@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":"shprojector.js","sources":["../../src/utility/shprojector.ts"],"sourcesContent":["import type {\n AbstractDevice,\n BindGroup,\n FrameBuffer,\n GPUDataBuffer,\n GPUProgram,\n RenderStateSet,\n TextureCube\n} from '@zephyr3d/device';\nimport { Primitive } from '../render/primitive';\nimport type { Nullable } from '@zephyr3d/base';\nimport { Disposable, DRef, Vector4 } from '@zephyr3d/base';\nimport { fetchSampler } from './misc';\nimport { getDevice } from '../app/api';\n\n/**\n * CubemapSHProjector is responsible for projecting a cubemap texture into spherical harmonics (SH) coefficients.\n * This is commonly used for efficient environment lighting approximation in real-time rendering.\n *\n * The class uses Monte Carlo sampling to compute the first 9 spherical harmonics coefficients (up to order 2)\n * from a cubemap texture, which can then be used for ambient lighting calculations.\n *\n * @example\n * ```typescript\n * const projector = new CubemapSHProjector(10000);\n * const shBuffer = device.createBuffer(4 * 4 * 9, { usage: 'uniform' });\n * projector.projectCubemap(environmentCubemap, shBuffer);\n * // shBuffer now contains the 9 SH coefficients as RGB values\n * projector.dispose();\n * ```\n *\n * @public\n */\nexport class CubemapSHProjector extends Disposable {\n private static _programInst: Nullable<GPUProgram> = null;\n private static _bindGroupInst: Nullable<BindGroup> = null;\n private static _renderStats: Nullable<RenderStateSet> = null;\n private readonly _primitive: DRef<Primitive>;\n private readonly _renderTarget: DRef<FrameBuffer>;\n private readonly _numSamples: number;\n /**\n * Creates a new CubemapSHProjector instance.\n *\n * @param numSamples - Number of Monte Carlo samples to use for SH projection.\n * Higher values provide better accuracy but slower computation.\n * Default is 10000.\n */\n constructor(numSamples = 10000) {\n super();\n this._numSamples = numSamples;\n this._primitive = new DRef();\n this._renderTarget = new DRef();\n }\n /**\n * Projects a cubemap texture into spherical harmonics coefficients and stores them in a GPUBuffer.\n *\n * The method performs Monte Carlo integration over the sphere to compute the first 9 SH coefficients.\n * The results are written to a 3x3 render target where each pixel contains RGB values for one SH coefficient.\n * The layout is:\n * - (0,0): Y₀₀ (0,1): Y₁₋₁ (0,2): Y₁₀\n * - (1,0): Y₁₁ (1,1): Y₂₋₂ (1,2): Y₂₋₁\n * - (2,0): Y₂₀ (2,1): Y₂₁ (2,2): Y₂₂\n *\n * @param cubemap - The input cubemap texture to project\n * @param outBuffer - GPU data buffer to receive the computed SH coefficients.\n * Must be large enough to hold 9 RGB values (36 floats for RGBA32F format).\n *\n * @example\n * ```typescript\n * const shBuffer = device.createDataBuffer(9 * 4 * 4); // 9 coefficients * 4 components * 4 bytes\n * projector.projectCubemap(environmentMap, shBuffer);\n * ```\n */\n projectCubemap(cubemap: TextureCube, outBuffer: GPUDataBuffer, radianceSource = true) {\n const device = getDevice();\n if (!this._renderTarget.get()) {\n const texture = device.createTexture2D('rgba32f', 3, 3, {\n mipmapping: false\n })!;\n this._renderTarget.set(device.createFrameBuffer([texture], null));\n }\n this.projectCubemapToTexture(cubemap, this._renderTarget.get()!, radianceSource);\n this._renderTarget.get()!.getColorAttachments()[0].readPixelsToBuffer(0, 0, 3, 3, 0, 0, outBuffer);\n }\n /**\n * Projects a cubemap texture into spherical harmonics coefficients and stores them in a 3x3 texture.\n *\n * The method performs Monte Carlo integration over the sphere to compute the first 9 SH coefficients.\n * The results are written to a 3x3 render target where each pixel contains RGB values for one SH coefficient.\n * The layout is:\n * - (0,0): Y₀₀ (0,1): Y₁₋₁ (0,2): Y₁₀\n * - (1,0): Y₁₁ (1,1): Y₂₋₂ (1,2): Y₂₋₁\n * - (2,0): Y₂₀ (2,1): Y₂₁ (2,2): Y₂₂\n *\n * @param cubemap - The input cubemap texture to project\n * @param outFramebuffer - Framebuffer that contains the 3x3 texture to receive the computed SH coefficients in color attachment slot 0.\n *\n * @example\n * ```typescript\n * const shTexture = device.createTexture2D('rgba32f', 3, 3); // 9 coefficients * 4 components * 4 bytes\n * const shFramebuffer = device.createFrameBuffer([shTexture], null);\n * projector.projectCubemapToTexture(environmentMap, shFramebuffer);\n * ```\n */\n projectCubemapToTexture(cubemap: TextureCube, framebuffer: FrameBuffer, radianceSource = true) {\n const device = getDevice();\n const clearColor = new Vector4(0, 0, 0, 1);\n this.init(device);\n device.pushDeviceStates();\n device.setRenderStates(CubemapSHProjector._renderStats);\n device.setProgram(CubemapSHProjector._programInst);\n device.setFramebuffer(framebuffer);\n device.clearFrameBuffer(clearColor, null, null);\n const bindGroup = CubemapSHProjector._bindGroupInst!;\n bindGroup.setTexture('cubemap', cubemap, fetchSampler('clamp_linear_nomip'));\n bindGroup.setValue('scale', radianceSource ? 1.0 : Math.PI);\n device.setBindGroup(0, bindGroup);\n this._primitive.get()!.drawInstanced(9);\n device.popDeviceStates();\n }\n /**\n * Disposes of all resources allocated by this projector instance.\n * Should be called when the projector is no longer needed to prevent memory leaks.\n */\n protected onDispose() {\n super.onDispose();\n this._primitive.dispose();\n if (this._renderTarget.get()) {\n this._renderTarget.get()!.getColorAttachments()[0].dispose();\n this._renderTarget.dispose();\n }\n }\n /**\n * Initializes the GPU resources needed for SH projection.\n * This method is called automatically by projectCubemap() and sets up:\n * - Sample directions primitive (Monte Carlo samples on unit sphere)\n * - Render target (3x3 RGBA32F texture)\n * - Render states (additive blending, no depth test)\n * - GPU program for SH evaluation\n *\n * @param device - The graphics device to create resources with\n * @internal\n */\n private init(device: AbstractDevice) {\n if (!this._primitive.get()) {\n const samples = new Float32Array(this._numSamples * 4);\n for (let i = 0; i < this._numSamples; i++) {\n let x1: number, x2: number, s: number;\n do {\n x1 = Math.random() * 2 - 1;\n x2 = Math.random() * 2 - 1;\n s = x1 * x1 + x2 * x2;\n } while (s >= 1);\n const sqrtS = Math.sqrt(1 - s);\n samples[i * 4 + 0] = 2 * x1 * sqrtS;\n samples[i * 4 + 1] = 2 * x2 * sqrtS;\n samples[i * 4 + 2] = 1 - 2 * s;\n samples[i * 4 + 3] = (4 * Math.PI) / this._numSamples;\n }\n const primitive = new Primitive();\n primitive.createAndSetVertexBuffer('position_f32x4', samples);\n if (device.type === 'webgl') {\n primitive.createAndSetVertexBuffer(\n 'tex0_f32',\n new Float32Array([0, 1, 2, 3, 4, 5, 6, 7, 8]),\n 'instance'\n );\n }\n primitive.indexCount = this._numSamples;\n primitive.indexStart = 0;\n primitive.primitiveType = 'point-list';\n this._primitive.set(primitive);\n }\n\n if (!CubemapSHProjector._renderStats) {\n CubemapSHProjector._renderStats = device.createRenderStateSet();\n CubemapSHProjector._renderStats.useDepthState().enableTest(false).enableWrite(false);\n CubemapSHProjector._renderStats\n .useBlendingState()\n .enable(true)\n .setBlendEquation('add', 'add')\n .setBlendFuncRGB('one', 'one')\n .setBlendFuncAlpha('zero', 'one');\n CubemapSHProjector._renderStats.useRasterizerState().setCullMode('none');\n }\n\n if (!CubemapSHProjector._programInst) {\n CubemapSHProjector._programInst = CubemapSHProjector._createProgram(device)!;\n CubemapSHProjector._bindGroupInst = device.createBindGroup(\n CubemapSHProjector._programInst.bindGroupLayouts[0]\n );\n }\n }\n /**\n * Creates the GPU program for spherical harmonics evaluation.\n *\n * The vertex shader uses instanced rendering to generate 9 instances (one per SH coefficient).