@driftengine/core 4.7.2 → 4.7.4
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.json +42 -0
- package/dist/geometry/meshBuilder.js +3 -2
- package/dist/math/exact.js +3 -3
- package/dist/render/backend/webgl2/renderer.js +7 -17
- package/dist/render/backend/webgpu/clusterBinner.js +5 -41
- package/dist/render/backend/webgpu/renderer.js +9 -17
- package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +1 -1
- package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.js +9 -5
- package/dist/render/clusteredLights.d.ts +136 -13
- package/dist/render/clusteredLights.js +225 -51
- package/dist/render/lightBudget.d.ts +8 -0
- package/dist/render/lightBudget.js +10 -3
- package/dist/render/mesh.js +0 -2
- package/dist/render/plumeRenderer.js +0 -29
- package/dist/render/shaders/flat/main.d.ts +1 -1
- package/dist/render/shaders/flat/main.js +77 -38
- package/dist/render/shaders/flat/preamble.js +2 -1
- package/dist/render/shaders/generated/flat.wgsl.js +1 -1
- package/dist/scene/node.js +1 -1
- package/package.json +6 -6
- package/src/geometry/meshBuilder.ts +3 -2
- package/src/math/exact.ts +3 -3
- package/src/render/backend/webgl2/renderer.ts +10 -26
- package/src/render/backend/webgpu/clusterBinner.ts +11 -44
- package/src/render/backend/webgpu/linePass.ts +0 -1
- package/src/render/backend/webgpu/renderer.ts +14 -25
- package/src/render/backend/webgpu/shaders/clusterBin.wgsl.ts +9 -5
- package/src/render/clusteredLights.ts +272 -58
- package/src/render/lightBudget.ts +23 -3
- package/src/render/mesh.ts +0 -2
- package/src/render/plumeRenderer.ts +0 -30
- package/src/render/shaders/flat/main.ts +77 -38
- package/src/render/shaders/flat/preamble.ts +2 -0
- package/src/render/shaders/generated/flat.wgsl.ts +1 -1
- package/src/scene/node.ts +1 -1
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@@ -69,8 +69,16 @@ export const MAX_LIGHTS_PER_CLUSTER = (CLUSTER_TEXELS - 1) * 4;
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export const MAX_CLUSTERED_LIGHTS = 320;
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/**
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* Texels one light's record occupies: position and radius, colour
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* weight
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* Texels one light's record occupies: position and radius, then colour with the emitter size and
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* the weight, then the shadow slot and the fixture: direction, cone, profile, cookie and azimuth.
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*
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* **A plain point light is read in two of the five.** The lit pass fetches this record once per
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* light per fragment, and at eight megapixels with lights crowded together that fetch is the
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* frame: 320 lamps of radius 12 cost 26.2 ms of a 4K main pass when all five texels were read for
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* every light, and 12.7 ms read in two, on the RX 9070 XT `demo/dev/clusterStress.html` was
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* measured on. So the second texel carries a flag, `LIGHT_FIXTURE_FLAG`, and the last three are
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* fetched only for a light that has a shadow slot, a cone, a profile or a cookie. What a plain light
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* would have read there is what the shader assumes in their place, so the picture is the same.
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*
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* **The shadow slot is an index into the existing sixteen-wide shadow uniforms, not a layer.**
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* Clustering lifts how many lights *shade* a fragment; it does not lift how many shadow maps
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@@ -109,6 +117,11 @@ export const LIGHT_TEXELS = 5;
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* rotating through that direction would snap its pattern round. The two obvious constructions put
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* that singularity where these fixtures actually point: `cross(worldUp, dir)` fails for a light
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* aimed straight down, which is a street light.
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*
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* **Reordered 2026-10-02 so a plain light's fields are the first eight**, which is what lets the
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* shader stop after two texels. Nine values are needed by every light and eight fit in two
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* texels, so the emitter size and the weight share slot 7 as two halves; see `packSizeAndWeight`.
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* Slot 19 is spare.
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*/
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export const LIGHT_RECORD = {
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positionX: 0,
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@@ -118,23 +131,101 @@ export const LIGHT_RECORD = {
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colorR: 4,
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colorG: 5,
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colorB: 6,
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-
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shadowSlot:
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directionX:
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directionY:
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directionZ:
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cosInner:
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cosOuter:
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iesProfile:
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/** The emitter size and the weight, two halves in one word, and the fixture flag. */
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sizeAndWeight: 7,
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shadowSlot: 8,
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directionX: 9,
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directionY: 10,
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directionZ: 11,
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cosInner: 12,
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cosOuter: 13,
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iesProfile: 14,
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/** A tile of the cookie atlas, or negative for none. */
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cookie: 15,
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/** The fixture's azimuth zero, in world space. See the note above on why it cannot be derived. */
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iesAxisX: 16,
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iesAxisY: 17,
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iesAxisZ: 18,
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/** A tile of the cookie atlas, or negative for none. Slot 19, the one the fifth texel spared. */
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cookie: 19,
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} as const;
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/** Texels the lit pass reads for a light whose record carries no fixture. */
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export const PLAIN_LIGHT_TEXELS = 2;
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/**
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* The bit of `sizeAndWeight` that says the record's last three texels hold something: the sign of
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* the emitter size's half, which a size never needs.
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*/
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export const LIGHT_FIXTURE_FLAG = 0x8000;
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const halfScratch = new Float32Array(1);
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const halfScratchBits = new Uint32Array(halfScratch.buffer);
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/**
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* A number as the sixteen bits of an IEEE half: rounded to the nearest, ties to even.
