@zephyr3d/scene 0.9.3 → 0.9.4

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Files changed (129) hide show
  1. package/dist/animation/spring/spring_particle.js +4 -4
  2. package/dist/animation/spring/spring_particle.js.map +1 -1
  3. package/dist/app/engine.js +119 -71
  4. package/dist/app/engine.js.map +1 -1
  5. package/dist/asset/assetmanager.js +296 -244
  6. package/dist/asset/assetmanager.js.map +1 -1
  7. package/dist/asset/loaders/gltf/gltf_loader.js +1 -0
  8. package/dist/asset/loaders/gltf/gltf_loader.js.map +1 -1
  9. package/dist/asset/model.js +57 -57
  10. package/dist/asset/model.js.map +1 -1
  11. package/dist/index.d.ts +684 -33
  12. package/dist/index.js +10 -1
  13. package/dist/index.js.map +1 -1
  14. package/dist/material/material.js +1 -1
  15. package/dist/material/material.js.map +1 -1
  16. package/dist/material/msdf_text.js +180 -0
  17. package/dist/material/msdf_text.js.map +1 -0
  18. package/dist/material/msdf_text_sprite.js +64 -0
  19. package/dist/material/msdf_text_sprite.js.map +1 -0
  20. package/dist/material/pbrblueprint.js +123 -108
  21. package/dist/material/pbrblueprint.js.map +1 -1
  22. package/dist/material/shader/helper.js +277 -277
  23. package/dist/material/shader/helper.js.map +1 -1
  24. package/dist/material/sprite_sdf.js +106 -0
  25. package/dist/material/sprite_sdf.js.map +1 -0
  26. package/dist/posteffect/ssr.js +1 -0
  27. package/dist/posteffect/ssr.js.map +1 -1
  28. package/dist/render/abuffer_oit.js +1 -0
  29. package/dist/render/abuffer_oit.js.map +1 -1
  30. package/dist/render/cluster_light.js.map +1 -1
  31. package/dist/render/cull_visitor.js +28 -0
  32. package/dist/render/cull_visitor.js.map +1 -1
  33. package/dist/render/drawable.js.map +1 -1
  34. package/dist/render/drawable_mixin.js +1 -0
  35. package/dist/render/drawable_mixin.js.map +1 -1
  36. package/dist/render/fbm_wavegenerator.js +1 -0
  37. package/dist/render/fbm_wavegenerator.js.map +1 -1
  38. package/dist/render/gerstner_wavegenerator.js +1 -0
  39. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  40. package/dist/render/globalbindgroup_allocator.js +1 -0
  41. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  42. package/dist/render/render_queue.js +1 -0
  43. package/dist/render/render_queue.js.map +1 -1
  44. package/dist/scene/basesprite.js +1 -5
  45. package/dist/scene/basesprite.js.map +1 -1
  46. package/dist/scene/batchgroup.js +29 -17
  47. package/dist/scene/batchgroup.js.map +1 -1
  48. package/dist/scene/environment.js +1 -0
  49. package/dist/scene/environment.js.map +1 -1
  50. package/dist/scene/mesh.js +86 -87
  51. package/dist/scene/mesh.js.map +1 -1
  52. package/dist/scene/meshdrawable.js +96 -0
  53. package/dist/scene/meshdrawable.js.map +1 -0
  54. package/dist/scene/msdftext.js +341 -0
  55. package/dist/scene/msdftext.js.map +1 -0
  56. package/dist/scene/msdftextsprite.js +349 -0
  57. package/dist/scene/msdftextsprite.js.map +1 -0
  58. package/dist/scene/particlesys.js +1 -0
  59. package/dist/scene/particlesys.js.map +1 -1
  60. package/dist/scene/scene.js +1 -0
  61. package/dist/scene/scene.js.map +1 -1
  62. package/dist/scene/scene_node.js +234 -228
  63. package/dist/scene/scene_node.js.map +1 -1
  64. package/dist/scene/sdftextsprite.js +322 -0
  65. package/dist/scene/sdftextsprite.js.map +1 -0
  66. package/dist/scene/terrain-cm/grass.js +1 -0
  67. package/dist/scene/terrain-cm/grass.js.map +1 -1
  68. package/dist/scene/terrain-cm/grassmaterial.js +1 -0
  69. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
  70. package/dist/scene/terrain-cm/terrain-cm.js +1 -0
  71. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  72. package/dist/scene/textsprite.js +120 -0
  73. package/dist/scene/textsprite.js.map +1 -0
  74. package/dist/scene/water.js +1 -0
  75. package/dist/scene/water.js.map +1 -1
  76. package/dist/shadow/shader.js +1 -0
  77. package/dist/shadow/shader.js.map +1 -1
  78. package/dist/text/font/font_asset.js +884 -0
  79. package/dist/text/font/font_asset.js.map +1 -0
  80. package/dist/text/font/sfnt_reader.js +43 -0
  81. package/dist/text/font/sfnt_reader.js.map +1 -0
  82. package/dist/text/msdf/generator.js +417 -0
  83. package/dist/text/msdf/generator.js.map +1 -0
  84. package/dist/text/msdf/shape.js +143 -0
  85. package/dist/text/msdf/shape.js.map +1 -0
  86. package/dist/text/runtime/msdf_glyph_atlas.js +146 -0
