@zephyr3d/scene 0.9.14 → 0.9.16
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/animation/animationset.js.map +1 -1
- package/dist/app/engine.js +3 -1
- package/dist/app/engine.js.map +1 -1
- package/dist/asset/assetmanager.js +1 -0
- package/dist/asset/assetmanager.js.map +1 -1
- package/dist/camera/camera.js +87 -0
- package/dist/camera/camera.js.map +1 -1
- package/dist/index.d.ts +380 -6
- package/dist/index.js +9 -0
- package/dist/index.js.map +1 -1
- package/dist/material/meshmaterial.js +8 -1
- package/dist/material/meshmaterial.js.map +1 -1
- package/dist/material/shader/helper.js +6 -0
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/material/skin.js +263 -0
- package/dist/material/skin.js.map +1 -0
- package/dist/posteffect/compositor.js +3 -0
- package/dist/posteffect/compositor.js.map +1 -1
- package/dist/posteffect/sao.js +1 -1
- package/dist/posteffect/sao.js.map +1 -1
- package/dist/posteffect/skinsss.js +194 -0
- package/dist/posteffect/skinsss.js.map +1 -0
- package/dist/posteffect/ssr.js +26 -49
- package/dist/posteffect/ssr.js.map +1 -1
- package/dist/posteffect/sss.js +1 -0
- package/dist/posteffect/sss.js.map +1 -1
- package/dist/posteffect/taa.js +2 -40
- package/dist/posteffect/taa.js.map +1 -1
- package/dist/render/abuffer_oit.js +1 -0
- package/dist/render/abuffer_oit.js.map +1 -1
- package/dist/render/drawable_mixin.js +1 -0
- package/dist/render/drawable_mixin.js.map +1 -1
- package/dist/render/fbm_wavegenerator.js +1 -0
- package/dist/render/fbm_wavegenerator.js.map +1 -1
- package/dist/render/gerstner_wavegenerator.js +1 -0
- package/dist/render/gerstner_wavegenerator.js.map +1 -1
- package/dist/render/globalbindgroup_allocator.js +1 -0
- package/dist/render/globalbindgroup_allocator.js.map +1 -1
- package/dist/render/lightpass.js +4 -1
- package/dist/render/lightpass.js.map +1 -1
- package/dist/render/render_queue.js +1 -0
- package/dist/render/render_queue.js.map +1 -1
- package/dist/render/renderer.js +1 -0
- package/dist/render/renderer.js.map +1 -1
- package/dist/render/rendergraph/device_pool_allocator.js +12 -5
- package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
- package/dist/render/rendergraph/executor.js +270 -1
- package/dist/render/rendergraph/executor.js.map +1 -1
- package/dist/render/rendergraph/forward_plus_builder.js +97 -9
- package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
- package/dist/render/rendergraph/types.js.map +1 -1
- package/dist/scene/basesprite.js +1 -0
- package/dist/scene/basesprite.js.map +1 -1
- package/dist/scene/batchgroup.js +1 -0
- package/dist/scene/batchgroup.js.map +1 -1
- package/dist/scene/environment.js +1 -0
- package/dist/scene/environment.js.map +1 -1
- package/dist/scene/light.js +6 -4
- package/dist/scene/light.js.map +1 -1
- package/dist/scene/mesh.js +1 -0
- package/dist/scene/mesh.js.map +1 -1
- package/dist/scene/msdftext.js +1 -0
- package/dist/scene/msdftext.js.map +1 -1
- package/dist/scene/msdftextsprite.js +1 -0
- package/dist/scene/msdftextsprite.js.map +1 -1
- package/dist/scene/particlesys.js +1 -0
- package/dist/scene/particlesys.js.map +1 -1
- package/dist/scene/scene.js +2 -0
- package/dist/scene/scene.js.map +1 -1
- package/dist/scene/terrain-cm/grass.js +1 -0
- package/dist/scene/terrain-cm/grass.js.map +1 -1
- package/dist/scene/terrain-cm/grassmaterial.js +1 -0
- package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
- package/dist/scene/terrain-cm/terrain-cm.js +1 -0
- package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
- package/dist/scene/water.js +1 -0
- package/dist/scene/water.js.map +1 -1
- package/dist/shaders/shadow.js +504 -1
- package/dist/shaders/shadow.js.map +1 -1
- package/dist/shadow/esm.js +1 -0
- package/dist/shadow/esm.js.map +1 -1
- package/dist/shadow/pcf_opt.js +1 -0
- package/dist/shadow/pcf_opt.js.map +1 -1
- package/dist/shadow/pcf_pd.js +1 -0
- package/dist/shadow/pcf_pd.js.map +1 -1
- package/dist/shadow/pcss.js +181 -0
- package/dist/shadow/pcss.js.map +1 -0
- package/dist/shadow/shader.js +1 -0
- package/dist/shadow/shader.js.map +1 -1
- package/dist/shadow/shadow_impl.js.map +1 -1
- package/dist/shadow/shadowmapper.js +86 -8
- package/dist/shadow/shadowmapper.js.map +1 -1
- package/dist/shadow/ssm.js +1 -0
- package/dist/shadow/ssm.js.map +1 -1
- package/dist/shadow/vsm.js +1 -0
- package/dist/shadow/vsm.js.map +1 -1
- package/dist/utility/serialization/manager.js +3 -1
- package/dist/utility/serialization/manager.js.map +1 -1
- package/dist/utility/serialization/scene/animation.js +1 -0
- package/dist/utility/serialization/scene/animation.js.map +1 -1
- package/dist/utility/serialization/scene/batch.js +1 -0
- package/dist/utility/serialization/scene/batch.js.map +1 -1
- package/dist/utility/serialization/scene/camera.js +122 -0
- package/dist/utility/serialization/scene/camera.js.map +1 -1
- package/dist/utility/serialization/scene/common.js +1 -0
- package/dist/utility/serialization/scene/common.js.map +1 -1
- package/dist/utility/serialization/scene/light.js +82 -21
- package/dist/utility/serialization/scene/light.js.map +1 -1
- package/dist/utility/serialization/scene/material.js +195 -3
- package/dist/utility/serialization/scene/material.js.map +1 -1
- package/dist/utility/serialization/scene/mesh.js +1 -0
- package/dist/utility/serialization/scene/mesh.js.map +1 -1
- package/dist/utility/serialization/scene/node.js +1 -0
- package/dist/utility/serialization/scene/node.js.map +1 -1
- package/dist/utility/serialization/scene/particle.js +1 -0
- package/dist/utility/serialization/scene/particle.js.map +1 -1
- package/dist/utility/serialization/scene/primitive.js +1 -0
- package/dist/utility/serialization/scene/primitive.js.map +1 -1
- package/dist/utility/serialization/scene/sprite.js +1 -0
- package/dist/utility/serialization/scene/sprite.js.map +1 -1
- package/dist/utility/serialization/scene/terrain.js +1 -0
- package/dist/utility/serialization/scene/terrain.js.map +1 -1
- package/dist/utility/serialization/scene/text.js +1 -0
- package/dist/utility/serialization/scene/text.js.map +1 -1
- package/dist/utility/serialization/scene/water.js +1 -0
- package/dist/utility/serialization/scene/water.js.map +1 -1
- package/dist/values.js +1 -0
- package/dist/values.js.map +1 -1
- package/package.json +2 -2
- package/dist/animation/joint_dynamics/convex_collider.js +0 -320
- package/dist/animation/joint_dynamics/convex_collider.js.map +0 -1
