@driftengine/core 4.4.1 → 4.5.0
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 +72 -0
- package/README.md +1 -1
- package/dist/index.d.ts +5 -1
- package/dist/index.js +7 -0
- package/dist/render/backend/api.d.ts +17 -11
- package/dist/render/backend/webgl2/glassTintPrograms.d.ts +13 -0
- package/dist/render/backend/webgl2/glassTintPrograms.js +38 -0
- package/dist/render/backend/webgl2/renderer.d.ts +82 -8
- package/dist/render/backend/webgl2/renderer.js +373 -105
- package/dist/render/backend/webgpu/buffers.d.ts +19 -1
- package/dist/render/backend/webgpu/buffers.js +27 -1
- package/dist/render/backend/webgpu/depthPass.d.ts +1 -1
- package/dist/render/backend/webgpu/depthPass.js +2 -1
- package/dist/render/backend/webgpu/flatPass.d.ts +2 -0
- package/dist/render/backend/webgpu/flatPass.js +20 -1
- package/dist/render/backend/webgpu/glassTintPass.d.ts +28 -0
- package/dist/render/backend/webgpu/glassTintPass.js +205 -0
- package/dist/render/backend/webgpu/gpuDrivenPass.d.ts +60 -1
- package/dist/render/backend/webgpu/gpuDrivenPass.js +305 -5
- package/dist/render/backend/webgpu/instanced.d.ts +12 -1
- package/dist/render/backend/webgpu/instanced.js +20 -1
- package/dist/render/backend/webgpu/latePass.d.ts +26 -0
- package/dist/render/backend/webgpu/latePass.js +133 -0
- package/dist/render/backend/webgpu/lightVolumePass.js +5 -1
- package/dist/render/backend/webgpu/motionPass.d.ts +95 -0
- package/dist/render/backend/webgpu/motionPass.js +491 -0
- package/dist/render/backend/webgpu/pipelineCache.d.ts +10 -1
- package/dist/render/backend/webgpu/pipelineCache.js +11 -1
- package/dist/render/backend/webgpu/pointGlassTintPass.d.ts +32 -0
- package/dist/render/backend/webgpu/pointGlassTintPass.js +193 -0
- package/dist/render/backend/webgpu/pointShadowPass.d.ts +35 -6
- package/dist/render/backend/webgpu/pointShadowPass.js +105 -20
- package/dist/render/backend/webgpu/postPass.d.ts +21 -15
- package/dist/render/backend/webgpu/postPass.js +17 -4
- package/dist/render/backend/webgpu/renderer.d.ts +181 -54
- package/dist/render/backend/webgpu/renderer.js +1011 -394
- package/dist/render/backend/webgpu/scatterPass.js +2 -1
- package/dist/render/backend/webgpu/skinPaletteRing.d.ts +4 -0
- package/dist/render/backend/webgpu/skinPaletteRing.js +4 -0
- package/dist/render/backend/webgpu/snapshotMips.d.ts +29 -0
- package/dist/render/backend/webgpu/snapshotMips.js +52 -0
- package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +5 -0
- package/dist/render/backend/webgpu/surfaceTexturePass.js +1 -1
- package/dist/render/flameLight.js +15 -2
- package/dist/render/glass.d.ts +45 -0
- package/dist/render/glass.js +39 -0
- package/dist/render/glassCasters.d.ts +40 -0
- package/dist/render/glassCasters.js +84 -0
- package/dist/render/glassShadow.d.ts +78 -0
- package/dist/render/glassShadow.js +125 -0
- package/dist/render/globalMediumPass.d.ts +2 -3
- package/dist/render/globalMediumPass.js +2 -8
- package/dist/render/gpudriven/lit.d.ts +12 -0
- package/dist/render/gpudriven/lit.js +23 -0
- package/dist/render/gpudriven/materialTable.d.ts +15 -5
- package/dist/render/gpudriven/materialTable.js +26 -6
- package/dist/render/gpudriven/pipeline.d.ts +1 -1
- package/dist/render/gpudriven/pipeline.js +4 -3
- package/dist/render/gpudriven/sunGlass.d.ts +35 -0
- package/dist/render/gpudriven/sunGlass.js +89 -0
- package/dist/render/lightBudget.d.ts +17 -5
- package/dist/render/lightBudget.js +17 -5
- package/dist/render/pointGlassTint.d.ts +59 -0
- package/dist/render/pointGlassTint.js +198 -0
- package/dist/render/pointShadowArray.d.ts +56 -3
- package/dist/render/pointShadowArray.js +127 -16
- package/dist/render/pointShadowBudget.js +51 -41
- package/dist/render/pointShadowMap.d.ts +23 -1
- package/dist/render/pointShadowMap.js +27 -1
- package/dist/render/recon/changeFrames.d.ts +15 -0
- package/dist/render/recon/changeFrames.js +21 -0
- package/dist/render/recon/disocclusion.d.ts +36 -3
- package/dist/render/recon/disocclusion.js +56 -4
- package/dist/render/recon/lateRouting.d.ts +14 -0
- package/dist/render/recon/lateRouting.js +18 -0
- package/dist/render/recon/mover.d.ts +57 -0
- package/dist/render/recon/mover.js +86 -0
- package/dist/render/recon/resolve.js +95 -12
- package/dist/render/renderQuality.d.ts +35 -0
- package/dist/render/renderQuality.js +7 -0
- package/dist/render/rendererHarness.js +12 -0
- package/dist/render/sceneTarget.d.ts +9 -1
