@zephyr3d/scene 0.9.24 → 0.9.26
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/hair/gpu_hair_simulation.js +1090 -0
- package/dist/animation/hair/gpu_hair_simulation.js.map +1 -0
- package/dist/animation/joint_dynamics/controller.js +7 -5
- package/dist/animation/joint_dynamics/controller.js.map +1 -1
- package/dist/animation/joint_dynamics/joint_dynamics_system.js +81 -5
- package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
- package/dist/animation/morphtrack.js +3 -4
- package/dist/animation/morphtrack.js.map +1 -1
- package/dist/animation/skeleton.js +58 -24
- package/dist/animation/skeleton.js.map +1 -1
- package/dist/animation/spring/multi_chain_spring_system.js +577 -179
- package/dist/animation/spring/multi_chain_spring_system.js.map +1 -1
- package/dist/animation/spring/spring_collider.js +4 -3
- package/dist/animation/spring/spring_collider.js.map +1 -1
- package/dist/animation/spring/spring_node_pose_tracker.js +40 -0
- package/dist/animation/spring/spring_node_pose_tracker.js.map +1 -0
- package/dist/animation/spring/spring_particle.js +2 -0
- package/dist/animation/spring/spring_particle.js.map +1 -1
- package/dist/animation/spring/spring_system.js +11 -3
- package/dist/animation/spring/spring_system.js.map +1 -1
- package/dist/animation/spring_modifier.js +10 -0
- package/dist/animation/spring_modifier.js.map +1 -1
- package/dist/app/engine.js +53 -43
- package/dist/app/engine.js.map +1 -1
- package/dist/app/scriptingsystem.js +119 -6
- package/dist/app/scriptingsystem.js.map +1 -1
- package/dist/app/scriptregistry.js +3 -2
- package/dist/app/scriptregistry.js.map +1 -1
- package/dist/asset/assetmanager.js +284 -67
- package/dist/asset/assetmanager.js.map +1 -1
- package/dist/asset/loaders/zhair/zhair_format.js +288 -0
- package/dist/asset/loaders/zhair/zhair_format.js.map +1 -0
- package/dist/asset/loaders/zhair/zhair_loader.js +221 -0
- package/dist/asset/loaders/zhair/zhair_loader.js.map +1 -0
- package/dist/asset/model.js +178 -67
- package/dist/asset/model.js.map +1 -1
- package/dist/camera/camera.js +193 -21
- package/dist/camera/camera.js.map +1 -1
- package/dist/camera/perspectivecamera.js +3 -1
- package/dist/camera/perspectivecamera.js.map +1 -1
- package/dist/index.d.ts +4040 -1290
- package/dist/index.js +16 -6
- package/dist/index.js.map +1 -1
- package/dist/material/eye.js +932 -0
- package/dist/material/eye.js.map +1 -0
- package/dist/material/hair.js +917 -0
- package/dist/material/hair.js.map +1 -0
- package/dist/material/hairstrand.js +842 -0
- package/dist/material/hairstrand.js.map +1 -0
- package/dist/material/hairstrand_data.js +162 -0
- package/dist/material/hairstrand_data.js.map +1 -0
- package/dist/material/lambert.js +5 -2
- package/dist/material/lambert.js.map +1 -1
- package/dist/material/material.js +338 -300
- package/dist/material/material.js.map +1 -1
- package/dist/material/meshmaterial.js +120 -19
- package/dist/material/meshmaterial.js.map +1 -1
- package/dist/material/mixins/albedocolor.js +1 -1
- package/dist/material/mixins/albedocolor.js.map +1 -1
- package/dist/material/mixins/lightmodel/blinnphong.js +5 -3
- package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
- package/dist/material/mixins/lightmodel/lambert.js +5 -4
- package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +3 -3
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +5 -5
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js +3 -3
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
- package/dist/material/mixins/lit.js +73 -18
- package/dist/material/mixins/lit.js.map +1 -1
- package/dist/material/mixins/pbr/common.js +4 -4
- package/dist/material/mixins/pbr/common.js.map +1 -1
- package/dist/material/mixins/texture.js +48 -11
- package/dist/material/mixins/texture.js.map +1 -1
- package/dist/material/mtoon.js +6 -5
- package/dist/material/mtoon.js.map +1 -1
- package/dist/material/pbrblueprint.js +146 -28
- package/dist/material/pbrblueprint.js.map +1 -1
- package/dist/material/pbrblueprint_instance.js +501 -0
- package/dist/material/pbrblueprint_instance.js.map +1 -0
- package/dist/material/pbrmr.js +15 -16
- package/dist/material/pbrmr.js.map +1 -1
- package/dist/material/shader/helper.js +766 -456
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/material/shader/terrain_blend.js +55 -0
- package/dist/material/shader/terrain_blend.js.map +1 -0
- package/dist/material/skin.js +192 -32
- package/dist/material/skin.js.map +1 -1
- package/dist/material/spriteblueprint.js +16 -1
- package/dist/material/spriteblueprint.js.map +1 -1
- package/dist/material/subsurfaceprofile.js +86 -23
- package/dist/material/subsurfaceprofile.js.map +1 -1
- package/dist/material/water.js +3 -1
- package/dist/material/water.js.map +1 -1
- package/dist/posteffect/bloom.js +167 -7
- package/dist/posteffect/bloom.js.map +1 -1
- package/dist/posteffect/coloradjust.js +2 -1
- package/dist/posteffect/coloradjust.js.map +1 -1
- package/dist/posteffect/compositor.js.map +1 -1
- package/dist/posteffect/fxaa.js +2 -1
- package/dist/posteffect/fxaa.js.map +1 -1
- package/dist/posteffect/grayscale.js +3 -1
- package/dist/posteffect/grayscale.js.map +1 -1
- package/dist/posteffect/motionblur.js +4 -1
- package/dist/posteffect/motionblur.js.map +1 -1
- package/dist/posteffect/posteffect.js.map +1 -1
- package/dist/posteffect/skinsss.js +368 -69
- package/dist/posteffect/skinsss.js.map +1 -1
- package/dist/posteffect/ssgi.js +16 -9
- package/dist/posteffect/ssgi.js.map +1 -1
- package/dist/posteffect/ssr.js +3 -0
- package/dist/posteffect/ssr.js.map +1 -1
- package/dist/posteffect/sss.js +91 -34
- package/dist/posteffect/sss.js.map +1 -1
- package/dist/posteffect/taa.js.map +1 -1
- package/dist/posteffect/tonemap.js +44 -1
- package/dist/posteffect/tonemap.js.map +1 -1
- package/dist/render/abuffer_oit.js +45 -39
- package/dist/render/abuffer_oit.js.map +1 -1
- package/dist/render/cluster_light.js +4 -4
- package/dist/render/cluster_light.js.map +1 -1
- package/dist/render/cull_visitor.js +19 -0
- package/dist/render/cull_visitor.js.map +1 -1
- package/dist/render/depthpass.js +36 -2
- package/dist/render/depthpass.js.map +1 -1
- package/dist/render/drawable_mixin.js +26 -1
- package/dist/render/drawable_mixin.js.map +1 -1
- package/dist/render/dualdepthpeeling_oit.js +52 -51
- package/dist/render/dualdepthpeeling_oit.js.map +1 -1
- package/dist/render/envlight.js +1 -1
- package/dist/render/envlight.js.map +1 -1
- package/dist/render/fbm_wavegenerator.js +3 -0
- package/dist/render/fbm_wavegenerator.js.map +1 -1
- package/dist/render/gerstner_wavegenerator.js +3 -0
- package/dist/render/gerstner_wavegenerator.js.map +1 -1
- package/dist/render/globalbindgroup_allocator.js +3 -0
- package/dist/render/globalbindgroup_allocator.js.map +1 -1
- package/dist/render/oit.js +29 -0
- package/dist/render/oit.js.map +1 -0
- package/dist/render/render_queue.js +3 -0
- package/dist/render/render_queue.js.map +1 -1
- package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
- package/dist/render/rendergraph/executor.js +2 -0
- package/dist/render/rendergraph/executor.js.map +1 -1
- package/dist/render/rendergraph/forward_plus_builder.js +61 -1
- package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
- package/dist/render/rendergraph/rendergraph.js.map +1 -1
- package/dist/render/rendergraph/texture_affinity_cache.js +1 -1
- package/dist/render/rendergraph/texture_affinity_cache.js.map +1 -1
- package/dist/render/rendergraph/types.js.map +1 -1
- package/dist/render/shadow_mask_pass.js +73 -8
- package/dist/render/shadow_mask_pass.js.map +1 -1
- package/dist/render/sky.js +166 -126
- package/dist/render/sky.js.map +1 -1
- package/dist/render/weightedblended_oit.js +36 -35
- package/dist/render/weightedblended_oit.js.map +1 -1
- package/dist/scene/basesprite.js +8 -0
- package/dist/scene/basesprite.js.map +1 -1
- package/dist/scene/batchgroup.js +3 -0
- package/dist/scene/batchgroup.js.map +1 -1
- package/dist/scene/environment.js +4 -1
- package/dist/scene/environment.js.map +1 -1
- package/dist/scene/hair.js +963 -0
- package/dist/scene/hair.js.map +1 -0
- package/dist/scene/light.js +5 -1
- package/dist/scene/light.js.map +1 -1
- package/dist/scene/mesh.js +481 -47
- package/dist/scene/mesh.js.map +1 -1
- package/dist/scene/meshdrawable.js +6 -0
- package/dist/scene/meshdrawable.js.map +1 -1
- package/dist/scene/msdftext.js +3 -0
- package/dist/scene/msdftext.js.map +1 -1
- package/dist/scene/msdftextsprite.js +3 -0
- package/dist/scene/msdftextsprite.js.map +1 -1
- package/dist/scene/particlesys.js +6 -0
- package/dist/scene/particlesys.js.map +1 -1
- package/dist/scene/scene.js +3 -0
- package/dist/scene/scene.js.map +1 -1
- package/dist/scene/scene_node.js +6 -1
- package/dist/scene/scene_node.js.map +1 -1
- package/dist/scene/terrain-cm/grass.js +273 -249
- package/dist/scene/terrain-cm/grass.js.map +1 -1
- package/dist/scene/terrain-cm/grassmaterial.js +3 -0
