@zephyr3d/scene 0.9.5 → 0.9.7

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 (621) hide show
  1. package/dist/animation/joint_dynamics/controller.js +92 -32
  2. package/dist/animation/joint_dynamics/controller.js.map +1 -1
  3. package/dist/animation/joint_dynamics/convex_collider.js +320 -0
  4. package/dist/animation/joint_dynamics/convex_collider.js.map +1 -0
  5. package/dist/animation/joint_dynamics/joint_dynamics_system.js +57 -19
  6. package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
  7. package/dist/animation/joint_dynamics/solver.js +71 -27
  8. package/dist/animation/joint_dynamics/solver.js.map +1 -1
  9. package/dist/animation/joint_dynamics_modifier.js +21 -20
  10. package/dist/animation/joint_dynamics_modifier.js.map +1 -1
  11. package/dist/animation/skeleton.js +7 -10
  12. package/dist/animation/skeleton.js.map +1 -1
  13. package/dist/app/engine.js +134 -140
  14. package/dist/app/engine.js.map +1 -1
  15. package/dist/app/scriptregistry.js +47 -16
  16. package/dist/app/scriptregistry.js.map +1 -1
  17. package/dist/asset/assetmanager.js +3 -1
  18. package/dist/asset/assetmanager.js.map +1 -1
  19. package/dist/asset/model.js +346 -7
  20. package/dist/asset/model.js.map +1 -1
  21. package/dist/avatar/wardrobe.js +20 -16
  22. package/dist/avatar/wardrobe.js.map +1 -1
  23. package/dist/camera/camera.js +416 -210
  24. package/dist/camera/camera.js.map +1 -1
  25. package/dist/index.d.ts +1350 -621
  26. package/dist/index.js +6 -11
  27. package/dist/index.js.map +1 -1
  28. package/dist/material/blinn.js +1 -1
  29. package/dist/material/blinn.js.map +1 -1
  30. package/dist/material/lambert.js +1 -1
  31. package/dist/material/lambert.js.map +1 -1
  32. package/dist/material/material.js +23 -1
  33. package/dist/material/material.js.map +1 -1
  34. package/dist/material/meshmaterial.js +178 -23
  35. package/dist/material/meshmaterial.js.map +1 -1
  36. package/dist/material/mixins/albedocolor.js +4 -4
  37. package/dist/material/mixins/albedocolor.js.map +1 -1
  38. package/dist/material/mixins/lightmodel/blinnphong.js +2 -1
  39. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  40. package/dist/material/mixins/lightmodel/lambert.js +2 -1
  41. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  42. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +63 -16
  43. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  44. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +105 -32
  45. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  46. package/dist/material/mixins/lightmodel/pbrspecularglossness.js +16 -6
  47. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  48. package/dist/material/mixins/lit.js +1 -1
  49. package/dist/material/mixins/lit.js.map +1 -1
  50. package/dist/material/mixins/pbr/common.js +276 -65
  51. package/dist/material/mixins/pbr/common.js.map +1 -1
  52. package/dist/material/mixins/texture.js +3 -3
  53. package/dist/material/mixins/texture.js.map +1 -1
  54. package/dist/material/mixins/vertexcolor.js +2 -2
  55. package/dist/material/mixins/vertexcolor.js.map +1 -1
  56. package/dist/material/msdf_text.js +3 -3
  57. package/dist/material/msdf_text.js.map +1 -1
  58. package/dist/material/mtoon.js +574 -0
  59. package/dist/material/mtoon.js.map +1 -0
  60. package/dist/material/pbrblueprint.js +499 -336
  61. package/dist/material/pbrblueprint.js.map +1 -1
  62. package/dist/material/pbrmr.js +118 -100
  63. package/dist/material/pbrmr.js.map +1 -1
  64. package/dist/material/pbrsg.js +1 -1
  65. package/dist/material/pbrsg.js.map +1 -1
  66. package/dist/material/shader/helper.js +324 -294
  67. package/dist/material/shader/helper.js.map +1 -1
  68. package/dist/material/subsurfaceprofile.js +812 -0
  69. package/dist/material/subsurfaceprofile.js.map +1 -0
  70. package/dist/material/unlit.js +1 -1
  71. package/dist/material/unlit.js.map +1 -1
  72. package/dist/posteffect/compositor.js +46 -11
  73. package/dist/posteffect/compositor.js.map +1 -1
  74. package/dist/posteffect/ssr.js +422 -96
  75. package/dist/posteffect/ssr.js.map +1 -1
  76. package/dist/posteffect/sss.js +1053 -0
  77. package/dist/posteffect/sss.js.map +1 -0
  78. package/dist/posteffect/taa.js +61 -60
  79. package/dist/posteffect/taa.js.map +1 -1
  80. package/dist/render/abuffer_oit.js +63 -12
  81. package/dist/render/abuffer_oit.js.map +1 -1
  82. package/dist/render/cluster_light.js +6 -5
  83. package/dist/render/cluster_light.js.map +1 -1
  84. package/dist/render/drawable.js +1 -5
  85. package/dist/render/drawable.js.map +1 -1
  86. package/dist/render/drawable_mixin.js +2 -1
  87. package/dist/render/drawable_mixin.js.map +1 -1
  88. package/dist/render/fbm_wavegenerator.js +2 -1
  89. package/dist/render/fbm_wavegenerator.js.map +1 -1
  90. package/dist/render/gerstner_wavegenerator.js +2 -1
  91. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  92. package/dist/render/globalbindgroup_allocator.js +2 -1
  93. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  94. package/dist/render/lightpass.js +110 -23
  95. package/dist/render/lightpass.js.map +1 -1
  96. package/dist/render/render_queue.js +51 -8
  97. package/dist/render/render_queue.js.map +1 -1
  98. package/dist/render/renderer.js +80 -66
  99. package/dist/render/renderer.js.map +1 -1
  100. package/dist/render/rendergraph/device_pool_allocator.js +8 -0
  101. package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
  102. package/dist/render/rendergraph/forward_plus_builder.js +481 -95
  103. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  104. package/dist/render/rendergraph/history_resource_manager.js +55 -0
  105. package/dist/render/rendergraph/history_resource_manager.js.map +1 -1
  106. package/dist/render/rendergraph/history_resources.js +3 -1
  107. package/dist/render/rendergraph/history_resources.js.map +1 -1
  108. package/dist/render/rendergraph/types.js.map +1 -1
  109. package/dist/render/renderpass.js +10 -4
  110. package/dist/render/renderpass.js.map +1 -1
  111. package/dist/render/sky.js +31 -1
  112. package/dist/render/sky.js.map +1 -1
  113. package/dist/render/weightedblended_oit.js +23 -5
  114. package/dist/render/weightedblended_oit.js.map +1 -1
  115. package/dist/scene/basesprite.js +4 -2
  116. package/dist/scene/basesprite.js.map +1 -1
  117. package/dist/scene/batchgroup.js +3 -1
  118. package/dist/scene/batchgroup.js.map +1 -1
  119. package/dist/scene/environment.js +11 -1
  120. package/dist/scene/environment.js.map +1 -1
  121. package/dist/scene/light.js +21 -3
  122. package/dist/scene/light.js.map +1 -1
  123. package/dist/scene/mesh.js +29 -14
  124. package/dist/scene/mesh.js.map +1 -1
  125. package/dist/scene/meshdrawable.js +6 -0
  126. package/dist/scene/meshdrawable.js.map +1 -1
  127. package/dist/scene/msdftext.js +5 -2
  128. package/dist/scene/msdftext.js.map +1 -1
  129. package/dist/scene/msdftextsprite.js +5 -3
  130. package/dist/scene/msdftextsprite.js.map +1 -1
  131. package/dist/scene/particlesys.js +3 -1
  132. package/dist/scene/particlesys.js.map +1 -1
  133. package/dist/scene/scene.js +6 -5
  134. package/dist/scene/scene.js.map +1 -1
  135. package/dist/scene/terrain-cm/grass.js +4 -2
  136. package/dist/scene/terrain-cm/grass.js.map +1 -1
  137. package/dist/scene/terrain-cm/grassmaterial.js +2 -1
  138. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
  139. package/dist/scene/terrain-cm/terrain-cm.js +4 -2
  140. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  141. package/dist/scene/water.js +4 -2
  142. package/dist/scene/water.js.map +1 -1
  143. package/dist/shaders/shadow.js +26 -393
  144. package/dist/shaders/shadow.js.map +1 -1
  145. package/dist/shadow/esm.js +112 -12
  146. package/dist/shadow/esm.js.map +1 -1
  147. package/dist/shadow/pcf_opt.js +2 -2
  148. package/dist/shadow/pcf_opt.js.map +1 -1
  149. package/dist/shadow/pcf_pd.js +19 -10
  150. package/dist/shadow/pcf_pd.js.map +1 -1
  151. package/dist/shadow/shader.js +58 -7
  152. package/dist/shadow/shader.js.map +1 -1
  153. package/dist/shadow/shadow_impl.js +6 -0
  154. package/dist/shadow/shadow_impl.js.map +1 -1
  155. package/dist/shadow/shadow_region.js +229 -0
  156. package/dist/shadow/shadow_region.js.map +1 -0
  157. package/dist/shadow/shadowmapper.js +67 -59
  158. package/dist/shadow/shadowmapper.js.map +1 -1
  159. package/dist/shadow/vsm.js +45 -19
  160. package/dist/shadow/vsm.js.map +1 -1
  161. package/dist/text/font/cff_font.js +890 -0
  162. package/dist/text/font/cff_font.js.map +1 -0
  163. package/dist/text/font/font_asset.js +17 -3
  164. package/dist/text/font/font_asset.js.map +1 -1
  165. package/dist/utility/blueprint/common/constants.js +8 -8
  166. package/dist/utility/blueprint/common/constants.js.map +1 -1
  167. package/dist/utility/blueprint/material/pbr.js +31 -4
  168. package/dist/utility/blueprint/material/pbr.js.map +1 -1
  169. package/dist/utility/blueprint/material/texture.js +1 -17
  170. package/dist/utility/blueprint/material/texture.js.map +1 -1
  171. package/dist/utility/serialization/manager.js +327 -359
