@zephyr3d/scene 0.9.6 → 0.9.7

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Files changed (203) 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 +1349 -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/mtoon.js +574 -0
  57. package/dist/material/mtoon.js.map +1 -0
  58. package/dist/material/pbrblueprint.js +499 -336
  59. package/dist/material/pbrblueprint.js.map +1 -1
  60. package/dist/material/pbrmr.js +118 -100
  61. package/dist/material/pbrmr.js.map +1 -1
  62. package/dist/material/pbrsg.js +1 -1
  63. package/dist/material/pbrsg.js.map +1 -1
  64. package/dist/material/shader/helper.js +324 -294
  65. package/dist/material/shader/helper.js.map +1 -1
  66. package/dist/material/subsurfaceprofile.js +812 -0
  67. package/dist/material/subsurfaceprofile.js.map +1 -0
  68. package/dist/material/unlit.js +1 -1
  69. package/dist/material/unlit.js.map +1 -1
  70. package/dist/posteffect/compositor.js +46 -11
  71. package/dist/posteffect/compositor.js.map +1 -1
  72. package/dist/posteffect/ssr.js +422 -96
  73. package/dist/posteffect/ssr.js.map +1 -1
  74. package/dist/posteffect/sss.js +1053 -0
  75. package/dist/posteffect/sss.js.map +1 -0
  76. package/dist/posteffect/taa.js +61 -60
  77. package/dist/posteffect/taa.js.map +1 -1
  78. package/dist/render/abuffer_oit.js +63 -12
  79. package/dist/render/abuffer_oit.js.map +1 -1
  80. package/dist/render/cluster_light.js +6 -5
  81. package/dist/render/cluster_light.js.map +1 -1
  82. package/dist/render/drawable.js +1 -5
  83. package/dist/render/drawable.js.map +1 -1
  84. package/dist/render/drawable_mixin.js +2 -1
  85. package/dist/render/drawable_mixin.js.map +1 -1
  86. package/dist/render/fbm_wavegenerator.js +2 -1
  87. package/dist/render/fbm_wavegenerator.js.map +1 -1
  88. package/dist/render/gerstner_wavegenerator.js +2 -1
  89. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  90. package/dist/render/globalbindgroup_allocator.js +2 -1
  91. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  92. package/dist/render/lightpass.js +110 -23
  93. package/dist/render/lightpass.js.map +1 -1
  94. package/dist/render/render_queue.js +51 -8
  95. package/dist/render/render_queue.js.map +1 -1
  96. package/dist/render/renderer.js +80 -66
  97. package/dist/render/renderer.js.map +1 -1
  98. package/dist/render/rendergraph/device_pool_allocator.js +8 -0
  99. package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
  100. package/dist/render/rendergraph/forward_plus_builder.js +481 -95
  101. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  102. package/dist/render/rendergraph/history_resource_manager.js +55 -0
  103. package/dist/render/rendergraph/history_resource_manager.js.map +1 -1
  104. package/dist/render/rendergraph/history_resources.js +3 -1
  105. package/dist/render/rendergraph/history_resources.js.map +1 -1
  106. package/dist/render/rendergraph/types.js.map +1 -1
  107. package/dist/render/renderpass.js +10 -4
  108. package/dist/render/renderpass.js.map +1 -1
  109. package/dist/render/sky.js +31 -1
  110. package/dist/render/sky.js.map +1 -1
  111. package/dist/render/weightedblended_oit.js +23 -5
  112. package/dist/render/weightedblended_oit.js.map +1 -1
  113. package/dist/scene/basesprite.js +4 -2
  114. package/dist/scene/basesprite.js.map +1 -1
  115. package/dist/scene/batchgroup.js +3 -1
  116. package/dist/scene/batchgroup.js.map +1 -1
  117. package/dist/scene/environment.js +11 -1
  118. package/dist/scene/environment.js.map +1 -1
  119. package/dist/scene/light.js +21 -3
  120. package/dist/scene/light.js.map +1 -1
  121. package/dist/scene/mesh.js +29 -14
  122. package/dist/scene/mesh.js.map +1 -1
  123. package/dist/scene/meshdrawable.js +6 -0
  124. package/dist/scene/meshdrawable.js.map +1 -1
  125. package/dist/scene/msdftext.js +5 -2
  126. package/dist/scene/msdftext.js.map +1 -1
  127. package/dist/scene/msdftextsprite.js +5 -3
  128. package/dist/scene/msdftextsprite.js.map +1 -1
  129. package/dist/scene/particlesys.js +3 -1
  130. package/dist/scene/particlesys.js.map +1 -1
  131. package/dist/scene/scene.js +6 -5
  132. package/dist/scene/scene.js.map +1 -1
  133. package/dist/scene/terrain-cm/grass.js +4 -2
  134. package/dist/scene/terrain-cm/grass.js.map +1 -1
  135. package/dist/scene/terrain-cm/grassmaterial.js +2 -1
  136. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
  137. package/dist/scene/terrain-cm/terrain-cm.js +4 -2
  138. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  139. package/dist/scene/water.js +4 -2
  140. package/dist/scene/water.js.map +1 -1
  141. package/dist/shaders/shadow.js +26 -393
  142. package/dist/shaders/shadow.js.map +1 -1
  143. package/dist/shadow/esm.js +112 -12
  144. package/dist/shadow/esm.js.map +1 -1
  145. package/dist/shadow/pcf_opt.js +2 -2
  146. package/dist/shadow/pcf_opt.js.map +1 -1
  147. package/dist/shadow/pcf_pd.js +19 -10
  148. package/dist/shadow/pcf_pd.js.map +1 -1
  149. package/dist/shadow/shader.js +58 -7
  150. package/dist/shadow/shader.js.map +1 -1
  151. package/dist/shadow/shadow_impl.js +6 -0
  152. package/dist/shadow/shadow_impl.js.map +1 -1
  153. package/dist/shadow/shadow_region.js +229 -0
  154. package/dist/shadow/shadow_region.js.map +1 -0
  155. package/dist/shadow/shadowmapper.js +67 -59
  156. package/dist/shadow/shadowmapper.js.map +1 -1
  157. package/dist/shadow/vsm.js +45 -19
  158. package/dist/shadow/vsm.js.map +1 -1
  159. package/dist/utility/blueprint/common/constants.js +8 -8
  160. package/dist/utility/blueprint/common/constants.js.map +1 -1
  161. package/dist/utility/blueprint/material/pbr.js +31 -4
  162. package/dist/utility/blueprint/material/pbr.js.map +1 -1
  163. package/dist/utility/blueprint/material/texture.js +1 -17
  164. package/dist/utility/blueprint/material/texture.js.map +1 -1
  165. package/dist/utility/serialization/manager.js +327 -359
