@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
  359. package/dist/scene/scene.js +190 -44
  360. package/dist/scene/scene.js.map +1 -1
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  369. package/dist/scene/terrain-cm/grassmaterial.js +180 -9
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  381. package/dist/scene/water_surface_sampler.js +324 -0
  382. package/dist/scene/water_surface_sampler.js.map +1 -0
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  388. package/dist/shaders/fog.js.map +1 -1
  389. package/dist/shaders/gi.js +365 -0
  390. package/dist/shaders/gi.js.map +1 -0
  391. package/dist/shaders/ltc_rect.js +202 -0
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  409. package/dist/shaders/water.js +40 -87
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  449. package/dist/utility/serialization/scene/batch.js +11 -4
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  452. package/dist/utility/serialization/scene/camera.js.map +1 -1
  453. package/dist/utility/serialization/scene/cloth.js +25 -0
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  455. package/dist/utility/serialization/scene/common.js +14 -6
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  457. package/dist/utility/serialization/scene/foliage.js +821 -0
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  459. package/dist/utility/serialization/scene/hair.js +11 -4
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  461. package/dist/utility/serialization/scene/light.js +115 -7
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  465. package/dist/utility/serialization/scene/mesh.js +69 -4
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  467. package/dist/utility/serialization/scene/node.js +140 -5
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  471. package/dist/utility/serialization/scene/particle.js +11 -4
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  473. package/dist/utility/serialization/scene/physics.js +120 -0
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  475. package/dist/utility/serialization/scene/primitive.js +124 -10
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  477. package/dist/utility/serialization/scene/scene.js +1687 -51
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  479. package/dist/utility/serialization/scene/sprite.js +11 -4
  480. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  481. package/dist/utility/serialization/scene/terrain.js +163 -33
  482. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  483. package/dist/utility/serialization/scene/text.js +11 -4
  484. package/dist/utility/serialization/scene/text.js.map +1 -1
  485. package/dist/utility/serialization/scene/water.js +2473 -114
  486. package/dist/utility/serialization/scene/water.js.map +1 -1
  487. package/dist/utility/serialization/types.js.map +1 -1
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  489. package/dist/utility/shprojector.js.map +1 -1
  490. package/dist/utility/textures/foam.js +170 -0
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  492. package/dist/utility/textures/ggxlut.js +17 -43
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  494. package/dist/utility/textures/ltcdata.js +4 -4
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  496. package/dist/utility/textures/ltclut.js +16 -6
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  500. package/dist/values.js +13 -1
  501. package/dist/values.js.map +1 -1
  502. package/package.json +25 -12
  503. package/src/asset/loaders/ktx2/basis/LICENSE +201 -0
  504. package/src/asset/loaders/ktx2/basis/basis_transcoder.js +2 -0
  505. package/src/asset/loaders/ktx2/basis/basis_transcoder.wasm +0 -0
  506. package/src/asset/meshoptimizer/LICENSE +21 -0
@@ -1,11 +1,9 @@
1
1
  import { ShadowImpl } from './shadow_impl.js';
2
- import { decodeNormalizedFloatFromRGBA } from '../shaders/misc.js';
3
- import { LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../values.js';
2
+ import { LIGHT_TYPE_POINT } from '../values.js';
4
3
  import { computeShadowMapDepth, ndcToShadowCoord3, shadowCoordDepthInRange, applyShadowDepthBias } from '../shaders/shadow.js';
5
4
  import { ShaderHelper } from '../material/shader/helper.js';
6
5
  import { computeShadowBiasCSM, computeShadowBias } from './shader.js';
7
- import { getDevice } from '../app/api.js';
8
- import { Vector4, REVERSE_Z } from '@zephyr3d/base';
6
+ import { Vector4 } from '@zephyr3d/base';
9
7
 
10
8
  /** @internal */ class SSM extends ShadowImpl {
11
9
  static instance = new SSM();
@@ -25,11 +23,11 @@ import { Vector4, REVERSE_Z } from '@zephyr3d/base';
25
23
  return out ?? Vector4.zero();
26
24
  }
27
25
  getShadowMap(shadowMapParams) {
28
- return this.useNativeShadowMap(shadowMapParams) ? shadowMapParams.shadowMapFramebuffer.getDepthAttachment() : shadowMapParams.shadowMapFramebuffer.getColorAttachments()[0];
26
+ return shadowMapParams.shadowMapFramebuffer.getDepthAttachment();
29
27
  }
30
28
  doUpdateResources(shadowMapParams) {
31
29
  shadowMapParams.shadowMap = this.getShadowMap(shadowMapParams);
32
- shadowMapParams.shadowMapSampler = shadowMapParams.shadowMap?.getDefaultSampler(this.useNativeShadowMap(shadowMapParams)) || null;
30
+ shadowMapParams.shadowMapSampler = shadowMapParams.shadowMap?.getDefaultSampler(true) || null;
33
31
  }
34
32
  postRenderShadowMap() {}
35
33
  getDepthScale() {
@@ -39,17 +37,8 @@ import { Vector4, REVERSE_Z } from '@zephyr3d/base';
39
37
  getShaderHash() {
40
38
  return '';
41
39
  }
42
- getShadowMapColorFormat(shadowMapParams) {
43
- if (this.useNativeShadowMap(shadowMapParams)) {
44
- return null;
45
- } else {
46
- const device = getDevice();
47
- if (device.type === 'webgl') {
48
- return device.getDeviceCaps().textureCaps.supportFloatColorBuffer ? 'rgba32f' : device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer ? 'rgba16f' : 'rgba8unorm';
49
- } else {
50
- return 'r32f';
51
- }
52
- }
40
+ getShadowMapColorFormat(_shadowMapParams) {
41
+ return null;
53
42
  }
54
43
  getShadowMapDepthFormat(_shadowMapParams) {
55
44
  return this.preferredShadowMapDepthFormat();
@@ -60,13 +49,11 @@ import { Vector4, REVERSE_Z } from '@zephyr3d/base';
60
49
  computeShadowCSM(shadowMapParams, scope, shadowVertex, NdotL, split) {
61
50
  const funcNameComputeShadowCSM = 'lib_computeShadowCSM';
62
51
  const pb = scope.$builder;
63
- const that = this;
64
52
  pb.func(funcNameComputeShadowCSM, [
65
53
  pb.vec4('shadowVertex'),
66
54
  pb.float('NdotL'),
67
55
  pb.int('split')
68
56
  ], function() {
69
- const floatDepthTexture = shadowMapParams.shadowMap.format !== 'rgba8unorm';
70
57
  this.$l.shadowCoord = pb.div(this.shadowVertex.xyz, this.shadowVertex.w);
71
58
  this.$l.shadowCoord = ndcToShadowCoord3(this, this.shadowCoord.xyz);
72
59
  this.$l.inShadow = pb.all(pb.bvec2(pb.all(pb.bvec4(pb.greaterThanEqual(this.shadowCoord.x, 0), pb.lessThanEqual(this.shadowCoord.x, 1), pb.greaterThanEqual(this.shadowCoord.y, 0), pb.lessThanEqual(this.shadowCoord.y, 1))), shadowCoordDepthInRange(this, this.shadowCoord.z)));
@@ -74,22 +61,10 @@ import { Vector4, REVERSE_Z } from '@zephyr3d/base';
74
61
  this.$if(this.inShadow, function() {
75
62
  this.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);
76
63
  this.shadowCoord.z = applyShadowDepthBias(this, this.shadowCoord.z, this.shadowBias, true);
77
- if (that.useNativeShadowMap(shadowMapParams)) {
78
- if (shadowMapParams.shadowMap.isTexture2DArray()) {
79
- this.shadow = pb.textureArraySampleCompareLevel(ShaderHelper.getShadowMap(this), this.shadowCoord.xy, this.split, this.shadowCoord.z);
80
- } else {
81
- this.shadow = pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.shadowCoord.xy, this.shadowCoord.z);
82
- }
64
+ if (shadowMapParams.shadowMap.isTexture2DArray()) {
65
+ this.shadow = pb.textureArraySampleCompareLevel(ShaderHelper.getShadowMap(this), this.shadowCoord.xy, this.split, this.shadowCoord.z);
83
66
  } else {
84
- if (shadowMapParams.shadowMap.isTexture2DArray()) {
85
- this.$l.shadowTex = pb.textureArraySampleLevel(ShaderHelper.getShadowMap(this), this.shadowCoord.xy, this.split, 0);
86
- } else {
87
- this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.shadowCoord.xy, 0);
88
- }
89
- if (!floatDepthTexture) {
90
- this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);
91
- }
92
- this.shadow = REVERSE_Z ? pb.step(this.shadowTex.x, this.shadowCoord.z) : pb.step(this.shadowCoord.z, this.shadowTex.x);
67
+ this.shadow = pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.shadowCoord.xy, this.shadowCoord.z);
