@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 +1,324 @@
1
+ import { isFloatTextureFormat } from '@zephyr3d/device';
2
+ import { AbstractPostEffect, PostEffectLayer } from './posteffect.js';
3
+ import { decodeNormalizedFloatFromRGBA, encodeNormalizedFloatToRGBA } from '../shaders/misc.js';
4
+ import { Vector2, Vector4, Matrix4x4 } from '@zephyr3d/base';
5
+ import { BilateralBlurBlitter } from '../blitter/bilateralblur.js';
6
+ import { fetchSampler } from '../utility/misc.js';
7
+
8
+ const NUM_SAMPLES = 7;
9
+ const NUM_RINGS = 4;
10
+ class DepthLimitAOBlurBlitter extends BilateralBlurBlitter {
11
+ _packed;
12
+ constructor(finalPhase){
13
+ super(finalPhase);
14
+ this._packed = false;
15
+ }
16
+ get packed() {
17
+ return this._packed;
18
+ }
19
+ set packed(val) {
20
+ if (this._packed !== !!val) {
21
+ this._packed = !!val;
22
+ this.invalidateHash();
23
+ }
24
+ }
25
+ calcHash() {
26
+ return `${this._packed}:${super.calcHash()}`;
27
+ }
28
+ readTexel(scope, type, srcTex, srcUV, srcLayer, sampleType) {
29
+ const pb = scope.$builder;
30
+ const texel = super.readTexel(scope, type, srcTex, srcUV, srcLayer, sampleType);
31
+ if (this._packed) {
32
+ return pb.vec4(pb.vec3(decodeNormalizedFloatFromRGBA(scope, texel)), 1);
33
+ } else {
34
+ return pb.vec4(texel.rrr, 1);
35
+ }
36
+ }
37
+ writeTexel(scope, type, uv, texel) {
38
+ const pb = scope.$builder;
39
+ const outTexel = super.writeTexel(scope, type, uv, pb.vec4(texel.rrr, 1));
40
+ return this._finalPhase || !this._packed ? pb.vec4(outTexel.rrr, 1) : encodeNormalizedFloatToRGBA(scope, outTexel.r);
41
+ }
42
+ }
43
+ /**
44
+ * The Scalable Ambient Obscurance (SAO) post effect
45
+ * @public
46
+ */ class SAO extends AbstractPostEffect {
47
+ static _program = null;
48
+ static _programPacked = null;
49
+ static _renderState = null;
50
+ static _renderStateBlend = null;
51
+ static _bindgroup = null;
52
+ static _bindgroupPacked = null;
53
+ _saoScale;
54
+ _saoBias;
55
+ _saoIntensity;
56
+ _saoRadius;
57
+ _saoMinResolution;
58
+ _saoRandomSeed;
59
+ _saoBlurDepthCutoff;
60
+ _blitterH;
61
+ _blitterV;
62
+ _supported;
63
+ /**
64
+ * Creates an instance of SAO post effect
65
+ */ constructor(){
66
+ super();
67
+ this._supported = true;
68
+ this._layer = PostEffectLayer.opaque;
69
+ this._saoScale = 10;
70
+ this._saoBias = 1;
71
+ this._saoIntensity = 0.025;
72
+ this._saoRadius = 100;
73
+ this._saoMinResolution = 0;
74
+ this._saoRandomSeed = 0;
75
+ this._saoBlurDepthCutoff = 2;
76
+ this._blitterH = new DepthLimitAOBlurBlitter(false);
77
+ this._blitterH.kernelRadius = 8;
78
+ this._blitterH.stdDev = 10;
79
+ this._blitterV = new DepthLimitAOBlurBlitter(true);
80
+ this._blitterV.kernelRadius = 8;
81
+ this._blitterV.stdDev = 10;
82
+ }
83
+ /** Scale value */ get scale() {
84
+ return this._saoScale;
85
+ }
86
+ set scale(val) {
87
+ this._saoScale = val;
88
+ }
89
+ /** Bias value */ get bias() {
90
+ return this._saoBias;
91
+ }
92
+ set bias(val) {
93
+ this._saoBias = val;
94
+ }
95
+ /** Radius value */ get radius() {
96
+ return this._saoRadius;
97
+ }
98
+ set radius(val) {
99
+ this._saoRadius = val;
100
+ }
101
+ /** SAO intensity */ get intensity() {
102
+ return this._saoIntensity;
103
+ }
104
+ set intensity(val) {
105
+ this._saoIntensity = val;
106
+ }
107
+ /** Minimum resolution */ get minResolution() {
108
+ return this._saoMinResolution;
109
+ }
110
+ set minResolution(val) {
111
+ this._saoMinResolution = val;
112
+ }
113
+ /** Blur kernel size */ get blurKernelSize() {
114
+ return this._blitterH.kernelRadius;
