@driftengine/core 4.8.6 → 4.9.0

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Files changed (253) hide show
  1. package/CHANGELOG.json +132 -0
  2. package/README.md +1 -1
  3. package/dist/index.d.ts +7 -2
  4. package/dist/index.js +8 -1
  5. package/dist/render/anisotropicLobe.d.ts +10 -0
  6. package/dist/render/anisotropicLobe.js +19 -0
  7. package/dist/render/areaLights.d.ts +35 -0
  8. package/dist/render/areaLights.js +35 -0
  9. package/dist/render/atmosphere.d.ts +13 -0
  10. package/dist/render/atmosphere.js +9 -1
  11. package/dist/render/backend/api.d.ts +41 -3
  12. package/dist/render/backend/createRenderer.d.ts +6 -0
  13. package/dist/render/backend/createRenderer.js +4 -1
  14. package/dist/render/backend/webgl2/renderer.d.ts +140 -16
  15. package/dist/render/backend/webgl2/renderer.js +436 -44
  16. package/dist/render/backend/webgl2/sceneCaptureTarget.d.ts +29 -0
  17. package/dist/render/backend/webgl2/sceneCaptureTarget.js +96 -0
  18. package/dist/render/backend/webgpu/device.d.ts +7 -1
  19. package/dist/render/backend/webgpu/device.js +31 -3
  20. package/dist/render/backend/webgpu/flatPass.d.ts +16 -1
  21. package/dist/render/backend/webgpu/flatPass.js +58 -26
  22. package/dist/render/backend/webgpu/particlePass.js +2 -1
  23. package/dist/render/backend/webgpu/postPass.d.ts +51 -9
  24. package/dist/render/backend/webgpu/postPass.js +16 -2
  25. package/dist/render/backend/webgpu/reflectionSurfacePass.d.ts +30 -0
  26. package/dist/render/backend/webgpu/reflectionSurfacePass.js +100 -0
  27. package/dist/render/backend/webgpu/renderer.d.ts +166 -3
  28. package/dist/render/backend/webgpu/renderer.js +738 -83
  29. package/dist/render/backend/webgpu/sceneCaptureTarget.d.ts +24 -0
  30. package/dist/render/backend/webgpu/sceneCaptureTarget.js +59 -0
  31. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +1 -1
  32. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +4 -1
  33. package/dist/render/backend/webgpu/surfaceTexturePass.js +34 -8
  34. package/dist/render/backend/webgpu/waterPass.d.ts +1 -1
  35. package/dist/render/clusteredLights.d.ts +23 -5
  36. package/dist/render/clusteredLights.js +35 -8
  37. package/dist/render/displayRange.d.ts +31 -0
  38. package/dist/render/displayRange.js +47 -0
  39. package/dist/render/driftLight/bake.d.ts +2 -0
  40. package/dist/render/driftLight/bake.js +1 -1
  41. package/dist/render/driftLight/falloff.d.ts +4 -2
  42. package/dist/render/driftLight/falloff.js +8 -2
  43. package/dist/render/filmicCurve.d.ts +74 -0
  44. package/dist/render/filmicCurve.js +203 -0
  45. package/dist/render/fog.d.ts +4 -1
  46. package/dist/render/fog.js +12 -2
  47. package/dist/render/frame/resources.d.ts +2 -2
  48. package/dist/render/frame/resources.js +6 -0
  49. package/dist/render/frameReflections.d.ts +40 -0
  50. package/dist/render/frameReflections.js +48 -0
  51. package/dist/render/gi/bounceLights.d.ts +3 -2
  52. package/dist/render/gi/bounceLights.js +8 -3
  53. package/dist/render/instanceCull.js +5 -0
  54. package/dist/render/instances.d.ts +19 -5
  55. package/dist/render/instances.js +9 -3
  56. package/dist/render/lightBudget.d.ts +12 -1
  57. package/dist/render/lightBudget.js +23 -3
  58. package/dist/render/lightmap.d.ts +23 -9
  59. package/dist/render/lightmap.js +40 -18
  60. package/dist/render/particlePool.d.ts +21 -0
  61. package/dist/render/particlePool.js +7 -0
  62. package/dist/render/pass.d.ts +49 -0
  63. package/dist/render/pointLightSelection.d.ts +13 -0
  64. package/dist/render/pointLightSelection.js +3 -1
  65. package/dist/render/reflectionSurfaceTargets.d.ts +28 -0
  66. package/dist/render/reflectionSurfaceTargets.js +99 -0
  67. package/dist/render/renderQuality.d.ts +47 -15
  68. package/dist/render/renderQuality.js +4 -0
  69. package/dist/render/rendererHarness.js +3 -0
  70. package/dist/render/rgb9e5.d.ts +22 -0
  71. package/dist/render/rgb9e5.js +47 -0
  72. package/dist/render/sceneCapture.d.ts +29 -0
  73. package/dist/render/sceneCapture.js +36 -0
  74. package/dist/render/sceneTarget.d.ts +5 -0
  75. package/dist/render/sceneTarget.js +24 -1
  76. package/dist/render/screenSpaceReflection.d.ts +32 -1
  77. package/dist/render/screenSpaceReflection.js +14 -0
  78. package/dist/render/shaders/arcane.d.ts +1 -1
  79. package/dist/render/shaders/bolt.d.ts +1 -1
  80. package/dist/render/shaders/bolt.js +7 -1
  81. package/dist/render/shaders/caustics.d.ts +1 -1
  82. package/dist/render/shaders/depth.js +11 -0
  83. package/dist/render/shaders/film.d.ts +1 -1
  84. package/dist/render/shaders/filmLook.js +2 -1
  85. package/dist/render/shaders/fire.d.ts +1 -1
  86. package/dist/render/shaders/flat/anisotropic.d.ts +1 -1
  87. package/dist/render/shaders/flat/anisotropic.js +37 -3
  88. package/dist/render/shaders/flat/areaLight.d.ts +1 -1
  89. package/dist/render/shaders/flat/areaLight.js +46 -0
  90. package/dist/render/shaders/flat/glassTint.d.ts +3 -2
  91. package/dist/render/shaders/flat/glassTint.js +5 -1
  92. package/dist/render/shaders/flat/index.d.ts +15 -0
  93. package/dist/render/shaders/flat/index.js +22 -2
  94. package/dist/render/shaders/flat/lobes.d.ts +6 -0
  95. package/dist/render/shaders/flat/lobes.js +49 -43
  96. package/dist/render/shaders/flat/main.d.ts +1 -1
  97. package/dist/render/shaders/flat/main.js +85 -22
  98. package/dist/render/shaders/flat/models.d.ts +5 -2
  99. package/dist/render/shaders/flat/models.js +100 -16
  100. package/dist/render/shaders/flat/overlay.d.ts +16 -0
  101. package/dist/render/shaders/flat/overlay.js +117 -0
  102. package/dist/render/shaders/flat/pointShadow.js +1 -1
