@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":"meshmaterial.js","sources":["../../src/material/meshmaterial.ts"],"sourcesContent":["import type {\r\n BindGroup,\r\n FaceMode,\r\n PBFunctionScope,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n RenderStateSet\r\n} from '@zephyr3d/device';\r\nimport { ProgramBuilder } from '@zephyr3d/device';\r\nimport {\r\n MaterialVaryingFlags,\r\n QUEUE_OPAQUE,\r\n QUEUE_TRANSPARENT,\r\n RENDER_PASS_TYPE_DEPTH,\r\n RENDER_PASS_TYPE_LIGHT,\r\n RENDER_PASS_TYPE_OBJECT_COLOR,\r\n RENDER_PASS_TYPE_SHADOWMAP\r\n} from '../values';\r\nimport { Material } from './material';\r\nimport type { DepthPass } from '../render';\r\nimport { type DrawContext, type ShadowMapPass } from '../render';\r\nimport { encodeNormalizedFloatToRGBA } from '../shaders/misc';\r\nimport { ShaderHelper } from './shader/helper';\r\nimport type { Clonable, Immutable, Nullable } from '@zephyr3d/base';\r\nimport { Vector2, Vector3, Vector4, applyMixins, DRef } from '@zephyr3d/base';\r\nimport { RenderBundleWrapper } from '../render/renderbundle_wrapper';\r\nimport { getDevice } from '../app/api';\r\n\r\n/**\r\n * Blending mode for mesh materials.\r\n *\r\n * - `none`: No blending (opaque).\r\n * - `blend`: Standard alpha blending (srcAlpha, 1 - srcAlpha).\r\n * - `additive`: Additive blending (1, 1), commonly for glow/FX.\r\n *\r\n * May be combined with alpha-to-coverage and alpha test.\r\n * @public\r\n */\r\nexport type BlendMode = 'none' | 'blend' | 'additive';\r\n\r\n/**\r\n * Extracts the return type of a mixin function.\r\n * @public\r\n */\r\nexport type ExtractMixinReturnType<M> = M extends (target: infer A) => infer R ? R : never;\r\n\r\n/**\r\n * Produces the intersection type of multiple mixins’ return types.\r\n * @public\r\n */\r\nexport type ExtractMixinType<M> = M extends [infer First]\r\n ? ExtractMixinReturnType<First>\r\n : M extends [infer First, ...infer Rest]\r\n ? ExtractMixinReturnType<First> & ExtractMixinType<[...Rest]>\r\n : never;\r\n\r\n/**\r\n * Apply material mixins to a target material class.\r\n *\r\n * Useful for composing optional capabilities (e.g., base color, normal map, PBR terms).\r\n *\r\n * @param target - The material class (constructor or prototype).\r\n * @param mixins - One or more mixin functions.\r\n * @returns The target class augmented with the mixins (intersection type).\r\n *\r\n * @example\r\n * class MyMaterial extends MeshMaterial \\{\\}\r\n * const Mixed = applyMaterialMixins(MyMaterial, WithBaseColor, WithNormalMap);\r\n * const m = new Mixed();\r\n * @public\r\n */\r\nexport function applyMaterialMixins<M extends ((target: any) => any)[], T>(target: T, ...mixins: M) {\r\n return applyMixins(target, ...mixins);\r\n}\r\n\r\nlet FEATURE_ALPHATEST = 0;\r\nlet FEATURE_ALPHABLEND = 0;\r\nlet FEATURE_CULLMODE = 0;\r\nlet FEATURE_ALPHATOCOVERAGE = 0;\r\nlet FEATURE_ALPHADITHER = 0;\r\nlet FEATURE_DISABLE_TAA = 0;\r\n\r\n/**\r\n * Instance uniform data type\r\n * @public\r\n */\r\nexport type InstanceUniformType = 'float' | 'vec2' | 'vec3' | 'vec4' | 'rgb' | 'rgba';\r\n\r\n/**\r\n * Base class for mesh materials.\r\n *\r\n * Key responsibilities:\r\n * - Defines feature-based shader variants (alpha test, blending, alpha-to-coverage, TAA toggle, etc.).\r\n * - Provides a material instancing mechanism (per-instance uniforms via a shared core material).\r\n * - Implements the base shader scaffolding for multiple render passes (LIGHT, DEPTH, OBJECT_COLOR, SHADOWMAP).\r\n * - Updates render states depending on pass and features (blending, depth, culling).\r\n * - Submits material uniforms and cooperates with OIT/TAA/SSR/motion vectors.\r\n *\r\n * Variant system:\r\n * - Features are stored in `_featureStates` and hashed into `_createHash()`.\r\n * - Changing features calls `useFeature(...)` which triggers `optionChanged(true)` to rebuild programs.\r\n *\r\n * Instancing:\r\n * - `defineInstanceUniform` registers per-instance fields with packed layout.\r\n * - `createInstance()` returns a lightweight instance that shares the core’s GPU programs and updates\r\n * instance uniform buffer only. This improves batching/instancing support.\r\n *\r\n * Shader hooks:\r\n * - `vertexShader(scope)` and `fragmentShader(scope)` provide per-pass hook points to implement the\r\n * material’s vertex/fragment logic. The base class wires up common I/O (skin, morph, instancing).\r\n * - `outputFragmentColor(...)` centralizes final color output across passes, handling OIT and alpha ops.\r\n *\r\n * Render states and queues:\r\n * - `updateRenderStates(...)` sets depth/blend/cull states based on blending, alpha-to-coverage,\r\n * depth equality optimizations, pass type, and optional OIT overrides.\r\n * - `getQueueType()` chooses between opaque and transparent queues.\r\n *\r\n * Extending:\r\n * - Override `vertexShader`, `fragmentShader`, and optionally `outputFragmentColor`.\r\n * - Override `supportLighting`, `isTransparentPass`, `needFragmentColor`, etc., as needed.\r\n * - Use `uniformChanged()` when changing uniform-only values that do not alter shader variants.\r\n * - Use `useFeature()` when toggling options that affect shader variants.\r\n *\r\n * @public\r\n */\r\nexport class MeshMaterial extends Material implements Clonable<MeshMaterial> {\r\n /**\r\n * Registered instance uniforms for this material class.\r\n *\r\n * Each entry defines property name, type, and packed offset (float-aligned).\r\n * @internal\r\n */\r\n static INSTANCE_UNIFORMS: { prop: string; type: InstanceUniformType; offset: number; name: string }[] = [];\r\n /**\r\n * Next free feature index for subclasses to define their own feature toggles.\r\n * @internal\r\n */\r\n static NEXT_FEATURE_INDEX = 3;\r\n /**\r\n * Built-in per-instance uniform: object color (rgba), used for GPU picking/object-ID pass.\r\n * @internal\r\n */\r\n static OBJECT_COLOR_UNIFORM = this.defineInstanceUniform('objectColor', 'rgba');\r\n /**\r\n * Built-in per-instance uniform: opacity (float), used in transparent passes.\r\n * @internal\r\n */\r\n static OPACITY_UNIFORM = this.defineInstanceUniform('opacity', 'float', 'Opacity');\r\n /** @internal Feature state array (indexed by feature indices). */\r\n private _featureStates: unknown[];\r\n /** @internal Alpha test cutoff in [0, 1]. */\r\n private _alphaCutoff: number;\r\n /** @internal Whether alpha-test uses temporal dither coverage. */\r\n private _alphaDither: boolean;\r\n /** @internal Blending mode. */\r\n private _blendMode: BlendMode;\r\n /** @internal Face culling mode. */\r\n private _cullMode: FaceMode;\r\n /** @internal Opacity in [0, 1]. */\r\n private _opacity: number;\r\n /**\r\n * @internal TAA strength in [0, 1], where higher value typically means stronger accumulation\r\n * (here used inversely when mapping to motion vector output).\r\n */\r\n private _taaStrength: number;\r\n /** @internal Per-object color for object picking pass. */\r\n private _objectColor: Immutable<Vector4>;\r\n /** @internal Last draw context used for shader creation. */\r\n private _ctx: Nullable<DrawContext>;\r\n /** @internal Current material pass index during program building. */\r\n private _materialPass: number;\r\n /**\r\n * Create a MeshMaterial with default opaque settings.\r\n *\r\n * Defaults:\r\n * - `blendMode = 'none'`\r\n * - `cullMode = 'back'`\r\n * - `opacity = 1`\r\n * - `alphaCutoff = 0`\r\n * - `taaStrength = 1 - 1/16`\r\n */\r\n constructor() {\r\n super();\r\n this._featureStates = [];\r\n this._alphaCutoff = 0;\r\n this._alphaDither = false;\r\n this._blendMode = 'none';\r\n this._cullMode = 'back';\r\n this._opacity = 1;\r\n this._taaStrength = 1 - 1 / 16;\r\n this._objectColor = Vector4.one();\r\n this._ctx = null;\r\n this._materialPass = -1;\r\n this.useFeature(FEATURE_ALPHABLEND, this._blendMode);\r\n this.useFeature(FEATURE_ALPHADITHER, this._alphaDither);\r\n this.useFeature(FEATURE_CULLMODE, this._cullMode);\r\n }\r\n /**\r\n * Create a shallow clone of this material.\r\n * Subclasses should override to copy custom fields.\r\n */\r\n clone() {\r\n const other = new MeshMaterial();\r\n other.copyFrom(this);\r\n return other;\r\n }\r\n /**\r\n * Copy common MeshMaterial properties from another material.\r\n * Call `super.copyFrom(other)` first when overriding in subclasses.\r\n *\r\n * @param other - Source material.\r\n */\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n this.alphaCutoff = other.alphaCutoff;\r\n this.alphaDither = other.alphaDither;\r\n this.blendMode = other.blendMode;\r\n this.cullMode = other.cullMode;\r\n this.opacity = other.opacity;\r\n this.objectColor = other.objectColor;\r\n }\r\n /**\r\n * Mark uniform-only changes so uniforms are re-uploaded on next apply, without\r\n * rebuilding shader programs.\r\n */\r\n uniformChanged() {\r\n this.optionChanged(false);\r\n }\r\n /**\r\n * Define a new feature bit/index for shader variants.\r\n * Subclasses may use this to add their own switches.\r\n */\r\n static defineFeature() {\r\n const val = this.NEXT_FEATURE_INDEX;\r\n this.NEXT_FEATURE_INDEX++;\r\n return val;\r\n }\r\n /** @internal Helper: get number of scalar components for a given instance uniform type. */\r\n private static getNumComponents(type: InstanceUniformType) {\r\n if (type === 'float') {\r\n return 1;\r\n }\r\n if (type === 'vec2') {\r\n return 2;\r\n }\r\n if (type === 'rgb' || type === 'vec3') {\r\n return 3;\r\n }\r\n if (type === 'rgba' || type === 'vec4') {\r\n return 4;\r\n }\r\n return 0;\r\n }\r\n /**\r\n * Define a per-instance uniform for this class.\r\n *\r\n * Returns a compact index encoding the vector index and component offset, which can be\r\n * used in shader code via `getInstancedUniform(...)`.\r\n *\r\n * @param prop - Property name exposed on instances.\r\n * @param type - Uniform data type.\r\n * @returns Encoded index for use in `getInstancedUniform`.\r\n *\r\n * @throws If the property is already defined or type is invalid.\r\n */\r\n static defineInstanceUniform(prop: string, type: InstanceUniformType, name = '') {\r\n if (this.INSTANCE_UNIFORMS.findIndex((val) => val.prop === prop) >= 0) {\r\n throw new Error(`${this.name}.defineInstanceUniform(): ${prop} was already defined`);\r\n }\r\n const numComponents = this.getNumComponents(type);\r\n if (numComponents === 0) {\r\n throw new Error(`${this.name}.defineInstanceUniform(): invalid uniform type ${type}`);\r\n }\r\n let index = this.INSTANCE_UNIFORMS.length;\r\n let offset = 0;\r\n if (this.INSTANCE_UNIFORMS.length > 0) {\r\n const lastUniform = this.INSTANCE_UNIFORMS[this.INSTANCE_UNIFORMS.length - 1];\r\n const finalOffset = (lastUniform.offset + 4) & ~3;\r\n offset = finalOffset;\r\n for (let i = 0; i < this.INSTANCE_UNIFORMS.length; i++) {\r\n const offset1 = this.INSTANCE_UNIFORMS[i].offset;\r\n const numComps1 = this.getNumComponents(this.INSTANCE_UNIFORMS[i].type);\r\n const offset2 =\r\n i === this.INSTANCE_UNIFORMS.length - 1 ? finalOffset : this.INSTANCE_UNIFORMS[i + 1].offset;\r\n if (offset1 + numComps1 + numComponents <= offset2) {\r\n index = i + 1;\r\n offset = offset1 + numComps1;\r\n if (offset + numComponents === offset2) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n this.INSTANCE_UNIFORMS = this.INSTANCE_UNIFORMS.slice();\r\n this.INSTANCE_UNIFORMS.splice(index, 0, { prop, offset, type, name });\r\n return (offset << 2) | (numComponents - 1);\r\n }\r\n /**\r\n * Read an encoded per-instance uniform in shader code.\r\n *\r\n * Encoded index packs: vector index, component offset, and component count.\r\n *\r\n * @param scope - Inside-function shader scope.\r\n * @param uniformIndex - Encoded index from `defineInstanceUniform`.\r\n * @returns The shader expression reading the selected components.\r\n */\r\n getInstancedUniform(scope: PBInsideFunctionScope, uniformIndex: number) {\r\n const pb = scope.$builder;\r\n const instanceID = scope.$builtins.instanceIndex;\r\n const uniformName = ShaderHelper.getInstanceDataUniformName();\r\n const strideName = ShaderHelper.getInstanceDataStrideUniformName();\r\n const offsetName = ShaderHelper.getInstanceDataOffsetUniformName();\r\n const numComponents = (uniformIndex & 3) + 1;\r\n const vecIndex = uniformIndex >> 4;\r\n const vecOffset = (uniformIndex >> 2) & 3;\r\n const u = scope[uniformName].at(\r\n pb.add(\r\n pb.mul(scope[strideName], instanceID),\r\n ShaderHelper.MATERIAL_INSTANCE_DATA_OFFSET + vecIndex,\r\n scope[offsetName]\r\n )\r\n );\r\n const m = ['x', 'y', 'z', 'w'].slice(vecOffset, vecOffset + numComponents).join('');\r\n return u[m] as PBShaderExp;\r\n }\r\n /**\r\n * Get the list of per-instance uniforms for this material class.