115
+ }
116
+ set blurKernelSize(val) {
117
+ val = Math.min(64, Math.max(0, val >> 0));
118
+ this._blitterH.kernelRadius = val;
119
+ this._blitterV.kernelRadius = val;
120
+ }
121
+ /** Gaussian blur stddev value */ get blurStdDev() {
122
+ return this._blitterH.stdDev;
123
+ }
124
+ set blurStdDev(val) {
125
+ this._blitterH.stdDev = val;
126
+ this._blitterV.stdDev = val;
127
+ }
128
+ /** Cutoff of depth limited blur */ get blurDepthCutoff() {
129
+ return this._saoBlurDepthCutoff;
130
+ }
131
+ set blurDepthCutoff(val) {
132
+ this._saoBlurDepthCutoff = val;
133
+ }
134
+ /** {@inheritDoc AbstractPostEffect.requireLinearDepthTexture} */ requireLinearDepthTexture() {
135
+ return true;
136
+ }
137
+ /** {@inheritDoc AbstractPostEffect.requireDepthAttachment} */ requireDepthAttachment() {
138
+ return true;
139
+ }
140
+ /** {@inheritDoc AbstractPostEffect.apply} */ apply(ctx, inputColorTexture, sceneDepthTexture, srgbOutput) {
141
+ const device = ctx.device;
142
+ const viewport = device.getViewport();
143
+ this._prepare(device, inputColorTexture);
144
+ this.passThrough(ctx, inputColorTexture, srgbOutput);
145
+ if (!this._supported) {
146
+ return;
147
+ }
148
+ const fmt = this._getIntermediateTextureFormat(device);
149
+ const depth = device.getFramebuffer().getDepthAttachment();
150
+ const fbao = device.pool.fetchTemporalTexture2D(false, fmt, depth.width, depth.height, false);
151
+ const fbblur = device.pool.fetchTemporalTexture2D(false, fmt, depth.width, depth.height, false);
152
+ const packed = fbao.format === 'rgba8unorm';
153
+ const cameraNearFar = new Vector2(ctx.camera.getNearPlane(), ctx.camera.getFarPlane());
154
+ device.pushDeviceStates();
155
+ device.setFramebuffer([
156
+ fbao
157
+ ], depth);
158
+ device.clearFrameBuffer(packed ? new Vector4(0, 0, 0, 1) : new Vector4(1, 0, 0, 1), null, null);
159
+ const bindgroup = packed ? SAO._bindgroupPacked : SAO._bindgroup;
160
+ bindgroup.setValue('flip', this.needFlip(device) ? 1 : 0);
161
+ bindgroup.setTexture('depthTex', sceneDepthTexture);
162
+ bindgroup.setValue('scale', this._saoScale);
163
+ bindgroup.setValue('invProj', Matrix4x4.invert(ctx.camera.getProjectionMatrix()));
164
+ bindgroup.setValue('bias', this._saoBias);
165
+ bindgroup.setValue('cameraNearFar', cameraNearFar);
166
+ bindgroup.setValue('intensity', this._saoIntensity);
167
+ bindgroup.setValue('kernelRadius', this._saoRadius);
168
+ bindgroup.setValue('minResolution', this._saoMinResolution);
169
+ bindgroup.setValue('size', new Vector2(viewport.width, viewport.height));
170
+ bindgroup.setValue('randomSeed', this._saoRandomSeed);
171
+ device.setRenderStates(SAO._renderState);
172
+ device.setProgram(packed ? SAO._programPacked : SAO._program);
173
+ device.setBindGroup(0, bindgroup);
174
+ this.drawFullscreenQuad(SAO._renderState);
175
+ this._blitterH.size = new Vector2(inputColorTexture.width, inputColorTexture.height);
176
+ this._blitterH.depthTex = sceneDepthTexture;
177
+ this._blitterH.depthCutoff = this._saoBlurDepthCutoff;
178
+ this._blitterH.sampler = fetchSampler('clamp_nearest_nomip');
179
+ this._blitterH.cameraNearFar = cameraNearFar;
180
+ this._blitterH.packed = packed;
181
+ this._blitterH.renderStates = SAO._renderState;
182
+ this._blitterV.size = new Vector2(inputColorTexture.width, inputColorTexture.height);
183
+ this._blitterV.depthTex = sceneDepthTexture;
184
+ this._blitterV.depthCutoff = this._saoBlurDepthCutoff;
185
+ this._blitterV.sampler = fetchSampler('clamp_nearest_nomip');
186
+ this._blitterV.cameraNearFar = cameraNearFar;
