@zephyr3d/scene 0.9.27 → 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 (502) 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 +54 -0
  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 +279 -55
  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 +171 -1
  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 +104 -178
  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 +25436 -15990
  109. package/dist/index.js +65 -11
  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/lambert.js +4 -1
  118. package/dist/material/lambert.js.map +1 -1
  119. package/dist/material/material.js +66 -4
  120. package/dist/material/material.js.map +1 -1
  121. package/dist/material/meshmaterial.js +118 -45
  122. package/dist/material/meshmaterial.js.map +1 -1
  123. package/dist/material/mixins/lightmodel/blinnphong.js +1 -1
  124. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  125. package/dist/material/mixins/lightmodel/lambert.js +1 -1
  126. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  127. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +34 -61
  128. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  129. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +16 -2
  130. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  131. package/dist/material/mixins/lightmodel/pbrspecularglossness.js +2 -1
  132. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  133. package/dist/material/mixins/lit.js +191 -83
  134. package/dist/material/mixins/lit.js.map +1 -1
  135. package/dist/material/mixins/pbr/common.js +31 -206
  136. package/dist/material/mixins/pbr/common.js.map +1 -1
  137. package/dist/material/mtoon.js +1 -1
  138. package/dist/material/mtoon.js.map +1 -1
  139. package/dist/material/pbrmr.js +3 -0
  140. package/dist/material/pbrmr.js.map +1 -1
  141. package/dist/material/pbrsg.js +3 -0
  142. package/dist/material/pbrsg.js.map +1 -1
  143. package/dist/material/sdf_debug.js +78 -0
  144. package/dist/material/sdf_debug.js.map +1 -0
  145. package/dist/material/shader/helper.js +333 -191
  146. package/dist/material/shader/helper.js.map +1 -1
  147. package/dist/material/shader/terrain_blend.js +204 -43
  148. package/dist/material/shader/terrain_blend.js.map +1 -1
  149. package/dist/material/skin.js +331 -297
  150. package/dist/material/skin.js.map +1 -1
  151. package/dist/material/skinprofile.js +1058 -0
  152. package/dist/material/skinprofile.js.map +1 -0
  153. package/dist/material/sss.js +353 -0
  154. package/dist/material/sss.js.map +1 -0
  155. package/dist/material/sss_kernel.js +265 -0
  156. package/dist/material/sss_kernel.js.map +1 -0
  157. package/dist/material/sssprofile.js +879 -0
  158. package/dist/material/sssprofile.js.map +1 -0
  159. package/dist/material/subsurfaceprofile.js +4 -8
  160. package/dist/material/subsurfaceprofile.js.map +1 -1
  161. package/dist/material/terrain-cm.js +464 -188
  162. package/dist/material/terrain-cm.js.map +1 -1
  163. package/dist/material/unlit.js +3 -0
  164. package/dist/material/unlit.js.map +1 -1
  165. package/dist/material/water.js +1261 -1438
  166. package/dist/material/water.js.map +1 -1
  167. package/dist/node_modules/meshoptimizer/LICENSE +21 -0
  168. package/dist/node_modules/meshoptimizer/meshopt_decoder.js +197 -0
  169. package/dist/node_modules/meshoptimizer/meshopt_decoder.js.map +1 -0
  170. package/dist/node_modules/meshoptimizer/meshopt_simplifier.js +677 -0
  171. package/dist/node_modules/meshoptimizer/meshopt_simplifier.js.map +1 -0
  172. package/dist/physics/character.js +226 -0
  173. package/dist/physics/character.js.map +1 -0
  174. package/dist/physics/collider.js +209 -0
  175. package/dist/physics/collider.js.map +1 -0
  176. package/dist/physics/events.js +79 -0
  177. package/dist/physics/events.js.map +1 -0
  178. package/dist/physics/joint.js +272 -0
  179. package/dist/physics/joint.js.map +1 -0
  180. package/dist/physics/node_physics.js +234 -0
  181. package/dist/physics/node_physics.js.map +1 -0
  182. package/dist/physics/part.js +91 -0
  183. package/dist/physics/part.js.map +1 -0
  184. package/dist/physics/rigid_body.js +379 -0
  185. package/dist/physics/rigid_body.js.map +1 -0
  186. package/dist/physics/vehicle.js +335 -0
  187. package/dist/physics/vehicle.js.map +1 -0
  188. package/dist/physics/world.js +25 -0
  189. package/dist/physics/world.js.map +1 -0
  190. package/dist/posteffect/bloom.js +49 -14
  191. package/dist/posteffect/bloom.js.map +1 -1
  192. package/dist/posteffect/motionblur.js +106 -106
  193. package/dist/posteffect/motionblur.js.map +1 -1
  194. package/dist/posteffect/postsss.js +572 -0
  195. package/dist/posteffect/postsss.js.map +1 -0
  196. package/dist/posteffect/sao.js +2 -6
  197. package/dist/posteffect/sao.js.map +1 -1
  198. package/dist/posteffect/skinsss.js +605 -355
  199. package/dist/posteffect/skinsss.js.map +1 -1
  200. package/dist/posteffect/ssgi.js +91 -162
  201. package/dist/posteffect/ssgi.js.map +1 -1
  202. package/dist/posteffect/ssr.js +3 -11
  203. package/dist/posteffect/ssr.js.map +1 -1
  204. package/dist/posteffect/sss.js +4 -13
  205. package/dist/posteffect/sss.js.map +1 -1
  206. package/dist/posteffect/taa.js +1 -0
  207. package/dist/posteffect/taa.js.map +1 -1
  208. package/dist/render/abuffer_oit.js +3 -2
  209. package/dist/render/abuffer_oit.js.map +1 -1
  210. package/dist/render/clipmap.js +179 -64
  211. package/dist/render/clipmap.js.map +1 -1
  212. package/dist/render/cluster_light.js +958 -224
  213. package/dist/render/cluster_light.js.map +1 -1
  214. package/dist/render/cull_visitor.js +25 -5
  215. package/dist/render/cull_visitor.js.map +1 -1
  216. package/dist/render/debug_views.js +37 -0
  217. package/dist/render/debug_views.js.map +1 -0
  218. package/dist/render/depthpass.js +5 -1
  219. package/dist/render/depthpass.js.map +1 -1
  220. package/dist/render/drawable_mixin.js +53 -6
  221. package/dist/render/drawable_mixin.js.map +1 -1
  222. package/dist/render/dualdepthpeeling_oit.js +5 -5
  223. package/dist/render/dualdepthpeeling_oit.js.map +1 -1
  224. package/dist/render/envlight.js +196 -113
  225. package/dist/render/envlight.js.map +1 -1
  226. package/dist/render/fbm_wavegenerator.js +5 -10
  227. package/dist/render/fbm_wavegenerator.js.map +1 -1
  228. package/dist/render/fft_wavegenerator.js +247 -157
  229. package/dist/render/fft_wavegenerator.js.map +1 -1
  230. package/dist/render/gerstner_wavegenerator.js +16 -38
  231. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  232. package/dist/render/gi/probe_volume.js +1334 -0
  233. package/dist/render/gi/probe_volume.js.map +1 -0