  172. package/dist/utility/serialization/manager.js.map +1 -1
  173. package/dist/utility/serialization/scene/animation.js +5 -2
  174. package/dist/utility/serialization/scene/animation.js.map +1 -1
  175. package/dist/utility/serialization/scene/batch.js +4 -1
  176. package/dist/utility/serialization/scene/batch.js.map +1 -1
  177. package/dist/utility/serialization/scene/camera.js +249 -54
  178. package/dist/utility/serialization/scene/camera.js.map +1 -1
  179. package/dist/utility/serialization/scene/common.js +37 -1
  180. package/dist/utility/serialization/scene/common.js.map +1 -1
  181. package/dist/utility/serialization/scene/light.js +42 -3
  182. package/dist/utility/serialization/scene/light.js.map +1 -1
  183. package/dist/utility/serialization/scene/material.js +1112 -646
  184. package/dist/utility/serialization/scene/material.js.map +1 -1
  185. package/dist/utility/serialization/scene/mesh.js +7 -4
  186. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  187. package/dist/utility/serialization/scene/node.js +31 -12
  188. package/dist/utility/serialization/scene/node.js.map +1 -1
  189. package/dist/utility/serialization/scene/particle.js +4 -1
  190. package/dist/utility/serialization/scene/particle.js.map +1 -1
  191. package/dist/utility/serialization/scene/primitive.js +3 -1
  192. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  193. package/dist/utility/serialization/scene/scene.js +18 -0
  194. package/dist/utility/serialization/scene/scene.js.map +1 -1
  195. package/dist/utility/serialization/scene/sprite.js +6 -3
  196. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  197. package/dist/utility/serialization/scene/terrain.js +5 -2
  198. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  199. package/dist/utility/serialization/scene/text.js +3 -1
  200. package/dist/utility/serialization/scene/text.js.map +1 -1
  201. package/dist/utility/serialization/scene/water.js +4 -1
  202. package/dist/utility/serialization/scene/water.js.map +1 -1
  203. package/dist/utility/textures/ltcdata.js +6 -0
  204. package/dist/utility/textures/ltcdata.js.map +1 -0
  205. package/dist/utility/textures/ltclut.js +61 -0
  206. package/dist/utility/textures/ltclut.js.map +1 -0
  207. package/dist/values.js +9 -1
  208. package/dist/values.js.map +1 -1
  209. package/package.json +3 -3
  210. package/dist/animation/ik/ik_chain_builder.js +0 -68
  211. package/dist/animation/ik/ik_chain_builder.js.map +0 -1
  212. package/dist/animation/ik/ik_pole_constraint.js +0 -123
  213. package/dist/animation/ik/ik_pole_constraint.js.map +0 -1
  214. package/dist/animation/ik/ik_track.js +0 -96
  215. package/dist/animation/ik/ik_track.js.map +0 -1
  216. package/dist/animation/ik_postprocessor.js +0 -71
  217. package/dist/animation/ik_postprocessor.js.map +0 -1
  218. package/dist/animation/joint_dynamics/math.js +0 -16
  219. package/dist/animation/joint_dynamics/math.js.map +0 -1
  220. package/dist/animation/manual_transform_processor.js +0 -156
  221. package/dist/animation/manual_transform_processor.js.map +0 -1
  222. package/dist/animation/skeleton_postprocessor.js +0 -50
  223. package/dist/animation/skeleton_postprocessor.js.map +0 -1
  224. package/dist/animation/spring2/collision.js +0 -469
  225. package/dist/animation/spring2/collision.js.map +0 -1
  226. package/dist/animation/spring2/constraints.js +0 -329
  227. package/dist/animation/spring2/constraints.js.map +0 -1
  228. package/dist/animation/spring2/controller.js +0 -434
  229. package/dist/animation/spring2/controller.js.map +0 -1
  230. package/dist/animation/spring2/math.js +0 -16
  231. package/dist/animation/spring2/math.js.map +0 -1
  232. package/dist/animation/spring2/solver.js +0 -624
  233. package/dist/animation/spring2/solver.js.map +0 -1
  234. package/dist/animation/spring2/spring_system.js +0 -118
  235. package/dist/animation/spring2/spring_system.js.map +0 -1
  236. package/dist/animation/spring2/types.js +0 -19
  237. package/dist/animation/spring2/types.js.map +0 -1
  238. package/dist/animation/spring_postprocessor.js +0 -54
  239. package/dist/animation/spring_postprocessor.js.map +0 -1
  240. package/dist/asset/loaders/gltf/gltf_loader.js +0 -1276
  241. package/dist/asset/loaders/gltf/gltf_loader.js.map +0 -1
  242. package/dist/asset/loaders/gltf/helpers.js +0 -331
  243. package/dist/asset/loaders/gltf/helpers.js.map +0 -1
  244. package/dist/material/sprite3d.js +0 -301
  245. package/dist/material/sprite3d.js.map +0 -1
  246. package/dist/material/sprite3d_std.js +0 -116
  247. package/dist/material/sprite3d_std.js.map +0 -1
  248. package/dist/material/sprite3dblueprint.js +0 -235
  249. package/dist/material/sprite3dblueprint.js.map +0 -1
  250. package/dist/material/sprite_sdf.js +0 -106
  251. package/dist/material/sprite_sdf.js.map +0 -1
  252. package/dist/material/terrainmaterial.js +0 -368
  253. package/dist/material/terrainmaterial.js.map +0 -1
  254. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +0 -38
  255. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +0 -1
  256. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +0 -10
  257. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +0 -1
  258. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +0 -127
  259. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +0 -1
  260. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +0 -263
  261. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +0 -1
  262. package/dist/render/deferredlightpass.js +0 -510
  263. package/dist/render/deferredlightpass.js.map +0 -1
  264. package/dist/render/deferredshadowlightpass.js +0 -428
  265. package/dist/render/deferredshadowlightpass.js.map +0 -1
  266. package/dist/render/gbufferpass.js +0 -50
  267. package/dist/render/gbufferpass.js.map +0 -1
  268. package/dist/scene/sdftextsprite.js +0 -322
  269. package/dist/scene/sdftextsprite.js.map +0 -1
  270. package/dist/scene/sprite3d.js +0 -18
  271. package/dist/scene/sprite3d.js.map +0 -1
  272. package/dist/scene/terrain/grass.js +0 -280
  273. package/dist/scene/terrain/grass.js.map +0 -1
  274. package/dist/scene/terrain/heightfield.js +0 -475
  275. package/dist/scene/terrain/heightfield.js.map +0 -1
  276. package/dist/scene/terrain/patch.js +0 -532
  277. package/dist/scene/terrain/patch.js.map +0 -1
  278. package/dist/scene/terrain/quadtree.js +0 -461
  279. package/dist/scene/terrain/quadtree.js.map +0 -1
  280. package/dist/scene/terrain/terrain.js +0 -231
  281. package/dist/scene/terrain/terrain.js.map +0 -1
  282. package/dist/src/animation/animation.js +0 -127
  283. package/dist/src/animation/animation.js.map +0 -1
  284. package/dist/src/animation/animationset.js +0 -255
  285. package/dist/src/animation/animationset.js.map +0 -1
  286. package/dist/src/animation/animationtrack.js +0 -34
  287. package/dist/src/animation/animationtrack.js.map +0 -1
  288. package/dist/src/animation/eulerrotationtrack.js +0 -52
  289. package/dist/src/animation/eulerrotationtrack.js.map +0 -1
  290. package/dist/src/animation/morphtarget.js +0 -93
  291. package/dist/src/animation/morphtarget.js.map +0 -1
  292. package/dist/src/animation/morphtrack.js +0 -70
  293. package/dist/src/animation/morphtrack.js.map +0 -1
  294. package/dist/src/animation/proptrack.js +0 -161
  295. package/dist/src/animation/proptrack.js.map +0 -1
  296. package/dist/src/animation/rotationtrack.js +0 -51
  297. package/dist/src/animation/rotationtrack.js.map +0 -1
  298. package/dist/src/animation/scaletrack.js +0 -50
  299. package/dist/src/animation/scaletrack.js.map +0 -1
  300. package/dist/src/animation/skeleton.js +0 -204
  301. package/dist/src/animation/skeleton.js.map +0 -1
  302. package/dist/src/animation/translationtrack.js +0 -50
  303. package/dist/src/animation/translationtrack.js.map +0 -1
  304. package/dist/src/app/app.js +0 -129
  305. package/dist/src/app/app.js.map +0 -1
  306. package/dist/src/app/inputmgr.js +0 -267
  307. package/dist/src/app/inputmgr.js.map +0 -1
  308. package/dist/src/asset/assetmanager.js +0 -404
  309. package/dist/src/asset/assetmanager.js.map +0 -1
  310. package/dist/src/asset/builtin.js +0 -337
  311. package/dist/src/asset/builtin.js.map +0 -1
  312. package/dist/src/asset/loaders/dds/dds.js +0 -470
  313. package/dist/src/asset/loaders/dds/dds.js.map +0 -1
  314. package/dist/src/asset/loaders/dds/dds_loader.js +0 -28
  315. package/dist/src/asset/loaders/dds/dds_loader.js.map +0 -1
  316. package/dist/src/asset/loaders/gltf/gltf_loader.js +0 -1265
  317. package/dist/src/asset/loaders/gltf/gltf_loader.js.map +0 -1
  318. package/dist/src/asset/loaders/gltf/helpers.js +0 -327
  319. package/dist/src/asset/loaders/gltf/helpers.js.map +0 -1
  320. package/dist/src/asset/loaders/hdr/hdr.js +0 -180
  321. package/dist/src/asset/loaders/hdr/hdr.js.map +0 -1
  322. package/dist/src/asset/loaders/image/tga_Loader.js +0 -116
  323. package/dist/src/asset/loaders/image/tga_Loader.js.map +0 -1
  324. package/dist/src/asset/loaders/image/webimage_loader.js +0 -63
  325. package/dist/src/asset/loaders/image/webimage_loader.js.map +0 -1
