@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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1
- {"version":3,"file":"lit.js","sources":["../../../src/material/mixins/lit.ts"],"sourcesContent":["import type { BindGroup, PBFunctionScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport {\r\n LIGHT_TYPE_DIRECTIONAL,\r\n LIGHT_TYPE_POINT,\r\n LIGHT_TYPE_RECT,\r\n RENDER_PASS_TYPE_LIGHT\r\n} from '../../values';\r\nimport type { DrawContext } from '../../render';\r\nimport type { MeshMaterial } from '../meshmaterial';\r\nimport { applyMaterialMixins } from '../meshmaterial';\r\nimport type { TextureMixinInstanceTypes } from './texture';\r\nimport { mixinTextureProps } from './texture';\r\nimport type { IMixinAlbedoColor } from './albedocolor';\r\nimport { mixinAlbedoColor } from './albedocolor';\r\nimport { ShaderHelper } from '../shader/helper';\r\n\r\n/**\r\n * Interface for light mixin\r\n * @public\r\n */\r\nexport type IMixinLight = {\r\n normalScale: number;\r\n normalMapMode: 'tangent-space' | 'object-space';\r\n doubleSidedLighting: boolean;\r\n needCalculateEnvLight(): boolean;\r\n getUniformNormalScale(scope: PBInsideFunctionScope): PBShaderExp;\r\n getEnvLightIrradiance(scope: PBInsideFunctionScope, normal: PBShaderExp): PBShaderExp;\r\n getEnvLightRadiance(\r\n scope: PBInsideFunctionScope,\r\n reflectVec: PBShaderExp,\r\n roughness: PBShaderExp\r\n ): PBShaderExp;\r\n calculateViewVector(scope: PBInsideFunctionScope, worldPos: PBShaderExp): PBShaderExp;\r\n calculateReflectionVector(\r\n scope: PBInsideFunctionScope,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp\r\n ): PBShaderExp;\r\n calculateTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp;\r\n calculateNormal(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp;\r\n calculateNormalAndTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp;\r\n calculateLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ): PBShaderExp;\r\n calculateLightDirection(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ): PBShaderExp;\r\n calculateShadow(scope: PBInsideFunctionScope, worldPos: PBShaderExp, NoL: PBShaderExp): PBShaderExp;\r\n forEachLight(\r\n scope: PBInsideFunctionScope,\r\n callback: (\r\n this: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp,\r\n colorIntensity: PBShaderExp,\r\n extra: PBShaderExp,\r\n shadow: boolean\r\n ) => void\r\n ): void;\r\n} & TextureMixinInstanceTypes<['normal']> &\r\n IMixinAlbedoColor;\r\n\r\n/**\r\n * Light mixin\r\n * @param BaseCls - class to mix in\r\n * @returns Mixed class\r\n * @public\r\n */\r\nexport function mixinLight<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).lightMixed) {\r\n return BaseCls as T & { new (...args: any[]): IMixinLight };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinAlbedoColor, mixinTextureProps('normal'));\r\n let FEATURE_DOUBLE_SIDED_LIGHTING = 0;\r\n let FEATURE_OBJECT_SPACE_NORMALMAP = 0;\r\n const cls = class extends S {\r\n static readonly lightMixed = true;\r\n private _normalScale: number;\r\n constructor() {\r\n super();\r\n this._normalScale = 1;\r\n this.useFeature(FEATURE_DOUBLE_SIDED_LIGHTING, true);\r\n }\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n this.normalScale = other.normalScale;\r\n this.normalMapMode = other.normalMapMode;\r\n this.doubleSidedLighting = other.doubleSidedLighting;\r\n }\r\n get normalScale() {\r\n return this._normalScale;\r\n }\r\n set normalScale(val) {\r\n if (val !== this._normalScale) {\r\n this._normalScale = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n get normalMapMode() {\r\n return this.featureUsed<'tangent-space' | 'object-space'>(FEATURE_OBJECT_SPACE_NORMALMAP);\r\n }\r\n set normalMapMode(val) {\r\n this.useFeature(FEATURE_OBJECT_SPACE_NORMALMAP, val);\r\n }\r\n /** true if double sided lighting is used */\r\n get doubleSidedLighting() {\r\n return this.featureUsed<boolean>(FEATURE_DOUBLE_SIDED_LIGHTING);\r\n }\r\n set doubleSidedLighting(val) {\r\n this.useFeature(FEATURE_DOUBLE_SIDED_LIGHTING, !!val);\r\n }\r\n /**\r\n * Calculates the normalized vector from world coordinates to the viewpoint.\r\n *\r\n * @param scope - Shader scope\r\n *\r\n * @returns The view vector\r\n */\r\n calculateViewVector(scope: PBInsideFunctionScope, worldPos: PBShaderExp) {\r\n const pb = scope.$builder;\r\n return pb.normalize(pb.sub(ShaderHelper.getCameraPosition(scope), worldPos.xyz));\r\n }\r\n /**\r\n * Calculate the reflection vector of the view vector with respect to the normal.\r\n *\r\n * @param scope - Shader scope\r\n * @param normal - Surface normal\r\n * @param viewVec - The view vector\r\n * @returns The reflection vector\r\n */\r\n calculateReflectionVector(scope: PBInsideFunctionScope, normal: PBShaderExp, viewVec: PBShaderExp) {\r\n const pb = scope.