- package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
- package/dist/scene/terrain-cm/terrain-cm.js +6 -0
- package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
- package/dist/scene/terrain-cm/texture_cache.js +309 -0
- package/dist/scene/terrain-cm/texture_cache.js.map +1 -0
- package/dist/scene/water.js +6 -0
- package/dist/scene/water.js.map +1 -1
- package/dist/shaders/atmosphere.js.map +1 -1
- package/dist/shaders/diffusion.js +54 -0
- package/dist/shaders/diffusion.js.map +1 -0
- package/dist/shaders/shadow.js +33 -21
- package/dist/shaders/shadow.js.map +1 -1
- package/dist/shaders/temporal.js +71 -33
- package/dist/shaders/temporal.js.map +1 -1
- package/dist/shadow/dom.js +546 -0
- package/dist/shadow/dom.js.map +1 -0
- package/dist/shadow/pcf_opt.js +3 -5
- package/dist/shadow/pcf_opt.js.map +1 -1
- package/dist/shadow/pcf_pd.js +1 -1
- package/dist/shadow/pcf_pd.js.map +1 -1
- package/dist/shadow/receiver_bias.js +41 -0
- package/dist/shadow/receiver_bias.js.map +1 -0
- package/dist/shadow/shader.js +20 -60
- package/dist/shadow/shader.js.map +1 -1
- package/dist/shadow/shadow_impl.js +89 -0
- package/dist/shadow/shadow_impl.js.map +1 -1
- package/dist/shadow/shadow_region.js +50 -50
- package/dist/shadow/shadow_region.js.map +1 -1
- package/dist/shadow/shadowmapper.js +150 -37
- package/dist/shadow/shadowmapper.js.map +1 -1
- package/dist/shapes/shape.js +11 -2
- package/dist/shapes/shape.js.map +1 -1
- package/dist/shapes/sphere.js +50 -9
- package/dist/shapes/sphere.js.map +1 -1
- package/dist/utility/blueprint/common/constants.js +112 -2
- package/dist/utility/blueprint/common/constants.js.map +1 -1
- package/dist/utility/blueprint/material/func.js +142 -49
- package/dist/utility/blueprint/material/func.js.map +1 -1
- package/dist/utility/blueprint/material/ir.js +490 -25
- package/dist/utility/blueprint/material/ir.js.map +1 -1
- package/dist/utility/blueprint/material/texture.js +898 -4
- package/dist/utility/blueprint/material/texture.js.map +1 -1
- package/dist/utility/serialization/manager.js +431 -100
- package/dist/utility/serialization/manager.js.map +1 -1
- package/dist/utility/serialization/scene/animation.js +370 -3
- package/dist/utility/serialization/scene/animation.js.map +1 -1
- package/dist/utility/serialization/scene/batch.js +4 -0
- package/dist/utility/serialization/scene/batch.js.map +1 -1
- package/dist/utility/serialization/scene/camera.js +133 -1
- package/dist/utility/serialization/scene/camera.js.map +1 -1
- package/dist/utility/serialization/scene/common.js +26 -5
- package/dist/utility/serialization/scene/common.js.map +1 -1
- package/dist/utility/serialization/scene/hair.js +1141 -0
- package/dist/utility/serialization/scene/hair.js.map +1 -0
- package/dist/utility/serialization/scene/light.js +84 -4
- package/dist/utility/serialization/scene/light.js.map +1 -1
- package/dist/utility/serialization/scene/material.js +1867 -166
- package/dist/utility/serialization/scene/material.js.map +1 -1
- package/dist/utility/serialization/scene/mesh.js +231 -14
- package/dist/utility/serialization/scene/mesh.js.map +1 -1
- package/dist/utility/serialization/scene/node.js +141 -7
- package/dist/utility/serialization/scene/node.js.map +1 -1
- package/dist/utility/serialization/scene/particle.js +4 -0
- package/dist/utility/serialization/scene/particle.js.map +1 -1
- package/dist/utility/serialization/scene/primitive.js +18 -0
- package/dist/utility/serialization/scene/primitive.js.map +1 -1
- package/dist/utility/serialization/scene/sprite.js +4 -0
- package/dist/utility/serialization/scene/sprite.js.map +1 -1
- package/dist/utility/serialization/scene/terrain.js +92 -69
- package/dist/utility/serialization/scene/terrain.js.map +1 -1
- package/dist/utility/serialization/scene/text.js +4 -0
- package/dist/utility/serialization/scene/text.js.map +1 -1
- package/dist/utility/serialization/scene/water.js +4 -0
- package/dist/utility/serialization/scene/water.js.map +1 -1
- package/dist/utility/serialization/types.js.map +1 -1
- package/dist/utility/shprojector.js +96 -95
- package/dist/utility/shprojector.js.map +1 -1
- package/dist/values.js +105 -58
- package/dist/values.js.map +1 -1
- package/package.json +3 -3
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{"version":3,"file":"abuffer_oit.js","sources":["../../src/render/abuffer_oit.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BindGroup,\r\n DeviceViewport,\r\n FrameBuffer,\r\n GPUDataBuffer,\r\n GPUProgram,\r\n PBGlobalScope,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n RenderStateSet\r\n} from '@zephyr3d/device';\r\nimport type { OIT } from './oit';\r\nimport type { DrawContext } from './drawable';\r\nimport { drawFullscreenQuad } from './fullscreenquad';\r\nimport { ShaderHelper } from '../material';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { DEPTH_FARTHEST, Disposable } from '@zephyr3d/base';\r\n\r\n/**\r\n * per-pixel linked list OIT renderer using ABuffer.\r\n *\r\n * @remarks\r\n * The ABuffer OIT renderer only supports WebGPU device.\r\n *\r\n * @public\r\n */\r\nexport class ABufferOIT extends Disposable implements OIT {\r\n /** Type name of ABufferOIT */\r\n public static readonly type = 'ab';\r\n public static readonly usePremultipliedAlpha = true;\r\n private static readonly MAX_FRAGMENT_LAYERS = 75;\r\n private static _compositeProgram: Nullable<GPUProgram> = null;\r\n private static _compositeBindGroup: Nullable<BindGroup> = null;\r\n private static _compositeRenderStates: Nullable<RenderStateSet> = null;\r\n private static _compositeAdditiveRenderStates: Nullable<RenderStateSet> = null;\r\n private static _ubAlignment = 0;\r\n private _nodeBuffer: Nullable<GPUDataBuffer>;\r\n private _headStagingBuffer: Nullable<GPUDataBuffer>;\r\n private _headBuffer: Nullable<GPUDataBuffer>;\r\n private _scissorOffsetBuffer: Nullable<GPUDataBuffer>;\r\n private readonly _numLayers: number;\r\n private _screenSize: Uint32Array<ArrayBuffer>;\r\n private _hash: Nullable<string>;\r\n private readonly _debug: boolean;\r\n private _scissorSlices: number;\r\n private _scissorHeight: number;\r\n private _currentPass: number;\r\n private _savedScissor: Nullable<DeviceViewport>;\r\n private _singleColorFramebuffer: Nullable<FrameBuffer>;\r\n /**\r\n * Creates an instance of ABufferOIT class\r\n *\r\n * @param numLayers - How many transparent layers, default is 16\r\n */\r\n constructor(numLayers = 16) {\r\n super();\r\n this._nodeBuffer = null;\r\n this._headStagingBuffer = null;\r\n this._headBuffer = null;\r\n this._scissorOffsetBuffer = null;\r\n this._numLayers = numLayers;\r\n this._screenSize = new Uint32Array([0xffffffff, 0xffffffff]);\r\n this._hash = null;\r\n this._debug = false;\r\n this._scissorSlices = 0;\r\n this._scissorHeight = 0;\r\n this._savedScissor = null;\r\n this._currentPass = 0;\r\n this._singleColorFramebuffer = null;\r\n }\r\n /**\r\n * {@inheritDoc OIT.getType}\r\n */\r\n getType() {\r\n return ABufferOIT.type;\r\n }\r\n /**\r\n * {@inheritDoc OIT.supportDevice}\r\n */\r\n supportDevice(deviceType: string) {\r\n return deviceType === 'webgpu';\r\n }\r\n /**\r\n * {@inheritDoc OIT.wantsPremultipliedAlpha}\r\n */\r\n wantsPremultipliedAlpha() {\r\n return ABufferOIT.usePremultipliedAlpha;\r\n }\r\n /**\r\n * {@inheritDoc OIT.wantsAdditiveLightPassAlpha}\r\n */\r\n wantsAdditiveLightPassAlpha() {\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc OIT.begin}\r\n */\r\n begin(ctx: DrawContext) {\r\n const device = ctx.device;\r\n this._savedScissor = device.getScissor();\r\n const ubAlignment = (ABufferOIT._ubAlignment =\r\n device.getDeviceCaps().shaderCaps.uniformBufferOffsetAlignment);\r\n const viewport = device.getViewport();\r\n const screenWidth = device.screenXToDevice(viewport.width);\r\n const screenHeight = device.screenYToDevice(Math.max(viewport.height, 1));\r\n if (screenWidth !== this._screenSize[0] || screenHeight !