@zephyr3d/scene 0.9.3 → 0.9.5

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Files changed (188) hide show
  1. package/dist/animation/animationmask.js +224 -0
  2. package/dist/animation/animationmask.js.map +1 -0
  3. package/dist/animation/animationset.js +268 -67
  4. package/dist/animation/animationset.js.map +1 -1
  5. package/dist/animation/animationtrack.js.map +1 -1
  6. package/dist/animation/eulerrotationtrack.js +3 -0
  7. package/dist/animation/eulerrotationtrack.js.map +1 -1
  8. package/dist/animation/fixed_geometry_cache_track.js +7 -0
  9. package/dist/animation/fixed_geometry_cache_track.js.map +1 -1
  10. package/dist/animation/ik_modifier.js.map +1 -1
  11. package/dist/animation/joint_dynamics/collision.js +6 -4
  12. package/dist/animation/joint_dynamics/collision.js.map +1 -1
  13. package/dist/animation/joint_dynamics/controller.js +390 -43
  14. package/dist/animation/joint_dynamics/controller.js.map +1 -1
  15. package/dist/animation/joint_dynamics/joint_dynamics_system.js +62 -3
  16. package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
  17. package/dist/animation/joint_dynamics/solver.js +4 -3
  18. package/dist/animation/joint_dynamics/solver.js.map +1 -1
  19. package/dist/animation/joint_dynamics/types.js.map +1 -1
  20. package/dist/animation/joint_dynamics_modifier.js +2 -0
  21. package/dist/animation/joint_dynamics_modifier.js.map +1 -1
  22. package/dist/animation/morphtarget.js +3 -72
  23. package/dist/animation/morphtarget.js.map +1 -1
  24. package/dist/animation/morphtrack.js +3 -0
  25. package/dist/animation/morphtrack.js.map +1 -1
  26. package/dist/animation/pca_geometry_cache_track.js +3 -0
  27. package/dist/animation/pca_geometry_cache_track.js.map +1 -1
  28. package/dist/animation/proptrack.js +3 -0
  29. package/dist/animation/proptrack.js.map +1 -1
  30. package/dist/animation/rotationtrack.js +3 -0
  31. package/dist/animation/rotationtrack.js.map +1 -1
  32. package/dist/animation/scaletrack.js +3 -0
  33. package/dist/animation/scaletrack.js.map +1 -1
  34. package/dist/animation/skeleton.js +254 -79
  35. package/dist/animation/skeleton.js.map +1 -1
  36. package/dist/animation/skeleton_modifier.js.map +1 -1
  37. package/dist/animation/spring/spring_particle.js +4 -4
  38. package/dist/animation/spring/spring_particle.js.map +1 -1
  39. package/dist/animation/spring_modifier.js.map +1 -1
  40. package/dist/animation/translationtrack.js +3 -0
  41. package/dist/animation/translationtrack.js.map +1 -1
  42. package/dist/app/engine.js +129 -17
  43. package/dist/app/engine.js.map +1 -1
  44. package/dist/app/scriptregistry.js +251 -80
  45. package/dist/app/scriptregistry.js.map +1 -1
  46. package/dist/asset/assetmanager.js +133 -102
  47. package/dist/asset/assetmanager.js.map +1 -1
  48. package/dist/asset/loaders/gltf/gltf_loader.js +18 -14
  49. package/dist/asset/loaders/gltf/gltf_loader.js.map +1 -1
  50. package/dist/asset/loaders/loader.js +1 -6
  51. package/dist/asset/loaders/loader.js.map +1 -1
  52. package/dist/asset/loaders/zabc/zabc_loader.js.map +1 -1
  53. package/dist/asset/model.js +1052 -183
  54. package/dist/asset/model.js.map +1 -1
  55. package/dist/avatar/wardrobe.js +474 -0
  56. package/dist/avatar/wardrobe.js.map +1 -0
  57. package/dist/index.d.ts +1810 -233
  58. package/dist/index.js +13 -3
  59. package/dist/index.js.map +1 -1
  60. package/dist/material/material.js +1 -1
  61. package/dist/material/material.js.map +1 -1
  62. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +6 -3
  63. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  64. package/dist/material/mixins/pbr/common.js +72 -15
  65. package/dist/material/mixins/pbr/common.js.map +1 -1
  66. package/dist/material/msdf_text.js +180 -0
  67. package/dist/material/msdf_text.js.map +1 -0
  68. package/dist/material/msdf_text_sprite.js +64 -0
  69. package/dist/material/msdf_text_sprite.js.map +1 -0
  70. package/dist/material/pbrblueprint.js +21 -6
  71. package/dist/material/pbrblueprint.js.map +1 -1
  72. package/dist/material/shader/helper.js +277 -277
  73. package/dist/material/shader/helper.js.map +1 -1
  74. package/dist/material/sprite_sdf.js +106 -0
  75. package/dist/material/sprite_sdf.js.map +1 -0
  76. package/dist/posteffect/ssr.js +1 -0
  77. package/dist/posteffect/ssr.js.map +1 -1
  78. package/dist/render/abuffer_oit.js +1 -0
  79. package/dist/render/abuffer_oit.js.map +1 -1
  80. package/dist/render/cluster_light.js.map +1 -1
  81. package/dist/render/cull_visitor.js +28 -0
  82. package/dist/render/cull_visitor.js.map +1 -1
  83. package/dist/render/drawable.js.map +1 -1
  84. package/dist/render/drawable_mixin.js +1 -0
  85. package/dist/render/drawable_mixin.js.map +1 -1
  86. package/dist/render/envlight.js +54 -1
  87. package/dist/render/envlight.js.map +1 -1
  88. package/dist/render/fbm_wavegenerator.js +1 -0
  89. package/dist/render/fbm_wavegenerator.js.map +1 -1
  90. package/dist/render/gerstner_wavegenerator.js +1 -0
  91. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  92. package/dist/render/globalbindgroup_allocator.js +1 -0
  93. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  94. package/dist/render/render_queue.js +1 -0
  95. package/dist/render/render_queue.js.map +1 -1
  96. package/dist/render/sky.js +9 -0
  97. package/dist/render/sky.js.map +1 -1
  98. package/dist/scene/basesprite.js +1 -5
  99. package/dist/scene/basesprite.js.map +1 -1
  100. package/dist/scene/batchgroup.js +18 -8
  101. package/dist/scene/batchgroup.js.map +1 -1
  102. package/dist/scene/environment.js +16 -2
  103. package/dist/scene/environment.js.map +1 -1
  104. package/dist/scene/mesh.js +164 -102
  105. package/dist/scene/mesh.js.map +1 -1
  106. package/dist/scene/meshdrawable.js +96 -0
  107. package/dist/scene/meshdrawable.js.map +1 -0
  108. package/dist/scene/msdftext.js +341 -0
  109. package/dist/scene/msdftext.js.map +1 -0
  110. package/dist/scene/msdftextsprite.js +349 -0
  111. package/dist/scene/msdftextsprite.js.map +1 -0
  112. package/dist/scene/particlesys.js +1 -0
  113. package/dist/scene/particlesys.js.map +1 -1
  114. package/dist/scene/scene.js +2 -0
  115. package/dist/scene/scene.js.map +1 -1
  116. package/dist/scene/scene_node.js +437 -230
  117. package/dist/scene/scene_node.js.map +1 -1
  118. package/dist/scene/sdftextsprite.js +322 -0
  119. package/dist/scene/sdftextsprite.js.map +1 -0
  120. package/dist/scene/terrain-cm/grass.js +1 -0
  121. package/dist/scene/terrain-cm/grass.js.map +1 -1
  122. package/dist/scene/terrain-cm/grassmaterial.js +1 -0
  123. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
  124. package/dist/scene/terrain-cm/terrain-cm.js +1 -0
  125. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  126. package/dist/scene/textsprite.js +120 -0
  127. package/dist/scene/textsprite.js.map +1 -0
  128. package/dist/scene/water.js +1 -0
  129. package/dist/scene/water.js.map +1 -1
  130. package/dist/shadow/shader.js +1 -0
  131. package/dist/shadow/shader.js.map +1 -1
