@zephyr3d/scene 0.9.26 → 0.9.27

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Files changed (95) hide show
  1. package/dist/animation/animationset.js +92 -30
  2. package/dist/animation/animationset.js.map +1 -1
  3. package/dist/animation/joint_dynamics/convex_collider.js +320 -0
  4. package/dist/animation/joint_dynamics/convex_collider.js.map +1 -0
  5. package/dist/animation/skeleton.js +21 -1
  6. package/dist/animation/skeleton.js.map +1 -1
  7. package/dist/asset/model.js +6 -2
  8. package/dist/asset/model.js.map +1 -1
  9. package/dist/camera/camera.js +75 -23
  10. package/dist/camera/camera.js.map +1 -1
  11. package/dist/index.d.ts +4764 -3600
  12. package/dist/index.js +2 -1
  13. package/dist/index.js.map +1 -1
  14. package/dist/material/hairstrand.js +235 -235
  15. package/dist/material/hairstrand.js.map +1 -1
  16. package/dist/material/material.js +296 -296
  17. package/dist/material/material.js.map +1 -1
  18. package/dist/material/mixins/lit.js +33 -1
  19. package/dist/material/mixins/lit.js.map +1 -1
  20. package/dist/material/shader/helper.js +404 -3
  21. package/dist/material/shader/helper.js.map +1 -1
  22. package/dist/material/water.js +2057 -72
  23. package/dist/material/water.js.map +1 -1
  24. package/dist/posteffect/motionblur.js +663 -58
  25. package/dist/posteffect/motionblur.js.map +1 -1
  26. package/dist/posteffect/posteffect.js +12 -1
  27. package/dist/posteffect/posteffect.js.map +1 -1
  28. package/dist/posteffect/sao.js +46 -44
  29. package/dist/posteffect/sao.js.map +1 -1
  30. package/dist/posteffect/sss.js +30 -2
  31. package/dist/posteffect/sss.js.map +1 -1
  32. package/dist/render/abuffer_oit.js +37 -37
  33. package/dist/render/abuffer_oit.js.map +1 -1
  34. package/dist/render/clipmap.js +156 -5
  35. package/dist/render/clipmap.js.map +1 -1
  36. package/dist/render/cull_visitor.js +1 -0
  37. package/dist/render/cull_visitor.js.map +1 -1
  38. package/dist/render/dualdepthpeeling_oit.js +49 -49
  39. package/dist/render/dualdepthpeeling_oit.js.map +1 -1
  40. package/dist/render/fbm_wavegenerator.js +3 -3
  41. package/dist/render/fbm_wavegenerator.js.map +1 -1
  42. package/dist/render/fft_wavegenerator.js +57 -15
  43. package/dist/render/fft_wavegenerator.js.map +1 -1
  44. package/dist/render/gerstner_wavegenerator.js +127 -20
  45. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  46. package/dist/render/hzb.js +80 -22
  47. package/dist/render/hzb.js.map +1 -1
  48. package/dist/render/lightpass.js +6 -3
  49. package/dist/render/lightpass.js.map +1 -1
  50. package/dist/render/oit.js +11 -11
  51. package/dist/render/oit.js.map +1 -1
  52. package/dist/render/render_queue.js +36 -0
  53. package/dist/render/render_queue.js.map +1 -1
  54. package/dist/render/renderer.js +4 -0
  55. package/dist/render/renderer.js.map +1 -1
  56. package/dist/render/rendergraph/blackboard.js +1 -0
  57. package/dist/render/rendergraph/blackboard.js.map +1 -1
  58. package/dist/render/rendergraph/forward_plus_builder.js +318 -9
  59. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  60. package/dist/render/rendergraph/frame_resource_requirements.js +1 -0
  61. package/dist/render/rendergraph/frame_resource_requirements.js.map +1 -1
  62. package/dist/render/rendergraph/history_resources.js +8 -1
  63. package/dist/render/rendergraph/history_resources.js.map +1 -1
  64. package/dist/render/underwater.js +624 -0
  65. package/dist/render/underwater.js.map +1 -0
  66. package/dist/render/water_caustics.js +1380 -0
  67. package/dist/render/water_caustics.js.map +1 -0
  68. package/dist/render/weightedblended_oit.js +33 -33
  69. package/dist/render/weightedblended_oit.js.map +1 -1
  70. package/dist/scene/water.js +540 -4
  71. package/dist/scene/water.js.map +1 -1
  72. package/dist/shaders/water.js +22 -19
  73. package/dist/shaders/water.js.map +1 -1
  74. package/dist/shaders/water_medium.js +56 -0
  75. package/dist/shaders/water_medium.js.map +1 -0
  76. package/dist/shadow/shadow_region.js +49 -49
  77. package/dist/shadow/shadow_region.js.map +1 -1
  78. package/dist/utility/serialization/manager.js +3 -1
  79. package/dist/utility/serialization/manager.js.map +1 -1
  80. package/dist/utility/serialization/scene/animation.js +31 -2
  81. package/dist/utility/serialization/scene/animation.js.map +1 -1
  82. package/dist/utility/serialization/scene/camera.js +53 -25
  83. package/dist/utility/serialization/scene/camera.js.map +1 -1
  84. package/dist/utility/serialization/scene/light.js.map +1 -1
  85. package/dist/utility/serialization/scene/water.js +1101 -21
  86. package/dist/utility/serialization/scene/water.js.map +1 -1
  87. package/dist/utility/shprojector.js +87 -87
  88. package/dist/utility/shprojector.js.map +1 -1
  89. package/package.json +1 -1
  90. package/dist/render/rendergraph/frame_graph_context.js +0 -41
  91. package/dist/render/rendergraph/frame_graph_context.js.map +0 -1
  92. package/dist/shaders/ssgi.js +0 -63
  93. package/dist/shaders/ssgi.js.map +0 -1
  94. package/dist/shaders/ssgi_reprojection.js +0 -118
  95. package/dist/shaders/ssgi_reprojection.js.map +0 -1
@@ -1 +1 @@
1
- {"version":3,"file":"hzb.js","sources":["../../src/render/hzb.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BaseTexture,\r\n BindGroup,\r\n FrameBuffer,\r\n GPUProgram,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n Texture2D\r\n} from '@zephyr3d/device';\r\nimport { drawFullscreenQuad } from './fullscreenquad';\r\nimport { CopyBlitter, type BlitType } from '../blitter';\r\nimport { fetchSampler } from '../utility/misc';\r\nimport { getDevice } from '../app/api';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { DEPTH_FARTHEST, DEPTH_REDUCE_FARTHER } from '@zephyr3d/base';\r\n\r\nlet hzbProgram: Nullable<GPUProgram> = null;\r\nlet hzbBindGroupCache: WeakMap<BaseTexture, BindGroup[]> = new WeakMap();\r\nlet blitter: Nullable<HiZInitBlitter> = null;\r\nconst srcSize = new Int32Array(2);\r\n\r\nclass HiZInitBlitter extends CopyBlitter {\r\n /** @override */\r\n filter(\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'\r\n ) {\r\n const depth = super.filter(scope, type, srcTex, srcUV, srcLayer, sampleType);\r\n return scope.$builder.vec4(depth.x, 0, 0, 1);\r\n }\r\n}\r\n\r\n/*\r\nvec3 trace_ray(vec3 ray_start, vec3 ray_dir)\r\n{\r\n\r\n if (ray_dir.z < 0.0) {\r\n return vec3(0);\r\n }\r\n\r\n ray_dir = normalize(ray_dir);\r\n ivec2 work_size = SCREEN_SIZE_INT;\r\n\r\n const int loop_max = 150;\r\n int mipmap = 0;\r\n int max_iter = loop_max;\r\n\r\n vec3 pos = ray_start;\r\n\r\n // Move pos by a small bias\r\n pos += ray_dir * 0.008;\r\n\r\n float hit_bias = 0.0017;\r\n\r\n while (mipmap > -1 && max_iter --> 0)\r\n {\r\n\r\n // Check if we are out of screen bounds, if so, return\r\n if (pos.x < 0.0 || pos.y < 0.0 || pos.x > 1.0 || pos.y > 1.0 || pos.z < 0.0 || pos.z > 1.0)\r\n {\r\n return vec3(0,0,0);\r\n }\r\n\r\n // Fetch the current minimum cell plane height\r\n float cell_z = textureLod(DownscaledDepth, pos.xy, mipmap).x;\r\n\r\n // Compute the fractional part of the coordinate (scaled by the working size)\r\n // so the values will be between 0.0 and 1.0\r\n vec2 fract_coord = mod(pos.xy * work_size, 1.0);\r\n\r\n // Modify fract coord based on which direction we are stepping in.\r\n // Fract coord now contains the percentage how far we moved already in\r\n // the current cell in each direction.\r\n fract_coord.x = ray_dir.x > 0.0 ? fract_coord.x : 1.0 - fract_coord.x;\r\n fract_coord.y = ray_dir.y > 0.0 ? fract_coord.y : 1.0 - fract_coord.y;\r\n\r\n // Compute maximum k and minimum k for which the ray would still be\r\n // inside of the cell.\r\n vec2 max_k_v = (1.0 / abs(ray_dir.xy)) / work_size.xy;\r\n vec2 min_k_v = -max_k_v * fract_coord.xy;\r\n\r\n // Scale the maximum k by the percentage we already processed in the current cell,\r\n // since e.g. if we already moved 50%, we can only move another 50%.\r\n max_k_v *= 1.0 - fract_coord.xy;\r\n\r\n // The maximum k is the minimum of the both sub-k's since if one component-maximum\r\n // is reached, the ray is out of the cell\r\n float max_k = min(max_k_v.x, max_k_v.y);\r\n\r\n // Same applies to the min_k, but because min_k is negative we have to use max()\r\n float min_k = max(min_k_v.x, min_k_v.y);\r\n\r\n // Check if the ray intersects with the cell plane. We have the following\r\n // equation:\r\n // pos.z + k * ray_dir.z = cell.z\r\n // So k is:\r\n float k = (cell_z - pos.z) / ray_dir.z;\r\n\r\n // Optional: Abort when ray didn't exactly intersect:\r\n // if (k < min_k && mipmap <= 0) {\r\n // return vec3(0);\r\n // }\r\n\r\n // Check if we intersected the cell\r\n if (k < max_k + hit_bias)\r\n {\r\n // Clamp k\r\n k = max(min_k, k);\r\n\r\n if (mipmap < 1) {\r\n pos += k * ray_dir;\r\n return pos;\r\n }\r\n\r\n // If we hit anything at a higher mipmap, step up to a higher detailed\r\n // mipmap:\r\n mipmap -= 2;\r\n work_size *= 4;\r\n } else {\r\n\r\n // If we hit nothing, move to the next cell, with a small bias\r\n pos += max_k * ray_dir * 1.04;\r\n }\r\n\r\n mipmap += 1;\r\n work_size /= 2;\r\n }\r\n\r\n return vec3(0);\r\n}\r\n*/\r\n/*\r\nfloat2 cell(float2 ray, float2 cell_count, uint camera) {\r\n return floor(ray.xy * cell_count);\r\n}\r\n\r\nfloat2 cell_count(float level) {\r\n return input_texture2_size / (level == 0.0 ? 