== this._screenSize[1]) {\r\n // Resize buffers if viewport was changed\r\n this._screenSize[0] = screenWidth;\r\n this._screenSize[1] = screenHeight;\r\n // compute scissor slices\r\n const maxBufferSize = device.getDeviceCaps().shaderCaps.maxStorageBufferSize;\r\n const bytesPerLine = screenWidth * 4 * 4 * this._numLayers;\r\n this._scissorHeight = (maxBufferSize / bytesPerLine) >> 0;\r\n this._scissorSlices = Math.ceil(screenHeight / this._scissorHeight);\r\n const offsetBufferSize = ubAlignment * this._scissorSlices;\r\n const offsetBuffer = new Uint32Array(offsetBufferSize >> 2);\r\n for (let i = 0; i < this._scissorSlices; i++) {\r\n offsetBuffer[i * (ubAlignment >> 2)] = i * this._scissorHeight;\r\n }\r\n if (!this._scissorOffsetBuffer || this._scissorOffsetBuffer.byteLength < offsetBuffer.byteLength) {\r\n this._scissorOffsetBuffer?.dispose();\r\n this._scissorOffsetBuffer = device.createBuffer(offsetBuffer.byteLength, { usage: 'uniform' });\r\n }\r\n this._scissorOffsetBuffer.bufferSubData(0, offsetBuffer);\r\n // resize node buffer\r\n const size = screenWidth * this._scissorHeight * 4;\r\n const nodeBufferSize = size * 4 * this._numLayers;\r\n if (!this._nodeBuffer || nodeBufferSize > this._nodeBuffer.byteLength) {\r\n this._nodeBuffer?.dispose();\r\n this._nodeBuffer = device.createBuffer(nodeBufferSize, { storage: true, usage: 'uniform' });\r\n }\r\n // resize head buffer\r\n const headBufferSize = size + 4;\r\n if (!this._headBuffer || headBufferSize > this._headBuffer.byteLength) {\r\n this._headBuffer?.dispose();\r\n this._headBuffer = device.createBuffer(headBufferSize, { storage: true, usage: 'uniform' });\r\n this._headStagingBuffer?.dispose();\r\n this._headStagingBuffer = device.createBuffer(headBufferSize, { storage: true, usage: 'uniform' });\r\n const tmpArray = new Uint32Array(headBufferSize >> 2);\r\n tmpArray.fill(0xffffffff);\r\n this._headStagingBuffer.bufferSubData(0, tmpArray);\r\n }\r\n }\r\n return this._scissorSlices;\r\n }\r\n /**\r\n * {@inheritDoc OIT.end}\r\n */\r\n end(ctx: DrawContext) {\r\n // Restore scissor rect\r\n ctx.device.setScissor(this._savedScissor);\r\n }\r\n /**\r\n * {@inheritDoc OIT.setupFragmentOutput}\r\n */\r\n setupFragmentOutput(scope: PBGlobalScope) {\r\n const pb = scope.$builder;\r\n scope.Z_AB_scissorOffset = pb.uint().uniformBuffer(2);\r\n scope.Z_AB_nodeBuffer = pb.uvec4[0]().storageBuffer(2);\r\n scope.Z_AB_headImage = pb.atomic_uint[0]().storageBuffer(2);\r\n scope.Z_AB_screenSize = pb.uint().uniform(2);\r\n // Read with textureLoad only\r\n scope.Z_AB_depthTexture = pb.tex2D().uniform(2).noSampler();\r\n scope.$outputs.outColor = pb.vec4();\r\n }\r\n /**\r\n * {@inheritDoc OIT.beginPass}\r\n */\r\n beginPass(ctx: DrawContext, pass: number) {\r\n this._currentPass = pass;\r\n const device = ctx.device;\r\n const currentFramebuffer = device.getFramebuffer();\r\n const colorAttachment = currentFramebuffer?.getColorAttachments()[0] ?? null;\r\n this._singleColorFramebuffer =\r\n currentFramebuffer && currentFramebuffer.getColorAttachments().length > 1 && colorAttachment\r\n ? device.pool.fetchTemporalFramebuffer(\r\n false,\r\n 0,\r\n 0,\r\n colorAttachment,\r\n currentFramebuffer.getDepthAttachment(),\r\n false\r\n )\r\n : null;\r\n if (this._singleColorFramebuffer) {\r\n const viewport = device.getViewport();\r\n const scissor = device.getScissor();\r\n device.pushDeviceStates();\r\n device.setFramebuffer(this._singleColorFramebuffer);\r\n device.setViewport(viewport);\r\n device.setScissor(scissor);\r\n }\r\n const scissorY = pass * this._scissorHeight;\r\n const scissorH =\r\n Math.min((pass + 1) * this._scissorHeight, this._screenSize[1]) - pass * this._scissorHeight;\r\n device.setScissor([\r\n 0,\r\n device.deviceYToScreen(this._screenSize[1] - scissorY - scissorH),\r\n device.deviceXToScreen(this._screenSize[0]),\r\n device.deviceYToScreen(scissorH)\r\n ]);\r\n device.copyBuffer(this._headStagingBuffer!, this._headBuffer!, 0, 0, this._headStagingBuffer!.byteLength);\r\n // Update render hash\r\n this._hash = `${this.getType()}#${this._nodeBuffer!.uid}#${this._headBuffer!.uid}#${\r\n this._scissorOffsetBuffer!.uid\r\n }#${pass}`;\r\n if (this._debug) {\r\n const data = new Uint8Array(this._headBuffer!.byteLength);\r\n const readBuffer = device.createBuffer(this._headBuffer!.byteLength, { usage: 'read' });\r\n device.copyBuffer(this._headBuffer!, readBuffer, 0, 0, this._headBuffer!.byteLength);\r\n readBuffer.getBufferSubData(data).then(() => {\r\n const uint = new Uint32Array(data.buffer);\r\n for (let i = 0; i < uint.length; i++) {\r\n if (uint[i] !== 0xffffffff) {\r\n console.error('Clear head buffer failed');\r\n break;\r\n }\r\n }\r\n readBuffer.dispose();\r\n });\r\n }\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc OIT.endPass}\r\n */\r\n endPass(ctx: DrawContext, pass: number) {\r\n const device = ctx.device;\r\n ABufferOIT.getCompositeProgram(device);\r\n const lastBindGroup = device.getBindGroup(0);\r\n const currentFramebuffer = device.getFramebuffer();\r\n const colorAttachment = currentFramebuffer?.getColorAttachments()[0] ?? null;\r\n const singleColorFramebuffer =\r\n !this._singleColorFramebuffer &&\r\n currentFramebuffer &&\r\n currentFramebuffer.getColorAttachments().length > 1 &&\r\n colorAttachment\r\n ? device.pool.fetchTemporalFramebuffer(\r\n false,\r\n 0,\r\n 0,\r\n colorAttachment,\r\n currentFramebuffer.getDepthAttachment(),\r\n false\r\n )\r\n : null;\r\n if (singleColorFramebuffer) {\r\n const viewport = device.getViewport();\r\n const scissor = device.getScissor();\r\n device.pushDeviceStates();\r\n device.setFramebuffer(singleColorFramebuffer);\r\n device.setViewport(viewport);\r\n device.setScissor(scissor);\r\n }\r\n try {\r\n device.setProgram(ABufferOIT.getCompositeProgram(device));\r\n const bindGroup = ABufferOIT._compositeBindGroup!;\r\n bindGroup.setBuffer(\r\n 'scissorOffset',\r\n this._scissorOffsetBuffer!,\r\n 0,\r\n pass * ABufferOIT._ubAlignment,\r\n ABufferOIT._ubAlignment\r\n );\r\n bindGroup.setBuffer('headBuffer', this._headBuffer!);\r\n bindGroup.setBuffer('nodeBuffer', this._nodeBuffer!);\r\n bindGroup.setValue('screenWidth', this._screenSize[0]);\r\n bindGroup.setValue('additiveOnly', ctx.lightBlending ? 1 : 0);\r\n device.setBindGroup(0, bindGroup);\r\n drawFullscreenQuad(\r\n ctx.lightBlending ? ABufferOIT._compositeAdditiveRenderStates! : ABufferOIT._compositeRenderStates!\r\n );\r\n } finally {\r\n if (singleColorFramebuffer) {\r\n device.popDeviceStates();\r\n device.pool.releaseFrameBuffer(singleColorFramebuffer);\r\n } else if (this._singleColorFramebuffer) {\r\n device.popDeviceStates();\r\n device.pool.releaseFrameBuffer(this._singleColorFramebuffer);\r\n this._singleColorFramebuffer = null;\r\n } else {\r\n device.setBindGroup(0, lastBindGroup[0], lastBindGroup[1]);\r\n }\r\n }\r\n }\r\n /**\r\n * {@inheritDoc OIT.calculateHash}\r\n */\r\n calculateHash() {\r\n return this._hash!;\r\n }\r\n /**\r\n * {@inheritDoc OIT.applyUniforms}\r\n */\r\n applyUniforms(ctx: DrawContext, bindGroup: BindGroup) {\r\n bindGroup.setBuffer('Z_AB_nodeBuffer', this._nodeBuffer!);\r\n bindGroup.setBuffer(\r\n 'Z_AB_scissorOffset',\r\n this._scissorOffsetBuffer!,\r\n 0,\r\n this._currentPass * ABufferOIT._ubAlignment,\r\n ABufferOIT._ubAlignment\r\n );\r\n bindGroup.setBuffer('Z_AB_headImage', this._headBuffer!);\r\n bindGroup.setValue('Z_AB_screenSize', this._screenSize[0]);\r\n bindGroup.setTexture('Z_AB_depthTexture', ctx.linearDepthTexture!);\r\n }\r\n /**\r\n * {@inheritDoc OIT.outputFragmentColor}\r\n */\r\n outputFragmentColor(scope: PBInsideFunctionScope, color: PBShaderExp) {\r\n const pb = scope.$builder;\r\n // linear depth of current fragment\r\n scope.$l.fragDepth = ShaderHelper.nonLinearDepthToLinearNormalized(scope, scope.$builtins.fragCoord.z);\r\n // linear depth in depth texture\r\n scope.$l.linearDepth = pb.textureLoad(\r\n scope.Z_AB_depthTexture,\r\n pb.ivec2(scope.$builtins.fragCoord.xy),\r\n 0\r\n ).r;\r\n // saved to buffer only if nothing is infront\r\n scope.$if(pb.lessThan(scope.fragDepth, scope.linearDepth), function () {\r\n this.$l.Z_AB_pixelCount = pb.atomicAdd(this.Z_AB_headImage.at(0), 1);\r\n this.$l.Z_AB_nodeOffset = this.Z_AB_pixelCount;\r\n // save if index not exceeded\r\n this.$if(pb.lessThan(this.Z_AB_nodeOffset, pb.arrayLength(this.Z_AB_nodeBuffer)), function () {\r\n this.$l.Z_AB_headOffset = pb.add(\r\n pb.mul(this.Z_AB_screenSize, pb.sub(pb.uint(this.$builtins.fragCoord.y), this.Z_AB_scissorOffset)),\r\n pb.uint(this.$builtins.fragCoord.x)\r\n );\r\n this.$l.Z_AB_oldHead = pb.atomicExchange(\r\n this.Z_AB_headImage.at(pb.add(this.Z_AB_headOffset, 1)),\r\n this.Z_AB_nodeOffset\r\n );\r\n this.$l.Z_AB_colorScale = pb.floatBitsToUint(pb.length(color.rgb));\r\n this.$l.Z_AB_color = pb.pack4x8unorm(pb.vec4(pb.normalize(color.rgb), pb.clamp(color.a, 0, 1)));\r\n this.$l.Z_AB_depth = pb.floatBitsToUint(this.fragDepth);\r\n this.Z_AB_nodeBuffer.setAt(\r\n this.Z_AB_nodeOffset,\r\n pb.uvec4(this.Z_AB_color, this.Z_AB_colorScale, this.Z_AB_depth, this.Z_AB_oldHead)\r\n );\r\n pb.discard();\r\n });\r\n });\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc OIT.setRenderStates}\r\n */\r\n setRenderStates(rs: RenderStateSet) {\r\n const stencilStates = rs.useStencilState();\r\n stencilStates.enable(true);\r\n stencilStates.setFrontCompareFunc('always');\r\n stencilStates.setBackCompareFunc('always');\r\n stencilStates.setFrontOp('keep', 'keep', 'replace');\r\n stencilStates.setBackOp('keep', 'keep', 'replace');\r\n stencilStates.setReference(1);\r\n stencilStates.setReadMask(0xff);\r\n }\r\n /** @internal */\r\n private static getCompositeProgram(device: AbstractDevice) {\r\n if (!this._compositeProgram) {\r\n this._compositeProgram = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n this.$outputs.uv = pb.vec2();\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, DEPTH_FARTHEST, 1);\r\n this.