@zephyr3d/scene 0.9.6 → 0.9.7
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/animation/joint_dynamics/controller.js +92 -32
- package/dist/animation/joint_dynamics/controller.js.map +1 -1
- package/dist/animation/joint_dynamics/convex_collider.js +320 -0
- package/dist/animation/joint_dynamics/convex_collider.js.map +1 -0
- package/dist/animation/joint_dynamics/joint_dynamics_system.js +57 -19
- package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
- package/dist/animation/joint_dynamics/solver.js +71 -27
- package/dist/animation/joint_dynamics/solver.js.map +1 -1
- package/dist/animation/joint_dynamics_modifier.js +21 -20
- package/dist/animation/joint_dynamics_modifier.js.map +1 -1
- package/dist/animation/skeleton.js +7 -10
- package/dist/animation/skeleton.js.map +1 -1
- package/dist/app/engine.js +134 -140
- package/dist/app/engine.js.map +1 -1
- package/dist/app/scriptregistry.js +47 -16
- package/dist/app/scriptregistry.js.map +1 -1
- package/dist/asset/assetmanager.js +3 -1
- package/dist/asset/assetmanager.js.map +1 -1
- package/dist/asset/model.js +346 -7
- package/dist/asset/model.js.map +1 -1
- package/dist/avatar/wardrobe.js +20 -16
- package/dist/avatar/wardrobe.js.map +1 -1
- package/dist/camera/camera.js +416 -210
- package/dist/camera/camera.js.map +1 -1
- package/dist/index.d.ts +1349 -621
- package/dist/index.js +6 -11
- package/dist/index.js.map +1 -1
- package/dist/material/blinn.js +1 -1
- package/dist/material/blinn.js.map +1 -1
- package/dist/material/lambert.js +1 -1
- package/dist/material/lambert.js.map +1 -1
- package/dist/material/material.js +23 -1
- package/dist/material/material.js.map +1 -1
- package/dist/material/meshmaterial.js +178 -23
- package/dist/material/meshmaterial.js.map +1 -1
- package/dist/material/mixins/albedocolor.js +4 -4
- package/dist/material/mixins/albedocolor.js.map +1 -1
- package/dist/material/mixins/lightmodel/blinnphong.js +2 -1
- package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
- package/dist/material/mixins/lightmodel/lambert.js +2 -1
- package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +63 -16
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +105 -32
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js +16 -6
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
- package/dist/material/mixins/lit.js +1 -1
- package/dist/material/mixins/lit.js.map +1 -1
- package/dist/material/mixins/pbr/common.js +276 -65
- package/dist/material/mixins/pbr/common.js.map +1 -1
- package/dist/material/mixins/texture.js +3 -3
- package/dist/material/mixins/texture.js.map +1 -1
- package/dist/material/mixins/vertexcolor.js +2 -2
- package/dist/material/mixins/vertexcolor.js.map +1 -1
- package/dist/material/mtoon.js +574 -0
- package/dist/material/mtoon.js.map +1 -0
- package/dist/material/pbrblueprint.js +499 -336
- package/dist/material/pbrblueprint.js.map +1 -1
- package/dist/material/pbrmr.js +118 -100
- package/dist/material/pbrmr.js.map +1 -1
- package/dist/material/pbrsg.js +1 -1
- package/dist/material/pbrsg.js.map +1 -1
- package/dist/material/shader/helper.js +324 -294
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/material/subsurfaceprofile.js +812 -0
- package/dist/material/subsurfaceprofile.js.map +1 -0
- package/dist/material/unlit.js +1 -1
- package/dist/material/unlit.js.map +1 -1
- package/dist/posteffect/compositor.js +46 -11
- package/dist/posteffect/compositor.js.map +1 -1
- package/dist/posteffect/ssr.js +422 -96
- package/dist/posteffect/ssr.js.map +1 -1
- package/dist/posteffect/sss.js +1053 -0
- package/dist/posteffect/sss.js.map +1 -0
- package/dist/posteffect/taa.js +61 -60
- package/dist/posteffect/taa.js.map +1 -1
- package/dist/render/abuffer_oit.js +63 -12
- package/dist/render/abuffer_oit.js.map +1 -1
- package/dist/render/cluster_light.js +6 -5
- package/dist/render/cluster_light.js.map +1 -1
- package/dist/render/drawable.js +1 -5
- package/dist/render/drawable.js.map +1 -1
- package/dist/render/drawable_mixin.js +2 -1
- package/dist/render/drawable_mixin.js.map +1 -1
- package/dist/render/fbm_wavegenerator.js +2 -1
- package/dist/render/fbm_wavegenerator.js.map +1 -1
- package/dist/render/gerstner_wavegenerator.js +2 -1
- package/dist/render/gerstner_wavegenerator.js.map +1 -1
- package/dist/render/globalbindgroup_allocator.js +2 -1
- package/dist/render/globalbindgroup_allocator.js.map +1 -1
- package/dist/render/lightpass.js +110 -23
- package/dist/render/lightpass.js.map +1 -1
- package/dist/render/render_queue.js +51 -8
- package/dist/render/render_queue.js.map +1 -1
- package/dist/render/renderer.js +80 -66
- package/dist/render/renderer.js.map +1 -1
- package/dist/render/rendergraph/device_pool_allocator.js +8 -0
- package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
- package/dist/render/rendergraph/forward_plus_builder.js +481 -95
- package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
- package/dist/render/rendergraph/history_resource_manager.js +55 -0
- package/dist/render/rendergraph/history_resource_manager.js.map +1 -1
- package/dist/render/rendergraph/history_resources.js +3 -1
- package/dist/render/rendergraph/history_resources.js.map +1 -1
- package/dist/render/rendergraph/types.js.map +1 -1
- package/dist/render/renderpass.js +10 -4
- package/dist/render/renderpass.js.map +1 -1
- package/dist/render/sky.js +31 -1
- package/dist/render/sky.js.map +1 -1
- package/dist/render/weightedblended_oit.js +23 -5
- package/dist/render/weightedblended_oit.js.map +1 -1
- package/dist/scene/basesprite.js +4 -2
- package/dist/scene/basesprite.js.map +1 -1
- package/dist/scene/batchgroup.js +3 -1
- package/dist/scene/batchgroup.js.map +1 -1
- package/dist/scene/environment.js +11 -1
- package/dist/scene/environment.js.map +1 -1
- package/dist/scene/light.js +21 -3
- package/dist/scene/light.js.map +1 -1
- package/dist/scene/mesh.js +29 -14
- package/dist/scene/mesh.js.map +1 -1
- package/dist/scene/meshdrawable.js +6 -0
- package/dist/scene/meshdrawable.js.map +1 -1
- package/dist/scene/msdftext.js +5 -2
- package/dist/scene/msdftext.js.map +1 -1
- package/dist/scene/msdftextsprite.js +5 -3
- package/dist/scene/msdftextsprite.js.map +1 -1
- package/dist/scene/particlesys.js +3 -1
- package/dist/scene/particlesys.js.map +1 -1
- package/dist/scene/scene.js +6 -5
- package/dist/scene/scene.js.map +1 -1
- package/dist/scene/terrain-cm/grass.js +4 -2
- package/dist/scene/terrain-cm/grass.js.map +1 -1
- package/dist/scene/terrain-cm/grassmaterial.js +2 -1
- package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
- package/dist/scene/terrain-cm/terrain-cm.js +4 -2
- package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
- package/dist/scene/water.js +4 -2
- package/dist/scene/water.js.map +1 -1
- package/dist/shaders/shadow.js +26 -393
- package/dist/shaders/shadow.js.map +1 -1
- package/dist/shadow/esm.js +112 -12
- package/dist/shadow/esm.js.map +1 -1
- package/dist/shadow/pcf_opt.js +2 -2
- package/dist/shadow/pcf_opt.js.map +1 -1
- package/dist/shadow/pcf_pd.js +19 -10
- package/dist/shadow/pcf_pd.js.map +1 -1
- package/dist/shadow/shader.js +58 -7
- package/dist/shadow/shader.js.map +1 -1
- package/dist/shadow/shadow_impl.js +6 -0
- package/dist/shadow/shadow_impl.js.map +1 -1
- package/dist/shadow/shadow_region.js +229 -0
- package/dist/shadow/shadow_region.js.map +1 -0
- package/dist/shadow/shadowmapper.js +67 -59
- package/dist/shadow/shadowmapper.js.map +1 -1
- package/dist/shadow/vsm.js +45 -19
- package/dist/shadow/vsm.js.map +1 -1
- package/dist/utility/blueprint/common/constants.js +8 -8
- package/dist/utility/blueprint/common/constants.js.map +1 -1
- package/dist/utility/blueprint/material/pbr.js +31 -4
- package/dist/utility/blueprint/material/pbr.js.map +1 -1
- package/dist/utility/blueprint/material/texture.js +1 -17
- package/dist/utility/blueprint/material/texture.js.map +1 -1
- package/dist/utility/serialization/manager.js +327 -359
- package/dist/utility/serialization/manager.js.map +1 -1
- package/dist/utility/serialization/scene/animation.js +5 -2
- package/dist/utility/serialization/scene/animation.js.map +1 -1
- package/dist/utility/serialization/scene/batch.js +4 -1
- package/dist/utility/serialization/scene/batch.js.map +1 -1
- package/dist/utility/serialization/scene/camera.js +249 -54
- package/dist/utility/serialization/scene/camera.js.map +1 -1
- package/dist/utility/serialization/scene/common.js +37 -1
- package/dist/utility/serialization/scene/common.js.map +1 -1
- package/dist/utility/serialization/scene/light.js +42 -3
- package/dist/utility/serialization/scene/light.js.map +1 -1
- package/dist/utility/serialization/scene/material.js +1112 -646
- package/dist/utility/serialization/scene/material.js.map +1 -1
- package/dist/utility/serialization/scene/mesh.js +7 -4
- package/dist/utility/serialization/scene/mesh.js.map +1 -1
- package/dist/utility/serialization/scene/node.js +31 -12
- package/dist/utility/serialization/scene/node.js.map +1 -1
- package/dist/utility/serialization/scene/particle.js +4 -1
- package/dist/utility/serialization/scene/particle.js.map +1 -1
- package/dist/utility/serialization/scene/primitive.js +3 -1
- package/dist/utility/serialization/scene/primitive.js.map +1 -1
- package/dist/utility/serialization/scene/scene.js +18 -0
- package/dist/utility/serialization/scene/scene.js.map +1 -1
- package/dist/utility/serialization/scene/sprite.js +6 -3
- package/dist/utility/serialization/scene/sprite.js.map +1 -1
- package/dist/utility/serialization/scene/terrain.js +5 -2
- package/dist/utility/serialization/scene/terrain.js.map +1 -1
- package/dist/utility/serialization/scene/text.js +3 -1
- package/dist/utility/serialization/scene/text.js.map +1 -1
- package/dist/utility/serialization/scene/water.js +4 -1
- package/dist/utility/serialization/scene/water.js.map +1 -1
- package/dist/utility/textures/ltcdata.js +6 -0
- package/dist/utility/textures/ltcdata.js.map +1 -0
- package/dist/utility/textures/ltclut.js +61 -0
- package/dist/utility/textures/ltclut.js.map +1 -0
- package/dist/values.js +9 -1
- package/dist/values.js.map +1 -1
- package/package.json +3 -3
package/dist/posteffect/taa.js
CHANGED
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@@ -47,70 +47,71 @@ import { RGHistoryResources } from '../render/rendergraph/history_resources.js';
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ctx.device.pool.releaseFrameBuffer(fb);
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}
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apply(ctx, inputColorTexture, sceneDepthTexture, srgbOutput) {
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const
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const
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};
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const colorSize = {
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width: inputColorTexture.width,
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height: inputColorTexture.height
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};
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const motionVectorDesc = {
