@zephyr3d/scene 0.9.17 → 0.9.19
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/joint_dynamics/collision.js +8 -6
- package/dist/animation/joint_dynamics/collision.js.map +1 -1
- package/dist/animation/morphtargetgrouptrack.js +11 -3
- package/dist/animation/morphtargetgrouptrack.js.map +1 -1
- package/dist/app/scriptregistry.js +124 -6
- package/dist/app/scriptregistry.js.map +1 -1
- package/dist/index.d.ts +270 -7
- package/dist/index.js +2 -1
- package/dist/index.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +11 -5
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
- package/dist/material/mtoon.js +20 -2
- package/dist/material/mtoon.js.map +1 -1
- package/dist/material/shader/helper.js +21 -8
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/material/skin.js +4 -6
- package/dist/material/skin.js.map +1 -1
- package/dist/material/water.js +1 -1
- package/dist/material/water.js.map +1 -1
- package/dist/posteffect/bloom.js +177 -29
- package/dist/posteffect/bloom.js.map +1 -1
- package/dist/posteffect/compositor.js +111 -204
- package/dist/posteffect/compositor.js.map +1 -1
- package/dist/posteffect/motionblur.js +3 -0
- package/dist/posteffect/motionblur.js.map +1 -1
- package/dist/posteffect/posteffect.js +79 -0
- package/dist/posteffect/posteffect.js.map +1 -1
- package/dist/posteffect/skinsss.js +10 -10
- package/dist/posteffect/skinsss.js.map +1 -1
- package/dist/posteffect/ssr.js +247 -16
- package/dist/posteffect/ssr.js.map +1 -1
- package/dist/posteffect/taa.js +121 -19
- package/dist/posteffect/taa.js.map +1 -1
- package/dist/posteffect/tonemap.js +6 -6
- package/dist/posteffect/tonemap.js.map +1 -1
- package/dist/render/abuffer_oit.js +2 -1
- package/dist/render/abuffer_oit.js.map +1 -1
- package/dist/render/envlight.js +6 -3
- package/dist/render/envlight.js.map +1 -1
- package/dist/render/hzb.js +11 -4
- package/dist/render/hzb.js.map +1 -1
- package/dist/render/lightpass.js +7 -15
- package/dist/render/lightpass.js.map +1 -1
- package/dist/render/renderer.js +4 -3
- package/dist/render/renderer.js.map +1 -1
- package/dist/render/rendergraph/blackboard.js +78 -0
- package/dist/render/rendergraph/blackboard.js.map +1 -0
- package/dist/render/rendergraph/executor.js +41 -11
- package/dist/render/rendergraph/executor.js.map +1 -1
- package/dist/render/rendergraph/forward_plus_builder.js +495 -201
- package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
- package/dist/render/rendergraph/rendergraph.js +29 -0
- package/dist/render/rendergraph/rendergraph.js.map +1 -1
- package/dist/render/rendergraph/types.js.map +1 -1
- package/dist/scene/light.js +146 -146
- package/dist/scene/light.js.map +1 -1
- package/dist/shaders/ssr.js +52 -21
- package/dist/shaders/ssr.js.map +1 -1
- package/dist/shadow/shadowmapper.js +95 -95
- package/dist/shadow/shadowmapper.js.map +1 -1
- package/dist/utility/misc.js +10 -1
- package/dist/utility/misc.js.map +1 -1
- package/dist/utility/serialization/manager.js +2 -1
- package/dist/utility/serialization/manager.js.map +1 -1
- package/dist/utility/serialization/scene/animation.js +36 -2
- package/dist/utility/serialization/scene/animation.js.map +1 -1
- package/dist/utility/serialization/scene/light.js.map +1 -1
- package/package.json +2 -2
package/dist/posteffect/taa.js
CHANGED
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@@ -12,6 +12,7 @@ import '../shapes/sphere.js';
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import '../shapes/tetrahedron.js';
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import { temporalResolve } from '../shaders/temporal.js';
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import { RGHistoryResources } from '../render/rendergraph/history_resources.js';
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import { FrameResources } from '../render/rendergraph/blackboard.js';
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/** @internal */ class TAA extends AbstractPostEffect {
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static _resolveProgram = [];
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@@ -53,27 +54,125 @@ import { RGHistoryResources } from '../render/rendergraph/history_resources.js';
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if (!prevColorTex || !prevMotionVectorTex || prevColorTex.width !== inputColorTexture.width || prevColorTex.height !== inputColorTexture.height) {
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this.passThrough(ctx, inputColorTexture, srgbOutput);
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} else {
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-
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this._resolve(ctx, inputColorTexture, sceneDepthTexture, ctx.motionVectorTexture, prevColorTex, prevMotionVectorTex, srgbOutput);
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}
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}
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/** @internal */ _resolve(ctx, inputColorTexture, sceneDepthTexture, motionVectorTexture, prevColorTex, prevMotionVectorTex, srgbOutput) {
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let program = TAA._resolveProgram[ctx.camera.TAADebug];
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if (!program) {
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program = TAA._getResolveProgram(ctx, ctx.camera.TAADebug);
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TAA._resolveProgram[ctx.camera.TAADebug] = program;
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}
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if (!this._bindGroup) {
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this._bindGroup = ctx.device.createBindGroup(program.bindGroupLayouts[0]);
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}
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this._bindGroup.setTexture('historyColorTex', prevColorTex, fetchSampler('clamp_linear_nomip'));
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this._bindGroup.setTexture('currentColorTex', inputColorTexture, fetchSampler('clamp_nearest_nomip'));
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this._bindGroup.setTexture('currentDepthTex', sceneDepthTexture, fetchSampler('clamp_nearest_nomip'));
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this._bindGroup.setTexture('motionVector', motionVectorTexture, fetchSampler('clamp_nearest_nomip'));
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this._bindGroup.setTexture('prevMotionVector', prevMotionVectorTex, fetchSampler('clamp_nearest_nomip'));
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this._bindGroup.setValue('flip', this.needFlip(ctx.device) ? 1 : 0);
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this._bindGroup.setValue('srgbOut', srgbOutput ? 1 : 0);
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TAA._texSize.setXY(sceneDepthTexture.width, sceneDepthTexture.height);
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this._bindGroup.setValue('texSize', TAA._texSize);
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ctx.device.setProgram(program);
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ctx.device.setBindGroup(0, this._bindGroup);
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this.drawFullscreenQuad();
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}
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/** {@inheritDoc AbstractPostEffect.setup}
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*
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* Native implementation: previous-frame color/motion-vector textures are
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* imported as graph resources at build time and this frame's resolve output
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* and motion vectors are queued as retained history commits, making TAA
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* fully self-describing (no builder-side history plumbing).
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*/ setup(s) {
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const { graph, ctx, history, blackboard } = s;
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const motionVectorHandle = blackboard.get(FrameResources.MotionVector);
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const linearDepthHandle = blackboard.get(FrameResources.LinearDepth);
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if (!history || !motionVectorHandle || !linearDepthHandle) {
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// No temporal inputs available this frame — the legacy path degrades to
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// a pass-through.
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return this._setupFromApply(s);
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}
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const historySize = {
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width: s.width,
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height: s.height
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};
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const colorDesc = {
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format: s.colorFormat,
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sizeMode: 'absolute',
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width: s.width,
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height: s.height
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};
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const motionVectorDesc = {
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format: 'rgba16f',
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sizeMode: 'absolute',
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width: s.width,
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height: s.height
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};
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const prevColorHandle = history.importPreviousIfCompatible(graph, RGHistoryResources.TAA_COLOR, colorDesc, historySize);
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const prevMotionVectorHandle = history.importPreviousIfCompatible(graph, RGHistoryResources.TAA_MOTION_VECTOR, motionVectorDesc, historySize);
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return graph.addPass('PostEffect:TAA', (builder)=>{
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builder.read(s.input);
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builder.read(linearDepthHandle);
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builder.read(motionVectorHandle);
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if (prevColorHandle) {
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builder.read(prevColorHandle);
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}
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if (
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if (prevMotionVectorHandle) {
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builder.read(prevMotionVectorHandle);
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}
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for (const dep of s.dependencies){
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builder.read(dep);
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}
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// requireDepthAttachment is true, so this always resolves to an
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// intermediate texture — required anyway for the history commit below.
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const output = s.createOutput(builder, {
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needDepthAttachment: true
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});
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builder.setExecute((rg)=>{
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const device = ctx.device;
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device.pushDeviceStates();
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try {
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device.setFramebuffer(output.framebuffer ? rg.getFramebuffer(output.framebuffer) : null);
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const inputTexture = rg.getTexture(s.input);
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const depthTexture = rg.getTexture(linearDepthHandle);
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const motionVectorTexture = rg.getTexture(motionVectorHandle);
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const prevColorTex = prevColorHandle ? rg.getTexture(prevColorHandle) : null;
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const prevMotionVectorTex = prevMotionVectorHandle ? rg.getTexture(prevMotionVectorHandle) : null;
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if (!prevColorTex || !prevMotionVectorTex || prevColorTex.width !== inputTexture.width || prevColorTex.height !== inputTexture.height) {
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this.passThrough(ctx, inputTexture, output.srgbOutput);
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} else {
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this._resolve(ctx, inputTexture, depthTexture, motionVectorTexture, prevColorTex, prevMotionVectorTex, output.srgbOutput);
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}
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// Queue this frame's history: the TAA resolve output and the frame's
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// motion vectors. Commits are applied only after the graph executes
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// successfully (HistoryResourceManager.commitFrame).