187
+ this._blitterV.packed = packed;
188
+ this._blitterV.srgbOut = srgbOutput;
189
+ this._blitterV.renderStates = SAO._renderStateBlend;
190
+ this._blitterH.blit(fbao, fbblur);
191
+ device.popDeviceStates();
192
+ this._blitterV.blit(fbblur, device.getFramebuffer());
193
+ device.pool.releaseTexture(fbao);
194
+ device.pool.releaseTexture(fbblur);
195
+ }
196
+ _getIntermediateTextureFormat(device) {
197
+ const texCaps = device.getDeviceCaps().textureCaps;
198
+ return device.type === 'webgl' || !texCaps.supportHalfFloatColorBuffer && !texCaps.supportFloatColorBuffer ? 'rgba8unorm' : texCaps.supportHalfFloatColorBuffer ? 'r16f' : 'r32f';
199
+ }
200
+ /** @internal */ _prepare(device, _srcTexture) {
201
+ const fb = device.getFramebuffer();
202
+ const isFloatFramebuffer = fb && isFloatTextureFormat(fb.getColorAttachments()[0].format);
203
+ this._supported = !isFloatFramebuffer || device.getDeviceCaps().framebufferCaps.supportFloatBlending;
204
+ if (this._supported) {
205
+ if (!SAO._renderState) {
206
+ SAO._renderState = device.createRenderStateSet();
207
+ SAO._renderState.useDepthState().enableTest(true).enableWrite(false).setCompareFunc('gt');
208
+ SAO._renderState.useRasterizerState().setCullMode('none');
209
+ SAO._renderStateBlend = device.createRenderStateSet();
210
+ SAO._renderStateBlend.useDepthState().enableTest(true).enableWrite(false).setCompareFunc('gt');
211
+ SAO._renderStateBlend.useRasterizerState().setCullMode('none');
212
+ SAO._renderStateBlend.useBlendingState().enable(true).setBlendFuncRGB('zero', 'src-color').setBlendFuncAlpha('zero', 'one');
213
+ }
214
+ function createProgram(packed) {
215
+ return device.buildRenderProgram({
216
+ vertex (pb) {
217
+ this.flip = pb.int().uniform(0);
218
+ this.$inputs.pos = pb.vec2().attrib('position');
219
+ this.$outputs.uv = pb.vec2();
220
+ pb.main(function() {
221
+ this.$builtins.position = pb.vec4(this.$inputs.pos, 1, 1);
222
+ this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));
223
+ this.$if(pb.notEqual(this.flip, 0), function() {
224
+ this.$builtins.position.y = pb.neg(this.$builtins.position.y);
225
+ });
226
+ });
227
+ },
228
+ fragment (pb) {
229
+ this.depthTex = pb.tex2D().sampleType('unfilterable-float').uniform(0);
230
+ this.scale = pb.float().uniform(0);
231
+ this.invProj = pb.mat4().uniform(0);
232
+ this.cameraNearFar = pb.vec2().uniform(0);
233
+ this.intensity = pb.float().uniform(0);
234
+ this.bias = pb.float().uniform(0);
235
+ this.kernelRadius = pb.float().uniform(0);
236
+ this.minResolution = pb.float().uniform(0);
237
+ this.size = pb.vec2().uniform(0);
238
+ this.randomSeed = pb.float().uniform(0);
239
+ this.$l.scaleDividedByCameraFar = pb.float();
240
+ this.$l.minResolutionMultipliedByCameraFar = pb.float();
241
+ pb.func('rand', [
242
+ pb.vec2('uv')
243
+ ], function() {
244
+ this.$l.a = 12.9898;
245
+ this.$l.b = 78.233;
246
+ this.$l.c = 43758.5453;
247
+ this.$l.dt = pb.dot(this.uv, pb.vec2(this.a, this.b));
248
+ this.$l.sn = pb.mod(this.dt, Math.PI);
249
+ this.$return(pb.fract(pb.mul(pb.sin(this.sn), this.c)));
250
+ });
251
+ pb.func('getPositionVS', [
252
+ pb.vec2('uv')
253
+ ], function() {
254
+ this.$l.depthValue = pb.textureSample(this.depthTex, this.uv);
255
+ if (device.type === 'webgl') {
256
+ this.$l.linearDepth = decodeNormalizedFloatFromRGBA(this, this.depthValue);
257
+ } else {
258
+ this.$l.linearDepth = this.depthValue.r;
259
+ }
260
+ this.$l.nonLinearDepth = pb.div(pb.sub(pb.div(this.cameraNearFar.x, this.linearDepth), this.cameraNearFar.y), pb.sub(this.cameraNearFar.x, this.cameraNearFar.y));