1.0 : exp2(level));\r\n}\r\n\r\nfloat3 intersect_cell_boundary(float3 pos, float3 dir, float2 cell_id, float2 cell_count, float2 cross_step, float2 cross_offset, uint camera) {\r\n float2 cell_size = 1.0 / cell_count;\r\n float2 planes = cell_id/cell_count + cell_size * cross_step;\r\n\r\n float2 solutions = (planes - pos)/dir.xy;\r\n float3 intersection_pos = pos + dir * min(solutions.x, solutions.y);\r\n\r\n intersection_pos.xy += (solutions.x < solutions.y) ? float2(cross_offset.x, 0.0) : float2(0.0, cross_offset.y);\r\n\r\n return intersection_pos;\r\n}\r\n\r\nbool crossed_cell_boundary(float2 cell_id_one, float2 cell_id_two) {\r\n return (int)cell_id_one.x != (int)cell_id_two.x || (int)cell_id_one.y != (int)cell_id_two.y;\r\n}\r\n\r\nfloat minimum_depth_plane(float2 ray, float level, float2 cell_count, uint camera) {\r\n return input_texture2.Load(int3(vr_stereo_to_mono(ray.xy, camera) * cell_count, level)).r;\r\n}\r\n\r\nfloat3 hi_z_trace(float3 p, float3 v, in uint camera, out uint iterations) {\r\n float level = HIZ_START_LEVEL;\r\n float3 v_z = v/v.z;\r\n float2 hi_z_size = cell_count(level);\r\n float3 ray = p;\r\n\r\n float2 cross_step = float2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0);\r\n float2 cross_offset = cross_step * 0.00001;\r\n cross_step = saturate(cross_step);\r\n\r\n float2 ray_cell = cell(ray.xy, hi_z_size.xy, camera);\r\n ray = intersect_cell_boundary(ray, v, ray_cell, hi_z_size, cross_step, cross_offset, camera);\r\n\r\n iterations = 0;\r\n while(level >= HIZ_STOP_LEVEL && iterations < MAX_ITERATIONS) {\r\n // get the cell number of the current ray\r\n float2 current_cell_count = cell_count(level);\r\n float2 old_cell_id = cell(ray.xy, current_cell_count, camera);\r\n\r\n // get the minimum depth plane in which the current ray resides\r\n float min_z = minimum_depth_plane(ray.xy, level, current_cell_count, camera);\r\n\r\n // intersect only if ray depth is below the minimum depth plane\r\n float3 tmp_ray = ray;\r\n if(v.z > 0) {\r\n float min_minus_ray = min_z - ray.z;\r\n tmp_ray = min_minus_ray > 0 ? ray + v_z*min_minus_ray : tmp_ray;\r\n float2 new_cell_id = cell(tmp_ray.xy, current_cell_count, camera);\r\n if(crossed_cell_boundary(old_cell_id, new_cell_id)) {\r\n tmp_ray = intersect_cell_boundary(ray, v, old_cell_id, current_cell_count, cross_step, cross_offset, camera);\r\n level = min(HIZ_MAX_LEVEL, level + 2.0f);\r\n }else{\r\n if(level == 1 && abs(min_minus_ray) > 0.0001) {\r\n tmp_ray = intersect_cell_boundary(ray, v, old_cell_id, current_cell_count, cross_step, cross_offset, camera);\r\n level = 2;\r\n }\r\n }\r\n } else if(ray.z < min_z) {\r\n tmp_ray = intersect_cell_boundary(ray, v, old_cell_id, current_cell_count, cross_step, cross_offset, camera);\r\n level = min(HIZ_MAX_LEVEL, level + 2.0f);\r\n }\r\n\r\n ray.xyz = tmp_ray.xyz;\r\n --level;\r\n\r\n ++iterations;\r\n }\r\n return ray;\r\n}\r\n*/\r\n\r\nfunction buildHZBProgram(device: AbstractDevice) {\r\n const program = device.buildRenderProgram({\r\n label: 'HZBBuilder',\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.color = pb.vec4();\r\n this.srcTex = pb.tex2D().sampleType('unfilterable-float').uniform(0);\r\n this.srcSize = pb.ivec2().uniform(0);\r\n if (device.type !== 'webgpu') {\r\n this.srcMipLevel = pb.int().uniform(0);\r\n }\r\n pb.main(function () {\r\n this.$l.coord = pb.mul(pb.ivec2(this.$builtins.fragCoord.xy), 2);\r\n this.$l.minCoord = pb.ivec2(0, 0);\r\n this.$l.maxCoord = pb.sub(this.srcSize, pb.ivec2(1, 1));\r\n for (let i = 0; i < 4; i++) {\r\n this.$l[`d${i}`] = pb.textureLoad(\r\n this.srcTex,\r\n pb.clamp(pb.add(this.coord, pb.ivec2(i >> 1, i & 1)), this.minCoord, this.maxCoord),\r\n device.type === 'webgpu' ? 0 : this.srcMipLevel\r\n );\r\n }\r\n // Furthest-depth reduction (max under standard Z, min under reverse Z).\r\n this.$l.maxDepth = pb[DEPTH_REDUCE_FARTHER](\r\n pb[DEPTH_REDUCE_FARTHER](this.d0.r, this.d1.r),\r\n pb[DEPTH_REDUCE_FARTHER](this.d2.r, this.d3.r)\r\n );\r\n this.$outputs.color = pb.vec4(this.maxDepth, 0, 0, 1);\r\n });\r\n }\r\n })!;\r\n program.name = '@HZB_Builder';\r\n return program;\r\n}\r\n\r\nfunction getHiZBindGroup(tex: BaseTexture, mip: number) {\r\n let info = hzbBindGroupCache.get(tex);\r\n if (!info) {\r\n info = [];\r\n hzbBindGroupCache.set(tex, info);\r\n }\r\n if (!info[mip]) {\r\n info[mip] = tex.device.createBindGroup(hzbProgram!.bindGroupLayouts[0]);\r\n srcSize[0] = Math.max(tex.width >> mip, 1);\r\n srcSize[1] = Math.max(tex.height >> mip, 1);\r\n info[mip].setValue('srcSize', srcSize);\r\n if (tex.device.type === 'webgpu') {\r\n info[mip].setTextureView('srcTex', tex, mip, 0, 1, fetchSampler('clamp_nearest'));\r\n } else {\r\n info[mip].setTexture('srcTex', tex, fetchSampler('clamp_nearest'));\r\n info[mip].setValue('srcMipLevel', mip);\r\n }\r\n }\r\n return info[mip];\r\n}\r\n\r\nfunction buildHiZLevel(\r\n device: AbstractDevice,\r\n miplevel: number,\r\n srcTexture: Texture2D,\r\n dstTexture: Texture2D\r\n) {\r\n const framebuffer = device.pool.fetchTemporalFramebuffer(\r\n false,\r\n 0,\r\n 0,\r\n [dstTexture],\r\n null,\r\n false,\r\n 1,\r\n true,\r\n miplevel + 1\r\n );\r\n framebuffer.setColorAttachmentGenerateMipmaps(0, false);\r\n device.setProgram(hzbProgram);\r\n device.setBindGroup(0, getHiZBindGroup(srcTexture, miplevel));\r\n device.setFramebuffer(framebuffer);\r\n drawFullscreenQuad();\r\n if (srcTexture !== dstTexture) {\r\n device.copyFramebufferToTexture2D(framebuffer, 0, srcTexture, miplevel + 1);\r\n }\r\n device.pool.releaseFrameBuffer(framebuffer);\r\n}\r\n\r\nexport function buildHiZ(sourceTex: Texture2D, HiZFrameBuffer: FrameBuffer) {\r\n const device = getDevice();\r\n if (!hzbProgram) {\r\n hzbProgram = buildHZBProgram(device);\r\n blitter = new HiZInitBlitter();\r\n }\r\n blitter!.blit(sourceTex, HiZFrameBuffer, fetchSampler('clamp_nearest'));\r\n device.pushDeviceStates();\r\n const srcTex = HiZFrameBuffer.getColorAttachments()[0] as Texture2D;\r\n if (device.type === 'webgpu') {\r\n for (let i = 0; i < srcTex.mipLevelCount - 1; i++) {\r\n buildHiZLevel(device, i, srcTex, srcTex);\r\n }\r\n } else {\r\n const tmpFramebuffer = device.pool.fetchTemporalFramebuffer(\r\n false,\r\n HiZFrameBuffer.getWidth(),\r\n HiZFrameBuffer.getHeight(),\r\n HiZFrameBuffer.getColorAttachments()[0].format,\r\n null,\r\n true\r\n );\r\n const dstTex = tmpFramebuffer.getColorAttachments()[0] as Texture2D;\r\n for (let i = 0; i < srcTex.mipLevelCount - 1; i++) {\r\n buildHiZLevel(device, i, srcTex, dstTex);\r\n }\r\n device.pool.releaseFrameBuffer(tmpFramebuffer);\r\n }\r\n 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+ {"version":3,"file":"hzb.js","sources":["../../src/render/hzb.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BaseTexture,\r\n BindGroup,\r\n FrameBuffer,\r\n GPUProgram,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n Texture2D,\r\n TextureFormat\r\n} from '@zephyr3d/device';\r\nimport { drawFullscreenQuad } from './fullscreenquad';\r\nimport { CopyBlitter, type BlitType } from '../blitter';\r\nimport { fetchSampler } from '../utility/misc';\r\nimport { getDevice } from '../app/api';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { DEPTH_FARTHEST, DEPTH_REDUCE_CLOSER, DEPTH_REDUCE_FARTHER, REVERSE_Z } from '@zephyr3d/base';\r\n\r\nlet hzbProgram: Nullable<GPUProgram>[] = [];\r\nlet hzbBindGroupCache: WeakMap<BaseTexture, BindGroup[]> = new WeakMap();\r\nlet blitter: Nullable<HiZInitBlitter>[] = [];\r\nconst srcSize = new Int32Array(2);\r\n\r\n/**\r\n * Seeds mip 0 of the pyramid from the depth prepass.\r\n *\r\n * Both channels start from the same device depth: the pyramid only diverges\r\n * once the reductions run, one keeping the farthest sample of each 2x2 and the\r\n * other the nearest. `twoChannel` decides whether the nearest channel exists at\r\n * all - it is a second full mip chain's worth of bandwidth, so a frame that only\r\n * needs the occlusion pyramid does not carry it.\r\n */\r\nclass HiZInitBlitter extends CopyBlitter {\r\n private readonly _twoChannel: boolean;\r\n constructor(twoChannel: boolean) {\r\n super();\r\n this._twoChannel = twoChannel;\r\n }\r\n /** @override */\r\n filter(\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'\r\n ) {\r\n const depth = super.filter(scope, type, srcTex, srcUV, srcLayer, sampleType);\r\n return scope.$builder.vec4(depth.x, this._twoChannel ? depth.x : 0, 0, 1);\r\n }\r\n /** @override */\r\n protected calcHash(): string {\r\n return `${super.calcHash()}:${this._twoChannel ? 1 : 0}`;\r\n }\r\n}\r\n\r\n/*\r\nvec3 trace_ray(vec3 ray_start, vec3 ray_dir)\r\n{\r\n\r\n if (ray_dir.z < 0.0) {\r\n return vec3(0);\r\n }\r\n\r\n ray_dir = normalize(ray_dir);\r\n ivec2 work_size = SCREEN_SIZE_INT;\r\n\r\n const int loop_max = 150;\r\n int mipmap = 0;\r\n int max_iter = loop_max;\r\n\r\n vec3 pos = ray_start;\r\n\r\n // Move pos by a small bias\r\n pos += ray_dir * 0.008;\r\n\r\n float hit_bias = 0.0017;\r\n\r\n while (mipmap > -1 && max_iter --> 0)\r\n {\r\n\r\n // Check if we are out of screen bounds, if so, return\r\n if (pos.x < 0.0 || pos.y < 0.0 || pos.x > 1.0 || pos.y > 1.0 || pos.z < 0.0 || pos.z > 1.0)\r\n {\r\n return vec3(0,0,0);\r\n }\r\n\r\n // Fetch the current minimum cell plane height\r\n float cell_z = textureLod(DownscaledDepth, pos.xy, mipmap).x;\r\n\r\n // Compute the fractional part of the coordinate (scaled by the working size)\r\n // so the values will be between 0.0 and 1.0\r\n vec2 fract_coord = mod(pos.xy * work_size, 1.0);\r\n\r\n // Modify fract coord based on which direction we are stepping in.