@zephyr3d/scene 0.9.26 → 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/joint_dynamics/convex_collider.js +320 -0
- package/dist/animation/joint_dynamics/convex_collider.js.map +1 -0
- package/dist/animation/skeleton.js +21 -1
- package/dist/animation/skeleton.js.map +1 -1
- package/dist/asset/model.js +6 -2
- package/dist/asset/model.js.map +1 -1
- package/dist/camera/camera.js +75 -23
- package/dist/camera/camera.js.map +1 -1
- package/dist/index.d.ts +4764 -3600
- package/dist/index.js +2 -1
- package/dist/index.js.map +1 -1
- package/dist/material/hairstrand.js +235 -235
- package/dist/material/hairstrand.js.map +1 -1
- package/dist/material/material.js +296 -296
- package/dist/material/material.js.map +1 -1
- package/dist/material/mixins/lit.js +33 -1
- package/dist/material/mixins/lit.js.map +1 -1
- package/dist/material/shader/helper.js +404 -3
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/material/water.js +2057 -72
- package/dist/material/water.js.map +1 -1
- package/dist/posteffect/motionblur.js +663 -58
- 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/sss.js +30 -2
- package/dist/posteffect/sss.js.map +1 -1
- package/dist/render/abuffer_oit.js +37 -37
- 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 +1 -0
- package/dist/render/cull_visitor.js.map +1 -1
- package/dist/render/dualdepthpeeling_oit.js +49 -49
- package/dist/render/dualdepthpeeling_oit.js.map +1 -1
- package/dist/render/fbm_wavegenerator.js +3 -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 +127 -20
- package/dist/render/gerstner_wavegenerator.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 +11 -11
- package/dist/render/oit.js.map +1 -1
- package/dist/render/render_queue.js +36 -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/forward_plus_builder.js +318 -9
- 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/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 +33 -33
- package/dist/render/weightedblended_oit.js.map +1 -1
- package/dist/scene/water.js +540 -4
- package/dist/scene/water.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/shadow_region.js +49 -49
- package/dist/shadow/shadow_region.js.map +1 -1
- package/dist/utility/serialization/manager.js +3 -1
- package/dist/utility/serialization/manager.js.map +1 -1
- package/dist/utility/serialization/scene/animation.js +31 -2
- package/dist/utility/serialization/scene/animation.js.map +1 -1
- package/dist/utility/serialization/scene/camera.js +53 -25
- package/dist/utility/serialization/scene/camera.js.map +1 -1
- package/dist/utility/serialization/scene/light.js.map +1 -1
- package/dist/utility/serialization/scene/water.js +1101 -21
- package/dist/utility/serialization/scene/water.js.map +1 -1
- package/dist/utility/shprojector.js +87 -87
- package/dist/utility/shprojector.js.map +1 -1
- package/package.json +1 -1
- 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":"sao.js","sources":["../../src/posteffect/sao.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BindGroup,\r\n GPUProgram,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n RenderStateSet,\r\n Texture2D\r\n} from '@zephyr3d/device';\r\nimport { isFloatTextureFormat } from '@zephyr3d/device';\r\nimport { AbstractPostEffect, PostEffectLayer } from './posteffect';\r\nimport { decodeNormalizedFloatFromRGBA, encodeNormalizedFloatToRGBA } from '../shaders/misc';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { DEPTH_COMPARE_FARTHER, DEPTH_FARTHEST, Matrix4x4, Vector2, Vector4 } from '@zephyr3d/base';\r\nimport { BilateralBlurBlitter } from '../blitter/bilateralblur';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport type { BlitType } from '../blitter';\r\nimport type { DrawContext } from '../render';\r\nimport { fetchSampler } from '../utility/misc';\r\n\r\nconst NUM_SAMPLES = 7;\r\nconst NUM_RINGS = 4;\r\n\r\nclass DepthLimitAOBlurBlitter extends BilateralBlurBlitter {\r\n private _packed: boolean;\r\n constructor(finalPhase: boolean) {\r\n super(finalPhase);\r\n this._packed = false;\r\n }\r\n get packed() {\r\n return this._packed;\r\n }\r\n set packed(val) {\r\n if (this._packed !== !!val) {\r\n this._packed = !!val;\r\n this.invalidateHash();\r\n }\r\n }\r\n protected calcHash() {\r\n return `${this._packed}:${super.calcHash()}`;\r\n }\r\n readTexel(\r\n scope: PBInsideFunctionScope,\r\n type: BlitType,\r\n srcTex: PBShaderExp,\r\n srcUV: PBShaderExp,\r\n srcLayer: PBShaderExp,\r\n sampleType: 'float' | 'int' | 'uint' | 'depth'\r\n ) {\r\n const pb = scope.