram = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n this.$outputs.uv = pb.vec2();\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, 1, 1);\r\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\r\n if (device.type === 'webgpu') {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n }\r\n });\r\n },\r\n fragment(pb) {\r\n this.$outputs.outColor = pb.vec4();\r\n this.accumColorTex = pb.tex2D().uniform(0);\r\n this.accumAlphaTex = pb.tex2D().uniform(0);\r\n pb.main(function () {\r\n this.$l.accumColor = pb.textureSample(this.accumColorTex, this.$inputs.uv);\r\n this.$l.accumAlpha = pb.textureSample(this.accumAlphaTex, this.$inputs.uv);\r\n this.$l.r = this.accumColor.a;\r\n this.accumColor.a = this.accumAlpha.r;\r\n this.$outputs.outColor = pb.vec4(\r\n pb.div(this.accumColor.rgb, pb.clamp(this.accumColor.a, 0.0001, 50000)),\r\n this.r\r\n );\r\n });\r\n }\r\n })!;\r\n this._compositeProgram.name = '@WBOIT_Composite';\r\n this._compositeBindGroup = device.createBindGroup(this._compositeProgram.bindGroupLayouts[0]);\r\n this._compositeRenderStates = device.createRenderStateSet();\r\n this._compositeRenderStates\r\n .useBlendingState()\r\n .enable(true)\r\n .setBlendFuncRGB('inv-src-alpha', 'src-alpha')\r\n .setBlendFuncAlpha('zero', 'one');\r\n this._compositeRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n }\r\n return this._compositeProgram;\r\n 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+ {"version":3,"file":"weightedblended_oit.js","sources":["../../src/render/weightedblended_oit.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BindGroup,\r\n GPUProgram,\r\n PBGlobalScope,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n RenderStateSet,\r\n Texture2D\r\n} from '@zephyr3d/device';\r\nimport type { OIT } from './oit';\r\nimport type { DrawContext } from './drawable';\r\nimport { drawFullscreenQuad } from './fullscreenquad';\r\nimport { Disposable, Vector4 } from '@zephyr3d/base';\r\n\r\n/**\r\n * Weighted-blended OIT renderer.\r\n *\r\n * @remarks\r\n * The weighed-blended OIT renderer supports both WebGL, WebGL2 and WebGPU device.\r\n *\r\n * @public\r\n */\r\nexport class WeightedBlendedOIT extends Disposable implements OIT {\r\n /** Type name of WeightedBlendedOIT */\r\n public static readonly type = 'wb';\r\n private static _compositeProgram: GPUProgram;\r\n private static _compositeBindGroup: BindGroup;\r\n private static _compositeRenderStates: RenderStateSet;\r\n\r\n constructor() {\r\n super();\r\n }\r\n /**\r\n * {@inheritDoc OIT.getType}\r\n */\r\n getType() {\r\n return WeightedBlendedOIT.type;\r\n }\r\n /**\r\n * {@inheritDoc OIT.supportDevice}\r\n */\r\n supportDevice(_deviceType: string) {\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc OIT.wantsPremultipliedAlpha}\r\n */\r\n wantsPremultipliedAlpha() {\r\n return false;\r\n }\r\n /**\r\n * {@inheritDoc OIT.wantsAdditiveLightPassAlpha}\r\n */\r\n wantsAdditiveLightPassAlpha() {\r\n return false;\r\n }\r\n /**\r\n * {@inheritDoc OIT.begin}\r\n */\r\n begin(_ctx: DrawContext) {\r\n return 1;\r\n }\r\n /**\r\n * {@inheritDoc OIT.end}\r\n */\r\n end(_ctx: DrawContext) {\r\n return;\r\n }\r\n /**\r\n * {@inheritDoc OIT.setupFragmentOutput}\r\n */\r\n setupFragmentOutput(scope: PBGlobalScope) {\r\n const pb = scope.$builder;\r\n scope.$outputs.outColor = pb.vec4();\r\n scope.