@zephyr3d/scene 0.9.21 → 0.9.23
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.
- package/dist/animation/joint_dynamics/collision.js +1 -7
- package/dist/animation/joint_dynamics/collision.js.map +1 -1
- package/dist/animation/joint_dynamics/constraints.js +2 -17
- package/dist/animation/joint_dynamics/constraints.js.map +1 -1
- package/dist/animation/joint_dynamics/controller.js +2 -20
- package/dist/animation/joint_dynamics/controller.js.map +1 -1
- package/dist/animation/joint_dynamics/joint_dynamics_system.js +1 -3
- package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
- package/dist/animation/joint_dynamics/solver.js +14 -60
- package/dist/animation/joint_dynamics/solver.js.map +1 -1
- package/dist/animation/joint_dynamics/types.js +3 -3
- package/dist/animation/joint_dynamics/types.js.map +1 -1
- package/dist/app/app.js +23 -0
- package/dist/app/app.js.map +1 -1
- package/dist/app/scriptregistry.js +16 -53
- package/dist/app/scriptregistry.js.map +1 -1
- package/dist/asset/assetmanager.js +2 -0
- package/dist/asset/assetmanager.js.map +1 -1
- package/dist/asset/model.js +22 -0
- package/dist/asset/model.js.map +1 -1
- package/dist/blitter/bilateralblur.js +3 -1
- package/dist/blitter/bilateralblur.js.map +1 -1
- package/dist/blitter/blitter.js +3 -3
- package/dist/blitter/blitter.js.map +1 -1
- package/dist/camera/camera.js +398 -45
- package/dist/camera/camera.js.map +1 -1
- package/dist/camera/perspectivecamera.js +69 -2
- package/dist/camera/perspectivecamera.js.map +1 -1
- package/dist/index.d.ts +9100 -8712
- package/dist/index.js +9 -1
- package/dist/index.js.map +1 -1
- package/dist/material/blinn.js +1 -1
- package/dist/material/blinn.js.map +1 -1
- package/dist/material/lambert.js +3 -3
- package/dist/material/lambert.js.map +1 -1
- package/dist/material/material.js +8 -5
- package/dist/material/material.js.map +1 -1
- package/dist/material/meshmaterial.js +17 -10
- package/dist/material/meshmaterial.js.map +1 -1
- package/dist/material/mixins/lightmodel/blinnphong.js +1 -1
- package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
- package/dist/material/mixins/lightmodel/lambert.js +1 -1
- package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +21 -6
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +1 -1
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js +1 -1
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
- package/dist/material/mixins/lit.js +33 -11
- package/dist/material/mixins/lit.js.map +1 -1
- package/dist/material/mixins/pbr/brdf.js +44 -12
- package/dist/material/mixins/pbr/brdf.js.map +1 -1
- package/dist/material/mixins/pbr/common.js +149 -14
- package/dist/material/mixins/pbr/common.js.map +1 -1
- package/dist/material/mtoon.js +7 -4
- package/dist/material/mtoon.js.map +1 -1
- package/dist/material/pbrblueprint.js +5 -1
- package/dist/material/pbrblueprint.js.map +1 -1
- package/dist/material/pbrmr.js +1 -1
- package/dist/material/pbrmr.js.map +1 -1
- package/dist/material/pbrsg.js +1 -1
- package/dist/material/pbrsg.js.map +1 -1
- package/dist/material/shader/helper.js +186 -11
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/material/skin.js +2 -2
- package/dist/material/skin.js.map +1 -1
- package/dist/material/terrain-cm.js +5 -5
- package/dist/material/terrain-cm.js.map +1 -1
- package/dist/material/water.js +6 -4
- package/dist/material/water.js.map +1 -1
- package/dist/posteffect/bloom.js +54 -4
- package/dist/posteffect/bloom.js.map +1 -1
- package/dist/posteffect/compositor.js +41 -0
- package/dist/posteffect/compositor.js.map +1 -1
- package/dist/posteffect/posteffect.js +51 -0
- package/dist/posteffect/posteffect.js.map +1 -1
- package/dist/posteffect/sao.js +7 -6
- package/dist/posteffect/sao.js.map +1 -1
- package/dist/posteffect/skinsss.js +3 -3
- package/dist/posteffect/skinsss.js.map +1 -1
- package/dist/posteffect/ssgi.js +1196 -0
- package/dist/posteffect/ssgi.js.map +1 -0
- package/dist/posteffect/ssr.js +83 -45
- package/dist/posteffect/ssr.js.map +1 -1
- package/dist/posteffect/sss.js +137 -49
- package/dist/posteffect/sss.js.map +1 -1
- package/dist/posteffect/taa.js +5 -4
- package/dist/posteffect/taa.js.map +1 -1
- package/dist/posteffect/tonemap.js +15 -3
- package/dist/posteffect/tonemap.js.map +1 -1
- package/dist/render/abuffer_oit.js +2 -2
- package/dist/render/abuffer_oit.js.map +1 -1
- package/dist/render/cluster_light.js +12 -6
- package/dist/render/cluster_light.js.map +1 -1
- package/dist/render/drawable_mixin.js +8 -5
- package/dist/render/drawable_mixin.js.map +1 -1
- package/dist/render/dualdepthpeeling_oit.js +10 -5
- package/dist/render/dualdepthpeeling_oit.js.map +1 -1
- package/dist/render/envlight.js +298 -5
- package/dist/render/envlight.js.map +1 -1
- package/dist/render/gpu_picking.js +7 -5
- package/dist/render/gpu_picking.js.map +1 -1
- package/dist/render/hzb.js +28 -19
- package/dist/render/hzb.js.map +1 -1
- package/dist/render/lightpass.js +18 -4
- package/dist/render/lightpass.js.map +1 -1
- package/dist/render/render_queue.js +37 -4
- package/dist/render/render_queue.js.map +1 -1
- package/dist/render/renderer.js +8 -3
- package/dist/render/renderer.js.map +1 -1
- package/dist/render/rendergraph/blackboard.js +20 -48
- package/dist/render/rendergraph/blackboard.js.map +1 -1
- package/dist/render/rendergraph/device_pool_allocator.js +18 -58
- package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
- package/dist/render/rendergraph/executor.js +89 -115
- package/dist/render/rendergraph/executor.js.map +1 -1
- package/dist/render/rendergraph/forward_plus_builder.js +1003 -715
- package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
- package/dist/render/rendergraph/frame_graph_context.js +41 -0
- package/dist/render/rendergraph/frame_graph_context.js.map +1 -0
- package/dist/render/rendergraph/frame_resource_requirements.js +14 -0
- package/dist/render/rendergraph/frame_resource_requirements.js.map +1 -0
- package/dist/render/rendergraph/history_resource_manager.js +74 -140
- package/dist/render/rendergraph/history_resource_manager.js.map +1 -1
- package/dist/render/rendergraph/history_resources.js +7 -5
- package/dist/render/rendergraph/history_resources.js.map +1 -1
- package/dist/render/rendergraph/render_context.js +19 -0
- package/dist/render/rendergraph/render_context.js.map +1 -0
- package/dist/render/rendergraph/render_pipeline.js +315 -0
- package/dist/render/rendergraph/render_pipeline.js.map +1 -0
- package/dist/render/rendergraph/rendergraph.js +158 -141
- package/dist/render/rendergraph/rendergraph.js.map +1 -1
- package/dist/render/rendergraph/scene_render_context.js +267 -0
- package/dist/render/rendergraph/scene_render_context.js.map +1 -0
- package/dist/render/rendergraph/texture_affinity_cache.js +19 -0
- package/dist/render/rendergraph/texture_affinity_cache.js.map +1 -0
- package/dist/render/rendergraph/types.js +19 -31
- package/dist/render/rendergraph/types.js.map +1 -1
- package/dist/render/renderpass.js +3 -3
- package/dist/render/renderpass.js.map +1 -1
- package/dist/render/shadow_mask_pass.js +10 -6
- package/dist/render/shadow_mask_pass.js.map +1 -1
- package/dist/render/sky.js +197 -35
- package/dist/render/sky.js.map +1 -1
- package/dist/render/weightedblended_oit.js +4 -3
- package/dist/render/weightedblended_oit.js.map +1 -1
- package/dist/scene/basesprite.js +2 -0
- package/dist/scene/basesprite.js.map +1 -1
- package/dist/scene/batchgroup.js +10 -0
- package/dist/scene/batchgroup.js.map +1 -1
- package/dist/scene/environment.js +61 -2
- package/dist/scene/environment.js.map +1 -1
- package/dist/scene/light.js +178 -10
- package/dist/scene/light.js.map +1 -1
