@zephyr3d/scene 0.9.26 → 0.10.0

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.
Files changed (506) hide show
  1. package/README.md +60 -27
  2. package/dist/animation/animation_bank.js +634 -0
  3. package/dist/animation/animation_bank.js.map +1 -0
  4. package/dist/animation/animation_bank_gpu.js +256 -0
  5. package/dist/animation/animation_bank_gpu.js.map +1 -0
  6. package/dist/animation/animationset.js +146 -30
  7. package/dist/animation/animationset.js.map +1 -1
  8. package/dist/animation/cloth/gpu_cloth_component.js +406 -0
  9. package/dist/animation/cloth/gpu_cloth_component.js.map +1 -0
  10. package/dist/animation/cloth/gpu_cloth_system.js +332 -202
  11. package/dist/animation/cloth/gpu_cloth_system.js.map +1 -1
  12. package/dist/animation/gpu_animation_driver.js +289 -0
  13. package/dist/animation/gpu_animation_driver.js.map +1 -0
  14. package/dist/animation/joint_dynamics/collision.js +112 -1
  15. package/dist/animation/joint_dynamics/collision.js.map +1 -1
  16. package/dist/animation/joint_dynamics/controller.js +6 -0
  17. package/dist/animation/joint_dynamics/controller.js.map +1 -1
  18. package/dist/animation/joint_dynamics/joint_dynamics_system.js +11 -0
  19. package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
  20. package/dist/animation/joint_dynamics/solver.js +50 -12
  21. package/dist/animation/joint_dynamics/solver.js.map +1 -1
  22. package/dist/animation/joint_dynamics/types.js.map +1 -1
  23. package/dist/animation/skeleton.js +300 -56
  24. package/dist/animation/skeleton.js.map +1 -1
  25. package/dist/animation/skin_palette_atlas.js +252 -0
  26. package/dist/animation/skin_palette_atlas.js.map +1 -0
  27. package/dist/animation/spring/multi_chain_spring_system.js +298 -38
  28. package/dist/animation/spring/multi_chain_spring_system.js.map +1 -1
  29. package/dist/animation/spring/spring_chain.js +2 -0
  30. package/dist/animation/spring/spring_chain.js.map +1 -1
  31. package/dist/animation/spring/spring_collider.js +159 -21
  32. package/dist/animation/spring/spring_collider.js.map +1 -1
  33. package/dist/animation/spring/spring_particle.js +1 -0
  34. package/dist/animation/spring/spring_particle.js.map +1 -1
  35. package/dist/animation/spring/spring_solver.js +173 -0
  36. package/dist/animation/spring/spring_solver.js.map +1 -0
  37. package/dist/animation/spring/spring_system.js +249 -24
  38. package/dist/animation/spring/spring_system.js.map +1 -1
  39. package/dist/animation/spring_modifier.js +32 -1
  40. package/dist/animation/spring_modifier.js.map +1 -1
  41. package/dist/app/app.js +26 -0
  42. package/dist/app/app.js.map +1 -1
  43. package/dist/app/engine.js +86 -15
  44. package/dist/app/engine.js.map +1 -1
  45. package/dist/app/gamepad.js +191 -0
  46. package/dist/app/gamepad.js.map +1 -0
  47. package/dist/app/inputactions.js +271 -0
  48. package/dist/app/inputactions.js.map +1 -0
  49. package/dist/app/inputmgr.js +331 -22
  50. package/dist/app/inputmgr.js.map +1 -1
  51. package/dist/app/loading.js +138 -0
  52. package/dist/app/loading.js.map +1 -0
  53. package/dist/app/pipelinecache.js +209 -0
  54. package/dist/app/pipelinecache.js.map +1 -0
  55. package/dist/app/runtimescript.js +25 -0
  56. package/dist/app/runtimescript.js.map +1 -1
  57. package/dist/app/scriptingsystem.js +54 -0
  58. package/dist/app/scriptingsystem.js.map +1 -1
  59. package/dist/app/scriptregistry.js +7 -2
  60. package/dist/app/scriptregistry.js.map +1 -1
  61. package/dist/asset/asset_manifest.js +59 -0
  62. package/dist/asset/asset_manifest.js.map +1 -0
  63. package/dist/asset/asset_preload.js +258 -0
  64. package/dist/asset/asset_preload.js.map +1 -0
  65. package/dist/asset/assetmanager.js +117 -65
  66. package/dist/asset/assetmanager.js.map +1 -1
  67. package/dist/asset/loaders/ktx2/basis/LICENSE +201 -0
  68. package/dist/asset/loaders/ktx2/basis/basis_transcoder.js +2 -0
  69. package/dist/asset/loaders/ktx2/basis/basis_transcoder.wasm +0 -0
  70. package/dist/asset/loaders/ktx2/basis_location.js +17 -0
  71. package/dist/asset/loaders/ktx2/basis_location.js.map +1 -0
  72. package/dist/asset/loaders/ktx2/ktx2_loader.js +88 -0
  73. package/dist/asset/loaders/ktx2/ktx2_loader.js.map +1 -0
  74. package/dist/asset/loaders/ktx2/ktx2_targets.js +118 -0
  75. package/dist/asset/loaders/ktx2/ktx2_targets.js.map +1 -0
  76. package/dist/asset/loaders/ktx2/transcoder_pool.js +259 -0
  77. package/dist/asset/loaders/ktx2/transcoder_pool.js.map +1 -0
  78. package/dist/asset/mesh_lod_builder.js +104 -0
  79. package/dist/asset/mesh_lod_builder.js.map +1 -0
  80. package/dist/asset/mesh_settings.js +111 -0
  81. package/dist/asset/mesh_settings.js.map +1 -0
  82. package/dist/asset/meshopt_decoder.js +18 -0
  83. package/dist/asset/meshopt_decoder.js.map +1 -0
  84. package/dist/asset/meshopt_simplifier.js +26 -0
  85. package/dist/asset/meshopt_simplifier.js.map +1 -0
  86. package/dist/asset/model.js +177 -3
  87. package/dist/asset/model.js.map +1 -1
  88. package/dist/asset/texture_settings.js +231 -0
  89. package/dist/asset/texture_settings.js.map +1 -0
  90. package/dist/asset/zmsh_binary.js +131 -0