$builder;\r\n const texel = super.readTexel(scope, type, srcTex, srcUV, srcLayer, sampleType);\r\n if (this._packed) {\r\n return pb.vec4(pb.vec3(decodeNormalizedFloatFromRGBA(scope, texel)), 1);\r\n } else {\r\n return pb.vec4(texel.rrr, 1);\r\n }\r\n }\r\n writeTexel(scope: PBInsideFunctionScope, type: BlitType, uv: PBShaderExp, texel: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const outTexel = super.writeTexel(scope, type, uv, pb.vec4(texel.rrr, 1));\r\n return this._finalPhase || !this._packed\r\n ? pb.vec4(outTexel.rrr, 1)\r\n : encodeNormalizedFloatToRGBA(scope, outTexel.r);\r\n }\r\n}\r\n/**\r\n * The Scalable Ambient Obscurance (SAO) post effect\r\n * @public\r\n */\r\nexport class SAO extends AbstractPostEffect {\r\n private static _program: Nullable<GPUProgram> = null;\r\n private static _programPacked: Nullable<GPUProgram> = null;\r\n private static _renderState: Nullable<RenderStateSet> = null;\r\n private static _renderStateBlend: Nullable<RenderStateSet> = null;\r\n private static _bindgroup: Nullable<BindGroup> = null;\r\n private static _bindgroupPacked: Nullable<BindGroup> = null;\r\n private _saoScale: number;\r\n private _saoBias: number;\r\n private _saoIntensity: number;\r\n private _saoRadius: number;\r\n private _saoMinResolution: number;\r\n private readonly _saoRandomSeed: number;\r\n private _saoBlurDepthCutoff: number;\r\n private readonly _blitterH: DepthLimitAOBlurBlitter;\r\n private readonly _blitterV: DepthLimitAOBlurBlitter;\r\n private _supported: boolean;\r\n /**\r\n * Creates an instance of SAO post effect\r\n */\r\n constructor() {\r\n super();\r\n this._supported = true;\r\n this._layer = PostEffectLayer.opaque;\r\n this._saoScale = 10;\r\n this._saoBias = 1;\r\n this._saoIntensity = 0.025;\r\n this._saoRadius = 100;\r\n this._saoMinResolution = 0;\r\n this._saoRandomSeed = 0;\r\n this._saoBlurDepthCutoff = 2;\r\n this._blitterH = new DepthLimitAOBlurBlitter(false);\r\n this._blitterH.kernelRadius = 8;\r\n this._blitterH.stdDev = 10;\r\n this._blitterV = new DepthLimitAOBlurBlitter(true);\r\n this._blitterV.kernelRadius = 8;\r\n this._blitterV.stdDev = 10;\r\n }\r\n /** Scale value */\r\n get scale() {\r\n return this._saoScale;\r\n }\r\n set scale(val) {\r\n this._saoScale = val;\r\n }\r\n /** Bias value */\r\n get bias() {\r\n return this._saoBias;\r\n }\r\n set bias(val) {\r\n this._saoBias = val;\r\n }\r\n /** Radius value */\r\n get radius() {\r\n return this._saoRadius;\r\n }\r\n set radius(val) {\r\n this._saoRadius = val;\r\n }\r\n /** SAO intensity */\r\n get intensity() {\r\n return this._saoIntensity;\r\n }\r\n set intensity(val) {\r\n this._saoIntensity = val;\r\n }\r\n /** Minimum resolution */\r\n get minResolution() {\r\n return this._saoMinResolution;\r\n }\r\n set minResolution(val) {\r\n this._saoMinResolution = val;\r\n }\r\n /** Blur kernel size */\r\n get blurKernelSize() {\r\n return this._blitterH.kernelRadius;\r\n }\r\n set blurKernelSize(val) {\r\n val = Math.min(64, Math.max(0, val >> 0));\r\n this._blitterH.kernelRadius = val;\r\n this._blitterV.kernelRadius = val;\r\n }\r\n /** Gaussian blur stddev value */\r\n get blurStdDev() {\r\n return this._blitterH.stdDev;\r\n }\r\n set blurStdDev(val) {\r\n this._blitterH.stdDev = val;\r\n this._blitterV.stdDev = val;\r\n }\r\n /** Cutoff of depth limited blur */\r\n get blurDepthCutoff() {\r\n return this._saoBlurDepthCutoff;\r\n }\r\n set blurDepthCutoff(val) {\r\n this._saoBlurDepthCutoff = val;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.requireLinearDepthTexture} */\r\n requireLinearDepthTexture() {\r\n return true;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.requireDepthAttachment} */\r\n requireDepthAttachment() {\r\n return true;\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 const viewport = device.getViewport();\r\n this._prepare(device, inputColorTexture);\r\n this.passThrough(ctx, inputColorTexture, srgbOutput);\r\n if (!this._supported) {\r\n return;\r\n }\r\n const fmt = this._getIntermediateTextureFormat(device);\r\n const depth = device.getFramebuffer()!.getDepthAttachment() as Texture2D;\r\n\r\n const fbao = device.pool.fetchTemporalTexture2D(false, fmt, depth.width, depth.height, false);\r\n const fbblur = device.pool.fetchTemporalTexture2D(false, fmt, depth.width, depth.height, false);\r\n const packed = fbao.format === 'rgba8unorm';\r\n const cameraNearFar = new Vector2(ctx.camera.getNearPlane(), ctx.camera.getFarPlane());\r\n device.pushDeviceStates();\r\n device.setFramebuffer([fbao], depth);\r\n device.clearFrameBuffer(packed ? new Vector4(0, 0, 0, 1) : new Vector4(1, 0, 0, 1), null, null);\r\n const bindgroup = packed ? SAO._bindgroupPacked! : SAO._bindgroup!;\r\n bindgroup.setValue('flip', this.needFlip(device) ? 1 : 0);\r\n bindgroup.setTexture('depthTex', sceneDepthTexture, fetchSampler('clamp_nearest_nomip'));\r\n bindgroup.setValue('scale', this._saoScale);\r\n bindgroup.setValue('invProj', Matrix4x4.invert(ctx.camera.getProjectionMatrix()));\r\n bindgroup.setValue('bias', this._saoBias);\r\n bindgroup.setValue('cameraNearFar', cameraNearFar);\r\n bindgroup.setValue('intensity', this._saoIntensity);\r\n bindgroup.setValue('kernelRadius', this._saoRadius);\r\n bindgroup.setValue('minResolution', this._saoMinResolution);\r\n bindgroup.setValue('size', new Vector2(viewport.width, viewport.height));\r\n bindgroup.setValue('randomSeed', this._saoRandomSeed);\r\n device.setRenderStates(SAO._renderState);\r\n device.setProgram(packed ? SAO._programPacked : SAO._program);\r\n device.setBindGroup(0, bindgroup);\r\n this.drawFullscreenQuad(SAO._renderState!);\r\n this._blitterH.size = new Vector2(inputColorTexture.width, inputColorTexture.height);\r\n this._blitterH.depthTex = sceneDepthTexture;\r\n this._blitterH.depthCutoff = this._saoBlurDepthCutoff;\r\n