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format: ctx.motionVectorTexture.format,
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sizeMode: 'absolute',
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width: ctx.motionVectorTexture.width,
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height: ctx.motionVectorTexture.height
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};
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const motionVectorSize = {
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width: ctx.motionVectorTexture.width,
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height: ctx.motionVectorTexture.height
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};
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const hasHistory = historyMgr.isCompatible(RGHistoryResources.TAA_COLOR, colorDesc, colorSize) && historyMgr.isCompatible(RGHistoryResources.TAA_MOTION_VECTOR, motionVectorDesc, motionVectorSize);
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if (!hasHistory) {
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// First frame: just pass through
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const historyManager = ctx.camera.getHistoryResourceManager();
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const useGraphHistory = !!historyManager?.frameActive;
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const data = useGraphHistory ? null : ctx.camera.getHistoryData();
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const prevColorTex = useGraphHistory ? historyManager.tryGetPrevious(RGHistoryResources.TAA_COLOR) : data.prevColorTex;
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const prevMotionVectorTex = useGraphHistory ? historyManager.tryGetPrevious(RGHistoryResources.TAA_MOTION_VECTOR) : data.prevMotionVectorTex;
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if (!prevColorTex || !prevMotionVectorTex || prevColorTex.width !== inputColorTexture.width || prevColorTex.height !== inputColorTexture.height) {
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this.passThrough(ctx, inputColorTexture, srgbOutput);
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} else {
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let program = TAA._resolveProgram[ctx.camera.TAADebug];
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if (!program) {
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program = TAA._getResolveProgram(ctx, ctx.camera.TAADebug);
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TAA._resolveProgram[ctx.camera.TAADebug] = program;
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}
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if (!this._bindGroup) {
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this._bindGroup = ctx.device.createBindGroup(program.bindGroupLayouts[0]);
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}
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this._bindGroup.setTexture('historyColorTex', prevColorTex, fetchSampler('clamp_linear_nomip'));
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this._bindGroup.setTexture('currentColorTex', inputColorTexture, fetchSampler('clamp_nearest_nomip'));
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this._bindGroup.setTexture('currentDepthTex', sceneDepthTexture, fetchSampler('clamp_nearest_nomip'));
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this._bindGroup.setTexture('motionVector', ctx.motionVectorTexture, fetchSampler('clamp_nearest_nomip'));
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this._bindGroup.setTexture('prevMotionVector', prevMotionVectorTex, fetchSampler('clamp_nearest_nomip'));
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this._bindGroup.setValue('flip', this.needFlip(ctx.device) ? 1 : 0);
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this._bindGroup.setValue('srgbOut', srgbOutput ? 1 : 0);
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TAA._texSize.setXY(sceneDepthTexture.width, sceneDepthTexture.height);
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this._bindGroup.setValue('texSize', TAA._texSize);
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ctx.device.setProgram(program);
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ctx.device.setBindGroup(0, this._bindGroup);
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this.drawFullscreenQuad();
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}
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const currentColorTex = ctx.device.getFramebuffer().getColorAttachments()[0];
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if (useGraphHistory) {
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const colorSize = {
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width: currentColorTex.width,
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height: currentColorTex.height
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};
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historyManager.queueRetainedCommit(RGHistoryResources.TAA_COLOR, {
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format: currentColorTex.format,
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sizeMode: 'absolute',
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width: currentColorTex.width,
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height: currentColorTex.height
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}, colorSize, currentColorTex);
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if (ctx.motionVectorTexture) {
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const motionVectorSize = {
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width: ctx.motionVectorTexture.width,
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height: ctx.motionVectorTexture.height
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};
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historyManager.queueRetainedCommit(RGHistoryResources.TAA_MOTION_VECTOR, {
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format: ctx.motionVectorTexture.format,
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sizeMode: 'absolute',
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width: ctx.motionVectorTexture.width,
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height: ctx.motionVectorTexture.height
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}, motionVectorSize, ctx.motionVectorTexture);
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}
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} else {
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if (data.prevColorTex) {
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ctx.device.pool.releaseTexture(data.prevColorTex);
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}
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ctx.device.pool.retainTexture(currentColorTex);
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data.prevColorTex = currentColorTex;
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if (data.prevMotionVectorTex) {
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ctx.device.pool.releaseTexture(data.prevMotionVectorTex);
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}
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ctx.device.pool.retainTexture(ctx.motionVectorTexture);
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return;
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}
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// Get history textures
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const prevColorTex = historyMgr.getPrevious(RGHistoryResources.TAA_COLOR);
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const prevMotionVectorTex = historyMgr.getPrevious(RGHistoryResources.TAA_MOTION_VECTOR);
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// Render TAA
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let program = TAA._resolveProgram[ctx.camera.TAADebug];
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if (!program) {
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program = TAA._getResolveProgram(ctx, ctx.camera.TAADebug);
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TAA._resolveProgram[ctx.camera.TAADebug] = program;
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}
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if (!this._bindGroup) {
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this._bindGroup = ctx.device.createBindGroup(program.bindGroupLayouts[0]);
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data.prevMotionVectorTex = ctx.motionVectorTexture;
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}
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this._bindGroup.setTexture('historyColorTex', prevColorTex, fetchSampler('clamp_linear_nomip'));
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this._bindGroup.setTexture('currentColorTex', inputColorTexture, fetchSampler('clamp_nearest_nomip'));
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this._bindGroup.setTexture('currentDepthTex', sceneDepthTexture, fetchSampler('clamp_nearest_nomip'));
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this._bindGroup.setTexture('motionVector', ctx.motionVectorTexture, fetchSampler('clamp_nearest_nomip'));
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this._bindGroup.setTexture('prevMotionVector', prevMotionVectorTex, fetchSampler('clamp_nearest_nomip'));
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this._bindGroup.setValue('flip', this.needFlip(ctx.device) ? 1 : 0);
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this._bindGroup.setValue('srgbOut', srgbOutput ? 1 : 0);
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TAA._texSize.setXY(sceneDepthTexture.width, sceneDepthTexture.height);
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this._bindGroup.setValue('texSize', TAA._texSize);
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ctx.device.setProgram(program);
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ctx.device.setBindGroup(0, this._bindGroup);
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this.drawFullscreenQuad();
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// Update history with current framebuffer output (zero-copy)
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const currentColorTex = ctx.device.getFramebuffer().getColorAttachments()[0];
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ctx.device.pool.retainTexture(currentColorTex);
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historyMgr.queueCommit(RGHistoryResources.TAA_COLOR, colorDesc, colorSize, currentColorTex);
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ctx.device.pool.retainTexture(ctx.motionVectorTexture);
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historyMgr.queueCommit(RGHistoryResources.TAA_MOTION_VECTOR, motionVectorDesc, motionVectorSize, ctx.motionVectorTexture);
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// History commits happen after the render graph completes successfully.
