@woosh/meep-engine 3.0.2 → 3.2.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1823) hide show
  1. package/LICENSE +188 -188
  2. package/README.md +152 -145
  3. package/editor/Editor.js +598 -598
  4. package/editor/EditorCameraNavigation.js +205 -205
  5. package/editor/EditorKeyMap.js +182 -182
  6. package/editor/SelectionVisualizer.js +127 -127
  7. package/editor/actions/concrete/ActionInvalidateSampler.js +27 -27
  8. package/editor/actions/concrete/PatchTerrainHeightAction.js +85 -85
  9. package/editor/camera/camera_framing.js +104 -104
  10. package/editor/clipboard.js +184 -184
  11. package/editor/ecs/component/editors/ObservedIntegerEditor.js +22 -22
  12. package/editor/ecs/component/editors/ObservedStringEditor.js +34 -34
  13. package/editor/ecs/component/editors/common/two_way_sync.js +50 -50
  14. package/editor/ecs/component/editors/ecs/GridObstacleEditor.js +19 -19
  15. package/editor/ecs/component/editors/ecs/ParameterLookupTableEditor.js +35 -35
  16. package/editor/ecs/component/editors/ecs/ParameterTrackEditor.js +17 -17
  17. package/editor/ecs/component/editors/ecs/SGMeshEditor.js +24 -24
  18. package/editor/ecs/component/editors/ecs/ShadedGeometryEditor.js +33 -33
  19. package/editor/ecs/component/editors/ecs/Trail3DEditor.js +45 -45
  20. package/editor/ecs/component/editors/ecs/buildGridObstaclePreview.js +19 -19
  21. package/editor/ecs/component/editors/ecs/terrain/TerrainEditor.js +72 -72
  22. package/editor/ecs/component/editors/shade/MeshletGeometryEditor.js +30 -30
  23. package/editor/ecs/component/editors/shade/ShadeImageEditor.js +70 -70
  24. package/editor/ecs/component/editors/shade/ShadeMaterialEditor.js +34 -34
  25. package/editor/ecs/component/editors/shade/ShadeTextureEditor.js +46 -46
  26. package/editor/ecs/component/editors/shade/StandardShadeMaterialEditor.js +24 -24
  27. package/editor/ecs/component/prototypeObjectEditor.js +265 -265
  28. package/editor/ecs/component/registerBasicTypeEditors.js +100 -100
  29. package/editor/ecs/component/registerEngineComponentEditors.js +95 -95
  30. package/editor/entity_world_bounds.js +27 -27
  31. package/editor/particles/lut_ops.js +148 -148
  32. package/editor/particles/particleEditEvents.js +12 -12
  33. package/editor/particles/rebuildParticleEmitter.js +31 -31
  34. package/editor/persistence/EditorLayoutStore.js +71 -71
  35. package/editor/persistence/SceneMetadata.js +52 -52
  36. package/editor/persistence/SceneSlotManager.js +144 -144
  37. package/editor/persistence/buildNewSceneDataset.js +67 -67
  38. package/editor/persistence/files.js +68 -68
  39. package/editor/persistence/scene_import.js +143 -143
  40. package/editor/persistence/scene_serialization.js +79 -79
  41. package/editor/persistence/string_buffer_codec.js +41 -41
  42. package/editor/process/GridDisplayProcess.js +125 -125
  43. package/editor/process/SymbolicDisplayProcess.js +106 -108
  44. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  45. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  46. package/editor/process/symbolic/PathSymbolicDisplay.js +118 -118
  47. package/editor/process/symbolic/PositionedMarkerSymbolicDisplay.js +79 -79
  48. package/editor/process/symbolic/SoundEmitterSymbolicDisplay.js +57 -57
  49. package/editor/process/symbolic/SymbolicDisplay.js +62 -62
  50. package/editor/process/symbolic/gizmo_draw_wire_box_oriented.js +85 -85
  51. package/editor/process/symbolic/gizmo_draw_wire_circle.js +53 -53
  52. package/editor/prototypeEditorShell.js +156 -156
  53. package/editor/selection/editor_pick.js +130 -130
  54. package/editor/selection/screen_rect_frustum.js +119 -119
  55. package/editor/style/controls.scss +168 -168
  56. package/editor/style/inspector.scss +223 -223
  57. package/editor/templates/entity_templates.js +167 -167
  58. package/editor/tools/GridPaintTool.js +273 -273
  59. package/editor/tools/SelectionTool.js +307 -307
  60. package/editor/tools/TransformToolV2.js +378 -378
  61. package/editor/tools/engine/ToolEngine.js +188 -188
  62. package/editor/tools/paint/TerrainTexturePaintTool.js +250 -250
  63. package/editor/tools/v2/BlenderCameraOrientationGizmo.js +501 -501
  64. package/editor/tools/v2/TransformControls.js +971 -971
  65. package/editor/tools/v2/handle/gizmo_drag_plane.js +141 -141
  66. package/editor/tools/v2/handle/gizmo_draw.js +399 -399
  67. package/editor/tools/v2/handle/gizmo_handles.js +364 -364
  68. package/editor/tools/v2/handle/gizmo_ray_shapes.js +239 -239
  69. package/editor/view/ecs/HierarchicalEntityListView.js +339 -339
  70. package/editor/view/ecs/components/DatGuiController.js +2 -2
  71. package/editor/view/ecs/components/common/AutoCanvasView.js +100 -100
  72. package/editor/view/ecs/components/common/TextController.js +59 -59
  73. package/editor/view/library/MeshLibraryView.js +175 -175
  74. package/editor/view/library/mesh_library_drag.js +63 -63
  75. package/editor/view/library/model_thumbnail_source.js +86 -86
  76. package/editor/view/makeEntityDecorators.js +125 -125
  77. package/editor/view/node-graph/NodeGraphSelection.js +89 -89
  78. package/editor/view/node-graph/NodeView.js +211 -211
  79. package/editor/view/node-graph/actions/ConnectionDeleteAction.js +36 -36
  80. package/editor/view/node-graph/actions/NodesMoveAction.js +41 -41
  81. package/editor/view/node-graph/connection_wire_geometry.js +107 -107
  82. package/editor/view/particles/ColorLutGradientView.js +291 -291
  83. package/editor/view/particles/ScalarLutCurveView.js +279 -279
  84. package/editor/view/prepareMeshLibrary.js +188 -188
  85. package/editor/view/shell/SceneTreePanelView.js +119 -119
  86. package/editor/view/v2/SplitView.js +2 -2
  87. package/package.json +94 -94
  88. package/samples/generation/generators/interactive/mir_generator_place_buff_objects.js +362 -362
  89. package/src/DUPLICATION_AUDIT_2026_08_07/00_core_reuse_surface.md +738 -738
  90. package/src/DUPLICATION_AUDIT_2026_08_07/A_core_math_geom.md +79 -79
  91. package/src/DUPLICATION_AUDIT_2026_08_07/B_core_data.md +93 -93
  92. package/src/DUPLICATION_AUDIT_2026_08_07/C_gfx_render.md +80 -80
  93. package/src/DUPLICATION_AUDIT_2026_08_07/D_gfx_features.md +164 -164
  94. package/src/DUPLICATION_AUDIT_2026_08_07/E_physics.md +69 -69
  95. package/src/DUPLICATION_AUDIT_2026_08_07/F_sound.md +102 -102
  96. package/src/DUPLICATION_AUDIT_2026_08_07/G_net_save.md +129 -129
  97. package/src/DUPLICATION_AUDIT_2026_08_07/H_engine_misc.md +72 -72
  98. package/src/DUPLICATION_AUDIT_2026_08_07/I_generation_view.md +74 -74
  99. package/src/DUPLICATION_AUDIT_2026_08_07/K_crosscutting.md +169 -169
  100. package/src/DUPLICATION_AUDIT_2026_08_07.md +254 -254
  101. package/src/DUPLICATION_AUDIT_REMEDIATION.md +250 -250
  102. package/src/REVIEW_2026_08_06/adv-core.md +511 -511
  103. package/src/REVIEW_2026_08_06/adv-gfx.md +480 -480
  104. package/src/REVIEW_2026_08_06/adv-view.md +446 -446
  105. package/src/REVIEW_2026_08_06/api-core.md +296 -296
  106. package/src/REVIEW_2026_08_06/api-engine.md +195 -195
  107. package/src/REVIEW_2026_08_06/bvh-phys-sound-net.md +507 -507
  108. package/src/REVIEW_2026_08_06/core-binary.md +348 -348
  109. package/src/REVIEW_2026_08_06/core-collection.md +376 -376
  110. package/src/REVIEW_2026_08_06/core-math.md +221 -221
  111. package/src/REVIEW_2026_08_06/core-process.md +266 -266
  112. package/src/REVIEW_2026_08_06/core-science.md +223 -223
  113. package/src/REVIEW_2026_08_06/engine-ai-nav.md +279 -279
  114. package/src/REVIEW_2026_08_06/engine-animation.md +167 -167
  115. package/src/REVIEW_2026_08_06/engine-asset.md +166 -166
  116. package/src/REVIEW_2026_08_06/engine-ecs.md +920 -920
  117. package/src/REVIEW_2026_08_06/engine-input.md +197 -197
  118. package/src/REVIEW_2026_08_06/engine-misc.md +248 -248
  119. package/src/REVIEW_2026_08_06/engine-terrain.md +52 -52
  120. package/src/REVIEW_2026_08_06/generation.md +176 -176
  121. package/src/REVIEW_2026_08_06/geom-2d.md +434 -434
  122. package/src/REVIEW_2026_08_06/geom-3d.md +117 -117
  123. package/src/REVIEW_2026_08_06/gfx-gi.md +143 -143
  124. package/src/REVIEW_2026_08_06/gfx-render.md +740 -740
  125. package/src/REVIEW_2026_08_06/gfx-texture.md +690 -690
  126. package/src/REVIEW_2026_08_06/prior-criticals.md +49 -49
  127. package/src/REVIEW_2026_08_06/prior-highs.md +138 -138
  128. package/src/REVIEW_2026_08_06/test-gaps.md +364 -364
  129. package/src/REVIEW_2026_08_06/view.md +667 -667
  130. package/src/REVIEW_2026_08_06.md +610 -610
  131. package/src/avif/codec/dec/avif_dec.cpp +233 -233
  132. package/src/avif/codec/dec/avif_dec.js +16 -16
  133. package/src/core/binary/BitImage2.js +246 -246
  134. package/src/core/binary/align_32.js +21 -21
  135. package/src/core/binary/data_view/DataType2DataViewReaders.js +23 -23
  136. package/src/core/binary/data_view/DataType2DataViewWriters.js +25 -25
  137. package/src/core/binary/hash/XXH128Hash.js +55 -55
  138. package/src/core/binary/hash/XXH3_SECRET.js +25 -25
  139. package/src/core/binary/hash/xxh3_128.js +341 -341
  140. package/src/core/binary/hash/xxh3_64.js +241 -241
  141. package/src/core/binary/hash/xxh3_common.js +476 -476
  142. package/src/core/binary/lz4/LZ4_MAX_INPUT_SIZE.js +9 -9
  143. package/src/core/binary/lz4/lz4_compress_block.js +385 -385
  144. package/src/core/binary/lz4/lz4_compress_bound.js +25 -25
  145. package/src/core/binary/lz4/lz4_decompress_block.js +139 -139
  146. package/src/core/binary/lz4/lz4_decompress_bound.js +30 -30
  147. package/src/core/binary/meshopt/MESHOPT_GROUP_SIZE.js +18 -18
  148. package/src/core/binary/meshopt/MeshoptCompressionFilter.js +30 -30
  149. package/src/core/binary/meshopt/MeshoptCompressionMode.js +21 -21
  150. package/src/core/binary/meshopt/__meshopt_test_streams.js +237 -237
  151. package/src/core/binary/meshopt/meshopt_decode.js +73 -73
  152. package/src/core/binary/meshopt/meshopt_decode_byte_group.js +67 -67
  153. package/src/core/binary/meshopt/meshopt_decode_data_block.js +59 -59
  154. package/src/core/binary/meshopt/meshopt_decode_filter_color.js +69 -69
  155. package/src/core/binary/meshopt/meshopt_decode_filter_exponential.js +43 -43
  156. package/src/core/binary/meshopt/meshopt_decode_filter_octahedral.js +60 -60
  157. package/src/core/binary/meshopt/meshopt_decode_filter_quaternion.js +71 -71
  158. package/src/core/binary/meshopt/meshopt_decode_index_buffer.js +294 -294
  159. package/src/core/binary/meshopt/meshopt_decode_index_sequence.js +115 -115
  160. package/src/core/binary/meshopt/meshopt_decode_vertex_buffer.js +381 -381
  161. package/src/core/binary/meshopt/meshopt_read_uint_var.js +59 -59
  162. package/src/core/binary/reinterpret_float32_as_uint32.js +13 -13
  163. package/src/core/binary/reinterpret_uint32_as_float32.js +14 -14
  164. package/src/core/binary/type/DataType2TypedArrayConstructorMapping.js +35 -35
  165. package/src/core/bvh2/bvh3/ebvh_geometry_query_any_triangle_ray.js +149 -149
  166. package/src/core/bvh2/bvh3/ebvh_sort_for_traversal_depth_first.js +96 -96
  167. package/src/core/bvh2/bvh3/query/bvh_query_depth_range_in_frustum.js +101 -101
  168. package/src/core/bvh2/bvh3/query/bvh_query_leaves_generic.js +77 -77
  169. package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray.js +90 -90
  170. package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray_segment.js +94 -94
  171. package/src/core/bvh2/bvh3/query/bvh_query_user_data_generic.js +86 -86
  172. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_capsule.js +101 -101
  173. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_sphere.js +92 -92
  174. package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray.js +96 -96
  175. package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray_segment.js +100 -100
  176. package/src/core/bvh2/visual/BVHGeometry.js +131 -131
  177. package/src/core/bvh8/BVH8.js +436 -436
  178. package/src/core/bvh8/aabb3_round_to_float32.js +22 -22
  179. package/src/core/bvh8/build/BVH8Converter.js +588 -588
  180. package/src/core/bvh8/build/TriangleCluster.js +122 -122
  181. package/src/core/bvh8/build/aabb3_compute_merge_cost.js +28 -28
  182. package/src/core/bvh8/build/aabb3_from_triangle_by_index.js +17 -17
  183. package/src/core/bvh8/build/bvh8_build_for_geometry.js +303 -303
  184. package/src/core/bvh8/build/bvh8_from_proxy.js +256 -256
  185. package/src/core/bvh8/build/byte.js +9 -9
  186. package/src/core/bvh8/build/encode_bounds_e.js +11 -11
  187. package/src/core/bvh8/bvh8_convert_to_dot.js +132 -132
  188. package/src/core/bvh8/bvh8_count_primitives.js +98 -98
  189. package/src/core/bvh8/bvh8_geometry_validate.js +138 -138
  190. package/src/core/bvh8/bvh8_geometry_validate_indirect.js +166 -166
  191. package/src/core/bvh8/bvh8_get_node_bounds.js +34 -34
  192. package/src/core/bvh8/bvh8_get_node_child_bounds.js +52 -52
  193. package/src/core/bvh8/bvh8_node_child_surface_area.js +18 -18
  194. package/src/core/bvh8/bvh8_node_count_triangles.js +27 -27
  195. package/src/core/bvh8/bvh8_quality.js +72 -72
  196. package/src/core/bvh8/bvh8_validate_structure.js +87 -87
  197. package/src/core/clipboard/obtainClipBoard.js +29 -29
  198. package/src/core/clipboard/safeClipboardReadText.js +55 -55
  199. package/src/core/clipboard/safeClipboardWriteText.js +23 -23
  200. package/src/core/collection/array/typed/typed_array_value_denormalize.js +52 -52
  201. package/src/core/collection/array/typed/typed_array_value_normalize.js +51 -51
  202. package/src/core/collection/union-find/union_find.js +79 -79
  203. package/src/core/color/YCoCg/rgb_to_ycocg.js +20 -20
  204. package/src/core/color/YCoCg/ycocg_to_rgb.js +17 -17
  205. package/src/core/color/colormap/MAGMA_LUT.js +26 -26
  206. package/src/core/color/illuminant/D65_TRISTIMULUS_XYZ.js +19 -19
  207. package/src/core/color/lab/lab_apply_hunt_adjustment.js +27 -27
  208. package/src/core/color/lab/lab_distance_hyab.js +23 -23
  209. package/src/core/color/lab/xyz_to_lab.js +62 -62
  210. package/src/core/color/operations/color_darken.js +24 -24
  211. package/src/core/color/operations/color_desaturate.js +24 -24
  212. package/src/core/color/operations/color_lighten.js +24 -24
  213. package/src/core/color/operations/color_saturate.js +24 -24
  214. package/src/core/color/operations/color_scale_okhsv_channel.js +45 -45
  215. package/src/core/color/tonemap/tonemap_aces.js +41 -41
  216. package/src/core/color/ycxcz/xyz_to_ycxcz.js +28 -28
  217. package/src/core/color/ycxcz/ycxcz_to_xyz.js +19 -19
  218. package/src/core/dom/isImageBitmap.js +12 -12
  219. package/src/core/function/frameThrottle.js +23 -23
  220. package/src/core/geom/2d/aabb/aabb2_array_combine.js +7 -7
  221. package/src/core/geom/2d/aabb/aabb2_compute_area.js +7 -7
  222. package/src/core/geom/2d/aabb/aabb2_compute_center_from_multiple.js +7 -7
  223. package/src/core/geom/2d/aabb/aabb2_compute_overlap.js +7 -7
  224. package/src/core/geom/2d/aabb/aabb2_from_v2_array.js +7 -7
  225. package/src/core/geom/2d/aabb/aabb2_intersects_point.js +7 -7
  226. package/src/core/geom/2d/aabb/aabb2_overlap_exists.js +7 -7
  227. package/src/core/geom/2d/circle/circle_compute_circle_intersection.js +7 -7
  228. package/src/core/geom/2d/circle/circle_compute_circle_penetration.js +7 -7
  229. package/src/core/geom/2d/circle/circle_intersects_point.js +7 -7
  230. package/src/core/geom/2d/compute_polygon_area_2d.js +7 -7
  231. package/src/core/geom/2d/convex-hull/fixed_convex_hull_humus.js +7 -7
  232. package/src/core/geom/2d/convex-hull/fixed_convex_hull_relaxation.js +7 -7
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  234. package/src/core/geom/2d/intersect_ray_2d.js +7 -7
  235. package/src/core/geom/2d/line/line2_distance_to_point_sqr.js +7 -7
  236. package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.js +44 -44
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  238. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_array_2d.js +7 -7
  239. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_vectors_2d.js +7 -7
  240. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_vectors_array_2d.js +7 -7
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  242. package/src/core/geom/2d/line/line_segment_line_segment_intersection_exists_2d.js +7 -7
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  246. package/src/core/geom/2d/oriented-box/min_area_rect_2d.js +69 -69
  247. package/src/core/geom/2d/polygon/TRIANGULATION_DESIGN.md +433 -433
  248. package/src/core/geom/2d/polygon/polygon2_clip_axis_halfplane.js +51 -51
  249. package/src/core/geom/2d/polygon/polygon2_clip_halfplane.js +50 -50
  250. package/src/core/geom/2d/polygon/polygon2_is_counter_clockwise.js +84 -84
  251. package/src/core/geom/2d/polygon/polygon2_signed_area.js +52 -52
  252. package/src/core/geom/2d/polygon/polygon2_triangulate.corpus.js +86 -86
  253. package/src/core/geom/2d/polygon/polygon2_triangulate.js +1280 -1280
  254. package/src/core/geom/2d/polygon/polygon2_triangulation_deviation.js +77 -77
  255. package/src/core/geom/2d/quad-tree/qt_collect_by_circle.js +39 -39
  256. package/src/core/geom/2d/quad-tree/qt_match_data_by_circle.js +101 -101
  257. package/src/core/geom/2d/quad-tree/qt_query_data_nearest_to_point.js +7 -7
  258. package/src/core/geom/2d/rectangle_to_aabb.js +7 -7
  259. package/src/core/geom/2d/spline_bezier2_2d.js +7 -7
  260. package/src/core/geom/2d/triangle/tri2_rasterize_conservative.js +99 -99
  261. package/src/core/geom/2d/triangle/tri2_signed_area.js +35 -35
  262. package/src/core/geom/2d/triangle2d_compute_area.js +7 -7
  263. package/src/core/geom/2d/triangle2d_contains_point.js +7 -7
  264. package/src/core/geom/2d/triangle2d_get_barycentric.js +7 -7
  265. package/src/core/geom/2d/v2_morton_encode.js +23 -23
  266. package/src/core/geom/3d/aabb/aabb3_array_intersects_frustum_degree.js +7 -7
  267. package/src/core/geom/3d/aabb/aabb3_box_surface_area_2.js +7 -7
  268. package/src/core/geom/3d/aabb/aabb3_build_frustum.js +5 -5
  269. package/src/core/geom/3d/aabb/aabb3_closest_point_on_surface.js +57 -57
  270. package/src/core/geom/3d/aabb/aabb3_combined_surface_area.js +7 -7
  271. package/src/core/geom/3d/aabb/aabb3_compute_half_surface_area.js +7 -7
  272. package/src/core/geom/3d/aabb/aabb3_compute_projected_area.js +7 -7
  273. package/src/core/geom/3d/aabb/aabb3_compute_surface_area.js +7 -7
  274. package/src/core/geom/3d/aabb/aabb3_detailed_volume_intersection.js +7 -7
  275. package/src/core/geom/3d/aabb/aabb3_estimate_projected_area2.js +7 -7
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  1786. package/src/view/minimap/MinimapMarkerCollection.js +180 -180
  1787. package/src/view/minimap/dom/MinimapCameraView.js +206 -206
  1788. package/src/view/minimap/minimap_focus_area.js +97 -97
  1789. package/editor/process/symbolic/SocketsSymbolicDisplay.js +0 -192
  1790. package/src/core/geom/3d/topology/struct/binary/io/moved_tests.txt +0 -37
  1791. package/src/engine/ecs/attachment/Attachment.d.ts +0 -40
  1792. package/src/engine/ecs/attachment/Attachment.d.ts.map +0 -1
  1793. package/src/engine/ecs/attachment/Attachment.js +0 -57
  1794. package/src/engine/ecs/attachment/AttachmentBinding.d.ts +0 -28
  1795. package/src/engine/ecs/attachment/AttachmentBinding.d.ts.map +0 -1
  1796. package/src/engine/ecs/attachment/AttachmentBinding.js +0 -41
  1797. package/src/engine/ecs/attachment/AttachmentSystem.d.ts +0 -61
  1798. package/src/engine/ecs/attachment/AttachmentSystem.d.ts.map +0 -1
  1799. package/src/engine/ecs/attachment/AttachmentSystem.js +0 -307
  1800. package/src/engine/ecs/attachment/BoneAttachmentBinding.d.ts +0 -27
  1801. package/src/engine/ecs/attachment/BoneAttachmentBinding.d.ts.map +0 -1
  1802. package/src/engine/ecs/attachment/BoneAttachmentBinding.js +0 -69
  1803. package/src/engine/ecs/attachment/TransformAttachmentBinding.d.ts +0 -4
  1804. package/src/engine/ecs/attachment/TransformAttachmentBinding.d.ts.map +0 -1
  1805. package/src/engine/ecs/attachment/TransformAttachmentBinding.js +0 -51
  1806. package/src/engine/ecs/sockets/AttachmentSocket.d.ts +0 -32
  1807. package/src/engine/ecs/sockets/AttachmentSocket.d.ts.map +0 -1
  1808. package/src/engine/ecs/sockets/AttachmentSocket.js +0 -60
  1809. package/src/engine/ecs/sockets/AttachmentSocketType.d.ts +0 -6
  1810. package/src/engine/ecs/sockets/AttachmentSocketType.d.ts.map +0 -1
  1811. package/src/engine/ecs/sockets/AttachmentSocketType.js +0 -8
  1812. package/src/engine/ecs/sockets/AttachmentSockets.d.ts +0 -57
  1813. package/src/engine/ecs/sockets/AttachmentSockets.d.ts.map +0 -1
  1814. package/src/engine/ecs/sockets/AttachmentSockets.js +0 -130
  1815. package/src/engine/ecs/sockets/BoneAttachmentSocket.d.ts +0 -29
  1816. package/src/engine/ecs/sockets/BoneAttachmentSocket.d.ts.map +0 -1
  1817. package/src/engine/ecs/sockets/BoneAttachmentSocket.js +0 -56
  1818. package/src/engine/ecs/sockets/serialization/AttachmentSocketsAssetLoader.d.ts +0 -6
  1819. package/src/engine/ecs/sockets/serialization/AttachmentSocketsAssetLoader.d.ts.map +0 -1
  1820. package/src/engine/ecs/sockets/serialization/AttachmentSocketsAssetLoader.js +0 -19
  1821. package/src/shade/renderer/animation/_dump_resolve.d.mts +0 -2
  1822. package/src/shade/renderer/animation/_dump_resolve.d.mts.map +0 -1
  1823. package/src/shade/renderer/animation/_dump_resolve.mjs +0 -5
@@ -1,2436 +1,2436 @@
1
- import { assert } from "../../core/assert.js";
2
- import Signal from "../../core/events/signal/Signal.js";
3
- import Vector2 from "../../core/geom/Vector2.js";
4
- import { clamp } from "../../core/math/clamp.js";
5
- import { remap } from "../../core/math/remap.js";
6
- import { MetricCollection } from "../../engine/development/performance/MetricCollection.js";
7
- import {
8
- MetricCollectionConsoleMonitor
9
- } from "../../engine/development/performance/monitor/MetricCollectionConsoleMonitor.js";
10
- import { FrameGraph } from "../../engine/graphics/render/frame_graph/FrameGraph.js";
11
- import { TextureDescriptor } from "../descriptor/texture/TextureDescriptor.js";
12
- import { WebGPUExtensionType } from "../descriptor/WebGPUExtensionType.js";
13
- import { ShadeDeviceFailure } from "../device/ShadeDeviceFailure.js";
14
- import { ShadeGPUCommandContext } from "../device/ShadeGPUCommandContext.js";
15
- import { CameraManager } from "./camera/CameraManager.js";
16
- import { shader_background } from "./deferred/shader_background.js";
17
- import { shader_composite_volumetrics } from "./deferred/shader_composite_volumetrics.js";
18
- import { shader_deferred_main, shader_deferred_main_restir } from "./deferred/shader_deferred_main.js";
19
- import { ReSTIRDI } from "./restir/di/ReSTIRDI.js";
20
- import { shader_tonemap_HDR } from "./deferred/shader_tonemap_HDR.js";
21
- import { shader_tonemap_LDR } from "./deferred/shader_tonemap_LDR.js";
22
- import { G_BUFFER_MIP_LEVELS } from "./gbuffer/G_BUFFER_MIP_LEVELS.js";
23
- import {
24
- graph_rasterize_meshes_transparent_oit
25
- } from "./rasterize/native/oit/graph_rasterize_meshes_transparent_oit.js";
26
- import {
27
- viz_rasterization_alpha_tested_pass_descriptor
28
- } from "./rasterize/native/viz/viz_rasterization_alpha_tested_pass_descriptor.js";
29
- import {
30
- viz_rasterization_opaque_pass_descriptor
31
- } from "./rasterize/native/viz/viz_rasterization_opaque_pass_descriptor.js";
32
- import { RasterizationJob } from "./rasterize/RasterizationJob.js";
33
- import { graph_rasterize_scene } from "./rasterize/standard/graph_rasterize_scene.js";
34
- import { FrameContext } from "./extension/FrameContext.js";
35
- import { FramePhase } from "./extension/FramePhase.js";
36
- import { GBufferTextures } from "./extension/GBufferTextures.js";
37
- import { PresentTarget } from "./extension/PresentTarget.js";
38
- import { RenderExtensionRegistry } from "./extension/RenderExtensionRegistry.js";
39
- import { SceneColor } from "./extension/SceneColor.js";
40
- import { ViewTextures } from "./extension/ViewTextures.js";
41
- import { shader_brick4_diffuse } from "./global_illumination/brick4/gpu/draw/shader_brick4_diffuse.js";
42
- import {
43
- shader_brick4_indirect_lighting
44
- } from "./global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.js";
45
- import { shader_brick4_specular } from "./global_illumination/brick4/gpu/draw/shader_brick4_specular.js";
46
- import { shader_diffuse_IBL } from "./global_illumination/ibl/shader_diffuse_IBL.js";
47
- import { shader_specular_IBL } from "./global_illumination/ibl/shader_specular_IBL.js";
48
- import { GPULightProbeVolumeRenderer } from "./global_illumination/lpv/bake/GPULightProbeVolumeRenderer.js";
49
- import { shader_diffuse_LPV } from "./global_illumination/lpv/shader_diffuse_LPV.js";
50
- import { shader_resolve_indirect_lighting } from "./global_illumination/shader_resolve_indirect_lighting.js";
51
- import { GraphicsContext } from "./GraphicsContext.js";
52
- import { graph_build_light_clusters } from "./light/cluster/graph_build_light_clusters.js";
53
- import { AccumulatingPathTracer } from "./path_tracer/accumulating/AccumulatingPathTracer.js";
54
- import { graph_postprocess_bloom } from "./postprocess/bloom/graph_postprocess_bloom.js";
55
- import { shader_ffx_rcas } from "./postprocess/cas/shader_ffx_rcas.js";
56
- import { GPUCameraExposureManager } from "./postprocess/eye/GPUCameraExposureManager.js";
57
- import { NSS } from "./postprocess/nss/NSS.js";
58
- import { PostProcess } from "./postprocess/PostProcess.js";
59
- import { shader_depth_occlusion_clip } from "./postprocess/taa/shader_depth_occlusion_clip.js";
60
- import { TAA } from "./postprocess/taa/TAA.js";
61
- import { MotionBlur } from "./postprocess/motion_blur/MotionBlur.js";
62
- import { DepthOfField } from "./postprocess/dof/raymarch/DepthOfField.js";
63
- import { DepthOfFieldU } from "./postprocess/dof/gather/DepthOfFieldU.js";
64
- import { graph_add_per_object_velocity } from "./postprocess/velocity/graph_add_per_object_velocity.js";
65
- import { SceneManager } from "./scene/SceneManager.js";
66
- import { ShadeIndirectLightingMode } from "./ShadeIndirectLightingMode.js";
67
- import { ShadeUpscalerType } from "./ShadeUpscalerType.js";
68
- import { graph_image_pass } from "./shader/graph/graph_image_pass.js";
69
- import { graph_import_buffer } from "./shader/graph/graph_import_buffer.js";
70
- import { graph_import_texture } from "./shader/graph/graph_import_texture.js";
71
- import { CascadedSceneSDF } from "./shadow/sdf/cascade/CascadedSceneSDF.js";
72
- import { STATIC_GRAPHICS_ENGINE_ASSETS } from "./STATIC_GRAPHICS_ENGINE_ASSETS.js";
73
- import { shader_debug_velocity } from "./postprocess/velocity/shader_debug_velocity.js";
74
- import { GPUTextureContext } from "./texture/GPUTextureContext.js";
75
- import { RenderTarget } from "./texture/RenderTarget.js";
76
- import { View } from "./view/View.js";
77
- import { ViewManager } from "./view/ViewManager.js";
78
-
79
- const METRICS = new MetricCollection();
80
- METRICS.create({ name: 'frame_time' });
81
-
82
- /**
83
- * Depth and G-buffer textures carry {@link G_BUFFER_MIP_LEVELS} mip levels.
