@driftengine/core 4.10.0 → 4.11.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.json +107 -0
- package/README.md +1 -1
- package/dist/index.d.ts +6 -5
- package/dist/index.js +2 -2
- package/dist/render/ambientOcclusionPass.d.ts +3 -2
- package/dist/render/ambientOcclusionPass.js +4 -2
- package/dist/render/backend/api.d.ts +21 -1
- package/dist/render/backend/webgl2/renderer.d.ts +141 -3
- package/dist/render/backend/webgl2/renderer.js +454 -42
- package/dist/render/backend/webgpu/buffers.d.ts +5 -0
- package/dist/render/backend/webgpu/buffers.js +98 -48
- package/dist/render/backend/webgpu/clothKernels.d.ts +8 -0
- package/dist/render/backend/webgpu/clothKernels.js +76 -0
- package/dist/render/backend/webgpu/clothOps.d.ts +39 -0
- package/dist/render/backend/webgpu/clothOps.js +78 -0
- package/dist/render/backend/webgpu/clothSetLayout.d.ts +25 -0
- package/dist/render/backend/webgpu/clothSetLayout.js +84 -0
- package/dist/render/backend/webgpu/clothSetPack.d.ts +33 -0
- package/dist/render/backend/webgpu/clothSetPack.js +144 -0
- package/dist/render/backend/webgpu/drawCommand.d.ts +2 -0
- package/dist/render/backend/webgpu/drawCommand.js +1 -0
- package/dist/render/backend/webgpu/flatPass.d.ts +1 -1
- package/dist/render/backend/webgpu/flatPass.js +2 -1
- package/dist/render/backend/webgpu/gpuClothSet.d.ts +80 -0
- package/dist/render/backend/webgpu/gpuClothSet.js +462 -0
- package/dist/render/backend/webgpu/latePass.js +1 -0
- package/dist/render/backend/webgpu/motionPass.js +15 -6
- package/dist/render/backend/webgpu/pipelineCache.d.ts +22 -1
- package/dist/render/backend/webgpu/pipelineCache.js +39 -1
- package/dist/render/backend/webgpu/postPass.d.ts +1 -1
- package/dist/render/backend/webgpu/renderer.d.ts +100 -1
- package/dist/render/backend/webgpu/renderer.js +423 -95
- package/dist/render/backend/webgpu/shaders/clothSolve.wgsl.d.ts +9 -2
- package/dist/render/backend/webgpu/shaders/clothSolve.wgsl.js +121 -47
- package/dist/render/backend/webgpu/staticBundles.js +2 -1
- package/dist/render/backend/webgpu/vertexFormats.d.ts +22 -0
- package/dist/render/backend/webgpu/vertexFormats.js +97 -0
- package/dist/render/globalMediumPass.d.ts +2 -0
- package/dist/render/globalMediumPass.js +1 -0
- package/dist/render/indexWidth.d.ts +17 -0
- package/dist/render/indexWidth.js +23 -0
- package/dist/render/instances.d.ts +13 -1
- package/dist/render/instances.js +10 -0
- package/dist/render/lightMatrix.d.ts +11 -0
- package/dist/render/lightMatrix.js +14 -0
- package/dist/render/mesh.d.ts +9 -0
- package/dist/render/mesh.js +38 -14
- package/dist/render/occlusionFade.d.ts +21 -0
- package/dist/render/occlusionFade.js +27 -0
- package/dist/render/renderQuality.d.ts +30 -0
- package/dist/render/renderQuality.js +5 -0
- package/dist/render/rendererHarness.d.ts +7 -0
- package/dist/render/rendererHarness.js +12 -0
- package/dist/render/sceneTarget.d.ts +2 -0
- package/dist/render/sceneTarget.js +1 -1
- package/dist/render/shader.d.ts +15 -0
- package/dist/render/shader.js +41 -0
- package/dist/render/shaders/ambientOcclusion.js +12 -1
- package/dist/render/shaders/flat/directionalShadow.js +84 -10
- package/dist/render/shaders/flat/glassTint.d.ts +1 -1
- package/dist/render/shaders/flat/glassTint.js +3 -0
- package/dist/render/shaders/flat/index.d.ts +15 -0
- package/dist/render/shaders/flat/index.js +24 -4
- package/dist/render/shaders/flat/layered.d.ts +27 -0
- package/dist/render/shaders/flat/layered.js +198 -0
- package/dist/render/shaders/flat/main.d.ts +1 -1
- package/dist/render/shaders/flat/main.js +50 -16
- package/dist/render/shaders/flat/mapReads.d.ts +10 -0
- package/dist/render/shaders/flat/mapReads.js +38 -0
- package/dist/render/shaders/flat/movingSun.d.ts +21 -0
- package/dist/render/shaders/flat/movingSun.js +46 -0
- package/dist/render/shaders/flat/normalMap.d.ts +6 -2
- package/dist/render/shaders/flat/normalMap.js +23 -3
- package/dist/render/shaders/flat/overlay.d.ts +3 -2
- package/dist/render/shaders/flat/overlay.js +41 -19
- package/dist/render/shaders/flat/preamble.js +23 -5
- package/dist/render/shaders/flat/worldUv.d.ts +22 -0
- package/dist/render/shaders/flat/worldUv.js +113 -0
- package/dist/render/shaders/generated/ambientOcclusion.wgsl.d.ts +6 -1
- package/dist/render/shaders/generated/ambientOcclusion.wgsl.js +6 -1
- package/dist/render/shaders/generated/flat.wgsl.d.ts +768 -368
- package/dist/render/shaders/generated/flat.wgsl.js +791 -391
- package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +8 -3
- package/dist/render/shaders/generated/globalMedium.wgsl.js +8 -3
- package/dist/render/shaders/generated/lightVolume.wgsl.d.ts +15 -10
- package/dist/render/shaders/generated/lightVolume.wgsl.js +16 -11
- package/dist/render/shaders/globalMedium.js +9 -1
- package/dist/render/shaders/lightVolume.js +9 -1
- package/dist/render/shaders/tangentFrame.d.ts +1 -1