  87. package/dist/text/runtime/msdf_glyph_atlas.js.map +1 -0
  88. package/dist/text/runtime/msdf_text_atlas_manager.js +47 -0
  89. package/dist/text/runtime/msdf_text_atlas_manager.js.map +1 -0
  90. package/dist/text/runtime/text_layout.js +96 -0
  91. package/dist/text/runtime/text_layout.js.map +1 -0
  92. package/dist/utility/blueprint/material/inputs.js +1275 -1091
  93. package/dist/utility/blueprint/material/inputs.js.map +1 -1
  94. package/dist/utility/blueprint/material/ir.js +16 -1
  95. package/dist/utility/blueprint/material/ir.js.map +1 -1
  96. package/dist/utility/blueprint/material/pbr.js +32 -0
  97. package/dist/utility/blueprint/material/pbr.js.map +1 -1
  98. package/dist/utility/serialization/manager.js +321 -277
  99. package/dist/utility/serialization/manager.js.map +1 -1
  100. package/dist/utility/serialization/scene/animation.js +2 -0
  101. package/dist/utility/serialization/scene/animation.js.map +1 -1
  102. package/dist/utility/serialization/scene/batch.js +2 -0
  103. package/dist/utility/serialization/scene/batch.js.map +1 -1
  104. package/dist/utility/serialization/scene/camera.js +2 -0
  105. package/dist/utility/serialization/scene/camera.js.map +1 -1
  106. package/dist/utility/serialization/scene/light.js +2 -0
  107. package/dist/utility/serialization/scene/light.js.map +1 -1
  108. package/dist/utility/serialization/scene/material.js +1 -0
  109. package/dist/utility/serialization/scene/material.js.map +1 -1
  110. package/dist/utility/serialization/scene/mesh.js +2 -0
  111. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  112. package/dist/utility/serialization/scene/node.js +2 -0
  113. package/dist/utility/serialization/scene/node.js.map +1 -1
  114. package/dist/utility/serialization/scene/particle.js +2 -0
  115. package/dist/utility/serialization/scene/particle.js.map +1 -1
  116. package/dist/utility/serialization/scene/primitive.js +1 -0
  117. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  118. package/dist/utility/serialization/scene/sprite.js +2 -0
  119. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  120. package/dist/utility/serialization/scene/terrain.js +2 -0
  121. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  122. package/dist/utility/serialization/scene/text.js +516 -0
  123. package/dist/utility/serialization/scene/text.js.map +1 -0
  124. package/dist/utility/serialization/scene/water.js +2 -0
  125. package/dist/utility/serialization/scene/water.js.map +1 -1
  126. package/dist/utility/serialization/types.js.map +1 -1
  127. package/dist/values.js +48 -48
  128. package/dist/values.js.map +1 -1
  129. package/package.json +3 -3
@@ -307,6 +307,38 @@ import { BaseGraphNode } from '../node.js';
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  'vec2'
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  ],
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  originType: 'vec2'
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+ },
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+ {
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+ id: 6,
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+ name: 'Output1',
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+ type: [
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+ 'vec4'
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+ ],
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+ originType: 'vec4'
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+ },
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+ {
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+ id: 7,
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+ name: 'Output2',
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+ type: [
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+ 'vec4'
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+ ],
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+ originType: 'vec4'
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+ },
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+ {
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+ id: 8,
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+ name: 'Output3',
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+ type: [
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+ 'vec4'
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+ ],
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+ originType: 'vec4'