84
- * WebGPU's createTexture validation requires mipLevelCount <= floor(log2(max(w,h))) + 1,
85
- * so the internal resolution must never drop below 2^(G_BUFFER_MIP_LEVELS - 1)
86
- * or texture allocation will fail.
87
- * @type {number}
88
- */
89
- const INTERNAL_RESOLUTION_MIN = 1 << (G_BUFFER_MIP_LEVELS - 1);
90
-
91
- MetricCollectionConsoleMonitor.from(METRICS);
92
-
93
- export class Renderer {
94
- /**
95
- * Indexes current drawn frame
96
- * @type {number}
97
- */
98
- #frame_count = 0;
99
-
100
- get frame_count() {
101
- return this.#frame_count;
102
- }
103
-
104
- /**
105
- * @type {GPUCanvasContext}
106
- */
107
- context;
108
-
109
- /**
110
- * The HTMLCanvasElement (or OffscreenCanvas) bound to this renderer.
111
- * If `initialize()` was called without a `context`, this is the canvas
112
- * the renderer created — append it to the DOM to display the output.
113
- *
114
- * @returns {HTMLCanvasElement|OffscreenCanvas|undefined}
115
- */
116
- get canvas() {
117
- return this.context?.canvas;
118
- }
119
-
120
- /**
121
- * @type {GPUDevice}
122
- */
123
- device;
124
-
125
- /**
126
- * @type {GPUCameraExposureManager}
127
- */
128
- #autoexposure;
129
-
130
- /**
131
- * @type {SceneManager}
132
- */
133
- #scenes;
134
-
135
- /**
136
- * Only use for read-access
137
- * @returns {SceneManager}
138
- */
139
- get scenes() {
140
- return this.#scenes;
141
- }
142
-
143
- /**
144
- * @type {CameraManager}
145
- */
146
- #cameras
147
-
148
- /**
149
- * @type {ViewManager}
150
- */
151
- #views
152
-
153
-
154
- set feature_shadows_enabled(v) {
155
- assert.isBoolean(v, 'v');
156
- this.#feature_shadows_enabled = v;
157
- }
158
-
159
- get feature_shadows_enabled() {
160
- return this.#feature_shadows_enabled;
161
- }
162
-
163
- /**
164
- * Controls which indirect lighting technique is used for
165
- * both deferred resolve and forward transparency passes.
166
- * @type {ShadeIndirectLightingMode}
167
- */
168
- indirect_lighting_mode = ShadeIndirectLightingMode.IBL;
169
-
170
- feature_ssr_enabled = false;
171
- feature_ssao_enabled = true;
172
- /**
173
- * ReSTIR DI — stochastic screen-bounded direct shadowing of local
174
- * (point+spot) lights. When on, the deferred pass skips its froxel cluster
175
- * loop and consumes the ReSTIR-resolved radiance instead.
176
- */
177
- feature_restir_di_enabled = false;
178
- /**
179
- * Generate point-light shadows with the tetrahedral (4-face) path instead of the default
180
- * cube (6-face) path. Both produce the same octahedral atlas encoding, so this is safe to
181
- * flip at runtime and is meant for A/B comparison of the two generators. Pushed to the
182
- * scene's shadow context each frame; see
183
- * {@link GPUSceneShadowmapContext.use_tetrahedron_point_shadows}.
184
- * @type {boolean}
185
- */
186
- feature_tetrahedron_point_shadows = false;
187
- feature_bloom_enabled = true;
188
- feature_automatic_exposure_enabled = true;
189
-
190
- /**
191
- * Virtual texture streaming (opt-in per material via
192
- * {@link StandardShadeMaterial#vt_stack}). This flag is the system-wide
193
- * kill switch: when off, the feedback pass and residency maintenance
194
- * stop running — already-resident pages keep rendering, nothing new
195
- * streams in. Costs nothing while no stack is registered.
196
- * @type {boolean}
197
- */
198
- feature_virtual_textures = true;
199
-
200
- #feature_taa_enabled = true;
201
-
202
- get feature_taa_enabled() {
203
- return this.#feature_taa_enabled;
204
- }
205
-
206
- /**
207
- * While TAA is off nothing writes the history textures, but the frame counter that
208
- * indexes them keeps advancing — re-enabling would blend with arbitrarily stale
209
- * history of arbitrary parity. Reset temporal history on the transition.
210
- * @param {boolean} v
211
- */
212
- set feature_taa_enabled(v) {
213
- if (this.#feature_taa_enabled === v) {
214
- return;
215
- }
216
-
217
- this.#feature_taa_enabled = v;
218
- this.indicate_view_change();
219
- }
220
-
221
- /**
222
- * Jimenez 2014 reconstruction-filter motion blur, runs between
223
- * TAA and sharpening on the HDR colour. Reads the velocity buffer
224
- * the same way TAA does — per-pixel pixel-space deltas — and
225
- * scatter-gathers along the dilated tile velocity. Off by default
226
- * because the reconstruction pass is a few-ms-budget item and not
227
- * every scene needs it.
228
- *
229
- * @type {boolean}
230
- */
231
- feature_motion_blur_enabled = false;
232
-
233
- /**
234
- * Motion-blur subsystem (Jimenez 2014 reconstruction filter). A
235
- * self-contained manager — same pattern as {@link #autoexposure} /
236
- * {@link #depth_of_field} — that owns the motion-blur parameters
237
- * (currently just `strength`). Constructed in init.
238
- * @type {MotionBlur}
239
- */
240
- #motion_blur;
241
-
242
- /**
243
- * The motion-blur subsystem. Configure it via `renderer.motion_blur.*`
244
- * (currently `strength`); toggle the effect with
245
- * {@link feature_motion_blur_enabled}.
246
- * @returns {MotionBlur}
247
- */
248
- get motion_blur() { return this.#motion_blur; }
249
-
250
- /**
251
- * Debug-only override: when true, the per-object velocity texture
252
- * is drawn straight into the post-TAA color path so the screen
253
- * shows the velocity buffer instead of the rendered image. Wired
254
- * just before TAA — TAA then operates on the velocity texture,
255
- * which is nonsense but cheap to set up. Default false.
256
- *
257
- * @type {boolean}
258
- */
259
- feature_velocity_debug_view = false;
260
-
261
- /**
262
- * Screen-space ray-marched depth of field — the Tiny Glade model
263
- * (Stachowiak, GPC 2024; see {@link DepthOfField}): aperture sub-rays
264
- * marched through the half-res depth/CoC buffer with nearest-hit
265
- * occlusion, plus tilt-shift. Runs on the resolved HDR colour after TAA
266
- * (which resolves the march's sample noise) and before motion blur. Off
267
- * by default — a half-res march is a few-ms item, only worth it for a
268
- * deliberate shallow-focus / diorama look. Configure via `renderer.dof`.
269
- *
270
- * @type {boolean}
271
- */
272
- feature_dof_enabled = false;
273
-
274
- /**
275
- * Depth-of-field subsystem (screen-space ray-marched). A self-contained
276
- * manager — same pattern as {@link #autoexposure} — that owns all DoF
277
- * parameters, focus state, and GPU buffers. Constructed in init.
278
- * @type {DepthOfField}
279
- */
280
- #depth_of_field;
281
-
282
- /**
283
- * The depth-of-field subsystem. Configure it via `renderer.dof.*`
284
- * (`f_number`, `quality`, the `focus*` helpers, `applyPreset`, …);
285
- * toggle the effect with {@link feature_dof_enabled}.
286
- * @returns {DepthOfField}
287
- */
288
- get dof() { return this.#depth_of_field; }
289
-
290
- /**
291
- * Which depth-of-field implementation runs when {@link feature_dof_enabled}
292
- * is on. `"raymarch"` (default) is the screen-space ray-march
293
- * ({@link DepthOfField}); `"unreal"` is the gather-based Diaphragm /
294
- * Cinematic DoF ({@link DepthOfFieldU}) — half-res near/far gather with a
295
- * foreground coverage bleed. Mutually exclusive by construction (only one
296
- * runs at the single DoF call site).
297
- * @type {"raymarch"|"unreal"}
298
- */
299
- dof_algorithm = "raymarch";
300
-
301
- /**
302
- * Unreal-style (Diaphragm / Cinematic) gather depth of field — a drop-in
303
- * alternative to {@link #depth_of_field}, selected via {@link dof_algorithm}.
304
- * Constructed in init.
305
- * @type {DepthOfFieldU}
306
- */
307
- #depth_of_field_unreal;
308
-
309
- /**
310
- * The Unreal-style depth-of-field subsystem. Configure it via
311
- * `renderer.dof_unreal.*` and select it with `renderer.dof_algorithm = "unreal"`.
312
- * @returns {DepthOfFieldU}
313
- */
314
- get dof_unreal() { return this.#depth_of_field_unreal; }
315
-
316
- /**
317
- * When true and {@link indirect_lighting_mode} is Brick4, run a single fused
318
- * pass that produces the resolved indirect lighting directly (combining the
319
- * brick4 diffuse, brick4 specular and indirect resolve passes). Trades a
320
- * bit of cache pressure inside the pass for substantially less memory
321
- * bandwidth: no intermediate rgba16float diffuse/specular targets, the
322
- * g-buffer is read once, and a single brick4 probe pair is shared between
323
- * the diffuse and specular evaluations.
324
- *
325
- * SSR is mutually exclusive with the fused path (it needs the standalone
326
- * specular target as input), so when SSR is enabled the split path is used.
327
- * @type {boolean}
328
- */
329
- fused_indirect = true;
330
-
331
- /**
332
- * RCAS
333
- * @type {boolean}
334
- */
335
- feature_sharpening_enabled = true;
336
-
337
- #feature_shadows_enabled = true;
338
- #feature_enabled_transparencies = true;
339
-
340
- /**
341
- *
342
- * @return {ViewManager}
343
- */
344
- get views() {
345
- return this.#views;
346
- }
347
-
348
- /**
349
- * @type {GraphicsContext}
350
- */
351
- #graphics;
352
-
353
- /**
354
- *
355
- * @return {GraphicsContext}
356
- */
357
- get graphics() {
358
- return this.#graphics;
359
- }
360
-
361
-
362
- /**
363
- *
364
- * @type {Signal<number>}
365
- */
366
- /**
367
- * Extensions an outside caller has put into the frame, by phase.
368
- *
369
- * @type {RenderExtensionRegistry}
370
- */
371
- #extensions = new RenderExtensionRegistry();
372
-
373
- /**
374
- * Raised when there is no usable device — the browser has no WebGPU, the hardware is below the
375
- * floor, or a working device was lost while running. Carries a {@link ShadeDeviceFailure}.
376
- *
377
- * The floor is deliberate and there are no fallbacks (D6/I-8), so telling the player plainly is
378
- * the whole of what the engine owes here. Loss is not recovered from (R6): everything built on
379
- * the device went with it, and the honest response is a message and a reload.
380
- *
381
- * @type {Signal<ShadeDeviceFailure>}
382
- */
383
- onDeviceFailure = new Signal();
384
-
385
- onFrameFinished = new Signal();
386
-
387
- /**
388
- * First argument is frame index, second is table of debug data
389
- * @type {Signal<number, Object[]>}
390
- */
391
- onFrameDebug = new Signal();
392
-
393
-
394
- /**
395
- * Fraction of the output resolution.
396
- * Controls {@link #internal_resolution}.
397
- * If this is set to 0.5 for example - internal resolution will be 50% of the output resolution.
398
- * @type {number}
399
- */
400
- #internal_resolution_scale = 1;
401
-
402
- /**
403
- *
404
- * @type {boolean}
405
- */
406
- #internal_resolution_needs_update = true;
407
-
408
- /**
409
- *
410
- * @param {number} v
411
- */
412
- set internal_resolution_scale(v) {
413
- assert.isNumber(v, 'v');
414
- assert.notNaN(v, 'v');
415
- assert.greaterThan(v, 0);
416
- assert.isFinite(v, 'v');
417
-
418
- if (this.#internal_resolution_scale === v) {
419
- // no change
420
- return;
421
- }
422
-
423
- this.#internal_resolution_scale = v;
424
-
425
- // schedule resolution recalculation
426
- this.#internal_resolution_needs_update = true;
427
- }
428
-
429
- /**
430
- *
431
- * @returns {number}
432
- */
433
- get internal_resolution_scale() {
434
- return this.#internal_resolution_scale;
435
- }
436
-
437
- /**
438
- * This is the resolution that the rendering happens at before upscaling.
439
- * Derived from input resolution via {@link internal_resolution_scale}
440
- * @type {Vector2}
441
- */
442
- #internal_resolution = new Vector2(1, 1);
443
-
444
-
445
- /**
446
- * Output viewport size
447
- * @type {Vector2}
448
- */
449
- #size = new Vector2(1, 1);
450
-
451
- /**
452
- * Output resolution.
453
- * Equal to {@link size} * {@link pixel_ratio}
454
- * Don't write directly
455
- * @type {Vector2}
456
- * @see {#size}
457
- * @see {#pixel_ratio}
458
- */
459
- #output_resolution = new Vector2(1, 1);
460
-
461
- /**
462
- *
463
- * @returns {Vector2}
464
- */
465
- get output_resolution() {
466
- return this.#output_resolution.clone();
467
- }
468
-
469
- /**
470
- * width/height
471
- * Useful for camera projection setup
472
- * @return {number}
473
- */
474
- get aspect_ratio() {
475
- return this.#internal_resolution.x / this.#internal_resolution.y;
476
- }
477
-
478
- /**
479
- * TODO rework ping-ping buffer usage to release old buffer when no longer needed. Can reach much better resource utilization that way. Same for all other TAA-like techniques
480
- * @type {GPUTextureContext[]}
481
- */
482
- #textures_depth = new Array(2);
483
-
484
- /**
485
- *
486
- * @returns {GPUTextureContext}
487
- */
488
- get texture_depth_current() {
489
- const tx = this.#textures_depth;
490
-
491
- return tx[this.#frame_count % tx.length];
492
- }
493
-
494
- /**
495
- *
496
- * @returns {GPUTextureContext}
497
- */
498
- get texture_depth_previous() {
499
- const tx = this.#textures_depth;
500
-
501
- return tx[(this.#frame_count - 1 + tx.length) % tx.length];
502
- }
503
-
504
- /**
505
- *
506
- * @type {GPUTextureContext[]}
507
- */
508
- #textures_taa_history = new Array(2);
509
-
510
- /**
511
- *
512
- * @returns {GPUTextureContext}
513
- */
514
- #get_texture_taa_history(x) {
515
- const tx = this.#textures_taa_history;
516
-
517
- return tx[(this.#frame_count - x + tx.length) % tx.length];
518
- }
519
-
520
-
521
- /**
522
- * @type {GPUTextureFormat}
523
- */
524
- #presentation_format = "rgba8unorm";
525
-
526
- /**
527
- * How many pixels to draw per screen pixel.
528
- * Typically, this is used to match physical screen resolution to virtual resolution.
529
- * On the high pixel density displays, CSS pixels usually take up more than one screen pixel.
530
- * @type {number}
531
- */
532
- #pixel_ratio = window.devicePixelRatio;
533
-
534
- /**
535
- *
536
- * @return {number}
537
- */
538
- get pixel_ratio() {
539
- return this.#pixel_ratio;
540
- }
541
-
542
- /**
543
- *
544
- * @param {number} ratio
545
- */
546
- set pixel_ratio(ratio) {
547
- assert.isNumber(ratio, 'ratio');
548
- assert.notNaN(ratio, 'ratio');
549
- assert.greaterThan(ratio, 0);
550
- assert.isFinite(ratio, 'ratio');
551
-
552
- if (ratio === this.#pixel_ratio) {
553
- // no change
554
- return;
555
- }
556
-
557
- this.#pixel_ratio = ratio;
558
-
559
- this.#update_resolution();
560
- }
561
-
562
- /**
563
- * How many future frames should be debugged
564
- * @type {number}
565
- */
566
- #debug_frame_count = 0;
567
-
568
- /**
569
- * Increase the number of future debug frames by X
570
- */
571
- /**
572
- * Record work into the frame at a named point in it.
573
- *
574
- * The extension is called once per frame, when its phase comes round, and is handed the
575
- * {@link FrameContext} — the frame's graph and the typed records holding the handles that exist
576
- * at that moment. It records with the `graph_*` helpers exactly as the built-in passes do, and
577
- * everything it produces reaches the rest of the frame by publishing a handle into a record.
578
- *
579
- * Handles come from the records rather than from the renderer on purpose: the graph is what
580
- * knows which resources a pass touched, and work recorded around it cannot be ordered or aliased
581
- * correctly against the rest of the frame.
582
- *
583
- * @param {RenderExtension} extension
584
- * @returns {RenderExtension} `extension`, for handing back to {@link remove_extension}
585
- */
586
- add_extension(extension) {
587
- return this.#extensions.add(extension);
588
- }
589
-
590
- /**
591
- * Take an extension back out of the frame.
592
- *
593
- * @param {RenderExtension} extension
594
- * @returns {boolean} whether it was registered
595
- */
596
- remove_extension(extension) {
597
- return this.#extensions.remove(extension);
598
- }
599
-
600
- /**
601
- * @param {FramePhase} phase
602
- * @returns {number} how many extensions are registered on `phase`
603
- */
604
- extension_count(phase) {
605
- return this.#extensions.count(phase);
606
- }
607
-
608
-
609
- add_debug_frame(count = 1) {
610
- assert.isNonNegativeInteger(count, 'count');
611
-
612
- this.#debug_frame_count += count;
613
- }
614
-
615
- /**
616
- *
617
- * @type {Map<Scene, GPULightProbeVolumeRenderer>}
618
- */
619
- #probe_bakers = new Map();
620
-
621
-
622
- /**
623
- *
624
- * @type {Map<Scene, CascadedSceneSDF>}
625
- */
626
- #scene_sdfs = new Map();
627
-
628
- /**
629
- *
630
- * @param {Scene} scene
631
- * @return {CascadedSceneSDF}
632
- */
633
- obtains_scene_sdf(scene) {
634
- let sdf = this.#scene_sdfs.get(scene);
635
-
636
- if (sdf === undefined) {
637
- sdf = new CascadedSceneSDF(this.device);
638
- this.#scene_sdfs.set(scene, sdf);
639
- }
640
-
641
- return sdf;
642
- }
643
-
644
- /**
645
- * Used to instruct renderer that either the scene or camera has changed significantly
646
- * Primarily instructs resetting history on temporal accumulation
647
- */
648
- indicate_view_change() {
649
- this.#postprocess.reset_history();
650
-
651
- if (this.#path_tracer !== undefined) {
652
- this.#path_tracer.clear_history = true;
653
- }
654
-
655
- this.#taa.reset_history = true;
656
-
657
- if (this.#nss !== undefined) {
658
- this.#nss.reset_history = true;
659
- }
660
- }
661
-
662
- /**
663
- * For internal and debug use only
664
- * @param {Scene} scene
665
- * @returns {GPULightProbeVolumeRenderer}
666
- */
667
- getProbeRendererForScene(scene) {
668
-
669
- const scene_ctx = this.#scenes.obtain(scene);
670
-
671
- let baker = this.#probe_bakers.get(scene);
672
-
673
- if (baker === undefined) {
674
- baker = new GPULightProbeVolumeRenderer(this.#graphics, scene_ctx);
675
- this.#probe_bakers.set(scene, baker);
676
- }
677
-
678
- return baker;
679
- }
680
-
681
-
682
- /**
683
- *
684
- * @param {Scene} scene
685
- */
686
- update_lpv(scene) {
687
-
688
- //
689
- // let baker = this.getProbeRendererForScene(scene);
690
- //
691
- // baker.autoSetRaysPerProbe(1);
692
- // baker.bake();
693
-
694
- const scene_ctx = this.#scenes.obtain(scene);
695
-
696
- const graph = new FrameGraph("LPV");
697
-
698
- const cmd = ShadeGPUCommandContext.create(this.graphics, 'LPV');
699
-
700
- scene_ctx.light_probe_volume.atlas.graph_update({
701
- graph,
702
- scene: scene_ctx,
703
- graphics: this.graphics,
704
- update_ray_count: 100_000
705
- });
706
-
707
- cmd.encodeGraph(graph);
708
- cmd.finish();
709
- }
710
-
711
- /**
712
- * Compute deferred indirect specular and diffuse contributions
713
- * based on the active indirect lighting mode.
714
- *
715
- * @param {object} params
716
- * @param {FrameGraph} params.graph
717
- * @param {GPUViewContext} params.view_ctx
718
- * @param {GPUSceneContext} params.scene_ctx
719
- * @param {number} params.bent_normals - graph resource ID
720
- * @param {number} params.current_color_out - graph resource ID (scene color, needed for SSR)
721
- * @param {number} params.gr_texture_depth_current
722
- * @param {number} params.gr_texture_hzb
723
- * @param {number} params.gr_texture_material_albedo_ao
724
- * @param {number} params.gr_texture_pbr
725
- * @param {number} params.gr_texture_normal
726
- * @param {number} params.gr_texture_environment
727
- * @param {number} params.gr_velocity
728
- * @param {number} params.gr_occlusion_clip
729
- * @param {number} params.gr_buffer_camera_current
730
- * @param {number} params.gr_buffer_camera_previous
731
- * @param {Vector2} params.resolution
732
- * @returns {{indirect_specular: number, indirect_diffuse: number}}
733
- */
734
- #graph_indirect_lighting({
735
- graph,
736
- view_ctx,
737
- scene_ctx,
738
- bent_normals,
739
- current_color_out,
740
- //
741
- gr_texture_depth_current,
742
- gr_texture_hzb,
743
- gr_texture_material_albedo_ao,
744
- gr_texture_pbr,
745
- gr_texture_normal,
746
- gr_texture_environment,
747
- gr_velocity,
748
- gr_occlusion_clip,
749
- gr_buffer_camera_current,
750
- gr_buffer_camera_previous,
751
- resolution,
752
- }) {
753
-
754
- const mode = this.indirect_lighting_mode;
755
-
756
- let indirect_specular = -1;
757
- let indirect_diffuse = -1;
758
-
759
- const lpv = scene_ctx.light_probe_volume;
760
-
761
- //
762
- // ── SPECULAR ────────────────────────────────────────────
763
- //
764
-
765
- // SSR replaces the specular IBL fallback when enabled.
766
- // NOTE: SSR is currently not supported in Brick4 mode — this is a known
767
- // limitation and will be addressed in a future update.