\r\n */\r\n getInstancedUniforms() {\r\n return (this.constructor as typeof MeshMaterial).INSTANCE_UNIFORMS;\r\n }\r\n /**\r\n * Create a material instance (preferred for GPU instancing).\r\n *\r\n * - On WebGL1 (or when instancing unsupported), falls back to cloning.\r\n * - Otherwise, returns a proxy instance that shares GPU programs and\r\n * stores per-instance uniforms in a compact Float32Array.\r\n *\r\n * The returned instance:\r\n * - Exposes properties defined by `defineInstanceUniform` with getter/setter\r\n * that read/write the packed buffer and notify `RenderBundleWrapper`.\r\n * - Delegates methods to the core material via prototype chain.\r\n */\r\n createInstance(): this {\r\n if (this.$isInstance) {\r\n return this.coreMaterial.createInstance() as this;\r\n }\r\n const isWebGL1 = getDevice().type === 'webgl';\r\n if (isWebGL1 || !this.supportInstancing()) {\r\n return this.clone() as this;\r\n }\r\n const instanceUniforms = this.getInstancedUniforms();\r\n const uniformsHolder =\r\n instanceUniforms.length > 0\r\n ? new Float32Array((instanceUniforms[instanceUniforms.length - 1].offset + 4) & ~3)\r\n : null;\r\n const instance = {} as any;\r\n const that = this;\r\n const coreMaterial = new DRef(that);\r\n let disposed = false;\r\n instance.isBatchable = () => true; //!isWebGL1 && that.supportInstancing();\r\n instance.dispose = () => {\r\n if (!disposed) {\r\n disposed = true;\r\n coreMaterial.dispose();\r\n }\r\n };\r\n instance.$instanceUniforms = uniformsHolder;\r\n instance.$isInstance = true;\r\n Object.defineProperty(instance, 'coreMaterial', {\r\n get: function () {\r\n return coreMaterial.get();\r\n }\r\n });\r\n\r\n // Copy original uniform values\r\n for (let i = 0; i < instanceUniforms.length; i++) {\r\n const { prop, offset, type } = instanceUniforms[i];\r\n const value = that[prop as keyof typeof that];\r\n switch (type) {\r\n case 'float': {\r\n uniformsHolder![offset] = Number(value);\r\n Object.defineProperty(instance, prop, {\r\n get() {\r\n return uniformsHolder![offset];\r\n },\r\n set(value) {\r\n uniformsHolder![offset] = value;\r\n RenderBundleWrapper.materialUniformsChanged(instance);\r\n }\r\n });\r\n break;\r\n }\r\n case 'vec2': {\r\n if (!(value instanceof Vector2)) {\r\n throw new Error(`Instance uniform property ${prop} must be of type Vector2`);\r\n }\r\n uniformsHolder![offset] = value.x;\r\n uniformsHolder![offset + 1] = value.y;\r\n Object.defineProperty(instance, prop, {\r\n get() {\r\n return new Vector2(uniformsHolder![offset], uniformsHolder![offset + 1]);\r\n },\r\n set(value) {\r\n if (!(value instanceof Vector2)) {\r\n throw new Error(`Instance uniform property ${prop} must be of type Vector2`);\r\n }\r\n uniformsHolder![offset] = value.x;\r\n uniformsHolder![offset + 1] = value.y;\r\n RenderBundleWrapper.materialUniformsChanged(instance);\r\n }\r\n });\r\n break;\r\n }\r\n case 'vec3':\r\n case 'rgb': {\r\n if (!(value instanceof Vector3)) {\r\n throw new Error(`Instance uniform property ${prop} must be of type Vector3`);\r\n }\r\n uniformsHolder![offset] = value.x;\r\n uniformsHolder![offset + 1] = value.y;\r\n uniformsHolder![offset + 2] = value.z;\r\n Object.defineProperty(instance, prop, {\r\n get() {\r\n return new Vector3(\r\n uniformsHolder![offset],\r\n uniformsHolder![offset + 1],\r\n uniformsHolder![offset + 2]\r\n );\r\n },\r\n set(value) {\r\n if (!(value instanceof Vector3)) {\r\n throw new Error(`Instance uniform property ${prop} must be of type Vector3`);\r\n }\r\n uniformsHolder![offset] = value.x;\r\n uniformsHolder![offset + 1] = value.y;\r\n uniformsHolder![offset + 2] = value.z;\r\n RenderBundleWrapper.materialUniformsChanged(instance);\r\n }\r\n });\r\n break;\r\n }\r\n case 'vec4':\r\n case 'rgba': {\r\n if (!(value instanceof Vector4)) {\r\n throw new Error(`Instance uniform property ${prop} must be of type Vector4`);\r\n }\r\n uniformsHolder![offset] = value.x;\r\n uniformsHolder![offset + 1] = value.y;\r\n uniformsHolder![offset + 2] = value.z;\r\n uniformsHolder![offset + 3] = value.w;\r\n Object.defineProperty(instance, prop, {\r\n get() {\r\n return new Vector4(\r\n uniformsHolder![offset],\r\n uniformsHolder![offset + 1],\r\n uniformsHolder![offset + 2],\r\n uniformsHolder![offset + 3]\r\n );\r\n },\r\n set(value) {\r\n if (!(value instanceof Vector4)) {\r\n throw new Error(`Instance uniform property ${prop} must be of type Vector4`);\r\n }\r\n uniformsHolder![offset] = value.x;\r\n uniformsHolder![offset + 1] = value.y;\r\n uniformsHolder![offset + 2] = value.z;\r\n uniformsHolder![offset + 3] = value.w;\r\n RenderBundleWrapper.materialUniformsChanged(instance);\r\n }\r\n });\r\n break;\r\n }\r\n }\r\n }\r\n Object.setPrototypeOf(instance, that);\r\n return instance as this;\r\n }\r\n /**\r\n * Draw context captured during program creation, available inside shader hooks.\r\n *\r\n * @returns The last `DrawContext` used to build or apply this material.\r\n */\r\n get drawContext() {\r\n return this._ctx!;\r\n }\r\n /**\r\n * Current material pass index during program building.\r\n * Typically used inside shader hooks to select per-pass logic.\r\n *\r\n * @returns The active pass index while building the program, or -1 when idle.\r\n */\r\n get pass() {\r\n return this._materialPass;\r\n }\r\n /**\r\n * Alpha test cutoff in [0, 1].\r\n * - 0 disables alpha testing.\r\n * - \\> 0 discards fragments with alpha \\< cutoff.\r\n * Changing this marks uniforms dirty (no shader rebuild).\r\n */\r\n get alphaCutoff() {\r\n return this._alphaCutoff;\r\n }\r\n set alphaCutoff(val) {\r\n if (this._alphaCutoff !== val) {\r\n this.useFeature(FEATURE_ALPHATEST, val > 0);\r\n this._alphaCutoff = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n /**\r\n * Whether alpha clipping uses frame-varying dither coverage.\r\n * - Effective only when alpha cutoff is enabled.\r\n * - Intended for masked materials (blendMode='none') to emulate soft transparency with TAA.\r\n */\r\n get alphaDither() {\r\n return this._alphaDither;\r\n }\r\n set alphaDither(val) {\r\n if (this._alphaDither !== !!val) {\r\n this._alphaDither = !!val;\r\n this.useFeature(FEATURE_ALPHADITHER, this._alphaDither);\r\n }\r\n }\r\n /**\r\n * Whether TAA is disabled for this material.\r\n * - When true, motion vectors encode a large sentinel to skip TAA accumulation.\r\n * - Managed via an internal feature toggle.\r\n */\r\n get TAADisabled() {\r\n return !!this.featureUsed(FEATURE_DISABLE_TAA);\r\n }\r\n set TAADisabled(val) {\r\n this.useFeature(FEATURE_DISABLE_TAA, !!val);\r\n }\r\n /**\r\n * TAA strength in [0, 1].\r\n * - Higher values generally imply stronger accumulation.\r\n * - The value is mapped when writing motion-vector outputs during depth pass.\r\n */\r\n get TAAStrength() {\r\n return this._taaStrength;\r\n }\r\n set TAAStrength(val) {\r\n val = val > 1 ? 1 : val < 0 ? 0 : val;\r\n if (this._taaStrength !== val) {\r\n this._taaStrength = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n /**\r\n * Alpha-to-coverage toggle.\r\n * - Useful to approximate transparency for MSAA targets.\r\n * - Managed as a shader feature; toggling rebuilds variants.\r\n */\r\n get alphaToCoverage() {\r\n return !!this.featureUsed(FEATURE_ALPHATOCOVERAGE);\r\n }\r\n set alphaToCoverage(val) {\r\n this.useFeature(FEATURE_ALPHATOCOVERAGE, !!val);\r\n }\r\n /**\r\n * Blending mode of this material.\r\n * - 'none' for opaque, 'blend' for standard alpha, 'additive' for emissive FX.\r\n * - Changing the mode toggles an internal feature and rebuilds variants.\r\n */\r\n get blendMode() {\r\n return this._blendMode;\r\n }\r\n set blendMode(val) {\r\n if (this._blendMode !== val) {\r\n this._blendMode = val;\r\n this.useFeature(FEATURE_ALPHABLEND, this._blendMode);\r\n }\r\n }\r\n /**\r\n * Face culling mode: 'none' | 'front' | 'back'.\r\n * - Does not force shader rebuild; affects rasterizer state.\r\n */\r\n get cullMode() {\r\n return this._cullMode;\r\n }\r\n set cullMode(val) {\r\n if (this._cullMode !== val) {\r\n this._cullMode = val;\r\n this.useFeature(FEATURE_CULLMODE, this._cullMode);\r\n }\r\n }\r\n /**\r\n * Material opacity in [0, 1].\r\n * - Used in transparent passes. Changing marks uniforms dirty only.\r\n */\r\n get opacity() {\r\n return this._opacity;\r\n }\r\n set opacity(val) {\r\n val = val < 0 ? 0 : val > 1 ? 1 : val;\r\n if (this._opacity !== val) {\r\n this._opacity = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n /**\r\n * Per-object color used for GPU picking/object-ID pass.\r\n * - Changing marks uniforms dirty only.\r\n */\r\n get objectColor(): Immutable<Vector4> {\r\n return this._objectColor;\r\n }\r\n set objectColor(val: Immutable<Vector4>) {\r\n if (val !== this._objectColor) {\r\n this._objectColor = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n /**\r\n * Whether this material responds to scene lighting.\r\n * Override to return false for unlit materials.\r\n *\r\n * @returns True if lighting affects this material; otherwise false.\r\n */\r\n supportLighting(): boolean {\r\n return false;\r\n }\r\n /**\r\n * Update render states per pass and draw context.\r\n * Sets blending, alpha-to-coverage, depth test/write, cull mode, color mask, and cooperates with OIT.\r\n *\r\n * @param pass - Current material pass index.\r\n * @param stateSet - Render state set to update.\r\n * @param ctx - Current draw context.\r\n * @returns void\r\n */\r\n protected updateRenderStates(pass: number, stateSet: RenderStateSet, ctx: DrawContext) {\r\n const isObjectColorPass = ctx.renderPass!.type === RENDER_PASS_TYPE_OBJECT_COLOR;\r\n const blending =\r\n !isObjectColorPass && (this.featureUsed<BlendMode>(FEATURE_ALPHABLEND) !== 'none' || ctx.lightBlending);\r\n const a2c = !isObjectColorPass && this.featureUsed<boolean>(FEATURE_ALPHATOCOVERAGE);\r\n const ztestEq = ctx.queue === QUEUE_OPAQUE && !!ctx.depthTexture && !ctx.sceneColorTexture;\r\n if (blending || a2c) {\r\n const blendingState = stateSet.useBlendingState();\r\n if (blending) {\r\n blendingState.enable(true);\r\n blendingState.setBlendFuncAlpha('zero', 'one');\r\n blendingState.setBlendEquation('add', 'add');\r\n if (this._blendMode === 'additive' || ctx.lightBlending) {\r\n blendingState.setBlendFuncRGB('one', 'one');\r\n } else {\r\n blendingState.setBlendFuncRGB('one', 'inv-src-alpha');\r\n }\r\n } else {\r\n blendingState.enable(false);\r\n }\r\n blendingState.enableAlphaToCoverage(a2c);\r\n if (ztestEq) {\r\n stateSet.useDepthState().setCompareFunc('eq').enableTest(true).enableWrite(false);\r\n } else if (blendingState.enabled) {\r\n stateSet.useDepthState().enableTest(true).enableWrite(false);\r\n } else {\r\n stateSet.defaultDepthState();\r\n }\r\n } else {\r\n stateSet.defaultBlendingState();\r\n if (ztestEq) {\r\n stateSet.useDepthState().setCompareFunc('eq').enableTest(true).enableWrite(false);\r\n } else {\r\n stateSet.defaultDepthState();\r\n }\r\n }\r\n if (ctx.forceCullMode || this._cullMode !== 'back') {\r\n stateSet.useRasterizerState().cullMode = ctx.forceCullMode || this._cullMode;\r\n } else if (ctx.renderPass!.type === RENDER_PASS_TYPE_SHADOWMAP) {\r\n stateSet.useRasterizerState().cullMode = 'none';\r\n } else {\r\n stateSet.defaultRasterizerState();\r\n }\r\n if (ctx.forceColorState) {\r\n stateSet.useColorState(ctx.forceColorState);\r\n } else {\r\n stateSet.defaultColorState();\r\n }\r\n stateSet.defaultStencilState();\r\n if (ctx.oit) {\r\n ctx.oit.setRenderStates(stateSet);\r\n }\r\n }\r\n /**\r\n * Submit material uniforms/resources to the material bind group (set 2).\r\n * Handles alpha cutoff, opacity (non-instanced transparent), OIT, object color, and TAA strength.\r\n *\r\n * @param bindGroup - The material bind group to write into.\r\n * @param ctx - Current draw context.\r\n * @param pass - Current material pass index.\r\n * @returns void\r\n */\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n if (this.featureUsed(FEATURE_ALPHATEST)) {\r\n bindGroup.setValue('zAlphaCutoff', this._alphaCutoff);\r\n }\r\n if (\r\n this.isTransparentPass(pass) &&\r\n ctx.renderPass!.type === RENDER_PASS_TYPE_LIGHT &&\r\n !