@zephyr3d/scene 0.9.4 → 0.9.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (517) 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_modifier.js.map +1 -1
  38. package/dist/animation/translationtrack.js +3 -0
  39. package/dist/animation/translationtrack.js.map +1 -1
  40. package/dist/app/engine.js +171 -107
  41. package/dist/app/engine.js.map +1 -1
  42. package/dist/app/scriptregistry.js +251 -80
  43. package/dist/app/scriptregistry.js.map +1 -1
  44. package/dist/asset/assetmanager.js +344 -365
  45. package/dist/asset/assetmanager.js.map +1 -1
  46. package/dist/asset/loaders/loader.js +1 -6
  47. package/dist/asset/loaders/loader.js.map +1 -1
  48. package/dist/asset/loaders/zabc/zabc_loader.js.map +1 -1
  49. package/dist/asset/model.js +1000 -131
  50. package/dist/asset/model.js.map +1 -1
  51. package/dist/avatar/wardrobe.js +474 -0
  52. package/dist/avatar/wardrobe.js.map +1 -0
  53. package/dist/index.d.ts +1126 -199
  54. package/dist/index.js +3 -2
  55. package/dist/index.js.map +1 -1
  56. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +6 -3
  57. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  58. package/dist/material/mixins/pbr/common.js +72 -15
  59. package/dist/material/mixins/pbr/common.js.map +1 -1
  60. package/dist/material/msdf_text.js +3 -3
  61. package/dist/material/msdf_text.js.map +1 -1
  62. package/dist/material/msdf_text_sprite.js +4 -4
  63. package/dist/material/msdf_text_sprite.js.map +1 -1
  64. package/dist/material/pbrblueprint.js +102 -102
  65. package/dist/material/pbrblueprint.js.map +1 -1
  66. package/dist/render/envlight.js +54 -1
  67. package/dist/render/envlight.js.map +1 -1
  68. package/dist/render/sky.js +9 -0
  69. package/dist/render/sky.js.map +1 -1
  70. package/dist/scene/batchgroup.js +11 -13
  71. package/dist/scene/batchgroup.js.map +1 -1
  72. package/dist/scene/environment.js +15 -2
  73. package/dist/scene/environment.js.map +1 -1
  74. package/dist/scene/mesh.js +79 -16
  75. package/dist/scene/mesh.js.map +1 -1
  76. package/dist/scene/scene.js +1 -0
  77. package/dist/scene/scene.js.map +1 -1
  78. package/dist/scene/scene_node.js +203 -2
  79. package/dist/scene/scene_node.js.map +1 -1
  80. package/dist/text/font/cff_font.js +890 -0
  81. package/dist/text/font/cff_font.js.map +1 -0
  82. package/dist/text/font/font_asset.js +17 -3
  83. package/dist/text/font/font_asset.js.map +1 -1
  84. package/dist/text/msdf/generator.js.map +1 -1
  85. package/dist/text/msdf/shape.js +4 -1
  86. package/dist/text/msdf/shape.js.map +1 -1
  87. package/dist/text/runtime/msdf_text_atlas_manager.js +4 -1
  88. package/dist/text/runtime/msdf_text_atlas_manager.js.map +1 -1
  89. package/dist/utility/blueprint/material/inputs.js +1157 -1154
  90. package/dist/utility/blueprint/material/inputs.js.map +1 -1
  91. package/dist/utility/bounding_volume.js.map +1 -1
  92. package/dist/utility/pmrem.js +34 -8
  93. package/dist/utility/pmrem.js.map +1 -1
  94. package/dist/utility/serialization/manager.js +22 -9
  95. package/dist/utility/serialization/manager.js.map +1 -1
  96. package/dist/utility/serialization/scene/animation.js +700 -7
  97. package/dist/utility/serialization/scene/animation.js.map +1 -1
  98. package/dist/utility/serialization/scene/mesh.js +64 -4
  99. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  100. package/dist/utility/serialization/scene/node.js +187 -8
  101. package/dist/utility/serialization/scene/node.js.map +1 -1
  102. package/dist/utility/serialization/types.js.map +1 -1
  103. package/dist/utility/textures/sheenlut.js +138 -0
  104. package/dist/utility/textures/sheenlut.js.map +1 -0
  105. package/package.json +2 -2
  106. package/dist/animation/ik/ik_chain_builder.js +0 -68
  107. package/dist/animation/ik/ik_chain_builder.js.map +0 -1
  108. package/dist/animation/ik/ik_pole_constraint.js +0 -123
  109. package/dist/animation/ik/ik_pole_constraint.js.map +0 -1
  110. package/dist/animation/ik/ik_track.js +0 -96
  111. package/dist/animation/ik/ik_track.js.map +0 -1
  112. package/dist/animation/ik_postprocessor.js +0 -71
  113. package/dist/animation/ik_postprocessor.js.map +0 -1
  114. package/dist/animation/joint_dynamics/math.js +0 -16
  115. package/dist/animation/joint_dynamics/math.js.map +0 -1
  116. package/dist/animation/manual_transform_processor.js +0 -156
  117. package/dist/animation/manual_transform_processor.js.map +0 -1
  118. package/dist/animation/skeleton_postprocessor.js +0 -50
  119. package/dist/animation/skeleton_postprocessor.js.map +0 -1
  120. package/dist/animation/spring2/collision.js +0 -469
  121. package/dist/animation/spring2/collision.js.map +0 -1
  122. package/dist/animation/spring2/constraints.js +0 -329
  123. package/dist/animation/spring2/constraints.js.map +0 -1
  124. package/dist/animation/spring2/controller.js +0 -434
  125. package/dist/animation/spring2/controller.js.map +0 -1
  126. package/dist/animation/spring2/math.js +0 -16
  127. package/dist/animation/spring2/math.js.map +0 -1
  128. package/dist/animation/spring2/solver.js +0 -624
  129. package/dist/animation/spring2/solver.js.map +0 -1
  130. package/dist/animation/spring2/spring_system.js +0 -118
  131. package/dist/animation/spring2/spring_system.js.map +0 -1
  132. package/dist/animation/spring2/types.js +0 -19
  133. package/dist/animation/spring2/types.js.map +0 -1
  134. package/dist/animation/spring_postprocessor.js +0 -54
  135. package/dist/animation/spring_postprocessor.js.map +0 -1
  136. package/dist/asset/loaders/gltf/gltf_loader.js +0 -1273
  137. package/dist/asset/loaders/gltf/gltf_loader.js.map +0 -1
  138. package/dist/asset/loaders/gltf/helpers.js +0 -331
  139. package/dist/asset/loaders/gltf/helpers.js.map +0 -1
  140. package/dist/material/sprite3d.js +0 -301
  141. package/dist/material/sprite3d.js.map +0 -1
  142. package/dist/material/sprite3d_std.js +0 -116
  143. package/dist/material/sprite3d_std.js.map +0 -1
  144. package/dist/material/sprite3dblueprint.js +0 -235
  145. package/dist/material/sprite3dblueprint.js.map +0 -1
  146. package/dist/material/sprite_sdf.js +0 -106
  147. package/dist/material/sprite_sdf.js.map +0 -1
  148. package/dist/material/terrainmaterial.js +0 -368
  149. package/dist/material/terrainmaterial.js.map +0 -1
  150. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +0 -38
  151. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +0 -1
  152. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +0 -10
  153. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +0 -1
  154. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +0 -127
  155. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +0 -1
  156. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +0 -263
  157. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +0 -1
  158. package/dist/render/deferredlightpass.js +0 -510
  159. package/dist/render/deferredlightpass.js.map +0 -1
  160. package/dist/render/deferredshadowlightpass.js +0 -428
  161. package/dist/render/deferredshadowlightpass.js.map +0 -1
  162. package/dist/render/gbufferpass.js +0 -50
  163. package/dist/render/gbufferpass.js.map +0 -1
  164. package/dist/scene/sdftextsprite.js +0 -322
  165. package/dist/scene/sdftextsprite.js.map +0 -1
  166. package/dist/scene/sprite3d.js +0 -18
  167. package/dist/scene/sprite3d.js.map +0 -1
  168. package/dist/scene/terrain/grass.js +0 -280
  169. package/dist/scene/terrain/grass.js.map +0 -1
  170. package/dist/scene/terrain/heightfield.js +0 -475
  171. package/dist/scene/terrain/heightfield.js.map +0 -1
  172. package/dist/scene/terrain/patch.js +0 -532
  173. package/dist/scene/terrain/patch.js.map +0 -1
  174. package/dist/scene/terrain/quadtree.js +0 -461
  175. package/dist/scene/terrain/quadtree.js.map +0 -1
  176. package/dist/scene/terrain/terrain.js +0 -231
  177. package/dist/scene/terrain/terrain.js.map +0 -1
  178. package/dist/src/animation/animation.js +0 -127
  179. package/dist/src/animation/animation.js.map +0 -1
  180. package/dist/src/animation/animationset.js +0 -255
  181. package/dist/src/animation/animationset.js.map +0 -1
  182. package/dist/src/animation/animationtrack.js +0 -34
  183. package/dist/src/animation/animationtrack.js.map +0 -1
  184. package/dist/src/animation/eulerrotationtrack.js +0 -52
  185. package/dist/src/animation/eulerrotationtrack.js.map +0 -1
  186. package/dist/src/animation/morphtarget.js +0 -93
  187. package/dist/src/animation/morphtarget.js.map +0 -1
  188. package/dist/src/animation/morphtrack.js +0 -70
  189. package/dist/src/animation/morphtrack.js.map +0 -1
  190. package/dist/src/animation/proptrack.js +0 -161
  191. package/dist/src/animation/proptrack.js.map +0 -1
  192. package/dist/src/animation/rotationtrack.js +0 -51
  193. package/dist/src/animation/rotationtrack.js.map +0 -1
  194. package/dist/src/animation/scaletrack.js +0 -50
  195. package/dist/src/animation/scaletrack.js.map +0 -1
  196. package/dist/src/animation/skeleton.js +0 -204
  197. package/dist/src/animation/skeleton.js.map +0 -1
  198. package/dist/src/animation/translationtrack.js +0 -50
  199. package/dist/src/animation/translationtrack.js.map +0 -1
  200. package/dist/src/app/app.js +0 -129
  201. package/dist/src/app/app.js.map +0 -1
  202. package/dist/src/app/inputmgr.js +0 -267
  203. package/dist/src/app/inputmgr.js.map +0 -1
  204. package/dist/src/asset/assetmanager.js +0 -404
  205. package/dist/src/asset/assetmanager.js.map +0 -1
  206. package/dist/src/asset/builtin.js +0 -337
  207. package/dist/src/asset/builtin.js.map +0 -1
  208. package/dist/src/asset/loaders/dds/dds.js +0 -470
  209. package/dist/src/asset/loaders/dds/dds.js.map +0 -1
  210. package/dist/src/asset/loaders/dds/dds_loader.js +0 -28
  211. package/dist/src/asset/loaders/dds/dds_loader.js.map +0 -1
  212. package/dist/src/asset/loaders/gltf/gltf_loader.js +0 -1265
  213. package/dist/src/asset/loaders/gltf/gltf_loader.js.map +0 -1
  214. package/dist/src/asset/loaders/gltf/helpers.js +0 -327
  215. package/dist/src/asset/loaders/gltf/helpers.js.map +0 -1
  216. package/dist/src/asset/loaders/hdr/hdr.js +0 -180
  217. package/dist/src/asset/loaders/hdr/hdr.js.map +0 -1
  218. package/dist/src/asset/loaders/image/tga_Loader.js +0 -116
  219. package/dist/src/asset/loaders/image/tga_Loader.js.map +0 -1
  220. package/dist/src/asset/loaders/image/webimage_loader.js +0 -63
  221. package/dist/src/asset/loaders/image/webimage_loader.js.map +0 -1
  222. package/dist/src/asset/loaders/loader.js +0 -45
  223. package/dist/src/asset/loaders/loader.js.map +0 -1
  224. package/dist/src/asset/model.js +0 -414
  225. package/dist/src/asset/model.js.map +0 -1
  226. package/dist/src/blitter/bilateralblur.js +0 -221
  227. package/dist/src/blitter/bilateralblur.js.map +0 -1
  228. package/dist/src/blitter/blitter.js +0 -390
  229. package/dist/src/blitter/blitter.js.map +0 -1
  230. package/dist/src/blitter/box.js +0 -118
  231. package/dist/src/blitter/box.js.map +0 -1
  232. package/dist/src/blitter/copy.js +0 -22
  233. package/dist/src/blitter/copy.js.map +0 -1
  234. package/dist/src/blitter/gaussianblur.js +0 -228
  235. package/dist/src/blitter/gaussianblur.js.map +0 -1
  236. package/dist/src/camera/base.js +0 -92
  237. package/dist/src/camera/base.js.map +0 -1
  238. package/dist/src/camera/camera.js +0 -1005
  239. package/dist/src/camera/camera.js.map +0 -1
  240. package/dist/src/camera/fps.js +0 -238
  241. package/dist/src/camera/fps.js.map +0 -1
  242. package/dist/src/camera/orbit.js +0 -245
  243. package/dist/src/camera/orbit.js.map +0 -1
  244. package/dist/src/camera/orthocamera.js +0 -167
  245. package/dist/src/camera/orthocamera.js.map +0 -1
  246. package/dist/src/camera/perspectivecamera.js +0 -141
  247. package/dist/src/camera/perspectivecamera.js.map +0 -1
