@driftengine/core 4.4.1 → 4.5.0

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Files changed (218) hide show
  1. package/CHANGELOG.json +72 -0
  2. package/README.md +1 -1
  3. package/dist/index.d.ts +5 -1
  4. package/dist/index.js +7 -0
  5. package/dist/render/backend/api.d.ts +17 -11
  6. package/dist/render/backend/webgl2/glassTintPrograms.d.ts +13 -0
  7. package/dist/render/backend/webgl2/glassTintPrograms.js +38 -0
  8. package/dist/render/backend/webgl2/renderer.d.ts +82 -8
  9. package/dist/render/backend/webgl2/renderer.js +373 -105
  10. package/dist/render/backend/webgpu/buffers.d.ts +19 -1
  11. package/dist/render/backend/webgpu/buffers.js +27 -1
  12. package/dist/render/backend/webgpu/depthPass.d.ts +1 -1
  13. package/dist/render/backend/webgpu/depthPass.js +2 -1
  14. package/dist/render/backend/webgpu/flatPass.d.ts +2 -0
  15. package/dist/render/backend/webgpu/flatPass.js +20 -1
  16. package/dist/render/backend/webgpu/glassTintPass.d.ts +28 -0
  17. package/dist/render/backend/webgpu/glassTintPass.js +205 -0
  18. package/dist/render/backend/webgpu/gpuDrivenPass.d.ts +60 -1
  19. package/dist/render/backend/webgpu/gpuDrivenPass.js +305 -5
  20. package/dist/render/backend/webgpu/instanced.d.ts +12 -1
  21. package/dist/render/backend/webgpu/instanced.js +20 -1
  22. package/dist/render/backend/webgpu/latePass.d.ts +26 -0
  23. package/dist/render/backend/webgpu/latePass.js +133 -0
  24. package/dist/render/backend/webgpu/lightVolumePass.js +5 -1
  25. package/dist/render/backend/webgpu/motionPass.d.ts +95 -0
  26. package/dist/render/backend/webgpu/motionPass.js +491 -0
  27. package/dist/render/backend/webgpu/pipelineCache.d.ts +10 -1
  28. package/dist/render/backend/webgpu/pipelineCache.js +11 -1
  29. package/dist/render/backend/webgpu/pointGlassTintPass.d.ts +32 -0
  30. package/dist/render/backend/webgpu/pointGlassTintPass.js +193 -0
  31. package/dist/render/backend/webgpu/pointShadowPass.d.ts +35 -6
  32. package/dist/render/backend/webgpu/pointShadowPass.js +105 -20
  33. package/dist/render/backend/webgpu/postPass.d.ts +21 -15
  34. package/dist/render/backend/webgpu/postPass.js +17 -4
  35. package/dist/render/backend/webgpu/renderer.d.ts +181 -54
  36. package/dist/render/backend/webgpu/renderer.js +1011 -394
  37. package/dist/render/backend/webgpu/scatterPass.js +2 -1
  38. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +4 -0
  39. package/dist/render/backend/webgpu/skinPaletteRing.js +4 -0
  40. package/dist/render/backend/webgpu/snapshotMips.d.ts +29 -0
  41. package/dist/render/backend/webgpu/snapshotMips.js +52 -0
  42. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +5 -0
  43. package/dist/render/backend/webgpu/surfaceTexturePass.js +1 -1
  44. package/dist/render/flameLight.js +15 -2
  45. package/dist/render/glass.d.ts +45 -0
  46. package/dist/render/glass.js +39 -0
  47. package/dist/render/glassCasters.d.ts +40 -0
  48. package/dist/render/glassCasters.js +84 -0
  49. package/dist/render/glassShadow.d.ts +78 -0
  50. package/dist/render/glassShadow.js +125 -0
  51. package/dist/render/globalMediumPass.d.ts +2 -3
  52. package/dist/render/globalMediumPass.js +2 -8
  53. package/dist/render/gpudriven/lit.d.ts +12 -0
  54. package/dist/render/gpudriven/lit.js +23 -0
  55. package/dist/render/gpudriven/materialTable.d.ts +15 -5
  56. package/dist/render/gpudriven/materialTable.js +26 -6
  57. package/dist/render/gpudriven/pipeline.d.ts +1 -1
  58. package/dist/render/gpudriven/pipeline.js +4 -3
  59. package/dist/render/gpudriven/sunGlass.d.ts +35 -0
  60. package/dist/render/gpudriven/sunGlass.js +89 -0
  61. package/dist/render/lightBudget.d.ts +17 -5
  62. package/dist/render/lightBudget.js +17 -5
  63. package/dist/render/pointGlassTint.d.ts +59 -0
  64. package/dist/render/pointGlassTint.js +198 -0
  65. package/dist/render/pointShadowArray.d.ts +56 -3
  66. package/dist/render/pointShadowArray.js +127 -16
  67. package/dist/render/pointShadowBudget.js +51 -41
  68. package/dist/render/pointShadowMap.d.ts +23 -1
  69. package/dist/render/pointShadowMap.js +27 -1
  70. package/dist/render/recon/changeFrames.d.ts +15 -0
  71. package/dist/render/recon/changeFrames.js +21 -0
  72. package/dist/render/recon/disocclusion.d.ts +36 -3
  73. package/dist/render/recon/disocclusion.js +56 -4
  74. package/dist/render/recon/lateRouting.d.ts +14 -0
  75. package/dist/render/recon/lateRouting.js +18 -0
  76. package/dist/render/recon/mover.d.ts +57 -0
  77. package/dist/render/recon/mover.js +86 -0
  78. package/dist/render/recon/resolve.js +95 -12
  79. package/dist/render/renderQuality.d.ts +35 -0
  80. package/dist/render/renderQuality.js +7 -0
  81. package/dist/render/rendererHarness.js +12 -0
  82. package/dist/render/sceneTarget.d.ts +9 -1
  83. package/dist/render/sceneTarget.js +59 -13
  84. package/dist/render/shaders/depth.d.ts +16 -1
  85. package/dist/render/shaders/depth.js +85 -9
  86. package/dist/render/shaders/flat/directionalShadow.js +91 -6
  87. package/dist/render/shaders/flat/glassTint.d.ts +6 -0
  88. package/dist/render/shaders/flat/glassTint.js +25 -0
  89. package/dist/render/shaders/flat/index.d.ts +13 -0
  90. package/dist/render/shaders/flat/index.js +4 -0
  91. package/dist/render/shaders/flat/lampGlass.d.ts +1 -0
  92. package/dist/render/shaders/flat/lampGlass.js +183 -0
  93. package/dist/render/shaders/flat/main.d.ts +1 -1
  94. package/dist/render/shaders/flat/main.js +115 -15
  95. package/dist/render/shaders/flat/pointShadow.d.ts +1 -1
  96. package/dist/render/shaders/flat/pointShadow.js +2 -0
  97. package/dist/render/shaders/flat/preamble.js +21 -6
  98. package/dist/render/shaders/generated/depth.wgsl.d.ts +227 -4
  99. package/dist/render/shaders/generated/depth.wgsl.js +227 -4
  100. package/dist/render/shaders/generated/flat.wgsl.d.ts +360 -312
  101. package/dist/render/shaders/generated/flat.wgsl.js +376 -328
  102. package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +3 -13
  103. package/dist/render/shaders/generated/globalMedium.wgsl.js +3 -13
  104. package/dist/render/shaders/generated/lightVolume.wgsl.d.ts +3 -13
  105. package/dist/render/shaders/generated/lightVolume.wgsl.js +4 -14
  106. package/dist/render/shaders/generated/octahedralResolve.wgsl.d.ts +29 -0
  107. package/dist/render/shaders/generated/octahedralResolve.wgsl.js +29 -0
  108. package/dist/render/shaders/generated/temporalResolve.wgsl.d.ts +31 -6
  109. package/dist/render/shaders/generated/temporalResolve.wgsl.js +31 -6
  110. package/dist/render/shaders/globalMedium.js +6 -6
  111. package/dist/render/shaders/gpudriven/blendRaster.wgsl.d.ts +7 -0
  112. package/dist/render/shaders/gpudriven/blendRaster.wgsl.js +86 -1
  113. package/dist/render/shaders/gpudriven/cull.wgsl.d.ts +1 -1
  114. package/dist/render/shaders/gpudriven/cull.wgsl.js +11 -2
  115. package/dist/render/shaders/gpudriven/materialTable.wgsl.d.ts +1 -1
  116. package/dist/render/shaders/gpudriven/materialTable.wgsl.js +3 -1
  117. package/dist/render/shaders/gpudriven/shade.wgsl.js +50 -1
  118. package/dist/render/shaders/gpudriven/sunGlass.wgsl.d.ts +9 -0
  119. package/dist/render/shaders/gpudriven/sunGlass.wgsl.js +133 -0