- package/dist/render/shaders/tangentFrame.js +16 -3
- package/dist/render/skinnedClothRun.d.ts +28 -0
- package/dist/render/skinnedClothRun.js +103 -35
- package/dist/render/surfaceLayers.d.ts +107 -0
- package/dist/render/surfaceLayers.js +82 -0
- package/dist/render/surfaceOverlay.d.ts +16 -3
- package/dist/render/surfaceOverlay.js +11 -6
- package/dist/render/surfaceProjection.d.ts +34 -0
- package/dist/render/surfaceProjection.js +30 -0
- package/dist/render/surfaceTexture.d.ts +39 -0
- package/dist/render/transmission.d.ts +21 -0
- package/dist/render/transmission.js +21 -0
- package/dist/render/vertexPacking.d.ts +48 -0
- package/dist/render/vertexPacking.js +68 -0
- package/dist/ui/splash.d.ts +42 -2
- package/dist/ui/splash.js +78 -13
- package/package.json +6 -6
- package/src/index.ts +6 -2
- package/src/render/ambientOcclusionPass.ts +4 -1
- package/src/render/backend/api.ts +31 -0
- package/src/render/backend/webgl2/renderer.ts +519 -56
- package/src/render/backend/webgpu/buffers.ts +153 -54
- package/src/render/backend/webgpu/clothKernels.ts +86 -0
- package/src/render/backend/webgpu/clothOps.ts +86 -0
- package/src/render/backend/webgpu/clothSetLayout.ts +102 -0
- package/src/render/backend/webgpu/clothSetPack.ts +197 -0
- package/src/render/backend/webgpu/drawCommand.ts +3 -0
- package/src/render/backend/webgpu/flatPass.ts +26 -28
- package/src/render/backend/webgpu/gpuClothSet.ts +564 -0
- package/src/render/backend/webgpu/latePass.ts +1 -0
- package/src/render/backend/webgpu/motionPass.ts +18 -7
- package/src/render/backend/webgpu/pipelineCache.ts +46 -7
- package/src/render/backend/webgpu/renderer.ts +622 -164
- package/src/render/backend/webgpu/shaders/clothSolve.wgsl.ts +121 -47
- package/src/render/backend/webgpu/staticBundles.ts +2 -1
- package/src/render/backend/webgpu/vertexFormats.ts +113 -0
- package/src/render/globalMediumPass.ts +7 -0
- package/src/render/indexWidth.ts +27 -0
- package/src/render/instances.ts +18 -1
- package/src/render/lightMatrix.ts +15 -0
- package/src/render/mesh.ts +66 -14
- package/src/render/occlusionFade.ts +29 -0
- package/src/render/renderQuality.ts +38 -0
- package/src/render/rendererHarness.ts +15 -0
- package/src/render/sceneTarget.ts +3 -0
- package/src/render/shader.ts +59 -0
- package/src/render/shaders/ambientOcclusion.ts +12 -1
- package/src/render/shaders/flat/directionalShadow.ts +84 -10
- package/src/render/shaders/flat/glassTint.ts +7 -1
- package/src/render/shaders/flat/index.ts +39 -4
- package/src/render/shaders/flat/layered.ts +198 -0
- package/src/render/shaders/flat/main.ts +50 -16
- package/src/render/shaders/flat/mapReads.ts +38 -0
- package/src/render/shaders/flat/movingSun.ts +46 -0
- package/src/render/shaders/flat/normalMap.ts +23 -3
- package/src/render/shaders/flat/overlay.ts +41 -19
- package/src/render/shaders/flat/preamble.ts +23 -5
- package/src/render/shaders/flat/worldUv.ts +113 -0
- package/src/render/shaders/generated/ambientOcclusion.wgsl.ts +6 -1
- package/src/render/shaders/generated/flat.wgsl.ts +791 -391
- package/src/render/shaders/generated/globalMedium.wgsl.ts +8 -3
- package/src/render/shaders/generated/lightVolume.wgsl.ts +16 -11
- package/src/render/shaders/globalMedium.ts +9 -1
- package/src/render/shaders/lightVolume.ts +9 -1
- package/src/render/shaders/tangentFrame.ts +16 -3
- package/src/render/skinnedClothRun.ts +138 -38
- package/src/render/surfaceLayers.ts +176 -0
- package/src/render/surfaceOverlay.ts +24 -7
- package/src/render/surfaceProjection.ts +57 -0
- package/src/render/surfaceTexture.ts +39 -0
- package/src/render/transmission.ts +27 -0
- package/src/render/vertexPacking.ts +109 -0
- package/src/ui/splash.ts +83 -14
- package/dist/render/backend/webgpu/gpuSkinnedCloth.d.ts +0 -74
- package/dist/render/backend/webgpu/gpuSkinnedCloth.js +0 -452
- package/src/render/backend/webgpu/gpuSkinnedCloth.ts +0 -502
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@@ -46,9 +46,16 @@ export interface MeshInstances {
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* read by a draw whose material is a `lightmapModel` — instances of one mesh in one material sit
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* in different regions of one page, each applied before the material's own region. **They ride
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* the tint and the opacity**, which a lightmapped instance gives up (see `lightmap.ts`): where
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* these are given,
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* these are given, the tints are not read. **A lightmapped batch needs them**, since a bake is
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* different light at each instance; one drawn without them reads its tints as its regions, and
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* either mismatch is said once on the console.