768
- if (this.feature_ssr_enabled && mode !== ShadeIndirectLightingMode.Brick4) {
769
-
770
- const ssr = this.#postprocess.ssr.graph_pass({
771
- graph,
772
- input_depth: gr_texture_depth_current,
773
- input_hzb: gr_texture_hzb,
774
- input_scene_color: current_color_out,
775
- input_albedo: gr_texture_material_albedo_ao,
776
- input_pbr: gr_texture_pbr,
777
- input_normal: gr_texture_normal,
778
- input_velocity: gr_velocity,
779
- input_occlusion: gr_occlusion_clip,
780
- input_environment: gr_texture_environment,
781
- camera_current: gr_buffer_camera_current,
782
- camera_previous: gr_buffer_camera_previous,
783
- lpv: mode === ShadeIndirectLightingMode.LPV ? lpv : undefined,
784
- resolution,
785
- });
786
-
787
- indirect_specular = ssr.denoised;
788
-
789
- } else if (mode === ShadeIndirectLightingMode.Brick4) {
790
-
791
- // Brick4 specular from volumetric lightmap
792
- [indirect_specular] = graph_image_pass({
793
- graph,
794
- shader: shader_brick4_specular,
795
- input_depth: gr_texture_depth_current,
796
- inputs: {
797
- tDepth: gr_texture_depth_current,
798
- tNormals: gr_texture_normal,
799
- tPBR: gr_texture_pbr,
800
- tSTBN_vec2: STATIC_GRAPHICS_ENGINE_ASSETS.stbn_vec2,
801
- camera: gr_buffer_camera_current,
802
- view: view_ctx.uniform_buffer.buffer,
803
- brick4: scene_ctx.volumetric_light_map.buffer,
804
- },
805
- output_resolution: view_ctx.resolution,
806
- });
807
-
808
- } else {
809
- // IBL / LPV fallback — environment map specular
810
- [indirect_specular] = graph_image_pass({
811
- graph,
812
- shader: shader_specular_IBL,
813
- input_depth: gr_texture_depth_current,
814
- inputs: {
815
- tBentNormals: bent_normals,
816
- tNormals: gr_texture_normal,
817
- tDepth: gr_texture_depth_current,
818
- tPBR: gr_texture_pbr,
819
- tEnvironment: gr_texture_environment,
820
- camera: gr_buffer_camera_current,
821
- },
822
- output_resolution: view_ctx.resolution,
823
- });
824
- }
825
-
826
- //
827
- // ── DIFFUSE ─────────────────────────────────────────────
828
- //
829
-
830
- switch (mode) {
831
-
832
- case ShadeIndirectLightingMode.IBL:
833
- // Environment map irradiance
834
- [indirect_diffuse] = graph_image_pass({
835
- graph,
836
- shader: shader_diffuse_IBL,
837
- input_depth: gr_texture_depth_current,
838
- inputs: {
839
- tBentNormals: bent_normals,
840
- tGBufferAlbedo: gr_texture_material_albedo_ao,
841
- tEnvironment: gr_texture_environment,
842
- },
843
- output_resolution: view_ctx.resolution,
844
- });
845
- break;
846
-
847
- case ShadeIndirectLightingMode.Brick4:
848
- // Brick4 diffuse from volumetric lightmap
849
- [indirect_diffuse] = graph_image_pass({
850
- graph,
851
- shader: shader_brick4_diffuse,
852
- input_depth: gr_texture_depth_current,
853
- inputs: {
854
- tDepth: gr_texture_depth_current,
855
- tBentNormals: bent_normals,
856
- tAlbedoAO: gr_texture_material_albedo_ao,
857
- tSTBN_vec2: STATIC_GRAPHICS_ENGINE_ASSETS.stbn_vec2,
858
- camera: gr_buffer_camera_current,
859
- view: view_ctx.uniform_buffer.buffer,
860
- brick4: scene_ctx.volumetric_light_map.buffer,
861
- },
862
- output_resolution: view_ctx.resolution,
863
- });
864
- break;
865
-
866
- case ShadeIndirectLightingMode.LPV:
867
- // Light Probe Volume diffuse
868
- [indirect_diffuse] = graph_image_pass({
869
- graph,
870
- shader: shader_diffuse_LPV,
871
- input_depth: gr_texture_depth_current,
872
- inputs: {
873
- camera: gr_buffer_camera_current,
874
- tDepth: gr_texture_depth_current,
875
- tBentNormals: bent_normals,
876
- tGBufferAlbedo: gr_texture_material_albedo_ao,
877
- //
878
- lpv_atlas_radiance: lpv.atlas.texture_radiance,
879
- lpv_atlas_depth: lpv.atlas.texture_depth,
880
- //
881
- lpv_lookup: lpv.buffer_mesh_bvh,
882
- lpv_metadata: lpv.buffer_metadata,
883
- lpv_mesh: lpv.buffer_mesh,
884
- lpv_probes: lpv.buffer_probes,
885
- },
886
- output_resolution: view_ctx.resolution,
887
- });
888
- break;
889
- }
890
-
891
- return { indirect_specular, indirect_diffuse };
892
- }
893
-
894
- /**
895
- * @type {PostProcess}
896
- */
897
- #postprocess
898
-
899
- /**
900
- * @type {ReSTIRDI}
901
- */
902
- #restir_di
903
-
904
- /**
905
- * ReSTIR DI subsystem — exposed for runtime tuning (e.g. GUI toggles like
906
- * `use_screen_space_shadow`, `m_initial`).
907
- * @returns {ReSTIRDI}
908
- */
909
- get restir_di() {
910
- return this.#restir_di;
911
- }
912
-
913
- /**
914
- *
915
- * @type {TAA}
916
- */
917
- #taa = new TAA();
918
-
919
- /**
920
- * Lazily constructed in {@link initialize} once a graphics context is
921
- * available — NSS owns persistent GPU textures, so it can't be a
922
- * field initializer like {@link #taa}.
923
- * @type {NSS | undefined}
924
- */
925
- #nss
926
-
927
- /**
928
- * Selects which temporal-AA / upscaler runs at the temporal-resolve
929
- * stage. Defaults to {@link ShadeUpscalerType.TAA}; assign
930
- * {@link ShadeUpscalerType.NSS} to use the bundled neural upscaler
931
- * (no extra setup — the NSS instance ships with placeholder weights).
932
- * @type {ShadeUpscalerType}
933
- */
934
- upscale_type = ShadeUpscalerType.TAA;
935
-
936
- /**
937
- * Public read access to the NSS instance. Lazily constructed on
938
- * first access, which is also when the bundled weights blob is
939
- * decoded — so the cost of selecting NSS is amortized to a single
940
- * frame.
941
- * @returns {NSS}
942
- */
943
- get nss() {
944
- if (this.#nss === undefined) {
945
- assert.defined(this.#graphics, 'graphics context not yet initialized — call Renderer.initialize() first');
946
- this.#nss = new NSS(this.#graphics);
947
-
948
- // First-time setup: align the jitter sequence size with the
949
- // current upscale ratio. Subsequent resolution changes are
950
- // picked up by #update_internal_resolution.
951
- const out_w = this.#output_resolution.x;
952
- const in_w = this.#internal_resolution.x;
953
- if (out_w > 0 && in_w > 0) {
954
- const upscale_ratio = out_w / in_w;
955
- this.#nss.jitter_sequence_size = NSS.recommended_jitter_sequence_size(upscale_ratio);
956
- }
957
- }
958
- return this.#nss;
959
- }
960
-
961
- #device_lost = false;
962
-
963
- /**
964
- * Handles event when GPUDevice is lost
965
- * @param {GPUDeviceLostInfo} info
966
- */
967
- #handle_device_lost(info) {
968
- this.#device_lost = true;
969
-
970
- if (info.reason === "destroyed") {
971
- // most likely renderer was destroyed, this is expected behavior
972
- // TODO check if renderer owns the device, if not, log a warning
973
- return;
974
- }
975
-
976
- console.error('GPUDevice lost', info);
977
-
978
- // Everything the renderer built lives on the device that just went away, so there is
979
- // nothing to carry over and no attempt to (R6). Whoever is hosting this gets told, and a
980
- // reload is the way back.
981
- this.onDeviceFailure.send1(ShadeDeviceFailure.device_lost(info.message ?? info.reason ?? ""));
982
- }
983
-
984
- #hdr_supported = false;
985
-
986
- /**
987
- * What's the peak brightness of the display?
988
- * Only valid for HDR.
989
- *
990
- * @type {number}
991
- */
992
- #display_peak_brightness_nits = 1000;
993
-
994
- #update_presentation_format() {
995
-
996
- const format8bit = navigator.gpu.getPreferredCanvasFormat();
997
-
998
- const format = this.#hdr_supported ? "rgba16float" : format8bit;
999
-
1000
- if (format === this.#presentation_format) {
1001
- return;
1002
- }
1003
-
1004
- this.#presentation_format = format;
1005
-
1006
- this.#context_needs_update = true;
1007
- }
1008
-
1009
- /**
1010
- * Needs to be a lambda, because we use it as a listener.
1011
- */
1012
- #update_hdr_support = () => {
1013
- const isHDR = window.matchMedia("(dynamic-range: high)").matches;
1014
-
1015
- const previous_value = this.#hdr_supported;
1016
-
1017
-
1018
- this.#hdr_supported = isHDR;
1019
-
1020
- if (isHDR) {
1021
- // Currently, there is no way to interrogate this from the browser, so going with an assumption
1022
- this.#display_peak_brightness_nits = 1000;
1023
- } else {
1024
- // Assume SDR nits
1025
- this.#display_peak_brightness_nits = 80;
1026
- }
1027
-
1028
- if (isHDR === previous_value) {
1029
- // no change
1030
- return;
1031
- }
1032
-
1033
- console.log(`HDR support: ${isHDR ? 'enabled' : 'disabled'}`);
1034
-
1035
- this.#update_presentation_format();
1036
-
1037
- this.#context_needs_update = true;
1038
- }
1039
-
1040
- /**
1041
- *
1042
- * @param {GPUCanvasContext} [context] Optional, if not provided - one will be created.
1043
- * @param {GPUDevice} [device] Optional, if not provided - one will be created.
1044
- * @param {number} [pixelRatio] Optiona, if not provided - will be taken from browser context
1045
- */
1046
- async initialize({
1047
- context,
1048
- device,
1049
- pixelRatio = window.devicePixelRatio,
1050
- } = {}) {
1051
-
1052
- if (!('gpu' in navigator)) {
1053
- throw new Error('navigator.gpu not available — WebGPU disabled or unsupported');
1054
- }
1055
-
1056
- this.#update_presentation_format();
1057
- this.#update_hdr_support();
1058
-
1059
- if (context === undefined) {
1060
- const canvas = document.createElement('canvas');
1061
- canvas.width = window.innerWidth;
1062
- canvas.height = window.innerHeight;
1063
- // Sensible default styling so a freshly-appended canvas covers
1064
- // the viewport without depending on the host page's CSS reset.
1065
- // Override `style` after `initialize()` returns if the host
1066
- // page wants the canvas embedded somewhere else.
1067
- canvas.style.cssText = 'position:fixed;inset:0;width:100vw;height:100vh;display:block';
1068
-
1069
- context = canvas.getContext('webgpu');
1070
-
1071
- if (context === null) {
1072
- throw new Error('Failed to bind GPUCanvasContext');
1073
- }
1074
- }
1075
-
1076
- if (device === undefined) {
1077
- // no device present, let's create one
1078
-
1079
- const gpu = navigator.gpu;
1080
-
1081
- if (gpu === undefined) {
1082
- throw ShadeDeviceFailure.webgpu_unavailable();
1083
- }
1084
-
1085
- const adapter = await gpu.requestAdapter({
1086
- powerPreference: "high-performance",
1087
- });
1088
-
1089
- if (adapter === null) {
1090
- throw ShadeDeviceFailure.adapter_unavailable();
1091
- }
1092
-
1093
- if (adapter.isFallbackAdapter) {
1094
- // see https://www.w3.org/TR/webgpu/#dom-gpurequestadapteroptions-forcefallbackadapter
1095
- // fallback device is typically a software implementation and is going to be slow as sin
1096
- console.warn('GPU provided a fallback adapter (typically because no other appropriate adapter was available). Fallback adapter is typically a software implementation and will be slow.');
1097
- }
1098
-
1099
- // log details of the adapter
1100
- console.log(`GPU adapter is ${adapter.info.vendor}/${adapter.info.architecture}, device='${adapter.info.device}', description='${adapter.info.description}'`);
1101
-
1102
- // console.warn(`Buffer size limit: ${number_format_by_thousands(adapter.limits.maxBufferSize)}`);
1103
- //
1104
- // console.warn('adapter limits:', adapter.limits);
1105
-
1106
- const maxStorageBuffersPerShaderStage = adapter.limits.maxStorageBuffersPerShaderStage;
1107
-
1108
- if (maxStorageBuffersPerShaderStage < 10) {
1109
- throw ShadeDeviceFailure.below_floor(
1110
- `requires at least 10 storage buffers per shader stage, adapter offers ${maxStorageBuffersPerShaderStage}`
1111
- );
1112
- }
1113
-
1114
- const requiredFeatures = [
1115
- // required for indirect draw that's used extensively in Shade
1116
- WebGPUExtensionType.IndirectFirstInstance,
1117
- // required for OIT (might be unavailable)
1118
- WebGPUExtensionType.Float32Blendable,
1119
- ];
1120
-
1121
- // add features if they are available
1122
- const optional_desired = [
1123
- // Profiling only, and some browsers withhold it on hardware that is otherwise
1124
- // fine — so it is taken when offered and the timers go quiet when it is not
1125
- // (E7, sponsor 2026-08-16). Requiring it would refuse to start on those browsers
1126
- // for the sake of a feature the game does not need to run.
1127
- WebGPUExtensionType.TimestampQuery,
1128
- WebGPUExtensionType.Subgroups,
1129
- WebGPUExtensionType.TextureFormatsTier1,
1130
- ];
1131
-
1132
- // valid required features
1133
- for (const feature of requiredFeatures) {
1134
- if (!adapter.features.has(feature)) {
1135
- throw ShadeDeviceFailure.below_floor(`adapter does not support required feature '${feature}'`);
1136
- }
1137
- }
1138
-
1139
- for (const feature of optional_desired) {
1140
- if (adapter.features.has(feature)) {
1141
- requiredFeatures.push(feature);
1142
- }
1143
- }
1144
-
1145
-
1146
- device = await adapter.requestDevice({
1147
- requiredLimits: {
1148
- // required for large G-buffers
1149
- maxColorAttachmentBytesPerSample: 32,
1150
-
1151
- /*
1152
- grab the largest buffer limit we can get, default limits are super-low
1153
- */
1154
- maxBufferSize: adapter.limits.maxBufferSize,
1155
- maxStorageBufferBindingSize: adapter.limits.maxStorageBufferBindingSize,
1156
-
1157
- maxStorageBuffersPerShaderStage: 10,
1158
- },
1159
- requiredFeatures
1160
- });
1161
-
1162
- // NOTE: according to spec (as of 2025/09/19) - adapter can only be used to create one device, after which it becomes "consumed"
1163
- // see https://www.w3.org/TR/webgpu/#adapters
1164
-
1165
- // TODO obtained device might be "lost" if something goes wrong, would make sense to check for that
1166
- }
1167
-
1168
- device.lost.then(info => {
1169
- this.#handle_device_lost(info);
1170
- })
1171
-
1172
- if (context === undefined) {
1173
- const canvas = document.createElement('canvas');
1174
- canvas.width = window.innerWidth;
1175
- canvas.height = window.innerHeight;
1176
-
1177
- context = canvas.getContext('webgpu');
1178
-
1179
- if (context === null) {
1180
- throw new Error('Failed to bind GPUCanvasContext');
1181
- }
1182
- }
1183
-
1184
- assert.ok(device.features.has("indirect-first-instance"), '"indirect-first-instance" feature needs to be enabled for non-zero firstInstance values to be used.')
1185
- assert.isInstanceOf(context, GPUCanvasContext, 'context', 'GPUCanvasContext');
1186
-
1187
- this.context = context;
1188
- this.device = device;
1189
-
1190
- this.#pixel_ratio = pixelRatio;
1191
-
1192
- // clientWidth/clientHeight are 0 for a canvas that is not attached to the DOM,
1193
- // which is always the case for the renderer-owned canvas created above.
1194
- // Fall back to the backing-store size so that #configure_context doesn't
1195
- // overwrite the just-set canvas size with the 1x1 minimum resolution.
1196
- this.#size.set(
1197
- context.canvas.clientWidth || context.canvas.width,
1198
- context.canvas.clientHeight || context.canvas.height
1199
- );
1200
-
1201
- this.#update_output_resolution();
1202
-
1203
- this.#graphics = new GraphicsContext(device);
1204
-
1205
- const graphics = this.#graphics;
1206
-
1207
- await graphics.initialize();
1208
-
1209
-
1210
- this.#scenes = new SceneManager(graphics);
1211
-
1212
- this.#cameras = new CameraManager(this.device);
1213
- this.#views = new ViewManager(graphics, this.#cameras, this.#scenes);
1214
-
1215
- const resolution_internal = this.#internal_resolution.asArray();
1216
-
1217
- for (let i = 0; i < this.#textures_depth.length; i++) {
1218
-
1219
- this.#textures_depth[i] = graphics.textures.contextFromDescriptor(TextureDescriptor.from({
1220
- label: `Depth ${i}`,
1221
- size: resolution_internal,
1222
- format: 'depth32float',
1223
- mipLevelCount: G_BUFFER_MIP_LEVELS,
1224
- usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC,
1225
- }));
1226
- }
1227
-
1228
-
1229
- const resolution_out = this.#output_resolution.asArray();
1230
-
1231
- for (let i = 0; i < this.#textures_taa_history.length; i++) {
1232
-
1233
- this.#textures_taa_history[i] = graphics.textures.contextFromDescriptor(TextureDescriptor.from({
1234
- label: `Color ${i}`,
1235
- size: resolution_out,
1236
- format: "rgba16float",
1237
- mipLevelCount: 1,
1238
- // STORAGE_BINDING is required for the NSS postprocess
1239
- // compute shader to write here. TAA continues to use
1240
- // RENDER_ATTACHMENT — the flags coexist on the same
1241
- // texture and the active upscaler picks its preferred
1242
- // write path each frame.
1243
- usage: GPUTextureUsage.RENDER_ATTACHMENT
1244
- | GPUTextureUsage.TEXTURE_BINDING
1245
- | GPUTextureUsage.STORAGE_BINDING
1246
- | GPUTextureUsage.COPY_SRC,
1247
- }));
1248
- }
1249
-
1250
- this.#autoexposure = new GPUCameraExposureManager(device);
1251
- this.#depth_of_field = new DepthOfField(device);
1252
- this.#depth_of_field_unreal = new DepthOfFieldU(device);
1253
- this.#motion_blur = new MotionBlur();
1254
-
1255
- this.#postprocess = new PostProcess(this.#graphics);
1256
-
1257
- this.#restir_di = new ReSTIRDI(this.#graphics);
1258
-
1259
- this.#configure_context();
1260
- this.init_render_targets();
1261
-
1262
- window.matchMedia("(dynamic-range: high)").addEventListener("change", this.#update_hdr_support);
1263
-
1264
- }
1265
-
1266
- /**
1267
- * Cleanup
1268
- */
1269
- destroy() {
1270
-
1271
- window.matchMedia("(dynamic-range: high)").removeEventListener("change", this.#update_hdr_support);
1272
- }
1273
-
1274
-
1275
- /**
1276
- * @type {RenderTarget}
1277
- */
1278
- #vis_render_target;
1279
-
1280
- init_render_targets() {
1281
- const vis_rt = new RenderTarget();
1282
- this.#vis_render_target = vis_rt;
1283
-
1284
- const textures = this.#graphics.textures;
1285
-
1286
- // TODO these can be moved to frame graph instead and managed in a transient manner
1287
- const internal_resolution_array = this.#internal_resolution.asArray();
1288
-
1289
- vis_rt.color_attachments = [
1290
- textures.contextFromDescriptor(TextureDescriptor.from({
1291
- size: internal_resolution_array,
1292
- format: "r32uint",
1293
- usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING
1294
- })),
1295
- textures.contextFromDescriptor(TextureDescriptor.from({
1296
- size: internal_resolution_array,
1297
- format: "r32uint",
1298
- usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING
1299
- })),
1300
- ];
1301
-
1302
- vis_rt.depth_attachment = this.#textures_depth[0];
1303
-
1304
- }
1305
-
1306
- /**
1307
- * If set to true, will force {@link #configure_context} on next render
1308
- * @type {boolean}
1309
- */
1310
- #context_needs_update = false;
1311
-
1312
- #configure_context() {
1313
- const context = this.context;
1314
-
1315
- const resolution = this.#output_resolution;
1316
-
1317
- context.canvas.width = resolution.x;
1318
- context.canvas.height = resolution.y;
1319
-
1320
- // canvas must be scaled on-screen differently from resolution to account for pixel ratio
1321
- const size = this.#size;
1322
- context.canvas.style.width = `${size.x}px`;
1323
- context.canvas.style.height = `${size.y}px`;
1324
-
1325
- const preferred_color_space = 'display-p3';
1326
-
1327
-
1328
- const config = {
1329
- device: this.device,
1330
- format: this.#presentation_format,
1331
- alphaMode: 'opaque',
1332
- colorSpace: preferred_color_space,
1333
- toneMapping: {
1334
- // see https://www.w3.org/TR/webgpu/#dom-gpucanvastonemappingmode-extended
1335
- mode: this.#hdr_supported ? "extended" : "standard"
1336
- }
1337
- };
1338
-
1339
-
1340
- try {
1341
- context.configure(config);
1342
- } catch (e) {
1343
- // try fall-back colorspace
1344
- context.configure({
1345
- ...config,
1346
- colorSpace: 'srgb'
1347
- });
1348
- }
1349
-
1350
- }
1351
-
1352
- #apply_size() {
1353
- const out_w = this.#output_resolution.x;
1354
- const out_h = this.#output_resolution.y;
1355
-
1356
- this.#textures_taa_history.forEach(t => t.resize(out_w, out_h));
1357
-
1358
-
1359
- this.#context_needs_update = true;
1360
- }
1361
-
1362
-
1363
- #update_internal_resolution() {
1364
- const out_w = this.#output_resolution.x;
1365
- const out_h = this.#output_resolution.y;
1366
-
1367
- const dimension_limit = this.device.limits.maxTextureDimension2D;
1368
-
1369
- const irs = this.#internal_resolution_scale;
1370
-
1371
- const _iw = clamp(Math.floor(out_w * irs), INTERNAL_RESOLUTION_MIN, dimension_limit);
1372
- const _ih = clamp(Math.floor(out_h * irs), INTERNAL_RESOLUTION_MIN, dimension_limit);
1373
-
1374
- this.#internal_resolution.set(_iw, _ih);
1375
-
1376
- // figure out exact x/y resolution scale
1377
- const irs_x_inv = out_w / _iw;
1378
- const irs_y_int = out_h / _ih;
1379
-
1380
- // we need to make TAA sequence long enough to provide full coverage over output resolution texels
1381
- const taa_sequence_scale = Math.max(1, irs_x_inv * irs_y_int);
1382
-
1383
- const upscale_factor = 1 / irs;
1384
-
1385
- // shrink the sequence as upscale factor increases
1386
- // we lose crispness of the edges, but we have to trade it to get faster convergence
1387
- const base_sequence_size = remap(
1388
- 1, 2,
1389
- 16, 4,
1390
- clamp(upscale_factor, 1, 2),
1391
- );
1392
-
1393
- this.#taa.jitter_sequence_size = Math.ceil(base_sequence_size * taa_sequence_scale);
1394
-
1395
- // ARM's NSS expects `8 * upscale_ratio^2` jitter phases. Apply the
1396
- // same coverage scaling as TAA so DPR-mismatch resolutions still
1397
- // get full coverage. Only applied if the NSS instance has been
1398
- // created — no point spinning it up just to set a number.
1399
- if (this.#nss !== undefined) {
1400
- const nss_base = NSS.recommended_jitter_sequence_size(upscale_factor);
1401
- this.#nss.jitter_sequence_size = Math.ceil(nss_base * taa_sequence_scale);
1402
- }
1403
-
1404
- const in_w = this.#internal_resolution.x;
1405
- const in_h = this.#internal_resolution.y;
1406
-
1407
- this.#textures_depth.forEach(t => {
1408
- t.resize(in_w, in_h)
1409
- });
1410
-
1411
- this.#vis_render_target.resize(in_w, in_h);
1412
-
1413
- // resizing destroys BOTH ping-pong depth textures, including the one holding last
1414
- // frame's depth — disocclusion/SSAO would read a zeroed "previous depth" this frame
1415
- // and silently corrupt temporal history. The external resize() path resets history
1416
- // via indicate_view_change(); internal-resolution changes (DRS steps) must too.
1417
- this.indicate_view_change();
1418
-
1419
- this.#internal_resolution_needs_update = false;
1420
- }
1421
-
1422
- #update_output_resolution() {
1423
- const size = this.#size;
1424
- const pixel_ratio = this.#pixel_ratio;
1425
-
1426
- const dimension_limit = this.device.limits.maxTextureDimension2D;
1427
-
1428
- // limits are there to prevent crashing out
1429
- const w = clamp(Math.ceil(size.x * pixel_ratio), 1, dimension_limit);
1430
- const h = clamp(Math.ceil(size.y * pixel_ratio), 1, dimension_limit);
1431
-
1432
- this.#output_resolution.set(w, h);
1433
-
1434
- this.#internal_resolution_needs_update = true;
1435
- }
1436
-
1437
- /**
1438
- * Make sure to resize at the start of the frame to avoid flicker
1439
- *
1440
- * @param {number} x
1441
- * @param {number} y
1442
- */
1443
- resize(x, y) {
1444
- assert.isNonNegativeInteger(x, 'x');
1445
- assert.isNonNegativeInteger(y, 'y');
1446
-
1447
- const size = this.#size;
1448
-
1449
- if (size.x === x && size.y === y) {
1450
- // no change
1451
- return;
1452
- }
1453
-
1454
- size.set(x, y);
1455
-
1456
- this.#update_resolution();
1457
- }
1458
-
1459
- /**
1460
- * Does not check for changes, so make sure to call this sparingly
1461
- */
1462
- #update_resolution() {
1463
-
1464
- this.#update_output_resolution();
1465
-
1466
- if (this.#internal_resolution_needs_update) {
1467
- this.#update_internal_resolution();
1468
- }
1469
-
1470
- this.#apply_size();
1471
-
1472
- // drop history buffers to prevent artifacts
1473
- this.indicate_view_change();
1474
- }
1475
-
1476
- /**
1477
- * Bring the canvas context up to date with the size the renderer is drawing at.
1478
- *
1479
- * **Only {@link render} calls this, and that is the point.** Configuring a context resizes the
1480
- * canvas and invalidates the texture it last handed out, so it has to happen before the frame
1481
- * asks for one — and a frame going somewhere other than the canvas must not do it at all, or
1482
- * every offscreen picture would resize the page's canvas to its own size and back.
1483
- */
1484
- #ensure_context_configured() {
1485
- this.#update_resolution_if_needed();
1486
-
1487
- if (this.#context_needs_update) {
1488
- this.#configure_context();
1489
- this.#context_needs_update = false;
1490
- }
1491
- }
1492
-
1493
- #update_resolution_if_needed() {
1494
- if (this.#internal_resolution_needs_update) {
1495
- this.#update_internal_resolution();
1496
- }
1497
- }
1498
-
1499
- #begin_frame() {
1500
-
1501
- this.#update_resolution_if_needed();
1502
-
1503
- this.#graphics.update();
1504
-
1505
- // Virtual texture maintenance: apply arrived pages (budgeted
1506
- // uploads), flush page-table dirty rects and stack info, issue
1507
- // streaming loads. Queue-ordered before this frame's submits, so
1508
- // the material pass samples a consistent table+cache snapshot.
1509
- if (this.feature_virtual_textures) {
1510
- this.#graphics.virtual_textures.update();
1511
- }
1512
-
1513
- // cycle depth attachment
1514
- this.#vis_render_target.depth_attachment = this.texture_depth_current;
1515
- this.#postprocess.update(this.#frame_count);
1516
-
1517
- // Advance whichever upscaler we're going to ask for jitter on this
1518
- // frame. Both share the same Halton(2, 3) sequence; we only tick
1519
- // the active one to avoid spinning up NSS just to drive a counter.
1520
- if (this.upscale_type === ShadeUpscalerType.NSS) {
1521
- const nss = this.nss;
1522
- nss.frame_count = this.#frame_count;
1523
- nss.frame_index = this.#frame_count;
1524
- } else {
1525
- this.#taa.frame_index = this.#frame_count;
1526
- }
1527
- }
1528
-
1529
- #end_frame() {
1530
- this.#frame_count++;
1531
-
1532
- // dispatch event
1533
- this.onFrameFinished.send1(this.#frame_count);
1534
- }
1535
-
1536
- /**
1537
- * @type {AccumulatingPathTracer}
1538
- */
1539
- #path_tracer;
1540
-
1541
- get path_tracer() {
1542
- if (this.#path_tracer === undefined) {
1543
- this.#path_tracer = new AccumulatingPathTracer(this.#graphics);
1544
- }
1545
-
1546
- return this.#path_tracer;
1547
- }
1548
-
1549
- /**
1550
- * Draw a frame onto the canvas this renderer is bound to.
1551
- *
1552
- * The canvas is one target among others: this is {@link render_to_target} with the canvas's
1553
- * current texture as the target, and nothing else.