$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.scissorOffset = pb.uint().uniformBuffer(0);\r\n this.headBuffer = pb.uint[0]().storageBuffer(0);\r\n this.nodeBuffer = pb.uvec4[0]().storageBuffer(0);\r\n this.screenWidth = pb.uint().uniform(0);\r\n this.additiveOnly = pb.int().uniform(0);\r\n pb.func('unpackColor', [pb.uvec4('x')], function () {\r\n this.$l.colorNorm = pb.unpack4x8unorm(this.x.x);\r\n this.$l.colorScale = pb.uintBitsToFloat(this.x.y);\r\n this.$return(pb.vec4(pb.mul(this.colorNorm.rgb, this.colorScale), this.colorNorm.a));\r\n });\r\n pb.main(function () {\r\n this.$l.fragmentArray = pb.uvec4[ABufferOIT.MAX_FRAGMENT_LAYERS]();\r\n this.$l.fragmentArrayLen = pb.uint(0);\r\n this.$l.offset = pb.add(\r\n pb.mul(this.screenWidth, pb.sub(pb.uint(this.$builtins.fragCoord.y), this.scissorOffset)),\r\n pb.uint(this.$builtins.fragCoord.x)\r\n );\r\n //this.$l.head = this.headBuffer.at(this.offset);\r\n this.$l.head = this.headBuffer.at(pb.add(this.offset, 1));\r\n this.$while(\r\n pb.and(\r\n pb.lessThan(this.fragmentArrayLen, ABufferOIT.MAX_FRAGMENT_LAYERS),\r\n pb.notEqual(this.head, 0xffffffff)\r\n ),\r\n function () {\r\n this.fragmentArray.setAt(this.fragmentArrayLen, this.nodeBuffer.at(this.head));\r\n this.head = this.fragmentArray.at(this.fragmentArrayLen).w;\r\n this.fragmentArrayLen = pb.add(this.fragmentArrayLen, 1);\r\n }\r\n );\r\n this.$if(pb.equal(this.fragmentArrayLen, 0), function () {\r\n this.$outputs.outColor = pb.vec4(0, 0, 0, 1);\r\n }).$else(function () {\r\n // bubble sort\r\n this.$for(pb.uint('i'), 0, pb.sub(this.fragmentArrayLen, 1), function () {\r\n this.$for(pb.uint('j'), 0, pb.sub(pb.sub(this.fragmentArrayLen, 1), this.i), function () {\r\n this.$l.a = this.fragmentArray.at(this.j);\r\n this.$l.b = this.fragmentArray.at(pb.add(this.j, 1));\r\n this.$if(pb.greaterThan(this.a.z, this.b.z), function () {\r\n this.fragmentArray.setAt(this.j, this.b);\r\n this.fragmentArray.setAt(pb.add(this.j, 1), this.a);\r\n });\r\n });\r\n });\r\n // under operator blending\r\n this.$l.c0 = this.unpackColor(this.fragmentArray[0]);\r\n this.$l.c_dst = ABufferOIT.usePremultipliedAlpha ? this.c0.rgb : pb.mul(this.c0.rgb, this.c0.a);\r\n this.$l.a_dst = pb.sub(1, this.c0.a);\r\n this.$for(pb.uint('i'), 1, this.fragmentArrayLen, function () {\r\n this.$l.c = this.unpackColor(this.fragmentArray.at(this.i));\r\n if (ABufferOIT.usePremultipliedAlpha) {\r\n this.c_dst = pb.add(this.c_dst, pb.mul(this.c.rgb, this.a_dst));\r\n } else {\r\n this.c_dst = pb.add(this.c_dst, pb.mul(this.c.rgb, this.c.a, this.a_dst));\r\n }\r\n this.a_dst = pb.mul(this.a_dst, pb.sub(1, this.c.a));\r\n });\r\n this.$outputs.outColor = pb.vec4(\r\n this.c_dst,\r\n pb.equal(this.additiveOnly, 0) ? this.a_dst : pb.float(0)\r\n );\r\n });\r\n });\r\n }\r\n })!;\r\n this._compositeProgram.name = '@ABufferOIT_Composite';\r\n this._compositeBindGroup = device.createBindGroup(this._compositeProgram.bindGroupLayouts[0]);\r\n this._compositeRenderStates = device.createRenderStateSet();\r\n this._compositeRenderStates\r\n .useBlendingState()\r\n .enable(true)\r\n .setBlendFuncRGB('one', 'src-alpha')\r\n .setBlendFuncAlpha('zero', 'one');\r\n this._compositeRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n this._compositeAdditiveRenderStates = device.createRenderStateSet();\r\n this._compositeAdditiveRenderStates\r\n .useBlendingState()\r\n .enable(true)\r\n .setBlendFuncRGB('one', 'one')\r\n .setBlendFuncAlpha('zero', 'one');\r\n this._compositeAdditiveRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n const stencilStates = this._compositeRenderStates.useStencilState();\r\n stencilStates.enable(false);\r\n stencilStates.setFrontCompareFunc('always');\r\n stencilStates.setBackCompareFunc('always');\r\n stencilStates.setFrontOp('keep', 'keep', 'replace');\r\n stencilStates.setBackOp('keep', 'keep', 'replace');\r\n stencilStates.setReference(0);\r\n stencilStates.setReadMask(0xff);\r\n const additiveStencilStates = this._compositeAdditiveRenderStates.useStencilState();\r\n additiveStencilStates.enable(false);\r\n additiveStencilStates.setFrontCompareFunc('always');\r\n additiveStencilStates.setBackCompareFunc('always');\r\n additiveStencilStates.setFrontOp('keep', 'keep', 'replace');\r\n additiveStencilStates.setBackOp('keep', 'keep', 'replace');\r\n additiveStencilStates.setReference(0);\r\n additiveStencilStates.setReadMask(0xff);\r\n }\r\n return this._compositeProgram;\r\n }\r\n protected onDispose() {\r\n super.onDispose();\r\n this._nodeBuffer?.dispose();\r\n this._nodeBuffer = null;\r\n this._headStagingBuffer?.dispose();\r\n this._headStagingBuffer = null;\r\n this._headBuffer?.dispose();\r\n this._headBuffer = null;\r\n this._scissorOffsetBuffer?.dispose();\r\n this._scissorOffsetBuffer = null;\r\n this._hash = null;\r\n this._savedScissor = null;\r\n 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{"version":3,"file":"abuffer_oit.js","sources":["../../src/render/abuffer_oit.ts"],"sourcesContent":["import type {\n AbstractDevice,\n BindGroup,\n DeviceViewport,\n FrameBuffer,\n GPUDataBuffer,\n GPUProgram,\n PBGlobalScope,\n PBInsideFunctionScope,\n PBShaderExp,\n RenderStateSet\n} from '@zephyr3d/device';\nimport { OIT } from './oit';\nimport type { DrawContext } from './drawable';\nimport { drawFullscreenQuad } from './fullscreenquad';\nimport { ShaderHelper } from '../material';\nimport type { Nullable } from '@zephyr3d/base';\nimport { DEPTH_FARTHEST } from '@zephyr3d/base';\n\n/**\n * per-pixel linked list OIT renderer using ABuffer.\n *\n * @remarks\n * The ABuffer OIT renderer only supports WebGPU device.\n *\n * @public\n */\nexport class ABufferOIT extends OIT {\n /** Type name of ABufferOIT */\n public static readonly type = 'ab';\n public static readonly usePremultipliedAlpha = true;\n private static readonly MAX_FRAGMENT_LAYERS = 75;\n private static _compositeProgram: Nullable<GPUProgram> = null;\n private static _compositeBindGroup: Nullable<BindGroup> = null;\n private static _compositeRenderStates: Nullable<RenderStateSet> = null;\n private static _compositeAdditiveRenderStates: Nullable<RenderStateSet> = null;\n private static _ubAlignment = 0;\n private _nodeBuffer: Nullable<GPUDataBuffer>;\n private _headStagingBuffer: Nullable<GPUDataBuffer>;\n private _headBuffer: Nullable<GPUDataBuffer>;\n private _scissorOffsetBuffer: Nullable<GPUDataBuffer>;\n private readonly _numLayers: number;\n private _screenSize: Uint32Array<ArrayBuffer>;\n private _hash: Nullable<string>;\n private readonly _debug: boolean;\n private _scissorSlices: number;\n private _scissorHeight: number;\n private _currentPass: number;\n private _savedScissor: Nullable<DeviceViewport>;\n private _singleColorFramebuffer: Nullable<FrameBuffer>;\n /**\n * Creates an instance of ABufferOIT class\n *\n * @param numLayers - How many transparent layers, default is 16\n */\n constructor(numLayers = 16) {\n super();\n this._nodeBuffer = null;\n this._headStagingBuffer = null;\n this._headBuffer = null;\n this._scissorOffsetBuffer = null;\n this._numLayers = numLayers;\n this._screenSize = new Uint32Array([0xffffffff, 0xffffffff]);\n this._hash = null;\n this._debug = false;\n this._scissorSlices = 0;\n this._scissorHeight = 0;\n this._savedScissor = null;\n this._currentPass = 0;\n this._singleColorFramebuffer = null;\n }\n /**\n * {@inheritDoc OIT.getType}\n */\n getType() {\n return ABufferOIT.type;\n }\n /**\n * {@inheritDoc OIT.supportDevice}\n */\n supportDevice(deviceType: string) {\n return deviceType === 'webgpu';\n }\n /**\n * {@inheritDoc OIT.wantsPremultipliedAlpha}\n */\n wantsPremultipliedAlpha() {\n return ABufferOIT.usePremultipliedAlpha;\n }\n /**\n * {@inheritDoc OIT.wantsAdditiveLightPassAlpha}\n */\n wantsAdditiveLightPassAlpha() {\n return true;\n }\n /**\n * {@inheritDoc OIT.begin}\n */\n begin(ctx: DrawContext) {\n const device = ctx.device;\n this._savedScissor = device.getScissor();\n const ubAlignment = (ABufferOIT._ubAlignment =\n device.getDeviceCaps().shaderCaps.uniformBufferOffsetAlignment);\n const viewport = device.getViewport();\n const screenWidth = device.screenXToDevice(viewport.width);\n const screenHeight = device.screenYToDevice(Math.max(viewport.height, 1));\n if (screenWidth !== this._screenSize[0] || screenHeight !