@zephyr3d/scene 0.9.2 → 0.9.4

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 (513) hide show
  1. package/dist/animation/animationset.js +135 -135
  2. package/dist/animation/animationset.js.map +1 -1
  3. package/dist/animation/ik/ik_chain_builder.js +68 -0
  4. package/dist/animation/ik/ik_chain_builder.js.map +1 -0
  5. package/dist/animation/ik/ik_pole_constraint.js +2 -7
  6. package/dist/animation/ik/ik_pole_constraint.js.map +1 -1
  7. package/dist/animation/joint_dynamics/controller.js +146 -146
  8. package/dist/animation/joint_dynamics/controller.js.map +1 -1
  9. package/dist/animation/joint_dynamics/math.js +16 -0
  10. package/dist/animation/joint_dynamics/math.js.map +1 -0
  11. package/dist/animation/spring/spring_system.js +75 -75
  12. package/dist/animation/spring/spring_system.js.map +1 -1
  13. package/dist/animation/spring2/constraints.js.map +1 -1
  14. package/dist/animation/spring2/controller.js +64 -64
  15. package/dist/animation/spring2/controller.js.map +1 -1
  16. package/dist/animation/spring2/math.js.map +1 -1
  17. package/dist/animation/spring2/spring_system.js +8 -8
  18. package/dist/animation/spring2/spring_system.js.map +1 -1
  19. package/dist/app/engine.js +119 -71
  20. package/dist/app/engine.js.map +1 -1
  21. package/dist/asset/assetmanager.js +296 -244
  22. package/dist/asset/assetmanager.js.map +1 -1
  23. package/dist/asset/loaders/gltf/gltf_loader.js +1 -0
  24. package/dist/asset/loaders/gltf/gltf_loader.js.map +1 -1
  25. package/dist/camera/camera.js +184 -184
  26. package/dist/camera/camera.js.map +1 -1
  27. package/dist/index.d.ts +685 -38
  28. package/dist/index.js +11 -2
  29. package/dist/index.js.map +1 -1
  30. package/dist/material/material.js +290 -290
  31. package/dist/material/material.js.map +1 -1
  32. package/dist/material/msdf_text.js +180 -0
  33. package/dist/material/msdf_text.js.map +1 -0
  34. package/dist/material/msdf_text_sprite.js +64 -0
  35. package/dist/material/msdf_text_sprite.js.map +1 -0
  36. package/dist/material/pbrblueprint.js +123 -108
  37. package/dist/material/pbrblueprint.js.map +1 -1
  38. package/dist/material/shader/helper.js +6 -3
  39. package/dist/material/shader/helper.js.map +1 -1
  40. package/dist/material/sprite_sdf.js +106 -0
  41. package/dist/material/sprite_sdf.js.map +1 -0
  42. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +38 -0
  43. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +1 -0
  44. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +10 -0
  45. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +1 -0
  46. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +127 -0
  47. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +1 -0
  48. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +263 -0
  49. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +1 -0
  50. package/dist/posteffect/ssr.js +1 -0
  51. package/dist/posteffect/ssr.js.map +1 -1
  52. package/dist/render/abuffer_oit.js +1 -0
  53. package/dist/render/abuffer_oit.js.map +1 -1
  54. package/dist/render/cluster_light.js +3 -4
  55. package/dist/render/cluster_light.js.map +1 -1
  56. package/dist/render/cull_visitor.js +28 -0
  57. package/dist/render/cull_visitor.js.map +1 -1
  58. package/dist/render/drawable.js.map +1 -1
  59. package/dist/render/drawable_mixin.js +1 -0
  60. package/dist/render/drawable_mixin.js.map +1 -1
  61. package/dist/render/fbm_wavegenerator.js +1 -0
  62. package/dist/render/fbm_wavegenerator.js.map +1 -1
  63. package/dist/render/gerstner_wavegenerator.js +1 -0
  64. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  65. package/dist/render/globalbindgroup_allocator.js +1 -0
  66. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  67. package/dist/render/render_queue.js +1 -0
  68. package/dist/render/render_queue.js.map +1 -1
  69. package/dist/render/rendergraph/history_resource_manager.js +93 -93
  70. package/dist/render/rendergraph/history_resource_manager.js.map +1 -1
  71. package/dist/render/rendergraph/history_resources.js +3 -3
  72. package/dist/render/rendergraph/history_resources.js.map +1 -1
  73. package/dist/render/rendergraph/types.js +22 -22
  74. package/dist/render/rendergraph/types.js.map +1 -1
  75. package/dist/scene/basesprite.js +1 -5
  76. package/dist/scene/basesprite.js.map +1 -1
  77. package/dist/scene/batchgroup.js +29 -17
  78. package/dist/scene/batchgroup.js.map +1 -1
  79. package/dist/scene/environment.js +1 -0
  80. package/dist/scene/environment.js.map +1 -1
  81. package/dist/scene/mesh.js +8 -9
  82. package/dist/scene/mesh.js.map +1 -1
  83. package/dist/scene/meshdrawable.js +96 -0
  84. package/dist/scene/meshdrawable.js.map +1 -0
  85. package/dist/scene/msdftext.js +341 -0
  86. package/dist/scene/msdftext.js.map +1 -0
  87. package/dist/scene/msdftextsprite.js +349 -0
  88. package/dist/scene/msdftextsprite.js.map +1 -0
  89. package/dist/scene/particlesys.js +1 -0
  90. package/dist/scene/particlesys.js.map +1 -1
  91. package/dist/scene/scene.js +1 -0
  92. package/dist/scene/scene.js.map +1 -1
  93. package/dist/scene/scene_node.js +6 -0
  94. package/dist/scene/scene_node.js.map +1 -1
  95. package/dist/scene/sdftextsprite.js +322 -0
  96. package/dist/scene/sdftextsprite.js.map +1 -0
  97. package/dist/scene/terrain-cm/grass.js +1 -0
  98. package/dist/scene/terrain-cm/grass.js.map +1 -1
  99. package/dist/scene/terrain-cm/grassmaterial.js +1 -0
  100. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
  101. package/dist/scene/terrain-cm/terrain-cm.js +1 -0
  102. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  103. package/dist/scene/textsprite.js +120 -0
  104. package/dist/scene/textsprite.js.map +1 -0
  105. package/dist/scene/water.js +1 -0
  106. package/dist/scene/water.js.map +1 -1
  107. package/dist/shadow/shader.js +1 -0
  108. package/dist/shadow/shader.js.map +1 -1
  109. package/dist/shapes/torus.js +90 -59
  110. package/dist/shapes/torus.js.map +1 -1
  111. package/dist/src/animation/animation.js +127 -0
  112. package/dist/src/animation/animation.js.map +1 -0
  113. package/dist/src/animation/animationset.js +255 -0
  114. package/dist/src/animation/animationset.js.map +1 -0
  115. package/dist/src/animation/animationtrack.js +34 -0
  116. package/dist/src/animation/animationtrack.js.map +1 -0
  117. package/dist/src/animation/eulerrotationtrack.js +52 -0
  118. package/dist/src/animation/eulerrotationtrack.js.map +1 -0
  119. package/dist/src/animation/morphtarget.js +93 -0
  120. package/dist/src/animation/morphtarget.js.map +1 -0
  121. package/dist/src/animation/morphtrack.js +70 -0
  122. package/dist/src/animation/morphtrack.js.map +1 -0
  123. package/dist/src/animation/proptrack.js +161 -0
  124. package/dist/src/animation/proptrack.js.map +1 -0
  125. package/dist/src/animation/rotationtrack.js +51 -0
  126. package/dist/src/animation/rotationtrack.js.map +1 -0
  127. package/dist/src/animation/scaletrack.js +50 -0
  128. package/dist/src/animation/scaletrack.js.map +1 -0
  129. package/dist/src/animation/skeleton.js +204 -0
  130. package/dist/src/animation/skeleton.js.map +1 -0
  131. package/dist/src/animation/translationtrack.js +50 -0
  132. package/dist/src/animation/translationtrack.js.map +1 -0
  133. package/dist/src/app/app.js +129 -0
  134. package/dist/src/app/app.js.map +1 -0
  135. package/dist/src/app/inputmgr.js +267 -0
  136. package/dist/src/app/inputmgr.js.map +1 -0
  137. package/dist/src/asset/assetmanager.js +404 -0
  138. package/dist/src/asset/assetmanager.js.map +1 -0
  139. package/dist/src/asset/builtin.js +337 -0
  140. package/dist/src/asset/builtin.js.map +1 -0
  141. package/dist/src/asset/loaders/dds/dds.js +470 -0