261
+ this.$l.clipSpacePos = pb.vec4(pb.sub(pb.mul(this.uv, 2), pb.vec2(1)), pb.sub(pb.mul(this.nonLinearDepth, 2), 1), 1);
262
+ // this.$l.clipSpacePos = pb.vec4(this.uv, this.nonLinearDepth, 1);
263
+ this.$l.vPos = pb.mul(this.invProj, this.clipSpacePos);
264
+ this.vPos = pb.div(this.vPos, this.vPos.w);
265
+ this.$return(this.vPos.xyz);
266
+ });
267
+ pb.func('getOcclusion', [
268
+ pb.vec3('centerPos'),
269
+ pb.vec3('centerNormal'),
270
+ pb.vec3('samplePos')
271
+ ], function() {
272
+ this.$l.viewDelta = pb.sub(this.samplePos, this.centerPos);
273
+ this.$l.viewDistance = pb.length(this.viewDelta);
274
+ this.$l.scaledScreenDistance = pb.mul(this.scaleDividedByCameraFar, this.viewDistance);
275
+ this.$return(pb.div(pb.max(0, pb.sub(pb.div(pb.sub(pb.dot(this.centerNormal, this.viewDelta), this.minResolutionMultipliedByCameraFar), this.scaledScreenDistance), this.bias)), pb.add(pb.mul(this.scaledScreenDistance, this.scaledScreenDistance), 1)));
276
+ });
277
+ pb.func('getAO', [
278
+ pb.vec3('vPos')
279
+ ], function() {
280
+ this.scaleDividedByCameraFar = pb.div(this.scale, this.cameraNearFar.y);
281
+ this.minResolutionMultipliedByCameraFar = pb.mul(this.minResolution, this.cameraNearFar.y);
282
+ this.$l.centerViewNormal = pb.normalize(pb.cross(pb.dpdx(this.vPos), pb.dpdy(this.vPos)));
283
+ this.$l.angle = pb.mul(this.rand(pb.add(this.$inputs.uv, pb.vec2(this.randomSeed))), Math.PI * 2);
284
+ this.$l.radius = pb.div(pb.vec2(pb.mul(this.kernelRadius, 1 / NUM_SAMPLES)), this.size);
285
+ this.$l.radiusStep = this.radius;
286
+ this.$l.occlusionSum = pb.float(0);
287
+ this.$l.weightSum = pb.float(0);
288
+ this.$for(pb.int('i'), 0, NUM_SAMPLES, function() {
289
+ this.$l.sampleUV = pb.add(this.$inputs.uv, pb.mul(pb.vec2(pb.cos(this.angle), pb.sin(this.angle)), this.radius));
290
+ this.radius = pb.add(this.radius, this.radiusStep);
291
+ this.angle = pb.add(this.angle, Math.PI * NUM_RINGS / NUM_SAMPLES);
292
+ this.samplePos = this.getPositionVS(this.sampleUV);
293
+ this.occlusionSum = pb.add(this.occlusionSum, this.getOcclusion(this.vPos, this.centerViewNormal, this.samplePos));
294
+ this.weightSum = pb.add(this.weightSum, 1);
295
+ });
296
+ this.$if(pb.equal(this.weightSum, 0), function() {
297
+ pb.discard();
298
+ });
299
+ this.$return(pb.div(pb.mul(this.occlusionSum, this.intensity), this.weightSum));
300
+ });
301
+ pb.main(function() {
302
+ this.$l.vPos = this.getPositionVS(this.$inputs.uv);
303
+ this.$l.ao = pb.clamp(pb.sub(1, this.getAO(this.vPos)), 0, packed ? 0.999 : 1);
304
+ if (packed) {
305
+ this.$outputs.outColor = encodeNormalizedFloatToRGBA(this, this.ao);
306
+ } else {
307
+ this.$outputs.outColor = pb.vec4(this.ao, this.ao, this.ao, 1);
308
+ }
309
+ });
310
+ }
311
+ });
312
+ }
313
+ if (!SAO._program) {
314
+ SAO._program = createProgram(false);
315
+ SAO._programPacked = createProgram(true);
316
+ SAO._bindgroup = device.createBindGroup(SAO._program.bindGroupLayouts[0]);
317
+ SAO._bindgroupPacked = device.createBindGroup(SAO._programPacked.bindGroupLayouts[0]);
318
+ }
319
+ }
320
+ }
321
+ }
322
+
323
+ export { SAO };
324