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*
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* **Computed here, once, and copied by both binners rather than converted on the GPU.** WGSL and
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* GLSL both leave the rounding of `pack2x16float` to the implementation, and two producers of one
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* table that round differently would make `scripts/cluster-check.mjs` compare noise.
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*
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* **A value only a subnormal half could hold is flushed to a signed zero.** A GPU may flush a
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* subnormal it unpacks, and the fixed arm reads the same value from a uniform where nothing would;
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* flushing it here means both arms read zero. Nothing is lost that a pixel could show: the largest
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* value flushed is 6.1e-5, a weight no lamp is visible at.
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*/
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export function halfBits(value: number): number {
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halfScratch[0] = value;
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const x = halfScratchBits[0] ?? 0;
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const sign = (x >>> 16) & 0x8000;
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const exponent = (x >>> 23) & 0xff;
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const mantissa = x & 0x7fffff;
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if (exponent === 0xff) return sign | 0x7c00 | (mantissa === 0 ? 0 : 0x200);
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const e = exponent - 127 + 15;
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if (e >= 0x1f) return sign | 0x7c00;
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if (e <= 0) return sign;
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const truncated = (e << 10) | (mantissa >>> 13);
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const rest = mantissa & 0x1fff;
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/* A carry out of the mantissa lands in the exponent, which is the correct rounding up. */
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const rounded =
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rest > 0x1000 || (rest === 0x1000 && (truncated & 1) === 1) ? truncated + 1 : truncated;
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return sign | rounded;
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}
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/** The number a half's bits hold. Exact: every half is also a float. */
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export function halfValue(half: number): number {
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const sign = (half & 0x8000) === 0 ? 1 : -1;
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const exponent = (half >>> 10) & 0x1f;
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const mantissa = half & 0x3ff;
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if (exponent === 0) return sign * mantissa * 2 ** -24;
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if (exponent === 0x1f) return mantissa === 0 ? sign * Infinity : Number.NaN;
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return sign * (1 + mantissa / 1024) * 2 ** (exponent - 15);
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}
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/**
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* A lamp's emitter size as both arms read it: its magnitude, at half precision.
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*
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* **The fixed arm is rounded too, and that is what keeps the two arms one picture.**
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* `resolvePointLights` passes the sixteen uniform lights through this and `lampWeight`, so a light
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* moved from the uniform path to the froxel table shades with the same numbers. A negative size was
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* never meaningful and now reads as its magnitude on both.
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*/
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export function lampSourceRadius(value: number): number {
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return halfValue(halfBits(Math.abs(value)));
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}
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/** A lamp's weight as both arms read it: at half precision, sign kept. See `lampSourceRadius`. */
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export function lampWeight(value: number): number {
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return halfValue(halfBits(value));
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}
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/**
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* Slot 7 of a record: the emitter size's half in the low bits, the weight's in the high, and the
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* fixture flag in the size's sign. The shader unpacks it with `unpackHalf2x16`, which is exact.
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*/
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export function packSizeAndWeight(sourceRadius: number, weight: number, fixture: boolean): number {
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const size = halfBits(Math.abs(sourceRadius)) & 0x7fff;
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return ((halfBits(weight) << 16) | size | (fixture ? LIGHT_FIXTURE_FLAG : 0)) >>> 0;
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}
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/**
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* The cone a light with no cone has: one that admits every direction, exactly.
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*
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@@ -312,6 +403,71 @@ export interface ClusterLightSet {
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readonly iesProfiles?: Float32Array;
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}
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/** Where `fillClusterLightSet` reads a frame's lights from: the arrays `Environment` carries. */
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export interface ClusterLightArrays {
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readonly lightCount?: number;
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readonly lightPositions: Float32Array;
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readonly lightColors: Float32Array;
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readonly lightRadii: Float32Array;
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readonly lightWeights: Float32Array;
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readonly lightSourceRadii?: Float32Array;
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readonly lightDirections?: Float32Array;
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readonly lightConeCos?: Float32Array;
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readonly lightIesProfiles?: Float32Array;
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readonly lightIesAxes?: Float32Array;
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readonly lightCookies?: Float32Array;
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}
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/** A `ClusterLightSet` a renderer refills every frame. */
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export type ClusterLightScratch = { -readonly [K in keyof ClusterLightSet]: ClusterLightSet[K] };
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/** No emitter size at all, which is what the fixed arm reads for a light that was given none. */
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const NO_SOURCE_SIZES = new Float32Array(0);
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export function createClusterLightSet(): ClusterLightScratch {
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return {
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count: 0,
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positions: NO_SOURCE_SIZES,
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colors: NO_SOURCE_SIZES,
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radii: NO_SOURCE_SIZES,
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sourceRadii: NO_SOURCE_SIZES,
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weights: NO_SOURCE_SIZES,
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};
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}
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/**
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* A frame's lights as the binner reads them, in place, holding references and allocating nothing.
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*
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* **One assembly for both renderers, and it used to be two that had each dropped the same five
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* fields.** Each backend copied the position, colour, radius, size and weight arrays and nothing
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* else, so a spot's direction and cone, a profile, its axis and a cookie never reached the record:
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* with clustering on, every fixture shaded as a bare point light. On a probe page holding one
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* spot with a profile and a cookie the two arms differed by 357,706 pixels, the clustered one
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* flooding the scene the cone was meant to cut. The record and both shaders were right throughout;
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* the light never arrived.
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*
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* **And a light given no emitter size has none**, as the fixed arm reads it. This read the light's
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* radius in its place, an emitter as wide as the light reaches, which widened every lamp's
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* highlight on a specular surface on the clustered arm alone.
