@zephyr3d/scene 0.9.22 → 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 +9113 -8734
- 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 +35 -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 +988 -436
- package/dist/posteffect/ssgi.js.map +1 -1
- package/dist/posteffect/ssr.js +83 -45
- package/dist/posteffect/ssr.js.map +1 -1
- package/dist/posteffect/sss.js +18 -15
- 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 +1 -1
- package/dist/render/rendergraph/frame_graph_context.js.map +1 -1
- 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 +7 -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_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 +10 -7
- package/dist/shadow/esm.js.map +1 -1
- package/dist/shadow/pcf_opt.js +12 -12
- package/dist/shadow/pcf_opt.js.map +1 -1
- package/dist/shadow/pcf_pd.js +12 -12
- package/dist/shadow/pcf_pd.js.map +1 -1
- package/dist/shadow/pcss.js +15 -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 +5 -2
- package/dist/shadow/shadowmapper.js.map +1 -1
- package/dist/shadow/ssm.js +13 -13
- package/dist/shadow/ssm.js.map +1 -1
- package/dist/shadow/vsm.js +7 -7
- 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
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{"version":3,"file":"pcf_pd.js","sources":["../../src/shadow/pcf_pd.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp, TextureSampler } from '@zephyr3d/device';\r\nimport { ShadowImpl } from './shadow_impl';\r\nimport { computeShadowMapDepth, filterShadowPCF } from '../shaders/shadow';\r\nimport type { ShadowMapParams, ShadowMapType } from './shadowmapper';\r\nimport { decodeNormalizedFloatFromRGBA } from '../shaders/misc';\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\nimport { Vector4 } from '@zephyr3d/base';\r\n\r\n/** @internal */\r\nexport class PCFPD extends ShadowImpl {\r\n private static readonly SHADER_VERSION = 3;\r\n protected _tapCount: number;\r\n protected _sampleRadius: number;\r\n protected _shadowSampler: Nullable<TextureSampler>;\r\n constructor(tapCount?: number, sampleRadius?: number) {\r\n super();\r\n this._tapCount = tapCount ?? 3;\r\n this._sampleRadius = sampleRadius ?? 1;\r\n this._shadowSampler = null;\r\n }\r\n get tapCount() {\r\n return this._tapCount;\r\n }\r\n set tapCount(val) {\r\n this._tapCount = val;\r\n }\r\n getType() {\r\n return 'pcf-pd' 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 private getPCFKernelSize() {\r\n if (this._sampleRadius >= 4 || this._tapCount >= 32) {\r\n return 7;\r\n }\r\n if (this._sampleRadius >= 2 || this._tapCount >= 12) {\r\n return 5;\r\n }\r\n return 3;\r\n }\r\n getParams(out?: Vector4) {\r\n return out ?? Vector4.zero();\r\n }\r\n getShadowMapBorder(_shadowMapParams: ShadowMapParams) {\r\n return Math.max(this._sampleRadius + 1, this.getPCFKernelSize());\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 this._sampleRadius;\r\n }\r\n setDepthScale(val: number) {\r\n this._sampleRadius = val;\r\n }\r\n getShaderHash() {\r\n return `${PCFPD.SHADER_VERSION}-${this._tapCount}-${this._sampleRadius}`;\r\n }\r\n getShadowMapColorFormat(shadowMapParams: ShadowMapParams) {\r\n if (this.useNativeShadowMap(shadowMapParams)) {\r\n return null;\r\n } else {\r\n const device = getDevice();\r\n return device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer\r\n ? device.type === 'webgl'\r\n ? 'rgba16f'\r\n : 'r16f'\r\n : device.getDeviceCaps().textureCaps.supportFloatColorBuffer\r\n ? device.type === 'webgl'\r\n ? 'rgba32f'\r\n : 'r32f'\r\n : 'rgba8unorm';\r\n }\r\n }\r\n getShadowMapDepthFormat(_shadowMapParams: ShadowMapParams) {\r\n return getDevice().type === 'webgl' ? 'd24s8' : 'd32f';\r\n }\r\n computeShadowMapDepth(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp\r\n ) {\r\n return computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap!.format);\r\n }\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ) {\r\n const funcNameComputeShadowCSM = 'lib_computeShadowCSM';\r\n const pb = scope.$builder;\r\n const kernelSize = this.getPCFKernelSize();\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.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 kernelSize,\r\n this.shadowCoord,\r\n undefined,\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 const kernelSize = this.getPCFKernelSize();\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.$l.shadow = pb.float(1);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n false\r\n );\r\n this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);\r\n this.shadow = filterShadowPCF(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n kernelSize,\r\n this.shadowCoord\r\n );\r\n });\r\n this.$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_sampleShadowMapPD';\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 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{"version":3,"file":"pcf_pd.js","sources":["../../src/shadow/pcf_pd.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp, TextureSampler } from '@zephyr3d/device';\r\nimport { ShadowImpl } from './shadow_impl';\r\nimport {\r\n applyShadowDepthBias,\r\n computeShadowMapDepth,\r\n filterShadowPCF,\r\n ndcToShadowCoord,\r\n shadowCoordDepthInRange\r\n} from '../shaders/shadow';\r\nimport type { ShadowMapParams, ShadowMapType } from './shadowmapper';\r\nimport { decodeNormalizedFloatFromRGBA } from '../shaders/misc';\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\nimport { REVERSE_Z, Vector4 } from '@zephyr3d/base';\r\n\r\n/** @internal */\r\nexport class PCFPD extends ShadowImpl {\r\n private static readonly SHADER_VERSION = 3;\r\n protected _tapCount: number;\r\n protected _sampleRadius: number;\r\n protected _shadowSampler: Nullable<TextureSampler>;\r\n constructor(tapCount?: number, sampleRadius?: number) {\r\n super();\r\n this._tapCount = tapCount ?? 