93
68
  }
94
69
  });
95
70
  this.$return(this.shadow);
@@ -99,55 +74,26 @@ import { Vector4, REVERSE_Z } from '@zephyr3d/base';
99
74
  computeShadow(shadowMapParams, scope, shadowVertex, NdotL) {
100
75
  const funcNameComputeShadow = 'lib_computeShadow';
101
76
  const pb = scope.$builder;
102
- const that = this;
103
77
  pb.func(funcNameComputeShadow, [
104
78
  pb.vec4('shadowVertex'),
105
79
  pb.float('NdotL')
106
80
  ], function() {
107
- const floatDepthTexture = shadowMapParams.shadowMap.format !== 'rgba8unorm';
108
81
  if (shadowMapParams.lightType === LIGHT_TYPE_POINT) {
109
82
  this.$l.dir = pb.sub(this.shadowVertex.xyz, ShaderHelper.getLightPositionAndRangeForShadow(this).xyz);
110
- if (that.useNativeShadowMap(shadowMapParams)) {
111
- this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;
112
- this.$l.maxZ = pb.max(pb.max(pb.abs(this.dir.x), pb.abs(this.dir.y)), pb.abs(this.dir.z));
113
- this.$l.distance = ShaderHelper.linearDepthToNonLinear(this, this.maxZ, this.nearFar);
114
- this.$l.shadowBias = computeShadowBias(shadowMapParams.lightType, this, pb.div(this.maxZ, ShaderHelper.getLightPositionAndRangeForShadow(this).w), this.NdotL, true);
115
- this.$return(pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.dir, applyShadowDepthBias(this, this.distance, this.shadowBias, true)));
116
- } else {
117
- this.$l.distance = pb.div(pb.length(this.dir), ShaderHelper.getLightPositionAndRangeForShadow(this).w);
118
- this.$l.shadowBias = computeShadowBias(shadowMapParams.lightType, this, this.distance, this.NdotL, true);
119
- this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.dir, 0);
120
- if (!floatDepthTexture) {
121
- this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);
122
- }
123
- this.distance = pb.sub(this.distance, this.shadowBias);
124
- this.$return(pb.step(this.distance, this.shadowTex.x));
125
- }
83
+ this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;
84
+ this.$l.maxZ = pb.max(pb.max(pb.abs(this.dir.x), pb.abs(this.dir.y)), pb.abs(this.dir.z));
85
+ this.$l.distance = ShaderHelper.linearDepthToNonLinear(this, this.maxZ, this.nearFar);
86
+ this.$l.shadowBias = computeShadowBias(shadowMapParams.lightType, this, pb.div(this.maxZ, ShaderHelper.getLightPositionAndRangeForShadow(this).w), this.NdotL, true);
87
+ this.$return(pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.dir, applyShadowDepthBias(this, this.distance, this.shadowBias, true)));
126
88
  } else {
127
89
  this.$l.shadowCoord = pb.div(this.shadowVertex.xyz, this.shadowVertex.w);
128
90
  this.$l.shadowCoord = ndcToShadowCoord3(this, this.shadowCoord.xyz);
129
91
  this.$l.inShadow = pb.all(pb.bvec2(pb.all(pb.bvec4(pb.greaterThanEqual(this.shadowCoord.x, 0), pb.lessThanEqual(this.shadowCoord.x, 1), pb.greaterThanEqual(this.shadowCoord.y, 0), pb.lessThanEqual(this.shadowCoord.y, 1))), shadowCoordDepthInRange(this, this.shadowCoord.z)));
130
92
  this.$l.shadow = pb.float(1);
131
93
  this.$if(this.inShadow, function() {
132
- if (that.useNativeShadowMap(shadowMapParams)) {
133
- this.$l.shadowBias = computeShadowBias(shadowMapParams.lightType, this, this.shadowCoord.z, this.NdotL, false);
134
- this.shadowCoord.z = applyShadowDepthBias(this, this.shadowCoord.z, this.shadowBias, true);
135
- this.shadow = pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.shadowCoord.xy, this.shadowCoord.z);
136
- } else {
137
- if (shadowMapParams.lightType === LIGHT_TYPE_SPOT) {
138
- this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;
139
- this.shadowCoord.z = ShaderHelper.nonLinearDepthToLinearNormalized(this, this.shadowCoord.z, this.nearFar);
140
- this.$l.shadowBias = computeShadowBias(shadowMapParams.lightType, this, this.shadowCoord.z, this.NdotL, true);
141
- } else {
142
- this.$l.shadowBias = computeShadowBias(shadowMapParams.lightType, this, this.shadowCoord.z, this.NdotL, false);
143
- }
144
- this.shadowCoord.z = applyShadowDepthBias(this, this.shadowCoord.z, this.shadowBias, shadowMapParams.lightType !== LIGHT_TYPE_SPOT);
145
- this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.shadowCoord.xy, 0);
146
- if (!floatDepthTexture) {
147
- this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);
148
- }
149
- this.shadow = REVERSE_Z && shadowMapParams.lightType !== LIGHT_TYPE_SPOT ? pb.step(this.shadowTex.x, this.shadowCoord.z) : pb.step(this.shadowCoord.z, this.shadowTex.x);
150
- }
94
+ this.$l.shadowBias = computeShadowBias(shadowMapParams.lightType, this, this.shadowCoord.z, this.NdotL, false);
95
+ this.shadowCoord.z = applyShadowDepthBias(this, this.shadowCoord.z, this.shadowBias, true);
96
+ this.shadow = pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.shadowCoord.xy, this.shadowCoord.z);
151
97
  });
152
98
  this.$return(this.shadow);
153
99
  }
@@ -155,7 +101,7 @@ import { Vector4, REVERSE_Z } from '@zephyr3d/base';
155
101
  return pb.getGlobalScope()[funcNameComputeShadow](shadowVertex, NdotL);
156
102
  }
157
103
  useNativeShadowMap(_shadowMapParams) {
158
- return getDevice().type !== 'webgl';
104
+ return true;
159
105
  }
160
106
  }
161
107
 
@@ -1 +1 @@
1
- {"version":3,"file":"ssm.js","sources":["../../src/shadow/ssm.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport { ShadowImpl } from './shadow_impl';\r\nimport { decodeNormalizedFloatFromRGBA } from '../shaders/misc';\r\nimport type { ShadowMapParams, ShadowMapType } from './shadowmapper';\r\nimport { LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../values';\r\nimport {\r\n applyShadowDepthBias,\r\n computeShadowMapDepth,\r\n ndcToShadowCoord3,\r\n shadowCoordDepthInRange\r\n} from '../shaders/shadow';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { computeShadowBias, computeShadowBiasCSM } from './shader';\r\nimport { getDevice } from '../app/api';\r\nimport { REVERSE_Z, Vector4 } from '@zephyr3d/base';\r\n\r\n/** @internal */\r\nexport class SSM extends ShadowImpl {\r\n static instance = new SSM();\r\n constructor() {\r\n super();\r\n }\r\n resourceDirty() {\r\n return false;\r\n }\r\n getType() {\r\n return 'hard' as const;\r\n }\r\n getShadowMapBorder(_shadowMapParams: ShadowMapParams) {\r\n return 0;\r\n }\r\n getParams(out?: Vector4) {\r\n return out ?? Vector4.zero();\r\n }\r\n getShadowMap(shadowMapParams: ShadowMapParams) {\r\n return (\r\n this.useNativeShadowMap(shadowMapParams)\r\n ? shadowMapParams.shadowMapFramebuffer!.getDepthAttachment()\r\n : shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0]\r\n ) as ShadowMapType;\r\n }\r\n doUpdateResources(shadowMapParams: ShadowMapParams) {\r\n shadowMapParams.shadowMap = this.getShadowMap(shadowMapParams);\r\n shadowMapParams.shadowMapSampler =\r\n shadowMapParams.shadowMap?.getDefaultSampler(this.useNativeShadowMap(shadowMapParams)) || null;\r\n }\r\n postRenderShadowMap() {}\r\n getDepthScale() {\r\n return 1;\r\n }\r\n setDepthScale(_val: number) {}\r\n getShaderHash() {\r\n return '';\r\n }\r\n getShadowMapColorFormat(shadowMapParams: ShadowMapParams) {\r\n if (this.useNativeShadowMap(shadowMapParams)) {\r\n return null;\r\n } else {\r\n const device = getDevice();\r\n if (device.type === 'webgl') {\r\n return device.getDeviceCaps().textureCaps.supportFloatColorBuffer\r\n ? 'rgba32f'\r\n : device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer\r\n ? 'rgba16f'\r\n : 'rgba8unorm';\r\n } else {\r\n return 'r32f';\r\n }\r\n }\r\n }\r\n getShadowMapDepthFormat(_shadowMapParams: ShadowMapParams) {\r\n return this.preferredShadowMapDepthFormat();\r\n }\r\n computeShadowMapDepth(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp\r\n ) {\r\n return computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap!.format);\r\n }\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ) {\r\n const funcNameComputeShadowCSM = 'lib_computeShadowCSM';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(\r\n funcNameComputeShadowCSM,\r\n [pb.vec4('shadowVertex'), pb.float('NdotL'), pb.int('split')],\r\n function () {\r\n const floatDepthTexture = shadowMapParams.shadowMap!.format !== 'rgba8unorm';\r\n this.$l.shadowCoord = pb.div(this.shadowVertex.xyz, this.shadowVertex.w);\r\n this.