1554
- *
1555
- * @param {PerspectiveCamera} camera
1556
- * @param {Scene} scene
1557
- * @param {number} [time_delta_seconds]
1558
- * @returns {boolean} whether frame was rendered, will return false if previous frame hasn't finished yet
1559
- */
1560
- render(
1561
- camera,
1562
- scene,
1563
- time_delta_seconds = 0.01666
1564
- ) {
1565
- if (this.#device_lost) {
1566
- // device is lost, can't render — and asking the context for a texture would throw
1567
- return false;
1568
- }
1569
-
1570
- this.#ensure_context_configured();
1571
-
1572
- const canvas_texture = this.context.getCurrentTexture();
1573
-
1574
- return this.render_to_target(
1575
- camera,
1576
- scene,
1577
- time_delta_seconds,
1578
- GPUTextureContext.fromTexture(canvas_texture, this.device)
1579
- );
1580
- }
1581
-
1582
- /**
1583
- * Draw a frame into a texture of the caller's choosing.
1584
- *
1585
- * **The target says where the picture goes, not how big it is.** Everything the frame is built
1586
- * out of — the G-buffer, the visibility buffer, the depth ping-pong, the temporal history — is
1587
- * sized from {@link output_resolution}, so a target has to be that size; a caller wanting a
1588
- * different one calls {@link resize} first and puts the size back afterwards. Rendering into a
1589
- * texture the caller owns is what makes a frame readable: a canvas texture is configured by the
1590
- * presentation path and cannot carry `COPY_SRC`, and one of these can.
1591
- *
1592
- * @param {PerspectiveCamera} camera
1593
- * @param {Scene} scene
1594
- * @param {number} time_delta_seconds
1595
- * @param {GPUTextureContext} target must match {@link output_resolution}
1596
- * @returns {boolean} whether frame was rendered, will return false if previous frame hasn't finished yet
1597
- */
1598
- render_to_target(
1599
- camera,
1600
- scene,
1601
- time_delta_seconds,
1602
- target
1603
- ) {
1604
- assert.defined(target, 'target');
1605
- assert.equal(target.isGPUTextureContext, true, 'target.isGPUTextureContext !== true');
1606
-
1607
- if (this.#device_lost) {
1608
- // device is lost, can't render
1609
- return false;
1610
- }
1611
-
1612
- this.#begin_frame();
1613
-
1614
-
1615
- if (this.indirect_lighting_mode === ShadeIndirectLightingMode.LPV) {
1616
- this.update_lpv(scene);
1617
- }
1618
-
1619
- const view = View.from(camera, scene);
1620
- view.label = "Main View";
1621
- const view_ctx = this.#views.obtain(view);
1622
-
1623
- const graphics = this.#graphics;
1624
-
1625
- // Shadow allocation + per-light shadow_id assignment happens inside
1626
- // GPULightCollection.update (which view_ctx.update will trigger via
1627
- // GPUSceneContext.update below), so by the time we reach select_for_draw the
1628
- // light records on the GPU already carry their up-to-date shadow_id. Forward the
1629
- // feature flag so process_lights inside lights.update can evict everything when
1630
- // the renderer has shadows turned off — keeps CASTS_SHADOW_BIT cleared on every
1631
- // light record without further plumbing.
1632
- const sm = view_ctx.scene.lights.shadow_context;
1633
- sm.enabled = this.#feature_shadows_enabled;
1634
- // Which point-light shadow generator to use this frame; a flip triggers a rebuild of
1635
- // existing point maps inside process_lights (run via view_ctx.update above/below).
1636
- sm.use_tetrahedron_point_shadows = this.feature_tetrahedron_point_shadows;
1637
-
1638
- const taa = this.#taa;
1639
-
1640
- // Whichever upscaler is going to consume the temporal sequence
1641
- // also has to dictate the jitter applied to the camera projection.
1642
- // Both share Halton(2, 3); they just drive different jitter
1643
- // sequence sizes via #update_internal_resolution.
1644
- const jitter_source = this.upscale_type === ShadeUpscalerType.NSS
1645
- ? this.nss
1646
- : taa;
1647
-
1648
- const resolution_internal = this.#internal_resolution;
1649
- {
1650
- const jitter_x = jitter_source.Jitter[0];
1651
- const jitter_y = jitter_source.Jitter[1];
1652
-
1653
- view_ctx.setJitter(jitter_x, jitter_y);
1654
- view_ctx.setViewportSize(resolution_internal.x, resolution_internal.y);
1655
- view_ctx.setUpscaleRatio(
1656
- this.#output_resolution.x / resolution_internal.x,
1657
- this.#output_resolution.y / resolution_internal.y
1658
- );
1659
- // 2x offsets because the offsets are in NDC (-1, 1)
1660
- view_ctx.camera.setViewportOffset(
1661
- (2 * jitter_x) / resolution_internal.x,
1662
- (2 * jitter_y) / resolution_internal.y
1663
- );
1664
-
1665
- }
1666
-
1667
- view_ctx.update(graphics);
1668
-
1669
- const command_ctx = ShadeGPUCommandContext.create(
1670
- graphics,
1671
- "Renderer/main-0"
1672
- );
1673
-
1674
- if (this.#debug_frame_count > 0) {
1675
- this.#debug_frame_count--;
1676
-
1677
- const current_frame = this.#frame_count;
1678
-
1679
- command_ctx.enable_debug_timers((table) => {
1680
- this.onFrameDebug.send2(current_frame, table);
1681
- });
1682
- }
1683
-
1684
- // Per-frame animation tick — runs before shadow allocation so
1685
- // animated transforms (joint poses, mesh.global from animated
1686
- // parents) are in the scene database by the time shadow
1687
- // culling samples it. No-op when nothing's registered.
1688
- view_ctx.scene.tick(command_ctx, time_delta_seconds);
1689
-
1690
- const viz_rt = this.#vis_render_target;
1691
-
1692
- // prepare shadows (process_lights already ran inside lights.update via view_ctx.update,
1693
- // so the GPU light records already carry their up-to-date shadow_id)
1694
- if (this.#feature_shadows_enabled) {
1695
- // Two-stage: (1) score+select which maps refresh this frame and publish their metadata,
1696
- // (2) rasterize the selected maps. The context internally dispatches to the right
1697
- // raster path per light type — directional/spot go direct, point lights do a cube
1698
- // pass plus octahedral remap — so we don't have to juggle job arrays out here.
1699
- // draw() also writes per-shadow records into the scene's GPU light database
1700
- // (shadow_point/shadow_spot/shadow_directional tables) via its owner reference.
1701
- sm.select_for_draw(camera, view_ctx.scene, view_ctx.frame_index, view_ctx.resolution);
1702
- sm.draw(command_ctx);
1703
- }
1704
-
1705
-
1706
- const graph = new FrameGraph("Shading");
1707
-
1708
- /*
1709
- The view is updated and nothing has been rasterized, so an extension here is doing the
1710
- per-frame compute that later phases depend on. There are no records yet — the frame has
1711
- built nothing to hand out.
1712
- */
1713
- const frame = new FrameContext(graph, view_ctx);
1714
-
1715
- frame.phase = FramePhase.FrameStart;
1716
-
1717
- this.#extensions.run(frame);
1718
-
1719
- // build main view rasterization job
1720
- const raster_main = new RasterizationJob();
1721
- raster_main.view_ctx = view_ctx;
1722
- raster_main.render_target = viz_rt;
1723
- raster_main.opaque_pass = viz_rasterization_opaque_pass_descriptor;
1724
- raster_main.alpha_tested_pass = viz_rasterization_alpha_tested_pass_descriptor;
1725
-
1726
- const gr_render_buckets = graph_rasterize_scene({
1727
- job: raster_main,
1728
- graph,
1729
- limits: graphics.collection_limits,
1730
- });
1731
-
1732
- // `let` rather than `const` because an extension at `AfterGBuffer` may publish replacements
1733
- let gr_viz_buffer_triangle = graph_import_texture(graph, this.#vis_render_target.color_attachments[0], "viz_triangle");
1734
- let gr_viz_buffer_mesh = graph_import_texture(graph, this.#vis_render_target.color_attachments[1], "viz_mesh");
1735
-
1736
- // Virtual texture feedback: derive per-pixel page usage from the viz
1737
- // buffer (no extra geometry pass) into a unique-request hash set and
1738
- // kick its async readback. No-op unless VT stacks are registered.
1739
- if (this.feature_virtual_textures) {
1740
- graphics.virtual_textures.graph_feedback({
1741
- graph,
1742
- view: view_ctx,
1743
- texture_viz_mesh: gr_viz_buffer_mesh,
1744
- texture_viz_triangle: gr_viz_buffer_triangle,
1745
- material_metadata_buffer: graphics.materials.metadata_table.buffer,
1746
- });
1747
- }
1748
-
1749
- // run materials
1750
- const mat_g = graphics.materials.graph_viz_render({
1751
- graph,
1752
- view: view_ctx,
1753
- texture_viz_mesh: gr_viz_buffer_mesh,
1754
- texture_viz_triangle: gr_viz_buffer_triangle,
1755
- });
1756
-
1757
- // update texture references
1758
- // `let` rather than `const` because a pass injected at `AfterGBuffer` may replace any of
1759
- // them; see the read-back below.
1760
- let gr_texture_pbr = mat_g.g_pbr;
1761
- let gr_texture_normal = mat_g.g_normal;
1762
- let gr_texture_material_albedo_ao = mat_g.g_albedo;
1763
- let gr_texture_material_emissive = mat_g.g_emissive;
1764
-
1765
- // do mips for G-buffer
1766
- // mipmap_nearest(command_ctx, this.texture_depth_current);
1767
- // this.gBuffer.mipmap(command_ctx);
1768
-
1769
- // Update lights position
1770
- command_ctx.pushDebugGroup("Shade");
1771
-
1772
- const resolution = resolution_internal.asArray();
1773
-
1774
- const scene_ctx = view_ctx.scene;
1775
- const lights = scene_ctx.lights;
1776
-
1777
-
1778
- const gr_texture_canvas = graph_import_texture(graph, target, "canvas");
1779
- let gr_texture_depth_current = graph_import_texture(graph, this.texture_depth_current, "depth");
1780
- const gr_buffer_camera_current = graph_import_buffer(graph, view_ctx.camera.gpu_buffer, "camera/current");
1781
- const gr_buffer_camera_previous = graph_import_buffer(graph, view_ctx.gpu_previous_camera_state.gpu_buffer, "camera/previous");
1782
- const gr_texture_hzb = graph_import_texture(graph, view_ctx.hierarchical_z_buffer.texture, "HZB");
1783
- const gr_texture_environment = graph_import_texture(graph, view_ctx.scene.lights.environment);
1784
-
1785
- const taa_history_0 = this.#get_texture_taa_history(0);
1786
- const taa_history_1 = this.#get_texture_taa_history(-1);
1787
-
1788
- const gr_texture_taa_history = graph_import_texture(graph, taa_history_0, "taa history");
1789
- const gr_texture_taa_out = graph_import_texture(graph, taa_history_1, "taa out");
1790
- let gr_texture_depth_previous = graph_import_texture(graph, this.texture_depth_previous, "depth previous");
1791
-
1792
- const gr_shadowmap_atlas = graph_import_texture(graph, sm.texture);
1793
-
1794
- // The frame's surface handles exist now, so this is where the records that carry them are
1795
- // published. There is no colour yet, which is what makes this the phase for G-buffer work.
1796
- frame.phase = FramePhase.AfterGBuffer;
1797
-
1798
- const record_gbuffer = frame.create(GBufferTextures);
1799
- const record_view_textures = frame.create(ViewTextures);
1800
-
1801
- record_gbuffer.albedo = gr_texture_material_albedo_ao;
1802
- record_gbuffer.normal = gr_texture_normal;
1803
- record_gbuffer.pbr = gr_texture_pbr;
1804
- record_gbuffer.emissive = gr_texture_material_emissive;
1805
-
1806
- record_view_textures.depth = gr_texture_depth_current;
1807
- record_view_textures.depth_previous = gr_texture_depth_previous;
1808
- record_view_textures.visibility_mesh = gr_viz_buffer_mesh;
1809
- record_view_textures.visibility_triangle = gr_viz_buffer_triangle;
1810
-
1811
- this.#extensions.run(frame);
1812
-
1813
- /*
1814
- `GBufferTextures` is in/out at this phase, and frozen after it. An extension that wants to
1815
- *change* surface properties — decals are the reason this exists — cannot blend into these
1816
- targets: two of the four are integer formats, and one texture cannot be a render attachment
1817
- and a sampled source in the same pass. So it reads them, writes replacements, and publishes
1818
- the new handles. Everything downstream carries what it left.
1819
-
1820
- Writing the originals in place would work by accident rather than by contract: a written
1821
- handle is a *renamed* clone of the same physical resource, so the change would land in the
1822
- texture the shading pass reads only because the graph happens to execute in insertion
1823
- order, with no dependency edge saying so. Threading the handles makes the edge real.
1824
- */
1825
- gr_texture_pbr = record_gbuffer.pbr;
1826
- gr_texture_normal = record_gbuffer.normal;
1827
- gr_texture_material_albedo_ao = record_gbuffer.albedo;
1828
- gr_texture_material_emissive = record_gbuffer.emissive;
1829
-
1830
- gr_texture_depth_current = record_view_textures.depth;
1831
- gr_texture_depth_previous = record_view_textures.depth_previous;
1832
- gr_viz_buffer_mesh = record_view_textures.visibility_mesh;
1833
- gr_viz_buffer_triangle = record_view_textures.visibility_triangle;
1834
-
1835
- // Velocity pass with three branches: rotation-reprojection
1836
- // background, rigid per-object foreground (mesh.global delta),
1837
- // and skinned per-vertex foreground (barycentric interpolation
1838
- // of the triangle's mesh-local `position_prev` written by
1839
- // skinning into the side-buffer the skinning context owns).
1840
- // Per-vertex limb deformation lands in the final pixel-space
1841
- // velocity, so TAA reads correct history for character animation.
1842
- const gr_scene_database_for_velocity = graph_import_buffer(
1843
- graph, scene_ctx.scene_database_buffer, "scene_database/velocity"
1844
- );
1845
- const gr_meshlet_metadata_for_velocity = graph_import_buffer(
1846
- graph, scene_ctx.geometries.meshlets.buffer_metadata, "meshlet_metadata/velocity"
1847
- );
1848
- const gr_meshlet_data_for_velocity = graph_import_buffer(
1849
- graph, scene_ctx.geometries.meshlets.buffer_data, "meshlet_data/velocity"
1850
- );
1851
- // Skinning side-buffers — both null when no SkinnedMesh has
1852
- // been registered. The velocity shader still references these
1853
- // bindings (the dormant per-vertex branch), so the bind group
1854
- // must supply *something*; use the scene_database buffer as a
1855
- // placeholder when skinning is inactive. The shader is told via
1856
- // `skinning_active` whether the bindings are real — when false
1857
- // it never reads them and forces the rigid path, so the
1858
- // placeholder is never sampled. (Binding the placeholder
1859
- // without that guard was the source of phantom velocity on
1860
- // static meshes: `prev_position_offsets[meshlet_id]` read an
1861
- // unrelated scene_database word, and any non-0xFFFFFFFF value
1862
- // sent a static triangle down the skinned branch.)
1863
- const skinning_ctx = scene_ctx.skinning;
1864
- const skinning_active = skinning_ctx.prev_position_offsets_buffer !== null
1865
- && skinning_ctx.prev_positions_buffer !== null;
1866
- const gr_prev_position_offsets = graph_import_buffer(
1867
- graph,
1868
- skinning_ctx.prev_position_offsets_buffer ?? scene_ctx.scene_database_buffer,
1869
- "prev_position_offsets/velocity",
1870
- );
1871
- const gr_prev_positions = graph_import_buffer(
1872
- graph,
1873
- skinning_ctx.prev_positions_buffer ?? scene_ctx.scene_database_buffer,
1874
- "prev_positions/velocity",
1875
- );
1876
-
1877
- let gr_velocity = graph_add_per_object_velocity({
1878
- graph,
1879
- texture_depth: gr_texture_depth_current,
1880
- texture_viz_mesh: gr_viz_buffer_mesh,
1881
- texture_viz_triangle: gr_viz_buffer_triangle,
1882
- buffer_scene_database: gr_scene_database_for_velocity,
1883
- buffer_meshlet_metadata: gr_meshlet_metadata_for_velocity,
1884
- buffer_meshlet_data: gr_meshlet_data_for_velocity,
1885
- buffer_prev_position_offsets: gr_prev_position_offsets,
1886
- buffer_prev_positions: gr_prev_positions,
1887
- skinning_active,
1888
- resolution,
1889
- view: view_ctx,
1890
- enable_mipmap: true
1891
- });
1892
-
1893
- // gr_velocity = graph_mipmap_nearest(graph, gr_velocity, G_BUFFER_MIP_LEVELS);
1894
-
1895
- let [gr_occlusion_clip] = graph_image_pass({
1896
- graph,
1897
- shader: shader_depth_occlusion_clip,
1898
- output_resolution: view_ctx.resolution,
1899
- // mipmaps are going to be necessary for half-resolution post-process passes
1900
- output_mipmaps: true,
1901
- inputs: {
1902
- camera_current: gr_buffer_camera_current,
1903
- camera_previous: gr_buffer_camera_previous,
1904
- DepthBuffer: gr_texture_depth_current,
1905
- PrevDepthBuffer: gr_texture_depth_previous,
1906
- VelocityBuffer: gr_velocity
1907
- }
1908
- });
1909
-
1910
- const light_clusters = graph_build_light_clusters({
1911
- graph,
1912
- lights: lights,
1913
- camera: view_ctx.camera,
1914
- hzb: gr_texture_hzb,
1915
- resolution: view_ctx.resolution,
1916
- });
1917
-
1918
- // Build the view's volumetric fog LUTs (participating media -> per-froxel lighting ->
1919
- // ray-marched integration). Needs the light clusters and shadow atlas. Built every frame so
1920
- // the transparency (OIT) pass always has a valid LUT to sample — an empty scene integrates
1921
- // to a no-op (transmittance 1, in-scatter 0). The opaque composite below is still skipped
1922
- // when the scene has no fog.
1923
- const has_volumetrics = view_ctx.scene.volumetrics.source.volumes.length > 0;
1924
-
1925
- const volumetrics = view_ctx.volumetrics.graph_update({
1926
- graph,
1927
- light_cluster_data: light_clusters.data,
1928
- light_cluster_lookup: light_clusters.lookup,
1929
- light_cluster_parameters: light_clusters.parameters,
1930
- shadowmap_atlas: gr_shadowmap_atlas,
1931
- });
1932
-
1933
- /**
1934
- *
1935
- * @type {number}
1936
- */
1937
- let current_color_out = -1;
1938
-
1939
- // ReSTIR DI — stochastic direct lighting of local (point+spot) lights.
1940
- // When enabled, resolve per-pixel point+spot radiance and shade with the
1941
- // ReSTIR deferred variant (no brute-force cluster loop). The variant is a
1942
- // separate compiled shader, selected here at the JS level rather than via
1943
- // a runtime branch inside the shader.
1944
- let deferred_shader = shader_deferred_main;
1945
-
1946
- const deferred_inputs = {
1947
- gBufferDepth: gr_texture_depth_current,
1948
- gBufferPBR: gr_texture_pbr,
1949
- gBufferNormal: gr_texture_normal,
1950
- gBufferAlbedo: gr_texture_material_albedo_ao,
1951
- gBufferEmissive: gr_texture_material_emissive,
1952
-
1953
- //
1954
- light_data: lights.buffer_data,
1955
- tEnvironment: gr_texture_environment,
1956
-
1957
- // light clusters
1958
- cluster_parameters: light_clusters.parameters,
1959
- cluster_lookup: light_clusters.lookup,
1960
- cluster_data: light_clusters.data,
1961
-
1962
- // shadows
1963
- shadowmapAtlas: gr_shadowmap_atlas,
1964
-
1965
- //
1966
- camera: view_ctx.camera.buffer,
1967
- view: view_ctx.uniform_buffer.buffer,
1968
- };
1969
-
1970
- if (this.feature_restir_di_enabled) {
1971
- deferred_shader = shader_deferred_main_restir;
1972
-
1973
- deferred_inputs.tRestirRadiance = this.#restir_di.execute({
1974
- graph,
1975
- view: view_ctx,
1976
- depth: gr_texture_depth_current,
1977
- pbr: gr_texture_pbr,
1978
- normal: gr_texture_normal,
1979
- albedo: gr_texture_material_albedo_ao,
1980
- emissive: gr_texture_material_emissive,
1981
- velocity: gr_velocity,
1982
- occlusion_clip: gr_occlusion_clip,
1983
- hzb: gr_texture_hzb,
1984
- cluster_parameters: light_clusters.parameters,
1985
- cluster_lookup: light_clusters.lookup,
1986
- cluster_data: light_clusters.data,
1987
- });
1988
- }
1989
-
1990
- // Main shading pass
1991
- [current_color_out] = graph_image_pass({
1992
- graph,
1993
- shader: deferred_shader,
1994
- input_depth: gr_texture_depth_current,
1995
- inputs: deferred_inputs,
1996
- output_resolution: view_ctx.resolution,
1997
- });
1998
-
1999
-
2000
- let bent_normals = -1;
2001
-
2002
- if (this.feature_ssao_enabled) {
2003
-
2004
- const ssao = this.#postprocess.ssao.graph_pass({
2005
- graph: graph,
2006
- frame_index: this.#frame_count,
2007
- input_depth: gr_texture_depth_current,
2008
- input_color: current_color_out,
2009
- input_depth_previous: gr_texture_depth_previous,
2010
- input_velocity: gr_velocity,
2011
- input_normal: gr_texture_normal,
2012
- input_occlusion: gr_occlusion_clip,
2013
- // NOTE: AO is blended into the G-buffer
2014
- output: gr_texture_material_albedo_ao,
2015
- camera: gr_buffer_camera_current,
2016
- resolution: resolution,
2017
- });
2018
-
2019
- gr_texture_material_albedo_ao = ssao.occlusion;
2020
- bent_normals = ssao.bent_normals;
2021
-
2022
- } else {
2023
-
2024
- // default to shading normals
2025
- bent_normals = gr_texture_normal;
2026
-
2027
- }
2028
-
2029
-
2030
- // Shade background
2031
- [current_color_out] = graph_image_pass({
2032
- graph,
2033
- shader: shader_background,
2034
- inputs: {
2035
- camera: view_ctx.camera.buffer,
2036
- view: view_ctx.uniform_buffer.buffer,
2037
- tEnvironment: gr_texture_environment,
2038
- },
2039
- input_depth: gr_texture_depth_current,
2040
- load_op: "load",
2041
- output: [current_color_out],
2042
- });
2043
-
2044
- {
2045
- // Fused brick4 path: skip the intermediate diffuse/specular targets and the
2046
- // separate resolve, doing it all in a single shader. SSR isn't compatible
2047
- // since it consumes the standalone specular target.
2048
- const use_fused_indirect = this.fused_indirect
2049
- && this.indirect_lighting_mode === ShadeIndirectLightingMode.Brick4
2050
- && !this.feature_ssr_enabled;
2051
-
2052
- if (use_fused_indirect) {
2053
-
2054
- [current_color_out] = graph_image_pass({
2055
- graph,
2056
- shader: shader_brick4_indirect_lighting,
2057
- output: [current_color_out],
2058
- input_depth: gr_texture_depth_current,
2059
- load_op: "load",
2060
- inputs: {
2061
- tDepth: gr_texture_depth_current,
2062
- tGBufferNormals: gr_texture_normal,
2063
- tBentNormals: bent_normals,
2064
- tGBufferAlbedo: gr_texture_material_albedo_ao,
2065
- tGBufferPBR: gr_texture_pbr,
2066
- tSTBN_vec2: STATIC_GRAPHICS_ENGINE_ASSETS.stbn_vec2,
2067
- view: view_ctx.uniform_buffer.buffer,
2068
- camera: gr_buffer_camera_current,
2069
- //
2070
- brick4: scene_ctx.volumetric_light_map.buffer,
2071
- tSplitSum: STATIC_GRAPHICS_ENGINE_ASSETS.split_sum,
2072
- },
2073
- });
2074
-
2075
- } else {
2076
-
2077
- const { indirect_specular, indirect_diffuse } = this.#graph_indirect_lighting({
2078
- graph,
2079
- view_ctx,
2080
- scene_ctx,
2081
- bent_normals,
2082
- current_color_out,
2083
- //
2084
- gr_texture_depth_current,
2085
- gr_texture_hzb,
2086
- gr_texture_material_albedo_ao,
2087
- gr_texture_pbr,
2088
- gr_texture_normal,
2089
- gr_texture_environment,
2090
- gr_velocity,
2091
- gr_occlusion_clip,
2092
- gr_buffer_camera_current,
2093
- gr_buffer_camera_previous,
2094
- resolution,
2095
- });
2096
-
2097
- // resolve indirect lighting
2098
- [current_color_out] = graph_image_pass({
2099
- graph,
2100
- shader: shader_resolve_indirect_lighting,
2101
- output: [current_color_out],
2102
- input_depth: gr_texture_depth_current,
2103
- load_op: "load",
2104
- inputs: {
2105
- tIndirectDiffuse: indirect_diffuse,
2106
- tIndirectSpecular: indirect_specular,
2107
- //
2108
- tGBufferNormals: gr_texture_normal,
2109
- tBentNormals: bent_normals,
2110
- tGBufferAlbedo: gr_texture_material_albedo_ao,
2111
- tGBufferPBR: gr_texture_pbr,
2112
- tDepth: gr_texture_depth_current,
2113
- //
2114
- camera: gr_buffer_camera_current,
2115
- //
2116
- tSplitSum: STATIC_GRAPHICS_ENGINE_ASSETS.split_sum,
2117
- },
2118
- });
2119
-
2120
- }
2121
-
2122
- // current_color_out = indirect_diffuse
2123
- // current_color_out = indirect_specular
2124
-
2125
- }
2126
-
2127
- // current_color_out = graph_decode_rgbe9995_to_rgb16float({
2128
- // graph,
2129
- // input:indirect_diffuse_near_field,
2130
- // resolution: view_ctx.resolution,
2131
- // });
2132
- //
2133
- // const [norm] = graph_image_pass({
2134
- // shader: shader_decode_octahedral_normal,
2135
- // inputs:{
2136
- // tInput: bent_normals,
2137
- // },
2138
- // graph,
2139
- // output_resolution: view_ctx.resolution,
2140
- // });
2141
- //
2142
- // [current_color_out] = graph_image_pass({
2143
- // graph,
2144
- // shader: shader_draw_normals,
2145
- // inputs:{
2146
- // tInput: norm,
2147
- // },
2148
- // output_resolution: view_ctx.resolution,
2149
- // });
2150
-
2151
- // Composite volumetric fog over the finalized opaque + background + indirect colour.
2152
- // A dedicated pass (not inline in the shading shaders) because indirect lighting is added
2153
- // in a separate additively-blended pass, so the full surface radiance only exists here.
2154
- // Runs before transparency (transparent surfaces blend over the fog) and before the main
2155
- // TAA (which then smooths the fog's per-pixel sampling noise).
2156
- if (has_volumetrics) {
2157
- [current_color_out] = graph_image_pass({
2158
- graph,
2159
- shader: shader_composite_volumetrics,
2160
- output_resolution: view_ctx.resolution,
2161
- inputs: {
2162
- tColor: current_color_out,
2163
- gBufferDepth: gr_texture_depth_current,
2164
- tVolumetrics: volumetrics.resolved,
2165
- tSTBN_vec3: STATIC_GRAPHICS_ENGINE_ASSETS.stbn_vec3,
2166
- volumetrics_metadata: volumetrics.metadata,
2167
- camera: view_ctx.camera.buffer,
2168
- view: view_ctx.uniform_buffer.buffer,
2169
- },
2170
- });
2171
- }
2172
-
2173
- /*
2174
- The frame has a colour for the first time, so this is where `SceneColor` is published. It is
2175
- republished before each later phase because the built-in passes between them replace it —
2176
- the record names which handle currently *means* the scene colour, and the graph already
2177
- holds the dependency edge underneath.