(ctx.materialFlags & MaterialVaryingFlags.INSTANCING)\r\n ) {\r\n bindGroup.setValue('zOpacity', this._opacity);\r\n }\r\n if (ctx.oit) {\r\n ctx.oit.applyUniforms(ctx, bindGroup);\r\n }\r\n if (ctx.renderPass!.type === RENDER_PASS_TYPE_DEPTH && ctx.motionVectors) {\r\n bindGroup.setValue('zTAAStrength', (1 - this._taaStrength) * 50000);\r\n }\r\n }\r\n /**\r\n * Determine the render queue for this material.\r\n * Transparent materials are queued as `QUEUE_TRANSPARENT`, otherwise `QUEUE_OPAQUE`.\r\n *\r\n * @returns The queue type constant.\r\n */\r\n getQueueType(): number {\r\n return this.isTransparentPass(0) ? QUEUE_TRANSPARENT : QUEUE_OPAQUE;\r\n }\r\n /**\r\n * Whether the given pass is transparent.\r\n * Default returns true when `blendMode !== 'none'`.\r\n *\r\n * @param pass - Material pass index.\r\n * @returns True if the pass is transparent; otherwise false.\r\n */\r\n isTransparentPass(_pass: number) {\r\n return this.featureUsed<BlendMode>(FEATURE_ALPHABLEND) !== 'none';\r\n }\r\n /**\r\n * Create the GPU program for a given pass and draw context.\r\n * Enables depth-clamp emulation for shadow map passes when required by the light, then delegates to `_createProgram`.\r\n *\r\n * @param ctx - Current draw context.\r\n * @param pass - Material pass index.\r\n * @returns The created `GPUProgram`.\r\n * @internal\r\n */\r\n protected createProgram(ctx: DrawContext, pass: number) {\r\n const pb = new ProgramBuilder(ctx.device);\r\n if (ctx.renderPass!.type === RENDER_PASS_TYPE_SHADOWMAP) {\r\n const shadowMapParams = ctx.shadowMapInfo!.get((ctx.renderPass as ShadowMapPass).light!)!;\r\n pb.emulateDepthClamp = !!shadowMapParams.depthClampEnabled;\r\n }\r\n return this._createProgram(pb, ctx, pass);\r\n }\r\n /**\r\n * Query a feature flag’s current value.\r\n *\r\n * @typeParam T - Expected value type.\r\n * @param feature - The feature index.\r\n * @returns The current value for the feature, typed as `T`.\r\n */\r\n featureUsed<T = unknown>(feature: number): T {\r\n return this._featureStates[feature] as T;\r\n }\r\n /**\r\n * Enable or disable a feature and trigger variant rebuild when changed.\r\n * Calls `optionChanged(true)` internally on change.\r\n *\r\n * @param feature - The feature index to set.\r\n * @param use - The new feature value (typed by convention).\r\n * @returns void\r\n */\r\n useFeature(feature: number, use: unknown) {\r\n if (this._featureStates[feature] !== use) {\r\n this._featureStates[feature] = use;\r\n this.optionChanged(true);\r\n }\r\n }\r\n /**\r\n * Create the material-specific hash fragment from feature state.\r\n * Contributes to program variant hashing.\r\n *\r\n * @returns The hash fragment string.\r\n * @internal\r\n */\r\n protected _createHash() {\r\n return this._featureStates.map((val) => (val === undefined ? '' : val)).join('|');\r\n }\r\n /**\r\n * Apply material uniforms to the bind group (set 2).\r\n * Default implementation delegates to `applyUniformValues`.\r\n *\r\n * @param bindGroup - The material bind group to update.\r\n * @param ctx - Current draw context.\r\n * @param pass - Current material pass index.\r\n * @returns void\r\n * @internal\r\n */\r\n protected _applyUniforms(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n this.applyUniformValues(bindGroup, ctx, pass);\r\n }\r\n /**\r\n * Whether the fragment shader needs to compute color.\r\n * Returns true for LIGHT pass, or when alpha test or alpha-to-coverage is enabled.\r\n * Override if the material writes color in other passes.\r\n *\r\n * @param ctx - Optional draw context; defaults to the last captured `drawContext`.\r\n * @returns True if fragment color computation is needed; otherwise false.\r\n */\r\n needFragmentColor(ctx?: DrawContext) {\r\n return (\r\n (ctx ?? this.drawContext).renderPass!.type === RENDER_PASS_TYPE_LIGHT ||\r\n this._alphaCutoff > 0 ||\r\n this.alphaToCoverage\r\n );\r\n }\r\n /**\r\n * Vertex shader hook.\r\n * Prepares common inputs (skin/morph/instancing), varyings, and pass-dependent outputs.\r\n * Override to implement per-vertex logic; use `ShaderHelper` as needed.\r\n *\r\n * @param scope - Vertex shader function scope.\r\n * @returns void\r\n */\r\n vertexShader(scope: PBFunctionScope) {\r\n const pb = scope.$builder;\r\n ShaderHelper.prepareVertexShader(pb, this.drawContext);\r\n if (this.drawContext.materialFlags & MaterialVaryingFlags.SKIN_ANIMATION) {\r\n scope.$inputs.zBlendIndices = pb.vec4().attrib('blendIndices');\r\n scope.$inputs.zBlendWeights = pb.vec4().attrib('blendWeights');\r\n ShaderHelper.prepareSkinAnimation(scope);\r\n }\r\n if (\r\n this.drawContext.materialFlags & MaterialVaryingFlags.MORPH_ANIMATION &&\r\n this.drawContext.device.type === 'webgl'\r\n ) {\r\n scope.$inputs.zFakeVertexID = pb.float().attrib('texCoord7');\r\n }\r\n if (this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING) {\r\n if (this.drawContext.renderPass!.type === RENDER_PASS_TYPE_OBJECT_COLOR) {\r\n scope.$outputs.zObjectColor = this.getInstancedUniform(scope, MeshMaterial.OBJECT_COLOR_UNIFORM);\r\n }\r\n if (this.isTransparentPass(this.pass)) {\r\n scope.$outputs.zOpacity = this.getInstancedUniform(scope, MeshMaterial.OPACITY_UNIFORM);\r\n }\r\n } else {\r\n if (this.drawContext.renderPass!.type === RENDER_PASS_TYPE_OBJECT_COLOR) {\r\n scope.$outputs.zObjectColor = scope[ShaderHelper.getObjectColorUniformName()];\r\n }\r\n }\r\n }\r\n /**\r\n * Fragment shader hook.\r\n * Declares pass-dependent uniforms (e.g., opacity, objectColor, alphaCutoff).\r\n * Override to implement per-fragment logic, and call `outputFragmentColor` to finalize writes.\r\n *\r\n * @param scope - Fragment shader function scope.\r\n * @returns void\r\n */\r\n fragmentShader(scope: PBFunctionScope) {\r\n const pb = scope.$builder;\r\n ShaderHelper.prepareFragmentShader(pb, this.drawContext);\r\n if (this._alphaCutoff > 0) {\r\n scope.zAlphaCutoff = pb.float().uniform(2);\r\n }\r\n if (this.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT) {\r\n if (\r\n this.isTransparentPass(this.pass) &&\r\n !(this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING)\r\n ) {\r\n scope.zOpacity = pb.float().uniform(2);\r\n }\r\n }\r\n }\r\n /**\r\n * Build and return the GPU program for this pass.\r\n * Wires `vertexShader` and `fragmentShader`; sets up pass-dependent outputs (OIT, SSR, motion vectors, distance/object color).\r\n *\r\n * @param pb - Program builder.\r\n * @param ctx - Current draw context.\r\n * @param pass - Material pass index.\r\n * @returns The created `GPUProgram`.\r\n * @internal\r\n */\r\n protected _createProgram(pb: ProgramBuilder, ctx: DrawContext, pass: number) {\r\n const that = this;\r\n this._ctx = ctx;\r\n this._materialPass = pass;\r\n const program = pb.buildRenderProgram({\r\n vertex(pb) {\r\n pb.main(function () {\r\n that.vertexShader(this);\r\n });\r\n },\r\n fragment(pb) {\r\n if (that.drawContext.oit) {\r\n that.drawContext.oit.setupFragmentOutput(this);\r\n } else {\r\n this.$outputs.zFragmentOutput = pb.vec4();\r\n if (ctx.materialFlags & MaterialVaryingFlags.SSR_STORE_ROUGHNESS) {\r\n this.$outputs.zSSRRoughness = pb.vec4();\r\n this.$outputs.zSSRNormal = pb.vec4();\r\n }\r\n if (ctx.renderPass!.type === RENDER_PASS_TYPE_DEPTH && ctx.motionVectors) {\r\n this.$outputs.zMotionVector = pb.vec4();\r\n this.zTAAStrength = pb.float().uniform(2);\r\n }\r\n if (ctx.renderPass!.type === RENDER_PASS_TYPE_OBJECT_COLOR) {\r\n this.$outputs.zDistance = pb.vec4();\r\n }\r\n }\r\n pb.main(function () {\r\n that.fragmentShader(this);\r\n });\r\n }\r\n });\r\n return program;\r\n }\r\n /**\r\n * Centralized final color write and per-pass output composition.\r\n *\r\n * Behavior by pass:\r\n * - LIGHT: clipping, alpha handling, optional OIT integration, fog application, color output encoding.\r\n * - DEPTH: encoded depth; optional motion vectors (TAA enabled/disabled handling).\r\n * - OBJECT_COLOR: object color and distance output (linear depth or world-pos + distance).\r\n * - SHADOWMAP: writes shadow depth via light’s shadow implementation.\r\n *\r\n * Also writes SSR roughness/normal buffers when requested via material flags.\r\n *\r\n * @param scope - Inside-function shader scope.\r\n * @param worldPos - Fragment world-space position expression.\r\n * @param color - Lit fragment color expression; may be undefined for depth-only paths.\r\n * @param ssrRoughness - Optional SSR roughness output expression.\r\n * @param ssrNormal - Optional SSR normal output expression.\r\n * @returns void\r\n */\r\n outputFragmentColor(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n color: Nullable<PBShaderExp>,\r\n ssrRoughness?: PBShaderExp,\r\n ssrNormal?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const funcName = 'Z_outputFragmentColor';\r\n const alphaClipFuncName = 'Z_shouldDiscardAlpha';\r\n pb.func(alphaClipFuncName, [pb.float('alpha'), pb.float('cutoff')], function () {\r\n if (that.featureUsed<boolean>(FEATURE_ALPHADITHER) && !that.isTransparentPass(that.pass)) {\r\n this.$l.frame = pb.float(ShaderHelper.getFramestamp(this));\r\n this.$l.phase = pb.add(\r\n this.$builtins.fragCoord.xy,\r\n pb.vec2(this.frame, pb.mul(this.frame, 0.754877666))\r\n );\r\n this.$l.noise = pb.fract(pb.mul(pb.sin(pb.dot(this.phase, pb.vec2(12.9898, 78.233))), 43758.5453));\r\n this.$l.coverage = pb.clamp(\r\n pb.div(pb.sub(this.alpha, this.cutoff), pb.max(pb.sub(1, this.cutoff), 1e-4)),\r\n 0,\r\n 1\r\n );\r\n this.$return(pb.lessThan(this.coverage, this.noise));\r\n } else {\r\n this.$return(pb.lessThan(this.alpha, this.cutoff));\r\n }\r\n });\r\n pb.func(funcName, color ? [pb.vec3('worldPos'), pb.vec4('color')] : [pb.vec3('worldPos')], function () {\r\n this.$l.outColor = color ? this.color : pb.vec4();\r\n if (that.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT) {\r\n let output = true;\r\n if (!that.isTransparentPass(that.pass) && !that.alphaToCoverage) {\r\n this.outColor.a = 1;\r\n } else if (that.isTransparentPass(that.pass)) {\r\n const opacity =\r\n that.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING\r\n ? this.$inputs.zOpacity\r\n : this.zOpacity;\r\n this.outColor.a = pb.mul(this.outColor.a, opacity);\r\n }\r\n if (that.isTransparentPass(that.pass)) {\r\n if (this.zAlphaCutoff) {\r\n this.$if(pb.getGlobalScope()[alphaClipFuncName](this.outColor.a, this.zAlphaCutoff), function () {\r\n pb.discard();\r\n });\r\n }\r\n if (that.drawContext.oit && that.drawContext.lightBlending) {\r\n // For OIT with multi-light decomposition, keep additive light passes\r\n // color-only to avoid duplicating per-fragment transmittance.\r\n this.outColor = pb.vec4(this.outColor.rgb, 0);\r\n } else if (!that.drawContext.oit || that.drawContext.oit.wantsPremultipliedAlpha()) {\r\n this.outColor = pb.vec4(\r\n pb.mul(this.outColor.rgb, this.outColor.a),\r\n that.featureUsed<BlendMode>(FEATURE_ALPHABLEND) === 'additive' ? 0 : this.outColor.a\r\n );\r\n }\r\n output = !that.drawContext.oit || !that.drawContext.oit.outputFragmentColor(this, this.outColor);\r\n }\r\n if (output) {\r\n ShaderHelper.applyFog(this, this.worldPos, this.outColor, that.drawContext);\r\n this.$outputs.zFragmentOutput = ShaderHelper.encodeColorOutput(this, this.outColor);\r\n }\r\n } else if (that.drawContext.renderPass!.type === RENDER_PASS_TYPE_DEPTH) {\r\n if (color) {\r\n if (this.zAlphaCutoff) {\r\n this.$if(pb.getGlobalScope()[alphaClipFuncName](this.outColor.a, this.zAlphaCutoff), function () {\r\n pb.discard();\r\n });\r\n }\r\n }\r\n const depthPass = that.drawContext.renderPass! as DepthPass;\r\n this.$l.depth = ShaderHelper.nonLinearDepthToLinearNormalized(this, this.$builtins.fragCoord.z);\r\n if (depthPass.encodeDepth) {\r\n this.$outputs.zFragmentOutput = encodeNormalizedFloatToRGBA(this, this.depth);\r\n } else if (depthPass.renderBackface) {\r\n this.$outputs.zFragmentOutput = pb.vec4(0, this.depth, 0, 1);\r\n } else {\r\n this.$outputs.zFragmentOutput = pb.vec4(this.depth, 0, 0, 1);\r\n }\r\n if (that.drawContext.motionVectors) {\r\n if (that.featureUsed(FEATURE_DISABLE_TAA)) {\r\n this.$outputs.zMotionVector = pb.vec4(6e4, 6e4, 1, 1);\r\n } else {\r\n if (this.$inputs.zMotionVectorPosCurrent && this.$inputs.zMotionVectorPosPrev) {\r\n this.$outputs.zMotionVector = pb.vec4(\r\n pb.mul(\r\n pb.sub(\r\n pb.div(this.$inputs.zMotionVectorPosCurrent.xy, this.$inputs.zMotionVectorPosCurrent.w),\r\n pb.div(this.$inputs.zMotionVectorPosPrev.xy, this.$inputs.zMotionVectorPosPrev.w)\r\n ),\r\n 0.5\r\n ),\r\n this.zTAAStrength,\r\n 1\r\n );\r\n } else {\r\n this.