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{"version":3,"file":"sao.js","sources":["../../src/posteffect/sao.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BindGroup,\r\n GPUProgram,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n RenderStateSet,\r\n Texture2D\r\n} from '@zephyr3d/device';\r\nimport { isFloatTextureFormat } from '@zephyr3d/device';\r\nimport { AbstractPostEffect, PostEffectLayer } from './posteffect';\r\nimport { decodeNormalizedFloatFromRGBA, encodeNormalizedFloatToRGBA } from '../shaders/misc';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { Matrix4x4, Vector2, Vector4 } from '@zephyr3d/base';\r\nimport { BilateralBlurBlitter } from '../blitter/bilateralblur';\r\nimport type { BlitType } from '../blitter';\r\nimport type { DrawContext } from '../render';\r\nimport { fetchSampler } from '../utility/misc';\r\n\r\nconst NUM_SAMPLES = 7;\r\nconst NUM_RINGS = 4;\r\n\r\nclass DepthLimitAOBlurBlitter extends BilateralBlurBlitter {\r\n private _packed: boolean;\r\n constructor(finalPhase: boolean) {\r\n super(finalPhase);\r\n this._packed = false;\r\n }\r\n get packed() {\r\n return this._packed;\r\n }\r\n set packed(val) {\r\n if (this._packed !== !!val) {\r\n this._packed = !!val;\r\n this.invalidateHash();\r\n }\r\n }\r\n protected calcHash() {\r\n return `${this._packed}:${super.calcHash()}`;\r\n }\r\n readTexel(\r\n scope: PBInsideFunctionScope,\r\n type: BlitType,\r\n srcTex: PBShaderExp,\r\n srcUV: PBShaderExp,\r\n srcLayer: PBShaderExp,\r\n sampleType: 'float' | 'int' | 'uint' | 'depth'\r\n ) {\r\n const pb = scope.$builder;\r\n const texel = super.readTexel(scope, type, srcTex, srcUV, srcLayer, sampleType);\r\n if (this._packed) {\r\n return pb.vec4(pb.vec3(decodeNormalizedFloatFromRGBA(scope, texel)), 1);\r\n } else {\r\n return pb.vec4(texel.rrr, 1);\r\n }\r\n }\r\n writeTexel(scope: PBInsideFunctionScope, type: BlitType, uv: PBShaderExp, texel: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const outTexel = super.writeTexel(scope, type, uv, pb.vec4(texel.rrr, 1));\r\n return this._finalPhase || !this._packed\r\n ? pb.vec4(outTexel.rrr, 1)\r\n : encodeNormalizedFloatToRGBA(scope, outTexel.r);\r\n }\r\n}\r\n/**\r\n * The Scalable Ambient Obscurance (SAO) post effect\r\n * @public\r\n */\r\nexport class SAO extends AbstractPostEffect {\r\n private static _program: Nullable<GPUProgram> = null;\r\n private static _programPacked: Nullable<GPUProgram> = null;\r\n private static _renderState: Nullable<RenderStateSet> = null;\r\n private static _renderStateBlend: Nullable<RenderStateSet> = null;\r\n private static _bindgroup: Nullable<BindGroup> = null;\r\n private static _bindgroupPacked: Nullable<BindGroup> = null;\r\n private _saoScale: number;\r\n private _saoBias: number;\r\n private _saoIntensity: number;\r\n private _saoRadius: number;\r\n private _saoMinResolution: number;\r\n private readonly _saoRandomSeed: number;\r\n private _saoBlurDepthCutoff: number;\r\n private readonly _blitterH: DepthLimitAOBlurBlitter;\r\n private readonly _blitterV: DepthLimitAOBlurBlitter;\r\n private _supported: boolean;\r\n /**\r\n * Creates an instance of SAO post effect\r\n */\r\n constructor() {\r\n super();\r\n this._supported = true;\r\n this._layer = PostEffectLayer.opaque;\r\n this._saoScale = 10;\r\n this._saoBias = 1;\r\n this._saoIntensity = 0.025;\r\n this._saoRadius = 100;\r\n this._saoMinResolution = 0;\r\n this._saoRandomSeed = 0;\r\n this._saoBlurDepthCutoff = 2;\r\n this._blitterH = new DepthLimitAOBlurBlitter(false);\r\n this._blitterH.kernelRadius = 8;\r\n this._blitterH.stdDev = 10;\r\n this._blitterV = new DepthLimitAOBlurBlitter(true);\r\n this._blitterV.kernelRadius = 8;\r\n this._blitterV.stdDev = 10;\r\n }\r\n /** Scale value */\r\n get scale() {\r\n return this._saoScale;\r\n }\r\n set scale(val) {\r\n this._saoScale = val;\r\n }\r\n /** Bias value */\r\n get bias() {\r\n return this._saoBias;\r\n }\r\n set bias(val) {\r\n this._saoBias = val;\r\n }\r\n /** Radius value */\r\n get radius() {\r\n return this._saoRadius;\r\n }\r\n set radius(val) {\r\n this._saoRadius = val;\r\n }\r\n /** SAO intensity */\r\n get intensity() {\r\n return this._saoIntensity;\r\n }\r\n set intensity(val) {\r\n this._saoIntensity = val;\r\n }\r\n /** Minimum resolution */\r\n get minResolution() {\r\n return this._saoMinResolution;\r\n }\r\n set minResolution(val) {\r\n this._saoMinResolution = val;\r\n }\r\n /** Blur kernel size */\r\n get blurKernelSize() {\r\n return this._blitterH.kernelRadius;\r\n }\r\n set blurKernelSize(val) {\r\n val = Math.min(64, Math.max(0, val >> 0));\r\n this._blitterH.kernelRadius = val;\r\n this._blitterV.kernelRadius = val;\r\n }\r\n /** Gaussian blur stddev value */\r\n get blurStdDev() {\r\n return this._blitterH.stdDev;\r\n }\r\n set blurStdDev(val) {\r\n this._blitterH.stdDev = val;\r\n this._blitterV.stdDev = val;\r\n }\r\n /** Cutoff of depth limited blur */\r\n get blurDepthCutoff() {\r\n return this._saoBlurDepthCutoff;\r\n }\r\n set blurDepthCutoff(val) {\r\n this._saoBlurDepthCutoff = val;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.requireLinearDepthTexture} */\r\n requireLinearDepthTexture() {\r\n return true;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.requireDepthAttachment} */\r\n requireDepthAttachment() {\r\n return true;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.apply} */\r\n apply(ctx: DrawContext, inputColorTexture: Texture2D, sceneDepthTexture: Texture2D, srgbOutput: boolean) {\r\n const device = ctx.device;\r\n const viewport = device.getViewport();\r\n this._prepare(device, inputColorTexture);\r\n this.passThrough(ctx, inputColorTexture, srgbOutput);\r\n if (!this._supported) {\r\n return;\r\n }\r\n const fmt = this._getIntermediateTextureFormat(device);\r\n const depth = device.getFramebuffer()!.getDepthAttachment() as Texture2D;\r\n\r\n const fbao = device.pool.fetchTemporalTexture2D(false, fmt, depth.width, depth.height, false);\r\n const fbblur = device.pool.fetchTemporalTexture2D(false, fmt, depth.width, depth.height, false);\r\n const packed = fbao.format === 'rgba8unorm';\r\n const cameraNearFar = new Vector2(ctx.camera.getNearPlane(), ctx.camera.getFarPlane());\r\n device.pushDeviceStates();\r\n device.setFramebuffer([fbao], depth);\r\n device.clearFrameBuffer(packed ? new Vector4(0, 0, 0, 1) : new Vector4(1, 0, 0, 1), null, null);\r\n const bindgroup = packed ? SAO._bindgroupPacked! : SAO._bindgroup!;\r\n bindgroup.setValue('flip', this.needFlip(device) ? 1 : 0);\r\n bindgroup.setTexture('depthTex', sceneDepthTexture);\r\n bindgroup.setValue('scale', this._saoScale);\r\n bindgroup.setValue('invProj', Matrix4x4.invert(ctx.camera.getProjectionMatrix()));\r\n bindgroup.setValue('bias', this._saoBias);\r\n bindgroup.setValue('cameraNearFar', cameraNearFar);\r\n bindgroup.setValue('intensity', this._saoIntensity);\r\n bindgroup.setValue('kernelRadius', this._saoRadius);\r\n bindgroup.setValue('minResolution', this._saoMinResolution);\r\n bindgroup.setValue('size', new Vector2(viewport.width, viewport.height));\r\n bindgroup.setValue('randomSeed', this._saoRandomSeed);\r\n device.setRenderStates(SAO._renderState);\r\n device.setProgram(packed ? SAO._programPacked : SAO._program);\r\n device.setBindGroup(0, bindgroup);\r\n this.drawFullscreenQuad(SAO._renderState!);\r\n this._blitterH.size = new Vector2(inputColorTexture.width, inputColorTexture.height);\r\n this._blitterH.depthTex = sceneDepthTexture;\r\n this._blitterH.depthCutoff = this._saoBlurDepthCutoff;\r\n this._blitterH.sampler = fetchSampler('clamp_nearest_nomip');\r\n this._blitterH.cameraNearFar = cameraNearFar;\r\n this._blitterH.packed = packed;\r\n this._blitterH.renderStates = SAO._renderState;\r\n this._blitterV.size = new Vector2(inputColorTexture.width, inputColorTexture.height);\r\n this._blitterV.depthTex = sceneDepthTexture;\r\n this._blitterV.depthCutoff = this._saoBlurDepthCutoff;\r\n this._blitterV.sampler = fetchSampler('clamp_nearest_nomip');\r\n this._blitterV.cameraNearFar = cameraNearFar;\r\n this._blitterV.packed = packed;\r\n this._blitterV.srgbOut = srgbOutput;\r\n this._blitterV.renderStates = SAO._renderStateBlend;\r\n this._blitterH.blit(fbao, fbblur);\r\n device.popDeviceStates();\r\n this._blitterV.blit(fbblur, device.getFramebuffer()!);\r\n device.pool.releaseTexture(fbao);\r\n device.pool.releaseTexture(fbblur);\r\n }\r\n private _getIntermediateTextureFormat(device: AbstractDevice) {\r\n const texCaps = device.getDeviceCaps().textureCaps;\r\n return device.type === 'webgl' ||\r\n (!texCaps.supportHalfFloatColorBuffer && !texCaps.supportFloatColorBuffer)\r\n ? 