== this._screenSize[1]) {\n // Mark uniform changed\n this.uniformChanged();\n // Resize buffers if viewport was changed\n this._screenSize[0] = screenWidth;\n this._screenSize[1] = screenHeight;\n // compute scissor slices\n const maxBufferSize = device.getDeviceCaps().shaderCaps.maxStorageBufferSize;\n const bytesPerLine = screenWidth * 4 * 4 * this._numLayers;\n this._scissorHeight = (maxBufferSize / bytesPerLine) >> 0;\n this._scissorSlices = Math.ceil(screenHeight / this._scissorHeight);\n const offsetBufferSize = ubAlignment * this._scissorSlices;\n const offsetBuffer = new Uint32Array(offsetBufferSize >> 2);\n for (let i = 0; i < this._scissorSlices; i++) {\n offsetBuffer[i * (ubAlignment >> 2)] = i * this._scissorHeight;\n }\n if (!this._scissorOffsetBuffer || this._scissorOffsetBuffer.byteLength < offsetBuffer.byteLength) {\n this._scissorOffsetBuffer?.dispose();\n this._scissorOffsetBuffer = device.createBuffer(offsetBuffer.byteLength, { usage: 'uniform' });\n }\n this._scissorOffsetBuffer.bufferSubData(0, offsetBuffer);\n // resize node buffer\n const size = screenWidth * this._scissorHeight * 4;\n const nodeBufferSize = size * 4 * this._numLayers;\n if (!this._nodeBuffer || nodeBufferSize > this._nodeBuffer.byteLength) {\n this._nodeBuffer?.dispose();\n this._nodeBuffer = device.createBuffer(nodeBufferSize, { storage: true, usage: 'uniform' });\n }\n // resize head buffer\n const headBufferSize = size + 4;\n if (!this._headBuffer || headBufferSize > this._headBuffer.byteLength) {\n this._headBuffer?.dispose();\n this._headBuffer = device.createBuffer(headBufferSize, { storage: true, usage: 'uniform' });\n this._headStagingBuffer?.dispose();\n this._headStagingBuffer = device.createBuffer(headBufferSize, { storage: true, usage: 'uniform' });\n const tmpArray = new Uint32Array(headBufferSize >> 2);\n tmpArray.fill(0xffffffff);\n this._headStagingBuffer.bufferSubData(0, tmpArray);\n }\n }\n return this._scissorSlices;\n }\n /**\n * {@inheritDoc OIT.end}\n */\n end(ctx: DrawContext) {\n // Restore scissor rect\n ctx.device.setScissor(this._savedScissor);\n }\n /**\n * {@inheritDoc OIT.setupFragmentOutput}\n */\n setupFragmentOutput(scope: PBGlobalScope) {\n const pb = scope.$builder;\n scope.Z_AB_scissorOffset = pb.uint().uniformBuffer(2);\n scope.Z_AB_nodeBuffer = pb.uvec4[0]().storageBuffer(2);\n scope.Z_AB_headImage = pb.atomic_uint[0]().storageBuffer(2);\n scope.Z_AB_screenSize = pb.uint().uniform(2);\n // Read with textureLoad only\n scope.Z_AB_depthTexture = pb.tex2D().uniform(2).noSampler();\n scope.$outputs.outColor = pb.vec4();\n }\n /**\n * {@inheritDoc OIT.beginPass}\n */\n beginPass(ctx: DrawContext, pass: number) {\n this._currentPass = pass;\n const device = ctx.device;\n const currentFramebuffer = device.getFramebuffer();\n const colorAttachment = currentFramebuffer?.getColorAttachments()[0] ?? null;\n this._singleColorFramebuffer =\n currentFramebuffer && currentFramebuffer.getColorAttachments().length > 1 && colorAttachment\n ? device.pool.fetchTemporalFramebuffer(\n false,\n 0,\n 0,\n colorAttachment,\n currentFramebuffer.getDepthAttachment(),\n false\n )\n : null;\n if (this._singleColorFramebuffer) {\n const viewport = device.getViewport();\n const scissor = device.getScissor();\n device.pushDeviceStates();\n device.setFramebuffer(this._singleColorFramebuffer);\n device.setViewport(viewport);\n device.setScissor(scissor);\n }\n const scissorY = pass * this._scissorHeight;\n const scissorH =\n Math.min((pass + 1) * this._scissorHeight, this._screenSize[1]) - pass * this._scissorHeight;\n device.setScissor([\n 0,\n device.deviceYToScreen(this._screenSize[1] - scissorY - scissorH),\n device.deviceXToScreen(this._screenSize[0]),\n device.deviceYToScreen(scissorH)\n ]);\n device.copyBuffer(this._headStagingBuffer!, this._headBuffer!, 0, 0, this._headStagingBuffer!.byteLength);\n // Update render hash\n this._hash = `${this.getType()}#${this._nodeBuffer!.uid}#${this._headBuffer!.uid}#${\n this._scissorOffsetBuffer!.uid\n }#${pass}`;\n if (this._debug) {\n const data = new Uint8Array(this._headBuffer!.byteLength);\n const readBuffer = device.createBuffer(this._headBuffer!.byteLength, { usage: 'read' });\n device.copyBuffer(this._headBuffer!, readBuffer, 0, 0, this._headBuffer!.byteLength);\n readBuffer.getBufferSubData(data).then(() => {\n const uint = new Uint32Array(data.buffer);\n for (let i = 0; i < uint.length; i++) {\n if (uint[i] !== 0xffffffff) {\n console.error('Clear head buffer failed');\n break;\n }\n }\n readBuffer.dispose();\n });\n }\n return true;\n }\n /**\n * {@inheritDoc OIT.endPass}\n */\n endPass(ctx: DrawContext, pass: number) {\n const device = ctx.device;\n ABufferOIT.getCompositeProgram(device);\n const lastBindGroup = device.getBindGroup(0);\n const currentFramebuffer = device.getFramebuffer();\n const colorAttachment = currentFramebuffer?.getColorAttachments()[0] ?? null;\n const singleColorFramebuffer =\n !this._singleColorFramebuffer &&\n currentFramebuffer &&\n currentFramebuffer.getColorAttachments().length > 1 &&\n colorAttachment\n ? device.pool.fetchTemporalFramebuffer(\n false,\n 0,\n 0,\n colorAttachment,\n currentFramebuffer.getDepthAttachment(),\n false\n )\n : null;\n if (singleColorFramebuffer) {\n const viewport = device.getViewport();\n const scissor = device.getScissor();\n device.pushDeviceStates();\n device.setFramebuffer(singleColorFramebuffer);\n device.setViewport(viewport);\n device.setScissor(scissor);\n }\n try {\n device.setProgram(ABufferOIT.getCompositeProgram(device));\n const bindGroup = ABufferOIT._compositeBindGroup!;\n bindGroup.setBuffer(\n 'scissorOffset',\n this._scissorOffsetBuffer!,\n 0,\n pass * ABufferOIT._ubAlignment,\n ABufferOIT._ubAlignment\n );\n bindGroup.setBuffer('headBuffer', this._headBuffer!);\n bindGroup.setBuffer('nodeBuffer', this._nodeBuffer!);\n bindGroup.setValue('screenWidth', this._screenSize[0]);\n bindGroup.setValue('additiveOnly', ctx.lightBlending ? 1 : 0);\n device.setBindGroup(0, bindGroup);\n drawFullscreenQuad(\n ctx.lightBlending ? ABufferOIT._compositeAdditiveRenderStates! : ABufferOIT._compositeRenderStates!\n );\n } finally {\n if (singleColorFramebuffer) {\n device.popDeviceStates();\n device.pool.releaseFrameBuffer(singleColorFramebuffer);\n } else if (this._singleColorFramebuffer) {\n device.popDeviceStates();\n device.pool.releaseFrameBuffer(this._singleColorFramebuffer);\n this._singleColorFramebuffer = null;\n } else {\n device.setBindGroup(0, lastBindGroup[0], lastBindGroup[1]);\n }\n }\n }\n /**\n * {@inheritDoc OIT.calculateHash}\n */\n calculateHash() {\n return this._hash!;\n }\n /**\n * {@inheritDoc OIT.applyUniforms}\n */\n applyUniforms(ctx: DrawContext, bindGroup: BindGroup) {\n bindGroup.setBuffer('Z_AB_nodeBuffer', this._nodeBuffer!);\n bindGroup.setBuffer(\n 'Z_AB_scissorOffset',\n this._scissorOffsetBuffer!,\n 0,\n this._currentPass * ABufferOIT._ubAlignment,\n ABufferOIT._ubAlignment\n );\n bindGroup.setBuffer('Z_AB_headImage', this._headBuffer!);\n bindGroup.setValue('Z_AB_screenSize', this._screenSize[0]);\n bindGroup.setTexture('Z_AB_depthTexture', ctx.linearDepthTexture!);\n }\n /**\n * {@inheritDoc OIT.outputFragmentColor}\n */\n outputFragmentColor(scope: PBInsideFunctionScope, color: PBShaderExp) {\n const pb = scope.$builder;\n // linear depth of current fragment\n scope.$l.fragDepth = ShaderHelper.nonLinearDepthToLinearNormalized(scope, scope.$builtins.fragCoord.z);\n // linear depth in depth texture\n scope.$l.linearDepth = pb.textureLoad(\n scope.Z_AB_depthTexture,\n pb.ivec2(scope.$builtins.fragCoord.xy),\n 0\n ).r;\n // saved to buffer only if nothing is infront\n scope.$if(pb.lessThan(scope.fragDepth, scope.linearDepth), function () {\n this.$l.Z_AB_pixelCount = pb.atomicAdd(this.Z_AB_headImage.at(0), 1);\n this.$l.Z_AB_nodeOffset = this.Z_AB_pixelCount;\n // save if index not exceeded\n this.$if(pb.lessThan(this.Z_AB_nodeOffset, pb.arrayLength(this.Z_AB_nodeBuffer)), function () {\n this.$l.Z_AB_headOffset = pb.add(\n pb.mul(this.Z_AB_screenSize, pb.sub(pb.uint(this.$builtins.fragCoord.y), this.Z_AB_scissorOffset)),\n pb.uint(this.$builtins.fragCoord.x)\n );\n this.$l.Z_AB_oldHead = pb.atomicExchange(\n this.Z_AB_headImage.at(pb.add(this.Z_AB_headOffset, 1)),\n this.Z_AB_nodeOffset\n );\n this.$l.Z_AB_colorScale = pb.floatBitsToUint(pb.length(color.rgb));\n this.$l.Z_AB_color = pb.pack4x8unorm(pb.vec4(pb.normalize(color.rgb), pb.clamp(color.a, 0, 1)));\n this.$l.Z_AB_depth = pb.floatBitsToUint(this.fragDepth);\n this.Z_AB_nodeBuffer.setAt(\n this.Z_AB_nodeOffset,\n pb.uvec4(this.Z_AB_color, this.Z_AB_colorScale, this.Z_AB_depth, this.Z_AB_oldHead)\n );\n pb.discard();\n });\n });\n return true;\n }\n /**\n * {@inheritDoc OIT.setRenderStates}\n */\n setRenderStates(rs: RenderStateSet) {\n const stencilStates = rs.useStencilState();\n stencilStates.enable(true);\n stencilStates.setFrontCompareFunc('always');\n stencilStates.setBackCompareFunc('always');\n stencilStates.setFrontOp('keep', 'keep', 'replace');\n stencilStates.setBackOp('keep', 'keep', 'replace');\n stencilStates.setReference(1);\n stencilStates.setReadMask(0xff);\n }\n /** @internal */\n private static getCompositeProgram(device: AbstractDevice) {\n if (!this._compositeProgram) {\n this._compositeProgram = device.buildRenderProgram({\n vertex(pb) {\n this.$inputs.pos = pb.vec2().attrib('position');\n this.$outputs.uv = pb.vec2();\n pb.main(function () {\n this.$builtins.position = pb.vec4(this.$inputs.pos, DEPTH_FARTHEST, 1);\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\n if (device.type === 'webgpu') {\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\n }\n });\n },\n fragment(pb) {\n this.