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*
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* **The opacity survives, in sixty-fourths**, so a lightmapped instance fades by
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* `setDitherOpacity` as any other does: its transparency travels as whole steps of 2 added to the
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* region's U offset, which is a place in a page and so under 1, and the vertex stage takes them
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* back off (`LIGHTMAP_OPACITY_STEPS`). Sixty-four is the screen door's own resolution, an 8x8
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* pattern. **What it gives up**: a fading instance's offset keeps 16 bits of fraction rather than
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* 23, a sixteenth of a texel on a 4,096 page; an opaque one is written to the bit as before.
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*/
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readonly lightmapRegions?: Float32Array;
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/**
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@@ -98,6 +105,11 @@ export declare function createMeshInstances(capacity: number): MeshInstances;
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* as one four-float attribute, so the opacity cost no attribute and no byte.
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*/
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export declare const INSTANCE_FLOATS = 20;
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/**
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* How finely a lightmapped instance's opacity travels in its region: transparency in steps of
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* 1/64, each 2 on the U offset. See `MeshInstances.lightmapRegions`; the vertex stage reads it back.
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*/
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export declare const LIGHTMAP_OPACITY_STEPS = 64;
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/** Bytes one instance occupies. See `INSTANCE_FLOATS`. */
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export declare const INSTANCE_STRIDE: number;
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/**
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package/dist/render/instances.js
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* as one four-float attribute, so the opacity cost no attribute and no byte.
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*/
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export const INSTANCE_FLOATS = 20;
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/**
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* How finely a lightmapped instance's opacity travels in its region: transparency in steps of
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* 1/64, each 2 on the U offset. See `MeshInstances.lightmapRegions`; the vertex stage reads it back.
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*/
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export const LIGHTMAP_OPACITY_STEPS = 64;
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/** Bytes one instance occupies. See `INSTANCE_FLOATS`. */
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export const INSTANCE_STRIDE = INSTANCE_FLOATS * 4;
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/**
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/* The region in the tint's and the opacity's place. See `lightmapRegions`. */
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for (let c = 0; c < 4; c += 1)
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out[at + 16 + c] = lightmapRegions[i * 4 + c];
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/* And the opacity's transparency in whole steps of 2 on the U offset, none where opaque. */
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const alpha = Math.min(Math.max(alphas?.[i] ?? 1, 0), 1);
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const steps = Math.round((1 - alpha) * LIGHTMAP_OPACITY_STEPS);
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if (steps > 0)
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out[at + 18] = out[at + 18] + 2 * steps;
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continue;
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}
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const t = i * 3;
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import { mat4 } from 'gl-matrix';
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import type { Vec3 } from '../math/color.ts';
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export declare function computeLightMatrix(lightDir: Vec3, focusX: number, focusY: number, focusZ: number, radius: number, shadowMapSize: number, out: mat4): number;
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/**
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* The depth an orthographic light matrix spans, in metres: what `computeLightMatrix` returns, read
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* back off any such matrix. Its depth row is the light's axis scaled by two over the span, so the
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* span is two over that row's length — whatever focus, radius or bearing built it.
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*
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* through the matrix its shadow pass was drawn with, and its depth tolerance and distance fade are
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* in metres of that matrix. What would make this wrong is a perspective light, whose depth is not
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* linear; the sun's never is.
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*/
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export declare function orthographicDepthSpan(m: ArrayLike<number>): number;
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// to express its residual depth tolerance in stable world-space metres.
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return radius * 6;
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}
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/**
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* The depth an orthographic light matrix spans, in metres: what `computeLightMatrix` returns, read
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* back off any such matrix. Its depth row is the light's axis scaled by two over the span, so the
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* span is two over that row's length — whatever focus, radius or bearing built it.
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*
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* **For a matrix the renderer is handed rather than one it built**: the sun's moving layer is read
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* through the matrix its shadow pass was drawn with, and its depth tolerance and distance fade are
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* in metres of that matrix. What would make this wrong is a perspective light, whose depth is not
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* linear; the sun's never is.
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*/
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export function orthographicDepthSpan(m) {
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const length = Math.hypot(m[2], m[6], m[10]);
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return length > 0 ? 2 / length : 1;
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}
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package/dist/render/mesh.d.ts
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* same frame.
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*/
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readonly indexCount: number;
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/** `UNSIGNED_SHORT` or `UNSIGNED_INT`, as `compactIndices` stored them: every draw says which. */
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private readonly indexType;
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/**
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* The constant values this mesh's *absent* attributes are shaded with, re-applied on
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* every draw.
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* still visible, which is the kind of bug that only shows up at the edge of the frame.
