@zephyr3d/scene 0.9.22 → 0.9.23

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Files changed (234) hide show
  1. package/dist/animation/joint_dynamics/collision.js +1 -7
  2. package/dist/animation/joint_dynamics/collision.js.map +1 -1
  3. package/dist/animation/joint_dynamics/constraints.js +2 -17
  4. package/dist/animation/joint_dynamics/constraints.js.map +1 -1
  5. package/dist/animation/joint_dynamics/controller.js +2 -20
  6. package/dist/animation/joint_dynamics/controller.js.map +1 -1
  7. package/dist/animation/joint_dynamics/joint_dynamics_system.js +1 -3
  8. package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
  9. package/dist/animation/joint_dynamics/solver.js +14 -60
  10. package/dist/animation/joint_dynamics/solver.js.map +1 -1
  11. package/dist/animation/joint_dynamics/types.js +3 -3
  12. package/dist/animation/joint_dynamics/types.js.map +1 -1
  13. package/dist/app/app.js +23 -0
  14. package/dist/app/app.js.map +1 -1
  15. package/dist/app/scriptregistry.js +16 -53
  16. package/dist/app/scriptregistry.js.map +1 -1
  17. package/dist/asset/assetmanager.js +2 -0
  18. package/dist/asset/assetmanager.js.map +1 -1
  19. package/dist/asset/model.js +22 -0
  20. package/dist/asset/model.js.map +1 -1
  21. package/dist/blitter/bilateralblur.js +3 -1
  22. package/dist/blitter/bilateralblur.js.map +1 -1
  23. package/dist/blitter/blitter.js +3 -3
  24. package/dist/blitter/blitter.js.map +1 -1
  25. package/dist/camera/camera.js +398 -45
  26. package/dist/camera/camera.js.map +1 -1
  27. package/dist/camera/perspectivecamera.js +69 -2
  28. package/dist/camera/perspectivecamera.js.map +1 -1
  29. package/dist/index.d.ts +9113 -8734
  30. package/dist/index.js +9 -1
  31. package/dist/index.js.map +1 -1
  32. package/dist/material/blinn.js +1 -1
  33. package/dist/material/blinn.js.map +1 -1
  34. package/dist/material/lambert.js +3 -3
  35. package/dist/material/lambert.js.map +1 -1
  36. package/dist/material/material.js +8 -5
  37. package/dist/material/material.js.map +1 -1
  38. package/dist/material/meshmaterial.js +17 -10
  39. package/dist/material/meshmaterial.js.map +1 -1
  40. package/dist/material/mixins/lightmodel/blinnphong.js +1 -1
  41. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  42. package/dist/material/mixins/lightmodel/lambert.js +1 -1
  43. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  44. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +21 -6
  45. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  46. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +1 -1
  47. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  48. package/dist/material/mixins/lightmodel/pbrspecularglossness.js +1 -1
  49. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  50. package/dist/material/mixins/lit.js +33 -11
  51. package/dist/material/mixins/lit.js.map +1 -1
  52. package/dist/material/mixins/pbr/brdf.js +44 -12
  53. package/dist/material/mixins/pbr/brdf.js.map +1 -1
  54. package/dist/material/mixins/pbr/common.js +149 -14
  55. package/dist/material/mixins/pbr/common.js.map +1 -1
  56. package/dist/material/mtoon.js +7 -4
  57. package/dist/material/mtoon.js.map +1 -1
  58. package/dist/material/pbrblueprint.js +5 -1
  59. package/dist/material/pbrblueprint.js.map +1 -1
  60. package/dist/material/pbrmr.js +1 -1
  61. package/dist/material/pbrmr.js.map +1 -1
  62. package/dist/material/pbrsg.js +1 -1
  63. package/dist/material/pbrsg.js.map +1 -1
  64. package/dist/material/shader/helper.js +186 -11
  65. package/dist/material/shader/helper.js.map +1 -1
  66. package/dist/material/skin.js +2 -2
  67. package/dist/material/skin.js.map +1 -1
  68. package/dist/material/terrain-cm.js +5 -5
  69. package/dist/material/terrain-cm.js.map +1 -1
  70. package/dist/material/water.js +6 -4
  71. package/dist/material/water.js.map +1 -1
  72. package/dist/posteffect/bloom.js +54 -4
  73. package/dist/posteffect/bloom.js.map +1 -1
  74. package/dist/posteffect/compositor.js +41 -0
  75. package/dist/posteffect/compositor.js.map +1 -1
  76. package/dist/posteffect/posteffect.js +35 -0
  77. package/dist/posteffect/posteffect.js.map +1 -1
  78. package/dist/posteffect/sao.js +7 -6
  79. package/dist/posteffect/sao.js.map +1 -1
  80. package/dist/posteffect/skinsss.js +3 -3
  81. package/dist/posteffect/skinsss.js.map +1 -1
  82. package/dist/posteffect/ssgi.js +988 -436
  83. package/dist/posteffect/ssgi.js.map +1 -1
  84. package/dist/posteffect/ssr.js +83 -45
  85. package/dist/posteffect/ssr.js.map +1 -1
  86. package/dist/posteffect/sss.js +18 -15
  87. package/dist/posteffect/sss.js.map +1 -1
  88. package/dist/posteffect/taa.js +5 -4
  89. package/dist/posteffect/taa.js.map +1 -1
  90. package/dist/posteffect/tonemap.js +15 -3
  91. package/dist/posteffect/tonemap.js.map +1 -1
  92. package/dist/render/abuffer_oit.js +2 -2
  93. package/dist/render/abuffer_oit.js.map +1 -1
  94. package/dist/render/cluster_light.js +12 -6
  95. package/dist/render/cluster_light.js.map +1 -1
  96. package/dist/render/drawable_mixin.js +8 -5
  97. package/dist/render/drawable_mixin.js.map +1 -1
  98. package/dist/render/dualdepthpeeling_oit.js +10 -5
  99. package/dist/render/dualdepthpeeling_oit.js.map +1 -1
  100. package/dist/render/envlight.js +298 -5
  101. package/dist/render/envlight.js.map +1 -1
  102. package/dist/render/gpu_picking.js +7 -5
  103. package/dist/render/gpu_picking.js.map +1 -1
  104. package/dist/render/hzb.js +28 -19
  105. package/dist/render/hzb.js.map +1 -1
  106. package/dist/render/lightpass.js +18 -4
  107. package/dist/render/lightpass.js.map +1 -1
  108. package/dist/render/render_queue.js +37 -4
  109. package/dist/render/render_queue.js.map +1 -1
  110. package/dist/render/renderer.js +8 -3
  111. package/dist/render/renderer.js.map +1 -1
  112. package/dist/render/rendergraph/blackboard.js +20 -48
  113. package/dist/render/rendergraph/blackboard.js.map +1 -1
  114. package/dist/render/rendergraph/device_pool_allocator.js +18 -58
  115. package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
  116. package/dist/render/rendergraph/executor.js +89 -115
  117. package/dist/render/rendergraph/executor.js.map +1 -1
  118. package/dist/render/rendergraph/forward_plus_builder.js +1003 -715
  119. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  120. package/dist/render/rendergraph/frame_graph_context.js +1 -1
  121. package/dist/render/rendergraph/frame_graph_context.js.map +1 -1
  122. package/dist/render/rendergraph/frame_resource_requirements.js +14 -0
  123. package/dist/render/rendergraph/frame_resource_requirements.js.map +1 -0
  124. package/dist/render/rendergraph/history_resource_manager.js +74 -140
  125. package/dist/render/rendergraph/history_resource_manager.js.map +1 -1
  126. package/dist/render/rendergraph/history_resources.js +7 -5
  127. package/dist/render/rendergraph/history_resources.js.map +1 -1
  128. package/dist/render/rendergraph/render_context.js +19 -0
  129. package/dist/render/rendergraph/render_context.js.map +1 -0
  130. package/dist/render/rendergraph/render_pipeline.js +315 -0
  131. package/dist/render/rendergraph/render_pipeline.js.map +1 -0
  132. package/dist/render/rendergraph/rendergraph.js +158 -141
  133. package/dist/render/rendergraph/rendergraph.js.map +1 -1
  134. package/dist/render/rendergraph/scene_render_context.js +267 -0
  135. package/dist/render/rendergraph/scene_render_context.js.map +1 -0
  136. package/dist/render/rendergraph/texture_affinity_cache.js +19 -0
  137. package/dist/render/rendergraph/texture_affinity_cache.js.map +1 -0
  138. package/dist/render/rendergraph/types.js +19 -31
  139. package/dist/render/rendergraph/types.js.map +1 -1
  140. package/dist/render/renderpass.js +3 -3
  141. package/dist/render/renderpass.js.map +1 -1
  142. package/dist/render/shadow_mask_pass.js +7 -6