- package/dist/render/sceneTarget.js +59 -13
- package/dist/render/shaders/depth.d.ts +16 -1
- package/dist/render/shaders/depth.js +85 -9
- package/dist/render/shaders/flat/directionalShadow.js +91 -6
- package/dist/render/shaders/flat/glassTint.d.ts +6 -0
- package/dist/render/shaders/flat/glassTint.js +25 -0
- package/dist/render/shaders/flat/index.d.ts +13 -0
- package/dist/render/shaders/flat/index.js +4 -0
- package/dist/render/shaders/flat/lampGlass.d.ts +1 -0
- package/dist/render/shaders/flat/lampGlass.js +183 -0
- package/dist/render/shaders/flat/main.d.ts +1 -1
- package/dist/render/shaders/flat/main.js +115 -15
- package/dist/render/shaders/flat/pointShadow.d.ts +1 -1
- package/dist/render/shaders/flat/pointShadow.js +2 -0
- package/dist/render/shaders/flat/preamble.js +21 -6
- package/dist/render/shaders/generated/depth.wgsl.d.ts +227 -4
- package/dist/render/shaders/generated/depth.wgsl.js +227 -4
- package/dist/render/shaders/generated/flat.wgsl.d.ts +360 -312
- package/dist/render/shaders/generated/flat.wgsl.js +376 -328
- package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +3 -13
- package/dist/render/shaders/generated/globalMedium.wgsl.js +3 -13
- package/dist/render/shaders/generated/lightVolume.wgsl.d.ts +3 -13
- package/dist/render/shaders/generated/lightVolume.wgsl.js +4 -14
- package/dist/render/shaders/generated/octahedralResolve.wgsl.d.ts +29 -0
- package/dist/render/shaders/generated/octahedralResolve.wgsl.js +29 -0
- package/dist/render/shaders/generated/temporalResolve.wgsl.d.ts +31 -6
- package/dist/render/shaders/generated/temporalResolve.wgsl.js +31 -6
- package/dist/render/shaders/globalMedium.js +6 -6
- package/dist/render/shaders/gpudriven/blendRaster.wgsl.d.ts +7 -0
- package/dist/render/shaders/gpudriven/blendRaster.wgsl.js +86 -1
- package/dist/render/shaders/gpudriven/cull.wgsl.d.ts +1 -1
- package/dist/render/shaders/gpudriven/cull.wgsl.js +11 -2
- package/dist/render/shaders/gpudriven/materialTable.wgsl.d.ts +1 -1
- package/dist/render/shaders/gpudriven/materialTable.wgsl.js +3 -1
- package/dist/render/shaders/gpudriven/shade.wgsl.js +50 -1
- package/dist/render/shaders/gpudriven/sunGlass.wgsl.d.ts +9 -0
- package/dist/render/shaders/gpudriven/sunGlass.wgsl.js +133 -0
- package/dist/render/shaders/lightVolume.js +6 -6
- package/dist/render/shaders/octahedralResolve.d.ts +8 -0
- package/dist/render/shaders/octahedralResolve.js +48 -17
- package/dist/render/shaders/recon/lateDepth.wgsl.d.ts +1 -0
- package/dist/render/shaders/recon/lateDepth.wgsl.js +44 -0
- package/dist/render/shaders/recon/motion.wgsl.d.ts +1 -1
- package/dist/render/shaders/recon/motion.wgsl.js +84 -0
- package/dist/render/shaders/recon/resolve.wgsl.d.ts +1 -1
- package/dist/render/shaders/recon/resolve.wgsl.js +112 -8
- package/dist/render/shaders/temporalResolve.js +133 -5
- package/dist/render/shadowCasters.d.ts +20 -1
- package/dist/render/shadowCasters.js +15 -1
- package/dist/render/shadowMap.d.ts +54 -5
- package/dist/render/shadowMap.js +190 -36
- package/dist/render/sunGlassTint.d.ts +25 -0
- package/dist/render/sunGlassTint.js +79 -0
- package/dist/render/temporalAa.d.ts +145 -0
- package/dist/render/temporalAa.js +190 -0
- package/dist/render/temporalPass.d.ts +16 -14
- package/dist/render/temporalPass.js +59 -14
- package/dist/render/translucentQueue.d.ts +6 -0
- package/dist/render/translucentQueue.js +15 -1
- package/package.json +6 -6
- package/src/index.ts +10 -0
- package/src/render/backend/api.ts +15 -9
- package/src/render/backend/webgl2/glassTintPrograms.ts +58 -0
- package/src/render/backend/webgl2/renderer.ts +422 -109
- package/src/render/backend/webgpu/buffers.ts +50 -2
- package/src/render/backend/webgpu/depthPass.ts +2 -1
- package/src/render/backend/webgpu/flatPass.ts +22 -1
- package/src/render/backend/webgpu/glassTintPass.ts +244 -0
- package/src/render/backend/webgpu/gpuDrivenPass.ts +349 -5
- package/src/render/backend/webgpu/instanced.ts +21 -1
- package/src/render/backend/webgpu/latePass.ts +152 -0
- package/src/render/backend/webgpu/lightVolumePass.ts +5 -1
- package/src/render/backend/webgpu/motionPass.ts +535 -0
- package/src/render/backend/webgpu/pipelineCache.ts +12 -1
- package/src/render/backend/webgpu/pointGlassTintPass.ts +233 -0
- package/src/render/backend/webgpu/pointShadowPass.ts +158 -26
- package/src/render/backend/webgpu/postPass.ts +34 -4
- package/src/render/backend/webgpu/renderer.ts +1178 -425