3;\r\n this._sampleRadius = sampleRadius ?? 1;\r\n this._shadowSampler = null;\r\n }\r\n get tapCount() {\r\n return this._tapCount;\r\n }\r\n set tapCount(val) {\r\n this._tapCount = val;\r\n }\r\n getType() {\r\n return 'pcf-pd' 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 private getPCFKernelSize() {\r\n if (this._sampleRadius >= 4 || this._tapCount >= 32) {\r\n return 7;\r\n }\r\n if (this._sampleRadius >= 2 || this._tapCount >= 12) {\r\n return 5;\r\n }\r\n return 3;\r\n }\r\n getParams(out?: Vector4) {\r\n return out ?? Vector4.zero();\r\n }\r\n getShadowMapBorder(_shadowMapParams: ShadowMapParams) {\r\n return Math.max(this._sampleRadius + 1, this.getPCFKernelSize());\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 this._sampleRadius;\r\n }\r\n setDepthScale(val: number) {\r\n this._sampleRadius = val;\r\n }\r\n getShaderHash() {\r\n return `${PCFPD.SHADER_VERSION}-${this._tapCount}-${this._sampleRadius}`;\r\n }\r\n getShadowMapColorFormat(shadowMapParams: ShadowMapParams) {\r\n if (this.useNativeShadowMap(shadowMapParams)) {\r\n return null;\r\n } else {\r\n const device = getDevice();\r\n return device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer\r\n ? device.type === 'webgl'\r\n ? 'rgba16f'\r\n : 'r16f'\r\n : device.getDeviceCaps().textureCaps.supportFloatColorBuffer\r\n ? device.type === 'webgl'\r\n ? 'rgba32f'\r\n : 'r32f'\r\n : 'rgba8unorm';\r\n }\r\n }\r\n getShadowMapDepthFormat(_shadowMapParams: ShadowMapParams) {\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.$builder;\r\n const kernelSize = this.getPCFKernelSize();\r\n pb.func(\r\n funcNameComputeShadowCSM,\r\n [pb.vec4('shadowVertex'), pb.float('NdotL'), pb.int('split')],\r\n function () {\r\n this.$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.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);\r\n this.shadowCoord.z = applyShadowDepthBias(this, this.shadowCoord.z, this.shadowBias, true);\r\n this.shadow = filterShadowPCF(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n kernelSize,\r\n this.shadowCoord,\r\n undefined,\r\n this.split\r\n );\r\n });\r\n this.$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.$builder;\r\n const that = this;\r\n const kernelSize = this.getPCFKernelSize();\r\n pb.func(funcNameComputeShadow, [pb.vec4('shadowVertex'), pb.float('NdotL')], function () {\r\n if (shadowMapParams.lightType === LIGHT_TYPE_POINT) {\r\n this.$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.$if(this.inShadow, function () {\r\n this.$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 kernelSize,\r\n this.shadowCoord\r\n );\r\n });\r\n this.$return(this.shadow);\r\n }\r\n });\r\n return pb.getGlobalScope()[funcNameComputeShadow](shadowVertex, NdotL) as PBShaderExp;\r\n }\r\n useNativeShadowMap(_shadowMapParams: ShadowMapParams) {\r\n return getDevice().type !== 'webgl';\r\n }\r\n /** @internal */\r\n sampleShadowMap(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n coords: PBShaderExp,\r\n z: PBShaderExp,\r\n bias: PBShaderExp\r\n ) {\r\n const funcNameSampleShadowMap = 'lib_sampleShadowMapPD';\r\n const pb = scope.$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 sampleShadowMapCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n coords: PBShaderExp,\r\n split: PBShaderExp,\r\n z: PBShaderExp,\r\n bias: PBShaderExp\r\n ) {\r\n const funcNameSampleShadowMapCSM = 'lib_sampleShadowMapCSMPD';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(\r\n funcNameSampleShadowMapCSM,\r\n [pb.vec4('coords'), pb.int('split'), pb.float('z'), pb.float('bias')],\r\n function () {\r\n const floatDepthTexture = shadowMapParams.shadowMap!.format !== 'rgba8unorm';\r\n this.$l.distance = applyShadowDepthBias(this, this.z, this.bias, true);\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n if (shadowMapParams.shadowMap!.isTexture2DArray()) {\r\n this.$return(\r\n pb.clamp(\r\n pb.textureArraySampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.coords.xy,\r\n this.split,\r\n this.distance\r\n ),\r\n 0,\r\n 1\r\n )\r\n );\r\n } else {\r\n this.$return(\r\n pb.clamp(\r\n pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.coords.xy, this.distance),\r\n 0,\r\n 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package/dist/shadow/pcss.js
CHANGED
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@@ -1,6 +1,6 @@
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1
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import { Vector4 } from '@zephyr3d/base';
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1
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import { REVERSE_Z, Vector4 } from '@zephyr3d/base';
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2
2
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import { ShadowImpl } from './shadow_impl.js';
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import { computeShadowMapDepth, computeReceiverPlaneDepthBias, filterShadowPCSS } from '../shaders/shadow.js';
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import { isDeviceDepthShadow, computeShadowMapDepth, ndcToShadowCoord, shadowCoordDepthInRange, computeReceiverPlaneDepthBias, applyShadowDepthBias, filterShadowPCSS } from '../shaders/shadow.js';
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4
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import { decodeNormalizedFloatFromRGBA } from '../shaders/misc.js';
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import { LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../values.js';
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import { ShaderHelper } from '../material/shader/helper.js';