  103. package/dist/render/shaders/flat/preamble.js +10 -3
  104. package/dist/render/shaders/flat/reflectionSurface.d.ts +21 -0
  105. package/dist/render/shaders/flat/reflectionSurface.js +61 -0
  106. package/dist/render/shaders/fog.d.ts +1 -1
  107. package/dist/render/shaders/fog.js +9 -2
  108. package/dist/render/shaders/fringe.d.ts +29 -0
  109. package/dist/render/shaders/fringe.js +55 -0
  110. package/dist/render/shaders/generated/arcane.wgsl.d.ts +1 -1
  111. package/dist/render/shaders/generated/arcane.wgsl.js +1 -1
  112. package/dist/render/shaders/generated/bolt.wgsl.d.ts +1 -1
  113. package/dist/render/shaders/generated/bolt.wgsl.js +1 -1
  114. package/dist/render/shaders/generated/caustics.wgsl.d.ts +1 -1
  115. package/dist/render/shaders/generated/caustics.wgsl.js +1 -1
  116. package/dist/render/shaders/generated/depth.wgsl.d.ts +4 -4
  117. package/dist/render/shaders/generated/depth.wgsl.js +4 -4
  118. package/dist/render/shaders/generated/film.wgsl.d.ts +1 -1
  119. package/dist/render/shaders/generated/film.wgsl.js +1 -1
  120. package/dist/render/shaders/generated/fire.wgsl.d.ts +1 -1
  121. package/dist/render/shaders/generated/fire.wgsl.js +1 -1
  122. package/dist/render/shaders/generated/flat.wgsl.d.ts +192 -16
  123. package/dist/render/shaders/generated/flat.wgsl.js +230 -54
  124. package/dist/render/shaders/generated/line.wgsl.d.ts +1 -1
  125. package/dist/render/shaders/generated/line.wgsl.js +1 -1
  126. package/dist/render/shaders/generated/particle.wgsl.d.ts +4 -4
  127. package/dist/render/shaders/generated/particle.wgsl.js +4 -4
  128. package/dist/render/shaders/generated/rush.wgsl.d.ts +56 -26
  129. package/dist/render/shaders/generated/rush.wgsl.js +56 -26
  130. package/dist/render/shaders/generated/scatter.wgsl.d.ts +1 -1
  131. package/dist/render/shaders/generated/scatter.wgsl.js +1 -1
  132. package/dist/render/shaders/generated/smoke.wgsl.d.ts +1 -1
  133. package/dist/render/shaders/generated/smoke.wgsl.js +1 -1
  134. package/dist/render/shaders/generated/ssrResolve.wgsl.d.ts +29 -0
  135. package/dist/render/shaders/generated/ssrResolve.wgsl.js +29 -0
  136. package/dist/render/shaders/generated/ssrTrace.wgsl.d.ts +32 -7
  137. package/dist/render/shaders/generated/ssrTrace.wgsl.js +32 -7
  138. package/dist/render/shaders/generated/water.wgsl.d.ts +23 -16
  139. package/dist/render/shaders/generated/water.wgsl.js +23 -16
  140. package/dist/render/shaders/gi/probeBake.wgsl.js +9 -5
  141. package/dist/render/shaders/gpudriven/fog.wgsl.d.ts +2 -2
  142. package/dist/render/shaders/gpudriven/fog.wgsl.js +11 -3
  143. package/dist/render/shaders/line.d.ts +1 -1
  144. package/dist/render/shaders/particle.d.ts +3 -3
  145. package/dist/render/shaders/recon/motion.wgsl.d.ts +1 -1
  146. package/dist/render/shaders/recon/motion.wgsl.js +13 -2
  147. package/dist/render/shaders/rush.js +54 -11
  148. package/dist/render/shaders/scatter.d.ts +1 -1
  149. package/dist/render/shaders/smoke.d.ts +1 -1
  150. package/dist/render/shaders/ssrResolve.d.ts +17 -0
  151. package/dist/render/shaders/ssrResolve.js +51 -0
  152. package/dist/render/shaders/ssrTrace.js +46 -1
  153. package/dist/render/shaders/water.d.ts +1 -1
  154. package/dist/render/shaders/water.js +12 -3
  155. package/dist/render/skinScatter.d.ts +3 -1
  156. package/dist/render/skinScatter.js +3 -1
  157. package/dist/render/ssrPass.d.ts +16 -0
  158. package/dist/render/ssrPass.js +107 -1
  159. package/dist/render/surfaceModel.d.ts +29 -8
  160. package/dist/render/surfaceModel.js +33 -9
  161. package/dist/render/surfaceOverlay.d.ts +132 -0
  162. package/dist/render/surfaceOverlay.js +85 -0
  163. package/dist/render/surfaceTexture.d.ts +44 -1
  164. package/dist/render/surfaceTexture.js +96 -5
  165. package/dist/render/temporalAa.d.ts +14 -0
  166. package/dist/render/temporalAa.js +20 -0
  167. package/dist/render/vertexDefaults.d.ts +17 -0
  168. package/dist/render/vertexDefaults.js +24 -0
  169. package/package.json +6 -6
  170. package/src/index.ts +22 -2
  171. package/src/render/anisotropicLobe.ts +29 -0
  172. package/src/render/areaLights.ts +58 -0
  173. package/src/render/atmosphere.ts +22 -1
  174. package/src/render/backend/api.ts +58 -2
  175. package/src/render/backend/createRenderer.ts +18 -1
  176. package/src/render/backend/webgl2/renderer.ts +548 -50
  177. package/src/render/backend/webgl2/sceneCaptureTarget.ts +130 -0
  178. package/src/render/backend/webgpu/device.ts +42 -3
  179. package/src/render/backend/webgpu/flatPass.ts +63 -26
  180. package/src/render/backend/webgpu/particlePass.ts +2 -1
  181. package/src/render/backend/webgpu/postPass.ts +18 -0
  182. package/src/render/backend/webgpu/reflectionSurfacePass.ts +114 -0
  183. package/src/render/backend/webgpu/renderer.ts +927 -100
  184. package/src/render/backend/webgpu/sceneCaptureTarget.ts +63 -0
  185. package/src/render/backend/webgpu/surfaceTexturePass.ts +44 -14
  186. package/src/render/clusteredLights.ts +41 -8
  187. package/src/render/displayRange.ts +61 -0
  188. package/src/render/driftLight/bake.ts +3 -1
  189. package/src/render/driftLight/falloff.ts +13 -2
  190. package/src/render/filmicCurve.ts +229 -0
  191. package/src/render/fog.ts +19 -3
  192. package/src/render/frame/resources.ts +6 -0
  193. package/src/render/frameReflections.ts +72 -0
  194. package/src/render/gi/bounceLights.ts +12 -3
  195. package/src/render/instanceCull.ts +4 -0
  196. package/src/render/instances.ts +26 -6
  197. package/src/render/lightBudget.ts +40 -2
  198. package/src/render/lightmap.ts +64 -23
  199. package/src/render/particlePool.ts +23 -0