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*/
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export function fillClusterLightSet(
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env: ClusterLightArrays,
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out: ClusterLightScratch,
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): ClusterLightSet {
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out.count = Math.min(env.lightCount ?? 0, MAX_CLUSTERED_LIGHTS);
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out.positions = env.lightPositions;
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out.colors = env.lightColors;
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out.radii = env.lightRadii;
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out.sourceRadii = env.lightSourceRadii ?? NO_SOURCE_SIZES;
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out.weights = env.lightWeights;
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out.directions = env.lightDirections;
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out.coneCos = env.lightConeCos;
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out.iesProfiles = env.lightIesProfiles;
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out.iesAxes = env.lightIesAxes;
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out.cookies = env.lightCookies;
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return out;
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}
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/*
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* Scratch, at module scope, because `buildLightClusters` runs per frame on WebGL2 and the house
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* rule forbids allocating there.
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return dx * dx + dy * dy + dz * dz;
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}
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/**
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* Whether a light's record needs its last three texels: it holds a shadow slot, a cone, a profile
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* or a cookie. Everything else is a plain light, read in `PLAIN_LIGHT_TEXELS`.
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*
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* **`shadowSlots` is zero where the lit shader has no point shadows**, and both binners are handed
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* it that way: a slot is only read under `POINT_SHADOWS`, so a light holding one in a build without
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* them was paying for three texels the shader then ignored.
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*/
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export function lightHasFixture(
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lights: ClusterLightSet,
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light: number,
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shadowSlots: number,
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): boolean {
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const cone = lights.coneCos;
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return (
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light < shadowSlots ||
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(cone?.[light * 2] ?? POINT_LIGHT_COS_INNER) !== POINT_LIGHT_COS_INNER ||
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(cone?.[light * 2 + 1] ?? POINT_LIGHT_COS_OUTER) !== POINT_LIGHT_COS_OUTER ||
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(lights.iesProfiles?.[light] ?? NO_IES_PROFILE) >= 0 ||
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(lights.cookies?.[light] ?? NO_IES_PROFILE) >= 0
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);
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}
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/**
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* The value of `uClustered` for a frame: 0 with clustering off, 1 when every light is plain, 2 when
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* any carries a fixture.
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*
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* **The third state is a uniform the shader can branch on for free.** The flag test on each light is
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* a branch on a value read from a texture, and a compiler may run both sides of one; 1.3 ms of a 4K
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* main pass of 320 plain lamps was that test. Asked once a frame here, a scene whose lights are all
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* plain never reaches it.
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*/
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export function clusteredMode(lights: ClusterLightSet, count: number, shadowSlots: number): 1 | 2 {
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for (let light = 0; light < count; light++) {
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if (lightHasFixture(lights, light, shadowSlots)) return 2;
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}
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return 1;
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}
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/**
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* One light's record, at `at` in `out`, as the lit pass reads it.
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*
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* **The one writer.** The CPU binner calls this into the table and the GPU binner's staging calls
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+
* it into the buffer its kernel copies verbatim, so a field can only move in both at once; the
|
|
560
|
+
* 2026-08-17 rule is that two implementations of one decision drift invisibly when the constants
|
|
561
|
+
* are identical, and these were two.
|
|
562
|
+
*
|
|
563
|
+
* **A light is plain unless it has a shadow slot, a cone, a profile or a cookie**, and then the
|
|
564
|
+
* flag is clear and the shader reads two texels. Every slot is still written, so a record holds no
|
|
565
|
+
* bytes from a light that was there last frame and the two binners' tables stay comparable.
|
|
566
|
+
*
|
|
567
|
+
* The shadow slot is signed and carried as a float's bits like everything else in the record. The
|
|
568
|
+
* first `MAX_POINT_LIGHTS` lights keep the shadow slots they already have, because
|
|
569
|
+
* `resolvePointLights` orders them so the ones worth shadowing come first, and everything past that
|
|
570
|
+
* is a light without a map, which is what a scene with two hundred lamps has anyway.
