@zephyr3d/scene 0.9.25 → 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 +4019 -1278
- package/dist/index.js +15 -5
- 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 +330 -20
- 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/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 +3 -0
- 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 +4 -0
- 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 +49 -2
- package/dist/values.js.map +1 -1
- package/package.json +3 -3
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{"version":3,"file":"pbrblueprint.js","sources":["../../src/material/pbrblueprint.ts"],"sourcesContent":["import type { BindGroup, PBFunctionScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport { DRef, Vector4, type Clonable } from '@zephyr3d/base';\r\nimport { ShaderHelper } from './shader/helper';\r\nimport type { BluePrintUniformTexture, BluePrintUniformValue } from '../utility/blueprint/material/ir';\r\nimport { MaterialBlueprintIR } from '../utility/blueprint/material/ir';\r\nimport type { IGraphNode } from '../utility/blueprint/node';\r\nimport { PBRBlockNode, VertexBlockNode } from '../utility/blueprint/material/pbr';\r\nimport { PBRMetallicRoughnessMaterial } from './pbrmr';\r\nimport type { DrawContext } from '../render/drawable';\r\n\r\ntype BlueprintOutputMap = Partial<Record<PBRBlueprintOutputName, number | boolean | PBShaderExp>>;\r\ntype VertexBlueprintOutputName = 'Position' | 'Normal' | 'Tangent' | 'Color' | 'UV';\r\ntype VertexBlueprintOutputMap = Partial<Record<VertexBlueprintOutputName, number | boolean | PBShaderExp>>;\r\n\r\n/**\r\n * Physically-based rendering material driven by blueprint graphs, but shaded by the\r\n * @public\r\n */\r\nexport type PBRBlueprintOutputName =\r\n | 'BaseColor'\r\n | 'Metallic'\r\n | 'Roughness'\r\n | 'Specular'\r\n | 'Emissive'\r\n | 'Normal'\r\n | 'Tangent'\r\n | 'Opacity'\r\n | 'SpecularWeight'\r\n | 'AO';\r\n\r\nconst DEFAULT_OUTPUT_NAMES: readonly PBRBlueprintOutputName[] = [\r\n 'BaseColor',\r\n 'Metallic',\r\n 'Roughness',\r\n 'Specular',\r\n 'Emissive',\r\n 'Normal',\r\n 'Tangent',\r\n 'Opacity',\r\n 'SpecularWeight',\r\n 'AO'\r\n] as const;\r\n\r\n/**\r\n * Physically-based rendering material driven by blueprint graphs, but shaded by the\r\n * same PBR metallic/roughness backend used by {@link PBRMetallicRoughnessMaterial}.\r\n *\r\n * @remarks\r\n * The blueprint graph only produces surface inputs. Final direct/indirect lighting,\r\n * transmission, clearcoat, sheen, iridescence and anisotropic reflection still run\r\n * through the standard PBRM backend so imported GLTF materials and blueprint materials\r\n * stay on the same shading path.\r\n *\r\n * @public\r\n */\r\nexport class PBRBluePrintMaterial\r\n extends PBRMetallicRoughnessMaterial\r\n implements Clonable<PBRBluePrintMaterial>\r\n{\r\n /** @internal */\r\n private static readonly FEATURE_BLUEPRINT_VERTEX_COLOR = this.defineFeature();\r\n /** @internal */\r\n private static readonly FEATURE_BLUEPRINT_VERTEX_UV = this.defineFeature();\r\n /** @internal */\r\n private _irFrag: MaterialBlueprintIR;\r\n /** @internal */\r\n private _irVertex: MaterialBlueprintIR;\r\n /** @internal */\r\n private _uniformValues: BluePrintUniformValue[];\r\n /** @internal */\r\n private _uniformTextures: BluePrintUniformTexture[];\r\n /** @internal */\r\n private _connectedOutputs: Set<PBRBlueprintOutputName>;\r\n /** @internal */\r\n private _vertexUsesColor: boolean;\r\n /** @internal */\r\n private _vertexUsesUV: boolean;\r\n\r\n constructor(\r\n irFrag?: MaterialBlueprintIR,\r\n irVertex?: MaterialBlueprintIR,\r\n uniformValues?: BluePrintUniformValue[],\r\n uniformTextures?: BluePrintUniformTexture[]\r\n ) {\r\n super();\r\n this._irFrag =\r\n irFrag ??\r\n new MaterialBlueprintIR(\r\n {\r\n nodeMap: { '1': new PBRBlockNode() },\r\n roots: [1],\r\n order: [1],\r\n graph: { incoming: {}, outgoing: {} }\r\n },\r\n '',\r\n {\r\n nodes: [{ id: 1, title: '', locked: true, node: { ClassName: 'PBRBlockNode', Object: '' } }],\r\n links: []\r\n }\r\n );\r\n this._irVertex =\r\n irVertex ??\r\n new MaterialBlueprintIR(\r\n {\r\n nodeMap: { '1': new VertexBlockNode() },\r\n roots: [1],\r\n order: [1],\r\n graph: { incoming: {}, outgoing: {} }\r\n },\r\n '',\r\n {\r\n nodes: [{ id: 1, title: '', locked: true, node: { ClassName: 'VertexBlockNode', Object: '' } }],\r\n links: []\r\n }\r\n );\r\n this._uniformValues = uniformValues ?? [];\r\n this._uniformTextures = uniformTextures ?? [];\r\n this._connectedOutputs = new Set();\r\n this._vertexUsesColor = false;\r\n this._vertexUsesUV = false;\r\n this.syncBlueprintMetadata();\r\n }\r\n\r\n get fragmentIR() {\r\n return this._irFrag;\r\n }\r\n set fragmentIR(ir: MaterialBlueprintIR) {\r\n if (ir && ir !== this._irFrag) {\r\n this._irFrag = ir;\r\n this.syncBlueprintMetadata();\r\n this.clearCache();\r\n this.optionChanged(true);\r\n }\r\n }\r\n\r\n get vertexIR() {\r\n return this._irVertex;\r\n }\r\n set vertexIR(ir: MaterialBlueprintIR) {\r\n if (ir && ir !== this._irVertex) {\r\n this._irVertex = ir;\r\n this.syncBlueprintMetadata();\r\n this.clearCache();\r\n this.optionChanged(true);\r\n }\r\n }\r\n\r\n get uniformValues() {\r\n return this._uniformValues;\r\n }\r\n set uniformValues(val: BluePrintUniformValue[]) {\r\n this._uniformValues = (val ?? []).map((v) => ({ ...v }));\r\n this.uniformChanged();\r\n }\r\n\r\n get uniformTextures() {\r\n return this._uniformTextures;\r\n }\r\n set uniformTextures(val: BluePrintUniformTexture[]) {\r\n if (val !== this._uniformTextures) {\r\n const newUniforms = (val ?? []).map((v) => ({\r\n finalTexture: new DRef(v.finalTexture?.get() ?? null),\r\n finalSampler: v.finalSampler,\r\n inFragmentShader: v.inFragmentShader,\r\n inVertexShader: v.inVertexShader,\r\n magFilter: v.magFilter,\r\n minFilter: v.minFilter,\r\n mipFilter: v.mipFilter,\r\n name: v.name,\r\n params: v.params?.clone() ?? Vector4.zero(),\r\n sRGB: v.sRGB,\r\n texture: v.texture,\r\n type: v.type,\r\n wrapS: v.wrapS,\r\n wrapT: v.wrapT\r\n }));\r\n for (const u of this._uniformTextures) {\r\n u.finalTexture?.dispose();\r\n }\r\n this._uniformTextures = newUniforms;\r\n this.uniformChanged();\r\n }\r\n }\r\n\r\n hasConnectedOutput(name: PBRBlueprintOutputName) {\r\n return this._connectedOutputs.has(name);\r\n }\r\n\r\n clone() {\r\n const other = new PBRBluePrintMaterial(\r\n this._irFrag,\r\n this._irVertex,\r\n this._uniformValues,\r\n this._uniformTextures\r\n );\r\n other.copyFrom(this);\r\n return other;\r\n }\r\n\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n if (other instanceof PBRBluePrintMaterial) {\r\n this.fragmentIR = other.fragmentIR;\r\n this.vertexIR = other.vertexIR;\r\n this.uniformValues = other.uniformValues;\r\n this.uniformTextures = other.uniformTextures;\r\n }\r\n }\r\n\r\n vertexShader(scope: PBFunctionScope) {\r\n super.vertexShader(scope);\r\n const pb = scope.$builder;\r\n\r\n scope.zVertexColor = this.getBlueprintVertexColor(scope);\r\n scope.zVertexUV = this.getBlueprintVertexUV(scope);\r\n scope.zVertexNormal = (scope.