$builder;\r\n return pb.reflect(pb.neg(viewVec), normal);\r\n }\r\n /**\r\n * Calculate the normal vector for current fragment\r\n * @param scope - The shader scope\r\n * @returns Normal vector for current fragment\r\n */\r\n calculateNormal(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const args: PBShaderExp[] = [worldPos];\r\n const params: PBShaderExp[] = [pb.vec3('worldPos')];\r\n let funcName = 'Z_calculateNormal';\r\n if (worldNormal) {\r\n params.push(pb.vec3('worldNormal'));\r\n args.push(worldNormal);\r\n funcName += '_N';\r\n if (worldTangent && worldBinormal) {\r\n params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));\r\n args.push(worldTangent, worldBinormal);\r\n funcName += '_T';\r\n }\r\n }\r\n pb.func(funcName, params, function () {\r\n this.$l.uv = that.normalTexture\r\n ? (that.getNormalTexCoord(this) ?? pb.vec2(0))\r\n : that.albedoTexture\r\n ? (that.getAlbedoTexCoord(this) ?? pb.vec2(0))\r\n : pb.vec2(0);\r\n this.$l.TBN = that.calculateTBN(\r\n this,\r\n this.worldPos,\r\n this.worldNormal,\r\n this.worldTangent,\r\n this.worldBinormal\r\n );\r\n if (that.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT && that.normalTexture) {\r\n if (that.normalMapMode === 'object-space') {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));\r\n this.$return(pb.normalize(normalTex));\r\n } else {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));\r\n this.$return(pb.normalize(pb.mul(this.TBN, normalTex)));\r\n }\r\n } else {\r\n this.$return(this.TBN[2]);\r\n }\r\n });\r\n return pb.getGlobalScope()[funcName](...args) as PBShaderExp;\r\n }\r\n /**\r\n * Normal scale uniform\r\n * @return Normal scale uniform\r\n */\r\n getUniformNormalScale(scope: PBInsideFunctionScope) {\r\n return scope.zNormalScale as PBShaderExp;\r\n }\r\n /**\r\n * Calculate the normal vector for current fragment\r\n *\r\n * @param scope - The shader scope\r\n * @returns Structure that contains normal vector and TBN matrix\r\n */\r\n calculateNormalAndTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const NormalStruct = pb.defineStruct([pb.mat3('TBN'), pb.vec3('normal')]);\r\n const that = this;\r\n const args: PBShaderExp[] = [worldPos.xyz];\r\n const params: PBShaderExp[] = [pb.vec3('worldPos')];\r\n let funcName = 'Z_calculateNormalAndTBN';\r\n if (worldNormal) {\r\n params.push(pb.vec3('worldNormal'));\r\n args.push(worldNormal);\r\n funcName += '_N';\r\n if (worldTangent && worldBinormal) {\r\n params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));\r\n args.push(worldTangent, worldBinormal);\r\n funcName += '_T';\r\n }\r\n }\r\n pb.func(funcName, params, function () {\r\n this.$l.uv = that.normalTexture\r\n ? (that.getNormalTexCoord(this) ?? pb.vec2(0))\r\n : that.albedoTexture\r\n ? (that.getAlbedoTexCoord(this) ?? pb.vec2(0))\r\n : pb.vec2(0);\r\n this.$l.TBN = that.calculateTBN(\r\n this,\r\n this.worldPos,\r\n this.worldNormal,\r\n this.worldTangent,\r\n this.worldBinormal\r\n );\r\n if (that.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT && that.normalTexture) {\r\n if (that.normalMapMode === 'object-space') {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));\r\n this.$return(NormalStruct(this.TBN, pb.normalize(normalTex)));\r\n } else {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));\r\n this.$return(NormalStruct(this.TBN, pb.normalize(pb.mul(this.TBN, normalTex))));\r\n }\r\n } else {\r\n this.$return(NormalStruct(this.TBN, this.TBN[2]));\r\n }\r\n });\r\n return pb.getGlobalScope()[funcName](...args) as PBShaderExp;\r\n }\r\n /**\r\n * Calculate the TBN matrix\r\n *\r\n * @param scope - The shader scope\r\n * @returns TBN matrix\r\n */\r\n calculateTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const args: PBShaderExp[] = [worldPos.xyz];\r\n const params: PBShaderExp[] = [pb.vec3('worldPos')];\r\n let funcName = 'Z_calculateTBN';\r\n if (worldNormal) {\r\n params.push(pb.vec3('worldNormal'));\r\n args.push(worldNormal);\r\n funcName += '_N';\r\n if (worldTangent && worldBinormal) {\r\n params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));\r\n args.push(worldTangent, worldBinormal);\r\n funcName += '_T';\r\n }\r\n }\r\n pb.func(funcName, params, function () {\r\n const posW = this.worldPos;\r\n this.$l.uv = that.normalTexture\r\n ? (that.getNormalTexCoord(this) ?? pb.vec2(0))\r\n : that.albedoTexture\r\n ? (that.getAlbedoTexCoord(this) ?? pb.vec2(0))\r\n : pb.vec2(0);\r\n this.$l.TBN = pb.mat3();\r\n if (!worldNormal) {\r\n this.$l.uv_dx = pb.dpdx(pb.vec3(this.uv, 0));\r\n this.$l.uv_dy = pb.dpdy(pb.vec3(this.uv, 0));\r\n this.$if(\r\n pb.lessThanEqual(pb.add(pb.length(this.uv_dx), pb.length(this.uv_dy)), 0.000001),\r\n function () {\r\n this.uv_dx = pb.vec3(1, 0, 0);\r\n this.uv_dy = pb.vec3(0, 1, 0);\r\n }\r\n );\r\n this.$l.t_ = pb.div(\r\n pb.sub(pb.mul(pb.dpdx(posW), this.uv_dy.y), pb.mul(pb.dpdy(posW), this.uv_dx.y)),\r\n pb.sub(pb.mul(this.uv_dx.x, this.uv_dy.y), pb.mul(this.uv_dx.y, this.uv_dy.x))\r\n );\r\n this.$l.ng = pb.normalize(pb.cross(pb.dpdx(posW), pb.dpdy(posW)));\r\n this.