  248. package/dist/src/index.js +0 -120
  249. package/dist/src/index.js.map +0 -1
  250. package/dist/src/material/blinn.js +0 -81
  251. package/dist/src/material/blinn.js.map +0 -1
  252. package/dist/src/material/grassmaterial.js +0 -113
  253. package/dist/src/material/grassmaterial.js.map +0 -1
  254. package/dist/src/material/lambert.js +0 -92
  255. package/dist/src/material/lambert.js.map +0 -1
  256. package/dist/src/material/material.js +0 -301
  257. package/dist/src/material/material.js.map +0 -1
  258. package/dist/src/material/meshmaterial.js +0 -704
  259. package/dist/src/material/meshmaterial.js.map +0 -1
  260. package/dist/src/material/mixins/albedocolor.js +0 -76
  261. package/dist/src/material/mixins/albedocolor.js.map +0 -1
  262. package/dist/src/material/mixins/foliage.js +0 -47
  263. package/dist/src/material/mixins/foliage.js.map +0 -1
  264. package/dist/src/material/mixins/lightmodel/blinnphong.js +0 -112
  265. package/dist/src/material/mixins/lightmodel/blinnphong.js.map +0 -1
  266. package/dist/src/material/mixins/lightmodel/lambert.js +0 -58
  267. package/dist/src/material/mixins/lightmodel/lambert.js.map +0 -1
  268. package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js +0 -178
  269. package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js.map +0 -1
  270. package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js +0 -139
  271. package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js.map +0 -1
  272. package/dist/src/material/mixins/lit.js +0 -476
  273. package/dist/src/material/mixins/lit.js.map +0 -1
  274. package/dist/src/material/mixins/pbr/common.js +0 -918
  275. package/dist/src/material/mixins/pbr/common.js.map +0 -1
  276. package/dist/src/material/mixins/texture.js +0 -172
  277. package/dist/src/material/mixins/texture.js.map +0 -1
  278. package/dist/src/material/mixins/vertexcolor.js +0 -56
  279. package/dist/src/material/mixins/vertexcolor.js.map +0 -1
  280. package/dist/src/material/particle.js +0 -178
  281. package/dist/src/material/particle.js.map +0 -1
  282. package/dist/src/material/pbrmr.js +0 -97
  283. package/dist/src/material/pbrmr.js.map +0 -1
  284. package/dist/src/material/pbrsg.js +0 -97
  285. package/dist/src/material/pbrsg.js.map +0 -1
  286. package/dist/src/material/shader/helper.js +0 -1209
  287. package/dist/src/material/shader/helper.js.map +0 -1
  288. package/dist/src/material/terrain-cm.js +0 -606
  289. package/dist/src/material/terrain-cm.js.map +0 -1
  290. package/dist/src/material/terrainmaterial.js +0 -375
  291. package/dist/src/material/terrainmaterial.js.map +0 -1
  292. package/dist/src/material/unlit.js +0 -41
  293. package/dist/src/material/unlit.js.map +0 -1
  294. package/dist/src/material/water.js +0 -417
  295. package/dist/src/material/water.js.map +0 -1
  296. package/dist/src/posteffect/bloom.js +0 -361
  297. package/dist/src/posteffect/bloom.js.map +0 -1
  298. package/dist/src/posteffect/compositor.js +0 -226
  299. package/dist/src/posteffect/compositor.js.map +0 -1
  300. package/dist/src/posteffect/fxaa.js +0 -273
  301. package/dist/src/posteffect/fxaa.js.map +0 -1
  302. package/dist/src/posteffect/grayscale.js +0 -69
  303. package/dist/src/posteffect/grayscale.js.map +0 -1
  304. package/dist/src/posteffect/motionblur.js +0 -96
  305. package/dist/src/posteffect/motionblur.js.map +0 -1
  306. package/dist/src/posteffect/posteffect.js +0 -126
  307. package/dist/src/posteffect/posteffect.js.map +0 -1
  308. package/dist/src/posteffect/sao.js +0 -324
  309. package/dist/src/posteffect/sao.js.map +0 -1
  310. package/dist/src/posteffect/ssr.js +0 -489
  311. package/dist/src/posteffect/ssr.js.map +0 -1
  312. package/dist/src/posteffect/taa.js +0 -172
  313. package/dist/src/posteffect/taa.js.map +0 -1
  314. package/dist/src/posteffect/tonemap.js +0 -94
  315. package/dist/src/posteffect/tonemap.js.map +0 -1
  316. package/dist/src/render/abuffer_oit.js +0 -361
  317. package/dist/src/render/abuffer_oit.js.map +0 -1
  318. package/dist/src/render/clipmap.js +0 -851
  319. package/dist/src/render/clipmap.js.map +0 -1
  320. package/dist/src/render/cluster_light.js +0 -333
  321. package/dist/src/render/cluster_light.js.map +0 -1
  322. package/dist/src/render/cull_visitor.js +0 -187
  323. package/dist/src/render/cull_visitor.js.map +0 -1
  324. package/dist/src/render/depthpass.js +0 -68
  325. package/dist/src/render/depthpass.js.map +0 -1
  326. package/dist/src/render/drawable_mixin.js +0 -227
  327. package/dist/src/render/drawable_mixin.js.map +0 -1
  328. package/dist/src/render/envlight.js +0 -463
  329. package/dist/src/render/envlight.js.map +0 -1
  330. package/dist/src/render/fbm_wavegenerator.js +0 -251
  331. package/dist/src/render/fbm_wavegenerator.js.map +0 -1
  332. package/dist/src/render/fft_wavegenerator.js +0 -1006
  333. package/dist/src/render/fft_wavegenerator.js.map +0 -1
  334. package/dist/src/render/fullscreenquad.js +0 -38
  335. package/dist/src/render/fullscreenquad.js.map +0 -1
  336. package/dist/src/render/gerstner_wavegenerator.js +0 -314
  337. package/dist/src/render/gerstner_wavegenerator.js.map +0 -1
  338. package/dist/src/render/globalbindgroup_allocator.js +0 -60
  339. package/dist/src/render/globalbindgroup_allocator.js.map +0 -1
  340. package/dist/src/render/hzb.js +0 -273
  341. package/dist/src/render/hzb.js.map +0 -1
  342. package/dist/src/render/lightpass.js +0 -172
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- {"version":3,"file":"pbrblueprint.js","sources":["../../src/material/pbrblueprint.ts"],"sourcesContent":["import { MeshMaterial, applyMaterialMixins } from './meshmaterial';\nimport type { BindGroup, PBFunctionScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\nimport { ShaderHelper } from './shader/helper';\nimport { MaterialVaryingFlags, RENDER_PASS_TYPE_LIGHT } from '../values';\nimport { DRef, Vector2, Vector3, Vector4, type Clonable, type Immutable } from '@zephyr3d/base';\nimport { mixinPBRBluePrint } from './mixins/lightmodel/pbrblueprintmixin';\nimport type { BluePrintUniformTexture, BluePrintUniformValue } from '../utility/blueprint/material/ir';\nimport { MaterialBlueprintIR } from '../utility/blueprint/material/ir';\nimport type { DrawContext } from '../render/drawable';\nimport { PBRBlockNode, VertexBlockNode } from '../utility/blueprint/material/pbr';\nimport type { PBRReflectionMode } from './mixins/lightmodel/pbrmetallicroughness';\n\nconst PBR_REFLECTION_MODE: Record<PBRReflectionMode, number> = {\n none: 0,\n ggx: 1,\n anisotropic: 2,\n glint: 3\n};\n\n/**\n * Physically-based rendering material driven by blueprint graphs.\n *\n * @remarks\n * This material extends {@link MeshMaterial} with PBR behavior via\n * {@link mixinPBRBluePrint}, and uses {@link MaterialBlueprintIR}\n * graphs for both vertex and fragment stages.\n *\n * - The **vertex blueprint IR** (`vertexIR`) controls vertex\n * transformations and per-vertex data.\n * - The **fragment blueprint IR** (`fragmentIR`) produces inputs\n * for the PBR shading model (albedo, roughness, metalness, etc.).\n *\n * Uniform values and textures for the blueprints are provided via\n * {@link PBRBluePrintMaterial.uniformValues} and\n * {@link PBRBluePrintMaterial.uniformTextures}.\n *\n * @public\n */\nexport class PBRBluePrintMaterial\n extends applyMaterialMixins(MeshMaterial, mixinPBRBluePrint)\n implements Clonable<PBRBluePrintMaterial>\n{\n /** @internal */\n private static readonly FEATURE_VERTEX_COLOR = this.defineFeature();\n /** @internal */\n private static readonly FEATURE_VERTEX_UV = this.defineFeature();\n /** @internal */\n private static readonly FEATURE_SUBSURFACE_SCATTERING = this.defineFeature();\n /** @internal */\n private _irFrag: MaterialBlueprintIR;\n /** @internal */\n private _irVertex: MaterialBlueprintIR;\n /** @internal */\n private _uniformValues: BluePrintUniformValue[];\n /** @internal */\n private _uniformTextures: BluePrintUniformTexture[];\n /** @internal */\n private _reflectionMode: PBRReflectionMode;\n /** @internal */\n private readonly _subsurfaceColor: Vector3;\n /** @internal */\n private _subsurfaceScale: number;\n /** @internal */\n private _subsurfacePower: number;\n /** @internal */\n private _subsurfaceIntensity: number;\n /** @internal */\n private _anisotropy: number;\n /** @internal */\n private _anisotropyDirection: number;\n /** @internal */\n private readonly _anisotropyDirectionScaleBias: Vector2;\n /**\n * Creates a new {@link PBRBluePrintMaterial} instance.\n *\n * @param irFrag - Optional fragment blueprint IR. If omitted, a default\n * IR containing a single {@link PBRBlockNode} is created.\n * @param irVertex - Optional vertex blueprint IR. If omitted, a default\n * IR containing a single {@link VertexBlockNode} is created.\n * @param uniformValues - Optional initial list of uniform value descriptors.\n * @param uniformTextures - Optional initial list of texture uniform descriptors.\n */\n constructor(\n irFrag?: MaterialBlueprintIR,\n irVertex?: MaterialBlueprintIR,\n uniformValues?: BluePrintUniformValue[],\n uniformTextures?: BluePrintUniformTexture[]\n ) {\n super();\n this._irFrag =\n irFrag ??\n new MaterialBlueprintIR(\n {\n nodeMap: { '1': new PBRBlockNode() },\n roots: [1],\n order: [1],\n graph: { incoming: {}, outgoing: {} }\n },\n '',\n {\n nodes: [{ id: 1, title: '', locked: true, node: { ClassName: 'PBRBlockNode', Object: '' } }],\n links: []\n }\n );\n this._irVertex =\n irVertex ??\n new MaterialBlueprintIR(\n {\n nodeMap: { '1': new VertexBlockNode() },\n roots: [1],\n order: [1],\n graph: { incoming: {}, outgoing: {} }\n },\n '',\n {\n nodes: [{ id: 1, title: '', locked: true, node: { ClassName: 'VertexBlockNode', Object: '' } }],\n links: []\n }\n );\n this._uniformValues = uniformValues ?? [];\n this._uniformTextures = uniformTextures ?? [];\n this._reflectionMode = 'ggx';\n this._subsurfaceColor = new Vector3(1, 0.3, 0.2);\n this._subsurfaceScale = 0.5;\n this._subsurfacePower = 1.5;\n this._subsurfaceIntensity = 0.5;\n this._anisotropy = 0.75;\n this._anisotropyDirection = 0;\n this._anisotropyDirectionScaleBias = new Vector2(1, 0);\n this.useFeature(PBRBluePrintMaterial.FEATURE_SUBSURFACE_SCATTERING, false);\n this.useFeature(PBRBluePrintMaterial.FEATURE_VERTEX_COLOR, this._irVertex.behaviors.useVertexColor);\n this.useFeature(PBRBluePrintMaterial.FEATURE_VERTEX_UV, this._irVertex.behaviors.useVertexUV);\n }\n get reflectionMode() {\n return this._reflectionMode;\n }\n set reflectionMode(val: PBRReflectionMode) {\n if (val !== this._reflectionMode) {\n this._reflectionMode = val;\n this.uniformChanged();\n }\n }\n get subsurfaceScattering() {\n return this.featureUsed<boolean>(PBRBluePrintMaterial.FEATURE_SUBSURFACE_SCATTERING);\n }\n set subsurfaceScattering(val: boolean) {\n this.useFeature(PBRBluePrintMaterial.FEATURE_SUBSURFACE_SCATTERING, !!val);\n }\n get subsurfaceColor(): Immutable<Vector3> {\n return this._subsurfaceColor;\n }\n set subsurfaceColor(val: Immutable<Vector3>) {\n if (!val.equalsTo(this._subsurfaceColor)) {\n this._subsurfaceColor.set(val);\n this.uniformChanged();\n }\n }\n get subsurfaceScale() {\n return this._subsurfaceScale;\n }\n set subsurfaceScale(val: number) {\n if (val !== this._subsurfaceScale) {\n this._subsurfaceScale = val;\n this.uniformChanged();\n }\n }\n get subsurfacePower() {\n return this._subsurfacePower;\n }\n set subsurfacePower(val: number) {\n if (val !== this._subsurfacePower) {\n this._subsurfacePower = val;\n this.uniformChanged();\n }\n }\n get subsurfaceIntensity() {\n return this._subsurfaceIntensity;\n }\n set subsurfaceIntensity(val: number) {\n if (val !