  234. package/dist/render/gi/scene_gi.js +282 -0
  235. package/dist/render/gi/scene_gi.js.map +1 -0
  236. package/dist/render/gi/voxel_atlas.js +198 -0
  237. package/dist/render/gi/voxel_atlas.js.map +1 -0
  238. package/dist/render/gi/voxel_lighting.js +652 -0
  239. package/dist/render/gi/voxel_lighting.js.map +1 -0
  240. package/dist/render/gi/voxel_scene.js +642 -0
  241. package/dist/render/gi/voxel_scene.js.map +1 -0
  242. package/dist/render/gi/voxelize_pass.js +223 -0
  243. package/dist/render/gi/voxelize_pass.js.map +1 -0
  244. package/dist/render/globalbindgroup_allocator.js +3 -2
  245. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  246. package/dist/render/gpu_picking.js +9 -36
  247. package/dist/render/gpu_picking.js.map +1 -1
  248. package/dist/render/instance_culling.js +499 -0
  249. package/dist/render/instance_culling.js.map +1 -0
  250. package/dist/render/lightpass.js +19 -8
  251. package/dist/render/lightpass.js.map +1 -1
  252. package/dist/render/lod.js +46 -0
  253. package/dist/render/lod.js.map +1 -0
  254. package/dist/render/primitive.js +301 -9
  255. package/dist/render/primitive.js.map +1 -1
  256. package/dist/render/primitive_readback.js +209 -0
  257. package/dist/render/primitive_readback.js.map +1 -0
  258. package/dist/render/render_queue.js +162 -11
  259. package/dist/render/render_queue.js.map +1 -1
  260. package/dist/render/renderer.js +10 -7
  261. package/dist/render/renderer.js.map +1 -1
  262. package/dist/render/rendergraph/blackboard.js +14 -1
  263. package/dist/render/rendergraph/blackboard.js.map +1 -1
  264. package/dist/render/rendergraph/executor.js +136 -0
  265. package/dist/render/rendergraph/executor.js.map +1 -1
  266. package/dist/render/rendergraph/forward_plus_builder.js +272 -55
  267. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  268. package/dist/render/rendergraph/frame_graph_context.js +41 -0
  269. package/dist/render/rendergraph/frame_graph_context.js.map +1 -0
  270. package/dist/render/rendergraph/scene_render_context.js +31 -2
  271. package/dist/render/rendergraph/scene_render_context.js.map +1 -1
  272. package/dist/render/rendergraph/types.js.map +1 -1
  273. package/dist/render/renderpass.js +28 -5
  274. package/dist/render/renderpass.js.map +1 -1
  275. package/dist/render/sdf/box_allocator.js +98 -0
  276. package/dist/render/sdf/box_allocator.js.map +1 -0
  277. package/dist/render/sdf/global_sdf.js +865 -0
  278. package/dist/render/sdf/global_sdf.js.map +1 -0
  279. package/dist/render/sdf/scene_sdf.js +562 -0
  280. package/dist/render/sdf/scene_sdf.js.map +1 -0
  281. package/dist/render/sdf/sdf_atlas.js +227 -0
  282. package/dist/render/sdf/sdf_atlas.js.map +1 -0
  283. package/dist/render/sdf/sdf_programs.js +42 -0
  284. package/dist/render/sdf/sdf_programs.js.map +1 -0
  285. package/dist/render/sdf/sdf_view.js +199 -0
  286. package/dist/render/sdf/sdf_view.js.map +1 -0
  287. package/dist/render/sdf/waterline.js +610 -0
  288. package/dist/render/sdf/waterline.js.map +1 -0
  289. package/dist/render/shadow_mask_pass.js +142 -25
  290. package/dist/render/shadow_mask_pass.js.map +1 -1
  291. package/dist/render/shore_wave_generator.js +1193 -0
  292. package/dist/render/shore_wave_generator.js.map +1 -0
  293. package/dist/render/sky.js +516 -86
  294. package/dist/render/sky.js.map +1 -1
  295. package/dist/render/transmission_thickness_pass.js +477 -0
  296. package/dist/render/transmission_thickness_pass.js.map +1 -0
  297. package/dist/render/underwater.js +58 -158
  298. package/dist/render/underwater.js.map +1 -1
  299. package/dist/render/virtualtexture/virtual_texture.js +1214 -0
  300. package/dist/render/virtualtexture/virtual_texture.js.map +1 -0
  301. package/dist/render/volumetric_cloud/cloud_common.js +472 -0
  302. package/dist/render/volumetric_cloud/cloud_common.js.map +1 -0
  303. package/dist/render/volumetric_cloud/cloud_noise.js +189 -0
  304. package/dist/render/volumetric_cloud/cloud_noise.js.map +1 -0
  305. package/dist/render/volumetric_cloud/debug_view.js +131 -0
  306. package/dist/render/volumetric_cloud/debug_view.js.map +1 -0
  307. package/dist/render/volumetric_cloud/resources.js +380 -0
  308. package/dist/render/volumetric_cloud/resources.js.map +1 -0
  309. package/dist/render/volumetric_cloud/sky_cache.js +380 -0
  310. package/dist/render/volumetric_cloud/sky_cache.js.map +1 -0
  311. package/dist/render/volumetric_cloud/volumetric_cloud.js +318 -0
  312. package/dist/render/volumetric_cloud/volumetric_cloud.js.map +1 -0
  313. package/dist/render/water_caustics.js +134 -319
  314. package/dist/render/water_caustics.js.map +1 -1
  315. package/dist/render/water_foam.js +627 -0
  316. package/dist/render/water_foam.js.map +1 -0
  317. package/dist/render/water_interaction.js +1795 -0
  318. package/dist/render/water_interaction.js.map +1 -0
  319. package/dist/render/weightedblended_oit.js +3 -3
  320. package/dist/render/weightedblended_oit.js.map +1 -1
  321. package/dist/scene/basesprite.js +9 -4
  322. package/dist/scene/basesprite.js.map +1 -1
  323. package/dist/scene/batchgroup.js +108 -12
  324. package/dist/scene/batchgroup.js.map +1 -1
  325. package/dist/scene/environment.js +28 -7
  326. package/dist/scene/environment.js.map +1 -1
  327. package/dist/scene/foliage.js +1020 -0
  328. package/dist/scene/foliage.js.map +1 -0
  329. package/dist/scene/foliage_buckets.js +147 -0
  330. package/dist/scene/foliage_buckets.js.map +1 -0
  331. package/dist/scene/foliage_mask.js +358 -0
  332. package/dist/scene/foliage_mask.js.map +1 -0
  333. package/dist/scene/hair.js +15 -4
  334. package/dist/scene/hair.js.map +1 -1
  335. package/dist/scene/light.js +179 -13
  336. package/dist/scene/light.js.map +1 -1
  337. package/dist/scene/mesh.js +327 -45
  338. package/dist/scene/mesh.js.map +1 -1
  339. package/dist/scene/meshdrawable.js +6 -0
  340. package/dist/scene/meshdrawable.js.map +1 -1
  341. package/dist/scene/msdftext.js +9 -3
  342. package/dist/scene/msdftext.js.map +1 -1
  343. package/dist/scene/msdftextsprite.js +9 -3
  344. package/dist/scene/msdftextsprite.js.map +1 -1
  345. package/dist/scene/particlesys.js +8 -2
  346. package/dist/scene/particlesys.js.map +1 -1
  347. package/dist/scene/physics_settings.js +157 -0
  348. package/dist/scene/physics_settings.js.map +1 -0
  349. package/dist/scene/scene.js +190 -44
  350. package/dist/scene/scene.js.map +1 -1
  351. package/dist/scene/scene_node.js +147 -6
  352. package/dist/scene/scene_node.js.map +1 -1
  353. package/dist/scene/terrain-cm/bladegrassmaterial.js +735 -0