  142. package/dist/src/asset/loaders/dds/dds.js.map +1 -0
  143. package/dist/src/asset/loaders/dds/dds_loader.js +28 -0
  144. package/dist/src/asset/loaders/dds/dds_loader.js.map +1 -0
  145. package/dist/src/asset/loaders/gltf/gltf_loader.js +1265 -0
  146. package/dist/src/asset/loaders/gltf/gltf_loader.js.map +1 -0
  147. package/dist/src/asset/loaders/gltf/helpers.js +327 -0
  148. package/dist/src/asset/loaders/gltf/helpers.js.map +1 -0
  149. package/dist/src/asset/loaders/hdr/hdr.js +180 -0
  150. package/dist/src/asset/loaders/hdr/hdr.js.map +1 -0
  151. package/dist/src/asset/loaders/image/tga_Loader.js +116 -0
  152. package/dist/src/asset/loaders/image/tga_Loader.js.map +1 -0
  153. package/dist/src/asset/loaders/image/webimage_loader.js +63 -0
  154. package/dist/src/asset/loaders/image/webimage_loader.js.map +1 -0
  155. package/dist/src/asset/loaders/loader.js +45 -0
  156. package/dist/src/asset/loaders/loader.js.map +1 -0
  157. package/dist/src/asset/model.js +414 -0
  158. package/dist/src/asset/model.js.map +1 -0
  159. package/dist/src/blitter/bilateralblur.js +221 -0
  160. package/dist/src/blitter/bilateralblur.js.map +1 -0
  161. package/dist/src/blitter/blitter.js +390 -0
  162. package/dist/src/blitter/blitter.js.map +1 -0
  163. package/dist/src/blitter/box.js +118 -0
  164. package/dist/src/blitter/box.js.map +1 -0
  165. package/dist/src/blitter/copy.js +22 -0
  166. package/dist/src/blitter/copy.js.map +1 -0
  167. package/dist/src/blitter/gaussianblur.js +228 -0
  168. package/dist/src/blitter/gaussianblur.js.map +1 -0
  169. package/dist/src/camera/base.js +92 -0
  170. package/dist/src/camera/base.js.map +1 -0
  171. package/dist/src/camera/camera.js +1005 -0
  172. package/dist/src/camera/camera.js.map +1 -0
  173. package/dist/src/camera/fps.js +238 -0
  174. package/dist/src/camera/fps.js.map +1 -0
  175. package/dist/src/camera/orbit.js +245 -0
  176. package/dist/src/camera/orbit.js.map +1 -0
  177. package/dist/src/camera/orthocamera.js +167 -0
  178. package/dist/src/camera/orthocamera.js.map +1 -0
  179. package/dist/src/camera/perspectivecamera.js +141 -0
  180. package/dist/src/camera/perspectivecamera.js.map +1 -0
  181. package/dist/src/index.js +120 -0
  182. package/dist/src/index.js.map +1 -0
  183. package/dist/src/material/blinn.js +81 -0
  184. package/dist/src/material/blinn.js.map +1 -0
  185. package/dist/src/material/grassmaterial.js +113 -0
  186. package/dist/src/material/grassmaterial.js.map +1 -0
  187. package/dist/src/material/lambert.js +92 -0
  188. package/dist/src/material/lambert.js.map +1 -0
  189. package/dist/src/material/material.js +301 -0
  190. package/dist/src/material/material.js.map +1 -0
  191. package/dist/src/material/meshmaterial.js +704 -0
  192. package/dist/src/material/meshmaterial.js.map +1 -0
  193. package/dist/src/material/mixins/albedocolor.js +76 -0
  194. package/dist/src/material/mixins/albedocolor.js.map +1 -0
  195. package/dist/src/material/mixins/foliage.js +47 -0
  196. package/dist/src/material/mixins/foliage.js.map +1 -0
  197. package/dist/src/material/mixins/lightmodel/blinnphong.js +112 -0
  198. package/dist/src/material/mixins/lightmodel/blinnphong.js.map +1 -0
  199. package/dist/src/material/mixins/lightmodel/lambert.js +58 -0
  200. package/dist/src/material/mixins/lightmodel/lambert.js.map +1 -0
  201. package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js +178 -0
  202. package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -0
  203. package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js +139 -0
  204. package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -0
  205. package/dist/src/material/mixins/lit.js +476 -0
  206. package/dist/src/material/mixins/lit.js.map +1 -0
  207. package/dist/src/material/mixins/pbr/common.js +918 -0
  208. package/dist/src/material/mixins/pbr/common.js.map +1 -0
  209. package/dist/src/material/mixins/texture.js +172 -0
  210. package/dist/src/material/mixins/texture.js.map +1 -0
  211. package/dist/src/material/mixins/vertexcolor.js +56 -0
  212. package/dist/src/material/mixins/vertexcolor.js.map +1 -0
  213. package/dist/src/material/particle.js +178 -0
  214. package/dist/src/material/particle.js.map +1 -0
  215. package/dist/src/material/pbrmr.js +97 -0
  216. package/dist/src/material/pbrmr.js.map +1 -0
  217. package/dist/src/material/pbrsg.js +97 -0
  218. package/dist/src/material/pbrsg.js.map +1 -0
  219. package/dist/src/material/shader/helper.js +1209 -0
  220. package/dist/src/material/shader/helper.js.map +1 -0
  221. package/dist/src/material/terrain-cm.js +606 -0
  222. package/dist/src/material/terrain-cm.js.map +1 -0
  223. package/dist/src/material/terrainmaterial.js +375 -0
  224. package/dist/src/material/terrainmaterial.js.map +1 -0
  225. package/dist/src/material/unlit.js +41 -0
  226. package/dist/src/material/unlit.js.map +1 -0
  227. package/dist/src/material/water.js +417 -0
  228. package/dist/src/material/water.js.map +1 -0
  229. package/dist/src/posteffect/bloom.js +361 -0
  230. package/dist/src/posteffect/bloom.js.map +1 -0
  231. package/dist/src/posteffect/compositor.js +226 -0
  232. package/dist/src/posteffect/compositor.js.map +1 -0
  233. package/dist/src/posteffect/fxaa.js +273 -0
  234. package/dist/src/posteffect/fxaa.js.map +1 -0
  235. package/dist/src/posteffect/grayscale.js +69 -0
  236. package/dist/src/posteffect/grayscale.js.map +1 -0
  237. package/dist/src/posteffect/motionblur.js +96 -0
  238. package/dist/src/posteffect/motionblur.js.map +1 -0
  239. package/dist/src/posteffect/posteffect.js +126 -0
  240. package/dist/src/posteffect/posteffect.js.map +1 -0
  241. package/dist/src/posteffect/sao.js +324 -0
  242. package/dist/src/posteffect/sao.js.map +1 -0
  243. package/dist/src/posteffect/ssr.js +489 -0
  244. package/dist/src/posteffect/ssr.js.map +1 -0
  245. package/dist/src/posteffect/taa.js +172 -0
  246. package/dist/src/posteffect/taa.js.map +1 -0
  247. package/dist/src/posteffect/tonemap.js +94 -0
  248. package/dist/src/posteffect/tonemap.js.map +1 -0
  249. package/dist/src/render/abuffer_oit.js +361 -0
  250. package/dist/src/render/abuffer_oit.js.map +1 -0
  251. package/dist/src/render/clipmap.js +851 -0
  252. package/dist/src/render/clipmap.js.map +1 -0
  253. package/dist/src/render/cluster_light.js +333 -0
  254. package/dist/src/render/cluster_light.js.map +1 -0
  255. package/dist/src/render/cull_visitor.js +187 -0
  256. package/dist/src/render/cull_visitor.js.map +1 -0
  257. package/dist/src/render/depthpass.js +68 -0
  258. package/dist/src/render/depthpass.js.map +1 -0
  259. package/dist/src/render/drawable_mixin.js +227 -0
  260. package/dist/src/render/drawable_mixin.js.map +1 -0
  261. package/dist/src/render/envlight.js +463 -0
  262. package/dist/src/render/envlight.js.map +1 -0
  263. package/dist/src/render/fbm_wavegenerator.js +251 -0
  264. package/dist/src/render/fbm_wavegenerator.js.map +1 -0
  265. package/dist/src/render/fft_wavegenerator.js +1006 -0
  266. package/dist/src/render/fft_wavegenerator.js.map +1 -0
  267. package/dist/src/render/fullscreenquad.js +38 -0
  268. package/dist/src/render/fullscreenquad.js.map +1 -0
  269. package/dist/src/render/gerstner_wavegenerator.js +314 -0
  270. package/dist/src/render/gerstner_wavegenerator.js.map +1 -0
  271. package/dist/src/render/globalbindgroup_allocator.js +60 -0
  272. package/dist/src/render/globalbindgroup_allocator.js.map +1 -0
  273. package/dist/src/render/hzb.js +273 -0
  274. package/dist/src/render/hzb.js.map +1 -0
  275. package/dist/src/render/lightpass.js +172 -0
  276. package/dist/src/render/lightpass.js.map +1 -0