  326. package/dist/src/asset/loaders/loader.js +0 -45
  327. package/dist/src/asset/loaders/loader.js.map +0 -1
  328. package/dist/src/asset/model.js +0 -414
  329. package/dist/src/asset/model.js.map +0 -1
  330. package/dist/src/blitter/bilateralblur.js +0 -221
  331. package/dist/src/blitter/bilateralblur.js.map +0 -1
  332. package/dist/src/blitter/blitter.js +0 -390
  333. package/dist/src/blitter/blitter.js.map +0 -1
  334. package/dist/src/blitter/box.js +0 -118
  335. package/dist/src/blitter/box.js.map +0 -1
  336. package/dist/src/blitter/copy.js +0 -22
  337. package/dist/src/blitter/copy.js.map +0 -1
  338. package/dist/src/blitter/gaussianblur.js +0 -228
  339. package/dist/src/blitter/gaussianblur.js.map +0 -1
  340. package/dist/src/camera/base.js +0 -92
  341. package/dist/src/camera/base.js.map +0 -1
  342. package/dist/src/camera/camera.js +0 -1005
  343. package/dist/src/camera/camera.js.map +0 -1
  344. package/dist/src/camera/fps.js +0 -238
  345. package/dist/src/camera/fps.js.map +0 -1
  346. package/dist/src/camera/orbit.js +0 -245
  347. package/dist/src/camera/orbit.js.map +0 -1
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- {"version":3,"file":"shadowmapper.js","sources":["../../../src/shadow/shadowmapper.ts"],"sourcesContent":["import { retainObject, Matrix4x4, Vector3, Vector4, AABB, CubeFace, Frustum } from '@zephyr3d/base';\r\nimport type {\r\n PBShaderExp,\r\n FrameBuffer,\r\n Texture2D,\r\n Texture2DArray,\r\n TextureCube,\r\n TextureFormat,\r\n PBInsideFunctionScope,\r\n TextureSampler,\r\n TextureCreationOptions,\r\n TextureType,\r\n BaseTexture\r\n} from '@zephyr3d/device';\r\nimport { Camera } from '../camera/camera';\r\nimport { SSM } from './ssm';\r\nimport { ESM } from './esm';\r\nimport { VSM } from './vsm';\r\nimport { PCFPD } from './pcf_pd';\r\nimport { PCFOPT } from './pcf_opt';\r\nimport { Application } from '../app';\r\nimport type { PointLight, PunctualLight, SpotLight } from '../scene/light';\r\nimport type { ShadowMapPass } from '../render/shadowmap_pass';\r\nimport type { Scene } from '../scene/scene';\r\nimport type { ShadowImpl } from './shadow_impl';\r\nimport type { DrawContext } from '../render';\r\nimport { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_NONE, LIGHT_TYPE_POINT } from '../values';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\n\r\nconst tmpMatrix = new Matrix4x4();\r\nconst tmpFrustum = new Frustum(Matrix4x4.identity());\r\n\r\n/**\r\n * Shadow mapping mode\r\n * @public\r\n */\r\nexport type ShadowMode = 'hard' | 'vsm' | 'esm' | 'pcf-pd' | 'pcf-opt';\r\n\r\n/** @internal */\r\nexport type ShadowMapParams = {\r\n lightType: number;\r\n shaderHash: string;\r\n numShadowCascades: number;\r\n depthClampEnabled: boolean;\r\n cascadeDistances: Vector4;\r\n depthBiasValues: Vector4[];\r\n depthBiasScales: Vector4;\r\n cameraParams: Vector4;\r\n shadowMatrices: Float32Array;\r\n shadowMapFramebuffer: FrameBuffer;\r\n shadowMap: BaseTexture;\r\n shadowMapSampler: TextureSampler;\r\n impl: ShadowImpl;\r\n implData: unknown;\r\n};\r\n\r\n/** @internal */\r\nexport type ShadowMapType = Texture2D | TextureCube | Texture2DArray;\r\n\r\n/** @internal */\r\nexport interface ShadowConfig {\r\n shadowMapSize: number;\r\n numCascades?: number;\r\n splitLambda?: number;\r\n depthBias?: number;\r\n normalBias?: number;\r\n nearClip?: number;\r\n}\r\n\r\n// const zeroPosition = Vector3.zero();\r\n/**\r\n * The shadow map generator\r\n * @public\r\n */\r\nexport class ShadowMapper {\r\n /** @internal */\r\n private static readonly _snapMatrix = new Matrix4x4();\r\n /** @internal */\r\n private static readonly _target = new Vector3();\r\n /** @internal */\r\n private static readonly _up = new Vector3();\r\n /** @internal */\r\n private static readonly _frustumMin = new Vector3();\r\n /** @internal */\r\n private static readonly _frustumMax = new Vector3();\r\n /** @internal */\r\n private static readonly _frustumCenter = new Vector3();\r\n /** @internal */\r\n private static readonly _lightCameras: WeakMap<Scene, Camera[]> = new WeakMap();\r\n /** @internal */\r\n private static readonly _shadowMapParams: ShadowMapParams[] = [];\r\n /** @internal */\r\n protected _light: PunctualLight;\r\n /** @internal */\r\n protected _config: ShadowConfig;\r\n /** @internal */\r\n protected _resourceDirty: boolean;\r\n /** @internal */\r\n protected _shadowMode: ShadowMode;\r\n /** @internal */\r\n protected _shadowDistance: number;\r\n /** @internal */\r\n protected _impl: ShadowImpl;\r\n /** @internal */\r\n protected _pdSampleCount: number;\r\n /** @internal */\r\n protected _pdSampleRadius: number;\r\n /** @internal */\r\n protected _pcfKernelSize: number;\r\n /** @internal */\r\n protected _vsmBlurKernelSize: number;\r\n /** @internal */\r\n protected _vsmBlurRadius: number;\r\n /** @internal */\r\n protected _vsmDarkness: number;\r\n /** @internal */\r\n protected _esmBlur: boolean;\r\n /** @internal */\r\n protected _esmBlurKernelSize: number;\r\n /** @internal */\r\n protected _esmBlurRadius: number;\r\n /** @internal */\r\n protected _esmDepthScale: number;\r\n /** @internal */\r\n protected _shadowRegion: AABB;\r\n /**\r\n * Creates an instance of ShadowMapper\r\n * @param light - The light that is used to generate shadow map\r\n */\r\n constructor(light: PunctualLight) {\r\n this._light = light;\r\n this._config = {\r\n shadowMapSize: 1024,\r\n numCascades: 1,\r\n splitLambda: 0.5,\r\n depthBias: 0.5,\r\n normalBias: 0.2,\r\n nearClip: 1\r\n };\r\n this._resourceDirty = true;\r\n this._shadowMode = 'hard';\r\n this._shadowDistance = 2000;\r\n this._impl = null;\r\n this._pdSampleCount = 12;\r\n this._pdSampleRadius = 4;\r\n this._pcfKernelSize = 5;\r\n this._vsmBlurKernelSize = 5;\r\n this._vsmBlurRadius = 4;\r\n this._vsmDarkness = 0.3;\r\n this._esmBlur = true;\r\n this._esmBlurKernelSize = 5;\r\n this._esmBlurRadius = 4;\r\n this._esmDepthScale = 200;\r\n this._shadowRegion = null;\r\n this.applyMode(this._shadowMode);\r\n }\r\n copyFrom(other: ShadowMapper) {\r\n this.shadowMapSize = other.shadowMapSize;\r\n this.shadowRegion = other.shadowRegion ? new AABB(other.shadowRegion) : null;\r\n this.shadowDistance = other.shadowDistance;\r\n this.numShadowCascades = other.numShadowCascades;\r\n this.splitLambda = other.splitLambda;\r\n this.depthBias = other.depthBias;\r\n this.normalBias = other.normalBias;\r\n this.nearClip = other.nearClip;\r\n this.mode = other.mode;\r\n this.pdSampleCount = other.pdSampleCount;\r\n this.pdSampleRadius = other.pdSampleRadius;\r\n this.pcfKernelSize = other.pcfKernelSize;\r\n this.vsmBlurKernelSize = other.vsmBlurKernelSize;\r\n this.vsmBlurRadius = other.vsmBlurRadius;\r\n this.vsmDarkness = other.vsmDarkness;\r\n this.esmBlur = other.esmBlur;\r\n this.esmBlurKernelSize = other.esmBlurKernelSize;\r\n this.esmBlurRadius = other.esmBlurRadius;\r\n this.esmDepthScale = other.esmDepthScale;\r\n }\r\n /** The light that is used to generate shadow map */\r\n get light(): PunctualLight {\r\n return this._light;\r\n }\r\n /** Size of the shadow map */\r\n get shadowMapSize(): number {\r\n return this._config.shadowMapSize;\r\n }\r\n set shadowMapSize(num: number) {\r\n if (!Number.isInteger(num) || num < 1) {\r\n console.error(`invalid shadow map size: ${num}`);\r\n return;\r\n }\r\n if (this._config.shadowMapSize !== num) {\r\n this._config.shadowMapSize = num;\r\n this._resourceDirty = true;\r\n }\r\n }\r\n /** Shadow region for directional light */\r\n get shadowRegion(): AABB {\r\n return this._shadowRegion;\r\n }\r\n set shadowRegion(region: AABB) {\r\n this._shadowRegion = region;\r\n }\r\n /** Maximum distance from the camera, shadow will not be rendered beyond this range */\r\n get shadowDistance(): number {\r\n return this._shadowDistance;\r\n }\r\n set shadowDistance(val: number) {\r\n this._shadowDistance = Math.max(0, val);\r\n }\r\n /** Count of the cascades, The maximum value is 4 */\r\n get numShadowCascades(): number {\r\n return this._config.numCascades;\r\n }\r\n set numShadowCascades(num: number) {\r\n if (num !== 1 && num !== 2 && num !== 3 && num !== 4) {\r\n console.error(`invalid shadow cascade number: ${num}`);\r\n return;\r\n }\r\n if (!this._light.isDirectionLight() && num > 1) {\r\n console.error(`only directional light can have more than one shadow cascades`);\r\n return;\r\n }\r\n if (num !== this._config.numCascades) {\r\n this._config.numCascades = num;\r\n this._resourceDirty = true;\r\n }\r\n }\r\n /** The split lambda for cascaded shadow mapping */\r\n get splitLambda(): number {\r\n return this._config.splitLambda;\r\n }\r\n set splitLambda(val: number) {\r\n if (this._config.splitLambda !== val) {\r\n this._config.splitLambda = val;\r\n }\r\n }\r\n /** Depth bias for the shadow map */\r\n get depthBias(): number {\r\n return this._config.depthBias;\r\n }\r\n set depthBias(val: number) {\r\n this._config.depthBias = val;\r\n }\r\n /** Normal bias for the shadow map */\r\n get normalBias(): number {\r\n return this._config.normalBias;\r\n }\r\n set normalBias(val: number) {\r\n this._config.normalBias = val;\r\n }\r\n /** Near clip plane */\r\n get nearClip(): number {\r\n return this._config.nearClip;\r\n }\r\n set nearClip(val: number) {\r\n if (this._config.nearClip !