@zephyr3d/scene 0.9.5 → 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 (420) hide show
  1. package/dist/index.d.ts +1 -0
  2. package/dist/material/msdf_text.js +3 -3
  3. package/dist/material/msdf_text.js.map +1 -1
  4. package/dist/text/font/cff_font.js +890 -0
  5. package/dist/text/font/cff_font.js.map +1 -0
  6. package/dist/text/font/font_asset.js +17 -3
  7. package/dist/text/font/font_asset.js.map +1 -1
  8. package/package.json +1 -1
  9. package/dist/animation/ik/ik_chain_builder.js +0 -68
  10. package/dist/animation/ik/ik_chain_builder.js.map +0 -1
  11. package/dist/animation/ik/ik_pole_constraint.js +0 -123
  12. package/dist/animation/ik/ik_pole_constraint.js.map +0 -1
  13. package/dist/animation/ik/ik_track.js +0 -96
  14. package/dist/animation/ik/ik_track.js.map +0 -1
  15. package/dist/animation/ik_postprocessor.js +0 -71
  16. package/dist/animation/ik_postprocessor.js.map +0 -1
  17. package/dist/animation/joint_dynamics/math.js +0 -16
  18. package/dist/animation/joint_dynamics/math.js.map +0 -1
  19. package/dist/animation/manual_transform_processor.js +0 -156
  20. package/dist/animation/manual_transform_processor.js.map +0 -1
  21. package/dist/animation/skeleton_postprocessor.js +0 -50
  22. package/dist/animation/skeleton_postprocessor.js.map +0 -1
  23. package/dist/animation/spring2/collision.js +0 -469
  24. package/dist/animation/spring2/collision.js.map +0 -1
  25. package/dist/animation/spring2/constraints.js +0 -329
  26. package/dist/animation/spring2/constraints.js.map +0 -1
  27. package/dist/animation/spring2/controller.js +0 -434
  28. package/dist/animation/spring2/controller.js.map +0 -1
  29. package/dist/animation/spring2/math.js +0 -16
  30. package/dist/animation/spring2/math.js.map +0 -1
  31. package/dist/animation/spring2/solver.js +0 -624
  32. package/dist/animation/spring2/solver.js.map +0 -1
  33. package/dist/animation/spring2/spring_system.js +0 -118
  34. package/dist/animation/spring2/spring_system.js.map +0 -1
  35. package/dist/animation/spring2/types.js +0 -19
  36. package/dist/animation/spring2/types.js.map +0 -1
  37. package/dist/animation/spring_postprocessor.js +0 -54
  38. package/dist/animation/spring_postprocessor.js.map +0 -1
  39. package/dist/asset/loaders/gltf/gltf_loader.js +0 -1276
  40. package/dist/asset/loaders/gltf/gltf_loader.js.map +0 -1
  41. package/dist/asset/loaders/gltf/helpers.js +0 -331
  42. package/dist/asset/loaders/gltf/helpers.js.map +0 -1
  43. package/dist/material/sprite3d.js +0 -301
  44. package/dist/material/sprite3d.js.map +0 -1
  45. package/dist/material/sprite3d_std.js +0 -116
  46. package/dist/material/sprite3d_std.js.map +0 -1
  47. package/dist/material/sprite3dblueprint.js +0 -235
  48. package/dist/material/sprite3dblueprint.js.map +0 -1
  49. package/dist/material/sprite_sdf.js +0 -106
  50. package/dist/material/sprite_sdf.js.map +0 -1
  51. package/dist/material/terrainmaterial.js +0 -368
  52. package/dist/material/terrainmaterial.js.map +0 -1
  53. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +0 -38
  54. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +0 -1
  55. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +0 -10
  56. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +0 -1
  57. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +0 -127
  58. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +0 -1
  59. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +0 -263
  60. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +0 -1
  61. package/dist/render/deferredlightpass.js +0 -510
  62. package/dist/render/deferredlightpass.js.map +0 -1
  63. package/dist/render/deferredshadowlightpass.js +0 -428
  64. package/dist/render/deferredshadowlightpass.js.map +0 -1
  65. package/dist/render/gbufferpass.js +0 -50
  66. package/dist/render/gbufferpass.js.map +0 -1
  67. package/dist/scene/sdftextsprite.js +0 -322
  68. package/dist/scene/sdftextsprite.js.map +0 -1
  69. package/dist/scene/sprite3d.js +0 -18
  70. package/dist/scene/sprite3d.js.map +0 -1
  71. package/dist/scene/terrain/grass.js +0 -280
  72. package/dist/scene/terrain/grass.js.map +0 -1
  73. package/dist/scene/terrain/heightfield.js +0 -475
  74. package/dist/scene/terrain/heightfield.js.map +0 -1
  75. package/dist/scene/terrain/patch.js +0 -532
  76. package/dist/scene/terrain/patch.js.map +0 -1
  77. package/dist/scene/terrain/quadtree.js +0 -461
  78. package/dist/scene/terrain/quadtree.js.map +0 -1
  79. package/dist/scene/terrain/terrain.js +0 -231
  80. package/dist/scene/terrain/terrain.js.map +0 -1
  81. package/dist/src/animation/animation.js +0 -127
  82. package/dist/src/animation/animation.js.map +0 -1
  83. package/dist/src/animation/animationset.js +0 -255
  84. package/dist/src/animation/animationset.js.map +0 -1
  85. package/dist/src/animation/animationtrack.js +0 -34
  86. package/dist/src/animation/animationtrack.js.map +0 -1
  87. package/dist/src/animation/eulerrotationtrack.js +0 -52
  88. package/dist/src/animation/eulerrotationtrack.js.map +0 -1
  89. package/dist/src/animation/morphtarget.js +0 -93
  90. package/dist/src/animation/morphtarget.js.map +0 -1
  91. package/dist/src/animation/morphtrack.js +0 -70
  92. package/dist/src/animation/morphtrack.js.map +0 -1
  93. package/dist/src/animation/proptrack.js +0 -161
  94. package/dist/src/animation/proptrack.js.map +0 -1
  95. package/dist/src/animation/rotationtrack.js +0 -51
  96. package/dist/src/animation/rotationtrack.js.map +0 -1
  97. package/dist/src/animation/scaletrack.js +0 -50
  98. package/dist/src/animation/scaletrack.js.map +0 -1
  99. package/dist/src/animation/skeleton.js +0 -204
  100. package/dist/src/animation/skeleton.js.map +0 -1
  101. package/dist/src/animation/translationtrack.js +0 -50
  102. package/dist/src/animation/translationtrack.js.map +0 -1
