@driftengine/core 4.4.2 → 4.6.0

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.
Files changed (339) hide show
  1. package/CHANGELOG.json +97 -0
  2. package/README.md +1 -1
  3. package/dist/geometry/boxCsg.d.ts +28 -0
  4. package/dist/geometry/boxCsg.js +139 -0
  5. package/dist/geometry/csg.d.ts +36 -0
  6. package/dist/geometry/csg.js +329 -0
  7. package/dist/geometry/meshBuilder.js +13 -0
  8. package/dist/geometry/meshConcat.js +1 -0
  9. package/dist/geometry/pixelFont.js +2 -0
  10. package/dist/geometry/solid.d.ts +61 -0
  11. package/dist/geometry/solid.js +152 -0
  12. package/dist/geometry/solidFlat.d.ts +35 -0
  13. package/dist/geometry/solidFlat.js +428 -0
  14. package/dist/geometry/solidHarness.d.ts +19 -0
  15. package/dist/geometry/solidHarness.js +66 -0
  16. package/dist/geometry/solidNormals.d.ts +17 -0
  17. package/dist/geometry/solidNormals.js +86 -0
  18. package/dist/geometry/solidRound.d.ts +41 -0
  19. package/dist/geometry/solidRound.js +323 -0
  20. package/dist/geometry/solidWriter.d.ts +16 -0
  21. package/dist/geometry/solidWriter.js +42 -0
  22. package/dist/index.d.ts +28 -3
  23. package/dist/index.js +20 -1
  24. package/dist/render/backend/api.d.ts +34 -14
  25. package/dist/render/backend/drawFog.d.ts +26 -0
  26. package/dist/render/backend/drawFog.js +30 -0
  27. package/dist/render/backend/materialChanges.d.ts +2 -1
  28. package/dist/render/backend/materialChanges.js +6 -1
  29. package/dist/render/backend/webgl2/glassTintPrograms.d.ts +13 -0
  30. package/dist/render/backend/webgl2/glassTintPrograms.js +38 -0
  31. package/dist/render/backend/webgl2/instanced.d.ts +24 -5
  32. package/dist/render/backend/webgl2/instanced.js +72 -15
  33. package/dist/render/backend/webgl2/renderer.d.ts +201 -16
  34. package/dist/render/backend/webgl2/renderer.js +596 -224
  35. package/dist/render/backend/webgpu/buffers.d.ts +29 -1
  36. package/dist/render/backend/webgpu/buffers.js +61 -4
  37. package/dist/render/backend/webgpu/depthPass.d.ts +1 -1
  38. package/dist/render/backend/webgpu/depthPass.js +7 -2
  39. package/dist/render/backend/webgpu/drawCommand.d.ts +5 -0
  40. package/dist/render/backend/webgpu/drawCommand.js +1 -0
  41. package/dist/render/backend/webgpu/flatPass.d.ts +6 -1
  42. package/dist/render/backend/webgpu/flatPass.js +57 -9
  43. package/dist/render/backend/webgpu/glassTintPass.d.ts +28 -0
  44. package/dist/render/backend/webgpu/glassTintPass.js +206 -0
  45. package/dist/render/backend/webgpu/gpuDrivenPass.d.ts +60 -1
  46. package/dist/render/backend/webgpu/gpuDrivenPass.js +305 -5
  47. package/dist/render/backend/webgpu/instanceCullPass.d.ts +34 -0
  48. package/dist/render/backend/webgpu/instanceCullPass.js +144 -0
  49. package/dist/render/backend/webgpu/instanced.d.ts +23 -2
  50. package/dist/render/backend/webgpu/instanced.js +41 -4
  51. package/dist/render/backend/webgpu/latePass.d.ts +30 -0
  52. package/dist/render/backend/webgpu/latePass.js +140 -0
  53. package/dist/render/backend/webgpu/lightVolumePass.js +5 -1
  54. package/dist/render/backend/webgpu/motionPass.d.ts +95 -0
  55. package/dist/render/backend/webgpu/motionPass.js +491 -0
  56. package/dist/render/backend/webgpu/pipelineCache.d.ts +10 -1
  57. package/dist/render/backend/webgpu/pipelineCache.js +11 -1
  58. package/dist/render/backend/webgpu/pointGlassTintPass.d.ts +32 -0
  59. package/dist/render/backend/webgpu/pointGlassTintPass.js +193 -0
  60. package/dist/render/backend/webgpu/pointShadowPass.d.ts +35 -6
  61. package/dist/render/backend/webgpu/pointShadowPass.js +105 -20
  62. package/dist/render/backend/webgpu/postPass.d.ts +3 -13
  63. package/dist/render/backend/webgpu/renderer.d.ts +271 -64
  64. package/dist/render/backend/webgpu/renderer.js +1395 -580
  65. package/dist/render/backend/webgpu/scatterPass.js +2 -1
  66. package/dist/render/backend/webgpu/sdfTextPass.js +6 -1
  67. package/dist/render/backend/webgpu/shaders/instanceCull.wgsl.d.ts +18 -0
  68. package/dist/render/backend/webgpu/shaders/instanceCull.wgsl.js +59 -0
  69. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +4 -0
  70. package/dist/render/backend/webgpu/skinPaletteRing.js +4 -0
  71. package/dist/render/backend/webgpu/snapshotMips.d.ts +29 -0
  72. package/dist/render/backend/webgpu/snapshotMips.js +52 -0
  73. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +22 -3
  74. package/dist/render/backend/webgpu/surfaceTexturePass.js +78 -39
  75. package/dist/render/driftLight/bake.d.ts +7 -0
  76. package/dist/render/driftLight/bake.js +61 -56
  77. package/dist/render/driftLight/denseField.d.ts +46 -0
  78. package/dist/render/driftLight/denseField.js +109 -0
  79. package/dist/render/driftLight/lightField.d.ts +10 -5
  80. package/dist/render/driftLight/lightField.js +25 -19
  81. package/dist/render/driftLight/presence.d.ts +50 -0
  82. package/dist/render/driftLight/presence.js +43 -0
  83. package/dist/render/driftLight/uniforms.d.ts +3 -3
  84. package/dist/render/driftLight/uniforms.js +5 -6
  85. package/dist/render/driftLight/worldLightField.d.ts +41 -0
  86. package/dist/render/driftLight/worldLightField.js +66 -0
  87. package/dist/render/fixtureAtlas.d.ts +20 -0
  88. package/dist/render/fixtureAtlas.js +49 -0
  89. package/dist/render/glass.d.ts +45 -0
  90. package/dist/render/glass.js +39 -0
  91. package/dist/render/glassCasters.d.ts +40 -0
  92. package/dist/render/glassCasters.js +84 -0
  93. package/dist/render/glassShadow.d.ts +78 -0
  94. package/dist/render/glassShadow.js +125 -0
  95. package/dist/render/globalMediumPass.d.ts +2 -3
  96. package/dist/render/globalMediumPass.js +2 -8
  97. package/dist/render/gpudriven/lit.d.ts +12 -0
  98. package/dist/render/gpudriven/lit.js +23 -0
  99. package/dist/render/gpudriven/materialTable.d.ts +15 -5
  100. package/dist/render/gpudriven/materialTable.js +26 -6
  101. package/dist/render/gpudriven/pipeline.d.ts +1 -1
  102. package/dist/render/gpudriven/pipeline.js +4 -3
  103. package/dist/render/gpudriven/sunGlass.d.ts +35 -0
  104. package/dist/render/gpudriven/sunGlass.js +89 -0
  105. package/dist/render/instanceCull.d.ts +63 -0
  106. package/dist/render/instanceCull.js +160 -0
  107. package/dist/render/instances.d.ts +15 -0
  108. package/dist/render/lightBudget.d.ts +36 -35
  109. package/dist/render/lightBudget.js +38 -37
  110. package/dist/render/lightGrid.d.ts +42 -0
  111. package/dist/render/lightGrid.js +87 -0
  112. package/dist/render/mesh.d.ts +18 -24
  113. package/dist/render/mesh.js +51 -68
  114. package/dist/render/occlusion.d.ts +10 -0
  115. package/dist/render/occlusion.js +36 -7
  116. package/dist/render/pointGlassTint.d.ts +59 -0
  117. package/dist/render/pointGlassTint.js +198 -0
  118. package/dist/render/pointLightSelection.d.ts +7 -0
  119. package/dist/render/pointLightSelection.js +29 -4
  120. package/dist/render/pointShadowArray.d.ts +56 -3
  121. package/dist/render/pointShadowArray.js +127 -16
  122. package/dist/render/pointShadowMap.d.ts +23 -1
  123. package/dist/render/pointShadowMap.js +27 -1
  124. package/dist/render/rainField.d.ts +13 -0
  125. package/dist/render/rainField.js +27 -5
  126. package/dist/render/recon/changeFrames.d.ts +15 -0
  127. package/dist/render/recon/changeFrames.js +21 -0
  128. package/dist/render/recon/lateDepth.d.ts +11 -0
  129. package/dist/render/recon/lateDepth.js +70 -0
  130. package/dist/render/recon/lateRouting.d.ts +14 -0
  131. package/dist/render/recon/lateRouting.js +18 -0
  132. package/dist/render/recon/mover.d.ts +57 -0
  133. package/dist/render/recon/mover.js +86 -0
  134. package/dist/render/recon/resolve.d.ts +34 -4
  135. package/dist/render/recon/resolve.js +161 -20
  136. package/dist/render/renderQuality.d.ts +35 -0
  137. package/dist/render/renderQuality.js +7 -0
  138. package/dist/render/rendererHarness.js +16 -0
  139. package/dist/render/sceneTarget.d.ts +9 -1
  140. package/dist/render/sceneTarget.js +60 -12
  141. package/dist/render/shaders/depth.d.ts +16 -1
  142. package/dist/render/shaders/depth.js +94 -15
  143. package/dist/render/shaders/flat/directionalShadow.js +91 -6
  144. package/dist/render/shaders/flat/driftLight.d.ts +1 -1
  145. package/dist/render/shaders/flat/driftLight.js +32 -7
  146. package/dist/render/shaders/flat/glassTint.d.ts +6 -0
  147. package/dist/render/shaders/flat/glassTint.js +25 -0
  148. package/dist/render/shaders/flat/index.d.ts +13 -0
  149. package/dist/render/shaders/flat/index.js +9 -3
  150. package/dist/render/shaders/flat/lampGlass.d.ts +1 -0
  151. package/dist/render/shaders/flat/lampGlass.js +183 -0
  152. package/dist/render/shaders/flat/main.d.ts +1 -1
  153. package/dist/render/shaders/flat/main.js +190 -38
  154. package/dist/render/shaders/flat/pointShadow.d.ts +1 -1
  155. package/dist/render/shaders/flat/pointShadow.js +2 -0
  156. package/dist/render/shaders/flat/preamble.js +96 -26
  157. package/dist/render/shaders/flat/surfaceEffects.d.ts +29 -0
  158. package/dist/render/shaders/flat/surfaceEffects.js +152 -0
  159. package/dist/render/shaders/generated/depth.wgsl.d.ts +230 -7
  160. package/dist/render/shaders/generated/depth.wgsl.js +230 -7
  161. package/dist/render/shaders/generated/flat.wgsl.d.ts +1644 -1596
  162. package/dist/render/shaders/generated/flat.wgsl.js +1683 -1621
  163. package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +3 -13
  164. package/dist/render/shaders/generated/globalMedium.wgsl.js +3 -13
  165. package/dist/render/shaders/generated/lightVolume.wgsl.d.ts +3 -13
  166. package/dist/render/shaders/generated/lightVolume.wgsl.js +21 -17
  167. package/dist/render/shaders/generated/octahedralResolve.wgsl.d.ts +29 -0
  168. package/dist/render/shaders/generated/octahedralResolve.wgsl.js +29 -0
  169. package/dist/render/shaders/generated/rush.wgsl.d.ts +21 -16
  170. package/dist/render/shaders/generated/rush.wgsl.js +21 -16
  171. package/dist/render/shaders/generated/sdfText.wgsl.d.ts +2 -2
  172. package/dist/render/shaders/generated/sdfText.wgsl.js +2 -2
  173. package/dist/render/shaders/generated/text.wgsl.d.ts +1 -1
  174. package/dist/render/shaders/generated/text.wgsl.js +1 -1
  175. package/dist/render/shaders/gi/driftLight.wgsl.d.ts +1 -1
  176. package/dist/render/shaders/gi/driftLight.wgsl.js +27 -4
  177. package/dist/render/shaders/globalMedium.js +6 -6
  178. package/dist/render/shaders/gpudriven/blendRaster.wgsl.d.ts +7 -0
  179. package/dist/render/shaders/gpudriven/blendRaster.wgsl.js +86 -1
  180. package/dist/render/shaders/gpudriven/cull.wgsl.d.ts +1 -1
  181. package/dist/render/shaders/gpudriven/cull.wgsl.js +11 -2
  182. package/dist/render/shaders/gpudriven/materialTable.wgsl.d.ts +1 -1
  183. package/dist/render/shaders/gpudriven/materialTable.wgsl.js +3 -1
  184. package/dist/render/shaders/gpudriven/shade.wgsl.js +50 -1
  185. package/dist/render/shaders/gpudriven/sunGlass.wgsl.d.ts +9 -0
  186. package/dist/render/shaders/gpudriven/sunGlass.wgsl.js +133 -0
  187. package/dist/render/shaders/lightVolume.js +6 -6
  188. package/dist/render/shaders/octahedralResolve.d.ts +8 -0
  189. package/dist/render/shaders/octahedralResolve.js +48 -17
  190. package/dist/render/shaders/recon/lateDepth.wgsl.d.ts +1 -0
  191. package/dist/render/shaders/recon/lateDepth.wgsl.js +69 -0
  192. package/dist/render/shaders/recon/motion.wgsl.d.ts +1 -1
  193. package/dist/render/shaders/recon/motion.wgsl.js +84 -0
  194. package/dist/render/shaders/recon/resolve.wgsl.d.ts +8 -7
  195. package/dist/render/shaders/recon/resolve.wgsl.js +161 -27
  196. package/dist/render/shaders/rush.js +11 -1
  197. package/dist/render/shaders/sdfText.d.ts +1 -1
  198. package/dist/render/shaders/sdfText.js +3 -2
  199. package/dist/render/shaders/text.d.ts +1 -1
  200. package/dist/render/shaders/text.js +18 -9
  201. package/dist/render/shadowCasters.d.ts +20 -1
  202. package/dist/render/shadowCasters.js +15 -1
  203. package/dist/render/shadowMap.d.ts +54 -5
  204. package/dist/render/shadowMap.js +190 -36
  205. package/dist/render/sunGlassTint.d.ts +25 -0
  206. package/dist/render/sunGlassTint.js +79 -0
  207. package/dist/render/surfaceEffects.d.ts +83 -0
  208. package/dist/render/surfaceEffects.js +75 -0
  209. package/dist/render/surfaceScene.d.ts +8 -0
  210. package/dist/render/surfaceScene.js +8 -0
  211. package/dist/render/surfaceTexture.d.ts +18 -2
  212. package/dist/render/surfaceTexture.js +68 -15
  213. package/dist/render/temporalAa.d.ts +25 -6
  214. package/dist/render/temporalAa.js +45 -15
  215. package/dist/render/textureSource.d.ts +30 -0
  216. package/dist/render/textureSource.js +53 -0
  217. package/dist/render/translucentQueue.d.ts +6 -0
  218. package/dist/render/translucentQueue.js +15 -1
  219. package/dist/render/vertexDefaults.js +2 -0
  220. package/dist/world/hlod.d.ts +104 -0
  221. package/dist/world/hlod.js +214 -0
  222. package/package.json +6 -6
  223. package/src/geometry/boxCsg.ts +186 -0
  224. package/src/geometry/csg.ts +384 -0
  225. package/src/geometry/meshBuilder.ts +15 -0
  226. package/src/geometry/meshConcat.ts +1 -0
  227. package/src/geometry/pixelFont.ts +2 -0
  228. package/src/geometry/solid.ts +189 -0
  229. package/src/geometry/solidFlat.ts +522 -0
  230. package/src/geometry/solidHarness.ts +83 -0
  231. package/src/geometry/solidNormals.ts +103 -0
  232. package/src/geometry/solidRound.ts +443 -0
  233. package/src/geometry/solidWriter.ts +58 -0
  234. package/src/index.ts +61 -1
  235. package/src/render/backend/api.ts +36 -11
  236. package/src/render/backend/drawFog.ts +31 -0
  237. package/src/render/backend/materialChanges.ts +9 -2
  238. package/src/render/backend/webgl2/glassTintPrograms.ts +58 -0
  239. package/src/render/backend/webgl2/instanced.ts +80 -14
  240. package/src/render/backend/webgl2/renderer.ts +700 -250
  241. package/src/render/backend/webgpu/buffers.ts +92 -5
  242. package/src/render/backend/webgpu/depthPass.ts +7 -2
  243. package/src/render/backend/webgpu/drawCommand.ts +6 -0
  244. package/src/render/backend/webgpu/flatPass.ts +62 -11
  245. package/src/render/backend/webgpu/glassTintPass.ts +245 -0
  246. package/src/render/backend/webgpu/gpuDrivenPass.ts +349 -5
  247. package/src/render/backend/webgpu/instanceCullPass.ts +165 -0
  248. package/src/render/backend/webgpu/instanced.ts +42 -4
  249. package/src/render/backend/webgpu/latePass.ts +161 -0
  250. package/src/render/backend/webgpu/lightVolumePass.ts +5 -1
  251. package/src/render/backend/webgpu/motionPass.ts +535 -0
  252. package/src/render/backend/webgpu/pipelineCache.ts +12 -1
  253. package/src/render/backend/webgpu/pointGlassTintPass.ts +233 -0
  254. package/src/render/backend/webgpu/pointShadowPass.ts +158 -26
  255. package/src/render/backend/webgpu/renderer.ts +1671 -670
  256. package/src/render/backend/webgpu/scatterPass.ts +2 -1
  257. package/src/render/backend/webgpu/sdfTextPass.ts +6 -1
  258. package/src/render/backend/webgpu/shaders/instanceCull.wgsl.ts +61 -0
  259. package/src/render/backend/webgpu/skinPaletteRing.ts +4 -0
  260. package/src/render/backend/webgpu/snapshotMips.ts +80 -0
  261. package/src/render/backend/webgpu/surfaceTexturePass.ts +91 -51
  262. package/src/render/driftLight/bake.ts +85 -62
  263. package/src/render/driftLight/denseField.ts +149 -0
  264. package/src/render/driftLight/lightField.ts +33 -18
  265. package/src/render/driftLight/presence.ts +69 -0
  266. package/src/render/driftLight/uniforms.ts +8 -9
  267. package/src/render/driftLight/worldLightField.ts +83 -0
  268. package/src/render/fixtureAtlas.ts +63 -0
  269. package/src/render/glass.ts +74 -0
  270. package/src/render/glassCasters.ts +164 -0
  271. package/src/render/glassShadow.ts +153 -0
  272. package/src/render/globalMediumPass.ts +4 -11
  273. package/src/render/gpudriven/lit.ts +31 -0
  274. package/src/render/gpudriven/materialTable.ts +28 -6
  275. package/src/render/gpudriven/pipeline.ts +4 -3
  276. package/src/render/gpudriven/sunGlass.ts +117 -0
  277. package/src/render/instanceCull.ts +205 -0
  278. package/src/render/instances.ts +16 -0
  279. package/src/render/lightBudget.ts +41 -38
  280. package/src/render/lightGrid.ts +130 -0
  281. package/src/render/mesh.ts +59 -72
  282. package/src/render/occlusion.ts +51 -7
  283. package/src/render/pointGlassTint.ts +250 -0
  284. package/src/render/pointLightSelection.ts +72 -4
  285. package/src/render/pointShadowArray.ts +188 -22
  286. package/src/render/pointShadowMap.ts +41 -0
  287. package/src/render/rainField.ts +39 -5
  288. package/src/render/recon/changeFrames.ts +24 -0
  289. package/src/render/recon/lateDepth.ts +83 -0
  290. package/src/render/recon/lateRouting.ts +29 -0
  291. package/src/render/recon/mover.ts +118 -0
  292. package/src/render/recon/resolve.ts +206 -20
  293. package/src/render/renderQuality.ts +47 -0
  294. package/src/render/rendererHarness.ts +16 -0
  295. package/src/render/sceneTarget.ts +62 -11
  296. package/src/render/shaders/depth.ts +118 -15
  297. package/src/render/shaders/flat/directionalShadow.ts +97 -6
  298. package/src/render/shaders/flat/driftLight.ts +32 -7
  299. package/src/render/shaders/flat/glassTint.ts +25 -0
  300. package/src/render/shaders/flat/index.ts +22 -3
  301. package/src/render/shaders/flat/lampGlass.ts +185 -0
  302. package/src/render/shaders/flat/main.ts +190 -38
  303. package/src/render/shaders/flat/pointShadow.ts +2 -0
  304. package/src/render/shaders/flat/preamble.ts +96 -26
  305. package/src/render/shaders/flat/surfaceEffects.ts +152 -0
  306. package/src/render/shaders/generated/depth.wgsl.ts +237 -7
  307. package/src/render/shaders/generated/flat.wgsl.ts +1685 -1621
  308. package/src/render/shaders/generated/globalMedium.wgsl.ts +3 -13
  309. package/src/render/shaders/generated/lightVolume.wgsl.ts +23 -17
  310. package/src/render/shaders/generated/octahedralResolve.wgsl.ts +30 -0
  311. package/src/render/shaders/generated/rush.wgsl.ts +21 -16
  312. package/src/render/shaders/generated/sdfText.wgsl.ts +2 -2
  313. package/src/render/shaders/generated/text.wgsl.ts +1 -1
  314. package/src/render/shaders/gi/driftLight.wgsl.ts +27 -4
  315. package/src/render/shaders/globalMedium.ts +6 -6
  316. package/src/render/shaders/gpudriven/blendRaster.wgsl.ts +88 -1
  317. package/src/render/shaders/gpudriven/cull.wgsl.ts +11 -2
  318. package/src/render/shaders/gpudriven/materialTable.wgsl.ts +3 -1
  319. package/src/render/shaders/gpudriven/shade.wgsl.ts +50 -1
  320. package/src/render/shaders/gpudriven/sunGlass.wgsl.ts +139 -0
  321. package/src/render/shaders/lightVolume.ts +6 -6
  322. package/src/render/shaders/octahedralResolve.ts +50 -17
  323. package/src/render/shaders/recon/lateDepth.wgsl.ts +72 -0
  324. package/src/render/shaders/recon/motion.wgsl.ts +84 -0
  325. package/src/render/shaders/recon/resolve.wgsl.ts +161 -27
  326. package/src/render/shaders/rush.ts +11 -1
  327. package/src/render/shaders/sdfText.ts +3 -2
  328. package/src/render/shaders/text.ts +18 -9
  329. package/src/render/shadowCasters.ts +28 -1
  330. package/src/render/shadowMap.ts +231 -37
  331. package/src/render/sunGlassTint.ts +86 -0
  332. package/src/render/surfaceEffects.ts +132 -0
  333. package/src/render/surfaceScene.ts +16 -0
  334. package/src/render/surfaceTexture.ts +110 -19
  335. package/src/render/temporalAa.ts +78 -14
  336. package/src/render/textureSource.ts +72 -0
  337. package/src/render/translucentQueue.ts +20 -1
  338. package/src/render/vertexDefaults.ts +2 -0
  339. package/src/world/hlod.ts +290 -0
@@ -1,15 +1,22 @@
1
1
  import { mat4 } from 'gl-matrix';
2
2
  import { probeFaceRange } from '../../reflectionProbe.js';
3
- import { TEMPORAL_HISTORY_BLEND, TemporalHistory, jitterOffset, jitterProjection, } from '../../temporalAa.js';
3
+ import { TEMPORAL_FLICKER, TEMPORAL_HISTORY_BLEND, TemporalHistory, flickerRule, jitterOffset, jitterProjection, } from '../../temporalAa.js';
4
4
  import { OIT_MULTISAMPLE_REFUSAL } from '../../orderIndependent.js';
5
5
  import { TranslucentQueue } from '../../translucentQueue.js';
6
- import { DEPTH_CLEAR, DEPTH_COMPARE_EQUAL, MAX_DEPTH_LAYER, REVERSED_DEPTH, } from '../../depthConvention.js';
6
+ import { DEPTH_CLEAR, MAX_DEPTH_LAYER, REVERSED_DEPTH } from '../../depthConvention.js';
7
7
  import { RECONSTRUCTION_MULTISAMPLE_REFUSAL, reconRenderSize } from '../../recon/frameSizes.js';
8
8
  import { jitterOffset as jitterOffsetFor, reconJitterPhases } from '../../recon/jitter.js';
9
9
  import { RECON_HISTORY_FORMAT, RECON_PARAM_FLOATS, RECON_WORKGROUP, reconResolveWgsl, } from '../../shaders/recon/resolve.wgsl.js';
10
- import { MOTION_DRAW_FLOATS, MOTION_DRAW_STRIDE, MOTION_FRAME_FLOATS, MOTION_TARGET_FORMAT, RECON_MOTION_WGSL, } from '../../shaders/recon/motion.wgsl.js';
10
+ import { MotionPass } from './motionPass.js';
11
+ import { LatePass } from './latePass.js';
12
+ import { SnapshotMips } from './snapshotMips.js';
13
+ import { resolveGlass } from '../../glass.js';
14
+ import { routesLate, tracksMotion } from '../../recon/lateRouting.js';
15
+ import { frameOfChange, keepsPrevious, pairedInstances } from '../../recon/changeFrames.js';
16
+ import { INSTANCE_STRIDE } from '../../instances.js';
11
17
  import { DEFAULT_DISOCCLUSION } from '../../recon/disocclusion.js';
12
18
  import { DEFAULT_RECON_QUALITY } from '../../recon/resolve.js';
19
+ import { MOVER_MOTION, MOVER_TWICE, advanceMover, claimRendererId, isMover, } from '../../recon/mover.js';
13
20
  import { clamp } from '../../../math/scalar.js';
14
21
  import { Camera } from '../../camera.js';
15
22
  import { PickableSet } from '../../pickable.js';
@@ -29,6 +36,8 @@ import { ProbeSweeps } from '../../probeSweeps.js';
29
36
  import { ggxMaxLevelFor, irradianceLevelFor, octahedralEdgeFor } from '../../prefilterEnvMap.js';
30
37
  import { environmentTexels } from './environmentTexels.js';
31
38
  import { packIesAtlas } from '../../iesProfile.js';
39
+ import { fixtureAtlasLayout, fixtureAtlasTexels } from '../../fixtureAtlas.js';
40
+ import { resolveSurfaceScene } from '../../surfaceScene.js';
32
41
  import { COOKIE_TILE } from '../../lightBudget.js';
33
42
  import { FULL_LIGHT_BUDGET } from '../../uniformVectorBudget.js';
34
43
  import { toHalfFloats } from '../../halfFloat.js';
@@ -38,6 +47,7 @@ import { areaShadowLayerCount, castingRange, createResolvedAreaShadows, firstAre
38
47
  import { createBakeScratch, runPointShadowBakes, selectCastingLights, } from '../../pointShadowBudget.js';
39
48
  import { POINT_SHADOW_SAMPLER, PointShadowSystem, } from '../../pointShadowSystem.js';
40
49
  import { GpuPointShadowArray, GpuPointShadowMap } from './pointShadowPass.js';
50
+ import { OCTAHEDRAL_EDGE, strideLayers } from '../../pointShadowArray.js';
41
51
  import { createPanelBindGroup, createPanelBindGroupLayout, createPanelCorners, panelPipeline, PANEL_FRAG_FIELDS, PANEL_FRAG_SIZE, PANEL_VERTEX_COUNT, PANEL_VERT_FIELDS, PANEL_VERT_SIZE, } from './panelPass.js';
42
52
  import { createGpuTextCube, createTextBindGroup, createTextBindGroupLayout, GpuText, textPipeline, TEXT_FRAG_FIELDS, TEXT_FRAG_SIZE, TEXT_VERT_FIELDS, TEXT_VERT_SIZE, } from './textPass.js';
43
53
  import { deviceSnappedCellSize, deviceSnappedOrigin } from '../../textLayout.js';
@@ -66,6 +76,10 @@ import { createScatterDeform, resolveScatterDeform, } from '../../scatterDeform.