  143. package/dist/render/shadow_mask_pass.js.map +1 -1
  144. package/dist/render/sky.js +197 -35
  145. package/dist/render/sky.js.map +1 -1
  146. package/dist/render/weightedblended_oit.js +4 -3
  147. package/dist/render/weightedblended_oit.js.map +1 -1
  148. package/dist/scene/basesprite.js +2 -0
  149. package/dist/scene/basesprite.js.map +1 -1
  150. package/dist/scene/batchgroup.js +10 -0
  151. package/dist/scene/batchgroup.js.map +1 -1
  152. package/dist/scene/environment.js +61 -2
  153. package/dist/scene/environment.js.map +1 -1
  154. package/dist/scene/light.js +178 -10
  155. package/dist/scene/light.js.map +1 -1
  156. package/dist/scene/meshdrawable.js +89 -2
  157. package/dist/scene/meshdrawable.js.map +1 -1
  158. package/dist/scene/msdftext.js +2 -0
  159. package/dist/scene/msdftext.js.map +1 -1
  160. package/dist/scene/msdftextsprite.js +2 -0
  161. package/dist/scene/msdftextsprite.js.map +1 -1
  162. package/dist/scene/particlesys.js +2 -0
  163. package/dist/scene/particlesys.js.map +1 -1
  164. package/dist/scene/scene.js +34 -1
  165. package/dist/scene/scene.js.map +1 -1
  166. package/dist/scene/terrain-cm/grass.js +2 -1
  167. package/dist/scene/terrain-cm/grass.js.map +1 -1
  168. package/dist/scene/terrain-cm/terrain-cm.js +2 -0
  169. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  170. package/dist/scene/water.js +2 -0
  171. package/dist/scene/water.js.map +1 -1
  172. package/dist/shaders/atmosphere.js +5 -4
  173. package/dist/shaders/atmosphere.js.map +1 -1
  174. package/dist/shaders/fog.js +10 -3
  175. package/dist/shaders/fog.js.map +1 -1
  176. package/dist/shaders/shadow.js +96 -29
  177. package/dist/shaders/shadow.js.map +1 -1
  178. package/dist/shaders/ssgi_reprojection.js +118 -0
  179. package/dist/shaders/ssgi_reprojection.js.map +1 -0
  180. package/dist/shaders/ssr.js +322 -154
  181. package/dist/shaders/ssr.js.map +1 -1
  182. package/dist/shadow/esm.js +10 -7
  183. package/dist/shadow/esm.js.map +1 -1
  184. package/dist/shadow/pcf_opt.js +12 -12
  185. package/dist/shadow/pcf_opt.js.map +1 -1
  186. package/dist/shadow/pcf_pd.js +12 -12
  187. package/dist/shadow/pcf_pd.js.map +1 -1
  188. package/dist/shadow/pcss.js +15 -11
  189. package/dist/shadow/pcss.js.map +1 -1
  190. package/dist/shadow/shadow_impl.js +20 -2
  191. package/dist/shadow/shadow_impl.js.map +1 -1
  192. package/dist/shadow/shadowmapper.js +5 -2
  193. package/dist/shadow/shadowmapper.js.map +1 -1
  194. package/dist/shadow/ssm.js +13 -13
  195. package/dist/shadow/ssm.js.map +1 -1
  196. package/dist/shadow/vsm.js +7 -7
  197. package/dist/shadow/vsm.js.map +1 -1
  198. package/dist/utility/physical.js +74 -0
  199. package/dist/utility/physical.js.map +1 -0
  200. package/dist/utility/rendermipmap.js +2 -2
  201. package/dist/utility/rendermipmap.js.map +1 -1
  202. package/dist/utility/serialization/manager.js +3 -1
  203. package/dist/utility/serialization/manager.js.map +1 -1
  204. package/dist/utility/serialization/scene/animation.js +3 -1
  205. package/dist/utility/serialization/scene/animation.js.map +1 -1
  206. package/dist/utility/serialization/scene/batch.js +3 -1
  207. package/dist/utility/serialization/scene/batch.js.map +1 -1
  208. package/dist/utility/serialization/scene/camera.js +598 -2
  209. package/dist/utility/serialization/scene/camera.js.map +1 -1
  210. package/dist/utility/serialization/scene/light.js +180 -9
  211. package/dist/utility/serialization/scene/light.js.map +1 -1
  212. package/dist/utility/serialization/scene/material.js +43 -3
  213. package/dist/utility/serialization/scene/material.js.map +1 -1
  214. package/dist/utility/serialization/scene/mesh.js +3 -1
  215. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  216. package/dist/utility/serialization/scene/node.js +3 -1
  217. package/dist/utility/serialization/scene/node.js.map +1 -1
  218. package/dist/utility/serialization/scene/particle.js +3 -1
  219. package/dist/utility/serialization/scene/particle.js.map +1 -1
  220. package/dist/utility/serialization/scene/primitive.js +2 -0
  221. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  222. package/dist/utility/serialization/scene/scene.js +70 -0
  223. package/dist/utility/serialization/scene/scene.js.map +1 -1
  224. package/dist/utility/serialization/scene/sprite.js +3 -1
  225. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  226. package/dist/utility/serialization/scene/terrain.js +3 -1
  227. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  228. package/dist/utility/serialization/scene/text.js +3 -0
  229. package/dist/utility/serialization/scene/text.js.map +1 -1
  230. package/dist/utility/serialization/scene/water.js +3 -1
  231. package/dist/utility/serialization/scene/water.js.map +1 -1
  232. package/dist/values.js +2 -3
  233. package/dist/values.js.map +1 -1
  234. package/package.json +3 -3
@@ -1 +1 @@
1
- {"version":3,"file":"dualdepthpeeling_oit.js","sources":["../../src/render/dualdepthpeeling_oit.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BindGroup,\r\n DeviceCaps,\r\n FrameBuffer,\r\n GPUProgram,\r\n PBGlobalScope,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n RenderStateSet,\r\n Texture2D,\r\n TextureFormat\r\n} from '@zephyr3d/device';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { Disposable, Vector4 } from '@zephyr3d/base';\r\nimport type { OIT } from './oit';\r\nimport type { DrawContext } from './drawable';\r\nimport { drawFullscreenQuad } from './fullscreenquad';\r\nimport { tryGetApp } from '../app/api';\r\n\r\nconst DEPTH_FORMAT: TextureFormat = 'rg32f';\r\nconst ACCUM_FORMAT: TextureFormat = 'rgba16f';\r\nconst COLOR_ATTACHMENT_BYTES_PER_SAMPLE = 4 + 8 + 8;\r\n\r\n/**\r\n * Dual depth peeling OIT renderer.\r\n *\r\n * @remarks\r\n * This implementation follows the official dual depth peeling pass structure:\r\n * an initialization pass writes the nearest/farthest transparent depth pair, then\r\n * each peel pass ping-pongs the depth pair while accumulating front and back colors.\r\n *\r\n * It requires MRT, per-target blending, min/max blend equations and blendable\r\n * floating-point color targets. If those capabilities are missing, supportDevice()\r\n * returns false and the transparent pass falls back to sorted alpha blending.\r\n *\r\n * @public\r\n */\r\nexport class DualDepthPeelingOIT extends Disposable implements OIT {\r\n /** Type name of DualDepthPeelingOIT */\r\n public static readonly type = 'ddp';\r\n private static readonly DEPTH_CLEAR = new Vector4(-1, -1, -1, -1);\r\n private static readonly FRONT_CLEAR = new Vector4(0, 0, 0, 1);\r\n private static readonly BACK_CLEAR = new Vector4(0, 0, 0, 0);\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 _numPeels: number;\r\n private _currentPass: number;\r\n private _hash: string;\r\n private _depthTargets: [Nullable<Texture2D>, Nullable<Texture2D>];\r\n private _frontTarget: Nullable<Texture2D>;\r\n private _backTarget: Nullable<Texture2D>;\r\n private _framebuffers: [Nullable<FrameBuffer>, Nullable<FrameBuffer>];\r\n private _device: Nullable<AbstractDevice>;\r\n\r\n /**\r\n * Creates an instance of DualDepthPeelingOIT.\r\n *\r\n * @param numPeels - Number of peel iterations after the initialization pass.\r\n */\r\n constructor(numPeels = 8) {\r\n super();\r\n this._numPeels = Math.max(1, Math.floor(numPeels || 0));\r\n this._currentPass = 0;\r\n this._hash = DualDepthPeelingOIT.type;\r\n this._depthTargets = [null, null];\r\n this._frontTarget = null;\r\n this._backTarget = null;\r\n this._framebuffers = [null, null];\r\n this._device = null;\r\n }\r\n\r\n /** Number of front/back peel iterations after the initialization pass. */\r\n get numPeels() {\r\n return this._numPeels;\r\n }\r\n set numPeels(val: number) {\r\n this._numPeels = Math.max(1, Math.floor(val || 0));\r\n }\r\n\r\n /**\r\n * Checks whether dual depth peeling can run with a capability snapshot.