$l.shadowCoord = ndcToShadowCoord3(this, this.shadowCoord.xyz);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n shadowCoordDepthInRange(this, this.shadowCoord.z)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);\r\n this.shadowCoord.z = applyShadowDepthBias(this, this.shadowCoord.z, this.shadowBias, true);\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n if (shadowMapParams.shadowMap!.isTexture2DArray()) {\r\n this.shadow = pb.textureArraySampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.shadowCoord.xy,\r\n this.split,\r\n this.shadowCoord.z\r\n );\r\n } else {\r\n this.shadow = pb.textureSampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.shadowCoord.xy,\r\n this.shadowCoord.z\r\n );\r\n }\r\n } else {\r\n if (shadowMapParams.shadowMap!.isTexture2DArray()) {\r\n this.$l.shadowTex = pb.textureArraySampleLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.shadowCoord.xy,\r\n this.split,\r\n 0\r\n );\r\n } else {\r\n this.$l.shadowTex = pb.textureSampleLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.shadowCoord.xy,\r\n 0\r\n );\r\n }\r\n if (!floatDepthTexture) {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.shadow = REVERSE_Z\r\n ? pb.step(this.shadowTex.x, this.shadowCoord.z)\r\n : pb.step(this.shadowCoord.z, this.shadowTex.x);\r\n }\r\n });\r\n this.$return(this.shadow);\r\n }\r\n );\r\n return pb.getGlobalScope()[funcNameComputeShadowCSM](shadowVertex, NdotL, split) as PBShaderExp;\r\n }\r\n computeShadow(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp\r\n ) {\r\n const funcNameComputeShadow = 'lib_computeShadow';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(funcNameComputeShadow, [pb.vec4('shadowVertex'), pb.float('NdotL')], function () {\r\n const floatDepthTexture = shadowMapParams.shadowMap!.format !== 'rgba8unorm';\r\n if (shadowMapParams.lightType === LIGHT_TYPE_POINT) {\r\n this.$l.dir = pb.sub(this.shadowVertex.xyz, ShaderHelper.getLightPositionAndRangeForShadow(this).xyz);\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;\r\n this.$l.maxZ = pb.max(pb.max(pb.abs(this.dir.x), pb.abs(this.dir.y)), pb.abs(this.dir.z));\r\n this.$l.distance = ShaderHelper.linearDepthToNonLinear(this, this.maxZ, this.nearFar);\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n pb.div(this.maxZ, ShaderHelper.getLightPositionAndRangeForShadow(this).w),\r\n this.NdotL,\r\n true\r\n );\r\n this.$return(\r\n pb.textureSampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.dir,\r\n applyShadowDepthBias(this, this.distance, this.shadowBias, true)\r\n )\r\n );\r\n } else {\r\n this.$l.distance = pb.div(\r\n pb.length(this.dir),\r\n ShaderHelper.getLightPositionAndRangeForShadow(this).w\r\n );\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.distance,\r\n this.NdotL,\r\n true\r\n );\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.dir, 0);\r\n if (!floatDepthTexture) {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.distance = pb.sub(this.distance, this.shadowBias);\r\n this.$return(pb.step(this.distance, this.shadowTex.x));\r\n }\r\n } else {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex.xyz, this.shadowVertex.w);\r\n this.$l.shadowCoord = ndcToShadowCoord3(this, this.shadowCoord.xyz);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n shadowCoordDepthInRange(this, this.shadowCoord.z)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$if(this.inShadow, function () {\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n false\r\n );\r\n this.shadowCoord.z = applyShadowDepthBias(this, this.shadowCoord.z, this.shadowBias, true);\r\n this.shadow = pb.textureSampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.shadowCoord.xy,\r\n this.shadowCoord.z\r\n );\r\n } else {\r\n if (shadowMapParams.lightType === LIGHT_TYPE_SPOT) {\r\n this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;\r\n this.shadowCoord.z = ShaderHelper.nonLinearDepthToLinearNormalized(\r\n this,\r\n this.shadowCoord.z,\r\n this.nearFar\r\n );\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n true\r\n );\r\n } else {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n false\r\n );\r\n }\r\n this.shadowCoord.z = applyShadowDepthBias(\r\n this,\r\n this.shadowCoord.z,\r\n this.shadowBias,\r\n shadowMapParams.lightType !== LIGHT_TYPE_SPOT\r\n );\r\n this.$l.shadowTex = pb.textureSampleLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.shadowCoord.xy,\r\n 0\r\n );\r\n if (!floatDepthTexture) {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.shadow =\r\n REVERSE_Z && shadowMapParams.lightType !== LIGHT_TYPE_SPOT\r\n ? pb.step(this.shadowTex.x, this.shadowCoord.z)\r\n : pb.step(this.shadowCoord.z, this.shadowTex.x);\r\n }\r\n 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+ {"version":3,"file":"ssm.js","sources":["../../src/shadow/ssm.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport { ShadowImpl } from './shadow_impl';\r\nimport type { ShadowMapParams, ShadowMapType } from './shadowmapper';\r\nimport { LIGHT_TYPE_POINT } from '../values';\r\nimport {\r\n applyShadowDepthBias,\r\n computeShadowMapDepth,\r\n ndcToShadowCoord3,\r\n shadowCoordDepthInRange\r\n} from '../shaders/shadow';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { computeShadowBias, computeShadowBiasCSM } from './shader';\r\nimport { Vector4 } from '@zephyr3d/base';\r\n\r\n/** @internal */\r\nexport class SSM extends ShadowImpl {\r\n static instance = new SSM();\r\n constructor() {\r\n super();\r\n }\r\n resourceDirty() {\r\n return false;\r\n }\r\n getType() {\r\n return 'hard' as const;\r\n }\r\n getShadowMapBorder(_shadowMapParams: ShadowMapParams) {\r\n return 0;\r\n }\r\n getParams(out?: Vector4) {\r\n return out ?? Vector4.zero();\r\n }\r\n getShadowMap(shadowMapParams: ShadowMapParams) {\r\n return shadowMapParams.shadowMapFramebuffer!.getDepthAttachment() as ShadowMapType;\r\n }\r\n doUpdateResources(shadowMapParams: ShadowMapParams) {\r\n shadowMapParams.shadowMap = this.getShadowMap(shadowMapParams);\r\n shadowMapParams.shadowMapSampler = shadowMapParams.shadowMap?.getDefaultSampler(true) || null;\r\n }\r\n postRenderShadowMap() {}\r\n getDepthScale() {\r\n return 1;\r\n }\r\n setDepthScale(_val: number) {}\r\n getShaderHash() {\r\n return '';\r\n }\r\n getShadowMapColorFormat(_shadowMapParams: ShadowMapParams) {\r\n return null;\r\n }\r\n getShadowMapDepthFormat(_shadowMapParams: ShadowMapParams) {\r\n return this.preferredShadowMapDepthFormat();\r\n }\r\n computeShadowMapDepth(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp\r\n ) {\r\n return computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap!.format);\r\n }\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ) {\r\n const funcNameComputeShadowCSM = 'lib_computeShadowCSM';\r\n const pb = scope.$builder;\r\n pb.func(\r\n funcNameComputeShadowCSM,\r\n [pb.vec4('shadowVertex'), pb.float('NdotL'), pb.int('split')],\r\n function () {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex.xyz, this.shadowVertex.w);\r\n this.$l.shadowCoord = ndcToShadowCoord3(this, this.shadowCoord.xyz);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n shadowCoordDepthInRange(this, this.shadowCoord.z)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);\r\n this.shadowCoord.z = applyShadowDepthBias(this, this.shadowCoord.z, this.shadowBias, true);\r\n if (shadowMapParams.shadowMap!.isTexture2DArray()) {\r\n this.shadow = pb.textureArraySampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.shadowCoord.xy,\r\n this.split,\r\n this.shadowCoord.z\r\n );\r\n } else {\r\n this.shadow = pb.textureSampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.shadowCoord.xy,\r\n this.shadowCoord.z\r\n );\r\n }\r\n });\r\n this.$return(this.shadow);\r\n }\r\n );\r\n return pb.getGlobalScope()[funcNameComputeShadowCSM](shadowVertex, NdotL, split) as PBShaderExp;\r\n }\r\n computeShadow(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp\r\n ) {\r\n const funcNameComputeShadow = 'lib_computeShadow';\r\n const pb = scope.$builder;\r\n pb.func(funcNameComputeShadow, [pb.vec4('shadowVertex'), pb.float('NdotL')], function () {\r\n if (shadowMapParams.lightType === LIGHT_TYPE_POINT) {\r\n this.$l.dir = pb.sub(this.shadowVertex.xyz, ShaderHelper.getLightPositionAndRangeForShadow(this).xyz);\r\n this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;\r\n this.$l.maxZ = pb.max(pb.max(pb.abs(this.dir.x), pb.abs(this.dir.y)), pb.abs(this.dir.z));\r\n this.$l.distance = ShaderHelper.linearDepthToNonLinear(this, this.maxZ, this.nearFar);\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n pb.div(this.maxZ, ShaderHelper.getLightPositionAndRangeForShadow(this).w),\r\n this.NdotL,\r\n true\r\n );\r\n this.$return(\r\n pb.textureSampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.dir,\r\n applyShadowDepthBias(this, this.distance, this.shadowBias, true)\r\n )\r\n );\r\n } else {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex.xyz, this.shadowVertex.w);\r\n this.