$outputs.wNorm ?? pb.vec3(0, 0, 1)) as PBShaderExp;\r\n scope.zVertexTangent = (scope.$outputs.wTangent ?? pb.vec3(1, 0, 0)) as PBShaderExp;\r\n scope.zVertexBinormal = (scope.$outputs.wBinormal ?? pb.vec3(0, 1, 0)) as PBShaderExp;\r\n scope.zWorldPos = scope.$outputs.worldPos as PBShaderExp;\r\n if (this._vertexUsesColor && !scope.$outputs.zOutDiffuse) {\r\n scope.$outputs.zOutDiffuse = scope.zVertexColor;\r\n }\r\n if (this._vertexUsesUV) {\r\n scope.$outputs.zVertexUV = scope.zVertexUV;\r\n }\r\n\r\n for (const u of [...this._uniformValues, ...this._uniformTextures]) {\r\n if (u.inVertexShader) {\r\n // @ts-ignore dynamic shader type constructor\r\n pb.getGlobalScope()[u.name] = pb[u.type]().uniform(2);\r\n }\r\n }\r\n\r\n const outputs = this._irVertex.create(pb);\r\n if (!outputs) {\r\n return;\r\n }\r\n const vertexOut = this.toVertexOutputMap(outputs);\r\n const worldMatrix = ShaderHelper.getWorldMatrix(scope);\r\n\r\n if (vertexOut.Position) {\r\n scope.$l.oPos = vertexOut.Position as PBShaderExp;\r\n scope.$outputs.worldPos = pb.mul(worldMatrix, pb.vec4(scope.oPos, 1)).xyz;\r\n scope.zWorldPos = scope.$outputs.worldPos as PBShaderExp;\r\n scope.$l.csPos = pb.mul(\r\n ShaderHelper.getViewProjectionMatrix(scope),\r\n pb.vec4(scope.$outputs.worldPos, 1)\r\n );\r\n ShaderHelper.setClipSpacePosition(scope, scope.csPos);\r\n }\r\n if (vertexOut.Color) {\r\n scope.zVertexColor = this.toVec4(scope as unknown as PBInsideFunctionScope, vertexOut.Color, 1);\r\n if (scope.$outputs.zOutDiffuse) {\r\n scope.$outputs.zOutDiffuse = scope.zVertexColor;\r\n }\r\n }\r\n if (vertexOut.UV) {\r\n scope.zVertexUV = this.toVec2(scope as unknown as PBInsideFunctionScope, vertexOut.UV);\r\n if (this._vertexUsesUV) {\r\n scope.$outputs.zVertexUV = scope.zVertexUV;\r\n }\r\n }\r\n if (vertexOut.Normal) {\r\n scope.$l.oNorm = this.toVec3(scope as unknown as PBInsideFunctionScope, vertexOut.Normal);\r\n scope.$outputs.wNorm = pb.mul(ShaderHelper.getNormalMatrix(scope), pb.vec4(scope.oNorm, 0)).xyz;\r\n scope.zVertexNormal = scope.$outputs.wNorm as PBShaderExp;\r\n }\r\n if (vertexOut.Tangent) {\r\n const tangent = vertexOut.Tangent as PBShaderExp;\r\n scope.$l.oTangent =\r\n tangent.getTypeName() === 'vec4'\r\n ? tangent\r\n : pb.vec4(this.toVec3(scope as unknown as PBInsideFunctionScope, tangent), 1);\r\n scope.$outputs.wTangent = pb.mul(\r\n ShaderHelper.getNormalMatrix(scope),\r\n pb.vec4(scope.oTangent.xyz, 0)\r\n ).xyz;\r\n scope.$outputs.wBinormal = pb.mul(\r\n pb.cross(scope.$outputs.wNorm as PBShaderExp, scope.$outputs.wTangent as PBShaderExp),\r\n scope.oTangent.w\r\n );\r\n scope.zVertexTangent = scope.$outputs.wTangent as PBShaderExp;\r\n scope.zVertexBinormal = scope.$outputs.wBinormal as PBShaderExp;\r\n }\r\n for (const outputName of ['Output1', 'Output2', 'Output3', 'Output4']) {\r\n const output = outputs.find((output) => output.name === outputName)?.exp;\r\n if (output) {\r\n scope.$outputs[outputName] = output;\r\n }\r\n }\r\n }\r\n\r\n fragmentShader(scope: PBFunctionScope) {\r\n const pb = scope.$builder;\r\n if (this.needFragmentColorInput()) {\r\n for (const u of [...this._uniformValues, ...this._uniformTextures]) {\r\n if (u.inFragmentShader) {\r\n // @ts-ignore dynamic shader type constructor\r\n pb.getGlobalScope()[u.name] = pb[u.type]().uniform(2);\r\n }\r\n }\r\n scope.zVertexColor = scope.$inputs.zOutDiffuse ?? pb.vec4(1);\r\n scope.zVertexUV = scope.$inputs.zVertexUV ?? pb.vec2(0);\r\n scope.zVertexNormal = scope.$inputs.wNorm ?? pb.vec3(0, 0, 1);\r\n scope.zVertexTangent = scope.$inputs.wTangent ?? pb.vec3(1, 0, 0);\r\n scope.zVertexBinormal = scope.$inputs.wBinormal ?? pb.vec3(0, 1, 0);\r\n scope.zWorldPos = scope.$inputs.worldPos as PBShaderExp;\r\n }\r\n super.fragmentShader(scope);\r\n }\r\n\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n if (this.needFragmentColorInput(ctx)) {\r\n for (const u of this._uniformValues) {\r\n bindGroup.setValue(u.name, u.finalValue!);\r\n }\r\n for (const u of this._uniformTextures) {\r\n const texture = u.finalTexture?.get();\r\n if (texture) {\r\n bindGroup.setTexture(u.name, texture, u.finalSampler);\r\n }\r\n }\r\n }\r\n }\r\n\r\n protected createProgram(ctx: DrawContext, pass: number) {\r\n return super.createProgram(ctx, pass);\r\n }\r\n\r\n protected _createHash() {\r\n return `${super._createHash()}:${this._irFrag.hash}:${this._irVertex.hash}:${this._connectedOutputHash()}`;\r\n }\r\n\r\n protected onDispose() {\r\n super.onDispose();\r\n for (const u of this._uniformTextures) {\r\n u.finalTexture?.dispose();\r\n }\r\n }\r\n\r\n calculateAlbedoColor(scope: PBInsideFunctionScope, uv?: PBShaderExp) {\r\n const baseColor = this.getBlueprintOutput(scope, 'BaseColor');\r\n const opacity = this.getBlueprintOutput(scope, 'Opacity');\r\n if (baseColor !== undefined) {\r\n const pb = scope.$builder;\r\n return pb.vec4(this.toVec3(scope, baseColor), (opacity as PBShaderExp | number) ?? 1);\r\n }\r\n const albedo = super.calculateAlbedoColor(scope, uv);\r\n if (opacity !== undefined) {\r\n const pb = scope.$builder;\r\n return pb.vec4(albedo.rgb, opacity as PBShaderExp | number);\r\n }\r\n return albedo;\r\n }\r\n\r\n calculateMetallic(scope: PBInsideFunctionScope, albedo: PBShaderExp, normal: PBShaderExp) {\r\n const value = this.getBlueprintOutput(scope, 'Metallic');\r\n if (value !== undefined) {\r\n return this.toFloat(scope, value);\r\n }\r\n return super.calculateMetallic(scope, albedo, normal);\r\n }\r\n\r\n calculateRoughness(scope: PBInsideFunctionScope, albedo: PBShaderExp, normal: PBShaderExp) {\r\n const value = this.getBlueprintOutput(scope, 'Roughness');\r\n if (value !== undefined) {\r\n return this.toFloat(scope, value);\r\n }\r\n return super.calculateRoughness(scope, albedo, normal);\r\n }\r\n\r\n calculateSpecularFactor(scope: PBInsideFunctionScope, albedo: PBShaderExp, normal: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const base = super.calculateSpecularFactor(scope, albedo, normal);\r\n const specular = this.getBlueprintOutput(scope, 'Specular');\r\n const weight = this.getBlueprintOutput(scope, 'SpecularWeight');\r\n if (specular !== undefined || weight !== undefined) {\r\n return pb.vec4(\r\n specular !== undefined ? this.toVec3(scope, specular) : base.rgb,\r\n (weight as PBShaderExp | number | undefined) ?? base.a\r\n );\r\n }\r\n return base;\r\n }\r\n\r\n calculateEmissiveColor(scope: PBInsideFunctionScope) {\r\n const emissive = this.getBlueprintOutput(scope, 'Emissive');\r\n if (emissive !== undefined) {\r\n // This bypasses the base implementation, so it has to apply the camera pre-exposure itself.\r\n // A blueprint has no per-material exposure weight, so the emitter always follows exposure.\r\n // The graph output replaces emissiveColor * emissiveLuminance outright, so under physical\r\n // lighting it is a cd/m² luminance: emit hundreds to thousands, not the [0,1] of legacy.\r\n return scope.