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const outputTexture = rg.getTexture(output.color);
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history.queueRetainedCommit(RGHistoryResources.TAA_COLOR, {
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format: outputTexture.format,
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sizeMode: 'absolute',
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width: outputTexture.width,
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height: outputTexture.height
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}, {
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width: outputTexture.width,
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height: outputTexture.height
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}, outputTexture);
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history.queueRetainedCommit(RGHistoryResources.TAA_MOTION_VECTOR, {
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format: motionVectorTexture.format,
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sizeMode: 'absolute',
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width: motionVectorTexture.width,
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height: motionVectorTexture.height
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}, {
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width: motionVectorTexture.width,
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height: motionVectorTexture.height
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}, motionVectorTexture);
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} finally{
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device.popDeviceStates();
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}
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});
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return output.color;
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});
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}
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requireLinearDepthTexture(_ctx) {
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return true;
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@@ -81,6 +180,9 @@ import { RGHistoryResources } from '../render/rendergraph/history_resources.js';
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requireDepthAttachment(_ctx) {
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return true;
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}
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requireMotionVectorTexture(_ctx) {
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return true;
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}
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static _getSkyMotionVectorProgram(ctx) {
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if (!this._skyMotionVectorProgram) {
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this._skyMotionVectorProgram = ctx.device.buildRenderProgram({
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@@ -1 +1 @@
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{"version":3,"file":"taa.js","sources":["../../src/posteffect/taa.ts"],"sourcesContent":["import type { BindGroup, GPUProgram, Texture2D } from '@zephyr3d/device';\r\nimport type { DrawContext, Primitive } from '../render';\r\nimport { AbstractPostEffect, PostEffectLayer } from './posteffect';\r\nimport { linearToGamma } from '../shaders/misc';\r\nimport { fetchSampler } from '../utility/misc';\r\nimport { BoxShape } from '../shapes';\r\nimport { temporalResolve } from '../shaders/temporal';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { Vector2 } from '@zephyr3d/base';\r\nimport { RGHistoryResources } from '../render/rendergraph/history_resources';\r\n\r\n/** @internal */\r\nexport class TAA extends AbstractPostEffect {\r\n private static _resolveProgram: GPUProgram[] = [];\r\n private static _skyMotionVectorProgram: Nullable<GPUProgram> = null;\r\n private static _box: Primitive;\r\n private static readonly _texSize = new Vector2();\r\n private _bindGroup: Nullable<BindGroup>;\r\n private _skyMotionVectorBindGroup: Nullable<BindGroup>;\r\n constructor() {\r\n super();\r\n this._bindGroup = null;\r\n this._layer = PostEffectLayer.end;\r\n this._skyMotionVectorBindGroup = null;\r\n }\r\n renderSkyMotionVectors(ctx: DrawContext) {\r\n const fb = ctx.device.pool.fetchTemporalFramebuffer(\r\n false,\r\n 0,\r\n 0,\r\n ctx.motionVectorTexture!,\r\n ctx.depthTexture\r\n );\r\n const program = TAA._getSkyMotionVectorProgram(ctx);\r\n if (!this._skyMotionVectorBindGroup) {\r\n this._skyMotionVectorBindGroup = ctx.device.createBindGroup(program.bindGroupLayouts[0]);\r\n }\r\n const box = TAA._getBox(ctx);\r\n this._skyMotionVectorBindGroup.setValue('VPMatrix', ctx.camera.viewProjectionMatrix);\r\n this._skyMotionVectorBindGroup.setValue('prevVPMatrix', ctx.camera.prevVPMatrix!);\r\n this._skyMotionVectorBindGroup.setValue('cameraPos', ctx.camera.getWorldPosition());\r\n this._skyMotionVectorBindGroup.setValue('prevCameraPos', ctx.camera.prevPosition!);\r\n ctx.device.pushDeviceStates();\r\n ctx.device.setProgram(program);\r\n ctx.device.setBindGroup(0, this._skyMotionVectorBindGroup);\r\n ctx.device.setRenderStates(AbstractPostEffect.getDefaultRenderState(ctx, 'le'));\r\n ctx.device.setFramebuffer(fb);\r\n box.draw();\r\n ctx.device.popDeviceStates();\r\n ctx.device.pool.releaseFrameBuffer(fb);\r\n }\r\n apply(ctx: DrawContext, inputColorTexture: Texture2D, sceneDepthTexture: Texture2D, srgbOutput: boolean) {\r\n const historyManager = ctx.camera.getHistoryResourceManager();\r\n const prevColorTex = historyManager!.tryGetPrevious(RGHistoryResources.TAA_COLOR);\r\n const prevMotionVectorTex = historyManager!.tryGetPrevious(RGHistoryResources.TAA_MOTION_VECTOR);\r\n if (\r\n !prevColorTex ||\r\n !prevMotionVectorTex ||\r\n prevColorTex.width !== inputColorTexture.width ||\r\n prevColorTex.height !== inputColorTexture.height\r\n ) {\r\n this.passThrough(ctx, inputColorTexture, srgbOutput);\r\n } else {\r\n let program = TAA._resolveProgram[ctx.camera.TAADebug];\r\n if (!program) {\r\n program = TAA._getResolveProgram(ctx, ctx.camera.TAADebug);\r\n TAA._resolveProgram[ctx.camera.TAADebug] = program;\r\n }\r\n if (!this._bindGroup) {\r\n this._bindGroup = ctx.device.createBindGroup(program.bindGroupLayouts[0]);\r\n }\r\n this._bindGroup.setTexture('historyColorTex', prevColorTex, fetchSampler('clamp_linear_nomip'));\r\n this._bindGroup.setTexture('currentColorTex', inputColorTexture, fetchSampler('clamp_nearest_nomip'));\r\n this._bindGroup.setTexture('currentDepthTex', sceneDepthTexture, fetchSampler('clamp_nearest_nomip'));\r\n this._bindGroup.setTexture(\r\n 'motionVector',\r\n ctx.motionVectorTexture!,\r\n fetchSampler('clamp_nearest_nomip')\r\n );\r\n this._bindGroup.setTexture(\r\n 'prevMotionVector',\r\n prevMotionVectorTex,\r\n fetchSampler('clamp_nearest_nomip')\r\n );\r\n this._bindGroup.setValue('flip', this.needFlip(ctx.device) ? 1 : 0);\r\n this._bindGroup.setValue('srgbOut', srgbOutput ? 1 : 0);\r\n TAA._texSize.setXY(sceneDepthTexture.width, sceneDepthTexture.height);\r\n this._bindGroup.setValue('texSize', TAA._texSize);\r\n ctx.device.setProgram(program);\r\n ctx.device.setBindGroup(0, this._bindGroup);\r\n this.drawFullscreenQuad();\r\n }\r\n }\r\n requireLinearDepthTexture(_ctx: DrawContext) {\r\n return true;\r\n }\r\n requireDepthAttachment(_ctx: DrawContext) {\r\n return true;\r\n }\r\n private static _getSkyMotionVectorProgram(ctx: DrawContext) {\r\n if (!this._skyMotionVectorProgram) {\r\n this._skyMotionVectorProgram = ctx.device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$inputs.pos = pb.vec3().attrib('position');\r\n this.VPMatrix = pb.mat4().uniform(0);\r\n this.prevVPMatrix = pb.mat4().uniform(0);\r\n this.cameraPos = pb.vec3().uniform(0);\r\n this.prevCameraPos = pb.vec3().uniform(0);\r\n pb.main(function () {\r\n this.$l.worldPos = pb.add(this.$inputs.pos, this.cameraPos);\r\n this.$l.prevWorldPos = pb.add(this.$inputs.pos, this.prevCameraPos);\r\n this.$l.clipPos = pb.mul(this.VPMatrix, pb.vec4(this.worldPos, 1));\r\n this.$l.prevClipPos = pb.mul(this.prevVPMatrix, pb.vec4(this.prevWorldPos, 1));\r\n this.clipPos.z = this.clipPos.w;\r\n this.$builtins.position = this.clipPos;\r\n this.$outputs.currentPos = this.clipPos;\r\n this.$outputs.prevPos = this.prevClipPos;\r\n });\r\n },\r\n fragment(pb) {\r\n this.$outputs.color = pb.vec4();\r\n pb.main(function () {\r\n this.$l.motionVector = pb.mul(\r\n pb.sub(\r\n pb.div(this.$inputs.currentPos.xy, this.$inputs.currentPos.w),\r\n pb.div(this.$inputs.prevPos.xy, this.$inputs.prevPos.w)\r\n ),\r\n 0.5\r\n );\r\n this.$outputs.color = pb.vec4(this.motionVector, 0, 1);\r\n });\r\n }\r\n })!;\r\n this._skyMotionVectorProgram.name = '@TAA_SkyMotionVector';\r\n }\r\n return this._skyMotionVectorProgram;\r\n }\r\n private static _getBox(_ctx: DrawContext) {\r\n if (!this._box) {\r\n this._box = new BoxShape({\r\n size: 2,\r\n needNormal: false,\r\n needUV: false\r\n 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{"version":3,"file":"taa.js","sources":["../../src/posteffect/taa.ts"],"sourcesContent":["import type { BindGroup, GPUProgram, Texture2D } from '@zephyr3d/device';\r\nimport type { DrawContext, Primitive } from '../render';\r\nimport { AbstractPostEffect, PostEffectLayer } from './posteffect';\r\nimport type { PostEffectSetupContext } from './posteffect';\r\nimport { linearToGamma } from '../shaders/misc';\r\nimport { fetchSampler } from '../utility/misc';\r\nimport { BoxShape } from '../shapes';\r\nimport { temporalResolve } from '../shaders/temporal';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { Vector2 } from '@zephyr3d/base';\r\nimport { RGHistoryResources } from '../render/rendergraph/history_resources';\r\nimport { FrameResources } from '../render/rendergraph/blackboard';\r\nimport type { RGHandle, RGTextureDesc } from '../render/rendergraph/types';\r\n\r\n/** @internal */\r\nexport class TAA extends AbstractPostEffect {\r\n private static _resolveProgram: GPUProgram[] = [];\r\n private static _skyMotionVectorProgram: Nullable<GPUProgram> = null;\r\n private static _box: Primitive;\r\n private static readonly _texSize = new Vector2();\r\n private _bindGroup: Nullable<BindGroup>;\r\n private _skyMotionVectorBindGroup: Nullable<BindGroup>;\r\n constructor() {\r\n