  91. package/dist/asset/zmsh_binary.js.map +1 -0
  92. package/dist/asset/zsdf_binary.js +111 -0
  93. package/dist/asset/zsdf_binary.js.map +1 -0
  94. package/dist/blitter/bilateralblur.js +1 -2
  95. package/dist/blitter/bilateralblur.js.map +1 -1
  96. package/dist/blitter/gaussianblur.js +1 -6
  97. package/dist/blitter/gaussianblur.js.map +1 -1
  98. package/dist/camera/base.js +31 -10
  99. package/dist/camera/base.js.map +1 -1
  100. package/dist/camera/camera.js +178 -200
  101. package/dist/camera/camera.js.map +1 -1
  102. package/dist/camera/follow.js +342 -0
  103. package/dist/camera/follow.js.map +1 -0
  104. package/dist/camera/fps.js +9 -7
  105. package/dist/camera/fps.js.map +1 -1
  106. package/dist/camera/orbit.js +46 -19
  107. package/dist/camera/orbit.js.map +1 -1
  108. package/dist/index.d.ts +30475 -19865
  109. package/dist/index.js +67 -12
  110. package/dist/index.js.map +1 -1
  111. package/dist/material/blinn.js +3 -0
  112. package/dist/material/blinn.js.map +1 -1
  113. package/dist/material/eye.js +1 -1
  114. package/dist/material/eye.js.map +1 -1
  115. package/dist/material/hair.js +2 -3
  116. package/dist/material/hair.js.map +1 -1
  117. package/dist/material/hairstrand.js +235 -235
  118. package/dist/material/hairstrand.js.map +1 -1
  119. package/dist/material/lambert.js +4 -1
  120. package/dist/material/lambert.js.map +1 -1
  121. package/dist/material/material.js +362 -300
  122. package/dist/material/material.js.map +1 -1
  123. package/dist/material/meshmaterial.js +118 -45
  124. package/dist/material/meshmaterial.js.map +1 -1
  125. package/dist/material/mixins/lightmodel/blinnphong.js +1 -1
  126. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  127. package/dist/material/mixins/lightmodel/lambert.js +1 -1
  128. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  129. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +34 -61
  130. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  131. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +16 -2
  132. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  133. package/dist/material/mixins/lightmodel/pbrspecularglossness.js +2 -1
  134. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  135. package/dist/material/mixins/lit.js +223 -83
  136. package/dist/material/mixins/lit.js.map +1 -1
  137. package/dist/material/mixins/pbr/common.js +31 -206
  138. package/dist/material/mixins/pbr/common.js.map +1 -1
  139. package/dist/material/mtoon.js +1 -1
  140. package/dist/material/mtoon.js.map +1 -1
  141. package/dist/material/pbrmr.js +3 -0
  142. package/dist/material/pbrmr.js.map +1 -1
  143. package/dist/material/pbrsg.js +3 -0
  144. package/dist/material/pbrsg.js.map +1 -1
  145. package/dist/material/sdf_debug.js +78 -0
  146. package/dist/material/sdf_debug.js.map +1 -0
  147. package/dist/material/shader/helper.js +733 -190
  148. package/dist/material/shader/helper.js.map +1 -1
  149. package/dist/material/shader/terrain_blend.js +204 -43
  150. package/dist/material/shader/terrain_blend.js.map +1 -1
  151. package/dist/material/skin.js +331 -297
  152. package/dist/material/skin.js.map +1 -1
  153. package/dist/material/skinprofile.js +1058 -0
  154. package/dist/material/skinprofile.js.map +1 -0
  155. package/dist/material/sss.js +353 -0
  156. package/dist/material/sss.js.map +1 -0
  157. package/dist/material/sss_kernel.js +265 -0
  158. package/dist/material/sss_kernel.js.map +1 -0
  159. package/dist/material/sssprofile.js +879 -0
  160. package/dist/material/sssprofile.js.map +1 -0
  161. package/dist/material/subsurfaceprofile.js +4 -8
  162. package/dist/material/subsurfaceprofile.js.map +1 -1
  163. package/dist/material/terrain-cm.js +464 -188
  164. package/dist/material/terrain-cm.js.map +1 -1
  165. package/dist/material/unlit.js +3 -0
  166. package/dist/material/unlit.js.map +1 -1
  167. package/dist/material/water.js +2009 -201
  168. package/dist/material/water.js.map +1 -1
  169. package/dist/node_modules/meshoptimizer/LICENSE +21 -0
  170. package/dist/node_modules/meshoptimizer/meshopt_decoder.js +197 -0
  171. package/dist/node_modules/meshoptimizer/meshopt_decoder.js.map +1 -0
  172. package/dist/node_modules/meshoptimizer/meshopt_simplifier.js +677 -0
  173. package/dist/node_modules/meshoptimizer/meshopt_simplifier.js.map +1 -0
  174. package/dist/physics/character.js +226 -0
  175. package/dist/physics/character.js.map +1 -0
  176. package/dist/physics/collider.js +209 -0
  177. package/dist/physics/collider.js.map +1 -0
  178. package/dist/physics/events.js +79 -0
  179. package/dist/physics/events.js.map +1 -0
  180. package/dist/physics/joint.js +272 -0
  181. package/dist/physics/joint.js.map +1 -0
  182. package/dist/physics/node_physics.js +234 -0
  183. package/dist/physics/node_physics.js.map +1 -0
  184. package/dist/physics/part.js +91 -0
  185. package/dist/physics/part.js.map +1 -0
  186. package/dist/physics/rigid_body.js +379 -0
  187. package/dist/physics/rigid_body.js.map +1 -0
  188. package/dist/physics/vehicle.js +335 -0
  189. package/dist/physics/vehicle.js.map +1 -0
  190. package/dist/physics/world.js +25 -0