  277. package/dist/src/render/objectcolorpass.js +51 -0
  278. package/dist/src/render/objectcolorpass.js.map +1 -0
  279. package/dist/src/render/primitive.js +364 -0
  280. package/dist/src/render/primitive.js.map +1 -0
  281. package/dist/src/render/render_queue.js +467 -0
  282. package/dist/src/render/render_queue.js.map +1 -0
  283. package/dist/src/render/renderbundle_wrapper.js +152 -0
  284. package/dist/src/render/renderbundle_wrapper.js.map +1 -0
  285. package/dist/src/render/renderer.js +455 -0
  286. package/dist/src/render/renderer.js.map +1 -0
  287. package/dist/src/render/renderpass.js +200 -0
  288. package/dist/src/render/renderpass.js.map +1 -0
  289. package/dist/src/render/shadowmap_pass.js +56 -0
  290. package/dist/src/render/shadowmap_pass.js.map +1 -0
  291. package/dist/src/render/sky.js +1103 -0
  292. package/dist/src/render/sky.js.map +1 -0
  293. package/dist/src/render/weightedblended_oit.js +168 -0
  294. package/dist/src/render/weightedblended_oit.js.map +1 -0
  295. package/dist/src/scene/batchgroup.js +162 -0
  296. package/dist/src/scene/batchgroup.js.map +1 -0
  297. package/dist/src/scene/environment.js +209 -0
  298. package/dist/src/scene/environment.js.map +1 -0
  299. package/dist/src/scene/graph_node.js +72 -0
  300. package/dist/src/scene/graph_node.js.map +1 -0
  301. package/dist/src/scene/light.js +416 -0
  302. package/dist/src/scene/light.js.map +1 -0
  303. package/dist/src/scene/mesh.js +341 -0
  304. package/dist/src/scene/mesh.js.map +1 -0
  305. package/dist/src/scene/octree.js +649 -0
  306. package/dist/src/scene/octree.js.map +1 -0
  307. package/dist/src/scene/particlesys.js +738 -0
  308. package/dist/src/scene/particlesys.js.map +1 -0
  309. package/dist/src/scene/raycast_visitor.js +103 -0
  310. package/dist/src/scene/raycast_visitor.js.map +1 -0
  311. package/dist/src/scene/scene.js +284 -0
  312. package/dist/src/scene/scene.js.map +1 -0
  313. package/dist/src/scene/scene_node.js +732 -0
  314. package/dist/src/scene/scene_node.js.map +1 -0
  315. package/dist/src/scene/terrain/grass.js +278 -0
  316. package/dist/src/scene/terrain/grass.js.map +1 -0
  317. package/dist/src/scene/terrain/heightfield.js +475 -0
  318. package/dist/src/scene/terrain/heightfield.js.map +1 -0
  319. package/dist/src/scene/terrain/patch.js +530 -0
  320. package/dist/src/scene/terrain/patch.js.map +1 -0
  321. package/dist/src/scene/terrain/quadtree.js +461 -0
  322. package/dist/src/scene/terrain/quadtree.js.map +1 -0
  323. package/dist/src/scene/terrain/terrain.js +246 -0
  324. package/dist/src/scene/terrain/terrain.js.map +1 -0
  325. package/dist/src/scene/terrain-cm/grass.js +594 -0
  326. package/dist/src/scene/terrain-cm/grass.js.map +1 -0
  327. package/dist/src/scene/terrain-cm/grassmaterial.js +159 -0
  328. package/dist/src/scene/terrain-cm/grassmaterial.js.map +1 -0
  329. package/dist/src/scene/terrain-cm/terrain-cm.js +538 -0
  330. package/dist/src/scene/terrain-cm/terrain-cm.js.map +1 -0
  331. package/dist/src/scene/water.js +374 -0
  332. package/dist/src/scene/water.js.map +1 -0
  333. package/dist/src/shaders/atmosphere.js +957 -0
  334. package/dist/src/shaders/atmosphere.js.map +1 -0
  335. package/dist/src/shaders/fog.js +112 -0
  336. package/dist/src/shaders/fog.js.map +1 -0
  337. package/dist/src/shaders/misc.js +266 -0
  338. package/dist/src/shaders/misc.js.map +1 -0
  339. package/dist/src/shaders/noise.js +222 -0
  340. package/dist/src/shaders/noise.js.map +1 -0
  341. package/dist/src/shaders/pbr.js +51 -0
  342. package/dist/src/shaders/pbr.js.map +1 -0
  343. package/dist/src/shaders/shadow.js +636 -0
  344. package/dist/src/shaders/shadow.js.map +1 -0
  345. package/dist/src/shaders/ssr.js +490 -0
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@@ -0,0 +1,266 @@
1
+ import { PBPrimitiveType, PBInsideFunctionScope } from '@zephyr3d/device';
2
+
3
+ /**
4
+ * Decodes a float that was encoded into a rgba8unorm
5
+ *
6
+ * @param scope - Current shader scope
7
+ * @param value - The rgba8unorm to be decoded
8
+ * @returns The decoded float value
9
+ *
10
+ * @public
11
+ */ function decodeFloatFromRGBA(scope, value) {
12
+ const pb = scope.$builder;
13
+ if (!value || !value.$typeinfo.isPrimitiveType() || value.$typeinfo.primitiveType !== PBPrimitiveType.F32VEC4) {
14
+ throw new Error('decodeFloatFromRGBA() failed: parameter type must be vec4');
15
+ }
16
+ if (!scope || !(scope instanceof PBInsideFunctionScope)) {
17
+ throw new Error('decodeFloatFromRGBA() failed: decodeNormalizedFloatFromRGBA() must be called inside a function');
18
+ }
19
+ const funcName = 'Z_DecodeFloatFromRGBA';
20
+ pb.func(funcName, [
21
+ pb.vec4('value')
22
+ ], function() {
23
+ this.$l.pack = pb.floor(pb.add(pb.mul(this.value, 255), 0.5));
24
+ // Extract bits
25
+ this.$l.bitSign = pb.float(pb.greaterThan(this.pack.x, 127.0));
26
+ this.$l.bitExpn = pb.float(pb.greaterThan(this.pack.y, 127.0));
27
+ this.pack.x = pb.sub(this.pack.x, pb.mul(this.bitSign, 128));
28
+ this.pack.y = pb.sub(this.pack.y, pb.mul(this.bitExpn, 128));
29
+ // Compute parts of number
30
+ this.$l.exponent = pb.add(pb.mul(this.pack.x, 2.0), this.bitExpn);
31
+ this.exponent = pb.pow(2.0, pb.sub(this.exponent, 127.0));
32
+ this.$l.mantissa = pb.float(1.0);
33
+ this.mantissa = pb.add(this.mantissa, pb.div(this.pack.y, 128.0));
34
+ this.mantissa = pb.add(this.mantissa, pb.div(this.pack.z, 32768.0));
35
+ this.mantissa = pb.add(this.mantissa, pb.div(this.pack.w, 8388608.0));
36
+ // Return result
37
+ this.$return(pb.mul(pb.sub(1.0, pb.mul(this.bitSign, 2)), this.exponent, this.mantissa));
38
+ });
39
+ return scope[funcName](value);
40
+ }
41
+ /**
42
+ * Encodes a float into a rgba8unorm
43
+ *
44
+ * @param scope - Current shader scope
45
+ * @param value - The float value to be encode
46
+ * @returns The encoded rgba8unorm
47
+ *
48
+ * @public
49
+ */ function encodeFloatToRGBA(scope, value) {
50
+ const pb = scope.$builder;
51
+ const funcName = 'Z_EncodeFloatToRGBA';
52
+ pb.func(funcName, [
53
+ pb.float('value')
54
+ ], function() {
55
+ this.$l.floatMax = pb.mul(1.70141184, pb.pow(10, 38));
56
+ this.$l.floatMin = pb.mul(1.17549435, pb.pow(10, -38));
57
+ this.$l.absvalue = pb.abs(this.value);
58
+ this.$if(pb.lessThanEqual(this.absvalue, this.floatMin), function() {
59
+ this.$return(pb.vec4(0));
60
+ });
61
+ this.$if(pb.greaterThanEqual(this.value, this.floatMax), function() {
62
+ this.$return(pb.vec4(127 / 255, 128 / 255, 0, 0));
63
+ });
64
+ this.$if(pb.lessThanEqual(this.value, pb.neg(this.floatMax)), function() {
65
+ this.$return(pb.vec4(1, 128 / 255, 0, 0));
66
+ });
67
+ this.$l.pack = pb.vec4(0);
68
+ // Compute Exponent and Mantissa
69
+ this.$l.exponent = pb.floor(pb.log2(this.absvalue));
70
+ this.$l.mantissa = pb.sub(pb.mul(this.absvalue, pb.pow(2.0, pb.neg(this.exponent))), 1.0);
71
+ // Pack Mantissa into bytes
72
+ this.pack.y = pb.floor(pb.mul(this.mantissa, 128.0));
73
+ this.mantissa = pb.sub(this.mantissa, pb.div(this.pack.y, 128.0));
74
+ this.pack.z = pb.floor(pb.mul(this.mantissa, 32768.0));
75
+ this.mantissa = pb.sub(this.mantissa, pb.div(this.pack.z, 32768.0));
76
+ this.pack.w = pb.floor(pb.mul(this.mantissa, 8388608.0));
77
+ // Pack Sing and Exponent into bytes
78
+ this.$l.expbias = pb.add(this.exponent, 127.0);
79
+ this.pack.x = pb.add(this.pack.x, pb.floor(pb.div(this.expbias, 2.0)));
80
+ this.expbias = pb.sub(this.expbias, pb.mul(this.pack.x, 2.0));
81
+ this.pack.y = pb.add(this.pack.y, pb.mul(pb.floor(this.expbias), 128.0));
82
+ this.pack.x = pb.add(this.pack.x, pb.mul(128.0, pb.float(pb.lessThan(this.value, 0)))); // Sign
83