super();\r\n this._bindGroup = null;\r\n this._layer = PostEffectLayer.end;\r\n this._skyMotionVectorBindGroup = null;\r\n }\r\n renderSkyMotionVectors(ctx: DrawContext) {\r\n const fb = ctx.device.pool.fetchTemporalFramebuffer(\r\n false,\r\n 0,\r\n 0,\r\n ctx.motionVectorTexture!,\r\n ctx.depthTexture\r\n );\r\n const program = TAA._getSkyMotionVectorProgram(ctx);\r\n if (!this._skyMotionVectorBindGroup) {\r\n this._skyMotionVectorBindGroup = ctx.device.createBindGroup(program.bindGroupLayouts[0]);\r\n }\r\n const box = TAA._getBox(ctx);\r\n this._skyMotionVectorBindGroup.setValue('VPMatrix', ctx.camera.viewProjectionMatrix);\r\n this._skyMotionVectorBindGroup.setValue('prevVPMatrix', ctx.camera.prevVPMatrix!);\r\n this._skyMotionVectorBindGroup.setValue('cameraPos', ctx.camera.getWorldPosition());\r\n this._skyMotionVectorBindGroup.setValue('prevCameraPos', ctx.camera.prevPosition!);\r\n ctx.device.pushDeviceStates();\r\n ctx.device.setProgram(program);\r\n ctx.device.setBindGroup(0, this._skyMotionVectorBindGroup);\r\n ctx.device.setRenderStates(AbstractPostEffect.getDefaultRenderState(ctx, 'le'));\r\n ctx.device.setFramebuffer(fb);\r\n box.draw();\r\n ctx.device.popDeviceStates();\r\n ctx.device.pool.releaseFrameBuffer(fb);\r\n }\r\n apply(ctx: DrawContext, inputColorTexture: Texture2D, sceneDepthTexture: Texture2D, srgbOutput: boolean) {\r\n const historyManager = ctx.camera.getHistoryResourceManager();\r\n const prevColorTex = historyManager!.tryGetPrevious(RGHistoryResources.TAA_COLOR);\r\n const prevMotionVectorTex = historyManager!.tryGetPrevious(RGHistoryResources.TAA_MOTION_VECTOR);\r\n if (\r\n !prevColorTex ||\r\n !prevMotionVectorTex ||\r\n prevColorTex.width !== inputColorTexture.width ||\r\n prevColorTex.height !== inputColorTexture.height\r\n ) {\r\n this.passThrough(ctx, inputColorTexture, srgbOutput);\r\n } else {\r\n this._resolve(\r\n ctx,\r\n inputColorTexture,\r\n sceneDepthTexture,\r\n ctx.motionVectorTexture!,\r\n prevColorTex,\r\n prevMotionVectorTex,\r\n srgbOutput\r\n );\r\n }\r\n }\r\n /** @internal */\r\n private _resolve(\r\n ctx: DrawContext,\r\n inputColorTexture: Texture2D,\r\n sceneDepthTexture: Texture2D,\r\n motionVectorTexture: Texture2D,\r\n prevColorTex: Texture2D,\r\n prevMotionVectorTex: Texture2D,\r\n srgbOutput: boolean\r\n ) {\r\n let program = TAA._resolveProgram[ctx.camera.TAADebug];\r\n if (!program) {\r\n program = TAA._getResolveProgram(ctx, ctx.camera.TAADebug);\r\n TAA._resolveProgram[ctx.camera.TAADebug] = program;\r\n }\r\n if (!this._bindGroup) {\r\n this._bindGroup = ctx.device.createBindGroup(program.bindGroupLayouts[0]);\r\n }\r\n this._bindGroup.setTexture('historyColorTex', prevColorTex, fetchSampler('clamp_linear_nomip'));\r\n this._bindGroup.setTexture('currentColorTex', inputColorTexture, fetchSampler('clamp_nearest_nomip'));\r\n this._bindGroup.setTexture('currentDepthTex', sceneDepthTexture, fetchSampler('clamp_nearest_nomip'));\r\n this._bindGroup.setTexture('motionVector', motionVectorTexture, fetchSampler('clamp_nearest_nomip'));\r\n this._bindGroup.setTexture('prevMotionVector', prevMotionVectorTex, fetchSampler('clamp_nearest_nomip'));\r\n this._bindGroup.setValue('flip', this.needFlip(ctx.device) ? 1 : 0);\r\n this._bindGroup.setValue('srgbOut', srgbOutput ? 1 : 0);\r\n TAA._texSize.setXY(sceneDepthTexture.width, sceneDepthTexture.height);\r\n this._bindGroup.setValue('texSize', TAA._texSize);\r\n ctx.device.setProgram(program);\r\n ctx.device.setBindGroup(0, this._bindGroup);\r\n this.drawFullscreenQuad();\r\n }\r\n /** {@inheritDoc AbstractPostEffect.setup}\r\n *\r\n * Native implementation: previous-frame color/motion-vector textures are\r\n * imported as graph resources at build time and this frame's resolve output\r\n * and motion vectors are queued as retained history commits, making TAA\r\n * fully self-describing (no builder-side history plumbing).\r\n */\r\n setup(s: PostEffectSetupContext): RGHandle {\r\n const { graph, ctx, history, blackboard } = s;\r\n const motionVectorHandle = blackboard.get(FrameResources.MotionVector);\r\n const linearDepthHandle = blackboard.get(FrameResources.LinearDepth);\r\n if (!history || !motionVectorHandle || !linearDepthHandle) {\r\n // No temporal inputs available this frame — the legacy path degrades to\r\n // a pass-through.\r\n return this._setupFromApply(s);\r\n }\r\n const historySize = { width: s.width, height: s.height };\r\n const colorDesc: RGTextureDesc = {\r\n format: s.colorFormat,\r\n sizeMode: 'absolute',\r\n width: s.width,\r\n height: s.height\r\n };\r\n const motionVectorDesc: RGTextureDesc = {\r\n format: 'rgba16f',\r\n sizeMode: 'absolute',\r\n width: s.width,\r\n height: s.height\r\n };\r\n const prevColorHandle = history.importPreviousIfCompatible(\r\n graph,\r\n RGHistoryResources.TAA_COLOR,\r\n colorDesc,\r\n historySize\r\n );\r\n const prevMotionVectorHandle = history.importPreviousIfCompatible(\r\n graph,\r\n RGHistoryResources.TAA_MOTION_VECTOR,\r\n motionVectorDesc,\r\n historySize\r\n );\r\n\r\n return graph.addPass('PostEffect:TAA', (builder) => {\r\n builder.read(s.input);\r\n builder.read(linearDepthHandle);\r\n builder.read(motionVectorHandle);\r\n if (prevColorHandle) {\r\n builder.read(prevColorHandle);\r\n }\r\n if (prevMotionVectorHandle) {\r\n builder.read(prevMotionVectorHandle);\r\n }\r\n for (const dep of s.dependencies) {\r\n builder.read(dep);\r\n }\r\n // requireDepthAttachment is true, so this always resolves to an\r\n // intermediate texture — required anyway for the history commit below.\r\n const output = s.createOutput(builder, { needDepthAttachment: true });\r\n builder.setExecute((rg) => {\r\n const device = ctx.device;\r\n device.pushDeviceStates();\r\n try {\r\n device.setFramebuffer(output.framebuffer ? rg.getFramebuffer(output.framebuffer) : null);\r\n const inputTexture = rg.getTexture<Texture2D>(s.input);\r\n const depthTexture = rg.getTexture<Texture2D>(linearDepthHandle);\r\n const motionVectorTexture = rg.getTexture<Texture2D>(motionVectorHandle);\r\n const prevColorTex = prevColorHandle ? rg.getTexture<Texture2D>(prevColorHandle) : null;\r\n const prevMotionVectorTex = prevMotionVectorHandle\r\n ? rg.getTexture<Texture2D>(prevMotionVectorHandle)\r\n : null;\r\n if (\r\n !prevColorTex ||\r\n !prevMotionVectorTex ||\r\n prevColorTex.width !== inputTexture.width ||\r\n prevColorTex.height !== inputTexture.height\r\n ) {\r\n this.passThrough(ctx, inputTexture, output.srgbOutput);\r\n } else {\r\n this._resolve(\r\n ctx,\r\n inputTexture,\r\n depthTexture,\r\n motionVectorTexture,\r\n prevColorTex,\r\n prevMotionVectorTex,\r\n output.srgbOutput\r\n );\r\n }\r\n // Queue this frame's history: the TAA resolve output and the frame's\r\n // motion vectors. Commits are applied only after the graph executes\r\n // successfully (HistoryResourceManager.commitFrame).\r\n const outputTexture = rg.getTexture<Texture2D>(output.color);\r\n history.queueRetainedCommit(\r\n RGHistoryResources.TAA_COLOR,\r\n {\r\n format: outputTexture.format,\r\n sizeMode: 'absolute',\r\n width: outputTexture.width,\r\n height: outputTexture.height\r\n },\r\n { width: outputTexture.width, height: outputTexture.height },\r\n outputTexture\r\n );\r\n history.queueRetainedCommit(\r\n RGHistoryResources.TAA_MOTION_VECTOR,\r\n {\r\n format: motionVectorTexture.format,\r\n sizeMode: 'absolute',\r\n width: motionVectorTexture.width,\r\n height: motionVectorTexture.height\r\n },\r\n { width: motionVectorTexture.width, height: motionVectorTexture.height },\r\n motionVectorTexture\r\n );\r\n } finally {\r\n device.popDeviceStates();\r\n }\r\n });\r\n return output.color;\r\n });\r\n }\r\n requireLinearDepthTexture(_ctx: DrawContext) {\r\n return true;\r\n }\r\n requireDepthAttachment(_ctx: DrawContext) {\r\n return true;\r\n }\r\n requireMotionVectorTexture(_ctx: DrawContext) {\r\n return true;\r\n }\r\n private static _getSkyMotionVectorProgram(ctx: DrawContext) {\r\n if (!this._skyMotionVectorProgram) {\r\n this._skyMotionVectorProgram = ctx.device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$inputs.pos = pb.vec3().attrib('position');\r\n this.VPMatrix = pb.mat4().uniform(0);\r\n this.prevVPMatrix = pb.mat4().uniform(0);\r\n this.cameraPos = pb.vec3().uniform(0);\r\n this.prevCameraPos = pb.vec3().uniform(0);\r\n pb.main(function () {\r\n this.$l.worldPos = pb.add(this.$inputs.pos, this.cameraPos);\r\n this.$l.prevWorldPos = pb.add(this.$inputs.pos, this.prevCameraPos);\r\n this.$l.clipPos = pb.mul(this.VPMatrix, pb.vec4(this.worldPos, 1));\r\n this.$l.prevClipPos = pb.mul(this.prevVPMatrix, pb.vec4(this.prevWorldPos, 1));\r\n this.clipPos.z = this.clipPos.w;\r\n this.$builtins.position = this.clipPos;\r\n this.$outputs.currentPos = this.clipPos;\r\n this.$outputs.prevPos = this.prevClipPos;\r\n });\r\n },\r\n fragment(pb) {\r\n this.$outputs.color = pb.vec4();\r\n pb.main(function () {\r\n this.$l.motionVector = pb.mul(\r\n pb.sub(\r\n pb.div(this.$inputs.currentPos.xy, this.$inputs.currentPos.w),\r\n pb.div(this.$inputs.prevPos.xy, this.$inputs.prevPos.w)\r\n ),\r\n 0.5\r\n );\r\n this.$outputs.color = pb.vec4(this.motionVector, 0, 1);\r\n });\r\n }\r\n })!;\r\n this._skyMotionVectorProgram.name = '@TAA_SkyMotionVector';\r\n }\r\n return this._skyMotionVectorProgram;\r\n }\r\n private static _getBox(_ctx: DrawContext) {\r\n if (!this._box) {\r\n this._box = new BoxShape({\r\n size: 2,\r\n needNormal: false,\r\n needUV: false\r\n });\r\n }\r\n return this._box;\r\n }\r\n private static _getResolveProgram(ctx: DrawContext, debug: number) {\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.$builtins.position.y);\r\n });\r\n });\r\n },\r\n fragment(pb) {\r\n this.historyColorTex = pb.tex2D().uniform(0);\r\n this.currentColorTex = pb.tex2D().uniform(0);\r\n this.currentDepthTex = pb.tex2D().uniform(0);\r\n this.motionVector = pb.tex2D().uniform(0);\r\n this.prevMotionVector = pb.tex2D().uniform(0);\r\n this.texSize = pb.vec2().uniform(0);\r\n this.srgbOut = pb.int().uniform(0);\r\n this.$outputs.outColor = pb.vec4();\r\n pb.main(function () {\r\n this.$l.screenUV = pb.div(pb.vec2(this.$builtins.fragCoord.xy), this.texSize);\r\n this.$l.resolvedColor = temporalResolve(\r\n this,\r\n this.currentColorTex,\r\n this.historyColorTex,\r\n this.currentDepthTex,\r\n this.motionVector,\r\n 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@@ -2,15 +2,15 @@ import { AbstractPostEffect, PostEffectLayer } from './posteffect.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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/**
