@zephyr3d/scene 0.9.26 → 0.10.0

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.
Files changed (506) hide show
  1. package/README.md +60 -27
  2. package/dist/animation/animation_bank.js +634 -0
  3. package/dist/animation/animation_bank.js.map +1 -0
  4. package/dist/animation/animation_bank_gpu.js +256 -0
  5. package/dist/animation/animation_bank_gpu.js.map +1 -0
  6. package/dist/animation/animationset.js +146 -30
  7. package/dist/animation/animationset.js.map +1 -1
  8. package/dist/animation/cloth/gpu_cloth_component.js +406 -0
  9. package/dist/animation/cloth/gpu_cloth_component.js.map +1 -0
  10. package/dist/animation/cloth/gpu_cloth_system.js +332 -202
  11. package/dist/animation/cloth/gpu_cloth_system.js.map +1 -1
  12. package/dist/animation/gpu_animation_driver.js +289 -0
  13. package/dist/animation/gpu_animation_driver.js.map +1 -0
  14. package/dist/animation/joint_dynamics/collision.js +112 -1
  15. package/dist/animation/joint_dynamics/collision.js.map +1 -1
  16. package/dist/animation/joint_dynamics/controller.js +6 -0
  17. package/dist/animation/joint_dynamics/controller.js.map +1 -1
  18. package/dist/animation/joint_dynamics/joint_dynamics_system.js +11 -0
  19. package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
  20. package/dist/animation/joint_dynamics/solver.js +50 -12
  21. package/dist/animation/joint_dynamics/solver.js.map +1 -1
  22. package/dist/animation/joint_dynamics/types.js.map +1 -1
  23. package/dist/animation/skeleton.js +300 -56
  24. package/dist/animation/skeleton.js.map +1 -1
  25. package/dist/animation/skin_palette_atlas.js +252 -0
  26. package/dist/animation/skin_palette_atlas.js.map +1 -0
  27. package/dist/animation/spring/multi_chain_spring_system.js +298 -38
  28. package/dist/animation/spring/multi_chain_spring_system.js.map +1 -1
  29. package/dist/animation/spring/spring_chain.js +2 -0
  30. package/dist/animation/spring/spring_chain.js.map +1 -1
  31. package/dist/animation/spring/spring_collider.js +159 -21
  32. package/dist/animation/spring/spring_collider.js.map +1 -1
  33. package/dist/animation/spring/spring_particle.js +1 -0
  34. package/dist/animation/spring/spring_particle.js.map +1 -1
  35. package/dist/animation/spring/spring_solver.js +173 -0
  36. package/dist/animation/spring/spring_solver.js.map +1 -0
  37. package/dist/animation/spring/spring_system.js +249 -24
  38. package/dist/animation/spring/spring_system.js.map +1 -1
  39. package/dist/animation/spring_modifier.js +32 -1
  40. package/dist/animation/spring_modifier.js.map +1 -1
  41. package/dist/app/app.js +26 -0
  42. package/dist/app/app.js.map +1 -1
  43. package/dist/app/engine.js +86 -15
  44. package/dist/app/engine.js.map +1 -1
  45. package/dist/app/gamepad.js +191 -0
  46. package/dist/app/gamepad.js.map +1 -0
  47. package/dist/app/inputactions.js +271 -0
  48. package/dist/app/inputactions.js.map +1 -0
  49. package/dist/app/inputmgr.js +331 -22
  50. package/dist/app/inputmgr.js.map +1 -1
  51. package/dist/app/loading.js +138 -0
  52. package/dist/app/loading.js.map +1 -0
  53. package/dist/app/pipelinecache.js +209 -0
  54. package/dist/app/pipelinecache.js.map +1 -0
  55. package/dist/app/runtimescript.js +25 -0
  56. package/dist/app/runtimescript.js.map +1 -1
  57. package/dist/app/scriptingsystem.js +54 -0
  58. package/dist/app/scriptingsystem.js.map +1 -1
  59. package/dist/app/scriptregistry.js +7 -2
  60. package/dist/app/scriptregistry.js.map +1 -1
  61. package/dist/asset/asset_manifest.js +59 -0
  62. package/dist/asset/asset_manifest.js.map +1 -0
  63. package/dist/asset/asset_preload.js +258 -0
  64. package/dist/asset/asset_preload.js.map +1 -0
  65. package/dist/asset/assetmanager.js +117 -65
  66. package/dist/asset/assetmanager.js.map +1 -1
  67. package/dist/asset/loaders/ktx2/basis/LICENSE +201 -0
  68. package/dist/asset/loaders/ktx2/basis/basis_transcoder.js +2 -0
  69. package/dist/asset/loaders/ktx2/basis/basis_transcoder.wasm +0 -0
  70. package/dist/asset/loaders/ktx2/basis_location.js +17 -0
  71. package/dist/asset/loaders/ktx2/basis_location.js.map +1 -0
  72. package/dist/asset/loaders/ktx2/ktx2_loader.js +88 -0
  73. package/dist/asset/loaders/ktx2/ktx2_loader.js.map +1 -0
  74. package/dist/asset/loaders/ktx2/ktx2_targets.js +118 -0
  75. package/dist/asset/loaders/ktx2/ktx2_targets.js.map +1 -0
  76. package/dist/asset/loaders/ktx2/transcoder_pool.js +259 -0
  77. package/dist/asset/loaders/ktx2/transcoder_pool.js.map +1 -0
  78. package/dist/asset/mesh_lod_builder.js +104 -0
  79. package/dist/asset/mesh_lod_builder.js.map +1 -0
  80. package/dist/asset/mesh_settings.js +111 -0
  81. package/dist/asset/mesh_settings.js.map +1 -0
  82. package/dist/asset/meshopt_decoder.js +18 -0
  83. package/dist/asset/meshopt_decoder.js.map +1 -0
  84. package/dist/asset/meshopt_simplifier.js +26 -0
  85. package/dist/asset/meshopt_simplifier.js.map +1 -0
  86. package/dist/asset/model.js +177 -3
  87. package/dist/asset/model.js.map +1 -1
  88. package/dist/asset/texture_settings.js +231 -0
  89. package/dist/asset/texture_settings.js.map +1 -0
  90. package/dist/asset/zmsh_binary.js +131 -0
  91. package/dist/asset/zmsh_binary.js.map +1 -0
  92. package/dist/asset/zsdf_binary.js +111 -0
  93. package/dist/asset/zsdf_binary.js.map +1 -0
  94. package/dist/blitter/bilateralblur.js +1 -2
  95. package/dist/blitter/bilateralblur.js.map +1 -1
  96. package/dist/blitter/gaussianblur.js +1 -6
  97. package/dist/blitter/gaussianblur.js.map +1 -1
  98. package/dist/camera/base.js +31 -10
  99. package/dist/camera/base.js.map +1 -1
  100. package/dist/camera/camera.js +178 -200
  101. package/dist/camera/camera.js.map +1 -1
  102. package/dist/camera/follow.js +342 -0
  103. package/dist/camera/follow.js.map +1 -0
  104. package/dist/camera/fps.js +9 -7
  105. package/dist/camera/fps.js.map +1 -1
  106. package/dist/camera/orbit.js +46 -19
  107. package/dist/camera/orbit.js.map +1 -1
  108. package/dist/index.d.ts +30475 -19865
  109. package/dist/index.js +67 -12
  110. package/dist/index.js.map +1 -1
  111. package/dist/material/blinn.js +3 -0
  112. package/dist/material/blinn.js.map +1 -1
  113. package/dist/material/eye.js +1 -1
  114. package/dist/material/eye.js.map +1 -1
  115. package/dist/material/hair.js +2 -3
  116. package/dist/material/hair.js.map +1 -1
  117. package/dist/material/hairstrand.js +235 -235
  118. package/dist/material/hairstrand.js.map +1 -1
  119. package/dist/material/lambert.js +4 -1
  120. package/dist/material/lambert.js.map +1 -1
  121. package/dist/material/material.js +362 -300
  122. package/dist/material/material.js.map +1 -1
  123. package/dist/material/meshmaterial.js +118 -45
  124. package/dist/material/meshmaterial.js.map +1 -1
  125. package/dist/material/mixins/lightmodel/blinnphong.js +1 -1
  126. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  127. package/dist/material/mixins/lightmodel/lambert.js +1 -1
  128. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  129. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +34 -61
  130. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  131. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +16 -2
  132. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  133. package/dist/material/mixins/lightmodel/pbrspecularglossness.js +2 -1
  134. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  135. package/dist/material/mixins/lit.js +223 -83
  136. package/dist/material/mixins/lit.js.map +1 -1
  137. package/dist/material/mixins/pbr/common.js +31 -206
  138. package/dist/material/mixins/pbr/common.js.map +1 -1
  139. package/dist/material/mtoon.js +1 -1
  140. package/dist/material/mtoon.js.map +1 -1
  141. package/dist/material/pbrmr.js +3 -0
  142. package/dist/material/pbrmr.js.map +1 -1