  166. package/dist/utility/serialization/manager.js.map +1 -1
  167. package/dist/utility/serialization/scene/animation.js +5 -2
  168. package/dist/utility/serialization/scene/animation.js.map +1 -1
  169. package/dist/utility/serialization/scene/batch.js +4 -1
  170. package/dist/utility/serialization/scene/batch.js.map +1 -1
  171. package/dist/utility/serialization/scene/camera.js +249 -54
  172. package/dist/utility/serialization/scene/camera.js.map +1 -1
  173. package/dist/utility/serialization/scene/common.js +37 -1
  174. package/dist/utility/serialization/scene/common.js.map +1 -1
  175. package/dist/utility/serialization/scene/light.js +42 -3
  176. package/dist/utility/serialization/scene/light.js.map +1 -1
  177. package/dist/utility/serialization/scene/material.js +1112 -646
  178. package/dist/utility/serialization/scene/material.js.map +1 -1
  179. package/dist/utility/serialization/scene/mesh.js +7 -4
  180. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  181. package/dist/utility/serialization/scene/node.js +31 -12
  182. package/dist/utility/serialization/scene/node.js.map +1 -1
  183. package/dist/utility/serialization/scene/particle.js +4 -1
  184. package/dist/utility/serialization/scene/particle.js.map +1 -1
  185. package/dist/utility/serialization/scene/primitive.js +3 -1
  186. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  187. package/dist/utility/serialization/scene/scene.js +18 -0
  188. package/dist/utility/serialization/scene/scene.js.map +1 -1
  189. package/dist/utility/serialization/scene/sprite.js +6 -3
  190. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  191. package/dist/utility/serialization/scene/terrain.js +5 -2
  192. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  193. package/dist/utility/serialization/scene/text.js +3 -1
  194. package/dist/utility/serialization/scene/text.js.map +1 -1
  195. package/dist/utility/serialization/scene/water.js +4 -1
  196. package/dist/utility/serialization/scene/water.js.map +1 -1
  197. package/dist/utility/textures/ltcdata.js +6 -0
  198. package/dist/utility/textures/ltcdata.js.map +1 -0
  199. package/dist/utility/textures/ltclut.js +61 -0
  200. package/dist/utility/textures/ltclut.js.map +1 -0
  201. package/dist/values.js +9 -1
  202. package/dist/values.js.map +1 -1
  203. package/package.json +3 -3
@@ -1 +1 @@
1
- {"version":3,"file":"blinnphong.js","sources":["../../../../src/material/mixins/lightmodel/blinnphong.ts"],"sourcesContent":["import type { BindGroup, PBFunctionScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport type { MeshMaterial } from '../../meshmaterial';\r\nimport { applyMaterialMixins } from '../../meshmaterial';\r\nimport type { IMixinLight } from '../lit';\r\nimport { mixinLight } from '../lit';\r\nimport type { DrawContext } from '../../../render';\r\nimport { ShaderHelper } from '../../shader/helper';\r\nimport { LIGHT_TYPE_POINT, MaterialVaryingFlags } from '../../../values';\r\nimport type { Immutable } from '@zephyr3d/base';\r\nimport { Vector4 } from '@zephyr3d/base';\r\n\r\n/**\r\n * Interface for blinn-phong lighting model mixin\r\n * @public\r\n */\r\nexport type IMixinBlinnPhong = {\r\n shininess: number;\r\n scatterWrap: number;\r\n scatterWidth: number;\r\n scatterColor: Vector4;\r\n blinnPhongLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n albedo: PBShaderExp,\r\n outRoughness?: PBShaderExp\r\n ): PBShaderExp;\r\n} & IMixinLight;\r\n\r\n/**\r\n * Blinn-phong lighting model mixin\r\n * @param BaseCls - Class to mix in\r\n * @returns Mixed class\r\n * @public\r\n */\r\nexport function mixinBlinnPhong<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).blinnPhongMixed) {\r\n return BaseCls as T & { new (...args: any[]): IMixinBlinnPhong };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinLight);\r\n const SHININESS_UNIFORM = S.defineInstanceUniform('shininess', 'float', 'Shininess');\r\n let FEATURE_WRAP_LIGHTING = 0;\r\n const cls = class extends S implements IMixinBlinnPhong {\r\n protected static blinnPhongMixed = true;\r\n private _shininess: number;\r\n private _wrap: number;\r\n private _scatterWidth: number;\r\n private _scatterColor: Vector4;\r\n constructor() {\r\n super();\r\n this._shininess = 32;\r\n this._wrap = 0;\r\n this._scatterWidth = 0.3;\r\n this._scatterColor = Vector4.zero();\r\n this.useFeature(FEATURE_WRAP_LIGHTING, false);\r\n }\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n this.shininess = other.shininess;\r\n this.scatterWrap = other.scatterWrap;\r\n this.scatterColor = other.scatterColor;\r\n this.scatterWidth = other.scatterWidth;\r\n }\r\n /** Shininess */\r\n get shininess() {\r\n return this._shininess;\r\n }\r\n set shininess(val) {\r\n if (val !== this._shininess) {\r\n this._shininess = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n /** Wrap */\r\n get scatterWrap() {\r\n return this._wrap;\r\n }\r\n set scatterWrap(wrap) {\r\n if (this._wrap !== wrap) {\r\n this._wrap = wrap;\r\n this.uniformChanged();\r\n this.useFeature(FEATURE_WRAP_LIGHTING, this._wrap !== 0);\r\n }\r\n }\r\n /** Scatter color */\r\n get scatterColor(): Immutable<Vector4> {\r\n return this._scatterColor;\r\n }\r\n set scatterColor(color: Immutable<Vector4>) {\r\n if (!color.equalsTo(this._scatterColor)) {\r\n this._scatterColor.set(color);\r\n this.uniformChanged();\r\n }\r\n }\r\n /** Scatter width */\r\n get scatterWidth() {\r\n return this._scatterWidth;\r\n }\r\n set scatterWidth(val) {\r\n if (val !== this._scatterWidth) {\r\n this._scatterWidth = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n vertexShader(scope: PBFunctionScope) {\r\n super.vertexShader(scope);\r\n if (this.needFragmentColor() && this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING) {\r\n scope.$outputs.zShininess = this.getInstancedUniform(scope, SHININESS_UNIFORM);\r\n }\r\n }\r\n fragmentShader(scope: PBFunctionScope) {\r\n super.fragmentShader(scope);\r\n const pb = scope.