  132. package/dist/text/font/font_asset.js +884 -0
  133. package/dist/text/font/font_asset.js.map +1 -0
  134. package/dist/text/font/sfnt_reader.js +43 -0
  135. package/dist/text/font/sfnt_reader.js.map +1 -0
  136. package/dist/text/msdf/generator.js +417 -0
  137. package/dist/text/msdf/generator.js.map +1 -0
  138. package/dist/text/msdf/shape.js +146 -0
  139. package/dist/text/msdf/shape.js.map +1 -0
  140. package/dist/text/runtime/msdf_glyph_atlas.js +146 -0
  141. package/dist/text/runtime/msdf_glyph_atlas.js.map +1 -0
  142. package/dist/text/runtime/msdf_text_atlas_manager.js +50 -0
  143. package/dist/text/runtime/msdf_text_atlas_manager.js.map +1 -0
  144. package/dist/text/runtime/text_layout.js +96 -0
  145. package/dist/text/runtime/text_layout.js.map +1 -0
  146. package/dist/utility/blueprint/material/inputs.js +188 -1
  147. package/dist/utility/blueprint/material/inputs.js.map +1 -1
  148. package/dist/utility/blueprint/material/ir.js +16 -1
  149. package/dist/utility/blueprint/material/ir.js.map +1 -1
  150. package/dist/utility/blueprint/material/pbr.js +32 -0
  151. package/dist/utility/blueprint/material/pbr.js.map +1 -1
  152. package/dist/utility/bounding_volume.js.map +1 -1
  153. package/dist/utility/pmrem.js +34 -8
  154. package/dist/utility/pmrem.js.map +1 -1
  155. package/dist/utility/serialization/manager.js +340 -283
  156. package/dist/utility/serialization/manager.js.map +1 -1
  157. package/dist/utility/serialization/scene/animation.js +702 -7
  158. package/dist/utility/serialization/scene/animation.js.map +1 -1
  159. package/dist/utility/serialization/scene/batch.js +2 -0
  160. package/dist/utility/serialization/scene/batch.js.map +1 -1
  161. package/dist/utility/serialization/scene/camera.js +2 -0
  162. package/dist/utility/serialization/scene/camera.js.map +1 -1
  163. package/dist/utility/serialization/scene/light.js +2 -0
  164. package/dist/utility/serialization/scene/light.js.map +1 -1
  165. package/dist/utility/serialization/scene/material.js +1 -0
  166. package/dist/utility/serialization/scene/material.js.map +1 -1
  167. package/dist/utility/serialization/scene/mesh.js +66 -4
  168. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  169. package/dist/utility/serialization/scene/node.js +189 -8
  170. package/dist/utility/serialization/scene/node.js.map +1 -1
  171. package/dist/utility/serialization/scene/particle.js +2 -0
  172. package/dist/utility/serialization/scene/particle.js.map +1 -1
  173. package/dist/utility/serialization/scene/primitive.js +1 -0
  174. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  175. package/dist/utility/serialization/scene/sprite.js +2 -0
  176. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  177. package/dist/utility/serialization/scene/terrain.js +2 -0
  178. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  179. package/dist/utility/serialization/scene/text.js +516 -0
  180. package/dist/utility/serialization/scene/text.js.map +1 -0
  181. package/dist/utility/serialization/scene/water.js +2 -0
  182. package/dist/utility/serialization/scene/water.js.map +1 -1
  183. package/dist/utility/serialization/types.js.map +1 -1
  184. package/dist/utility/textures/sheenlut.js +138 -0
  185. package/dist/utility/textures/sheenlut.js.map +1 -0
  186. package/dist/values.js +48 -48
  187. package/dist/values.js.map +1 -1
  188. package/package.json +3 -3
@@ -19,6 +19,7 @@ import '../material/pbrsg.js';
19
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  import '../material/pbrblueprint.js';
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  import { SpriteMaterial } from '../material/sprite.js';
21
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  import '../material/sprite_std.js';
22
+ import '../material/msdf_text.js';
22
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  import '../utility/blueprint/material/texture.js';
23
24
  import '../render/rendergraph/forward_plus_builder.js';
24
25
  import '../render/sky.js';
@@ -59,11 +60,6 @@ import { mixinDrawable } from '../render/drawable_mixin.js';
59
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  this._materialChangeTag = null;
60
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  }
61
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  /**
62
- * {@inheritDoc Drawable.getName}
63
- */ getName() {
64
- return this._name;
65
- }
66
- /**
67
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  * Returns the batch instance ID for the current render pass.
68
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  */ getInstanceId(_renderPass) {
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  return `${this._instanceHash}:${this.worldMatrixDet >= 0}`;
@@ -1 +1 @@
1
- {"version":3,"file":"basesprite.js","sources":["../../src/scene/basesprite.ts"],"sourcesContent":["import type { Matrix4x4, Nullable } from '@zephyr3d/base';\r\nimport { applyMixins, DRef, Quaternion, Vector2, Vector3 } from '@zephyr3d/base';\r\nimport { GraphNode } from './graph_node';\r\nimport type { RenderPass, BatchDrawable, DrawContext, PickTarget, RenderQueue } from '../render';\r\nimport { Primitive } from '../render';\r\nimport type { RenderBundle } from '@zephyr3d/device';\r\nimport type { Scene } from './scene';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { QUEUE_OPAQUE } from '../values';\r\nimport { mixinDrawable } from '../render/drawable_mixin';\r\nimport { RenderBundleWrapper } from '../render/renderbundle_wrapper';\r\nimport type { SceneNode } from './scene_node';\r\nimport { getDevice } from '../app/api';\r\nimport { SpriteMaterial } from '../material/sprite';\r\n\r\n/**\r\n * Mesh node\r\n * @public\r\n */\r\nexport class BaseSprite<M extends SpriteMaterial>\r\n extends applyMixins(GraphNode, mixinDrawable)\r\n implements BatchDrawable\r\n{\r\n /** @internal */\r\n private static _primitive: DRef<Primitive> = new DRef();\r\n /** @internal */\r\n private readonly _material: DRef<M>;\r\n /** @internal */\r\n protected _instanceHash: Nullable<string>;\r\n /** @internal */\r\n protected _batchable: boolean;\r\n /** @internal */\r\n protected _pickTarget: PickTarget;\r\n /** @internal */\r\n protected _renderBundle: Record<string, RenderBundle>;\r\n /** @internal */\r\n protected _useRenderBundle: boolean;\r\n /** @internal */\r\n protected _materialChangeTag: Nullable<number>;\r\n /** @internal */\r\n protected _anchor: Vector2;\r\n /** @internal */\r\n protected _rotateAngle: number;\r\n /**\r\n * Creates an instance of mesh node\r\n * @param scene - The scene to which the mesh node belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._material = new DRef();\r\n this._instanceHash = null;\r\n this._pickTarget = { node: this };\r\n this._batchable = getDevice().type !== 'webgl';\r\n this._anchor = new Vector2(0.5, 0.5);\r\n this._rotateAngle = 0;\r\n this._renderBundle = {};\r\n this._useRenderBundle = true;\r\n this._materialChangeTag = null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getName}\r\n */\r\n getName() {\r\n return this._name;\r\n }\r\n /**\r\n * Returns the batch instance ID for the current render pass.