$builder.mul(\r\n this.toVec3(scope, emissive),\r\n ShaderHelper.getPreExposureUniform(scope)\r\n ) as PBShaderExp;\r\n }\r\n return super.calculateEmissiveColor(scope);\r\n }\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 outputNormal = this.getBlueprintOutput(scope, 'Normal');\r\n const outputTangent = this.getBlueprintOutput(scope, 'Tangent');\r\n if (outputNormal === undefined && outputTangent === undefined) {\r\n return super.calculateNormalAndTBN(scope, worldPos, worldNormal, worldTangent, worldBinormal);\r\n }\r\n const pb = scope.$builder;\r\n const NormalStruct = pb.defineStruct([pb.mat3('TBN'), pb.vec3('normal')]);\r\n const funcName = 'Z_calculateBlueprintNormalAndTBN';\r\n const that = this;\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec3('worldPos'),\r\n pb.vec3('worldNormal'),\r\n pb.vec3('worldTangent'),\r\n pb.vec3('worldBinormal'),\r\n pb.vec3('surfaceNormal'),\r\n pb.vec3('surfaceTangent')\r\n ],\r\n function () {\r\n this.$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 this.$l.ng = this.TBN[2];\r\n this.$l.t = this.TBN[0];\r\n this.$l.b = this.TBN[1];\r\n this.$if(pb.greaterThan(pb.length(this.surfaceTangent), 0.0001), function () {\r\n this.$l.t_ = pb.normalize(this.surfaceTangent);\r\n this.t = pb.normalize(pb.sub(this.t_, pb.mul(this.ng, pb.dot(this.ng, this.t_))));\r\n this.b = pb.normalize(pb.cross(this.ng, this.t));\r\n });\r\n this.TBN = pb.mat3(this.t, this.b, this.ng);\r\n this.$l.surfaceNormalTS = this.surfaceNormal;\r\n this.$if(pb.lessThanEqual(pb.length(this.surfaceNormalTS), 0.0001), function () {\r\n this.surfaceNormalTS = pb.vec3(0, 0, 1);\r\n });\r\n this.$l.surfaceNormalWS = pb.normalize(pb.mul(this.TBN, this.surfaceNormalTS));\r\n this.$return(NormalStruct(this.TBN, this.surfaceNormalWS));\r\n }\r\n );\r\n return pb\r\n .getGlobalScope()\r\n [\r\n funcName\r\n ](worldPos, (worldNormal ?? scope.zVertexNormal) as PBShaderExp, (worldTangent ?? scope.zVertexTangent) as PBShaderExp, (worldBinormal ?? scope.zVertexBinormal) as PBShaderExp, outputNormal !== undefined ? this.toVec3(scope, outputNormal) : pb.vec3(0, 0, 1), outputTangent !== undefined ? this.toVec3(scope, outputTangent) : pb.vec3(0)) as PBShaderExp;\r\n }\r\n\r\n indirectLighting(\r\n scope: PBInsideFunctionScope,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n outColor: PBShaderExp,\r\n outRoughness?: PBShaderExp,\r\n outDiffuseColor?: PBShaderExp\r\n ) {\r\n const ao = this.getBlueprintOutput(scope, 'AO');\r\n if (ao === undefined) {\r\n super.indirectLighting(scope, normal, viewVec, commonData, outColor, outRoughness, outDiffuseColor);\r\n return;\r\n }\r\n const pb = scope.$builder;\r\n const funcName = `Z_applyBlueprintAO${outDiffuseColor ? '_D' : ''}`;\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec3('outColor').inout(),\r\n ...(outDiffuseColor ? [pb.vec3('outDiffuseColor').inout()] : []),\r\n pb.float('ao')\r\n ],\r\n function () {\r\n this.outColor = pb.mul(this.outColor, this.ao);\r\n if (outDiffuseColor) {\r\n this.outDiffuseColor = pb.mul(this.outDiffuseColor, this.ao);\r\n }\r\n }\r\n );\r\n super.indirectLighting(scope, normal, viewVec, commonData, outColor, outRoughness, outDiffuseColor);\r\n if (outDiffuseColor) {\r\n pb.getGlobalScope()[funcName](outColor, outDiffuseColor, ao as PBShaderExp | number);\r\n } else {\r\n pb.getGlobalScope()[funcName](outColor, ao as PBShaderExp | number);\r\n }\r\n }\r\n\r\n private syncBlueprintMetadata() {\r\n this._connectedOutputs = this.collectConnectedOutputs(this._irFrag, PBRBlockNode);\r\n const fragmentUsesColor = this._irFrag.behaviors.useVertexColor;\r\n const fragmentUsesUV = this._irFrag.behaviors.useVertexUV;\r\n const vertexUsesColor = this._irVertex.behaviors.useVertexColor;\r\n const vertexUsesUV = this._irVertex.behaviors.useVertexUV;\r\n this._vertexUsesColor = fragmentUsesColor || vertexUsesColor;\r\n this._vertexUsesUV = fragmentUsesUV || vertexUsesUV;\r\n this.useFeature(PBRBluePrintMaterial.FEATURE_BLUEPRINT_VERTEX_COLOR, this._vertexUsesColor);\r\n this.useFeature(PBRBluePrintMaterial.FEATURE_BLUEPRINT_VERTEX_UV, this._vertexUsesUV);\r\n }\r\n\r\n private collectConnectedOutputs<T extends IGraphNode>(\r\n ir: MaterialBlueprintIR,\r\n rootCtor: new (...args: any[]) => T\r\n ): Set<PBRBlueprintOutputName> {\r\n const outputs = new Set<PBRBlueprintOutputName>();\r\n for (const rootId of ir.DAG.roots) {\r\n const rootNode = ir.DAG.nodeMap[rootId];\r\n if (!(rootNode instanceof rootCtor)) {\r\n continue;\r\n }\r\n for (const input of rootNode.inputs) {\r\n if (input.inputNode) {\r\n outputs.add(input.name as PBRBlueprintOutputName);\r\n }\r\n }\r\n }\r\n return outputs;\r\n }\r\n\r\n private getBlueprintVertexColor(scope: PBFunctionScope): PBShaderExp {\r\n const pb = scope.$builder;\r\n if (this.vertexColor) {\r\n return this.getVertexColor(scope as unknown as PBInsideFunctionScope);\r\n }\r\n if (this._vertexUsesColor) {\r\n if (scope.$inputs.zDiffuse) {\r\n return scope.$inputs.zDiffuse as PBShaderExp;\r\n }\r\n if (scope.$getVertexAttrib('diffuse')) {\r\n return scope.$getVertexAttrib('diffuse') as PBShaderExp;\r\n }\r\n scope.$inputs.zDiffuse = pb.vec4().attrib('diffuse');\r\n return scope.$inputs.zDiffuse as PBShaderExp;\r\n }\r\n return pb.vec4(1);\r\n }\r\n\r\n private getBlueprintVertexUV(scope: PBFunctionScope): PBShaderExp {\r\n const pb = scope.$builder;\r\n if (this._vertexUsesUV) {\r\n if (scope.$inputs.zVertexUV) {\r\n return scope.$inputs.zVertexUV as PBShaderExp;\r\n }\r\n if (scope.$getVertexAttrib('texCoord0')) {\r\n return scope.$getVertexAttrib('texCoord0') as PBShaderExp;\r\n }\r\n scope.$inputs.zVertexUV = pb.vec2().attrib('texCoord0');\r\n return scope.$inputs.zVertexUV as PBShaderExp;\r\n }\r\n if (this.albedoTexture) {\r\n return (this.getAlbedoTexCoord(scope as unknown as PBInsideFunctionScope) ?? pb.vec2(0)) as PBShaderExp;\r\n }\r\n return pb.vec2(0);\r\n }\r\n\r\n private getBlueprintOutput(\r\n scope: PBInsideFunctionScope,\r\n name: PBRBlueprintOutputName\r\n ): number | boolean | PBShaderExp | undefined {\r\n if (!this._connectedOutputs.has(name)) {\r\n return undefined;\r\n }\r\n return this.getBlueprintOutputMap(scope)[name];\r\n }\r\n\r\n private getBlueprintOutputMap(scope: PBInsideFunctionScope): BlueprintOutputMap {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_GetPBRBlueprintOutputs';\r\n const that = this;\r\n const outputsStruct = pb.defineStruct(\r\n DEFAULT_OUTPUT_NAMES.map((name) => {\r\n switch (name) {\r\n case 'BaseColor':\r\n return pb.vec3(name);\r\n case 'Specular':\r\n case 'Emissive':\r\n case 'Normal':\r\n case 'Tangent':\r\n return pb.vec3(name);\r\n default:\r\n return pb.float(name);\r\n }\r\n })\r\n );\r\n if (!pb.getGlobalScope()[funcName]) {\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec3('worldPos'),\r\n pb.vec4('vertexColor'),\r\n pb.vec2('vertexUV'),\r\n pb.vec3('vertexNormal'),\r\n pb.vec3('vertexTangent'),\r\n pb.vec3('vertexBinormal')\r\n ],\r\n function () {\r\n this.zWorldPos = this.worldPos;\r\n this.zVertexColor = this.vertexColor;\r\n this.zVertexUV = this.vertexUV;\r\n this.zVertexNormal = this.vertexNormal;\r\n this.zVertexTangent = this.vertexTangent;\r\n this.zVertexBinormal = this.vertexBinormal;\r\n const outputs = that._irFrag.create(pb);\r\n let baseColor: number | PBShaderExp = pb.vec3(1);\r\n let metallic: number | PBShaderExp = 0;\r\n let roughness: number | PBShaderExp = 1;\r\n let specular: number | PBShaderExp = pb.vec3(1);\r\n let emissive: number | PBShaderExp = pb.vec3(0);\r\n let normal: number | PBShaderExp = pb.vec3(0);\r\n let tangent: number | PBShaderExp = pb.vec3(0);\r\n let opacity: number | PBShaderExp = 1;\r\n let specularWeight: number | PBShaderExp = 1;\r\n let ao: number | PBShaderExp = 1;\r\n if (outputs) {\r\n const map = that.toOutputMap(outputs);\r\n if (map.BaseColor !