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* The tonemap post effect
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* @public
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/**
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* The tonemap post effect
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* @public
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*/ class Tonemap extends AbstractPostEffect {
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static _programTonemap = null;
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static _bindgroupTonemap = null;
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_exposure;
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/**
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* Creates an instance of tonemap post effect
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/**
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* Creates an instance of tonemap post effect
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*/ constructor(){
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super();
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this._layer = PostEffectLayer.transparent;
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@@ -79,7 +79,7 @@ import { fetchSampler } from '../utility/misc.js';
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this.color = pb.mul(this.ACESOutputMat, this.color);
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this.color = pb.clamp(this.color, pb.vec3(0), pb.vec3(1));
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this.$if(pb.notEqual(this.srgbOut, 0), function() {
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this
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this.color = linearToGamma(this, this.color);
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});
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this.$outputs.outColor = pb.vec4(this.color, 1);
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});
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@@ -1 +1 @@
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1
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{"version":3,"file":"tonemap.js","sources":["../../src/posteffect/tonemap.ts"],"sourcesContent":["import { AbstractPostEffect, PostEffectLayer } from './posteffect';\r\nimport { linearToGamma } from '../shaders/misc';\r\nimport type { AbstractDevice, BindGroup, GPUProgram, Texture2D } from '@zephyr3d/device';\r\nimport type { DrawContext } from '../render';\r\nimport { fetchSampler } from '../utility/misc';\r\nimport type { Nullable } from '@zephyr3d/base';\r\n\r\n/**\r\n * The tonemap post effect\r\n * @public\r\n */\r\nexport class Tonemap extends AbstractPostEffect {\r\n private static _programTonemap: Nullable<GPUProgram> = null;\r\n private static _bindgroupTonemap: Nullable<BindGroup> = null;\r\n private _exposure: number;\r\n /**\r\n * Creates an instance of tonemap post effect\r\n */\r\n constructor() {\r\n super();\r\n this._layer = PostEffectLayer.transparent;\r\n this._exposure = 1;\r\n }\r\n /** Exposure value */\r\n get exposure() {\r\n return this._exposure;\r\n }\r\n set exposure(val) {\r\n this._exposure = val;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.requireLinearDepthTexture} */\r\n requireLinearDepthTexture() {\r\n return false;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.requireDepthAttachment} */\r\n requireDepthAttachment() {\r\n return false;\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 this._prepare(device, inputColorTexture);\r\n this._tonemap(device, inputColorTexture, srgbOutput);\r\n }\r\n /** @internal */\r\n private _tonemap(device: AbstractDevice, inputColorTexture: Texture2D, sRGBOutput: boolean) {\r\n Tonemap._bindgroupTonemap!.setValue('srgbOut', sRGBOutput ? 1 : 0);\r\n Tonemap._bindgroupTonemap!.setValue('exposure', this._exposure);\r\n Tonemap._bindgroupTonemap!.setValue('flip', this.needFlip(device) ? 1 : 0);\r\n Tonemap._bindgroupTonemap!.setTexture('tex', inputColorTexture, fetchSampler('clamp_nearest_nomip'));\r\n device.setProgram(Tonemap._programTonemap);\r\n device.setBindGroup(0, Tonemap._bindgroupTonemap!);\r\n this.drawFullscreenQuad();\r\n }\r\n /** @internal */\r\n private _prepare(device: AbstractDevice, _srcTexture: Texture2D) {\r\n if (!Tonemap._programTonemap) {\r\n Tonemap._programTonemap = 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.$inputs.pos, 0, 1);\r\n this.$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.srgbOut = pb.int().uniform(0);\r\n this.exposure = pb.float().uniform(0);\r\n this.tex = pb.tex2D().uniform(0);\r\n this.$outputs.outColor = pb.vec4();\r\n pb.func('RRTAndODTFit', [pb.vec3('v')], function () {\r\n this.$l.a = pb.sub(pb.mul(this.v, pb.add(this.v, pb.vec3(0.0245786))), pb.vec3(0.000090537));\r\n this.$l.b = pb.add(\r\n pb.mul(this.v, pb.add(pb.mul(this.v, 0.983729), pb.vec3(0.432951))),\r\n pb.vec3(0.238081)\r\n );\r\n this.$return(pb.div(this.a, this.b));\r\n });\r\n pb.main(function () {\r\n this.$l.vSample = pb.textureSample(this.tex, this.$inputs.uv);\r\n this.$l.ACESInputMat = pb.mat3(\r\n 0.59719,\r\n 0.076,\r\n 0.0284,\r\n 0.35458,\r\n 0.90834,\r\n 0.13383,\r\n 0.04823,\r\n 0.01566,\r\n 0.83777\r\n );\r\n this.$l.ACESOutputMat = pb.mat3(\r\n 1.60475,\r\n -0.10208,\r\n -0.00327,\r\n -0.53108,\r\n 1.10813,\r\n -0.07276,\r\n -0.07367,\r\n -0.00605,\r\n 1.07602\r\n );\r\n this.$l.color = pb.mul(this.vSample.rgb, pb.div(this.exposure, 0.6));\r\n this.color = pb.mul(this.ACESInputMat, this.color);\r\n this.color = this.RRTAndODTFit(this.color);\r\n this.color = pb.mul(this.ACESOutputMat, this.color);\r\n this.color = pb.clamp(this.color, pb.vec3(0), pb.vec3(1));\r\n this.$if(pb.notEqual(this.srgbOut, 0), function () {\r\n this.$l.color = linearToGamma(this, this.color);\r\n });\r\n this.$outputs.outColor = pb.vec4(this.color, 1);\r\n });\r\n }\r\n })!;\r\n Tonemap._programTonemap.name = '@Tonemap';\r\n Tonemap._bindgroupTonemap = device.createBindGroup(Tonemap._programTonemap.bindGroupLayouts[0]);\r\n }\r\n }\r\n}\r\n"],"names":["Tonemap","AbstractPostEffect","_programTonemap","_bindgroupTonemap","_exposure","_layer","PostEffectLayer","transparent","exposure","val","requireLinearDepthTexture","requireDepthAttachment","apply","ctx","inputColorTexture","sceneDepthTexture","srgbOutput","device","_prepare","_tonemap","sRGBOutput","setValue","needFlip","setTexture","fetchSampler","setProgram","setBindGroup","drawFullscreenQuad","_srcTexture","buildRenderProgram","vertex","pb","flip","int","uniform","$inputs","pos","vec2","attrib","$outputs","uv","main","$builtins","position","vec4","add","mul","xy","$if","notEqual","y","neg","fragment","srgbOut","float","tex","tex2D","outColor","func","vec3","$l","a","sub","v","b","$return","div","vSample","textureSample","ACESInputMat","mat3","ACESOutputMat","color","rgb","RRTAndODTFit","clamp","linearToGamma","name","createBindGroup","bindGroupLayouts"],"mappings":";;;;AAOA;;;IAIO,MAAMA,OAAgBC,SAAAA,kBAAAA,CAAAA;AAC3B,IAAA,OAAeC,kBAAwC,IAAK;AAC5D,IAAA,OAAeC,oBAAyC,IAAK;IACrDC,SAAkB;AAC1B;;AAEC,MACD,WAAc,EAAA;QACZ,KAAK,EAAA;AACL,QAAA,IAAI,CAACC,MAAM,GAAGC,eAAAA,CAAgBC,WAAW;QACzC,IAAI,CAACH,SAAS,GAAG,CAAA;AACnB;0BAEA,IAAII,QAAW,GAAA;QACb,OAAO,IAAI,CAACJ,SAAS;AACvB;IACA,IAAII,QAAAA,CAASC,GAAG,EAAE;QAChB,IAAI,CAACL,SAAS,GAAGK,GAAAA;AACnB;AACA,sEACAC,yBAA4B,GAAA;QAC1B,OAAO,KAAA;AACT;AACA,mEACAC,sBAAyB,GAAA;QACvB,OAAO,KAAA;AACT;kDAEAC,MAAMC,GAAgB,EAAEC,iBAA4B,EAAEC,iBAA4B,EAAEC,UAAmB,EAAE;QACvG,MAAMC,MAAAA,GAASJ,IAAII,MAAM;QACzB,IAAI,CAACC,QAAQ,CAACD,MAAQH,EAAAA,iBAAAA,CAAAA;AACtB,QAAA,IAAI,CAACK,QAAQ,CAACF,MAAAA,EAAQH,iBAAmBE,EAAAA,UAAAA,CAAAA;AAC3C;qBAEA,QAAiBC,CAAAA,MAAsB,EAAEH,iBAA4B,EAAEM,UAAmB,EAAE;AAC1FpB,QAAAA,OAAAA,CAAQG,iBAAiB,CAAEkB,QAAQ,CAAC,SAAA,EAAWD,aAAa,CAAI,GAAA,CAAA,CAAA;AAChEpB,QAAAA,OAAAA,CAAQG,iBAAiB,CAAEkB,QAAQ,CAAC,UAAY,EAAA,IAAI,CAACjB,SAAS,CAAA;QAC9DJ,OAAQG,CAAAA,iBAAiB,CAAEkB,QAAQ,CAAC,MAAA,EAAQ,IAAI,CAACC,QAAQ,CAACL,MAAAA,CAAAA,GAAU,CAAI,GAAA,CAAA,CAAA;AACxEjB,QAAAA,OAAAA,CAAQG,iBAAiB,CAAEoB,UAAU,CAAC,KAAA,EAAOT,mBAAmBU,YAAa,CAAA,qBAAA,CAAA,CAAA;QAC7EP,MAAOQ,CAAAA,UAAU,CAACzB,OAAAA,CAAQE,eAAe,CAAA;AACzCe,QAAAA,MAAAA,CAAOS,YAAY,CAAC,CAAG1B,EAAAA,OAAAA,CAAQG,iBAAiB,CAAA;AAChD,QAAA,IAAI,CAACwB,kBAAkB,EAAA;AACzB;AACA,qBACA,QAAQT,CAASD,MAAsB,EAAEW,WAAsB,EAAE;QAC/D,IAAI,CAAC5B,OAAQE,CAAAA,eAAe,EAAE;AAC5BF,YAAAA,OAAAA,CAAQE,eAAe,GAAGe,MAAOY,CAAAA,kBAAkB,CAAC;AAClDC,gBAAAA,MAAAA,CAAAA,CAAOC,EAAE,EAAA;AACP,oBAAA,IAAI,CAACC,IAAI,GAAGD,GAAGE,GAAG,EAAA,CAAGC,OAAO,CAAC,CAAA,CAAA;oBAC7B,IAAI,CAACC,OAAO,CAACC,GAAG,GAAGL,EAAGM,CAAAA,IAAI,EAAGC,CAAAA,MAAM,CAAC,UAAA,CAAA;AACpC,oBAAA,IAAI,CAACC,QAAQ,CAACC,EAAE,GAAGT,GAAGM,IAAI,EAAA;AAC1BN,oBAAAA,EAAAA,CAAGU,IAAI,CAAC,WAAA;AACN,wBAAA,IAAI,CAACC,SAAS,CAACC,QAAQ,GAAGZ,EAAGa,CAAAA,IAAI,CAAC,IAAI,CAACT,OAAO,CAACC,GAAG,EAAE,CAAG,EAAA,CAAA,CAAA;wBACvD,IAAI,CAACG,QAAQ,CAACC,EAAE,GAAGT,EAAGc,CAAAA,GAAG,CAACd,EAAAA,CAAGe,GAAG,CAAC,IAAI,CAACX,OAAO,CAACC,GAAG,CAACW,EAAE,EAAE,GAAA,CAAA,EAAMhB,EAAGM,CAAAA,IAAI,CAAC,GAAA,CAAA,CAAA;wBACpE,IAAI,CAACW,GAAG,CAACjB,EAAGkB,CAAAA,QAAQ,CAAC,IAAI,CAACjB,IAAI,EAAE,CAAI,CAAA,EAAA,WAAA;AAClC,4BAAA,IAAI,CAACU,SAAS,CAACC,QAAQ,CAACO,CAAC,GAAGnB,EAAAA,CAAGoB,GAAG,CAAC,IAAI,CAACT,SAAS,CAACC,QAAQ,CAACO,CAAC,CAAA;AAC9D,yBAAA,CAAA;AACF,qBAAA,CAAA;AACF,iBAAA;AACAE,gBAAAA,QAAAA,CAAAA,CAASrB,EAAE,EAAA;AACT,oBAAA,IAAI,CAACsB,OAAO,GAAGtB,GAAGE,GAAG,EAAA,CAAGC,OAAO,CAAC,CAAA,CAAA;AAChC,oBAAA,IAAI,CAAC1B,QAAQ,GAAGuB,GAAGuB,KAAK,EAAA,CAAGpB,OAAO,CAAC,CAAA,CAAA;AACnC,oBAAA,IAAI,CAACqB,GAAG,GAAGxB,GAAGyB,KAAK,EAAA,CAAGtB,OAAO,CAAC,CAAA,CAAA;AAC9B,oBAAA,IAAI,CAACK,QAAQ,CAACkB,QAAQ,GAAG1B,GAAGa,IAAI,EAAA;oBAChCb,EAAG2B,CAAAA,IAAI,CAAC,cAAgB,EAAA;AAAC3B,wBAAAA,EAAAA,CAAG4B,IAAI,CAAC,GAAA;qBAAK,EAAE,WAAA;AACtC,wBAAA,IAAI,CAACC,EAAE,CAACC,CAAC,GAAG9B,EAAAA,CAAG+B,GAAG,CAAC/B,EAAGe,CAAAA,GAAG,CAAC,IAAI,CAACiB,CAAC,EAAEhC,EAAAA,CAAGc,GAAG,CAAC,IAAI,CAACkB,CAAC,EAAEhC,EAAG4B,CAAAA,IAAI,CAAC,SAAA,CAAA,CAAA,CAAA,EAAc5B,EAAG4B,CAAAA,IAAI,CAAC,WAAA,CAAA,CAAA;AAC/E,wBAAA,IAAI,CAACC,EAAE,CAACI,CAAC,GAAGjC,EAAGc,CAAAA,GAAG,CAChBd,EAAAA,CAAGe,GAAG,CAAC,IAAI,CAACiB,CAAC,EAAEhC,EAAAA,CAAGc,GAAG,CAACd,EAAGe,CAAAA,GAAG,CAAC,IAAI,CAACiB,CAAC,EAAE,QAAWhC,CAAAA,EAAAA,EAAAA,CAAG4B,IAAI,CAAC,QACxD5B,CAAAA,CAAAA,CAAAA,EAAAA,EAAAA,CAAG4B,IAAI,CAAC,QAAA,CAAA,CAAA;AAEV,wBAAA,IAAI,CAACM,OAAO,CAAClC,EAAAA,CAAGmC,GAAG,CAAC,IAAI,CAACL,CAAC,EAAE,IAAI,CAACG,CAAC,CAAA,CAAA;AACpC,qBAAA,CAAA;AACAjC,oBAAAA,EAAAA,CAAGU,IAAI,CAAC,WAAA;AACN,wBAAA,IAAI,CAACmB,EAAE,CAACO,OAAO,GAAGpC,GAAGqC,aAAa,CAAC,IAAI,CAACb,GAAG,EAAE,IAAI,CAACpB,OAAO,CAACK,EAAE,CAAA;AAC5D,wBAAA,IAAI,CAACoB,EAAE,CAACS,YAAY,GAAGtC,EAAGuC,CAAAA,IAAI,CAC5B,OAAA,EACA,OACA,MACA,EAAA,OAAA,EACA,OACA,EAAA,OAAA,EACA,SACA,OACA,EAAA,OAAA,CAAA;wBAEF,IAAI,CAACV,EAAE,CAACW,aAAa,GAAGxC,EAAGuC,CAAAA,IAAI,CAC7B,OACA,EAAA,UACA,OAAC,EACD,QACA,EAAA,OAAA,EACA,QACA,EAAA,QACA,EAAA,OACA,EAAA,OAAA,CAAA;wBAEF,IAAI,CAACV,EAAE,CAACY,KAAK,GAAGzC,EAAGe,CAAAA,GAAG,CAAC,IAAI,CAACqB,OAAO,CAACM,GAAG,EAAE1C,EAAGmC,CAAAA,GAAG,CAAC,IAAI,CAAC1D,QAAQ,EAAE,GAAA,CAAA,CAAA;AAC/D,wBAAA,IAAI,CAACgE,KAAK,GAAGzC,EAAAA,CAAGe,GAAG,CAAC,IAAI,CA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{"version":3,"file":"tonemap.js","sources":["../../src/posteffect/tonemap.ts"],"sourcesContent":["import { AbstractPostEffect, PostEffectLayer } from './posteffect';\nimport { linearToGamma } from '../shaders/misc';\nimport type { AbstractDevice, BindGroup, GPUProgram, Texture2D } from '@zephyr3d/device';\nimport type { DrawContext } from '../render';\nimport { fetchSampler } from '../utility/misc';\nimport type { Nullable } from '@zephyr3d/base';\n\n/**\n * The tonemap post effect\n * @public\n */\nexport class Tonemap extends AbstractPostEffect {\n private static _programTonemap: Nullable<GPUProgram> = null;\n private static _bindgroupTonemap: Nullable<BindGroup> = null;\n private _exposure: number;\n /**\n * Creates an instance of tonemap post effect\n */\n constructor() {\n super();\n this._layer = PostEffectLayer.transparent;\n this._exposure = 1;\n }\n /** Exposure value */\n get exposure() {\n return this._exposure;\n }\n set exposure(val) {\n this._exposure = val;\n }\n /** {@inheritDoc AbstractPostEffect.requireLinearDepthTexture} */\n requireLinearDepthTexture() {\n return false;\n }\n /** {@inheritDoc AbstractPostEffect.requireDepthAttachment} */\n requireDepthAttachment() {\n return false;\n }\n /** {@inheritDoc AbstractPostEffect.apply} */\n apply(ctx: DrawContext, inputColorTexture: Texture2D, sceneDepthTexture: Texture2D, srgbOutput: boolean) {\n const device = ctx.device;\n this._prepare(device, inputColorTexture);\n this._tonemap(device, inputColorTexture, srgbOutput);\n }\n /** @internal */\n private _tonemap(device: AbstractDevice, inputColorTexture: Texture2D, sRGBOutput: boolean) {\n Tonemap._bindgroupTonemap!.setValue('srgbOut', sRGBOutput ? 1 : 0);\n Tonemap._bindgroupTonemap!.setValue('exposure', this._exposure);\n Tonemap._bindgroupTonemap!.setValue('flip', this.needFlip(device) ? 1 : 0);\n Tonemap._bindgroupTonemap!.setTexture('tex', inputColorTexture, fetchSampler('clamp_nearest_nomip'));\n device.setProgram(Tonemap._programTonemap);\n device.setBindGroup(0, Tonemap._bindgroupTonemap!);\n this.drawFullscreenQuad();\n }\n /** @internal */\n private _prepare(device: AbstractDevice, _srcTexture: Texture2D) {\n if (!Tonemap._programTonemap) {\n Tonemap._programTonemap = device.buildRenderProgram({\n vertex(pb) {\n this.flip = pb.int().uniform(0);\n this.$inputs.pos = pb.vec2().attrib('position');\n this.$outputs.uv = pb.vec2();\n pb.main(function () {\n this.$builtins.position = pb.vec4(this.$inputs.pos, 0, 1);\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\n this.$if(pb.notEqual(this.flip, 0), function () {\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\n });\n });\n },\n fragment(pb) {\n this.srgbOut = pb.int().uniform(0);\n this.exposure = pb.float().uniform(0);\n this.tex = pb.tex2D().uniform(0);\n this.$outputs.outColor = pb.vec4();\n pb.func('RRTAndODTFit', [pb.vec3('v')], function () {\n this.$l.a = pb.sub(pb.mul(this.v, pb.add(this.v, pb.vec3(0.0245786))), pb.vec3(0.000090537));\n this.$l.b = pb.add(\n pb.mul(this.v, pb.add(pb.mul(this.v, 0.983729), pb.vec3(0.432951))),\n pb.vec3(0.238081)\n );\n this.$return(pb.div(this.a, this.b));\n });\n pb.main(function () {\n this.$l.vSample = pb.textureSample(this.tex, this.$inputs.uv);\n this.$l.ACESInputMat = pb.mat3(\n 0.59719,\n 0.076,\n 0.0284,\n 0.35458,\n 0.90834,\n 0.13383,\n 0.04823,\n 0.01566,\n 0.83777\n );\n this.$l.ACESOutputMat = pb.mat3(\n 1.60475,\n -0.10208,\n -0.00327,\n -0.53108,\n 1.10813,\n -0.07276,\n -0.07367,\n -0.00605,\n 1.07602\n );\n this.$l.color = pb.mul(this.vSample.rgb, pb.div(this.exposure, 0.6));\n this.color = pb.mul(this.ACESInputMat, this.color);\n this.color = this.RRTAndODTFit(this.color);\n this.color = pb.mul(this.ACESOutputMat, this.color);\n this.color = pb.clamp(this.color, pb.vec3(0), pb.vec3(1));\n this.$if(pb.notEqual(this.srgbOut, 0), function () {\n this.color = linearToGamma(this, this.color);\n });\n this.$outputs.outColor = pb.vec4(this.color, 1);\n });\n }\n })!;\n Tonemap._programTonemap.name = '@Tonemap';\n Tonemap._bindgroupTonemap = device.createBindGroup(Tonemap._programTonemap.bindGroupLayouts[0]);\n }\n 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@@ -161,7 +161,8 @@ import '../utility/blueprint/material/texture.js';
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161
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scope.Z_AB_nodeBuffer = pb.uvec4[0]().storageBuffer(2);
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162
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scope.Z_AB_headImage = pb.atomic_uint[0]().storageBuffer(2);
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163
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scope.Z_AB_screenSize = pb.uint().uniform(2);
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-
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+
// Read with textureLoad only
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+
scope.Z_AB_depthTexture = pb.tex2D().uniform(2).noSampler();
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166
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scope.$outputs.outColor = pb.vec4();
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}
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/**
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"abuffer_oit.js","sources":["../../src/render/abuffer_oit.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BindGroup,\r\n DeviceViewport,\r\n FrameBuffer,\r\n GPUDataBuffer,\r\n GPUProgram,\r\n PBGlobalScope,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n RenderStateSet\r\n} from '@zephyr3d/device';\r\nimport type { OIT } from './oit';\r\nimport type { DrawContext } from './drawable';\r\nimport { drawFullscreenQuad } from './fullscreenquad';\r\nimport { ShaderHelper } from '../material';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { Disposable } from '@zephyr3d/base';\r\n\r\n/**\r\n * per-pixel linked list OIT renderer using ABuffer.\r\n *\r\n * @remarks\r\n * The ABuffer OIT renderer only supports WebGPU device.\r\n *\r\n * @public\r\n */\r\nexport class ABufferOIT extends Disposable implements OIT {\r\n /** Type name of ABufferOIT */\r\n public static readonly type = 'ab';\r\n public static readonly usePremultipliedAlpha = true;\r\n private static readonly MAX_FRAGMENT_LAYERS = 75;\r\n private static _compositeProgram: Nullable<GPUProgram> = null;\r\n private static _compositeBindGroup: Nullable<BindGroup> = null;\r\n private static _compositeRenderStates: Nullable<RenderStateSet> = null;\r\n private static _compositeAdditiveRenderStates: Nullable<RenderStateSet> = null;\r\n private static _ubAlignment = 0;\r\n private _nodeBuffer: Nullable<GPUDataBuffer>;\r\n private _headStagingBuffer: Nullable<GPUDataBuffer>;\r\n private _headBuffer: Nullable<GPUDataBuffer>;\r\n private _scissorOffsetBuffer: Nullable<GPUDataBuffer>;\r\n private readonly _numLayers: number;\r\n private _screenSize: Uint32Array<ArrayBuffer>;\r\n private _hash: Nullable<string>;\r\n private readonly _debug: boolean;\r\n private _scissorSlices: number;\r\n private _scissorHeight: number;\r\n private _currentPass: number;\r\n private _savedScissor: Nullable<DeviceViewport>;\r\n private _singleColorFramebuffer: Nullable<FrameBuffer>;\r\n /**\r\n * Creates an instance of ABufferOIT class\r\n *\r\n * @param numLayers - How many transparent layers, default is 16\r\n */\r\n constructor(numLayers = 16) {\r\n super();\r\n this._nodeBuffer = null;\r\n this._headStagingBuffer = null;\r\n this._headBuffer = null;\r\n this._scissorOffsetBuffer = null;\r\n this._numLayers = numLayers;\r\n this._screenSize = new Uint32Array([0xffffffff, 0xffffffff]);\r\n this._hash = null;\r\n this._debug = false;\r\n this._scissorSlices = 0;\r\n this._scissorHeight = 0;\r\n this._savedScissor = null;\r\n this._currentPass = 0;\r\n this._singleColorFramebuffer = null;\r\n }\r\n /**\r\n * {@inheritDoc OIT.getType}\r\n */\r\n getType() {\r\n return ABufferOIT.type;\r\n }\r\n /**\r\n * {@inheritDoc OIT.supportDevice}\r\n */\r\n supportDevice(deviceType: string) {\r\n return deviceType === 'webgpu';\r\n }\r\n /**\r\n * {@inheritDoc OIT.wantsPremultipliedAlpha}\r\n */\r\n wantsPremultipliedAlpha() {\r\n return ABufferOIT.usePremultipliedAlpha;\r\n }\r\n /**\r\n * {@inheritDoc OIT.begin}\r\n */\r\n begin(ctx: DrawContext) {\r\n const device = ctx.device;\r\n this._savedScissor = device.getScissor();\r\n const ubAlignment = (ABufferOIT._ubAlignment =\r\n device.getDeviceCaps().shaderCaps.uniformBufferOffsetAlignment);\r\n const viewport = device.getViewport();\r\n const screenWidth = device.screenXToDevice(viewport.width);\r\n const screenHeight = device.screenYToDevice(Math.max(viewport.height, 1));\r\n if (screenWidth !== this._screenSize[0] || screenHeight !