this._blitterH.sampler = fetchSampler('clamp_nearest_nomip');\r\n this._blitterH.cameraNearFar = cameraNearFar;\r\n this._blitterH.packed = packed;\r\n this._blitterH.renderStates = SAO._renderState;\r\n this._blitterV.size = new Vector2(inputColorTexture.width, inputColorTexture.height);\r\n this._blitterV.depthTex = sceneDepthTexture;\r\n this._blitterV.depthCutoff = this._saoBlurDepthCutoff;\r\n this._blitterV.sampler = fetchSampler('clamp_nearest_nomip');\r\n this._blitterV.cameraNearFar = cameraNearFar;\r\n this._blitterV.packed = packed;\r\n this._blitterV.srgbOut = srgbOutput;\r\n this._blitterV.renderStates = SAO._renderStateBlend;\r\n this._blitterH.blit(fbao, fbblur);\r\n device.popDeviceStates();\r\n this._blitterV.blit(fbblur, device.getFramebuffer()!);\r\n device.pool.releaseTexture(fbao);\r\n device.pool.releaseTexture(fbblur);\r\n }\r\n private _getIntermediateTextureFormat(device: AbstractDevice) {\r\n const texCaps = device.getDeviceCaps().textureCaps;\r\n return device.type === 'webgl' ||\r\n (!texCaps.supportHalfFloatColorBuffer && !texCaps.supportFloatColorBuffer)\r\n ? 'rgba8unorm'\r\n : texCaps.supportHalfFloatColorBuffer\r\n ? 'r16f'\r\n : 'r32f';\r\n }\r\n /** @internal */\r\n private _prepare(device: AbstractDevice, _srcTexture: Texture2D) {\r\n const fb = device.getFramebuffer();\r\n const isFloatFramebuffer = fb && isFloatTextureFormat(fb.getColorAttachments()[0].format);\r\n this._supported = !isFloatFramebuffer || device.getDeviceCaps().framebufferCaps.supportFloatBlending;\r\n if (this._supported) {\r\n if (!SAO._renderState) {\r\n SAO._renderState = device.createRenderStateSet();\r\n SAO._renderState\r\n .useDepthState()\r\n .enableTest(true)\r\n .enableWrite(false)\r\n .setCompareFunc(DEPTH_COMPARE_FARTHER);\r\n SAO._renderState.useRasterizerState().setCullMode('none');\r\n SAO._renderStateBlend = device.createRenderStateSet();\r\n SAO._renderStateBlend\r\n .useDepthState()\r\n .enableTest(true)\r\n .enableWrite(false)\r\n .setCompareFunc(DEPTH_COMPARE_FARTHER);\r\n SAO._renderStateBlend.useRasterizerState().setCullMode('none');\r\n SAO._renderStateBlend\r\n .useBlendingState()\r\n .enable(true)\r\n .setBlendFuncRGB('zero', 'src-color')\r\n .setBlendFuncAlpha('zero', 'one');\r\n }\r\n function createProgram(packed: boolean) {\r\n const program = 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.$builtins.position.y);\r\n });\r\n });\r\n },\r\n fragment(pb) {\r\n this.depthTex = pb.tex2D().sampleType('unfilterable-float').uniform(0);\r\n this.scale = pb.float().uniform(0);\r\n this.invProj = pb.mat4().uniform(0);\r\n this.cameraNearFar = pb.vec2().uniform(0);\r\n this.intensity = pb.float().uniform(0);\r\n this.bias = pb.float().uniform(0);\r\n this.kernelRadius = pb.float().uniform(0);\r\n this.minResolution = pb.float().uniform(0);\r\n this.size = pb.vec2().uniform(0);\r\n this.randomSeed = pb.float().uniform(0);\r\n this.$l.scaleDividedByCameraFar = pb.float();\r\n this.$l.minResolutionMultipliedByCameraFar = pb.float();\r\n pb.func('rand', [pb.vec2('uv')], function () {\r\n this.$l.a = 12.9898;\r\n this.$l.b = 78.233;\r\n this.$l.c = 43758.5453;\r\n this.$l.dt = pb.dot(this.uv, pb.vec2(this.a, this.b));\r\n this.$l.sn = pb.mod(this.dt, Math.PI);\r\n this.$return(pb.fract(pb.mul(pb.sin(this.sn), this.c)));\r\n });\r\n pb.func('getPositionVS', [pb.vec2('uv')], function () {\r\n this.$l.depthValue = pb.textureSample(this.depthTex, this.uv);\r\n if (device.type === 'webgl') {\r\n this.$l.linearDepth = decodeNormalizedFloatFromRGBA(this, this.depthValue);\r\n } else {\r\n this.$l.linearDepth = this.depthValue.r;\r\n }\r\n this.$l.nonLinearDepth = ShaderHelper.linearNormalizedToNonLinearDepth(\r\n this,\r\n this.linearDepth,\r\n this.cameraNearFar\r\n );\r\n this.$l.clipSpacePos = pb.vec4(\r\n pb.sub(pb.mul(this.uv, 2), pb.vec2(1)),\r\n ShaderHelper.deviceDepthToClipZ(this, pb.clamp(this.nonLinearDepth, 0, 1)),\r\n 1\r\n );\r\n // this.$l.clipSpacePos = pb.vec4(this.uv, this.nonLinearDepth, 1);\r\n this.$l.vPos = pb.mul(this.invProj, this.clipSpacePos);\r\n this.vPos = pb.div(this.vPos, this.vPos.w);\r\n this.$return(this.vPos.xyz);\r\n });\r\n pb.func(\r\n 'getOcclusion',\r\n [pb.vec3('centerPos'), pb.vec3('centerNormal'), pb.vec3('samplePos')],\r\n function () {\r\n this.$l.viewDelta = pb.sub(this.samplePos, this.centerPos);\r\n this.$l.viewDistance = pb.length(this.viewDelta);\r\n this.$l.scaledScreenDistance = pb.mul(this.scaleDividedByCameraFar, this.viewDistance);\r\n this.$return(\r\n pb.div(\r\n pb.max(\r\n 0,\r\n pb.sub(\r\n pb.div(\r\n pb.sub(\r\n pb.dot(this.centerNormal, this.viewDelta),\r\n this.minResolutionMultipliedByCameraFar\r\n ),\r\n this.scaledScreenDistance\r\n ),\r\n this.bias\r\n )\r\n ),\r\n pb.add(pb.mul(this.scaledScreenDistance, this.scaledScreenDistance), 1)\r\n )\r\n );\r\n }\r\n );\r\n pb.func('getAO', [pb.vec3('vPos')], function () {\r\n this.scaleDividedByCameraFar = pb.div(this.scale, this.cameraNearFar.y);\r\n this.minResolutionMultipliedByCameraFar = pb.mul(this.minResolution, this.cameraNearFar.y);\r\n this.$l.centerViewNormal = pb.normalize(pb.cross(pb.dpdx(this.vPos), pb.dpdy(this.vPos)));\r\n this.