- package/dist/scene/meshdrawable.js +89 -2
- package/dist/scene/meshdrawable.js.map +1 -1
- package/dist/scene/msdftext.js +2 -0
- package/dist/scene/msdftext.js.map +1 -1
- package/dist/scene/msdftextsprite.js +2 -0
- package/dist/scene/msdftextsprite.js.map +1 -1
- package/dist/scene/particlesys.js +2 -0
- package/dist/scene/particlesys.js.map +1 -1
- package/dist/scene/scene.js +34 -1
- package/dist/scene/scene.js.map +1 -1
- package/dist/scene/terrain-cm/grass.js +2 -1
- package/dist/scene/terrain-cm/grass.js.map +1 -1
- package/dist/scene/terrain-cm/terrain-cm.js +2 -0
- package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
- package/dist/scene/water.js +2 -0
- package/dist/scene/water.js.map +1 -1
- package/dist/shaders/atmosphere.js +5 -4
- package/dist/shaders/atmosphere.js.map +1 -1
- package/dist/shaders/fog.js +10 -3
- package/dist/shaders/fog.js.map +1 -1
- package/dist/shaders/shadow.js +96 -29
- package/dist/shaders/shadow.js.map +1 -1
- package/dist/shaders/ssgi.js +63 -0
- package/dist/shaders/ssgi.js.map +1 -0
- package/dist/shaders/ssgi_reprojection.js +118 -0
- package/dist/shaders/ssgi_reprojection.js.map +1 -0
- package/dist/shaders/ssr.js +322 -154
- package/dist/shaders/ssr.js.map +1 -1
- package/dist/shadow/esm.js +13 -8
- package/dist/shadow/esm.js.map +1 -1
- package/dist/shadow/pcf_opt.js +15 -12
- package/dist/shadow/pcf_opt.js.map +1 -1
- package/dist/shadow/pcf_pd.js +15 -12
- package/dist/shadow/pcf_pd.js.map +1 -1
- package/dist/shadow/pcss.js +17 -11
- package/dist/shadow/pcss.js.map +1 -1
- package/dist/shadow/shadow_impl.js +20 -2
- package/dist/shadow/shadow_impl.js.map +1 -1
- package/dist/shadow/shadowmapper.js +10 -3
- package/dist/shadow/shadowmapper.js.map +1 -1
- package/dist/shadow/ssm.js +16 -13
- package/dist/shadow/ssm.js.map +1 -1
- package/dist/shadow/vsm.js +10 -8
- package/dist/shadow/vsm.js.map +1 -1
- package/dist/utility/physical.js +74 -0
- package/dist/utility/physical.js.map +1 -0
- package/dist/utility/rendermipmap.js +2 -2
- package/dist/utility/rendermipmap.js.map +1 -1
- package/dist/utility/serialization/manager.js +3 -1
- package/dist/utility/serialization/manager.js.map +1 -1
- package/dist/utility/serialization/scene/animation.js +3 -1
- package/dist/utility/serialization/scene/animation.js.map +1 -1
- package/dist/utility/serialization/scene/batch.js +3 -1
- package/dist/utility/serialization/scene/batch.js.map +1 -1
- package/dist/utility/serialization/scene/camera.js +598 -2
- package/dist/utility/serialization/scene/camera.js.map +1 -1
- package/dist/utility/serialization/scene/light.js +180 -9
- package/dist/utility/serialization/scene/light.js.map +1 -1
- package/dist/utility/serialization/scene/material.js +43 -3
- package/dist/utility/serialization/scene/material.js.map +1 -1
- package/dist/utility/serialization/scene/mesh.js +3 -1
- package/dist/utility/serialization/scene/mesh.js.map +1 -1
- package/dist/utility/serialization/scene/node.js +3 -1
- package/dist/utility/serialization/scene/node.js.map +1 -1
- package/dist/utility/serialization/scene/particle.js +3 -1
- package/dist/utility/serialization/scene/particle.js.map +1 -1
- package/dist/utility/serialization/scene/primitive.js +2 -0
- package/dist/utility/serialization/scene/primitive.js.map +1 -1
- package/dist/utility/serialization/scene/scene.js +70 -0
- package/dist/utility/serialization/scene/scene.js.map +1 -1
- package/dist/utility/serialization/scene/sprite.js +3 -1
- package/dist/utility/serialization/scene/sprite.js.map +1 -1
- package/dist/utility/serialization/scene/terrain.js +3 -1
- package/dist/utility/serialization/scene/terrain.js.map +1 -1
- package/dist/utility/serialization/scene/text.js +3 -0
- package/dist/utility/serialization/scene/text.js.map +1 -1
- package/dist/utility/serialization/scene/water.js +3 -1
- package/dist/utility/serialization/scene/water.js.map +1 -1
- package/dist/values.js +2 -3
- package/dist/values.js.map +1 -1
- package/package.json +3 -3
- package/dist/animation/joint_dynamics/convex_collider.js +0 -320
- package/dist/animation/joint_dynamics/convex_collider.js.map +0 -1
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{"version":3,"file":"water.js","sources":["../../src/material/water.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BindGroup,\r\n PBFunctionScope,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n Texture2D\r\n} from '@zephyr3d/device';\r\nimport { applyMaterialMixins, MeshMaterial } from './meshmaterial';\r\nimport type { DrawContext, WaveGenerator } from '../render';\r\nimport { MaterialVaryingFlags } from '../values';\r\nimport { ShaderHelper } from './shader/helper';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { DRef, DWeakRef, Interpolator, Vector3, Vector4 } from '@zephyr3d/base';\r\nimport { screenSpaceRayTracing_HiZ, screenSpaceRayTracing_Linear2D } from '../shaders/ssr';\r\nimport { fetchSampler } from '../utility/misc';\r\nimport { mixinLight } from './mixins/lit';\r\nimport { distributionGGX, fresnelSchlick, visGGX } from '../shaders/pbr';\r\nimport { getDevice } from '../app/api';\r\n\r\nexport class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {\r\n private static readonly _absorptionGrad = new Interpolator(\r\n 'linear',\r\n 'vec3',\r\n new Float32Array([0, 0.082, 0.318, 0.665, 1]),\r\n new Float32Array([1, 1, 1, 0.22, 0.87, 0.87, 0, 0.47, 0.49, 0, 0.275, 0.44, 0, 0, 0])\r\n );\r\n private static readonly _scatterGrad = new Interpolator(\r\n 'linear',\r\n 'vec3',\r\n new Float32Array([0, 0.15, 0.42, 1]),\r\n new Float32Array([0, 0, 0, 0.08, 0.41, 0.34, 0.13, 0.4, 0.45, 0.21, 0.5, 0.6])\r\n );\r\n private static readonly _defaultScatterRampTexture: DWeakRef<Texture2D> = new DWeakRef();\r\n private static readonly _defaultAbsorptionRampTexture: DWeakRef<Texture2D> = new DWeakRef();\r\n private static readonly _waveUpdateState: WeakMap<WaveGenerator, number> = new WeakMap();\r\n private readonly _region: Vector4;\r\n private _displace: number;\r\n private _depthMulti: number;\r\n private _refractionStrength: number;\r\n private readonly _scatterRampTexture: DRef<Texture2D>;\r\n private readonly _absorptionRampTexture: DRef<Texture2D>;\r\n private readonly _waveGenerator: DRef<WaveGenerator>;\r\n private _waveVersion: number;\r\n private readonly _clipmapInfo: Vector4;\r\n private readonly _clipmapGridInfo: Vector4;\r\n private readonly _ssrParams: Vector4;\r\n constructor() {\r\n super();\r\n this._region = new Vector4(-99999, -99999, 99999, 99999);\r\n this._clipmapInfo = new Vector4();\r\n this._clipmapGridInfo = new Vector4();\r\n this._waveGenerator = new DRef();\r\n this._waveVersion = -1;\r\n this._ssrParams = new Vector4(1000, 160, 0.5, 2);\r\n this._scatterRampTexture = new DRef();\r\n this._absorptionRampTexture = new DRef();\r\n this._displace = 16;\r\n this._depthMulti = 0.1;\r\n this._refractionStrength = 0;\r\n this.cullMode = 'none';\r\n //this.TAADisabled = true;\r\n }\r\n /** {@inheritDoc Material.onDispose} */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._waveGenerator.dispose();\r\n this._scatterRampTexture.dispose();\r\n this._absorptionRampTexture.dispose();\r\n }\r\n /** @internal */\r\n get region() {\r\n return this._region;\r\n }\r\n /** @internal */\r\n set region(val: Vector4) {\r\n if (!val.equalsTo(this._region)) {\r\n this._region.set(val);\r\n this.uniformChanged();\r\n }\r\n }\r\n get waveGenerator() {\r\n return this._waveGenerator.get();\r\n }\r\n set waveGenerator(waveGenerator: Nullable<WaveGenerator>) {\r\n if (this._waveGenerator.get() !