@zephyr3d/scene 0.9.19 → 0.9.21
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/convex_collider.js +320 -0
- package/dist/animation/joint_dynamics/convex_collider.js.map +1 -0
- package/dist/asset/assetmanager.js +1 -0
- package/dist/asset/assetmanager.js.map +1 -1
- package/dist/camera/camera.js +39 -0
- package/dist/camera/camera.js.map +1 -1
- package/dist/index.d.ts +190 -4
- package/dist/index.js +2 -1
- package/dist/index.js.map +1 -1
- package/dist/material/meshmaterial.js +2 -2
- package/dist/material/meshmaterial.js.map +1 -1
- package/dist/material/mixins/lit.js +10 -0
- package/dist/material/mixins/lit.js.map +1 -1
- package/dist/material/shader/helper.js +117 -2
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/posteffect/skinsss.js +10 -10
- package/dist/posteffect/skinsss.js.map +1 -1
- package/dist/posteffect/ssr.js +13 -13
- package/dist/posteffect/ssr.js.map +1 -1
- package/dist/posteffect/sss.js +8 -7
- package/dist/posteffect/sss.js.map +1 -1
- package/dist/posteffect/tonemap.js +5 -5
- package/dist/posteffect/tonemap.js.map +1 -1
- package/dist/render/abuffer_oit.js +5 -0
- package/dist/render/abuffer_oit.js.map +1 -1
- package/dist/render/cluster_light.js +52 -8
- package/dist/render/cluster_light.js.map +1 -1
- package/dist/render/dualdepthpeeling_oit.js +331 -0
- package/dist/render/dualdepthpeeling_oit.js.map +1 -0
- package/dist/render/lightpass.js +29 -8
- package/dist/render/lightpass.js.map +1 -1
- package/dist/render/renderer.js +3 -0
- package/dist/render/renderer.js.map +1 -1
- package/dist/render/rendergraph/blackboard.js +40 -39
- package/dist/render/rendergraph/blackboard.js.map +1 -1
- package/dist/render/rendergraph/device_pool_allocator.js +10 -1
- package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
- package/dist/render/rendergraph/forward_plus_builder.js +75 -4
- package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
- package/dist/render/rendergraph/types.js.map +1 -1
- package/dist/render/renderpass.js +12 -2
- package/dist/render/renderpass.js.map +1 -1
- package/dist/render/shadow_mask_pass.js +297 -0
- package/dist/render/shadow_mask_pass.js.map +1 -0
- package/dist/render/weightedblended_oit.js +5 -0
- package/dist/render/weightedblended_oit.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/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 +1 -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/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/utility/serialization/manager.js +1 -0
- 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 +35 -2
- package/dist/utility/serialization/scene/camera.js.map +1 -1
- package/dist/utility/serialization/scene/light.js +1 -0
- package/dist/utility/serialization/scene/light.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 +11 -1
- package/dist/values.js.map +1 -1
- package/package.json +2 -2
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{"version":3,"file":"cluster_light.js","sources":["../../src/render/cluster_light.ts"],"sourcesContent":["import type { Nullable } from '@zephyr3d/base';\r\nimport { Vector4 } from '@zephyr3d/base';\r\nimport { MAX_CLUSTERED_LIGHTS } from '../values';\r\nimport type {\r\n AbstractDevice,\r\n BindGroup,\r\n FrameBuffer,\r\n GPUProgram,\r\n PBStructTypeInfo,\r\n RenderStateSet,\r\n StructuredBuffer,\r\n Texture2D,\r\n VertexLayout\r\n} from '@zephyr3d/device';\r\nimport type { Camera } from '../camera/camera';\r\nimport type { RenderQueue } from './render_queue';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { getDevice } from '../app/api';\r\n\r\nexport class ClusteredLight {\r\n private readonly _tileCountX: number;\r\n private readonly _tileCountY: number;\r\n private readonly _tileCountZ: number;\r\n private readonly _lights: Float32Array<ArrayBuffer>;\r\n private _lightIndexTexture: Nullable<Texture2D>;\r\n private _lightIndexFramebuffer: Nullable<FrameBuffer>;\r\n private _lightIndexProgram: Nullable<GPUProgram>;\r\n private _bindGroup: Nullable<BindGroup>;\r\n private _lightIndexVertexLayout: Nullable<VertexLayout>;\r\n private _lightIndexRenderStates: Nullable<RenderStateSet>;\r\n private _lightBuffer: Nullable<StructuredBuffer>;\r\n private readonly _sizeParam: Vector4;\r\n private _countParam: Int32Array<ArrayBuffer>;\r\n private readonly _clusterParam: Vector4;\r\n constructor() {\r\n this._tileCountX = 16;\r\n this._tileCountY = 16;\r\n this._tileCountZ = 32;\r\n this._lights = new Float32Array(16 * (MAX_CLUSTERED_LIGHTS + 1));\r\n this._lightIndexTexture = null;\r\n this._lightIndexFramebuffer = null;\r\n this._lightIndexProgram = null;\r\n this._lightBuffer = null;\r\n this._bindGroup = null;\r\n this._lightIndexVertexLayout = null;\r\n this._lightIndexRenderStates = null;\r\n this._sizeParam = new Vector4();\r\n this._countParam = new Int32Array(4);\r\n this._clusterParam = new Vector4();\r\n }\r\n get lightBuffer() {\r\n return this._lightBuffer;\r\n }\r\n get clusterParam() {\r\n return this._clusterParam;\r\n }\r\n get countParam() {\r\n return this._countParam;\r\n }\r\n get lightIndexTexture() {\r\n return this._lightIndexTexture;\r\n }\r\n private createVertexLayout(device: AbstractDevice, textureWidth: number, textureHeight: number) {\r\n let vb: StructuredBuffer;\r\n if (device.type === 'webgl') {\r\n const vertices = new Float32Array(this._tileCountX * this._tileCountY * this._tileCountZ * 3);\r\n for (let i = 0; i < vertices.length; i++) {\r\n const ix = i % textureWidth;\r\n const iy = Math.floor(i / textureWidth);\r\n vertices[i * 3 + 0] = (2 * (ix + 0.5)) / textureWidth - 1;\r\n vertices[i * 3 + 1] = (2 * (iy + 0.5)) / textureHeight - 1;\r\n vertices[i * 3 + 2] = i;\r\n }\r\n vb = device.createVertexBuffer('position_f32x3', vertices)!;\r\n } else {\r\n const vertices = new Float32Array(this._tileCountX * this._tileCountY * this._tileCountZ * 2);\r\n for (let i = 0; i < vertices.length; i++) {\r\n const ix = i % textureWidth;\r\n const iy = Math.floor(i / textureWidth);\r\n vertices[i * 2 + 0] = (2 * (ix + 0.5)) / textureWidth - 1;\r\n vertices[i * 2 + 1] = (2 * (iy + 0.5)) / textureHeight - 1;\r\n }\r\n vb = device.createVertexBuffer('position_f32x2', vertices)!;\r\n }\r\n this._lightIndexVertexLayout = device.createVertexLayout({\r\n vertexBuffers: [{ buffer: vb }]\r\n });\r\n }\r\n private createRenderState(device: AbstractDevice) {\r\n this._lightIndexRenderStates = device.createRenderStateSet();\r\n this._lightIndexRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n this._lightIndexRenderStates.useRasterizerState().setCullMode('none');\r\n }\r\n private createProgram(device: AbstractDevice) {\r\n const webgl1 = device.type === 'webgl';\r\n this._lightIndexProgram = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$inputs.pos = (webgl1 ? pb.vec3() : pb.vec2()).attrib('position');\r\n this.$outputs.value = webgl1 ? pb.vec4() : pb.uvec4();\r\n this.invProjMatrix = pb.mat4().uniform(0);\r\n this.viewMatrix = pb.mat4().uniform(0);\r\n this.sizeParam = pb.vec4().uniform(0);\r\n this.countParam = pb.ivec4().uniform(0);\r\n this[ShaderHelper.getLightBufferUniformName()] =\r\n pb.vec4[(MAX_CLUSTERED_LIGHTS + 1) * 4]().uniformBuffer(0);\r\n pb.func('lineIntersectionToZPlane', [pb.vec3('a'), pb.vec3('b'), pb.float('zDistance')], function () {\r\n this.$l.normal = pb.vec3(0, 0, 1);\r\n this.