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}
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requireLinearDepthTexture(_ctx) {
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return true;
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@@ -1 +1 @@
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{"version":3,"file":"taa.js","sources":["../../src/posteffect/taa.ts"],"sourcesContent":["import type { BindGroup, GPUProgram, Texture2D } from '@zephyr3d/device';\r\nimport type { DrawContext, Primitive } from '../render';\r\nimport { AbstractPostEffect, PostEffectLayer } from './posteffect';\r\nimport { linearToGamma } from '../shaders/misc';\r\nimport { fetchSampler } from '../utility/misc';\r\nimport { BoxShape } from '../shapes';\r\nimport { temporalResolve } from '../shaders/temporal';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { Vector2 } from '@zephyr3d/base';\r\nimport { RGHistoryResources } from '../render/rendergraph/history_resources';\r\n\r\n/** @internal */\r\nexport class TAA extends AbstractPostEffect {\r\n private static _resolveProgram: GPUProgram[] = [];\r\n private static _skyMotionVectorProgram: Nullable<GPUProgram> = null;\r\n private static _box: Primitive;\r\n private static readonly _texSize = new Vector2();\r\n private _bindGroup: Nullable<BindGroup>;\r\n private _skyMotionVectorBindGroup: Nullable<BindGroup>;\r\n constructor() {\r\n super();\r\n this._bindGroup = null;\r\n this._layer = PostEffectLayer.end;\r\n this._skyMotionVectorBindGroup = null;\r\n }\r\n renderSkyMotionVectors(ctx: DrawContext) {\r\n const fb = ctx.device.pool.fetchTemporalFramebuffer(\r\n false,\r\n 0,\r\n 0,\r\n ctx.motionVectorTexture!,\r\n ctx.depthTexture\r\n );\r\n const program = TAA._getSkyMotionVectorProgram(ctx);\r\n if (!this._skyMotionVectorBindGroup) {\r\n this._skyMotionVectorBindGroup = ctx.device.createBindGroup(program.bindGroupLayouts[0]);\r\n }\r\n const box = TAA._getBox(ctx);\r\n this._skyMotionVectorBindGroup.setValue('VPMatrix', ctx.camera.viewProjectionMatrix);\r\n this._skyMotionVectorBindGroup.setValue('prevVPMatrix', ctx.camera.prevVPMatrix!);\r\n this._skyMotionVectorBindGroup.setValue('cameraPos', ctx.camera.getWorldPosition());\r\n this._skyMotionVectorBindGroup.setValue('prevCameraPos', ctx.camera.prevPosition!);\r\n ctx.device.pushDeviceStates();\r\n ctx.device.setProgram(program);\r\n ctx.device.setBindGroup(0, this._skyMotionVectorBindGroup);\r\n ctx.device.setRenderStates(AbstractPostEffect.getDefaultRenderState(ctx, 'le'));\r\n ctx.device.setFramebuffer(fb);\r\n box.draw();\r\n ctx.device.popDeviceStates();\r\n ctx.device.pool.releaseFrameBuffer(fb);\r\n }\r\n apply(ctx: DrawContext, inputColorTexture: Texture2D, sceneDepthTexture: Texture2D, srgbOutput: boolean) {\r\n const historyMgr = ctx.camera.getHistoryResourceManager()!;\r\n const colorDesc = {\r\n format: inputColorTexture.format,\r\n sizeMode: 'absolute' as const,\r\n width: inputColorTexture.width,\r\n height: inputColorTexture.height\r\n };\r\n const colorSize = { width: inputColorTexture.width, height: inputColorTexture.height };\r\n const motionVectorDesc = {\r\n format: ctx.motionVectorTexture!.format,\r\n sizeMode: 'absolute' as const,\r\n width: ctx.motionVectorTexture!.width,\r\n height: ctx.motionVectorTexture!.height\r\n };\r\n const motionVectorSize = {\r\n width: ctx.motionVectorTexture!.width,\r\n height: ctx.motionVectorTexture!.height\r\n };\r\n\r\n const hasHistory =\r\n historyMgr.isCompatible(RGHistoryResources.TAA_COLOR, colorDesc, colorSize) &&\r\n historyMgr.isCompatible(RGHistoryResources.TAA_MOTION_VECTOR, motionVectorDesc, motionVectorSize);\r\n\r\n if (!hasHistory) {\r\n // First frame: just pass through\r\n this.passThrough(ctx, inputColorTexture, srgbOutput);\r\n\r\n // Queue history resources only after retaining references from the pool.\r\n const currentColorTex = ctx.device.getFramebuffer()!.getColorAttachments()[0] as Texture2D;\r\n ctx.device.pool.retainTexture(currentColorTex);\r\n historyMgr.queueCommit(RGHistoryResources.TAA_COLOR, colorDesc, colorSize, currentColorTex);\r\n\r\n ctx.device.pool.retainTexture(ctx.motionVectorTexture!);\r\n historyMgr.queueCommit(\r\n RGHistoryResources.TAA_MOTION_VECTOR,\r\n motionVectorDesc,\r\n motionVectorSize,\r\n ctx.motionVectorTexture!\r\n );\r\n\r\n return;\r\n }\r\n\r\n // Get history textures\r\n const prevColorTex = historyMgr.getPrevious(RGHistoryResources.TAA_COLOR);\r\n const prevMotionVectorTex = historyMgr.getPrevious(RGHistoryResources.TAA_MOTION_VECTOR);\r\n\r\n // Render TAA\r\n let program = TAA._resolveProgram[ctx.camera.TAADebug];\r\n if (!program) {\r\n program = TAA._getResolveProgram(ctx, ctx.camera.TAADebug);\r\n TAA._resolveProgram[ctx.camera.TAADebug] = program;\r\n }\r\n if (!this._bindGroup) {\r\n this._bindGroup = ctx.device.createBindGroup(program.bindGroupLayouts[0]);\r\n }\r\n this._bindGroup.setTexture('historyColorTex', prevColorTex, fetchSampler('clamp_linear_nomip'));\r\n this._bindGroup.setTexture('currentColorTex', inputColorTexture, fetchSampler('clamp_nearest_nomip'));\r\n this._bindGroup.setTexture('currentDepthTex', sceneDepthTexture, fetchSampler('clamp_nearest_nomip'));\r\n this._bindGroup.setTexture('motionVector', ctx.motionVectorTexture!, fetchSampler('clamp_nearest_nomip'));\r\n this._bindGroup.setTexture('prevMotionVector', prevMotionVectorTex, fetchSampler('clamp_nearest_nomip'));\r\n this._bindGroup.setValue('flip', this.needFlip(ctx.device) ? 1 : 0);\r\n this._bindGroup.setValue('srgbOut', srgbOutput ? 1 : 0);\r\n TAA._texSize.setXY(sceneDepthTexture.width, sceneDepthTexture.height);\r\n this._bindGroup.setValue('texSize', TAA._texSize);\r\n\r\n ctx.device.setProgram(program);\r\n ctx.device.setBindGroup(0, this._bindGroup);\r\n this.drawFullscreenQuad();\r\n\r\n // Update history with current framebuffer output (zero-copy)\r\n const currentColorTex = ctx.device.getFramebuffer()!.getColorAttachments()[0] as Texture2D;\r\n ctx.device.pool.retainTexture(currentColorTex);\r\n historyMgr.queueCommit(RGHistoryResources.TAA_COLOR, colorDesc, colorSize, currentColorTex);\r\n\r\n ctx.device.pool.retainTexture(ctx.motionVectorTexture!);\r\n historyMgr.queueCommit(\r\n RGHistoryResources.TAA_MOTION_VECTOR,\r\n motionVectorDesc,\r\n motionVectorSize,\r\n ctx.motionVectorTexture!\r\n );\r\n\r\n // History commits happen after the render graph completes successfully.\r\n }\r\n requireLinearDepthTexture(_ctx: DrawContext) {\r\n return true;\r\n }\r\n requireDepthAttachment(_ctx: DrawContext) {\r\n return true;\r\n }\r\n private static _getSkyMotionVectorProgram(ctx: DrawContext) {\r\n if (!this._skyMotionVectorProgram) {\r\n this._skyMotionVectorProgram = ctx.device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$inputs.pos = pb.vec3().attrib('position');\r\n this.VPMatrix = pb.mat4().uniform(0);\r\n this.prevVPMatrix = pb.mat4().uniform(0);\r\n this.cameraPos = pb.vec3().uniform(0);\r\n this.prevCameraPos = pb.vec3().uniform(0);\r\n pb.main(function () {\r\n this.$l.worldPos = pb.add(this.$inputs.pos, this.cameraPos);\r\n this.$l.prevWorldPos = pb.add(this.$inputs.pos, this.prevCameraPos);\r\n this.$l.clipPos = pb.mul(this.VPMatrix, pb.vec4(this.worldPos, 1));\r\n this.$l.prevClipPos = pb.mul(this.prevVPMatrix, pb.vec4(this.prevWorldPos, 1));\r\n this.clipPos.z = this.clipPos.w;\r\n this.$builtins.position = this.clipPos;\r\n this.$outputs.currentPos = this.clipPos;\r\n this.$outputs.prevPos = this.prevClipPos;\r\n });\r\n },\r\n fragment(pb) {\r\n this.$outputs.color = pb.vec4();\r\n pb.main(function () {\r\n this.$l.motionVector = pb.mul(\r\n pb.sub(\r\n pb.div(this.$inputs.currentPos.xy, this.$inputs.currentPos.w),\r\n pb.div(this.$inputs.prevPos.xy, this.$inputs.prevPos.w)\r\n ),\r\n 0.5\r\n );\r\n this.$outputs.color = pb.vec4(this.motionVector, 0, 1);\r\n });\r\n }\r\n })!;\r\n this._skyMotionVectorProgram.name = '@TAA_SkyMotionVector';\r\n }\r\n return this._skyMotionVectorProgram;\r\n }\r\n private static _getBox(_ctx: DrawContext) {\r\n if (!this._box) {\r\n this._box = new BoxShape({\r\n size: 2,\r\n needNormal: false,\r\n needUV: false\r\n });\r\n }\r\n return this._box;\r\n }\r\n private static _getResolveProgram(ctx: DrawContext, debug: number) {\r\n const program = ctx.device.buildRenderProgram({\r\n vertex(pb) {\r\n this.flip = pb.int().uniform(0);\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n this.$outputs.uv = pb.vec2();\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, 1, 1);\r\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\r\n this.$if(pb.notEqual(this.flip, 0), function () {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n });\r\n });\r\n },\r\n fragment(pb) {\r\n this.historyColorTex = pb.tex2D().uniform(0);\r\n this.currentColorTex = pb.tex2D().uniform(0);\r\n this.currentDepthTex = pb.tex2D().uniform(0);\r\n this.motionVector = pb.tex2D().uniform(0);\r\n this.prevMotionVector = pb.tex2D().uniform(0);\r\n this.texSize = pb.vec2().uniform(0);\r\n this.srgbOut = pb.int().uniform(0);\r\n this.$outputs.outColor = pb.vec4();\r\n pb.main(function () {\r\n this.$l.screenUV = pb.div(pb.vec2(this.$builtins.fragCoord.xy), this.texSize);\r\n this.$l.resolvedColor = temporalResolve(\r\n this,\r\n this.currentColorTex,\r\n this.historyColorTex,\r\n this.currentDepthTex,\r\n this.motionVector,\r\n this.prevMotionVector,\r\n this.screenUV,\r\n this.texSize,\r\n debug\r\n );\r\n this.