@zephyr3d/scene 0.9.25 → 0.9.27
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/animation/animationset.js +92 -30
- package/dist/animation/animationset.js.map +1 -1
- 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/convex_collider.js +320 -0
- package/dist/animation/joint_dynamics/convex_collider.js.map +1 -0
- 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 +79 -25
- 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 +184 -69
- package/dist/asset/model.js.map +1 -1
- package/dist/camera/camera.js +268 -44
- 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 +9044 -5139
- package/dist/index.js +17 -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 +48 -10
- 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 +106 -19
- 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 +734 -23
- 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 +2059 -72
- 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 +664 -56
- package/dist/posteffect/motionblur.js.map +1 -1
- package/dist/posteffect/posteffect.js +12 -1
- package/dist/posteffect/posteffect.js.map +1 -1
- package/dist/posteffect/sao.js +46 -44
- package/dist/posteffect/sao.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 +121 -36
- 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 +8 -2
- package/dist/render/abuffer_oit.js.map +1 -1
- package/dist/render/clipmap.js +156 -5
- package/dist/render/clipmap.js.map +1 -1
- package/dist/render/cull_visitor.js +20 -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 +3 -2
- 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 +6 -3
- package/dist/render/fbm_wavegenerator.js.map +1 -1
- package/dist/render/fft_wavegenerator.js +57 -15
- package/dist/render/fft_wavegenerator.js.map +1 -1
- package/dist/render/gerstner_wavegenerator.js +130 -20
- 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/hzb.js +80 -22
- package/dist/render/hzb.js.map +1 -1
- package/dist/render/lightpass.js +6 -3
- package/dist/render/lightpass.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 +39 -0
- package/dist/render/render_queue.js.map +1 -1
- package/dist/render/renderer.js +4 -0
- package/dist/render/renderer.js.map +1 -1
- package/dist/render/rendergraph/blackboard.js +1 -0
- package/dist/render/rendergraph/blackboard.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 +379 -10
- package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
- package/dist/render/rendergraph/frame_resource_requirements.js +1 -0
- package/dist/render/rendergraph/frame_resource_requirements.js.map +1 -1
- package/dist/render/rendergraph/history_resources.js +8 -1
- package/dist/render/rendergraph/history_resources.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/underwater.js +624 -0
- package/dist/render/underwater.js.map +1 -0
- package/dist/render/water_caustics.js +1380 -0
- package/dist/render/water_caustics.js.map +1 -0
- package/dist/render/weightedblended_oit.js +3 -2
- 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 +3 -0
- 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 +546 -4
- 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/shaders/water.js +22 -19
- package/dist/shaders/water.js.map +1 -1
- package/dist/shaders/water_medium.js +56 -0
- package/dist/shaders/water_medium.js.map +1 -0
- 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 +1 -1
- 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 +434 -101
- package/dist/utility/serialization/manager.js.map +1 -1
- package/dist/utility/serialization/scene/animation.js +401 -5
- 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 +186 -26
- 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 +4 -0
- 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 +1105 -21
- package/dist/utility/serialization/scene/water.js.map +1 -1
- package/dist/utility/serialization/types.js.map +1 -1
- package/dist/utility/shprojector.js +9 -8
- package/dist/utility/shprojector.js.map +1 -1
- package/dist/values.js +49 -2
- package/dist/values.js.map +1 -1
- package/package.json +3 -3
- package/dist/render/rendergraph/frame_graph_context.js +0 -41
- package/dist/render/rendergraph/frame_graph_context.js.map +0 -1
- package/dist/shaders/ssgi.js +0 -63
- package/dist/shaders/ssgi.js.map +0 -1
- package/dist/shaders/ssgi_reprojection.js +0 -118
- package/dist/shaders/ssgi_reprojection.js.map +0 -1
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{"version":3,"file":"taa.js","sources":["../../src/posteffect/taa.ts"],"sourcesContent":["import type { BindGroup, FrameBuffer, GPUProgram, Texture2D } from '@zephyr3d/device';\r\nimport type { DrawContext, Primitive } from '../render';\r\nimport { AbstractPostEffect, PostEffectLayer } from './posteffect';\r\nimport type { PostEffectSetupContext } from './posteffect';\r\nimport { linearToGamma } from '../shaders/misc';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { fetchSampler } from '../utility/misc';\r\nimport { BoxShape } from '../shapes';\r\nimport { temporalResolve } from '../shaders/temporal';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { DEPTH_COMPARE_DEFAULT, DEPTH_FARTHEST, Vector2 } from '@zephyr3d/base';\r\nimport { RGHistoryResources } from '../render/rendergraph/history_resources';\r\nimport { FrameResources } from '../render/rendergraph/blackboard';\r\nimport type { RGHandle, RGTextureDesc } from '../render/rendergraph/types';\r\n\r\n/** @internal */\r\nexport class TAA extends AbstractPostEffect {\r\n private static _resolveProgram: GPUProgram[] = [];\r\n private static _skyMotionVectorProgram: Nullable<GPUProgram> = null;\r\n private static _box: Primitive;\r\n private static readonly _texSize = new Vector2();\r\n private _bindGroup: Nullable<BindGroup>;\r\n private _skyMotionVectorBindGroup: Nullable<BindGroup>;\r\n constructor() {\r\n super();\r\n this._bindGroup = null;\r\n this._layer = PostEffectLayer.end;\r\n this._skyMotionVectorBindGroup = null;\r\n }\r\n renderSkyMotionVectors(ctx: DrawContext) {\r\n const fb = ctx.device.pool.fetchTemporalFramebuffer(\r\n false,\r\n 0,\r\n 0,\r\n ctx.motionVectorTexture!,\r\n ctx.depthTexture\r\n );\r\n const program = TAA._getSkyMotionVectorProgram(ctx);\r\n if (!this._skyMotionVectorBindGroup) {\r\n this._skyMotionVectorBindGroup = ctx.device.createBindGroup(program.bindGroupLayouts[0]);\r\n }\r\n const box = TAA._getBox(ctx);\r\n this._skyMotionVectorBindGroup.setValue('VPMatrix', ctx.camera.viewProjectionMatrix);\r\n this._skyMotionVectorBindGroup.setValue('prevVPMatrix', ctx.camera.prevVPMatrix!);\r\n this._skyMotionVectorBindGroup.setValue('cameraPos', ctx.camera.getWorldPosition());\r\n this._skyMotionVectorBindGroup.setValue('prevCameraPos', ctx.camera.prevPosition!);\r\n ctx.device.pushDeviceStates();\r\n ctx.device.setProgram(program);\r\n ctx.device.setBindGroup(0, this._skyMotionVectorBindGroup);\r\n ctx.device.setRenderStates(AbstractPostEffect.getDefaultRenderState(ctx, DEPTH_COMPARE_DEFAULT));\r\n ctx.device.setFramebuffer(fb);\r\n box.draw();\r\n ctx.device.popDeviceStates();\r\n ctx.device.pool.releaseFrameBuffer(fb);\r\n }\r\n apply(ctx: DrawContext, inputColorTexture: Texture2D, sceneDepthTexture: Texture2D, srgbOutput: boolean) {\r\n const historyManager = ctx.camera.getHistoryResourceManager();\r\n const prevColorTex = historyManager!.tryGetPrevious(RGHistoryResources.TAA_COLOR);\r\n const prevMotionVectorTex = historyManager!.tryGetPrevious(RGHistoryResources.TAA_MOTION_VECTOR);\r\n if (\r\n !prevColorTex ||\r\n !prevMotionVectorTex ||\r\n prevColorTex.width !== inputColorTexture.width ||\r\n prevColorTex.height !