$outputs.zMotionVector = pb.vec4(0, 0, 1, 1);\r\n }\r\n }\r\n }\r\n } else if (that.drawContext.renderPass!.type === RENDER_PASS_TYPE_OBJECT_COLOR) {\r\n if (color) {\r\n this.$if(pb.getGlobalScope()[alphaClipFuncName](this.outColor.a, this.zAlphaCutoff), function () {\r\n pb.discard();\r\n });\r\n }\r\n this.$outputs.zFragmentOutput = scope.$inputs.zObjectColor;\r\n if (that.drawContext.device.type === 'webgl') {\r\n this.$l.linearDepth = ShaderHelper.nonLinearDepthToLinearNormalized(\r\n this,\r\n this.$builtins.fragCoord.z\r\n );\r\n this.$outputs.zDistance = encodeNormalizedFloatToRGBA(this, this.linearDepth);\r\n } else {\r\n this.$outputs.zDistance = pb.vec4(\r\n this.worldPos,\r\n pb.distance(ShaderHelper.getCameraPosition(this), this.worldPos)\r\n );\r\n }\r\n } /*if (that.drawContext.renderPass.type === RENDER_PASS_TYPE_SHADOWMAP)*/ else {\r\n if (color) {\r\n this.$if(pb.getGlobalScope()[alphaClipFuncName](this.outColor.a, this.zAlphaCutoff), function () {\r\n pb.discard();\r\n });\r\n }\r\n const shadowMapParams = that.drawContext.shadowMapInfo!.get(\r\n (that.drawContext.renderPass as ShadowMapPass).light!\r\n )!;\r\n this.$outputs.zFragmentOutput = shadowMapParams.impl!.computeShadowMapDepth(\r\n shadowMapParams,\r\n this,\r\n this.worldPos\r\n );\r\n }\r\n });\r\n if (color) {\r\n pb.getGlobalScope()[funcName](worldPos, color);\r\n } else {\r\n pb.getGlobalScope()[funcName](worldPos);\r\n }\r\n if (that.drawContext.materialFlags & MaterialVaryingFlags.SSR_STORE_ROUGHNESS) {\r\n // Transparent/blended passes (and materials that depend on scene color like transmission)\r\n // do not have a stable depth match for SSR, so force-disable SSR contribution on those pixels.\r\n const disableSSR =\r\n that.isTransparentPass(that.pass) && that.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT;\r\n const disableSceneColorSSR =\r\n that.needSceneColor() && that.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT;\r\n if (disableSSR || disableSceneColorSSR) {\r\n scope.$outputs.zSSRRoughness = pb.vec4(0, 0, 0, 1);\r\n scope.$outputs.zSSRNormal = pb.vec4(0);\r\n } else {\r\n scope.$outputs.zSSRRoughness = ssrRoughness ?? pb.vec4(1, 0, 0, 1);\r\n scope.$outputs.zSSRNormal = ssrNormal\r\n ? ssrNormal\r\n : scope.$inputs.wNorm\r\n ? pb.vec4(pb.add(pb.mul(pb.normalize(scope.$inputs.wNorm), 0.5), pb.vec3(0.5)), 1)\r\n : pb.vec4(0.5, 0.5, 1, 1);\r\n }\r\n }\r\n }\r\n}\r\nFEATURE_ALPHATEST = MeshMaterial.defineFeature();\r\nFEATURE_ALPHABLEND = MeshMaterial.defineFeature();\r\nFEATURE_CULLMODE = MeshMaterial.defineFeature();\r\nFEATURE_ALPHATOCOVERAGE = MeshMaterial.defineFeature();\r\nFEATURE_ALPHADITHER = MeshMaterial.defineFeature();\r\nFEATURE_DISABLE_TAA = 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+ {"version":3,"file":"meshmaterial.js","sources":["../../src/material/meshmaterial.ts"],"sourcesContent":["import type {\r\n BindGroup,\r\n FaceMode,\r\n PBFunctionScope,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n RenderStateSet\r\n} from '@zephyr3d/device';\r\nimport { ProgramBuilder } from '@zephyr3d/device';\r\nimport {\r\n MaterialVaryingFlags,\r\n QUEUE_OPAQUE,\r\n QUEUE_TRANSPARENT,\r\n RENDER_PASS_TYPE_DEPTH,\r\n RENDER_PASS_TYPE_LIGHT,\r\n RENDER_PASS_TYPE_OBJECT_COLOR,\r\n RENDER_PASS_TYPE_SHADOWMAP\r\n} from '../values';\r\nimport { Material } from './material';\r\nimport type { DepthPass } from '../render';\r\nimport { type DrawContext, type ShadowMapPass } from '../render';\r\nimport { encodeNormalizedFloatToRGBA } from '../shaders/misc';\r\nimport { ShaderHelper } from './shader/helper';\r\nimport type { Clonable, Immutable, Nullable } from '@zephyr3d/base';\r\nimport { Vector2, Vector3, Vector4, applyMixins, DRef } from '@zephyr3d/base';\r\nimport { RenderBundleWrapper } from '../render/renderbundle_wrapper';\r\nimport { getDevice } from '../app/api';\r\n\r\n/**\r\n * Blending mode for mesh materials.\r\n *\r\n * - `none`: No blending (opaque).\r\n * - `blend`: Standard alpha blending (srcAlpha, 1 - srcAlpha).\r\n * - `additive`: Additive blending (1, 1), commonly for glow/FX.\r\n *\r\n * May be combined with alpha-to-coverage and alpha test.\r\n * @public\r\n */\r\nexport type BlendMode = 'none' | 'blend' | 'additive';\r\n\r\n/**\r\n * Extracts the return type of a mixin function.\r\n * @public\r\n */\r\nexport type ExtractMixinReturnType<M> = M extends (target: infer A) => infer R ? R : never;\r\n\r\n/**\r\n * Produces the intersection type of multiple mixins’ return types.\r\n * @public\r\n */\r\nexport type ExtractMixinType<M> = M extends [infer First]\r\n ? ExtractMixinReturnType<First>\r\n : M extends [infer First, ...infer Rest]\r\n ? ExtractMixinReturnType<First> & ExtractMixinType<[...Rest]>\r\n : never;\r\n\r\n/**\r\n * Apply material mixins to a target material class.\r\n *\r\n * Useful for composing optional capabilities (e.g., base color, normal map, PBR terms).\r\n *\r\n * @param target - The material class (constructor or prototype).\r\n * @param mixins - One or more mixin functions.\r\n * @returns The target class augmented with the mixins (intersection type).\r\n *\r\n * @example\r\n * class MyMaterial extends MeshMaterial \\{\\}\r\n * const Mixed = applyMaterialMixins(MyMaterial, WithBaseColor, WithNormalMap);\r\n * const m = new Mixed();\r\n * @public\r\n */\r\nexport function applyMaterialMixins<M extends ((target: any) => any)[], T>(target: T, ...mixins: M) {\r\n return applyMixins(target, ...mixins);\r\n}\r\n\r\nlet FEATURE_ALPHATEST = 0;\r\nlet FEATURE_ALPHABLEND = 0;\r\nlet FEATURE_CULLMODE = 0;\r\nlet FEATURE_ALPHATOCOVERAGE = 0;\r\nlet FEATURE_ALPHADITHER = 0;\r\nlet FEATURE_DISABLE_TAA = 0;\r\n\r\n/**\r\n * Instance uniform data type\r\n * @public\r\n */\r\nexport type InstanceUniformType = 'float' | 'vec2' | 'vec3' | 'vec4' | 'rgb' | 'rgba';\r\n\r\n/**\r\n * Base class for mesh materials.\r\n *\r\n * Key responsibilities:\r\n * - Defines feature-based shader variants (alpha test, blending, alpha-to-coverage, TAA toggle, etc.).\r\n * - Provides a material instancing mechanism (per-instance uniforms via a shared core material).\r\n * - Implements the base shader scaffolding for multiple render passes (LIGHT, DEPTH, OBJECT_COLOR, SHADOWMAP).\r\n * - Updates render states depending on pass and features (blending, depth, culling).\r\n * - Submits material uniforms and cooperates with OIT/TAA/SSR/motion vectors.\r\n *\r\n * Variant system:\r\n * - Features are stored in `_featureStates` and hashed into `_createHash()`.\r\n * - Changing features calls `useFeature(...)` which triggers `optionChanged(true)` to rebuild programs.\r\n *\r\n * Instancing:\r\n * - `defineInstanceUniform` registers per-instance fields with packed layout.\r\n * - `createInstance()` returns a lightweight instance that shares the core’s GPU programs and updates\r\n * instance uniform buffer only. This improves batching/instancing support.\r\n *\r\n * Shader hooks:\r\n * - `vertexShader(scope)` and `fragmentShader(scope)` provide per-pass hook points to implement the\r\n * material’s vertex/fragment logic. The base class wires up common I/O (skin, morph, instancing).\r\n * - `outputFragmentColor(...)` centralizes final color output across passes, handling OIT and alpha ops.\r\n *\r\n * Render states and queues:\r\n * - `updateRenderStates(...)` sets depth/blend/cull states based on blending, alpha-to-coverage,\r\n * depth equality optimizations, pass type, and optional OIT overrides.\r\n * - `getQueueType()` chooses between opaque and transparent queues.\r\n *\r\n * Extending:\r\n * - Override `vertexShader`, `fragmentShader`, and optionally `outputFragmentColor`.\r\n * - Override `supportLighting`, `isTransparentPass`, `needFragmentColor`, etc., as needed.\r\n * - Use `uniformChanged()` when changing uniform-only values that do not alter shader variants.\r\n * - Use `useFeature()` when toggling options that affect shader variants.\r\n *\r\n * @public\r\n */\r\nexport class MeshMaterial extends Material implements Clonable<MeshMaterial> {\r\n private static readonly SHADER_VERSION = 3;\r\n /**\r\n * Registered instance uniforms for this material class.\r\n *\r\n * Each entry defines property name, type, and packed offset (float-aligned).\r\n * @internal\r\n */\r\n static INSTANCE_UNIFORMS: { prop: string; type: InstanceUniformType; offset: number; name: string }[] = [];\r\n /**\r\n * Next free feature index for subclasses to define their own feature toggles.\r\n * @internal\r\n */\r\n static NEXT_FEATURE_INDEX = 3;\r\n /**\r\n * Built-in per-instance uniform: object color (rgba), used for GPU picking/object-ID pass.\r\n * @internal\r\n */\r\n static OBJECT_COLOR_UNIFORM = this.defineInstanceUniform('objectColor', 'rgba');\r\n /**\r\n * Built-in per-instance uniform: opacity (float), used in transparent passes.\r\n * @internal\r\n */\r\n static OPACITY_UNIFORM = this.defineInstanceUniform('opacity', 'float', 'Opacity');\r\n /** @internal Feature state array (indexed by feature indices). */\r\n private _featureStates: unknown[];\r\n /** @internal Alpha test cutoff in [0, 1]. */\r\n private _alphaCutoff: number;\r\n /** @internal Whether alpha-test uses temporal dither coverage. */\r\n private _alphaDither: boolean;\r\n /** @internal Blending mode. */\r\n private _blendMode: BlendMode;\r\n /** @internal Whether transparent materials cast shadow through a masked shadow-only path. */\r\n private _transparentShadowCaster: boolean;\r\n /** @internal Alpha cutoff used by the shadow-only masked caster path. */\r\n private _shadowAlphaCutoff: number;\r\n /** @internal Face culling mode. */\r\n private _cullMode: FaceMode;\r\n /** @internal Opacity in [0, 1]. */\r\n private _opacity: number;\r\n /**\r\n * @internal TAA strength in [0, 1], where higher value typically means stronger accumulation\r\n * (here used inversely when mapping to motion vector output).\r\n */\r\n private _taaStrength: number;\r\n /** @internal Per-object color for object picking pass. */\r\n private _objectColor: Immutable<Vector4>;\r\n /** @internal Last draw context used for shader creation. */\r\n private _ctx: Nullable<DrawContext>;\r\n /** @internal Current material pass index during program building. */\r\n private _materialPass: number;\r\n /**\r\n * Create a MeshMaterial with default opaque settings.\r\n *\r\n * Defaults:\r\n * - `blendMode = 'none'`\r\n * - `cullMode = 'back'`\r\n * - `opacity = 1`\r\n * - `alphaCutoff = 0`\r\n * - `taaStrength = 1 - 1/16`\r\n */\r\n constructor() {\r\n super();\r\n this._featureStates = [];\r\n this._alphaCutoff = 0;\r\n this._alphaDither = false;\r\n this._blendMode = 'none';\r\n this._transparentShadowCaster = false;\r\n this._shadowAlphaCutoff = 0.5;\r\n this._cullMode = 'back';\r\n this._opacity = 1;\r\n this._taaStrength = 1 - 1 / 16;\r\n this._objectColor = Vector4.one();\r\n this._ctx = null;\r\n this._materialPass = -1;\r\n this.useFeature(FEATURE_ALPHABLEND, this._blendMode);\r\n this.useFeature(FEATURE_ALPHADITHER, this._alphaDither);\r\n this.useFeature(FEATURE_CULLMODE, this._cullMode);\r\n }\r\n /**\r\n * Create a shallow clone of this material.\r\n * Subclasses should override to copy custom fields.\r\n */\r\n clone() {\r\n const other = new MeshMaterial();\r\n other.copyFrom(this);\r\n return other;\r\n }\r\n /**\r\n * Copy common MeshMaterial properties from another material.\r\n * Call `super.copyFrom(other)` first when overriding in subclasses.\r\n *\r\n * @param other - Source material.\r\n */\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n this.alphaCutoff = other.alphaCutoff;\r\n this.alphaDither = other.alphaDither;\r\n this.blendMode = other.blendMode;\r\n this.transparentShadowCaster = other.transparentShadowCaster;\r\n this.shadowAlphaCutoff = other.shadowAlphaCutoff;\r\n this.cullMode = other.cullMode;\r\n this.opacity = other.opacity;\r\n this.objectColor = other.objectColor;\r\n }\r\n /**\r\n * Capture the active draw context for both cached and freshly-built program paths.\r\n *\r\n * The shader-building hooks access `this.drawContext`, but uniform application may also\r\n * consult it on subsequent frames when the GPU program is reused from cache. Updating it\r\n * here keeps material mixins in sync even when `createProgram()` is skipped.\r\n *\r\n * @param ctx - Current draw context.\r\n * @returns Whether material preparation succeeded.