$builder;\r\n if (this.needFragmentColor() && !(this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING)) {\r\n scope.zShininess = pb.float().uniform(2);\r\n if (this.featureUsed(FEATURE_WRAP_LIGHTING)) {\r\n scope.zScatterWrap = pb.float().uniform(2);\r\n scope.zScatterWidth = pb.float().uniform(2);\r\n scope.zScatterColor = pb.vec4().uniform(2);\r\n }\r\n }\r\n }\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n if (this.needFragmentColor(ctx) && !(ctx.materialFlags & MaterialVaryingFlags.INSTANCING)) {\r\n bindGroup.setValue('zShininess', this._shininess);\r\n if (this.featureUsed(FEATURE_WRAP_LIGHTING)) {\r\n bindGroup.setValue('zScatterWrap', this._wrap);\r\n bindGroup.setValue('zScatterWidth', this._scatterWidth);\r\n bindGroup.setValue('zScatterColor', this._scatterColor);\r\n }\r\n }\r\n }\r\n blinnPhongLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n albedo: PBShaderExp,\r\n outRoughness?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_blinnPhongLight';\r\n const that = this;\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec3('worldPos'),\r\n pb.vec3('normal'),\r\n pb.vec3('viewVec'),\r\n pb.vec4('albedo'),\r\n ...(outRoughness ? [pb.vec4('outRoughness').out()] : [])\r\n ],\r\n function () {\r\n if (!that.needFragmentColor()) {\r\n this.$return(this.albedo.rgb);\r\n } else {\r\n const shininess =\r\n that.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING\r\n ? this.$inputs.zShininess\r\n : this.zShininess;\r\n if (that.needCalculateEnvLight() && !outRoughness) {\r\n this.$l.diffuseColor = that.getEnvLightIrradiance(this, this.normal);\r\n } else {\r\n this.$l.diffuseColor = pb.vec3(0);\r\n }\r\n this.$l.specularColor = pb.vec3(0);\r\n that.forEachLight(this, function (type, posRange, dirCutoff, colorIntensity, extra, shadow) {\r\n this.$l.diffuseScale = pb.float(1);\r\n this.$l.specularScale = pb.float(1);\r\n this.$l.sourceRadiusFactor = pb.float(0);\r\n this.$if(pb.equal(type, LIGHT_TYPE_POINT), function () {\r\n this.diffuseScale = extra.x;\r\n this.specularScale = extra.y;\r\n this.sourceRadiusFactor = pb.div(\r\n extra.z,\r\n pb.max(pb.distance(posRange.xyz, this.worldPos), 0.0001)\r\n );\r\n });\r\n this.$l.lightAtten = that.calculateLightAttenuation(\r\n this,\r\n type,\r\n this.worldPos,\r\n posRange,\r\n dirCutoff\r\n );\r\n this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff);\r\n this.$l.NoL = pb.dot(this.normal, this.lightDir);\r\n this.$l.halfVec = pb.normalize(pb.add(this.viewVec, this.lightDir));\r\n this.$l.NoH = pb.clamp(pb.dot(this.normal, this.halfVec), 0, 1);\r\n this.$l.lightColor = pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten);\r\n this.$l.pointShininess = pb.div(shininess, pb.add(1, pb.mul(this.sourceRadiusFactor, 32)));\r\n this.$l.pointShininess = pb.max(this.pointShininess, 1);\r\n if (that.featureUsed(FEATURE_WRAP_LIGHTING)) {\r\n this.$l.NoLwrap = pb.div(pb.add(this.NoL, this.zScatterWrap), pb.add(1, this.zScatterWrap));\r\n this.$l.diff = pb.max(this.NoLwrap, 0);\r\n this.$l.scatter = pb.mul(\r\n pb.smoothStep(0, this.zScatterWidth, this.NoLwrap),\r\n pb.smoothStep(pb.mul(this.zScatterWidth, 2), this.zScatterWidth, this.NoLwrap)\r\n );\r\n this.$l.spec = this.$choice(\r\n pb.lessThanEqual(this.NoLwrap, 0),\r\n pb.float(0),\r\n pb.pow(this.NoH, this.pointShininess)\r\n );\r\n this.$l.diffuse = pb.mul(\r\n this.lightColor,\r\n 1 / Math.PI,\r\n pb.add(pb.vec3(this.diff), pb.mul(this.zScatterColor.rgb, this.scatter), this.diffuseScale)\r\n );\r\n this.$l.specular = pb.mul(this.lightColor, this.spec, this.specularScale);\r\n } else {\r\n this.NoL = pb.clamp(this.NoL, 0, 1);\r\n this.$l.diffuse = pb.mul(this.lightColor, 1 / Math.PI, this.NoL, this.diffuseScale);\r\n this.$l.specular = pb.mul(\r\n this.lightColor,\r\n pb.pow(this.NoH, this.pointShininess),\r\n this.specularScale\r\n );\r\n }\r\n if (shadow) {\r\n this.$if(pb.greaterThan(this.NoL, 0), function () {\r\n this.$l.shadow = pb.vec3(that.calculateShadow(this, this.worldPos, this.NoL));\r\n this.diffuse = pb.mul(this.diffuse, this.shadow);\r\n this.specular = pb.mul(this.specular, this.shadow);\r\n });\r\n }\r\n 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+ {"version":3,"file":"blinnphong.js","sources":["../../../../src/material/mixins/lightmodel/blinnphong.ts"],"sourcesContent":["import type { BindGroup, PBFunctionScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport type { MeshMaterial } from '../../meshmaterial';\r\nimport { applyMaterialMixins } from '../../meshmaterial';\r\nimport type { IMixinLight } from '../lit';\r\nimport { mixinLight } from '../lit';\r\nimport type { DrawContext } from '../../../render';\r\nimport { ShaderHelper } from '../../shader/helper';\r\nimport { LIGHT_TYPE_POINT, MaterialVaryingFlags } from '../../../values';\r\nimport type { Immutable } from '@zephyr3d/base';\r\nimport { Vector4 } from '@zephyr3d/base';\r\n\r\n/**\r\n * Interface for blinn-phong lighting model mixin\r\n * @public\r\n */\r\nexport type IMixinBlinnPhong = {\r\n shininess: number;\r\n scatterWrap: number;\r\n scatterWidth: number;\r\n scatterColor: Vector4;\r\n blinnPhongLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n albedo: PBShaderExp,\r\n outRoughness?: PBShaderExp\r\n ): PBShaderExp;\r\n} & IMixinLight;\r\n\r\n/**\r\n * Blinn-phong lighting model mixin\r\n * @param BaseCls - Class to mix in\r\n * @returns Mixed class\r\n * @public\r\n */\r\nexport function mixinBlinnPhong<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).blinnPhongMixed) {\r\n return BaseCls as T & { new (...args: any[]): IMixinBlinnPhong };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinLight);\r\n const SHININESS_UNIFORM = S.defineInstanceUniform('shininess', 'float', 'Shininess');\r\n let FEATURE_WRAP_LIGHTING = 0;\r\n const cls = class extends S implements IMixinBlinnPhong {\r\n protected static blinnPhongMixed = true;\r\n private _shininess: number;\r\n private _wrap: number;\r\n private _scatterWidth: number;\r\n private _scatterColor: Vector4;\r\n constructor() {\r\n super();\r\n this._shininess = 32;\r\n this._wrap = 0;\r\n this._scatterWidth = 0.3;\r\n this._scatterColor = Vector4.zero();\r\n this.useFeature(FEATURE_WRAP_LIGHTING, false);\r\n }\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n this.shininess = other.shininess;\r\n this.scatterWrap = other.scatterWrap;\r\n this.scatterColor = other.scatterColor;\r\n this.scatterWidth = other.scatterWidth;\r\n }\r\n /** Shininess */\r\n get shininess() {\r\n return this._shininess;\r\n }\r\n set shininess(val) {\r\n if (val !