== this._subsurfaceIntensity) {\n this._subsurfaceIntensity = val;\n this.uniformChanged();\n }\n }\n get anisotropy() {\n return this._anisotropy;\n }\n set anisotropy(val: number) {\n const clamped = Math.max(-0.95, Math.min(0.95, val));\n if (clamped !== this._anisotropy) {\n this._anisotropy = clamped;\n this.uniformChanged();\n }\n }\n get anisotropyDirection() {\n return this._anisotropyDirection;\n }\n set anisotropyDirection(val: number) {\n if (val !== this._anisotropyDirection) {\n this._anisotropyDirection = val;\n this.uniformChanged();\n }\n }\n get anisotropyDirectionScaleBias(): Immutable<Vector2> {\n return this._anisotropyDirectionScaleBias;\n }\n set anisotropyDirectionScaleBias(val: Immutable<Vector2>) {\n if (!val.equalsTo(this._anisotropyDirectionScaleBias)) {\n this._anisotropyDirectionScaleBias.set(val);\n this.uniformChanged();\n }\n }\n /**\n * Gets the fragment blueprint IR.\n */\n get fragmentIR() {\n return this._irFrag;\n }\n set fragmentIR(ir: MaterialBlueprintIR) {\n if (ir && ir !== this._irFrag) {\n this._irFrag = ir;\n this.clearCache();\n this.optionChanged(true);\n }\n }\n /**\n * Gets the vertex blueprint IR.\n */\n get vertexIR() {\n return this._irVertex;\n }\n set vertexIR(ir: MaterialBlueprintIR) {\n if (ir && ir !== this._irVertex) {\n this._irVertex = ir;\n this.useFeature(PBRBluePrintMaterial.FEATURE_VERTEX_COLOR, this._irVertex.behaviors.useVertexColor);\n this.useFeature(PBRBluePrintMaterial.FEATURE_VERTEX_UV, this._irVertex.behaviors.useVertexUV);\n this.clearCache();\n this.optionChanged(true);\n }\n }\n /**\n * Gets the list of uniform value descriptors used by the blueprints.\n */\n get uniformValues() {\n return this._uniformValues;\n }\n set uniformValues(val: BluePrintUniformValue[]) {\n this._uniformValues = (val ?? []).map((v) => ({ ...v }));\n this.uniformChanged();\n }\n /**\n * Gets the list of texture uniform descriptors used by the blueprints.\n */\n get uniformTextures() {\n return this._uniformTextures;\n }\n set uniformTextures(val: BluePrintUniformTexture[]) {\n if (val !== this._uniformTextures) {\n const newUniforms = val.map((v) => ({\n finalTexture: new DRef(v.finalTexture!.get()),\n finalSampler: v.finalSampler,\n name: v.name,\n params: v.params?.clone() ?? Vector4.zero(),\n texture: v.texture,\n type: v.type,\n sRGB: v.sRGB,\n wrapS: v.wrapS,\n wrapT: v.wrapT,\n inFragmentShader: v.inFragmentShader,\n inVertexShader: v.inVertexShader,\n minFilter: v.minFilter,\n magFilter: v.magFilter,\n mipFilter: v.mipFilter\n }));\n for (const u of this._uniformTextures) {\n u.finalTexture!.dispose();\n }\n this._uniformTextures = newUniforms;\n this.uniformChanged();\n }\n }\n /**\n * Creates a deep copy of this material.\n *\n * @remarks\n * The clone shares the same vertex/fragment IR references and copies\n * the current blueprint uniform descriptors, then calls `copyFrom`\n * to copy base-class and mixin state.\n *\n * @returns A new {@link PBRBluePrintMaterial} instance.\n */\n clone() {\n const other = new PBRBluePrintMaterial(\n this._irFrag,\n this._irVertex,\n this._uniformValues,\n this._uniformTextures\n );\n other.copyFrom(this);\n return other;\n }\n copyFrom(other: this) {\n super.copyFrom(other);\n this.reflectionMode = other.reflectionMode;\n this.subsurfaceScattering = other.subsurfaceScattering;\n this.subsurfaceColor = other.subsurfaceColor;\n this.subsurfaceScale = other.subsurfaceScale;\n this.subsurfacePower = other.subsurfacePower;\n this.subsurfaceIntensity = other.subsurfaceIntensity;\n this.anisotropy = other.anisotropy;\n this.anisotropyDirection = other.anisotropyDirection;\n this.anisotropyDirectionScaleBias = other.anisotropyDirectionScaleBias;\n }\n /**\n * Builds the vertex shader for this PBR blueprint material.\n *\n * @param scope - The current vertex shader function scope.\n */\n vertexShader(scope: PBFunctionScope) {\n super.vertexShader(scope);\n const pb = scope.$builder;\n scope.$inputs.zVertexPos = pb.vec3().attrib('position');\n scope.$inputs.zVertexNormal = pb.vec3().attrib('normal');\n scope.$inputs.zVertexTangent = pb.vec4().attrib('tangent');\n if (this.featureUsed(PBRBluePrintMaterial.FEATURE_VERTEX_COLOR)) {\n scope.$inputs.zVertexColor = pb.vec4().attrib('diffuse');\n }\n if (this.featureUsed(PBRBluePrintMaterial.FEATURE_VERTEX_UV)) {\n scope.$inputs.zVertexUV = pb.vec2().attrib('texCoord0');\n }\n\n for (const u of [...this._uniformValues, ...this._uniformTextures]) {\n if (u.inVertexShader) {\n // @ts-ignore\n pb.getGlobalScope()[u.name] = pb[u.type]().uniform(2);\n }\n }\n const outputs = this._irVertex.create(pb)!;\n scope.$l.oPos = this.getOutput(outputs, 'Position') ?? ShaderHelper.resolveVertexPosition(scope);\n const worldMatrix = ShaderHelper.getWorldMatrix(scope);\n scope.$outputs.worldPos = pb.mul(worldMatrix, pb.vec4(scope.oPos, 1)).xyz;\n scope.$l.csPos = pb.mul(ShaderHelper.getViewProjectionMatrix(scope), pb.vec4(scope.$outputs.worldPos, 1));\n ShaderHelper.setClipSpacePosition(scope, scope.csPos);\n scope.$outputs.zVertexColor =\n this.getOutput(outputs, 'Color') ??\n (this.featureUsed(PBRBluePrintMaterial.FEATURE_VERTEX_COLOR) ? scope.$inputs.zVertexColor : pb.vec4(1));\n scope.$outputs.zVertexUV =\n this.getOutput(outputs, 'UV') ??\n (this.featureUsed(PBRBluePrintMaterial.FEATURE_VERTEX_UV) ? scope.$inputs.zVertexUV : pb.vec2(0));\n scope.$l.oNorm = this.getOutput(outputs, 'Normal') ?? ShaderHelper.resolveVertexNormal(scope);\n scope.$outputs.zVertexNormal = pb.mul(ShaderHelper.getNormalMatrix(scope), pb.vec4(scope.oNorm, 0)).xyz;\n scope.$l.oTangent = this.getOutput(outputs, 'Tangent') ?? 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scope.zSubsurfacePower = pb.float().uniform(2);\n scope.zSubsurfaceIntensity = pb.float().uniform(2);\n }\n if (this.needFragmentColor()) {\n scope.zAnisotropy = pb.float().uniform(2);\n scope.zAnisotropyDirection = pb.float().uniform(2);\n scope.zAnisotropyDirectionScaleBias = pb.vec2().uniform(2);\n for (const u of [...this._uniformValues, ...this._uniformTextures]) {\n if (u.inFragmentShader) {\n // @ts-ignore\n pb.getGlobalScope()[u.name] = pb[u.type]().uniform(2);\n }\n }\n scope.$l.viewVec = this.calculateViewVector(scope, scope.$inputs.worldPos);\n scope.$l.commonData = this.getCommonDatasStruct(scope)();\n this.getCommonData(\n scope,\n scope.commonData,\n scope.viewVec,\n scope.$inputs.worldPos,\n scope.$inputs.zVertexNormal,\n scope.$inputs.zVertexTangent,\n scope.$inputs.zVertexBinormal,\n scope.$inputs.zVertexColor,\n scope.$inputs.zVertexUV,\n this._irFrag\n );\n if (this.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT) {\n if (this.drawContext.materialFlags & MaterialVaryingFlags.SSR_STORE_ROUGHNESS) {\n scope.$l.outRoughness = pb.vec4();\n scope.$l.litColor = this.PBRLight(\n scope,\n scope.$inputs.worldPos,\n scope.viewVec,\n scope.commonData,\n scope.outRoughness\n );\n if (this.subsurfaceScattering) {\n scope.litColor = this.applySubsurfaceScattering(\n scope,\n scope.litColor,\n scope.commonData.albedo.rgb,\n scope.commonData.normal,\n scope.viewVec\n );\n }\n this.outputFragmentColor(\n scope,\n scope.$inputs.worldPos,\n scope.litColor,\n scope.outRoughness,\n pb.vec4(pb.add(pb.mul(scope.commonData.normal, 0.5), pb.vec3(0.5)), 1)\n );\n } else {\n scope.$l.litColor = this.PBRLight(scope, scope.$inputs.worldPos, scope.viewVec, scope.commonData);\n if (this.subsurfaceScattering) {\n scope.litColor = this.applySubsurfaceScattering(\n scope,\n scope.litColor,\n scope.commonData.albedo.rgb,\n scope.commonData.normal,\n scope.viewVec\n );\n }\n this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.litColor);\n }\n } else {\n this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.commonData.albedo);\n }\n } else {\n this.outputFragmentColor(scope, scope.$inputs.worldPos, null);\n }\n }\n /**\n * Applies runtime uniform values and textures to the given bind group.\n *\n * @remarks\n * - Calls the base implementation first to bind standard mesh/PBR uniforms.\n * - If fragment color is needed for the current context, all blueprint\n * scalar/vector uniform values and textures are then bound by name.\n *\n * @param bindGroup - The bind group to which material resources are bound.\n * @param ctx - The current draw context.\n * @param pass - Index of the active render pass.\n */\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\n super.applyUniformValues(bindGroup, ctx, pass);\n if (this.needFragmentColor(ctx)) {\n bindGroup.setValue('zReflectionMode', PBR_REFLECTION_MODE[this._reflectionMode]);\n bindGroup.setValue('zAnisotropy', this._anisotropy);\n 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+ {"version":3,"file":"pbrblueprint.js","sources":["../../src/material/pbrblueprint.ts"],"sourcesContent":["import { MeshMaterial, applyMaterialMixins } from './meshmaterial';\r\nimport type { BindGroup, PBFunctionScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport { ShaderHelper } from './shader/helper';\r\nimport { MaterialVaryingFlags, RENDER_PASS_TYPE_LIGHT } from '../values';\r\nimport { DRef, Vector2, Vector3, Vector4, type Clonable, type Immutable } from '@zephyr3d/base';\r\nimport { mixinPBRBluePrint } from './mixins/lightmodel/pbrblueprintmixin';\r\nimport type { BluePrintUniformTexture, BluePrintUniformValue } from '../utility/blueprint/material/ir';\r\nimport { MaterialBlueprintIR } from '../utility/blueprint/material/ir';\r\nimport type { DrawContext } from '../render/drawable';\r\nimport { PBRBlockNode, VertexBlockNode } from '../utility/blueprint/material/pbr';\r\nimport type { PBRReflectionMode } from './mixins/lightmodel/pbrmetallicroughness';\r\n\r\nconst PBR_REFLECTION_MODE: Record<PBRReflectionMode, number> = {\r\n none: 0,\r\n ggx: 1,\r\n anisotropic: 2,\r\n glint: 3\r\n};\r\n\r\n/**\r\n * Physically-based rendering material driven by blueprint graphs.\r\n *\r\n * @remarks\r\n * This material extends {@link MeshMaterial} with PBR behavior via\r\n * {@link mixinPBRBluePrint}, and uses {@link MaterialBlueprintIR}\r\n * graphs for both vertex and fragment stages.\r\n *\r\n * - The **vertex blueprint IR** (`vertexIR`) controls vertex\r\n * transformations and per-vertex data.\r\n * - The **fragment blueprint IR** (`fragmentIR`) produces inputs\r\n * for the PBR shading model (albedo, roughness, metalness, etc.).\r\n *\r\n * Uniform values and textures for the blueprints are provided via\r\n * {@link PBRBluePrintMaterial.uniformValues} and\r\n * {@link PBRBluePrintMaterial.uniformTextures}.\r\n *\r\n * @public\r\n */\r\nexport class PBRBluePrintMaterial\r\n extends applyMaterialMixins(MeshMaterial, mixinPBRBluePrint)\r\n implements Clonable<PBRBluePrintMaterial>\r\n{\r\n /** @internal */\r\n private static readonly FEATURE_VERTEX_COLOR = this.defineFeature();\r\n /** @internal */\r\n private static readonly FEATURE_VERTEX_UV = this.defineFeature();\r\n /** @internal */\r\n private static readonly FEATURE_SUBSURFACE_SCATTERING = this.defineFeature();\r\n /** @internal */\r\n private _irFrag: MaterialBlueprintIR;\r\n /** @internal */\r\n private _irVertex: MaterialBlueprintIR;\r\n /** @internal */\r\n private _uniformValues: BluePrintUniformValue[];\r\n /** @internal */\r\n private _uniformTextures: BluePrintUniformTexture[];\r\n /** @internal */\r\n private _reflectionMode: PBRReflectionMode;\r\n /** @internal */\r\n private readonly _subsurfaceColor: Vector3;\r\n /** @internal */\r\n private _subsurfaceScale: number;\r\n /** @internal */\r\n private _subsurfacePower: number;\r\n /** @internal */\r\n private _subsurfaceIntensity: number;\r\n /** @internal */\r\n private _anisotropy: number;\r\n /** @internal */\r\n private _anisotropyDirection: number;\r\n /** @internal */\r\n private readonly _anisotropyDirectionScaleBias: Vector2;\r\n /**\r\n * Creates a new {@link PBRBluePrintMaterial} instance.\r\n *\r\n * @param irFrag - Optional fragment blueprint IR. If omitted, a default\r\n * IR containing a single {@link PBRBlockNode} is created.