  200. package/src/render/pass.ts +53 -1
  201. package/src/render/pointLightSelection.ts +20 -1
  202. package/src/render/reflectionSurfaceTargets.ts +105 -0
  203. package/src/render/renderQuality.ts +52 -15
  204. package/src/render/rendererHarness.ts +3 -0
  205. package/src/render/rgb9e5.ts +52 -0
  206. package/src/render/sceneCapture.ts +56 -0
  207. package/src/render/sceneTarget.ts +30 -2
  208. package/src/render/screenSpaceReflection.ts +38 -1
  209. package/src/render/shaders/bolt.ts +7 -1
  210. package/src/render/shaders/depth.ts +11 -0
  211. package/src/render/shaders/filmLook.ts +2 -1
  212. package/src/render/shaders/flat/anisotropic.ts +37 -3
  213. package/src/render/shaders/flat/areaLight.ts +46 -0
  214. package/src/render/shaders/flat/glassTint.ts +13 -2
  215. package/src/render/shaders/flat/index.ts +37 -2
  216. package/src/render/shaders/flat/lobes.ts +50 -43
  217. package/src/render/shaders/flat/main.ts +85 -22
  218. package/src/render/shaders/flat/models.ts +100 -16
  219. package/src/render/shaders/flat/overlay.ts +117 -0
  220. package/src/render/shaders/flat/pointShadow.ts +1 -1
  221. package/src/render/shaders/flat/preamble.ts +10 -3
  222. package/src/render/shaders/flat/reflectionSurface.ts +61 -0
  223. package/src/render/shaders/fog.ts +9 -2
  224. package/src/render/shaders/fringe.ts +59 -0
  225. package/src/render/shaders/generated/arcane.wgsl.ts +1 -1
  226. package/src/render/shaders/generated/bolt.wgsl.ts +1 -1
  227. package/src/render/shaders/generated/caustics.wgsl.ts +1 -1
  228. package/src/render/shaders/generated/depth.wgsl.ts +4 -4
  229. package/src/render/shaders/generated/film.wgsl.ts +1 -1
  230. package/src/render/shaders/generated/fire.wgsl.ts +1 -1
  231. package/src/render/shaders/generated/flat.wgsl.ts +230 -54
  232. package/src/render/shaders/generated/line.wgsl.ts +1 -1
  233. package/src/render/shaders/generated/particle.wgsl.ts +4 -4
  234. package/src/render/shaders/generated/rush.wgsl.ts +56 -26
  235. package/src/render/shaders/generated/scatter.wgsl.ts +1 -1
  236. package/src/render/shaders/generated/smoke.wgsl.ts +1 -1
  237. package/src/render/shaders/generated/ssrResolve.wgsl.ts +30 -0
  238. package/src/render/shaders/generated/ssrTrace.wgsl.ts +32 -7
  239. package/src/render/shaders/generated/water.wgsl.ts +23 -16
  240. package/src/render/shaders/gi/probeBake.wgsl.ts +9 -5
  241. package/src/render/shaders/gpudriven/fog.wgsl.ts +11 -3
  242. package/src/render/shaders/recon/motion.wgsl.ts +13 -2
  243. package/src/render/shaders/rush.ts +54 -11
  244. package/src/render/shaders/ssrResolve.ts +52 -0
  245. package/src/render/shaders/ssrTrace.ts +46 -1
  246. package/src/render/shaders/water.ts +12 -3
  247. package/src/render/skinScatter.ts +3 -1
  248. package/src/render/ssrPass.ts +139 -1
  249. package/src/render/surfaceModel.ts +47 -10
  250. package/src/render/surfaceOverlay.ts +195 -0
  251. package/src/render/surfaceTexture.ts +136 -9
  252. package/src/render/temporalAa.ts +20 -0
  253. package/src/render/vertexDefaults.ts +28 -0
@@ -21,6 +21,7 @@
21
21
  */
22
22
 
23
23
  import { glslIsFarDepth } from '../depthConvention.ts';
24
+ import { ENV_BRDF_GLSL } from './flat/lobes.ts';
24
25
 
25
26
  /**
26
27
  * The most samples the march may take. `uSsrSteps` breaks out early.
@@ -64,15 +65,34 @@ uniform vec3 uSsrEye;
64
65
  uniform vec3 uSsrAxis;
65
66
  uniform vec3 uSsrTint;
66
67
  uniform float uSsrStrength;
68
+ /**
69
+ * Whether \`uSsrStrength\` is the surface's reflectance head-on, carried per pixel through the
70
+ * split-sum BRDF (x, 1 or 0), and the roughness it is carried at (y). \`ReflectiveSurface.fresnel\`.
71
+ */
72
+ uniform vec2 uSsrFresnel;
67
73
  uniform float uSsrFacingCos;
68
74
  uniform float uSsrReach;
69
75
  uniform float uSsrThickness;
70
76
  uniform float uSsrSteps;
71
77
  /** How much of the frame each side is fade, as a fraction. */
72
78
  uniform float uSsrEdgeFade;
79
+ /**
80
+ * **1 where the trace is the frame's materials rather than a box's**: every pixel the lit stage
81
+ * left a reflection for reflects, by its own material, and the box, its axis and its strength are
82
+ * not read. See \`flat/reflectionSurface.ts\` for the two maps it is handed.
83
+ */
84
+ uniform float uSsrMaterial;
85
+ /** The roughness past which a pixel's reflection is the probes' alone, faded over the last quarter. */
86
+ uniform float uSsrMaxRoughness;
87
+ /** The environment as the frame shows it, and the surface's roughness in its alpha. */
88
+ uniform sampler2D uSsrProbeMap;
89
+ /** What a found reflection is multiplied by to land where the environment did. */
90
+ uniform sampler2D uSsrTintMap;
73
91
 
74
92
  out vec4 fragColor;
75
93
 
94
+ ${ENV_BRDF_GLSL}
95
+
76
96
  /** What the frame drew at a screen position, as a world point. */
77
97
  vec3 worldAt(vec2 uv, float stored) {
78
98
  vec4 world = uSsrDepthToWorld * vec4(uv * 2.0 - 1.0, stored, 1.0);
@@ -133,7 +153,32 @@ void main() {
133
153
  mask *= smoothstep(uSsrFacingCos, min(1.0, uSsrFacingCos + 0.25), facing);
134
154
  /* Nothing was drawn here, so there is no surface to reflect in. */
135
155
  mask *= ${glslIsFarDepth('stored')} ? 0.0 : 1.0;
136
- mask *= uSsrStrength;
156
+ /*
157
+ * **How much the surface returns**: one number over the box, or, where the caller asks, its
158
+ * reflectance head-on carried through the split-sum BRDF at this pixel's own view and the
159
+ * surface's roughness — the lit stage's fit, so the two agree on what a surface reflects. A floor
160
+ * then returns more toward the horizon than underfoot, and the share follows the camera.