'rgba8unorm'\r\n : texCaps.supportHalfFloatColorBuffer\r\n ? 'r16f'\r\n : 'r32f';\r\n }\r\n /** @internal */\r\n private _prepare(device: AbstractDevice, _srcTexture: Texture2D) {\r\n const fb = device.getFramebuffer();\r\n const isFloatFramebuffer = fb && isFloatTextureFormat(fb.getColorAttachments()[0].format);\r\n this._supported = !isFloatFramebuffer || device.getDeviceCaps().framebufferCaps.supportFloatBlending;\r\n if (this._supported) {\r\n if (!SAO._renderState) {\r\n SAO._renderState = device.createRenderStateSet();\r\n SAO._renderState.useDepthState().enableTest(true).enableWrite(false).setCompareFunc('gt');\r\n SAO._renderState.useRasterizerState().setCullMode('none');\r\n SAO._renderStateBlend = device.createRenderStateSet();\r\n SAO._renderStateBlend.useDepthState().enableTest(true).enableWrite(false).setCompareFunc('gt');\r\n SAO._renderStateBlend.useRasterizerState().setCullMode('none');\r\n SAO._renderStateBlend\r\n .useBlendingState()\r\n .enable(true)\r\n .setBlendFuncRGB('zero', 'src-color')\r\n .setBlendFuncAlpha('zero', 'one');\r\n }\r\n function createProgram(packed: boolean) {\r\n const program = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.flip = pb.int().uniform(0);\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n this.$outputs.uv = pb.vec2();\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, 1, 1);\r\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\r\n this.$if(pb.notEqual(this.flip, 0), function () {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n });\r\n });\r\n },\r\n fragment(pb) {\r\n this.depthTex = pb.tex2D().sampleType('unfilterable-float').uniform(0);\r\n this.scale = pb.float().uniform(0);\r\n this.invProj = pb.mat4().uniform(0);\r\n this.cameraNearFar = pb.vec2().uniform(0);\r\n this.intensity = pb.float().uniform(0);\r\n this.bias = pb.float().uniform(0);\r\n this.kernelRadius = pb.float().uniform(0);\r\n this.minResolution = pb.float().uniform(0);\r\n this.size = pb.vec2().uniform(0);\r\n this.randomSeed = pb.float().uniform(0);\r\n this.$l.scaleDividedByCameraFar = pb.float();\r\n this.$l.minResolutionMultipliedByCameraFar = pb.float();\r\n pb.func('rand', [pb.vec2('uv')], function () {\r\n this.$l.a = 12.9898;\r\n this.$l.b = 78.233;\r\n this.$l.c = 43758.5453;\r\n this.$l.dt = pb.dot(this.uv, pb.vec2(this.a, this.b));\r\n this.$l.sn = pb.mod(this.dt, Math.PI);\r\n this.$return(pb.fract(pb.mul(pb.sin(this.sn), this.c)));\r\n });\r\n pb.func('getPositionVS', [pb.vec2('uv')], function () {\r\n this.$l.depthValue = pb.textureSample(this.depthTex, this.uv);\r\n if (device.type === 'webgl') {\r\n this.$l.linearDepth = decodeNormalizedFloatFromRGBA(this, this.depthValue);\r\n } else {\r\n this.$l.linearDepth = this.depthValue.r;\r\n }\r\n this.$l.nonLinearDepth = pb.div(\r\n pb.sub(pb.div(this.cameraNearFar.x, this.linearDepth), this.cameraNearFar.y),\r\n pb.sub(this.cameraNearFar.x, this.cameraNearFar.y)\r\n );\r\n this.$l.clipSpacePos = pb.vec4(\r\n pb.sub(pb.mul(this.uv, 2), pb.vec2(1)),\r\n pb.sub(pb.mul(this.nonLinearDepth, 2), 1),\r\n 1\r\n );\r\n // this.$l.clipSpacePos = pb.vec4(this.uv, this.nonLinearDepth, 1);\r\n this.$l.vPos = pb.mul(this.invProj, this.clipSpacePos);\r\n this.vPos = pb.div(this.vPos, this.vPos.w);\r\n this.$return(this.vPos.xyz);\r\n });\r\n pb.func(\r\n 'getOcclusion',\r\n [pb.vec3('centerPos'), pb.vec3('centerNormal'), pb.vec3('samplePos')],\r\n function () {\r\n this.$l.viewDelta = pb.sub(this.samplePos, this.centerPos);\r\n this.$l.viewDistance = pb.length(this.viewDelta);\r\n this.$l.scaledScreenDistance = pb.mul(this.scaleDividedByCameraFar, this.viewDistance);\r\n this.$return(\r\n pb.div(\r\n pb.max(\r\n 0,\r\n pb.sub(\r\n pb.div(\r\n pb.sub(\r\n pb.dot(this.centerNormal, this.viewDelta),\r\n this.minResolutionMultipliedByCameraFar\r\n ),\r\n this.scaledScreenDistance\r\n ),\r\n this.bias\r\n )\r\n ),\r\n pb.add(pb.mul(this.scaledScreenDistance, this.scaledScreenDistance), 1)\r\n )\r\n );\r\n }\r\n );\r\n pb.func('getAO', [pb.vec3('vPos')], function () {\r\n this.scaleDividedByCameraFar = pb.div(this.scale, this.cameraNearFar.y);\r\n this.minResolutionMultipliedByCameraFar = pb.mul(this.minResolution, this.cameraNearFar.y);\r\n this.$l.centerViewNormal = pb.normalize(pb.cross(pb.dpdx(this.vPos), pb.dpdy(this.vPos)));\r\n this.$l.angle = pb.mul(\r\n this.rand(pb.add(this.$inputs.uv, pb.vec2(this.randomSeed))),\r\n Math.PI * 2\r\n );\r\n this.$l.radius = pb.div(pb.vec2(pb.mul(this.kernelRadius, 1 / NUM_SAMPLES)), this.size);\r\n this.$l.radiusStep = this.radius;\r\n this.$l.occlusionSum = pb.float(0);\r\n this.$l.weightSum = pb.float(0);\r\n this.$for(pb.int('i'), 0, NUM_SAMPLES, function () {\r\n this.$l.sampleUV = pb.add(\r\n this.$inputs.uv,\r\n pb.mul(pb.vec2(pb.cos(this.angle), pb.sin(this.angle)), this.radius)\r\n );\r\n this.radius = pb.add(this.radius, this.radiusStep);\r\n this.angle = pb.add(this.angle, (Math.PI * NUM_RINGS) / NUM_SAMPLES);\r\n 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{"version":3,"file":"sao.js","sources":["../../src/posteffect/sao.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BindGroup,\r\n GPUProgram,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n RenderStateSet,\r\n Texture2D\r\n} from '@zephyr3d/device';\r\nimport { isFloatTextureFormat } from '@zephyr3d/device';\r\nimport { AbstractPostEffect, PostEffectLayer } from './posteffect';\r\nimport { decodeNormalizedFloatFromRGBA, encodeNormalizedFloatToRGBA } from '../shaders/misc';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { Matrix4x4, Vector2, Vector4 } from '@zephyr3d/base';\r\nimport { BilateralBlurBlitter } from '../blitter/bilateralblur';\r\nimport type { BlitType } from '../blitter';\r\nimport type { DrawContext } from '../render';\r\nimport { fetchSampler } from '../utility/misc';\r\n\r\nconst NUM_SAMPLES = 7;\r\nconst NUM_RINGS = 4;\r\n\r\nclass DepthLimitAOBlurBlitter extends BilateralBlurBlitter {\r\n private _packed: boolean;\r\n constructor(finalPhase: boolean) {\r\n super(finalPhase);\r\n this._packed = false;\r\n }\r\n get packed() {\r\n return this._packed;\r\n }\r\n set packed(val) {\r\n if (this._packed !== !!val) {\r\n this._packed = !!val;\r\n this.invalidateHash();\r\n }\r\n }\r\n protected calcHash() {\r\n return `${this._packed}:${super.calcHash()}`;\r\n }\r\n readTexel(\r\n scope: PBInsideFunctionScope,\r\n type: BlitType,\r\n srcTex: PBShaderExp,\r\n srcUV: PBShaderExp,\r\n srcLayer: PBShaderExp,\r\n sampleType: 'float' | 'int' | 'uint' | 'depth'\r\n ) {\r\n const pb = scope.