  354. package/dist/scene/terrain-cm/bladegrassmaterial.js.map +1 -0
  355. package/dist/scene/terrain-cm/grass.js +881 -42
  356. package/dist/scene/terrain-cm/grass.js.map +1 -1
  357. package/dist/scene/terrain-cm/grass_gpu.js +929 -0
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- {"version":3,"file":"blinnphong.js","sources":["../../../../src/material/mixins/lightmodel/blinnphong.ts"],"sourcesContent":["import type { BindGroup, PBFunctionScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport type { MeshMaterial } from '../../meshmaterial';\r\nimport { applyMaterialMixins } from '../../meshmaterial';\r\nimport type { IMixinLight } from '../lit';\r\nimport { mixinLight } from '../lit';\r\nimport type { DrawContext } from '../../../render';\r\nimport { ShaderHelper } from '../../shader/helper';\r\nimport { LIGHT_TYPE_POINT, MaterialVaryingFlags } from '../../../values';\r\nimport type { Immutable } from '@zephyr3d/base';\r\nimport { Vector4 } from '@zephyr3d/base';\r\n\r\n/**\r\n * Interface for blinn-phong lighting model mixin\r\n * @public\r\n */\r\nexport type IMixinBlinnPhong = {\r\n shininess: number;\r\n scatterWrap: number;\r\n scatterWidth: number;\r\n scatterColor: Vector4;\r\n /**\r\n * @param geometricNormal - Interpolated vertex normal, used for shadow normal\r\n * offset bias. Defaults to `normal`; pass the pre-normal-map normal (such as\r\n * `TBN[2]`) when the material has one, so the shadow lookup is not displaced\r\n * along normal map detail.\r\n */\r\n blinnPhongLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n albedo: PBShaderExp,\r\n outRoughness?: PBShaderExp,\r\n geometricNormal?: PBShaderExp\r\n ): PBShaderExp;\r\n} & IMixinLight;\r\n\r\n/**\r\n * Blinn-phong lighting model mixin\r\n * @param BaseCls - Class to mix in\r\n * @returns Mixed class\r\n * @public\r\n */\r\nexport function mixinBlinnPhong<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).blinnPhongMixed) {\r\n return BaseCls as T & { new (...args: any[]): IMixinBlinnPhong };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinLight);\r\n const SHININESS_UNIFORM = S.defineInstanceUniform('shininess', 'float', 'Shininess');\r\n let FEATURE_WRAP_LIGHTING = 0;\r\n const cls = class extends S implements IMixinBlinnPhong {\r\n protected static blinnPhongMixed = true;\r\n private _shininess: number;\r\n private _wrap: number;\r\n private _scatterWidth: number;\r\n private _scatterColor: Vector4;\r\n constructor() {\r\n super();\r\n this._shininess = 32;\r\n this._wrap = 0;\r\n this._scatterWidth = 0.3;\r\n this._scatterColor = Vector4.zero();\r\n this.useFeature(FEATURE_WRAP_LIGHTING, false);\r\n }\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n this.shininess = other.shininess;\r\n this.scatterWrap = other.scatterWrap;\r\n this.scatterColor = other.scatterColor;\r\n this.scatterWidth = other.scatterWidth;\r\n }\r\n /** Shininess */\r\n get shininess() {\r\n return this._shininess;\r\n }\r\n set shininess(val) {\r\n if (val !== this._shininess) {\r\n this._shininess = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n /** Wrap */\r\n get scatterWrap() {\r\n return this._wrap;\r\n }\r\n set scatterWrap(wrap) {\r\n if (this._wrap !== wrap) {\r\n this._wrap = wrap;\r\n this.uniformChanged();\r\n this.useFeature(FEATURE_WRAP_LIGHTING, this._wrap !== 0);\r\n }\r\n }\r\n /** Scatter color */\r\n get scatterColor(): Immutable<Vector4> {\r\n return this._scatterColor;\r\n }\r\n set scatterColor(color: Immutable<Vector4>) {\r\n if (!color.equalsTo(this._scatterColor)) {\r\n this._scatterColor.set(color);\r\n this.uniformChanged();\r\n }\r\n }\r\n /** Scatter width */\r\n get scatterWidth() {\r\n return this._scatterWidth;\r\n }\r\n set scatterWidth(val) {\r\n if (val !== this._scatterWidth) {\r\n this._scatterWidth = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n vertexShader(scope: PBFunctionScope) {\r\n super.vertexShader(scope);\r\n if (this.needFragmentColor() && this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING) {\r\n scope.$outputs.zShininess = this.getInstancedUniform(scope, SHININESS_UNIFORM);\r\n }\r\n }\r\n fragmentShader(scope: PBFunctionScope) {\r\n super.fragmentShader(scope);\r\n const pb = scope.$builder;\r\n if (this.needFragmentColor() && !(this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING)) {\r\n scope.zShininess = pb.float().uniform(2);\r\n if (this.featureUsed(FEATURE_WRAP_LIGHTING)) {\r\n scope.zScatterWrap = pb.float().uniform(2);\r\n scope.zScatterWidth = pb.float().uniform(2);\r\n scope.zScatterColor = pb.vec4().uniform(2);\r\n }\r\n }\r\n }\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n if (this.needFragmentColor(ctx) && !(ctx.materialFlags & MaterialVaryingFlags.INSTANCING)) {\r\n bindGroup.setValue('zShininess', this._shininess);\r\n if (this.featureUsed(FEATURE_WRAP_LIGHTING)) {\r\n bindGroup.setValue('zScatterWrap', this._wrap);\r\n bindGroup.setValue('zScatterWidth', this._scatterWidth);\r\n bindGroup.setValue('zScatterColor', this._scatterColor);\r\n }\r\n }\r\n }\r\n blinnPhongLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n albedo: PBShaderExp,\r\n outRoughness?: PBShaderExp,\r\n geometricNormal?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_blinnPhongLight';\r\n const that = this;\r\n const baseLightPass = !that.drawContext.lightBlending;\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec3('worldPos'),\r\n pb.vec3('normal'),\r\n pb.vec3('viewVec'),\r\n pb.vec4('albedo'),\r\n pb.vec3('geometricNormal'),\r\n ...(outRoughness ? [pb.vec4('outRoughness').out()] : [])\r\n ],\r\n function () {\r\n if (!that.needFragmentColor()) {\r\n this.$return(this.albedo.rgb);\r\n } else {\r\n const shininess =\r\n that.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING\r\n ? this.$inputs.zShininess\r\n : this.zShininess;\r\n if (that.needCalculateEnvLight() && !outRoughness && baseLightPass) {\r\n this.$l.diffuseColor = that.getEnvLightIrradiance(this, this.normal);\r\n } else {\r\n this.$l.diffuseColor = pb.vec3(0);\r\n }\r\n this.$l.specularColor = pb.vec3(0);\r\n that.forEachLight(this, function (type, posRange, dirCutoff, colorIntensity, extra, shadow) {\r\n this.$l.diffuseScale = pb.float(1);\r\n this.$l.specularScale = pb.float(1);\r\n this.$l.sourceRadiusFactor = pb.float(0);\r\n this.$if(pb.equal(type, LIGHT_TYPE_POINT), function () {\r\n this.diffuseScale = extra.x;\r\n this.specularScale = extra.y;\r\n this.sourceRadiusFactor = pb.div(\r\n extra.z,\r\n pb.max(pb.distance(posRange.xyz, this.worldPos), 0.0001)\r\n );\r\n });\r\n this.