\r\n * @param irVertex - Optional vertex blueprint IR. If omitted, a default\r\n * IR containing a single {@link VertexBlockNode} is created.\r\n * @param uniformValues - Optional initial list of uniform value descriptors.\r\n * @param uniformTextures - Optional initial list of texture uniform descriptors.\r\n */\r\n constructor(\r\n irFrag?: MaterialBlueprintIR,\r\n irVertex?: MaterialBlueprintIR,\r\n uniformValues?: BluePrintUniformValue[],\r\n uniformTextures?: BluePrintUniformTexture[]\r\n ) {\r\n super();\r\n this._irFrag =\r\n irFrag ??\r\n new MaterialBlueprintIR(\r\n {\r\n nodeMap: { '1': new PBRBlockNode() },\r\n roots: [1],\r\n order: [1],\r\n graph: { incoming: {}, outgoing: {} }\r\n },\r\n '',\r\n {\r\n nodes: [{ id: 1, title: '', locked: true, node: { ClassName: 'PBRBlockNode', Object: '' } }],\r\n links: []\r\n }\r\n );\r\n this._irVertex =\r\n irVertex ??\r\n new MaterialBlueprintIR(\r\n {\r\n nodeMap: { '1': new VertexBlockNode() },\r\n roots: [1],\r\n order: [1],\r\n graph: { incoming: {}, outgoing: {} }\r\n },\r\n '',\r\n {\r\n nodes: [{ id: 1, title: '', locked: true, node: { ClassName: 'VertexBlockNode', Object: '' } }],\r\n links: []\r\n }\r\n );\r\n this._uniformValues = uniformValues ?? [];\r\n this._uniformTextures = uniformTextures ?? [];\r\n this._reflectionMode = 'ggx';\r\n this._subsurfaceColor = new Vector3(1, 0.3, 0.2);\r\n this._subsurfaceScale = 0.5;\r\n this._subsurfacePower = 1.5;\r\n this._subsurfaceIntensity = 0.5;\r\n this._anisotropy = 0.75;\r\n this._anisotropyDirection = 0;\r\n this._anisotropyDirectionScaleBias = new Vector2(1, 0);\r\n this.useFeature(PBRBluePrintMaterial.FEATURE_SUBSURFACE_SCATTERING, false);\r\n this.useFeature(PBRBluePrintMaterial.FEATURE_VERTEX_COLOR, this._irVertex.behaviors.useVertexColor);\r\n this.useFeature(PBRBluePrintMaterial.FEATURE_VERTEX_UV, this._irVertex.behaviors.useVertexUV);\r\n }\r\n get reflectionMode() {\r\n return this._reflectionMode;\r\n }\r\n set reflectionMode(val: PBRReflectionMode) {\r\n if (val !== this._reflectionMode) {\r\n this._reflectionMode = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n get subsurfaceScattering() {\r\n return this.featureUsed<boolean>(PBRBluePrintMaterial.FEATURE_SUBSURFACE_SCATTERING);\r\n }\r\n set subsurfaceScattering(val: boolean) {\r\n this.useFeature(PBRBluePrintMaterial.FEATURE_SUBSURFACE_SCATTERING, !!val);\r\n }\r\n get subsurfaceColor(): Immutable<Vector3> {\r\n return this._subsurfaceColor;\r\n }\r\n set subsurfaceColor(val: Immutable<Vector3>) {\r\n if (!val.equalsTo(this._subsurfaceColor)) {\r\n this._subsurfaceColor.set(val);\r\n this.uniformChanged();\r\n }\r\n }\r\n get subsurfaceScale() {\r\n return this._subsurfaceScale;\r\n }\r\n set subsurfaceScale(val: number) {\r\n if (val !== this._subsurfaceScale) {\r\n this._subsurfaceScale = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n get subsurfacePower() {\r\n return this._subsurfacePower;\r\n }\r\n set subsurfacePower(val: number) {\r\n if (val !== this._subsurfacePower) {\r\n this._subsurfacePower = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n get subsurfaceIntensity() {\r\n return this._subsurfaceIntensity;\r\n }\r\n set subsurfaceIntensity(val: number) {\r\n if (val !== this._subsurfaceIntensity) {\r\n this._subsurfaceIntensity = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n get anisotropy() {\r\n return this._anisotropy;\r\n }\r\n set anisotropy(val: number) {\r\n const clamped = Math.max(-0.95, Math.min(0.95, val));\r\n if (clamped !== this._anisotropy) {\r\n this._anisotropy = clamped;\r\n this.uniformChanged();\r\n }\r\n }\r\n get anisotropyDirection() {\r\n return this._anisotropyDirection;\r\n }\r\n set anisotropyDirection(val: number) {\r\n if (val !== this._anisotropyDirection) {\r\n this._anisotropyDirection = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n get anisotropyDirectionScaleBias(): Immutable<Vector2> {\r\n return this._anisotropyDirectionScaleBias;\r\n }\r\n set anisotropyDirectionScaleBias(val: Immutable<Vector2>) {\r\n if (!val.equalsTo(this._anisotropyDirectionScaleBias)) {\r\n this._anisotropyDirectionScaleBias.set(val);\r\n this.uniformChanged();\r\n }\r\n }\r\n /**\r\n * Gets the fragment blueprint IR.\r\n */\r\n get fragmentIR() {\r\n return this._irFrag;\r\n }\r\n set fragmentIR(ir: MaterialBlueprintIR) {\r\n if (ir && ir !== this._irFrag) {\r\n this._irFrag = ir;\r\n this.clearCache();\r\n this.optionChanged(true);\r\n }\r\n }\r\n /**\r\n * Gets the vertex blueprint IR.\r\n */\r\n get vertexIR() {\r\n return this._irVertex;\r\n }\r\n set vertexIR(ir: MaterialBlueprintIR) {\r\n if (ir && ir !== this._irVertex) {\r\n this._irVertex = ir;\r\n this.useFeature(PBRBluePrintMaterial.FEATURE_VERTEX_COLOR, this._irVertex.behaviors.useVertexColor);\r\n this.useFeature(PBRBluePrintMaterial.FEATURE_VERTEX_UV, this._irVertex.behaviors.useVertexUV);\r\n this.clearCache();\r\n this.optionChanged(true);\r\n }\r\n }\r\n /**\r\n * Gets the list of uniform value descriptors used by the blueprints.\r\n */\r\n get uniformValues() {\r\n return this._uniformValues;\r\n }\r\n set uniformValues(val: BluePrintUniformValue[]) {\r\n this._uniformValues = (val ?? []).map((v) => ({ ...v }));\r\n this.uniformChanged();\r\n }\r\n /**\r\n * Gets the list of texture uniform descriptors used by the blueprints.\r\n */\r\n get uniformTextures() {\r\n return this._uniformTextures;\r\n }\r\n set uniformTextures(val: BluePrintUniformTexture[]) {\r\n if (val !== this._uniformTextures) {\r\n const newUniforms = val.map((v) => ({\r\n finalTexture: new DRef(v.finalTexture!.get()),\r\n finalSampler: v.finalSampler,\r\n name: v.name,\r\n params: v.params?.clone() ?? Vector4.zero(),\r\n texture: v.texture,\r\n type: v.type,\r\n sRGB: v.sRGB,\r\n wrapS: v.wrapS,\r\n wrapT: v.wrapT,\r\n inFragmentShader: v.inFragmentShader,\r\n inVertexShader: v.inVertexShader,\r\n minFilter: v.minFilter,\r\n magFilter: v.magFilter,\r\n mipFilter: v.mipFilter\r\n }));\r\n for (const u of this._uniformTextures) {\r\n u.finalTexture!.dispose();\r\n }\r\n this._uniformTextures = newUniforms;\r\n this.uniformChanged();\r\n }\r\n }\r\n /**\r\n * Creates a deep copy of this material.\r\n *\r\n * @remarks\r\n * The clone shares the same vertex/fragment IR references and copies\r\n * the current blueprint uniform descriptors, then calls `copyFrom`\r\n * to copy base-class and mixin state.\r\n *\r\n * @returns A new {@link PBRBluePrintMaterial} instance.\r\n */\r\n clone() {\r\n const other = new PBRBluePrintMaterial(\r\n this._irFrag,\r\n this._irVertex,\r\n this._uniformValues,\r\n this._uniformTextures\r\n );\r\n other.copyFrom(this);\r\n return other;\r\n }\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n this.reflectionMode = other.reflectionMode;\r\n this.subsurfaceScattering = other.subsurfaceScattering;\r\n this.subsurfaceColor = other.subsurfaceColor;\r\n this.subsurfaceScale = other.subsurfaceScale;\r\n this.subsurfacePower = other.subsurfacePower;\r\n this.subsurfaceIntensity = other.subsurfaceIntensity;\r\n this.anisotropy = other.anisotropy;\r\n this.anisotropyDirection = other.anisotropyDirection;\r\n this.anisotropyDirectionScaleBias = other.anisotropyDirectionScaleBias;\r\n }\r\n /**\r\n * Builds the vertex shader for this PBR blueprint material.\r\n *\r\n * @param scope - The current vertex shader function scope.\r\n */\r\n vertexShader(scope: PBFunctionScope) {\r\n super.vertexShader(scope);\r\n const pb = scope.$builder;\r\n scope.$inputs.zVertexPos = pb.vec3().attrib('position');\r\n scope.$inputs.zVertexNormal = pb.vec3().attrib('normal');\r\n scope.$inputs.zVertexTangent = pb.vec4().attrib('tangent');\r\n if (this.featureUsed(PBRBluePrintMaterial.FEATURE_VERTEX_COLOR)) {\r\n scope.$inputs.zVertexColor = pb.vec4().attrib('diffuse');\r\n }\r\n if (this.featureUsed(PBRBluePrintMaterial.FEATURE_VERTEX_UV)) {\r\n scope.$inputs.zVertexUV = pb.vec2().attrib('texCoord0');\r\n }\r\n\r\n for (const u of [...this._uniformValues, ...this._uniformTextures]) {\r\n if (u.inVertexShader) {\r\n // @ts-ignore\r\n pb.getGlobalScope()[u.name] = pb[u.type]().uniform(2);\r\n }\r\n }\r\n const outputs = this._irVertex.create(pb)!;\r\n scope.$l.oPos = this.getOutput(outputs, 'Position') ?? ShaderHelper.resolveVertexPosition(scope);\r\n const worldMatrix = ShaderHelper.getWorldMatrix(scope);\r\n scope.$outputs.worldPos = pb.mul(worldMatrix, pb.vec4(scope.oPos, 1)).xyz;\r\n scope.$l.csPos = pb.mul(ShaderHelper.getViewProjectionMatrix(scope), pb.vec4(scope.$outputs.worldPos, 1));\r\n ShaderHelper.setClipSpacePosition(scope, scope.csPos);\r\n scope.$outputs.zVertexColor =\r\n this.getOutput(outputs, 'Color') ??\r\n (this.featureUsed(PBRBluePrintMaterial.FEATURE_VERTEX_COLOR) ? scope.$inputs.zVertexColor : pb.vec4(1));\r\n scope.$outputs.zVertexUV =\r\n this.getOutput(outputs, 'UV') ??\r\n (this.featureUsed(PBRBluePrintMaterial.FEATURE_VERTEX_UV) ? scope.$inputs.zVertexUV : pb.vec2(0));\r\n scope.$l.oNorm = this.getOutput(outputs, 'Normal') ?? ShaderHelper.resolveVertexNormal(scope);\r\n scope.$outputs.zVertexNormal = pb.mul(ShaderHelper.getNormalMatrix(scope), pb.vec4(scope.oNorm, 0)).xyz;\r\n scope.$l.oTangent = this.getOutput(outputs, 'Tangent') ?? ShaderHelper.resolveVertexTangent(scope);\r\n scope.$outputs.zVertexTangent = pb.mul(\r\n ShaderHelper.getNormalMatrix(scope),\r\n pb.vec4(scope.oTangent.xyz, 0)\r\n ).xyz;\r\n scope.$outputs.zVertexBinormal = pb.mul(\r\n pb.cross(scope.$outputs.zVertexNormal, scope.$outputs.zVertexTangent),\r\n scope.oTangent.w\r\n );\r\n for (const outputName of ['Output1', 'Output2', 'Output3', 'Output4']) {\r\n const output = this.getOutput(outputs, outputName);\r\n if (output) {\r\n scope.$outputs[outputName] = output;\r\n }\r\n }\r\n }\r\n /**\r\n * Builds the fragment shader for this PBR blueprint material.\r\n *\r\n * @param scope - The current fragment shader function scope.\r\n */\r\n fragmentShader(scope: PBFunctionScope) {\r\n super.fragmentShader(scope);\r\n const pb = scope.$builder;\r\n if (\r\n this.subsurfaceScattering &&\r\n this.needFragmentColor() &&\r\n this.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT\r\n ) {\r\n scope.zSubsurfaceColor = pb.vec3().uniform(2);\r\n scope.zSubsurfaceScale = pb.float().uniform(2);\r\n scope.zSubsurfacePower = pb.float().uniform(2);\r\n scope.zSubsurfaceIntensity = pb.float().uniform(2);\r\n }\r\n if (this.needFragmentColor()) {\r\n scope.zAnisotropy = pb.float().uniform(2);\r\n scope.zAnisotropyDirection = pb.float().uniform(2);\r\n scope.zAnisotropyDirectionScaleBias = pb.vec2().uniform(2);\r\n for (const u of [...this._uniformValues, ...this._uniformTextures]) {\r\n if (u.inFragmentShader) {\r\n // @ts-ignore\r\n pb.getGlobalScope()[u.name] = pb[u.type]().uniform(2);\r\n }\r\n }\r\n scope.$l.viewVec = this.calculateViewVector(scope, scope.$inputs.worldPos);\r\n scope.$l.commonData = this.getCommonDatasStruct(scope)();\r\n this.getCommonData(\r\n scope,\r\n scope.commonData,\r\n scope.viewVec,\r\n scope.$inputs.worldPos,\r\n scope.$inputs.zVertexNormal,\r\n scope.$inputs.zVertexTangent,\r\n scope.$inputs.zVertexBinormal,\r\n scope.$inputs.zVertexColor,\r\n scope.$inputs.zVertexUV,\r\n this._irFrag\r\n );\r\n if (this.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT) {\r\n if (this.drawContext.materialFlags & MaterialVaryingFlags.SSR_STORE_ROUGHNESS) {\r\n scope.$l.outRoughness = pb.vec4();\r\n scope.$l.litColor = this.PBRLight(\r\n scope,\r\n scope.$inputs.worldPos,\r\n scope.viewVec,\r\n scope.commonData,\r\n scope.outRoughness\r\n );\r\n if (this.subsurfaceScattering) {\r\n scope.litColor = this.applySubsurfaceScattering(\r\n scope,\r\n scope.litColor,\r\n scope.commonData.albedo.rgb,\r\n scope.commonData.normal,\r\n scope.viewVec\r\n );\r\n }\r\n this.outputFragmentColor(\r\n scope,\r\n scope.