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+ },
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+ {
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+ id: 9,
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+ name: 'Output4',
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+ type: [
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+ 'vec4'
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+ ],
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+ originType: 'vec4'
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  }
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  ];
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  }
@@ -1 +1 @@
1
- {"version":3,"file":"pbr.js","sources":["../../../../src/utility/blueprint/material/pbr.ts"],"sourcesContent":["import type { SerializableClass } from '../../serialization';\r\nimport { BaseGraphNode } from '../node';\r\n\r\n/**\r\n * PBR (Physically Based Rendering) material output node\r\n *\r\n * @remarks\r\n * This is the final output node for PBR materials in the material blueprint graph.\r\n * It defines the complete surface properties using the metallic-roughness workflow,\r\n * which is the industry-standard approach for physically-based materials.\r\n *\r\n * The node accepts all essential PBR material properties:\r\n * - **BaseColor**: The diffuse/albedo color of the surface (what color the surface is)\r\n * - **Metallic**: Whether the surface is metallic (0 = dielectric/non-metal, 1 = metal)\r\n * - **Roughness**: How rough/smooth the surface is (0 = mirror smooth, 1 = completely rough)\r\n * - **Specular**: Controls specular reflectance for dielectrics (non-metals)\r\n * - **Emissive**: Light emitted by the surface (for glowing effects)\r\n * - **Normal**: Surface normal in tangent/world space (for bump/normal mapping)\r\n * - **Tangent**: Surface tangent vector (for anisotropic effects)\r\n * - **Opacity**: Surface transparency (0 = fully transparent, 1 = fully opaque)\r\n *\r\n * All inputs are optional and have sensible defaults. Only the inputs you connect\r\n * will override the default values.\r\n *\r\n * Material workflow:\r\n * 1. Connect texture samples and math nodes to the various inputs\r\n * 2. The shader compiler will generate appropriate PBR lighting code\r\n * 3. The material will respond correctly to scene lighting\r\n *\r\n * @example\r\n * ```typescript\r\n * const output = new PBRBlockNode();\r\n *\r\n * // Basic textured material\r\n * const albedoTex = new TextureSampleNode();\r\n * output.connectInput(1, albedoTex, 1); // BaseColor from texture\r\n *\r\n * // Metal/rough workflow\r\n * const metallicTex = new TextureSampleNode();\r\n * const roughnessTex = new TextureSampleNode();\r\n * output.connectInput(2, metallicTex, 2); // Metallic from R channel\r\n * output.connectInput(3, roughnessTex, 2); // Roughness from R channel\r\n *\r\n * // Normal mapping\r\n * const normalMap = new TextureSampleNode();\r\n * output.connectInput(6, normalMap, 1); // Normal from RGB\r\n *\r\n * // Emissive glow\r\n * const emissiveColor = new ConstantVec3Node();\r\n * emissiveColor.x = 1.0; // Red glow\r\n * output.connectInput(5, emissiveColor, 1);\r\n * ```\r\n *\r\n * @example\r\n * ```typescript\r\n * // Advanced material with procedural roughness variation\r\n * const output = new PBRBlockNode();\r\n *\r\n * const baseColor = new ConstantVec3Node();\r\n * baseColor.x = 0.8; baseColor.y = 0.2; baseColor.z = 0.1; // Orange\r\n * output.connectInput(1, baseColor, 1);\r\n *\r\n * // Procedural roughness pattern\r\n * const uv = new VertexUVNode();\r\n * const noise = new NoiseNode();\r\n * noise.connectInput(1, uv, 1);\r\n *\r\n * const roughness = new MixNode();\r\n * roughness.connectInput(1, constant0_3, 1); // Min roughness 0.3\r\n * roughness.connectInput(2, constant0_8, 1); // Max roughness 0.8\r\n * roughness.connectInput(3, noise, 1); // Blend factor\r\n * output.connectInput(3, roughness, 1);\r\n *\r\n * // Non-metallic\r\n * const metallic = new ConstantScalarNode();\r\n * metallic.x = 0.0;\r\n * output.connectInput(2, metallic, 1);\r\n * ```\r\n *\r\n * @public\r\n */\r\nexport class PBRBlockNode extends BaseGraphNode {\r\n /**\r\n * Creates a new PBR material output node\r\n *\r\n * @remarks\r\n * Initializes with 8 input slots for all PBR material properties.