  103. package/dist/src/app/app.js +0 -129
  104. package/dist/src/app/app.js.map +0 -1
  105. package/dist/src/app/inputmgr.js +0 -267
  106. package/dist/src/app/inputmgr.js.map +0 -1
  107. package/dist/src/asset/assetmanager.js +0 -404
  108. package/dist/src/asset/assetmanager.js.map +0 -1
  109. package/dist/src/asset/builtin.js +0 -337
  110. package/dist/src/asset/builtin.js.map +0 -1
  111. package/dist/src/asset/loaders/dds/dds.js +0 -470
  112. package/dist/src/asset/loaders/dds/dds.js.map +0 -1
  113. package/dist/src/asset/loaders/dds/dds_loader.js +0 -28
  114. package/dist/src/asset/loaders/dds/dds_loader.js.map +0 -1
  115. package/dist/src/asset/loaders/gltf/gltf_loader.js +0 -1265
  116. package/dist/src/asset/loaders/gltf/gltf_loader.js.map +0 -1
  117. package/dist/src/asset/loaders/gltf/helpers.js +0 -327
  118. package/dist/src/asset/loaders/gltf/helpers.js.map +0 -1
  119. package/dist/src/asset/loaders/hdr/hdr.js +0 -180
  120. package/dist/src/asset/loaders/hdr/hdr.js.map +0 -1
  121. package/dist/src/asset/loaders/image/tga_Loader.js +0 -116
  122. package/dist/src/asset/loaders/image/tga_Loader.js.map +0 -1
  123. package/dist/src/asset/loaders/image/webimage_loader.js +0 -63
  124. package/dist/src/asset/loaders/image/webimage_loader.js.map +0 -1
  125. package/dist/src/asset/loaders/loader.js +0 -45
  126. package/dist/src/asset/loaders/loader.js.map +0 -1
  127. package/dist/src/asset/model.js +0 -414
  128. package/dist/src/asset/model.js.map +0 -1
  129. package/dist/src/blitter/bilateralblur.js +0 -221
  130. package/dist/src/blitter/bilateralblur.js.map +0 -1
  131. package/dist/src/blitter/blitter.js +0 -390
  132. package/dist/src/blitter/blitter.js.map +0 -1
  133. package/dist/src/blitter/box.js +0 -118
  134. package/dist/src/blitter/box.js.map +0 -1
  135. package/dist/src/blitter/copy.js +0 -22
  136. package/dist/src/blitter/copy.js.map +0 -1
  137. package/dist/src/blitter/gaussianblur.js +0 -228
  138. package/dist/src/blitter/gaussianblur.js.map +0 -1
  139. package/dist/src/camera/base.js +0 -92
  140. package/dist/src/camera/base.js.map +0 -1
  141. package/dist/src/camera/camera.js +0 -1005
  142. package/dist/src/camera/camera.js.map +0 -1
  143. package/dist/src/camera/fps.js +0 -238
  144. package/dist/src/camera/fps.js.map +0 -1
  145. package/dist/src/camera/orbit.js +0 -245
  146. package/dist/src/camera/orbit.js.map +0 -1
  147. package/dist/src/camera/orthocamera.js +0 -167
  148. package/dist/src/camera/orthocamera.js.map +0 -1
  149. package/dist/src/camera/perspectivecamera.js +0 -141
  150. package/dist/src/camera/perspectivecamera.js.map +0 -1
  151. package/dist/src/index.js +0 -120
  152. package/dist/src/index.js.map +0 -1
  153. package/dist/src/material/blinn.js +0 -81
  154. package/dist/src/material/blinn.js.map +0 -1
  155. package/dist/src/material/grassmaterial.js +0 -113
  156. package/dist/src/material/grassmaterial.js.map +0 -1
  157. package/dist/src/material/lambert.js +0 -92
  158. package/dist/src/material/lambert.js.map +0 -1
  159. package/dist/src/material/material.js +0 -301
  160. package/dist/src/material/material.js.map +0 -1
  161. package/dist/src/material/meshmaterial.js +0 -704
  162. package/dist/src/material/meshmaterial.js.map +0 -1
  163. package/dist/src/material/mixins/albedocolor.js +0 -76
  164. package/dist/src/material/mixins/albedocolor.js.map +0 -1
  165. package/dist/src/material/mixins/foliage.js +0 -47
  166. package/dist/src/material/mixins/foliage.js.map +0 -1
  167. package/dist/src/material/mixins/lightmodel/blinnphong.js +0 -112
  168. package/dist/src/material/mixins/lightmodel/blinnphong.js.map +0 -1
  169. package/dist/src/material/mixins/lightmodel/lambert.js +0 -58
  170. package/dist/src/material/mixins/lightmodel/lambert.js.map +0 -1
  171. package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js +0 -178
  172. package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js.map +0 -1
  173. package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js +0 -139
  174. package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js.map +0 -1
  175. package/dist/src/material/mixins/lit.js +0 -476
  176. package/dist/src/material/mixins/lit.js.map +0 -1
  177. package/dist/src/material/mixins/pbr/common.js +0 -918
  178. package/dist/src/material/mixins/pbr/common.js.map +0 -1
  179. package/dist/src/material/mixins/texture.js +0 -172
  180. package/dist/src/material/mixins/texture.js.map +0 -1
  181. package/dist/src/material/mixins/vertexcolor.js +0 -56
  182. package/dist/src/material/mixins/vertexcolor.js.map +0 -1
  183. package/dist/src/material/particle.js +0 -178
  184. package/dist/src/material/particle.js.map +0 -1
  185. package/dist/src/material/pbrmr.js +0 -97
  186. package/dist/src/material/pbrmr.js.map +0 -1
  187. package/dist/src/material/pbrsg.js +0 -97
  188. package/dist/src/material/pbrsg.js.map +0 -1
  189. package/dist/src/material/shader/helper.js +0 -1209
  190. package/dist/src/material/shader/helper.js.map +0 -1
  191. package/dist/src/material/terrain-cm.js +0 -606
  192. package/dist/src/material/terrain-cm.js.map +0 -1
  193. package/dist/src/material/terrainmaterial.js +0 -375
  194. package/dist/src/material/terrainmaterial.js.map +0 -1
  195. package/dist/src/material/unlit.js +0 -41
  196. package/dist/src/material/unlit.js.map +0 -1
  197. package/dist/src/material/water.js +0 -417
  198. package/dist/src/material/water.js.map +0 -1
  199. package/dist/src/posteffect/bloom.js +0 -361
  200. package/dist/src/posteffect/bloom.js.map +0 -1
  201. package/dist/src/posteffect/compositor.js +0 -226
  202. package/dist/src/posteffect/compositor.js.map +0 -1
  203. package/dist/src/posteffect/fxaa.js +0 -273
  204. package/dist/src/posteffect/fxaa.js.map +0 -1
  205. package/dist/src/posteffect/grayscale.js +0 -69