\n * Each instance renders all sample points, but the vertex shader maps them to different\n * pixels in the 3x3 output texture based on the instance ID.\n *\n * The fragment shader evaluates the appropriate SH basis function based on the pixel location,\n * samples the cubemap in the sample direction, and multiplies by the integration weight.\n *\n * @param device - The graphics device to create the program with\n * @returns The compiled GPU program\n * @internal\n */\n private static _createProgram(device: AbstractDevice) {\n const program = device.buildRenderProgram({\n vertex(pb) {\n this.$inputs.directionWeight = pb.vec4().attrib('position');\n if (device.type === 'webgl') {\n this.$inputs.instanceId = pb.float().attrib('texCoord0');\n }\n pb.main(function () {\n this.$outputs.direction = this.$inputs.directionWeight.xyz;\n this.$outputs.weight = this.$inputs.directionWeight.w;\n if (pb.getDevice().type !== 'webgpu') {\n this.$builtins.pointSize = 1;\n }\n this.$outputs.shIndex =\n device.type === 'webgl' ? this.$inputs.instanceId : pb.int(this.$builtins.instanceIndex);\n this.$l.x = pb.mod(this.$outputs.shIndex, 3);\n this.$l.y = pb.div(this.$outputs.shIndex, 3);\n this.$l.ndcX = pb.sub(pb.div(pb.add(pb.float(this.x), 0.5), 1.5), 1);\n this.$l.ndcY = pb.sub(pb.div(pb.add(pb.float(this.y), 0.5), 1.5), 1);\n this.$l.$builtins.position = pb.vec4(this.ndcX, this.ndcY, 0, 1);\n if (pb.getDevice().type === 'webgpu') {\n this.$builtins.position = pb.mul(this.$builtins.position, pb.vec4(1, -1, 1, 1));\n }\n });\n },\n fragment(pb) {\n this.$outputs.color = pb.vec4();\n this.cubemap = pb.texCube().uniform(0);\n this.scale = pb.float().uniform(0);\n pb.func('cosineLobeBandFactor', [pb.int('l')], function () {\n this.$if(pb.equal(this.l, 0), function () {\n this.$return(pb.float(1));\n });\n this.$if(pb.lessThanEqual(this.l, 3), function () {\n this.$return(2 / 3);\n });\n this.$return(1 / 4);\n });\n pb.func('Y0', [pb.vec3('v')], function () {\n this.$return(0.282094791773878);\n });\n pb.func('Y1', [pb.vec3('v')], function () {\n this.$return(pb.mul(this.v.y, -0.4886025119));\n });\n pb.func('Y2', [pb.vec3('v')], function () {\n this.$return(pb.mul(this.v.z, 0.4886025119));\n });\n pb.func('Y3', [pb.vec3('v')], function () {\n this.$return(pb.mul(this.v.x, -0.4886025119));\n });\n pb.func('Y4', [pb.vec3('v')], function () {\n this.$return(pb.mul(this.v.x, this.v.y, 1.0925484306));\n });\n pb.func('Y5', [pb.vec3('v')], function () {\n this.$return(pb.mul(this.v.y, this.v.z, -1.0925484306));\n });\n pb.func('Y6', [pb.vec3('v')], function () {\n this.$return(pb.mul(pb.sub(pb.mul(this.v.z, this.v.z, 3), 1), 0.3153915652));\n });\n pb.func('Y7', [pb.vec3('v')], function () {\n this.$return(pb.mul(this.v.x, this.v.z, -1.0925484306));\n });\n pb.func('Y8', [pb.vec3('v')], function () {\n this.$return(pb.mul(pb.sub(pb.mul(this.v.x, this.v.x), pb.mul(this.v.y, this.v.y)), 0.5462742153));\n });\n pb.func('evalBasis', [pb.vec3('dir'), pb.int('c')], function () {\n this.$if(pb.equal(this.c, 0), function () {\n this.$return(this.Y0(this.dir));\n })\n .$elseif(pb.equal(this.c, 1), function () {\n this.$return(this.Y1(this.dir));\n })\n .$elseif(pb.equal(this.c, 2), function () {\n this.$return(this.Y2(this.dir));\n })\n .$elseif(pb.equal(this.c, 3), function () {\n this.$return(this.Y3(this.dir));\n })\n .$elseif(pb.equal(this.c, 4), function () {\n this.$return(this.Y4(this.dir));\n })\n .$elseif(pb.equal(this.c, 5), function () {\n this.$return(this.Y5(this.dir));\n })\n .$elseif(pb.equal(this.c, 6), function () {\n this.$return(this.Y6(this.dir));\n })\n .$elseif(pb.equal(this.c, 7), function () {\n this.$return(this.Y7(this.dir));\n })\n .$elseif(pb.equal(this.c, 8), function () {\n this.$return(this.Y8(this.dir));\n })\n .$else(function () {\n this.$return(0);\n });\n });\n pb.main(function () {\n this.$l.radiance = pb.textureSampleLevel(this.cubemap, this.$inputs.direction, 0).rgb;\n this.$l.bandFactor = this.cosineLobeBandFactor(\n pb.getDevice().type === 'webgl' ? pb.int(this.$inputs.shIndex) : this.$inputs.shIndex\n );\n this.$l.sh = this.evalBasis(\n this.$inputs.direction,\n pb.getDevice().type === 'webgl' ? pb.int(this.$inputs.shIndex) : this.$inputs.shIndex\n );\n this.$outputs.color = pb.vec4(\n pb.mul(this.radiance, this.sh, this.$inputs.weight, this.bandFactor, this.scale),\n 1\n );\n });\n }\n })!;\n program.name = '@CubemapSHProjector_SHProject';\n return program;\n 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+ {"version":3,"file":"shprojector.js","sources":["../../src/utility/shprojector.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BindGroup,\r\n FrameBuffer,\r\n GPUDataBuffer,\r\n GPUProgram,\r\n RenderStateSet,\r\n TextureCube\r\n} from '@zephyr3d/device';\r\nimport { Primitive } from '../render/primitive';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { Disposable, DRef, Vector4 } from '@zephyr3d/base';\r\nimport { fetchSampler } from './misc';\r\nimport { getDevice } from '../app/api';\r\n\r\n/**\r\n * CubemapSHProjector is responsible for projecting a cubemap texture into spherical harmonics (SH) coefficients.\r\n * This is commonly used for efficient environment lighting approximation in real-time rendering.\r\n *\r\n * The class uses Monte Carlo sampling to compute the first 9 spherical harmonics coefficients (up to order 2)\r\n * from a cubemap texture, which can then be used for ambient lighting calculations.\r\n *\r\n * @example\r\n * ```typescript\r\n * const projector = new CubemapSHProjector(10000);\r\n * const shBuffer = device.createBuffer(4 * 4 * 9, { usage: 'uniform' });\r\n * projector.projectCubemap(environmentCubemap, shBuffer);\r\n * // shBuffer now contains the 9 SH coefficients as RGB values\r\n * projector.dispose();\r\n * ```\r\n *\r\n * @public\r\n */\r\nexport class CubemapSHProjector extends Disposable {\r\n private static _programInst: Nullable<GPUProgram> = null;\r\n private static _bindGroupInst: Nullable<BindGroup> = null;\r\n private static _renderStats: Nullable<RenderStateSet> = null;\r\n private readonly _primitive: DRef<Primitive>;\r\n private readonly _renderTarget: DRef<FrameBuffer>;\r\n private readonly _numSamples: number;\r\n /**\r\n * Creates a new CubemapSHProjector instance.\r\n *\r\n * @param numSamples - Number of Monte Carlo samples to use for SH projection.\r\n * Higher values provide better accuracy but slower computation.\r\n * Default is 10000.\r\n */\r\n constructor(numSamples = 10000) {\r\n super();\r\n this._numSamples = numSamples;\r\n this._primitive = new DRef();\r\n this._renderTarget = new DRef();\r\n }\r\n /**\r\n * Projects a cubemap texture into spherical harmonics coefficients and stores them in a GPUBuffer.\r\n *\r\n * The method performs Monte Carlo integration over the sphere to compute the first 9 SH coefficients.\r\n * The results are written to a 3x3 render target where each pixel contains RGB values for one SH coefficient.\r\n * The layout is:\r\n * - (0,0): Y₀₀ (0,1): Y₁₋₁ (0,2): Y₁₀\r\n * - (1,0): Y₁₁ (1,1): Y₂₋₂ (1,2): Y₂₋₁\r\n * - (2,0): Y₂₀ (2,1): Y₂₁ (2,2): Y₂₂\r\n *\r\n * @param cubemap - The input cubemap texture to project\r\n * @param outBuffer - GPU data buffer to receive the computed SH coefficients.\r\n * Must be large enough to hold 9 RGB values (36 floats for RGBA32F format).\r\n *\r\n * @example\r\n * ```typescript\r\n * const shBuffer = device.createDataBuffer(9 * 4 * 4); // 9 coefficients * 4 components * 4 bytes\r\n * projector.projectCubemap(environmentMap, shBuffer);\r\n * ```\r\n */\r\n projectCubemap(cubemap: TextureCube, outBuffer: GPUDataBuffer, radianceSource = true) {\r\n const device = getDevice();\r\n if (!this._renderTarget.get()) {\r\n const texture = device.createTexture2D('rgba32f', 3, 3, {\r\n mipmapping: false\r\n })!;\r\n this._renderTarget.set(device.createFrameBuffer([texture], null));\r\n }\r\n this.projectCubemapToTexture(cubemap, this._renderTarget.get()!, radianceSource);\r\n this._renderTarget.get()!.getColorAttachments()[0].readPixelsToBuffer(0, 0, 3, 3, 0, 0, outBuffer);\r\n }\r\n /**\r\n * Projects a cubemap texture into spherical harmonics coefficients and stores them in a 3x3 texture.