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@@ -61,8 +61,12 @@ import { getDevice } from '../app/api.js';
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getShadowMapBorder(_shadowMapParams) {
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return this._lightRadius > 0 ? Math.ceil(Math.max(this._lightRadius, this._maxFilterRadius) + 2) : 0;
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}
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getShadowMapClearColor(
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getShadowMapClearColor(shadowMapParams) {
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// Empty texels must read as "farthest" (no blocker): under reverse-Z
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// that is 0 for the device-encoded directional/rect maps, while the
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67
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// linear point/spot encodings keep 1 = far.
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const farthest = REVERSE_Z && isDeviceDepthShadow(shadowMapParams.lightType) ? 0 : 1;
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return new Vector4(farthest, farthest, farthest, 1);
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}
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getShadowMap(shadowMapParams) {
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return shadowMapParams.shadowMapFramebuffer.getColorAttachments()[0];
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@@ -92,7 +96,7 @@ import { getDevice } from '../app/api.js';
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return out;
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}
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getShadowMapDepthFormat(_shadowMapParams) {
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95
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-
return
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99
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return this.preferredShadowMapDepthFormat();
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}
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computeShadowMapDepth(shadowMapParams, scope, worldPos) {
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98
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return computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap.format);
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@@ -107,13 +111,13 @@ import { getDevice } from '../app/api.js';
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pb.int('split')
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], function() {
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this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);
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110
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-
this.$l.shadowCoord =
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111
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-
this.$l.inShadow = pb.all(pb.bvec2(pb.all(pb.bvec4(pb.greaterThanEqual(this.shadowCoord.x, 0), pb.lessThanEqual(this.shadowCoord.x, 1), pb.greaterThanEqual(this.shadowCoord.y, 0), pb.lessThanEqual(this.shadowCoord.y, 1))),
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114
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this.$l.shadowCoord = ndcToShadowCoord(this, this.shadowCoord);
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this.$l.inShadow = pb.all(pb.bvec2(pb.all(pb.bvec4(pb.greaterThanEqual(this.shadowCoord.x, 0), pb.lessThanEqual(this.shadowCoord.x, 1), pb.greaterThanEqual(this.shadowCoord.y, 0), pb.lessThanEqual(this.shadowCoord.y, 1))), shadowCoordDepthInRange(this, this.shadowCoord.z)));
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this.$l.shadow = pb.float(1);
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this.$l.receiverPlaneDepthBias = computeReceiverPlaneDepthBias(this, this.shadowCoord);
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this.$if(this.inShadow, function() {
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this.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);
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this.shadowCoord.z =
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this.shadowCoord.z = applyShadowDepthBias(this, this.shadowCoord.z, this.shadowBias, true);
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this.shadow = filterShadowPCSS(this, shadowMapParams.lightType, shadowMapParams.shadowMap.format, this.shadowCoord, this.receiverPlaneDepthBias, this.split, that._temporalJitter, shadowMapParams.numShadowCascades);
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});
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this.$return(this.shadow);
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@@ -136,8 +140,8 @@ import { getDevice } from '../app/api.js';
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this.$return(filterShadowPCSS(this, shadowMapParams.lightType, shadowMapParams.shadowMap.format, this.shadowCoord, undefined, undefined, that._temporalJitter));
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}
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this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);
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139
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this.$l.shadowCoord =
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140
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-
this.$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))),
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this.$l.shadowCoord = ndcToShadowCoord(this, this.shadowCoord);