  143. package/dist/material/pbrsg.js +3 -0
  144. package/dist/material/pbrsg.js.map +1 -1
  145. package/dist/material/sdf_debug.js +78 -0
  146. package/dist/material/sdf_debug.js.map +1 -0
  147. package/dist/material/shader/helper.js +733 -190
  148. package/dist/material/shader/helper.js.map +1 -1
  149. package/dist/material/shader/terrain_blend.js +204 -43
  150. package/dist/material/shader/terrain_blend.js.map +1 -1
  151. package/dist/material/skin.js +331 -297
  152. package/dist/material/skin.js.map +1 -1
  153. package/dist/material/skinprofile.js +1058 -0
  154. package/dist/material/skinprofile.js.map +1 -0
  155. package/dist/material/sss.js +353 -0
  156. package/dist/material/sss.js.map +1 -0
  157. package/dist/material/sss_kernel.js +265 -0
  158. package/dist/material/sss_kernel.js.map +1 -0
  159. package/dist/material/sssprofile.js +879 -0
  160. package/dist/material/sssprofile.js.map +1 -0
  161. package/dist/material/subsurfaceprofile.js +4 -8
  162. package/dist/material/subsurfaceprofile.js.map +1 -1
  163. package/dist/material/terrain-cm.js +464 -188
  164. package/dist/material/terrain-cm.js.map +1 -1
  165. package/dist/material/unlit.js +3 -0
  166. package/dist/material/unlit.js.map +1 -1
  167. package/dist/material/water.js +2009 -201
  168. package/dist/material/water.js.map +1 -1
  169. package/dist/node_modules/meshoptimizer/LICENSE +21 -0
  170. package/dist/node_modules/meshoptimizer/meshopt_decoder.js +197 -0
  171. package/dist/node_modules/meshoptimizer/meshopt_decoder.js.map +1 -0
  172. package/dist/node_modules/meshoptimizer/meshopt_simplifier.js +677 -0
  173. package/dist/node_modules/meshoptimizer/meshopt_simplifier.js.map +1 -0
  174. package/dist/physics/character.js +226 -0
  175. package/dist/physics/character.js.map +1 -0
  176. package/dist/physics/collider.js +209 -0
  177. package/dist/physics/collider.js.map +1 -0
  178. package/dist/physics/events.js +79 -0
  179. package/dist/physics/events.js.map +1 -0
  180. package/dist/physics/joint.js +272 -0
  181. package/dist/physics/joint.js.map +1 -0
  182. package/dist/physics/node_physics.js +234 -0
  183. package/dist/physics/node_physics.js.map +1 -0
  184. package/dist/physics/part.js +91 -0
  185. package/dist/physics/part.js.map +1 -0
  186. package/dist/physics/rigid_body.js +379 -0
  187. package/dist/physics/rigid_body.js.map +1 -0
  188. package/dist/physics/vehicle.js +335 -0
  189. package/dist/physics/vehicle.js.map +1 -0
  190. package/dist/physics/world.js +25 -0
  191. package/dist/physics/world.js.map +1 -0
  192. package/dist/posteffect/bloom.js +49 -14
  193. package/dist/posteffect/bloom.js.map +1 -1
  194. package/dist/posteffect/motionblur.js +668 -63
  195. package/dist/posteffect/motionblur.js.map +1 -1
  196. package/dist/posteffect/posteffect.js +12 -1
  197. package/dist/posteffect/posteffect.js.map +1 -1
  198. package/dist/posteffect/postsss.js +572 -0
  199. package/dist/posteffect/postsss.js.map +1 -0
  200. package/dist/posteffect/sao.js +48 -50
  201. package/dist/posteffect/sao.js.map +1 -1
  202. package/dist/posteffect/skinsss.js +605 -355
  203. package/dist/posteffect/skinsss.js.map +1 -1
  204. package/dist/posteffect/ssgi.js +91 -162
  205. package/dist/posteffect/ssgi.js.map +1 -1
  206. package/dist/posteffect/ssr.js +3 -11
  207. package/dist/posteffect/ssr.js.map +1 -1
  208. package/dist/posteffect/sss.js +34 -15
  209. package/dist/posteffect/sss.js.map +1 -1
  210. package/dist/posteffect/taa.js +1 -0
  211. package/dist/posteffect/taa.js.map +1 -1
  212. package/dist/render/abuffer_oit.js +40 -39
  213. package/dist/render/abuffer_oit.js.map +1 -1
  214. package/dist/render/clipmap.js +328 -62
  215. package/dist/render/clipmap.js.map +1 -1
  216. package/dist/render/cluster_light.js +958 -224
  217. package/dist/render/cluster_light.js.map +1 -1
  218. package/dist/render/cull_visitor.js +26 -5
  219. package/dist/render/cull_visitor.js.map +1 -1
  220. package/dist/render/debug_views.js +37 -0
  221. package/dist/render/debug_views.js.map +1 -0
  222. package/dist/render/depthpass.js +5 -1
  223. package/dist/render/depthpass.js.map +1 -1
  224. package/dist/render/drawable_mixin.js +53 -6
  225. package/dist/render/drawable_mixin.js.map +1 -1
  226. package/dist/render/dualdepthpeeling_oit.js +53 -53
  227. package/dist/render/dualdepthpeeling_oit.js.map +1 -1
  228. package/dist/render/envlight.js +196 -113
  229. package/dist/render/envlight.js.map +1 -1
  230. package/dist/render/fbm_wavegenerator.js +8 -13
  231. package/dist/render/fbm_wavegenerator.js.map +1 -1
  232. package/dist/render/fft_wavegenerator.js +268 -136
  233. package/dist/render/fft_wavegenerator.js.map +1 -1
  234. package/dist/render/gerstner_wavegenerator.js +113 -28
  235. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  236. package/dist/render/gi/probe_volume.js +1334 -0
  237. package/dist/render/gi/probe_volume.js.map +1 -0
  238. package/dist/render/gi/scene_gi.js +282 -0
  239. package/dist/render/gi/scene_gi.js.map +1 -0
  240. package/dist/render/gi/voxel_atlas.js +198 -0
  241. package/dist/render/gi/voxel_atlas.js.map +1 -0
  242. package/dist/render/gi/voxel_lighting.js +652 -0
  243. package/dist/render/gi/voxel_lighting.js.map +1 -0
  244. package/dist/render/gi/voxel_scene.js +642 -0
  245. package/dist/render/gi/voxel_scene.js.map +1 -0
  246. package/dist/render/gi/voxelize_pass.js +223 -0
  247. package/dist/render/gi/voxelize_pass.js.map +1 -0
  248. package/dist/render/globalbindgroup_allocator.js +3 -2
  249. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  250. package/dist/render/gpu_picking.js +9 -36
  251. package/dist/render/gpu_picking.js.map +1 -1
  252. package/dist/render/hzb.js +80 -22
  253. package/dist/render/hzb.js.map +1 -1
  254. package/dist/render/instance_culling.js +499 -0
  255. package/dist/render/instance_culling.js.map +1 -0
  256. package/dist/render/lightpass.js +23 -9
  257. package/dist/render/lightpass.js.map +1 -1
  258. package/dist/render/lod.js +46 -0
  259. package/dist/render/lod.js.map +1 -0
  260. package/dist/render/oit.js +11 -11
  261. package/dist/render/oit.js.map +1 -1
  262. package/dist/render/primitive.js +301 -9
  263. package/dist/render/primitive.js.map +1 -1
  264. package/dist/render/primitive_readback.js +209 -0
  265. package/dist/render/primitive_readback.js.map +1 -0
  266. package/dist/render/render_queue.js +198 -11
  267. package/dist/render/render_queue.js.map +1 -1
  268. package/dist/render/renderer.js +14 -7
  269. package/dist/render/renderer.js.map +1 -1
  270. package/dist/render/rendergraph/blackboard.js +15 -1
  271. package/dist/render/rendergraph/blackboard.js.map +1 -1
  272. package/dist/render/rendergraph/executor.js +136 -0
  273. package/dist/render/rendergraph/executor.js.map +1 -1
  274. package/dist/render/rendergraph/forward_plus_builder.js +585 -59
  275. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  276. package/dist/render/rendergraph/frame_resource_requirements.js +1 -0
  277. package/dist/render/rendergraph/frame_resource_requirements.js.map +1 -1
  278. package/dist/render/rendergraph/history_resources.js +8 -1
  279. package/dist/render/rendergraph/history_resources.js.map +1 -1
  280. package/dist/render/rendergraph/scene_render_context.js +31 -2
  281. package/dist/render/rendergraph/scene_render_context.js.map +1 -1
  282. package/dist/render/rendergraph/types.js.map +1 -1
  283. package/dist/render/renderpass.js +28 -5
  284. package/dist/render/renderpass.js.map +1 -1
  285. package/dist/render/sdf/box_allocator.js +98 -0
  286. package/dist/render/sdf/box_allocator.js.map +1 -0
  287. package/dist/render/sdf/global_sdf.js +865 -0
  288. package/dist/render/sdf/global_sdf.js.map +1 -0
  289. package/dist/render/sdf/scene_sdf.js +562 -0