\r\n *\r\n * The method performs Monte Carlo integration over the sphere to compute the first 9 SH coefficients.\r\n * The results are written to a 3x3 render target where each pixel contains RGB values for one SH coefficient.\r\n * The layout is:\r\n * - (0,0): Y₀₀ (0,1): Y₁₋₁ (0,2): Y₁₀\r\n * - (1,0): Y₁₁ (1,1): Y₂₋₂ (1,2): Y₂₋₁\r\n * - (2,0): Y₂₀ (2,1): Y₂₁ (2,2): Y₂₂\r\n *\r\n * @param cubemap - The input cubemap texture to project\r\n * @param outFramebuffer - Framebuffer that contains the 3x3 texture to receive the computed SH coefficients in color attachment slot 0.\r\n *\r\n * @example\r\n * ```typescript\r\n * const shTexture = device.createTexture2D('rgba32f', 3, 3); // 9 coefficients * 4 components * 4 bytes\r\n * const shFramebuffer = device.createFrameBuffer([shTexture], null);\r\n * projector.projectCubemapToTexture(environmentMap, shFramebuffer);\r\n * ```\r\n */\r\n projectCubemapToTexture(cubemap: TextureCube, framebuffer: FrameBuffer, radianceSource = true) {\r\n const device = getDevice();\r\n const clearColor = new Vector4(0, 0, 0, 1);\r\n this.init(device);\r\n device.pushDeviceStates();\r\n device.setRenderStates(CubemapSHProjector._renderStats);\r\n device.setProgram(CubemapSHProjector._programInst);\r\n device.setFramebuffer(framebuffer);\r\n device.clearFrameBuffer(clearColor, null, null);\r\n const bindGroup = CubemapSHProjector._bindGroupInst!;\r\n bindGroup.setTexture('cubemap', cubemap, fetchSampler('clamp_linear_nomip'));\r\n bindGroup.setValue('scale', radianceSource ? 1.0 : Math.PI);\r\n device.setBindGroup(0, bindGroup);\r\n this._primitive.get()!.drawInstanced(9);\r\n device.popDeviceStates();\r\n }\r\n /**\r\n * Disposes of all resources allocated by this projector instance.\r\n * Should be called when the projector is no longer needed to prevent memory leaks.\r\n */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._primitive.dispose();\r\n if (this._renderTarget.get()) {\r\n this._renderTarget.get()!.getColorAttachments()[0].dispose();\r\n this._renderTarget.dispose();\r\n }\r\n }\r\n /**\r\n * Initializes the GPU resources needed for SH projection.\r\n * This method is called automatically by projectCubemap() and sets up:\r\n * - Sample directions primitive (Monte Carlo samples on unit sphere)\r\n * - Render target (3x3 RGBA32F texture)\r\n * - Render states (additive blending, no depth test)\r\n * - GPU program for SH evaluation\r\n *\r\n * @param device - The graphics device to create resources with\r\n * @internal\r\n */\r\n private init(device: AbstractDevice) {\r\n if (!this._primitive.get()) {\r\n const samples = new Float32Array(this._numSamples * 4);\r\n for (let i = 0; i < this._numSamples; i++) {\r\n let x1: number, x2: number, s: number;\r\n do {\r\n x1 = Math.random() * 2 - 1;\r\n x2 = Math.random() * 2 - 1;\r\n s = x1 * x1 + x2 * x2;\r\n } while (s >= 1);\r\n const sqrtS = Math.sqrt(1 - s);\r\n samples[i * 4 + 0] = 2 * x1 * sqrtS;\r\n samples[i * 4 + 1] = 2 * x2 * sqrtS;\r\n samples[i * 4 + 2] = 1 - 2 * s;\r\n samples[i * 4 + 3] = (4 * Math.PI) / this._numSamples;\r\n }\r\n const primitive = new Primitive();\r\n primitive.createAndSetVertexBuffer('position_f32x4', samples);\r\n if (device.type === 'webgl') {\r\n primitive.createAndSetVertexBuffer(\r\n 'tex0_f32',\r\n new Float32Array([0, 1, 2, 3, 4, 5, 6, 7, 8]),\r\n 'instance'\r\n );\r\n }\r\n primitive.indexCount = this._numSamples;\r\n primitive.indexStart = 0;\r\n primitive.primitiveType = 'point-list';\r\n this._primitive.set(primitive);\r\n }\r\n\r\n if (!CubemapSHProjector._renderStats) {\r\n CubemapSHProjector._renderStats = device.createRenderStateSet();\r\n CubemapSHProjector._renderStats.useDepthState().enableTest(false).enableWrite(false);\r\n CubemapSHProjector._renderStats\r\n .useBlendingState()\r\n .enable(true)\r\n .setBlendEquation('add', 'add')\r\n .setBlendFuncRGB('one', 'one')\r\n .setBlendFuncAlpha('zero', 'one');\r\n CubemapSHProjector._renderStats.useRasterizerState().setCullMode('none');\r\n }\r\n\r\n if (!CubemapSHProjector._programInst) {\r\n CubemapSHProjector._programInst = CubemapSHProjector._createProgram(device)!;\r\n CubemapSHProjector._bindGroupInst = device.createBindGroup(\r\n CubemapSHProjector._programInst.bindGroupLayouts[0]\r\n );\r\n }\r\n }\r\n /**\r\n * Creates the GPU program for spherical harmonics evaluation.\r\n *\r\n * The vertex shader uses instanced rendering to generate 9 instances (one per SH coefficient).\r\n * Each instance renders all sample points, but the vertex shader maps them to different\r\n * pixels in the 3x3 output texture based on the instance ID.\r\n *\r\n * The fragment shader evaluates the appropriate SH basis function based on the pixel location,\r\n * samples the cubemap in the sample direction, and multiplies by the integration weight.\r\n *\r\n * @param device - The graphics device to create the program with\r\n * @returns The compiled GPU program\r\n * @internal\r\n */\r\n private static _createProgram(device: AbstractDevice) {\r\n const program = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$inputs.directionWeight = pb.vec4().attrib('position');\r\n if (device.type === 'webgl') {\r\n this.$inputs.instanceId = pb.float().attrib('texCoord0');\r\n }\r\n pb.main(function () {\r\n this.$outputs.direction = this.$inputs.directionWeight.xyz;\r\n this.$outputs.weight = this.$inputs.directionWeight.w;\r\n if (pb.getDevice().type !== 'webgpu') {\r\n this.$builtins.pointSize = 1;\r\n }\r\n this.$outputs.shIndex =\r\n device.type === 'webgl' ? this.$inputs.instanceId : pb.int(this.$builtins.instanceIndex);\r\n this.$l.x = pb.mod(this.$outputs.shIndex, 3);\r\n this.$l.y = pb.div(this.$outputs.shIndex, 3);\r\n this.$l.ndcX = pb.sub(pb.div(pb.add(pb.float(this.x), 0.5), 1.5), 1);\r\n this.$l.ndcY = pb.sub(pb.div(pb.add(pb.float(this.y), 0.5), 1.5), 1);\r\n this.$l.$builtins.position = pb.vec4(this.ndcX, this.ndcY, 0, 1);\r\n if (pb.getDevice().type === 'webgpu') {\r\n this.$builtins.position = pb.mul(this.$builtins.position, pb.vec4(1, -1, 1, 1));\r\n }\r\n });\r\n },\r\n fragment(pb) {\r\n this.$outputs.color = pb.vec4();\r\n this.cubemap = pb.texCube().uniform(0);\r\n this.scale = pb.float().uniform(0);\r\n pb.func('cosineLobeBandFactor', [pb.int('l')], function () {\r\n this.$if(pb.equal(this.l, 0), function () {\r\n this.$return(pb.float(1));\r\n });\r\n this.$if(pb.lessThanEqual(this.l, 3), function () {\r\n this.$return(2 / 3);\r\n });\r\n this.$return(1 / 4);\r\n });\r\n pb.func('Y0', [pb.vec3('v')], function () {\r\n this.$return(0.282094791773878);\r\n });\r\n pb.func('Y1', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(this.v.y, -0.4886025119));\r\n });\r\n pb.func('Y2', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(this.v.z, 0.4886025119));\r\n });\r\n pb.func('Y3', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(this.v.x, -0.4886025119));\r\n });\r\n pb.func('Y4', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(this.v.x, this.v.y, 1.0925484306));\r\n });\r\n pb.func('Y5', [pb.vec3('v')], function () {\r\n this.$return(pb.mul(this.v.y, this.v.z, -1.0925484306));\r\n });\r\n pb.func('Y6', [pb.vec3('v')], function () {\r\n 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@zephyr3d/scene",
3
- "version": "0.9.26",
3
+ "version": "0.9.27",
4
4
  "description": "Scene API for zephyr3d",
5
5
  "homepage": "https://github.com/gavinyork/zephyr3d#readme",
6
6
  "type": "module",
@@ -1,41 +0,0 @@
1
- /**
2
- * Ordering helper that encapsulates the side-effect "order token" chain.