66
76
  import { resolvePointLights } from '../../lightBudget.js';
67
77
  import { resolveRenderQuality } from '../../renderQuality.js';
68
78
  import { DEFAULT_GLOBAL_MEDIUM, mediumActive, mediumTargetSize, WEAK_GPU_MEDIUM_STEPS, resolveGlobalMedium, } from '../../globalMedium.js';
79
+ import { castsDepth, glassOf } from '../../shadowCasters.js';
80
+ import { GlassCasterList } from '../../glassCasters.js';
81
+ import { GpuGlassTint } from './glassTintPass.js';
82
+ import { SUN_DYNAMIC_LAYER, SUN_GLASS_MOVING_LAYER, SUN_GLASS_STATIC_LAYER, SUN_PEELED_LAYER, SUN_STATIC_LAYER, } from '../../shadowMap.js';
69
83
  import { VERTEX_LAYOUT, createGpuMesh, createGpuMeshIncremental } from './buffers.js';
70
84
  import { SkinPaletteRing } from './skinPaletteRing.js';
71
85
  import { DEPTH_FORMAT, FLAT_VERT_FIELDS, FLAT_VERT_SIZE, createFlatBindGroup, createFlatBindGroupLayout, flatFragmentBindings, flatVariant, flatVertexBindings, flatPipeline, flatPipelineAsync, } from './flatPass.js';
@@ -84,6 +98,7 @@ import { LIGHT_VOLUME_VERT_FIELDS, LIGHT_VOLUME_VERT_SIZE, createLightVolumeBind
84
98
  import { aimReflection, createGpuReflection } from './reflectionPass.js';
85
99
  import { FrameBudget } from '../budget.js';
86
100
  import { MaterialChanges, ownsMaterial } from '../materialChanges.js';
101
+ import { FOG_RECEDE, fogModeOf } from '../drawFog.js';
87
102
  import { DYNAMIC_ALIGNMENT as DYNAMIC_UNIFORM_ALIGNMENT, UniformRing } from './uniformRing.js';
88
103
  import { DecalQueue, MAX_DRAWN_DECALS } from '../../decalQueue.js';
89
104
  import { DistanceFieldScene } from '../../gi/fieldScene.js';
@@ -110,6 +125,8 @@ import { decalScissor } from '../../decalProjector.js';
110
125
  import { createCommandPool, resetPool, takeCommand } from './drawCommand.js';
111
126
  import { RESOURCE_COUNT, createArena, createFlushSchedule, keptNodes, maskOf, nodeCount, nodeState, nodeVerb, recordNode, resetArena, schedule, scheduleFlush, scratchFor, } from '../../frame/index.js';
112
127
  import { createFrustum, frustumFromViewProjection } from '../../../math/frustum.js';
128
+ import { batchBoxVisible, cullsInstances } from '../../instanceCull.js';
129
+ import { InstanceCullPass, MAX_CULL_SLOTS } from './instanceCullPass.js';
113
130
  import { OcclusionBuffer } from '../../occlusion.js';
114
131
  import { boundsVisible } from '../../visibility.js';
115
132
  import { createPassRegistry, drainRegistry, passAt, registerIn, unregisterIn } from '../../pass.js';
@@ -119,6 +136,7 @@ import { computeAt, createComputeRegistry, } from '../../compute.js';
119
136
  import { GpuInstancedBatch } from './instanced.js';
120
137
  import { cutoutOf } from '../../cutoutCaster.js';
121
138
  import { LightField } from '../../driftLight/lightField.js';
139
+ import { WorldLightField } from '../../driftLight/worldLightField.js';
122
140
  import { createDriftLightUniforms, resolveDriftLight } from '../../driftLight/uniforms.js';
123
141
  /**
124
142
  * How many draws one frame may make before the ring is full.
@@ -762,6 +780,24 @@ function padded(direction) {
762
780
  SCRATCH_VEC4[3] = 0;
763
781
  return SCRATCH_VEC4;
764
782
  }
783
+ /** The sun texture's usage: attached, sampled, and copied both ways when glass grows it. */
784
+ const SUN_USAGE = 0x10 | 0x4 | 0x1 | 0x2; // RENDER_ATTACHMENT | TEXTURE_BINDING | COPY_SRC | COPY_DST
785
+ /** Every view of the sun's texture a pass reads or attaches, for `maps` of its layers. */
786
+ function sunViewsOf(texture, maps, layers) {
787
+ const layer = (index) => texture.createView({ dimension: '2d', baseArrayLayer: index, arrayLayerCount: 1 });
788
+ return {
789
+ array: texture.createView({ dimension: '2d-array' }),
790
+ staticArray: texture.createView({
791
+ dimension: '2d-array',
792
+ baseArrayLayer: SUN_STATIC_LAYER,
793
+ arrayLayerCount: 1,
794
+ }),
795
+ static: layer(SUN_STATIC_LAYER),
796
+ dynamic: maps > SUN_DYNAMIC_LAYER ? layer(SUN_DYNAMIC_LAYER) : null,
797
+ peel: maps > SUN_PEELED_LAYER ? layer(SUN_PEELED_LAYER) : null,
798
+ glass: layers > maps ? [layer(SUN_GLASS_STATIC_LAYER), layer(SUN_GLASS_MOVING_LAYER)] : null,
799
+ };
800
+ }
765
801
  export class WebGPURenderer {
766
802
  /**
767
803
  * Real timestamp queries, where the adapter offers them.
@@ -863,6 +899,8 @@ export class WebGPURenderer {
863
899
  * caller who passed null gets — rather than reading a slot this frame has already re-let.
864
900
  */
865
901
  skinPaletteSlot = -1;
902
+ /** The palette `skinPaletteSlot` was uploaded from, for a skinned mover to copy. See `Mover`. */
903
+ skinPaletteData = null;
866
904
  surface;
867
905
  /** The encoder for the frame in flight, or null between frames. */
868
906
  encoder = null;
@@ -870,6 +908,27 @@ export class WebGPURenderer {
870
908
  meshPresent = new Map();
871
909
  pass = null;
872
910
  pipelines;
911
+ /**
912
+ * The pipelines a reconstructing frame's blended draws are built for: the reconstructed picture's
913
+ * format at one sample, which is where `LatePass` draws them. Aliased to `pipelines` when the
914
+ * world already lands on exactly that, as `overlayPipelines` is.
915
+ */
916
+ latePipelines;
917
+ /** The blended draws of a reconstructing frame, drawn after the upscale. See `LatePass`. */
918
+ latePass = null;
919
+ /** A late draw asked to refract: `runLate` copies the reconstructed picture before replaying. */
920
+ lateRefractWanted = false;
921
+ /** The refraction copy's mip chain, recorded after each copy: what frosted glass reads. */
922
+ refractMips = null;
923
+ /**
924
+ * The refraction copy's sampler: filtering, and **between levels as well**, so a frosted pane's
925
+ * level falls smoothly between two blurs rather than stepping from one to the next.
926
+ */
927
+ refractSampler = null;
928
+ /** One glass resolution reused by every draw, so a pane allocates nothing. See `glass.ts`. */
929
+ glassScratch = { transmission: 0, frost: 0, tint: [1, 1, 1] };
930
+ /** `issueCommand` bound once, so the late replay allocates no closure per frame. */
931
+ issueBound;
873
932
  /**
874
933
  * The same pipelines again, built for the canvas, for anything drawn after `endFrame`.
875
934
  *
@@ -1242,6 +1301,12 @@ export class WebGPURenderer {
1242
1301
  * what the layout already declares.
1243
1302
  */
1244
1303
  bloomGroups = [];
1304
+ /**
1305
+ * The picture the bloom reads, and its size: the scene target, or while reconstructing the
1306
+ * resolved picture at the drawing buffer's size. See `rebuildBloomGroups`.
1307
+ */
1308
+ bloomSourceWidth = 1;
1309
+ bloomSourceHeight = 1;
1245
1310
  frameWidth = 1;
1246
1311
  frameHeight = 1;
1247
1312
  /**
@@ -1393,13 +1458,25 @@ export class WebGPURenderer {
1393
1458
  * the *unsharpened* result — sharpening into the history would sharpen a sharpened picture every
1394
1459
  * frame, which is the halo the reference's own clamp exists to prevent, compounded.
1395
1460
  *
1396
- * The motion target is render size and carries a drawn object's own motion where something wrote
1397
- * one. **Nothing writes it yet**, so it is cleared every frame and every pixel takes the camera's
1398
- * motion, which the resolve derives from the depth and the reprojection. Static geometry is
1399
- * exact that way and a moving object ghosts until the motion pass lands.
1461
+ * The motion target is render size and carries a drawn object's own motion where the motion pass
1462
+ * wrote one — a draw that named its mover, or passed last frame's matrix. Every other texel is
1463
+ * cleared, and the resolve takes the camera's motion there, derived from the depth and the
1464
+ * reprojection: exact for anything that did not move. See `MotionPass`.
1400
1465
  */
1401
1466
  reconHistories = [null, null];
1402
1467
  reconHistoryViews = [null, null];
1468
+ /**
1469
+ * Each output pixel's flicker record, a pair swapped with the histories: the temporal resolve's
1470
+ * anti-flicker, over the reconstruction's own period (`recon/resolve.ts`).
1471
+ */
1472
+ reconFlickers = [null, null];
1473
+ reconFlickerViews = [null, null];
1474
+ /** Each output pixel's held depth swing, a pair of its own: see `recon/resolve.ts`. */
1475
+ reconSwings = [null, null];
1476
+ reconSwingViews = [null, null];
1477
+ /** The anti-flicker's rule for the period last asked for, kept so a frame makes none. */
1478
+ reconFlickerPhases = 0;
1479
+ reconFlickerRule = TEMPORAL_FLICKER;
1403
1480
  reconWrite = 0;
1404
1481
  reconHasHistory = false;
1405
1482
  reconShown = null;
@@ -1418,40 +1495,24 @@ export class WebGPURenderer {
1418
1495
  reconGroups = [null, null];
1419
1496
  reconSharpenGroups = [null, null];
1420
1497
  reconRushGroup = null;
1421
- /**
1422
- * What the motion pass will draw, recorded by `drawMesh` and spent once a frame.
1423
- *
1424
- * A parallel array of meshes and one flat matrix buffer rather than an array of objects, because
1425
- * this is written on the frame's hot path and the house rule about allocating there binds it: the
1426
- * matrices are copied into a buffer that only ever grows, and the count is what resets.
1427
- */
1428
- motionMeshes = [];
1429
- motionMatrices = new Float32Array(0);
1430
- motionCount = 0;
1431
- motionLayout = null;
1432
- /**
1433
- * One pipeline per vertex stride, because a stride is a property of the *mesh*.
1434
- *
1435
- * Which optional attributes a mesh supplied decides how far apart its positions are, and this
1436
- * pass reads nothing but positions — so two meshes drawn by the same shader still need two
1437
- * vertex layouts. A map rather than a cache key on the pipeline cache: there is one shader here
1438
- * and a handful of strides in any scene.
1439
- */
1440
- motionPipelines = new Map();
1441
- motionModule = null;
1442
- motionPipelineLayout = null;
1443
- motionFrameBuffer = null;
1444
- motionDrawBuffer = null;
1445
- motionDrawCapacity = 0;
1446
- motionGroup = null;
1447
- motionFrameStaging = new Float32Array(MOTION_FRAME_FLOATS);
1448
- motionDrawStaging = new Uint8Array(0);
1498
+ /** The motion pass, made with the reconstruction's targets. See `MotionPass`. */
1499
+ motionPass = null;
1500
+ /** This renderer's identity to a `Mover`. See `claimRendererId`. */
1501
+ moverRenderer = claimRendererId();
1502
+ /** Frames begun, so a mover can tell last frame from any other. Advanced in `beginFrame`. */
1503
+ moverFrame = 0;
1504
+ /** Between `beginFrame` and `endFrame`. A change outside it is the next frame's. */
1505
+ inFrame = false;
1506
+ warnedMoverTwice = false;
1449
1507
  /** The scene's own clip transform with the generated shaders' y negation folded in. */
1450
1508
  motionRaster = mat4.create();
1451
1509
  reconSizeKey = '';
1452
1510
  /** Last frame's raw view-projection and its inverse, and the two eyes. */
1453
1511
  reconPreviousRawViewProj = mat4.create();
1454
1512
  reconInverseViewProj = mat4.create();
1513
+ /** The inverse and the reprojection, multiplied in double precision. See `runReconstruction`. */
1514
+ reconInverse64 = new Float64Array(16);
1515
+ reconReprojection64 = new Float64Array(16);
1455
1516
  reconPreviousInverseViewProj = mat4.create();
1456
1517
  reconEye = new Float32Array(3);
1457
1518
  reconPreviousEye = new Float32Array(3);
@@ -1597,6 +1658,8 @@ export class WebGPURenderer {
1597
1658
  /** Said once for the whole renderer. See `refuseOitMultisampled`. */
1598
1659
  oitMultisampleRefused = false;
1599
1660
  oitReplaying = false;
1661
+ /** `uSurfaceScene`, resolved once a pass. See `surfaceScene.ts`. */
1662
+ surfaceScene = new Float32Array(4);
1600
1663
  /** Which buffer the replay is filling, which the pipeline key must carry. */
1601
1664
  oitMode = 'none';
1602
1665
  /**
@@ -1692,6 +1755,7 @@ export class WebGPURenderer {
1692
1755
  refraction: 0,
1693
1756
  refractTint: undefined,
1694
1757
  thicknessM: 0,
1758
+ glass: undefined,
1695
1759
  };
1696
1760
  reflectionPassActive = false;
1697
1761
  /** Said once: a mirror asked for outside a frame is a call-order fault, not a device limit. */
@@ -1871,6 +1935,8 @@ export class WebGPURenderer {
1871
1935
  return this.ringList;
1872
1936
  }
1873
1937
  flushRings() {
1938
+ /* Culls first: a submit that follows may carry a draw reading what they write. */
1939
+ this.instanceCulls?.flush();
1874
1940
  for (const ring of this.rings())
1875
1941
  ring.flush();
1876
1942
  }
@@ -1968,7 +2034,7 @@ export class WebGPURenderer {
1968
2034
  f[atF('uFogNear')] = medium.fogNear;
1969
2035
  f[atF('uFogFar')] = medium.fogFar;
1970
2036
  this.filmFrags.writeBlock(fragmentSlot, this.filmFragInts);
1971
- const filmPipe = filmPipeline(this.pipelines, this.surface.device, this.filmLayout, `film|${geometry.key ?? ''}`, this.presentOf(geometry));
2037
+ const filmPipe = filmPipeline(this.blendedPipelines(), this.surface.device, this.filmLayout, `film|${geometry.key ?? ''}`, this.presentOf(geometry));
1972
2038
  /* The mirror is an attachment right now, so the group that does not hold it. */
1973
2039
  const filmGroup = this.reflectionPassActive ? this.filmBindGroupBlank : this.filmBindGroup;
1974
2040
  /*
@@ -1977,7 +2043,7 @@ export class WebGPURenderer {
1977
2043
  * holds the mirror's colour whatever `uReflectionEnabled` says, and WebGPU validates the
1978
2044
  * binding rather than the read — the argument `filmBindGroupBlank` exists for.
1979
2045
  */
1980
- const filmCommand = this.recordDraw(filmGroup === this.filmBindGroup ? MIRROR_COLOR : 0, this.currentTarget());
2046
+ const filmCommand = this.recordBlended(filmGroup === this.filmBindGroup ? MIRROR_COLOR : 0);
1981
2047
  if (filmCommand !== null) {
1982
2048
  filmCommand.pipeline = filmPipe;
1983
2049
  filmCommand.bindGroup = filmGroup;
@@ -2067,6 +2133,10 @@ export class WebGPURenderer {
2067
2133
  createSurfaceTexture(source, options = {}) {
2068
2134
  return new GpuSurfaceTexture(this.surface.device, this.pipelines, source, options);
2069
2135
  }
2136
+ /** Several images of one size as an array's layers. See `RendererApi.createSurfaceTextureArray`. */
2137
+ createSurfaceTextureArray(sources, options = {}) {
2138
+ return new GpuSurfaceTexture(this.surface.device, this.pipelines, sources, options);
2139
+ }
2070
2140
  /**
2071
2141
  * GPU textures an `updateSurfaceTexture` replaced, destroyed when the next frame begins.
2072
2142
  *
@@ -2159,6 +2229,7 @@ export class WebGPURenderer {
2159
2229
  setSkinPalette(palette) {
2160
2230
  if (this.surface.lost)
2161
2231
  return;
2232
+ this.skinPaletteData = palette;
2162
2233
  if (palette === null) {
2163
2234
  this.skinPaletteSlot = -1;
2164
2235
  return;
@@ -2331,6 +2402,19 @@ export class WebGPURenderer {
2331
2402
  f[this.materialField('uGrain')] = Math.min(1, Math.max(0, amount));
2332
2403
  });
2333
2404
  }
2405
+ /**
2406
+ * How much of the surfaces drawn next survives a screen-door dither. See `renderer.ts`.
2407
+ *
2408
+ * Written straight into the scratch block rather than through `material()`'s callback, because
2409
+ * this one is called per crossfading region per frame and a closure per call is an allocation.
2410
+ */
2411
+ setDitherFade(amount) {
2412
+ if (this.surface.lost)
2413
+ return;
2414
+ /* The second half of `uWriteMode`, which the order-independent weight shares. */
2415
+ this.perFrameFloats[this.materialField('uWriteMode') + 1] = Math.min(1, Math.max(-1, amount));
2416
+ this.materials.dirty();
2417
+ }
2334
2418
  /**
2335
2419
  * How strong the microscopic relief on the surfaces drawn next is, and how coarse.
2336
2420
  *
@@ -2482,7 +2566,8 @@ export class WebGPURenderer {
2482
2566
  * no-op before the first `bindMeshPass` of a session, same as every other pass that reads it.
2483
2567
  */
2484
2568
  drawSdfText(text, model, color, opacity) {
2485
- const viewProj = this.viewProj;
2569
+ /* Unjittered when it lands after the upscale, like every late draw. See `drawsLate`. */
2570
+ const viewProj = this.drawsLate() ? this.correctedViewProj : this.viewProj;
2486
2571
  if (!this.canDraw() || viewProj === null)
2487
2572
  return;
2488
2573
  const font = text.font;
@@ -2511,9 +2596,9 @@ export class WebGPURenderer {
2511
2596
  ]);
2512
2597
  this.sdfTextFrags.writeInt(fragmentSlot, fragAt('uOutputTransform'), this.gradeCode());
2513
2598
  this.sdfTextFrags.writeFloat(fragmentSlot, fragAt('uOutputExposure'), this.gradeExposure());
2514
- const sdfPipe = sdfTextPipeline(this.targetPipelines(), this.surface.device, this.sdfTextLayout);
2599
+ const sdfPipe = sdfTextPipeline(this.blendedPipelines(), this.surface.device, this.sdfTextLayout);
2515
2600
  const sdfGroup = this.sdfTextBindGroupFor(atlas);
2516
- const sdfCommand = this.recordDraw(0, this.currentTarget());
2601
+ const sdfCommand = this.recordBlended(0);
2517
2602
  if (sdfCommand !== null) {
2518
2603
  sdfCommand.pipeline = sdfPipe;
2519
2604
  sdfCommand.bindGroup = sdfGroup;
@@ -2615,8 +2700,8 @@ export class WebGPURenderer {
2615
2700
  const pass = this.openTextPass();
2616
2701
  if (pass === null)
2617
2702
  return;
2618
- const textPipe = textPipeline(this.targetPipelines(), this.surface.device, this.textLayout);
2619
- const textCommand = this.recordDraw(0, this.currentTarget());
2703
+ const textPipe = textPipeline(this.blendedPipelines(), this.surface.device, this.textLayout);
2704
+ const textCommand = this.recordBlended(0);
2620
2705
  if (textCommand !== null) {
2621
2706
  textCommand.pipeline = textPipe;
2622
2707
  textCommand.bindGroup = this.textBindGroup;
@@ -3035,8 +3120,8 @@ export class WebGPURenderer {
3035
3120
  device.queue.writeBuffer(batch.vertUniforms, 0, batch.vertStaging);
3036
3121
  device.queue.writeBuffer(batch.fragUniforms, 0, batch.fragStaging);
3037
3122
  const layout = this.particleLayoutFor(batch.material).layout;
3038
- const particlePipe = particlePipeline(this.pipelines, device, layout, batch.material, batch.blend);
3039
- const particleCommand = this.recordDraw(0, this.currentTarget());
3123
+ const particlePipe = particlePipeline(this.blendedPipelines(), device, layout, batch.material, batch.blend);
3124
+ const particleCommand = this.recordBlended(0);
3040
3125
  if (particleCommand !== null) {
3041
3126
  particleCommand.pipeline = particlePipe;
3042
3127
  particleCommand.bindGroup = batch.bindGroup;
@@ -3154,8 +3239,8 @@ export class WebGPURenderer {
3154
3239
  * with `PlumeRenderer`, which has set `uTint` on every draw since before this backend.
3155
3240
  */
3156
3241
  frags.writeFloats(fragmentSlot, atF('uTint'), plumes.tint);
3157
- const plumePipe = plumePipeline(this.pipelines, this.surface.device, this.plumeLayout, plumes.material, plumes.blend);
3158
- const plumeCommand = this.recordDraw(0, this.currentTarget());
3242
+ const plumePipe = plumePipeline(this.blendedPipelines(), this.surface.device, this.plumeLayout, plumes.material, plumes.blend);
3243
+ const plumeCommand = this.recordBlended(0);
3159
3244
  if (plumeCommand !== null) {
3160
3245
  plumeCommand.pipeline = plumePipe;
3161
3246
  plumeCommand.bindGroup = this.plumeBindGroup;
@@ -3598,9 +3683,9 @@ export class WebGPURenderer {
3598
3683
  this.windStreakFragFloats.set(tint, (WIND_STREAK_FRAG_FIELDS.uTint.offset ?? 0) / 4);
3599
3684
  this.windStreakVerts.writeBlock(vertexSlot, this.windStreakVertBlock);
3600
3685
  this.windStreakFrags.writeBlock(fragmentSlot, this.windStreakFragBlock);
3601
- const windPipe = windStreakPipeline(this.pipelines, this.surface.device, this.windStreakLayout);
3686
+ const windPipe = windStreakPipeline(this.blendedPipelines(), this.surface.device, this.windStreakLayout);
3602
3687
  /* Two uniform buffers and two vertex buffers. Nothing is sampled, so nothing is read. */
3603
- const windCommand = this.recordDraw(0, this.currentTarget());
3688
+ const windCommand = this.recordBlended(0);
3604
3689
  if (windCommand !== null) {
3605
3690
  windCommand.pipeline = windPipe;
3606
3691
  windCommand.bindGroup = this.windStreakBindGroup;
@@ -3788,8 +3873,8 @@ export class WebGPURenderer {
3788
3873
  f[atF('uFogFar')] = medium.fogFar;
3789
3874
  this.boltVerts.writeBlock(vertexSlot, this.boltVertBlock);
3790
3875
  this.boltFrags.writeBlock(fragmentSlot, this.boltFragInts);
3791
- const boltPipe = boltPipeline(this.pipelines, this.surface.device, this.boltLayout);
3792
- const boltCommand = this.recordDraw(0, this.currentTarget());
3876
+ const boltPipe = boltPipeline(this.blendedPipelines(), this.surface.device, this.boltLayout);
3877
+ const boltCommand = this.recordBlended(0);
3793
3878
  if (boltCommand !== null) {
3794
3879
  boltCommand.pipeline = boltPipe;
3795
3880
  boltCommand.bindGroup = this.boltBindGroup;
@@ -3898,9 +3983,9 @@ export class WebGPURenderer {
3898
3983
  this.lineFrags.writeInt(fragmentSlot, atF('uFogMode'), medium.fogMode);
3899
3984
  this.lineFrags.writeFloat(fragmentSlot, atF('uFogNear'), medium.fogNear);
3900
3985
  this.lineFrags.writeFloat(fragmentSlot, atF('uFogFar'), medium.fogFar);
3901
- const linePipe = linePipeline(this.pipelines, this.surface.device, this.lineLayout, additive);
3986
+ const linePipe = linePipeline(this.blendedPipelines(), this.surface.device, this.lineLayout, additive);
3902
3987
  /* Two uniform blocks and three vertex buffers, and no attachment among them. */
3903
- const lineCommand = this.recordDraw(0, this.currentTarget());
3988
+ const lineCommand = this.recordBlended(0);
3904
3989
  if (lineCommand !== null) {
3905
3990
  lineCommand.pipeline = linePipe;
3906
3991
  lineCommand.bindGroup = this.lineBindGroup;
@@ -3941,6 +4026,8 @@ export class WebGPURenderer {
3941
4026
  waterLayout;
3942
4027
  /** The one-pixel stand-in, kept so the water bind group can be rebuilt without one. */
3943
4028
  blankView;
4029
+ /** The blank texel as a one-layer array: the stand-in every surface-texture binding takes. */
4030
+ blankSurfaceView;
3944
4031
  blankSampler;
3945
4032
  /**
3946
4033
  * A slot per body, not one buffer rewritten before each draw.
