@zephyr3d/scene 0.9.24 → 0.9.26
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/hair/gpu_hair_simulation.js +1090 -0
- package/dist/animation/hair/gpu_hair_simulation.js.map +1 -0
- package/dist/animation/joint_dynamics/controller.js +7 -5
- package/dist/animation/joint_dynamics/controller.js.map +1 -1
- package/dist/animation/joint_dynamics/joint_dynamics_system.js +81 -5
- package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
- package/dist/animation/morphtrack.js +3 -4
- package/dist/animation/morphtrack.js.map +1 -1
- package/dist/animation/skeleton.js +58 -24
- package/dist/animation/skeleton.js.map +1 -1
- package/dist/animation/spring/multi_chain_spring_system.js +577 -179
- package/dist/animation/spring/multi_chain_spring_system.js.map +1 -1
- package/dist/animation/spring/spring_collider.js +4 -3
- package/dist/animation/spring/spring_collider.js.map +1 -1
- package/dist/animation/spring/spring_node_pose_tracker.js +40 -0
- package/dist/animation/spring/spring_node_pose_tracker.js.map +1 -0
- package/dist/animation/spring/spring_particle.js +2 -0
- package/dist/animation/spring/spring_particle.js.map +1 -1
- package/dist/animation/spring/spring_system.js +11 -3
- package/dist/animation/spring/spring_system.js.map +1 -1
- package/dist/animation/spring_modifier.js +10 -0
- package/dist/animation/spring_modifier.js.map +1 -1
- package/dist/app/engine.js +53 -43
- package/dist/app/engine.js.map +1 -1
- package/dist/app/scriptingsystem.js +119 -6
- package/dist/app/scriptingsystem.js.map +1 -1
- package/dist/app/scriptregistry.js +3 -2
- package/dist/app/scriptregistry.js.map +1 -1
- package/dist/asset/assetmanager.js +284 -67
- package/dist/asset/assetmanager.js.map +1 -1
- package/dist/asset/loaders/zhair/zhair_format.js +288 -0
- package/dist/asset/loaders/zhair/zhair_format.js.map +1 -0
- package/dist/asset/loaders/zhair/zhair_loader.js +221 -0
- package/dist/asset/loaders/zhair/zhair_loader.js.map +1 -0
- package/dist/asset/model.js +178 -67
- package/dist/asset/model.js.map +1 -1
- package/dist/camera/camera.js +193 -21
- package/dist/camera/camera.js.map +1 -1
- package/dist/camera/perspectivecamera.js +3 -1
- package/dist/camera/perspectivecamera.js.map +1 -1
- package/dist/index.d.ts +4040 -1290
- package/dist/index.js +16 -6
- package/dist/index.js.map +1 -1
- package/dist/material/eye.js +932 -0
- package/dist/material/eye.js.map +1 -0
- package/dist/material/hair.js +917 -0
- package/dist/material/hair.js.map +1 -0
- package/dist/material/hairstrand.js +842 -0
- package/dist/material/hairstrand.js.map +1 -0
- package/dist/material/hairstrand_data.js +162 -0
- package/dist/material/hairstrand_data.js.map +1 -0
- package/dist/material/lambert.js +5 -2
- package/dist/material/lambert.js.map +1 -1
- package/dist/material/material.js +338 -300
- package/dist/material/material.js.map +1 -1
- package/dist/material/meshmaterial.js +120 -19
- package/dist/material/meshmaterial.js.map +1 -1
- package/dist/material/mixins/albedocolor.js +1 -1
- package/dist/material/mixins/albedocolor.js.map +1 -1
- package/dist/material/mixins/lightmodel/blinnphong.js +5 -3
- package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
- package/dist/material/mixins/lightmodel/lambert.js +5 -4
- package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +3 -3
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +5 -5
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js +3 -3
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
- package/dist/material/mixins/lit.js +73 -18
- package/dist/material/mixins/lit.js.map +1 -1
- package/dist/material/mixins/pbr/common.js +4 -4
- package/dist/material/mixins/pbr/common.js.map +1 -1
- package/dist/material/mixins/texture.js +48 -11
- package/dist/material/mixins/texture.js.map +1 -1
- package/dist/material/mtoon.js +6 -5
- package/dist/material/mtoon.js.map +1 -1
- package/dist/material/pbrblueprint.js +146 -28
- package/dist/material/pbrblueprint.js.map +1 -1
- package/dist/material/pbrblueprint_instance.js +501 -0
- package/dist/material/pbrblueprint_instance.js.map +1 -0
- package/dist/material/pbrmr.js +15 -16
- package/dist/material/pbrmr.js.map +1 -1
- package/dist/material/shader/helper.js +766 -456
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/material/shader/terrain_blend.js +55 -0
- package/dist/material/shader/terrain_blend.js.map +1 -0
- package/dist/material/skin.js +192 -32
- package/dist/material/skin.js.map +1 -1
- package/dist/material/spriteblueprint.js +16 -1
- package/dist/material/spriteblueprint.js.map +1 -1
- package/dist/material/subsurfaceprofile.js +86 -23
- package/dist/material/subsurfaceprofile.js.map +1 -1
- package/dist/material/water.js +3 -1
- package/dist/material/water.js.map +1 -1
- package/dist/posteffect/bloom.js +167 -7
- package/dist/posteffect/bloom.js.map +1 -1
- package/dist/posteffect/coloradjust.js +2 -1
- package/dist/posteffect/coloradjust.js.map +1 -1
- package/dist/posteffect/compositor.js.map +1 -1
- package/dist/posteffect/fxaa.js +2 -1
- package/dist/posteffect/fxaa.js.map +1 -1
- package/dist/posteffect/grayscale.js +3 -1
- package/dist/posteffect/grayscale.js.map +1 -1
- package/dist/posteffect/motionblur.js +4 -1
- package/dist/posteffect/motionblur.js.map +1 -1
- package/dist/posteffect/posteffect.js.map +1 -1
- package/dist/posteffect/skinsss.js +368 -69
- package/dist/posteffect/skinsss.js.map +1 -1
- package/dist/posteffect/ssgi.js +16 -9
- package/dist/posteffect/ssgi.js.map +1 -1
- package/dist/posteffect/ssr.js +3 -0
- package/dist/posteffect/ssr.js.map +1 -1
- package/dist/posteffect/sss.js +91 -34
- package/dist/posteffect/sss.js.map +1 -1
- package/dist/posteffect/taa.js.map +1 -1
- package/dist/posteffect/tonemap.js +44 -1
- package/dist/posteffect/tonemap.js.map +1 -1
- package/dist/render/abuffer_oit.js +45 -39
- package/dist/render/abuffer_oit.js.map +1 -1
- package/dist/render/cluster_light.js +4 -4
- package/dist/render/cluster_light.js.map +1 -1
- package/dist/render/cull_visitor.js +19 -0
- package/dist/render/cull_visitor.js.map +1 -1
- package/dist/render/depthpass.js +36 -2
- package/dist/render/depthpass.js.map +1 -1
- package/dist/render/drawable_mixin.js +26 -1
- package/dist/render/drawable_mixin.js.map +1 -1
- package/dist/render/dualdepthpeeling_oit.js +52 -51
- package/dist/render/dualdepthpeeling_oit.js.map +1 -1
- package/dist/render/envlight.js +1 -1
- package/dist/render/envlight.js.map +1 -1
- package/dist/render/fbm_wavegenerator.js +3 -0
- package/dist/render/fbm_wavegenerator.js.map +1 -1
- package/dist/render/gerstner_wavegenerator.js +3 -0
- package/dist/render/gerstner_wavegenerator.js.map +1 -1
- package/dist/render/globalbindgroup_allocator.js +3 -0
- package/dist/render/globalbindgroup_allocator.js.map +1 -1
- package/dist/render/oit.js +29 -0
- package/dist/render/oit.js.map +1 -0
- package/dist/render/render_queue.js +3 -0
- package/dist/render/render_queue.js.map +1 -1
- package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
- package/dist/render/rendergraph/executor.js +2 -0
- package/dist/render/rendergraph/executor.js.map +1 -1
- package/dist/render/rendergraph/forward_plus_builder.js +61 -1
- package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
- package/dist/render/rendergraph/rendergraph.js.map +1 -1
- package/dist/render/rendergraph/texture_affinity_cache.js +1 -1
- package/dist/render/rendergraph/texture_affinity_cache.js.map +1 -1
- package/dist/render/rendergraph/types.js.map +1 -1
- package/dist/render/shadow_mask_pass.js +73 -8
- package/dist/render/shadow_mask_pass.js.map +1 -1
- package/dist/render/sky.js +166 -126
- package/dist/render/sky.js.map +1 -1
- package/dist/render/weightedblended_oit.js +36 -35
- package/dist/render/weightedblended_oit.js.map +1 -1
- package/dist/scene/basesprite.js +8 -0
- package/dist/scene/basesprite.js.map +1 -1
- package/dist/scene/batchgroup.js +3 -0
- package/dist/scene/batchgroup.js.map +1 -1
- package/dist/scene/environment.js +4 -1
- package/dist/scene/environment.js.map +1 -1
- package/dist/scene/hair.js +963 -0
- package/dist/scene/hair.js.map +1 -0
- package/dist/scene/light.js +5 -1
- package/dist/scene/light.js.map +1 -1
- package/dist/scene/mesh.js +481 -47
- package/dist/scene/mesh.js.map +1 -1
- package/dist/scene/meshdrawable.js +6 -0
- package/dist/scene/meshdrawable.js.map +1 -1
- package/dist/scene/msdftext.js +3 -0
- package/dist/scene/msdftext.js.map +1 -1
- package/dist/scene/msdftextsprite.js +3 -0
- package/dist/scene/msdftextsprite.js.map +1 -1
- package/dist/scene/particlesys.js +6 -0
- package/dist/scene/particlesys.js.map +1 -1
- package/dist/scene/scene.js +3 -0
- package/dist/scene/scene.js.map +1 -1
- package/dist/scene/scene_node.js +6 -1
- package/dist/scene/scene_node.js.map +1 -1
- package/dist/scene/terrain-cm/grass.js +273 -249
- package/dist/scene/terrain-cm/grass.js.map +1 -1
- package/dist/scene/terrain-cm/grassmaterial.js +3 -0
- package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
- package/dist/scene/terrain-cm/terrain-cm.js +6 -0
- package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
- package/dist/scene/terrain-cm/texture_cache.js +309 -0
- package/dist/scene/terrain-cm/texture_cache.js.map +1 -0
- package/dist/scene/water.js +6 -0
- package/dist/scene/water.js.map +1 -1
- package/dist/shaders/atmosphere.js.map +1 -1
- package/dist/shaders/diffusion.js +54 -0
- package/dist/shaders/diffusion.js.map +1 -0
- package/dist/shaders/shadow.js +33 -21
- package/dist/shaders/shadow.js.map +1 -1
- package/dist/shaders/temporal.js +71 -33
- package/dist/shaders/temporal.js.map +1 -1
- package/dist/shadow/dom.js +546 -0
- package/dist/shadow/dom.js.map +1 -0
- package/dist/shadow/pcf_opt.js +3 -5
- package/dist/shadow/pcf_opt.js.map +1 -1
- package/dist/shadow/pcf_pd.js +1 -1
- package/dist/shadow/pcf_pd.js.map +1 -1
- package/dist/shadow/receiver_bias.js +41 -0
- package/dist/shadow/receiver_bias.js.map +1 -0
- package/dist/shadow/shader.js +20 -60
- package/dist/shadow/shader.js.map +1 -1
- package/dist/shadow/shadow_impl.js +89 -0
- package/dist/shadow/shadow_impl.js.map +1 -1