  206. package/dist/src/posteffect/grayscale.js.map +0 -1
  207. package/dist/src/posteffect/motionblur.js +0 -96
  208. package/dist/src/posteffect/motionblur.js.map +0 -1
  209. package/dist/src/posteffect/posteffect.js +0 -126
  210. package/dist/src/posteffect/posteffect.js.map +0 -1
  211. package/dist/src/posteffect/sao.js +0 -324
  212. package/dist/src/posteffect/sao.js.map +0 -1
  213. package/dist/src/posteffect/ssr.js +0 -489
  214. package/dist/src/posteffect/ssr.js.map +0 -1
  215. package/dist/src/posteffect/taa.js +0 -172
  216. package/dist/src/posteffect/taa.js.map +0 -1
  217. package/dist/src/posteffect/tonemap.js +0 -94
  218. package/dist/src/posteffect/tonemap.js.map +0 -1
  219. package/dist/src/render/abuffer_oit.js +0 -361
  220. package/dist/src/render/abuffer_oit.js.map +0 -1
  221. package/dist/src/render/clipmap.js +0 -851
  222. package/dist/src/render/clipmap.js.map +0 -1
  223. package/dist/src/render/cluster_light.js +0 -333
  224. package/dist/src/render/cluster_light.js.map +0 -1
  225. package/dist/src/render/cull_visitor.js +0 -187
  226. package/dist/src/render/cull_visitor.js.map +0 -1
  227. package/dist/src/render/depthpass.js +0 -68
  228. package/dist/src/render/depthpass.js.map +0 -1
  229. package/dist/src/render/drawable_mixin.js +0 -227
  230. package/dist/src/render/drawable_mixin.js.map +0 -1
  231. package/dist/src/render/envlight.js +0 -463
  232. package/dist/src/render/envlight.js.map +0 -1
  233. package/dist/src/render/fbm_wavegenerator.js +0 -251
  234. package/dist/src/render/fbm_wavegenerator.js.map +0 -1
  235. package/dist/src/render/fft_wavegenerator.js +0 -1006
  236. package/dist/src/render/fft_wavegenerator.js.map +0 -1
  237. package/dist/src/render/fullscreenquad.js +0 -38
  238. package/dist/src/render/fullscreenquad.js.map +0 -1
  239. package/dist/src/render/gerstner_wavegenerator.js +0 -314
  240. package/dist/src/render/gerstner_wavegenerator.js.map +0 -1
  241. package/dist/src/render/globalbindgroup_allocator.js +0 -60
  242. package/dist/src/render/globalbindgroup_allocator.js.map +0 -1
  243. package/dist/src/render/hzb.js +0 -273
  244. package/dist/src/render/hzb.js.map +0 -1
  245. package/dist/src/render/lightpass.js +0 -172
  246. package/dist/src/render/lightpass.js.map +0 -1
  247. package/dist/src/render/objectcolorpass.js +0 -51
  248. package/dist/src/render/objectcolorpass.js.map +0 -1
  249. package/dist/src/render/primitive.js +0 -364
  250. package/dist/src/render/primitive.js.map +0 -1
  251. package/dist/src/render/render_queue.js +0 -467
  252. package/dist/src/render/render_queue.js.map +0 -1
  253. package/dist/src/render/renderbundle_wrapper.js +0 -152
  254. package/dist/src/render/renderbundle_wrapper.js.map +0 -1
  255. package/dist/src/render/renderer.js +0 -455
  256. package/dist/src/render/renderer.js.map +0 -1
  257. package/dist/src/render/renderpass.js +0 -200
  258. package/dist/src/render/renderpass.js.map +0 -1
  259. package/dist/src/render/shadowmap_pass.js +0 -56
  260. package/dist/src/render/shadowmap_pass.js.map +0 -1
  261. package/dist/src/render/sky.js +0 -1103
  262. package/dist/src/render/sky.js.map +0 -1
  263. package/dist/src/render/weightedblended_oit.js +0 -168
  264. package/dist/src/render/weightedblended_oit.js.map +0 -1
  265. package/dist/src/scene/batchgroup.js +0 -162
  266. package/dist/src/scene/batchgroup.js.map +0 -1
  267. package/dist/src/scene/environment.js +0 -209
  268. package/dist/src/scene/environment.js.map +0 -1
  269. package/dist/src/scene/graph_node.js +0 -72
  270. package/dist/src/scene/graph_node.js.map +0 -1
  271. package/dist/src/scene/light.js +0 -416
  272. package/dist/src/scene/light.js.map +0 -1
  273. package/dist/src/scene/mesh.js +0 -341
  274. package/dist/src/scene/mesh.js.map +0 -1
  275. package/dist/src/scene/octree.js +0 -649
  276. package/dist/src/scene/octree.js.map +0 -1
  277. package/dist/src/scene/particlesys.js +0 -738
  278. package/dist/src/scene/particlesys.js.map +0 -1
  279. package/dist/src/scene/raycast_visitor.js +0 -103
  280. package/dist/src/scene/raycast_visitor.js.map +0 -1
  281. package/dist/src/scene/scene.js +0 -284
  282. package/dist/src/scene/scene.js.map +0 -1
  283. package/dist/src/scene/scene_node.js +0 -732
  284. package/dist/src/scene/scene_node.js.map +0 -1
  285. package/dist/src/scene/terrain/grass.js +0 -278
  286. package/dist/src/scene/terrain/grass.js.map +0 -1
  287. package/dist/src/scene/terrain/heightfield.js +0 -475
  288. package/dist/src/scene/terrain/heightfield.js.map +0 -1
  289. package/dist/src/scene/terrain/patch.js +0 -530
  290. package/dist/src/scene/terrain/patch.js.map +0 -1
  291. package/dist/src/scene/terrain/quadtree.js +0 -461
  292. package/dist/src/scene/terrain/quadtree.js.map +0 -1
  293. package/dist/src/scene/terrain/terrain.js +0 -246
  294. package/dist/src/scene/terrain/terrain.js.map +0 -1
  295. package/dist/src/scene/terrain-cm/grass.js +0 -594
  296. package/dist/src/scene/terrain-cm/grass.js.map +0 -1
  297. package/dist/src/scene/terrain-cm/grassmaterial.js +0 -159
  298. package/dist/src/scene/terrain-cm/grassmaterial.js.map +0 -1
  299. package/dist/src/scene/terrain-cm/terrain-cm.js +0 -538
  300. package/dist/src/scene/terrain-cm/terrain-cm.js.map +0 -1
  301. package/dist/src/scene/water.js +0 -374
  302. package/dist/src/scene/water.js.map +0 -1
  303. package/dist/src/shaders/atmosphere.js +0 -957
  304. package/dist/src/shaders/atmosphere.js.map +0 -1
  305. package/dist/src/shaders/fog.js +0 -112
  306. package/dist/src/shaders/fog.js.map +0 -1
  307. package/dist/src/shaders/misc.js +0 -266
  308. package/dist/src/shaders/misc.js.map +0 -1
  309. package/dist/src/shaders/noise.js +0 -222
  310. package/dist/src/shaders/noise.js.map +0 -1
  311. package/dist/src/shaders/pbr.js +0 -51
  312. package/dist/src/shaders/pbr.js.map +0 -1