  120. package/dist/render/shaders/lightVolume.js +6 -6
  121. package/dist/render/shaders/octahedralResolve.d.ts +8 -0
  122. package/dist/render/shaders/octahedralResolve.js +48 -17
  123. package/dist/render/shaders/recon/lateDepth.wgsl.d.ts +1 -0
  124. package/dist/render/shaders/recon/lateDepth.wgsl.js +44 -0
  125. package/dist/render/shaders/recon/motion.wgsl.d.ts +1 -1
  126. package/dist/render/shaders/recon/motion.wgsl.js +84 -0
  127. package/dist/render/shaders/recon/resolve.wgsl.d.ts +1 -1
  128. package/dist/render/shaders/recon/resolve.wgsl.js +112 -8
  129. package/dist/render/shaders/temporalResolve.js +133 -5
  130. package/dist/render/shadowCasters.d.ts +20 -1
  131. package/dist/render/shadowCasters.js +15 -1
  132. package/dist/render/shadowMap.d.ts +54 -5
  133. package/dist/render/shadowMap.js +190 -36
  134. package/dist/render/sunGlassTint.d.ts +25 -0
  135. package/dist/render/sunGlassTint.js +79 -0
  136. package/dist/render/temporalAa.d.ts +145 -0
  137. package/dist/render/temporalAa.js +190 -0
  138. package/dist/render/temporalPass.d.ts +16 -14
  139. package/dist/render/temporalPass.js +59 -14
  140. package/dist/render/translucentQueue.d.ts +6 -0
  141. package/dist/render/translucentQueue.js +15 -1
  142. package/package.json +6 -6
  143. package/src/index.ts +10 -0
  144. package/src/render/backend/api.ts +15 -9
  145. package/src/render/backend/webgl2/glassTintPrograms.ts +58 -0
  146. package/src/render/backend/webgl2/renderer.ts +422 -109
  147. package/src/render/backend/webgpu/buffers.ts +50 -2
  148. package/src/render/backend/webgpu/depthPass.ts +2 -1
  149. package/src/render/backend/webgpu/flatPass.ts +22 -1
  150. package/src/render/backend/webgpu/glassTintPass.ts +244 -0
  151. package/src/render/backend/webgpu/gpuDrivenPass.ts +349 -5
  152. package/src/render/backend/webgpu/instanced.ts +21 -1
  153. package/src/render/backend/webgpu/latePass.ts +152 -0
  154. package/src/render/backend/webgpu/lightVolumePass.ts +5 -1
  155. package/src/render/backend/webgpu/motionPass.ts +535 -0
  156. package/src/render/backend/webgpu/pipelineCache.ts +12 -1
  157. package/src/render/backend/webgpu/pointGlassTintPass.ts +233 -0
  158. package/src/render/backend/webgpu/pointShadowPass.ts +158 -26
  159. package/src/render/backend/webgpu/postPass.ts +34 -4
  160. package/src/render/backend/webgpu/renderer.ts +1178 -425
  161. package/src/render/backend/webgpu/scatterPass.ts +2 -1
  162. package/src/render/backend/webgpu/skinPaletteRing.ts +4 -0
  163. package/src/render/backend/webgpu/snapshotMips.ts +80 -0
  164. package/src/render/backend/webgpu/surfaceTexturePass.ts +1 -1
  165. package/src/render/flameLight.ts +15 -2
  166. package/src/render/glass.ts +74 -0
  167. package/src/render/glassCasters.ts +164 -0
  168. package/src/render/glassShadow.ts +153 -0
  169. package/src/render/globalMediumPass.ts +4 -11
  170. package/src/render/gpudriven/lit.ts +31 -0
  171. package/src/render/gpudriven/materialTable.ts +28 -6
  172. package/src/render/gpudriven/pipeline.ts +4 -3
  173. package/src/render/gpudriven/sunGlass.ts +117 -0
  174. package/src/render/lightBudget.ts +19 -5
  175. package/src/render/pointGlassTint.ts +250 -0
  176. package/src/render/pointShadowArray.ts +188 -22
  177. package/src/render/pointShadowBudget.ts +49 -39
  178. package/src/render/pointShadowMap.ts +41 -0
  179. package/src/render/recon/changeFrames.ts +24 -0
  180. package/src/render/recon/disocclusion.ts +54 -3
  181. package/src/render/recon/lateRouting.ts +29 -0
  182. package/src/render/recon/mover.ts +118 -0
  183. package/src/render/recon/resolve.ts +137 -10
  184. package/src/render/renderQuality.ts +47 -0
  185. package/src/render/rendererHarness.ts +12 -0
  186. package/src/render/sceneTarget.ts +66 -12
  187. package/src/render/shaders/depth.ts +109 -9
  188. package/src/render/shaders/flat/directionalShadow.ts +97 -6
  189. package/src/render/shaders/flat/glassTint.ts +25 -0
  190. package/src/render/shaders/flat/index.ts +17 -0
  191. package/src/render/shaders/flat/lampGlass.ts +185 -0
  192. package/src/render/shaders/flat/main.ts +115 -15
  193. package/src/render/shaders/flat/pointShadow.ts +2 -0
  194. package/src/render/shaders/flat/preamble.ts +21 -6
  195. package/src/render/shaders/generated/depth.wgsl.ts +234 -4
  196. package/src/render/shaders/generated/flat.wgsl.ts +376 -328
  197. package/src/render/shaders/generated/globalMedium.wgsl.ts +3 -13
  198. package/src/render/shaders/generated/lightVolume.wgsl.ts +4 -14
  199. package/src/render/shaders/generated/octahedralResolve.wgsl.ts +30 -0
  200. package/src/render/shaders/generated/temporalResolve.wgsl.ts +31 -6
  201. package/src/render/shaders/globalMedium.ts +6 -6
  202. package/src/render/shaders/gpudriven/blendRaster.wgsl.ts +88 -1
  203. package/src/render/shaders/gpudriven/cull.wgsl.ts +11 -2
  204. package/src/render/shaders/gpudriven/materialTable.wgsl.ts +3 -1
  205. package/src/render/shaders/gpudriven/shade.wgsl.ts +50 -1
  206. package/src/render/shaders/gpudriven/sunGlass.wgsl.ts +139 -0
  207. package/src/render/shaders/lightVolume.ts +6 -6
  208. package/src/render/shaders/octahedralResolve.ts +50 -17
  209. package/src/render/shaders/recon/lateDepth.wgsl.ts +47 -0
  210. package/src/render/shaders/recon/motion.wgsl.ts +84 -0
  211. package/src/render/shaders/recon/resolve.wgsl.ts +112 -8
  212. package/src/render/shaders/temporalResolve.ts +141 -5
  213. package/src/render/shadowCasters.ts +28 -1
  214. package/src/render/shadowMap.ts +231 -37
  215. package/src/render/sunGlassTint.ts +86 -0
  216. package/src/render/temporalAa.ts +227 -0
  217. package/src/render/temporalPass.ts +88 -12
  218. package/src/render/translucentQueue.ts +20 -1
@@ -0,0 +1,79 @@
1
+ /**
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+ * What the sun's light keeps of itself through glass: an RGBA8 array of two layers, static and
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+ * moving, beside the sun's depth array. RGB is the product of every pane's
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+ * `transmission × (1 − F) × tint`, A the product of their clarities (`glassShadow.ts`).
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+ *
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+ * **Cleared to white and drawn with a multiplying blend and no depth test**, so every pane on a ray
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+ * contributes and the order they come in cannot matter. **Mipmapped and filtered**, unlike the
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+ * depths beside it: a frosted pane's colour is read at the level its spread asks for, so a wide
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+ * spread is smooth rather than a scatter of taps — the chain is rebuilt after every draw of a layer.
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+ * `'half'` makes it half the depth map's size and nothing else changes: the light matrix is the
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+ * same, so a texel is a texel of the same place, only larger.
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+ */