\r\n // Fract coord now contains the percentage how far we moved already in\r\n // the current cell in each direction.\r\n fract_coord.x = ray_dir.x > 0.0 ? fract_coord.x : 1.0 - fract_coord.x;\r\n fract_coord.y = ray_dir.y > 0.0 ? fract_coord.y : 1.0 - fract_coord.y;\r\n\r\n // Compute maximum k and minimum k for which the ray would still be\r\n // inside of the cell.\r\n vec2 max_k_v = (1.0 / abs(ray_dir.xy)) / work_size.xy;\r\n vec2 min_k_v = -max_k_v * fract_coord.xy;\r\n\r\n // Scale the maximum k by the percentage we already processed in the current cell,\r\n // since e.g. if we already moved 50%, we can only move another 50%.\r\n max_k_v *= 1.0 - fract_coord.xy;\r\n\r\n // The maximum k is the minimum of the both sub-k's since if one component-maximum\r\n // is reached, the ray is out of the cell\r\n float max_k = min(max_k_v.x, max_k_v.y);\r\n\r\n // Same applies to the min_k, but because min_k is negative we have to use max()\r\n float min_k = max(min_k_v.x, min_k_v.y);\r\n\r\n // Check if the ray intersects with the cell plane. We have the following\r\n // equation:\r\n // pos.z + k * ray_dir.z = cell.z\r\n // So k is:\r\n float k = (cell_z - pos.z) / ray_dir.z;\r\n\r\n // Optional: Abort when ray didn't exactly intersect:\r\n // if (k < min_k && mipmap <= 0) {\r\n // return vec3(0);\r\n // }\r\n\r\n // Check if we intersected the cell\r\n if (k < max_k + hit_bias)\r\n {\r\n // Clamp k\r\n k = max(min_k, k);\r\n\r\n if (mipmap < 1) {\r\n pos += k * ray_dir;\r\n return pos;\r\n }\r\n\r\n // If we hit anything at a higher mipmap, step up to a higher detailed\r\n // mipmap:\r\n mipmap -= 2;\r\n work_size *= 4;\r\n } else {\r\n\r\n // If we hit nothing, move to the next cell, with a small bias\r\n pos += max_k * ray_dir * 1.04;\r\n }\r\n\r\n mipmap += 1;\r\n work_size /= 2;\r\n }\r\n\r\n return vec3(0);\r\n}\r\n*/\r\n/*\r\nfloat2 cell(float2 ray, float2 cell_count, uint camera) {\r\n return floor(ray.xy * cell_count);\r\n}\r\n\r\nfloat2 cell_count(float level) {\r\n return input_texture2_size / (level == 0.0 ? 1.0 : exp2(level));\r\n}\r\n\r\nfloat3 intersect_cell_boundary(float3 pos, float3 dir, float2 cell_id, float2 cell_count, float2 cross_step, float2 cross_offset, uint camera) {\r\n float2 cell_size = 1.0 / cell_count;\r\n float2 planes = cell_id/cell_count + cell_size * cross_step;\r\n\r\n float2 solutions = (planes - pos)/dir.xy;\r\n float3 intersection_pos = pos + dir * min(solutions.x, solutions.y);\r\n\r\n intersection_pos.xy += (solutions.x < solutions.y) ? float2(cross_offset.x, 0.0) : float2(0.0, cross_offset.y);\r\n\r\n return intersection_pos;\r\n}\r\n\r\nbool crossed_cell_boundary(float2 cell_id_one, float2 cell_id_two) {\r\n return (int)cell_id_one.x != (int)cell_id_two.x || (int)cell_id_one.y != (int)cell_id_two.y;\r\n}\r\n\r\nfloat minimum_depth_plane(float2 ray, float level, float2 cell_count, uint camera) {\r\n return input_texture2.Load(int3(vr_stereo_to_mono(ray.xy, camera) * cell_count, level)).r;\r\n}\r\n\r\nfloat3 hi_z_trace(float3 p, float3 v, in uint camera, out uint iterations) {\r\n float level = HIZ_START_LEVEL;\r\n float3 v_z = v/v.z;\r\n float2 hi_z_size = cell_count(level);\r\n float3 ray = p;\r\n\r\n float2 cross_step = float2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0);\r\n float2 cross_offset = cross_step * 0.00001;\r\n cross_step = saturate(cross_step);\r\n\r\n float2 ray_cell = cell(ray.xy, hi_z_size.xy, camera);\r\n ray = intersect_cell_boundary(ray, v, ray_cell, hi_z_size, cross_step, cross_offset, camera);\r\n\r\n iterations = 0;\r\n while(level >= HIZ_STOP_LEVEL && iterations < MAX_ITERATIONS) {\r\n // get the cell number of the current ray\r\n float2 current_cell_count = cell_count(level);\r\n float2 old_cell_id = cell(ray.xy, current_cell_count, camera);\r\n\r\n // get the minimum depth plane in which the current ray resides\r\n float min_z = minimum_depth_plane(ray.xy, level, current_cell_count, camera);\r\n\r\n // intersect only if ray depth is below the minimum depth plane\r\n float3 tmp_ray = ray;\r\n if(v.z > 0) {\r\n float min_minus_ray = min_z - ray.z;\r\n tmp_ray = min_minus_ray > 0 ? ray + v_z*min_minus_ray : tmp_ray;\r\n float2 new_cell_id = cell(tmp_ray.xy, current_cell_count, camera);\r\n if(crossed_cell_boundary(old_cell_id, new_cell_id)) {\r\n tmp_ray = intersect_cell_boundary(ray, v, old_cell_id, current_cell_count, cross_step, cross_offset, camera);\r\n level = min(HIZ_MAX_LEVEL, level + 2.0f);\r\n }else{\r\n if(level == 1 && abs(min_minus_ray) > 0.0001) {\r\n tmp_ray = intersect_cell_boundary(ray, v, old_cell_id, current_cell_count, cross_step, cross_offset, camera);\r\n level = 2;\r\n }\r\n }\r\n } else if(ray.z < min_z) {\r\n tmp_ray = intersect_cell_boundary(ray, v, old_cell_id, current_cell_count, cross_step, cross_offset, camera);\r\n level = min(HIZ_MAX_LEVEL, level + 2.0f);\r\n }\r\n\r\n ray.xyz = tmp_ray.xyz;\r\n --level;\r\n\r\n ++iterations;\r\n }\r\n return ray;\r\n}\r\n*/\r\n\r\n/**\r\n * Texture format for the Hi-Z pyramid.\r\n *\r\n * Half float under reverse-Z and full float otherwise, because reverse-Z spends\r\n * float's relative precision where the depth is: a 16-bit mantissa there is\r\n * worth a few centimetres at a hundred metres, while a linear-Z half float\r\n * would quantise the near field into steps.\r\n *\r\n * `withNearest` adds the nearest-depth channel. It doubles the pyramid's\r\n * bandwidth, so it is only requested by a frame that has a consumer for it.\r\n */\r\nexport function getHiZFormat(withNearest: boolean): TextureFormat {\r\n if (withNearest) {\r\n return REVERSE_Z ? 'rg16f' : 'rg32f';\r\n }\r\n return REVERSE_Z ? 'r16f' : 'r32f';\r\n}\r\n\r\n/** Whether a Hi-Z texture of this format carries the nearest-depth channel. */\r\nexport function hasNearestChannel(format: TextureFormat): boolean {\r\n return format === 'rg16f' || format === 'rg32f';\r\n}\r\n\r\nfunction buildHZBProgram(device: AbstractDevice, twoChannel: boolean) {\r\n const program = device.buildRenderProgram({\r\n label: 'HZBBuilder',\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.color = pb.vec4();\r\n this.srcTex = pb.tex2D().sampleType('unfilterable-float').uniform(0);\r\n this.srcSize = pb.ivec2().uniform(0);\r\n if (device.type !== 'webgpu') {\r\n this.srcMipLevel = pb.int().uniform(0);\r\n }\r\n pb.main(function () {\r\n this.$l.coord = pb.mul(pb.ivec2(this.$builtins.fragCoord.xy), 2);\r\n this.$l.minCoord = pb.ivec2(0, 0);\r\n this.$l.maxCoord = pb.sub(this.srcSize, pb.ivec2(1, 1));\r\n for (let i = 0; i < 4; i++) {\r\n this.$l[`d${i}`] = pb.textureLoad(\r\n this.srcTex,\r\n pb.clamp(pb.add(this.coord, pb.ivec2(i >> 1, i & 1)), this.minCoord, this.maxCoord),\r\n device.type === 'webgpu' ? 0 : this.srcMipLevel\r\n );\r\n }\r\n // Furthest-depth reduction (max under standard Z, min under reverse Z).\r\n // This is the conservative direction for occlusion: a cell reports the\r\n // depth nothing behind it can be in front of.\r\n this.$l.maxDepth = pb[DEPTH_REDUCE_FARTHER](\r\n pb[DEPTH_REDUCE_FARTHER](this.d0.r, this.d1.r),\r\n pb[DEPTH_REDUCE_FARTHER](this.d2.r, this.d3.r)\r\n );\r\n if (twoChannel) {\r\n // Nearest-depth reduction, from the green channel. The opposite\r\n // conservative direction, and the one a proximity query needs: a cell\r\n // reports the closest surface anywhere inside it, so a query that\r\n // covers the cell cannot miss geometry that is in there.\r\n this.$l.minDepth = pb[DEPTH_REDUCE_CLOSER](\r\n pb[DEPTH_REDUCE_CLOSER](this.d0.g, this.d1.g),\r\n pb[DEPTH_REDUCE_CLOSER](this.d2.g, this.d3.g)\r\n );\r\n this.$outputs.color = pb.vec4(this.maxDepth, this.minDepth, 0, 1);\r\n } else {\r\n this.$outputs.color = pb.vec4(this.maxDepth, 0, 0, 1);\r\n }\r\n });\r\n }\r\n })!;\r\n program.name = `@HZB_Builder${twoChannel ? '_MinMax' : ''}`;\r\n return program;\r\n}\r\n\r\nfunction getHiZBindGroup(tex: BaseTexture, mip: number, program: GPUProgram) {\r\n let info = hzbBindGroupCache.get(tex);\r\n if (!info) {\r\n info = [];\r\n hzbBindGroupCache.set(tex, info);\r\n }\r\n if (!info[mip]) {\r\n info[mip] = tex.device.createBindGroup(program.bindGroupLayouts[0]);\r\n srcSize[0] = Math.max(tex.width >> mip, 1);\r\n srcSize[1] = Math.max(tex.height >> mip, 1);\r\n info[mip].setValue('srcSize', srcSize);\r\n if (tex.device.type === 'webgpu') {\r\n info[mip].setTextureView('srcTex', tex, mip, 0, 1, fetchSampler('clamp_nearest'));\r\n } else {\r\n info[mip].setTexture('srcTex', tex, fetchSampler('clamp_nearest'));\r\n info[mip].setValue('srcMipLevel', mip);\r\n }\r\n }\r\n return info[mip];\r\n}\r\n\r\nfunction buildHiZLevel(\r\n device: AbstractDevice,\r\n miplevel: number,\r\n srcTexture: Texture2D,\r\n dstTexture: Texture2D,\r\n program: GPUProgram\r\n) {\r\n const framebuffer = device.pool.fetchTemporalFramebuffer(\r\n false,\r\n 0,\r\n 0,\r\n [dstTexture],\r\n null,\r\n false,\r\n 1,\r\n true,\r\n miplevel + 1\r\n );\r\n framebuffer.setColorAttachmentGenerateMipmaps(0, false);\r\n device.setProgram(program);\r\n device.setBindGroup(0, getHiZBindGroup(srcTexture, miplevel, program));\r\n device.setFramebuffer(framebuffer);\r\n drawFullscreenQuad();\r\n if (srcTexture !