\r\n */\r\n apply(ctx: DrawContext) {\r\n this._ctx = ctx;\r\n this._materialPass = -1;\r\n return super.apply(ctx);\r\n }\r\n /**\r\n * Mark uniform-only changes so uniforms are re-uploaded on next apply, without\r\n * rebuilding shader programs.\r\n */\r\n uniformChanged() {\r\n this.optionChanged(false);\r\n }\r\n /**\r\n * Define a new feature bit/index for shader variants.\r\n * Subclasses may use this to add their own switches.\r\n */\r\n static defineFeature() {\r\n const val = this.NEXT_FEATURE_INDEX;\r\n this.NEXT_FEATURE_INDEX++;\r\n return val;\r\n }\r\n /** @internal Helper: get number of scalar components for a given instance uniform type. */\r\n private static getNumComponents(type: InstanceUniformType) {\r\n if (type === 'float') {\r\n return 1;\r\n }\r\n if (type === 'vec2') {\r\n return 2;\r\n }\r\n if (type === 'rgb' || type === 'vec3') {\r\n return 3;\r\n }\r\n if (type === 'rgba' || type === 'vec4') {\r\n return 4;\r\n }\r\n return 0;\r\n }\r\n /**\r\n * Define a per-instance uniform for this class.\r\n *\r\n * Returns a compact index encoding the vector index and component offset, which can be\r\n * used in shader code via `getInstancedUniform(...)`.\r\n *\r\n * @param prop - Property name exposed on instances.\r\n * @param type - Uniform data type.\r\n * @returns Encoded index for use in `getInstancedUniform`.\r\n *\r\n * @throws If the property is already defined or type is invalid.\r\n */\r\n static defineInstanceUniform(prop: string, type: InstanceUniformType, name = '') {\r\n if (this.INSTANCE_UNIFORMS.findIndex((val) => val.prop === prop) >= 0) {\r\n throw new Error(`${this.name}.defineInstanceUniform(): ${prop} was already defined`);\r\n }\r\n const numComponents = this.getNumComponents(type);\r\n if (numComponents === 0) {\r\n throw new Error(`${this.name}.defineInstanceUniform(): invalid uniform type ${type}`);\r\n }\r\n let index = this.INSTANCE_UNIFORMS.length;\r\n let offset = 0;\r\n if (this.INSTANCE_UNIFORMS.length > 0) {\r\n const lastUniform = this.INSTANCE_UNIFORMS[this.INSTANCE_UNIFORMS.length - 1];\r\n const finalOffset = (lastUniform.offset + 4) & ~3;\r\n offset = finalOffset;\r\n for (let i = 0; i < this.INSTANCE_UNIFORMS.length; i++) {\r\n const offset1 = this.INSTANCE_UNIFORMS[i].offset;\r\n const numComps1 = this.getNumComponents(this.INSTANCE_UNIFORMS[i].type);\r\n const offset2 =\r\n i === this.INSTANCE_UNIFORMS.length - 1 ? finalOffset : this.INSTANCE_UNIFORMS[i + 1].offset;\r\n if (offset1 + numComps1 + numComponents <= offset2) {\r\n index = i + 1;\r\n offset = offset1 + numComps1;\r\n if (offset + numComponents === offset2) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n this.INSTANCE_UNIFORMS = this.INSTANCE_UNIFORMS.slice();\r\n this.INSTANCE_UNIFORMS.splice(index, 0, { prop, offset, type, name });\r\n return (offset << 2) | (numComponents - 1);\r\n }\r\n /**\r\n * Read an encoded per-instance uniform in shader code.\r\n *\r\n * Encoded index packs: vector index, component offset, and component count.\r\n *\r\n * @param scope - Inside-function shader scope.\r\n * @param uniformIndex - Encoded index from `defineInstanceUniform`.\r\n * @returns The shader expression reading the selected components.\r\n */\r\n getInstancedUniform(scope: PBInsideFunctionScope, uniformIndex: number) {\r\n const pb = scope.$builder;\r\n const instanceID = scope.$builtins.instanceIndex;\r\n const uniformName = ShaderHelper.getInstanceDataUniformName();\r\n const strideName = ShaderHelper.getInstanceDataStrideUniformName();\r\n const offsetName = ShaderHelper.getInstanceDataOffsetUniformName();\r\n const numComponents = (uniformIndex & 3) + 1;\r\n const vecIndex = uniformIndex >> 4;\r\n const vecOffset = (uniformIndex >> 2) & 3;\r\n const u = scope[uniformName].at(\r\n pb.add(\r\n pb.mul(scope[strideName], instanceID),\r\n ShaderHelper.MATERIAL_INSTANCE_DATA_OFFSET + vecIndex,\r\n scope[offsetName]\r\n )\r\n );\r\n const m = ['x', 'y', 'z', 'w'].slice(vecOffset, vecOffset + numComponents).join('');\r\n return u[m] as PBShaderExp;\r\n }\r\n /**\r\n * Get the list of per-instance uniforms for this material class.\r\n */\r\n getInstancedUniforms() {\r\n return (this.constructor as typeof MeshMaterial).INSTANCE_UNIFORMS;\r\n }\r\n /**\r\n * Create a material instance (preferred for GPU instancing).\r\n *\r\n * - On WebGL1 (or when instancing unsupported), falls back to cloning.\r\n * - Otherwise, returns a proxy instance that shares GPU programs and\r\n * stores per-instance uniforms in a compact Float32Array.\r\n *\r\n * The returned instance:\r\n * - Exposes properties defined by `defineInstanceUniform` with getter/setter\r\n * that read/write the packed buffer and notify `RenderBundleWrapper`.\r\n * - Delegates methods to the core material via prototype chain.\r\n */\r\n createInstance(): this {\r\n if (this.$isInstance) {\r\n return this.coreMaterial.createInstance() as this;\r\n }\r\n const isWebGL1 = getDevice().type === 'webgl';\r\n if (isWebGL1 || !this.supportInstancing()) {\r\n return this.clone() as this;\r\n }\r\n const instanceUniforms = this.getInstancedUniforms();\r\n const uniformsHolder =\r\n instanceUniforms.length > 0\r\n ? new Float32Array((instanceUniforms[instanceUniforms.length - 1].offset + 4) & ~3)\r\n : null;\r\n const instance = {} as any;\r\n const that = this;\r\n const coreMaterial = new DRef(that);\r\n let disposed = false;\r\n instance.isBatchable = () => true; //!isWebGL1 && that.supportInstancing();\r\n instance.dispose = () => {\r\n if (!disposed) {\r\n disposed = true;\r\n coreMaterial.dispose();\r\n }\r\n };\r\n instance.$instanceUniforms = uniformsHolder;\r\n instance.$isInstance = true;\r\n Object.defineProperty(instance, 'coreMaterial', {\r\n get: function () {\r\n return coreMaterial.get();\r\n }\r\n });\r\n\r\n // Copy original uniform values\r\n for (let i = 0; i < instanceUniforms.length; i++) {\r\n const { prop, offset, type } = instanceUniforms[i];\r\n const value = that[prop as keyof typeof that];\r\n switch (type) {\r\n case 'float': {\r\n uniformsHolder![offset] = Number(value);\r\n Object.defineProperty(instance, prop, {\r\n get() {\r\n return uniformsHolder![offset];\r\n },\r\n set(value) {\r\n uniformsHolder![offset] = value;\r\n RenderBundleWrapper.materialUniformsChanged(instance);\r\n }\r\n });\r\n break;\r\n }\r\n case 'vec2': {\r\n if (!(value instanceof Vector2)) {\r\n throw new Error(`Instance uniform property ${prop} must be of type Vector2`);\r\n }\r\n uniformsHolder![offset] = value.x;\r\n uniformsHolder![offset + 1] = value.y;\r\n Object.defineProperty(instance, prop, {\r\n get() {\r\n return new Vector2(uniformsHolder![offset], uniformsHolder![offset + 1]);\r\n },\r\n set(value) {\r\n if (!(value instanceof Vector2)) {\r\n throw new Error(`Instance uniform property ${prop} must be of type Vector2`);\r\n }\r\n uniformsHolder![offset] = value.x;\r\n uniformsHolder![offset + 1] = value.y;\r\n RenderBundleWrapper.materialUniformsChanged(instance);\r\n }\r\n });\r\n break;\r\n }\r\n case 'vec3':\r\n case 'rgb': {\r\n if (!(value instanceof Vector3)) {\r\n throw new Error(`Instance uniform property ${prop} must be of type Vector3`);\r\n }\r\n uniformsHolder![offset] = value.x;\r\n uniformsHolder![offset + 1] = value.y;\r\n uniformsHolder![offset + 2] = value.z;\r\n Object.defineProperty(instance, prop, {\r\n get() {\r\n return new Vector3(\r\n uniformsHolder![offset],\r\n uniformsHolder![offset + 1],\r\n uniformsHolder![offset + 2]\r\n );\r\n },\r\n set(value) {\r\n if (!(value instanceof Vector3)) {\r\n throw new Error(`Instance uniform property ${prop} must be of type Vector3`);\r\n }\r\n uniformsHolder![offset] = value.x;\r\n uniformsHolder![offset + 1] = value.y;\r\n uniformsHolder![offset + 2] = value.z;\r\n RenderBundleWrapper.materialUniformsChanged(instance);\r\n }\r\n });\r\n break;\r\n }\r\n case 'vec4':\r\n case 'rgba': {\r\n if (!(value instanceof Vector4)) {\r\n throw new Error(`Instance uniform property ${prop} must be of type Vector4`);\r\n }\r\n uniformsHolder![offset] = value.x;\r\n uniformsHolder![offset + 1] = value.y;\r\n uniformsHolder![offset + 2] = value.z;\r\n uniformsHolder![offset + 3] = value.w;\r\n Object.defineProperty(instance, prop, {\r\n get() {\r\n return new Vector4(\r\n uniformsHolder![offset],\r\n uniformsHolder![offset + 1],\r\n uniformsHolder![offset + 2],\r\n uniformsHolder![offset + 3]\r\n );\r\n },\r\n set(value) {\r\n if (!(value instanceof Vector4)) {\r\n throw new Error(`Instance uniform property ${prop} must be of type Vector4`);\r\n }\r\n uniformsHolder![offset] = value.x;\r\n uniformsHolder![offset + 1] = value.y;\r\n uniformsHolder![offset + 2] = value.z;\r\n uniformsHolder![offset + 3] = value.w;\r\n RenderBundleWrapper.materialUniformsChanged(instance);\r\n }\r\n });\r\n break;\r\n }\r\n }\r\n }\r\n Object.setPrototypeOf(instance, that);\r\n return instance as this;\r\n }\r\n /**\r\n * Draw context captured during program creation, available inside shader hooks.\r\n *\r\n * @returns The last `DrawContext` used to build or apply this material.\r\n */\r\n get drawContext() {\r\n return this._ctx!;\r\n }\r\n /**\r\n * Current material pass index during program building.\r\n * Typically used inside shader hooks to select per-pass logic.\r\n *\r\n * @returns The active pass index while building the program, or -1 when idle.\r\n */\r\n get pass() {\r\n return this._materialPass;\r\n }\r\n /**\r\n * Alpha test cutoff in [0, 1].\r\n * - 0 disables alpha testing.\r\n * - \\> 0 discards fragments with alpha \\< cutoff.\r\n * Changing this marks uniforms dirty (no shader rebuild).\r\n */\r\n get alphaCutoff() {\r\n return this._alphaCutoff;\r\n }\r\n set alphaCutoff(val) {\r\n if (this._alphaCutoff !== val) {\r\n this.useFeature(FEATURE_ALPHATEST, val > 0);\r\n this._alphaCutoff = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n /**\r\n * Whether alpha clipping uses frame-varying dither coverage.\r\n * - Effective only when alpha cutoff is enabled.\r\n * - Intended for masked materials (blendMode='none') to emulate soft transparency with TAA.\r\n */\r\n get alphaDither() {\r\n return this._alphaDither;\r\n }\r\n set alphaDither(val) {\r\n if (this._alphaDither !== !!val) {\r\n this._alphaDither = !!val;\r\n this.useFeature(FEATURE_ALPHADITHER, this._alphaDither);\r\n }\r\n }\r\n /**\r\n * Whether TAA is disabled for this material.\r\n * - When true, motion vectors encode a large sentinel to skip TAA accumulation.\r\n * - Managed via an internal feature toggle.\r\n */\r\n get TAADisabled() {\r\n return !!this.featureUsed(FEATURE_DISABLE_TAA);\r\n }\r\n set TAADisabled(val) {\r\n this.useFeature(FEATURE_DISABLE_TAA, !!val);\r\n }\r\n /**\r\n * TAA strength in [0, 1].\r\n * - Higher values generally imply stronger accumulation.\r\n * - The value is mapped when writing motion-vector outputs during depth pass.\r\n */\r\n get TAAStrength() {\r\n return this._taaStrength;\r\n }\r\n set TAAStrength(val) {\r\n val = val > 1 ? 1 : val < 0 ? 0 : val;\r\n if (this._taaStrength !== val) {\r\n this._taaStrength = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n /**\r\n * Alpha-to-coverage toggle.\r\n * - Useful to approximate transparency for MSAA targets.\r\n * - Managed as a shader feature; toggling rebuilds variants.\r\n */\r\n get alphaToCoverage() {\r\n return !!this.featureUsed(FEATURE_ALPHATOCOVERAGE);\r\n }\r\n set alphaToCoverage(val) {\r\n this.useFeature(FEATURE_ALPHATOCOVERAGE, !!val);\r\n }\r\n /**\r\n * Blending mode of this material.\r\n * - 'none' for opaque, 'blend' for standard alpha, 'additive' for emissive FX.\r\n * - Changing the mode toggles an internal feature and rebuilds variants.\r\n */\r\n get blendMode() {\r\n return this._blendMode;\r\n }\r\n set blendMode(val) {\r\n if (this._blendMode !== val) {\r\n this._blendMode = val;\r\n this.useFeature(FEATURE_ALPHABLEND, this._blendMode);\r\n }\r\n }\r\n /**\r\n * Whether transparent visible materials cast shadow through a masked shadow-only path.\r\n * - Visible rendering stays blended.\r\n * - Shadow-map rendering is treated like a cutout material using `shadowAlphaCutoff`.\r\n */\r\n get transparentShadowCaster() {\r\n return this._transparentShadowCaster;\r\n }\r\n set transparentShadowCaster(val) {\r\n if (this._transparentShadowCaster !== !!val) {\r\n this._transparentShadowCaster = !!val;\r\n this.optionChanged(true);\r\n }\r\n }\r\n /**\r\n * Alpha cutoff used by the shadow-only masked caster path.