161
+ */
162
+ float returned = uSsrStrength;
163
+ if (uSsrFresnel.x > 0.5) {
164
+ vec2 dfg = envBrdfApprox(clamp(dot(normal, normalize(toEye)), 0.0, 1.0), uSsrFresnel.y);
165
+ returned = clamp(uSsrStrength * dfg.x + dfg.y, 0.0, 1.0);
166
+ }
167
+ mask *= returned;
168
+ /*
169
+ * **Or the pixel's own material**, where the trace is the frame's: reflective wherever the lit
170
+ * stage left a reflection to swap (any tint above zero), and the probes' alone past the
171
+ * roughness ceiling. How much it returns is the tint, which the resolve multiplies by, so the
172
+ * mask here is only whether to march and how much to trust a hit.
173
+ */
174
+ if (uSsrMaterial > 0.5) {
175
+ vec3 tint = textureLod(uSsrTintMap, vUv, 0.0).rgb;
176
+ float roughness = textureLod(uSsrProbeMap, vUv, 0.0).a;
177
+ float reflective = max(max(tint.r, tint.g), tint.b) > 0.0 ? 1.0 : 0.0;
178
+ float ceiling = max(uSsrMaxRoughness, 1.0e-4);
179
+ mask = reflective * (1.0 - smoothstep(ceiling * 0.75, ceiling, roughness));
180
+ mask *= ${glslIsFarDepth('stored')} ? 0.0 : 1.0;
181
+ }
137
182
 
138
183
  vec3 found = vec3(0.0);
139
184
  float weight = 0.0;
@@ -177,8 +177,11 @@ uniform vec3 uAmbient;
177
177
  * is the single strongest cue that a surface *is* water switched off because no
178
178
  * directional source existed to make it. A lantern on a jetty threw nothing.
179
179
  *
180
- * Same slots, same weights and the same two falloff shapes as the surface shader, so a
181
- * lamp behaves the same way over water as it does over the ground beside it.
180
+ * Same slots, same weights and the surface shader's falloffs, a light's own exponent among
181
+ * them, so a lamp reaches as far over water as over the ground beside it. **What it gives up**:
182
+ * a spot's cone, which water does not read, so a spot lights the water around it as a lamp
183
+ * would; and the smooth falloff's square, which the surface applies and this has never, so under
184
+ * that falloff a lamp's pool on water is the wider of the two.
182
185
  */
183
186
  #define MAX_LIGHTS ${MAX_POINT_LIGHTS}
184
187
  uniform int uLightCount;
@@ -187,6 +190,8 @@ uniform vec3 uLightColor[MAX_LIGHTS];
187
190
  uniform float uLightRadius[MAX_LIGHTS];
188
191
  uniform float uLightWeight[MAX_LIGHTS];
189
192
  uniform int uLightFalloff;
193
+ /* The surface shader's cone record, of which water reads z alone: a light's own falloff exponent. */
194
+ uniform vec4 uLightCone[MAX_LIGHTS];
190
195
  ${FOG_GLSL}
191
196
  uniform vec3 uCameraPos;
192
197
  uniform sampler2D uReflectionMap;
@@ -243,7 +248,11 @@ void main() {
243
248
  vec3 toLight = uLightPos[i] - vWorldPos;
244
249
  float lightDist = length(toLight);
245
250
  float falloff;
246
- if (uLightFalloff == 1) {
251
+ float exponent = uLightCone[i].z;
252
+ if (exponent > 0.0) {
253
+ float reach = lightDist / max(uLightRadius[i], 1e-4);
254
+ falloff = pow(clamp(1.0 - reach * reach, 0.0, 1.0), exponent);
255
+ } else if (uLightFalloff == 1) {
247
256
  float window = clamp(1.0 - pow(lightDist / max(uLightRadius[i], 1e-4), 4.0), 0.0, 1.0);
248
257
  falloff = window * window / max(lightDist * lightDist, 0.01);
249
258
  } else {
@@ -7,7 +7,9 @@
7
7
  * neighbours' `N·L` as well as its own: the clamped cosine averaged around a ring of the surface's
8
8
  * curvature, weighted by the diffusion profile at each neighbour's distance. The profile is Burley's
9
9
  * normalised diffusion, one per channel, at a scatter distance `d` — the model's `radius` times its
10
- * scatter colour — projected onto the ring's plane, as a cylinder's cross-section sees it. The
10
+ * scatter colour, over `SKIN_MEAN_EXIT`, since `radius` is how far light travels and the profile
11
+ * carries it two and a half `d` — projected onto the ring's plane, as a cylinder's cross-section
12
+ * sees it. The
11
13
  * result depends on `N·L` and on one number per channel, `k = d × curvature`, and at `k = 0` it is
12
14
  * Lambert's.