== this._screenSize[1]) {\r\n // Resize buffers if viewport was changed\r\n this._screenSize[0] = screenWidth;\r\n this._screenSize[1] = screenHeight;\r\n // compute scissor slices\r\n const maxBufferSize = device.getDeviceCaps().shaderCaps.maxStorageBufferSize;\r\n const bytesPerLine = screenWidth * 4 * 4 * this._numLayers;\r\n this._scissorHeight = (maxBufferSize / bytesPerLine) >> 0;\r\n this._scissorSlices = Math.ceil(screenHeight / this._scissorHeight);\r\n const offsetBufferSize = ubAlignment * this._scissorSlices;\r\n const offsetBuffer = new Uint32Array(offsetBufferSize >> 2);\r\n for (let i = 0; i < this._scissorSlices; i++) {\r\n offsetBuffer[i * (ubAlignment >> 2)] = i * this._scissorHeight;\r\n }\r\n if (!this._scissorOffsetBuffer || this._scissorOffsetBuffer.byteLength < offsetBuffer.byteLength) {\r\n this._scissorOffsetBuffer?.dispose();\r\n this._scissorOffsetBuffer = device.createBuffer(offsetBuffer.byteLength, { usage: 'uniform' });\r\n }\r\n this._scissorOffsetBuffer.bufferSubData(0, offsetBuffer);\r\n // resize node buffer\r\n const size = screenWidth * this._scissorHeight * 4;\r\n const nodeBufferSize = size * 4 * this._numLayers;\r\n if (!this._nodeBuffer || nodeBufferSize > this._nodeBuffer.byteLength) {\r\n this._nodeBuffer?.dispose();\r\n this._nodeBuffer = device.createBuffer(nodeBufferSize, { storage: true, usage: 'uniform' });\r\n }\r\n // resize head buffer\r\n const headBufferSize = size + 4;\r\n if (!this._headBuffer || headBufferSize > this._headBuffer.byteLength) {\r\n this._headBuffer?.dispose();\r\n this._headBuffer = device.createBuffer(headBufferSize, { storage: true, usage: 'uniform' });\r\n this._headStagingBuffer?.dispose();\r\n this._headStagingBuffer = device.createBuffer(headBufferSize, { storage: true, usage: 'uniform' });\r\n const tmpArray = new Uint32Array(headBufferSize >> 2);\r\n tmpArray.fill(0xffffffff);\r\n this._headStagingBuffer.bufferSubData(0, tmpArray);\r\n }\r\n }\r\n return this._scissorSlices;\r\n }\r\n /**\r\n * {@inheritDoc OIT.end}\r\n */\r\n end(ctx: DrawContext) {\r\n // Restore scissor rect\r\n ctx.device.setScissor(this._savedScissor);\r\n }\r\n /**\r\n * {@inheritDoc OIT.setupFragmentOutput}\r\n */\r\n setupFragmentOutput(scope: PBGlobalScope) {\r\n const pb = scope.$builder;\r\n scope.Z_AB_scissorOffset = pb.uint().uniformBuffer(2);\r\n scope.Z_AB_nodeBuffer = pb.uvec4[0]().storageBuffer(2);\r\n scope.Z_AB_headImage = pb.atomic_uint[0]().storageBuffer(2);\r\n scope.Z_AB_screenSize = pb.uint().uniform(2);\r\n scope.Z_AB_depthTexture = pb.tex2D().uniform(2);\r\n scope.$outputs.outColor = pb.vec4();\r\n }\r\n /**\r\n * {@inheritDoc OIT.beginPass}\r\n */\r\n beginPass(ctx: DrawContext, pass: number) {\r\n this._currentPass = pass;\r\n const device = ctx.device;\r\n const currentFramebuffer = device.getFramebuffer();\r\n const colorAttachment = currentFramebuffer?.getColorAttachments()[0] ?? null;\r\n this._singleColorFramebuffer =\r\n currentFramebuffer && currentFramebuffer.getColorAttachments().length > 1 && colorAttachment\r\n ? device.pool.fetchTemporalFramebuffer(\r\n false,\r\n 0,\r\n 0,\r\n colorAttachment,\r\n currentFramebuffer.getDepthAttachment(),\r\n false\r\n )\r\n : null;\r\n if (this._singleColorFramebuffer) {\r\n const viewport = device.getViewport();\r\n const scissor = device.getScissor();\r\n device.pushDeviceStates();\r\n device.setFramebuffer(this._singleColorFramebuffer);\r\n device.setViewport(viewport);\r\n device.setScissor(scissor);\r\n }\r\n const scissorY = pass * this._scissorHeight;\r\n const scissorH =\r\n Math.min((pass + 1) * this._scissorHeight, this._screenSize[1]) - pass * this._scissorHeight;\r\n device.setScissor([\r\n 0,\r\n device.deviceYToScreen(this._screenSize[1] - scissorY - scissorH),\r\n device.deviceXToScreen(this._screenSize[0]),\r\n device.deviceYToScreen(scissorH)\r\n ]);\r\n device.copyBuffer(this._headStagingBuffer!, this._headBuffer!, 0, 0, this._headStagingBuffer!.byteLength);\r\n // Update render hash\r\n this._hash = `${this.getType()}#${this._nodeBuffer!.uid}#${this._headBuffer!.uid}#${\r\n this._scissorOffsetBuffer!.uid\r\n }#${pass}`;\r\n if (this._debug) {\r\n const data = new Uint8Array(this._headBuffer!.byteLength);\r\n const readBuffer = device.createBuffer(this._headBuffer!.byteLength, { usage: 'read' });\r\n device.copyBuffer(this._headBuffer!, readBuffer, 0, 0, this._headBuffer!.byteLength);\r\n readBuffer.getBufferSubData(data).then(() => {\r\n const uint = new Uint32Array(data.buffer);\r\n for (let i = 0; i < uint.length; i++) {\r\n if (uint[i] !== 0xffffffff) {\r\n console.error('Clear head buffer failed');\r\n break;\r\n }\r\n }\r\n readBuffer.dispose();\r\n });\r\n }\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc OIT.endPass}\r\n */\r\n endPass(ctx: DrawContext, pass: number) {\r\n const device = ctx.device;\r\n ABufferOIT.getCompositeProgram(device);\r\n const lastBindGroup = device.getBindGroup(0);\r\n const currentFramebuffer = device.getFramebuffer();\r\n const colorAttachment = currentFramebuffer?.getColorAttachments()[0] ?? null;\r\n const singleColorFramebuffer =\r\n !this._singleColorFramebuffer &&\r\n currentFramebuffer &&\r\n currentFramebuffer.getColorAttachments().length > 1 &&\r\n colorAttachment\r\n ? device.pool.fetchTemporalFramebuffer(\r\n false,\r\n 0,\r\n 0,\r\n colorAttachment,\r\n currentFramebuffer.getDepthAttachment(),\r\n false\r\n )\r\n : null;\r\n if (singleColorFramebuffer) {\r\n const viewport = device.getViewport();\r\n const scissor = device.getScissor();\r\n device.pushDeviceStates();\r\n device.setFramebuffer(singleColorFramebuffer);\r\n device.setViewport(viewport);\r\n device.setScissor(scissor);\r\n }\r\n try {\r\n device.setProgram(ABufferOIT.getCompositeProgram(device));\r\n const bindGroup = ABufferOIT._compositeBindGroup!;\r\n bindGroup.setBuffer(\r\n 'scissorOffset',\r\n this._scissorOffsetBuffer!,\r\n 0,\r\n pass * ABufferOIT._ubAlignment,\r\n ABufferOIT._ubAlignment\r\n );\r\n bindGroup.setBuffer('headBuffer', this._headBuffer!);\r\n bindGroup.setBuffer('nodeBuffer', this._nodeBuffer!);\r\n bindGroup.setValue('screenWidth', this._screenSize[0]);\r\n bindGroup.setValue('additiveOnly', ctx.lightBlending ? 1 : 0);\r\n device.setBindGroup(0, bindGroup);\r\n drawFullscreenQuad(\r\n ctx.lightBlending ? ABufferOIT._compositeAdditiveRenderStates! : ABufferOIT._compositeRenderStates!\r\n );\r\n } finally {\r\n if (singleColorFramebuffer) {\r\n device.popDeviceStates();\r\n device.pool.releaseFrameBuffer(singleColorFramebuffer);\r\n } else if (this._singleColorFramebuffer) {\r\n device.popDeviceStates();\r\n device.pool.releaseFrameBuffer(this._singleColorFramebuffer);\r\n this._singleColorFramebuffer = null;\r\n } else {\r\n device.setBindGroup(0, lastBindGroup[0], lastBindGroup[1]);\r\n }\r\n }\r\n }\r\n /**\r\n * {@inheritDoc OIT.calculateHash}\r\n */\r\n calculateHash() {\r\n return this._hash!;\r\n }\r\n /**\r\n * {@inheritDoc OIT.applyUniforms}\r\n */\r\n applyUniforms(ctx: DrawContext, bindGroup: BindGroup) {\r\n bindGroup.setBuffer('Z_AB_nodeBuffer', this._nodeBuffer!);\r\n bindGroup.setBuffer(\r\n 'Z_AB_scissorOffset',\r\n this._scissorOffsetBuffer!,\r\n 0,\r\n this._currentPass * ABufferOIT._ubAlignment,\r\n ABufferOIT._ubAlignment\r\n );\r\n bindGroup.setBuffer('Z_AB_headImage', this._headBuffer!);\r\n bindGroup.setValue('Z_AB_screenSize', this._screenSize[0]);\r\n bindGroup.setTexture('Z_AB_depthTexture', ctx.linearDepthTexture!);\r\n }\r\n /**\r\n * {@inheritDoc OIT.outputFragmentColor}\r\n */\r\n outputFragmentColor(scope: PBInsideFunctionScope, color: PBShaderExp) {\r\n const pb = scope.$builder;\r\n // linear depth of current fragment\r\n scope.$l.fragDepth = ShaderHelper.nonLinearDepthToLinearNormalized(scope, scope.$builtins.fragCoord.z);\r\n // linear depth in depth texture\r\n scope.$l.linearDepth = pb.textureLoad(\r\n scope.Z_AB_depthTexture,\r\n pb.ivec2(scope.$builtins.fragCoord.xy),\r\n 0\r\n ).r;\r\n // saved to buffer only if nothing is infront\r\n scope.$if(pb.lessThan(scope.fragDepth, scope.linearDepth), function () {\r\n this.$l.Z_AB_pixelCount = pb.atomicAdd(this.Z_AB_headImage.at(0), 1);\r\n this.$l.Z_AB_nodeOffset = this.Z_AB_pixelCount;\r\n // save if index not exceeded\r\n this.$if(pb.lessThan(this.Z_AB_nodeOffset, pb.arrayLength(this.Z_AB_nodeBuffer)), function () {\r\n this.$l.Z_AB_headOffset = pb.add(\r\n pb.mul(this.Z_AB_screenSize, pb.sub(pb.uint(this.$builtins.fragCoord.y), this.Z_AB_scissorOffset)),\r\n pb.uint(this.$builtins.fragCoord.x)\r\n );\r\n this.$l.Z_AB_oldHead = pb.atomicExchange(\r\n this.Z_AB_headImage.at(pb.add(this.Z_AB_headOffset, 1)),\r\n this.Z_AB_nodeOffset\r\n );\r\n this.$l.Z_AB_colorScale = pb.floatBitsToUint(pb.length(color.rgb));\r\n this.$l.Z_AB_color = pb.pack4x8unorm(pb.vec4(pb.normalize(color.rgb), pb.clamp(color.a, 0, 1)));\r\n this.$l.Z_AB_depth = pb.floatBitsToUint(this.fragDepth);\r\n this.Z_AB_nodeBuffer.setAt(\r\n this.Z_AB_nodeOffset,\r\n pb.uvec4(this.Z_AB_color, this.Z_AB_colorScale, this.Z_AB_depth, this.Z_AB_oldHead)\r\n );\r\n pb.discard();\r\n });\r\n });\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc OIT.setRenderStates}\r\n */\r\n setRenderStates(rs: RenderStateSet) {\r\n const stencilStates = rs.useStencilState();\r\n stencilStates.enable(true);\r\n stencilStates.setFrontCompareFunc('always');\r\n stencilStates.setBackCompareFunc('always');\r\n stencilStates.setFrontOp('keep', 'keep', 'replace');\r\n stencilStates.setBackOp('keep', 'keep', 'replace');\r\n stencilStates.setReference(1);\r\n stencilStates.setReadMask(0xff);\r\n }\r\n /** @internal */\r\n private static getCompositeProgram(device: AbstractDevice) {\r\n if (!this._compositeProgram) {\r\n this._compositeProgram = device.buildRenderProgram({\r\n vertex(pb) {\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 if (device.type === 'webgpu') {\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.$outputs.outColor = pb.vec4();\r\n this.scissorOffset = pb.uint().uniformBuffer(0);\r\n this.headBuffer = pb.uint[0]().storageBuffer(0);\r\n this.nodeBuffer = pb.uvec4[0]().storageBuffer(0);\r\n this.screenWidth = pb.uint().uniform(0);\r\n this.additiveOnly = pb.int().uniform(0);\r\n pb.func('unpackColor', [pb.uvec4('x')], function () {\r\n this.$l.colorNorm = pb.unpack4x8unorm(this.x.x);\r\n this.$l.colorScale = pb.uintBitsToFloat(this.x.y);\r\n this.$return(pb.vec4(pb.mul(this.colorNorm.rgb, this.colorScale), this.colorNorm.a));\r\n });\r\n pb.main(function () {\r\n this.$l.fragmentArray = pb.uvec4[ABufferOIT.MAX_FRAGMENT_LAYERS]();\r\n this.$l.fragmentArrayLen = pb.uint(0);\r\n this.$l.offset = pb.add(\r\n pb.mul(this.screenWidth, pb.sub(pb.uint(this.$builtins.fragCoord.y), this.scissorOffset)),\r\n pb.uint(this.$builtins.fragCoord.x)\r\n );\r\n //this.$l.head = this.headBuffer.at(this.offset);\r\n this.$l.head = this.headBuffer.at(pb.add(this.offset, 1));\r\n this.$while(\r\n pb.and(\r\n pb.lessThan(this.fragmentArrayLen, ABufferOIT.MAX_FRAGMENT_LAYERS),\r\n pb.notEqual(this.head, 0xffffffff)\r\n ),\r\n function () {\r\n this.fragmentArray.setAt(this.fragmentArrayLen, this.nodeBuffer.at(this.head));\r\n this.head = this.fragmentArray.at(this.fragmentArrayLen).w;\r\n this.fragmentArrayLen = pb.add(this.fragmentArrayLen, 1);\r\n }\r\n );\r\n this.$if(pb.equal(this.fragmentArrayLen, 0), function () {\r\n this.$outputs.outColor = pb.vec4(0, 0, 0, 1);\r\n }).