$l.ab = pb.sub(this.b, this.a);\r\n this.$l.t = pb.div(\r\n pb.sub(this.zDistance, pb.dot(this.normal, this.a)),\r\n pb.dot(this.normal, this.ab)\r\n );\r\n this.$return(pb.add(this.a, pb.mul(this.t, this.ab)));\r\n });\r\n pb.func('clipToView', [pb.vec4('clip')], function () {\r\n this.$l.view = pb.mul(this.invProjMatrix, this.clip);\r\n this.$return(pb.div(this.view, this.view.w));\r\n });\r\n pb.func('screenToView', [pb.vec4('screen')], function () {\r\n this.$l.texCoord = pb.div(this.screen.xy, this.sizeParam.xy);\r\n this.$l.clip = pb.vec4(\r\n pb.sub(pb.mul(pb.vec2(this.texCoord.x, pb.sub(1, this.texCoord.y)), 2), pb.vec2(1)),\r\n this.screen.z,\r\n this.screen.w\r\n );\r\n this.$return(this.clipToView(this.clip));\r\n });\r\n pb.func(\r\n 'sphereIntersectsAABB',\r\n [pb.vec4('sphere'), pb.vec3('aabbMin'), pb.vec3('aabbMax')],\r\n function () {\r\n this.$l.dmin = pb.float(0);\r\n this.$if(pb.lessThanEqual(this.sphere.w, 0), function () {\r\n this.$return(true);\r\n });\r\n this.$for(pb.int('i'), 0, 3, function () {\r\n this.$if(pb.lessThan(this.sphere.at(this.i), this.aabbMin.at(this.i)), function () {\r\n this.$l.delta = pb.sub(this.sphere.at(this.i), this.aabbMin.at(this.i));\r\n this.dmin = pb.add(this.dmin, pb.mul(this.delta, this.delta));\r\n }).$elseif(pb.greaterThan(this.sphere.at(this.i), this.aabbMax.at(this.i)), function () {\r\n this.$l.delta = pb.sub(this.sphere.at(this.i), this.aabbMax.at(this.i));\r\n this.dmin = pb.add(this.dmin, pb.mul(this.delta, this.delta));\r\n });\r\n });\r\n this.$if(pb.lessThanEqual(this.dmin, pb.mul(this.sphere.w, this.sphere.w)), function () {\r\n this.$return(true);\r\n });\r\n this.$return(false);\r\n }\r\n );\r\n pb.main(function () {\r\n if (pb.getDevice().type !== 'webgpu') {\r\n this.$builtins.pointSize = 1;\r\n }\r\n this.$builtins.position = pb.vec4(this.$inputs.pos.xy, 0, 1);\r\n if (pb.getDevice().type === 'webgpu') {\r\n this.$builtins.position = pb.mul(this.$builtins.position, pb.vec4(1, -1, 1, 1));\r\n }\r\n this.$l.tileIndex = webgl1 ? pb.int(this.$inputs.pos.z) : pb.int(this.$builtins.vertexIndex);\r\n this.$l.tileSize = pb.div(this.sizeParam.xy, pb.vec2(this.countParam.xy));\r\n this.$l.zIndex = pb.div(this.tileIndex, pb.mul(this.countParam.x, this.countParam.y));\r\n this.$l.yIndex = pb.div(\r\n pb.sub(this.tileIndex, pb.mul(this.zIndex, this.countParam.x, this.countParam.y)),\r\n this.countParam.x\r\n );\r\n this.$l.xIndex = pb.sub(\r\n this.tileIndex,\r\n pb.add(\r\n pb.mul(this.zIndex, this.countParam.x, this.countParam.y),\r\n pb.mul(this.yIndex, this.countParam.x)\r\n )\r\n );\r\n this.$l.maxPoint_sS = pb.vec4(\r\n pb.mul(\r\n pb.vec2(pb.float(pb.add(this.xIndex, 1)), pb.float(pb.add(this.yIndex, 1))),\r\n this.tileSize\r\n ),\r\n 0.0,\r\n 1.0\r\n );\r\n this.$l.minPoint_sS = pb.vec4(\r\n pb.mul(pb.vec2(pb.float(this.xIndex), pb.float(this.yIndex)), this.tileSize),\r\n 0.0,\r\n 1.0\r\n );\r\n this.$l.maxPoint_vS = this.screenToView(this.maxPoint_sS).xyz;\r\n this.$l.minPoint_vS = this.screenToView(this.minPoint_sS).xyz;\r\n this.$l.tileNear = pb.mul(\r\n pb.neg(this.sizeParam.z),\r\n pb.pow(\r\n pb.div(this.sizeParam.w, this.sizeParam.z),\r\n pb.div(pb.float(this.zIndex), pb.float(this.countParam.z))\r\n )\r\n );\r\n this.$l.tileFar = pb.mul(\r\n pb.neg(this.sizeParam.z),\r\n pb.pow(\r\n pb.div(this.sizeParam.w, this.sizeParam.z),\r\n pb.div(pb.add(pb.float(this.zIndex), 1), pb.float(this.countParam.z))\r\n )\r\n );\r\n this.$l.eyePos = pb.vec3(0);\r\n this.$l.minPointNear = this.lineIntersectionToZPlane(this.eyePos, this.minPoint_vS, this.tileNear);\r\n this.$l.minPointFar = this.lineIntersectionToZPlane(this.eyePos, this.minPoint_vS, this.tileFar);\r\n this.$l.maxPointNear = this.lineIntersectionToZPlane(this.eyePos, this.maxPoint_vS, this.tileNear);\r\n this.$l.maxPointFar = this.lineIntersectionToZPlane(this.eyePos, this.maxPoint_vS, this.tileFar);\r\n this.$l.aabbMin = pb.min(\r\n pb.min(this.minPointNear, this.minPointFar),\r\n pb.min(this.maxPointNear, this.maxPointFar)\r\n );\r\n this.$l.aabbMax = pb.max(\r\n pb.max(this.minPointNear, this.minPointFar),\r\n pb.max(this.maxPointNear, this.maxPointFar)\r\n );\r\n this.$l.n = pb.int(0);\r\n if (webgl1) {\r\n this.$l.lightIndices = pb.float[8]();\r\n this.$for(pb.int('i'), 0, 8, function () {\r\n this.lightIndices.setAt(this.i, 0);\r\n });\r\n this.$for(pb.int('i'), 1, 256, function () {\r\n this.$if(pb.equal(this.i, this.countParam.w), function () {\r\n this.$break();\r\n });\r\n this.$l.light = this[ShaderHelper.getLightBufferUniformName()].at(pb.mul(this.i, 4));\r\n this.$l.lightPos = pb.mul(this.viewMatrix, pb.vec4(this.light.xyz, 1));\r\n this.$l.lightPos.w = this.light.w;\r\n this.$if(this.sphereIntersectsAABB(this.lightPos, this.aabbMin, this.aabbMax), function () {\r\n this.$for(pb.int('j'), 0, 8, function () {\r\n this.$if(pb.equal(this.j, this.n), function () {\r\n this.lightIndices.setAt(this.j, pb.float(this.i));\r\n this.n = pb.add(this.n, 1);\r\n this.$break();\r\n });\r\n });\r\n this.$if(pb.equal(this.n, 8), function () {\r\n this.$break();\r\n });\r\n });\r\n });\r\n this.$outputs.value.r = pb.add(pb.mul(this.lightIndices[0], 256), this.lightIndices[1]);\r\n this.$outputs.value.g = pb.add(pb.mul(this.lightIndices[2], 256), this.lightIndices[3]);\r\n this.$outputs.value.b = pb.add(pb.mul(this.lightIndices[4], 256), this.lightIndices[5]);\r\n this.$outputs.value.a = pb.add(pb.mul(this.lightIndices[6], 256), this.lightIndices[7]);\r\n } else {\r\n this.$l.lightIndex = [\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0)\r\n ];\r\n this.$for(pb.uint('i'), 1, pb.uint(this.countParam.w), function () {\r\n this.$l.light = this[ShaderHelper.getLightBufferUniformName()].at(pb.mul(this.i, 4));\r\n this.$l.lightPos = pb.mul(this.viewMatrix, pb.vec4(this.light.xyz, 1));\r\n this.$l.lightPos.w = this.light.w;\r\n this.$if(this.sphereIntersectsAABB(this.lightPos, this.aabbMin, this.aabbMax), function () {\r\n this.lightIndex.setAt(this.n, this.i);\r\n this.n = pb.add(this.n, 1);\r\n this.$if(pb.equal(this.n, 16), function () {\r\n this.$break();\r\n });\r\n });\r\n });\r\n this.$l.r = pb.add(\r\n pb.sal(this.lightIndex[0], 24),\r\n pb.sal(this.lightIndex[1], 16),\r\n pb.sal(this.lightIndex[2], 8),\r\n this.lightIndex[3]\r\n );\r\n this.$l.g = pb.add(\r\n pb.sal(this.lightIndex[4], 24),\r\n pb.sal(this.lightIndex[5], 16),\r\n pb.sal(this.lightIndex[6], 8),\r\n this.lightIndex[7]\r\n );\r\n this.$l.b = pb.add(\r\n pb.sal(this.lightIndex[8], 24),\r\n pb.sal(this.lightIndex[9], 16),\r\n pb.sal(this.lightIndex[10], 8),\r\n this.lightIndex[11]\r\n );\r\n this.$l.a = pb.add(\r\n pb.sal(this.lightIndex[12], 24),\r\n pb.sal(this.lightIndex[13], 16),\r\n pb.sal(this.lightIndex[14], 8),\r\n this.lightIndex[15]\r\n );\r\n this.$outputs.value = pb.uvec4(this.r, this.g, this.b, this.a);\r\n }\r\n });\r\n },\r\n fragment(pb) {\r\n this.$outputs.color = webgl1 ? pb.vec4() : pb.uvec4();\r\n pb.main(function () {\r\n this.$outputs.color = this.$inputs.value;\r\n });\r\n }\r\n })!;\r\n this._lightIndexProgram.name = '@ClusteredLight_Index';\r\n this._bindGroup = device.createBindGroup(this._lightIndexProgram.bindGroupLayouts[0]);\r\n this._lightBuffer?.dispose();\r\n const lightBufferType = this._lightIndexProgram.getBindingInfo(\r\n ShaderHelper.getLightBufferUniformName()!