$l.angle = pb.mul(\r\n this.rand(pb.add(this.$inputs.uv, pb.vec2(this.randomSeed))),\r\n Math.PI * 2\r\n );\r\n this.$l.radius = pb.div(pb.vec2(pb.mul(this.kernelRadius, 1 / NUM_SAMPLES)), this.size);\r\n this.$l.radiusStep = this.radius;\r\n this.$l.occlusionSum = pb.float(0);\r\n this.$l.weightSum = pb.float(0);\r\n this.$for(pb.int('i'), 0, NUM_SAMPLES, function () {\r\n this.$l.sampleUV = pb.add(\r\n this.$inputs.uv,\r\n pb.mul(pb.vec2(pb.cos(this.angle), pb.sin(this.angle)), this.radius)\r\n );\r\n this.radius = pb.add(this.radius, this.radiusStep);\r\n this.angle = pb.add(this.angle, (Math.PI * NUM_RINGS) / NUM_SAMPLES);\r\n this.samplePos = this.getPositionVS(this.sampleUV);\r\n this.occlusionSum = pb.add(\r\n this.occlusionSum,\r\n this.getOcclusion(this.vPos, this.centerViewNormal, this.samplePos)\r\n );\r\n this.weightSum = pb.add(this.weightSum, 1);\r\n });\r\n this.$if(pb.equal(this.weightSum, 0), function () {\r\n pb.discard();\r\n });\r\n this.$return(pb.div(pb.mul(this.occlusionSum, this.intensity), this.weightSum));\r\n });\r\n pb.main(function () {\r\n this.$l.vPos = this.getPositionVS(this.$inputs.uv);\r\n this.$l.ao = pb.clamp(pb.sub(1, this.getAO(this.vPos)), 0, packed ? 0.999 : 1);\r\n if (packed) {\r\n this.$outputs.outColor = encodeNormalizedFloatToRGBA(this, this.ao);\r\n } else {\r\n this.$outputs.outColor = pb.vec4(this.ao, this.ao, this.ao, 1);\r\n }\r\n });\r\n }\r\n })!;\r\n program.name = packed ? '@SAO_Packed' : '@SAO';\r\n return program;\r\n }\r\n if (!SAO._program) {\r\n SAO._program = createProgram(false);\r\n SAO._programPacked = createProgram(true);\r\n SAO._bindgroup = device.createBindGroup(SAO._program.bindGroupLayouts[0]);\r\n SAO._bindgroupPacked = device.createBindGroup(SAO._programPacked.bindGroupLayouts[0]);\r\n }\r\n }\r\n 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{"version":3,"file":"sao.js","sources":["../../src/posteffect/sao.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BindGroup,\r\n GPUProgram,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n RenderStateSet,\r\n Texture2D\r\n} from '@zephyr3d/device';\r\nimport { isFloatTextureFormat } from '@zephyr3d/device';\r\nimport { AbstractPostEffect, PostEffectLayer } from './posteffect';\r\nimport { decodeNormalizedFloatFromRGBA, encodeNormalizedFloatToRGBA } from '../shaders/misc';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { DEPTH_COMPARE_FARTHER, DEPTH_FARTHEST, Matrix4x4, Vector2, Vector4 } from '@zephyr3d/base';\r\nimport { BilateralBlurBlitter } from '../blitter/bilateralblur';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport type { BlitType } from '../blitter';\r\nimport type { DrawContext } from '../render';\r\nimport { fetchSampler } from '../utility/misc';\r\n\r\nconst NUM_SAMPLES = 7;\r\nconst NUM_RINGS = 4;\r\n/**\r\n * Hard cap on the tap pattern's screen-space radius, in pixels.\r\n *\r\n * @remarks\r\n * Purely a performance guard, not a look control: the world-space radius is\r\n * projected per pixel, and without a cap a surface close to the near plane\r\n * would spread the taps across the whole screen, which destroys depth-texture\r\n * cache locality for no visual gain. At 1080p this is about a quarter of the\r\n * screen height, far wider than any sane occlusion radius projects to at a\r\n * normal working distance.\r\n */\r\nconst MAX_TAP_RADIUS_PIXELS = 256;\r\n/**\r\n * Mean of the falloff term over the fixed tap pattern, used to normalize the\r\n * occlusion sum so {@link SAO.intensity} does not depend on the radius.\r\n */\r\nconst MEAN_TAP_FALLOFF = 0.748834;\r\n\r\nclass DepthLimitAOBlurBlitter extends BilateralBlurBlitter {\r\n private _packed: boolean;\r\n constructor(finalPhase: boolean) {\r\n super(finalPhase);\r\n this._packed = false;\r\n }\r\n get packed() {\r\n return this._packed;\r\n }\r\n set packed(val) {\r\n if (this._packed !== !!val) {\r\n this._packed = !!val;\r\n this.invalidateHash();\r\n }\r\n }\r\n protected calcHash() {\r\n return `${this._packed}:${super.calcHash()}`;\r\n }\r\n readTexel(\r\n scope: PBInsideFunctionScope,\r\n type: BlitType,\r\n srcTex: PBShaderExp,\r\n srcUV: PBShaderExp,\r\n srcLayer: PBShaderExp,\r\n sampleType: 'float' | 'int' | 'uint' | 'depth'\r\n ) {\r\n const pb = scope.$builder;\r\n const texel = super.readTexel(scope, type, srcTex, srcUV, srcLayer, sampleType);\r\n if (this._packed) {\r\n return pb.vec4(pb.vec3(decodeNormalizedFloatFromRGBA(scope, texel)), 1);\r\n } else {\r\n return pb.vec4(texel.rrr, 1);\r\n }\r\n }\r\n writeTexel(scope: PBInsideFunctionScope, type: BlitType, uv: PBShaderExp, texel: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const outTexel = super.writeTexel(scope, type, uv, pb.vec4(texel.rrr, 1));\r\n return this._finalPhase || !this._packed\r\n ? pb.vec4(outTexel.rrr, 1)\r\n : encodeNormalizedFloatToRGBA(scope, outTexel.r);\r\n }\r\n}\r\n/**\r\n * The Scalable Ambient Obscurance (SAO) post effect\r\n * @public\r\n */\r\nexport class SAO extends AbstractPostEffect {\r\n private static _program: Nullable<GPUProgram> = null;\r\n private static _programPacked: Nullable<GPUProgram> = null;\r\n private static _renderState: Nullable<RenderStateSet> = null;\r\n private static _renderStateBlend: Nullable<RenderStateSet> = null;\r\n private static _bindgroup: Nullable<BindGroup> = null;\r\n private static _bindgroupPacked: Nullable<BindGroup> = null;\r\n private _saoBias: number;\r\n private _saoIntensity: number;\r\n private _saoOcclusionRadius: number;\r\n private readonly _saoRandomSeed: number;\r\n private _saoBlurDepthCutoff: number;\r\n private readonly _blitterH: DepthLimitAOBlurBlitter;\r\n private readonly _blitterV: DepthLimitAOBlurBlitter;\r\n private _supported: boolean;\r\n /**\r\n * Creates an instance of SAO post effect\r\n */\r\n constructor() {\r\n super();\r\n this._supported = true;\r\n this._layer = PostEffectLayer.opaque;\r\n this._saoBias = 0.05;\r\n this._saoIntensity = 1;\r\n this._saoOcclusionRadius = 0.5;\r\n this._saoRandomSeed = 0;\r\n this._saoBlurDepthCutoff = 2;\r\n this._blitterH = new DepthLimitAOBlurBlitter(false);\r\n this._blitterH.kernelRadius = 8;\r\n this._blitterH.stdDev = 10;\r\n this._blitterV = new DepthLimitAOBlurBlitter(true);\r\n this._blitterV.kernelRadius = 8;\r\n this._blitterV.stdDev = 10;\r\n }\r\n /**\r\n * Strength of the occlusion term added by each tap.\r\n */\r\n get intensity() {\r\n return this._saoIntensity;\r\n }\r\n set intensity(val) {\r\n this._saoIntensity = val;\r\n }\r\n /**\r\n * Threshold below which a sample does not occlude, in the range 0..1.\r\n */\r\n get bias() {\r\n return this._saoBias;\r\n }\r\n set bias(val) {\r\n this._saoBias = val;\r\n }\r\n /**\r\n * World-space occlusion radius in metres.\r\n */\r\n get occlusionRadius() {\r\n return this._saoOcclusionRadius;\r\n }\r\n set occlusionRadius(val) {\r\n this._saoOcclusionRadius = val;\r\n }\r\n /** Blur kernel size */\r\n get blurKernelSize() {\r\n return this._blitterH.kernelRadius;\r\n }\r\n set blurKernelSize(val) {\r\n val = Math.min(64, Math.max(0, val >> 0));\r\n this._blitterH.kernelRadius = val;\r\n this._blitterV.kernelRadius = val;\r\n }\r\n /** Gaussian blur stddev value */\r\n get blurStdDev() {\r\n return this._blitterH.stdDev;\r\n }\r\n set blurStdDev(val) {\r\n this._blitterH.stdDev = val;\r\n this._blitterV.stdDev = val;\r\n }\r\n /** Cutoff of depth limited blur */\r\n get blurDepthCutoff() {\r\n return this._saoBlurDepthCutoff;\r\n }\r\n set blurDepthCutoff(val) {\r\n this._saoBlurDepthCutoff = val;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.requireLinearDepthTexture} */\r\n requireLinearDepthTexture() {\r\n return true;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.requireDepthAttachment} */\r\n requireDepthAttachment() {\r\n return true;\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 const viewport = device.getViewport();\r\n this._prepare(device, inputColorTexture);\r\n this.passThrough(ctx, inputColorTexture, srgbOutput);\r\n if (!this._supported) {\r\n return;\r\n }\r\n const fmt = this._getIntermediateTextureFormat(device);\r\n const depth = device.getFramebuffer()!.getDepthAttachment() as Texture2D;\r\n\r\n const fbao = device.pool.fetchTemporalTexture2D(false, fmt, depth.width, depth.height, false);\r\n const fbblur = device.pool.fetchTemporalTexture2D(false, fmt, depth.width, depth.height, false);\r\n const packed = fbao.format === 'rgba8unorm';\r\n const cameraNearFar = new Vector2(ctx.camera.getNearPlane(), ctx.camera.getFarPlane());\r\n device.pushDeviceStates();\r\n device.setFramebuffer([fbao], depth);\r\n device.clearFrameBuffer(packed ? new Vector4(0, 0, 0, 1) : new Vector4(1, 0, 0, 1), null, null);\r\n const bindgroup = packed ? SAO._bindgroupPacked! : SAO._bindgroup!;\r\n bindgroup.setValue('flip', this.needFlip(device) ? 1 : 0);\r\n bindgroup.setTexture('depthTex', sceneDepthTexture, fetchSampler('clamp_nearest_nomip'));\r\n bindgroup.setValue('invProj', Matrix4x4.invert(ctx.camera.getProjectionMatrix()));\r\n bindgroup.setValue('bias', this._saoBias);\r\n bindgroup.setValue('cameraNearFar', cameraNearFar);\r\n bindgroup.setValue('intensity', this._saoIntensity);\r\n bindgroup.setValue('occlusionRadius', this._saoOcclusionRadius);\r\n bindgroup.setValue('size', new Vector2(viewport.width, viewport.height));\r\n bindgroup.setValue('randomSeed', this._saoRandomSeed);\r\n device.setRenderStates(SAO._renderState);\r\n device.setProgram(packed ? SAO._programPacked : SAO._program);\r\n device.setBindGroup(0, bindgroup);\r\n this.drawFullscreenQuad(SAO._renderState!);\r\n this._blitterH.size = new Vector2(inputColorTexture.width, inputColorTexture.height);\r\n this._blitterH.depthTex = sceneDepthTexture;\r\n this._blitterH.depthCutoff = this._saoBlurDepthCutoff;\r\n this._blitterH.sampler = fetchSampler('clamp_nearest_nomip');\r\n this._blitterH.cameraNearFar = cameraNearFar;\r\n this._blitterH.packed = packed;\r\n this._blitterH.renderStates = SAO._renderState;\r\n this._blitterV.size = new Vector2(inputColorTexture.width, inputColorTexture.height);\r\n this._blitterV.depthTex = sceneDepthTexture;\r\n this._blitterV.depthCutoff = this._saoBlurDepthCutoff;\r\n this._blitterV.sampler = fetchSampler('clamp_nearest_nomip');\r\n this._blitterV.cameraNearFar = cameraNearFar;\r\n this._blitterV.packed = packed;\r\n this._blitterV.srgbOut = srgbOutput;\r\n this._blitterV.renderStates = SAO._renderStateBlend;\r\n this._blitterH.blit(fbao, fbblur);\r\n device.popDeviceStates();\r\n this._blitterV.blit(fbblur, device.getFramebuffer()!);\r\n device.pool.releaseTexture(fbao);\r\n device.pool.releaseTexture(fbblur);\r\n }\r\n private _getIntermediateTextureFormat(device: AbstractDevice) {\r\n const texCaps = device.getDeviceCaps().textureCaps;\r\n return device.type === 'webgl' ||\r\n (!texCaps.supportHalfFloatColorBuffer && !texCaps.supportFloatColorBuffer)\r\n ? 