- package/src/render/backend/webgpu/scatterPass.ts +2 -1
- package/src/render/backend/webgpu/skinPaletteRing.ts +4 -0
- package/src/render/backend/webgpu/snapshotMips.ts +80 -0
- package/src/render/backend/webgpu/surfaceTexturePass.ts +1 -1
- package/src/render/flameLight.ts +15 -2
- package/src/render/glass.ts +74 -0
- package/src/render/glassCasters.ts +164 -0
- package/src/render/glassShadow.ts +153 -0
- package/src/render/globalMediumPass.ts +4 -11
- package/src/render/gpudriven/lit.ts +31 -0
- package/src/render/gpudriven/materialTable.ts +28 -6
- package/src/render/gpudriven/pipeline.ts +4 -3
- package/src/render/gpudriven/sunGlass.ts +117 -0
- package/src/render/lightBudget.ts +19 -5
- package/src/render/pointGlassTint.ts +250 -0
- package/src/render/pointShadowArray.ts +188 -22
- package/src/render/pointShadowBudget.ts +49 -39
- package/src/render/pointShadowMap.ts +41 -0
- package/src/render/recon/changeFrames.ts +24 -0
- package/src/render/recon/disocclusion.ts +54 -3
- package/src/render/recon/lateRouting.ts +29 -0
- package/src/render/recon/mover.ts +118 -0
- package/src/render/recon/resolve.ts +137 -10
- package/src/render/renderQuality.ts +47 -0
- package/src/render/rendererHarness.ts +12 -0
- package/src/render/sceneTarget.ts +66 -12
- package/src/render/shaders/depth.ts +109 -9
- package/src/render/shaders/flat/directionalShadow.ts +97 -6
- package/src/render/shaders/flat/glassTint.ts +25 -0
- package/src/render/shaders/flat/index.ts +17 -0
- package/src/render/shaders/flat/lampGlass.ts +185 -0
- package/src/render/shaders/flat/main.ts +115 -15
- package/src/render/shaders/flat/pointShadow.ts +2 -0
- package/src/render/shaders/flat/preamble.ts +21 -6
- package/src/render/shaders/generated/depth.wgsl.ts +234 -4
- package/src/render/shaders/generated/flat.wgsl.ts +376 -328
- package/src/render/shaders/generated/globalMedium.wgsl.ts +3 -13
- package/src/render/shaders/generated/lightVolume.wgsl.ts +4 -14
- package/src/render/shaders/generated/octahedralResolve.wgsl.ts +30 -0
- package/src/render/shaders/generated/temporalResolve.wgsl.ts +31 -6
- package/src/render/shaders/globalMedium.ts +6 -6
- package/src/render/shaders/gpudriven/blendRaster.wgsl.ts +88 -1
- package/src/render/shaders/gpudriven/cull.wgsl.ts +11 -2
- package/src/render/shaders/gpudriven/materialTable.wgsl.ts +3 -1
- package/src/render/shaders/gpudriven/shade.wgsl.ts +50 -1
- package/src/render/shaders/gpudriven/sunGlass.wgsl.ts +139 -0
- package/src/render/shaders/lightVolume.ts +6 -6
- package/src/render/shaders/octahedralResolve.ts +50 -17
- package/src/render/shaders/recon/lateDepth.wgsl.ts +47 -0
- package/src/render/shaders/recon/motion.wgsl.ts +84 -0
- package/src/render/shaders/recon/resolve.wgsl.ts +112 -8
- package/src/render/shaders/temporalResolve.ts +141 -5
- package/src/render/shadowCasters.ts +28 -1
- package/src/render/shadowMap.ts +231 -37
- package/src/render/sunGlassTint.ts +86 -0
- package/src/render/temporalAa.ts +227 -0
- package/src/render/temporalPass.ts +88 -12
- package/src/render/translucentQueue.ts +20 -1
package/src/render/temporalAa.ts
CHANGED
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@@ -154,6 +154,225 @@ export function clipToNeighbourhood(
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return out;
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}
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/**
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* **The anti-flicker: a still pixel's neighbourhood widened by its own flicker.**
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*
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* A thread, a crack of light round a door, a leaf finer than a pixel: the jitter catches it in some
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* phases and misses it in others, and in a phase that misses it the nine taps round a pixel can all
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* miss it at once. The box collapses onto the background, the history — which had settled on the
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* thread's share of the pixel — is clipped out, and it grows back a tenth a frame until the next
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* miss. That is a paused frame flashing at every fine edge, and the clip is doing its job: nothing
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* in one frame says the thread is still there.