$outputs.outAlpha = pb.getDevice().type === 'webgl' ? pb.vec4() : pb.float();\r\n }\r\n /**\r\n * {@inheritDoc OIT.beginPass}\r\n */\r\n beginPass(ctx: DrawContext, _pass: number) {\r\n const device = ctx.device;\r\n const accumBuffer = this.getAccumFramebuffer(ctx, device);\r\n device.pushDeviceStates();\r\n device.setFramebuffer(accumBuffer);\r\n device.clearFrameBuffer(new Vector4(0, 0, 0, 1), null, null);\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc OIT.endPass}\r\n */\r\n endPass(ctx: DrawContext, _pass: number) {\r\n const device = ctx.device;\r\n const accumBuffer = device.getFramebuffer()!;\r\n device.popDeviceStates();\r\n const accumTargets = accumBuffer.getColorAttachments();\r\n this.composite(ctx, device, accumTargets[0] as Texture2D, accumTargets[1] as Texture2D);\r\n }\r\n /**\r\n * {@inheritDoc OIT.calculateHash}\r\n */\r\n calculateHash() {\r\n return this.getType();\r\n }\r\n /**\r\n * {@inheritDoc OIT.applyUniforms}\r\n */\r\n applyUniforms(_ctx: DrawContext, _bindGroup: BindGroup) {\r\n return;\r\n }\r\n /**\r\n * {@inheritDoc OIT.outputFragmentColor}\r\n */\r\n outputFragmentColor(scope: PBInsideFunctionScope, color: PBShaderExp) {\r\n const pb = scope.$builder;\r\n pb.func('Z_WBOIT_depthWeight', [pb.float('z'), pb.float('a')], function () {\r\n this.$return(\r\n pb.clamp(\r\n pb.mul(\r\n pb.pow(pb.add(pb.min(1, pb.mul(this.a, 10)), 0.01), 3),\r\n 1e8,\r\n pb.pow(pb.sub(1, pb.mul(this.z, 0.9)), 2)\r\n ),\r\n 1e-2,\r\n 3e3\r\n )\r\n );\r\n });\r\n pb.func('Z_WBOIT_output', [pb.vec4('color')], function () {\r\n this.$l.w = this.Z_WBOIT_depthWeight(this.$builtins.fragCoord.z, this.color.a);\r\n this.$outputs[0] = pb.vec4(pb.mul(this.color.rgb, this.w), this.color.a);\r\n this.$outputs[1] =\r\n pb.getDevice().type === 'webgl'\r\n ? pb.vec4(pb.mul(this.color.a, this.w))\r\n : pb.mul(this.color.a, this.w);\r\n });\r\n scope.Z_WBOIT_output(color);\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc OIT.setRenderStates}\r\n */\r\n setRenderStates(rs: RenderStateSet) {\r\n const blendingState = rs.useBlendingState();\r\n blendingState.enable(true);\r\n blendingState.setBlendEquation('add', 'add');\r\n blendingState.setBlendFuncRGB('one', 'one');\r\n blendingState.setBlendFuncAlpha('zero', 'inv-src-alpha');\r\n const depthState = rs.useDepthState();\r\n depthState.enableWrite(false).enableTest(true);\r\n }\r\n /** @internal */\r\n private composite(ctx: DrawContext, device: AbstractDevice, accumColor: Texture2D, accumAlpha: Texture2D) {\r\n const currentFramebuffer = device.getFramebuffer();\r\n const colorAttachment = currentFramebuffer?.getColorAttachments()[0] ?? null;\r\n const singleColorFramebuffer =\r\n currentFramebuffer && currentFramebuffer.getColorAttachments().length > 1 && colorAttachment\r\n ? device.pool.fetchTemporalFramebuffer(\r\n false,\r\n 0,\r\n 0,\r\n colorAttachment,\r\n currentFramebuffer.getDepthAttachment(),\r\n false\r\n )\r\n : null;\r\n if (singleColorFramebuffer) {\r\n const viewport = device.getViewport();\r\n const scissor = device.getScissor();\r\n device.pushDeviceStates();\r\n device.setFramebuffer(singleColorFramebuffer);\r\n device.setViewport(viewport);\r\n device.setScissor(scissor);\r\n }\r\n try {\r\n device.setProgram(WeightedBlendedOIT.getCompositeProgram(device));\r\n WeightedBlendedOIT._compositeBindGroup.setTexture('accumColorTex', accumColor);\r\n WeightedBlendedOIT._compositeBindGroup.setTexture('accumAlphaTex', accumAlpha);\r\n device.setBindGroup(0, WeightedBlendedOIT._compositeBindGroup);\r\n