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+ export class SunGlassTint {
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+ size;
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+ texture;
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+ framebuffer;
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+ constructor(gl, size) {
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+ this.size = size;
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+ const texture = gl.createTexture();
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+ const framebuffer = gl.createFramebuffer();
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+ if (texture === null || framebuffer === null) {
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+ throw new Error('SunGlassTint: the tint target could not be created');
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+ }
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+ this.texture = texture;
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+ this.framebuffer = framebuffer;
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+ gl.bindTexture(gl.TEXTURE_2D_ARRAY, texture);
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+ gl.texStorage3D(gl.TEXTURE_2D_ARRAY, mipLevels(size), gl.RGBA8, size, size, 2);
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+ gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
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+ gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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+ gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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+ gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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+ gl.bindTexture(gl.TEXTURE_2D_ARRAY, null);
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+ /* Both layers born clear: a layer no pane has reached lets everything through. */
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+ gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
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+ for (let layer = 0; layer < 2; layer++) {
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+ gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, texture, 0, layer);
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+ gl.clearBufferfv(gl.COLOR, 0, CLEAR);
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+ }
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+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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+ this.fillMips(gl);
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+ }
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+ /** Bind `layer` (0 static, 1 moving), clear it to white, and set the multiplying state. */
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+ begin(gl, layer) {
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+ gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
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+ gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, this.texture, 0, layer);
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+ gl.viewport(0, 0, this.size, this.size);
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+ gl.clearBufferfv(gl.COLOR, 0, CLEAR);
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+ gl.disable(gl.DEPTH_TEST);
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+ gl.depthMask(false);
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+ gl.disable(gl.POLYGON_OFFSET_FILL);
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+ gl.enable(gl.BLEND);
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+ gl.blendEquation(gl.FUNC_ADD);
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+ gl.blendFuncSeparate(gl.DST_COLOR, gl.ZERO, gl.DST_ALPHA, gl.ZERO);
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+ }
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+ /** Put back what `begin` changed, and rebuild the mip chain the frost reads. */
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+ end(gl) {
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+ gl.disable(gl.BLEND);
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+ gl.depthMask(true);
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+ gl.enable(gl.DEPTH_TEST);
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+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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+ this.fillMips(gl);
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+ }
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+ /** Every level from level 0, both layers: bound on the active unit and handed back. */
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+ fillMips(gl) {
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+ const previous = gl.getParameter(gl.TEXTURE_BINDING_2D_ARRAY);
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+ gl.bindTexture(gl.TEXTURE_2D_ARRAY, this.texture);
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+ gl.generateMipmap(gl.TEXTURE_2D_ARRAY);
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+ gl.bindTexture(gl.TEXTURE_2D_ARRAY, previous);
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+ }
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+ dispose(gl) {
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+ gl.deleteFramebuffer(this.framebuffer);
72
+ gl.deleteTexture(this.texture);
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+ }
74
+ }
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+ const CLEAR = new Float32Array([1, 1, 1, 1]);
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+ /** A full chain down to one texel. */
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+ function mipLevels(size) {
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+ return Math.floor(Math.log2(Math.max(1, size))) + 1;
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+ }
@@ -76,6 +76,146 @@ export type Rgb = [number, number, number];
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76
  * spells it this way.
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  */
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  export declare function clipToNeighbourhood(out: Rgb, history: readonly [number, number, number], min: readonly [number, number, number], max: readonly [number, number, number]): Rgb;
79
+ /**
80
+ * **The anti-flicker: a still pixel's neighbourhood widened by its own flicker.**
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+ *
82
+ * A thread, a crack of light round a door, a leaf finer than a pixel: the jitter catches it in some
83
+ * phases and misses it in others, and in a phase that misses it the nine taps round a pixel can all
84
+ * miss it at once. The box collapses onto the background, the history — which had settled on the
85
+ * thread's share of the pixel — is clipped out, and it grows back a tenth a frame until the next
86
+ * miss. That is a paused frame flashing at every fine edge, and the clip is doing its job: nothing
87
+ * in one frame says the thread is still there.