\r\n */\r\n getInstanceId(_renderPass: RenderPass) {\r\n return `${this._instanceHash}:${this.worldMatrixDet >= 0}`;\r\n }\r\n /**\r\n * Returns the packed instance-uniform buffer used for batching.\r\n */\r\n getInstanceUniforms() {\r\n return this._material.get()!.$instanceUniforms;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPickTarget }\r\n */\r\n getPickTarget() {\r\n return this._pickTarget;\r\n }\r\n setPickTarget(node: SceneNode, label?: string) {\r\n this._pickTarget = { node, label };\r\n }\r\n /** Material of the mesh */\r\n get material() {\r\n return this._material.get()!;\r\n }\r\n set material(m) {\r\n if (this._material.get() !== m && m instanceof SpriteMaterial) {\r\n this._material.set(m);\r\n if (m) {\r\n this.onSetMaterial(m);\r\n RenderBundleWrapper.materialAttached(m.coreMaterial, this);\r\n }\r\n this._instanceHash = m ? `${this.constructor.name}:${this._scene?.id ?? 0}:${m.instanceId}` : null;\r\n RenderBundleWrapper.drawableChanged(this);\r\n this._materialChangeTag = null;\r\n }\r\n }\r\n get anchorX() {\r\n return this._anchor.x;\r\n }\r\n set anchorX(value) {\r\n if (this._anchor.x !== value) {\r\n this._anchor.x = value;\r\n this.invalidateWorldBoundingVolume(false);\r\n const material = this._material.get();\r\n if (material) {\r\n material.anchorX = this._anchor.x;\r\n }\r\n }\r\n }\r\n get anchorY() {\r\n return this._anchor.y;\r\n }\r\n set anchorY(value) {\r\n if (this._anchor.y !== value) {\r\n this._anchor.y = value;\r\n this.invalidateWorldBoundingVolume(false);\r\n const material = this._material.get();\r\n if (material) {\r\n material.anchorY = this._anchor.y;\r\n }\r\n }\r\n }\r\n get uvTopLeft() {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n return new Vector2(uvinfo.x, uvinfo.y);\r\n }\r\n set uvTopLeft(value) {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n this._material.get()!.setUVInfo(value.x, value.y, uvinfo.z, uvinfo.w);\r\n }\r\n get uvBottomRight() {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n return new Vector2(uvinfo.z, uvinfo.w);\r\n }\r\n set uvBottomRight(value) {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n this._material.get()!.setUVInfo(uvinfo.x, uvinfo.y, value.x, value.y);\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphData}\r\n */\r\n getMorphData() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphInfo}\r\n */\r\n getMorphInfo() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isBatchable}\r\n */\r\n isBatchable(): this is BatchDrawable {\r\n return this._batchable && !!this._material.get() && this._material.get()!.isBatchable();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getQueueType}\r\n */\r\n getQueueType() {\r\n return this.material?.getQueueType() ?? QUEUE_OPAQUE;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isUnlit}\r\n */\r\n isUnlit() {\r\n return !this.material?.supportLighting();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneColor}\r\n */\r\n needSceneColor() {\r\n return this.material?.needSceneColor();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneDepth}\r\n */\r\n needSceneDepth() {\r\n return this.material?.needSceneDepth();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.draw}\r\n */\r\n draw(ctx: DrawContext, renderQueue: Nullable<RenderQueue>, hash?: string) {\r\n const material = this.material;\r\n const primitive = this.getPrimitive();\r\n if (material && primitive) {\r\n if (this._useRenderBundle && !ctx.instanceData && hash) {\r\n if (this._materialChangeTag !== material.changeTag) {\r\n this._renderBundle = {};\r\n this._materialChangeTag = material.changeTag;\r\n }\r\n const renderBundle = this._renderBundle[hash];\r\n if (!renderBundle) {\r\n ctx.device.beginCapture();\r\n this.bind(ctx, renderQueue);\r\n material.draw(primitive, ctx);\r\n this._renderBundle[hash] = ctx.device.endCapture();\r\n } else {\r\n ctx.device.executeRenderBundle(renderBundle);\r\n }\r\n } else {\r\n this.bind(ctx, renderQueue);\r\n material.draw(primitive, ctx);\r\n }\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMaterial}\r\n */\r\n getMaterial() {\r\n return this.material;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPrimitive}\r\n */\r\n getPrimitive() {\r\n let primitive = BaseSprite._primitive.get();\r\n if (!primitive) {\r\n primitive = new Primitive();\r\n primitive.createAndSetVertexBuffer('position_f32', new Float32Array([0, 1, 2, 3]));\r\n primitive.createAndSetIndexBuffer(new Uint16Array([0, 1, 2, 3]));\r\n primitive.primitiveType = 'triangle-strip';\r\n BaseSprite._primitive.set(primitive);\r\n }\r\n return primitive;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getBoneMatrices}\r\n */\r\n getBoneMatrices() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getNode}\r\n */\r\n getNode() {\r\n // mesh transform should be ignored when skinned\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.computeBoundingVolume}\r\n */\r\n computeBoundingVolume() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.computeWorldBoundingVolume}\r\n */\r\n computeWorldBoundingVolume() {\r\n const p = this.worldMatrix.transformPointAffine(Vector3.zero());\r\n const scaleX = Math.hypot(this.worldMatrix[0], this.worldMatrix[1], this.worldMatrix[2]);\r\n const scaleY = Math.hypot(this.worldMatrix[4], this.worldMatrix[5], this.worldMatrix[6]);\r\n const mat = this._material?.get();\r\n if (mat) {\r\n const boundingBox = new BoundingBox();\r\n const cx = Math.max(Math.abs(this._anchor.x), Math.abs(1 - this._anchor.x)) * scaleX;\r\n const cy = Math.max(Math.abs(this._anchor.y), Math.abs(1 - this._anchor.y)) * scaleY;\r\n const size = Math.max(cx, cy);\r\n boundingBox.minPoint.setXYZ(p.x - size, p.y - size, p.z - size);\r\n boundingBox.maxPoint.setXYZ(p.x + size, p.y + size, p.z + size);\r\n return boundingBox;\r\n }\r\n return null;\r\n }\r\n calculateLocalTransform(outMatrix: Matrix4x4) {\r\n const rot = this.rotation.toEulerAngles().z;\r\n const rotationZ = Quaternion.fromAxisAngle(Vector3.axisPZ(), rot);\r\n outMatrix.compose(this._scaling, rotationZ, this._position);\r\n if (this._material?.get()) {\r\n this._rotateAngle = -rot;\r\n this._material.get()!.rotation = this._rotateAngle;\r\n }\r\n\r\n //outMatrix.scaling(this.scale).translateLeft(this._position);\r\n }\r\n calculateWorldTransform(outMatrix: Matrix4x4) {\r\n outMatrix.set(this.localMatrix);\r\n if (this.parent) {\r\n outMatrix.m03 += this.parent.worldMatrix.m03;\r\n outMatrix.m13 += this.parent.worldMatrix.m13;\r\n outMatrix.m23 += this.parent.worldMatrix.m23;\r\n }\r\n }\r\n /** Called when new material is set */\r\n protected onSetMaterial(material: M) {\r\n material.anchor = this._anchor;\r\n material.rotation = this._rotateAngle;\r\n }\r\n /** Disposes the mesh node */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._material.dispose();\r\n RenderBundleWrapper.drawableChanged(this);\r\n 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+ {"version":3,"file":"basesprite.js","sources":["../../src/scene/basesprite.ts"],"sourcesContent":["import