$l.shadowCoord = ndcToShadowCoord3(this, this.shadowCoord.xyz);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n shadowCoordDepthInRange(this, this.shadowCoord.z)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n false\r\n );\r\n this.shadowCoord.z = applyShadowDepthBias(this, this.shadowCoord.z, this.shadowBias, true);\r\n this.shadow = pb.textureSampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.shadowCoord.xy,\r\n this.shadowCoord.z\r\n );\r\n });\r\n this.$return(this.shadow);\r\n }\r\n });\r\n return pb.getGlobalScope()[funcNameComputeShadow](shadowVertex, NdotL) as PBShaderExp;\r\n }\r\n useNativeShadowMap(_shadowMapParams: ShadowMapParams) {\r\n return true;\r\n }\r\n}\r\n"],"names":["SSM","ShadowImpl","instance","resourceDirty","getType","getShadowMapBorder","_shadowMapParams","getParams","out","Vector4","zero","getShadowMap","shadowMapParams","shadowMapFramebuffer","getDepthAttachment","doUpdateResources","shadowMap","shadowMapSampler","getDefaultSampler","postRenderShadowMap","getDepthScale","setDepthScale","_val","getShaderHash","getShadowMapColorFormat","getShadowMapDepthFormat","preferredShadowMapDepthFormat","computeShadowMapDepth","scope","worldPos","format","computeShadowCSM","shadowVertex","NdotL","split","funcNameComputeShadowCSM","pb","$builder","func","vec4","float","int","$l","shadowCoord","div","xyz","w","ndcToShadowCoord3","inShadow","all","bvec2","bvec4","greaterThanEqual","x","lessThanEqual","y","shadowCoordDepthInRange","z","shadow","$if","shadowBias","computeShadowBiasCSM","applyShadowDepthBias","isTexture2DArray","textureArraySampleCompareLevel","ShaderHelper","xy","textureSampleCompareLevel","$return","getGlobalScope","computeShadow","funcNameComputeShadow","lightType","LIGHT_TYPE_POINT","dir","sub","getLightPositionAndRangeForShadow","nearFar","getShadowCameraParams","maxZ","max","abs","distance","linearDepthToNonLinear","computeShadowBias","useNativeShadowMap"],"mappings":";;;;;;;AAcA,iBACO,MAAMA,GAAYC,SAAAA,UAAAA,CAAAA;IACvB,OAAOC,QAAAA,GAAW,IAAIF,GAAM,EAAA;IAC5B,WAAc,EAAA;QACZ,KAAK,EAAA;AACP;IACAG,aAAgB,GAAA;QACd,OAAO,KAAA;AACT;IACAC,OAAU,GAAA;QACR,OAAO,MAAA;AACT;AACAC,IAAAA,kBAAAA,CAAmBC,gBAAiC,EAAE;QACpD,OAAO,CAAA;AACT;AACAC,IAAAA,SAAAA,CAAUC,GAAa,EAAE;QACvB,OAAOA,GAAAA,IAAOC,QAAQC,IAAI,EAAA;AAC5B;AACAC,IAAAA,YAAAA,CAAaC,eAAgC,EAAE;QAC7C,OAAOA,eAAAA,CAAgBC,oBAAoB,CAAEC,kBAAkB,EAAA;AACjE;AACAC,IAAAA,iBAAAA,CAAkBH,eAAgC,EAAE;AAClDA,QAAAA,eAAAA,CAAgBI,SAAS,GAAG,IAAI,CAACL,YAAY,CAACC,eAAAA,CAAAA;AAC9CA,QAAAA,eAAAA,CAAgBK,gBAAgB,GAAGL,eAAAA,CAAgBI,SAAS,EAAEE,kBAAkB,IAAS,CAAA,IAAA,IAAA;AAC3F;AACAC,IAAAA,mBAAAA,GAAsB;IACtBC,aAAgB,GAAA;QACd,OAAO,CAAA;AACT;IACAC,aAAcC,CAAAA,IAAY,EAAE;IAC5BC,aAAgB,GAAA;QACd,OAAO,EAAA;AACT;AACAC,IAAAA,uBAAAA,CAAwBlB,gBAAiC,EAAE;QACzD,OAAO,IAAA;AACT;AACAmB,IAAAA,uBAAAA,CAAwBnB,gBAAiC,EAAE;QACzD,OAAO,IAAI,CAACoB,6BAA6B,EAAA;AAC3C;AACAC,IAAAA,qBAAAA,CACEf,eAAgC,EAChCgB,KAA4B,EAC5BC,QAAqB,EACrB;AACA,QAAA,OAAOF,sBAAsBC,KAAOC,EAAAA,QAAAA,EAAUjB,eAAgBI,CAAAA,SAAS,CAAEc,MAAM,CAAA;AACjF;IACAC,gBACEnB,CAAAA,eAAgC,EAChCgB,KAA4B,EAC5BI,YAAyB,EACzBC,KAAkB,EAClBC,KAAkB,EAClB;AACA,QAAA,MAAMC,wBAA2B,GAAA,sBAAA;QACjC,MAAMC,EAAAA,GAAKR,MAAMS,QAAQ;QACzBD,EAAGE,CAAAA,IAAI,CACLH,wBACA,EAAA;AAACC,YAAAA,EAAAA,CAAGG,IAAI,CAAC,cAAA,CAAA;AAAiBH,YAAAA,EAAAA,CAAGI,KAAK,CAAC,OAAA,CAAA;AAAUJ,YAAAA,EAAAA,CAAGK,GAAG,CAAC,OAAA;SAAS,EAC7D,WAAA;AACE,YAAA,IAAI,CAACC,EAAE,CAACC,WAAW,GAAGP,EAAAA,CAAGQ,GAAG,CAAC,IAAI,CAACZ,YAAY,CAACa,GAAG,EAAE,IAAI,CAACb,YAAY,CAACc,CAAC,CAAA;AACvE,YAAA,IAAI,CAACJ,EAAE,CAACC,WAAW,GAAGI,iBAAAA,CAAkB,IAAI,EAAE,IAAI,CAACJ,WAAW,CAACE,GAAG,CAAA;AAClE,YAAA,IAAI,CAACH,EAAE,CAACM,QAAQ,GAAGZ,EAAAA,CAAGa,GAAG,CACvBb,EAAGc,CAAAA,KAAK,CACNd,EAAAA,CAAGa,GAAG,CACJb,EAAAA,CAAGe,KAAK,CACNf,EAAGgB,CAAAA,gBAAgB,CAAC,IAAI,CAACT,WAAW,CAACU,CAAC,EAAE,CAAA,CAAA,EACxCjB,EAAGkB,CAAAA,aAAa,CAAC,IAAI,CAACX,WAAW,CAACU,CAAC,EAAE,CACrCjB,CAAAA,EAAAA,EAAAA,CAAGgB,gBAAgB,CAAC,IAAI,CAACT,WAAW,CAACY,CAAC,EAAE,IACxCnB,EAAGkB,CAAAA,aAAa,CAAC,IAAI,CAACX,WAAW,CAACY,CAAC,EAAE,CAAA,CAAA,CAAA,CAAA,EAGzCC,uBAAwB,CAAA,IAAI,EAAE,IAAI,CAACb,WAAW,CAACc,CAAC,CAAA,CAAA,CAAA;AAGpD,YAAA,IAAI,CAACf,EAAE,CAACgB,MAAM,GAAGtB,EAAAA,CAAGI,KAAK,CAAC,CAAA,CAAA;AAC1B,YAAA,IAAI,CAACmB,GAAG,CAAC,IAAI,CAACX,QAAQ,EAAE,WAAA;AACtB,gBAAA,IAAI,CAACN,EAAE,CAACkB,UAAU,GAAGC,oBAAqB,CAAA,IAAI,EAAE,IAAI,CAAC5B,KAAK,EAAE,IAAI,CAACC,KAAK,CAAA;AACtE,gBAAA,IAAI,CAACS,WAAW,CAACc,CAAC,GAAGK,qBAAqB,IAAI,EAAE,IAAI,CAACnB,WAAW,CAACc,CAAC,EAAE,IAAI,CAACG,UAAU,EAAE,IAAA,CAAA;AACrF,gBAAA,IAAIhD,eAAgBI,CAAAA,SAAS,CAAE+C,gBAAgB,EAAI,EAAA;oBACjD,IAAI,CAACL,MAAM,GAAGtB,EAAG4B,CAAAA,8BAA8B,CAC7CC,YAAatD,CAAAA,YAAY,CAAC,IAAI,CAC9B,EAAA,IAAI,CAACgC,WAAW,CAACuB,EAAE,EACnB,IAAI,CAAChC,KAAK,EACV,IAAI,CAACS,WAAW,CAACc,CAAC,CAAA;iBAEf,MAAA;oBACL,IAAI,CAACC,MAAM,GAAGtB,EAAAA,CAAG+B,yBAAyB,CACxCF,YAAAA,CAAatD,YAAY,CAAC,IAAI,GAC9B,IAAI,CAACgC,WAAW,CAACuB,EAAE,EACnB,IAAI,CAACvB,WAAW,CAACc,CAAC,CAAA;AAEtB;AACF,aAAA,CAAA;AACA,YAAA,IAAI,CAACW,OAAO,CAAC,IAAI,CAACV,MAAM,CAAA;AAC1B,SAAA,CAAA;AAEF,QAAA,OAAOtB,GAAGiC,cAAc,EAAE,CAAClC,wBAAyB,CAAA,CAACH,cAAcC,KAAOC,EAAAA,KAAAA,CAAAA;AAC5E;AACAoC,IAAAA,aAAAA,CACE1D,eAAgC,EAChCgB,KAA4B,EAC5BI,YAAyB,EACzBC,KAAkB,EAClB;AACA,QAAA,MAAMsC,qBAAwB,GAAA,mBAAA;QAC9B,MAAMnC,EAAAA,GAAKR,MAAMS,QAAQ;QACzBD,EAAGE,CAAAA,IAAI,CAACiC,qBAAuB,EAAA;AAACnC,YAAAA,EAAAA,CAAGG,IAAI,CAAC,cAAA,CAAA;AAAiBH,YAAAA,EAAAA,CAAGI,KAAK,CAAC,OAAA;SAAS,EAAE,WAAA;YAC3E,IAAI5B,eAAAA,CAAgB4D,SAAS,KAAKC,gBAAkB,EAAA;AAClD,gBAAA,IAAI,CAAC/B,EAAE,CAACgC,GAAG,GAAGtC,EAAAA,CAAGuC,GAAG,CAAC,IAAI,CAAC3C,YAAY,CAACa,GAAG,EAAEoB,YAAAA,CAAaW,iCAAiC,CAAC,IAAI,EAAE/B,GAAG,CAAA;gBACpG,IAAI,CAACH,EAAE,CAACmC,OAAO,GAAGZ,aAAaa,qBAAqB,CAAC,IAAI,CAAA,CAAEZ,EAAE;AAC7D,gBAAA,IAAI,CAACxB,EAAE,CAACqC,IAAI,GAAG3C,GAAG4C,GAAG,CAAC5C,EAAG4C,CAA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@@ -1,7 +1,7 @@
1
1
  import { ShadowImpl } from './shadow_impl.js';
2
2
  import { Blitter } from '../blitter/blitter.js';
3
- import { decodeNormalizedFloatFromRGBA, decode2HalfFromRGBA, encode2HalfToRGBA } from '../shaders/misc.js';
4
3
  import { computeShadowMapDepth, ndcToShadowCoord, shadowCoordDepthInRange, applyShadowDepthBias, filterShadowVSM } from '../shaders/shadow.js';
4
+ import { decodeNormalizedFloatFromRGBA, decode2HalfFromRGBA, encode2HalfToRGBA } from '../shaders/misc.js';
5
5
  import { LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../values.js';
6
6
  import { ShaderHelper } from '../material/shader/helper.js';
7
7
  import { computeShadowBiasCSM, computeShadowBias } from './shader.js';
@@ -199,7 +199,7 @@ class VSMBlitter extends Blitter {
199
199
  }
200
200
  /** @internal */ fetchTemporalFramebuffer(autoRelease, lightType, numCascades, width, height, colorFormat, depthFormat, mipmapping) {
201
201
  const device = getDevice();
202
- const useTextureArray = numCascades > 1 && device.type !== 'webgl';
202
+ const useTextureArray = numCascades > 1;
203
203
  const colorAttachments = colorFormat ? useTextureArray ? [
204
204
  device.pool.fetchTemporalTexture2DArray(false, colorFormat, width, height, numCascades, mipmapping)
205
205
  ] : lightType === LIGHT_TYPE_POINT ? [
@@ -207,7 +207,7 @@ class VSMBlitter extends Blitter {
207
207
  ] : [
208
208
  device.pool.fetchTemporalTexture2D(false, colorFormat, width, height, mipmapping)
209
209
  ] : null;
210
- const depthAttachment = depthFormat ? useTextureArray ? device.pool.fetchTemporalTexture2DArray(false, depthFormat, width, height, numCascades, false) : device.type !== 'webgl' && lightType === LIGHT_TYPE_POINT ? device.pool.fetchTemporalTextureCube(false, depthFormat, width, false) : device.pool.fetchTemporalTexture2D(false, depthFormat, width, height, false) : null;
210
+ const depthAttachment = depthFormat ? useTextureArray ? device.pool.fetchTemporalTexture2DArray(false, depthFormat, width, height, numCascades, false) : lightType === LIGHT_TYPE_POINT ? device.pool.fetchTemporalTextureCube(false, depthFormat, width, false) : device.pool.fetchTemporalTexture2D(false, depthFormat, width, height, false) : null;
211
211
  const fb = device.pool.createTemporalFramebuffer(autoRelease, colorAttachments, depthAttachment);
212
212
  if (colorAttachments) {
213
213
  device.pool.releaseTexture(colorAttachments[0]);
@@ -1 +1 @@
1