  313. package/dist/src/shaders/shadow.js +0 -636
  314. package/dist/src/shaders/shadow.js.map +0 -1
  315. package/dist/src/shaders/ssr.js +0 -490
  316. package/dist/src/shaders/ssr.js.map +0 -1
  317. package/dist/src/shaders/temporal.js +0 -215
  318. package/dist/src/shaders/temporal.js.map +0 -1
  319. package/dist/src/shaders/water.js +0 -756
  320. package/dist/src/shaders/water.js.map +0 -1
  321. package/dist/src/shadow/esm.js +0 -237
  322. package/dist/src/shadow/esm.js.map +0 -1
  323. package/dist/src/shadow/pcf_opt.js +0 -181
  324. package/dist/src/shadow/pcf_opt.js.map +0 -1
  325. package/dist/src/shadow/pcf_pd.js +0 -189
  326. package/dist/src/shadow/pcf_pd.js.map +0 -1
  327. package/dist/src/shadow/shader.js +0 -37
  328. package/dist/src/shadow/shader.js.map +0 -1
  329. package/dist/src/shadow/shadow_impl.js +0 -15
  330. package/dist/src/shadow/shadow_impl.js.map +0 -1
  331. package/dist/src/shadow/shadowmapper.js +0 -790
  332. package/dist/src/shadow/shadowmapper.js.map +0 -1
  333. package/dist/src/shadow/ssm.js +0 -159
  334. package/dist/src/shadow/ssm.js.map +0 -1
  335. package/dist/src/shadow/vsm.js +0 -297
  336. package/dist/src/shadow/vsm.js.map +0 -1
  337. package/dist/src/shapes/box.js +0 -386
  338. package/dist/src/shapes/box.js.map +0 -1
  339. package/dist/src/shapes/cylinder.js +0 -125
  340. package/dist/src/shapes/cylinder.js.map +0 -1
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@@ -1,337 +0,0 @@
1
- import { Vector3, Vector2 } from '@zephyr3d/base';
2
- import { BUILTIN_ASSET_TEXTURE_SHEEN_LUT } from '../values.js';
3
- import { Application } from '../app/app.js';
4
-
5
- /** @internal */ function getSheenLutLoader(textureSize) {
6
- const bits = new Uint32Array(1);
7
- //Van der Corput radical inverse
8
- function radicalInverse_VdC(i) {
9
- bits[0] = i;
10
- bits[0] = (bits[0] << 16 | bits[0] >> 16) >>> 0;
11
- bits[0] = (bits[0] & 0x55555555) << 1 | (bits[0] & 0xaaaaaaaa) >>> 1 >>> 0;
12
- bits[0] = (bits[0] & 0x33333333) << 2 | (bits[0] & 0xcccccccc) >>> 2 >>> 0;
13
- bits[0] = (bits[0] & 0x0f0f0f0f) << 4 | (bits[0] & 0xf0f0f0f0) >>> 4 >>> 0;
14
- bits[0] = (bits[0] & 0x00ff00ff) << 8 | (bits[0] & 0xff00ff00) >>> 8 >>> 0;
15
- return bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
16
- }
17
- function hammersley(i, iN, out) {
18
- out.setXY(i * iN, radicalInverse_VdC(i));
19
- }
20
- /*
21
- function hammersley(i: number, iN: number, out: Vector2) {
22
- const tof = 0.5 / 0x80000000;
23
- let bits = i;
24
- bits = (bits << 16) | (bits >>> 16);
25
- bits = ((bits & 0x55555555) << 1) | ((bits & 0xAAAAAAAA) >>> 1);
26
- bits = ((bits & 0x33333333) << 2) | ((bits & 0xCCCCCCCC) >>> 2);
27
- bits = ((bits & 0x0F0F0F0F) << 4) | ((bits & 0xF0F0F0F0) >>> 4);
28
- bits = ((bits & 0x00FF00FF) << 8) | ((bits & 0xFF00FF00) >>> 8);
29
- out.setXY(i * iN, (bits >>> 0) * tof);
30
- }
31
- */ /*
32
- function generateTBN(normal: Vector3, out: Matrix3x3) {
33
- bitangent.setXYZ(0.0, 1.0, 0.0);
34
- const NdotUp = Vector3.dot(normal, up);
35
- const epsilon = 0.0000001;
36
- if (1.0 - Math.abs(NdotUp) <= epsilon) {
37
- // Sampling +Y or -Y, so we need a more robust bitangent.
38
- if (NdotUp > 0.0) {
39
- bitangent.setXYZ(0.0, 0.0, 1.0);
40
- } else {
41
- bitangent.setXYZ(0.0, 0.0, -1.0);
42
- }
43
- }
44
- Vector3.cross(bitangent, normal, tangent).inplaceNormalize();
45
- Vector3.cross(normal, tangent, bitangent);
46
- out.setCol(0, tangent);
47
- out.setCol(1, bitangent);
48
- out.setCol(2, normal);
49
- }
50
- function mix(x: number, y: number, a: number): number {
51
- return x * (1 - a) + y * a;
52
- }
53
- function l(x: number, alphaG: number): number {
54
- const oneMinusAlphaSq = (1 - alphaG) * (1 - alphaG);
55
- const a = mix(21.5473, 25.3245, oneMinusAlphaSq);
56
- const b = mix(3.82987, 3.32435, oneMinusAlphaSq);
57
- const c = mix(0.19823, 0.16801, oneMinusAlphaSq);
58
- const d = mix(-1.9776, -1.27393, oneMinusAlphaSq);
59
- const e = mix(-4.32054, -4.85967, oneMinusAlphaSq);
60
- return a / (1 + b * Math.pow(x, c)) + d * x + e;
61
- }
62
- function lambdaSheen(cosTheta: number, alphaG: number): number {
63
- return Math.abs(cosTheta) < 0.5
64
- ? Math.exp(l(Math.abs(cosTheta), alphaG))
65
- : Math.exp(2 * l(0.5, alphaG) - l(1 - Math.abs(cosTheta), alphaG));
66
- }
67
- function visibilityCharlie(NdotV: number, NdotL: number, a: number): number {
68
- const alphaG = a;
69
- return 1 / ((1 + lambdaSheen(NdotV, alphaG) + lambdaSheen(NdotL, alphaG)) * (4 * NdotV * NdotL));
70
- }
71
- */ function distributionCharlie(NdotH, roughness) {
72
- // roughness = Math.max(roughness, 0.000001);
73
- const invAlpha = 1 / roughness;
74
- const cos2h = NdotH * NdotH;
75
- const sin2h = 1 - cos2h;
76
- return (2 + invAlpha) * Math.pow(sin2h, invAlpha * 0.5) / (2 * Math.PI);
77
- }
78
- /*
79
- function charlie(xi: Vector2, roughness: number, sample: MicrofacetDistributionSample) {
80
- const alpha = roughness * roughness;
81
- sample.sinTheta = Math.pow(xi.y, alpha / (2 * alpha + 1));
82
- sample.cosTheta = Math.sqrt(1 - sample.sinTheta * sample.sinTheta);
83
- sample.phi = 2 * Math.PI * xi.x;
84
- sample.pdf = distributionCharlie(sample.cosTheta, Math.max(alpha, 0.000001)) / 4;
85
- }
86
- function getImportanceSample(
87
- sampleIndex: number,
88
- sampleCount: number,
89
- N: Vector3,
90
- roughness: number,
91
- out: Vector4
92
- ) {
93
- // generate a quasi monte carlo point in the unit square [0.1)^2
94
- hammersley(sampleIndex, 1 / sampleCount, xi);
95
- // generate the points on the hemisphere with a fitting mapping for
96
- // the distribution (e.g. lambertian uses a cosine importance)
97
- charlie(xi, roughness, importanceSample);
98
-
99
- // transform the hemisphere sample to the normal coordinate frame
100
- // i.e. rotate the hemisphere to the normal direction
101
- localSpaceDirection
102
- .setXYZ(
103