== dstTexture) {\r\n device.copyFramebufferToTexture2D(framebuffer, 0, srcTexture, miplevel + 1);\r\n }\r\n device.pool.releaseFrameBuffer(framebuffer);\r\n}\r\n\r\n/**\r\n * Builds the Hi-Z pyramid from the depth prepass.\r\n *\r\n * The target's channel count picks the variant: a one-channel target carries\r\n * only the farthest-depth pyramid the occlusion tests want, a two-channel one\r\n * adds the nearest-depth pyramid in green for proximity queries. Keyed off the\r\n * texture rather than a flag so the pyramid and its consumer cannot disagree\r\n * about what is in green.\r\n */\r\nexport function buildHiZ(sourceTex: Texture2D, HiZFrameBuffer: FrameBuffer) {\r\n const device = getDevice();\r\n const dstTex = HiZFrameBuffer.getColorAttachments()[0] as Texture2D;\r\n const twoChannel = hasNearestChannel(dstTex.format);\r\n const variant = twoChannel ? 1 : 0;\r\n if (!hzbProgram[variant]) {\r\n hzbProgram[variant] = buildHZBProgram(device, twoChannel);\r\n blitter[variant] = new HiZInitBlitter(twoChannel);\r\n }\r\n const program = hzbProgram[variant]!;\r\n blitter[variant]!.blit(sourceTex, HiZFrameBuffer, fetchSampler('clamp_nearest'));\r\n device.pushDeviceStates();\r\n const srcTex = HiZFrameBuffer.getColorAttachments()[0] as Texture2D;\r\n if (device.type === 'webgpu') {\r\n for (let i = 0; i < srcTex.mipLevelCount - 1; i++) {\r\n buildHiZLevel(device, i, srcTex, srcTex, program);\r\n }\r\n } else {\r\n const tmpFramebuffer = device.pool.fetchTemporalFramebuffer(\r\n false,\r\n HiZFrameBuffer.getWidth(),\r\n HiZFrameBuffer.getHeight(),\r\n HiZFrameBuffer.getColorAttachments()[0].format,\r\n null,\r\n true\r\n );\r\n const tmpTex = tmpFramebuffer.getColorAttachments()[0] as Texture2D;\r\n for (let i = 0; i < srcTex.mipLevelCount - 1; i++) {\r\n buildHiZLevel(device, i, srcTex, tmpTex, program);\r\n }\r\n device.pool.releaseFrameBuffer(tmpFramebuffer);\r\n }\r\n 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@@ -87,11 +87,11 @@ const ADDITIVE_LIGHT_PASS_OMIT_MRT_FLAGS = MaterialVaryingFlags.SCENE_STORE_ROUG
87
87
  return shadowMapInfo.keys().next().value ?? null;
88
88
  }
89
89
  /** @internal */ _getGlobalBindGroupHash(ctx, camera) {
90
- return `${this._shadowMapHash}:${ctx.currentShadowLight?.runtimeId ?? 0}:${ctx.lightBlending ? 1 : 0}:${camera.oit?.calculateHash() ?? ''}:${ctx.env.getHash(ctx)}:${ctx.materialFlags}:${ctx.linearDepthTexture?.uid ?? 0}:${ctx.sceneColorTexture?.uid ?? 0}:${ctx.HiZTexture?.uid ?? 0}:${ctx.screenSpaceShadowMask ? 1 : 0}:${ctx.scene.lightingMode}`;
90
+ return `${this._shadowMapHash}:${ctx.currentShadowLight?.runtimeId ?? 0}:${ctx.lightBlending ? 1 : 0}:${camera.oit?.calculateHash() ?? ''}:${ctx.env.getHash(ctx)}:${ctx.materialFlags}:${ctx.linearDepthTexture?.uid ?? 0}:${ctx.sceneColorTexture?.uid ?? 0}:${ctx.HiZTexture?.uid ?? 0}:${ctx.screenSpaceShadowMask ? 1 : 0}:${ctx.scene.lightingMode}:${ShaderHelper.usesWaterCaustics(ctx) ? 1 : 0}`;
91
91
  }
92
92
  /** @internal */ _getShaderVariantHash(ctx, camera) {
93
93
  const textureVariant = (texture)=>texture ? `1:${texture.format}` : '0';
94
- return `LightPassShaderVariant:${this._shadowMapHash}:${ctx.currentShadowLight?.runtimeId ?? 0}:${ctx.lightBlending ? 1 : 0}:${camera.oit?.calculateHash() ?? ''}:${ctx.env.getHash(ctx)}:${ctx.materialFlags}:${textureVariant(ctx.linearDepthTexture)}:${textureVariant(ctx.sceneColorTexture)}:${textureVariant(ctx.HiZTexture)}:${ctx.screenSpaceShadowMask ? 1 : 0}:${ctx.scene.lightingMode}`;
94
+ return `LightPassShaderVariant:${this._shadowMapHash}:${ctx.currentShadowLight?.runtimeId ?? 0}:${ctx.lightBlending ? 1 : 0}:${camera.oit?.calculateHash() ?? ''}:${ctx.env.getHash(ctx)}:${ctx.materialFlags}:${textureVariant(ctx.linearDepthTexture)}:${textureVariant(ctx.sceneColorTexture)}:${textureVariant(ctx.HiZTexture)}:${ctx.screenSpaceShadowMask ? 1 : 0}:${ctx.scene.lightingMode}:${ShaderHelper.usesWaterCaustics(ctx) ? 1 : 0}`;
95
95
  }
96
96
  /** @internal */ renderLightPass(ctx, camera, itemList, lights, flags) {
97
97
  const baseLightPass = !ctx.lightBlending;
@@ -183,7 +183,10 @@ const ADDITIVE_LIGHT_PASS_OMIT_MRT_FLAGS = MaterialVaryingFlags.SCENE_STORE_ROUG
183
183
  ctx.shadowMaskClusterSample = useShadowMaskQueue;
184
184
  ctx.oit = i === 0 || !items ? null : oit;
185
185
  const isolateTransparentABufferLightPasses = !!ctx.oit && ctx.queue === QUEUE_TRANSPARENT && ctx.oit.getType() === 'ab';
186
- if ((ctx.queue === QUEUE_TRANSPARENT || this._transmission) && ctx.scene.env.sky.fogPresents) {
186
+ // Transparent geometry fogs itself, the screen-space pass over the opaque
187
+ // scene being unable to reach it. Suppressed while submerged for the same
188
+ // reason the screen-space one is: the medium is water, not air.
189
+ if ((ctx.queue === QUEUE_TRANSPARENT || this._transmission) && ctx.scene.env.sky.fogPresents && !ctx.underwater) {
187
190
  ctx.materialFlags |= MaterialVaryingFlags.APPLY_FOG;
188
191
  }
189
192
  const numOitPasses = ctx.oit ? ctx.oit.begin(ctx) : 1;
@@ -1 +1 @@
1
- {"version":3,"file":"lightpass.js","sources":["../../src/render/lightpass.ts"],"sourcesContent":["import { RenderPass } from './renderpass';\r\nimport { MaterialVaryingFlags, QUEUE_OPAQUE, QUEUE_TRANSPARENT, RENDER_PASS_TYPE_LIGHT } from '../values';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport type { Texture2D } from '@zephyr3d/device';\r\nimport { Vector4 } from '@zephyr3d/base';\r\nimport type { RenderItemListBundle, RenderQueue } from './render_queue';\r\nimport type { PunctualLight } from '../scene/light';\r\nimport type { DrawContext } from './drawable';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport type { Camera } from '../camera';\r\n\r\nconst SURFACE_MRT_FLAGS =\r\n MaterialVaryingFlags.SCENE_STORE_ROUGHNESS |\r\n MaterialVaryingFlags.SSS_STORE_PROFILE |\r\n MaterialVaryingFlags.SSS_STORE_DIFFUSE |\r\n MaterialVaryingFlags.SCENE_STORE_NORMAL |\r\n MaterialVaryingFlags.SSS_STORE_TRANSMISSION |\r\n MaterialVaryingFlags.SKIN_SSS_STORE;\r\nconst ADDITIVE_LIGHT_PASS_OMIT_MRT_FLAGS =\r\n MaterialVaryingFlags.SCENE_STORE_ROUGHNESS |\r\n MaterialVaryingFlags.SSS_STORE_PROFILE |\r\n MaterialVaryingFlags.SCENE_STORE_NORMAL;\r\n\r\n/**\r\n * Forward render pass\r\n * @internal\r\n */\r\nexport class LightPass extends RenderPass {\r\n /** @internal */\r\n protected _shadowMapHash: Nullable<string>;\r\n /** @internal */\r\n protected _transmission: boolean;\r\n /** @internal */\r\n protected _renderOpaque: boolean;\r\n /** @internal */\r\n protected _renderTransparent: boolean;\r\n /** @internal */\r\n protected _renderSky: boolean;\r\n /**\r\n * Creates an instance of ForwardRenderPass\r\n */\r\n constructor() {\r\n super(RENDER_PASS_TYPE_LIGHT);\r\n this._shadowMapHash = null;\r\n this._transmission = false;\r\n this._renderOpaque = true;\r\n this._renderTransparent = true;\r\n this._renderSky = true;\r\n this._clearColor = Vector4.zero();\r\n }\r\n /** @internal */\r\n get transmission() {\r\n return this._transmission;\r\n }\r\n set transmission(val) {\r\n this._transmission = val;\r\n }\r\n /** @internal */\r\n get renderOpaque() {\r\n return this._renderOpaque;\r\n }\r\n set renderOpaque(val: boolean) {\r\n this._renderOpaque = !!val;\r\n }\r\n /** @internal */\r\n get renderTransparent() {\r\n return this._renderTransparent;\r\n }\r\n set renderTransparent(val: boolean) {\r\n this._renderTransparent = !!val;\r\n }\r\n /** @internal */\r\n get renderSky() {\r\n return this._renderSky;\r\n }\r\n set renderSky(val: boolean) {\r\n this._renderSky = !!val;\r\n }\r\n /** @internal */\r\n protected getAdditiveLightPassColorAttachments(ctx: DrawContext, materialFlags: number) {\r\n const framebuffer = ctx.device.getFramebuffer();\r\n if (!framebuffer) {\r\n return null;\r\n }\r\n const attachments: any[] = [framebuffer.getColorAttachments()[0]];\r\n if (materialFlags & MaterialVaryingFlags.SSS_STORE_DIFFUSE) {\r\n attachments.push(ctx.SSSDiffuseTexture!);\r\n }\r\n if (materialFlags & MaterialVaryingFlags.SSS_STORE_TRANSMISSION) {\r\n attachments.push(ctx.SSSTransmissionTexture!);\r\n }\r\n if (materialFlags & MaterialVaryingFlags.SKIN_SSS_STORE) {\r\n attachments.push(ctx.SkinSSSTexture!);\r\n }\r\n return attachments.length === 1 ? attachments[0] : attachments;\r\n }\r\n /** @internal */\r\n protected selectTransparentOITShadowLight(ctx: DrawContext, renderQueue: RenderQueue) {\r\n const shadowMapInfo = ctx.shadowMapInfo;\r\n if (!shadowMapInfo || shadowMapInfo.size === 0) {\r\n return null;\r\n }\r\n if (renderQueue.primaryDirectionalLight && shadowMapInfo.has(renderQueue.primaryDirectionalLight)) {\r\n return renderQueue.primaryDirectionalLight;\r\n }\r\n if (renderQueue.primaryTransmissionLight && shadowMapInfo.has(renderQueue.primaryTransmissionLight)) {\r\n return renderQueue.primaryTransmissionLight;\r\n }\r\n for (const light of renderQueue.shadowedLights) {\r\n if (shadowMapInfo.has(light)) {\r\n return light;\r\n }\r\n }\r\n return shadowMapInfo.keys().next().value ?? null;\r\n }\r\n /** @internal */\r\n protected _getGlobalBindGroupHash(ctx: DrawContext, camera: Camera) {\r\n return `${this._shadowMapHash}:${ctx.currentShadowLight?.runtimeId ?? 0}:${\r\n ctx.lightBlending ? 1 : 0\r\n }:${camera.oit?.calculateHash() ?? ''}:${ctx.env!.getHash(\r\n ctx\r\n )}:${ctx.materialFlags}:${ctx.linearDepthTexture?.uid ?? 0}:${ctx.sceneColorTexture?.uid ?? 0}:${\r\n ctx.HiZTexture?.uid ?? 