@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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  359. package/dist/scene/terrain-cm/grassmaterial.js +180 -9
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@@ -1,8 +1,10 @@
1
- import { RENDER_PASS_TYPE_LIGHT, LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_POINT, LIGHT_TYPE_RECT } from '../../values.js';
1
+ import { REVERSE_Z } from '@zephyr3d/base';
2
+ import { RENDER_PASS_TYPE_LIGHT, LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_POINT, LIGHT_TYPE_RECT, MAX_GLOBAL_LIGHTS } from '../../values.js';
2
3
  import { applyMaterialMixins } from '../meshmaterial.js';
3
4
  import { mixinTextureProps } from './texture.js';
4
5
  import { mixinAlbedoColor } from './albedocolor.js';
5
6
  import { ShaderHelper } from '../shader/helper.js';
7
+ import { defineLTCEdgeFunctions } from '../../shaders/ltc_rect.js';
6
8
 
7
9
  /**
8
10
  * Light mixin
@@ -332,7 +334,8 @@ import { ShaderHelper } from '../shader/helper.js';
332
334
  console.warn('getEnvLightIrradiance(): No need to calculate environment lighting');
333
335
  return scope.$builder.vec3(0);
334
336
  }
335
- return this.drawContext.env.light.envLight.hasIrradiance() ? this.drawContext.SSGI && this.drawContext.SSGIIrradianceHistoryTexture && this.drawContext.SSGISurfaceHistoryTexture && (this.drawContext.device.type === 'webgl' || this.drawContext.motionVectorTexture) ? this.drawContext.env.light.envLight.getIrradiance(scope, normal, this.drawContext).rgb : scope.$builder.mul(this.drawContext.env.light.envLight.getIrradiance(scope, normal, this.drawContext).rgb, ShaderHelper.getEnvLightStrength(scope)) : scope.$builder.vec3(0);
337
+ // Already scaled by the environment strength; see EnvironmentLighting.getIrradiance
338
+ return this.drawContext.env.light.envLight.hasIrradiance() ? this.drawContext.env.light.envLight.getIrradiance(scope, normal, this.drawContext).rgb : scope.$builder.vec3(0);
336
339
  }
337
340
  /**
338
341
  * Get Radiance of current environment light
@@ -406,9 +409,24 @@ import { ShaderHelper } from '../shader/helper.js';
406
409
  ], function() {
407
410
  const clusterParams = ShaderHelper.getClusterParams(this);
408
411
  const countParams = ShaderHelper.getCountParams(this);
409
- this.$l.zTile = pb.int(pb.max(pb.add(pb.mul(pb.log2(ShaderHelper.nonLinearDepthToLinear(this, this.fragCoord.z)), clusterParams.z), clusterParams.w), 0));
410
- this.$l.f = pb.vec2(this.fragCoord.x, pb.sub(clusterParams.y, pb.add(this.fragCoord.y, 1)));
411
- this.$l.xyTile = pb.ivec2(pb.div(this.f, pb.div(clusterParams.xy, pb.vec2(countParams.xy))));
412
+ // Slice = t * scale + bias, with t = log2(view depth) for perspective (exponential
413
+ // slices) and the view depth itself for orthographic (linear slices), matching the
414
+ // index pass. Orthographic device depth is linear between near and far.
415
+ this.$l.sliceDepth = pb.float();
416
+ this.$if(pb.notEqual(ShaderHelper.getClusterOrthographic(this), 0), function() {
417
+ const nearFar = ShaderHelper.getCameraParams(this);
418
+ this.sliceDepth = REVERSE_Z ? pb.mix(nearFar.y, nearFar.x, this.fragCoord.z) : pb.mix(nearFar.x, nearFar.y, this.fragCoord.z);
419
+ }).$else(function() {
420
+ this.sliceDepth = pb.log2(ShaderHelper.nonLinearDepthToLinear(this, this.fragCoord.z));
421
+ });
422
+ // Depth at (or jittered past) the far plane would land in slice countParams.z, one past
423
+ // the last row of the index texture, so clamp both ends. Clamped as float before the int
424
+ // conversion because GLSL ES 1.0 has no integer clamp.
425
+ this.$l.zTile = pb.int(pb.clamp(pb.add(pb.mul(this.sliceDepth, clusterParams.z), clusterParams.w), 0, pb.sub(pb.float(countParams.z), 1)));
426
+ // fragCoord holds pixel centers (n + 0.5); flipping to the top-down tile space of the
427
+ // index pass is H - fragCoord.y, with no extra -1 that would shift tile rows by a pixel.