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*/
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update(gl: WebGL2RenderingContext, positions: Float32Array, normals?: Float32Array): void;
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/**
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* One attribute's buffer, as floats or in its sixteen-bit fixed point (`vertexPacking.ts`), which
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* WebGL2 reads back through a normalised `SHORT` or `UNSIGNED_SHORT`: three lanes wide where
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* WebGPU needs four, so a normal costs six bytes here.
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*/
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private attachAttribute;
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/** A buffer, or the one value every vertex shares as a constant, as the packing says. */
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private attachShared;
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/**
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* Give a bound buffer its storage, and its contents now or later.
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*
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package/dist/render/mesh.js
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import { MorphTexture } from './backend/webgl2/morphTexture.js';
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import { ABSENT_ATTRIBUTE } from './vertexDefaults.js';
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import { UPLOAD_BYTES_PER_STEP } from './uploadStep.js';
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import { compactIndices } from './indexWidth.js';
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import { fixedArray, sharedValue, vertexPackingOf, } from './vertexPacking.js';
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/*
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* `MeshData` and its validator live in `@driftengine/drft`, because the container's whole
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/** `UNSIGNED_SHORT` or `UNSIGNED_INT`, as `compactIndices` stored them: every draw says which. */
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indexType;
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/**
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* every draw.
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* that has been told a lie every frame is the shape of a stall nobody can find.
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const usage = dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW;
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/* How each attribute travels: sixteen-bit fixed point, or one value as a constant. */
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const packing = vertexPackingOf(data, dynamic);
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const positions = this.attachAttribute(gl, ATTR_POSITION, data.positions, 3, usage);
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const normals = this.attachAttribute(gl, ATTR_NORMAL, data.normals, 3, usage);
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const normals = this.attachAttribute(gl, ATTR_NORMAL, data.normals, 3, usage, packing.normals);
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this.deformable = { positions, normals };
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this.
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this.attachShared(gl, ATTR_COLOR, data.colors, 3, packing.colors);
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this.attachShared(gl, ATTR_EMISSIVE, data.emissive, 1, packing.emissive);
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/*
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dispose(gl) {
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, normals);
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}
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/**
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* One attribute's buffer, as floats or in its sixteen-bit fixed point (`vertexPacking.ts`), which
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* WebGL2 reads back through a normalised `SHORT` or `UNSIGNED_SHORT`: three lanes wide where
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* WebGPU needs four, so a normal costs six bytes here.
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*/
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attachAttribute(gl, location, data, size, usage = gl.STATIC_DRAW, packing = 'float') {
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this.buffers.push(buffer);
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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const fixed = packing === 'snorm16' || packing === 'unorm16';
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this.allocate(gl, gl.ARRAY_BUFFER, buffer, fixed ? fixedArray(data, packing) : data, usage);
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const type = packing === 'snorm16' ? gl.SHORT : packing === 'unorm16' ? gl.UNSIGNED_SHORT : gl.FLOAT;
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gl.vertexAttribPointer(location, size,
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this.layout.push({ location, buffer, size });
|
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gl.vertexAttribPointer(location, size, type, fixed, 0, 0);
|
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this.layout.push({ location, buffer, size, type, normalized: fixed });
|
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|
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/** A buffer, or the one value every vertex shares as a constant, as the packing says. */
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attachShared(gl, location, data, size, packing) {
|
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|
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if (packing !== 'constant') {
|
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|
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this.attachAttribute(gl, location, data, size, gl.STATIC_DRAW, packing);
|
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return;
|
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|
+
}
|
|
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|
+
gl.disableVertexAttribArray(location);
|
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|
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this.constants.push({ location, value: sharedValue(data, size) });
|
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+
}
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/**
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* Give a bound buffer its storage, and its contents now or later.
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*
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@@ -0,0 +1,21 @@
|
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1
|
+
/**
|
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2
|
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* Where ambient occlusion fades out with distance: `setAmbientOcclusionFade`'s two numbers as the
|
|
3
|
+
* estimate reads them, `uFade` in `shaders/ambientOcclusion.ts`.
|
|
4
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+
*
|
|
5
|
+
* **Occlusion is whole up to `distance` metres from the eye and gone `radius` metres past it.** A
|
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6
|
+
* screen-space estimate reaches as far as the depth does, and far off the depth buffer's steps are
|
|
7
|
+
* metres apart: a sky dome or a mountain range kilometres away is shaded in rings that follow
|
|
8
|
+
* those steps, and nothing there is in contact with anything the estimate could be right about.
|
|
9
|
+
* A pixel past the fade skips the estimate's walk, as the sky does, so it costs less as well.
|
|
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|
+
*
|
|
11
|
+
* **What it gives up**: distant contact shade that is real — a doorway a hundred metres off — fades
|
|
12
|
+
* with the rest, and the distance is the eye's and not the subject's, so a long lens fades what it
|
|
13
|
+
* frames close up. What would make it wrong is a scene whose far depth is precise enough to shade,
|
|
14
|
+
* which is a reason to fade further, not to leave the fade off.
|
|
15
|
+
*/
|
|
16
|
+
/**
|
|
17
|
+
* `distance` and `radius` into `out`, `[distance, radius]`. A distance that is not a finite number
|
|
18
|
+
* at or above zero is no fade, `[−1, 0]`, so `Infinity` reads as "never fades". A radius below zero
|
|
19
|
+
* or not a number is 0, which is a cut at `distance` rather than a ramp.