2178
- */
2179
- frame.phase = FramePhase.AfterLighting;
2180
-
2181
- const record_scene_color = frame.create(SceneColor);
2182
-
2183
- record_scene_color.color = current_color_out;
2184
-
2185
- this.#extensions.run(frame);
2186
-
2187
- current_color_out = record_scene_color.color;
2188
- gr_texture_depth_current = record_view_textures.depth;
2189
-
2190
- if (this.#feature_enabled_transparencies) {
2191
- // do transparent alpha pass
2192
- current_color_out = graph_rasterize_meshes_transparent_oit({
2193
- graph,
2194
- buckets: gr_render_buckets,
2195
- view_ctx,
2196
- viewport: [0, 0, resolution_internal.x, resolution_internal.y],
2197
- color_texture: current_color_out,
2198
- depth_texture: gr_texture_depth_current,
2199
-
2200
- limits: this.graphics.collection_limits,
2201
-
2202
- light_cluster_data: light_clusters.data,
2203
- light_cluster_lookup: light_clusters.lookup,
2204
- light_cluster_parameters: light_clusters.parameters,
2205
-
2206
- shadowmap_atlas: gr_shadowmap_atlas,
2207
-
2208
- volumetrics_lut: volumetrics.resolved,
2209
- volumetrics_metadata: volumetrics.metadata,
2210
-
2211
- indirect_lighting_mode: this.indirect_lighting_mode,
2212
- });
2213
- }
2214
-
2215
- frame.phase = FramePhase.AfterTransparency;
2216
-
2217
- record_scene_color.color = current_color_out;
2218
-
2219
- this.#extensions.run(frame);
2220
-
2221
- current_color_out = record_scene_color.color;
2222
- gr_texture_depth_current = record_view_textures.depth;
2223
-
2224
- // current_color_out = gr_texture_material_albedo_ao;
2225
-
2226
- // current_color_out = this.path_tracer.render({
2227
- // graph,
2228
- // view: view_ctx
2229
- // });
2230
-
2231
- // Debug override: replace the post-shading color with a
2232
- // visualization of the velocity buffer via shader_debug_velocity.
2233
- // Direction is encoded as hue (red = +X, cyan = -X, etc.) and
2234
- // magnitude as brightness; the AO channel of the albedo+AO
2235
- // G-buffer modulates the static base so geometry shape is
2236
- // still readable where motion is zero or near-zero. Done
2237
- // BEFORE TAA so the chain stays well-formed; TAA blending
2238
- // the debug view is meaningless, but it's debug.
2239
- if (this.feature_velocity_debug_view) {
2240
- [current_color_out] = graph_image_pass({
2241
- graph,
2242
- shader: shader_debug_velocity,
2243
- inputs: {
2244
- tInput: gr_velocity,
2245
- tAlbedoAO: gr_texture_material_albedo_ao,
2246
- },
2247
- output_resolution: resolution_internal.asArray(),
2248
- });
2249
- }
2250
-
2251
- if (this.feature_taa_enabled) {
2252
-
2253
- if (this.upscale_type === ShadeUpscalerType.NSS) {
2254
- current_color_out = this.nss.graph_pass({
2255
- graph,
2256
- texture_color_current: current_color_out,
2257
- texture_depth_current: gr_texture_depth_current,
2258
- texture_velocity: gr_velocity,
2259
- texture_disocclusion_confidence: gr_occlusion_clip,
2260
- texture_color_history: gr_texture_taa_history,
2261
- texture_output: gr_texture_taa_out,
2262
- render_resolution: resolution_internal.asArray(),
2263
- output_resolution: this.#output_resolution.asArray(),
2264
- });
2265
- } else {
2266
- current_color_out = taa.graph_pass({
2267
- graph,
2268
- texture_output: gr_texture_taa_out,
2269
- texture_color_current: current_color_out,
2270
- texture_color_history: gr_texture_taa_history,
2271
- texture_velocity: gr_velocity,
2272
- texture_occlusion: gr_occlusion_clip,
2273
- camera_current: gr_buffer_camera_current,
2274
- camera_previous: gr_buffer_camera_previous,
2275
- });
2276
- }
2277
- }
2278
-
2279
- // Bokeh depth of field on the resolved HDR colour. Runs after
2280
- // TAA (blurs a clean, converged image — TAA's neighbourhood
2281
- // clamp would otherwise fight the defocus) and before motion
2282
- // blur / bloom, so out-of-focus highlights bloom and the bokeh
2283
- // carries through the rest of the post chain. Perspective-only:
2284
- // the thin-lens CoC has no meaning under orthographic.
2285
- if (this.feature_dof_enabled && camera.isPerspectiveCamera === true) {
2286
- // Both implementations share the same render() signature, so the
2287
- // call site is identical — only the subsystem differs.
2288
- const dof = this.dof_algorithm === "unreal"
2289
- ? this.#depth_of_field_unreal
2290
- : this.#depth_of_field;
2291
-
2292
- current_color_out = dof.render({
2293
- graph,
2294
- input_color: current_color_out,
2295
- depth: gr_texture_depth_current,
2296
- camera,
2297
- camera_buffer: view_ctx.camera.buffer,
2298
- resolution: this.#output_resolution.asArray(),
2299
- });
2300
- }
2301
-
2302
- // Jimenez 2014 motion blur runs on the resolved-but-not-
2303
- // sharpened HDR colour. TAA has already converged the
2304
- // jittered samples; sharpening, bloom, and tonemap operate
2305
- // on the blurred output after this. Skipped when the toggle
2306
- // is off so the rest of the chain stays bit-identical.
2307
- if (this.feature_motion_blur_enabled) {
2308
- current_color_out = this.#motion_blur.render({
2309
- graph,
2310
- input_color: current_color_out,
2311
- velocity: gr_velocity,
2312
- depth: gr_texture_depth_current,
2313
- resolution: this.#output_resolution.asArray(),
2314
- });
2315
- }
2316
-
2317
- // TODO if TAA is disabled, and internal resolution is < 100% - we need to do upscale
2318
-
2319
- if (this.feature_sharpening_enabled) {
2320
- [current_color_out] = graph_image_pass({
2321
- graph,
2322
- shader: shader_ffx_rcas,
2323
- output_resolution: this.#output_resolution.asArray(),
2324
- inputs: {
2325
- tInput: current_color_out,
2326
- uSharpness: {
2327
- value: 0.8
2328
- }
2329
- }
2330
- });
2331
- }
2332
-
2333
- let exposure = -1;
2334
-
2335
- if (this.feature_bloom_enabled || this.feature_automatic_exposure_enabled) {
2336
- const bloom = graph_postprocess_bloom({
2337
- graph,
2338
- input: current_color_out,
2339
- resolution: this.#output_resolution.asArray(),
2340
- });
2341
-
2342
- if (this.feature_bloom_enabled) {
2343
- current_color_out = bloom.composited;
2344
- }
2345
-
2346
- if (this.feature_automatic_exposure_enabled) {
2347
- // TODO force time_delta_second to a very high value on view transition
2348
-
2349
- exposure = this.#autoexposure.update({
2350
- graph,
2351
- input_color: bloom.downsampled,
2352
- time_delta_seconds,
2353
- });
2354
- }
2355
-
2356
- }
2357
-
2358
-
2359
- if (this.feature_automatic_exposure_enabled === false) {
2360
- exposure = this.#autoexposure.unadapted({ graph });
2361
- }
2362
-
2363
-
2364
- // current_color_out = graph_draw_texture_as_rgba({
2365
- // graph,
2366
- // source: gr_shadowmap_atlas,
2367
- // resolution: this.#output_resolution.asArray(),
2368
- // });
2369
-
2370
- /*
2371
- Past the upscale: the colour published here is output-sized while the G-buffer beside it is
2372
- still internal-sized, and `FrameContext.resolution` reads whichever of them the phase draws
2373
- into rather than a number anybody wrote down. With `feature_taa_enabled === false` no
2374
- upscale happened and the two agree — which a constant could not express.
2375
- */
2376
- frame.phase = FramePhase.BeforePresent;
2377
-
2378
- record_scene_color.color = current_color_out;
2379
-
2380
- this.#extensions.run(frame);
2381
-
2382
- current_color_out = record_scene_color.color;
2383
-
2384
- if (this.#hdr_supported) {
2385
- [current_color_out] = graph_image_pass({
2386
- graph,
2387
- shader: shader_tonemap_HDR,
2388
- inputs: {
2389
- input_color: current_color_out,
2390
- settings: {
2391
- peak_nits: this.#display_peak_brightness_nits,
2392
- paper_white_nits: 100, // SDR spec is 80, but 100 has been accepted as de-facto in recent years
2393
- },
2394
- exposure
2395
- },
2396
- output: [gr_texture_canvas]
2397
- });
2398
- } else {
2399
- [current_color_out] = graph_image_pass({
2400
- graph,
2401
- shader: shader_tonemap_LDR,
2402
- inputs: {
2403
- input_color: current_color_out,
2404
- exposure
2405
- },
2406
- output: [gr_texture_canvas]
2407
- });
2408
- }
2409
-
2410
- /*
2411
- The canvas is written here and cannot be read: a texture may not be a render attachment and
2412
- a sampled source in the same pass. So what this phase carries is a `PresentTarget` with one
2413
- field and no colour to be tempted by — an extension that wants the finished image as input
2414
- finds that out at `get` time and belongs at `BeforePresent`.
2415
- */
2416
- frame.phase = FramePhase.Overlay;
2417
-
2418
- frame.create(PresentTarget).canvas = current_color_out;
2419
-
2420
- this.#extensions.run(frame);
2421
-
2422
- frame.close();
2423
-
2424
- command_ctx.encodeGraph(graph);
2425
-
2426
- command_ctx.popDebugGroup();
2427
-
2428
- view_ctx.finish_frame(command_ctx);
2429
-
2430
- command_ctx.finish();
2431
-
2432
- this.#end_frame();
2433
-
2434
- return true;
2435
- }
2436
- }
1
+ import { assert } from "../../core/assert.js";
2
+ import Signal from "../../core/events/signal/Signal.js";
3
+ import Vector2 from "../../core/geom/Vector2.js";
4
+ import { clamp } from "../../core/math/clamp.js";
5
+ import { remap } from "../../core/math/remap.js";
6
+ import { MetricCollection } from "../../engine/development/performance/MetricCollection.js";
7
+ import {
8
+ MetricCollectionConsoleMonitor
9
+ } from "../../engine/development/performance/monitor/MetricCollectionConsoleMonitor.js";
10
+ import { FrameGraph } from "../../engine/graphics/render/frame_graph/FrameGraph.js";
11
+ import { TextureDescriptor } from "../descriptor/texture/TextureDescriptor.js";
12
+ import { WebGPUExtensionType } from "../descriptor/WebGPUExtensionType.js";
13
+ import { ShadeDeviceFailure } from "../device/ShadeDeviceFailure.js";
14
+ import { ShadeGPUCommandContext } from "../device/ShadeGPUCommandContext.js";
15
+ import { CameraManager } from "./camera/CameraManager.js";
16
+ import { shader_background } from "./deferred/shader_background.js";
17
+ import { shader_composite_volumetrics } from "./deferred/shader_composite_volumetrics.js";
18
+ import { shader_deferred_main, shader_deferred_main_restir } from "./deferred/shader_deferred_main.js";
19
+ import { ReSTIRDI } from "./restir/di/ReSTIRDI.js";
20
+ import { shader_tonemap_HDR } from "./deferred/shader_tonemap_HDR.js";
21
+ import { shader_tonemap_LDR } from "./deferred/shader_tonemap_LDR.js";
22
+ import { G_BUFFER_MIP_LEVELS } from "./gbuffer/G_BUFFER_MIP_LEVELS.js";
23
+ import {
24
+ graph_rasterize_meshes_transparent_oit
25
+ } from "./rasterize/native/oit/graph_rasterize_meshes_transparent_oit.js";
26
+ import {
27
+ viz_rasterization_alpha_tested_pass_descriptor
28
+ } from "./rasterize/native/viz/viz_rasterization_alpha_tested_pass_descriptor.js";
29
+ import {
30
+ viz_rasterization_opaque_pass_descriptor
31
+ } from "./rasterize/native/viz/viz_rasterization_opaque_pass_descriptor.js";
32
+ import { RasterizationJob } from "./rasterize/RasterizationJob.js";
33
+ import { graph_rasterize_scene } from "./rasterize/standard/graph_rasterize_scene.js";
34
+ import { FrameContext } from "./extension/FrameContext.js";
35
+ import { FramePhase } from "./extension/FramePhase.js";
36
+ import { GBufferTextures } from "./extension/GBufferTextures.js";
37
+ import { PresentTarget } from "./extension/PresentTarget.js";
38
+ import { RenderExtensionRegistry } from "./extension/RenderExtensionRegistry.js";
39
+ import { SceneColor } from "./extension/SceneColor.js";
40
+ import { ViewTextures } from "./extension/ViewTextures.js";
41
+ import { shader_brick4_diffuse } from "./global_illumination/brick4/gpu/draw/shader_brick4_diffuse.js";
42
+ import {
43
+ shader_brick4_indirect_lighting
44
+ } from "./global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.js";
45
+ import { shader_brick4_specular } from "./global_illumination/brick4/gpu/draw/shader_brick4_specular.js";
46
+ import { shader_diffuse_IBL } from "./global_illumination/ibl/shader_diffuse_IBL.js";
47
+ import { shader_specular_IBL } from "./global_illumination/ibl/shader_specular_IBL.js";
48
+ import { GPULightProbeVolumeRenderer } from "./global_illumination/lpv/bake/GPULightProbeVolumeRenderer.js";
49
+ import { shader_diffuse_LPV } from "./global_illumination/lpv/shader_diffuse_LPV.js";
50
+ import { shader_resolve_indirect_lighting } from "./global_illumination/shader_resolve_indirect_lighting.js";
51
+ import { GraphicsContext } from "./GraphicsContext.js";
52
+ import { graph_build_light_clusters } from "./light/cluster/graph_build_light_clusters.js";
53
+ import { AccumulatingPathTracer } from "./path_tracer/accumulating/AccumulatingPathTracer.js";
54
+ import { graph_postprocess_bloom } from "./postprocess/bloom/graph_postprocess_bloom.js";
55
+ import { shader_ffx_rcas } from "./postprocess/cas/shader_ffx_rcas.js";
56
+ import { GPUCameraExposureManager } from "./postprocess/eye/GPUCameraExposureManager.js";
57
+ import { NSS } from "./postprocess/nss/NSS.js";
58
+ import { PostProcess } from "./postprocess/PostProcess.js";
59
+ import { shader_depth_occlusion_clip } from "./postprocess/taa/shader_depth_occlusion_clip.js";
60
+ import { TAA } from "./postprocess/taa/TAA.js";
61
+ import { MotionBlur } from "./postprocess/motion_blur/MotionBlur.js";
62
+ import { DepthOfField } from "./postprocess/dof/raymarch/DepthOfField.js";
63
+ import { DepthOfFieldU } from "./postprocess/dof/gather/DepthOfFieldU.js";
64
+ import { graph_add_per_object_velocity } from "./postprocess/velocity/graph_add_per_object_velocity.js";
65
+ import { SceneManager } from "./scene/SceneManager.js";
66
+ import { ShadeIndirectLightingMode } from "./ShadeIndirectLightingMode.js";
67
+ import { ShadeUpscalerType } from "./ShadeUpscalerType.js";
68
+ import { graph_image_pass } from "./shader/graph/graph_image_pass.js";
69
+ import { graph_import_buffer } from "./shader/graph/graph_import_buffer.js";
70
+ import { graph_import_texture } from "./shader/graph/graph_import_texture.js";
71
+ import { CascadedSceneSDF } from "./shadow/sdf/cascade/CascadedSceneSDF.js";
72
+ import { STATIC_GRAPHICS_ENGINE_ASSETS } from "./STATIC_GRAPHICS_ENGINE_ASSETS.js";
73
+ import { shader_debug_velocity } from "./postprocess/velocity/shader_debug_velocity.js";
74
+ import { GPUTextureContext } from "./texture/GPUTextureContext.js";
75
+ import { RenderTarget } from "./texture/RenderTarget.js";
76
+ import { View } from "./view/View.js";
77
+ import { ViewManager } from "./view/ViewManager.js";
78
+
79
+ const METRICS = new MetricCollection();
80
+ METRICS.create({ name: 'frame_time' });
81
+
82
+ /**
83
+ * Depth and G-buffer textures carry {@link G_BUFFER_MIP_LEVELS} mip levels.
84
+ * WebGPU's createTexture validation requires mipLevelCount <= floor(log2(max(w,h))) + 1,
85
+ * so the internal resolution must never drop below 2^(G_BUFFER_MIP_LEVELS - 1)
86
+ * or texture allocation will fail.
87
+ * @type {number}
88
+ */
89
+ const INTERNAL_RESOLUTION_MIN = 1 << (G_BUFFER_MIP_LEVELS - 1);
90
+
91
+ MetricCollectionConsoleMonitor.from(METRICS);
92
+
93
+ export class Renderer {
94
+ /**
95
+ * Indexes current drawn frame
96
+ * @type {number}
97
+ */
98
+ #frame_count = 0;
99
+
100
+ get frame_count() {
101
+ return this.#frame_count;
102
+ }
103
+
104
+ /**
105
+ * @type {GPUCanvasContext}
106
+ */
107
+ context;
108
+
109
+ /**
110
+ * The HTMLCanvasElement (or OffscreenCanvas) bound to this renderer.
111
+ * If `initialize()` was called without a `context`, this is the canvas
112
+ * the renderer created — append it to the DOM to display the output.
113
+ *
114
+ * @returns {HTMLCanvasElement|OffscreenCanvas|undefined}
115
+ */
116
+ get canvas() {
117
+ return this.context?.canvas;
118
+ }
119
+
120
+ /**
121
+ * @type {GPUDevice}
122
+ */
123
+ device;
124
+
125
+ /**
126
+ * @type {GPUCameraExposureManager}
127
+ */
128
+ #autoexposure;
129
+
130
+ /**
131
+ * @type {SceneManager}
132
+ */
133
+ #scenes;
134
+
135
+ /**
136
+ * Only use for read-access
137
+ * @returns {SceneManager}
138
+ */
139
+ get scenes() {
140
+ return this.#scenes;
141
+ }
142
+
143
+ /**
144
+ * @type {CameraManager}
145
+ */
146
+ #cameras
147
+
148
+ /**
149
+ * @type {ViewManager}
150
+ */
151
+ #views
152
+
153
+
154
+ set feature_shadows_enabled(v) {
155
+ assert.isBoolean(v, 'v');
156
+ this.#feature_shadows_enabled = v;
157
+ }
158
+
159
+ get feature_shadows_enabled() {
160
+ return this.#feature_shadows_enabled;
161
+ }
162
+
163
+ /**
164
+ * Controls which indirect lighting technique is used for
165
+ * both deferred resolve and forward transparency passes.
166
+ * @type {ShadeIndirectLightingMode}
167
+ */
168
+ indirect_lighting_mode = ShadeIndirectLightingMode.IBL;
169
+
170
+ feature_ssr_enabled = false;
171
+ feature_ssao_enabled = true;
172
+ /**
173
+ * ReSTIR DI — stochastic screen-bounded direct shadowing of local
174
+ * (point+spot) lights. When on, the deferred pass skips its froxel cluster
175
+ * loop and consumes the ReSTIR-resolved radiance instead.
176
+ */
177
+ feature_restir_di_enabled = false;
178
+ /**
179
+ * Generate point-light shadows with the tetrahedral (4-face) path instead of the default
180
+ * cube (6-face) path. Both produce the same octahedral atlas encoding, so this is safe to
181
+ * flip at runtime and is meant for A/B comparison of the two generators. Pushed to the
182
+ * scene's shadow context each frame; see
183
+ * {@link GPUSceneShadowmapContext.use_tetrahedron_point_shadows}.
184
+ * @type {boolean}
185
+ */
186
+ feature_tetrahedron_point_shadows = false;
187
+ feature_bloom_enabled = true;
188
+ feature_automatic_exposure_enabled = true;
189
+
190
+ /**
191
+ * Virtual texture streaming (opt-in per material via
192
+ * {@link StandardShadeMaterial#vt_stack}). This flag is the system-wide
193
+ * kill switch: when off, the feedback pass and residency maintenance
194
+ * stop running — already-resident pages keep rendering, nothing new
195
+ * streams in. Costs nothing while no stack is registered.
196
+ * @type {boolean}
197
+ */
198
+ feature_virtual_textures = true;
199
+
200
+ #feature_taa_enabled = true;
201
+
202
+ get feature_taa_enabled() {
203
+ return this.#feature_taa_enabled;
204
+ }
205
+
206
+ /**
207
+ * While TAA is off nothing writes the history textures, but the frame counter that
208
+ * indexes them keeps advancing — re-enabling would blend with arbitrarily stale
209
+ * history of arbitrary parity. Reset temporal history on the transition.
210
+ * @param {boolean} v
211
+ */
212
+ set feature_taa_enabled(v) {
213
+ if (this.#feature_taa_enabled === v) {
214
+ return;
215
+ }
216
+
217
+ this.#feature_taa_enabled = v;
218
+ this.indicate_view_change();
219
+ }
220
+
221
+ /**
222
+ * Jimenez 2014 reconstruction-filter motion blur, runs between
223
+ * TAA and sharpening on the HDR colour. Reads the velocity buffer
224
+ * the same way TAA does — per-pixel pixel-space deltas — and
225
+ * scatter-gathers along the dilated tile velocity. Off by default
226
+ * because the reconstruction pass is a few-ms-budget item and not
227
+ * every scene needs it.
228
+ *
229
+ * @type {boolean}
230
+ */
231
+ feature_motion_blur_enabled = false;
232
+
233
+ /**
234
+ * Motion-blur subsystem (Jimenez 2014 reconstruction filter). A
235
+ * self-contained manager — same pattern as {@link #autoexposure} /
236
+ * {@link #depth_of_field} — that owns the motion-blur parameters
237
+ * (currently just `strength`). Constructed in init.
238
+ * @type {MotionBlur}
239
+ */
240
+ #motion_blur;
241
+
242
+ /**
243
+ * The motion-blur subsystem. Configure it via `renderer.motion_blur.*`
244
+ * (currently `strength`); toggle the effect with
245
+ * {@link feature_motion_blur_enabled}.
246
+ * @returns {MotionBlur}
247
+ */
248
+ get motion_blur() { return this.#motion_blur; }
249
+
250
+ /**
251
+ * Debug-only override: when true, the per-object velocity texture
252
+ * is drawn straight into the post-TAA color path so the screen
253
+ * shows the velocity buffer instead of the rendered image. Wired
254
+ * just before TAA — TAA then operates on the velocity texture,
255
+ * which is nonsense but cheap to set up. Default false.
256
+ *
257
+ * @type {boolean}
258
+ */
259
+ feature_velocity_debug_view = false;
260
+
261
+ /**
262
+ * Screen-space ray-marched depth of field — the Tiny Glade model
263
+ * (Stachowiak, GPC 2024; see {@link DepthOfField}): aperture sub-rays
264
+ * marched through the half-res depth/CoC buffer with nearest-hit
265
+ * occlusion, plus tilt-shift. Runs on the resolved HDR colour after TAA
266
+ * (which resolves the march's sample noise) and before motion blur. Off
267
+ * by default — a half-res march is a few-ms item, only worth it for a
268
+ * deliberate shallow-focus / diorama look. Configure via `renderer.dof`.
269
+ *
270
+ * @type {boolean}
271
+ */
272
+ feature_dof_enabled = false;
273
+
274
+ /**
275
+ * Depth-of-field subsystem (screen-space ray-marched). A self-contained
276
+ * manager — same pattern as {@link #autoexposure} — that owns all DoF
277
+ * parameters, focus state, and GPU buffers. Constructed in init.
278
+ * @type {DepthOfField}
279
+ */
280
+ #depth_of_field;
281
+
282
+ /**
283
+ * The depth-of-field subsystem. Configure it via `renderer.dof.*`
284
+ * (`f_number`, `quality`, the `focus*` helpers, `applyPreset`, …);
285
+ * toggle the effect with {@link feature_dof_enabled}.
286
+ * @returns {DepthOfField}
287
+ */
288
+ get dof() { return this.#depth_of_field; }
289
+
290
+ /**
291
+ * Which depth-of-field implementation runs when {@link feature_dof_enabled}
292
+ * is on. `"raymarch"` (default) is the screen-space ray-march
293
+ * ({@link DepthOfField}); `"unreal"` is the gather-based Diaphragm /
294
+ * Cinematic DoF ({@link DepthOfFieldU}) — half-res near/far gather with a
295
+ * foreground coverage bleed. Mutually exclusive by construction (only one
296
+ * runs at the single DoF call site).
297
+ * @type {"raymarch"|"unreal"}
298
+ */
299
+ dof_algorithm = "raymarch";
300
+
301
+ /**
302
+ * Unreal-style (Diaphragm / Cinematic) gather depth of field — a drop-in
303
+ * alternative to {@link #depth_of_field}, selected via {@link dof_algorithm}.
304
+ * Constructed in init.
305
+ * @type {DepthOfFieldU}
306
+ */
307
+ #depth_of_field_unreal;
308
+
309
+ /**
310
+ * The Unreal-style depth-of-field subsystem. Configure it via
311
+ * `renderer.dof_unreal.*` and select it with `renderer.dof_algorithm = "unreal"`.
312
+ * @returns {DepthOfFieldU}
313
+ */
314
+ get dof_unreal() { return this.#depth_of_field_unreal; }
315
+
316
+ /**
317
+ * When true and {@link indirect_lighting_mode} is Brick4, run a single fused
318
+ * pass that produces the resolved indirect lighting directly (combining the
319
+ * brick4 diffuse, brick4 specular and indirect resolve passes). Trades a
320
+ * bit of cache pressure inside the pass for substantially less memory
321
+ * bandwidth: no intermediate rgba16float diffuse/specular targets, the
322
+ * g-buffer is read once, and a single brick4 probe pair is shared between
323
+ * the diffuse and specular evaluations.
324
+ *
325
+ * SSR is mutually exclusive with the fused path (it needs the standalone
326
+ * specular target as input), so when SSR is enabled the split path is used.
327
+ * @type {boolean}
328
+ */
329
+ fused_indirect = true;
330
+
331
+ /**
332
+ * RCAS
333
+ * @type {boolean}
334
+ */
335
+ feature_sharpening_enabled = true;
336
+
337
+ #feature_shadows_enabled = true;
338
+ #feature_enabled_transparencies = true;
339
+
340
+ /**
341
+ *
342
+ * @return {ViewManager}
343
+ */
344
+ get views() {
345
+ return this.#views;
346
+ }
347
+
348
+ /**
349
+ * @type {GraphicsContext}
350
+ */
351
+ #graphics;
352
+
353
+ /**
354
+ *
355
+ * @return {GraphicsContext}
356
+ */
357
+ get graphics() {
358
+ return this.#graphics;
359
+ }
360
+
361
+
362
+ /**
363
+ *
364
+ * @type {Signal<number>}
365
+ */
366
+ /**
367
+ * Extensions an outside caller has put into the frame, by phase.
368
+ *
369
+ * @type {RenderExtensionRegistry}
370
+ */
371
+ #extensions = new RenderExtensionRegistry();
372
+
373
+ /**
374
+ * Raised when there is no usable device — the browser has no WebGPU, the hardware is below the
375
+ * floor, or a working device was lost while running. Carries a {@link ShadeDeviceFailure}.