== this._shininess) {\r\n this._shininess = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n /** Wrap */\r\n get scatterWrap() {\r\n return this._wrap;\r\n }\r\n set scatterWrap(wrap) {\r\n if (this._wrap !== wrap) {\r\n this._wrap = wrap;\r\n this.uniformChanged();\r\n this.useFeature(FEATURE_WRAP_LIGHTING, this._wrap !== 0);\r\n }\r\n }\r\n /** Scatter color */\r\n get scatterColor(): Immutable<Vector4> {\r\n return this._scatterColor;\r\n }\r\n set scatterColor(color: Immutable<Vector4>) {\r\n if (!color.equalsTo(this._scatterColor)) {\r\n this._scatterColor.set(color);\r\n this.uniformChanged();\r\n }\r\n }\r\n /** Scatter width */\r\n get scatterWidth() {\r\n return this._scatterWidth;\r\n }\r\n set scatterWidth(val) {\r\n if (val !== this._scatterWidth) {\r\n this._scatterWidth = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n vertexShader(scope: PBFunctionScope) {\r\n super.vertexShader(scope);\r\n if (this.needFragmentColor() && this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING) {\r\n scope.$outputs.zShininess = this.getInstancedUniform(scope, SHININESS_UNIFORM);\r\n }\r\n }\r\n fragmentShader(scope: PBFunctionScope) {\r\n super.fragmentShader(scope);\r\n const pb = scope.$builder;\r\n if (this.needFragmentColor() && !(this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING)) {\r\n scope.zShininess = pb.float().uniform(2);\r\n if (this.featureUsed(FEATURE_WRAP_LIGHTING)) {\r\n scope.zScatterWrap = pb.float().uniform(2);\r\n scope.zScatterWidth = pb.float().uniform(2);\r\n scope.zScatterColor = pb.vec4().uniform(2);\r\n }\r\n }\r\n }\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n if (this.needFragmentColor(ctx) && !(ctx.materialFlags & MaterialVaryingFlags.INSTANCING)) {\r\n bindGroup.setValue('zShininess', this._shininess);\r\n if (this.featureUsed(FEATURE_WRAP_LIGHTING)) {\r\n bindGroup.setValue('zScatterWrap', this._wrap);\r\n bindGroup.setValue('zScatterWidth', this._scatterWidth);\r\n bindGroup.setValue('zScatterColor', this._scatterColor);\r\n }\r\n }\r\n }\r\n blinnPhongLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n albedo: PBShaderExp,\r\n outRoughness?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_blinnPhongLight';\r\n const that = this;\r\n const baseLightPass = !that.drawContext.lightBlending;\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec3('worldPos'),\r\n pb.vec3('normal'),\r\n pb.vec3('viewVec'),\r\n pb.vec4('albedo'),\r\n ...(outRoughness ? [pb.vec4('outRoughness').out()] : [])\r\n ],\r\n function () {\r\n if (!that.needFragmentColor()) {\r\n this.$return(this.albedo.rgb);\r\n } else {\r\n const shininess =\r\n that.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING\r\n ? this.$inputs.zShininess\r\n : this.zShininess;\r\n if (that.needCalculateEnvLight() && !outRoughness && baseLightPass) {\r\n this.$l.diffuseColor = that.getEnvLightIrradiance(this, this.normal);\r\n } else {\r\n this.$l.diffuseColor = pb.vec3(0);\r\n }\r\n this.$l.specularColor = pb.vec3(0);\r\n that.forEachLight(this, function (type, posRange, dirCutoff, colorIntensity, extra, shadow) {\r\n this.$l.diffuseScale = pb.float(1);\r\n this.$l.specularScale = pb.float(1);\r\n this.$l.sourceRadiusFactor = pb.float(0);\r\n this.$if(pb.equal(type, LIGHT_TYPE_POINT), function () {\r\n this.diffuseScale = extra.x;\r\n this.specularScale = extra.y;\r\n this.sourceRadiusFactor = pb.div(\r\n extra.z,\r\n pb.max(pb.distance(posRange.xyz, this.worldPos), 0.0001)\r\n );\r\n });\r\n this.$l.lightAtten = that.calculateLightAttenuation(\r\n this,\r\n type,\r\n this.worldPos,\r\n posRange,\r\n dirCutoff\r\n );\r\n this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff);\r\n this.$l.NoL = pb.dot(this.normal, this.lightDir);\r\n this.$l.halfVec = pb.normalize(pb.add(this.viewVec, this.lightDir));\r\n this.$l.NoH = pb.clamp(pb.dot(this.normal, this.halfVec), 0, 1);\r\n this.$l.lightColor = pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten);\r\n this.$l.pointShininess = pb.div(shininess, pb.add(1, pb.mul(this.sourceRadiusFactor, 32)));\r\n this.$l.pointShininess = pb.max(this.pointShininess, 1);\r\n if (that.featureUsed(FEATURE_WRAP_LIGHTING)) {\r\n this.$l.NoLwrap = pb.div(pb.add(this.NoL, this.zScatterWrap), pb.add(1, this.zScatterWrap));\r\n this.$l.diff = pb.max(this.NoLwrap, 0);\r\n this.$l.scatter = pb.mul(\r\n pb.smoothStep(0, this.zScatterWidth, this.NoLwrap),\r\n pb.smoothStep(pb.mul(this.zScatterWidth, 2), this.zScatterWidth, this.NoLwrap)\r\n );\r\n this.$l.spec = this.$choice(\r\n pb.lessThanEqual(this.NoLwrap, 0),\r\n pb.float(0),\r\n pb.pow(this.NoH, this.pointShininess)\r\n );\r\n this.$l.diffuse = pb.mul(\r\n this.lightColor,\r\n 1 / Math.PI,\r\n pb.add(pb.vec3(this.diff), pb.mul(this.zScatterColor.rgb, this.scatter), this.diffuseScale)\r\n );\r\n this.$l.specular = pb.mul(this.lightColor, this.spec, this.specularScale);\r\n } else {\r\n this.NoL = pb.clamp(this.NoL, 0, 1);\r\n this.$l.diffuse = pb.mul(this.lightColor, 1 / Math.PI, this.NoL, this.diffuseScale);\r\n this.$l.specular = pb.mul(\r\n this.lightColor,\r\n pb.pow(this.NoH, this.pointShininess),\r\n this.specularScale\r\n );\r\n }\r\n if (shadow) {\r\n this.$if(pb.greaterThan(this.NoL, 0), function () {\r\n this.$l.shadow = pb.vec3(that.calculateShadow(this, this.worldPos, this.NoL));\r\n this.diffuse = pb.mul(this.diffuse, this.shadow);\r\n this.specular = pb.mul(this.specular, 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@@ -21,6 +21,7 @@ import { LIGHT_TYPE_POINT } from '../../../values.js';