drawFullscreenQuad(WeightedBlendedOIT._compositeRenderStates);\r\n } finally {\r\n if (singleColorFramebuffer) {\r\n device.popDeviceStates();\r\n device.pool.releaseFrameBuffer(singleColorFramebuffer);\r\n }\r\n }\r\n }\r\n /** @internal */\r\n private getAccumFramebuffer(ctx: DrawContext, device: AbstractDevice) {\r\n const width = ctx.depthTexture!.width;\r\n const height = ctx.depthTexture!.height;\r\n const accumColor = device.pool.fetchTemporalTexture2D(false, 'rgba16f', width, height, false);\r\n const accumAlpha = device.pool.fetchTemporalTexture2D(\r\n false,\r\n device.type === 'webgl' ? 'rgba16f' : 'r16f',\r\n width,\r\n height,\r\n false\r\n );\r\n const fb = device.pool.createTemporalFramebuffer(true, [accumColor, accumAlpha], ctx.depthTexture);\r\n device.pool.releaseTexture(accumColor);\r\n device.pool.releaseTexture(accumAlpha);\r\n return fb;\r\n }\r\n /** @internal */\r\n private static getCompositeProgram(device: AbstractDevice) {\r\n if (!this._compositeProgram) {\r\n this._compositeProgram = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n this.$outputs.uv = pb.vec2();\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, 1, 1);\r\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\r\n if (device.type === 'webgpu') {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n }\r\n });\r\n },\r\n fragment(pb) {\r\n this.$outputs.outColor = pb.vec4();\r\n this.accumColorTex = pb.tex2D().uniform(0);\r\n this.accumAlphaTex = 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@@ -27,6 +27,7 @@ import '../render/rendergraph/forward_plus_builder.js';
27
27
  import '../render/lightpass.js';
28
28
  import '../render/sky.js';
29
29
  import '../render/clipmap.js';
30
+ import '../render/dualdepthpeeling_oit.js';
30
31
  import '../shaders/atmosphere.js';
31
32
  import { BoundingBox } from '../utility/bounding_volume.js';
32
33
  import { mixinDrawable } from '../render/drawable_mixin.js';
@@ -1 +1 @@
1
- {"version":3,"file":"basesprite.js","sources":["../../src/scene/basesprite.ts"],"sourcesContent":["import type { Matrix4x4, Nullable } from '@zephyr3d/base';\r\nimport { applyMixins, DRef, Quaternion, Vector2, Vector3 } from '@zephyr3d/base';\r\nimport { GraphNode } from './graph_node';\r\nimport type { RenderPass, BatchDrawable, DrawContext, PickTarget, RenderQueue } from '../render';\r\nimport { Primitive } from '../render';\r\nimport type { RenderBundle } from '@zephyr3d/device';\r\nimport type { Scene } from './scene';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { QUEUE_OPAQUE } from '../values';\r\nimport { mixinDrawable } from '../render/drawable_mixin';\r\nimport { RenderBundleWrapper } from '../render/renderbundle_wrapper';\r\nimport type { SceneNode } from './scene_node';\r\nimport { getDevice } from '../app/api';\r\nimport { SpriteMaterial } from '../material/sprite';\r\n\r\n/**\r\n * Mesh node\r\n * @public\r\n */\r\nexport class BaseSprite<M extends SpriteMaterial>\r\n extends applyMixins(GraphNode, mixinDrawable)\r\n implements BatchDrawable\r\n{\r\n /** @internal */\r\n private static _primitive: DRef<Primitive> = new DRef();\r\n /** @internal */\r\n protected readonly _material: DRef<M>;\r\n /** @internal */\r\n protected _instanceHash: Nullable<string>;\r\n /** @internal */\r\n protected _batchable: boolean;\r\n /** @internal */\r\n protected _pickTarget: PickTarget;\r\n /** @internal */\r\n protected _renderBundle: Record<string, RenderBundle>;\r\n /** @internal */\r\n protected _useRenderBundle: boolean;\r\n /** @internal */\r\n protected _materialChangeTag: Nullable<number>;\r\n /** @internal */\r\n protected _anchor: Vector2;\r\n /** @internal */\r\n protected _rotateAngle: number;\r\n /**\r\n * Creates an instance of mesh node\r\n * @param scene - The scene to which the mesh node belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._material = new DRef();\r\n this._instanceHash = null;\r\n this._pickTarget = { node: this };\r\n this._batchable = getDevice().type !== 'webgl';\r\n this._anchor = new Vector2(0.5, 0.5);\r\n this._rotateAngle = 0;\r\n this._renderBundle = {};\r\n this._useRenderBundle = true;\r\n this._materialChangeTag = null;\r\n }\r\n /**\r\n * Returns the batch instance ID for the current render pass.\r\n */\r\n getInstanceId(_renderPass: RenderPass) {\r\n return `${this._instanceHash}:${this.worldMatrixDet >= 0}`;\r\n }\r\n /**\r\n * Returns the packed instance-uniform buffer used for batching.\r\n */\r\n getInstanceUniforms() {\r\n return this._material.get()!.$instanceUniforms;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPickTarget }\r\n */\r\n getPickTarget() {\r\n return this._pickTarget;\r\n }\r\n setPickTarget(node: SceneNode, label?: string) {\r\n this._pickTarget = { node, label };\r\n }\r\n /** Material of the mesh */\r\n get material() {\r\n return this._material.get()!;\r\n }\r\n set material(m) {\r\n if (this._material.get() !== m && m instanceof SpriteMaterial) {\r\n this._material.set(m);\r\n if (m) {\r\n this.onSetMaterial(m);\r\n RenderBundleWrapper.materialAttached(m.coreMaterial, this);\r\n }\r\n this._instanceHash = m ? `${this.constructor.name}:${this._scene?.id ?? 0}:${m.instanceId}` : null;\r\n RenderBundleWrapper.drawableChanged(this);\r\n this._materialChangeTag = null;\r\n }\r\n }\r\n get anchorX() {\r\n return this._anchor.x;\r\n }\r\n set anchorX(value) {\r\n if (this._anchor.x !== value) {\r\n this._anchor.x = value;\r\n this.invalidateWorldBoundingVolume(false);\r\n const material = this._material.get();\r\n if (material) {\r\n material.anchorX = this._anchor.x;\r\n }\r\n }\r\n }\r\n get anchorY() {\r\n return this._anchor.y;\r\n }\r\n set anchorY(value) {\r\n if (this._anchor.y !== value) {\r\n this._anchor.y = value;\r\n this.invalidateWorldBoundingVolume(false);\r\n const material = this._material.get();\r\n if (material) {\r\n material.anchorY = this._anchor.y;\r\n }\r\n }\r\n }\r\n get uvTopLeft() {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n return new Vector2(uvinfo.x, uvinfo.y);\r\n }\r\n set uvTopLeft(value) {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n this._material.get()!.setUVInfo(value.x, value.y, uvinfo.z, uvinfo.w);\r\n }\r\n get uvBottomRight() {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n return new Vector2(uvinfo.z, uvinfo.w);\r\n }\r\n set uvBottomRight(value) {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n this._material.get()!.setUVInfo(uvinfo.x, uvinfo.y, value.x, value.y);\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphData}\r\n */\r\n getMorphData() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphInfo}\r\n */\r\n getMorphInfo() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isBatchable}\r\n */\r\n isBatchable(): this is BatchDrawable {\r\n return this._batchable && !!this._material.get() && this._material.get()!.isBatchable();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getQueueType}\r\n */\r\n getQueueType() {\r\n return this.material?.getQueueType() ?? QUEUE_OPAQUE;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isUnlit}\r\n */\r\n isUnlit() {\r\n return !this.material?.supportLighting();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneColor}\r\n */\r\n needSceneColor() {\r\n return this.material?.needSceneColor();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneDepth}\r\n */\r\n needSceneDepth() {\r\n return this.material?.needSceneDepth();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.draw}\r\n */\r\n draw(ctx: DrawContext, renderQueue: Nullable<RenderQueue>, hash?: string) {\r\n const material = this.material;\r\n const primitive = this.getPrimitive();\r\n if (material && primitive) {\r\n if (this._useRenderBundle && !ctx.instanceData && hash) {\r\n if (this._materialChangeTag !== material.changeTag) {\r\n this._renderBundle = {};\r\n this._materialChangeTag = material.changeTag;\r\n }\r\n const renderBundle = this._renderBundle[hash];\r\n if (!renderBundle) {\r\n ctx.device.beginCapture();\r\n this.bind(ctx, renderQueue);\r\n material.draw(primitive, ctx);\r\n this._renderBundle[hash] = ctx.device.endCapture();\r\n } else {\r\n ctx.device.executeRenderBundle(renderBundle);\r\n }\r\n } else {\r\n this.bind(ctx, renderQueue);\r\n material.draw(primitive, ctx);\r\n }\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMaterial}\r\n */\r\n getMaterial() {\r\n return this.material;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPrimitive}\r\n */\r\n getPrimitive() {\r\n let primitive = BaseSprite._primitive.get();\r\n if (!primitive) {\r\n primitive = new Primitive();\r\n primitive.createAndSetVertexBuffer('position_f32', new Float32Array([0, 1, 2, 3]));\r\n primitive.createAndSetIndexBuffer(new Uint16Array([0, 1, 2, 3]));\r\n primitive.primitiveType = 'triangle-strip';\r\n BaseSprite._primitive.set(primitive);\r\n }\r\n return primitive;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getBoneMatrices}\r\n */\r\n getBoneMatrices() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getNode}\r\n */\r\n getNode() {\r\n // mesh transform should be ignored when skinned\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.computeBoundingVolume}\r\n */\r\n computeBoundingVolume() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.computeWorldBoundingVolume}\r\n */\r\n computeWorldBoundingVolume() {\r\n const p = this.worldMatrix.transformPointAffine(Vector3.zero());\r\n const scaleX = Math.hypot(this.worldMatrix[0], this.worldMatrix[1], this.worldMatrix[2]);\r\n const scaleY = Math.hypot(this.worldMatrix[4], this.worldMatrix[5], this.worldMatrix[6]);\r\n const mat = this._material?.get();\r\n if (mat) {\r\n const boundingBox = new BoundingBox();\r\n const cx = Math.max(Math.abs(this._anchor.x), Math.abs(1 - this._anchor.x)) * scaleX;\r\n const cy = Math.max(Math.abs(this._anchor.y), Math.abs(1 - this._anchor.y)) * scaleY;\r\n const size = Math.max(cx, cy);\r\n boundingBox.minPoint.setXYZ(p.x - size, p.y - size, p.z - size);\r\n boundingBox.maxPoint.setXYZ(p.x + size, p.y + size, p.z + size);\r\n return boundingBox;\r\n }\r\n return null;\r\n }\r\n calculateLocalTransform(outMatrix: Matrix4x4) {\r\n const rot = this.rotation.toEulerAngles().z;\r\n const rotationZ = Quaternion.fromAxisAngle(Vector3.axisPZ(), rot);\r\n