- {"version":3,"file":"vsm.js","sources":["../../src/shadow/vsm.ts"],"sourcesContent":["import type {\r\n BindGroup,\r\n TextureFormat,\r\n PBShaderExp,\r\n PBInsideFunctionScope,\r\n PBGlobalScope,\r\n FrameBuffer\r\n} from '@zephyr3d/device';\r\nimport { ShadowImpl } from './shadow_impl';\r\nimport type { BlitType } from '../blitter';\r\nimport { Blitter } from '../blitter';\r\nimport {\r\n applyShadowDepthBias,\r\n computeShadowMapDepth,\r\n filterShadowVSM,\r\n ndcToShadowCoord,\r\n shadowCoordDepthInRange\r\n} from '../shaders/shadow';\r\nimport type { ShadowMapParams, ShadowMapType } from './shadowmapper';\r\nimport { decode2HalfFromRGBA, decodeNormalizedFloatFromRGBA, encode2HalfToRGBA } from '../shaders/misc';\r\nimport { LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../values';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { computeShadowBias, computeShadowBiasCSM } from './shader';\r\nimport { getDevice } from '../app/api';\r\nimport { Vector4, type Nullable } from '@zephyr3d/base';\r\n\r\ntype VSMImplData = {\r\n blurFramebuffer: FrameBuffer;\r\n blurFramebuffer2: FrameBuffer;\r\n};\r\n\r\nclass VSMBlitter extends Blitter {\r\n protected _phase: 'horizonal' | 'vertical';\r\n protected _packFloat: boolean;\r\n protected _blurSize: number;\r\n protected _kernelSize: number;\r\n constructor(phase: 'horizonal' | 'vertical', kernelSize: number, blurSize: number, packFloat: boolean) {\r\n super();\r\n this._phase = phase;\r\n this._blurSize = blurSize;\r\n this._kernelSize = kernelSize;\r\n this._packFloat = packFloat;\r\n }\r\n get blurSize() {\r\n return this._blurSize;\r\n }\r\n set blurSize(val) {\r\n this._blurSize = val;\r\n }\r\n get kernelSize() {\r\n return this._kernelSize;\r\n }\r\n set kernelSize(val) {\r\n if (val !== this._kernelSize) {\r\n this._kernelSize = val;\r\n this.invalidateHash();\r\n }\r\n }\r\n get packFloat() {\r\n return this._packFloat;\r\n }\r\n set packFloat(b) {\r\n if (this._packFloat !== !!b) {\r\n this._packFloat = !!b;\r\n this.invalidateHash();\r\n }\r\n }\r\n setup(scope: PBGlobalScope, type: BlitType) {\r\n const pb = scope.$builder;\r\n if (pb.shaderKind === 'fragment') {\r\n scope.blurSize = pb.float().uniform(0);\r\n scope.blurMultiplyVec =\r\n type === 'cube'\r\n ? this._phase === 'horizonal'\r\n ? pb.vec3(1, 0, 0)\r\n : pb.vec3(0, 1, 0)\r\n : this._phase === 'horizonal'\r\n ? pb.vec2(1, 0)\r\n : pb.vec2(0, 1);\r\n scope.numBlurPixelsPerSide = pb.float((this._kernelSize + 1) / 2);\r\n scope.blurStep = pb.float(2 / (this._kernelSize - 1));\r\n }\r\n }\r\n setUniforms(bindGroup: BindGroup) {\r\n bindGroup.setValue('blurSize', this._blurSize);\r\n }\r\n readTexel(\r\n scope: PBInsideFunctionScope,\r\n type: BlitType,\r\n srcTex: PBShaderExp,\r\n srcUV: PBShaderExp,\r\n srcLayer: PBShaderExp,\r\n sampleType: 'float' | 'int' | 'uint'\r\n ) {\r\n const pb = scope.$builder;\r\n const texel = super.readTexel(scope, type, srcTex, srcUV, srcLayer, sampleType);\r\n if (this._packFloat) {\r\n if (this._phase === 'horizonal') {\r\n return pb.vec4(decodeNormalizedFloatFromRGBA(scope, texel));\r\n } else {\r\n return pb.vec4(decode2HalfFromRGBA(scope, texel), 0, 0);\r\n }\r\n } else {\r\n return texel;\r\n }\r\n }\r\n writeTexel(scope: PBInsideFunctionScope, type: BlitType, srcUV: PBShaderExp, texel: PBShaderExp) {\r\n const outTexel = super.writeTexel(scope, type, srcUV, texel);\r\n if (this._packFloat) {\r\n return encode2HalfToRGBA(scope, outTexel.x, outTexel.y);\r\n } else {\r\n return outTexel;\r\n }\r\n }\r\n filter(\r\n scope: PBInsideFunctionScope,\r\n type: BlitType,\r\n srcTex: PBShaderExp,\r\n srcUV: PBShaderExp,\r\n srcLayer: PBShaderExp,\r\n sampleType: 'int' | 'float' | 'uint'\r\n ) {\r\n const that = this;\r\n const pb = scope.$builder;\r\n scope.d0 = that.readTexel(scope, type, srcTex, srcUV, srcLayer, sampleType);\r\n if (that._packFloat) {\r\n scope.moment1 = scope.d0.x;\r\n scope.moment2 = that._phase === 'horizonal' ? pb.mul(scope.d0.x, scope.d0.x) : scope.d0.y;\r\n } else {\r\n scope.moment1 = that._phase === 'horizonal' ? pb.mul(scope.d0.x, scope.d0.z) : scope.d0.x;\r\n scope.moment2 = that._phase === 'horizonal' ? pb.mul(scope.d0.y, scope.d0.z) : scope.d0.y;\r\n scope.coverage = scope.d0.z;\r\n }\r\n scope.$for(pb.float('i'), 1, scope.numBlurPixelsPerSide, function () {\r\n this.$l.blurOffset = pb.mul(this.blurMultiplyVec, this.blurSize, this.blurStep, this.i);\r\n this.d1 = that.readTexel(this, type, srcTex, pb.sub(srcUV, this.blurOffset), srcLayer, sampleType);\r\n this.d2 = that.readTexel(this, type, srcTex, pb.add(srcUV, this.blurOffset), srcLayer, sampleType);\r\n if (that._packFloat) {\r\n this.moment1 = pb.add(this.moment1, this.d1.x);\r\n this.moment1 = pb.add(this.moment1, this.d2.x);\r\n if (that._phase === 'horizonal') {\r\n this.moment2 = pb.add(this.moment2, pb.mul(this.d1.x, this.d1.x));\r\n this.moment2 = pb.add(this.moment2, pb.mul(this.d2.x, this.d2.x));\r\n } else {\r\n this.moment2 = pb.add(this.moment2, this.d1.y);\r\n this.moment2 = pb.add(this.moment2, this.d2.y);\r\n }\r\n } else {\r\n this.moment1 = pb.add(\r\n this.moment1,\r\n that._phase === 'horizonal' ? pb.mul(this.d1.x, this.d1.z) : this.d1.x\r\n );\r\n this.moment1 = pb.add(\r\n this.moment1,\r\n that._phase === 'horizonal' ? pb.mul(this.d2.x, this.d2.z) : this.d2.x\r\n );\r\n this.moment2 = pb.add(\r\n this.moment2,\r\n that._phase === 'horizonal' ? pb.mul(this.d1.y, this.d1.z) : this.d1.y\r\n );\r\n this.moment2 = pb.add(\r\n this.moment2,\r\n that._phase === 'horizonal' ? pb.mul(this.d2.y, this.d2.z) : this.d2.y\r\n );\r\n this.coverage = pb.add(this.coverage, this.d1.z);\r\n this.coverage = pb.add(this.coverage, this.d2.z);\r\n }\r\n });\r\n scope.moment1 = pb.div(scope.moment1, that._kernelSize);\r\n scope.moment2 = pb.div(scope.moment2, that._kernelSize);\r\n if (that._packFloat) {\r\n return pb.vec4(scope.moment1, scope.moment2, 0, 1);\r\n } else {\r\n scope.coverage = pb.div(scope.coverage, that._kernelSize);\r\n return pb.vec4(scope.moment1, scope.moment2, scope.coverage, 1);\r\n }\r\n }\r\n protected calcHash() {\r\n return `${this._phase}-${this._kernelSize}-${Number(this._packFloat)}`;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class VSM extends ShadowImpl {\r\n /** @internal */\r\n protected _blur: boolean;\r\n /** @internal */\r\n protected _kernelSize: number;\r\n /** @internal */\r\n protected _blurSize: number;\r\n /** @internal */\r\n protected _blitterH: VSMBlitter;\r\n /** @internal */\r\n protected _blitterV: VSMBlitter;\r\n /** @internal */\r\n protected _mipmap: boolean;\r\n /** @internal */\r\n protected _darkness: number;\r\n constructor(kernelSize?: number, blurSize?: number, darkness?: number) {\r\n super();\r\n this._blur = true;\r\n this._kernelSize = kernelSize ?? 5;\r\n this._blurSize = blurSize ?? 1;\r\n this._darkness = darkness ?? 0;\r\n this._mipmap = true;\r\n this._blitterH = new VSMBlitter('horizonal', this._kernelSize, 1 / 1024, false);\r\n this._blitterV = new VSMBlitter('vertical', this._kernelSize, 1 / 1024, false);\r\n }\r\n resourceDirty() {\r\n return this._resourceDirty;\r\n }\r\n get blur() {\r\n return this._blur;\r\n }\r\n set blur(val) {\r\n if (this._blur !== !!val) {\r\n this._blur = !!val;\r\n this._resourceDirty = true;\r\n }\r\n }\r\n get mipmap() {\r\n return this._mipmap;\r\n }\r\n set mipmap(b) {\r\n if (this._mipmap !== !!b) {\r\n this._mipmap = !!b;\r\n if (this._blur) {\r\n this._resourceDirty = true;\r\n }\r\n }\r\n }\r\n get kernelSize() {\r\n return this._kernelSize;\r\n }\r\n set kernelSize(val) {\r\n this._kernelSize = val;\r\n }\r\n get blurSize() {\r\n return this._blurSize;\r\n }\r\n set blurSize(val) {\r\n this._blurSize = val;\r\n }\r\n getDepthScale() {\r\n return this._darkness;\r\n }\r\n setDepthScale(val: number) {\r\n this._darkness = val;\r\n }\r\n getType() {\r\n return 'vsm' as const;\r\n }\r\n getShadowMapClearColor(_shadowMapParams: ShadowMapParams) {\r\n return new Vector4(0, 0, 0, 1);\r\n }\r\n getShadowMapBorder(_shadowMapParams: ShadowMapParams) {\r\n return this._blur ? Math.ceil(this._blurSize) + 1 : 0;\r\n }\r\n getShadowMap(shadowMapParams: ShadowMapParams) {\r\n const implData = shadowMapParams.implData as VSMImplData;\r\n return (\r\n implData\r\n ? implData.blurFramebuffer2.getColorAttachments()[0]\r\n : shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0]\r\n ) as ShadowMapType;\r\n }\r\n /** @internal */\r\n fetchTemporalFramebuffer(\r\n autoRelease: boolean,\r\n lightType: number,\r\n numCascades: number,\r\n width: number,\r\n height: number,\r\n colorFormat: TextureFormat,\r\n depthFormat: Nullable<TextureFormat>,\r\n mipmapping?: boolean\r\n ) {\r\n const device = getDevice();\r\n const useTextureArray = numCascades > 1 && device.type !