type { Matrix4x4, Nullable } from '@zephyr3d/base';\r\nimport { applyMixins, DRef, Quaternion, Vector2, Vector3 } from '@zephyr3d/base';\r\nimport { GraphNode } from './graph_node';\r\nimport type { RenderPass, BatchDrawable, DrawContext, PickTarget, RenderQueue } from '../render';\r\nimport { Primitive } from '../render';\r\nimport type { RenderBundle } from '@zephyr3d/device';\r\nimport type { Scene } from './scene';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { QUEUE_OPAQUE } from '../values';\r\nimport { mixinDrawable } from '../render/drawable_mixin';\r\nimport { RenderBundleWrapper } from '../render/renderbundle_wrapper';\r\nimport type { SceneNode } from './scene_node';\r\nimport { getDevice } from '../app/api';\r\nimport { SpriteMaterial } from '../material/sprite';\r\n\r\n/**\r\n * Mesh node\r\n * @public\r\n */\r\nexport class BaseSprite<M extends SpriteMaterial>\r\n extends applyMixins(GraphNode, mixinDrawable)\r\n implements BatchDrawable\r\n{\r\n /** @internal */\r\n private static _primitive: DRef<Primitive> = new DRef();\r\n /** @internal */\r\n protected readonly _material: DRef<M>;\r\n /** @internal */\r\n protected _instanceHash: Nullable<string>;\r\n /** @internal */\r\n protected _batchable: boolean;\r\n /** @internal */\r\n protected _pickTarget: PickTarget;\r\n /** @internal */\r\n protected _renderBundle: Record<string, RenderBundle>;\r\n /** @internal */\r\n protected _useRenderBundle: boolean;\r\n /** @internal */\r\n protected _materialChangeTag: Nullable<number>;\r\n /** @internal */\r\n protected _anchor: Vector2;\r\n /** @internal */\r\n protected _rotateAngle: number;\r\n /**\r\n * Creates an instance of mesh node\r\n * @param scene - The scene to which the mesh node belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._material = new DRef();\r\n this._instanceHash = null;\r\n this._pickTarget = { node: this };\r\n this._batchable = getDevice().type !== 'webgl';\r\n this._anchor = new Vector2(0.5, 0.5);\r\n this._rotateAngle = 0;\r\n this._renderBundle = {};\r\n this._useRenderBundle = true;\r\n this._materialChangeTag = null;\r\n }\r\n /**\r\n * Returns the batch instance ID for the current render pass.\r\n */\r\n getInstanceId(_renderPass: RenderPass) {\r\n return `${this._instanceHash}:${this.worldMatrixDet >= 0}`;\r\n }\r\n /**\r\n * Returns the packed instance-uniform buffer used for batching.\r\n */\r\n getInstanceUniforms() {\r\n return this._material.get()!.$instanceUniforms;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPickTarget }\r\n */\r\n getPickTarget() {\r\n return this._pickTarget;\r\n }\r\n setPickTarget(node: SceneNode, label?: string) {\r\n this._pickTarget = { node, label };\r\n }\r\n /** Material of the mesh */\r\n get material() {\r\n return this._material.get()!;\r\n }\r\n set material(m) {\r\n if (this._material.get() !== m && m instanceof SpriteMaterial) {\r\n this._material.set(m);\r\n if (m) {\r\n this.onSetMaterial(m);\r\n RenderBundleWrapper.materialAttached(m.coreMaterial, this);\r\n }\r\n this._instanceHash = m ? `${this.constructor.name}:${this._scene?.id ?? 0}:${m.instanceId}` : null;\r\n RenderBundleWrapper.drawableChanged(this);\r\n this._materialChangeTag = null;\r\n }\r\n }\r\n get anchorX() {\r\n return this._anchor.x;\r\n }\r\n set anchorX(value) {\r\n if (this._anchor.x !== value) {\r\n this._anchor.x = value;\r\n this.invalidateWorldBoundingVolume(false);\r\n const material = this._material.get();\r\n if (material) {\r\n material.anchorX = this._anchor.x;\r\n }\r\n }\r\n }\r\n get anchorY() {\r\n return this._anchor.y;\r\n }\r\n set anchorY(value) {\r\n if (this._anchor.y !== value) {\r\n this._anchor.y = value;\r\n this.invalidateWorldBoundingVolume(false);\r\n const material = this._material.get();\r\n if (material) {\r\n material.anchorY = this._anchor.y;\r\n }\r\n }\r\n }\r\n get uvTopLeft() {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n return new Vector2(uvinfo.x, uvinfo.y);\r\n }\r\n set uvTopLeft(value) {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n this._material.get()!.setUVInfo(value.x, value.y, uvinfo.z, uvinfo.w);\r\n }\r\n get uvBottomRight() {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n return new Vector2(uvinfo.z, uvinfo.w);\r\n }\r\n set uvBottomRight(value) {\r\n const uvinfo = this._material.get()!.uvinfo;\r\n this._material.get()!.setUVInfo(uvinfo.x, uvinfo.y, value.x, value.y);\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphData}\r\n */\r\n getMorphData() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphInfo}\r\n */\r\n getMorphInfo() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isBatchable}\r\n */\r\n isBatchable(): this is BatchDrawable {\r\n return this._batchable && !!this._material.get() && this._material.get()!.isBatchable();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getQueueType}\r\n */\r\n getQueueType() {\r\n return this.material?.getQueueType() ?? QUEUE_OPAQUE;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isUnlit}\r\n */\r\n isUnlit() {\r\n return !this.material?.supportLighting();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneColor}\r\n */\r\n needSceneColor() {\r\n return this.material?.needSceneColor();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneDepth}\r\n */\r\n needSceneDepth() {\r\n return this.material?.needSceneDepth();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.draw}\r\n */\r\n draw(ctx: DrawContext, renderQueue: Nullable<RenderQueue>, hash?: string) {\r\n const material = this.material;\r\n const primitive = this.getPrimitive();\r\n if (material && primitive) {\r\n if (this._useRenderBundle && !ctx.instanceData && hash) {\r\n if (this._materialChangeTag !== material.changeTag) {\r\n this._renderBundle = {};\r\n this._materialChangeTag = material.changeTag;\r\n }\r\n const renderBundle = this._renderBundle[hash];\r\n if (!renderBundle) {\r\n ctx.device.beginCapture();\r\n this.bind(ctx, renderQueue);\r\n material.draw(primitive, ctx);\r\n this._renderBundle[hash] = ctx.device.endCapture();\r\n } else {\r\n ctx.device.executeRenderBundle(renderBundle);\r\n }\r\n } else {\r\n this.bind(ctx, renderQueue);\r\n material.draw(primitive, ctx);\r\n }\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMaterial}\r\n */\r\n getMaterial() {\r\n return this.material;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPrimitive}\r\n */\r\n getPrimitive() {\r\n let primitive = BaseSprite._primitive.get();\r\n if (!primitive) {\r\n primitive = new Primitive();\r\n primitive.createAndSetVertexBuffer('position_f32', new Float32Array([0, 1, 2, 3]));\r\n primitive.createAndSetIndexBuffer(new Uint16Array([0, 1, 2, 3]));\r\n primitive.primitiveType = 'triangle-strip';\r\n BaseSprite._primitive.set(primitive);\r\n }\r\n return primitive;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getBoneMatrices}\r\n */\r\n getBoneMatrices() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getNode}\r\n */\r\n getNode() {\r\n // mesh transform should be ignored when skinned\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.computeBoundingVolume}\r\n */\r\n computeBoundingVolume() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.computeWorldBoundingVolume}\r\n */\r\n computeWorldBoundingVolume() {\r\n const p = this.worldMatrix.transformPointAffine(Vector3.zero());\r\n const scaleX = Math.hypot(this.worldMatrix[0], this.worldMatrix[1], this.worldMatrix[2]);\r\n const scaleY = Math.hypot(this.worldMatrix[4], this.worldMatrix[5], this.worldMatrix[6]);\r\n const mat = this._material?.get();\r\n if (mat) {\r\n const boundingBox = new BoundingBox();\r\n const cx = Math.max(Math.abs(this._anchor.x), Math.abs(1 - this._anchor.x)) * scaleX;\r\n const cy = Math.max(Math.abs(this._anchor.y), Math.abs(1 - this._anchor.y)) * scaleY;\r\n const size = Math.max(cx, cy);\r\n boundingBox.minPoint.setXYZ(p.x - size, p.y - size, p.z - size);\r\n boundingBox.maxPoint.setXYZ(p.x + size, p.y + size, p.z + size);\r\n return boundingBox;\r\n }\r\n return null;\r\n }\r\n calculateLocalTransform(outMatrix: Matrix4x4) {\r\n const rot = this.rotation.toEulerAngles().z;\r\n const rotationZ = Quaternion.fromAxisAngle(Vector3.axisPZ(), rot);\r\n outMatrix.compose(this._scaling, rotationZ, this._position);\r\n if (this._material?.get()) {\r\n this._rotateAngle = -rot;\r\n this._material.get()!.rotation = this._rotateAngle;\r\n }\r\n\r\n //outMatrix.scaling(this.scale).translateLeft(this._position);\r\n }\r\n calculateWorldTransform(outMatrix: Matrix4x4) {\r\n outMatrix.set(this.localMatrix);\r\n if (this.parent) {\r\n outMatrix.m03 += this.parent.worldMatrix.m03;\r\n outMatrix.m13 += this.parent.worldMatrix.m13;\r\n outMatrix.m23 += this.parent.worldMatrix.m23;\r\n }\r\n }\r\n /** Called when new material is set */\r\n protected onSetMaterial(material: M) {\r\n material.anchor = this._anchor;\r\n material.rotation = this._rotateAngle;\r\n }\r\n /** Disposes the mesh node */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._material.dispose();\r\n RenderBundleWrapper.drawableChanged(this);\r\n 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@@ -17,6 +17,7 @@ import '../material/pbrsg.js';
17
17
  import '../material/pbrblueprint.js';
18
18
  import '../material/sprite.js';
19
19
  import '../material/sprite_std.js';
20
+ import '../material/msdf_text.js';
20
21
  import '../utility/blueprint/material/texture.js';
21
22
  import '../render/rendergraph/forward_plus_builder.js';
22
23
  import '../render/sky.js';
@@ -42,15 +43,22 @@ const tmpMatrix = new Matrix4x4();
42
43
  this._changeTag = 0;
43
44
  this._bindGroupAllocator = new InstanceBindGroupAllocator();
44
45
  this._staticBV = false;
45
- const bvCallback = (function() {
46
+ const bvCallback = ()=>{
46
47
  if (!this._staticBV) {
47
48
  this.invalidateBoundingVolume();
48
49
  }
49
- }).bind(this);
50
+ };
51
+ const primitiveCallback = ()=>{
52
+ bvCallback();
53
+ this.invalidate();
54
+ };
55
+ const materialCallback = ()=>{
56
+ this.invalidate();
57
+ };
50
58
  this.on('visiblechanged', (node)=>{
51
59
  node.iterate((child)=>{
52
60
  if (child.isMesh()) {
53
- this._changeTag++;
61
+ this.invalidate();
54
62
  return true;
55
63
  }
56
64
  return false;
@@ -64,7 +72,9 @@ const tmpMatrix = new Matrix4x4();
64
72
  this.invalidateBoundingVolume();
65
73
  }
66
74
  child.on('bvchanged', bvCallback);
67
- this._changeTag++;
75
+ child.on('primitive_changed', primitiveCallback);
76
+ child.on('material_changed', materialCallback);
77
+ this.invalidate();
68
78
  }
69
79
  });
70
80
  });
@@ -76,14 +86,14 @@ const tmpMatrix = new Matrix4x4();
76
86
  this.invalidateBoundingVolume();
77
87
  }
78
88
  child.off('bvchanged', bvCallback);
79
- this._changeTag++;
89
+ child.off('primitive_changed', primitiveCallback);
90
+ child.off('material_changed', materialCallback);
91
+ this.invalidate();
80
92
  }
81
93
  });
82
94
  });
83
95
  }
84
- /**
85
- * {@inheritDoc Drawable.getName}
86
- */ getName() {
96
+ /** Gets the batch group name. */ getName() {
87
97
  return this._name;
88
98
  }
89
99
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"batchgroup.js","sources":["../../src/scene/batchgroup.ts"],"sourcesContent":["import { GraphNode } from './graph_node';\r\nimport type { CullVisitor, RenderPass } from '../render';\r\nimport { RenderQueue, InstanceBindGroupAllocator } from '../render';\r\nimport type { Scene } from './scene';\r\nimport { BoundingBox, type BoundingVolume } from '../utility/bounding_volume';\r\nimport { Matrix4x4 } from '@zephyr3d/base';\r\n\r\nconst tmpMatrix = new Matrix4x4();\r\n\r\n/**\r\n * Batch group node\r\n * @public\r\n */\r\nexport class BatchGroup extends GraphNode {\r\n private readonly _renderQueueMap: Map<\r\n RenderPass,\r\n {\r\n queue: RenderQueue;\r\n tag: number;\r\n }\r\n >;\r\n private readonly _bindGroupAllocator: InstanceBindGroupAllocator;\r\n private _changeTag: number;\r\n private _staticBV: boolean;\r\n /**\r\n * Creates an instance of mesh node\r\n * @param scene - The scene to which the mesh node belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._renderQueueMap = new Map();\r\n this._changeTag = 0;\r\n this._bindGroupAllocator = new InstanceBindGroupAllocator();\r\n this._staticBV = false;\r\n const bvCallback = function (this: BatchGroup) {\r\n if (!this._staticBV) {\r\n this.invalidateBoundingVolume();\r\n }\r\n }.bind(this);\r\n this.on('visiblechanged', (node) => {\r\n node.iterate((child) => {\r\n if (child.isMesh()) {\r\n this._changeTag++;\r\n return true;\r\n }\r\n return false;\r\n });\r\n });\r\n this.on('nodeattached', (node) => {\r\n node.iterate((child) => {\r\n if (child.isMesh()) {\r\n child.placeToOctree = false;\r\n if (!this._staticBV) {\r\n this.invalidateBoundingVolume();\r\n }\r\n child.on('bvchanged', bvCallback);\r\n this._changeTag++;\r\n }\r\n });\r\n });\r\n this.on('noderemoved', (node) => {\r\n node.iterate((child) => {\r\n if (child.isMesh()) {\r\n child.placeToOctree = true;\r\n if (!this._staticBV) {\r\n this.invalidateBoundingVolume();\r\n }\r\n child.off('bvchanged', bvCallback);\r\n this._changeTag++;\r\n }\r\n });\r\n });\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getName}\r\n */\r\n getName() {\r\n return this._name;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.isBatchGroup}\r\n */\r\n isBatchGroup(): this is BatchGroup {\r\n return true;\r\n }\r\n /**\r\n * Force the batch state to be rebuilt\r\n */\r\n invalidate() {\r\n this._changeTag++;\r\n }\r\n /** @internal */\r\n protected _onDetached() {\r\n super._onDetached();\r\n // Usually the node will be garbage collected after it is detached,\r\n // We should reset the render queue to release the render bundles.\r\n this._renderQueueMap.forEach((val) => {\r\n val.queue.reset();\r\n });\r\n this.invalidate();\r\n }\r\n /** @internal */\r\n protected _onAttached() {\r\n // Reset the render queue when attached to a new scene.