|
|
571
|
+
*/
|
|
572
|
+
export function writeLightRecord(
|
|
573
|
+
lights: ClusterLightSet,
|
|
574
|
+
light: number,
|
|
575
|
+
shadowSlots: number,
|
|
576
|
+
out: Uint32Array,
|
|
577
|
+
at: number,
|
|
578
|
+
): void {
|
|
579
|
+
const directions = lights.directions;
|
|
580
|
+
const cone = lights.coneCos;
|
|
581
|
+
const axes = lights.iesAxes;
|
|
582
|
+
const shadowSlot = light < shadowSlots ? light : NO_SHADOW_SLOT;
|
|
583
|
+
const cosInner = cone?.[light * 2] ?? POINT_LIGHT_COS_INNER;
|
|
584
|
+
const cosOuter = cone?.[light * 2 + 1] ?? POINT_LIGHT_COS_OUTER;
|
|
585
|
+
const profile = lights.iesProfiles?.[light] ?? NO_IES_PROFILE;
|
|
586
|
+
const cookie = lights.cookies?.[light] ?? NO_IES_PROFILE;
|
|
587
|
+
const fixture = lightHasFixture(lights, light, shadowSlots);
|
|
588
|
+
|
|
589
|
+
out[at + LIGHT_RECORD.positionX] = floatBits(lights.positions[light * 3] ?? 0);
|
|
590
|
+
out[at + LIGHT_RECORD.positionY] = floatBits(lights.positions[light * 3 + 1] ?? 0);
|
|
591
|
+
out[at + LIGHT_RECORD.positionZ] = floatBits(lights.positions[light * 3 + 2] ?? 0);
|
|
592
|
+
out[at + LIGHT_RECORD.radius] = floatBits(lights.radii[light] ?? 0);
|
|
593
|
+
out[at + LIGHT_RECORD.colorR] = floatBits(lights.colors[light * 3] ?? 0);
|
|
594
|
+
out[at + LIGHT_RECORD.colorG] = floatBits(lights.colors[light * 3 + 1] ?? 0);
|
|
595
|
+
out[at + LIGHT_RECORD.colorB] = floatBits(lights.colors[light * 3 + 2] ?? 0);
|
|
596
|
+
out[at + LIGHT_RECORD.sizeAndWeight] = packSizeAndWeight(
|
|
597
|
+
lights.sourceRadii[light] ?? 0,
|
|
598
|
+
lights.weights[light] ?? 1,
|
|
599
|
+
fixture,
|
|
600
|
+
);
|
|
601
|
+
out[at + LIGHT_RECORD.shadowSlot] = floatBits(shadowSlot);
|
|
602
|
+
/* A light that declared no cone gets the one that admits everything; see the constants. */
|
|
603
|
+
out[at + LIGHT_RECORD.directionX] = floatBits(directions?.[light * 3] ?? 0);
|
|
604
|
+
out[at + LIGHT_RECORD.directionY] = floatBits(directions?.[light * 3 + 1] ?? 0);
|
|
605
|
+
out[at + LIGHT_RECORD.directionZ] = floatBits(directions?.[light * 3 + 2] ?? 0);
|
|
606
|
+
out[at + LIGHT_RECORD.cosInner] = floatBits(cosInner);
|
|
607
|
+
out[at + LIGHT_RECORD.cosOuter] = floatBits(cosOuter);
|
|
608
|
+
out[at + LIGHT_RECORD.iesProfile] = floatBits(profile);
|
|
609
|
+
out[at + LIGHT_RECORD.cookie] = floatBits(cookie);
|
|
610
|
+
/* Zero where a consumer gave none, which the shader reads as "no usable reference" and falls
|
|
611
|
+
back to the first plane, the behaviour every symmetric profile has anyway. */
|
|
612
|
+
out[at + LIGHT_RECORD.iesAxisX] = floatBits(axes?.[light * 3] ?? 0);
|
|
613
|
+
out[at + LIGHT_RECORD.iesAxisY] = floatBits(axes?.[light * 3 + 1] ?? 0);
|
|
614
|
+
out[at + LIGHT_RECORD.iesAxisZ] = floatBits(axes?.[light * 3 + 2] ?? 0);
|
|
615
|
+
out[at + 19] = 0;
|
|
616
|
+
}
|
|
617
|
+
|
|
360
618
|
/**
|
|
361
619
|
* Fill the table with this frame's light assignment, and answer how many lights it carried.
|
|
362
620
|
*
|
|
@@ -434,51 +692,7 @@ export function buildLightClusters(
|
|
|
434
692
|
const radius = lights.radii[light] ?? 0;
|
|
435
693
|
|
|
436
694
|
/* The record, as the shader reads it. World space; see the note above. */
|
|
437
|
-
|
|
438
|
-
table[record] = floatBits(x);
|
|
439
|
-
table[record + 1] = floatBits(y);
|
|
440
|
-
table[record + 2] = floatBits(z);
|
|
441
|
-
table[record + 3] = floatBits(radius);
|
|
442
|
-
table[record + 4] = floatBits(lights.colors[light * 3] ?? 0);
|
|
443
|
-
table[record + 5] = floatBits(lights.colors[light * 3 + 1] ?? 0);
|
|
444
|
-
table[record + 6] = floatBits(lights.colors[light * 3 + 2] ?? 0);
|
|
445
|
-
table[record + 7] = floatBits(lights.sourceRadii[light] ?? 0);
|
|
446
|
-
table[record + 8] = floatBits(lights.weights[light] ?? 1);
|
|
447
|
-
/*
|
|
448
|
-
* Signed, and carried as a float's bits like everything else in the record so the shader
|
|
449
|
-
* reads the whole texel one way. The first `MAX_POINT_LIGHTS` lights keep the shadow slots
|
|
450
|
-
* they already have — `resolvePointLights` orders them so the ones worth shadowing come
|
|
451
|
-
* first — and everything past that is a light without a map, which is what a scene with two
|
|
452
|
-
* hundred lamps has anyway.
|
|
453
|
-
*/
|
|
454
|
-
table[record + LIGHT_RECORD.shadowSlot] = floatBits(
|
|
455
|
-
light < shadowSlots ? light : NO_SHADOW_SLOT,
|
|
456
|
-
);
|
|
457
|
-
|
|
458
|
-
/*
|
|
459
|
-
* The cone, and a light that declared none gets the one that admits everything. Written for
|
|
460
|
-
* every light rather than only for spots, because the shader reads the same six slots either
|
|
461
|
-
* way and a record left at whatever the last frame put there is a cone nobody asked for.