== inputColorTexture.height\r\n ) {\r\n this.passThrough(ctx, inputColorTexture, srgbOutput);\r\n } else {\r\n this._resolve(\r\n ctx,\r\n inputColorTexture,\r\n sceneDepthTexture,\r\n ctx.motionVectorTexture!,\r\n prevColorTex,\r\n prevMotionVectorTex,\r\n srgbOutput\r\n );\r\n }\r\n }\r\n /** @internal */\r\n private _resolve(\r\n ctx: DrawContext,\r\n inputColorTexture: Texture2D,\r\n sceneDepthTexture: Texture2D,\r\n motionVectorTexture: Texture2D,\r\n prevColorTex: Texture2D,\r\n prevMotionVectorTex: Texture2D,\r\n srgbOutput: boolean\r\n ) {\r\n let program = TAA._resolveProgram[ctx.camera.TAADebug];\r\n if (!program) {\r\n program = TAA._getResolveProgram(ctx, ctx.camera.TAADebug);\r\n TAA._resolveProgram[ctx.camera.TAADebug] = program;\r\n }\r\n if (!this._bindGroup) {\r\n this._bindGroup = ctx.device.createBindGroup(program.bindGroupLayouts[0]);\r\n }\r\n this._bindGroup.setTexture('historyColorTex', prevColorTex, fetchSampler('clamp_linear_nomip'));\r\n this._bindGroup.setTexture('currentColorTex', inputColorTexture, fetchSampler('clamp_nearest_nomip'));\r\n this._bindGroup.setTexture('currentDepthTex', sceneDepthTexture, fetchSampler('clamp_nearest_nomip'));\r\n this._bindGroup.setTexture('motionVector', motionVectorTexture, fetchSampler('clamp_nearest_nomip'));\r\n this._bindGroup.setTexture('prevMotionVector', prevMotionVectorTex, fetchSampler('clamp_nearest_nomip'));\r\n this._bindGroup.setValue('flip', this.needFlip(ctx.device) ? 1 : 0);\r\n this._bindGroup.setValue('srgbOut', srgbOutput ? 1 : 0);\r\n TAA._texSize.setXY(sceneDepthTexture.width, sceneDepthTexture.height);\r\n this._bindGroup.setValue('texSize', TAA._texSize);\r\n ctx.device.setProgram(program);\r\n ctx.device.setBindGroup(0, this._bindGroup);\r\n this.drawFullscreenQuad();\r\n }\r\n /** {@inheritDoc AbstractPostEffect.setup}\r\n *\r\n * Native implementation: previous-frame color/motion-vector textures are\r\n * imported as graph resources at build time and this frame's resolve output\r\n * and motion vectors are queued as retained history commits, making TAA\r\n * fully self-describing (no builder-side history plumbing).\r\n */\r\n setup(s: PostEffectSetupContext): RGHandle {\r\n const { graph, ctx, history, blackboard } = s;\r\n const motionVectorHandle = blackboard.get(FrameResources.MotionVector);\r\n const linearDepthHandle = blackboard.get(FrameResources.LinearDepth);\r\n if (!history || !motionVectorHandle || !linearDepthHandle) {\r\n // No temporal inputs available this frame — the legacy path degrades to\r\n // a pass-through.\r\n return this._setupFromApply(s);\r\n }\r\n const historySize = { width: s.width, height: s.height };\r\n const colorDesc: RGTextureDesc = {\r\n format: s.colorFormat,\r\n sizeMode: 'absolute',\r\n width: s.width,\r\n height: s.height\r\n };\r\n const motionVectorDesc: RGTextureDesc = {\r\n format: 'rgba16f',\r\n sizeMode: 'absolute',\r\n width: s.width,\r\n height: s.height\r\n };\r\n const prevColorHandle = history.importPreviousIfCompatible(\r\n graph,\r\n RGHistoryResources.TAA_COLOR,\r\n colorDesc,\r\n historySize\r\n );\r\n const prevMotionVectorHandle = history.importPreviousIfCompatible(\r\n graph,\r\n RGHistoryResources.TAA_MOTION_VECTOR,\r\n motionVectorDesc,\r\n historySize\r\n );\r\n\r\n return graph.addPass('PostEffect:TAA', (builder) => {\r\n builder.read(s.input);\r\n builder.read(linearDepthHandle);\r\n builder.read(motionVectorHandle);\r\n if (prevColorHandle) {\r\n builder.read(prevColorHandle);\r\n }\r\n if (prevMotionVectorHandle) {\r\n builder.read(prevMotionVectorHandle);\r\n }\r\n for (const dep of s.dependencies) {\r\n builder.read(dep);\r\n }\r\n // requireDepthAttachment is true, so this always resolves to an\r\n // intermediate texture — required anyway for the history commit below.\r\n const output = s.createOutput(builder, { needDepthAttachment: true });\r\n builder.setExecute((rg) => {\r\n const device = ctx.device;\r\n device.pushDeviceStates();\r\n try {\r\n device.setFramebuffer(\r\n output.framebuffer ? rg.getFramebuffer<FrameBuffer>(output.framebuffer) : null\r\n );\r\n const inputTexture = rg.getTexture<Texture2D>(s.input);\r\n const depthTexture = rg.getTexture<Texture2D>(linearDepthHandle);\r\n const motionVectorTexture = rg.getTexture<Texture2D>(motionVectorHandle);\r\n const prevColorTex = prevColorHandle ? rg.getTexture<Texture2D>(prevColorHandle) : null;\r\n const prevMotionVectorTex = prevMotionVectorHandle\r\n ? rg.getTexture<Texture2D>(prevMotionVectorHandle)\r\n : null;\r\n if (\r\n !prevColorTex ||\r\n !prevMotionVectorTex ||\r\n prevColorTex.width !== inputTexture.width ||\r\n prevColorTex.height !== inputTexture.height\r\n ) {\r\n this.passThrough(ctx, inputTexture, output.srgbOutput);\r\n } else {\r\n this._resolve(\r\n ctx,\r\n inputTexture,\r\n depthTexture,\r\n motionVectorTexture,\r\n prevColorTex,\r\n prevMotionVectorTex,\r\n output.srgbOutput\r\n );\r\n }\r\n // Queue this frame's history: the TAA resolve output and the frame's\r\n // motion vectors. Commits are applied only after the graph executes\r\n // successfully (HistoryResourceManager.commitFrame).\r\n const outputTexture = rg.getTexture<Texture2D>(output.color);\r\n history.queueRetainedCommit(\r\n RGHistoryResources.TAA_COLOR,\r\n {\r\n format: outputTexture.format,\r\n sizeMode: 'absolute',\r\n width: outputTexture.width,\r\n height: outputTexture.height\r\n },\r\n { width: outputTexture.width, height: outputTexture.height },\r\n outputTexture\r\n );\r\n history.queueRetainedCommit(\r\n RGHistoryResources.TAA_MOTION_VECTOR,\r\n {\r\n format: motionVectorTexture.format,\r\n sizeMode: 'absolute',\r\n width: motionVectorTexture.width,\r\n height: motionVectorTexture.height\r\n },\r\n { width: motionVectorTexture.width, height: motionVectorTexture.height },\r\n motionVectorTexture\r\n );\r\n } finally {\r\n device.popDeviceStates();\r\n }\r\n });\r\n return output.color;\r\n });\r\n }\r\n requireLinearDepthTexture(_ctx: DrawContext) {\r\n return true;\r\n }\r\n requireDepthAttachment(_ctx: DrawContext) {\r\n return true;\r\n }\r\n requireMotionVectorTexture(_ctx: DrawContext) {\r\n return true;\r\n }\r\n private static _getSkyMotionVectorProgram(ctx: DrawContext) {\r\n if (!this._skyMotionVectorProgram) {\r\n this._skyMotionVectorProgram = ctx.device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$inputs.pos = pb.vec3().attrib('position');\r\n this.VPMatrix = pb.mat4().uniform(0);\r\n this.prevVPMatrix = pb.mat4().uniform(0);\r\n this.cameraPos = pb.vec3().uniform(0);\r\n this.prevCameraPos = pb.vec3().uniform(0);\r\n pb.main(function () {\r\n this.$l.worldPos = pb.add(this.$inputs.pos, this.cameraPos);\r\n this.$l.prevWorldPos = pb.add(this.$inputs.pos, this.prevCameraPos);\r\n this.$l.clipPos = pb.mul(this.VPMatrix, pb.vec4(this.worldPos, 1));\r\n this.$l.prevClipPos = pb.mul(this.prevVPMatrix, pb.vec4(this.prevWorldPos, 1));\r\n this.clipPos.z = ShaderHelper.farthestClipZ(this, this.clipPos.w);\r\n this.$builtins.position = this.clipPos;\r\n this.$outputs.currentPos = this.clipPos;\r\n this.$outputs.prevPos = this.prevClipPos;\r\n });\r\n },\r\n fragment(pb) {\r\n this.$outputs.color = pb.vec4();\r\n pb.main(function () {\r\n this.$l.motionVector = pb.mul(\r\n pb.sub(\r\n pb.div(this.$inputs.currentPos.xy, this.$inputs.currentPos.w),\r\n pb.div(this.$inputs.prevPos.xy, this.$inputs.prevPos.w)\r\n ),\r\n 0.5\r\n );\r\n this.$outputs.color = pb.vec4(this.motionVector, 0, 1);\r\n });\r\n }\r\n })!;\r\n this._skyMotionVectorProgram.name = '@TAA_SkyMotionVector';\r\n }\r\n return this._skyMotionVectorProgram;\r\n }\r\n private static _getBox(_ctx: DrawContext) {\r\n if (!this._box) {\r\n this._box = new BoxShape({\r\n size: 2,\r\n needNormal: false,\r\n needUV: false\r\n });\r\n }\r\n return this._box;\r\n }\r\n private static _getResolveProgram(ctx: DrawContext, debug: number) {\r\n const program = ctx.device.buildRenderProgram({\r\n vertex(pb) {\r\n this.flip = pb.int().uniform(0);\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n this.