@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":"pbrblueprintmixin.js","sources":["../../../../src/material/mixins/lightmodel/pbrblueprintmixin.ts"],"sourcesContent":["import type { BindGroup, PBFunctionScope, PBInsideFunctionScope, ShaderTypeFunc } from '@zephyr3d/device';\r\nimport type { 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 { IMixinPBRBRDF } from '../pbr/brdf';\r\nimport { mixinPBRBRDF } from '../pbr/brdf';\r\nimport type { MaterialBlueprintIR } from '../../../utility/blueprint/material/ir';\r\nimport { ShaderHelper } from '../../shader/helper';\r\nimport { LIGHT_TYPE_POINT, LIGHT_TYPE_RECT } from '../../../values';\r\nimport type { DrawContext } from '../../../render';\r\nimport { getGGXLUT } from '../../../utility/textures/ggxlut';\r\n\r\nconst PBR_REFLECTION_MODE = {\r\n none: 0,\r\n ggx: 1,\r\n anisotropic: 2,\r\n glint: 3\r\n} as const;\r\n\r\n/**\r\n * Interface for mixinPBRBluePrint lighting model mixin\r\n * @public\r\n */\r\nexport type IMixinPBRBluePrint = {\r\n PBRLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n outRoughness?: PBShaderExp\r\n ): PBShaderExp;\r\n getCommonDatasStruct(scope: PBInsideFunctionScope): ShaderTypeFunc;\r\n getCommonData(\r\n scope: PBInsideFunctionScope,\r\n data: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n worldNorm: PBShaderExp,\r\n worldTangent: PBShaderExp,\r\n worldBinormal: PBShaderExp,\r\n vertexColor: PBShaderExp,\r\n vertexUV: PBShaderExp,\r\n ir: MaterialBlueprintIR\r\n ): void;\r\n calculateCommonData(\r\n scope: PBInsideFunctionScope,\r\n ir: MaterialBlueprintIR,\r\n viewVec: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n worldNorm: PBShaderExp,\r\n worldTangent: PBShaderExp,\r\n worldBinormal: PBShaderExp,\r\n vertexColor: PBShaderExp,\r\n vertexUV: PBShaderExp,\r\n data: PBShaderExp\r\n ): void;\r\n directLighting(\r\n scope: PBInsideFunctionScope,\r\n lightDir: PBShaderExp,\r\n lightColor: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n diffuseScale: PBShaderExp,\r\n specularScale: PBShaderExp,\r\n sourceRadiusFactor: PBShaderExp,\r\n outColor: PBShaderExp\r\n ): void;\r\n indirectLighting(\r\n scope: PBInsideFunctionScope,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n outColor: PBShaderExp,\r\n outRoughness?: PBShaderExp\r\n ): void;\r\n} & IMixinPBRBRDF &\r\n IMixinLight;\r\n\r\n/**\r\n * PBRBluePrint lighting model mixin\r\n * @param BaseCls - Class to mix in\r\n * @returns Mixed class\r\n * @public\r\n */\r\nexport function mixinPBRBluePrint<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).pbrBluePrint) {\r\n return BaseCls as T & { new (...args: any[]): IMixinPBRBluePrint };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinPBRBRDF, mixinLight);\r\n\r\n return class extends S {\r\n static readonly pbrBluePrint = true;\r\n constructor() {\r\n super();\r\n }\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n }\r\n getCommonData(\r\n scope: PBInsideFunctionScope,\r\n data: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n worldNorm: PBShaderExp,\r\n worldTangent: PBShaderExp,\r\n worldBinormal: PBShaderExp,\r\n vertexColor: PBShaderExp,\r\n vertexUV: PBShaderExp,\r\n ir: MaterialBlueprintIR\r\n ) {\r\n this.calculateCommonData(\r\n scope,\r\n ir,\r\n viewVec,\r\n worldPos,\r\n worldNorm,\r\n worldTangent,\r\n worldBinormal,\r\n vertexColor,\r\n vertexUV,\r\n data\r\n );\r\n }\r\n getCommonDatasStruct(scope: PBInsideFunctionScope) {\r\n const pb = scope.$builder;\r\n return pb.defineStruct([\r\n pb.vec4('f0'),\r\n pb.vec3('f90'),\r\n pb.vec4('albedo'),\r\n pb.vec4('diffuse'),\r\n pb.float('metallic'),\r\n pb.float('roughness'),\r\n pb.vec3('normal'),\r\n pb.mat3('TBN'),\r\n pb.vec3('emissive'),\r\n pb.vec3('specular')\r\n ]);\r\n }\r\n\r\n PBRLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n outRoughness?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_PBRBluePrintLight';\r\n const that = this;\r\n pb.func(\r\n funcName,\r\n [\r\n that.getCommonDatasStruct(scope)('pbrData'),\r\n pb.vec3('viewVec'),\r\n pb.vec3('worldPos'),\r\n ...(outRoughness ? [pb.vec4('outRoughness').out()] : [])\r\n ],\r\n function () {\r\n this.$l.lightingColor = pb.vec3(0);\r\n this.$l.emissiveColor = this.pbrData.emissive;\r\n if (outRoughness) {\r\n that.indirectLighting(this, this.viewVec, this.pbrData, this.lightingColor, this.outRoughness);\r\n } else {\r\n that.indirectLighting(this, this.viewVec, this.pbrData, this.lightingColor);\r\n }\r\n that.forEachLight(this, function (type, posRange, dirCutoff, colorIntensity, extra, shadow) {\r\n this.$if(pb.equal(type, LIGHT_TYPE_RECT), function () {\r\n this.$l.center = posRange.xyz;\r\n this.$l.range = posRange.w;\r\n this.$l.ax = dirCutoff.xyz;\r\n this.$l.ay = extra.xyz;\r\n this.$l.halfWidth = pb.length(this.ax);\r\n this.$l.halfHeight = pb.length(this.ay);\r\n this.$l.area = pb.mul(this.halfWidth, this.halfHeight, 4);\r\n this.$l.lightNormal = pb.normalize(pb.cross(this.ax, this.ay));\r\n this.lightNormal = pb.neg(this.lightNormal);\r\n this.$if(pb.greaterThan(this.area, 0), function () {\r\n this.$l.baseColor = pb.mul(colorIntensity.rgb, colorIntensity.a, this.area, 0.25);\r\n this.$l.samplePos = pb.vec3();\r\n this.$l.Lvec = pb.vec3();\r\n this.$l.L = pb.vec3();\r\n this.$l.dist = pb.float();\r\n this.$l.invDist2 = pb.float();\r\n this.$l.NoL = pb.float();\r\n this.$l.NoL_light = pb.float();\r\n this.$l.falloff = pb.float();\r\n this.$l.atten = pb.float();\r\n this.$l.lightColor = pb.vec3();\r\n\r\n const sample = (u: number, v: number) => {\r\n this.samplePos = pb.add(\r\n this.center,\r\n pb.add(pb.mul(this.ax, pb.sub(pb.mul(u, 2), 1)), pb.mul(this.ay, pb.sub(pb.mul(v, 2), 1)))\r\n );\r\n this.Lvec = pb.sub(this.samplePos, this.worldPos);\r\n this.dist = pb.length(this.Lvec);\r\n this.invDist2 = pb.div(1, pb.max(pb.mul(this.dist, this.dist), 0.0001));\r\n this.L = pb.normalize(this.Lvec);\r\n this.NoL = pb.clamp(pb.dot(this.pbrData.normal, this.L), 0, 1);\r\n this.NoL_light = pb.clamp(pb.dot(this.lightNormal, pb.neg(this.L)), 0, 1);\r\n this.$if(pb.greaterThan(this.NoL_light, 0), function () {\r\n this.falloff = pb.float(1);\r\n this.$if(pb.greaterThan(this.range, 0), function () {\r\n this.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, this.range)));\r\n this.falloff = pb.mul(this.falloff, this.falloff);\r\n });\r\n this.atten = pb.mul(this.invDist2, this.NoL_light, this.falloff);\r\n this.lightColor = pb.mul(this.baseColor, this.atten, this.NoL);\r\n that.directLighting(\r\n this,\r\n this.L,\r\n this.lightColor,\r\n this.viewVec,\r\n this.pbrData,\r\n pb.float(1),\r\n pb.float(1),\r\n pb.float(0),\r\n this.lightingColor\r\n );\r\n });\r\n };\r\n\r\n sample(0.25, 0.25);\r\n sample(0.75, 0.25);\r\n sample(0.25, 0.75);\r\n sample(0.75, 0.75);\r\n });\r\n }).$else(function () {\r\n this.$l.diffuse = pb.vec3();\r\n this.$l.specular = pb.vec3();\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.$l.NoL = pb.clamp(pb.dot(this.pbrData.normal, this.lightDir), 0, 1);\r\n this.