88
+ *
89
+ * What does say so is the pixel's own record. **A still camera over a still scene samples every pixel
90
+ * the same way every period of the jitter, exactly**, so aliasing repeats itself; a surface that moves
91
+ * across the pixel, a flame, a light that shimmers, does not. So each pixel keeps the mean of its
92
+ * samples over the last period, the sum it is gathering for this one, how many periods running have
93
+ * repeated, and the running mean of how far its samples land from their period's mean — and its box
94
+ * widens by that spread only once two periods running have repeated. Measured on the samples rather
95
+ * than against the history, because the history is what the clip cuts. **And a sample farther from
96
+ * its period's mean than the box would widen to is not the flicker the pixel has shown**: something
97
+ * has arrived, and the count starts again on that frame rather than at the end of the period. **Two, and a mean rather than
98
+ * one sample**, because one sample repeats by coincidence: stripes sliding across a pixel land on the
99
+ * same colour at two period starts about as often as not.
100
+ *
101
+ * **What it gives up.** A surface arriving over a pixel that was flickering is held back until the
102
+ * period ends and fails to repeat — at most eight frames, fading a tenth a frame meanwhile; a still
103
+ * pixel needs three periods before it is helped at all; and a pixel that flickers in a scene that is
104
+ * itself moving is not helped, since nothing repeats there. Nothing moving past a twentieth of a
105
+ * pixel a frame is touched, since the reprojection is then what decides.
106
+ *
107
+ * **A moving camera had a weaker proof of its own, and it was taken out.** It widened a pixel's box
108
+ * while its samples swung both ways about their mean, with the record carried through the
109
+ * reprojection. Measured on a moving courtyard it removed a twentieth of what flickered, and it broke
110
+ * a sun's shadow line on the floor into dashes that were not there before: the record is read at the
111
+ * nearest texel, so under sub-pixel motion one pixel widened and its neighbour did not. The resolve
112
+ * already removes nineteen twentieths of a moving frame's flicker without it. **What would make it wrong** is a jitter
113
+ * whose sequence does not repeat, where no period is the same twice however still the scene is.
114
+ */
115
+ /** This frame's share of the running spread, and of a period's mean: one period of the jitter. */
116
+ export declare const FLICKER_MEMORY: number;
117
+ /**
118
+ * How many spreads a flickering pixel's box widens by. The hardest thread is one missed in a single
119
+ * phase of eight: that miss needs the box to reach 7/8 of its contrast, and the running spread,
120
+ * worn down by seven catches that each land an eighth of the contrast from the period's mean, has
121
+ * fallen to a = 1/8 + (7/8 a + 7/64 − 1/8)·(7/8)⁷ of the contrast by then — 0.181, a steady state
122
+ * solved by hand — against the 7/32 it averages. Seven eighths over that is 4.8; six leaves room.
123
+ * Threads caught in a share nearer a half spread more and need fewer.
124
+ */
125
+ export declare const FLICKER_WIDTH = 6;
126
+ /**
127
+ * How far apart two periods' means may be, relative to the larger, and still repeat: fully below
128
+ * this, not at all at twice it. Above an eight-bit record's rounding and a lamp's slow breathing; far
129
+ * below what anything crossing the pixel does to it.
130
+ */
131
+ export declare const FLICKER_REPEAT = 0.05;
132
+ /**
133
+ * How much of the history a pixel proven to repeat keeps, where an unproven one keeps
134
+ * `TEMPORAL_HISTORY_BLEND`. A settled thread still breathes with the jitter by the share of each
135
+ * frame's sample that goes into what is shown — a tenth of its contrast at the base blend — and a
136
+ * pixel that has repeated for two periods has nothing to respond to, so it keeps more: three
137
+ * hundredths of each frame instead of a tenth. What it costs is a surface arriving inside the
138
+ * pixel's own swing, which fades in at that rate until the period's check lets it through.
139
+ */
140
+ export declare const FLICKER_BLEND = 0.97;
141
+ /**
142
+ * How far last frame's depth may be from the depth a surface should have had there, relative, and
143
+ * still be that surface: two percent beyond the pixel's own depth swing, taken as the nearest of the
144
+ * texel where it stood and the four beside it. **The nearest of five and not the one**, because this
145
+ * frame's sample and last frame's can straddle an edge with nothing moved — the lesson
146
+ * `recon/resolve.ts` learned the expensive way.
147
+ *
148
+ * **And beyond its own swing, because depth aliases the way colour does.** A crack of light round a
149
+ * door is a pixel whose sample lands on the door in some phases and on what is behind it in others,
150
+ * so its depth jumps metres with nothing moved, and a test held to two percent reset the record of
151
+ * exactly the pixels the anti-flicker is for: a held frame went from 5 flickering pixels back to 774.
152
+ * So each pixel keeps the running mean of how far last frame's depth missed — kept whatever the test
153
+ * says, since resetting it would stop it ever learning the swing — and the test allows
154
+ * `FLICKER_WIDTH` of those, as the box does of the colour's. A flat surface's swing is none and its
155
+ * test stays tight; a surface revealed by the camera is a jump nothing in the pixel's past explains.
156
+ */
157
+ export declare const FLICKER_SURFACE = 0.02;
158
+ /** Whether a record follows the surface it was kept for: see `FLICKER_SURFACE`. */
159
+ export declare function sameSurface(expected: number, stood: ArrayLike<number>, swing: number): boolean;
160
+ /**
161
+ * How far the nearest of last frame's depths missed the one expected. A depth of nought is a texel
162
+ * with nothing recorded — the frame after a cut — and is no texel; with none, nothing is missed by
163
+ * any amount.
164
+ */
165
+ export declare function missedBy(expected: number, stood: ArrayLike<number>): number;
166
+ /**
167
+ * The pixel's depth swing carried on: the running mean of `missedBy`, over a period, and none where
168
+ * there was nothing to miss — a swing learned from a cut would loosen the test for a whole period.
169
+ */
170
+ export declare function nextDepthSwing(swing: number, missed: number): number;
171
+ /**
172
+ * Reprojected motion in pixels a frame: still below the first, moving from the second. **Small,
173
+ * because repetition breaks long before motion is visible**: a camera drifting a fifth of a pixel a
174
+ * frame shifts the grid more than a pixel a period, so nothing repeats, and a ramp to half a pixel
175
+ * counted that as mostly still and kept vouching for samples that had stopped repeating.