3
- *
4
- * Side-effect passes (SkyUpdate, ClusterLights, ...) carry no data product, so
5
- * they are ordered relative to one another through logical tokens rather than
6
- * texture reads/writes. This scope tracks the most recently emitted token so a
7
- * pass can chain after the previous one and (optionally) emit its own, without
8
- * the builder threading a mutable `orderToken` local between blocks.
9
- *
10
- * @public
11
- */ class OrderingScope {
12
- /** @internal */ _last = null;
13
- /**
14
- * Declare a read on the most recently emitted ordering token, if any, to
15
- * order the current pass after the previous side-effect pass.
16
- *
17
- * @param builder - The pass builder of the current pass.
18
- */ chainInto(builder) {
19
- if (this._last) {
20
- builder.read(this._last);
21
- }
22
- }
23
- /**
24
- * Emit a new ordering token from the current pass and record it as the latest
25
- * link in the chain.
26
- *
27
- * @param builder - The pass builder of the current pass.
28
- * @param name - Debug label for the token.
29
- * @returns The newly created token handle.
30
- */ emit(builder, name) {
31
- const token = builder.createToken(name);
32
- this._last = token;
33
- return token;
34
- }
35
- /** The most recently emitted ordering token, or null. */ get last() {
36
- return this._last;
37
- }
38
- }
39
-
40
- export { OrderingScope };
41
- //# sourceMappingURL=frame_graph_context.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"frame_graph_context.js","sources":["../../../src/render/rendergraph/frame_graph_context.ts"],"sourcesContent":["import type { Nullable } from '@zephyr3d/base';\nimport type { RGHandle, RGPassBuilder } from './types';\nimport type { RenderGraph } from './rendergraph';\nimport type { RGBlackboard } from './blackboard';\nimport type { HistoryResourceManager } from './history_resource_manager';\nimport type { DrawContext } from '../drawable';\nimport type { RenderQueue } from '../render_queue';\nimport type { Texture2D, FrameBuffer } from '@zephyr3d/device';\nimport type { ForwardPlusOptions, FrameState, ForwardPlusBuildState } from './forward_plus_builder';\n\n/**\n * Ordering helper that encapsulates the side-effect \"order token\" chain.\n *\n * Side-effect passes (SkyUpdate, ClusterLights, ...) carry no data product, so\n * they are ordered relative to one another through logical tokens rather than\n * texture reads/writes. This scope tracks the most recently emitted token so a\n * pass can chain after the previous one and (optionally) emit its own, without\n * the builder threading a mutable `orderToken` local between blocks.\n *\n * @public\n */\nexport class OrderingScope {\n /** @internal */\n private _last: Nullable<RGHandle> = null;\n\n /**\n * Declare a read on the most recently emitted ordering token, if any, to\n * order the current pass after the previous side-effect pass.\n *\n * @param builder - The pass builder of the current pass.\n */\n chainInto(builder: RGPassBuilder): void {\n if (this._last) {\n builder.read(this._last);\n }\n }\n\n /**\n * Emit a new ordering token from the current pass and record it as the latest\n * link in the chain.\n *\n * @param builder - The pass builder of the current pass.\n * @param name - Debug label for the token.\n * @returns The newly created token handle.\n */\n emit(builder: RGPassBuilder, name: string): RGHandle {\n const token = builder.createToken(name);\n this._last = token;\n return token;\n }\n\n /** The most recently emitted ordering token, or null. */\n get last(): Nullable<RGHandle> {\n return this._last;\n }\n}\n\n/**\n * Build-time context threaded through the Forward+ graph assembly.\n *\n * This aggregates everything the individual pass-build blocks previously reached\n * through enclosing function locals (`orderToken`, the mutable `depthHandle`,\n * result bundles, ...). Collecting them here is the seam that lets each pass be\n * expressed as an independent unit reading its inputs from a shared context\n * rather than from closure-captured variables.\n *\n * Handles for well-known frame resources (linear depth, scene color, ...) flow\n * through {@link RenderModuleContext.blackboard} keyed by\n * {@link ./blackboard#FrameResources}; the mutable execute-time state that is\n * not a render-graph resource stays on {@link FrameGraphContext.frame}.\n *\n * @public\n */\nexport interface RenderModuleContext {\n /** The render graph being populated for this frame. */\n readonly graph: RenderGraph;\n /** Frame draw context. */\n readonly ctx: DrawContext;\n /** The culled render queue for this frame. */\n readonly renderQueue: RenderQueue;\n /** Named registry of shared frame-resource handles (see {@link ./blackboard#FrameResources}). */\n readonly blackboard: RGBlackboard;\n /** Cross-frame history resource manager, or null when unavailable. */\n readonly history: Nullable<HistoryResourceManager<Texture2D>>;\n /** Pipeline feature toggles derived from scene/camera state. */\n readonly options: ForwardPlusOptions;\n /** Ordering-token chain for side-effect passes. */\n readonly ordering: OrderingScope;\n /** The imported backbuffer handle (graph sink). */\n readonly backbuffer: RGHandle;\n}\n\n/**\n * Full build-time context threaded through the Forward+ pipeline. Extends the\n * public {@link RenderModuleContext} with the Forward+ pipeline's internal\n * mutable state, which built-in modules read/write but custom modules should\n * not depend on.\n *\n * @internal\n */\nexport interface FrameGraphContext extends RenderModuleContext {\n /** Mutable execute-time state shared between pass callbacks. */\n readonly frame: FrameState;\n /** Mutable build-state shared between modules for non-resource intermediates. */\n readonly state: ForwardPlusBuildState;\n}\n\n/** Backend framebuffer type used by the Forward+ allocator. */\nexport type ForwardPlusFramebuffer = FrameBuffer;\n"],"names":["OrderingScope","_last","chainInto","builder","read","emit","name","token","createToken","last"],"mappings":"AAUA;;;;;;;;;;AAUC,IACM,MAAMA,aAAAA,CAAAA;qBAEX,KAAQC,GAA4B,IAAK;AAEzC;;;;;MAMAC,SAAAA,CAAUC,OAAsB,EAAQ;QACtC,IAAI,IAAI,CAACF,KAAK,EAAE;AACdE,YAAAA,OAAAA,CAAQC,IAAI,CAAC,IAAI,CAACH,KAAK,CAAA;AACzB;AACF;AAEA;;;;;;;AAOC,MACDI,IAAKF,CAAAA,OAAsB,EAAEG,IAAY,EAAY;QACnD,MAAMC,KAAAA,GAAQJ,OAAQK,CAAAA,WAAW,CAACF,IAAAA,CAAAA;QAClC,IAAI,CAACL,KAAK,GAAGM,KAAAA;QACb,OAAOA,KAAAA;AACT;8DAGA,IAAIE,IAA2B,GAAA;QAC7B,OAAO,IAAI,CAACR,KAAK;AACnB;AACF;;;;"}
@@ -1,63 +0,0 @@
1
- /**
2
- * Animated interleaved-gradient-noise pair used to decorrelate SSGI rays.