$l.lightColor = pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten, this.NoL);\r\n if (shadow) {\r\n this.lightColor = pb.mul(\r\n this.lightColor,\r\n that.calculateShadow(this, this.worldPos, this.NoL)\r\n );\r\n }\r\n that.directLighting(\r\n this,\r\n this.lightDir,\r\n this.lightColor,\r\n this.viewVec,\r\n this.pbrData,\r\n this.diffuseScale,\r\n this.specularScale,\r\n this.sourceRadiusFactor,\r\n this.lightingColor\r\n );\r\n });\r\n });\r\n this.$return(pb.vec4(pb.add(this.lightingColor, this.emissiveColor), this.pbrData.albedo.a));\r\n }\r\n );\r\n return (\r\n outRoughness\r\n ? pb.getGlobalScope()[funcName](commonData, viewVec, worldPos, outRoughness)\r\n : pb.getGlobalScope()[funcName](commonData, viewVec, worldPos)\r\n ) as PBShaderExp;\r\n }\r\n vertexShader(scope: PBFunctionScope) {\r\n super.vertexShader(scope);\r\n }\r\n fragmentShader(scope: PBFunctionScope) {\r\n const pb = scope.$builder;\r\n super.fragmentShader(scope);\r\n if (this.needFragmentColor()) {\r\n scope.zReflectionMode = pb.float().uniform(2);\r\n if (this.drawContext.drawEnvLight) {\r\n scope.zGGXLut = pb.tex2D().uniform(2);\r\n }\r\n }\r\n }\r\n calculateCommonData(\r\n scope: PBInsideFunctionScope,\r\n ir: MaterialBlueprintIR,\r\n viewVec: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n worldNorm: PBShaderExp,\r\n worldTangent: PBShaderExp,\r\n worldBinormal: PBShaderExp,\r\n vertexColor: PBShaderExp,\r\n vertexUV: PBShaderExp,\r\n data: PBShaderExp\r\n ) {\r\n const that = this;\r\n const pb = scope.$builder;\r\n const funcName = 'zCalculateCommonDataPBRBluePrint';\r\n const params: PBShaderExp[] = [\r\n this.getCommonDatasStruct(scope)('zCommonData').out(),\r\n pb.vec3('zViewVec'),\r\n pb.vec3('zWorldPos'),\r\n pb.vec3('zVertexNormal'),\r\n pb.vec3('zVertexTangent'),\r\n pb.vec3('zVertexBinormal'),\r\n pb.vec4('zVertexColor'),\r\n pb.vec2('zVertexUV')\r\n ];\r\n const paramValues: PBShaderExp[] = [\r\n data,\r\n viewVec,\r\n worldPos,\r\n worldNorm,\r\n worldTangent,\r\n worldBinormal,\r\n vertexColor,\r\n vertexUV\r\n ];\r\n pb.func(funcName, params, function () {\r\n const outputs = ir.create(pb)!;\r\n this.zCommonData.albedo = pb.vec4(\r\n (that.getOutput(outputs, 'BaseColor') as PBShaderExp)?.rgb ?? pb.vec3(1),\r\n (that.getOutput(outputs, 'Opacity') as number | PBShaderExp) ?? 1\r\n );\r\n this.zCommonData.metallic = that.getOutput(outputs, 'Metallic') ?? 0;\r\n this.zCommonData.roughness = that.getOutput(outputs, 'Roughness')\r\n ? pb.mul(\r\n that.getOutput(outputs, 'Roughness') as number | PBShaderExp,\r\n ShaderHelper.getCameraRoughnessFactor(scope)\r\n )\r\n : ShaderHelper.getCameraRoughnessFactor(scope);\r\n this.zCommonData.specular = that.getOutput(outputs, 'Specular') ?? pb.vec3(1);\r\n this.zCommonData.emissive = that.getOutput(outputs, 'Emissive') ?? pb.vec3(0);\r\n this.zCommonData.f90 = pb.vec3(1);\r\n this.zCommonData.f0 = pb.vec4(\r\n pb.mix(\r\n pb.min(pb.mul(pb.vec3(0.04), this.zCommonData.specular), pb.vec3(1)),\r\n this.zCommonData.albedo.rgb,\r\n this.zCommonData.metallic\r\n ),\r\n 1.5\r\n );\r\n this.$l.tangent = that.getOutput(outputs, 'Tangent') ?? this.zVertexTangent;\r\n this.$l.ng = pb.normalize(this.zVertexNormal);\r\n this.$l.t_ = pb.normalize(this.tangent);\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.zCommonData.TBN = pb.mat3(this.t, this.b, this.ng);\r\n\r\n if (that.getOutput(outputs, 'Normal')) {\r\n this.zCommonData.normal = pb.normalize(\r\n pb.mul(this.zCommonData.TBN, that.getOutput(outputs, 'Normal') as number | PBShaderExp)\r\n );\r\n } else {\r\n this.zCommonData.normal = this.ng;\r\n }\r\n this.zCommonData.diffuse = pb.vec4(\r\n pb.mix(this.zCommonData.albedo.rgb, pb.vec3(0), this.zCommonData.metallic),\r\n this.zCommonData.albedo.a\r\n );\r\n });\r\n scope[funcName](...paramValues);\r\n }\r\n private getOutput(\r\n outputs: {\r\n name: string;\r\n exp: number | boolean | PBShaderExp;\r\n }[],\r\n name: string\r\n ) {\r\n return outputs.find((output) => output.name === name)?.exp;\r\n }\r\n directLighting(\r\n scope: PBInsideFunctionScope,\r\n lightDir: PBShaderExp,\r\n lightColor: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n diffuseScale: PBShaderExp,\r\n specularScale: PBShaderExp,\r\n sourceRadiusFactor: PBShaderExp,\r\n outColor: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const funcName = 'Z_PBRDirectLighting';\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec3('L'),\r\n pb.vec3('lightColor'),\r\n pb.vec3('viewVec'),\r\n that.getCommonDatasStruct(scope)('data'),\r\n pb.float('diffuseScale'),\r\n pb.float('specularScale'),\r\n pb.float('sourceRadiusFactor'),\r\n pb.vec3('outColor').inout()\r\n ],\r\n function () {\r\n this.$l.reflectionMode = this.zReflectionMode;\r\n this.$l.H = pb.normalize(pb.add(this.viewVec, this.L));\r\n this.$l.NoH = pb.clamp(pb.dot(this.data.normal, this.H), 0, 1);\r\n this.$l.NoL = pb.clamp(pb.dot(this.data.normal, this.L), 0, 1);\r\n this.$l.NoV = pb.clamp(pb.dot(this.data.normal, this.viewVec), 0, 1);\r\n this.$if(pb.greaterThan(this.NoL, 0), function () {\r\n this.$l.VoH = pb.clamp(pb.dot(this.viewVec, this.H), 0, 1);\r\n this.$l.schlickFresnel = that.fresnelSchlick(this, this.VoH, this.data.f0.rgb, this.data.f90);\r\n this.$l.F = this.schlickFresnel;\r\n this.$l.specularRoughness = pb.clamp(pb.add(this.data.roughness, this.sourceRadiusFactor), 0, 1);\r\n this.$l.alphaRoughness = pb.mul(this.specularRoughness, this.specularRoughness);\r\n this.$l.D = that.distributionGGX(this, this.NoH, this.alphaRoughness);\r\n this.$if(pb.equal(this.reflectionMode, PBR_REFLECTION_MODE.anisotropic), function () {\r\n this.$l.dirAngle = pb.mul(\r\n pb.add(\r\n pb.mul(this.zAnisotropyDirection, this.zAnisotropyDirectionScaleBias.x),\r\n this.zAnisotropyDirectionScaleBias.y\r\n ),\r\n Math.PI / 180\r\n );\r\n this.$l.t0 = pb.normalize(this.data.TBN[0]);\r\n this.$l.b0 = pb.normalize(this.data.TBN[1]);\r\n this.$l.tangent = pb.normalize(\r\n pb.add(pb.mul(this.t0, pb.cos(this.dirAngle)), pb.mul(this.b0, pb.sin(this.dirAngle)))\r\n );\r\n this.$l.bitangent = pb.normalize(pb.cross(this.data.normal, this.tangent));\r\n this.$l.ToH = pb.dot(this.tangent, this.H);\r\n this.$l.BoH = pb.dot(this.bitangent, this.H);\r\n this.$l.at = pb.max(pb.mul(this.alphaRoughness, pb.add(1, this.zAnisotropy)), 0.0001);\r\n this.$l.ab = pb.max(pb.mul(this.alphaRoughness, pb.sub(1, this.zAnisotropy)), 0.0001);\r\n this.$l.anisoDenom = pb.mul(\r\n Math.PI,\r\n this.at,\r\n this.ab,\r\n pb.pow(\r\n pb.add(\r\n pb.div(pb.mul(this.ToH, this.ToH), pb.mul(this.at, this.at)),\r\n pb.div(pb.mul(this.BoH, this.BoH), pb.mul(this.ab, this.ab)),\r\n pb.mul(this.NoH, this.NoH)\r\n ),\r\n 2\r\n )\r\n );\r\n this.D = pb.div(1, pb.max(this.anisoDenom, 0.0001));\r\n });\r\n this.$if(pb.equal(this.reflectionMode, PBR_REFLECTION_MODE.glint), function () {\r\n this.$l.glintNoise = pb.fract(\r\n pb.mul(\r\n pb.sin(pb.add(pb.dot(this.H, pb.vec3(127.1, 311.7, 74.7)), pb.mul(this.NoH, 43.1))),\r\n 43758.5453\r\n )\r\n );\r\n this.$l.glintMask = pb.smoothStep(0.97, 1, this.glintNoise);\r\n this.D = pb.mul(this.D, pb.add(1, pb.mul(this.glintMask, 8)));\r\n });\r\n this.