$outputs.uv = pb.vec2();\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, DEPTH_FARTHEST, 1);\r\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\r\n this.$if(pb.notEqual(this.flip, 0), function () {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n });\r\n });\r\n },\r\n fragment(pb) {\r\n this.historyColorTex = pb.tex2D().uniform(0);\r\n this.currentColorTex = pb.tex2D().uniform(0);\r\n this.currentDepthTex = pb.tex2D().uniform(0);\r\n this.motionVector = pb.tex2D().uniform(0);\r\n this.prevMotionVector = pb.tex2D().uniform(0);\r\n this.texSize = pb.vec2().uniform(0);\r\n this.srgbOut = pb.int().uniform(0);\r\n this.$outputs.outColor = pb.vec4();\r\n pb.main(function () {\r\n this.$l.screenUV = pb.div(pb.vec2(this.$builtins.fragCoord.xy), this.texSize);\r\n this.$l.resolvedColor = temporalResolve(\r\n this,\r\n this.currentColorTex,\r\n this.historyColorTex,\r\n 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{"version":3,"file":"taa.js","sources":["../../src/posteffect/taa.ts"],"sourcesContent":["import type { BindGroup, GPUProgram, Texture2D } from '@zephyr3d/device';\r\nimport type { DrawContext, Primitive } from '../render';\r\nimport { AbstractPostEffect, PostEffectLayer } from './posteffect';\r\nimport type { PostEffectSetupContext } from './posteffect';\r\nimport { linearToGamma } from '../shaders/misc';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { fetchSampler } from '../utility/misc';\r\nimport { BoxShape } from '../shapes';\r\nimport { temporalResolve } from '../shaders/temporal';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { DEPTH_COMPARE_DEFAULT, DEPTH_FARTHEST, Vector2 } from '@zephyr3d/base';\r\nimport { RGHistoryResources } from '../render/rendergraph/history_resources';\r\nimport { FrameResources } from '../render/rendergraph/blackboard';\r\nimport type { RGHandle, RGTextureDesc } from '../render/rendergraph/types';\r\n\r\n/** @internal */\r\nexport class TAA extends AbstractPostEffect {\r\n private static _resolveProgram: GPUProgram[] = [];\r\n private static _skyMotionVectorProgram: Nullable<GPUProgram> = null;\r\n private static _box: Primitive;\r\n private static readonly _texSize = new Vector2();\r\n private _bindGroup: Nullable<BindGroup>;\r\n private _skyMotionVectorBindGroup: Nullable<BindGroup>;\r\n constructor() {\r\n super();\r\n this._bindGroup = null;\r\n this._layer = PostEffectLayer.end;\r\n this._skyMotionVectorBindGroup = null;\r\n }\r\n renderSkyMotionVectors(ctx: DrawContext) {\r\n const fb = ctx.device.pool.fetchTemporalFramebuffer(\r\n false,\r\n 0,\r\n 0,\r\n ctx.motionVectorTexture!,\r\n ctx.depthTexture\r\n );\r\n const program = TAA._getSkyMotionVectorProgram(ctx);\r\n if (!this._skyMotionVectorBindGroup) {\r\n this._skyMotionVectorBindGroup = ctx.device.createBindGroup(program.bindGroupLayouts[0]);\r\n }\r\n const box = TAA._getBox(ctx);\r\n this._skyMotionVectorBindGroup.setValue('VPMatrix', ctx.camera.viewProjectionMatrix);\r\n this._skyMotionVectorBindGroup.setValue('prevVPMatrix', ctx.camera.prevVPMatrix!);\r\n this._skyMotionVectorBindGroup.setValue('cameraPos', ctx.camera.getWorldPosition());\r\n this._skyMotionVectorBindGroup.setValue('prevCameraPos', ctx.camera.prevPosition!);\r\n ctx.device.pushDeviceStates();\r\n ctx.device.setProgram(program);\r\n ctx.device.setBindGroup(0, this._skyMotionVectorBindGroup);\r\n ctx.device.setRenderStates(AbstractPostEffect.getDefaultRenderState(ctx, DEPTH_COMPARE_DEFAULT));\r\n ctx.device.setFramebuffer(fb);\r\n box.draw();\r\n ctx.device.popDeviceStates();\r\n ctx.device.pool.releaseFrameBuffer(fb);\r\n }\r\n apply(ctx: DrawContext, inputColorTexture: Texture2D, sceneDepthTexture: Texture2D, srgbOutput: boolean) {\r\n const historyManager = ctx.camera.getHistoryResourceManager();\r\n const prevColorTex = historyManager!.tryGetPrevious(RGHistoryResources.TAA_COLOR);\r\n const prevMotionVectorTex = historyManager!.tryGetPrevious(RGHistoryResources.TAA_MOTION_VECTOR);\r\n if (\r\n !prevColorTex ||\r\n !prevMotionVectorTex ||\r\n prevColorTex.width !== inputColorTexture.width ||\r\n prevColorTex.height !== inputColorTexture.height\r\n ) {\r\n this.passThrough(ctx, inputColorTexture, srgbOutput);\r\n } else {\r\n this._resolve(\r\n ctx,\r\n inputColorTexture,\r\n sceneDepthTexture,\r\n ctx.motionVectorTexture!,\r\n prevColorTex,\r\n prevMotionVectorTex,\r\n srgbOutput\r\n );\r\n }\r\n }\r\n /** @internal */\r\n private _resolve(\r\n ctx: DrawContext,\r\n inputColorTexture: Texture2D,\r\n sceneDepthTexture: Texture2D,\r\n motionVectorTexture: Texture2D,\r\n prevColorTex: Texture2D,\r\n prevMotionVectorTex: Texture2D,\r\n srgbOutput: boolean\r\n ) {\r\n let program = TAA._resolveProgram[ctx.camera.TAADebug];\r\n if (!program) {\r\n program = TAA._getResolveProgram(ctx, ctx.camera.TAADebug);\r\n TAA._resolveProgram[ctx.camera.TAADebug] = program;\r\n }\r\n if (!this._bindGroup) {\r\n this._bindGroup = ctx.device.createBindGroup(program.bindGroupLayouts[0]);\r\n }\r\n this._bindGroup.setTexture('historyColorTex', prevColorTex, fetchSampler('clamp_linear_nomip'));\r\n this._bindGroup.setTexture('currentColorTex', inputColorTexture, fetchSampler('clamp_nearest_nomip'));\r\n this._bindGroup.setTexture('currentDepthTex', sceneDepthTexture, fetchSampler('clamp_nearest_nomip'));\r\n this._bindGroup.setTexture('motionVector', motionVectorTexture, fetchSampler('clamp_nearest_nomip'));\r\n this._bindGroup.setTexture('prevMotionVector', prevMotionVectorTex, fetchSampler('clamp_nearest_nomip'));\r\n this._bindGroup.setValue('flip', this.needFlip(ctx.device) ? 1 : 0);\r\n this._bindGroup.setValue('srgbOut', srgbOutput ? 1 : 0);\r\n TAA._texSize.setXY(sceneDepthTexture.width, sceneDepthTexture.height);\r\n this._bindGroup.setValue('texSize', TAA._texSize);\r\n ctx.device.setProgram(program);\r\n ctx.device.setBindGroup(0, this._bindGroup);\r\n this.drawFullscreenQuad();\r\n }\r\n /** {@inheritDoc AbstractPostEffect.setup}\r\n *\r\n * Native implementation: previous-frame color/motion-vector textures are\r\n * imported as graph resources at build time and this frame's resolve output\r\n * and motion vectors are queued as retained history commits, making TAA\r\n * fully self-describing (no builder-side history plumbing).\r\n */\r\n setup(s: PostEffectSetupContext): RGHandle {\r\n const { graph, ctx, history, blackboard } = s;\r\n const motionVectorHandle = blackboard.get(FrameResources.MotionVector);\r\n const linearDepthHandle = blackboard.get(FrameResources.LinearDepth);\r\n if (!history || !motionVectorHandle || !linearDepthHandle) {\r\n // No temporal inputs available this frame — the legacy path degrades to\r\n // a pass-through.\r\n return this._setupFromApply(s);\r\n }\r\n const historySize = { width: s.width, height: s.height };\r\n const colorDesc: RGTextureDesc = {\r\n format: s.colorFormat,\r\n sizeMode: 'absolute',\r\n width: s.width,\r\n height: s.height\r\n };\r\n const motionVectorDesc: RGTextureDesc = {\r\n format: 'rgba16f',\r\n sizeMode: 'absolute',\r\n width: s.width,\r\n height: s.height\r\n };\r\n const prevColorHandle = history.importPreviousIfCompatible(\r\n graph,\r\n RGHistoryResources.TAA_COLOR,\r\n colorDesc,\r\n historySize\r\n );\r\n const prevMotionVectorHandle = history.importPreviousIfCompatible(\r\n graph,\r\n RGHistoryResources.TAA_MOTION_VECTOR,\r\n motionVectorDesc,\r\n historySize\r\n );\r\n\r\n return graph.addPass('PostEffect:TAA', (builder) => {\r\n builder.read(s.input);\r\n builder.read(linearDepthHandle);\r\n builder.read(motionVectorHandle);\r\n if (prevColorHandle) {\r\n builder.read(prevColorHandle);\r\n }\r\n if (prevMotionVectorHandle) {\r\n builder.read(prevMotionVectorHandle);\r\n }\r\n for (const dep of s.dependencies) {\r\n builder.read(dep);\r\n }\r\n // requireDepthAttachment is true, so this always resolves to an\r\n // intermediate texture — required anyway for the history commit below.