- importanceSample.sinTheta * Math.cos(importanceSample.phi),
104
- importanceSample.sinTheta * Math.sin(importanceSample.phi),
105
- importanceSample.cosTheta
106
- )
107
- .inplaceNormalize();
108
- generateTBN(N, TBN);
109
- TBN.transform(localSpaceDirection, direction);
110
- out.setXYZW(direction.x, direction.y, direction.z, importanceSample.pdf);
111
- }
112
- function lut(NdotV: number, roughness: number, numSamples: number, out: Vector4) {
113
- V.setXYZ(Math.sqrt(1 - NdotV * NdotV), 0, NdotV);
114
- N.setXYZ(0, 0, 1);
115
- const A = 0;
116
- const B = 0;
117
- let C = 0;
118
- const importanceSample = new Vector4();
119
- for (let i = 0; i < numSamples; i++) {
120
- getImportanceSample(i, numSamples, N, roughness, importanceSample);
121
- H.setXYZ(importanceSample.x, importanceSample.y, importanceSample.z);
122
- // do reflect L = normalize(reflect(-V, H)) = normalize(-V - 2.0 * dot(H, -V) * H) = normalize(2 * dot(H, V) * H - V)
123
- Vector3.scale(H, Vector3.dot(V, H) * 2, L)
124
- .subBy(V)
125
- .inplaceNormalize();
126
- const NdotL = Math.min(Math.max(L.z, 0), 1);
127
- const NdotH = Math.min(Math.max(H.z, 0), 1);
128
- const VdotH = Math.min(Math.max(Vector3.dot(V, H), 0), 1);
129
- if (NdotL > 0) {
130
- const sheenDistribution = distributionCharlie(NdotH, roughness);
131
- // const sheenVisibility = visibilityAshikhmin(NdotV, NdotL);
132
- const sheenVisibility = visibilityCharlie(NdotV, NdotL, roughness);
133
- C += sheenVisibility * sheenDistribution * NdotL * VdotH;
134
- }
135
- }
136
- out.setXYZW(4 * A, 4 * B, 4 * 2 * Math.PI * C, 0).scaleBy(1 / numSamples);
137
- }
138
-
139
- async function createSheenLUT(): Promise<Texture2D> {
140
- const tex = Application.instance.device.createTexture2D('rgba8unorm', textureSize, textureSize);
141
- const image = new Uint8Array(textureSize * textureSize * 4);
142
- let p = 0;
143
- const c = new Vector4();
144
- for (let y = 0; y < textureSize; y++) {
145
- const coord = Math.min(Math.max((y + 0.5) / textureSize, 0), 1);
146
- const roughness = coord;
147
- for (let x = 0; x < textureSize; x++) {
148
- const NdotV = Math.min(Math.max((x + 0.5) / textureSize, 0), 1);
149
- // const c = dfvCharlieUniform(NdotV, roughness, 1024);
150
- // const c = Math.min(Math.max(Math.round(t * 255), 0), 255);
151
- lut(NdotV, roughness, 1024, c);
152
- image[p++] = Math.min(Math.max(Math.round(c.x * 255), 0), 255);
153
- image[p++] = Math.min(Math.max(Math.round(c.y * 255), 0), 255);
154
- image[p++] = Math.min(Math.max(Math.round(c.z * 255), 0), 255);
155
- image[p++] = 255;
156
- }
157
- }
158
- tex.update(image, 0, 0, textureSize, textureSize);
159
- tex.name = `builtin:${BUILTIN_ASSET_TEXTURE_SHEEN_LUT}`;
160
- return tex;
161
- }
162
- */ //////////////////////////////////////////////////////////////////////////////////////////////////////
163
- function visibilityAshikhmin(NdotV, NdotL) {
164
- return Math.min(Math.max(1 / (4 * (NdotL + NdotV - NdotL * NdotV)), 0), 1);
165
- }
166
- function hemisphereUniformSample(u, out) {
167
- const phi = 2 * Math.PI * u.x;
168
- const cosTheta = 1 - u.y;
169
- const sinTheta = Math.sqrt(1 - cosTheta * cosTheta);
170
- out.setXYZ(sinTheta * Math.cos(phi), sinTheta * Math.sin(phi), cosTheta);
171
- }
172
- function dfvCharlieUniform(NdotV, roughness, numSamples) {
173
- let r = 0;
174
- const V = new Vector3(Math.sqrt(1 - NdotV * NdotV), 0, NdotV);
175
- const u = new Vector2();
176
- const H = new Vector3();
177
- const L = new Vector3();
178
- for(let i = 0; i < numSamples; i++){
179
- hammersley(i, 1 / numSamples, u);
180
- hemisphereUniformSample(u, H);
181
- Vector3.scale(H, Vector3.dot(V, H) * 2, L).subBy(V);
182
- const VdotH = Math.min(Math.max(Vector3.dot(V, H), 0), 1);
183
- const NdotL = Math.min(Math.max(L.z, 0), 1);
184
- const NdotH = Math.min(Math.max(H.z, 0), 1);
185
- if (NdotL > 0) {
186
- const v = visibilityAshikhmin(NdotV, NdotL);
187
- // const v = visibilityCharlie(NdotV, NdotL, roughness);
188
- const d = distributionCharlie(NdotH, roughness);
189
- r += v * d * NdotL * VdotH;
190
- }
191
- }
192
- return r * (4 * 2 * Math.PI / numSamples);
193
- }
194
- const _tables = function _generateTables() {
195
- // float32 to float16 helpers
196
- const buffer = new ArrayBuffer(4);
197
- const floatView = new Float32Array(buffer);
198
- const uint32View = new Uint32Array(buffer);
199
- const baseTable = new Uint32Array(512);
200
- const shiftTable = new Uint32Array(512);
201
- for(let i = 0; i < 256; ++i){
202
- const e = i - 127;
203
- // very small number (0, -0)
204
- if (e < -27) {
205
- baseTable[i] = 0x0000;
206
- baseTable[i | 0x100] = 0x8000;
207
- shiftTable[i] = 24;
208
- shiftTable[i | 0x100] = 24;
209
- // small number (denorm)
210
- } else if (e < -14) {
211
- baseTable[i] = 0x0400 >> -e - 14;
212
- baseTable[i | 0x100] = 0x0400 >> -e - 14 | 0x8000;
213
- shiftTable[i] = -e - 1;
214
- shiftTable[i | 0x100] = -e - 1;
215
- // normal number
216
- } else if (e <= 15) {
217
- baseTable[i] = e + 15 << 10;
218
- baseTable[i | 0x100] = e + 15 << 10 | 0x8000;
219
- shiftTable[i] = 13;
220
- shiftTable[i | 0x100] = 13;
221
- // large number (Infinity, -Infinity)
222
- } else if (e < 128) {
223
- baseTable[i] = 0x7c00;
224
- baseTable[i | 0x100] = 0xfc00;
225
- shiftTable[i] = 24;
226
- shiftTable[i | 0x100] = 24;
227
- // stay (NaN, Infinity, -Infinity)
228
- } else {
229
- baseTable[i] = 0x7c00;
230
- baseTable[i | 0x100] = 0xfc00;
231
- shiftTable[i] = 13;
232
- shiftTable[i | 0x100] = 13;
233
- }
234
- }
235
- // float16 to float32 helpers
236
- const mantissaTable = new Uint32Array(2048);
237
- const exponentTable = new Uint32Array(64);
238
- const offsetTable = new Uint32Array(64);
239
- for(let i = 1; i < 1024; ++i){
240
- let m = i << 13; // zero pad mantissa bits
241
- let e = 0; // zero exponent
242
- // normalized
243
- while((m & 0x00800000) === 0){