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*
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* What does say so is the pixel's own record. **A still camera over a still scene samples every pixel
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* the same way every period of the jitter, exactly**, so aliasing repeats itself; a surface that moves
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* across the pixel, a flame, a light that shimmers, does not. So each pixel keeps the mean of its
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* samples over the last period, the sum it is gathering for this one, how many periods running have
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* repeated, and the running mean of how far its samples land from their period's mean — and its box
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* widens by that spread only once two periods running have repeated. Measured on the samples rather
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* than against the history, because the history is what the clip cuts. **And a sample farther from
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* its period's mean than the box would widen to is not the flicker the pixel has shown**: something
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* has arrived, and the count starts again on that frame rather than at the end of the period. **Two, and a mean rather than
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* one sample**, because one sample repeats by coincidence: stripes sliding across a pixel land on the
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* same colour at two period starts about as often as not.
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*
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* **What it gives up.** A surface arriving over a pixel that was flickering is held back until the
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* period ends and fails to repeat — at most eight frames, fading a tenth a frame meanwhile; a still
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* pixel needs three periods before it is helped at all; and a pixel that flickers in a scene that is
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* itself moving is not helped, since nothing repeats there. Nothing moving past a twentieth of a
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* pixel a frame is touched, since the reprojection is then what decides.
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*
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* **A moving camera had a weaker proof of its own, and it was taken out.** It widened a pixel's box
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* while its samples swung both ways about their mean, with the record carried through the
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* reprojection. Measured on a moving courtyard it removed a twentieth of what flickered, and it broke
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* a sun's shadow line on the floor into dashes that were not there before: the record is read at the
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* nearest texel, so under sub-pixel motion one pixel widened and its neighbour did not. The resolve
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* already removes nineteen twentieths of a moving frame's flicker without it. **What would make it wrong** is a jitter
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* whose sequence does not repeat, where no period is the same twice however still the scene is.
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*/
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/** This frame's share of the running spread, and of a period's mean: one period of the jitter. */
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export const FLICKER_MEMORY = 1 / JITTER_PERIOD;
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/**
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* How many spreads a flickering pixel's box widens by. The hardest thread is one missed in a single
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* phase of eight: that miss needs the box to reach 7/8 of its contrast, and the running spread,
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* worn down by seven catches that each land an eighth of the contrast from the period's mean, has
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* 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
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* solved by hand — against the 7/32 it averages. Seven eighths over that is 4.8; six leaves room.
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* Threads caught in a share nearer a half spread more and need fewer.
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*/
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export const FLICKER_WIDTH = 6;
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/**
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* How far apart two periods' means may be, relative to the larger, and still repeat: fully below
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* this, not at all at twice it. Above an eight-bit record's rounding and a lamp's slow breathing; far
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* below what anything crossing the pixel does to it.
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*/
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export const FLICKER_REPEAT = 0.05;
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/**
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* How much of the history a pixel proven to repeat keeps, where an unproven one keeps
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* `TEMPORAL_HISTORY_BLEND`. A settled thread still breathes with the jitter by the share of each
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* frame's sample that goes into what is shown — a tenth of its contrast at the base blend — and a
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* pixel that has repeated for two periods has nothing to respond to, so it keeps more: three
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* hundredths of each frame instead of a tenth. What it costs is a surface arriving inside the
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* pixel's own swing, which fades in at that rate until the period's check lets it through.
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*/
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export const FLICKER_BLEND = 0.97;
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/**
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* How far last frame's depth may be from the depth a surface should have had there, relative, and
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* still be that surface: two percent beyond the pixel's own depth swing, taken as the nearest of the
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* texel where it stood and the four beside it. **The nearest of five and not the one**, because this
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* frame's sample and last frame's can straddle an edge with nothing moved — the lesson
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* `recon/resolve.ts` learned the expensive way.
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*
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* **And beyond its own swing, because depth aliases the way colour does.** A crack of light round a
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* door is a pixel whose sample lands on the door in some phases and on what is behind it in others,
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* so its depth jumps metres with nothing moved, and a test held to two percent reset the record of
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* exactly the pixels the anti-flicker is for: a held frame went from 5 flickering pixels back to 774.
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* So each pixel keeps the running mean of how far last frame's depth missed — kept whatever the test
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* says, since resetting it would stop it ever learning the swing — and the test allows
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* `FLICKER_WIDTH` of those, as the box does of the colour's. A flat surface's swing is none and its
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* test stays tight; a surface revealed by the camera is a jump nothing in the pixel's past explains.
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*/
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export const FLICKER_SURFACE = 0.02;
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/** Whether a record follows the surface it was kept for: see `FLICKER_SURFACE`. */
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export function sameSurface(expected: number, stood: ArrayLike<number>, swing: number): boolean {
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return missedBy(expected, stood) <= FLICKER_WIDTH * swing + FLICKER_SURFACE * expected;
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}
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/**
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* How far the nearest of last frame's depths missed the one expected. A depth of nought is a texel
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* with nothing recorded — the frame after a cut — and is no texel; with none, nothing is missed by
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* any amount.
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*/
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export function missedBy(expected: number, stood: ArrayLike<number>): number {
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let nearest = Number.POSITIVE_INFINITY;
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for (let i = 0; i < stood.length; i++) {
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const depth = stood[i] as number;
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if (depth > 0) nearest = Math.min(nearest, Math.abs(depth - expected));
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}
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return nearest;
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}
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+
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/**
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* The pixel's depth swing carried on: the running mean of `missedBy`, over a period, and none where
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+
* there was nothing to miss — a swing learned from a cut would loosen the test for a whole period.