$l.V = that.visGGX(this, this.NoV, this.NoL, this.alphaRoughness);\r\n this.$l.specular = pb.mul(this.lightColor, this.D, this.V, this.F, this.specularScale);\r\n this.$if(pb.equal(this.reflectionMode, PBR_REFLECTION_MODE.none), function () {\r\n this.specular = pb.vec3(0);\r\n });\r\n this.outColor = pb.add(this.outColor, this.specular);\r\n this.$l.diffuseBRDF = pb.mul(pb.sub(pb.vec3(1), this.F), pb.div(this.data.diffuse.rgb, Math.PI));\r\n this.$l.diffuse = pb.mul(\r\n this.lightColor,\r\n pb.max(this.diffuseBRDF, pb.vec3(0)),\r\n this.diffuseScale\r\n );\r\n this.outColor = pb.add(this.outColor, this.diffuse);\r\n });\r\n }\r\n );\r\n scope.$g[funcName](\r\n lightDir,\r\n lightColor,\r\n viewVec,\r\n commonData,\r\n diffuseScale,\r\n specularScale,\r\n sourceRadiusFactor,\r\n outColor\r\n );\r\n }\r\n indirectLighting(\r\n scope: PBInsideFunctionScope,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n outColor: PBShaderExp,\r\n outRoughness?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const ctx = that.drawContext;\r\n const funcName = 'Z_PBRIndirectLighting';\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec3('viewVec'),\r\n that.getCommonDatasStruct(scope)('data'),\r\n pb.vec3('outColor').inout(),\r\n ...(outRoughness ? [pb.vec4('outRoughness').out()] : [])\r\n ],\r\n function () {\r\n if (\r\n !ctx.drawEnvLight ||\r\n (!ctx.env!.light.envLight.hasRadiance() && !ctx.env!.light.envLight.hasIrradiance())\r\n ) {\r\n return;\r\n }\r\n const envLightStrength = ShaderHelper.getEnvLightStrength(this);\r\n this.$l.occlusion = envLightStrength;\r\n this.$l.reflectionMode = this.zReflectionMode;\r\n this.$l.NoV = pb.clamp(pb.dot(this.data.normal, this.viewVec), 0.0001, 1);\r\n this.$l.ggxLutSample = pb.clamp(\r\n pb.textureSampleLevel(\r\n this.zGGXLut,\r\n pb.clamp(pb.vec2(this.NoV, this.data.roughness), pb.vec2(0), pb.vec2(1)),\r\n 0\r\n ),\r\n pb.vec4(0),\r\n pb.vec4(1)\r\n );\r\n this.$l.f_ab = this.ggxLutSample.rg;\r\n this.$l.Fr = pb.sub(\r\n pb.max(pb.vec3(pb.sub(1, this.data.roughness)), this.data.f0.rgb),\r\n this.data.f0.rgb\r\n );\r\n this.$l.k_S = pb.add(this.data.f0.rgb, pb.mul(this.Fr, pb.pow(pb.sub(1, this.NoV), 5)));\r\n if (outRoughness || ctx.env!.light.envLight.hasRadiance()) {\r\n this.$l.FssEss = pb.add(pb.mul(this.k_S, this.f_ab.x), pb.vec3(this.f_ab.y));\r\n this.$l.specularFactor = pb.mul(this.FssEss, this.occlusion);\r\n this.specularFactor = pb.mul(\r\n this.specularFactor,\r\n pb.float(pb.notEqual(this.reflectionMode, PBR_REFLECTION_MODE.none))\r\n );\r\n if (outRoughness) {\r\n this.outRoughness = pb.vec4(this.specularFactor /*this.data.f0.rgb*/, this.data.roughness);\r\n } else if (ctx.env!.light.envLight.hasRadiance()) {\r\n this.$l.radiance = ctx.env!.light.envLight.getRadiance(\r\n this,\r\n pb.reflect(pb.neg(this.viewVec), this.data.normal),\r\n this.data.roughness\r\n );\r\n this.outColor = pb.add(this.outColor, pb.mul(this.radiance, this.specularFactor));\r\n }\r\n }\r\n if (ctx.env!.light.envLight.hasIrradiance()) {\r\n this.$l.irradiance = ctx.env!.light.envLight.getIrradiance(this, this.data.normal);\r\n this.$l.mixedF0 = this.data.f0.rgb;\r\n this.$l.FssEss = pb.add(pb.mul(this.k_S, this.f_ab.x), pb.vec3(this.f_ab.y));\r\n this.$l.Ems = pb.sub(1, pb.add(this.f_ab.x, this.f_ab.y));\r\n this.$l.F_avg = pb.add(this.mixedF0, pb.div(pb.sub(pb.vec3(1), this.mixedF0), 21));\r\n this.$l.FmsEms = pb.div(\r\n pb.mul(this.FssEss, this.F_avg, this.Ems),\r\n pb.sub(pb.vec3(1), pb.mul(this.F_avg, this.Ems))\r\n );\r\n this.$l.k_D = pb.mul(this.data.diffuse.rgb, pb.add(pb.sub(pb.vec3(1), this.FssEss), this.FmsEms));\r\n this.$l.iblDiffuse = pb.mul(pb.add(this.FmsEms, this.k_D), this.irradiance, this.occlusion);\r\n this.outColor = pb.add(this.outColor, this.iblDiffuse);\r\n }\r\n }\r\n );\r\n if (outRoughness) {\r\n scope.$g[funcName](viewVec, commonData, outColor, outRoughness);\r\n } else {\r\n scope.$g[funcName](viewVec, commonData, outColor);\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)) {\r\n if (ctx.drawEnvLight) {\r\n bindGroup.setTexture('zGGXLut', getGGXLUT(1024));\r\n }\r\n }\r\n }\r\n } as unknown as T & { new (...args: any[]): IMixinPBRBluePrint 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+ {"version":3,"file":"pbrblueprintmixin.js","sources":["../../../../src/material/mixins/lightmodel/pbrblueprintmixin.ts"],"sourcesContent":["import type { BindGroup, PBFunctionScope, PBInsideFunctionScope, ShaderTypeFunc } from '@zephyr3d/device';\r\nimport type { 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 { IMixinPBRBRDF } from '../pbr/brdf';\r\nimport { mixinPBRBRDF } from '../pbr/brdf';\r\nimport type { MaterialBlueprintIR } from '../../../utility/blueprint/material/ir';\r\nimport { ShaderHelper } from '../../shader/helper';\r\nimport { LIGHT_TYPE_POINT, LIGHT_TYPE_RECT } from '../../../values';\r\nimport type { DrawContext } from '../../../render';\r\nimport { getGGXLUT } from '../../../utility/textures/ggxlut';\r\n\r\nconst PBR_REFLECTION_MODE = {\r\n none: 0,\r\n ggx: 1,\r\n anisotropic: 2,\r\n glint: 3\r\n} as const;\r\n\r\n/**\r\n * Interface for mixinPBRBluePrint lighting model mixin\r\n * @public\r\n */\r\nexport type IMixinPBRBluePrint = {\r\n PBRLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n outRoughness?: PBShaderExp,\r\n outSSSDiffuse?: PBShaderExp\r\n ): PBShaderExp;\r\n getCommonDatasStruct(scope: PBInsideFunctionScope): ShaderTypeFunc;\r\n getCommonData(\r\n scope: PBInsideFunctionScope,\r\n data: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n worldNorm: PBShaderExp,\r\n worldTangent: PBShaderExp,\r\n worldBinormal: PBShaderExp,\r\n vertexColor: PBShaderExp,\r\n vertexUV: PBShaderExp,\r\n ir: MaterialBlueprintIR\r\n ): void;\r\n calculateCommonData(\r\n scope: PBInsideFunctionScope,\r\n ir: MaterialBlueprintIR,\r\n viewVec: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n worldNorm: PBShaderExp,\r\n worldTangent: PBShaderExp,\r\n worldBinormal: PBShaderExp,\r\n vertexColor: PBShaderExp,\r\n vertexUV: PBShaderExp,\r\n data: PBShaderExp\r\n ): void;\r\n directLighting(\r\n scope: PBInsideFunctionScope,\r\n lightDir: PBShaderExp,\r\n lightColor: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n diffuseScale: PBShaderExp,\r\n specularScale: PBShaderExp,\r\n sourceRadiusFactor: PBShaderExp,\r\n outColor: PBShaderExp,\r\n outDiffuseColor?: PBShaderExp\r\n ): void;\r\n indirectLighting(\r\n scope: PBInsideFunctionScope,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n outColor: PBShaderExp,\r\n outRoughness?: PBShaderExp,\r\n outDiffuseColor?: PBShaderExp\r\n ): void;\r\n} & IMixinPBRBRDF &\r\n IMixinLight;\r\n\r\n/**\r\n * PBRBluePrint lighting model mixin\r\n * @param BaseCls - Class to mix in\r\n * @returns Mixed class\r\n * @public\r\n */\r\nexport function mixinPBRBluePrint<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).pbrBluePrint) {\r\n return BaseCls as T & { new (...args: any[]): IMixinPBRBluePrint };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinPBRBRDF, mixinLight);\r\n\r\n return class extends S {\r\n static readonly pbrBluePrint = true;\r\n constructor() {\r\n super();\r\n }\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n }\r\n getCommonData(\r\n scope: PBInsideFunctionScope,\r\n data: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n worldNorm: PBShaderExp,\r\n worldTangent: PBShaderExp,\r\n worldBinormal: PBShaderExp,\r\n vertexColor: PBShaderExp,\r\n vertexUV: PBShaderExp,\r\n ir: MaterialBlueprintIR\r\n ) {\r\n this.calculateCommonData(\r\n scope,\r\n ir,\r\n viewVec,\r\n worldPos,\r\n worldNorm,\r\n worldTangent,\r\n worldBinormal,\r\n vertexColor,\r\n vertexUV,\r\n data\r\n );\r\n }\r\n getCommonDatasStruct(scope: PBInsideFunctionScope) {\r\n const pb = scope.