  191. package/dist/physics/world.js.map +1 -0
  192. package/dist/posteffect/bloom.js +49 -14
  193. package/dist/posteffect/bloom.js.map +1 -1
  194. package/dist/posteffect/motionblur.js +668 -63
  195. package/dist/posteffect/motionblur.js.map +1 -1
  196. package/dist/posteffect/posteffect.js +12 -1
  197. package/dist/posteffect/posteffect.js.map +1 -1
  198. package/dist/posteffect/postsss.js +572 -0
  199. package/dist/posteffect/postsss.js.map +1 -0
  200. package/dist/posteffect/sao.js +48 -50
  201. package/dist/posteffect/sao.js.map +1 -1
  202. package/dist/posteffect/skinsss.js +605 -355
  203. package/dist/posteffect/skinsss.js.map +1 -1
  204. package/dist/posteffect/ssgi.js +91 -162
  205. package/dist/posteffect/ssgi.js.map +1 -1
  206. package/dist/posteffect/ssr.js +3 -11
  207. package/dist/posteffect/ssr.js.map +1 -1
  208. package/dist/posteffect/sss.js +34 -15
  209. package/dist/posteffect/sss.js.map +1 -1
  210. package/dist/posteffect/taa.js +1 -0
  211. package/dist/posteffect/taa.js.map +1 -1
  212. package/dist/render/abuffer_oit.js +40 -39
  213. package/dist/render/abuffer_oit.js.map +1 -1
  214. package/dist/render/clipmap.js +328 -62
  215. package/dist/render/clipmap.js.map +1 -1
  216. package/dist/render/cluster_light.js +958 -224
  217. package/dist/render/cluster_light.js.map +1 -1
  218. package/dist/render/cull_visitor.js +26 -5
  219. package/dist/render/cull_visitor.js.map +1 -1
  220. package/dist/render/debug_views.js +37 -0
  221. package/dist/render/debug_views.js.map +1 -0
  222. package/dist/render/depthpass.js +5 -1
  223. package/dist/render/depthpass.js.map +1 -1
  224. package/dist/render/drawable_mixin.js +53 -6
  225. package/dist/render/drawable_mixin.js.map +1 -1
  226. package/dist/render/dualdepthpeeling_oit.js +53 -53
  227. package/dist/render/dualdepthpeeling_oit.js.map +1 -1
  228. package/dist/render/envlight.js +196 -113
  229. package/dist/render/envlight.js.map +1 -1
  230. package/dist/render/fbm_wavegenerator.js +8 -13
  231. package/dist/render/fbm_wavegenerator.js.map +1 -1
  232. package/dist/render/fft_wavegenerator.js +268 -136
  233. package/dist/render/fft_wavegenerator.js.map +1 -1
  234. package/dist/render/gerstner_wavegenerator.js +113 -28
  235. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  236. package/dist/render/gi/probe_volume.js +1334 -0
  237. package/dist/render/gi/probe_volume.js.map +1 -0
  238. package/dist/render/gi/scene_gi.js +282 -0
  239. package/dist/render/gi/scene_gi.js.map +1 -0
  240. package/dist/render/gi/voxel_atlas.js +198 -0
  241. package/dist/render/gi/voxel_atlas.js.map +1 -0
  242. package/dist/render/gi/voxel_lighting.js +652 -0
  243. package/dist/render/gi/voxel_lighting.js.map +1 -0
  244. package/dist/render/gi/voxel_scene.js +642 -0
  245. package/dist/render/gi/voxel_scene.js.map +1 -0
  246. package/dist/render/gi/voxelize_pass.js +223 -0
  247. package/dist/render/gi/voxelize_pass.js.map +1 -0
  248. package/dist/render/globalbindgroup_allocator.js +3 -2
  249. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  250. package/dist/render/gpu_picking.js +9 -36
  251. package/dist/render/gpu_picking.js.map +1 -1
  252. package/dist/render/hzb.js +80 -22
  253. package/dist/render/hzb.js.map +1 -1
  254. package/dist/render/instance_culling.js +499 -0
  255. package/dist/render/instance_culling.js.map +1 -0
  256. package/dist/render/lightpass.js +23 -9
  257. package/dist/render/lightpass.js.map +1 -1
  258. package/dist/render/lod.js +46 -0
  259. package/dist/render/lod.js.map +1 -0
  260. package/dist/render/oit.js +11 -11
  261. package/dist/render/oit.js.map +1 -1
  262. package/dist/render/primitive.js +301 -9
  263. package/dist/render/primitive.js.map +1 -1
  264. package/dist/render/primitive_readback.js +209 -0
  265. package/dist/render/primitive_readback.js.map +1 -0
  266. package/dist/render/render_queue.js +198 -11
  267. package/dist/render/render_queue.js.map +1 -1
  268. package/dist/render/renderer.js +14 -7
  269. package/dist/render/renderer.js.map +1 -1
  270. package/dist/render/rendergraph/blackboard.js +15 -1
  271. package/dist/render/rendergraph/blackboard.js.map +1 -1
  272. package/dist/render/rendergraph/executor.js +136 -0
  273. package/dist/render/rendergraph/executor.js.map +1 -1
  274. package/dist/render/rendergraph/forward_plus_builder.js +585 -59
  275. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  276. package/dist/render/rendergraph/frame_resource_requirements.js +1 -0
  277. package/dist/render/rendergraph/frame_resource_requirements.js.map +1 -1
  278. package/dist/render/rendergraph/history_resources.js +8 -1
  279. package/dist/render/rendergraph/history_resources.js.map +1 -1
  280. package/dist/render/rendergraph/scene_render_context.js +31 -2
  281. package/dist/render/rendergraph/scene_render_context.js.map +1 -1
  282. package/dist/render/rendergraph/types.js.map +1 -1
  283. package/dist/render/renderpass.js +28 -5
  284. package/dist/render/renderpass.js.map +1 -1
  285. package/dist/render/sdf/box_allocator.js +98 -0
  286. package/dist/render/sdf/box_allocator.js.map +1 -0