\r\n )!.type;\r\n this._lightBuffer = device.createStructuredBuffer(lightBufferType as PBStructTypeInfo, {\r\n usage: 'uniform'\r\n });\r\n }\r\n private createLightIndexTexture(device: AbstractDevice) {\r\n const exp = Math.log2(this._tileCountX * this._tileCountY * this._tileCountZ);\r\n const a = (exp + 1) >>> 1;\r\n const b = exp - a;\r\n const textureWidth = 2 << (a - 1);\r\n const textureHeight = 2 << (b - 1);\r\n if (textureWidth * textureHeight !== this._tileCountX * this._tileCountY * this._tileCountZ) {\r\n throw new Error('Internal error');\r\n }\r\n this._lightIndexTexture = device.createTexture2D(\r\n device.type === 'webgl' ? 'rgba32f' : 'rgba32ui',\r\n textureWidth,\r\n textureHeight,\r\n { mipmapping: false }\r\n )!;\r\n this._lightIndexTexture.name = 'ClusterLightIndex';\r\n this._lightIndexFramebuffer?.dispose();\r\n this._lightIndexFramebuffer = device.createFrameBuffer([this._lightIndexTexture], null);\r\n }\r\n calculateLightIndex(camera: Camera, renderQueue: RenderQueue) {\r\n const numLights = this.getVisibleLights(renderQueue, this._lights);\r\n const device = getDevice();\r\n if (!this._lightIndexTexture) {\r\n this.createLightIndexTexture(device);\r\n }\r\n if (!this._lightIndexProgram) {\r\n this.createProgram(device);\r\n }\r\n if (!this._lightIndexVertexLayout) {\r\n this.createVertexLayout(device, this._lightIndexTexture!.width, this._lightIndexTexture!.height);\r\n }\r\n if (!this._lightIndexRenderStates) {\r\n this.createRenderState(device);\r\n }\r\n const viewport = device.getViewport();\r\n const vw = device.screenXToDevice(viewport.width);\r\n const vh = device.screenYToDevice(viewport.height);\r\n const scale = this._tileCountZ / Math.log2(camera.getFarPlane() / camera.getNearPlane());\r\n const bias = -(\r\n (this._tileCountZ * Math.log2(camera.getNearPlane())) /\r\n Math.log2(camera.getFarPlane() / camera.getNearPlane())\r\n );\r\n this._clusterParam.setXYZW(vw, vh, scale, bias);\r\n this._sizeParam.setXYZW(vw, vh, camera.getNearPlane(), camera.getFarPlane());\r\n this._countParam[0] = this._tileCountX;\r\n this._countParam[1] = this._tileCountY;\r\n this._countParam[2] = this._tileCountZ;\r\n // countParam.w stores light count + 1 because clustered indices start from 1.\r\n // Keep it valid even when there are no unshadowed punctual lights so clustered\r\n // shading math stays well-defined for emissive and environment lighting paths.\r\n this._countParam[3] = numLights + 1;\r\n device.pushDeviceStates();\r\n device.setFramebuffer(this._lightIndexFramebuffer);\r\n if (numLights > 0) {\r\n if (this._lightBuffer!.disposed) {\r\n 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{"version":3,"file":"cluster_light.js","sources":["../../src/render/cluster_light.ts"],"sourcesContent":["import type { Nullable } from '@zephyr3d/base';\r\nimport { Vector4 } from '@zephyr3d/base';\r\nimport { MAX_CLUSTERED_LIGHTS, MAX_SHADOW_MASK_LIGHTS } from '../values';\r\nimport type {\r\n AbstractDevice,\r\n BindGroup,\r\n FrameBuffer,\r\n GPUProgram,\r\n PBStructTypeInfo,\r\n RenderStateSet,\r\n StructuredBuffer,\r\n Texture2D,\r\n VertexLayout\r\n} from '@zephyr3d/device';\r\nimport type { Camera } from '../camera/camera';\r\nimport type { RenderQueue } from './render_queue';\r\nimport type { PunctualLight } from '../scene/light';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { getDevice } from '../app/api';\r\n\r\nexport class ClusteredLight {\r\n /** Emit the shadow-mask overflow warning only once per session. */\r\n private static _warnedShadowMaskOverflow = false;\r\n private readonly _tileCountX: number;\r\n private readonly _tileCountY: number;\r\n private readonly _tileCountZ: number;\r\n private readonly _lights: Float32Array<ArrayBuffer>;\r\n private _lightIndexTexture: Nullable<Texture2D>;\r\n private _lightIndexFramebuffer: Nullable<FrameBuffer>;\r\n private _lightIndexProgram: Nullable<GPUProgram>;\r\n private _bindGroup: Nullable<BindGroup>;\r\n private _lightIndexVertexLayout: Nullable<VertexLayout>;\r\n private _lightIndexRenderStates: Nullable<RenderStateSet>;\r\n private _lightBuffer: Nullable<StructuredBuffer>;\r\n private readonly _sizeParam: Vector4;\r\n private _countParam: Int32Array<ArrayBuffer>;\r\n private readonly _clusterParam: Vector4;\r\n private _numShadowLights: number;\r\n constructor() {\r\n this._tileCountX = 16;\r\n this._tileCountY = 16;\r\n this._tileCountZ = 32;\r\n this._lights = new Float32Array(16 * (MAX_CLUSTERED_LIGHTS + 1));\r\n this._lightIndexTexture = null;\r\n this._lightIndexFramebuffer = null;\r\n this._lightIndexProgram = null;\r\n this._lightBuffer = null;\r\n this._bindGroup = null;\r\n this._lightIndexVertexLayout = null;\r\n this._lightIndexRenderStates = null;\r\n this._sizeParam = new Vector4();\r\n this._countParam = new Int32Array(4);\r\n this._clusterParam = new Vector4();\r\n this._numShadowLights = 0;\r\n }\r\n get lightBuffer() {\r\n return this._lightBuffer;\r\n }\r\n /**\r\n * Number of shadow-casting lights placed at the head of the clustered light\r\n * buffer (indices `1..N`), each backed by a screen-space shadow mask slot.\r\n * Zero unless the screen-space shadow mask path is active.\r\n */\r\n get numShadowLights() {\r\n return this._numShadowLights;\r\n }\r\n get clusterParam() {\r\n return this._clusterParam;\r\n }\r\n get countParam() {\r\n return this._countParam;\r\n }\r\n get lightIndexTexture() {\r\n return this._lightIndexTexture;\r\n }\r\n private createVertexLayout(device: AbstractDevice, textureWidth: number, textureHeight: number) {\r\n let vb: StructuredBuffer;\r\n if (device.type === 'webgl') {\r\n const vertices = new Float32Array(this._tileCountX * this._tileCountY * this._tileCountZ * 3);\r\n for (let i = 0; i < vertices.length; i++) {\r\n const ix = i % textureWidth;\r\n const iy = Math.floor(i / textureWidth);\r\n vertices[i * 3 + 0] = (2 * (ix + 0.5)) / textureWidth - 1;\r\n vertices[i * 3 + 1] = (2 * (iy + 0.5)) / textureHeight - 1;\r\n vertices[i * 3 + 2] = i;\r\n }\r\n vb = device.createVertexBuffer('position_f32x3', vertices)!;\r\n } else {\r\n const vertices = new Float32Array(this._tileCountX * this._tileCountY * this._tileCountZ * 2);\r\n for (let i = 0; i < vertices.length; i++) {\r\n const ix = i % textureWidth;\r\n const iy = Math.floor(i / textureWidth);\r\n vertices[i * 2 + 0] = (2 * (ix + 0.5)) / textureWidth - 1;\r\n vertices[i * 2 + 1] = (2 * (iy + 0.5)) / textureHeight - 1;\r\n }\r\n vb = device.createVertexBuffer('position_f32x2', vertices)!;\r\n }\r\n this._lightIndexVertexLayout = device.createVertexLayout({\r\n vertexBuffers: [{ buffer: vb }]\r\n });\r\n }\r\n private createRenderState(device: AbstractDevice) {\r\n this._lightIndexRenderStates = device.createRenderStateSet();\r\n this._lightIndexRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n this._lightIndexRenderStates.useRasterizerState().setCullMode('none');\r\n }\r\n private createProgram(device: AbstractDevice) {\r\n const webgl1 = device.type === 'webgl';\r\n this._lightIndexProgram = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$inputs.pos = (webgl1 ? pb.vec3() : pb.vec2()).attrib('position');\r\n this.