- package/dist/shadow/shadow_region.js +50 -50
- package/dist/shadow/shadow_region.js.map +1 -1
- package/dist/shadow/shadowmapper.js +150 -37
- package/dist/shadow/shadowmapper.js.map +1 -1
- package/dist/shapes/shape.js +11 -2
- package/dist/shapes/shape.js.map +1 -1
- package/dist/shapes/sphere.js +50 -9
- package/dist/shapes/sphere.js.map +1 -1
- package/dist/utility/blueprint/common/constants.js +112 -2
- package/dist/utility/blueprint/common/constants.js.map +1 -1
- package/dist/utility/blueprint/material/func.js +142 -49
- package/dist/utility/blueprint/material/func.js.map +1 -1
- package/dist/utility/blueprint/material/ir.js +490 -25
- package/dist/utility/blueprint/material/ir.js.map +1 -1
- package/dist/utility/blueprint/material/texture.js +898 -4
- package/dist/utility/blueprint/material/texture.js.map +1 -1
- package/dist/utility/serialization/manager.js +431 -100
- package/dist/utility/serialization/manager.js.map +1 -1
- package/dist/utility/serialization/scene/animation.js +370 -3
- package/dist/utility/serialization/scene/animation.js.map +1 -1
- package/dist/utility/serialization/scene/batch.js +4 -0
- package/dist/utility/serialization/scene/batch.js.map +1 -1
- package/dist/utility/serialization/scene/camera.js +133 -1
- package/dist/utility/serialization/scene/camera.js.map +1 -1
- package/dist/utility/serialization/scene/common.js +26 -5
- package/dist/utility/serialization/scene/common.js.map +1 -1
- package/dist/utility/serialization/scene/hair.js +1141 -0
- package/dist/utility/serialization/scene/hair.js.map +1 -0
- package/dist/utility/serialization/scene/light.js +84 -4
- package/dist/utility/serialization/scene/light.js.map +1 -1
- package/dist/utility/serialization/scene/material.js +1867 -166
- package/dist/utility/serialization/scene/material.js.map +1 -1
- package/dist/utility/serialization/scene/mesh.js +231 -14
- package/dist/utility/serialization/scene/mesh.js.map +1 -1
- package/dist/utility/serialization/scene/node.js +141 -7
- package/dist/utility/serialization/scene/node.js.map +1 -1
- package/dist/utility/serialization/scene/particle.js +4 -0
- package/dist/utility/serialization/scene/particle.js.map +1 -1
- package/dist/utility/serialization/scene/primitive.js +18 -0
- package/dist/utility/serialization/scene/primitive.js.map +1 -1
- package/dist/utility/serialization/scene/sprite.js +4 -0
- package/dist/utility/serialization/scene/sprite.js.map +1 -1
- package/dist/utility/serialization/scene/terrain.js +92 -69
- package/dist/utility/serialization/scene/terrain.js.map +1 -1
- package/dist/utility/serialization/scene/text.js +4 -0
- package/dist/utility/serialization/scene/text.js.map +1 -1
- package/dist/utility/serialization/scene/water.js +4 -0
- package/dist/utility/serialization/scene/water.js.map +1 -1
- package/dist/utility/serialization/types.js.map +1 -1
- package/dist/utility/shprojector.js +96 -95
- package/dist/utility/shprojector.js.map +1 -1
- package/dist/values.js +105 -58
- package/dist/values.js.map +1 -1
- package/package.json +3 -3
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@@ -19,14 +19,17 @@ import { ShaderHelper } from '../shader/helper.js';
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const cls = class extends S {
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static lightMixed = true;
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_normalScale;
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_normalFlipY;
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constructor(){
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super();
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this._normalScale = 1;
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this._normalFlipY = false;
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this.useFeature(FEATURE_DOUBLE_SIDED_LIGHTING, true);
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}
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copyFrom(other) {
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super.copyFrom(other);
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this.normalScale = other.normalScale;
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this.normalFlipY = other.normalFlipY;
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this.normalMapMode = other.normalMapMode;
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this.doubleSidedLighting = other.doubleSidedLighting;
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}
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this.uniformChanged();
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}
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}
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get normalFlipY() {
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return this._normalFlipY;
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}
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set normalFlipY(val) {
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const flip = !!val;
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if (flip !== this._normalFlipY) {
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this._normalFlipY = flip;
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this.uniformChanged();
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}
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}
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get normalMapMode() {
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return this.featureUsed(FEATURE_OBJECT_SPACE_NORMALMAP);
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}
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}
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}
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pb.func(funcName, params, function() {
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this.$l.uv = that.
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this.$l.uv = that.hasNormalTexture() ? that.getNormalTexCoord(this) ?? pb.vec2(0) : that.hasAlbedoTexture() ? that.getAlbedoTexCoord(this) ?? pb.vec2(0) : pb.vec2(0);
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this.$l.TBN = that.calculateTBN(this, this.worldPos, this.worldNormal, this.worldTangent, this.worldBinormal);
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if (that.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT && that.
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if (that.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT && that.hasNormalTexture()) {
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const normalTex = pb.mul(pixel, pb.vec3(pb.
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const normalTex = pb.mul(pixel, pb.vec3(pb.
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const normalTex = pb.mul(pixel, pb.vec3(this.zNormalScale, pb.mul(this.zNormalScale, this.zNormalYSign), 1));
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this.$return(pb.normalize(pb.mul(this.TBN, normalTex)));
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}
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this.$l.uv = that.hasNormalTexture() ? that.getNormalTexCoord(this) ?? pb.vec2(0) : that.hasAlbedoTexture() ? that.getAlbedoTexCoord(this) ?? pb.vec2(0) : pb.vec2(0);
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if (that.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT && that.
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if (that.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT && that.hasNormalTexture()) {
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const normalTex = pb.mul(pixel, pb.vec3(pb.
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const normalTex = pb.mul(pixel, pb.vec3(this.zNormalScale, pb.mul(this.zNormalScale, this.zNormalYSign), 1));
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this.$return(NormalStruct(this.TBN, pb.normalize(normalTex)));
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const normalTex = pb.mul(pixel, pb.vec3(pb.
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const normalTex = pb.mul(pixel, pb.vec3(this.zNormalScale, pb.mul(this.zNormalScale, this.zNormalYSign), 1));
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this.$return(NormalStruct(this.TBN, pb.normalize(pb.mul(this.TBN, normalTex))));
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}
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} else {
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}
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this.$l.uv = that.hasNormalTexture() ? that.getNormalTexCoord(this) ?? pb.vec2(0) : that.hasAlbedoTexture() ? that.getAlbedoTexCoord(this) ?? pb.vec2(0) : pb.vec2(0);
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return this.drawContext.env.light.envLight.hasIrradiance() ? this.drawContext.SSGI && this.drawContext.SSGIIrradianceHistoryTexture && this.drawContext.SSGISurfaceHistoryTexture && (this.drawContext.device.type
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return this.drawContext.env.light.envLight.hasIrradiance() ? this.drawContext.SSGI && this.drawContext.SSGIIrradianceHistoryTexture && this.drawContext.SSGISurfaceHistoryTexture && (this.drawContext.device.type === 'webgl' || this.drawContext.motionVectorTexture) ? this.drawContext.env.light.envLight.getIrradiance(scope, normal, this.drawContext).rgb : scope.$builder.mul(this.drawContext.env.light.envLight.getIrradiance(scope, normal, this.drawContext).rgb, ShaderHelper.getEnvLightStrength(scope)) : scope.$builder.vec3(0);
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*/ calculateShadow(scope, worldPos, NoL) {
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*/ calculateShadow(scope, worldPos, worldNormal, NoL) {
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return ShaderHelper.calculateShadow(scope, worldPos, NoL, this.drawContext);
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getClusterIndex(scope, fragCoord) {
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super.fragmentShader(scope);
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if (this.