== val) {\r\n this._config.nearClip = val;\r\n }\r\n }\r\n /** Shadow map mode */\r\n get mode(): ShadowMode {\r\n return this._shadowMode;\r\n }\r\n set mode(mode: ShadowMode) {\r\n if (mode !== this._shadowMode) {\r\n this._shadowMode = mode;\r\n this.applyMode(this._shadowMode);\r\n }\r\n }\r\n /** Generated shadow map */\r\n /*\r\n get shadowMap(): ShadowMapType {\r\n return (this._impl.getShadowMap(this) ?? this._framebuffer?.getColorAttachments()[0] ?? null) as ShadowMapType;\r\n }\r\n */\r\n /** Sampler of the shadow map */\r\n /*\r\n get shadowMapSampler(): TextureSampler {\r\n return this._impl.getShadowMapSampler(this);\r\n }\r\n */\r\n /** @internal */\r\n getShaderHash(shadowMapParams: ShadowMapParams): string {\r\n return `${shadowMapParams.impl.constructor.name}_${shadowMapParams.impl.getShaderHash()}_${\r\n shadowMapParams.lightType\r\n }_${shadowMapParams.shadowMap.target}_${Number(shadowMapParams.numShadowCascades > 1)}_${Number(\r\n Application.instance.device\r\n .getDeviceCaps()\r\n .textureCaps.getTextureFormatInfo(shadowMapParams.shadowMap.format).filterable\r\n )}`;\r\n }\r\n /** Sample count for poisson disc PCF */\r\n get pdSampleCount(): number {\r\n return this._pdSampleCount;\r\n }\r\n set pdSampleCount(val: number) {\r\n val = Math.min(Math.max(1, Number(val) >> 0), 64);\r\n if (val !== this._pdSampleCount) {\r\n this._pdSampleCount = val;\r\n const pcfpd = this.asPCFPD();\r\n if (pcfpd) {\r\n pcfpd.tapCount = this._pdSampleCount;\r\n }\r\n }\r\n }\r\n /** Radius for poisson disc PCF */\r\n get pdSampleRadius(): number {\r\n return this._pdSampleRadius;\r\n }\r\n set pdSampleRadius(val: number) {\r\n val = Math.max(0, Number(val) >> 0);\r\n if (val !== this._pdSampleRadius) {\r\n this._pdSampleRadius = val;\r\n this.asPCFPD()?.setDepthScale(this._pdSampleRadius);\r\n }\r\n }\r\n /** Kernel size for optimized PCF */\r\n get pcfKernelSize(): number {\r\n return this._pcfKernelSize;\r\n }\r\n set pcfKernelSize(val: number) {\r\n val = val !== 3 && val !== 5 && val !== 7 ? 5 : val;\r\n if (val !== this._pcfKernelSize) {\r\n this._pcfKernelSize = val;\r\n const pcfopt = this.asPCFOPT();\r\n if (pcfopt) {\r\n pcfopt.kernelSize = this._pcfKernelSize;\r\n }\r\n }\r\n }\r\n /** Kernel size of VSM */\r\n get vsmBlurKernelSize(): number {\r\n return this._vsmBlurKernelSize;\r\n }\r\n set vsmBlurKernelSize(val: number) {\r\n val = Math.max(3, Number(val) >> 0) | 1;\r\n if (val !== this._vsmBlurKernelSize) {\r\n this._vsmBlurKernelSize = val;\r\n const vsm = this.asVSM();\r\n if (vsm) {\r\n vsm.kernelSize = this._vsmBlurKernelSize;\r\n }\r\n }\r\n }\r\n /** Blur radius for VSM */\r\n get vsmBlurRadius(): number {\r\n return this._vsmBlurRadius;\r\n }\r\n set vsmBlurRadius(val: number) {\r\n val = Math.max(0, Number(val) || 0);\r\n if (val !== this._vsmBlurRadius) {\r\n this._vsmBlurRadius = val;\r\n const vsm = this.asVSM();\r\n if (vsm) {\r\n vsm.blurSize = this._vsmBlurRadius;\r\n }\r\n }\r\n }\r\n /** Darkness for VSM */\r\n get vsmDarkness(): number {\r\n return this._vsmDarkness;\r\n }\r\n set vsmDarkness(val: number) {\r\n val = Math.min(0.999, Math.max(0, Number(val) || 0));\r\n if (val !== this._vsmDarkness) {\r\n this._vsmDarkness = val;\r\n this.asVSM()?.setDepthScale(this._vsmDarkness);\r\n }\r\n }\r\n /** Whether to enable ESM blur */\r\n get esmBlur(): boolean {\r\n return this._esmBlur;\r\n }\r\n set esmBlur(val: boolean) {\r\n if (!!val !== this.esmBlur) {\r\n this._esmBlur = !!val;\r\n const esm = this.asESM();\r\n if (esm) {\r\n esm.blur = this._esmBlur;\r\n }\r\n }\r\n }\r\n /** Kernel size for ESM */\r\n get esmBlurKernelSize(): number {\r\n return this._esmBlurKernelSize;\r\n }\r\n set esmBlurKernelSize(val: number) {\r\n val = Math.max(3, Number(val) >> 0) | 1;\r\n if (val !== this._esmBlurKernelSize) {\r\n this._esmBlurKernelSize = val;\r\n const esm = this.asESM();\r\n if (esm) {\r\n esm.kernelSize = this._esmBlurKernelSize;\r\n }\r\n }\r\n }\r\n /** Blur radius for ESM */\r\n get esmBlurRadius(): number {\r\n return this._esmBlurRadius;\r\n }\r\n set esmBlurRadius(val: number) {\r\n val = Math.max(0, Number(val) || 0);\r\n if (val !== this._esmBlurRadius) {\r\n this._esmBlurRadius = val;\r\n const esm = this.asESM();\r\n if (esm) {\r\n esm.blurSize = this._esmBlurRadius;\r\n }\r\n }\r\n }\r\n /** Depth scale for ESM */\r\n get esmDepthScale(): number {\r\n return this._esmDepthScale;\r\n }\r\n set esmDepthScale(val: number) {\r\n val = Math.max(0, Number(val) || 0);\r\n if (val !== this._esmDepthScale) {\r\n this._esmDepthScale = val;\r\n this.asESM()?.setDepthScale(this._esmDepthScale);\r\n }\r\n }\r\n /** @internal */\r\n computeShadow(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp\r\n ): PBShaderExp {\r\n return this._impl.computeShadow(shadowMapParams, scope, shadowVertex, NdotL);\r\n }\r\n /** @internal */\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ): PBShaderExp {\r\n return this._impl.computeShadowCSM(shadowMapParams, scope, shadowVertex, NdotL, split);\r\n }\r\n /** @internal */\r\n static releaseTemporalResources(ctx: DrawContext) {\r\n if (ctx.shadowMapInfo) {\r\n for (const k of ctx.shadowMapInfo.keys()) {\r\n const shadowMapParams = ctx.shadowMapInfo.get(k);\r\n //ctx.device.pool.releaseFrameBuffer(shadowMapParams.shadowMapFramebuffer);\r\n shadowMapParams.lightType = LIGHT_TYPE_NONE;\r\n shadowMapParams.depthClampEnabled = false;\r\n shadowMapParams.shaderHash = '';\r\n shadowMapParams.numShadowCascades = 1;\r\n shadowMapParams.shadowMapFramebuffer = null;\r\n shadowMapParams.impl = null;\r\n shadowMapParams.shadowMap = null;\r\n shadowMapParams.shadowMapSampler = null;\r\n shadowMapParams.implData = null;\r\n this._shadowMapParams.push(shadowMapParams);\r\n }\r\n ctx.shadowMapInfo = null;\r\n }\r\n }\r\n /** @internal */\r\n static computeShadowBias(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n z: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n linear: boolean\r\n ): PBShaderExp {\r\n const pb = scope.$builder;\r\n const depthBiasParam = ShaderHelper.getDepthBiasValues(scope);\r\n if (shadowMapParams.lightType === LIGHT_TYPE_DIRECTIONAL) {\r\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL))), pb.vec2(1, 1));\r\n } else {\r\n const nearFar = ShaderHelper.getShadowCameraParams(scope).xy;\r\n const linearDepth = linear ? z : ShaderHelper.nonLinearDepthToLinearNormalized(scope, z, nearFar);\r\n const biasScaleFactor = pb.mix(1, depthBiasParam.w, linearDepth);\r\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL)), biasScaleFactor), pb.vec2(1, 1));\r\n }\r\n }\r\n /** @internal */\r\n static computeShadowBiasCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ): PBShaderExp {\r\n const pb = scope.$builder;\r\n const depthBiasParam = ShaderHelper.getDepthBiasValues(scope);\r\n const splitFlags = pb.vec4(\r\n pb.float(pb.equal(split, 0)),\r\n pb.float(pb.equal(split, 1)),\r\n pb.float(pb.equal(split, 2)),\r\n pb.float(pb.equal(split, 3))\r\n );\r\n const depthBiasScale = pb.dot(ShaderHelper.getDepthBiasScales(scope), splitFlags);\r\n return pb.dot(pb.mul(depthBiasParam.xy, pb.vec2(1, pb.sub(1, NdotL)), depthBiasScale), pb.vec2(1, 1));\r\n }\r\n /** @internal */\r\n protected isTextureInvalid(\r\n texture: Texture2D | TextureCube | Texture2DArray,\r\n target: TextureType,\r\n format: TextureFormat,\r\n width: number,\r\n height: number\r\n ): boolean {\r\n return (\r\n texture &&\r\n (texture.target !== target ||\r\n texture.format !== format ||\r\n texture.width !== width ||\r\n texture.height !== height ||\r\n texture.depth !== this.numShadowCascades)\r\n );\r\n }\r\n /** @internal */\r\n protected createTexture(\r\n target: TextureType,\r\n format: TextureFormat,\r\n width: number,\r\n height: number,\r\n depth: number\r\n ): Texture2D | TextureCube | Texture2DArray {\r\n const device = Application.instance.device;\r\n const options: TextureCreationOptions = {\r\n samplerOptions: { mipFilter: 'none' }\r\n };\r\n switch (target) {\r\n case '2d':\r\n return device.createTexture2D(format, width, height, options);\r\n case 'cube':\r\n return device.createCubeTexture(format, width, options);\r\n case '2darray':\r\n return device.createTexture2DArray(format, width, height, depth, options);\r\n default:\r\n return null;\r\n }\r\n }\r\n /** @internal */\r\n static fetchTemporalFramebuffer(\r\n autoRelease: boolean,\r\n lightType: number,\r\n numCascades: number,\r\n width: number,\r\n height: number,\r\n colorFormat: TextureFormat,\r\n depthFormat: TextureFormat,\r\n mipmapping?: boolean\r\n ) {\r\n const device = Application.instance.device;\r\n const useTextureArray = numCascades > 1 && device.type !