\r\n *\r\n * @param deviceType - The device type.\r\n * @param caps - The device capabilities.\r\n * @returns True if dual depth peeling is supported.\r\n */\r\n static supportDeviceCaps(deviceType: string, caps: DeviceCaps) {\r\n const framebufferCaps = caps.framebufferCaps;\r\n const textureCaps = caps.textureCaps;\r\n const shaderCaps = caps.shaderCaps;\r\n const miscCaps = caps.miscCaps;\r\n const webgl2OrBetter = deviceType !== 'webgl' || shaderCaps.maxUniformBufferSize > 0;\r\n return (\r\n webgl2OrBetter &&\r\n framebufferCaps.maxDrawBuffers >= 3 &&\r\n framebufferCaps.supportPerTargetBlending &&\r\n framebufferCaps.maxColorAttachmentBytesPerSample >= COLOR_ATTACHMENT_BYTES_PER_SAMPLE &&\r\n miscCaps.supportBlendMinMax &&\r\n textureCaps.supportHalfFloatColorBuffer &&\r\n textureCaps.supportFloatColorBuffer &&\r\n textureCaps.supportFloatBlending\r\n );\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.getType}\r\n */\r\n getType() {\r\n return DualDepthPeelingOIT.type;\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.supportDevice}\r\n */\r\n supportDevice(deviceType: string) {\r\n const device = tryGetApp()?.device;\r\n return (\r\n !!device &&\r\n device.type === deviceType &&\r\n DualDepthPeelingOIT.supportDeviceCaps(deviceType, device.getDeviceCaps())\r\n );\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.wantsPremultipliedAlpha}\r\n */\r\n wantsPremultipliedAlpha() {\r\n return true;\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.wantsAdditiveLightPassAlpha}\r\n */\r\n wantsAdditiveLightPassAlpha() {\r\n return true;\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.begin}\r\n */\r\n begin(ctx: DrawContext) {\r\n this.releaseFramebuffers();\r\n if (!ctx.depthTexture) {\r\n return 0;\r\n }\r\n this._device = ctx.device;\r\n this.createFramebuffers(ctx);\r\n return this._numPeels + 1;\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.end}\r\n */\r\n end(ctx: DrawContext) {\r\n try {\r\n if (this._frontTarget && this._backTarget) {\r\n this.composite(ctx, ctx.device, this._frontTarget, this._backTarget);\r\n }\r\n } finally {\r\n this.releaseFramebuffers();\r\n this._hash = DualDepthPeelingOIT.type;\r\n }\r\n }\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 targetIndex = pass & 1;\r\n const currentDepthTarget = this._depthTargets[targetIndex];\r\n const previousDepthTarget = this._depthTargets[targetIndex ^ 1];\r\n const framebuffer = this._framebuffers[targetIndex];\r\n if (!currentDepthTarget || !framebuffer || (pass > 0 && !previousDepthTarget)) {\r\n return false;\r\n }\r\n this._hash =\r\n pass === 0\r\n ? `${this.getType()}#init#${currentDepthTarget.uid}`\r\n : `${this.getType()}#peel#${previousDepthTarget!.uid}`;\r\n ctx.device.pushDeviceStates();\r\n ctx.device.setFramebuffer(framebuffer);\r\n ctx.device.clearFrameBuffer(\r\n pass === 0\r\n ? [DualDepthPeelingOIT.DEPTH_CLEAR, DualDepthPeelingOIT.FRONT_CLEAR, DualDepthPeelingOIT.BACK_CLEAR]\r\n : [DualDepthPeelingOIT.DEPTH_CLEAR, null, null],\r\n null,\r\n null\r\n );\r\n return true;\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.endPass}\r\n */\r\n endPass(ctx: DrawContext, _pass: number) {\r\n ctx.device.popDeviceStates();\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.setupFragmentOutput}\r\n */\r\n setupFragmentOutput(scope: PBGlobalScope) {\r\n const pb = scope.$builder;\r\n scope.$outputs.Z_DDP_depth = pb.vec2();\r\n scope.$outputs.Z_DDP_frontColor = pb.vec4();\r\n scope.$outputs.Z_DDP_backColor = pb.vec4();\r\n if (this._currentPass > 0) {\r\n scope.Z_DDP_depthTexture = pb.tex2D().uniform(2).noSampler();\r\n }\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.outputFragmentColor}\r\n */\r\n outputFragmentColor(scope: PBInsideFunctionScope, color: PBShaderExp, ctx: DrawContext) {\r\n const pb = scope.$builder;\r\n scope.$outputs.Z_DDP_depth = pb.vec2(-1, -1);\r\n scope.$outputs.Z_DDP_frontColor = pb.vec4(0, 0, 0, 0);\r\n scope.$outputs.Z_DDP_backColor = pb.vec4(0, 0, 0, 0);\r\n if (this._currentPass === 0) {\r\n scope.$outputs.Z_DDP_depth = pb.vec2(pb.neg(scope.$builtins.fragCoord.z), scope.$builtins.fragCoord.z);\r\n } else {\r\n scope.$l.Z_DDP_prevDepth = pb.textureLoad(\r\n scope.Z_DDP_depthTexture,\r\n pb.ivec2(scope.$builtins.fragCoord.xy),\r\n 0\r\n ).xy;\r\n scope.$l.Z_DDP_frontDepth = pb.neg(scope.Z_DDP_prevDepth.x);\r\n scope.$l.Z_DDP_backDepth = scope.Z_DDP_prevDepth.y;\r\n scope.$l.Z_DDP_curDepth = scope.$builtins.fragCoord.z;\r\n scope.$l.Z_DDP_outputColor = pb.vec4(color.rgb, ctx.lightBlending ? pb.float(0) : color.a);\r\n scope\r\n .$if(\r\n pb.or(\r\n pb.lessThan(pb.add(scope.Z_DDP_curDepth, 0.000001), scope.Z_DDP_frontDepth),\r\n pb.greaterThan(pb.sub(scope.Z_DDP_curDepth, 0.000001), scope.Z_DDP_backDepth)\r\n ),\r\n function () {\r\n pb.discard();\r\n }\r\n )\r\n .$elseif(\r\n pb.and(\r\n pb.greaterThan(pb.sub(scope.Z_DDP_curDepth, 0.000001), scope.Z_DDP_frontDepth),\r\n pb.lessThan(pb.add(scope.Z_DDP_curDepth, 0.000001), scope.Z_DDP_backDepth)\r\n ),\r\n function () {\r\n this.$outputs.Z_DDP_depth = pb.vec2(\r\n pb.neg(this.$builtins.fragCoord.z),\r\n this.$builtins.fragCoord.z\r\n );\r\n }\r\n )\r\n .$elseif(\r\n pb.and(\r\n pb.lessThan(scope.Z_DDP_curDepth, pb.add(scope.Z_DDP_frontDepth, 0.000001)),\r\n pb.greaterThan(scope.Z_DDP_curDepth, pb.sub(scope.Z_DDP_frontDepth, 0.000001))\r\n ),\r\n function () {\r\n this.$outputs.Z_DDP_frontColor = this.Z_DDP_outputColor;\r\n }\r\n )\r\n .$else(function () {\r\n this.$outputs.Z_DDP_backColor = this.Z_DDP_outputColor;\r\n });\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.applyUniforms}\r\n */\r\n applyUniforms(_ctx: DrawContext, bindGroup: BindGroup) {\r\n if (this._currentPass > 0) {\r\n bindGroup.setTexture('Z_DDP_depthTexture', this._depthTargets[(this._currentPass & 1) ^ 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 /**\r\n * {@inheritDoc OIT.setRenderStates}\r\n */\r\n setRenderStates(rs: RenderStateSet) {\r\n rs.useBlendingState().enable(false).enableAlphaToCoverage(false);\r\n rs.useDepthState().enableTest(true).enableWrite(false);\r\n\r\n rs.useTargetBlendingState(0)\r\n .enable(true)\r\n .enableAlphaToCoverage(false)\r\n .setBlendEquation('max', 'max')\r\n .setBlendFunc('one', 'one');\r\n\r\n rs.useTargetBlendingState(1)\r\n .enable(true)\r\n .enableAlphaToCoverage(false)\r\n .setBlendEquation('add', 'add')\r\n .setBlendFuncRGB('dst-alpha', 'one')\r\n .setBlendFuncAlpha('zero', 'inv-src-alpha');\r\n\r\n rs.useTargetBlendingState(2)\r\n .enable(true)\r\n .enableAlphaToCoverage(false)\r\n .setBlendEquation('add', 'add')\r\n .setBlendFuncRGB('one', 'inv-src-alpha')\r\n .setBlendFuncAlpha('one', 'inv-src-alpha');\r\n }\r\n\r\n /** @internal */\r\n private createFramebuffers(ctx: DrawContext) {\r\n const device = ctx.device;\r\n const width = ctx.depthTexture!.width;\r\n const height = ctx.depthTexture!.height;\r\n const depthTarget0 = device.pool.fetchTemporalTexture2D(false, DEPTH_FORMAT, width, height, false);\r\n const depthTarget1 = device.pool.fetchTemporalTexture2D(false, DEPTH_FORMAT, width, height, false);\r\n const frontTarget = device.pool.fetchTemporalTexture2D(false, ACCUM_FORMAT, width, height, false);\r\n const backTarget = device.pool.fetchTemporalTexture2D(false, ACCUM_FORMAT, width, height, false);\r\n const framebuffer0 = device.pool.createTemporalFramebuffer(\r\n false,\r\n [depthTarget0, frontTarget, backTarget],\r\n ctx.depthTexture\r\n );\r\n const framebuffer1 = device.pool.createTemporalFramebuffer(\r\n false,\r\n [depthTarget1, frontTarget, backTarget],\r\n ctx.depthTexture\r\n );\r\n device.pool.releaseTexture(depthTarget0);\r\n device.pool.releaseTexture(depthTarget1);\r\n device.pool.releaseTexture(frontTarget);\r\n device.pool.releaseTexture(backTarget);\r\n this._depthTargets = [depthTarget0, depthTarget1];\r\n this._frontTarget = frontTarget;\r\n this._backTarget = backTarget;\r\n this._framebuffers = [framebuffer0, framebuffer1];\r\n }\r\n\r\n /** @internal */\r\n private composite(ctx: DrawContext, device: AbstractDevice, frontTarget: Texture2D, backTarget: Texture2D) {\r\n const currentFramebuffer = device.getFramebuffer();\r\n const colorAttachment = currentFramebuffer?.getColorAttachments()[0] ?? null;\r\n const 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 (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(DualDepthPeelingOIT.getCompositeProgram(device));\r\n DualDepthPeelingOIT._compositeBindGroup!.setTexture('frontTex', frontTarget);\r\n DualDepthPeelingOIT._compositeBindGroup!.setTexture('backTex', backTarget);\r\n device.setBindGroup(0, DualDepthPeelingOIT._compositeBindGroup!);\r\n drawFullscreenQuad(DualDepthPeelingOIT._compositeRenderStates!);\r\n } finally {\r\n if (singleColorFramebuffer) {\r\n device.popDeviceStates();\r\n device.pool.releaseFrameBuffer(singleColorFramebuffer);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n private releaseFramebuffers() {\r\n if (this._device) {\r\n if (this._framebuffers[0]) {\r\n this._device.pool.releaseFrameBuffer(this._framebuffers[0]);\r\n }\r\n if (this._framebuffers[1]) {\r\n this._device.pool.releaseFrameBuffer(this._framebuffers[1]);\r\n }\r\n }\r\n this._depthTargets = [null, null];\r\n this._frontTarget = null;\r\n this._backTarget = null;\r\n this._framebuffers = [null, null];\r\n this._device = null;\r\n }\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.frontTex = pb.tex2D().uniform(0);\r\n this.backTex = pb.tex2D().uniform(0);\r\n pb.main(function () {\r\n this.$l.frontColor = pb.textureSample(this.frontTex, this.$inputs.uv);\r\n this.$l.backColor = 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+ {"version":3,"file":"dualdepthpeeling_oit.js","sources":["../../src/render/dualdepthpeeling_oit.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BindGroup,\r\n DeviceCaps,\r\n FrameBuffer,\r\n GPUProgram,\r\n PBGlobalScope,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n RenderStateSet,\r\n Texture2D,\r\n TextureFormat\r\n} from '@zephyr3d/device';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { DEPTH_FARTHEST, Disposable, REVERSE_Z, Vector4 } from '@zephyr3d/base';\r\nimport type { OIT } from './oit';\r\nimport type { DrawContext } from './drawable';\r\nimport { drawFullscreenQuad } from './fullscreenquad';\r\nimport { tryGetApp } from '../app/api';\r\n\r\nconst DEPTH_FORMAT: TextureFormat = 'rg32f';\r\nconst ACCUM_FORMAT: TextureFormat = 'rgba16f';\r\nconst COLOR_ATTACHMENT_BYTES_PER_SAMPLE = 4 + 8 + 8;\r\n\r\n/**\r\n * Dual depth peeling OIT renderer.\r\n *\r\n * @remarks\r\n * This implementation follows the official dual depth peeling pass structure:\r\n * an initialization pass writes the nearest/farthest transparent depth pair, then\r\n * each peel pass ping-pongs the depth pair while accumulating front and back colors.\r\n *\r\n * It requires MRT, per-target blending, min/max blend equations and blendable\r\n * floating-point color targets. If those capabilities are missing, supportDevice()\r\n * returns false and the transparent pass falls back to sorted alpha blending.\r\n *\r\n * @public\r\n */\r\nexport class DualDepthPeelingOIT extends Disposable implements OIT {\r\n /** Type name of DualDepthPeelingOIT */\r\n public static readonly type = 'ddp';\r\n private static readonly DEPTH_CLEAR = new Vector4(-1, -1, -1, -1);\r\n private static readonly FRONT_CLEAR = new Vector4(0, 0, 0, 1);\r\n private static readonly BACK_CLEAR = new Vector4(0, 0, 0, 0);\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 _numPeels: number;\r\n private _currentPass: number;\r\n private _hash: string;\r\n private _depthTargets: [Nullable<Texture2D>, Nullable<Texture2D>];\r\n private _frontTarget: Nullable<Texture2D>;\r\n private _backTarget: Nullable<Texture2D>;\r\n private _framebuffers: [Nullable<FrameBuffer>, Nullable<FrameBuffer>];\r\n private _device: Nullable<AbstractDevice>;\r\n\r\n /**\r\n * Creates an instance of DualDepthPeelingOIT.\r\n *\r\n * @param numPeels - Number of peel iterations after the initialization pass.\r\n */\r\n constructor(numPeels = 8) {\r\n super();\r\n this._numPeels = Math.max(1, Math.floor(numPeels || 0));\r\n this._currentPass = 0;\r\n this._hash = DualDepthPeelingOIT.type;\r\n this._depthTargets = [null, null];\r\n this._frontTarget = null;\r\n this._backTarget = null;\r\n this._framebuffers = [null, null];\r\n this._device = null;\r\n }\r\n\r\n /** Number of front/back peel iterations after the initialization pass. */\r\n get numPeels() {\r\n return this._numPeels;\r\n }\r\n set numPeels(val: number) {\r\n this._numPeels = Math.max(1, Math.floor(val || 0));\r\n }\r\n\r\n /**\r\n * Checks whether dual depth peeling can run with a capability snapshot.\r\n *\r\n * @param deviceType - The device type.\r\n * @param caps - The device capabilities.\r\n * @returns True if dual depth peeling is supported.\r\n */\r\n static supportDeviceCaps(deviceType: string, caps: DeviceCaps) {\r\n const framebufferCaps = caps.framebufferCaps;\r\n const textureCaps = caps.textureCaps;\r\n const shaderCaps = caps.shaderCaps;\r\n const miscCaps = caps.miscCaps;\r\n const webgl2OrBetter = deviceType !== 'webgl' || shaderCaps.maxUniformBufferSize > 0;\r\n return (\r\n webgl2OrBetter &&\r\n framebufferCaps.maxDrawBuffers >= 3 &&\r\n framebufferCaps.supportPerTargetBlending &&\r\n framebufferCaps.maxColorAttachmentBytesPerSample >= COLOR_ATTACHMENT_BYTES_PER_SAMPLE &&\r\n miscCaps.supportBlendMinMax &&\r\n textureCaps.supportHalfFloatColorBuffer &&\r\n textureCaps.supportFloatColorBuffer &&\r\n textureCaps.supportFloatBlending\r\n );\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.getType}\r\n */\r\n getType() {\r\n return DualDepthPeelingOIT.type;\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.supportDevice}\r\n */\r\n supportDevice(deviceType: string) {\r\n const device = tryGetApp()?.device;\r\n return (\r\n !!device &&\r\n device.type === deviceType &&\r\n DualDepthPeelingOIT.supportDeviceCaps(deviceType, device.getDeviceCaps())\r\n );\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.wantsPremultipliedAlpha}\r\n */\r\n wantsPremultipliedAlpha() {\r\n return true;\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.wantsAdditiveLightPassAlpha}\r\n */\r\n wantsAdditiveLightPassAlpha() {\r\n return true;\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.begin}\r\n */\r\n begin(ctx: DrawContext) {\r\n this.releaseFramebuffers();\r\n if (!ctx.depthTexture) {\r\n return 0;\r\n }\r\n this._device = ctx.device;\r\n this.createFramebuffers(ctx);\r\n return this._numPeels + 1;\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.end}\r\n */\r\n end(ctx: DrawContext) {\r\n try {\r\n if (this._frontTarget && this._backTarget) {\r\n this.composite(ctx, ctx.device, this._frontTarget, this._backTarget);\r\n }\r\n } finally {\r\n this.releaseFramebuffers();\r\n this._hash = DualDepthPeelingOIT.type;\r\n }\r\n }\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 targetIndex = pass & 1;\r\n const currentDepthTarget = this._depthTargets[targetIndex];\r\n const previousDepthTarget = this._depthTargets[targetIndex ^ 1];\r\n const framebuffer = this._framebuffers[targetIndex];\r\n if (!currentDepthTarget || !framebuffer || (pass > 0 && !previousDepthTarget)) {\r\n return false;\r\n }\r\n this._hash =\r\n pass === 0\r\n ? `${this.getType()}#init#${currentDepthTarget.uid}`\r\n : `${this.getType()}#peel#${previousDepthTarget!.uid}`;\r\n ctx.device.pushDeviceStates();\r\n ctx.device.setFramebuffer(framebuffer);\r\n ctx.device.clearFrameBuffer(\r\n pass === 0\r\n ? [DualDepthPeelingOIT.DEPTH_CLEAR, DualDepthPeelingOIT.FRONT_CLEAR, DualDepthPeelingOIT.BACK_CLEAR]\r\n : [DualDepthPeelingOIT.DEPTH_CLEAR, null, null],\r\n null,\r\n null\r\n );\r\n return true;\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.endPass}\r\n */\r\n endPass(ctx: DrawContext, _pass: number) {\r\n ctx.device.popDeviceStates();\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.setupFragmentOutput}\r\n */\r\n setupFragmentOutput(scope: PBGlobalScope) {\r\n const pb = scope.