244
- m <<= 1;
245
- e -= 0x00800000; // decrement exponent
246
- }
247
- m &= -8388609; // clear leading 1 bit
248
- e += 0x38800000; // adjust bias
249
- mantissaTable[i] = m | e;
250
- }
251
- for(let i = 1024; i < 2048; ++i){
252
- mantissaTable[i] = 0x38000000 + (i - 1024 << 13);
253
- }
254
- for(let i = 1; i < 31; ++i){
255
- exponentTable[i] = i << 23;
256
- }
257
- exponentTable[31] = 0x47800000;
258
- exponentTable[32] = 0x80000000;
259
- for(let i = 33; i < 63; ++i){
260
- exponentTable[i] = 0x80000000 + (i - 32 << 23);
261
- }
262
- exponentTable[63] = 0xc7800000;
263
- for(let i = 1; i < 64; ++i){
264
- if (i !== 32) {
265
- offsetTable[i] = 1024;
266
- }
267
- }
268
- return {
269
- floatView: floatView,
270
- uint32View: uint32View,
271
- baseTable: baseTable,
272
- shiftTable: shiftTable,
273
- mantissaTable: mantissaTable,
274
- exponentTable: exponentTable,
275
- offsetTable: offsetTable
276
- };
277
- }();
278
- function encodeF16(val) {
279
- val = Math.min(Math.max(val, -65504), 65504);
280
- _tables.floatView[0] = val;
281
- const f = _tables.uint32View[0];
282
- const e = f >> 23 & 0x1ff;
283
- return _tables.baseTable[e] + ((f & 0x007fffff) >> _tables.shiftTable[e]);
284
- }
285
- /*
286
- function decodeF16(val: number) {
287
- const exponent = (val & 0x7c00) >> 10;
288
- const fraction = val & 0x03ff;
289
- return (
290
- (val >> 15 ? -1 : 1) *
291
- (exponent
292
- ? exponent === 0x1f
293
- ? fraction
294
- ? NaN
295
- : Infinity
296
- : Math.pow(2, exponent - 15) * (1 + fraction / 0x400)
297
- : 6.103515625e-5 * (fraction / 0x400))
298
- );
299
- }
300
- */ function createSheenLUTFilament(assetManager, texture) {
301
- if (texture) {
302
- if (!texture.isTexture2D()) {
303
- throw new Error('can not reload sheen lut texture: invalid texture type');
304
- }
305
- if (texture.format !== 'rgba16f') {
306
- throw new Error('can not reload sheen lut texture: invalid texture format');
307
- }
308
- if (texture.width !== textureSize || texture.height !== textureSize) {
309
- throw new Error('can not reload sheen lut texture: invalid texture size');
310
- }
311
- }
312
- const tex = texture || Application.instance.device.createTexture2D('rgba16f', textureSize, textureSize);
313
- const image = new Uint16Array(textureSize * textureSize * 4);
314
- let p = 0;
315
- const one = encodeF16(1);
316
- for(let y = textureSize - 1; y >= 0; y--){
317
- const coord = Math.min(Math.max((y + 0.5) / textureSize, 0), 1);
318
- const roughness = coord * coord;
319
- for(let x = 0; x < textureSize; x++){
320
- const NdotV = Math.min(Math.max((x + 0.5) / textureSize, 0), 1);
321
- const c = dfvCharlieUniform(NdotV, roughness, 512);
322
- const f16 = encodeF16(c);
323
- image[p++] = 0;
324
- image[p++] = 0;
325
- image[p++] = f16;
326
- image[p++] = one;
327
- }
328
- }
329
- tex.update(image, 0, 0, textureSize, textureSize);
330
- tex.name = `builtin:${BUILTIN_ASSET_TEXTURE_SHEEN_LUT}`;
331
- return tex;
332
- }
333
- return createSheenLUTFilament;
334
- }
335
-
336
- export { getSheenLutLoader };
337
- //# sourceMappingURL=builtin.js.map
@@ -1 +0,0 @@
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- {"version":3,"file":"builtin.js","sources":["../../../src/asset/builtin.ts"],"sourcesContent":["import { Vector2, Vector3, Vector4 } from '@zephyr3d/base';\r\nimport { BUILTIN_ASSET_TEXTURE_SHEEN_LUT } from '../values';\r\nimport type { Texture2D, BaseTexture, TextureCube } from '@zephyr3d/device';\r\nimport type { AssetManager } from './assetmanager';\r\nimport { Application } from '../app/app';\r\n\r\n/*\r\ninterface MicrofacetDistributionSample {\r\n pdf?: number;\r\n cosTheta?: number;\r\n sinTheta?: number;\r\n phi?: number;\r\n}\r\n*/\r\n/** @internal */\r\nexport function testCubemapLoader(): TextureCube {\r\n const tex = Application.instance.device.createCubeTexture('rgba8unorm', 32, {\r\n samplerOptions: { mipFilter: 'none' }\r\n });\r\n const fb = Application.instance.device.createFrameBuffer([tex], null);\r\n Application.instance.device.pushDeviceStates();\r\n Application.instance.device.setFramebuffer(fb);\r\n const colors = [\r\n new Vector4(1, 0, 0, 1),\r\n new Vector4(0.2, 0, 0, 1),\r\n new Vector4(0, 1, 0, 1),\r\n new Vector4(0, 0.2, 0, 1),\r\n new Vector4(0, 0, 1, 1),\r\n new Vector4(0, 0, 0.2, 1)\r\n ];\r\n for (let i = 0; i < 6; i++) {\r\n fb.setColorAttachmentCubeFace(0, i);\r\n Application.instance.device.clearFrameBuffer(colors[i], null, null);\r\n }\r\n Application.instance.device.popDeviceStates();\r\n fb.dispose();\r\n\r\n return tex;\r\n}\r\n\r\n/** @internal */\r\nexport function getSheenLutLoader(textureSize: number): (assetManager: AssetManager) => Texture2D {\r\n const bits = new Uint32Array(1);\r\n\r\n //Van der Corput radical inverse\r\n function radicalInverse_VdC(i: number) {\r\n bits[0] = i;\r\n bits[0] = ((bits[0] << 16) | (bits[0] >> 16)) >>> 0;\r\n bits[0] = ((bits[0] & 0x55555555) << 1) | (((bits[0] & 0xaaaaaaaa) >>> 1) >>> 0);\r\n bits[0] = ((bits[0] & 0x33333333) << 2) | (((bits[0] & 0xcccccccc) >>> 2) >>> 0);\r\n bits[0] = ((bits[0] & 0x0f0f0f0f) << 4) | (((bits[0] & 0xf0f0f0f0) >>> 4) >>> 0);\r\n bits[0] = ((bits[0] & 0x00ff00ff) << 8) | (((bits[0] & 0xff00ff00) >>> 8) >>> 0);\r\n return bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296\r\n }\r\n\r\n function hammersley(i: number, iN: number, out: Vector2) {\r\n out.setXY(i * iN, radicalInverse_VdC(i));\r\n }\r\n /*\r\n function hammersley(i: number, iN: number, out: Vector2) {\r\n const tof = 0.5 / 0x80000000;\r\n let bits = i;\r\n bits = (bits << 16) | (bits >>> 16);\r\n bits = ((bits & 0x55555555) << 1) | ((bits & 0xAAAAAAAA) >>> 1);\r\n bits = ((bits & 0x33333333) << 2) | ((bits & 0xCCCCCCCC) >>> 2);\r\n bits = ((bits & 0x0F0F0F0F) << 4) | ((bits & 0xF0F0F0F0) >>> 4);\r\n bits = ((bits & 0x00FF00FF) << 8) | ((bits & 0xFF00FF00) >>> 8);\r\n out.setXY(i * iN, (bits >>> 0) * tof);\r\n }\r\n */\r\n /*\r\n function generateTBN(normal: Vector3, out: Matrix3x3) {\r\n bitangent.setXYZ(0.0, 1.0, 0.0);\r\n const NdotUp = Vector3.dot(normal, up);\r\n const epsilon = 0.0000001;\r\n if (1.0 - Math.abs(NdotUp) <= epsilon) {\r\n // Sampling +Y or -Y, so we need a more robust bitangent.