\r\n * Each input has:\r\n * - Flexible type acceptance (float can expand to vec3/vec4, etc.)\r\n * - Default values for when no connection is made\r\n * - Origin type that defines the expected canonical type\r\n *\r\n * Default values provide a reasonable starting material:\r\n * - White base color (1, 1, 1, 1)\r\n * - Fully metallic (1.0)\r\n * - Fully rough (1.0)\r\n * - White specular (1, 1, 1)\r\n * - No emission (0, 0, 0)\r\n * - Default surface normal (from vertex data)\r\n * - Default tangent (from vertex data)\r\n * - Fully opaque (1.0)\r\n */\r\n constructor() {\r\n super();\r\n this._inputs = [\r\n {\r\n id: 1,\r\n name: 'BaseColor',\r\n type: ['float', 'vec2', 'vec3', 'vec4'],\r\n defaultValue: [1, 1, 1, 1],\r\n originType: 'vec4'\r\n },\r\n {\r\n id: 2,\r\n name: 'Metallic',\r\n type: ['float'],\r\n defaultValue: [1],\r\n originType: 'float'\r\n },\r\n {\r\n id: 3,\r\n name: 'Roughness',\r\n type: ['float'],\r\n defaultValue: [1],\r\n originType: 'float'\r\n },\r\n {\r\n id: 4,\r\n name: 'Specular',\r\n type: ['float', 'vec2', 'vec3', 'vec4'],\r\n defaultValue: [1, 1, 1],\r\n originType: 'vec3'\r\n },\r\n {\r\n id: 5,\r\n name: 'Emissive',\r\n type: ['float', 'vec2', 'vec3', 'vec4'],\r\n defaultValue: [0, 0, 0],\r\n originType: 'vec3'\r\n },\r\n {\r\n id: 6,\r\n name: 'Normal',\r\n type: ['vec3', 'vec4'],\r\n originType: 'vec3'\r\n },\r\n {\r\n id: 7,\r\n name: 'Tangent',\r\n type: ['vec3'],\r\n originType: 'vec3'\r\n },\r\n {\r\n id: 8,\r\n name: 'Opacity',\r\n type: ['float'],\r\n defaultValue: [1],\r\n originType: 'float'\r\n }\r\n ];\r\n }\r\n /**\r\n * Gets the serialization descriptor for this node type\r\n *\r\n * @returns Serialization class descriptor\r\n *\r\n * @remarks\r\n * No additional properties need to be serialized beyond the base node data\r\n * and input connections.\r\n */\r\n static getSerializationCls(): SerializableClass {\r\n return {\r\n ctor: PBRBlockNode,\r\n name: 'PBRBlockNode',\r\n getProps() {\r\n return [];\r\n }\r\n };\r\n }\r\n /**\r\n * Generates a string representation of this node\r\n *\r\n * @returns 'Output'\r\n *\r\n * @remarks\r\n * This node is typically labeled \"Output\" in the material editor UI\r\n * as it represents the final material output.\r\n */\r\n toString(): string {\r\n return 'Output';\r\n }\r\n /**\r\n * Validates the node state\r\n *\r\n * @returns Empty string (always valid)\r\n *\r\n * @remarks\r\n * The PBR output node is always valid because:\r\n * - All inputs are optional (have default values)\r\n * - Type conversions are handled automatically (float → vec3, etc.)\r\n * - It's the terminal node with no type inference requirements\r\n */\r\n protected validate(): string {\r\n return '';\r\n }\r\n /**\r\n * Gets the output type\r\n *\r\n * @returns Empty string (no outputs)\r\n *\r\n * @remarks\r\n * As a terminal output node, PBRBlockNode has no outputs.\r\n * It consumes the material graph data and provides it to the renderer.\r\n */\r\n protected getType(): string {\r\n return '';\r\n }\r\n}\r\n\r\n/**\r\n * Vertex output node\r\n *\r\n * @public\r\n */\r\nexport class VertexBlockNode extends BaseGraphNode {\r\n constructor() {\r\n super();\r\n this._inputs = [\r\n {\r\n id: 1,\r\n name: 'Position',\r\n type: ['vec3'],\r\n originType: 'vec3'\r\n },\r\n {\r\n id: 2,\r\n name: 'Normal',\r\n type: ['vec3'],\r\n originType: 'vec3'\r\n },\r\n {\r\n id: 3,\r\n name: 'Tangent',\r\n type: ['vec4'],\r\n originType: 'vec4'\r\n },\r\n {\r\n id: 4,\r\n name: 'Color',\r\n type: ['vec4'],\r\n defaultValue: [1, 1, 1, 1],\r\n originType: 'vec4'\r\n },\r\n {\r\n id: 5,\r\n name: 'UV',\r\n type: ['vec2'],\r\n originType: 'vec2'\r\n }\r\n ];\r\n }\r\n /**\r\n * Gets the serialization descriptor for this node type\r\n *\r\n * @returns Serialization class descriptor\r\n *\r\n * @remarks\r\n * No additional properties need to be serialized beyond the base node data\r\n * and input connections.\r\n */\r\n static getSerializationCls(): SerializableClass {\r\n return {\r\n ctor: VertexBlockNode,\r\n name: 'VertexBlockNode',\r\n getProps() {\r\n return [];\r\n }\r\n };\r\n }\r\n /**\r\n * Generates a string representation of this node\r\n *\r\n * @returns 'Output'\r\n *\r\n * @remarks\r\n * This node is typically labeled \"Output\" in the material editor UI\r\n * as it represents the final material output.