$inputs.worldPos,\r\n scope.litColor,\r\n scope.outRoughness,\r\n pb.vec4(pb.add(pb.mul(scope.commonData.normal, 0.5), pb.vec3(0.5)), 1)\r\n );\r\n } else {\r\n scope.$l.litColor = this.PBRLight(scope, scope.$inputs.worldPos, scope.viewVec, scope.commonData);\r\n if (this.subsurfaceScattering) {\r\n scope.litColor = this.applySubsurfaceScattering(\r\n scope,\r\n scope.litColor,\r\n scope.commonData.albedo.rgb,\r\n scope.commonData.normal,\r\n scope.viewVec\r\n );\r\n }\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.litColor);\r\n }\r\n } else {\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.commonData.albedo);\r\n }\r\n } else {\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, null);\r\n }\r\n }\r\n /**\r\n * Applies runtime uniform values and textures to the given bind group.\r\n *\r\n * @remarks\r\n * - Calls the base implementation first to bind standard mesh/PBR uniforms.\r\n * - If fragment color is needed for the current context, all blueprint\r\n * scalar/vector uniform values and textures are then bound by name.\r\n *\r\n * @param bindGroup - The bind group to which material resources are bound.\r\n * @param ctx - The current draw context.\r\n * @param pass - Index of the active render pass.\r\n */\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n if (this.needFragmentColor(ctx)) {\r\n bindGroup.setValue('zReflectionMode', PBR_REFLECTION_MODE[this._reflectionMode]);\r\n bindGroup.setValue('zAnisotropy', this._anisotropy);\r\n bindGroup.setValue('zAnisotropyDirection', this._anisotropyDirection);\r\n bindGroup.setValue('zAnisotropyDirectionScaleBias', this._anisotropyDirectionScaleBias);\r\n if (this.subsurfaceScattering && ctx.renderPass!.type === RENDER_PASS_TYPE_LIGHT) {\r\n bindGroup.setValue('zSubsurfaceColor', this._subsurfaceColor);\r\n bindGroup.setValue('zSubsurfaceScale', this._subsurfaceScale);\r\n bindGroup.setValue('zSubsurfacePower', this._subsurfacePower);\r\n bindGroup.setValue('zSubsurfaceIntensity', this._subsurfaceIntensity);\r\n }\r\n }\r\n for (const u of this._uniformValues) {\r\n if (u.inVertexShader || this.needFragmentColor(ctx)) {\r\n bindGroup.setValue(u.name, u.finalValue!);\r\n }\r\n }\r\n for (const u of this._uniformTextures) {\r\n if (u.inVertexShader || this.needFragmentColor(ctx)) {\r\n bindGroup.setTexture(u.name, u.finalTexture!.get()!, u.finalSampler);\r\n }\r\n }\r\n }\r\n /**\r\n * Creates a unique hash string used for program caching.\r\n *\r\n * @remarks\r\n * The hash includes:\r\n * - The base material hash (`super._createHash()`).\r\n * - The fragment IR hash.\r\n * - The vertex IR hash.\r\n *\r\n * Different blueprint graphs will therefore produce different programs.\r\n *\r\n * @returns A hash string that uniquely identifies this material configuration.\r\n */\r\n protected _createHash() {\r\n return `${super._createHash()}:${this._irFrag.hash}:${this._irVertex.hash}`;\r\n }\r\n /**\r\n * Creates the GPU program for this blueprint PBR material.\r\n *\r\n * @remarks\r\n * This calls the base implementation and returns its result.\r\n * Commented-out `console.log` lines are provided for debugging the\r\n * generated vertex and fragment shader sources.\r\n *\r\n * @param ctx - The current draw context.\r\n * @param pass - Index of the active render pass.\r\n * @returns The created GPU program.\r\n */\r\n protected createProgram(ctx: DrawContext, pass: number) {\r\n const program = super.createProgram(ctx, pass);\r\n //console.log(program.getShaderSource('vertex'));\r\n //console.log(program.getShaderSource('fragment'));\r\n return program;\r\n }\r\n /**\r\n * Disposes resources associated with this material.\r\n *\r\n * @remarks\r\n * - Calls the base `onDispose` to clean up inherited resources.\r\n * - Disposes all `finalTexture` references from the blueprint\r\n * texture uniform descriptors.\r\n *\r\n * This method is intended to be called by the engine's resource\r\n * management system rather than directly by user code.\r\n */\r\n protected onDispose() {\r\n super.onDispose();\r\n for (const u of this._uniformTextures) {\r\n u.finalTexture!.dispose();\r\n }\r\n }\r\n /**\r\n * Retrieves a named output expression from a blueprint output list.\r\n *\r\n * @param outputs - The list of outputs generated by a blueprint graph.\r\n * @param name - The desired output name (e.g. `\"Position\"`, `\"Color\"`, `\"UV\"`).\r\n * @returns The expression associated with the given name, or `undefined` if not found.\r\n */\r\n private getOutput(\r\n outputs: {\r\n name: string;\r\n exp: number | boolean | PBShaderExp;\r\n }[],\r\n name: string\r\n ) {\r\n return outputs.find((output) => output.name === name)?.exp;\r\n }\r\n private applySubsurfaceScattering(\r\n scope: PBInsideFunctionScope,\r\n litColor: PBShaderExp,\r\n albedoRGB: PBShaderExp,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n scope.$l.NoV = pb.clamp(pb.dot(normal, viewVec), 0, 1);\r\n scope.$l.wrapNdotV = pb.clamp(\r\n pb.div(pb.add(pb.sub(1, scope.NoV), scope.zSubsurfaceScale), pb.add(1, scope.zSubsurfaceScale)),\r\n 0,\r\n 1\r\n );\r\n scope.$l.sssFactor = pb.mul(pb.pow(scope.wrapNdotV, scope.zSubsurfacePower), scope.zSubsurfaceIntensity);\r\n return pb.vec4(\r\n pb.add(litColor.rgb, pb.mul(albedoRGB, scope.zSubsurfaceColor, scope.sssFactor)),\r\n litColor.a\r\n );\r\n 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@@ -12,10 +12,12 @@ import { getDevice } from '../app/api.js';
12
12
  * @public
13
13
  */ class EnvShIBL extends EnvironmentLighting {
14
14
  /** @internal */ static UNIFORM_NAME_IBL_RADIANCE_MAP = 'zIBLRadianceMap';
15
+ /** @internal */ static UNIFORM_NAME_IBL_SHEEN_RADIANCE_MAP = 'zIBLSheenRadianceMap';
15
16
  /** @internal */ static UNIFORM_NAME_IBL_RADIANCE_MAP_MAX_LOD = 'zIBLRadianceMapMaxLOD';
16
17
  /** @internal */ static UNIFORM_NAME_IBL_IRRADIANCE_SH = 'zIBLIrradianceSH';
17
18
  /** @internal */ static UNIFORM_NAME_IBL_IRRADIANCE_WINDOW = 'zIBLIrradianceWindow';
18
19
  /** @internal */ _radianceMap;
20
+ /** @internal */ _sheenRadianceMap;
19
21
  /** @internal */ _irradianceSH;
20
22
  /** @internal */ _irradianceSHFB;
21
23
  /** @internal */ _irraidanceWindow;
@@ -23,9 +25,10 @@ import { getDevice } from '../app/api.js';
23
25
  * Creates an instance of EnvIBL
24
26
  * @param radianceMap - The radiance map
25
27
  * @param irradianceSH - The irradiance SH
26
- */ constructor(radianceMap, irradianceSH, irradianceSHFB){
28
+ */ constructor(radianceMap, irradianceSH, irradianceSHFB, sheenRadianceMap){
27
29
  super();
28
30
  this._radianceMap = new DRef(radianceMap || null);
31
+ this._sheenRadianceMap = new DRef(sheenRadianceMap || null);
29
32
  this._irradianceSH = new DRef(irradianceSH || null);
30
33
  this._irradianceSHFB = new DRef(irradianceSHFB || null);
31
34
  this._irraidanceWindow = new Vector3();
@@ -42,6 +45,12 @@ import { getDevice } from '../app/api.js';
42
45
  set radianceMap(tex) {
43
46
  this._radianceMap.set(tex);
44
47
  }
48
+ /** The Charlie-filtered sheen radiance map */ get sheenRadianceMap() {
49
+ return this._sheenRadianceMap.get();
50
+ }
51
+ set sheenRadianceMap(tex) {
52
+ this._sheenRadianceMap.set(tex);
53
+ }
45
54
  /** The irradiance sh coeffecients */ get irradianceSH() {
46
55
  return this._irradianceSH.get();
47
56
  }
@@ -69,6 +78,9 @@ import { getDevice } from '../app/api.js';
69
78
  pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP] = pb.texCube().uniform(0);
70
79
  pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP_MAX_LOD] = pb.float().uniform(0);
71
80
  }
81
+ if (this.sheenRadianceMap) {
82
+ pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_SHEEN_RADIANCE_MAP] = pb.texCube().uniform(0);
83
+ }
72
84
  if (this.irradianceSHFB) {
73
85
  const tex = pb.tex2D();
74
86
  const formatInfo = getDevice().getDeviceCaps().textureCaps.getTextureFormatInfo(this.irradianceSHFB.getColorAttachments()[0].format);
@@ -91,6 +103,9 @@ import { getDevice } from '../app/api.js';
91
103
  bg.setValue(EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP_MAX_LOD, this.radianceMap.mipLevelCount - 1);
92
104
  bg.setTexture(EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP, this.radianceMap);
93
105
  }
106
+ if (this.sheenRadianceMap) {
107
+ bg.setTexture(EnvShIBL.UNIFORM_NAME_IBL_SHEEN_RADIANCE_MAP, this.sheenRadianceMap);
108
+ }
94
109
  if (this.irradianceSHFB) {
95
110
  bg.setTexture(EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH, this.irradianceSHFB.getColorAttachments()[0], fetchSampler('clamp_nearest_nomip'));
96
111
  bg.setValue(EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW, this.irradianceWindow);
@@ -107,6 +122,13 @@ import { getDevice } from '../app/api.js';
107
122
  return getDevice().getDeviceCaps().shaderCaps.supportShaderTextureLod ? pb.textureSampleLevel(scope[EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP], refl, pb.mul(roughness, scope[EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP_MAX_LOD])).rgb : pb.textureSample(scope[EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP], refl).rgb;
108
123
  }
109
124
  /**
125
+ * {@inheritDoc EnvironmentLighting.getSheenRadiance}
126
+ * @override
127
+ */ getSheenRadiance(scope, refl, roughness) {
128
+ const pb = scope.$builder;
129
+ return getDevice().getDeviceCaps().shaderCaps.supportShaderTextureLod ? pb.textureSampleLevel(scope[EnvShIBL.UNIFORM_NAME_IBL_SHEEN_RADIANCE_MAP], refl, pb.mul(roughness, scope[EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP_MAX_LOD])).rgb : pb.textureSample(scope[EnvShIBL.UNIFORM_NAME_IBL_SHEEN_RADIANCE_MAP], refl).rgb;
130
+ }
131
+ /**
110
132
  * {@inheritDoc EnvironmentLighting.getIrradiance}
111
133
  * @override
112
134
  */ getIrradiance(scope, normal) {
@@ -193,6 +215,12 @@ import { getDevice } from '../app/api.js';
193
215
  return !!this._radianceMap.get();
194
216
  }
195
217
  /**
218
+ * {@inheritDoc EnvironmentLighting.hasSheenRadiance}
219
+ * @override
220
+ */ hasSheenRadiance() {
221
+ return !!this._sheenRadianceMap.get();
222
+ }
223
+ /**
196
224
  * {@inheritDoc EnvironmentLighting.hasIrradiance}
197
225
  * @override
198
226
  */ hasIrradiance() {
@@ -204,6 +232,7 @@ import { getDevice } from '../app/api.js';
204
232
  */ onDispose() {
205
233
  super.onDispose();
206
234
  this._radianceMap.dispose();
235
+ this._sheenRadianceMap.dispose();
207
236
  this._irradianceSH.dispose();
208
237
  this._irradianceSHFB.dispose();
209
238
  }
@@ -256,6 +285,12 @@ import { getDevice } from '../app/api.js';
256
285
  return null;
257
286
  }
258
287
  /**
288
+ * {@inheritDoc EnvironmentLighting.getSheenRadiance}
289
+ * @override
290
+ */ getSheenRadiance(_scope, _refl, _roughness) {
291
+ return null;
292
+ }
293
+ /**
259
294
  * {@inheritDoc EnvironmentLighting.getIrradiance}
260
295
  * @override
261
296
  */ getIrradiance(scope, _normal) {
@@ -268,6 +303,12 @@ import { getDevice } from '../app/api.js';
268
303
  return false;
269
304
  }
270
305
  /**
306
+ * {@inheritDoc EnvironmentLighting.hasSheenRadiance}
307
+ * @override
308
+ */ hasSheenRadiance() {
309
+ return false;
310
+ }
311
+ /**
271
312
  * {@inheritDoc EnvironmentLighting.hasIrradiance}
272
313
  * @override
273
314
  */ hasIrradiance() {
@@ -338,6 +379,12 @@ import { getDevice } from '../app/api.js';
338
379
  return pb.mix(scope[EnvHemisphericAmbient.UNIFORM_NAME_AMBIENT_DOWN], scope[EnvHemisphericAmbient.UNIFORM_NAME_AMBIENT_UP], factor).rgb;
339
380
  }
340
381
  /**
382
+ * {@inheritDoc EnvironmentLighting.getSheenRadiance}
383
+ * @override
384
+ */ getSheenRadiance(scope, refl, roughness) {
385
+ return this.getRadiance(scope, refl, roughness);
386
+ }
387
+ /**
341
388
  * {@inheritDoc EnvironmentLighting.getIrradiance}
342
389
  * @override
343
390
  */ getIrradiance(scope, normal) {
@@ -352,6 +399,12 @@ import { getDevice } from '../app/api.js';
352