@@ -4107,7 +4194,38 @@ export class WebGPURenderer {
4107
4194
  sdfTextFrags;
4108
4195
  sdfTextBindGroups = new Map();
4109
4196
  /* -- The shadow pass -------------------------------------------------------------- */
4110
- shadowMap;
4197
+ /**
4198
+ * The sun's static, moving and peeled maps, as layers of one texture (`shadowMap.ts`). The three
4199
+ * views below are single layers, what each pass attaches; the two here are what is sampled.
4200
+ */
4201
+ sunShadowTexture;
4202
+ /** Every layer, for the lit pass, the light volumes and the medium. */
4203
+ sunArrayView;
4204
+ /**
4205
+ * The static layer alone, as an array, for the peel: it draws into another layer of the same
4206
+ * texture, and a view covering that layer too would put it in two usages in one pass.
4207
+ */
4208
+ sunStaticArrayView;
4209
+ /** How many layers the sun's texture holds: its maps, and the two glass layers once glass casts. */
4210
+ sunLayerCount;
4211
+ /** The glass depth layers, static then moving, once glass has cast. See `growSunForGlass`. */
4212
+ sunGlassViews = null;
4213
+ /** The texture a growth replaced, destroyed once the encoder that copied out of it is submitted. */
4214
+ retiredSunTexture = null;
4215
+ /** What the sun's light keeps through glass: two `rgba8unorm` layers, made when glass first casts. */
4216
+ sunTint = null;
4217
+ /** The tint pass's layouts, per-draw block, groups and pipelines, made when glass first casts. */
4218
+ glassTint = null;
4219
+ /** The tint pass open while the glass list is replayed into it. */
4220
+ tintPass = null;
4221
+ /** True while the glass list is replayed into a glass depth layer through `casterSink`. */
4222
+ drawingGlassDepth = false;
4223
+ /** Whether the open sun pass is the movers' layer, whose glass goes to the moving glass layer. */
4224
+ shadowLayerIsDynamic = false;
4225
+ /** The glass tints' sampler: filtering, and between levels, for frost's coarser reads. */
4226
+ tintSampler;
4227
+ /** The light a tint pass is drawn for: xyz a direction (w 0) or a position (w 1). */
4228
+ glassLight = new Float32Array(4);
4111
4229
  shadowView;
4112
4230
  shadowLayout;
4113
4231
  /** The same layout plus the joint palette. See `createDepthBindGroupLayout`. */
@@ -4134,7 +4252,6 @@ export class WebGPURenderer {
4134
4252
  * read twice — so a profile that switches peeling off gets no map and no pass on either
4135
4253
  * backend rather than a map nothing writes.
4136
4254
  */
4137
- peelMap;
4138
4255
  peelView;
4139
4256
  /**
4140
4257
  * The movers' own layer: the character, the rope it swings on, and anything else that walks.
@@ -4156,7 +4273,6 @@ export class WebGPURenderer {
4156
4273
  * and therefore as lit — so nothing looked broken, only empty, which is why it survived the
4157
4274
  * port and every gate in it.
4158
4275
  */
4159
- dynamicMap;
4160
4276
  dynamicView;
4161
4277
  /** The peel's own bind groups: `uPeelShadowLayer` at 1, and the static map to peel against. */
4162
4278
  shadowPeelBindGroup;
@@ -4230,7 +4346,7 @@ export class WebGPURenderer {
4230
4346
  if (held !== undefined)
4231
4347
  return held;
4232
4348
  const passUniforms = peel ? this.shadowPeelPassUniforms : this.shadowPassUniforms;
4233
- const previousView = peel ? this.shadowView : this.shadowBlankView;
4349
+ const previousView = peel ? this.sunStaticArrayView : this.shadowBlankView;
4234
4350
  const previousSampler = peel ? this.shadowPeelSampler : this.shadowBlankSampler;
4235
4351
  if (passUniforms === null || previousView === null || previousSampler === null)
4236
4352
  return null;
@@ -4278,8 +4394,23 @@ export class WebGPURenderer {
4278
4394
  * Built once and held, rather than made per call: it closes over `this` and a fresh one
4279
4395
  * every frame would be an allocation in a per-frame path.
4280
4396
  */
4397
+ /** The glass the open shadow pass was offered, kept for its own passes: `glassCasters.ts`. */
4398
+ glassCasters = new GlassCasterList();
4399
+ /** One resolution every glass caster is read through, so recording one allocates nothing. */
4400
+ glassCasterScratch = {
4401
+ transmission: 0,
4402
+ frost: 0,
4403
+ tint: [1, 1, 1],
4404
+ };
4281
4405
  casterSink = {
4282
4406
  mesh: (mesh, model, material) => {
4407
+ if (!this.drawingGlassDepth && !castsDepth(material)) {
4408
+ /* Glass: kept aside for its own two passes rather than dropped. See `glassCasters.ts`. */
4409
+ if (this.quality.glassShadows !== 'off' && glassOf(material, this.glassCasterScratch)) {
4410
+ this.glassCasters.recordMesh(mesh, model, material, this.glassCasterScratch);
4411
+ }
4412
+ return;
4413
+ }
4283
4414
  const pass = this.shadowPass;
4284
4415
  if (pass === null)
4285
4416
  return;
@@ -4313,6 +4444,12 @@ export class WebGPURenderer {
4313
4444
  * uses — one draw, however many instances, exactly as the colour pass does it.
4314
4445
  */
4315
4446
  instanced: (batch, data, material) => {
4447
+ if (!this.drawingGlassDepth && !castsDepth(material)) {
4448
+ if (this.quality.glassShadows !== 'off' && glassOf(material, this.glassCasterScratch)) {
4449
+ this.glassCasters.recordInstanced(batch, data, material, this.glassCasterScratch);
4450
+ }
4451
+ return;
4452
+ }
4316
4453
  const pass = this.shadowPass;
4317
4454
  if (pass === null)
4318
4455
  return;
@@ -4346,7 +4483,13 @@ export class WebGPURenderer {
4346
4483
  pass.setIndexBuffer(geometry.indexBuffer, 'uint32');
4347
4484
  pass.drawIndexed(geometry.indexCount, count);
4348
4485
  },
4349
- skinnedMesh: (mesh, model, palette) => {
4486
+ skinnedMesh: (mesh, model, palette, material) => {
4487
+ if (!this.drawingGlassDepth && !castsDepth(material)) {
4488
+ if (this.quality.glassShadows !== 'off' && glassOf(material, this.glassCasterScratch)) {
4489
+ this.glassCasters.recordSkinned(mesh, model, palette, material, this.glassCasterScratch);
4490
+ }
4491
+ return;
4492
+ }
4350
4493
  const pass = this.shadowPass;
4351
4494
  if (pass === null)
4352
4495
  return;
@@ -4681,7 +4824,9 @@ export class WebGPURenderer {
4681
4824
  * nothing at all under the default profile, which is on. The cache carries it for the same
4682
4825
  * reason it carries the sample count: no pass can then disagree with the attachment.
4683
4826
  */
4684
- this.pipelines = new PipelineCache(device, quality.screenEffects ? sceneColorFormat(quality.hdrScene) : surface.format, this.samples);
4827
+ /* Off compiles none of the glass lookup into a lit pipeline: see `PipelineCache.glassShadows`. */
4828
+ const glassShadows = quality.glassShadows !== 'off';
4829
+ this.pipelines = new PipelineCache(device, quality.screenEffects ? sceneColorFormat(quality.hdrScene) : surface.format, this.samples, glassShadows);
4685
4830
  /*
4686
4831
  * The canvas' own state, for the pass `ensurePass` reopens after `endFrame`.
4687
4832
  *
@@ -4693,7 +4838,12 @@ export class WebGPURenderer {
4693
4838
  this.overlayPipelines =
4694
4839
  this.pipelines.format === surface.format && this.samples === 1
4695
4840
  ? this.pipelines
4696
- : new PipelineCache(device, surface.format, 1);
4841
+ : new PipelineCache(device, surface.format, 1, glassShadows);
4842
+ this.latePipelines =
4843
+ this.pipelines.format === RECON_HISTORY_FORMAT && this.samples === 1
4844
+ ? this.pipelines
4845
+ : new PipelineCache(device, RECON_HISTORY_FORMAT, 1, glassShadows);
4846
+ this.issueBound = this.issueCommand.bind(this);
4697
4847
  this.pipelineTargets =
4698
4848
  this.overlayPipelines === this.pipelines
4699
4849
  ? [this.pipelines]
@@ -4765,6 +4915,9 @@ export class WebGPURenderer {
4765
4915
  * `uStaticShadowMap` rather than by anything here changing shape.
4766
4916
  */
4767
4917
  const blankView = blank.createView();
4918
+ /* The same texel as a one-layer array, for the four material maps, which are arrays now. */
4919
+ const blankSurfaceView = blank.createView({ dimension: '2d-array' });
4920
+ this.blankSurfaceView = blankSurfaceView;
4768
4921
  const blankSampler = device.createSampler({ label: 'flat.sampler' });
4769
4922
  /*
4770
4923
  * A one-texel integer stand-in for the froxel table.
@@ -4814,42 +4967,35 @@ export class WebGPURenderer {
4814
4967
  .createView({ dimension: '3d' });
4815
4968
  const blankDriftIndexView = blankVolume('flat.emptyDriftLightIndex', 'r32uint');
4816
4969
  const blankDriftAtlasView = blankVolume('flat.emptyDriftLightAtlas', 'rgba16float');
4817
- this.shadowMap = device.createTexture({
4818
- label: 'shadow.static',
4819
- size: [this.quality.directionalShadowMapSize, this.quality.directionalShadowMapSize],
4970
+ /*
4971
+ * The static world, its movers and — where more than one static depth layer is asked for —
4972
+ * the peel, as layers of one texture, on the conditions `renderer.ts` builds its array on: one
4973
+ * decision read twice. Same size and format throughout, because the shader samples every
4974
+ * layer with one \`uShadowMapSize\` and one set of filter offsets.
4975
+ */
4976
+ const sunLayers = this.quality.directionalShadows
4977
+ ? this.quality.directionalShadowDepthLayers > 1
4978
+ ? 3
4979
+ : 2
4980
+ : 1;
4981
+ this.sunShadowTexture = device.createTexture({
4982
+ label: 'shadow.sun',
4983
+ size: [
4984
+ this.quality.directionalShadowMapSize,
4985
+ this.quality.directionalShadowMapSize,
4986
+ sunLayers,
4987
+ ],
4820
4988
  format: SHADOW_FORMAT,
4821
- usage: 0x10 | 0x4, // RENDER_ATTACHMENT | TEXTURE_BINDING
4989
+ /* Copyable both ways, because the first glass grows it by copying every layer across. */
4990
+ usage: SUN_USAGE,
4822
4991
  });
4823
- this.shadowView = this.shadowMap.createView();
4824
- /*
4825
- * The peel layer, on the condition `renderer.ts` builds its own on: more than one depth
4826
- * layer asked for. `depth.ts` fills it by discarding every fragment at or in front of what
4827
- * the static pass stored, so what lands here is the second independently fading occluder.
4828
- */
4829
- this.peelMap =
4830
- this.quality.directionalShadowDepthLayers > 1
4831
- ? device.createTexture({
4832
- label: 'shadow.peel',
4833
- size: [this.quality.directionalShadowMapSize, this.quality.directionalShadowMapSize],
4834
- format: SHADOW_FORMAT,
4835
- usage: 0x10 | 0x4, // RENDER_ATTACHMENT | TEXTURE_BINDING
4836
- })
4837
- : null;
4838
- this.peelView = this.peelMap === null ? null : this.peelMap.createView();
4839
- /*
4840
- * The movers' layer, on the condition `renderer.ts` builds its own on: directional shadows
4841
- * at all. Same size and same format as the static map, because the shader samples all three
4842
- * with one `uShadowMapSize` and one set of PCF offsets.
4843
- */
4844
- this.dynamicMap = this.quality.directionalShadows
4845
- ? device.createTexture({
4846
- label: 'shadow.dynamic',
4847
- size: [this.quality.directionalShadowMapSize, this.quality.directionalShadowMapSize],
4848
- format: SHADOW_FORMAT,
4849
- usage: 0x10 | 0x4, // RENDER_ATTACHMENT | TEXTURE_BINDING
4850
- })
4851
- : null;
4852
- this.dynamicView = this.dynamicMap === null ? null : this.dynamicMap.createView();
4992
+ this.sunLayerCount = sunLayers;
4993
+ const views = sunViewsOf(this.sunShadowTexture, sunLayers, sunLayers);
4994
+ this.sunArrayView = views.array;
4995
+ this.sunStaticArrayView = views.staticArray;
4996
+ this.shadowView = views.static;
4997
+ this.dynamicView = views.dynamic;
4998
+ this.peelView = views.peel;
4853
4999
  /*
4854
5000
  * **Cleared once, here, because a texture no pass has written reads as zero**, which the
4855
5001
  * specification requires, and a zero in a map compared with `LEQUAL` is an occluder at the
@@ -4890,6 +5036,14 @@ export class WebGPURenderer {
4890
5036
  * rather than the hardware's.
4891
5037
  */
4892
5038
  const shadowSampler = device.createSampler({ label: 'shadow.sampler' });
5039
+ this.tintSampler = device.createSampler({
5040
+ label: 'shadow.tintSampler',
5041
+ magFilter: 'linear',
5042
+ minFilter: 'linear',
5043
+ mipmapFilter: 'linear',
5044
+ addressModeU: 'clamp-to-edge',
5045
+ addressModeV: 'clamp-to-edge',
5046
+ });
4893
5047
  /*
4894
5048
  * The photometric atlas's own sampler, **created here rather than reusing `postSampler`.**
4895
5049
  *
@@ -4910,15 +5064,18 @@ export class WebGPURenderer {
4910
5064
  addressModeV: 'clamp-to-edge',
4911
5065
  });
4912
5066
  this.flatTextures = (name) => {
4913
- if (name === 'uStaticShadowMap')
4914
- return { view: this.shadowView, sampler: shadowSampler };
4915
- /*
4916
- * The movers' layer. Cleared at construction like the others, so a profile with
4917
- * directional shadows on that never opens the layer reads the far plane and therefore
4918
- * "nothing moving is in the way" — not whatever the allocation happened to contain.
4919
- */
4920
- if (name === 'uDynamicShadowMap' && this.dynamicView !== null) {
4921
- return { view: this.dynamicView, sampler: shadowSampler };
5067
+ if (name === 'uSunShadows')
5068
+ return { view: this.sunArrayView, sampler: shadowSampler };
5069
+ /* What the sun keeps through glass, or the one-texel stand-in the lookup reads as none. */
5070
+ if (name === 'uSunGlassTints') {
5071
+ return { view: this.sunTint?.array ?? blankArrayView, sampler: this.tintSampler };
5072
+ }
5073
+ /* What the lamps keep through glass, one layer a light, or the same stand-in. */
5074
+ if (name === 'uPointGlassTints') {
5075
+ return {
5076
+ view: this.pointShadowArray?.glassTint?.view ?? blankArrayView,
5077
+ sampler: this.tintSampler,
5078
+ };
4922
5079
  }
4923
5080
  /*
4924
5081
  * The caller's image, or the stand-in. Read from the field rather than passed in, because
@@ -4933,7 +5090,7 @@ export class WebGPURenderer {
4933
5090
  if (name === 'uNormalMap') {
4934
5091
  const map = this.normalMap;
4935
5092
  return map === null
4936
- ? { view: blankView, sampler: blankSampler }
5093
+ ? { view: blankSurfaceView, sampler: blankSampler }
4937
5094
  : { view: map.view, sampler: map.sampler };
4938
5095
  }
4939
5096
  /* The caller's ORM map, or the stand-in, for the reason `uNormalMap` gives just above. */
@@ -4941,24 +5098,25 @@ export class WebGPURenderer {
4941
5098
  if (name === 'uEmissiveMap') {
4942
5099
  const map = this.emissiveMap;
4943
5100
  return map === null
4944
- ? { view: blankView, sampler: blankSampler }
5101
+ ? { view: blankSurfaceView, sampler: blankSampler }
4945
5102
  : { view: map.view, sampler: map.sampler };
4946
5103
  }
4947
5104
  if (name === 'uOrmMap') {
4948
5105
  const map = this.ormMap;
4949
5106
  return map === null
4950
- ? { view: blankView, sampler: blankSampler }
5107
+ ? { view: blankSurfaceView, sampler: blankSampler }
4951
5108
  : { view: map.view, sampler: map.sampler };
4952
5109
  }
4953
5110
  if (name === 'uAlbedo') {
4954
5111
  const albedo = this.albedo;
4955
5112
  return albedo === null
4956
- ? { view: blankView, sampler: blankSampler }
5113
+ ? { view: blankSurfaceView, sampler: blankSampler }
4957
5114
  : { view: albedo.view, sampler: albedo.sampler };
4958
5115
  }
4959
- /* The peel, where the profile asked for one. `uPeeledShadowEnabled` gates the sample. */
4960
- if (name === 'uPeeledShadowMap' && this.peelView !== null) {
4961
- return { view: this.peelView, sampler: shadowSampler };
5116
+ /* The albedo's effects table, or a one-texel stand-in the shader's size test reads as none.
5117
+ The albedo is the group's key, so its table needs no key of its own. */
5118
+ if (name === 'uSurfaceEffects') {
5119
+ return { view: this.albedo?.effectsView ?? blankView, sampler: blankSampler };
4962
5120
  }
4963
5121
  /*
4964
5122
  * The room, once a bake has filled it. Unbaked reads as the blank cube: nothing to mirror.
@@ -4991,18 +5149,8 @@ export class WebGPURenderer {
4991
5149
  * this one is a curve sampled between two angles rather than data addressed by index, so
4992
5150
  * interpolation across a row is the point. `postSampler` is linear and clamped.
4993
5151
  */
4994
- if (name === 'uIesAtlas') {
4995
- return { view: this.iesView ?? blankView, sampler: iesSampler };
4996
- }
4997
- /*
4998
- * The cookie atlas, or the single white texel a scene with no cookie falls back to.
4999
- *
5000
- * A filtering sampler, like the photometric atlas and unlike the froxel table: a cookie is
5001
- * an image and its whole point is that it is soft at the edges. The shader's own half-texel
5002
- * inset is what keeps one tile out of the next; a clamp cannot, the seam being interior.
5003
- */
5004
- if (name === 'uCookieAtlas') {
5005
- return { view: this.cookieView ?? blankView, sampler: iesSampler };
5152
+ if (name === 'uFixtureAtlas') {
5153
+ return { view: this.fixtureAtlasView(), sampler: iesSampler };
5006
5154
  }
5007
5155
  /*
5008
5156
  * DriftLight's brick index, read by `texelFetch` alone, so it shares the shadow group's
@@ -5028,7 +5176,15 @@ export class WebGPURenderer {
5028
5176
  * texels by construction, an offset that snapped to one being no offset at all.
5029
5177
  */
5030
5178
  if (name === 'uRefractScene') {
5031
- return { view: this.refractSnapshotView ?? blankView, sampler: iesSampler };
5179
+ this.refractSampler ??= device.createSampler({
5180
+ label: 'refract.sampler',
5181
+ magFilter: 'linear',
5182
+ minFilter: 'linear',
5183
+ mipmapFilter: 'linear',
5184
+ addressModeU: 'clamp-to-edge',
5185
+ addressModeV: 'clamp-to-edge',
5186
+ });
5187
+ return { view: this.refractSnapshotView ?? blankView, sampler: this.refractSampler };
5032
5188
  }
5033
5189
  /*
5034
5190
  * Every point light's shadow, in one binding.
@@ -5208,9 +5364,7 @@ export class WebGPURenderer {
5208
5364
  */
5209
5365
  this.mediumLayout = createPostStageLayout(device, MEDIUM_UNIFORMS, MEDIUM_FRAG_SIZE, [
5210
5366
  { binding: MEDIUM_TEXTURES.uDepth, filterable: false },
5211
- { binding: MEDIUM_TEXTURES.uStaticShadowMap, filterable: false },
5212
- { binding: MEDIUM_TEXTURES.uPeeledShadowMap, filterable: false },
5213
- { binding: MEDIUM_TEXTURES.uDynamicShadowMap, filterable: false },
5367
+ { binding: MEDIUM_TEXTURES.uSunShadows, filterable: false, dimension: '2d-array' },
5214
5368
  ]);
5215
5369
  this.mediumUniforms = device.createBuffer({
5216
5370
  label: 'post.mediumUniforms',
@@ -5343,9 +5497,9 @@ export class WebGPURenderer {
5343
5497
  device.queue.writeBuffer(depthPassUniforms, 0, new Int32Array([0]));
5344
5498
  this.scatterDepthLayout = createScatterDepthBindGroupLayout(device, DEPTH_FRAG_BINDING, DEPTH_FRAG_SIZE, DEPTH_PREVIOUS_BINDING);
5345
5499
  this.scatterDepthDraws = new UniformRing(device, SCATTER_DEPTH_SIZE, MAX_SCATTER_DEPTH_DRAWS, USAGE_UNIFORM_DST, 'scatter.depthDrawRing', this.scatterDepthBudget);
5346
- this.scatterDepthBindGroup = createScatterDepthBindGroup(device, this.scatterDepthLayout, this.scatterDepthDraws.buffer, { binding: DEPTH_FRAG_BINDING, buffer: depthPassUniforms, size: DEPTH_FRAG_SIZE }, DEPTH_PREVIOUS_BINDING, blankView, blankSampler);
5347
- this.shadowBindGroup = createDepthBindGroup(device, this.shadowLayout, this.shadowDraws.buffer, depthPassUniforms, blankView, blankSampler);
5348
- this.shadowBlankView = blankView;
5500
+ this.scatterDepthBindGroup = createScatterDepthBindGroup(device, this.scatterDepthLayout, this.scatterDepthDraws.buffer, { binding: DEPTH_FRAG_BINDING, buffer: depthPassUniforms, size: DEPTH_FRAG_SIZE }, DEPTH_PREVIOUS_BINDING, blankArrayView, blankSampler);
5501
+ this.shadowBindGroup = createDepthBindGroup(device, this.shadowLayout, this.shadowDraws.buffer, depthPassUniforms, blankArrayView, blankSampler);
5502
+ this.shadowBlankView = blankArrayView;
5349
5503
  this.shadowBlankSampler = blankSampler;
5350
5504
  this.shadowPassUniforms = depthPassUniforms;
5351
5505
  /*
@@ -5376,11 +5530,11 @@ export class WebGPURenderer {
5376
5530
  this.shadowPeelBindGroup =
5377
5531
  peelPassUniforms === null
5378
5532
  ? null
5379
- : createDepthBindGroup(device, this.shadowLayout, this.shadowDraws.buffer, peelPassUniforms, this.shadowView, shadowSampler);
5533
+ : createDepthBindGroup(device, this.shadowLayout, this.shadowDraws.buffer, peelPassUniforms, this.sunStaticArrayView, shadowSampler);
5380
5534
  this.scatterDepthPeelBindGroup =
5381
5535
  peelPassUniforms === null
5382
5536
  ? null
5383
- : createScatterDepthBindGroup(device, this.scatterDepthLayout, this.scatterDepthDraws.buffer, { binding: DEPTH_FRAG_BINDING, buffer: peelPassUniforms, size: DEPTH_FRAG_SIZE }, DEPTH_PREVIOUS_BINDING, this.shadowView, shadowSampler);
5537
+ : createScatterDepthBindGroup(device, this.scatterDepthLayout, this.scatterDepthDraws.buffer, { binding: DEPTH_FRAG_BINDING, buffer: peelPassUniforms, size: DEPTH_FRAG_SIZE }, DEPTH_PREVIOUS_BINDING, this.sunStaticArrayView, shadowSampler);
5384
5538
  /*
5385
5539
  * The overlays. Rings rather than single blocks because a frame draws several of each —
5386
5540
  * the loader alone is two panels and two strings — and `queue.writeBuffer` does not
@@ -5516,6 +5670,8 @@ export class WebGPURenderer {
5516
5670
  continue;
5517
5671
  present[String(attribute.name)] = key.includes(`:${String(attribute.name)}`);
5518
5672
  }
5673
+ /* Not a layout entry of its own — it widens `uvs` — so read from the key beside them. */
5674
+ present['layers'] = key.includes(':layers');
5519
5675
  return present;
5520
5676
  }
5521
5677
  /**
@@ -5527,6 +5683,7 @@ export class WebGPURenderer {
5527
5683
  * uncaught exceptions a second in somebody's error reporting.
5528
5684
  */
5529
5685
  beginFrame(clearColor) {
5686
+ this.cullFrame += 1;
5530
5687
  /* Whatever an update replaced during the last frame; nothing recorded can read it now. */
5531
5688
  for (const texture of this.retiredTextures)
5532
5689
  texture.destroy();
@@ -5621,7 +5778,10 @@ export class WebGPURenderer {
5621
5778
  this.perFrame.reset();
5622
5779
  this.materials.dirty();
5623
5780
  /* Spent by `runMotion` at the end of the last frame; a frame states its movers afresh. */
5624
- this.motionCount = 0;
5781
+ this.motionPass?.reset();
5782
+ this.latePass?.reset();
5783
+ this.moverFrame += 1;
5784
+ this.inFrame = true;
5625
5785
  /*
5626
5786
  * The canvas rather than the swap chain's texture, and the difference is that reading this
5627
5787
  * does not *acquire* anything. See `swapView`.
@@ -5781,6 +5941,15 @@ export class WebGPURenderer {
5781
5941
  present[String(attribute.name)] = supplied;
5782
5942
  key += supplied ? `:${String(attribute.name)}` : '';
5783
5943
  }
5944
+ /*
5945
+ * Texture-array layers widen the UV field to three floats (`LAYERED_UVS`), which is a different
5946
+ * vertex layout, so the key has to say so or a layered and a plain mesh would share a pipeline
5947
+ * and one of them would read every field after the UVs from the wrong offset.
5948
+ */
5949
+ if (data.layers !== undefined) {
5950
+ present['layers'] = true;
5951
+ key += ':layers';
5952
+ }
5784
5953
  const fullKey = `${this.variant}|${key}`;
5785
5954
  /*
5786
5955
  * **For every target this mesh can land on, which is two when the overlay is its own.**
@@ -5904,7 +6073,27 @@ export class WebGPURenderer {
5904
6073
  'would be patched from was not kept. Say so at `createMesh` — the flag is what decides ' +
5905
6074
  'what is kept and what a buffer is hinted as.');
5906
6075
  }
5907
- mesh.update(this.surface.device, positions, normals);
6076
+ /*
6077
+ * **The rows before this rewrite are last frame's**, kept only for a reconstruction and only
6078
+ * on the first rewrite of a frame — a second must not replace where the vertices were last
6079
+ * frame with where they were a moment ago. A rewrite between frames is the next frame's. See
6080
+ * `changeFrames.ts`.
