@zephyr3d/scene 0.9.21 → 0.9.23

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Files changed (238) hide show
  1. package/dist/animation/joint_dynamics/collision.js +1 -7
  2. package/dist/animation/joint_dynamics/collision.js.map +1 -1
  3. package/dist/animation/joint_dynamics/constraints.js +2 -17
  4. package/dist/animation/joint_dynamics/constraints.js.map +1 -1
  5. package/dist/animation/joint_dynamics/controller.js +2 -20
  6. package/dist/animation/joint_dynamics/controller.js.map +1 -1
  7. package/dist/animation/joint_dynamics/joint_dynamics_system.js +1 -3
  8. package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
  9. package/dist/animation/joint_dynamics/solver.js +14 -60
  10. package/dist/animation/joint_dynamics/solver.js.map +1 -1
  11. package/dist/animation/joint_dynamics/types.js +3 -3
  12. package/dist/animation/joint_dynamics/types.js.map +1 -1
  13. package/dist/app/app.js +23 -0
  14. package/dist/app/app.js.map +1 -1
  15. package/dist/app/scriptregistry.js +16 -53
  16. package/dist/app/scriptregistry.js.map +1 -1
  17. package/dist/asset/assetmanager.js +2 -0
  18. package/dist/asset/assetmanager.js.map +1 -1
  19. package/dist/asset/model.js +22 -0
  20. package/dist/asset/model.js.map +1 -1
  21. package/dist/blitter/bilateralblur.js +3 -1
  22. package/dist/blitter/bilateralblur.js.map +1 -1
  23. package/dist/blitter/blitter.js +3 -3
  24. package/dist/blitter/blitter.js.map +1 -1
  25. package/dist/camera/camera.js +398 -45
  26. package/dist/camera/camera.js.map +1 -1
  27. package/dist/camera/perspectivecamera.js +69 -2
  28. package/dist/camera/perspectivecamera.js.map +1 -1
  29. package/dist/index.d.ts +9100 -8712
  30. package/dist/index.js +9 -1
  31. package/dist/index.js.map +1 -1
  32. package/dist/material/blinn.js +1 -1
  33. package/dist/material/blinn.js.map +1 -1
  34. package/dist/material/lambert.js +3 -3
  35. package/dist/material/lambert.js.map +1 -1
  36. package/dist/material/material.js +8 -5
  37. package/dist/material/material.js.map +1 -1
  38. package/dist/material/meshmaterial.js +17 -10
  39. package/dist/material/meshmaterial.js.map +1 -1
  40. package/dist/material/mixins/lightmodel/blinnphong.js +1 -1
  41. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  42. package/dist/material/mixins/lightmodel/lambert.js +1 -1
  43. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  44. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +21 -6
  45. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  46. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +1 -1
  47. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  48. package/dist/material/mixins/lightmodel/pbrspecularglossness.js +1 -1
  49. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  50. package/dist/material/mixins/lit.js +33 -11
  51. package/dist/material/mixins/lit.js.map +1 -1
  52. package/dist/material/mixins/pbr/brdf.js +44 -12
  53. package/dist/material/mixins/pbr/brdf.js.map +1 -1
  54. package/dist/material/mixins/pbr/common.js +149 -14
  55. package/dist/material/mixins/pbr/common.js.map +1 -1
  56. package/dist/material/mtoon.js +7 -4
  57. package/dist/material/mtoon.js.map +1 -1
  58. package/dist/material/pbrblueprint.js +5 -1
  59. package/dist/material/pbrblueprint.js.map +1 -1
  60. package/dist/material/pbrmr.js +1 -1
  61. package/dist/material/pbrmr.js.map +1 -1
  62. package/dist/material/pbrsg.js +1 -1
  63. package/dist/material/pbrsg.js.map +1 -1
  64. package/dist/material/shader/helper.js +186 -11
  65. package/dist/material/shader/helper.js.map +1 -1
  66. package/dist/material/skin.js +2 -2
  67. package/dist/material/skin.js.map +1 -1
  68. package/dist/material/terrain-cm.js +5 -5
  69. package/dist/material/terrain-cm.js.map +1 -1
  70. package/dist/material/water.js +6 -4
  71. package/dist/material/water.js.map +1 -1
  72. package/dist/posteffect/bloom.js +54 -4
  73. package/dist/posteffect/bloom.js.map +1 -1
  74. package/dist/posteffect/compositor.js +41 -0
  75. package/dist/posteffect/compositor.js.map +1 -1
  76. package/dist/posteffect/posteffect.js +51 -0
  77. package/dist/posteffect/posteffect.js.map +1 -1
  78. package/dist/posteffect/sao.js +7 -6
  79. package/dist/posteffect/sao.js.map +1 -1
  80. package/dist/posteffect/skinsss.js +3 -3
  81. package/dist/posteffect/skinsss.js.map +1 -1
  82. package/dist/posteffect/ssgi.js +1196 -0
  83. package/dist/posteffect/ssgi.js.map +1 -0
  84. package/dist/posteffect/ssr.js +83 -45
  85. package/dist/posteffect/ssr.js.map +1 -1
  86. package/dist/posteffect/sss.js +137 -49
  87. package/dist/posteffect/sss.js.map +1 -1
  88. package/dist/posteffect/taa.js +5 -4
  89. package/dist/posteffect/taa.js.map +1 -1
  90. package/dist/posteffect/tonemap.js +15 -3
  91. package/dist/posteffect/tonemap.js.map +1 -1
  92. package/dist/render/abuffer_oit.js +2 -2
  93. package/dist/render/abuffer_oit.js.map +1 -1
  94. package/dist/render/cluster_light.js +12 -6
  95. package/dist/render/cluster_light.js.map +1 -1
  96. package/dist/render/drawable_mixin.js +8 -5
  97. package/dist/render/drawable_mixin.js.map +1 -1
  98. package/dist/render/dualdepthpeeling_oit.js +10 -5
  99. package/dist/render/dualdepthpeeling_oit.js.map +1 -1
  100. package/dist/render/envlight.js +298 -5
  101. package/dist/render/envlight.js.map +1 -1
  102. package/dist/render/gpu_picking.js +7 -5
  103. package/dist/render/gpu_picking.js.map +1 -1
  104. package/dist/render/hzb.js +28 -19
  105. package/dist/render/hzb.js.map +1 -1
  106. package/dist/render/lightpass.js +18 -4
  107. package/dist/render/lightpass.js.map +1 -1
  108. package/dist/render/render_queue.js +37 -4
  109. package/dist/render/render_queue.js.map +1 -1
  110. package/dist/render/renderer.js +8 -3
  111. package/dist/render/renderer.js.map +1 -1
  112. package/dist/render/rendergraph/blackboard.js +20 -48
  113. package/dist/render/rendergraph/blackboard.js.map +1 -1
  114. package/dist/render/rendergraph/device_pool_allocator.js +18 -58
  115. package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
  116. package/dist/render/rendergraph/executor.js +89 -115
  117. package/dist/render/rendergraph/executor.js.map +1 -1
  118. package/dist/render/rendergraph/forward_plus_builder.js +1003 -715
  119. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  120. package/dist/render/rendergraph/frame_graph_context.js +41 -0
  121. package/dist/render/rendergraph/frame_graph_context.js.map +1 -0
  122. package/dist/render/rendergraph/frame_resource_requirements.js +14 -0
  123. package/dist/render/rendergraph/frame_resource_requirements.js.map +1 -0
  124. package/dist/render/rendergraph/history_resource_manager.js +74 -140
  125. package/dist/render/rendergraph/history_resource_manager.js.map +1 -1
  126. package/dist/render/rendergraph/history_resources.js +7 -5
  127. package/dist/render/rendergraph/history_resources.js.map +1 -1
  128. package/dist/render/rendergraph/render_context.js +19 -0
  129. package/dist/render/rendergraph/render_context.js.map +1 -0
  130. package/dist/render/rendergraph/render_pipeline.js +315 -0
  131. package/dist/render/rendergraph/render_pipeline.js.map +1 -0
  132. package/dist/render/rendergraph/rendergraph.js +158 -141
  133. package/dist/render/rendergraph/rendergraph.js.map +1 -1
  134. package/dist/render/rendergraph/scene_render_context.js +267 -0
  135. package/dist/render/rendergraph/scene_render_context.js.map +1 -0
  136. package/dist/render/rendergraph/texture_affinity_cache.js +19 -0
  137. package/dist/render/rendergraph/texture_affinity_cache.js.map +1 -0
  138. package/dist/render/rendergraph/types.js +19 -31
  139. package/dist/render/rendergraph/types.js.map +1 -1
  140. package/dist/render/renderpass.js +3 -3
  141. package/dist/render/renderpass.js.map +1 -1
  142. package/dist/render/shadow_mask_pass.js +10 -6
  143. package/dist/render/shadow_mask_pass.js.map +1 -1
  144. package/dist/render/sky.js +197 -35
  145. package/dist/render/sky.js.map +1 -1
  146. package/dist/render/weightedblended_oit.js +4 -3
  147. package/dist/render/weightedblended_oit.js.map +1 -1
  148. package/dist/scene/basesprite.js +2 -0
  149. package/dist/scene/basesprite.js.map +1 -1
  150. package/dist/scene/batchgroup.js +10 -0
  151. package/dist/scene/batchgroup.js.map +1 -1
  152. package/dist/scene/environment.js +61 -2
  153. package/dist/scene/environment.js.map +1 -1
  154. package/dist/scene/light.js +178 -10
  155. package/dist/scene/light.js.map +1 -1
  156. package/dist/scene/meshdrawable.js +89 -2
  157. package/dist/scene/meshdrawable.js.map +1 -1
  158. package/dist/scene/msdftext.js +2 -0
  159. package/dist/scene/msdftext.js.map +1 -1
  160. package/dist/scene/msdftextsprite.js +2 -0
  161. package/dist/scene/msdftextsprite.js.map +1 -1
  162. package/dist/scene/particlesys.js +2 -0
  163. package/dist/scene/particlesys.js.map +1 -1
  164. package/dist/scene/scene.js +34 -1
  165. package/dist/scene/scene.js.map +1 -1
  166. package/dist/scene/terrain-cm/grass.js +2 -1
  167. package/dist/scene/terrain-cm/grass.js.map +1 -1
  168. package/dist/scene/terrain-cm/terrain-cm.js +2 -0
  169. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  170. package/dist/scene/water.js +2 -0
  171. package/dist/scene/water.js.map +1 -1