$l.lightAtten = that.calculateLightAttenuation(\r\n this,\r\n type,\r\n this.worldPos,\r\n posRange,\r\n dirCutoff,\r\n extra\r\n );\r\n this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff);\r\n this.$l.NoL = pb.dot(this.normal, this.lightDir);\r\n this.$l.halfVec = pb.normalize(pb.add(this.viewVec, this.lightDir));\r\n this.$l.NoH = pb.clamp(pb.dot(this.normal, this.halfVec), 0, 1);\r\n this.$l.lightColor = pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten);\r\n this.$l.pointShininess = pb.div(shininess, pb.add(1, pb.mul(this.sourceRadiusFactor, 32)));\r\n this.$l.pointShininess = pb.max(this.pointShininess, 1);\r\n if (that.featureUsed(FEATURE_WRAP_LIGHTING)) {\r\n this.$l.NoLwrap = pb.div(pb.add(this.NoL, this.zScatterWrap), pb.add(1, this.zScatterWrap));\r\n this.$l.diff = pb.max(this.NoLwrap, 0);\r\n this.$l.scatter = pb.mul(\r\n pb.smoothStep(0, this.zScatterWidth, this.NoLwrap),\r\n pb.smoothStep(pb.mul(this.zScatterWidth, 2), this.zScatterWidth, this.NoLwrap)\r\n );\r\n this.$l.spec = this.$choice(\r\n pb.lessThanEqual(this.NoLwrap, 0),\r\n pb.float(0),\r\n pb.pow(this.NoH, this.pointShininess)\r\n );\r\n this.$l.diffuse = pb.mul(\r\n this.lightColor,\r\n 1 / Math.PI,\r\n pb.add(pb.vec3(this.diff), pb.mul(this.zScatterColor.rgb, this.scatter), this.diffuseScale)\r\n );\r\n this.$l.specular = pb.mul(this.lightColor, this.spec, this.specularScale);\r\n } else {\r\n this.NoL = pb.clamp(this.NoL, 0, 1);\r\n this.$l.diffuse = pb.mul(this.lightColor, 1 / Math.PI, this.NoL, this.diffuseScale);\r\n this.$l.specular = pb.mul(\r\n this.lightColor,\r\n pb.pow(this.NoH, this.pointShininess),\r\n this.specularScale\r\n );\r\n }\r\n if (shadow) {\r\n this.$if(pb.greaterThan(this.NoL, 0), function () {\r\n this.$l.shadow = pb.vec3(\r\n that.calculateShadow(this, this.worldPos, this.geometricNormal, this.NoL)\r\n );\r\n this.diffuse = pb.mul(this.diffuse, this.shadow);\r\n this.specular = pb.mul(this.specular, this.shadow);\r\n });\r\n }\r\n this.diffuseColor = pb.add(this.diffuseColor, this.diffuse);\r\n this.specularColor = pb.add(this.specularColor, this.specular);\r\n });\r\n this.$l.litColor = pb.add(pb.mul(this.albedo.rgb, this.diffuseColor), this.specularColor);\r\n if (outRoughness) {\r\n this.$l.roughness = pb.sqrt(pb.div(2, pb.add(shininess, 2)));\r\n this.outRoughness = pb.vec4(\r\n pb.mul(this.albedo.rgb, pb.sub(1, this.roughness)),\r\n pb.mul(this.roughness, ShaderHelper.getCameraRoughnessFactor(this))\r\n );\r\n }\r\n this.$return(this.litColor);\r\n }\r\n }\r\n );\r\n const gn = geometricNormal ?? normal;\r\n return (\r\n outRoughness\r\n ? pb.getGlobalScope()[funcName](worldPos, normal, viewVec, albedo, gn, outRoughness)\r\n : pb.getGlobalScope()[funcName](worldPos, normal, viewVec, albedo, gn)\r\n ) as PBShaderExp;\r\n }\r\n } as unknown as T & { new (...args: any[]): IMixinBlinnPhong };\r\n FEATURE_WRAP_LIGHTING = cls.defineFeature();\r\n return 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Defaults to `normal`; pass the pre-normal-map normal (such as\r\n * `TBN[2]`) when the material has one, so the shadow lookup is not displaced\r\n * along normal map detail.\r\n */\r\n blinnPhongLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n albedo: PBShaderExp,\r\n outRoughness?: PBShaderExp,\r\n geometricNormal?: PBShaderExp\r\n ): PBShaderExp;\r\n} & IMixinLight;\r\n\r\n/**\r\n * Blinn-phong lighting model mixin\r\n * @param BaseCls - Class to mix in\r\n * @returns Mixed class\r\n * @public\r\n */\r\nexport function mixinBlinnPhong<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).blinnPhongMixed) {\r\n return BaseCls as T & { new (...args: any[]): IMixinBlinnPhong };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinLight);\r\n const SHININESS_UNIFORM = S.defineInstanceUniform('shininess', 'float', 'Shininess');\r\n let FEATURE_WRAP_LIGHTING = 0;\r\n const cls = class extends S implements IMixinBlinnPhong {\r\n protected static blinnPhongMixed = true;\r\n private _shininess: number;\r\n private _wrap: number;\r\n private _scatterWidth: number;\r\n private _scatterColor: Vector4;\r\n constructor() {\r\n super();\r\n this._shininess = 32;\r\n this._wrap = 0;\r\n this._scatterWidth = 0.3;\r\n this._scatterColor = Vector4.zero();\r\n this.useFeature(FEATURE_WRAP_LIGHTING, false);\r\n }\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n this.shininess = other.shininess;\r\n this.scatterWrap = other.scatterWrap;\r\n this.scatterColor = other.scatterColor;\r\n this.scatterWidth = other.scatterWidth;\r\n }\r\n /** Shininess */\r\n get shininess() {\r\n return this._shininess;\r\n }\r\n set shininess(val) {\r\n if (val !== this._shininess) {\r\n this._shininess = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n /** Wrap */\r\n get scatterWrap() {\r\n return this._wrap;\r\n }\r\n set scatterWrap(wrap) {\r\n if (this._wrap !== wrap) {\r\n this._wrap = wrap;\r\n this.uniformChanged();\r\n this.useFeature(FEATURE_WRAP_LIGHTING, this._wrap !== 0);\r\n }\r\n }\r\n /** Scatter color */\r\n get scatterColor(): Immutable<Vector4> {\r\n return this._scatterColor;\r\n }\r\n set scatterColor(color: Immutable<Vector4>) {\r\n if (!color.equalsTo(this._scatterColor)) {\r\n this._scatterColor.set(color);\r\n this.uniformChanged();\r\n }\r\n }\r\n /** Scatter width */\r\n get scatterWidth() {\r\n return this._scatterWidth;\r\n }\r\n set scatterWidth(val) {\r\n if (val !== this._scatterWidth) {\r\n this._scatterWidth = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n vertexShader(scope: PBFunctionScope) {\r\n super.vertexShader(scope);\r\n if (this.needFragmentColor() && this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING) {\r\n scope.$outputs.zShininess = this.getInstancedUniform(scope, SHININESS_UNIFORM);\r\n }\r\n }\r\n fragmentShader(scope: PBFunctionScope) {\r\n super.fragmentShader(scope);\r\n const pb = scope.$builder;\r\n if (this.needFragmentColor() && !(this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING)) {\r\n scope.zShininess = pb.float().uniform(2);\r\n if (this.featureUsed(FEATURE_WRAP_LIGHTING)) {\r\n scope.zScatterWrap = pb.float().uniform(2);\r\n scope.zScatterWidth = pb.float().uniform(2);\r\n scope.zScatterColor = pb.vec4().uniform(2);\r\n }\r\n }\r\n }\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n if (this.needFragmentColor(ctx) && !(ctx.materialFlags & MaterialVaryingFlags.INSTANCING)) {\r\n bindGroup.setValue('zShininess', this._shininess);\r\n if (this.featureUsed(FEATURE_WRAP_LIGHTING)) {\r\n bindGroup.setValue('zScatterWrap', this._wrap);\r\n bindGroup.setValue('zScatterWidth', this._scatterWidth);\r\n bindGroup.setValue('zScatterColor', this._scatterColor);\r\n }\r\n }\r\n }\r\n blinnPhongLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n albedo: PBShaderExp,\r\n outRoughness?: PBShaderExp,\r\n geometricNormal?