|
|
20
|
+
*/
|
|
21
|
+
export declare function resolveOcclusionFade(distance: number, radius: number, out: Float32Array): void;
|
|
@@ -0,0 +1,27 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Where ambient occlusion fades out with distance: `setAmbientOcclusionFade`'s two numbers as the
|
|
3
|
+
* estimate reads them, `uFade` in `shaders/ambientOcclusion.ts`.
|
|
4
|
+
*
|
|
5
|
+
* **Occlusion is whole up to `distance` metres from the eye and gone `radius` metres past it.** A
|
|
6
|
+
* screen-space estimate reaches as far as the depth does, and far off the depth buffer's steps are
|
|
7
|
+
* metres apart: a sky dome or a mountain range kilometres away is shaded in rings that follow
|
|
8
|
+
* those steps, and nothing there is in contact with anything the estimate could be right about.
|
|
9
|
+
* A pixel past the fade skips the estimate's walk, as the sky does, so it costs less as well.
|
|
10
|
+
*
|
|
11
|
+
* **What it gives up**: distant contact shade that is real — a doorway a hundred metres off — fades
|
|
12
|
+
* with the rest, and the distance is the eye's and not the subject's, so a long lens fades what it
|
|
13
|
+
* frames close up. What would make it wrong is a scene whose far depth is precise enough to shade,
|
|
14
|
+
* which is a reason to fade further, not to leave the fade off.
|
|
15
|
+
*/
|
|
16
|
+
/** `uFade` for no fade: a distance below zero, which the estimate reads as "never". */
|
|
17
|
+
const NO_FADE = -1;
|
|
18
|
+
/**
|
|
19
|
+
* `distance` and `radius` into `out`, `[distance, radius]`. A distance that is not a finite number
|
|
20
|
+
* at or above zero is no fade, `[−1, 0]`, so `Infinity` reads as "never fades". A radius below zero
|
|
21
|
+
* or not a number is 0, which is a cut at `distance` rather than a ramp.
|
|
22
|
+
*/
|
|
23
|
+
export function resolveOcclusionFade(distance, radius, out) {
|
|
24
|
+
const fades = Number.isFinite(distance) && distance >= 0;
|
|
25
|
+
out[0] = fades ? distance : NO_FADE;
|
|
26
|
+
out[1] = fades && Number.isFinite(radius) ? Math.max(radius, 0) : 0;
|
|
27
|
+
}
|
|
@@ -42,6 +42,8 @@ export type OutputTransform = 'none' | 'srgb' | 'aces' | 'shoulder' | 'filmic';
|
|
|
42
42
|
export type ShadowFilterTaps = 4 | 8 | 12;
|
|
43
43
|
export type DirectionalShadowDepthLayers = 1 | 2;
|
|
44
44
|
export type WaterReflectionFilterTaps = 1 | 5 | 9;
|
|
45
|
+
/** What a draw does when its pipeline has not compiled yet: see `RenderQuality.pipelineCompile`. */
|
|
46
|
+
export type PipelineCompile = 'wait' | 'skip';
|
|
45
47
|
/** How light through glass is coloured: see `RenderQuality.glassShadows`. */
|
|
46
48
|
export type GlassShadows = 'full' | 'half' | 'off';
|
|
47
49
|
/** How light scattered beneath skin is drawn: see `RenderQuality.skinScattering`. */
|
|
@@ -210,6 +212,34 @@ export interface RenderQuality {
|
|
|
210
212
|
* lot of glass; that is what `'half'` is for. See `glassShadow.ts`.
|
|
211
213
|
*/
|
|
212
214
|
readonly glassShadows: GlassShadows;
|
|
215
|
+
/**
|
|
216
|
+
* What a lit draw does when the pipeline it needs has not compiled: one first needed inside a
|
|
217
|
+
* frame, by a material's own state — two-sided, cut out, a surface model — or a draw state a
|
|
218
|
+
* mesh's creation did not warm.
|
|
219
|
+
*
|
|
220
|
+
* **`'wait'`, the default**: the pipeline is built where the draw asks for it, and on WebGPU the
|
|
221
|
+
* browser compiles it on its GPU process's main thread, holding the frame — 130 to 400 ms a
|
|
222
|
+
* pipeline was reported on a phone, for a material first drawn mid-scene. **`'skip'`** starts the
|
|
223
|
+
* compile off that thread and leaves the draw out until it lands, a few frames to a few dozen,
|
|
224
|
+
* and the draw then appears; nothing waits. Static draws always wait, since a recorded list keeps
|
|
225
|
+
* what it recorded, and a compile that fails is built where it is next asked for, so the device
|
|
226
|
+
* says why rather than the draw vanishing for good.
|
|
227
|
+
*
|
|
228
|
+
* **The way to have neither** is to draw what a scene will use once, behind a loading screen, and
|
|
229
|
+
* await `ready()`, which waits for every compile started — whichever this says. What would make
|
|
230
|
+
* `'skip'` wrong is a frame that must hold everything it was given, such as a capture of the first
|
|
231
|
+
* frame of a scene not awaited.