13
15
  *
@@ -6,7 +6,8 @@ import { DEPTH_01_TO_CLIP } from './lightVolumeDraw.ts';
6
6
  import type { ReflectionQueue } from './screenSpaceReflection.ts';
7
7
  import { compileProgram, uniformLocations } from './shader.ts';
8
8
  import { FULLSCREEN_VERT } from './shaders/fullscreen.ts';
9
- import { SSR_RESOLVE_FRAG } from './shaders/ssrResolve.ts';
9
+ import { SSR_MATERIAL_RESOLVE_FRAG, SSR_RESOLVE_FRAG } from './shaders/ssrResolve.ts';
10
+ import type { ResolvedFrameReflections } from './frameReflections.ts';
10
11
  import { SSR_TRACE_FRAG } from './shaders/ssrTrace.ts';
11
12
  import { blendKeeping } from './sceneCoverage.ts';
12
13
 
@@ -36,6 +37,10 @@ export class SsrPass {
36
37
  private height = 0;
37
38
 
38
39
  /** `inverse(viewProjection) * DEPTH_01_TO_CLIP`, rebuilt once a frame rather than per surface. */
40
+ /** The frame's materials' resolve, compiled the first time a frame traces them. */
41
+ private materialResolve: WebGLProgram | null = null;
42
+ private materialUniforms: Record<string, WebGLUniformLocation | null> = {};
43
+
39
44
  private readonly depthToWorld = new Float32Array(16);
40
45
  private readonly scissor = new Int32Array(4);
41
46
 
@@ -150,6 +155,11 @@ export class SsrPass {
150
155
  gl.activeTexture(gl.TEXTURE1);
151
156
  gl.bindTexture(gl.TEXTURE_2D, scene);
152
157
  gl.uniform1i(u['uSsrScene'] ?? null, 1);
158
+ /* The materials' maps unread in this mode, and pointed at a bound texture all the same: a
159
+ driver may fetch a sampler's descriptor before the branch that skips it. */
160
+ gl.uniform1i(u['uSsrProbeMap'] ?? null, 0);
161
+ gl.uniform1i(u['uSsrTintMap'] ?? null, 0);
162
+ gl.uniform1f(u['uSsrMaterial'] ?? null, 0);
153
163
  gl.uniformMatrix4fv(u['uSsrDepthToWorld'] ?? null, false, this.depthToWorld);
154
164
  /* No Y flip on this backend: `gl.scissor` and the framebuffer both count rows from the bottom,
155
165
  which is the space the raw matrix already emits. See `CLIP_Y_FLIP`. */
@@ -173,6 +183,7 @@ export class SsrPass {
173
183
  gl.uniform3fv(u['uSsrAxis'] ?? null, surface.axis);
174
184
  gl.uniform3fv(u['uSsrTint'] ?? null, surface.tint);
175
185
  gl.uniform1f(u['uSsrStrength'] ?? null, surface.strength);
186
+ gl.uniform2f(u['uSsrFresnel'] ?? null, surface.fresnel ? 1 : 0, surface.roughness);
176
187
  gl.uniform1f(u['uSsrFacingCos'] ?? null, surface.facingCos);
177
188
  gl.uniform1f(u['uSsrReach'] ?? null, surface.reachM);
178
189
  gl.uniform1f(u['uSsrThickness'] ?? null, surface.thicknessM);
@@ -194,6 +205,131 @@ export class SsrPass {
194
205
  }
195
206
 
196
207
  /** Composite what the trace found over whatever framebuffer is bound. */
208
+ /**
209
+ * Every pixel the lit stage left a reflection for, marched against the frame's depth by the
210
+ * trace's material mode, into this pass's own target; `resolveMaterials` then swaps the probe's
211
+ * share for it. See `frameReflections.ts`. Ends on the default framebuffer, as the surfaces' does.
212
+ */
213
+ traceMaterials(
214
+ scene: WebGLTexture,
215
+ depth: WebGLTexture,
216
+ probe: WebGLTexture,
217
+ tint: WebGLTexture,
218
+ viewProjection: ReadonlyMat4,
219
+ eye: ArrayLike<number>,
220
+ width: number,
221
+ height: number,
222
+ edgeFade: number,
223
+ reflections: ResolvedFrameReflections,
224
+ ): void {
225
+ const { gl } = this;
226
+ const u = this.traceUniforms;
227
+ this.ensureSize(width, height);
228
+ mat4.invert(this.depthToWorld, viewProjection);
229
+ mat4.multiply(this.depthToWorld, this.depthToWorld, DEPTH_01_TO_CLIP);
230
+
231
+ gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
232
+ gl.viewport(0, 0, width, height);
233
+ gl.disable(gl.DEPTH_TEST);
234
+ gl.depthMask(false);
235
+ gl.disable(gl.CULL_FACE);
236
+ gl.disable(gl.SCISSOR_TEST);
237
+ gl.disable(gl.BLEND);
238
+ gl.clearBufferfv(gl.COLOR, 0, [0, 0, 0, 0]);
239
+
240
+ gl.useProgram(this.trace);
241
+ gl.bindVertexArray(this.vao);
242
+ const textures = [depth, scene, probe, tint];
243
+ const names = ['uSsrDepth', 'uSsrScene', 'uSsrProbeMap', 'uSsrTintMap'];
244
+ for (let unit = 0; unit < 4; unit++) {
245
+ gl.activeTexture(gl.TEXTURE0 + unit);
246
+ gl.bindTexture(gl.TEXTURE_2D, textures[unit] ?? null);
247
+ gl.uniform1i(u[names[unit] ?? ''] ?? null, unit);
248
+ }
249
+ gl.uniformMatrix4fv(u['uSsrDepthToWorld'] ?? null, false, this.depthToWorld);
250
+ gl.uniformMatrix4fv(u['uSsrViewProj'] ?? null, false, viewProjection as Float32Array);
251
+ gl.uniform3f(u['uSsrEye'] ?? null, eye[0] ?? 0, eye[1] ?? 0, eye[2] ?? 0);
252
+ gl.uniform1f(u['uSsrEdgeFade'] ?? null, edgeFade);
253
+ gl.uniform3f(u['uSsrAxis'] ?? null, 0, 0, 0);
254
+ gl.uniform3f(u['uSsrTint'] ?? null, 1, 1, 1);
255
+ gl.uniform1f(u['uSsrStrength'] ?? null, 1);
256
+ gl.uniform2f(u['uSsrFresnel'] ?? null, 0, 0);
257
+ gl.uniform1f(u['uSsrFacingCos'] ?? null, -1);
258
+ gl.uniform1f(u['uSsrReach'] ?? null, reflections.reachM);
259
+ gl.uniform1f(u['uSsrThickness'] ?? null, reflections.thicknessM);
260
+ gl.uniform1f(u['uSsrSteps'] ?? null, reflections.steps);
261
+ gl.uniform1f(u['uSsrMaterial'] ?? null, 1);
262
+ gl.uniform1f(u['uSsrMaxRoughness'] ?? null, reflections.maxRoughness);
263
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
264
+ /* Back to the surfaces' mode, which every other trace in the frame is. */
265
+ gl.uniform1f(u['uSsrMaterial'] ?? null, 0);
266
+
267
+ gl.bindVertexArray(null);
268
+ for (let unit = 3; unit >= 0; unit--) {
269
+ gl.activeTexture(gl.TEXTURE0 + unit);
270
+ gl.bindTexture(gl.TEXTURE_2D, null);
271
+ }
272
+ gl.depthMask(true);
273
+ gl.enable(gl.DEPTH_TEST);
274
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
275
+ }
276
+
277
+ /**
278
+ * The probe's share of each pixel swapped for what `traceMaterials` found, blurred by the
279
+ * surface's roughness, added onto whatever framebuffer is bound — the scene's, with the two maps
280
+ * already detached from it. See `SSR_MATERIAL_RESOLVE_FRAG`.