\r\n const output = s.createOutput(builder, { needDepthAttachment: true });\r\n builder.setExecute((rg) => {\r\n const device = ctx.device;\r\n device.pushDeviceStates();\r\n try {\r\n device.setFramebuffer(output.framebuffer ? rg.getFramebuffer(output.framebuffer) : null);\r\n const inputTexture = rg.getTexture<Texture2D>(s.input);\r\n const depthTexture = rg.getTexture<Texture2D>(linearDepthHandle);\r\n const motionVectorTexture = rg.getTexture<Texture2D>(motionVectorHandle);\r\n const prevColorTex = prevColorHandle ? rg.getTexture<Texture2D>(prevColorHandle) : null;\r\n const prevMotionVectorTex = prevMotionVectorHandle\r\n ? rg.getTexture<Texture2D>(prevMotionVectorHandle)\r\n : null;\r\n if (\r\n !prevColorTex ||\r\n !prevMotionVectorTex ||\r\n prevColorTex.width !== inputTexture.width ||\r\n prevColorTex.height !== inputTexture.height\r\n ) {\r\n this.passThrough(ctx, inputTexture, output.srgbOutput);\r\n } else {\r\n this._resolve(\r\n ctx,\r\n inputTexture,\r\n depthTexture,\r\n motionVectorTexture,\r\n prevColorTex,\r\n prevMotionVectorTex,\r\n output.srgbOutput\r\n );\r\n }\r\n // Queue this frame's history: the TAA resolve output and the frame's\r\n // motion vectors. Commits are applied only after the graph executes\r\n // successfully (HistoryResourceManager.commitFrame).\r\n const outputTexture = rg.getTexture<Texture2D>(output.color);\r\n history.queueRetainedCommit(\r\n RGHistoryResources.TAA_COLOR,\r\n {\r\n format: outputTexture.format,\r\n sizeMode: 'absolute',\r\n width: outputTexture.width,\r\n height: outputTexture.height\r\n },\r\n { width: outputTexture.width, height: outputTexture.height },\r\n outputTexture\r\n );\r\n history.queueRetainedCommit(\r\n RGHistoryResources.TAA_MOTION_VECTOR,\r\n {\r\n format: motionVectorTexture.format,\r\n sizeMode: 'absolute',\r\n width: motionVectorTexture.width,\r\n height: motionVectorTexture.height\r\n },\r\n { width: motionVectorTexture.width, height: motionVectorTexture.height },\r\n motionVectorTexture\r\n );\r\n } finally {\r\n device.popDeviceStates();\r\n }\r\n });\r\n return output.color;\r\n });\r\n }\r\n requireLinearDepthTexture(_ctx: DrawContext) {\r\n return true;\r\n }\r\n requireDepthAttachment(_ctx: DrawContext) {\r\n return true;\r\n }\r\n requireMotionVectorTexture(_ctx: DrawContext) {\r\n return true;\r\n }\r\n private static _getSkyMotionVectorProgram(ctx: DrawContext) {\r\n if (!this._skyMotionVectorProgram) {\r\n this._skyMotionVectorProgram = ctx.device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$inputs.pos = pb.vec3().attrib('position');\r\n this.VPMatrix = pb.mat4().uniform(0);\r\n this.prevVPMatrix = pb.mat4().uniform(0);\r\n this.cameraPos = pb.vec3().uniform(0);\r\n this.prevCameraPos = pb.vec3().uniform(0);\r\n pb.main(function () {\r\n this.$l.worldPos = pb.add(this.$inputs.pos, this.cameraPos);\r\n this.$l.prevWorldPos = pb.add(this.$inputs.pos, this.prevCameraPos);\r\n this.$l.clipPos = pb.mul(this.VPMatrix, pb.vec4(this.worldPos, 1));\r\n this.$l.prevClipPos = pb.mul(this.prevVPMatrix, pb.vec4(this.prevWorldPos, 1));\r\n this.clipPos.z = ShaderHelper.farthestClipZ(this, this.clipPos.w);\r\n this.$builtins.position = this.clipPos;\r\n this.$outputs.currentPos = this.clipPos;\r\n this.$outputs.prevPos = this.prevClipPos;\r\n });\r\n },\r\n fragment(pb) {\r\n this.$outputs.color = pb.vec4();\r\n pb.main(function () {\r\n this.$l.motionVector = pb.mul(\r\n pb.sub(\r\n pb.div(this.$inputs.currentPos.xy, this.$inputs.currentPos.w),\r\n pb.div(this.$inputs.prevPos.xy, this.$inputs.prevPos.w)\r\n ),\r\n 0.5\r\n );\r\n this.$outputs.color = pb.vec4(this.motionVector, 0, 1);\r\n });\r\n }\r\n })!;\r\n this._skyMotionVectorProgram.name = '@TAA_SkyMotionVector';\r\n }\r\n return this._skyMotionVectorProgram;\r\n }\r\n private static _getBox(_ctx: DrawContext) {\r\n if (!this._box) {\r\n this._box = new BoxShape({\r\n size: 2,\r\n needNormal: false,\r\n needUV: false\r\n });\r\n }\r\n return this._box;\r\n }\r\n private static _getResolveProgram(ctx: DrawContext, debug: number) {\r\n const program = ctx.device.buildRenderProgram({\r\n vertex(pb) {\r\n this.flip = pb.int().uniform(0);\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n this.$outputs.uv = pb.vec2();\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, DEPTH_FARTHEST, 1);\r\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\r\n this.$if(pb.notEqual(this.flip, 0), function () {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n });\r\n });\r\n },\r\n fragment(pb) {\r\n this.historyColorTex = pb.tex2D().uniform(0);\r\n this.currentColorTex = pb.tex2D().uniform(0);\r\n this.currentDepthTex = pb.tex2D().uniform(0);\r\n this.motionVector = pb.tex2D().uniform(0);\r\n this.prevMotionVector = pb.tex2D().uniform(0);\r\n this.texSize = pb.vec2().uniform(0);\r\n this.srgbOut = pb.int().uniform(0);\r\n this.$outputs.outColor = pb.vec4();\r\n pb.main(function () {\r\n this.$l.screenUV = pb.div(pb.vec2(this.$builtins.fragCoord.xy), this.texSize);\r\n this.$l.resolvedColor = temporalResolve(\r\n this,\r\n this.currentColorTex,\r\n this.historyColorTex,\r\n 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@@ -1,5 +1,6 @@
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1
1
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import { AbstractPostEffect, PostEffectLayer } from './posteffect.js';
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2
2
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import { linearToGamma } from '../shaders/misc.js';
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3
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+
import { SSR_interleavedGradientNoise } from '../shaders/ssr.js';
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3
4
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import { fetchSampler } from '../utility/misc.js';
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4
5
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5
6
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/**
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@@ -15,12 +16,32 @@ import { fetchSampler } from '../utility/misc.js';
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15
16
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static _programTonemap = null;
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16
17
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static _bindgroupTonemap = null;
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17
18
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_exposure;
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19
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+
_dither;
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18
20
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/**
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19
21
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* Creates an instance of tonemap post effect
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20
22
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*/ constructor(){
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21
23
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super();
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22
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-
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24
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+
// End layer: the display chain runs after the TAA resolve (see Camera.setupPostEffects).