176
+ */
177
+ export declare const STILL_FROM = 0.01;
178
+ export declare const STILL_TO = 0.05;
179
+ /**
180
+ * A pixel's flicker record, in luma: the running spread of its samples about their period's mean,
181
+ * the sum this period has gathered so far, the last period's mean, and how many periods running have
182
+ * repeated — none, one or two, as 0, 0.5 and 1.
183
+ */
184
+ export interface Flicker {
185
+ spread: number;
186
+ sum: number;
187
+ mean: number;
188
+ repeated: number;
189
+ }
190
+ /**
191
+ * A fresh record for a surface first seen this frame: no spread and nothing repeated. **A
192
+ * record of another surface is no record**, so the resolve starts one over wherever last frame's
193
+ * depth says the surface is not the one it followed, before this frame widens by anything.
194
+ */
195
+ export declare function freshFlicker(out: Flicker, sample: number): Flicker;
196
+ /** Rec. 709 luma, which is what the record measures in. */
197
+ export declare function luma(c: readonly [number, number, number]): number;
198
+ /** One for a pixel whose reprojection did not move, falling to none at a twentieth of a pixel. */
199
+ export declare function stillness(motionPixels: number): number;
200
+ /**
201
+ * Whether a pixel is proven to repeat this frame: two periods running have, and this frame's sample
202
+ * lands within the reach of the box it would widen to. A sample beyond that reach is something
203
+ * arriving, and it disqualifies the frame it lands in as well as the count it carries out.
204
+ */
205
+ export declare function proven(record: Flicker, sample: number): boolean;
206
+ /** How far a pixel's box widens this frame: by its spread, once proven, and only while still. */
207
+ export declare function flickerWidening(record: Flicker, sample: number, still: number): number;
208
+ /** How much of the history this frame keeps: the base blend, or more once proven. */
209
+ export declare function flickerBlend(base: number, record: Flicker, sample: number, still: number): number;
210
+ /** Whether two periods' means are the same, one to zero. */
211
+ export declare function repeats(mean: number, previous: number): number;
212
+ /**
213
+ * The record carried out, from the one carried in and this frame's sample in luma. `periodStart`
214
+ * is the first frame of the jitter's period, where the period just gathered is compared with the
215
+ * one before. Forgotten in proportion to motion — a moving pixel's record would be a record of
216
+ * somewhere else.
217
+ */
218
+ export declare function nextFlicker(out: Flicker, previous: Flicker, sample: number, still: number, periodStart: boolean): Flicker;
79
219
  /**
80
220
  * Whether the last frame left a picture this one may sample, and where the jitter has got to.
81
221
  *
@@ -97,6 +237,11 @@ export declare class TemporalHistory {
97
237
  * and not two.
98
238
  */
99
239
  openFrame(width: number, height: number): boolean;
240
+ /**
241
+ * Whether this frame samples the first phase of the jitter's period, where the anti-flicker
242
+ * compares the period just gathered with the one before. One answer for both backends.
243
+ */
244
+ get periodStart(): boolean;
100
245
  /** A resolved picture is now in the history, at the size the frame was opened with. */
101
246
  accumulated(): void;
102
247
  /** Forget it — a cut, a teleport, or anything else that makes the last frame a different scene. */
@@ -129,6 +129,189 @@ export function clipToNeighbourhood(out, history, min, max) {
129
129
  out[2] = centre[2] + offset[2] * scale;
130
130
  return out;
131
131
  }
132
+ /**
133
+ * **The anti-flicker: a still pixel's neighbourhood widened by its own flicker.**
134
+ *
135
+ * A thread, a crack of light round a door, a leaf finer than a pixel: the jitter catches it in some
136
+ * phases and misses it in others, and in a phase that misses it the nine taps round a pixel can all
137
+ * miss it at once. The box collapses onto the background, the history — which had settled on the
138
+ * thread's share of the pixel — is clipped out, and it grows back a tenth a frame until the next
139
+ * miss. That is a paused frame flashing at every fine edge, and the clip is doing its job: nothing
140
+ * in one frame says the thread is still there.
141
+ *
142
+ * What does say so is the pixel's own record. **A still camera over a still scene samples every pixel
143
+ * the same way every period of the jitter, exactly**, so aliasing repeats itself; a surface that moves
144
+ * across the pixel, a flame, a light that shimmers, does not. So each pixel keeps the mean of its
145
+ * samples over the last period, the sum it is gathering for this one, how many periods running have
146
+ * repeated, and the running mean of how far its samples land from their period's mean — and its box
147
+ * widens by that spread only once two periods running have repeated. Measured on the samples rather
148
+ * than against the history, because the history is what the clip cuts. **And a sample farther from
149
+ * its period's mean than the box would widen to is not the flicker the pixel has shown**: something
150
+ * has arrived, and the count starts again on that frame rather than at the end of the period. **Two, and a mean rather than
151
+ * one sample**, because one sample repeats by coincidence: stripes sliding across a pixel land on the
152
+ * same colour at two period starts about as often as not.
153
+ *
154
+ * **What it gives up.** A surface arriving over a pixel that was flickering is held back until the
155
+ * period ends and fails to repeat — at most eight frames, fading a tenth a frame meanwhile; a still
156
+ * pixel needs three periods before it is helped at all; and a pixel that flickers in a scene that is
157
+ * itself moving is not helped, since nothing repeats there. Nothing moving past a twentieth of a
158
+ * pixel a frame is touched, since the reprojection is then what decides.
159
+ *
160
+ * **A moving camera had a weaker proof of its own, and it was taken out.** It widened a pixel's box
161
+ * while its samples swung both ways about their mean, with the record carried through the
162
+ * reprojection. Measured on a moving courtyard it removed a twentieth of what flickered, and it broke
163
+ * a sun's shadow line on the floor into dashes that were not there before: the record is read at the
164
+ * nearest texel, so under sub-pixel motion one pixel widened and its neighbour did not. The resolve
165
+ * already removes nineteen twentieths of a moving frame's flicker without it. **What would make it wrong** is a jitter
166
+ * whose sequence does not repeat, where no period is the same twice however still the scene is.
167
+ */
168
+ /** This frame's share of the running spread, and of a period's mean: one period of the jitter. */
169
+ export const FLICKER_MEMORY = 1 / JITTER_PERIOD;
170
+ /**
171
+ * How many spreads a flickering pixel's box widens by. The hardest thread is one missed in a single
172
+ * phase of eight: that miss needs the box to reach 7/8 of its contrast, and the running spread,
173
+ * worn down by seven catches that each land an eighth of the contrast from the period's mean, has
174
+ * fallen to a = 1/8 + (7/8 a + 7/64 − 1/8)·(7/8)⁷ of the contrast by then — 0.181, a steady state
175
+ * solved by hand — against the 7/32 it averages. Seven eighths over that is 4.8; six leaves room.
176
+ * Threads caught in a share nearer a half spread more and need fewer.