0\r\n }:${ctx.screenSpaceShadowMask ? 1 : 0}:${ctx.scene.lightingMode}`;\r\n }\r\n /** @internal */\r\n protected _getShaderVariantHash(ctx: DrawContext, camera: Camera) {\r\n const textureVariant = (texture: Texture2D | null | undefined) => (texture ? `1:${texture.format}` : '0');\r\n return `LightPassShaderVariant:${this._shadowMapHash}:${ctx.currentShadowLight?.runtimeId ?? 0}:${\r\n ctx.lightBlending ? 1 : 0\r\n }:${camera.oit?.calculateHash() ?? ''}:${ctx.env!.getHash(\r\n ctx\r\n )}:${ctx.materialFlags}:${textureVariant(ctx.linearDepthTexture)}:${textureVariant(\r\n ctx.sceneColorTexture\r\n )}:${textureVariant(ctx.HiZTexture)}:${ctx.screenSpaceShadowMask ? 1 : 0}:${ctx.scene.lightingMode}`;\r\n }\r\n /** @internal */\r\n protected renderLightPass(\r\n ctx: DrawContext,\r\n camera: Camera,\r\n itemList: RenderItemListBundle,\r\n lights: PunctualLight[],\r\n flags: any\r\n ) {\r\n const baseLightPass = !ctx.lightBlending;\r\n ctx.drawEnvLight =\r\n baseLightPass &&\r\n ctx.env!.light.type !== 'none' &&\r\n (ctx.env!.light.envLight.hasRadiance() || ctx.env!.light.envLight.hasIrradiance());\r\n ctx.renderPassHash = this.getGlobalBindGroupHash(ctx, camera);\r\n ctx.shaderVariantHash = this._getShaderVariantHash(ctx, camera);\r\n const bindGroup = ctx.globalBindGroupAllocator.getGlobalBindGroup(ctx);\r\n if (!flags.cameraSet[ctx.renderPassHash]) {\r\n ShaderHelper.setCameraUniforms(bindGroup, ctx, camera, !!ctx.device.getFramebuffer());\r\n flags.cameraSet[ctx.renderPassHash] = 1;\r\n }\r\n if (ctx.currentShadowLight) {\r\n ShaderHelper.setLightUniformsShadow(bindGroup, ctx, lights[0]);\r\n } else {\r\n if (!flags.lightSet[ctx.renderPassHash]) {\r\n ShaderHelper.setLightUniforms(\r\n bindGroup,\r\n ctx,\r\n ctx.clusteredLight!.clusterParam,\r\n ctx.clusteredLight!.countParam,\r\n ctx.clusteredLight!.lightBuffer!,\r\n ctx.clusteredLight!.lightIndexTexture!\r\n );\r\n flags.lightSet[ctx.renderPassHash] = 1;\r\n }\r\n // Bind the per-queue cluster shadow-mask mode every call (not cached with\r\n // lightSet): the same clustered program/bind group may serve both the opaque\r\n // (sample mask) and transparent (skip shadow lights) queues.\r\n if (ctx.screenSpaceShadowMask) {\r\n ShaderHelper.setShadowMaskMode(bindGroup, !!ctx.shadowMaskClusterSample);\r\n }\r\n }\r\n if (ctx.materialFlags & MaterialVaryingFlags.APPLY_FOG && !flags.fogSet[ctx.renderPassHash]) {\r\n ShaderHelper.setFogUniforms(\r\n bindGroup,\r\n ctx.env!.sky.skyType === 'scatter' ? 1 : 0,\r\n ctx.env!.sky.mappedFogType,\r\n baseLightPass ? 0 : 1,\r\n ctx.env!.sky.atmosphereParams,\r\n ctx.env!.sky.heightFogParams,\r\n ctx.env!.sky.getAerialPerspectiveLUT(ctx),\r\n ctx.env!.sky.getSkyDistantLightLUT(ctx)\r\n );\r\n flags.fogSet[ctx.renderPassHash] = 1;\r\n }\r\n ctx.device.setBindGroup(0, bindGroup);\r\n const reverseWinding = camera.worldMatrixDet < 0;\r\n for (const lit of itemList.lit) {\r\n this.drawItemList(lit, ctx, reverseWinding);\r\n }\r\n if (!ctx.lightBlending) {\r\n for (const unlit of itemList.unlit) {\r\n this.drawItemList(unlit, ctx, reverseWinding);\r\n }\r\n }\r\n }\r\n /** @internal */\r\n protected renderItems(ctx: DrawContext, camera: Camera, renderQueue: RenderQueue) {\r\n ctx.renderPassHash = null;\r\n ctx.shaderVariantHash = null;\r\n ctx.env = ctx.scene.env;\r\n ctx.drawEnvLight = false;\r\n ctx.flip = this.isAutoFlip(ctx);\r\n const surfaceMRT = ctx.materialFlags & SURFACE_MRT_FLAGS;\r\n const additiveOpaqueMaterialFlags = ctx.materialFlags & ~ADDITIVE_LIGHT_PASS_OMIT_MRT_FLAGS;\r\n const additiveTransparentMaterialFlags = ctx.materialFlags & ~SURFACE_MRT_FLAGS;\r\n const tmpFramebuffer = surfaceMRT\r\n ? ctx.device.pool.fetchTemporalFramebuffer(\r\n false,\r\n ctx.device.getDrawingBufferWidth(),\r\n ctx.device.getDrawingBufferHeight(),\r\n this.getAdditiveLightPassColorAttachments(ctx, additiveOpaqueMaterialFlags)!,\r\n ctx.device.getFramebuffer()!.getDepthAttachment()\r\n )\r\n : null;\r\n const needsTransparentSingleColorFramebuffer =\r\n !!tmpFramebuffer && tmpFramebuffer.getColorAttachments().length > 1;\r\n const transparentTmpFramebuffer = needsTransparentSingleColorFramebuffer\r\n ? ctx.device.pool.fetchTemporalFramebuffer(\r\n false,\r\n ctx.device.getDrawingBufferWidth(),\r\n ctx.device.getDrawingBufferHeight(),\r\n this.getAdditiveLightPassColorAttachments(ctx, additiveTransparentMaterialFlags)!,\r\n ctx.device.getFramebuffer()!.getDepthAttachment()\r\n )\r\n : tmpFramebuffer;\r\n const oit =\r\n renderQueue.drawTransparent && camera.oit && camera.oit.supportDevice(ctx.device.type)\r\n ? camera.oit\r\n : null;\r\n // Sort only when this invocation actually draws the transparent queue.\r\n // The opaque pass (and the SSS-profile pass) run with _renderTransparent\r\n // === false; without this guard they would sort the transparent lists\r\n // pointlessly, and the real transparent pass would then sort them again.\r\n if (!oit && renderQueue.drawTransparent && this._renderTransparent) {\r\n renderQueue.sortTransparentItems(camera.getWorldPosition());\r\n }\r\n const flags: any = {\r\n lightSet: {},\r\n cameraSet: {},\r\n fogSet: {}\r\n };\r\n const items = renderQueue.itemList;\r\n const lists = this._transmission\r\n ? [items?.transmission, items?.transmission_trans, items?.transparent]\r\n : [items?.opaque, items?.transparent];\r\n for (let i = 0; i < lists.length; i++) {\r\n const isOpaquePass = i === 0;\r\n if ((isOpaquePass && !this._renderOpaque) || (!isOpaquePass && !this._renderTransparent)) {\r\n continue;\r\n }\r\n if (lists[i]) {\r\n ctx.queue = i === 0 ? QUEUE_OPAQUE : QUEUE_TRANSPARENT;\r\n // The screen-space shadow mask is only valid for the opaque depth-prepass\r\n // geometry: lists[0] in non-transmission mode. For that queue, shadow lights\r\n // are lit via the clustered pass sampling the mask (additive passes skipped).\r\n // Every other queue (transparent/OIT hair, transmission) keeps the inline\r\n // additive shadow path, where shadows are sampled per-fragment at the real\r\n // surface depth.\r\n const useShadowMaskQueue = ctx.screenSpaceShadowMask && !this._transmission && i === 0;\r\n ctx.shadowMaskClusterSample = useShadowMaskQueue;\r\n ctx.oit = i === 0 || !items ? null : oit;\r\n const isolateTransparentABufferLightPasses =\r\n !!ctx.oit && ctx.queue === QUEUE_TRANSPARENT && ctx.oit.getType() === 'ab';\r\n if ((ctx.queue === QUEUE_TRANSPARENT || this._transmission) && ctx.scene.env.sky.fogPresents) {\r\n ctx.materialFlags |= MaterialVaryingFlags.APPLY_FOG;\r\n }\r\n const numOitPasses = ctx.oit ? ctx.oit.begin(ctx) : 1;\r\n for (let p = 0; p < numOitPasses; p++) {\r\n if (ctx.oit && !isolateTransparentABufferLightPasses) {\r\n if (!ctx.oit.beginPass(ctx, p)) {\r\n continue;\r\n }\r\n }\r\n const runLightPass = (lights: PunctualLight[]) => {\r\n if (ctx.oit && isolateTransparentABufferLightPasses) {\r\n if (!ctx.oit.beginPass(ctx, p)) {\r\n return;\r\n }\r\n this.renderLightPass(ctx, camera, lists[i]!, lights, flags);\r\n ctx.oit.endPass(ctx, p);\r\n } else {\r\n this.renderLightPass(ctx, camera, lists[i]!, lights, flags);\r\n }\r\n };\r\n const runAdditiveLightPass = (lights: PunctualLight[]) => {\r\n const passFramebuffer =\r\n ctx.queue === QUEUE_TRANSPARENT ? transparentTmpFramebuffer : tmpFramebuffer;\r\n if (ctx.lightBlending && passFramebuffer && !ctx.oit) {\r\n const savedMaterialFlags = ctx.materialFlags;\r\n ctx.materialFlags =\r\n ctx.queue === QUEUE_TRANSPARENT\r\n ? savedMaterialFlags & ~SURFACE_MRT_FLAGS\r\n : savedMaterialFlags & ~ADDITIVE_LIGHT_PASS_OMIT_MRT_FLAGS;\r\n ctx.device.pushDeviceStates();\r\n ctx.device.setFramebuffer(passFramebuffer);\r\n try {\r\n runLightPass(lights);\r\n } finally {\r\n ctx.materialFlags = savedMaterialFlags;\r\n ctx.device.popDeviceStates();\r\n }\r\n } else {\r\n runLightPass(lights);\r\n }\r\n };\r\n let lightIndex = 0;\r\n // Run the per-shadowed-light additive passes unless this queue uses the\r\n // screen-space shadow mask (opaque). Transparent/transmission queues keep\r\n // the inline additive shadow path even when the mask is enabled.