3
- *
4
- * Produces two low-discrepancy random numbers in [0, 1) for a given fragment,
5
- * advanced per sample/frame through golden-ratio sequences so the temporal
6
- * resolve pass converges the Monte-Carlo estimate.
7
- *
8
- * @param scope - The shader scope
9
- * @param fragCoord - Fragment coordinate in pixels
10
- * @param seed - Sequence index (frameIndex * sampleCount + sampleIndex)
11
- * @returns A vec2 of pseudo random numbers in [0, 1)
12
- *
13
- * @internal
14
- */ function SSGI_rand2(scope, fragCoord, seed) {
15
- const pb = scope.$builder;
16
- pb.func('SSGI_ign', [
17
- pb.vec2('p')
18
- ], function() {
19
- this.$return(pb.fract(pb.mul(52.9829189, pb.fract(pb.add(pb.mul(0.06711056, this.p.x), pb.mul(0.00583715, this.p.y))))));
20
- });
21
- pb.func('SSGI_rand2', [
22
- pb.vec2('fragCoord'),
23
- pb.float('seed')
24
- ], function() {
25
- this.$l.n1 = this.SSGI_ign(this.fragCoord);
26
- this.$l.n2 = this.SSGI_ign(pb.add(this.fragCoord, pb.vec2(5.588238, 5.588238)));
27
- // Golden-ratio (and its square) sequences advance the pair every sample
28
- this.$return(pb.fract(pb.add(pb.vec2(this.n1, this.n2), pb.mul(pb.vec2(0.61803398875, 0.38196601125), this.seed))));
29
- });
30
- return scope.SSGI_rand2(fragCoord, seed);
31
- }
32
- /**
33
- * Cosine-weighted hemisphere sampling around a normal.
34
- *
35
- * With cosine-weighted sampling the Monte-Carlo estimator of the rendering
36
- * equation's diffuse term reduces to the plain average of the sampled
37
- * radiances, so the SSGI trace pass can simply accumulate hit colors.
38
- *
39
- * @param scope - The shader scope
40
- * @param normal - Unit normal the hemisphere is oriented around
41
- * @param rand - Two random numbers in [0, 1)
42
- * @returns A unit direction inside the hemisphere
43
- *
44
- * @internal
45
- */ function SSGI_cosineSampleHemisphere(scope, normal, rand) {
46
- const pb = scope.$builder;
47
- pb.func('SSGI_cosineSampleHemisphere', [
48
- pb.vec3('n'),
49
- pb.vec2('u')
50
- ], function() {
51
- this.$l.up = this.$choice(pb.lessThan(pb.abs(this.n.z), 0.999), pb.vec3(0, 0, 1), pb.vec3(1, 0, 0));
52
- this.$l.tangent = pb.normalize(pb.cross(this.up, this.n));
53
- this.$l.bitangent = pb.cross(this.n, this.tangent);
54
- this.$l.r = pb.sqrt(this.u.x);
55
- this.$l.phi = pb.mul(this.u.y, Math.PI * 2);
56
- this.$l.dir = pb.add(pb.mul(this.tangent, pb.mul(this.r, pb.cos(this.phi))), pb.mul(this.bitangent, pb.mul(this.r, pb.sin(this.phi))), pb.mul(this.n, pb.sqrt(pb.max(0, pb.sub(1, this.u.x)))));
57
- this.$return(pb.normalize(this.dir));
58
- });
59
- return scope.SSGI_cosineSampleHemisphere(normal, rand);
60
- }
61
-
62
- export { SSGI_cosineSampleHemisphere, SSGI_rand2 };
63
- //# sourceMappingURL=ssgi.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"ssgi.js","sources":["../../src/shaders/ssgi.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\n\n/**\n * Animated interleaved-gradient-noise pair used to decorrelate SSGI rays.\n *\n * Produces two low-discrepancy random numbers in [0, 1) for a given fragment,\n * advanced per sample/frame through golden-ratio sequences so the temporal\n * resolve pass converges the Monte-Carlo estimate.\n *\n * @param scope - The shader scope\n * @param fragCoord - Fragment coordinate in pixels\n * @param seed - Sequence index (frameIndex * sampleCount + sampleIndex)\n * @returns A vec2 of pseudo random numbers in [0, 1)\n *\n * @internal\n */\nexport function SSGI_rand2(scope: PBInsideFunctionScope, fragCoord: PBShaderExp, seed: PBShaderExp) {\n const pb = scope.$builder;\n pb.func('SSGI_ign', [pb.vec2('p')], function () {\n this.$return(\n pb.fract(\n pb.mul(52.9829189, pb.fract(pb.add(pb.mul(0.06711056, this.p.x), pb.mul(0.00583715, this.p.y))))\n )\n );\n });\n pb.func('SSGI_rand2', [pb.vec2('fragCoord'), pb.float('seed')], function () {\n this.$l.n1 = this.SSGI_ign(this.fragCoord);\n this.$l.n2 = this.SSGI_ign(pb.add(this.fragCoord, pb.vec2(5.588238, 5.588238)));\n // Golden-ratio (and its square) sequences advance the pair every sample\n this.$return(\n pb.fract(pb.add(pb.vec2(this.n1, this.n2), pb.mul(pb.vec2(0.61803398875, 0.38196601125), this.seed)))\n );\n });\n return scope.SSGI_rand2(fragCoord, seed);\n}\n\n/**\n * Cosine-weighted hemisphere sampling around a normal.\n *\n * With cosine-weighted sampling the Monte-Carlo estimator of the rendering\n * equation's diffuse term reduces to the plain average of the sampled\n * radiances, so the SSGI trace pass can simply accumulate hit colors.\n *\n * @param scope - The shader scope\n * @param normal - Unit normal the hemisphere is oriented around\n * @param rand - Two random numbers in [0, 1)\n * @returns A unit direction inside the hemisphere\n *\n * @internal\n */\nexport function SSGI_cosineSampleHemisphere(\n scope: PBInsideFunctionScope,\n normal: PBShaderExp,\n rand: PBShaderExp\n) {\n const pb = scope.$builder;\n pb.func('SSGI_cosineSampleHemisphere', [pb.vec3('n'), pb.vec2('u')], function () {\n this.$l.up = this.$choice(pb.lessThan(pb.abs(this.n.z), 0.999), pb.vec3(0, 0, 1), pb.vec3(1, 0, 0));\n this.$l.tangent = pb.normalize(pb.cross(this.up, this.n));\n this.$l.bitangent = pb.cross(this.n, this.tangent);\n this.$l.r = pb.sqrt(this.u.x);\n this.$l.phi = pb.mul(this.u.y, Math.PI * 2);\n this.$l.dir = pb.add(\n pb.mul(this.tangent, pb.mul(this.r, pb.cos(this.phi))),\n pb.mul(this.bitangent, pb.mul(this.r, pb.sin(this.phi))),\n pb.mul(this.n, pb.sqrt(pb.max(0, pb.sub(1, this.u.x))))\n );\n this.