177
+ */
178
+ export const FLICKER_WIDTH = 6;
179
+ /**
180
+ * How far apart two periods' means may be, relative to the larger, and still repeat: fully below
181
+ * this, not at all at twice it. Above an eight-bit record's rounding and a lamp's slow breathing; far
182
+ * below what anything crossing the pixel does to it.
183
+ */
184
+ export const FLICKER_REPEAT = 0.05;
185
+ /**
186
+ * How much of the history a pixel proven to repeat keeps, where an unproven one keeps
187
+ * `TEMPORAL_HISTORY_BLEND`. A settled thread still breathes with the jitter by the share of each
188
+ * frame's sample that goes into what is shown — a tenth of its contrast at the base blend — and a
189
+ * pixel that has repeated for two periods has nothing to respond to, so it keeps more: three
190
+ * hundredths of each frame instead of a tenth. What it costs is a surface arriving inside the
191
+ * pixel's own swing, which fades in at that rate until the period's check lets it through.
192
+ */
193
+ export const FLICKER_BLEND = 0.97;
194
+ /**
195
+ * How far last frame's depth may be from the depth a surface should have had there, relative, and
196
+ * still be that surface: two percent beyond the pixel's own depth swing, taken as the nearest of the
197
+ * texel where it stood and the four beside it. **The nearest of five and not the one**, because this
198
+ * frame's sample and last frame's can straddle an edge with nothing moved — the lesson
199
+ * `recon/resolve.ts` learned the expensive way.
200
+ *
201
+ * **And beyond its own swing, because depth aliases the way colour does.** A crack of light round a
202
+ * door is a pixel whose sample lands on the door in some phases and on what is behind it in others,
203
+ * so its depth jumps metres with nothing moved, and a test held to two percent reset the record of
204
+ * exactly the pixels the anti-flicker is for: a held frame went from 5 flickering pixels back to 774.
205
+ * So each pixel keeps the running mean of how far last frame's depth missed — kept whatever the test
206
+ * says, since resetting it would stop it ever learning the swing — and the test allows
207
+ * `FLICKER_WIDTH` of those, as the box does of the colour's. A flat surface's swing is none and its
208
+ * test stays tight; a surface revealed by the camera is a jump nothing in the pixel's past explains.
209
+ */
210
+ export const FLICKER_SURFACE = 0.02;
211
+ /** Whether a record follows the surface it was kept for: see `FLICKER_SURFACE`. */
212
+ export function sameSurface(expected, stood, swing) {
213
+ return missedBy(expected, stood) <= FLICKER_WIDTH * swing + FLICKER_SURFACE * expected;
214
+ }
215
+ /**
216
+ * How far the nearest of last frame's depths missed the one expected. A depth of nought is a texel
217
+ * with nothing recorded — the frame after a cut — and is no texel; with none, nothing is missed by
218
+ * any amount.
219
+ */
220
+ export function missedBy(expected, stood) {
221
+ let nearest = Number.POSITIVE_INFINITY;
222
+ for (let i = 0; i < stood.length; i++) {
223
+ const depth = stood[i];
224
+ if (depth > 0)
225
+ nearest = Math.min(nearest, Math.abs(depth - expected));
226
+ }
227
+ return nearest;
228
+ }
229
+ /**
230
+ * The pixel's depth swing carried on: the running mean of `missedBy`, over a period, and none where
231
+ * there was nothing to miss — a swing learned from a cut would loosen the test for a whole period.
232
+ */
233
+ export function nextDepthSwing(swing, missed) {
234
+ return Number.isFinite(missed) ? swing + (missed - swing) * FLICKER_MEMORY : 0;
235
+ }
236
+ /**
237
+ * Reprojected motion in pixels a frame: still below the first, moving from the second. **Small,
238
+ * because repetition breaks long before motion is visible**: a camera drifting a fifth of a pixel a
239
+ * frame shifts the grid more than a pixel a period, so nothing repeats, and a ramp to half a pixel
240
+ * counted that as mostly still and kept vouching for samples that had stopped repeating.
241
+ */
242
+ export const STILL_FROM = 0.01;
243
+ export const STILL_TO = 0.05;
244
+ /**
245
+ * A fresh record for a surface first seen this frame: no spread and nothing repeated. **A
246
+ * record of another surface is no record**, so the resolve starts one over wherever last frame's
247
+ * depth says the surface is not the one it followed, before this frame widens by anything.
248
+ */
249
+ export function freshFlicker(out, sample) {
250
+ out.spread = 0;
251
+ out.sum = sample * FLICKER_MEMORY;
252
+ out.mean = sample;
253
+ out.repeated = 0;
254
+ return out;
255
+ }
256
+ function smoothstep(edge0, edge1, x) {
257
+ const t = Math.min(1, Math.max(0, (x - edge0) / (edge1 - edge0)));
258
+ return t * t * (3 - 2 * t);
259
+ }
260
+ /** Rec. 709 luma, which is what the record measures in. */
261
+ export function luma(c) {
262
+ return c[0] * 0.2126 + c[1] * 0.7152 + c[2] * 0.0722;
263
+ }
264
+ /** One for a pixel whose reprojection did not move, falling to none at a twentieth of a pixel. */
265
+ export function stillness(motionPixels) {
266
+ return 1 - smoothstep(STILL_FROM, STILL_TO, motionPixels);
267
+ }
268
+ /**
269
+ * Whether a pixel is proven to repeat this frame: two periods running have, and this frame's sample
270
+ * lands within the reach of the box it would widen to. A sample beyond that reach is something
271
+ * arriving, and it disqualifies the frame it lands in as well as the count it carries out.
272
+ */
273
+ export function proven(record, sample) {
274
+ return record.repeated > 0.75 && within(record, sample);
275
+ }
276
+ /** Whether this frame's sample lands inside the reach of the box the record would widen to. */
277
+ function within(record, sample) {
278
+ return Math.abs(sample - record.mean) <= FLICKER_WIDTH * record.spread + 1 / 255;
279
+ }
280
+ /** How far a pixel's box widens this frame: by its spread, once proven, and only while still. */
281
+ export function flickerWidening(record, sample, still) {
282
+ return proven(record, sample) ? FLICKER_WIDTH * record.spread * still : 0;
283
+ }
284
+ /** How much of the history this frame keeps: the base blend, or more once proven. */
285
+ export function flickerBlend(base, record, sample, still) {
286
+ return proven(record, sample) ? base + (FLICKER_BLEND - base) * still : base;
287
+ }
288
+ /** Whether two periods' means are the same, one to zero. */
289
+ export function repeats(mean, previous) {
290
+ const apart = Math.abs(mean - previous) / Math.max(mean, previous, 1 / 255);
291
+ return 1 - smoothstep(FLICKER_REPEAT, 2 * FLICKER_REPEAT, apart);
292
+ }
293
+ /**
294
+ * The record carried out, from the one carried in and this frame's sample in luma. `periodStart`
295
+ * is the first frame of the jitter's period, where the period just gathered is compared with the
296
+ * one before. Forgotten in proportion to motion — a moving pixel's record would be a record of
297
+ * somewhere else.