428
+ this.$l.f = pb.vec2(this.fragCoord.x, pb.sub(clusterParams.y, this.fragCoord.y));
429
+ this.$l.xyTile = pb.ivec2(pb.clamp(pb.div(this.f, pb.div(clusterParams.xy, pb.vec2(countParams.xy))), pb.vec2(0), pb.sub(pb.vec2(countParams.xy), pb.vec2(1))));
412
430
  this.$return(pb.ivec3(this.xyTile, this.zTile));
413
431
  });
414
432
  return pb.getGlobalScope()[funcName](fragCoord);
@@ -432,9 +450,10 @@ import { ShaderHelper } from '../shader/helper.js';
432
450
  }
433
451
  calculateSpotLightAttenuation(scope, worldPos, posRange, dirCutoff, angleScaleOffset) {
434
452
  const pb = scope.$builder;
453
+ const that = this;
435
454
  const physical = this.drawContext.scene.lightingMode === 'physical';
436
- // The two modes emit different falloff and cone-attenuation bodies, so they must not share a
437
- // cached function under one name.
455
+ // The two modes emit different cone-attenuation bodies, so they must not share a cached
456
+ // function under one name.
438
457
  const funcName = physical ? 'Z_calculateSpotLightAttenuationPhysical' : 'Z_calculateSpotLightAttenuation';
439
458
  pb.func(funcName, [
440
459
  pb.vec3('worldPos'),
@@ -442,18 +461,9 @@ import { ShaderHelper } from '../shader/helper.js';
442
461
  pb.vec4('dirCutoff'),
443
462
  pb.vec2('angleScaleOffset')
444
463
  ], function() {
445
- this.$l.dist = pb.distance(this.posRange.xyz, this.worldPos);
446
- if (physical) {
447
- this.$l.dist2 = pb.mul(this.dist, this.dist);
448
- this.$l.lightAtten = pb.div(1, pb.max(this.dist2, 0.0001));
449
- this.$l.range2 = pb.mul(this.posRange.w, this.posRange.w);
450
- this.$l.f = pb.div(this.dist2, pb.max(this.range2, 0.0001));
451
- this.$l.f2 = pb.clamp(pb.sub(1, pb.mul(this.f, this.f)), 0, 1);
452
- this.$l.falloff = pb.mul(this.lightAtten, this.f2, this.f2);
453
- } else {
454
- this.$l.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, this.posRange.w)));
455
- this.falloff = pb.mul(this.falloff, this.falloff);
456
- }
464
+ // The point light's distance falloff in both modes: inverse square with the windowing
465
+ // to the range, so a spot and a point light of one intensity light a surface alike
466
+ this.$l.falloff = that.calculatePointLightAttenuation(this, this.worldPos, this.posRange);
457
467
  this.$l.cd = pb.dot(pb.normalize(pb.sub(this.worldPos, this.posRange.xyz)), this.dirCutoff.xyz);
458
468
  if (physical) {
459
469
  // Filament's getAngleAttenuation: saturate(cd * scale + offset) squared. The scale/offset
@@ -468,9 +478,74 @@ import { ShaderHelper } from '../shader/helper.js';
468
478
  const resolvedScaleOffset = physical && angleScaleOffset ? angleScaleOffset : pb.vec2(0);
469
479
  return pb.getGlobalScope()[funcName](worldPos, posRange, dirCutoff, resolvedScaleOffset);
470
480
  }
481
+ /**
482
+ * A rect light reduced to one direction and one magnitude, for BxDFs that
483
+ * have no area-light integration of their own.
484
+ *
485
+ * @internal
486
+ */ calculateRectLightVectorIrradiance(scope, worldPos, posRange, axisX, axisY) {
487
+ const pb = scope.$builder;
488
+ defineLTCEdgeFunctions(scope);
489
+ pb.func('Z_rectLightVectorIrradiance', [
490
+ pb.vec3('worldPos'),
491
+ pb.vec4('posRange'),
492
+ pb.vec3('ax'),
493
+ pb.vec3('ay')
494
+ ], function() {
495
+ this.$l.toCenter = pb.sub(this.posRange.xyz, this.worldPos);
496
+ this.$l.dist = pb.length(this.toCenter);
497
+ this.$l.centerDir = pb.div(this.toCenter, pb.max(this.dist, 1e-6));
498
+ this.$l.planeNormal = pb.cross(this.ax, this.ay);
499
+ // The rect emits along -(ax x ay), so a lit point lies on that side of
500
+ // it, where the vector back to the centre points along +(ax x ay).