399
  return true;
353
400
  }
354
401
  /**
402
+ * {@inheritDoc EnvironmentLighting.hasSheenRadiance}
403
+ * @override
404
+ */ hasSheenRadiance() {
405
+ return true;
406
+ }
407
+ /**
355
408
  * {@inheritDoc EnvironmentLighting.hasIrradiance}
356
409
  * @override
357
410
  */ hasIrradiance() {
@@ -1 +1 @@
1
- {"version":3,"file":"envlight.js","sources":["../../src/render/envlight.ts"],"sourcesContent":["import type { Immutable, Nullable } from '@zephyr3d/base';\r\nimport { Disposable, DRef, Vector3 } from '@zephyr3d/base';\r\nimport { Vector4 } from '@zephyr3d/base';\r\nimport type {\r\n BindGroup,\r\n FrameBuffer,\r\n GPUDataBuffer,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n ProgramBuilder,\r\n TextureCube\r\n} from '@zephyr3d/device';\r\nimport { fetchSampler } from '../utility/misc';\r\nimport { getDevice } from '../app/api';\r\n\r\n/**\r\n * Environment light type\r\n * @public\r\n */\r\nexport type EnvLightType = 'ibl' | 'hemisphere' | 'constant' | 'none';\r\n\r\n/**\r\n * Base class for any kind of environment light\r\n * @public\r\n */\r\nexport abstract class EnvironmentLighting extends Disposable {\r\n /**\r\n * The environment light type\r\n */\r\n abstract getType(): EnvLightType;\r\n /**\r\n * Initialize shader bindings\r\n * @param pb - The program builder\r\n */\r\n abstract initShaderBindings(pb: ProgramBuilder): void;\r\n /**\r\n * Updates the uniform values\r\n * @param bg - The bind group to be updated\r\n */\r\n abstract updateBindGroup(bg: BindGroup): void;\r\n /**\r\n * Get radiance for a fragment\r\n *\r\n * @param scope - The shader scope\r\n * @param refl - Reflection vector\r\n * @param roughness - Surface roughness\r\n *\r\n * @returns The radiance for the fragment\r\n */\r\n abstract getRadiance(\r\n scope: PBInsideFunctionScope,\r\n refl: PBShaderExp,\r\n roughness: PBShaderExp\r\n ): Nullable<PBShaderExp>;\r\n /**\r\n * Get irradiance for a fragment\r\n *\r\n * @param scope - The shader scope\r\n * @param normal - surface normal\r\n *\r\n * @returns The radiance for the fragment\r\n */\r\n abstract getIrradiance(scope: PBInsideFunctionScope, normal: PBShaderExp): PBShaderExp;\r\n /**\r\n * Returns whether this environment lighting supports reflective light\r\n */\r\n abstract hasRadiance(): boolean;\r\n /**\r\n * Returns whether this environment lighting supports diffuse light\r\n */\r\n abstract hasIrradiance(): boolean;\r\n}\r\n\r\n/**\r\n * IBL with SH based environment lighting\r\n * @public\r\n */\r\nexport class EnvShIBL extends EnvironmentLighting {\r\n /** @internal */\r\n public static readonly UNIFORM_NAME_IBL_RADIANCE_MAP = 'zIBLRadianceMap';\r\n /** @internal */\r\n public static readonly UNIFORM_NAME_IBL_RADIANCE_MAP_MAX_LOD = 'zIBLRadianceMapMaxLOD';\r\n /** @internal */\r\n public static readonly UNIFORM_NAME_IBL_IRRADIANCE_SH = 'zIBLIrradianceSH';\r\n /** @internal */\r\n public static readonly UNIFORM_NAME_IBL_IRRADIANCE_WINDOW = 'zIBLIrradianceWindow';\r\n /** @internal */\r\n private readonly _radianceMap: DRef<TextureCube>;\r\n /** @internal */\r\n private readonly _irradianceSH: DRef<GPUDataBuffer>;\r\n /** @internal */\r\n private readonly _irradianceSHFB: DRef<FrameBuffer>;\r\n /** @internal */\r\n private _irraidanceWindow: Vector3;\r\n /**\r\n * Creates an instance of EnvIBL\r\n * @param radianceMap - The radiance map\r\n * @param irradianceSH - The irradiance SH\r\n */\r\n constructor(radianceMap?: TextureCube, irradianceSH?: GPUDataBuffer, irradianceSHFB?: FrameBuffer) {\r\n super();\r\n this._radianceMap = new DRef(radianceMap || null);\r\n this._irradianceSH = new DRef(irradianceSH || null);\r\n this._irradianceSHFB = new DRef(irradianceSHFB || null);\r\n this._irraidanceWindow = new Vector3();\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getType}\r\n * @override\r\n */\r\n getType() {\r\n return 'ibl' as const;\r\n }\r\n /** The radiance map */\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 }\r\n /** The irradiance sh coeffecients */\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 }\r\n /** The irradiance sh coeffecients */\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 }\r\n /** The irradiance sh window */\r\n get irradianceWindow() {\r\n return this._irraidanceWindow;\r\n }\r\n set irradianceWindow(val) {\r\n this._irraidanceWindow = val;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.initShaderBindings}\r\n * @override\r\n */\r\n initShaderBindings(pb: ProgramBuilder) {\r\n if (pb.shaderKind === 'fragment') {\r\n if (this.radianceMap) {\r\n pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP] = pb.texCube().uniform(0);\r\n pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP_MAX_LOD] = pb.float().uniform(0);\r\n }\r\n if (this.irradianceSHFB) {\r\n const tex = pb.tex2D();\r\n const formatInfo = getDevice()\r\n .getDeviceCaps()\r\n .textureCaps.getTextureFormatInfo(this.irradianceSHFB.getColorAttachments()[0].format);\r\n if (formatInfo && !formatInfo.filterable) {\r\n tex.sampleType('unfilterable-float');\r\n }\r\n pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH] = tex.uniform(0);\r\n pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW] = pb.vec3().uniform(0);\r\n } else if (this.irradianceSH) {\r\n pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH] = pb.vec4[9]().uniformBuffer(0);\r\n pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW] = pb.vec3().uniform(0);\r\n }\r\n }\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.updateBindGroup}\r\n * @override\r\n */\r\n updateBindGroup(bg: BindGroup) {\r\n if (this.radianceMap) {\r\n bg.setValue(EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP_MAX_LOD, this.radianceMap.mipLevelCount - 1);\r\n bg.setTexture(EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP, this.radianceMap);\r\n }\r\n if (this.irradianceSHFB) {\r\n bg.setTexture(\r\n EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH,\r\n this.irradianceSHFB.getColorAttachments()[0],\r\n fetchSampler('clamp_nearest_nomip')\r\n );\r\n bg.setValue(EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW, this.irradianceWindow);\r\n } else if (this.irradianceSH) {\r\n bg.setBuffer(EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH, this.irradianceSH);\r\n bg.setValue(EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW, this.irradianceWindow);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getRadiance}\r\n * @override\r\n */\r\n getRadiance(scope: PBInsideFunctionScope, refl: PBShaderExp, roughness: PBShaderExp) {\r\n const pb = scope.$builder;\r\n return getDevice().getDeviceCaps().shaderCaps.supportShaderTextureLod\r\n ? (pb.textureSampleLevel(\r\n scope[EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP],\r\n refl,\r\n pb.mul(roughness, scope[EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP_MAX_LOD])\r\n ).rgb as PBShaderExp)\r\n : (pb.textureSample(scope[EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP], refl).rgb as PBShaderExp);\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getIrradiance}\r\n * @override\r\n */\r\n getIrradiance(scope: PBInsideFunctionScope, normal: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func('Z_sh_Y0', [pb.vec3('v')], function () {\r\n this.$return(0.2820947917);\r\n });\r\n pb.func('Z_sh_Y1', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(this.v.y, -0.4886025119));\r\n });\r\n pb.func('Z_sh_Y2', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(this.v.z, 0.4886025119));\r\n });\r\n pb.func('Z_sh_Y3', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(this.v.x, -0.4886025119));\r\n });\r\n pb.func('Z_sh_Y4', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(this.v.x, this.v.y, 1.0925484306));\r\n });\r\n pb.func('Z_sh_Y5', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(this.v.y, this.v.z, -1.0925484306));\r\n });\r\n pb.func('Z_sh_Y6', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(pb.sub(pb.mul(this.v.z, this.v.z, 3), 1), 0.3153915652));\r\n });\r\n pb.func('Z_sh_Y7', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(this.v.x, this.v.z, -1.0925484306));\r\n });\r\n pb.func('Z_sh_Y8', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(pb.sub(pb.mul(this.v.x, this.v.x), pb.mul(this.v.y, this.v.y)), 0.5462742153));\r\n });\r\n pb.func('Z_sh_eval', [pb.vec3('v')], function () {\r\n this.$l.window = this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW];\r\n if (that.irradianceSHFB) {\r\n this.$l.c = pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(0.5 / 3, 0.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y0(this.v),\r\n this.window.x\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(1.5 / 3, 0.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y1(this.v),\r\n this.window.y\r\n )\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(2.5 / 3, 0.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y2(this.v),\r\n this.window.y\r\n )\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(0.5 / 3, 1.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y3(this.v),\r\n this.window.y\r\n )\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(1.5 / 3, 1.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y4(this.v),\r\n this.window.z\r\n )\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(2.5 / 3, 1.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y5(this.v),\r\n this.window.z\r\n )\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(0.5 / 3, 2.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y6(this.v),\r\n this.window.z\r\n )\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(1.5 / 3, 2.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y7(this.v),\r\n this.window.z\r\n )\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(2.5 / 3, 2.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y8(this.v),\r\n this.window.z\r\n )\r\n );\r\n } else {\r\n this.$l.c = pb.mul(\r\n this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][0].xyz,\r\n this.Z_sh_Y0(this.v),\r\n this.window.x\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][1].xyz, this.Z_sh_Y1(this.v), this.window.y)\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][2].xyz, this.Z_sh_Y2(this.v), this.window.y)\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][3].xyz, this.Z_sh_Y3(this.v), this.window.y)\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][4].xyz, this.Z_sh_Y4(this.v), this.window.z)\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][5].xyz, this.Z_sh_Y5(this.v), this.window.z)\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][6].xyz, this.Z_sh_Y6(this.v), this.window.z)\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][7].xyz, this.Z_sh_Y7(this.v), this.window.z)\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][8].xyz, this.Z_sh_Y8(this.v), this.window.z)\r\n );\r\n }\r\n this.