  172. package/dist/shaders/atmosphere.js +5 -4
  173. package/dist/shaders/atmosphere.js.map +1 -1
  174. package/dist/shaders/fog.js +10 -3
  175. package/dist/shaders/fog.js.map +1 -1
  176. package/dist/shaders/shadow.js +96 -29
  177. package/dist/shaders/shadow.js.map +1 -1
  178. package/dist/shaders/ssgi.js +63 -0
  179. package/dist/shaders/ssgi.js.map +1 -0
  180. package/dist/shaders/ssgi_reprojection.js +118 -0
  181. package/dist/shaders/ssgi_reprojection.js.map +1 -0
  182. package/dist/shaders/ssr.js +322 -154
  183. package/dist/shaders/ssr.js.map +1 -1
  184. package/dist/shadow/esm.js +13 -8
  185. package/dist/shadow/esm.js.map +1 -1
  186. package/dist/shadow/pcf_opt.js +15 -12
  187. package/dist/shadow/pcf_opt.js.map +1 -1
  188. package/dist/shadow/pcf_pd.js +15 -12
  189. package/dist/shadow/pcf_pd.js.map +1 -1
  190. package/dist/shadow/pcss.js +17 -11
  191. package/dist/shadow/pcss.js.map +1 -1
  192. package/dist/shadow/shadow_impl.js +20 -2
  193. package/dist/shadow/shadow_impl.js.map +1 -1
  194. package/dist/shadow/shadowmapper.js +10 -3
  195. package/dist/shadow/shadowmapper.js.map +1 -1
  196. package/dist/shadow/ssm.js +16 -13
  197. package/dist/shadow/ssm.js.map +1 -1
  198. package/dist/shadow/vsm.js +10 -8
  199. package/dist/shadow/vsm.js.map +1 -1
  200. package/dist/utility/physical.js +74 -0
  201. package/dist/utility/physical.js.map +1 -0
  202. package/dist/utility/rendermipmap.js +2 -2
  203. package/dist/utility/rendermipmap.js.map +1 -1
  204. package/dist/utility/serialization/manager.js +3 -1
  205. package/dist/utility/serialization/manager.js.map +1 -1
  206. package/dist/utility/serialization/scene/animation.js +3 -1
  207. package/dist/utility/serialization/scene/animation.js.map +1 -1
  208. package/dist/utility/serialization/scene/batch.js +3 -1
  209. package/dist/utility/serialization/scene/batch.js.map +1 -1
  210. package/dist/utility/serialization/scene/camera.js +598 -2
  211. package/dist/utility/serialization/scene/camera.js.map +1 -1
  212. package/dist/utility/serialization/scene/light.js +180 -9
  213. package/dist/utility/serialization/scene/light.js.map +1 -1
  214. package/dist/utility/serialization/scene/material.js +43 -3
  215. package/dist/utility/serialization/scene/material.js.map +1 -1
  216. package/dist/utility/serialization/scene/mesh.js +3 -1
  217. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  218. package/dist/utility/serialization/scene/node.js +3 -1
  219. package/dist/utility/serialization/scene/node.js.map +1 -1
  220. package/dist/utility/serialization/scene/particle.js +3 -1
  221. package/dist/utility/serialization/scene/particle.js.map +1 -1
  222. package/dist/utility/serialization/scene/primitive.js +2 -0
  223. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  224. package/dist/utility/serialization/scene/scene.js +70 -0
  225. package/dist/utility/serialization/scene/scene.js.map +1 -1
  226. package/dist/utility/serialization/scene/sprite.js +3 -1
  227. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  228. package/dist/utility/serialization/scene/terrain.js +3 -1
  229. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  230. package/dist/utility/serialization/scene/text.js +3 -0
  231. package/dist/utility/serialization/scene/text.js.map +1 -1
  232. package/dist/utility/serialization/scene/water.js +3 -1
  233. package/dist/utility/serialization/scene/water.js.map +1 -1
  234. package/dist/values.js +2 -3
  235. package/dist/values.js.map +1 -1
  236. package/package.json +3 -3
  237. package/dist/animation/joint_dynamics/convex_collider.js +0 -320
  238. package/dist/animation/joint_dynamics/convex_collider.js.map +0 -1
@@ -1 +1 @@
1
- {"version":3,"file":"esm.js","sources":["../../src/shadow/esm.ts"],"sourcesContent":["import type { FrameBuffer, TextureFormat, PBShaderExp, PBInsideFunctionScope } from '@zephyr3d/device';\r\nimport { ShadowImpl } from './shadow_impl';\r\nimport type { BlitType } from '../blitter';\r\nimport { GaussianBlurBlitter } from '../blitter';\r\nimport { computeShadowMapDepth, filterShadowESM } from '../shaders/shadow';\r\nimport { decodeNormalizedFloatFromRGBA, encodeNormalizedFloatToRGBA } from '../shaders/misc';\r\nimport { LIGHT_TYPE_POINT } from '../values';\r\nimport type { ShadowMapParams, ShadowMapType } from './shadowmapper';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { getDevice } from '../app/api';\r\nimport { Vector4, type Nullable } from '@zephyr3d/base';\r\nimport { computeShadowBias, computeShadowBiasCSM } from './shader';\r\n\r\ntype ESMImplData = {\r\n blurFramebuffer: Nullable<FrameBuffer>;\r\n blurFramebuffer2: Nullable<FrameBuffer>;\r\n};\r\n\r\nclass BlurBlitter extends GaussianBlurBlitter {\r\n protected _packFloat = false;\r\n get packFloat() {\r\n return this._packFloat;\r\n }\r\n set packFloat(b) {\r\n if (this._packFloat !== !!b) {\r\n this._packFloat = !!b;\r\n this.invalidateHash();\r\n }\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'\r\n ) {\r\n const pb = scope.$builder;\r\n const texel = super.readTexel(scope, type, srcTex, srcUV, srcLayer, sampleType);\r\n if (this.packFloat) {\r\n return pb.vec4(decodeNormalizedFloatFromRGBA(scope, texel), 1, 0, 1);\r\n } else {\r\n return texel;\r\n }\r\n }\r\n filter(\r\n scope: PBInsideFunctionScope,\r\n type: BlitType,\r\n srcTex: PBShaderExp,\r\n srcUV: PBShaderExp,\r\n srcLayer: PBShaderExp,\r\n sampleType: 'float' | 'int' | 'uint'\r\n ) {\r\n const that = this;\r\n const pb = scope.$builder;\r\n scope.incrementalGaussian = pb.vec3();\r\n scope.incrementalGaussian.x = pb.div(1, pb.mul(scope.sigma, Math.sqrt(2 * Math.PI)));\r\n scope.incrementalGaussian.y = pb.exp(pb.div(-0.5, pb.mul(scope.sigma, scope.sigma)));\r\n scope.incrementalGaussian.z = pb.mul(scope.incrementalGaussian.y, scope.incrementalGaussian.y);\r\n scope.coefficientSum = pb.float(0);\r\n scope.coverageSum = pb.float(0);\r\n scope.d0 = that.readTexel(scope, type, srcTex, srcUV, srcLayer, sampleType);\r\n scope.coverage0 = pb.clamp(scope.d0.y, 0, 1);\r\n scope.coefficientSum = pb.add(scope.coefficientSum, scope.incrementalGaussian.x);\r\n scope.coverageSum = pb.add(scope.coverageSum, pb.mul(scope.incrementalGaussian.x, scope.coverage0));\r\n\r\n if (that.logSpace) {\r\n scope.maxLogValue = pb.float(-1e20);\r\n scope.logValue0 = that._phase === 'horizonal' ? pb.mul(scope.d0.x, scope.multiplier) : scope.d0.x;\r\n scope.$if(pb.greaterThan(scope.coverage0, 0.000001), function () {\r\n this.maxLogValue = this.logValue0;\r\n });\r\n } else {\r\n scope.depthSum = pb.mul(scope.incrementalGaussian.x, scope.coverage0, scope.d0.x);\r\n }\r\n\r\n scope.incrementalGaussian = pb.vec3(\r\n pb.mul(scope.incrementalGaussian.xy, scope.incrementalGaussian.yz),\r\n scope.incrementalGaussian.z\r\n );\r\n scope.$for(pb.float('i'), 1, scope.numBlurPixelsPerSide, function () {\r\n this.$l.blurOffset = pb.mul(this.blurMultiplyVec, this.blurSize, this.i);\r\n this.$l.d1 = that.readTexel(scope, type, srcTex, pb.sub(srcUV, this.blurOffset), srcLayer, sampleType);\r\n this.$l.d2 = that.readTexel(scope, type, srcTex, pb.add(srcUV, this.blurOffset), srcLayer, sampleType);\r\n this.$l.coverage1 = pb.clamp(this.d1.y, 0, 1);\r\n this.$l.coverage2 = pb.clamp(this.d2.y, 0, 1);\r\n this.coefficientSum = pb.add(this.coefficientSum, pb.mul(this.incrementalGaussian.x, 2));\r\n this.coverageSum = pb.add(\r\n this.coverageSum,\r\n pb.mul(this.incrementalGaussian.x, pb.add(this.coverage1, this.coverage2))\r\n );\r\n if (that.logSpace) {\r\n this.$l.logValue1 = that._phase === 'horizonal' ? pb.mul(this.d1.x, this.multiplier) : this.d1.x;\r\n this.$l.logValue2 = that._phase === 'horizonal' ? pb.mul(this.d2.x, this.multiplier) : this.d2.x;\r\n this.$if(pb.greaterThan(this.coverage1, 0.000001), function () {\r\n this.maxLogValue = pb.max(this.maxLogValue, this.logValue1);\r\n });\r\n this.$if(pb.greaterThan(this.coverage2, 0.000001), function () {\r\n this.maxLogValue = pb.max(this.maxLogValue, this.logValue2);\r\n });\r\n } else {\r\n this.depthSum = pb.add(\r\n this.depthSum,\r\n pb.mul(\r\n this.incrementalGaussian.x,\r\n pb.add(pb.mul(this.coverage1, this.d1.x), pb.mul(this.coverage2, this.d2.x))\r\n )\r\n );\r\n }\r\n this.incrementalGaussian = pb.vec3(\r\n pb.mul(this.incrementalGaussian.xy, this.incrementalGaussian.yz),\r\n this.incrementalGaussian.z\r\n );\r\n });\r\n\r\n if (that.logSpace) {\r\n scope.incrementalGaussian.x = pb.div(1, pb.mul(scope.sigma, Math.sqrt(2 * Math.PI)));\r\n scope.incrementalGaussian.y = pb.exp(pb.div(-0.5, pb.mul(scope.sigma, scope.sigma)));\r\n scope.incrementalGaussian.z = pb.mul(scope.incrementalGaussian.y, scope.incrementalGaussian.y);\r\n scope.momentSum = pb.float(0);\r\n scope.$if(pb.greaterThan(scope.coverage0, 0.000001), function () {\r\n this.momentSum = pb.add(\r\n this.momentSum,\r\n pb.mul(\r\n this.incrementalGaussian.x,\r\n this.coverage0,\r\n pb.exp(pb.min(87, pb.sub(this.logValue0, this.maxLogValue)))\r\n )\r\n );\r\n });\r\n scope.incrementalGaussian = pb.vec3(\r\n pb.mul(scope.incrementalGaussian.xy, scope.incrementalGaussian.yz),\r\n scope.incrementalGaussian.z\r\n );\r\n scope.$for(pb.float('i'), 1, scope.numBlurPixelsPerSide, function () {\r\n this.$l.blurOffset = pb.mul(this.blurMultiplyVec, this.blurSize, this.i);\r\n this.