outMatrix.compose(this._scaling, rotationZ, this._position);\r\n if (this._material?.get()) {\r\n this._rotateAngle = -rot;\r\n this._material.get()!.rotation = this._rotateAngle;\r\n }\r\n\r\n //outMatrix.scaling(this.scale).translateLeft(this._position);\r\n }\r\n calculateWorldTransform(outMatrix: Matrix4x4) {\r\n outMatrix.set(this.localMatrix);\r\n if (this.parent) {\r\n outMatrix.m03 += this.parent.worldMatrix.m03;\r\n outMatrix.m13 += this.parent.worldMatrix.m13;\r\n outMatrix.m23 += this.parent.worldMatrix.m23;\r\n }\r\n }\r\n /** Called when new material is set */\r\n protected onSetMaterial(material: M) {\r\n material.anchor = this._anchor;\r\n material.rotation = this._rotateAngle;\r\n }\r\n /** Disposes the mesh node */\r\n protected 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+ {"version":3,"file":"basesprite.js","sources":["../../src/scene/basesprite.ts"],"sourcesContent":["import type { Matrix4x4, Nullable } from '@zephyr3d/base';\r\nimport { applyMixins, DRef, Quaternion, Vector2, Vector3 } from '@zephyr3d/base';\r\nimport { GraphNode } from './graph_node';\r\nimport type { RenderPass, BatchDrawable, DrawContext, PickTarget, RenderQueue } from '../render';\r\nimport { Primitive } from '../render';\r\nimport type { RenderBundle } from '@zephyr3d/device';\r\nimport type { Scene } from './scene';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { QUEUE_OPAQUE } from '../values';\r\nimport { mixinDrawable } from '../render/drawable_mixin';\r\nimport { RenderBundleWrapper } from '../render/renderbundle_wrapper';\r\nimport type { SceneNode } from './scene_node';\r\nimport { getDevice } from '../app/api';\r\nimport { SpriteMaterial } from '../material/sprite';\r\n\r\n/**\r\n * Mesh node\r\n * @public\r\n */\r\nexport class BaseSprite<M extends SpriteMaterial>\r\n extends applyMixins(GraphNode, mixinDrawable)\r\n implements BatchDrawable\r\n{\r\n /** @internal */\r\n private static _primitive: DRef<Primitive> = new DRef();\r\n /** @internal */\r\n protected readonly _material: DRef<M>;\r\n /** @internal */\r\n protected _instanceHash: Nullable<string>;\r\n /** @internal */\r\n protected _batchable: boolean;\r\n /** @internal */\r\n protected _pickTarget: PickTarget;\r\n /** @internal */\r\n protected _renderBundle: Record<string, RenderBundle>;\r\n /** @internal */\r\n protected _useRenderBundle: boolean;\r\n /** @internal */\r\n protected _materialChangeTag: Nullable<number>;\r\n /** @internal */\r\n protected _anchor: Vector2;\r\n /** @internal */\r\n protected _rotateAngle: number;\r\n /**\r\n * Creates an instance of mesh node\r\n * @param scene - The scene to which the mesh node belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._material = new DRef();\r\n this._instanceHash = null;\r\n this._pickTarget = { node: this };\r\n this._batchable = getDevice().type !== 'webgl';\r\n this._anchor = new Vector2(0.5, 0.5);\r\n this._rotateAngle = 0;\r\n this._renderBundle = {};\r\n this._useRenderBundle = true;\r\n this._materialChangeTag = null;\r\n }\r\n /**\r\n * Returns the batch instance ID for the current render pass.\r\n */\r\n getInstanceId(_renderPass: RenderPass) {\r\n return `${this._instanceHash}:${this.worldMatrixDet >= 0}`;\r\n }\r\n /**\r\n * Returns the packed instance-uniform buffer used for batching.\r\n */\r\n getInstanceUniforms() {\r\n return this._material.get()!.