281
+ */
282
+ resolveMaterials(
283
+ probe: WebGLTexture,
284
+ tint: WebGLTexture,
285
+ width: number,
286
+ height: number,
287
+ reflections: ResolvedFrameReflections,
288
+ ): void {
289
+ const { gl } = this;
290
+ if (this.reflection === null) return;
291
+ if (this.materialResolve === null) {
292
+ this.materialResolve = compileProgram(
293
+ gl,
294
+ FULLSCREEN_VERT,
295
+ SSR_MATERIAL_RESOLVE_FRAG,
296
+ 'ssrMaterialResolve',
297
+ );
298
+ this.materialUniforms = uniformLocations(gl, this.materialResolve, 'ssrMaterialResolve');
299
+ }
300
+ const u = this.materialUniforms;
301
+ gl.disable(gl.DEPTH_TEST);
302
+ gl.depthMask(false);
303
+ gl.disable(gl.CULL_FACE);
304
+ gl.enable(gl.BLEND);
305
+ /* Added, a negative addend subtracting, and the scene's alpha kept. */
306
+ blendKeeping(gl, gl.ONE, gl.ONE);
307
+ gl.useProgram(this.materialResolve);
308
+ const textures = [this.reflection, probe, tint];
309
+ const names = ['uSsrReflection', 'uSsrProbeMap', 'uSsrTintMap'];
310
+ for (let unit = 0; unit < 3; unit++) {
311
+ gl.activeTexture(gl.TEXTURE0 + unit);
312
+ gl.bindTexture(gl.TEXTURE_2D, textures[unit] ?? null);
313
+ gl.uniform1i(u[names[unit] ?? ''] ?? null, unit);
314
+ }
315
+ gl.uniform3f(
316
+ u['uSsrBlur'] ?? null,
317
+ 1 / Math.max(width, 1),
318
+ 1 / Math.max(height, 1),
319
+ reflections.blur * height,
320
+ );
321
+ gl.bindVertexArray(this.vao);
322
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
323
+ gl.bindVertexArray(null);
324
+ for (let unit = 2; unit >= 0; unit--) {
325
+ gl.activeTexture(gl.TEXTURE0 + unit);
326
+ gl.bindTexture(gl.TEXTURE_2D, null);
327
+ }
328
+ gl.disable(gl.BLEND);
329
+ gl.depthMask(true);
330
+ gl.enable(gl.DEPTH_TEST);
331
+ }
332
+
197
333
  resolveReflections(): void {
198
334
  const { gl } = this;
199
335
  if (this.reflection === null) return;
@@ -233,6 +369,8 @@ export class SsrPass {
233
369
  if (this.framebuffer !== null) gl.deleteFramebuffer(this.framebuffer);
234
370
  gl.deleteProgram(this.trace);
235
371
  gl.deleteProgram(this.resolve);
372
+ if (this.materialResolve !== null) gl.deleteProgram(this.materialResolve);
373
+ this.materialResolve = null;
236
374
  gl.deleteVertexArray(this.vao);
237
375
  this.reflection = null;
238
376
  this.framebuffer = null;
@@ -54,7 +54,12 @@ export interface SkinModel {
54
54
  readonly kind: 'skin';
55
55
  /** The colour light keeps travelling beneath the surface — the mean free path, as a colour. */
56
56
  readonly scatterColor: Vec3;
57
- /** Metres: how far light travels beneath it before it leaves. */
57
+ /**
58
+ * Metres: how far light travels beneath it, on average, before it leaves — from where it entered
59
+ * to where it leaves, for a channel whose share of `scatterColor` is 1. Burley's profile, which
60
+ * the lit stage and the screen-space blur both scatter by, does that at a distance `d` two fifths
61
+ * of it, and carries a tail of light out to about three and a half times it.
62
+ */
58
63
  readonly radius: number;
59
64
  /** 0 to 1: how much a light behind a thin part shows through it. */
60
65
  readonly transmission: number;
@@ -159,7 +164,25 @@ export function hairModel(
159
164
  });
160
165
  }
161
166
 
162
- /** Skin. The defaults are a fair skin's: a red mean free path a little over a centimetre long. */
167
+ /**
168
+ * How far Burley's normalised diffusion carries light on average, in units of its own distance
169
+ * `d`: its radial density `(e^(−r/d) + e^(−r/3d)) / 4d` has the mean `(d² + 9d²) / 4d = 2.5 d`. So a
170
+ * skin whose light travels `radius` scatters by a profile at `d = radius / 2.5`.
171
+ *
172
+ * **Until 4.8.7 `radius` was `d` itself**, so light travelled two and a half times as far as the
173
+ * model said, and the screen-space blur — whose taps reach nine `d` — spread a face at arm's length
174
+ * over sixty pixels: a nose, lips and brows washed into one blur where a centimetre covers a few.
175
+ * The lit stage's pre-integrated fit, transmission and penumbra take the same `d`, so the two paths
176
+ * still agree with each other.
177
+ */
178
+ export const SKIN_MEAN_EXIT = 2.5;
179
+
180
+ /** Burley's distance `d` for one channel of a skin, in metres: see `SKIN_MEAN_EXIT`. */
181
+ export function skinProfileDistance(model: SkinModel, channel: 0 | 1 | 2): number {
182
+ return ((model.scatterColor[channel] as number) * model.radius) / SKIN_MEAN_EXIT;
183
+ }
184
+
185
+ /** Skin. The defaults are a fair skin's: red light leaving a little over a centimetre away. */
163
186
  export function skinModel(
164
187
  options: { scatterColor?: Vec3; radius?: number; transmission?: number; profile?: number } = {},
165
188
  ): SkinModel {
@@ -218,24 +241,36 @@ export function lightmapModel(options: { region?: LightmapRegion } = {}): Lightm
218
241
 
219
242
  /**
220
243
  * A model's numbers into `out` — eight floats, `uModelParams[0]` then `[1]` — and whether a model
221
- * map is bound into the last. Zeros for the standard model. An eye's axis goes in with the
222
- * descriptor's own until the draw turns it: see `eyeAxisInWorld`.
244
+ * map is bound into the last. An eye's axis goes in with the descriptor's own until the draw turns
245
+ * it: see `eyeAxisInWorld`. `physical` is `SurfaceMaterial.physicalSpecular`, in the lane the
246
+ * models that read it leave free; skin, hair and the eye shade their own highlights and never do.