$outputs.outColor = pb.vec4();\n this.scissorOffset = pb.uint().uniformBuffer(0);\n this.headBuffer = pb.uint[0]().storageBuffer(0);\n this.nodeBuffer = pb.uvec4[0]().storageBuffer(0);\n this.screenWidth = pb.uint().uniform(0);\n this.additiveOnly = pb.int().uniform(0);\n pb.func('unpackColor', [pb.uvec4('x')], function () {\n this.$l.colorNorm = pb.unpack4x8unorm(this.x.x);\n this.$l.colorScale = pb.uintBitsToFloat(this.x.y);\n this.$return(pb.vec4(pb.mul(this.colorNorm.rgb, this.colorScale), this.colorNorm.a));\n });\n pb.main(function () {\n this.$l.fragmentArray = pb.uvec4[ABufferOIT.MAX_FRAGMENT_LAYERS]();\n this.$l.fragmentArrayLen = pb.uint(0);\n this.$l.offset = pb.add(\n pb.mul(this.screenWidth, pb.sub(pb.uint(this.$builtins.fragCoord.y), this.scissorOffset)),\n pb.uint(this.$builtins.fragCoord.x)\n );\n //this.$l.head = this.headBuffer.at(this.offset);\n this.$l.head = this.headBuffer.at(pb.add(this.offset, 1));\n this.$while(\n pb.and(\n pb.lessThan(this.fragmentArrayLen, ABufferOIT.MAX_FRAGMENT_LAYERS),\n pb.notEqual(this.head, 0xffffffff)\n ),\n function () {\n this.fragmentArray.setAt(this.fragmentArrayLen, this.nodeBuffer.at(this.head));\n this.head = this.fragmentArray.at(this.fragmentArrayLen).w;\n this.fragmentArrayLen = pb.add(this.fragmentArrayLen, 1);\n }\n );\n this.$if(pb.equal(this.fragmentArrayLen, 0), function () {\n this.$outputs.outColor = pb.vec4(0, 0, 0, 1);\n }).$else(function () {\n // bubble sort\n this.$for(pb.uint('i'), 0, pb.sub(this.fragmentArrayLen, 1), function () {\n this.$for(pb.uint('j'), 0, pb.sub(pb.sub(this.fragmentArrayLen, 1), this.i), function () {\n this.$l.a = this.fragmentArray.at(this.j);\n this.$l.b = this.fragmentArray.at(pb.add(this.j, 1));\n this.$if(pb.greaterThan(this.a.z, this.b.z), function () {\n this.fragmentArray.setAt(this.j, this.b);\n this.fragmentArray.setAt(pb.add(this.j, 1), this.a);\n });\n });\n });\n // under operator blending\n this.$l.c0 = this.unpackColor(this.fragmentArray[0]);\n this.$l.c_dst = ABufferOIT.usePremultipliedAlpha ? this.c0.rgb : pb.mul(this.c0.rgb, this.c0.a);\n this.$l.a_dst = pb.sub(1, this.c0.a);\n this.$for(pb.uint('i'), 1, this.fragmentArrayLen, function () {\n this.$l.c = this.unpackColor(this.fragmentArray.at(this.i));\n if (ABufferOIT.usePremultipliedAlpha) {\n this.c_dst = pb.add(this.c_dst, pb.mul(this.c.rgb, this.a_dst));\n } else {\n this.c_dst = pb.add(this.c_dst, pb.mul(this.c.rgb, this.c.a, this.a_dst));\n }\n this.a_dst = pb.mul(this.a_dst, pb.sub(1, this.c.a));\n });\n this.$outputs.outColor = pb.vec4(\n this.c_dst,\n pb.equal(this.additiveOnly, 0) ? this.a_dst : pb.float(0)\n );\n });\n });\n }\n })!;\n this._compositeProgram.name = '@ABufferOIT_Composite';\n this._compositeBindGroup = device.createBindGroup(this._compositeProgram.bindGroupLayouts[0]);\n this._compositeRenderStates = device.createRenderStateSet();\n this._compositeRenderStates\n .useBlendingState()\n .enable(true)\n .setBlendFuncRGB('one', 'src-alpha')\n .setBlendFuncAlpha('zero', 'one');\n this._compositeRenderStates.useDepthState().enableTest(false).enableWrite(false);\n this._compositeAdditiveRenderStates = device.createRenderStateSet();\n this._compositeAdditiveRenderStates\n .useBlendingState()\n .enable(true)\n .setBlendFuncRGB('one', 'one')\n .setBlendFuncAlpha('zero', 'one');\n this._compositeAdditiveRenderStates.useDepthState().enableTest(false).enableWrite(false);\n const stencilStates = this._compositeRenderStates.useStencilState();\n stencilStates.enable(false);\n stencilStates.setFrontCompareFunc('always');\n stencilStates.setBackCompareFunc('always');\n stencilStates.setFrontOp('keep', 'keep', 'replace');\n stencilStates.setBackOp('keep', 'keep', 'replace');\n stencilStates.setReference(0);\n stencilStates.setReadMask(0xff);\n const additiveStencilStates = this._compositeAdditiveRenderStates.useStencilState();\n additiveStencilStates.enable(false);\n additiveStencilStates.setFrontCompareFunc('always');\n additiveStencilStates.setBackCompareFunc('always');\n additiveStencilStates.setFrontOp('keep', 'keep', 'replace');\n additiveStencilStates.setBackOp('keep', 'keep', 'replace');\n additiveStencilStates.setReference(0);\n additiveStencilStates.setReadMask(0xff);\n }\n return this._compositeProgram;\n }\n protected 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get lightBuffer() {
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/**
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* Number of shadow-casting lights placed at the head of the clustered light
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* buffer (indices `1..N`), each backed by a screen-space shadow mask slot.
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* Zero unless the screen-space shadow mask path is active.
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/**
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* Number of shadow-casting lights placed at the head of the clustered light
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* buffer (indices `1..N`), each backed by a screen-space shadow mask slot.
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*/ get numShadowLights() {
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{"version":3,"file":"cluster_light.js","sources":["../../src/render/cluster_light.ts"],"sourcesContent":["import type { Nullable } from '@zephyr3d/base';\nimport { DEPTH_CLEAR_VALUE, Vector4 } from '@zephyr3d/base';\nimport { MAX_SHADOW_MASK_LIGHTS } from '../values';\nimport type {\n AbstractDevice,\n BindGroup,\n FrameBuffer,\n GPUProgram,\n PBStructTypeInfo,\n RenderStateSet,\n StructuredBuffer,\n Texture2D,\n VertexLayout\n} from '@zephyr3d/device';\nimport type { Camera } from '../camera/camera';\nimport type { RenderQueue } from './render_queue';\nimport type { PunctualLight } from '../scene/light';\nimport { ShaderHelper } from '../material/shader/helper';\nimport { getDevice } from '../app/api';\n\nexport class ClusteredLight {\n /** Emit the shadow-mask overflow warning only once per session. */\n private static _warnedShadowMaskOverflow = false;\n private readonly _tileCountX: number;\n private readonly _tileCountY: number;\n private readonly _tileCountZ: number;\n private readonly _lights: Float32Array<ArrayBuffer>;\n private _lightIndexTexture: Nullable<Texture2D>;\n private _lightIndexFramebuffer: Nullable<FrameBuffer>;\n private _lightIndexProgram: Nullable<GPUProgram>;\n private _bindGroup: Nullable<BindGroup>;\n private _lightIndexVertexLayout: Nullable<VertexLayout>;\n private _lightIndexRenderStates: Nullable<RenderStateSet>;\n private _lightBuffer: Nullable<StructuredBuffer>;\n private readonly _sizeParam: Vector4;\n private _countParam: Int32Array<ArrayBuffer>;\n private readonly _clusterParam: Vector4;\n private _numShadowLights: number;\n constructor() {\n this._tileCountX = 16;\n this._tileCountY = 16;\n this._tileCountZ = 32;\n this._lights = new Float32Array(16 * (ShaderHelper.getMaxClusterLights() + 1));\n this._lightIndexTexture = null;\n this._lightIndexFramebuffer = null;\n this._lightIndexProgram = null;\n this._lightBuffer = null;\n this._bindGroup = null;\n this._lightIndexVertexLayout = null;\n this._lightIndexRenderStates = null;\n this._sizeParam = new Vector4();\n this._countParam = new Int32Array(4);\n this._clusterParam = new Vector4();\n this._numShadowLights = 0;\n }\n get lightBuffer() {\n return this._lightBuffer;\n }\n /**\n * Number of shadow-casting lights placed at the head of the clustered light\n * buffer (indices `1..N`), each backed by a screen-space shadow mask slot.\n * Zero unless the screen-space shadow mask path is active.\n */\n get numShadowLights() {\n return this._numShadowLights;\n }\n get clusterParam() {\n return this._clusterParam;\n }\n get countParam() {\n return this._countParam;\n }\n get lightIndexTexture() {\n return this._lightIndexTexture;\n }\n private createVertexLayout(device: AbstractDevice, textureWidth: number, textureHeight: number) {\n let vb: StructuredBuffer;\n if (device.type === 'webgl') {\n const vertices = new Float32Array(this._tileCountX * this._tileCountY * this._tileCountZ * 3);\n for (let i = 0; i < vertices.length; i++) {\n const ix = i % textureWidth;\n const iy = Math.floor(i / textureWidth);\n vertices[i * 3 + 0] = (2 * (ix + 0.5)) / textureWidth - 1;\n vertices[i * 3 + 1] = (2 * (iy + 0.5)) / textureHeight - 1;\n vertices[i * 3 + 2] = i;\n }\n vb = device.createVertexBuffer('position_f32x3', vertices)!;\n } else {\n const vertices = new Float32Array(this._tileCountX * this._tileCountY * this._tileCountZ * 2);\n for (let i = 0; i < vertices.length; i++) {\n const ix = i % textureWidth;\n const iy = Math.floor(i / textureWidth);\n vertices[i * 2 + 0] = (2 * (ix + 0.5)) / textureWidth - 1;\n vertices[i * 2 + 1] = (2 * (iy + 0.5)) / textureHeight - 1;\n }\n vb = device.createVertexBuffer('position_f32x2', vertices)!;\n }\n this._lightIndexVertexLayout = device.createVertexLayout({\n vertexBuffers: [{ buffer: vb }]\n });\n }\n private createRenderState(device: AbstractDevice) {\n this._lightIndexRenderStates = device.createRenderStateSet();\n this._lightIndexRenderStates.useDepthState().enableTest(false).enableWrite(false);\n this._lightIndexRenderStates.useRasterizerState().setCullMode('none');\n }\n private createProgram(device: AbstractDevice) {\n const webgl1 = device.type === 'webgl';\n this._lightIndexProgram = device.buildRenderProgram({\n vertex(pb) {\n this.