\r\n if (!useShadowMaskQueue && ctx.shadowMapInfo) {\r\n for (const k of ctx.shadowMapInfo.keys()) {\r\n ctx.currentShadowLight = k;\r\n ctx.lightBlending = lightIndex > 0;\r\n this._shadowMapHash = ctx.shadowMapInfo.get(k)!.shaderHash;\r\n runAdditiveLightPass([k]);\r\n lightIndex++;\r\n }\r\n }\r\n if (lightIndex === 0 || renderQueue.unshadowedLights.length > 0) {\r\n ctx.currentShadowLight = null;\r\n ctx.lightBlending = lightIndex > 0;\r\n this._shadowMapHash = '';\r\n runAdditiveLightPass(renderQueue.unshadowedLights);\r\n }\r\n if (ctx.oit && !isolateTransparentABufferLightPasses) {\r\n ctx.oit.endPass(ctx, p);\r\n }\r\n }\r\n if (ctx.oit) {\r\n ctx.oit.end(ctx);\r\n }\r\n ctx.materialFlags &= ~MaterialVaryingFlags.APPLY_FOG;\r\n }\r\n if (i === 0 && !ctx.sceneColorTexture && this._renderSky) {\r\n if (tmpFramebuffer) {\r\n ctx.device.pushDeviceStates();\r\n 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+ {"version":3,"file":"lightpass.js","sources":["../../src/render/lightpass.ts"],"sourcesContent":["import { RenderPass } from './renderpass';\r\nimport { MaterialVaryingFlags, QUEUE_OPAQUE, QUEUE_TRANSPARENT, RENDER_PASS_TYPE_LIGHT } from '../values';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport type { Texture2D } from '@zephyr3d/device';\r\nimport { Vector4 } from '@zephyr3d/base';\r\nimport type { RenderItemListBundle, RenderQueue } from './render_queue';\r\nimport type { PunctualLight } from '../scene/light';\r\nimport type { DrawContext } from './drawable';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport type { Camera } from '../camera';\r\n\r\nconst SURFACE_MRT_FLAGS =\r\n MaterialVaryingFlags.SCENE_STORE_ROUGHNESS |\r\n MaterialVaryingFlags.SSS_STORE_PROFILE |\r\n MaterialVaryingFlags.SSS_STORE_DIFFUSE |\r\n MaterialVaryingFlags.SCENE_STORE_NORMAL |\r\n MaterialVaryingFlags.SSS_STORE_TRANSMISSION |\r\n MaterialVaryingFlags.SKIN_SSS_STORE;\r\nconst ADDITIVE_LIGHT_PASS_OMIT_MRT_FLAGS =\r\n MaterialVaryingFlags.SCENE_STORE_ROUGHNESS |\r\n MaterialVaryingFlags.SSS_STORE_PROFILE |\r\n MaterialVaryingFlags.SCENE_STORE_NORMAL;\r\n\r\n/**\r\n * Forward render pass\r\n * @internal\r\n */\r\nexport class LightPass extends RenderPass {\r\n /** @internal */\r\n protected _shadowMapHash: Nullable<string>;\r\n /** @internal */\r\n protected _transmission: boolean;\r\n /** @internal */\r\n protected _renderOpaque: boolean;\r\n /** @internal */\r\n protected _renderTransparent: boolean;\r\n /** @internal */\r\n protected _renderSky: boolean;\r\n /**\r\n * Creates an instance of ForwardRenderPass\r\n */\r\n constructor() {\r\n super(RENDER_PASS_TYPE_LIGHT);\r\n this._shadowMapHash = null;\r\n this._transmission = false;\r\n this._renderOpaque = true;\r\n this._renderTransparent = true;\r\n this._renderSky = true;\r\n this._clearColor = Vector4.zero();\r\n }\r\n /** @internal */\r\n get transmission() {\r\n return this._transmission;\r\n }\r\n set transmission(val) {\r\n this._transmission = val;\r\n }\r\n /** @internal */\r\n get renderOpaque() {\r\n return this._renderOpaque;\r\n }\r\n set renderOpaque(val: boolean) {\r\n this._renderOpaque = !!val;\r\n }\r\n /** @internal */\r\n get renderTransparent() {\r\n return this._renderTransparent;\r\n }\r\n set renderTransparent(val: boolean) {\r\n this._renderTransparent = !!val;\r\n }\r\n /** @internal */\r\n get renderSky() {\r\n return this._renderSky;\r\n }\r\n set renderSky(val: boolean) {\r\n this._renderSky = !!val;\r\n }\r\n /** @internal */\r\n protected getAdditiveLightPassColorAttachments(ctx: DrawContext, materialFlags: number) {\r\n const framebuffer = ctx.device.getFramebuffer();\r\n if (!framebuffer) {\r\n return null;\r\n }\r\n const attachments: any[] = [framebuffer.getColorAttachments()[0]];\r\n if (materialFlags & MaterialVaryingFlags.SSS_STORE_DIFFUSE) {\r\n attachments.push(ctx.SSSDiffuseTexture!);\r\n }\r\n if (materialFlags & MaterialVaryingFlags.SSS_STORE_TRANSMISSION) {\r\n attachments.push(ctx.SSSTransmissionTexture!);\r\n }\r\n if (materialFlags & MaterialVaryingFlags.SKIN_SSS_STORE) {\r\n attachments.push(ctx.SkinSSSTexture!);\r\n }\r\n return attachments.length === 1 ? attachments[0] : attachments;\r\n }\r\n /** @internal */\r\n protected selectTransparentOITShadowLight(ctx: DrawContext, renderQueue: RenderQueue) {\r\n const shadowMapInfo = ctx.shadowMapInfo;\r\n if (!shadowMapInfo || shadowMapInfo.size === 0) {\r\n return null;\r\n }\r\n if (renderQueue.primaryDirectionalLight && shadowMapInfo.has(renderQueue.primaryDirectionalLight)) {\r\n return renderQueue.primaryDirectionalLight;\r\n }\r\n if (renderQueue.primaryTransmissionLight && shadowMapInfo.has(renderQueue.primaryTransmissionLight)) {\r\n return renderQueue.primaryTransmissionLight;\r\n }\r\n for (const light of renderQueue.shadowedLights) {\r\n if (shadowMapInfo.has(light)) {\r\n return light;\r\n }\r\n }\r\n return shadowMapInfo.keys().next().value ?? null;\r\n }\r\n /** @internal */\r\n protected _getGlobalBindGroupHash(ctx: DrawContext, camera: Camera) {\r\n return `${this._shadowMapHash}:${ctx.currentShadowLight?.runtimeId ?? 0}:${\r\n ctx.lightBlending ? 1 : 0\r\n }:${camera.oit?.calculateHash() ?? ''}:${ctx.env!.getHash(\r\n ctx\r\n )}:${ctx.materialFlags}:${ctx.linearDepthTexture?.uid ?? 0}:${ctx.sceneColorTexture?.uid ?? 0}:${\r\n ctx.HiZTexture?.uid ?? 0\r\n }:${ctx.screenSpaceShadowMask ? 1 : 0}:${ctx.scene.lightingMode}:${\r\n ShaderHelper.usesWaterCaustics(ctx) ? 1 : 0\r\n }`;\r\n }\r\n /** @internal */\r\n protected _getShaderVariantHash(ctx: DrawContext, camera: Camera) {\r\n const textureVariant = (texture: Texture2D | null | undefined) => (texture ? `1:${texture.format}` : '0');\r\n return `LightPassShaderVariant:${this._shadowMapHash}:${ctx.currentShadowLight?.runtimeId ?? 0}:${\r\n ctx.lightBlending ? 1 : 0\r\n }:${camera.oit?.calculateHash() ?? ''}:${ctx.env!.getHash(\r\n ctx\r\n )}:${ctx.materialFlags}:${textureVariant(ctx.linearDepthTexture)}:${textureVariant(\r\n ctx.sceneColorTexture\r\n )}:${textureVariant(ctx.HiZTexture)}:${ctx.screenSpaceShadowMask ? 1 : 0}:${ctx.scene.lightingMode}:${\r\n ShaderHelper.usesWaterCaustics(ctx) ? 1 : 0\r\n }`;\r\n }\r\n /** @internal */\r\n protected renderLightPass(\r\n ctx: DrawContext,\r\n camera: Camera,\r\n itemList: RenderItemListBundle,\r\n lights: PunctualLight[],\r\n flags: any\r\n ) {\r\n const baseLightPass = !ctx.lightBlending;\r\n ctx.drawEnvLight =\r\n baseLightPass &&\r\n ctx.env!.light.type !== 'none' &&\r\n (ctx.env!.light.envLight.hasRadiance() || ctx.env!.light.envLight.hasIrradiance());\r\n ctx.renderPassHash = this.getGlobalBindGroupHash(ctx, camera);\r\n ctx.shaderVariantHash = this._getShaderVariantHash(ctx, camera);\r\n const bindGroup = ctx.globalBindGroupAllocator.getGlobalBindGroup(ctx);\r\n if (!flags.cameraSet[ctx.renderPassHash]) {\r\n ShaderHelper.setCameraUniforms(bindGroup, ctx, camera, !!ctx.device.getFramebuffer());\r\n flags.cameraSet[ctx.renderPassHash] = 1;\r\n }\r\n if (ctx.currentShadowLight) {\r\n ShaderHelper.setLightUniformsShadow(bindGroup, ctx, lights[0]);\r\n } else {\r\n if (!flags.lightSet[ctx.renderPassHash]) {\r\n ShaderHelper.setLightUniforms(\r\n bindGroup,\r\n ctx,\r\n ctx.clusteredLight!.clusterParam,\r\n ctx.clusteredLight!.countParam,\r\n ctx.clusteredLight!.lightBuffer!,\r\n ctx.clusteredLight!.lightIndexTexture!\r\n );\r\n flags.lightSet[ctx.renderPassHash] = 1;\r\n }\r\n // Bind the per-queue cluster shadow-mask mode every call (not cached with\r\n // lightSet): the same clustered program/bind group may serve both the opaque\r\n // (sample mask) and transparent (skip shadow lights) queues.\r\n if (ctx.screenSpaceShadowMask) {\r\n ShaderHelper.setShadowMaskMode(bindGroup, !!ctx.shadowMaskClusterSample);\r\n }\r\n }\r\n if (ctx.materialFlags & MaterialVaryingFlags.APPLY_FOG && !flags.fogSet[ctx.renderPassHash]) {\r\n ShaderHelper.setFogUniforms(\r\n bindGroup,\r\n ctx.env!.sky.skyType === 'scatter' ? 1 : 0,\r\n ctx.env!.sky.mappedFogType,\r\n baseLightPass ? 0 : 1,\r\n ctx.env!.sky.atmosphereParams,\r\n ctx.env!.sky.heightFogParams,\r\n ctx.env!.sky.getAerialPerspectiveLUT(ctx),\r\n ctx.env!.sky.getSkyDistantLightLUT(ctx)\r\n );\r\n flags.fogSet[ctx.renderPassHash] = 1;\r\n }\r\n ctx.device.setBindGroup(0, bindGroup);\r\n const reverseWinding = camera.worldMatrixDet < 0;\r\n for (const lit of itemList.lit) {\r\n this.drawItemList(lit, ctx, reverseWinding);\r\n }\r\n if (!ctx.lightBlending) {\r\n for (const unlit of itemList.unlit) {\r\n this.drawItemList(unlit, ctx, reverseWinding);\r\n }\r\n }\r\n }\r\n /** @internal */\r\n protected renderItems(ctx: DrawContext, camera: Camera, renderQueue: RenderQueue) {\r\n ctx.renderPassHash = null;\r\n ctx.shaderVariantHash = null;\r\n ctx.env = ctx.scene.env;\r\n ctx.drawEnvLight = false;\r\n ctx.flip = this.isAutoFlip(ctx);\r\n const surfaceMRT = ctx.materialFlags & SURFACE_MRT_FLAGS;\r\n const additiveOpaqueMaterialFlags = ctx.materialFlags & ~ADDITIVE_LIGHT_PASS_OMIT_MRT_FLAGS;\r\n const additiveTransparentMaterialFlags = ctx.materialFlags & ~SURFACE_MRT_FLAGS;\r\n const tmpFramebuffer = surfaceMRT\r\n ? ctx.device.pool.fetchTemporalFramebuffer(\r\n false,\r\n ctx.device.getDrawingBufferWidth(),\r\n ctx.device.getDrawingBufferHeight(),\r\n this.getAdditiveLightPassColorAttachments(ctx, additiveOpaqueMaterialFlags)!,\r\n ctx.device.getFramebuffer()!.getDepthAttachment()\r\n )\r\n : null;\r\n const needsTransparentSingleColorFramebuffer =\r\n !!tmpFramebuffer && tmpFramebuffer.getColorAttachments().length > 1;\r\n const transparentTmpFramebuffer = needsTransparentSingleColorFramebuffer\r\n ? ctx.device.pool.fetchTemporalFramebuffer(\r\n false,\r\n ctx.device.getDrawingBufferWidth(),\r\n ctx.device.getDrawingBufferHeight(),\r\n this.getAdditiveLightPassColorAttachments(ctx, additiveTransparentMaterialFlags)!,\r\n ctx.device.getFramebuffer()!.getDepthAttachment()\r\n )\r\n : tmpFramebuffer;\r\n const oit =\r\n renderQueue.drawTransparent && camera.oit && camera.oit.supportDevice(ctx.device.type)\r\n ? camera.oit\r\n : null;\r\n // Sort only when this invocation actually draws the transparent queue.\r\n // The opaque pass (and the SSS-profile pass) run with _renderTransparent\r\n // === false; without this guard they would sort the transparent lists\r\n // pointlessly, and the real transparent pass would then sort them again.