|
|
462
|
-
*/
|
|
463
|
-
const cone = lights.coneCos;
|
|
464
|
-
const directions = lights.directions;
|
|
465
|
-
const iesAxes = lights.iesAxes;
|
|
466
|
-
table[record + LIGHT_RECORD.directionX] = floatBits(directions?.[light * 3] ?? 0);
|
|
467
|
-
table[record + LIGHT_RECORD.directionY] = floatBits(directions?.[light * 3 + 1] ?? 0);
|
|
468
|
-
table[record + LIGHT_RECORD.directionZ] = floatBits(directions?.[light * 3 + 2] ?? 0);
|
|
469
|
-
table[record + LIGHT_RECORD.cosInner] = floatBits(cone?.[light * 2] ?? POINT_LIGHT_COS_INNER);
|
|
470
|
-
table[record + LIGHT_RECORD.cosOuter] = floatBits(
|
|
471
|
-
cone?.[light * 2 + 1] ?? POINT_LIGHT_COS_OUTER,
|
|
472
|
-
);
|
|
473
|
-
table[record + LIGHT_RECORD.iesProfile] = floatBits(
|
|
474
|
-
lights.iesProfiles?.[light] ?? NO_IES_PROFILE,
|
|
475
|
-
);
|
|
476
|
-
/* Zero where a consumer gave none, which the shader reads as "no usable reference" and falls
|
|
477
|
-
back to the first plane — the behaviour every symmetric profile has anyway. */
|
|
478
|
-
table[record + LIGHT_RECORD.iesAxisX] = floatBits(iesAxes?.[light * 3] ?? 0);
|
|
479
|
-
table[record + LIGHT_RECORD.iesAxisY] = floatBits(iesAxes?.[light * 3 + 1] ?? 0);
|
|
480
|
-
table[record + LIGHT_RECORD.iesAxisZ] = floatBits(iesAxes?.[light * 3 + 2] ?? 0);
|
|
481
|
-
table[record + LIGHT_RECORD.cookie] = floatBits(lights.cookies?.[light] ?? NO_IES_PROFILE);
|
|
695
|
+
writeLightRecord(lights, light, shadowSlots, table, lightBase(light));
|
|
482
696
|
|
|
483
697
|
/* Column-major, as gl-matrix builds it. The view looks down -z, so depth is -vz. */
|
|
484
698
|
const vx = (view[0] ?? 0) * x + (view[4] ?? 0) * y + (view[8] ?? 0) * z + (view[12] ?? 0);
|
|
@@ -1,7 +1,12 @@
|
|
|
1
1
|
/** Fixed point-light budget shared by CPU selection and the flat shader. */
|
|
2
2
|
import type { AreaLightBuffer } from './areaLights.ts';
|
|
3
3
|
import type { ResolvedAreaShadows } from './areaShadowSet.ts';
|
|
4
|
-
import {
|
|
4
|
+
import {
|
|
5
|
+
POINT_LIGHT_COS_INNER,
|
|
6
|
+
POINT_LIGHT_COS_OUTER,
|
|
7
|
+
lampSourceRadius,
|
|
8
|
+
lampWeight,
|
|
9
|
+
} from './clusteredLights.ts';
|
|
5
10
|
|
|
6
11
|
/**
|
|
7
12
|
* How many point lights the shading pass shades against at once.
|
|
@@ -531,6 +536,14 @@ export interface ResolvedPointLights {
|
|
|
531
536
|
iesProfiles: Float32Array;
|
|
532
537
|
iesAxes: Float32Array;
|
|
533
538
|
cookies: Float32Array;
|
|
539
|
+
/**
|
|
540
|
+
* Owned, `MAX_POINT_LIGHTS` long: the emitter sizes and weights as the froxel record carries
|
|
541
|
+
* them, at half precision. `sourceRadii` and `weights` point here once a light set resolves, so
|
|
542
|
+
* a lamp on the uniform path and the same lamp in the table shade with the same numbers. See
|
|
543
|
+
* `lampSourceRadius`.
|
|
544
|
+
*/
|
|
545
|
+
readonly heldSourceRadii: Float32Array;
|
|
546
|
+
readonly heldWeights: Float32Array;
|
|
534
547
|
}
|
|
535
548
|
|
|
536
549
|
/** One per GL binder, refilled per call: holds references, allocates nothing. */
|
|
@@ -547,6 +560,8 @@ const glLights: ResolvedPointLights = {
|
|
|
547
560
|
iesProfiles: NO_PROFILES,
|
|
548
561
|
iesAxes: NO_IES_AXES,
|
|
549
562
|
cookies: NO_COOKIES,
|
|
563
|
+
heldSourceRadii: new Float32Array(MAX_POINT_LIGHTS),
|
|
564
|
+
heldWeights: new Float32Array(MAX_POINT_LIGHTS),
|
|
550
565
|
};
|
|
551
566
|
|
|
552
567
|
/**
|
|
@@ -659,8 +674,13 @@ export function resolvePointLights(
|
|
|
659
674
|
out.positions = positions;
|
|
660
675
|
out.colors = colors;
|
|
661
676
|
out.radii = radii;
|
|
662
|
-
|
|
663
|
-
|
|
677
|
+
/* Rounded as the clustered record rounds them; see `heldSourceRadii`. */
|
|
678
|
+
for (let light = 0; light < MAX_POINT_LIGHTS; light++) {
|
|
679
|
+
out.heldSourceRadii[light] = lampSourceRadius(sourceRadii[light] ?? 0);
|
|
680
|
+
out.heldWeights[light] = lampWeight(weights[light] ?? 1);
|
|
681
|
+
}
|
|
682
|
+
out.sourceRadii = out.heldSourceRadii;
|
|
683
|
+
out.weights = out.heldWeights;
|
|
664
684
|
out.directions = directions;
|
|
665
685
|
out.coneCos = coneCos;
|
|
666
686
|
out.iesProfiles = iesProfiles;
|
package/src/render/mesh.ts
CHANGED
|
@@ -30,8 +30,6 @@ import { validateMeshData } from '@driftengine/drft';
|
|
|
30
30
|
* well. Both halves are fixed — `flat.ts` normalises the lobe, and this is the width that
|
|
31
31
|
* actually matches.