\r\n */\r\n get shadowAlphaCutoff() {\r\n return this._shadowAlphaCutoff;\r\n }\r\n set shadowAlphaCutoff(val) {\r\n val = val > 1 ? 1 : val < 0 ? 0 : val;\r\n if (this._shadowAlphaCutoff !== val) {\r\n this._shadowAlphaCutoff = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n /**\r\n * Face culling mode: 'none' | 'front' | 'back'.\r\n * - Does not force shader rebuild; affects rasterizer state.\r\n */\r\n get cullMode() {\r\n return this._cullMode;\r\n }\r\n set cullMode(val) {\r\n if (this._cullMode !== val) {\r\n this._cullMode = val;\r\n this.useFeature(FEATURE_CULLMODE, this._cullMode);\r\n }\r\n }\r\n /**\r\n * Material opacity in [0, 1].\r\n * - Used in transparent passes. Changing marks uniforms dirty only.\r\n */\r\n get opacity() {\r\n return this._opacity;\r\n }\r\n set opacity(val) {\r\n val = val < 0 ? 0 : val > 1 ? 1 : val;\r\n if (this._opacity !== val) {\r\n this._opacity = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n /**\r\n * Per-object color used for GPU picking/object-ID pass.\r\n * - Changing marks uniforms dirty only.\r\n */\r\n get objectColor(): Immutable<Vector4> {\r\n return this._objectColor;\r\n }\r\n set objectColor(val: Immutable<Vector4>) {\r\n if (val !== this._objectColor) {\r\n this._objectColor = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n /**\r\n * Whether this material responds to scene lighting.\r\n * Override to return false for unlit materials.\r\n *\r\n * @returns True if lighting affects this material; otherwise false.\r\n */\r\n supportLighting(): boolean {\r\n return false;\r\n }\r\n /**\r\n * Returns the effective blend mode for the current pass.\r\n * Transparent-shadow-caster materials stay blended in visible passes, but become masked in shadow passes.\r\n */\r\n protected getEffectiveBlendMode(pass: number, ctx?: DrawContext): BlendMode {\r\n if (\r\n ctx &&\r\n this.useTransparentShadowCasterForPass(ctx.renderPass?.type) &&\r\n this.featureUsed<BlendMode>(FEATURE_ALPHABLEND) !== 'none'\r\n ) {\r\n return 'none';\r\n }\r\n return this.featureUsed<BlendMode>(FEATURE_ALPHABLEND);\r\n }\r\n /**\r\n * Returns the alpha cutoff that should be used for the current pass.\r\n */\r\n protected getActiveAlphaCutoff(ctx?: DrawContext, pass = this.pass) {\r\n return ctx && this.useTransparentShadowCaster(ctx, pass) ? this._shadowAlphaCutoff : this._alphaCutoff;\r\n }\r\n /**\r\n * Whether the current pass should use the shadow-only masked caster path.\r\n */\r\n useTransparentShadowCaster(ctx?: DrawContext, _pass = this.pass) {\r\n return !!ctx && this.useTransparentShadowCasterForPass(ctx.renderPass?.type);\r\n }\r\n /**\r\n * Whether the specified render pass type should reinterpret this transparent material as a masked shadow caster.\r\n */\r\n useTransparentShadowCasterForPass(renderPassType?: number) {\r\n return (\r\n !!this._transparentShadowCaster &&\r\n renderPassType === RENDER_PASS_TYPE_SHADOWMAP &&\r\n this.featureUsed<BlendMode>(FEATURE_ALPHABLEND) !== 'none'\r\n );\r\n }\r\n /**\r\n * Whether this pass needs an alpha-cutoff uniform bound.\r\n */\r\n protected usesAlphaCutoff(ctx?: DrawContext, pass = this.pass) {\r\n return this._alphaCutoff > 0 || (!!ctx && this.useTransparentShadowCaster(ctx, pass));\r\n }\r\n /**\r\n * Whether this pass needs fragment color inputs.\r\n * This stays aligned with the historical meaning of `needFragmentColor`,\r\n * but also allows shadow-only transparent casters to fetch alpha sources.\r\n */\r\n needFragmentColorInput(ctx?: DrawContext) {\r\n const drawContext = ctx ?? this.drawContext;\r\n return this.needFragmentColor(drawContext) || this.useTransparentShadowCaster(drawContext, this.pass);\r\n }\r\n /**\r\n * Update render states per pass and draw context.\r\n * Sets blending, alpha-to-coverage, depth test/write, cull mode, color mask, and cooperates with OIT.\r\n *\r\n * @param pass - Current material pass index.\r\n * @param stateSet - Render state set to update.\r\n * @param ctx - Current draw context.\r\n * @returns void\r\n */\r\n protected updateRenderStates(pass: number, stateSet: RenderStateSet, ctx: DrawContext) {\r\n const isObjectColorPass = ctx.renderPass!.type === RENDER_PASS_TYPE_OBJECT_COLOR;\r\n const blendMode = this.getEffectiveBlendMode(pass, ctx);\r\n const blending = !isObjectColorPass && (blendMode !== 'none' || ctx.lightBlending);\r\n const a2c =\r\n !isObjectColorPass &&\r\n this.featureUsed<boolean>(FEATURE_ALPHATOCOVERAGE) &&\r\n !this.useTransparentShadowCaster(ctx, pass);\r\n const ztestEq =\r\n ctx.renderPass!.type === RENDER_PASS_TYPE_LIGHT &&\r\n ctx.queue === QUEUE_OPAQUE &&\r\n !!ctx.depthPrepassAttachment &&\r\n !ctx.sceneColorTexture;\r\n if (blending || a2c) {\r\n const blendingState = stateSet.useBlendingState();\r\n if (blending) {\r\n blendingState.enable(true);\r\n blendingState.setBlendFuncAlpha('zero', 'one');\r\n blendingState.setBlendEquation('add', 'add');\r\n if (blendMode === 'additive' || ctx.lightBlending) {\r\n blendingState.setBlendFuncRGB('one', 'one');\r\n } else {\r\n blendingState.setBlendFuncRGB('one', 'inv-src-alpha');\r\n }\r\n } else {\r\n blendingState.enable(false);\r\n }\r\n blendingState.enableAlphaToCoverage(a2c);\r\n if (ztestEq) {\r\n stateSet.useDepthState().setCompareFunc('eq').enableTest(true).enableWrite(false);\r\n } else if (blendingState.enabled) {\r\n stateSet.useDepthState().enableTest(true).enableWrite(false);\r\n } else {\r\n stateSet.defaultDepthState();\r\n }\r\n } else {\r\n stateSet.defaultBlendingState();\r\n if (ztestEq) {\r\n stateSet.useDepthState().setCompareFunc('eq').enableTest(true).enableWrite(false);\r\n } else {\r\n stateSet.defaultDepthState();\r\n }\r\n }\r\n if (ctx.forceCullMode || this._cullMode !== 'back') {\r\n stateSet.useRasterizerState().cullMode = ctx.forceCullMode || this._cullMode;\r\n } else if (ctx.renderPass!.type === RENDER_PASS_TYPE_SHADOWMAP) {\r\n stateSet.useRasterizerState().cullMode = 'none';\r\n } else {\r\n stateSet.defaultRasterizerState();\r\n }\r\n if (ctx.forceColorState) {\r\n stateSet.useColorState(ctx.forceColorState);\r\n } else {\r\n stateSet.defaultColorState();\r\n }\r\n stateSet.defaultStencilState();\r\n if (ctx.oit) {\r\n ctx.oit.setRenderStates(stateSet);\r\n }\r\n }\r\n /**\r\n * Submit material uniforms/resources to the material bind group (set 2).\r\n * Handles alpha cutoff, opacity (non-instanced transparent), OIT, object color, and TAA strength.\r\n *\r\n * @param bindGroup - The material bind group to write into.\r\n * @param ctx - Current draw context.\r\n * @param pass - Current material pass index.\r\n * @returns void\r\n */\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n if (this.usesAlphaCutoff(ctx, pass)) {\r\n bindGroup.setValue('zAlphaCutoff', this.getActiveAlphaCutoff(ctx, pass));\r\n }\r\n if (\r\n this.isTransparentPass(pass, ctx) &&\r\n ctx.renderPass!.type === RENDER_PASS_TYPE_LIGHT &&\r\n !(ctx.materialFlags & MaterialVaryingFlags.INSTANCING)\r\n ) {\r\n bindGroup.setValue('zOpacity', this._opacity);\r\n }\r\n if (ctx.oit) {\r\n ctx.oit.applyUniforms(ctx, bindGroup);\r\n }\r\n if (ctx.renderPass!.type === RENDER_PASS_TYPE_DEPTH && ctx.motionVectors) {\r\n bindGroup.setValue('zTAAStrength', (1 - this._taaStrength) * 50000);\r\n }\r\n }\r\n /**\r\n * Determine the render queue for this material.\r\n * Transparent materials are queued as `QUEUE_TRANSPARENT`, otherwise `QUEUE_OPAQUE`.\r\n *\r\n * @returns The queue type constant.\r\n */\r\n getQueueType(): number {\r\n return this.isTransparentPass(0) ? QUEUE_TRANSPARENT : QUEUE_OPAQUE;\r\n }\r\n /**\r\n * Whether the given pass is transparent.\r\n * Default returns true when `blendMode !== 'none'`.\r\n *\r\n * @param pass - Material pass index.\r\n * @returns True if the pass is transparent; otherwise false.\r\n */\r\n isTransparentPass(pass: number, ctx?: DrawContext) {\r\n return this.getEffectiveBlendMode(pass, ctx) !== 'none';\r\n }\r\n /**\r\n * Create the GPU program for a given pass and draw context.\r\n * Enables depth-clamp emulation for shadow map passes when required by the light, then delegates to `_createProgram`.\r\n *\r\n * @param ctx - Current draw context.\r\n * @param pass - Material pass index.\r\n * @returns The created `GPUProgram`.\r\n * @internal\r\n */\r\n protected createProgram(ctx: DrawContext, pass: number) {\r\n const pb = new ProgramBuilder(ctx.device);\r\n if (ctx.renderPass!.type === RENDER_PASS_TYPE_SHADOWMAP) {\r\n const shadowMapParams = ctx.shadowMapInfo!.get((ctx.renderPass as ShadowMapPass).light!)!;\r\n pb.emulateDepthClamp = !!shadowMapParams.depthClampEnabled;\r\n }\r\n return this._createProgram(pb, ctx, pass);\r\n }\r\n /**\r\n * Query a feature flag’s current value.\r\n *\r\n * @typeParam T - Expected value type.\r\n * @param feature - The feature index.\r\n * @returns The current value for the feature, typed as `T`.\r\n */\r\n featureUsed<T = unknown>(feature: number): T {\r\n return this._featureStates[feature] as T;\r\n }\r\n /**\r\n * Enable or disable a feature and trigger variant rebuild when changed.\r\n * Calls `optionChanged(true)` internally on change.\r\n *\r\n * @param feature - The feature index to set.\r\n * @param use - The new feature value (typed by convention).\r\n * @returns void\r\n */\r\n useFeature(feature: number, use: unknown) {\r\n if (this._featureStates[feature] !== use) {\r\n this._featureStates[feature] = use;\r\n this.optionChanged(true);\r\n }\r\n }\r\n /**\r\n * Create the material-specific hash fragment from feature state.\r\n * Contributes to program variant hashing.\r\n *\r\n * @returns The hash fragment string.\r\n * @internal\r\n */\r\n protected _createHash() {\r\n return `${MeshMaterial.SHADER_VERSION}|${this._featureStates\r\n .map((val) => (val === undefined ? '' : val))\r\n .join('|')}|${Number(this._transparentShadowCaster)}`;\r\n }\r\n /**\r\n * Apply material uniforms to the bind group (set 2).\r\n * Default implementation delegates to `applyUniformValues`.\r\n *\r\n * @param bindGroup - The material bind group to update.\r\n * @param ctx - Current draw context.\r\n * @param pass - Current material pass index.\r\n * @returns void\r\n * @internal\r\n */\r\n protected _applyUniforms(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n this.applyUniformValues(bindGroup, ctx, pass);\r\n }\r\n /**\r\n * Whether the fragment shader needs to compute color.\r\n * Returns true for LIGHT pass, or when alpha test or alpha-to-coverage is enabled.\r\n * Override if the material writes color in other passes.\r\n *\r\n * @param ctx - Optional draw context; defaults to the last captured `drawContext`.\r\n * @returns True if fragment color computation is needed; otherwise false.\r\n */\r\n needFragmentColor(ctx?: DrawContext) {\r\n const drawContext = ctx ?? this.drawContext;\r\n if (!drawContext?.renderPass) {\r\n return this._alphaCutoff > 0 || this.alphaToCoverage;\r\n }\r\n return (\r\n drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT || this._alphaCutoff > 0 || this.alphaToCoverage\r\n );\r\n }\r\n /**\r\n * Vertex shader hook.\r\n * Prepares common inputs (skin/morph/instancing), varyings, and pass-dependent outputs.\r\n * Override to implement per-vertex logic; use `ShaderHelper` as needed.\r\n *\r\n * @param scope - Vertex shader function scope.\r\n * @returns void\r\n */\r\n vertexShader(scope: PBFunctionScope) {\r\n const pb = scope.$builder;\r\n ShaderHelper.prepareVertexShader(pb, this.drawContext);\r\n if (this.drawContext.materialFlags & MaterialVaryingFlags.SKIN_ANIMATION) {\r\n scope.$inputs.zBlendIndices = pb.vec4().attrib('blendIndices');\r\n scope.$inputs.zBlendWeights = pb.vec4().attrib('blendWeights');\r\n ShaderHelper.prepareSkinAnimation(scope);\r\n }\r\n if (\r\n this.drawContext.materialFlags & MaterialVaryingFlags.MORPH_ANIMATION &&\r\n this.drawContext.device.type === 'webgl'\r\n ) {\r\n scope.$inputs.zFakeVertexID = pb.float().attrib('texCoord7');\r\n }\r\n if (this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING) {\r\n if (this.drawContext.renderPass!.type === RENDER_PASS_TYPE_OBJECT_COLOR) {\r\n scope.$outputs.zObjectColor = this.getInstancedUniform(scope, MeshMaterial.OBJECT_COLOR_UNIFORM);\r\n }\r\n if (this.isTransparentPass(this.pass, this.drawContext)) {\r\n scope.$outputs.zOpacity = this.getInstancedUniform(scope, MeshMaterial.OPACITY_UNIFORM);\r\n }\r\n } else {\r\n if (this.drawContext.renderPass!.type === RENDER_PASS_TYPE_OBJECT_COLOR) {\r\n scope.