6081
+ */
6082
+ const motion = mesh.motion;
6083
+ let previous = null;
6084
+ if (motion !== null && this.reconstructionWanted) {
6085
+ const frame = frameOfChange(this.moverFrame, this.inFrame);
6086
+ if (keepsPrevious(motion.changed, frame)) {
6087
+ motion.previous ??= this.surface.device.createBuffer({
6088
+ label: 'recon.dynamicPrevious',
6089
+ size: mesh.vertexBuffers[0]?.size ?? 0,
6090
+ usage: 0x0020 | 0x0008, // VERTEX | COPY_DST
6091
+ });
6092
+ previous = motion.previous;
6093
+ }
6094
+ motion.changed = frame;
6095
+ }
6096
+ mesh.update(this.surface.device, positions, normals, previous);
5908
6097
  }
5909
6098
  /**
5910
6099
  * Settle everything the frame shares: the camera, the lights and the fog.
@@ -5952,46 +6141,17 @@ export class WebGPURenderer {
5952
6141
  * Its sequence is its own: `reconJitterPhases` takes eight positions for every output pixel a
5953
6142
  * render pixel covers, where the temporal resolve's eight are enough at one to one.
5954
6143
  */
5955
- this.reconstructing = this.reconstructionWanted && !this.reflectionPassActive;
5956
- if (this.quality.reconstruction > 0 && this.samples > 1 && !this.reconMultisampleSaid) {
5957
- this.reconMultisampleSaid = true;
5958
- console.warn(RECONSTRUCTION_MULTISAMPLE_REFUSAL);
5959
- }
5960
- if (this.reconstructing) {
5961
- /*
5962
- * The offset `settleReconJitter` chose for the frame at `beginFrame`, applied here and not
5963
- * advanced here: a frame binding its mesh pass twice is one frame of the sequence.
5964
- *
5965
- * **The y offset is negated on the way in, and that is not a preference.** This shifts the
5966
- * *corrected* matrix, whose y `CLIP_CORRECTION` has already negated so that the negation
5967
- * every generated vertex stage ends with cancels out — §3 row 56. So an offset added here
5968
- * arrives on screen with its sign reversed, while x, which nothing negates, arrives as
5969
- * given. The temporal resolve cannot see this because its shader never reads the offset; the
5970
- * reconstruction reads it at every texel it unprojects, and a sign error there moves every
5971
- * sample two jitters away from where the depth says it is.
5972
- */
5973
- this.viewProj = jitterProjection(this.jitteredViewProj, this.correctedViewProj, this.reconJitter[0], -this.reconJitter[1], this.renderWidth, this.renderHeight);
5974
- this.temporalJittering = false;
5975
- this.temporalHistoryUsable = false;
5976
- }
5977
- this.temporalJittering =
5978
- !this.reconstructing &&
5979
- this.quality.temporalAa &&
5980
- this.quality.screenEffects &&
5981
- !this.reflectionPassActive;
5982
- if (this.temporalJittering) {
5983
- /* The scene's size, not the drawing buffer's: the history is a picture of the render. */
5984
- this.temporalHistoryUsable = this.temporalHistory.openFrame(this.renderWidth, this.renderHeight);
5985
- const [jx, jy] = jitterOffset(this.temporalHistory.frameIndex);
5986
- this.temporalJitterX = jx;
5987
- this.temporalJitterY = jy;
5988
- /* A jitter is half a *render* texel, which is what the sequence is spread over. */
5989
- this.viewProj = jitterProjection(this.jitteredViewProj, this.correctedViewProj, jx, jy, this.renderWidth, this.renderHeight);
5990
- }
5991
- else if (!this.reconstructing) {
5992
- this.temporalHistoryUsable = false;
6144
+ /*
6145
+ * **After the present there is no jitter to add and no temporal frame to open.** A mesh pass
6146
+ * bound then is the interface's, drawn over a picture already resolved: jittered, a map and every
6147
+ * edge of it moved by a fraction of a pixel each frame with nothing to resolve it; and opening a
6148
+ * second temporal frame stepped the sequence twice a frame, so the world saw every other
6149
+ * position and the anti-flicker's period never started.
6150
+ */
6151
+ if (this.framePresented)
5993
6152
  this.viewProj = this.correctedViewProj;
5994
- }
6153
+ else
6154
+ this.jitterFrame();
5995
6155
  /*
5996
6156
  * The frustum, once a frame, and from the **uncorrected** matrix.
5997
6157
  *
@@ -6084,8 +6244,11 @@ export class WebGPURenderer {
6084
6244
  * frame either way, because an unwritten one is four zeroes and `dot(p, 0) < 0` is false,
6085
6245
  * so the term would silently pass everything the first time somebody enabled it.
6086
6246
  */
6087
- i[at('uClipEnabled')] = this.reflectionPassActive ? 1 : 0;
6088
- f.set(this.reflection?.clipPlane ?? NO_CLIP_PLANE, at('uClipPlane'));
6247
+ /* The mirror's plane in a reflection pass and zero, which clips nothing, in every other: the lit
6248
+ stage has no flag beside the plane. See `uClipPlane` in `flat/preamble.ts`. */
6249
+ f.set(this.reflectionPassActive ? (this.reflection?.clipPlane ?? NO_CLIP_PLANE) : NO_CLIP_PLANE, at('uClipPlane'));
6250
+ resolveSurfaceScene(env, this.surfaceScene);
6251
+ f.set(this.surfaceScene, at('uSurfaceScene'));
6089
6252
  /*
6090
6253
  * The material and grading terms, matching `renderer.ts` value for value.
6091
6254
  *
@@ -6105,6 +6268,9 @@ export class WebGPURenderer {
6105
6268
  */
6106
6269
  f[at('uGrain')] = 1;
6107
6270
  f[at('uReflectivity')] = 0;
6271
+ /* No weighting and no dither until a pass or a crossfade asks. See `setDitherFade`. */
6272
+ f[at('uWriteMode')] = 0;
6273
+ f[at('uWriteMode') + 1] = 0;
6108
6274
  /* 1, not 0: a multiplier's identity is one. See `setEnvironmentGain`. */
6109
6275
  f[at('uEnvironmentGain')] = 1;
6110
6276
  /*
@@ -6532,8 +6698,8 @@ export class WebGPURenderer {
6532
6698
  * depth, so a motion pass drawing it would either be depth-rejected everywhere — wasted — or,
6533
6699
  * where it happened to pass, write motion for a surface no pixel of the frame belongs to.
6534
6700
  */
6535
- if (previousModel !== null)
6536
- this.recordMotion(mesh, model, previousModel);
6701
+ if (this.tracksMotionNow())
6702
+ this.recordDrawMotion(mesh, model, previousModel);
6537
6703
  this.submitMesh(mesh, model, tint, 1, false, { depthLayer });
6538
6704
  }
6539
6705
  /**
@@ -6624,7 +6790,7 @@ export class WebGPURenderer {
6624
6790
  * **Recorded rather than drawn**, when the effect is on and this is not already the replay.
6625
6791
  * Everything is copied — see `TranslucentQueue`, and the scratch matrix that made it necessary.
6626
6792
  */
6627
- if (this.oitActive && !this.oitReplaying) {
6793
+ if (this.oitActive && !this.oitReplaying && options.additive !== true) {
6628
6794
  this.translucentQueue.record(mesh, model, opacity, options);
6629
6795
  return;
6630
6796
  }
@@ -6668,7 +6834,12 @@ export class WebGPURenderer {
6668
6834
  }
6669
6835
  return;
6670
6836
  }
6671
- this.perDraw.writeFloats(slot, FLAT_VERT_FIELDS.uViewProj.offset, this.viewProj);
6837
+ /* A blended draw landing after the upscale is drawn into an unjittered picture. */
6838
+ /* Unless it moves with what it lies on, which the resolve reconstructs it with. See
6839
+ `TranslucentMeshOptions.reconstructed`. */
6840
+ const lands = blend && options.reconstructed !== true && this.drawsLate();
6841
+ const late = lands || (blend && this.oitReplaying && this.reconstructing);
6842
+ this.perDraw.writeFloats(slot, FLAT_VERT_FIELDS.uViewProj.offset, late ? this.correctedViewProj : this.viewProj);
6672
6843
  this.perDraw.writeFloats(slot, FLAT_VERT_FIELDS.uModel.offset, model);
6673
6844
  this.perDraw.writeFloats(slot, FLAT_VERT_FIELDS.uTint.offset, tint ?? WHITE);
6674
6845
  /* The frame's wind, for a mesh carrying a sway lane. Written on this path and not the
@@ -6701,19 +6872,19 @@ export class WebGPURenderer {
6701
6872
  this.perFrameFloats[this.materialField('uOpacity')] = opacity;
6702
6873
  /* Material state exactly like `uOpacity`, dirtied for the accumulation pass and restored
6703
6874
  below — the revealage pass draws with it at zero and its colour multiplied away. */
6704
- this.perFrameFloats[this.materialField('uOitWeighted')] = this.oitMode === 'accum' ? 1 : 0;
6875
+ this.perFrameFloats[this.materialField('uWriteMode')] = this.oitMode === 'accum' ? 1 : 0;
6705
6876
  }
6706
6877
  /* Same shape as `dimmed`: a slot is only worth taking when either differs from the default
6707
6878
  `bindMeshPass` already wrote, and both are put back together once the draw is submitted. */
6708
6879
  const lit = options.lit ?? true;
6709
- const fog = options.fog ?? true;
6880
+ /* Added light fades in the medium rather than receding into it. See `drawFog.ts`. */
6881
+ const fog = fogModeOf(options.fog ?? true, blend && options.additive === true);
6710
6882
  const toneMapped = options.toneMapped ?? true;
6711
- const unlitOrUnfogged = !lit || !fog;
6883
+ const unlitOrUnfogged = !lit || fog !== FOG_RECEDE;
6712
6884
  if (unlitOrUnfogged) {
6713
6885
  if (!lit)
6714
6886
  this.perFrameInts[this.materialField('uLightingEnabled')] = 0;
6715
- if (!fog)
6716
- this.perFrameInts[this.materialField('uFogEnabled')] = 0;
6887
+ this.perFrameInts[this.materialField('uFogEnabled')] = fog;
6717
6888
  }
6718
6889
  /* `1` is sRGB alone: the conversion without the curve. `Math.min` rather than a literal, so
6719
6890
  a renderer asked for `none` stays at none. See `TranslucentMeshOptions.toneMapped`. */
@@ -6729,17 +6900,7 @@ export class WebGPURenderer {
6729
6900
  * shades as an ordinary translucent one rather than sampling a texture holding the frame
6730
6901
  * before last. That is the defined state the two-backends rule asks for.
6731
6902
  */
6732
- const refraction = options.refraction ?? 0;
6733
- const refracting = refraction > 0 && this.takeRefractSnapshot();
6734
- if (refracting) {
6735
- this.perFrameFloats[this.materialField('uRefractStrength')] = refraction;
6736
- const refractTint = options.refractTint;
6737
- const tintAt = this.materialField('uRefractTint');
6738
- this.perFrameFloats[tintAt] = refractTint?.[0] ?? 1;
6739
- this.perFrameFloats[tintAt + 1] = refractTint?.[1] ?? 1;
6740
- this.perFrameFloats[tintAt + 2] = refractTint?.[2] ?? 1;
6741
- this.perFrameFloats[this.materialField('uRefractThickness')] = options.thicknessM ?? 0;
6742
- }
6903
+ const refracting = this.bindSeeThrough(options);
6743
6904
  /* Taken for itself when any of those differs from the pass, and put back below: the rule both
6744
6905
  backends count material changes by. See `materialChanges.ts`. */
6745
6906
  const own = ownsMaterial({ opacity, lit, fog, toneMapped, refracting });
@@ -6769,7 +6930,9 @@ export class WebGPURenderer {
6769
6930
  */
6770
6931
  const depthWrite = options.depthWrite ?? true;
6771
6932
  const layer = Math.min(Math.max(Math.round(options.depthLayer ?? 0), 0), MAX_DEPTH_LAYER);
6772
- const key = `${keyed}${blend ? '|blend' : ''}` +
6933
+ /* Added rather than blended over: its own blend state, so its own pipeline. */
6934
+ const adds = blend && options.additive === true;
6935
+ const key = `${keyed}${blend ? (adds ? '|add' : '|blend') : ''}` +
6773
6936
  `${depthWrite ? '' : '|nodepth'}${layer > 0 ? `|dl${layer}` : ''}` +
6774
6937
  /* The two order-independent buffers are two formats and two blend states, so a draw into
6775
6938
  one must never share a cached pipeline with the same mesh drawn into the other. */
@@ -6798,14 +6961,14 @@ export class WebGPURenderer {
6798
6961
  * pays the compile it was trying to avoid. That is a slow frame; the alternative is a
6799
6962
  * thrown error in the middle of one.
6800
6963
  */
6801
- const pipelines = this.targetPipelines();
6964
+ const pipelines = blend ? this.blendedPipelines(lands) : this.targetPipelines();
6802
6965
  let pipeline = pipelines.peek(key);
6803
6966
  if (pipeline === undefined) {
6804
6967
  const present = this.meshPresent.get(base);
6805
6968
  if (present === undefined) {
6806
6969
  throw new Error(`WebGPU: no pipeline for ${key}; createMesh builds it`);
6807
6970
  }
6808
- pipeline = flatPipeline(pipelines, this.surface.device, this.flatLayoutFor(skinned, morphed), this.variant, key, present, blend, skinned, morphed, depthWrite, layer, false, this.oitMode, this.materialDoubleSided);
6971
+ pipeline = flatPipeline(pipelines, this.surface.device, this.flatLayoutFor(skinned, morphed), this.variant, key, present, adds ? 'additive' : blend, skinned, morphed, depthWrite, layer, false, this.oitMode, this.materialDoubleSided);
6809
6972
  }
6810
6973
  /*
6811
6974
  * Guards the draw call only, not the restore below.
@@ -6830,7 +6993,9 @@ export class WebGPURenderer {
6830
6993
  * the uniform rings are the state arena this design would otherwise have had to build —
6831
6994
  * so the command carries them as its two dynamic offsets.
6832
6995
  */
6833
- const command = this.recordDraw(0, this.currentTarget());
6996
+ const command = blend
6997
+ ? this.recordBlended(0, lands)
6998
+ : this.recordDraw(0, this.currentTarget());
6834
6999
  if (command !== null) {
6835
7000
  command.pipeline = pipeline;
6836
7001
  command.bindGroup = this.flatBindGroupFor(skinned, morphed, deltas);
@@ -6863,19 +7028,17 @@ export class WebGPURenderer {
6863
7028
  whether or not this one found a slot to draw with. */
6864
7029
  if (dimmed) {
6865
7030
  this.perFrameFloats[this.materialField('uOpacity')] = 1;
6866
- this.perFrameFloats[this.materialField('uOitWeighted')] = 0;
7031
+ this.perFrameFloats[this.materialField('uWriteMode')] = 0;
6867
7032
  }
6868
7033
  if (unlitOrUnfogged) {
6869
7034
  if (!lit)
6870
7035
  this.perFrameInts[this.materialField('uLightingEnabled')] = 1;
6871
- if (!fog)
6872
- this.perFrameInts[this.materialField('uFogEnabled')] = 1;
6873
- }
6874
- if (refracting) {
6875
- /* Back to off for every other draw in the frame, exactly as `uOpacity` is: this scratch is
6876
- shared, so a strength left set is worn by everything drawn after it. */
6877
- this.perFrameFloats[this.materialField('uRefractStrength')] = 0;
7036
+ this.perFrameInts[this.materialField('uFogEnabled')] = FOG_RECEDE;
6878
7037
  }
7038
+ /* Back to off for every other draw in the frame, exactly as `uOpacity` is: this scratch is
7039
+ shared, so a strength left set is worn by everything drawn after it. */
7040
+ if (refracting)
7041
+ this.releaseSeeThrough();
6879
7042
  if (!toneMapped) {
6880
7043
  this.perFrameInts[this.materialField('uOutputTransform')] = this.gradeCode();
6881
7044
  }
@@ -6895,7 +7058,7 @@ export class WebGPURenderer {
6895
7058
  * anyway, because WebGL2 *cannot* and a capability one backend has and the other does not is
6896
7059
  * the shape this repository spent a week removing.
6897
7060
  */
6898
- createInstanced(mesh, capacity) {
7061
+ createInstanced(mesh, capacity, options = {}) {
6899
7062
  /*
6900
7063
  * **A skinned mesh cannot be instanced, and the reason is the vertex layout rather than the
6901
7064
  * shader.** An instanced pipeline reclaims locations 11 and 12 from the joint indices and
@@ -6921,25 +7084,46 @@ export class WebGPURenderer {
6921
7084
  'an ordinary mesh, or drop the channel — the sway, sky and alpha lanes cannot reach an ' +
6922
7085
  'instanced pipeline.');
6923
7086
  }
6924
- if (this.instanced.has(mesh)) {
6925
- throw new Error('WebGPU: this mesh already has an instanced batch — a mesh may have one, because the ' +
6926
- "other backend binds the attributes to the mesh's own vertex array.");
6927
- }
6928
- const batch = new GpuInstancedBatch(this.surface.device, mesh, capacity, `flat.instances:${mesh.key ?? 'mesh'}`);
6929
- this.instanced.set(mesh, batch);
7087
+ const batch = new GpuInstancedBatch(this.surface.device, mesh, capacity, `flat.instances:${mesh.key ?? 'mesh'}`, options.cull ?? false);
6930
7088
  return batch;
6931
7089
  }
6932
- /** Which meshes already carry a batch, so a second is refused rather than silently shared. */
6933
- instanced = new Map();
7090
+ /** The device instance culls, built on the first culling draw. See `InstanceCullPass`. */
7091
+ instanceCulls = null;
7092
+ /** Counts frames, so a batch knows when its cull slots were last taken. */
7093
+ cullFrame = 0;
6934
7094
  /** Push placement and colour. Only the live prefix; see `GpuInstancedBatch.upload`. */
6935
7095
  uploadInstanced(batch, data) {
6936
7096
  if (this.surface.lost)
6937
7097
  return;
6938
- batch.upload(this.surface.device.queue, data);
7098
+ /*
7099
+ * **The placement before this upload is last frame's**, kept only for a reconstruction and only
7100
+ * on a frame's first upload, for the reason `updateMesh` gives. See `changeFrames.ts`.
7101
+ */
7102
+ let previous = null;
7103
+ if (this.reconstructionWanted) {
7104
+ const frame = frameOfChange(this.moverFrame, this.inFrame);
7105
+ if (keepsPrevious(batch.changed, frame)) {
7106
+ batch.previousBuffer ??= this.surface.device.createBuffer({
7107
+ label: 'recon.instancesPrevious',
7108
+ size: batch.capacity * INSTANCE_STRIDE,
7109
+ usage: 0x0020 | 0x0008, // VERTEX | COPY_DST
7110
+ });
7111
+ previous = batch.previousBuffer;
7112
+ }
7113
+ batch.changed = frame;
7114
+ }
7115
+ batch.upload(this.surface.device.queue, data, previous);
6939
7116
  }
6940
7117
  /** Draw every live instance, opaque. */
6941
7118
  drawInstanced(batch, data) {
6942
7119
  this.submitInstanced(batch, data, 1, false, {});
7120
+ /* A batch that moved this frame pairs each slot with last frame's; the batch is the identity. */
7121
+ const previous = batch.previousBuffer;
7122
+ if (previous !== null && batch.changed === this.moverFrame && this.tracksMotionNow()) {
7123
+ const paired = pairedInstances(batch.previousCount, Math.min(data.count, batch.capacity));
7124
+ if (paired > 0)
7125
+ this.motionPass?.recordInstanced(batch.mesh, batch.buffer, previous, paired);
7126
+ }
6943
7127
  }
6944
7128
  /** Draw every live instance, blended. See `drawTranslucentMesh` for what the options mean. */
6945
7129
  drawTranslucentInstanced(batch, data, opacity, options = {}) {
@@ -6947,9 +7131,46 @@ export class WebGPURenderer {
6947
7131
  }
6948
7132
  /** Release the placement. The mesh is the caller's and is not released. */
6949
7133
  disposeInstanced(batch) {
6950
- this.instanced.delete(batch.mesh);
6951
7134
  batch.dispose();
6952
7135
  }
7136
+ /**
7137
+ * Write what a translucent draw shows through it into the material scratch: refraction's bend and
7138
+ * absorption, and glass. Returns whether the frame's copy is there to read, and so whether
7139
+ * `releaseSeeThrough` owes the scratch back.
7140
+ *
7141
+ * **A glass draw takes the copy even when it does not bend**, since a pane shows what is behind it
7142
+ * either way. A copy that cannot be taken — a mirror, a probe bake — leaves both off, so the pane
7143
+ * shades as ordinary translucency rather than sampling a stand-in. See `glass.ts`.
7144
+ */
7145
+ bindSeeThrough(options) {
7146
+ const refraction = options.refraction ?? 0;
7147
+ const glassy = resolveGlass(options.glass, this.glassScratch);
7148
+ if ((refraction <= 0 && !glassy) || !this.takeRefractSnapshot())
7149
+ return false;
7150
+ const glass = this.glassScratch;
7151
+ /* Strength, path thickness, transmission, frost: one vector, for the budget the shader states. */
7152
+ const seeAt = this.materialField('uSeeThrough');
7153
+ this.perFrameFloats[seeAt] = Math.max(refraction, 0);
7154
+ this.perFrameFloats[seeAt + 1] = options.thicknessM ?? 0;
7155
+ this.perFrameFloats[seeAt + 2] = glass.transmission;
7156
+ this.perFrameFloats[seeAt + 3] = glass.frost;
7157
+ const refractTint = options.refractTint;
7158
+ const tintAt = this.materialField('uRefractTint');
7159
+ this.perFrameFloats[tintAt] = refractTint?.[0] ?? 1;
7160
+ this.perFrameFloats[tintAt + 1] = refractTint?.[1] ?? 1;
7161
+ this.perFrameFloats[tintAt + 2] = refractTint?.[2] ?? 1;
7162
+ const glassTintAt = this.materialField('uGlassTint');
7163
+ this.perFrameFloats[glassTintAt] = glass.tint[0];
7164
+ this.perFrameFloats[glassTintAt + 1] = glass.tint[1];
7165
+ this.perFrameFloats[glassTintAt + 2] = glass.tint[2];
7166
+ return true;
7167
+ }
7168
+ /** Put the scratch back after `bindSeeThrough`: refraction and glass off. */
7169
+ releaseSeeThrough() {
7170
+ const seeAt = this.materialField('uSeeThrough');
7171
+ this.perFrameFloats[seeAt] = 0;
7172
+ this.perFrameFloats[seeAt + 2] = 0;
7173
+ }
6953
7174
  /**
6954
7175
  * One draw, one material slot, one uniform slot, however many instances.
6955
7176
  *
@@ -6962,6 +7183,31 @@ export class WebGPURenderer {
6962
7183
  * **What it gives up** against `drawMesh` is skinning and morphing, refused where the variant
6963
7184
  * is built, and a per-instance opacity: `opacity` here dims the whole batch.
6964
7185
  */
7186
+ /**
7187
+ * The next of a batch's cull slots this frame, with its cull queued against the current view; null
7188
+ * when the batch has drawn from `MAX_CULL_SLOTS` views already or the frame's job ring is full,
7189
+ * and the draw then takes every instance.