$outputs.value = webgl1 ? pb.vec4() : pb.uvec4();\r\n this.invProjMatrix = pb.mat4().uniform(0);\r\n this.viewMatrix = pb.mat4().uniform(0);\r\n this.sizeParam = pb.vec4().uniform(0);\r\n this.countParam = pb.ivec4().uniform(0);\r\n this[ShaderHelper.getLightBufferUniformName()] =\r\n pb.vec4[(MAX_CLUSTERED_LIGHTS + 1) * 4]().uniformBuffer(0);\r\n pb.func('lineIntersectionToZPlane', [pb.vec3('a'), pb.vec3('b'), pb.float('zDistance')], function () {\r\n this.$l.normal = pb.vec3(0, 0, 1);\r\n this.$l.ab = pb.sub(this.b, this.a);\r\n this.$l.t = pb.div(\r\n pb.sub(this.zDistance, pb.dot(this.normal, this.a)),\r\n pb.dot(this.normal, this.ab)\r\n );\r\n this.$return(pb.add(this.a, pb.mul(this.t, this.ab)));\r\n });\r\n pb.func('clipToView', [pb.vec4('clip')], function () {\r\n this.$l.view = pb.mul(this.invProjMatrix, this.clip);\r\n this.$return(pb.div(this.view, this.view.w));\r\n });\r\n pb.func('screenToView', [pb.vec4('screen')], function () {\r\n this.$l.texCoord = pb.div(this.screen.xy, this.sizeParam.xy);\r\n this.$l.clip = pb.vec4(\r\n pb.sub(pb.mul(pb.vec2(this.texCoord.x, pb.sub(1, this.texCoord.y)), 2), pb.vec2(1)),\r\n this.screen.z,\r\n this.screen.w\r\n );\r\n this.$return(this.clipToView(this.clip));\r\n });\r\n pb.func(\r\n 'sphereIntersectsAABB',\r\n [pb.vec4('sphere'), pb.vec3('aabbMin'), pb.vec3('aabbMax')],\r\n function () {\r\n this.$l.dmin = pb.float(0);\r\n this.$if(pb.lessThanEqual(this.sphere.w, 0), function () {\r\n this.$return(true);\r\n });\r\n this.$for(pb.int('i'), 0, 3, function () {\r\n this.$if(pb.lessThan(this.sphere.at(this.i), this.aabbMin.at(this.i)), function () {\r\n this.$l.delta = pb.sub(this.sphere.at(this.i), this.aabbMin.at(this.i));\r\n this.dmin = pb.add(this.dmin, pb.mul(this.delta, this.delta));\r\n }).$elseif(pb.greaterThan(this.sphere.at(this.i), this.aabbMax.at(this.i)), function () {\r\n this.$l.delta = pb.sub(this.sphere.at(this.i), this.aabbMax.at(this.i));\r\n this.dmin = pb.add(this.dmin, pb.mul(this.delta, this.delta));\r\n });\r\n });\r\n this.$if(pb.lessThanEqual(this.dmin, pb.mul(this.sphere.w, this.sphere.w)), function () {\r\n this.$return(true);\r\n });\r\n this.$return(false);\r\n }\r\n );\r\n pb.main(function () {\r\n if (pb.getDevice().type !== 'webgpu') {\r\n this.$builtins.pointSize = 1;\r\n }\r\n this.$builtins.position = pb.vec4(this.$inputs.pos.xy, 0, 1);\r\n if (pb.getDevice().type === 'webgpu') {\r\n this.$builtins.position = pb.mul(this.$builtins.position, pb.vec4(1, -1, 1, 1));\r\n }\r\n this.$l.tileIndex = webgl1 ? pb.int(this.$inputs.pos.z) : pb.int(this.$builtins.vertexIndex);\r\n this.$l.tileSize = pb.div(this.sizeParam.xy, pb.vec2(this.countParam.xy));\r\n this.$l.zIndex = pb.div(this.tileIndex, pb.mul(this.countParam.x, this.countParam.y));\r\n this.$l.yIndex = pb.div(\r\n pb.sub(this.tileIndex, pb.mul(this.zIndex, this.countParam.x, this.countParam.y)),\r\n this.countParam.x\r\n );\r\n this.$l.xIndex = pb.sub(\r\n this.tileIndex,\r\n pb.add(\r\n pb.mul(this.zIndex, this.countParam.x, this.countParam.y),\r\n pb.mul(this.yIndex, this.countParam.x)\r\n )\r\n );\r\n this.$l.maxPoint_sS = pb.vec4(\r\n pb.mul(\r\n pb.vec2(pb.float(pb.add(this.xIndex, 1)), pb.float(pb.add(this.yIndex, 1))),\r\n this.tileSize\r\n ),\r\n 0.0,\r\n 1.0\r\n );\r\n this.$l.minPoint_sS = pb.vec4(\r\n pb.mul(pb.vec2(pb.float(this.xIndex), pb.float(this.yIndex)), this.tileSize),\r\n 0.0,\r\n 1.0\r\n );\r\n this.$l.maxPoint_vS = this.screenToView(this.maxPoint_sS).xyz;\r\n this.$l.minPoint_vS = this.screenToView(this.minPoint_sS).xyz;\r\n this.$l.tileNear = pb.mul(\r\n pb.neg(this.sizeParam.z),\r\n pb.pow(\r\n pb.div(this.sizeParam.w, this.sizeParam.z),\r\n pb.div(pb.float(this.zIndex), pb.float(this.countParam.z))\r\n )\r\n );\r\n this.$l.tileFar = pb.mul(\r\n pb.neg(this.sizeParam.z),\r\n pb.pow(\r\n pb.div(this.sizeParam.w, this.sizeParam.z),\r\n pb.div(pb.add(pb.float(this.zIndex), 1), pb.float(this.countParam.z))\r\n )\r\n );\r\n this.$l.eyePos = pb.vec3(0);\r\n this.$l.minPointNear = this.lineIntersectionToZPlane(this.eyePos, this.minPoint_vS, this.tileNear);\r\n this.$l.minPointFar = this.lineIntersectionToZPlane(this.eyePos, this.minPoint_vS, this.tileFar);\r\n this.$l.maxPointNear = this.lineIntersectionToZPlane(this.eyePos, this.maxPoint_vS, this.tileNear);\r\n this.$l.maxPointFar = this.lineIntersectionToZPlane(this.eyePos, this.maxPoint_vS, this.tileFar);\r\n this.$l.aabbMin = pb.min(\r\n pb.min(this.minPointNear, this.minPointFar),\r\n pb.min(this.maxPointNear, this.maxPointFar)\r\n );\r\n this.$l.aabbMax = pb.max(\r\n pb.max(this.minPointNear, this.minPointFar),\r\n pb.max(this.maxPointNear, this.maxPointFar)\r\n );\r\n this.$l.n = pb.int(0);\r\n if (webgl1) {\r\n this.$l.lightIndices = pb.float[8]();\r\n this.$for(pb.int('i'), 0, 8, function () {\r\n this.lightIndices.setAt(this.i, 0);\r\n });\r\n this.$for(pb.int('i'), 1, 256, function () {\r\n this.$if(pb.equal(this.i, this.countParam.w), function () {\r\n this.$break();\r\n });\r\n this.$l.light = this[ShaderHelper.getLightBufferUniformName()].at(pb.mul(this.i, 4));\r\n this.$l.lightPos = pb.mul(this.viewMatrix, pb.vec4(this.light.xyz, 1));\r\n this.$l.lightPos.w = this.light.w;\r\n this.$if(this.sphereIntersectsAABB(this.lightPos, this.aabbMin, this.aabbMax), function () {\r\n this.$for(pb.int('j'), 0, 8, function () {\r\n this.$if(pb.equal(this.j, this.n), function () {\r\n this.lightIndices.setAt(this.j, pb.float(this.i));\r\n this.n = pb.add(this.n, 1);\r\n this.$break();\r\n });\r\n });\r\n this.$if(pb.equal(this.n, 8), function () {\r\n this.$break();\r\n });\r\n });\r\n });\r\n this.$outputs.value.r = pb.add(pb.mul(this.lightIndices[0], 256), this.lightIndices[1]);\r\n this.$outputs.value.g = pb.add(pb.mul(this.lightIndices[2], 256), this.lightIndices[3]);\r\n this.$outputs.value.b = pb.add(pb.mul(this.lightIndices[4], 256), this.lightIndices[5]);\r\n this.$outputs.value.a = pb.add(pb.mul(this.lightIndices[6], 256), this.lightIndices[7]);\r\n } else {\r\n this.$l.lightIndex = [\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0),\r\n pb.uint(0)\r\n ];\r\n this.$for(pb.uint('i'), 1, pb.uint(this.countParam.w), function () {\r\n this.$l.light = this[ShaderHelper.getLightBufferUniformName()].at(pb.mul(this.i, 4));\r\n this.$l.lightPos = pb.mul(this.viewMatrix, pb.vec4(this.light.xyz, 1));\r\n this.$l.lightPos.w = this.light.w;\r\n this.$if(this.sphereIntersectsAABB(this.lightPos, this.aabbMin, this.aabbMax), function () {\r\n this.lightIndex.setAt(this.n, this.i);\r\n this.n = pb.add(this.n, 1);\r\n this.$if(pb.equal(this.n, 16), function () {\r\n this.$break();\r\n });\r\n });\r\n });\r\n this.$l.r = pb.add(\r\n pb.sal(this.lightIndex[0], 24),\r\n pb.sal(this.lightIndex[1], 16),\r\n pb.sal(this.lightIndex[2], 8),\r\n this.lightIndex[3]\r\n );\r\n this.$l.g = pb.add(\r\n pb.sal(this.lightIndex[4], 24),\r\n pb.sal(this.lightIndex[5], 16),\r\n pb.sal(this.lightIndex[6], 8),\r\n this.lightIndex[7]\r\n );\r\n this.$l.b = pb.add(\r\n pb.sal(this.lightIndex[8], 24),\r\n pb.sal(this.lightIndex[9], 16),\r\n pb.sal(this.lightIndex[10], 8),\r\n this.lightIndex[11]\r\n );\r\n this.$l.a = pb.add(\r\n pb.sal(this.lightIndex[12], 24),\r\n pb.sal(this.lightIndex[13], 16),\r\n pb.sal(this.lightIndex[14], 8),\r\n this.lightIndex[15]\r\n );\r\n this.$outputs.value = pb.uvec4(this.r, this.g, this.b, this.a);\r\n }\r\n });\r\n },\r\n fragment(pb) {\r\n this.