  290. package/dist/render/sdf/scene_sdf.js.map +1 -0
  291. package/dist/render/sdf/sdf_atlas.js +227 -0
  292. package/dist/render/sdf/sdf_atlas.js.map +1 -0
  293. package/dist/render/sdf/sdf_programs.js +42 -0
  294. package/dist/render/sdf/sdf_programs.js.map +1 -0
  295. package/dist/render/sdf/sdf_view.js +199 -0
  296. package/dist/render/sdf/sdf_view.js.map +1 -0
  297. package/dist/render/sdf/waterline.js +610 -0
  298. package/dist/render/sdf/waterline.js.map +1 -0
  299. package/dist/render/shadow_mask_pass.js +142 -25
  300. package/dist/render/shadow_mask_pass.js.map +1 -1
  301. package/dist/render/shore_wave_generator.js +1193 -0
  302. package/dist/render/shore_wave_generator.js.map +1 -0
  303. package/dist/render/sky.js +516 -86
  304. package/dist/render/sky.js.map +1 -1
  305. package/dist/render/transmission_thickness_pass.js +477 -0
  306. package/dist/render/transmission_thickness_pass.js.map +1 -0
  307. package/dist/render/underwater.js +524 -0
  308. package/dist/render/underwater.js.map +1 -0
  309. package/dist/render/virtualtexture/virtual_texture.js +1214 -0
  310. package/dist/render/virtualtexture/virtual_texture.js.map +1 -0
  311. package/dist/render/volumetric_cloud/cloud_common.js +472 -0
  312. package/dist/render/volumetric_cloud/cloud_common.js.map +1 -0
  313. package/dist/render/volumetric_cloud/cloud_noise.js +189 -0
  314. package/dist/render/volumetric_cloud/cloud_noise.js.map +1 -0
  315. package/dist/render/volumetric_cloud/debug_view.js +131 -0
  316. package/dist/render/volumetric_cloud/debug_view.js.map +1 -0
  317. package/dist/render/volumetric_cloud/resources.js +380 -0
  318. package/dist/render/volumetric_cloud/resources.js.map +1 -0
  319. package/dist/render/volumetric_cloud/sky_cache.js +380 -0
  320. package/dist/render/volumetric_cloud/sky_cache.js.map +1 -0
  321. package/dist/render/volumetric_cloud/volumetric_cloud.js +318 -0
  322. package/dist/render/volumetric_cloud/volumetric_cloud.js.map +1 -0
  323. package/dist/render/water_caustics.js +1195 -0
  324. package/dist/render/water_caustics.js.map +1 -0
  325. package/dist/render/water_foam.js +627 -0
  326. package/dist/render/water_foam.js.map +1 -0
  327. package/dist/render/water_interaction.js +1795 -0
  328. package/dist/render/water_interaction.js.map +1 -0
  329. package/dist/render/weightedblended_oit.js +36 -36
  330. package/dist/render/weightedblended_oit.js.map +1 -1
  331. package/dist/scene/basesprite.js +9 -4
  332. package/dist/scene/basesprite.js.map +1 -1
  333. package/dist/scene/batchgroup.js +108 -12
  334. package/dist/scene/batchgroup.js.map +1 -1
  335. package/dist/scene/environment.js +28 -7
  336. package/dist/scene/environment.js.map +1 -1
  337. package/dist/scene/foliage.js +1020 -0
  338. package/dist/scene/foliage.js.map +1 -0
  339. package/dist/scene/foliage_buckets.js +147 -0
  340. package/dist/scene/foliage_buckets.js.map +1 -0
  341. package/dist/scene/foliage_mask.js +358 -0
  342. package/dist/scene/foliage_mask.js.map +1 -0
  343. package/dist/scene/hair.js +15 -4
  344. package/dist/scene/hair.js.map +1 -1
  345. package/dist/scene/light.js +179 -13
  346. package/dist/scene/light.js.map +1 -1
  347. package/dist/scene/mesh.js +327 -45
  348. package/dist/scene/mesh.js.map +1 -1
  349. package/dist/scene/meshdrawable.js +6 -0
  350. package/dist/scene/meshdrawable.js.map +1 -1
  351. package/dist/scene/msdftext.js +9 -3
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  353. package/dist/scene/msdftextsprite.js +9 -3
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  355. package/dist/scene/particlesys.js +8 -2
  356. package/dist/scene/particlesys.js.map +1 -1
  357. package/dist/scene/physics_settings.js +157 -0
  358. package/dist/scene/physics_settings.js.map +1 -0
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@@ -6,19 +6,19 @@ import { tryGetApp } from '../app/api.js';
6
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  const DEPTH_FORMAT = 'rg32f';
7
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  const ACCUM_FORMAT = 'rgba16f';
8
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  const COLOR_ATTACHMENT_BYTES_PER_SAMPLE = 4 + 8 + 8;
9
- /**
10
- * Dual depth peeling OIT renderer.
11
- *
12
- * @remarks
13
- * This implementation follows the official dual depth peeling pass structure:
14
- * an initialization pass writes the nearest/farthest transparent depth pair, then
15
- * each peel pass ping-pongs the depth pair while accumulating front and back colors.
16
- *
17
- * It requires MRT, per-target blending, min/max blend equations and blendable
18
- * floating-point color targets. If those capabilities are missing, supportDevice()
19
- * returns false and the transparent pass falls back to sorted alpha blending.
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- *
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- * @public
9
+ /**
10
+ * Dual depth peeling OIT renderer.
11
+ *
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+ * @remarks
13
+ * This implementation follows the official dual depth peeling pass structure:
14
+ * an initialization pass writes the nearest/farthest transparent depth pair, then
15
+ * each peel pass ping-pongs the depth pair while accumulating front and back colors.
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+ *
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+ * It requires MRT, per-target blending, min/max blend equations and blendable
18
+ * floating-point color targets. If those capabilities are missing, supportDevice()
19
+ * returns false and the transparent pass falls back to sorted alpha blending.
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+ *
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+ * @public
22
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  */ class DualDepthPeelingOIT extends OIT {
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  /** Type name of DualDepthPeelingOIT */ static type = 'ddp';
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  static DEPTH_CLEAR = new Vector4(-1, -1, -1, -1);
@@ -35,10 +35,10 @@ const COLOR_ATTACHMENT_BYTES_PER_SAMPLE = 4 + 8 + 8;
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  _backTarget;
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  _framebuffers;
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  _device;
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- /**
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- * Creates an instance of DualDepthPeelingOIT.
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- *
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- * @param numPeels - Number of peel iterations after the initialization pass.
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+ /**
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+ * Creates an instance of DualDepthPeelingOIT.
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+ *
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+ * @param numPeels - Number of peel iterations after the initialization pass.
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  */ constructor(numPeels = 8){
43
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  super();
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  this._numPeels = Math.max(1, Math.floor(numPeels || 0));
@@ -62,43 +62,43 @@ const COLOR_ATTACHMENT_BYTES_PER_SAMPLE = 4 + 8 + 8;
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  set numPeels(val) {
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  this._numPeels = Math.max(1, Math.floor(val || 0));
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  }
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- /**
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- * Checks whether dual depth peeling can run with a capability snapshot.