$return(pb.normalize(this.dir));\n });\n return scope.SSGI_cosineSampleHemisphere(normal, rand);\n}\n"],"names":["SSGI_rand2","scope","fragCoord","seed","pb","$builder","func","vec2","$return","fract","mul","add","p","x","y","float","$l","n1","SSGI_ign","n2","SSGI_cosineSampleHemisphere","normal","rand","vec3","up","$choice","lessThan","abs","n","z","tangent","normalize","cross","bitangent","r","sqrt","u","phi","Math","PI","dir","cos","sin","max","sub"],"mappings":"AAEA;;;;;;;;;;;;;AAaC,IACM,SAASA,UAAAA,CAAWC,KAA4B,EAAEC,SAAsB,EAAEC,IAAiB,EAAA;IAChG,MAAMC,EAAAA,GAAKH,MAAMI,QAAQ;IACzBD,EAAGE,CAAAA,IAAI,CAAC,UAAY,EAAA;AAACF,QAAAA,EAAAA,CAAGG,IAAI,CAAC,GAAA;KAAK,EAAE,WAAA;AAClC,QAAA,IAAI,CAACC,OAAO,CACVJ,EAAAA,CAAGK,KAAK,CACNL,EAAAA,CAAGM,GAAG,CAAC,YAAYN,EAAGK,CAAAA,KAAK,CAACL,EAAAA,CAAGO,GAAG,CAACP,EAAAA,CAAGM,GAAG,CAAC,UAAY,EAAA,IAAI,CAACE,CAAC,CAACC,CAAC,CAAA,EAAGT,EAAGM,CAAAA,GAAG,CAAC,UAAY,EAAA,IAAI,CAACE,CAAC,CAACE,CAAC,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA;AAGlG,KAAA,CAAA;IACAV,EAAGE,CAAAA,IAAI,CAAC,YAAc,EAAA;AAACF,QAAAA,EAAAA,CAAGG,IAAI,CAAC,WAAA,CAAA;AAAcH,QAAAA,EAAAA,CAAGW,KAAK,CAAC,MAAA;KAAQ,EAAE,WAAA;QAC9D,IAAI,CAACC,EAAE,CAACC,EAAE,GAAG,IAAI,CAACC,QAAQ,CAAC,IAAI,CAAChB,SAAS,CAAA;AACzC,QAAA,IAAI,CAACc,EAAE,CAACG,EAAE,GAAG,IAAI,CAACD,QAAQ,CAACd,GAAGO,GAAG,CAAC,IAAI,CAACT,SAAS,EAAEE,EAAGG,CAAAA,IAAI,CAAC,QAAU,EAAA,QAAA,CAAA,CAAA,CAAA;;AAEpE,QAAA,IAAI,CAACC,OAAO,CACVJ,EAAAA,CAAGK,KAAK,CAACL,EAAGO,CAAAA,GAAG,CAACP,EAAAA,CAAGG,IAAI,CAAC,IAAI,CAACU,EAAE,EAAE,IAAI,CAACE,EAAE,CAAGf,EAAAA,EAAAA,CAAGM,GAAG,CAACN,EAAGG,CAAAA,IAAI,CAAC,aAAA,EAAe,aAAgB,CAAA,EAAA,IAAI,CAACJ,IAAI,CAAA,CAAA,CAAA,CAAA;AAEtG,KAAA,CAAA;IACA,OAAOF,KAAAA,CAAMD,UAAU,CAACE,SAAWC,EAAAA,IAAAA,CAAAA;AACrC;AAEA;;;;;;;;;;;;;AAaC,IACM,SAASiB,2BAAAA,CACdnB,KAA4B,EAC5BoB,MAAmB,EACnBC,IAAiB,EAAA;IAEjB,MAAMlB,EAAAA,GAAKH,MAAMI,QAAQ;IACzBD,EAAGE,CAAAA,IAAI,CAAC,6BAA+B,EAAA;AAACF,QAAAA,EAAAA,CAAGmB,IAAI,CAAC,GAAA,CAAA;AAAMnB,QAAAA,EAAAA,CAAGG,IAAI,CAAC,GAAA;KAAK,EAAE,WAAA;AACnE,QAAA,IAAI,CAACS,EAAE,CAACQ,EAAE,GAAG,IAAI,CAACC,OAAO,CAACrB,EAAGsB,CAAAA,QAAQ,CAACtB,EAAAA,CAAGuB,GAAG,CAAC,IAAI,CAACC,CAAC,CAACC,CAAC,CAAG,EAAA,KAAA,CAAA,EAAQzB,GAAGmB,IAAI,CAAC,CAAG,EAAA,CAAA,EAAG,CAAInB,CAAAA,EAAAA,EAAAA,CAAGmB,IAAI,CAAC,GAAG,CAAG,EAAA,CAAA,CAAA,CAAA;AAChG,QAAA,IAAI,CAACP,EAAE,CAACc,OAAO,GAAG1B,GAAG2B,SAAS,CAAC3B,EAAG4B,CAAAA,KAAK,CAAC,IAAI,CAACR,EAAE,EAAE,IAAI,CAACI,CAAC,CAAA,CAAA;AACvD,QAAA,IAAI,CAACZ,EAAE,CAACiB,SAAS,GAAG7B,EAAG4B,CAAAA,KAAK,CAAC,IAAI,CAACJ,CAAC,EAAE,IAAI,CAACE,OAAO,CAAA;AACjD,QAAA,IAAI,CAACd,EAAE,CAACkB,CAAC,GAAG9B,EAAAA,CAAG+B,IAAI,CAAC,IAAI,CAACC,CAAC,CAACvB,CAAC,CAAA;AAC5B,QAAA,IAAI,CAACG,EAAE,CAACqB,GAAG,GAAGjC,GAAGM,GAAG,CAAC,IAAI,CAAC0B,CAAC,CAACtB,CAAC,EAAEwB,IAAAA,CAAKC,EAAE,GAAG,CAAA,CAAA;AACzC,QAAA,IAAI,CAACvB,EAAE,CAACwB,GAAG,GAAGpC,EAAGO,CAAAA,GAAG,CAClBP,EAAAA,CAAGM,GAAG,CAAC,IAAI,CAACoB,OAAO,EAAE1B,EAAGM,CAAAA,GAAG,CAAC,IAAI,CAACwB,CAAC,EAAE9B,EAAAA,CAAGqC,GAAG,CAAC,IAAI,CAACJ,GAAG,KACnDjC,EAAGM,CAAAA,GAAG,CAAC,IAAI,CAACuB,SAAS,EAAE7B,EAAGM,CAAAA,GAAG,CAAC,IAAI,CAACwB,CAAC,EAAE9B,EAAGsC,CAAAA,GAAG,CAAC,IAAI,CAACL,GAAG,CAAA,CAAA,CAAA,EACrDjC,EAAGM,CAAAA,GAAG,CAAC,IAAI,CAACkB,CAAC,EAAExB,EAAG+B,CAAAA,IAAI,CAAC/B,EAAAA,CAAGuC,GAAG,CAAC,CAAA,EAAGvC,EAAGwC,CAAAA,GAAG,CAAC,CAAG,EAAA,IAAI,CAACR,CAAC,CAACvB,CAAC,CAAA,CAAA,CAAA,CAAA,CAAA;QAErD,IAAI,CAACL,OAAO,CAACJ,EAAAA,CAAG2B,SAAS,CAAC,IAAI,CAACS,GAAG,CAAA,CAAA;AACpC,KAAA,CAAA;IACA,OAAOvC,KAAAA,CAAMmB,2BAA2B,CAACC,MAAQC,EAAAA,IAAAA,CAAAA;AACnD;;;;"}
@@ -1,118 +0,0 @@
1
- import { Matrix4x4 } from '@zephyr3d/base';
2
-
3
- /**
4
- * Shared helpers for validating SSGI temporal history across frames.
5
- *
6
- * SSGI stores the surface depth of a frame as that frame's view-space Z (the
7
- * distance along the camera forward axis, in world units). Comparing such a
8
- * value against the *current* frame's view-space Z is only meaningful while the
9
- * camera is still: rotating the camera turns the forward axis, so a static world
10
- * point changes its view-space Z by roughly
11
- *
12
- * dz ~ dTheta * viewZ * tan(halfFovX) * |ndc.x|
13
- *
14
- * which is zero at the screen center and grows with both depth and screen
15
- * eccentricity. At a plain mouse-look rate that already exceeds any reasonable
16
- * absolute tolerance for distant off-center pixels, so history gets rejected in
17
- * screen-edge bands even though it is perfectly valid. Every consumer therefore
18
- * has to convert the current depth into the *previous* frame's view space before
19
- * comparing.
20
- *
21
- * @internal
22
- */ /**
23
- * Relative share of the compared depth added to the absolute tolerance. 2% keeps
24
- * a 10m surface within 0.2m, comfortably above rgba16f depth quantization while
25
- * still separating surfaces that a bounce should not share.
26
- * @internal
27
- */ const SSGI_DEPTH_TOLERANCE_SLOPE = 0.02;
28
- /**
29
- * `prevVP * inverse(currentVP)`: maps a current-frame clip position onto the
30
- * previous frame's clip space, where `w` is the previous view-space Z.
31
- *
32
- * The current half uses the jittered inverse VP because every consumer
33
- * reconstructs from a depth buffer that was rasterized with jitter applied.
34
- * Jitter only shifts clip x/y, so pairing it with the unjittered `prevVPMatrix`
35
- * still produces the correct `w`.
36
- *
37
- * Falls back to the current VP before any previous transform exists, which
38
- * degenerates into comparing the current depth against itself - harmless,
39
- * because the history textures are empty on that frame anyway.
