@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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@@ -1,235 +0,0 @@
1
- import { DRef, Vector4 } from '@zephyr3d/base';
2
- import { Sprite3DBlockNode } from '../utility/blueprint/material/pbr.js';
3
- import { MaterialBlueprintIR } from '../utility/blueprint/material/ir.js';
4
- import { Sprite3DMaterial } from './sprite3d.js';
5
-
6
- /**
7
- * Sprite3D material driven by a blueprint graph.
8
- *
9
- * @remarks
10
- * This material extends {@link Sprite3DMaterial} and uses a
11
- * {@link MaterialBlueprintIR} fragment graph to compute the final
12
- * sprite color. All fragment shading logic is defined in the
13
- * blueprint instead of being hard-coded in the material.
14
- *
15
- * @public
16
- */ class Sprite3DBlueprintMaterial extends Sprite3DMaterial {
17
- /** @internal */ _irFrag;
18
- /** @internal */ _uniformValues;
19
- /** @internal */ _uniformTextures;
20
- /**
21
- * Creates a new {@link Sprite3DBlueprintMaterial} instance.
22
- *
23
- * @param irFrag - Optional fragment blueprint IR. If omitted, a default
24
- * IR containing a single {@link Sprite3DBlockNode} is created.
25
- * @param uniformValues - Optional initial list of uniform value descriptors.
26
- * @param uniformTextures - Optional initial list of texture uniform descriptors.
27
- */ constructor(irFrag, uniformValues, uniformTextures){
28
- super();
29
- this._irFrag = irFrag ?? new MaterialBlueprintIR({
30
- nodeMap: {
31
- '1': new Sprite3DBlockNode()
32
- },
33
- roots: [
34
- 1
35
- ],
36
- order: [
37
- 1
38
- ],
39
- graph: {
40
- incoming: {},
41
- outgoing: {}
42
- }
43
- }, '', {
44
- nodes: [
45
- {
46
- id: 1,
47
- title: '',
48
- locked: true,
49
- node: {
50
- ClassName: 'Sprite3DBlockNode',
51
- Object: ''
52
- }
53
- }
54
- ],
55
- links: []
56
- });
57
- this._uniformValues = uniformValues ?? [];
58
- this._uniformTextures = uniformTextures ?? [];
59
- }
60
- /**
61
- * Gets the fragment blueprint IR used to generate the fragment shader.
62
- */ get fragmentIR() {
63
- return this._irFrag;
64
- }
65
- set fragmentIR(ir) {
66
- if (ir && ir !== this._irFrag) {
67
- this._irFrag = ir;
68
- this.clearCache();
69
- this.optionChanged(true);
70
- }
71
- }
72
- /**
73
- * Gets the list of uniform value descriptors used by the blueprint.
74
- */ get uniformValues() {
75
- return this._uniformValues;
76
- }
77
- set uniformValues(val) {
78
- this._uniformValues = (val ?? []).map((v)=>({
79
- ...v
80
- }));
81
- this.uniformChanged();
82
- }
83
- /**
84
- * Gets the list of texture uniform descriptors used by the blueprint.
85
- */ get uniformTextures() {
86
- return this._uniformTextures;
87
- }
88
- set uniformTextures(val) {
89
- val = val ?? [];
90
- if (val !== this._uniformTextures) {
91
- const newUniforms = val.map((v)=>({
92
- finalTexture: new DRef(v.finalTexture.get()),
93
- finalSampler: v.finalSampler,
94
- name: v.name,
95
- params: v.params?.clone() ?? Vector4.zero(),
96
- texture: v.texture,
97
- type: v.type,
98
- sRGB: v.sRGB,
99
- wrapS: v.wrapS,
100
- wrapT: v.wrapT,
101
- inFragmentShader: v.inFragmentShader,
102
- inVertexShader: v.inVertexShader,
103
- minFilter: v.minFilter,
104
- magFilter: v.magFilter,
105
- mipFilter: v.mipFilter
106
- }));
107
- for (const u of this._uniformTextures){
108
- u.finalTexture.dispose();
109
- }
110
- this._uniformTextures = newUniforms;
111
- this.uniformChanged();
112
- }
113
- }
114
- /**
115
- * Creates a deep copy of this blueprint material.