298
+ */
299
+ export function nextFlicker(out, previous, sample, still, periodStart) {
300
+ const apart = Math.abs(sample - previous.mean);
301
+ let { sum, mean, repeated } = previous;
302
+ if (apart > FLICKER_WIDTH * previous.spread + 1 / 255)
303
+ repeated = 0;
304
+ if (periodStart) {
305
+ repeated = repeats(sum, mean) > 0.5 ? Math.min(1, repeated + 0.5) : 0;
306
+ mean = sum;
307
+ sum = 0;
308
+ }
309
+ out.spread = previous.spread + (apart - previous.spread) * FLICKER_MEMORY;
310
+ out.sum = sum + sample * FLICKER_MEMORY;
311
+ out.mean = mean;
312
+ out.repeated = repeated * still;
313
+ return out;
314
+ }
132
315
  /**
133
316
  * Whether the last frame left a picture this one may sample, and where the jitter has got to.
134
317
  *
@@ -158,6 +341,13 @@ export class TemporalHistory {
158
341
  this.height = height;
159
342
  return usable;
160
343
  }
344
+ /**
345
+ * Whether this frame samples the first phase of the jitter's period, where the anti-flicker
346
+ * compares the period just gathered with the one before. One answer for both backends.
347
+ */
348
+ get periodStart() {
349
+ return this.frameIndex % JITTER_PERIOD === 0;
350
+ }
161
351
  /** A resolved picture is now in the history, at the size the frame was opened with. */
162
352
  accumulated() {
163
353
  this.picture = true;
@@ -1,16 +1,3 @@
1
- /**
2
- * The temporal resolve on WebGL2: this frame blended into where the last one was.
3
- *
4
- * **Two targets and a swap, because a pass cannot read the texture it is writing.** The history is
5
- * sampled at a reprojected coordinate, which is somewhere else in the same image, so reading and
6
- * writing one texture is a feedback loop — undefined in WebGL2 and in practice whatever the driver
7
- * left in the cache. So the resolve writes into the one it did not read and the pair swaps, which
8
- * costs one more full-size texture and nothing per pixel.
9
- *
10
- * **What it returns is what the composite must then treat as the scene.** Bloom, occlusion and the
11
- * grade all read the scene texture, and reading the unresolved one would grade a stable picture
12
- * from an unstable source and put the crawl back on screen through the bloom.
13
- */
14
1
  export declare class TemporalPass {
15
2
  private readonly gl;
16
3
  /**
@@ -27,6 +14,21 @@ export declare class TemporalPass {
27
14
  private readonly vao;
28
15
  /** The pair, and which of them the next resolve writes into. */
29
16
  private textures;
17
+ /**
18
+ * Each pixel's flicker record, a pair beside the history's and swapped with it: see the
19
+ * anti-flicker in `temporalAa.ts`. In the history's own format, which holds what the record does —
20
+ * a change and a sample are colours' luma, and eight bits hold them wherever eight bits hold the
21
+ * colour.
22
+ */
23
+ private records;
24
+ /** The rest of each pixel's record — depth, pull and recent swing — beside the first. */
25
+ private motions;
26
+ /**
27
+ * Whether the records can be half float, which the depth in them needs. Asked of the context
28
+ * rather than taken from the scene's format, since a record of an eight-bit scene still holds
29
+ * metres. Without it the anti-flicker is off and the resolve is the one before it existed.
30
+ */
31
+ private readonly recordFloat;
30
32
  private framebuffers;
31
33
  private write;
32
34
  private width;
@@ -49,6 +51,6 @@ export declare class TemporalPass {
49
51
  * first frame, the frame after a resize and the frame after a cut pass zero, and the shader
50
52
  * then returns this frame before it touches depth or history at all.
51
53
  */
52
- temporalResolve(scene: WebGLTexture, depth: WebGLTexture, reprojection: Float32Array, width: number, height: number, blend: number): WebGLTexture;
54
+ temporalResolve(scene: WebGLTexture, depth: WebGLTexture, reprojection: Float32Array, width: number, height: number, blend: number, periodStart: boolean, depthToViewZ: Float32Array): WebGLTexture;
53
55
  dispose(): void;
54
56
  }
@@ -14,6 +14,8 @@ import { TEMPORAL_RESOLVE_FRAG } from './shaders/temporalResolve.js';
14
14
  * grade all read the scene texture, and reading the unresolved one would grade a stable picture
15
15
  * from an unstable source and put the crawl back on screen through the bloom.
16
16
  */
17
+ /** The resolve's three outputs: the picture and the two halves of the flicker record. */
18
+ const DRAW_ALL = [0x8ce0, 0x8ce1, 0x8ce2]; // COLOR_ATTACHMENT0, 1, 2
17
19
  export class TemporalPass {
18
20
  gl;
19
21
  floatColor;
@@ -22,6 +24,21 @@ export class TemporalPass {
22
24
  vao;
23
25
  /** The pair, and which of them the next resolve writes into. */
24
26
  textures = [null, null];
27
+ /**
28
+ * Each pixel's flicker record, a pair beside the history's and swapped with it: see the
29
+ * anti-flicker in `temporalAa.ts`. In the history's own format, which holds what the record does —
30
+ * a change and a sample are colours' luma, and eight bits hold them wherever eight bits hold the
31
+ * colour.
32
+ */
33
+ records = [null, null];
34
+ /** The rest of each pixel's record — depth, pull and recent swing — beside the first. */
35
+ motions = [null, null];
36
+ /**
37
+ * Whether the records can be half float, which the depth in them needs. Asked of the context
38
+ * rather than taken from the scene's format, since a record of an eight-bit scene still holds
39
+ * metres. Without it the anti-flicker is off and the resolve is the one before it existed.