== waveGenerator) {\r\n this._waveGenerator.set(waveGenerator);\r\n this._waveVersion = -1;\r\n this.optionChanged(true);\r\n }\r\n }\r\n get scatterRampTexture() {\r\n const tex = this._getScatterRampTexture(getDevice());\r\n return tex === WaterMaterial._defaultScatterRampTexture.get() ? null : tex;\r\n }\r\n set scatterRampTexture(tex) {\r\n if (tex !== this.scatterRampTexture) {\r\n this._scatterRampTexture.set(tex);\r\n this.uniformChanged();\r\n }\r\n }\r\n get absorptionRampTexture() {\r\n const tex = this._getAbsorptionRampTexture(getDevice());\r\n return tex === WaterMaterial._defaultAbsorptionRampTexture.get() ? null : tex;\r\n }\r\n set absorptionRampTexture(tex) {\r\n if (tex !== this.absorptionRampTexture) {\r\n this._absorptionRampTexture.set(tex);\r\n this.uniformChanged();\r\n }\r\n }\r\n get depthMulti() {\r\n return this._depthMulti;\r\n }\r\n set depthMulti(val) {\r\n if (val !== this._depthMulti) {\r\n this._depthMulti = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n get displace() {\r\n return this._displace;\r\n }\r\n set displace(val) {\r\n if (val !== this._displace) {\r\n this._displace = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n get refractionStrength() {\r\n return this._refractionStrength;\r\n }\r\n set refractionStrength(val) {\r\n if (val !== this._refractionStrength) {\r\n this._refractionStrength = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n needSceneColor() {\r\n return true;\r\n }\r\n needSceneDepth() {\r\n return true;\r\n }\r\n protected _createHash() {\r\n return `${super._createHash()}:${this.waveGenerator?.getHash() ?? ''}`;\r\n }\r\n setClipmapInfo(rotation: number, scale: number, offsetX: number, offsetY: number) {\r\n this._clipmapInfo.setXYZW(rotation, scale, offsetX, offsetY);\r\n this.uniformChanged();\r\n }\r\n setClipmapGridInfo(gridScale: number, gridOffsetX: number, gridOffsetY: number) {\r\n if (\r\n this._clipmapGridInfo.x !== gridScale ||\r\n this._clipmapGridInfo.y !== gridOffsetX ||\r\n this._clipmapGridInfo.z !== gridOffsetY\r\n ) {\r\n this._clipmapGridInfo.setXYZW(gridScale, gridOffsetX, gridOffsetY, 0);\r\n this.uniformChanged();\r\n }\r\n }\r\n supportInstancing() {\r\n return false;\r\n }\r\n supportLighting() {\r\n return true;\r\n }\r\n vertexShader(scope: PBFunctionScope) {\r\n super.vertexShader(scope);\r\n const pb = scope.$builder;\r\n this.waveGenerator?.setupUniforms(scope, 2);\r\n scope.$inputs.position = pb.vec3().attrib('position');\r\n scope.$inputs.clipmapInfo = pb.vec4().attrib('texCoord0');\r\n scope.clipmapGridInfo = pb.vec4().uniform(2);\r\n\r\n scope.$l.s = pb.sin(scope.$inputs.clipmapInfo.x);\r\n scope.$l.c = pb.cos(scope.$inputs.clipmapInfo.x);\r\n scope.$l.scale2 = pb.mul(scope.$inputs.clipmapInfo.y, scope.clipmapGridInfo.x);\r\n scope.$l.clipmapMatrix = pb.mat4(\r\n pb.mul(scope.c, scope.scale2),\r\n pb.mul(scope.s, scope.scale2),\r\n 0,\r\n 0,\r\n pb.neg(pb.mul(scope.s, scope.scale2)),\r\n pb.mul(scope.c, scope.scale2),\r\n 0,\r\n 0,\r\n 0,\r\n 0,\r\n 1,\r\n 0,\r\n pb.sub(pb.mul(scope.$inputs.clipmapInfo.z, scope.clipmapGridInfo.x), scope.clipmapGridInfo.y),\r\n pb.sub(pb.mul(scope.$inputs.clipmapInfo.w, scope.clipmapGridInfo.x), scope.clipmapGridInfo.z),\r\n 0,\r\n 1\r\n );\r\n\r\n scope.$l.clipmapPos = pb.mul(scope.clipmapMatrix, pb.vec4(scope.$inputs.position, 1)).xy;\r\n //scope.$l.level = pb.mul(ShaderHelper.getWorldMatrix(scope), pb.vec4(0, 0, 0, 1)).y;\r\n scope.clipmapWorldPos = pb.mul(\r\n ShaderHelper.getWorldMatrix(scope),\r\n pb.vec4(scope.clipmapPos.x, 0, scope.clipmapPos.y, 1)\r\n ).xyz; // pb.vec3(scope.clipmapPos.x, scope.level, scope.clipmapPos.y);\r\n scope.worldNormal = pb.vec3(0, 1, 0);\r\n scope.worldPos = scope.clipmapWorldPos;\r\n this.waveGenerator?.calcVertexPositionAndNormal(\r\n scope,\r\n scope.clipmapWorldPos,\r\n scope.worldPos,\r\n scope.worldNormal\r\n );\r\n scope.$outputs.worldPos = scope.worldPos;\r\n scope.$outputs.clipmapPos = scope.clipmapWorldPos;\r\n scope.$outputs.worldNormal = scope.worldNormal;\r\n ShaderHelper.setClipSpacePosition(\r\n scope,\r\n pb.mul(ShaderHelper.getViewProjectionMatrix(scope), pb.vec4(scope.$outputs.worldPos, 1))\r\n );\r\n ShaderHelper.resolveMotionVector(scope, scope.$outputs.worldPos, scope.$outputs.worldPos);\r\n }\r\n fragmentShader(scope: PBFunctionScope) {\r\n super.fragmentShader(scope);\r\n const pb = scope.$builder;\r\n this.waveGenerator?.setupUniforms(scope, 2);\r\n scope.region = pb.vec4().uniform(2);\r\n if (this.needFragmentColor()) {\r\n scope.displace = pb.float().uniform(2);\r\n scope.depthMulti = pb.float().uniform(2);\r\n scope.refractionStrength = pb.float().uniform(2);\r\n scope.ssrParams = pb.vec4().uniform(2);\r\n scope.scatterRampTex = pb.tex2D().uniform(2);\r\n scope.absorptionRampTex = pb.tex2D().uniform(2);\r\n }\r\n scope.$l.discardable = pb.or(\r\n pb.any(pb.lessThan(scope.$inputs.worldPos.xz, scope.region.xy)),\r\n pb.any(pb.greaterThan(scope.$inputs.worldPos.xz, scope.region.zw))\r\n );\r\n scope.$if(scope.discardable, function () {\r\n pb.discard();\r\n });\r\n if (this.needFragmentColor()) {\r\n scope.$l.normal = this.waveGenerator\r\n ? this.waveGenerator.calcFragmentNormalAndFoam(\r\n scope,\r\n scope.$inputs.clipmapPos.xz,\r\n scope.$inputs.worldNormal\r\n )\r\n : pb.vec4(scope.$inputs.worldNormal, 0);\r\n scope.$l.outColor = pb.vec4(\r\n this.waterShading(scope, scope.$inputs.worldPos, scope.normal.xyz, scope.normal.w),\r\n 1\r\n );\r\n if (this.drawContext.materialFlags & MaterialVaryingFlags.SSR_STORE_ROUGHNESS) {\r\n scope.$l.outRoughness = pb.vec4(1, 1, 1, 0);\r\n this.outputFragmentColor(\r\n scope,\r\n scope.$inputs.worldPos,\r\n scope.outColor,\r\n scope.outRoughness,\r\n scope.outColor\r\n );\r\n } else {\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.outColor);\r\n }\r\n } else {\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, null);\r\n }\r\n }\r\n waterShading(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal: PBShaderExp,\r\n foamFactor: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func('getAbsorption', [pb.float('depth')], function () {\r\n this.$l.c = pb.textureSampleLevel(\r\n this.absorptionRampTex,\r\n pb.vec2(pb.mul(this.depth, this.depthMulti), 0.5),\r\n 0\r\n ).rgb;\r\n this.$return(pb.mul(this.c, this.c));\r\n });\r\n pb.func('getScattering', [pb.float('depth')], function () {\r\n this.$l.c = pb.textureSampleLevel(\r\n this.scatterRampTex,\r\n pb.vec2(pb.mul(this.depth, this.depthMulti), 0.5),\r\n 0\r\n ).rgb;\r\n this.$return(pb.mul(this.c, this.c));\r\n });\r\n pb.func('fresnel', [pb.vec3('normal'), pb.vec3('eyeVec')], function () {\r\n this.$return(\r\n pb.clamp(\r\n pb.sub(pb.pow(pb.sub(1, pb.dot(this.normal, this.eyeVec)), 5), this.refractionStrength),\r\n 0,\r\n 1\r\n )\r\n );\r\n });\r\n pb.func(\r\n 'lightSpecular',\r\n [pb.vec3('lightDir'), pb.vec3('eyeVecNorm'), pb.vec3('normal'), pb.vec3('lightColor')],\r\n function () {\r\n this.$l.roughness = pb.float(0.04);\r\n this.$l.f0 = pb.vec3(0.02);\r\n this.$l.f90 = pb.vec3(1);\r\n this.$l.L = this.lightDir;\r\n this.$l.V = pb.neg(this.eyeVecNorm);\r\n this.$l.halfVec = pb.normalize(pb.add(this.L, this.V));\r\n this.$l.NoH = pb.clamp(pb.dot(this.normal, this.halfVec), 0, 1);\r\n this.$l.NoL = pb.clamp(pb.dot(this.normal, this.L), 0, 1);\r\n this.$l.specular = pb.vec3(0);\r\n this.$if(pb.greaterThan(this.NoL, 0), function () {\r\n this.$l.VoH = pb.clamp(pb.dot(this.V, this.halfVec), 0, 1);\r\n this.$l.NoV = pb.clamp(pb.dot(this.normal, this.V), 0, 1);\r\n this.$l.F = fresnelSchlick(this, this.VoH, this.f0, this.f90);\r\n this.$l.alphaRoughness = pb.mul(this.roughness, this.roughness);\r\n this.$l.D = distributionGGX(this, this.NoH, this.alphaRoughness);\r\n this.