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|
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{"version":3,"file":"lit.js","sources":["../../../src/material/mixins/lit.ts"],"sourcesContent":["import type { BindGroup, PBFunctionScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport {\r\n LIGHT_TYPE_DIRECTIONAL,\r\n LIGHT_TYPE_POINT,\r\n LIGHT_TYPE_RECT,\r\n // LIGHT_TYPE_SPOT,\r\n RENDER_PASS_TYPE_LIGHT\r\n} from '../../values';\r\nimport type { DrawContext } from '../../render';\r\nimport type { MeshMaterial } from '../meshmaterial';\r\nimport { applyMaterialMixins } from '../meshmaterial';\r\nimport type { TextureMixinInstanceTypes } from './texture';\r\nimport { mixinTextureProps } from './texture';\r\nimport type { IMixinAlbedoColor } from './albedocolor';\r\nimport { mixinAlbedoColor } from './albedocolor';\r\nimport { ShaderHelper } from '../shader/helper';\r\n\r\n/**\r\n * Interface for light mixin\r\n * @public\r\n */\r\nexport type IMixinLight = {\r\n normalScale: number;\r\n normalMapMode: 'tangent-space' | 'object-space';\r\n doubleSidedLighting: boolean;\r\n needCalculateEnvLight(): boolean;\r\n getUniformNormalScale(scope: PBInsideFunctionScope): PBShaderExp;\r\n getEnvLightIrradiance(scope: PBInsideFunctionScope, normal: PBShaderExp): PBShaderExp;\r\n getEnvLightRadiance(\r\n scope: PBInsideFunctionScope,\r\n reflectVec: PBShaderExp,\r\n roughness: PBShaderExp\r\n ): PBShaderExp;\r\n calculateViewVector(scope: PBInsideFunctionScope, worldPos: PBShaderExp): PBShaderExp;\r\n calculateReflectionVector(\r\n scope: PBInsideFunctionScope,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp\r\n ): PBShaderExp;\r\n calculateTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp;\r\n calculateNormal(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp;\r\n calculateNormalAndTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp;\r\n calculateLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp,\r\n extra?: PBShaderExp\r\n ): PBShaderExp;\r\n calculateLightDirection(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ): PBShaderExp;\r\n calculateShadow(scope: PBInsideFunctionScope, worldPos: PBShaderExp, NoL: PBShaderExp): PBShaderExp;\r\n forEachLight(\r\n scope: PBInsideFunctionScope,\r\n callback: (\r\n this: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp,\r\n colorIntensity: PBShaderExp,\r\n extra: PBShaderExp,\r\n shadow: boolean\r\n ) => void\r\n ): void;\r\n} & TextureMixinInstanceTypes<['normal']> &\r\n IMixinAlbedoColor;\r\n\r\n/**\r\n * Light mixin\r\n * @param BaseCls - class to mix in\r\n * @returns Mixed class\r\n * @public\r\n */\r\nexport function mixinLight<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).lightMixed) {\r\n return BaseCls as T & { new (...args: any[]): IMixinLight };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinAlbedoColor, mixinTextureProps('normal'));\r\n let FEATURE_DOUBLE_SIDED_LIGHTING = 0;\r\n let FEATURE_OBJECT_SPACE_NORMALMAP = 0;\r\n const cls = class extends S {\r\n static readonly lightMixed = true;\r\n private _normalScale: number;\r\n constructor() {\r\n super();\r\n this._normalScale = 1;\r\n this.useFeature(FEATURE_DOUBLE_SIDED_LIGHTING, true);\r\n }\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n this.normalScale = other.normalScale;\r\n this.normalMapMode = other.normalMapMode;\r\n this.doubleSidedLighting = other.doubleSidedLighting;\r\n }\r\n get normalScale() {\r\n return this._normalScale;\r\n }\r\n set normalScale(val) {\r\n if (val !== this._normalScale) {\r\n this._normalScale = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n get normalMapMode() {\r\n return this.featureUsed<'tangent-space' | 'object-space'>(FEATURE_OBJECT_SPACE_NORMALMAP);\r\n }\r\n set normalMapMode(val) {\r\n this.useFeature(FEATURE_OBJECT_SPACE_NORMALMAP, val);\r\n }\r\n /** true if double sided lighting is used */\r\n get doubleSidedLighting() {\r\n return this.featureUsed<boolean>(FEATURE_DOUBLE_SIDED_LIGHTING);\r\n }\r\n set doubleSidedLighting(val) {\r\n this.useFeature(FEATURE_DOUBLE_SIDED_LIGHTING, !!val);\r\n }\r\n /**\r\n * Calculates the normalized vector from world coordinates to the viewpoint.\r\n *\r\n * @param scope - Shader scope\r\n *\r\n * @returns The view vector\r\n */\r\n calculateViewVector(scope: PBInsideFunctionScope, worldPos: PBShaderExp) {\r\n const pb = scope.$builder;\r\n return pb.normalize(pb.sub(ShaderHelper.getCameraPosition(scope), worldPos.xyz));\r\n }\r\n /**\r\n * Calculate the reflection vector of the view vector with respect to the normal.\r\n *\r\n * @param scope - Shader scope\r\n * @param normal - Surface normal\r\n * @param viewVec - The view vector\r\n * @returns The reflection vector\r\n */\r\n calculateReflectionVector(scope: PBInsideFunctionScope, normal: PBShaderExp, viewVec: PBShaderExp) {\r\n const pb = scope.$builder;\r\n return pb.reflect(pb.neg(viewVec), normal);\r\n }\r\n /**\r\n * Calculate the normal vector for current fragment\r\n * @param scope - The shader scope\r\n * @returns Normal vector for current fragment\r\n */\r\n calculateNormal(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const args: PBShaderExp[] = [worldPos];\r\n const params: PBShaderExp[] = [pb.vec3('worldPos')];\r\n let funcName = 'Z_calculateNormal';\r\n if (worldNormal) {\r\n params.push(pb.vec3('worldNormal'));\r\n args.push(worldNormal);\r\n funcName += '_N';\r\n if (worldTangent && worldBinormal) {\r\n params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));\r\n args.push(worldTangent, worldBinormal);\r\n funcName += '_T';\r\n }\r\n }\r\n pb.func(funcName, params, function () {\r\n this.$l.uv = that.normalTexture\r\n ? (that.getNormalTexCoord(this) ?? pb.vec2(0))\r\n : that.albedoTexture\r\n ? (that.getAlbedoTexCoord(this) ?? pb.vec2(0))\r\n : pb.vec2(0);\r\n this.$l.TBN = that.calculateTBN(\r\n this,\r\n this.worldPos,\r\n this.worldNormal,\r\n this.worldTangent,\r\n this.worldBinormal\r\n );\r\n if (that.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT && that.normalTexture) {\r\n if (that.normalMapMode === 'object-space') {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));\r\n this.$return(pb.normalize(normalTex));\r\n } else {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));\r\n this.$return(pb.normalize(pb.mul(this.TBN, normalTex)));\r\n }\r\n } else {\r\n this.$return(this.TBN[2]);\r\n }\r\n });\r\n return pb.getGlobalScope()[funcName](...args) as PBShaderExp;\r\n }\r\n /**\r\n * Normal scale uniform\r\n * @return Normal scale uniform\r\n */\r\n getUniformNormalScale(scope: PBInsideFunctionScope) {\r\n return scope.zNormalScale as PBShaderExp;\r\n }\r\n /**\r\n * Calculate the normal vector for current fragment\r\n *\r\n * @param scope - The shader scope\r\n * @returns Structure that contains normal vector and TBN matrix\r\n */\r\n calculateNormalAndTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const NormalStruct = pb.defineStruct([pb.mat3('TBN'), pb.vec3('normal')]);\r\n const that = this;\r\n const args: PBShaderExp[] = [worldPos.xyz];\r\n const params: PBShaderExp[] = [pb.vec3('worldPos')];\r\n let funcName = 'Z_calculateNormalAndTBN';\r\n if (worldNormal) {\r\n params.push(pb.vec3('worldNormal'));\r\n args.push(worldNormal);\r\n funcName += '_N';\r\n if (worldTangent && worldBinormal) {\r\n params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));\r\n args.push(worldTangent, worldBinormal);\r\n funcName += '_T';\r\n }\r\n }\r\n pb.func(funcName, params, function () {\r\n this.$l.uv = that.normalTexture\r\n ? (that.getNormalTexCoord(this) ?? pb.vec2(0))\r\n : that.albedoTexture\r\n ? (that.getAlbedoTexCoord(this) ?? pb.vec2(0))\r\n : pb.vec2(0);\r\n this.$l.TBN = that.calculateTBN(\r\n this,\r\n this.worldPos,\r\n this.worldNormal,\r\n this.worldTangent,\r\n this.worldBinormal\r\n );\r\n if (that.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT && that.normalTexture) {\r\n if (that.normalMapMode === 'object-space') {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));\r\n this.$return(NormalStruct(this.TBN, pb.normalize(normalTex)));\r\n } else {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));\r\n this.$return(NormalStruct(this.TBN, pb.normalize(pb.mul(this.TBN, normalTex))));\r\n }\r\n } else {\r\n this.$return(NormalStruct(this.TBN, this.TBN[2]));\r\n }\r\n });\r\n return pb.getGlobalScope()[funcName](...args) as PBShaderExp;\r\n }\r\n /**\r\n * Calculate the TBN matrix\r\n *\r\n * @param scope - The shader scope\r\n * @returns TBN matrix\r\n */\r\n calculateTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const args: PBShaderExp[] = [worldPos.xyz];\r\n const params: PBShaderExp[] = [pb.vec3('worldPos')];\r\n let funcName = 'Z_calculateTBN';\r\n if (worldNormal) {\r\n params.push(pb.vec3('worldNormal'));\r\n args.push(worldNormal);\r\n funcName += '_N';\r\n if (worldTangent && worldBinormal) {\r\n params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));\r\n args.push(worldTangent, worldBinormal);\r\n funcName += '_T';\r\n }\r\n }\r\n pb.func(funcName, params, function () {\r\n const posW = this.worldPos;\r\n this.$l.uv = that.normalTexture\r\n ? (that.getNormalTexCoord(this) ?? pb.vec2(0))\r\n : that.albedoTexture\r\n ? (that.getAlbedoTexCoord(this) ?? pb.vec2(0))\r\n : pb.vec2(0);\r\n this.$l.TBN = pb.mat3();\r\n if (!worldNormal) {\r\n this.$l.uv_dx = pb.dpdx(pb.vec3(this.uv, 0));\r\n this.