$l.t = pb.normalize(pb.sub(this.t_, pb.mul(this.ng, pb.dot(this.ng, this.t_))));\r\n this.$l.b = pb.cross(this.ng, this.t);\r\n if (that.doubleSidedLighting && that.cullMode !== 'back') {\r\n this.$if(pb.not(this.$builtins.frontFacing), function () {\r\n this.t = pb.mul(this.t, -1);\r\n this.b = pb.mul(this.b, -1);\r\n this.ng = pb.mul(this.ng, -1);\r\n });\r\n }\r\n this.TBN = pb.mat3(this.t, this.b, this.ng);\r\n } else if (!worldTangent) {\r\n this.$l.uv_dx = pb.dpdx(pb.vec3(this.uv, 0));\r\n this.$l.uv_dy = pb.dpdy(pb.vec3(this.uv, 0));\r\n this.$if(\r\n pb.lessThanEqual(pb.add(pb.length(this.uv_dx), pb.length(this.uv_dy)), 0.000001),\r\n function () {\r\n this.uv_dx = pb.vec3(1, 0, 0);\r\n this.uv_dy = pb.vec3(0, 1, 0);\r\n }\r\n );\r\n this.$l.t_ = pb.div(\r\n pb.sub(pb.mul(pb.dpdx(posW), this.uv_dy.y), pb.mul(pb.dpdy(posW), this.uv_dx.y)),\r\n pb.sub(pb.mul(this.uv_dx.x, this.uv_dy.y), pb.mul(this.uv_dx.y, this.uv_dy.x))\r\n );\r\n this.$l.ng = pb.normalize(this.worldNormal);\r\n this.$l.t = pb.normalize(pb.sub(this.t_, pb.mul(this.ng, pb.dot(this.ng, this.t_))));\r\n this.$l.b = pb.cross(this.ng, this.t);\r\n if (that.doubleSidedLighting && that.cullMode !== 'back') {\r\n this.$if(pb.not(this.$builtins.frontFacing), function () {\r\n this.t = pb.mul(this.t, -1);\r\n this.b = pb.mul(this.b, -1);\r\n this.ng = pb.mul(this.ng, -1);\r\n });\r\n }\r\n this.TBN = pb.mat3(this.t, this.b, this.ng);\r\n } else {\r\n this.$l.ng = pb.normalize(this.worldNormal);\r\n this.$l.t = pb.normalize(this.worldTangent);\r\n this.$l.b = pb.normalize(this.worldBinormal);\r\n if (that.doubleSidedLighting && that.cullMode !== 'back') {\r\n this.$if(pb.not(this.$builtins.frontFacing), function () {\r\n this.t = pb.mul(this.t, -1);\r\n this.b = pb.mul(this.b, -1);\r\n this.ng = pb.mul(this.ng, -1);\r\n });\r\n }\r\n this.TBN = pb.mat3(this.t, this.b, this.ng);\r\n }\r\n this.$return(this.TBN);\r\n });\r\n return pb.getGlobalScope()[funcName](...args) as PBShaderExp;\r\n }\r\n /**\r\n * {@inheritDoc MeshMaterial.applyUniformsValues}\r\n * @override\r\n */\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n if (ctx.renderPass!.type === RENDER_PASS_TYPE_LIGHT) {\r\n if (this.normalTexture) {\r\n bindGroup.setValue('zNormalScale', this._normalScale);\r\n }\r\n }\r\n }\r\n /**\r\n * Check if the environment lighting should be calculated.\r\n *\r\n * @returns true Environment lighting should be calculated, otherwise false\r\n */\r\n needCalculateEnvLight() {\r\n return this.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT && this.drawContext.drawEnvLight;\r\n }\r\n /**\r\n * Get irradiance of current environment light\r\n *\r\n * @param scope - Shader scope\r\n * @param normal - Fragment normal vector\r\n *\r\n * @returns Irradiance of current environment light of type vec3\r\n */\r\n getEnvLightIrradiance(scope: PBInsideFunctionScope, normal: PBShaderExp) {\r\n if (!this.needCalculateEnvLight()) {\r\n console.warn('getEnvLightIrradiance(): No need to calculate environment lighting');\r\n return scope.$builder.vec3(0);\r\n }\r\n return this.drawContext.env!.light.envLight.hasIrradiance()\r\n ? (scope.$builder.mul(\r\n this.drawContext.env!.light.envLight.getIrradiance(scope, normal).rgb,\r\n ShaderHelper.getEnvLightStrength(scope)\r\n ) as PBShaderExp)\r\n : scope.$builder.vec3(0);\r\n }\r\n /**\r\n * Get Radiance of current environment light\r\n *\r\n * @param scope - Shader scope\r\n * @param reflectVec - The reflection vector\r\n * @param roughness - Roughness value of current fragment\r\n *\r\n * @returns Radiance of current environment light of type vec3\r\n */\r\n getEnvLightRadiance(scope: PBInsideFunctionScope, reflectVec: PBShaderExp, roughness: PBShaderExp) {\r\n if (!this.needCalculateEnvLight()) {\r\n console.warn('getEnvLightRadiance(): No need to calculate environment lighting');\r\n return scope.$builder.vec3(0);\r\n }\r\n return this.drawContext.env!.light.envLight.hasRadiance()\r\n ? (scope.$builder.mul(\r\n this.drawContext.env!.light.envLight.getRadiance(scope, reflectVec, roughness)!.rgb,\r\n ShaderHelper.getEnvLightStrength(scope)\r\n ) as PBShaderExp)\r\n : scope.$builder.vec3(0);\r\n }\r\n /**\r\n * Checks if shadow should be computed\r\n *\r\n * @returns true if shadow should be computed, other wise false\r\n */\r\n protected needCalculateShadow() {\r\n return (\r\n this.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT && !!this.drawContext.currentShadowLight\r\n );\r\n }\r\n /**\r\n * Calculates shadow of current fragment\r\n *\r\n * @param scope - Shader scope\r\n * @param NoL - NdotL vector\r\n * @returns Shadow of current fragment, 1 means no shadow and 0 means full shadowed.\r\n */\r\n calculateShadow(scope: PBInsideFunctionScope, worldPos: PBShaderExp, NoL: PBShaderExp) {\r\n const pb = scope.