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this.$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)));
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this.$l.shadow = pb.float(1);
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if (shadowMapParams.lightType === LIGHT_TYPE_SPOT) {
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this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;
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@@ -150,7 +154,7 @@ import { getDevice } from '../app/api.js';
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} else {
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this.$l.shadowBias = computeShadowBias(shadowMapParams.lightType, this, this.shadowCoord.z, this.NdotL, false);
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}
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this.shadowCoord.z =
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this.shadowCoord.z = applyShadowDepthBias(this, this.shadowCoord.z, this.shadowBias, shadowMapParams.lightType !== LIGHT_TYPE_SPOT);
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this.shadow = filterShadowPCSS(this, shadowMapParams.lightType, shadowMapParams.shadowMap.format, this.shadowCoord, this.receiverPlaneDepthBias, undefined, that._temporalJitter);
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});
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this.$return(this.shadow);
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package/dist/shadow/pcss.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"pcss.js","sources":["../../src/shadow/pcss.ts"],"sourcesContent":["import type { Nullable } from '@zephyr3d/base';\r\nimport { Vector4 } from '@zephyr3d/base';\r\nimport type { PBInsideFunctionScope, PBShaderExp, TextureFormat } from '@zephyr3d/device';\r\nimport { ShadowImpl } from './shadow_impl';\r\nimport type { ShadowMapParams, ShadowMapType } from './shadowmapper';\r\nimport { computeReceiverPlaneDepthBias, computeShadowMapDepth, filterShadowPCSS } from '../shaders/shadow';\r\nimport { decodeNormalizedFloatFromRGBA } from '../shaders/misc';\r\nimport { LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../values';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { computeShadowBias, computeShadowBiasCSM } from './shader';\r\nimport { getDevice } from '../app/api';\r\n\r\n/** @internal */\r\nexport class PCSS extends ShadowImpl {\r\n protected _lightRadius: number;\r\n protected _blockerSampleCount: number;\r\n protected _filterSampleCount: number;\r\n protected _maxFilterRadius: number;\r\n protected _temporalJitter: boolean;\r\n constructor(\r\n lightRadius?: number,\r\n blockerSampleCount?: number,\r\n filterSampleCount?: number,\r\n maxFilterRadius?: number,\r\n temporalJitter?: boolean\r\n ) {\r\n super();\r\n this._lightRadius = lightRadius ?? 8;\r\n this._blockerSampleCount = blockerSampleCount ?? 24;\r\n this._filterSampleCount = filterSampleCount ?? 32;\r\n this._maxFilterRadius = maxFilterRadius ?? 32;\r\n this._temporalJitter = temporalJitter ?? true;\r\n }\r\n get lightRadius() {\r\n return this._lightRadius;\r\n }\r\n set lightRadius(val) {\r\n this._lightRadius = Math.max(0, Number(val) || 0);\r\n }\r\n get blockerSampleCount() {\r\n return this._blockerSampleCount;\r\n }\r\n set blockerSampleCount(val) {\r\n this._blockerSampleCount = Math.min(Math.max(1, Number(val) >> 0), 64);\r\n }\r\n get filterSampleCount() {\r\n return this._filterSampleCount;\r\n }\r\n set filterSampleCount(val) {\r\n this._filterSampleCount = Math.min(Math.max(1, Number(val) >> 0), 64);\r\n }\r\n get maxFilterRadius() {\r\n return this._maxFilterRadius;\r\n }\r\n set maxFilterRadius(val) {\r\n this._maxFilterRadius = Math.max(1, Number(val) || 1);\r\n }\r\n get temporalJitter() {\r\n return this._temporalJitter;\r\n }\r\n set temporalJitter(val) {\r\n this._temporalJitter = !!val;\r\n }\r\n getType() {\r\n return 'pcss' as const;\r\n }\r\n dispose() {}\r\n resourceDirty() {\r\n return false;\r\n }\r\n getShadowMapBorder(_shadowMapParams: ShadowMapParams) {\r\n return this._lightRadius > 0 ? Math.ceil(Math.max(this._lightRadius, this._maxFilterRadius) + 2) : 0;\r\n }\r\n getShadowMapClearColor(_shadowMapParams: ShadowMapParams) {\r\n return new Vector4(1, 1, 1, 1);\r\n }\r\n getShadowMap(shadowMapParams: ShadowMapParams) {\r\n return shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0] as ShadowMapType;\r\n }\r\n doUpdateResources(shadowMapParams: ShadowMapParams) {\r\n shadowMapParams.shadowMap = this.getShadowMap(shadowMapParams);\r\n shadowMapParams.shadowMapSampler = shadowMapParams.shadowMap?.getDefaultSampler(false) ?? 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 `${Number(this._temporalJitter)}`;\r\n }\r\n getShadowMapColorFormat(_shadowMapParams: ShadowMapParams): Nullable<TextureFormat> {\r\n const device = getDevice();\r\n if (device.type === 'webgl') {\r\n return device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer\r\n ? 'rgba16f'\r\n : device.getDeviceCaps().textureCaps.supportFloatColorBuffer\r\n ? 'rgba32f'\r\n : 'rgba8unorm';\r\n }\r\n return device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer\r\n ? 'r16f'\r\n : device.getDeviceCaps().textureCaps.supportFloatColorBuffer\r\n ? 'r32f'\r\n : 'rgba8unorm';\r\n }\r\n getParams(out: Vector4) {\r\n out = out ?? new Vector4();\r\n out.setXYZW(this._lightRadius, this._blockerSampleCount, this._filterSampleCount, this._maxFilterRadius);\r\n return out;\r\n }\r\n getShadowMapDepthFormat(_shadowMapParams: ShadowMapParams): TextureFormat {\r\n return getDevice().type === 'webgl' ? 