40
- *
41
- * @param ctx - Current draw context
42
- * @returns The reprojection matrix
43
- * @internal
44
- */ function ssgiCurrentToPrevClipMatrix(ctx) {
45
- const camera = ctx.camera;
46
- const prevVP = camera.prevVPMatrix ?? camera.viewProjectionMatrix;
47
- return Matrix4x4.multiply(prevVP, camera.jitteredInvVPMatrix);
48
- }
49
- /**
50
- * Converts the current frame's linear depth at `uv` into the view-space Z it
51
- * would have had in the previous frame, so it can be compared against the depth
52
- * stored in the SSGI surface history.
53
- *
54
- * `currentToPrevClipMatrix` must be `prevViewProjection * inverse(currentViewProjection)`,
55
- * mapping a current-frame clip position onto the previous frame's clip space. In
56
- * a perspective projection the resulting `w` is exactly the previous view-space
57
- * Z in world units, which is the quantity the surface pass wrote.
58
- *
59
- * @param scope - Current shader scope
60
- * @param currentToPrevClipMatrix - `prevVP * invCurrentVP`, as a mat4
61
- * @param uv - Screen uv of the pixel being validated
62
- * @param linearDepth - Normalized linear depth (viewZ / far) at `uv`
63
- * @param nearFar - Camera near and far planes
64
- * @returns Previous-frame view-space Z, in world units
65
- * @internal
66
- */ function ssgiPreviousViewDepth(scope, currentToPrevClipMatrix, uv, linearDepth, nearFar) {
67
- const pb = scope.$builder;
68
- const funcName = 'Z_ssgiPreviousViewDepth';
69
- pb.func(funcName, [
70
- pb.mat4('toPrevClip'),
71
- pb.vec2('uv'),
72
- pb.float('linearDepth'),
73
- pb.vec2('nearFar')
74
- ], function() {
75
- // Invert the perspective depth mapping. `linearDepth` is the normalized
76
- // viewZ / far that the depth prepass stored, so the non-linear depth is
77
- // (near / linearDepth - far) / (near - far) - identical to the
78
- // reconstruction in SSGI_getPosition. Operating on the normalized value
79
- // directly matters: converting to world-unit viewZ first and reusing the
80
- // same expression silently drops a factor of `far`, which pins every
81
- // pixel at the far plane and rejects all history.
82
- this.$l.safeLinearDepth = pb.max(this.linearDepth, 1e-6);
83
- this.$l.ndcZ = pb.div(pb.sub(pb.div(this.nearFar.x, this.safeLinearDepth), this.nearFar.y), pb.sub(this.nearFar.x, this.nearFar.y));
84
- this.$l.clipPos = pb.vec4(pb.sub(pb.mul(this.uv, 2), pb.vec2(1)), pb.sub(pb.mul(pb.clamp(this.ndcZ, 0, 1), 2), 1), 1);
85
- // clipPos is already normalized (w = 1 after the NDC divide), so the
86
- // reprojected w is directly the previous view-space Z.
87
- this.$return(pb.mul(this.toPrevClip, this.clipPos).w);
88
- });
89
- return scope[funcName](currentToPrevClipMatrix, uv, linearDepth, nearFar);
90
- }
91
- /**
92
- * Depth tolerance for a history comparison at a given depth.
93
- *
94
- * A single absolute tolerance cannot serve the whole depth range: it is far too
95
- * loose next to the camera, where a few centimetres separate distinct surfaces,
96
- * and too tight in the distance, where depth precision and residual reprojection
97
- * error both scale with viewZ. Scaling the floor by depth keeps the test at a
98
- * roughly constant relative strictness.
99
- *
100
- * @param scope - Current shader scope
101
- * @param baseTolerance - Configured absolute tolerance, in world units
102
- * @param viewDepth - View-space Z the comparison happens at, in world units
103
- * @returns Effective tolerance, in world units
104
- * @internal
105
- */ function ssgiDepthTolerance(scope, baseTolerance, viewDepth) {
106
- const pb = scope.$builder;
107
- const funcName = 'Z_ssgiDepthTolerance';
108
- pb.func(funcName, [
109
- pb.float('baseTolerance'),
110
- pb.float('viewDepth')
111
- ], function() {
112
- this.$return(pb.max(pb.max(this.baseTolerance, 1e-4), pb.mul(pb.abs(this.viewDepth), SSGI_DEPTH_TOLERANCE_SLOPE)));
113
- });
114
- return scope[funcName](baseTolerance, viewDepth);
115
- }
116
-
117
- export { SSGI_DEPTH_TOLERANCE_SLOPE, ssgiCurrentToPrevClipMatrix, ssgiDepthTolerance, ssgiPreviousViewDepth };
118
- //# sourceMappingURL=ssgi_reprojection.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"ssgi_reprojection.js","sources":["../../src/shaders/ssgi_reprojection.ts"],"sourcesContent":["import { Matrix4x4 } from '@zephyr3d/base';\nimport type { PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\nimport type { DrawContext } from '../render/drawable';\n\n/**\n * Shared helpers for validating SSGI temporal history across frames.\n *\n * SSGI stores the surface depth of a frame as that frame's view-space Z (the\n * distance along the camera forward axis, in world units). Comparing such a\n * value against the *current* frame's view-space Z is only meaningful while the\n * camera is still: rotating the camera turns the forward axis, so a static world\n * point changes its view-space Z by roughly\n *\n * dz ~ dTheta * viewZ * tan(halfFovX) * |ndc.x|\n *\n * which is zero at the screen center and grows with both depth and screen\n * eccentricity. At a plain mouse-look rate that already exceeds any reasonable\n * absolute tolerance for distant off-center pixels, so history gets rejected in\n * screen-edge bands even though it is perfectly valid. Every consumer therefore\n * has to convert the current depth into the *previous* frame's view space before\n * comparing.\n *\n * @internal\n */\n\n/**\n * Relative share of the compared depth added to the absolute tolerance. 2% keeps\n * a 10m surface within 0.2m, comfortably above rgba16f depth quantization while\n * still separating surfaces that a bounce should not share.\n * @internal\n */\nexport const SSGI_DEPTH_TOLERANCE_SLOPE = 0.02;\n\n/**\n * `prevVP * inverse(currentVP)`: maps a current-frame clip position onto the\n * previous frame's clip space, where `w` is the previous view-space Z.\n *\n * The current half uses the jittered inverse VP because every consumer\n * reconstructs from a depth buffer that was rasterized with jitter applied.\n * Jitter only shifts clip x/y, so pairing it with the unjittered `prevVPMatrix`\n * still produces the correct `w`.\n *\n * Falls back to the current VP before any previous transform exists, which\n * degenerates into comparing the current depth against itself - harmless,\n * because the history textures are empty on that frame anyway.