116
- *
117
- * @remarks
118
- * The clone shares the same fragment IR reference and copies the
119
- * current uniform descriptors, then calls {@link Sprite3DMaterial.copyFrom}
120
- * to copy base-class state.
121
- *
122
- * @returns A new {@link Sprite3DBlueprintMaterial} instance.
123
- */ clone() {
124
- const other = new Sprite3DBlueprintMaterial(this._irFrag, this._uniformValues, this._uniformTextures);
125
- other.copyFrom(this);
126
- return other;
127
- }
128
- /**
129
- * Applies runtime uniform values and textures to the given bind group.
130
- *
131
- * @remarks
132
- * - Calls the base implementation to bind sprite-related uniforms first.
133
- * - If fragment color is needed for the current context, all blueprint
134
- * uniform values and textures are then bound by name:
135
- * - `uniformValues` via `bindGroup.setValue`.
136
- * - `uniformTextures` via `bindGroup.setTexture`.
137
- *
138
- * @param bindGroup - The bind group to bind material resources to.
139
- * @param ctx - The current draw context.
140
- * @param pass - Index of the active render pass.
141
- */ applyUniformValues(bindGroup, ctx, pass) {
142
- super.applyUniformValues(bindGroup, ctx, pass);
143
- if (this.needFragmentColor(ctx)) {
144
- for (const u of this._uniformValues){
145
- bindGroup.setValue(u.name, u.finalValue);
146
- }
147
- for (const u of this._uniformTextures){
148
- bindGroup.setTexture(u.name, u.finalTexture.get(), u.finalSampler);
149
- }
150
- }
151
- }
152
- /**
153
- * Computes the fragment color by invoking the blueprint-generated function.
154
- *
155
- * @remarks
156
- * - A helper function `zCalcSpriteColor(zWorldPos, zVertexUV)` is declared
157
- * on the shader builder using the current fragment IR.
158
- * - The blueprint IR is asked to create its node network via
159
- * {@link MaterialBlueprintIR.create}, and the output named `"Color"`
160
- * is used as the return value.
161
- * - The resulting function is invoked with the current world position and
162
- * UV coordinates for each fragment.
163
- *
164
- * @param scope - The current fragment shader function scope.
165
- * @returns A shader expression representing the final fragment color.
166
- */ calcFragmentColor(scope) {
167
- const pb = scope.$builder;
168
- const that = this;
169
- pb.func('zCalcSpriteColor', [
170
- pb.vec3('zWorldPos'),
171
- pb.vec2('zVertexUV')
172
- ], function() {
173
- const outputs = that._irFrag.create(pb);
174
- this.$return(that.getOutput(outputs, 'Color'));
175
- });
176
- return scope.zCalcSpriteColor(scope.$inputs.zWorldPos, scope.$inputs.zVertexUV);
177
- }
178
- /**
179
- * Creates a unique hash string used for program caching.
180
- *
181
- * @remarks
182
- * The hash includes the base {@link Sprite3DMaterial} hash and the
183
- * fragment IR hash, so that different blueprints will produce
184
- * different shader programs.
185
- *
186
- * @returns A hash string that identifies this material configuration.
187
- */ _createHash() {
188
- return `${super._createHash()}:${this._irFrag.hash}`;
189
- }
190
- /**
191
- * Creates the GPU program for this material.
192
- *
193
- * @remarks
194
- * This simply delegates to the base implementation and returns its result.
195
- * Commented-out logging lines are available for debugging the generated
196
- * vertex and fragment shader sources.
197
- *
198
- * @param ctx - The current draw context.
199
- * @param pass - Index of the active material pass.
200
- * @returns The created GPU program.
201
- */ createProgram(ctx, pass) {
202
- const program = super.createProgram(ctx, pass);
203
- //console.log(program.getShaderSource('vertex'));
204
- //console.log(program.getShaderSource('fragment'));
205
- return program;
206
- }
207
- /**
208
- * Disposes resources associated with this material.
209
- *
210
- * @remarks
211
- * - Calls the base `onDispose` to clean up inherited resources.