'd24s8' : 'd32f';\r\n }\r\n computeShadowMapDepth(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp\r\n ) {\r\n return computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap!.format);\r\n }\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ) {\r\n const funcNameComputeShadowCSM = 'lib_computeShadowCSM';\r\n const pb = scope.$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.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);\r\n this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);\r\n this.shadow = filterShadowPCSS(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n this.shadowCoord,\r\n this.receiverPlaneDepthBias,\r\n this.split,\r\n that._temporalJitter,\r\n shadowMapParams.numShadowCascades\r\n );\r\n });\r\n this.$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 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.$l.shadowCoord = pb.vec4(this.dir, pb.sub(this.distance, this.shadowBias));\r\n this.$return(\r\n filterShadowPCSS(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n this.shadowCoord,\r\n undefined,\r\n undefined,\r\n that._temporalJitter\r\n )\r\n );\r\n }\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 if (shadowMapParams.lightType === LIGHT_TYPE_SPOT) {\r\n this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;\r\n this.shadowCoord.z = ShaderHelper.nonLinearDepthToLinearNormalized(\r\n this,\r\n this.shadowCoord.z,\r\n this.nearFar\r\n );\r\n }\r\n this.$l.receiverPlaneDepthBias = computeReceiverPlaneDepthBias(this, this.shadowCoord);\r\n this.$if(this.inShadow, function () {\r\n if (shadowMapParams.lightType === LIGHT_TYPE_SPOT) {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n true\r\n );\r\n } else {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n false\r\n );\r\n }\r\n this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);\r\n this.shadow = filterShadowPCSS(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n this.shadowCoord,\r\n this.receiverPlaneDepthBias,\r\n undefined,\r\n that._temporalJitter\r\n );\r\n });\r\n this.$return(this.shadow);\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 }\r\n /** @internal */\r\n samplePointShadowMap(\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_samplePointShadowMapPCSS';\r\n const pb = scope.$builder;\r\n pb.func(funcNameSampleShadowMap, [pb.vec3('coords'), pb.float('z'), pb.float('bias')], function () {\r\n const floatDepthTexture = shadowMapParams.shadowMap!.format !== 'rgba8unorm';\r\n this.$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 return pb.getGlobalScope()[funcNameSampleShadowMap](coords, z, bias) as PBShaderExp;\r\n 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{"version":3,"file":"pcss.js","sources":["../../src/shadow/pcss.ts"],"sourcesContent":["import type { Nullable } from '@zephyr3d/base';\r\nimport { REVERSE_Z, Vector4 } from '@zephyr3d/base';\r\nimport type { PBInsideFunctionScope, PBShaderExp, TextureFormat } from '@zephyr3d/device';\r\nimport { ShadowImpl } from './shadow_impl';\r\nimport type { ShadowMapParams, ShadowMapType } from './shadowmapper';\r\nimport {\r\n applyShadowDepthBias,\r\n computeReceiverPlaneDepthBias,\r\n computeShadowMapDepth,\r\n filterShadowPCSS,\r\n isDeviceDepthShadow,\r\n ndcToShadowCoord,\r\n shadowCoordDepthInRange\r\n} from '../shaders/shadow';\r\nimport { decodeNormalizedFloatFromRGBA } from '../shaders/misc';\r\nimport { LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../values';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { computeShadowBias, computeShadowBiasCSM } from './shader';\r\nimport { getDevice } from '../app/api';\r\n\r\n/** @internal */\r\nexport class PCSS extends ShadowImpl {\r\n protected _lightRadius: number;\r\n protected _blockerSampleCount: number;\r\n protected _filterSampleCount: number;\r\n protected _maxFilterRadius: number;\r\n protected _temporalJitter: boolean;\r\n constructor(\r\n lightRadius?: number,\r\n blockerSampleCount?: number,\r\n filterSampleCount?: number,\r\n maxFilterRadius?: number,\r\n temporalJitter?: boolean\r\n ) {\r\n super();\r\n this._lightRadius = lightRadius ?? 8;\r\n this._blockerSampleCount = blockerSampleCount ?? 24;\r\n this._filterSampleCount = filterSampleCount ?? 32;\r\n this._maxFilterRadius = maxFilterRadius ?? 32;\r\n this._temporalJitter = temporalJitter ?? true;\r\n }\r\n get lightRadius() {\r\n return this._lightRadius;\r\n }\r\n set lightRadius(val) {\r\n this._lightRadius = Math.max(0, Number(val) || 0);\r\n }\r\n get blockerSampleCount() {\r\n return this._blockerSampleCount;\r\n }\r\n set blockerSampleCount(val) {\r\n this._blockerSampleCount = Math.min(Math.max(1, Number(val) >> 0), 64);\r\n }\r\n get filterSampleCount() {\r\n return this._filterSampleCount;\r\n }\r\n set filterSampleCount(val) {\r\n this._filterSampleCount = Math.min(Math.max(1, Number(val) >> 0), 64);\r\n }\r\n get maxFilterRadius() {\r\n return this._maxFilterRadius;\r\n }\r\n set maxFilterRadius(val) {\r\n this._maxFilterRadius = Math.max(1, Number(val) || 1);\r\n }\r\n get temporalJitter() {\r\n return this._temporalJitter;\r\n }\r\n set temporalJitter(val) {\r\n this._temporalJitter = !!val;\r\n }\r\n getType() {\r\n return 'pcss' as const;\r\n }\r\n dispose() {}\r\n resourceDirty() {\r\n return false;\r\n }\r\n getShadowMapBorder(_shadowMapParams: ShadowMapParams) {\r\n return this._lightRadius > 0 ? Math.ceil(Math.max(this._lightRadius, this._maxFilterRadius) + 2) : 0;\r\n }\r\n getShadowMapClearColor(shadowMapParams: ShadowMapParams) {\r\n // Empty texels must read as \"farthest\" (no blocker): under reverse-Z\r\n // that is 0 for the device-encoded directional/rect maps, while the\r\n // linear point/spot encodings keep 1 = far.\r\n const farthest = REVERSE_Z && isDeviceDepthShadow(shadowMapParams.lightType) ? 