$instanceUniforms;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPickTarget }\r\n */\r\n getPickTarget() {\r\n return this._pickTarget;\r\n }\r\n setPickTarget(node: SceneNode, label?: string) {\r\n this._pickTarget = { node, label };\r\n }\r\n /** Material of the mesh */\r\n get material() {\r\n return this._material.get()!;\r\n }\r\n set material(m) {\r\n if (this._material.get() !== m && m instanceof SpriteMaterial) {\r\n this._material.set(m);\r\n if (m) {\r\n this.onSetMaterial(m);\r\n RenderBundleWrapper.materialAttached(m.coreMaterial, this);\r\n }\r\n this._instanceHash = m ? `${this.constructor.name}:${this._scene?.id ?? 0}:${m.instanceId}` : null;\r\n RenderBundleWrapper.drawableChanged(this);\r\n this._materialChangeTag = null;\r\n }\r\n }\r\n get anchorX() {\r\n return this._anchor.x;\r\n }\r\n set anchorX(value) {\r\n if (this._anchor.x !== value) {\r\n this._anchor.x = value;\r\n this.invalidateWorldBoundingVolume(false);\r\n const material = this._material.get();\r\n if (material) {\r\n material.anchorX = this._anchor.x;\r\n }\r\n }\r\n }\r\n get anchorY() {\r\n return this._anchor.y;\r\n }\r\n set anchorY(value) {\r\n if (this._anchor.y !== value) {\r\n this._anchor.y = value;\r\n this.invalidateWorldBoundingVolume(false);\r\n const material = this._material.get();\r\n if (material) {\r\n material.anchorY = this._anchor.y;\r\n }\r\n }\r\n }\r\n get uvTopLeft() {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n return new Vector2(uvinfo.x, uvinfo.y);\r\n }\r\n set uvTopLeft(value) {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n this._material.get()!.setUVInfo(value.x, value.y, uvinfo.z, uvinfo.w);\r\n }\r\n get uvBottomRight() {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n return new Vector2(uvinfo.z, uvinfo.w);\r\n }\r\n set uvBottomRight(value) {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n this._material.get()!.setUVInfo(uvinfo.x, uvinfo.y, value.x, value.y);\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphData}\r\n */\r\n getMorphData() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphInfo}\r\n */\r\n getMorphInfo() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isBatchable}\r\n */\r\n isBatchable(): this is BatchDrawable {\r\n return this._batchable && !!this._material.get() && this._material.get()!.isBatchable();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getQueueType}\r\n */\r\n getQueueType() {\r\n return this.material?.getQueueType() ?? QUEUE_OPAQUE;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isUnlit}\r\n */\r\n isUnlit() {\r\n return !this.material?.supportLighting();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneColor}\r\n */\r\n needSceneColor() {\r\n return this.material?.needSceneColor();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneDepth}\r\n */\r\n needSceneDepth() {\r\n return this.material?.needSceneDepth();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.draw}\r\n */\r\n draw(ctx: DrawContext, renderQueue: Nullable<RenderQueue>, hash?: string) {\r\n const material = this.material;\r\n const primitive = this.getPrimitive();\r\n if (material && primitive) {\r\n if (this._useRenderBundle && !ctx.instanceData && hash) {\r\n if (this._materialChangeTag !