\r\n */\r\n toString(): string {\r\n return 'VertexOutput';\r\n }\r\n /**\r\n * Validates the node state\r\n *\r\n * @returns Empty string (always valid)\r\n *\r\n * @remarks\r\n * The PBR output node is always valid because:\r\n * - All inputs are optional (have default values)\r\n * - Type conversions are handled automatically (float → vec3, etc.)\r\n * - It's the terminal node with no type inference requirements\r\n */\r\n protected validate(): string {\r\n return '';\r\n }\r\n /**\r\n * Gets the output type\r\n *\r\n * @returns Empty string (no outputs)\r\n *\r\n * @remarks\r\n * As a terminal output node, PBRBlockNode has no outputs.\r\n * It consumes the material graph data and provides it to the renderer.\r\n */\r\n protected getType(): string {\r\n return '';\r\n }\r\n}\r\n\r\n/**\r\n * Sprite material output node\r\n *\r\n * @public\r\n */\r\nexport class SpriteBlockNode extends BaseGraphNode {\r\n /**\r\n * Creates a new Sprite material output node\r\n */\r\n constructor() {\r\n super();\r\n this._inputs = [\r\n {\r\n id: 1,\r\n name: 'Color',\r\n type: ['float', 'vec2', 'vec3', 'vec4'],\r\n defaultValue: [1, 1, 1, 1],\r\n originType: 'vec4'\r\n }\r\n ];\r\n }\r\n /**\r\n * Gets the serialization descriptor for this node type\r\n *\r\n * @returns Serialization class descriptor\r\n *\r\n * @remarks\r\n * No additional properties need to be serialized beyond the base node data\r\n * and input connections.\r\n */\r\n static getSerializationCls(): SerializableClass {\r\n return {\r\n ctor: SpriteBlockNode,\r\n name: 'SpriteBlockNode',\r\n getProps() {\r\n return [];\r\n }\r\n };\r\n }\r\n /**\r\n * Generates a string representation of this node\r\n *\r\n * @returns 'Output'\r\n *\r\n * @remarks\r\n * This node is typically labeled \"Output\" in the material editor UI\r\n * as it represents the final material output.\r\n */\r\n toString(): string {\r\n return 'Output';\r\n }\r\n /**\r\n * Validates the node state\r\n *\r\n * @returns Empty string (always valid)\r\n *\r\n * @remarks\r\n * The PBR output node is always valid because:\r\n * - All inputs are optional (have default values)\r\n * - Type conversions are handled automatically (float → vec3, etc.)\r\n * - It's the terminal node with no type inference requirements\r\n */\r\n protected validate(): string {\r\n return '';\r\n }\r\n /**\r\n * Gets the output type\r\n *\r\n * @returns Empty string (no outputs)\r\n *\r\n * @remarks\r\n * As a terminal output node, PBRBlockNode has no outputs.\r\n * It consumes the material graph data and provides it to the renderer.\r\n */\r\n protected getType(): string {\r\n return '';\r\n }\r\n}\r\n"],"names":["PBRBlockNode","BaseGraphNode","_inputs","id","name","type","defaultValue","originType","getSerializationCls","ctor","getProps","toString","VertexBlockNode","SpriteBlockNode"],"mappings":";;AAGA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;IA8EO,MAAMA,YAAqBC,SAAAA,aAAAA,CAAAA;AAChC;;;;;;;;;;;;;;;;;;;AAmBC,MACD,WAAc,EAAA;QACZ,KAAK,EAAA;QACL,IAAI,CAACC,OAAO,GAAG;AACb,YAAA;gBACEC,EAAI,EAAA,CAAA;gBACJC,IAAM,EAAA,WAAA;gBACNC,IAAM,EAAA;AAAC,oBAAA,OAAA;AAAS,oBAAA,MAAA;AAAQ,oBAAA,MAAA;AAAQ,oBAAA;AAAO,iBAAA;gBACvCC,YAAc,EAAA;AAAC,oBAAA,CAAA;AAAG,oBAAA,CAAA;AAAG,oBAAA,CAAA;AAAG,oBAAA;AAAE,iBAAA;gBAC1BC,UAAY,EAAA;AACd,aAAA;AACA,YAAA;gBACEJ,EAAI,EAAA,CAAA;gBACJC,IAAM,EAAA,UAAA;gBACNC,IAAM,EAAA;AAAC,oBAAA;AAAQ,iBAAA;gBACfC,YAAc,EAAA;AAAC,oBAAA;AAAE,iBAAA;gBACjBC,UAAY,EAAA;AACd,aAAA;AACA,YAAA;gBACEJ,EAAI,EAAA,CAAA;gBACJC,IAAM,EAAA,WAAA;gBACNC,IAAM,EAAA;AAAC,oBAAA;AAAQ,iBAAA;gBACfC,YAAc,EAAA;AAAC,oBAAA;AAAE,iBAAA;gBACjBC,UAAY,EAAA;AACd,aAAA;AACA,YAAA;gBACEJ,EAAI,EAAA,CAAA;gBACJC,IAAM,EAAA,UAAA;gBACNC,IAAM,EAAA;AAAC,oBAAA,OAAA;AAAS,oBAAA,MAAA;AAAQ,oBAAA,MAAA;AAAQ,oBAAA;AAAO,iBAAA;gBACvCC,YAAc,EAAA;AAAC,oBAAA,CAAA;AAAG,oBAAA,CAAA;AAAG,oBAAA;AAAE,iBAAA;gBACvBC,UAAY,EAAA;AACd,aAAA;AACA,YAAA;gBACEJ,EAAI,EAAA,CAAA;gBACJC,IAAM,EAAA,UAAA;gBACNC,IAAM,EAAA;AAAC,oBAAA,OAAA;AAAS,oBAAA,MAAA;AAAQ,oBAAA,MAAA;AAAQ,oBAAA;AAAO,iBAAA;gBACvCC,YAAc,EAAA;AAAC,oBAAA,CAAA;AAAG,oBAAA,CAAA;AAAG,oBAAA;AAAE,iBAAA;gBACvBC,UAAY,EAAA;AACd,aAAA;AACA,YAAA;gBACEJ,EAAI,EAAA,CAAA;gBACJC,IAAM,EAAA,QAAA;gBACNC,IAAM,EAAA;AAAC,oBAAA,MAAA;AAAQ,oBAAA;AAAO,iBAAA;gBACtBE,UAAY,EAAA;AACd,aAAA;AACA,YAAA;gBACEJ,EAAI,EAAA,CAAA;gBACJC,IAAM,EAAA,SAAA;gBACNC,IAAM,EAAA;AAAC,oBAAA;AAAO,iBAAA;gBACdE,UAAY,EAAA;AACd,aAAA;AACA,YAAA;gBACEJ,EAAI,EAAA,CAAA;gBACJC,IAAM,EAAA,SAAA;gBACNC,IAAM,EAAA;AAAC,oBAAA;AAAQ,iBAAA;gBACfC,YAAc,EAAA;AAAC,oBAAA;AAAE,iBAAA;gBACjBC,UAAY,EAAA;AACd;AACD,SAAA;AACH;AACA;;;;;;;;AAQC,MACD,OAAOC