212
- * - Disposes all `finalTexture` references from the blueprint texture
213
- * uniform descriptors.
214
- *
215
- * This method is intended to be called by the engine's resource management
216
- * system rather than directly from user code.
217
- */ onDispose() {
218
- super.onDispose();
219
- for (const u of this._uniformTextures){
220
- u.finalTexture.dispose();
221
- }
222
- }
223
- /**
224
- * Retrieves a named output expression from a blueprint output list.
225
- *
226
- * @param outputs - List of outputs generated by the blueprint graph.
227
- * @param name - Name of the output to look for (e.g. `"Color"`).
228
- * @returns The matching output expression, or `undefined` if not found.
229
- */ getOutput(outputs, name) {
230
- return outputs.find((output)=>output.name === name)?.exp;
231
- }
232
- }
233
-
234
- export { Sprite3DBlueprintMaterial };
235
- //# sourceMappingURL=sprite3dblueprint.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"sprite3dblueprint.js","sources":["../../src/material/sprite3dblueprint.ts"],"sourcesContent":["import { DRef, Vector4 } from '@zephyr3d/base';\r\nimport { type BluePrintUniformTexture, type BluePrintUniformValue } from '../utility/blueprint/material/ir';\r\nimport { Sprite3DBlockNode } from '../utility/blueprint/material/pbr';\r\nimport { MaterialBlueprintIR } from '../utility/blueprint/material/ir';\r\nimport { Sprite3DMaterial } from './sprite3d';\r\nimport type { BindGroup, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport type { DrawContext } from '../render';\r\n\r\n/**\r\n * Sprite3D material driven by a blueprint graph.\r\n *\r\n * @remarks\r\n * This material extends {@link Sprite3DMaterial} and uses a\r\n * {@link MaterialBlueprintIR} fragment graph to compute the final\r\n * sprite color. All fragment shading logic is defined in the\r\n * blueprint instead of being hard-coded in the material.\r\n *\r\n * @public\r\n */\r\nexport class Sprite3DBlueprintMaterial extends Sprite3DMaterial {\r\n /** @internal */\r\n private _irFrag: MaterialBlueprintIR;\r\n /** @internal */\r\n private _uniformValues: BluePrintUniformValue[];\r\n /** @internal */\r\n private _uniformTextures: BluePrintUniformTexture[];\r\n /**\r\n * Creates a new {@link Sprite3DBlueprintMaterial} instance.\r\n *\r\n * @param irFrag - Optional fragment blueprint IR. If omitted, a default\r\n * IR containing a single {@link Sprite3DBlockNode} 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 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 Sprite3DBlockNode() },\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: 'Sprite3DBlockNode', Object: '' } }],\r\n links: []\r\n }\r\n );\r\n this._uniformValues = uniformValues ?? [];\r\n this._uniformTextures = uniformTextures ?? [];\r\n }\r\n /**\r\n * Gets the fragment blueprint IR used to generate the fragment shader.\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 list of uniform value descriptors used by the blueprint.\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 blueprint.\r\n */\r\n get uniformTextures() {\r\n return this._uniformTextures;\r\n }\r\n set uniformTextures(val: BluePrintUniformTexture[]) {\r\n val = val ?? [];\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 blueprint material.\r\n *\r\n * @remarks\r\n * The clone shares the same fragment IR reference and copies the\r\n * current uniform descriptors, then calls {@link Sprite3DMaterial.copyFrom}\r\n * to copy base-class state.\r\n *\r\n * @returns A new {@link Sprite3DBlueprintMaterial} instance.