$builder;\r\n const texel = super.readTexel(scope, type, srcTex, srcUV, srcLayer, sampleType);\r\n if (this._packed) {\r\n return pb.vec4(pb.vec3(decodeNormalizedFloatFromRGBA(scope, texel)), 1);\r\n } else {\r\n return pb.vec4(texel.rrr, 1);\r\n }\r\n }\r\n writeTexel(scope: PBInsideFunctionScope, type: BlitType, uv: PBShaderExp, texel: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const outTexel = super.writeTexel(scope, type, uv, pb.vec4(texel.rrr, 1));\r\n return this._finalPhase || !this._packed\r\n ? pb.vec4(outTexel.rrr, 1)\r\n : encodeNormalizedFloatToRGBA(scope, outTexel.r);\r\n }\r\n}\r\n/**\r\n * The Scalable Ambient Obscurance (SAO) post effect\r\n * @public\r\n */\r\nexport class SAO extends AbstractPostEffect {\r\n private static _program: Nullable<GPUProgram> = null;\r\n private static _programPacked: Nullable<GPUProgram> = null;\r\n private static _renderState: Nullable<RenderStateSet> = null;\r\n private static _renderStateBlend: Nullable<RenderStateSet> = null;\r\n private static _bindgroup: Nullable<BindGroup> = null;\r\n private static _bindgroupPacked: Nullable<BindGroup> = null;\r\n private _saoScale: number;\r\n private _saoBias: number;\r\n private _saoIntensity: number;\r\n private _saoRadius: number;\r\n private _saoMinResolution: number;\r\n private readonly _saoRandomSeed: number;\r\n private _saoBlurDepthCutoff: number;\r\n private readonly _blitterH: DepthLimitAOBlurBlitter;\r\n private readonly _blitterV: DepthLimitAOBlurBlitter;\r\n private _supported: boolean;\r\n /**\r\n * Creates an instance of SAO post effect\r\n */\r\n constructor() {\r\n super();\r\n this._supported = true;\r\n this._layer = PostEffectLayer.opaque;\r\n this._saoScale = 10;\r\n this._saoBias = 1;\r\n this._saoIntensity = 0.025;\r\n this._saoRadius = 100;\r\n this._saoMinResolution = 0;\r\n this._saoRandomSeed = 0;\r\n this._saoBlurDepthCutoff = 2;\r\n this._blitterH = new DepthLimitAOBlurBlitter(false);\r\n this._blitterH.kernelRadius = 8;\r\n this._blitterH.stdDev = 10;\r\n this._blitterV = new DepthLimitAOBlurBlitter(true);\r\n this._blitterV.kernelRadius = 8;\r\n this._blitterV.stdDev = 10;\r\n }\r\n /** Scale value */\r\n get scale() {\r\n return this._saoScale;\r\n }\r\n set scale(val) {\r\n this._saoScale = val;\r\n }\r\n /** Bias value */\r\n get bias() {\r\n return this._saoBias;\r\n }\r\n set bias(val) {\r\n this._saoBias = val;\r\n }\r\n /** Radius value */\r\n get radius() {\r\n return this._saoRadius;\r\n }\r\n set radius(val) {\r\n this._saoRadius = val;\r\n }\r\n /** SAO intensity */\r\n get intensity() {\r\n return this._saoIntensity;\r\n }\r\n set intensity(val) {\r\n this._saoIntensity = val;\r\n }\r\n /** Minimum resolution */\r\n get minResolution() {\r\n return this._saoMinResolution;\r\n }\r\n set minResolution(val) {\r\n this._saoMinResolution = val;\r\n }\r\n /** Blur kernel size */\r\n get blurKernelSize() {\r\n return this._blitterH.kernelRadius;\r\n }\r\n set blurKernelSize(val) {\r\n val = Math.min(64, Math.max(0, val >> 0));\r\n this._blitterH.kernelRadius = val;\r\n this._blitterV.kernelRadius = val;\r\n }\r\n /** Gaussian blur stddev value */\r\n get blurStdDev() {\r\n return this._blitterH.stdDev;\r\n }\r\n set blurStdDev(val) {\r\n this._blitterH.stdDev = val;\r\n this._blitterV.stdDev = val;\r\n }\r\n /** Cutoff of depth limited blur */\r\n get blurDepthCutoff() {\r\n return this._saoBlurDepthCutoff;\r\n }\r\n set blurDepthCutoff(val) {\r\n this._saoBlurDepthCutoff = val;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.requireLinearDepthTexture} */\r\n requireLinearDepthTexture() {\r\n return true;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.requireDepthAttachment} */\r\n requireDepthAttachment() {\r\n return true;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.apply} */\r\n apply(ctx: DrawContext, inputColorTexture: Texture2D, sceneDepthTexture: Texture2D, srgbOutput: boolean) {\r\n const device = ctx.device;\r\n const viewport = device.getViewport();\r\n this._prepare(device, inputColorTexture);\r\n this.passThrough(ctx, inputColorTexture, srgbOutput);\r\n if (!this._supported) {\r\n return;\r\n }\r\n const fmt = this._getIntermediateTextureFormat(device);\r\n const depth = device.getFramebuffer()!.getDepthAttachment() as Texture2D;\r\n\r\n const fbao = device.pool.fetchTemporalTexture2D(false, fmt, depth.width, depth.height, false);\r\n const fbblur = device.pool.fetchTemporalTexture2D(false, fmt, depth.width, depth.height, false);\r\n const packed = fbao.format === 'rgba8unorm';\r\n const cameraNearFar = new Vector2(ctx.camera.getNearPlane(), ctx.camera.getFarPlane());\r\n device.pushDeviceStates();\r\n device.setFramebuffer([fbao], depth);\r\n device.clearFrameBuffer(packed ? new Vector4(0, 0, 0, 1) : new Vector4(1, 0, 0, 1), null, null);\r\n const bindgroup = packed ? SAO._bindgroupPacked! : SAO._bindgroup!;\r\n bindgroup.setValue('flip', this.needFlip(device) ? 1 : 0);\r\n bindgroup.setTexture('depthTex', sceneDepthTexture, fetchSampler('clamp_nearest_nomip'));\r\n bindgroup.setValue('scale', this._saoScale);\r\n bindgroup.setValue('invProj', Matrix4x4.invert(ctx.camera.getProjectionMatrix()));\r\n bindgroup.setValue('bias', this._saoBias);\r\n bindgroup.setValue('cameraNearFar', cameraNearFar);\r\n bindgroup.setValue('intensity', this._saoIntensity);\r\n bindgroup.setValue('kernelRadius', this._saoRadius);\r\n bindgroup.setValue('minResolution', this._saoMinResolution);\r\n bindgroup.setValue('size', new Vector2(viewport.width, viewport.height));\r\n bindgroup.setValue('randomSeed', this._saoRandomSeed);\r\n device.setRenderStates(SAO._renderState);\r\n device.setProgram(packed ? SAO._programPacked : SAO._program);\r\n device.setBindGroup(0, bindgroup);\r\n this.drawFullscreenQuad(SAO._renderState!);\r\n this._blitterH.size = new Vector2(inputColorTexture.width, inputColorTexture.height);\r\n this._blitterH.depthTex = sceneDepthTexture;\r\n this._blitterH.depthCutoff = this._saoBlurDepthCutoff;\r\n this._blitterH.sampler = fetchSampler('clamp_nearest_nomip');\r\n this._blitterH.cameraNearFar = cameraNearFar;\r\n this._blitterH.packed = packed;\r\n this._blitterH.renderStates = SAO._renderState;\r\n this._blitterV.size = new Vector2(inputColorTexture.width, inputColorTexture.height);\r\n this._blitterV.depthTex = sceneDepthTexture;\r\n this._blitterV.depthCutoff = this._saoBlurDepthCutoff;\r\n this._blitterV.sampler = fetchSampler('clamp_nearest_nomip');\r\n this._blitterV.cameraNearFar = cameraNearFar;\r\n this._blitterV.packed = packed;\r\n this._blitterV.srgbOut = srgbOutput;\r\n this._blitterV.renderStates = SAO._renderStateBlend;\r\n this._blitterH.blit(fbao, fbblur);\r\n device.popDeviceStates();\r\n this._blitterV.blit(fbblur, device.getFramebuffer()!);\r\n device.pool.releaseTexture(fbao);\r\n device.pool.releaseTexture(fbblur);\r\n }\r\n private _getIntermediateTextureFormat(device: AbstractDevice) {\r\n const texCaps = device.getDeviceCaps().textureCaps;\r\n return device.type === 'webgl' ||\r\n (!texCaps.supportHalfFloatColorBuffer && !texCaps.supportFloatColorBuffer)\r\n ? 'rgba8unorm'\r\n : texCaps.supportHalfFloatColorBuffer\r\n ? 'r16f'\r\n : 'r32f';\r\n }\r\n /** @internal */\r\n private _prepare(device: AbstractDevice, _srcTexture: Texture2D) {\r\n const fb = device.getFramebuffer();\r\n const isFloatFramebuffer = fb && isFloatTextureFormat(fb.getColorAttachments()[0].format);\r\n this._supported = !isFloatFramebuffer || device.getDeviceCaps().framebufferCaps.supportFloatBlending;\r\n if (this._supported) {\r\n if (!SAO._renderState) {\r\n SAO._renderState = device.createRenderStateSet();\r\n SAO._renderState.useDepthState().enableTest(true).enableWrite(false).setCompareFunc('gt');\r\n SAO._renderState.useRasterizerState().setCullMode('none');\r\n SAO._renderStateBlend = device.createRenderStateSet();\r\n SAO._renderStateBlend.useDepthState().enableTest(true).enableWrite(false).setCompareFunc('gt');\r\n SAO._renderStateBlend.useRasterizerState().setCullMode('none');\r\n SAO._renderStateBlend\r\n .useBlendingState()\r\n .enable(true)\r\n .setBlendFuncRGB('zero', 'src-color')\r\n .setBlendFuncAlpha('zero', 'one');\r\n }\r\n function createProgram(packed: boolean) {\r\n const program = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.flip = pb.int().uniform(0);\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n this.