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+
*/
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export function nextDepthSwing(swing: number, missed: number): number {
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return Number.isFinite(missed) ? swing + (missed - swing) * FLICKER_MEMORY : 0;
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}
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+
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/**
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* Reprojected motion in pixels a frame: still below the first, moving from the second. **Small,
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* because repetition breaks long before motion is visible**: a camera drifting a fifth of a pixel a
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* frame shifts the grid more than a pixel a period, so nothing repeats, and a ramp to half a pixel
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* counted that as mostly still and kept vouching for samples that had stopped repeating.
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*/
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export const STILL_FROM = 0.01;
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export const STILL_TO = 0.05;
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+
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/**
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* A pixel's flicker record, in luma: the running spread of its samples about their period's mean,
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* the sum this period has gathered so far, the last period's mean, and how many periods running have
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* repeated — none, one or two, as 0, 0.5 and 1.
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*/
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+
export interface Flicker {
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spread: number;
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sum: number;
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mean: number;
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repeated: number;
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}
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+
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/**
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* A fresh record for a surface first seen this frame: no spread and nothing repeated. **A
|
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* record of another surface is no record**, so the resolve starts one over wherever last frame's
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+
* depth says the surface is not the one it followed, before this frame widens by anything.
|
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+
*/
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+
export function freshFlicker(out: Flicker, sample: number): Flicker {
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out.spread = 0;
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out.sum = sample * FLICKER_MEMORY;
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out.mean = sample;
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out.repeated = 0;
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+
return out;
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+
}
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+
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+
function smoothstep(edge0: number, edge1: number, x: number): number {
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const t = Math.min(1, Math.max(0, (x - edge0) / (edge1 - edge0)));
|
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+
return t * t * (3 - 2 * t);
|
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|
+
}
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+
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+
/** Rec. 709 luma, which is what the record measures in. */
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|
+
export function luma(c: readonly [number, number, number]): number {
|
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310
|
+
return c[0] * 0.2126 + c[1] * 0.7152 + c[2] * 0.0722;
|
|
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|
+
}
|
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|
+
|
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313
|
+
/** One for a pixel whose reprojection did not move, falling to none at a twentieth of a pixel. */
|
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314
|
+
export function stillness(motionPixels: number): number {
|
|
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|
+
return 1 - smoothstep(STILL_FROM, STILL_TO, motionPixels);
|
|
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|
+
}
|
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|
+
|
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|
+
/**
|
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|
+
* Whether a pixel is proven to repeat this frame: two periods running have, and this frame's sample
|
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|
+
* lands within the reach of the box it would widen to. A sample beyond that reach is something
|
|
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|
+
* arriving, and it disqualifies the frame it lands in as well as the count it carries out.
|
|
322
|
+
*/
|
|
323
|
+
export function proven(record: Flicker, sample: number): boolean {
|
|
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|
+
return record.repeated > 0.75 && within(record, sample);
|
|
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|
+
}
|
|
326
|
+
|
|
327
|
+
/** Whether this frame's sample lands inside the reach of the box the record would widen to. */
|
|
328
|
+
function within(record: Flicker, sample: number): boolean {
|
|
329
|
+
return Math.abs(sample - record.mean) <= FLICKER_WIDTH * record.spread + 1 / 255;
|
|
330
|
+
}
|
|
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|
+
|
|
332
|
+
/** How far a pixel's box widens this frame: by its spread, once proven, and only while still. */
|
|
333
|
+
export function flickerWidening(record: Flicker, sample: number, still: number): number {
|
|
334
|
+
return proven(record, sample) ? FLICKER_WIDTH * record.spread * still : 0;
|
|
335
|
+
}
|
|
336
|
+
|
|
337
|
+
/** How much of the history this frame keeps: the base blend, or more once proven. */
|
|
338
|
+
export function flickerBlend(base: number, record: Flicker, sample: number, still: number): number {
|
|
339
|
+
return proven(record, sample) ? base + (FLICKER_BLEND - base) * still : base;
|
|
340
|
+
}
|
|
341
|
+
|
|
342
|
+
/** Whether two periods' means are the same, one to zero. */
|
|
343
|
+
export function repeats(mean: number, previous: number): number {
|
|
344
|
+
const apart = Math.abs(mean - previous) / Math.max(mean, previous, 1 / 255);
|
|
345
|
+
return 1 - smoothstep(FLICKER_REPEAT, 2 * FLICKER_REPEAT, apart);
|
|
346
|
+
}
|
|
347
|
+
|
|
348
|
+
/**
|
|
349
|
+
* The record carried out, from the one carried in and this frame's sample in luma. `periodStart`
|
|
350
|
+
* is the first frame of the jitter's period, where the period just gathered is compared with the
|
|
351
|
+
* one before. Forgotten in proportion to motion — a moving pixel's record would be a record of
|
|
352
|
+
* somewhere else.