$outputs.color = webgl1 ? pb.vec4() : pb.uvec4();\r\n pb.main(function () {\r\n this.$outputs.color = this.$inputs.value;\r\n });\r\n }\r\n })!;\r\n this._lightIndexProgram.name = '@ClusteredLight_Index';\r\n this._bindGroup = device.createBindGroup(this._lightIndexProgram.bindGroupLayouts[0]);\r\n this._lightBuffer?.dispose();\r\n const lightBufferType = this._lightIndexProgram.getBindingInfo(\r\n ShaderHelper.getLightBufferUniformName()!\r\n )!.type;\r\n this._lightBuffer = device.createStructuredBuffer(lightBufferType as PBStructTypeInfo, {\r\n usage: 'uniform'\r\n });\r\n }\r\n private createLightIndexTexture(device: AbstractDevice) {\r\n const exp = Math.log2(this._tileCountX * this._tileCountY * this._tileCountZ);\r\n const a = (exp + 1) >>> 1;\r\n const b = exp - a;\r\n const textureWidth = 2 << (a - 1);\r\n const textureHeight = 2 << (b - 1);\r\n if (textureWidth * textureHeight !== this._tileCountX * this._tileCountY * this._tileCountZ) {\r\n throw new Error('Internal error');\r\n }\r\n this._lightIndexTexture = device.createTexture2D(\r\n device.type === 'webgl' ? 'rgba32f' : 'rgba32ui',\r\n textureWidth,\r\n textureHeight,\r\n { mipmapping: false }\r\n )!;\r\n this._lightIndexTexture.name = 'ClusterLightIndex';\r\n this._lightIndexFramebuffer?.dispose();\r\n this._lightIndexFramebuffer = device.createFrameBuffer([this._lightIndexTexture], null);\r\n }\r\n calculateLightIndex(camera: Camera, renderQueue: RenderQueue) {\r\n const numLights = this.getVisibleLights(renderQueue, this._lights, camera.screenSpaceShadowMask);\r\n const device = getDevice();\r\n if (!this._lightIndexTexture) {\r\n this.createLightIndexTexture(device);\r\n }\r\n if (!this._lightIndexProgram) {\r\n this.createProgram(device);\r\n }\r\n if (!this._lightIndexVertexLayout) {\r\n this.createVertexLayout(device, this._lightIndexTexture!.width, this._lightIndexTexture!.height);\r\n }\r\n if (!this._lightIndexRenderStates) {\r\n this.createRenderState(device);\r\n }\r\n const viewport = device.getViewport();\r\n const vw = device.screenXToDevice(viewport.width);\r\n const vh = device.screenYToDevice(viewport.height);\r\n const scale = this._tileCountZ / Math.log2(camera.getFarPlane() / camera.getNearPlane());\r\n const bias = -(\r\n (this._tileCountZ * Math.log2(camera.getNearPlane())) /\r\n Math.log2(camera.getFarPlane() / camera.getNearPlane())\r\n );\r\n this._clusterParam.setXYZW(vw, vh, scale, bias);\r\n this._sizeParam.setXYZW(vw, vh, camera.getNearPlane(), camera.getFarPlane());\r\n this._countParam[0] = this._tileCountX;\r\n this._countParam[1] = this._tileCountY;\r\n this._countParam[2] = this._tileCountZ;\r\n // countParam.w stores light count + 1 because clustered indices start from 1.\r\n // Keep it valid even when there are no unshadowed punctual lights so clustered\r\n // shading math stays well-defined for emissive and environment lighting paths.\r\n this._countParam[3] = numLights + 1;\r\n device.pushDeviceStates();\r\n device.setFramebuffer(this._lightIndexFramebuffer);\r\n if (numLights > 0) {\r\n if (this._lightBuffer!.disposed) {\r\n this._lightBuffer!.reload();\r\n }\r\n this._lightBuffer!.bufferSubData(0, this._lights);\r\n this._bindGroup!.setValue('invProjMatrix', camera.getInvProjectionMatrix());\r\n this._bindGroup!.setValue('viewMatrix', camera.viewMatrix);\r\n this._bindGroup!.setValue('sizeParam', this._sizeParam);\r\n this._bindGroup!.setValue('countParam', this._countParam);\r\n this._bindGroup!.setBuffer(ShaderHelper.getLightBufferUniformName(), this._lightBuffer!);\r\n device.setProgram(this._lightIndexProgram);\r\n device.setVertexLayout(this._lightIndexVertexLayout);\r\n device.setBindGroup(0, this._bindGroup!);\r\n const savedRS = device.getRenderStates();\r\n device.setRenderStates(this._lightIndexRenderStates);\r\n device.draw('point-list', 0, this._tileCountX * this._tileCountY * this._tileCountZ);\r\n device.setRenderStates(savedRS);\r\n } else {\r\n device.clearFrameBuffer(new Vector4(0, 0, 0, 0), 1, 0);\r\n }\r\n device.popDeviceStates();\r\n }\r\n private getVisibleLights(renderQueue: RenderQueue, lights: Float32Array, useShadowMask: boolean) {\r\n const writeLight = (light: PunctualLight, slot: number) => {\r\n const offset = slot * 16;\r\n lights.set(light.positionAndRange, offset);\r\n lights.set(light.directionAndCutoff, offset + 4);\r\n lights.set(light.diffuseAndIntensity, offset + 8);\r\n lights.set(light.extraParams, offset + 12);\r\n };\r\n // When the screen-space shadow mask is active, shadow-casting lights occupy\r\n // the head of the buffer (slots 1..N) in the exact order of\r\n // renderQueue.shadowedLights. The mask pass must assign layers/channels from\r\n // the SAME list in the SAME order so that a light's buffer index maps to its\r\n // mask slot without storing a per-light index. Keep these two in lockstep.\r\n let numShadow = 0;\r\n let slot = 0;\r\n if (useShadowMask) {\r\n numShadow = Math.min(renderQueue.shadowedLights.length, MAX_SHADOW_MASK_LIGHTS, MAX_CLUSTERED_LIGHTS);\r\n for (let i = 1; i <= numShadow; i++) {\r\n writeLight(renderQueue.shadowedLights[i - 1], i);\r\n }\r\n slot = numShadow;\r\n }\r\n // Unshadowed lights fill the region after the mask-backed shadow lights.\r\n const numUnshadowed = Math.min(renderQueue.unshadowedLights.length, MAX_CLUSTERED_LIGHTS - slot);\r\n for (let j = 0; j < numUnshadowed; j++) {\r\n writeLight(renderQueue.unshadowedLights[j], slot + j + 1);\r\n }\r\n slot += numUnshadowed;\r\n // Shadow-casting lights beyond the mask capacity (MAX_SHADOW_MASK_LIGHTS) have\r\n // no mask slot. Rather than dropping them silently, place them past index N so\r\n // they are still lit — without a mask sample, i.e. degraded to no shadow.\r\n if (useShadowMask && renderQueue.shadowedLights.length > numShadow) {\r\n const overflow = renderQueue.shadowedLights.length - numShadow;\r\n const numOverflow = Math.min(overflow, MAX_CLUSTERED_LIGHTS - slot);\r\n for (let k = 0; k < numOverflow; k++) {\r\n writeLight(renderQueue.shadowedLights[numShadow + k], slot + k + 1);\r\n }\r\n slot += numOverflow;\r\n if (!ClusteredLight._warnedShadowMaskOverflow) {\r\n ClusteredLight._warnedShadowMaskOverflow = true;\r\n console.warn(\r\n `ClusteredLight: ${renderQueue.shadowedLights.length} shadow-casting lights exceed the ` +\r\n `screen-space shadow mask capacity (${MAX_SHADOW_MASK_LIGHTS}); ${overflow} light(s) are ` +\r\n `lit without shadows${numOverflow < overflow ? `, and ${overflow - numOverflow} dropped` : ''}.`\r\n );\r\n }\r\n }\r\n this._numShadowLights = numShadow;\r\n return slot;\r\n 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@@ -0,0 +1,331 @@
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1
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+
import { Disposable, Vector4 } from '@zephyr3d/base';
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2
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+
import { drawFullscreenQuad } from './fullscreenquad.js';
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3
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+
import { tryGetApp } from '../app/api.js';
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4
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+
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5
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+