|
|
32
32
|
*/
|
|
33
|
-
/* The engine's fixed lobe, stated once in `vertexDefaults.ts` so both backends read one number. */
|
|
34
|
-
const DEFAULT_ROUGHNESS = ABSENT_ATTRIBUTE['roughness']?.[0] ?? 0.4277;
|
|
35
33
|
|
|
36
34
|
/** Attribute locations are fixed engine-wide (`layout(location = n)` in GLSL). */
|
|
37
35
|
const ATTR_POSITION = 0;
|
|
@@ -62,39 +62,9 @@ export interface PlumeOptions {
|
|
|
62
62
|
tint?: Vec3;
|
|
63
63
|
}
|
|
64
64
|
|
|
65
|
-
/**
|
|
66
|
-
* Blades in each plume's cross, and the vertices that costs.
|
|
67
|
-
*
|
|
68
|
-
* **Two, crossed at 90°, instead of one card turned to face the viewer.** A single
|
|
69
|
-
* billboard has no three-dimensional structure to see: orbiting a fire showed the
|
|
70
|
-
* identical silhouette from every angle, because every card shared one camera-derived
|
|
71
|
-
* axis and the whole plume swivelled as a sheet. Reported twice: the fire did not read
|
|
72
|
-
* as three-dimensional, it read as something that moved with the camera — and after a
|
|
73
|
-
* first attempt that only *leaned* edge-on cards toward the viewer, it still did,
|
|
74
|
-
* correctly, because leaning still rotates whichever cards are edge-on, so the ensemble
|
|
75
|
-
* still tracks the viewer.
|
|
76
|
-
*
|
|
77
|
-
* A cross cannot track anything: both blades are fixed in world space, so turning
|
|
78
|
-
* around a fire genuinely brings one broadside as the other goes edge-on, which is
|
|
79
|
-
* the parallax a volume has. It also removes the reason billboarding existed — a
|
|
80
|
-
* blade going edge-on no longer vanishes, because its partner is square-on at that
|
|
81
|
-
* exact moment.
|
|
82
|
-
*
|
|
83
|
-
* Two rather than three because the plumes blend additively and are drawn in
|
|
84
|
-
* quantity: the third blade costs 50% more geometry for a difference the eye does not
|
|
85
|
-
* separate at the sizes these are drawn.
|
|
86
|
-
*/
|
|
87
|
-
const BLADES = 2;
|
|
88
65
|
/* The shared count, so both backends step a plume's vertices the same way. */
|
|
89
66
|
const VERTS_PER_PLUME = PLUME_VERTS;
|
|
90
67
|
|
|
91
|
-
const CORNERS = [
|
|
92
|
-
[-1, -1],
|
|
93
|
-
[1, -1],
|
|
94
|
-
[1, 1],
|
|
95
|
-
[-1, 1],
|
|
96
|
-
] as const;
|
|
97
|
-
|
|
98
68
|
export class PlumeRenderer {
|
|
99
69
|
private readonly program: WebGLProgram;
|
|
100
70
|
private readonly uniforms: Record<string, WebGLUniformLocation>;
|
|
@@ -939,7 +939,7 @@ export const MAIN_GLSL = `void main() {
|
|
|
939
939
|
int clusterBaseTexel = LIGHT_REGION_TEXELS
|
|
940
940
|
+ (clusterTileX + clusterTileY * CLUSTER_X + clusterSlice * CLUSTER_X * CLUSTER_Y)
|
|
941
941
|
* CLUSTER_TEXELS;
|
|
942
|
-
int clusterLights = uClustered
|
|
942
|
+
int clusterLights = uClustered != 0 ? int(clusterTexel(clusterBaseTexel).x) : 0;
|
|
943
943
|
|
|
944
944
|
/* The fixture atlas's size, asked once: its cookie band and its profile rows are found from it. */
|
|
945
945
|
vec2 fixtureSize = vec2(textureSize(uFixtureAtlas, 0));
|
|
@@ -968,7 +968,7 @@ export const MAIN_GLSL = `void main() {
|
|
|
968
968
|
float iesProfile;
|
|
969
969
|
vec3 iesAxis;
|
|
970
970
|
float cookie;
|
|
971
|
-
if (uClustered
|
|
971
|
+
if (uClustered != 0) {
|
|
972
972
|
if (slot >= clusterLights) break;
|
|
973
973
|
/*
|
|
974
974
|
* Four indices to a texel. Selected with compares rather than by indexing the vector,
|
|
@@ -983,32 +983,65 @@ export const MAIN_GLSL = `void main() {
|
|
|
983
983
|
i = int(packed);
|
|
984
984
|
int record = i * LIGHT_TEXELS;
|
|
985
985
|
uvec4 rec0 = clusterTexel(record);
|
|
986
|
-
uvec4 rec1 = clusterTexel(record + 1);
|
|
987
|
-
uvec4 rec2 = clusterTexel(record + 2);
|
|
988
986
|
lightPos = vec3(
|
|
989
987
|
uintBitsToFloat(rec0.x), uintBitsToFloat(rec0.y), uintBitsToFloat(rec0.z));
|
|
990
988
|
lightRadius = uintBitsToFloat(rec0.w);
|
|
989
|
+
/*
|
|
990
|
+
* **Out of reach is decided on the first texel, before the rest of the record is read.**
|
|
991
|
+
* A froxel holds every light whose sphere touches its box, so most of the lights a fragment
|
|
992
|
+
* walks never reach it, and each one used to cost all five texels before the falloff below
|
|
993
|
+
* said so. Both falloffs are zero at and past the radius, so this skips only lights the
|
|
994
|
+
* \`continue\` after the falloff would have skipped anyway: 17.5 ms of a 4K main pass with
|
|
995
|
+
* 320 lamps was 12.3 with this and the profile guard below, byte for byte the same picture.