7190
+ */
7191
+ takeCullSlot(batch, count) {
7192
+ if (batch.slotFrame !== this.cullFrame) {
7193
+ batch.slotFrame = this.cullFrame;
7194
+ batch.slotsTaken = 0;
7195
+ }
7196
+ if (batch.slotsTaken >= MAX_CULL_SLOTS)
7197
+ return null;
7198
+ this.instanceCulls ??= new InstanceCullPass(this.surface.device);
7199
+ let slot = batch.slots[batch.slotsTaken];
7200
+ if (slot === undefined) {
7201
+ slot = this.instanceCulls.createSlot(batch.buffer, batch.capacity, 'flat.instances');
7202
+ batch.slots.push(slot);
7203
+ }
7204
+ const bounds = batch.mesh.bounds;
7205
+ const queued = this.instanceCulls.queue(slot, this.frustum, bounds.centre, bounds.radius, count, batch.mesh.indexCount);
7206
+ if (!queued)
7207
+ return null;
7208
+ batch.slotsTaken += 1;
7209
+ return slot;
7210
+ }
6965
7211
  submitInstanced(batch, data, opacity, blend, options) {
6966
7212
  if (!this.canDraw() || this.viewProj === null)
6967
7213
  return;
@@ -6971,6 +7217,14 @@ export class WebGPURenderer {
6971
7217
  const count = Math.min(data.count, batch.capacity);
6972
7218
  if (count === 0)
6973
7219
  return;
7220
+ /* A culling batch's camera draw: the whole batch against the view and the occluders on the CPU,
7221
+ then instance by instance on the device into an indirect draw. Blended draws keep every
7222
+ instance and their order. See `InstancedOptions.cull`. */
7223
+ const culling = !blend && batch.cull;
7224
+ if (culling && !batchBoxVisible(batch.box, this.frustum, this.occlusion))
7225
+ return;
7226
+ const cut = culling && cullsInstances(count, mesh.indexCount) ? this.takeCullSlot(batch, count) : null;
7227
+ const instanceBuffer = cut === null ? batch.buffer : cut.instances;
6974
7228
  const slot = this.perDraw.allocate();
6975
7229
  if (slot === null) {
6976
7230
  if (!this.warnedFull) {
@@ -6979,7 +7233,9 @@ export class WebGPURenderer {
6979
7233
  }
6980
7234
  return;
6981
7235
  }
6982
- this.perDraw.writeFloats(slot, FLAT_VERT_FIELDS.uViewProj.offset, this.viewProj);
7236
+ /* Late unless it moves with what it lies on. See `TranslucentMeshOptions.reconstructed`. */
7237
+ const lands = blend && options.reconstructed !== true && this.drawsLate();
7238
+ this.perDraw.writeFloats(slot, FLAT_VERT_FIELDS.uViewProj.offset, lands ? this.correctedViewProj : this.viewProj);
6983
7239
  this.perDraw.writeFloats(slot, FLAT_VERT_FIELDS.uUvScale.offset, this.uvScale);
6984
7240
  this.perDraw.writeFloats(slot, FLAT_VERT_FIELDS.uLightViewProj.offset, this.lightViewProj);
6985
7241
  this.perDraw.writeInt(slot, FLAT_VERT_FIELDS.uHasTangents.offset, mesh.hasTangents ? 1 : 0);
@@ -6988,43 +7244,46 @@ export class WebGPURenderer {
6988
7244
  this.perFrameFloats[this.materialField('uOpacity')] = opacity;
6989
7245
  }
6990
7246
  const lit = options.lit ?? true;
6991
- const fog = options.fog ?? true;
7247
+ const fog = fogModeOf(options.fog ?? true, blend && options.additive === true);
6992
7248
  const toneMapped = options.toneMapped ?? true;
6993
- const unlitOrUnfogged = !lit || !fog;
7249
+ const unlitOrUnfogged = !lit || fog !== FOG_RECEDE;
6994
7250
  if (unlitOrUnfogged) {
6995
7251
  if (!lit)
6996
7252
  this.perFrameInts[this.materialField('uLightingEnabled')] = 0;
6997
- if (!fog)
6998
- this.perFrameInts[this.materialField('uFogEnabled')] = 0;
7253
+ this.perFrameInts[this.materialField('uFogEnabled')] = fog;
6999
7254
  }
7000
7255
  if (!toneMapped) {
7001
7256
  this.perFrameInts[this.materialField('uOutputTransform')] = Math.min(this.gradeCode(), 1);
7002
7257
  }
7003
7258
  const depthWrite = options.depthWrite ?? true;
7004
7259
  const layer = Math.min(Math.max(Math.round(options.depthLayer ?? 0), 0), MAX_DEPTH_LAYER);
7005
- /* An instanced draw does not refract. See `materialChanges.ts`. */
7006
- const own = ownsMaterial({ opacity, lit, fog, toneMapped, refracting: false });
7260
+ /* A blended batch shows what is behind it — refraction or glass — as a single draw does. */
7261
+ const refracting = blend && this.bindSeeThrough(options);
7262
+ const own = ownsMaterial({ opacity, lit, fog, toneMapped, refracting });
7007
7263
  if (own)
7008
7264
  this.materials.dirty();
7009
7265
  const base = mesh.key ?? 'flat:s0:u0';
7010
7266
  /* `|inst` in the key, for the reason every other suffix is there: an instanced pipeline binds
7011
7267
  a third vertex buffer and a different vertex module, and sharing a cache entry with the
7012
7268
  plain one would hand a draw the wrong layout. */
7013
- const key = `${base}|inst${blend ? '|blend' : ''}` +
7269
+ const adds = blend && options.additive === true;
7270
+ const key = `${base}|inst${blend ? (adds ? '|add' : '|blend') : ''}` +
7014
7271
  `${depthWrite ? '' : '|nodepth'}${layer > 0 ? `|dl${layer}` : ''}` +
7015
7272
  `${this.materialDoubleSided ? '|2s' : ''}`;
7016
- const pipelines = this.targetPipelines();
7273
+ const pipelines = blend ? this.blendedPipelines(lands) : this.targetPipelines();
7017
7274
  let pipeline = pipelines.peek(key);
7018
7275
  if (pipeline === undefined) {
7019
7276
  const present = this.meshPresent.get(base);
7020
7277
  if (present === undefined) {
7021
7278
  throw new Error(`WebGPU: no mesh attributes recorded for ${base}; createMesh records them`);
7022
7279
  }
7023
- pipeline = flatPipeline(pipelines, this.surface.device, this.flatLayoutFor(false, false), this.variant, key, present, blend, false, false, depthWrite, layer, true, 'none', this.materialDoubleSided);
7280
+ pipeline = flatPipeline(pipelines, this.surface.device, this.flatLayoutFor(false, false), this.variant, key, present, adds ? 'additive' : blend, false, false, depthWrite, layer, true, 'none', this.materialDoubleSided);
7024
7281
  }
7025
7282
  const material = this.materialSlotForDraw();
7026
7283
  if (material !== null) {
7027
- const command = this.recordDraw(0, this.currentTarget());
7284
+ const command = blend
7285
+ ? this.recordBlended(0, lands)
7286
+ : this.recordDraw(0, this.currentTarget());
7028
7287
  if (command !== null) {
7029
7288
  command.pipeline = pipeline;
7030
7289
  command.bindGroup = this.flatBindGroupFor(false, false, null);
@@ -7035,12 +7294,13 @@ export class WebGPURenderer {
7035
7294
  for (; index < mesh.vertexBuffers.length; index++) {
7036
7295
  command.vertexBuffers[index] = mesh.vertexBuffers[index];
7037
7296
  }
7038
- command.vertexBuffers[index] = batch.buffer;
7297
+ command.vertexBuffers[index] = instanceBuffer;
7039
7298
  command.vertexCount = mesh.vertexBuffers.length + 1;
7040
7299
  command.indexBuffer = mesh.indexBuffer;
7041
7300
  command.indexed = true;
7042
7301
  command.count = mesh.indexCount;
7043
7302
  command.instances = count;
7303
+ command.indirect = cut === null ? null : cut.args;
7044
7304
  }
7045
7305
  else {
7046
7306
  const pass = this.openPass();
@@ -7052,9 +7312,12 @@ export class WebGPURenderer {
7052
7312
  for (; index < mesh.vertexBuffers.length; index++) {
7053
7313
  pass.setVertexBuffer(index, mesh.vertexBuffers[index]);
7054
7314
  }
7055
- pass.setVertexBuffer(index, batch.buffer);
7315
+ pass.setVertexBuffer(index, instanceBuffer);
7056
7316
  pass.setIndexBuffer(mesh.indexBuffer, 'uint32');
7057
- pass.drawIndexed(mesh.indexCount, count);
7317
+ if (cut === null)
7318
+ pass.drawIndexed(mesh.indexCount, count);
7319
+ else
7320
+ pass.drawIndexedIndirect(cut.args, 0);
7058
7321
  }
7059
7322
  }
7060
7323
  /* Back to the defaults, unconditionally and for the reason `drawMesh` gives at length: this
@@ -7065,11 +7328,13 @@ export class WebGPURenderer {
7065
7328
  }
7066
7329
  if (unlitOrUnfogged) {
7067
7330
  this.perFrameInts[this.materialField('uLightingEnabled')] = 1;
7068
- this.perFrameInts[this.materialField('uFogEnabled')] = 1;
7331
+ this.perFrameInts[this.materialField('uFogEnabled')] = FOG_RECEDE;
7069
7332
  }
7070
7333
  if (!toneMapped) {
7071
7334
  this.perFrameInts[this.materialField('uOutputTransform')] = this.gradeCode();
7072
7335
  }
7336
+ if (refracting)
7337
+ this.releaseSeeThrough();
7073
7338
  if (own)
7074
7339
  this.materials.dirty();
7075
7340
  }
@@ -7243,6 +7508,8 @@ export class WebGPURenderer {
7243
7508
  this.lightViewProj.set(lightViewProj);
7244
7509
  mat4.multiply(this.correctedLightViewProj, SHADOW_CLIP_CORRECTION, lightViewProj);
7245
7510
  this.shadowLayerIsPeel = peel;
7511
+ this.shadowLayerIsDynamic = dynamic;
7512
+ this.glassCasters.clear();
7246
7513
  /*
7247
7514
  * A frame's peel is only as good as the pass that fills it, and the static layer is the one
7248
7515
  * that opens first.
@@ -7348,13 +7615,295 @@ export class WebGPURenderer {
7348
7615
  casters(this.casterSink);
7349
7616
  }
7350
7617
  /** Close the shadow pass and submit it, so the frame can sample what it wrote. */
7618
+ /**
7619
+ * Add the sun's two glass layers, once, carrying every layer it holds across on `encoder`.
7620
+ *
7621
+ * **Copied rather than re-baked**, for the reason `SunShadowArray.growForGlass` gives: the static
7622
+ * map is the consumer's to bake and may be baked once, and the glass that grows the texture
7623
+ * arrives in the very pass that drew it. Every view of the old texture is stale afterwards, so
7624
+ * every group holding one is rebuilt here — the lit pass's, the volumes', the medium's and the
7625
+ * peel's — and the old texture is destroyed only once this encoder is submitted.
7626
+ */
7627
+ growSunForGlass(encoder) {
7628
+ if (this.sunGlassViews !== null)
7629
+ return;
7630
+ const device = this.surface.device;
7631
+ const size = this.quality.directionalShadowMapSize;
7632
+ const maps = this.sunLayerCount;
7633
+ /* The glass layers at their fixed places after the three maps: see `SUN_GLASS_STATIC_LAYER`. */
7634
+ const layers = SUN_GLASS_MOVING_LAYER + 1;
7635
+ const old = this.sunShadowTexture;
7636
+ const texture = device.createTexture({
7637
+ label: 'shadow.sun',
7638
+ size: [size, size, layers],
7639
+ format: SHADOW_FORMAT,
7640
+ usage: SUN_USAGE,
7641
+ });
7642
+ for (let layer = 0; layer < maps; layer++) {
7643
+ encoder.copyTextureToTexture({ texture: old, origin: { x: 0, y: 0, z: layer } }, { texture, origin: { x: 0, y: 0, z: layer } }, [size, size, 1]);
7644
+ }
7645
+ this.retiredSunTexture = old;
7646
+ this.sunShadowTexture = texture;
7647
+ this.sunLayerCount = layers;
7648
+ const views = sunViewsOf(texture, maps, layers);
7649
+ this.sunArrayView = views.array;
7650
+ this.sunStaticArrayView = views.staticArray;
7651
+ this.shadowView = views.static;
7652
+ this.dynamicView = views.dynamic;
7653
+ this.peelView = views.peel;
7654
+ this.sunGlassViews = views.glass;
7655
+ /* Both glass layers born at the far plane: nothing is nearer the sun than a pane not drawn. */
7656
+ for (const view of views.glass ?? []) {
7657
+ encoder
7658
+ .beginRenderPass({
7659
+ label: 'shadow.glass.clear',
7660
+ colorAttachments: [],
7661
+ depthStencilAttachment: {
7662
+ view,
7663
+ depthClearValue: 1,
7664
+ depthLoadOp: 'clear',
7665
+ depthStoreOp: 'store',
7666
+ },
7667
+ })
7668
+ .end();
7669
+ }
7670
+ this.rebuildSunGroups();
7671
+ }
7672
+ /** Every group that holds a view of the sun's texture, rebuilt after it has been replaced. */
7673
+ rebuildSunGroups() {
7674
+ const device = this.surface.device;
7675
+ const peelUniforms = this.shadowPeelPassUniforms;
7676
+ const peelSampler = this.shadowPeelSampler;
7677
+ if (peelUniforms !== null && peelSampler !== null) {
7678
+ this.shadowPeelBindGroup = createDepthBindGroup(device, this.shadowLayout, this.shadowDraws.buffer, peelUniforms, this.sunStaticArrayView, peelSampler);
7679
+ this.scatterDepthPeelBindGroup = createScatterDepthBindGroup(device, this.scatterDepthLayout, this.scatterDepthDraws.buffer, { binding: DEPTH_FRAG_BINDING, buffer: peelUniforms, size: DEPTH_FRAG_SIZE }, DEPTH_PREVIOUS_BINDING, this.sunStaticArrayView, peelSampler);
7680
+ }
7681
+ this.cutoutPeelGroups.clear();
7682
+ this.rebuildFlatGroupsForNewRings();
7683
+ this.lightVolumeBindGroup = this.buildLightVolumeBindGroup();
7684
+ this.mediumBindGroup = this.buildMediumBindGroup();
7685
+ }
7686
+ /** The sun's tint target, made the first time glass casts and born clear on `encoder`. */
7687
+ ensureSunTint(encoder) {
7688
+ if (this.sunTint !== null)
7689
+ return this.sunTint;
7690
+ const size = this.quality.directionalShadowMapSize;
7691
+ const edge = this.quality.glassShadows === 'half' ? Math.max(1, size >> 1) : size;
7692
+ const device = this.surface.device;
7693
+ const texture = device.createTexture({
7694
+ label: 'shadow.sunTint',
7695
+ size: [edge, edge, 2],
7696
+ format: 'rgba8unorm',
7697
+ mipLevelCount: Math.floor(Math.log2(edge)) + 1,
7698
+ usage: 0x10 | 0x4, // RENDER_ATTACHMENT | TEXTURE_BINDING
7699
+ });
7700
+ const layer = (index) => texture.createView({
7701
+ dimension: '2d',
7702
+ baseArrayLayer: index,
7703
+ arrayLayerCount: 1,
7704
+ baseMipLevel: 0,
7705
+ mipLevelCount: 1,
7706
+ });
7707
+ const mips = (index) => new SnapshotMips(device, this.pipelines, texture, 'rgba8unorm', index, 'shadow.tint.mips');
7708
+ const target = {
7709
+ texture,
7710
+ layers: [layer(0), layer(1)],
7711
+ array: texture.createView({ dimension: '2d-array' }),
7712
+ mips: [mips(0), mips(1)],
7713
+ };
7714
+ for (const view of target.layers) {
7715
+ encoder
7716
+ .beginRenderPass({
7717
+ label: 'shadow.tint.clear',
7718
+ colorAttachments: [{ view, loadOp: 'clear', clearValue: [1, 1, 1, 1], storeOp: 'store' }],
7719
+ })
7720
+ .end();
7721
+ }
7722
+ this.sunTint = target;
7723
+ this.rebuildFlatGroupsForNewRings();
7724
+ return target;
7725
+ }
7726
+ /**
7727
+ * Draw the pass's glass twice: where the nearest pane is, and what the panes let through.
7728
+ *
7729
+ * After the opaque casters, on the pass's own encoder. A layer that has held glass is redrawn
7730
+ * even when this pass offered none, so glass that has gone takes its colour with it.
7731
+ */
7732
+ flushSunGlass(encoder, which) {
7733
+ const list = this.glassCasters;
7734
+ if (this.quality.glassShadows === 'off')
7735
+ return;
7736
+ if (list.count === 0 && this.sunGlassViews === null)
7737
+ return;
7738
+ if (list.count > 0)
7739
+ this.growSunForGlass(encoder);
7740
+ const glassViews = this.sunGlassViews;
7741
+ if (glassViews === null)
7742
+ return;
7743
+ /* Where the nearest pane is: the depth pipelines, through the sink every opaque caster took. */
7744
+ this.shadowPass = encoder.beginRenderPass({
7745
+ label: 'shadow.glass',
7746
+ colorAttachments: [],
7747
+ depthStencilAttachment: {
7748
+ view: glassViews[which === 'static' ? 0 : 1],
7749
+ depthClearValue: 1,
7750
+ depthLoadOp: 'clear',
7751
+ depthStoreOp: 'store',
7752
+ },
7753
+ });
7754
+ this.drawingGlassDepth = true;
7755
+ list.replay(this.glassDepthSink);
7756
+ this.drawingGlassDepth = false;
7757
+ this.shadowPass.end();
7758
+ this.shadowPass = null;
7759
+ /* What the panes let through, every one on a ray, multiplied. */
7760
+ const target = this.ensureSunTint(encoder);
7761
+ const tint = (this.glassTint ??= new GpuGlassTint(this.surface.device));
7762
+ tint.frag.reset();
7763
+ /* The direction the light travels, off the light matrix's depth row; the sign is immaterial,
7764
+ since the tint takes the cosine absolutely, and w 0 says it is a direction. */
7765
+ const m = this.correctedLightViewProj;
7766
+ const length = Math.hypot(m[2], m[6], m[10]) || 1;
7767
+ this.glassLight[0] = m[2] / length;
7768
+ this.glassLight[1] = m[6] / length;
7769
+ this.glassLight[2] = m[10] / length;
7770
+ this.glassLight[3] = 0;
7771
+ this.tintPass = encoder.beginRenderPass({
7772
+ label: 'shadow.tint',
7773
+ colorAttachments: [
7774
+ {
7775
+ view: target.layers[which === 'static' ? 0 : 1],
7776
+ loadOp: 'clear',
7777
+ clearValue: [1, 1, 1, 1],
7778
+ storeOp: 'store',
7779
+ },
7780
+ ],
7781
+ });
7782
+ list.replay(this.glassTintSink);
7783
+ this.tintPass.end();
7784
+ this.tintPass = null;
7785
+ tint.frag.flush();
7786
+ /* The chain frost reads, for the layer just drawn. */
7787
+ target.mips[which === 'static' ? 0 : 1].record(encoder);
7788
+ }
7789
+ /** The glass list into a glass depth layer: `casterSink` itself, with glass let through. */
7790
+ glassDepthSink = {
7791
+ mesh: (mesh, model, material) => this.casterSink.mesh(mesh, model, material),
7792
+ instanced: (batch, data, material) => this.casterSink.instanced?.(batch, data, material),
7793
+ skinnedMesh: (mesh, model, palette, material) => this.casterSink.skinnedMesh(mesh, model, palette, material),
7794
+ };
7795
+ /**
7796
+ * The glass list into a tint layer, through the tint pipelines, **culling nothing**: every pane on
7797
+ * a ray counts, whichever way it faces. See the other backend's `glassTintSink`.
7798
+ */
7799
+ glassTintSink = {
7800
+ mesh: (mesh, model, material, glass) => {
7801
+ const pass = this.tintPass;
7802
+ const tint = this.glassTint;
7803
+ if (pass === null || tint === null)
7804
+ return;
7805
+ const geometry = mesh;
7806
+ if (geometry.vertexBuffers === undefined)
7807
+ return;
7808
+ const cutout = cutoutOf(material);
7809
+ const albedo = cutout === null ? null : cutout.albedo;
7810
+ const slot = this.shadowDraws.allocate();
7811
+ const pane = tint.frag.allocate();
7812
+ if (slot === null || pane === null)
7813
+ return;
7814
+ this.shadowDraws.writeFloats(slot, DEPTH_VERT_FIELDS.uLightViewProj.offset, this.correctedLightViewProj);
7815
+ this.shadowDraws.writeFloats(slot, DEPTH_VERT_FIELDS.uModel.offset, model);
7816
+ this.writeShadowWind(slot);
7817
+ if (cutout !== null)
7818
+ this.writeCutout(slot, cutout, DEPTH_CUTOUT_VERT_FIELDS);
7819
+ tint.writePane(pane, glass, this.glassLight);
7820
+ pass.setPipeline(tint.pipeline(this.pipelines, albedo === null ? 'rigid' : 'cutout', geometry.key ?? '', this.presentOf(geometry), 'none'));
7821
+ pass.setBindGroup(0, albedo === null
7822
+ ? tint.group(this.shadowDraws.buffer)
7823
+ : tint.cutoutGroup(this.shadowDraws.buffer, albedo.view, albedo.sampler), [slot, pane]);
7824
+ for (let index = 0; index < geometry.vertexBuffers.length; index++) {
7825
+ pass.setVertexBuffer(index, geometry.vertexBuffers[index]);
7826
+ }
7827
+ pass.setIndexBuffer(geometry.indexBuffer, 'uint32');
7828
+ pass.drawIndexed(geometry.indexCount);
7829
+ },
7830
+ instanced: (batch, data, material, glass) => {
7831
+ const pass = this.tintPass;
7832
+ const tint = this.glassTint;
7833
+ if (pass === null || tint === null)
7834
+ return;
7835
+ const gpuBatch = batch;
7836
+ const geometry = gpuBatch.mesh;
7837
+ if (geometry.vertexBuffers === undefined)
7838
+ return;
7839
+ const count = Math.min(data.count, gpuBatch.capacity);
7840
+ if (count === 0)
7841
+ return;
7842
+ const cutout = cutoutOf(material);
7843
+ const albedo = cutout === null ? null : cutout.albedo;
7844
+ const slot = this.shadowDraws.allocate();
7845
+ const pane = tint.frag.allocate();
7846
+ if (slot === null || pane === null)
7847
+ return;
7848
+ this.shadowDraws.writeFloats(slot, DEPTH_VERT_FIELDS.uLightViewProj.offset, this.correctedLightViewProj);
7849
+ if (cutout !== null)
7850
+ this.writeCutout(slot, cutout, DEPTH_INSTANCED_CUTOUT_VERT_FIELDS);
7851
+ tint.writePane(pane, glass, this.glassLight);
7852
+ pass.setPipeline(tint.pipeline(this.pipelines, albedo === null ? 'instanced' : 'instancedCutout', geometry.key ?? '', this.presentOf(geometry), 'none'));
7853
+ pass.setBindGroup(0, albedo === null
7854
+ ? tint.group(this.shadowDraws.buffer)
7855
+ : tint.cutoutGroup(this.shadowDraws.buffer, albedo.view, albedo.sampler), [slot, pane]);
7856
+ let index = 0;
7857
+ for (; index < geometry.vertexBuffers.length; index++) {
7858
+ pass.setVertexBuffer(index, geometry.vertexBuffers[index]);
7859
+ }
7860
+ pass.setVertexBuffer(index, gpuBatch.buffer);
7861
+ pass.setIndexBuffer(geometry.indexBuffer, 'uint32');
7862
+ pass.drawIndexed(geometry.indexCount, count);
7863
+ },
7864
+ skinnedMesh: (mesh, model, palette, _material, glass) => {
7865
+ const pass = this.tintPass;
7866
+ const tint = this.glassTint;
7867
+ if (pass === null || tint === null)
7868
+ return;
7869
+ const geometry = mesh;
7870
+ if (geometry.vertexBuffers === undefined)
7871
+ return;
7872
+ const paletteSlot = this.skinPalettes.take(this.surface.device, palette);
7873
+ const view = paletteSlot === null ? null : this.skinPalettes.view(paletteSlot);
7874
+ if (view === null)
7875
+ return;
7876
+ const slot = this.shadowDraws.allocate();
7877
+ const pane = tint.frag.allocate();
7878
+ if (slot === null || pane === null)
7879
+ return;
7880
+ this.shadowDraws.writeFloats(slot, DEPTH_VERT_FIELDS.uLightViewProj.offset, this.correctedLightViewProj);
7881
+ this.shadowDraws.writeFloats(slot, DEPTH_VERT_FIELDS.uModel.offset, model);
7882
+ this.writeShadowWind(slot);
7883
+ tint.writePane(pane, glass, this.glassLight);
7884
+ pass.setPipeline(tint.pipeline(this.pipelines, 'skinned', geometry.key ?? '', this.presentOf(geometry), 'none'));
7885
+ pass.setBindGroup(0, tint.skinnedGroup(this.shadowDraws.buffer, view), [slot, pane]);
7886
+ for (let index = 0; index < geometry.vertexBuffers.length; index++) {
7887
+ pass.setVertexBuffer(index, geometry.vertexBuffers[index]);
7888
+ }
7889
+ pass.setIndexBuffer(geometry.indexBuffer, 'uint32');
7890
+ pass.drawIndexed(geometry.indexCount);
7891
+ },
7892
+ };
7351
7893
  endShadowPass() {
7352
7894
  if (this.surface.lost || this.shadowPass === null || this.shadowEncoder === null)
7353
7895
  return;
7896
+ this.shadowPass.end();
7897
+ /* The peel keeps no glass: its layer is the second opaque occluder and nothing else. */
7898
+ if (!this.shadowLayerIsPeel) {
7899
+ this.flushSunGlass(this.shadowEncoder, this.shadowLayerIsDynamic ? 'dynamic' : 'static');
7900
+ }
7354
7901
  this.shadowDraws.flush();
7355
7902
  this.scatterDepthDraws.flush();
7356
- this.shadowPass.end();
7357
7903
  this.surface.device.queue.submit([this.shadowEncoder.finish()]);
7904
+ /* A growth's old texture, copied out of by what was just submitted and needed no longer. */
7905
+ this.retiredSunTexture?.destroy();
7906
+ this.retiredSunTexture = null;
7358
7907
  /* The map now holds a rendered peel rather than whatever it was created with. */
7359
7908
  if (this.shadowLayerIsPeel)
7360
7909
  this.peelFilled = true;
@@ -7383,6 +7932,8 @@ export class WebGPURenderer {
7383
7932
  preparedPointLightCount = 0;
7384
7933
  /** See `renderer.ts`: built when a world reports its lights, and rebuilt only to grow. */
7385
7934
  pointShadowArray = null;
7935
+ /** The array glass replaced, destroyed once the round that copied out of it is submitted. */
7936
+ retiredPointTexture = null;
7386
7937
  bakeScratch = createBakeScratch(POINT_SHADOW_POOL);
7387
7938
  /** Said once per renderer; see `updatePointShadows`. */
7388
7939
  warnedNoPointShadowArray = false;
@@ -7535,6 +8086,7 @@ export class WebGPURenderer {
7535
8086
  */
7536
8087
  this.shadowDraws.reset();
7537
8088
  this.scatterDepthDraws.reset();
8089
+ this.glassTint?.frag.reset();
7538
8090
  this.shadowEncoder = this.surface.device.createCommandEncoder({ label: 'pointShadow' });
7539
8091
  /* A cube face is a shadow pass like any other, and the courtyard is where it matters: six of
7540
8092
  them a frame is the difference this slot exists to make visible. */
@@ -7545,7 +8097,7 @@ export class WebGPURenderer {
7545
8097
  /* A frame's resolves take slots in the array's ring; see it for why they cannot share one. */
7546
8098
  this.pointShadowArray?.beginFrame();
7547
8099
  try {
7548
- runPointShadowBakes(pool, lights, this.quality.pointShadowFacesPerFrame, this.quality.liveShadowFacesPerFrame, this.quality.pointShadowRebakeDistance, FACE_COUNT, this.bakeScratch, staticCasters, dynamicCasters, (map, light, casters, maxFaces) => map.bake(light.x, light.y, light.z, light.radius, (view, viewProj) => this.bakeFace(view, viewProj, casters), (layer, face, far, near) => this.resolveFace(layer, face, far, near), this.faceViewProj, light.shadowNear, light.sourceRadius, maxFaces));
8100
+ runPointShadowBakes(pool, lights, this.quality.pointShadowFacesPerFrame, this.quality.liveShadowFacesPerFrame, this.quality.pointShadowRebakeDistance, FACE_COUNT, this.bakeScratch, staticCasters, dynamicCasters, (map, light, casters, maxFaces) => map.bake(light.x, light.y, light.z, light.radius, (view, viewProj) => this.bakeFace(view, viewProj, casters), (layer, face, far, near, x, y, z) => this.resolveFace(layer, face, far, near, x, y, z), this.faceViewProj, light.shadowNear, light.sourceRadius, maxFaces));
7549
8101
  /*
7550
8102
  * **Inside the same encoder and the same try, which is the whole reason the rectangles' bakes
7551
8103
  * ride this call.** Every face is its own render pass, they share one submission, and the
@@ -7553,11 +8105,14 @@ export class WebGPURenderer {
7553
8105
  * encoder, a second submit and a second `shadows` timer slot for work that is the same work.