\r\n if (!oit && renderQueue.drawTransparent && this._renderTransparent) {\r\n renderQueue.sortTransparentItems(camera.getWorldPosition());\r\n }\r\n const flags: any = {\r\n lightSet: {},\r\n cameraSet: {},\r\n fogSet: {}\r\n };\r\n const items = renderQueue.itemList;\r\n const lists = this._transmission\r\n ? [items?.transmission, items?.transmission_trans, items?.transparent]\r\n : [items?.opaque, items?.transparent];\r\n for (let i = 0; i < lists.length; i++) {\r\n const isOpaquePass = i === 0;\r\n if ((isOpaquePass && !this._renderOpaque) || (!isOpaquePass && !this._renderTransparent)) {\r\n continue;\r\n }\r\n if (lists[i]) {\r\n ctx.queue = i === 0 ? QUEUE_OPAQUE : QUEUE_TRANSPARENT;\r\n // The screen-space shadow mask is only valid for the opaque depth-prepass\r\n // geometry: lists[0] in non-transmission mode. For that queue, shadow lights\r\n // are lit via the clustered pass sampling the mask (additive passes skipped).\r\n // Every other queue (transparent/OIT hair, transmission) keeps the inline\r\n // additive shadow path, where shadows are sampled per-fragment at the real\r\n // surface depth.\r\n const useShadowMaskQueue = ctx.screenSpaceShadowMask && !this._transmission && i === 0;\r\n ctx.shadowMaskClusterSample = useShadowMaskQueue;\r\n ctx.oit = i === 0 || !items ? null : oit;\r\n const isolateTransparentABufferLightPasses =\r\n !!ctx.oit && ctx.queue === QUEUE_TRANSPARENT && ctx.oit.getType() === 'ab';\r\n // Transparent geometry fogs itself, the screen-space pass over the opaque\r\n // scene being unable to reach it. Suppressed while submerged for the same\r\n // reason the screen-space one is: the medium is water, not air.\r\n if (\r\n (ctx.queue === QUEUE_TRANSPARENT || this._transmission) &&\r\n ctx.scene.env.sky.fogPresents &&\r\n !ctx.underwater\r\n ) {\r\n ctx.materialFlags |= MaterialVaryingFlags.APPLY_FOG;\r\n }\r\n const numOitPasses = ctx.oit ? ctx.oit.begin(ctx) : 1;\r\n for (let p = 0; p < numOitPasses; p++) {\r\n if (ctx.oit && !isolateTransparentABufferLightPasses) {\r\n if (!ctx.oit.beginPass(ctx, p)) {\r\n continue;\r\n }\r\n }\r\n const runLightPass = (lights: PunctualLight[]) => {\r\n if (ctx.oit && isolateTransparentABufferLightPasses) {\r\n if (!ctx.oit.beginPass(ctx, p)) {\r\n return;\r\n }\r\n this.renderLightPass(ctx, camera, lists[i]!, lights, flags);\r\n ctx.oit.endPass(ctx, p);\r\n } else {\r\n this.renderLightPass(ctx, camera, lists[i]!, lights, flags);\r\n }\r\n };\r\n const runAdditiveLightPass = (lights: PunctualLight[]) => {\r\n const passFramebuffer =\r\n ctx.queue === QUEUE_TRANSPARENT ? transparentTmpFramebuffer : tmpFramebuffer;\r\n if (ctx.lightBlending && passFramebuffer && !ctx.oit) {\r\n const savedMaterialFlags = ctx.materialFlags;\r\n ctx.materialFlags =\r\n ctx.queue === QUEUE_TRANSPARENT\r\n ? savedMaterialFlags & ~SURFACE_MRT_FLAGS\r\n : savedMaterialFlags & ~ADDITIVE_LIGHT_PASS_OMIT_MRT_FLAGS;\r\n ctx.device.pushDeviceStates();\r\n ctx.device.setFramebuffer(passFramebuffer);\r\n try {\r\n runLightPass(lights);\r\n } finally {\r\n ctx.materialFlags = savedMaterialFlags;\r\n ctx.device.popDeviceStates();\r\n }\r\n } else {\r\n runLightPass(lights);\r\n }\r\n };\r\n let lightIndex = 0;\r\n // Run the per-shadowed-light additive passes unless this queue uses the\r\n // screen-space shadow mask (opaque). 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@@ -1,16 +1,16 @@
1
1
  import { Disposable } from '@zephyr3d/base';
2
2
 
3
- /**
4
- * Abstract class for order-independent transparency renderers.
5
- *
6
- * Order-independent transparency (OIT) renderers allow for rendering
7
- * of transparent objects in any order, regardless of their depth.
8
- *
9
- * This abstract class defines the common interface for all OIT renderers.
10
- * Specific implementations of OIT renderers should extend this class and
11
- * provide concrete implementations for the abstract methods.
12
- *
13
- * @public
3
+ /**
4
+ * Abstract class for order-independent transparency renderers.
5
+ *
6
+ * Order-independent transparency (OIT) renderers allow for rendering
7
+ * of transparent objects in any order, regardless of their depth.
8
+ *
9
+ * This abstract class defines the common interface for all OIT renderers.
10
+ * Specific implementations of OIT renderers should extend this class and
11
+ * provide concrete implementations for the abstract methods.
12
+ *
13
+ * @public
14
14
  */ class OIT extends Disposable {
15
15
  _uniformTag;
16
16
  constructor(){
@@ -1 +1 @@
1
- {"version":3,"file":"oit.js","sources":["../../src/render/oit.ts"],"sourcesContent":["import type {\n BindGroup,\n PBGlobalScope,\n PBInsideFunctionScope,\n PBShaderExp,\n RenderStateSet\n} from '@zephyr3d/device';\nimport type { DrawContext } from './drawable';\nimport { Disposable } from '@zephyr3d/base';\n\n/**\n * Abstract class for order-independent transparency renderers.\n *\n * Order-independent transparency (OIT) renderers allow for rendering\n * of transparent objects in any order, regardless of their depth.\n *\n * This abstract class defines the common interface for all OIT renderers.\n * Specific implementations of OIT renderers should extend this class and\n * provide concrete implementations for the abstract methods.\n *\n * @public\n */\nexport abstract class OIT extends Disposable {\n private _uniformTag: number;\n constructor() {\n super();\n this._uniformTag = 0;\n }\n get uniformTag() {\n return this._uniformTag;\n }\n uniformChanged() {\n this._uniformTag++;\n }\n /**\n * Returns the type of the renderer.\n *\n * @returns The type of the renderer.\n */\n abstract getType(): string;\n /**\n * Checks whether the renderer supports the given device type.\n *\n * @param deviceType - The device type.\n * @returns True if the renderer supports the device type, false otherwise.\n */\n abstract supportDevice(deviceType: string): boolean;\n /**\n * Whether this OIT algorithm wants pre-multiplied alpha\n *\n * @returns True if the OIT wants pre-multiplied alpha, false otherwise\n */\n abstract wantsPremultipliedAlpha(): boolean;\n /**\n * Begins rendering the transparent objects.\n *\n * @remarks\n * Contract: the caller (the transparent scene pass) must have explicitly\n * bound the transparent scene target framebuffer before calling begin(),\n * beginPass() or endPass(). Implementations may redirect rendering to\n * internal buffers, but must composite into that bound target and restore\n * it before returning.\n *\n * @param ctx - The draw context.\n * @returns The number of passes required for rendering.\n */\n abstract begin(ctx: DrawContext): number;\n /**\n * Ends rendering the transparent objects.\n *\n * @param ctx - The draw context.\n */\n abstract end(ctx: DrawContext): void;\n /**\n * Begins rendering for the given pass.\n *\n * @param ctx - The draw context.\n * @param pass - The pass number.\n * @returns True if the transparent objects should be rendered, false otherwise.\n */\n abstract beginPass(ctx: DrawContext, pass: number): boolean;\n /**\n * Ends rendering for the given pass.\n *\n * @param ctx - The draw context.\n * @param pass - The pass number.\n */\n abstract endPass(ctx: DrawContext, pass: number): void;\n /**\n * Sets up the fragment output.\n *\n * @remarks\n * This method declares necessary uniform variables for OIT rendering and injects it into the object's material.\n *\n * @param scope - The global shader scope.\n */\n abstract setupFragmentOutput(scope: PBGlobalScope): void;\n /**\n * Do the fragment color output.\n *\n * @remarks\n * This method outputs the calculated fragment color for OIT rendering and injects it into the object's material.\n *\n * @param scope - The global shader scope.\n * @param color - The calculated fragment color.\n */\n abstract outputFragmentColor(scope: PBInsideFunctionScope, color: PBShaderExp, ctx: DrawContext): boolean;\n /**\n * Applies the uniforms for the given draw context and bind group.\n *\n * This function will be called when ever the transparent material will upload uniform variables.\n *\n * @param ctx - The draw context.\n * @param bindGroup - The bind group.\n */\n abstract applyUniforms(ctx: DrawContext, bindGroup: BindGroup): void;\n /**\n * Whether additive light passes should keep the material alpha before OIT output.\n *\n * @remarks\n * Some OIT algorithms need the original material alpha to weight additive light color,\n * but write zero alpha to their accumulation targets so transmittance is not counted twice.\n */\n abstract wantsAdditiveLightPassAlpha(): boolean;\n /**\n * Calculates the hash of the renderer.\n *\n * @remarks\n * When this hash value was changed, material shader will be forced recreate.\n *\n * @returns The hash of the renderer.\n */\n abstract calculateHash(): string;\n /**\n * Sets the render states for the renderer.\n *\n * This function will be called when the transparent object will be rendered.\n *\n * @param rs - The render states.\n */\n abstract setRenderStates(rs: RenderStateSet): void;\n}\n"],"names":["OIT","Disposable","_uniformTag","uniformTag","uniformChanged"],"mappings":";;AAUA;;;;;;;;;;;IAYO,MAAeA,GAAYC,SAAAA,UAAAA,CAAAA;IACxBC,WAAoB;IAC5B,WAAc,EAAA;QACZ,KAAK,EAAA;QACL,IAAI,CAACA,WAAW,GAAG,CAAA;AACrB;AACA,IAAA,IAAIC,UAAa,GAAA;QACf,OAAO,IAAI,CAACD,WAAW;AACzB;IACAE,cAAiB,GAAA;AACf,QAAA,IAAI,CAACF,WAAW,EAAA;AAClB;AA4GF;;;;"}
1