|
|
996
|
+
*/
|
|
997
|
+
if (length(lightPos - vWorldPos) >= lightRadius) continue;
|
|
998
|
+
/*
|
|
999
|
+
* **The second texel, and for a plain point light the last one.** The emitter size and the
|
|
1000
|
+
* weight are two halves in one word, which is how nine numbers fit in two texels;
|
|
1001
|
+
* \`unpackHalf2x16\` widens them exactly, and the fixed arm reads the same two values rounded
|
|
1002
|
+
* the same way, so the arms stay one picture. See \`packSizeAndWeight\`.
|
|
1003
|
+
*/
|
|
1004
|
+
uvec4 rec1 = clusterTexel(record + 1);
|
|
991
1005
|
lightColor = vec3(
|
|
992
1006
|
uintBitsToFloat(rec1.x), uintBitsToFloat(rec1.y), uintBitsToFloat(rec1.z));
|
|
993
|
-
|
|
994
|
-
|
|
995
|
-
|
|
1007
|
+
vec2 sizeAndWeight = unpackHalf2x16(rec1.w);
|
|
1008
|
+
lightSourceRadius = abs(sizeAndWeight.x);
|
|
1009
|
+
lightWeight = sizeAndWeight.y;
|
|
996
1010
|
/*
|
|
997
|
-
* The
|
|
998
|
-
*
|
|
999
|
-
*
|
|
1011
|
+
* **The fixture, read only for a light that has one.** What a plain light's record holds in
|
|
1012
|
+
* the last three texels is exactly these values, so a light carrying no shadow slot, cone,
|
|
1013
|
+
* profile or cookie shades the same whether they are read or assumed, and at heavy overlap
|
|
1014
|
+
* reading them was a third of the pass. A branch on a value from a texture around
|
|
1015
|
+
* \`texelFetch\` is not the 2026-08-07 case: an integer fetch takes no derivative.
|
|
1016
|
+
*
|
|
1017
|
+
* **Inside a branch on \`uClustered\` first**, which is 2 only in a frame where some light
|
|
1018
|
+
* carries a fixture. The test on each light's flag is a branch on a value read from a
|
|
1019
|
+
* texture, which a compiler may run both sides of, and it cost 1.3 ms of a 4K pass whose 320
|
|
1020
|
+
* lamps were all plain; a uniform branch costs nothing, so such a frame never reaches it.
|
|
1000
1021
|
*/
|
|
1001
|
-
|
|
1002
|
-
lightDir = vec3(
|
|
1003
|
-
|
|
1004
|
-
|
|
1005
|
-
|
|
1006
|
-
|
|
1007
|
-
|
|
1008
|
-
|
|
1009
|
-
|
|
1010
|
-
|
|
1011
|
-
|
|
1022
|
+
shadowSlot = -1;
|
|
1023
|
+
lightDir = vec3(0.0);
|
|
1024
|
+
lightCone = vec2(-1.0, -2.0);
|
|
1025
|
+
iesProfile = -1.0;
|
|
1026
|
+
iesAxis = vec3(0.0);
|
|
1027
|
+
cookie = -1.0;
|
|
1028
|
+
if (uClustered == 2) {
|
|
1029
|
+
if ((rec1.w & LIGHT_FIXTURE_FLAG) != 0u) {
|
|
1030
|
+
uvec4 rec2 = clusterTexel(record + 2);
|
|
1031
|
+
uvec4 rec3 = clusterTexel(record + 3);
|
|
1032
|
+
uvec4 rec4 = clusterTexel(record + 4);
|
|
1033
|
+
shadowSlot = int(uintBitsToFloat(rec2.x));
|
|
1034
|
+
lightDir = vec3(
|
|
1035
|
+
uintBitsToFloat(rec2.y), uintBitsToFloat(rec2.z), uintBitsToFloat(rec2.w));
|
|
1036
|
+
lightCone = vec2(uintBitsToFloat(rec3.x), uintBitsToFloat(rec3.y));
|
|
1037
|
+
iesProfile = uintBitsToFloat(rec3.z);
|
|
1038
|
+
cookie = uintBitsToFloat(rec3.w);
|
|
1039
|
+
/* The photometric azimuth. See LIGHT_RECORD in clusteredLights.ts for why it costs a
|
|
1040
|
+
texel rather than being derived from the direction. */
|
|
1041
|
+
iesAxis = vec3(
|
|
1042
|
+
uintBitsToFloat(rec4.x), uintBitsToFloat(rec4.y), uintBitsToFloat(rec4.z));
|
|
1043
|
+
}
|
|
1044
|
+
}
|
|
1012
1045
|
} else {
|
|
1013
1046
|
i = slot;
|
|
1014
1047
|
if (i >= uLightCount || i >= MAX_LIGHTS) break;
|
|
@@ -1227,20 +1260,25 @@ export const MAIN_GLSL = `void main() {
|
|
|
1227
1260
|
* and the result is selected afterwards with a \`mix\` on a compare — which is arithmetic
|
|
1228
1261
|
* rather than control flow.