$if(pb.equal(this.srgbOut, 0), function () {\r\n this.$outputs.outColor = pb.vec4(this.resolvedColor, 1);\r\n }).$else(function () {\r\n this.$outputs.outColor = pb.vec4(linearToGamma(this, this.resolvedColor), 1);\r\n });\r\n });\r\n }\r\n })!;\r\n program.name = '@TAA_Resolve';\r\n return program;\r\n 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{"version":3,"file":"taa.js","sources":["../../src/posteffect/taa.ts"],"sourcesContent":["import type { BindGroup, GPUProgram, Texture2D } from '@zephyr3d/device';\r\nimport type { DrawContext, Primitive } from '../render';\r\nimport { AbstractPostEffect, PostEffectLayer } from './posteffect';\r\nimport { linearToGamma } from '../shaders/misc';\r\nimport { fetchSampler } from '../utility/misc';\r\nimport { BoxShape } from '../shapes';\r\nimport { temporalResolve } from '../shaders/temporal';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { Vector2 } from '@zephyr3d/base';\r\nimport { RGHistoryResources } from '../render/rendergraph/history_resources';\r\n\r\n/** @internal */\r\nexport class TAA extends AbstractPostEffect {\r\n private static _resolveProgram: GPUProgram[] = [];\r\n private static _skyMotionVectorProgram: Nullable<GPUProgram> = null;\r\n private static _box: Primitive;\r\n private static readonly _texSize = new Vector2();\r\n private _bindGroup: Nullable<BindGroup>;\r\n private _skyMotionVectorBindGroup: Nullable<BindGroup>;\r\n constructor() {\r\n super();\r\n this._bindGroup = null;\r\n this._layer = PostEffectLayer.end;\r\n this._skyMotionVectorBindGroup = null;\r\n }\r\n renderSkyMotionVectors(ctx: DrawContext) {\r\n const fb = ctx.device.pool.fetchTemporalFramebuffer(\r\n false,\r\n 0,\r\n 0,\r\n ctx.motionVectorTexture!,\r\n ctx.depthTexture\r\n );\r\n const program = TAA._getSkyMotionVectorProgram(ctx);\r\n if (!this._skyMotionVectorBindGroup) {\r\n this._skyMotionVectorBindGroup = ctx.device.createBindGroup(program.bindGroupLayouts[0]);\r\n }\r\n const box = TAA._getBox(ctx);\r\n this._skyMotionVectorBindGroup.setValue('VPMatrix', ctx.camera.viewProjectionMatrix);\r\n this._skyMotionVectorBindGroup.setValue('prevVPMatrix', ctx.camera.prevVPMatrix!);\r\n this._skyMotionVectorBindGroup.setValue('cameraPos', ctx.camera.getWorldPosition());\r\n this._skyMotionVectorBindGroup.setValue('prevCameraPos', ctx.camera.prevPosition!);\r\n ctx.device.pushDeviceStates();\r\n ctx.device.setProgram(program);\r\n ctx.device.setBindGroup(0, this._skyMotionVectorBindGroup);\r\n ctx.device.setRenderStates(AbstractPostEffect.getDefaultRenderState(ctx, 'le'));\r\n ctx.device.setFramebuffer(fb);\r\n box.draw();\r\n ctx.device.popDeviceStates();\r\n ctx.device.pool.releaseFrameBuffer(fb);\r\n }\r\n apply(ctx: DrawContext, inputColorTexture: Texture2D, sceneDepthTexture: Texture2D, srgbOutput: boolean) {\r\n const historyManager = ctx.camera.getHistoryResourceManager();\r\n const useGraphHistory = !!historyManager?.frameActive;\r\n const data = useGraphHistory ? null : ctx.camera.getHistoryData();\r\n const prevColorTex = useGraphHistory\r\n ? historyManager.tryGetPrevious(RGHistoryResources.TAA_COLOR)\r\n : data!.prevColorTex;\r\n const prevMotionVectorTex = useGraphHistory\r\n ? historyManager.tryGetPrevious(RGHistoryResources.TAA_MOTION_VECTOR)\r\n : data!.prevMotionVectorTex;\r\n if (\r\n !prevColorTex ||\r\n !prevMotionVectorTex ||\r\n prevColorTex.width !== inputColorTexture.width ||\r\n prevColorTex.height !== inputColorTexture.height\r\n ) {\r\n this.passThrough(ctx, inputColorTexture, srgbOutput);\r\n } else {\r\n let program = TAA._resolveProgram[ctx.camera.TAADebug];\r\n if (!program) {\r\n program = TAA._getResolveProgram(ctx, ctx.camera.TAADebug);\r\n TAA._resolveProgram[ctx.camera.TAADebug] = program;\r\n }\r\n if (!this._bindGroup) {\r\n this._bindGroup = ctx.device.createBindGroup(program.bindGroupLayouts[0]);\r\n }\r\n this._bindGroup.setTexture('historyColorTex', prevColorTex, fetchSampler('clamp_linear_nomip'));\r\n this._bindGroup.setTexture('currentColorTex', inputColorTexture, fetchSampler('clamp_nearest_nomip'));\r\n this._bindGroup.setTexture('currentDepthTex', sceneDepthTexture, fetchSampler('clamp_nearest_nomip'));\r\n this._bindGroup.setTexture(\r\n 'motionVector',\r\n ctx.motionVectorTexture!,\r\n fetchSampler('clamp_nearest_nomip')\r\n );\r\n this._bindGroup.setTexture(\r\n 'prevMotionVector',\r\n prevMotionVectorTex,\r\n fetchSampler('clamp_nearest_nomip')\r\n );\r\n this._bindGroup.setValue('flip', this.needFlip(ctx.device) ? 1 : 0);\r\n this._bindGroup.setValue('srgbOut', srgbOutput ? 1 : 0);\r\n TAA._texSize.setXY(sceneDepthTexture.width, sceneDepthTexture.height);\r\n this._bindGroup.setValue('texSize', TAA._texSize);\r\n ctx.device.setProgram(program);\r\n ctx.device.setBindGroup(0, this._bindGroup);\r\n this.drawFullscreenQuad();\r\n }\r\n const currentColorTex = ctx.device.getFramebuffer()!.getColorAttachments()[0] as Texture2D;\r\n if (useGraphHistory) {\r\n const colorSize = { width: currentColorTex.width, height: currentColorTex.height };\r\n historyManager.queueRetainedCommit(\r\n RGHistoryResources.TAA_COLOR,\r\n {\r\n format: currentColorTex.format,\r\n sizeMode: 'absolute',\r\n width: currentColorTex.width,\r\n height: currentColorTex.height\r\n },\r\n colorSize,\r\n currentColorTex\r\n );\r\n if (ctx.motionVectorTexture) {\r\n const motionVectorSize = {\r\n width: ctx.motionVectorTexture.width,\r\n height: ctx.motionVectorTexture.height\r\n };\r\n historyManager.queueRetainedCommit(\r\n RGHistoryResources.TAA_MOTION_VECTOR,\r\n {\r\n format: ctx.motionVectorTexture.format,\r\n sizeMode: 'absolute',\r\n width: ctx.motionVectorTexture.width,\r\n height: ctx.motionVectorTexture.height\r\n },\r\n motionVectorSize,\r\n ctx.motionVectorTexture\r\n );\r\n }\r\n } else {\r\n if (data!.prevColorTex) {\r\n ctx.device.pool.releaseTexture(data!.prevColorTex);\r\n }\r\n ctx.device.pool.retainTexture(currentColorTex);\r\n data!.prevColorTex = currentColorTex;\r\n if (data!.prevMotionVectorTex) {\r\n ctx.device.pool.releaseTexture(data!.prevMotionVectorTex);\r\n }\r\n ctx.device.pool.retainTexture(ctx.motionVectorTexture!);\r\n data!.prevMotionVectorTex = ctx.motionVectorTexture!;\r\n }\r\n }\r\n requireLinearDepthTexture(_ctx: DrawContext) {\r\n return true;\r\n }\r\n requireDepthAttachment(_ctx: DrawContext) {\r\n return true;\r\n }\r\n private static _getSkyMotionVectorProgram(ctx: DrawContext) {\r\n if (!this._skyMotionVectorProgram) {\r\n this._skyMotionVectorProgram = ctx.device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$inputs.pos = pb.vec3().attrib('position');\r\n this.VPMatrix = pb.mat4().uniform(0);\r\n this.prevVPMatrix = pb.mat4().uniform(0);\r\n this.cameraPos = pb.vec3().uniform(0);\r\n this.prevCameraPos = pb.vec3().uniform(0);\r\n pb.main(function () {\r\n this.$l.worldPos = pb.add(this.$inputs.pos, this.cameraPos);\r\n this.$l.prevWorldPos = pb.add(this.$inputs.pos, this.prevCameraPos);\r\n this.$l.clipPos = pb.mul(this.VPMatrix, pb.vec4(this.worldPos, 1));\r\n this.$l.prevClipPos = pb.mul(this.prevVPMatrix, pb.vec4(this.prevWorldPos, 1));\r\n this.clipPos.z = this.clipPos.w;\r\n this.$builtins.position = this.clipPos;\r\n this.$outputs.currentPos = this.clipPos;\r\n this.$outputs.prevPos = this.prevClipPos;\r\n });\r\n },\r\n fragment(pb) {\r\n this.$outputs.color = pb.vec4();\r\n pb.main(function () {\r\n this.$l.motionVector = pb.mul(\r\n pb.sub(\r\n pb.div(this.$inputs.currentPos.xy, this.$inputs.currentPos.w),\r\n pb.div(this.$inputs.prevPos.xy, this.$inputs.prevPos.w)\r\n ),\r\n 0.5\r\n );\r\n this.$outputs.color = pb.vec4(this.motionVector, 0, 1);\r\n });\r\n }\r\n })!;\r\n this._skyMotionVectorProgram.name = '@TAA_SkyMotionVector';\r\n }\r\n return this._skyMotionVectorProgram;\r\n }\r\n private static _getBox(_ctx: DrawContext) {\r\n if (!this._box) {\r\n this._box = new BoxShape({\r\n size: 2,\r\n needNormal: false,\r\n needUV: false\r\n });\r\n }\r\n return this._box;\r\n }\r\n private static _getResolveProgram(ctx: DrawContext, debug: number) {\r\n const program = ctx.device.buildRenderProgram({\r\n vertex(pb) {\r\n this.flip = pb.int().uniform(0);\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n this.$outputs.uv = pb.vec2();\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, 1, 1);\r\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\r\n this.$if(pb.notEqual(this.flip, 0), function () {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n });\r\n });\r\n },\r\n fragment(pb) {\r\n this.historyColorTex = pb.tex2D().uniform(0);\r\n this.currentColorTex = pb.tex2D().uniform(0);\r\n this.currentDepthTex = pb.tex2D().uniform(0);\r\n this.motionVector = pb.tex2D().uniform(0);\r\n this.prevMotionVector = pb.tex2D().uniform(0);\r\n this.texSize = pb.vec2().uniform(0);\r\n this.srgbOut = pb.int().uniform(0);\r\n this.$outputs.outColor = pb.vec4();\r\n pb.main(function () {\r\n this.$l.screenUV = pb.div(pb.vec2(this.$builtins.fragCoord.xy), this.texSize);\r\n this.$l.resolvedColor = temporalResolve(\r\n this,\r\n this.currentColorTex,\r\n this.historyColorTex,\r\n this.currentDepthTex,\r\n this.motionVector,\r\n this.prevMotionVector,\r\n this.screenUV,\r\n this.texSize,\r\n debug\r\n );\r\n 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@@ -4,6 +4,7 @@ import '../material/lambert.js';