$builder;\r\n if (!this.needCalculateShadow()) {\r\n console.warn('calculateShadow(): No need to calculate shadow');\r\n return pb.float(1);\r\n }\r\n return ShaderHelper.calculateShadow(scope, worldPos, NoL, this.drawContext);\r\n }\r\n private getClusterIndex(scope: PBInsideFunctionScope, fragCoord: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const funcName = 'lm_getClusterIndex';\r\n pb.func(funcName, [pb.vec3('fragCoord')], function () {\r\n const clusterParams = ShaderHelper.getClusterParams(this);\r\n const countParams = ShaderHelper.getCountParams(this);\r\n this.$l.zTile = pb.int(\r\n pb.max(\r\n pb.add(\r\n pb.mul(pb.log2(ShaderHelper.nonLinearDepthToLinear(this, this.fragCoord.z)), clusterParams.z),\r\n clusterParams.w\r\n ),\r\n 0\r\n )\r\n );\r\n this.$l.f = pb.vec2(this.fragCoord.x, pb.sub(clusterParams.y, pb.add(this.fragCoord.y, 1)));\r\n this.$l.xyTile = pb.ivec2(pb.div(this.f, pb.div(clusterParams.xy, pb.vec2(countParams.xy))));\r\n this.$return(pb.ivec3(this.xyTile, this.zTile));\r\n });\r\n return pb.getGlobalScope()[funcName](fragCoord);\r\n }\r\n protected calculatePointLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_calculatePointLightAttenuation';\r\n pb.func(funcName, [pb.vec3('worldPos'), pb.vec4('posRange')], function () {\r\n this.$l.dist = pb.distance(this.posRange.xyz, this.worldPos);\r\n this.$l.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, this.posRange.w)));\r\n this.$return(pb.mul(this.falloff, this.falloff));\r\n });\r\n return pb.getGlobalScope()[funcName](worldPos, posRange);\r\n }\r\n protected calculateSpotLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_calculateSpotLightAttenuation';\r\n pb.func(funcName, [pb.vec3('worldPos'), pb.vec4('posRange'), pb.vec4('dirCutoff')], function () {\r\n this.$l.dist = pb.distance(this.posRange.xyz, this.worldPos);\r\n this.$l.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, this.posRange.w)));\r\n this.$l.spotFactor = pb.dot(\r\n pb.normalize(pb.sub(this.worldPos, this.posRange.xyz)),\r\n this.dirCutoff.xyz\r\n );\r\n this.spotFactor = pb.smoothStep(this.dirCutoff.w, pb.mix(this.dirCutoff.w, 1, 0.5), this.spotFactor);\r\n this.$return(pb.mul(this.spotFactor, this.falloff, this.falloff));\r\n });\r\n return pb.getGlobalScope()[funcName](worldPos, posRange, dirCutoff);\r\n }\r\n calculateLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n return scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_DIRECTIONAL),\r\n pb.float(1),\r\n scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_POINT),\r\n this.calculatePointLightAttenuation(scope, worldPos.xyz, posRange),\r\n scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_RECT),\r\n this.calculatePointLightAttenuation(scope, worldPos.xyz, posRange),\r\n this.calculateSpotLightAttenuation(scope, worldPos.xyz, posRange, dirCutoff)\r\n )\r\n )\r\n );\r\n }\r\n calculateLightDirection(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n return scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_DIRECTIONAL),\r\n pb.neg(dirCutoff.xyz),\r\n pb.normalize(pb.sub(posRange.xyz, worldPos.xyz))\r\n );\r\n }\r\n forEachLight(\r\n scope: PBInsideFunctionScope,\r\n callback: (\r\n this: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp,\r\n colorIntensity: PBShaderExp,\r\n extra: PBShaderExp,\r\n shadow: boolean\r\n ) => void\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n if (that.drawContext.renderPass!.type !== RENDER_PASS_TYPE_LIGHT) {\r\n console.warn('LitMaterial.forEachLight(): must be called in forward render pass');\r\n return;\r\n }\r\n if 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pb.float(this.texSize.x)\r\n );\r\n this.$l.texCoordY = pb.div(\r\n pb.add(pb.float(pb.div(this.clusterIndex, this.texSize.x)), 0.5),\r\n pb.float(this.texSize.y)\r\n );\r\n this.$l.samp = pb.textureSample(\r\n ShaderHelper.getClusteredLightIndexTexture(this),\r\n pb.vec2(this.texCoordX, this.texCoordY)\r\n );\r\n } else {\r\n this.$l.texCoordX = pb.mod(this.clusterIndex, this.texSize.x);\r\n this.$l.texCoordY = pb.div(this.clusterIndex, this.texSize.x);\r\n this.$l.samp = pb.textureLoad(\r\n ShaderHelper.getClusteredLightIndexTexture(this),\r\n pb.ivec2(this.texCoordX, this.texCoordY),\r\n 0\r\n );\r\n }\r\n if (pb.getDevice().type === 'webgl') {\r\n this.$for(pb.int('i'), 0, 4, function () {\r\n this.$l.k = this.samp.at(this.i);\r\n this.$l.lights = pb.int[2]();\r\n this.$l.lights[0] = pb.int(pb.mod(this.k, 256));\r\n this.$l.lights[1] = pb.int(pb.div(this.k, 256));\r\n this.$for(pb.int('k'), 0, 2, function () {\r\n this.$l.li = this.lights.at(this.k);\r\n 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1