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- *
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- * @param deviceType - The device type.
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- * @param caps - The device capabilities.
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- * @returns True if dual depth peeling is supported.
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- */ static supportDeviceCaps(deviceType, caps) {
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+ /**
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+ * Checks whether dual depth peeling can run with a capability snapshot.
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+ *
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+ * @param _deviceType - The device type. Unused: every supported backend
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+ * (WebGL2, WebGPU) has the required uniform buffers, so only the
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+ * capabilities decide.
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+ * @param caps - The device capabilities.
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+ * @returns True if dual depth peeling is supported.
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+ */ static supportDeviceCaps(_deviceType, caps) {
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  const framebufferCaps = caps.framebufferCaps;
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  const textureCaps = caps.textureCaps;
74
- const shaderCaps = caps.shaderCaps;
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  const miscCaps = caps.miscCaps;
76
- const webgl2OrBetter = deviceType !== 'webgl' || shaderCaps.maxUniformBufferSize > 0;
77
- return webgl2OrBetter && framebufferCaps.maxDrawBuffers >= 3 && framebufferCaps.supportPerTargetBlending && framebufferCaps.maxColorAttachmentBytesPerSample >= COLOR_ATTACHMENT_BYTES_PER_SAMPLE && miscCaps.supportBlendMinMax && textureCaps.supportHalfFloatColorBuffer && textureCaps.supportFloatColorBuffer && textureCaps.supportFloatBlending;
77
+ return framebufferCaps.maxDrawBuffers >= 3 && framebufferCaps.supportPerTargetBlending && framebufferCaps.maxColorAttachmentBytesPerSample >= COLOR_ATTACHMENT_BYTES_PER_SAMPLE && miscCaps.supportBlendMinMax && textureCaps.supportHalfFloatColorBuffer && textureCaps.supportFloatColorBuffer && textureCaps.supportFloatBlending;
78
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  }
79
- /**
80
- * {@inheritDoc OIT.getType}
79
+ /**
80
+ * {@inheritDoc OIT.getType}
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  */ getType() {
82
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  return DualDepthPeelingOIT.type;
83
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  }
84
- /**
85
- * {@inheritDoc OIT.supportDevice}
84
+ /**
85
+ * {@inheritDoc OIT.supportDevice}
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  */ supportDevice(deviceType) {
87
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  const device = tryGetApp()?.device;
88
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  return !!device && device.type === deviceType && DualDepthPeelingOIT.supportDeviceCaps(deviceType, device.getDeviceCaps());
89
89
  }
90
- /**
91
- * {@inheritDoc OIT.wantsPremultipliedAlpha}
90
+ /**
91
+ * {@inheritDoc OIT.wantsPremultipliedAlpha}
92
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  */ wantsPremultipliedAlpha() {
93
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  return true;
94
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  }
95
- /**
96
- * {@inheritDoc OIT.wantsAdditiveLightPassAlpha}
95
+ /**
96
+ * {@inheritDoc OIT.wantsAdditiveLightPassAlpha}
97
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  */ wantsAdditiveLightPassAlpha() {
98
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  return true;
99
99
  }
100
- /**
101
- * {@inheritDoc OIT.begin}
100
+ /**
101
+ * {@inheritDoc OIT.begin}
102
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  */ begin(ctx) {
103
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  this.releaseFramebuffers();
104
104
  if (!ctx.depthTexture) {
@@ -108,8 +108,8 @@ const COLOR_ATTACHMENT_BYTES_PER_SAMPLE = 4 + 8 + 8;
108
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  this.createFramebuffers(ctx);
109
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  return this._numPeels + 1;
110
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  }
111
- /**
112
- * {@inheritDoc OIT.end}
111
+ /**
112
+ * {@inheritDoc OIT.end}
113
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  */ end(ctx) {
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  try {
115
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  if (this._frontTarget && this._backTarget) {
@@ -120,8 +120,8 @@ const COLOR_ATTACHMENT_BYTES_PER_SAMPLE = 4 + 8 + 8;
120
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  this._hash = DualDepthPeelingOIT.type;
121
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  }
122
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  }
123
- /**
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- * {@inheritDoc OIT.beginPass}
123
+ /**
124
+ * {@inheritDoc OIT.beginPass}
125
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  */ beginPass(ctx, pass) {
126
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  this._currentPass = pass;
127
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  const targetIndex = pass & 1;
@@ -145,13 +145,13 @@ const COLOR_ATTACHMENT_BYTES_PER_SAMPLE = 4 + 8 + 8;
145
145
  ], null, null);
146
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  return true;
147
147
  }
148
- /**
149
- * {@inheritDoc OIT.endPass}
148
+ /**
149
+ * {@inheritDoc OIT.endPass}
150
150
  */ endPass(ctx, _pass) {
151
151
  ctx.device.popDeviceStates();
152
152
  }
153
- /**
154
- * {@inheritDoc OIT.setupFragmentOutput}
153
+ /**
154
+ * {@inheritDoc OIT.setupFragmentOutput}
155
155
  */ setupFragmentOutput(scope) {
156
156
  const pb = scope.$builder;
157
157
  scope.$outputs.Z_DDP_depth = pb.vec2();
@@ -161,8 +161,8 @@ const COLOR_ATTACHMENT_BYTES_PER_SAMPLE = 4 + 8 + 8;
161
161
  scope.Z_DDP_depthTexture = pb.tex2D().uniform(2).noSampler();
162
162
  }
163
163
  }
164
- /**
165
- * {@inheritDoc OIT.outputFragmentColor}
164
+ /**
165
+ * {@inheritDoc OIT.outputFragmentColor}
166
166
  */ outputFragmentColor(scope, color, ctx) {
167
167
  const pb = scope.$builder;
168
168
  scope.$outputs.Z_DDP_depth = pb.vec2(-1, -1);
@@ -193,20 +193,20 @@ const COLOR_ATTACHMENT_BYTES_PER_SAMPLE = 4 + 8 + 8;
193
193
  }
194
194
  return true;
195
195
  }
196
- /**
197
- * {@inheritDoc OIT.applyUniforms}
196
+ /**
197
+ * {@inheritDoc OIT.applyUniforms}
198
198
  */ applyUniforms(_ctx, bindGroup) {
199
199
  if (this._currentPass > 0) {
200
200
  bindGroup.setTexture('Z_DDP_depthTexture', this._depthTargets[this._currentPass & 1 ^ 1]);
201
201
  }
202
202
  }
203
- /**
204
- * {@inheritDoc OIT.calculateHash}
203
+ /**
204
+ * {@inheritDoc OIT.calculateHash}