\r\n this.invalidate();\r\n }\r\n /** @internal */\r\n computeBoundingVolume() {\r\n const bv = new BoundingBox();\r\n const invWorldMatrix = 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super(scene);\r\n this._renderQueueMap = new Map();\r\n this._changeTag = 0;\r\n this._bindGroupAllocator = new InstanceBindGroupAllocator();\r\n this._staticBV = false;\r\n const bvCallback = () => {\r\n if (!this._staticBV) {\r\n this.invalidateBoundingVolume();\r\n }\r\n };\r\n const primitiveCallback = () => {\r\n bvCallback();\r\n this.invalidate();\r\n };\r\n const materialCallback = () => {\r\n this.invalidate();\r\n };\r\n this.on('visiblechanged', (node) => {\r\n node.iterate((child) => {\r\n if (child.isMesh()) {\r\n this.invalidate();\r\n return true;\r\n }\r\n return false;\r\n });\r\n });\r\n this.on('nodeattached', (node) => {\r\n node.iterate((child) => {\r\n if (child.isMesh()) {\r\n child.placeToOctree = false;\r\n if (!this._staticBV) {\r\n this.invalidateBoundingVolume();\r\n }\r\n child.on('bvchanged', bvCallback);\r\n child.on('primitive_changed', primitiveCallback);\r\n child.on('material_changed', materialCallback);\r\n this.invalidate();\r\n }\r\n });\r\n });\r\n this.on('noderemoved', (node) => {\r\n node.iterate((child) => {\r\n if (child.isMesh()) {\r\n child.placeToOctree = true;\r\n if (!this._staticBV) {\r\n this.invalidateBoundingVolume();\r\n }\r\n child.off('bvchanged', bvCallback);\r\n child.off('primitive_changed', primitiveCallback);\r\n child.off('material_changed', materialCallback);\r\n this.invalidate();\r\n }\r\n });\r\n });\r\n }\r\n /** Gets the batch group name. */\r\n getName() {\r\n return this._name;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.isBatchGroup}\r\n */\r\n isBatchGroup(): this is BatchGroup {\r\n return true;\r\n }\r\n /**\r\n * Force the batch state to be rebuilt\r\n */\r\n invalidate() {\r\n this._changeTag++;\r\n }\r\n /** @internal */\r\n protected _onDetached() {\r\n super._onDetached();\r\n // Usually the node will be garbage collected after it is detached,\r\n // We should reset the render queue to release the render bundles.\r\n this._renderQueueMap.forEach((val) => {\r\n val.queue.reset();\r\n });\r\n this.invalidate();\r\n }\r\n /** @internal */\r\n protected _onAttached() {\r\n // Reset the render queue when attached to a new scene.\r\n this.invalidate();\r\n }\r\n /** @internal */\r\n computeBoundingVolume() {\r\n const bv = new BoundingBox();\r\n const invWorldMatrix = Matrix4x4.invertAffine(this.worldMatrix);\r\n bv.beginExtend();\r\n this.iterate((node) => {\r\n if (node.isMesh()) {\r\n Matrix4x4.multiplyAffine(invWorldMatrix, node.worldMatrix, tmpMatrix);\r\n const wb = node.getBoundingVolume()!.transform(tmpMatrix).toAABB();\r\n bv.extend(wb.minPoint);\r\n bv.extend(wb.maxPoint);\r\n }\r\n });\r\n return bv.isValid() ? bv : null;\r\n }\r\n /** @internal */\r\n setBoundingVolume(bv: BoundingVolume) {\r\n this._staticBV = !!bv;\r\n super.setBoundingVolume(bv);\r\n }\r\n /** @internal */\r\n cull(cullVisitor: CullVisitor) {\r\n let queueInfo = this._renderQueueMap.get(cullVisitor.renderPass);\r\n if (!queueInfo) {\r\n queueInfo = {\r\n queue: new RenderQueue(cullVisitor.renderPass, this._bindGroupAllocator),\r\n tag: -1\r\n };\r\n this._renderQueueMap.set(cullVisitor.renderPass, queueInfo);\r\n }\r\n if (queueInfo.tag !== this._changeTag) {\r\n queueInfo.tag = this._changeTag;\r\n queueInfo.queue.reset();\r\n const frustumCulling = cullVisitor.frustumCulling;\r\n const renderQueue = cullVisitor.renderQueue;\r\n cullVisitor.frustumCulling = false;\r\n cullVisitor.renderQueue = queueInfo.queue;\r\n this.iterate((node) => {\r\n if (node.isMesh()) {\r\n cullVisitor.visit(node);\r\n }\r\n });\r\n queueInfo.queue.end(cullVisitor.camera, true);\r\n cullVisitor.frustumCulling = frustumCulling;\r\n cullVisitor.renderQueue = renderQueue;\r\n }\r\n cullVisitor.pushRenderQueue(queueInfo.queue);\r\n 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@@ -16,6 +16,7 @@ import '../material/pbrsg.js';
16
16
  import '../material/pbrblueprint.js';
17
17
  import '../material/sprite.js';
18
18
  import '../material/sprite_std.js';
19
+ import '../material/msdf_text.js';
19
20
  import '../utility/blueprint/material/texture.js';
20
21
  import '../render/rendergraph/forward_plus_builder.js';
21
22
  import { SkyRenderer } from '../render/sky.js';
@@ -32,6 +33,7 @@ import '../shaders/atmosphere.js';
32
33
  _ambientDown;
33
34
  _ambientUp;
34
35
  _radianceMap;
36
+ _sheenRadianceMap;
35
37
  _irradianceMap;
36
38
  _irradianceSH;
37
39
  _irradianceSHFB;
@@ -56,6 +58,7 @@ import '../shaders/atmosphere.js';
56
58
  }
57
59
  });
58
60
  this._radianceMap = new DRef();
61
+ this._sheenRadianceMap = new DRef();
59
62
  this._irradianceMap = new DRef();
60
63
  this._irradianceSH = new DRef();
61
64
  this._irradianceSHFB = new DRef();
@@ -64,7 +67,7 @@ import '../shaders/atmosphere.js';
64
67
  }
65
68
  /** @internal */ getHash(ctx) {
66
69
  const irradianceSource = this.type === 'ibl' ? this._irradianceSHFB.get() ? 'fb' : this._irradianceSH.get() ? 'buf' : 'none' : 'na';
67
- return !ctx || ctx.drawEnvLight ? `${this.type}:${this._envLight.hasRadiance() ? '1' : '0'}:${this._envLight.hasIrradiance() ? '1' : '0'}:${irradianceSource}` : 'none';
70
+ return !ctx || ctx.drawEnvLight ? `${this.type}:${this._envLight.hasRadiance() ? '1' : '0'}:${this._envLight.hasSheenRadiance() ? '1' : '0'}:${this._envLight.hasIrradiance() ? '1' : '0'}:${irradianceSource}` : 'none';
68
71
  }
69
72
  /** @internal */ get envLight() {
70
73
  return this._envLight;
@@ -102,6 +105,15 @@ import '../shaders/atmosphere.js';
102
105
  this._envLight.radianceMap = this.radianceMap;
103
106
  }
104
107
  }
108
+ /** Charlie-filtered sheen radiance map for environment light type ibl */ get sheenRadianceMap() {
109
+ return this._sheenRadianceMap.get();
110
+ }
111
+ set sheenRadianceMap(tex) {
112
+ this._sheenRadianceMap.set(tex);
113
+ if (this.type === 'ibl') {
114
+ this._envLight.sheenRadianceMap = this.sheenRadianceMap;
115
+ }
116
+ }
105
117
  /** Irradiance SH buffer for environment light type ibl */ get irradianceSH() {
106
118
  return this._irradianceSH.get();
107
119
  }
@@ -139,9 +151,10 @@ import '../shaders/atmosphere.js';
139
151
  break;
140
152
  case 'ibl':
141
153
  if (this._envLight?.getType() !== val) {
142
- this._envLight = new EnvShIBL(this.radianceMap, this.irradianceSH, this.irradianceSHFB);
154
+ this._envLight = new EnvShIBL(this.radianceMap, this.irradianceSH, this.irradianceSHFB, this.sheenRadianceMap);
143
155
  }
144
156
  this._envLight.radianceMap = this.radianceMap;
157
+ this._envLight.sheenRadianceMap = this.sheenRadianceMap;
145
158
  this._envLight.irradianceSH = this.irradianceSH;
146
159
  this._envLight.irradianceSHFB = this.irradianceSHFB;
147
160
  this._envLight.irradianceWindow = this.irradianceWindow;
@@ -162,6 +175,7 @@ import '../shaders/atmosphere.js';
162
175
  super.onDispose();
163
176
  this._envLight?.dispose();
164
177
  this._radianceMap.dispose();
178
+ this._sheenRadianceMap.dispose();
165
179
  this._irradianceMap.dispose();
166
180
  this._irradianceSHFB.dispose();
167
181
  this._irradianceSH.dispose();
@@ -1 +1 @@
1