501
+ this.$if(pb.or(pb.lessThan(pb.dot(this.planeNormal, this.planeNormal), 1e-12), pb.lessThanEqual(pb.dot(this.planeNormal, this.toCenter), 0)), function() {
502
+ this.$return(pb.vec4(this.centerDir, 0));
503
+ });
504
+ this.$l.v0 = pb.normalize(pb.sub(pb.sub(this.toCenter, this.ax), this.ay));
505
+ this.$l.v1 = pb.normalize(pb.sub(pb.add(this.toCenter, this.ax), this.ay));
506
+ this.$l.v2 = pb.normalize(pb.add(pb.add(this.toCenter, this.ax), this.ay));
507
+ this.$l.v3 = pb.normalize(pb.add(pb.sub(this.toCenter, this.ax), this.ay));
508
+ this.$l.F = pb.add(this.Z_LTCIntegrateEdgeVec(this.v0, this.v1), this.Z_LTCIntegrateEdgeVec(this.v1, this.v2), this.Z_LTCIntegrateEdgeVec(this.v2, this.v3), this.Z_LTCIntegrateEdgeVec(this.v3, this.v0));
509
+ this.$l.len = pb.length(this.F);
510
+ this.$if(pb.lessThan(this.len, 1e-8), function() {
511
+ this.$return(pb.vec4(this.centerDir, 0));
512
+ });
513
+ this.$l.falloff = pb.float(1);
514
+ this.$if(pb.greaterThan(this.posRange.w, 0), function() {
515
+ this.falloff = pb.sub(1, pb.smoothStep(pb.mul(this.posRange.w, 0.9), this.posRange.w, this.dist));
516
+ });
517
+ this.$return(pb.vec4(pb.div(this.F, this.len), pb.mul(this.len, this.falloff)));
518
+ });
519
+ return pb.getGlobalScope().Z_rectLightVectorIrradiance(worldPos, posRange, axisX, axisY);
520
+ }
471
521
  calculateLightAttenuation(scope, type, worldPos, posRange, dirCutoff, extra) {
472
522
  const pb = scope.$builder;
473
- const attenuation = scope.$choice(pb.equal(type, LIGHT_TYPE_DIRECTIONAL), pb.float(1), scope.$choice(pb.equal(type, LIGHT_TYPE_POINT), this.calculatePointLightAttenuation(scope, worldPos.xyz, posRange), scope.$choice(pb.equal(type, LIGHT_TYPE_RECT), this.calculatePointLightAttenuation(scope, worldPos.xyz, posRange), this.calculateSpotLightAttenuation(scope, worldPos.xyz, posRange, dirCutoff, extra?.xy))));
523
+ const that = this;
524
+ const physical = this.drawContext.scene.lightingMode === 'physical';
525
+ // Branches rather than a $choice, which would evaluate every light type's
526
+ // attenuation - the rect's vector form factor included - for every light.
527
+ // Named per mode because the spot light body it calls differs by mode.
528
+ const funcName = physical ? 'Z_calculateLightAttenuationPhysical' : 'Z_calculateLightAttenuation';
529
+ pb.func(funcName, [
530
+ pb.int('lightType'),
531
+ pb.vec3('worldPos'),
532
+ pb.vec4('posRange'),
533
+ pb.vec4('dirCutoff'),
534
+ pb.vec4('extra')
535
+ ], function() {
536
+ this.$if(pb.equal(this.lightType, LIGHT_TYPE_DIRECTIONAL), function() {
537
+ this.$return(pb.float(1));
538
+ });
539
+ this.$if(pb.equal(this.lightType, LIGHT_TYPE_POINT), function() {
540
+ this.$return(that.calculatePointLightAttenuation(this, this.worldPos, this.posRange));
541
+ });
542
+ this.$if(pb.equal(this.lightType, LIGHT_TYPE_RECT), function() {
543
+ // extra.xyz carries the rect's half-height axis; see RectLight.computeUniforms.