$outputs.uv = pb.vec2();\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, 1, 1);\r\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\r\n this.$if(pb.notEqual(this.flip, 0), function () {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n });\r\n });\r\n },\r\n fragment(pb) {\r\n this.depthTex = pb.tex2D().sampleType('unfilterable-float').uniform(0);\r\n this.scale = pb.float().uniform(0);\r\n this.invProj = pb.mat4().uniform(0);\r\n this.cameraNearFar = pb.vec2().uniform(0);\r\n this.intensity = pb.float().uniform(0);\r\n this.bias = pb.float().uniform(0);\r\n this.kernelRadius = pb.float().uniform(0);\r\n this.minResolution = pb.float().uniform(0);\r\n this.size = pb.vec2().uniform(0);\r\n this.randomSeed = pb.float().uniform(0);\r\n this.$l.scaleDividedByCameraFar = pb.float();\r\n this.$l.minResolutionMultipliedByCameraFar = pb.float();\r\n pb.func('rand', [pb.vec2('uv')], function () {\r\n this.$l.a = 12.9898;\r\n this.$l.b = 78.233;\r\n this.$l.c = 43758.5453;\r\n this.$l.dt = pb.dot(this.uv, pb.vec2(this.a, this.b));\r\n this.$l.sn = pb.mod(this.dt, Math.PI);\r\n this.$return(pb.fract(pb.mul(pb.sin(this.sn), this.c)));\r\n });\r\n pb.func('getPositionVS', [pb.vec2('uv')], function () {\r\n this.$l.depthValue = pb.textureSample(this.depthTex, this.uv);\r\n if (device.type === 'webgl') {\r\n this.$l.linearDepth = decodeNormalizedFloatFromRGBA(this, this.depthValue);\r\n } else {\r\n this.$l.linearDepth = this.depthValue.r;\r\n }\r\n this.$l.nonLinearDepth = pb.div(\r\n pb.sub(pb.div(this.cameraNearFar.x, this.linearDepth), this.cameraNearFar.y),\r\n pb.sub(this.cameraNearFar.x, this.cameraNearFar.y)\r\n );\r\n this.$l.clipSpacePos = pb.vec4(\r\n pb.sub(pb.mul(this.uv, 2), pb.vec2(1)),\r\n pb.sub(pb.mul(this.nonLinearDepth, 2), 1),\r\n 1\r\n );\r\n // this.$l.clipSpacePos = pb.vec4(this.uv, this.nonLinearDepth, 1);\r\n this.$l.vPos = pb.mul(this.invProj, this.clipSpacePos);\r\n this.vPos = pb.div(this.vPos, this.vPos.w);\r\n this.$return(this.vPos.xyz);\r\n });\r\n pb.func(\r\n 'getOcclusion',\r\n [pb.vec3('centerPos'), pb.vec3('centerNormal'), pb.vec3('samplePos')],\r\n function () {\r\n this.$l.viewDelta = pb.sub(this.samplePos, this.centerPos);\r\n this.$l.viewDistance = pb.length(this.viewDelta);\r\n this.$l.scaledScreenDistance = pb.mul(this.scaleDividedByCameraFar, this.viewDistance);\r\n this.$return(\r\n pb.div(\r\n pb.max(\r\n 0,\r\n pb.sub(\r\n pb.div(\r\n pb.sub(\r\n pb.dot(this.centerNormal, this.viewDelta),\r\n this.minResolutionMultipliedByCameraFar\r\n ),\r\n this.scaledScreenDistance\r\n ),\r\n this.bias\r\n )\r\n ),\r\n pb.add(pb.mul(this.scaledScreenDistance, this.scaledScreenDistance), 1)\r\n )\r\n );\r\n }\r\n );\r\n pb.func('getAO', [pb.vec3('vPos')], function () {\r\n this.scaleDividedByCameraFar = pb.div(this.scale, this.cameraNearFar.y);\r\n this.minResolutionMultipliedByCameraFar = pb.mul(this.minResolution, this.cameraNearFar.y);\r\n this.$l.centerViewNormal = pb.normalize(pb.cross(pb.dpdx(this.vPos), pb.dpdy(this.vPos)));\r\n this.$l.angle = pb.mul(\r\n this.rand(pb.add(this.$inputs.uv, pb.vec2(this.randomSeed))),\r\n Math.PI * 2\r\n );\r\n this.$l.radius = pb.div(pb.vec2(pb.mul(this.kernelRadius, 1 / NUM_SAMPLES)), this.size);\r\n this.$l.radiusStep = this.radius;\r\n this.$l.occlusionSum = pb.float(0);\r\n this.$l.weightSum = pb.float(0);\r\n this.$for(pb.int('i'), 0, NUM_SAMPLES, function () {\r\n this.$l.sampleUV = pb.add(\r\n this.$inputs.uv,\r\n pb.mul(pb.vec2(pb.cos(this.angle), pb.sin(this.angle)), this.radius)\r\n );\r\n this.radius = pb.add(this.radius, this.radiusStep);\r\n this.angle = pb.add(this.angle, (Math.PI * NUM_RINGS) / NUM_SAMPLES);\r\n this.samplePos = this.getPositionVS(this.sampleUV);\r\n this.occlusionSum = pb.add(\r\n this.occlusionSum,\r\n this.getOcclusion(this.vPos, this.centerViewNormal, this.samplePos)\r\n );\r\n this.weightSum = pb.add(this.weightSum, 1);\r\n });\r\n this.$if(pb.equal(this.weightSum, 0), function () {\r\n pb.discard();\r\n });\r\n this.$return(pb.div(pb.mul(this.occlusionSum, this.intensity), this.weightSum));\r\n });\r\n pb.main(function () {\r\n this.$l.vPos = this.getPositionVS(this.$inputs.uv);\r\n this.$l.ao = pb.clamp(pb.sub(1, this.getAO(this.vPos)), 0, packed ? 0.999 : 1);\r\n if (packed) {\r\n this.$outputs.outColor = encodeNormalizedFloatToRGBA(this, this.ao);\r\n } else {\r\n this.$outputs.outColor = pb.vec4(this.ao, this.ao, this.ao, 1);\r\n }\r\n });\r\n }\r\n })!;\r\n program.name = packed ? 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import { Vector2, Vector4 } from '@zephyr3d/base';
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import { ShaderHelper } from '../material/shader/helper.js';
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import '../material/lambert.js';
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import '../material/blinn.js';
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import '../material/unlit.js';
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import '../material/particle.js';
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import '../material/subsurfaceprofile.js';
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import '../material/skin.js';
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import '@zephyr3d/device';
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import '../values.js';
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import '../material/meshmaterial.js';
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import '../material/grassmaterial.js';
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import '../material/terrain-cm.js';
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import '../material/pbrmr.js';
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import '../material/pbrsg.js';
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import '../material/mtoon.js';
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import '../material/pbrblueprint.js';
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import '../material/sprite.js';
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import '../material/sprite_std.js';
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import '../utility/blueprint/material/texture.js';
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import { linearToGamma } from '../shaders/misc.js';
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import { fetchSampler } from '../utility/misc.js';
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import { AbstractPostEffect, PostEffectLayer } from './posteffect.js';
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/**
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* Stylized screen-space skin scattering pass.