'rgba8unorm'\r\n : texCaps.supportHalfFloatColorBuffer\r\n ? 'r16f'\r\n : 'r32f';\r\n }\r\n /** @internal */\r\n private _prepare(device: AbstractDevice, _srcTexture: Texture2D) {\r\n const fb = device.getFramebuffer();\r\n const isFloatFramebuffer = fb && isFloatTextureFormat(fb.getColorAttachments()[0].format);\r\n this._supported = !isFloatFramebuffer || device.getDeviceCaps().framebufferCaps.supportFloatBlending;\r\n if (this._supported) {\r\n if (!SAO._renderState) {\r\n SAO._renderState = device.createRenderStateSet();\r\n SAO._renderState\r\n .useDepthState()\r\n .enableTest(true)\r\n .enableWrite(false)\r\n .setCompareFunc(DEPTH_COMPARE_FARTHER);\r\n SAO._renderState.useRasterizerState().setCullMode('none');\r\n SAO._renderStateBlend = device.createRenderStateSet();\r\n SAO._renderStateBlend\r\n .useDepthState()\r\n .enableTest(true)\r\n .enableWrite(false)\r\n .setCompareFunc(DEPTH_COMPARE_FARTHER);\r\n SAO._renderStateBlend.useRasterizerState().setCullMode('none');\r\n SAO._renderStateBlend\r\n .useBlendingState()\r\n .enable(true)\r\n .setBlendFuncRGB('zero', 'src-color')\r\n .setBlendFuncAlpha('zero', 'one');\r\n }\r\n function createProgram(packed: boolean) {\r\n const program = 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.$builtins.position.y);\r\n });\r\n });\r\n },\r\n fragment(pb) {\r\n this.depthTex = pb.tex2D().sampleType('unfilterable-float').uniform(0);\r\n this.invProj = pb.mat4().uniform(0);\r\n this.cameraNearFar = pb.vec2().uniform(0);\r\n this.intensity = pb.float().uniform(0);\r\n this.bias = pb.float().uniform(0);\r\n this.occlusionRadius = pb.float().uniform(0);\r\n this.size = pb.vec2().uniform(0);\r\n this.randomSeed = pb.float().uniform(0);\r\n this.$l.occlusionRadiusSq = pb.float();\r\n pb.func('rand', [pb.vec2('uv')], function () {\r\n this.$l.a = 12.9898;\r\n this.$l.b = 78.233;\r\n this.$l.c = 43758.5453;\r\n this.$l.dt = pb.dot(this.uv, pb.vec2(this.a, this.b));\r\n this.$l.sn = pb.mod(this.dt, Math.PI);\r\n this.$return(pb.fract(pb.mul(pb.sin(this.sn), this.c)));\r\n });\r\n pb.func('getPositionVS', [pb.vec2('uv')], function () {\r\n this.$l.depthValue = pb.textureSample(this.depthTex, this.uv);\r\n if (device.type === 'webgl') {\r\n this.$l.linearDepth = decodeNormalizedFloatFromRGBA(this, this.depthValue);\r\n } else {\r\n this.$l.linearDepth = this.depthValue.r;\r\n }\r\n this.$l.nonLinearDepth = ShaderHelper.linearNormalizedToNonLinearDepth(\r\n this,\r\n this.linearDepth,\r\n this.cameraNearFar\r\n );\r\n this.$l.clipSpacePos = pb.vec4(\r\n pb.sub(pb.mul(this.uv, 2), pb.vec2(1)),\r\n ShaderHelper.deviceDepthToClipZ(this, pb.clamp(this.nonLinearDepth, 0, 1)),\r\n 1\r\n );\r\n // this.$l.clipSpacePos = pb.vec4(this.uv, this.nonLinearDepth, 1);\r\n this.$l.vPos = pb.mul(this.invProj, this.clipSpacePos);\r\n this.vPos = pb.div(this.vPos, this.vPos.w);\r\n this.$return(this.vPos.xyz);\r\n });\r\n pb.func(\r\n 'getOcclusion',\r\n [pb.vec3('centerPos'), pb.vec3('centerNormal'), pb.vec3('samplePos')],\r\n function () {\r\n this.$l.viewDelta = pb.sub(this.samplePos, this.centerPos);\r\n this.$l.viewDistance = pb.max(pb.length(this.viewDelta), 1e-6);\r\n this.$return(\r\n pb.div(\r\n pb.max(\r\n 0,\r\n pb.sub(pb.div(pb.dot(this.centerNormal, this.viewDelta), this.viewDistance), this.bias)\r\n ),\r\n pb.add(1, pb.div(pb.mul(this.viewDistance, this.viewDistance), this.occlusionRadiusSq))\r\n )\r\n );\r\n }\r\n );\r\n pb.func('getAO', [pb.vec3('vPos')], function () {\r\n this.$l.centerViewNormal = pb.normalize(pb.cross(pb.dpdx(this.vPos), pb.dpdy(this.vPos)));\r\n this.$l.angle = pb.mul(\r\n this.rand(pb.add(this.$inputs.uv, pb.vec2(this.randomSeed))),\r\n Math.PI * 2\r\n );\r\n this.$l.projScale = pb.div(pb.mul(this.size.y, 0.5), pb.max(this.invProj[1].y, 1e-6));\r\n this.$l.viewDepth = pb.max(pb.neg(this.vPos.z), 1e-4);\r\n this.$l.radiusPx = pb.clamp(\r\n pb.div(pb.mul(this.occlusionRadius, this.projScale), this.viewDepth),\r\n 2,\r\n MAX_TAP_RADIUS_PIXELS\r\n );\r\n this.$l.effectiveRadius = pb.div(pb.mul(this.radiusPx, this.viewDepth), this.projScale);\r\n this.occlusionRadiusSq = pb.max(pb.mul(this.effectiveRadius, this.effectiveRadius), 1e-12);\r\n this.$l.radius = pb.div(pb.vec2(pb.mul(this.radiusPx, 1 / NUM_SAMPLES)), this.size);\r\n this.$l.radiusStep = this.radius;\r\n this.$l.occlusionSum = pb.float(0);\r\n this.$l.weightSum = pb.float(0);\r\n this.$for(pb.int('i'), 0, NUM_SAMPLES, function () {\r\n this.$l.sampleUV = pb.add(\r\n this.