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_blinnPhongLight';\r\n const that = this;\r\n const baseLightPass = !that.drawContext.lightBlending;\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec3('worldPos'),\r\n pb.vec3('normal'),\r\n pb.vec3('viewVec'),\r\n pb.vec4('albedo'),\r\n pb.vec3('geometricNormal'),\r\n ...(outRoughness ? [pb.vec4('outRoughness').out()] : [])\r\n ],\r\n function () {\r\n if (!that.needFragmentColor()) {\r\n this.$return(this.albedo.rgb);\r\n } else {\r\n const shininess =\r\n that.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING\r\n ? this.$inputs.zShininess\r\n : this.zShininess;\r\n if (that.needCalculateEnvLight() && !outRoughness && baseLightPass) {\r\n this.$l.diffuseColor = that.getEnvLightIrradiance(this, this.normal);\r\n } else {\r\n this.$l.diffuseColor = pb.vec3(0);\r\n }\r\n this.$l.specularColor = pb.vec3(0);\r\n that.forEachLight(this, function (type, posRange, dirCutoff, colorIntensity, extra, shadow) {\r\n this.$l.diffuseScale = pb.float(1);\r\n this.$l.specularScale = pb.float(1);\r\n this.$l.sourceRadiusFactor = pb.float(0);\r\n this.$if(pb.equal(type, LIGHT_TYPE_POINT), function () {\r\n this.diffuseScale = extra.x;\r\n this.specularScale = extra.y;\r\n this.sourceRadiusFactor = pb.div(\r\n extra.z,\r\n pb.max(pb.distance(posRange.xyz, this.worldPos), 0.0001)\r\n );\r\n });\r\n this.$l.lightAtten = that.calculateLightAttenuation(\r\n this,\r\n type,\r\n this.worldPos,\r\n posRange,\r\n dirCutoff,\r\n extra\r\n );\r\n this.$l.lightDir = that.calculateLightDirection(\r\n this,\r\n type,\r\n this.worldPos,\r\n posRange,\r\n dirCutoff,\r\n extra\r\n );\r\n this.$l.NoL = pb.dot(this.normal, this.lightDir);\r\n this.$l.halfVec = pb.normalize(pb.add(this.viewVec, this.lightDir));\r\n this.$l.NoH = pb.clamp(pb.dot(this.normal, this.halfVec), 0, 1);\r\n this.$l.lightColor = pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten);\r\n this.$l.pointShininess = pb.div(shininess, pb.add(1, pb.mul(this.sourceRadiusFactor, 32)));\r\n this.$l.pointShininess = pb.max(this.pointShininess, 1);\r\n if (that.featureUsed(FEATURE_WRAP_LIGHTING)) {\r\n this.$l.NoLwrap = pb.div(pb.add(this.NoL, this.zScatterWrap), pb.add(1, this.zScatterWrap));\r\n this.$l.diff = pb.max(this.NoLwrap, 0);\r\n this.$l.scatter = pb.mul(\r\n pb.smoothStep(0, this.zScatterWidth, this.NoLwrap),\r\n pb.smoothStep(pb.mul(this.zScatterWidth, 2), this.zScatterWidth, this.NoLwrap)\r\n );\r\n this.$l.spec = this.$choice(\r\n pb.lessThanEqual(this.NoLwrap, 0),\r\n pb.float(0),\r\n pb.pow(this.NoH, this.pointShininess)\r\n );\r\n this.$l.diffuse = pb.mul(\r\n this.lightColor,\r\n 1 / Math.PI,\r\n pb.add(pb.vec3(this.diff), pb.mul(this.zScatterColor.rgb, this.scatter), this.diffuseScale)\r\n );\r\n this.$l.specular = pb.mul(this.lightColor, this.spec, this.specularScale);\r\n } else {\r\n this.NoL = pb.clamp(this.NoL, 0, 1);\r\n this.$l.diffuse = pb.mul(this.lightColor, 1 / Math.PI, this.NoL, this.diffuseScale);\r\n this.$l.specular = pb.mul(\r\n this.lightColor,\r\n pb.pow(this.NoH, this.pointShininess),\r\n this.specularScale\r\n );\r\n }\r\n if (shadow) {\r\n this.$if(pb.greaterThan(this.NoL, 0), function () {\r\n this.$l.shadow = pb.vec3(\r\n that.calculateShadow(this, this.worldPos, this.geometricNormal, this.NoL)\r\n );\r\n this.diffuse = 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@@ -42,7 +42,7 @@ import { LIGHT_TYPE_POINT } from '../../../values.js';
42
42
  this.diffuseScale = extra.x;
43
43
  });
44
44
  this.$l.lightAtten = that.calculateLightAttenuation(this, type, this.worldPos, posRange, dirCutoff, extra);
45
- this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff);
45
+ this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff, extra);
46
46
  this.$l.NoL = pb.clamp(pb.dot(this.normal, this.lightDir), 0, 1);
47
47
  this.$l.lightColor = pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten, this.diffuseScale);
48
48
  this.$l.diffuse = pb.mul(this.lightColor, 1 / Math.PI, this.NoL);
@@ -1 +1 @@
1
- {"version":3,"file":"lambert.js","sources":["../../../../src/material/mixins/lightmodel/lambert.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport type { MeshMaterial } from '../../meshmaterial';\r\nimport { applyMaterialMixins } from '../../meshmaterial';\r\nimport type { IMixinLight } from '../lit';\r\nimport { mixinLight } from '../lit';\r\nimport { LIGHT_TYPE_POINT } from '../../../values';\r\n\r\n/**\r\n * Interface of lambert lighting model mixin\r\n * @public\r\n */\r\nexport type IMixinLambert = {\r\n /**\r\n * @param geometricNormal - Interpolated vertex normal, used for shadow normal\r\n * offset bias. Defaults to `normal`; pass the pre-normal-map normal (such as\r\n * `TBN[2]`) when the material has one, so the shadow lookup is not displaced\r\n * along normal map detail.\r\n */\r\n lambertLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n normal: PBShaderExp,\r\n albedo: PBShaderExp,\r\n geometricNormal?: PBShaderExp\r\n ): PBShaderExp;\r\n} & IMixinLight;\r\n\r\n/**\r\n * Lambert lighting model mixin\r\n * @param BaseCls - Class to mix in\r\n * @returns Mixed class\r\n * @public\r\n */\r\nexport function mixinLambert<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).lambertMixed) {\r\n return BaseCls as T & { new (...args: any[]): IMixinLambert };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinLight);\r\n return class extends S {\r\n protected static lambertMixed = true;\r\n constructor() {\r\n super();\r\n }\r\n lambertLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n normal: PBShaderExp,\r\n albedo: PBShaderExp,\r\n geometricNormal?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_lambertLight';\r\n const that = this;\r\n const baseLightPass = !that.drawContext.lightBlending;\r\n pb.func(\r\n funcName,\r\n [pb.vec3('worldPos'), pb.vec3('normal'), pb.vec4('albedo'), pb.vec3('geometricNormal')],\r\n function () {\r\n if (!that.needFragmentColor()) {\r\n this.$return(this.albedo.rgb);\r\n } else {\r\n if (that.needCalculateEnvLight() && baseLightPass) {\r\n this.$l.diffuseColor = that.getEnvLightIrradiance(this, this.normal);\r\n } else {\r\n this.$l.diffuseColor = pb.vec3(0);\r\n }\r\n that.forEachLight(this, function (type, posRange, dirCutoff, colorIntensity, extra, shadow) {\r\n this.$l.diffuseScale = pb.float(1);\r\n this.$if(pb.equal(type, LIGHT_TYPE_POINT), function () {\r\n this.diffuseScale = extra.x;\r\n });\r\n this.$l.lightAtten = that.calculateLightAttenuation(\r\n this,\r\n type,\r\n this.worldPos,\r\n posRange,\r\n dirCutoff,\r\n extra\r\n );\r\n this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff);\r\n this.