7554
8106
  */
7555
8107
  this.updateAreaShadows(areaLights, frameDt, staticCasters, dynamicCasters);
8108
+ /* The chain frost reads, once for the round, for the lights whose glass it drew or cleared. */
8109
+ this.pointShadowArray?.glassTint?.recordMips(this.shadowEncoder);
7556
8110
  }
7557
8111
  finally {
7558
8112
  this.depthCullMode = 'back';
7559
8113
  this.shadowDraws.flush();
7560
8114
  this.scatterDepthDraws.flush();
8115
+ this.glassTint?.frag.flush();
7561
8116
  /*
7562
8117
  * **Before the submit, and that ordering is the whole point of the ring.** A write to the
7563
8118
  * queue lands ahead of the encoder's commands whenever it is issued, so uploading per
@@ -7569,6 +8124,9 @@ export class WebGPURenderer {
7569
8124
  this.shadowEncoder = null;
7570
8125
  this.shadowPass = null;
7571
8126
  this.gpuTimer.end();
8127
+ /* An interleaving's old array, copied out of by what was just submitted. */
8128
+ this.retiredPointTexture?.destroy();
8129
+ this.retiredPointTexture = null;
7572
8130
  }
7573
8131
  /*
7574
8132
  * **No rebind here any more.** Twelve cube views meant the bind group named twelve textures,
@@ -7578,6 +8136,10 @@ export class WebGPURenderer {
7578
8136
  * written every frame regardless.
7579
8137
  */
7580
8138
  pool.resolve(this.resolvedPointShadows);
8139
+ /* As the array stores them: 2L once glass has interleaved it. See `strideLayers`. */
8140
+ const stride = this.pointShadowArray.stride;
8141
+ strideLayers(this.resolvedPointShadows.layers, stride);
8142
+ strideLayers(this.resolvedPointShadows.liveLayers, stride);
7581
8143
  }
7582
8144
  /**
7583
8145
  * The rectangles' round, inside the shadow encoder this backend already opened.
@@ -7603,10 +8165,13 @@ export class WebGPURenderer {
7603
8165
  set.release();
7604
8166
  }
7605
8167
  }
7606
- set.update(areaLights, frameDt, this.quality.pointShadowFacesPerFrame, this.quality.liveShadowFacesPerFrame, this.quality.pointShadowRebakeDistance, FACE_COUNT, this.areaBakeScratch, staticCasters, dynamicCasters, (map, light, range, near, casters, maxFaces) => map.bake(light.x, light.y, light.z, range, (view, viewProj) => this.bakeFace(view, viewProj, casters), (layer, face, far, mapNear) => this.resolveFace(layer, face, far, mapNear), this.faceViewProj, near,
8168
+ set.update(areaLights, frameDt, this.quality.pointShadowFacesPerFrame, this.quality.liveShadowFacesPerFrame, this.quality.pointShadowRebakeDistance, FACE_COUNT, this.areaBakeScratch, staticCasters, dynamicCasters, (map, light, range, near, casters, maxFaces) => map.bake(light.x, light.y, light.z, range, (view, viewProj) => this.bakeFace(view, viewProj, casters), (layer, face, far, mapNear, x, y, z) => this.resolveFace(layer, face, far, mapNear, x, y, z), this.faceViewProj, near,
7607
8169
  /* The filter reads the emitter's size, never the bake. See `renderer.ts`'s copy. */
7608
8170
  DEFAULT_SOURCE_RADIUS, maxFaces));
7609
8171
  set.resolve(areaLights, this.resolvedAreaShadows);
8172
+ const stride = this.pointShadowArray?.stride ?? 1;
8173
+ strideLayers(this.resolvedAreaShadows.layer, stride);
8174
+ strideLayers(this.resolvedAreaShadows.liveLayer, stride);
7610
8175
  }
7611
8176
  /**
7612
8177
  * One cubemap face: a depth pass, the casters, done.
@@ -7634,10 +8199,27 @@ export class WebGPURenderer {
7634
8199
  depthStoreOp: 'store',
7635
8200
  },
7636
8201
  });
8202
+ /* A face is an enumeration of its own: its glass is its own. */
8203
+ this.glassCasters.clear();
7637
8204
  casters(this.casterSink);
7638
8205
  this.shadowPass.end();
7639
8206
  this.shadowPass = null;
7640
- }
8207
+ /*
8208
+ * The first face to offer glass interleaves the array, before its opaque depth is resolved:
8209
+ * `PointShadowArray.growForGlass`. The lit pass's groups hold the old array's view, so they
8210
+ * are rebuilt, and the old texture goes once this round's encoder — which copies out of it —
8211
+ * is submitted.
8212
+ */
8213
+ const array = this.pointShadowArray;
8214
+ if (array !== null && this.glassCasters.count > 0 && this.quality.glassShadows !== 'off') {
8215
+ const tintEdge = this.quality.glassShadows === 'half' ? OCTAHEDRAL_EDGE >> 1 : OCTAHEDRAL_EDGE;
8216
+ const old = array.growForGlass(encoder, tintEdge, this.pipelines);
8217
+ if (old !== null) {
8218
+ this.retiredPointTexture = old;
8219
+ this.rebuildFlatBindGroup();
8220
+ }
8221
+ }
8222
+ }
7641
8223
  /**
7642
8224
  * One rendered face into its region of the light's octahedral layer.
7643
8225
  *
@@ -7645,12 +8227,64 @@ export class WebGPURenderer {
7645
8227
  * serve every light: the face is consumed before the next one is drawn. See
7646
8228
  * `pointShadowArray.ts` for why the regions are disjoint.
7647
8229
  */
7648
- resolveFace(layer, face, far, near) {
8230
+ resolveFace(layer, face, far, near, x, y, z) {
7649
8231
  const encoder = this.shadowEncoder;
7650
8232
  const array = this.pointShadowArray;
7651
8233
  if (encoder === null || array === null)
7652
8234
  return;
7653
8235
  array.resolve(encoder, layer, face, far, near);
8236
+ const tintTarget = array.glassTint;
8237
+ if (tintTarget === null || this.quality.glassShadows === 'off')
8238
+ return;
8239
+ /*
8240
+ * The face's glass, twice, as `PointShadowMap.bakeGlassFace` draws it on the other backend. A
8241
+ * face that offers none still clears a region a previous owner's glass is in, from scratches
8242
+ * cleared and not drawn into, because a pool slot changes hands with its layer.
8243
+ */
8244
+ const offered = this.glassCasters.count > 0;
8245
+ if (!offered && !tintTarget.held(layer, face))
8246
+ return;
8247
+ this.shadowPass = encoder.beginRenderPass({
8248
+ label: 'pointShadow.glass',
8249
+ colorAttachments: [],
8250
+ depthStencilAttachment: {
8251
+ view: array.scratchView,
8252
+ depthClearValue: 1,
8253
+ depthLoadOp: 'clear',
8254
+ depthStoreOp: 'store',
8255
+ },
8256
+ });
8257
+ if (offered) {
8258
+ this.drawingGlassDepth = true;
8259
+ this.glassCasters.replay(this.glassDepthSink);
8260
+ this.drawingGlassDepth = false;
8261
+ }
8262
+ this.shadowPass.end();
8263
+ this.shadowPass = null;
8264
+ array.resolveGlass(encoder, layer, face, far, near);
8265
+ this.tintPass = encoder.beginRenderPass({
8266
+ label: 'pointShadow.tint',
8267
+ colorAttachments: [
8268
+ {
8269
+ view: tintTarget.scratchView,
8270
+ loadOp: 'clear',
8271
+ clearValue: [1, 1, 1, 1],
8272
+ storeOp: 'store',
8273
+ },
8274
+ ],
8275
+ });
8276
+ if (offered) {
8277
+ this.glassTint ??= new GpuGlassTint(this.surface.device);
8278
+ /* A place, w 1: each pane's angle to the lamp comes from its own position. */
8279
+ this.glassLight[0] = x;
8280
+ this.glassLight[1] = y;
8281
+ this.glassLight[2] = z;
8282
+ this.glassLight[3] = 1;
8283
+ this.glassCasters.replay(this.glassTintSink);
8284
+ }
8285
+ this.tintPass.end();
8286
+ this.tintPass = null;
8287
+ tintTarget.resolve(encoder, layer, face, offered);
7654
8288
  }
7655
8289
  buildFlatBindGroup() {
7656
8290
  return createFlatBindGroup(this.surface.device, this.bindGroupLayout, this.variant, this.perDraw.buffer, this.perFrame.buffer, this.flatTextures);
@@ -7959,8 +8593,10 @@ export class WebGPURenderer {
7959
8593
  * drawn over a reflective floor rather than under it.
7960
8594
  */
7961
8595
  this.runReflections(encoder);
7962
- /* The translucent set, into its two buffers and back over the scene. */
7963
- this.runOit(encoder);
8596
+ /* The translucent set, into its two buffers and back over the scene — after the upscale instead
8597
+ while reconstructing, where `runLate` draws the rest of the blended frame. */
8598
+ if (!this.reconstructing)
8599
+ this.runOit(encoder);
7964
8600
  /*
7965
8601
  * **The medium, after everything that draws and before anything that composites.**
7966
8602
  *
@@ -7982,6 +8618,9 @@ export class WebGPURenderer {
7982
8618
  */
7983
8619
  this.runMotion(encoder);
7984
8620
  this.runReconstruction(encoder);
8621
+ this.runLate(encoder);
8622
+ if (this.reconstructing)
8623
+ this.runOit(encoder);
7985
8624
  const aoStrength = this.quality.ambientOcclusion;
7986
8625
  if (aoStrength > 0 && this.frameProjection !== null)
7987
8626
  this.runOcclusion(encoder);
@@ -8015,6 +8654,23 @@ export class WebGPURenderer {
8015
8654
  f[at('uMotionStrength')] = motionStrength;
8016
8655
  f[at('uMotionMax')] = MOTION_BLUR_MAX_UV;
8017
8656
  f[at('uAoStrength')] = this.frameProjection === null ? 0 : aoStrength;
8657
+ /*
8658
+ * The occlusion read where this frame's jitter put it (`uAoOffset`): measured from the jittered
8659
+ * depth and applied to a picture the jitter has been taken out of. A texel stands at its index
8660
+ * plus a half less the jitter, so the occlusion of a point is a jitter further on. The
8661
+ * reconstruction's y is given upward and negated into the corrected matrix, which this pass's
8662
+ * rows run down from; the temporal resolve's goes in as it is, and arrives as it is.
8663
+ */
8664
+ f[at('uAoOffset')] = this.reconstructing
8665
+ ? this.reconJitter[0] / this.renderWidth
8666
+ : this.temporalJittering
8667
+ ? this.temporalJitterX / this.renderWidth
8668
+ : 0;
8669
+ f[at('uAoOffset') + 1] = this.reconstructing
8670
+ ? -this.reconJitter[1] / this.renderHeight
8671
+ : this.temporalJittering
8672
+ ? this.temporalJitterY / this.renderHeight
8673
+ : 0;
8018
8674
  f[at('uDofStrength')] = dofStrength;
8019
8675
  if (dofStrength > 0 && this.frameProjection !== null) {
8020
8676
  mat4.invert(this.dofInvProjection, this.frameProjection);
@@ -8156,6 +8812,8 @@ export class WebGPURenderer {
8156
8812
  this.reconSizeKey = key;
8157
8813
  for (const dead of [
8158
8814
  ...this.reconHistories,
8815
+ ...this.reconFlickers,
8816
+ ...this.reconSwings,
8159
8817
  this.reconShown,
8160
8818
  this.reconMotion,
8161
8819
  this.reconPreviousDepth,
@@ -8164,6 +8822,10 @@ export class WebGPURenderer {
8164
8822
  }
8165
8823
  this.reconHistories = [null, null];
8166
8824
  this.reconHistoryViews = [null, null];
8825
+ this.reconFlickers = [null, null];
8826
+ this.reconFlickerViews = [null, null];
8827
+ this.reconSwings = [null, null];
8828
+ this.reconSwingViews = [null, null];
8167
8829
  this.reconShown = null;
8168
8830
  this.reconShownView = null;
8169
8831
  this.reconMotion = null;
@@ -8188,24 +8850,44 @@ export class WebGPURenderer {
8188
8850
  });
8189
8851
  this.reconHistories[i] = texture;
8190
8852
  this.reconHistoryViews[i] = texture.createView();
8853
+ const record = device.createTexture({
8854
+ label: `recon.flicker${String(i)}`,
8855
+ size: [outputWidth, outputHeight],
8856
+ format: RECON_HISTORY_FORMAT,
8857
+ usage: HISTORY_USAGE,
8858
+ });
8859
+ this.reconFlickers[i] = record;
8860
+ this.reconFlickerViews[i] = record.createView();
8861
+ const swing = device.createTexture({
8862
+ label: `recon.swing${String(i)}`,
8863
+ size: [outputWidth, outputHeight],
8864
+ format: 'r32float',
8865
+ usage: HISTORY_USAGE,
8866
+ });
8867
+ this.reconSwings[i] = swing;
8868
+ this.reconSwingViews[i] = swing.createView();
8191
8869
  }
8192
8870
  this.reconShown = device.createTexture({
8193
8871
  label: 'recon.shown',
8194
8872
  size: [outputWidth, outputHeight],
8195
8873
  format: RECON_HISTORY_FORMAT,
8196
- usage: HISTORY_USAGE,
8874
+ /* An attachment too, because the blended draws land on it after the upscale, and a copy
8875
+ source for the panes that refract it. See `runLate`. */
8876
+ usage: HISTORY_USAGE | 0x10 | 0x1, // RENDER_ATTACHMENT | COPY_SRC
8197
8877
  });
8198
8878
  this.reconShownView = this.reconShown.createView();
8199
8879
  this.reconMotion = device.createTexture({
8200
8880
  label: 'recon.motion',
8201
8881
  size: [renderWidth, renderHeight],
8202
8882
  format: RECON_HISTORY_FORMAT,
8203
- /* An attachment as well, because the pass that will write it is a draw. Nothing writes it
8204
- today and nothing needs to clear it either: WebGPU zero-initialises a new texture, and
8205
- a zero in the fourth channel is what tells the resolve to derive the camera's motion. */
8883
+ /* An attachment as well, because the pass that writes it is a draw. It is cleared every
8884
+ frame by that pass, and a zero in the fourth channel is what tells the resolve to derive
8885
+ the camera's motion. */
8206
8886
  usage: 0x4 | 0x10,
8207
8887
  });
8208
8888
  this.reconMotionView = this.reconMotion.createView();
8889
+ this.motionPass ??= new MotionPass(device);
8890
+ this.latePass ??= new LatePass(device);
8209
8891
  this.reconPreviousDepth = device.createTexture({
8210
8892
  label: 'recon.previousDepth',
8211
8893
  size: [renderWidth, renderHeight],
@@ -8259,6 +8941,26 @@ export class WebGPURenderer {
8259
8941
  viewDimension: '2d',
8260
8942
  },
8261
8943
  },
8944
+ sampled(8, 'float'),
8945
+ {
8946
+ binding: 9,
8947
+ visibility: COMPUTE,
8948
+ storageTexture: {
8949
+ access: 'write-only',
8950
+ format: RECON_HISTORY_FORMAT,
8951
+ viewDimension: '2d',
8952
+ },
8953
+ },
8954
+ sampled(10, 'unfilterable-float'),
8955
+ {
8956
+ binding: 11,
8957
+ visibility: COMPUTE,
8958
+ storageTexture: {
8959
+ access: 'write-only',
8960
+ format: 'r32float',
8961
+ viewDimension: '2d',
8962
+ },
8963
+ },
8262
8964
  ],
8263
8965
  });
8264
8966
  const module = device.createShaderModule({ label: 'recon.resolve', code: reconResolveWgsl() });
@@ -8293,7 +8995,7 @@ export class WebGPURenderer {
8293
8995
  if (this.reconShownView === null)
8294
8996
  return;
8295
8997
  const { device } = this.surface;
8296
- const build = (label, history, target) => device.createBindGroup({
8998
+ const build = (label, history, target, records, nextRecords, swings, nextSwings) => device.createBindGroup({
8297
8999
  label,
8298
9000
  layout,
8299
9001
  entries: [
@@ -8305,223 +9007,226 @@ export class WebGPURenderer {
8305
9007
  { binding: 5, resource: this.postSampler },
8306
9008
  { binding: 6, resource: { buffer: params } },
8307
9009
  { binding: 7, resource: target },
9010
+ { binding: 8, resource: records },
9011
+ { binding: 9, resource: nextRecords },
9012
+ { binding: 10, resource: swings },
9013
+ { binding: 11, resource: nextSwings },
8308
9014
  ],
8309
9015
  });
8310
9016
  for (let write = 0; write < 2; write += 1) {
8311
9017
  const read = this.reconHistoryViews[1 - write];
8312
9018
  const target = this.reconHistoryViews[write];
8313
- if (read === null || target === null)
9019
+ const records = this.reconFlickerViews[1 - write];
9020
+ const nextRecords = this.reconFlickerViews[write];
9021
+ const swings = this.reconSwingViews[1 - write];
9022
+ const nextSwings = this.reconSwingViews[write];
9023
+ if (read === null || target === null || records === null || nextRecords === null)
9024
+ continue;
9025
+ if (swings === null || nextSwings === null)
8314
9026
  continue;
8315
- this.reconGroups[write] = build(`recon.resolve${String(write)}`, read, target);
8316
- this.reconSharpenGroups[write] = build(`recon.sharpen${String(write)}`, target, this.reconShownView);
9027
+ this.reconGroups[write] = build(`recon.resolve${String(write)}`, read, target, records, nextRecords, swings, nextSwings);
9028
+ /* The sharpen reads no record, but one layout serves both dispatches: the same pair, so no
9029
+ texture is both read and written. */
9030
+ this.reconSharpenGroups[write] = build(`recon.sharpen${String(write)}`, target, this.reconShownView, records, nextRecords, swings, nextSwings);
8317
9031
  }
8318
9032
  /* The composite's own group, over the resolved picture instead of the scene target. */
8319
9033
  this.reconRushGroup = this.buildRushBindGroup('recon.rushBindGroup', this.reconShownView);
8320
9034
  /* And the scene's, because `ensureComposite` built it before this one existed. */
8321
9035
  this.rebuildRushBindGroup();
9036
+ /* And the bloom's, which blooms the resolved picture: see `rebuildBloomGroups`. */
9037
+ this.rebuildBloomGroups();
9038
+ }
9039
+ /** This frame's jitter and temporal frame, decided where its scene camera is bound. See `bindMeshPass`. */
9040
+ jitterFrame() {
9041
+ this.reconstructing = this.reconstructionWanted && !this.reflectionPassActive;
9042
+ if (this.quality.reconstruction > 0 && this.samples > 1 && !this.reconMultisampleSaid) {
9043
+ this.reconMultisampleSaid = true;
9044
+ console.warn(RECONSTRUCTION_MULTISAMPLE_REFUSAL);
9045
+ }
9046
+ if (this.reconstructing) {
9047
+ /*
9048
+ * The offset `settleReconJitter` chose for the frame at `beginFrame`, applied here and not
9049
+ * advanced here: a frame binding its mesh pass twice is one frame of the sequence.
9050
+ *
9051
+ * **The y offset is negated on the way in, and that is not a preference.** This shifts the
9052
+ * *corrected* matrix, whose y `CLIP_CORRECTION` has already negated so that the negation
9053
+ * every generated vertex stage ends with cancels out — §3 row 56. So an offset added here
9054
+ * arrives on screen with its sign reversed, while x, which nothing negates, arrives as
9055
+ * given. The temporal resolve cannot see this because its shader never reads the offset; the
9056
+ * reconstruction reads it at every texel it unprojects, and a sign error there moves every
9057
+ * sample two jitters away from where the depth says it is.
9058
+ */
9059
+ this.viewProj = jitterProjection(this.jitteredViewProj, this.correctedViewProj, this.reconJitter[0], -this.reconJitter[1], this.renderWidth, this.renderHeight);
9060
+ this.temporalJittering = false;
9061
+ this.temporalHistoryUsable = false;
9062
+ }
9063
+ this.temporalJittering =
9064
+ !this.reconstructing &&
9065
+ this.quality.temporalAa &&
9066
+ this.quality.screenEffects &&
9067
+ !this.reflectionPassActive;
9068
+ if (this.temporalJittering) {
9069
+ /* The scene's size, not the drawing buffer's: the history is a picture of the render. */
9070
+ this.temporalHistoryUsable = this.temporalHistory.openFrame(this.renderWidth, this.renderHeight);
9071
+ const [jx, jy] = jitterOffset(this.temporalHistory.frameIndex);
9072
+ this.temporalJitterX = jx;
9073
+ this.temporalJitterY = jy;
9074
+ /* A jitter is half a *render* texel, which is what the sequence is spread over. */
9075
+ this.viewProj = jitterProjection(this.jitteredViewProj, this.correctedViewProj, jx, jy, this.renderWidth, this.renderHeight);
9076
+ }
9077
+ else if (!this.reconstructing) {
9078
+ this.temporalHistoryUsable = false;
9079
+ this.viewProj = this.correctedViewProj;
9080
+ }
8322
9081
  }
8323
9082
  /**
8324
- * Remember that this mesh moved, so the motion pass can draw where it was.
9083
+ * Whether a blended draw recorded now lands after the upscale. See `lateRouting.ts`.
8325
9084
  *
8326
- * Silent unless a reconstruction is running: a scene that always states its previous transforms
8327
- * — which is the right thing for a scene to do, the alternative being to know what the renderer
8328
- * is configured as — must cost nothing at all when nobody is going to read them.
9085
+ * Not during the order-independent replay, which owns its pass and issues into it directly.
8329
9086
  */
8330
- recordMotion(mesh, model, previousModel) {
8331
- if (!this.reconstructing)
8332
- return;
8333
- const at = this.motionCount;
8334
- const wanted = (at + 1) * MOTION_DRAW_FLOATS;
8335
- if (this.motionMatrices.length < wanted) {
8336
- /* Doubling, so a scene settles on one allocation rather than one a draw. */
8337
- const grown = new Float32Array(Math.max(wanted, this.motionMatrices.length * 2, 64));
8338
- grown.set(this.motionMatrices);
8339
- this.motionMatrices = grown;
8340
- }
8341
- this.motionMatrices.set(model, at * MOTION_DRAW_FLOATS);
8342
- this.motionMatrices.set(previousModel, at * MOTION_DRAW_FLOATS + 16);
8343
- this.motionMeshes[at] = mesh;
8344
- this.motionCount = at + 1;
9087
+ drawsLate() {
9088
+ return (this.latePass !== null &&
9089
+ this.oitEncoder === null &&
9090
+ routesLate(this.reconstructing, this.reflectionPassActive, this.probePassActive, this.framePresented));
8345
9091
  }
8346
9092
  /**
8347
- * The pipeline the motion pass draws with, built once.
8348
- *
8349
- * **The position buffer alone**, because that is all the shader reads and a mesh keeps one buffer
8350
- * an attribute — so this binds buffer zero and nothing else, whatever else the mesh carries.
9093
+ * The command a blended draw records into: the late pool while reconstructing, the frame graph
9094
+ * otherwise. **Late draws record whatever `quality.frameGraph` says**, since the late replay is
9095
+ * the only moment they can land; everything else keeps the path it has.
8351
9096
  */
8352
- buildMotionPipeline() {
8353
- if (this.motionLayout !== null)
8354
- return;
8355
- const { device } = this.surface;
8356
- this.motionLayout = device.createBindGroupLayout({
8357
- label: 'recon.motion.layout',
8358
- entries: [
8359
- { binding: 0, visibility: 0x1, buffer: { type: 'uniform' } },
8360
- {
8361
- binding: 1,
8362
- visibility: 0x1,
8363
- buffer: { type: 'uniform', hasDynamicOffset: true },
8364
- },
8365
- ],
8366
- });
8367
- this.motionModule = device.createShaderModule({
8368
- label: 'recon.motion',
8369
- code: RECON_MOTION_WGSL,
8370
- });
8371
- this.motionPipelineLayout = device.createPipelineLayout({
8372
- bindGroupLayouts: [this.motionLayout],
8373
- });
9097
+ recordBlended(reads, lands = this.drawsLate()) {
9098
+ const late = this.latePass;
9099
+ if (late !== null && lands)
9100
+ return late.take();
9101
+ return this.recordDraw(reads, this.currentTarget());
8374
9102
  }
8375
- /** The pipeline for one vertex stride, built on first sight of it. */
8376
- motionPipelineFor(stride) {
8377
- const held = this.motionPipelines.get(stride);
8378
- if (held !== undefined)
8379
- return held;
8380
- const module = this.motionModule;
8381
- const layout = this.motionPipelineLayout;
8382
- if (module === null || layout === null)
8383
- return null;
8384
- const { device } = this.surface;
8385
- const pipeline = device.createRenderPipeline({
8386
- label: `recon.motion.${String(stride)}`,
8387
- layout,
8388
- vertex: {
8389
- module,
8390
- entryPoint: 'motionVert',
8391
- /* Positions are the layout's first attribute and are never optional, so they are at offset
8392
- zero of every stride this can be handed. */
8393
- buffers: [
8394
- {
8395
- arrayStride: stride,
8396
- attributes: [{ shaderLocation: 0, offset: 0, format: 'float32x3' }],
8397
- },
8398
- ],
8399
- },
8400
- fragment: { module, entryPoint: 'motionFrag', targets: [{ format: MOTION_TARGET_FORMAT }] },
8401
- /*
8402
- * **The scene's own winding**, because this draws the scene's geometry through the scene's
8403
- * clip transform — the product the renderer hands over already carries the negation that
8404
- * `naga` writes into every generated vertex stage, so the faces come out the way they did
8405
- * and a `cw` front face here would draw the inside of every mesh. §3 row 57.
8406
- */
8407
- primitive: { topology: 'triangle-list', cullMode: 'back' },
8408
- depthStencil: {
8409
- format: DEPTH_FORMAT,
8410
- /*
8411
- * **Tested and not written.** The frame's depth is finished; this pass only wants the
8412
- * pixels the scene actually kept, and `DEPTH_COMPARE_EQUAL` is the comparison that admits
8413
- * exactly them — the same transform on the same positions gives the same depth, which is
8414
- * why the rasterisation matrix is handed over whole rather than rebuilt here.
8415
- *
8416
- * **And the equality is not fragile here**, which was worth measuring rather than
8417
- * assuming: this driver contracts multiply-adds (§3 row 107) and two shader modules can
8418
- * contract a matrix product differently, so an equality across them could have admitted
8419
- * only some of a surface. Run with `greater-equal` instead, the ghost measured the same
8420
- * to the pixel — 5,942 either way — so nothing is being dropped.
8421
- */
8422
- depthWriteEnabled: false,
8423
- depthCompare: DEPTH_COMPARE_EQUAL,
8424
- },
8425
- });
8426
- this.motionPipelines.set(stride, pipeline);
8427
- return pipeline;
9103
+ /** The pipelines a blended draw is built for: the reconstructed picture's while late. */
9104
+ blendedPipelines(lands = this.drawsLate()) {
9105
+ return lands ? this.latePipelines : this.targetPipelines();
8428
9106
  }
8429
9107
  /**
8430
- * Where every mover was last frame, into the motion target.