== 'webgl';\r\n const colorAttachments = colorFormat\r\n ? useTextureArray\r\n ? [\r\n device.pool.fetchTemporalTexture2DArray(\r\n false,\r\n colorFormat,\r\n width,\r\n height,\r\n numCascades,\r\n mipmapping\r\n )\r\n ]\r\n : lightType === LIGHT_TYPE_POINT\r\n ? [device.pool.fetchTemporalTextureCube(false, colorFormat, width, mipmapping)]\r\n : [device.pool.fetchTemporalTexture2D(false, colorFormat, width, height, mipmapping)]\r\n : null;\r\n const depthAttachment = depthFormat\r\n ? useTextureArray\r\n ? device.pool.fetchTemporalTexture2DArray(false, depthFormat, width, height, numCascades, false)\r\n : device.type !== 'webgl' && lightType === LIGHT_TYPE_POINT\r\n ? device.pool.fetchTemporalTextureCube(false, depthFormat, width, false)\r\n : device.pool.fetchTemporalTexture2D(false, depthFormat, width, height, false)\r\n : null;\r\n const fb = device.pool.createTemporalFramebuffer(autoRelease, colorAttachments, depthAttachment);\r\n if (colorAttachments) {\r\n device.pool.releaseTexture(colorAttachments[0]);\r\n }\r\n if (depthAttachment) {\r\n device.pool.releaseTexture(depthAttachment);\r\n }\r\n return fb;\r\n }\r\n /** @internal */\r\n protected updateResources(shadowMapParams: ShadowMapParams) {\r\n const device = Application.instance.device;\r\n const colorFormat = shadowMapParams.impl.getShadowMapColorFormat(shadowMapParams);\r\n const depthFormat = shadowMapParams.impl.getShadowMapDepthFormat(shadowMapParams);\r\n const numCascades = shadowMapParams.numShadowCascades;\r\n const useTextureArray = numCascades > 1 && device.type !== 'webgl';\r\n const shadowMapWidth =\r\n numCascades > 1 && !useTextureArray ? 2 * this._config.shadowMapSize : this._config.shadowMapSize;\r\n const shadowMapHeight =\r\n numCascades > 2 && !useTextureArray ? 2 * this._config.shadowMapSize : this._config.shadowMapSize;\r\n /*\r\n const colorAttachments = colorFormat\r\n ? useTextureArray\r\n ? [device.pool.fetchTemporalTexture2DArray(false, colorFormat, shadowMapWidth, shadowMapHeight, numCascades, false)]\r\n : this._light.isPointLight()\r\n ? [device.pool.fetchTemporalTextureCube(false, colorFormat, shadowMapWidth, false)]\r\n : [device.pool.fetchTemporalTexture2D(false, colorFormat, shadowMapWidth, shadowMapHeight, false)]\r\n : null;\r\n const depthAttachment = depthFormat\r\n ? useTextureArray\r\n ? device.pool.fetchTemporalTexture2DArray(false, depthFormat, shadowMapWidth, shadowMapHeight, numCascades, false)\r\n : device.type !== 'webgl' && this._light.isPointLight()\r\n ? device.pool.fetchTemporalTextureCube(false, depthFormat, shadowMapWidth, false)\r\n : device.pool.fetchTemporalTexture2D(false, depthFormat, shadowMapWidth, shadowMapHeight, false)\r\n : null;\r\n shadowMapParams.shadowMapFramebuffer = device.pool.createTemporalFramebuffer(false, colorAttachments, depthAttachment);\r\n if (colorAttachments) {\r\n device.pool.releaseTexture(colorAttachments[0]);\r\n }\r\n if (depthAttachment) {\r\n device.pool.releaseTexture(depthAttachment);\r\n }\r\n */\r\n shadowMapParams.shadowMapFramebuffer = ShadowMapper.fetchTemporalFramebuffer(\r\n true,\r\n this._light.lightType,\r\n numCascades,\r\n shadowMapWidth,\r\n shadowMapHeight,\r\n colorFormat,\r\n depthFormat\r\n );\r\n shadowMapParams.impl = this._impl;\r\n this._impl.updateResources(shadowMapParams);\r\n }\r\n /** @internal */\r\n protected createLightCameraPoint(lightCamera: Camera): void {\r\n //lightCamera.reparent(this._light);\r\n lightCamera.parent = lightCamera.scene.rootNode;\r\n lightCamera.position.setXYZ(0, 0, 0);\r\n lightCamera.rotation.identity();\r\n lightCamera.scale.setXYZ(1, 1, 1);\r\n lightCamera.setPerspective(\r\n Math.PI / 2,\r\n 1,\r\n this._config.nearClip,\r\n Math.min(this._shadowDistance, (this._light as PointLight).range)\r\n );\r\n lightCamera.position.set(this._light.positionAndRange.xyz());\r\n }\r\n /** @internal */\r\n protected createLightCameraSpot(lightCamera: Camera): void {\r\n lightCamera.parent = this._light;\r\n lightCamera.position.setXYZ(0, 0, 0);\r\n lightCamera.rotation.identity();\r\n lightCamera.scale.setXYZ(1, 1, 1);\r\n lightCamera.setPerspective(\r\n 2 * (this._light as SpotLight).cutoff,\r\n 1,\r\n this._config.nearClip,\r\n Math.min((this._shadowDistance, this._light as SpotLight).range)\r\n );\r\n }\r\n /** @internal */\r\n protected createLightCameraDirectional(\r\n sceneAABB: AABB,\r\n sceneCamera: Camera,\r\n lightCamera: Camera,\r\n cropMatrix?: Matrix4x4,\r\n border?: number\r\n ) {\r\n let frustum = sceneCamera.frustumViewSpace;\r\n if (this._shadowDistance < sceneCamera.getFarPlane()) {\r\n tmpMatrix.set(sceneCamera.getProjectionMatrix());\r\n tmpMatrix.setNearFar(tmpMatrix.getNearPlane(), this._shadowDistance);\r\n //tmpMatrix.multiplyRight(sceneCamera.viewMatrix);\r\n tmpFrustum.initWithMatrix(tmpMatrix);\r\n frustum = tmpFrustum;\r\n }\r\n border = border || 0;\r\n const expand = (this.shadowMapSize - 2 * border) / this.shadowMapSize;\r\n //const frustum = sceneCamera.frustum;\r\n const frustumMin = ShadowMapper._frustumMin;\r\n const frustumMax = ShadowMapper._frustumMax;\r\n const frustumCenter = ShadowMapper._frustumCenter;\r\n const target = ShadowMapper._target;\r\n const up = ShadowMapper._up;\r\n // const frustum = new Frustum(sceneCamera.viewProjectionMatrix);\r\n frustumMin.setXYZ(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n frustumMax.setXYZ(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n frustum.corners.forEach((p) => {\r\n frustumMin.inplaceMin(p);\r\n frustumMax.inplaceMax(p);\r\n });\r\n let radius = Vector3.distance(frustumMin, frustumMax) * 0.5 * expand;\r\n const center = sceneCamera.thisToWorld(\r\n Vector3.add(frustumMin, frustumMax, frustumCenter).scaleBy(0.5),\r\n frustumCenter\r\n );\r\n // Bounding sphere of the shadow camera should not be larger than bounding sphere of the scene.\r\n const sceneRadius = sceneAABB.diagonalLength * 0.5 * expand;\r\n if (sceneRadius < radius) {\r\n radius = sceneRadius;\r\n Vector3.add(sceneAABB.minPoint, sceneAABB.maxPoint, center).scaleBy(0.5);\r\n }\r\n target.setXYZ(\r\n center.x + this._light.directionAndCutoff.x,\r\n center.y + this._light.directionAndCutoff.y,\r\n center.z + this._light.directionAndCutoff.z\r\n );\r\n up.setXYZ(0, 1, 0);\r\n lightCamera.lookAt(center, target, up);\r\n lightCamera.position.set(center);\r\n lightCamera.setOrtho(\r\n -radius,\r\n radius,\r\n -radius,\r\n radius,\r\n -radius,\r\n Math.max(Vector3.distance(center, sceneCamera.getWorldPosition()), sceneCamera.getFarPlane())\r\n );\r\n center.setXYZ(0, 0, 0);\r\n lightCamera.viewProjectionMatrix.transformPointP(center, center);\r\n if (cropMatrix) {\r\n const tx = center.x * this.shadowMapSize * 0.5;\r\n const ty = center.y * this.shadowMapSize * 0.5;\r\n const rx = Math.round(tx);\r\n const ry = Math.round(ty);\r\n center.setXYZ(((rx - tx) * 2) / this.shadowMapSize, ((ry - ty) * 2) / this.shadowMapSize, 0);\r\n cropMatrix.translation(center);\r\n }\r\n\r\n /*\r\n const minx = frustumMin.x;\r\n const maxx = frustumMax.x;\r\n const miny = frustumMin.y;\r\n const maxy = frustumMax.y;\r\n const minz = frustumMin.z;\r\n const maxz = frustumMax.z;\r\n const texelSizeW = (maxx - minx) / this.shadowMapSize;\r\n const texelSizeH = (maxy - miny) / this.shadowMapSize;\r\n const cx = Math.floor((minx + maxx) / 2 / texelSizeW) * texelSizeW;\r\n const cy = Math.floor((miny + maxy) / 2 / texelSizeH) * texelSizeH;\r\n const cz = (minz + maxz) / 2;\r\n const hx = Math.floor(((maxx - minx) * (expand + 0.5)) / texelSizeW) * texelSizeW;\r\n const hy = Math.floor(((maxy - miny) * (expand + 0.5)) / texelSizeH) * texelSizeH;\r\n lightCamera.position.setXYZ(cx, cy, cz);\r\n lightCamera.setOrtho(\r\n -hx,\r\n hx,\r\n -hy,\r\n hy,\r\n sceneMax.z - maxz,\r\n sceneMax.z - minz + 1\r\n );\r\n if (cropMatrix) {\r\n // compute crop matrix\r\n let clipMaxX = 0,\r\n clipMaxY = 0;\r\n let clipMinX = Number.MAX_VALUE,\r\n clipMinY = Number.MAX_VALUE;\r\n frustum.corners.forEach((p) => {\r\n const clipPos = lightCamera.viewProjectionMatrix.transformPoint(p);\r\n clipPos.x = Math.min(1, Math.max(-1, clipPos.x / clipPos.w));\r\n clipPos.y = Math.min(1, Math.max(-1, clipPos.y / clipPos.w));\r\n if (clipPos.x > clipMaxX) {\r\n clipMaxX = clipPos.x;\r\n }\r\n if (clipPos.x < clipMinX) {\r\n clipMinX = clipPos.x;\r\n }\r\n if (clipPos.y > clipMaxY) {\r\n clipMaxY = clipPos.y;\r\n }\r\n if (clipPos.y < clipMinY) {\r\n clipMinY = clipPos.y;\r\n }\r\n });\r\n const clipW = clipMaxX - clipMinX;\r\n const clipH = clipMaxY - clipMinY;\r\n clipMinX -= expand * clipW;\r\n clipMinY -= expand * clipH;\r\n clipMaxX += expand * clipW;\r\n clipMaxY += expand * clipH;\r\n const scaleX = 2 / (clipMaxX - clipMinX);\r\n const scaleY = 2 / (clipMaxY - clipMinY);\r\n const offsetX = -0.5 * (clipMaxX + clipMinX) * scaleX;\r\n const offsetY = -0.5 * (clipMaxY + clipMinY) * scaleY;\r\n cropMatrix.identity();\r\n cropMatrix.m00 = scaleX;\r\n cropMatrix.m11 = scaleY;\r\n cropMatrix.m03 = offsetX;\r\n cropMatrix.m13 = offsetY;\r\n }\r\n */\r\n }\r\n /** @internal */\r\n private static fetchShadowMapParams(): ShadowMapParams {\r\n if (this._shadowMapParams.length > 0) {\r\n return this._shadowMapParams.pop();\r\n } else {\r\n return {\r\n lightType: LIGHT_TYPE_NONE,\r\n depthClampEnabled: false,\r\n shaderHash: '',\r\n cameraParams: new Vector4(),\r\n cascadeDistances: new Vector4(),\r\n depthBiasScales: new Vector4(),\r\n depthBiasValues: [new Vector4(), new