$else(function () {\r\n // bubble sort\r\n this.$for(pb.uint('i'), 0, pb.sub(this.fragmentArrayLen, 1), function () {\r\n this.$for(pb.uint('j'), 0, pb.sub(pb.sub(this.fragmentArrayLen, 1), this.i), function () {\r\n this.$l.a = this.fragmentArray.at(this.j);\r\n this.$l.b = this.fragmentArray.at(pb.add(this.j, 1));\r\n this.$if(pb.greaterThan(this.a.z, this.b.z), function () {\r\n this.fragmentArray.setAt(this.j, this.b);\r\n this.fragmentArray.setAt(pb.add(this.j, 1), this.a);\r\n });\r\n });\r\n });\r\n // under operator blending\r\n this.$l.c0 = this.unpackColor(this.fragmentArray[0]);\r\n this.$l.c_dst = ABufferOIT.usePremultipliedAlpha ? this.c0.rgb : pb.mul(this.c0.rgb, this.c0.a);\r\n this.$l.a_dst = pb.sub(1, this.c0.a);\r\n this.$for(pb.uint('i'), 1, this.fragmentArrayLen, function () {\r\n this.$l.c = this.unpackColor(this.fragmentArray.at(this.i));\r\n if (ABufferOIT.usePremultipliedAlpha) {\r\n this.c_dst = pb.add(this.c_dst, pb.mul(this.c.rgb, this.a_dst));\r\n } else {\r\n this.c_dst = pb.add(this.c_dst, pb.mul(this.c.rgb, this.c.a, this.a_dst));\r\n }\r\n this.a_dst = pb.mul(this.a_dst, pb.sub(1, this.c.a));\r\n });\r\n this.$outputs.outColor = pb.vec4(\r\n this.c_dst,\r\n pb.equal(this.additiveOnly, 0) ? this.a_dst : pb.float(0)\r\n );\r\n });\r\n });\r\n }\r\n })!;\r\n this._compositeProgram.name = '@ABufferOIT_Composite';\r\n this._compositeBindGroup = device.createBindGroup(this._compositeProgram.bindGroupLayouts[0]);\r\n this._compositeRenderStates = device.createRenderStateSet();\r\n this._compositeRenderStates\r\n .useBlendingState()\r\n .enable(true)\r\n .setBlendFuncRGB('one', 'src-alpha')\r\n .setBlendFuncAlpha('zero', 'one');\r\n this._compositeRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n this._compositeAdditiveRenderStates = device.createRenderStateSet();\r\n this._compositeAdditiveRenderStates\r\n .useBlendingState()\r\n .enable(true)\r\n .setBlendFuncRGB('one', 'one')\r\n .setBlendFuncAlpha('zero', 'one');\r\n this._compositeAdditiveRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n const stencilStates = this._compositeRenderStates.useStencilState();\r\n stencilStates.enable(false);\r\n stencilStates.setFrontCompareFunc('always');\r\n stencilStates.setBackCompareFunc('always');\r\n stencilStates.setFrontOp('keep', 'keep', 'replace');\r\n stencilStates.setBackOp('keep', 'keep', 'replace');\r\n stencilStates.setReference(0);\r\n stencilStates.setReadMask(0xff);\r\n const additiveStencilStates = 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+
{"version":3,"file":"abuffer_oit.js","sources":["../../src/render/abuffer_oit.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BindGroup,\r\n DeviceViewport,\r\n FrameBuffer,\r\n GPUDataBuffer,\r\n GPUProgram,\r\n PBGlobalScope,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n RenderStateSet\r\n} from '@zephyr3d/device';\r\nimport type { OIT } from './oit';\r\nimport type { DrawContext } from './drawable';\r\nimport { drawFullscreenQuad } from './fullscreenquad';\r\nimport { ShaderHelper } from '../material';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { Disposable } from '@zephyr3d/base';\r\n\r\n/**\r\n * per-pixel linked list OIT renderer using ABuffer.\r\n *\r\n * @remarks\r\n * The ABuffer OIT renderer only supports WebGPU device.\r\n *\r\n * @public\r\n */\r\nexport class ABufferOIT extends Disposable implements OIT {\r\n /** Type name of ABufferOIT */\r\n public static readonly type = 'ab';\r\n public static readonly usePremultipliedAlpha = true;\r\n private static readonly MAX_FRAGMENT_LAYERS = 75;\r\n private static _compositeProgram: Nullable<GPUProgram> = null;\r\n private static _compositeBindGroup: Nullable<BindGroup> = null;\r\n private static _compositeRenderStates: Nullable<RenderStateSet> = null;\r\n private static _compositeAdditiveRenderStates: Nullable<RenderStateSet> = null;\r\n private static _ubAlignment = 0;\r\n private _nodeBuffer: Nullable<GPUDataBuffer>;\r\n private _headStagingBuffer: Nullable<GPUDataBuffer>;\r\n private _headBuffer: Nullable<GPUDataBuffer>;\r\n private _scissorOffsetBuffer: Nullable<GPUDataBuffer>;\r\n private readonly _numLayers: number;\r\n private _screenSize: Uint32Array<ArrayBuffer>;\r\n private _hash: Nullable<string>;\r\n private readonly _debug: boolean;\r\n private _scissorSlices: number;\r\n private _scissorHeight: number;\r\n private _currentPass: number;\r\n private _savedScissor: Nullable<DeviceViewport>;\r\n private _singleColorFramebuffer: Nullable<FrameBuffer>;\r\n /**\r\n * Creates an instance of ABufferOIT class\r\n *\r\n * @param numLayers - How many transparent layers, default is 16\r\n */\r\n constructor(numLayers = 16) {\r\n super();\r\n this._nodeBuffer = null;\r\n this._headStagingBuffer = null;\r\n this._headBuffer = null;\r\n this._scissorOffsetBuffer = null;\r\n this._numLayers = numLayers;\r\n this._screenSize = new Uint32Array([0xffffffff, 0xffffffff]);\r\n this._hash = null;\r\n this._debug = false;\r\n this._scissorSlices = 0;\r\n this._scissorHeight = 0;\r\n this._savedScissor = null;\r\n this._currentPass = 0;\r\n this._singleColorFramebuffer = null;\r\n }\r\n /**\r\n * {@inheritDoc OIT.getType}\r\n */\r\n getType() {\r\n return ABufferOIT.type;\r\n }\r\n /**\r\n * {@inheritDoc OIT.supportDevice}\r\n */\r\n supportDevice(deviceType: string) {\r\n return deviceType === 'webgpu';\r\n }\r\n /**\r\n * {@inheritDoc OIT.wantsPremultipliedAlpha}\r\n */\r\n wantsPremultipliedAlpha() {\r\n return ABufferOIT.usePremultipliedAlpha;\r\n }\r\n /**\r\n * {@inheritDoc OIT.begin}\r\n */\r\n begin(ctx: DrawContext) {\r\n const device = ctx.device;\r\n this._savedScissor = device.getScissor();\r\n const ubAlignment = (ABufferOIT._ubAlignment =\r\n device.getDeviceCaps().shaderCaps.uniformBufferOffsetAlignment);\r\n const viewport = device.getViewport();\r\n const screenWidth = device.screenXToDevice(viewport.width);\r\n const screenHeight = device.screenYToDevice(Math.max(viewport.height, 1));\r\n if (screenWidth !== this._screenSize[0] || screenHeight !== this._screenSize[1]) {\r\n // Resize buffers if viewport was changed\r\n this._screenSize[0] = screenWidth;\r\n this._screenSize[1] = screenHeight;\r\n // compute scissor slices\r\n const maxBufferSize = device.getDeviceCaps().shaderCaps.maxStorageBufferSize;\r\n const bytesPerLine = screenWidth * 4 * 4 * this._numLayers;\r\n this._scissorHeight = (maxBufferSize / bytesPerLine) >> 0;\r\n this._scissorSlices = Math.ceil(screenHeight / this._scissorHeight);\r\n const offsetBufferSize = ubAlignment * this._scissorSlices;\r\n const offsetBuffer = new Uint32Array(offsetBufferSize >> 2);\r\n for (let i = 0; i < this._scissorSlices; i++) {\r\n offsetBuffer[i * (ubAlignment >> 2)] = i * this._scissorHeight;\r\n }\r\n if (!this._scissorOffsetBuffer || this._scissorOffsetBuffer.byteLength < offsetBuffer.byteLength) {\r\n this._scissorOffsetBuffer?.dispose();\r\n this._scissorOffsetBuffer = device.createBuffer(offsetBuffer.byteLength, { usage: 'uniform' });\r\n }\r\n this._scissorOffsetBuffer.bufferSubData(0, offsetBuffer);\r\n // resize node buffer\r\n const size = screenWidth * this._scissorHeight * 4;\r\n const nodeBufferSize = size * 4 * this._numLayers;\r\n if (!this._nodeBuffer || nodeBufferSize > this._nodeBuffer.byteLength) {\r\n this._nodeBuffer?.dispose();\r\n this._nodeBuffer = device.createBuffer(nodeBufferSize, { storage: true, usage: 'uniform' });\r\n }\r\n // resize head buffer\r\n const headBufferSize = size + 4;\r\n if (!this._headBuffer || headBufferSize > this._headBuffer.byteLength) {\r\n this._headBuffer?.dispose();\r\n this._headBuffer = device.createBuffer(headBufferSize, { storage: true, usage: 'uniform' });\r\n this._headStagingBuffer?.dispose();\r\n this._headStagingBuffer = device.createBuffer(headBufferSize, { storage: true, usage: 'uniform' });\r\n const tmpArray = new Uint32Array(headBufferSize >> 2);\r\n tmpArray.fill(0xffffffff);\r\n this._headStagingBuffer.bufferSubData(0, tmpArray);\r\n }\r\n }\r\n return this._scissorSlices;\r\n }\r\n /**\r\n * {@inheritDoc OIT.end}\r\n */\r\n end(ctx: DrawContext) {\r\n // Restore scissor rect\r\n ctx.device.setScissor(this._savedScissor);\r\n }\r\n /**\r\n * {@inheritDoc OIT.setupFragmentOutput}\r\n */\r\n setupFragmentOutput(scope: PBGlobalScope) {\r\n const pb = scope.$builder;\r\n scope.Z_AB_scissorOffset = pb.uint().uniformBuffer(2);\r\n scope.Z_AB_nodeBuffer = pb.uvec4[0]().storageBuffer(2);\r\n scope.Z_AB_headImage = pb.atomic_uint[0]().storageBuffer(2);\r\n scope.Z_AB_screenSize = pb.uint().uniform(2);\r\n // Read with textureLoad only\r\n scope.Z_AB_depthTexture = pb.tex2D().uniform(2).noSampler();\r\n scope.$outputs.outColor = pb.vec4();\r\n }\r\n /**\r\n * {@inheritDoc OIT.beginPass}\r\n */\r\n beginPass(ctx: DrawContext, pass: number) {\r\n this._currentPass = pass;\r\n const device = ctx.device;\r\n const currentFramebuffer = device.getFramebuffer();\r\n const colorAttachment = currentFramebuffer?.getColorAttachments()[0] ?? null;\r\n this._singleColorFramebuffer =\r\n currentFramebuffer && currentFramebuffer.getColorAttachments().length > 1 && colorAttachment\r\n ? device.pool.fetchTemporalFramebuffer(\r\n false,\r\n 0,\r\n 0,\r\n colorAttachment,\r\n currentFramebuffer.getDepthAttachment(),\r\n false\r\n )\r\n : null;\r\n if (this._singleColorFramebuffer) {\r\n const viewport = device.getViewport();\r\n const scissor = device.getScissor();\r\n device.pushDeviceStates();\r\n device.setFramebuffer(this._singleColorFramebuffer);\r\n device.setViewport(viewport);\r\n device.setScissor(scissor);\r\n }\r\n const scissorY = pass * this._scissorHeight;\r\n const scissorH =\r\n Math.min((pass + 1) * this._scissorHeight, this._screenSize[1]) - pass * this._scissorHeight;\r\n device.setScissor([\r\n 0,\r\n device.deviceYToScreen(this._screenSize[1] - scissorY - scissorH),\r\n device.deviceXToScreen(this._screenSize[0]),\r\n device.deviceYToScreen(scissorH)\r\n ]);\r\n device.copyBuffer(this._headStagingBuffer!, this._headBuffer!, 0, 0, this._headStagingBuffer!.byteLength);\r\n // Update render hash\r\n this._hash = `${this.getType()}#${this._nodeBuffer!.uid}#${this._headBuffer!.uid}#${\r\n this._scissorOffsetBuffer!.uid\r\n }#${pass}`;\r\n if (this._debug) {\r\n const data = new Uint8Array(this._headBuffer!.byteLength);\r\n const readBuffer = device.createBuffer(this._headBuffer!.byteLength, { usage: 'read' });\r\n device.copyBuffer(this._headBuffer!, readBuffer, 0, 0, this._headBuffer!.byteLength);\r\n readBuffer.getBufferSubData(data).then(() => {\r\n const uint = new Uint32Array(data.buffer);\r\n for (let i = 0; i < uint.length; i++) {\r\n if (uint[i] !