\r\n if (NdotUp > 0.0) {\r\n bitangent.setXYZ(0.0, 0.0, 1.0);\r\n } else {\r\n bitangent.setXYZ(0.0, 0.0, -1.0);\r\n }\r\n }\r\n Vector3.cross(bitangent, normal, tangent).inplaceNormalize();\r\n Vector3.cross(normal, tangent, bitangent);\r\n out.setCol(0, tangent);\r\n out.setCol(1, bitangent);\r\n out.setCol(2, normal);\r\n }\r\n function mix(x: number, y: number, a: number): number {\r\n return x * (1 - a) + y * a;\r\n }\r\n function l(x: number, alphaG: number): number {\r\n const oneMinusAlphaSq = (1 - alphaG) * (1 - alphaG);\r\n const a = mix(21.5473, 25.3245, oneMinusAlphaSq);\r\n const b = mix(3.82987, 3.32435, oneMinusAlphaSq);\r\n const c = mix(0.19823, 0.16801, oneMinusAlphaSq);\r\n const d = mix(-1.9776, -1.27393, oneMinusAlphaSq);\r\n const e = mix(-4.32054, -4.85967, oneMinusAlphaSq);\r\n return a / (1 + b * Math.pow(x, c)) + d * x + e;\r\n }\r\n function lambdaSheen(cosTheta: number, alphaG: number): number {\r\n return Math.abs(cosTheta) < 0.5\r\n ? Math.exp(l(Math.abs(cosTheta), alphaG))\r\n : Math.exp(2 * l(0.5, alphaG) - l(1 - Math.abs(cosTheta), alphaG));\r\n }\r\n function visibilityCharlie(NdotV: number, NdotL: number, a: number): number {\r\n const alphaG = a;\r\n return 1 / ((1 + lambdaSheen(NdotV, alphaG) + lambdaSheen(NdotL, alphaG)) * (4 * NdotV * NdotL));\r\n }\r\n */\r\n function distributionCharlie(NdotH: number, roughness: number) {\r\n // roughness = Math.max(roughness, 0.000001);\r\n const invAlpha = 1 / roughness;\r\n const cos2h = NdotH * NdotH;\r\n const sin2h = 1 - cos2h;\r\n return ((2 + invAlpha) * Math.pow(sin2h, invAlpha * 0.5)) / (2 * Math.PI);\r\n }\r\n /*\r\n function charlie(xi: Vector2, roughness: number, sample: MicrofacetDistributionSample) {\r\n const alpha = roughness * roughness;\r\n sample.sinTheta = Math.pow(xi.y, alpha / (2 * alpha + 1));\r\n sample.cosTheta = Math.sqrt(1 - sample.sinTheta * sample.sinTheta);\r\n sample.phi = 2 * Math.PI * xi.x;\r\n sample.pdf = distributionCharlie(sample.cosTheta, Math.max(alpha, 0.000001)) / 4;\r\n }\r\n function getImportanceSample(\r\n sampleIndex: number,\r\n sampleCount: number,\r\n N: Vector3,\r\n roughness: number,\r\n out: Vector4\r\n ) {\r\n // generate a quasi monte carlo point in the unit square [0.1)^2\r\n hammersley(sampleIndex, 1 / sampleCount, xi);\r\n // generate the points on the hemisphere with a fitting mapping for\r\n // the distribution (e.g. lambertian uses a cosine importance)\r\n charlie(xi, roughness, importanceSample);\r\n\r\n // transform the hemisphere sample to the normal coordinate frame\r\n // i.e. rotate the hemisphere to the normal direction\r\n localSpaceDirection\r\n .setXYZ(\r\n importanceSample.sinTheta * Math.cos(importanceSample.phi),\r\n importanceSample.sinTheta * Math.sin(importanceSample.phi),\r\n importanceSample.cosTheta\r\n )\r\n .inplaceNormalize();\r\n generateTBN(N, TBN);\r\n TBN.transform(localSpaceDirection, direction);\r\n out.setXYZW(direction.x, direction.y, direction.z, importanceSample.pdf);\r\n }\r\n function lut(NdotV: number, roughness: number, numSamples: number, out: Vector4) {\r\n V.setXYZ(Math.sqrt(1 - NdotV * NdotV), 0, NdotV);\r\n N.setXYZ(0, 0, 1);\r\n const A = 0;\r\n const B = 0;\r\n let C = 0;\r\n const importanceSample = new Vector4();\r\n for (let i = 0; i < numSamples; i++) {\r\n getImportanceSample(i, numSamples, N, roughness, importanceSample);\r\n H.setXYZ(importanceSample.x, importanceSample.y, importanceSample.z);\r\n // do reflect L = normalize(reflect(-V, H)) = normalize(-V - 2.0 * dot(H, -V) * H) = normalize(2 * dot(H, V) * H - V)\r\n Vector3.scale(H, Vector3.dot(V, H) * 2, L)\r\n .subBy(V)\r\n .inplaceNormalize();\r\n const NdotL = Math.min(Math.max(L.z, 0), 1);\r\n const NdotH = Math.min(Math.max(H.z, 0), 1);\r\n const VdotH = Math.min(Math.max(Vector3.dot(V, H), 0), 1);\r\n if (NdotL > 0) {\r\n const sheenDistribution = distributionCharlie(NdotH, roughness);\r\n // const sheenVisibility = visibilityAshikhmin(NdotV, NdotL);\r\n const sheenVisibility = visibilityCharlie(NdotV, NdotL, roughness);\r\n C += sheenVisibility * sheenDistribution * NdotL * VdotH;\r\n }\r\n }\r\n out.setXYZW(4 * A, 4 * B, 4 * 2 * Math.PI * C, 0).scaleBy(1 / numSamples);\r\n }\r\n\r\n async function createSheenLUT(): Promise<Texture2D> {\r\n const tex = Application.instance.device.createTexture2D('rgba8unorm', textureSize, textureSize);\r\n const image = new Uint8Array(textureSize * textureSize * 4);\r\n let p = 0;\r\n const c = new Vector4();\r\n for (let y = 0; y < textureSize; y++) {\r\n const coord = Math.min(Math.max((y + 0.5) / textureSize, 0), 1);\r\n const roughness = coord;\r\n for (let x = 0; x < textureSize; x++) {\r\n const NdotV = Math.min(Math.max((x + 0.5) / textureSize, 0), 1);\r\n // const c = dfvCharlieUniform(NdotV, roughness, 1024);\r\n // const c = Math.min(Math.max(Math.round(t * 255), 0), 255);\r\n lut(NdotV, roughness, 1024, c);\r\n image[p++] = Math.min(Math.max(Math.round(c.x * 255), 0), 255);\r\n image[p++] = Math.min(Math.max(Math.round(c.y * 255), 0), 255);\r\n image[p++] = Math.min(Math.max(Math.round(c.z * 255), 0), 255);\r\n image[p++] = 255;\r\n }\r\n }\r\n tex.update(image, 0, 0, textureSize, textureSize);\r\n tex.name = `builtin:${BUILTIN_ASSET_TEXTURE_SHEEN_LUT}`;\r\n return tex;\r\n }\r\n */\r\n\r\n //////////////////////////////////////////////////////////////////////////////////////////////////////\r\n\r\n function visibilityAshikhmin(NdotV: number, NdotL: number): number {\r\n return Math.min(Math.max(1 / (4 * (NdotL + NdotV - NdotL * NdotV)), 0), 1);\r\n }\r\n\r\n