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25
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+
this._layer = PostEffectLayer.end;
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23
26
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this._exposure = 1;
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27
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+
this._dither = true;
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28
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+
}
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29
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+
/**
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30
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+
* Whether to dither the result before it is quantized to an 8-bit target.
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31
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+
*
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32
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+
* @remarks
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33
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+
* Costs a handful of ALU operations and removes the banding that shallow gradients -- bloom
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34
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+
* halos, smooth skies, fog -- otherwise show once rounded to 8 bits. The added noise is +-1 code
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35
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+
* value, below the visible threshold on any ordinary display. Only applied when this pass writes
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36
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+
* the final 8-bit target; a half-float intermediate is left untouched.
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37
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+
*
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38
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+
* Turn it off when capturing frames for pixel comparison, where reproducible output matters more
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39
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+
* than smooth gradients.
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40
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+
*/ get dither() {
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|
41
|
+
return this._dither;
|
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42
|
+
}
|
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43
|
+
set dither(val) {
|
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44
|
+
this._dither = !!val;
|
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24
45
|
}
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25
46
|
/**
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26
47
|
* Exposure multiplier applied before the ACES curve.
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@@ -47,6 +68,9 @@ import { fetchSampler } from '../utility/misc.js';
|
|
|
47
68
|
}
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|
48
69
|
/** @internal */ _tonemap(device, inputColorTexture, sRGBOutput) {
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|
49
70
|
Tonemap._bindgroupTonemap.setValue('srgbOut', sRGBOutput ? 1 : 0);
|
|
71
|
+
// Only dither when this pass feeds an 8-bit target. Writing into a half-float intermediate
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72
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+
// (an effect still follows) has ~11 bits of mantissa to spare, so noise there is pure loss.
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|
73
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+
Tonemap._bindgroupTonemap.setValue('dither', this._dither && sRGBOutput ? 1 : 0);
|
|
50
74
|
Tonemap._bindgroupTonemap.setValue('exposure', this._exposure * Tonemap.ACES_INPUT_SCALE);
|
|
51
75
|
Tonemap._bindgroupTonemap.setValue('flip', this.needFlip(device) ? 1 : 0);
|
|
52
76
|
Tonemap._bindgroupTonemap.setTexture('tex', inputColorTexture, fetchSampler('clamp_nearest_nomip'));
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@@ -72,6 +96,7 @@ import { fetchSampler } from '../utility/misc.js';
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fragment (pb) {
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this.srgbOut = pb.int().uniform(0);
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this.exposure = pb.float().uniform(0);
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this.dither = pb.int().uniform(0);
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this.tex = pb.tex2D().uniform(0);
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this.$outputs.outColor = pb.vec4();
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pb.func('RRTAndODTFit', [
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@@ -93,6 +118,24 @@ import { fetchSampler } from '../utility/misc.js';
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this.$if(pb.notEqual(this.srgbOut, 0), function() {
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this.color = linearToGamma(this, this.color);
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});
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// Dither before the 8-bit write. This pass ends the HDR chain, so it is where a
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// shallow gradient gets quantized -- and a bloom halo is the shallowest gradient the
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// renderer produces: it can fall by less than 1/255 over several pixels, which
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// rounding turns into wide flat bands. Offsetting each pixel by well under one code
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// value before rounding trades those bands for noise below the visible threshold.
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//
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// The offset is a triangular PDF (sum of two uniforms), which is what audio and video
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// dithering use: unlike a single uniform it leaves no residual correlation between the
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// quantization error and the signal, so the bands do not merely move.
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this.$if(pb.notEqual(this.dither, 0), function() {
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// Interleaved gradient noise, the same helper the SSR and eye passes use. Two
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// decorrelated samples (the second offset by a half-period) sum to the triangular
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// distribution; (n1 + n2 - 1) then spans [-1, 1], scaled here to +-1 code value.