  287. package/dist/render/sdf/global_sdf.js +865 -0
  288. package/dist/render/sdf/global_sdf.js.map +1 -0
  289. package/dist/render/sdf/scene_sdf.js +562 -0
  290. package/dist/render/sdf/scene_sdf.js.map +1 -0
  291. package/dist/render/sdf/sdf_atlas.js +227 -0
  292. package/dist/render/sdf/sdf_atlas.js.map +1 -0
  293. package/dist/render/sdf/sdf_programs.js +42 -0
  294. package/dist/render/sdf/sdf_programs.js.map +1 -0
  295. package/dist/render/sdf/sdf_view.js +199 -0
  296. package/dist/render/sdf/sdf_view.js.map +1 -0
  297. package/dist/render/sdf/waterline.js +610 -0
  298. package/dist/render/sdf/waterline.js.map +1 -0
  299. package/dist/render/shadow_mask_pass.js +142 -25
  300. package/dist/render/shadow_mask_pass.js.map +1 -1
  301. package/dist/render/shore_wave_generator.js +1193 -0
  302. package/dist/render/shore_wave_generator.js.map +1 -0
  303. package/dist/render/sky.js +516 -86
  304. package/dist/render/sky.js.map +1 -1
  305. package/dist/render/transmission_thickness_pass.js +477 -0
  306. package/dist/render/transmission_thickness_pass.js.map +1 -0
  307. package/dist/render/underwater.js +524 -0
  308. package/dist/render/underwater.js.map +1 -0
  309. package/dist/render/virtualtexture/virtual_texture.js +1214 -0
  310. package/dist/render/virtualtexture/virtual_texture.js.map +1 -0
  311. package/dist/render/volumetric_cloud/cloud_common.js +472 -0
  312. package/dist/render/volumetric_cloud/cloud_common.js.map +1 -0
  313. package/dist/render/volumetric_cloud/cloud_noise.js +189 -0
  314. package/dist/render/volumetric_cloud/cloud_noise.js.map +1 -0
  315. package/dist/render/volumetric_cloud/debug_view.js +131 -0
  316. package/dist/render/volumetric_cloud/debug_view.js.map +1 -0
  317. package/dist/render/volumetric_cloud/resources.js +380 -0
  318. package/dist/render/volumetric_cloud/resources.js.map +1 -0
  319. package/dist/render/volumetric_cloud/sky_cache.js +380 -0
  320. package/dist/render/volumetric_cloud/sky_cache.js.map +1 -0
  321. package/dist/render/volumetric_cloud/volumetric_cloud.js +318 -0
  322. package/dist/render/volumetric_cloud/volumetric_cloud.js.map +1 -0
  323. package/dist/render/water_caustics.js +1195 -0
  324. package/dist/render/water_caustics.js.map +1 -0
  325. package/dist/render/water_foam.js +627 -0
  326. package/dist/render/water_foam.js.map +1 -0
  327. package/dist/render/water_interaction.js +1795 -0
  328. package/dist/render/water_interaction.js.map +1 -0
  329. package/dist/render/weightedblended_oit.js +36 -36
  330. package/dist/render/weightedblended_oit.js.map +1 -1
  331. package/dist/scene/basesprite.js +9 -4
  332. package/dist/scene/basesprite.js.map +1 -1
  333. package/dist/scene/batchgroup.js +108 -12
  334. package/dist/scene/batchgroup.js.map +1 -1
  335. package/dist/scene/environment.js +28 -7
  336. package/dist/scene/environment.js.map +1 -1
  337. package/dist/scene/foliage.js +1020 -0
  338. package/dist/scene/foliage.js.map +1 -0
  339. package/dist/scene/foliage_buckets.js +147 -0
  340. package/dist/scene/foliage_buckets.js.map +1 -0
  341. package/dist/scene/foliage_mask.js +358 -0
  342. package/dist/scene/foliage_mask.js.map +1 -0
  343. package/dist/scene/hair.js +15 -4
  344. package/dist/scene/hair.js.map +1 -1
  345. package/dist/scene/light.js +179 -13
  346. package/dist/scene/light.js.map +1 -1
  347. package/dist/scene/mesh.js +327 -45
  348. package/dist/scene/mesh.js.map +1 -1
  349. package/dist/scene/meshdrawable.js +6 -0
  350. package/dist/scene/meshdrawable.js.map +1 -1
  351. package/dist/scene/msdftext.js +9 -3
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  353. package/dist/scene/msdftextsprite.js +9 -3
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  355. package/dist/scene/particlesys.js +8 -2
  356. package/dist/scene/particlesys.js.map +1 -1
  357. package/dist/scene/physics_settings.js +157 -0
  358. package/dist/scene/physics_settings.js.map +1 -0
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- {"version":3,"file":"environment.js","sources":["../../src/scene/environment.ts"],"sourcesContent":["import type { Immutable, Nullable, Vector4 } from '@zephyr3d/base';\r\nimport { Vector3, DRef, Disposable } from '@zephyr3d/base';\r\nimport { ObservableVector4 } from '@zephyr3d/base';\r\nimport type { DrawContext, EnvironmentLighting } from '../render';\r\nimport { EnvShIBL } from '../render';\r\nimport { EnvConstantAmbient, EnvHemisphericAmbient } from '../render';\r\nimport { SkyRenderer } from '../render/sky';\r\nimport type { FrameBuffer, GPUDataBuffer, TextureCube } from '@zephyr3d/device';\r\n\r\n/**\r\n * Wrapper for environmant lighting\r\n * @public\r\n */\r\nexport class EnvLightWrapper extends Disposable {\r\n private _envLight: Nullable<EnvironmentLighting>;\r\n private readonly _ambientColor: ObservableVector4;\r\n private readonly _ambientDown: ObservableVector4;\r\n private readonly _ambientUp: ObservableVector4;\r\n private readonly _radianceMap: DRef<TextureCube>;\r\n private readonly _sheenRadianceMap: DRef<TextureCube>;\r\n private readonly _irradianceMap: DRef<TextureCube>;\r\n private readonly _irradianceSH: DRef<GPUDataBuffer>;\r\n private readonly _irradianceSHFB: DRef<FrameBuffer>;\r\n private readonly _irradianceWindow: Vector3;\r\n private _strength: number;\r\n private _intensity: number;\r\n private _specularStrength: number;\r\n /** @internal Invalidates the owning Environment's cached sky bake. */\r\n private _invalidateBake: Nullable<() => void>;\r\n /** @internal */\r\n constructor() {\r\n super();\r\n this._envLight = new EnvShIBL();\r\n this._ambientColor = new ObservableVector4(0.2, 0.2, 0.2, 1).setCallback(() => {\r\n if (this.type === 'constant') {\r\n (this._envLight as EnvConstantAmbient).ambientColor.set(this._ambientColor);\r\n }\r\n });\r\n this._ambientDown = new ObservableVector4(0.2, 0.2, 0.2, 1).setCallback(() => {\r\n if (this.type === 'hemisphere') {\r\n (this._envLight as EnvHemisphericAmbient).ambientDown.set(this._ambientDown);\r\n }\r\n });\r\n this._ambientUp = new ObservableVector4(0.3, 0.5, 0.8, 1).setCallback(() => {\r\n if (this.type === 'hemisphere') {\r\n (this._envLight as EnvHemisphericAmbient).ambientUp.set(this._ambientUp);\r\n }\r\n });\r\n this._radianceMap = new DRef();\r\n this._sheenRadianceMap = new DRef();\r\n this._irradianceMap = new DRef();\r\n this._irradianceSH = new DRef();\r\n this._irradianceSHFB = new DRef();\r\n this._irradianceWindow = new Vector3();\r\n this._strength = 1;\r\n // Filament's IndirectLight default intensity, in lux.\r\n this._intensity = 30000;\r\n this._specularStrength = 1;\r\n this._invalidateBake = null;\r\n }\r\n /**\r\n * @internal\r\n * Registers the owning {@link Environment}'s sky-bake invalidator, so photometric properties that\r\n * are only applied at bake time can force a re-bake when they change.\r\n */\r\n setBakeInvalidator(invalidate: Nullable<() => void>) {\r\n this._invalidateBake = invalidate;\r\n }\r\n /** @internal */\r\n getHash(ctx?: DrawContext) {\r\n const irradianceSource =\r\n this.type === 'ibl'\r\n ? this._irradianceSHFB.get()\r\n ? 'fb'\r\n : this._irradianceSH.get()\r\n ? 'buf'\r\n : 'none'\r\n : 'na';\r\n const ssgiHistory =\r\n !!ctx?.SSGI &&\r\n !!ctx.SSGIIrradianceHistoryTexture &&\r\n !!ctx.SSGISurfaceHistoryTexture &&\r\n (ctx.device.type === 'webgl' || !!ctx.motionVectorTexture);\r\n return !ctx || ctx.drawEnvLight\r\n ? `${this.type}:${this._envLight!.hasRadiance() ? '1' : '0'}:${\r\n this._envLight!.hasSheenRadiance() ? '1' : '0'\r\n }:${this._envLight!.hasIrradiance() ? '1' : '0'}:${irradianceSource}:ssgi${ssgiHistory ? '1' : '0'}`\r\n : 'none';\r\n }\r\n /** @internal */\r\n get envLight() {\r\n return this._envLight!;\r\n }\r\n /**\r\n * Multiplier on environment lighting, in both lighting modes.\r\n *\r\n * @remarks\r\n * In physical mode this is the per-frame dimmer for the IBL. The photometric {@link intensity}\r\n * only reaches the image through the cached sky bake -- and a `scatter` sky ignores it entirely,\r\n * taking its brightness from the sun -- so this is the control that always responds. 0 turns\r\n * environment lighting off.\r\n */\r\n get strength() {\r\n return this._strength;\r\n }\r\n set strength(val) {\r\n this._strength = val;\r\n }\r\n /**\r\n * Physical environment light intensity, in lux.\r\n *\r\n * @remarks\r\n * Mirrors Filament's `IndirectLight::Builder::intensity`: the illuminance a unit (0..1)\r\n * environment texture value represents. Applied when the sky is baked, so changing it re-bakes.\r\n *\r\n * Only affects authored skies (`skybox`, `image`). A `scatter` sky derives its luminance from the\r\n * sun's illuminance, so this value never enters its bake -- use {@link strength} to dim that.\r\n *\r\n * Used only when the owning scene enables physical lighting; legacy uses {@link strength}.\r\n * Default 30,000 lux matches Filament's default (roughly an overcast-to-hazy sky).\r\n */\r\n get intensity() {\r\n return this._intensity;\r\n }\r\n set intensity(val) {\r\n const intensity = Math.max(0, val);\r\n if (intensity !== this._intensity) {\r\n this._intensity = intensity;\r\n // Authored skies are lifted by this value when baked, so the cached cubemap is stale now.\r\n // A scatter sky ignores it (its brightness comes from the sun), but re-baking is harmless.\r\n this._invalidateBake?.();\r\n }\r\n }\r\n /**\r\n * Physical environment light intensity in lux.\r\n *\r\n * @deprecated Renamed to {@link intensity} to match the photometric unit it carries.\r\n */\r\n get radianceScale() {\r\n return this._intensity;\r\n }\r\n set radianceScale(val) {\r\n this.intensity = val;\r\n }\r\n /** The strength of environment specular lighting */\r\n get specularStrength() {\r\n return this._specularStrength;\r\n }\r\n set specularStrength(val) {\r\n this._specularStrength = val;\r\n }\r\n /** Ambient light color for environment light type constant */\r\n get ambientColor(): Vector4 {\r\n return this._ambientColor;\r\n }\r\n set ambientColor(val: Vector4) {\r\n this._ambientColor.set(val);\r\n }\r\n /** Up color for environment light type hemisphere */\r\n get ambientUp(): Vector4 {\r\n return this._ambientUp;\r\n }\r\n set ambientUp(val: Vector4) {\r\n this._ambientUp.set(val);\r\n }\r\n /** Down color for environment light type