- {"version":3,"file":"environment.js","sources":["../../src/scene/environment.ts"],"sourcesContent":["import type { Immutable, Nullable, Vector4 } from '@zephyr3d/base';\r\nimport { Vector3, DRef, Disposable } from '@zephyr3d/base';\r\nimport { ObservableVector4 } from '@zephyr3d/base';\r\nimport type { DrawContext, EnvironmentLighting } from '../render';\r\nimport { EnvShIBL } from '../render';\r\nimport { EnvConstantAmbient, EnvHemisphericAmbient } from '../render';\r\nimport { SkyRenderer } from '../render/sky';\r\nimport type { FrameBuffer, GPUDataBuffer, TextureCube } from '@zephyr3d/device';\r\n\r\n/**\r\n * Wrapper for environmant lighting\r\n * @public\r\n */\r\nexport class EnvLightWrapper extends Disposable {\r\n private _envLight: Nullable<EnvironmentLighting>;\r\n private readonly _ambientColor: ObservableVector4;\r\n private readonly _ambientDown: ObservableVector4;\r\n private readonly _ambientUp: ObservableVector4;\r\n private readonly _radianceMap: DRef<TextureCube>;\r\n private readonly _irradianceMap: DRef<TextureCube>;\r\n private readonly _irradianceSH: DRef<GPUDataBuffer>;\r\n private readonly _irradianceSHFB: DRef<FrameBuffer>;\r\n private readonly _irradianceWindow: Vector3;\r\n private _strength: number;\r\n /** @internal */\r\n constructor() {\r\n super();\r\n this._envLight = new EnvShIBL();\r\n this._ambientColor = new ObservableVector4(0.2, 0.2, 0.2, 1).setCallback(() => {\r\n if (this.type === 'constant') {\r\n (this._envLight as EnvConstantAmbient).ambientColor.set(this._ambientColor);\r\n }\r\n });\r\n this._ambientDown = new ObservableVector4(0.2, 0.2, 0.2, 1).setCallback(() => {\r\n if (this.type === 'hemisphere') {\r\n (this._envLight as EnvHemisphericAmbient).ambientDown.set(this._ambientDown);\r\n }\r\n });\r\n this._ambientUp = new ObservableVector4(0.3, 0.5, 0.8, 1).setCallback(() => {\r\n if (this.type === 'hemisphere') {\r\n (this._envLight as EnvHemisphericAmbient).ambientUp.set(this._ambientUp);\r\n }\r\n });\r\n this._radianceMap = new DRef();\r\n this._irradianceMap = new DRef();\r\n this._irradianceSH = new DRef();\r\n this._irradianceSHFB = new DRef();\r\n this._irradianceWindow = new Vector3();\r\n this._strength = 1;\r\n }\r\n /** @internal */\r\n getHash(ctx?: DrawContext) {\r\n const irradianceSource =\r\n this.type === 'ibl'\r\n ? this._irradianceSHFB.get()\r\n ? 'fb'\r\n : this._irradianceSH.get()\r\n ? 'buf'\r\n : 'none'\r\n : 'na';\r\n return !ctx || ctx.drawEnvLight\r\n ? `${this.type}:${this._envLight!.hasRadiance() ? '1' : '0'}:${\r\n this._envLight!.hasIrradiance() ? '1' : '0'\r\n }:${irradianceSource}`\r\n : 'none';\r\n }\r\n /** @internal */\r\n get envLight() {\r\n return this._envLight!;\r\n }\r\n /** The strength of environment lighting */\r\n get strength() {\r\n return this._strength;\r\n }\r\n set strength(val) {\r\n this._strength = val;\r\n }\r\n /** Ambient light color for environment light type constant */\r\n get ambientColor(): Vector4 {\r\n return this._ambientColor;\r\n }\r\n set ambientColor(val: Vector4) {\r\n this._ambientColor.set(val);\r\n }\r\n /** Up color for environment light type hemisphere */\r\n get ambientUp(): Vector4 {\r\n return this._ambientUp;\r\n }\r\n set ambientUp(val: Vector4) {\r\n this._ambientUp.set(val);\r\n }\r\n /** Down color for environment light type hemisphere */\r\n get ambientDown(): Vector4 {\r\n return this._ambientDown;\r\n }\r\n set ambientDown(val: Vector4) {\r\n this._ambientDown.set(val);\r\n }\r\n /** Radiance map for environment light type ibl */\r\n get radianceMap() {\r\n return this._radianceMap.get();\r\n }\r\n set radianceMap(tex) {\r\n this._radianceMap.set(tex);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).radianceMap = this.radianceMap;\r\n }\r\n }\r\n /** Irradiance SH buffer for environment light type ibl */\r\n get irradianceSH() {\r\n return this._irradianceSH.get();\r\n }\r\n set irradianceSH(value) {\r\n this._irradianceSH.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceSH = this.irradianceSH;\r\n }\r\n }\r\n /** Irradiance SH texture for environment light type ibl */\r\n get irradianceSHFB() {\r\n return this._irradianceSHFB.get();\r\n }\r\n set irradianceSHFB(value) {\r\n this._irradianceSHFB.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceSHFB = this.irradianceSHFB;\r\n }\r\n }\r\n /** Irradiance SH window for environment light type ibl */\r\n get irradianceWindow(): Immutable<Vector3> {\r\n return this._irradianceWindow;\r\n }\r\n set irradianceWindow(value: Immutable<Vector3>) {\r\n this._irradianceWindow.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceWindow = this._irradianceWindow;\r\n }\r\n }\r\n /** The environment light type */\r\n get type() {\r\n return this._envLight?.getType() ?? 'none';\r\n }\r\n set type(val) {\r\n switch (val) {\r\n case 'none':\r\n this._envLight = null;\r\n break;\r\n case 'ibl':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvShIBL(this.radianceMap!, this.irradianceSH!, this.irradianceSHFB!);\r\n }\r\n (this._envLight as EnvShIBL).radianceMap = this.radianceMap;\r\n (this._envLight as EnvShIBL).irradianceSH = this.irradianceSH;\r\n (this._envLight as EnvShIBL).irradianceSHFB = this.irradianceSHFB;\r\n (this._envLight as EnvShIBL).irradianceWindow = this.irradianceWindow;\r\n break;\r\n case 'constant':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvConstantAmbient(this._ambientColor);\r\n }\r\n break;\r\n case 'hemisphere':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvHemisphericAmbient(this._ambientUp, this._ambientDown);\r\n }\r\n break;\r\n default:\r\n break;\r\n }\r\n }\r\n /** Disposes the environment lighting wrapper */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._envLight?.dispose();\r\n this._radianceMap.dispose();\r\n this._irradianceMap.dispose();\r\n this._irradianceSHFB.dispose();\r\n this._irradianceSH.dispose();\r\n }\r\n}\r\n\r\n/**\r\n * Environment of scene\r\n * @public\r\n */\r\nexport class Environment extends Disposable {\r\n private readonly _sky: SkyRenderer;\r\n private readonly _light: EnvLightWrapper;\r\n /** @internal */\r\n constructor() {\r\n super();\r\n this._sky = new SkyRenderer();\r\n this._light = new EnvLightWrapper();\r\n }\r\n /** The sky renderer */\r\n get sky() {\r\n return this._sky;\r\n }\r\n /** The environment lighting renderer */\r\n get light() {\r\n return this._light;\r\n }\r\n /** @internal */\r\n getHash(ctx: DrawContext) {\r\n return `${this.light?.getHash(ctx)}:${this._sky?.getHash(ctx)}`;\r\n }\r\n /** @internal */\r\n needSceneDepthTexture() {\r\n return this._sky.fogType !