$l.d1 = that.readTexel(\r\n scope,\r\n type,\r\n srcTex,\r\n pb.sub(srcUV, this.blurOffset),\r\n srcLayer,\r\n sampleType\r\n );\r\n this.$l.d2 = that.readTexel(\r\n scope,\r\n type,\r\n srcTex,\r\n pb.add(srcUV, this.blurOffset),\r\n srcLayer,\r\n sampleType\r\n );\r\n this.$l.coverage1 = pb.clamp(this.d1.y, 0, 1);\r\n this.$l.coverage2 = pb.clamp(this.d2.y, 0, 1);\r\n this.$l.logValue1 = that._phase === 'horizonal' ? pb.mul(this.d1.x, this.multiplier) : this.d1.x;\r\n this.$l.logValue2 = that._phase === 'horizonal' ? pb.mul(this.d2.x, this.multiplier) : this.d2.x;\r\n this.$if(pb.greaterThan(this.coverage1, 0.000001), function () {\r\n this.momentSum = pb.add(\r\n this.momentSum,\r\n pb.mul(\r\n this.incrementalGaussian.x,\r\n this.coverage1,\r\n pb.exp(pb.min(87, pb.sub(this.logValue1, this.maxLogValue)))\r\n )\r\n );\r\n });\r\n this.$if(pb.greaterThan(this.coverage2, 0.000001), function () {\r\n this.momentSum = pb.add(\r\n this.momentSum,\r\n pb.mul(\r\n this.incrementalGaussian.x,\r\n this.coverage2,\r\n pb.exp(pb.min(87, pb.sub(this.logValue2, this.maxLogValue)))\r\n )\r\n );\r\n });\r\n this.incrementalGaussian = pb.vec3(\r\n pb.mul(this.incrementalGaussian.xy, this.incrementalGaussian.yz),\r\n this.incrementalGaussian.z\r\n );\r\n });\r\n scope.$l.moment = pb.float(0);\r\n scope.$if(pb.greaterThan(scope.coverageSum, 0.000001), function () {\r\n this.moment = pb.add(this.maxLogValue, pb.log(pb.div(this.momentSum, this.coverageSum)));\r\n });\r\n return pb.vec4(scope.moment, pb.div(scope.coverageSum, scope.coefficientSum), 0, 1);\r\n } else {\r\n scope.$l.depth = pb.float(1);\r\n scope.$if(pb.greaterThan(scope.coverageSum, 0.000001), function () {\r\n this.depth = pb.div(this.depthSum, this.coverageSum);\r\n });\r\n return pb.vec4(scope.depth, pb.div(scope.coverageSum, scope.coefficientSum), 0, 1);\r\n }\r\n }\r\n writeTexel(scope: PBInsideFunctionScope, type: BlitType, srcUV: PBShaderExp, texel: PBShaderExp) {\r\n const outTexel = super.writeTexel(scope, type, srcUV, texel);\r\n if (this.packFloat) {\r\n return encodeNormalizedFloatToRGBA(scope, outTexel.r);\r\n } else {\r\n return outTexel;\r\n }\r\n }\r\n protected calcHash() {\r\n return `${super.calcHash()}-${Number(this.packFloat)}`;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class ESM extends ShadowImpl {\r\n /** @internal */\r\n protected _depthScale: number;\r\n /** @internal */\r\n protected _blur: boolean;\r\n /** @internal */\r\n protected _kernelSize: number;\r\n /** @internal */\r\n protected _blurSize: number;\r\n /** @internal */\r\n protected _logSpace: boolean;\r\n /** @internal */\r\n protected _blitterH: BlurBlitter;\r\n /** @internal */\r\n protected _blitterV: BlurBlitter;\r\n /** @internal */\r\n protected _mipmap: boolean;\r\n constructor(kernelSize?: number, blurSize?: number, depthScale?: number) {\r\n super();\r\n this._blur = true;\r\n this._depthScale = depthScale ?? 500;\r\n this._kernelSize = kernelSize ?? 5;\r\n this._blurSize = blurSize ?? 1;\r\n this._logSpace = true;\r\n this._mipmap = true;\r\n this._blitterH = new BlurBlitter('horizonal', this._kernelSize, 4, 1 / 1024);\r\n this._blitterV = new BlurBlitter('vertical', this._kernelSize, 4, 1 / 1024);\r\n }\r\n resourceDirty() {\r\n return this._resourceDirty;\r\n }\r\n get blur() {\r\n return this._blur;\r\n }\r\n set blur(val) {\r\n if (this._blur !== !!val) {\r\n this._blur = !!val;\r\n this._resourceDirty = true;\r\n }\r\n }\r\n get mipmap() {\r\n return this._mipmap;\r\n }\r\n set mipmap(b) {\r\n if (this._mipmap !== !!b) {\r\n this._mipmap = !!b;\r\n if (this._blur) {\r\n this._resourceDirty = true;\r\n }\r\n }\r\n }\r\n get kernelSize() {\r\n return this._kernelSize;\r\n }\r\n set kernelSize(val) {\r\n this._kernelSize = val;\r\n }\r\n get blurSize() {\r\n return this._blurSize;\r\n }\r\n set blurSize(val) {\r\n this._blurSize = val;\r\n }\r\n get logSpace() {\r\n return this._logSpace;\r\n }\r\n set logSpace(val) {\r\n this._logSpace = !!val;\r\n }\r\n getType() {\r\n return 'esm' as const;\r\n }\r\n getShadowMapBorder(_shadowMapParams: ShadowMapParams) {\r\n return this._blur ? Math.ceil(((this._kernelSize + 1) / 2) * this._blurSize) : 0;\r\n }\r\n getShadowMapClearColor(shadowMapParams: ShadowMapParams) {\r\n const colorAttachment = shadowMapParams.shadowMapFramebuffer?.getColorAttachments()[0];\r\n return colorAttachment\r\n ? colorAttachment.format === 'rgba8unorm'\r\n ? new Vector4(0, 0, 0, 1)\r\n : new Vector4(1, 0, 0, 1)\r\n : null;\r\n }\r\n getShadowMap(shadowMapParams: ShadowMapParams) {\r\n const implData = shadowMapParams.implData as ESMImplData;\r\n return (\r\n implData\r\n ? implData.blurFramebuffer2!.getColorAttachments()[0]\r\n : shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0]\r\n ) as ShadowMapType;\r\n }\r\n /** @internal */\r\n fetchTemporalFramebuffer(\r\n autoRelease: boolean,\r\n lightType: number,\r\n numCascades: number,\r\n width: number,\r\n height: number,\r\n colorFormat: TextureFormat,\r\n depthFormat: Nullable<TextureFormat>,\r\n mipmapping?: boolean\r\n ) {\r\n const device = getDevice();\r\n const useTextureArray = numCascades > 1 && device.type !== 'webgl';\r\n const colorAttachments = colorFormat\r\n ? useTextureArray\r\n ? [\r\n device.pool.fetchTemporalTexture2DArray(\r\n false,\r\n colorFormat,\r\n width,\r\n height,\r\n numCascades,\r\n mipmapping\r\n )\r\n ]\r\n : lightType === LIGHT_TYPE_POINT\r\n ? [device.pool.fetchTemporalTextureCube(false, colorFormat, width, mipmapping)]\r\n : [device.pool.fetchTemporalTexture2D(false, colorFormat, width, height, mipmapping)]\r\n : null;\r\n const depthAttachment = depthFormat\r\n ? useTextureArray\r\n ? device.pool.fetchTemporalTexture2DArray(false, depthFormat, width, height, numCascades, false)\r\n : device.type !== 'webgl' && lightType === LIGHT_TYPE_POINT\r\n ? device.pool.fetchTemporalTextureCube(false, depthFormat, width, false)\r\n : device.pool.fetchTemporalTexture2D(false, depthFormat, width, height, false)\r\n : null;\r\n const fb = device.pool.createTemporalFramebuffer(autoRelease, colorAttachments!, depthAttachment);\r\n if (colorAttachments) {\r\n device.pool.releaseTexture(colorAttachments[0]);\r\n }\r\n if (depthAttachment) {\r\n device.pool.releaseTexture(depthAttachment);\r\n }\r\n return fb;\r\n }\r\n doUpdateResources(shadowMapParams: ShadowMapParams) {\r\n const implData: ESMImplData = {\r\n blurFramebuffer: null,\r\n blurFramebuffer2: null\r\n };\r\n shadowMapParams.implData = implData;\r\n const colorFormat = this.getShadowMapColorFormat(shadowMapParams)!;\r\n const shadowMapWidth = shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0].width;\r\n const shadowMapHeight = shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0].height;\r\n if (this._blur) {\r\n shadowMapParams.implData = {\r\n blurFramebuffer: this.fetchTemporalFramebuffer(\r\n true,\r\n shadowMapParams.lightType,\r\n shadowMapParams.numShadowCascades,\r\n shadowMapWidth,\r\n shadowMapHeight,\r\n colorFormat,\r\n null,\r\n false\r\n ),\r\n blurFramebuffer2: this.fetchTemporalFramebuffer(\r\n true,\r\n shadowMapParams.lightType,\r\n shadowMapParams.numShadowCascades,\r\n shadowMapWidth,\r\n shadowMapHeight,\r\n colorFormat,\r\n null,\r\n true\r\n )\r\n };\r\n } else {\r\n shadowMapParams.implData = null;\r\n }\r\n shadowMapParams.shadowMap = this.getShadowMap(shadowMapParams);\r\n shadowMapParams.shadowMapSampler = shadowMapParams.shadowMap?.getDefaultSampler(false) ?? null;\r\n }\r\n postRenderShadowMap(shadowMapParams: ShadowMapParams) {\r\n if (shadowMapParams.implData) {\r\n const implData = shadowMapParams.implData as ESMImplData;\r\n const colorAttachment = shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0];\r\n const packFloat = colorAttachment.format === 'rgba8unorm';\r\n const logSpace = this._logSpace && !packFloat;\r\n this._blitterH.blurSize = this._blurSize / colorAttachment.width;\r\n this._blitterH.kernelSize = this._kernelSize;\r\n this._blitterH.logSpace = logSpace;\r\n this._blitterH.logSpaceMultiplier = this._depthScale;\r\n this._blitterH.packFloat = packFloat;\r\n this._blitterV.blurSize = this._blurSize / colorAttachment.height;\r\n this._blitterV.kernelSize = this._kernelSize;\r\n this._blitterV.logSpace = logSpace;\r\n this._blitterV.logSpaceMultiplier = this._depthScale;\r\n this._blitterV.packFloat = packFloat;\r\n this._blitterH.blit(colorAttachment as any, implData.blurFramebuffer!);\r\n this._blitterV.blit(\r\n implData.blurFramebuffer!.getColorAttachments()[0] as any,\r\n implData.blurFramebuffer2!\r\n );\r\n }\r\n }\r\n getDepthScale() {\r\n return this._depthScale;\r\n }\r\n setDepthScale(val: number) {\r\n this._depthScale = val;\r\n }\r\n getShaderHash() {\r\n return `${this._blur ? 1 : 0}${this._logSpace ? 1 : 0}`;\r\n }\r\n getParams() {}\r\n getShadowMapColorFormat(_shadowMapParams: ShadowMapParams) {\r\n const device = getDevice();\r\n return device.getDeviceCaps().textureCaps.supportFloatColorBuffer &&\r\n device.getDeviceCaps().textureCaps.supportLinearFloatTexture\r\n ? device.type === 'webgl'\r\n ? 'rgba32f'\r\n : 'rg32f'\r\n : device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer &&\r\n device.getDeviceCaps().textureCaps.supportLinearHalfFloatTexture\r\n ? device.type === 'webgl'\r\n ? 