$return(this.c);\r\n });\r\n return pb.getGlobalScope().Z_sh_eval(normal) as PBShaderExp;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.hasRadiance}\r\n * @override\r\n */\r\n hasRadiance() {\r\n return !!this._radianceMap.get();\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.hasIrradiance}\r\n * @override\r\n */\r\n hasIrradiance() {\r\n return !!this._irradianceSH.get() || !!this._irradianceSHFB.get();\r\n }\r\n /**\r\n * Disposes the object and releases all GPU resources\r\n * @override\r\n */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._radianceMap.dispose();\r\n this._irradianceSH.dispose();\r\n this._irradianceSHFB.dispose();\r\n }\r\n}\r\n\r\n/**\r\n * Constant ambient light\r\n * @public\r\n */\r\nexport class EnvConstantAmbient extends EnvironmentLighting {\r\n /** @internal */\r\n public static readonly UNIFORM_NAME_CONSTANT_AMBIENT = 'zConstantAmbient';\r\n /** @internal */\r\n private readonly _ambientColor: Vector4;\r\n /**\r\n * Creates an instance of EnvConstantAmbient\r\n * @param ambientColor - The ambient color\r\n */\r\n constructor(ambientColor?: Vector4) {\r\n super();\r\n this._ambientColor = ambientColor ? new Vector4(ambientColor) : new Vector4(0, 0, 0, 1);\r\n }\r\n /** The ambient color */\r\n get ambientColor(): Immutable<Vector4> {\r\n return this._ambientColor;\r\n }\r\n set ambientColor(ambientColor: Immutable<Vector4>) {\r\n if (ambientColor) {\r\n this._ambientColor.set(ambientColor);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getType}\r\n * @override\r\n */\r\n getType() {\r\n return 'constant' as const;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.initShaderBindings}\r\n * @override\r\n */\r\n initShaderBindings(pb: ProgramBuilder) {\r\n if (pb.shaderKind === 'fragment') {\r\n pb.getGlobalScope()[EnvConstantAmbient.UNIFORM_NAME_CONSTANT_AMBIENT] = pb.vec4().uniform(0);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.updateBindGroup}\r\n * @override\r\n */\r\n updateBindGroup(bg: BindGroup) {\r\n bg.setValue(EnvConstantAmbient.UNIFORM_NAME_CONSTANT_AMBIENT, this._ambientColor);\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getRadiance}\r\n * @override\r\n */\r\n getRadiance(_scope: PBInsideFunctionScope, _refl: PBShaderExp, _roughness: PBShaderExp) {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getIrradiance}\r\n * @override\r\n */\r\n getIrradiance(scope: PBInsideFunctionScope, _normal: PBShaderExp) {\r\n return scope[EnvConstantAmbient.UNIFORM_NAME_CONSTANT_AMBIENT].rgb as PBShaderExp;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.hasRadiance}\r\n * @override\r\n */\r\n hasRadiance() {\r\n return false;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.hasIrradiance}\r\n * @override\r\n */\r\n hasIrradiance() {\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Hemispheric ambient light\r\n * @public\r\n */\r\nexport class EnvHemisphericAmbient extends EnvironmentLighting {\r\n /** @internal */\r\n public static readonly UNIFORM_NAME_AMBIENT_UP = 'zHemisphericAmbientUp';\r\n /** @internal */\r\n public static readonly UNIFORM_NAME_AMBIENT_DOWN = 'zHemisphericAmbientDown';\r\n /** @internal */\r\n private readonly _ambientUp: Vector4;\r\n /** @internal */\r\n private readonly _ambientDown: Vector4;\r\n /**\r\n * Creates an instance of EnvConstantAmbient\r\n * @param ambientUp - The upside ambient color\r\n * @param ambientDown - The downside ambient color\r\n */\r\n constructor(ambientUp: Vector4, ambientDown: Vector4) {\r\n super();\r\n this._ambientUp = new Vector4(ambientUp);\r\n this._ambientDown = new Vector4(ambientDown);\r\n }\r\n /** The upside ambient color */\r\n get ambientUp(): Immutable<Vector4> {\r\n return this._ambientUp;\r\n }\r\n set ambientUp(color: Immutable<Vector4>) {\r\n if (color) {\r\n this._ambientUp.set(color);\r\n }\r\n }\r\n /** The downside ambient color */\r\n get ambientDown(): Immutable<Vector4> {\r\n return this._ambientDown;\r\n }\r\n set 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getRadiance(scope: PBInsideFunctionScope, refl: PBShaderExp, _roughness: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const factor = pb.add(pb.mul(refl.y, 0.5), 0.5);\r\n return pb.mix(\r\n scope[EnvHemisphericAmbient.UNIFORM_NAME_AMBIENT_DOWN],\r\n scope[EnvHemisphericAmbient.UNIFORM_NAME_AMBIENT_UP],\r\n factor\r\n ).rgb as PBShaderExp;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getIrradiance}\r\n * @override\r\n */\r\n getIrradiance(scope: PBInsideFunctionScope, normal: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const factor = pb.add(pb.mul(normal.y, 0.5), 0.5);\r\n return pb.mix(\r\n scope[EnvHemisphericAmbient.UNIFORM_NAME_AMBIENT_DOWN],\r\n scope[EnvHemisphericAmbient.UNIFORM_NAME_AMBIENT_UP],\r\n factor\r\n ).rgb as PBShaderExp;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.hasRadiance}\r\n * @override\r\n */\r\n hasRadiance() {\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.hasIrradiance}\r\n * @override\r\n */\r\n 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+ {"version":3,"file":"envlight.js","sources":["../../src/render/envlight.ts"],"sourcesContent":["import type { Immutable, Nullable } from '@zephyr3d/base';\r\nimport { Disposable, DRef, Vector3 } from '@zephyr3d/base';\r\nimport { Vector4 } from '@zephyr3d/base';\r\nimport type {\r\n BindGroup,\r\n FrameBuffer,\r\n GPUDataBuffer,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n ProgramBuilder,\r\n TextureCube\r\n} from '@zephyr3d/device';\r\nimport { fetchSampler } from '../utility/misc';\r\nimport { getDevice } from '../app/api';\r\n\r\n/**\r\n * Environment light type\r\n * @public\r\n */\r\nexport type EnvLightType = 'ibl' | 'hemisphere' | 'constant' | 'none';\r\n\r\n/**\r\n * Base class for any kind of environment light\r\n * @public\r\n */\r\nexport abstract class EnvironmentLighting extends Disposable {\r\n /**\r\n * The environment light type\r\n */\r\n abstract getType(): EnvLightType;\r\n /**\r\n * Initialize shader bindings\r\n * @param pb - The program builder\r\n */\r\n abstract initShaderBindings(pb: ProgramBuilder): void;\r\n /**\r\n * Updates the uniform values\r\n * @param bg - The bind group to be updated\r\n */\r\n abstract updateBindGroup(bg: BindGroup): void;\r\n /**\r\n * Get radiance for a fragment\r\n *\r\n * @param scope - The shader scope\r\n * @param refl - Reflection vector\r\n * @param roughness - Surface roughness\r\n *\r\n * @returns The radiance for the fragment\r\n */\r\n abstract getRadiance(\r\n scope: PBInsideFunctionScope,\r\n refl: PBShaderExp,\r\n roughness: PBShaderExp\r\n ): Nullable<PBShaderExp>;\r\n /**\r\n * Get Charlie-filtered sheen radiance for a fragment\r\n *\r\n * @param scope - The shader scope\r\n * @param refl - Reflection vector\r\n * @param roughness - Sheen roughness\r\n *\r\n * @returns The sheen radiance for the fragment\r\n */\r\n abstract getSheenRadiance(\r\n scope: PBInsideFunctionScope,\r\n refl: PBShaderExp,\r\n roughness: PBShaderExp\r\n ): Nullable<PBShaderExp>;\r\n /**\r\n * Get irradiance for a fragment\r\n *\r\n * @param scope - The shader scope\r\n * @param normal - surface normal\r\n *\r\n * @returns The radiance for the fragment\r\n */\r\n abstract getIrradiance(scope: PBInsideFunctionScope, normal: PBShaderExp): PBShaderExp;\r\n /**\r\n * Returns whether this environment lighting supports reflective light\r\n */\r\n abstract hasRadiance(): boolean;\r\n /**\r\n * Returns whether this environment lighting supports sheen reflective light\r\n */\r\n abstract hasSheenRadiance(): boolean;\r\n /**\r\n * Returns whether this environment lighting supports diffuse light\r\n */\r\n abstract hasIrradiance(): boolean;\r\n}\r\n\r\n/**\r\n * IBL with SH based environment lighting\r\n * @public\r\n */\r\nexport class EnvShIBL extends EnvironmentLighting {\r\n /** @internal */\r\n public static readonly UNIFORM_NAME_IBL_RADIANCE_MAP = 'zIBLRadianceMap';\r\n /** @internal */\r\n public static readonly UNIFORM_NAME_IBL_SHEEN_RADIANCE_MAP = 'zIBLSheenRadianceMap';\r\n /** @internal */\r\n public static readonly UNIFORM_NAME_IBL_RADIANCE_MAP_MAX_LOD = 'zIBLRadianceMapMaxLOD';\r\n /** @internal */\r\n public static readonly UNIFORM_NAME_IBL_IRRADIANCE_SH = 'zIBLIrradianceSH';\r\n /** @internal */\r\n public static readonly UNIFORM_NAME_IBL_IRRADIANCE_WINDOW = 'zIBLIrradianceWindow';\r\n /** @internal */\r\n private readonly _radianceMap: DRef<TextureCube>;\r\n /** @internal */\r\n private readonly _sheenRadianceMap: DRef<TextureCube>;\r\n /** @internal */\r\n private readonly _irradianceSH: DRef<GPUDataBuffer>;\r\n /** @internal */\r\n private readonly _irradianceSHFB: DRef<FrameBuffer>;\r\n /** @internal */\r\n private _irraidanceWindow: Vector3;\r\n /**\r\n * Creates an instance of EnvIBL\r\n * @param radianceMap - The radiance map\r\n * @param irradianceSH - The irradiance SH\r\n */\r\n constructor(\r\n radianceMap?: TextureCube,\r\n irradianceSH?: GPUDataBuffer,\r\n irradianceSHFB?: FrameBuffer,\r\n sheenRadianceMap?: TextureCube\r\n ) {\r\n super();\r\n this._radianceMap = new DRef(radianceMap || null);\r\n this._sheenRadianceMap = new DRef(sheenRadianceMap || null);\r\n this._irradianceSH = new DRef(irradianceSH || null);\r\n this._irradianceSHFB = new DRef(irradianceSHFB || null);\r\n this._irraidanceWindow = new Vector3();\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getType}\r\n * @override\r\n */\r\n getType() {\r\n return 'ibl' as const;\r\n }\r\n /** The radiance map */\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 }\r\n /** The Charlie-filtered sheen radiance map */\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 }\r\n /** The irradiance sh coeffecients */\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 }\r\n /** The irradiance sh coeffecients */\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 }\r\n /** The irradiance sh window */\r\n get irradianceWindow() {\r\n return this._irraidanceWindow;\r\n }\r\n set irradianceWindow(val) {\r\n this._irraidanceWindow = val;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.initShaderBindings}\r\n * @override\r\n */\r\n initShaderBindings(pb: ProgramBuilder) {\r\n if (pb.shaderKind === 'fragment') {\r\n if (this.radianceMap) {\r\n pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP] = pb.texCube().uniform(0);\r\n pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP_MAX_LOD] = pb.float().uniform(0);\r\n }\r\n if (this.sheenRadianceMap) {\r\n pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_SHEEN_RADIANCE_MAP] = pb.texCube().uniform(0);\r\n }\r\n if (this.irradianceSHFB) {\r\n const tex = pb.tex2D();\r\n const formatInfo = getDevice()\r\n .getDeviceCaps()\r\n .textureCaps.getTextureFormatInfo(this.irradianceSHFB.getColorAttachments()[0].format);\r\n if (formatInfo && !formatInfo.filterable) {\r\n tex.sampleType('unfilterable-float');\r\n }\r\n pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH] = tex.uniform(0);\r\n pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW] = pb.vec3().uniform(0);\r\n } else if (this.irradianceSH) {\r\n pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH] = pb.vec4[9]().uniformBuffer(0);\r\n pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW] = pb.vec3().uniform(0);\r\n }\r\n }\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.updateBindGroup}\r\n * @override\r\n */\r\n updateBindGroup(bg: BindGroup) {\r\n if (this.radianceMap) {\r\n bg.setValue(EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP_MAX_LOD, this.radianceMap.mipLevelCount - 1);\r\n bg.setTexture(EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP, this.radianceMap);\r\n }\r\n if (this.sheenRadianceMap) {\r\n bg.setTexture(EnvShIBL.UNIFORM_NAME_IBL_SHEEN_RADIANCE_MAP, this.sheenRadianceMap);\r\n }\r\n if (this.irradianceSHFB) {\r\n bg.setTexture(\r\n EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH,\r\n this.irradianceSHFB.getColorAttachments()[0],\r\n fetchSampler('clamp_nearest_nomip')\r\n );\r\n bg.setValue(EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW, this.irradianceWindow);\r\n } else if (this.irradianceSH) {\r\n bg.setBuffer(EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH, this.irradianceSH);\r\n bg.setValue(EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW, this.irradianceWindow);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getRadiance}\r\n * @override\r\n */\r\n getRadiance(scope: PBInsideFunctionScope, refl: PBShaderExp, roughness: PBShaderExp) {\r\n const pb = scope.$builder;\r\n return getDevice().getDeviceCaps().shaderCaps.supportShaderTextureLod\r\n ? (pb.textureSampleLevel(\r\n scope[EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP],\r\n refl,\r\n pb.mul(roughness, scope[EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP_MAX_LOD])\r\n ).rgb as PBShaderExp)\r\n : (pb.textureSample(scope[EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP], refl).rgb as PBShaderExp);\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getSheenRadiance}\r\n * @override\r\n */\r\n getSheenRadiance(scope: PBInsideFunctionScope, refl: PBShaderExp, roughness: PBShaderExp) {\r\n const pb = scope.