$l.uv_dy = pb.dpdy(pb.vec3(this.uv, 0));\r\n this.$if(\r\n pb.lessThanEqual(pb.add(pb.length(this.uv_dx), pb.length(this.uv_dy)), 0.000001),\r\n function () {\r\n this.uv_dx = pb.vec3(1, 0, 0);\r\n this.uv_dy = pb.vec3(0, 1, 0);\r\n }\r\n );\r\n this.$l.t_ = pb.div(\r\n pb.sub(pb.mul(pb.dpdx(posW), this.uv_dy.y), pb.mul(pb.dpdy(posW), this.uv_dx.y)),\r\n pb.sub(pb.mul(this.uv_dx.x, this.uv_dy.y), pb.mul(this.uv_dx.y, this.uv_dy.x))\r\n );\r\n this.$l.ng = pb.normalize(pb.cross(pb.dpdx(posW), pb.dpdy(posW)));\r\n this.$l.t = pb.normalize(pb.sub(this.t_, pb.mul(this.ng, pb.dot(this.ng, this.t_))));\r\n this.$l.b = pb.cross(this.ng, this.t);\r\n if (that.doubleSidedLighting && that.cullMode !== 'back') {\r\n this.$if(pb.not(this.$builtins.frontFacing), function () {\r\n this.t = pb.mul(this.t, -1);\r\n this.b = pb.mul(this.b, -1);\r\n this.ng = pb.mul(this.ng, -1);\r\n });\r\n }\r\n this.TBN = pb.mat3(this.t, this.b, this.ng);\r\n } else if (!worldTangent) {\r\n this.$l.uv_dx = pb.dpdx(pb.vec3(this.uv, 0));\r\n this.$l.uv_dy = pb.dpdy(pb.vec3(this.uv, 0));\r\n this.$if(\r\n pb.lessThanEqual(pb.add(pb.length(this.uv_dx), pb.length(this.uv_dy)), 0.000001),\r\n function () {\r\n this.uv_dx = pb.vec3(1, 0, 0);\r\n this.uv_dy = pb.vec3(0, 1, 0);\r\n }\r\n );\r\n this.$l.t_ = pb.div(\r\n pb.sub(pb.mul(pb.dpdx(posW), this.uv_dy.y), pb.mul(pb.dpdy(posW), this.uv_dx.y)),\r\n pb.sub(pb.mul(this.uv_dx.x, this.uv_dy.y), pb.mul(this.uv_dx.y, this.uv_dy.x))\r\n );\r\n this.$l.ng = pb.normalize(this.worldNormal);\r\n this.$l.t = pb.normalize(pb.sub(this.t_, pb.mul(this.ng, pb.dot(this.ng, this.t_))));\r\n this.$l.b = pb.cross(this.ng, this.t);\r\n if (that.doubleSidedLighting && that.cullMode !== 'back') {\r\n this.$if(pb.not(this.$builtins.frontFacing), function () {\r\n this.t = pb.mul(this.t, -1);\r\n this.b = pb.mul(this.b, -1);\r\n this.ng = pb.mul(this.ng, -1);\r\n });\r\n }\r\n this.TBN = pb.mat3(this.t, this.b, this.ng);\r\n } else {\r\n this.$l.ng = pb.normalize(this.worldNormal);\r\n this.$l.t = pb.normalize(this.worldTangent);\r\n this.$l.b = pb.normalize(this.worldBinormal);\r\n if (that.doubleSidedLighting && that.cullMode !== 'back') {\r\n this.$if(pb.not(this.$builtins.frontFacing), function () {\r\n this.t = pb.mul(this.t, -1);\r\n this.b = pb.mul(this.b, -1);\r\n this.ng = pb.mul(this.ng, -1);\r\n });\r\n }\r\n this.TBN = pb.mat3(this.t, this.b, this.ng);\r\n }\r\n this.$return(this.TBN);\r\n });\r\n return pb.getGlobalScope()[funcName](...args) as PBShaderExp;\r\n }\r\n /**\r\n * {@inheritDoc MeshMaterial.applyUniformsValues}\r\n * @override\r\n */\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n if (ctx.renderPass!.type === RENDER_PASS_TYPE_LIGHT) {\r\n if (this.normalTexture) {\r\n bindGroup.setValue('zNormalScale', this._normalScale);\r\n }\r\n }\r\n }\r\n /**\r\n * Check if the environment lighting should be calculated.\r\n *\r\n * @returns true Environment lighting should be calculated, otherwise false\r\n */\r\n needCalculateEnvLight() {\r\n return this.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT && this.drawContext.drawEnvLight;\r\n }\r\n /**\r\n * Get irradiance of current environment light\r\n *\r\n * @param scope - Shader scope\r\n * @param normal - Fragment normal vector\r\n *\r\n * @returns Irradiance of current environment light of type vec3\r\n */\r\n getEnvLightIrradiance(scope: PBInsideFunctionScope, normal: PBShaderExp) {\r\n if (!this.needCalculateEnvLight()) {\r\n console.warn('getEnvLightIrradiance(): No need to calculate environment lighting');\r\n return scope.$builder.vec3(0);\r\n }\r\n return this.drawContext.env!.light.envLight.hasIrradiance()\r\n ? ((this.drawContext.SSGI &&\r\n this.drawContext.SSGIIrradianceHistoryTexture &&\r\n this.drawContext.SSGISurfaceHistoryTexture &&\r\n (this.drawContext.device.type !== 'webgpu' || this.drawContext.motionVectorTexture)\r\n ? this.drawContext.env!.light.envLight.getIrradiance(scope, normal, this.drawContext).rgb\r\n : scope.$builder.mul(\r\n this.drawContext.env!.light.envLight.getIrradiance(scope, normal, this.drawContext).rgb,\r\n ShaderHelper.getEnvLightStrength(scope)\r\n )) as PBShaderExp)\r\n : scope.$builder.vec3(0);\r\n }\r\n /**\r\n * Get Radiance of current environment light\r\n *\r\n * @param scope - Shader scope\r\n * @param reflectVec - The reflection vector\r\n * @param roughness - Roughness value of current fragment\r\n *\r\n * @returns Radiance of current environment light of type vec3\r\n */\r\n getEnvLightRadiance(scope: PBInsideFunctionScope, reflectVec: PBShaderExp, roughness: PBShaderExp) {\r\n if (!this.needCalculateEnvLight()) {\r\n console.warn('getEnvLightRadiance(): No need to calculate environment lighting');\r\n return scope.$builder.vec3(0);\r\n }\r\n return this.drawContext.env!.light.envLight.hasRadiance()\r\n ? (scope.$builder.mul(\r\n this.drawContext.env!.light.envLight.getRadiance(scope, reflectVec, roughness)!.rgb,\r\n ShaderHelper.getEnvLightStrength(scope),\r\n ShaderHelper.getEnvLightSpecularStrength(scope)\r\n ) as PBShaderExp)\r\n : scope.$builder.vec3(0);\r\n }\r\n /**\r\n * Checks if shadow should be computed\r\n *\r\n * @returns true if shadow should be computed, other wise false\r\n */\r\n protected needCalculateShadow() {\r\n return (\r\n this.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT && !!this.drawContext.currentShadowLight\r\n );\r\n }\r\n /**\r\n * Calculates shadow of current fragment\r\n *\r\n * @param scope - Shader scope\r\n * @param NoL - NdotL vector\r\n * @returns Shadow of current fragment, 1 means no shadow and 0 means full shadowed.\r\n */\r\n calculateShadow(scope: PBInsideFunctionScope, worldPos: PBShaderExp, NoL: PBShaderExp) {\r\n const pb = scope.$builder;\r\n if (!this.needCalculateShadow()) {\r\n console.warn('calculateShadow(): No need to calculate shadow');\r\n return pb.float(1);\r\n }\r\n return ShaderHelper.calculateShadow(scope, worldPos, NoL, this.drawContext);\r\n }\r\n private getClusterIndex(scope: PBInsideFunctionScope, fragCoord: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const funcName = 'lm_getClusterIndex';\r\n pb.func(funcName, [pb.vec3('fragCoord')], function () {\r\n const clusterParams = ShaderHelper.getClusterParams(this);\r\n const countParams = ShaderHelper.getCountParams(this);\r\n this.$l.zTile = pb.int(\r\n pb.max(\r\n pb.add(\r\n pb.mul(pb.log2(ShaderHelper.nonLinearDepthToLinear(this, this.fragCoord.z)), clusterParams.z),\r\n clusterParams.w\r\n ),\r\n 0\r\n )\r\n );\r\n this.$l.f = pb.vec2(this.fragCoord.x, pb.sub(clusterParams.y, pb.add(this.fragCoord.y, 1)));\r\n this.$l.xyTile = pb.ivec2(pb.div(this.f, pb.div(clusterParams.xy, pb.vec2(countParams.xy))));\r\n this.$return(pb.ivec3(this.xyTile, this.zTile));\r\n });\r\n return pb.getGlobalScope()[funcName](fragCoord);\r\n }\r\n protected calculatePointLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_calculatePointLightAttenuation';\r\n pb.func(funcName, [pb.vec3('worldPos'), pb.vec4('posRange')], function () {\r\n this.$l.d = pb.sub(this.worldPos, this.posRange.xyz);\r\n this.$l.dist2 = pb.dot(this.d, this.d);\r\n this.$l.lightAtten = pb.div(1, pb.max(this.dist2, 0.0001));\r\n this.$l.range2 = pb.mul(this.posRange.w, this.posRange.w);\r\n this.$l.f = pb.div(this.dist2, pb.max(this.range2, 0.0001));\r\n this.$l.f2 = pb.clamp(pb.sub(1, pb.mul(this.f, this.f)), 0, 1);\r\n this.$return(pb.mul(this.lightAtten, pb.mul(this.f2, this.f2)));\r\n });\r\n return pb.getGlobalScope()[funcName](worldPos, posRange);\r\n }\r\n protected calculateSpotLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp,\r\n angleScaleOffset?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const physical = this.drawContext.scene.lightingMode === 'physical';\r\n // The two modes emit different falloff and cone-attenuation bodies, so they must not share a\r\n // cached function under one name.\r\n const funcName = physical\r\n ? 'Z_calculateSpotLightAttenuationPhysical'\r\n : 'Z_calculateSpotLightAttenuation';\r\n pb.func(\r\n funcName,\r\n [pb.vec3('worldPos'), pb.vec4('posRange'), pb.vec4('dirCutoff'), pb.vec2('angleScaleOffset')],\r\n function () {\r\n this.$l.dist = pb.distance(this.posRange.xyz, this.worldPos);\r\n if (physical) {\r\n this.$l.dist2 = pb.mul(this.dist, this.dist);\r\n this.$l.lightAtten = pb.div(1, pb.max(this.dist2, 0.0001));\r\n this.$l.range2 = pb.mul(this.posRange.w, this.posRange.w);\r\n this.$l.f = pb.div(this.dist2, pb.max(this.range2, 0.0001));\r\n this.$l.f2 = pb.clamp(pb.sub(1, pb.mul(this.f, this.f)), 0, 1);\r\n this.$l.falloff = pb.mul(this.lightAtten, this.f2, this.f2);\r\n } else {\r\n this.$l.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, this.posRange.w)));\r\n this.falloff = pb.mul(this.falloff, this.falloff);\r\n }\r\n this.$l.cd = pb.dot(pb.normalize(pb.sub(this.worldPos, this.posRange.xyz)), this.dirCutoff.xyz);\r\n if (physical) {\r\n // Filament's getAngleAttenuation: saturate(cd * scale + offset) squared. The scale/offset\r\n // pair is derived CPU-side from the cone half-angles and already guards inner == outer.\r\n this.$l.spotFactor = pb.clamp(\r\n pb.add(pb.mul(this.cd, this.angleScaleOffset.x), this.angleScaleOffset.y),\r\n 0,\r\n 1\r\n );\r\n this.spotFactor = pb.mul(this.spotFactor, this.spotFactor);\r\n } else {\r\n this.$l.spotFactor = pb.smoothStep(this.dirCutoff.w, pb.mix(this.dirCutoff.w, 1, 0.5), this.cd);\r\n }\r\n this.