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*
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* @remarks
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* This is intentionally separate from the profile-based {@link SSS} pass. It follows the simpler
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* depth-aware blur used by many character renderers: a skin material writes a lighting multiplier
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* into a side buffer, then this pass performs a fixed 9x9 depth-aware blur and composites it back
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* over the opaque color.
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*
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* @public
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*/ class SkinSSS extends AbstractPostEffect {
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static _program = null;
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_bindGroup;
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_strength;
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_opacity;
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_sampleStep;
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_depthScale;
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_colorBoost;
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43
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+
constructor(){
|
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44
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+
super();
|
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45
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+
this._layer = PostEffectLayer.opaque;
|
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46
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+
this._bindGroup = null;
|
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47
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+
this._strength = 1;
|
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48
|
+
this._opacity = 0.18;
|
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49
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+
this._sampleStep = 2;
|
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50
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+
this._depthScale = 80;
|
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51
|
+
this._colorBoost = 1;
|
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52
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+
}
|
|
53
|
+
/** Final blend strength. */ get strength() {
|
|
54
|
+
return this._strength;
|
|
55
|
+
}
|
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56
|
+
set strength(val) {
|
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57
|
+
this._strength = Math.max(0, val ?? 0);
|
|
58
|
+
}
|
|
59
|
+
/** Bias subtracted from the blurred skin mask before compositing. */ get opacity() {
|
|
60
|
+
return this._opacity;
|
|
61
|
+
}
|
|
62
|
+
set opacity(val) {
|
|
63
|
+
this._opacity = Math.max(0, Math.min(1, val ?? 0));
|
|
64
|
+
}
|
|
65
|
+
/** Pixel spacing between blur taps. The reference shader uses 2. */ get sampleStep() {
|
|
66
|
+
return this._sampleStep;
|
|
67
|
+
}
|
|
68
|
+
set sampleStep(val) {
|
|
69
|
+
this._sampleStep = Math.max(0.25, val ?? 0.25);
|
|
70
|
+
}
|
|
71
|
+
/** Depth rejection scale. The reference shader uses 80. */ get depthScale() {
|
|
72
|
+
return this._depthScale;
|
|
73
|
+
}
|
|
74
|
+
set depthScale(val) {
|
|
75
|
+
this._depthScale = Math.max(0, val ?? 0);
|
|
76
|
+
}
|
|
77
|
+
/** Multiplier applied to the blurred skin lighting multiplier before compositing. */ get colorBoost() {
|
|
78
|
+
return this._colorBoost;
|
|
79
|
+
}
|
|
80
|
+
set colorBoost(val) {
|
|
81
|
+
this._colorBoost = Math.max(0, val ?? 0);
|
|
82
|
+
}
|
|
83
|
+
requireLinearDepthTexture() {
|
|
84
|
+
return true;
|
|
85
|
+
}
|
|
86
|
+
apply(ctx, inputColorTexture, sceneDepthTexture, srgbOutput) {
|
|
87
|
+
if (!ctx.SkinSSSTexture || this._strength <= 0) {
|
|
88
|
+
this.passThrough(ctx, inputColorTexture, srgbOutput);
|
|
89
|
+
return;
|
|
90
|
+
}
|
|
91
|
+
const device = ctx.device;
|
|
92
|
+
let program = SkinSSS._program;
|
|
93
|
+
if (!program) {
|
|
94
|
+
program = this.createProgram(ctx);
|
|
95
|
+
SkinSSS._program = program;
|
|
96
|
+
}
|
|
97
|
+
if (!this._bindGroup) {
|
|
98
|
+
this._bindGroup = device.createBindGroup(program.bindGroupLayouts[0]);
|
|
99
|
+
}
|
|
100
|
+
this._bindGroup.setTexture('colorTex', inputColorTexture, fetchSampler('clamp_linear'));
|
|
101
|
+
this._bindGroup.setTexture('skinTex', ctx.SkinSSSTexture, fetchSampler('clamp_linear'));
|
|
102
|
+
this._bindGroup.setTexture('depthTex', sceneDepthTexture, fetchSampler('clamp_nearest_nomip'));
|
|
103
|
+
this._bindGroup.setValue('cameraNearFar', new Vector2(ctx.camera.getNearPlane(), ctx.camera.getFarPlane()));
|
|
104
|
+
this._bindGroup.setValue('targetSize', new Vector4(inputColorTexture.width, inputColorTexture.height, inputColorTexture.width, inputColorTexture.height));
|
|
105
|
+
this._bindGroup.setValue('strength', this._strength);
|
|
106
|
+
this._bindGroup.setValue('opacity', this._opacity);
|
|
107
|
+
this._bindGroup.setValue('sampleStep', this._sampleStep);
|
|
108
|
+
this._bindGroup.setValue('depthScale', this._depthScale);
|
|
109
|
+
this._bindGroup.setValue('colorBoost', this._colorBoost);
|
|
110
|
+
this._bindGroup.setValue('flip', this.needFlip(device) ? 1 : 0);
|
|
111
|
+
this._bindGroup.setValue('srgbOut', srgbOutput ? 1 : 0);
|
|
112
|
+
device.setProgram(program);
|
|
113
|
+
device.setBindGroup(0, this._bindGroup);
|
|
114
|
+
this.drawFullscreenQuad();
|
|
115
|
+
}
|
|
116
|
+
createProgram(ctx) {
|
|
117
|
+
const program = ctx.device.buildRenderProgram({
|
|
118
|
+
vertex (pb) {
|
|
119
|
+
this.flip = pb.int().uniform(0);
|
|
120
|
+
this.$inputs.pos = pb.vec2().attrib('position');
|
|
121
|
+
this.$outputs.uv = pb.vec2();
|
|
122
|
+
pb.main(function() {
|
|
123
|
+
this.$builtins.position = pb.vec4(this.$inputs.pos, 1, 1);
|
|
124
|
+
this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));
|
|
125
|
+
this.$if(pb.notEqual(this.flip, 0), function() {
|
|
126
|
+
this.$builtins.position.y = pb.neg(this.$builtins.position.y);
|
|
127
|
+
});
|
|
128
|
+
});
|
|
129
|
+
},
|
|
130
|
+
fragment (pb) {
|
|
131
|
+
this.colorTex = pb.tex2D().uniform(0);
|
|
132
|
+
this.skinTex = pb.tex2D().uniform(0);
|
|
133
|
+
this.depthTex = pb.tex2D().uniform(0);
|
|
134
|
+
this.cameraNearFar = pb.vec2().uniform(0);
|
|
135
|
+
this.targetSize = pb.vec4().uniform(0);
|
|
136
|
+
this.strength = pb.float().uniform(0);
|
|
137
|
+
this.opacity = pb.float().uniform(0);
|
|
138
|
+
this.sampleStep = pb.float().uniform(0);
|
|
139
|
+
this.depthScale = pb.float().uniform(0);
|
|
140
|
+
this.colorBoost = pb.float().uniform(0);
|
|
141
|
+
this.srgbOut = pb.int().uniform(0);
|
|
142
|
+
this.$outputs.outColor = pb.vec4();
|
|
143
|
+
pb.func('readDepth01', [
|
|
144
|
+
pb.vec2('uv')
|
|
145
|
+
], function() {
|
|
146
|
+
this.$return(ShaderHelper.sampleLinearDepth(this, this.depthTex, this.uv, 0));
|
|
147
|
+
});
|
|
148
|
+
pb.main(function() {
|
|
149
|
+
this.$l.uv = this.$inputs.uv;
|
|
150
|
+
this.$l.baseColor = pb.textureSampleLevel(this.colorTex, this.uv, 0);
|
|
151
|
+
this.$l.result = this.baseColor.rgb;
|
|
152
|
+
this.$l.centerDepth01 = this.readDepth01(this.uv);
|
|
153
|
+
this.$if(pb.lessThan(this.centerDepth01, 1), function() {
|
|
154
|
+
this.$l.centerDepth = pb.max(pb.mul(this.centerDepth01, this.cameraNearFar.y), 1e-4);
|
|
155
|
+
this.$l.sum = pb.vec4(0);
|
|
156
|
+
this.$l.weightSum = pb.float(0);
|
|
157
|
+
this.$for(pb.int('y'), -4, 5, function() {
|
|
158
|
+
this.$for(pb.int('x'), -4, 5, function() {
|
|
159
|
+
this.$l.offsetPx = pb.mul(pb.vec2(pb.float(this.x), pb.float(this.y)), this.sampleStep);
|
|
160
|
+
this.$l.sampleUV = pb.clamp(pb.add(this.uv, pb.div(this.offsetPx, this.targetSize.xy)), pb.vec2(0), pb.vec2(1));
|
|
161
|
+
this.$l.skinSample = pb.textureSampleLevel(this.skinTex, this.sampleUV, 0);
|
|
162
|
+
this.$if(pb.lessThanEqual(this.skinSample.a, 1e-4), function() {
|
|
163
|
+
this.skinSample = pb.vec4(0, 0, 0, this.opacity);
|
|
164
|
+
});
|
|
165
|
+
this.$l.sampleDepth01 = this.readDepth01(this.sampleUV);
|
|
166
|
+
this.$l.sampleDepth = pb.max(pb.mul(this.sampleDepth01, this.cameraNearFar.y), 1e-4);
|
|
167
|
+