+ this.$return(pb.div(pb.floor(pb.add(this.pack, pb.vec4(0.5))), 255.0));
84
+ });
85
+ return pb.getGlobalScope()[funcName](value);
86
+ }
87
+ /**
88
+ * Decodes a float that was encoded into a rgba8unorm
89
+ *
90
+ * @param scope - Current shader scope
91
+ * @param value - The rgba8unorm to be decoded
92
+ * @returns The decoded float value
93
+ *
94
+ * @public
95
+ */ function decodeNormalizedFloatFromRGBA(scope, value) {
96
+ const pb = scope.$builder;
97
+ if (!value || !value.$typeinfo.isPrimitiveType() || value.$typeinfo.primitiveType !== PBPrimitiveType.F32VEC4) {
98
+ throw new Error('decodeNormalizedFloatFromRGBA() failed: parameter type must be vec4');
99
+ }
100
+ if (!scope || !(scope instanceof PBInsideFunctionScope)) {
101
+ throw new Error('decodeNormalizedFloatFromRGBA() failed: decodeNormalizedFloatFromRGBA() must be called inside a function');
102
+ }
103
+ const funcName = 'Z_decodeNormalizedFloatFromRGBA';
104
+ pb.func(funcName, [
105
+ pb.vec4('value')
106
+ ], function() {
107
+ this.$l.bitShift = pb.vec4(1 / (256 * 256 * 256), 1 / (256 * 256), 1 / 256, 1);
108
+ this.$return(pb.dot(this.value, this.bitShift));
109
+ });
110
+ return scope[funcName](value);
111
+ }
112
+ /**
113
+ * Encodes a float into a rgba8unorm
114
+ *
115
+ * @param scope - Current shader scope
116
+ * @param value - The float value to be encode
117
+ * @returns The encoded rgba8unorm
118
+ *
119
+ * @public
120
+ */ function encodeNormalizedFloatToRGBA(scope, value) {
121
+ const pb = scope.$builder;
122
+ const funcName = 'Z_encodeNormalizedFloatToRGBA';
123
+ pb.func(funcName, [
124
+ pb.float('value')
125
+ ], function() {
126
+ this.$l.bitShift = pb.vec4(256 * 256 * 256, 256 * 256, 256, 1);
127
+ this.$l.bitMask = pb.vec4(0, 1 / 256, 1 / 256, 1 / 256);
128
+ this.$l.t = pb.fract(pb.mul(this.value, this.bitShift));
129
+ this.$return(pb.sub(this.t, pb.mul(this.t.xxyz, this.bitMask)));
130
+ });
131
+ return pb.getGlobalScope()[funcName](value);
132
+ }
133
+ /**
134
+ * Encodes two half floats into a rgba8unorm
135
+ *
136
+ * @param scope - Current shader scope
137
+ * @param a - The first half float to be encode
138
+ * @param b - The second half float to be encode
139
+ * @returns The encoded rgba8unorm
140
+ *
141
+ * @public
142
+ */ function encode2HalfToRGBA(scope, a, b) {
143
+ const pb = scope.$builder;
144
+ const funcName = 'Z_encode2HalfToRGBA';
145
+ pb.func(funcName, [
146
+ pb.float('a'),
147
+ pb.float('b')
148
+ ], function() {
149
+ this.$l.t = pb.vec4(this.a, pb.fract(pb.mul(this.a, 255)), this.b, pb.fract(pb.mul(this.b, 255)));
150
+ this.$return(pb.vec4(pb.sub(this.t.x, pb.div(this.t.y, 255)), this.t.y, pb.sub(this.t.z, pb.div(this.t.w, 255)), this.t.w));
151
+ });
152
+ return pb.getGlobalScope()[funcName](a, b);
153
+ }
154
+ /**
155
+ * Decodes two half floats that was encoded into a rgba8unorm
156
+ *
157
+ * @param scope - Current shader scope
158
+ * @param value - The rgba8unorm to be decoded
159
+ * @returns A vec2 that contains the two half floats
160
+ *
161
+ * @public
162
+ */ function decode2HalfFromRGBA(scope, value) {
163
+ const pb = scope.$builder;
164
+ const funcName = 'Z_decode2HalfFromRGBA';
165
+ pb.func(funcName, [
166
+ pb.vec4('value')
167
+ ], function() {
168
+ this.$return(pb.vec2(pb.add(this.value.x, pb.div(this.value.y, 255)), pb.add(this.value.z, pb.div(this.value.w, 255))));
169
+ });
170
+ return pb.getGlobalScope()[funcName](value);
171
+ }
172
+ /**
173
+ * Encodes a color value into RGBM format
174
+ *
175
+ * @param scope - Current shader scope
176
+ * @param rgb - The color value to be encoded
177
+ * @param maxRange - The max range of color components
178
+ * @returns The encoded RGBA value
179
+ *
180
+ * @public
181
+ */ function encodeRGBM(scope, rgb, maxRange) {
182
+ const pb = scope.$builder;
183
+ const funcName = 'Z_encodeRGBM';
184
+ pb.func(funcName, [
185
+ pb.vec3('rgb'),
186
+ pb.float('range')
187
+ ], function() {
188
+ this.$l.maxRGB = pb.max(this.rgb.r, pb.max(this.rgb.g, this.rgb.b));
189
+ this.$l.M = pb.div(this.maxRGB, this.range);
190
+ this.M = pb.div(pb.ceil(pb.mul(this.M, 255)), 255);
191
+ this.$return(pb.vec4(pb.div(this.rgb, pb.mul(this.M, this.range)), this.M));
192
+ });
193
+ return pb.getGlobalScope()[funcName](rgb, maxRange);
194
+ }
195
+ /**
196
+ * Decodes color value that was encoded into RGBM format
197
+ *
198
+ * @param scope - Current shader scope
199
+ * @param rgbm - The RGBM to be decoded
200
+ * @param maxRange - The max range of color components
201
+ * @returns The decoded RGB color value
202
+ *
203
+ * @public
204
+ */ function decodeRGBM(scope, rgbm, maxRange) {
205
+ const pb = scope.$builder;
206
+ const funcName = 'Z_decodeRGBM';
207
+ pb.func(funcName, [
208
+ pb.vec4('rgbm'),
209
+ pb.float('range')
210
+ ], function() {
211
+ this.$return(pb.mul(this.rgbm.rgb, this.rgbm.a, this.range));
212
+ });
213
+ return pb.getGlobalScope()[funcName](rgbm, maxRange);
214
+ }
215
+ /**
216
+ * Converts a vec3 color from gamma space to linear space
217
+ *
218
+ * @param scope - Current shader scope
219
+ * @param color - The vec3 color to be converted
220
+ * @returns The linear space vec3 color
221
+ *
222
+ * @public
223
+ */ function gammaToLinear(scope, color) {
224
+ const pb = scope.$builder;
225
+ const funcName = 'Z_gammaToLinear';
226
+ pb.func(funcName, [
227
+ pb.vec3('color')
228
+ ], function() {
229
+ // Approximate version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
230
+ // float3 RGB = sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
231
+ this.$return(pb.mul(this.color, pb.add(pb.mul(this.color, pb.add(pb.mul(this.color, 0.305306011), pb.vec3(0.682171111))), pb.vec3(0.012522878))));
232
+ });
233
+ return pb.getGlobalScope()[funcName](color);
234
+ }
235
+ /**
236
+ * Converts a vec3 color from linear space to gamma space
237
+ *
238
+ * @param scope - Current shader scope
239
+ * @param color - The vec3 color to be converted
240
+ * @returns The gamma space vec3 color
241
+ *
242
+ * @public
243
+ */ function linearToGamma(scope, color) {
244
+ const pb = scope.$builder;
245
+ const funcName = 'Z_linearToGamma';
246
+ pb.func(funcName, [
247
+ pb.vec3('color')
248
+ ], function() {
249
+ // Almost perfect version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
250
+ // C_srgb_2 = max(1.055 * pow(C_lin, 0.416666667) - 0.055, 0);
251
+ this.$return(pb.max(pb.sub(pb.mul(pb.pow(this.color, pb.vec3(0.416666667)), 1.055), pb.vec3(0.055)), pb.vec3(0)));
252
+ });
253
+ return pb.getGlobalScope()[funcName](color);
254
+ }
255
+ /** @internal */ function fetchNormalizedFloatForDevice(scope, tex, uv, level) {
256
+ const pb = scope.$builder;
257
+ const texel = level === undefined || level === null ? pb.textureSample(tex, uv) : pb.textureSampleLevel(tex, uv, level);
258
+ if (pb.getDevice().type === 'webgl') {
259
+ return decodeNormalizedFloatFromRGBA(scope, texel);
260
+ } else {
261
+ return texel;
262
+ }
263
+ }
264
+
265
+ export { decode2HalfFromRGBA, decodeFloatFromRGBA, decodeNormalizedFloatFromRGBA, decodeRGBM, encode2HalfToRGBA, encodeFloatToRGBA, encodeNormalizedFloatToRGBA, encodeRGBM, fetchNormalizedFloatForDevice, gammaToLinear, linearToGamma };
266