== undefined) {\r\n baseColor = that.toVec3(scope, map.BaseColor);\r\n }\r\n if (map.Metallic !== undefined) {\r\n metallic = map.Metallic as PBShaderExp | number;\r\n }\r\n if (map.Roughness !== undefined) {\r\n roughness = map.Roughness as PBShaderExp | number;\r\n }\r\n if (map.Specular !== undefined) {\r\n specular = that.toVec3(scope, map.Specular);\r\n }\r\n if (map.Emissive !== undefined) {\r\n emissive = that.toVec3(scope, map.Emissive);\r\n }\r\n if (map.Normal !== undefined) {\r\n normal = that.toVec3(scope, map.Normal);\r\n }\r\n if (map.Tangent !== undefined) {\r\n tangent = that.toVec3(scope, map.Tangent);\r\n }\r\n if (map.Opacity !== undefined) {\r\n opacity = map.Opacity as PBShaderExp | number;\r\n }\r\n if (map.SpecularWeight !== undefined) {\r\n specularWeight = map.SpecularWeight as PBShaderExp | number;\r\n }\r\n if (map.AO !== undefined) {\r\n ao = map.AO as PBShaderExp | number;\r\n }\r\n }\r\n this.$return(\r\n outputsStruct(\r\n baseColor,\r\n metallic,\r\n roughness,\r\n specular,\r\n emissive,\r\n normal,\r\n tangent,\r\n opacity,\r\n specularWeight,\r\n ao\r\n )\r\n );\r\n }\r\n );\r\n }\r\n const result = pb\r\n .getGlobalScope()\r\n [\r\n funcName\r\n ](this.getBlueprintWorldPos(scope), this.getBlueprintFragmentVertexColor(scope), this.getBlueprintFragmentVertexUV(scope), this.getBlueprintFragmentVertexNormal(scope), this.getBlueprintFragmentVertexTangent(scope), this.getBlueprintFragmentVertexBinormal(scope)) as PBShaderExp;\r\n const map: BlueprintOutputMap = {};\r\n for (const name of DEFAULT_OUTPUT_NAMES) {\r\n map[name] = result[name] as PBShaderExp;\r\n }\r\n return map;\r\n }\r\n\r\n private getBlueprintWorldPos(scope: PBInsideFunctionScope): PBShaderExp {\r\n const pb = scope.$builder;\r\n return (scope.$inputs.worldPos ?? scope.zWorldPos ?? pb.vec3(0)) as PBShaderExp;\r\n }\r\n\r\n private getBlueprintFragmentVertexColor(scope: PBInsideFunctionScope): PBShaderExp {\r\n const pb = scope.$builder;\r\n return (scope.$inputs.zOutDiffuse ?? scope.zVertexColor ?? pb.vec4(1)) as PBShaderExp;\r\n }\r\n\r\n private getBlueprintFragmentVertexUV(scope: PBInsideFunctionScope): PBShaderExp {\r\n const pb = scope.$builder;\r\n return (scope.$inputs.zVertexUV ?? scope.zVertexUV ?? pb.vec2(0)) as PBShaderExp;\r\n }\r\n\r\n private getBlueprintFragmentVertexNormal(scope: PBInsideFunctionScope): PBShaderExp {\r\n const pb = scope.$builder;\r\n return (scope.$inputs.wNorm ?? scope.zVertexNormal ?? pb.vec3(0, 0, 1)) as PBShaderExp;\r\n }\r\n\r\n private getBlueprintFragmentVertexTangent(scope: PBInsideFunctionScope): PBShaderExp {\r\n const pb = scope.$builder;\r\n return (scope.$inputs.wTangent ?? scope.zVertexTangent ?? pb.vec3(1, 0, 0)) as PBShaderExp;\r\n }\r\n\r\n private getBlueprintFragmentVertexBinormal(scope: PBInsideFunctionScope): PBShaderExp {\r\n const pb = scope.$builder;\r\n return (scope.$inputs.wBinormal ?? 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+
{"version":3,"file":"pbrblueprint.js","sources":["../../src/material/pbrblueprint.ts"],"sourcesContent":["import type { BindGroup, PBFunctionScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport { DRef, Vector4, type Clonable } from '@zephyr3d/base';\r\nimport { ShaderHelper } from './shader/helper';\r\nimport type { BluePrintUniformTexture, BluePrintUniformValue } from '../utility/blueprint/material/ir';\r\nimport { MaterialBlueprintIR } from '../utility/blueprint/material/ir';\r\nimport { getDefaultTexture2D } from '../utility/blueprint/material/texture';\r\nimport type { IGraphNode } from '../utility/blueprint/node';\r\nimport { PBRBlockNode, VertexBlockNode } from '../utility/blueprint/material/pbr';\r\nimport { PBRMetallicRoughnessMaterial } from './pbrmr';\r\nimport type { DrawContext } from '../render/drawable';\r\nimport type { PBRReflectionMode } from './mixins/lightmodel/pbrmetallicroughness';\r\n\r\nconst PBR_REFLECTION_MODE: Record<PBRReflectionMode, number> = {\r\n none: 0,\r\n ggx: 1,\r\n anisotropic: 2,\r\n glint: 3\r\n};\r\n\r\ntype ConnectedBlueprintOutputMap = Partial<Record<PBRBlueprintOutputName, number | boolean | PBShaderExp>>;\r\ntype VertexBlueprintOutputName = 'Position' | 'Normal' | 'Tangent' | 'Color' | 'UV';\r\ntype VertexBlueprintOutputMap = Partial<Record<VertexBlueprintOutputName, number | boolean | PBShaderExp>>;\r\n\r\n/**\r\n * Physically-based rendering material driven by blueprint graphs, but shaded by the\r\n * @public\r\n */\r\nexport type PBRBlueprintOutputName =\r\n | 'BaseColor'\r\n | 'Metallic'\r\n | 'Roughness'\r\n | 'Specular'\r\n | 'Emissive'\r\n | 'Normal'\r\n | 'Tangent'\r\n | 'Opacity'\r\n | 'SpecularWeight'\r\n | 'AO';\r\n\r\n/** Inputs available while evaluating a PBR blueprint fragment graph. */\r\nexport interface PBRBlueprintOutputInputs {\r\n worldPosition?: PBShaderExp;\r\n vertexColor?: PBShaderExp;\r\n vertexUV?: PBShaderExp;\r\n vertexNormal?: PBShaderExp;\r\n vertexTangent?: PBShaderExp;\r\n vertexBinormal?: PBShaderExp;\r\n}\r\n\r\n/** Fully resolved PBR surface outputs produced by a blueprint fragment graph. */\r\nexport type PBRBlueprintOutputMap = Readonly<Record<PBRBlueprintOutputName, PBShaderExp>>;\r\n\r\nconst DEFAULT_OUTPUT_NAMES: readonly PBRBlueprintOutputName[] = [\r\n 'BaseColor',\r\n 'Metallic',\r\n 'Roughness',\r\n 'Specular',\r\n 'Emissive',\r\n 'Normal',\r\n 'Tangent',\r\n 'Opacity',\r\n 'SpecularWeight',\r\n 'AO'\r\n] as const;\r\n\r\n/**\r\n * Physically-based rendering material driven by blueprint graphs, but shaded by the\r\n * same PBR metallic/roughness backend used by {@link PBRMetallicRoughnessMaterial}.\r\n *\r\n * @remarks\r\n * The blueprint graph only produces surface inputs. Final direct/indirect lighting,\r\n * transmission, clearcoat, sheen, iridescence and anisotropic reflection still run\r\n * through the standard PBRM backend so imported GLTF materials and blueprint materials\r\n * stay on the same shading path.\r\n *\r\n * @public\r\n */\r\nexport class PBRBluePrintMaterial\r\n extends PBRMetallicRoughnessMaterial\r\n implements Clonable<PBRBluePrintMaterial>\r\n{\r\n /** @internal */\r\n private static readonly FEATURE_BLUEPRINT_VERTEX_COLOR = this.defineFeature();\r\n /** @internal */\r\n private static readonly FEATURE_BLUEPRINT_VERTEX_UV = this.defineFeature();\r\n /** @internal */\r\n private _irFrag: MaterialBlueprintIR;\r\n /** @internal */\r\n private _irVertex: MaterialBlueprintIR;\r\n /** @internal */\r\n private _uniformValues: BluePrintUniformValue[];\r\n /** @internal */\r\n private _uniformTextures: BluePrintUniformTexture[];\r\n /** @internal */\r\n private _connectedOutputs: Set<PBRBlueprintOutputName>;\r\n /** @internal */\r\n private _vertexUsesColor: boolean;\r\n /** @internal */\r\n private _vertexUsesUV: boolean;\r\n\r\n constructor(\r\n irFrag?: MaterialBlueprintIR,\r\n irVertex?: MaterialBlueprintIR,\r\n uniformValues?: BluePrintUniformValue[],\r\n uniformTextures?: BluePrintUniformTexture[]\r\n ) {\r\n super();\r\n this._irFrag =\r\n irFrag ??