$builder;\r\n return pb.defineStruct([\r\n pb.vec4('f0'),\r\n pb.vec3('f90'),\r\n pb.vec4('albedo'),\r\n pb.vec4('diffuse'),\r\n pb.float('metallic'),\r\n pb.float('roughness'),\r\n pb.vec3('normal'),\r\n pb.mat3('TBN'),\r\n pb.vec3('emissive'),\r\n pb.vec3('specular')\r\n ]);\r\n }\r\n\r\n PBRLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n outRoughness?: PBShaderExp,\r\n outSSSDiffuse?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_PBRBluePrintLight';\r\n const that = this;\r\n const baseLightPass = !that.drawContext.lightBlending;\r\n pb.func(\r\n funcName,\r\n [\r\n that.getCommonDatasStruct(scope)('pbrData'),\r\n pb.vec3('viewVec'),\r\n pb.vec3('worldPos'),\r\n ...(outRoughness ? [pb.vec4('outRoughness').out()] : []),\r\n ...(outSSSDiffuse ? [pb.vec4('outSSSDiffuse').out()] : [])\r\n ],\r\n function () {\r\n this.$l.lightingColor = pb.vec3(0);\r\n this.$l.sssDiffuseColor = pb.vec3(0);\r\n this.$l.emissiveColor = baseLightPass ? this.pbrData.emissive : pb.vec3(0);\r\n if (baseLightPass) {\r\n if (outRoughness && outSSSDiffuse) {\r\n that.indirectLighting(\r\n this,\r\n this.viewVec,\r\n this.pbrData,\r\n this.lightingColor,\r\n this.outRoughness,\r\n this.sssDiffuseColor\r\n );\r\n } else if (outRoughness) {\r\n that.indirectLighting(this, this.viewVec, this.pbrData, this.lightingColor, this.outRoughness);\r\n } else if (outSSSDiffuse) {\r\n that.indirectLighting(\r\n this,\r\n this.viewVec,\r\n this.pbrData,\r\n this.lightingColor,\r\n undefined,\r\n this.sssDiffuseColor\r\n );\r\n } else {\r\n that.indirectLighting(this, this.viewVec, this.pbrData, this.lightingColor);\r\n }\r\n }\r\n that.forEachLight(this, function (type, posRange, dirCutoff, colorIntensity, extra, shadow) {\r\n this.$if(pb.equal(type, LIGHT_TYPE_RECT), function () {\r\n this.$l.center = posRange.xyz;\r\n this.$l.range = posRange.w;\r\n this.$l.ax = dirCutoff.xyz;\r\n this.$l.ay = extra.xyz;\r\n this.$l.halfWidth = pb.length(this.ax);\r\n this.$l.halfHeight = pb.length(this.ay);\r\n this.$l.area = pb.mul(this.halfWidth, this.halfHeight, 4);\r\n this.$l.lightNormal = pb.normalize(pb.cross(this.ax, this.ay));\r\n this.lightNormal = pb.neg(this.lightNormal);\r\n this.$if(pb.greaterThan(this.area, 0), function () {\r\n this.$l.baseColor = pb.mul(colorIntensity.rgb, colorIntensity.a, this.area, 0.25);\r\n this.$l.samplePos = pb.vec3();\r\n this.$l.Lvec = pb.vec3();\r\n this.$l.L = pb.vec3();\r\n this.$l.dist = pb.float();\r\n this.$l.invDist2 = pb.float();\r\n this.$l.NoL = pb.float();\r\n this.$l.NoL_light = pb.float();\r\n this.$l.falloff = pb.float();\r\n this.$l.atten = pb.float();\r\n this.$l.lightColor = pb.vec3();\r\n\r\n const sample = (u: number, v: number) => {\r\n this.samplePos = pb.add(\r\n this.center,\r\n pb.add(pb.mul(this.ax, pb.sub(pb.mul(u, 2), 1)), pb.mul(this.ay, pb.sub(pb.mul(v, 2), 1)))\r\n );\r\n this.Lvec = pb.sub(this.samplePos, this.worldPos);\r\n this.dist = pb.length(this.Lvec);\r\n this.invDist2 = pb.div(1, pb.max(pb.mul(this.dist, this.dist), 0.0001));\r\n this.L = pb.normalize(this.Lvec);\r\n this.NoL = pb.clamp(pb.dot(this.pbrData.normal, this.L), 0, 1);\r\n this.NoL_light = pb.clamp(pb.dot(this.lightNormal, pb.neg(this.L)), 0, 1);\r\n this.$if(pb.greaterThan(this.NoL_light, 0), function () {\r\n this.$l.sampleShadow = pb.float(1);\r\n this.falloff = pb.float(1);\r\n this.$if(pb.greaterThan(this.range, 0), function () {\r\n this.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, this.range)));\r\n this.falloff = pb.mul(this.falloff, this.falloff);\r\n });\r\n if (shadow) {\r\n this.sampleShadow = that.calculateShadow(this, this.worldPos, pb.max(this.NoL, 1e-5));\r\n }\r\n this.atten = pb.mul(this.invDist2, this.NoL_light, this.falloff);\r\n this.lightColor = pb.mul(this.baseColor, this.atten, this.NoL, this.sampleShadow);\r\n if (outSSSDiffuse) {\r\n that.directLighting(\r\n this,\r\n this.L,\r\n this.lightColor,\r\n this.viewVec,\r\n this.pbrData,\r\n pb.float(1),\r\n pb.float(1),\r\n pb.float(0),\r\n this.lightingColor,\r\n this.sssDiffuseColor\r\n );\r\n } else {\r\n that.directLighting(\r\n this,\r\n this.L,\r\n this.lightColor,\r\n this.viewVec,\r\n this.pbrData,\r\n pb.float(1),\r\n pb.float(1),\r\n pb.float(0),\r\n this.lightingColor\r\n );\r\n }\r\n });\r\n };\r\n\r\n sample(0.25, 0.25);\r\n sample(0.75, 0.25);\r\n sample(0.25, 0.75);\r\n sample(0.75, 0.75);\r\n });\r\n }).$else(function () {\r\n this.$l.diffuse = pb.vec3();\r\n this.$l.specular = pb.vec3();\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.$l.NoL = pb.clamp(pb.dot(this.pbrData.normal, this.lightDir), 0, 1);\r\n this.$l.lightColor = pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten, this.NoL);\r\n if (shadow) {\r\n this.lightColor = pb.mul(\r\n this.lightColor,\r\n that.calculateShadow(this, this.worldPos, this.NoL)\r\n );\r\n }\r\n if (outSSSDiffuse) {\r\n that.directLighting(\r\n this,\r\n this.lightDir,\r\n this.lightColor,\r\n this.viewVec,\r\n this.pbrData,\r\n this.diffuseScale,\r\n this.specularScale,\r\n this.sourceRadiusFactor,\r\n this.lightingColor,\r\n this.sssDiffuseColor\r\n );\r\n } else {\r\n that.directLighting(\r\n this,\r\n this.lightDir,\r\n this.lightColor,\r\n this.viewVec,\r\n this.pbrData,\r\n this.diffuseScale,\r\n this.specularScale,\r\n this.sourceRadiusFactor,\r\n this.lightingColor\r\n );\r\n }\r\n });\r\n });\r\n if (outSSSDiffuse) {\r\n this.outSSSDiffuse = pb.vec4(this.sssDiffuseColor, this.pbrData.albedo.a);\r\n }\r\n this.$return(pb.vec4(pb.add(this.lightingColor, this.emissiveColor), this.pbrData.albedo.a));\r\n }\r\n );\r\n return (\r\n outRoughness && outSSSDiffuse\r\n ? pb.getGlobalScope()[funcName](commonData, viewVec, worldPos, outRoughness, outSSSDiffuse)\r\n : outRoughness\r\n ? pb.getGlobalScope()[funcName](commonData, viewVec, worldPos, outRoughness)\r\n : outSSSDiffuse\r\n ? pb.getGlobalScope()[funcName](commonData, viewVec, worldPos, outSSSDiffuse)\r\n : pb.getGlobalScope()[funcName](commonData, viewVec, worldPos)\r\n ) as PBShaderExp;\r\n }\r\n vertexShader(scope: PBFunctionScope) {\r\n super.vertexShader(scope);\r\n }\r\n fragmentShader(scope: PBFunctionScope) {\r\n const pb = scope.