544
+ this.$return(pb.mul(that.calculateRectLightVectorIrradiance(this, this.worldPos, this.posRange, this.dirCutoff.xyz, this.extra.xyz).w, Math.PI));
545
+ });
546
+ this.$return(that.calculateSpotLightAttenuation(this, this.worldPos, this.posRange, this.dirCutoff, this.extra.xy));
547
+ });
548
+ const attenuation = pb.getGlobalScope()[funcName](type, worldPos.xyz, posRange, dirCutoff, extra ?? pb.vec4(0));
474
549
  // Water caustics ride here rather than on calculateShadow(): every light
475
550
  // model already folds this value into its light colour and nothing else
476
551
  // reads it, so a vec3 return applies the caustic tint everywhere without
@@ -481,11 +556,38 @@ import { ShaderHelper } from '../shader/helper.js';
481
556
  const caustic = this.receivesWaterCaustics() ? ShaderHelper.calculateWaterCaustic(scope, worldPos.xyz, type, dirCutoff.xyz, this.drawContext) : null;
482
557
  return caustic ? pb.mul(caustic, attenuation) : attenuation;
483
558
  }
484
- calculateLightDirection(scope, type, worldPos, posRange, dirCutoff) {
559
+ /**
560
+ * Unit vector from `worldPos` towards the light.
561
+ *
562
+ * @remarks
563
+ * For a rect light this is the direction of its vector form factor (see
564
+ * {@link calculateRectLightVectorIrradiance}), which needs the rect's second
565
+ * axis from `extra`. Without `extra` a rect light falls back to the direction
566
+ * of its centre.
567
+ */ calculateLightDirection(scope, type, worldPos, posRange, dirCutoff, extra) {
485
568
  const pb = scope.$builder;
486
- return scope.$choice(pb.equal(type, LIGHT_TYPE_DIRECTIONAL), pb.neg(dirCutoff.xyz), pb.normalize(pb.sub(posRange.xyz, worldPos.xyz)));
569
+ if (!extra) {
570
+ return scope.$choice(pb.equal(type, LIGHT_TYPE_DIRECTIONAL), pb.neg(dirCutoff.xyz), pb.normalize(pb.sub(posRange.xyz, worldPos.xyz)));
571
+ }
572
+ const that = this;
573
+ pb.func('Z_calculateLightDirection', [
574
+ pb.int('lightType'),
575
+ pb.vec3('worldPos'),
576
+ pb.vec4('posRange'),
577
+ pb.vec4('dirCutoff'),
578
+ pb.vec4('extra')
579
+ ], function() {
580
+ this.$if(pb.equal(this.lightType, LIGHT_TYPE_DIRECTIONAL), function() {
581
+ this.$return(pb.neg(this.dirCutoff.xyz));
582
+ });
583
+ this.$if(pb.equal(this.lightType, LIGHT_TYPE_RECT), function() {
584
+ this.$return(that.calculateRectLightVectorIrradiance(this, this.worldPos, this.posRange, this.dirCutoff.xyz, this.extra.xyz).xyz);
585
+ });
586
+ this.$return(pb.normalize(pb.sub(this.posRange.xyz, this.worldPos)));
587
+ });
588
+ return pb.getGlobalScope().Z_calculateLightDirection(type, worldPos.xyz, posRange, dirCutoff, extra);
487
589
  }
488
- forEachLight(scope, callback) {
590
+ /** Invokes `callback` once per light affecting the fragment. */ forEachLight(scope, callback) {
489
591
  const pb = scope.$builder;
490
592
  const that = this;
491
593
  if (that.drawContext.renderPass.type !== RENDER_PASS_TYPE_LIGHT) {
@@ -499,75 +601,81 @@ import { ShaderHelper } from '../shader/helper.js';
499
601
  const extra = scope.light.extraParams ?? pb.vec4(0);
500
602
  scope.$scope(function() {
501
603
  const lightType = pb.int(extra.w);
502
- callback.call(this, lightType, posRange, dirCutoff, colorIntensity, extra, true);
604
+ // The per-light additive path has no thickness texture: it is produced
605
+ // for the clustered queue only. 1 is the "no data" sentinel the
606
+ // thickness pass can never write, so consumers read this as "this
607
+ // light contributes no transmission" rather than as zero thickness —
608
+ // which would be the *most* transmissive reading of the encoding.
609
+ callback.call(this, lightType, posRange, dirCutoff, colorIntensity, extra, true, pb.float(1), colorIntensity);
503
610
  });
504
611
  } else {
612
+ // Emits the shading of the light at buffer index `index` (an int or uint).