|
|
232
|
+
*
|
|
233
|
+
* **Measured on a desktop GPU** (`demo/dev/pipelineCompile.html`, eight new variants at once): on
|
|
234
|
+
* WebGPU the frame that met them took 700 to 3,700 ms waiting and 17 ms skipping, the draws
|
|
235
|
+
* landing 21 to 26 frames later. WebGL2 compiles its lit programs when it is made, all but a
|
|
236
|
+
* surface model's, which it compiles at the first draw that wants one: there `'skip'` asks the
|
|
237
|
+
* driver through `KHR_parallel_shader_compile` and waits where a context does not offer it — which
|
|
238
|
+
* ANGLE on Vulkan does not. Where it is offered, ANGLE on OpenGL, the longest frame went from 820 to
|
|
239
|
+
* 1,120 ms to 630 to 700 ms: the driver still finishes its own compile at the program's first
|
|
240
|
+
* draw, which nothing above it can move.
|
|
241
|
+
*/
|
|
242
|
+
readonly pipelineCompile: PipelineCompile;
|
|
213
243
|
/**
|
|
214
244
|
* How light that scatters beneath skin is drawn, for a material whose model is `skinModel`.
|
|
215
245
|
*
|
|
@@ -63,6 +63,7 @@ export const DEFAULT_RENDER_QUALITY = Object.freeze({
|
|
|
63
63
|
lightVolumeSamples: 32,
|
|
64
64
|
directionalShadowDepthLayers: 2,
|
|
65
65
|
glassShadows: 'full',
|
|
66
|
+
pipelineCompile: 'wait',
|
|
66
67
|
skinScattering: 'pre-integrated',
|
|
67
68
|
directionalShadowMaxDistance: 6,
|
|
68
69
|
directionalShadowMaxSlope: 3,
|
|
@@ -218,6 +219,7 @@ export function resolveRenderQuality(options = {}) {
|
|
|
218
219
|
lightVolumeSamples: options.lightVolumeSamples ?? DEFAULT_RENDER_QUALITY.lightVolumeSamples,
|
|
219
220
|
directionalShadowDepthLayers: options.directionalShadowDepthLayers ?? DEFAULT_RENDER_QUALITY.directionalShadowDepthLayers,
|
|
220
221
|
glassShadows: options.glassShadows ?? DEFAULT_RENDER_QUALITY.glassShadows,
|
|
222
|
+
pipelineCompile: options.pipelineCompile ?? DEFAULT_RENDER_QUALITY.pipelineCompile,
|
|
221
223
|
skinScattering: options.skinScattering ?? DEFAULT_RENDER_QUALITY.skinScattering,
|
|
222
224
|
directionalShadowMaxDistance: options.directionalShadowMaxDistance ?? DEFAULT_RENDER_QUALITY.directionalShadowMaxDistance,
|
|
223
225
|
directionalShadowMaxSlope: options.directionalShadowMaxSlope ?? DEFAULT_RENDER_QUALITY.directionalShadowMaxSlope,
|
|
@@ -318,6 +320,9 @@ export function resolveRenderQuality(options = {}) {
|
|
|
318
320
|
quality.glassShadows !== 'off') {
|
|
319
321
|
throw new Error(`RenderQuality.glassShadows must be 'full', 'half' or 'off', got ${String(quality.glassShadows)}`);
|
|
320
322
|
}
|
|
323
|
+
if (quality.pipelineCompile !== 'wait' && quality.pipelineCompile !== 'skip') {
|
|
324
|
+
throw new Error(`RenderQuality.pipelineCompile must be 'wait' or 'skip', got ${String(quality.pipelineCompile)}`);
|
|
325
|
+
}
|
|
321
326
|
if (quality.skinScattering !== 'pre-integrated' && quality.skinScattering !== 'screen-space') {
|
|
322
327
|
throw new Error(`RenderQuality.skinScattering must be 'pre-integrated' or 'screen-space', got ${String(quality.skinScattering)}`);
|
|
323
328
|
}
|
|
@@ -38,6 +38,13 @@ export declare function recordingGl(options?: {
|
|
|
38
38
|
* recording.
|
|
39
39
|
*/
|
|
40
40
|
readonly uniforms?: readonly string[];
|
|
41
|
+
/**
|
|
42
|
+
* Whether a program started under `KHR_parallel_shader_compile` has finished, which the test
|
|
43
|
+
* flips: `COMPLETION_STATUS_KHR` answers `done`. Finished by default, as every program here is.