$return(pb.mul(this.spotFactor, this.falloff));\r\n }\r\n );\r\n const resolvedScaleOffset = physical && angleScaleOffset ? angleScaleOffset : pb.vec2(0);\r\n return pb.getGlobalScope()[funcName](worldPos, posRange, dirCutoff, resolvedScaleOffset);\r\n }\r\n calculateLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp,\r\n extra?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n return scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_DIRECTIONAL),\r\n pb.float(1),\r\n scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_POINT),\r\n this.calculatePointLightAttenuation(scope, worldPos.xyz, posRange),\r\n scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_RECT),\r\n this.calculatePointLightAttenuation(scope, worldPos.xyz, posRange),\r\n this.calculateSpotLightAttenuation(scope, worldPos.xyz, posRange, dirCutoff, extra?.xy)\r\n )\r\n )\r\n );\r\n }\r\n calculateLightDirection(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n return scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_DIRECTIONAL),\r\n pb.neg(dirCutoff.xyz),\r\n pb.normalize(pb.sub(posRange.xyz, worldPos.xyz))\r\n );\r\n }\r\n forEachLight(\r\n scope: PBInsideFunctionScope,\r\n callback: (\r\n this: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp,\r\n colorIntensity: PBShaderExp,\r\n extra: PBShaderExp,\r\n shadow: boolean\r\n ) => void\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n if (that.drawContext.renderPass!.type !== RENDER_PASS_TYPE_LIGHT) {\r\n console.warn('LitMaterial.forEachLight(): must be called in forward render pass');\r\n return;\r\n }\r\n if (that.drawContext.currentShadowLight) {\r\n const posRange = scope.light.positionAndRange;\r\n const dirCutoff = scope.light.directionAndCutoff;\r\n const colorIntensity = scope.light.diffuseAndIntensity;\r\n const extra = scope.light.extraParams ?? pb.vec4(0);\r\n scope.$scope(function () {\r\n const lightType = pb.int(extra.w);\r\n callback.call(this, lightType, posRange, dirCutoff, colorIntensity, extra, true);\r\n });\r\n } else {\r\n scope.$scope(function () {\r\n const countParams = ShaderHelper.getCountParams(this);\r\n this.$l.cluster = that.getClusterIndex(this, this.$builtins.fragCoord.xyz);\r\n this.$l.clusterIndex = pb.add(\r\n this.cluster.x,\r\n pb.mul(this.cluster.y, countParams.x),\r\n pb.mul(this.cluster.z, countParams.x, countParams.y)\r\n );\r\n this.$l.texSize = scope.light.lightIndexTexSize;\r\n if (pb.getDevice().type === 'webgl') {\r\n this.$l.texCoordX = pb.div(\r\n pb.add(pb.mod(pb.float(this.clusterIndex), pb.float(this.texSize.x)), 0.5),\r\n pb.float(this.texSize.x)\r\n );\r\n this.$l.texCoordY = pb.div(\r\n pb.add(pb.float(pb.div(this.clusterIndex, this.texSize.x)), 0.5),\r\n pb.float(this.texSize.y)\r\n );\r\n this.$l.samp = pb.textureSample(\r\n ShaderHelper.getClusteredLightIndexTexture(this),\r\n pb.vec2(this.texCoordX, this.texCoordY)\r\n );\r\n } else {\r\n this.$l.texCoordX = pb.mod(this.clusterIndex, this.texSize.x);\r\n this.$l.texCoordY = pb.div(this.clusterIndex, this.texSize.x);\r\n this.$l.samp = pb.textureLoad(\r\n ShaderHelper.getClusteredLightIndexTexture(this),\r\n pb.ivec2(this.texCoordX, this.texCoordY),\r\n 0\r\n );\r\n }\r\n if (pb.getDevice().type === 'webgl') {\r\n this.$for(pb.int('i'), 0, 4, function () {\r\n this.$l.k = this.samp.at(this.i);\r\n this.$l.lights = pb.int[2]();\r\n this.$l.lights[0] = pb.int(pb.mod(this.k, 256));\r\n this.$l.lights[1] = pb.int(pb.div(this.k, 256));\r\n this.$for(pb.int('k'), 0, 2, function () {\r\n this.$l.li = this.lights.at(this.k);\r\n this.$if(pb.greaterThan(this.li, 0), function () {\r\n this.$for(pb.int('j'), 1, 256, function () {\r\n this.$if(pb.equal(this.j, this.li), function () {\r\n this.$l.positionRange = ShaderHelper.getLightPositionAndRange(this, this.j);\r\n this.$l.directionCutoff = ShaderHelper.getLightDirectionAndCutoff(this, this.j);\r\n this.$l.diffuseIntensity = ShaderHelper.getLightColorAndIntensity(this, this.j);\r\n this.$l.extra = ShaderHelper.getLightExtra(this, this.j);\r\n if (that.drawContext.screenSpaceShadowMask) {\r\n this.$l.shadowMask = ShaderHelper.sampleShadowMask(this, this.j);\r\n this.diffuseIntensity = pb.vec4(\r\n pb.mul(this.diffuseIntensity.rgb, this.shadowMask),\r\n this.diffuseIntensity.w\r\n );\r\n }\r\n this.$l.lightType = pb.int(this.extra.w);\r\n this.$scope(function () {\r\n callback.call(\r\n this,\r\n this.lightType,\r\n this.positionRange,\r\n this.directionCutoff,\r\n this.diffuseIntensity,\r\n this.extra,\r\n false\r\n );\r\n });\r\n this.$break();\r\n });\r\n });\r\n });\r\n });\r\n });\r\n } else {\r\n this.$for(pb.uint('i'), 0, 4, function () {\r\n this.$for(pb.uint('k'), 0, 4, function () {\r\n this.$l.c = pb.compAnd(pb.sar(this.samp.at(this.i), pb.mul(this.k, 8)), 0xff);\r\n this.$if(pb.greaterThan(this.c, 0), function () {\r\n this.$l.positionRange = ShaderHelper.getLightPositionAndRange(this, this.c);\r\n this.$l.directionCutoff = ShaderHelper.getLightDirectionAndCutoff(this, this.c);\r\n this.$l.diffuseIntensity = ShaderHelper.getLightColorAndIntensity(this, this.c);\r\n this.$l.extra = ShaderHelper.getLightExtra(this, this.c);\r\n if (that.drawContext.screenSpaceShadowMask) {\r\n // Shadow-casting lights (buffer index <= numShadowLights) attenuate\r\n // by the pre-rendered screen-space shadow mask; others return 1.0.\r\n this.$l.shadowMask = ShaderHelper.sampleShadowMask(this, pb.int(this.c));\r\n this.diffuseIntensity = pb.vec4(\r\n pb.mul(this.diffuseIntensity.rgb, this.shadowMask),\r\n this.diffuseIntensity.w\r\n );\r\n }\r\n this.$l.lightType = pb.int(this.extra.w);\r\n this.$scope(function () {\r\n callback.call(\r\n this,\r\n this.lightType,\r\n this.positionRange,\r\n this.directionCutoff,\r\n this.diffuseIntensity,\r\n this.extra,\r\n false\r\n );\r\n });\r\n });\r\n });\r\n });\r\n }\r\n });\r\n }\r\n }\r\n /**\r\n * Fragment shader implementation\r\n *\r\n * @param scope - Shader scope\r\n * @returns Calucated fragment color\r\n */\r\n fragmentShader(scope: PBFunctionScope) {\r\n super.fragmentShader(scope);\r\n const pb = scope.$builder;\r\n if (this.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT) {\r\n if (this.normalTexture) {\r\n scope.zNormalScale = pb.float().uniform(2);\r\n }\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Material.supportLighting}\r\n * @override\r\n */\r\n supportLighting() {\r\n return true;\r\n }\r\n } as unknown as T & { new (...args: any[]): IMixinLight };\r\n FEATURE_DOUBLE_SIDED_LIGHTING = cls.defineFeature();\r\n FEATURE_OBJECT_SPACE_NORMALMAP = cls.defineFeature();\r\n return 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{"version":3,"file":"lit.js","sources":["../../../src/material/mixins/lit.ts"],"sourcesContent":["import type { BindGroup, PBFunctionScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport {\r\n LIGHT_TYPE_DIRECTIONAL,\r\n LIGHT_TYPE_POINT,\r\n LIGHT_TYPE_RECT,\r\n // LIGHT_TYPE_SPOT,\r\n RENDER_PASS_TYPE_LIGHT\r\n} from '../../values';\r\nimport type { DrawContext } from '../../render';\r\nimport type { MeshMaterial } from '../meshmaterial';\r\nimport { applyMaterialMixins } from '../meshmaterial';\r\nimport type { TextureMixinInstanceTypes } from './texture';\r\nimport { mixinTextureProps } from './texture';\r\nimport type { IMixinAlbedoColor } from './albedocolor';\r\nimport { mixinAlbedoColor } from './albedocolor';\r\nimport { ShaderHelper } from '../shader/helper';\r\n\r\n/**\r\n * Interface for light mixin\r\n * @public\r\n */\r\nexport type IMixinLight = {\r\n normalScale: number;\r\n normalFlipY: boolean;\r\n normalMapMode: 'tangent-space' | 'object-space';\r\n doubleSidedLighting: boolean;\r\n needCalculateEnvLight(): boolean;\r\n getUniformNormalScale(scope: PBInsideFunctionScope): PBShaderExp;\r\n getEnvLightIrradiance(scope: PBInsideFunctionScope, normal: PBShaderExp): PBShaderExp;\r\n getEnvLightRadiance(\r\n scope: PBInsideFunctionScope,\r\n reflectVec: PBShaderExp,\r\n roughness: PBShaderExp\r\n ): PBShaderExp;\r\n calculateViewVector(scope: PBInsideFunctionScope, worldPos: PBShaderExp): PBShaderExp;\r\n calculateReflectionVector(\r\n scope: PBInsideFunctionScope,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp\r\n ): PBShaderExp;\r\n calculateTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp;\r\n calculateNormal(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp;\r\n calculateNormalAndTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp;\r\n calculateLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp,\r\n extra?: PBShaderExp\r\n ): PBShaderExp;\r\n calculateLightDirection(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ): PBShaderExp;\r\n calculateShadow(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal: PBShaderExp,\r\n NoL: PBShaderExp\r\n ): PBShaderExp;\r\n forEachLight(\r\n scope: PBInsideFunctionScope,\r\n callback: (\r\n this: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp,\r\n colorIntensity: PBShaderExp,\r\n extra: PBShaderExp,\r\n shadow: boolean\r\n ) => void\r\n ): void;\r\n} & TextureMixinInstanceTypes<['normal']> &\r\n IMixinAlbedoColor;\r\n\r\n/**\r\n * Light mixin\r\n * @param BaseCls - class to mix in\r\n * @returns Mixed class\r\n * @public\r\n */\r\nexport function mixinLight<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).lightMixed) {\r\n return BaseCls as T & { new (...args: any[]): IMixinLight };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinAlbedoColor, mixinTextureProps('normal'));\r\n let FEATURE_DOUBLE_SIDED_LIGHTING = 0;\r\n let FEATURE_OBJECT_SPACE_NORMALMAP = 0;\r\n const cls = class extends S {\r\n static readonly lightMixed = true;\r\n private _normalScale: number;\r\n private _normalFlipY: boolean;\r\n constructor() {\r\n super();\r\n this._normalScale = 1;\r\n this._normalFlipY = false;\r\n this.useFeature(FEATURE_DOUBLE_SIDED_LIGHTING, true);\r\n }\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n this.normalScale = other.normalScale;\r\n this.normalFlipY = other.normalFlipY;\r\n this.normalMapMode = other.normalMapMode;\r\n this.doubleSidedLighting = other.doubleSidedLighting;\r\n }\r\n get normalScale() {\r\n return this._normalScale;\r\n }\r\n set normalScale(val) {\r\n if (val !