0 : 1;\r\n return new Vector4(farthest, farthest, farthest, 1);\r\n }\r\n getShadowMap(shadowMapParams: ShadowMapParams) {\r\n return shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0] as ShadowMapType;\r\n }\r\n doUpdateResources(shadowMapParams: ShadowMapParams) {\r\n shadowMapParams.shadowMap = this.getShadowMap(shadowMapParams);\r\n shadowMapParams.shadowMapSampler = shadowMapParams.shadowMap?.getDefaultSampler(false) ?? 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 `${Number(this._temporalJitter)}`;\r\n }\r\n getShadowMapColorFormat(_shadowMapParams: ShadowMapParams): Nullable<TextureFormat> {\r\n const device = getDevice();\r\n if (device.type === 'webgl') {\r\n return device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer\r\n ? 'rgba16f'\r\n : device.getDeviceCaps().textureCaps.supportFloatColorBuffer\r\n ? 'rgba32f'\r\n : 'rgba8unorm';\r\n }\r\n return device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer\r\n ? 'r16f'\r\n : device.getDeviceCaps().textureCaps.supportFloatColorBuffer\r\n ? 'r32f'\r\n : 'rgba8unorm';\r\n }\r\n getParams(out: Vector4) {\r\n out = out ?? new Vector4();\r\n out.setXYZW(this._lightRadius, this._blockerSampleCount, this._filterSampleCount, this._maxFilterRadius);\r\n return out;\r\n }\r\n getShadowMapDepthFormat(_shadowMapParams: ShadowMapParams): TextureFormat {\r\n return this.preferredShadowMapDepthFormat();\r\n }\r\n computeShadowMapDepth(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp\r\n ) {\r\n return computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap!.format);\r\n }\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ) {\r\n const funcNameComputeShadowCSM = 'lib_computeShadowCSM';\r\n const pb = scope.$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.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);\r\n this.shadowCoord.z = applyShadowDepthBias(this, this.shadowCoord.z, this.shadowBias, true);\r\n this.shadow = filterShadowPCSS(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n this.shadowCoord,\r\n this.receiverPlaneDepthBias,\r\n this.split,\r\n that._temporalJitter,\r\n shadowMapParams.numShadowCascades\r\n );\r\n });\r\n this.$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 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.$l.shadowCoord = pb.vec4(this.dir, pb.sub(this.distance, this.shadowBias));\r\n this.$return(\r\n filterShadowPCSS(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n this.shadowCoord,\r\n undefined,\r\n undefined,\r\n that._temporalJitter\r\n )\r\n );\r\n }\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 if (shadowMapParams.lightType === LIGHT_TYPE_SPOT) {\r\n this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;\r\n this.shadowCoord.z = ShaderHelper.nonLinearDepthToLinearNormalized(\r\n this,\r\n this.shadowCoord.z,\r\n this.nearFar\r\n );\r\n }\r\n this.$l.receiverPlaneDepthBias = computeReceiverPlaneDepthBias(this, this.shadowCoord);\r\n this.$if(this.inShadow, function () {\r\n if (shadowMapParams.lightType === LIGHT_TYPE_SPOT) {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n true\r\n );\r\n } else {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n false\r\n );\r\n }\r\n this.shadowCoord.z = applyShadowDepthBias(\r\n this,\r\n this.shadowCoord.z,\r\n this.shadowBias,\r\n shadowMapParams.lightType !== LIGHT_TYPE_SPOT\r\n );\r\n this.shadow = filterShadowPCSS(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n this.shadowCoord,\r\n this.receiverPlaneDepthBias,\r\n undefined,\r\n that._temporalJitter\r\n );\r\n });\r\n this.$return(this.shadow);\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 }\r\n /** @internal */\r\n samplePointShadowMap(\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_samplePointShadowMapPCSS';\r\n const pb = scope.$builder;\r\n pb.func(funcNameSampleShadowMap, [pb.vec3('coords'), pb.float('z'), pb.float('bias')], function () {\r\n const floatDepthTexture = shadowMapParams.shadowMap!.format !== 'rgba8unorm';\r\n this.$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 return pb.getGlobalScope()[funcNameSampleShadowMap](coords, z, bias) as PBShaderExp;\r\n 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@@ -1,4 +1,6 @@
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1
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-
import { Vector4 } from '@zephyr3d/base';
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1
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import { REVERSE_Z, Vector4 } from '@zephyr3d/base';
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2
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import { isDeviceDepthShadow } from '../shaders/shadow.js';
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3
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import { getDevice } from '../app/api.js';
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5
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/** @internal */ class ShadowImpl {
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_resourceDirty;
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@@ -13,7 +15,23 @@ import { Vector4 } from '@zephyr3d/base';
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}
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getShadowMapClearColor(shadowMapParams) {
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const colorAttachment = shadowMapParams.shadowMapFramebuffer?.getColorAttachments()[0];
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-
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// Empty texels must read as "farthest": under reverse-Z that is 0 for
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// device-encoded directional/rect maps, 1 for linear point/spot maps.