376
+ *
377
+ * The floor is deliberate and there are no fallbacks (D6/I-8), so telling the player plainly is
378
+ * the whole of what the engine owes here. Loss is not recovered from (R6): everything built on
379
+ * the device went with it, and the honest response is a message and a reload.
380
+ *
381
+ * @type {Signal<ShadeDeviceFailure>}
382
+ */
383
+ onDeviceFailure = new Signal();
384
+
385
+ onFrameFinished = new Signal();
386
+
387
+ /**
388
+ * First argument is frame index, second is table of debug data
389
+ * @type {Signal<number, Object[]>}
390
+ */
391
+ onFrameDebug = new Signal();
392
+
393
+
394
+ /**
395
+ * Fraction of the output resolution.
396
+ * Controls {@link #internal_resolution}.
397
+ * If this is set to 0.5 for example - internal resolution will be 50% of the output resolution.
398
+ * @type {number}
399
+ */
400
+ #internal_resolution_scale = 1;
401
+
402
+ /**
403
+ *
404
+ * @type {boolean}
405
+ */
406
+ #internal_resolution_needs_update = true;
407
+
408
+ /**
409
+ *
410
+ * @param {number} v
411
+ */
412
+ set internal_resolution_scale(v) {
413
+ assert.isNumber(v, 'v');
414
+ assert.notNaN(v, 'v');
415
+ assert.greaterThan(v, 0);
416
+ assert.isFinite(v, 'v');
417
+
418
+ if (this.#internal_resolution_scale === v) {
419
+ // no change
420
+ return;
421
+ }
422
+
423
+ this.#internal_resolution_scale = v;
424
+
425
+ // schedule resolution recalculation
426
+ this.#internal_resolution_needs_update = true;
427
+ }
428
+
429
+ /**
430
+ *
431
+ * @returns {number}
432
+ */
433
+ get internal_resolution_scale() {
434
+ return this.#internal_resolution_scale;
435
+ }
436
+
437
+ /**
438
+ * This is the resolution that the rendering happens at before upscaling.
439
+ * Derived from input resolution via {@link internal_resolution_scale}
440
+ * @type {Vector2}
441
+ */
442
+ #internal_resolution = new Vector2(1, 1);
443
+
444
+
445
+ /**
446
+ * Output viewport size
447
+ * @type {Vector2}
448
+ */
449
+ #size = new Vector2(1, 1);
450
+
451
+ /**
452
+ * Output resolution.
453
+ * Equal to {@link size} * {@link pixel_ratio}
454
+ * Don't write directly
455
+ * @type {Vector2}
456
+ * @see {#size}
457
+ * @see {#pixel_ratio}
458
+ */
459
+ #output_resolution = new Vector2(1, 1);
460
+
461
+ /**
462
+ *
463
+ * @returns {Vector2}
464
+ */
465
+ get output_resolution() {
466
+ return this.#output_resolution.clone();
467
+ }
468
+
469
+ /**
470
+ * width/height
471
+ * Useful for camera projection setup
472
+ * @return {number}
473
+ */
474
+ get aspect_ratio() {
475
+ return this.#internal_resolution.x / this.#internal_resolution.y;
476
+ }
477
+
478
+ /**
479
+ * TODO rework ping-ping buffer usage to release old buffer when no longer needed. Can reach much better resource utilization that way. Same for all other TAA-like techniques
480
+ * @type {GPUTextureContext[]}
481
+ */
482
+ #textures_depth = new Array(2);
483
+
484
+ /**
485
+ *
486
+ * @returns {GPUTextureContext}
487
+ */
488
+ get texture_depth_current() {
489
+ const tx = this.#textures_depth;
490
+
491
+ return tx[this.#frame_count % tx.length];
492
+ }
493
+
494
+ /**
495
+ *
496
+ * @returns {GPUTextureContext}
497
+ */
498
+ get texture_depth_previous() {
499
+ const tx = this.#textures_depth;
500
+
501
+ return tx[(this.#frame_count - 1 + tx.length) % tx.length];
502
+ }
503
+
504
+ /**
505
+ *
506
+ * @type {GPUTextureContext[]}
507
+ */
508
+ #textures_taa_history = new Array(2);
509
+
510
+ /**
511
+ *
512
+ * @returns {GPUTextureContext}
513
+ */
514
+ #get_texture_taa_history(x) {
515
+ const tx = this.#textures_taa_history;
516
+
517
+ return tx[(this.#frame_count - x + tx.length) % tx.length];
518
+ }
519
+
520
+
521
+ /**
522
+ * @type {GPUTextureFormat}
523
+ */
524
+ #presentation_format = "rgba8unorm";
525
+
526
+ /**
527
+ * How many pixels to draw per screen pixel.
528
+ * Typically, this is used to match physical screen resolution to virtual resolution.
529
+ * On the high pixel density displays, CSS pixels usually take up more than one screen pixel.
530
+ * @type {number}
531
+ */
532
+ #pixel_ratio = window.devicePixelRatio;
533
+
534
+ /**
535
+ *
536
+ * @return {number}
537
+ */
538
+ get pixel_ratio() {
539
+ return this.#pixel_ratio;
540
+ }
541
+
542
+ /**
543
+ *
544
+ * @param {number} ratio
545
+ */
546
+ set pixel_ratio(ratio) {
547
+ assert.isNumber(ratio, 'ratio');
548
+ assert.notNaN(ratio, 'ratio');
549
+ assert.greaterThan(ratio, 0);
550
+ assert.isFinite(ratio, 'ratio');
551
+
552
+ if (ratio === this.#pixel_ratio) {
553
+ // no change
554
+ return;
555
+ }
556
+
557
+ this.#pixel_ratio = ratio;
558
+
559
+ this.#update_resolution();
560
+ }
561
+
562
+ /**
563
+ * How many future frames should be debugged
564
+ * @type {number}
565
+ */
566
+ #debug_frame_count = 0;
567
+
568
+ /**
569
+ * Increase the number of future debug frames by X
570
+ */
571
+ /**
572
+ * Record work into the frame at a named point in it.
573
+ *
574
+ * The extension is called once per frame, when its phase comes round, and is handed the
575
+ * {@link FrameContext} — the frame's graph and the typed records holding the handles that exist
576
+ * at that moment. It records with the `graph_*` helpers exactly as the built-in passes do, and
577
+ * everything it produces reaches the rest of the frame by publishing a handle into a record.
578
+ *
579
+ * Handles come from the records rather than from the renderer on purpose: the graph is what
580
+ * knows which resources a pass touched, and work recorded around it cannot be ordered or aliased
581
+ * correctly against the rest of the frame.
582
+ *
583
+ * @param {RenderExtension} extension
584
+ * @returns {RenderExtension} `extension`, for handing back to {@link remove_extension}
585
+ */
586
+ add_extension(extension) {
587
+ return this.#extensions.add(extension);
588
+ }
589
+
590
+ /**
591
+ * Take an extension back out of the frame.
592
+ *
593
+ * @param {RenderExtension} extension
594
+ * @returns {boolean} whether it was registered
595
+ */
596
+ remove_extension(extension) {
597
+ return this.#extensions.remove(extension);
598
+ }
599
+
600
+ /**
601
+ * @param {FramePhase} phase
602
+ * @returns {number} how many extensions are registered on `phase`
603
+ */
604
+ extension_count(phase) {
605
+ return this.#extensions.count(phase);
606
+ }
607
+
608
+
609
+ add_debug_frame(count = 1) {
610
+ assert.isNonNegativeInteger(count, 'count');
611
+
612
+ this.#debug_frame_count += count;
613
+ }
614
+
615
+ /**
616
+ *
617
+ * @type {Map<Scene, GPULightProbeVolumeRenderer>}
618
+ */
619
+ #probe_bakers = new Map();
620
+
621
+
622
+ /**
623
+ *
624
+ * @type {Map<Scene, CascadedSceneSDF>}
625
+ */
626
+ #scene_sdfs = new Map();
627
+
628
+ /**
629
+ *
630
+ * @param {Scene} scene
631
+ * @return {CascadedSceneSDF}
632
+ */
633
+ obtains_scene_sdf(scene) {
634
+ let sdf = this.#scene_sdfs.get(scene);
635
+
636
+ if (sdf === undefined) {
637
+ sdf = new CascadedSceneSDF(this.device);
638
+ this.#scene_sdfs.set(scene, sdf);
639
+ }
640
+
641
+ return sdf;
642
+ }
643
+
644
+ /**
645
+ * Used to instruct renderer that either the scene or camera has changed significantly
646
+ * Primarily instructs resetting history on temporal accumulation
647
+ */
648
+ indicate_view_change() {
649
+ this.#postprocess.reset_history();
650
+
651
+ if (this.#path_tracer !== undefined) {
652
+ this.#path_tracer.clear_history = true;
653
+ }
654
+
655
+ this.#taa.reset_history = true;
656
+
657
+ if (this.#nss !== undefined) {
658
+ this.#nss.reset_history = true;
659
+ }
660
+ }
661
+
662
+ /**
663
+ * For internal and debug use only
664
+ * @param {Scene} scene
665
+ * @returns {GPULightProbeVolumeRenderer}
666
+ */
667
+ getProbeRendererForScene(scene) {
668
+
669
+ const scene_ctx = this.#scenes.obtain(scene);
670
+
671
+ let baker = this.#probe_bakers.get(scene);
672
+
673
+ if (baker === undefined) {
674
+ baker = new GPULightProbeVolumeRenderer(this.#graphics, scene_ctx);
675
+ this.#probe_bakers.set(scene, baker);
676
+ }
677
+
678
+ return baker;
679
+ }
680
+
681
+
682
+ /**
683
+ *
684
+ * @param {Scene} scene
685
+ */
686
+ update_lpv(scene) {
687
+
688
+ //
689
+ // let baker = this.getProbeRendererForScene(scene);
690
+ //
691
+ // baker.autoSetRaysPerProbe(1);
692
+ // baker.bake();
693
+
694
+ const scene_ctx = this.#scenes.obtain(scene);
695
+
696
+ const graph = new FrameGraph("LPV");
697
+
698
+ const cmd = ShadeGPUCommandContext.create(this.graphics, 'LPV');
699
+
700
+ scene_ctx.light_probe_volume.atlas.graph_update({
701
+ graph,
702
+ scene: scene_ctx,
703
+ graphics: this.graphics,
704
+ update_ray_count: 100_000
705
+ });
706
+
707
+ cmd.encodeGraph(graph);
708
+ cmd.finish();
709
+ }
710
+
711
+ /**
712
+ * Compute deferred indirect specular and diffuse contributions
713
+ * based on the active indirect lighting mode.
714
+ *
715
+ * @param {object} params
716
+ * @param {FrameGraph} params.graph
717
+ * @param {GPUViewContext} params.view_ctx
718
+ * @param {GPUSceneContext} params.scene_ctx
719
+ * @param {number} params.bent_normals - graph resource ID
720
+ * @param {number} params.current_color_out - graph resource ID (scene color, needed for SSR)
721
+ * @param {number} params.gr_texture_depth_current
722
+ * @param {number} params.gr_texture_hzb
723
+ * @param {number} params.gr_texture_material_albedo_ao
724
+ * @param {number} params.gr_texture_pbr
725
+ * @param {number} params.gr_texture_normal
726
+ * @param {number} params.gr_texture_environment
727
+ * @param {number} params.gr_velocity
728
+ * @param {number} params.gr_occlusion_clip
729
+ * @param {number} params.gr_buffer_camera_current
730
+ * @param {number} params.gr_buffer_camera_previous
731
+ * @param {Vector2} params.resolution
732
+ * @returns {{indirect_specular: number, indirect_diffuse: number}}
733
+ */
734
+ #graph_indirect_lighting({
735
+ graph,
736
+ view_ctx,
737
+ scene_ctx,
738
+ bent_normals,
739
+ current_color_out,
740
+ //
741
+ gr_texture_depth_current,
742
+ gr_texture_hzb,
743
+ gr_texture_material_albedo_ao,
744
+ gr_texture_pbr,
745
+ gr_texture_normal,
746
+ gr_texture_environment,
747
+ gr_velocity,
748
+ gr_occlusion_clip,
749
+ gr_buffer_camera_current,
750
+ gr_buffer_camera_previous,
751
+ resolution,
752
+ }) {
753
+
754
+ const mode = this.indirect_lighting_mode;
755
+
756
+ let indirect_specular = -1;
757
+ let indirect_diffuse = -1;
758
+
759
+ const lpv = scene_ctx.light_probe_volume;
760
+
761
+ //
762
+ // ── SPECULAR ────────────────────────────────────────────
763
+ //
764
+
765
+ // SSR replaces the specular IBL fallback when enabled.
766
+ // NOTE: SSR is currently not supported in Brick4 mode — this is a known
767
+ // limitation and will be addressed in a future update.
768
+ if (this.feature_ssr_enabled && mode !== ShadeIndirectLightingMode.Brick4) {
769
+
770
+ const ssr = this.#postprocess.ssr.graph_pass({
771
+ graph,
772
+ input_depth: gr_texture_depth_current,
773
+ input_hzb: gr_texture_hzb,
774
+ input_scene_color: current_color_out,
775
+ input_albedo: gr_texture_material_albedo_ao,
776
+ input_pbr: gr_texture_pbr,
777
+ input_normal: gr_texture_normal,
778
+ input_velocity: gr_velocity,
779
+ input_occlusion: gr_occlusion_clip,
780
+ input_environment: gr_texture_environment,
781
+ camera_current: gr_buffer_camera_current,
782
+ camera_previous: gr_buffer_camera_previous,
783
+ lpv: mode === ShadeIndirectLightingMode.LPV ? lpv : undefined,
784
+ resolution,
785
+ });
786
+
787
+ indirect_specular = ssr.denoised;
788
+
789
+ } else if (mode === ShadeIndirectLightingMode.Brick4) {
790
+
791
+ // Brick4 specular from volumetric lightmap
792
+ [indirect_specular] = graph_image_pass({
793
+ graph,
794
+ shader: shader_brick4_specular,
795
+ input_depth: gr_texture_depth_current,
796
+ inputs: {
797
+ tDepth: gr_texture_depth_current,
798
+ tNormals: gr_texture_normal,
799
+ tPBR: gr_texture_pbr,
800
+ tSTBN_vec2: STATIC_GRAPHICS_ENGINE_ASSETS.stbn_vec2,
801
+ camera: gr_buffer_camera_current,
802
+ view: view_ctx.uniform_buffer.buffer,
803
+ brick4: scene_ctx.volumetric_light_map.buffer,
804
+ },
805
+ output_resolution: view_ctx.resolution,
806
+ });
807
+
808
+ } else {
809
+ // IBL / LPV fallback — environment map specular
810
+ [indirect_specular] = graph_image_pass({
811
+ graph,
812
+ shader: shader_specular_IBL,
813
+ input_depth: gr_texture_depth_current,
814
+ inputs: {
815
+ tBentNormals: bent_normals,
816
+ tNormals: gr_texture_normal,
817
+ tDepth: gr_texture_depth_current,
818
+ tPBR: gr_texture_pbr,
819
+ tEnvironment: gr_texture_environment,
820
+ camera: gr_buffer_camera_current,
821
+ },
822
+ output_resolution: view_ctx.resolution,
823
+ });
824
+ }
825
+
826
+ //
827
+ // ── DIFFUSE ─────────────────────────────────────────────
828
+ //
829
+
830
+ switch (mode) {
831
+
832
+ case ShadeIndirectLightingMode.IBL:
833
+ // Environment map irradiance
834
+ [indirect_diffuse] = graph_image_pass({
835
+ graph,
836
+ shader: shader_diffuse_IBL,
837
+ input_depth: gr_texture_depth_current,
838
+ inputs: {
839
+ tBentNormals: bent_normals,
840
+ tGBufferAlbedo: gr_texture_material_albedo_ao,
841
+ tEnvironment: gr_texture_environment,
842
+ },
843
+ output_resolution: view_ctx.resolution,
844
+ });
845
+ break;
846
+
847
+ case ShadeIndirectLightingMode.Brick4:
848
+ // Brick4 diffuse from volumetric lightmap
849
+ [indirect_diffuse] = graph_image_pass({
850
+ graph,
851
+ shader: shader_brick4_diffuse,
852
+ input_depth: gr_texture_depth_current,
853
+ inputs: {
854
+ tDepth: gr_texture_depth_current,
855
+ tBentNormals: bent_normals,
856
+ tAlbedoAO: gr_texture_material_albedo_ao,
857
+ tSTBN_vec2: STATIC_GRAPHICS_ENGINE_ASSETS.stbn_vec2,
858
+ camera: gr_buffer_camera_current,
859
+ view: view_ctx.uniform_buffer.buffer,
860
+ brick4: scene_ctx.volumetric_light_map.buffer,
861
+ },
862
+ output_resolution: view_ctx.resolution,
863
+ });
864
+ break;
865
+
866
+ case ShadeIndirectLightingMode.LPV:
867
+ // Light Probe Volume diffuse
868
+ [indirect_diffuse] = graph_image_pass({
869
+ graph,
870
+ shader: shader_diffuse_LPV,
871
+ input_depth: gr_texture_depth_current,
872
+ inputs: {
873
+ camera: gr_buffer_camera_current,
874
+ tDepth: gr_texture_depth_current,
875
+ tBentNormals: bent_normals,
876
+ tGBufferAlbedo: gr_texture_material_albedo_ao,
877
+ //
878
+ lpv_atlas_radiance: lpv.atlas.texture_radiance,
879
+ lpv_atlas_depth: lpv.atlas.texture_depth,
880
+ //
881
+ lpv_lookup: lpv.buffer_mesh_bvh,
882
+ lpv_metadata: lpv.buffer_metadata,
883
+ lpv_mesh: lpv.buffer_mesh,
884
+ lpv_probes: lpv.buffer_probes,
885
+ },
886
+ output_resolution: view_ctx.resolution,
887
+ });
888
+ break;
889
+ }
890
+
891
+ return { indirect_specular, indirect_diffuse };
892
+ }
893
+
894
+ /**
895
+ * @type {PostProcess}
896
+ */
897
+ #postprocess
898
+
899
+ /**
900
+ * @type {ReSTIRDI}
901
+ */
902
+ #restir_di
903
+
904
+ /**
905
+ * ReSTIR DI subsystem — exposed for runtime tuning (e.g. GUI toggles like
906
+ * `use_screen_space_shadow`, `m_initial`).
907
+ * @returns {ReSTIRDI}
908
+ */
909
+ get restir_di() {
910
+ return this.#restir_di;
911
+ }
912
+
913
+ /**
914
+ *
915
+ * @type {TAA}
916
+ */
917
+ #taa = new TAA();
918
+
919
+ /**
920
+ * Lazily constructed in {@link initialize} once a graphics context is
921
+ * available — NSS owns persistent GPU textures, so it can't be a
922
+ * field initializer like {@link #taa}.
923
+ * @type {NSS | undefined}
924
+ */
925
+ #nss
926
+
927
+ /**
928
+ * Selects which temporal-AA / upscaler runs at the temporal-resolve
929
+ * stage. Defaults to {@link ShadeUpscalerType.TAA}; assign
930
+ * {@link ShadeUpscalerType.NSS} to use the bundled neural upscaler
931
+ * (no extra setup — the NSS instance ships with placeholder weights).
932
+ * @type {ShadeUpscalerType}
933
+ */
934
+ upscale_type = ShadeUpscalerType.TAA;
935
+
936
+ /**
937
+ * Public read access to the NSS instance. Lazily constructed on
938
+ * first access, which is also when the bundled weights blob is
939
+ * decoded — so the cost of selecting NSS is amortized to a single
940
+ * frame.
941
+ * @returns {NSS}
942
+ */
943
+ get nss() {
944
+ if (this.#nss === undefined) {
945
+ assert.defined(this.#graphics, 'graphics context not yet initialized — call Renderer.initialize() first');
946
+ this.#nss = new NSS(this.#graphics);
947
+
948
+ // First-time setup: align the jitter sequence size with the
949
+ // current upscale ratio. Subsequent resolution changes are
950
+ // picked up by #update_internal_resolution.
951
+ const out_w = this.#output_resolution.x;
952
+ const in_w = this.#internal_resolution.x;
953
+ if (out_w > 0 && in_w > 0) {
954
+ const upscale_ratio = out_w / in_w;
955
+ this.#nss.jitter_sequence_size = NSS.recommended_jitter_sequence_size(upscale_ratio);
956
+ }
957
+ }
958
+ return this.#nss;
959
+ }
960
+
961
+ #device_lost = false;
962
+
963
+ /**
964
+ * Handles event when GPUDevice is lost
965
+ * @param {GPUDeviceLostInfo} info
966
+ */
967
+ #handle_device_lost(info) {
968
+ this.#device_lost = true;
969
+
970
+ if (info.reason === "destroyed") {
971
+ // most likely renderer was destroyed, this is expected behavior
972
+ // TODO check if renderer owns the device, if not, log a warning
973
+ return;
974
+ }
975
+
976
+ console.error('GPUDevice lost', info);
977
+
978
+ // Everything the renderer built lives on the device that just went away, so there is
979
+ // nothing to carry over and no attempt to (R6). Whoever is hosting this gets told, and a
980
+ // reload is the way back.
981
+ this.onDeviceFailure.send1(ShadeDeviceFailure.device_lost(info.message ?? info.reason ?? ""));
982
+ }
983
+
984
+ #hdr_supported = false;
985
+
986
+ /**
987
+ * What's the peak brightness of the display?
988
+ * Only valid for HDR.
989
+ *
990
+ * @type {number}
991
+ */
992
+ #display_peak_brightness_nits = 1000;
993
+
994
+ #update_presentation_format() {
995
+
996
+ const format8bit = navigator.gpu.getPreferredCanvasFormat();
997
+
998
+ const format = this.#hdr_supported ? "rgba16float" : format8bit;
999
+
1000
+ if (format === this.#presentation_format) {
1001
+ return;
1002
+ }
1003
+
1004
+ this.#presentation_format = format;
1005
+
1006
+ this.#context_needs_update = true;
1007
+ }
1008
+
1009
+ /**
1010
+ * Needs to be a lambda, because we use it as a listener.
1011
+ */
1012
+ #update_hdr_support = () => {
1013
+ const isHDR = window.matchMedia("(dynamic-range: high)").matches;
1014
+
1015
+ const previous_value = this.#hdr_supported;
1016
+
1017
+
1018
+ this.#hdr_supported = isHDR;
1019
+
1020
+ if (isHDR) {
1021
+ // Currently, there is no way to interrogate this from the browser, so going with an assumption
1022
+ this.#display_peak_brightness_nits = 1000;
1023
+ } else {
1024
+ // Assume SDR nits
1025
+ this.#display_peak_brightness_nits = 80;
1026
+ }
1027
+
1028
+ if (isHDR === previous_value) {
1029
+ // no change
1030
+ return;
1031
+ }
1032
+
1033
+ console.log(`HDR support: ${isHDR ? 'enabled' : 'disabled'}`);
1034
+
1035
+ this.#update_presentation_format();
1036
+
1037
+ this.#context_needs_update = true;
1038
+ }
1039
+
1040
+ /**
1041
+ *
1042
+ * @param {GPUCanvasContext} [context] Optional, if not provided - one will be created.
1043
+ * @param {GPUDevice} [device] Optional, if not provided - one will be created.
1044
+ * @param {number} [pixelRatio] Optiona, if not provided - will be taken from browser context
1045
+ */
1046
+ async initialize({
1047
+ context,
1048
+ device,
1049
+ pixelRatio = window.devicePixelRatio,
1050
+ } = {}) {
1051
+
1052
+ if (!('gpu' in navigator)) {
1053
+ throw new Error('navigator.gpu not available — WebGPU disabled or unsupported');
1054
+ }
1055
+
1056
+ this.#update_presentation_format();
1057
+ this.#update_hdr_support();
1058
+
1059
+ if (context === undefined) {
1060
+ const canvas = document.createElement('canvas');
1061
+ canvas.width = window.innerWidth;
1062
+ canvas.height = window.innerHeight;
1063
+ // Sensible default styling so a freshly-appended canvas covers
1064
+ // the viewport without depending on the host page's CSS reset.
1065
+ // Override `style` after `initialize()` returns if the host
1066
+ // page wants the canvas embedded somewhere else.
1067
+ canvas.style.cssText = 'position:fixed;inset:0;width:100vw;height:100vh;display:block';
1068
+
1069
+ context = canvas.getContext('webgpu');
1070
+
1071
+ if (context === null) {
1072
+ throw new Error('Failed to bind GPUCanvasContext');
1073
+ }
1074
+ }
1075
+
1076
+ if (device === undefined) {
1077
+ // no device present, let's create one
1078
+
1079
+ const gpu = navigator.gpu;
1080
+
1081
+ if (gpu === undefined) {
1082
+ throw ShadeDeviceFailure.webgpu_unavailable();
1083
+ }
1084
+
1085
+ const adapter = await gpu.requestAdapter({
1086
+ powerPreference: "high-performance",
1087
+ });
1088
+
1089
+ if (adapter === null) {
1090
+ throw ShadeDeviceFailure.adapter_unavailable();
1091
+ }
1092
+
1093
+ if (adapter.isFallbackAdapter) {
1094
+ // see https://www.w3.org/TR/webgpu/#dom-gpurequestadapteroptions-forcefallbackadapter
1095
+ // fallback device is typically a software implementation and is going to be slow as sin
1096
+ console.warn('GPU provided a fallback adapter (typically because no other appropriate adapter was available). Fallback adapter is typically a software implementation and will be slow.');
1097
+ }
1098
+
1099
+ // log details of the adapter
1100
+ console.log(`GPU adapter is ${adapter.info.vendor}/${adapter.info.architecture}, device='${adapter.info.device}', description='${adapter.info.description}'`);
1101
+
1102
+ // console.warn(`Buffer size limit: ${number_format_by_thousands(adapter.limits.maxBufferSize)}`);
1103
+ //
1104
+ // console.warn('adapter limits:', adapter.limits);
1105
+
1106
+ const maxStorageBuffersPerShaderStage = adapter.limits.maxStorageBuffersPerShaderStage;
1107
+
1108
+ if (maxStorageBuffersPerShaderStage < 10) {
1109
+ throw ShadeDeviceFailure.below_floor(
1110
+ `requires at least 10 storage buffers per shader stage, adapter offers ${maxStorageBuffersPerShaderStage}`
1111
+ );
1112
+ }
1113
+
1114
+ const requiredFeatures = [
1115
+ // required for indirect draw that's used extensively in Shade
1116
+ WebGPUExtensionType.IndirectFirstInstance,
1117
+ // required for OIT (might be unavailable)
1118
+ WebGPUExtensionType.Float32Blendable,
1119
+ ];
1120
+
1121
+ // add features if they are available
1122
+ const optional_desired = [
1123
+ // Profiling only, and some browsers withhold it on hardware that is otherwise
1124
+ // fine — so it is taken when offered and the timers go quiet when it is not
1125
+ // (E7, sponsor 2026-08-16). Requiring it would refuse to start on those browsers
1126
+ // for the sake of a feature the game does not need to run.