$outputs.zObjectColor = scope[ShaderHelper.getObjectColorUniformName()];\r\n }\r\n }\r\n }\r\n /**\r\n * Fragment shader hook.\r\n * Declares pass-dependent uniforms (e.g., opacity, objectColor, alphaCutoff).\r\n * Override to implement per-fragment logic, and call `outputFragmentColor` to finalize writes.\r\n *\r\n * @param scope - Fragment shader function scope.\r\n * @returns void\r\n */\r\n fragmentShader(scope: PBFunctionScope) {\r\n const pb = scope.$builder;\r\n ShaderHelper.prepareFragmentShader(pb, this.drawContext);\r\n if (this.usesAlphaCutoff(this.drawContext, this.pass)) {\r\n scope.zAlphaCutoff = pb.float().uniform(2);\r\n }\r\n if (this.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT) {\r\n if (\r\n this.isTransparentPass(this.pass, this.drawContext) &&\r\n !(this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING)\r\n ) {\r\n scope.zOpacity = pb.float().uniform(2);\r\n }\r\n }\r\n }\r\n /**\r\n * Build and return the GPU program for this pass.\r\n * Wires `vertexShader` and `fragmentShader`; sets up pass-dependent outputs (OIT, SSR, motion vectors, distance/object color).\r\n *\r\n * @param pb - Program builder.\r\n * @param ctx - Current draw context.\r\n * @param pass - Material pass index.\r\n * @returns The created `GPUProgram`.\r\n * @internal\r\n */\r\n protected _createProgram(pb: ProgramBuilder, ctx: DrawContext, pass: number) {\r\n const that = this;\r\n this._ctx = ctx;\r\n this._materialPass = pass;\r\n const program = pb.buildRenderProgram({\r\n vertex(pb) {\r\n pb.main(function () {\r\n that.vertexShader(this);\r\n });\r\n },\r\n fragment(pb) {\r\n if (that.drawContext.oit) {\r\n that.drawContext.oit.setupFragmentOutput(this);\r\n } else {\r\n this.$outputs.zFragmentOutput = pb.vec4();\r\n if (ctx.materialFlags & MaterialVaryingFlags.SSR_STORE_ROUGHNESS) {\r\n this.$outputs.zSSRRoughness = pb.vec4();\r\n }\r\n if (\r\n ctx.materialFlags &\r\n (MaterialVaryingFlags.SSR_STORE_ROUGHNESS | MaterialVaryingFlags.SSS_STORE_NORMAL)\r\n ) {\r\n this.$outputs.zSSRNormal = pb.vec4();\r\n }\r\n if (ctx.materialFlags & MaterialVaryingFlags.SSS_STORE_PROFILE) {\r\n this.$outputs.zSSSProfile = pb.vec4();\r\n this.$outputs.zSSSParams = pb.vec4();\r\n }\r\n if (ctx.materialFlags & MaterialVaryingFlags.SSS_STORE_DIFFUSE) {\r\n this.$outputs.zSSSDiffuse = pb.vec4();\r\n }\r\n if (ctx.materialFlags & MaterialVaryingFlags.SSS_STORE_TRANSMISSION) {\r\n this.$outputs.zSSSTransmission = pb.vec4();\r\n }\r\n if (ctx.renderPass!.type === RENDER_PASS_TYPE_DEPTH && ctx.motionVectors) {\r\n this.$outputs.zMotionVector = pb.vec4();\r\n this.zTAAStrength = pb.float().uniform(2);\r\n }\r\n if (ctx.renderPass!.type === RENDER_PASS_TYPE_OBJECT_COLOR) {\r\n this.$outputs.zDistance = pb.vec4();\r\n }\r\n }\r\n pb.main(function () {\r\n that.fragmentShader(this);\r\n });\r\n }\r\n });\r\n return program;\r\n }\r\n /**\r\n * Centralized final color write and per-pass output composition.\r\n *\r\n * Behavior by pass:\r\n * - LIGHT: clipping, alpha handling, optional OIT integration, fog application, color output encoding.\r\n * - DEPTH: encoded depth; optional motion vectors (TAA enabled/disabled handling).\r\n * - OBJECT_COLOR: object color and distance output (linear depth or world-pos + distance).\r\n * - SHADOWMAP: writes shadow depth via light’s shadow implementation.\r\n *\r\n * Also writes SSR roughness/normal buffers when requested via material flags.\r\n *\r\n * @param scope - Inside-function shader scope.\r\n * @param worldPos - Fragment world-space position expression.\r\n * @param color - Lit fragment color expression; may be undefined for depth-only paths.\r\n * @param ssrRoughness - Optional SSR roughness output expression.\r\n * @param ssrNormal - Optional SSR normal output expression.\r\n * @param sssProfile - Optional SSS profile output expression.\r\n * @param sssParams - Optional SSS packed params output expression.\r\n * @param sssProfileEnabled - True only when this material should write SSS profile data.\r\n * @param sssDiffuse - Optional diffuse-only lighting color for SSS composition.\r\n * @param sssTransmission - Optional thin-shell transmission lighting color for SSS composition.\r\n * @returns void\r\n */\r\n outputFragmentColor(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n color: Nullable<PBShaderExp>,\r\n ssrRoughness?: PBShaderExp,\r\n ssrNormal?: PBShaderExp,\r\n sssProfile?: PBShaderExp,\r\n sssParams?: PBShaderExp,\r\n sssDiffuse?: PBShaderExp,\r\n sssTransmission?: PBShaderExp,\r\n sssProfileEnabled = false\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const funcName = 'Z_outputFragmentColor';\r\n const alphaClipFuncName = 'Z_shouldDiscardAlpha';\r\n pb.func(alphaClipFuncName, [pb.float('alpha'), pb.float('cutoff')], function () {\r\n const shadowMaskedCaster = that.useTransparentShadowCaster(that.drawContext, that.pass);\r\n const shadowAlphaClip =\r\n pb.getDevice().type !== 'webgl' &&\r\n that.drawContext.renderPass!.type === RENDER_PASS_TYPE_SHADOWMAP &&\r\n (shadowMaskedCaster || !that.isTransparentPass(that.pass, that.drawContext));\r\n if (shadowAlphaClip) {\r\n if (!pb.getGlobalScope().Z_shadowDither4x4) {\r\n pb.getGlobalScope().Z_shadowDither4x4 = [\r\n pb.float(0 / 16),\r\n pb.float(8 / 16),\r\n pb.float(2 / 16),\r\n pb.float(10 / 16),\r\n pb.float(12 / 16),\r\n pb.float(4 / 16),\r\n pb.float(14 / 16),\r\n pb.float(6 / 16),\r\n pb.float(3 / 16),\r\n pb.float(11 / 16),\r\n pb.float(1 / 16),\r\n pb.float(9 / 16),\r\n pb.float(15 / 16),\r\n pb.float(7 / 16),\r\n pb.float(13 / 16),\r\n pb.float(5 / 16)\r\n ];\r\n }\r\n this.$l.alphaWidth = pb.max(pb.fwidth(this.alpha), 1e-4);\r\n this.$l.shadowCutoff = pb.max(pb.sub(this.cutoff, pb.min(0.18, pb.mul(this.alphaWidth, 2))), 0);\r\n this.$l.coverage = pb.clamp(\r\n pb.add(pb.div(pb.sub(this.alpha, this.shadowCutoff), this.alphaWidth), 0.5),\r\n 0,\r\n 1\r\n );\r\n this.$l.pixel = pb.mod(pb.floor(this.$builtins.fragCoord.xy), pb.vec2(4));\r\n // Scramble the ordered dither with shadow depth so overlapping masked layers\r\n // at the same texel do not all discard the exact same coverage bits.\r\n this.$l.layerJitter = pb.floor(pb.mul(pb.fract(pb.mul(this.$builtins.fragCoord.z, 131.37)), 16));\r\n this.$l.ditherIndex = pb.mod(\r\n pb.add(pb.add(pb.mul(this.pixel.y, 4), this.pixel.x), this.layerJitter),\r\n 16\r\n );\r\n this.$l.noise = this.Z_shadowDither4x4.at(pb.uint(this.ditherIndex));\r\n this.$return(pb.lessThan(this.coverage, this.noise));\r\n } else if (\r\n that.featureUsed<boolean>(FEATURE_ALPHADITHER) &&\r\n !that.isTransparentPass(that.pass, that.drawContext)\r\n ) {\r\n this.$l.frame = pb.float(ShaderHelper.getFramestamp(this));\r\n this.$l.phase = pb.add(\r\n this.$builtins.fragCoord.xy,\r\n pb.vec2(this.frame, pb.mul(this.frame, 0.754877666))\r\n );\r\n this.$l.noise = pb.fract(pb.mul(pb.sin(pb.dot(this.phase, pb.vec2(12.9898, 78.233))), 43758.5453));\r\n this.$l.coverage = pb.clamp(\r\n pb.div(pb.sub(this.alpha, this.cutoff), pb.max(pb.sub(1, this.cutoff), 1e-4)),\r\n 0,\r\n 1\r\n );\r\n this.$return(pb.lessThan(this.coverage, this.noise));\r\n } else {\r\n this.$return(pb.lessThan(this.alpha, this.cutoff));\r\n }\r\n });\r\n pb.func(funcName, color ? [pb.vec3('worldPos'), pb.vec4('color')] : [pb.vec3('worldPos')], function () {\r\n this.$l.outColor = color ? this.color : pb.vec4();\r\n if (that.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT) {\r\n let output = true;\r\n if (!that.isTransparentPass(that.pass, that.drawContext) && !that.alphaToCoverage) {\r\n this.outColor.a = 1;\r\n } else if (that.isTransparentPass(that.pass, that.drawContext)) {\r\n const opacity =\r\n that.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING\r\n ? this.$inputs.zOpacity\r\n : this.zOpacity;\r\n this.outColor.a = pb.mul(this.outColor.a, opacity);\r\n }\r\n if (that.isTransparentPass(that.pass, that.drawContext)) {\r\n if (this.zAlphaCutoff) {\r\n this.$if(pb.getGlobalScope()[alphaClipFuncName](this.outColor.a, this.zAlphaCutoff), function () {\r\n pb.discard();\r\n });\r\n }\r\n if (\r\n that.drawContext.oit &&\r\n that.drawContext.lightBlending &&\r\n that.drawContext.oit.getType() !== 'ab'\r\n ) {\r\n // For OIT with multi-light decomposition, keep additive light passes\r\n // color-only to avoid duplicating per-fragment transmittance.\r\n this.outColor = pb.vec4(this.outColor.rgb, 0);\r\n } else if (!that.drawContext.oit || that.drawContext.oit.wantsPremultipliedAlpha()) {\r\n this.outColor = pb.vec4(\r\n pb.mul(this.outColor.rgb, this.outColor.a),\r\n that.featureUsed<BlendMode>(FEATURE_ALPHABLEND) === 'additive' ? 0 : this.outColor.a\r\n );\r\n }\r\n output = !that.drawContext.oit || !that.drawContext.oit.outputFragmentColor(this, this.outColor);\r\n }\r\n if (output) {\r\n ShaderHelper.applyFog(this, this.worldPos, this.outColor, that.drawContext);\r\n this.$outputs.zFragmentOutput = ShaderHelper.encodeColorOutput(this, this.outColor);\r\n }\r\n } else if (that.drawContext.renderPass!.type === RENDER_PASS_TYPE_DEPTH) {\r\n if (color) {\r\n if (this.zAlphaCutoff) {\r\n this.$if(pb.getGlobalScope()[alphaClipFuncName](this.outColor.a, this.zAlphaCutoff), function () {\r\n pb.discard();\r\n });\r\n }\r\n }\r\n const depthPass = that.drawContext.renderPass! as DepthPass;\r\n this.$l.depth = ShaderHelper.nonLinearDepthToLinearNormalized(this, this.$builtins.fragCoord.z);\r\n if (depthPass.encodeDepth) {\r\n this.$outputs.zFragmentOutput = encodeNormalizedFloatToRGBA(this, this.depth);\r\n } else if (depthPass.renderBackface) {\r\n this.$outputs.zFragmentOutput = pb.vec4(0, this.depth, 0, 1);\r\n } else {\r\n this.$outputs.zFragmentOutput = pb.vec4(this.depth, 0, 0, 1);\r\n }\r\n if (that.drawContext.motionVectors) {\r\n if (that.featureUsed(FEATURE_DISABLE_TAA)) {\r\n this.$outputs.zMotionVector = pb.vec4(6e4, 6e4, 1, 1);\r\n } else {\r\n if (this.$inputs.zMotionVectorPosCurrent && this.$inputs.zMotionVectorPosPrev) {\r\n this.$outputs.zMotionVector = pb.vec4(\r\n pb.mul(\r\n pb.sub(\r\n pb.div(this.$inputs.zMotionVectorPosCurrent.xy, this.$inputs.zMotionVectorPosCurrent.w),\r\n pb.div(this.$inputs.zMotionVectorPosPrev.xy, this.$inputs.zMotionVectorPosPrev.w)\r\n ),\r\n 0.5\r\n ),\r\n this.zTAAStrength,\r\n 1\r\n );\r\n } else {\r\n this.$outputs.zMotionVector = pb.vec4(0, 0, 1, 1);\r\n }\r\n }\r\n }\r\n } else if (that.drawContext.renderPass!.type === RENDER_PASS_TYPE_OBJECT_COLOR) {\r\n if (color) {\r\n this.$if(pb.getGlobalScope()[alphaClipFuncName](this.outColor.a, this.zAlphaCutoff), function () {\r\n pb.discard();\r\n });\r\n }\r\n this.$outputs.zFragmentOutput = scope.$inputs.zObjectColor;\r\n if (that.drawContext.device.type === 'webgl') {\r\n this.$l.linearDepth = ShaderHelper.nonLinearDepthToLinearNormalized(\r\n this,\r\n this.$builtins.fragCoord.z\r\n );\r\n this.$outputs.zDistance = encodeNormalizedFloatToRGBA(this, this.linearDepth);\r\n } else {\r\n this.$outputs.zDistance = pb.vec4(\r\n this.worldPos,\r\n pb.distance(ShaderHelper.getCameraPosition(this), this.worldPos)\r\n );\r\n }\r\n } /*if (that.drawContext.renderPass.type === RENDER_PASS_TYPE_SHADOWMAP)*/ else {\r\n if (color) {\r\n this.$if(pb.getGlobalScope()[alphaClipFuncName](this.outColor.a, this.zAlphaCutoff), function () {\r\n pb.discard();\r\n });\r\n }\r\n const shadowMapParams = that.drawContext.shadowMapInfo!.get(\r\n (that.drawContext.renderPass as ShadowMapPass).light!\r\n )!;\r\n this.$outputs.zFragmentOutput = shadowMapParams.impl!.computeShadowMapDepth(\r\n shadowMapParams,\r\n this,\r\n this.worldPos\r\n );\r\n }\r\n });\r\n if (color) {\r\n pb.getGlobalScope()[funcName](worldPos, color);\r\n } else {\r\n pb.getGlobalScope()[funcName](worldPos);\r\n }\r\n if (that.drawContext.materialFlags & MaterialVaryingFlags.SSR_STORE_ROUGHNESS) {\r\n // Transparent/blended passes (and materials that depend on scene color like transmission)\r\n // do not have a stable depth match for SSR, so force-disable SSR contribution on those pixels.\r\n const disableSSR =\r\n that.isTransparentPass(that.pass, that.drawContext) &&\r\n that.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT;\r\n const disableSceneColorSSR =\r\n that.needSceneColor() && that.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT;\r\n if (disableSSR || disableSceneColorSSR) {\r\n scope.$outputs.zSSRRoughness = pb.vec4(0, 0, 0, 1);\r\n scope.$outputs.zSSRNormal = pb.vec4(0);\r\n } else {\r\n scope.$outputs.zSSRRoughness = ssrRoughness ?? pb.vec4(1, 1, 0, 1);\r\n scope.$outputs.zSSRNormal = ssrNormal\r\n ? ssrNormal\r\n : scope.$inputs.wNorm\r\n ? pb.vec4(pb.add(pb.mul(pb.normalize(scope.$inputs.wNorm), 0.5), pb.vec3(0.5)), 1)\r\n : pb.vec4(0.5, 0.5, 1, 1);\r\n }\r\n } else if (that.drawContext.materialFlags & MaterialVaryingFlags.SSS_STORE_NORMAL) {\r\n const disableNormal =\r\n that.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT &&\r\n ((that.isTransparentPass(that.pass, that.drawContext) && !that.alphaToCoverage) ||\r\n that.needSceneColor());\r\n scope.$outputs.zSSRNormal = disableNormal\r\n ? pb.vec4(0)\r\n : ssrNormal\r\n ? ssrNormal\r\n : scope.$inputs.wNorm\r\n ? pb.vec4(pb.add(pb.mul(pb.normalize(scope.$inputs.wNorm), 0.5), pb.vec3(0.5)), 1)\r\n : pb.vec4(0.5, 0.5, 1, 1);\r\n }\r\n if (that.drawContext.materialFlags & MaterialVaryingFlags.SSS_STORE_PROFILE) {\r\n const disableSSS =\r\n that.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT &&\r\n ((that.isTransparentPass(that.pass, that.drawContext) && !that.alphaToCoverage) ||\r\n that.needSceneColor());\r\n const writeSSSProfile = sssProfileEnabled && !disableSSS;\r\n scope.$outputs.zSSSProfile = writeSSSProfile ? 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@@ -38,7 +38,7 @@ import { MaterialVaryingFlags } from '../../values.js';