21
21
  const pb = scope.$builder;
22
22
  const funcName = 'Z_lambertLight';
23
23
  const that = this;
24
+ const baseLightPass = !that.drawContext.lightBlending;
24
25
  pb.func(funcName, [
25
26
  pb.vec3('worldPos'),
26
27
  pb.vec3('normal'),
@@ -29,7 +30,7 @@ import { LIGHT_TYPE_POINT } from '../../../values.js';
29
30
  if (!that.needFragmentColor()) {
30
31
  this.$return(this.albedo.rgb);
31
32
  } else {
32
- if (that.needCalculateEnvLight()) {
33
+ if (that.needCalculateEnvLight() && baseLightPass) {
33
34
  this.$l.diffuseColor = that.getEnvLightIrradiance(this, this.normal);
34
35
  } else {
35
36
  this.$l.diffuseColor = pb.vec3(0);
@@ -1 +1 @@
1
- {"version":3,"file":"lambert.js","sources":["../../../../src/material/mixins/lightmodel/lambert.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport type { MeshMaterial } from '../../meshmaterial';\r\nimport { applyMaterialMixins } from '../../meshmaterial';\r\nimport type { IMixinLight } from '../lit';\r\nimport { mixinLight } from '../lit';\r\nimport { LIGHT_TYPE_POINT } from '../../../values';\r\n\r\n/**\r\n * Interface of lambert lighting model mixin\r\n * @public\r\n */\r\nexport type IMixinLambert = {\r\n lambertLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n normal: PBShaderExp,\r\n albedo: PBShaderExp\r\n ): PBShaderExp;\r\n} & IMixinLight;\r\n\r\n/**\r\n * Lambert lighting model mixin\r\n * @param BaseCls - Class to mix in\r\n * @returns Mixed class\r\n * @public\r\n */\r\nexport function mixinLambert<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).lambertMixed) {\r\n return BaseCls as T & { new (...args: any[]): IMixinLambert };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinLight);\r\n return class extends S {\r\n protected static lambertMixed = true;\r\n constructor() {\r\n super();\r\n }\r\n lambertLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n normal: PBShaderExp,\r\n albedo: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_lambertLight';\r\n const that = this;\r\n pb.func(funcName, [pb.vec3('worldPos'), pb.vec3('normal'), pb.vec4('albedo')], function () {\r\n if (!that.needFragmentColor()) {\r\n this.$return(this.albedo.rgb);\r\n } else {\r\n if (that.needCalculateEnvLight()) {\r\n this.$l.diffuseColor = that.getEnvLightIrradiance(this, this.normal);\r\n } else {\r\n this.$l.diffuseColor = pb.vec3(0);\r\n }\r\n that.forEachLight(this, function (type, posRange, dirCutoff, colorIntensity, extra, shadow) {\r\n this.$l.diffuseScale = pb.float(1);\r\n this.$if(pb.equal(type, LIGHT_TYPE_POINT), function () {\r\n this.diffuseScale = extra.x;\r\n });\r\n this.$l.lightAtten = that.calculateLightAttenuation(\r\n this,\r\n type,\r\n this.worldPos,\r\n posRange,\r\n dirCutoff\r\n );\r\n this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff);\r\n this.$l.NoL = pb.clamp(pb.dot(this.normal, this.lightDir), 0, 1);\r\n this.$l.lightColor = pb.mul(\r\n colorIntensity.rgb,\r\n colorIntensity.a,\r\n this.lightAtten,\r\n this.diffuseScale\r\n );\r\n this.$l.diffuse = pb.mul(this.lightColor, 1 / Math.PI, this.NoL);\r\n if (shadow) {\r\n this.$l.shadow = pb.vec3(that.calculateShadow(this, this.worldPos, this.NoL));\r\n this.diffuse = pb.mul(this.diffuse, this.shadow);\r\n }\r\n this.diffuseColor = pb.add(this.diffuseColor, this.diffuse);\r\n });\r\n this.$l.litColor = pb.mul(this.albedo.rgb, this.diffuseColor);\r\n this.$return(this.litColor);\r\n }\r\n });\r\n return pb.getGlobalScope()[funcName](worldPos, normal, albedo) as PBShaderExp;\r\n }\r\n } as unknown as T & { new (...args: any[]): IMixinLambert };\r\n}\r\n"],"names":["mixinLambert","BaseCls","lambertMixed","S","applyMaterialMixins","mixinLight","lambertLight","scope","worldPos","normal","albedo","pb","$builder","funcName","that","func","vec3","vec4","needFragmentColor","$return","rgb","needCalculateEnvLight","$l","diffuseColor","getEnvLightIrradiance","forEachLight","type","posRange","dirCutoff","colorIntensity","extra","shadow","diffuseScale","float","$if","equal","LIGHT_TYPE_POINT","x","lightAtten","calculateLightAttenuation","lightDir","calculateLightDirection","NoL","clamp","dot","lightColor","mul","a","diffuse","Math","PI","calculateShadow","add","litColor","getGlobalScope"],"mappings":";;;;AAoBA;;;;;IAMO,SAASA,YAAAA,CAA4CC,OAAU,EAAA;IACpE,IAAKA,OAAgBC,CAAAA,YAAY,EAAE;QACjC,OAAOD,OAAAA;AACT;IACA,MAAME,CAAAA,GAAIC,oBAAoBH,OAASI,EAAAA,UAAAA,CAAAA;AACvC,IAAA,OAAO,cAAcF,CAAAA,CAAAA;AACnB,QAAA,OAAiBD,eAAe,IAAK;QACrC,WAAc,EAAA;YACZ,KAAK,EAAA;AACP;AACAI,QAAAA,YAAAA,CACEC,KAA4B,EAC5BC,QAAqB,EACrBC,MAAmB,EACnBC,MAAmB,EACnB;YACA,MAAMC,EAAAA,GAAKJ,MAAMK,QAAQ;AACzB,YAAA,MAAMC,QAAW,GAAA,gBAAA;AACjB,YAAA,MAAMC,OAAO,IAAI;YACjBH,EAAGI,CAAAA,IAAI,CAACF,QAAU,EAAA;AAACF,gBAAAA,EAAAA,CAAGK,IAAI,CAAC,UAAA,CAAA;AAAaL,gBAAAA,EAAAA,CAAGK,IAAI,CAAC,QAAA,CAAA;AAAWL,gBAAAA,EAAAA,CAAGM,IAAI,CAAC,QAAA;aAAU,EAAE,WAAA;gBAC7E,IAAI,CAACH,IAAKI,CAAAA,iBAAiB,EAAI,EAAA;AAC7B,oBAAA,IAAI,CAACC,OAAO,CAAC,IAAI,CAACT,MAAM,CAACU,GAAG,CAAA;iBACvB,MAAA;oBACL,IAAIN,IAAAA,CAAKO,qBAAqB,EAAI,EAAA;AAChC,wBAAA,IAAI,CAACC,EAAE,CAACC,YAAY,GAAGT,IAAAA,CAAKU,qBAAqB,CAAC,IAAI,EAAE,IAAI,CAACf,MAAM,CAAA;qBAC9D,MAAA;AACL,wBAAA,IAAI,CAACa,EAAE,CAACC,YAAY,GAAGZ,EAAAA,CAAGK,IAAI,CAAC,CAAA,CAAA;AACjC;AACAF,oBAAAA,IAAAA,CAAKW,YAAY,CAAC,IAAI,EAAE,SAAUC,IAAI,EAAEC,QAAQ,EAAEC,SAAS,EAAEC,cAAc,EAAEC,KAAK,EAAEC,MAAM,EAAA;AACxF,wBAAA,IAAI,CAACT,EAAE,CAACU,YAAY,GAAGrB,EAAAA,CAAGsB,KAAK,CAAC,CAAA,CAAA;AAChC,wBAAA,IAAI,CAACC,GAAG,CAACvB,GAAGwB,KAAK,CAACT,MAAMU,gBAAmB,CAAA,EAAA,WAAA;AACzC,4BAAA,IAAI,CAACJ,YAAY,GAAGF,KAAAA,CAAMO,CAAC;AAC7B,yBAAA,CAAA;AACA,wBAAA,IAAI,CAACf,EAAE,CAACgB,UAAU,GAAGxB,IAAKyB,CAAAA,yBAAyB,CACjD,IAAI,EACJb,IACA,EAAA,IAAI,CAAClB,QAAQ,EACbmB,QACAC,EAAAA,SAAAA,CAAAA;AAEF,wBAAA,IAAI,CAACN,EAAE,CAACkB,QAAQ,GAAG1B,IAAK2B,CAAAA,uBAAuB,CAAC,IAAI,EAAEf,IAAM,EAAA,IAAI,CAAClB,QAAQ,EAAEmB,QAAUC,EAAAA,SAAAA,CAAAA;AACrF,wBAAA,IAAI,CAACN,EAAE,CAACoB,GAAG,GAAG/B,EAAAA,CAAGgC,KAAK,CAAChC,EAAAA,CAAGiC,GAAG,CAAC,IAAI,CAACnC,MAAM,EAAE,IAAI,CAAC+B,QAAQ,GAAG,CAAG,EAAA,CAAA,CAAA;wBAC9D,IAAI,CAAClB,EAAE,CAACuB,UAAU,GAAGlC,EAAGmC,CAAAA,GAAG,CACzBjB,cAAeT,CAAAA,GAAG,EAClBS,cAAekB,CAAAA,CAAC,EAChB,IAAI,CAACT,UAAU,EACf,IAAI,CAACN,YAAY,CAAA;AAEnB,wBAAA,IAAI,CAACV,EAAE,CAAC0B,OAAO,GAAGrC,EAAAA,CAAGmC,GAAG,CAAC,IAAI,CAACD,UAAU,EAAE,CAAII,GAAAA,IAAAA,CAAKC,EAAE,EAAE,IAAI,CAACR,GAAG,CAAA;AAC/D,wBAAA,IAAIX,MAAQ,EAAA;AACV,4BAAA,IAAI,CAACT,EAAE,CAACS,MAAM,GAAGpB,EAAAA,CAAGK,IAAI,CAACF,IAAAA,CAAKqC,eAAe,CAAC,IAAI,EAAE,IAAI,CAAC3C,QAAQ,EAAE,IAAI,CAACkC,GAAG,CAAA,CAAA;AAC3E,4BAAA,IAAI,CAACM,OAAO,GAAGrC,EAAAA,CAAGmC,GAAG,CAAC,IAAI,CAACE,OAAO,EAAE,IAAI,CAACjB,MAAM,CAAA;AACjD;AACA,wBAAA,IAAI,CAACR,YAAY,GAAGZ,EAAAA,CAAGyC,GAAG,CAAC,IAAI,CAAC7B,YAAY,EAAE,IAAI,CAACyB,OAAO,CAAA;AAC5D,qBAAA,CAAA;AACA,oBAAA,IAAI,CAAC1B,EAAE,CAAC+B,QAAQ,GAAG1C,GAAGmC,GAAG,CAAC,IAAI,CAACpC,MAAM,CAACU,GAAG,EAAE,IAAI,CAACG,YAAY,CAAA;AAC5D,oBAAA,IAAI,CAACJ,OAAO,CAAC,IAAI,CAACkC,QAAQ,CAAA;AAC5B;AACF,aAAA,CAAA;AACA,YAAA,OAAO1C,GAAG2C,cAAc,EAAE,CAACzC,QAAS,CAAA,CAACL,UAAUC,MAAQC,EAAAA,MAAAA,CAAAA;AACzD;AACF,KAAA;AACF;;;;"}
1
+ {"version":3,"file":"lambert.js","sources":["../../../../src/material/mixins/lightmodel/lambert.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport type { MeshMaterial } from '../../meshmaterial';\r\nimport { applyMaterialMixins } from '../../meshmaterial';\r\nimport type { IMixinLight } from '../lit';\r\nimport { mixinLight } from '../lit';\r\nimport { LIGHT_TYPE_POINT } from '../../../values';\r\n\r\n/**\r\n * Interface of lambert lighting model mixin\r\n * @public\r\n */\r\nexport type IMixinLambert = {\r\n lambertLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n normal: PBShaderExp,\r\n albedo: PBShaderExp\r\n ): PBShaderExp;\r\n} & IMixinLight;\r\n\r\n/**\r\n * Lambert lighting model mixin\r\n * @param BaseCls - Class to mix in\r\n * @returns Mixed class\r\n * @public\r\n */\r\nexport function mixinLambert<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).lambertMixed) {\r\n return BaseCls as T & { new (...args: any[]): IMixinLambert };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinLight);\r\n return class extends S {\r\n protected static lambertMixed = true;\r\n constructor() {\r\n super();\r\n }\r\n lambertLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n normal: PBShaderExp,\r\n albedo: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_lambertLight';\r\n const that = this;\r\n const baseLightPass = !that.drawContext.lightBlending;\r\n pb.func(funcName, [pb.vec3('worldPos'), pb.vec3('normal'), pb.vec4('albedo')], function () {\r\n if (!that.needFragmentColor()) {\r\n this.$return(this.albedo.rgb);\r\n } else {\r\n if (that.needCalculateEnvLight() && baseLightPass) {\r\n this.$l.diffuseColor = that.getEnvLightIrradiance(this, this.normal);\r\n } else {\r\n this.$l.diffuseColor = pb.vec3(0);\r\n }\r\n that.forEachLight(this, function (type, posRange, dirCutoff, colorIntensity, extra, shadow) {\r\n this.$l.diffuseScale = pb.float(1);\r\n this.$if(pb.equal(type, LIGHT_TYPE_POINT), function () {\r\n this.diffuseScale = extra.x;\r\n });\r\n this.$l.lightAtten = that.calculateLightAttenuation(\r\n this,\r\n type,\r\n this.worldPos,\r\n posRange,\r\n dirCutoff\r\n );\r\n this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff);\r\n this.$l.NoL = pb.clamp(pb.dot(this.normal, this.lightDir), 0, 1);\r\n this.$l.lightColor = pb.mul(\r\n colorIntensity.rgb,\r\n colorIntensity.a,\r\n this.lightAtten,\r\n this.diffuseScale\r\n );\r\n this.$l.diffuse = pb.mul(this.lightColor, 1 / Math.PI, this.NoL);\r\n if (shadow) {\r\n this.$l.shadow = pb.vec3(that.calculateShadow(this, this.worldPos, this.NoL));\r\n this.diffuse = pb.mul(this.diffuse, this.shadow);\r\n }\r\n this.diffuseColor = pb.add(this.diffuseColor, this.diffuse);\r\n });\r\n this.$l.litColor = pb.mul(this.albedo.rgb, this.diffuseColor);\r\n this.$return(this.litColor);\r\n }\r\n });\r\n return pb.getGlobalScope()[funcName](worldPos, normal, albedo) as PBShaderExp;\r\n }\r\n } as unknown as T & { new (...args: any[]): IMixinLambert };\r\n}\r\n"],"names":["mixinLambert","BaseCls","lambertMixed","S","applyMaterialMixins","mixinLight","lambertLight","scope","worldPos","normal","albedo","pb","$builder","funcName","that","baseLightPass","drawContext","lightBlending","func","vec3","vec4","needFragmentColor","$return","rgb","needCalculateEnvLight","$l","diffuseColor","getEnvLightIrradiance","forEachLight","type","posRange","dirCutoff","colorIntensity","extra","shadow","diffuseScale","float","$if","equal","LIGHT_TYPE_POINT","x","lightAtten","calculateLightAttenuation","lightDir","calculateLightDirection","NoL","clamp","dot","lightColor","mul","a","diffuse","Math","PI","calculateShadow","add","litColor","getGlobalScope"],"mappings":";;;;AAoBA;;;;;IAMO,SAASA,YAAAA,CAA4CC,OAAU,EAAA;IACpE,IAAKA,OAAgBC,CAAAA,YAAY,EAAE;QACjC,OAAOD,OAAAA;AACT;IACA,MAAME,CAAAA,GAAIC,oBAAoBH,OAASI,EAAAA,UAAAA,CAAAA;AACvC,IAAA,OAAO,cAAcF,CAAAA,CAAAA;AACnB,QAAA,OAAiBD,eAAe,IAAK;QACrC,WAAc,EAAA;YACZ,KAAK,EAAA;AACP;AACAI,QAAAA,YAAAA,CACEC,KAA4B,EAC5BC,QAAqB,EACrBC,MAAmB,EACnBC,MAAmB,EACnB;YACA,MAAMC,EAAAA,GAAKJ,MAAMK,QAAQ;AACzB,YAAA,MAAMC,QAAW,GAAA,gBAAA;AACjB,YAAA,MAAMC,OAAO,IAAI;AACjB,YAAA,MAAMC,aAAgB,GAAA,CAACD,IAAKE,CAAAA,WAAW,CAACC,aAAa;YACrDN,EAAGO,CAAAA,IAAI,CAACL,QAAU,EAAA;AAACF,gBAAAA,EAAAA,CAAGQ,IAAI,CAAC,UAAA,CAAA;AAAaR,gBAAAA,EAAAA,CAAGQ,IAAI,CAAC,QAAA,CAAA;AAAWR,gBAAAA,EAAAA,CAAGS,IAAI,CAAC,QAAA;aAAU,EAAE,WAAA;gBAC7E,IAAI,CAACN,IAAKO,CAAAA,iBAAiB,EAAI,EAAA;AAC7B,oBAAA,IAAI,CAACC,OAAO,CAAC,IAAI,CAACZ,MAAM,CAACa