== this._normalScale) {\r\n this._normalScale = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n get normalFlipY() {\r\n return this._normalFlipY;\r\n }\r\n set normalFlipY(val) {\r\n const flip = !!val;\r\n if (flip !== this._normalFlipY) {\r\n this._normalFlipY = flip;\r\n this.uniformChanged();\r\n }\r\n }\r\n get normalMapMode() {\r\n return this.featureUsed<'tangent-space' | 'object-space'>(FEATURE_OBJECT_SPACE_NORMALMAP);\r\n }\r\n set normalMapMode(val) {\r\n this.useFeature(FEATURE_OBJECT_SPACE_NORMALMAP, val);\r\n }\r\n /** true if double sided lighting is used */\r\n get doubleSidedLighting() {\r\n return this.featureUsed<boolean>(FEATURE_DOUBLE_SIDED_LIGHTING);\r\n }\r\n set doubleSidedLighting(val) {\r\n this.useFeature(FEATURE_DOUBLE_SIDED_LIGHTING, !!val);\r\n }\r\n /**\r\n * Calculates the normalized vector from world coordinates to the viewpoint.\r\n *\r\n * @param scope - Shader scope\r\n *\r\n * @returns The view vector\r\n */\r\n calculateViewVector(scope: PBInsideFunctionScope, worldPos: PBShaderExp) {\r\n const pb = scope.$builder;\r\n return pb.normalize(pb.sub(ShaderHelper.getCameraPosition(scope), worldPos.xyz));\r\n }\r\n /**\r\n * Calculate the reflection vector of the view vector with respect to the normal.\r\n *\r\n * @param scope - Shader scope\r\n * @param normal - Surface normal\r\n * @param viewVec - The view vector\r\n * @returns The reflection vector\r\n */\r\n calculateReflectionVector(scope: PBInsideFunctionScope, normal: PBShaderExp, viewVec: PBShaderExp) {\r\n const pb = scope.$builder;\r\n return pb.reflect(pb.neg(viewVec), normal);\r\n }\r\n /**\r\n * Calculate the normal vector for current fragment\r\n * @param scope - The shader scope\r\n * @returns Normal vector for current fragment\r\n */\r\n calculateNormal(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const args: PBShaderExp[] = [worldPos];\r\n const params: PBShaderExp[] = [pb.vec3('worldPos')];\r\n let funcName = 'Z_calculateNormal';\r\n if (worldNormal) {\r\n params.push(pb.vec3('worldNormal'));\r\n args.push(worldNormal);\r\n funcName += '_N';\r\n if (worldTangent && worldBinormal) {\r\n params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));\r\n args.push(worldTangent, worldBinormal);\r\n funcName += '_T';\r\n }\r\n }\r\n pb.func(funcName, params, function () {\r\n this.$l.uv = that.hasNormalTexture()\r\n ? (that.getNormalTexCoord(this) ?? pb.vec2(0))\r\n : that.hasAlbedoTexture()\r\n ? (that.getAlbedoTexCoord(this) ?? pb.vec2(0))\r\n : pb.vec2(0);\r\n this.$l.TBN = that.calculateTBN(\r\n this,\r\n this.worldPos,\r\n this.worldNormal,\r\n this.worldTangent,\r\n this.worldBinormal\r\n );\r\n if (that.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT && that.hasNormalTexture()) {\r\n if (that.normalMapMode === 'object-space') {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(\r\n pixel,\r\n pb.vec3(this.zNormalScale, pb.mul(this.zNormalScale, this.zNormalYSign), 1)\r\n );\r\n this.$return(pb.normalize(normalTex));\r\n } else {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(\r\n pixel,\r\n pb.vec3(this.zNormalScale, pb.mul(this.zNormalScale, this.zNormalYSign), 1)\r\n );\r\n this.$return(pb.normalize(pb.mul(this.TBN, normalTex)));\r\n }\r\n } else {\r\n this.$return(this.TBN[2]);\r\n }\r\n });\r\n return pb.getGlobalScope()[funcName](...args) as PBShaderExp;\r\n }\r\n /**\r\n * Normal scale uniform\r\n * @return Normal scale uniform\r\n */\r\n getUniformNormalScale(scope: PBInsideFunctionScope) {\r\n return scope.zNormalScale as PBShaderExp;\r\n }\r\n /**\r\n * Calculate the normal vector for current fragment\r\n *\r\n * @param scope - The shader scope\r\n * @returns Structure that contains normal vector and TBN matrix\r\n */\r\n calculateNormalAndTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const NormalStruct = pb.defineStruct([pb.mat3('TBN'), pb.vec3('normal')]);\r\n const that = this;\r\n const args: PBShaderExp[] = [worldPos.xyz];\r\n const params: PBShaderExp[] = [pb.vec3('worldPos')];\r\n let funcName = 'Z_calculateNormalAndTBN';\r\n if (worldNormal) {\r\n params.push(pb.vec3('worldNormal'));\r\n args.push(worldNormal);\r\n funcName += '_N';\r\n if (worldTangent && worldBinormal) {\r\n params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));\r\n args.push(worldTangent, worldBinormal);\r\n funcName += '_T';\r\n }\r\n }\r\n pb.func(funcName, params, function () {\r\n this.$l.uv = that.hasNormalTexture()\r\n ? (that.getNormalTexCoord(this) ?? pb.vec2(0))\r\n : that.hasAlbedoTexture()\r\n ? (that.getAlbedoTexCoord(this) ?? pb.vec2(0))\r\n : pb.vec2(0);\r\n this.$l.TBN = that.calculateTBN(\r\n this,\r\n this.worldPos,\r\n this.worldNormal,\r\n this.worldTangent,\r\n this.worldBinormal\r\n );\r\n if (that.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT && that.hasNormalTexture()) {\r\n if (that.normalMapMode === 'object-space') {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(\r\n pixel,\r\n pb.vec3(this.zNormalScale, pb.mul(this.zNormalScale, this.zNormalYSign), 1)\r\n );\r\n this.$return(NormalStruct(this.TBN, pb.normalize(normalTex)));\r\n } else {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(\r\n pixel,\r\n pb.vec3(this.zNormalScale, pb.mul(this.zNormalScale, this.zNormalYSign), 1)\r\n );\r\n this.$return(NormalStruct(this.TBN, pb.normalize(pb.mul(this.TBN, normalTex))));\r\n }\r\n } else {\r\n this.$return(NormalStruct(this.TBN, this.TBN[2]));\r\n }\r\n });\r\n return pb.getGlobalScope()[funcName](...args) as PBShaderExp;\r\n }\r\n /**\r\n * Calculate the TBN matrix\r\n *\r\n * @param scope - The shader scope\r\n * @returns TBN matrix\r\n */\r\n calculateTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const args: PBShaderExp[] = [worldPos.xyz];\r\n const params: PBShaderExp[] = [pb.vec3('worldPos')];\r\n let funcName = 'Z_calculateTBN';\r\n if (worldNormal) {\r\n params.push(pb.vec3('worldNormal'));\r\n args.push(worldNormal);\r\n funcName += '_N';\r\n if (worldTangent && worldBinormal) {\r\n params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));\r\n args.push(worldTangent, worldBinormal);\r\n funcName += '_T';\r\n }\r\n }\r\n pb.func(funcName, params, function () {\r\n const posW = this.worldPos;\r\n this.$l.uv = that.hasNormalTexture()\r\n ? (that.getNormalTexCoord(this) ?? pb.vec2(0))\r\n : that.hasAlbedoTexture()\r\n ? (that.getAlbedoTexCoord(this) ?? pb.vec2(0))\r\n : pb.vec2(0);\r\n this.$l.TBN = pb.mat3();\r\n if (!worldNormal) {\r\n this.$l.uv_dx = pb.dpdx(pb.vec3(this.uv, 0));\r\n this.$l.uv_dy = pb.dpdy(pb.vec3(this.uv, 0));\r\n this.$if(\r\n pb.lessThanEqual(pb.add(pb.length(this.uv_dx), pb.length(this.uv_dy)), 0.000001),\r\n function () {\r\n this.uv_dx = pb.vec3(1, 0, 0);\r\n this.uv_dy = pb.vec3(0, 1, 0);\r\n }\r\n );\r\n // t is normalized below, so any positive scale on t_ is irrelevant.\r\n // Multiplying by sign(det) instead of dividing by det yields the same\r\n // direction while staying finite when the screen space UV jacobian\r\n // degenerates (silhouettes, folds, collapsed UV shells), where the\r\n // division used to produce Inf and then NaN through the subtraction.\r\n this.$l.det = pb.sub(pb.mul(this.uv_dx.x, this.uv_dy.y), pb.mul(this.uv_dx.y, this.uv_dy.x));\r\n this.$l.t_ = pb.mul(\r\n pb.sub(pb.mul(pb.dpdx(posW), this.uv_dy.y), pb.mul(pb.dpdy(posW), this.uv_dx.y)),\r\n pb.sign(this.det)\r\n );\r\n this.$l.ng = pb.normalize(pb.cross(pb.dpdx(posW), pb.dpdy(posW)));\r\n // Normalize before the gram-schmidt step so the degeneracy test below\r\n // is scale independent: the rejection length is then sin(angle) of t_\r\n // against the normal.\r\n this.$l.tn = pb.div(this.t_, pb.max(pb.length(this.t_), 1e-20));\r\n this.$l.tRaw = pb.sub(this.tn, pb.mul(this.ng, pb.dot(this.ng, this.tn)));\r\n this.$l.tAxis = pb.vec3(1, 0, 0);\r\n this.$if(pb.greaterThan(pb.abs(this.ng.x), 0.9), function () {\r\n this.tAxis = pb.vec3(0, 1, 0);\r\n });\r\n this.$if(pb.lessThan(pb.dot(this.tRaw, this.tRaw), 1e-8), function () {\r\n // t_ vanished or is parallel to the normal: no tangent can be\r\n // recovered from the derivatives, so pick an arbitrary orthogonal\r\n // one. The normal map detail is misoriented on those few pixels,\r\n // but the frame stays finite instead of turning the fragment black.\r\n this.tRaw = pb.sub(this.tAxis, pb.mul(this.ng, pb.dot(this.ng, this.tAxis)));\r\n });\r\n this.$l.t = pb.normalize(this.tRaw);\r\n this.$l.b = pb.cross(this.ng, this.t);\r\n if (that.doubleSidedLighting && that.cullMode !== 'back') {\r\n this.$if(pb.not(this.$builtins.frontFacing), function () {\r\n this.t = pb.mul(this.t, -1);\r\n this.b = pb.mul(this.b, -1);\r\n this.ng = pb.mul(this.ng, -1);\r\n });\r\n }\r\n this.TBN = pb.mat3(this.t, this.b, this.ng);\r\n } else if (!worldTangent) {\r\n this.