== 0xffffffff) {\r\n console.error('Clear head buffer failed');\r\n break;\r\n }\r\n }\r\n readBuffer.dispose();\r\n });\r\n }\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc OIT.endPass}\r\n */\r\n endPass(ctx: DrawContext, pass: number) {\r\n const device = ctx.device;\r\n ABufferOIT.getCompositeProgram(device);\r\n const lastBindGroup = device.getBindGroup(0);\r\n const currentFramebuffer = device.getFramebuffer();\r\n const colorAttachment = currentFramebuffer?.getColorAttachments()[0] ?? null;\r\n const singleColorFramebuffer =\r\n !this._singleColorFramebuffer &&\r\n currentFramebuffer &&\r\n currentFramebuffer.getColorAttachments().length > 1 &&\r\n colorAttachment\r\n ? device.pool.fetchTemporalFramebuffer(\r\n false,\r\n 0,\r\n 0,\r\n colorAttachment,\r\n currentFramebuffer.getDepthAttachment(),\r\n false\r\n )\r\n : null;\r\n if (singleColorFramebuffer) {\r\n const viewport = device.getViewport();\r\n const scissor = device.getScissor();\r\n device.pushDeviceStates();\r\n device.setFramebuffer(singleColorFramebuffer);\r\n device.setViewport(viewport);\r\n device.setScissor(scissor);\r\n }\r\n try {\r\n device.setProgram(ABufferOIT.getCompositeProgram(device));\r\n const bindGroup = ABufferOIT._compositeBindGroup!;\r\n bindGroup.setBuffer(\r\n 'scissorOffset',\r\n this._scissorOffsetBuffer!,\r\n 0,\r\n pass * ABufferOIT._ubAlignment,\r\n ABufferOIT._ubAlignment\r\n );\r\n bindGroup.setBuffer('headBuffer', this._headBuffer!);\r\n bindGroup.setBuffer('nodeBuffer', this._nodeBuffer!);\r\n bindGroup.setValue('screenWidth', this._screenSize[0]);\r\n bindGroup.setValue('additiveOnly', ctx.lightBlending ? 1 : 0);\r\n device.setBindGroup(0, bindGroup);\r\n drawFullscreenQuad(\r\n ctx.lightBlending ? ABufferOIT._compositeAdditiveRenderStates! : ABufferOIT._compositeRenderStates!\r\n );\r\n } finally {\r\n if (singleColorFramebuffer) {\r\n device.popDeviceStates();\r\n device.pool.releaseFrameBuffer(singleColorFramebuffer);\r\n } else if (this._singleColorFramebuffer) {\r\n device.popDeviceStates();\r\n device.pool.releaseFrameBuffer(this._singleColorFramebuffer);\r\n this._singleColorFramebuffer = null;\r\n } else {\r\n device.setBindGroup(0, lastBindGroup[0], lastBindGroup[1]);\r\n }\r\n }\r\n }\r\n /**\r\n * {@inheritDoc OIT.calculateHash}\r\n */\r\n calculateHash() {\r\n return this._hash!;\r\n }\r\n /**\r\n * {@inheritDoc OIT.applyUniforms}\r\n */\r\n applyUniforms(ctx: DrawContext, bindGroup: BindGroup) {\r\n bindGroup.setBuffer('Z_AB_nodeBuffer', this._nodeBuffer!);\r\n bindGroup.setBuffer(\r\n 'Z_AB_scissorOffset',\r\n this._scissorOffsetBuffer!,\r\n 0,\r\n this._currentPass * ABufferOIT._ubAlignment,\r\n ABufferOIT._ubAlignment\r\n );\r\n bindGroup.setBuffer('Z_AB_headImage', this._headBuffer!);\r\n bindGroup.setValue('Z_AB_screenSize', this._screenSize[0]);\r\n bindGroup.setTexture('Z_AB_depthTexture', ctx.linearDepthTexture!);\r\n }\r\n /**\r\n * {@inheritDoc OIT.outputFragmentColor}\r\n */\r\n outputFragmentColor(scope: PBInsideFunctionScope, color: PBShaderExp) {\r\n const pb = scope.$builder;\r\n // linear depth of current fragment\r\n scope.$l.fragDepth = ShaderHelper.nonLinearDepthToLinearNormalized(scope, scope.$builtins.fragCoord.z);\r\n // linear depth in depth texture\r\n scope.$l.linearDepth = pb.textureLoad(\r\n scope.Z_AB_depthTexture,\r\n pb.ivec2(scope.$builtins.fragCoord.xy),\r\n 0\r\n ).r;\r\n // saved to buffer only if nothing is infront\r\n scope.$if(pb.lessThan(scope.fragDepth, scope.linearDepth), function () {\r\n this.$l.Z_AB_pixelCount = pb.atomicAdd(this.Z_AB_headImage.at(0), 1);\r\n this.$l.Z_AB_nodeOffset = this.Z_AB_pixelCount;\r\n // save if index not exceeded\r\n this.$if(pb.lessThan(this.Z_AB_nodeOffset, pb.arrayLength(this.Z_AB_nodeBuffer)), function () {\r\n this.$l.Z_AB_headOffset = pb.add(\r\n pb.mul(this.Z_AB_screenSize, pb.sub(pb.uint(this.$builtins.fragCoord.y), this.Z_AB_scissorOffset)),\r\n pb.uint(this.$builtins.fragCoord.x)\r\n );\r\n this.$l.Z_AB_oldHead = pb.atomicExchange(\r\n this.Z_AB_headImage.at(pb.add(this.Z_AB_headOffset, 1)),\r\n this.Z_AB_nodeOffset\r\n );\r\n this.$l.Z_AB_colorScale = pb.floatBitsToUint(pb.length(color.rgb));\r\n this.$l.Z_AB_color = pb.pack4x8unorm(pb.vec4(pb.normalize(color.rgb), pb.clamp(color.a, 0, 1)));\r\n this.$l.Z_AB_depth = pb.floatBitsToUint(this.fragDepth);\r\n this.Z_AB_nodeBuffer.setAt(\r\n this.Z_AB_nodeOffset,\r\n pb.uvec4(this.Z_AB_color, this.Z_AB_colorScale, this.Z_AB_depth, this.Z_AB_oldHead)\r\n );\r\n pb.discard();\r\n });\r\n });\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc OIT.setRenderStates}\r\n */\r\n setRenderStates(rs: RenderStateSet) {\r\n const stencilStates = rs.useStencilState();\r\n stencilStates.enable(true);\r\n stencilStates.setFrontCompareFunc('always');\r\n stencilStates.setBackCompareFunc('always');\r\n stencilStates.setFrontOp('keep', 'keep', 'replace');\r\n stencilStates.setBackOp('keep', 'keep', 'replace');\r\n stencilStates.setReference(1);\r\n stencilStates.setReadMask(0xff);\r\n }\r\n /** @internal */\r\n private static getCompositeProgram(device: AbstractDevice) {\r\n if (!this._compositeProgram) {\r\n this._compositeProgram = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$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.$inputs.pos.xy, 0.5), pb.vec2(0.5));\r\n if (device.type === 'webgpu') {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n }\r\n });\r\n },\r\n fragment(pb) {\r\n this.$outputs.outColor = pb.vec4();\r\n this.scissorOffset = pb.uint().uniformBuffer(0);\r\n this.headBuffer = pb.uint[0]().storageBuffer(0);\r\n this.nodeBuffer = pb.uvec4[0]().storageBuffer(0);\r\n this.screenWidth = pb.uint().uniform(0);\r\n this.additiveOnly = pb.int().uniform(0);\r\n pb.func('unpackColor', [pb.uvec4('x')], function () {\r\n this.$l.colorNorm = pb.unpack4x8unorm(this.x.x);\r\n this.$l.colorScale = pb.uintBitsToFloat(this.x.y);\r\n this.$return(pb.vec4(pb.mul(this.colorNorm.rgb, this.colorScale), this.colorNorm.a));\r\n });\r\n pb.main(function () {\r\n this.$l.fragmentArray = pb.uvec4[ABufferOIT.MAX_FRAGMENT_LAYERS]();\r\n this.$l.fragmentArrayLen = pb.uint(0);\r\n this.$l.offset = pb.add(\r\n pb.mul(this.screenWidth, pb.sub(pb.uint(this.$builtins.fragCoord.y), this.scissorOffset)),\r\n pb.uint(this.$builtins.fragCoord.x)\r\n );\r\n //this.$l.head = this.headBuffer.at(this.offset);\r\n this.$l.head = this.headBuffer.at(pb.add(this.offset, 1));\r\n this.$while(\r\n pb.and(\r\n pb.lessThan(this.fragmentArrayLen, ABufferOIT.MAX_FRAGMENT_LAYERS),\r\n pb.notEqual(this.head, 0xffffffff)\r\n ),\r\n function () {\r\n this.fragmentArray.setAt(this.fragmentArrayLen, this.nodeBuffer.at(this.head));\r\n this.head = this.fragmentArray.at(this.fragmentArrayLen).w;\r\n this.fragmentArrayLen = pb.add(this.fragmentArrayLen, 1);\r\n }\r\n );\r\n this.$if(pb.equal(this.fragmentArrayLen, 0), function () {\r\n this.$outputs.outColor = pb.vec4(0, 0, 0, 1);\r\n }).$else(function () {\r\n // bubble sort\r\n this.$for(pb.uint('i'), 0, pb.sub(this.fragmentArrayLen, 1), function () {\r\n this.$for(pb.uint('j'), 0, pb.sub(pb.sub(this.fragmentArrayLen, 1), this.i), function () {\r\n this.$l.a = this.fragmentArray.at(this.j);\r\n this.$l.b = this.fragmentArray.at(pb.add(this.j, 1));\r\n this.$if(pb.greaterThan(this.a.z, this.b.z), function () {\r\n this.fragmentArray.setAt(this.j, this.b);\r\n this.fragmentArray.setAt(pb.add(this.j, 1), this.a);\r\n });\r\n });\r\n });\r\n // under operator blending\r\n this.$l.c0 = this.unpackColor(this.fragmentArray[0]);\r\n this.$l.c_dst = ABufferOIT.usePremultipliedAlpha ? this.c0.rgb : pb.mul(this.c0.rgb, this.c0.a);\r\n this.$l.a_dst = pb.sub(1, this.c0.a);\r\n this.$for(pb.uint('i'), 1, this.fragmentArrayLen, function () {\r\n this.$l.c = this.unpackColor(this.fragmentArray.at(this.i));\r\n if (ABufferOIT.usePremultipliedAlpha) {\r\n this.c_dst = pb.add(this.c_dst, pb.mul(this.c.rgb, this.a_dst));\r\n } else {\r\n this.c_dst = pb.add(this.c_dst, pb.mul(this.c.rgb, this.c.a, this.a_dst));\r\n }\r\n this.a_dst = pb.mul(this.a_dst, pb.sub(1, this.c.a));\r\n });\r\n this.$outputs.outColor = pb.vec4(\r\n this.c_dst,\r\n pb.equal(this.additiveOnly, 0) ? this.a_dst : pb.float(0)\r\n );\r\n });\r\n });\r\n }\r\n })!;\r\n this._compositeProgram.name = '@ABufferOIT_Composite';\r\n this._compositeBindGroup = device.createBindGroup(this._compositeProgram.bindGroupLayouts[0]);\r\n this._compositeRenderStates = device.createRenderStateSet();\r\n this._compositeRenderStates\r\n .useBlendingState()\r\n .enable(true)\r\n .setBlendFuncRGB('one', 'src-alpha')\r\n .setBlendFuncAlpha('zero', 'one');\r\n this._compositeRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n this._compositeAdditiveRenderStates = device.createRenderStateSet();\r\n this._compositeAdditiveRenderStates\r\n .useBlendingState()\r\n .enable(true)\r\n .setBlendFuncRGB('one', 'one')\r\n .setBlendFuncAlpha('zero', 'one');\r\n this._compositeAdditiveRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n const stencilStates = this._compositeRenderStates.useStencilState();\r\n stencilStates.enable(false);\r\n stencilStates.setFrontCompareFunc('always');\r\n stencilStates.setBackCompareFunc('always');\r\n stencilStates.setFrontOp('keep', 'keep', 'replace');\r\n stencilStates.setBackOp('keep', 'keep', 'replace');\r\n stencilStates.setReference(0);\r\n stencilStates.setReadMask(0xff);\r\n const additiveStencilStates = this._compositeAdditiveRenderStates.useStencilState();\r\n additiveStencilStates.enable(false);\r\n additiveStencilStates.setFrontCompareFunc('always');\r\n additiveStencilStates.setBackCompareFunc('always');\r\n additiveStencilStates.setFrontOp('keep', 'keep', 'replace');\r\n additiveStencilStates.setBackOp('keep', 'keep', 'replace');\r\n additiveStencilStates.setReference(0);\r\n additiveStencilStates.setReadMask(0xff);\r\n }\r\n return this._compositeProgram;\r\n }\r\n protected onDispose() {\r\n super.onDispose();\r\n this._nodeBuffer?.dispose();\r\n this._nodeBuffer = null;\r\n this._headStagingBuffer?.dispose();\r\n this._headStagingBuffer = null;\r\n this._headBuffer?.dispose();\r\n this._headBuffer = null;\r\n this._scissorOffsetBuffer?.dispose();\r\n this._scissorOffsetBuffer = null;\r\n this._hash = null;\r\n this._savedScissor = null;\r\n 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