Vector4(), new Vector4(), new Vector4()],\r\n numShadowCascades: 1,\r\n shadowMatrices: new Float32Array(16 * 4),\r\n shadowMap: null,\r\n shadowMapSampler: null,\r\n shadowMapFramebuffer: null,\r\n impl: null,\r\n implData: null\r\n };\r\n }\r\n }\r\n /** @internal */\r\n private static fetchCameraForScene(scene: Scene) {\r\n const cameras = this._lightCameras.get(scene);\r\n if (!cameras || cameras.length === 0) {\r\n const camera = new Camera(scene);\r\n retainObject(camera);\r\n return camera;\r\n } else {\r\n const camera = cameras.pop();\r\n camera.parent = scene.rootNode;\r\n camera.position.setXYZ(0, 0, 0);\r\n camera.rotation.identity();\r\n camera.scale.setXYZ(1, 1, 1);\r\n camera.clipMask = 0;\r\n return camera;\r\n }\r\n }\r\n /** @internal */\r\n private static releaseCamera(camera: Camera) {\r\n let cameras = this._lightCameras.get(camera.scene);\r\n if (!cameras) {\r\n cameras = [];\r\n this._lightCameras.set(camera.scene, cameras);\r\n }\r\n camera.remove();\r\n cameras.push(camera);\r\n }\r\n /** @internal */\r\n calcSplitDistances(nearPlane: number, farPlane: number, numCascades: number): number[] {\r\n const result: number[] = [0, 0, 0, 0, 0];\r\n for (let i = 0; i <= numCascades; ++i) {\r\n const fIDM = i / numCascades;\r\n const fLog = nearPlane * Math.pow(farPlane / nearPlane, fIDM);\r\n const fUniform = nearPlane + (farPlane - nearPlane) * fIDM;\r\n result[i] = fLog * this._config.splitLambda + fUniform * (1 - this._config.splitLambda);\r\n }\r\n return result;\r\n }\r\n /** @internal */\r\n protected calcDepthBiasParams(\r\n camera: Camera,\r\n shadowMapSize: number,\r\n depthBias: number,\r\n normalBias: number,\r\n depthScale: number,\r\n result: Vector4\r\n ): void {\r\n const sizeNear = Math.min(\r\n camera.getProjectionMatrix().getNearPlaneWidth(),\r\n camera.getProjectionMatrix().getNearPlaneHeight()\r\n );\r\n const sizeFar = Math.min(\r\n camera.getProjectionMatrix().getFarPlaneWidth(),\r\n camera.getProjectionMatrix().getFarPlaneHeight()\r\n );\r\n const scaleFactor = (sizeNear / shadowMapSize) * 2;\r\n result.setXYZW(depthBias * scaleFactor, normalBias * 0.0001, depthScale, sizeFar / sizeNear);\r\n }\r\n /** @internal */\r\n protected postRenderShadowMap(shadowMapParams: ShadowMapParams) {\r\n this._impl.postRenderShadowMap(shadowMapParams);\r\n }\r\n /** @internal */\r\n render(ctx: DrawContext, renderPass: ShadowMapPass) {\r\n if (!ctx.shadowMapInfo) {\r\n ctx.shadowMapInfo = new Map();\r\n }\r\n const shadowMapParams = ShadowMapper.fetchShadowMapParams();\r\n shadowMapParams.impl = this._impl;\r\n shadowMapParams.lightType = this.light.lightType;\r\n shadowMapParams.numShadowCascades =\r\n shadowMapParams.lightType === LIGHT_TYPE_DIRECTIONAL ? this._config.numCascades : 1;\r\n ctx.shadowMapInfo.set(this.light, shadowMapParams);\r\n const scene = ctx.scene;\r\n const camera = ctx.camera;\r\n renderPass.light = this._light;\r\n this.updateResources(shadowMapParams);\r\n shadowMapParams.shaderHash = this.getShaderHash(shadowMapParams);\r\n const device = Application.instance.device;\r\n const fb = shadowMapParams.shadowMapFramebuffer;\r\n shadowMapParams.depthClampEnabled = false;\r\n renderPass.clearColor = fb.getColorAttachments()[0]\r\n ? fb.getColorAttachments()[0].isFloatFormat()\r\n ? new Vector4(1, 1, 1, 1)\r\n : new Vector4(0, 0, 0, 1)\r\n : null;\r\n const depthScale = this._impl.getDepthScale();\r\n const shadowRegion =\r\n this._light.isDirectionLight() && this._shadowRegion && this._shadowRegion.isValid()\r\n ? this._shadowRegion\r\n : scene.boundingBox;\r\n if (this._light.isPointLight()) {\r\n const shadowMapRenderCamera = ShadowMapper.fetchCameraForScene(scene);\r\n this.createLightCameraPoint(shadowMapRenderCamera);\r\n this.calcDepthBiasParams(\r\n camera,\r\n this._config.shadowMapSize,\r\n this._config.depthBias,\r\n this._config.normalBias,\r\n depthScale,\r\n shadowMapParams.depthBiasValues[0]\r\n );\r\n shadowMapParams.cameraParams.setXYZW(\r\n shadowMapRenderCamera.getNearPlane(),\r\n shadowMapRenderCamera.getFarPlane(),\r\n this._config.shadowMapSize,\r\n this._shadowDistance\r\n );\r\n device.setFramebuffer(fb);\r\n shadowMapParams.shadowMatrices.set(Matrix4x4.transpose(shadowMapRenderCamera.viewMatrix));\r\n for (const face of [CubeFace.PX, CubeFace.NX, CubeFace.PY, CubeFace.NY, CubeFace.PZ, CubeFace.NZ]) {\r\n shadowMapRenderCamera.lookAtCubeFace(face);\r\n fb.setColorAttachmentCubeFace(0, face);\r\n fb.setDepthAttachmentCubeFace(face);\r\n ctx.camera = shadowMapRenderCamera;\r\n renderPass.render(ctx);\r\n }\r\n shadowMapParams.shadowMatrices.set(Matrix4x4.identity());\r\n ShadowMapper.releaseCamera(shadowMapRenderCamera);\r\n } else {\r\n if (this._config.numCascades > 1) {\r\n const distances = this.calcSplitDistances(\r\n camera.getNearPlane(),\r\n Math.min(this._shadowDistance, camera.getFarPlane()),\r\n this._config.numCascades\r\n );\r\n const cascadeCamera = ShadowMapper.fetchCameraForScene(scene);\r\n const shadowMapRenderCamera = ShadowMapper.fetchCameraForScene(scene);\r\n const shadowMapCullCamera = ShadowMapper.fetchCameraForScene(scene);\r\n shadowMapCullCamera.clipMask = AABB.ClipLeft | AABB.ClipRight | AABB.ClipBottom | AABB.ClipTop;\r\n cascadeCamera.parent = camera;\r\n shadowMapParams.depthClampEnabled =\r\n Application.instance.device.getDeviceCaps().shaderCaps.supportFragmentDepth;\r\n for (let split = 0; split < this._config.numCascades; split++) {\r\n cascadeCamera.setPerspective(\r\n camera.getFOV(),\r\n camera.getAspect(),\r\n distances[split],\r\n distances[split + 1]\r\n );\r\n const snapMatrix = ShadowMapper._snapMatrix;\r\n const border = shadowMapParams.impl.getShadowMapBorder(shadowMapParams); //20 / this._config.shadowMapSize;\r\n this.createLightCameraDirectional(\r\n shadowRegion,\r\n cascadeCamera,\r\n shadowMapRenderCamera,\r\n snapMatrix,\r\n border\r\n );\r\n this.createLightCameraDirectional(shadowRegion, cascadeCamera, shadowMapCullCamera, null, border);\r\n this.calcDepthBiasParams(\r\n camera,\r\n this._config.shadowMapSize,\r\n this._config.depthBias,\r\n this._config.normalBias,\r\n depthScale,\r\n shadowMapParams.depthBiasValues[split]\r\n );\r\n shadowMapParams.depthBiasScales[split] = 1;\r\n // Incorrect calculation\r\n // shadowMapParams.depthBiasScales[split] = shadowMapParams.depthBiasValues[0].x !== 0 ? shadowMapParams.depthBiasValues[split].x / shadowMapParams.depthBiasValues[0].x : 1;\r\n shadowMapParams.cameraParams.setXYZW(\r\n shadowMapRenderCamera.getNearPlane(),\r\n shadowMapRenderCamera.getFarPlane(),\r\n this._config.shadowMapSize,\r\n this._shadowDistance\r\n );\r\n let scissor: number[] = null;\r\n if (\r\n fb.getColorAttachments()[0]?.isTexture2DArray() ||\r\n fb.getDepthAttachment()?.isTexture2DArray()\r\n ) {\r\n shadowMapRenderCamera.setProjectionMatrix(\r\n Matrix4x4.multiply(snapMatrix, shadowMapRenderCamera.getProjectionMatrix())\r\n );\r\n fb.setColorAttachmentLayer(0, split);\r\n fb.setDepthAttachmentLayer(split);\r\n } else {\r\n const numRows = this._config.numCascades > 2 ? 2 : 1;\r\n const numCols = this._config.numCascades > 1 ? 2 : 1;\r\n const adjMatrix = new Matrix4x4();\r\n const col = split % 2;\r\n const row = split >> 1;\r\n adjMatrix.setRowXYZW(0, 1.5 - 0.5 * numCols, 0, 0, 0);\r\n adjMatrix.setRowXYZW(1, 0, 1.5 - 0.5 * numRows, 0, 0);\r\n adjMatrix.setRowXYZW(2, 0, 0, 1, 0);\r\n adjMatrix.setRowXYZW(3, col - 0.5 * numCols + 0.5, row - 0.5 * numRows + 0.5, 0, 1);\r\n shadowMapRenderCamera.setProjectionMatrix(\r\n Matrix4x4.multiply(\r\n adjMatrix,\r\n Matrix4x4.multiply(snapMatrix, shadowMapRenderCamera.getProjectionMatrix())\r\n )\r\n );\r\n if (device.type === 'webgpu') {\r\n scissor = [\r\n col * this._config.shadowMapSize,\r\n (numRows - 1 - row) * this._config.shadowMapSize,\r\n this._config.shadowMapSize,\r\n this._config.shadowMapSize\r\n ];\r\n } else {\r\n scissor = [\r\n col * this._config.shadowMapSize,\r\n row * this._config.shadowMapSize,\r\n this._config.shadowMapSize,\r\n this._config.shadowMapSize\r\n ];\r\n }\r\n }\r\n device.setFramebuffer(fb);\r\n device.setScissor(scissor);\r\n ctx.camera = shadowMapRenderCamera;\r\n renderPass.render(ctx, shadowMapCullCamera);\r\n shadowMapParams.shadowMatrices.set(\r\n Matrix4x4.transpose(shadowMapRenderCamera.viewProjectionMatrix),\r\n split * 16\r\n );\r\n shadowMapParams.cascadeDistances[split] = distances[split + 1];\r\n }\r\n ShadowMapper.releaseCamera(cascadeCamera);\r\n ShadowMapper.releaseCamera(shadowMapRenderCamera);\r\n ShadowMapper.releaseCamera(shadowMapCullCamera);\r\n } else {\r\n const shadowMapRenderCamera = ShadowMapper.fetchCameraForScene(scene);\r\n const snapMatrix = ShadowMapper._snapMatrix;\r\n shadowMapRenderCamera.clipMask = AABB.ClipLeft | AABB.ClipRight | AABB.ClipBottom | AABB.ClipTop;\r\n if (this._light.isDirectionLight()) {\r\n this.createLightCameraDirectional(\r\n shadowRegion,\r\n camera,\r\n shadowMapRenderCamera,\r\n snapMatrix,\r\n shadowMapParams.impl.getShadowMapBorder(shadowMapParams)\r\n );\r\n } else {\r\n this.createLightCameraSpot(shadowMapRenderCamera);\r\n }\r\n this.calcDepthBiasParams(\r\n camera,\r\n this._config.shadowMapSize,\r\n this._config.depthBias,\r\n this._config.normalBias,\r\n depthScale,\r\n shadowMapParams.depthBiasValues[0]\r\n );\r\n shadowMapParams.cameraParams.setXYZW(\r\n shadowMapRenderCamera.getNearPlane(),\r\n shadowMapRenderCamera.getFarPlane(),\r\n this._config.shadowMapSize,\r\n this._shadowDistance\r\n );\r\n device.setFramebuffer(fb);\r\n shadowMapRenderCamera.setProjectionMatrix(\r\n Matrix4x4.multiply(snapMatrix, shadowMapRenderCamera.getProjectionMatrix())\r\n );\r\n ctx.camera = shadowMapRenderCamera;\r\n renderPass.render(ctx);\r\n shadowMapParams.shadowMatrices.set(Matrix4x4.transpose(shadowMapRenderCamera.viewProjectionMatrix));\r\n ShadowMapper.releaseCamera(shadowMapRenderCamera);\r\n }\r\n }\r\n ctx.camera = camera;\r\n this.postRenderShadowMap(shadowMapParams);\r\n }\r\n /** @internal */\r\n private applyMode(mode: ShadowMode) {\r\n if (mode !