\r\n */\r\n clone() {\r\n const other = new Sprite3DBlueprintMaterial(this._irFrag, this._uniformValues, this._uniformTextures);\r\n other.copyFrom(this);\r\n return other;\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 to bind sprite-related uniforms first.\r\n * - If fragment color is needed for the current context, all blueprint\r\n * uniform values and textures are then bound by name:\r\n * - `uniformValues` via `bindGroup.setValue`.\r\n * - `uniformTextures` via `bindGroup.setTexture`.\r\n *\r\n * @param bindGroup - The bind group to bind material resources to.\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 for (const u of this._uniformValues) {\r\n bindGroup.setValue(u.name, u.finalValue!);\r\n }\r\n for (const u of this._uniformTextures) {\r\n bindGroup.setTexture(u.name, u.finalTexture!.get()!, u.finalSampler);\r\n }\r\n }\r\n }\r\n /**\r\n * Computes the fragment color by invoking the blueprint-generated function.\r\n *\r\n * @remarks\r\n * - A helper function `zCalcSpriteColor(zWorldPos, zVertexUV)` is declared\r\n * on the shader builder using the current fragment IR.\r\n * - The blueprint IR is asked to create its node network via\r\n * {@link MaterialBlueprintIR.create}, and the output named `\"Color\"`\r\n * is used as the return value.\r\n * - The resulting function is invoked with the current world position and\r\n * UV coordinates for each fragment.\r\n *\r\n * @param scope - The current fragment shader function scope.\r\n * @returns A shader expression representing the final fragment color.\r\n */\r\n protected calcFragmentColor(scope: PBInsideFunctionScope) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func('zCalcSpriteColor', [pb.vec3('zWorldPos'), pb.vec2('zVertexUV')], function () {\r\n const outputs = that._irFrag.create(pb)!;\r\n this.$return(that.getOutput(outputs, 'Color') as PBShaderExp);\r\n });\r\n return scope.zCalcSpriteColor(scope.$inputs.zWorldPos, scope.$inputs.zVertexUV) as PBShaderExp;\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 the base {@link Sprite3DMaterial} hash and the\r\n * fragment IR hash, so that different blueprints will produce\r\n * different shader programs.\r\n *\r\n * @returns A hash string that identifies this material configuration.\r\n */\r\n protected _createHash() {\r\n return `${super._createHash()}:${this._irFrag.hash}`;\r\n }\r\n /**\r\n * Creates the GPU program for this material.\r\n *\r\n * @remarks\r\n * This simply delegates to the base implementation and returns its result.\r\n * Commented-out logging lines are available for debugging the generated\r\n * vertex and fragment shader sources.\r\n *\r\n * @param ctx - The current draw context.\r\n * @param pass - Index of the active material 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 texture\r\n * uniform descriptors.\r\n *\r\n * This method is intended to be called by the engine's resource management\r\n * system rather than directly from 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 - List of outputs generated by the blueprint graph.\r\n * @param name - Name of the output to look for (e.g. `\"Color\"`).\r\n * @returns The matching output expression, 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 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@@ -1,106 +0,0 @@
1
- import { DRef, Vector3, Vector4 } from '@zephyr3d/base';
2
- import { SpriteMaterial } from './sprite.js';
3
- import { fetchSampler } from '../utility/misc.js';
4
-
5
- /**
6
- * Single-channel signed-distance-field sprite material.
7
- *
8
- * @public
9
- */ class SDFSpriteMaterial extends SpriteMaterial {
10
- static FEATURE_SPRITE_TEXTURE = this.defineFeature();
11