$builder;\r\n super.fragmentShader(scope);\r\n if (this.needFragmentColor()) {\r\n scope.zReflectionMode = pb.float().uniform(2);\r\n if (this.drawContext.drawEnvLight) {\r\n scope.zGGXLut = pb.tex2D().uniform(2);\r\n }\r\n }\r\n }\r\n calculateCommonData(\r\n scope: PBInsideFunctionScope,\r\n ir: MaterialBlueprintIR,\r\n viewVec: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n worldNorm: PBShaderExp,\r\n worldTangent: PBShaderExp,\r\n worldBinormal: PBShaderExp,\r\n vertexColor: PBShaderExp,\r\n vertexUV: PBShaderExp,\r\n data: PBShaderExp\r\n ) {\r\n const that = this;\r\n const pb = scope.$builder;\r\n const funcName = 'zCalculateCommonDataPBRBluePrint';\r\n const params: PBShaderExp[] = [\r\n this.getCommonDatasStruct(scope)('zCommonData').out(),\r\n pb.vec3('zViewVec'),\r\n pb.vec3('zWorldPos'),\r\n pb.vec3('zVertexNormal'),\r\n pb.vec3('zVertexTangent'),\r\n pb.vec3('zVertexBinormal'),\r\n pb.vec4('zVertexColor'),\r\n pb.vec2('zVertexUV')\r\n ];\r\n const paramValues: PBShaderExp[] = [\r\n data,\r\n viewVec,\r\n worldPos,\r\n worldNorm,\r\n worldTangent,\r\n worldBinormal,\r\n vertexColor,\r\n vertexUV\r\n ];\r\n pb.func(funcName, params, function () {\r\n const outputs = ir.create(pb)!;\r\n this.zCommonData.albedo = pb.vec4(\r\n (that.getOutput(outputs, 'BaseColor') as PBShaderExp)?.rgb ?? pb.vec3(1),\r\n (that.getOutput(outputs, 'Opacity') as number | PBShaderExp) ?? 1\r\n );\r\n this.zCommonData.metallic = that.getOutput(outputs, 'Metallic') ?? 0;\r\n this.zCommonData.roughness = that.getOutput(outputs, 'Roughness')\r\n ? pb.mul(\r\n that.getOutput(outputs, 'Roughness') as number | PBShaderExp,\r\n ShaderHelper.getCameraRoughnessFactor(scope)\r\n )\r\n : ShaderHelper.getCameraRoughnessFactor(scope);\r\n this.zCommonData.specular = that.getOutput(outputs, 'Specular') ?? pb.vec3(1);\r\n this.zCommonData.emissive = that.getOutput(outputs, 'Emissive') ?? pb.vec3(0);\r\n this.zCommonData.f90 = pb.vec3(1);\r\n this.zCommonData.f0 = pb.vec4(\r\n pb.mix(\r\n pb.min(pb.mul(pb.vec3(0.04), this.zCommonData.specular), pb.vec3(1)),\r\n this.zCommonData.albedo.rgb,\r\n this.zCommonData.metallic\r\n ),\r\n 1.5\r\n );\r\n this.$l.tangent = that.getOutput(outputs, 'Tangent') ?? this.zVertexTangent;\r\n this.$l.ng = pb.normalize(this.zVertexNormal);\r\n this.$l.t_ = pb.normalize(this.tangent);\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.zCommonData.TBN = pb.mat3(this.t, this.b, this.ng);\r\n\r\n if (that.getOutput(outputs, 'Normal')) {\r\n this.zCommonData.normal = pb.normalize(\r\n pb.mul(this.zCommonData.TBN, that.getOutput(outputs, 'Normal') as number | PBShaderExp)\r\n );\r\n } else {\r\n this.zCommonData.normal = this.ng;\r\n }\r\n this.zCommonData.diffuse = pb.vec4(\r\n pb.mix(this.zCommonData.albedo.rgb, pb.vec3(0), this.zCommonData.metallic),\r\n this.zCommonData.albedo.a\r\n );\r\n });\r\n scope[funcName](...paramValues);\r\n }\r\n private getOutput(\r\n outputs: {\r\n name: string;\r\n exp: number | boolean | PBShaderExp;\r\n }[],\r\n name: string\r\n ) {\r\n return outputs.find((output) => output.name === name)?.exp;\r\n }\r\n directLighting(\r\n scope: PBInsideFunctionScope,\r\n lightDir: PBShaderExp,\r\n lightColor: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n diffuseScale: PBShaderExp,\r\n specularScale: PBShaderExp,\r\n sourceRadiusFactor: PBShaderExp,\r\n outColor: PBShaderExp,\r\n outDiffuseColor?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const funcName = 'Z_PBRDirectLighting';\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec3('L'),\r\n pb.vec3('lightColor'),\r\n pb.vec3('viewVec'),\r\n that.getCommonDatasStruct(scope)('data'),\r\n pb.float('diffuseScale'),\r\n pb.float('specularScale'),\r\n pb.float('sourceRadiusFactor'),\r\n pb.vec3('outColor').inout(),\r\n ...(outDiffuseColor ? [pb.vec3('outDiffuseColor').inout()] : [])\r\n ],\r\n function () {\r\n this.$l.reflectionMode = this.zReflectionMode;\r\n this.$l.H = pb.normalize(pb.add(this.viewVec, this.L));\r\n this.$l.NoH = pb.clamp(pb.dot(this.data.normal, this.H), 0, 1);\r\n this.$l.NoL = pb.clamp(pb.dot(this.data.normal, this.L), 0, 1);\r\n this.$l.NoV = pb.clamp(pb.dot(this.data.normal, this.viewVec), 0, 1);\r\n this.$if(pb.greaterThan(this.NoL, 0), function () {\r\n this.$l.VoH = pb.clamp(pb.dot(this.viewVec, this.H), 0, 1);\r\n this.$l.schlickFresnel = that.fresnelSchlick(this, this.VoH, this.data.f0.rgb, this.data.f90);\r\n this.$l.F = this.schlickFresnel;\r\n this.$l.specularRoughness = pb.clamp(pb.add(this.data.roughness, this.sourceRadiusFactor), 0, 1);\r\n this.$l.alphaRoughness = pb.mul(this.specularRoughness, this.specularRoughness);\r\n this.$l.D = that.distributionGGX(this, this.NoH, this.alphaRoughness);\r\n this.$if(pb.equal(this.reflectionMode, PBR_REFLECTION_MODE.anisotropic), function () {\r\n this.$l.dirAngle = pb.mul(\r\n pb.add(\r\n pb.mul(this.zAnisotropyDirection, this.zAnisotropyDirectionScaleBias.x),\r\n this.zAnisotropyDirectionScaleBias.y\r\n ),\r\n Math.PI / 180\r\n );\r\n this.$l.t0 = pb.normalize(this.data.TBN[0]);\r\n this.$l.b0 = pb.normalize(this.data.TBN[1]);\r\n this.$l.tangent = pb.normalize(\r\n pb.add(pb.mul(this.t0, pb.cos(this.dirAngle)), pb.mul(this.b0, pb.sin(this.dirAngle)))\r\n );\r\n this.$l.bitangent = pb.normalize(pb.cross(this.data.normal, this.tangent));\r\n this.$l.ToH = pb.dot(this.tangent, this.H);\r\n this.$l.BoH = pb.dot(this.bitangent, this.H);\r\n this.$l.at = pb.max(pb.mul(this.alphaRoughness, pb.add(1, this.zAnisotropy)), 0.0001);\r\n this.$l.ab = pb.max(pb.mul(this.alphaRoughness, pb.sub(1, this.zAnisotropy)), 0.0001);\r\n this.$l.anisoDenom = pb.mul(\r\n Math.PI,\r\n this.at,\r\n this.ab,\r\n pb.pow(\r\n pb.add(\r\n pb.div(pb.mul(this.ToH, this.ToH), pb.mul(this.at, this.at)),\r\n pb.div(pb.mul(this.BoH, this.BoH), pb.mul(this.ab, this.ab)),\r\n pb.mul(this.NoH, this.NoH)\r\n ),\r\n 2\r\n )\r\n );\r\n this.D = pb.div(1, pb.max(this.anisoDenom, 0.0001));\r\n });\r\n this.$if(pb.equal(this.reflectionMode, PBR_REFLECTION_MODE.glint), function () {\r\n this.$l.glintNoise = pb.fract(\r\n pb.mul(\r\n pb.sin(pb.add(pb.dot(this.H, pb.vec3(127.1, 311.7, 74.7)), pb.mul(this.NoH, 43.1))),\r\n 43758.5453\r\n )\r\n );\r\n this.$l.glintMask = pb.smoothStep(0.97, 1, this.glintNoise);\r\n this.D = pb.mul(this.D, pb.add(1, pb.mul(this.glintMask, 8)));\r\n });\r\n this.$l.V = that.visGGX(this, this.NoV, this.NoL, this.alphaRoughness);\r\n this.$l.specular = pb.mul(this.lightColor, this.D, this.V, this.F, this.specularScale);\r\n this.$if(pb.equal(this.reflectionMode, PBR_REFLECTION_MODE.none), function () {\r\n this.specular = pb.vec3(0);\r\n });\r\n this.outColor = pb.add(this.outColor, this.specular);\r\n this.$l.diffuseBRDF = pb.mul(pb.sub(pb.vec3(1), this.F), pb.div(this.data.diffuse.rgb, Math.PI));\r\n this.$l.diffuse = pb.mul(\r\n this.lightColor,\r\n pb.max(this.diffuseBRDF, pb.vec3(0)),\r\n this.diffuseScale\r\n );\r\n this.outColor = pb.add(this.outColor, this.diffuse);\r\n if (outDiffuseColor) {\r\n this.outDiffuseColor = pb.add(this.outDiffuseColor, this.diffuse);\r\n }\r\n });\r\n }\r\n );\r\n if (outDiffuseColor) {\r\n scope.