\r\n new MaterialBlueprintIR(\r\n {\r\n nodeMap: { '1': new PBRBlockNode() },\r\n roots: [1],\r\n order: [1],\r\n graph: { incoming: {}, outgoing: {} }\r\n },\r\n '',\r\n {\r\n nodes: [{ id: 1, title: '', locked: true, node: { ClassName: 'PBRBlockNode', Object: '' } }],\r\n links: []\r\n }\r\n );\r\n this._irVertex =\r\n irVertex ??\r\n new MaterialBlueprintIR(\r\n {\r\n nodeMap: { '1': new VertexBlockNode() },\r\n roots: [1],\r\n order: [1],\r\n graph: { incoming: {}, outgoing: {} }\r\n },\r\n '',\r\n {\r\n nodes: [{ id: 1, title: '', locked: true, node: { ClassName: 'VertexBlockNode', Object: '' } }],\r\n links: []\r\n }\r\n );\r\n this._uniformValues = uniformValues ?? [];\r\n this._uniformTextures = uniformTextures ?? [];\r\n this._connectedOutputs = new Set();\r\n this._vertexUsesColor = false;\r\n this._vertexUsesUV = false;\r\n this.syncBlueprintMetadata();\r\n }\r\n\r\n get fragmentIR() {\r\n return this._irFrag;\r\n }\r\n set fragmentIR(ir: MaterialBlueprintIR) {\r\n if (ir && ir !== this._irFrag) {\r\n this._irFrag = ir;\r\n this.syncBlueprintMetadata();\r\n this.clearCache();\r\n this.optionChanged(true);\r\n }\r\n }\r\n\r\n get vertexIR() {\r\n return this._irVertex;\r\n }\r\n set vertexIR(ir: MaterialBlueprintIR) {\r\n if (ir && ir !== this._irVertex) {\r\n this._irVertex = ir;\r\n this.syncBlueprintMetadata();\r\n this.clearCache();\r\n this.optionChanged(true);\r\n }\r\n }\r\n\r\n get uniformValues() {\r\n return this._uniformValues;\r\n }\r\n set uniformValues(val: BluePrintUniformValue[]) {\r\n this._uniformValues = (val ?? []).map((v) => ({ ...v }));\r\n this.uniformChanged();\r\n }\r\n\r\n get uniformTextures() {\r\n return this._uniformTextures;\r\n }\r\n set uniformTextures(val: BluePrintUniformTexture[]) {\r\n if (val !== this._uniformTextures) {\r\n const newUniforms = (val ?? []).map((v) => ({\r\n exposed: v.exposed ?? true,\r\n finalTexture: new DRef(v.finalTexture?.get() ?? null),\r\n finalSampler: v.finalSampler,\r\n inFragmentShader: v.inFragmentShader,\r\n inVertexShader: v.inVertexShader,\r\n magFilter: v.magFilter,\r\n minFilter: v.minFilter,\r\n mipFilter: v.mipFilter,\r\n name: v.name,\r\n params: v.params?.clone() ?? Vector4.zero(),\r\n sRGB: v.sRGB,\r\n texture: v.texture,\r\n type: v.type,\r\n wrapS: v.wrapS,\r\n wrapT: v.wrapT\r\n }));\r\n for (const u of this._uniformTextures) {\r\n u.finalTexture?.dispose();\r\n }\r\n this._uniformTextures = newUniforms;\r\n this.uniformChanged();\r\n }\r\n }\r\n\r\n hasConnectedOutput(name: PBRBlueprintOutputName) {\r\n return this._connectedOutputs.has(name);\r\n }\r\n\r\n /**\r\n * Binds fragment-stage uniforms consumed while evaluating blueprint PBR outputs.\r\n *\r\n * @param bindGroup - Material bind group used by the output evaluation shader.\r\n */\r\n applyBlueprintOutputUniformValues(bindGroup: BindGroup) {\r\n this.applyBlueprintUniformValues(bindGroup, true);\r\n }\r\n\r\n clone() {\r\n const other = new PBRBluePrintMaterial(\r\n this._irFrag,\r\n this._irVertex,\r\n this._uniformValues,\r\n this._uniformTextures\r\n );\r\n other.copyFrom(this);\r\n return other;\r\n }\r\n\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n if (other instanceof PBRBluePrintMaterial) {\r\n this.fragmentIR = other.fragmentIR;\r\n this.vertexIR = other.vertexIR;\r\n this.uniformValues = other.uniformValues;\r\n this.uniformTextures = other.uniformTextures;\r\n }\r\n }\r\n\r\n vertexShader(scope: PBFunctionScope) {\r\n super.vertexShader(scope);\r\n const pb = scope.$builder;\r\n\r\n scope.zVertexColor = this.getBlueprintVertexColor(scope);\r\n scope.zVertexUV = this.getBlueprintVertexUV(scope);\r\n scope.zVertexNormal = (scope.$outputs.wNorm ?? pb.vec3(0, 0, 1)) as PBShaderExp;\r\n scope.zVertexTangent = (scope.$outputs.wTangent ?? pb.vec3(1, 0, 0)) as PBShaderExp;\r\n scope.zVertexBinormal = (scope.$outputs.wBinormal ?? pb.vec3(0, 1, 0)) as PBShaderExp;\r\n scope.zWorldPos = scope.$outputs.worldPos as PBShaderExp;\r\n if (this._vertexUsesColor && !scope.$outputs.zOutDiffuse) {\r\n scope.$outputs.zOutDiffuse = scope.zVertexColor;\r\n }\r\n if (this._vertexUsesUV) {\r\n scope.$outputs.zVertexUV = scope.zVertexUV;\r\n }\r\n\r\n for (const u of this._uniformValues) {\r\n if (u.inVertexShader) {\r\n // @ts-ignore dynamic shader type constructor\r\n const exp = pb[u.type]().uniform(2);\r\n pb.getGlobalScope()[u.name] = exp;\r\n }\r\n }\r\n\r\n for (const u of this._uniformTextures) {\r\n if (u.inVertexShader) {\r\n // @ts-ignore dynamic shader type constructor\r\n const exp = (pb[u.type]() as PBShaderExp).uniform(2).withSampler({\r\n addressU: u.wrapS as any,\r\n addressV: u.wrapT as any,\r\n minFilter: u.minFilter as any,\r\n magFilter: u.magFilter as any,\r\n mipFilter: u.mipFilter as any\r\n });\r\n pb.getGlobalScope()[u.name] = exp;\r\n }\r\n }\r\n\r\n const outputs = this._irVertex.create(pb);\r\n if (!outputs) {\r\n return;\r\n }\r\n const vertexOut = this.toVertexOutputMap(outputs);\r\n const worldMatrix = ShaderHelper.getWorldMatrix(scope);\r\n\r\n if (vertexOut.Position) {\r\n scope.$l.oPos = vertexOut.Position as PBShaderExp;\r\n scope.$outputs.worldPos = pb.mul(worldMatrix, pb.vec4(scope.oPos, 1)).xyz;\r\n scope.zWorldPos = scope.$outputs.worldPos as PBShaderExp;\r\n scope.$l.csPos = pb.mul(\r\n ShaderHelper.getViewProjectionMatrix(scope),\r\n pb.vec4(scope.$outputs.worldPos, 1)\r\n );\r\n ShaderHelper.setClipSpacePosition(scope, scope.csPos);\r\n }\r\n if (vertexOut.Color) {\r\n scope.zVertexColor = this.toVec4(scope as unknown as PBInsideFunctionScope, vertexOut.Color, 1);\r\n if (scope.$outputs.zOutDiffuse) {\r\n scope.$outputs.zOutDiffuse = scope.zVertexColor;\r\n }\r\n }\r\n if (vertexOut.UV) {\r\n scope.zVertexUV = this.toVec2(scope as unknown as PBInsideFunctionScope, vertexOut.UV);\r\n if (this._vertexUsesUV) {\r\n scope.$outputs.zVertexUV = scope.zVertexUV;\r\n }\r\n }\r\n if (vertexOut.Normal) {\r\n scope.$l.oNorm = this.toVec3(scope as unknown as PBInsideFunctionScope, vertexOut.Normal);\r\n scope.$outputs.wNorm = pb.mul(ShaderHelper.getNormalMatrix(scope), pb.vec4(scope.oNorm, 0)).xyz;\r\n scope.zVertexNormal = scope.$outputs.wNorm as PBShaderExp;\r\n }\r\n if (vertexOut.Tangent) {\r\n const tangent = vertexOut.Tangent as PBShaderExp;\r\n scope.$l.oTangent =\r\n tangent.getTypeName() === 'vec4'\r\n ? tangent\r\n : pb.vec4(this.toVec3(scope as unknown as PBInsideFunctionScope, tangent), 1);\r\n scope.$outputs.wTangent = pb.mul(\r\n ShaderHelper.getNormalMatrix(scope),\r\n pb.vec4(scope.oTangent.xyz, 0)\r\n ).xyz;\r\n scope.$outputs.wBinormal = pb.mul(\r\n pb.cross(scope.$outputs.wNorm as PBShaderExp, scope.