this.$l.depthWeight = pb.clamp(pb.sub(1, pb.div(pb.mul(pb.abs(pb.sub(this.centerDepth, this.sampleDepth)), this.depthScale), this.centerDepth)), 0, 1);
|
|
168
|
+
this.depthWeight = pb.mul(this.depthWeight, this.depthWeight, pb.sub(3, pb.mul(this.depthWeight, 2)));
|
|
169
|
+
this.sum = pb.add(this.sum, pb.mul(this.skinSample, this.depthWeight));
|
|
170
|
+
this.weightSum = pb.add(this.weightSum, this.depthWeight);
|
|
171
|
+
});
|
|
172
|
+
});
|
|
173
|
+
this.$if(pb.greaterThan(this.weightSum, 1e-4), function() {
|
|
174
|
+
this.$l.blurredSkin = pb.div(this.sum, this.weightSum);
|
|
175
|
+
this.$l.alphaDelta = pb.sub(this.blurredSkin.a, this.opacity);
|
|
176
|
+
this.$l.referenceLit = pb.mul(this.baseColor.rgb, pb.add(pb.vec3(pb.sub(1, this.alphaDelta)), pb.mul(this.blurredSkin.rgb, pb.max(pb.sub(1, this.opacity), 0), this.colorBoost)));
|
|
177
|
+
this.result = pb.add(this.baseColor.rgb, pb.mul(pb.sub(this.referenceLit, this.baseColor.rgb), this.strength));
|
|
178
|
+
});
|
|
179
|
+
});
|
|
180
|
+
this.$if(pb.equal(this.srgbOut, 0), function() {
|
|
181
|
+
this.$outputs.outColor = pb.vec4(this.result, this.baseColor.a);
|
|
182
|
+
}).$else(function() {
|
|
183
|
+
this.$outputs.outColor = pb.vec4(linearToGamma(this, this.result), this.baseColor.a);
|
|
184
|
+
});
|
|
185
|
+
});
|
|
186
|
+
}
|
|
187
|
+
});
|
|
188
|
+
program.name = '@SkinSSS';
|
|
189
|
+
return program;
|
|
190
|
+
}
|
|
191
|
+
}
|
|
192
|
+
|
|
193
|
+
export { SkinSSS };
|
|
194
|
+
//# sourceMappingURL=skinsss.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"skinsss.js","sources":["../../src/posteffect/skinsss.ts"],"sourcesContent":["import { Vector2, Vector4 } from '@zephyr3d/base';\r\nimport type { BindGroup, GPUProgram, Texture2D } from '@zephyr3d/device';\r\nimport type { DrawContext } from '../render';\r\nimport { ShaderHelper } from '../material';\r\nimport { linearToGamma } from '../shaders/misc';\r\nimport { fetchSampler } from '../utility/misc';\r\nimport { AbstractPostEffect, PostEffectLayer } from './posteffect';\r\n\r\n/**\r\n * Stylized screen-space skin scattering pass.\r\n *\r\n * @remarks\r\n * This is intentionally separate from the profile-based {@link SSS} pass. It follows the simpler\r\n * depth-aware blur used by many character renderers: a skin material writes a lighting multiplier\r\n * into a side buffer, then this pass performs a fixed 9x9 depth-aware blur and composites it back\r\n * over the opaque color.\r\n *\r\n * @public\r\n */\r\nexport class SkinSSS extends AbstractPostEffect {\r\n private static _program: GPUProgram | null = null;\r\n private _bindGroup: BindGroup | null;\r\n private _strength: number;\r\n private _opacity: number;\r\n private _sampleStep: number;\r\n private _depthScale: number;\r\n private _colorBoost: number;\r\n\r\n constructor() {\r\n super();\r\n this._layer = PostEffectLayer.opaque;\r\n this._bindGroup = null;\r\n this._strength = 1;\r\n this._opacity = 0.18;\r\n this._sampleStep = 2;\r\n this._depthScale = 80;\r\n this._colorBoost = 1;\r\n }\r\n\r\n /** Final blend strength. */\r\n get strength() {\r\n return this._strength;\r\n }\r\n set strength(val) {\r\n this._strength = Math.max(0, val ?? 0);\r\n }\r\n\r\n /** Bias subtracted from the blurred skin mask before compositing. */\r\n get opacity() {\r\n return this._opacity;\r\n }\r\n set opacity(val) {\r\n this._opacity = Math.max(0, Math.min(1, val ?? 0));\r\n }\r\n\r\n /** Pixel spacing between blur taps. The reference shader uses 2. */\r\n get sampleStep() {\r\n return this._sampleStep;\r\n }\r\n set sampleStep(val) {\r\n this._sampleStep = Math.max(0.25, val ?? 0.25);\r\n }\r\n\r\n /** Depth rejection scale. The reference shader uses 80. */\r\n get depthScale() {\r\n return this._depthScale;\r\n }\r\n set depthScale(val) {\r\n this._depthScale = Math.max(0, val ?? 0);\r\n }\r\n\r\n /** Multiplier applied to the blurred skin lighting multiplier before compositing. */\r\n get colorBoost() {\r\n return this._colorBoost;\r\n }\r\n set colorBoost(val) {\r\n this._colorBoost = Math.max(0, val ?? 0);\r\n }\r\n\r\n requireLinearDepthTexture() {\r\n return true;\r\n }\r\n\r\n apply(ctx: DrawContext, inputColorTexture: Texture2D, sceneDepthTexture: Texture2D, srgbOutput: boolean) {\r\n if (!ctx.SkinSSSTexture || this._strength <= 0) {\r\n this.passThrough(ctx, inputColorTexture, srgbOutput);\r\n return;\r\n }\r\n const device = ctx.device;\r\n let program = SkinSSS._program;\r\n if (!program) {\r\n program = this.createProgram(ctx);\r\n SkinSSS._program = program;\r\n }\r\n if (!this._bindGroup) {\r\n this._bindGroup = device.createBindGroup(program.bindGroupLayouts[0]);\r\n }\r\n this._bindGroup.setTexture('colorTex', inputColorTexture, fetchSampler('clamp_linear'));\r\n this._bindGroup.setTexture('skinTex', ctx.SkinSSSTexture, fetchSampler('clamp_linear'));\r\n this._bindGroup.setTexture('depthTex', sceneDepthTexture, fetchSampler('clamp_nearest_nomip'));\r\n this._bindGroup.setValue('cameraNearFar', new Vector2(ctx.camera.getNearPlane(), ctx.camera.getFarPlane()));\r\n this._bindGroup.setValue(\r\n 'targetSize',\r\n new Vector4(inputColorTexture.width, inputColorTexture.height, inputColorTexture.width, inputColorTexture.height)\r\n );\r\n this._bindGroup.setValue('strength', this._strength);\r\n this._bindGroup.setValue('opacity', this._opacity);\r\n this._bindGroup.setValue('sampleStep', this._sampleStep);\r\n this._bindGroup.setValue('depthScale', this._depthScale);\r\n this._bindGroup.setValue('colorBoost', this._colorBoost);\r\n this._bindGroup.setValue('flip', this.needFlip(device) ? 1 : 0);\r\n this._bindGroup.setValue('srgbOut', srgbOutput ? 1 : 0);\r\n device.setProgram(program);\r\n device.setBindGroup(0, this._bindGroup);\r\n this.drawFullscreenQuad();\r\n }\r\n\r\n private createProgram(ctx: DrawContext) {\r\n const program = ctx.device.buildRenderProgram({\r\n vertex(pb) {\r\n this.flip = pb.int().uniform(0);\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n this.$outputs.uv = pb.vec2();\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, 1, 1);\r\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\r\n this.$if(pb.notEqual(this.flip, 0), function () {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n });\r\n });\r\n },\r\n fragment(pb) {\r\n this.colorTex = pb.tex2D().uniform(0);\r\n this.skinTex = pb.tex2D().uniform(0);\r\n this.depthTex = pb.tex2D().uniform(0);\r\n this.cameraNearFar = pb.vec2().uniform(0);\r\n this.targetSize = pb.vec4().uniform(0);\r\n this.strength = pb.float().uniform(0);\r\n this.opacity = pb.float().uniform(0);\r\n this.sampleStep = pb.float().uniform(0);\r\n this.depthScale = pb.float().uniform(0);\r\n this.colorBoost = pb.float().uniform(0);\r\n this.srgbOut = pb.int().uniform(0);\r\n this.$outputs.outColor = pb.vec4();\r\n pb.func('readDepth01', [pb.vec2('uv')], function () {\r\n this.$return(ShaderHelper.sampleLinearDepth(this, this.depthTex, this.uv, 0));\r\n });\r\n pb.main(function () {\r\n this.$l.uv = this.$inputs.uv;\r\n this.$l.baseColor = pb.textureSampleLevel(this.colorTex, this.uv, 0);\r\n this.$l.result = this.baseColor.rgb;\r\n this.$l.centerDepth01 = this.readDepth01(this.uv);\r\n this.$if(pb.lessThan(this.centerDepth01, 1), function () {\r\n this.$l.centerDepth = pb.max(pb.mul(this.centerDepth01, this.cameraNearFar.y), 1e-4);\r\n this.$l.sum = pb.vec4(0);\r\n this.$l.weightSum = pb.float(0);\r\n this.$for(pb.int('y'), -4, 5, function () {\r\n this.$for(pb.int('x'), -4, 5, function () {\r\n this.$l.offsetPx = pb.mul(pb.vec2(pb.float(this.x), pb.float(this.y)), this.sampleStep);\r\n this.$l.sampleUV = pb.clamp(\r\n pb.add(this.uv, pb.div(this.offsetPx, this.targetSize.xy)),\r\n pb.vec2(0),\r\n pb.vec2(1)\r\n );\r\n this.$l.skinSample = pb.textureSampleLevel(this.skinTex, this.sampleUV, 0);\r\n this.$if(pb.lessThanEqual(this.skinSample.a, 1e-4), function () {\r\n this.skinSample = pb.vec4(0, 0, 0, this.opacity);\r\n });\r\n this.$l.sampleDepth01 = this.readDepth01(this.sampleUV);\r\n this.$l.sampleDepth = pb.max(pb.mul(this.sampleDepth01, this.cameraNearFar.y), 1e-4);\r\n this.$l.depthWeight = pb.clamp(\r\n pb.sub(\r\n 1,\r\n pb.div(\r\n pb.mul(pb.abs(pb.sub(this.centerDepth, this.sampleDepth)), this.depthScale),\r\n this.centerDepth\r\n )\r\n ),\r\n 0,\r\n 1\r\n );\r\n this.depthWeight = pb.mul(\r\n this.depthWeight,\r\n this.depthWeight,\r\n pb.sub(3, pb.mul(this.depthWeight, 2))\r\n );\r\n this.sum = pb.add(this.sum, pb.mul(this.skinSample, this.depthWeight));\r\n this.weightSum = pb.add(this.weightSum, this.depthWeight);\r\n });\r\n });\r\n this.$if(pb.greaterThan(this.weightSum, 1e-4), function () {\r\n this.$l.blurredSkin = pb.div(this.sum, this.weightSum);\r\n this.$l.alphaDelta = pb.sub(this.blurredSkin.a, this.opacity);\r\n this.$l.referenceLit = pb.mul(\r\n this.baseColor.rgb,\r\n pb.add(\r\n pb.vec3(pb.sub(1, this.alphaDelta)),\r\n pb.mul(this.blurredSkin.rgb, pb.max(pb.sub(1, this.opacity), 0), this.colorBoost)\r\n )\r\n );\r\n this.result = pb.add(\r\n this.baseColor.rgb,\r\n pb.mul(pb.sub(this.referenceLit, this.baseColor.rgb), this.strength)\r\n );\r\n });\r\n });\r\n this.$if(pb.equal(this.srgbOut, 0), function () {\r\n this.$outputs.outColor = pb.vec4(this.result, this.baseColor.a);\r\n }).$else(function () {\r\n this.$outputs.outColor = pb.vec4(linearToGamma(this, this.result), this.baseColor.a);\r\n });\r\n });\r\n }\r\n })!;\r\n program.name = '@SkinSSS';\r\n return program;\r\n 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package/dist/posteffect/ssr.js