$l.VIS = visGGX(this, this.NoV, this.NoL, this.alphaRoughness);\r\n this.specular = pb.mul(this.D, this.VIS, this.F, this.lightColor);\r\n });\r\n this.$return(this.specular);\r\n }\r\n );\r\n pb.func(\r\n 'waterShading',\r\n [pb.vec3('worldPos'), pb.vec3('worldNormal'), pb.float('foamFactor')],\r\n function () {\r\n this.$l.screenUV = pb.div(pb.vec2(this.$builtins.fragCoord.xy), ShaderHelper.getRenderSize(this));\r\n this.$l.dist = pb.length(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this)));\r\n this.$l.normalScale = pb.clamp(pb.div(100, this.dist), 0, 1);\r\n this.$l.normal = pb.normalize(\r\n pb.mul(this.worldNormal, pb.vec3(this.normalScale, 1, this.normalScale))\r\n );\r\n this.$l.displacedTexCoord = pb.add(this.screenUV, pb.mul(this.normal.xz, this.displace));\r\n this.$l.wPos = ShaderHelper.samplePositionFromDepth(\r\n this,\r\n ShaderHelper.getLinearDepthTexture(this),\r\n this.screenUV,\r\n ShaderHelper.getInvViewProjectionMatrix(this),\r\n ShaderHelper.getCameraParams(this).xy\r\n );\r\n this.$l.eyeVec = pb.sub(this.worldPos.xyz, ShaderHelper.getCameraPosition(this));\r\n this.$l.eyeVecNorm = pb.normalize(this.eyeVec);\r\n this.$l.depth = pb.length(pb.sub(this.wPos.xyz, this.worldPos));\r\n this.$l.viewPos = pb.mul(ShaderHelper.getViewMatrix(this), pb.vec4(this.worldPos, 1)).xyz;\r\n this.incidentVec = pb.normalize(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this)));\r\n this.reflectVecW = pb.reflect(this.incidentVec, this.normal);\r\n this.$l.reflectance = pb.vec3();\r\n this.$l.hitInfo = pb.vec4(0);\r\n this.$if(pb.greaterThan(this.reflectVecW.y, 0), function () {\r\n this.reflectVec = pb.mul(ShaderHelper.getViewMatrix(this), pb.vec4(this.reflectVecW, 0)).xyz;\r\n this.hitInfo = ShaderHelper.getHiZDepthTexture(this)\r\n ? screenSpaceRayTracing_HiZ(\r\n this,\r\n this.viewPos,\r\n this.reflectVec,\r\n ShaderHelper.getViewMatrix(this),\r\n ShaderHelper.getProjectionMatrix(this),\r\n ShaderHelper.getInvProjectionMatrix(this),\r\n ShaderHelper.getCameraParams(this).xy,\r\n pb.int(ShaderHelper.getHiZDepthTextureMipLevelCount(this)),\r\n this.ssrParams.y,\r\n this.ssrParams.x,\r\n this.ssrParams.z,\r\n pb.vec4(ShaderHelper.getRenderSize(this), ShaderHelper.getHiZDepthTextureSize(this)),\r\n ShaderHelper.getHiZDepthTexture(this)\r\n )\r\n : screenSpaceRayTracing_Linear2D(\r\n this,\r\n this.viewPos,\r\n this.reflectVec,\r\n ShaderHelper.getViewMatrix(this),\r\n ShaderHelper.getProjectionMatrix(this),\r\n ShaderHelper.getInvProjectionMatrix(this),\r\n ShaderHelper.getCameraParams(this).xy,\r\n this.ssrParams.x,\r\n this.ssrParams.y,\r\n this.ssrParams.z,\r\n this.ssrParams.w,\r\n pb.vec4(ShaderHelper.getRenderSize(this), ShaderHelper.getLinearDepthTextureSize(this)),\r\n ShaderHelper.getLinearDepthTexture(this)\r\n );\r\n });\r\n this.$l.refl = pb.reflect(\r\n pb.normalize(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this))),\r\n this.normal\r\n );\r\n this.refl.y = pb.max(this.refl.y, 0.1);\r\n this.reflectance = pb.mix(\r\n pb.textureSampleLevel(ShaderHelper.getBakedSkyTexture(this), this.refl, 0).rgb,\r\n pb.textureSampleLevel(ShaderHelper.getSceneColorTexture(this), this.hitInfo.xy, 0).rgb,\r\n this.hitInfo.w\r\n );\r\n this.$l.refractUV = this.displacedTexCoord;\r\n this.$l.displacedPos = ShaderHelper.samplePositionFromDepth(\r\n this,\r\n ShaderHelper.getLinearDepthTexture(this),\r\n this.refractUV,\r\n ShaderHelper.getInvProjectionMatrix(this),\r\n ShaderHelper.getCameraParams(this).xy\r\n );\r\n this.$if(\r\n pb.or(\r\n pb.greaterThanEqual(this.displacedPos.w, 0.99999),\r\n pb.greaterThan(this.displacedPos.z, this.viewPos.z)\r\n ),\r\n function () {\r\n this.refractUV = this.screenUV;\r\n }\r\n ).$else(function () {\r\n this.depth = pb.length(pb.sub(this.displacedPos.xyz, this.viewPos));\r\n });\r\n this.$l.refraction = pb.textureSampleLevel(\r\n ShaderHelper.getSceneColorTexture(this),\r\n this.refractUV,\r\n 0\r\n ).rgb;\r\n this.refraction = pb.mul(this.refraction, this.getAbsorption(this.depth));\r\n this.$l.fresnelTerm = this.fresnel(this.normal, pb.neg(this.eyeVecNorm));\r\n this.$l.finalColor = pb.mix(\r\n pb.mix(this.refraction, this.reflectance, this.fresnelTerm),\r\n pb.vec3(1),\r\n this.foamFactor\r\n );\r\n that.forEachLight(this, function (type, posRange, dirCutoff, colorIntensity, _extra, shadow) {\r\n this.$l.lightAtten = that.calculateLightAttenuation(this, type, this.worldPos, posRange, dirCutoff);\r\n this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff);\r\n this.$l.NoL = pb.clamp(pb.dot(this.normal, this.lightDir), 0, 1);\r\n this.$l.lightContrib = this.lightSpecular(\r\n this.lightDir,\r\n this.eyeVecNorm,\r\n this.normal,\r\n pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten)\r\n );\r\n if (shadow) {\r\n this.$l.shadow = pb.vec3(that.calculateShadow(this, this.worldPos, this.NoL));\r\n this.lightContrib = pb.mul(this.lightContrib, this.shadow);\r\n }\r\n this.finalColor = pb.add(this.finalColor, this.lightContrib);\r\n });\r\n if (that.needCalculateEnvLight()) {\r\n this.$l.irradiance = that.getEnvLightIrradiance(this, this.normal);\r\n this.$l.sss = pb.mul(this.getScattering(this.depth), this.irradiance, 1 / Math.PI);\r\n this.finalColor = pb.add(this.finalColor, this.sss);\r\n }\r\n this.$return(this.finalColor);\r\n }\r\n );\r\n return scope.waterShading(worldPos, worldNormal, foamFactor);\r\n }\r\n applyUniforms(bindGroup: BindGroup, ctx: DrawContext, needUpdate: boolean, pass: number) {\r\n super.applyUniforms(bindGroup, ctx, needUpdate, pass);\r\n const waveGenerator = this._waveGenerator.get();\r\n if (waveGenerator && this._waveVersion !== waveGenerator.version) {\r\n waveGenerator.applyWaterBindGroup(bindGroup);\r\n this._waveVersion = waveGenerator.version;\r\n }\r\n }\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n bindGroup.setValue('clipmapGridInfo', this._clipmapGridInfo);\r\n bindGroup.setValue('region', this._region);\r\n if (this.needFragmentColor(ctx)) {\r\n bindGroup.setValue('displace', this._displace / ctx.renderWidth);\r\n bindGroup.setValue('depthMulti', this._depthMulti);\r\n bindGroup.setValue('refractionStrength', this._refractionStrength);\r\n bindGroup.setValue('ssrParams', this._ssrParams);\r\n bindGroup.setTexture(\r\n 'scatterRampTex',\r\n this._getScatterRampTexture(ctx.device),\r\n fetchSampler('clamp_linear_nomip')\r\n );\r\n bindGroup.setTexture(\r\n 'absorptionRampTex',\r\n this._getAbsorptionRampTexture(ctx.device),\r\n fetchSampler('clamp_linear_nomip')\r\n );\r\n }\r\n if (this.waveGenerator) {\r\n 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{"version":3,"file":"water.js","sources":["../../src/material/water.