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this.$l.n1 = SSR_interleavedGradientNoise(this, this.$builtins.fragCoord.xy, 0);
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this.$l.n2 = SSR_interleavedGradientNoise(this, pb.add(this.$builtins.fragCoord.xy, pb.vec2(37, 17)), 0);
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this.color = pb.add(this.color, pb.vec3(pb.div(pb.sub(pb.add(this.n1, this.n2), 1), 255)));
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this.color = pb.clamp(this.color, pb.vec3(0), pb.vec3(1));
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});
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this.$outputs.outColor = pb.vec4(this.color, 1);
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});
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}
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{"version":3,"file":"tonemap.js","sources":["../../src/posteffect/tonemap.ts"],"sourcesContent":["import { AbstractPostEffect, PostEffectLayer } from './posteffect';\r\nimport { linearToGamma } from '../shaders/misc';\r\nimport type { AbstractDevice, BindGroup, GPUProgram, Texture2D } from '@zephyr3d/device';\r\nimport type { DrawContext } from '../render';\r\nimport { fetchSampler } from '../utility/misc';\r\nimport type { Nullable } from '@zephyr3d/base';\r\n\r\n/**\r\n * The tonemap post effect\r\n * @public\r\n */\r\nexport class Tonemap extends AbstractPostEffect {\r\n /**\r\n * @internal\r\n *\r\n * ACES input calibration. Matches Filament's `ACESLegacy` tone mapper, which pre-scales its input\r\n * by `1 / 0.6` before the RRT+ODT fit. Applied in every lighting mode, independent of exposure.\r\n */\r\n static readonly ACES_INPUT_SCALE = 1 / 0.6;\r\n private static _programTonemap: Nullable<GPUProgram> = null;\r\n private static _bindgroupTonemap: Nullable<BindGroup> = null;\r\n private _exposure: number;\r\n /**\r\n * Creates an instance of tonemap post effect\r\n */\r\n constructor() {\r\n super();\r\n this._layer = PostEffectLayer.transparent;\r\n this._exposure = 1;\r\n }\r\n /**\r\n * Exposure multiplier applied before the ACES curve.\r\n *\r\n * @remarks\r\n * Physical lighting pre-exposes every light quantity on the CPU, so this stays at 1 there and\r\n * only legacy uses it as a brightness control.\r\n */\r\n get exposure() {\r\n return this._exposure;\r\n }\r\n set exposure(val) {\r\n this._exposure = val;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.requireLinearDepthTexture} */\r\n requireLinearDepthTexture() {\r\n return false;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.requireDepthAttachment} */\r\n requireDepthAttachment() {\r\n return false;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.apply} */\r\n apply(ctx: DrawContext, inputColorTexture: Texture2D, sceneDepthTexture: Texture2D, srgbOutput: boolean) {\r\n const device = ctx.device;\r\n this._prepare(device, inputColorTexture);\r\n this._tonemap(device, inputColorTexture, srgbOutput);\r\n }\r\n /** @internal */\r\n private _tonemap(device: AbstractDevice, inputColorTexture: Texture2D, sRGBOutput: boolean) {\r\n Tonemap._bindgroupTonemap!.setValue('srgbOut', sRGBOutput ? 1 : 0);\r\n Tonemap._bindgroupTonemap!.setValue('exposure', this._exposure * Tonemap.ACES_INPUT_SCALE);\r\n Tonemap._bindgroupTonemap!.setValue('flip', this.needFlip(device) ? 1 : 0);\r\n Tonemap._bindgroupTonemap!.setTexture('tex', inputColorTexture, fetchSampler('clamp_nearest_nomip'));\r\n device.setProgram(Tonemap._programTonemap);\r\n device.setBindGroup(0, Tonemap._bindgroupTonemap!);\r\n this.drawFullscreenQuad();\r\n }\r\n /** @internal */\r\n private _prepare(device: AbstractDevice, _srcTexture: Texture2D) {\r\n if (!Tonemap._programTonemap) {\r\n Tonemap._programTonemap = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.flip = pb.int().uniform(0);\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n this.$outputs.uv = pb.vec2();\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, 0, 1);\r\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\r\n this.$if(pb.notEqual(this.flip, 0), function () {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n });\r\n });\r\n },\r\n fragment(pb) {\r\n this.srgbOut = pb.int().uniform(0);\r\n this.exposure = pb.float().uniform(0);\r\n this.tex = pb.tex2D().uniform(0);\r\n this.$outputs.outColor = pb.vec4();\r\n pb.func('RRTAndODTFit', [pb.vec3('v')], function () {\r\n this.$l.a = pb.sub(pb.mul(this.v, pb.add(this.v, pb.vec3(0.0245786))), pb.vec3(0.000090537));\r\n this.$l.b = pb.add(\r\n pb.mul(this.v, pb.add(pb.mul(this.v, 0.983729), pb.vec3(0.432951))),\r\n pb.vec3(0.238081)\r\n );\r\n this.$return(pb.div(this.a, this.b));\r\n });\r\n pb.main(function () {\r\n this.$l.vSample = pb.textureSample(this.tex, this.$inputs.uv);\r\n this.$l.ACESInputMat = pb.mat3(\r\n 0.59719,\r\n 0.076,\r\n 0.0284,\r\n 0.35458,\r\n 0.90834,\r\n 0.13383,\r\n 0.04823,\r\n 0.01566,\r\n 0.83777\r\n );\r\n this.$l.ACESOutputMat = pb.mat3(\r\n 1.60475,\r\n -0.10208,\r\n -0.00327,\r\n -0.53108,\r\n 1.10813,\r\n -0.07276,\r\n -0.07367,\r\n -0.00605,\r\n 1.07602\r\n );\r\n this.$l.color = pb.mul(this.vSample.rgb, this.exposure);\r\n this.color = pb.mul(this.ACESInputMat, this.color);\r\n this.color = this.RRTAndODTFit(this.color);\r\n this.color = pb.mul(this.ACESOutputMat, this.color);\r\n this.color = pb.clamp(this.color, pb.vec3(0), pb.vec3(1));\r\n this.$if(pb.notEqual(this.srgbOut, 0), function () {\r\n this.color = linearToGamma(this, this.color);\r\n });\r\n this.