$l.NoL = pb.clamp(pb.dot(this.normal, this.lightDir), 0, 1);\r\n this.$l.lightColor = pb.mul(\r\n colorIntensity.rgb,\r\n colorIntensity.a,\r\n this.lightAtten,\r\n this.diffuseScale\r\n );\r\n this.$l.diffuse = pb.mul(this.lightColor, 1 / Math.PI, this.NoL);\r\n if (shadow) {\r\n this.$l.shadow = pb.vec3(\r\n that.calculateShadow(this, this.worldPos, this.geometricNormal, this.NoL)\r\n );\r\n this.diffuse = pb.mul(this.diffuse, this.shadow);\r\n }\r\n this.diffuseColor = pb.add(this.diffuseColor, this.diffuse);\r\n });\r\n this.$l.litColor = pb.mul(this.albedo.rgb, this.diffuseColor);\r\n this.$return(this.litColor);\r\n }\r\n }\r\n );\r\n return pb\r\n .getGlobalScope()\r\n [funcName](worldPos, normal, albedo, geometricNormal ?? normal) as PBShaderExp;\r\n }\r\n } as unknown as T & { new (...args: any[]): IMixinLambert };\r\n}\r\n"],"names":["mixinLambert","BaseCls","lambertMixed","S","applyMaterialMixins","mixinLight","lambertLight","scope","worldPos","normal","albedo","geometricNormal","pb","$builder","funcName","that","baseLightPass","drawContext","lightBlending","func","vec3","vec4","needFragmentColor","$return","rgb","needCalculateEnvLight","$l","diffuseColor","getEnvLightIrradiance","forEachLight","type","posRange","dirCutoff","colorIntensity","extra","shadow","diffuseScale","float","$if","equal","LIGHT_TYPE_POINT","x","lightAtten","calculateLightAttenuation","lightDir","calculateLightDirection","NoL","clamp","dot","lightColor","mul","a","diffuse","Math","PI","calculateShadow","add","litColor","getGlobalScope"],"mappings":";;;;AA2BA;;;;;IAMO,SAASA,YAAAA,CAA4CC,OAAU,EAAA;IACpE,IAAKA,OAAgBC,CAAAA,YAAY,EAAE;QACjC,OAAOD,OAAAA;AACT;IACA,MAAME,CAAAA,GAAIC,oBAAoBH,OAASI,EAAAA,UAAAA,CAAAA;AACvC,IAAA,OAAO,cAAcF,CAAAA,CAAAA;AACnB,QAAA,OAAiBD,eAAe,IAAK;QACrC,WAAc,EAAA;YACZ,KAAK,EAAA;AACP;QACAI,YACEC,CAAAA,KAA4B,EAC5BC,QAAqB,EACrBC,MAAmB,EACnBC,MAAmB,EACnBC,eAA6B,EAC7B;YACA,MAAMC,EAAAA,GAAKL,MAAMM,QAAQ;AACzB,YAAA,MAAMC,QAAW,GAAA,gBAAA;AACjB,YAAA,MAAMC,OAAO,IAAI;AACjB,YAAA,MAAMC,aAAgB,GAAA,CAACD,IAAKE,CAAAA,WAAW,CAACC,aAAa;YACrDN,EAAGO,CAAAA,IAAI,CACLL,QACA,EAAA;AAACF,gBAAAA,EAAAA,CAAGQ,IAAI,CAAC,UAAA,CAAA;AAAaR,gBAAAA,EAAAA,CAAGQ,IAAI,CAAC,QAAA,CAAA;AAAWR,gBAAAA,EAAAA,CAAGS,IAAI,CAAC,QAAA,CAAA;AAAWT,gBAAAA,EAAAA,CAAGQ,IAAI,CAAC,iBAAA;aAAmB,EACvF,WAAA;gBACE,IAAI,CAACL,IAAKO,CAAAA,iBAAiB,EAAI,EAAA;AAC7B,oBAAA,IAAI,CAACC,OAAO,CAAC,IAAI,CAACb,MAAM,CAACc,GAAG,CAAA;iBACvB,MAAA;oBACL,IAAIT,IAAAA,CAAKU,qBAAqB,EAAA,IAAMT,aAAe,EAAA;AACjD,wBAAA,IAAI,CAACU,EAAE,CAACC,YAAY,GAAGZ,IAAAA,CAAKa,qBAAqB,CAAC,IAAI,EAAE,IAAI,CAACnB,MAAM,CAAA;qBAC9D,MAAA;AACL,wBAAA,IAAI,CAACiB,EAAE,CAACC,YAAY,GAAGf,EAAAA,CAAGQ,IAAI,CAAC,CAAA,CAAA;AACjC;AACAL,oBAAAA,IAAAA,CAAKc,YAAY,CAAC,IAAI,EAAE,SAAUC,IAAI,EAAEC,QAAQ,EAAEC,SAAS,EAAEC,cAAc,EAAEC,KAAK,EAAEC,MAAM,EAAA;AACxF,wBAAA,IAAI,CAACT,EAAE,CAACU,YAAY,GAAGxB,EAAAA,CAAGyB,KAAK,CAAC,CAAA,CAAA;AAChC,wBAAA,IAAI,CAACC,GAAG,CAAC1B,GAAG2B,KAAK,CAACT,MAAMU,gBAAmB,CAAA,EAAA,WAAA;AACzC,4BAAA,IAAI,CAACJ,YAAY,GAAGF,KAAAA,CAAMO,CAAC;AAC7B,yBAAA,CAAA;AACA,wBAAA,IAAI,CAACf,EAAE,CAACgB,UAAU,GAAG3B,KAAK4B,yBAAyB,CACjD,IAAI,EACJb,MACA,IAAI,CAACtB,QAAQ,EACbuB,UACAC,SACAE,EAAAA,KAAAA,CAAAA;AAEF,wBAAA,IAAI,CAACR,EAAE,CAACkB,QAAQ,GAAG7B,IAAK8B,CAAAA,uBAAuB,CAAC,IAAI,EAAEf,IAAM,EAAA,IAAI,CAACtB,QAAQ,EAAEuB,QAAUC,EAAAA,SAAAA,CAAAA;AACrF,wBAAA,IAAI,CAACN,EAAE,CAACoB,GAAG,GAAGlC,EAAAA,CAAGmC,KAAK,CAACnC,EAAAA,CAAGoC,GAAG,CAAC,IAAI,CAACvC,MAAM,EAAE,IAAI,CAACmC,QAAQ,GAAG,CAAG,EAAA,CAAA,CAAA;wBAC9D,IAAI,CAAClB,EAAE,CAACuB,UAAU,GAAGrC,EAAGsC,CAAAA,GAAG,CACzBjB,cAAeT,CAAAA,GAAG,EAClBS,cAAekB,CAAAA,CAAC,EAChB,IAAI,CAACT,UAAU,EACf,IAAI,CAACN,YAAY,CAAA;AAEnB,wBAAA,IAAI,CAACV,EAAE,CAAC0B,OAAO,GAAGxC,EAAAA,CAAGsC,GAAG,CAAC,IAAI,CAACD,UAAU,EAAE,CAAII,GAAAA,IAAAA,CAAKC,EAAE,EAAE,IAAI,CAACR,GAAG,CAAA;AAC/D,wBAAA,IAAIX,MAAQ,EAAA;4BACV,IAAI,CAACT,EAAE,CAACS,MAAM,GAAGvB,EAAGQ,CAAAA,IAAI,CACtBL,IAAAA,CAAKwC,eAAe,CAAC,IAAI,EAAE,IAAI,CAAC/C,QAAQ,EAAE,IAAI,CAACG,eAAe,EAAE,IAAI,CAACmC,GAAG,CAAA,CAAA;AAE1E,4BAAA,IAAI,CAACM,OAAO,GAAGxC,EAAAA,CAAGsC,GAAG,CAAC,IAAI,CAACE,OAAO,EAAE,IAAI,CAACjB,MAAM,CAAA;AACjD;AACA,wBAAA,IAAI,CAACR,YAAY,GAAGf,EAAAA,CAAG4C,GAAG,CAAC,IAAI,CAAC7B,YAAY,EAAE,IAAI,CAACyB,OAAO,CAAA;AAC5D,qBAAA,CAAA;AACA,oBAAA,IAAI,CAAC1B,EAAE,CAAC+B,QAAQ,GAAG7C,GAAGsC,GAAG,CAAC,IAAI,CAACxC,MAAM,CAACc,GAAG,EAAE,IAAI,CAACG,YAAY,CAAA;AAC5D,oBAAA,IAAI,CAACJ,OAAO,CAAC,IAAI,CAACkC,QAAQ,CAAA;AAC5B;AACF,aAAA,CAAA;YAEF,OAAO7C,EAAAA,CACJ8C,cAAc,EACf,CAAC5C,SAAS,CAACN,QAAAA,EAAUC,MAAQC,EAAAA,MAAAA,EAAQC,eAAmBF,IAAAA,MAAAA,CAAAA;AAC5D;AACF,KAAA;AACF;;;;"}
1
+ {"version":3,"file":"lambert.js","sources":["../../../../src/material/mixins/lightmodel/lambert.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport type { MeshMaterial } from '../../meshmaterial';\r\nimport { applyMaterialMixins } from '../../meshmaterial';\r\nimport type { IMixinLight } from '../lit';\r\nimport { mixinLight } from '../lit';\r\nimport { LIGHT_TYPE_POINT } from '../../../values';\r\n\r\n/**\r\n * Interface of lambert lighting model mixin\r\n * @public\r\n */\r\nexport type IMixinLambert = {\r\n /**\r\n * @param geometricNormal - Interpolated vertex normal, used for shadow normal\r\n * offset bias. Defaults to `normal`; pass the pre-normal-map normal (such as\r\n * `TBN[2]`) when the material has one, so the shadow lookup is not displaced\r\n * along normal map detail.\r\n */\r\n lambertLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n normal: PBShaderExp,\r\n albedo: PBShaderExp,\r\n geometricNormal?: PBShaderExp\r\n ): PBShaderExp;\r\n} & IMixinLight;\r\n\r\n/**\r\n * Lambert lighting model mixin\r\n * @param BaseCls - Class to mix in\r\n * @returns Mixed class\r\n * @public\r\n */\r\nexport function mixinLambert<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).lambertMixed) {\r\n return BaseCls as T & { new (...args: any[]): IMixinLambert };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinLight);\r\n return class extends S {\r\n protected static lambertMixed = true;\r\n constructor() {\r\n super();\r\n }\r\n lambertLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n normal: PBShaderExp,\r\n albedo: PBShaderExp,\r\n geometricNormal?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_lambertLight';\r\n const that = this;\r\n const baseLightPass = !that.drawContext.lightBlending;\r\n pb.func(\r\n funcName,\r\n [pb.vec3('worldPos'), pb.vec3('normal'), pb.vec4('albedo'), pb.vec3('geometricNormal')],\r\n function () {\r\n if (!that.needFragmentColor()) {\r\n this.$return(this.albedo.rgb);\r\n } else {\r\n if (that.needCalculateEnvLight() && baseLightPass) {\r\n this.