'rgba16f'\r\n : 'rg16f'\r\n : 'rgba8unorm';\r\n }\r\n getShadowMapDepthFormat(_shadowMapParams: ShadowMapParams) {\r\n return 'd24s8' as const;\r\n }\r\n computeShadowMapDepth(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const depth = computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap!.format);\r\n return shadowMapParams.shadowMap!.format === 'rgba8unorm' ? depth : pb.vec4(depth.x, 1, 0, 1);\r\n }\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ) {\r\n const funcNameComputeShadowCSM = 'lib_computeShadowCSM';\r\n const pb = scope.$builder;\r\n const logSpace = this._blur && this._logSpace && shadowMapParams.shadowMap!.format !== 'rgba8unorm';\r\n pb.func(\r\n funcNameComputeShadowCSM,\r\n [pb.vec4('shadowVertex'), pb.float('NdotL'), pb.int('split')],\r\n function () {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord, 0.5), 0.5);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n pb.lessThanEqual(this.shadowCoord.z, 1)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);\r\n this.shadow = filterShadowESM(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n logSpace,\r\n this.shadowCoord,\r\n this.split,\r\n this.shadowBias\r\n );\r\n });\r\n this.$return(this.shadow);\r\n }\r\n );\r\n return pb.getGlobalScope()[funcNameComputeShadowCSM](shadowVertex, NdotL, split) as PBShaderExp;\r\n }\r\n computeShadow(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp\r\n ) {\r\n const funcNameComputeShadow = 'lib_computeShadow';\r\n const pb = scope.$builder;\r\n const logSpace = this._blur && this._logSpace && shadowMapParams.shadowMap!.format !== 'rgba8unorm';\r\n pb.func(funcNameComputeShadow, [pb.vec4('shadowVertex'), pb.float('NdotL')], function () {\r\n if (shadowMapParams.lightType === LIGHT_TYPE_POINT) {\r\n this.$l.dir = pb.sub(this.shadowVertex.xyz, ShaderHelper.getLightPositionAndRangeForShadow(this).xyz);\r\n this.$l.distance = pb.div(\r\n pb.length(this.dir),\r\n ShaderHelper.getLightPositionAndRangeForShadow(this).w\r\n );\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.distance,\r\n this.NdotL,\r\n true\r\n );\r\n this.$return(\r\n filterShadowESM(\r\n this,\r\n LIGHT_TYPE_POINT,\r\n shadowMapParams.shadowMap!.format,\r\n logSpace,\r\n this.dir,\r\n undefined,\r\n this.shadowBias\r\n )\r\n );\r\n } else {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord, 0.5), 0.5);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n pb.lessThanEqual(this.shadowCoord.z, 1)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n false\r\n );\r\n this.shadow = filterShadowESM(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n logSpace,\r\n this.shadowCoord,\r\n undefined,\r\n this.shadowBias\r\n );\r\n });\r\n this.$return(this.shadow);\r\n }\r\n });\r\n return pb.getGlobalScope()[funcNameComputeShadow](shadowVertex, NdotL) as PBShaderExp;\r\n }\r\n useNativeShadowMap(_shadowMapParams: ShadowMapParams) {\r\n return false;\r\n 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1
+ {"version":3,"file":"esm.js","sources":["../../src/shadow/esm.ts"],"sourcesContent":["import { REVERSE_Z } from '@zephyr3d/base';\r\nimport type { FrameBuffer, TextureFormat, PBShaderExp, PBInsideFunctionScope } from '@zephyr3d/device';\r\nimport { ShadowImpl } from './shadow_impl';\r\nimport type { BlitType } from '../blitter';\r\nimport { GaussianBlurBlitter } from '../blitter';\r\nimport {\r\n computeShadowMapDepth,\r\n filterShadowESM,\r\n isDeviceDepthShadow,\r\n ndcToShadowCoord,\r\n shadowCoordDepthInRange\r\n} from '../shaders/shadow';\r\nimport { decodeNormalizedFloatFromRGBA, encodeNormalizedFloatToRGBA } from '../shaders/misc';\r\nimport { LIGHT_TYPE_POINT } from '../values';\r\nimport type { ShadowMapParams, ShadowMapType } from './shadowmapper';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { getDevice } from '../app/api';\r\nimport { Vector4, type Nullable } from '@zephyr3d/base';\r\nimport { computeShadowBias, computeShadowBiasCSM } from './shader';\r\n\r\ntype ESMImplData = {\r\n blurFramebuffer: Nullable<FrameBuffer>;\r\n blurFramebuffer2: Nullable<FrameBuffer>;\r\n};\r\n\r\nclass BlurBlitter extends GaussianBlurBlitter {\r\n protected _packFloat = false;\r\n get packFloat() {\r\n return this._packFloat;\r\n }\r\n set packFloat(b) {\r\n if (this._packFloat !== !!b) {\r\n this._packFloat = !!b;\r\n this.invalidateHash();\r\n }\r\n }\r\n readTexel(\r\n scope: PBInsideFunctionScope,\r\n type: BlitType,\r\n srcTex: PBShaderExp,\r\n srcUV: PBShaderExp,\r\n srcLayer: PBShaderExp,\r\n sampleType: 'float' | 'int' | 'uint'\r\n ) {\r\n const pb = scope.$builder;\r\n const texel = super.readTexel(scope, type, srcTex, srcUV, srcLayer, sampleType);\r\n if (this.packFloat) {\r\n return pb.vec4(decodeNormalizedFloatFromRGBA(scope, texel), 1, 0, 1);\r\n } else {\r\n return texel;\r\n }\r\n }\r\n filter(\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'\r\n ) {\r\n const that = this;\r\n const pb = scope.$builder;\r\n scope.incrementalGaussian = pb.vec3();\r\n scope.incrementalGaussian.x = pb.div(1, pb.mul(scope.sigma, Math.sqrt(2 * Math.PI)));\r\n scope.incrementalGaussian.y = pb.exp(pb.div(-0.5, pb.mul(scope.sigma, scope.sigma)));\r\n scope.incrementalGaussian.z = pb.mul(scope.incrementalGaussian.y, scope.incrementalGaussian.y);\r\n scope.coefficientSum = pb.float(0);\r\n scope.coverageSum = pb.float(0);\r\n scope.d0 = that.readTexel(scope, type, srcTex, srcUV, srcLayer, sampleType);\r\n scope.coverage0 = pb.clamp(scope.d0.y, 0, 1);\r\n scope.coefficientSum = pb.add(scope.coefficientSum, scope.incrementalGaussian.x);\r\n scope.coverageSum = pb.add(scope.coverageSum, pb.mul(scope.incrementalGaussian.x, scope.coverage0));\r\n\r\n if (that.logSpace) {\r\n scope.maxLogValue = pb.float(-1e20);\r\n scope.logValue0 = that._phase === 'horizonal' ? pb.mul(scope.d0.x, scope.multiplier) : scope.d0.x;\r\n scope.$if(pb.greaterThan(scope.coverage0, 0.000001), function () {\r\n this.maxLogValue = this.logValue0;\r\n });\r\n } else {\r\n scope.depthSum = pb.mul(scope.incrementalGaussian.x, scope.coverage0, scope.d0.x);\r\n }\r\n\r\n scope.incrementalGaussian = pb.vec3(\r\n pb.mul(scope.incrementalGaussian.xy, scope.incrementalGaussian.yz),\r\n scope.incrementalGaussian.z\r\n );\r\n scope.$for(pb.float('i'), 1, scope.numBlurPixelsPerSide, function () {\r\n this.$l.blurOffset = pb.mul(this.blurMultiplyVec, this.blurSize, this.i);\r\n this.$l.d1 = that.readTexel(scope, type, srcTex, pb.sub(srcUV, this.blurOffset), srcLayer, sampleType);\r\n this.$l.d2 = that.readTexel(scope, type, srcTex, pb.add(srcUV, this.blurOffset), srcLayer, sampleType);\r\n this.$l.coverage1 = pb.clamp(this.d1.y, 0, 1);\r\n this.$l.coverage2 = pb.clamp(this.d2.y, 0, 1);\r\n this.coefficientSum = pb.add(this.coefficientSum, pb.mul(this.incrementalGaussian.x, 2));\r\n this.coverageSum = pb.add(\r\n this.coverageSum,\r\n pb.mul(this.incrementalGaussian.x, pb.add(this.coverage1, this.coverage2))\r\n );\r\n if (that.logSpace) {\r\n this.$l.logValue1 = that._phase === 'horizonal' ? pb.mul(this.d1.x, this.multiplier) : this.d1.x;\r\n this.$l.logValue2 = that._phase === 'horizonal' ? pb.mul(this.d2.x, this.multiplier) : this.d2.x;\r\n this.$if(pb.greaterThan(this.coverage1, 0.000001), function () {\r\n this.maxLogValue = pb.max(this.maxLogValue, this.logValue1);\r\n });\r\n this.$if(pb.greaterThan(this.coverage2, 0.000001), function () {\r\n this.maxLogValue = pb.max(this.maxLogValue, this.logValue2);\r\n });\r\n } else {\r\n this.depthSum = pb.add(\r\n this.depthSum,\r\n pb.mul(\r\n this.incrementalGaussian.x,\r\n pb.add(pb.mul(this.coverage1, this.d1.x), pb.mul(this.coverage2, this.d2.x))\r\n )\r\n );\r\n }\r\n this.incrementalGaussian = pb.vec3(\r\n pb.mul(this.incrementalGaussian.xy, this.incrementalGaussian.yz),\r\n this.incrementalGaussian.z\r\n );\r\n });\r\n\r\n if (that.logSpace) {\r\n scope.incrementalGaussian.x = pb.div(1, pb.mul(scope.sigma, Math.sqrt(2 * Math.PI)));\r\n scope.incrementalGaussian.y = pb.exp(pb.div(-0.5, pb.mul(scope.sigma, scope.sigma)));\r\n scope.incrementalGaussian.z = pb.mul(scope.incrementalGaussian.y, scope.incrementalGaussian.y);\r\n scope.momentSum = pb.float(0);\r\n scope.$if(pb.greaterThan(scope.coverage0, 0.000001), function () {\r\n this.momentSum = pb.add(\r\n this.momentSum,\r\n pb.mul(\r\n this.incrementalGaussian.x,\r\n this.coverage0,\r\n pb.exp(pb.min(87, pb.sub(this.logValue0, this.maxLogValue)))\r\n )\r\n );\r\n });\r\n scope.incrementalGaussian = pb.vec3(\r\n pb.mul(scope.incrementalGaussian.xy, scope.incrementalGaussian.yz),\r\n scope.incrementalGaussian.z\r\n );\r\n scope.$for(pb.float('i'), 1, scope.numBlurPixelsPerSide, function () {\r\n this.$l.blurOffset = pb.mul(this.blurMultiplyVec, this.blurSize, this.i);\r\n this.$l.d1 = that.readTexel(\r\n scope,\r\n type,\r\n srcTex,\r\n pb.sub(srcUV, this.blurOffset),\r\n srcLayer,\r\n sampleType\r\n );\r\n this.$l.d2 = that.readTexel(\r\n scope,\r\n type,\r\n srcTex,\r\n pb.add(srcUV, this.blurOffset),\r\n srcLayer,\r\n sampleType\r\n );\r\n this.$l.coverage1 = pb.clamp(this.d1.y, 0, 1);\r\n this.$l.coverage2 = pb.clamp(this.d2.y, 0, 1);\r\n this.$l.logValue1 = that._phase === 'horizonal' ? pb.mul(this.d1.x, this.multiplier) : this.d1.x;\r\n this.$l.logValue2 = that._phase === 'horizonal' ? pb.mul(this.d2.x, this.multiplier) : this.d2.x;\r\n this.$if(pb.greaterThan(this.coverage1, 0.000001), function () {\r\n this.momentSum = pb.add(\r\n this.momentSum,\r\n pb.mul(\r\n this.incrementalGaussian.x,\r\n this.coverage1,\r\n pb.exp(pb.min(87, pb.sub(this.logValue1, this.maxLogValue)))\r\n )\r\n );\r\n });\r\n this.