,GAAG,CAAA;iBACvB,MAAA;oBACL,IAAIT,IAAAA,CAAKU,qBAAqB,EAAA,IAAMT,aAAe,EAAA;AACjD,wBAAA,IAAI,CAACU,EAAE,CAACC,YAAY,GAAGZ,IAAAA,CAAKa,qBAAqB,CAAC,IAAI,EAAE,IAAI,CAAClB,MAAM,CAAA;qBAC9D,MAAA;AACL,wBAAA,IAAI,CAACgB,EAAE,CAACC,YAAY,GAAGf,EAAAA,CAAGQ,IAAI,CAAC,CAAA,CAAA;AACjC;AACAL,oBAAAA,IAAAA,CAAKc,YAAY,CAAC,IAAI,EAAE,SAAUC,IAAI,EAAEC,QAAQ,EAAEC,SAAS,EAAEC,cAAc,EAAEC,KAAK,EAAEC,MAAM,EAAA;AACxF,wBAAA,IAAI,CAACT,EAAE,CAACU,YAAY,GAAGxB,EAAAA,CAAGyB,KAAK,CAAC,CAAA,CAAA;AAChC,wBAAA,IAAI,CAACC,GAAG,CAAC1B,GAAG2B,KAAK,CAACT,MAAMU,gBAAmB,CAAA,EAAA,WAAA;AACzC,4BAAA,IAAI,CAACJ,YAAY,GAAGF,KAAAA,CAAMO,CAAC;AAC7B,yBAAA,CAAA;AACA,wBAAA,IAAI,CAACf,EAAE,CAACgB,UAAU,GAAG3B,IAAK4B,CAAAA,yBAAyB,CACjD,IAAI,EACJb,IACA,EAAA,IAAI,CAACrB,QAAQ,EACbsB,QACAC,EAAAA,SAAAA,CAAAA;AAEF,wBAAA,IAAI,CAACN,EAAE,CAACkB,QAAQ,GAAG7B,IAAK8B,CAAAA,uBAAuB,CAAC,IAAI,EAAEf,IAAM,EAAA,IAAI,CAACrB,QAAQ,EAAEsB,QAAUC,EAAAA,SAAAA,CAAAA;AACrF,wBAAA,IAAI,CAACN,EAAE,CAACoB,GAAG,GAAGlC,EAAAA,CAAGmC,KAAK,CAACnC,EAAAA,CAAGoC,GAAG,CAAC,IAAI,CAACtC,MAAM,EAAE,IAAI,CAACkC,QAAQ,GAAG,CAAG,EAAA,CAAA,CAAA;wBAC9D,IAAI,CAAClB,EAAE,CAACuB,UAAU,GAAGrC,EAAGsC,CAAAA,GAAG,CACzBjB,cAAeT,CAAAA,GAAG,EAClBS,cAAekB,CAAAA,CAAC,EAChB,IAAI,CAACT,UAAU,EACf,IAAI,CAACN,YAAY,CAAA;AAEnB,wBAAA,IAAI,CAACV,EAAE,CAAC0B,OAAO,GAAGxC,EAAAA,CAAGsC,GAAG,CAAC,IAAI,CAACD,UAAU,EAAE,CAAII,GAAAA,IAAAA,CAAKC,EAAE,EAAE,IAAI,CAACR,GAAG,CAAA;AAC/D,wBAAA,IAAIX,MAAQ,EAAA;AACV,4BAAA,IAAI,CAACT,EAAE,CAACS,MAAM,GAAGvB,EAAAA,CAAGQ,IAAI,CAACL,IAAAA,CAAKwC,eAAe,CAAC,IAAI,EAAE,IAAI,CAAC9C,QAAQ,EAAE,IAAI,CAACqC,GAAG,CAAA,CAAA;AAC3E,4BAAA,IAAI,CAACM,OAAO,GAAGxC,EAAAA,CAAGsC,GAAG,CAAC,IAAI,CAACE,OAAO,EAAE,IAAI,CAACjB,MAAM,CAAA;AACjD;AACA,wBAAA,IAAI,CAACR,YAAY,GAAGf,EAAAA,CAAG4C,GAAG,CAAC,IAAI,CAAC7B,YAAY,EAAE,IAAI,CAACyB,OAAO,CAAA;AAC5D,qBAAA,CAAA;AACA,oBAAA,IAAI,CAAC1B,EAAE,CAAC+B,QAAQ,GAAG7C,GAAGsC,GAAG,CAAC,IAAI,CAACvC,MAAM,CAACa,GAAG,EAAE,IAAI,CAACG,YAAY,CAAA;AAC5D,oBAAA,IAAI,CAACJ,OAAO,CAAC,IAAI,CAACkC,QAAQ,CAAA;AAC5B;AACF,aAAA,CAAA;AACA,YAAA,OAAO7C,GAAG8C,cAAc,EAAE,CAAC5C,QAAS,CAAA,CAACL,UAAUC,MAAQC,EAAAA,MAAAA,CAAAA;AACzD;AACF,KAAA;AACF;;;;"}
@@ -47,24 +47,35 @@ const PBR_REFLECTION_MODE = {
47
47
  pb.vec3('specular')
48
48
  ]);
49
49
  }
50
- PBRLight(scope, worldPos, viewVec, commonData, outRoughness) {
50
+ PBRLight(scope, worldPos, viewVec, commonData, outRoughness, outSSSDiffuse) {
51
51
  const pb = scope.$builder;
52
52
  const funcName = 'Z_PBRBluePrintLight';
53
53
  const that = this;
54
+ const baseLightPass = !that.drawContext.lightBlending;
54
55
  pb.func(funcName, [
55
56
  that.getCommonDatasStruct(scope)('pbrData'),
56
57
  pb.vec3('viewVec'),
57
58
  pb.vec3('worldPos'),
58
59
  ...outRoughness ? [
59
60
  pb.vec4('outRoughness').out()
61
+ ] : [],
62
+ ...outSSSDiffuse ? [
63
+ pb.vec4('outSSSDiffuse').out()
60
64
  ] : []
61
65
  ], function() {
62
66
  this.$l.lightingColor = pb.vec3(0);
63
- this.$l.emissiveColor = this.pbrData.emissive;
64
- if (outRoughness) {
65
- that.indirectLighting(this, this.viewVec, this.pbrData, this.lightingColor, this.outRoughness);
66
- } else {
67
- that.indirectLighting(this, this.viewVec, this.pbrData, this.lightingColor);
67
+ this.$l.sssDiffuseColor = pb.vec3(0);
68
+ this.$l.emissiveColor = baseLightPass ? this.pbrData.emissive : pb.vec3(0);
69
+ if (baseLightPass) {
70
+ if (outRoughness && outSSSDiffuse) {
71
+ that.indirectLighting(this, this.viewVec, this.pbrData, this.lightingColor, this.outRoughness, this.sssDiffuseColor);
72
+ } else if (outRoughness) {
73
+ that.indirectLighting(this, this.viewVec, this.pbrData, this.lightingColor, this.outRoughness);
74
+ } else if (outSSSDiffuse) {
75
+ that.indirectLighting(this, this.viewVec, this.pbrData, this.lightingColor, undefined, this.sssDiffuseColor);
76
+ } else {
77
+ that.indirectLighting(this, this.viewVec, this.pbrData, this.lightingColor);
78
+ }
68
79
  }
69
80
  that.forEachLight(this, function(type, posRange, dirCutoff, colorIntensity, extra, shadow) {
70
81
  this.$if(pb.equal(type, LIGHT_TYPE_RECT), function() {
@@ -98,14 +109,22 @@ const PBR_REFLECTION_MODE = {
98
109
  this.NoL = pb.clamp(pb.dot(this.pbrData.normal, this.L), 0, 1);
99
110
  this.NoL_light = pb.clamp(pb.dot(this.lightNormal, pb.neg(this.L)), 0, 1);
100
111
  this.$if(pb.greaterThan(this.NoL_light, 0), function() {
112
+ this.$l.sampleShadow = pb.float(1);
101
113
  this.falloff = pb.float(1);
102
114
  this.$if(pb.greaterThan(this.range, 0), function() {
103
115
  this.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, this.range)));
104
116
  this.falloff = pb.mul(this.falloff, this.falloff);
105
117
  });
118
+ if (shadow) {
119
+ this.sampleShadow = that.calculateShadow(this, this.worldPos, pb.max(this.NoL, 1e-5));
120
+ }
106
121
  this.atten = pb.mul(this.invDist2, this.NoL_light, this.falloff);
107
- this.lightColor = pb.mul(this.baseColor, this.atten, this.NoL);
108
- that.directLighting(this, this.L, this.lightColor, this.viewVec, this.pbrData, pb.float(1), pb.float(1), pb.float(0), this.lightingColor);
122
+ this.lightColor = pb.mul(this.baseColor, this.atten, this.NoL, this.sampleShadow);
123
+ if (outSSSDiffuse) {
124
+ that.directLighting(this, this.L, this.lightColor, this.viewVec, this.pbrData, pb.float(1), pb.float(1), pb.float(0), this.lightingColor, this.sssDiffuseColor);
125
+ } else {
126
+ that.directLighting(this, this.L, this.lightColor, this.viewVec, this.pbrData, pb.float(1), pb.float(1), pb.float(0), this.lightingColor);
127
+ }
109
128
  });
110
129
  };
111
130
  sample(0.25, 0.25);
@@ -131,12 +150,19 @@ const PBR_REFLECTION_MODE = {
131
150
  if (shadow) {
132
151
  this.lightColor = pb.mul(this.lightColor, that.calculateShadow(this, this.worldPos, this.NoL));
133
152
  }
134
- that.directLighting(this, this.lightDir, this.lightColor, this.viewVec, this.pbrData, this.diffuseScale, this.specularScale, this.sourceRadiusFactor, this.lightingColor);
153
+ if (outSSSDiffuse) {
154