223
247
  *
224
- * - anisotropic: strength, cos and sin of the rotation · −, −, −, map
248
+ * - standard (null): − · −, −, physical, −
249
+ * - anisotropic: strength, cos and sin of the rotation · −, −, physical, map
225
250
  * - hair: shift, scatter, backlit, − · −, −, −, map
226
- * - skin: the scatter colour, radius · transmission, profile, −, map
251
+ * - skin: the scatter colour, radius / `SKIN_MEAN_EXIT` · transmission, profile, −, map
227
252
  * - eye: iris radius, iris depth, ior, cornea roughness · the axis, map
228
- * - lightmap: the region's scale and bias · −, −, −, map
253
+ * - lightmap: the region's scale and bias · −, −, physical, map
229
254
  */
230
- export function packModel(model: SurfaceModel | null, mapped: boolean, out: Float32Array): void {
255
+ export function packModel(
256
+ model: SurfaceModel | null,
257
+ mapped: boolean,
258
+ out: Float32Array,
259
+ physical = false,
260
+ ): void {
231
261
  out.fill(0);
232
- if (model === null) return;
262
+ const highlight = physical ? 1 : 0;
263
+ if (model === null) {
264
+ out[6] = highlight;
265
+ return;
266
+ }
233
267
  out[7] = mapped ? 1 : 0;
234
268
  switch (model.kind) {
235
269
  case 'anisotropic':
236
270
  out[0] = model.strength;
237
271
  out[1] = Math.cos(model.rotation);
238
272
  out[2] = Math.sin(model.rotation);
273
+ out[6] = highlight;
239
274
  return;
240
275
  case 'hair':
241
276
  out[0] = model.shift;
@@ -246,7 +281,8 @@ export function packModel(model: SurfaceModel | null, mapped: boolean, out: Floa
246
281
  out[0] = model.scatterColor[0];
247
282
  out[1] = model.scatterColor[1];
248
283
  out[2] = model.scatterColor[2];
249
- out[3] = model.radius;
284
+ /* Burley's distance for a channel of share 1, which the shader scales by each share. */
285
+ out[3] = model.radius / SKIN_MEAN_EXIT;
250
286
  out[4] = model.transmission;
251
287
  out[5] = model.profile;
252
288
  return;
@@ -264,6 +300,7 @@ export function packModel(model: SurfaceModel | null, mapped: boolean, out: Floa
264
300
  out[1] = model.region[1];
265
301
  out[2] = model.region[2];
266
302
  out[3] = model.region[3];
303
+ out[6] = highlight;
267
304
  return;
268
305
  }
269
306
  }
@@ -0,0 +1,195 @@
1
+ /**
2
+ * What a draw lays over its surface beyond its material: a rim of light, an emissive overlay that
3
+ * dissolves the surface away, and a second normal map blended in by region. Set per draw with
4
+ * `RendererApi.setSurfaceOverlay`, so one character's whole set of materials changes together
5
+ * while another's does not.
6
+ *
7
+ * **Per draw and held, like `setEnvironmentGain`**: set before a character's draws, cleared after,
8
+ * and every draw between them wears it. **Images come from one atlas** (`maps`), each named by the
9
+ * rectangle it occupies — a scale and an offset in the atlas's uv — because the lit stage binds every
10
+ * sampler a device is guaranteed and has none left for a texture of its own: the atlas is bound in
11
+ * the slot the frame's refraction copy takes, which an opaque surface never reads. A draw that both
12
+ * refracts and wears an overlay's images keeps its refraction and loses the images, said once.
13
+ *
14
+ * **Fifteen vectors of numbers**, in the material's uniform block. WebGPU has the room; WebGL2 has
15
+ * room where its device reports more than the lit stage's 254 vectors, and refuses the overlay in
16
+ * words where it does not. See `packSurfaceOverlay` for the layout.
17
+ */
18
+ import type { Vec3 } from '../math/color.ts';
19
+ import type { SurfaceTextureHandle } from './backend/api.ts';
20
+
21
+ /** Where an image sits in the atlas: its size and its corner, each in the atlas's uv. */
22
+ export interface OverlayRegion {
23
+ readonly scale: readonly [number, number];
24
+ readonly offset: readonly [number, number];
25
+ }
26
+
27
+ /**
28
+ * Light along the silhouette: the edge `(1 - N·V)^falloff`, leaning toward normals that face up,
29
+ * raised to a contrast, times a noise laid in screen space, a slow pulse and a mask, in a colour.
30
+ * Added to what the surface emits, and not gated on the night as emission is: it is a glow the
31
+ * surface wears, not light it gives off.
32
+ */
33
+ export interface SurfaceRim {
34
+ readonly colour: Vec3;
35
+ /** How bright, 0 for none. Multiplied with `alpha`. */
36
+ readonly intensity: number;
37
+ readonly alpha?: number;
38
+ /** The edge's exponent: larger keeps the rim nearer the silhouette. 1.5 unless given. */
39
+ readonly falloff?: number;
40
+ /**
41
+ * How far the rim leans toward normals that face up: the weight is `(N·up · ½ + ½)^upward`, so
42
+ * 0 is no lean. 0.4 unless given.
43
+ */
44
+ readonly upward?: number;
45
+ /** The exponent the whole edge is raised to. 1 unless given. */
46
+ readonly contrast?: number;
47
+ /** A noise image laid in screen space and scrolled, the rim taken times it, clamped to 1. */
48
+ readonly noise?: {
49
+ readonly region: OverlayRegion;
50
+ /** Screens a second, along x and y. */
51
+ readonly scroll?: readonly [number, number];
52
+ /** Repeats across the screen's height. 1 unless given. */
53
+ readonly tiling?: number;
54
+ };
55
+ /** A pulse `½ + ½ sin(rate · t)`, held between `low` and `high`, on `Environment.surfaceTime`. */
56
+ readonly pulse?: { readonly rate: number; readonly low: number; readonly high: number };
57
+ /** A mask in the mesh's uv where the rim is erased: the rim times `1 - weight · mask`. */
58
+ readonly mask?: { readonly region: OverlayRegion; readonly weight: number };
59
+ }
60
+
61
+ /**
62
+ * The surface cut away where a noise in its uv falls under `threshold`, with a glowing band just
63
+ * above it, and a colour laid over the surface through the same noise.
64
+ */
65
+ export interface SurfaceDissolve {
66
+ readonly noise: { readonly region: OverlayRegion; readonly tiling?: readonly [number, number] };
67
+ /** 0 keeps everything; 1 cuts everything. */
68
+ readonly threshold: number;
69
+ /** The band's width, in the noise's own units. 0.05 unless given. */
70
+ readonly edge?: number;
71
+ /** The band's light. */
72
+ readonly edgeColour?: Vec3;
73
+ readonly edgeIntensity?: number;
74
+ /** A colour laid over the surface through the noise, as light, and how much of it. */
75
+ readonly overlay?: { readonly colour: Vec3; readonly amount: number };
76
+ }
77
+
78
+ /**
79
+ * A second normal map blended into the surface's by six region weights, read through two masks:
80
+ * the first mask's red, green and blue carry regions 1 to 3, the second's regions 4 to 6. A face's
81
+ * expressions, or veins brought up all over.