$builder;\r\n scope.$outputs.Z_DDP_depth = pb.vec2();\r\n scope.$outputs.Z_DDP_frontColor = pb.vec4();\r\n scope.$outputs.Z_DDP_backColor = pb.vec4();\r\n if (this._currentPass > 0) {\r\n scope.Z_DDP_depthTexture = pb.tex2D().uniform(2).noSampler();\r\n }\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.outputFragmentColor}\r\n */\r\n outputFragmentColor(scope: PBInsideFunctionScope, color: PBShaderExp, ctx: DrawContext) {\r\n const pb = scope.$builder;\r\n scope.$outputs.Z_DDP_depth = pb.vec2(-1, -1);\r\n scope.$outputs.Z_DDP_frontColor = pb.vec4(0, 0, 0, 0);\r\n scope.$outputs.Z_DDP_backColor = pb.vec4(0, 0, 0, 0);\r\n // The peeling depth encoding is internal to this algorithm; normalize\r\n // device depth to standard orientation (0 = near) so the (-front, back)\r\n // encoding, the max/max blend extraction and the peel window logic stay\r\n // convention independent.\r\n scope.$l.Z_DDP_normDepth = REVERSE_Z\r\n ? pb.sub(1, scope.$builtins.fragCoord.z)\r\n : scope.$builtins.fragCoord.z;\r\n if (this._currentPass === 0) {\r\n scope.$outputs.Z_DDP_depth = pb.vec2(pb.neg(scope.Z_DDP_normDepth), scope.Z_DDP_normDepth);\r\n } else {\r\n scope.$l.Z_DDP_prevDepth = pb.textureLoad(\r\n scope.Z_DDP_depthTexture,\r\n pb.ivec2(scope.$builtins.fragCoord.xy),\r\n 0\r\n ).xy;\r\n scope.$l.Z_DDP_frontDepth = pb.neg(scope.Z_DDP_prevDepth.x);\r\n scope.$l.Z_DDP_backDepth = scope.Z_DDP_prevDepth.y;\r\n scope.$l.Z_DDP_curDepth = scope.Z_DDP_normDepth;\r\n scope.$l.Z_DDP_outputColor = pb.vec4(color.rgb, ctx.lightBlending ? pb.float(0) : color.a);\r\n scope\r\n .$if(\r\n pb.or(\r\n pb.lessThan(pb.add(scope.Z_DDP_curDepth, 0.000001), scope.Z_DDP_frontDepth),\r\n pb.greaterThan(pb.sub(scope.Z_DDP_curDepth, 0.000001), scope.Z_DDP_backDepth)\r\n ),\r\n function () {\r\n pb.discard();\r\n }\r\n )\r\n .$elseif(\r\n pb.and(\r\n pb.greaterThan(pb.sub(scope.Z_DDP_curDepth, 0.000001), scope.Z_DDP_frontDepth),\r\n pb.lessThan(pb.add(scope.Z_DDP_curDepth, 0.000001), scope.Z_DDP_backDepth)\r\n ),\r\n function () {\r\n this.$outputs.Z_DDP_depth = pb.vec2(pb.neg(this.Z_DDP_normDepth), this.Z_DDP_normDepth);\r\n }\r\n )\r\n .$elseif(\r\n pb.and(\r\n pb.lessThan(scope.Z_DDP_curDepth, pb.add(scope.Z_DDP_frontDepth, 0.000001)),\r\n pb.greaterThan(scope.Z_DDP_curDepth, pb.sub(scope.Z_DDP_frontDepth, 0.000001))\r\n ),\r\n function () {\r\n this.$outputs.Z_DDP_frontColor = this.Z_DDP_outputColor;\r\n }\r\n )\r\n .$else(function () {\r\n this.$outputs.Z_DDP_backColor = this.Z_DDP_outputColor;\r\n });\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.applyUniforms}\r\n */\r\n applyUniforms(_ctx: DrawContext, bindGroup: BindGroup) {\r\n if (this._currentPass > 0) {\r\n bindGroup.setTexture('Z_DDP_depthTexture', this._depthTargets[(this._currentPass & 1) ^ 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 /**\r\n * {@inheritDoc OIT.setRenderStates}\r\n */\r\n setRenderStates(rs: RenderStateSet) {\r\n rs.useBlendingState().enable(false).enableAlphaToCoverage(false);\r\n rs.useDepthState().enableTest(true).enableWrite(false);\r\n\r\n rs.useTargetBlendingState(0)\r\n .enable(true)\r\n .enableAlphaToCoverage(false)\r\n .setBlendEquation('max', 'max')\r\n .setBlendFunc('one', 'one');\r\n\r\n rs.useTargetBlendingState(1)\r\n .enable(true)\r\n .enableAlphaToCoverage(false)\r\n .setBlendEquation('add', 'add')\r\n .setBlendFuncRGB('dst-alpha', 'one')\r\n .setBlendFuncAlpha('zero', 'inv-src-alpha');\r\n\r\n rs.useTargetBlendingState(2)\r\n .enable(true)\r\n .enableAlphaToCoverage(false)\r\n .setBlendEquation('add', 'add')\r\n .setBlendFuncRGB('one', 'inv-src-alpha')\r\n .setBlendFuncAlpha('one', 'inv-src-alpha');\r\n }\r\n\r\n /** @internal */\r\n private createFramebuffers(ctx: DrawContext) {\r\n const device = ctx.device;\r\n const width = ctx.depthTexture!.width;\r\n const height = ctx.depthTexture!.height;\r\n const depthTarget0 = device.pool.fetchTemporalTexture2D(false, DEPTH_FORMAT, width, height, false);\r\n const depthTarget1 = device.pool.fetchTemporalTexture2D(false, DEPTH_FORMAT, width, height, false);\r\n const frontTarget = device.pool.fetchTemporalTexture2D(false, ACCUM_FORMAT, width, height, false);\r\n const backTarget = device.pool.fetchTemporalTexture2D(false, ACCUM_FORMAT, width, height, false);\r\n const framebuffer0 = device.pool.createTemporalFramebuffer(\r\n false,\r\n [depthTarget0, frontTarget, backTarget],\r\n ctx.depthTexture\r\n );\r\n const framebuffer1 = device.pool.createTemporalFramebuffer(\r\n false,\r\n [depthTarget1, frontTarget, backTarget],\r\n ctx.depthTexture\r\n );\r\n device.pool.releaseTexture(depthTarget0);\r\n device.pool.releaseTexture(depthTarget1);\r\n device.pool.releaseTexture(frontTarget);\r\n device.pool.releaseTexture(backTarget);\r\n this._depthTargets = [depthTarget0, depthTarget1];\r\n this._frontTarget = frontTarget;\r\n this._backTarget = backTarget;\r\n this._framebuffers = [framebuffer0, framebuffer1];\r\n }\r\n\r\n /** @internal */\r\n private composite(ctx: DrawContext, device: AbstractDevice, frontTarget: Texture2D, backTarget: Texture2D) {\r\n const currentFramebuffer = device.getFramebuffer();\r\n const colorAttachment = currentFramebuffer?.getColorAttachments()[0] ?? null;\r\n const 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 (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(DualDepthPeelingOIT.getCompositeProgram(device));\r\n DualDepthPeelingOIT._compositeBindGroup!.setTexture('frontTex', frontTarget);\r\n DualDepthPeelingOIT._compositeBindGroup!.setTexture('backTex', backTarget);\r\n device.setBindGroup(0, DualDepthPeelingOIT._compositeBindGroup!);\r\n drawFullscreenQuad(DualDepthPeelingOIT._compositeRenderStates!);\r\n } finally {\r\n if (singleColorFramebuffer) {\r\n device.popDeviceStates();\r\n device.pool.releaseFrameBuffer(singleColorFramebuffer);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n private releaseFramebuffers() {\r\n if (this._device) {\r\n if (this._framebuffers[0]) {\r\n this._device.pool.releaseFrameBuffer(this._framebuffers[0]);\r\n }\r\n if (this._framebuffers[1]) {\r\n this._device.pool.releaseFrameBuffer(this._framebuffers[1]);\r\n }\r\n }\r\n this._depthTargets = [null, null];\r\n this._frontTarget = null;\r\n this._backTarget = null;\r\n this._framebuffers = [null, null];\r\n this._device = null;\r\n }\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, DEPTH_FARTHEST, 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.$outputs.outColor = pb.vec4();\r\n this.frontTex = pb.tex2D().uniform(0);\r\n this.backTex = pb.tex2D().uniform(0);\r\n pb.main(function () {\r\n this.$l.frontColor = pb.textureSample(this.frontTex, this.$inputs.uv);\r\n this.$l.backColor = pb.textureSample(this.backTex, this.$inputs.uv);\r\n this.$l.remainingAlpha = pb.clamp(pb.mul(this.frontColor.a, pb.sub(1, this.backColor.a)), 0, 1);\r\n this.$outputs.outColor = pb.vec4(\r\n pb.add(this.frontColor.rgb, pb.mul(this.frontColor.a, this.backColor.rgb)),\r\n this.remainingAlpha\r\n );\r\n });\r\n }\r\n })!;\r\n this._compositeProgram.name = '@DualDepthPeelingOIT_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 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@@ -1,7 +1,60 @@
1
- import { Disposable, DRef, Vector3, Vector4 } from '@zephyr3d/base';
1
+ import { Matrix4x4, DRef, Vector3, Vector2, Vector4, REVERSE_Z, Disposable } from '@zephyr3d/base';
2
2
  import { getSamplerOptions, fetchSampler } from '../utility/misc.js';
3
3
  import { getDevice } from '../app/api.js';
4
+ import { decodeNormalizedFloatFromRGBA } from '../shaders/misc.js';
4
5
 
6
+ /**
7
+ * Depth-proportional term of the SSGI history rejection tolerance.