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BindGroup,\r\n PBFunctionScope,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n Texture2D\r\n} from '@zephyr3d/device';\r\nimport { applyMaterialMixins, MeshMaterial } from './meshmaterial';\r\nimport type { DrawContext, WaveGenerator } from '../render';\r\nimport { MaterialVaryingFlags } from '../values';\r\nimport { ShaderHelper } from './shader/helper';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { DRef, DWeakRef, Interpolator, Vector3, Vector4 } from '@zephyr3d/base';\r\nimport { screenSpaceRayTracing_HiZ, screenSpaceRayTracing_Linear2D } from '../shaders/ssr';\r\nimport { fetchSampler } from '../utility/misc';\r\nimport { mixinLight } from './mixins/lit';\r\nimport { distributionGGX, fresnelSchlick, visGGX } from '../shaders/pbr';\r\nimport { getDevice } from '../app/api';\r\n\r\nexport class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {\r\n private static readonly _absorptionGrad = new Interpolator(\r\n 'linear',\r\n 'vec3',\r\n new Float32Array([0, 0.082, 0.318, 0.665, 1]),\r\n new Float32Array([1, 1, 1, 0.22, 0.87, 0.87, 0, 0.47, 0.49, 0, 0.275, 0.44, 0, 0, 0])\r\n );\r\n private static readonly _scatterGrad = new Interpolator(\r\n 'linear',\r\n 'vec3',\r\n new Float32Array([0, 0.15, 0.42, 1]),\r\n new Float32Array([0, 0, 0, 0.08, 0.41, 0.34, 0.13, 0.4, 0.45, 0.21, 0.5, 0.6])\r\n );\r\n private static readonly _defaultScatterRampTexture: DWeakRef<Texture2D> = new DWeakRef();\r\n private static readonly _defaultAbsorptionRampTexture: DWeakRef<Texture2D> = new DWeakRef();\r\n private static readonly _waveUpdateState: WeakMap<WaveGenerator, number> = new WeakMap();\r\n private readonly _region: Vector4;\r\n private _displace: number;\r\n private _depthMulti: number;\r\n private _refractionStrength: number;\r\n private readonly _scatterRampTexture: DRef<Texture2D>;\r\n private readonly _absorptionRampTexture: DRef<Texture2D>;\r\n private readonly _waveGenerator: DRef<WaveGenerator>;\r\n private _waveVersion: number;\r\n private readonly _clipmapInfo: Vector4;\r\n private readonly _clipmapGridInfo: Vector4;\r\n private readonly _ssrParams: Vector4;\r\n constructor() {\r\n super();\r\n this._region = new Vector4(-99999, -99999, 99999, 99999);\r\n this._clipmapInfo = new Vector4();\r\n this._clipmapGridInfo = new Vector4();\r\n this._waveGenerator = new DRef();\r\n this._waveVersion = -1;\r\n this._ssrParams = new Vector4(1000, 160, 0.5, 2);\r\n this._scatterRampTexture = new DRef();\r\n this._absorptionRampTexture = new DRef();\r\n this._displace = 16;\r\n this._depthMulti = 0.1;\r\n this._refractionStrength = 0;\r\n this.cullMode = 'none';\r\n //this.TAADisabled = true;\r\n }\r\n /** {@inheritDoc Material.onDispose} */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._waveGenerator.dispose();\r\n this._scatterRampTexture.dispose();\r\n this._absorptionRampTexture.dispose();\r\n }\r\n /** @internal */\r\n get region() {\r\n return this._region;\r\n }\r\n /** @internal */\r\n set region(val: Vector4) {\r\n if (!val.equalsTo(this._region)) {\r\n this._region.set(val);\r\n this.uniformChanged();\r\n }\r\n }\r\n get waveGenerator() {\r\n return this._waveGenerator.get();\r\n }\r\n set waveGenerator(waveGenerator: Nullable<WaveGenerator>) {\r\n if (this._waveGenerator.get() !== waveGenerator) {\r\n this._waveGenerator.set(waveGenerator);\r\n this._waveVersion = -1;\r\n this.optionChanged(true);\r\n }\r\n }\r\n get scatterRampTexture() {\r\n const tex = this._getScatterRampTexture(getDevice());\r\n return tex === WaterMaterial._defaultScatterRampTexture.get() ? null : tex;\r\n }\r\n set scatterRampTexture(tex) {\r\n if (tex !== this.scatterRampTexture) {\r\n this._scatterRampTexture.set(tex);\r\n this.uniformChanged();\r\n }\r\n }\r\n get absorptionRampTexture() {\r\n const tex = this._getAbsorptionRampTexture(getDevice());\r\n return tex === WaterMaterial._defaultAbsorptionRampTexture.get() ? null : tex;\r\n }\r\n set absorptionRampTexture(tex) {\r\n if (tex !== this.absorptionRampTexture) {\r\n this._absorptionRampTexture.set(tex);\r\n this.uniformChanged();\r\n }\r\n }\r\n get depthMulti() {\r\n return this._depthMulti;\r\n }\r\n set depthMulti(val) {\r\n if (val !== this._depthMulti) {\r\n this._depthMulti = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n get displace() {\r\n return this._displace;\r\n }\r\n set displace(val) {\r\n if (val !== this._displace) {\r\n this._displace = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n get refractionStrength() {\r\n return this._refractionStrength;\r\n }\r\n set refractionStrength(val) {\r\n if (val !== this._refractionStrength) {\r\n this._refractionStrength = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n needSceneColor() {\r\n return true;\r\n }\r\n needSceneDepth() {\r\n return true;\r\n }\r\n protected _createHash() {\r\n return `${super._createHash()}:${this.waveGenerator?.getHash() ?? ''}`;\r\n }\r\n setClipmapInfo(rotation: number, scale: number, offsetX: number, offsetY: number) {\r\n this._clipmapInfo.setXYZW(rotation, scale, offsetX, offsetY);\r\n this.uniformChanged();\r\n }\r\n setClipmapGridInfo(gridScale: number, gridOffsetX: number, gridOffsetY: number) {\r\n if (\r\n this._clipmapGridInfo.x !== gridScale ||\r\n this._clipmapGridInfo.y !== gridOffsetX ||\r\n this._clipmapGridInfo.z !== gridOffsetY\r\n ) {\r\n this._clipmapGridInfo.setXYZW(gridScale, gridOffsetX, gridOffsetY, 0);\r\n this.uniformChanged();\r\n }\r\n }\r\n supportInstancing() {\r\n return false;\r\n }\r\n supportLighting() {\r\n return true;\r\n }\r\n vertexShader(scope: PBFunctionScope) {\r\n super.vertexShader(scope);\r\n const pb = scope.$builder;\r\n this.waveGenerator?.setupUniforms(scope, 2);\r\n scope.$inputs.position = pb.vec3().attrib('position');\r\n scope.$inputs.clipmapInfo = pb.vec4().attrib('texCoord0');\r\n scope.clipmapGridInfo = pb.vec4().uniform(2);\r\n\r\n scope.$l.s = pb.sin(scope.$inputs.clipmapInfo.x);\r\n scope.$l.c = pb.cos(scope.$inputs.clipmapInfo.x);\r\n scope.$l.scale2 = pb.mul(scope.$inputs.clipmapInfo.y, scope.clipmapGridInfo.x);\r\n scope.$l.clipmapMatrix = pb.mat4(\r\n pb.mul(scope.c, scope.scale2),\r\n pb.mul(scope.s, scope.scale2),\r\n 0,\r\n 0,\r\n pb.neg(pb.mul(scope.s, scope.scale2)),\r\n pb.mul(scope.c, scope.scale2),\r\n 0,\r\n 0,\r\n 0,\r\n 0,\r\n 1,\r\n 0,\r\n pb.sub(pb.mul(scope.$inputs.clipmapInfo.z, scope.clipmapGridInfo.x), scope.clipmapGridInfo.y),\r\n pb.sub(pb.mul(scope.$inputs.clipmapInfo.w, scope.clipmapGridInfo.x), scope.clipmapGridInfo.z),\r\n 0,\r\n 1\r\n );\r\n\r\n scope.$l.clipmapPos = pb.mul(scope.clipmapMatrix, pb.vec4(scope.$inputs.position, 1)).xy;\r\n //scope.$l.level = pb.mul(ShaderHelper.getWorldMatrix(scope), pb.vec4(0, 0, 0, 1)).y;\r\n scope.clipmapWorldPos = pb.mul(\r\n ShaderHelper.getWorldMatrix(scope),\r\n pb.vec4(scope.clipmapPos.x, 0, scope.clipmapPos.y, 1)\r\n ).xyz; // pb.vec3(scope.clipmapPos.x, scope.level, scope.clipmapPos.y);\r\n scope.worldNormal = pb.vec3(0, 1, 0);\r\n scope.worldPos = scope.clipmapWorldPos;\r\n this.waveGenerator?.calcVertexPositionAndNormal(\r\n scope,\r\n scope.clipmapWorldPos,\r\n scope.worldPos,\r\n scope.worldNormal\r\n );\r\n scope.$outputs.worldPos = scope.worldPos;\r\n scope.$outputs.clipmapPos = scope.clipmapWorldPos;\r\n scope.$outputs.worldNormal = scope.worldNormal;\r\n ShaderHelper.setClipSpacePosition(\r\n scope,\r\n pb.mul(ShaderHelper.getViewProjectionMatrix(scope), pb.vec4(scope.$outputs.worldPos, 1))\r\n );\r\n ShaderHelper.resolveMotionVector(scope, scope.$outputs.worldPos, scope.$outputs.worldPos);\r\n }\r\n fragmentShader(scope: PBFunctionScope) {\r\n super.fragmentShader(scope);\r\n const pb = scope.$builder;\r\n this.waveGenerator?.setupUniforms(scope, 2);\r\n scope.region = pb.vec4().uniform(2);\r\n if (this.needFragmentColor()) {\r\n scope.displace = pb.float().uniform(2);\r\n scope.depthMulti = pb.float().uniform(2);\r\n scope.refractionStrength = pb.float().uniform(2);\r\n scope.ssrParams = pb.vec4().uniform(2);\r\n scope.scatterRampTex = pb.tex2D().uniform(2);\r\n scope.absorptionRampTex = pb.tex2D().uniform(2);\r\n }\r\n scope.$l.discardable = pb.or(\r\n pb.any(pb.lessThan(scope.$inputs.worldPos.xz, scope.region.xy)),\r\n pb.any(pb.greaterThan(scope.$inputs.worldPos.xz, scope.region.zw))\r\n );\r\n scope.$if(scope.discardable, function () {\r\n pb.discard();\r\n });\r\n if (this.needFragmentColor()) {\r\n scope.$l.normal = this.waveGenerator\r\n ? this.waveGenerator.calcFragmentNormalAndFoam(\r\n scope,\r\n scope.$inputs.clipmapPos.xz,\r\n scope.$inputs.worldNormal\r\n )\r\n : pb.vec4(scope.$inputs.worldNormal, 0);\r\n scope.