+ //# sourceMappingURL=sao.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"sao.js","sources":["../../../src/posteffect/sao.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BindGroup,\r\n GPUProgram,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n RenderStateSet,\r\n Texture2D\r\n} from '@zephyr3d/device';\r\nimport { isFloatTextureFormat } from '@zephyr3d/device';\r\nimport { AbstractPostEffect, PostEffectLayer } from './posteffect';\r\nimport { decodeNormalizedFloatFromRGBA, encodeNormalizedFloatToRGBA } from '../shaders/misc';\r\nimport { Matrix4x4, Vector2, Vector4 } from '@zephyr3d/base';\r\nimport { BilateralBlurBlitter } from '../blitter/bilateralblur';\r\nimport type { BlitType } from '../blitter';\r\nimport type { DrawContext } from '../render';\r\nimport { fetchSampler } from '../utility/misc';\r\n\r\nconst NUM_SAMPLES = 7;\r\nconst NUM_RINGS = 4;\r\n\r\nclass DepthLimitAOBlurBlitter extends BilateralBlurBlitter {\r\n private _packed: boolean;\r\n constructor(finalPhase: boolean) {\r\n super(finalPhase);\r\n this._packed = false;\r\n }\r\n get packed(): boolean {\r\n return this._packed;\r\n }\r\n set packed(val: boolean) {\r\n if (this._packed !== !!val) {\r\n this._packed = !!val;\r\n this.invalidateHash();\r\n }\r\n }\r\n protected calcHash(): string {\r\n return `${this._packed}:${super.calcHash()}`;\r\n }\r\n readTexel(\r\n scope: PBInsideFunctionScope,\r\n type: BlitType,\r\n srcTex: PBShaderExp,\r\n srcUV: PBShaderExp,\r\n srcLayer: PBShaderExp,\r\n sampleType: 'float' | 'int' | 'uint' | 'depth'\r\n ): PBShaderExp {\r\n const pb = scope.$builder;\r\n const texel = super.readTexel(scope, type, srcTex, srcUV, srcLayer, sampleType);\r\n if (this._packed) {\r\n return pb.vec4(pb.vec3(decodeNormalizedFloatFromRGBA(scope, texel)), 1);\r\n } else {\r\n return pb.vec4(texel.rrr, 1);\r\n }\r\n }\r\n writeTexel(scope: PBInsideFunctionScope, type: BlitType, uv: PBShaderExp, texel: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n const outTexel = super.writeTexel(scope, type, uv, pb.vec4(texel.rrr, 1));\r\n return this._finalPhase || !this._packed\r\n ? pb.vec4(outTexel.rrr, 1)\r\n : encodeNormalizedFloatToRGBA(scope, outTexel.r);\r\n }\r\n}\r\n/**\r\n * The Scalable Ambient Obscurance (SAO) post effect\r\n * @public\r\n */\r\nexport class SAO extends AbstractPostEffect {\r\n private static _program: GPUProgram = null;\r\n private static _programPacked: GPUProgram = null;\r\n private static _renderState: RenderStateSet = null;\r\n private static _renderStateBlend: RenderStateSet = null;\r\n private static _bindgroup: BindGroup = null;\r\n private static _bindgroupPacked: BindGroup = null;\r\n private _saoScale: number;\r\n private _saoBias: number;\r\n private _saoIntensity: number;\r\n private _saoRadius: number;\r\n private _saoMinResolution: number;\r\n private readonly _saoRandomSeed: number;\r\n private _saoBlurDepthCutoff: number;\r\n private readonly _blitterH: DepthLimitAOBlurBlitter;\r\n private readonly _blitterV: DepthLimitAOBlurBlitter;\r\n private _supported: boolean;\r\n /**\r\n * Creates an instance of SAO post effect\r\n */\r\n constructor() {\r\n super();\r\n this._supported = true;\r\n this._layer = PostEffectLayer.opaque;\r\n this._saoScale = 10;\r\n this._saoBias = 1;\r\n this._saoIntensity = 0.025;\r\n this._saoRadius = 100;\r\n this._saoMinResolution = 0;\r\n this._saoRandomSeed = 0;\r\n this._saoBlurDepthCutoff = 2;\r\n this._blitterH = new DepthLimitAOBlurBlitter(false);\r\n this._blitterH.kernelRadius = 8;\r\n this._blitterH.stdDev = 10;\r\n this._blitterV = new DepthLimitAOBlurBlitter(true);\r\n this._blitterV.kernelRadius = 8;\r\n this._blitterV.stdDev = 10;\r\n }\r\n /** Scale value */\r\n get scale(): number {\r\n return this._saoScale;\r\n }\r\n set scale(val: number) {\r\n this._saoScale = val;\r\n }\r\n /** Bias value */\r\n get bias(): number {\r\n return this._saoBias;\r\n }\r\n set bias(val: number) {\r\n this._saoBias = val;\r\n }\r\n /** Radius value */\r\n get radius(): number {\r\n return this._saoRadius;\r\n }\r\n set radius(val: number) {\r\n this._saoRadius = val;\r\n }\r\n /** SAO intensity */\r\n get intensity(): number {\r\n return this._saoIntensity;\r\n }\r\n set intensity(val: number) {\r\n this._saoIntensity = val;\r\n }\r\n /** Minimum resolution */\r\n get minResolution(): number {\r\n return this._saoMinResolution;\r\n }\r\n set minResolution(val: number) {\r\n this._saoMinResolution = val;\r\n }\r\n /** Blur kernel size */\r\n get blurKernelSize(): number {\r\n return this._blitterH.kernelRadius;\r\n }\r\n set blurKernelSize(val: number) {\r\n val = Math.min(64, Math.max(0, val >> 0));\r\n this._blitterH.kernelRadius = val;\r\n this._blitterV.kernelRadius = val;\r\n }\r\n /** Gaussian blur stddev value */\r\n get blurStdDev(): number {\r\n return this._blitterH.stdDev;\r\n }\r\n set blurStdDev(val: number) {\r\n this._blitterH.stdDev = val;\r\n this._blitterV.stdDev = val;\r\n }\r\n /** Cutoff of depth limited blur */\r\n get blurDepthCutoff(): number {\r\n return this._saoBlurDepthCutoff;\r\n }\r\n set blurDepthCutoff(val: number) {\r\n this._saoBlurDepthCutoff = val;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.requireLinearDepthTexture} */\r\n requireLinearDepthTexture(): boolean {\r\n return true;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.requireDepthAttachment} */\r\n requireDepthAttachment(): boolean {\r\n return true;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.apply} */\r\n apply(ctx: DrawContext, inputColorTexture: Texture2D, sceneDepthTexture: Texture2D, srgbOutput: boolean) {\r\n const device = ctx.device;\r\n const viewport = device.getViewport();\r\n this._prepare(device, inputColorTexture);\r\n this.passThrough(ctx, inputColorTexture, srgbOutput);\r\n if (!this._supported) {\r\n return;\r\n }\r\n const fmt = this._getIntermediateTextureFormat(device);\r\n const depth = device.getFramebuffer().getDepthAttachment() as Texture2D;\r\n\r\n const fbao = device.pool.fetchTemporalTexture2D(false, fmt, depth.width, depth.height, false);\r\n const fbblur = device.pool.fetchTemporalTexture2D(false, fmt, depth.width, depth.height, false);\r\n const packed = fbao.format === 'rgba8unorm';\r\n const cameraNearFar = new Vector2(ctx.camera.getNearPlane(), ctx.camera.getFarPlane());\r\n device.pushDeviceStates();\r\n device.setFramebuffer([fbao], depth);\r\n device.clearFrameBuffer(packed ? new Vector4(0, 0, 0, 1) : new Vector4(1, 0, 0, 1), null, null);\r\n const bindgroup = packed ? SAO._bindgroupPacked : SAO._bindgroup;\r\n bindgroup.setValue('flip', this.needFlip(device) ? 1 : 0);\r\n bindgroup.setTexture('depthTex', sceneDepthTexture);\r\n bindgroup.setValue('scale', this._saoScale);\r\n bindgroup.setValue('invProj', Matrix4x4.invert(ctx.camera.getProjectionMatrix()));\r\n bindgroup.setValue('bias', this._saoBias);\r\n bindgroup.setValue('cameraNearFar', cameraNearFar);\r\n bindgroup.setValue('intensity', this._saoIntensity);\r\n bindgroup.setValue('kernelRadius', this._saoRadius);\r\n bindgroup.setValue('minResolution', this._saoMinResolution);\r\n bindgroup.setValue('size', new Vector2(viewport.width, viewport.height));\r\n bindgroup.setValue('randomSeed', this._saoRandomSeed);\r\n device.setRenderStates(SAO._renderState);\r\n device.setProgram(packed ? SAO._programPacked : SAO._program);\r\n device.setBindGroup(0, bindgroup);\r\n this.drawFullscreenQuad(SAO._renderState);\r\n this._blitterH.size = new Vector2(inputColorTexture.width, inputColorTexture.height);\r\n