8431
- *
8432
- * **After everything that draws and before the resolve reads it.** The frame's depth has to be
8433
- * finished for the equality test to mean anything, and the resolve is what consumes the result.
9108
+ * The blended draws of a reconstructing frame, over the reconstructed picture at the output size
9109
+ * and unjittered, against the render's depth taken up to that size. Before occlusion, bloom and
9110
+ * the grade, so they are graded exactly as they were when they were drawn into the scene.
8434
9111
  */
8435
- runMotion(encoder) {
8436
- const target = this.reconMotionView;
9112
+ runLate(encoder) {
9113
+ const late = this.latePass;
9114
+ const shown = this.reconShownView;
8437
9115
  const depth = this.depthView;
8438
- if (!this.reconstructing || target === null || depth === null)
9116
+ if (!this.reconstructing || late === null || shown === null || depth === null)
8439
9117
  return;
8440
- const { device } = this.surface;
8441
- this.buildMotionPipeline();
8442
- const layout = this.motionLayout;
8443
- if (layout === null)
9118
+ const oitSet = this.oitActive && this.translucentQueue.length > 0;
9119
+ if (late.pending === 0 && !oitSet)
9120
+ return;
9121
+ const width = Math.max(1, this.surface.canvas.width);
9122
+ const height = Math.max(1, this.surface.canvas.height);
9123
+ /* The order-independent set tests against this depth too, so it is made for either. */
9124
+ late.upscale(encoder, depth, this.renderWidth, this.renderHeight, width, height, this.reconJitter[0], this.reconJitter[1]);
9125
+ if (this.lateRefractWanted && this.refractSnapshot !== null && this.reconShown !== null) {
9126
+ encoder.copyTextureToTexture({ texture: this.reconShown }, { texture: this.refractSnapshot }, [this.refractSnapshot.width, this.refractSnapshot.height]);
9127
+ this.refractMips?.record(encoder);
9128
+ this.refractSnapshotTaken = true;
9129
+ }
9130
+ this.lateRefractWanted = false;
9131
+ if (late.pending === 0)
8444
9132
  return;
8445
- /*
8446
- * **Cleared every frame, even when nothing moved.** A texel left from last frame is a flag
8447
- * saying "a draw wrote this", and the resolve would take a motion belonging to a surface that
8448
- * is no longer there. The clear is the pass's own load operation, so an empty queue still runs
8449
- * it — which is why this is not returned from before the pass is opened.
8450
- */
8451
9133
  const pass = encoder.beginRenderPass({
8452
- label: 'recon.motion',
9134
+ label: 'recon.late',
8453
9135
  timestampWrites: this.gpuTimer.writesFor(),
8454
- colorAttachments: [
8455
- { view: target, loadOp: 'clear', storeOp: 'store', clearValue: [0, 0, 0, 0] },
8456
- ],
9136
+ colorAttachments: [{ view: shown, loadOp: 'load', storeOp: 'store' }],
8457
9137
  depthStencilAttachment: {
8458
- view: depth,
9138
+ view: late.depthView(width, height),
8459
9139
  depthLoadOp: 'load',
9140
+ /* Kept: the order-independent set replays against it after this pass. */
8460
9141
  depthStoreOp: 'store',
8461
- depthReadOnly: false,
8462
9142
  },
8463
9143
  });
8464
- const count = this.motionCount;
8465
- if (count > 0) {
8466
- const bytes = count * MOTION_DRAW_STRIDE;
8467
- if (this.motionDrawCapacity < count) {
8468
- this.motionDrawBuffer?.destroy();
8469
- this.motionDrawCapacity = Math.max(count, this.motionDrawCapacity * 2, 16);
8470
- this.motionDrawBuffer = device.createBuffer({
8471
- label: 'recon.motion.draws',
8472
- size: this.motionDrawCapacity * MOTION_DRAW_STRIDE,
8473
- usage: 0x40 | 0x8, // UNIFORM | COPY_DST
8474
- });
8475
- this.motionDrawStaging = new Uint8Array(this.motionDrawCapacity * MOTION_DRAW_STRIDE);
8476
- this.motionGroup = null;
8477
- }
8478
- this.motionFrameBuffer ??= device.createBuffer({
8479
- label: 'recon.motion.frame',
8480
- size: MOTION_FRAME_FLOATS * 4,
8481
- usage: 0x40 | 0x8,
8482
- });
8483
- this.motionGroup ??= device.createBindGroup({
8484
- label: 'recon.motion.group',
8485
- layout,
8486
- entries: [
8487
- { binding: 0, resource: { buffer: this.motionFrameBuffer } },
8488
- {
8489
- binding: 1,
8490
- resource: { buffer: this.motionDrawBuffer, size: MOTION_DRAW_STRIDE },
8491
- },
8492
- ],
8493
- });
8494
- /* The scene's clip transform, with the generated stages' y negation folded in. */
8495
- mat4.multiply(this.motionRaster, MOTION_CLIP_FLIP, this.viewProj ?? this.correctedViewProj);
8496
- this.motionFrameStaging.set(this.motionRaster, 0);
8497
- this.motionFrameStaging.set(this.frameRawViewProj, 16);
8498
- this.motionFrameStaging.set(this.reconPreviousRawViewProj, 32);
8499
- device.queue.writeBuffer(this.motionFrameBuffer, 0, this.motionFrameStaging);
8500
- const draws = new Float32Array(this.motionDrawStaging.buffer);
8501
- for (let i = 0; i < count; i += 1) {
8502
- draws.set(this.motionMatrices.subarray(i * MOTION_DRAW_FLOATS, (i + 1) * MOTION_DRAW_FLOATS), (i * MOTION_DRAW_STRIDE) / 4);
8503
- }
8504
- device.queue.writeBuffer(this.motionDrawBuffer, 0, this.motionDrawStaging, 0, bytes);
8505
- let bound = null;
8506
- for (let i = 0; i < count; i += 1) {
8507
- const mesh = this.motionMeshes[i];
8508
- if (mesh === undefined)
8509
- continue;
8510
- const pipeline = this.motionPipelineFor(mesh.vertexStride);
8511
- if (pipeline === null)
8512
- continue;
8513
- if (pipeline !== bound) {
8514
- pass.setPipeline(pipeline);
8515
- bound = pipeline;
8516
- }
8517
- pass.setBindGroup(0, this.motionGroup, [i * MOTION_DRAW_STRIDE]);
8518
- pass.setVertexBuffer(0, mesh.vertexBuffers[0]);
8519
- pass.setIndexBuffer(mesh.indexBuffer, 'uint32');
8520
- pass.drawIndexed(mesh.indexCount);
8521
- }
8522
- }
9144
+ late.replay(pass, this.issueBound);
8523
9145
  pass.end();
8524
9146
  }
9147
+ /** Whether this draw lands in the reconstructed picture. See `lateRouting.ts`. */
9148
+ tracksMotionNow() {
9149
+ return tracksMotion(this.reconstructing, this.reflectionPassActive, this.probePassActive, this.framePresented);
9150
+ }
9151
+ /**
9152
+ * What this draw's motion is, recorded for the motion pass.
9153
+ *
9154
+ * A mesh rewritten this frame carries its vertex motion whatever else the draw says — under last
9155
+ * frame's model where a mover or a matrix knows it, under this frame's where nothing does. A
9156
+ * mover otherwise carries a rigid draw's last model or a skinned draw's last pose; a matrix
9157
+ * carries a rigid draw's. A draw that says nothing and moved no vertex takes the camera's motion.
9158
+ */
9159
+ recordDrawMotion(mesh, model, previous) {
9160
+ const dynamic = mesh.motion;
9161
+ const rows = dynamic?.previous ?? null;
9162
+ const rewritten = rows !== null && dynamic !== null && dynamic.changed === this.moverFrame;
9163
+ if (previous === null) {
9164
+ if (rewritten)
9165
+ this.motionPass?.recordDynamic(mesh, model, model, rows);
9166
+ return;
9167
+ }
9168
+ if (!isMover(previous)) {
9169
+ if (rewritten)
9170
+ this.motionPass?.recordDynamic(mesh, model, previous, rows);
9171
+ else
9172
+ this.motionPass?.recordRigid(mesh, model, previous);
9173
+ return;
9174
+ }
9175
+ /* A rig is only followed where the draw really skins: a palette set, a mesh with joints. */
9176
+ const skinned = !rewritten && this.skinPaletteSlot >= 0 && mesh.isSkinned && mesh.skinOffsets !== null;
9177
+ const verdict = advanceMover(previous, this.moverRenderer, this.moverFrame, model, skinned ? this.skinPaletteData : null);
9178
+ if (verdict === MOVER_TWICE) {
9179
+ this.warnMoverTwice();
9180
+ return;
9181
+ }
9182
+ if (rewritten) {
9183
+ const was = verdict === MOVER_MOTION ? previous.previousModel : model;
9184
+ this.motionPass?.recordDynamic(mesh, model, was, rows);
9185
+ return;
9186
+ }
9187
+ if (verdict !== MOVER_MOTION)
9188
+ return;
9189
+ if (skinned)
9190
+ this.recordSkinnedMotion(mesh, model, previous);
9191
+ else
9192
+ this.motionPass?.recordRigid(mesh, model, previous.previousModel);
9193
+ }
9194
+ /**
9195
+ * A skinned mover's motion: this frame's palette is the draw's own slot, and last frame's takes a
9196
+ * slot of its own, like any palette a draw binds — so it is uploaded once and nothing overwrites
9197
+ * it before the motion pass reads it. See `SkinPaletteRing`.
9198
+ */
9199
+ recordSkinnedMotion(mesh, model, mover) {
9200
+ const now = this.skinPalettes.view(this.skinPaletteSlot);
9201
+ const slot = this.skinPalettes.take(this.surface.device, mover.previousPalette);
9202
+ const was = slot === null ? null : this.skinPalettes.view(slot);
9203
+ if (now === null || was === null)
9204
+ return;
9205
+ this.motionPass?.recordSkinned(mesh, model, mover.previousModel, now, was);
9206
+ }
9207
+ warnMoverTwice() {
9208
+ if (this.warnedMoverTwice)
9209
+ return;
9210
+ this.warnedMoverTwice = true;
9211
+ console.warn('WebGPU: a Mover was drawn twice in one frame. A mover is one object; the second draw ' +
9212
+ 'records no motion. Give each moving object its own `createMover()`.');
9213
+ }
9214
+ /**
9215
+ * Where every mover was last frame, into the motion target. See `MotionPass`.
9216
+ *
9217
+ * **After everything that draws and before the resolve reads it.** The frame's depth has to be
9218
+ * finished for the pass's equality test to mean anything, and the resolve is what consumes it.
9219
+ */
9220
+ runMotion(encoder) {
9221
+ const target = this.reconMotionView;
9222
+ const depth = this.depthView;
9223
+ const motion = this.motionPass;
9224
+ if (!this.reconstructing || target === null || depth === null || motion === null)
9225
+ return;
9226
+ /* The scene's clip transform, with the generated stages' y negation folded in. */
9227
+ mat4.multiply(this.motionRaster, MOTION_CLIP_FLIP, this.viewProj ?? this.correctedViewProj);
9228
+ motion.run(encoder, target, depth, this.motionRaster, this.frameRawViewProj, this.reconPreviousRawViewProj, this.gpuTimer.writesFor());
9229
+ }
8525
9230
  /**
8526
9231
  * DriftTR tier 0: the jittered render at the render size into the picture at the output size.
8527
9232
  *
@@ -8551,7 +9256,16 @@ export class WebGPURenderer {
8551
9256
  * OpenGL's depth convention — which is the convention the shader's accessor converts the
8552
9257
  * renderer's reversed buffer into.
8553
9258
  */
8554
- mat4.invert(this.reconInverseViewProj, this.frameRawViewProj);
9259
+ /*
9260
+ * The inverse and the reprojection in double precision, rounded once on the way into the
9261
+ * uniform: the product of two single-precision matrices this far apart in depth is not the
9262
+ * identity for a still camera, and the resolve read the difference as motion.
9263
+ */
9264
+ mat4.invert(this.reconInverse64, this.frameRawViewProj);
9265
+ mat4.multiply(this.reconReprojection64, this.reconPreviousRawViewProj, this.reconInverse64);
9266
+ for (let i = 0; i < 16; i += 1) {
9267
+ this.reconInverseViewProj[i] = this.reconInverse64[i];
9268
+ }
8555
9269
  const f = this.reconFloats;
8556
9270
  const u = this.reconInts;
8557
9271
  u[0] = this.renderWidth;
@@ -8575,6 +9289,17 @@ export class WebGPURenderer {
8575
9289
  f[69] = DEFAULT_DISOCCLUSION.motionScale;
8576
9290
  f[70] = DEFAULT_DISOCCLUSION.normalFloor;
8577
9291
  f[71] = DEFAULT_DISOCCLUSION.normalCeiling;
9292
+ /* The anti-flicker over the reconstruction's own period, its rule made once a period. */
9293
+ const phases = reconJitterPhases(this.renderWidth, outputWidth);
9294
+ if (phases !== this.reconFlickerPhases) {
9295
+ this.reconFlickerPhases = phases;
9296
+ this.reconFlickerRule = flickerRule(phases);
9297
+ }
9298
+ u[72] = this.reconFrameIndex % phases === 0 ? 1 : 0;
9299
+ u[73] = 1;
9300
+ f[74] = this.reconFlickerRule.memory;
9301
+ f[75] = this.reconFlickerRule.width;
9302
+ f.set(this.reconReprojection64, 76);
8578
9303
  device.queue.writeBuffer(params, 0, this.reconStaging);
8579
9304
  const groupsX = Math.ceil(outputWidth / RECON_WORKGROUP);
8580
9305
  const groupsY = Math.ceil(outputHeight / RECON_WORKGROUP);
@@ -8904,9 +9629,12 @@ export class WebGPURenderer {
8904
9629
  return;
8905
9630
  const accum = this.oitAccumView;
8906
9631
  const reveal = this.oitRevealView;
8907
- const scene = this.sceneColorView;
9632
+ /* After the upscale while reconstructing: over the reconstructed picture, against its depth. */
9633
+ const scene = this.reconstructing ? this.reconShownView : this.sceneColorView;
8908
9634
  const group = this.oitResolveGroup;
8909
- const depth = this.depthView;
9635
+ const depth = this.reconstructing
9636
+ ? (this.latePass?.depthView(Math.max(1, this.surface.canvas.width), Math.max(1, this.surface.canvas.height)) ?? null)
9637
+ : this.depthView;
8910
9638
  if (accum === null || reveal === null || scene === null || group === null || depth === null) {
8911
9639
  return;
8912
9640
  }
@@ -8920,12 +9648,13 @@ export class WebGPURenderer {
8920
9648
  */
8921
9649
  if (this.translucentQueue.refracts && !this.refractSnapshotTaken) {
8922
9650
  const snapshot = this.refractSnapshot;
8923
- const source = this.sceneColor;
9651
+ const source = this.reconstructing ? this.reconShown : this.sceneColor;
8924
9652
  if (snapshot !== null && source !== null) {
8925
9653
  encoder.copyTextureToTexture({ texture: source }, { texture: snapshot }, [
8926
9654
  snapshot.width,
8927
9655
  snapshot.height,
8928
9656
  ]);
9657
+ this.refractMips?.record(encoder);
8929
9658
  this.refractSnapshotTaken = true;
8930
9659
  }
8931
9660
  }
@@ -8964,6 +9693,7 @@ export class WebGPURenderer {
8964
9693
  options.refraction = draw.refraction;
8965
9694
  options.refractTint = draw.refractTint;
8966
9695
  options.thicknessM = draw.thicknessM;
9696
+ options.glass = draw.glass ?? undefined;
8967
9697
  this.drawTranslucentMesh(draw.mesh, draw.model, draw.opacity, options);
8968
9698
  });
8969
9699
  this.oitReplaying = false;
@@ -8987,7 +9717,7 @@ export class WebGPURenderer {
8987
9717
  label: 'post.oit.resolve',
8988
9718
  colorAttachments: [{ view: scene, loadOp: 'load', storeOp: 'store' }],
8989
9719
  });
8990
- resolve.setPipeline(postPipeline(this.pipelines, device, this.oitResolveLayout, 'post.oitResolve', OIT_RESOLVE_FRAG_WGSL, sceneColorFormat(this.quality.hdrScene), OIT_COMPOSITE_BLEND));
9720
+ resolve.setPipeline(postPipeline(this.pipelines, device, this.oitResolveLayout, this.reconstructing ? 'post.oitResolve.recon' : 'post.oitResolve', OIT_RESOLVE_FRAG_WGSL, this.reconstructing ? RECON_HISTORY_FORMAT : sceneColorFormat(this.quality.hdrScene), OIT_COMPOSITE_BLEND));
8991
9721
  resolve.setBindGroup(0, group);
8992
9722
  resolve.draw(3);
8993
9723
  resolve.end();
@@ -9294,18 +10024,14 @@ export class WebGPURenderer {
9294
10024
  * the drawing buffer: `ensureComposite` calls this again whenever it rebuilds that target.
9295
10025
  */
9296
10026
  buildLightVolumeBindGroup() {
9297
- return createLightVolumeBindGroup(this.surface.device, this.lightVolumeLayout, this.lightVolumeVariant, this.lightVolumeVertices.buffer, this.lightVolumeFragments.buffer, (name) => name === 'uStaticShadowMap'
9298
- ? { view: this.shadowView, sampler: this.volumeShadowSampler }
9299
- : name === 'uPeeledShadowMap' && this.peelView !== null
9300
- ? { view: this.peelView, sampler: this.volumeShadowSampler }
9301
- : name === 'uDynamicShadowMap' && this.dynamicView !== null
9302
- ? { view: this.dynamicView, sampler: this.volumeShadowSampler }
9303
- : /* The frame's own depth, snapshotted before the first volume of the frame draws.
9304
- Null under a profile with no composite, and then `uSceneDepthEnabled` is 0 and
9305
- the stand-in is never sampled. */
9306
- name === 'uSceneDepth' && this.resolvedDepthView !== null
9307
- ? { view: this.resolvedDepthView, sampler: this.postDepthSampler }
9308
- : this.volumeBlank);
10027
+ return createLightVolumeBindGroup(this.surface.device, this.lightVolumeLayout, this.lightVolumeVariant, this.lightVolumeVertices.buffer, this.lightVolumeFragments.buffer, (name) => name === 'uSunShadows'
10028
+ ? { view: this.sunArrayView, sampler: this.volumeShadowSampler }
10029
+ : /* The frame's own depth, snapshotted before the first volume of the frame draws.
10030
+ Null under a profile with no composite, and then `uSceneDepthEnabled` is 0 and
10031
+ the stand-in is never sampled. */
10032
+ name === 'uSceneDepth' && this.resolvedDepthView !== null
10033
+ ? { view: this.resolvedDepthView, sampler: this.postDepthSampler }
10034
+ : this.volumeBlank);
9309
10035
  }
9310
10036
  /**
9311
10037
  * Copy the colour the frame has drawn so far, so a refracting draw can read it.
@@ -9331,6 +10057,12 @@ export class WebGPURenderer {
9331
10057
  return false;
9332
10058
  if (this.refractSnapshotTaken)
9333
10059
  return true;
10060
+ /* A late draw refracts the reconstructed picture, which does not exist until the resolve has
10061
+ run; `runLate` takes the copy then, once, before any late draw is replayed. */
10062
+ if (this.drawsLate()) {
10063
+ this.lateRefractWanted = true;
10064
+ return true;
10065
+ }
9334
10066
  /* The replay of an order-independent set runs after the scene's pass has ended, and `runOit`
9335
10067
  took the copy for it before it began; there is no pass here to end and reopen. */
9336
10068
  if (this.oitReplaying)
@@ -9372,6 +10104,8 @@ export class WebGPURenderer {
9372
10104
  snapshot.width,
9373
10105
  snapshot.height,
9374
10106
  ]);
10107
+ /* The chain, between the passes, where nothing is attached: what frosted glass reads. */
10108
+ this.refractMips?.record(encoder);
9375
10109
  const multisampled = this.compositeMsaa() !== null;
9376
10110
  this.pass = encoder.beginRenderPass({
9377
10111
  label: 'refract.snapshotTaken',
@@ -9697,6 +10431,7 @@ export class WebGPURenderer {
9697
10431
  command.indexBuffer = null;
9698
10432
  command.indexed = false;
9699
10433
  command.instances = 1;
10434
+ command.indirect = null;
9700
10435
  recordNode(this.arena, VERB_DRAW, reads, writes, at, 0);
9701
10436
  return command;
9702
10437
  }
@@ -9723,7 +10458,13 @@ export class WebGPURenderer {
9723
10458
  if (verb !== VERB_DRAW)
9724
10459
  return;
9725
10460
  const command = this.commands.commands[nodeState(this.arena, at)];
9726
- if (command === undefined || command.pipeline === null || command.bindGroup === null)
10461
+ if (command === undefined)
10462
+ return;
10463
+ this.issueCommand(pass, command);
10464
+ }
10465
+ /** One recorded draw, issued into an open pass. Shared by the graph's replay and `runLate`. */
10466
+ issueCommand(pass, command) {
10467
+ if (command.pipeline === null || command.bindGroup === null)
9727
10468
  return;
9728
10469
  pass.setPipeline(command.pipeline);
9729
10470
  if (command.offsetCount === 2) {
@@ -9742,7 +10483,10 @@ export class WebGPURenderer {
9742
10483
  }
9743
10484
  if (command.indexed && command.indexBuffer !== null) {
9744
10485
  pass.setIndexBuffer(command.indexBuffer, 'uint32');
9745
- pass.drawIndexed(command.count, command.instances);
10486
+ if (command.indirect !== null)
10487
+ pass.drawIndexedIndirect(command.indirect, 0);
10488
+ else
10489
+ pass.drawIndexed(command.count, command.instances);
9746
10490
  }
9747
10491
  else {
9748
10492
  pass.draw(command.count, command.instances);
@@ -9972,6 +10716,7 @@ export class WebGPURenderer {
9972
10716
  this.encoder = null;
9973
10717
  }
9974
10718
  endFrame() {
10719
+ this.inFrame = false;
9975
10720
  if (this.surface.lost || this.encoder === null)
9976
10721
  return;
9977
10722
  /*
@@ -10357,6 +11102,10 @@ export class WebGPURenderer {
10357
11102
  * declares nothing behaves exactly as it did before. Read it beside `visible`, which answers the
10358
11103
  * other half of the same question.
10359
11104
  */
11105
+ /** Whether a world-space box is wholly behind the declared occluders. See `Renderer.occludedBox`. */
11106
+ occludedBox(min, max) {
11107
+ return this.occlusion?.occludedBox(min, max) ?? false;
11108
+ }
10360
11109
  occluded(bounds, model) {
10361
11110
  return this.occlusion?.occluded(bounds, model) ?? false;
10362
11111
  }
@@ -10755,12 +11504,14 @@ export class WebGPURenderer {
10755
11504
  const cssHeight = Math.max(canvas.clientHeight, 1);
10756
11505
  const origin = canvas.getBoundingClientRect();
10757
11506
  /*
10758
- * **CSS pixels to the scene's pixels, not the viewer's.** A viewport is state on the frame's
10759
- * own pass, which draws into the render-size targets, so a box measured in the drawing buffer
10760
- * would be scaled by the reconstruction ratio and land off the side of a smaller attachment.
11507
+ * **CSS pixels to the pixels of the attachment this pass draws into.** Mid-frame that is the
11508
+ * scene's render size, which a reconstruction makes smaller than the drawing buffer; after the
11509
+ * present it is the swap image, the drawing buffer itself. Measured against the scene's size
11510
+ * there, an interface's inset landed two thirds of the way to where it was asked for.
10761
11511
  */
10762
- const scaleX = this.renderWidth / cssWidth;
10763
- const scaleY = this.renderHeight / cssHeight;
11512
+ const target = this.passSize();
11513
+ const scaleX = target[0] / cssWidth;
11514
+ const scaleY = target[1] / cssHeight;
10764
11515
  const left = rect.left - origin.left;
10765
11516
  const top = rect.top - origin.top;
10766
11517
  const w = Math.max(1, Math.round(rect.width * scaleX));
@@ -10787,9 +11538,8 @@ export class WebGPURenderer {
10787
11538
  * edge for the frames it is half-off. That asymmetry is the cost of the clamp, it is
10788
11539
  * recorded in the parity ledger, and the alternative was an exception.
10789
11540
  */
10790
- /* The attachment this pass draws into, which is the scene's size — see `renderWidth`. */
10791
- const targetWidth = this.renderWidth;
10792
- const targetHeight = this.renderHeight;
11541
+ const targetWidth = target[0];
11542
+ const targetHeight = target[1];
10793
11543
  const clampedX = Math.max(0, Math.min(x, targetWidth));
10794
11544
  const clampedY = Math.max(0, Math.min(y, targetHeight));
10795
11545
  const clampedW = Math.max(0, Math.min(x + w, targetWidth) - clampedX);
@@ -10861,10 +11611,29 @@ export class WebGPURenderer {
10861
11611
  const pass = this.pass;
10862
11612
  if (this.surface.lost || pass === null)
10863
11613
  return;
10864
- /* The whole of what this pass draws into, which is the scene's size and not the viewer's. */
10865
- pass.setViewport(0, 0, this.renderWidth, this.renderHeight, 0, 1);
10866
- pass.setScissorRect(0, 0, this.renderWidth, this.renderHeight);
11614
+ /* The whole of what this pass draws into: the scene's size mid-frame, the canvas after. */
11615
+ const [width, height] = this.passSize();
11616
+ pass.setViewport(0, 0, width, height, 0, 1);
11617
+ pass.setScissorRect(0, 0, width, height);
10867
11618
  }
11619
+ /**
11620
+ * The size of the attachment the open pass draws into: the swap image — the drawing buffer —
11621
+ * in the overlay after the present, the scene's render size in the frame's own pass. A tuple
11622
+ * held once rather than a new array a call.
11623
+ */
11624
+ passSize() {
11625
+ const size = this.passSizeOut;
11626
+ if (this.overlayActive) {
11627
+ size[0] = Math.max(1, this.surface.canvas.width);
11628
+ size[1] = Math.max(1, this.surface.canvas.height);
11629
+ }
11630
+ else {
11631
+ size[0] = this.renderWidth;
11632
+ size[1] = this.renderHeight;
11633
+ }
11634
+ return size;
11635
+ }
11636
+ passSizeOut = [0, 0];
10868
11637
  /**
10869
11638
  * Copy a rectangle of the frame into a 2D canvas, pixel for pixel.