- _texture;
12
- _color;
13
- _sdfParams;
14
- constructor(){
15
- super();
16
- this._texture = new DRef();
17
- this._color = new Vector3(1, 1, 1);
18
- this._sdfParams = new Vector4(8, 1, 1, 0);
19
- this.blendMode = 'blend';
20
- }
21
- get spriteTexture() {
22
- return this._texture.get();
23
- }
24
- set spriteTexture(tex) {
25
- tex = tex ?? null;
26
- if (tex !== this._texture.get()) {
27
- this._texture.set(tex);
28
- this.useFeature(SDFSpriteMaterial.FEATURE_SPRITE_TEXTURE, !!tex);
29
- this.uniformChanged();
30
- }
31
- }
32
- get textColor() {
33
- return this._color;
34
- }
35
- set textColor(value) {
36
- if (!this._color.equalsTo(value)) {
37
- this._color.set(value);
38
- this.uniformChanged();
39
- }
40
- }
41
- get sdfDistanceRange() {
42
- return this._sdfParams.x;
43
- }
44
- set sdfDistanceRange(value) {
45
- if (this._sdfParams.x !== value) {
46
- this._sdfParams.x = value;
47
- this.uniformChanged();
48
- }
49
- }
50
- setSDFTextureInfo(distanceRange, width, height) {
51
- if (this._sdfParams.x !== distanceRange || this._sdfParams.y !== width || this._sdfParams.z !== height) {
52
- this._sdfParams.setXYZW(distanceRange, width, height, 0);
53
- this.uniformChanged();
54
- }
55
- }
56
- clone() {
57
- const other = new SDFSpriteMaterial();
58
- other.copyFrom(this);
59
- return other;
60
- }
61
- copyFrom(other) {
62
- super.copyFrom(other);
63
- this.spriteTexture = other.spriteTexture;
64
- this.textColor = other.textColor;
65
- this._sdfParams.set(other._sdfParams);
66
- }
67
- internalApplyUniforms(bindGroup, ctx) {
68
- if (this.needFragmentColor(ctx)) {
69
- bindGroup.setValue('zTextColor', this._color);
70
- bindGroup.setValue('zSDFParams', this._sdfParams);
71
- if (this.spriteTexture) {
72
- bindGroup.setTexture('zSpriteTexture', this.spriteTexture, fetchSampler('clamp_linear'));
73
- }
74
- }
75
- }
76
- internalSetupUniforms(scope) {
77
- const pb = scope.$builder;
78
- if (pb.shaderKind === 'fragment' && this.needFragmentColor()) {
79
- scope.zTextColor = pb.vec3().uniform(2);
80
- scope.zSDFParams = pb.vec4().uniform(2);
81
- if (this.spriteTexture) {
82
- scope.zSpriteTexture = pb.tex2D().uniform(2);
83
- }
84
- }
85
- }
86
- calcFragmentColor(scope) {
87
- const pb = scope.$builder;
88
- if (!this.spriteTexture) {
89
- return pb.vec4(scope.zTextColor, 1);
90
- }
91
- scope.$l.sdf = pb.textureSample(scope.zSpriteTexture, scope.$inputs.zVertexUV).r;
92
- scope.$l.unitRange = pb.div(pb.vec2(scope.zSDFParams.x), pb.max(pb.vec2(scope.zSDFParams.y, scope.zSDFParams.z), pb.vec2(1)));
93
- scope.$l.screenTexSize = pb.div(pb.vec2(1), pb.max(pb.fwidth(scope.$inputs.zVertexUV), pb.vec2(1e-4)));
94
- scope.$l.screenPxRange = pb.max(pb.mul(0.5, pb.dot(scope.unitRange, scope.screenTexSize)), 1);
95
- scope.$l.screenPxDistance = pb.mul(scope.screenPxRange, pb.sub(scope.sdf, 0.5));
96
- scope.$l.alpha = pb.clamp(pb.add(scope.screenPxDistance, 0.5), 0, 1);
97
- return pb.vec4(scope.zTextColor, scope.alpha);
98
- }
99
- onDispose() {
100
- super.onDispose();
101
- this._texture.dispose();
102
- }
103
- }
104
-
105
- export { SDFSpriteMaterial };
106