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const farthest = REVERSE_Z && isDeviceDepthShadow(shadowMapParams.lightType) ? 0 : 1;
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+
return colorAttachment ? colorAttachment.isFloatFormat() ? new Vector4(farthest, farthest, farthest, 1) : new Vector4(0, 0, 0, 1) : null;
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}
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23
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/**
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24
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* Depth format for shadow maps rendered into a native depth attachment.
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*
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* Float depth everywhere except WebGL, where d24s8 is kept under
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* standard-Z (WebGL1 compatibility, no precision benefit anyway). Under
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* reverse-Z the WebGL2 float depth format is used so shadow maps share
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* the near-uniform precision distribution (full benefit with
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30
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* EXT_clip_control active).
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31
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+
* @internal
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32
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+
*/ preferredShadowMapDepthFormat() {
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const device = getDevice();
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return device.type !== 'webgl' || REVERSE_Z && device.getDeviceCaps().framebufferCaps.supportDepth32float ? 'd32f' : 'd24s8';
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35
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}
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}
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37
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"shadow_impl.js","sources":["../../src/shadow/shadow_impl.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp, TextureFormat } from '@zephyr3d/device';\r\nimport type { ShadowMapParams, ShadowMapType, ShadowMode } from './shadowmapper';\r\nimport { Vector4, type Nullable } from '@zephyr3d/base';\r\n\r\n/** @internal */\r\nexport abstract class ShadowImpl {\r\n protected _resourceDirty: boolean;\r\n constructor() {\r\n this._resourceDirty = true;\r\n }\r\n invalidateResource() {\r\n this._resourceDirty = true;\r\n }\r\n updateResources(shadowMapParams: ShadowMapParams) {\r\n this.doUpdateResources(shadowMapParams);\r\n }\r\n abstract getType(): ShadowMode;\r\n abstract getShadowMapBorder(shadowMapParams: ShadowMapParams): number;\r\n getShadowMapClearColor(shadowMapParams: ShadowMapParams) {\r\n const colorAttachment = shadowMapParams.shadowMapFramebuffer?.getColorAttachments()[0];\r\n return colorAttachment\r\n ? colorAttachment.isFloatFormat()\r\n ? new Vector4(
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1
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+
{"version":3,"file":"shadow_impl.js","sources":["../../src/shadow/shadow_impl.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp, TextureFormat } from '@zephyr3d/device';\r\nimport type { ShadowMapParams, ShadowMapType, ShadowMode } from './shadowmapper';\r\nimport { REVERSE_Z, Vector4, type Nullable } from '@zephyr3d/base';\r\nimport { isDeviceDepthShadow } from '../shaders/shadow';\r\nimport { getDevice } from '../app/api';\r\n\r\n/** @internal */\r\nexport abstract class ShadowImpl {\r\n protected _resourceDirty: boolean;\r\n constructor() {\r\n this._resourceDirty = true;\r\n }\r\n invalidateResource() {\r\n this._resourceDirty = true;\r\n }\r\n updateResources(shadowMapParams: ShadowMapParams) {\r\n this.doUpdateResources(shadowMapParams);\r\n }\r\n abstract getType(): ShadowMode;\r\n abstract getShadowMapBorder(shadowMapParams: ShadowMapParams): number;\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.isFloatFormat()\r\n ? new Vector4(farthest, farthest, farthest, 1)\r\n : new Vector4(0, 0, 0, 1)\r\n : null;\r\n }\r\n /**\r\n * Depth format for shadow maps rendered into a native depth attachment.\r\n *\r\n * Float depth everywhere except WebGL, where d24s8 is kept under\r\n * standard-Z (WebGL1 compatibility, no precision benefit anyway). Under\r\n * reverse-Z the WebGL2 float depth format is used so shadow maps share\r\n * the near-uniform precision distribution (full benefit with\r\n * EXT_clip_control active).\r\n * @internal\r\n */\r\n protected preferredShadowMapDepthFormat(): TextureFormat {\r\n const device = getDevice();\r\n return device.type !== 'webgl' ||\r\n (REVERSE_Z && device.getDeviceCaps().framebufferCaps.supportDepth32float)\r\n ? 