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import '../material/blinn.js';
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import '../material/unlit.js';
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import '../material/particle.js';
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import '../material/subsurfaceprofile.js';
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import '@zephyr3d/device';
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import '../values.js';
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import { Disposable } from '@zephyr3d/base';
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@@ -12,10 +13,10 @@ import '../material/grassmaterial.js';
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import '../material/terrain-cm.js';
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import '../material/pbrmr.js';
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import '../material/pbrsg.js';
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import '../material/mtoon.js';
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import '../material/pbrblueprint.js';
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import '../material/sprite.js';
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import '../material/sprite_std.js';
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-
import '../material/msdf_text.js';
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import '../utility/blueprint/material/texture.js';
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/**
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@@ -32,6 +33,7 @@ import '../utility/blueprint/material/texture.js';
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static _compositeProgram = null;
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static _compositeBindGroup = null;
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static _compositeRenderStates = null;
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static _compositeAdditiveRenderStates = null;
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static _ubAlignment = 0;
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_nodeBuffer;
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_headStagingBuffer;
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@@ -45,6 +47,7 @@ import '../utility/blueprint/material/texture.js';
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_scissorHeight;
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_currentPass;
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_savedScissor;
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_singleColorFramebuffer;
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/**
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* Creates an instance of ABufferOIT class
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*
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this._scissorHeight = 0;
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this._savedScissor = null;
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this._currentPass = 0;
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this._singleColorFramebuffer = null;
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}
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/**
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* {@inheritDoc OIT.getType}
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*/ beginPass(ctx, pass) {
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this._currentPass = pass;
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const device = ctx.device;
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const currentFramebuffer = device.getFramebuffer();
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const colorAttachment = currentFramebuffer?.getColorAttachments()[0] ?? null;
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this._singleColorFramebuffer = currentFramebuffer && currentFramebuffer.getColorAttachments().length > 1 && colorAttachment ? device.pool.fetchTemporalFramebuffer(false, 0, 0, colorAttachment, currentFramebuffer.getDepthAttachment(), false) : null;
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if (this._singleColorFramebuffer) {
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const viewport = device.getViewport();
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const scissor = device.getScissor();
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device.pushDeviceStates();
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device.setFramebuffer(this._singleColorFramebuffer);
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device.setViewport(viewport);
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device.setScissor(scissor);
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}
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const scissorY = pass * this._scissorHeight;
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const scissorH = Math.min((pass + 1) * this._scissorHeight, this._screenSize[1]) - pass * this._scissorHeight;
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device.setScissor([
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readBuffer.getBufferSubData(data).then(()=>{
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const uint = new Uint32Array(data.buffer);
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for(let i = 0; i < uint.length; i++){
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if (uint[i] !==
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if (uint[i] !== 0xffffffff) {
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console.error('Clear head buffer failed');
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}
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@@ -200,15 +215,39 @@ import '../utility/blueprint/material/texture.js';
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const device = ctx.device;
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ABufferOIT.getCompositeProgram(device);
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const lastBindGroup = device.getBindGroup(0);
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device.
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const currentFramebuffer = device.getFramebuffer();
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const colorAttachment = currentFramebuffer?.getColorAttachments()[0] ?? null;
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const singleColorFramebuffer = !this._singleColorFramebuffer && currentFramebuffer && currentFramebuffer.getColorAttachments().length > 1 && colorAttachment ? device.pool.fetchTemporalFramebuffer(false, 0, 0, colorAttachment, currentFramebuffer.getDepthAttachment(), false) : null;
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if (singleColorFramebuffer) {
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const viewport = device.getViewport();
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const scissor = device.getScissor();
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device.pushDeviceStates();
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device.setFramebuffer(singleColorFramebuffer);
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device.setViewport(viewport);
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device.setScissor(scissor);
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}
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try {
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device.setProgram(ABufferOIT.getCompositeProgram(device));
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const bindGroup = ABufferOIT._compositeBindGroup;
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bindGroup.setBuffer('scissorOffset', this._scissorOffsetBuffer, 0, pass * ABufferOIT._ubAlignment, ABufferOIT._ubAlignment);
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bindGroup.setBuffer('headBuffer', this._headBuffer);
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bindGroup.setBuffer('nodeBuffer', this._nodeBuffer);
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bindGroup.setValue('screenWidth', this._screenSize[0]);
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bindGroup.setValue('additiveOnly', ctx.lightBlending ? 1 : 0);
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device.setBindGroup(0, bindGroup);
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drawFullscreenQuad(ctx.lightBlending ? ABufferOIT._compositeAdditiveRenderStates : ABufferOIT._compositeRenderStates);
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} finally{
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if (singleColorFramebuffer) {
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device.popDeviceStates();
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device.pool.releaseFrameBuffer(singleColorFramebuffer);
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} else if (this._singleColorFramebuffer) {
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device.popDeviceStates();
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device.pool.releaseFrameBuffer(this._singleColorFramebuffer);
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this._singleColorFramebuffer = null;