hemisphere */\r\n get ambientDown(): Vector4 {\r\n return this._ambientDown;\r\n }\r\n set ambientDown(val: Vector4) {\r\n this._ambientDown.set(val);\r\n }\r\n /** Radiance map for environment light type ibl */\r\n get radianceMap() {\r\n return this._radianceMap.get();\r\n }\r\n set radianceMap(tex) {\r\n this._radianceMap.set(tex);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).radianceMap = this.radianceMap;\r\n }\r\n }\r\n /** Charlie-filtered sheen radiance map for environment light type ibl */\r\n get sheenRadianceMap() {\r\n return this._sheenRadianceMap.get();\r\n }\r\n set sheenRadianceMap(tex) {\r\n this._sheenRadianceMap.set(tex);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).sheenRadianceMap = this.sheenRadianceMap;\r\n }\r\n }\r\n /** Irradiance SH buffer for environment light type ibl */\r\n get irradianceSH() {\r\n return this._irradianceSH.get();\r\n }\r\n set irradianceSH(value) {\r\n this._irradianceSH.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceSH = this.irradianceSH;\r\n }\r\n }\r\n /** Irradiance SH texture for environment light type ibl */\r\n get irradianceSHFB() {\r\n return this._irradianceSHFB.get();\r\n }\r\n set irradianceSHFB(value) {\r\n this._irradianceSHFB.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceSHFB = this.irradianceSHFB;\r\n }\r\n }\r\n /** Irradiance SH window for environment light type ibl */\r\n get irradianceWindow(): Immutable<Vector3> {\r\n return this._irradianceWindow;\r\n }\r\n set irradianceWindow(value: Immutable<Vector3>) {\r\n this._irradianceWindow.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceWindow = this._irradianceWindow;\r\n }\r\n }\r\n /** The environment light type */\r\n get type() {\r\n return this._envLight?.getType() ?? 'none';\r\n }\r\n set type(val) {\r\n switch (val) {\r\n case 'none':\r\n this._envLight = null;\r\n break;\r\n case 'ibl':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvShIBL(\r\n this.radianceMap!,\r\n this.irradianceSH!,\r\n this.irradianceSHFB!,\r\n this.sheenRadianceMap!\r\n );\r\n }\r\n (this._envLight as EnvShIBL).radianceMap = this.radianceMap;\r\n (this._envLight as EnvShIBL).sheenRadianceMap = this.sheenRadianceMap;\r\n (this._envLight as EnvShIBL).irradianceSH = this.irradianceSH;\r\n (this._envLight as EnvShIBL).irradianceSHFB = this.irradianceSHFB;\r\n (this._envLight as EnvShIBL).irradianceWindow = this.irradianceWindow;\r\n break;\r\n case 'constant':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvConstantAmbient(this._ambientColor);\r\n }\r\n break;\r\n case 'hemisphere':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvHemisphericAmbient(this._ambientUp, this._ambientDown);\r\n }\r\n break;\r\n default:\r\n break;\r\n }\r\n }\r\n /** Disposes the environment lighting wrapper */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._envLight?.dispose();\r\n this._radianceMap.dispose();\r\n this._sheenRadianceMap.dispose();\r\n this._irradianceMap.dispose();\r\n this._irradianceSHFB.dispose();\r\n this._irradianceSH.dispose();\r\n }\r\n}\r\n\r\n/**\r\n * Environment of scene\r\n * @public\r\n */\r\nexport class Environment extends Disposable {\r\n private readonly _sky: SkyRenderer;\r\n private readonly _light: EnvLightWrapper;\r\n /** @internal */\r\n constructor() {\r\n super();\r\n this._sky = new SkyRenderer();\r\n this._light = new EnvLightWrapper();\r\n // The physical `intensity` only reaches the image through the cached sky bake, so changing it\r\n // has to re-bake; otherwise the cubemap keeps the value it was baked with.\r\n this._light.setBakeInvalidator(() => this._sky.invalidate());\r\n }\r\n /** The sky renderer */\r\n get sky() {\r\n return this._sky;\r\n }\r\n /** The environment lighting renderer */\r\n get light() {\r\n return this._light;\r\n }\r\n /** @internal */\r\n getHash(ctx: DrawContext) {\r\n return `${this.light?.getHash(ctx)}:${this._sky?.getHash(ctx)}`;\r\n }\r\n /** @internal */\r\n needSceneDepthTexture() {\r\n return this._sky.fogType !== 'none';\r\n }\r\n /** Disposes the environment object */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._sky.dispose();\r\n this._light.dispose();\r\n 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+ {"version":3,"file":"environment.js","sources":["../../src/scene/environment.ts"],"sourcesContent":["import type { Immutable, Nullable, Vector4 } from '@zephyr3d/base';\r\nimport { Vector3, DRef, Disposable } from '@zephyr3d/base';\r\nimport { ObservableVector4 } from '@zephyr3d/base';\r\nimport type { DrawContext, EnvironmentLighting } from '../render';\r\nimport { getProbeVolumeForDraw } from '../render/gi/probe_volume';\r\nimport { EnvShIBL } from '../render';\r\nimport { EnvConstantAmbient, EnvHemisphericAmbient, EnvProbesOnly } from '../render';\r\nimport { SkyRenderer } from '../render/sky';\r\nimport { WindField } from './wind';\r\nimport type { FrameBuffer, GPUDataBuffer, TextureCube } from '@zephyr3d/device';\r\n\r\n/**\r\n * Wrapper for environmant lighting\r\n * @public\r\n */\r\nexport class EnvLightWrapper extends Disposable {\r\n private _envLight: Nullable<EnvironmentLighting>;\r\n /** Stands in for the environment light of