$outputs.outColor = pb.vec4(this.color, 1);\r\n });\r\n }\r\n })!;\r\n Tonemap._programTonemap.name = '@Tonemap';\r\n Tonemap._bindgroupTonemap = device.createBindGroup(Tonemap._programTonemap.bindGroupLayouts[0]);\r\n }\r\n }\r\n}\r\n"],"names":["Tonemap","AbstractPostEffect","ACES_INPUT_SCALE","_programTonemap","_bindgroupTonemap","_exposure","_layer","PostEffectLayer","transparent","exposure","val","requireLinearDepthTexture","requireDepthAttachment","apply","ctx","inputColorTexture","sceneDepthTexture","srgbOutput","device","_prepare","_tonemap","sRGBOutput","setValue","needFlip","setTexture","fetchSampler","setProgram","setBindGroup","drawFullscreenQuad","_srcTexture","buildRenderProgram","vertex","pb","flip","int","uniform","$inputs","pos","vec2","attrib","$outputs","uv","main","$builtins","position","vec4","add","mul","xy","$if","notEqual","y","neg","fragment","srgbOut","float","tex","tex2D","outColor","func","vec3","$l","a","sub","v","b","$return","div","vSample","textureSample","ACESInputMat","mat3","ACESOutputMat","color","rgb","RRTAndODTFit","clamp","linearToGamma","name","createBindGroup","bindGroupLayouts"],"mappings":";;;;AAOA;;;IAIO,MAAMA,OAAgBC,SAAAA,kBAAAA,CAAAA;AAC3B;;;;;MAMA,OAAgBC,gBAAmB,GAAA,CAAA,GAAI,GAAI;AAC3C,IAAA,OAAeC,kBAAwC,IAAK;AAC5D,IAAA,OAAeC,oBAAyC,IAAK;IACrDC,SAAkB;AAC1B;;AAEC,MACD,WAAc,EAAA;QACZ,KAAK,EAAA;AACL,QAAA,IAAI,CAACC,MAAM,GAAGC,eAAAA,CAAgBC,WAAW;QACzC,IAAI,CAACH,SAAS,GAAG,CAAA;AACnB;AACA;;;;;;AAMC,MACD,IAAII,QAAW,GAAA;QACb,OAAO,IAAI,CAACJ,SAAS;AACvB;IACA,IAAII,QAAAA,CAASC,GAAG,EAAE;QAChB,IAAI,CAACL,SAAS,GAAGK,GAAAA;AACnB;AACA,sEACAC,yBAA4B,GAAA;QAC1B,OAAO,KAAA;AACT;AACA,mEACAC,sBAAyB,GAAA;QACvB,OAAO,KAAA;AACT;kDAEAC,MAAMC,GAAgB,EAAEC,iBAA4B,EAAEC,iBAA4B,EAAEC,UAAmB,EAAE;QACvG,MAAMC,MAAAA,GAASJ,IAAII,MAAM;QACzB,IAAI,CAACC,QAAQ,CAACD,MAAQH,EAAAA,iBAAAA,CAAAA;AACtB,QAAA,IAAI,CAACK,QAAQ,CAACF,MAAAA,EAAQH,iBAAmBE,EAAAA,UAAAA,CAAAA;AAC3C;qBAEA,QAAiBC,CAAAA,MAAsB,EAAEH,iBAA4B,EAAEM,UAAmB,EAAE;AAC1FrB,QAAAA,OAAAA,CAAQI,iBAAiB,CAAEkB,QAAQ,CAAC,SAAA,EAAWD,aAAa,CAAI,GAAA,CAAA,CAAA;QAChErB,OAAQI,CAAAA,iBAAiB,CAAEkB,QAAQ,CAAC,UAAA,EAAY,IAAI,CAACjB,SAAS,GAAGL,OAAAA,CAAQE,gBAAgB,CAAA;QACzFF,OAAQI,CAAAA,iBAAiB,CAAEkB,QAAQ,CAAC,MAAA,EAAQ,IAAI,CAACC,QAAQ,CAACL,MAAAA,CAAAA,GAAU,CAAI,GAAA,CAAA,CAAA;AACxElB,QAAAA,OAAAA,CAAQI,iBAAiB,CAAEoB,UAAU,CAAC,KAAA,EAAOT,mBAAmBU,YAAa,CAAA,qBAAA,CAAA,CAAA;QAC7EP,MAAOQ,CAAAA,UAAU,CAAC1B,OAAAA,CAAQG,eAAe,CAAA;AACzCe,QAAAA,MAAAA,CAAOS,YAAY,CAAC,CAAG3B,EAAAA,OAAAA,CAAQI,iBAAiB,CAAA;AAChD,QAAA,IAAI,CAACwB,kBAAkB,EAAA;AACzB;AACA,qBACA,QAAQT,CAASD,MAAsB,EAAEW,WAAsB,EAAE;QAC/D,IAAI,CAAC7B,OAAQG,CAAAA,eAAe,EAAE;AAC5BH,YAAAA,OAAAA,CAAQG,eAAe,GAAGe,MAAOY,CAAAA,kBAAkB,CAAC;AAClDC,gBAAAA,MAAAA,CAAAA,CAAOC,EAAE,EAAA;AACP,oBAAA,IAAI,CAACC,IAAI,GAAGD,GAAGE,GAAG,EAAA,CAAGC,OAAO,CAAC,CAAA,CAAA;oBAC7B,IAAI,CAACC,OAAO,CAACC,GAAG,GAAGL,EAAGM,CAAAA,IAAI,EAAGC,CAAAA,MAAM,CAAC,UAAA,CAAA;AACpC,oBAAA,IAAI,CAACC,QAAQ,CAACC,EAAE,GAAGT,GAAGM,IAAI,EAAA;AAC1BN,oBAAAA,EAAAA,CAAGU,IAAI,CAAC,WAAA;AACN,wBAAA,IAAI,CAACC,SAAS,CAACC,QAAQ,GAAGZ,EAAGa,CAAAA,IAAI,CAAC,IAAI,CAACT,OAAO,CAACC,GAAG,EAAE,CAAG,EAAA,CAAA,CAAA;wBACvD,IAAI,CAACG,QAAQ,CAACC,EAAE,GAAGT,EAAGc,CAAAA,GAAG,CAACd,EAAAA,CAAGe,GAAG,CAAC,IAAI,CAACX,OAAO,CAACC,GAAG,CAACW,EAAE,EAAE,GAAA,CAAA,EAAMhB,EAAGM,CAAAA,IAAI,CAAC,GAAA,CAAA,CAAA;wBACpE,IAAI,CAACW,GAAG,CAACjB,EAAGkB,CAAAA,QAAQ,CAAC,IAAI,CAACjB,IAAI,EAAE,CAAI,CAAA,EAAA,WAAA;AAClC,4BAAA,IAAI,CAACU,SAAS,CAACC,QAAQ,CAACO,CAAC,GAAGnB,EAAAA,CAAGoB,GAAG,CAAC,IAAI,CAACT,SAAS,CAACC,QAAQ,CAACO,CAAC,CAAA;AAC9D,yBAAA,CAAA;AACF,qBAAA,CAAA;AACF,iBAAA;AACAE,gBAAAA,QAAAA,CAAAA,CAASrB,EAAE,EAAA;AACT,oBAAA,IAAI,CAACsB,OAAO,GAAGtB,GAAGE,GAAG,EAAA,CAAGC,OAAO,CAAC,CAAA,CAAA;AAChC,oBAAA,IAAI,CAAC1B,QAAQ,GAAGuB,GAAGuB,KAAK,EAAA,CAAGpB,OAAO,CAAC,CAAA,CAAA;AACnC,oBAAA,IAAI,CAACqB,GAAG,GAAGxB,GAAGyB,KAAK,EAAA,CAAGtB,OAAO,CAAC,CAAA,CAAA;AAC9B,oBAAA,IAAI,CAACK,QAAQ,CAACkB,QAAQ,GAAG1B,GAAGa,IAAI,EAAA;oBAChCb,EAAG2B,CAAAA,IAAI,CAAC,cAAgB,EAAA;AAAC3B,wBAAAA,EAAAA,CAAG4B,IAAI,CAAC,GAAA;qBAAK,EAAE,WAAA;AACtC,wBAAA,IAAI,CAACC,EAAE,CAACC,CAAC,GAAG9B,EAAAA,CAAG+B,GAAG,CAAC/B,EAAGe,CAAAA,GAAG,CAAC,IAAI,CAACiB,CAAC,EAAEhC,EAAAA,CAAGc,GAAG,CAAC,IAAI,CAACkB,CAAC,EAAEhC,EAAG4B,CAAAA,IAAI,CAAC,SAAA,CAAA,CAAA,CAAA,EAAc5B,EAAG4B,CAAAA,IAAI,CAAC,WAAA,CAAA,CAAA;AAC/E,wBAAA,IAAI,CAACC,EAAE,CAACI,CAAC,GAAGjC,EAAGc,CAAAA,GAAG,CAChBd,EAAAA,CAAGe,GAAG,CAAC,IAAI,CAACiB,CAAC,EAAEhC,EAAAA,CAAGc,GAAG,CAACd,EAAGe,CAAAA,GAAG,CAAC,IAAI,CAACiB,CAAC,EAAE,QAAWhC,CAAAA,EAAAA,EAAAA,CAAG4B,IAAI,CAAC,QACxD5B,CAAAA,CAAAA,CAAAA,EAAAA,EAAAA,CAAG4B,IAAI,CAAC,QAAA,CAAA,CAAA;AAEV,wBAAA,IAAI,CAACM,OAAO,CAAClC,EAAAA,CAAGmC,GAAG,CAAC,IAAI,CAACL,CAAC,EAAE,IAAI,CAACG,CAAC,CAAA,CAAA;AACpC,qBAAA,CAAA;AACAjC,oBAAAA,EAAAA,CAAGU,IAAI,CAAC,WAAA;AACN,wBAAA,IAAI,CAACmB,EAAE,CAACO,OAAO,GAAGpC,GAAGqC,aAAa,CAAC,IAAI,CAACb,GAAG,EAAE,IAAI,CAACpB,OAAO,CAACK,EAAE,CAAA;AAC5D,wBAAA,IAAI,CAACoB,EAAE,CAACS,YAAY,GAAGtC,EAAGuC,CAAAA,IAAI,CAC5B,OAAA,EACA,OACA,MACA,EAAA,OAAA,EACA,OACA,EAAA,OAAA,EACA,SACA,OACA,EAAA,OAAA,CAAA;wBAEF,IAAI,CAACV,EAAE,CAACW,aAAa,GAAGxC,EAAGuC,CAAAA,IAAI,CAC7B,OACA,EAAA,UACA,OAAC,EACD,QACA,EAAA,OAAA,EACA,QACA,EAAA,QACA,EAAA,OACA,EAAA,OAAA,CAAA;AAEF,wBAAA,IAAI,CAACV,EAAE,CAACY,KAAK,GAAGzC,GAAGe,GAAG,CAAC,IAAI,CAACqB,OAAO,CAACM,GAAG,EAAE,IAAI,CAACjE,QAAQ,CAAA;AACtD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{"version":3,"file":"tonemap.js","sources":["../../src/posteffect/tonemap.ts"],"sourcesContent":["import { AbstractPostEffect, PostEffectLayer } from './posteffect';\r\nimport { linearToGamma } from '../shaders/misc';\r\nimport { SSR_interleavedGradientNoise } from '../shaders/ssr';\r\nimport type { AbstractDevice, BindGroup, GPUProgram, Texture2D } from '@zephyr3d/device';\r\nimport type { DrawContext } from '../render';\r\nimport { fetchSampler } from '../utility/misc';\r\nimport type { Nullable } from '@zephyr3d/base';\r\n\r\n/**\r\n * The tonemap post effect\r\n * @public\r\n */\r\nexport class Tonemap extends AbstractPostEffect {\r\n /**\r\n * @internal\r\n *\r\n * ACES input calibration. Matches Filament's `ACESLegacy` tone mapper, which pre-scales its input\r\n * by `1 / 0.6` before the RRT+ODT fit. Applied in every lighting mode, independent of exposure.\r\n */\r\n static readonly ACES_INPUT_SCALE = 1 / 0.6;\r\n private static _programTonemap: Nullable<GPUProgram> = null;\r\n private static _bindgroupTonemap: Nullable<BindGroup> = null;\r\n private _exposure: number;\r\n private _dither: boolean;\r\n /**\r\n * Creates an instance of tonemap post effect\r\n */\r\n constructor() {\r\n super();\r\n // End layer: the display chain runs after the TAA resolve (see Camera.setupPostEffects).\r\n this._layer = PostEffectLayer.end;\r\n this._exposure = 1;\r\n this._dither = true;\r\n }\r\n /**\r\n * Whether to dither the result before it is quantized to an 8-bit target.\r\n *\r\n * @remarks\r\n * Costs a handful of ALU operations and removes the banding that shallow gradients -- bloom\r\n * halos, smooth skies, fog -- otherwise show once rounded to 8 bits. The added noise is +-1 code\r\n * value, below the visible threshold on any ordinary display. Only applied when this pass writes\r\n * the final 8-bit target; a half-float intermediate is left untouched.\r\n *\r\n * Turn it off when capturing frames for pixel comparison, where reproducible output matters more\r\n * than smooth gradients.\r\n */\r\n get dither() {\r\n return this._dither;\r\n }\r\n set dither(val) {\r\n this._dither = !!val;\r\n }\r\n /**\r\n * Exposure multiplier applied before the ACES curve.