+ //# sourceMappingURL=misc.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"misc.js","sources":["../../../src/shaders/misc.ts"],"sourcesContent":["import type { PBShaderExp } from '@zephyr3d/device';\r\nimport { PBInsideFunctionScope, PBPrimitiveType } from '@zephyr3d/device';\r\n\r\n/**\r\n * Decodes a float that was encoded into a rgba8unorm\r\n *\r\n * @param scope - Current shader scope\r\n * @param value - The rgba8unorm to be decoded\r\n * @returns The decoded float value\r\n *\r\n * @public\r\n */\r\nexport function decodeFloatFromRGBA(scope: PBInsideFunctionScope, value: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n if (\r\n !value ||\r\n !value.$typeinfo.isPrimitiveType() ||\r\n value.$typeinfo.primitiveType !== PBPrimitiveType.F32VEC4\r\n ) {\r\n throw new Error('decodeFloatFromRGBA() failed: parameter type must be vec4');\r\n }\r\n if (!scope || !(scope instanceof PBInsideFunctionScope)) {\r\n throw new Error(\r\n 'decodeFloatFromRGBA() failed: decodeNormalizedFloatFromRGBA() must be called inside a function'\r\n );\r\n }\r\n const funcName = 'Z_DecodeFloatFromRGBA';\r\n pb.func(funcName, [pb.vec4('value')], function () {\r\n this.$l.pack = pb.floor(pb.add(pb.mul(this.value, 255), 0.5));\r\n\r\n // Extract bits\r\n this.$l.bitSign = pb.float(pb.greaterThan(this.pack.x, 127.0));\r\n this.$l.bitExpn = pb.float(pb.greaterThan(this.pack.y, 127.0));\r\n this.pack.x = pb.sub(this.pack.x, pb.mul(this.bitSign, 128));\r\n this.pack.y = pb.sub(this.pack.y, pb.mul(this.bitExpn, 128));\r\n\r\n // Compute parts of number\r\n this.$l.exponent = pb.add(pb.mul(this.pack.x, 2.0), this.bitExpn);\r\n this.exponent = pb.pow(2.0, pb.sub(this.exponent, 127.0));\r\n this.$l.mantissa = pb.float(1.0);\r\n this.mantissa = pb.add(this.mantissa, pb.div(this.pack.y, 128.0));\r\n this.mantissa = pb.add(this.mantissa, pb.div(this.pack.z, 32768.0));\r\n this.mantissa = pb.add(this.mantissa, pb.div(this.pack.w, 8388608.0));\r\n\r\n // Return result\r\n this.$return(pb.mul(pb.sub(1.0, pb.mul(this.bitSign, 2)), this.exponent, this.mantissa));\r\n });\r\n return scope[funcName](value);\r\n}\r\n\r\n/**\r\n * Encodes a float into a rgba8unorm\r\n *\r\n * @param scope - Current shader scope\r\n * @param value - The float value to be encode\r\n * @returns The encoded rgba8unorm\r\n *\r\n * @public\r\n */\r\nexport function encodeFloatToRGBA(scope: PBInsideFunctionScope, value: PBShaderExp | number): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_EncodeFloatToRGBA';\r\n pb.func(funcName, [pb.float('value')], function () {\r\n this.$l.floatMax = pb.mul(1.70141184, pb.pow(10, 38));\r\n this.$l.floatMin = pb.mul(1.17549435, pb.pow(10, -38));\r\n this.$l.absvalue = pb.abs(this.value);\r\n this.$if(pb.lessThanEqual(this.absvalue, this.floatMin), function () {\r\n this.$return(pb.vec4(0));\r\n });\r\n this.$if(pb.greaterThanEqual(this.value, this.floatMax), function () {\r\n this.$return(pb.vec4(127 / 255, 128 / 255, 0, 0));\r\n });\r\n this.$if(pb.lessThanEqual(this.value, pb.neg(this.floatMax)), function () {\r\n this.$return(pb.vec4(1, 128 / 255, 0, 0));\r\n });\r\n this.$l.pack = pb.vec4(0);\r\n\r\n // Compute Exponent and Mantissa\r\n this.$l.exponent = pb.floor(pb.log2(this.absvalue));\r\n this.$l.mantissa = pb.sub(pb.mul(this.absvalue, pb.pow(2.0, pb.neg(this.exponent))), 1.0);\r\n\r\n // Pack Mantissa into bytes\r\n this.pack.y = pb.floor(pb.mul(this.mantissa, 128.0));\r\n this.mantissa = pb.sub(this.mantissa, pb.div(this.pack.y, 128.0));\r\n this.pack.z = pb.floor(pb.mul(this.mantissa, 32768.0));\r\n this.mantissa = pb.sub(this.mantissa, pb.div(this.pack.z, 32768.0));\r\n this.pack.w = pb.floor(pb.mul(this.mantissa, 8388608.0));\r\n\r\n // Pack Sing and Exponent into bytes\r\n this.$l.expbias = pb.add(this.exponent, 127.0);\r\n this.pack.x = pb.add(this.pack.x, pb.floor(pb.div(this.expbias, 2.0)));\r\n this.expbias = pb.sub(this.expbias, pb.mul(this.pack.x, 2.0));\r\n this.pack.y = pb.add(this.pack.y, pb.mul(pb.floor(this.expbias), 128.0));\r\n this.pack.x = pb.add(this.pack.x, pb.mul(128.0, pb.float(pb.lessThan(this.value, 0)))); // Sign\r\n this.$return(pb.div(pb.floor(pb.add(this.pack, pb.vec4(0.5))), 255.0));\r\n });\r\n return pb.getGlobalScope()[funcName](value);\r\n}\r\n\r\n/**\r\n * Decodes a float that was encoded into a rgba8unorm\r\n *\r\n * @param scope - Current shader scope\r\n * @param value - The rgba8unorm to be decoded\r\n * @returns The decoded float value\r\n *\r\n * @public\r\n */\r\nexport function decodeNormalizedFloatFromRGBA(scope: PBInsideFunctionScope, value: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n if (\r\n !value ||\r\n !value.$typeinfo.isPrimitiveType() ||\r\n value.$typeinfo.primitiveType !== PBPrimitiveType.F32VEC4\r\n ) {\r\n throw new Error('decodeNormalizedFloatFromRGBA() failed: parameter type must be vec4');\r\n }\r\n if (!scope || !(scope instanceof PBInsideFunctionScope)) {\r\n throw new Error(\r\n 'decodeNormalizedFloatFromRGBA() failed: decodeNormalizedFloatFromRGBA() must be called inside a function'\r\n );\r\n }\r\n const funcName = 'Z_decodeNormalizedFloatFromRGBA';\r\n pb.func(funcName, [pb.vec4('value')], function () {\r\n this.$l.bitShift = pb.vec4(1 / (256 * 256 * 256), 1 / (256 * 256), 1 / 256, 1);\r\n this.$return(pb.dot(this.value, this.bitShift));\r\n });\r\n return scope[funcName](value);\r\n}\r\n\r\n/**\r\n * Encodes a float into a rgba8unorm\r\n *\r\n * @param scope - Current shader scope\r\n * @param value - The float value to be encode\r\n * @returns The encoded rgba8unorm\r\n *\r\n * @public\r\n */\r\nexport function encodeNormalizedFloatToRGBA(\r\n scope: PBInsideFunctionScope,\r\n value: PBShaderExp | number\r\n): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_encodeNormalizedFloatToRGBA';\r\n pb.func(funcName, [pb.float('value')], function () {\r\n this.$l.bitShift = pb.vec4(256 * 256 * 256, 256 * 256, 256, 1);\r\n this.$l.bitMask = pb.vec4(0, 1 / 256, 1 / 256, 1 / 256);\r\n this.$l.t = pb.fract(pb.mul(this.value, this.bitShift));\r\n this.$return(pb.sub(this.t, pb.mul(this.t.xxyz, this.bitMask)));\r\n });\r\n return pb.getGlobalScope()[funcName](value);\r\n}\r\n\r\n/**\r\n * Encodes two half floats into a rgba8unorm\r\n *\r\n * @param scope - Current shader scope\r\n * @param a - The first half float to be encode\r\n * @param b - The second half float to be encode\r\n * @returns The encoded rgba8unorm\r\n *\r\n * @public\r\n */\r\nexport function encode2HalfToRGBA(\r\n scope: PBInsideFunctionScope,\r\n a: PBShaderExp | number,\r\n b: PBShaderExp | number\r\n): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_encode2HalfToRGBA';\r\n pb.func(funcName, [pb.float('a'), pb.float('b')], function () {\r\n this.$l.t = pb.vec4(this.a, pb.fract(pb.mul(this.a, 255)), this.b, pb.fract(pb.mul(this.b, 255)));\r\n this.$return(\r\n pb.vec4(\r\n pb.sub(this.t.x, pb.div(this.t.y, 255)),\r\n this.t.y,\r\n pb.sub(this.t.z, pb.div(this.t.w, 255)),\r\n this.t.w\r\n )\r\n );\r\n });\r\n return pb.getGlobalScope()[funcName](a, b);\r\n}\r\n/**\r\n * Decodes two half floats that was encoded into a rgba8unorm\r\n *\r\n * @param scope - Current shader scope\r\n * @param value - The rgba8unorm to be decoded\r\n * @returns A vec2 that contains the two half floats\r\n *\r\n * @public\r\n */\r\nexport function decode2HalfFromRGBA(scope: PBInsideFunctionScope, value: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_decode2HalfFromRGBA';\r\n pb.func(funcName, [pb.vec4('value')], function () {\r\n this.$return(\r\n pb.vec2(\r\n pb.add(this.value.x, pb.div(this.value.y, 255)),\r\n pb.add(this.value.z, pb.div(this.value.w, 255))\r\n )\r\n );\r\n });\r\n return pb.getGlobalScope()[funcName](value);\r\n}\r\n\r\n/**\r\n * Encodes a color value into RGBM format\r\n *\r\n * @param scope - Current shader scope\r\n * @param rgb - The color value to be encoded\r\n * @param maxRange - The max range of color components\r\n * @returns The encoded RGBA value\r\n *\r\n * @public\r\n */\r\nexport function encodeRGBM(\r\n scope: PBInsideFunctionScope,\r\n rgb: PBShaderExp,\r\n maxRange: PBShaderExp | number\r\n): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_encodeRGBM';\r\n pb.func(funcName, [pb.vec3('rgb'), pb.float('range')], function () {\r\n this.