const DEPTH_FORMAT = 'rg32f';
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6
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const ACCUM_FORMAT = 'rgba16f';
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7
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const COLOR_ATTACHMENT_BYTES_PER_SAMPLE = 4 + 8 + 8;
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8
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/**
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9
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* Dual depth peeling OIT renderer.
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*
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11
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* @remarks
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* This implementation follows the official dual depth peeling pass structure:
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* an initialization pass writes the nearest/farthest transparent depth pair, then
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14
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* each peel pass ping-pongs the depth pair while accumulating front and back colors.
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*
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* It requires MRT, per-target blending, min/max blend equations and blendable
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* floating-point color targets. If those capabilities are missing, supportDevice()
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* returns false and the transparent pass falls back to sorted alpha blending.
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*
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* @public
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*/ class DualDepthPeelingOIT extends Disposable {
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/** Type name of DualDepthPeelingOIT */ static type = 'ddp';
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23
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static DEPTH_CLEAR = new Vector4(-1, -1, -1, -1);
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24
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static FRONT_CLEAR = new Vector4(0, 0, 0, 1);
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static BACK_CLEAR = new Vector4(0, 0, 0, 0);
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static _compositeProgram = null;
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static _compositeBindGroup = null;
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static _compositeRenderStates = null;
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29
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_numPeels;
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30
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_currentPass;
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31
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+
_hash;
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32
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+
_depthTargets;
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33
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+
_frontTarget;
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34
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+
_backTarget;
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35
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+
_framebuffers;
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36
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+
_device;
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37
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+
/**
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38
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+
* Creates an instance of DualDepthPeelingOIT.
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39
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+
*
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40
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+
* @param numPeels - Number of peel iterations after the initialization pass.
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41
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+
*/ constructor(numPeels = 8){
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42
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+
super();
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43
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+
this._numPeels = Math.max(1, Math.floor(numPeels || 0));
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44
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+
this._currentPass = 0;
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45
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+
this._hash = DualDepthPeelingOIT.type;
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46
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+
this._depthTargets = [
|
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47
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+
null,
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48
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+
null
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49
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+
];
|
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50
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+
this._frontTarget = null;
|
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51
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+
this._backTarget = null;
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52
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+
this._framebuffers = [
|
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53
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+
null,
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54
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+
null
|
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55
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+
];
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56
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+
this._device = null;
|
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57
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+
}
|
|
58
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+
/** Number of front/back peel iterations after the initialization pass. */ get numPeels() {
|
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59
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+
return this._numPeels;
|
|
60
|
+
}
|
|
61
|
+
set numPeels(val) {
|
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62
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+
this._numPeels = Math.max(1, Math.floor(val || 0));
|
|
63
|
+
}
|
|
64
|
+
/**
|
|
65
|
+
* Checks whether dual depth peeling can run with a capability snapshot.
|
|
66
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+
*
|
|
67
|
+
* @param deviceType - The device type.
|
|
68
|
+
* @param caps - The device capabilities.
|
|
69
|
+
* @returns True if dual depth peeling is supported.