\r\n *\r\n * @remarks\r\n * Physical lighting pre-exposes every light quantity on the CPU, so this stays at 1 there and\r\n * only legacy uses it as a brightness control.\r\n */\r\n get exposure() {\r\n return this._exposure;\r\n }\r\n set exposure(val) {\r\n this._exposure = val;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.requireLinearDepthTexture} */\r\n requireLinearDepthTexture() {\r\n return false;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.requireDepthAttachment} */\r\n requireDepthAttachment() {\r\n return false;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.apply} */\r\n apply(ctx: DrawContext, inputColorTexture: Texture2D, sceneDepthTexture: Texture2D, srgbOutput: boolean) {\r\n const device = ctx.device;\r\n this._prepare(device, inputColorTexture);\r\n this._tonemap(device, inputColorTexture, srgbOutput);\r\n }\r\n /** @internal */\r\n private _tonemap(device: AbstractDevice, inputColorTexture: Texture2D, sRGBOutput: boolean) {\r\n Tonemap._bindgroupTonemap!.setValue('srgbOut', sRGBOutput ? 1 : 0);\r\n // Only dither when this pass feeds an 8-bit target. Writing into a half-float intermediate\r\n // (an effect still follows) has ~11 bits of mantissa to spare, so noise there is pure loss.\r\n Tonemap._bindgroupTonemap!.setValue('dither', this._dither && sRGBOutput ? 1 : 0);\r\n Tonemap._bindgroupTonemap!.setValue('exposure', this._exposure * Tonemap.ACES_INPUT_SCALE);\r\n Tonemap._bindgroupTonemap!.setValue('flip', this.needFlip(device) ? 1 : 0);\r\n Tonemap._bindgroupTonemap!.setTexture('tex', inputColorTexture, fetchSampler('clamp_nearest_nomip'));\r\n device.setProgram(Tonemap._programTonemap);\r\n device.setBindGroup(0, Tonemap._bindgroupTonemap!);\r\n this.drawFullscreenQuad();\r\n }\r\n /** @internal */\r\n private _prepare(device: AbstractDevice, _srcTexture: Texture2D) {\r\n if (!Tonemap._programTonemap) {\r\n Tonemap._programTonemap = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.flip = pb.int().uniform(0);\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n this.$outputs.uv = pb.vec2();\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, 0, 1);\r\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\r\n this.$if(pb.notEqual(this.flip, 0), function () {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n });\r\n });\r\n },\r\n fragment(pb) {\r\n this.srgbOut = pb.int().uniform(0);\r\n this.exposure = pb.float().uniform(0);\r\n this.dither = pb.int().uniform(0);\r\n this.tex = pb.tex2D().uniform(0);\r\n this.$outputs.outColor = pb.vec4();\r\n pb.func('RRTAndODTFit', [pb.vec3('v')], function () {\r\n this.$l.a = pb.sub(pb.mul(this.v, pb.add(this.v, pb.vec3(0.0245786))), pb.vec3(0.000090537));\r\n this.$l.b = pb.add(\r\n pb.mul(this.v, pb.add(pb.mul(this.v, 0.983729), pb.vec3(0.432951))),\r\n pb.vec3(0.238081)\r\n );\r\n this.$return(pb.div(this.a, this.b));\r\n });\r\n pb.main(function () {\r\n this.$l.vSample = pb.textureSample(this.tex, this.$inputs.uv);\r\n this.$l.ACESInputMat = pb.mat3(\r\n 0.59719,\r\n 0.076,\r\n 0.0284,\r\n 0.35458,\r\n 0.90834,\r\n 0.13383,\r\n 0.04823,\r\n 0.01566,\r\n 0.83777\r\n );\r\n this.$l.ACESOutputMat = pb.mat3(\r\n 1.60475,\r\n -0.10208,\r\n -0.00327,\r\n -0.53108,\r\n 1.10813,\r\n -0.07276,\r\n -0.07367,\r\n -0.00605,\r\n 1.07602\r\n );\r\n this.$l.color = pb.mul(this.vSample.rgb, this.exposure);\r\n this.color = pb.mul(this.ACESInputMat, this.color);\r\n this.color = this.RRTAndODTFit(this.color);\r\n this.color = pb.mul(this.ACESOutputMat, this.color);\r\n this.color = pb.clamp(this.color, pb.vec3(0), pb.vec3(1));\r\n this.$if(pb.notEqual(this.srgbOut, 0), function () {\r\n this.color = linearToGamma(this, this.color);\r\n });\r\n // Dither before the 8-bit write. This pass ends the HDR chain, so it is where a\r\n // shallow gradient gets quantized -- and a bloom halo is the shallowest gradient the\r\n // renderer produces: it can fall by less than 1/255 over several pixels, which\r\n // rounding turns into wide flat bands. Offsetting each pixel by well under one code\r\n // value before rounding trades those bands for noise below the visible threshold.\r\n //\r\n // The offset is a triangular PDF (sum of two uniforms), which is what audio and video\r\n // dithering use: unlike a single uniform it leaves no residual correlation between the\r\n // quantization error and the signal, so the bands do not merely move.\r\n this.$if(pb.notEqual(this.dither, 0), function () {\r\n // Interleaved gradient noise, the same helper the SSR and eye passes use. Two\r\n // decorrelated samples (the second offset by a half-period) sum to the triangular\r\n // distribution; (n1 + n2 - 1) then spans [-1, 1], scaled here to +-1 code value.\r\n this.$l.n1 = SSR_interleavedGradientNoise(this, this.$builtins.fragCoord.xy, 0);\r\n this.$l.n2 = SSR_interleavedGradientNoise(\r\n this,\r\n pb.add(this.$builtins.fragCoord.xy, pb.vec2(37, 17)),\r\n 0\r\n );\r\n this.color = pb.add(this.color, pb.vec3(pb.div(pb.sub(pb.add(this.n1, this.n2), 1), 255)));\r\n this.color = pb.clamp(this.color, pb.vec3(0), pb.vec3(1));\r\n });\r\n this.$outputs.outColor = pb.vec4(this.color, 1);\r\n });\r\n }\r\n })!;\r\n Tonemap._programTonemap.name = '@Tonemap';\r\n Tonemap._bindgroupTonemap = device.createBindGroup(Tonemap._programTonemap.bindGroupLayouts[0]);\r\n }\r\n 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import { OIT } from './oit.js';
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import { drawFullscreenQuad } from './fullscreenquad.js';
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*/ class ABufferOIT extends
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/** Type name of ABufferOIT */ static type = 'ab';
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const screenWidth = device.screenXToDevice(viewport.width);
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this.uniformChanged();
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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 {\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 { 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 } 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 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 // Mark uniform changed\r\n this.uniformChanged();\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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