== 'hard' && mode !== 'vsm' && mode !== 'esm' && mode !== 'pcf-pd' && mode !== 'pcf-opt') {\r\n console.error(`ShadowMapper.setShadowMode() failed: invalid mode: ${mode}`);\r\n return;\r\n }\r\n this._impl = null;\r\n if (mode === 'hard') {\r\n this._impl = new SSM();\r\n } else if (mode === 'vsm') {\r\n this._impl = new VSM(this._vsmBlurKernelSize, this._vsmBlurRadius, this._vsmDarkness);\r\n } else if (mode === 'esm') {\r\n this._impl = new ESM(this._esmBlurKernelSize, this._esmBlurRadius, this._esmDepthScale);\r\n } else if (mode === 'pcf-pd') {\r\n this._impl = new PCFPD(this._pdSampleCount, this._pdSampleRadius);\r\n } else if (mode === 'pcf-opt') {\r\n this._impl = new PCFOPT(this._pcfKernelSize);\r\n }\r\n }\r\n /** @internal */\r\n private asVSM(): VSM {\r\n return this._impl?.getType() === 'vsm' ? (this._impl as VSM) : null;\r\n }\r\n /** @internal */\r\n private asESM(): ESM {\r\n return this._impl?.getType() === 'esm' ? (this._impl as ESM) : null;\r\n }\r\n /** @internal */\r\n private asPCFPD(): PCFPD {\r\n return this._impl?.getType() === 'pcf-pd' ? (this._impl as PCFPD) : null;\r\n }\r\n /** @internal */\r\n private asPCFOPT(): PCFOPT {\r\n return this._impl?.getType() === 'pcf-opt' ? 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@@ -1,159 +0,0 @@
1
- import { ShadowImpl } from './shadow_impl.js';
2
- import { decodeNormalizedFloatFromRGBA } from '../shaders/misc.js';
3
- import { Application } from '../app/app.js';
4
- import { LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../values.js';
5
- import { computeShadowMapDepth } from '../shaders/shadow.js';
6
- import { ShaderHelper } from '../material/shader/helper.js';
7
- import { computeShadowBiasCSM, computeShadowBias } from './shader.js';
8
-
9
- /** @internal */ class SSM extends ShadowImpl {
10
- static instance = new SSM();
11
- constructor(){
12
- super();
13
- }
14
- resourceDirty() {
15
- return false;
16
- }
17
- getType() {
18
- return 'hard';
19
- }
20
- getShadowMapBorder(_shadowMapParams) {
21
- return 0;
22
- }
23
- getShadowMap(shadowMapParams) {
24
- return this.useNativeShadowMap(shadowMapParams) ? shadowMapParams.shadowMapFramebuffer.getDepthAttachment() : shadowMapParams.shadowMapFramebuffer.getColorAttachments()[0];
25
- }
26
- doUpdateResources(shadowMapParams) {
27
- shadowMapParams.shadowMap = this.getShadowMap(shadowMapParams);
28
- shadowMapParams.shadowMapSampler = shadowMapParams.shadowMap?.getDefaultSampler(this.useNativeShadowMap(shadowMapParams)) || null;
29
- }
30
- postRenderShadowMap() {}
31
- getDepthScale() {
32
- return 1;
33
- }
34
- setDepthScale(_val) {}
35
- getShaderHash() {
36
- return '';
37
- }
38
- getShadowMapColorFormat(shadowMapParams) {
39
- if (this.useNativeShadowMap(shadowMapParams)) {
40
- return null;
41
- } else {
42
- const device = Application.instance.device;
43
- if (device.type === 'webgl') {
44
- return device.getDeviceCaps().textureCaps.supportFloatColorBuffer ? 'rgba32f' : device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer ? 'rgba16f' : 'rgba8unorm';
45
- } else {
46
- return 'r32f';
47
- }
48
- }
49
- }
50
- getShadowMapDepthFormat(_shadowMapParams) {
51
- return Application.instance.device.type === 'webgl' ? 'd24s8' : 'd32f';
52
- }
53
- computeShadowMapDepth(shadowMapParams, scope, worldPos) {
54
- return computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap.format);
55
- }
56
- computeShadowCSM(shadowMapParams, scope, shadowVertex, NdotL, split) {
57
- const funcNameComputeShadowCSM = 'lib_computeShadowCSM';
58
- const pb = scope.$builder;
59
- const that = this;
60
- pb.func(funcNameComputeShadowCSM, [
61
- pb.vec4('shadowVertex'),
62
- pb.float('NdotL'),
63
- pb.int('split')
64
- ], function() {
65
- const floatDepthTexture = shadowMapParams.shadowMap.format !== 'rgba8unorm';
66
- this.$l.shadowCoord = pb.div(this.shadowVertex.xyz, this.shadowVertex.w);
67
- this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord.xyz, 0.5), 0.5);
68
- this.$l.inShadow = pb.all(pb.bvec2(pb.all(pb.bvec4(pb.greaterThanEqual(this.shadowCoord.x, 0), pb.lessThanEqual(this.shadowCoord.x, 1), pb.greaterThanEqual(this.shadowCoord.y, 0), pb.lessThanEqual(this.shadowCoord.y, 1))), pb.lessThanEqual(this.shadowCoord.z, 1)));
69
- this.$l.shadow = pb.float(1);
70
- this.$if(this.inShadow, function() {
71
- this.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);
72
- this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);
73
- if (that.useNativeShadowMap(shadowMapParams)) {
74
- if (shadowMapParams.shadowMap.isTexture2DArray()) {
75
- this.shadow = pb.textureArraySampleCompareLevel(ShaderHelper.getShadowMap(this), this.shadowCoord.xy, this.split, this.shadowCoord.z);
76
- } else {
77
- this.shadow = pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.shadowCoord.xy, this.shadowCoord.z);
78
- }
79
- } else {
80
- if (shadowMapParams.shadowMap.isTexture2DArray()) {
81
- this.$l.shadowTex = pb.textureArraySampleLevel(ShaderHelper.getShadowMap(this), this.shadowCoord.xy, this.split, 0);
82
- } else {
83
- this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.shadowCoord.xy, 0);
84
- }
85
- if (!floatDepthTexture) {
86
- this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);
87
- }
88
- this.shadow = pb.step(this.shadowCoord.z, this.shadowTex.x);
89
- }
90
- });
91
- this.$return(this.shadow);
92
- });
93
- return pb.getGlobalScope()[funcNameComputeShadowCSM](shadowVertex, NdotL, split);
94
- }
95
- computeShadow(shadowMapParams, scope, shadowVertex, NdotL) {
96
- const funcNameComputeShadow = 'lib_computeShadow';
97
- const pb = scope.$builder;
98
- const that = this;
99
- pb.func(funcNameComputeShadow, [
100
- pb.vec4('shadowVertex'),
101
- pb.float('NdotL')
102
- ], function() {
103
- const floatDepthTexture = shadowMapParams.shadowMap.format !== 'rgba8unorm';
104
- if (shadowMapParams.lightType === LIGHT_TYPE_POINT) {
105
- this.$l.dir = pb.sub(this.shadowVertex.xyz, ShaderHelper.getLightPositionAndRangeForShadow(this).xyz);
106
- if (that.useNativeShadowMap(shadowMapParams)) {
107
- this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;
108
- this.$l.maxZ = pb.max(pb.max(pb.abs(this.dir.x), pb.abs(this.dir.y)), pb.abs(this.dir.z));
109
- this.$l.distance = ShaderHelper.linearDepthToNonLinear(this, this.maxZ, this.nearFar);
110
- this.$l.shadowBias = computeShadowBias(shadowMapParams.lightType, this, pb.div(this.maxZ, ShaderHelper.getLightPositionAndRangeForShadow(this).w), this.NdotL, true);
111
- this.$return(pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.dir, pb.sub(this.distance, this.shadowBias)));
112
- } else {
113
- this.$l.distance = pb.div(pb.length(this.dir), ShaderHelper.getLightPositionAndRangeForShadow(this).w);
114
- this.$l.shadowBias = computeShadowBias(shadowMapParams.lightType, this, this.distance, this.NdotL, true);
115
- this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.dir, 0);
116
- if (!floatDepthTexture) {
117
- this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);
118
- }
119
- this.distance = pb.sub(this.distance, this.shadowBias);
120
- this.$return(pb.step(this.distance, this.shadowTex.x));
121
- }
122
- } else {
123
- this.$l.shadowCoord = pb.div(this.shadowVertex.xyz, this.shadowVertex.w);
124
- this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord.xyz, 0.5), 0.5);
125
- this.$l.inShadow = pb.all(pb.bvec2(pb.all(pb.bvec4(pb.greaterThanEqual(this.shadowCoord.x, 0), pb.lessThanEqual(this.shadowCoord.x, 1), pb.greaterThanEqual(this.shadowCoord.y, 0), pb.lessThanEqual(this.shadowCoord.y, 1))), pb.lessThanEqual(this.shadowCoord.z, 1)));
126
- this.$l.shadow = pb.float(1);
127
- this.$if(this.inShadow, function() {
128
- if (that.useNativeShadowMap(shadowMapParams)) {
129
- this.$l.shadowBias = computeShadowBias(shadowMapParams.lightType, this, this.shadowCoord.z, this.NdotL, false);
130
- this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);
131
- this.shadow = pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.shadowCoord.xy, this.shadowCoord.z);
132
- } else {
133
- if (shadowMapParams.lightType === LIGHT_TYPE_SPOT) {
134
- this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;
135
- this.shadowCoord.z = ShaderHelper.nonLinearDepthToLinearNormalized(this, this.shadowCoord.z, this.nearFar);