,mBAAyC,GAAA;QAC9C,OAAO;YACLC,IAAMT,EAAAA,YAAAA;YACNI,IAAM,EAAA,cAAA;AACNM,YAAAA,QAAAA,CAAAA,GAAAA;AACE,gBAAA,OAAO,EAAE;AACX;AACF,SAAA;AACF;AACA;;;;;;;;AAQC,MACDC,QAAmB,GAAA;QACjB,OAAO,QAAA;AACT;AACA;;;;;;;;;;AAUC,MACD,QAA6B,GAAA;QAC3B,OAAO,EAAA;AACT;AACA;;;;;;;;AAQC,MACD,OAA4B,GAAA;QAC1B,OAAO,EAAA;AACT;AACF;AAEA;;;;IAKO,MAAMC,eAAwBX,SAAAA,aAAAA,CAAAA;IACnC,WAAc,EAAA;QACZ,KAAK,EAAA;QACL,IAAI,CAACC,OAAO,GAAG;AACb,YAAA;gBACEC,EAAI,EAAA,CAAA;gBACJC,IAAM,EAAA,UAAA;gBACNC,IAAM,EAAA;AAAC,oBAAA;AAAO,iBAAA;gBACdE,UAAY,EAAA;AACd,aAAA;AACA,YAAA;gBACEJ,EAAI,EAAA,CAAA;gBACJC,IAAM,EAAA,QAAA;gBACNC,IAAM,EAAA;AAAC,oBAAA;AAAO,iBAAA;gBACdE,UAAY,EAAA;AACd,aAAA;AACA,YAAA;gBACEJ,EAAI,EAAA,CAAA;gBACJC,IAAM,EAAA,SAAA;gBACNC,IAAM,EAAA;AAAC,oBAAA;AAAO,iBAAA;gBACdE,UAAY,EAAA;AACd,aAAA;AACA,YAAA;gBACEJ,EAAI,EAAA,CAAA;gBACJC,IAAM,EAAA,OAAA;gBACNC,IAAM,EAAA;AAAC,oBAAA;AAAO,iBAAA;gBACdC,YAAc,EAAA;AAAC,oBAAA,CAAA;AAAG,oBAAA,CAAA;AAAG,oBAAA,CAAA;AAAG,oBAAA;AAAE,iBAAA;gBAC1BC,UAAY,EAAA;AACd,aAAA;AACA,YAAA;gBACEJ,EAAI,EAAA,CAAA;gBACJC,IAAM,EAAA,IAAA;gBACNC,IAAM,EAAA;AAAC,oBAAA;AAAO,iBAAA;gBACdE,UAAY,EAAA;AACd;AACD,SAAA;AACH;AACA;;;;;;;;AAQC,MACD,OAAOC,mBAAyC,GAAA;QAC9C,OAAO;YACLC,IAAMG,EAAAA,eAAAA;YACNR,IAAM,EAAA,iBAAA;AACNM,YAAAA,QAAAA,CAAAA,GAAAA;AACE,gBAAA,OAAO,EAAE;AACX;AACF,SAAA;AACF;AACA;;;;;;;;AAQC,MACDC,QAAmB,GAAA;QACjB,OAAO,cAAA;AACT;AACA;;;;;;;;;;AAUC,MACD,QAA6B,GAAA;QAC3B,OAAO,EAAA;AACT;AACA;;;;;;;;AAQC,MACD,OAA4B,GAAA;QAC1B,OAAO,EAAA;AACT;AACF;AAEA;;;;IAKO,MAAME,eAAwBZ,SAAAA,aAAAA,CAAAA;AACnC;;AAEC,MACD,WAAc,EAAA;QACZ,KAAK,EAAA;QACL,IAAI,CAACC,OAAO,GAAG;AACb,YAAA;gBACEC,EAAI,EAAA,CAAA;gBACJC,IAAM,EAAA,OAAA;gBACNC,IAAM,EAAA;AAAC,oBAAA,OAAA;AAAS,oBAAA,MAAA;AAAQ,oBAAA,MAAA;AAAQ,oBAAA;AAAO,iBAAA;gBACvCC,YAAc,EAAA;AAAC,oBAAA,CAAA;AAAG,oBAAA,CAAA;AAAG,oBAAA,CAAA;AAAG,oBAAA;AAAE,iBAAA;gBAC1BC,UAAY,EAAA;AACd;AACD,SAAA;AACH;AACA;;;;;;;;AAQC,MACD,OAAOC,mBAAyC,GAAA;QAC9C,OAAO;YACLC,IAAMI,EAAAA,eAAAA;YACNT,IAAM,EAAA,iBAAA;AACNM,YAAAA,QAAAA,CAAAA,GAAAA;AACE,gBAAA,OAAO,EAAE;AACX;AACF,SAAA;AACF;AACA;;;;;;;;AAQC,MACDC,QAAmB,GAAA;QACjB,OAAO,QAAA;AACT;AACA;;;;;;;;;;AAUC,MACD,QAA6B,GAAA;QAC3B,OAAO,EAAA;AACT;AACA;;;;;;;;AAQC,MACD,OAA4B,GAAA;QAC1B,OAAO,EAAA;AACT;AACF;;;;"}
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+ {"version":3,"file":"pbr.js","sources":["../../../../src/utility/blueprint/material/pbr.ts"],"sourcesContent":["import type { SerializableClass } from '../../serialization';\r\nimport { BaseGraphNode } from '../node';\r\n\r\n/**\r\n * PBR (Physically Based Rendering) material output node\r\n *\r\n * @remarks\r\n * This is the final output node for PBR materials in the material blueprint graph.\r\n * It defines the complete surface properties using the metallic-roughness workflow,\r\n * which is the industry-standard approach for physically-based materials.\r\n *\r\n * The node accepts all essential PBR material properties:\r\n * - **BaseColor**: The diffuse/albedo color of the surface (what color the surface is)\r\n * - **Metallic**: Whether the surface is metallic (0 = dielectric/non-metal, 1 = metal)\r\n * - **Roughness**: How rough/smooth the surface is (0 = mirror smooth, 1 = completely rough)\r\n * - **Specular**: Controls specular reflectance for dielectrics (non-metals)\r\n * - **Emissive**: Light emitted by the surface (for glowing effects)\r\n * - **Normal**: Surface normal in tangent/world space (for bump/normal mapping)\r\n * - **Tangent**: Surface tangent vector (for anisotropic effects)\r\n * - **Opacity**: Surface transparency (0 = fully transparent, 1 = fully opaque)\r\n *\r\n * All inputs are optional and have sensible defaults. Only the inputs you connect\r\n * will override the default values.\r\n *\r\n * Material workflow:\r\n * 1. Connect texture samples and math nodes to the various inputs\r\n * 2. The shader compiler will generate appropriate PBR lighting code\r\n * 3. The material will respond correctly to scene lighting\r\n *\r\n * @example\r\n * ```typescript\r\n * const output = new PBRBlockNode();\r\n *\r\n * // Basic textured material\r\n * const albedoTex = new TextureSampleNode();\r\n * output.connectInput(1, albedoTex, 1); // BaseColor from texture\r\n *\r\n * // Metal/rough workflow\r\n * const metallicTex = new TextureSampleNode();\r\n * const roughnessTex = new TextureSampleNode();\r\n * output.connectInput(2, metallicTex, 2); // Metallic from R channel\r\n * output.connectInput(3, roughnessTex, 2); // Roughness from R