8
+ *
9
+ * The surface history stores `linearDepth * cameraFar` in an `rgba16f` alpha
10
+ * channel, so its quantization error grows with depth: fp16 carries ~11 bits of
11
+ * mantissa, giving a relative error near 4.9e-4 (~0.49 world units at a depth of
12
+ * 1000). A purely absolute tolerance is therefore unusable in the distance -- at
13
+ * `ssgiDepthReject`'s 0.5 default, storage quantization alone consumes the whole
14
+ * budget and the test degenerates into dithered noise. This factor keeps roughly
15
+ * 4x headroom over that error while staying far below the depth step of a real
16
+ * disocclusion.
17
+ *
18
+ * @internal
19
+ */ const SSGI_DEPTH_TOLERANCE_RELATIVE = 2e-3;
20
+ /**
21
+ * Multiple of the scaled tolerance at which history is dropped outright.
22
+ *
23
+ * Inside this gate the depth term contributes a smooth `exp(-d/tol)` weight
24
+ * rather than a boolean, so confidence decays continuously instead of flipping.
25
+ * At 3x the weight is already down to ~0.05, making the cutoff visually
26
+ * continuous -- which is what keeps a rejection boundary from reading as a
27
+ * staircase after nearest-neighbour sampling quantizes it to texel steps.
28
+ *
29
+ * @internal
30
+ */ const SSGI_DEPTH_GATE_SCALE = 3;
31
+ /**
32
+ * Clamp distance, in texels, at which history repair reaches its widest radius.
33
+ *
34
+ * The clamp distance says how far the reprojection had to travel to get back on
35
+ * screen, which is a direct measure of how unrelated to this pixel the surviving
36
+ * history is. It scales the repair radius rather than gating repair off: the
37
+ * lighting pass only ever sees the previous frame, so a pixel rotating in from
38
+ * off screen has no fresh data anywhere and both alternatives to spreading the
39
+ * taps look worse than the blur does.
40
+ *
41
+ * @internal
42
+ */ const SSGI_REPAIR_WIDE_CLAMP_TEXELS = 8;
43
+ /**
44
+ * Repair tap radius in texels, from an interior hole to a camera-edge one.
45
+ *
46
+ * The radius is what trades structure against smoothness. At one texel the taps
47
+ * of neighbouring pixels barely overlap, so detail survives -- correct for a hole
48
+ * in the middle of the screen, where the reprojection landed near its true
49
+ * position. Wide taps instead overlap heavily between neighbours, which turns the
50
+ * one strip of history that survives at a screen edge into a smooth low-frequency
51
+ * estimate of the surface's irradiance rather than a per-column copy of single
52
+ * texels, and copying single texels is what draws streaks along the direction of
53
+ * travel.
54
+ *
55
+ * @internal
56
+ */ const SSGI_REPAIR_MIN_RADIUS_TEXELS = 1;
57
+ const SSGI_REPAIR_MAX_RADIUS_TEXELS = 16;
5
58
  /**
6
59
  * Base class for any kind of environment light
7
60
  * @public
@@ -16,6 +69,19 @@ import { getDevice } from '../app/api.js';
16
69
  /** @internal */ static UNIFORM_NAME_IBL_RADIANCE_MAP_MAX_LOD = 'zIBLRadianceMapMaxLOD';
17
70
  /** @internal */ static UNIFORM_NAME_IBL_IRRADIANCE_SH = 'zIBLIrradianceSH';
18
71
  /** @internal */ static UNIFORM_NAME_IBL_IRRADIANCE_WINDOW = 'zIBLIrradianceWindow';
72
+ /** @internal */ static UNIFORM_NAME_SSGI_IRRADIANCE = 'zSSGIPreviousIrradiance';
73
+ /** @internal */ static UNIFORM_NAME_SSGI_SURFACE = 'zSSGIPreviousSurface';
74
+ /** @internal */ static UNIFORM_NAME_SSGI_CURRENT_DEPTH = 'zSSGICurrentDepth';
75
+ /** @internal */ static UNIFORM_NAME_SSGI_MOTION = 'zSSGICurrentMotion';
76
+ /** @internal */ static UNIFORM_NAME_SSGI_TARGET_SIZE = 'zSSGITargetSize';
77
+ /** @internal */ static UNIFORM_NAME_SSGI_REPROJECTION = 'zSSGIReprojection';
78
+ /**
79
+ * Transforms a current-frame view-space position into previous-frame clip
80
+ * space, so the reprojected depth can be compared against the surface history
81
+ * in the frame that history was written in. @internal
82
+ */ static UNIFORM_NAME_SSGI_VIEW_TO_PREV_CLIP = 'zSSGIViewToPrevClip';
83
+ /** Unprojects a screen-space sample back into current view space. @internal */ static UNIFORM_NAME_SSGI_INV_PROJECTION = 'zSSGIInvProjection';
84
+ /** Scratch for the view -> previous clip composition. @internal */ static _viewToPrevClip = new Matrix4x4();
19
85
  /** @internal */ _radianceMap;
20
86
  /** @internal */ _sheenRadianceMap;
21
87
  /** @internal */ _irradianceSH;
@@ -72,7 +138,7 @@ import { getDevice } from '../app/api.js';
72
138
  /**
73
139
  * {@inheritDoc EnvironmentLighting.initShaderBindings}
74
140
  * @override
75
- */ initShaderBindings(pb) {
141
+ */ initShaderBindings(pb, ctx) {
76
142
  if (pb.shaderKind === 'fragment') {
77
143
  if (this.radianceMap) {
78
144
  // Prefiltered radiance cube: mipmap chain indexed by roughness
@@ -96,12 +162,25 @@ import { getDevice } from '../app/api.js';
96
162
  pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH] = pb.vec4[9]().uniformBuffer(0);
97
163
  pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW] = pb.vec3().uniform(0);
98
164
  }
165
+ if (EnvShIBL.hasSSGIHistory(ctx)) {
166
+ const irradianceSampler = pb.getDevice().type === 'webgl' ? 'clamp_nearest_nomip' : 'clamp_linear_nomip';
167
+ pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_SSGI_IRRADIANCE] = pb.tex2D().uniform(0).withSampler(getSamplerOptions(irradianceSampler));
168
+ pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_SSGI_SURFACE] = pb.tex2D().uniform(0).withSampler(getSamplerOptions('clamp_nearest_nomip'));
169
+ pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_SSGI_CURRENT_DEPTH] = pb.tex2D().uniform(0).withSampler(getSamplerOptions('clamp_nearest_nomip'));
170
+ if (ctx?.motionVectorTexture) {
171
+ pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_SSGI_MOTION] = pb.tex2D().uniform(0).withSampler(getSamplerOptions('clamp_nearest_nomip'));
172
+ }
173
+ pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_SSGI_TARGET_SIZE] = pb.vec2().uniform(0);
174
+ pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_SSGI_REPROJECTION] = pb.vec4().uniform(0);
175
+ pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_SSGI_VIEW_TO_PREV_CLIP] = pb.mat4().uniform(0);
176
+ pb.getGlobalScope()[EnvShIBL.UNIFORM_NAME_SSGI_INV_PROJECTION] = pb.mat4().uniform(0);
177
+ }
99
178
  }
100
179
  }
101
180
  /**
102
181
  * {@inheritDoc EnvironmentLighting.updateBindGroup}
103
182
  * @override
104
- */ updateBindGroup(bg) {
183
+ */ updateBindGroup(bg, ctx) {
105
184
  if (this.radianceMap) {
106
185
  bg.setValue(EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP_MAX_LOD, this.radianceMap.mipLevelCount - 1);
107
186
  bg.setTexture(EnvShIBL.UNIFORM_NAME_IBL_RADIANCE_MAP, this.radianceMap);
@@ -116,6 +195,24 @@ import { getDevice } from '../app/api.js';
116
195
  bg.setBuffer(EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_SH, this.irradianceSH);
117
196
  bg.setValue(EnvShIBL.UNIFORM_NAME_IBL_IRRADIANCE_WINDOW, this.irradianceWindow);
118
197
  }
198
+ if (EnvShIBL.hasSSGIHistory(ctx)) {
199
+ bg.setTexture(EnvShIBL.UNIFORM_NAME_SSGI_IRRADIANCE, ctx.SSGIIrradianceHistoryTexture, fetchSampler(ctx.device.type === 'webgl' ? 'clamp_nearest_nomip' : 'clamp_linear_nomip'));
200
+ bg.setTexture(EnvShIBL.UNIFORM_NAME_SSGI_SURFACE, ctx.SSGISurfaceHistoryTexture, fetchSampler('clamp_nearest_nomip'));
201
+ bg.setTexture(EnvShIBL.UNIFORM_NAME_SSGI_CURRENT_DEPTH, ctx.linearDepthTexture, fetchSampler('clamp_nearest_nomip'));
202
+ if (ctx.motionVectorTexture) {
203
+ bg.setTexture(EnvShIBL.UNIFORM_NAME_SSGI_MOTION, ctx.motionVectorTexture, fetchSampler('clamp_nearest_nomip'));
204
+ }
205
+ bg.setValue(EnvShIBL.UNIFORM_NAME_SSGI_TARGET_SIZE, new Vector2(ctx.renderWidth, ctx.renderHeight));
206
+ bg.setValue(EnvShIBL.UNIFORM_NAME_SSGI_REPROJECTION, new Vector4(ctx.camera.ssgiDepthReject, ctx.camera.ssgiNormalReject, ctx.camera.getFarPlane(), ctx.camera.getNearPlane()));
207
+ // View -> world -> previous clip. `prevVPMatrix` is null on the first frame
208
+ // after a history reset; falling back to the current VP makes the expected
209
+ // previous depth equal the current one, so the depth term is a no-op until
210
+ // a real previous frame exists.