205
205
  */ calculateHash() {
206
206
  return this._hash;
207
207
  }
208
- /**
209
- * {@inheritDoc OIT.setRenderStates}
208
+ /**
209
+ * {@inheritDoc OIT.setRenderStates}
210
210
  */ setRenderStates(rs) {
211
211
  rs.useBlendingState().enable(false).enableAlphaToCoverage(false);
212
212
  rs.useDepthState().enableTest(true).enableWrite(false);
@@ -1 +1 @@
1
- {"version":3,"file":"dualdepthpeeling_oit.js","sources":["../../src/render/dualdepthpeeling_oit.ts"],"sourcesContent":["import type {\n AbstractDevice,\n BindGroup,\n DeviceCaps,\n FrameBuffer,\n GPUProgram,\n PBGlobalScope,\n PBInsideFunctionScope,\n PBShaderExp,\n RenderStateSet,\n Texture2D,\n TextureFormat\n} from '@zephyr3d/device';\nimport type { Nullable } from '@zephyr3d/base';\nimport { DEPTH_FARTHEST, REVERSE_Z, Vector4 } from '@zephyr3d/base';\nimport { OIT } from './oit';\nimport type { DrawContext } from './drawable';\nimport { drawFullscreenQuad } from './fullscreenquad';\nimport { tryGetApp } from '../app/api';\n\nconst DEPTH_FORMAT: TextureFormat = 'rg32f';\nconst ACCUM_FORMAT: TextureFormat = 'rgba16f';\nconst COLOR_ATTACHMENT_BYTES_PER_SAMPLE = 4 + 8 + 8;\n\n/**\n * Dual depth peeling OIT renderer.\n *\n * @remarks\n * This implementation follows the official dual depth peeling pass structure:\n * an initialization pass writes the nearest/farthest transparent depth pair, then\n * each peel pass ping-pongs the depth pair while accumulating front and back colors.\n *\n * It requires MRT, per-target blending, min/max blend equations and blendable\n * floating-point color targets. If those capabilities are missing, supportDevice()\n * returns false and the transparent pass falls back to sorted alpha blending.\n *\n * @public\n */\nexport class DualDepthPeelingOIT extends OIT {\n /** Type name of DualDepthPeelingOIT */\n public static readonly type = 'ddp';\n private static readonly DEPTH_CLEAR = new Vector4(-1, -1, -1, -1);\n private static readonly FRONT_CLEAR = new Vector4(0, 0, 0, 1);\n private static readonly BACK_CLEAR = new Vector4(0, 0, 0, 0);\n private static _compositeProgram: Nullable<GPUProgram> = null;\n private static _compositeBindGroup: Nullable<BindGroup> = null;\n private static _compositeRenderStates: Nullable<RenderStateSet> = null;\n private _numPeels: number;\n private _currentPass: number;\n private _hash: string;\n private _depthTargets: [Nullable<Texture2D>, Nullable<Texture2D>];\n private _frontTarget: Nullable<Texture2D>;\n private _backTarget: Nullable<Texture2D>;\n private _framebuffers: [Nullable<FrameBuffer>, Nullable<FrameBuffer>];\n private _device: Nullable<AbstractDevice>;\n\n /**\n * Creates an instance of DualDepthPeelingOIT.\n *\n * @param numPeels - Number of peel iterations after the initialization pass.\n */\n constructor(numPeels = 8) {\n super();\n this._numPeels = Math.max(1, Math.floor(numPeels || 0));\n this._currentPass = 0;\n this._hash = DualDepthPeelingOIT.type;\n this._depthTargets = [null, null];\n this._frontTarget = null;\n this._backTarget = null;\n this._framebuffers = [null, null];\n this._device = null;\n }\n\n /** Number of front/back peel iterations after the initialization pass. */\n get numPeels() {\n return this._numPeels;\n }\n set numPeels(val: number) {\n this._numPeels = Math.max(1, Math.floor(val || 0));\n }\n\n /**\n * Checks whether dual depth peeling can run with a capability snapshot.\n *\n * @param deviceType - The device type.\n * @param caps - The device capabilities.\n * @returns True if dual depth peeling is supported.\n */\n static supportDeviceCaps(deviceType: string, caps: DeviceCaps) {\n const framebufferCaps = caps.framebufferCaps;\n const textureCaps = caps.textureCaps;\n const shaderCaps = caps.shaderCaps;\n const miscCaps = caps.miscCaps;\n const webgl2OrBetter = deviceType !== 'webgl' || shaderCaps.maxUniformBufferSize > 0;\n return (\n webgl2OrBetter &&\n framebufferCaps.maxDrawBuffers >= 3 &&\n framebufferCaps.supportPerTargetBlending &&\n framebufferCaps.maxColorAttachmentBytesPerSample >= COLOR_ATTACHMENT_BYTES_PER_SAMPLE &&\n miscCaps.supportBlendMinMax &&\n textureCaps.supportHalfFloatColorBuffer &&\n textureCaps.supportFloatColorBuffer &&\n textureCaps.supportFloatBlending\n );\n }\n\n /**\n * {@inheritDoc OIT.getType}\n */\n getType() {\n return DualDepthPeelingOIT.type;\n }\n\n /**\n * {@inheritDoc OIT.supportDevice}\n */\n supportDevice(deviceType: string) {\n const device = tryGetApp()?.device;\n return (\n !!device &&\n device.type === deviceType &&\n DualDepthPeelingOIT.supportDeviceCaps(deviceType, device.getDeviceCaps())\n );\n }\n\n /**\n * {@inheritDoc OIT.wantsPremultipliedAlpha}\n */\n wantsPremultipliedAlpha() {\n return true;\n }\n\n /**\n * {@inheritDoc OIT.wantsAdditiveLightPassAlpha}\n */\n wantsAdditiveLightPassAlpha() {\n return true;\n }\n\n /**\n * {@inheritDoc OIT.begin}\n */\n begin(ctx: DrawContext) {\n this.releaseFramebuffers();\n if (!ctx.depthTexture) {\n return 0;\n }\n this._device = ctx.device;\n this.createFramebuffers(ctx);\n return this._numPeels + 1;\n }\n\n /**\n * {@inheritDoc OIT.end}\n */\n end(ctx: DrawContext) {\n try {\n if (this._frontTarget && this._backTarget) {\n this.composite(ctx, ctx.device, this._frontTarget, this._backTarget);\n }\n } finally {\n this.releaseFramebuffers();\n this._hash = DualDepthPeelingOIT.type;\n }\n }\n\n /**\n * {@inheritDoc OIT.beginPass}\n */\n beginPass(ctx: DrawContext, pass: number) {\n this._currentPass = pass;\n const targetIndex = pass & 1;\n const currentDepthTarget = this._depthTargets[targetIndex];\n const previousDepthTarget = this._depthTargets[targetIndex ^ 1];\n const framebuffer = this._framebuffers[targetIndex];\n if (!currentDepthTarget || !framebuffer || (pass > 0 && !previousDepthTarget)) {\n return false;\n }\n this._hash =\n pass === 0\n ? `${this.getType()}#init#${currentDepthTarget.uid}`\n : `${this.getType()}#peel#${previousDepthTarget!.uid}`;\n ctx.device.pushDeviceStates();\n ctx.device.setFramebuffer(framebuffer);\n ctx.device.clearFrameBuffer(\n pass === 0\n ? [DualDepthPeelingOIT.DEPTH_CLEAR, DualDepthPeelingOIT.FRONT_CLEAR, DualDepthPeelingOIT.BACK_CLEAR]\n : [DualDepthPeelingOIT.DEPTH_CLEAR, null, null],\n null,\n null\n );\n return true;\n }\n\n /**\n * {@inheritDoc OIT.endPass}\n */\n endPass(ctx: DrawContext, _pass: number) {\n ctx.device.popDeviceStates();\n }\n\n /**\n * {@inheritDoc OIT.setupFragmentOutput}\n */\n setupFragmentOutput(scope: PBGlobalScope) {\n const pb = scope.$builder;\n scope.$outputs.Z_DDP_depth = pb.vec2();\n scope.$outputs.Z_DDP_frontColor = pb.vec4();\n scope.$outputs.Z_DDP_backColor = pb.vec4();\n if (this._currentPass > 0) {\n scope.Z_DDP_depthTexture = pb.tex2D().uniform(2).noSampler();\n }\n }\n\n /**\n * {@inheritDoc OIT.outputFragmentColor}\n */\n outputFragmentColor(scope: PBInsideFunctionScope, color: PBShaderExp, ctx: DrawContext) {\n const pb = scope.$builder;\n scope.$outputs.Z_DDP_depth = pb.vec2(-1, -1);\n scope.$outputs.Z_DDP_frontColor = pb.vec4(0, 0, 0, 0);\n scope.