$if(pb.greaterThan(this.coverage2, 0.000001), function () {\r\n this.momentSum = pb.add(\r\n this.momentSum,\r\n pb.mul(\r\n this.incrementalGaussian.x,\r\n this.coverage2,\r\n pb.exp(pb.min(87, pb.sub(this.logValue2, this.maxLogValue)))\r\n )\r\n );\r\n });\r\n this.incrementalGaussian = pb.vec3(\r\n pb.mul(this.incrementalGaussian.xy, this.incrementalGaussian.yz),\r\n this.incrementalGaussian.z\r\n );\r\n });\r\n scope.$l.moment = pb.float(0);\r\n scope.$if(pb.greaterThan(scope.coverageSum, 0.000001), function () {\r\n this.moment = pb.add(this.maxLogValue, pb.log(pb.div(this.momentSum, this.coverageSum)));\r\n });\r\n return pb.vec4(scope.moment, pb.div(scope.coverageSum, scope.coefficientSum), 0, 1);\r\n } else {\r\n scope.$l.depth = pb.float(1);\r\n scope.$if(pb.greaterThan(scope.coverageSum, 0.000001), function () {\r\n this.depth = pb.div(this.depthSum, this.coverageSum);\r\n });\r\n return pb.vec4(scope.depth, pb.div(scope.coverageSum, scope.coefficientSum), 0, 1);\r\n }\r\n }\r\n writeTexel(scope: PBInsideFunctionScope, type: BlitType, srcUV: PBShaderExp, texel: PBShaderExp) {\r\n const outTexel = super.writeTexel(scope, type, srcUV, texel);\r\n if (this.packFloat) {\r\n return encodeNormalizedFloatToRGBA(scope, outTexel.r);\r\n } else {\r\n return outTexel;\r\n }\r\n }\r\n protected calcHash() {\r\n return `${super.calcHash()}-${Number(this.packFloat)}`;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class ESM extends ShadowImpl {\r\n /** @internal */\r\n protected _depthScale: number;\r\n /** @internal */\r\n protected _blur: boolean;\r\n /** @internal */\r\n protected _kernelSize: number;\r\n /** @internal */\r\n protected _blurSize: number;\r\n /** @internal */\r\n protected _logSpace: boolean;\r\n /** @internal */\r\n protected _blitterH: BlurBlitter;\r\n /** @internal */\r\n protected _blitterV: BlurBlitter;\r\n /** @internal */\r\n protected _mipmap: boolean;\r\n constructor(kernelSize?: number, blurSize?: number, depthScale?: number) {\r\n super();\r\n this._blur = true;\r\n this._depthScale = depthScale ?? 500;\r\n this._kernelSize = kernelSize ?? 5;\r\n this._blurSize = blurSize ?? 1;\r\n this._logSpace = true;\r\n this._mipmap = true;\r\n this._blitterH = new BlurBlitter('horizonal', this._kernelSize, 4, 1 / 1024);\r\n this._blitterV = new BlurBlitter('vertical', this._kernelSize, 4, 1 / 1024);\r\n }\r\n resourceDirty() {\r\n return this._resourceDirty;\r\n }\r\n get blur() {\r\n return this._blur;\r\n }\r\n set blur(val) {\r\n if (this._blur !== !!val) {\r\n this._blur = !!val;\r\n this._resourceDirty = true;\r\n }\r\n }\r\n get mipmap() {\r\n return this._mipmap;\r\n }\r\n set mipmap(b) {\r\n if (this._mipmap !== !!b) {\r\n this._mipmap = !!b;\r\n if (this._blur) {\r\n this._resourceDirty = true;\r\n }\r\n }\r\n }\r\n get kernelSize() {\r\n return this._kernelSize;\r\n }\r\n set kernelSize(val) {\r\n this._kernelSize = val;\r\n }\r\n get blurSize() {\r\n return this._blurSize;\r\n }\r\n set blurSize(val) {\r\n this._blurSize = val;\r\n }\r\n get logSpace() {\r\n return this._logSpace;\r\n }\r\n set logSpace(val) {\r\n this._logSpace = !!val;\r\n }\r\n getType() {\r\n return 'esm' as const;\r\n }\r\n getShadowMapBorder(_shadowMapParams: ShadowMapParams) {\r\n return this._blur ? Math.ceil(((this._kernelSize + 1) / 2) * this._blurSize) : 0;\r\n }\r\n getShadowMapClearColor(shadowMapParams: ShadowMapParams) {\r\n const colorAttachment = shadowMapParams.shadowMapFramebuffer?.getColorAttachments()[0];\r\n // Empty texels must read as \"farthest\": under reverse-Z that is 0 for\r\n // device-encoded directional/rect maps, 1 for linear point/spot maps.\r\n const farthest = REVERSE_Z && isDeviceDepthShadow(shadowMapParams.lightType) ? 0 : 1;\r\n return colorAttachment\r\n ? colorAttachment.format === 'rgba8unorm'\r\n ? new Vector4(0, 0, 0, 1)\r\n : new Vector4(farthest, 0, 0, 1)\r\n : null;\r\n }\r\n getShadowMap(shadowMapParams: ShadowMapParams) {\r\n const implData = shadowMapParams.implData as ESMImplData;\r\n return (\r\n implData\r\n ? implData.blurFramebuffer2!.getColorAttachments()[0]\r\n : shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0]\r\n ) as ShadowMapType;\r\n }\r\n /** @internal */\r\n fetchTemporalFramebuffer(\r\n autoRelease: boolean,\r\n lightType: number,\r\n numCascades: number,\r\n width: number,\r\n height: number,\r\n colorFormat: TextureFormat,\r\n depthFormat: Nullable<TextureFormat>,\r\n mipmapping?: boolean\r\n ) {\r\n const device = getDevice();\r\n const useTextureArray = numCascades > 1 && device.type !== 'webgl';\r\n const colorAttachments = colorFormat\r\n ? useTextureArray\r\n ? [\r\n device.pool.fetchTemporalTexture2DArray(\r\n false,\r\n colorFormat,\r\n width,\r\n height,\r\n numCascades,\r\n mipmapping\r\n )\r\n ]\r\n : lightType === LIGHT_TYPE_POINT\r\n ? [device.pool.fetchTemporalTextureCube(false, colorFormat, width, mipmapping)]\r\n : [device.pool.fetchTemporalTexture2D(false, colorFormat, width, height, mipmapping)]\r\n : null;\r\n const depthAttachment = depthFormat\r\n ? useTextureArray\r\n ? device.pool.fetchTemporalTexture2DArray(false, depthFormat, width, height, numCascades, false)\r\n : device.type !== 'webgl' && lightType === LIGHT_TYPE_POINT\r\n ? device.pool.fetchTemporalTextureCube(false, depthFormat, width, false)\r\n : device.pool.fetchTemporalTexture2D(false, depthFormat, width, height, false)\r\n : null;\r\n const fb = device.pool.createTemporalFramebuffer(autoRelease, colorAttachments!, depthAttachment);\r\n if (colorAttachments) {\r\n device.pool.releaseTexture(colorAttachments[0]);\r\n }\r\n if (depthAttachment) {\r\n device.pool.releaseTexture(depthAttachment);\r\n }\r\n return fb;\r\n }\r\n doUpdateResources(shadowMapParams: ShadowMapParams) {\r\n const implData: ESMImplData = {\r\n blurFramebuffer: null,\r\n blurFramebuffer2: null\r\n };\r\n shadowMapParams.implData = implData;\r\n const colorFormat = this.getShadowMapColorFormat(shadowMapParams)!;\r\n const shadowMapWidth = shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0].width;\r\n const shadowMapHeight = shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0].height;\r\n if (this._blur) {\r\n shadowMapParams.implData = {\r\n blurFramebuffer: this.fetchTemporalFramebuffer(\r\n true,\r\n shadowMapParams.lightType,\r\n shadowMapParams.numShadowCascades,\r\n shadowMapWidth,\r\n shadowMapHeight,\r\n colorFormat,\r\n null,\r\n false\r\n ),\r\n blurFramebuffer2: this.fetchTemporalFramebuffer(\r\n true,\r\n shadowMapParams.lightType,\r\n shadowMapParams.numShadowCascades,\r\n shadowMapWidth,\r\n shadowMapHeight,\r\n colorFormat,\r\n null,\r\n true\r\n )\r\n };\r\n } else {\r\n shadowMapParams.implData = null;\r\n }\r\n shadowMapParams.shadowMap = this.getShadowMap(shadowMapParams);\r\n shadowMapParams.shadowMapSampler = shadowMapParams.shadowMap?.getDefaultSampler(false) ?? null;\r\n }\r\n postRenderShadowMap(shadowMapParams: ShadowMapParams) {\r\n if (shadowMapParams.implData) {\r\n const implData = shadowMapParams.implData as ESMImplData;\r\n const colorAttachment = shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0];\r\n const packFloat = colorAttachment.format === 'rgba8unorm';\r\n const logSpace = this._logSpace && !packFloat;\r\n this._blitterH.blurSize = this._blurSize / colorAttachment.width;\r\n this._blitterH.kernelSize = this._kernelSize;\r\n this._blitterH.logSpace = logSpace;\r\n this._blitterH.logSpaceMultiplier = this._depthScale;\r\n this._blitterH.packFloat = packFloat;\r\n this._blitterV.blurSize = this._blurSize / colorAttachment.height;\r\n this._blitterV.kernelSize = this._kernelSize;\r\n this._blitterV.logSpace = logSpace;\r\n this._blitterV.logSpaceMultiplier = this._depthScale;\r\n this._blitterV.packFloat = packFloat;\r\n this._blitterH.blit(colorAttachment as any, implData.blurFramebuffer!);\r\n this._blitterV.blit(\r\n implData.blurFramebuffer!.getColorAttachments()[0] as any,\r\n implData.blurFramebuffer2!\r\n );\r\n }\r\n }\r\n getDepthScale() {\r\n return this._depthScale;\r\n }\r\n setDepthScale(val: number) {\r\n this._depthScale = val;\r\n }\r\n getShaderHash() {\r\n return `${this._blur ? 1 : 0}${this._logSpace ? 1 : 0}`;\r\n }\r\n getParams(out?: Vector4) {\r\n return out ?? Vector4.zero();\r\n }\r\n getShadowMapColorFormat(_shadowMapParams: ShadowMapParams) {\r\n const device = getDevice();\r\n return device.getDeviceCaps().textureCaps.supportFloatColorBuffer &&\r\n device.getDeviceCaps().textureCaps.supportLinearFloatTexture\r\n ? device.type === 'webgl'\r\n ? 'rgba32f'\r\n : 'rg32f'\r\n : device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer &&\r\n device.getDeviceCaps().textureCaps.supportLinearHalfFloatTexture\r\n ? device.type === 'webgl'\r\n ? 'rgba16f'\r\n : 'rg16f'\r\n : 'rgba8unorm';\r\n }\r\n getShadowMapDepthFormat(_shadowMapParams: ShadowMapParams) {\r\n return 'd24s8' as const;\r\n }\r\n computeShadowMapDepth(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const depth = computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap!.format);\r\n return shadowMapParams.shadowMap!.format === 'rgba8unorm' ? depth : pb.vec4(depth.x, 1, 0, 1);\r\n }\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ) {\r\n const funcNameComputeShadowCSM = 'lib_computeShadowCSM';\r\n const pb = scope.