136
- this.$l.shadowBias = computeShadowBias(shadowMapParams.lightType, this, this.shadowCoord.z, this.NdotL, true);
137
- } else {
138
- this.$l.shadowBias = computeShadowBias(shadowMapParams.lightType, this, this.shadowCoord.z, this.NdotL, false);
139
- }
140
- this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);
141
- this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.shadowCoord.xy, 0);
142
- if (!floatDepthTexture) {
143
- this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);
144
- }
145
- this.shadow = pb.step(this.shadowCoord.z, this.shadowTex.x);
146
- }
147
- });
148
- this.$return(this.shadow);
149
- }
150
- });
151
- return pb.getGlobalScope()[funcNameComputeShadow](shadowVertex, NdotL);
152
- }
153
- useNativeShadowMap(_shadowMapParams) {
154
- return Application.instance.device.type !== 'webgl';
155
- }
156
- }
157
-
158
- export { SSM };
159
- //# sourceMappingURL=ssm.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"ssm.js","sources":["../../../src/shadow/ssm.ts"],"sourcesContent":["import type { TextureFormat, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport { ShadowImpl } from './shadow_impl';\r\nimport { decodeNormalizedFloatFromRGBA } from '../shaders/misc';\r\nimport type { ShadowMapParams, ShadowMapType, ShadowMode } from './shadowmapper';\r\nimport { Application } from '../app';\r\nimport { LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../values';\r\nimport { computeShadowMapDepth } from '../shaders/shadow';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { computeShadowBias, computeShadowBiasCSM } from './shader';\r\n\r\n/** @internal */\r\nexport class SSM extends ShadowImpl {\r\n static instance = new SSM();\r\n constructor() {\r\n super();\r\n }\r\n resourceDirty(): boolean {\r\n return false;\r\n }\r\n getType(): ShadowMode {\r\n return 'hard';\r\n }\r\n getShadowMapBorder(_shadowMapParams: ShadowMapParams): number {\r\n return 0;\r\n }\r\n getShadowMap(shadowMapParams: ShadowMapParams): ShadowMapType {\r\n return (\r\n this.useNativeShadowMap(shadowMapParams)\r\n ? shadowMapParams.shadowMapFramebuffer.getDepthAttachment()\r\n : shadowMapParams.shadowMapFramebuffer.getColorAttachments()[0]\r\n ) as ShadowMapType;\r\n }\r\n doUpdateResources(shadowMapParams: ShadowMapParams) {\r\n shadowMapParams.shadowMap = this.getShadowMap(shadowMapParams);\r\n shadowMapParams.shadowMapSampler =\r\n shadowMapParams.shadowMap?.getDefaultSampler(this.useNativeShadowMap(shadowMapParams)) || null;\r\n }\r\n postRenderShadowMap() {}\r\n getDepthScale(): number {\r\n return 1;\r\n }\r\n setDepthScale(_val: number) {}\r\n getShaderHash(): string {\r\n return '';\r\n }\r\n getShadowMapColorFormat(shadowMapParams: ShadowMapParams): TextureFormat {\r\n if (this.useNativeShadowMap(shadowMapParams)) {\r\n return null;\r\n } else {\r\n const device = Application.instance.device;\r\n if (device.type === 'webgl') {\r\n return device.getDeviceCaps().textureCaps.supportFloatColorBuffer\r\n ? 'rgba32f'\r\n : device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer\r\n ? 'rgba16f'\r\n : 'rgba8unorm';\r\n } else {\r\n return 'r32f';\r\n }\r\n }\r\n }\r\n getShadowMapDepthFormat(_shadowMapParams: ShadowMapParams): TextureFormat {\r\n return Application.instance.device.type === 'webgl' ? 'd24s8' : 'd32f';\r\n }\r\n computeShadowMapDepth(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp\r\n ): PBShaderExp {\r\n return computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap.format);\r\n }\r\n computeShadowCSM(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n split: PBShaderExp\r\n ): PBShaderExp {\r\n const funcNameComputeShadowCSM = 'lib_computeShadowCSM';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(\r\n funcNameComputeShadowCSM,\r\n [pb.vec4('shadowVertex'), pb.float('NdotL'), pb.int('split')],\r\n function () {\r\n const floatDepthTexture = shadowMapParams.shadowMap.format !== 'rgba8unorm';\r\n this.$l.shadowCoord = pb.div(this.shadowVertex.xyz, this.shadowVertex.w);\r\n this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord.xyz, 0.5), 0.5);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n pb.lessThanEqual(this.shadowCoord.z, 1)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$if(this.inShadow, function () {\r\n this.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);\r\n this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n if (shadowMapParams.shadowMap.isTexture2DArray()) {\r\n this.shadow = pb.textureArraySampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.shadowCoord.xy,\r\n this.split,\r\n this.shadowCoord.z\r\n );\r\n } else {\r\n this.shadow = pb.textureSampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.shadowCoord.xy,\r\n this.shadowCoord.z\r\n );\r\n }\r\n } else {\r\n if (shadowMapParams.shadowMap.isTexture2DArray()) {\r\n this.$l.shadowTex = pb.textureArraySampleLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.shadowCoord.xy,\r\n this.split,\r\n 0\r\n );\r\n } else {\r\n this.$l.shadowTex = pb.textureSampleLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.shadowCoord.xy,\r\n 0\r\n );\r\n }\r\n if (!floatDepthTexture) {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.shadow = pb.step(this.shadowCoord.z, this.shadowTex.x);\r\n }\r\n });\r\n this.$return(this.shadow);\r\n }\r\n );\r\n return pb.getGlobalScope()[funcNameComputeShadowCSM](shadowVertex, NdotL, split);\r\n }\r\n computeShadow(\r\n shadowMapParams: ShadowMapParams,\r\n scope: PBInsideFunctionScope,\r\n shadowVertex: PBShaderExp,\r\n NdotL: PBShaderExp\r\n ): PBShaderExp {\r\n const funcNameComputeShadow = 'lib_computeShadow';\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func(funcNameComputeShadow, [pb.vec4('shadowVertex'), pb.float('NdotL')], function () {\r\n const floatDepthTexture = shadowMapParams.shadowMap.format !== 'rgba8unorm';\r\n if (shadowMapParams.lightType === LIGHT_TYPE_POINT) {\r\n this.$l.dir = pb.sub(this.shadowVertex.xyz, ShaderHelper.getLightPositionAndRangeForShadow(this).xyz);\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;\r\n this.$l.maxZ = pb.max(pb.max(pb.abs(this.dir.x), pb.abs(this.dir.y)), pb.abs(this.dir.z));\r\n this.$l.distance = ShaderHelper.linearDepthToNonLinear(this, this.maxZ, this.nearFar);\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n pb.div(this.maxZ, ShaderHelper.getLightPositionAndRangeForShadow(this).w),\r\n this.NdotL,\r\n true\r\n );\r\n this.$return(\r\n pb.textureSampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.dir,\r\n pb.sub(this.distance, this.shadowBias)\r\n )\r\n );\r\n } else {\r\n this.$l.distance = pb.div(\r\n pb.length(this.dir),\r\n ShaderHelper.getLightPositionAndRangeForShadow(this).w\r\n );\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.distance,\r\n this.NdotL,\r\n true\r\n );\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.dir, 0);\r\n if (!floatDepthTexture) {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.distance = pb.sub(this.distance, this.shadowBias);\r\n this.$return(pb.step(this.distance, this.shadowTex.x));\r\n }\r\n } else {\r\n this.$l.shadowCoord = pb.div(this.shadowVertex.xyz, this.shadowVertex.w);\r\n this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord.xyz, 0.5), 0.5);\r\n this.$l.inShadow = pb.all(\r\n pb.bvec2(\r\n pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.shadowCoord.x, 0),\r\n pb.lessThanEqual(this.shadowCoord.x, 1),\r\n pb.greaterThanEqual(this.shadowCoord.y, 0),\r\n pb.lessThanEqual(this.shadowCoord.y, 1)\r\n )\r\n ),\r\n pb.lessThanEqual(this.shadowCoord.z, 1)\r\n )\r\n );\r\n this.$l.shadow = pb.float(1);\r\n this.$if(this.inShadow, function () {\r\n if (that.useNativeShadowMap(shadowMapParams)) {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n false\r\n );\r\n this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);\r\n this.shadow = pb.textureSampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.shadowCoord.xy,\r\n this.shadowCoord.z\r\n );\r\n } else {\r\n if (shadowMapParams.lightType === LIGHT_TYPE_SPOT) {\r\n this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;\r\n this.shadowCoord.z = ShaderHelper.nonLinearDepthToLinearNormalized(\r\n this,\r\n this.shadowCoord.z,\r\n this.nearFar\r\n );\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n true\r\n );\r\n } else {\r\n this.$l.shadowBias = computeShadowBias(\r\n shadowMapParams.lightType,\r\n this,\r\n this.shadowCoord.z,\r\n this.NdotL,\r\n false\r\n );\r\n }\r\n this.shadowCoord.z = pb.sub(this.shadowCoord.z, this.shadowBias);\r\n this.$l.shadowTex = pb.textureSampleLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.shadowCoord.xy,\r\n 0\r\n );\r\n if (!floatDepthTexture) {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.shadow = pb.step(this.shadowCoord.z, this.shadowTex.x);\r\n }\r\n });\r\n this.$return(this.shadow);\r\n }\r\n });\r\n return pb.getGlobalScope()[funcNameComputeShadow](shadowVertex, NdotL);\r\n }\r\n useNativeShadowMap(_shadowMapParams: ShadowMapParams): boolean {\r\n return Application.instance.device.type !== 'webgl';\r\n 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