$outputs.wTangent as PBShaderExp),\r\n scope.oTangent.w\r\n );\r\n scope.zVertexTangent = scope.$outputs.wTangent as PBShaderExp;\r\n scope.zVertexBinormal = scope.$outputs.wBinormal as PBShaderExp;\r\n }\r\n for (const outputName of ['Output1', 'Output2', 'Output3', 'Output4']) {\r\n const output = outputs.find((output) => output.name === outputName)?.exp;\r\n if (output) {\r\n scope.$outputs[outputName] = output;\r\n }\r\n }\r\n }\r\n\r\n fragmentShader(scope: PBFunctionScope) {\r\n const pb = scope.$builder;\r\n if (this.needFragmentColorInput()) {\r\n this.declareBlueprintOutputUniforms(scope, true);\r\n scope.zVertexColor = scope.$inputs.zOutDiffuse ?? pb.vec4(1);\r\n scope.zVertexUV = scope.$inputs.zVertexUV ?? pb.vec2(0);\r\n scope.zVertexNormal = scope.$inputs.wNorm ?? pb.vec3(0, 0, 1);\r\n scope.zVertexTangent = scope.$inputs.wTangent ?? pb.vec3(1, 0, 0);\r\n scope.zVertexBinormal = scope.$inputs.wBinormal ?? pb.vec3(0, 1, 0);\r\n scope.zWorldPos = scope.$inputs.worldPos as PBShaderExp;\r\n }\r\n super.fragmentShader(scope);\r\n }\r\n\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n if (this.needFragmentColorInput(ctx)) {\r\n this.applyBlueprintUniformValues(bindGroup, false);\r\n }\r\n }\r\n\r\n protected createProgram(ctx: DrawContext, pass: number) {\r\n return super.createProgram(ctx, pass);\r\n }\r\n\r\n protected _createHash() {\r\n return `${super._createHash()}:${this._irFrag.hash}:${this._irVertex.hash}:${this._connectedOutputHash()}:${this._suppressedBackendTextureHash()}`;\r\n }\r\n\r\n protected onDispose() {\r\n super.onDispose();\r\n for (const u of this._uniformTextures) {\r\n u.finalTexture?.dispose();\r\n }\r\n }\r\n\r\n calculateAlbedoColor(scope: PBInsideFunctionScope, uv?: PBShaderExp) {\r\n const baseColor = this.getBlueprintOutput(scope, 'BaseColor');\r\n const opacity = this.getBlueprintOutput(scope, 'Opacity');\r\n if (baseColor !== undefined) {\r\n const pb = scope.$builder;\r\n return pb.vec4(this.toVec3(scope, baseColor), (opacity as PBShaderExp | number) ?? 1);\r\n }\r\n const albedo = super.calculateAlbedoColor(scope, uv);\r\n if (opacity !== undefined) {\r\n const pb = scope.$builder;\r\n return pb.vec4(albedo.rgb, opacity as PBShaderExp | number);\r\n }\r\n return albedo;\r\n }\r\n\r\n calculateMetallic(scope: PBInsideFunctionScope, albedo: PBShaderExp, normal: PBShaderExp) {\r\n const value = this.getBlueprintOutput(scope, 'Metallic');\r\n if (value !== undefined) {\r\n return this.toFloat(scope, value);\r\n }\r\n return super.calculateMetallic(scope, albedo, normal);\r\n }\r\n\r\n calculateRoughness(scope: PBInsideFunctionScope, albedo: PBShaderExp, normal: PBShaderExp) {\r\n const value = this.getBlueprintOutput(scope, 'Roughness');\r\n if (value !== undefined) {\r\n return this.toFloat(scope, value);\r\n }\r\n return super.calculateRoughness(scope, albedo, normal);\r\n }\r\n\r\n calculateSpecularFactor(scope: PBInsideFunctionScope, albedo: PBShaderExp, normal: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const base = super.calculateSpecularFactor(scope, albedo, normal);\r\n const specular = this.getBlueprintOutput(scope, 'Specular');\r\n const weight = this.getBlueprintOutput(scope, 'SpecularWeight');\r\n if (specular !== undefined || weight !== undefined) {\r\n return pb.vec4(\r\n specular !== undefined ? this.toVec3(scope, specular) : base.rgb,\r\n (weight as PBShaderExp | number | undefined) ?? base.a\r\n );\r\n }\r\n return base;\r\n }\r\n\r\n calculateCommonData(\r\n scope: PBInsideFunctionScope,\r\n albedo: PBShaderExp,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n TBN: PBShaderExp,\r\n data: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const metallic = this.calculateMetallic(scope, albedo, normal);\r\n const roughness = this.calculateRoughness(scope, albedo, normal);\r\n const specularFactor = this.calculateSpecularFactor(scope, albedo, normal);\r\n const reflectionMode = scope.zReflectionMode as PBShaderExp;\r\n if (this.hasMetallicRoughnessTexture()) {\r\n scope.$l.metallicRoughnessSample = this.sampleMetallicRoughnessTexture(scope);\r\n data.metallic = this._connectedOutputs.has('Metallic')\r\n ? metallic\r\n : pb.mul(metallic, scope.metallicRoughnessSample.z);\r\n data.roughness = this._connectedOutputs.has('Roughness')\r\n ? roughness\r\n : pb.mul(roughness, scope.metallicRoughnessSample.y);\r\n } else {\r\n data.metallic = metallic;\r\n data.roughness = roughness;\r\n }\r\n data.roughness = pb.mul(data.roughness, ShaderHelper.getCameraRoughnessFactor(scope));\r\n if (this.hasSpecularColorTexture()) {\r\n scope.$l.specularColor = pb.mul(specularFactor.rgb, this.sampleSpecularColorTexture(scope).rgb);\r\n } else {\r\n scope.$l.specularColor = specularFactor.rgb;\r\n }\r\n if (this.hasSpecularTexture()) {\r\n data.specularWeight = pb.mul(specularFactor.a, this.sampleSpecularTexture(scope).a);\r\n } else {\r\n data.specularWeight = specularFactor.a;\r\n }\r\n data.specularWeight = pb.mul(\r\n data.specularWeight,\r\n pb.float(pb.notEqual(reflectionMode, PBR_REFLECTION_MODE.none))\r\n );\r\n data.f0 = pb.vec4(\r\n pb.mix(\r\n pb.min(pb.mul(this.getF0(scope).rgb, scope.specularColor), pb.vec3(1)),\r\n albedo.rgb,\r\n data.metallic\r\n ),\r\n this.getF0(scope).a\r\n );\r\n data.f90 = pb.vec3(1);\r\n data.diffuse = pb.vec4(pb.mix(albedo.rgb, pb.vec3(0), data.metallic), albedo.a);\r\n super.calculateCommonData(scope, albedo, normal, viewVec, TBN, data);\r\n }\r\n\r\n calculateEmissiveColor(scope: PBInsideFunctionScope) {\r\n const emissive = this.getBlueprintOutput(scope, 'Emissive');\r\n if (emissive !== undefined) {\r\n // This bypasses the base implementation, so it has to apply the camera pre-exposure itself.\r\n // A blueprint has no per-material exposure weight, so the emitter always follows exposure.\r\n // The graph output replaces emissiveColor * emissiveLuminance outright, so under physical\r\n // lighting it is a cd/m² luminance: emit hundreds to thousands, not the [0,1] of legacy.\r\n return scope.$builder.mul(\r\n this.toVec3(scope, emissive),\r\n ShaderHelper.getPreExposureUniform(scope)\r\n ) as PBShaderExp;\r\n }\r\n return super.calculateEmissiveColor(scope);\r\n }\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 outputNormal = this.getBlueprintOutput(scope, 'Normal');\r\n const outputTangent = this.getBlueprintOutput(scope, 'Tangent');\r\n if (outputNormal === undefined && outputTangent === undefined) {\r\n return super.calculateNormalAndTBN(scope, worldPos, worldNormal, worldTangent, worldBinormal);\r\n }\r\n const pb = scope.$builder;\r\n const NormalStruct = pb.defineStruct([pb.mat3('TBN'), pb.vec3('normal')]);\r\n const funcName = 'Z_calculateBlueprintNormalAndTBN';\r\n const that = this;\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec3('worldPos'),\r\n pb.vec3('worldNormal'),\r\n pb.vec3('worldTangent'),\r\n pb.vec3('worldBinormal'),\r\n pb.vec3('surfaceNormal'),\r\n pb.vec3('surfaceTangent')\r\n ],\r\n function () {\r\n this.$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 this.$l.ng = this.TBN[2];\r\n this.