- //# sourceMappingURL=sprite_sdf.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"sprite_sdf.js","sources":["../../src/material/sprite_sdf.ts"],"sourcesContent":["import type { BindGroup, PBInsideFunctionScope, Texture2D } from '@zephyr3d/device';\r\nimport type { Clonable, Immutable } from '@zephyr3d/base';\r\nimport { DRef, Vector3, Vector4 } from '@zephyr3d/base';\r\nimport type { DrawContext } from '../render/drawable';\r\nimport { SpriteMaterial } from './sprite';\r\nimport { fetchSampler } from '../utility/misc';\r\n\r\n/**\r\n * Single-channel signed-distance-field sprite material.\r\n *\r\n * @public\r\n */\r\nexport class SDFSpriteMaterial extends SpriteMaterial implements Clonable<SDFSpriteMaterial> {\r\n static FEATURE_SPRITE_TEXTURE = this.defineFeature();\r\n protected _texture: DRef<Texture2D>;\r\n protected _color: Vector3;\r\n protected _sdfParams: Vector4;\r\n constructor() {\r\n super();\r\n this._texture = new DRef();\r\n this._color = new Vector3(1, 1, 1);\r\n this._sdfParams = new Vector4(8, 1, 1, 0);\r\n this.blendMode = 'blend';\r\n }\r\n get spriteTexture() {\r\n return this._texture.get();\r\n }\r\n set spriteTexture(tex) {\r\n tex = tex ?? null;\r\n if (tex !== this._texture.get()) {\r\n this._texture.set(tex);\r\n this.useFeature(SDFSpriteMaterial.FEATURE_SPRITE_TEXTURE, !!tex);\r\n this.uniformChanged();\r\n }\r\n }\r\n get textColor(): Immutable<Vector3> {\r\n return this._color;\r\n }\r\n set textColor(value: Immutable<Vector3>) {\r\n if (!this._color.equalsTo(value)) {\r\n this._color.set(value);\r\n this.uniformChanged();\r\n }\r\n }\r\n get sdfDistanceRange() {\r\n return this._sdfParams.x;\r\n }\r\n set sdfDistanceRange(value: number) {\r\n if (this._sdfParams.x !== value) {\r\n this._sdfParams.x = value;\r\n this.uniformChanged();\r\n }\r\n }\r\n setSDFTextureInfo(distanceRange: number, width: number, height: number) {\r\n if (this._sdfParams.x !== distanceRange || this._sdfParams.y !== width || this._sdfParams.z !== height) {\r\n this._sdfParams.setXYZW(distanceRange, width, height, 0);\r\n this.uniformChanged();\r\n }\r\n }\r\n clone() {\r\n const other = new SDFSpriteMaterial();\r\n other.copyFrom(this);\r\n return other;\r\n }\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n this.spriteTexture = other.spriteTexture;\r\n this.textColor = other.textColor;\r\n this._sdfParams.set(other._sdfParams);\r\n }\r\n protected internalApplyUniforms(bindGroup: BindGroup, ctx: DrawContext) {\r\n if (this.needFragmentColor(ctx)) {\r\n bindGroup.setValue('zTextColor', this._color);\r\n bindGroup.setValue('zSDFParams', this._sdfParams);\r\n if (this.spriteTexture) {\r\n bindGroup.setTexture('zSpriteTexture', this.spriteTexture, fetchSampler('clamp_linear'));\r\n }\r\n }\r\n }\r\n protected internalSetupUniforms(scope: PBInsideFunctionScope) {\r\n const pb = scope.$builder;\r\n if (pb.shaderKind === 'fragment' && this.needFragmentColor()) {\r\n scope.zTextColor = pb.vec3().uniform(2);\r\n scope.zSDFParams = pb.vec4().uniform(2);\r\n if (this.spriteTexture) {\r\n scope.zSpriteTexture = pb.tex2D().uniform(2);\r\n }\r\n }\r\n }\r\n protected calcFragmentColor(scope: PBInsideFunctionScope) {\r\n const pb = scope.$builder;\r\n if (!this.spriteTexture) {\r\n return pb.vec4(scope.zTextColor, 1);\r\n }\r\n scope.$l.sdf = pb.textureSample(scope.zSpriteTexture, scope.$inputs.zVertexUV).r;\r\n scope.$l.unitRange = pb.div(\r\n pb.vec2(scope.zSDFParams.x),\r\n pb.max(pb.vec2(scope.zSDFParams.y, scope.zSDFParams.z), pb.vec2(1))\r\n );\r\n scope.$l.screenTexSize = pb.div(pb.vec2(1), pb.max(pb.fwidth(scope.$inputs.zVertexUV), pb.vec2(1e-4)));\r\n scope.$l.screenPxRange = pb.max(pb.mul(0.5, pb.dot(scope.unitRange, scope.screenTexSize)), 1);\r\n scope.$l.screenPxDistance = pb.mul(scope.screenPxRange, pb.sub(scope.sdf, 0.5));\r\n scope.$l.alpha = pb.clamp(pb.add(scope.screenPxDistance, 0.5), 0, 1);\r\n return pb.vec4(scope.zTextColor, scope.alpha);\r\n }\r\n protected onDispose() {\r\n super.onDispose();\r\n this._texture.dispose();\r\n 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