type `none`, see {@link EnvLightWrapper.envLight}. */\r\n private readonly _probesOnly: EnvProbesOnly;\r\n private readonly _ambientColor: ObservableVector4;\r\n private readonly _ambientDown: ObservableVector4;\r\n private readonly _ambientUp: ObservableVector4;\r\n private readonly _radianceMap: DRef<TextureCube>;\r\n private readonly _sheenRadianceMap: DRef<TextureCube>;\r\n private readonly _irradianceMap: DRef<TextureCube>;\r\n private readonly _irradianceSH: DRef<GPUDataBuffer>;\r\n private readonly _irradianceSHFB: DRef<FrameBuffer>;\r\n private readonly _irradianceWindow: Vector3;\r\n private _strength: number;\r\n private _intensity: number;\r\n private _specularStrength: number;\r\n /** @internal Invalidates the owning Environment's cached sky bake. */\r\n private _invalidateBake: Nullable<() => void>;\r\n /** @internal */\r\n constructor() {\r\n super();\r\n this._envLight = new EnvShIBL();\r\n this._probesOnly = new EnvProbesOnly();\r\n this._ambientColor = new ObservableVector4(0.2, 0.2, 0.2, 1).setCallback(() => {\r\n if (this.type === 'constant') {\r\n (this._envLight as EnvConstantAmbient).ambientColor.set(this._ambientColor);\r\n }\r\n });\r\n this._ambientDown = new ObservableVector4(0.2, 0.2, 0.2, 1).setCallback(() => {\r\n if (this.type === 'hemisphere') {\r\n (this._envLight as EnvHemisphericAmbient).ambientDown.set(this._ambientDown);\r\n }\r\n });\r\n this._ambientUp = new ObservableVector4(0.3, 0.5, 0.8, 1).setCallback(() => {\r\n if (this.type === 'hemisphere') {\r\n (this._envLight as EnvHemisphericAmbient).ambientUp.set(this._ambientUp);\r\n }\r\n });\r\n this._radianceMap = new DRef();\r\n this._sheenRadianceMap = new DRef();\r\n this._irradianceMap = new DRef();\r\n this._irradianceSH = new DRef();\r\n this._irradianceSHFB = new DRef();\r\n this._irradianceWindow = new Vector3();\r\n this._strength = 1;\r\n // Filament's IndirectLight default intensity, in lux.\r\n this._intensity = 30000;\r\n this._specularStrength = 1;\r\n this._invalidateBake = null;\r\n }\r\n /**\r\n * @internal\r\n * Registers the owning {@link Environment}'s sky-bake invalidator, so photometric properties that\r\n * are only applied at bake time can force a re-bake when they change.\r\n */\r\n setBakeInvalidator(invalidate: Nullable<() => void>) {\r\n this._invalidateBake = invalidate;\r\n }\r\n /** @internal */\r\n getHash(ctx?: DrawContext) {\r\n const irradianceSource =\r\n this.type === 'ibl'\r\n ? this._irradianceSHFB.get()\r\n ? 'fb'\r\n : this._irradianceSH.get()\r\n ? 'buf'\r\n : 'none'\r\n : 'na';\r\n const ssgiHistory =\r\n !!ctx?.SSGI &&\r\n !!ctx.SSGIIrradianceHistoryTexture &&\r\n !!ctx.SSGISurfaceHistoryTexture &&\r\n !!ctx.motionVectorTexture;\r\n const envLight = this.envLight;\r\n return !ctx || ctx.drawEnvLight\r\n ? `${this.type}:${envLight.hasRadiance() ? '1' : '0'}:${\r\n envLight.hasSheenRadiance() ? '1' : '0'\r\n }:${envLight.hasIrradiance() ? '1' : '0'}:${irradianceSource}:ssgi${ssgiHistory ? '1' : '0'}:probes${\r\n getProbeVolumeForDraw(ctx) ? '1' : '0'\r\n }`\r\n : 'none';\r\n }\r\n /**\r\n * @internal\r\n * Environment lighting used by materials. For type `none`, a sky-less stand-in\r\n * that applies probe GI only; passes reading the sky check {@link EnvLightWrapper.type}.\r\n */\r\n get envLight(): EnvironmentLighting {\r\n return this._envLight ?? this._probesOnly;\r\n }\r\n /**\r\n * Multiplier on environment lighting, in both lighting modes.\r\n *\r\n * @remarks\r\n * In physical mode this is the per-frame dimmer for the IBL. The photometric {@link intensity}\r\n * only reaches the image through the cached sky bake -- and a `scatter` sky ignores it entirely,\r\n * taking its brightness from the sun -- so this is the control that always responds. 0 turns\r\n * environment lighting off.\r\n */\r\n get strength() {\r\n return this._strength;\r\n }\r\n set strength(val) {\r\n this._strength = val;\r\n }\r\n /**\r\n * Physical environment light intensity, in lux.\r\n *\r\n * @remarks\r\n * Mirrors Filament's `IndirectLight::Builder::intensity`: the illuminance a unit (0..1)\r\n * environment texture value represents. Applied when the sky is baked, so changing it re-bakes.\r\n *\r\n * Only affects authored skies (`skybox`, `image`). A `scatter` sky derives its luminance from the\r\n * sun's illuminance, so this value never enters its bake -- use {@link strength} to dim that.\r\n *\r\n * Used only when the owning scene enables physical lighting; legacy uses {@link strength}.\r\n * Default 30,000 lux matches Filament's default (roughly an overcast-to-hazy sky).\r\n */\r\n get intensity() {\r\n return this._intensity;\r\n }\r\n set intensity(val) {\r\n const intensity = Math.max(0, val);\r\n if (intensity !== this._intensity) {\r\n this._intensity = intensity;\r\n // Authored skies are lifted by this value when baked, so the cached cubemap is stale now.\r\n // A scatter sky ignores it (its brightness comes from the sun), but re-baking is harmless.\r\n this._invalidateBake?.();\r\n }\r\n }\r\n /**\r\n * Physical environment light intensity in lux.\r\n *\r\n * @deprecated Renamed to {@link intensity} to match the photometric unit it carries.