+ {"version":3,"file":"lit.js","sources":["../../../src/material/mixins/lit.ts"],"sourcesContent":["import type { BindGroup, PBFunctionScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport {\r\n LIGHT_TYPE_DIRECTIONAL,\r\n LIGHT_TYPE_POINT,\r\n LIGHT_TYPE_RECT,\r\n // LIGHT_TYPE_SPOT,\r\n RENDER_PASS_TYPE_LIGHT\r\n} from '../../values';\r\nimport type { DrawContext } from '../../render';\r\nimport type { MeshMaterial } from '../meshmaterial';\r\nimport { applyMaterialMixins } from '../meshmaterial';\r\nimport type { TextureMixinInstanceTypes } from './texture';\r\nimport { mixinTextureProps } from './texture';\r\nimport type { IMixinAlbedoColor } from './albedocolor';\r\nimport { mixinAlbedoColor } from './albedocolor';\r\nimport { ShaderHelper } from '../shader/helper';\r\n\r\n/**\r\n * Interface for light mixin\r\n * @public\r\n */\r\nexport type IMixinLight = {\r\n normalScale: number;\r\n normalMapMode: 'tangent-space' | 'object-space';\r\n doubleSidedLighting: boolean;\r\n needCalculateEnvLight(): boolean;\r\n getUniformNormalScale(scope: PBInsideFunctionScope): PBShaderExp;\r\n getEnvLightIrradiance(scope: PBInsideFunctionScope, normal: PBShaderExp): PBShaderExp;\r\n getEnvLightRadiance(\r\n scope: PBInsideFunctionScope,\r\n reflectVec: PBShaderExp,\r\n roughness: PBShaderExp\r\n ): PBShaderExp;\r\n calculateViewVector(scope: PBInsideFunctionScope, worldPos: PBShaderExp): PBShaderExp;\r\n calculateReflectionVector(\r\n scope: PBInsideFunctionScope,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp\r\n ): PBShaderExp;\r\n calculateTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp;\r\n calculateNormal(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp;\r\n calculateNormalAndTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp;\r\n calculateLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ): PBShaderExp;\r\n calculateLightDirection(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ): PBShaderExp;\r\n calculateShadow(scope: PBInsideFunctionScope, worldPos: PBShaderExp, NoL: PBShaderExp): PBShaderExp;\r\n forEachLight(\r\n scope: PBInsideFunctionScope,\r\n callback: (\r\n this: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp,\r\n colorIntensity: PBShaderExp,\r\n extra: PBShaderExp,\r\n shadow: boolean\r\n ) => void\r\n ): void;\r\n} & TextureMixinInstanceTypes<['normal']> &\r\n IMixinAlbedoColor;\r\n\r\n/**\r\n * Light mixin\r\n * @param BaseCls - class to mix in\r\n * @returns Mixed class\r\n * @public\r\n */\r\nexport function mixinLight<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).lightMixed) {\r\n return BaseCls as T & { new (...args: any[]): IMixinLight };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinAlbedoColor, mixinTextureProps('normal'));\r\n let FEATURE_DOUBLE_SIDED_LIGHTING = 0;\r\n let FEATURE_OBJECT_SPACE_NORMALMAP = 0;\r\n const cls = class extends S {\r\n static readonly lightMixed = true;\r\n private _normalScale: number;\r\n constructor() {\r\n super();\r\n this._normalScale = 1;\r\n this.useFeature(FEATURE_DOUBLE_SIDED_LIGHTING, true);\r\n }\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n this.normalScale = other.normalScale;\r\n this.normalMapMode = other.normalMapMode;\r\n this.doubleSidedLighting = other.doubleSidedLighting;\r\n }\r\n get normalScale() {\r\n return this._normalScale;\r\n }\r\n set normalScale(val) {\r\n if (val !== this._normalScale) {\r\n this._normalScale = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n get normalMapMode() {\r\n return this.featureUsed<'tangent-space' | 'object-space'>(FEATURE_OBJECT_SPACE_NORMALMAP);\r\n }\r\n set normalMapMode(val) {\r\n this.useFeature(FEATURE_OBJECT_SPACE_NORMALMAP, val);\r\n }\r\n /** true if double sided lighting is used */\r\n get doubleSidedLighting() {\r\n return this.featureUsed<boolean>(FEATURE_DOUBLE_SIDED_LIGHTING);\r\n }\r\n set doubleSidedLighting(val) {\r\n this.useFeature(FEATURE_DOUBLE_SIDED_LIGHTING, !!val);\r\n }\r\n /**\r\n * Calculates the normalized vector from world coordinates to the viewpoint.\r\n *\r\n * @param scope - Shader scope\r\n *\r\n * @returns The view vector\r\n */\r\n calculateViewVector(scope: PBInsideFunctionScope, worldPos: PBShaderExp) {\r\n const pb = scope.$builder;\r\n return pb.normalize(pb.sub(ShaderHelper.getCameraPosition(scope), worldPos.xyz));\r\n }\r\n /**\r\n * Calculate the reflection vector of the view vector with respect to the normal.\r\n *\r\n * @param scope - Shader scope\r\n * @param normal - Surface normal\r\n * @param viewVec - The view vector\r\n * @returns The reflection vector\r\n */\r\n calculateReflectionVector(scope: PBInsideFunctionScope, normal: PBShaderExp, viewVec: PBShaderExp) {\r\n const pb = scope.$builder;\r\n return pb.reflect(pb.neg(viewVec), normal);\r\n }\r\n /**\r\n * Calculate the normal vector for current fragment\r\n * @param scope - The shader scope\r\n * @returns Normal vector for current fragment\r\n */\r\n calculateNormal(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const args: PBShaderExp[] = [worldPos];\r\n const params: PBShaderExp[] = [pb.vec3('worldPos')];\r\n let funcName = 'Z_calculateNormal';\r\n if (worldNormal) {\r\n params.push(pb.vec3('worldNormal'));\r\n args.push(worldNormal);\r\n funcName += '_N';\r\n if (worldTangent && worldBinormal) {\r\n params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));\r\n args.push(worldTangent, worldBinormal);\r\n funcName += '_T';\r\n }\r\n }\r\n pb.func(funcName, params, function () {\r\n this.