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} else {
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device.setBindGroup(0, lastBindGroup[0], lastBindGroup[1]);
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}
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}
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}
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/**
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* {@inheritDoc OIT.calculateHash}
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@@ -281,6 +320,7 @@ import '../utility/blueprint/material/texture.js';
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this.headBuffer = pb.uint[0]().storageBuffer(0);
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this.nodeBuffer = pb.uvec4[0]().storageBuffer(0);
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this.screenWidth = pb.uint().uniform(0);
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this.additiveOnly = pb.int().uniform(0);
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pb.func('unpackColor', [
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pb.uvec4('x')
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], function() {
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@@ -326,7 +366,7 @@ import '../utility/blueprint/material/texture.js';
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}
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327
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this.a_dst = pb.mul(this.a_dst, pb.sub(1, this.c.a));
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328
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});
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329
|
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this.$outputs.outColor = pb.vec4(this.c_dst, this.a_dst);
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369
|
+
this.$outputs.outColor = pb.vec4(this.c_dst, pb.equal(this.additiveOnly, 0) ? this.a_dst : pb.float(0));
|
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330
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|
});
|
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331
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});
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332
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}
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@@ -336,6 +376,9 @@ import '../utility/blueprint/material/texture.js';
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336
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this._compositeRenderStates = device.createRenderStateSet();
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337
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|
this._compositeRenderStates.useBlendingState().enable(true).setBlendFuncRGB('one', 'src-alpha').setBlendFuncAlpha('zero', 'one');
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338
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|
this._compositeRenderStates.useDepthState().enableTest(false).enableWrite(false);
|
|
379
|
+
this._compositeAdditiveRenderStates = device.createRenderStateSet();
|
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380
|
+
this._compositeAdditiveRenderStates.useBlendingState().enable(true).setBlendFuncRGB('one', 'one').setBlendFuncAlpha('zero', 'one');
|
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381
|
+
this._compositeAdditiveRenderStates.useDepthState().enableTest(false).enableWrite(false);
|
|
339
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|
const stencilStates = this._compositeRenderStates.useStencilState();
|
|
340
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|
stencilStates.enable(false);
|
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341
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|
stencilStates.setFrontCompareFunc('always');
|
|
@@ -344,6 +387,14 @@ import '../utility/blueprint/material/texture.js';
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344
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|
stencilStates.setBackOp('keep', 'keep', 'replace');
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345
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|
stencilStates.setReference(0);
|
|
346
389
|
stencilStates.setReadMask(0xff);
|
|
390
|
+
const additiveStencilStates = this._compositeAdditiveRenderStates.useStencilState();
|
|
391
|
+
additiveStencilStates.enable(false);
|
|
392
|
+
additiveStencilStates.setFrontCompareFunc('always');
|
|
393
|
+
additiveStencilStates.setBackCompareFunc('always');
|
|
394
|
+
additiveStencilStates.setFrontOp('keep', 'keep', 'replace');
|
|
395
|
+
additiveStencilStates.setBackOp('keep', 'keep', 'replace');
|
|
396
|
+
additiveStencilStates.setReference(0);
|
|
397
|
+
additiveStencilStates.setReadMask(0xff);
|
|
347
398
|
}
|
|
348
399
|
return this._compositeProgram;
|
|
349
400
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"abuffer_oit.js","sources":["../../src/render/abuffer_oit.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BindGroup,\r\n DeviceViewport,\r\n GPUDataBuffer,\r\n GPUProgram,\r\n PBGlobalScope,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n RenderStateSet\r\n} from '@zephyr3d/device';\r\nimport type { OIT } from './oit';\r\nimport type { DrawContext } from './drawable';\r\nimport { drawFullscreenQuad } from './fullscreenquad';\r\nimport { ShaderHelper } from '../material';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { Disposable } from '@zephyr3d/base';\r\n\r\n/**\r\n * per-pixel linked list OIT renderer using ABuffer.\r\n *\r\n * @remarks\r\n * The ABuffer OIT renderer only supports WebGPU device.\r\n *\r\n * @public\r\n */\r\nexport class ABufferOIT extends Disposable implements OIT {\r\n /** Type name of ABufferOIT */\r\n public static readonly type = 'ab';\r\n public static readonly usePremultipliedAlpha = true;\r\n private static readonly MAX_FRAGMENT_LAYERS = 75;\r\n private static _compositeProgram: Nullable<GPUProgram> = null;\r\n private static _compositeBindGroup: Nullable<BindGroup> = null;\r\n private static _compositeRenderStates: Nullable<RenderStateSet> = null;\r\n private static _ubAlignment = 0;\r\n private _nodeBuffer: Nullable<GPUDataBuffer>;\r\n private _headStagingBuffer: Nullable<GPUDataBuffer>;\r\n private _headBuffer: Nullable<GPUDataBuffer>;\r\n private _scissorOffsetBuffer: Nullable<GPUDataBuffer>;\r\n private readonly _numLayers: number;\r\n private _screenSize: Uint32Array<ArrayBuffer>;\r\n private _hash: Nullable<string>;\r\n private readonly _debug: boolean;\r\n private _scissorSlices: number;\r\n private _scissorHeight: number;\r\n private _currentPass: number;\r\n private _savedScissor: Nullable<DeviceViewport>;\r\n /**\r\n * Creates an instance of ABufferOIT class\r\n *\r\n * @param numLayers - How many transparent layers, default is 16\r\n */\r\n constructor(numLayers = 16) {\r\n super();\r\n this._nodeBuffer = null;\r\n this._headStagingBuffer = null;\r\n this._headBuffer = null;\r\n this._scissorOffsetBuffer = null;\r\n this._numLayers = numLayers;\r\n this._screenSize = new Uint32Array([0xffffffff, 0xffffffff]);\r\n this._hash = null;\r\n this._debug = false;\r\n this._scissorSlices = 0;\r\n this._scissorHeight = 0;\r\n this._savedScissor = null;\r\n this._currentPass = 0;\r\n }\r\n /**\r\n * {@inheritDoc OIT.getType}\r\n */\r\n getType() {\r\n return ABufferOIT.type;\r\n }\r\n /**\r\n * {@inheritDoc OIT.supportDevice}\r\n */\r\n supportDevice(deviceType: string) {\r\n return deviceType === 'webgpu';\r\n }\r\n /**\r\n * {@inheritDoc OIT.wantsPremultipliedAlpha}\r\n */\r\n wantsPremultipliedAlpha() {\r\n return ABufferOIT.usePremultipliedAlpha;\r\n }\r\n /**\r\n * {@inheritDoc OIT.begin}\r\n */\r\n begin(ctx: DrawContext) {\r\n const device = ctx.device;\r\n this._savedScissor = device.getScissor();\r\n const ubAlignment = (ABufferOIT._ubAlignment =\r\n device.getDeviceCaps().shaderCaps.uniformBufferOffsetAlignment);\r\n const viewport = device.getViewport();\r\n const screenWidth = device.screenXToDevice(viewport.width);\r\n const screenHeight = device.screenYToDevice(Math.max(viewport.height, 1));\r\n if (screenWidth !== this._screenSize[0] || screenHeight !