38
38
  }
39
39
  calculateAlbedoColor(scope, uv) {
40
40
  const pb = scope.$builder;
41
- if (!this.needFragmentColor()) {
41
+ if (!this.needFragmentColorInput()) {
42
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  console.warn('mixinAlbedoColor.calculateAlbedoColor(): No need to calculate albedo color, make sure needFragmentColor() returns true');
43
43
  return pb.vec4(1);
44
44
  }
@@ -50,7 +50,7 @@ import { MaterialVaryingFlags } from '../../values.js';
50
50
  }
51
51
  vertexShader(scope) {
52
52
  super.vertexShader(scope);
53
- if (this.needFragmentColor()) {
53
+ if (this.needFragmentColorInput()) {
54
54
  if (this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING) {
55
55
  scope.$outputs.zAlbedo = this.getInstancedUniform(scope, ALBEDO_COLOR_UNIFORM);
56
56
  }
@@ -58,14 +58,14 @@ import { MaterialVaryingFlags } from '../../values.js';
58
58
  }
59
59
  fragmentShader(scope) {
60
60
  super.fragmentShader(scope);
61
- if (this.needFragmentColor() && !(this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING)) {
61
+ if (this.needFragmentColorInput() && !(this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING)) {
62
62
  const pb = scope.$builder;
63
63
  scope.zAlbedo = pb.vec4().uniform(2);
64
64
  }
65
65
  }
66
66
  applyUniformValues(bindGroup, ctx, pass) {
67
67
  super.applyUniformValues(bindGroup, ctx, pass);
68
- if (this.needFragmentColor(ctx) && !(ctx.materialFlags & MaterialVaryingFlags.INSTANCING)) {
68
+ if (this.needFragmentColorInput(ctx) && !(ctx.materialFlags & MaterialVaryingFlags.INSTANCING)) {
69
69
  bindGroup.setValue('zAlbedo', this._albedoColor);
70
70
  }
71
71
  }
@@ -1 +1 @@
1
- {"version":3,"file":"albedocolor.js","sources":["../../../src/material/mixins/albedocolor.ts"],"sourcesContent":["import type { Immutable } from '@zephyr3d/base';\r\nimport { Vector4 } from '@zephyr3d/base';\r\nimport type { MeshMaterial } from '../meshmaterial';\r\nimport { applyMaterialMixins } from '../meshmaterial';\r\nimport type { BindGroup, PBFunctionScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport type { DrawContext } from '../../render';\r\nimport type { TextureMixinInstanceTypes } from './texture';\r\nimport { mixinTextureProps } from './texture';\r\nimport { MaterialVaryingFlags } from '../../values';\r\n\r\n/**\r\n * Interface for albedo color mixin\r\n * @public\r\n */\r\nexport type IMixinAlbedoColor = {\r\n albedoColor: Vector4;\r\n calculateAlbedoColor(scope: PBInsideFunctionScope, uv?: PBShaderExp): PBShaderExp;\r\n} & TextureMixinInstanceTypes<['albedo']>;\r\n\r\n/**\r\n * Albedo color mixin\r\n * @param BaseCls - Class to mix in\r\n * @returns Mixed class\r\n *\r\n * @public\r\n */\r\nfunction mixinAlbedoColor<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).albedoColorMixed) {\r\n return BaseCls as T & { new (...args: any[]): IMixinAlbedoColor };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinTextureProps('albedo'));\r\n const ALBEDO_COLOR_UNIFORM = S.defineInstanceUniform('albedoColor', 'rgba', 'AlbedoColor');\r\n return class extends S {\r\n static albedoColorMixed = true;\r\n private readonly _albedoColor: Vector4;\r\n constructor() {\r\n super();\r\n this._albedoColor = Vector4.one();\r\n }\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n this.albedoColor = other.albedoColor;\r\n }\r\n /** Albedo color */\r\n get albedoColor(): Immutable<Vector4> {\r\n return this._albedoColor;\r\n }\r\n set albedoColor(val: Immutable<Vector4>) {\r\n this._albedoColor.set(val);\r\n this.uniformChanged();\r\n }\r\n getUniformValueAlbedoColor(scope: PBInsideFunctionScope) {\r\n return (\r\n this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING\r\n ? 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+ {"version":3,"file":"albedocolor.js","sources":["../../../src/material/mixins/albedocolor.ts"],"sourcesContent":["import type { Immutable } from '@zephyr3d/base';\r\nimport { Vector4 } from '@zephyr3d/base';\r\nimport type { MeshMaterial } from '../meshmaterial';\r\nimport { applyMaterialMixins } from '../meshmaterial';\r\nimport type { BindGroup, PBFunctionScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport type { DrawContext } from '../../render';\r\nimport type { TextureMixinInstanceTypes } from './texture';\r\nimport { mixinTextureProps } from './texture';\r\nimport { MaterialVaryingFlags } from '../../values';\r\n\r\n/**\r\n * Interface for albedo color mixin\r\n * @public\r\n */\r\nexport type IMixinAlbedoColor = {\r\n albedoColor: Vector4;\r\n calculateAlbedoColor(scope: PBInsideFunctionScope, uv?: PBShaderExp): PBShaderExp;\r\n} & TextureMixinInstanceTypes<['albedo']>;\r\n\r\n/**\r\n * Albedo color mixin\r\n * @param BaseCls - Class to mix in\r\n * @returns Mixed class\r\n *\r\n * @public\r\n */\r\nfunction mixinAlbedoColor<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).albedoColorMixed) {\r\n return BaseCls as T & { new (...args: any[]): IMixinAlbedoColor };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinTextureProps('albedo'));\r\n const ALBEDO_COLOR_UNIFORM = S.defineInstanceUniform('albedoColor', 'rgba', 'AlbedoColor');\r\n return class extends S {\r\n static albedoColorMixed = true;\r\n private readonly _albedoColor: Vector4;\r\n constructor() {\r\n super();\r\n this._albedoColor = Vector4.one();\r\n }\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n this.albedoColor = other.albedoColor;\r\n }\r\n /** Albedo color */\r\n get albedoColor(): Immutable<Vector4> {\r\n return this._albedoColor;\r\n }\r\n set albedoColor(val: Immutable<Vector4>) {\r\n this._albedoColor.set(val);\r\n this.uniformChanged();\r\n }\r\n getUniformValueAlbedoColor(scope: PBInsideFunctionScope) {\r\n return (\r\n this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING\r\n ? scope.$inputs.zAlbedo\r\n : scope.zAlbedo\r\n ) as PBShaderExp;\r\n }\r\n calculateAlbedoColor(scope: PBInsideFunctionScope, uv?: PBShaderExp) {\r\n const pb = scope.$builder;\r\n if (!this.needFragmentColorInput()) {\r\n console.warn(\r\n 'mixinAlbedoColor.calculateAlbedoColor(): No need to calculate albedo color, make sure needFragmentColor() returns true'\r\n );\r\n return pb.vec4(1);\r\n }\r\n let color = this.getUniformValueAlbedoColor(scope);\r\n if (this.albedoTexture) {\r\n color = pb.mul(color, this.sampleAlbedoTexture(scope, uv));\r\n }\r\n return color;\r\n }\r\n vertexShader(scope: PBFunctionScope) {\r\n super.vertexShader(scope);\r\n if (this.needFragmentColorInput()) {\r\n if (this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING) {\r\n scope.$outputs.zAlbedo = this.getInstancedUniform(scope, ALBEDO_COLOR_UNIFORM);\r\n }\r\n }\r\n }\r\n fragmentShader(scope: PBFunctionScope) {\r\n super.fragmentShader(scope);\r\n if (\r\n this.needFragmentColorInput() &&\r\n !(this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING)\r\n ) {\r\n const pb = scope.$builder;\r\n scope.zAlbedo = pb.vec4().uniform(2);\r\n }\r\n }\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n if (this.needFragmentColorInput(ctx) && !(ctx.materialFlags & MaterialVaryingFlags.INSTANCING)) {\r\n bindGroup.setValue('zAlbedo', this._albedoColor);\r\n }\r\n }\r\n } as unknown as T & { new (...args: any[]): IMixinAlbedoColor };\r\n}\r\n\r\nexport { mixinAlbedoColor };\r\n"],"names":["mixinAlbedoColor","BaseCls","albedoColorMixed","S","applyMaterialMixins","mixinTextureProps","ALBEDO_COLOR_UNIFORM","defineInstanceUniform","_albedoColor","Vector4","one","copyFrom","other","albedoColor","val","set","uniformChanged","getUniformValueAlbedoColor","scope","drawContext","materialFlags","MaterialVaryingFlags","INSTANCING","$inputs","zAlbedo","calculateAlbedoColor","uv","pb","$builder","needFragmentColorInput","console","warn","vec4","color","albedoTexture","mul","sampleAlbedoTexture","vertexShader","$outputs","getInstancedUniform","fragmentShader","uniform","applyUniformValues","bindGroup","ctx","pass","setValue"],"mappings":";;;;;AAmBA;;;;;;IAOA,SAASA,iBAAgDC,OAAU,EAAA;IACjE,IAAKA,OAAgBC,CAAAA,gBAAgB,EAAE;QACrC,OAAOD,OAAAA;AACT;IACA,MAAME,CAAAA,GAAIC,mBAAoBH,CAAAA,OAAAA,EAASI,iBAAkB,CAAA,QAAA,CAAA,CAAA;AACzD,IAAA,MAAMC,oBAAuBH,GAAAA,CAAAA,CAAEI,qBAAqB,CAAC,eAAe,MAAQ,EAAA,aAAA,CAAA;AAC5E,IAAA,OAAO,cAAcJ,CAAAA,CAAAA;AACnB,QAAA,OAAOD,mBAAmB,IAAK;QACdM,YAAsB;QACvC,WAAc,EAAA;YACZ,KAAK,EAAA;AACL,YAAA,IAAI,CAACA,YAAY,GAAGC,OAAAA,CAAQC,GAAG,EAAA;AACjC;AACAC,QAAAA,QAAAA,CAASC,KAAW,EAAE;AACpB,YAAA,KAAK,CAACD,QAASC,CAAAA,KAAAA,CAAAA;AACf,YAAA,IAAI,CAACC,WAAW,GAAGD,KAAAA,CAAMC,WAAW;AACtC;4BAEA,IAAIA,WAAkC,GAAA;YACpC,OAAO,IAAI,CAACL,YAAY;AAC1B;QACA,IAAIK,WAAAA,CAAYC,GAAuB,EAAE;AACvC,YAAA,IAAI,CAACN,YAAY,CAACO,GAAG,CAACD,GAAAA,CAAAA;AACtB,YAAA,IAAI,CAACE,cAAc,EAAA;AACrB;AACAC,QAAAA,0BAAAA,CAA2BC,KAA4B,EAAE;AACvD,YAAA,OACE,IAAI,CAACC,WAAW,CAACC,aAAa,GAAGC,oBAAAA,CAAqBC,UAAU,GAC5DJ,MAAMK,OAAO,CAACC,OAAO,GACrBN,MAAMM,OAAO;AAErB;QACAC,oBAAqBP,CAAAA,KAA4B,EAAEQ,EAAgB,EAAE;YACnE,MAAMC,EAAAA,GAAKT,MAAMU,QAAQ;AACzB,YAAA,IAAI,CAAC,IAAI,CAACC,sBAAsB,EAAI,EAAA;AAClCC,gBAAAA,OAAAA,CAAQC,IAAI,CACV,wHAAA,CAAA;gBAEF,OAAOJ,EAAAA,CAAGK,IAAI,CAAC,CAAA,CAAA;AACjB;AACA,YAAA,IAAIC,KAAQ,GAAA,IAAI,CAAChB,0BAA0B,CAACC,KAAAA,CAAAA;YAC5C,IAAI,IAAI,CAACgB,aAAa,EAAE;gBACtBD,KAAQN,GAAAA,EAAAA,CAAGQ,GAAG,CAACF,KAAAA,EAAO,IAAI,CAACG,mBAAmB,CAAClB,KAAOQ,EAAAA,EAAAA,CAAAA,CAAAA;AACxD;YACA,OAAOO,KAAAA;AACT;AACAI,QAAAA,YAAAA,CAAanB,KAAsB,EAAE;AACnC,YAAA,KAAK,CAACmB,YAAanB,CAAAA,KAAAA,CAAAA;YACnB,IAAI,IAAI,CAACW,sBAAsB,EAAI,EAAA;gBACjC,IAAI,IAAI,CAACV,WAAW,CAACC,aAAa,GAAGC,oBAAAA,CAAqBC,UAAU,EAAE;oBACpEJ,KAAMoB,CAAAA,QAAQ,CAACd,OAAO,GAAG,IAAI,CAACe,mBAAmB,CAACrB,KAAOZ,EAAAA,oBAAAA,CAAAA;AAC3D;AACF;AACF;AACAkC,QAAAA,cAAAA,CAAetB,KAAsB,EAAE;AACrC,YAAA,KAAK,CAACsB,cAAetB,CAAAA,KAAAA,CAAAA;AACrB,YAAA,IACE,IAAI,CAACW,sBAAsB,EAAA,IAC3B,EAAE,IAAI,CAACV,WAAW,CAACC,aAAa,GAAGC,oBAAqBC,CAAAA,UAAU,CAClE,EAAA;gBACA,MAAMK,EAAAA,GAAKT,MAAMU,QAAQ;AACzBV,gBAAAA,KAAAA,CAAMM,OAAO,GAAGG,EAAAA,CAAGK,IAAI,EAAA,CAAGS,OAAO,CAAC,CAAA,CAAA;AACpC;AACF;AACAC,QAAAA,kBAAAA,CAAmBC,SAAoB,EAAEC,GAAgB,EAAEC,IAAY,EAAE;YACvE,KAAK,CAACH,kBAAmBC,CAAAA,SAAAA,EAAWC,GAAKC,EAAAA,IAAAA,CAAAA;AACzC,YAAA,IAAI,IAAI,CAAChB,sBAAsB,CAACe,GAAQ,CAAA,IAAA,EAAEA,GAAAA,CAAIxB,aAAa,GAAGC,oBAAqBC,CAAAA,UAAU,CAAG,EAAA;AAC9FqB,gBAAAA,SAAAA,CAAUG,QAAQ,CAAC,SAAW,EAAA,IAAI,CAACtC,YAAY,CAAA;AACjD;AACF;AACF,KAAA;AACF;;;;"}
@@ -107,6 +107,7 @@ import { Vector4 } from '@zephyr3d/base';
107
107
  const pb = scope.$builder;
108
108
  const funcName = 'Z_blinnPhongLight';
109
109
  const that = this;
110
+ const baseLightPass = !that.drawContext.lightBlending;
110
111
  pb.func(funcName, [
111
112
  pb.vec3('worldPos'),
112
113
  pb.vec3('normal'),
@@ -120,7 +121,7 @@ import { Vector4 } from '@zephyr3d/base';
120
121
  this.$return(this.albedo.rgb);
121
122
  } else {
122
123
  const shininess = that.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING ? this.$inputs.zShininess : this.zShininess;
123
- if (that.needCalculateEnvLight() && !outRoughness) {
124
+ if (that.needCalculateEnvLight() && !outRoughness && baseLightPass) {
124
125
  this.$l.diffuseColor = that.getEnvLightIrradiance(this, this.normal);
125
126
  } else {
126
127
  this.$l.diffuseColor = pb.vec3(0);