$outputs.Z_DDP_backColor = pb.vec4(0, 0, 0, 0);\n // The peeling depth encoding is internal to this algorithm; normalize\n // device depth to standard orientation (0 = near) so the (-front, back)\n // encoding, the max/max blend extraction and the peel window logic stay\n // convention independent.\n scope.$l.Z_DDP_normDepth = REVERSE_Z\n ? pb.sub(1, scope.$builtins.fragCoord.z)\n : scope.$builtins.fragCoord.z;\n if (this._currentPass === 0) {\n scope.$outputs.Z_DDP_depth = pb.vec2(pb.neg(scope.Z_DDP_normDepth), scope.Z_DDP_normDepth);\n } else {\n scope.$l.Z_DDP_prevDepth = pb.textureLoad(\n scope.Z_DDP_depthTexture,\n pb.ivec2(scope.$builtins.fragCoord.xy),\n 0\n ).xy;\n scope.$l.Z_DDP_frontDepth = pb.neg(scope.Z_DDP_prevDepth.x);\n scope.$l.Z_DDP_backDepth = scope.Z_DDP_prevDepth.y;\n scope.$l.Z_DDP_curDepth = scope.Z_DDP_normDepth;\n scope.$l.Z_DDP_outputColor = pb.vec4(color.rgb, ctx.lightBlending ? pb.float(0) : color.a);\n scope\n .$if(\n pb.or(\n pb.lessThan(pb.add(scope.Z_DDP_curDepth, 0.000001), scope.Z_DDP_frontDepth),\n pb.greaterThan(pb.sub(scope.Z_DDP_curDepth, 0.000001), scope.Z_DDP_backDepth)\n ),\n function () {\n pb.discard();\n }\n )\n .$elseif(\n pb.and(\n pb.greaterThan(pb.sub(scope.Z_DDP_curDepth, 0.000001), scope.Z_DDP_frontDepth),\n pb.lessThan(pb.add(scope.Z_DDP_curDepth, 0.000001), scope.Z_DDP_backDepth)\n ),\n function () {\n this.$outputs.Z_DDP_depth = pb.vec2(pb.neg(this.Z_DDP_normDepth), this.Z_DDP_normDepth);\n }\n )\n .$elseif(\n pb.and(\n pb.lessThan(scope.Z_DDP_curDepth, pb.add(scope.Z_DDP_frontDepth, 0.000001)),\n pb.greaterThan(scope.Z_DDP_curDepth, pb.sub(scope.Z_DDP_frontDepth, 0.000001))\n ),\n function () {\n this.$outputs.Z_DDP_frontColor = this.Z_DDP_outputColor;\n }\n )\n .$else(function () {\n this.$outputs.Z_DDP_backColor = this.Z_DDP_outputColor;\n });\n }\n return true;\n }\n\n /**\n * {@inheritDoc OIT.applyUniforms}\n */\n applyUniforms(_ctx: DrawContext, bindGroup: BindGroup) {\n if (this._currentPass > 0) {\n bindGroup.setTexture('Z_DDP_depthTexture', this._depthTargets[(this._currentPass & 1) ^ 1]!);\n }\n }\n\n /**\n * {@inheritDoc OIT.calculateHash}\n */\n calculateHash() {\n return this._hash;\n }\n\n /**\n * {@inheritDoc OIT.setRenderStates}\n */\n setRenderStates(rs: RenderStateSet) {\n rs.useBlendingState().enable(false).enableAlphaToCoverage(false);\n rs.useDepthState().enableTest(true).enableWrite(false);\n\n rs.useTargetBlendingState(0)\n .enable(true)\n .enableAlphaToCoverage(false)\n .setBlendEquation('max', 'max')\n .setBlendFunc('one', 'one');\n\n rs.useTargetBlendingState(1)\n .enable(true)\n .enableAlphaToCoverage(false)\n .setBlendEquation('add', 'add')\n .setBlendFuncRGB('dst-alpha', 'one')\n .setBlendFuncAlpha('zero', 'inv-src-alpha');\n\n rs.useTargetBlendingState(2)\n .enable(true)\n .enableAlphaToCoverage(false)\n .setBlendEquation('add', 'add')\n .setBlendFuncRGB('one', 'inv-src-alpha')\n .setBlendFuncAlpha('one', 'inv-src-alpha');\n }\n\n /** @internal */\n private createFramebuffers(ctx: DrawContext) {\n const device = ctx.device;\n const width = ctx.depthTexture!.width;\n const height = ctx.depthTexture!.height;\n const depthTarget0 = device.pool.fetchTemporalTexture2D(false, DEPTH_FORMAT, width, height, false);\n const depthTarget1 = device.pool.fetchTemporalTexture2D(false, DEPTH_FORMAT, width, height, false);\n const frontTarget = device.pool.fetchTemporalTexture2D(false, ACCUM_FORMAT, width, height, false);\n const backTarget = device.pool.fetchTemporalTexture2D(false, ACCUM_FORMAT, width, height, false);\n const framebuffer0 = device.pool.createTemporalFramebuffer(\n false,\n [depthTarget0, frontTarget, backTarget],\n ctx.depthTexture\n );\n const framebuffer1 = device.pool.createTemporalFramebuffer(\n false,\n [depthTarget1, frontTarget, backTarget],\n ctx.depthTexture\n );\n device.pool.releaseTexture(depthTarget0);\n device.pool.releaseTexture(depthTarget1);\n device.pool.releaseTexture(frontTarget);\n device.pool.releaseTexture(backTarget);\n this._depthTargets = [depthTarget0, depthTarget1];\n this._frontTarget = frontTarget;\n this._backTarget = backTarget;\n this._framebuffers = [framebuffer0, framebuffer1];\n }\n\n /** @internal */\n private composite(ctx: DrawContext, device: AbstractDevice, frontTarget: Texture2D, backTarget: Texture2D) {\n const currentFramebuffer = device.getFramebuffer();\n const colorAttachment = currentFramebuffer?.getColorAttachments()[0] ?? null;\n const singleColorFramebuffer =\n currentFramebuffer && currentFramebuffer.getColorAttachments().length > 1 && colorAttachment\n ? device.pool.fetchTemporalFramebuffer(\n false,\n 0,\n 0,\n colorAttachment,\n currentFramebuffer.getDepthAttachment(),\n false\n )\n : null;\n if (singleColorFramebuffer) {\n const viewport = device.getViewport();\n const scissor = device.getScissor();\n device.pushDeviceStates();\n device.setFramebuffer(singleColorFramebuffer);\n device.setViewport(viewport);\n device.setScissor(scissor);\n }\n try {\n device.setProgram(DualDepthPeelingOIT.getCompositeProgram(device));\n DualDepthPeelingOIT._compositeBindGroup!.setTexture('frontTex', frontTarget);\n DualDepthPeelingOIT._compositeBindGroup!.setTexture('backTex', backTarget);\n device.setBindGroup(0, DualDepthPeelingOIT._compositeBindGroup!);\n drawFullscreenQuad(DualDepthPeelingOIT._compositeRenderStates!);\n } finally {\n if (singleColorFramebuffer) {\n device.popDeviceStates();\n device.pool.releaseFrameBuffer(singleColorFramebuffer);\n }\n }\n }\n\n /** @internal */\n private releaseFramebuffers() {\n if (this._device) {\n if (this._framebuffers[0]) {\n this._device.pool.releaseFrameBuffer(this._framebuffers[0]);\n }\n if (this._framebuffers[1]) {\n this._device.pool.releaseFrameBuffer(this._framebuffers[1]);\n }\n }\n this._depthTargets = [null, null];\n this._frontTarget = null;\n this._backTarget = null;\n this._framebuffers = [null, null];\n this._device = null;\n }\n\n /** @internal 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+ {"version":3,"file":"dualdepthpeeling_oit.js","sources":["../../src/render/dualdepthpeeling_oit.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BindGroup,\r\n DeviceCaps,\r\n FrameBuffer,\r\n GPUProgram,\r\n PBGlobalScope,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n RenderStateSet,\r\n Texture2D,\r\n TextureFormat\r\n} from '@zephyr3d/device';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { DEPTH_FARTHEST, REVERSE_Z, Vector4 } from '@zephyr3d/base';\r\nimport { OIT } from './oit';\r\nimport type { DrawContext } from './drawable';\r\nimport { drawFullscreenQuad } from './fullscreenquad';\r\nimport { tryGetApp } from '../app/api';\r\n\r\nconst DEPTH_FORMAT: TextureFormat = 'rg32f';\r\nconst ACCUM_FORMAT: TextureFormat = 'rgba16f';\r\nconst COLOR_ATTACHMENT_BYTES_PER_SAMPLE = 4 + 8 + 8;\r\n\r\n/**\r\n * Dual depth peeling OIT renderer.\r\n *\r\n * @remarks\r\n * This implementation follows the official dual depth peeling pass structure:\r\n * an initialization pass writes the nearest/farthest transparent depth pair, then\r\n * each peel pass ping-pongs the depth pair while accumulating front and back colors.