$l.uv = that.normalTexture\r\n ? (that.getNormalTexCoord(this) ?? pb.vec2(0))\r\n : that.albedoTexture\r\n ? (that.getAlbedoTexCoord(this) ?? pb.vec2(0))\r\n : pb.vec2(0);\r\n this.$l.TBN = that.calculateTBN(\r\n this,\r\n this.worldPos,\r\n this.worldNormal,\r\n this.worldTangent,\r\n this.worldBinormal\r\n );\r\n if (that.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT && that.normalTexture) {\r\n if (that.normalMapMode === 'object-space') {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));\r\n this.$return(pb.normalize(normalTex));\r\n } else {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));\r\n this.$return(pb.normalize(pb.mul(this.TBN, normalTex)));\r\n }\r\n } else {\r\n this.$return(this.TBN[2]);\r\n }\r\n });\r\n return pb.getGlobalScope()[funcName](...args) as PBShaderExp;\r\n }\r\n /**\r\n * Normal scale uniform\r\n * @return Normal scale uniform\r\n */\r\n getUniformNormalScale(scope: PBInsideFunctionScope) {\r\n return scope.zNormalScale as PBShaderExp;\r\n }\r\n /**\r\n * Calculate the normal vector for current fragment\r\n *\r\n * @param scope - The shader scope\r\n * @returns Structure that contains normal vector and TBN matrix\r\n */\r\n calculateNormalAndTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const NormalStruct = pb.defineStruct([pb.mat3('TBN'), pb.vec3('normal')]);\r\n const that = this;\r\n const args: PBShaderExp[] = [worldPos.xyz];\r\n const params: PBShaderExp[] = [pb.vec3('worldPos')];\r\n let funcName = 'Z_calculateNormalAndTBN';\r\n if (worldNormal) {\r\n params.push(pb.vec3('worldNormal'));\r\n args.push(worldNormal);\r\n funcName += '_N';\r\n if (worldTangent && worldBinormal) {\r\n params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));\r\n args.push(worldTangent, worldBinormal);\r\n funcName += '_T';\r\n }\r\n }\r\n pb.func(funcName, params, function () {\r\n this.$l.uv = that.normalTexture\r\n ? (that.getNormalTexCoord(this) ?? pb.vec2(0))\r\n : that.albedoTexture\r\n ? (that.getAlbedoTexCoord(this) ?? pb.vec2(0))\r\n : pb.vec2(0);\r\n this.$l.TBN = that.calculateTBN(\r\n this,\r\n this.worldPos,\r\n this.worldNormal,\r\n this.worldTangent,\r\n this.worldBinormal\r\n );\r\n if (that.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT && that.normalTexture) {\r\n if (that.normalMapMode === 'object-space') {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));\r\n this.$return(NormalStruct(this.TBN, pb.normalize(normalTex)));\r\n } else {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));\r\n this.$return(NormalStruct(this.TBN, pb.normalize(pb.mul(this.TBN, normalTex))));\r\n }\r\n } else {\r\n this.$return(NormalStruct(this.TBN, this.TBN[2]));\r\n }\r\n });\r\n return pb.getGlobalScope()[funcName](...args) as PBShaderExp;\r\n }\r\n /**\r\n * Calculate the TBN matrix\r\n *\r\n * @param scope - The shader scope\r\n * @returns TBN matrix\r\n */\r\n calculateTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const args: PBShaderExp[] = [worldPos.xyz];\r\n const params: PBShaderExp[] = [pb.vec3('worldPos')];\r\n let funcName = 'Z_calculateTBN';\r\n if (worldNormal) {\r\n params.push(pb.vec3('worldNormal'));\r\n args.push(worldNormal);\r\n funcName += '_N';\r\n if (worldTangent && worldBinormal) {\r\n params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));\r\n args.push(worldTangent, worldBinormal);\r\n funcName += '_T';\r\n }\r\n }\r\n pb.func(funcName, params, function () {\r\n const posW = this.worldPos;\r\n this.$l.uv = that.normalTexture\r\n ? (that.getNormalTexCoord(this) ?? pb.vec2(0))\r\n : that.albedoTexture\r\n ? (that.getAlbedoTexCoord(this) ?? pb.vec2(0))\r\n : pb.vec2(0);\r\n this.$l.TBN = pb.mat3();\r\n if (!worldNormal) {\r\n this.$l.uv_dx = pb.dpdx(pb.vec3(this.uv, 0));\r\n this.$l.uv_dy = pb.dpdy(pb.vec3(this.uv, 0));\r\n this.$if(\r\n pb.lessThanEqual(pb.add(pb.length(this.uv_dx), pb.length(this.uv_dy)), 0.000001),\r\n function () {\r\n this.uv_dx = pb.vec3(1, 0, 0);\r\n this.uv_dy = pb.vec3(0, 1, 0);\r\n }\r\n );\r\n this.$l.t_ = pb.div(\r\n pb.sub(pb.mul(pb.dpdx(posW), this.uv_dy.y), pb.mul(pb.dpdy(posW), this.uv_dx.y)),\r\n pb.sub(pb.mul(this.uv_dx.x, this.uv_dy.y), pb.mul(this.uv_dx.y, this.uv_dy.x))\r\n );\r\n this.$l.ng = pb.normalize(pb.cross(pb.dpdx(posW), pb.dpdy(posW)));\r\n this.$l.t = pb.normalize(pb.sub(this.t_, pb.mul(this.ng, pb.dot(this.ng, this.t_))));\r\n this.$l.b = pb.cross(this.ng, this.t);\r\n if (that.doubleSidedLighting && that.cullMode !== 'back') {\r\n this.$if(pb.not(this.$builtins.frontFacing), function () {\r\n this.t = pb.mul(this.t, -1);\r\n this.b = pb.mul(this.b, -1);\r\n this.ng = pb.mul(this.ng, -1);\r\n });\r\n }\r\n this.TBN = pb.mat3(this.t, this.b, this.ng);\r\n } else if (!worldTangent) {\r\n this.$l.uv_dx = pb.dpdx(pb.vec3(this.uv, 0));\r\n this.