40
+ */
41
+ recordFloat;
25
42
  framebuffers = [null, null];
26
43
  write = 0;
27
44
  width = 0;
@@ -38,6 +55,7 @@ export class TemporalPass {
38
55
  floatColor) {
39
56
  this.gl = gl;
40
57
  this.floatColor = floatColor;
58
+ this.recordFloat = gl.getExtension('EXT_color_buffer_float') !== null;
41
59
  this.program = compileProgram(gl, FULLSCREEN_VERT, TEMPORAL_RESOLVE_FRAG, 'temporalResolve');
42
60
  this.uniforms = uniformLocations(gl, this.program, 'temporalPass');
43
61
  const vao = gl.createVertexArray();
@@ -54,24 +72,36 @@ export class TemporalPass {
54
72
  for (let i = 0; i < 2; i++) {
55
73
  if (this.textures[i] === null)
56
74
  this.textures[i] = gl.createTexture();
57
- gl.bindTexture(gl.TEXTURE_2D, this.textures[i]);
58
- if (this.floatColor) {
59
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, width, height, 0, gl.RGBA, gl.HALF_FLOAT, null);
60
- }
61
- else {
62
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
75
+ if (this.records[i] === null)
76
+ this.records[i] = gl.createTexture();
77
+ if (this.motions[i] === null)
78
+ this.motions[i] = gl.createTexture();
79
+ for (const texture of [this.textures[i], this.records[i], this.motions[i]]) {
80
+ gl.bindTexture(gl.TEXTURE_2D, texture);
81
+ if (texture === this.textures[i] ? this.floatColor : this.recordFloat) {
82
+ /* The depth record is two numbers a pixel: metres, and how far they swing. */
83
+ const pair = texture === this.motions[i];
84
+ gl.texImage2D(gl.TEXTURE_2D, 0, pair ? gl.RG16F : gl.RGBA16F, width, height, 0, pair ? gl.RG : gl.RGBA, gl.HALF_FLOAT, null);
85
+ }
86
+ else {
87
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
88
+ }
89
+ /* Linear, because the history is sampled between texels wherever the reprojection lands;
90
+ clamped, because a sample that wrapped would pull the far edge of the screen into the
91
+ corner — and the shader rejects an off-screen reprojection before it can anyway. */
92
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
93
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
94
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
95
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
63
96
  }
64
- /* Linear, because the history is sampled between texels wherever the reprojection lands;
65
- clamped, because a sample that wrapped would pull the far edge of the screen into the
66
- corner — and the shader rejects an off-screen reprojection before it can anyway. */
67
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
68
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
69
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
70
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
71
97
  if (this.framebuffers[i] === null)
72
98
  this.framebuffers[i] = gl.createFramebuffer();
73
99
  gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffers[i]);
74
100
  gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.textures[i], 0);
101
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_2D, this.records[i], 0);
102
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT2, gl.TEXTURE_2D, this.motions[i], 0);
103
+ /* Per framebuffer, so set once here: the resolve writes the picture and the record. */
104
+ gl.drawBuffers(DRAW_ALL);
75
105
  }
76
106
  gl.bindFramebuffer(gl.FRAMEBUFFER, null);
77
107
  }
@@ -82,7 +112,7 @@ export class TemporalPass {
82
112
  * first frame, the frame after a resize and the frame after a cut pass zero, and the shader
83
113
  * then returns this frame before it touches depth or history at all.
84
114
  */
85
- temporalResolve(scene, depth, reprojection, width, height, blend) {
115
+ temporalResolve(scene, depth, reprojection, width, height, blend, periodStart, depthToViewZ) {
86
116
  const { gl } = this;
87
117
  this.ensureSize(width, height);
88
118
  const target = this.write;
@@ -103,9 +133,18 @@ export class TemporalPass {
103
133
  gl.activeTexture(gl.TEXTURE2);
104
134
  gl.bindTexture(gl.TEXTURE_2D, depth);
105
135
  gl.uniform1i(this.uniforms['uDepth'] ?? null, 2);
136
+ gl.activeTexture(gl.TEXTURE3);
137
+ gl.bindTexture(gl.TEXTURE_2D, this.records[history]);
138
+ gl.uniform1i(this.uniforms['uFlicker'] ?? null, 3);
139
+ gl.activeTexture(gl.TEXTURE4);
140
+ gl.bindTexture(gl.TEXTURE_2D, this.motions[history]);
141
+ gl.uniform1i(this.uniforms['uFlickerMotion'] ?? null, 4);
142
+ gl.uniform4fv(this.uniforms['uDepthToViewZ'] ?? null, depthToViewZ);
143
+ gl.uniform1f(this.uniforms['uAntiFlicker'] ?? null, this.recordFloat ? 1 : 0);
106
144
  gl.uniformMatrix4fv(this.uniforms['uReprojection'] ?? null, false, reprojection);
107
145
  gl.uniform2f(this.uniforms['uTexel'] ?? null, 1 / width, 1 / height);
108
146
  gl.uniform1f(this.uniforms['uHistoryBlend'] ?? null, blend);
147
+ gl.uniform1f(this.uniforms['uPeriodStart'] ?? null, periodStart ? 1 : 0);
109
148
  gl.bindVertexArray(this.vao);
110
149
  gl.drawArrays(gl.TRIANGLES, 0, 3);
111
150
  gl.bindVertexArray(null);
@@ -122,9 +161,15 @@ export class TemporalPass {
122
161
  for (let i = 0; i < 2; i++) {
123
162
  if (this.textures[i] !== null)
124
163
  gl.deleteTexture(this.textures[i]);
164
+ if (this.records[i] !== null)
165
+ gl.deleteTexture(this.records[i]);
166
+ if (this.motions[i] !== null)
167
+ gl.deleteTexture(this.motions[i]);
125
168
  if (this.framebuffers[i] !== null)
126
169
  gl.deleteFramebuffer(this.framebuffers[i]);
127
170
  this.textures[i] = null;
171
+ this.records[i] = null;
172
+ this.motions[i] = null;
128
173
  this.framebuffers[i] = null;
129
174
  }
130
175
  gl.deleteProgram(this.program);
@@ -1,5 +1,6 @@
1
1
  import type { ReadonlyMat4 } from 'gl-matrix';
2
2
  import type { TranslucentMeshOptions } from './backend/webgl2/renderer.ts';
3
+ import type { ResolvedGlass } from './glass.ts';
3
4
  /**
4
5
  * The frame's translucent draws, held so they can be submitted more than once.
5
6
  *
@@ -46,11 +47,14 @@ export interface TranslucentDraw {
46
47
  /** What survives one metre of the medium. Null where the draw named none; otherwise a copy. */
47
48
  refractTint: Float32Array | null;
48
49
  thicknessM: number;
50
+ /** Glass, resolved, or null for a draw that is not glass. See `glass.ts`. */
51
+ glass: ResolvedGlass | null;
49
52
  }
50
53
  export declare class TranslucentQueue {
51
54
  private readonly pool;
52
55
  private count;
53
56
  private refracting;
57
+ private glassing;
54
58
  /** How many draws this frame has recorded. */
55
59
  get length(): number;
56
60
  /**
@@ -58,6 +62,8 @@ export declare class TranslucentQueue {
58
62
  * frame behind it first, and does not copy it for a set that never reads it.
59
63
  */
60
64
  get refracts(): boolean;
65
+ /** Whether anything recorded this frame is glass, so the copy it reads needs its mip chain. */
66
+ get glassy(): boolean;
61
67
  /** How many records are pooled, which a test uses to assert a steady scene stops allocating. */
62
68
  get capacity(): number;
63
69
  /**