$g[funcName](\r\n lightDir,\r\n lightColor,\r\n viewVec,\r\n commonData,\r\n diffuseScale,\r\n specularScale,\r\n sourceRadiusFactor,\r\n outColor,\r\n outDiffuseColor\r\n );\r\n } else {\r\n scope.$g[funcName](\r\n lightDir,\r\n lightColor,\r\n viewVec,\r\n commonData,\r\n diffuseScale,\r\n specularScale,\r\n sourceRadiusFactor,\r\n outColor\r\n );\r\n }\r\n }\r\n indirectLighting(\r\n scope: PBInsideFunctionScope,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n outColor: PBShaderExp,\r\n outRoughness?: PBShaderExp,\r\n outDiffuseColor?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const ctx = that.drawContext;\r\n const funcName = 'Z_PBRIndirectLighting';\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec3('viewVec'),\r\n that.getCommonDatasStruct(scope)('data'),\r\n pb.vec3('outColor').inout(),\r\n ...(outRoughness ? [pb.vec4('outRoughness').out()] : []),\r\n ...(outDiffuseColor ? [pb.vec3('outDiffuseColor').inout()] : [])\r\n ],\r\n function () {\r\n if (\r\n !ctx.drawEnvLight ||\r\n (!ctx.env!.light.envLight.hasRadiance() && !ctx.env!.light.envLight.hasIrradiance())\r\n ) {\r\n return;\r\n }\r\n const envLightStrength = ShaderHelper.getEnvLightStrength(this);\r\n const envLightSpecularStrength = ShaderHelper.getEnvLightSpecularStrength(this);\r\n this.$l.occlusion = envLightStrength;\r\n this.$l.reflectionMode = this.zReflectionMode;\r\n this.$l.NoV = pb.clamp(pb.dot(this.data.normal, this.viewVec), 0.0001, 1);\r\n this.$l.ggxLutSample = pb.clamp(\r\n pb.textureSampleLevel(\r\n this.zGGXLut,\r\n pb.clamp(pb.vec2(this.NoV, this.data.roughness), pb.vec2(0), pb.vec2(1)),\r\n 0\r\n ),\r\n pb.vec4(0),\r\n pb.vec4(1)\r\n );\r\n this.$l.f_ab = this.ggxLutSample.rg;\r\n this.$l.Fr = pb.sub(\r\n pb.max(pb.vec3(pb.sub(1, this.data.roughness)), this.data.f0.rgb),\r\n this.data.f0.rgb\r\n );\r\n this.$l.k_S = pb.add(this.data.f0.rgb, pb.mul(this.Fr, pb.pow(pb.sub(1, this.NoV), 5)));\r\n if (outRoughness || ctx.env!.light.envLight.hasRadiance()) {\r\n this.$l.FssEss = pb.add(pb.mul(this.k_S, this.f_ab.x), pb.vec3(this.f_ab.y));\r\n this.$l.specularFactor = pb.mul(this.FssEss, this.occlusion);\r\n this.specularFactor = pb.mul(\r\n this.specularFactor,\r\n pb.float(pb.notEqual(this.reflectionMode, PBR_REFLECTION_MODE.none))\r\n );\r\n if (outRoughness) {\r\n this.outRoughness = pb.vec4(this.specularFactor /*this.data.f0.rgb*/, this.data.roughness);\r\n } else if (ctx.env!.light.envLight.hasRadiance()) {\r\n this.$l.radiance = ctx.env!.light.envLight.getRadiance(\r\n this,\r\n pb.reflect(pb.neg(this.viewVec), this.data.normal),\r\n this.data.roughness\r\n );\r\n this.outColor = pb.add(\r\n this.outColor,\r\n pb.mul(this.radiance, this.specularFactor, envLightSpecularStrength)\r\n );\r\n }\r\n }\r\n if (ctx.env!.light.envLight.hasIrradiance()) {\r\n this.$l.irradiance = ctx.env!.light.envLight.getIrradiance(this, this.data.normal);\r\n this.$l.mixedF0 = this.data.f0.rgb;\r\n this.$l.FssEss = pb.add(pb.mul(this.k_S, this.f_ab.x), pb.vec3(this.f_ab.y));\r\n this.$l.Ems = pb.sub(1, pb.add(this.f_ab.x, this.f_ab.y));\r\n this.$l.F_avg = pb.add(this.mixedF0, pb.div(pb.sub(pb.vec3(1), this.mixedF0), 21));\r\n this.$l.FmsEms = pb.div(\r\n pb.mul(this.FssEss, this.F_avg, this.Ems),\r\n pb.sub(pb.vec3(1), pb.mul(this.F_avg, this.Ems))\r\n );\r\n this.$l.k_D = pb.mul(this.data.diffuse.rgb, pb.add(pb.sub(pb.vec3(1), this.FssEss), this.FmsEms));\r\n this.$l.iblDiffuse = pb.mul(pb.add(this.FmsEms, this.k_D), this.irradiance, this.occlusion);\r\n this.outColor = pb.add(this.outColor, this.iblDiffuse);\r\n if (outDiffuseColor) {\r\n this.outDiffuseColor = pb.add(this.outDiffuseColor, this.iblDiffuse);\r\n }\r\n }\r\n }\r\n );\r\n if (outRoughness && outDiffuseColor) {\r\n scope.$g[funcName](viewVec, commonData, outColor, outRoughness, outDiffuseColor);\r\n } else if (outRoughness) {\r\n scope.$g[funcName](viewVec, commonData, outColor, outRoughness);\r\n } else if (outDiffuseColor) {\r\n scope.$g[funcName](viewVec, commonData, outColor, outDiffuseColor);\r\n } else {\r\n scope.$g[funcName](viewVec, commonData, outColor);\r\n }\r\n }\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n if (this.needFragmentColor(ctx)) {\r\n if (ctx.drawEnvLight) {\r\n bindGroup.setTexture('zGGXLut', getGGXLUT(1024));\r\n }\r\n }\r\n }\r\n } as unknown as T & { new (...args: any[]): IMixinPBRBluePrint 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@@ -12,11 +12,11 @@ const PBR_REFLECTION_MODE = {
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  anisotropic: 2,
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  glint: 3
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  };
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- /**
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- * PBRMetallicRoughness lighting model mixin
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- * @param BaseCls - Class to mix in
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- * @returns Mixed class
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- * @public
15
+ /**
16
+ * PBRMetallicRoughness lighting model mixin
17
+ * @param BaseCls - Class to mix in
18
+ * @returns Mixed class
19
+ * @public
20
20
  */ function mixinPBRMetallicRoughness(BaseCls) {
21
21
  if (BaseCls.pbrMetallicRoughnessMixed) {
22
22
  return BaseCls;
@@ -81,10 +81,10 @@ const PBR_REFLECTION_MODE = {
81
81
  this.uniformChanged();
82
82
  }
83
83
  }
84
- directLighting(scope, lightDir, lightColor, normal, viewVec, commonData, diffuseScale, specularScale, sourceRadiusFactor, outColor) {
84
+ directLighting(scope, lightDir, lightColor, normal, viewVec, commonData, diffuseScale, specularScale, sourceRadiusFactor, outColor, outDiffuseColor, outTransmissionColor) {
85
85
  const pb = scope.$builder;
86
86
  const that = this;
87
- const funcName = 'Z_PBRMR_DirectLighting';
87
+ const funcName = `Z_PBRMR_DirectLighting${outDiffuseColor ? '_D' : ''}${outTransmissionColor ? '_T' : ''}`;
88
88
  pb.func(funcName, [
89
89
  pb.vec3('L'),
90
90
  pb.vec3('lightColor'),
@@ -94,17 +94,32 @@ const PBR_REFLECTION_MODE = {
94
94
  pb.float('diffuseScale'),
95
95
  pb.float('specularScale'),
96
96
  pb.float('sourceRadiusFactor'),
97
- pb.vec3('outColor').inout()
97
+ pb.vec3('outColor').inout(),
98
+ ...outDiffuseColor ? [
99
+ pb.vec3('outDiffuseColor').inout()
100
+ ] : [],
101
+ ...outTransmissionColor ? [
102
+ pb.vec3('outTransmissionColor').inout()
103
+ ] : []
98
104
  ], function() {
99
105
  this.$l.reflectionMode = this.zReflectionMode;
100
106
  this.$l.anisotropy = this.zAnisotropy;
101
107
  this.$l.anisotropyDirection = this.zAnisotropyDirection;
102
108
  this.$l.anisotropyDirectionScaleBias = this.zAnisotropyDirectionScaleBias;
103
- this.$l.H = pb.normalize(pb.add(this.viewVec, this.L));
104
- this.$l.NoH = pb.clamp(pb.dot(this.normal, this.H), 0, 1);
105
109
  this.$l.NoL = pb.clamp(pb.dot(this.normal, this.L), 0, 1);
106
110
  this.$l.NoV = pb.clamp(pb.dot(this.normal, this.viewVec), 0, 1);
107
111
  this.$if(pb.greaterThan(this.NoL, 0), function() {
112
+ this.$l.specularLightDir = this.L;
113
+ this.$if(pb.greaterThan(this.sourceRadiusFactor, 0), function() {