$l.uv_dy = pb.dpdy(pb.vec3(this.uv, 0));\r\n this.$if(\r\n pb.lessThanEqual(pb.add(pb.length(this.uv_dx), pb.length(this.uv_dy)), 0.000001),\r\n function () {\r\n this.uv_dx = pb.vec3(1, 0, 0);\r\n this.uv_dy = pb.vec3(0, 1, 0);\r\n }\r\n );\r\n this.$l.t_ = pb.div(\r\n pb.sub(pb.mul(pb.dpdx(posW), this.uv_dy.y), pb.mul(pb.dpdy(posW), this.uv_dx.y)),\r\n pb.sub(pb.mul(this.uv_dx.x, this.uv_dy.y), pb.mul(this.uv_dx.y, this.uv_dy.x))\r\n );\r\n this.$l.ng = pb.normalize(this.worldNormal);\r\n this.$l.t = pb.normalize(pb.sub(this.t_, pb.mul(this.ng, pb.dot(this.ng, this.t_))));\r\n this.$l.b = pb.cross(this.ng, this.t);\r\n if (that.doubleSidedLighting && that.cullMode !== 'back') {\r\n this.$if(pb.not(this.$builtins.frontFacing), function () {\r\n this.t = pb.mul(this.t, -1);\r\n this.b = pb.mul(this.b, -1);\r\n this.ng = pb.mul(this.ng, -1);\r\n });\r\n }\r\n this.TBN = pb.mat3(this.t, this.b, this.ng);\r\n } else {\r\n this.$l.ng = pb.normalize(this.worldNormal);\r\n this.$l.t = pb.normalize(this.worldTangent);\r\n this.$l.b = pb.normalize(this.worldBinormal);\r\n if (that.doubleSidedLighting && that.cullMode !== 'back') {\r\n this.$if(pb.not(this.$builtins.frontFacing), function () {\r\n this.t = pb.mul(this.t, -1);\r\n this.b = pb.mul(this.b, -1);\r\n this.ng = pb.mul(this.ng, -1);\r\n });\r\n }\r\n this.TBN = pb.mat3(this.t, this.b, this.ng);\r\n }\r\n this.$return(this.TBN);\r\n });\r\n return pb.getGlobalScope()[funcName](...args) as PBShaderExp;\r\n }\r\n /**\r\n * {@inheritDoc MeshMaterial.applyUniformsValues}\r\n * @override\r\n */\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n if (ctx.renderPass!.type === RENDER_PASS_TYPE_LIGHT) {\r\n if (this.normalTexture) {\r\n bindGroup.setValue('zNormalScale', this._normalScale);\r\n }\r\n }\r\n }\r\n /**\r\n * Check if the environment lighting should be calculated.\r\n *\r\n * @returns true Environment lighting should be calculated, otherwise false\r\n */\r\n needCalculateEnvLight() {\r\n return this.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT && this.drawContext.drawEnvLight;\r\n }\r\n /**\r\n * Get irradiance of current environment light\r\n *\r\n * @param scope - Shader scope\r\n * @param normal - Fragment normal vector\r\n *\r\n * @returns Irradiance of current environment light of type vec3\r\n */\r\n getEnvLightIrradiance(scope: PBInsideFunctionScope, normal: PBShaderExp) {\r\n if (!this.needCalculateEnvLight()) {\r\n console.warn('getEnvLightIrradiance(): No need to calculate environment lighting');\r\n return scope.$builder.vec3(0);\r\n }\r\n return this.drawContext.env!.light.envLight.hasIrradiance()\r\n ? (scope.$builder.mul(\r\n this.drawContext.env!.light.envLight.getIrradiance(scope, normal).rgb,\r\n ShaderHelper.getEnvLightStrength(scope)\r\n ) as PBShaderExp)\r\n : scope.$builder.vec3(0);\r\n }\r\n /**\r\n * Get Radiance of current environment light\r\n *\r\n * @param scope - Shader scope\r\n * @param reflectVec - The reflection vector\r\n * @param roughness - Roughness value of current fragment\r\n *\r\n * @returns Radiance of current environment light of type vec3\r\n */\r\n getEnvLightRadiance(scope: PBInsideFunctionScope, reflectVec: PBShaderExp, roughness: PBShaderExp) {\r\n if (!this.needCalculateEnvLight()) {\r\n console.warn('getEnvLightRadiance(): No need to calculate environment lighting');\r\n return scope.$builder.vec3(0);\r\n }\r\n return this.drawContext.env!.light.envLight.hasRadiance()\r\n ? (scope.$builder.mul(\r\n this.drawContext.env!.light.envLight.getRadiance(scope, reflectVec, roughness)!.rgb,\r\n ShaderHelper.getEnvLightStrength(scope),\r\n ShaderHelper.getEnvLightSpecularStrength(scope)\r\n ) as PBShaderExp)\r\n : scope.$builder.vec3(0);\r\n }\r\n /**\r\n * Checks if shadow should be computed\r\n *\r\n * @returns true if shadow should be computed, other wise false\r\n */\r\n protected needCalculateShadow() {\r\n return (\r\n this.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT && !!this.drawContext.currentShadowLight\r\n );\r\n }\r\n /**\r\n * Calculates shadow of current fragment\r\n *\r\n * @param scope - Shader scope\r\n * @param NoL - NdotL vector\r\n * @returns Shadow of current fragment, 1 means no shadow and 0 means full shadowed.\r\n */\r\n calculateShadow(scope: PBInsideFunctionScope, worldPos: PBShaderExp, NoL: PBShaderExp) {\r\n const pb = scope.$builder;\r\n if (!this.needCalculateShadow()) {\r\n console.warn('calculateShadow(): No need to calculate shadow');\r\n return pb.float(1);\r\n }\r\n return ShaderHelper.calculateShadow(scope, worldPos, NoL, this.drawContext);\r\n }\r\n private getClusterIndex(scope: PBInsideFunctionScope, fragCoord: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const funcName = 'lm_getClusterIndex';\r\n pb.func(funcName, [pb.vec3('fragCoord')], function () {\r\n const clusterParams = ShaderHelper.getClusterParams(this);\r\n const countParams = ShaderHelper.getCountParams(this);\r\n this.