function hemisphereUniformSample(u: Vector2, out: Vector3) {\r\n const phi = 2 * Math.PI * u.x;\r\n const cosTheta = 1 - u.y;\r\n const sinTheta = Math.sqrt(1 - cosTheta * cosTheta);\r\n out.setXYZ(sinTheta * Math.cos(phi), sinTheta * Math.sin(phi), cosTheta);\r\n }\r\n\r\n function dfvCharlieUniform(NdotV: number, roughness: number, numSamples: number): number {\r\n let r = 0;\r\n const V = new Vector3(Math.sqrt(1 - NdotV * NdotV), 0, NdotV);\r\n const u = new Vector2();\r\n const H = new Vector3();\r\n const L = new Vector3();\r\n for (let i = 0; i < numSamples; i++) {\r\n hammersley(i, 1 / numSamples, u);\r\n hemisphereUniformSample(u, H);\r\n Vector3.scale(H, Vector3.dot(V, H) * 2, L).subBy(V);\r\n const VdotH = Math.min(Math.max(Vector3.dot(V, H), 0), 1);\r\n const NdotL = Math.min(Math.max(L.z, 0), 1);\r\n const NdotH = Math.min(Math.max(H.z, 0), 1);\r\n if (NdotL > 0) {\r\n const v = visibilityAshikhmin(NdotV, NdotL);\r\n // const v = visibilityCharlie(NdotV, NdotL, roughness);\r\n const d = distributionCharlie(NdotH, roughness);\r\n r += v * d * NdotL * VdotH;\r\n }\r\n }\r\n return r * ((4 * 2 * Math.PI) / numSamples);\r\n }\r\n\r\n const _tables = (function _generateTables() {\r\n // float32 to float16 helpers\r\n\r\n const buffer = new ArrayBuffer(4);\r\n const floatView = new Float32Array(buffer);\r\n const uint32View = new Uint32Array(buffer);\r\n\r\n const baseTable = new Uint32Array(512);\r\n const shiftTable = new Uint32Array(512);\r\n\r\n for (let i = 0; i < 256; ++i) {\r\n const e = i - 127;\r\n\r\n // very small number (0, -0)\r\n\r\n if (e < -27) {\r\n baseTable[i] = 0x0000;\r\n baseTable[i | 0x100] = 0x8000;\r\n shiftTable[i] = 24;\r\n shiftTable[i | 0x100] = 24;\r\n\r\n // small number (denorm)\r\n } else if (e < -14) {\r\n baseTable[i] = 0x0400 >> (-e - 14);\r\n baseTable[i | 0x100] = (0x0400 >> (-e - 14)) | 0x8000;\r\n shiftTable[i] = -e - 1;\r\n shiftTable[i | 0x100] = -e - 1;\r\n\r\n // normal number\r\n } else if (e <= 15) {\r\n baseTable[i] = (e + 15) << 10;\r\n baseTable[i | 0x100] = ((e + 15) << 10) | 0x8000;\r\n shiftTable[i] = 13;\r\n shiftTable[i | 0x100] = 13;\r\n\r\n // large number (Infinity, -Infinity)\r\n } else if (e < 128) {\r\n baseTable[i] = 0x7c00;\r\n baseTable[i | 0x100] = 0xfc00;\r\n shiftTable[i] = 24;\r\n shiftTable[i | 0x100] = 24;\r\n\r\n // stay (NaN, Infinity, -Infinity)\r\n } else {\r\n baseTable[i] = 0x7c00;\r\n baseTable[i | 0x100] = 0xfc00;\r\n shiftTable[i] = 13;\r\n shiftTable[i | 0x100] = 13;\r\n }\r\n }\r\n\r\n // float16 to float32 helpers\r\n\r\n const mantissaTable = new Uint32Array(2048);\r\n const exponentTable = new Uint32Array(64);\r\n const offsetTable = new Uint32Array(64);\r\n\r\n for (let i = 1; i < 1024; ++i) {\r\n let m = i << 13; // zero pad mantissa bits\r\n let e = 0; // zero exponent\r\n\r\n // normalized\r\n while ((m & 0x00800000) === 0) {\r\n m <<= 1;\r\n e -= 0x00800000; // decrement exponent\r\n }\r\n\r\n m &= ~0x00800000; // clear leading 1 bit\r\n e += 0x38800000; // adjust bias\r\n\r\n mantissaTable[i] = m | e;\r\n }\r\n\r\n for (let i = 1024; i < 2048; ++i) {\r\n mantissaTable[i] = 0x38000000 + ((i - 1024) << 13);\r\n }\r\n\r\n for (let i = 1; i < 31; ++i) {\r\n exponentTable[i] = i << 23;\r\n }\r\n\r\n exponentTable[31] = 0x47800000;\r\n exponentTable[32] = 0x80000000;\r\n\r\n for (let i = 33; i < 63; ++i) {\r\n exponentTable[i] = 0x80000000 + ((i - 32) << 23);\r\n }\r\n\r\n exponentTable[63] = 0xc7800000;\r\n\r\n for (let i = 1; i < 64; ++i) {\r\n if (i !== 32) {\r\n offsetTable[i] = 1024;\r\n }\r\n }\r\n\r\n return {\r\n floatView: floatView,\r\n uint32View: uint32View,\r\n baseTable: baseTable,\r\n shiftTable: shiftTable,\r\n mantissaTable: mantissaTable,\r\n exponentTable: exponentTable,\r\n offsetTable: offsetTable\r\n };\r\n })();\r\n\r\n function encodeF16(val: number): number {\r\n val = Math.min(Math.max(val, -65504), 65504);\r\n _tables.floatView[0] = val;\r\n const f = _tables.uint32View[0];\r\n const e = (f >> 23) & 0x1ff;\r\n return _tables.baseTable[e] + ((f & 0x007fffff) >> _tables.shiftTable[e]);\r\n }\r\n\r\n /*\r\n function decodeF16(val: number) {\r\n const exponent = (val & 0x7c00) >> 10;\r\n const fraction = val & 0x03ff;\r\n return (\r\n (val >> 15 ? -1 : 1) *\r\n (exponent\r\n ? exponent === 0x1f\r\n ? fraction\r\n ? NaN\r\n : Infinity\r\n : Math.pow(2, exponent - 15) * (1 + fraction / 0x400)\r\n : 6.103515625e-5 * (fraction / 0x400))\r\n );\r\n }\r\n */\r\n\r\n function createSheenLUTFilament(assetManager: AssetManager, texture?: BaseTexture): Texture2D {\r\n if (texture) {\r\n if (!texture.isTexture2D()) {\r\n throw new Error('can not reload sheen lut texture: invalid texture type');\r\n }\r\n if (texture.format !== 'rgba16f') {\r\n throw new Error('can not reload sheen lut texture: invalid texture format');\r\n }\r\n if (texture.width !== textureSize || texture.height !== textureSize) {\r\n throw new Error('can not reload sheen lut texture: invalid texture size');\r\n }\r\n }\r\n const tex =\r\n (texture as Texture2D) ||\r\n Application.instance.device.createTexture2D('rgba16f', textureSize, textureSize);\r\n const image = new Uint16Array(textureSize * textureSize * 4);\r\n let p = 0;\r\n const one = encodeF16(1);\r\n for (let y = textureSize - 1; y >= 0; y--) {\r\n const coord = Math.min(Math.max((y + 0.5) / textureSize, 0), 1);\r\n const roughness = coord * coord;\r\n for (let x = 0; x < textureSize; x++) {\r\n const NdotV = Math.min(Math.max((x + 0.5) / textureSize, 0), 1);\r\n const c = dfvCharlieUniform(NdotV, roughness, 512);\r\n const f16 = encodeF16(c);\r\n image[p++] = 0;\r\n image[p++] = 0;\r\n image[p++] = f16;\r\n image[p++] = one;\r\n }\r\n }\r\n tex.update(image, 0, 0, textureSize, textureSize);\r\n tex.name = `builtin:${BUILTIN_ASSET_TEXTURE_SHEEN_LUT}`;\r\n return tex;\r\n }\r\n\r\n return 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