$l.diffuseColor = that.getEnvLightIrradiance(this, this.normal);\r\n } else {\r\n this.$l.diffuseColor = pb.vec3(0);\r\n }\r\n that.forEachLight(this, function (type, posRange, dirCutoff, colorIntensity, extra, shadow) {\r\n this.$l.diffuseScale = pb.float(1);\r\n this.$if(pb.equal(type, LIGHT_TYPE_POINT), function () {\r\n this.diffuseScale = extra.x;\r\n });\r\n this.$l.lightAtten = that.calculateLightAttenuation(\r\n this,\r\n type,\r\n this.worldPos,\r\n posRange,\r\n dirCutoff,\r\n extra\r\n );\r\n this.$l.lightDir = that.calculateLightDirection(\r\n this,\r\n type,\r\n this.worldPos,\r\n posRange,\r\n dirCutoff,\r\n extra\r\n );\r\n this.$l.NoL = pb.clamp(pb.dot(this.normal, this.lightDir), 0, 1);\r\n this.$l.lightColor = pb.mul(\r\n colorIntensity.rgb,\r\n colorIntensity.a,\r\n this.lightAtten,\r\n this.diffuseScale\r\n );\r\n this.$l.diffuse = pb.mul(this.lightColor, 1 / Math.PI, this.NoL);\r\n if (shadow) {\r\n this.$l.shadow = pb.vec3(\r\n that.calculateShadow(this, this.worldPos, this.geometricNormal, this.NoL)\r\n );\r\n this.diffuse = pb.mul(this.diffuse, this.shadow);\r\n }\r\n this.diffuseColor = pb.add(this.diffuseColor, this.diffuse);\r\n });\r\n this.$l.litColor = pb.mul(this.albedo.rgb, this.diffuseColor);\r\n this.$return(this.litColor);\r\n }\r\n }\r\n );\r\n return pb\r\n .getGlobalScope()\r\n [funcName](worldPos, normal, albedo, geometricNormal ?? normal) as PBShaderExp;\r\n }\r\n } as unknown as T & { new (...args: any[]): IMixinLambert };\r\n}\r\n"],"names":["mixinLambert","BaseCls","lambertMixed","S","applyMaterialMixins","mixinLight","lambertLight","scope","worldPos","normal","albedo","geometricNormal","pb","$builder","funcName","that","baseLightPass","drawContext","lightBlending","func","vec3","vec4","needFragmentColor","$return","rgb","needCalculateEnvLight","$l","diffuseColor","getEnvLightIrradiance","forEachLight","type","posRange","dirCutoff","colorIntensity","extra","shadow","diffuseScale","float","$if","equal","LIGHT_TYPE_POINT","x","lightAtten","calculateLightAttenuation","lightDir","calculateLightDirection","NoL","clamp","dot","lightColor","mul","a","diffuse","Math","PI","calculateShadow","add","litColor","getGlobalScope"],"mappings":";;;;AA2BA;;;;;IAMO,SAASA,YAAAA,CAA4CC,OAAU,EAAA;IACpE,IAAKA,OAAgBC,CAAAA,YAAY,EAAE;QACjC,OAAOD,OAAAA;AACT;IACA,MAAME,CAAAA,GAAIC,oBAAoBH,OAASI,EAAAA,UAAAA,CAAAA;AACvC,IAAA,OAAO,cAAcF,CAAAA,CAAAA;AACnB,QAAA,OAAiBD,eAAe,IAAK;QACrC,WAAc,EAAA;YACZ,KAAK,EAAA;AACP;QACAI,YACEC,CAAAA,KAA4B,EAC5BC,QAAqB,EACrBC,MAAmB,EACnBC,MAAmB,EACnBC,eAA6B,EAC7B;YACA,MAAMC,EAAAA,GAAKL,MAAMM,QAAQ;AACzB,YAAA,MAAMC,QAAW,GAAA,gBAAA;AACjB,YAAA,MAAMC,OAAO,IAAI;AACjB,YAAA,MAAMC,aAAgB,GAAA,CAACD,IAAKE,CAAAA,WAAW,CAACC,aAAa;YACrDN,EAAGO,CAAAA,IAAI,CACLL,QACA,EAAA;AAACF,gBAAAA,EAAAA,CAAGQ,IAAI,CAAC,UAAA,CAAA;AAAaR,gBAAAA,EAAAA,CAAGQ,IAAI,CAAC,QAAA,CAAA;AAAWR,gBAAAA,EAAAA,CAAGS,IAAI,CAAC,QAAA,CAAA;AAAWT,gBAAAA,EAAAA,CAAGQ,IAAI,CAAC,iBAAA;aAAmB,EACvF,WAAA;gBACE,IAAI,CAACL,IAAKO,CAAAA,iBAAiB,EAAI,EAAA;AAC7B,oBAAA,IAAI,CAACC,OAAO,CAAC,IAAI,CAACb,MAAM,CAACc,GAAG,CAAA;iBACvB,MAAA;oBACL,IAAIT,IAAAA,CAAKU,qBAAqB,EAAA,IAAMT,aAAe,EAAA;AACjD,wBAAA,IAAI,CAACU,EAAE,CAACC,YAAY,GAAGZ,IAAAA,CAAKa,qBAAqB,CAAC,IAAI,EAAE,IAAI,CAACnB,MAAM,CAAA;qBAC9D,MAAA;AACL,wBAAA,IAAI,CAACiB,EAAE,CAACC,YAAY,GAAGf,EAAAA,CAAGQ,IAAI,CAAC,CAAA,CAAA;AACjC;AACAL,oBAAAA,IAAAA,CAAKc,YAAY,CAAC,IAAI,EAAE,SAAUC,IAAI,EAAEC,QAAQ,EAAEC,SAAS,EAAEC,cAAc,EAAEC,KAAK,EAAEC,MAAM,EAAA;AACxF,wBAAA,IAAI,CAACT,EAAE,CAACU,YAAY,GAAGxB,EAAAA,CAAGyB,KAAK,CAAC,CAAA,CAAA;AAChC,wBAAA,IAAI,CAACC,GAAG,CAAC1B,GAAG2B,KAAK,CAACT,MAAMU,gBAAmB,CAAA,EAAA,WAAA;AACzC,4BAAA,IAAI,CAACJ,YAAY,GAAGF,KAAAA,CAAMO,CAAC;AAC7B,yBAAA,CAAA;AACA,wBAAA,IAAI,CAACf,EAAE,CAACgB,UAAU,GAAG3B,KAAK4B,yBAAyB,CACjD,IAAI,EACJb,MACA,IAAI,CAACtB,QAAQ,EACbuB,UACAC,SACAE,EAAAA,KAAAA,CAAAA;AAEF,wBAAA,IAAI,CAACR,EAAE,CAACkB,QAAQ,GAAG7B,KAAK8B,uBAAuB,CAC7C,IAAI,EACJf,MACA,IAAI,CAACtB,QAAQ,EACbuB,UACAC,SACAE,EAAAA,KAAAA,CAAAA;AAEF,wBAAA,IAAI,CAACR,EAAE,CAACoB,GAAG,GAAGlC,EAAAA,CAAGmC,KAAK,CAACnC,EAAAA,CAAGoC,GAAG,CAAC,IAAI,CAACvC,MAAM,EAAE,IAAI,CAACmC,QAAQ,GAAG,CAAG,EAAA,CAAA,CAAA;wBAC9D,IAAI,CAAClB,EAAE,CAACuB,UAAU,GAAGrC,EAAGsC,CAAAA,GAAG,CACzBjB,cAAeT,CAAAA,GAAG,EAClBS,cAAekB,CAAAA,CAAC,EAChB,IAAI,CAACT,UAAU,EACf,IAAI,CAACN,YAAY,CAAA;AAEnB,wBAAA,IAAI,CAACV,EAAE,CAAC0B,OAAO,GAAGxC,EAAAA,CAAGsC,GAAG,CAAC,IAAI,CAACD,UAAU,EAAE,CAAII,GAAAA,IAAAA,CAAKC,EAAE,EAAE,IAAI,CAACR,GAAG,CAAA;AAC/D,wBAAA,IAAIX,MAAQ,EAAA;4BACV,IAAI,CAACT,EAAE,CAACS,MAAM,GAAGvB,EAAGQ,CAAAA,IAAI,CACtBL,IAAAA,CAAKwC,eAAe,CAAC,IAAI,EAAE,IAAI,CAAC/C,QAAQ,EAAE,IAAI,CAACG,eAAe,EAAE,IAAI,CAACmC,GAAG,CAAA,CAAA;AAE1E,4BAAA,IAAI,CAACM,OAAO,GAAGxC,EAAAA,CAAGsC,GAAG,CAAC,IAAI,CAACE,OAAO,EAAE,IAAI,CAACjB,MAAM,CAAA;AACjD;AACA,wBAAA,IAAI,CAACR,YAAY,GAAGf,EAAAA,CAAG4C,GAAG,CAAC,IAAI,CAAC7B,YAAY,EAAE,IAAI,CAACyB,OAAO,CAAA;AAC5D,qBAAA,CAAA;AACA,oBAAA,IAAI,CAAC1B,EAAE,CAAC+B,QAAQ,GAAG7C,GAAGsC,GAAG,CAAC,IAAI,CAACxC,MAAM,CAACc,GAAG,EAAE,IAAI,CAACG,YAAY,CAAA;AAC5D,oBAAA,IAAI,CAACJ,OAAO,CAAC,IAAI,CAACkC,QAAQ,CAAA;AAC5B;AACF,aAAA,CAAA;YAEF,OAAO7C,EAAAA,CACJ8C,cAAc,EACf,CAAC5C,SAAS,CAACN,QAAAA,EAAUC,MAAQC,EAAAA,MAAAA,EAAQC,eAAmBF,IAAAA,MAAAA,CAAAA;AAC5D;AACF,KAAA;AACF;;;;"}
@@ -4,6 +4,8 @@ import { mixinPBRBRDF } from '../pbr/brdf.js';
4
4
  import { ShaderHelper } from '../../shader/helper.js';
5
5
  import { LIGHT_TYPE_RECT, LIGHT_TYPE_POINT, MaterialVaryingFlags } from '../../../values.js';
6
6
  import { getGGXLUT } from '../../../utility/textures/ggxlut.js';
7
+ import { getLTCMatLUT, getLTCAmpLUT } from '../../../utility/textures/ltclut.js';
8
+ import { evaluateLTCRectLightTerms } from '../../../shaders/ltc_rect.js';
7
9
 
8
10
  const PBR_REFLECTION_MODE = {
9
11
  none: 0,
@@ -79,65 +81,27 @@ const PBR_REFLECTION_MODE = {
79
81
  }
80
82
  that.forEachLight(this, function(type, posRange, dirCutoff, colorIntensity, extra, shadow) {
81
83
  this.$if(pb.equal(type, LIGHT_TYPE_RECT), function() {
82
- this.$l.center = posRange.xyz;
83
- this.$l.range = posRange.w;
84
- this.$l.ax = dirCutoff.xyz;
85
- this.$l.ay = extra.xyz;
86
- this.$l.halfWidth = pb.length(this.ax);
87
- this.$l.halfHeight = pb.length(this.ay);
88
- this.$l.area = pb.mul(this.halfWidth, this.halfHeight, 4);
89
- this.$l.lightNormal = pb.normalize(pb.cross(this.ax, this.ay));
90
- this.lightNormal = pb.neg(this.lightNormal);
91
- this.$if(pb.greaterThan(this.area, 0), function() {
92
- this.$l.baseColor = pb.mul(colorIntensity.rgb, colorIntensity.a, this.area, 0.25);
93
- // calculateShadow() samples with implicit derivatives (dpdx);
94
- // WGSL requires uniform control flow, so sample once per light
95
- // toward the rect center instead of inside the per-sample
96
- // NoL_light branch.