this._blitterH.depthTex = sceneDepthTexture;\r\n this._blitterH.depthCutoff = this._saoBlurDepthCutoff;\r\n this._blitterH.sampler = fetchSampler('clamp_nearest_nomip');\r\n this._blitterH.cameraNearFar = cameraNearFar;\r\n this._blitterH.packed = packed;\r\n this._blitterH.renderStates = SAO._renderState;\r\n this._blitterV.size = new Vector2(inputColorTexture.width, inputColorTexture.height);\r\n this._blitterV.depthTex = sceneDepthTexture;\r\n this._blitterV.depthCutoff = this._saoBlurDepthCutoff;\r\n this._blitterV.sampler = fetchSampler('clamp_nearest_nomip');\r\n this._blitterV.cameraNearFar = cameraNearFar;\r\n this._blitterV.packed = packed;\r\n this._blitterV.srgbOut = srgbOutput;\r\n this._blitterV.renderStates = SAO._renderStateBlend;\r\n this._blitterH.blit(fbao, fbblur);\r\n device.popDeviceStates();\r\n this._blitterV.blit(fbblur, device.getFramebuffer());\r\n device.pool.releaseTexture(fbao);\r\n device.pool.releaseTexture(fbblur);\r\n }\r\n private _getIntermediateTextureFormat(device: AbstractDevice) {\r\n const texCaps = device.getDeviceCaps().textureCaps;\r\n return device.type === 'webgl' ||\r\n (!texCaps.supportHalfFloatColorBuffer && !texCaps.supportFloatColorBuffer)\r\n ? 'rgba8unorm'\r\n : texCaps.supportHalfFloatColorBuffer\r\n ? 'r16f'\r\n : 'r32f';\r\n }\r\n /** @internal */\r\n private _prepare(device: AbstractDevice, _srcTexture: Texture2D) {\r\n const fb = device.getFramebuffer();\r\n const isFloatFramebuffer = fb && isFloatTextureFormat(fb.getColorAttachments()[0].format);\r\n this._supported = !isFloatFramebuffer || device.getDeviceCaps().framebufferCaps.supportFloatBlending;\r\n if (this._supported) {\r\n if (!SAO._renderState) {\r\n SAO._renderState = device.createRenderStateSet();\r\n SAO._renderState.useDepthState().enableTest(true).enableWrite(false).setCompareFunc('gt');\r\n SAO._renderState.useRasterizerState().setCullMode('none');\r\n SAO._renderStateBlend = device.createRenderStateSet();\r\n SAO._renderStateBlend.useDepthState().enableTest(true).enableWrite(false).setCompareFunc('gt');\r\n SAO._renderStateBlend.useRasterizerState().setCullMode('none');\r\n SAO._renderStateBlend\r\n .useBlendingState()\r\n .enable(true)\r\n .setBlendFuncRGB('zero', 'src-color')\r\n .setBlendFuncAlpha('zero', 'one');\r\n }\r\n function createProgram(packed: boolean) {\r\n return device.buildRenderProgram({\r\n vertex(pb) {\r\n this.flip = pb.int().uniform(0);\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 this.$if(pb.notEqual(this.flip, 0), function () {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n });\r\n });\r\n },\r\n fragment(pb) {\r\n this.depthTex = pb.tex2D().sampleType('unfilterable-float').uniform(0);\r\n this.scale = pb.float().uniform(0);\r\n this.invProj = pb.mat4().uniform(0);\r\n this.cameraNearFar = pb.vec2().uniform(0);\r\n this.intensity = pb.float().uniform(0);\r\n this.bias = pb.float().uniform(0);\r\n this.kernelRadius = pb.float().uniform(0);\r\n this.minResolution = pb.float().uniform(0);\r\n this.size = pb.vec2().uniform(0);\r\n this.randomSeed = pb.float().uniform(0);\r\n this.$l.scaleDividedByCameraFar = pb.float();\r\n this.$l.minResolutionMultipliedByCameraFar = pb.float();\r\n pb.func('rand', [pb.vec2('uv')], function () {\r\n this.$l.a = 12.9898;\r\n this.$l.b = 78.233;\r\n this.$l.c = 43758.5453;\r\n this.$l.dt = pb.dot(this.uv, pb.vec2(this.a, this.b));\r\n this.$l.sn = pb.mod(this.dt, Math.PI);\r\n this.$return(pb.fract(pb.mul(pb.sin(this.sn), this.c)));\r\n });\r\n pb.func('getPositionVS', [pb.vec2('uv')], function () {\r\n this.