== 'webgl';\r\n const colorAttachments = colorFormat\r\n ? useTextureArray\r\n ? [\r\n device.pool.fetchTemporalTexture2DArray(\r\n false,\r\n colorFormat,\r\n width,\r\n height,\r\n numCascades,\r\n mipmapping\r\n )\r\n ]\r\n : lightType === LIGHT_TYPE_POINT\r\n ? [device.pool.fetchTemporalTextureCube(false, colorFormat, width, mipmapping)]\r\n : [device.pool.fetchTemporalTexture2D(false, colorFormat, width, height, mipmapping)]\r\n : null;\r\n const depthAttachment = depthFormat\r\n ? useTextureArray\r\n ? device.pool.fetchTemporalTexture2DArray(false, depthFormat, width, height, numCascades, false)\r\n : device.type !== 'webgl' && lightType === LIGHT_TYPE_POINT\r\n ? device.pool.fetchTemporalTextureCube(false, depthFormat, width, false)\r\n : device.pool.fetchTemporalTexture2D(false, depthFormat, width, height, false)\r\n : null;\r\n const fb = device.pool.createTemporalFramebuffer(autoRelease, colorAttachments!, depthAttachment);\r\n if (colorAttachments) {\r\n device.pool.releaseTexture(colorAttachments[0]);\r\n }\r\n if (depthAttachment) {\r\n device.pool.releaseTexture(depthAttachment);\r\n }\r\n return fb;\r\n }\r\n doUpdateResources(shadowMapParams: ShadowMapParams) {\r\n const colorFormat = this.getShadowMapColorFormat(shadowMapParams)!;\r\n //const target = shadowMapParams.shadowMapFramebuffer.getColorAttachments()[0].target;\r\n const shadowMapWidth = shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0].width;\r\n const shadowMapHeight = shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0].height;\r\n if (this._blur) {\r\n shadowMapParams.implData = {\r\n blurFramebuffer: this.fetchTemporalFramebuffer(\r\n true,\r\n shadowMapParams.lightType,\r\n shadowMapParams.numShadowCascades,\r\n shadowMapWidth,\r\n shadowMapHeight,\r\n colorFormat,\r\n null,\r\n false\r\n ),\r\n blurFramebuffer2: this.fetchTemporalFramebuffer(\r\n true,\r\n shadowMapParams.lightType,\r\n shadowMapParams.numShadowCascades,\r\n shadowMapWidth,\r\n shadowMapHeight,\r\n colorFormat,\r\n null,\r\n this._mipmap\r\n )\r\n };\r\n }\r\n shadowMapParams.shadowMap = this.getShadowMap(shadowMapParams);\r\n shadowMapParams.shadowMapSampler = shadowMapParams.shadowMap?.getDefaultSampler(false) ?? null;\r\n }\r\n postRenderShadowMap(shadowMapParams: ShadowMapParams) {\r\n if (this._blur) {\r\n const implData = shadowMapParams.implData as VSMImplData;\r\n this._blitterH.blurSize = this._blurSize / shadowMapParams.shadowMap!.width;\r\n this._blitterH.kernelSize = this._kernelSize;\r\n this._blitterH.packFloat = shadowMapParams.shadowMap!.format === 'rgba8unorm';\r\n this._blitterV.blurSize = this._blurSize / shadowMapParams.shadowMap!.height;\r\n this._blitterV.kernelSize = this._kernelSize;\r\n this._blitterV.packFloat = shadowMapParams.shadowMap!.format === 'rgba8unorm';\r\n this._blitterH.blit(\r\n shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0] as any,\r\n implData.blurFramebuffer\r\n );\r\n this._blitterV.blit(\r\n implData.blurFramebuffer.getColorAttachments()[0] as any,\r\n implData.blurFramebuffer2\r\n );\r\n }\r\n }\r\n getShaderHash() {\r\n return '';\r\n }\r\n getParams(out?: Vector4) {\r\n return out ?? Vector4.zero();\r\n }\r\n getShadowMapColorFormat(_shadowMapParams: ShadowMapParams) {\r\n const device = getDevice();\r\n return device.getDeviceCaps().textureCaps.supportFloatColorBuffer &&\r\n device.getDeviceCaps().textureCaps.supportLinearFloatTexture\r\n ? 'rgba32f'\r\n : device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer &&\r\n device.getDeviceCaps().textureCaps.supportLinearHalfFloatTexture\r\n ? 'rgba16f'\r\n : 'rgba8unorm';\r\n }\r\n getShadowMapDepthFormat(_shadowMapParams: ShadowMapParams) {\r\n return 'd24s8' as const;\r\n }\r\n computeShadowMapDepth(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const depth = computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap!.format);\r\n return shadowMapParams.shadowMap!.format === 'rgba8unorm'\r\n ? depth\r\n : pb.vec4(depth.x, pb.mul(depth.x, depth.x), 1, 1);\r\n }\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ) {\r\n const funcNameComputeShadowCSM = 'lib_computeShadowCSM';\r\n const pb = scope.$builder;\r\n pb.func(\r\n funcNameComputeShadowCSM,\r\n [pb.vec4('shadowVertex'), pb.float('NdotL'), pb.int('split')],\r\n function () {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = ndcToShadowCoord(this, this.shadowCoord);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n shadowCoordDepthInRange(this, this.shadowCoord.z)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);\r\n this.shadowCoord.z = applyShadowDepthBias(this, this.shadowCoord.z, this.shadowBias, true);\r\n this.shadow = filterShadowVSM(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n this.shadowCoord,\r\n this.split\r\n );\r\n });\r\n this.$return(this.shadow);\r\n }\r\n );\r\n return pb.getGlobalScope()[funcNameComputeShadowCSM](shadowVertex, NdotL, split) as PBShaderExp;\r\n }\r\n computeShadow(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp\r\n ) {\r\n const funcNameComputeShadow = 'lib_computeShadow';\r\n const pb = scope.$builder;\r\n pb.func(funcNameComputeShadow, [pb.vec4('shadowVertex'), pb.float('NdotL')], function () {\r\n if (shadowMapParams.lightType === LIGHT_TYPE_POINT) {\r\n this.$l.dir = pb.sub(this.shadowVertex.xyz, ShaderHelper.getLightPositionAndRangeForShadow(this).xyz);\r\n this.$l.distance = pb.div(\r\n pb.length(this.dir),\r\n ShaderHelper.getLightPositionAndRangeForShadow(this).w\r\n );\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.distance,\r\n this.NdotL,\r\n true\r\n );\r\n this.$l.coord = pb.vec4(this.dir, pb.sub(this.distance, this.shadowBias));\r\n this.$return(\r\n filterShadowVSM(this, shadowMapParams.lightType, shadowMapParams.shadowMap!.format, this.coord)\r\n );\r\n } else {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = ndcToShadowCoord(this, this.shadowCoord);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n shadowCoordDepthInRange(this, this.shadowCoord.z)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$if(this.inShadow, function () {\r\n if (shadowMapParams.lightType === LIGHT_TYPE_SPOT) {\r\n this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;\r\n this.shadowCoord.z = ShaderHelper.nonLinearDepthToLinearNormalized(\r\n this,\r\n this.shadowCoord.z,\r\n this.nearFar\r\n );\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n true\r\n );\r\n } else {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n false\r\n );\r\n }\r\n this.shadowCoord.z = applyShadowDepthBias(\r\n this,\r\n this.shadowCoord.z,\r\n this.shadowBias,\r\n shadowMapParams.lightType !== LIGHT_TYPE_SPOT\r\n );\r\n this.shadow = filterShadowVSM(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n this.shadowCoord\r\n );\r\n });\r\n this.$return(this.shadow);\r\n }\r\n });\r\n return pb.getGlobalScope()[funcNameComputeShadow](shadowVertex, NdotL) as PBShaderExp;\r\n }\r\n useNativeShadowMap(_shadowMapParams: ShadowMapParams) {\r\n return false;\r\n 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1
+ {"version":3,"file":"vsm.js","sources":["../../src/shadow/vsm.ts"],"sourcesContent":["import type {\r\n BindGroup,\r\n TextureFormat,\r\n PBShaderExp,\r\n PBInsideFunctionScope,\r\n PBGlobalScope,\r\n FrameBuffer\r\n} from '@zephyr3d/device';\r\nimport { ShadowImpl } from './shadow_impl';\r\nimport type { BlitType } from '../blitter';\r\nimport { Blitter } from '../blitter';\r\nimport {\r\n applyShadowDepthBias,\r\n computeShadowMapDepth,\r\n filterShadowVSM,\r\n ndcToShadowCoord,\r\n shadowCoordDepthInRange\r\n} from '../shaders/shadow';\r\nimport type { ShadowMapParams, ShadowMapType } from './shadowmapper';\r\nimport { decode2HalfFromRGBA, decodeNormalizedFloatFromRGBA, encode2HalfToRGBA } from '../shaders/misc';\r\nimport { LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../values';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { computeShadowBias, computeShadowBiasCSM } from './shader';\r\nimport { getDevice } from '../app/api';\r\nimport { Vector4, type Nullable } from '@zephyr3d/base';\r\n\r\ntype VSMImplData = {\r\n blurFramebuffer: FrameBuffer;\r\n blurFramebuffer2: FrameBuffer;\r\n};\r\n\r\nclass VSMBlitter extends Blitter {\r\n protected _phase: 'horizonal' | 'vertical';\r\n protected _packFloat: boolean;\r\n protected _blurSize: number;\r\n protected _kernelSize: number;\r\n constructor(phase: 'horizonal' | 'vertical', kernelSize: number, blurSize: number, packFloat: boolean) {\r\n super();\r\n this._phase = phase;\r\n this._blurSize = blurSize;\r\n this._kernelSize = kernelSize;\r\n this._packFloat = packFloat;\r\n }\r\n get blurSize() {\r\n return this._blurSize;\r\n }\r\n set blurSize(val) {\r\n this._blurSize = val;\r\n }\r\n get kernelSize() {\r\n return this._kernelSize;\r\n }\r\n set kernelSize(val) {\r\n if (val !