10870
11639
  *
@@ -11102,6 +11871,10 @@ export class WebGPURenderer {
11102
11871
  *
11103
11872
  * What it gives up is one frame of history: the frame after a cut has no blur and no temporal
11104
11873
  * blend, as the first frame of a session has none. Nothing else is reset.
11874
+ *
11875
+ * **A reconstructing renderer depends on it**: its history is the last shot's, and without this
11876
+ * call a cut blends that shot into the first frames of the next. Nothing detects a cut on the
11877
+ * caller's behalf, deliberately — a fast pan and a cut look alike from here.
11105
11878
  */
11106
11879
  cameraCut() {
11107
11880
  this.hasPreviousView = false;
@@ -11277,9 +12050,9 @@ export class WebGPURenderer {
11277
12050
  f[atF('uFogFar')] = medium.fogFar;
11278
12051
  this.causticsVerts.writeBlock(vertexSlot, this.causticsVertBlock);
11279
12052
  this.causticsFrags.writeBlock(fragmentSlot, this.causticsFragInts);
11280
- const causticsPipe = causticsPipeline(this.pipelines, this.surface.device, this.causticsLayout);
12053
+ const causticsPipe = causticsPipeline(this.blendedPipelines(), this.surface.device, this.causticsLayout);
11281
12054
  /* The pattern is generated in the shader from the two uniform blocks; nothing is sampled. */
11282
- const causticsCommand = this.recordDraw(0, this.currentTarget());
12055
+ const causticsCommand = this.recordBlended(0);
11283
12056
  if (causticsCommand !== null) {
11284
12057
  causticsCommand.pipeline = causticsPipe;
11285
12058
  causticsCommand.bindGroup = this.causticsBindGroup;
@@ -11382,8 +12155,12 @@ export class WebGPURenderer {
11382
12155
  probeView = null;
11383
12156
  probeSize;
11384
12157
  probeMipLayout;
11385
- /** The photometric atlas, allocated on first use. See `setIesProfiles`. */
11386
- iesTexture = null;
12158
+ /** The fixture atlas — cookies over profiles — built on first use. See `fixtureAtlas.ts`. */
12159
+ fixtureTexture = null;
12160
+ fixtureView = null;
12161
+ /** The profiles as packed and the cookie images, kept so either can rebuild the atlas. */
12162
+ iesAtlas = packIesAtlas([]);
12163
+ cookieImages = [];
11387
12164
  /** The scene's DriftLight field, and its two volumes once it is whole. See `createLightField`. */
11388
12165
  lightField = null;
11389
12166
  driftIndex = null;
@@ -11397,10 +12174,7 @@ export class WebGPURenderer {
11397
12174
  /** The frame's exact lights packed for the traced bake. See `gi/bounceLights.ts`. */
11398
12175
  bounceLights = createBounceLights();
11399
12176
  bakeLamps = { data: this.bounceLights, count: 0, falloff: 0 };
11400
- iesView = null;
11401
- cookieTexture = null;
11402
- cookieView = null;
11403
- /** Tiles in the cookie atlas. 0 is the white placeholder and the whole off path. */
12177
+ /** Cookie tiles in the atlas. 0 is none, and the whole off path. */
11404
12178
  cookieTiles = 0;
11405
12179
  /** Rows in that atlas. One until a consumer loads a profile, which is the row of ones. */
11406
12180
  iesRows = 1;
@@ -11847,35 +12621,50 @@ export class WebGPURenderer {
11847
12621
  setSpotCookies(images) {
11848
12622
  if (this.surface.lost)
11849
12623
  return;
12624
+ this.cookieImages = images.slice();
12625
+ this.forgetFixtureAtlas();
12626
+ this.rebuildFlatBindGroup();
12627
+ }
12628
+ /** Let the atlas go, to be built again from what is in hand the next time it is bound. */
12629
+ forgetFixtureAtlas() {
12630
+ this.fixtureTexture?.destroy();
12631
+ this.fixtureTexture = null;
12632
+ this.fixtureView = null;
12633
+ }
12634
+ /**
12635
+ * The fixture atlas's view, built from the profiles and cookies in hand if it is not already: the
12636
+ * profiles' rows at the bottom, the cookies' tiles on top. See `renderer.ts` and `fixtureAtlas.ts`.
12637
+ *
12638
+ * **`rgba16float`, not `rgba32float`**: a 32-bit float texture is not filterable in core WebGPU,
12639
+ * and binding one to a filtering sampler takes the whole bind group with it. Both tables want
12640
+ * linear filtering. `RENDER_ATTACHMENT` because `copyExternalImageToTexture` writes through one.
12641
+ */
12642
+ fixtureAtlasView() {
12643
+ if (this.fixtureView !== null)
12644
+ return this.fixtureView;
11850
12645
  const { device } = this.surface;
11851
- const tiles = images.length;
11852
- const width = tiles === 0 ? 1 : COOKIE_TILE * tiles;
11853
- const height = tiles === 0 ? 1 : COOKIE_TILE;
11854
- if (this.cookieTexture === null || this.cookieTexture.width !== width) {
11855
- this.cookieTexture?.destroy();
11856
- this.cookieTexture = device.createTexture({
11857
- label: 'cookie.atlas',
11858
- size: [width, height],
11859
- format: 'rgba8unorm',
11860
- /* `RENDER_ATTACHMENT` because `copyExternalImageToTexture` writes through one. */
11861
- usage: 0x4 | 0x2 | 0x10,
11862
- });
11863
- this.cookieView = this.cookieTexture.createView();
11864
- }
11865
- if (tiles === 0) {
11866
- /* White, not black: this multiplies a light's colour. */
11867
- device.queue.writeTexture({ texture: this.cookieTexture }, new Uint8Array([255, 255, 255, 255]), { bytesPerRow: 4, rowsPerImage: 1 }, { width: 1, height: 1, depthOrArrayLayers: 1 });
11868
- }
11869
- else {
11870
- for (let tile = 0; tile < tiles; tile++) {
11871
- const source = images[tile];
11872
- if (source === undefined)
11873
- continue;
11874
- device.queue.copyExternalImageToTexture({ source: source }, { texture: this.cookieTexture, origin: { x: tile * COOKIE_TILE, y: 0 } }, { width: COOKIE_TILE, height: COOKIE_TILE });
11875
- }
12646
+ const layout = fixtureAtlasLayout(this.iesAtlas.height, this.cookieImages.length);
12647
+ const texture = device.createTexture({
12648
+ label: 'fixture.atlas',
12649
+ size: [layout.width, layout.height],
12650
+ format: 'rgba16float',
12651
+ usage: 0x4 | 0x2 | 0x10,
12652
+ });
12653
+ device.queue.writeTexture({ texture },
12654
+ /* Converted, because `writeTexture` does not — see `environmentTexels`. */
12655
+ toHalfFloats(fixtureAtlasTexels(layout, this.iesAtlas)), { bytesPerRow: layout.width * 8, rowsPerImage: layout.height }, { width: layout.width, height: layout.height, depthOrArrayLayers: 1 });
12656
+ for (let tile = 0; tile < this.cookieImages.length; tile++) {
12657
+ const source = this.cookieImages[tile];
12658
+ if (source === undefined)
12659
+ continue;
12660
+ device.queue.copyExternalImageToTexture({ source: source }, { texture, origin: { x: tile * COOKIE_TILE, y: 0 } }, { width: COOKIE_TILE, height: COOKIE_TILE });
11876
12661
  }
11877
- this.cookieTiles = tiles;
11878
- this.rebuildFlatBindGroup();
12662
+ this.fixtureTexture = texture;
12663
+ this.fixtureView = texture.createView();
12664
+ this.iesRows = this.iesAtlas.height;
12665
+ this.iesPlanes = this.iesAtlas.planes;
12666
+ this.cookieTiles = this.cookieImages.length;
12667
+ return this.fixtureView;
11879
12668
  }
11880
12669
  /**
11881
12670
  * Sum a scene's many fixed lights into a DriftLight field. The same contract as
@@ -11887,6 +12676,19 @@ export class WebGPURenderer {
11887
12676
  this.lightField = field;
11888
12677
  return field;
11889
12678
  }
12679
+ /**
12680
+ * Hand a world's DriftLight volume to the renderer: every fixed light of a city, summed offline by
12681
+ * `bakeDenseField`, standing in past the frame's exact choice. Replaces any field made before, of
12682
+ * either kind; the scene calls `field.follow(buffer.complete, ...)` each frame as it would for
12683
+ * `createLightField`, and marks the lights the volume summed `inLightField` so none is counted
12684
+ * twice. See `driftLight/worldLightField.ts`.
12685
+ */
12686
+ createWorldLightField(volume, options = {}) {
12687
+ this.forgetLightFieldVolumes();
12688
+ const field = new WorldLightField(volume, options);
12689
+ this.lightField = field;
12690
+ return field;
12691
+ }
11890
12692
  /** Let go of the field and its volumes; the scene's lights are all exact again. */
11891
12693
  disposeLightField() {
11892
12694
  this.forgetLightFieldVolumes();
@@ -11912,13 +12714,13 @@ export class WebGPURenderer {
11912
12714
  */
11913
12715
  uploadLightField() {
11914
12716
  const field = this.lightField;
11915
- if (field === null || this.driftAtlas !== null || !field.ready || field.layout.count === 0) {
12717
+ if (field === null || this.driftAtlas !== null || !field.ready || field.empty) {
11916
12718
  return;
11917
12719
  }
11918
12720
  if (this.surface.lost)
11919
12721
  return;
11920
12722
  const { device } = this.surface;
11921
- const [ix, iy, iz] = field.layout.dims;
12723
+ const [ix, iy, iz] = field.indexDims;
11922
12724
  const index = device.createTexture({
11923
12725
  label: 'driftLight.index',
11924
12726
  size: [ix, iy, iz],
@@ -11926,7 +12728,7 @@ export class WebGPURenderer {
11926
12728
  format: 'r32uint',
11927
12729
  usage: 0x2 | 0x4, // COPY_DST | TEXTURE_BINDING
11928
12730
  });
11929
- device.queue.writeTexture({ texture: index }, field.layout.index, { bytesPerRow: ix * 4, rowsPerImage: iy }, [ix, iy, iz]);
12731
+ device.queue.writeTexture({ texture: index }, field.index, { bytesPerRow: ix * 4, rowsPerImage: iy }, [ix, iy, iz]);
11930
12732
  const [aw, ah, ad] = field.atlasSize;
11931
12733
  const atlas = device.createTexture({
11932
12734
  label: 'driftLight.atlas',
@@ -11951,41 +12753,8 @@ export class WebGPURenderer {
11951
12753
  setIesProfiles(profiles) {
11952
12754
  if (this.surface.lost)
11953
12755
  return;
11954
- const { device } = this.surface;
11955
- const atlas = packIesAtlas(profiles);
11956
- /*
11957
- * Reallocated when the row count changes, because a texture's size is immutable. A set of the
11958
- * same size overwrites in place, which is the common case of a consumer swapping one fixture.
11959
- */
11960
- if (this.iesTexture === null || this.iesTexture.height !== atlas.height) {
11961
- this.iesTexture?.destroy();
11962
- this.iesTexture = device.createTexture({
11963
- label: 'ies.atlas',
11964
- size: [atlas.width, atlas.height],
11965
- /*
11966
- * **`r16float`, not `r32float`, and that is a filtering constraint rather than a size
11967
- * choice.** A 32-bit float texture is not filterable in core WebGPU — it needs the
11968
- * optional `float32-filterable` feature — and binding one to a filtering sampler is a
11969
- * validation failure that takes the whole bind group with it. This row *wants* linear
11970
- * filtering: it is a curve sampled between two angles, which is the entire reason it is
11971
- * not `NEAREST` like the froxel table beside it.
11972
- *
11973
- * Half precision holds a normalised intensity to about three decimal digits, which is far
11974
- * finer than the eight-bit frame it ends up in. **What would make it wrong** is a profile
11975
- * carrying absolute candela rather than a normalised curve, which would run out of range —
11976
- * and `packIesAtlas` normalises for its own reasons.
11977
- */
11978
- format: 'r16float',
11979
- usage: 0x4 | 0x2, // TEXTURE_BINDING | COPY_DST
11980
- });
11981
- this.iesView = this.iesTexture.createView();
11982
- }
11983
- device.queue.writeTexture({ texture: this.iesTexture },
11984
- /* Converted, because `writeTexture` does not — see `environmentTexels` for what handing it
11985
- the wrong width silently produces. */
11986
- toHalfFloats(atlas.data), { bytesPerRow: atlas.width * 2, rowsPerImage: atlas.height }, { width: atlas.width, height: atlas.height, depthOrArrayLayers: 1 });
11987
- this.iesRows = atlas.height;
11988
- this.iesPlanes = atlas.planes;
12756
+ this.iesAtlas = packIesAtlas(profiles);
12757
+ this.forgetFixtureAtlas();
11989
12758
  this.rebuildFlatBindGroup();
11990
12759
  }
11991
12760
  /** Each level from the one above it, six faces at a time. See `probePass.ts`. */
@@ -12158,6 +12927,33 @@ export class WebGPURenderer {
12158
12927
  * The occlusion and bloom targets are half size. Both are blurs read back at full size, so a
12159
12928
  * full-resolution intermediate buys nothing a bilinear fetch does not already give.
12160
12929
  */
12930
+ /**
12931
+ * The medium's march group, holding the shadow views it reads — built with the composite, and
12932
+ * again when the sun's texture grows its glass layers and every view of the old one is stale.
12933
+ *
12934
+ * **The stand-in has to read as unoccluded and not as absent**, which is `emptyTexture.ts`'s
12935
+ * point and `createLightVolumeBindGroup`'s: `occlusion()` calls any stored depth below the
12936
+ * receiver's a blocker — so a black stand-in would put the whole medium in shadow, which is a
12937
+ * picture rather than an error. `volumeBlank` is the white one-texel texture built for this.
12938
+ */
12939
+ buildMediumBindGroup() {
12940
+ if (this.resolvedDepthView === null)
12941
+ return null;
12942
+ return this.surface.device.createBindGroup({
12943
+ label: 'post.mediumBindGroup',
12944
+ layout: this.mediumLayout,
12945
+ entries: [
12946
+ {
12947
+ binding: MEDIUM_UNIFORMS,
12948
+ resource: { buffer: this.mediumUniforms, size: MEDIUM_FRAG_SIZE },
12949
+ },
12950
+ { binding: MEDIUM_TEXTURES.uDepth.texture, resource: this.resolvedDepthView },
12951
+ { binding: MEDIUM_TEXTURES.uDepth.sampler, resource: this.postDepthSampler },
12952
+ { binding: MEDIUM_TEXTURES.uSunShadows.texture, resource: this.sunArrayView },
12953
+ { binding: MEDIUM_TEXTURES.uSunShadows.sampler, resource: this.volumeShadowSampler },
12954
+ ],
12955
+ });
12956
+ }
12161
12957
  ensureComposite(width, height) {
12162
12958
  if (!this.hasComposite)
12163
12959
  return;
@@ -12213,13 +13009,29 @@ export class WebGPURenderer {
12213
13009
  * the allocation the house rules are about. A frame that never refracts pays the memory and
12214
13010
  * takes no copy.
12215
13011
  */
13012
+ /*
13013
+ * **At the output size and the reconstructed picture's format while reconstructing**, because
13014
+ * every refracting draw is then blended, drawn after the upscale, and reads the reconstructed
13015
+ * picture rather than the render. See `runLate`.
13016
+ */
13017
+ const reconstructed = this.reconstructionWanted;
12216
13018
  this.refractSnapshot = device.createTexture({
12217
13019
  label: 'refract.snapshot',
12218
- size: [width, height],
12219
- format,
12220
- usage: 0x4 | 0x2,
13020
+ size: reconstructed
13021
+ ? [Math.max(1, this.surface.canvas.width), Math.max(1, this.surface.canvas.height)]
13022
+ : [width, height],
13023
+ format: reconstructed ? RECON_HISTORY_FORMAT : format,
13024
+ /*
13025
+ * **Every level, so glass can read a blurrier one**, and a render attachment so `SnapshotMips`
13026
+ * can fill them. Plain refraction reads level 0, as it always has. See `glass.ts`.
13027
+ */
13028
+ mipLevelCount: Math.floor(Math.log2(reconstructed
13029
+ ? Math.max(1, this.surface.canvas.width, this.surface.canvas.height)
13030
+ : Math.max(1, width, height))) + 1,
13031
+ usage: 0x4 | 0x2 | 0x10, // TEXTURE_BINDING | COPY_DST | RENDER_ATTACHMENT
12221
13032
  });
12222
13033
  this.refractSnapshotView = this.refractSnapshot.createView();
13034
+ this.refractMips = new SnapshotMips(device, this.pipelines, this.refractSnapshot, reconstructed ? RECON_HISTORY_FORMAT : format);
12223
13035
  /*
12224
13036
  * **Every cached flat bind group is stale the moment this view changes**, and the failure is
12225
13037
  * silent: `flatTextures` resolves `uRefractScene` to the one-texel white stand-in when there is
@@ -12359,10 +13171,14 @@ export class WebGPURenderer {
12359
13171
  * that range — a step of 1/255 in how much scene shows through, below what a viewer can see
12360
13172
  * against a blended surface.
12361
13173
  */
13174
+ /* At the output size while reconstructing, where the set is replayed after the upscale. */
13175
+ const oitSize = this.reconstructionWanted
13176
+ ? [Math.max(1, this.surface.canvas.width), Math.max(1, this.surface.canvas.height)]
13177
+ : [width, height];
12362
13178
  this.oitAccum?.destroy();
12363
13179
  this.oitAccum = device.createTexture({
12364
13180
  label: 'post.oitAccum',
12365
- size: [width, height],
13181
+ size: oitSize,
12366
13182
  format: 'rgba16float',
12367
13183
  usage: USAGE,
12368
13184
  });
@@ -12370,7 +13186,7 @@ export class WebGPURenderer {
12370
13186
  this.oitReveal?.destroy();
12371
13187
  this.oitReveal = device.createTexture({
12372
13188
  label: 'post.oitReveal',
12373
- size: [width, height],
13189
+ size: oitSize,
12374
13190
  format: 'r8unorm',
12375
13191
  usage: USAGE,
12376
13192
  });
@@ -12383,7 +13199,10 @@ export class WebGPURenderer {
12383
13199
  * An empty list is a real answer for a frame too small to hold one, and `runBloom` reads it
12384
13200
  * as no bloom rather than as a target it should have had.
12385
13201
  */
12386
- this.bloomLevels = bloomLevelSizes(width, height).map((size, index) => {
13202
+ /* The resolved picture's size while reconstructing, as the order-independent pair above is. */
13203
+ this.bloomSourceWidth = oitSize[0];
13204
+ this.bloomSourceHeight = oitSize[1];
13205
+ this.bloomLevels = bloomLevelSizes(oitSize[0], oitSize[1]).map((size, index) => {
12387
13206
  const texture = device.createTexture({
12388
13207
  label: `post.bloom${index}`,
12389
13208
  size: [size.width, size.height],
@@ -12469,39 +13288,7 @@ export class WebGPURenderer {
12469
13288
  ...entry(AO_TEXTURES.uDepth, this.resolvedDepthView, true),
12470
13289
  ],
12471
13290
  });
12472
- /*
12473
- * The medium's two groups, holding the shadow views the march reads.
12474
- *
12475
- * **The stand-in has to read as unoccluded and not as absent**, which is `emptyTexture.ts`'s
12476
- * point and `createLightVolumeBindGroup`'s: the dynamic layer is sampled unconditionally, and
12477
- * `occlusion()` calls any stored depth below the receiver's a blocker — so a black stand-in
12478
- * would put the whole medium in shadow, which is a picture rather than an error. `volumeBlank`
12479
- * is the white one-texel texture already built for exactly this.
12480
- */
12481
- const shadowPair = (b, view) => [
12482
- { binding: b.texture, resource: view ?? this.volumeBlank.view },
12483
- {
12484
- binding: b.sampler,
12485
- resource: view === null ? this.volumeBlank.sampler : this.volumeShadowSampler,
12486
- },
12487
- ];
12488
- this.mediumBindGroup =
12489
- this.resolvedDepthView === null
12490
- ? null
12491
- : device.createBindGroup({
12492
- label: 'post.mediumBindGroup',
12493
- layout: this.mediumLayout,
12494
- entries: [
12495
- {
12496
- binding: MEDIUM_UNIFORMS,
12497
- resource: { buffer: this.mediumUniforms, size: MEDIUM_FRAG_SIZE },
12498
- },
12499
- ...entry(MEDIUM_TEXTURES.uDepth, this.resolvedDepthView, true),
12500
- ...shadowPair(MEDIUM_TEXTURES.uStaticShadowMap, this.shadowView),
12501
- ...shadowPair(MEDIUM_TEXTURES.uPeeledShadowMap, this.peelView),
12502
- ...shadowPair(MEDIUM_TEXTURES.uDynamicShadowMap, this.dynamicView),
12503
- ],
12504
- });
13291
+ this.mediumBindGroup = this.buildMediumBindGroup();
12505
13292
  this.mediumUpsampleGroup =
12506
13293
  this.resolvedDepthView === null || this.mediumTargetView === null
12507
13294
  ? null
@@ -12580,13 +13367,30 @@ export class WebGPURenderer {
12580
13367
  /* The volume's group holds the depth snapshot, which is one of the targets just replaced.
12581
13368
  Keeping the old group would clamp every beam against a destroyed texture. */
12582
13369
  this.lightVolumeBindGroup = this.buildLightVolumeBindGroup();
12583
- /*
12584
- * One group per source the chain reads, in the order `runBloom` indexes them: the scene
12585
- * first, then every level. The prefilter reads the scene; the downsample into level `i`
12586
- * reads level `i - 1`, which is group `i`; the upsample into level `i - 1` reads level
12587
- * `i`, which is group `i + 1`.
12588
- */
12589
- this.bloomGroups = [this.sceneColorView, ...this.bloomLevels.map((level) => level.view)].map((view, index) => device.createBindGroup({
13370
+ this.rebuildBloomGroups();
13371
+ this.writeBloomBlocks();
13372
+ }
13373
+ /**
13374
+ * One group per source the bloom chain reads, in the order `runBloom` indexes them: the picture
13375
+ * first, then every level. The prefilter reads the picture; the downsample into level `i` reads
13376
+ * level `i - 1`, which is group `i`; the upsample into level `i - 1` reads level `i`, which is
13377
+ * group `i + 1`.
13378
+ *
13379
+ * **While reconstructing the picture is the resolved one**, which `ensureReconstruction` makes
13380
+ * after this runs and rebuilds these over. The scene target is the jittered render then: a bright
13381
+ * thing smaller than a render texel is caught in some phases and missed in others, and its halo,
13382
+ * wide and over everything round it, flashed with it — a night street's panels breathing a few
13383
+ * levels of luma frame to frame. Built at the drawing buffer's size, which `ensureComposite`
13384
+ * already sized the pyramid for.
13385
+ */
13386
+ rebuildBloomGroups() {
13387
+ const picture = this.reconstructionWanted && this.reconShownView !== null
13388
+ ? this.reconShownView
13389
+ : this.sceneColorView;
13390
+ if (picture === null)
13391
+ return;
13392
+ const { device } = this.surface;
13393
+ this.bloomGroups = [picture, ...this.bloomLevels.map((level) => level.view)].map((view, index) => device.createBindGroup({
12590
13394
  label: `post.bloomGroup${index}`,
12591
13395
  layout: this.bloomLayout,
12592
13396
  entries: [
@@ -12594,10 +13398,10 @@ export class WebGPURenderer {
12594
13398
  binding: BLOOM_UNIFORMS,
12595
13399
  resource: { buffer: this.bloomUniforms, size: BLOOM_STAGE_SIZE },
12596
13400
  },
12597
- ...entry(BLOOM_TEXTURES.uSource, view),
13401
+ { binding: BLOOM_TEXTURES.uSource.texture, resource: view },
13402
+ { binding: BLOOM_TEXTURES.uSource.sampler, resource: this.postSampler },
12598
13403
  ],
12599
13404
  }));
12600
- this.writeBloomBlocks();
12601
13405
  }
12602
13406
  /**
12603
13407
  * Every bloom stage's uniform block, written once per size rather than once per frame.
@@ -12614,12 +13418,12 @@ export class WebGPURenderer {
12614
13418
  if (levels.length === 0)
12615
13419
  return;
12616
13420
  const slot = (index) => (index * BLOOM_SLOT) / 4;
12617
- /* The prefilter reads the *scene*, so its texel is the frame's rather than a level's.
13421
+ /* The prefilter reads the *picture*, so its texel is the picture's rather than a level's.
12618
13422
  `uTexel`, not `uTexelSize`, and the block carries no strength at all: the composite
12619
13423
  applies that when it adds the result back. Both were written wrong here first. */
12620
13424
  const prefilter = (name) => this.postField(BLOOM_PREFILTER_FIELDS, name);
12621
- f[slot(0) + prefilter('uTexel')] = 1 / Math.max(1, this.frameWidth);
12622
- f[slot(0) + prefilter('uTexel') + 1] = 1 / Math.max(1, this.frameHeight);
13425
+ f[slot(0) + prefilter('uTexel')] = 1 / Math.max(1, this.bloomSourceWidth);
13426
+ f[slot(0) + prefilter('uTexel') + 1] = 1 / Math.max(1, this.bloomSourceHeight);
12623
13427
  /* In scene units, which is why an HDR target is what makes a threshold above 1 mean
12624
13428
  anything: against a clamped buffer nothing is ever brighter than white. */
12625
13429
  f[slot(0) + prefilter('uThreshold')] = this.bloomThresholdSet ?? this.quality.bloomThreshold;
@@ -12684,6 +13488,10 @@ export class WebGPURenderer {
12684
13488
  * the 2026-08-13 rule asks for — one decision, bound twice.
12685
13489
  */
12686
13490
  dispose() {
13491
+ this.motionPass?.dispose();
13492
+ this.motionPass = null;
13493
+ this.latePass?.dispose();
13494
+ this.latePass = null;
12687
13495
  for (const texture of this.retiredTextures)
12688
13496
  texture.destroy();
12689
13497
  this.retiredTextures.length = 0;
@@ -12700,6 +13508,13 @@ export class WebGPURenderer {
12700
13508
  this.fieldComposer = null;
12701
13509
  this.driftIndex?.destroy();
12702
13510
  this.driftAtlas?.destroy();
13511
+ this.forgetFixtureAtlas();
13512
+ this.sunTint?.texture.destroy();
13513
+ this.sunTint = null;
13514
+ this.glassTint?.dispose();
13515
+ this.glassTint = null;
13516
+ this.retiredSunTexture?.destroy();
13517
+ this.retiredSunTexture = null;
12703
13518
  this.pass = null;
12704
13519
  this.encoder = null;
12705
13520
  this.skinPalettes.dispose();