|
|
70
|
+
*/ static supportDeviceCaps(deviceType, caps) {
|
|
71
|
+
const framebufferCaps = caps.framebufferCaps;
|
|
72
|
+
const textureCaps = caps.textureCaps;
|
|
73
|
+
const shaderCaps = caps.shaderCaps;
|
|
74
|
+
const miscCaps = caps.miscCaps;
|
|
75
|
+
const webgl2OrBetter = deviceType !== 'webgl' || shaderCaps.maxUniformBufferSize > 0;
|
|
76
|
+
return webgl2OrBetter && framebufferCaps.maxDrawBuffers >= 3 && framebufferCaps.supportPerTargetBlending && framebufferCaps.maxColorAttachmentBytesPerSample >= COLOR_ATTACHMENT_BYTES_PER_SAMPLE && miscCaps.supportBlendMinMax && textureCaps.supportHalfFloatColorBuffer && textureCaps.supportFloatColorBuffer && textureCaps.supportFloatBlending;
|
|
77
|
+
}
|
|
78
|
+
/**
|
|
79
|
+
* {@inheritDoc OIT.getType}
|
|
80
|
+
*/ getType() {
|
|
81
|
+
return DualDepthPeelingOIT.type;
|
|
82
|
+
}
|
|
83
|
+
/**
|
|
84
|
+
* {@inheritDoc OIT.supportDevice}
|
|
85
|
+
*/ supportDevice(deviceType) {
|
|
86
|
+
const device = tryGetApp()?.device;
|
|
87
|
+
return !!device && device.type === deviceType && DualDepthPeelingOIT.supportDeviceCaps(deviceType, device.getDeviceCaps());
|
|
88
|
+
}
|
|
89
|
+
/**
|
|
90
|
+
* {@inheritDoc OIT.wantsPremultipliedAlpha}
|
|
91
|
+
*/ wantsPremultipliedAlpha() {
|
|
92
|
+
return true;
|
|
93
|
+
}
|
|
94
|
+
/**
|
|
95
|
+
* {@inheritDoc OIT.wantsAdditiveLightPassAlpha}
|
|
96
|
+
*/ wantsAdditiveLightPassAlpha() {
|
|
97
|
+
return true;
|
|
98
|
+
}
|
|
99
|
+
/**
|
|
100
|
+
* {@inheritDoc OIT.begin}
|
|
101
|
+
*/ begin(ctx) {
|
|
102
|
+
this.releaseFramebuffers();
|
|
103
|
+
if (!ctx.depthTexture) {
|
|
104
|
+
return 0;
|
|
105
|
+
}
|
|
106
|
+
this._device = ctx.device;
|
|
107
|
+
this.createFramebuffers(ctx);
|
|
108
|
+
return this._numPeels + 1;
|
|
109
|
+
}
|
|
110
|
+
/**
|
|
111
|
+
* {@inheritDoc OIT.end}
|
|
112
|
+
*/ end(ctx) {
|
|
113
|
+
try {
|
|
114
|
+
if (this._frontTarget && this._backTarget) {
|
|
115
|
+
this.composite(ctx, ctx.device, this._frontTarget, this._backTarget);
|
|
116
|
+
}
|
|
117
|
+
} finally{
|
|
118
|
+
this.releaseFramebuffers();
|
|
119
|
+
this._hash = DualDepthPeelingOIT.type;
|
|
120
|
+
}
|
|
121
|
+
}
|
|
122
|
+
/**
|
|
123
|
+
* {@inheritDoc OIT.beginPass}
|
|
124
|
+
*/ beginPass(ctx, pass) {
|
|
125
|
+
this._currentPass = pass;
|
|
126
|
+
const targetIndex = pass & 1;
|
|
127
|
+
const currentDepthTarget = this._depthTargets[targetIndex];
|
|
128
|
+
const previousDepthTarget = this._depthTargets[targetIndex ^ 1];
|
|
129
|
+
const framebuffer = this._framebuffers[targetIndex];
|
|
130
|
+
if (!currentDepthTarget || !framebuffer || pass > 0 && !previousDepthTarget) {
|
|
131
|
+
return false;
|
|
132
|
+
}
|
|
133
|
+
this._hash = pass === 0 ? `${this.getType()}#init#${currentDepthTarget.uid}` : `${this.getType()}#peel#${previousDepthTarget.uid}`;
|
|
134
|
+
ctx.device.pushDeviceStates();
|
|
135
|
+
ctx.device.setFramebuffer(framebuffer);
|
|
136
|
+
ctx.device.clearFrameBuffer(pass === 0 ? [
|
|
137
|
+
DualDepthPeelingOIT.DEPTH_CLEAR,
|
|
138
|
+
DualDepthPeelingOIT.FRONT_CLEAR,
|
|
139
|
+
DualDepthPeelingOIT.BACK_CLEAR
|
|
140
|
+
] : [
|
|
141
|
+
DualDepthPeelingOIT.DEPTH_CLEAR,
|
|
142
|
+
null,
|
|
143
|
+
null
|
|
144
|
+
], null, null);
|
|
145
|
+
return true;
|
|
146
|
+
}
|
|
147
|
+
/**
|
|
148
|
+
* {@inheritDoc OIT.endPass}
|
|
149
|
+
*/ endPass(ctx, _pass) {
|
|
150
|
+
ctx.device.popDeviceStates();
|
|
151
|
+
}
|
|
152
|
+
/**
|
|
153
|
+
* {@inheritDoc OIT.setupFragmentOutput}
|
|
154
|
+
*/ setupFragmentOutput(scope) {
|
|
155
|
+
const pb = scope.$builder;
|
|
156
|
+
scope.$outputs.Z_DDP_depth = pb.vec2();
|
|
157
|
+
scope.$outputs.Z_DDP_frontColor = pb.vec4();
|
|
158
|
+
scope.$outputs.Z_DDP_backColor = pb.vec4();
|
|
159
|
+
if (this._currentPass > 0) {
|
|
160
|
+
scope.Z_DDP_depthTexture = pb.tex2D().uniform(2).noSampler();
|
|
161
|
+
}
|
|
162
|
+
}
|
|
163
|
+
/**
|
|
164
|
+
* {@inheritDoc OIT.outputFragmentColor}
|
|
165
|
+
*/ outputFragmentColor(scope, color, ctx) {
|
|
166
|
+
const pb = scope.$builder;
|
|
167
|
+
scope.$outputs.Z_DDP_depth = pb.vec2(-1, -1);
|
|
168
|
+
scope.$outputs.Z_DDP_frontColor = pb.vec4(0, 0, 0, 0);
|
|
169
|
+
scope.$outputs.Z_DDP_backColor = pb.vec4(0, 0, 0, 0);
|
|
170
|
+
if (this._currentPass === 0) {
|
|
171
|
+
scope.$outputs.Z_DDP_depth = pb.vec2(pb.neg(scope.$builtins.fragCoord.z), scope.$builtins.fragCoord.z);
|
|
172
|
+
} else {
|
|
173
|
+
scope.$l.Z_DDP_prevDepth = pb.textureLoad(scope.Z_DDP_depthTexture, pb.ivec2(scope.$builtins.fragCoord.xy), 0).xy;
|
|
174
|
+
scope.$l.Z_DDP_frontDepth = pb.neg(scope.Z_DDP_prevDepth.x);
|
|
175
|
+
scope.$l.Z_DDP_backDepth = scope.Z_DDP_prevDepth.y;
|
|
176
|
+
scope.$l.Z_DDP_curDepth = scope.$builtins.fragCoord.z;
|
|
177
|
+
scope.$l.Z_DDP_outputColor = pb.vec4(color.rgb, ctx.lightBlending ? pb.float(0) : color.a);
|
|
178
|
+
scope.$if(pb.or(pb.lessThan(pb.add(scope.Z_DDP_curDepth, 0.000001), scope.Z_DDP_frontDepth), pb.greaterThan(pb.sub(scope.Z_DDP_curDepth, 0.000001), scope.Z_DDP_backDepth)), function() {
|
|
179
|
+
pb.discard();
|
|
180
|
+
}).$elseif(pb.and(pb.greaterThan(pb.sub(scope.Z_DDP_curDepth, 0.000001), scope.Z_DDP_frontDepth), pb.lessThan(pb.add(scope.Z_DDP_curDepth, 0.000001), scope.Z_DDP_backDepth)), function() {
|
|
181
|
+
this.$outputs.Z_DDP_depth = pb.vec2(pb.neg(this.$builtins.fragCoord.z), this.$builtins.fragCoord.z);
|
|
182
|
+
}).$elseif(pb.and(pb.lessThan(scope.Z_DDP_curDepth, pb.add(scope.Z_DDP_frontDepth, 0.000001)), pb.greaterThan(scope.Z_DDP_curDepth, pb.sub(scope.Z_DDP_frontDepth, 0.000001))), function() {
|
|
183
|
+
this.$outputs.Z_DDP_frontColor = this.Z_DDP_outputColor;
|
|
184
|
+
}).$else(function() {
|
|
185
|
+
this.$outputs.Z_DDP_backColor = this.Z_DDP_outputColor;
|
|
186
|
+
});
|
|
187
|
+
}
|
|
188
|
+
return true;
|
|
189
|
+
}
|
|
190
|
+
/**
|
|
191
|
+
* {@inheritDoc OIT.applyUniforms}
|
|
192
|
+
*/ applyUniforms(_ctx, bindGroup) {
|
|
193
|
+
if (this._currentPass > 0) {
|
|
194
|
+
bindGroup.setTexture('Z_DDP_depthTexture', this._depthTargets[this._currentPass & 1 ^ 1]);
|
|
195
|
+
}
|
|
196
|
+
}
|
|
197
|
+
/**
|
|
198
|
+
* {@inheritDoc OIT.calculateHash}
|
|
199
|
+
*/ calculateHash() {
|
|
200
|
+
return this._hash;
|
|
201
|
+
}
|
|
202
|
+
/**
|
|
203
|
+
* {@inheritDoc OIT.setRenderStates}
|
|
204
|
+
*/ setRenderStates(rs) {
|
|
205
|
+
rs.useBlendingState().enable(false).enableAlphaToCoverage(false);