$l.depthValue = pb.textureSample(this.depthTex, this.uv);\r\n if (device.type === 'webgl') {\r\n this.$l.linearDepth = decodeNormalizedFloatFromRGBA(this, this.depthValue);\r\n } else {\r\n this.$l.linearDepth = this.depthValue.r;\r\n }\r\n this.$l.nonLinearDepth = pb.div(\r\n pb.sub(pb.div(this.cameraNearFar.x, this.linearDepth), this.cameraNearFar.y),\r\n pb.sub(this.cameraNearFar.x, this.cameraNearFar.y)\r\n );\r\n this.$l.clipSpacePos = pb.vec4(\r\n pb.sub(pb.mul(this.uv, 2), pb.vec2(1)),\r\n pb.sub(pb.mul(this.nonLinearDepth, 2), 1),\r\n 1\r\n );\r\n // this.$l.clipSpacePos = pb.vec4(this.uv, this.nonLinearDepth, 1);\r\n this.$l.vPos = pb.mul(this.invProj, this.clipSpacePos);\r\n this.vPos = pb.div(this.vPos, this.vPos.w);\r\n this.$return(this.vPos.xyz);\r\n });\r\n pb.func(\r\n 'getOcclusion',\r\n [pb.vec3('centerPos'), pb.vec3('centerNormal'), pb.vec3('samplePos')],\r\n function () {\r\n this.$l.viewDelta = pb.sub(this.samplePos, this.centerPos);\r\n this.$l.viewDistance = pb.length(this.viewDelta);\r\n this.$l.scaledScreenDistance = pb.mul(this.scaleDividedByCameraFar, this.viewDistance);\r\n this.$return(\r\n pb.div(\r\n pb.max(\r\n 0,\r\n pb.sub(\r\n pb.div(\r\n pb.sub(\r\n pb.dot(this.centerNormal, this.viewDelta),\r\n this.minResolutionMultipliedByCameraFar\r\n ),\r\n this.scaledScreenDistance\r\n ),\r\n this.bias\r\n )\r\n ),\r\n pb.add(pb.mul(this.scaledScreenDistance, this.scaledScreenDistance), 1)\r\n )\r\n );\r\n }\r\n );\r\n pb.func('getAO', [pb.vec3('vPos')], function () {\r\n this.scaleDividedByCameraFar = pb.div(this.scale, this.cameraNearFar.y);\r\n this.minResolutionMultipliedByCameraFar = pb.mul(this.minResolution, this.cameraNearFar.y);\r\n this.$l.centerViewNormal = pb.normalize(pb.cross(pb.dpdx(this.vPos), pb.dpdy(this.vPos)));\r\n this.$l.angle = pb.mul(\r\n this.rand(pb.add(this.$inputs.uv, pb.vec2(this.randomSeed))),\r\n Math.PI * 2\r\n );\r\n this.$l.radius = pb.div(pb.vec2(pb.mul(this.kernelRadius, 1 / NUM_SAMPLES)), this.size);\r\n this.$l.radiusStep = this.radius;\r\n this.$l.occlusionSum = pb.float(0);\r\n this.$l.weightSum = pb.float(0);\r\n this.$for(pb.int('i'), 0, NUM_SAMPLES, function () {\r\n this.$l.sampleUV = pb.add(\r\n this.$inputs.uv,\r\n pb.mul(pb.vec2(pb.cos(this.angle), pb.sin(this.angle)), this.radius)\r\n );\r\n this.radius = pb.add(this.radius, this.radiusStep);\r\n this.angle = pb.add(this.angle, (Math.PI * NUM_RINGS) / NUM_SAMPLES);\r\n this.samplePos = this.getPositionVS(this.sampleUV);\r\n this.occlusionSum = pb.add(\r\n this.occlusionSum,\r\n this.getOcclusion(this.vPos, this.centerViewNormal, this.samplePos)\r\n );\r\n this.weightSum = pb.add(this.weightSum, 1);\r\n });\r\n this.$if(pb.equal(this.weightSum, 0), function () {\r\n pb.discard();\r\n });\r\n this.$return(pb.div(pb.mul(this.occlusionSum, this.intensity), this.weightSum));\r\n });\r\n pb.main(function () {\r\n this.$l.vPos = this.getPositionVS(this.$inputs.uv);\r\n this.$l.ao = pb.clamp(pb.sub(1, this.getAO(this.vPos)), 0, packed ? 0.999 : 1);\r\n if (packed) {\r\n this.$outputs.outColor = encodeNormalizedFloatToRGBA(this, this.ao);\r\n } else {\r\n this.$outputs.outColor = pb.vec4(this.ao, this.ao, this.ao, 1);\r\n }\r\n });\r\n }\r\n });\r\n }\r\n if (!SAO._program) {\r\n SAO._program = createProgram(false);\r\n SAO._programPacked = createProgram(true);\r\n SAO._bindgroup = device.createBindGroup(SAO._program.bindGroupLayouts[0]);\r\n SAO._bindgroupPacked = device.createBindGroup(SAO._programPacked.bindGroupLayouts[0]);\r\n }\r\n }\r\n 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