\r\n *\r\n * It requires MRT, per-target blending, min/max blend equations and blendable\r\n * floating-point color targets. If those capabilities are missing, supportDevice()\r\n * returns false and the transparent pass falls back to sorted alpha blending.\r\n *\r\n * @public\r\n */\r\nexport class DualDepthPeelingOIT extends OIT {\r\n /** Type name of DualDepthPeelingOIT */\r\n public static readonly type = 'ddp';\r\n private static readonly DEPTH_CLEAR = new Vector4(-1, -1, -1, -1);\r\n private static readonly FRONT_CLEAR = new Vector4(0, 0, 0, 1);\r\n private static readonly BACK_CLEAR = new Vector4(0, 0, 0, 0);\r\n private static _compositeProgram: Nullable<GPUProgram> = null;\r\n private static _compositeBindGroup: Nullable<BindGroup> = null;\r\n private static _compositeRenderStates: Nullable<RenderStateSet> = null;\r\n private _numPeels: number;\r\n private _currentPass: number;\r\n private _hash: string;\r\n private _depthTargets: [Nullable<Texture2D>, Nullable<Texture2D>];\r\n private _frontTarget: Nullable<Texture2D>;\r\n private _backTarget: Nullable<Texture2D>;\r\n private _framebuffers: [Nullable<FrameBuffer>, Nullable<FrameBuffer>];\r\n private _device: Nullable<AbstractDevice>;\r\n\r\n /**\r\n * Creates an instance of DualDepthPeelingOIT.\r\n *\r\n * @param numPeels - Number of peel iterations after the initialization pass.\r\n */\r\n constructor(numPeels = 8) {\r\n super();\r\n this._numPeels = Math.max(1, Math.floor(numPeels || 0));\r\n this._currentPass = 0;\r\n this._hash = DualDepthPeelingOIT.type;\r\n this._depthTargets = [null, null];\r\n this._frontTarget = null;\r\n this._backTarget = null;\r\n this._framebuffers = [null, null];\r\n this._device = null;\r\n }\r\n\r\n /** Number of front/back peel iterations after the initialization pass. */\r\n get numPeels() {\r\n return this._numPeels;\r\n }\r\n set numPeels(val: number) {\r\n this._numPeels = Math.max(1, Math.floor(val || 0));\r\n }\r\n\r\n /**\r\n * Checks whether dual depth peeling can run with a capability snapshot.\r\n *\r\n * @param _deviceType - The device type. Unused: every supported backend\r\n * (WebGL2, WebGPU) has the required uniform buffers, so only the\r\n * capabilities decide.\r\n * @param caps - The device capabilities.\r\n * @returns True if dual depth peeling is supported.\r\n */\r\n static supportDeviceCaps(_deviceType: string, caps: DeviceCaps) {\r\n const framebufferCaps = caps.framebufferCaps;\r\n const textureCaps = caps.textureCaps;\r\n const miscCaps = caps.miscCaps;\r\n return (\r\n framebufferCaps.maxDrawBuffers >= 3 &&\r\n framebufferCaps.supportPerTargetBlending &&\r\n framebufferCaps.maxColorAttachmentBytesPerSample >= COLOR_ATTACHMENT_BYTES_PER_SAMPLE &&\r\n miscCaps.supportBlendMinMax &&\r\n textureCaps.supportHalfFloatColorBuffer &&\r\n textureCaps.supportFloatColorBuffer &&\r\n textureCaps.supportFloatBlending\r\n );\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.getType}\r\n */\r\n getType() {\r\n return DualDepthPeelingOIT.type;\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.supportDevice}\r\n */\r\n supportDevice(deviceType: string) {\r\n const device = tryGetApp()?.device;\r\n return (\r\n !!device &&\r\n device.type === deviceType &&\r\n DualDepthPeelingOIT.supportDeviceCaps(deviceType, device.getDeviceCaps())\r\n );\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.wantsPremultipliedAlpha}\r\n */\r\n wantsPremultipliedAlpha() {\r\n return true;\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.wantsAdditiveLightPassAlpha}\r\n */\r\n wantsAdditiveLightPassAlpha() {\r\n return true;\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.begin}\r\n */\r\n begin(ctx: DrawContext) {\r\n this.releaseFramebuffers();\r\n if (!ctx.depthTexture) {\r\n return 0;\r\n }\r\n this._device = ctx.device;\r\n this.createFramebuffers(ctx);\r\n return this._numPeels + 1;\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.end}\r\n */\r\n end(ctx: DrawContext) {\r\n try {\r\n if (this._frontTarget && this._backTarget) {\r\n this.composite(ctx, ctx.device, this._frontTarget, this._backTarget);\r\n }\r\n } finally {\r\n this.releaseFramebuffers();\r\n this._hash = DualDepthPeelingOIT.type;\r\n }\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.beginPass}\r\n */\r\n beginPass(ctx: DrawContext, pass: number) {\r\n this._currentPass = pass;\r\n const targetIndex = pass & 1;\r\n const currentDepthTarget = this._depthTargets[targetIndex];\r\n const previousDepthTarget = this._depthTargets[targetIndex ^ 1];\r\n const framebuffer = this._framebuffers[targetIndex];\r\n if (!currentDepthTarget || !framebuffer || (pass > 0 && !previousDepthTarget)) {\r\n return false;\r\n }\r\n this._hash =\r\n pass === 0\r\n ? `${this.getType()}#init#${currentDepthTarget.uid}`\r\n : `${this.getType()}#peel#${previousDepthTarget!.uid}`;\r\n ctx.device.pushDeviceStates();\r\n ctx.device.setFramebuffer(framebuffer);\r\n ctx.device.clearFrameBuffer(\r\n pass === 0\r\n ? [DualDepthPeelingOIT.DEPTH_CLEAR, DualDepthPeelingOIT.FRONT_CLEAR, DualDepthPeelingOIT.BACK_CLEAR]\r\n : [DualDepthPeelingOIT.DEPTH_CLEAR, null, null],\r\n null,\r\n null\r\n );\r\n return true;\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.endPass}\r\n */\r\n endPass(ctx: DrawContext, _pass: number) {\r\n ctx.device.popDeviceStates();\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.setupFragmentOutput}\r\n */\r\n setupFragmentOutput(scope: PBGlobalScope) {\r\n const pb = scope.$builder;\r\n scope.$outputs.Z_DDP_depth = pb.vec2();\r\n scope.$outputs.Z_DDP_frontColor = pb.vec4();\r\n scope.$outputs.Z_DDP_backColor = pb.vec4();\r\n if (this._currentPass > 0) {\r\n scope.Z_DDP_depthTexture = pb.tex2D().uniform(2).noSampler();\r\n }\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.outputFragmentColor}\r\n */\r\n outputFragmentColor(scope: PBInsideFunctionScope, color: PBShaderExp, ctx: DrawContext) {\r\n const pb = scope.$builder;\r\n scope.$outputs.Z_DDP_depth = pb.vec2(-1, -1);\r\n scope.$outputs.Z_DDP_frontColor = pb.vec4(0, 0, 0, 0);\r\n scope.$outputs.Z_DDP_backColor = pb.vec4(0, 0, 0, 0);\r\n // The peeling depth encoding is internal to this algorithm; normalize\r\n // device depth to standard orientation (0 = near) so the (-front, back)\r\n // encoding, the max/max blend extraction and the peel window logic stay\r\n // convention independent.\r\n scope.$l.Z_DDP_normDepth = REVERSE_Z\r\n ? pb.sub(1, scope.$builtins.fragCoord.z)\r\n : scope.$builtins.fragCoord.z;\r\n if (this._currentPass === 0) {\r\n scope.$outputs.Z_DDP_depth = pb.vec2(pb.neg(scope.Z_DDP_normDepth), scope.Z_DDP_normDepth);\r\n } else {\r\n scope.$l.Z_DDP_prevDepth = pb.textureLoad(\r\n scope.Z_DDP_depthTexture,\r\n pb.ivec2(scope.$builtins.fragCoord.xy),\r\n 0\r\n ).xy;\r\n scope.$l.Z_DDP_frontDepth = pb.neg(scope.Z_DDP_prevDepth.x);\r\n scope.$l.Z_DDP_backDepth = scope.Z_DDP_prevDepth.y;\r\n scope.$l.Z_DDP_curDepth = scope.Z_DDP_normDepth;\r\n scope.$l.Z_DDP_outputColor = pb.vec4(color.rgb, ctx.lightBlending ? pb.float(0) : color.a);\r\n scope\r\n .