|
|
44
|
+
*/
|
|
45
|
+
readonly compiling?: {
|
|
46
|
+
done: boolean;
|
|
47
|
+
};
|
|
41
48
|
}): {
|
|
42
49
|
gl: WebGL2RenderingContext;
|
|
43
50
|
canvas: HTMLCanvasElement;
|
|
@@ -17,6 +17,7 @@
|
|
|
17
17
|
*/
|
|
18
18
|
import { countUniformVectors } from './uniformVectorBudget.js';
|
|
19
19
|
export function recordingGl(options = {}) {
|
|
20
|
+
const compiling = options.compiling ?? { done: true };
|
|
20
21
|
const extensions = new Set(options.extensions ?? []);
|
|
21
22
|
const uniforms = options.uniforms ?? [];
|
|
22
23
|
/* What `clearDepth` last set, so a module that borrows the value can be seen to put it back. */
|
|
@@ -93,6 +94,13 @@ export function recordingGl(options = {}) {
|
|
|
93
94
|
HALF_FLOAT: 0x140b,
|
|
94
95
|
DEPTH_COMPONENT: 0x1902,
|
|
95
96
|
UNSIGNED_INT: 0x1405,
|
|
97
|
+
/* Named so a mesh's index width and each attribute's type can be read back: the buffer its
|
|
98
|
+
indices fill, the type every draw of it names, and how each attribute is read. See
|
|
99
|
+
`mesh.test.ts`. */
|
|
100
|
+
UNSIGNED_SHORT: 0x1403,
|
|
101
|
+
SHORT: 0x1402,
|
|
102
|
+
FLOAT: 0x1406,
|
|
103
|
+
ELEMENT_ARRAY_BUFFER: 0x8893,
|
|
96
104
|
LINEAR: 0x2601,
|
|
97
105
|
COLOR_BUFFER_BIT: 0x00004000,
|
|
98
106
|
/* Named so a test can tell a mesh that declared itself deforming from one that did not. */
|
|
@@ -137,6 +145,8 @@ export function recordingGl(options = {}) {
|
|
|
137
145
|
if (name === 'EXT_clip_control') {
|
|
138
146
|
return { LOWER_LEFT_EXT: 0x8ca1, ZERO_TO_ONE_EXT: 0x935f, clipControlEXT: () => undefined };
|
|
139
147
|
}
|
|
148
|
+
if (name === 'KHR_parallel_shader_compile')
|
|
149
|
+
return { COMPLETION_STATUS_KHR: 0x91b1 };
|
|
140
150
|
return {};
|
|
141
151
|
},
|
|
142
152
|
getShaderParameter: () => true,
|
|
@@ -166,6 +176,8 @@ export function recordingGl(options = {}) {
|
|
|
166
176
|
/* Linked yes; zero active uniforms and attributes, which ends every reflection loop at once
|
|
167
177
|
and is why this harness does not have to know a single uniform name. */
|
|
168
178
|
getProgramParameter: (program, pname) => {
|
|
179
|
+
if (pname === 0x91b1)
|
|
180
|
+
return compiling.done;
|
|
169
181
|
if (pname === constants.ACTIVE_UNIFORMS)
|
|
170
182
|
return uniforms.length;
|
|
171
183
|
if (pname === constants.ACTIVE_ATTRIBUTES)
|
|
@@ -313,6 +313,8 @@ export declare class SceneTarget {
|
|
|
313
313
|
/** The projection's x and y scales, which turn a world radius into a screen one. */
|
|
314
314
|
readonly projScale: Float32Array;
|
|
315
315
|
readonly invProjection: Float32Array;
|
|
316
|
+
/** Where it fades out with distance, `uFade`: see `occlusionFade.ts`. */
|
|
317
|
+
readonly fade: Float32Array;
|
|
316
318
|
/** Where the frame's jitter put the occlusion, in uv: see the shader's `uAoOffset`. */
|
|
317
319
|
readonly offset?: Float32Array;
|
|
318
320
|
}, bloom?: {
|
|
@@ -771,7 +771,7 @@ export class SceneTarget {
|
|
|
771
771
|
let aoTexture = null;
|
|
772
772
|
if (ao !== undefined && !this.depthBlitRefused && this.depth !== null) {
|
|
773
773
|
this.ao ??= new AmbientOcclusionPass(gl);
|
|
774
|
-
aoTexture = this.ao.run(this.depth, this.width, this.height, ao.radius, ao.projScale, ao.invProjection);
|
|
774
|
+
aoTexture = this.ao.run(this.depth, this.width, this.height, ao.radius, ao.projScale, ao.invProjection, ao.fade);
|
|
775
775
|
}
|
|
776
776
|
/*
|
|
777
777
|
* Bloom beside occlusion rather than after the composite, because the composite is what
|
package/dist/render/shader.d.ts
CHANGED
|
@@ -1,5 +1,20 @@
|
|
|
1
1
|
/** Shader compilation with fail-fast diagnostics (init-time only, never per-frame). */
|
|
2
2
|
export declare function compileProgram(gl: WebGL2RenderingContext, vertexSource: string, fragmentSource: string, label: string): WebGLProgram;
|
|
3
|
+
/**
|
|
4
|
+
* A program compiled and linked without asking whether that worked, since asking waits for the
|
|
5
|
+
* driver to finish: for a context offering `KHR_parallel_shader_compile`, whose
|
|
6
|
+
* `COMPLETION_STATUS_KHR` says when asking no longer waits. `finishProgram` asks then, and fails
|
|
7
|
+
* as loudly as `compileProgram` does; the stages are kept until it does, for their logs.