$builder;\r\n return getDevice().getDeviceCaps().shaderCaps.supportShaderTextureLod\r\n ? (pb.textureSampleLevel(\r\n scope[EnvShIBL.UNIFORM_NAME_IBL_SHEEN_RADIANCE_MAP],\r\n refl,\r\n pb.mul(roughness, scope[EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP_MAX_LOD])\r\n ).rgb as PBShaderExp)\r\n : (pb.textureSample(scope[EnvShIBL.UNIFORM_NAME_IBL_SHEEN_RADIANCE_MAP], refl).rgb as PBShaderExp);\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getIrradiance}\r\n * @override\r\n */\r\n getIrradiance(scope: PBInsideFunctionScope, normal: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func('Z_sh_Y0', [pb.vec3('v')], function () {\r\n this.$return(0.2820947917);\r\n });\r\n pb.func('Z_sh_Y1', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(this.v.y, -0.4886025119));\r\n });\r\n pb.func('Z_sh_Y2', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(this.v.z, 0.4886025119));\r\n });\r\n pb.func('Z_sh_Y3', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(this.v.x, -0.4886025119));\r\n });\r\n pb.func('Z_sh_Y4', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(this.v.x, this.v.y, 1.0925484306));\r\n });\r\n pb.func('Z_sh_Y5', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(this.v.y, this.v.z, -1.0925484306));\r\n });\r\n pb.func('Z_sh_Y6', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(pb.sub(pb.mul(this.v.z, this.v.z, 3), 1), 0.3153915652));\r\n });\r\n pb.func('Z_sh_Y7', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(this.v.x, this.v.z, -1.0925484306));\r\n });\r\n pb.func('Z_sh_Y8', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(pb.sub(pb.mul(this.v.x, this.v.x), pb.mul(this.v.y, this.v.y)), 0.5462742153));\r\n });\r\n pb.func('Z_sh_eval', [pb.vec3('v')], function () {\r\n this.$l.window = this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW];\r\n if (that.irradianceSHFB) {\r\n this.$l.c = pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(0.5 / 3, 0.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y0(this.v),\r\n this.window.x\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(1.5 / 3, 0.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y1(this.v),\r\n this.window.y\r\n )\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(2.5 / 3, 0.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y2(this.v),\r\n this.window.y\r\n )\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(0.5 / 3, 1.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y3(this.v),\r\n this.window.y\r\n )\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(1.5 / 3, 1.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y4(this.v),\r\n this.window.z\r\n )\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(2.5 / 3, 1.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y5(this.v),\r\n this.window.z\r\n )\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(0.5 / 3, 2.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y6(this.v),\r\n this.window.z\r\n )\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(1.5 / 3, 2.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y7(this.v),\r\n this.window.z\r\n )\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(\r\n pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH], pb.vec2(2.5 / 3, 2.5 / 3), 0)\r\n .rgb,\r\n this.Z_sh_Y8(this.v),\r\n this.window.z\r\n )\r\n );\r\n } else {\r\n this.$l.c = pb.mul(\r\n this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][0].xyz,\r\n this.Z_sh_Y0(this.v),\r\n this.window.x\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][1].xyz, this.Z_sh_Y1(this.v), this.window.y)\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][2].xyz, this.Z_sh_Y2(this.v), this.window.y)\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][3].xyz, this.Z_sh_Y3(this.v), this.window.y)\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][4].xyz, this.Z_sh_Y4(this.v), this.window.z)\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][5].xyz, this.Z_sh_Y5(this.v), this.window.z)\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][6].xyz, this.Z_sh_Y6(this.v), this.window.z)\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][7].xyz, this.Z_sh_Y7(this.v), this.window.z)\r\n );\r\n this.c = pb.add(\r\n this.c,\r\n pb.mul(this[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH][8].xyz, this.Z_sh_Y8(this.v), this.window.z)\r\n );\r\n }\r\n this.$return(this.c);\r\n });\r\n return pb.getGlobalScope().Z_sh_eval(normal) as PBShaderExp;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.hasRadiance}\r\n * @override\r\n */\r\n hasRadiance() {\r\n return !!this._radianceMap.get();\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.hasSheenRadiance}\r\n * @override\r\n */\r\n hasSheenRadiance() {\r\n return !!this._sheenRadianceMap.get();\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.hasIrradiance}\r\n * @override\r\n */\r\n hasIrradiance() {\r\n return !!this._irradianceSH.get() || !!this._irradianceSHFB.get();\r\n }\r\n /**\r\n * Disposes the object and releases all GPU resources\r\n * @override\r\n */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._radianceMap.dispose();\r\n this._sheenRadianceMap.dispose();\r\n this._irradianceSH.dispose();\r\n this._irradianceSHFB.dispose();\r\n }\r\n}\r\n\r\n/**\r\n * Constant ambient light\r\n * @public\r\n */\r\nexport class EnvConstantAmbient extends EnvironmentLighting {\r\n /** @internal */\r\n public static readonly UNIFORM_NAME_CONSTANT_AMBIENT = 'zConstantAmbient';\r\n /** @internal */\r\n private readonly _ambientColor: Vector4;\r\n /**\r\n * Creates an instance of EnvConstantAmbient\r\n * @param ambientColor - The ambient color\r\n */\r\n constructor(ambientColor?: Vector4) {\r\n super();\r\n this._ambientColor = ambientColor ? new Vector4(ambientColor) : new Vector4(0, 0, 0, 1);\r\n }\r\n /** The ambient color */\r\n get ambientColor(): Immutable<Vector4> {\r\n return this._ambientColor;\r\n }\r\n set ambientColor(ambientColor: Immutable<Vector4>) {\r\n if (ambientColor) {\r\n this._ambientColor.set(ambientColor);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getType}\r\n * @override\r\n */\r\n getType() {\r\n return 'constant' as const;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.initShaderBindings}\r\n * @override\r\n */\r\n initShaderBindings(pb: ProgramBuilder) {\r\n if (pb.shaderKind === 'fragment') {\r\n pb.getGlobalScope()[EnvConstantAmbient.UNIFORM_NAME_CONSTANT_AMBIENT] = pb.vec4().uniform(0);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.updateBindGroup}\r\n * @override\r\n */\r\n updateBindGroup(bg: BindGroup) {\r\n bg.setValue(EnvConstantAmbient.UNIFORM_NAME_CONSTANT_AMBIENT, this._ambientColor);\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getRadiance}\r\n * @override\r\n */\r\n getRadiance(_scope: PBInsideFunctionScope, _refl: PBShaderExp, _roughness: PBShaderExp) {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getSheenRadiance}\r\n * @override\r\n */\r\n getSheenRadiance(_scope: PBInsideFunctionScope, _refl: PBShaderExp, _roughness: PBShaderExp) {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getIrradiance}\r\n * @override\r\n */\r\n getIrradiance(scope: PBInsideFunctionScope, _normal: PBShaderExp) {\r\n return scope[EnvConstantAmbient.UNIFORM_NAME_CONSTANT_AMBIENT].rgb as PBShaderExp;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.hasRadiance}\r\n * @override\r\n */\r\n hasRadiance() {\r\n return false;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.hasSheenRadiance}\r\n * @override\r\n */\r\n hasSheenRadiance() {\r\n return false;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.hasIrradiance}\r\n * @override\r\n */\r\n hasIrradiance() {\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Hemispheric ambient light\r\n * @public\r\n */\r\nexport class EnvHemisphericAmbient extends EnvironmentLighting {\r\n /** @internal */\r\n public static readonly UNIFORM_NAME_AMBIENT_UP = 'zHemisphericAmbientUp';\r\n /** @internal */\r\n public static readonly UNIFORM_NAME_AMBIENT_DOWN = 'zHemisphericAmbientDown';\r\n /** @internal */\r\n private readonly _ambientUp: Vector4;\r\n /** @internal */\r\n private readonly _ambientDown: Vector4;\r\n /**\r\n * Creates an instance of EnvConstantAmbient\r\n * @param ambientUp - The upside ambient color\r\n * @param ambientDown - The downside ambient color\r\n */\r\n constructor(ambientUp: Vector4, ambientDown: Vector4) {\r\n super();\r\n this._ambientUp = new Vector4(ambientUp);\r\n this._ambientDown = new Vector4(ambientDown);\r\n }\r\n /** The upside ambient color */\r\n get ambientUp(): Immutable<Vector4> {\r\n return this._ambientUp;\r\n }\r\n set ambientUp(color: Immutable<Vector4>) {\r\n if (color) {\r\n this._ambientUp.set(color);\r\n }\r\n }\r\n /** The downside ambient color */\r\n get ambientDown(): Immutable<Vector4> {\r\n return this._ambientDown;\r\n }\r\n set ambientDown(color: Immutable<Vector4>) {\r\n if (color) {\r\n this._ambientDown.set(color);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getType}\r\n * @override\r\n */\r\n getType() {\r\n return 'hemisphere' as const;\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.initShaderBindings}\r\n * @override\r\n */\r\n initShaderBindings(pb: ProgramBuilder) {\r\n if (pb.shaderKind === 'fragment') {\r\n pb.getGlobalScope()[EnvHemisphericAmbient.UNIFORM_NAME_AMBIENT_UP] = pb.vec4().uniform(0);\r\n pb.getGlobalScope()[EnvHemisphericAmbient.UNIFORM_NAME_AMBIENT_DOWN] = pb.vec4().uniform(0);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.updateBindGroup}\r\n * @override\r\n */\r\n updateBindGroup(bg: BindGroup) {\r\n bg.setValue(EnvHemisphericAmbient.UNIFORM_NAME_AMBIENT_UP, this._ambientUp);\r\n bg.setValue(EnvHemisphericAmbient.UNIFORM_NAME_AMBIENT_DOWN, this._ambientDown);\r\n }\r\n /**\r\n * {@inheritDoc EnvironmentLighting.getRadiance}\r\n * @override\r\n */\r\n getRadiance(scope: PBInsideFunctionScope, refl: PBShaderExp, _roughness: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const factor = pb.add(pb.mul(refl.y, 0.5), 0.5);\r\n return pb.mix(\r\n scope[EnvHemisphericAmbient.UNIFORM_NAME_AMBIENT_DOWN],\r\n scope[EnvHemisphericAmbient.UNIFORM_NAME_AMBIENT_UP],\r\n factor\r\n ).rgb as PBShaderExp;\r\n }\r\n /**\r\n * {@inheritDoc 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@@ -397,6 +397,14 @@ const defaultSkyWorldMatrix = Matrix4x4.identity();
397
397
  }
398
398
  return this._radianceMap.get();
399
399
  }
400
+ /**
401
+ * Radiance map of the sky reused for sheen.
402
+ *
403
+ * @remarks
404
+ * Dynamic sky is smooth enough that the GGX-prefiltered radiance map is a practical approximation for sheen.
405
+ */ get sheenRadianceMap() {
406
+ return this.radianceMap;
407
+ }
400
408
  /** @internal */ get atmosphereParams() {
401
409
  return this._atmosphereParams;
402
410
  }
@@ -541,6 +549,7 @@ const defaultSkyWorldMatrix = Matrix4x4.identity();
541
549
  this.renderSkyDistantLut(ctx, this._bakedSkyboxTexture.get());
542
550
  if (ctx.scene.env.light.radianceMap && (ctx.scene.env.light.radianceMap === this.radianceMap || this._irradianceSH.get() && ctx.scene.env.light.irradianceSH === this.irradianceSH || this._irradianceSHFB.get() && ctx.scene.env.light.irradianceSHFB === this.irradianceSHFB)) {
543
551
  prefilterCubemap(this._bakedSkyboxTexture.get(), 'ggx', this.radianceFramebuffer, this._radianceConvSamples);
552
+ ctx.scene.env.light.sheenRadianceMap = this.radianceMap;
544
553
  this._shProjector.projectCubemapToTexture(this._bakedSkyboxTexture.get(), this.irradianceSHFB);
545
554
  ctx.scene.env.light.irradianceSHFB = this.irradianceSHFB;
546
555
  ctx.scene.env.light.irradianceSH = null;