$inputs.pos = (webgl1 ? pb.vec3() : pb.vec2()).attrib('position');\n this.$outputs.value = webgl1 ? pb.vec4() : pb.uvec4();\n this.invProjMatrix = pb.mat4().uniform(0);\n this.viewMatrix = pb.mat4().uniform(0);\n this.sizeParam = pb.vec4().uniform(0);\n this.countParam = pb.ivec4().uniform(0);\n this[ShaderHelper.getLightBufferUniformName()] =\n pb.vec4[(ShaderHelper.getMaxClusterLights() + 1) * 4]().uniformBuffer(0);\n pb.func('lineIntersectionToZPlane', [pb.vec3('a'), pb.vec3('b'), pb.float('zDistance')], function () {\n this.$l.normal = pb.vec3(0, 0, 1);\n this.$l.ab = pb.sub(this.b, this.a);\n this.$l.t = pb.div(\n pb.sub(this.zDistance, pb.dot(this.normal, this.a)),\n pb.dot(this.normal, this.ab)\n );\n this.$return(pb.add(this.a, pb.mul(this.t, this.ab)));\n });\n pb.func('clipToView', [pb.vec4('clip')], function () {\n this.$l.view = pb.mul(this.invProjMatrix, this.clip);\n this.$return(pb.div(this.view, this.view.w));\n });\n pb.func('screenToView', [pb.vec4('screen')], function () {\n this.$l.texCoord = pb.div(this.screen.xy, this.sizeParam.xy);\n this.$l.clip = pb.vec4(\n pb.sub(pb.mul(pb.vec2(this.texCoord.x, pb.sub(1, this.texCoord.y)), 2), pb.vec2(1)),\n this.screen.z,\n this.screen.w\n );\n this.$return(this.clipToView(this.clip));\n });\n pb.func(\n 'sphereIntersectsAABB',\n [pb.vec4('sphere'), pb.vec3('aabbMin'), pb.vec3('aabbMax')],\n function () {\n this.$l.dmin = pb.float(0);\n this.$if(pb.lessThanEqual(this.sphere.w, 0), function () {\n this.$return(true);\n });\n this.$for(pb.int('i'), 0, 3, function () {\n this.$if(pb.lessThan(this.sphere.at(this.i), this.aabbMin.at(this.i)), function () {\n this.$l.delta = pb.sub(this.sphere.at(this.i), this.aabbMin.at(this.i));\n this.dmin = pb.add(this.dmin, pb.mul(this.delta, this.delta));\n }).$elseif(pb.greaterThan(this.sphere.at(this.i), this.aabbMax.at(this.i)), function () {\n this.$l.delta = pb.sub(this.sphere.at(this.i), this.aabbMax.at(this.i));\n this.dmin = pb.add(this.dmin, pb.mul(this.delta, this.delta));\n });\n });\n this.$if(pb.lessThanEqual(this.dmin, pb.mul(this.sphere.w, this.sphere.w)), function () {\n this.$return(true);\n });\n this.$return(false);\n }\n );\n pb.main(function () {\n if (pb.getDevice().type !== 'webgpu') {\n this.$builtins.pointSize = 1;\n }\n this.$builtins.position = pb.vec4(this.$inputs.pos.xy, 0, 1);\n if (pb.getDevice().type === 'webgpu') {\n this.$builtins.position = pb.mul(this.$builtins.position, pb.vec4(1, -1, 1, 1));\n }\n this.$l.tileIndex = webgl1 ? pb.int(this.$inputs.pos.z) : pb.int(this.$builtins.vertexIndex);\n this.$l.tileSize = pb.div(this.sizeParam.xy, pb.vec2(this.countParam.xy));\n this.$l.zIndex = pb.div(this.tileIndex, pb.mul(this.countParam.x, this.countParam.y));\n this.$l.yIndex = pb.div(\n pb.sub(this.tileIndex, pb.mul(this.zIndex, this.countParam.x, this.countParam.y)),\n this.countParam.x\n );\n this.$l.xIndex = pb.sub(\n this.tileIndex,\n pb.add(\n pb.mul(this.zIndex, this.countParam.x, this.countParam.y),\n pb.mul(this.yIndex, this.countParam.x)\n )\n );\n this.$l.maxPoint_sS = pb.vec4(\n pb.mul(\n pb.vec2(pb.float(pb.add(this.xIndex, 1)), pb.float(pb.add(this.yIndex, 1))),\n this.tileSize\n ),\n 0.0,\n 1.0\n );\n this.$l.minPoint_sS = pb.vec4(\n pb.mul(pb.vec2(pb.float(this.xIndex), pb.float(this.yIndex)), this.tileSize),\n 0.0,\n 1.0\n );\n this.$l.maxPoint_vS = this.screenToView(this.maxPoint_sS).xyz;\n this.$l.minPoint_vS = this.screenToView(this.minPoint_sS).xyz;\n this.$l.tileNear = pb.mul(\n pb.neg(this.sizeParam.z),\n pb.pow(\n pb.div(this.sizeParam.w, this.sizeParam.z),\n pb.div(pb.float(this.zIndex), pb.float(this.countParam.z))\n )\n );\n this.$l.tileFar = pb.mul(\n pb.neg(this.sizeParam.z),\n pb.pow(\n pb.div(this.sizeParam.w, this.sizeParam.z),\n pb.div(pb.add(pb.float(this.zIndex), 1), pb.float(this.countParam.z))\n )\n );\n this.$l.eyePos = pb.vec3(0);\n this.$l.minPointNear = this.lineIntersectionToZPlane(this.eyePos, this.minPoint_vS, this.tileNear);\n this.$l.minPointFar = this.lineIntersectionToZPlane(this.eyePos, this.minPoint_vS, this.tileFar);\n this.$l.maxPointNear = this.lineIntersectionToZPlane(this.eyePos, this.maxPoint_vS, this.tileNear);\n this.$l.maxPointFar = this.lineIntersectionToZPlane(this.eyePos, this.maxPoint_vS, this.tileFar);\n this.$l.aabbMin = pb.min(\n pb.min(this.minPointNear, this.minPointFar),\n pb.min(this.maxPointNear, this.maxPointFar)\n );\n this.$l.aabbMax = pb.max(\n pb.max(this.minPointNear, this.minPointFar),\n pb.max(this.maxPointNear, this.maxPointFar)\n );\n this.$l.n = pb.int(0);\n if (webgl1) {\n this.$l.lightIndices = pb.float[8]();\n this.$for(pb.int('i'), 0, 8, function () {\n this.lightIndices.setAt(this.i, 0);\n });\n this.$for(pb.int('i'), 1, 256, function () {\n this.$if(pb.equal(this.i, this.countParam.w), function () {\n this.$break();\n });\n this.$l.light = this[ShaderHelper.getLightBufferUniformName()].at(pb.mul(this.i, 4));\n this.$l.lightPos = pb.mul(this.viewMatrix, pb.vec4(this.light.xyz, 1));\n this.$l.lightPos.w = this.light.w;\n this.$if(this.sphereIntersectsAABB(this.lightPos, this.aabbMin, this.aabbMax), function () {\n this.$for(pb.int('j'), 0, 8, function () {\n this.$if(pb.equal(this.j, this.n), function () {\n this.lightIndices.setAt(this.j, pb.float(this.i));\n this.n = pb.add(this.n, 1);\n this.$break();\n });\n });\n this.$if(pb.equal(this.n, 8), function () {\n this.$break();\n });\n });\n });\n this.$outputs.value.r = pb.add(pb.mul(this.lightIndices[0], 256), this.lightIndices[1]);\n this.$outputs.value.g = pb.add(pb.mul(this.lightIndices[2], 256), this.lightIndices[3]);\n this.$outputs.value.b = pb.add(pb.mul(this.lightIndices[4], 256), this.lightIndices[5]);\n this.$outputs.value.a = pb.add(pb.mul(this.lightIndices[6], 256), this.lightIndices[7]);\n } else {\n this.$l.lightIndex = [\n pb.uint(0),\n pb.uint(0),\n pb.uint(0),\n pb.uint(0),\n pb.uint(0),\n pb.uint(0),\n pb.uint(0),\n pb.uint(0),\n pb.uint(0),\n pb.uint(0),\n pb.uint(0),\n pb.uint(0),\n pb.uint(0),\n pb.uint(0),\n pb.uint(0),\n pb.uint(0)\n ];\n this.$for(pb.uint('i'), 1, pb.uint(this.countParam.w), function () {\n this.$l.light = this[ShaderHelper.getLightBufferUniformName()].at(pb.mul(this.i, 4));\n this.$l.lightPos = pb.mul(this.viewMatrix, pb.vec4(this.light.xyz, 1));\n this.$l.lightPos.w = this.light.w;\n this.$if(this.sphereIntersectsAABB(this.lightPos, this.aabbMin, this.aabbMax), function () {\n this.lightIndex.setAt(this.n, this.i);\n this.n = pb.add(this.n, 1);\n this.$if(pb.equal(this.n, 16), function () {\n this.$break();\n });\n });\n });\n this.$l.r = pb.add(\n pb.sal(this.lightIndex[0], 24),\n pb.sal(this.lightIndex[1], 16),\n pb.sal(this.lightIndex[2], 8),\n this.lightIndex[3]\n );\n this.$l.g = pb.add(\n pb.sal(this.lightIndex[4], 24),\n pb.sal(this.lightIndex[5], 16),\n pb.sal(this.lightIndex[6], 8),\n this.lightIndex[7]\n );\n this.$l.b = pb.add(\n pb.sal(this.lightIndex[8], 24),\n pb.sal(this.lightIndex[9], 16),\n pb.sal(this.lightIndex[10], 8),\n this.lightIndex[11]\n );\n this.$l.a = pb.add(\n pb.sal(this.lightIndex[12], 24),\n pb.sal(this.lightIndex[13], 16),\n pb.sal(this.lightIndex[14], 8),\n this.lightIndex[15]\n );\n this.$outputs.value = pb.uvec4(this.r, this.g, this.b, this.a);\n }\n });\n },\n fragment(pb) {\n this.$outputs.color = webgl1 ? pb.vec4() : pb.uvec4();\n pb.main(function () {\n this.$outputs.color = this.$inputs.value;\n });\n }\n })!;\n this._lightIndexProgram.name = '@ClusteredLight_Index';\n this._bindGroup = device.createBindGroup(this._lightIndexProgram.bindGroupLayouts[0]);\n this._lightBuffer?.dispose();\n const lightBufferType = this._lightIndexProgram.getBindingInfo(\n ShaderHelper.getLightBufferUniformName()!\n )!.type;\n this._lightBuffer = device.createStructuredBuffer(lightBufferType as PBStructTypeInfo, {\n usage: 'uniform'\n });\n }\n private createLightIndexTexture(device: AbstractDevice) {\n const exp = Math.log2(this._tileCountX * this._tileCountY * this._tileCountZ);\n const a = (exp + 1) >>> 1;\n const b = exp - a;\n const textureWidth = 2 << (a - 1);\n const textureHeight = 2 << (b - 1);\n if (textureWidth * textureHeight !== this._tileCountX * this._tileCountY * this._tileCountZ) {\n throw new Error('Internal error');\n }\n this._lightIndexTexture = device.createTexture2D(\n device.type === 'webgl' ? 