$builder;\r\n const logSpace = this._blur && this._logSpace && shadowMapParams.shadowMap!.format !== 'rgba8unorm';\r\n pb.func(\r\n funcNameComputeShadowCSM,\r\n [pb.vec4('shadowVertex'), pb.float('NdotL'), pb.int('split')],\r\n function () {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = ndcToShadowCoord(this, this.shadowCoord);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n shadowCoordDepthInRange(this, this.shadowCoord.z)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);\r\n this.shadow = filterShadowESM(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n logSpace,\r\n this.shadowCoord,\r\n this.split,\r\n this.shadowBias\r\n );\r\n });\r\n this.$return(this.shadow);\r\n }\r\n );\r\n return pb.getGlobalScope()[funcNameComputeShadowCSM](shadowVertex, NdotL, split) as PBShaderExp;\r\n }\r\n computeShadow(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp\r\n ) {\r\n const funcNameComputeShadow = 'lib_computeShadow';\r\n const pb = scope.$builder;\r\n const logSpace = this._blur && this._logSpace && shadowMapParams.shadowMap!.format !== 'rgba8unorm';\r\n pb.func(funcNameComputeShadow, [pb.vec4('shadowVertex'), pb.float('NdotL')], function () {\r\n if (shadowMapParams.lightType === LIGHT_TYPE_POINT) {\r\n this.$l.dir = pb.sub(this.shadowVertex.xyz, ShaderHelper.getLightPositionAndRangeForShadow(this).xyz);\r\n this.$l.distance = pb.div(\r\n pb.length(this.dir),\r\n ShaderHelper.getLightPositionAndRangeForShadow(this).w\r\n );\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.distance,\r\n this.NdotL,\r\n true\r\n );\r\n this.$return(\r\n filterShadowESM(\r\n this,\r\n LIGHT_TYPE_POINT,\r\n shadowMapParams.shadowMap!.format,\r\n logSpace,\r\n this.dir,\r\n undefined,\r\n this.shadowBias\r\n )\r\n );\r\n } else {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = ndcToShadowCoord(this, this.shadowCoord);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n shadowCoordDepthInRange(this, this.shadowCoord.z)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n false\r\n );\r\n this.shadow = filterShadowESM(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n logSpace,\r\n this.shadowCoord,\r\n undefined,\r\n this.shadowBias\r\n );\r\n });\r\n this.$return(this.shadow);\r\n }\r\n });\r\n return pb.getGlobalScope()[funcNameComputeShadow](shadowVertex, NdotL) as PBShaderExp;\r\n }\r\n useNativeShadowMap(_shadowMapParams: ShadowMapParams) {\r\n return false;\r\n 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@@ -1,10 +1,11 @@
1
1
  import { ShadowImpl } from './shadow_impl.js';
2
2
  import { decodeNormalizedFloatFromRGBA } from '../shaders/misc.js';
3
- import { computeShadowMapDepth, computeReceiverPlaneDepthBias, filterShadowPCF } from '../shaders/shadow.js';
3
+ import { computeShadowMapDepth, ndcToShadowCoord, shadowCoordDepthInRange, computeReceiverPlaneDepthBias, applyShadowDepthBias, filterShadowPCF } from '../shaders/shadow.js';
4
4
  import { LIGHT_TYPE_POINT } from '../values.js';
5
5
  import { ShaderHelper } from '../material/shader/helper.js';
6
6
  import { computeShadowBiasCSM, computeShadowBias } from './shader.js';
7
7
  import { getDevice } from '../app/api.js';
8
+ import { Vector4, REVERSE_Z } from '@zephyr3d/base';
8
9
 
9
10
  /** @internal */ class PCFOPT extends ShadowImpl {
10
11
  _kernelSize;
@@ -33,7 +34,9 @@ import { getDevice } from '../app/api.js';
33
34
  getShadowMapBorder(_shadowMapParams) {
34
35
  return this._kernelSize;
35
36
  }
36
- getParams() {}
37
+ getParams(out) {
38
+ return out ?? Vector4.zero();
39
+ }
37
40
  getShadowMap(shadowMapParams) {
38
41
  return this.useNativeShadowMap(shadowMapParams) ? shadowMapParams.shadowMapFramebuffer.getDepthAttachment() : shadowMapParams.shadowMapFramebuffer.getColorAttachments()[0];
39
42
  }
@@ -53,7 +56,7 @@ import { getDevice } from '../app/api.js';
53
56
  return this.useNativeShadowMap(shadowMapParams) ? null : 'rgba8unorm';
54
57
  }
55
58
  getShadowMapDepthFormat(_shadowMapParams) {
56
- return getDevice().type === 'webgl' ? 'd24s8' : 'd32f';
59
+ return this.preferredShadowMapDepthFormat();
57
60
  }
58
61
  computeShadowMapDepth(shadowMapParams, scope, worldPos) {
59
62
  return computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap.format);
@@ -68,13 +71,13 @@ import { getDevice } from '../app/api.js';
68
71
  pb.int('split')
69
72
  ], function() {
70
73
  this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);
71
- this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord, 0.5), 0.5);
72
- this.$l.inShadow = pb.all(pb.bvec2(pb.all(pb.bvec4(pb.greaterThanEqual(this.shadowCoord.x, 0), pb.lessThanEqual(this.shadowCoord.x, 1), pb.greaterThanEqual(this.shadowCoord.y, 0), pb.lessThanEqual(this.shadowCoord.y, 1))), pb.lessThanEqual(this.shadowCoord.z, 1)));
74
+ this.$l.shadowCoord = ndcToShadowCoord(this, this.shadowCoord);
75
+ this.$l.inShadow = pb.all(pb.bvec2(pb.all(pb.bvec4(pb.greaterThanEqual(this.shadowCoord.x, 0), pb.lessThanEqual(this.shadowCoord.x, 1), pb.greaterThanEqual(this.shadowCoord.y, 0), pb.lessThanEqual(this.shadowCoord.y, 1))), shadowCoordDepthInRange(this, this.shadowCoord.z)));
73
76
  this.$l.shadow = pb.float(1);
74
77
  this.$l.receiverPlaneDepthBias = computeReceiverPlaneDepthBias(this, this.shadowCoord);
75
78
  this.$if(this.inShadow, function() {
76
79
  this.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);
77
- this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);
80
+ this.shadowCoord.z = applyShadowDepthBias(this, this.shadowCoord.z, this.shadowBias, true);
78
81
  this.shadow = filterShadowPCF(this, shadowMapParams.lightType, shadowMapParams.shadowMap.format, that._kernelSize, this.shadowCoord, this.receiverPlaneDepthBias, this.split);
79
82
  });
80
83
  this.$return(this.shadow);
@@ -104,13 +107,13 @@ import { getDevice } from '../app/api.js';
104
107
  }
105
108
  } else {
106
109
  this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);
107
- this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord, 0.5), 0.5);
108
- this.$l.inShadow = pb.all(pb.bvec2(pb.all(pb.bvec4(pb.greaterThanEqual(this.shadowCoord.x, 0), pb.lessThanEqual(this.shadowCoord.x, 1), pb.greaterThanEqual(this.shadowCoord.y, 0), pb.lessThanEqual(this.shadowCoord.y, 1))), pb.lessThanEqual(this.shadowCoord.z, 1)));
110
+ this.$l.shadowCoord = ndcToShadowCoord(this, this.shadowCoord);
111
+ this.$l.inShadow = pb.all(pb.bvec2(pb.all(pb.bvec4(pb.greaterThanEqual(this.shadowCoord.x, 0), pb.lessThanEqual(this.shadowCoord.x, 1), pb.greaterThanEqual(this.shadowCoord.y, 0), pb.lessThanEqual(this.shadowCoord.y, 1))), shadowCoordDepthInRange(this, this.shadowCoord.z)));
109
112
  this.$l.shadow = pb.float(1);
110
113
  this.$l.receiverPlaneDepthBias = computeReceiverPlaneDepthBias(this, this.shadowCoord);
111
114
  this.$if(this.inShadow, function() {
112
115
  this.$l.shadowBias = computeShadowBias(shadowMapParams.lightType, this, this.shadowCoord.z, this.NdotL, false);
113
- this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);
116
+ this.shadowCoord.z = applyShadowDepthBias(this, this.shadowCoord.z, this.shadowBias, true);
114
117
  this.shadow = filterShadowPCF(this, shadowMapParams.lightType, shadowMapParams.shadowMap.format, that._kernelSize, this.shadowCoord, this.receiverPlaneDepthBias);
115
118
  });
116
119
  this.$return(this.shadow);
@@ -132,7 +135,7 @@ import { getDevice } from '../app/api.js';
132
135
  ], function() {
133
136
  const floatDepthTexture = shadowMapParams.shadowMap.format !== 'rgba8unorm';
134
137
  if (that.useNativeShadowMap(shadowMapParams)) {
135
- this.$return(pb.clamp(pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.coords, pb.sub(this.z, this.bias)), 0, 1));
138
+ this.$return(pb.clamp(pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.coords, applyShadowDepthBias(this, this.z, this.bias, true)), 0, 1));
136
139
  } else {
137
140
  this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.coords, 0);
138
141
  if (!floatDepthTexture) {
@@ -155,7 +158,7 @@ import { getDevice } from '../app/api.js';
155
158
  pb.float('bias')
156
159
  ], function() {
157
160
  const floatDepthTexture = shadowMapParams.shadowMap.format !== 'rgba8unorm';
158
- this.$l.distance = pb.sub(this.z, this.bias);
161
+ this.$l.distance = applyShadowDepthBias(this, this.z, this.bias, true);
159
162
  if (that.useNativeShadowMap(shadowMapParams)) {
160
163
  if (shadowMapParams.shadowMap.isTexture2DArray()) {
161
164
  this.$return(pb.clamp(pb.textureArraySampleCompareLevel(ShaderHelper.getShadowMap(this), this.coords.xy, this.split, this.distance), 0, 1));
@@ -171,7 +174,7 @@ import { getDevice } from '../app/api.js';
171
174
  if (!floatDepthTexture) {
172
175
  this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);
173
176
  }
174
- this.$return(pb.step(this.distance, this.shadowTex.x));
177
+ this.$return(REVERSE_Z ? pb.step(this.shadowTex.x, this.distance) : pb.step(this.distance, this.shadowTex.x));
175
178
  }
176
179
  });
177
180
  return pb.getGlobalScope()[funcNameSampleShadowMapCSM](coords, split, z, bias);
@@ -1 +1 @@
1