\r\n */\r\n get radianceScale() {\r\n return this._intensity;\r\n }\r\n set radianceScale(val) {\r\n this.intensity = val;\r\n }\r\n /** The strength of environment specular lighting */\r\n get specularStrength() {\r\n return this._specularStrength;\r\n }\r\n set specularStrength(val) {\r\n this._specularStrength = val;\r\n }\r\n /** Ambient light color for environment light type constant */\r\n get ambientColor(): Vector4 {\r\n return this._ambientColor;\r\n }\r\n set ambientColor(val: Vector4) {\r\n this._ambientColor.set(val);\r\n }\r\n /** Up color for environment light type hemisphere */\r\n get ambientUp(): Vector4 {\r\n return this._ambientUp;\r\n }\r\n set ambientUp(val: Vector4) {\r\n this._ambientUp.set(val);\r\n }\r\n /** Down color for environment light type hemisphere */\r\n get ambientDown(): Vector4 {\r\n return this._ambientDown;\r\n }\r\n set ambientDown(val: Vector4) {\r\n this._ambientDown.set(val);\r\n }\r\n /** Radiance map for environment light type ibl */\r\n get radianceMap() {\r\n return this._radianceMap.get();\r\n }\r\n set radianceMap(tex) {\r\n this._radianceMap.set(tex);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).radianceMap = this.radianceMap;\r\n }\r\n }\r\n /** Charlie-filtered sheen radiance map for environment light type ibl */\r\n get sheenRadianceMap() {\r\n return this._sheenRadianceMap.get();\r\n }\r\n set sheenRadianceMap(tex) {\r\n this._sheenRadianceMap.set(tex);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).sheenRadianceMap = this.sheenRadianceMap;\r\n }\r\n }\r\n /** Irradiance SH buffer for environment light type ibl */\r\n get irradianceSH() {\r\n return this._irradianceSH.get();\r\n }\r\n set irradianceSH(value) {\r\n this._irradianceSH.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceSH = this.irradianceSH;\r\n }\r\n }\r\n /** Irradiance SH texture for environment light type ibl */\r\n get irradianceSHFB() {\r\n return this._irradianceSHFB.get();\r\n }\r\n set irradianceSHFB(value) {\r\n this._irradianceSHFB.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceSHFB = this.irradianceSHFB;\r\n }\r\n }\r\n /** Irradiance SH window for environment light type ibl */\r\n get irradianceWindow(): Immutable<Vector3> {\r\n return this._irradianceWindow;\r\n }\r\n set irradianceWindow(value: Immutable<Vector3>) {\r\n this._irradianceWindow.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceWindow = this._irradianceWindow;\r\n }\r\n }\r\n /** The environment light type */\r\n get type() {\r\n return this._envLight?.getType() ?? 'none';\r\n }\r\n set type(val) {\r\n switch (val) {\r\n case 'none':\r\n this._envLight = null;\r\n break;\r\n case 'ibl':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvShIBL(\r\n this.radianceMap!,\r\n this.irradianceSH!,\r\n this.irradianceSHFB!,\r\n this.sheenRadianceMap!\r\n );\r\n }\r\n (this._envLight as EnvShIBL).radianceMap = this.radianceMap;\r\n (this._envLight as EnvShIBL).sheenRadianceMap = this.sheenRadianceMap;\r\n (this._envLight as EnvShIBL).irradianceSH = this.irradianceSH;\r\n (this._envLight as EnvShIBL).irradianceSHFB = this.irradianceSHFB;\r\n (this._envLight as EnvShIBL).irradianceWindow = this.irradianceWindow;\r\n break;\r\n case 'constant':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvConstantAmbient(this._ambientColor);\r\n }\r\n break;\r\n case 'hemisphere':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvHemisphericAmbient(this._ambientUp, this._ambientDown);\r\n }\r\n break;\r\n default:\r\n break;\r\n }\r\n }\r\n /** Disposes the environment lighting wrapper */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._envLight?.dispose();\r\n this._probesOnly.dispose();\r\n this._radianceMap.dispose();\r\n this._sheenRadianceMap.dispose();\r\n this._irradianceMap.dispose();\r\n this._irradianceSHFB.dispose();\r\n this._irradianceSH.dispose();\r\n }\r\n}\r\n\r\n/**\r\n * Environment of scene\r\n * @public\r\n */\r\nexport class Environment extends Disposable {\r\n private readonly _sky: SkyRenderer;\r\n private readonly _light: EnvLightWrapper;\r\n private readonly _wind: WindField;\r\n /** @internal */\r\n constructor() {\r\n super();\r\n this._sky = new SkyRenderer();\r\n this._light = new EnvLightWrapper();\r\n this._wind = new WindField();\r\n // The physical `intensity` only reaches the image through the cached sky bake, so changing it\r\n // has to re-bake; otherwise the cubemap keeps the value it was baked with.\r\n this._light.setBakeInvalidator(() => this._sky.invalidate());\r\n }\r\n /** The sky renderer */\r\n get sky() {\r\n return this._sky;\r\n }\r\n /** The environment lighting renderer */\r\n get light() {\r\n return this._light;\r\n }\r\n /** The scene-wide wind */\r\n get wind() {\r\n return this._wind;\r\n }\r\n /** @internal */\r\n getHash(ctx: DrawContext) {\r\n return `${this.light?.getHash(ctx)}:${this._sky?.getHash(ctx)}`;\r\n }\r\n /** @internal */\r\n needSceneDepthTexture() {\r\n return this._sky.fogType !== 'none';\r\n }\r\n /** Disposes the environment object */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._sky.dispose();\r\n this._light.dispose();\r\n 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