613
+ const shadeLight = function(index) {
614
+ this.$l.positionRange = ShaderHelper.getLightPositionAndRange(this, index);
615
+ this.$l.directionCutoff = ShaderHelper.getLightDirectionAndCutoff(this, index);
616
+ this.$l.diffuseIntensity = ShaderHelper.getLightColorAndIntensity(this, index);
617
+ this.$l.extra = ShaderHelper.getLightExtra(this, index);
618
+ this.$l.unshadowedIntensity = this.diffuseIntensity;
619
+ if (that.drawContext.screenSpaceShadowMask) {
620
+ // Shadow-casting lights (buffer index <= numShadowLights) attenuate
621
+ // by the pre-rendered screen-space shadow mask; others return 1.0.
622
+ this.$l.shadowMask = ShaderHelper.sampleShadowMask(this, pb.int(index));
623
+ this.diffuseIntensity = pb.vec4(pb.mul(this.diffuseIntensity.rgb, this.shadowMask), this.diffuseIntensity.w);
624
+ }
625
+ this.$l.thickness = pb.float(1);
626
+ if (that.drawContext.transmissionThickness) {
627
+ this.thickness = ShaderHelper.sampleTransmissionThickness(this, pb.int(index));
628
+ }
629
+ this.$l.lightType = pb.int(this.extra.w);
630
+ this.$scope(function() {
631
+ callback.call(this, this.lightType, this.positionRange, this.directionCutoff, this.diffuseIntensity, this.extra, false, this.thickness, this.unshadowedIntensity);
632
+ });
633
+ };
505
634
  scope.$scope(function() {
635
+ // Lights that reach every fragment (directional) are kept out of the clusters.
636
+ const globalLights = ShaderHelper.getGlobalLights(this);
637
+ this.$for(pb.int('g'), 0, MAX_GLOBAL_LIGHTS, function() {
638
+ this.$l.gi = globalLights.at(this.g);
639
+ this.$if(pb.equal(this.gi, 0), function() {
640
+ this.$break();
641
+ });
642
+ this.$scope(function() {
643
+ shadeLight.call(this, this.gi);
644
+ });
645
+ });
506
646
  const countParams = ShaderHelper.getCountParams(this);
507
647
  this.$l.cluster = that.getClusterIndex(this, this.$builtins.fragCoord.xyz);
508
648
  this.$l.clusterIndex = pb.add(this.cluster.x, pb.mul(this.cluster.y, countParams.x), pb.mul(this.cluster.z, countParams.x, countParams.y));
509
- this.$l.texSize = scope.light.lightIndexTexSize;
510
- if (pb.getDevice().type === 'webgl') {
511
- this.$l.texCoordX = pb.div(pb.add(pb.mod(pb.float(this.clusterIndex), pb.float(this.texSize.x)), 0.5), pb.float(this.texSize.x));
512
- this.$l.texCoordY = pb.div(pb.add(pb.float(pb.div(this.clusterIndex, this.texSize.x)), 0.5), pb.float(this.texSize.y));
513
- this.$l.samp = pb.textureSample(ShaderHelper.getClusteredLightIndexTexture(this), pb.vec2(this.texCoordX, this.texCoordY));
514
- } else {
515
- this.$l.texCoordX = pb.mod(this.clusterIndex, this.texSize.x);
516
- this.$l.texCoordY = pb.div(this.clusterIndex, this.texSize.x);
517
- this.$l.samp = pb.textureLoad(ShaderHelper.getClusteredLightIndexTexture(this), pb.ivec2(this.texCoordX, this.texCoordY), 0);
518
- }
519
- if (pb.getDevice().type === 'webgl') {
520
- this.$for(pb.int('i'), 0, 4, function() {
521
- this.$l.k = this.samp.at(this.i);
522
- this.$l.lights = pb.int[2]();
523
- this.$l.lights[0] = pb.int(pb.mod(this.k, 256));
524
- this.$l.lights[1] = pb.int(pb.div(this.k, 256));
525
- this.$for(pb.int('k'), 0, 2, function() {
526
- this.$l.li = this.lights.at(this.k);
527
- this.$if(pb.greaterThan(this.li, 0), function() {
528
- this.$for(pb.int('j'), 1, 256, function() {
529
- this.$if(pb.equal(this.j, this.li), function() {
530
- this.$l.positionRange = ShaderHelper.getLightPositionAndRange(this, this.j);
531