channel\r\n *\r\n * // Normal mapping\r\n * const normalMap = new TextureSampleNode();\r\n * output.connectInput(6, normalMap, 1); // Normal from RGB\r\n *\r\n * // Emissive glow\r\n * const emissiveColor = new ConstantVec3Node();\r\n * emissiveColor.x = 1.0; // Red glow\r\n * output.connectInput(5, emissiveColor, 1);\r\n * ```\r\n *\r\n * @example\r\n * ```typescript\r\n * // Advanced material with procedural roughness variation\r\n * const output = new PBRBlockNode();\r\n *\r\n * const baseColor = new ConstantVec3Node();\r\n * baseColor.x = 0.8; baseColor.y = 0.2; baseColor.z = 0.1; // Orange\r\n * output.connectInput(1, baseColor, 1);\r\n *\r\n * // Procedural roughness pattern\r\n * const uv = new VertexUVNode();\r\n * const noise = new NoiseNode();\r\n * noise.connectInput(1, uv, 1);\r\n *\r\n * const roughness = new MixNode();\r\n * roughness.connectInput(1, constant0_3, 1); // Min roughness 0.3\r\n * roughness.connectInput(2, constant0_8, 1); // Max roughness 0.8\r\n * roughness.connectInput(3, noise, 1); // Blend factor\r\n * output.connectInput(3, roughness, 1);\r\n *\r\n * // Non-metallic\r\n * const metallic = new ConstantScalarNode();\r\n * metallic.x = 0.0;\r\n * output.connectInput(2, metallic, 1);\r\n * ```\r\n *\r\n * @public\r\n */\r\nexport class PBRBlockNode extends BaseGraphNode {\r\n /**\r\n * Creates a new PBR material output node\r\n *\r\n * @remarks\r\n * Initializes with 8 input slots for all PBR material properties.\r\n * Each input has:\r\n * - Flexible type acceptance (float can expand to vec3/vec4, etc.)\r\n * - Default values for when no connection is made\r\n * - Origin type that defines the expected canonical type\r\n *\r\n * Default values provide a reasonable starting material:\r\n * - White base color (1, 1, 1, 1)\r\n * - Fully metallic (1.0)\r\n * - Fully rough (1.0)\r\n * - White specular (1, 1, 1)\r\n * - No emission (0, 0, 0)\r\n * - Default surface normal (from vertex data)\r\n * - Default tangent (from vertex data)\r\n * - Fully opaque (1.0)\r\n */\r\n constructor() {\r\n super();\r\n this._inputs = [\r\n {\r\n id: 1,\r\n name: 'BaseColor',\r\n type: ['float', 'vec2', 'vec3', 'vec4'],\r\n defaultValue: [1, 1, 1, 1],\r\n originType: 'vec4'\r\n },\r\n {\r\n id: 2,\r\n name: 'Metallic',\r\n type: ['float'],\r\n defaultValue: [1],\r\n originType: 'float'\r\n },\r\n {\r\n id: 3,\r\n name: 'Roughness',\r\n type: ['float'],\r\n defaultValue: [1],\r\n originType: 'float'\r\n },\r\n {\r\n id: 4,\r\n name: 'Specular',\r\n type: ['float', 'vec2', 'vec3', 'vec4'],\r\n defaultValue: [1, 1, 1],\r\n originType: 'vec3'\r\n },\r\n {\r\n id: 5,\r\n name: 'Emissive',\r\n type: ['float', 'vec2', 'vec3', 'vec4'],\r\n defaultValue: [0, 0, 0],\r\n originType: 'vec3'\r\n },\r\n {\r\n id: 6,\r\n name: 'Normal',\r\n type: ['vec3', 'vec4'],\r\n originType: 'vec3'\r\n },\r\n {\r\n id: 7,\r\n name: 'Tangent',\r\n type: ['vec3'],\r\n originType: 'vec3'\r\n },\r\n {\r\n id: 8,\r\n name: 'Opacity',\r\n type: ['float'],\r\n defaultValue: [1],\r\n originType: 'float'\r\n }\r\n ];\r\n }\r\n /**\r\n * Gets the serialization descriptor for this node type\r\n *\r\n * @returns Serialization class descriptor\r\n *\r\n * @remarks\r\n * No additional properties need to be serialized beyond the base node data\r\n * and input connections.\r\n */\r\n static getSerializationCls(): SerializableClass {\r\n return {\r\n ctor: PBRBlockNode,\r\n name: 'PBRBlockNode',\r\n getProps() {\r\n return [];\r\n }\r\n };\r\n }\r\n /**\r\n * Generates a string representation of this node\r\n *\r\n * @returns 'Output'\r\n *\r\n * @remarks\r\n * This node is typically labeled \"Output\" in the material editor UI\r\n * as it represents the final material output.\r\n */\r\n toString(): string {\r\n return 'Output';\r\n }\r\n /**\r\n * Validates the node state\r\n *\r\n * @returns Empty string (always valid)\r\n *\r\n * @remarks\r\n * The PBR output node is always valid because:\r\n * - All inputs are optional (have default values)\r\n * - Type conversions are handled automatically (float → vec3, etc.)\r\n * - It's the terminal node with no type inference requirements\r\n */\r\n protected validate(): string {\r\n return '';\r\n }\r\n /**\r\n * Gets the output type\r\n *\r\n * @returns Empty string (no outputs)\r\n *\r\n * @remarks\r\n * As a terminal output node, PBRBlockNode has no outputs.\r\n * It consumes the material graph data and provides it to the renderer.