- {"version":3,"file":"pcf_opt.js","sources":["../../src/shadow/pcf_opt.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp, TextureFormat, TextureSampler } from '@zephyr3d/device';\r\nimport { ShadowImpl } from './shadow_impl';\r\nimport { decodeNormalizedFloatFromRGBA } from '../shaders/misc';\r\nimport { computeShadowMapDepth, computeReceiverPlaneDepthBias, filterShadowPCF } from '../shaders/shadow';\r\nimport type { ShadowMapParams, ShadowMapType } from './shadowmapper';\r\nimport { LIGHT_TYPE_POINT } from '../values';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { computeShadowBias, computeShadowBiasCSM } from './shader';\r\nimport { getDevice } from '../app/api';\r\nimport type { Nullable } from '@zephyr3d/base';\r\n\r\n/** @internal */\r\nexport class PCFOPT extends ShadowImpl {\r\n protected _kernelSize: number;\r\n protected _shadowSampler: Nullable<TextureSampler>;\r\n constructor(kernelSize?: number) {\r\n super();\r\n this._kernelSize = kernelSize ?? 5;\r\n this._shadowSampler = null;\r\n }\r\n get kernelSize() {\r\n return this._kernelSize;\r\n }\r\n set kernelSize(val) {\r\n val = val !== 3 && val !== 5 && val !== 7 ? 5 : val;\r\n this._kernelSize = val;\r\n }\r\n getType() {\r\n return 'pcf-opt' as const;\r\n }\r\n dispose() {\r\n this._shadowSampler = null;\r\n }\r\n resourceDirty() {\r\n return false;\r\n }\r\n getShadowMapBorder(_shadowMapParams: ShadowMapParams) {\r\n return this._kernelSize;\r\n }\r\n getParams() {}\r\n getShadowMap(shadowMapParams: ShadowMapParams) {\r\n return (\r\n this.useNativeShadowMap(shadowMapParams)\r\n ? shadowMapParams.shadowMapFramebuffer!.getDepthAttachment()\r\n : shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0]\r\n ) as ShadowMapType;\r\n }\r\n doUpdateResources(shadowMapParams: ShadowMapParams) {\r\n shadowMapParams.shadowMap = this.getShadowMap(shadowMapParams);\r\n shadowMapParams.shadowMapSampler =\r\n shadowMapParams.shadowMap?.getDefaultSampler(this.useNativeShadowMap(shadowMapParams)) || null;\r\n }\r\n postRenderShadowMap() {}\r\n getDepthScale() {\r\n return 1;\r\n }\r\n setDepthScale(_val: number) {}\r\n getShaderHash() {\r\n return `${this._kernelSize}`;\r\n }\r\n getShadowMapColorFormat(shadowMapParams: ShadowMapParams): Nullable<TextureFormat> {\r\n return this.useNativeShadowMap(shadowMapParams) ? null : 'rgba8unorm';\r\n }\r\n getShadowMapDepthFormat(_shadowMapParams: ShadowMapParams): TextureFormat {\r\n return getDevice().type === 'webgl' ? 'd24s8' : 'd32f';\r\n }\r\n computeShadowMapDepth(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp\r\n ) {\r\n return computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap!.format);\r\n }\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ) {\r\n const funcNameComputeShadowCSM = 'lib_computeShadowCSM';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(\r\n funcNameComputeShadowCSM,\r\n [pb.vec4('shadowVertex'), pb.float('NdotL'), pb.int('split')],\r\n function () {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord, 0.5), 0.5);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n pb.lessThanEqual(this.shadowCoord.z, 1)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$l.receiverPlaneDepthBias = computeReceiverPlaneDepthBias(this, this.shadowCoord);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);\r\n this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);\r\n this.shadow = filterShadowPCF(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n that._kernelSize,\r\n this.shadowCoord,\r\n this.receiverPlaneDepthBias,\r\n this.split\r\n );\r\n });\r\n this.$return(this.shadow);\r\n }\r\n );\r\n return pb.getGlobalScope()[funcNameComputeShadowCSM](shadowVertex, NdotL, split) as PBShaderExp;\r\n }\r\n computeShadow(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp\r\n ) {\r\n const funcNameComputeShadow = 'lib_computeShadow';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(funcNameComputeShadow, [pb.vec4('shadowVertex'), pb.float('NdotL')], function () {\r\n if (shadowMapParams.lightType === LIGHT_TYPE_POINT) {\r\n this.$l.dir = pb.sub(this.shadowVertex.xyz, ShaderHelper.getLightPositionAndRangeForShadow(this).xyz);\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;\r\n this.$l.maxZ = pb.max(pb.max(pb.abs(this.dir.x), pb.abs(this.dir.y)), pb.abs(this.dir.z));\r\n this.$l.distance = ShaderHelper.linearDepthToNonLinear(this, this.maxZ, this.nearFar);\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n pb.div(this.maxZ, ShaderHelper.getLightPositionAndRangeForShadow(this).w),\r\n this.NdotL,\r\n true\r\n );\r\n this.$return(that.sampleShadowMap(shadowMapParams, this, this.dir, this.distance, this.shadowBias));\r\n } else {\r\n this.$l.distance = pb.div(\r\n pb.length(this.dir),\r\n ShaderHelper.getLightPositionAndRangeForShadow(this).w\r\n );\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.distance,\r\n this.NdotL,\r\n true\r\n );\r\n this.$return(that.sampleShadowMap(shadowMapParams, this, this.dir, this.distance, this.shadowBias));\r\n }\r\n } else {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord, 0.5), 0.5);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n pb.lessThanEqual(this.shadowCoord.z, 1)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$l.receiverPlaneDepthBias = computeReceiverPlaneDepthBias(this, this.shadowCoord);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n false\r\n );\r\n this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);\r\n this.shadow = filterShadowPCF(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n that._kernelSize,\r\n this.shadowCoord,\r\n this.receiverPlaneDepthBias\r\n );\r\n });\r\n this.$return(this.shadow);\r\n }\r\n });\r\n return pb.getGlobalScope()[funcNameComputeShadow](shadowVertex, NdotL) as PBShaderExp;\r\n }\r\n useNativeShadowMap(_shadowMapParams: ShadowMapParams) {\r\n return getDevice().type !== 'webgl';\r\n }\r\n /** @internal */\r\n sampleShadowMap(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n coords: PBShaderExp,\r\n z: PBShaderExp,\r\n bias: PBShaderExp\r\n ) {\r\n const funcNameSampleShadowMap = `lib_sampleShadowMapOPT`;\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(funcNameSampleShadowMap, [pb.vec3('coords'), pb.float('z'), pb.float('bias')], function () {\r\n const floatDepthTexture = shadowMapParams.shadowMap!.format !== 'rgba8unorm';\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n this.$return(\r\n pb.clamp(\r\n pb.textureSampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.coords,\r\n pb.sub(this.z, this.bias)\r\n ),\r\n 0,\r\n 1\r\n )\r\n );\r\n } else {\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.coords, 0);\r\n if (!floatDepthTexture) {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.$l.distance = pb.sub(this.z, this.bias);\r\n this.$return(pb.step(this.distance, this.shadowTex.x));\r\n }\r\n });\r\n return pb.getGlobalScope()[funcNameSampleShadowMap](coords, z, bias) as PBShaderExp;\r\n }\r\n /** @internal */\r\n sampleShadowMapCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n 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Vector4.zero();\r\n }\r\n getShadowMap(shadowMapParams: ShadowMapParams) {\r\n return (\r\n this.useNativeShadowMap(shadowMapParams)\r\n ? shadowMapParams.shadowMapFramebuffer!.getDepthAttachment()\r\n : shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0]\r\n ) as ShadowMapType;\r\n }\r\n doUpdateResources(shadowMapParams: ShadowMapParams) {\r\n shadowMapParams.shadowMap = this.getShadowMap(shadowMapParams);\r\n shadowMapParams.shadowMapSampler =\r\n shadowMapParams.shadowMap?.getDefaultSampler(this.useNativeShadowMap(shadowMapParams)) || null;\r\n }\r\n postRenderShadowMap() {}\r\n getDepthScale() {\r\n return 1;\r\n }\r\n setDepthScale(_val: number) {}\r\n getShaderHash() {\r\n return `${this._kernelSize}`;\r\n }\r\n getShadowMapColorFormat(shadowMapParams: ShadowMapParams): Nullable<TextureFormat> {\r\n return this.useNativeShadowMap(shadowMapParams) ? null : 'rgba8unorm';\r\n }\r\n getShadowMapDepthFormat(_shadowMapParams: ShadowMapParams): TextureFormat {\r\n return this.preferredShadowMapDepthFormat();\r\n }\r\n computeShadowMapDepth(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp\r\n ) {\r\n return computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap!.format);\r\n }\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ) {\r\n const funcNameComputeShadowCSM = 'lib_computeShadowCSM';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(\r\n funcNameComputeShadowCSM,\r\n [pb.vec4('shadowVertex'), pb.float('NdotL'), pb.int('split')],\r\n function () {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = ndcToShadowCoord(this, this.shadowCoord);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n shadowCoordDepthInRange(this, this.shadowCoord.z)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$l.receiverPlaneDepthBias = computeReceiverPlaneDepthBias(this, this.shadowCoord);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);\r\n this.shadowCoord.z = applyShadowDepthBias(this, this.shadowCoord.z, this.shadowBias, true);\r\n this.shadow = filterShadowPCF(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n that._kernelSize,\r\n this.shadowCoord,\r\n this.receiverPlaneDepthBias,\r\n this.split\r\n );\r\n });\r\n this.$return(this.shadow);\r\n }\r\n );\r\n return pb.getGlobalScope()[funcNameComputeShadowCSM](shadowVertex, NdotL, split) as PBShaderExp;\r\n }\r\n computeShadow(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp\r\n ) {\r\n const funcNameComputeShadow = 'lib_computeShadow';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(funcNameComputeShadow, [pb.vec4('shadowVertex'), pb.float('NdotL')], function () {\r\n if (shadowMapParams.lightType === LIGHT_TYPE_POINT) {\r\n this.