$l.maxRGB = pb.max(this.rgb.r, pb.max(this.rgb.g, this.rgb.b));\r\n this.$l.M = pb.div(this.maxRGB, this.range);\r\n this.M = pb.div(pb.ceil(pb.mul(this.M, 255)), 255);\r\n this.$return(pb.vec4(pb.div(this.rgb, pb.mul(this.M, this.range)), this.M));\r\n });\r\n return pb.getGlobalScope()[funcName](rgb, maxRange);\r\n}\r\n\r\n/**\r\n * Decodes color value that was encoded into RGBM format\r\n *\r\n * @param scope - Current shader scope\r\n * @param rgbm - The RGBM to be decoded\r\n * @param maxRange - The max range of color components\r\n * @returns The decoded RGB color value\r\n *\r\n * @public\r\n */\r\nexport function decodeRGBM(\r\n scope: PBInsideFunctionScope,\r\n rgbm: PBShaderExp,\r\n maxRange: PBShaderExp | number\r\n): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_decodeRGBM';\r\n pb.func(funcName, [pb.vec4('rgbm'), pb.float('range')], function () {\r\n this.$return(pb.mul(this.rgbm.rgb, this.rgbm.a, this.range));\r\n });\r\n return pb.getGlobalScope()[funcName](rgbm, maxRange);\r\n}\r\n\r\n/**\r\n * Converts a vec3 color from gamma space to linear space\r\n *\r\n * @param scope - Current shader scope\r\n * @param color - The vec3 color to be converted\r\n * @returns The linear space vec3 color\r\n *\r\n * @public\r\n */\r\nexport function gammaToLinear(scope: PBInsideFunctionScope, color: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_gammaToLinear';\r\n pb.func(funcName, [pb.vec3('color')], function () {\r\n // Approximate version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1\r\n // float3 RGB = sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);\r\n this.$return(\r\n pb.mul(\r\n this.color,\r\n pb.add(\r\n pb.mul(this.color, pb.add(pb.mul(this.color, 0.305306011), pb.vec3(0.682171111))),\r\n pb.vec3(0.012522878)\r\n )\r\n )\r\n );\r\n });\r\n return pb.getGlobalScope()[funcName](color);\r\n}\r\n\r\n/**\r\n * Converts a vec3 color from linear space to gamma space\r\n *\r\n * @param scope - Current shader scope\r\n * @param color - The vec3 color to be converted\r\n * @returns The gamma space vec3 color\r\n *\r\n * @public\r\n */\r\nexport function linearToGamma(scope: PBInsideFunctionScope, color: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_linearToGamma';\r\n pb.func(funcName, [pb.vec3('color')], function () {\r\n // Almost perfect version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1\r\n // C_srgb_2 = max(1.055 * pow(C_lin, 0.416666667) - 0.055, 0);\r\n this.$return(\r\n pb.max(pb.sub(pb.mul(pb.pow(this.color, pb.vec3(0.416666667)), 1.055), pb.vec3(0.055)), pb.vec3(0))\r\n );\r\n });\r\n return pb.getGlobalScope()[funcName](color);\r\n}\r\n\r\n/** @internal */\r\nexport function fetchNormalizedFloatForDevice(\r\n scope: PBInsideFunctionScope,\r\n tex: PBShaderExp,\r\n uv: PBShaderExp,\r\n level?: PBShaderExp | number\r\n): PBShaderExp {\r\n const pb = scope.$builder;\r\n const texel =\r\n level === undefined || level === null ? pb.textureSample(tex, uv) : pb.textureSampleLevel(tex, uv, level);\r\n if (pb.getDevice().type === 'webgl') {\r\n return decodeNormalizedFloatFromRGBA(scope, texel);\r\n } else {\r\n return texel;\r\n 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@@ -0,0 +1,222 @@
1
+ /**
2
+ * Generate random float value from a vec2
3
+ *
4
+ * @param scope - Current shader scope
5
+ * @param p - random seed
6
+ * @returns random float value
7
+ *
8
+ * @public
9
+ */ function hash(scope, p) {
10
+ const pb = scope.$builder;
11
+ const funcName = 'Z_hashf';
12
+ pb.func(funcName, [
13
+ pb.vec2('p')
14
+ ], function() {
15
+ this.h = pb.dot(this.p, pb.vec2(12.9898, 78.233));
16
+ this.$return(pb.fract(pb.mul(pb.sin(this.h), 43758.5453123)));
17
+ });
18
+ return scope[funcName](p);
19
+ }
20
+ /**
21
+ * Generate random float value from a vec2
22
+ *
23
+ * @param scope - Current shader scope
24
+ * @param p - random seed
25
+ * @returns random float value
26
+ *
27
+ * @public
28
+ */ function gradient(scope, p, t) {
29
+ const pb = scope.$builder;
30
+ const funcName = 'Z_gradient2f';
31
+ pb.func(funcName, [
32
+ pb.vec2('p'),
33
+ pb.float('t')
34
+ ], function() {
35
+ this.$l.rand = hash(this, this.p);
36
+ this.$l.angle = pb.mul(pb.add(this.t, Math.PI * 2), this.rand);
37
+ this.$return(pb.vec2(pb.cos(this.angle), pb.sin(this.angle)));
38
+ });
39
+ return scope[funcName](p, t);
40
+ }
41
+ /**
42
+ * Generate a float perlin noise value from a vec2
43
+ *
44
+ * @param scope - Current shader scope
45
+ * @param p - 2d vector
46
+ * @returns a float noise value
47
+ *
48
+ * @public
49
+ */ function perlinNoise2D(scope, p) {
50
+ return perlinNoise3D(scope, scope.$builder.vec3(p, 0));
51
+ }
52
+ /**
53
+ * Generate a float perlin noise value from a vec3
54
+ *
55
+ * @param scope - Current shader scope
56
+ * @param p - 3d vector
57
+ * @returns a float noise value
58
+ *
59
+ * @public
60
+ */ function perlinNoise3D(scope, p) {
61
+ const pb = scope.$builder;
62
+ const funcNameNoise = 'Z_perlinNoise3D';
63
+ pb.func(funcNameNoise, [
64
+ pb.vec3('p')
65
+ ], function() {
66
+ this.i = pb.floor(this.p.xy);
67
+ this.f = pb.sub(this.p.xy, this.i);
68
+ this.u = pb.mul(this.f, this.f, pb.sub(3, pb.mul(this.f, 2)));
69
+ this.h1 = gradient(this, this.i, this.p.z);
70
+ this.h2 = gradient(this, pb.add(this.i, pb.vec2(1, 0)), this.p.z);
71
+ this.h3 = gradient(this, pb.add(this.i, pb.vec2(0, 1)), this.p.z);
72
+ this.h4 = gradient(this, pb.add(this.i, pb.vec2(1, 1)), this.p.z);
73
+ this.$l.tl = pb.dot(this.h1, this.f);
74
+ this.$l.tr = pb.dot(this.h2, pb.sub(this.f, pb.vec2(1, 0)));
75
+ this.$l.bl = pb.dot(this.h3, pb.sub(this.f, pb.vec2(0, 1)));
76
+ this.$l.br = pb.dot(this.h4, pb.sub(this.f, pb.vec2(1, 1)));
77
+ this.$l.noise = pb.mix(pb.mix(this.tl, this.tr, this.u.x), pb.mix(this.bl, this.br, this.u.x), this.u.y);
78
+ this.noise = pb.add(pb.mul(this.noise, 0.5), 0.5);
79
+ this.$return(this.noise);
80
+ });
81
+ return scope[funcNameNoise](p);
82
+ }
83
+ /**
84
+ * worley 3d noise
85
+ *
86
+ * @param scope - current shader scope
87
+ * @param uv - uv coordinate
88
+ * @param freq - frequency
89
+ *
90
+ * @returns worley noise value
91
+ *
92
+ * @public
93
+ */ function worleyNoise(scope, uv, freq) {
94
+ const pb = scope.$builder;
95
+ const funcNameHash = 'Z_worleyHash';
96
+ // https://www.shadertoy.com/view/4sc3z2
97
+ pb.func(funcNameHash, [
98
+ pb.vec3('p')
99
+ ], function() {
100
+ /* eslint-disable no-constant-condition */ {
101
+ this.$l.mod3 = pb.vec3(0.1031, 0.11369, 0.13787);
102
+ this.$l.p3 = pb.fract(pb.mul(this.p, this.mod3));
103
+ this.p3 = pb.add(this.p3, pb.dot(this.p3, pb.add(this.p3.yxz, pb.vec3(19.19))));
104
+ this.$return(pb.sub(pb.mul(pb.fract(pb.vec3(pb.mul(pb.add(this.p3.x, this.p3.y), this.p3.z), pb.mul(pb.add(this.p3.x, this.p3.z), this.p3.y), pb.mul(pb.add(this.p3.y, this.p3.z), this.p3.x))), 2), 1));
105
+ }
106
+ });
107
+ const funcNameNoise = 'Z_worleyNoise';
108
+ pb.func(funcNameNoise, [
109
+ pb.vec3('uv'),
110
+ pb.float('freq')
111
+ ], function() {
112
+ this.$l.id = pb.floor(this.uv);
113
+ this.$l.p = pb.fract(this.uv);
114
+ this.$l.minDist = pb.float(10000);
115
+ this.$for(pb.int('x'), -1, 2, function() {
116
+ this.$for(pb.int('y'), -1, 2, function() {
117
+ this.$for(pb.int('z'), -1, 2, function() {
118
+ this.$l.offset = pb.vec3(pb.float(this.x), pb.float(this.y), pb.float(this.z));
119
+ /* eslint-disable no-constant-condition */ {
120
+ this.$l.h = pb.add(pb.mul(this[funcNameHash](pb.mod(pb.add(this.id, this.offset), pb.vec3(this.freq))), 0.4), pb.vec3(0.3));
121
+ }
122
+ this.h = pb.add(this.h, this.offset);