|
|
353
|
+
*/
|
|
354
|
+
export function nextFlicker(
|
|
355
|
+
out: Flicker,
|
|
356
|
+
previous: Flicker,
|
|
357
|
+
sample: number,
|
|
358
|
+
still: number,
|
|
359
|
+
periodStart: boolean,
|
|
360
|
+
): Flicker {
|
|
361
|
+
const apart = Math.abs(sample - previous.mean);
|
|
362
|
+
let { sum, mean, repeated } = previous;
|
|
363
|
+
if (apart > FLICKER_WIDTH * previous.spread + 1 / 255) repeated = 0;
|
|
364
|
+
if (periodStart) {
|
|
365
|
+
repeated = repeats(sum, mean) > 0.5 ? Math.min(1, repeated + 0.5) : 0;
|
|
366
|
+
mean = sum;
|
|
367
|
+
sum = 0;
|
|
368
|
+
}
|
|
369
|
+
out.spread = previous.spread + (apart - previous.spread) * FLICKER_MEMORY;
|
|
370
|
+
out.sum = sum + sample * FLICKER_MEMORY;
|
|
371
|
+
out.mean = mean;
|
|
372
|
+
out.repeated = repeated * still;
|
|
373
|
+
return out;
|
|
374
|
+
}
|
|
375
|
+
|
|
157
376
|
/**
|
|
158
377
|
* Whether the last frame left a picture this one may sample, and where the jitter has got to.
|
|
159
378
|
*
|
|
@@ -185,6 +404,14 @@ export class TemporalHistory {
|
|
|
185
404
|
return usable;
|
|
186
405
|
}
|
|
187
406
|
|
|
407
|
+
/**
|
|
408
|
+
* Whether this frame samples the first phase of the jitter's period, where the anti-flicker
|
|
409
|
+
* compares the period just gathered with the one before. One answer for both backends.
|
|
410
|
+
*/
|
|
411
|
+
get periodStart(): boolean {
|
|
412
|
+
return this.frameIndex % JITTER_PERIOD === 0;
|
|
413
|
+
}
|
|
414
|
+
|
|
188
415
|
/** A resolved picture is now in the history, at the size the frame was opened with. */
|
|
189
416
|
accumulated(): void {
|
|
190
417
|
this.picture = true;
|
|
@@ -15,6 +15,9 @@ import { TEMPORAL_RESOLVE_FRAG } from './shaders/temporalResolve.ts';
|
|
|
15
15
|
* grade all read the scene texture, and reading the unresolved one would grade a stable picture
|
|
16
16
|
* from an unstable source and put the crawl back on screen through the bloom.
|
|
17
17
|
*/
|
|
18
|
+
/** The resolve's three outputs: the picture and the two halves of the flicker record. */
|
|
19
|
+
const DRAW_ALL = [0x8ce0, 0x8ce1, 0x8ce2]; // COLOR_ATTACHMENT0, 1, 2
|
|
20
|
+
|
|
18
21
|
export class TemporalPass {
|
|
19
22
|
private readonly program: WebGLProgram;
|
|
20
23
|
private readonly uniforms: Record<string, WebGLUniformLocation | null>;
|
|
@@ -22,6 +25,21 @@ export class TemporalPass {
|
|
|
22
25
|
|
|
23
26
|
/** The pair, and which of them the next resolve writes into. */
|
|
24
27
|
private textures: (WebGLTexture | null)[] = [null, null];
|
|
28
|
+
/**
|
|
29
|
+
* Each pixel's flicker record, a pair beside the history's and swapped with it: see the
|
|
30
|
+
* anti-flicker in `temporalAa.ts`. In the history's own format, which holds what the record does —
|
|
31
|
+
* a change and a sample are colours' luma, and eight bits hold them wherever eight bits hold the
|
|
32
|
+
* colour.
|
|
33
|
+
*/
|
|
34
|
+
private records: (WebGLTexture | null)[] = [null, null];
|
|
35
|
+
/** The rest of each pixel's record — depth, pull and recent swing — beside the first. */
|
|
36
|
+
private motions: (WebGLTexture | null)[] = [null, null];
|
|
37
|
+
/**
|
|
38
|
+
* Whether the records can be half float, which the depth in them needs. Asked of the context
|
|
39
|
+
* rather than taken from the scene's format, since a record of an eight-bit scene still holds
|
|
40
|
+
* metres. Without it the anti-flicker is off and the resolve is the one before it existed.
|
|
41
|
+
*/
|
|
42
|
+
private readonly recordFloat: boolean;
|
|
25
43
|
private framebuffers: (WebGLFramebuffer | null)[] = [null, null];
|
|
26
44
|
private write = 0;
|
|
27
45
|
|
|
@@ -40,6 +58,7 @@ export class TemporalPass {
|
|
|
40
58
|
*/
|
|
41
59
|
private readonly floatColor: boolean,
|
|
42
60
|
) {
|
|
61
|
+
this.recordFloat = gl.getExtension('EXT_color_buffer_float') !== null;
|
|
43
62
|
this.program = compileProgram(gl, FULLSCREEN_VERT, TEMPORAL_RESOLVE_FRAG, 'temporalResolve');
|
|
44
63
|
this.uniforms = uniformLocations(gl, this.program, 'temporalPass');
|
|
45
64
|
const vao = gl.createVertexArray();
|
|
@@ -55,19 +74,45 @@ export class TemporalPass {
|
|
|
55
74
|
|
|
56
75
|
for (let i = 0; i < 2; i++) {
|
|
57
76
|
if (this.textures[i] === null) this.textures[i] = gl.createTexture();
|
|
58
|
-
|
|
59
|
-
if (this.