'rgba32f' : 'rgba32ui',\n textureWidth,\n textureHeight,\n { mipmapping: false }\n )!;\n this._lightIndexTexture.name = 'ClusterLightIndex';\n this._lightIndexFramebuffer?.dispose();\n this._lightIndexFramebuffer = device.createFrameBuffer([this._lightIndexTexture], null);\n }\n calculateLightIndex(\n camera: Camera,\n renderQueue: RenderQueue,\n screenSpaceShadowMask = camera.screenSpaceShadowMask,\n preExposure = 1\n ) {\n const numLights = this.getVisibleLights(renderQueue, this._lights, screenSpaceShadowMask, preExposure);\n const device = getDevice();\n if (!this._lightIndexTexture) {\n this.createLightIndexTexture(device);\n }\n if (!this._lightIndexProgram) {\n this.createProgram(device);\n }\n if (!this._lightIndexVertexLayout) {\n this.createVertexLayout(device, this._lightIndexTexture!.width, this._lightIndexTexture!.height);\n }\n if (!this._lightIndexRenderStates) {\n this.createRenderState(device);\n }\n const viewport = device.getViewport();\n const vw = device.screenXToDevice(viewport.width);\n const vh = device.screenYToDevice(viewport.height);\n const scale = this._tileCountZ / Math.log2(camera.getFarPlane() / camera.getNearPlane());\n const bias = -(\n (this._tileCountZ * Math.log2(camera.getNearPlane())) /\n Math.log2(camera.getFarPlane() / camera.getNearPlane())\n );\n this._clusterParam.setXYZW(vw, vh, scale, bias);\n this._sizeParam.setXYZW(vw, vh, camera.getNearPlane(), camera.getFarPlane());\n this._countParam[0] = this._tileCountX;\n this._countParam[1] = this._tileCountY;\n this._countParam[2] = this._tileCountZ;\n // countParam.w stores light count + 1 because clustered indices start from 1.\n // Keep it valid even when there are no unshadowed punctual lights so clustered\n // shading math stays well-defined for emissive and environment lighting paths.\n this._countParam[3] = numLights + 1;\n device.pushDeviceStates();\n device.setFramebuffer(this._lightIndexFramebuffer);\n if (numLights > 0) {\n if (this._lightBuffer!.disposed) {\n this._lightBuffer!.reload();\n }\n this._lightBuffer!.bufferSubData(0, this._lights);\n this._bindGroup!.setValue('invProjMatrix', camera.getInvProjectionMatrix());\n this._bindGroup!.setValue('viewMatrix', camera.viewMatrix);\n this._bindGroup!.setValue('sizeParam', this._sizeParam);\n this._bindGroup!.setValue('countParam', this._countParam);\n this._bindGroup!.setBuffer(ShaderHelper.getLightBufferUniformName(), this._lightBuffer!);\n device.setProgram(this._lightIndexProgram);\n device.setVertexLayout(this._lightIndexVertexLayout);\n device.setBindGroup(0, this._bindGroup!);\n const savedRS = device.getRenderStates();\n device.setRenderStates(this._lightIndexRenderStates);\n device.draw('point-list', 0, this._tileCountX * this._tileCountY * this._tileCountZ);\n device.setRenderStates(savedRS);\n } else {\n device.clearFrameBuffer(new Vector4(0, 0, 0, 0), DEPTH_CLEAR_VALUE, 0);\n }\n device.popDeviceStates();\n }\n private getVisibleLights(\n renderQueue: RenderQueue,\n lights: Float32Array,\n useShadowMask: boolean,\n preExposure: number\n ) {\n const writeLight = (light: PunctualLight, slot: number) => {\n const offset = slot * 16;\n const colorIntensity = light.diffuseAndIntensity;\n lights.set(light.positionAndRange, offset);\n lights.set(light.directionAndCutoff, offset + 4);\n // Only the intensity carries the camera pre-exposure; the color stays as authored. The\n // light's own cached vector must not be mutated because it is shared across cameras.\n lights[offset + 8] = colorIntensity.x;\n lights[offset + 9] = colorIntensity.y;\n lights[offset + 10] = colorIntensity.z;\n lights[offset + 11] = colorIntensity.w * preExposure;\n lights.set(light.extraParams, offset + 12);\n };\n // When the screen-space shadow mask is active, shadow-casting lights occupy\n // the head of the buffer (slots 1..N) in the exact order of\n // renderQueue.shadowedLights. The mask pass must assign layers/channels from\n // the SAME list in the SAME order so that a light's buffer index maps to its\n // mask slot without storing a per-light index. Keep these two in lockstep.\n let numShadow = 0;\n let slot = 0;\n if (useShadowMask) {\n numShadow = Math.min(\n renderQueue.shadowedLights.length,\n MAX_SHADOW_MASK_LIGHTS,\n ShaderHelper.getMaxClusterLights()\n );\n for (let i = 1; i <= numShadow; i++) {\n writeLight(renderQueue.shadowedLights[i - 1], i);\n }\n slot = numShadow;\n }\n // Unshadowed lights fill the region after the mask-backed shadow lights.\n const numUnshadowed = Math.min(\n renderQueue.unshadowedLights.length,\n ShaderHelper.getMaxClusterLights() - slot\n );\n for (let j = 0; j < numUnshadowed; j++) {\n writeLight(renderQueue.unshadowedLights[j], slot + j + 1);\n }\n slot += numUnshadowed;\n // Shadow-casting lights beyond the mask capacity (MAX_SHADOW_MASK_LIGHTS) have\n // no mask slot. Rather than dropping them silently, place them past index N so\n // they are still lit — without a mask sample, i.e. degraded to no shadow.\n if (useShadowMask && renderQueue.shadowedLights.length > numShadow) {\n const overflow = renderQueue.shadowedLights.length - numShadow;\n const numOverflow = Math.min(overflow, ShaderHelper.getMaxClusterLights() - slot);\n for (let k = 0; k < numOverflow; k++) {\n writeLight(renderQueue.shadowedLights[numShadow + k], slot + k + 1);\n }\n slot += numOverflow;\n if (!ClusteredLight._warnedShadowMaskOverflow) {\n ClusteredLight._warnedShadowMaskOverflow = true;\n console.warn(\n `ClusteredLight: ${renderQueue.shadowedLights.length} shadow-casting lights exceed the ` +\n `screen-space shadow mask capacity (${MAX_SHADOW_MASK_LIGHTS}); ${overflow} light(s) are ` +\n `lit without shadows${numOverflow < overflow ? `, and ${overflow - numOverflow} dropped` : ''}.`\n );\n }\n }\n this._numShadowLights = numShadow;\n return slot;\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 { DEPTH_CLEAR_VALUE, Vector4 } from '@zephyr3d/base';\r\nimport { 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 * (ShaderHelper.getMaxClusterLights() + 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.$outputs.value = webgl1 ? pb.vec4() : pb.uvec4();\r\n this.invProjMatrix = pb.mat4().uniform(0);\r\n this.viewMatrix = pb.mat4().uniform(0);\r\n this.sizeParam = pb.vec4().uniform(0);\r\n this.countParam = pb.ivec4().uniform(0);\r\n this[ShaderHelper.getLightBufferUniformName()] =\r\n pb.vec4[(ShaderHelper.getMaxClusterLights() + 1) * 4]().uniformBuffer(0);\r\n pb.func('lineIntersectionToZPlane', [pb.vec3('a'), pb.vec3('b'), pb.float('zDistance')], function () {\r\n this.$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(\r\n camera: Camera,\r\n renderQueue: RenderQueue,\r\n screenSpaceShadowMask = camera.screenSpaceShadowMask,\r\n preExposure = 1\r\n ) {\r\n const numLights = this.getVisibleLights(renderQueue, this._lights, screenSpaceShadowMask, preExposure);\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), DEPTH_CLEAR_VALUE, 0);\r\n }\r\n device.popDeviceStates();\r\n }\r\n private getVisibleLights(\r\n renderQueue: RenderQueue,\r\n lights: Float32Array,\r\n useShadowMask: boolean,\r\n preExposure: number\r\n ) {\r\n const writeLight = (light: PunctualLight, slot: number) => {\r\n const offset = slot * 16;\r\n const colorIntensity = light.diffuseAndIntensity;\r\n lights.set(light.positionAndRange, offset);\r\n lights.set(light.directionAndCutoff, offset + 4);\r\n // Only the intensity carries the camera pre-exposure; the color stays as authored. 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@@ -68,6 +68,8 @@ import { RENDER_PASS_TYPE_OBJECT_COLOR, RENDER_PASS_TYPE_SHADOWMAP } from '../va
|
|
|
68
68
|
return this.visitSprite(target);
|
|
69
69
|
} else if (target.isWater()) {
|
|
70
70
|
return this.visitWater(target);
|
|
71
|
+
} else if (target.isHair()) {
|
|
72
|
+
return this.visitHair(target);
|
|
71
73
|
} else if (target.isParticleSystem()) {
|
|
72
74
|
return this.visitParticleSystem(target);
|
|
73
75
|
} else if (target.isClipmapTerrain()) {
|
|
@@ -168,6 +170,23 @@ import { RENDER_PASS_TYPE_OBJECT_COLOR, RENDER_PASS_TYPE_SHADOWMAP } from '../va
|
|
|
168
170
|
}
|
|
169
171
|
return false;
|
|
170
172
|
}
|
|
173
|
+
/**
|
|
174
|
+
* Visits a hair node.
|
|
175
|
+
*
|
|
176
|
+
* @remarks
|
|
177
|
+
* Treated like a mesh rather than like water: hair casts shadows, and the
|
|
178
|
+
* strand material has a transparent shadow caster path built for exactly that.
|
|
179
|
+
* @internal
|
|
180
|
+
*/ visitHair(node) {
|
|
181
|
+
if (!node.hidden && (node.castShadow || !this._isShadowMapping) && (node.gpuPickable || !this._isGPUPicking)) {
|
|
182
|
+
const clipState = this.getClipStateWithNode(node);
|
|
183
|
+
if (clipState !== ClipState.NOT_CLIPPED) {
|
|
184
|
+
this.push(this._camera, node);
|
|
185
|
+
return true;
|
|
186
|
+
}
|
|
187
|
+
}
|
|
188
|
+
return false;
|
|
189
|
+
}
|
|
171
190
|
/** @internal */ visitWater(node) {
|
|
172
191
|
if (!node.hidden && !this._isShadowMapping && (node.gpuPickable || !this._isGPUPicking)) {
|
|
173
192
|
const clipState = this.getClipStateWithNode(node);
|