\n *\n * @param ctx - Current draw context\n * @returns The reprojection matrix\n * @internal\n */\nexport function ssgiCurrentToPrevClipMatrix(ctx: DrawContext): Matrix4x4 {\n const camera = ctx.camera;\n const prevVP = camera.prevVPMatrix ?? camera.viewProjectionMatrix;\n return Matrix4x4.multiply(prevVP, camera.jitteredInvVPMatrix);\n}\n\n/**\n * Converts the current frame's linear depth at `uv` into the view-space Z it\n * would have had in the previous frame, so it can be compared against the depth\n * stored in the SSGI surface history.\n *\n * `currentToPrevClipMatrix` must be `prevViewProjection * inverse(currentViewProjection)`,\n * mapping a current-frame clip position onto the previous frame's clip space. In\n * a perspective projection the resulting `w` is exactly the previous view-space\n * Z in world units, which is the quantity the surface pass wrote.\n *\n * @param scope - Current shader scope\n * @param currentToPrevClipMatrix - `prevVP * invCurrentVP`, as a mat4\n * @param uv - Screen uv of the pixel being validated\n * @param linearDepth - Normalized linear depth (viewZ / far) at `uv`\n * @param nearFar - Camera near and far planes\n * @returns Previous-frame view-space Z, in world units\n * @internal\n */\nexport function ssgiPreviousViewDepth(\n scope: PBInsideFunctionScope,\n currentToPrevClipMatrix: PBShaderExp,\n uv: PBShaderExp,\n linearDepth: PBShaderExp,\n nearFar: PBShaderExp\n): PBShaderExp {\n const pb = scope.$builder;\n const funcName = 'Z_ssgiPreviousViewDepth';\n pb.func(\n funcName,\n [pb.mat4('toPrevClip'), pb.vec2('uv'), pb.float('linearDepth'), pb.vec2('nearFar')],\n function () {\n // Invert the perspective depth mapping. `linearDepth` is the normalized\n // viewZ / far that the depth prepass stored, so the non-linear depth is\n // (near / linearDepth - far) / (near - far) - identical to the\n // reconstruction in SSGI_getPosition. Operating on the normalized value\n // directly matters: converting to world-unit viewZ first and reusing the\n // same expression silently drops a factor of `far`, which pins every\n // pixel at the far plane and rejects all history.\n this.$l.safeLinearDepth = pb.max(this.linearDepth, 1e-6);\n this.$l.ndcZ = pb.div(\n pb.sub(pb.div(this.nearFar.x, this.safeLinearDepth), this.nearFar.y),\n pb.sub(this.nearFar.x, this.nearFar.y)\n );\n this.$l.clipPos = pb.vec4(\n pb.sub(pb.mul(this.uv, 2), pb.vec2(1)),\n pb.sub(pb.mul(pb.clamp(this.ndcZ, 0, 1), 2), 1),\n 1\n );\n // clipPos is already normalized (w = 1 after the NDC divide), so the\n // reprojected w is directly the previous view-space Z.\n this.$return(pb.mul(this.toPrevClip, this.clipPos).w);\n }\n );\n return scope[funcName](currentToPrevClipMatrix, uv, linearDepth, nearFar) as PBShaderExp;\n}\n\n/**\n * Depth tolerance for a history comparison at a given depth.\n *\n * A single absolute tolerance cannot serve the whole depth range: it is far too\n * loose next to the camera, where a few centimetres separate distinct surfaces,\n * and too tight in the distance, where depth precision and residual reprojection\n * error both scale with viewZ. Scaling the floor by depth keeps the test at a\n * roughly constant relative strictness.\n *\n * @param scope - Current shader scope\n * @param baseTolerance - Configured absolute tolerance, in world units\n * @param viewDepth - View-space Z the comparison happens at, in world units\n * @returns Effective tolerance, in world units\n * @internal\n */\nexport function ssgiDepthTolerance(\n scope: PBInsideFunctionScope,\n baseTolerance: PBShaderExp,\n viewDepth: PBShaderExp\n): PBShaderExp {\n const pb = scope.$builder;\n const funcName = 'Z_ssgiDepthTolerance';\n pb.func(funcName, [pb.float('baseTolerance'), pb.float('viewDepth')], function () {\n this.$return(\n pb.max(pb.max(this.baseTolerance, 1e-4), pb.mul(pb.abs(this.viewDepth), SSGI_DEPTH_TOLERANCE_SLOPE))\n );\n });\n return scope[funcName](baseTolerance, viewDepth) as PBShaderExp;\n}\n"],"names":["SSGI_DEPTH_TOLERANCE_SLOPE","ssgiCurrentToPrevClipMatrix","ctx","camera","prevVP","prevVPMatrix","viewProjectionMatrix","Matrix4x4","multiply","jitteredInvVPMatrix","ssgiPreviousViewDepth","scope","currentToPrevClipMatrix","uv","linearDepth","nearFar","pb","$builder","funcName","func","mat4","vec2","float","$l","safeLinearDepth","max","ndcZ","div","sub","x","y","clipPos","vec4","mul","clamp","$return","toPrevClip","w","ssgiDepthTolerance","baseTolerance","viewDepth","abs"],"mappings":";;AAIA;;;;;;;;;;;;;;;;;;;;;;;;IA2BaA,MAAAA,0BAAAA,GAA6B;AAE1C;;;;;;;;;;;;;;;;IAiBO,SAASC,2BAAAA,CAA4BC,GAAgB,EAAA;IAC1D,MAAMC,MAAAA,GAASD,IAAIC,MAAM;AACzB,IAAA,MAAMC,MAASD,GAAAA,MAAAA,CAAOE,YAAY,IAAIF,OAAOG,oBAAoB;AACjE,IAAA,OAAOC,SAAUC,CAAAA,QAAQ,CAACJ,MAAAA,EAAQD,OAAOM,mBAAmB,CAAA;AAC9D;AAEA;;;;;;;;;;;;;;;;;IAkBO,SAASC,qBAAAA,CACdC,KAA4B,EAC5BC,uBAAoC,EACpCC,EAAe,EACfC,WAAwB,EACxBC,OAAoB,EAAA;IAEpB,MAAMC,EAAAA,GAAKL,MAAMM,QAAQ;AACzB,IAAA,MAAMC,QAAW,GAAA,yBAAA;IACjBF,EAAGG,CAAAA,IAAI,CACLD,QACA,EAAA;AAACF,QAAAA,EAAAA,CAAGI,IAAI,CAAC,YAAA,CAAA;AAAeJ,QAAAA,EAAAA,CAAGK,IAAI,CAAC,IAAA,CAAA;AAAOL,QAAAA,EAAAA,CAAGM,KAAK,CAAC,aAAA,CAAA;AAAgBN,QAAAA,EAAAA,CAAGK,IAAI,CAAC,SAAA;KAAW,EACnF,WAAA;;;;;;;;QAQE,IAAI,CAACE,EAAE,CAACC,eAAe,GAAGR,EAAGS,CAAAA,GAAG,CAAC,IAAI,CAACX,WAAW,EAAE,IAAA,CAAA;AACnD,QAAA,IAAI,CAACS,EAAE,CAACG,IAAI,GAAGV,EAAAA,CAAGW,GAAG,CACnBX,EAAAA,CAAGY,GAAG,CAACZ,EAAAA,CAAGW,GAAG,CAAC,IAAI,CAACZ,OAAO,CAACc,CAAC,EAAE,IAAI,CAACL,eAAe,CAAA,EAAG,IAAI,CAACT,OAAO,CAACe,CAAC,CAAA,EACnEd,GAAGY,GAAG,CAAC,IAAI,CAACb,OAAO,CAACc,CAAC,EAAE,IAAI,CAACd,OAAO,CAACe,CAAC,CAAA,CAAA;AAEvC,QAAA,IAAI,CAACP,EAAE,CAACQ,OAAO,GAAGf,GAAGgB,IAAI,CACvBhB,EAAGY,CAAAA,GAAG,CAACZ,EAAGiB,CAAAA,GAAG,CAAC,IAAI,CAACpB,EAAE,EAAE,CAAA,CAAA,EAAIG,EAAGK,CAAAA,IAAI,CAAC,CACnCL,CAAAA,CAAAA,EAAAA,EAAAA,CAAGY,GAAG,CAACZ,EAAAA,CAAGiB,GAAG,CAACjB,EAAAA,CAAGkB,KAAK,CAAC,IAAI,CAACR,IAAI,EAAE,CAAG,EAAA,CAAA,CAAA,EAAI,IAAI,CAC7C,CAAA,EAAA,CAAA,CAAA;;;AAIF,QAAA,IAAI,CAACS,OAAO,CAACnB,EAAAA,CAAGiB,GAAG,CAAC,IAAI,CAACG,UAAU,EAAE,IAAI,CAACL,OAAO,EAAEM,CAAC,CAAA;AACtD,KAAA,CAAA;AAEF,IAAA,OAAO1B,KAAK,CAACO,QAAAA,CAAS,CAACN,uBAAAA,EAAyBC,IAAIC,WAAaC,EAAAA,OAAAA,CAAAA;AACnE;AAEA;;;;;;;;;;;;;;AAcC,IACM,SAASuB,kBAAAA,CACd3B,KAA4B,EAC5B4B,aAA0B,EAC1BC,SAAsB,EAAA;IAEtB,MAAMxB,EAAAA,GAAKL,MAAMM,QAAQ;AACzB,IAAA,MAAMC,QAAW,GAAA,sBAAA;IACjBF,EAAGG,CAAAA,IAAI,CAACD,QAAU,EAAA;AAACF,QAAAA,EAAAA,CAAGM,KAAK,CAAC,eAAA,CAAA;AAAkBN,QAAAA,EAAAA,CAAGM,KAAK,CAAC,WAAA;KAAa,EAAE,WAAA;QACpE,IAAI,CAACa,OAAO,CACVnB,EAAAA,CAAGS,GAAG,CAACT,EAAAA,CAAGS,GAAG,CAAC,IAAI,CAACc,aAAa,EAAE,IAAA,CAAA,EAAOvB,EAAGiB,CAAAA,GAAG,CAACjB,EAAAA,CAAGyB,GAAG,CAAC,IAAI,CAACD,SAAS,CAAGxC,EAAAA,0BAAAA,CAAAA,CAAAA,CAAAA;AAE5E,KAAA,CAAA;AACA,IAAA,OAAOW,KAAK,CAACO,QAAS,CAAA,CAACqB,aAAeC,EAAAA,SAAAA,CAAAA;AACxC;;;;"}