$l.dir = pb.sub(this.shadowVertex.xyz, ShaderHelper.getLightPositionAndRangeForShadow(this).xyz);\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;\r\n this.$l.maxZ = pb.max(pb.max(pb.abs(this.dir.x), pb.abs(this.dir.y)), pb.abs(this.dir.z));\r\n this.$l.distance = ShaderHelper.linearDepthToNonLinear(this, this.maxZ, this.nearFar);\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n pb.div(this.maxZ, ShaderHelper.getLightPositionAndRangeForShadow(this).w),\r\n this.NdotL,\r\n true\r\n );\r\n this.$return(that.sampleShadowMap(shadowMapParams, this, this.dir, this.distance, this.shadowBias));\r\n } else {\r\n this.$l.distance = pb.div(\r\n pb.length(this.dir),\r\n ShaderHelper.getLightPositionAndRangeForShadow(this).w\r\n );\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.distance,\r\n this.NdotL,\r\n true\r\n );\r\n this.$return(that.sampleShadowMap(shadowMapParams, this, this.dir, this.distance, this.shadowBias));\r\n }\r\n } else {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = ndcToShadowCoord(this, this.shadowCoord);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n shadowCoordDepthInRange(this, this.shadowCoord.z)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$l.receiverPlaneDepthBias = computeReceiverPlaneDepthBias(this, this.shadowCoord);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n false\r\n );\r\n this.shadowCoord.z = applyShadowDepthBias(this, this.shadowCoord.z, this.shadowBias, true);\r\n this.shadow = filterShadowPCF(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n that._kernelSize,\r\n this.shadowCoord,\r\n this.receiverPlaneDepthBias\r\n );\r\n });\r\n this.$return(this.shadow);\r\n }\r\n });\r\n return pb.getGlobalScope()[funcNameComputeShadow](shadowVertex, NdotL) as PBShaderExp;\r\n }\r\n useNativeShadowMap(_shadowMapParams: ShadowMapParams) {\r\n return getDevice().type !== 'webgl';\r\n }\r\n /** @internal */\r\n sampleShadowMap(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n coords: PBShaderExp,\r\n z: PBShaderExp,\r\n bias: PBShaderExp\r\n ) {\r\n const funcNameSampleShadowMap = `lib_sampleShadowMapOPT`;\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(funcNameSampleShadowMap, [pb.vec3('coords'), pb.float('z'), pb.float('bias')], function () {\r\n const floatDepthTexture = shadowMapParams.shadowMap!.format !== 'rgba8unorm';\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n this.$return(\r\n pb.clamp(\r\n pb.textureSampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.coords,\r\n applyShadowDepthBias(this, this.z, this.bias, true)\r\n ),\r\n 0,\r\n 1\r\n )\r\n );\r\n } else {\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.coords, 0);\r\n if (!floatDepthTexture) {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.$l.distance = pb.sub(this.z, this.bias);\r\n this.$return(pb.step(this.distance, this.shadowTex.x));\r\n }\r\n });\r\n return pb.getGlobalScope()[funcNameSampleShadowMap](coords, z, bias) as PBShaderExp;\r\n }\r\n /** @internal */\r\n 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@@ -1,10 +1,11 @@
1
1
  import { ShadowImpl } from './shadow_impl.js';
2
- import { computeShadowMapDepth, filterShadowPCF } from '../shaders/shadow.js';
2
+ import { computeShadowMapDepth, ndcToShadowCoord, shadowCoordDepthInRange, applyShadowDepthBias, filterShadowPCF } from '../shaders/shadow.js';
3
3
  import { decodeNormalizedFloatFromRGBA } from '../shaders/misc.js';
4
4
  import { LIGHT_TYPE_POINT } from '../values.js';
5
5
  import { ShaderHelper } from '../material/shader/helper.js';
6
6
  import { computeShadowBiasCSM, computeShadowBias } from './shader.js';
7
7
  import { getDevice } from '../app/api.js';
8
+ import { Vector4, REVERSE_Z } from '@zephyr3d/base';
8
9
 
9
10
  /** @internal */ class PCFPD extends ShadowImpl {
10
11
  static SHADER_VERSION = 3;
@@ -41,7 +42,9 @@ import { getDevice } from '../app/api.js';
41
42
  }
42
43
  return 3;
43
44
  }
44
- getParams() {}
45
+ getParams(out) {
46
+ return out ?? Vector4.zero();
47
+ }
45
48
  getShadowMapBorder(_shadowMapParams) {
46
49
  return Math.max(this._sampleRadius + 1, this.getPCFKernelSize());
47
50
  }
@@ -71,7 +74,7 @@ import { getDevice } from '../app/api.js';
71
74
  }
72
75
  }
73
76
  getShadowMapDepthFormat(_shadowMapParams) {
74
- return getDevice().type === 'webgl' ? 'd24s8' : 'd32f';
77
+ return this.preferredShadowMapDepthFormat();
75
78
  }
76
79
  computeShadowMapDepth(shadowMapParams, scope, worldPos) {
77
80
  return computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap.format);
@@ -86,12 +89,12 @@ import { getDevice } from '../app/api.js';
86
89
  pb.int('split')
87
90
  ], function() {
88
91
  this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);
89
- this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord, 0.5), 0.5);
90
- this.$l.inShadow = pb.all(pb.bvec2(pb.all(pb.bvec4(pb.greaterThanEqual(this.shadowCoord.x, 0), pb.lessThanEqual(this.shadowCoord.x, 1), pb.greaterThanEqual(this.shadowCoord.y, 0), pb.lessThanEqual(this.shadowCoord.y, 1))), pb.lessThanEqual(this.shadowCoord.z, 1)));
92
+ this.$l.shadowCoord = ndcToShadowCoord(this, this.shadowCoord);
93
+ this.$l.inShadow = pb.all(pb.bvec2(pb.all(pb.bvec4(pb.greaterThanEqual(this.shadowCoord.x, 0), pb.lessThanEqual(this.shadowCoord.x, 1), pb.greaterThanEqual(this.shadowCoord.y, 0), pb.lessThanEqual(this.shadowCoord.y, 1))), shadowCoordDepthInRange(this, this.shadowCoord.z)));
91
94
  this.$l.shadow = pb.float(1);
92
95
  this.$if(this.inShadow, function() {
93
96
  this.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);
94
- this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);
97
+ this.shadowCoord.z = applyShadowDepthBias(this, this.shadowCoord.z, this.shadowBias, true);
95
98
  this.shadow = filterShadowPCF(this, shadowMapParams.lightType, shadowMapParams.shadowMap.format, kernelSize, this.shadowCoord, undefined, this.split);
96
99
  });
97
100
  this.$return(this.shadow);
@@ -122,12 +125,12 @@ import { getDevice } from '../app/api.js';
122
125
  }
123
126
  } else {
124
127
  this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);
125
- this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord, 0.5), 0.5);
126
- this.$l.inShadow = pb.all(pb.bvec2(pb.all(pb.bvec4(pb.greaterThanEqual(this.shadowCoord.x, 0), pb.lessThanEqual(this.shadowCoord.x, 1), pb.greaterThanEqual(this.shadowCoord.y, 0), pb.lessThanEqual(this.shadowCoord.y, 1))), pb.lessThanEqual(this.shadowCoord.z, 1)));
128
+ this.$l.shadowCoord = ndcToShadowCoord(this, this.shadowCoord);
129
+ this.$l.inShadow = pb.all(pb.bvec2(pb.all(pb.bvec4(pb.greaterThanEqual(this.shadowCoord.x, 0), pb.lessThanEqual(this.shadowCoord.x, 1), pb.greaterThanEqual(this.shadowCoord.y, 0), pb.lessThanEqual(this.shadowCoord.y, 1))), shadowCoordDepthInRange(this, this.shadowCoord.z)));
127
130
  this.$l.shadow = pb.float(1);
128
131
  this.$if(this.inShadow, function() {
129
132
  this.$l.shadowBias = computeShadowBias(shadowMapParams.lightType, this, this.shadowCoord.z, this.NdotL, false);
130
- this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);
133
+ this.shadowCoord.z = applyShadowDepthBias(this, this.shadowCoord.z, this.shadowBias, true);
131
134
  this.shadow = filterShadowPCF(this, shadowMapParams.lightType, shadowMapParams.shadowMap.format, kernelSize, this.shadowCoord);
132
135
  });
133
136
  this.$return(this.shadow);
@@ -149,7 +152,7 @@ import { getDevice } from '../app/api.js';
149
152
  ], function() {
150
153
  const floatDepthTexture = shadowMapParams.shadowMap.format !== 'rgba8unorm';
151
154
  if (that.useNativeShadowMap(shadowMapParams)) {
152
- this.$return(pb.clamp(pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.coords, pb.sub(this.z, this.bias)), 0, 1));
155
+ this.$return(pb.clamp(pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.coords, applyShadowDepthBias(this, this.z, this.bias, true)), 0, 1));
153
156
  } else {
154
157
  this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.coords, 0);
155
158
  if (!floatDepthTexture) {
@@ -172,7 +175,7 @@ import { getDevice } from '../app/api.js';
172
175
  pb.float('bias')
173
176
  ], function() {
174
177
  const floatDepthTexture = shadowMapParams.shadowMap.format !== 'rgba8unorm';
175
- this.$l.distance = pb.sub(this.z, this.bias);
178
+ this.$l.distance = applyShadowDepthBias(this, this.z, this.bias, true);
176
179
  if (that.useNativeShadowMap(shadowMapParams)) {
177
180
  if (shadowMapParams.shadowMap.isTexture2DArray()) {
178
181
  this.$return(pb.clamp(pb.textureArraySampleCompareLevel(ShaderHelper.getShadowMap(this), this.coords.xy, this.split, this.distance), 0, 1));
@@ -188,7 +191,7 @@ import { getDevice } from '../app/api.js';
188
191
  if (!floatDepthTexture) {
189
192
  this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);
190
193
  }
191
- this.$return(pb.step(this.distance, this.shadowTex.x));
194
+ this.$return(REVERSE_Z ? pb.step(this.shadowTex.x, this.distance) : pb.step(this.distance, this.shadowTex.x));
192
195
  }
193
196
  });
194
197
  return pb.getGlobalScope()[funcNameSampleShadowMapCSM](coords, split, z, bias);