$l.uv_dx = pb.dpdx(pb.vec3(this.uv, 0));\r\n this.$l.uv_dy = pb.dpdy(pb.vec3(this.uv, 0));\r\n this.$if(\r\n pb.lessThanEqual(pb.add(pb.length(this.uv_dx), pb.length(this.uv_dy)), 0.000001),\r\n function () {\r\n this.uv_dx = pb.vec3(1, 0, 0);\r\n this.uv_dy = pb.vec3(0, 1, 0);\r\n }\r\n );\r\n // See the comment in the branch above: sign(det) replaces the\r\n // unguarded division that produced NaN tangents on degenerate screen\r\n // space UV jacobians.\r\n this.$l.det = pb.sub(pb.mul(this.uv_dx.x, this.uv_dy.y), pb.mul(this.uv_dx.y, this.uv_dy.x));\r\n this.$l.t_ = pb.mul(\r\n pb.sub(pb.mul(pb.dpdx(posW), this.uv_dy.y), pb.mul(pb.dpdy(posW), this.uv_dx.y)),\r\n pb.sign(this.det)\r\n );\r\n this.$l.ng = pb.normalize(this.worldNormal);\r\n this.$l.tn = pb.div(this.t_, pb.max(pb.length(this.t_), 1e-20));\r\n this.$l.tRaw = pb.sub(this.tn, pb.mul(this.ng, pb.dot(this.ng, this.tn)));\r\n this.$l.tAxis = pb.vec3(1, 0, 0);\r\n this.$if(pb.greaterThan(pb.abs(this.ng.x), 0.9), function () {\r\n this.tAxis = pb.vec3(0, 1, 0);\r\n });\r\n this.$if(pb.lessThan(pb.dot(this.tRaw, this.tRaw), 1e-8), function () {\r\n this.tRaw = pb.sub(this.tAxis, pb.mul(this.ng, pb.dot(this.ng, this.tAxis)));\r\n });\r\n this.$l.t = pb.normalize(this.tRaw);\r\n this.$l.b = pb.cross(this.ng, this.t);\r\n if (that.doubleSidedLighting && that.cullMode !== 'back') {\r\n this.$if(pb.not(this.$builtins.frontFacing), function () {\r\n this.t = pb.mul(this.t, -1);\r\n this.b = pb.mul(this.b, -1);\r\n this.ng = pb.mul(this.ng, -1);\r\n });\r\n }\r\n this.TBN = pb.mat3(this.t, this.b, this.ng);\r\n } else {\r\n this.$l.ng = pb.normalize(this.worldNormal);\r\n this.$l.t = pb.normalize(this.worldTangent);\r\n this.$l.b = pb.normalize(this.worldBinormal);\r\n if (that.doubleSidedLighting && that.cullMode !== 'back') {\r\n this.$if(pb.not(this.$builtins.frontFacing), function () {\r\n this.t = pb.mul(this.t, -1);\r\n this.b = pb.mul(this.b, -1);\r\n this.ng = pb.mul(this.ng, -1);\r\n });\r\n }\r\n this.TBN = pb.mat3(this.t, this.b, this.ng);\r\n }\r\n this.$return(this.TBN);\r\n });\r\n return pb.getGlobalScope()[funcName](...args) as PBShaderExp;\r\n }\r\n /**\r\n * {@inheritDoc MeshMaterial.applyUniformsValues}\r\n * @override\r\n */\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n if (ctx.renderPass!.type === RENDER_PASS_TYPE_LIGHT) {\r\n if (this.hasNormalTexture()) {\r\n bindGroup.setValue('zNormalScale', this._normalScale);\r\n bindGroup.setValue('zNormalYSign', this._normalFlipY ? -1 : 1);\r\n }\r\n }\r\n }\r\n /**\r\n * Check if the environment lighting should be calculated.\r\n *\r\n * @returns true Environment lighting should be calculated, otherwise false\r\n */\r\n needCalculateEnvLight() {\r\n return this.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT && this.drawContext.drawEnvLight;\r\n }\r\n /**\r\n * Get irradiance of current environment light\r\n *\r\n * @param scope - Shader scope\r\n * @param normal - Fragment normal vector\r\n *\r\n * @returns Irradiance of current environment light of type vec3\r\n */\r\n getEnvLightIrradiance(scope: PBInsideFunctionScope, normal: PBShaderExp) {\r\n if (!this.needCalculateEnvLight()) {\r\n console.warn('getEnvLightIrradiance(): No need to calculate environment lighting');\r\n return scope.$builder.vec3(0);\r\n }\r\n return this.drawContext.env!.light.envLight.hasIrradiance()\r\n ? ((this.drawContext.SSGI &&\r\n this.drawContext.SSGIIrradianceHistoryTexture &&\r\n this.drawContext.SSGISurfaceHistoryTexture &&\r\n (this.drawContext.device.type === 'webgl' || this.drawContext.motionVectorTexture)\r\n ? this.drawContext.env!.light.envLight.getIrradiance(scope, normal, this.drawContext).rgb\r\n : scope.$builder.mul(\r\n this.drawContext.env!.light.envLight.getIrradiance(scope, normal, this.drawContext).rgb,\r\n ShaderHelper.getEnvLightStrength(scope)\r\n )) as PBShaderExp)\r\n : scope.$builder.vec3(0);\r\n }\r\n /**\r\n * Get Radiance of current environment light\r\n *\r\n * @param scope - Shader scope\r\n * @param reflectVec - The reflection vector\r\n * @param roughness - Roughness value of current fragment\r\n *\r\n * @returns Radiance of current environment light of type vec3\r\n */\r\n getEnvLightRadiance(scope: PBInsideFunctionScope, reflectVec: PBShaderExp, roughness: PBShaderExp) {\r\n if (!this.needCalculateEnvLight()) {\r\n console.warn('getEnvLightRadiance(): No need to calculate environment lighting');\r\n return scope.$builder.vec3(0);\r\n }\r\n return this.drawContext.env!.light.envLight.hasRadiance()\r\n ? (scope.$builder.mul(\r\n this.drawContext.env!.light.envLight.getRadiance(scope, reflectVec, roughness)!.rgb,\r\n ShaderHelper.getEnvLightStrength(scope),\r\n ShaderHelper.getEnvLightSpecularStrength(scope)\r\n ) as PBShaderExp)\r\n : scope.$builder.vec3(0);\r\n }\r\n /**\r\n * Checks if shadow should be computed\r\n *\r\n * @returns true if shadow should be computed, other wise false\r\n */\r\n protected needCalculateShadow() {\r\n return (\r\n this.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT && !!this.drawContext.currentShadowLight\r\n );\r\n }\r\n /**\r\n * Calculates shadow of current fragment\r\n *\r\n * @param scope - Shader scope\r\n * @param worldPos - World space position of current fragment\r\n * @param worldNormal - World space normal of current fragment, used for normal\r\n * offset bias. Pass the interpolated vertex normal rather than the normal\r\n * mapped shading normal: a normal map would push the shadow lookup along\r\n * high frequency directions and reintroduce the noise the offset removes.\r\n * @param NoL - NdotL vector\r\n * @returns Shadow of current fragment, 1 means no shadow and 0 means full shadowed.\r\n */\r\n calculateShadow(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal: PBShaderExp,\r\n NoL: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n if (!this.needCalculateShadow()) {\r\n console.warn('calculateShadow(): No need to calculate shadow');\r\n return pb.float(1);\r\n }\r\n return ShaderHelper.calculateShadow(scope, worldPos, worldNormal, NoL, this.drawContext);\r\n }\r\n private getClusterIndex(scope: PBInsideFunctionScope, fragCoord: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const funcName = 'lm_getClusterIndex';\r\n pb.func(funcName, [pb.vec3('fragCoord')], function () {\r\n const clusterParams = ShaderHelper.getClusterParams(this);\r\n const countParams = ShaderHelper.getCountParams(this);\r\n this.$l.zTile = pb.int(\r\n pb.max(\r\n pb.add(\r\n pb.mul(pb.log2(ShaderHelper.nonLinearDepthToLinear(this, this.fragCoord.z)), clusterParams.z),\r\n clusterParams.w\r\n ),\r\n 0\r\n )\r\n );\r\n this.$l.f = pb.vec2(this.fragCoord.x, pb.sub(clusterParams.y, pb.add(this.fragCoord.y, 1)));\r\n this.$l.xyTile = pb.ivec2(pb.div(this.f, pb.div(clusterParams.xy, pb.vec2(countParams.xy))));\r\n this.$return(pb.ivec3(this.xyTile, this.zTile));\r\n });\r\n return pb.getGlobalScope()[funcName](fragCoord);\r\n }\r\n protected calculatePointLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_calculatePointLightAttenuation';\r\n pb.func(funcName, [pb.vec3('worldPos'), pb.vec4('posRange')], function () {\r\n this.$l.d = pb.sub(this.worldPos, this.posRange.xyz);\r\n this.$l.dist2 = pb.dot(this.d, this.d);\r\n this.$l.lightAtten = pb.div(1, pb.max(this.dist2, 0.0001));\r\n this.$l.range2 = pb.mul(this.posRange.w, this.posRange.w);\r\n this.$l.f = pb.div(this.dist2, pb.max(this.range2, 0.0001));\r\n this.$l.f2 = pb.clamp(pb.sub(1, pb.mul(this.f, this.f)), 0, 1);\r\n this.$return(pb.mul(this.lightAtten, pb.mul(this.f2, this.f2)));\r\n });\r\n return pb.getGlobalScope()[funcName](worldPos, posRange);\r\n }\r\n protected calculateSpotLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp,\r\n angleScaleOffset?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const physical = this.drawContext.scene.lightingMode === 'physical';\r\n // The two modes emit different falloff and cone-attenuation bodies, so they must not share a\r\n // cached function under one name.\r\n const funcName = physical\r\n ? 'Z_calculateSpotLightAttenuationPhysical'\r\n : 'Z_calculateSpotLightAttenuation';\r\n pb.func(\r\n funcName,\r\n [pb.vec3('worldPos'), pb.vec4('posRange'), pb.vec4('dirCutoff'), pb.vec2('angleScaleOffset')],\r\n function () {\r\n this.$l.dist = pb.distance(this.posRange.xyz, this.worldPos);\r\n if (physical) {\r\n this.$l.dist2 = pb.mul(this.dist, this.dist);\r\n this.$l.lightAtten = pb.div(1, pb.max(this.dist2, 0.0001));\r\n this.$l.range2 = pb.mul(this.posRange.w, this.posRange.w);\r\n this.$l.f = pb.div(this.dist2, pb.max(this.range2, 0.0001));\r\n this.$l.f2 = pb.clamp(pb.sub(1, pb.mul(this.f, this.f)), 0, 1);\r\n this.$l.falloff = pb.mul(this.lightAtten, this.f2, this.f2);\r\n } else {\r\n this.$l.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, this.posRange.w)));\r\n this.falloff = pb.mul(this.falloff, this.falloff);\r\n }\r\n this.$l.cd = pb.dot(pb.normalize(pb.sub(this.worldPos, this.posRange.xyz)), this.dirCutoff.xyz);\r\n if (physical) {\r\n // Filament's getAngleAttenuation: saturate(cd * scale + offset) squared. The scale/offset\r\n // pair is derived CPU-side from the cone half-angles and already guards inner == outer.\r\n this.