211
+ const prevVP = ctx.camera.prevVPMatrix ?? ctx.camera.viewProjectionMatrix;
212
+ Matrix4x4.multiply(prevVP, ctx.camera.worldMatrix, EnvShIBL._viewToPrevClip);
213
+ bg.setValue(EnvShIBL.UNIFORM_NAME_SSGI_VIEW_TO_PREV_CLIP, EnvShIBL._viewToPrevClip);
214
+ bg.setValue(EnvShIBL.UNIFORM_NAME_SSGI_INV_PROJECTION, ctx.camera.getInvProjectionMatrix());
215
+ }
119
216
  }
120
217
  /**
121
218
  * {@inheritDoc EnvironmentLighting.getRadiance}
@@ -134,7 +231,7 @@ import { getDevice } from '../app/api.js';
134
231
  /**
135
232
  * {@inheritDoc EnvironmentLighting.getIrradiance}
136
233
  * @override
137
- */ getIrradiance(scope, normal) {
234
+ */ getIrradiance(scope, normal, ctx) {
138
235
  const pb = scope.$builder;
139
236
  const that = this;
140
237
  pb.func('Z_sh_Y0', [
@@ -209,7 +306,203 @@ import { getDevice } from '../app/api.js';
209
306
  }
210
307
  this.$return(this.c);
211
308
  });
212
- return pb.getGlobalScope().Z_sh_eval(normal);
309
+ const iblIrradiance = pb.getGlobalScope().Z_sh_eval(normal);
310
+ if (!EnvShIBL.hasSSGIHistory(ctx)) {
311
+ return iblIrradiance;
312
+ }
313
+ const useMotionReprojection = !!ctx?.motionVectorTexture;
314
+ pb.func('Z_ssgi_reprojectIrradiance', [
315
+ pb.vec3('currentNormal'),
316
+ pb.vec3('ibl')
317
+ ], function() {
318
+ this.$l.uv = pb.div(pb.vec2(this.$builtins.fragCoord.xy), this[EnvShIBL.UNIFORM_NAME_SSGI_TARGET_SIZE]);
319
+ if (useMotionReprojection) {
320
+ this.$l.motion = pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_SSGI_MOTION], this.uv, 0).xy;
321
+ this.$l.previousUV = pb.sub(this.uv, this.motion);
322
+ this.$l.motionValid = pb.not(pb.any(pb.greaterThanEqual(pb.abs(this.motion), pb.vec2(5e4))));
323
+ } else {
324
+ this.$l.previousUV = this.uv;
325
+ this.$l.motionValid = pb.bool(true);
326
+ }
327
+ this.$l.params = this[EnvShIBL.UNIFORM_NAME_SSGI_REPROJECTION];
328
+ this.$l.fallback = pb.mul(this.ibl, this.light.envLightStrength);
329
+ this.$l.normalizedCurrentNormal = pb.normalize(this.currentNormal);
330
+ this.$l.depthTolerance = pb.max(this.params.x, 1e-4);
331
+ this.$l.texelSize = pb.div(pb.vec2(1), this[EnvShIBL.UNIFORM_NAME_SSGI_TARGET_SIZE]);
332
+ this.$l.halfTexel = pb.mul(this.texelSize, 0.5);
333
+ this.$l.maxUV = pb.sub(pb.vec2(1), this.halfTexel);
334
+ this.$l.previousUVInBounds = pb.and(this.motionValid, pb.all(pb.greaterThanEqual(this.previousUV, pb.vec2(0))), pb.all(pb.lessThanEqual(this.previousUV, pb.vec2(1))));
335
+ this.$l.previousSampleUV = pb.clamp(this.previousUV, this.halfTexel, this.maxUV);
336
+ this.$l.previousSurface = pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_SSGI_SURFACE], this.previousSampleUV, 0);
337
+ this.$l.previousNormal = pb.normalize(pb.sub(pb.mul(this.previousSurface.rgb, 2), pb.vec3(1)));
338
+ this.$l.currentDepthSample = pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_SSGI_CURRENT_DEPTH], this.uv, 0);
339
+ this.$l.currentDepth = pb.mul(pb.getDevice().type === 'webgl' ? decodeNormalizedFloatFromRGBA(this, this.currentDepthSample) : this.currentDepthSample.r, this.params.z);
340
+ // The surface history holds a Z measured in the *previous* frame's view
341
+ // space, so the current Z cannot be compared against it directly: under
342
+ // camera rotation a static, correctly reprojected point has
343
+ // `dz ~ r * sin(theta) * dphi`, which crosses any fixed threshold at the
344
+ // screen edges and drops history in the exact staircase pattern that
345
+ // nearest-neighbour sampling of the reprojected UV produces. Rebuild the
346
+ // current view-space position and push it through `view -> previous clip`
347
+ // instead; `clip.w` is `-view.z`, i.e. the same positive view-space
348
+ // distance the history stores.
349
+ this.$l.ndc = pb.sub(pb.mul(this.uv, 2), pb.vec2(1));
350
+ this.$l.nearPlaneRay = pb.mul(this[EnvShIBL.UNIFORM_NAME_SSGI_INV_PROJECTION], pb.vec4(this.ndc, REVERSE_Z ? 1 : -1, 1));
351
+ // Perspective unprojection of the near-plane NDC depth (GL -1, reverse
352
+ // ZO 1) lands on the near plane, where view z is exactly -near; scaling
353
+ // that ray by depth/near walks it out to the sample without a
354
+ // non-linear depth round trip.
355
+ this.$l.viewPos = pb.mul(pb.div(this.nearPlaneRay.xyz, this.nearPlaneRay.w), pb.div(this.currentDepth, pb.max(this.params.w, 1e-6)));
356
+ this.$l.expectedPreviousDepth = pb.mul(this[EnvShIBL.UNIFORM_NAME_SSGI_VIEW_TO_PREV_CLIP], pb.vec4(this.viewPos, 1)).w;
357
+ this.$l.depthDelta = pb.abs(pb.sub(this.previousSurface.a, this.expectedPreviousDepth));
358
+ // fp16 storage error scales with depth, so the tolerance has to as well.
359
+ this.$l.scaledDepthTolerance = pb.add(this.depthTolerance, pb.mul(this.currentDepth, SSGI_DEPTH_TOLERANCE_RELATIVE));
360
+ this.$l.depthWeight = pb.exp(pb.neg(pb.div(this.depthDelta, this.scaledDepthTolerance)));
361
+ this.$l.depthValid = pb.lessThanEqual(this.depthDelta, pb.mul(this.scaledDepthTolerance, SSGI_DEPTH_GATE_SCALE));
362
+ this.$l.normalValid = pb.greaterThanEqual(pb.dot(this.normalizedCurrentNormal, this.previousNormal), this.params.y);
363
+ this.$l.previousIrradiance = pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_SSGI_IRRADIANCE], this.previousSampleUV, 0);
364
+ this.$l.previousAlpha = pb.clamp(this.previousIrradiance.a, 0, 1);
365
+ this.$l.exactHistoryValid = pb.and(this.previousUVInBounds, this.depthValid, this.normalValid, pb.greaterThan(this.previousAlpha, 1e-4));
366
+ this.$if(this.exactHistoryValid, function() {
367
+ // Weighting confidence by the depth term keeps the gate boundary a ramp
368
+ // rather than a step, so residual reprojection error on moving geometry
369
+ // and grazing surfaces fades out instead of outlining itself.