$if(\r\n pb.or(\r\n pb.lessThan(pb.add(scope.Z_DDP_curDepth, 0.000001), scope.Z_DDP_frontDepth),\r\n pb.greaterThan(pb.sub(scope.Z_DDP_curDepth, 0.000001), scope.Z_DDP_backDepth)\r\n ),\r\n function () {\r\n pb.discard();\r\n }\r\n )\r\n .$elseif(\r\n pb.and(\r\n pb.greaterThan(pb.sub(scope.Z_DDP_curDepth, 0.000001), scope.Z_DDP_frontDepth),\r\n pb.lessThan(pb.add(scope.Z_DDP_curDepth, 0.000001), scope.Z_DDP_backDepth)\r\n ),\r\n function () {\r\n this.$outputs.Z_DDP_depth = pb.vec2(pb.neg(this.Z_DDP_normDepth), this.Z_DDP_normDepth);\r\n }\r\n )\r\n .$elseif(\r\n pb.and(\r\n pb.lessThan(scope.Z_DDP_curDepth, pb.add(scope.Z_DDP_frontDepth, 0.000001)),\r\n pb.greaterThan(scope.Z_DDP_curDepth, pb.sub(scope.Z_DDP_frontDepth, 0.000001))\r\n ),\r\n function () {\r\n this.$outputs.Z_DDP_frontColor = this.Z_DDP_outputColor;\r\n }\r\n )\r\n .$else(function () {\r\n this.$outputs.Z_DDP_backColor = this.Z_DDP_outputColor;\r\n });\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.applyUniforms}\r\n */\r\n applyUniforms(_ctx: DrawContext, bindGroup: BindGroup) {\r\n if (this._currentPass > 0) {\r\n bindGroup.setTexture('Z_DDP_depthTexture', this._depthTargets[(this._currentPass & 1) ^ 1]!);\r\n }\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.calculateHash}\r\n */\r\n calculateHash() {\r\n return this._hash;\r\n }\r\n\r\n /**\r\n * {@inheritDoc OIT.setRenderStates}\r\n */\r\n setRenderStates(rs: RenderStateSet) {\r\n rs.useBlendingState().enable(false).enableAlphaToCoverage(false);\r\n rs.useDepthState().enableTest(true).enableWrite(false);\r\n\r\n rs.useTargetBlendingState(0)\r\n .enable(true)\r\n .enableAlphaToCoverage(false)\r\n .setBlendEquation('max', 'max')\r\n .setBlendFunc('one', 'one');\r\n\r\n rs.useTargetBlendingState(1)\r\n .enable(true)\r\n .enableAlphaToCoverage(false)\r\n .setBlendEquation('add', 'add')\r\n .setBlendFuncRGB('dst-alpha', 'one')\r\n .setBlendFuncAlpha('zero', 'inv-src-alpha');\r\n\r\n rs.useTargetBlendingState(2)\r\n .enable(true)\r\n .enableAlphaToCoverage(false)\r\n .setBlendEquation('add', 'add')\r\n .setBlendFuncRGB('one', 'inv-src-alpha')\r\n .setBlendFuncAlpha('one', 'inv-src-alpha');\r\n }\r\n\r\n /** @internal */\r\n private createFramebuffers(ctx: DrawContext) {\r\n const device = ctx.device;\r\n const width = ctx.depthTexture!.width;\r\n const height = ctx.depthTexture!.height;\r\n const depthTarget0 = device.pool.fetchTemporalTexture2D(false, DEPTH_FORMAT, width, height, false);\r\n const depthTarget1 = device.pool.fetchTemporalTexture2D(false, DEPTH_FORMAT, width, height, false);\r\n const frontTarget = device.pool.fetchTemporalTexture2D(false, ACCUM_FORMAT, width, height, false);\r\n const backTarget = device.pool.fetchTemporalTexture2D(false, ACCUM_FORMAT, width, height, false);\r\n const framebuffer0 = device.pool.createTemporalFramebuffer(\r\n false,\r\n [depthTarget0, frontTarget, backTarget],\r\n ctx.depthTexture\r\n );\r\n const framebuffer1 = device.pool.createTemporalFramebuffer(\r\n false,\r\n [depthTarget1, frontTarget, backTarget],\r\n ctx.depthTexture\r\n );\r\n device.pool.releaseTexture(depthTarget0);\r\n device.pool.releaseTexture(depthTarget1);\r\n device.pool.releaseTexture(frontTarget);\r\n device.pool.releaseTexture(backTarget);\r\n this._depthTargets = [depthTarget0, depthTarget1];\r\n this._frontTarget = frontTarget;\r\n this._backTarget = backTarget;\r\n this._framebuffers = [framebuffer0, framebuffer1];\r\n }\r\n\r\n /** @internal */\r\n private composite(ctx: DrawContext, device: AbstractDevice, frontTarget: Texture2D, backTarget: Texture2D) {\r\n const currentFramebuffer = device.getFramebuffer();\r\n const colorAttachment = currentFramebuffer?.getColorAttachments()[0] ?? null;\r\n const singleColorFramebuffer =\r\n currentFramebuffer && currentFramebuffer.getColorAttachments().length > 1 && colorAttachment\r\n ? device.pool.fetchTemporalFramebuffer(\r\n false,\r\n 0,\r\n 0,\r\n colorAttachment,\r\n currentFramebuffer.getDepthAttachment(),\r\n false\r\n )\r\n : null;\r\n if (singleColorFramebuffer) {\r\n const viewport = device.getViewport();\r\n const scissor = device.getScissor();\r\n device.pushDeviceStates();\r\n device.setFramebuffer(singleColorFramebuffer);\r\n device.setViewport(viewport);\r\n device.setScissor(scissor);\r\n }\r\n try {\r\n device.setProgram(DualDepthPeelingOIT.getCompositeProgram(device));\r\n DualDepthPeelingOIT._compositeBindGroup!.setTexture('frontTex', frontTarget);\r\n DualDepthPeelingOIT._compositeBindGroup!.setTexture('backTex', backTarget);\r\n device.setBindGroup(0, DualDepthPeelingOIT._compositeBindGroup!);\r\n drawFullscreenQuad(DualDepthPeelingOIT._compositeRenderStates!);\r\n } finally {\r\n if (singleColorFramebuffer) {\r\n device.popDeviceStates();\r\n device.pool.releaseFrameBuffer(singleColorFramebuffer);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n private releaseFramebuffers() {\r\n if (this._device) {\r\n if (this._framebuffers[0]) {\r\n this._device.pool.releaseFrameBuffer(this._framebuffers[0]);\r\n }\r\n if (this._framebuffers[1]) {\r\n this._device.pool.releaseFrameBuffer(this._framebuffers[1]);\r\n }\r\n }\r\n this._depthTargets = [null, null];\r\n this._frontTarget = null;\r\n this._backTarget = null;\r\n this._framebuffers = [null, null];\r\n this._device = null;\r\n }\r\n\r\n /** @internal */\r\n private static getCompositeProgram(device: AbstractDevice) {\r\n if (!this._compositeProgram) {\r\n this._compositeProgram = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n this.$outputs.uv = pb.vec2();\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, DEPTH_FARTHEST, 1);\r\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\r\n if (device.type === 'webgpu') {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n }\r\n });\r\n },\r\n fragment(pb) {\r\n this.$outputs.outColor = pb.vec4();\r\n this.frontTex = pb.tex2D().uniform(0);\r\n this.backTex = pb.tex2D().uniform(0);\r\n pb.main(function () {\r\n this.$l.frontColor = pb.textureSample(this.frontTex, this.$inputs.uv);\r\n this.$l.backColor = pb.textureSample(this.backTex, this.$inputs.uv);\r\n this.$l.remainingAlpha = pb.clamp(pb.mul(this.frontColor.a, pb.sub(1, this.backColor.a)), 0, 1);\r\n this.$outputs.outColor = pb.vec4(\r\n pb.add(this.frontColor.rgb, pb.mul(this.frontColor.a, this.backColor.rgb)),\r\n this.remainingAlpha\r\n );\r\n });\r\n }\r\n })!;\r\n this._compositeProgram.name = '@DualDepthPeelingOIT_Composite';\r\n this._compositeBindGroup = device.createBindGroup(this._compositeProgram.bindGroupLayouts[0]);\r\n this._compositeRenderStates = device.createRenderStateSet();\r\n this._compositeRenderStates\r\n .useBlendingState()\r\n .enable(true)\r\n .setBlendFuncRGB('one', 'src-alpha')\r\n .setBlendFuncAlpha('zero', 'one');\r\n this._compositeRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n }\r\n return this._compositeProgram;\r\n }\r\n\r\n protected onDispose() {\r\n super.onDispose();\r\n this.releaseFramebuffers();\r\n 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