|
|
1229
1262
|
*
|
|
1230
|
-
* **
|
|
1231
|
-
*
|
|
1232
|
-
*
|
|
1233
|
-
*
|
|
1234
|
-
*
|
|
1263
|
+
* **And skipped outright where nothing loaded a profile**, behind \`uIesAtlasRows\`, which is
|
|
1264
|
+
* one while the atlas holds only its row of ones. A uniform is provably uniform control
|
|
1265
|
+
* flow, so this branch is not the one the rule forbids. It was paid on every scene until a
|
|
1266
|
+
* 4K frame of 320 lamps and no shadows measured it at 0.7 ms of the main pass, rising to
|
|
1267
|
+
* 2.3 ms with the lamps overlapping, which is the scene this note used to say would make
|
|
1268
|
+
* the fetch wrong. Every light then reads 1, which is what \`step(0.0, iesProfile)\` gave
|
|
1269
|
+
* each of them anyway.
|
|
1235
1270
|
*/
|
|
1236
1271
|
float iesRow = max(iesProfile, 0.0);
|
|
1237
1272
|
/* The direction the fixture throws toward this fragment, which both angles are measured on. */
|
|
1238
1273
|
vec3 iesRay = -toLight / max(dist, 1e-4);
|
|
1239
1274
|
/* The angle from the fixture's axis, as a fraction of the 0-to-180 arc every row spans. */
|
|
1240
|
-
float
|
|
1241
|
-
|
|
1242
|
-
|
|
1243
|
-
|
|
1275
|
+
float iesU = 0.0;
|
|
1276
|
+
if (uIesAtlasRows > 1.0) {
|
|
1277
|
+
float iesAngle = acos(clamp(dot(iesRay, lightDir), -1.0, 1.0));
|
|
1278
|
+
/* Clamped to the row's first and last texel centres, which is what the edge clamp of a
|
|
1279
|
+
texture exactly one row wide gave; the atlas can be wider now, with cookies beside it. */
|
|
1280
|
+
iesU = clamp(iesAngle / PI_IES * IES_WIDTH, 0.5, IES_WIDTH - 0.5) / fixtureSize.x;
|
|
1281
|
+
}
|
|
1244
1282
|
/*
|
|
1245
1283
|
* **The azimuth about the fixture's own axis**, behind a branch on a uniform so a scene whose
|
|
1246
1284
|
* profiles are all axially symmetric pays none of this arithmetic. A \`uniform float\` is
|
|
@@ -1315,14 +1353,15 @@ export const MAIN_GLSL = `void main() {
|
|
|
1315
1353
|
* version this replaced took two explicit fetches and a \`mix\`, and cost **18,315 gzipped
|
|
1316
1354
|
* bytes on \`core-only\`** across the sixteen fragment permutations.
|
|
1317
1355
|
*/
|
|
1318
|
-
float
|
|
1319
|
-
|
|
1320
|
-
|
|
1321
|
-
|
|
1322
|
-
|
|
1323
|
-
|
|
1324
|
-
|
|
1325
|
-
|
|
1356
|
+
float photometric = 1.0;
|
|
1357
|
+
if (uIesAtlasRows > 1.0) {
|
|
1358
|
+
float iesBase = iesRow * (uIesPlaneCount + 1.0);
|
|
1359
|
+
/* The profiles are the atlas's bottom rows, below any cookies. */
|
|
1360
|
+
float iesTop = fixtureSize.y - uIesAtlasRows;
|
|
1361
|
+
float iesV = (iesTop + iesBase + iesTurns * uIesPlaneCount + 0.5) / fixtureSize.y;
|
|
1362
|
+
float iesGain = textureLod(uFixtureAtlas, vec2(iesU, iesV), 0.0).r;
|
|
1363
|
+
photometric = mix(1.0, iesGain, step(0.0, iesProfile));
|
|
1364
|
+
}
|
|
1326
1365
|
|
|
1327
1366
|
float shape = (uLightFalloff == 1 ? falloff : falloff * falloff) * coneFalloff * photometric;
|
|
1328
1367
|
glassGlow += lightColor * backNdl * shape * lightWeight * shaded * lampGlass;
|
|
@@ -6,6 +6,7 @@ import {
|
|
|
6
6
|
CLUSTER_X,
|
|
7
7
|
CLUSTER_Y,
|
|
8
8
|
CLUSTER_Z,
|
|
9
|
+
LIGHT_FIXTURE_FLAG,
|
|
9
10
|
LIGHT_REGION_TEXELS,
|
|
10
11
|
LIGHT_TEXELS,
|
|
11
12
|
MAX_LIGHTS_PER_CLUSTER,
|
|
@@ -659,6 +660,7 @@ uniform float uHighlightGain;
|
|
|
659
660
|
#define CLUSTER_TEXELS ${CLUSTER_TEXELS}
|
|
660
661
|
#define MAX_LIGHTS_PER_CLUSTER ${MAX_LIGHTS_PER_CLUSTER}
|
|
661
662
|
#define LIGHT_TEXELS ${LIGHT_TEXELS}
|
|
663
|
+
#define LIGHT_FIXTURE_FLAG ${LIGHT_FIXTURE_FLAG}u
|
|
662
664
|
#define LIGHT_REGION_TEXELS ${LIGHT_REGION_TEXELS}
|
|
663
665
|
#define CLUSTER_TABLE_WIDTH ${TABLE_WIDTH}
|
|
664
666
|
uniform highp usampler2D uClusterTable; // wgsl:share shadow
|