$l.outColor = pb.vec4(\r\n this.waterShading(scope, scope.$inputs.worldPos, scope.normal.xyz, scope.normal.w),\r\n 1\r\n );\r\n if (\r\n this.drawContext.materialFlags &\r\n (MaterialVaryingFlags.SCENE_STORE_ROUGHNESS | MaterialVaryingFlags.SCENE_STORE_NORMAL)\r\n ) {\r\n scope.$l.outRoughness = pb.vec4(1, 1, 1, 0);\r\n this.outputFragmentColor(\r\n scope,\r\n scope.$inputs.worldPos,\r\n scope.outColor,\r\n scope.outRoughness,\r\n scope.outColor\r\n );\r\n } else {\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.outColor);\r\n }\r\n } else {\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, null);\r\n }\r\n }\r\n waterShading(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal: PBShaderExp,\r\n foamFactor: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func('getAbsorption', [pb.float('depth')], function () {\r\n this.$l.c = pb.textureSampleLevel(\r\n this.absorptionRampTex,\r\n pb.vec2(pb.mul(this.depth, this.depthMulti), 0.5),\r\n 0\r\n ).rgb;\r\n this.$return(pb.mul(this.c, this.c));\r\n });\r\n pb.func('getScattering', [pb.float('depth')], function () {\r\n this.$l.c = pb.textureSampleLevel(\r\n this.scatterRampTex,\r\n pb.vec2(pb.mul(this.depth, this.depthMulti), 0.5),\r\n 0\r\n ).rgb;\r\n this.$return(pb.mul(this.c, this.c));\r\n });\r\n pb.func('fresnel', [pb.vec3('normal'), pb.vec3('eyeVec')], function () {\r\n this.$return(\r\n pb.clamp(\r\n pb.sub(pb.pow(pb.sub(1, pb.dot(this.normal, this.eyeVec)), 5), this.refractionStrength),\r\n 0,\r\n 1\r\n )\r\n );\r\n });\r\n pb.func(\r\n 'lightSpecular',\r\n [pb.vec3('lightDir'), pb.vec3('eyeVecNorm'), pb.vec3('normal'), pb.vec3('lightColor')],\r\n function () {\r\n this.$l.roughness = pb.float(0.04);\r\n this.$l.f0 = pb.vec3(0.02);\r\n this.$l.f90 = pb.vec3(1);\r\n this.$l.L = this.lightDir;\r\n this.$l.V = pb.neg(this.eyeVecNorm);\r\n this.$l.halfVec = pb.normalize(pb.add(this.L, this.V));\r\n this.$l.NoH = pb.clamp(pb.dot(this.normal, this.halfVec), 0, 1);\r\n this.$l.NoL = pb.clamp(pb.dot(this.normal, this.L), 0, 1);\r\n this.$l.specular = pb.vec3(0);\r\n this.$if(pb.greaterThan(this.NoL, 0), function () {\r\n this.$l.VoH = pb.clamp(pb.dot(this.V, this.halfVec), 0, 1);\r\n this.$l.NoV = pb.clamp(pb.dot(this.normal, this.V), 0, 1);\r\n this.$l.F = fresnelSchlick(this, this.VoH, this.f0, this.f90);\r\n this.$l.alphaRoughness = pb.mul(this.roughness, this.roughness);\r\n this.$l.D = distributionGGX(this, this.NoH, this.alphaRoughness);\r\n this.$l.VIS = visGGX(this, this.NoV, this.NoL, this.alphaRoughness);\r\n this.specular = pb.mul(this.D, this.VIS, this.F, this.lightColor);\r\n });\r\n this.$return(this.specular);\r\n }\r\n );\r\n pb.func(\r\n 'waterShading',\r\n [pb.vec3('worldPos'), pb.vec3('worldNormal'), pb.float('foamFactor')],\r\n function () {\r\n this.$l.screenUV = pb.div(pb.vec2(this.$builtins.fragCoord.xy), ShaderHelper.getRenderSize(this));\r\n this.$l.dist = pb.length(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this)));\r\n this.$l.normalScale = pb.clamp(pb.div(100, this.dist), 0, 1);\r\n this.$l.normal = pb.normalize(\r\n pb.mul(this.worldNormal, pb.vec3(this.normalScale, 1, this.normalScale))\r\n );\r\n this.$l.displacedTexCoord = pb.add(this.screenUV, pb.mul(this.normal.xz, this.displace));\r\n this.$l.wPos = ShaderHelper.samplePositionFromDepth(\r\n this,\r\n ShaderHelper.getLinearDepthTexture(this),\r\n this.screenUV,\r\n ShaderHelper.getInvViewProjectionMatrix(this),\r\n ShaderHelper.getCameraParams(this).xy\r\n );\r\n this.$l.eyeVec = pb.sub(this.worldPos.xyz, ShaderHelper.getCameraPosition(this));\r\n this.$l.eyeVecNorm = pb.normalize(this.eyeVec);\r\n this.$l.depth = pb.length(pb.sub(this.wPos.xyz, this.worldPos));\r\n this.$l.viewPos = pb.mul(ShaderHelper.getViewMatrix(this), pb.vec4(this.worldPos, 1)).xyz;\r\n this.incidentVec = pb.normalize(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this)));\r\n this.reflectVecW = pb.reflect(this.incidentVec, this.normal);\r\n this.$l.reflectance = pb.vec3();\r\n this.$l.hitInfo = pb.vec4(0);\r\n this.$if(pb.greaterThan(this.reflectVecW.y, 0), function () {\r\n this.reflectVec = pb.mul(ShaderHelper.getViewMatrix(this), pb.vec4(this.reflectVecW, 0)).xyz;\r\n this.hitInfo = ShaderHelper.getHiZDepthTexture(this)\r\n ? screenSpaceRayTracing_HiZ(\r\n this,\r\n this.viewPos,\r\n this.reflectVec,\r\n ShaderHelper.getViewMatrix(this),\r\n ShaderHelper.getProjectionMatrix(this),\r\n ShaderHelper.getInvProjectionMatrix(this),\r\n ShaderHelper.getCameraParams(this).xy,\r\n pb.int(ShaderHelper.getHiZDepthTextureMipLevelCount(this)),\r\n this.ssrParams.y,\r\n this.ssrParams.x,\r\n this.ssrParams.z,\r\n pb.vec4(ShaderHelper.getRenderSize(this), ShaderHelper.getHiZDepthTextureSize(this)),\r\n ShaderHelper.getHiZDepthTexture(this)\r\n )\r\n : screenSpaceRayTracing_Linear2D(\r\n this,\r\n this.viewPos,\r\n this.reflectVec,\r\n ShaderHelper.getViewMatrix(this),\r\n ShaderHelper.getProjectionMatrix(this),\r\n ShaderHelper.getInvProjectionMatrix(this),\r\n ShaderHelper.getCameraParams(this).xy,\r\n this.ssrParams.x,\r\n this.ssrParams.y,\r\n this.ssrParams.z,\r\n this.ssrParams.w,\r\n pb.vec4(ShaderHelper.getRenderSize(this), ShaderHelper.getLinearDepthTextureSize(this)),\r\n ShaderHelper.getLinearDepthTexture(this)\r\n );\r\n });\r\n this.$l.refl = pb.reflect(\r\n pb.normalize(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this))),\r\n this.normal\r\n );\r\n this.refl.y = pb.max(this.refl.y, 0.1);\r\n this.reflectance = pb.mix(\r\n // Blended against the pre-exposed scene color, so the exposure-independent sky bake has\r\n // to be lifted into the same space.\r\n ShaderHelper.sampleBakedSkyPreExposed(this, this.refl),\r\n pb.textureSampleLevel(ShaderHelper.getSceneColorTexture(this), this.hitInfo.xy, 0).rgb,\r\n this.hitInfo.w\r\n );\r\n this.$l.refractUV = this.displacedTexCoord;\r\n this.$l.displacedPos = ShaderHelper.samplePositionFromDepth(\r\n this,\r\n ShaderHelper.getLinearDepthTexture(this),\r\n this.refractUV,\r\n ShaderHelper.getInvProjectionMatrix(this),\r\n ShaderHelper.getCameraParams(this).xy\r\n );\r\n this.$if(\r\n pb.or(\r\n pb.greaterThanEqual(this.displacedPos.w, 0.99999),\r\n pb.greaterThan(this.displacedPos.z, this.viewPos.z)\r\n ),\r\n function () {\r\n this.refractUV = this.screenUV;\r\n }\r\n ).$else(function () {\r\n this.depth = pb.length(pb.sub(this.displacedPos.xyz, this.viewPos));\r\n });\r\n this.$l.refraction = pb.textureSampleLevel(\r\n ShaderHelper.getSceneColorTexture(this),\r\n this.refractUV,\r\n 0\r\n ).rgb;\r\n this.refraction = pb.mul(this.refraction, this.getAbsorption(this.depth));\r\n this.$l.fresnelTerm = this.fresnel(this.normal, pb.neg(this.eyeVecNorm));\r\n this.$l.finalColor = pb.mix(\r\n pb.mix(this.refraction, this.reflectance, this.fresnelTerm),\r\n pb.vec3(1),\r\n this.foamFactor\r\n );\r\n that.forEachLight(this, function (type, posRange, dirCutoff, colorIntensity, extra, shadow) {\r\n this.$l.lightAtten = that.calculateLightAttenuation(\r\n this,\r\n type,\r\n this.worldPos,\r\n posRange,\r\n dirCutoff,\r\n extra\r\n );\r\n this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff);\r\n this.$l.NoL = pb.clamp(pb.dot(this.normal, this.lightDir), 0, 1);\r\n this.$l.lightContrib = this.lightSpecular(\r\n this.lightDir,\r\n this.eyeVecNorm,\r\n this.normal,\r\n pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten)\r\n );\r\n if (shadow) {\r\n this.$l.shadow = pb.vec3(that.calculateShadow(this, this.worldPos, this.NoL));\r\n this.lightContrib = pb.mul(this.lightContrib, this.shadow);\r\n }\r\n this.finalColor = pb.add(this.finalColor, this.lightContrib);\r\n });\r\n if (that.needCalculateEnvLight()) {\r\n this.