== material.changeTag) {\r\n this._renderBundle = {};\r\n this._materialChangeTag = material.changeTag;\r\n }\r\n const renderBundle = this._renderBundle[hash];\r\n if (!renderBundle) {\r\n ctx.device.beginCapture();\r\n this.bind(ctx, renderQueue);\r\n material.draw(primitive, ctx);\r\n this._renderBundle[hash] = ctx.device.endCapture();\r\n } else {\r\n ctx.device.executeRenderBundle(renderBundle);\r\n }\r\n } else {\r\n this.bind(ctx, renderQueue);\r\n material.draw(primitive, ctx);\r\n }\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMaterial}\r\n */\r\n getMaterial() {\r\n return this.material;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPrimitive}\r\n */\r\n getPrimitive() {\r\n let primitive = BaseSprite._primitive.get();\r\n if (!primitive) {\r\n primitive = new Primitive();\r\n primitive.createAndSetVertexBuffer('position_f32', new Float32Array([0, 1, 2, 3]));\r\n primitive.createAndSetIndexBuffer(new Uint16Array([0, 1, 2, 3]));\r\n primitive.primitiveType = 'triangle-strip';\r\n BaseSprite._primitive.set(primitive);\r\n }\r\n return primitive;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getBoneMatrices}\r\n */\r\n getBoneMatrices() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getNode}\r\n */\r\n getNode() {\r\n // mesh transform should be ignored when skinned\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.computeBoundingVolume}\r\n */\r\n computeBoundingVolume() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.computeWorldBoundingVolume}\r\n */\r\n computeWorldBoundingVolume() {\r\n const p = this.worldMatrix.transformPointAffine(Vector3.zero());\r\n const scaleX = Math.hypot(this.worldMatrix[0], this.worldMatrix[1], this.worldMatrix[2]);\r\n const scaleY = Math.hypot(this.worldMatrix[4], this.worldMatrix[5], this.worldMatrix[6]);\r\n const mat = this._material?.get();\r\n if (mat) {\r\n const boundingBox = new BoundingBox();\r\n const cx = Math.max(Math.abs(this._anchor.x), Math.abs(1 - this._anchor.x)) * scaleX;\r\n const cy = Math.max(Math.abs(this._anchor.y), Math.abs(1 - this._anchor.y)) * scaleY;\r\n const size = Math.max(cx, cy);\r\n boundingBox.minPoint.setXYZ(p.x - size, p.y - size, p.z - size);\r\n boundingBox.maxPoint.setXYZ(p.x + size, p.y + size, p.z + size);\r\n return boundingBox;\r\n }\r\n return null;\r\n }\r\n calculateLocalTransform(outMatrix: Matrix4x4) {\r\n const rot = this.rotation.toEulerAngles().z;\r\n const rotationZ = Quaternion.fromAxisAngle(Vector3.axisPZ(), rot);\r\n outMatrix.compose(this._scaling, rotationZ, this._position);\r\n if (this._material?.get()) {\r\n this._rotateAngle = -rot;\r\n this._material.get()!.rotation = this._rotateAngle;\r\n }\r\n\r\n //outMatrix.scaling(this.scale).translateLeft(this._position);\r\n }\r\n calculateWorldTransform(outMatrix: Matrix4x4) {\r\n outMatrix.set(this.localMatrix);\r\n if (this.parent) {\r\n outMatrix.m03 += this.parent.worldMatrix.m03;\r\n outMatrix.m13 += this.parent.worldMatrix.m13;\r\n outMatrix.m23 += this.parent.worldMatrix.m23;\r\n }\r\n }\r\n /** Called when new material is set */\r\n protected onSetMaterial(material: M) {\r\n material.anchor = this._anchor;\r\n material.rotation = this._rotateAngle;\r\n }\r\n /** Disposes the mesh node */\r\n protected 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@@ -25,6 +25,7 @@ import '../render/rendergraph/forward_plus_builder.js';
25
25
  import '../render/lightpass.js';
26
26
  import '../render/sky.js';
27
27
  import '../render/clipmap.js';
28
+ import '../render/dualdepthpeeling_oit.js';
28
29
  import '../shaders/atmosphere.js';
29
30
  import { BoundingBox } from '../utility/bounding_volume.js';
30
31