$l.t = this.TBN[0];\r\n this.$l.b = this.TBN[1];\r\n this.$if(pb.greaterThan(pb.length(this.surfaceTangent), 0.0001), function () {\r\n this.$l.t_ = pb.normalize(this.surfaceTangent);\r\n this.t = pb.normalize(pb.sub(this.t_, pb.mul(this.ng, pb.dot(this.ng, this.t_))));\r\n this.b = pb.normalize(pb.cross(this.ng, this.t));\r\n });\r\n this.TBN = pb.mat3(this.t, this.b, this.ng);\r\n this.$l.surfaceNormalTS = this.surfaceNormal;\r\n this.$if(pb.lessThanEqual(pb.length(this.surfaceNormalTS), 0.0001), function () {\r\n this.surfaceNormalTS = pb.vec3(0, 0, 1);\r\n });\r\n this.$l.surfaceNormalWS = pb.normalize(pb.mul(this.TBN, this.surfaceNormalTS));\r\n this.$return(NormalStruct(this.TBN, this.surfaceNormalWS));\r\n }\r\n );\r\n return pb\r\n .getGlobalScope()\r\n [\r\n funcName\r\n ](worldPos, (worldNormal ?? scope.zVertexNormal) as PBShaderExp, (worldTangent ?? scope.zVertexTangent) as PBShaderExp, (worldBinormal ?? scope.zVertexBinormal) as PBShaderExp, outputNormal !== undefined ? this.toVec3(scope, outputNormal) : pb.vec3(0, 0, 1), outputTangent !== undefined ? this.toVec3(scope, outputTangent) : pb.vec3(0)) as PBShaderExp;\r\n }\r\n\r\n indirectLighting(\r\n scope: PBInsideFunctionScope,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n outColor: PBShaderExp,\r\n outRoughness?: PBShaderExp,\r\n outDiffuseColor?: PBShaderExp\r\n ) {\r\n const ao = this.getBlueprintOutput(scope, 'AO');\r\n if (ao === undefined) {\r\n super.indirectLighting(scope, normal, viewVec, commonData, outColor, outRoughness, outDiffuseColor);\r\n return;\r\n }\r\n const pb = scope.$builder;\r\n const funcName = `Z_applyBlueprintAO${outDiffuseColor ? '_D' : ''}`;\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec3('outColor').inout(),\r\n ...(outDiffuseColor ? [pb.vec3('outDiffuseColor').inout()] : []),\r\n pb.float('ao')\r\n ],\r\n function () {\r\n this.outColor = pb.mul(this.outColor, this.ao);\r\n if (outDiffuseColor) {\r\n this.outDiffuseColor = pb.mul(this.outDiffuseColor, this.ao);\r\n }\r\n }\r\n );\r\n super.indirectLighting(scope, normal, viewVec, commonData, outColor, outRoughness, outDiffuseColor);\r\n if (outDiffuseColor) {\r\n pb.getGlobalScope()[funcName](outColor, outDiffuseColor, ao as PBShaderExp | number);\r\n } else {\r\n pb.getGlobalScope()[funcName](outColor, ao as PBShaderExp | number);\r\n }\r\n }\r\n\r\n private syncBlueprintMetadata() {\r\n this._connectedOutputs = this.collectConnectedOutputs(this._irFrag, PBRBlockNode);\r\n const fragmentUsesColor = this._irFrag.behaviors.useVertexColor;\r\n const fragmentUsesUV = this._irFrag.behaviors.useVertexUV;\r\n const vertexUsesColor = this._irVertex.behaviors.useVertexColor;\r\n const vertexUsesUV = this._irVertex.behaviors.useVertexUV;\r\n this._vertexUsesColor = fragmentUsesColor || vertexUsesColor;\r\n this._vertexUsesUV = fragmentUsesUV || vertexUsesUV;\r\n this.useFeature(PBRBluePrintMaterial.FEATURE_BLUEPRINT_VERTEX_COLOR, this._vertexUsesColor);\r\n this.useFeature(PBRBluePrintMaterial.FEATURE_BLUEPRINT_VERTEX_UV, this._vertexUsesUV);\r\n }\r\n\r\n private collectConnectedOutputs<T extends IGraphNode>(\r\n ir: MaterialBlueprintIR,\r\n rootCtor: new (...args: any[]) => T\r\n ): Set<PBRBlueprintOutputName> {\r\n const outputs = new Set<PBRBlueprintOutputName>();\r\n for (const rootId of ir.DAG.roots) {\r\n const rootNode = ir.DAG.nodeMap[rootId];\r\n if (!(rootNode instanceof rootCtor)) {\r\n continue;\r\n }\r\n for (const input of rootNode.inputs) {\r\n if (input.inputNode) {\r\n outputs.add(input.name as PBRBlueprintOutputName);\r\n }\r\n }\r\n }\r\n return outputs;\r\n }\r\n\r\n private getBlueprintVertexColor(scope: PBFunctionScope): PBShaderExp {\r\n const pb = scope.$builder;\r\n if (this.vertexColor) {\r\n return this.getVertexColor(scope as unknown as PBInsideFunctionScope);\r\n }\r\n if (this._vertexUsesColor) {\r\n if (scope.$inputs.zDiffuse) {\r\n return scope.$inputs.zDiffuse as PBShaderExp;\r\n }\r\n if (scope.$getVertexAttrib('diffuse')) {\r\n return scope.$getVertexAttrib('diffuse') as PBShaderExp;\r\n }\r\n scope.$inputs.zDiffuse = pb.vec4().attrib('diffuse');\r\n return scope.$inputs.zDiffuse as PBShaderExp;\r\n }\r\n return pb.vec4(1);\r\n }\r\n\r\n private getBlueprintVertexUV(scope: PBFunctionScope): PBShaderExp {\r\n const pb = scope.$builder;\r\n if (this._vertexUsesUV) {\r\n if (scope.$inputs.zVertexUV) {\r\n return scope.$inputs.zVertexUV as PBShaderExp;\r\n }\r\n if (scope.$getVertexAttrib('texCoord0')) {\r\n return scope.$getVertexAttrib('texCoord0') as PBShaderExp;\r\n }\r\n scope.$inputs.zVertexUV = pb.vec2().attrib('texCoord0');\r\n return scope.$inputs.zVertexUV as PBShaderExp;\r\n }\r\n if (this.hasAlbedoTexture()) {\r\n return (this.getAlbedoTexCoord(scope as unknown as PBInsideFunctionScope) ?? pb.vec2(0)) as PBShaderExp;\r\n }\r\n return pb.vec2(0);\r\n }\r\n\r\n protected isMaterialTextureEnabled(name: string) {\r\n switch (name) {\r\n case 'albedo':\r\n return !this._connectedOutputs.has('BaseColor');\r\n case 'specularColor':\r\n return !this._connectedOutputs.has('Specular');\r\n case 'specular':\r\n return !this._connectedOutputs.has('SpecularWeight');\r\n case 'emissive':\r\n return !this._connectedOutputs.has('Emissive');\r\n case 'normal':\r\n return !(this._connectedOutputs.has('Normal') || this._connectedOutputs.has('Tangent'));\r\n case 'occlusion':\r\n return !this._connectedOutputs.has('AO');\r\n case 'metallicRoughness':\r\n return !(this._connectedOutputs.has('Metallic') && this._connectedOutputs.has('Roughness'));\r\n default:\r\n return super.isMaterialTextureEnabled(name);\r\n }\r\n }\r\n\r\n private getBlueprintOutput(\r\n scope: PBInsideFunctionScope,\r\n name: PBRBlueprintOutputName\r\n ): number | boolean | PBShaderExp | undefined {\r\n if (!this._connectedOutputs.has(name)) {\r\n return undefined;\r\n }\r\n return this.evaluateBlueprintOutputs(scope)[name];\r\n }\r\n\r\n /**\r\n * Evaluates the fragment blueprint and returns all PBR surface outputs.\r\n *\r\n * @param scope - Shader function scope used to generate output expressions.\r\n * @param inputs - Optional explicit surface inputs. Missing values use the active draw scope.\r\n * @returns A complete output map with defaults for graph outputs that are not connected.\r\n */\r\n evaluateBlueprintOutputs(\r\n scope: PBInsideFunctionScope,\r\n inputs: PBRBlueprintOutputInputs = {}\r\n ): PBRBlueprintOutputMap {\r\n const pb = scope.