'd32f'\r\n : 'd24s8';\r\n }\r\n abstract getParams(out?: Vector4): Vector4;\r\n abstract getShadowMap(shadowMapParams: ShadowMapParams): ShadowMapType;\r\n abstract postRenderShadowMap(shadowMapParams: ShadowMapParams): void;\r\n abstract getDepthScale(): number;\r\n abstract setDepthScale(val: number): void;\r\n abstract resourceDirty(): boolean;\r\n abstract doUpdateResources(shadowMapParams: ShadowMapParams): void;\r\n abstract getShaderHash(): string;\r\n abstract computeShadowMapDepth(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp\r\n ): PBShaderExp;\r\n abstract computeShadow(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp\r\n ): PBShaderExp;\r\n abstract computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ): PBShaderExp;\r\n abstract getShadowMapColorFormat(shadowMapParams: ShadowMapParams): Nullable<TextureFormat>;\r\n abstract getShadowMapDepthFormat(shadowMapParams: ShadowMapParams): TextureFormat;\r\n abstract useNativeShadowMap(shadowMapParams: ShadowMapParams): boolean;\r\n}\r\n"],"names":["ShadowImpl","_resourceDirty","invalidateResource","updateResources","shadowMapParams","doUpdateResources","getShadowMapClearColor","colorAttachment","shadowMapFramebuffer","getColorAttachments","farthest","REVERSE_Z","isDeviceDepthShadow","lightType","isFloatFormat","Vector4","device","getDevice","type","getDeviceCaps","framebufferCaps","supportDepth32float"],"mappings":";;;;AAMA,iBACO,MAAeA,UAAAA,CAAAA;IACVC,cAAwB;IAClC,WAAc,EAAA;QACZ,IAAI,CAACA,cAAc,GAAG,IAAA;AACxB;IACAC,kBAAqB,GAAA;QACnB,IAAI,CAACD,cAAc,GAAG,IAAA;AACxB;AACAE,IAAAA,eAAAA,CAAgBC,eAAgC,EAAE;QAChD,IAAI,CAACC,iBAAiB,CAACD,eAAAA,CAAAA;AACzB;AAGAE,IAAAA,sBAAAA,CAAuBF,eAAgC,EAAE;AACvD,QAAA,MAAMG,kBAAkBH,eAAgBI,CAAAA,oBAAoB,EAAEC,mBAAAA,EAAqB,CAAC,CAAE,CAAA;;;AAGtF,QAAA,MAAMC,WAAWC,SAAaC,IAAAA,mBAAAA,CAAoBR,eAAgBS,CAAAA,SAAS,IAAI,CAAI,GAAA,CAAA;AACnF,QAAA,OAAON,eACHA,GAAAA,eAAAA,CAAgBO,aAAa,EAAA,GAC3B,IAAIC,OAAQL,CAAAA,QAAAA,EAAUA,QAAUA,EAAAA,QAAAA,EAAU,KAC1C,IAAIK,OAAAA,CAAQ,CAAG,EAAA,CAAA,EAAG,GAAG,CACvB,CAAA,GAAA,IAAA;AACN;AACA;;;;;;;;;AASC,MACD,6BAAyD,GAAA;AACvD,QAAA,MAAMC,MAASC,GAAAA,SAAAA,EAAAA;AACf,QAAA,OAAOD,MAAOE,CAAAA,IAAI,KAAK,OAAA,IACpBP,SAAaK,IAAAA,MAAAA,CAAOG,aAAa,EAAA,CAAGC,eAAe,CAACC,mBAAmB,GACtE,MACA,GAAA,OAAA;AACN;AA8BF;;;;"}
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@@ -12,7 +12,6 @@ import { ShadowRegion } from './shadow_region.js';
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13
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const tmpMatrix = new Matrix4x4();
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const tmpFrustum = new Frustum(Matrix4x4.identity());
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-
// const zeroPosition = Vector3.zero();
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/**
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* The shadow map generator
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* @public
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@@ -562,7 +561,11 @@ const tmpFrustum = new Frustum(Matrix4x4.identity());
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this._light.worldMatrix.decompose(null, lightCamera.rotation, lightCamera.position);
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lightCamera.parent = this._light.scene?.rootNode ?? null;
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lightCamera.scale.setXYZ(1, 1, 1);
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565
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-
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564
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+
const spot = this._light;
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565
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+
// The shadow frustum must match the lit cone. Physical mode defines it by the outer cone
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566
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+
// half-angle; legacy stores the cosine of its own cutoff angle.
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567
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+
const fov = spot.scene?.lightingMode === 'physical' ? 2 * spot.outerConeAngle : 2 * Math.acos(spot.cutoff);
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568
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+
lightCamera.setPerspective(fov, 1, this._config.nearClip, Math.min(this._shadowDistance, spot.positionAndRange.w));
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566
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}
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567
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/** @internal */ createLightCameraRect(lightCamera) {
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568
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const rect = this._light;
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