== 'none';\r\n }\r\n /** Disposes the environment object */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._sky.dispose();\r\n this._light.dispose();\r\n 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+ {"version":3,"file":"environment.js","sources":["../../src/scene/environment.ts"],"sourcesContent":["import type { Immutable, Nullable, Vector4 } from '@zephyr3d/base';\r\nimport { Vector3, DRef, Disposable } from '@zephyr3d/base';\r\nimport { ObservableVector4 } from '@zephyr3d/base';\r\nimport type { DrawContext, EnvironmentLighting } from '../render';\r\nimport { EnvShIBL } from '../render';\r\nimport { EnvConstantAmbient, EnvHemisphericAmbient } from '../render';\r\nimport { SkyRenderer } from '../render/sky';\r\nimport type { FrameBuffer, GPUDataBuffer, TextureCube } from '@zephyr3d/device';\r\n\r\n/**\r\n * Wrapper for environmant lighting\r\n * @public\r\n */\r\nexport class EnvLightWrapper extends Disposable {\r\n private _envLight: Nullable<EnvironmentLighting>;\r\n private readonly _ambientColor: ObservableVector4;\r\n private readonly _ambientDown: ObservableVector4;\r\n private readonly _ambientUp: ObservableVector4;\r\n private readonly _radianceMap: DRef<TextureCube>;\r\n private readonly _sheenRadianceMap: DRef<TextureCube>;\r\n private readonly _irradianceMap: DRef<TextureCube>;\r\n private readonly _irradianceSH: DRef<GPUDataBuffer>;\r\n private readonly _irradianceSHFB: DRef<FrameBuffer>;\r\n private readonly _irradianceWindow: Vector3;\r\n private _strength: number;\r\n /** @internal */\r\n constructor() {\r\n super();\r\n this._envLight = new EnvShIBL();\r\n this._ambientColor = new ObservableVector4(0.2, 0.2, 0.2, 1).setCallback(() => {\r\n if (this.type === 'constant') {\r\n (this._envLight as EnvConstantAmbient).ambientColor.set(this._ambientColor);\r\n }\r\n });\r\n this._ambientDown = new ObservableVector4(0.2, 0.2, 0.2, 1).setCallback(() => {\r\n if (this.type === 'hemisphere') {\r\n (this._envLight as EnvHemisphericAmbient).ambientDown.set(this._ambientDown);\r\n }\r\n });\r\n this._ambientUp = new ObservableVector4(0.3, 0.5, 0.8, 1).setCallback(() => {\r\n if (this.type === 'hemisphere') {\r\n (this._envLight as EnvHemisphericAmbient).ambientUp.set(this._ambientUp);\r\n }\r\n });\r\n this._radianceMap = new DRef();\r\n this._sheenRadianceMap = new DRef();\r\n this._irradianceMap = new DRef();\r\n this._irradianceSH = new DRef();\r\n this._irradianceSHFB = new DRef();\r\n this._irradianceWindow = new Vector3();\r\n this._strength = 1;\r\n }\r\n /** @internal */\r\n getHash(ctx?: DrawContext) {\r\n const irradianceSource =\r\n this.type === 'ibl'\r\n ? this._irradianceSHFB.get()\r\n ? 'fb'\r\n : this._irradianceSH.get()\r\n ? 'buf'\r\n : 'none'\r\n : 'na';\r\n return !ctx || ctx.drawEnvLight\r\n ? `${this.type}:${this._envLight!.hasRadiance() ? '1' : '0'}:${\r\n this._envLight!.hasSheenRadiance() ? '1' : '0'\r\n }:${this._envLight!.hasIrradiance() ? '1' : '0'}:${irradianceSource}`\r\n : 'none';\r\n }\r\n /** @internal */\r\n get envLight() {\r\n return this._envLight!;\r\n }\r\n /** The strength of environment lighting */\r\n get strength() {\r\n return this._strength;\r\n }\r\n set strength(val) {\r\n this._strength = val;\r\n }\r\n /** Ambient light color for environment light type constant */\r\n get ambientColor(): Vector4 {\r\n return this._ambientColor;\r\n }\r\n set ambientColor(val: Vector4) {\r\n this._ambientColor.set(val);\r\n }\r\n /** Up color for environment light type hemisphere */\r\n get ambientUp(): Vector4 {\r\n return this._ambientUp;\r\n }\r\n set ambientUp(val: Vector4) {\r\n this._ambientUp.set(val);\r\n }\r\n /** Down color for environment light type hemisphere */\r\n get ambientDown(): Vector4 {\r\n return this._ambientDown;\r\n }\r\n set ambientDown(val: Vector4) {\r\n this._ambientDown.set(val);\r\n }\r\n /** Radiance map for environment light type ibl */\r\n get radianceMap() {\r\n return this._radianceMap.get();\r\n }\r\n set radianceMap(tex) {\r\n this._radianceMap.set(tex);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).radianceMap = this.radianceMap;\r\n }\r\n }\r\n /** Charlie-filtered sheen radiance map for environment light type ibl */\r\n get sheenRadianceMap() {\r\n return this._sheenRadianceMap.get();\r\n }\r\n set sheenRadianceMap(tex) {\r\n this._sheenRadianceMap.set(tex);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).sheenRadianceMap = this.sheenRadianceMap;\r\n }\r\n }\r\n /** Irradiance SH buffer for environment light type ibl */\r\n get irradianceSH() {\r\n return this._irradianceSH.get();\r\n }\r\n set irradianceSH(value) {\r\n this._irradianceSH.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceSH = this.irradianceSH;\r\n }\r\n }\r\n /** Irradiance SH texture for environment light type ibl */\r\n get irradianceSHFB() {\r\n return this._irradianceSHFB.get();\r\n }\r\n set irradianceSHFB(value) {\r\n this._irradianceSHFB.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceSHFB = this.irradianceSHFB;\r\n }\r\n }\r\n /** Irradiance SH window for environment light type ibl */\r\n get irradianceWindow(): Immutable<Vector3> {\r\n return this._irradianceWindow;\r\n }\r\n set irradianceWindow(value: Immutable<Vector3>) {\r\n this._irradianceWindow.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceWindow = this._irradianceWindow;\r\n }\r\n }\r\n /** The environment light type */\r\n get type() {\r\n return this._envLight?.getType() ?? 'none';\r\n }\r\n set type(val) {\r\n switch (val) {\r\n case 'none':\r\n this._envLight = null;\r\n break;\r\n case 'ibl':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvShIBL(\r\n this.radianceMap!,\r\n this.irradianceSH!,\r\n this.irradianceSHFB!,\r\n this.sheenRadianceMap!\r\n );\r\n }\r\n (this._envLight as EnvShIBL).radianceMap = this.radianceMap;\r\n (this._envLight as EnvShIBL).sheenRadianceMap = this.sheenRadianceMap;\r\n (this._envLight as EnvShIBL).irradianceSH = this.irradianceSH;\r\n (this._envLight as EnvShIBL).irradianceSHFB = this.irradianceSHFB;\r\n (this._envLight as EnvShIBL).irradianceWindow = this.irradianceWindow;\r\n break;\r\n case 'constant':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvConstantAmbient(this._ambientColor);\r\n }\r\n break;\r\n case 'hemisphere':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvHemisphericAmbient(this._ambientUp, this._ambientDown);\r\n }\r\n break;\r\n default:\r\n break;\r\n }\r\n }\r\n /** Disposes the environment lighting wrapper */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._envLight?.dispose();\r\n this._radianceMap.dispose();\r\n this._sheenRadianceMap.dispose();\r\n this._irradianceMap.dispose();\r\n this._irradianceSHFB.dispose();\r\n this._irradianceSH.dispose();\r\n }\r\n}\r\n\r\n/**\r\n * Environment of scene\r\n * @public\r\n */\r\nexport class Environment extends Disposable {\r\n private readonly _sky: SkyRenderer;\r\n private readonly _light: EnvLightWrapper;\r\n /** @internal */\r\n constructor() {\r\n super();\r\n this._sky = new SkyRenderer();\r\n this._light = new EnvLightWrapper();\r\n }\r\n /** The sky renderer */\r\n get sky() {\r\n return this._sky;\r\n }\r\n /** The environment lighting renderer */\r\n get light() {\r\n return this._light;\r\n }\r\n /** @internal */\r\n getHash(ctx: DrawContext) {\r\n return `${this.light?.getHash(ctx)}:${this._sky?.getHash(ctx)}`;\r\n }\r\n /** @internal */\r\n needSceneDepthTexture() {\r\n return this._sky.fogType !== 'none';\r\n }\r\n /** Disposes the environment object */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._sky.dispose();\r\n this._light.dispose();\r\n 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