$builder;\r\n this.declareBlueprintOutputUniforms(scope);\r\n const funcName = 'Z_GetPBRBlueprintOutputs';\r\n const that = this;\r\n const outputsStruct = pb.defineStruct(\r\n DEFAULT_OUTPUT_NAMES.map((name) => {\r\n switch (name) {\r\n case 'BaseColor':\r\n return pb.vec3(name);\r\n case 'Specular':\r\n case 'Emissive':\r\n case 'Normal':\r\n case 'Tangent':\r\n return pb.vec3(name);\r\n default:\r\n return pb.float(name);\r\n }\r\n })\r\n );\r\n if (!pb.getGlobalScope()[funcName]) {\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec3('worldPos'),\r\n pb.vec4('vertexColor'),\r\n pb.vec2('vertexUV'),\r\n pb.vec3('vertexNormal'),\r\n pb.vec3('vertexTangent'),\r\n pb.vec3('vertexBinormal')\r\n ],\r\n function () {\r\n this.zWorldPos = this.worldPos;\r\n this.zVertexColor = this.vertexColor;\r\n this.zVertexUV = this.vertexUV;\r\n this.zVertexNormal = this.vertexNormal;\r\n this.zVertexTangent = this.vertexTangent;\r\n this.zVertexBinormal = this.vertexBinormal;\r\n const outputs = that._irFrag.create(pb);\r\n let baseColor: number | PBShaderExp = pb.vec3(1);\r\n let metallic: number | PBShaderExp = 0;\r\n let roughness: number | PBShaderExp = 1;\r\n let specular: number | PBShaderExp = pb.vec3(1);\r\n let emissive: number | PBShaderExp = pb.vec3(0);\r\n let normal: number | PBShaderExp = pb.vec3(0);\r\n let tangent: number | PBShaderExp = pb.vec3(0);\r\n let opacity: number | PBShaderExp = 1;\r\n let specularWeight: number | PBShaderExp = 1;\r\n let ao: number | PBShaderExp = 1;\r\n if (outputs) {\r\n const map = that.toOutputMap(outputs);\r\n if (map.BaseColor !== undefined) {\r\n baseColor = that.toVec3(scope, map.BaseColor);\r\n }\r\n if (map.Metallic !== undefined) {\r\n metallic = map.Metallic as PBShaderExp | number;\r\n }\r\n if (map.Roughness !== undefined) {\r\n roughness = map.Roughness as PBShaderExp | number;\r\n }\r\n if (map.Specular !== undefined) {\r\n specular = that.toVec3(scope, map.Specular);\r\n }\r\n if (map.Emissive !== undefined) {\r\n emissive = that.toVec3(scope, map.Emissive);\r\n }\r\n if (map.Normal !== undefined) {\r\n normal = that.toVec3(scope, map.Normal);\r\n }\r\n if (map.Tangent !== undefined) {\r\n tangent = that.toVec3(scope, map.Tangent);\r\n }\r\n if (map.Opacity !== undefined) {\r\n opacity = map.Opacity as PBShaderExp | number;\r\n }\r\n if (map.SpecularWeight !== undefined) {\r\n specularWeight = map.SpecularWeight as PBShaderExp | number;\r\n }\r\n if (map.AO !== undefined) {\r\n ao = map.AO as PBShaderExp | number;\r\n }\r\n }\r\n this.$return(\r\n outputsStruct(\r\n baseColor,\r\n metallic,\r\n roughness,\r\n specular,\r\n emissive,\r\n normal,\r\n tangent,\r\n opacity,\r\n specularWeight,\r\n ao\r\n )\r\n );\r\n }\r\n );\r\n }\r\n const result = pb\r\n .getGlobalScope()\r\n [\r\n funcName\r\n ](inputs.worldPosition ?? this.getBlueprintWorldPos(scope), inputs.vertexColor ?? this.getBlueprintFragmentVertexColor(scope), inputs.vertexUV ?? this.getBlueprintFragmentVertexUV(scope), inputs.vertexNormal ?? this.getBlueprintFragmentVertexNormal(scope), inputs.vertexTangent ?? this.getBlueprintFragmentVertexTangent(scope), inputs.vertexBinormal ?? this.getBlueprintFragmentVertexBinormal(scope)) as PBShaderExp;\r\n const map = {} as Record<PBRBlueprintOutputName, PBShaderExp>;\r\n for (const name of DEFAULT_OUTPUT_NAMES) {\r\n map[name] = result[name] as PBShaderExp;\r\n }\r\n return map;\r\n }\r\n\r\n private declareBlueprintOutputUniforms(\r\n scope: PBFunctionScope | PBInsideFunctionScope,\r\n replaceExisting = false\r\n ) {\r\n const pb = scope.$builder;\r\n const globalScope = pb.getGlobalScope();\r\n for (const uniform of this._uniformValues) {\r\n if (!uniform.inFragmentShader || (!replaceExisting && globalScope[uniform.name])) {\r\n continue;\r\n }\r\n // @ts-ignore dynamic shader type constructor\r\n const exp = pb[uniform.type]().uniform(2);\r\n globalScope[uniform.name] = exp;\r\n }\r\n for (const uniform of this._uniformTextures) {\r\n if (!uniform.inFragmentShader || (!replaceExisting && globalScope[uniform.name])) {\r\n continue;\r\n }\r\n // @ts-ignore dynamic shader type constructor\r\n const exp = (pb[uniform.type]() as PBShaderExp).uniform(2).withSampler({\r\n addressU: uniform.wrapS as any,\r\n addressV: uniform.wrapT as any,\r\n minFilter: uniform.minFilter as any,\r\n magFilter: uniform.magFilter as any,\r\n mipFilter: uniform.mipFilter as any\r\n });\r\n globalScope[uniform.name] = exp;\r\n }\r\n }\r\n\r\n private applyBlueprintUniformValues(bindGroup: BindGroup, fragmentOnly: boolean) {\r\n for (const uniform of this._uniformValues) {\r\n if (!fragmentOnly || uniform.inFragmentShader) {\r\n bindGroup.setValue(uniform.name, uniform.finalValue!);\r\n }\r\n }\r\n for (const uniform of this._uniformTextures) {\r\n if (!fragmentOnly || uniform.inFragmentShader) {\r\n const texture = uniform.finalTexture?.get() ?? getDefaultTexture2D();\r\n bindGroup.setTexture(uniform.name, texture, uniform.finalSampler);\r\n }\r\n }\r\n }\r\n\r\n private getBlueprintWorldPos(scope: PBInsideFunctionScope): PBShaderExp {\r\n const pb = scope.$builder;\r\n return (scope.$inputs.worldPos ?? scope.zWorldPos ?? pb.vec3(0)) as PBShaderExp;\r\n }\r\n\r\n private getBlueprintFragmentVertexColor(scope: PBInsideFunctionScope): PBShaderExp {\r\n const pb = scope.$builder;\r\n return (scope.$inputs.zOutDiffuse ?? scope.zVertexColor ?? pb.vec4(1)) as PBShaderExp;\r\n }\r\n\r\n private getBlueprintFragmentVertexUV(scope: PBInsideFunctionScope): PBShaderExp {\r\n const pb = scope.$builder;\r\n return (scope.$inputs.zVertexUV ?? scope.zVertexUV ?? pb.vec2(0)) as PBShaderExp;\r\n }\r\n\r\n private _suppressedBackendTextureHash() {\r\n return [\r\n Number(!this.isMaterialTextureEnabled('albedo')),\r\n Number(!this.isMaterialTextureEnabled('metallicRoughness')),\r\n Number(!this.isMaterialTextureEnabled('specularColor')),\r\n Number(!this.isMaterialTextureEnabled('specular')),\r\n Number(!this.isMaterialTextureEnabled('emissive')),\r\n Number(!this.isMaterialTextureEnabled('normal')),\r\n Number(!this.isMaterialTextureEnabled('occlusion'))\r\n ].join('');\r\n }\r\n\r\n private getBlueprintFragmentVertexNormal(scope: PBInsideFunctionScope): PBShaderExp {\r\n const pb = scope.$builder;\r\n return (scope.$inputs.wNorm ?? scope.zVertexNormal ?? pb.vec3(0, 0, 1)) as PBShaderExp;\r\n }\r\n\r\n private getBlueprintFragmentVertexTangent(scope: PBInsideFunctionScope): PBShaderExp {\r\n const pb = scope.$builder;\r\n return (scope.$inputs.wTangent ?? scope.zVertexTangent ?? pb.vec3(1, 0, 0)) as PBShaderExp;\r\n }\r\n\r\n private getBlueprintFragmentVertexBinormal(scope: PBInsideFunctionScope): PBShaderExp {\r\n const pb = scope.$builder;\r\n return (scope.$inputs.wBinormal ?? scope.zVertexBinormal ?? pb.vec3(0, 1, 0)) as PBShaderExp;\r\n }\r\n\r\n private toOutputMap(\r\n outputs: {\r\n name: string;\r\n exp: number | boolean | PBShaderExp;\r\n }[]\r\n ): ConnectedBlueprintOutputMap {\r\n const map: ConnectedBlueprintOutputMap = {};\r\n for (const output of outputs) {\r\n map[output.name as PBRBlueprintOutputName] = output.exp;\r\n }\r\n return map;\r\n }\r\n\r\n private toVertexOutputMap(\r\n outputs: {\r\n name: string;\r\n exp: number | boolean | PBShaderExp;\r\n }[]\r\n ): VertexBlueprintOutputMap {\r\n const map: VertexBlueprintOutputMap = {};\r\n for (const output of outputs) {\r\n map[output.name as VertexBlueprintOutputName] = output.exp;\r\n }\r\n return map;\r\n }\r\n\r\n private toFloat(scope: PBInsideFunctionScope, value: number | boolean | PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n if (typeof value === 'number') {\r\n return pb.float(value);\r\n }\r\n const exp = value as PBShaderExp;\r\n return exp.getTypeName() === 'float' ? 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