97
- this.$l.rectShadow = pb.float(1);
98
- if (shadow) {
99
- this.$l.rectL = pb.normalize(pb.sub(this.center, this.worldPos));
100
- this.$l.rectNoL = pb.clamp(pb.dot(this.pbrData.normal, this.rectL), 0, 1);
101
- this.rectShadow = that.calculateShadow(this, this.worldPos, this.pbrData.TBN[2], pb.max(this.rectNoL, 1e-5));
102
- }
103
- this.$l.samplePos = pb.vec3();
104
- this.$l.Lvec = pb.vec3();
105
- this.$l.L = pb.vec3();
106
- this.$l.dist = pb.float();
107
- this.$l.invDist2 = pb.float();
108
- this.$l.NoL = pb.float();
109
- this.$l.NoL_light = pb.float();
110
- this.$l.falloff = pb.float();
111
- this.$l.atten = pb.float();
112
- this.$l.lightColor = pb.vec3();
113
- const sample = (u, v)=>{
114
- this.samplePos = pb.add(this.center, pb.add(pb.mul(this.ax, pb.sub(pb.mul(u, 2), 1)), pb.mul(this.ay, pb.sub(pb.mul(v, 2), 1))));
115
- this.Lvec = pb.sub(this.samplePos, this.worldPos);
116
- this.dist = pb.length(this.Lvec);
117
- this.invDist2 = pb.div(1, pb.max(pb.mul(this.dist, this.dist), 0.0001));
118
- this.L = pb.normalize(this.Lvec);
119
- this.NoL = pb.clamp(pb.dot(this.pbrData.normal, this.L), 0, 1);
120
- this.NoL_light = pb.clamp(pb.dot(this.lightNormal, pb.neg(this.L)), 0, 1);
121
- this.$if(pb.greaterThan(this.NoL_light, 0), function() {
122
- this.falloff = pb.float(1);
123
- this.$if(pb.greaterThan(this.range, 0), function() {
124
- this.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, this.range)));
125
- this.falloff = pb.mul(this.falloff, this.falloff);
126
- });
127
- this.atten = pb.mul(this.invDist2, this.NoL_light, this.falloff);
128
- this.lightColor = pb.mul(this.baseColor, this.atten, this.NoL, this.rectShadow);
129
- if (outSSSDiffuse) {
130
- that.directLighting(this, this.L, this.lightColor, this.viewVec, this.pbrData, pb.float(1), pb.float(1), pb.float(0), this.lightingColor, this.sssDiffuseColor);
131
- } else {
132
- that.directLighting(this, this.L, this.lightColor, this.viewVec, this.pbrData, pb.float(1), pb.float(1), pb.float(0), this.lightingColor);
133
- }
134
- });
135
- };
136
- sample(0.25, 0.25);
137
- sample(0.75, 0.25);
138
- sample(0.25, 0.75);
139
- sample(0.75, 0.75);
84
+ // The same LTC integration the metallic-roughness model uses (see
85
+ // shaders/ltc_rect.ts), composed with this model's own F0/F90.
86
+ // Anisotropic and glint reflection fall back to the isotropic lobe;
87
+ // `none` keeps the diffuse only, as it does for other lights.
88
+ this.$l.rectColor = pb.mul(colorIntensity.rgb, colorIntensity.a);
89
+ if (shadow) {
90
+ // One lookup towards the centre, outside any divergent branch:
91
+ // calculateShadow() takes implicit derivatives.
92
+ this.$l.rectNoL = pb.clamp(pb.dot(this.pbrData.normal, pb.normalize(pb.sub(posRange.xyz, this.worldPos))), 0, 1);
93
+ this.rectColor = pb.mul(this.rectColor, pb.mix(1, that.calculateShadow(this, this.worldPos, this.pbrData.TBN[2], pb.max(this.rectNoL, 1e-5)), ShaderHelper.getRectLightShadowWeight(this, this.worldPos, this.pbrData.TBN[2], posRange)));
94
+ }
95
+ this.$l.rectTerms = evaluateLTCRectLightTerms(this, this.worldPos, this.pbrData.normal, this.viewVec, this.pbrData.roughness, posRange, dirCutoff.xyz, extra.xyz);
96
+ this.$l.rectSpecular = pb.mul(this.rectTerms.x, pb.add(pb.mul(this.pbrData.f0.rgb, this.rectTerms.y), pb.mul(pb.sub(this.pbrData.f90, this.pbrData.f0.rgb), this.rectTerms.z)));
97
+ this.$if(pb.equal(this.zReflectionMode, PBR_REFLECTION_MODE.none), function() {
98
+ this.rectSpecular = pb.vec3(0);
140
99
  });
100
+ this.$l.rectDiffuse = pb.mul(this.rectColor, this.pbrData.diffuse.rgb, this.rectTerms.w);
101
+ this.lightingColor = pb.add(this.lightingColor, this.rectDiffuse, pb.mul(this.rectColor, this.rectSpecular));
102
+ if (outSSSDiffuse) {
103
+ this.sssDiffuseColor = pb.add(this.sssDiffuseColor, this.rectDiffuse);
104
+ }
141
105
  }).$else(function() {
142
106
  this.$l.diffuse = pb.vec3();
143
107
  this.$l.specular = pb.vec3();
@@ -150,7 +114,7 @@ const PBR_REFLECTION_MODE = {
150
114
  this.sourceRadiusFactor = pb.div(extra.z, pb.max(pb.distance(posRange.xyz, this.worldPos), 0.0001));
151
115
  });
152
116
  this.$l.lightAtten = that.calculateLightAttenuation(this, type, this.worldPos, posRange, dirCutoff, extra);
153
- this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff);
117
+ this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff, extra);
154
118
  this.$l.NoL = pb.clamp(pb.dot(this.pbrData.normal, this.lightDir), 0, 1);
155
119
  this.$l.lightColor = pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten, this.NoL);
156
120
  if (shadow) {
@@ -181,6 +145,9 @@ const PBR_REFLECTION_MODE = {
181
145
  if (this.drawContext.drawEnvLight) {
182
146
  scope.zGGXLut = pb.tex2D().uniform(2);
183
147
  }
148
+ // Rect light integration; read by shaders/ltc_rect.ts under these names.
149
+ scope.zLTCMatLut = pb.tex2D().uniform(2);
150
+ scope.zLTCAmpLut = pb.tex2D().uniform(2);
184
151
  }
185
152
  }
186
153
  calculateCommonData(scope, ir, viewVec, worldPos, worldNorm, worldTangent, worldBinormal, vertexColor, vertexUV, data) {
@@ -335,11 +302,15 @@ const PBR_REFLECTION_MODE = {
335
302
  const envLightStrength = ShaderHelper.getEnvLightStrength(this);
336
303
  const envLightSpecularStrength = ShaderHelper.getEnvLightSpecularStrength(this);
337
304
  this.$l.occlusion = envLightStrength;
338
- this.$l.diffuseOcclusion = ctx.SSGI && ctx.SSGIIrradianceHistoryTexture && ctx.SSGISurfaceHistoryTexture && (ctx.device.type === 'webgl' || ctx.motionVectorTexture) ? pb.float(1) : this.occlusion;
305
+ // The irradiance carries the environment strength already (see
306
+ // EnvironmentLighting.getIrradiance); only the specular terms take it here
307
+ this.$l.diffuseOcclusion = pb.float(1);
339
308
  this.$l.reflectionMode = this.zReflectionMode;
340
309
  this.$l.NoV = pb.clamp(pb.dot(this.data.normal, this.viewVec), 0.0001, 1);
341
310
  this.$l.ggxLutSample = pb.clamp(pb.textureSampleLevel(this.zGGXLut, pb.clamp(pb.vec2(this.NoV, this.data.roughness), pb.vec2(0), pb.vec2(1)), 0), pb.vec4(0), pb.vec4(1));
342
311
  this.$l.f_ab = this.ggxLutSample.rg;
312
+ // The sky's reflection darkened where the probes see little of the sky
313
+ this.$l.skySpecularOcclusion = ctx.env.light.envLight.getSkySpecularOcclusion(this, this.data.normal, this.NoV, this.data.roughness, ctx);
343
314
  this.$l.Fr = pb.sub(pb.max(pb.vec3(pb.sub(1, this.data.roughness)), this.data.f0.rgb), this.data.f0.rgb);
344
315
  this.$l.k_S = pb.add(this.data.f0.rgb, pb.mul(this.Fr, pb.pow(pb.sub(1, this.NoV), 5)));
345
316
  if (outRoughness || ctx.env.light.envLight.hasRadiance()) {
@@ -359,7 +330,7 @@ const PBR_REFLECTION_MODE = {
359
330
  const ssrResolvesSpecular = !!(ctx.materialFlags & MaterialVaryingFlags.SCENE_STORE_ROUGHNESS);
360
331
  if (!ssrResolvesSpecular && ctx.env.light.envLight.hasRadiance()) {
361
332
  this.$l.radiance = ctx.env.light.envLight.getRadiance(this, pb.reflect(pb.neg(this.viewVec), this.data.normal), this.data.roughness);
362
- this.outColor = pb.add(this.outColor, pb.mul(this.radiance, this.specularFactor, envLightSpecularStrength));
333
+ this.outColor = pb.add(this.outColor, pb.mul(this.radiance, this.specularFactor, envLightSpecularStrength, this.skySpecularOcclusion));
363
334
  }
364
335
  }
365
336
  if (ctx.env.light.envLight.hasIrradiance()) {
@@ -393,6 +364,8 @@ const PBR_REFLECTION_MODE = {
393
364
  if (ctx.drawEnvLight) {
394
365
  bindGroup.setTexture('zGGXLut', getGGXLUT(1024));
395
366
  }
367
+ bindGroup.setTexture('zLTCMatLut', getLTCMatLUT());
368
+ bindGroup.setTexture('zLTCAmpLut', getLTCAmpLUT());
396
369
  }
397
370
  }
398
371
  };