+ {"version":3,"file":"oit.js","sources":["../../src/render/oit.ts"],"sourcesContent":["import type {\r\n BindGroup,\r\n PBGlobalScope,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n RenderStateSet\r\n} from '@zephyr3d/device';\r\nimport type { DrawContext } from './drawable';\r\nimport { Disposable } from '@zephyr3d/base';\r\n\r\n/**\r\n * Abstract class for order-independent transparency renderers.\r\n *\r\n * Order-independent transparency (OIT) renderers allow for rendering\r\n * of transparent objects in any order, regardless of their depth.\r\n *\r\n * This abstract class defines the common interface for all OIT renderers.\r\n * Specific implementations of OIT renderers should extend this class and\r\n * provide concrete implementations for the abstract methods.\r\n *\r\n * @public\r\n */\r\nexport abstract class OIT extends Disposable {\r\n private _uniformTag: number;\r\n constructor() {\r\n super();\r\n this._uniformTag = 0;\r\n }\r\n get uniformTag() {\r\n return this._uniformTag;\r\n }\r\n uniformChanged() {\r\n this._uniformTag++;\r\n }\r\n /**\r\n * Returns the type of the renderer.\r\n *\r\n * @returns The type of the renderer.\r\n */\r\n abstract getType(): string;\r\n /**\r\n * Checks whether the renderer supports the given device type.\r\n *\r\n * @param deviceType - The device type.\r\n * @returns True if the renderer supports the device type, false otherwise.\r\n */\r\n abstract supportDevice(deviceType: string): boolean;\r\n /**\r\n * Whether this OIT algorithm wants pre-multiplied alpha\r\n *\r\n * @returns True if the OIT wants pre-multiplied alpha, false otherwise\r\n */\r\n abstract wantsPremultipliedAlpha(): boolean;\r\n /**\r\n * Begins rendering the transparent objects.\r\n *\r\n * @remarks\r\n * Contract: the caller (the transparent scene pass) must have explicitly\r\n * bound the transparent scene target framebuffer before calling begin(),\r\n * beginPass() or endPass(). Implementations may redirect rendering to\r\n * internal buffers, but must composite into that bound target and restore\r\n * it before returning.\r\n *\r\n * @param ctx - The draw context.\r\n * @returns The number of passes required for rendering.\r\n */\r\n abstract begin(ctx: DrawContext): number;\r\n /**\r\n * Ends rendering the transparent objects.\r\n *\r\n * @param ctx - The draw context.\r\n */\r\n abstract end(ctx: DrawContext): void;\r\n /**\r\n * Begins rendering for the given pass.\r\n *\r\n * @param ctx - The draw context.\r\n * @param pass - The pass number.\r\n * @returns True if the transparent objects should be rendered, false otherwise.\r\n */\r\n abstract beginPass(ctx: DrawContext, pass: number): boolean;\r\n /**\r\n * Ends rendering for the given pass.\r\n *\r\n * @param ctx - The draw context.\r\n * @param pass - The pass number.\r\n */\r\n abstract endPass(ctx: DrawContext, pass: number): void;\r\n /**\r\n * Sets up the fragment output.\r\n *\r\n * @remarks\r\n * This method declares necessary uniform variables for OIT rendering and injects it into the object's material.\r\n *\r\n * @param scope - The global shader scope.\r\n */\r\n abstract setupFragmentOutput(scope: PBGlobalScope): void;\r\n /**\r\n * Do the fragment color output.\r\n *\r\n * @remarks\r\n * This method outputs the calculated fragment color for OIT rendering and injects it into the object's material.\r\n *\r\n * @param scope - The global shader scope.\r\n * @param color - The calculated fragment color.\r\n */\r\n abstract outputFragmentColor(scope: PBInsideFunctionScope, color: PBShaderExp, ctx: DrawContext): boolean;\r\n /**\r\n * Applies the uniforms for the given draw context and bind group.\r\n *\r\n * This function will be called when ever the transparent material will upload uniform variables.\r\n *\r\n * @param ctx - The draw context.\r\n * @param bindGroup - The bind group.\r\n */\r\n abstract applyUniforms(ctx: DrawContext, bindGroup: BindGroup): void;\r\n /**\r\n * Whether additive light passes should keep the material alpha before OIT output.\r\n *\r\n * @remarks\r\n * Some OIT algorithms need the original material alpha to weight additive light color,\r\n * but write zero alpha to their accumulation targets so transmittance is not counted twice.\r\n */\r\n abstract wantsAdditiveLightPassAlpha(): boolean;\r\n /**\r\n * Calculates the hash of the renderer.\r\n *\r\n * @remarks\r\n * When this hash value was changed, material shader will be forced recreate.\r\n *\r\n * @returns The hash of the renderer.\r\n */\r\n abstract calculateHash(): string;\r\n /**\r\n * Sets the render states for the renderer.\r\n *\r\n * This function will be called when the transparent object will be rendered.\r\n *\r\n * @param rs - The render states.\r\n */\r\n abstract setRenderStates(rs: RenderStateSet): void;\r\n}\r\n"],"names":["OIT","Disposable","_uniformTag","uniformTag","uniformChanged"],"mappings":";;AAUA;;;;;;;;;;;IAYO,MAAeA,GAAYC,SAAAA,UAAAA,CAAAA;IACxBC,WAAoB;IAC5B,WAAc,EAAA;QACZ,KAAK,EAAA;QACL,IAAI,CAACA,WAAW,GAAG,CAAA;AACrB;AACA,IAAA,IAAIC,UAAa,GAAA;QACf,OAAO,IAAI,CAACD,WAAW;AACzB;IACAE,cAAiB,GAAA;AACf,QAAA,IAAI,CAACF,WAAW,EAAA;AAClB;AA4GF;;;;"}
@@ -100,11 +100,20 @@ const tmpDrawablePos = new Vector3();
100
100
  /** @internal */ _sunLight;
101
101
  /** @internal */ _primaryDirectionalLight;
102
102
  /** @internal */ _primaryTransmissionLight;
103
+ /**
104
+ * Visible water surfaces, in visit order.
105
+ *
106
+ * Collected separately from the item lists so passes that run before the light
107
+ * pass - the caustics pass, which has to know where the water plane is before
108
+ * anything shades under it - can find them without walking every draw item.
109
+ * @internal
110
+ */ _waterList;
103
111
  /** @internal */ _bindGroupAllocator;
104
112
  /** @internal */ _ref;
105
113
  /** @internal */ _instanceInfo;
106
114
  /** @internal */ _needSceneColor;
107
115
  _needSceneDepth;
116
+ _needHiZNearest;
108
117
  _needSceneColorWithDepth;
109
118
  /** @internal */ _drawTransparent;
110
119
  /** @internal */ _objectColorMaps;
@@ -121,6 +130,7 @@ const tmpDrawablePos = new Vector3();
121
130
  this._sunLight = null;
122
131
  this._primaryDirectionalLight = null;
123
132
  this._primaryTransmissionLight = null;
133
+ this._waterList = [];
124
134
  this._ref = {
125
135
  ref: this,
126
136
  valid: true
@@ -128,6 +138,7 @@ const tmpDrawablePos = new Vector3();
128
138
  this._instanceInfo = new Map();
129
139
  this._needSceneColor = false;
130
140
  this._needSceneDepth = false;
141
+ this._needHiZNearest = false;
131
142
  this._needSceneColorWithDepth = false;
132
143
  this._drawTransparent = false;
133
144
  this._objectColorMaps = [
@@ -168,6 +179,17 @@ const tmpDrawablePos = new Vector3();
168
179
  /** @internal */ needSceneDepth() {
169
180
  return this._needSceneDepth;
170
181
  }
182
+ /**
183
+ * Whether any drawable needs the Hi-Z pyramid's nearest-depth channel.
184
+ *
185
+ * Materials request it the way they request the scene colour and depth, which
186
+ * is what lets a surface that queries the scene's proximity - water foam
187
+ * against a shoreline or a piling - turn the second channel on without the
188
+ * application having to know it exists.
189
+ * @internal
190
+ */ needHiZNearest() {
191
+ return this._needHiZNearest;
192
+ }
171
193
  /** @internal */ needSceneColorWithDepth() {
172
194
  return this._needSceneColorWithDepth;
173
195
  }
@@ -187,6 +209,15 @@ const tmpDrawablePos = new Vector3();
187
209
  */ get shadowedLights() {
188
210
  return this._shadowedLightList;
189
211
  }
212
+ /** Visible water surfaces collected while culling. */ get waters() {
213
+ return this._waterList;
214
+ }
215
+ /**
216
+ * Record a visible water surface.
217
+ * @param water - The water node that passed culling.
218
+ */ pushWater(water) {
219
+ this._waterList.push(water);
220
+ }
190
221
  /**
191
222
  * Gets the unshadowed lights
192
223
  */ get unshadowedLights() {
@@ -236,6 +267,7 @@ const tmpDrawablePos = new Vector3();
236
267
  * Push items from another render queue
237
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  * @param queue - The render queue to be pushed
238
269
  */ pushRenderQueue(queue) {
270
+ this._waterList.push(...queue._waterList);
239
271
  const newItemLists = queue._itemList;
240
272
  if (!newItemLists) {
241
273
  return;
@@ -253,6 +285,7 @@ const tmpDrawablePos = new Vector3();
253
285
  this._itemList.transmission_trans.unlit.push(...newItemLists.transmission_trans.unlit);
254
286
  this._needSceneColor ||= queue._needSceneColor;
255
287
  this._needSceneDepth ||= queue._needSceneDepth;
288
+ this._needHiZNearest ||= queue._needHiZNearest;
256
289
  this._needSceneColorWithDepth ||= queue._needSceneColorWithDepth;
257
290
  this._drawTransparent ||= queue._drawTransparent;
258
291
  this._sunLight ||= queue._sunLight;
@@ -281,6 +314,7 @@ const tmpDrawablePos = new Vector3();
281
314
  const transmission = !!drawable.needSceneColor() || needDepth;
282
315
  this._needSceneColor ||= transmission;
283
316
  this._needSceneDepth ||= drawable.needSceneDepth();
317
+ this._needHiZNearest ||= !!drawable.needHiZNearest?.();
284
318
  this._needSceneColorWithDepth ||= transmission && needDepth;
285
319
  this._drawTransparent ||= trans;
286
320
  if (camera.getPickResultResolveFunc()) {
@@ -385,8 +419,10 @@ const tmpDrawablePos = new Vector3();
385
419
  this._sunLight = null;
386
420
  this._primaryDirectionalLight = null;
387
421
  this._primaryTransmissionLight = null;
422
+ this._waterList = [];
388
423
  this._needSceneColor = false;
389
424
  this._needSceneDepth = false;
425
+ this._needHiZNearest = false;
390
426
  this._needSceneColorWithDepth = false;
391
427
  this._drawTransparent = false;
392
428
  }