1127
+ WebGPUExtensionType.TimestampQuery,
1128
+ WebGPUExtensionType.Subgroups,
1129
+ WebGPUExtensionType.TextureFormatsTier1,
1130
+ ];
1131
+
1132
+ // valid required features
1133
+ for (const feature of requiredFeatures) {
1134
+ if (!adapter.features.has(feature)) {
1135
+ throw ShadeDeviceFailure.below_floor(`adapter does not support required feature '${feature}'`);
1136
+ }
1137
+ }
1138
+
1139
+ for (const feature of optional_desired) {
1140
+ if (adapter.features.has(feature)) {
1141
+ requiredFeatures.push(feature);
1142
+ }
1143
+ }
1144
+
1145
+
1146
+ device = await adapter.requestDevice({
1147
+ requiredLimits: {
1148
+ // required for large G-buffers
1149
+ maxColorAttachmentBytesPerSample: 32,
1150
+
1151
+ /*
1152
+ grab the largest buffer limit we can get, default limits are super-low
1153
+ */
1154
+ maxBufferSize: adapter.limits.maxBufferSize,
1155
+ maxStorageBufferBindingSize: adapter.limits.maxStorageBufferBindingSize,
1156
+
1157
+ maxStorageBuffersPerShaderStage: 10,
1158
+ },
1159
+ requiredFeatures
1160
+ });
1161
+
1162
+ // NOTE: according to spec (as of 2025/09/19) - adapter can only be used to create one device, after which it becomes "consumed"
1163
+ // see https://www.w3.org/TR/webgpu/#adapters
1164
+
1165
+ // TODO obtained device might be "lost" if something goes wrong, would make sense to check for that
1166
+ }
1167
+
1168
+ device.lost.then(info => {
1169
+ this.#handle_device_lost(info);
1170
+ })
1171
+
1172
+ if (context === undefined) {
1173
+ const canvas = document.createElement('canvas');
1174
+ canvas.width = window.innerWidth;
1175
+ canvas.height = window.innerHeight;
1176
+
1177
+ context = canvas.getContext('webgpu');
1178
+
1179
+ if (context === null) {
1180
+ throw new Error('Failed to bind GPUCanvasContext');
1181
+ }
1182
+ }
1183
+
1184
+ assert.ok(device.features.has("indirect-first-instance"), '"indirect-first-instance" feature needs to be enabled for non-zero firstInstance values to be used.')
1185
+ assert.isInstanceOf(context, GPUCanvasContext, 'context', 'GPUCanvasContext');
1186
+
1187
+ this.context = context;
1188
+ this.device = device;
1189
+
1190
+ this.#pixel_ratio = pixelRatio;
1191
+
1192
+ // clientWidth/clientHeight are 0 for a canvas that is not attached to the DOM,
1193
+ // which is always the case for the renderer-owned canvas created above.
1194
+ // Fall back to the backing-store size so that #configure_context doesn't
1195
+ // overwrite the just-set canvas size with the 1x1 minimum resolution.
1196
+ this.#size.set(
1197
+ context.canvas.clientWidth || context.canvas.width,
1198
+ context.canvas.clientHeight || context.canvas.height
1199
+ );
1200
+
1201
+ this.#update_output_resolution();
1202
+
1203
+ this.#graphics = new GraphicsContext(device);
1204
+
1205
+ const graphics = this.#graphics;
1206
+
1207
+ await graphics.initialize();
1208
+
1209
+
1210
+ this.#scenes = new SceneManager(graphics);
1211
+
1212
+ this.#cameras = new CameraManager(this.device);
1213
+ this.#views = new ViewManager(graphics, this.#cameras, this.#scenes);
1214
+
1215
+ const resolution_internal = this.#internal_resolution.asArray();
1216
+
1217
+ for (let i = 0; i < this.#textures_depth.length; i++) {
1218
+
1219
+ this.#textures_depth[i] = graphics.textures.contextFromDescriptor(TextureDescriptor.from({
1220
+ label: `Depth ${i}`,
1221
+ size: resolution_internal,
1222
+ format: 'depth32float',
1223
+ mipLevelCount: G_BUFFER_MIP_LEVELS,
1224
+ usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC,
1225
+ }));
1226
+ }
1227
+
1228
+
1229
+ const resolution_out = this.#output_resolution.asArray();
1230
+
1231
+ for (let i = 0; i < this.#textures_taa_history.length; i++) {
1232
+
1233
+ this.#textures_taa_history[i] = graphics.textures.contextFromDescriptor(TextureDescriptor.from({
1234
+ label: `Color ${i}`,
1235
+ size: resolution_out,
1236
+ format: "rgba16float",
1237
+ mipLevelCount: 1,
1238
+ // STORAGE_BINDING is required for the NSS postprocess
1239
+ // compute shader to write here. TAA continues to use
1240
+ // RENDER_ATTACHMENT — the flags coexist on the same
1241
+ // texture and the active upscaler picks its preferred
1242
+ // write path each frame.
1243
+ usage: GPUTextureUsage.RENDER_ATTACHMENT
1244
+ | GPUTextureUsage.TEXTURE_BINDING
1245
+ | GPUTextureUsage.STORAGE_BINDING
1246
+ | GPUTextureUsage.COPY_SRC,
1247
+ }));
1248
+ }
1249
+
1250
+ this.#autoexposure = new GPUCameraExposureManager(device);
1251
+ this.#depth_of_field = new DepthOfField(device);
1252
+ this.#depth_of_field_unreal = new DepthOfFieldU(device);
1253
+ this.#motion_blur = new MotionBlur();
1254
+
1255
+ this.#postprocess = new PostProcess(this.#graphics);
1256
+
1257
+ this.#restir_di = new ReSTIRDI(this.#graphics);
1258
+
1259
+ this.#configure_context();
1260
+ this.init_render_targets();
1261
+
1262
+ window.matchMedia("(dynamic-range: high)").addEventListener("change", this.#update_hdr_support);
1263
+
1264
+ }
1265
+
1266
+ /**
1267
+ * Cleanup
1268
+ */
1269
+ destroy() {
1270
+
1271
+ window.matchMedia("(dynamic-range: high)").removeEventListener("change", this.#update_hdr_support);
1272
+ }
1273
+
1274
+
1275
+ /**
1276
+ * @type {RenderTarget}
1277
+ */
1278
+ #vis_render_target;
1279
+
1280
+ init_render_targets() {
1281
+ const vis_rt = new RenderTarget();
1282
+ this.#vis_render_target = vis_rt;
1283
+
1284
+ const textures = this.#graphics.textures;
1285
+
1286
+ // TODO these can be moved to frame graph instead and managed in a transient manner
1287
+ const internal_resolution_array = this.#internal_resolution.asArray();
1288
+
1289
+ vis_rt.color_attachments = [
1290
+ textures.contextFromDescriptor(TextureDescriptor.from({
1291
+ size: internal_resolution_array,
1292
+ format: "r32uint",
1293
+ usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING
1294
+ })),
1295
+ textures.contextFromDescriptor(TextureDescriptor.from({
1296
+ size: internal_resolution_array,
1297
+ format: "r32uint",
1298
+ usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING
1299
+ })),
1300
+ ];
1301
+
1302
+ vis_rt.depth_attachment = this.#textures_depth[0];
1303
+
1304
+ }
1305
+
1306
+ /**
1307
+ * If set to true, will force {@link #configure_context} on next render
1308
+ * @type {boolean}
1309
+ */
1310
+ #context_needs_update = false;
1311
+
1312
+ #configure_context() {
1313
+ const context = this.context;
1314
+
1315
+ const resolution = this.#output_resolution;
1316
+
1317
+ context.canvas.width = resolution.x;
1318
+ context.canvas.height = resolution.y;
1319
+
1320
+ // canvas must be scaled on-screen differently from resolution to account for pixel ratio
1321
+ const size = this.#size;
1322
+ context.canvas.style.width = `${size.x}px`;
1323
+ context.canvas.style.height = `${size.y}px`;
1324
+
1325
+ const preferred_color_space = 'display-p3';
1326
+
1327
+
1328
+ const config = {
1329
+ device: this.device,
1330
+ format: this.#presentation_format,
1331
+ alphaMode: 'opaque',
1332
+ colorSpace: preferred_color_space,
1333
+ toneMapping: {
1334
+ // see https://www.w3.org/TR/webgpu/#dom-gpucanvastonemappingmode-extended
1335
+ mode: this.#hdr_supported ? "extended" : "standard"
1336
+ }
1337
+ };
1338
+
1339
+
1340
+ try {
1341
+ context.configure(config);
1342
+ } catch (e) {
1343
+ // try fall-back colorspace
1344
+ context.configure({
1345
+ ...config,
1346
+ colorSpace: 'srgb'
1347
+ });
1348
+ }
1349
+
1350
+ }
1351
+
1352
+ #apply_size() {
1353
+ const out_w = this.#output_resolution.x;
1354
+ const out_h = this.#output_resolution.y;
1355
+
1356
+ this.#textures_taa_history.forEach(t => t.resize(out_w, out_h));
1357
+
1358
+
1359
+ this.#context_needs_update = true;
1360
+ }
1361
+
1362
+
1363
+ #update_internal_resolution() {
1364
+ const out_w = this.#output_resolution.x;
1365
+ const out_h = this.#output_resolution.y;
1366
+
1367
+ const dimension_limit = this.device.limits.maxTextureDimension2D;
1368
+
1369
+ const irs = this.#internal_resolution_scale;
1370
+
1371
+ const _iw = clamp(Math.floor(out_w * irs), INTERNAL_RESOLUTION_MIN, dimension_limit);
1372
+ const _ih = clamp(Math.floor(out_h * irs), INTERNAL_RESOLUTION_MIN, dimension_limit);
1373
+
1374
+ this.#internal_resolution.set(_iw, _ih);
1375
+
1376
+ // figure out exact x/y resolution scale
1377
+ const irs_x_inv = out_w / _iw;
1378
+ const irs_y_int = out_h / _ih;
1379
+
1380
+ // we need to make TAA sequence long enough to provide full coverage over output resolution texels
1381
+ const taa_sequence_scale = Math.max(1, irs_x_inv * irs_y_int);
1382
+
1383
+ const upscale_factor = 1 / irs;
1384
+
1385
+ // shrink the sequence as upscale factor increases
1386
+ // we lose crispness of the edges, but we have to trade it to get faster convergence
1387
+ const base_sequence_size = remap(
1388
+ 1, 2,
1389
+ 16, 4,
1390
+ clamp(upscale_factor, 1, 2),
1391
+ );
1392
+
1393
+ this.#taa.jitter_sequence_size = Math.ceil(base_sequence_size * taa_sequence_scale);
1394
+
1395
+ // ARM's NSS expects `8 * upscale_ratio^2` jitter phases. Apply the
1396
+ // same coverage scaling as TAA so DPR-mismatch resolutions still
1397
+ // get full coverage. Only applied if the NSS instance has been
1398
+ // created — no point spinning it up just to set a number.
1399
+ if (this.#nss !== undefined) {
1400
+ const nss_base = NSS.recommended_jitter_sequence_size(upscale_factor);
1401
+ this.#nss.jitter_sequence_size = Math.ceil(nss_base * taa_sequence_scale);
1402
+ }
1403
+
1404
+ const in_w = this.#internal_resolution.x;
1405
+ const in_h = this.#internal_resolution.y;
1406
+
1407
+ this.#textures_depth.forEach(t => {
1408
+ t.resize(in_w, in_h)
1409
+ });
1410
+
1411
+ this.#vis_render_target.resize(in_w, in_h);
1412
+
1413
+ // resizing destroys BOTH ping-pong depth textures, including the one holding last
1414
+ // frame's depth — disocclusion/SSAO would read a zeroed "previous depth" this frame
1415
+ // and silently corrupt temporal history. The external resize() path resets history
1416
+ // via indicate_view_change(); internal-resolution changes (DRS steps) must too.
1417
+ this.indicate_view_change();
1418
+
1419
+ this.#internal_resolution_needs_update = false;
1420
+ }
1421
+
1422
+ #update_output_resolution() {
1423
+ const size = this.#size;
1424
+ const pixel_ratio = this.#pixel_ratio;
1425
+
1426
+ const dimension_limit = this.device.limits.maxTextureDimension2D;
1427
+
1428
+ // limits are there to prevent crashing out
1429
+ const w = clamp(Math.ceil(size.x * pixel_ratio), 1, dimension_limit);
1430
+ const h = clamp(Math.ceil(size.y * pixel_ratio), 1, dimension_limit);
1431
+
1432
+ this.#output_resolution.set(w, h);
1433
+
1434
+ this.#internal_resolution_needs_update = true;
1435
+ }
1436
+
1437
+ /**
1438
+ * Make sure to resize at the start of the frame to avoid flicker
1439
+ *
1440
+ * @param {number} x
1441
+ * @param {number} y
1442
+ */
1443
+ resize(x, y) {
1444
+ assert.isNonNegativeInteger(x, 'x');
1445
+ assert.isNonNegativeInteger(y, 'y');
1446
+
1447
+ const size = this.#size;
1448
+
1449
+ if (size.x === x && size.y === y) {
1450
+ // no change
1451
+ return;
1452
+ }
1453
+
1454
+ size.set(x, y);
1455
+
1456
+ this.#update_resolution();
1457
+ }
1458
+
1459
+ /**
1460
+ * Does not check for changes, so make sure to call this sparingly
1461
+ */
1462
+ #update_resolution() {
1463
+
1464
+ this.#update_output_resolution();
1465
+
1466
+ if (this.#internal_resolution_needs_update) {
1467
+ this.#update_internal_resolution();
1468
+ }
1469
+
1470
+ this.#apply_size();
1471
+
1472
+ // drop history buffers to prevent artifacts
1473
+ this.indicate_view_change();
1474
+ }
1475
+
1476
+ /**
1477
+ * Bring the canvas context up to date with the size the renderer is drawing at.
1478
+ *
1479
+ * **Only {@link render} calls this, and that is the point.** Configuring a context resizes the
1480
+ * canvas and invalidates the texture it last handed out, so it has to happen before the frame
1481
+ * asks for one — and a frame going somewhere other than the canvas must not do it at all, or
1482
+ * every offscreen picture would resize the page's canvas to its own size and back.
1483
+ */
1484
+ #ensure_context_configured() {
1485
+ this.#update_resolution_if_needed();
1486
+
1487
+ if (this.#context_needs_update) {
1488
+ this.#configure_context();
1489
+ this.#context_needs_update = false;
1490
+ }
1491
+ }
1492
+
1493
+ #update_resolution_if_needed() {
1494
+ if (this.#internal_resolution_needs_update) {
1495
+ this.#update_internal_resolution();
1496
+ }
1497
+ }
1498
+
1499
+ #begin_frame() {
1500
+
1501
+ this.#update_resolution_if_needed();
1502
+
1503
+ this.#graphics.update();
1504
+
1505
+ // Virtual texture maintenance: apply arrived pages (budgeted
1506
+ // uploads), flush page-table dirty rects and stack info, issue
1507
+ // streaming loads. Queue-ordered before this frame's submits, so
1508
+ // the material pass samples a consistent table+cache snapshot.
1509
+ if (this.feature_virtual_textures) {
1510
+ this.#graphics.virtual_textures.update();
1511
+ }
1512
+
1513
+ // cycle depth attachment
1514
+ this.#vis_render_target.depth_attachment = this.texture_depth_current;
1515
+ this.#postprocess.update(this.#frame_count);
1516
+
1517
+ // Advance whichever upscaler we're going to ask for jitter on this
1518
+ // frame. Both share the same Halton(2, 3) sequence; we only tick
1519
+ // the active one to avoid spinning up NSS just to drive a counter.
1520
+ if (this.upscale_type === ShadeUpscalerType.NSS) {
1521
+ const nss = this.nss;
1522
+ nss.frame_count = this.#frame_count;
1523
+ nss.frame_index = this.#frame_count;
1524
+ } else {
1525
+ this.#taa.frame_index = this.#frame_count;
1526
+ }
1527
+ }
1528
+
1529
+ #end_frame() {
1530
+ this.#frame_count++;
1531
+
1532
+ // dispatch event
1533
+ this.onFrameFinished.send1(this.#frame_count);
1534
+ }
1535
+
1536
+ /**
1537
+ * @type {AccumulatingPathTracer}
1538
+ */
1539
+ #path_tracer;
1540
+
1541
+ get path_tracer() {
1542
+ if (this.#path_tracer === undefined) {
1543
+ this.#path_tracer = new AccumulatingPathTracer(this.#graphics);
1544
+ }
1545
+
1546
+ return this.#path_tracer;
1547
+ }
1548
+
1549
+ /**
1550
+ * Draw a frame onto the canvas this renderer is bound to.
1551
+ *
1552
+ * The canvas is one target among others: this is {@link render_to_target} with the canvas's
1553
+ * current texture as the target, and nothing else.
1554
+ *
1555
+ * @param {PerspectiveCamera} camera
1556
+ * @param {Scene} scene
1557
+ * @param {number} [time_delta_seconds]
1558
+ * @returns {boolean} whether frame was rendered, will return false if previous frame hasn't finished yet
1559
+ */
1560
+ render(
1561
+ camera,
1562
+ scene,
1563
+ time_delta_seconds = 0.01666
1564
+ ) {
1565
+ if (this.#device_lost) {
1566
+ // device is lost, can't render — and asking the context for a texture would throw
1567
+ return false;
1568
+ }
1569
+
1570
+ this.#ensure_context_configured();
1571
+
1572
+ const canvas_texture = this.context.getCurrentTexture();
1573
+
1574
+ return this.render_to_target(
1575
+ camera,
1576
+ scene,
1577
+ time_delta_seconds,
1578
+ GPUTextureContext.fromTexture(canvas_texture, this.device)
1579
+ );
1580
+ }
1581
+
1582
+ /**
1583
+ * Draw a frame into a texture of the caller's choosing.
1584
+ *
1585
+ * **The target says where the picture goes, not how big it is.** Everything the frame is built
1586
+ * out of — the G-buffer, the visibility buffer, the depth ping-pong, the temporal history — is
1587
+ * sized from {@link output_resolution}, so a target has to be that size; a caller wanting a
1588
+ * different one calls {@link resize} first and puts the size back afterwards. Rendering into a
1589
+ * texture the caller owns is what makes a frame readable: a canvas texture is configured by the
1590
+ * presentation path and cannot carry `COPY_SRC`, and one of these can.
1591
+ *
1592
+ * @param {PerspectiveCamera} camera
1593
+ * @param {Scene} scene
1594
+ * @param {number} time_delta_seconds
1595
+ * @param {GPUTextureContext} target must match {@link output_resolution}
1596
+ * @returns {boolean} whether frame was rendered, will return false if previous frame hasn't finished yet
1597
+ */
1598
+ render_to_target(
1599
+ camera,
1600
+ scene,
1601
+ time_delta_seconds,
1602
+ target
1603
+ ) {
1604
+ assert.defined(target, 'target');
1605
+ assert.equal(target.isGPUTextureContext, true, 'target.isGPUTextureContext !== true');
1606
+
1607
+ if (this.#device_lost) {
1608
+ // device is lost, can't render
1609
+ return false;
1610
+ }
1611
+
1612
+ this.#begin_frame();
1613
+
1614
+
1615
+ if (this.indirect_lighting_mode === ShadeIndirectLightingMode.LPV) {
1616
+ this.update_lpv(scene);
1617
+ }
1618
+
1619
+ const view = View.from(camera, scene);
1620
+ view.label = "Main View";
1621
+ const view_ctx = this.#views.obtain(view);
1622
+
1623
+ const graphics = this.#graphics;
1624
+
1625
+ // Shadow allocation + per-light shadow_id assignment happens inside
1626
+ // GPULightCollection.update (which view_ctx.update will trigger via
1627
+ // GPUSceneContext.update below), so by the time we reach select_for_draw the
1628
+ // light records on the GPU already carry their up-to-date shadow_id. Forward the
1629
+ // feature flag so process_lights inside lights.update can evict everything when
1630
+ // the renderer has shadows turned off — keeps CASTS_SHADOW_BIT cleared on every
1631
+ // light record without further plumbing.
1632
+ const sm = view_ctx.scene.lights.shadow_context;
1633
+ sm.enabled = this.#feature_shadows_enabled;
1634
+ // Which point-light shadow generator to use this frame; a flip triggers a rebuild of
1635
+ // existing point maps inside process_lights (run via view_ctx.update above/below).
1636
+ sm.use_tetrahedron_point_shadows = this.feature_tetrahedron_point_shadows;
1637
+
1638
+ const taa = this.#taa;
1639
+
1640
+ // Whichever upscaler is going to consume the temporal sequence
1641
+ // also has to dictate the jitter applied to the camera projection.
1642
+ // Both share Halton(2, 3); they just drive different jitter
1643
+ // sequence sizes via #update_internal_resolution.
1644
+ const jitter_source = this.upscale_type === ShadeUpscalerType.NSS
1645
+ ? this.nss
1646
+ : taa;
1647
+
1648
+ const resolution_internal = this.#internal_resolution;
1649
+ {
1650
+ const jitter_x = jitter_source.Jitter[0];
1651
+ const jitter_y = jitter_source.Jitter[1];
1652
+
1653
+ view_ctx.setJitter(jitter_x, jitter_y);
1654
+ view_ctx.setViewportSize(resolution_internal.x, resolution_internal.y);
1655
+ view_ctx.setUpscaleRatio(
1656
+ this.#output_resolution.x / resolution_internal.x,
1657
+ this.#output_resolution.y / resolution_internal.y
1658
+ );
1659
+ // 2x offsets because the offsets are in NDC (-1, 1)
1660
+ view_ctx.camera.setViewportOffset(
1661
+ (2 * jitter_x) / resolution_internal.x,
1662
+ (2 * jitter_y) / resolution_internal.y
1663
+ );
1664
+
1665
+ }
1666
+
1667
+ view_ctx.update(graphics);
1668
+
1669
+ const command_ctx = ShadeGPUCommandContext.create(
1670
+ graphics,
1671
+ "Renderer/main-0"
1672
+ );
1673
+
1674
+ if (this.#debug_frame_count > 0) {
1675
+ this.#debug_frame_count--;
1676
+
1677
+ const current_frame = this.#frame_count;
1678
+
1679
+ command_ctx.enable_debug_timers((table) => {
1680
+ this.onFrameDebug.send2(current_frame, table);
1681
+ });
1682
+ }
1683
+
1684
+ // Per-frame animation tick — runs before shadow allocation so
1685
+ // animated transforms (joint poses, mesh.global from animated
1686
+ // parents) are in the scene database by the time shadow
1687
+ // culling samples it. No-op when nothing's registered.
1688
+ view_ctx.scene.tick(command_ctx, time_delta_seconds);
1689
+
1690
+ const viz_rt = this.#vis_render_target;
1691
+
1692
+ // prepare shadows (process_lights already ran inside lights.update via view_ctx.update,
1693
+ // so the GPU light records already carry their up-to-date shadow_id)
1694
+ if (this.#feature_shadows_enabled) {
1695
+ // Two-stage: (1) score+select which maps refresh this frame and publish their metadata,
1696
+ // (2) rasterize the selected maps. The context internally dispatches to the right
1697
+ // raster path per light type — directional/spot go direct, point lights do a cube
1698
+ // pass plus octahedral remap — so we don't have to juggle job arrays out here.
1699
+ // draw() also writes per-shadow records into the scene's GPU light database
1700
+ // (shadow_point/shadow_spot/shadow_directional tables) via its owner reference.
1701
+ sm.select_for_draw(camera, view_ctx.scene, view_ctx.frame_index, view_ctx.resolution);
1702
+ sm.draw(command_ctx);
1703
+ }
1704
+
1705
+
1706
+ const graph = new FrameGraph("Shading");
1707
+
1708
+ /*
1709
+ The view is updated and nothing has been rasterized, so an extension here is doing the
1710
+ per-frame compute that later phases depend on. There are no records yet — the frame has
1711
+ built nothing to hand out.
1712
+ */
1713
+ const frame = new FrameContext(graph, view_ctx);
1714
+
1715
+ frame.phase = FramePhase.FrameStart;
1716
+
1717
+ this.#extensions.run(frame);
1718
+
1719
+ // build main view rasterization job
1720
+ const raster_main = new RasterizationJob();
1721
+ raster_main.view_ctx = view_ctx;
1722
+ raster_main.render_target = viz_rt;
1723
+ raster_main.opaque_pass = viz_rasterization_opaque_pass_descriptor;
1724
+ raster_main.alpha_tested_pass = viz_rasterization_alpha_tested_pass_descriptor;
1725
+
1726
+ const gr_render_buckets = graph_rasterize_scene({
1727
+ job: raster_main,
1728
+ graph,
1729
+ limits: graphics.collection_limits,
1730
+ });
1731
+
1732
+ // `let` rather than `const` because an extension at `AfterGBuffer` may publish replacements
1733
+ let gr_viz_buffer_triangle = graph_import_texture(graph, this.#vis_render_target.color_attachments[0], "viz_triangle");
1734
+ let gr_viz_buffer_mesh = graph_import_texture(graph, this.#vis_render_target.color_attachments[1], "viz_mesh");
1735
+
1736
+ // Virtual texture feedback: derive per-pixel page usage from the viz
1737
+ // buffer (no extra geometry pass) into a unique-request hash set and
1738
+ // kick its async readback. No-op unless VT stacks are registered.
1739
+ if (this.feature_virtual_textures) {
1740
+ graphics.virtual_textures.graph_feedback({
1741
+ graph,
1742
+ view: view_ctx,
1743
+ texture_viz_mesh: gr_viz_buffer_mesh,
1744
+ texture_viz_triangle: gr_viz_buffer_triangle,
1745
+ material_metadata_buffer: graphics.materials.metadata_table.buffer,
1746
+ });
1747
+ }
1748
+
1749
+ // run materials
1750
+ const mat_g = graphics.materials.graph_viz_render({
1751
+ graph,
1752
+ view: view_ctx,
1753
+ texture_viz_mesh: gr_viz_buffer_mesh,
1754
+ texture_viz_triangle: gr_viz_buffer_triangle,
1755
+ });
1756
+
1757
+ // update texture references
1758
+ // `let` rather than `const` because a pass injected at `AfterGBuffer` may replace any of
1759
+ // them; see the read-back below.
1760
+ let gr_texture_pbr = mat_g.g_pbr;
1761
+ let gr_texture_normal = mat_g.g_normal;
1762
+ let gr_texture_material_albedo_ao = mat_g.g_albedo;
1763
+ let gr_texture_material_emissive = mat_g.g_emissive;
1764
+
1765
+ // do mips for G-buffer
1766
+ // mipmap_nearest(command_ctx, this.texture_depth_current);
1767
+ // this.gBuffer.mipmap(command_ctx);
1768
+
1769
+ // Update lights position
1770
+ command_ctx.pushDebugGroup("Shade");
1771
+
1772
+ const resolution = resolution_internal.asArray();
1773
+
1774
+ const scene_ctx = view_ctx.scene;
1775
+ const lights = scene_ctx.lights;
1776
+
1777
+
1778
+ const gr_texture_canvas = graph_import_texture(graph, target, "canvas");
1779
+ let gr_texture_depth_current = graph_import_texture(graph, this.texture_depth_current, "depth");
1780
+ const gr_buffer_camera_current = graph_import_buffer(graph, view_ctx.camera.gpu_buffer, "camera/current");
1781
+ const gr_buffer_camera_previous = graph_import_buffer(graph, view_ctx.gpu_previous_camera_state.gpu_buffer, "camera/previous");
1782
+ const gr_texture_hzb = graph_import_texture(graph, view_ctx.hierarchical_z_buffer.texture, "HZB");
1783
+ const gr_texture_environment = graph_import_texture(graph, view_ctx.scene.lights.environment);
1784
+
1785
+ const taa_history_0 = this.#get_texture_taa_history(0);
1786
+ const taa_history_1 = this.#get_texture_taa_history(-1);
1787
+
1788
+ const gr_texture_taa_history = graph_import_texture(graph, taa_history_0, "taa history");
1789
+ const gr_texture_taa_out = graph_import_texture(graph, taa_history_1, "taa out");
1790
+ let gr_texture_depth_previous = graph_import_texture(graph, this.texture_depth_previous, "depth previous");
1791
+
1792
+ const gr_shadowmap_atlas = graph_import_texture(graph, sm.texture);
1793
+
1794
+ // The frame's surface handles exist now, so this is where the records that carry them are
1795
+ // published. There is no colour yet, which is what makes this the phase for G-buffer work.