$inputs.uv,\r\n pb.mul(pb.vec2(pb.cos(this.angle), pb.sin(this.angle)), this.radius)\r\n );\r\n this.radius = pb.add(this.radius, this.radiusStep);\r\n this.angle = pb.add(this.angle, (Math.PI * NUM_RINGS) / NUM_SAMPLES);\r\n this.samplePos = this.getPositionVS(this.sampleUV);\r\n this.occlusionSum = pb.add(\r\n this.occlusionSum,\r\n this.getOcclusion(this.vPos, this.centerViewNormal, this.samplePos)\r\n );\r\n this.weightSum = pb.add(this.weightSum, 1);\r\n });\r\n this.$if(pb.equal(this.weightSum, 0), function () {\r\n pb.discard();\r\n });\r\n this.$return(\r\n pb.div(pb.mul(this.occlusionSum, this.intensity), pb.mul(this.weightSum, MEAN_TAP_FALLOFF))\r\n );\r\n });\r\n pb.main(function () {\r\n this.$l.vPos = this.getPositionVS(this.$inputs.uv);\r\n this.$l.ao = pb.clamp(pb.sub(1, this.getAO(this.vPos)), 0, packed ? 0.999 : 1);\r\n if (packed) {\r\n this.$outputs.outColor = encodeNormalizedFloatToRGBA(this, this.ao);\r\n } else {\r\n this.$outputs.outColor = pb.vec4(this.ao, this.ao, this.ao, 1);\r\n }\r\n });\r\n }\r\n })!;\r\n program.name = packed ? '@SAO_Packed' : '@SAO';\r\n return program;\r\n }\r\n if (!SAO._program) {\r\n SAO._program = createProgram(false);\r\n SAO._programPacked = createProgram(true);\r\n SAO._bindgroup = device.createBindGroup(SAO._program.bindGroupLayouts[0]);\r\n SAO._bindgroupPacked = device.createBindGroup(SAO._programPacked.bindGroupLayouts[0]);\r\n }\r\n }\r\n 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AAI,CAACa,IAAI,CAACG,GAAG,CAAA;AAC5B,yBAAA,CAAA;wBACAjL,EAAGwJ,CAAAA,IAAI,CACL,cACA,EAAA;AAACxJ,4BAAAA,EAAAA,CAAGI,IAAI,CAAC,WAAA,CAAA;AAAcJ,4BAAAA,EAAAA,CAAGI,IAAI,CAAC,cAAA,CAAA;AAAiBJ,4BAAAA,EAAAA,CAAGI,IAAI,CAAC,WAAA;yBAAa,EACrE,WAAA;AACE,4BAAA,IAAI,CAACkJ,EAAE,CAAC4B,SAAS,GAAGlL,EAAG2K,CAAAA,GAAG,CAAC,IAAI,CAACQ,SAAS,EAAE,IAAI,CAACC,SAAS,CAAA;AACzD,4BAAA,IAAI,CAAC9B,EAAE,CAAC+B,YAAY,GAAGrL,EAAGwC,CAAAA,GAAG,CAACxC,EAAAA,CAAGsL,MAAM,CAAC,IAAI,CAACJ,SAAS,CAAG,EAAA,IAAA,CAAA;4BACzD,IAAI,CAACjB,OAAO,CACVjK,EAAG+K,CAAAA,GAAG,CACJ/K,EAAGwC,CAAAA,GAAG,CACJ,CAAA,EACAxC,EAAG2K,CAAAA,GAAG,CAAC3K,EAAG+K,CAAAA,GAAG,CAAC/K,EAAAA,CAAG6J,GAAG,CAAC,IAAI,CAAC0B,YAAY,EAAE,IAAI,CAACL,SAAS,CAAA,EAAG,IAAI,CAACG,YAAY,CAAG,EAAA,IAAI,CAAClJ,IAAI,CAExFnC,CAAAA,EAAAA,EAAAA,CAAGyI,GAAG,CAAC,CAAGzI,EAAAA,EAAAA,CAAG+K,GAAG,CAAC/K,GAAG0I,GAAG,CAAC,IAAI,CAAC2C,YAAY,EAAE,IAAI,CAACA,YAAY,CAAA,EAAG,IAAI,CAAC9B,iBAAiB,CAAA,CAAA,CAAA,CAAA;AAG3F,yBAAA,CAAA;wBAEFvJ,EAAGwJ,CAAAA,IAAI,CAAC,OAAS,EAAA;AAACxJ,4BAAAA,EAAAA,CAAGI,IAAI,CAAC,MAAA;yBAAQ,EAAE,WAAA;4BAClC,IAAI,CAACkJ,EAAE,CAACkC,gBAAgB,GAAGxL,EAAGyL,CAAAA,SAAS,CAACzL,EAAAA,CAAG0L,KAAK,CAAC1L,GAAG2L,IAAI,CAAC,IAAI,CAACb,IAAI,CAAA,EAAG9K,GAAG4L,IAAI,CAAC,IAAI,CAACd,IAAI,CAAA,CAAA,CAAA;AACtF,4BAAA,IAAI,CAACxB,EAAE,CAACuC,KAAK,GAAG7L,EAAAA,CAAG0I,GAAG,CACpB,IAAI,CAACoD,IAAI,CAAC9L,GAAGyI,GAAG,CAAC,IAAI,CAACT,OAAO,CAACxH,EAAE,EAAER,EAAGkI,CAAAA,IAAI,CAAC,IAAI,CAACmB,UAAU,CACzD/G,CAAAA,CAAAA,EAAAA,IAAAA,CAAK0H,EAAE,GAAG,CAAA,CAAA;AAEZ,4BAAA,IAAI,CAACV,EAAE,CAACyC,SAAS,GAAG/L,EAAAA,CAAG+K,GAAG,CAAC/K,EAAG0I,CAAAA,GAAG,CAAC,IAAI,CAAClD,IAAI,CAACsD,CAAC,EAAE,GAAA,CAAA,EAAM9I,EAAGwC,CAAAA,GAAG,CAAC,IAAI,CAAC0G,OAAO,CAAC,CAAA,CAAE,CAACJ,CAAC,EAAE,IAAA,CAAA,CAAA;AAC/E,4BAAA,IAAI,CAACQ,EAAE,CAAC0C,SAAS,GAAGhM,GAAGwC,GAAG,CAACxC,EAAG+I,CAAAA,GAAG,CAAC,IAAI,CAAC+B,IAAI,CAACmB,CAAC,CAAG,EAAA,IAAA,CAAA;4BAChD,IAAI,CAAC3C,EAAE,CAAC4C,QAAQ,GAAGlM,EAAG6K,CAAAA,KAAK,CACzB7K,EAAAA,CAAG+K,GAAG,CAAC/K,EAAG0I,CAAAA,GAAG,CAAC,IAAI,CAACtG,eAAe,EAAE,IAAI,CAAC2J,SAAS,CAAA,EAAG,IAAI,CAACC,SAAS,CAAA,EACnE,CACAjN,EAAAA,qBAAAA,CAAAA;4BAEF,IAAI,CAACuK,EAAE,CAAC6C,eAAe,GAAGnM,EAAG+K,CAAAA,GAAG,CAAC/K,EAAG0I,CAAAA,GAAG,CAAC,IAAI,CAACwD,QAAQ,EAAE,IAAI,CAACF,SAAS,CAAA,EAAG,IAAI,CAACD,SAAS,CAAA;AACtF,4BAAA,IAAI,CAACxC,iBAAiB,GAAGvJ,EAAGwC,CAAAA,GAAG,CAACxC,EAAG0I,CAAAA,GAAG,CAAC,IAAI,CAACyD,eAAe,EAAE,IAAI,CAACA,eAAe,CAAG,EAAA,KAAA,CAAA;4BACpF,IAAI,CAAC7C,EAAE,CAAC8C,MAAM,GAAGpM,EAAG+K,CAAAA,GAAG,CAAC/K,EAAAA,CAAGkI,IAAI,CAAClI,GAAG0I,GAAG,CAAC,IAAI,CAACwD,QAAQ,EAAE,CAAIrN,GAAAA,WAAAA,CAAAA,CAAAA,EAAe,IAAI,CAAC2G,IAAI,CAAA;AAClF,4BAAA,IAAI,CAAC8D,EAAE,CAAC+C,UAAU,GAAG,IAAI,CAACD,MAAM;AAChC,4BAAA,IAAI,CAAC9C,EAAE,CAACgD,YAAY,GAAGtM,EAAAA,CAAGoJ,KAAK,CAAC,CAAA,CAAA;AAChC,4BAAA,IAAI,CAACE,EAAE,CAACiD,SAAS,GAAGvM,EAAAA,CAAGoJ,KAAK,CAAC,CAAA,CAAA;4BAC7B,IAAI,CAACoD,IAAI,CAACxM,EAAAA,CAAG8H,GAAG,CAAC,GAAA,CAAA,EAAM,GAAGjJ,WAAa,EAAA,WAAA;AACrC,gCAAA,IAAI,CAACyK,EAAE,CAACmD,QAAQ,GAAGzM,GAAGyI,GAAG,CACvB,IAAI,CAACT,OAAO,CAACxH,EAAE,EACfR,EAAAA,CAAG0I,GAAG,CAAC1I,EAAAA,CAAGkI,IAAI,CAAClI,GAAG0M,GAAG,CAAC,IAAI,CAACb,KAAK,CAAG7L,EAAAA,EAAAA,CAAGmK,GAAG,CAAC,IAAI,CAAC0B,KAAK,CAAI,CAAA,EAAA,IAAI,CAACO,MAAM,CAAA,CAAA;AAErE,gCAAA,IAAI,CAACA,MAAM,GAAGpM,EAAAA,CAAGyI,GAAG,CAAC,IAAI,CAAC2D,MAAM,EAAE,IAAI,CAACC,UAAU,CAAA;AACjD,gCAAA,IAAI,CAACR,KAAK,GAAG7L,EAAAA,CAAGyI,GAAG,CAAC,IAAI,CAACoD,KAAK,EAAGvJ,IAAK0H,CAAAA,EAAE,GAAGlL,SAAaD,GAAAA,WAAAA,CAAAA;gCACxD,IAAI,CAACsM,SAAS,GAAG,IAAI,CAACwB,aAAa,CAAC,IAAI,CAACF,QAAQ,CAAA;gCACjD,IAAI,CAACH,YAAY,GAAGtM,EAAGyI,CAAAA,GAAG,CACxB,IAAI,CAAC6D,YAAY,EACjB,IAAI,CAACM,YAAY,CAAC,IAAI,CAAC9B,IAAI,EAAE,IAAI,CAACU,gBAAgB,EAAE,IAAI,CAACL,SAAS,CAAA,CAAA;gCAEpE,IAAI,CAACoB,SAAS,GAAGvM,EAAAA,CAAGyI,GAAG,CAAC,IAAI,CAAC8D,SAAS,EAAE,CAAA,CAAA;AAC1C,6BAAA,CAAA;4BACA,IAAI,CAAC3D,GAAG,CAAC5I,EAAG6M,CAAAA,KAAK,CAAC,IAAI,CAACN,SAAS,EAAE,CAAI,CAAA,EAAA,WAAA;AACpCvM,gCAAAA,EAAAA,CAAG8M,OAAO,EAAA;AACZ,6BAAA,CAAA;4BACA,IAAI,CAAC7C,OAAO,CACVjK,EAAAA,CAAG+K,GAAG,CAAC/K,EAAAA,CAAG0I,GAAG,CAAC,IAAI,CAAC4D,YAAY,EAAE,IAAI,CAACpK,SAAS,CAAGlC,EAAAA,EAAAA,CAAG0I,GAAG,CAAC,IAAI,CAAC6D,SAAS,EAAEvN,gBAAAA,CAAAA,CAAAA,CAAAA;AAE7E,yBAAA,CAAA;AACAgB,wBAAAA,EAAAA,CAAGqI,IAAI,CAAC,WAAA;AACN,4BAAA,IAAI,CAACiB,EAAE,CAACwB,IAAI,GAAG,IAAI,CAAC6B,aAAa,CAAC,IAAI,CAAC3E,OAAO,CAACxH,EAAE,CAAA;4BACjD,IAAI,CAAC8I,EAAE,CAACyD,EAAE,GAAG/M,EAAG6K,CAAAA,KAAK,CAAC7K,EAAAA,CAAG2K,GAAG,CAAC,GAAG,IAAI,CAACqC,KAAK,CAAC,IAAI,CAAClC,IAAI,CAAA,CAAA,EAAI,CAAGzL,EAAAA,MAAAA,GAAS,KAAQ,GAAA,CAAA,CAAA;AAC5E,4BAAA,IAAIA,MAAQ,EAAA;gCACV,IAAI,CAAC+I,QAAQ,CAAC6E,QAAQ,GAAGtM,4BAA4B,IAAI,EAAE,IAAI,CAACoM,EAAE,CAAA;6BAC7D,MAAA;AACL,gCAAA,IAAI,CAAC3E,QAAQ,CAAC6E,QAAQ,GAAGjN,EAAAA,CAAGG,IAAI,CAAC,IAAI,CAAC4M,EAAE,EAAE,IAAI,CAACA,EAAE,EAAE,IAAI,CAACA,EAAE,EAAE,CAAA,CAAA;AAC9D;AACF,yBAAA,CAAA;AACF;AACF,iBAAA,CAAA;gBACArF,OAAQwF,CAAAA,IAAI,GAAG7N,MAAAA,GAAS,aAAgB,GAAA,MAAA;gBACxC,OAAOqI,OAAAA;AACT;YACA,IAAI,CAAC7G,GAAIE,CAAAA,QAAQ,EAAE;gBACjBF,GAAIE,CAAAA,QAAQ,GAAG0G,aAAc,CAAA,KAAA,CAAA;gBAC7B5G,GAAIG,CAAAA,cAAc,GAAGyG,aAAc,CAAA,IAAA,CAAA;gBACnC5G,GAAIM,CAAAA,UAAU,GAAG+B,MAAAA,CA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|
package/dist/posteffect/sss.js
CHANGED
|
@@ -743,13 +743,27 @@ import { AbstractPostEffect, PostEffectLayer } from './posteffect.js';
|
|
|
743
743
|
pb.float('radiusScale')
|
|
744
744
|
], function() {
|
|
745
745
|
this.$l.pixelStep = pb.div(pb.add(pb.vec2(1.2), pb.mul(pb.vec2(2.4), this.radiusScale)), this.targetSize.xy);
|
|
746
|
+
// Depth differences are accumulated as a ratio to the center depth
|
|
747
|
+
// rather than raw. readDepth01 returns linear depth already divided
|
|
748
|
+
// by the far plane, so both terms carry the same normalization and
|
|
749
|
+
// it cancels: |dz|/z is a pure ratio, independent of the far plane,
|
|
750
|
+
// of the camera distance, and of the scale the model was built at.
|
|
751
|
+
//
|
|
752
|
+
// The raw difference this replaces was scaled by a fixed constant
|
|
753
|
+
// instead, which left sensitivity proportional to 1 / farPlane - an
|
|
754
|
+
// otherwise identical scene with far = 1000 got a tenth the response
|
|
755
|
+
// of one with far = 100. At ordinary far planes the interior
|
|
756
|
+
// collapsed to zero and only the silhouette survived, where the
|
|
757
|
+
// difference saturates no matter how it is scaled. That is what made
|
|
758
|
+
// automatic thin-region inference read as an outline.
|
|
759
|
+
this.$l.invCenterDepth = pb.div(1, pb.max(this.depth01, 1e-5));
|
|
746
760
|
this.$l.depthAccum = pb.float(0);
|
|
747
761
|
this.$l.normalAccum = pb.float(0);
|
|
748
762
|
this.$l.sampleCount = pb.float(0);
|
|
749
763
|
const sampleAt = (offsetX, offsetY)=>{
|
|
750
764
|
this.$l.sampleUV = pb.clamp(pb.add(this.uv, pb.mul(this.pixelStep, pb.vec2(offsetX, offsetY))), pb.vec2(0), pb.vec2(1));
|
|
751
765
|
this.$l.sampleDepth01 = this.readDepth01(this.sampleUV);
|
|
752
|
-
this.depthAccum = pb.add(this.depthAccum, pb.abs(pb.sub(this.sampleDepth01, this.depth01)));
|
|
766
|
+
this.depthAccum = pb.add(this.depthAccum, pb.mul(pb.abs(pb.sub(this.sampleDepth01, this.depth01)), this.invCenterDepth));
|
|
753
767
|
this.$if(pb.notEqual(this.hasNormalTex, 0), function() {
|
|
754
768
|
this.normalAccum = pb.add(this.normalAccum, pb.clamp(pb.sub(1, pb.dot(this.decodeNormal(this.sampleUV), this.normalWS)), 0, 1));
|
|
755
769
|
});
|
|
@@ -763,7 +777,21 @@ import { AbstractPostEffect, PostEffectLayer } from './posteffect.js';
|
|
|
763
777
|
sampleAt(-1, -1);
|
|
764
778
|
this.$l.depthMean = pb.div(this.depthAccum, pb.max(this.sampleCount, 1));
|
|
765
779
|
this.$l.normalMean = pb.div(this.normalAccum, pb.max(this.sampleCount, 1));
|
|
766
|
-
|
|
780
|
+
// Recalibrated for the relative gradient above; the old 52 applied to
|
|
781
|
+
// a raw normalized difference and is not comparable.
|
|
782
|
+
//
|
|
783
|
+
// For a surface turned by angle t from the view direction, the ratio
|
|
784
|
+
// over a k-pixel step is about tan(t) * k / (0.5 * height * P11), and
|
|
785
|
+
// the six-tap pattern averages roughly two thirds of that. At 1080p
|
|
786
|
+
// with a 40 degree vertical FOV this puts an ear rim or nostril wing
|
|
787
|
+
// (t around 80 degrees) near 0.5, keeps a flat cheek under 0.1, and
|
|
788
|
+
// still saturates on a silhouette.
|
|
789
|
+
//
|
|
790
|
+
// A residual dependence on vertical resolution and FOV remains,
|
|
791
|
+
// because pixelStep is expressed in pixels. That is bounded and
|
|
792
|
+
// predictable, unlike the far-plane scaling it replaces, so it is
|
|
793
|
+
// left alone rather than fixed by hand here.
|
|
794
|
+
this.$l.depthThin = pb.clamp(pb.mul(this.depthMean, pb.add(80, pb.mul(this.radiusScale, 28))), 0, 1);
|
|
767
795
|
this.$l.normalThin = pb.clamp(pb.mul(this.normalMean, pb.add(1.4, pb.mul(this.radiusScale, 0.5))), 0, 1);
|
|
768
796
|
this.$l.combinedThin = pb.clamp(pb.add(pb.mul(this.depthThin, 0.72), pb.mul(this.normalThin, 0.52)), 0, 1);
|
|
769
797
|
this.$return(pb.vec3(this.depthThin, this.normalThin, this.combinedThin));
|