|
|
60
|
-
|
|
61
|
-
|
|
62
|
-
|
|
77
|
+
if (this.records[i] === null) this.records[i] = gl.createTexture();
|
|
78
|
+
if (this.motions[i] === null) 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(
|
|
85
|
+
gl.TEXTURE_2D,
|
|
86
|
+
0,
|
|
87
|
+
pair ? gl.RG16F : gl.RGBA16F,
|
|
88
|
+
width,
|
|
89
|
+
height,
|
|
90
|
+
0,
|
|
91
|
+
pair ? gl.RG : gl.RGBA,
|
|
92
|
+
gl.HALF_FLOAT,
|
|
93
|
+
null,
|
|
94
|
+
);
|
|
95
|
+
} else {
|
|
96
|
+
gl.texImage2D(
|
|
97
|
+
gl.TEXTURE_2D,
|
|
98
|
+
0,
|
|
99
|
+
gl.RGBA,
|
|
100
|
+
width,
|
|
101
|
+
height,
|
|
102
|
+
0,
|
|
103
|
+
gl.RGBA,
|
|
104
|
+
gl.UNSIGNED_BYTE,
|
|
105
|
+
null,
|
|
106
|
+
);
|
|
107
|
+
}
|
|
108
|
+
/* Linear, because the history is sampled between texels wherever the reprojection lands;
|
|
109
|
+
clamped, because a sample that wrapped would pull the far edge of the screen into the
|
|
110
|
+
corner — and the shader rejects an off-screen reprojection before it can anyway. */
|
|
111
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
|
112
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
|
113
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
114
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
63
115
|
}
|
|
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
116
|
|
|
72
117
|
if (this.framebuffers[i] === null) this.framebuffers[i] = gl.createFramebuffer();
|
|
73
118
|
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffers[i]);
|
|
@@ -78,6 +123,22 @@ export class TemporalPass {
|
|
|
78
123
|
this.textures[i],
|
|
79
124
|
0,
|
|
80
125
|
);
|
|
126
|
+
gl.framebufferTexture2D(
|
|
127
|
+
gl.FRAMEBUFFER,
|
|
128
|
+
gl.COLOR_ATTACHMENT1,
|
|
129
|
+
gl.TEXTURE_2D,
|
|
130
|
+
this.records[i],
|
|
131
|
+
0,
|
|
132
|
+
);
|
|
133
|
+
gl.framebufferTexture2D(
|
|
134
|
+
gl.FRAMEBUFFER,
|
|
135
|
+
gl.COLOR_ATTACHMENT2,
|
|
136
|
+
gl.TEXTURE_2D,
|
|
137
|
+
this.motions[i],
|
|
138
|
+
0,
|
|
139
|
+
);
|
|
140
|
+
/* Per framebuffer, so set once here: the resolve writes the picture and the record. */
|
|
141
|
+
gl.drawBuffers(DRAW_ALL);
|
|
81
142
|
}
|
|
82
143
|
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
|
83
144
|
}
|
|
@@ -96,6 +157,8 @@ export class TemporalPass {
|
|
|
96
157
|
width: number,
|
|
97
158
|
height: number,
|
|
98
159
|
blend: number,
|
|
160
|
+
periodStart: boolean,
|
|
161
|
+
depthToViewZ: Float32Array,
|
|
99
162
|
): WebGLTexture {
|
|
100
163
|
const { gl } = this;
|
|
101
164
|
this.ensureSize(width, height);
|
|
@@ -120,10 +183,19 @@ export class TemporalPass {
|
|
|
120
183
|
gl.activeTexture(gl.TEXTURE2);
|
|
121
184
|
gl.bindTexture(gl.TEXTURE_2D, depth);
|
|
122
185
|
gl.uniform1i(this.uniforms['uDepth'] ?? null, 2);
|
|
186
|
+
gl.activeTexture(gl.TEXTURE3);
|
|
187
|
+
gl.bindTexture(gl.TEXTURE_2D, this.records[history]);
|
|
188
|
+
gl.uniform1i(this.uniforms['uFlicker'] ?? null, 3);
|
|
189
|
+
gl.activeTexture(gl.TEXTURE4);
|
|
190
|
+
gl.bindTexture(gl.TEXTURE_2D, this.motions[history]);
|
|
191
|
+
gl.uniform1i(this.uniforms['uFlickerMotion'] ?? null, 4);
|
|
192
|
+
gl.uniform4fv(this.uniforms['uDepthToViewZ'] ?? null, depthToViewZ);
|
|
193
|
+
gl.uniform1f(this.uniforms['uAntiFlicker'] ?? null, this.recordFloat ? 1 : 0);
|
|
123
194
|
|
|
124
195
|
gl.uniformMatrix4fv(this.uniforms['uReprojection'] ?? null, false, reprojection);
|
|
125
196
|
gl.uniform2f(this.uniforms['uTexel'] ?? null, 1 / width, 1 / height);
|
|
126
197
|
gl.uniform1f(this.uniforms['uHistoryBlend'] ?? null, blend);
|
|
198
|
+
gl.uniform1f(this.uniforms['uPeriodStart'] ?? null, periodStart ? 1 : 0);
|
|
127
199
|
|
|
128
200
|
gl.bindVertexArray(this.vao);
|
|
129
201
|
gl.drawArrays(gl.TRIANGLES, 0, 3);
|
|
@@ -141,8 +213,12 @@ export class TemporalPass {
|
|
|
141
213
|
const { gl } = this;
|
|
142
214
|
for (let i = 0; i < 2; i++) {
|
|
143
215
|
if (this.textures[i] !== null) gl.deleteTexture(this.textures[i]);
|
|
216
|
+
if (this.records[i] !== null) gl.deleteTexture(this.records[i]);
|
|
217
|
+
if (this.motions[i] !== null) gl.deleteTexture(this.motions[i]);
|
|
144
218
|
if (this.framebuffers[i] !== null) gl.deleteFramebuffer(this.framebuffers[i]);
|
|
145
219
|
this.textures[i] = null;
|
|
220
|
+
this.records[i] = null;
|
|
221
|
+
this.motions[i] = null;
|
|
146
222
|
this.framebuffers[i] = null;
|
|
147
223
|
}
|
|
148
224
|
gl.deleteProgram(this.program);
|
|
@@ -3,6 +3,8 @@ import type { ReadonlyMat4 } from 'gl-matrix';
|
|
|
3
3
|
/* Type-only, and from the backend that declares it — the same import `backend/api.ts` makes,
|
|
4
4
|
for the same reason: the shape belongs to the draw verb and erases at compile time. */
|
|
5
5
|
import type { TranslucentMeshOptions } from './backend/webgl2/renderer.ts';
|
|
6
|
+
import { resolveGlass } from './glass.ts';
|
|
7
|
+
import type { ResolvedGlass } from './glass.ts';
|
|
6
8
|
|
|
7
9
|
/**
|
|
8
10
|
* The frame's translucent draws, held so they can be submitted more than once.