370
+ this.$l.exactConfidence = pb.mul(this.previousAlpha, this.depthWeight);
371
+ this.$if(pb.greaterThan(this.exactConfidence, 1e-4), function() {
372
+ this.$return(pb.mix(this.fallback, this.previousIrradiance.rgb, this.exactConfidence));
373
+ });
374
+ });
375
+ // Repair disoccluded and off-screen history from nearby samples before
376
+ // falling back to IBL. Sampling around the clamped reprojected position
377
+ // fills camera-edge holes, while current UV provides a conservative
378
+ // screen-stationary candidate for invalid motion vectors.
379
+ this.$l.repairCenter = this.$choice(this.motionValid, this.previousSampleUV, pb.clamp(this.uv, this.halfTexel, this.maxUV));
380
+ // How far the reprojection had to be clamped to land back on screen. For a
381
+ // hole in the interior this is zero and the taps really are neighbours of
382
+ // the reprojected point, but for geometry rotating in from off screen the
383
+ // clamp can travel hundreds of pixels -- and the depth and normal terms
384
+ // cannot catch that, because the edge texel it lands on is usually the same
385
+ // continuous surface (same normal, similar depth) merely sampled somewhere
386
+ // spatially unrelated. Its irradiance therefore belongs to a different part
387
+ // of the surface, so reading it as a point sample smears into streaks along
388
+ // the direction of travel. Drive the tap radius with it instead, trading
389
+ // that structure for a blur.
390
+ this.$l.repairClampTexels = pb.div(pb.length(pb.sub(this.previousSampleUV, this.previousUV)), pb.max(pb.min(this.texelSize.x, this.texelSize.y), 1e-8));
391
+ // Widen the taps as the clamp travel grows. Only meaningful while the motion
392
+ // vector is usable: without one the centre is already the current UV by
393
+ // construction, so there is no travel to react to.
394
+ this.$l.repairRadius = pb.mix(pb.float(SSGI_REPAIR_MIN_RADIUS_TEXELS), pb.float(SSGI_REPAIR_MAX_RADIUS_TEXELS), this.$choice(this.motionValid, pb.smoothStep(0, SSGI_REPAIR_WIDE_CLAMP_TEXELS, this.repairClampTexels), pb.float(0)));
395
+ // Taps this far apart straddle real depth variation across the surface, so a
396
+ // gate tuned for immediate neighbours would reject most of them and bring
397
+ // the dark band back. Loosen it with the radius and lean on the normal term,
398
+ // which stays strict, to keep the average on one surface.
399
+ this.$l.repairDepthTolerance = pb.mul(this.scaledDepthTolerance, SSGI_DEPTH_GATE_SCALE, pb.add(1, this.repairRadius));
400
+ this.$l.repairSum = pb.vec3(0);
401
+ this.$l.repairWeight = pb.float(0);
402
+ // A full ring rather than a cross: at the wide end four taps are not an
403
+ // average but four distant point copies, and their axis alignment paints
404
+ // directional artifacts of its own.
405
+ const repairSamples = [
406
+ {
407
+ currentUV: false,
408
+ x: 0,
409
+ y: 0,
410
+ kernel: 1
411
+ },
412
+ {
413
+ currentUV: false,
414
+ x: -1,
415
+ y: 0,
416
+ kernel: 0.7
417
+ },
418
+ {
419
+ currentUV: false,
420
+ x: 1,
421
+ y: 0,
422
+ kernel: 0.7
423
+ },
424
+ {
425
+ currentUV: false,
426
+ x: 0,
427
+ y: -1,
428
+ kernel: 0.7
429
+ },
430
+ {
431
+ currentUV: false,
432
+ x: 0,
433
+ y: 1,
434
+ kernel: 0.7
435
+ },
436
+ {
437
+ currentUV: false,
438
+ x: -0.7071,
439
+ y: -0.7071,
440
+ kernel: 0.5
441
+ },
442
+ {
443
+ currentUV: false,
444
+ x: 0.7071,
445
+ y: -0.7071,
446
+ kernel: 0.5
447
+ },
448
+ {
449
+ currentUV: false,
450
+ x: -0.7071,
451
+ y: 0.7071,
452
+ kernel: 0.5
453
+ },
454
+ {
455
+ currentUV: false,
456
+ x: 0.7071,
457
+ y: 0.7071,
458
+ kernel: 0.5
459
+ },
460
+ {
461
+ currentUV: true,
462
+ x: 0,
463
+ y: 0,
464
+ kernel: 0.5
465
+ }
466
+ ];
467
+ for(let i = 0; i < repairSamples.length; i++){
468
+ const sample = repairSamples[i];
469
+ const baseUV = sample.currentUV ? this.uv : this.repairCenter;
470
+ this.$l[`repairUV${i}`] = pb.add(baseUV, pb.mul(this.texelSize, pb.vec2(sample.x, sample.y), this.repairRadius));
471
+ this.$l[`repairUVValid${i}`] = pb.and(pb.all(pb.greaterThanEqual(this[`repairUV${i}`], this.halfTexel)), pb.all(pb.lessThanEqual(this[`repairUV${i}`], this.maxUV)));
472
+ this.$l[`repairSurface${i}`] = pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_SSGI_SURFACE], pb.clamp(this[`repairUV${i}`], this.halfTexel, this.maxUV), 0);
473
+ this.$l[`repairNormal${i}`] = pb.normalize(pb.sub(pb.mul(this[`repairSurface${i}`].rgb, 2), pb.vec3(1)));
474
+ // Compared against the reprojected depth, not the current one: the taps
475
+ // are samples of the previous frame's surface, so they live in the same
476
+ // space as `expectedPreviousDepth`.
477
+ this.$l[`repairDepthDelta${i}`] = pb.abs(pb.sub(this[`repairSurface${i}`].a, this.expectedPreviousDepth));
478
+ this.$l[`repairNormalDot${i}`] = pb.dot(this.normalizedCurrentNormal, this[`repairNormal${i}`]);
479
+ this.$l[`repairSurfaceValid${i}`] = pb.and(this[`repairUVValid${i}`], pb.lessThanEqual(this[`repairDepthDelta${i}`], this.repairDepthTolerance), pb.greaterThanEqual(this[`repairNormalDot${i}`], this.params.y));
480
+ this.$l[`repairIrradiance${i}`] = pb.textureSampleLevel(this[EnvShIBL.UNIFORM_NAME_SSGI_IRRADIANCE], pb.clamp(this[`repairUV${i}`], this.halfTexel, this.maxUV), 0);
481
+ // Same widening as the hard gate above: a falloff tuned for immediate
482
+ // neighbours decays to nothing across a wide tap and starves the average.
483
+ this.$l[`repairDepthWeight${i}`] = pb.exp(pb.neg(pb.div(this[`repairDepthDelta${i}`], this.repairDepthTolerance)));
484
+ this.$l[`repairNormalWeight${i}`] = pb.pow(pb.max(0, this[`repairNormalDot${i}`]), 8);
485
+ this.$l[`repairSampleWeight${i}`] = pb.mul(pb.float(this[`repairSurfaceValid${i}`]), pb.clamp(this[`repairIrradiance${i}`].a, 0, 1), this[`repairDepthWeight${i}`], this[`repairNormalWeight${i}`], // The screen-stationary tap only exists to cover unusable motion
486
+ // vectors; while motion is valid it is a history read at the wrong world
487
+ // point, which survives the depth term on any flat surface and leaves a
488
+ // stationary ghost.
489
+ sample.currentUV ? pb.float(pb.not(this.motionValid)) : pb.float(1), sample.kernel);
490
+ this.repairSum = pb.add(this.repairSum, pb.mul(this[`repairIrradiance${i}`].rgb, this[`repairSampleWeight${i}`]));
491
+ this.repairWeight = pb.add(this.repairWeight, this[`repairSampleWeight${i}`]);
492
+ }
493
+ this.$if(pb.greaterThan(this.repairWeight, 1e-4), function() {
494
+ this.$l.repairedIrradiance = pb.div(this.repairSum, this.repairWeight);
495
+ // Repaired samples are intentionally capped below full confidence so
496
+ // newly traced irradiance replaces the extrapolation on following frames.
497
+ this.$l.repairConfidence = pb.mul(pb.clamp(this.repairWeight, 0, 1), 0.85);
498
+ this.$return(pb.mix(this.fallback, this.repairedIrradiance, this.repairConfidence));
499
+ });
500
+ this.$return(this.fallback);
501
+ });
502
+ return scope.Z_ssgi_reprojectIrradiance(normal, iblIrradiance);
503
+ }
504
+ /** Whether all textures required by the lighting reprojection are scoped. @internal */ static hasSSGIHistory(ctx) {
505
+ return !!(ctx?.SSGI && ctx.SSGIIrradianceHistoryTexture && ctx.SSGISurfaceHistoryTexture && (ctx.device.type !== 'webgpu' || ctx.motionVectorTexture) && ctx.linearDepthTexture);
213
506
  }
214
507
  /**
215
508
  * {@inheritDoc EnvironmentLighting.hasRadiance}