123
+ this.$l.d = pb.sub(this.p, this.h);
124
+ this.minDist = pb.min(this.minDist, pb.dot(this.d, this.d));
125
+ });
126
+ });
127
+ });
128
+ this.$return(pb.sub(1, this.minDist));
129
+ });
130
+ return pb.getGlobalScope()[funcNameNoise](uv, freq);
131
+ }
132
+ /**
133
+ * Calculate worley FBM
134
+ *
135
+ * @param scope - current shader scope
136
+ * @param p - noise coordinate
137
+ * @param freq - frequency
138
+ * @returns worley FBM value
139
+ *
140
+ * @public
141
+ */ function worleyFBM(scope, p, freq) {
142
+ const pb = scope.$builder;
143
+ const funcName = 'Z_worleyFBM';
144
+ pb.func(funcName, [
145
+ pb.vec3('p'),
146
+ pb.float('freq')
147
+ ], function() {
148
+ this.$l.n1 = worleyNoise(this, pb.mul(this.p, this.freq), this.freq);
149
+ this.$l.n2 = worleyNoise(this, pb.mul(this.p, this.freq, 2), pb.mul(this.freq, 2));
150
+ this.$l.n3 = worleyNoise(this, pb.mul(this.p, this.freq, 4), pb.mul(this.freq, 4));
151
+ this.$l.fbm = pb.add(pb.mul(this.n1, 0.625), pb.mul(this.n2, 0.25), pb.mul(this.n3, 0.125));
152
+ this.$return(pb.max(pb.sub(pb.mul(this.fbm, 1.1), pb.vec3(0.1)), pb.vec3(0)));
153
+ });
154
+ return pb.getGlobalScope()[funcName](p, freq);
155
+ }
156
+ /**
157
+ * Calculate 3d noise by a 3d position
158
+ *
159
+ * @param scope - current shader scope
160
+ * @param p - 3d position at where to calculate noise
161
+ * @returns noise value between 0 and 1
162
+ *
163
+ * @public
164
+ */ function noise3D(scope, p) {
165
+ const pb = scope.$builder;
166
+ const funcName = 'Z_noise3d';
167
+ pb.func(funcName, [
168
+ pb.vec3('p')
169
+ ], function() {
170
+ this.$l.p3 = pb.fract(pb.mul(this.p, 0.1031));
171
+ this.$l.p3 = pb.add(this.p3, pb.vec3(pb.dot(this.p3, pb.add(this.p3.yzx, pb.vec3(33.33)))));
172
+ this.$return(pb.fract(pb.mul(pb.add(this.p3.x, this.p3.y), this.p3.z)));
173
+ });
174
+ return pb.getGlobalScope()[funcName](p);
175
+ }
176
+ /**
177
+ * Calculate smooth 3d noise by a 3d position
178
+ *
179
+ * @param scope - current shader scope
180
+ * @param p - 3d position at where to calculate noise
181
+ * @returns noise value between 0 and 1
182
+ *
183
+ * @public
184
+ */ function smoothNoise3D(scope, p) {
185
+ const pb = scope.$builder;
186
+ const funcName = 'Z_smoothNoise3D';
187
+ pb.func(funcName, [
188
+ pb.vec3('p')
189
+ ], function() {
190
+ this.$l.cell = pb.floor(this.p);
191
+ this.$l.local = pb.fract(this.p);
192
+ this.$l.local = pb.mul(this.local, pb.mul(this.local, pb.sub(pb.vec3(3), pb.mul(this.local, 2))));
193
+ this.$l.ldb = noise3D(this, this.cell);
194
+ this.$l.rdb = noise3D(this, pb.add(this.cell, pb.vec3(1, 0, 0)));
195
+ this.$l.ldf = noise3D(this, pb.add(this.cell, pb.vec3(0, 0, 1)));
196
+ this.$l.rdf = noise3D(this, pb.add(this.cell, pb.vec3(1, 0, 1)));
197
+ this.$l.lub = noise3D(this, pb.add(this.cell, pb.vec3(0, 1, 0)));
198
+ this.$l.rub = noise3D(this, pb.add(this.cell, pb.vec3(1, 1, 0)));
199
+ this.$l.luf = noise3D(this, pb.add(this.cell, pb.vec3(0, 1, 1)));
200
+ this.$l.ruf = noise3D(this, pb.add(this.cell, pb.vec3(1, 1, 1)));
201
+ this.$return(pb.mix(pb.mix(pb.mix(this.ldb, this.rdb, this.local.x), pb.mix(this.ldf, this.rdf, this.local.x), this.local.z), pb.mix(pb.mix(this.lub, this.rub, this.local.x), pb.mix(this.luf, this.ruf, this.local.x), this.local.z), this.local.y));
202
+ });
203
+ return pb.getGlobalScope()[funcName](p);
204
+ }
205
+ /**
206
+ * Calculate interleaved gradient noise
207
+ *
208
+ * @param scope - current shader scope
209
+ * @param c - 2d position at where to calculate noise
210
+ * @returns noise value
211
+ *
212
+ * @public
213
+ */ function interleavedGradientNoise(scope, c) {
214
+ const pb = scope.$builder;
215
+ const x = 0.06711056;
216
+ const y = 0.00583715;
217
+ const z = 52.9829189;
218
+ return pb.fract(pb.mul(z, pb.fract(pb.dot(c, pb.vec2(x, y)))));
219
+ }
220
+
221
+ export { gradient, hash, interleavedGradientNoise, noise3D, perlinNoise2D, perlinNoise3D, smoothNoise3D, worleyFBM, worleyNoise };
222
+ //# sourceMappingURL=noise.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"noise.js","sources":["../../../src/shaders/noise.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\n\r\n/**\r\n * Generate random float value from a vec2\r\n *\r\n * @param scope - Current shader scope\r\n * @param p - random seed\r\n * @returns random float value\r\n *\r\n * @public\r\n */\r\nexport function hash(scope: PBInsideFunctionScope, p: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_hashf';\r\n pb.func(funcName, [pb.vec2('p')], function () {\r\n this.h = pb.dot(this.p, pb.vec2(12.9898, 78.233));\r\n this.$return(pb.fract(pb.mul(pb.sin(this.h), 43758.5453123)));\r\n });\r\n return scope[funcName](p);\r\n}\r\n\r\n/**\r\n * Generate random float value from a vec2\r\n *\r\n * @param scope - Current shader scope\r\n * @param p - random seed\r\n * @returns random float value\r\n *\r\n * @public\r\n */\r\nexport function gradient(scope: PBInsideFunctionScope, p: PBShaderExp, t: PBShaderExp | number) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_gradient2f';\r\n pb.func(funcName, [pb.vec2('p'), pb.float('t')], function () {\r\n this.$l.rand = hash(this, this.p);\r\n this.$l.angle = pb.mul(pb.add(this.t, Math.PI * 2), this.rand);\r\n this.$return(pb.vec2(pb.cos(this.angle), pb.sin(this.angle)));\r\n });\r\n return scope[funcName](p, t);\r\n}\r\n\r\n/**\r\n * Generate a float perlin noise value from a vec2\r\n *\r\n * @param scope - Current shader scope\r\n * @param p - 2d vector\r\n * @returns a float noise value\r\n *\r\n * @public\r\n */\r\nexport function perlinNoise2D(scope: PBInsideFunctionScope, p: PBShaderExp) {\r\n return perlinNoise3D(scope, scope.$builder.vec3(p, 0));\r\n}\r\n\r\n/**\r\n * Generate a float perlin noise value from a vec3\r\n *\r\n * @param scope - Current shader scope\r\n * @param p - 3d vector\r\n * @returns a float noise value\r\n *\r\n * @public\r\n */\r\nexport function perlinNoise3D(scope: PBInsideFunctionScope, p: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const funcNameNoise = 'Z_perlinNoise3D';\r\n pb.func(funcNameNoise, [pb.vec3('p')], function () {\r\n this.i = pb.floor(this.p.xy);\r\n this.f = pb.sub(this.p.xy, this.i);\r\n this.u = pb.mul(this.f, this.f, pb.sub(3, pb.mul(this.f, 2)));\r\n this.h1 = gradient(this, this.i, this.p.z);\r\n this.h2 = gradient(this, pb.add(this.i, pb.vec2(1, 0)), this.p.z);\r\n this.h3 = gradient(this, pb.add(this.i, pb.vec2(0, 1)), this.p.z);\r\n this.h4 = gradient(this, pb.add(this.i, pb.vec2(1, 1)), this.p.z);\r\n this.$l.tl = pb.dot(this.h1, this.f);\r\n this.$l.tr = pb.dot(this.h2, pb.sub(this.f, pb.vec2(1, 0)));\r\n this.$l.bl = pb.dot(this.h3, pb.sub(this.f, pb.vec2(0, 1)));\r\n this.$l.br = pb.dot(this.h4, pb.sub(this.f, pb.vec2(1, 1)));\r\n this.$l.noise = pb.mix(pb.mix(this.tl, this.tr, this.u.x), pb.mix(this.bl, this.br, this.u.x), this.u.y);\r\n this.noise = pb.add(pb.mul(this.noise, 0.5), 0.5);\r\n this.$return(this.noise);\r\n });\r\n return scope[funcNameNoise](p);\r\n}\r\n\r\n/**\r\n * worley 3d noise\r\n *\r\n * @param scope - current shader scope\r\n * @param uv - uv coordinate\r\n * @param freq - frequency\r\n *\r\n * @returns worley noise value\r\n *\r\n * @public\r\n */\r\nexport function worleyNoise(\r\n scope: PBInsideFunctionScope,\r\n uv: PBShaderExp,\r\n freq: PBShaderExp | number\r\n): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcNameHash = 'Z_worleyHash';\r\n // https://www.shadertoy.com/view/4sc3z2\r\n pb.func(funcNameHash, [pb.vec3('p')], function () {\r\n /* eslint-disable no-constant-condition */\r\n if (1) {\r\n this.$l.mod3 = pb.vec3(0.1031, 0.11369, 0.13787);\r\n this.