|
|
@@ -51,10 +53,14 @@ export interface TranslucentDraw {
|
|
|
51
53
|
/** What survives one metre of the medium. Null where the draw named none; otherwise a copy. */
|
|
52
54
|
refractTint: Float32Array | null;
|
|
53
55
|
thicknessM: number;
|
|
56
|
+
/** Glass, resolved, or null for a draw that is not glass. See `glass.ts`. */
|
|
57
|
+
glass: ResolvedGlass | null;
|
|
54
58
|
}
|
|
55
59
|
|
|
56
60
|
/** A record with its storage, reused across frames. */
|
|
57
61
|
interface PooledDraw extends TranslucentDraw {
|
|
62
|
+
/** Where `glass` points when set: allocated once with the record, never released. */
|
|
63
|
+
readonly glassStore: ResolvedGlass;
|
|
58
64
|
/** Allocated once and pointed at by `tint` when a draw has one. */
|
|
59
65
|
readonly tintStore: Float32Array;
|
|
60
66
|
/** The same arrangement for the refraction tint: allocated once, never released. */
|
|
@@ -77,6 +83,8 @@ function newRecord(): PooledDraw {
|
|
|
77
83
|
refractTint: null,
|
|
78
84
|
thicknessM: 0,
|
|
79
85
|
refractTintStore: new Float32Array(3),
|
|
86
|
+
glass: null,
|
|
87
|
+
glassStore: { transmission: 0, frost: 0, tint: [1, 1, 1] },
|
|
80
88
|
};
|
|
81
89
|
}
|
|
82
90
|
|
|
@@ -84,6 +92,7 @@ export class TranslucentQueue {
|
|
|
84
92
|
private readonly pool: PooledDraw[] = [];
|
|
85
93
|
private count = 0;
|
|
86
94
|
private refracting = 0;
|
|
95
|
+
private glassing = 0;
|
|
87
96
|
|
|
88
97
|
/** How many draws this frame has recorded. */
|
|
89
98
|
get length(): number {
|
|
@@ -98,6 +107,11 @@ export class TranslucentQueue {
|
|
|
98
107
|
return this.refracting > 0;
|
|
99
108
|
}
|
|
100
109
|
|
|
110
|
+
/** Whether anything recorded this frame is glass, so the copy it reads needs its mip chain. */
|
|
111
|
+
get glassy(): boolean {
|
|
112
|
+
return this.glassing > 0;
|
|
113
|
+
}
|
|
114
|
+
|
|
101
115
|
/** How many records are pooled, which a test uses to assert a steady scene stops allocating. */
|
|
102
116
|
get capacity(): number {
|
|
103
117
|
return this.pool.length;
|
|
@@ -137,7 +151,11 @@ export class TranslucentQueue {
|
|
|
137
151
|
record.tint = record.tintStore;
|
|
138
152
|
}
|
|
139
153
|
record.refraction = options.refraction ?? 0;
|
|
140
|
-
|
|
154
|
+
/* Glass reads the copy too, whether or not it bends: see `glass.ts`. */
|
|
155
|
+
const glassy = resolveGlass(options.glass, record.glassStore);
|
|
156
|
+
record.glass = glassy ? record.glassStore : null;
|
|
157
|
+
if (glassy) this.glassing++;
|
|
158
|
+
if (record.refraction > 0 || glassy) this.refracting++;
|
|
141
159
|
record.thicknessM = options.thicknessM ?? 0;
|
|
142
160
|
const refractTint = options.refractTint ?? null;
|
|
143
161
|
if (refractTint === null) {
|
|
@@ -168,5 +186,6 @@ export class TranslucentQueue {
|
|
|
168
186
|
reset(): void {
|
|
169
187
|
this.count = 0;
|
|
170
188
|
this.refracting = 0;
|
|
189
|
+
this.glassing = 0;
|
|
171
190
|
}
|
|
172
191
|
}
|