$l.zTile = pb.int(\r\n pb.max(\r\n pb.add(\r\n pb.mul(pb.log2(ShaderHelper.nonLinearDepthToLinear(this, this.fragCoord.z)), clusterParams.z),\r\n clusterParams.w\r\n ),\r\n 0\r\n )\r\n );\r\n this.$l.f = pb.vec2(this.fragCoord.x, pb.sub(clusterParams.y, pb.add(this.fragCoord.y, 1)));\r\n this.$l.xyTile = pb.ivec2(pb.div(this.f, pb.div(clusterParams.xy, pb.vec2(countParams.xy))));\r\n this.$return(pb.ivec3(this.xyTile, this.zTile));\r\n });\r\n return pb.getGlobalScope()[funcName](fragCoord);\r\n }\r\n protected calculatePointLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_calculatePointLightAttenuation';\r\n pb.func(funcName, [pb.vec3('worldPos'), pb.vec4('posRange')], function () {\r\n this.$l.dist = pb.distance(this.posRange.xyz, this.worldPos);\r\n this.$l.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, this.posRange.w)));\r\n this.$return(pb.mul(this.falloff, this.falloff));\r\n });\r\n return pb.getGlobalScope()[funcName](worldPos, posRange);\r\n }\r\n protected calculateSpotLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_calculateSpotLightAttenuation';\r\n pb.func(funcName, [pb.vec3('worldPos'), pb.vec4('posRange'), pb.vec4('dirCutoff')], function () {\r\n this.$l.dist = pb.distance(this.posRange.xyz, this.worldPos);\r\n this.$l.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, this.posRange.w)));\r\n this.$l.spotFactor = pb.dot(\r\n pb.normalize(pb.sub(this.worldPos, this.posRange.xyz)),\r\n this.dirCutoff.xyz\r\n );\r\n this.spotFactor = pb.smoothStep(this.dirCutoff.w, pb.mix(this.dirCutoff.w, 1, 0.5), this.spotFactor);\r\n this.$return(pb.mul(this.spotFactor, this.falloff, this.falloff));\r\n });\r\n return pb.getGlobalScope()[funcName](worldPos, posRange, dirCutoff);\r\n }\r\n calculateLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n return scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_DIRECTIONAL),\r\n pb.float(1),\r\n scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_POINT),\r\n this.calculatePointLightAttenuation(scope, worldPos.xyz, posRange),\r\n scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_RECT),\r\n this.calculatePointLightAttenuation(scope, worldPos.xyz, posRange),\r\n this.calculateSpotLightAttenuation(scope, worldPos.xyz, posRange, dirCutoff)\r\n )\r\n )\r\n );\r\n }\r\n calculateLightDirection(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n return scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_DIRECTIONAL),\r\n pb.neg(dirCutoff.xyz),\r\n pb.normalize(pb.sub(posRange.xyz, worldPos.xyz))\r\n );\r\n }\r\n forEachLight(\r\n scope: PBInsideFunctionScope,\r\n callback: (\r\n this: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp,\r\n colorIntensity: PBShaderExp,\r\n extra: PBShaderExp,\r\n shadow: boolean\r\n ) => void\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n if (that.drawContext.renderPass!.type !== RENDER_PASS_TYPE_LIGHT) {\r\n console.warn('LitMaterial.forEachLight(): must be called in forward render pass');\r\n return;\r\n }\r\n if (that.drawContext.currentShadowLight) {\r\n const posRange = scope.light.positionAndRange;\r\n const dirCutoff = scope.light.directionAndCutoff;\r\n const colorIntensity = scope.light.diffuseAndIntensity;\r\n const extra = scope.light.extraParams ?? pb.vec4(0);\r\n scope.$scope(function () {\r\n const lightType = pb.int(extra.w);\r\n callback.call(this, lightType, posRange, dirCutoff, colorIntensity, extra, true);\r\n });\r\n } else {\r\n scope.$scope(function () {\r\n const countParams = ShaderHelper.getCountParams(this);\r\n this.$l.cluster = that.getClusterIndex(this, this.$builtins.fragCoord.xyz);\r\n this.$l.clusterIndex = pb.add(\r\n this.cluster.x,\r\n pb.mul(this.cluster.y, countParams.x),\r\n pb.mul(this.cluster.z, countParams.x, countParams.y)\r\n );\r\n this.$l.texSize = scope.light.lightIndexTexSize;\r\n if (pb.getDevice().type === 'webgl') {\r\n this.$l.texCoordX = pb.div(\r\n pb.add(pb.mod(pb.float(this.clusterIndex), pb.float(this.texSize.x)), 0.5),\r\n pb.float(this.texSize.x)\r\n );\r\n this.$l.texCoordY = pb.div(\r\n pb.add(pb.float(pb.div(this.clusterIndex, this.texSize.x)), 0.5),\r\n pb.float(this.texSize.y)\r\n );\r\n this.$l.samp = pb.textureSample(\r\n ShaderHelper.getClusteredLightIndexTexture(this),\r\n pb.vec2(this.texCoordX, this.texCoordY)\r\n );\r\n } else {\r\n this.$l.texCoordX = pb.mod(this.clusterIndex, this.texSize.x);\r\n this.$l.texCoordY = pb.div(this.clusterIndex, this.texSize.x);\r\n this.$l.samp = pb.textureLoad(\r\n ShaderHelper.getClusteredLightIndexTexture(this),\r\n pb.ivec2(this.texCoordX, this.texCoordY),\r\n 0\r\n );\r\n }\r\n if (pb.getDevice().type === 'webgl') {\r\n this.$for(pb.int('i'), 0, 4, function () {\r\n this.$l.k = this.samp.at(this.i);\r\n this.$l.lights = pb.int[2]();\r\n this.$l.lights[0] = pb.int(pb.mod(this.k, 256));\r\n this.$l.lights[1] = pb.int(pb.div(this.k, 256));\r\n this.$for(pb.int('k'), 0, 2, 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