1796
+ frame.phase = FramePhase.AfterGBuffer;
1797
+
1798
+ const record_gbuffer = frame.create(GBufferTextures);
1799
+ const record_view_textures = frame.create(ViewTextures);
1800
+
1801
+ record_gbuffer.albedo = gr_texture_material_albedo_ao;
1802
+ record_gbuffer.normal = gr_texture_normal;
1803
+ record_gbuffer.pbr = gr_texture_pbr;
1804
+ record_gbuffer.emissive = gr_texture_material_emissive;
1805
+
1806
+ record_view_textures.depth = gr_texture_depth_current;
1807
+ record_view_textures.depth_previous = gr_texture_depth_previous;
1808
+ record_view_textures.visibility_mesh = gr_viz_buffer_mesh;
1809
+ record_view_textures.visibility_triangle = gr_viz_buffer_triangle;
1810
+
1811
+ this.#extensions.run(frame);
1812
+
1813
+ /*
1814
+ `GBufferTextures` is in/out at this phase, and frozen after it. An extension that wants to
1815
+ *change* surface properties — decals are the reason this exists — cannot blend into these
1816
+ targets: two of the four are integer formats, and one texture cannot be a render attachment
1817
+ and a sampled source in the same pass. So it reads them, writes replacements, and publishes
1818
+ the new handles. Everything downstream carries what it left.
1819
+
1820
+ Writing the originals in place would work by accident rather than by contract: a written
1821
+ handle is a *renamed* clone of the same physical resource, so the change would land in the
1822
+ texture the shading pass reads only because the graph happens to execute in insertion
1823
+ order, with no dependency edge saying so. Threading the handles makes the edge real.
1824
+ */
1825
+ gr_texture_pbr = record_gbuffer.pbr;
1826
+ gr_texture_normal = record_gbuffer.normal;
1827
+ gr_texture_material_albedo_ao = record_gbuffer.albedo;
1828
+ gr_texture_material_emissive = record_gbuffer.emissive;
1829
+
1830
+ gr_texture_depth_current = record_view_textures.depth;
1831
+ gr_texture_depth_previous = record_view_textures.depth_previous;
1832
+ gr_viz_buffer_mesh = record_view_textures.visibility_mesh;
1833
+ gr_viz_buffer_triangle = record_view_textures.visibility_triangle;
1834
+
1835
+ // Velocity pass with three branches: rotation-reprojection
1836
+ // background, rigid per-object foreground (mesh.global delta),
1837
+ // and skinned per-vertex foreground (barycentric interpolation
1838
+ // of the triangle's mesh-local `position_prev` written by
1839
+ // skinning into the side-buffer the skinning context owns).
1840
+ // Per-vertex limb deformation lands in the final pixel-space
1841
+ // velocity, so TAA reads correct history for character animation.
1842
+ const gr_scene_database_for_velocity = graph_import_buffer(
1843
+ graph, scene_ctx.scene_database_buffer, "scene_database/velocity"
1844
+ );
1845
+ const gr_meshlet_metadata_for_velocity = graph_import_buffer(
1846
+ graph, scene_ctx.geometries.meshlets.buffer_metadata, "meshlet_metadata/velocity"
1847
+ );
1848
+ const gr_meshlet_data_for_velocity = graph_import_buffer(
1849
+ graph, scene_ctx.geometries.meshlets.buffer_data, "meshlet_data/velocity"
1850
+ );
1851
+ // Skinning side-buffers — both null when no SkinnedMesh has
1852
+ // been registered. The velocity shader still references these
1853
+ // bindings (the dormant per-vertex branch), so the bind group
1854
+ // must supply *something*; use the scene_database buffer as a
1855
+ // placeholder when skinning is inactive. The shader is told via
1856
+ // `skinning_active` whether the bindings are real — when false
1857
+ // it never reads them and forces the rigid path, so the
1858
+ // placeholder is never sampled. (Binding the placeholder
1859
+ // without that guard was the source of phantom velocity on
1860
+ // static meshes: `prev_position_offsets[meshlet_id]` read an
1861
+ // unrelated scene_database word, and any non-0xFFFFFFFF value
1862
+ // sent a static triangle down the skinned branch.)
1863
+ const skinning_ctx = scene_ctx.skinning;
1864
+ const skinning_active = skinning_ctx.prev_position_offsets_buffer !== null
1865
+ && skinning_ctx.prev_positions_buffer !== null;
1866
+ const gr_prev_position_offsets = graph_import_buffer(
1867
+ graph,
1868
+ skinning_ctx.prev_position_offsets_buffer ?? scene_ctx.scene_database_buffer,
1869
+ "prev_position_offsets/velocity",
1870
+ );
1871
+ const gr_prev_positions = graph_import_buffer(
1872
+ graph,
1873
+ skinning_ctx.prev_positions_buffer ?? scene_ctx.scene_database_buffer,
1874
+ "prev_positions/velocity",
1875
+ );
1876
+
1877
+ let gr_velocity = graph_add_per_object_velocity({
1878
+ graph,
1879
+ texture_depth: gr_texture_depth_current,
1880
+ texture_viz_mesh: gr_viz_buffer_mesh,
1881
+ texture_viz_triangle: gr_viz_buffer_triangle,
1882
+ buffer_scene_database: gr_scene_database_for_velocity,
1883
+ buffer_meshlet_metadata: gr_meshlet_metadata_for_velocity,
1884
+ buffer_meshlet_data: gr_meshlet_data_for_velocity,
1885
+ buffer_prev_position_offsets: gr_prev_position_offsets,
1886
+ buffer_prev_positions: gr_prev_positions,
1887
+ skinning_active,
1888
+ resolution,
1889
+ view: view_ctx,
1890
+ enable_mipmap: true
1891
+ });
1892
+
1893
+ // gr_velocity = graph_mipmap_nearest(graph, gr_velocity, G_BUFFER_MIP_LEVELS);
1894
+
1895
+ let [gr_occlusion_clip] = graph_image_pass({
1896
+ graph,
1897
+ shader: shader_depth_occlusion_clip,
1898
+ output_resolution: view_ctx.resolution,
1899
+ // mipmaps are going to be necessary for half-resolution post-process passes
1900
+ output_mipmaps: true,
1901
+ inputs: {
1902
+ camera_current: gr_buffer_camera_current,
1903
+ camera_previous: gr_buffer_camera_previous,
1904
+ DepthBuffer: gr_texture_depth_current,
1905
+ PrevDepthBuffer: gr_texture_depth_previous,
1906
+ VelocityBuffer: gr_velocity
1907
+ }
1908
+ });
1909
+
1910
+ const light_clusters = graph_build_light_clusters({
1911
+ graph,
1912
+ lights: lights,
1913
+ camera: view_ctx.camera,
1914
+ hzb: gr_texture_hzb,
1915
+ resolution: view_ctx.resolution,
1916
+ });
1917
+
1918
+ // Build the view's volumetric fog LUTs (participating media -> per-froxel lighting ->
1919
+ // ray-marched integration). Needs the light clusters and shadow atlas. Built every frame so
1920
+ // the transparency (OIT) pass always has a valid LUT to sample — an empty scene integrates
1921
+ // to a no-op (transmittance 1, in-scatter 0). The opaque composite below is still skipped
1922
+ // when the scene has no fog.
1923
+ const has_volumetrics = view_ctx.scene.volumetrics.source.volumes.length > 0;
1924
+
1925
+ const volumetrics = view_ctx.volumetrics.graph_update({
1926
+ graph,
1927
+ light_cluster_data: light_clusters.data,
1928
+ light_cluster_lookup: light_clusters.lookup,
1929
+ light_cluster_parameters: light_clusters.parameters,
1930
+ shadowmap_atlas: gr_shadowmap_atlas,
1931
+ });
1932
+
1933
+ /**
1934
+ *
1935
+ * @type {number}
1936
+ */
1937
+ let current_color_out = -1;
1938
+
1939
+ // ReSTIR DI — stochastic direct lighting of local (point+spot) lights.
1940
+ // When enabled, resolve per-pixel point+spot radiance and shade with the
1941
+ // ReSTIR deferred variant (no brute-force cluster loop). The variant is a
1942
+ // separate compiled shader, selected here at the JS level rather than via
1943
+ // a runtime branch inside the shader.
1944
+ let deferred_shader = shader_deferred_main;
1945
+
1946
+ const deferred_inputs = {
1947
+ gBufferDepth: gr_texture_depth_current,
1948
+ gBufferPBR: gr_texture_pbr,
1949
+ gBufferNormal: gr_texture_normal,
1950
+ gBufferAlbedo: gr_texture_material_albedo_ao,
1951
+ gBufferEmissive: gr_texture_material_emissive,
1952
+
1953
+ //
1954
+ light_data: lights.buffer_data,
1955
+ tEnvironment: gr_texture_environment,
1956
+
1957
+ // light clusters
1958
+ cluster_parameters: light_clusters.parameters,
1959
+ cluster_lookup: light_clusters.lookup,
1960
+ cluster_data: light_clusters.data,
1961
+
1962
+ // shadows
1963
+ shadowmapAtlas: gr_shadowmap_atlas,
1964
+
1965
+ //
1966
+ camera: view_ctx.camera.buffer,
1967
+ view: view_ctx.uniform_buffer.buffer,
1968
+ };
1969
+
1970
+ if (this.feature_restir_di_enabled) {
1971
+ deferred_shader = shader_deferred_main_restir;
1972
+
1973
+ deferred_inputs.tRestirRadiance = this.#restir_di.execute({
1974
+ graph,
1975
+ view: view_ctx,
1976
+ depth: gr_texture_depth_current,
1977
+ pbr: gr_texture_pbr,
1978
+ normal: gr_texture_normal,
1979
+ albedo: gr_texture_material_albedo_ao,
1980
+ emissive: gr_texture_material_emissive,
1981
+ velocity: gr_velocity,
1982
+ occlusion_clip: gr_occlusion_clip,
1983
+ hzb: gr_texture_hzb,
1984
+ cluster_parameters: light_clusters.parameters,
1985
+ cluster_lookup: light_clusters.lookup,
1986
+ cluster_data: light_clusters.data,
1987
+ });
1988
+ }
1989
+
1990
+ // Main shading pass
1991
+ [current_color_out] = graph_image_pass({
1992
+ graph,
1993
+ shader: deferred_shader,
1994
+ input_depth: gr_texture_depth_current,
1995
+ inputs: deferred_inputs,
1996
+ output_resolution: view_ctx.resolution,
1997
+ });
1998
+
1999
+
2000
+ let bent_normals = -1;
2001
+
2002
+ if (this.feature_ssao_enabled) {
2003
+
2004
+ const ssao = this.#postprocess.ssao.graph_pass({
2005
+ graph: graph,
2006
+ frame_index: this.#frame_count,
2007
+ input_depth: gr_texture_depth_current,
2008
+ input_color: current_color_out,
2009
+ input_depth_previous: gr_texture_depth_previous,
2010
+ input_velocity: gr_velocity,
2011
+ input_normal: gr_texture_normal,
2012
+ input_occlusion: gr_occlusion_clip,
2013
+ // NOTE: AO is blended into the G-buffer
2014
+ output: gr_texture_material_albedo_ao,
2015
+ camera: gr_buffer_camera_current,
2016
+ resolution: resolution,
2017
+ });
2018
+
2019
+ gr_texture_material_albedo_ao = ssao.occlusion;
2020
+ bent_normals = ssao.bent_normals;
2021
+
2022
+ } else {
2023
+
2024
+ // default to shading normals
2025
+ bent_normals = gr_texture_normal;
2026
+
2027
+ }
2028
+
2029
+
2030
+ // Shade background
2031
+ [current_color_out] = graph_image_pass({
2032
+ graph,
2033
+ shader: shader_background,
2034
+ inputs: {
2035
+ camera: view_ctx.camera.buffer,
2036
+ view: view_ctx.uniform_buffer.buffer,
2037
+ tEnvironment: gr_texture_environment,
2038
+ },
2039
+ input_depth: gr_texture_depth_current,
2040
+ load_op: "load",
2041
+ output: [current_color_out],
2042
+ });
2043
+
2044
+ {
2045
+ // Fused brick4 path: skip the intermediate diffuse/specular targets and the
2046
+ // separate resolve, doing it all in a single shader. SSR isn't compatible
2047
+ // since it consumes the standalone specular target.
2048
+ const use_fused_indirect = this.fused_indirect
2049
+ && this.indirect_lighting_mode === ShadeIndirectLightingMode.Brick4
2050
+ && !this.feature_ssr_enabled;
2051
+
2052
+ if (use_fused_indirect) {
2053
+
2054
+ [current_color_out] = graph_image_pass({
2055
+ graph,
2056
+ shader: shader_brick4_indirect_lighting,
2057
+ output: [current_color_out],
2058
+ input_depth: gr_texture_depth_current,
2059
+ load_op: "load",
2060
+ inputs: {
2061
+ tDepth: gr_texture_depth_current,
2062
+ tGBufferNormals: gr_texture_normal,
2063
+ tBentNormals: bent_normals,
2064
+ tGBufferAlbedo: gr_texture_material_albedo_ao,
2065
+ tGBufferPBR: gr_texture_pbr,
2066
+ tSTBN_vec2: STATIC_GRAPHICS_ENGINE_ASSETS.stbn_vec2,
2067
+ view: view_ctx.uniform_buffer.buffer,
2068
+ camera: gr_buffer_camera_current,
2069
+ //
2070
+ brick4: scene_ctx.volumetric_light_map.buffer,
2071
+ tSplitSum: STATIC_GRAPHICS_ENGINE_ASSETS.split_sum,
2072
+ },
2073
+ });
2074
+
2075
+ } else {
2076
+
2077
+ const { indirect_specular, indirect_diffuse } = this.#graph_indirect_lighting({
2078
+ graph,
2079
+ view_ctx,
2080
+ scene_ctx,
2081
+ bent_normals,
2082
+ current_color_out,
2083
+ //
2084
+ gr_texture_depth_current,
2085
+ gr_texture_hzb,
2086
+ gr_texture_material_albedo_ao,
2087
+ gr_texture_pbr,
2088
+ gr_texture_normal,
2089
+ gr_texture_environment,
2090
+ gr_velocity,
2091
+ gr_occlusion_clip,
2092
+ gr_buffer_camera_current,
2093
+ gr_buffer_camera_previous,
2094
+ resolution,
2095
+ });
2096
+
2097
+ // resolve indirect lighting
2098
+ [current_color_out] = graph_image_pass({
2099
+ graph,
2100
+ shader: shader_resolve_indirect_lighting,
2101
+ output: [current_color_out],
2102
+ input_depth: gr_texture_depth_current,
2103
+ load_op: "load",
2104
+ inputs: {
2105
+ tIndirectDiffuse: indirect_diffuse,
2106
+ tIndirectSpecular: indirect_specular,
2107
+ //
2108
+ tGBufferNormals: gr_texture_normal,
2109
+ tBentNormals: bent_normals,
2110
+ tGBufferAlbedo: gr_texture_material_albedo_ao,
2111
+ tGBufferPBR: gr_texture_pbr,
2112
+ tDepth: gr_texture_depth_current,
2113
+ //
2114
+ camera: gr_buffer_camera_current,
2115
+ //
2116
+ tSplitSum: STATIC_GRAPHICS_ENGINE_ASSETS.split_sum,
2117
+ },
2118
+ });
2119
+
2120
+ }
2121
+
2122
+ // current_color_out = indirect_diffuse
2123
+ // current_color_out = indirect_specular
2124
+
2125
+ }
2126
+
2127
+ // current_color_out = graph_decode_rgbe9995_to_rgb16float({
2128
+ // graph,
2129
+ // input:indirect_diffuse_near_field,
2130
+ // resolution: view_ctx.resolution,
2131
+ // });
2132
+ //
2133
+ // const [norm] = graph_image_pass({
2134
+ // shader: shader_decode_octahedral_normal,
2135
+ // inputs:{
2136
+ // tInput: bent_normals,
2137
+ // },
2138
+ // graph,
2139
+ // output_resolution: view_ctx.resolution,
2140
+ // });
2141
+ //
2142
+ // [current_color_out] = graph_image_pass({
2143
+ // graph,
2144
+ // shader: shader_draw_normals,
2145
+ // inputs:{
2146
+ // tInput: norm,
2147
+ // },
2148
+ // output_resolution: view_ctx.resolution,
2149
+ // });
2150
+
2151
+ // Composite volumetric fog over the finalized opaque + background + indirect colour.
2152
+ // A dedicated pass (not inline in the shading shaders) because indirect lighting is added
2153
+ // in a separate additively-blended pass, so the full surface radiance only exists here.
2154
+ // Runs before transparency (transparent surfaces blend over the fog) and before the main
2155
+ // TAA (which then smooths the fog's per-pixel sampling noise).
2156
+ if (has_volumetrics) {
2157
+ [current_color_out] = graph_image_pass({
2158
+ graph,
2159
+ shader: shader_composite_volumetrics,
2160
+ output_resolution: view_ctx.resolution,
2161
+ inputs: {
2162
+ tColor: current_color_out,
2163
+ gBufferDepth: gr_texture_depth_current,
2164
+ tVolumetrics: volumetrics.resolved,
2165
+ tSTBN_vec3: STATIC_GRAPHICS_ENGINE_ASSETS.stbn_vec3,
2166
+ volumetrics_metadata: volumetrics.metadata,
2167
+ camera: view_ctx.camera.buffer,
2168
+ view: view_ctx.uniform_buffer.buffer,
2169
+ },
2170
+ });
2171
+ }
2172
+
2173
+ /*
2174
+ The frame has a colour for the first time, so this is where `SceneColor` is published. It is
2175
+ republished before each later phase because the built-in passes between them replace it —
2176
+ the record names which handle currently *means* the scene colour, and the graph already
2177
+ holds the dependency edge underneath.
2178
+ */
2179
+ frame.phase = FramePhase.AfterLighting;
2180
+
2181
+ const record_scene_color = frame.create(SceneColor);
2182
+
2183
+ record_scene_color.color = current_color_out;
2184
+
2185
+ this.#extensions.run(frame);
2186
+
2187
+ current_color_out = record_scene_color.color;
2188
+ gr_texture_depth_current = record_view_textures.depth;
2189
+
2190
+ if (this.#feature_enabled_transparencies) {
2191
+ // do transparent alpha pass
2192
+ current_color_out = graph_rasterize_meshes_transparent_oit({
2193
+ graph,
2194
+ buckets: gr_render_buckets,
2195
+ view_ctx,
2196
+ viewport: [0, 0, resolution_internal.x, resolution_internal.y],
2197
+ color_texture: current_color_out,
2198
+ depth_texture: gr_texture_depth_current,
2199
+
2200
+ limits: this.graphics.collection_limits,
2201
+
2202
+ light_cluster_data: light_clusters.data,
2203
+ light_cluster_lookup: light_clusters.lookup,
2204
+ light_cluster_parameters: light_clusters.parameters,
2205
+
2206
+ shadowmap_atlas: gr_shadowmap_atlas,
2207
+
2208
+ volumetrics_lut: volumetrics.resolved,
2209
+ volumetrics_metadata: volumetrics.metadata,
2210
+
2211
+ indirect_lighting_mode: this.indirect_lighting_mode,
2212
+ });
2213
+ }
2214
+
2215
+ frame.phase = FramePhase.AfterTransparency;
2216
+
2217
+ record_scene_color.color = current_color_out;
2218
+
2219
+ this.#extensions.run(frame);
2220
+
2221
+ current_color_out = record_scene_color.color;
2222
+ gr_texture_depth_current = record_view_textures.depth;
2223
+
2224
+ // current_color_out = gr_texture_material_albedo_ao;
2225
+
2226
+ // current_color_out = this.path_tracer.render({
2227
+ // graph,
2228
+ // view: view_ctx
2229
+ // });
2230
+
2231
+ // Debug override: replace the post-shading color with a
2232
+ // visualization of the velocity buffer via shader_debug_velocity.
2233
+ // Direction is encoded as hue (red = +X, cyan = -X, etc.) and
2234
+ // magnitude as brightness; the AO channel of the albedo+AO
2235
+ // G-buffer modulates the static base so geometry shape is
2236
+ // still readable where motion is zero or near-zero. Done
2237
+ // BEFORE TAA so the chain stays well-formed; TAA blending
2238
+ // the debug view is meaningless, but it's debug.
2239
+ if (this.feature_velocity_debug_view) {
2240
+ [current_color_out] = graph_image_pass({
2241
+ graph,
2242
+ shader: shader_debug_velocity,
2243
+ inputs: {
2244
+ tInput: gr_velocity,
2245
+ tAlbedoAO: gr_texture_material_albedo_ao,
2246
+ },
2247
+ output_resolution: resolution_internal.asArray(),
2248
+ });
2249
+ }
2250
+
2251
+ if (this.feature_taa_enabled) {
2252
+
2253
+ if (this.upscale_type === ShadeUpscalerType.NSS) {
2254
+ current_color_out = this.nss.graph_pass({
2255
+ graph,
2256
+ texture_color_current: current_color_out,
2257
+ texture_depth_current: gr_texture_depth_current,
2258
+ texture_velocity: gr_velocity,
2259
+ texture_disocclusion_confidence: gr_occlusion_clip,
2260
+ texture_color_history: gr_texture_taa_history,
2261
+ texture_output: gr_texture_taa_out,
2262
+ render_resolution: resolution_internal.asArray(),
2263
+ output_resolution: this.#output_resolution.asArray(),
2264
+ });
2265
+ } else {
2266
+ current_color_out = taa.graph_pass({
2267
+ graph,
2268
+ texture_output: gr_texture_taa_out,
2269
+ texture_color_current: current_color_out,
2270
+ texture_color_history: gr_texture_taa_history,
2271
+ texture_velocity: gr_velocity,
2272
+ texture_occlusion: gr_occlusion_clip,
2273
+ camera_current: gr_buffer_camera_current,
2274
+ camera_previous: gr_buffer_camera_previous,
2275
+ });
2276
+ }
2277
+ }
2278
+
2279
+ // Bokeh depth of field on the resolved HDR colour. Runs after
2280
+ // TAA (blurs a clean, converged image — TAA's neighbourhood
2281
+ // clamp would otherwise fight the defocus) and before motion
2282
+ // blur / bloom, so out-of-focus highlights bloom and the bokeh
2283
+ // carries through the rest of the post chain. Perspective-only:
2284
+ // the thin-lens CoC has no meaning under orthographic.
2285
+ if (this.feature_dof_enabled && camera.isPerspectiveCamera === true) {
2286
+ // Both implementations share the same render() signature, so the
2287
+ // call site is identical — only the subsystem differs.
2288
+ const dof = this.dof_algorithm === "unreal"
2289
+ ? this.#depth_of_field_unreal
2290
+ : this.#depth_of_field;
2291
+
2292
+ current_color_out = dof.render({
2293
+ graph,
2294
+ input_color: current_color_out,
2295
+ depth: gr_texture_depth_current,
2296
+ camera,
2297
+ camera_buffer: view_ctx.camera.buffer,
2298
+ resolution: this.#output_resolution.asArray(),
2299
+ });
2300
+ }
2301
+
2302
+ // Jimenez 2014 motion blur runs on the resolved-but-not-
2303
+ // sharpened HDR colour. TAA has already converged the
2304
+ // jittered samples; sharpening, bloom, and tonemap operate
2305
+ // on the blurred output after this. Skipped when the toggle
2306
+ // is off so the rest of the chain stays bit-identical.
2307
+ if (this.feature_motion_blur_enabled) {
2308
+ current_color_out = this.#motion_blur.render({
2309
+ graph,
2310
+ input_color: current_color_out,
2311
+ velocity: gr_velocity,
2312
+ depth: gr_texture_depth_current,
2313
+ resolution: this.#output_resolution.asArray(),
2314
+ });
2315
+ }
2316
+
2317
+ // TODO if TAA is disabled, and internal resolution is < 100% - we need to do upscale
2318
+
2319
+ if (this.feature_sharpening_enabled) {
2320
+ [current_color_out] = graph_image_pass({
2321
+ graph,
2322
+ shader: shader_ffx_rcas,
2323
+ output_resolution: this.#output_resolution.asArray(),
2324
+ inputs: {
2325
+ tInput: current_color_out,
2326
+ uSharpness: {
2327
+ value: 0.8
2328
+ }
2329
+ }
2330
+ });
2331
+ }
2332
+
2333
+ let exposure = -1;
2334
+
2335
+ if (this.feature_bloom_enabled || this.feature_automatic_exposure_enabled) {
2336
+ const bloom = graph_postprocess_bloom({
2337
+ graph,
2338
+ input: current_color_out,
2339
+ resolution: this.#output_resolution.asArray(),
2340
+ });
2341
+
2342
+ if (this.feature_bloom_enabled) {
2343
+ current_color_out = bloom.composited;
2344
+ }
2345
+
2346
+ if (this.feature_automatic_exposure_enabled) {
2347
+ // TODO force time_delta_second to a very high value on view transition
2348
+
2349
+ exposure = this.#autoexposure.update({
2350
+ graph,
2351
+ input_color: bloom.downsampled,
2352
+ time_delta_seconds,
2353
+ });
2354
+ }
2355
+
2356
+ }
2357
+
2358
+
2359
+ if (this.feature_automatic_exposure_enabled === false) {
2360
+ exposure = this.#autoexposure.unadapted({ graph });
2361
+ }
2362
+
2363
+
2364
+ // current_color_out = graph_draw_texture_as_rgba({
2365
+ // graph,
2366
+ // source: gr_shadowmap_atlas,
2367
+ // resolution: this.#output_resolution.asArray(),
2368
+ // });
2369
+
2370
+ /*
2371
+ Past the upscale: the colour published here is output-sized while the G-buffer beside it is
2372
+ still internal-sized, and `FrameContext.resolution` reads whichever of them the phase draws
2373
+ into rather than a number anybody wrote down. With `feature_taa_enabled === false` no
2374
+ upscale happened and the two agree — which a constant could not express.
2375
+ */
2376
+ frame.phase = FramePhase.BeforePresent;
2377
+
2378
+ record_scene_color.color = current_color_out;
2379
+
2380
+ this.#extensions.run(frame);
2381
+
2382
+ current_color_out = record_scene_color.color;
2383
+
2384
+ if (this.#hdr_supported) {
2385
+ [current_color_out] = graph_image_pass({
2386
+ graph,
2387
+ shader: shader_tonemap_HDR,
2388
+ inputs: {
2389
+ input_color: current_color_out,
2390
+ settings: {
2391
+ peak_nits: this.#display_peak_brightness_nits,
2392
+ paper_white_nits: 100, // SDR spec is 80, but 100 has been accepted as de-facto in recent years
2393
+ },
2394
+ exposure
2395
+ },
2396
+ output: [gr_texture_canvas]
2397
+ });
2398
+ } else {
2399
+ [current_color_out] = graph_image_pass({
2400
+ graph,
2401
+ shader: shader_tonemap_LDR,
2402
+ inputs: {
2403
+ input_color: current_color_out,
2404
+ exposure
2405
+ },
2406
+ output: [gr_texture_canvas]
2407
+ });
2408
+ }
2409
+
2410
+ /*
2411
+ The canvas is written here and cannot be read: a texture may not be a render attachment and
2412
+ a sampled source in the same pass. So what this phase carries is a `PresentTarget` with one
2413
+ field and no colour to be tempted by — an extension that wants the finished image as input
2414
+ finds that out at `get` time and belongs at `BeforePresent`.
2415
+ */
2416
+ frame.phase = FramePhase.Overlay;
2417
+
2418
+ frame.create(PresentTarget).canvas = current_color_out;
2419
+
2420
+ this.#extensions.run(frame);
2421
+
2422
+ frame.close();
2423
+
2424
+ command_ctx.encodeGraph(graph);
2425
+
2426
+ command_ctx.popDebugGroup();
2427
+
2428
+ view_ctx.finish_frame(command_ctx);
2429
+
2430
+ command_ctx.finish();
2431
+
2432
+ this.#end_frame();
2433
+
2434
+ return true;
2435
+ }
2436
+ }