|
|
8
|
+
*/
|
|
9
|
+
export interface StartedProgram {
|
|
10
|
+
readonly program: WebGLProgram;
|
|
11
|
+
readonly vertex: WebGLShader;
|
|
12
|
+
readonly fragment: WebGLShader;
|
|
13
|
+
readonly label: string;
|
|
14
|
+
}
|
|
15
|
+
export declare function startProgram(gl: WebGL2RenderingContext, vertexSource: string, fragmentSource: string, label: string): StartedProgram;
|
|
16
|
+
/** A started program, checked as `compileProgram` checks one: its stages, then its link. */
|
|
17
|
+
export declare function finishProgram(gl: WebGL2RenderingContext, started: StartedProgram): WebGLProgram;
|
|
3
18
|
export declare function setUniformStrictMode(on: boolean): void;
|
|
4
19
|
/** Locations of every active uniform, keyed by name. */
|
|
5
20
|
export declare function uniformLocations(gl: WebGL2RenderingContext, program: WebGLProgram, label?: string): Record<string, WebGLUniformLocation>;
|
package/dist/render/shader.js
CHANGED
|
@@ -17,6 +17,47 @@ export function compileProgram(gl, vertexSource, fragmentSource, label) {
|
|
|
17
17
|
}
|
|
18
18
|
return program;
|
|
19
19
|
}
|
|
20
|
+
export function startProgram(gl, vertexSource, fragmentSource, label) {
|
|
21
|
+
const stage = (type, source, name) => {
|
|
22
|
+
const shader = gl.createShader(type);
|
|
23
|
+
if (shader === null)
|
|
24
|
+
throw new Error(`[${label}.${name}] createShader failed`);
|
|
25
|
+
gl.shaderSource(shader, source);
|
|
26
|
+
gl.compileShader(shader);
|
|
27
|
+
return shader;
|
|
28
|
+
};
|
|
29
|
+
const vertex = stage(gl.VERTEX_SHADER, vertexSource, 'vert');
|
|
30
|
+
const fragment = stage(gl.FRAGMENT_SHADER, fragmentSource, 'frag');
|
|
31
|
+
const program = gl.createProgram();
|
|
32
|
+
if (program === null)
|
|
33
|
+
throw new Error(`[${label}] createProgram failed`);
|
|
34
|
+
gl.attachShader(program, vertex);
|
|
35
|
+
gl.attachShader(program, fragment);
|
|
36
|
+
gl.linkProgram(program);
|
|
37
|
+
return { program, vertex, fragment, label };
|
|
38
|
+
}
|
|
39
|
+
/** A started program, checked as `compileProgram` checks one: its stages, then its link. */
|
|
40
|
+
export function finishProgram(gl, started) {
|
|
41
|
+
const { program, vertex, fragment, label } = started;
|
|
42
|
+
const fail = (what, log) => {
|
|
43
|
+
gl.deleteShader(vertex);
|
|
44
|
+
gl.deleteShader(fragment);
|
|
45
|
+
gl.deleteProgram(program);
|
|
46
|
+
throw new Error(`[${label}${what}] ${log ?? 'no log'}`);
|
|
47
|
+
};
|
|
48
|
+
if (!gl.getShaderParameter(vertex, gl.COMPILE_STATUS)) {
|
|
49
|
+
fail('.vert compile failed:', gl.getShaderInfoLog(vertex));
|
|
50
|
+
}
|
|
51
|
+
if (!gl.getShaderParameter(fragment, gl.COMPILE_STATUS)) {
|
|
52
|
+
fail('.frag compile failed:', gl.getShaderInfoLog(fragment));
|
|
53
|
+
}
|
|
54
|
+
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
|
|
55
|
+
fail(' link failed:', gl.getProgramInfoLog(program));
|
|
56
|
+
}
|
|
57
|
+
gl.deleteShader(vertex);
|
|
58
|
+
gl.deleteShader(fragment);
|
|
59
|
+
return program;
|
|
60
|
+
}
|
|
20
61
|
/**
|
|
21
62
|
* Whether a uniform lookup that cannot reach the GPU is reported.
|
|
22
63
|
*
|
|
@@ -75,6 +75,11 @@ uniform vec2 uProjScale;
|
|
|
75
75
|
uniform mat4 uInvProjection;
|
|
76
76
|
/** How far the sampling reaches, in metres of the world. */
|
|
77
77
|
uniform float uRadius;
|
|
78
|
+
/**
|
|
79
|
+
* Where occlusion fades out: whole up to x metres from the eye, gone y metres past it, and no fade
|
|
80
|
+
* where x is below zero. See occlusionFade.ts.
|
|
81
|
+
*/
|
|
82
|
+
uniform vec2 uFade;
|
|
78
83
|
|
|
79
84
|
out float fragColor;
|
|
80
85
|
|
|
@@ -167,6 +172,12 @@ void main() {
|
|
|
167
172
|
fragColor = 1.0;
|
|
168
173
|
return;
|
|
169
174
|
}
|
|
175
|
+
/* How far past the caller's fade this pixel is, and open with no walk where it is all the way. */
|
|
176
|
+
float faded = uFade.x < 0.0 ? 0.0 : clamp((length(p) - uFade.x) / max(uFade.y, 1e-4), 0.0, 1.0);
|
|
177
|
+
if (faded >= 1.0) {
|
|
178
|
+
fragColor = AO_STORE;
|
|
179
|
+
return;
|
|
180
|
+
}
|
|
170
181
|
|
|
171
182
|
/*
|
|
172
183
|
* At a silhouette, the quad derivative above is replaced by the one-sided difference that
|
|
@@ -307,7 +318,7 @@ void main() {
|
|
|
307
318
|
visible += projectedLength * gtaoArc(h0, h1, normalAngle);
|
|
308
319
|
}
|
|
309
320
|
|
|
310
|
-
fragColor = clamp(visible / float(AO_SLICES) * AO_STORE, 0.0, 1.0);
|
|
321
|
+
fragColor = clamp(mix(visible / float(AO_SLICES), 1.0, faded) * AO_STORE, 0.0, 1.0);
|
|
311
322
|
}
|
|
312
323
|
`;
|
|
313
324
|
/**
|