82
+ */
83
+ export interface SurfaceWrinkle {
84
+ readonly normal: OverlayRegion;
85
+ readonly masks: readonly [OverlayRegion, OverlayRegion];
86
+ readonly weights: readonly [number, number, number, number, number, number];
87
+ }
88
+
89
+ /**
90
+ * What a draw lays over its surface beyond its material, for `setSurfaceOverlay`: a rim, a dissolve
91
+ * and wrinkles, each optional, and the atlas their images are regions of.
92
+ */
93
+ export interface SurfaceOverlay {
94
+ /**
95
+ * The atlas every image above is a region of. Absent: no image is read whatever regions are
96
+ * named — rims are smooth, nothing dissolves and nothing wrinkles — because the slot then holds a
97
+ * stand-in whose colour would read as a noise and a mask.
98
+ */
99
+ readonly maps?: SurfaceTextureHandle;
100
+ readonly rim?: SurfaceRim;
101
+ readonly dissolve?: SurfaceDissolve;
102
+ readonly wrinkle?: SurfaceWrinkle;
103
+ }
104
+
105
+ /** Vectors the overlay takes in the material's block: `uOverlay[OVERLAY_VECTORS]`. */
106
+ export const OVERLAY_VECTORS = 15;
107
+ /** Floats `packSurfaceOverlay` fills. */
108
+ export const OVERLAY_FLOATS = OVERLAY_VECTORS * 4;
109
+
110
+ const finite = (value: number | undefined, fallback: number): number =>
111
+ value !== undefined && Number.isFinite(value) ? value : fallback;
112
+
113
+ function region(out: Float32Array, at: number, r: OverlayRegion | undefined | null): void {
114
+ out[at] = finite(r?.scale[0], 0);
115
+ out[at + 1] = finite(r?.scale[1], 0);
116
+ out[at + 2] = finite(r?.offset[0], 0);
117
+ out[at + 3] = finite(r?.offset[1], 0);
118
+ }
119
+
120
+ /**
121
+ * An overlay as the shader reads it, into `out` (`OVERLAY_FLOATS`); all zeros for `null`, which is
122
+ * no overlay. A region with a zero scale is an image not given, and its term reads as none — a
123
+ * noise of 1, a mask of 0, no wrinkle — and every region is one without `maps`. Fifteen vectors:
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+ *
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+ * - 0: rim colour, rim strength (intensity times alpha; 0 is no rim)
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+ * - 1: falloff, upward lean, contrast, mask weight
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+ * - 2: the rim's noise region; 3: its scroll along x and y, its tiling, the pulse's rate
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+ * - 4: the pulse's low and high (1 and 1 where none)
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+ * - 5: the rim's mask region
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+ * - 6: the dissolve's noise region (a zero scale is no dissolve); 7: its tiling, threshold, edge
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+ * - 8: the edge's light and its strength; 9: the laid-over colour and its amount
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+ * - 10: the wrinkle normal's region; 11 and 12: the two masks'; 13 and 14: the six weights
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+ */
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+ export function packSurfaceOverlay(overlay: SurfaceOverlay | null, out: Float32Array): void {
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+ out.fill(0);
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+ if (overlay === null) return;
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+ /* No atlas, no region: see `SurfaceOverlay.maps`. */
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+ const images = overlay.maps !== undefined;
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+ const rim = overlay.rim;
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+ if (rim !== undefined) {
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+ out[0] = finite(rim.colour[0], 0);
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+ out[1] = finite(rim.colour[1], 0);
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+ out[2] = finite(rim.colour[2], 0);
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+ out[3] = Math.max(0, finite(rim.intensity, 0) * finite(rim.alpha, 1));
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+ out[4] = Math.max(0, finite(rim.falloff, 1.5));
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+ out[5] = Math.max(0, finite(rim.upward, 0.4));
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+ out[6] = Math.max(0, finite(rim.contrast, 1));
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+ out[7] = rim.mask === undefined ? 0 : Math.min(Math.max(finite(rim.mask.weight, 0), 0), 1);
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+ region(out, 8, images ? rim.noise?.region : null);
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+ out[12] = finite(rim.noise?.scroll?.[0], 0);
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+ out[13] = finite(rim.noise?.scroll?.[1], 0);
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+ out[14] = Math.max(0, finite(rim.noise?.tiling, 1));
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+ out[15] = finite(rim.pulse?.rate, 0);
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+ out[16] = rim.pulse === undefined ? 1 : finite(rim.pulse.low, 1);
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+ out[17] = rim.pulse === undefined ? 1 : finite(rim.pulse.high, 1);
156
+ region(out, 20, images ? rim.mask?.region : null);
157
+ }
158
+ const dissolve = overlay.dissolve;
159
+ if (dissolve !== undefined) {
160
+ region(out, 24, images ? dissolve.noise.region : null);
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+ out[28] = finite(dissolve.noise.tiling?.[0], 1);
162
+ out[29] = finite(dissolve.noise.tiling?.[1], 1);
163
+ out[30] = Math.min(Math.max(finite(dissolve.threshold, 0), 0), 1);
164
+ out[31] = Math.max(1e-4, finite(dissolve.edge, 0.05));
165
+ const edge = dissolve.edgeColour ?? [0, 0, 0];
166
+ out[32] = finite(edge[0], 0);
167
+ out[33] = finite(edge[1], 0);
168
+ out[34] = finite(edge[2], 0);
169
+ out[35] = Math.max(0, finite(dissolve.edgeIntensity, 1));
170
+ const laid = dissolve.overlay;
171
+ if (laid !== undefined) {
172
+ out[36] = finite(laid.colour[0], 0);
173
+ out[37] = finite(laid.colour[1], 0);
174
+ out[38] = finite(laid.colour[2], 0);
175
+ out[39] = Math.max(0, finite(laid.amount, 0));
176
+ }
177
+ }
178
+ const wrinkle = overlay.wrinkle;
179
+ if (wrinkle !== undefined) {
180
+ region(out, 40, images ? wrinkle.normal : null);
181
+ region(out, 44, images ? wrinkle.masks[0] : null);
182
+ region(out, 48, images ? wrinkle.masks[1] : null);
183
+ for (let i = 0; i < 6; i++) {
184
+ out[52 + i] = Math.min(Math.max(finite(wrinkle.weights[i], 0), 0), 1);
185
+ }
186
+ }
187
+ }
188
+
189
+ /** Whether an overlay lays anything at all, so a renderer can leave the lit switch off. */
190
+ export function overlayLays(overlay: SurfaceOverlay | null): boolean {
191
+ return (
192
+ overlay !== null &&
193
+ (overlay.rim !== undefined || overlay.dissolve !== undefined || overlay.wrinkle !== undefined)
194
+ );
195
+ }