== this._screenSize[1]) {\r\n // Resize buffers if viewport was changed\r\n this._screenSize[0] = screenWidth;\r\n this._screenSize[1] = screenHeight;\r\n // compute scissor slices\r\n const maxBufferSize = device.getDeviceCaps().shaderCaps.maxStorageBufferSize;\r\n const bytesPerLine = screenWidth * 4 * 4 * this._numLayers;\r\n this._scissorHeight = (maxBufferSize / bytesPerLine) >> 0;\r\n this._scissorSlices = Math.ceil(screenHeight / this._scissorHeight);\r\n const offsetBufferSize = ubAlignment * this._scissorSlices;\r\n const offsetBuffer = new Uint32Array(offsetBufferSize >> 2);\r\n for (let i = 0; i < this._scissorSlices; i++) {\r\n offsetBuffer[i * (ubAlignment >> 2)] = i * this._scissorHeight;\r\n }\r\n if (!this._scissorOffsetBuffer || this._scissorOffsetBuffer.byteLength < offsetBuffer.byteLength) {\r\n this._scissorOffsetBuffer?.dispose();\r\n this._scissorOffsetBuffer = device.createBuffer(offsetBuffer.byteLength, { usage: 'uniform' });\r\n }\r\n this._scissorOffsetBuffer.bufferSubData(0, offsetBuffer);\r\n // resize node buffer\r\n const size = screenWidth * this._scissorHeight * 4;\r\n const nodeBufferSize = size * 4 * this._numLayers;\r\n if (!this._nodeBuffer || nodeBufferSize > this._nodeBuffer.byteLength) {\r\n this._nodeBuffer?.dispose();\r\n this._nodeBuffer = device.createBuffer(nodeBufferSize, { storage: true, usage: 'uniform' });\r\n }\r\n // resize head buffer\r\n const headBufferSize = size + 4;\r\n if (!this._headBuffer || headBufferSize > this._headBuffer.byteLength) {\r\n this._headBuffer?.dispose();\r\n this._headBuffer = device.createBuffer(headBufferSize, { storage: true, usage: 'uniform' });\r\n this._headStagingBuffer?.dispose();\r\n this._headStagingBuffer = device.createBuffer(headBufferSize, { storage: true, usage: 'uniform' });\r\n const tmpArray = new Uint32Array(headBufferSize >> 2);\r\n tmpArray.fill(0xffffffff);\r\n this._headStagingBuffer.bufferSubData(0, tmpArray);\r\n }\r\n }\r\n return this._scissorSlices;\r\n }\r\n /**\r\n * {@inheritDoc OIT.end}\r\n */\r\n end(ctx: DrawContext) {\r\n // Restore scissor rect\r\n ctx.device.setScissor(this._savedScissor);\r\n }\r\n /**\r\n * {@inheritDoc OIT.setupFragmentOutput}\r\n */\r\n setupFragmentOutput(scope: PBGlobalScope) {\r\n const pb = scope.$builder;\r\n scope.Z_AB_scissorOffset = pb.uint().uniformBuffer(2);\r\n scope.Z_AB_nodeBuffer = pb.uvec4[0]().storageBuffer(2);\r\n scope.Z_AB_headImage = pb.atomic_uint[0]().storageBuffer(2);\r\n scope.Z_AB_screenSize = pb.uint().uniform(2);\r\n scope.Z_AB_depthTexture = pb.tex2D().uniform(2);\r\n scope.$outputs.outColor = pb.vec4();\r\n }\r\n /**\r\n * {@inheritDoc OIT.beginPass}\r\n */\r\n beginPass(ctx: DrawContext, pass: number) {\r\n this._currentPass = pass;\r\n const device = ctx.device;\r\n const scissorY = pass * this._scissorHeight;\r\n const scissorH =\r\n Math.min((pass + 1) * this._scissorHeight, this._screenSize[1]) - pass * this._scissorHeight;\r\n device.setScissor([\r\n 0,\r\n device.deviceYToScreen(this._screenSize[1] - scissorY - scissorH),\r\n device.deviceXToScreen(this._screenSize[0]),\r\n device.deviceYToScreen(scissorH)\r\n ]);\r\n device.copyBuffer(this._headStagingBuffer!, this._headBuffer!, 0, 0, this._headStagingBuffer!.byteLength);\r\n // Update render hash\r\n this._hash = `${this.getType()}#${this._nodeBuffer!.uid}#${this._headBuffer!.uid}#${\r\n this._scissorOffsetBuffer!.uid\r\n }#${pass}`;\r\n if (this._debug) {\r\n const data = new Uint8Array(this._headBuffer!.byteLength);\r\n const readBuffer = device.createBuffer(this._headBuffer!.byteLength, { usage: 'read' });\r\n device.copyBuffer(this._headBuffer!, readBuffer, 0, 0, this._headBuffer!.byteLength);\r\n readBuffer.getBufferSubData(data).then(() => {\r\n const uint = new Uint32Array(data.buffer);\r\n for (let i = 0; i < uint.length; i++) {\r\n if (uint[i] !== 0) {\r\n console.error('Clear head buffer failed');\r\n break;\r\n }\r\n }\r\n readBuffer.dispose();\r\n });\r\n }\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc OIT.endPass}\r\n */\r\n endPass(ctx: DrawContext, pass: number) {\r\n const device = ctx.device;\r\n ABufferOIT.getCompositeProgram(device);\r\n const lastBindGroup = device.getBindGroup(0);\r\n device.setProgram(ABufferOIT.getCompositeProgram(device));\r\n const bindGroup = ABufferOIT._compositeBindGroup!;\r\n bindGroup.setBuffer(\r\n 'scissorOffset',\r\n this._scissorOffsetBuffer!,\r\n 0,\r\n pass * ABufferOIT._ubAlignment,\r\n ABufferOIT._ubAlignment\r\n );\r\n bindGroup.setBuffer('headBuffer', this._headBuffer!);\r\n bindGroup.setBuffer('nodeBuffer', this._nodeBuffer!);\r\n bindGroup.setValue('screenWidth', this._screenSize[0]);\r\n device.setBindGroup(0, bindGroup);\r\n drawFullscreenQuad(ABufferOIT._compositeRenderStates!);\r\n device.setBindGroup(0, lastBindGroup[0], lastBindGroup[1]);\r\n }\r\n /**\r\n * {@inheritDoc OIT.calculateHash}\r\n */\r\n calculateHash() {\r\n return this._hash!;\r\n }\r\n /**\r\n * {@inheritDoc OIT.applyUniforms}\r\n */\r\n applyUniforms(ctx: DrawContext, bindGroup: BindGroup) {\r\n bindGroup.setBuffer('Z_AB_nodeBuffer', this._nodeBuffer!);\r\n bindGroup.setBuffer(\r\n 'Z_AB_scissorOffset',\r\n this._scissorOffsetBuffer!,\r\n 0,\r\n this._currentPass * ABufferOIT._ubAlignment,\r\n ABufferOIT._ubAlignment\r\n );\r\n bindGroup.setBuffer('Z_AB_headImage', this._headBuffer!);\r\n bindGroup.setValue('Z_AB_screenSize', this._screenSize[0]);\r\n bindGroup.setTexture('Z_AB_depthTexture', ctx.linearDepthTexture!);\r\n }\r\n /**\r\n * {@inheritDoc OIT.outputFragmentColor}\r\n */\r\n outputFragmentColor(scope: PBInsideFunctionScope, color: PBShaderExp) {\r\n const pb = scope.$builder;\r\n // linear depth of current fragment\r\n scope.$l.fragDepth = ShaderHelper.nonLinearDepthToLinearNormalized(scope, scope.$builtins.fragCoord.z);\r\n // linear depth in depth texture\r\n scope.$l.linearDepth = pb.textureLoad(\r\n scope.Z_AB_depthTexture,\r\n pb.ivec2(scope.$builtins.fragCoord.xy),\r\n 0\r\n ).r;\r\n // saved to buffer only if nothing is infront\r\n scope.$if(pb.lessThan(scope.fragDepth, scope.linearDepth), function () {\r\n this.$l.Z_AB_pixelCount = pb.atomicAdd(this.Z_AB_headImage.at(0), 1);\r\n this.$l.Z_AB_nodeOffset = this.Z_AB_pixelCount;\r\n // save if index not exceeded\r\n this.$if(pb.lessThan(this.Z_AB_nodeOffset, pb.arrayLength(this.Z_AB_nodeBuffer)), function () {\r\n this.$l.Z_AB_headOffset = pb.add(\r\n pb.mul(this.Z_AB_screenSize, pb.sub(pb.uint(this.$builtins.fragCoord.y), this.Z_AB_scissorOffset)),\r\n pb.uint(this.$builtins.fragCoord.x)\r\n );\r\n this.$l.Z_AB_oldHead = pb.atomicExchange(\r\n this.Z_AB_headImage.at(pb.add(this.Z_AB_headOffset, 1)),\r\n this.Z_AB_nodeOffset\r\n );\r\n this.$l.Z_AB_colorScale = pb.floatBitsToUint(pb.length(color.rgb));\r\n this.$l.Z_AB_color = pb.pack4x8unorm(pb.vec4(pb.normalize(color.rgb), pb.clamp(color.a, 0, 1)));\r\n this.$l.Z_AB_depth = pb.floatBitsToUint(this.fragDepth);\r\n this.Z_AB_nodeBuffer.setAt(\r\n this.Z_AB_nodeOffset,\r\n pb.uvec4(this.Z_AB_color, this.Z_AB_colorScale, this.Z_AB_depth, this.Z_AB_oldHead)\r\n );\r\n pb.discard();\r\n });\r\n });\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc OIT.setRenderStates}\r\n */\r\n setRenderStates(rs: RenderStateSet) {\r\n const stencilStates = rs.useStencilState();\r\n stencilStates.enable(true);\r\n stencilStates.setFrontCompareFunc('always');\r\n stencilStates.setBackCompareFunc('always');\r\n stencilStates.setFrontOp('keep', 'keep', 'replace');\r\n stencilStates.setBackOp('keep', 'keep', 'replace');\r\n stencilStates.setReference(1);\r\n stencilStates.setReadMask(0xff);\r\n 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pb.uintBitsToFloat(this.x.y);\r\n this.$return(pb.vec4(pb.mul(this.colorNorm.rgb, this.colorScale), this.colorNorm.a));\r\n });\r\n pb.main(function () {\r\n this.$l.fragmentArray = pb.uvec4[ABufferOIT.MAX_FRAGMENT_LAYERS]();\r\n this.$l.fragmentArrayLen = pb.uint(0);\r\n this.$l.offset = pb.add(\r\n pb.mul(this.screenWidth, pb.sub(pb.uint(this.$builtins.fragCoord.y), this.scissorOffset)),\r\n pb.uint(this.$builtins.fragCoord.x)\r\n );\r\n //this.$l.head = this.headBuffer.at(this.offset);\r\n this.$l.head = this.headBuffer.at(pb.add(this.offset, 1));\r\n this.$while(\r\n pb.and(\r\n pb.lessThan(this.fragmentArrayLen, ABufferOIT.MAX_FRAGMENT_LAYERS),\r\n pb.notEqual(this.head, 0xffffffff)\r\n ),\r\n function () {\r\n this.fragmentArray.setAt(this.fragmentArrayLen, this.nodeBuffer.at(this.head));\r\n this.head = this.fragmentArray.at(this.fragmentArrayLen).w;\r\n this.fragmentArrayLen = pb.add(this.fragmentArrayLen, 1);\r\n }\r\n );\r\n this.$if(pb.equal(this.fragmentArrayLen, 0), function () {\r\n this.$outputs.outColor = pb.vec4(0, 0, 0, 1);\r\n }).$else(function () {\r\n // bubble sort\r\n this.$for(pb.uint('i'), 0, pb.sub(this.fragmentArrayLen, 1), function () {\r\n this.$for(pb.uint('j'), 0, pb.sub(pb.sub(this.fragmentArrayLen, 1), this.i), function () {\r\n this.$l.a = this.fragmentArray.at(this.j);\r\n this.$l.b = this.fragmentArray.at(pb.add(this.j, 1));\r\n this.$if(pb.greaterThan(this.a.z, this.b.z), function () {\r\n this.fragmentArray.setAt(this.j, this.b);\r\n this.fragmentArray.setAt(pb.add(this.j, 1), this.a);\r\n });\r\n });\r\n });\r\n // under operator blending\r\n this.$l.c0 = this.unpackColor(this.fragmentArray[0]);\r\n this.$l.c_dst = ABufferOIT.usePremultipliedAlpha ? this.c0.rgb : pb.mul(this.c0.rgb, this.c0.a);\r\n this.$l.a_dst = pb.sub(1, this.c0.a);\r\n this.$for(pb.uint('i'), 1, this.fragmentArrayLen, function () {\r\n this.$l.c = this.unpackColor(this.fragmentArray.at(this.i));\r\n if (ABufferOIT.usePremultipliedAlpha) {\r\n this.c_dst = pb.add(this.c_dst, pb.mul(this.c.rgb, this.a_dst));\r\n } else {\r\n this.c_dst = pb.add(this.c_dst, pb.mul(this.c.rgb, this.c.a, this.a_dst));\r\n }\r\n this.a_dst = pb.mul(this.a_dst, pb.sub(1, this.c.a));\r\n });\r\n this.$outputs.outColor = pb.vec4(this.c_dst, this.a_dst);\r\n });\r\n });\r\n }\r\n })!;\r\n this._compositeProgram.name = '@ABufferOIT_Composite';\r\n this._compositeBindGroup = device.createBindGroup(this._compositeProgram.bindGroupLayouts[0]);\r\n this._compositeRenderStates = device.createRenderStateSet();\r\n this._compositeRenderStates\r\n .useBlendingState()\r\n .enable(true)\r\n .setBlendFuncRGB('one', 'src-alpha')\r\n .setBlendFuncAlpha('zero', 'one');\r\n this._compositeRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n const stencilStates = this._compositeRenderStates.useStencilState();\r\n stencilStates.enable(false);\r\n stencilStates.setFrontCompareFunc('always');\r\n stencilStates.setBackCompareFunc('always');\r\n 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1