$l.spotFactor = pb.clamp(\r\n pb.add(pb.mul(this.cd, this.angleScaleOffset.x), this.angleScaleOffset.y),\r\n 0,\r\n 1\r\n );\r\n this.spotFactor = pb.mul(this.spotFactor, this.spotFactor);\r\n } else {\r\n this.$l.spotFactor = pb.smoothStep(this.dirCutoff.w, pb.mix(this.dirCutoff.w, 1, 0.5), this.cd);\r\n }\r\n this.$return(pb.mul(this.spotFactor, this.falloff));\r\n }\r\n );\r\n const resolvedScaleOffset = physical && angleScaleOffset ? angleScaleOffset : pb.vec2(0);\r\n return pb.getGlobalScope()[funcName](worldPos, posRange, dirCutoff, resolvedScaleOffset);\r\n }\r\n calculateLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp,\r\n extra?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n return scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_DIRECTIONAL),\r\n pb.float(1),\r\n scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_POINT),\r\n this.calculatePointLightAttenuation(scope, worldPos.xyz, posRange),\r\n scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_RECT),\r\n this.calculatePointLightAttenuation(scope, worldPos.xyz, posRange),\r\n this.calculateSpotLightAttenuation(scope, worldPos.xyz, posRange, dirCutoff, extra?.xy)\r\n )\r\n )\r\n );\r\n }\r\n calculateLightDirection(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n return scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_DIRECTIONAL),\r\n pb.neg(dirCutoff.xyz),\r\n pb.normalize(pb.sub(posRange.xyz, worldPos.xyz))\r\n );\r\n }\r\n forEachLight(\r\n scope: PBInsideFunctionScope,\r\n callback: (\r\n this: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp,\r\n colorIntensity: PBShaderExp,\r\n extra: PBShaderExp,\r\n shadow: boolean\r\n ) => void\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n if (that.drawContext.renderPass!.type !== RENDER_PASS_TYPE_LIGHT) {\r\n console.warn('LitMaterial.forEachLight(): must be called in forward render pass');\r\n return;\r\n }\r\n if (that.drawContext.currentShadowLight) {\r\n const posRange = scope.light.positionAndRange;\r\n const dirCutoff = scope.light.directionAndCutoff;\r\n const colorIntensity = scope.light.diffuseAndIntensity;\r\n const extra = scope.light.extraParams ?? pb.vec4(0);\r\n scope.$scope(function () {\r\n const lightType = pb.int(extra.w);\r\n callback.call(this, lightType, posRange, dirCutoff, colorIntensity, extra, true);\r\n });\r\n } else {\r\n scope.$scope(function () {\r\n const countParams = ShaderHelper.getCountParams(this);\r\n this.$l.cluster = that.getClusterIndex(this, this.$builtins.fragCoord.xyz);\r\n this.$l.clusterIndex = pb.add(\r\n this.cluster.x,\r\n pb.mul(this.cluster.y, countParams.x),\r\n pb.mul(this.cluster.z, countParams.x, countParams.y)\r\n );\r\n this.$l.texSize = scope.light.lightIndexTexSize;\r\n if (pb.getDevice().type === 'webgl') {\r\n this.$l.texCoordX = pb.div(\r\n pb.add(pb.mod(pb.float(this.clusterIndex), pb.float(this.texSize.x)), 0.5),\r\n pb.float(this.texSize.x)\r\n );\r\n this.$l.texCoordY = pb.div(\r\n pb.add(pb.float(pb.div(this.clusterIndex, this.texSize.x)), 0.5),\r\n pb.float(this.texSize.y)\r\n );\r\n this.$l.samp = pb.textureSample(\r\n ShaderHelper.getClusteredLightIndexTexture(this),\r\n pb.vec2(this.texCoordX, this.texCoordY)\r\n );\r\n } else {\r\n this.$l.texCoordX = pb.mod(this.clusterIndex, this.texSize.x);\r\n this.$l.texCoordY = pb.div(this.clusterIndex, this.texSize.x);\r\n this.$l.samp = pb.textureLoad(\r\n ShaderHelper.getClusteredLightIndexTexture(this),\r\n pb.ivec2(this.texCoordX, this.texCoordY),\r\n 0\r\n );\r\n }\r\n if (pb.getDevice().type === 'webgl') {\r\n this.$for(pb.int('i'), 0, 4, function () {\r\n this.$l.k = this.samp.at(this.i);\r\n this.$l.lights = pb.int[2]();\r\n this.$l.lights[0] = pb.int(pb.mod(this.k, 256));\r\n this.$l.lights[1] = pb.int(pb.div(this.k, 256));\r\n this.$for(pb.int('k'), 0, 2, function () {\r\n this.$l.li = this.lights.at(this.k);\r\n this.$if(pb.greaterThan(this.li, 0), function () {\r\n this.$for(pb.int('j'), 1, 256, function () {\r\n this.$if(pb.equal(this.j, this.li), function () {\r\n this.$l.positionRange = ShaderHelper.getLightPositionAndRange(this, this.j);\r\n this.$l.directionCutoff = ShaderHelper.getLightDirectionAndCutoff(this, this.j);\r\n this.$l.diffuseIntensity = ShaderHelper.getLightColorAndIntensity(this, this.j);\r\n this.$l.extra = ShaderHelper.getLightExtra(this, this.j);\r\n if (that.drawContext.screenSpaceShadowMask) {\r\n this.$l.shadowMask = ShaderHelper.sampleShadowMask(this, this.j);\r\n this.diffuseIntensity = pb.vec4(\r\n pb.mul(this.diffuseIntensity.rgb, this.shadowMask),\r\n this.diffuseIntensity.w\r\n );\r\n }\r\n this.$l.lightType = pb.int(this.extra.w);\r\n this.$scope(function () {\r\n callback.call(\r\n this,\r\n this.lightType,\r\n this.positionRange,\r\n this.directionCutoff,\r\n this.diffuseIntensity,\r\n this.extra,\r\n false\r\n );\r\n });\r\n this.$break();\r\n });\r\n });\r\n });\r\n });\r\n });\r\n } else {\r\n this.$for(pb.uint('i'), 0, 4, function () {\r\n this.$for(pb.uint('k'), 0, 4, function () {\r\n this.$l.c = pb.compAnd(pb.sar(this.samp.at(this.i), pb.mul(this.k, 8)), 0xff);\r\n this.$if(pb.greaterThan(this.c, 0), function () {\r\n this.$l.positionRange = ShaderHelper.getLightPositionAndRange(this, this.c);\r\n this.$l.directionCutoff = ShaderHelper.getLightDirectionAndCutoff(this, this.c);\r\n this.$l.diffuseIntensity = ShaderHelper.getLightColorAndIntensity(this, this.c);\r\n this.$l.extra = ShaderHelper.getLightExtra(this, this.c);\r\n if (that.drawContext.screenSpaceShadowMask) {\r\n // Shadow-casting lights (buffer index <= numShadowLights) attenuate\r\n // by the pre-rendered screen-space 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@@ -369,7 +369,7 @@ import { mixinPBRBRDF } from './brdf.js';
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369
369
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scope.zEmissiveExposureWeight = pb.float().uniform(2);
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370
370
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scope.zRectSpecularScale = pb.float().uniform(2);
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371
371
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}
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372
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-
if (this.
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372
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+
if (this.hasOcclusionTexture()) {
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373
373
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scope.zOcclusionStrength = pb.float().uniform(2);
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374
374
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}
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375
375
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if (this.sheen) {
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@@ -409,7 +409,7 @@ import { mixinPBRBRDF } from './brdf.js';
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409
409
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bindGroup.setValue('zEmissiveExposureWeight', this._emissiveExposureWeight);
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410
410
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bindGroup.setValue('zRectSpecularScale', this._rectSpecularScale);
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411
411
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}
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412
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-
if (this.
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412
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+
if (this.hasOcclusionTexture()) {
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413
413
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bindGroup.setValue('zOcclusionStrength', this._occlusionStrength);
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414
414
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}
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415
415
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if (this.sheen) {
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@@ -1197,7 +1197,7 @@ import { mixinPBRBRDF } from './brdf.js';
|
|
|
1197
1197
|
const pb = scope.$builder;
|
|
1198
1198
|
const that = this;
|
|
1199
1199
|
const ctx = that.drawContext;
|
|
1200
|
-
const useReprojectedSSGI = !!(ctx.SSGI && ctx.SSGIIrradianceHistoryTexture && ctx.SSGISurfaceHistoryTexture && (ctx.device.type
|
|
1200
|
+
const useReprojectedSSGI = !!(ctx.SSGI && ctx.SSGIIrradianceHistoryTexture && ctx.SSGISurfaceHistoryTexture && (ctx.device.type === 'webgl' || ctx.motionVectorTexture));
|
|
1201
1201
|
const funcName = 'Z_PBRIndirectLighting';
|
|
1202
1202
|
pb.func(funcName, [
|
|
1203
1203
|
pb.vec3('normal'),
|
|
@@ -1216,7 +1216,7 @@ import { mixinPBRBRDF } from './brdf.js';
|
|
|
1216
1216
|
}
|
|
1217
1217
|
const envLightStrength = ShaderHelper.getEnvLightStrength(this);
|
|
1218
1218
|
const envLightSpecularStrength = ShaderHelper.getEnvLightSpecularStrength(this);
|
|
1219
|
-
if (that.
|
|
1219
|
+
if (that.hasOcclusionTexture()) {
|
|
1220
1220
|
const occlusionSample = that.sampleOcclusionTexture(this).r;
|
|
1221
1221
|
this.$l.ambientOcclusion = pb.add(pb.mul(this.zOcclusionStrength, pb.sub(occlusionSample, 1)), 1);
|
|
1222
1222
|
this.$l.occlusion = pb.mul(this.ambientOcclusion, envLightStrength);
|