114
+ this.$l.reflectionVec = pb.reflect(pb.neg(this.viewVec), this.normal);
115
+ this.$l.centerToRay = pb.sub(pb.mul(this.reflectionVec, pb.dot(this.L, this.reflectionVec)), this.L);
116
+ this.$l.centerToRayLength = pb.length(this.centerToRay);
117
+ this.$l.sphereLightBlend = pb.clamp(pb.div(this.sourceRadiusFactor, pb.max(this.centerToRayLength, 0.0001)), 0, 1);
118
+ this.specularLightDir = pb.normalize(pb.add(this.L, pb.mul(this.centerToRay, this.sphereLightBlend)));
119
+ });
120
+ this.$l.H = pb.normalize(pb.add(this.viewVec, this.specularLightDir));
121
+ this.$l.NoH = pb.clamp(pb.dot(this.normal, this.H), 0, 1);
122
+ this.$l.specularNoL = pb.clamp(pb.dot(this.normal, this.specularLightDir), 0, 1);
108
123
  this.$l.VoH = pb.clamp(pb.dot(this.viewVec, this.H), 0, 1);
109
124
  this.$l.schlickFresnel = that.fresnelSchlick(this, this.VoH, this.data.f0.rgb, this.data.f90);
110
125
  if (that.iridescence) {
@@ -115,8 +130,8 @@ const PBR_REFLECTION_MODE = {
115
130
  if (that.sheen) {
116
131
  this.$l.sheenAlbedoScaling = that.getSheenAlbedoScalingForDirect(this, this.NoV, this.NoL, this.data.sheenColor, this.data.sheenRoughness);
117
132
  }
118
- this.$l.specularRoughness = pb.clamp(pb.add(this.data.roughness, this.sourceRadiusFactor), 0, 1);
119
- this.$l.alphaRoughness = pb.mul(this.specularRoughness, this.specularRoughness);
133
+ this.$l.alphaRoughness = pb.mul(this.data.roughness, this.data.roughness);
134
+ this.$l.specularRoughness = pb.sqrt(this.alphaRoughness);
120
135
  this.$l.Dggx = that.distributionGGX(this, this.NoH, this.alphaRoughness);
121
136
  this.$l.D = this.Dggx;
122
137
  this.$if(pb.equal(this.reflectionMode, PBR_REFLECTION_MODE.anisotropic), function() {
@@ -145,7 +160,7 @@ const PBR_REFLECTION_MODE = {
145
160
  this.$l.glintMask = pb.smoothStep(0.97, 1, this.glintNoise);
146
161
  this.D = pb.mul(this.Dggx, pb.add(1, pb.mul(this.glintMask, 8)));
147
162
  });
148
- this.$l.V = that.visGGX(this, this.NoV, this.NoL, this.alphaRoughness);
163
+ this.$l.V = that.visGGX(this, this.NoV, this.specularNoL, this.alphaRoughness);
149
164
  this.$l.specular = pb.mul(this.lightColor, this.D, this.V, this.F, this.data.specularWeight, this.specularScale);
150
165
  if (that.sheen) {
151
166
  this.specular = pb.mul(this.specular, this.sheenAlbedoScaling);
@@ -160,26 +175,36 @@ const PBR_REFLECTION_MODE = {
160
175
  }
161
176
  this.$l.diffuseBRDF = pb.mul(pb.sub(pb.vec3(1), pb.mul(this.F, this.data.specularWeight)), pb.div(this.data.diffuse.rgb, Math.PI));
162
177
  this.$l.diffuse = pb.mul(this.lightColor, pb.max(this.diffuseBRDF, pb.vec3(0)), this.diffuseScale);
163
- if (that.transmission && that.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT) {
178
+ if ((that.transmission || outTransmissionColor) && that.drawContext.renderPass.type === RENDER_PASS_TYPE_LIGHT) {
164
179
  this.$l.transmissionRay = that.getVolumeTransmissionRay(this, this.normal, this.viewVec, this.data.thicknessFactor, this.data.f0.a);
165
180
  this.$l.pointToLight = pb.normalize(pb.sub(this.L, this.transmissionRay));
166
181
  this.$l.transmittedLight = pb.mul(this.lightColor, that.getPunctualRadianceTransmission(this, this.normal, this.viewVec, this.pointToLight, this.alphaRoughness, this.data.f0.rgb, this.data.f90.rgb, this.data.diffuse.rgb, this.data.f0.a));
167
182
  this.transmittedLight = that.applyVolumeAttenuation(this, this.transmittedLight, pb.length(this.transmissionRay), this.data.attenuationColor, this.data.attenuationDistance);
168
- this.diffuse = pb.mix(this.diffuse, this.transmittedLight, this.data.transmissionFactor);
183
+ this.$l.transmissionContribution = pb.mul(this.transmittedLight, this.data.transmissionFactor);
184
+ if (outTransmissionColor) {
185
+ this.outTransmissionColor = pb.add(this.outTransmissionColor, this.transmissionContribution);
186
+ }
187
+ if (that.transmission) {
188
+ this.diffuse = pb.mix(this.diffuse, this.transmittedLight, this.data.transmissionFactor);
189
+ }
169
190
  }
170
191
  if (that.sheen) {
171
192
  this.diffuse = pb.mul(this.diffuse, this.sheenAlbedoScaling);
172
193
  }
173
194
  this.outColor = pb.add(this.outColor, this.diffuse);
195
+ if (outDiffuseColor) {
196
+ this.outDiffuseColor = pb.add(this.outDiffuseColor, this.diffuse);
197
+ }
174
198
  if (that.sheen) {
175
199
  this.$l.sheenD = that.D_Charlie(this, this.NoH, this.data.sheenRoughness);
176
200
  this.$l.sheenV = that.V_Sheen(this, this.NoL, this.NoV, this.data.sheenRoughness);
177
201
  this.outColor = pb.add(this.outColor, pb.mul(this.lightColor, this.data.sheenColor, this.sheenD, this.sheenV));
178
202
  }
179
203
  if (that.clearcoat) {
180
- this.alphaRoughness = pb.mul(this.data.ccFactor.y, this.data.ccFactor.y);
204
+ this.$l.clearcoatAlphaRoughness = pb.mul(this.data.ccFactor.y, this.data.ccFactor.y);
205
+ this.alphaRoughness = this.clearcoatAlphaRoughness;
181
206
  this.NoH = pb.clamp(pb.dot(this.data.ccNormal, this.H), 0, 1);
182
- this.NoL = pb.clamp(pb.dot(this.data.ccNormal, this.L), 0, 1);
207
+ this.NoL = pb.clamp(pb.dot(this.data.ccNormal, this.specularLightDir), 0, 1);
183
208
  this.ccF0 = pb.vec3(pb.pow(pb.div(pb.sub(this.data.f0.a, 1), pb.add(this.data.f0.a, 1)), 2));
184
209
  this.F = that.fresnelSchlick(this, this.VoH, this.ccF0, pb.vec3(1));
185
210
  this.D = that.distributionGGX(this, this.NoH, this.alphaRoughness);
@@ -188,7 +213,15 @@ const PBR_REFLECTION_MODE = {
188
213
  }
189
214
  });
190
215
  });
191
- scope.$g[funcName](lightDir, lightColor, normal, viewVec, commonData, diffuseScale, specularScale, sourceRadiusFactor, outColor);
216
+ if (outDiffuseColor && outTransmissionColor) {
217
+ scope.$g[funcName](lightDir, lightColor, normal, viewVec, commonData, diffuseScale, specularScale, sourceRadiusFactor, outColor, outDiffuseColor, outTransmissionColor);
218
+ } else if (outDiffuseColor) {
219
+ scope.$g[funcName](lightDir, lightColor, normal, viewVec, commonData, diffuseScale, specularScale, sourceRadiusFactor, outColor, outDiffuseColor);
220
+ } else if (outTransmissionColor) {
221
+ scope.$g[funcName](lightDir, lightColor, normal, viewVec, commonData, diffuseScale, specularScale, sourceRadiusFactor, outColor, outTransmissionColor);
222
+ } else {
223
+ scope.$g[funcName](lightDir, lightColor, normal, viewVec, commonData, diffuseScale, specularScale, sourceRadiusFactor, outColor);
224
+ }
192
225
  }
193
226
  get reflectionMode() {
194
227
  return this._reflectionMode;
@@ -230,10 +263,11 @@ const PBR_REFLECTION_MODE = {
230
263
  calculateAnisotropyDirectionScaleBias(scope) {
231
264
  return scope.zAnisotropyDirectionScaleBias;
232
265
  }
233
- PBRLight(scope, worldPos, normal, viewVec, albedo, TBN, outRoughness) {
266
+ PBRLight(scope, worldPos, normal, viewVec, albedo, TBN, outRoughness, outSSSDiffuse, outSSSTransmission) {
234
267
  const pb = scope.$builder;
235
- const funcName = 'Z_PBRMetallicRoughnessLight';
268
+ const funcName = `Z_PBRMetallicRoughnessLight${outRoughness ? '_R' : ''}${outSSSDiffuse ? '_D' : ''}${outSSSTransmission ? '_T' : ''}`;