$l.irradiance = that.getEnvLightIrradiance(this, this.normal);\r\n this.$l.sss = pb.mul(this.getScattering(this.depth), this.irradiance, 1 / Math.PI);\r\n this.finalColor = pb.add(this.finalColor, this.sss);\r\n }\r\n this.$return(this.finalColor);\r\n }\r\n );\r\n return scope.waterShading(worldPos, worldNormal, foamFactor);\r\n }\r\n applyUniforms(bindGroup: BindGroup, ctx: DrawContext, needUpdate: boolean, pass: number) {\r\n super.applyUniforms(bindGroup, ctx, needUpdate, pass);\r\n const waveGenerator = this._waveGenerator.get();\r\n if (waveGenerator && this._waveVersion !== waveGenerator.version) {\r\n waveGenerator.applyWaterBindGroup(bindGroup);\r\n this._waveVersion = waveGenerator.version;\r\n }\r\n }\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n bindGroup.setValue('clipmapGridInfo', this._clipmapGridInfo);\r\n bindGroup.setValue('region', this._region);\r\n if (this.needFragmentColor(ctx)) {\r\n bindGroup.setValue('displace', this._displace / ctx.renderWidth);\r\n bindGroup.setValue('depthMulti', this._depthMulti);\r\n bindGroup.setValue('refractionStrength', this._refractionStrength);\r\n bindGroup.setValue('ssrParams', this._ssrParams);\r\n bindGroup.setTexture(\r\n 'scatterRampTex',\r\n this._getScatterRampTexture(ctx.device),\r\n fetchSampler('clamp_linear_nomip')\r\n );\r\n bindGroup.setTexture(\r\n 'absorptionRampTex',\r\n this._getAbsorptionRampTexture(ctx.device),\r\n fetchSampler('clamp_linear_nomip')\r\n );\r\n }\r\n if (this.waveGenerator) {\r\n this.waveGenerator.applyWaterBindGroup(bindGroup);\r\n }\r\n }\r\n needUpdate() {\r\n return !!this._waveGenerator.get()?.needUpdate();\r\n }\r\n update(frameId: number, elapsed: number) {\r\n const waveGenerator = this._waveGenerator.get();\r\n if (waveGenerator) {\r\n const updateFrameId = WaterMaterial._waveUpdateState.get(waveGenerator);\r\n if (updateFrameId !== frameId) {\r\n waveGenerator.update(elapsed);\r\n WaterMaterial._waveUpdateState.set(waveGenerator, frameId);\r\n }\r\n }\r\n }\r\n private _getRampTexture(device: AbstractDevice, grad: Interpolator) {\r\n const width = 128;\r\n const height = 1;\r\n const texture = device.createTexture2D('rgba8unorm', width, height, {\r\n mipmapping: false\r\n })!;\r\n const numTexels = width * height;\r\n const data = new Uint8Array(numTexels * 4);\r\n const tmpcolor = new Vector3();\r\n for (let i = 0; i < numTexels; i++) {\r\n grad.interpolate((i % width) / width, tmpcolor);\r\n data[i * 4 + 0] = (tmpcolor.x * 255) >> 0;\r\n data[i * 4 + 1] = (tmpcolor.y * 255) >> 0;\r\n data[i * 4 + 2] = (tmpcolor.z * 255) >> 0;\r\n data[i * 4 + 3] = 255;\r\n }\r\n texture.update(data, 0, 0, width, height);\r\n return texture;\r\n }\r\n private _getScatterRampTexture(device: AbstractDevice) {\r\n if (!this._scatterRampTexture.get()) {\r\n if (!WaterMaterial._defaultScatterRampTexture.get()) {\r\n WaterMaterial._defaultScatterRampTexture.set(\r\n this._getRampTexture(device, WaterMaterial._scatterGrad)\r\n );\r\n }\r\n this._scatterRampTexture.set(WaterMaterial._defaultScatterRampTexture.get());\r\n }\r\n return this._scatterRampTexture.get()!;\r\n }\r\n private _getAbsorptionRampTexture(device: AbstractDevice) {\r\n if (!this._absorptionRampTexture.get()) {\r\n if (!WaterMaterial._defaultAbsorptionRampTexture.get()) {\r\n WaterMaterial._defaultAbsorptionRampTexture.set(\r\n this._getRampTexture(device, WaterMaterial._absorptionGrad)\r\n );\r\n }\r\n this._absorptionRampTexture.set(WaterMaterial._defaultAbsorptionRampTexture.get());\r\n }\r\n return this._absorptionRampTexture.get()!;\r\n 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AI,CAACrN,YAAY,GAAGc,aAAAA,CAAc2M,OAAO;AAC3C;AACF;AACAE,IAAAA,kBAAAA,CAAmBN,SAAoB,EAAEC,GAAgB,EAAEE,IAAY,EAAE;QACvE,KAAK,CAACG,kBAAmBN,CAAAA,SAAAA,EAAWC,GAAKE,EAAAA,IAAAA,CAAAA;AACzCH,QAAAA,SAAAA,CAAUO,QAAQ,CAAC,iBAAmB,EAAA,IAAI,CAAC1N,gBAAgB,CAAA;AAC3DmN,QAAAA,SAAAA,CAAUO,QAAQ,CAAC,QAAU,EAAA,IAAI,CAACnO,OAAO,CAAA;AACzC,QAAA,IAAI,IAAI,CAAC2F,iBAAiB,CAACkI,GAAM,CAAA,EAAA;YAC/BD,SAAUO,CAAAA,QAAQ,CAAC,UAAY,EAAA,IAAI,CAAClO,SAAS,GAAG4N,IAAIO,WAAW,CAAA;AAC/DR,YAAAA,SAAAA,CAAUO,QAAQ,CAAC,YAAc,EAAA,IAAI,CAACjO,WAAW,CAAA;AACjD0N,YAAAA,SAAAA,CAAUO,QAAQ,CAAC,oBAAsB,EAAA,IAAI,CAAChO,mBAAmB,CAAA;AACjEyN,YAAAA,SAAAA,CAAUO,QAAQ,CAAC,WAAa,EAAA,IAAI,CAACzN,UAAU,CAAA;YAC/CkN,SAAUS,CAAAA,UAAU,CAClB,gBAAA,EACA,IAAI,CAAC3M,sBAAsB,CAACmM,GAAAA,CAAIS,MAAM,CAAA,EACtCC,YAAa,CAAA,oBAAA,CAAA,CAAA;YAEfX,SAAUS,CAAAA,UAAU,CAClB,mBAAA,EACA,IAAI,CAACxM,yBAAyB,CAACgM,GAAAA,CAAIS,MAAM,CAAA,EACzCC,YAAa,CAAA,oBAAA,CAAA,CAAA;AAEjB;QACA,IAAI,IAAI,CAAClN,aAAa,EAAE;AACtB,YAAA,IAAI,CAACA,aAAa,CAAC4M,mBAAmB,CAACL,SAAAA,CAAAA;AACzC;AACF;IACAE,UAAa,GAAA;AACX,QAAA,OAAO,CAAC,CAAC,IAAI,CAACxN,cAAc,CAACgB,GAAG,EAAIwM,EAAAA,UAAAA,EAAAA;AACtC;IACAU,MAAOC,CAAAA,OAAe,EAAEC,OAAe,EAAE;AACvC,QAAA,MAAMrN,aAAgB,GAAA,IAAI,CAACf,cAAc,CAACgB,GAAG,EAAA;AAC7C,QAAA,IAAID,aAAe,EAAA;AACjB,YAAA,MAAMsN,aAAgBxP,GAAAA,aAAAA,CAAcW,gBAAgB,CAACwB,GAAG,CAACD,aAAAA,CAAAA;AACzD,YAAA,IAAIsN,kBAAkBF,OAAS,EAAA;AAC7BpN,gBAAAA,aAAAA,CAAcmN,MAAM,CAACE,OAAAA,CAAAA;AACrBvP,gBAAAA,aAAAA,CAAcW,gBAAgB,CAACqB,GAAG,CAACE,aAAeoN,EAAAA,OAAAA,CAAAA;AACpD;AACF;AACF;IACQG,eAAgBN,CAAAA,MAAsB,EAAEO,IAAkB,EAAE;AAClE,QAAA,MAAMC,KAAQ,GAAA,GAAA;AACd,QAAA,MAAMC,MAAS,GAAA,CAAA;AACf,QAAA,MAAMC,UAAUV,MAAOW,CAAAA,eAAe,CAAC,YAAA,EAAcH,OAAOC,MAAQ,EAAA;YAClEG,UAAY,EAAA;AACd,SAAA,CAAA;AACA,QAAA,MAAMC,YAAYL,KAAQC,GAAAA,MAAAA;QAC1B,MAAMK,IAAAA,GAAO,IAAIC,UAAAA,CAAWF,SAAY,GAAA,CAAA,CAAA;AACxC,QAAA,MAAMG,WAAW,IAAIC,OAAAA,EAAAA;AACrB,QAAA,IAAK,IAAIC,CAAAA,GAAI,CAAGA,EAAAA,CAAAA,GAAIL,WAAWK,CAAK,EAAA,CAAA;AAClCX,YAAAA,IAAAA,CAAKY,WAAW,CAAC,CAACD,GAAIV,QAASA,KAAOQ,EAAAA,QAAAA,CAAAA;YACtCF,IAAI,CAACI,IAAI,CAAI,GAAA,CAAA,CAAE,GAAG,QAACF,CAASvM,CAAC,GAAG,GAAQ,IAAA,CAAA;YACxCqM,IAAI,CAACI,IAAI,CAAI,GAAA,CAAA,CAAE,GAAG,QAACF,CAAStM,CAAC,GAAG,GAAQ,IAAA,CAAA;YACxCoM,IAAI,CAACI,IAAI,CAAI,GAAA,CAAA,CAAE,GAAG,QAACF,CAASrM,CAAC,GAAG,GAAQ,IAAA,CAAA;AACxCmM,YAAAA,IAAI,CAACI,CAAAA,GAAI,CAAI,GAAA,CAAA,CAAE,GAAG,GAAA;AACpB;AACAR,QAAAA,OAAAA,CAAQR,MAAM,CAACY,IAAM,EAAA,CAAA,EAAG,GAAGN,KAAOC,EAAAA,MAAAA,CAAAA;QAClC,OAAOC,OAAAA;AACT;AACQtN,IAAAA,sBAAAA,CAAuB4M,MAAsB,EAAE;AACrD,QAAA,IAAI,CAAC,IAAI,CAAClO,mBAAmB,CAACkB,GAAG,EAAI,EAAA;AACnC,YAAA,IAAI,CAACnC,aAAAA,CAAcQ,0BAA0B,CAAC2B,GAAG,EAAI,EAAA;gBACnDnC,aAAcQ,CAAAA,0BAA0B,CAACwB,GAAG,CAC1C,IAAI,CAACyN,eAAe,CAACN,MAAQnP,EAAAA,aAAAA,CAAcO,YAAY,CAAA,CAAA;AAE3D;YACA,IAAI,CAACU,mBAAmB,CAACe,GAAG,CAAChC,aAAcQ,CAAAA,0BAA0B,CAAC2B,GAAG,EAAA,CAAA;AAC3E;AACA,QAAA,OAAO,IAAI,CAAClB,mBAAmB,CAACkB,GAAG,EAAA;AACrC;AACQO,IAAAA,yBAAAA,CAA0ByM,MAAsB,EAAE;AACxD,QAAA,IAAI,CAAC,IAAI,CAACjO,sBAAsB,CAACiB,GAAG,EAAI,EAAA;AACtC,YAAA,IAAI,CAACnC,aAAAA,CAAcU,6BAA6B,CAACyB,GAAG,EAAI,EAAA;gBACtDnC,aAAcU,CAAAA,6BAA6B,CAACsB,GAAG,CAC7C,IAAI,CAACyN,eAAe,CAACN,MAAQnP,EAAAA,aAAAA,CAAcI,eAAe,CAAA,CAAA;AAE9D;YACA,IAAI,CAACc,sBAAsB,CAACc,GAAG,CAAChC,aAAcU,CAAAA,6BAA6B,CAACyB,GAAG,EAAA,CAAA;AACjF;AACA,QAAA,OAAO,IAAI,CAACjB,sBAAsB,CAACiB,GAAG,EAAA;AACxC;AACF;;;;"}
|
package/dist/posteffect/bloom.js
CHANGED
|
@@ -6,6 +6,7 @@ import { Vector4, Vector2 } from '@zephyr3d/base';
|
|
|
6
6
|
* @public
|
|
7
7
|
*/ class Bloom extends AbstractPostEffect {
|
|
8
8
|
static className = 'Bloom';
|
|
9
|
+
/** Largest finite IEEE-754 half-float value used by the HDR post-effect chain. */ static HALF_FLOAT_MAX = 65504;
|
|
9
10
|
static _programDownsampleH = null;
|
|
10
11
|
static _programDownsampleV = null;
|
|
11
12
|
static _programUpsample = null;
|
|
@@ -49,7 +50,24 @@ import { Vector4, Vector2 } from '@zephyr3d/base';
|
|
|
49
50
|
set downsampleLimit(val) {
|
|
50
51
|
this._downsampleLimit = val;
|
|
51
52
|
}
|
|
52
|
-
/**
|
|
53
|
+
/**
|
|
54
|
+
* Luminance above which a pixel starts to bloom.