CHANGED
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@@ -12,6 +12,7 @@ import '../material/blinn.js';
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12
12
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import '../material/unlit.js';
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13
13
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import '../material/particle.js';
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14
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import '../material/subsurfaceprofile.js';
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15
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+
import '../material/skin.js';
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15
16
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import '@zephyr3d/device';
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16
17
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import '../values.js';
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import '../material/meshmaterial.js';
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@@ -261,11 +262,9 @@ import { RGHistoryResources } from '../render/rendergraph/history_resources.js';
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this.blurPass(ctx, blitterV, intersectTex, 2, blurSizeScale, kernelRadius, stdDev, depthCutoff, pingpongFramebuffer[1], pingpongFramebuffer[0]);
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}
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const historyManager = ctx.camera.getHistoryResourceManager();
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const useGraphHistory = !!historyManager?.frameActive;
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const history = useGraphHistory ? null : ctx.camera.getHistoryData();
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let reflectanceTex = pingpongFramebuffer[0].getColorAttachments()[0];
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const prevSSRReflectTex =
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const prevSSRMotionVectorTex =
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const prevSSRReflectTex = historyManager.tryGetPrevious(RGHistoryResources.SSR_REFLECT);
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const prevSSRMotionVectorTex = historyManager.tryGetPrevious(RGHistoryResources.SSR_MOTION_VECTOR);
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const canTemporal = ctx.camera.ssrTemporal && !!ctx.motionVectorTexture && !!prevSSRReflectTex && !!prevSSRMotionVectorTex && prevSSRReflectTex.width === reflectanceTex.width && prevSSRReflectTex.height === reflectanceTex.height;
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if (canTemporal) {
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this.temporal(ctx, reflectanceTex, sceneDepthTexture, prevSSRReflectTex, prevSSRMotionVectorTex, pingpongFramebuffer[1]);
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@@ -273,51 +272,29 @@ import { RGHistoryResources } from '../render/rendergraph/history_resources.js';
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}
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device.popDeviceStates();
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this.combine(ctx, inputColorTexture, reflectanceTex, srgbOutput);
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if (
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}, motionVectorSize, ctx.motionVectorTexture);
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}
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} else {
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if (history.prevSSRReflectTex) {
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device.pool.releaseTexture(history.prevSSRReflectTex);
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history.prevSSRReflectTex = null;
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}
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if (history.prevSSRMotionVectorTex) {
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device.pool.releaseTexture(history.prevSSRMotionVectorTex);
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history.prevSSRMotionVectorTex = null;
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}
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if (ctx.camera.ssrTemporal) {
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device.pool.retainTexture(reflectanceTex);
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history.prevSSRReflectTex = reflectanceTex;
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}
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if (ctx.camera.ssrTemporal && ctx.motionVectorTexture) {
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if (history.prevSSRMotionVectorTex) {
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device.pool.releaseTexture(history.prevSSRMotionVectorTex);
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}
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device.pool.retainTexture(ctx.motionVectorTexture);
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history.prevSSRMotionVectorTex = ctx.motionVectorTexture;
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}
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if (ctx.camera.ssrTemporal) {
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const reflectanceSize = {
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width: reflectanceTex.width,
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height: reflectanceTex.height
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};
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historyManager.queueRetainedCommit(RGHistoryResources.SSR_REFLECT, {
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format: reflectanceTex.format,
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sizeMode: 'absolute',
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width: reflectanceTex.width,
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height: reflectanceTex.height
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}, reflectanceSize, reflectanceTex);
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}
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if (ctx.camera.ssrTemporal && ctx.motionVectorTexture) {
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const motionVectorSize = {
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width: ctx.motionVectorTexture.width,
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height: ctx.motionVectorTexture.height
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};
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historyManager.queueRetainedCommit(RGHistoryResources.SSR_MOTION_VECTOR, {
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format: ctx.motionVectorTexture.format,
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sizeMode: 'absolute',
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width: ctx.motionVectorTexture.width,
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height: ctx.motionVectorTexture.height
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}, motionVectorSize, ctx.motionVectorTexture);
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}
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device.pool.releaseFrameBuffer(intersectFramebuffer);
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device.pool.releaseFrameBuffer(pingpongFramebuffer[0]);
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