236
269
  const that = this;
270
+ const baseLightPass = !that.drawContext.lightBlending;
237
271
  pb.func(funcName, [
238
272
  pb.vec3('worldPos'),
239
273
  pb.vec3('normal'),
@@ -242,19 +276,42 @@ const PBR_REFLECTION_MODE = {
242
276
  pb.vec4('albedo'),
243
277
  ...outRoughness ? [
244
278
  pb.vec4('outRoughness').out()
279
+ ] : [],
280
+ ...outSSSDiffuse ? [
281
+ pb.vec4('outSSSDiffuse').out()
282
+ ] : [],
283
+ ...outSSSTransmission ? [
284
+ pb.vec4('outSSSTransmission').out()
245
285
  ] : []
246
286
  ], function() {
247
287
  this.$l.pbrData = that.getCommonData(this, this.albedo, this.normal, this.viewVec, this.TBN);
248
288
  this.$l.lightingColor = pb.vec3(0);
249
- this.$l.emissiveColor = that.calculateEmissiveColor(this);
250
- if (outRoughness) {
251
- that.indirectLighting(this, this.normal, this.viewVec, this.pbrData, this.lightingColor, this.outRoughness);
252
- } else {
253
- that.indirectLighting(this, this.normal, this.viewVec, this.pbrData, this.lightingColor);
289
+ this.$l.sssDiffuseColor = pb.vec3(0);
290
+ this.$l.sssTransmissionColor = pb.vec3(0);
291
+ this.$l.emissiveColor = baseLightPass ? that.calculateEmissiveColor(this) : pb.vec3(0);
292
+ if (baseLightPass) {
293
+ if (outRoughness && outSSSDiffuse) {
294
+ that.indirectLighting(this, this.normal, this.viewVec, this.pbrData, this.lightingColor, this.outRoughness, this.sssDiffuseColor);
295
+ } else if (outRoughness && outSSSTransmission) {
296
+ that.indirectLighting(this, this.normal, this.viewVec, this.pbrData, this.lightingColor, this.outRoughness);
297
+ } else if (outRoughness) {
298
+ that.indirectLighting(this, this.normal, this.viewVec, this.pbrData, this.lightingColor, this.outRoughness);
299
+ } else if (outSSSDiffuse) {
300
+ that.indirectLighting(this, this.normal, this.viewVec, this.pbrData, this.lightingColor, undefined, this.sssDiffuseColor);
301
+ } else {
302
+ that.indirectLighting(this, this.normal, this.viewVec, this.pbrData, this.lightingColor);
303
+ }
254
304
  }
255
305
  that.forEachLight(this, function(type, posRange, dirCutoff, colorIntensity, extra, shadow) {
256
306
  this.$if(pb.equal(type, LIGHT_TYPE_RECT), function() {
257
- that.directRectLight(this, this.worldPos, this.normal, this.viewVec, this.pbrData, posRange, dirCutoff, extra, colorIntensity, this.lightingColor);
307
+ this.$l.rectColorIntensity = colorIntensity;
308
+ if (shadow) {
309
+ this.$l.rectL = pb.normalize(pb.sub(posRange.xyz, this.worldPos));
310
+ this.$l.rectNoL = pb.clamp(pb.dot(this.normal, this.rectL), 0, 1);
311
+ this.$l.rectShadow = that.calculateShadow(this, this.worldPos, pb.max(this.rectNoL, 1e-5));
312
+ this.rectColorIntensity = pb.vec4(colorIntensity.rgb, pb.mul(colorIntensity.a, this.rectShadow));
313
+ }
314
+ that.directRectLight(this, this.worldPos, this.normal, this.viewVec, this.pbrData, posRange, dirCutoff, extra, this.rectColorIntensity, this.lightingColor);
258
315
  }).$else(function() {
259
316
  this.$l.diffuse = pb.vec3();
260
317
  this.$l.specular = pb.vec3();
@@ -273,12 +330,28 @@ const PBR_REFLECTION_MODE = {
273
330
  if (shadow) {
274
331
  this.lightColor = pb.mul(this.lightColor, that.calculateShadow(this, this.worldPos, this.NoL));
275
332
  }
276
- that.directLighting(this, this.lightDir, this.lightColor, this.normal, this.viewVec, this.pbrData, this.diffuseScale, this.specularScale, this.sourceRadiusFactor, this.lightingColor);
333
+ if (outSSSDiffuse) {
334
+ if (outSSSTransmission) {
335
+ that.directLighting(this, this.lightDir, this.lightColor, this.normal, this.viewVec, this.pbrData, this.diffuseScale, this.specularScale, this.sourceRadiusFactor, this.lightingColor, this.sssDiffuseColor, this.sssTransmissionColor);
336
+ } else {
337
+ that.directLighting(this, this.lightDir, this.lightColor, this.normal, this.viewVec, this.pbrData, this.diffuseScale, this.specularScale, this.sourceRadiusFactor, this.lightingColor, this.sssDiffuseColor);
338
+ }
339
+ } else if (outSSSTransmission) {
340
+ that.directLighting(this, this.lightDir, this.lightColor, this.normal, this.viewVec, this.pbrData, this.diffuseScale, this.specularScale, this.sourceRadiusFactor, this.lightingColor, undefined, this.sssTransmissionColor);
341
+ } else {
342
+ that.directLighting(this, this.lightDir, this.lightColor, this.normal, this.viewVec, this.pbrData, this.diffuseScale, this.specularScale, this.sourceRadiusFactor, this.lightingColor);
343
+ }
277
344
  });
278
345
  });
346
+ if (outSSSDiffuse) {
347
+ this.outSSSDiffuse = pb.vec4(this.sssDiffuseColor, this.albedo.a);
348
+ }
349
+ if (outSSSTransmission) {
350
+ this.outSSSTransmission = pb.vec4(this.sssTransmissionColor, this.albedo.a);
351
+ }
279
352
  this.$return(pb.add(this.lightingColor, this.emissiveColor));
280
353
  });
281
- return outRoughness ? pb.getGlobalScope()[funcName](worldPos, normal, TBN, viewVec, albedo, outRoughness) : pb.getGlobalScope()[funcName](worldPos, normal, TBN, viewVec, albedo);
354
+ return outRoughness && outSSSDiffuse && outSSSTransmission ? pb.getGlobalScope()[funcName](worldPos, normal, TBN, viewVec, albedo, outRoughness, outSSSDiffuse, outSSSTransmission) : outRoughness && outSSSDiffuse ? pb.getGlobalScope()[funcName](worldPos, normal, TBN, viewVec, albedo, outRoughness, outSSSDiffuse) : outRoughness && outSSSTransmission ? pb.getGlobalScope()[funcName](worldPos, normal, TBN, viewVec, albedo, outRoughness, outSSSTransmission) : outRoughness ? pb.getGlobalScope()[funcName](worldPos, normal, TBN, viewVec, albedo, outRoughness) : outSSSDiffuse && outSSSTransmission ? pb.getGlobalScope()[funcName](worldPos, normal, TBN, viewVec, albedo, outSSSDiffuse, outSSSTransmission) : outSSSDiffuse ? pb.getGlobalScope()[funcName](worldPos, normal, TBN, viewVec, albedo, outSSSDiffuse) : outSSSTransmission ? pb.getGlobalScope()[funcName](worldPos, normal, TBN, viewVec, albedo, outSSSTransmission) : pb.getGlobalScope()[funcName](worldPos, normal, TBN, viewVec, albedo);
282
355
  }
283
356
  vertexShader(scope) {
284
357
  super.vertexShader(scope);
@@ -310,11 +383,11 @@ const PBR_REFLECTION_MODE = {
310
383
  bindGroup.setValue('zMetallic', this._metallic);
311
384
  bindGroup.setValue('zRoughness', this._roughness);
312
385
  bindGroup.setValue('zSpecularFactor', this._specularFactor);
313
- bindGroup.setValue('zReflectionMode', PBR_REFLECTION_MODE[this._reflectionMode]);
314
- bindGroup.setValue('zAnisotropy', this._anisotropy);
315
- bindGroup.setValue('zAnisotropyDirection', this._anisotropyDirection);
316
- bindGroup.setValue('zAnisotropyDirectionScaleBias', this._anisotropyDirectionScaleBias);
317
386
  }
387
+ bindGroup.setValue('zReflectionMode', PBR_REFLECTION_MODE[this._reflectionMode]);
388
+ bindGroup.setValue('zAnisotropy', this._anisotropy);
389
+ bindGroup.setValue('zAnisotropyDirection', this._anisotropyDirection);
390
+ bindGroup.setValue('zAnisotropyDirectionScaleBias', this._anisotropyDirectionScaleBias);
318
391
  }
319
392
  }
320
393
  calculateMetallic(scope, _albedo, _normal) {