\r\n */\r\n protected getType(): string {\r\n return '';\r\n }\r\n}\r\n\r\n/**\r\n * Vertex output node\r\n *\r\n * @public\r\n */\r\nexport class VertexBlockNode extends BaseGraphNode {\r\n constructor() {\r\n super();\r\n this._inputs = [\r\n {\r\n id: 1,\r\n name: 'Position',\r\n type: ['vec3'],\r\n originType: 'vec3'\r\n },\r\n {\r\n id: 2,\r\n name: 'Normal',\r\n type: ['vec3'],\r\n originType: 'vec3'\r\n },\r\n {\r\n id: 3,\r\n name: 'Tangent',\r\n type: ['vec4'],\r\n originType: 'vec4'\r\n },\r\n {\r\n id: 4,\r\n name: 'Color',\r\n type: ['vec4'],\r\n defaultValue: [1, 1, 1, 1],\r\n originType: 'vec4'\r\n },\r\n {\r\n id: 5,\r\n name: 'UV',\r\n type: ['vec2'],\r\n originType: 'vec2'\r\n },\r\n {\r\n id: 6,\r\n name: 'Output1',\r\n type: ['vec4'],\r\n originType: 'vec4'\r\n },\r\n {\r\n id: 7,\r\n name: 'Output2',\r\n type: ['vec4'],\r\n originType: 'vec4'\r\n },\r\n {\r\n id: 8,\r\n name: 'Output3',\r\n type: ['vec4'],\r\n originType: 'vec4'\r\n },\r\n {\r\n id: 9,\r\n name: 'Output4',\r\n type: ['vec4'],\r\n originType: 'vec4'\r\n }\r\n ];\r\n }\r\n /**\r\n * Gets the serialization descriptor for this node type\r\n *\r\n * @returns Serialization class descriptor\r\n *\r\n * @remarks\r\n * No additional properties need to be serialized beyond the base node data\r\n * and input connections.\r\n */\r\n static getSerializationCls(): SerializableClass {\r\n return {\r\n ctor: VertexBlockNode,\r\n name: 'VertexBlockNode',\r\n getProps() {\r\n return [];\r\n }\r\n };\r\n }\r\n /**\r\n * Generates a string representation of this node\r\n *\r\n * @returns 'Output'\r\n *\r\n * @remarks\r\n * This node is typically labeled \"Output\" in the material editor UI\r\n * as it represents the final material output.\r\n */\r\n toString(): string {\r\n return 'VertexOutput';\r\n }\r\n /**\r\n * Validates the node state\r\n *\r\n * @returns Empty string (always valid)\r\n *\r\n * @remarks\r\n * The PBR output node is always valid because:\r\n * - All inputs are optional (have default values)\r\n * - Type conversions are handled automatically (float → vec3, etc.)\r\n * - It's the terminal node with no type inference requirements\r\n */\r\n protected validate(): string {\r\n return '';\r\n }\r\n /**\r\n * Gets the output type\r\n *\r\n * @returns Empty string (no outputs)\r\n *\r\n * @remarks\r\n * As a terminal output node, PBRBlockNode has no outputs.\r\n * It consumes the material graph data and provides it to the renderer.\r\n */\r\n protected getType(): string {\r\n return '';\r\n }\r\n}\r\n\r\n/**\r\n * Sprite material output node\r\n *\r\n * @public\r\n */\r\nexport class SpriteBlockNode extends BaseGraphNode {\r\n /**\r\n * Creates a new Sprite material output node\r\n */\r\n constructor() {\r\n super();\r\n this._inputs = [\r\n {\r\n id: 1,\r\n name: 'Color',\r\n type: ['float', 'vec2', 'vec3', 'vec4'],\r\n defaultValue: [1, 1, 1, 1],\r\n originType: 'vec4'\r\n }\r\n ];\r\n }\r\n /**\r\n * Gets the serialization descriptor for this node type\r\n *\r\n * @returns Serialization class descriptor\r\n *\r\n * @remarks\r\n * No additional properties need to be serialized beyond the base node data\r\n * and input connections.\r\n */\r\n static getSerializationCls(): SerializableClass {\r\n return {\r\n ctor: SpriteBlockNode,\r\n name: 'SpriteBlockNode',\r\n getProps() {\r\n return [];\r\n }\r\n };\r\n }\r\n /**\r\n * Generates a string representation of this node\r\n *\r\n * @returns 'Output'\r\n *\r\n * @remarks\r\n * This node is typically labeled \"Output\" in the material editor UI\r\n * as it represents the final material output.\r\n */\r\n toString(): string {\r\n return 'Output';\r\n }\r\n /**\r\n * Validates the node state\r\n *\r\n * @returns Empty string (always valid)\r\n *\r\n * @remarks\r\n * The PBR output node is always valid because:\r\n * - All inputs are optional (have default values)\r\n * - Type conversions are handled automatically (float → vec3, etc.)\r\n * - It's the terminal node with no type inference requirements\r\n */\r\n protected validate(): string {\r\n return '';\r\n }\r\n /**\r\n * Gets the output type\r\n *\r\n * @returns Empty string (no outputs)\r\n *\r\n * @remarks\r\n * As a terminal output node, PBRBlockNode has no outputs.\r\n * It consumes the material graph data and provides it to the renderer.\r\n */\r\n protected getType(): string {\r\n return '';\r\n 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