+ that.directLighting(this, this.lightDir, this.lightColor, this.viewVec, this.pbrData, this.diffuseScale, this.specularScale, this.sourceRadiusFactor, this.lightingColor, this.sssDiffuseColor);
155
+ } else {
156
+ that.directLighting(this, this.lightDir, this.lightColor, this.viewVec, this.pbrData, this.diffuseScale, this.specularScale, this.sourceRadiusFactor, this.lightingColor);
157
+ }
135
158
  });
136
159
  });
160
+ if (outSSSDiffuse) {
161
+ this.outSSSDiffuse = pb.vec4(this.sssDiffuseColor, this.pbrData.albedo.a);
162
+ }
137
163
  this.$return(pb.vec4(pb.add(this.lightingColor, this.emissiveColor), this.pbrData.albedo.a));
138
164
  });
139
- return outRoughness ? pb.getGlobalScope()[funcName](commonData, viewVec, worldPos, outRoughness) : pb.getGlobalScope()[funcName](commonData, viewVec, worldPos);
165
+ return outRoughness && outSSSDiffuse ? pb.getGlobalScope()[funcName](commonData, viewVec, worldPos, outRoughness, outSSSDiffuse) : outRoughness ? pb.getGlobalScope()[funcName](commonData, viewVec, worldPos, outRoughness) : outSSSDiffuse ? pb.getGlobalScope()[funcName](commonData, viewVec, worldPos, outSSSDiffuse) : pb.getGlobalScope()[funcName](commonData, viewVec, worldPos);
140
166
  }
141
167
  vertexShader(scope) {
142
168
  super.vertexShader(scope);
@@ -209,7 +235,7 @@ const PBR_REFLECTION_MODE = {
209
235
  getOutput(outputs, name) {
210
236
  return outputs.find((output)=>output.name === name)?.exp;
211
237
  }
212
- directLighting(scope, lightDir, lightColor, viewVec, commonData, diffuseScale, specularScale, sourceRadiusFactor, outColor) {
238
+ directLighting(scope, lightDir, lightColor, viewVec, commonData, diffuseScale, specularScale, sourceRadiusFactor, outColor, outDiffuseColor) {
213
239
  const pb = scope.$builder;
214
240
  const that = this;
215
241
  const funcName = 'Z_PBRDirectLighting';
@@ -221,7 +247,10 @@ const PBR_REFLECTION_MODE = {
221
247
  pb.float('diffuseScale'),
222
248
  pb.float('specularScale'),
223
249
  pb.float('sourceRadiusFactor'),
224
- pb.vec3('outColor').inout()
250
+ pb.vec3('outColor').inout(),
251
+ ...outDiffuseColor ? [
252
+ pb.vec3('outDiffuseColor').inout()
253
+ ] : []
225
254
  ], function() {
226
255
  this.$l.reflectionMode = this.zReflectionMode;
227
256
  this.$l.H = pb.normalize(pb.add(this.viewVec, this.L));
@@ -262,11 +291,18 @@ const PBR_REFLECTION_MODE = {
262
291
  this.$l.diffuseBRDF = pb.mul(pb.sub(pb.vec3(1), this.F), pb.div(this.data.diffuse.rgb, Math.PI));
263
292
  this.$l.diffuse = pb.mul(this.lightColor, pb.max(this.diffuseBRDF, pb.vec3(0)), this.diffuseScale);
264
293
  this.outColor = pb.add(this.outColor, this.diffuse);
294
+ if (outDiffuseColor) {
295
+ this.outDiffuseColor = pb.add(this.outDiffuseColor, this.diffuse);
296
+ }
265
297
  });
266
298
  });
267
- scope.$g[funcName](lightDir, lightColor, viewVec, commonData, diffuseScale, specularScale, sourceRadiusFactor, outColor);
299
+ if (outDiffuseColor) {
300
+ scope.$g[funcName](lightDir, lightColor, viewVec, commonData, diffuseScale, specularScale, sourceRadiusFactor, outColor, outDiffuseColor);
301
+ } else {
302
+ scope.$g[funcName](lightDir, lightColor, viewVec, commonData, diffuseScale, specularScale, sourceRadiusFactor, outColor);
303
+ }
268
304
  }
269
- indirectLighting(scope, viewVec, commonData, outColor, outRoughness) {
305
+ indirectLighting(scope, viewVec, commonData, outColor, outRoughness, outDiffuseColor) {
270
306
  const pb = scope.$builder;
271
307
  const that = this;
272
308
  const ctx = that.drawContext;
@@ -277,12 +313,16 @@ const PBR_REFLECTION_MODE = {
277
313
  pb.vec3('outColor').inout(),
278
314
  ...outRoughness ? [
279
315
  pb.vec4('outRoughness').out()
316
+ ] : [],
317
+ ...outDiffuseColor ? [
318
+ pb.vec3('outDiffuseColor').inout()
280
319
  ] : []
281
320
  ], function() {
282
321
  if (!ctx.drawEnvLight || !ctx.env.light.envLight.hasRadiance() && !ctx.env.light.envLight.hasIrradiance()) {
283
322
  return;
284
323
  }
285
324
  const envLightStrength = ShaderHelper.getEnvLightStrength(this);
325
+ const envLightSpecularStrength = ShaderHelper.getEnvLightSpecularStrength(this);
286
326
  this.$l.occlusion = envLightStrength;
287
327
  this.$l.reflectionMode = this.zReflectionMode;
288
328
  this.$l.NoV = pb.clamp(pb.dot(this.data.normal, this.viewVec), 0.0001, 1);
@@ -298,7 +338,7 @@ const PBR_REFLECTION_MODE = {
298
338
  this.outRoughness = pb.vec4(this.specularFactor /*this.data.f0.rgb*/ , this.data.roughness);
299
339
  } else if (ctx.env.light.envLight.hasRadiance()) {
300
340
  this.$l.radiance = ctx.env.light.envLight.getRadiance(this, pb.reflect(pb.neg(this.viewVec), this.data.normal), this.data.roughness);
301
- this.outColor = pb.add(this.outColor, pb.mul(this.radiance, this.specularFactor));
341
+ this.outColor = pb.add(this.outColor, pb.mul(this.radiance, this.specularFactor, envLightSpecularStrength));
302
342
  }
303
343
  }
304
344
  if (ctx.env.light.envLight.hasIrradiance()) {
@@ -311,10 +351,17 @@ const PBR_REFLECTION_MODE = {
311
351
  this.$l.k_D = pb.mul(this.data.diffuse.rgb, pb.add(pb.sub(pb.vec3(1), this.FssEss), this.FmsEms));
312
352
  this.$l.iblDiffuse = pb.mul(pb.add(this.FmsEms, this.k_D), this.irradiance, this.occlusion);
313
353
  this.outColor = pb.add(this.outColor, this.iblDiffuse);
354
+ if (outDiffuseColor) {
355
+ this.outDiffuseColor = pb.add(this.outDiffuseColor, this.iblDiffuse);
356
+ }
314
357
  }
315
358
  });
316
- if (outRoughness) {
359
+ if (outRoughness && outDiffuseColor) {
360
+ scope.$g[funcName](viewVec, commonData, outColor, outRoughness, outDiffuseColor);
361
+ } else if (outRoughness) {
317
362
  scope.$g[funcName](viewVec, commonData, outColor, outRoughness);
363
+ } else if (outDiffuseColor) {
364
+ scope.$g[funcName](viewVec, commonData, outColor, outDiffuseColor);
318
365
  } else {
319
366
  scope.$g[funcName](viewVec, commonData, outColor);
320
367
  }