== this._kernelSize) {\r\n this._kernelSize = val;\r\n this.invalidateHash();\r\n }\r\n }\r\n get packFloat() {\r\n return this._packFloat;\r\n }\r\n set packFloat(b) {\r\n if (this._packFloat !== !!b) {\r\n this._packFloat = !!b;\r\n this.invalidateHash();\r\n }\r\n }\r\n setup(scope: PBGlobalScope, type: BlitType) {\r\n const pb = scope.$builder;\r\n if (pb.shaderKind === 'fragment') {\r\n scope.blurSize = pb.float().uniform(0);\r\n scope.blurMultiplyVec =\r\n type === 'cube'\r\n ? this._phase === 'horizonal'\r\n ? pb.vec3(1, 0, 0)\r\n : pb.vec3(0, 1, 0)\r\n : this._phase === 'horizonal'\r\n ? pb.vec2(1, 0)\r\n : pb.vec2(0, 1);\r\n scope.numBlurPixelsPerSide = pb.float((this._kernelSize + 1) / 2);\r\n scope.blurStep = pb.float(2 / (this._kernelSize - 1));\r\n }\r\n }\r\n setUniforms(bindGroup: BindGroup) {\r\n bindGroup.setValue('blurSize', this._blurSize);\r\n }\r\n readTexel(\r\n scope: PBInsideFunctionScope,\r\n type: BlitType,\r\n srcTex: PBShaderExp,\r\n srcUV: PBShaderExp,\r\n srcLayer: PBShaderExp,\r\n sampleType: 'float' | 'int' | 'uint'\r\n ) {\r\n const pb = scope.$builder;\r\n const texel = super.readTexel(scope, type, srcTex, srcUV, srcLayer, sampleType);\r\n if (this._packFloat) {\r\n if (this._phase === 'horizonal') {\r\n return pb.vec4(decodeNormalizedFloatFromRGBA(scope, texel));\r\n } else {\r\n return pb.vec4(decode2HalfFromRGBA(scope, texel), 0, 0);\r\n }\r\n } else {\r\n return texel;\r\n }\r\n }\r\n writeTexel(scope: PBInsideFunctionScope, type: BlitType, srcUV: PBShaderExp, texel: PBShaderExp) {\r\n const outTexel = super.writeTexel(scope, type, srcUV, texel);\r\n if (this._packFloat) {\r\n return encode2HalfToRGBA(scope, outTexel.x, outTexel.y);\r\n } else {\r\n return outTexel;\r\n }\r\n }\r\n filter(\r\n scope: PBInsideFunctionScope,\r\n type: BlitType,\r\n srcTex: PBShaderExp,\r\n srcUV: PBShaderExp,\r\n srcLayer: PBShaderExp,\r\n sampleType: 'int' | 'float' | 'uint'\r\n ) {\r\n const that = this;\r\n const pb = scope.$builder;\r\n scope.d0 = that.readTexel(scope, type, srcTex, srcUV, srcLayer, sampleType);\r\n if (that._packFloat) {\r\n scope.moment1 = scope.d0.x;\r\n scope.moment2 = that._phase === 'horizonal' ? pb.mul(scope.d0.x, scope.d0.x) : scope.d0.y;\r\n } else {\r\n scope.moment1 = that._phase === 'horizonal' ? pb.mul(scope.d0.x, scope.d0.z) : scope.d0.x;\r\n scope.moment2 = that._phase === 'horizonal' ? pb.mul(scope.d0.y, scope.d0.z) : scope.d0.y;\r\n scope.coverage = scope.d0.z;\r\n }\r\n scope.$for(pb.float('i'), 1, scope.numBlurPixelsPerSide, function () {\r\n this.$l.blurOffset = pb.mul(this.blurMultiplyVec, this.blurSize, this.blurStep, this.i);\r\n this.d1 = that.readTexel(this, type, srcTex, pb.sub(srcUV, this.blurOffset), srcLayer, sampleType);\r\n this.d2 = that.readTexel(this, type, srcTex, pb.add(srcUV, this.blurOffset), srcLayer, sampleType);\r\n if (that._packFloat) {\r\n this.moment1 = pb.add(this.moment1, this.d1.x);\r\n this.moment1 = pb.add(this.moment1, this.d2.x);\r\n if (that._phase === 'horizonal') {\r\n this.moment2 = pb.add(this.moment2, pb.mul(this.d1.x, this.d1.x));\r\n this.moment2 = pb.add(this.moment2, pb.mul(this.d2.x, this.d2.x));\r\n } else {\r\n this.moment2 = pb.add(this.moment2, this.d1.y);\r\n this.moment2 = pb.add(this.moment2, this.d2.y);\r\n }\r\n } else {\r\n this.moment1 = pb.add(\r\n this.moment1,\r\n that._phase === 'horizonal' ? pb.mul(this.d1.x, this.d1.z) : this.d1.x\r\n );\r\n this.moment1 = pb.add(\r\n this.moment1,\r\n that._phase === 'horizonal' ? pb.mul(this.d2.x, this.d2.z) : this.d2.x\r\n );\r\n this.moment2 = pb.add(\r\n this.moment2,\r\n that._phase === 'horizonal' ? pb.mul(this.d1.y, this.d1.z) : this.d1.y\r\n );\r\n this.moment2 = pb.add(\r\n this.moment2,\r\n that._phase === 'horizonal' ? pb.mul(this.d2.y, this.d2.z) : this.d2.y\r\n );\r\n this.coverage = pb.add(this.coverage, this.d1.z);\r\n this.coverage = pb.add(this.coverage, this.d2.z);\r\n }\r\n });\r\n scope.moment1 = pb.div(scope.moment1, that._kernelSize);\r\n scope.moment2 = pb.div(scope.moment2, that._kernelSize);\r\n if (that._packFloat) {\r\n return pb.vec4(scope.moment1, scope.moment2, 0, 1);\r\n } else {\r\n scope.coverage = pb.div(scope.coverage, that._kernelSize);\r\n return pb.vec4(scope.moment1, scope.moment2, scope.coverage, 1);\r\n }\r\n }\r\n protected calcHash() {\r\n return `${this._phase}-${this._kernelSize}-${Number(this._packFloat)}`;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class VSM extends ShadowImpl {\r\n /** @internal */\r\n protected _blur: boolean;\r\n /** @internal */\r\n protected _kernelSize: number;\r\n /** @internal */\r\n protected _blurSize: number;\r\n /** @internal */\r\n protected _blitterH: VSMBlitter;\r\n /** @internal */\r\n protected _blitterV: VSMBlitter;\r\n /** @internal */\r\n protected _mipmap: boolean;\r\n /** @internal */\r\n protected _darkness: number;\r\n constructor(kernelSize?: number, blurSize?: number, darkness?: number) {\r\n super();\r\n this._blur = true;\r\n this._kernelSize = kernelSize ?? 5;\r\n this._blurSize = blurSize ?? 1;\r\n this._darkness = darkness ?? 0;\r\n this._mipmap = true;\r\n this._blitterH = new VSMBlitter('horizonal', this._kernelSize, 1 / 1024, false);\r\n this._blitterV = new VSMBlitter('vertical', this._kernelSize, 1 / 1024, false);\r\n }\r\n resourceDirty() {\r\n return this._resourceDirty;\r\n }\r\n get blur() {\r\n return this._blur;\r\n }\r\n set blur(val) {\r\n if (this._blur !== !!val) {\r\n this._blur = !!val;\r\n this._resourceDirty = true;\r\n }\r\n }\r\n get mipmap() {\r\n return this._mipmap;\r\n }\r\n set mipmap(b) {\r\n if (this._mipmap !== !!b) {\r\n this._mipmap = !!b;\r\n if (this._blur) {\r\n this._resourceDirty = true;\r\n }\r\n }\r\n }\r\n get kernelSize() {\r\n return this._kernelSize;\r\n }\r\n set kernelSize(val) {\r\n this._kernelSize = val;\r\n }\r\n get blurSize() {\r\n return this._blurSize;\r\n }\r\n set blurSize(val) {\r\n this._blurSize = val;\r\n }\r\n getDepthScale() {\r\n return this._darkness;\r\n }\r\n setDepthScale(val: number) {\r\n this._darkness = val;\r\n }\r\n getType() {\r\n return 'vsm' as const;\r\n }\r\n getShadowMapClearColor(_shadowMapParams: ShadowMapParams) {\r\n return new Vector4(0, 0, 0, 1);\r\n }\r\n getShadowMapBorder(_shadowMapParams: ShadowMapParams) {\r\n return this._blur ? Math.ceil(this._blurSize) + 1 : 0;\r\n }\r\n getShadowMap(shadowMapParams: ShadowMapParams) {\r\n const implData = shadowMapParams.implData as VSMImplData;\r\n return (\r\n implData\r\n ? implData.blurFramebuffer2.getColorAttachments()[0]\r\n : shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0]\r\n ) as ShadowMapType;\r\n }\r\n /** @internal */\r\n fetchTemporalFramebuffer(\r\n autoRelease: boolean,\r\n lightType: number,\r\n numCascades: number,\r\n width: number,\r\n height: number,\r\n colorFormat: TextureFormat,\r\n depthFormat: Nullable<TextureFormat>,\r\n mipmapping?: boolean\r\n ) {\r\n const device = getDevice();\r\n const useTextureArray = numCascades > 1;\r\n const colorAttachments = colorFormat\r\n ? useTextureArray\r\n ? [\r\n device.pool.fetchTemporalTexture2DArray(\r\n false,\r\n colorFormat,\r\n width,\r\n height,\r\n numCascades,\r\n mipmapping\r\n )\r\n ]\r\n : lightType === LIGHT_TYPE_POINT\r\n ? [device.pool.fetchTemporalTextureCube(false, colorFormat, width, mipmapping)]\r\n : [device.pool.fetchTemporalTexture2D(false, colorFormat, width, height, mipmapping)]\r\n : null;\r\n const depthAttachment = depthFormat\r\n ? useTextureArray\r\n ? device.pool.fetchTemporalTexture2DArray(false, depthFormat, width, height, numCascades, false)\r\n : lightType === LIGHT_TYPE_POINT\r\n ? device.pool.fetchTemporalTextureCube(false, depthFormat, width, false)\r\n : device.pool.fetchTemporalTexture2D(false, depthFormat, width, height, false)\r\n : null;\r\n const fb = device.pool.createTemporalFramebuffer(autoRelease, colorAttachments!, depthAttachment);\r\n if (colorAttachments) {\r\n device.pool.releaseTexture(colorAttachments[0]);\r\n }\r\n if (depthAttachment) {\r\n device.pool.releaseTexture(depthAttachment);\r\n }\r\n return fb;\r\n }\r\n doUpdateResources(shadowMapParams: ShadowMapParams) {\r\n const colorFormat = this.getShadowMapColorFormat(shadowMapParams)!;\r\n //const target = shadowMapParams.shadowMapFramebuffer.getColorAttachments()[0].target;\r\n const shadowMapWidth = shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0].width;\r\n const shadowMapHeight = shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0].height;\r\n if (this._blur) {\r\n shadowMapParams.implData = {\r\n blurFramebuffer: this.fetchTemporalFramebuffer(\r\n true,\r\n shadowMapParams.lightType,\r\n shadowMapParams.numShadowCascades,\r\n shadowMapWidth,\r\n shadowMapHeight,\r\n colorFormat,\r\n null,\r\n false\r\n ),\r\n blurFramebuffer2: this.fetchTemporalFramebuffer(\r\n true,\r\n shadowMapParams.lightType,\r\n shadowMapParams.numShadowCascades,\r\n shadowMapWidth,\r\n shadowMapHeight,\r\n colorFormat,\r\n null,\r\n this._mipmap\r\n )\r\n };\r\n }\r\n shadowMapParams.shadowMap = this.getShadowMap(shadowMapParams);\r\n shadowMapParams.shadowMapSampler = shadowMapParams.shadowMap?.getDefaultSampler(false) ?? null;\r\n }\r\n postRenderShadowMap(shadowMapParams: ShadowMapParams) {\r\n if (this._blur) {\r\n const implData = shadowMapParams.implData as VSMImplData;\r\n this._blitterH.blurSize = this._blurSize / shadowMapParams.shadowMap!.width;\r\n this._blitterH.kernelSize = this._kernelSize;\r\n this._blitterH.packFloat = shadowMapParams.shadowMap!.format === 'rgba8unorm';\r\n this._blitterV.blurSize = this._blurSize / shadowMapParams.shadowMap!.height;\r\n this._blitterV.kernelSize = this._kernelSize;\r\n this._blitterV.packFloat = shadowMapParams.shadowMap!.format === 'rgba8unorm';\r\n this._blitterH.blit(\r\n shadowMapParams.shadowMapFramebuffer!.getColorAttachments()[0] as any,\r\n implData.blurFramebuffer\r\n );\r\n this._blitterV.blit(\r\n implData.blurFramebuffer.getColorAttachments()[0] as any,\r\n implData.blurFramebuffer2\r\n );\r\n }\r\n }\r\n getShaderHash() {\r\n return '';\r\n }\r\n getParams(out?: Vector4) {\r\n return out ?? Vector4.zero();\r\n }\r\n getShadowMapColorFormat(_shadowMapParams: ShadowMapParams) {\r\n const device = getDevice();\r\n return device.getDeviceCaps().textureCaps.supportFloatColorBuffer &&\r\n device.getDeviceCaps().textureCaps.supportLinearFloatTexture\r\n ? 'rgba32f'\r\n : device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer &&\r\n device.getDeviceCaps().textureCaps.supportLinearHalfFloatTexture\r\n ? 'rgba16f'\r\n : 'rgba8unorm';\r\n }\r\n getShadowMapDepthFormat(_shadowMapParams: ShadowMapParams) {\r\n return 'd24s8' as const;\r\n }\r\n computeShadowMapDepth(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const depth = computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap!.format);\r\n return shadowMapParams.shadowMap!.format === 'rgba8unorm'\r\n ? depth\r\n : pb.vec4(depth.x, pb.mul(depth.x, depth.x), 1, 1);\r\n }\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ) {\r\n const funcNameComputeShadowCSM = 'lib_computeShadowCSM';\r\n const pb = scope.$builder;\r\n pb.func(\r\n funcNameComputeShadowCSM,\r\n [pb.vec4('shadowVertex'), pb.float('NdotL'), pb.int('split')],\r\n function () {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = ndcToShadowCoord(this, this.shadowCoord);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n shadowCoordDepthInRange(this, this.shadowCoord.z)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);\r\n this.shadowCoord.z = applyShadowDepthBias(this, this.shadowCoord.z, this.shadowBias, true);\r\n this.shadow = filterShadowVSM(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n this.shadowCoord,\r\n this.split\r\n );\r\n });\r\n this.$return(this.shadow);\r\n }\r\n );\r\n return pb.getGlobalScope()[funcNameComputeShadowCSM](shadowVertex, NdotL, split) as PBShaderExp;\r\n }\r\n computeShadow(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp\r\n ) {\r\n const funcNameComputeShadow = 'lib_computeShadow';\r\n const pb = scope.$builder;\r\n pb.func(funcNameComputeShadow, [pb.vec4('shadowVertex'), pb.float('NdotL')], function () {\r\n if (shadowMapParams.lightType === LIGHT_TYPE_POINT) {\r\n this.$l.dir = pb.sub(this.shadowVertex.xyz, ShaderHelper.getLightPositionAndRangeForShadow(this).xyz);\r\n this.$l.distance = pb.div(\r\n pb.length(this.dir),\r\n ShaderHelper.getLightPositionAndRangeForShadow(this).w\r\n );\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.distance,\r\n this.NdotL,\r\n true\r\n );\r\n this.$l.coord = pb.vec4(this.dir, pb.sub(this.distance, this.shadowBias));\r\n this.$return(\r\n filterShadowVSM(this, shadowMapParams.lightType, shadowMapParams.shadowMap!.format, this.coord)\r\n );\r\n } else {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);\r\n this.$l.shadowCoord = ndcToShadowCoord(this, this.shadowCoord);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n shadowCoordDepthInRange(this, this.shadowCoord.z)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$if(this.inShadow, function () {\r\n if (shadowMapParams.lightType === LIGHT_TYPE_SPOT) {\r\n this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;\r\n this.shadowCoord.z = ShaderHelper.nonLinearDepthToLinearNormalized(\r\n this,\r\n this.shadowCoord.z,\r\n this.nearFar\r\n );\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n true\r\n );\r\n } else {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n false\r\n );\r\n }\r\n this.shadowCoord.z = applyShadowDepthBias(\r\n this,\r\n this.shadowCoord.z,\r\n this.shadowBias,\r\n shadowMapParams.lightType !== LIGHT_TYPE_SPOT\r\n );\r\n this.shadow = filterShadowVSM(\r\n this,\r\n shadowMapParams.lightType,\r\n shadowMapParams.shadowMap!.format,\r\n this.shadowCoord\r\n );\r\n });\r\n this.$return(this.shadow);\r\n }\r\n });\r\n return pb.getGlobalScope()[funcNameComputeShadow](shadowVertex, NdotL) as PBShaderExp;\r\n }\r\n useNativeShadowMap(_shadowMapParams: ShadowMapParams) {\r\n return false;\r\n 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@@ -1,6 +1,8 @@
1
1
  import { Vector3 } from '@zephyr3d/base';
2
2
  import { Primitive } from '../render/primitive.js';
3
3
  import { BoundingBox } from '../utility/bounding_volume.js';
4
+ import { buildLodChain } from '../asset/mesh_lod_builder.js';
5
+ import { getMeshoptSimplifier, getMeshoptSimplifierIfReady } from '../asset/meshopt_simplifier.js';
4
6
 
5
7
  /**
6
8
  * Abstract base class for any kind of shapes
@@ -10,9 +12,11 @@ import { BoundingBox } from '../utility/bounding_volume.js';
10
12
  needNormal: true,
11
13
  needTangent: true,
12
14
  needUV: true,
13
- transform: null
15
+ transform: null,
16
+ lod: null
14
17
  };
15
18
  _options;
19
+ /** @internal Counts creations, so levels of detail generated late only apply to the current one */ _createCount = 0;
16
20
  /**
17
21
  * Creates an instance of shape
18
22
  * @param options - The creation options
@@ -114,8 +118,47 @@ import { BoundingBox } from '../utility/bounding_volume.js';
114
118
  this.createAndSetIndexBuffer(new Uint16Array(indices));
115
119
  this.setBoundingVolume(bbox);
116
120
  this.indexCount = indices.length;
121
+ // Levels of the previous creation do not match these indices, nor do levels still being made
122
+ this.lods = [];
123
+ this._createCount++;
124
+ const lod = this._options.lod;
125
+ if (lod && this.primitiveType === 'triangle-list' && indices.length >= 3) {
126
+ this.generateLods(lod, vertices, normals, indices, bbox);
127
+ }
117
128
  return true;
118
129
  }
130
+ /** @internal Simplify the created shape into levels of detail, once the simplifier is ready */ generateLods(settings, vertices, normals, indices, bbox) {
131
+ const count = this._createCount;
132
+ const positionData = new Float32Array(vertices);
133
+ const normalData = normals ? new Float32Array(normals) : null;
134
+ const indexData = new Uint32Array(indices);
135
+ const extents = bbox.extents;
136
+ const radius = Math.hypot(extents.x, extents.y, extents.z);
137
+ const apply = (simplifier)=>{
138
+ // Superseded by another creation, or released, while the simplifier loaded
139
+ if (this.disposed || count !== this._createCount) {
140
+ return;
141
+ }
142
+ const chain = buildLodChain(simplifier, indexData, positionData, normalData, radius, settings);
143
+ if (chain.levels.length <= 1) {
144
+ return;
145
+ }
146
+ this.createAndSetIndexBuffer(positionData.length / 3 <= 0x10000 ? Uint16Array.from(chain.indices) : chain.indices);
147
+ this.indexCount = chain.levels[0].indexCount;
148
+ this.lods = chain.levels.slice(1).map(({ indexStart, indexCount, screenSize, hysteresis })=>({
149
+ indexStart,
150
+ indexCount,
151
+ screenSize,
152
+ hysteresis
153
+ }));
154
+ };
155
+ const simplifier = getMeshoptSimplifierIfReady();
156
+ if (simplifier) {
157
+ apply(simplifier);
158
+ } else {
159
+ getMeshoptSimplifier().then(apply, (err)=>console.error(`Shape levels of detail failed: ${err}`));
160
+ }
161
+ }
119
162
  /** @internal */ static _transform(matrix, vertices, normals, offset, tangents) {
120
163
  if (matrix) {
121
164
  const tmpVec = new Vector3();