$l.p3 = pb.fract(pb.mul(this.p, this.mod3));\r\n this.p3 = pb.add(this.p3, pb.dot(this.p3, pb.add(this.p3.yxz, pb.vec3(19.19))));\r\n this.$return(\r\n pb.sub(\r\n pb.mul(\r\n pb.fract(\r\n pb.vec3(\r\n pb.mul(pb.add(this.p3.x, this.p3.y), this.p3.z),\r\n pb.mul(pb.add(this.p3.x, this.p3.z), this.p3.y),\r\n pb.mul(pb.add(this.p3.y, this.p3.z), this.p3.x)\r\n )\r\n ),\r\n 2\r\n ),\r\n 1\r\n )\r\n );\r\n } else {\r\n this.$l.UI0 = pb.uint(1597334673);\r\n this.$l.UI1 = pb.uint(3812015801);\r\n this.$l.UI2 = pb.uvec2(this.UI0, this.UI1);\r\n this.$l.UI3 = pb.uvec3(this.UI0, this.UI1, pb.uint(2798796415));\r\n this.$l.UIF = pb.div(1, pb.float(pb.uint(0xffffffff)));\r\n this.$l.q = pb.mul(pb.uvec3(pb.ivec3(this.p)), this.UI3);\r\n this.q = pb.mul(pb.compXor(pb.compXor(this.q.x, this.q.y), this.q.z), this.UI3);\r\n this.$return(pb.sub(pb.mul(pb.vec3(this.q), this.UIF, 2), pb.vec3(1)));\r\n }\r\n });\r\n const funcNameNoise = 'Z_worleyNoise';\r\n pb.func(funcNameNoise, [pb.vec3('uv'), pb.float('freq')], function () {\r\n this.$l.id = pb.floor(this.uv);\r\n this.$l.p = pb.fract(this.uv);\r\n this.$l.minDist = pb.float(10000);\r\n this.$for(pb.int('x'), -1, 2, function () {\r\n this.$for(pb.int('y'), -1, 2, function () {\r\n this.$for(pb.int('z'), -1, 2, function () {\r\n this.$l.offset = pb.vec3(pb.float(this.x), pb.float(this.y), pb.float(this.z));\r\n /* eslint-disable no-constant-condition */\r\n if (1 /* tilable */) {\r\n this.$l.h = pb.add(\r\n pb.mul(this[funcNameHash](pb.mod(pb.add(this.id, this.offset), pb.vec3(this.freq))), 0.4),\r\n pb.vec3(0.3)\r\n );\r\n } else {\r\n this.$l.h = pb.add(pb.mul(this[funcNameHash](pb.add(this.id, this.offset)), 0.4), pb.vec3(0.3));\r\n }\r\n this.h = pb.add(this.h, this.offset);\r\n this.$l.d = pb.sub(this.p, this.h);\r\n this.minDist = pb.min(this.minDist, pb.dot(this.d, this.d));\r\n });\r\n });\r\n });\r\n this.$return(pb.sub(1, this.minDist));\r\n });\r\n return pb.getGlobalScope()[funcNameNoise](uv, freq);\r\n}\r\n/**\r\n * Calculate worley FBM\r\n *\r\n * @param scope - current shader scope\r\n * @param p - noise coordinate\r\n * @param freq - frequency\r\n * @returns worley FBM value\r\n *\r\n * @public\r\n */\r\nexport function worleyFBM(\r\n scope: PBInsideFunctionScope,\r\n p: PBShaderExp,\r\n freq: PBShaderExp | number\r\n): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_worleyFBM';\r\n pb.func(funcName, [pb.vec3('p'), pb.float('freq')], function () {\r\n this.$l.n1 = worleyNoise(this, pb.mul(this.p, this.freq), this.freq);\r\n this.$l.n2 = worleyNoise(this, pb.mul(this.p, this.freq, 2), pb.mul(this.freq, 2));\r\n this.$l.n3 = worleyNoise(this, pb.mul(this.p, this.freq, 4), pb.mul(this.freq, 4));\r\n this.$l.fbm = pb.add(pb.mul(this.n1, 0.625), pb.mul(this.n2, 0.25), pb.mul(this.n3, 0.125));\r\n this.$return(pb.max(pb.sub(pb.mul(this.fbm, 1.1), pb.vec3(0.1)), pb.vec3(0)));\r\n });\r\n return pb.getGlobalScope()[funcName](p, freq);\r\n}\r\n/**\r\n * Calculate 3d noise by a 3d position\r\n *\r\n * @param scope - current shader scope\r\n * @param p - 3d position at where to calculate noise\r\n * @returns noise value between 0 and 1\r\n *\r\n * @public\r\n */\r\nexport function noise3D(scope: PBInsideFunctionScope, p: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_noise3d';\r\n pb.func(funcName, [pb.vec3('p')], function () {\r\n this.$l.p3 = pb.fract(pb.mul(this.p, 0.1031));\r\n this.$l.p3 = pb.add(this.p3, pb.vec3(pb.dot(this.p3, pb.add(this.p3.yzx, pb.vec3(33.33)))));\r\n this.$return(pb.fract(pb.mul(pb.add(this.p3.x, this.p3.y), this.p3.z)));\r\n });\r\n return pb.getGlobalScope()[funcName](p);\r\n}\r\n/**\r\n * Calculate smooth 3d noise by a 3d position\r\n *\r\n * @param scope - current shader scope\r\n * @param p - 3d position at where to calculate noise\r\n * @returns noise value between 0 and 1\r\n *\r\n * @public\r\n */\r\nexport function smoothNoise3D(scope: PBInsideFunctionScope, p: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_smoothNoise3D';\r\n pb.func(funcName, [pb.vec3('p')], function () {\r\n this.$l.cell = pb.floor(this.p);\r\n this.$l.local = pb.fract(this.p);\r\n this.$l.local = pb.mul(this.local, pb.mul(this.local, pb.sub(pb.vec3(3), pb.mul(this.local, 2))));\r\n this.$l.ldb = noise3D(this, this.cell);\r\n this.$l.rdb = noise3D(this, pb.add(this.cell, pb.vec3(1, 0, 0)));\r\n this.$l.ldf = noise3D(this, pb.add(this.cell, pb.vec3(0, 0, 1)));\r\n this.$l.rdf = noise3D(this, pb.add(this.cell, pb.vec3(1, 0, 1)));\r\n this.$l.lub = noise3D(this, pb.add(this.cell, pb.vec3(0, 1, 0)));\r\n this.$l.rub = noise3D(this, pb.add(this.cell, pb.vec3(1, 1, 0)));\r\n this.$l.luf = noise3D(this, pb.add(this.cell, pb.vec3(0, 1, 1)));\r\n this.$l.ruf = noise3D(this, pb.add(this.cell, pb.vec3(1, 1, 1)));\r\n this.$return(\r\n pb.mix(\r\n pb.mix(\r\n pb.mix(this.ldb, this.rdb, this.local.x),\r\n pb.mix(this.ldf, this.rdf, this.local.x),\r\n this.local.z\r\n ),\r\n pb.mix(\r\n pb.mix(this.lub, this.rub, this.local.x),\r\n pb.mix(this.luf, this.ruf, this.local.x),\r\n this.local.z\r\n ),\r\n this.local.y\r\n )\r\n );\r\n });\r\n return pb.getGlobalScope()[funcName](p);\r\n}\r\n\r\n/**\r\n * Calculate interleaved gradient noise\r\n *\r\n * @param scope - current shader scope\r\n * @param c - 2d position at where to calculate noise\r\n * @returns noise value\r\n *\r\n * @public\r\n */\r\nexport function interleavedGradientNoise(scope: PBInsideFunctionScope, c: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n const x = 0.06711056;\r\n const y = 0.00583715;\r\n const z = 52.9829189;\r\n return pb.fract(pb.mul(z, pb.fract(pb.dot(c, pb.vec2(x, 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@@ -0,0 +1,51 @@
1
+ /** @internal */ function fresnelSchlick(scope, VdotH, f0, f90) {
2
+ const pb = scope.$builder;
3
+ const funcName = 'fresnelSchlick';
4
+ pb.func(funcName, [
5
+ pb.float('VdotH'),
6
+ pb.vec3('F0'),
7
+ pb.vec3('F90')
8
+ ], function() {
9
+ this.$return(pb.add(this.F0, pb.mul(pb.sub(this.F90, this.F0), pb.pow(pb.clamp(pb.sub(1, this.VdotH), 0, 1), 5))));
10
+ });
11
+ return pb.getGlobalScope()[funcName](VdotH, f0, f90);
12
+ }
13
+ /** @internal */ function distributionGGX(scope, NdotH, alphaRoughness) {
14
+ const pb = scope.$builder;
15
+ const funcName = 'distributionGGX';
16
+ pb.func(funcName, [
17
+ pb.float('NdotH'),
18
+ pb.float('roughness')
19
+ ], function() {
20
+ this.$l.a2 = pb.mul(this.roughness, this.roughness);
21
+ this.$l.NdotH2 = pb.mul(this.NdotH, this.NdotH);
22
+ this.$l.num = this.a2;
23
+ this.$l.denom = pb.add(pb.mul(this.NdotH2, pb.sub(this.a2, 1)), 1);
24
+ this.denom = pb.mul(pb.mul(3.14159265, this.denom), this.denom);
25
+ this.$return(pb.div(this.num, this.denom));
26
+ });
27
+ return pb.getGlobalScope()[funcName](NdotH, alphaRoughness);
28
+ }
29
+ /** @internal */ function visGGX(scope, NdotV, NdotL, alphaRoughness) {
30
+ const pb = scope.$builder;
31
+ const funcName = 'visGGX';
32
+ pb.func(funcName, [
33
+ pb.float('NdotV'),
34
+ pb.float('NdotL'),
35
+ pb.float('roughness')
36
+ ], function() {
37
+ this.$l.a2 = pb.mul(this.roughness, this.roughness);
38
+ this.$l.ggxV = pb.mul(this.NdotL, pb.sqrt(pb.add(pb.mul(this.NdotV, this.NdotV, pb.sub(1, this.a2)), this.a2)));
39
+ this.$l.ggxL = pb.mul(this.NdotV, pb.sqrt(pb.add(pb.mul(this.NdotL, this.NdotL, pb.sub(1, this.a2)), this.a2)));
40
+ this.$l.ggx = pb.add(this.ggxV, this.ggxL);
41
+ this.$if(pb.greaterThan(this.ggx, 0), function() {
42
+ this.$return(pb.div(0.5, this.ggx));
43
+ }).$else(function() {
44
+ this.$return(pb.float(0));
45
+ });
46
+ });
47
+ return pb.getGlobalScope()[funcName](NdotV, NdotL, alphaRoughness);
48
+ }
49
+
50
+ export { distributionGGX, fresnelSchlick, visGGX };
51
+ //# sourceMappingURL=pbr.js.map