|
|
206
|
+
rs.useDepthState().enableTest(true).enableWrite(false);
|
|
207
|
+
rs.useTargetBlendingState(0).enable(true).enableAlphaToCoverage(false).setBlendEquation('max', 'max').setBlendFunc('one', 'one');
|
|
208
|
+
rs.useTargetBlendingState(1).enable(true).enableAlphaToCoverage(false).setBlendEquation('add', 'add').setBlendFuncRGB('dst-alpha', 'one').setBlendFuncAlpha('zero', 'inv-src-alpha');
|
|
209
|
+
rs.useTargetBlendingState(2).enable(true).enableAlphaToCoverage(false).setBlendEquation('add', 'add').setBlendFuncRGB('one', 'inv-src-alpha').setBlendFuncAlpha('one', 'inv-src-alpha');
|
|
210
|
+
}
|
|
211
|
+
/** @internal */ createFramebuffers(ctx) {
|
|
212
|
+
const device = ctx.device;
|
|
213
|
+
const width = ctx.depthTexture.width;
|
|
214
|
+
const height = ctx.depthTexture.height;
|
|
215
|
+
const depthTarget0 = device.pool.fetchTemporalTexture2D(false, DEPTH_FORMAT, width, height, false);
|
|
216
|
+
const depthTarget1 = device.pool.fetchTemporalTexture2D(false, DEPTH_FORMAT, width, height, false);
|
|
217
|
+
const frontTarget = device.pool.fetchTemporalTexture2D(false, ACCUM_FORMAT, width, height, false);
|
|
218
|
+
const backTarget = device.pool.fetchTemporalTexture2D(false, ACCUM_FORMAT, width, height, false);
|
|
219
|
+
const framebuffer0 = device.pool.createTemporalFramebuffer(false, [
|
|
220
|
+
depthTarget0,
|
|
221
|
+
frontTarget,
|
|
222
|
+
backTarget
|
|
223
|
+
], ctx.depthTexture);
|
|
224
|
+
const framebuffer1 = device.pool.createTemporalFramebuffer(false, [
|
|
225
|
+
depthTarget1,
|
|
226
|
+
frontTarget,
|
|
227
|
+
backTarget
|
|
228
|
+
], ctx.depthTexture);
|
|
229
|
+
device.pool.releaseTexture(depthTarget0);
|
|
230
|
+
device.pool.releaseTexture(depthTarget1);
|
|
231
|
+
device.pool.releaseTexture(frontTarget);
|
|
232
|
+
device.pool.releaseTexture(backTarget);
|
|
233
|
+
this._depthTargets = [
|
|
234
|
+
depthTarget0,
|
|
235
|
+
depthTarget1
|
|
236
|
+
];
|
|
237
|
+
this._frontTarget = frontTarget;
|
|
238
|
+
this._backTarget = backTarget;
|
|
239
|
+
this._framebuffers = [
|
|
240
|
+
framebuffer0,
|
|
241
|
+
framebuffer1
|
|
242
|
+
];
|
|
243
|
+
}
|
|
244
|
+
/** @internal */ composite(ctx, device, frontTarget, backTarget) {
|
|
245
|
+
const currentFramebuffer = device.getFramebuffer();
|
|
246
|
+
const colorAttachment = currentFramebuffer?.getColorAttachments()[0] ?? null;
|
|
247
|
+
const singleColorFramebuffer = currentFramebuffer && currentFramebuffer.getColorAttachments().length > 1 && colorAttachment ? device.pool.fetchTemporalFramebuffer(false, 0, 0, colorAttachment, currentFramebuffer.getDepthAttachment(), false) : null;
|
|
248
|
+
if (singleColorFramebuffer) {
|
|
249
|
+
const viewport = device.getViewport();
|
|
250
|
+
const scissor = device.getScissor();
|
|
251
|
+
device.pushDeviceStates();
|
|
252
|
+
device.setFramebuffer(singleColorFramebuffer);
|
|
253
|
+
device.setViewport(viewport);
|
|
254
|
+
device.setScissor(scissor);
|
|
255
|
+
}
|
|
256
|
+
try {
|
|
257
|
+
device.setProgram(DualDepthPeelingOIT.getCompositeProgram(device));
|
|
258
|
+
DualDepthPeelingOIT._compositeBindGroup.setTexture('frontTex', frontTarget);
|
|
259
|
+
DualDepthPeelingOIT._compositeBindGroup.setTexture('backTex', backTarget);
|
|
260
|
+
device.setBindGroup(0, DualDepthPeelingOIT._compositeBindGroup);
|
|
261
|
+
drawFullscreenQuad(DualDepthPeelingOIT._compositeRenderStates);
|
|
262
|
+
} finally{
|
|
263
|
+
if (singleColorFramebuffer) {
|
|
264
|
+
device.popDeviceStates();
|
|
265
|
+
device.pool.releaseFrameBuffer(singleColorFramebuffer);
|
|
266
|
+
}
|
|
267
|
+
}
|
|
268
|
+
}
|
|
269
|
+
/** @internal */ releaseFramebuffers() {
|
|
270
|
+
if (this._device) {
|
|
271
|
+
if (this._framebuffers[0]) {
|
|
272
|
+
this._device.pool.releaseFrameBuffer(this._framebuffers[0]);
|
|
273
|
+
}
|
|
274
|
+
if (this._framebuffers[1]) {
|
|
275
|
+
this._device.pool.releaseFrameBuffer(this._framebuffers[1]);
|
|
276
|
+
}
|
|
277
|
+
}
|
|
278
|
+
this._depthTargets = [
|
|
279
|
+
null,
|
|
280
|
+
null
|
|
281
|
+
];
|
|
282
|
+
this._frontTarget = null;
|
|
283
|
+
this._backTarget = null;
|
|
284
|
+
this._framebuffers = [
|
|
285
|
+
null,
|
|
286
|
+
null
|
|
287
|
+
];
|
|
288
|
+
this._device = null;
|
|
289
|
+
}
|
|
290
|
+
/** @internal */ static getCompositeProgram(device) {
|
|
291
|
+
if (!this._compositeProgram) {
|
|
292
|
+
this._compositeProgram = device.buildRenderProgram({
|
|
293
|
+
vertex (pb) {
|
|
294
|
+
this.$inputs.pos = pb.vec2().attrib('position');
|
|
295
|
+
this.$outputs.uv = pb.vec2();
|
|
296
|
+
pb.main(function() {
|
|
297
|
+
this.$builtins.position = pb.vec4(this.$inputs.pos, 1, 1);
|
|
298
|
+
this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));
|
|
299
|
+
if (device.type === 'webgpu') {
|
|
300
|
+
this.$builtins.position.y = pb.neg(this.$builtins.position.y);
|
|
301
|
+
}
|
|
302
|
+
});
|
|
303
|
+
},
|
|
304
|
+
fragment (pb) {
|
|
305
|
+
this.$outputs.outColor = pb.vec4();
|
|
306
|
+
this.frontTex = pb.tex2D().uniform(0);
|
|
307
|
+
this.backTex = pb.tex2D().uniform(0);
|
|
308
|
+
pb.main(function() {
|
|
309
|
+
this.$l.frontColor = pb.textureSample(this.frontTex, this.$inputs.uv);
|
|
310
|
+
this.$l.backColor = pb.textureSample(this.backTex, this.$inputs.uv);
|
|
311
|
+
this.$l.remainingAlpha = pb.clamp(pb.mul(this.frontColor.a, pb.sub(1, this.backColor.a)), 0, 1);
|
|
312
|
+
this.$outputs.outColor = pb.vec4(pb.add(this.frontColor.rgb, pb.mul(this.frontColor.a, this.backColor.rgb)), this.remainingAlpha);
|
|
313
|
+
});
|
|
314
|
+
}
|
|
315
|
+
});
|
|
316
|
+
this._compositeProgram.name = '@DualDepthPeelingOIT_Composite';
|
|
317
|
+
this._compositeBindGroup = device.createBindGroup(this._compositeProgram.bindGroupLayouts[0]);
|
|
318
|
+
this._compositeRenderStates = device.createRenderStateSet();
|
|
319
|
+
this._compositeRenderStates.useBlendingState().enable(true).setBlendFuncRGB('one', 'src-alpha').setBlendFuncAlpha('zero', 'one');
|
|
320
|
+
this._compositeRenderStates.useDepthState().enableTest(false).enableWrite(false);
|
|
321
|
+
}
|
|
322
|
+
return this._compositeProgram;
|
|
323
|
+
}
|
|
324
|
+
onDispose() {
|
|
325
|
+
super.onDispose();
|
|
326
|
+
this.releaseFramebuffers();
|
|
327
|
+
}
|
|
328
|
+
}
|
|
329
|
+
|
|
330
|
+
export { DualDepthPeelingOIT };
|
|
331
|
+
//# sourceMappingURL=dualdepthpeeling_oit.js.map
|