|
|
55
|
+
*
|
|
56
|
+
* @remarks
|
|
57
|
+
* Compared against the value in the color buffer, whose meaning depends on the scene's lighting
|
|
58
|
+
* mode -- the same number is a different physical brightness in each:
|
|
59
|
+
*
|
|
60
|
+
* - `legacy`: the buffer is display-referred, so the default 0.8 means "near white".
|
|
61
|
+
* - `physical`: the buffer holds camera pre-exposed luminance. 0.8 then corresponds to
|
|
62
|
+
* `0.8 / cameraExposure` cd/m², which at the Sunny-16 reference is ~30,700 cd/m² -- almost
|
|
63
|
+
* exactly a white surface in direct sunlight (~31,800). Little in an ordinary daylight scene is
|
|
64
|
+
* brighter than that, so only genuine emitters and specular highlights bloom.
|
|
65
|
+
*
|
|
66
|
+
* Physical scenes that want a more pronounced glow should lower this: ~0.3 makes a white surface
|
|
67
|
+
* bloom, ~0.15 catches everything above mid-gray. Because the buffer is pre-exposed, a fixed
|
|
68
|
+
* threshold tracks the camera -- stopping down dims the scene and reduces what blooms, as it
|
|
69
|
+
* would on a real sensor.
|
|
70
|
+
*/ get threshold() {
|
|
53
71
|
return this._threshold;
|
|
54
72
|
}
|
|
55
73
|
set threshold(val) {
|
|
@@ -206,6 +224,8 @@ import { Vector4, Vector2 } from '@zephyr3d/base';
|
|
|
206
224
|
device.pushDeviceStates();
|
|
207
225
|
try {
|
|
208
226
|
device.setFramebuffer(output.framebuffer ? rg.getFramebuffer(output.framebuffer) : null);
|
|
227
|
+
device.setViewport(null);
|
|
228
|
+
device.setScissor(null);
|
|
209
229
|
this.finalCompose(device, rg.getTexture(s.input), rg.getTexture(bloomHandle));
|
|
210
230
|
} finally{
|
|
211
231
|
device.popDeviceStates();
|
|
@@ -241,6 +261,8 @@ import { Vector4, Vector2 } from '@zephyr3d/base';
|
|
|
241
261
|
device.setFramebuffer([
|
|
242
262
|
rt
|
|
243
263
|
]);
|
|
264
|
+
device.setViewport(null);
|
|
265
|
+
device.setScissor(null);
|
|
244
266
|
device.setProgram(Bloom._programPrefilter);
|
|
245
267
|
device.setBindGroup(0, Bloom._bindgroupPrefilter);
|
|
246
268
|
Bloom._bindgroupPrefilter.setTexture('tex', srcTexture);
|
|
@@ -270,6 +292,8 @@ import { Vector4, Vector2 } from '@zephyr3d/base';
|
|
|
270
292
|
device.setFramebuffer([
|
|
271
293
|
dstTexture
|
|
272
294
|
]);
|
|
295
|
+
device.setViewport(null);
|
|
296
|
+
device.setScissor(null);
|
|
273
297
|
this.drawFullscreenQuad(Bloom._renderStateAdditive);
|
|
274
298
|
}
|
|
275
299
|
/** @internal */ blurH(device, srcTexture, dstTexture) {
|
|
@@ -277,6 +301,8 @@ import { Vector4, Vector2 } from '@zephyr3d/base';
|
|
|
277
301
|
device.setFramebuffer([
|
|
278
302
|
dstTexture
|
|
279
303
|
]);
|
|
304
|
+
device.setViewport(null);
|
|
305
|
+
device.setScissor(null);
|
|
280
306
|
device.setProgram(Bloom._programDownsampleH);
|
|
281
307
|
device.setBindGroup(0, Bloom._bindgroupDownsampleH);
|
|
282
308
|
Bloom._bindgroupDownsampleH.setTexture('tex', srcTexture);
|
|
@@ -289,6 +315,8 @@ import { Vector4, Vector2 } from '@zephyr3d/base';
|
|
|
289
315
|
device.setFramebuffer([
|
|
290
316
|
dstTexture
|
|
291
317
|
]);
|
|
318
|
+
device.setViewport(null);
|
|
319
|
+
device.setScissor(null);
|
|
292
320
|
device.setProgram(Bloom._programDownsampleV);
|
|
293
321
|
device.setBindGroup(0, Bloom._bindgroupDownsampleV);
|
|
294
322
|
Bloom._bindgroupDownsampleV.setTexture('tex', srcTexture);
|
|
@@ -338,7 +366,17 @@ import { Vector4, Vector2 } from '@zephyr3d/base';
|
|
|
338
366
|
pb.main(function() {
|
|
339
367
|
this.$l.srcSample = pb.textureSampleLevel(this.srcTex, this.$inputs.uv, 0);
|
|
340
368
|
this.$l.bloomSample = pb.textureSampleLevel(this.bloomTex, this.$inputs.uv, 0);
|
|
341
|
-
|
|
369
|
+
// Both inputs are camera pre-exposed (~1.0), so no unit conversion is needed.
|
|
370
|
+
//
|
|
371
|
+
// Sanitize each input explicitly rather than relying on clamp() to absorb a NaN: for a
|
|
372
|
+
// NaN operand clamp only yields 0 because max(NaN, 0) happens to return its second
|
|
373
|
+
// argument on most hardware, which the spec does not require. The scene color reaches
|
|
374
|
+
// this pass without going through the prefilter, so this is its only guard.
|
|
375
|
+
this.$l.src = this.$choice(pb.all(pb.lessThan(pb.abs(this.srcSample.rgb), pb.vec3(1e30))), this.srcSample.rgb, pb.vec3(0));
|
|
376
|
+
this.$l.bloom = this.$choice(pb.all(pb.lessThan(pb.abs(this.bloomSample.rgb), pb.vec3(1e30))), this.bloomSample.rgb, pb.vec3(0));
|
|
377
|
+
// The clamp then only guards the half-float write against accumulated overshoot.
|
|
378
|
+
this.$l.composed = pb.clamp(pb.add(this.src, pb.mul(this.bloom, this.intensity)), pb.vec3(0), pb.vec3(Bloom.HALF_FLOAT_MAX));
|
|
379
|
+
this.$outputs.outColor = pb.vec4(this.composed, 1);
|
|
342
380
|
});
|
|
343
381
|
}
|
|
344
382
|
});
|
|
@@ -364,12 +402,24 @@ import { Vector4, Vector2 } from '@zephyr3d/base';
|
|
|
364
402
|
this.threshold = pb.vec4().uniform(0);
|
|
365
403
|
this.$outputs.outColor = pb.vec4();
|
|
366
404
|
pb.main(function() {
|
|
367
|
-
this.$l.
|
|
405
|
+
this.$l.raw = pb.textureSampleLevel(this.tex, this.$inputs.uv, 0);
|
|
406
|
+
// Reject non-finite input before any arithmetic. An Inf makes the contribution below
|
|
407
|
+
// evaluate Inf/Inf = NaN, and a NaN survives every subsequent operation: the separable
|
|
408
|
+
// blur smears it across the coarsest mip and the upsample chain expands that single
|
|
409
|
+
// texel into a 2^maxDownsampleLevels black block on screen.
|
|
410
|
+
//
|
|
411
|
+
// Non-finite samples are dropped rather than clamped. With CPU pre-exposure the HDR
|
|
412
|
+
// target sits near 1.0, so an Inf/NaN here means an upstream pass (SSR, SSGI, TAA
|
|
413
|
+
// reprojection) produced garbage; contributing nothing is the conservative choice and
|
|
414
|
+
// matches how SSGI sanitizes its own ray payloads. Finite values are still clamped so
|
|
415
|
+
// the additive upsample cannot overflow the half-float target either.
|
|
416
|
+
this.$l.finite = pb.all(pb.lessThan(pb.abs(this.raw.rgb), pb.vec3(1e30)));
|
|
417
|
+
this.$l.p = this.$choice(this.finite, pb.clamp(this.raw.rgb, pb.vec3(0), pb.vec3(Bloom.HALF_FLOAT_MAX)), pb.vec3(0));
|
|
368
418
|
this.$l.brightness = pb.max(pb.max(this.p.r, this.p.g), this.p.b);
|
|
369
419
|
this.$l.soft = pb.clamp(pb.add(this.brightness, this.threshold.y), 0, this.threshold.z);
|
|
370
420
|
this.soft = pb.mul(this.soft, this.soft, this.threshold.w);
|
|
371
421
|
this.$l.contrib = pb.div(pb.max(this.soft, pb.sub(this.brightness, this.threshold.x)), pb.max(this.brightness, 0.00001));
|
|
372
|
-
this.$outputs.outColor = pb.vec4(pb.mul(this.p
|
|
422
|
+
this.$outputs.outColor = pb.vec4(pb.mul(this.p, this.contrib), 1);
|
|
373
423
|
});
|
|
374
424
|
}
|
|
375
425
|
});
|