- this.$l.directionCutoff = ShaderHelper.getLightDirectionAndCutoff(this, this.j);
532
- this.$l.diffuseIntensity = ShaderHelper.getLightColorAndIntensity(this, this.j);
533
- this.$l.extra = ShaderHelper.getLightExtra(this, this.j);
534
- if (that.drawContext.screenSpaceShadowMask) {
535
- this.$l.shadowMask = ShaderHelper.sampleShadowMask(this, this.j);
536
- this.diffuseIntensity = pb.vec4(pb.mul(this.diffuseIntensity.rgb, this.shadowMask), this.diffuseIntensity.w);
537
- }
538
- this.$l.lightType = pb.int(this.extra.w);
539
- this.$scope(function() {
540
- callback.call(this, this.lightType, this.positionRange, this.directionCutoff, this.diffuseIntensity, this.extra, false);
541
- });
542
- this.$break();
543
- });
544
- });
545
- });
546
- });
547
- });
548
- } else {
549
- this.$for(pb.uint('i'), 0, 4, function() {
550
- this.$for(pb.uint('k'), 0, 4, function() {
551
- this.$l.c = pb.compAnd(pb.sar(this.samp.at(this.i), pb.mul(this.k, 8)), 0xff);
552
- this.$if(pb.greaterThan(this.c, 0), function() {
553
- this.$l.positionRange = ShaderHelper.getLightPositionAndRange(this, this.c);
554
- this.$l.directionCutoff = ShaderHelper.getLightDirectionAndCutoff(this, this.c);
555
- this.$l.diffuseIntensity = ShaderHelper.getLightColorAndIntensity(this, this.c);
556
- this.$l.extra = ShaderHelper.getLightExtra(this, this.c);
557
- if (that.drawContext.screenSpaceShadowMask) {
558
- // Shadow-casting lights (buffer index <= numShadowLights) attenuate
559
- // by the pre-rendered screen-space shadow mask; others return 1.0.
560
- this.$l.shadowMask = ShaderHelper.sampleShadowMask(this, pb.int(this.c));
561
- this.diffuseIntensity = pb.vec4(pb.mul(this.diffuseIntensity.rgb, this.shadowMask), this.diffuseIntensity.w);
562
- }
563
- this.$l.lightType = pb.int(this.extra.w);
564
- this.$scope(function() {
565
- callback.call(this, this.lightType, this.positionRange, this.directionCutoff, this.diffuseIntensity, this.extra, false);
566
- });
567
- });
649
+ if (ShaderHelper.usesClusterLightLists()) {
650
+ // The cluster's lights are list[offset .. offset + count), however many.
651
+ const grid = ShaderHelper.getClusterGrid(this);
652
+ const list = ShaderHelper.getClusterLightList(this);
653
+ this.$l.cell = pb.mul(pb.uint(this.clusterIndex), 2);
654
+ this.$l.listOffset = grid.at(this.cell);
655
+ this.$l.listCount = grid.at(pb.add(this.cell, 1));
656
+ this.$for(pb.uint('n'), 0, this.listCount, function() {
657
+ this.$l.c = list.at(pb.add(this.listOffset, this.n));
658
+ this.$scope(function() {
659
+ shadeLight.call(this, this.c);
568
660
  });
569
661
  });
662
+ return;
570
663
  }
664
+ this.$l.texSize = scope.light.lightIndexTexSize;
665
+ this.$l.texCoordX = pb.mod(this.clusterIndex, this.texSize.x);
666
+ this.$l.texCoordY = pb.div(this.clusterIndex, this.texSize.x);
667
+ this.$l.samp = pb.textureLoad(ShaderHelper.getClusteredLightIndexTexture(this), pb.ivec2(this.texCoordX, this.texCoordY), 0);
668
+ // Slots are packed front to back (slot 0 in the top byte of .r) with a zero tail, so
669
+ // walk them in that order and stop at the first empty one.
670
+ this.$for(pb.uint('n'), 0, 16, function() {
671
+ this.$l.c = pb.compAnd(pb.sar(this.samp.at(pb.div(this.n, 4)), pb.sub(24, pb.mul(pb.compAnd(this.n, 3), 8))), 0xff);
672
+ this.$if(pb.equal(this.c, 0), function() {
673
+ this.$break();
674
+ });
675
+ this.$scope(function() {
676
+ shadeLight.call(this, this.c);
677
+ });
678
+ });
571
679
  });
572
680
  }
573
681
  }