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+
{"version":3,"file":"abuffer_oit.js","sources":["../../src/render/abuffer_oit.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BindGroup,\r\n DeviceViewport,\r\n FrameBuffer,\r\n GPUDataBuffer,\r\n GPUProgram,\r\n PBGlobalScope,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n RenderStateSet\r\n} from '@zephyr3d/device';\r\nimport type { OIT } from './oit';\r\nimport type { DrawContext } from './drawable';\r\nimport { drawFullscreenQuad } from './fullscreenquad';\r\nimport { ShaderHelper } from '../material';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { Disposable } from '@zephyr3d/base';\r\n\r\n/**\r\n * per-pixel linked list OIT renderer using ABuffer.\r\n *\r\n * @remarks\r\n * The ABuffer OIT renderer only supports WebGPU device.\r\n *\r\n * @public\r\n */\r\nexport class ABufferOIT extends Disposable implements OIT {\r\n /** Type name of ABufferOIT */\r\n public static readonly type = 'ab';\r\n public static readonly usePremultipliedAlpha = true;\r\n private static readonly MAX_FRAGMENT_LAYERS = 75;\r\n private static _compositeProgram: Nullable<GPUProgram> = null;\r\n private static _compositeBindGroup: Nullable<BindGroup> = null;\r\n private static _compositeRenderStates: Nullable<RenderStateSet> = null;\r\n private static _compositeAdditiveRenderStates: Nullable<RenderStateSet> = null;\r\n private static _ubAlignment = 0;\r\n private _nodeBuffer: Nullable<GPUDataBuffer>;\r\n private _headStagingBuffer: Nullable<GPUDataBuffer>;\r\n private _headBuffer: Nullable<GPUDataBuffer>;\r\n private _scissorOffsetBuffer: Nullable<GPUDataBuffer>;\r\n private readonly _numLayers: number;\r\n private _screenSize: Uint32Array<ArrayBuffer>;\r\n private _hash: Nullable<string>;\r\n private readonly _debug: boolean;\r\n private _scissorSlices: number;\r\n private _scissorHeight: number;\r\n private _currentPass: number;\r\n private _savedScissor: Nullable<DeviceViewport>;\r\n private _singleColorFramebuffer: Nullable<FrameBuffer>;\r\n /**\r\n * Creates an instance of ABufferOIT class\r\n *\r\n * @param numLayers - How many transparent layers, default is 16\r\n */\r\n constructor(numLayers = 16) {\r\n super();\r\n this._nodeBuffer = null;\r\n this._headStagingBuffer = null;\r\n this._headBuffer = null;\r\n this._scissorOffsetBuffer = null;\r\n this._numLayers = numLayers;\r\n this._screenSize = new Uint32Array([0xffffffff, 0xffffffff]);\r\n this._hash = null;\r\n this._debug = false;\r\n this._scissorSlices = 0;\r\n this._scissorHeight = 0;\r\n this._savedScissor = null;\r\n this._currentPass = 0;\r\n this._singleColorFramebuffer = null;\r\n }\r\n /**\r\n * {@inheritDoc OIT.getType}\r\n */\r\n getType() {\r\n return ABufferOIT.type;\r\n }\r\n /**\r\n * {@inheritDoc OIT.supportDevice}\r\n */\r\n supportDevice(deviceType: string) {\r\n return deviceType === 'webgpu';\r\n }\r\n /**\r\n * {@inheritDoc OIT.wantsPremultipliedAlpha}\r\n */\r\n wantsPremultipliedAlpha() {\r\n return ABufferOIT.usePremultipliedAlpha;\r\n }\r\n /**\r\n * {@inheritDoc OIT.begin}\r\n */\r\n begin(ctx: DrawContext) {\r\n const device = ctx.device;\r\n this._savedScissor = device.getScissor();\r\n const ubAlignment = (ABufferOIT._ubAlignment =\r\n device.getDeviceCaps().shaderCaps.uniformBufferOffsetAlignment);\r\n const viewport = device.getViewport();\r\n const screenWidth = device.screenXToDevice(viewport.width);\r\n const screenHeight = device.screenYToDevice(Math.max(viewport.height, 1));\r\n if (screenWidth !== this._screenSize[0] || screenHeight !== this._screenSize[1]) {\r\n // Resize buffers if viewport was changed\r\n this._screenSize[0] = screenWidth;\r\n this._screenSize[1] = screenHeight;\r\n // compute scissor slices\r\n const maxBufferSize = device.getDeviceCaps().shaderCaps.maxStorageBufferSize;\r\n const bytesPerLine = screenWidth * 4 * 4 * this._numLayers;\r\n this._scissorHeight = (maxBufferSize / bytesPerLine) >> 0;\r\n this._scissorSlices = Math.ceil(screenHeight / this._scissorHeight);\r\n const offsetBufferSize = ubAlignment * this._scissorSlices;\r\n const offsetBuffer = new Uint32Array(offsetBufferSize >> 2);\r\n for (let i = 0; i < this._scissorSlices; i++) {\r\n offsetBuffer[i * (ubAlignment >> 2)] = i * this._scissorHeight;\r\n }\r\n if (!this._scissorOffsetBuffer || this._scissorOffsetBuffer.byteLength < offsetBuffer.byteLength) {\r\n this._scissorOffsetBuffer?.dispose();\r\n this._scissorOffsetBuffer = device.createBuffer(offsetBuffer.byteLength, { usage: 'uniform' });\r\n }\r\n this._scissorOffsetBuffer.bufferSubData(0, offsetBuffer);\r\n // resize node buffer\r\n const size = screenWidth * this._scissorHeight * 4;\r\n const nodeBufferSize = size * 4 * this._numLayers;\r\n if (!this._nodeBuffer || nodeBufferSize > this._nodeBuffer.byteLength) {\r\n this._nodeBuffer?.dispose();\r\n this._nodeBuffer = device.createBuffer(nodeBufferSize, { storage: true, usage: 'uniform' });\r\n }\r\n // resize head buffer\r\n const headBufferSize = size + 4;\r\n if (!this._headBuffer || headBufferSize > this._headBuffer.byteLength) {\r\n this._headBuffer?.dispose();\r\n this._headBuffer = device.createBuffer(headBufferSize, { storage: true, usage: 'uniform' });\r\n this._headStagingBuffer?.dispose();\r\n this._headStagingBuffer = device.createBuffer(headBufferSize, { storage: true, usage: 'uniform' });\r\n const tmpArray = new Uint32Array(headBufferSize >> 2);\r\n tmpArray.fill(0xffffffff);\r\n this._headStagingBuffer.bufferSubData(0, tmpArray);\r\n }\r\n }\r\n return this._scissorSlices;\r\n }\r\n /**\r\n * {@inheritDoc OIT.end}\r\n */\r\n end(ctx: DrawContext) {\r\n // Restore scissor rect\r\n ctx.device.setScissor(this._savedScissor);\r\n }\r\n /**\r\n * {@inheritDoc OIT.setupFragmentOutput}\r\n */\r\n setupFragmentOutput(scope: PBGlobalScope) {\r\n const pb = scope.$builder;\r\n scope.Z_AB_scissorOffset = pb.uint().uniformBuffer(2);\r\n scope.Z_AB_nodeBuffer = pb.uvec4[0]().storageBuffer(2);\r\n scope.Z_AB_headImage = pb.atomic_uint[0]().storageBuffer(2);\r\n scope.Z_AB_screenSize = pb.uint().uniform(2);\r\n scope.Z_AB_depthTexture = pb.tex2D().uniform(2);\r\n scope.$outputs.outColor = pb.vec4();\r\n }\r\n /**\r\n * {@inheritDoc OIT.beginPass}\r\n */\r\n beginPass(ctx: DrawContext, pass: number) {\r\n this._currentPass = pass;\r\n const device = ctx.device;\r\n const currentFramebuffer = device.getFramebuffer();\r\n const colorAttachment = currentFramebuffer?.getColorAttachments()[0] ?? null;\r\n this._singleColorFramebuffer =\r\n currentFramebuffer && currentFramebuffer.getColorAttachments().length > 1 && colorAttachment\r\n ? device.pool.fetchTemporalFramebuffer(\r\n false,\r\n 0,\r\n 0,\r\n colorAttachment,\r\n currentFramebuffer.getDepthAttachment(),\r\n false\r\n )\r\n : null;\r\n if (this._singleColorFramebuffer) {\r\n const viewport = device.getViewport();\r\n const scissor = device.getScissor();\r\n device.pushDeviceStates();\r\n device.setFramebuffer(this._singleColorFramebuffer);\r\n device.setViewport(viewport);\r\n device.setScissor(scissor);\r\n }\r\n const scissorY = pass * this._scissorHeight;\r\n const scissorH =\r\n Math.min((pass + 1) * this._scissorHeight, this._screenSize[1]) - pass * this._scissorHeight;\r\n device.setScissor([\r\n 0,\r\n device.deviceYToScreen(this._screenSize[1] - scissorY - scissorH),\r\n device.deviceXToScreen(this._screenSize[0]),\r\n device.deviceYToScreen(scissorH)\r\n ]);\r\n device.copyBuffer(this._headStagingBuffer!, this._headBuffer!, 0, 0, this._headStagingBuffer!.byteLength);\r\n // Update render hash\r\n this._hash = `${this.getType()}#${this._nodeBuffer!.uid}#${this._headBuffer!.uid}#${\r\n this._scissorOffsetBuffer!.uid\r\n }#${pass}`;\r\n if (this._debug) {\r\n const data = new Uint8Array(this._headBuffer!.byteLength);\r\n const readBuffer = device.createBuffer(this._headBuffer!.byteLength, { usage: 'read' });\r\n device.copyBuffer(this._headBuffer!, readBuffer, 0, 0, this._headBuffer!.byteLength);\r\n readBuffer.getBufferSubData(data).then(() => {\r\n const uint = new Uint32Array(data.buffer);\r\n for (let i = 0; i < uint.length; i++) {\r\n if (uint[i] !== 0xffffffff) {\r\n console.error('Clear head buffer failed');\r\n break;\r\n }\r\n }\r\n readBuffer.dispose();\r\n });\r\n }\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc OIT.endPass}\r\n */\r\n endPass(ctx: DrawContext, pass: number) {\r\n const device = ctx.device;\r\n ABufferOIT.getCompositeProgram(device);\r\n const lastBindGroup = device.getBindGroup(0);\r\n const currentFramebuffer = device.getFramebuffer();\r\n const colorAttachment = currentFramebuffer?.getColorAttachments()[0] ?? null;\r\n const singleColorFramebuffer =\r\n !this._singleColorFramebuffer &&\r\n currentFramebuffer &&\r\n currentFramebuffer.getColorAttachments().length > 1 &&\r\n colorAttachment\r\n ? device.pool.fetchTemporalFramebuffer(\r\n false,\r\n 0,\r\n 0,\r\n colorAttachment,\r\n currentFramebuffer.getDepthAttachment(),\r\n false\r\n )\r\n : null;\r\n if (singleColorFramebuffer) {\r\n const viewport = device.getViewport();\r\n const scissor = device.getScissor();\r\n device.pushDeviceStates();\r\n device.setFramebuffer(singleColorFramebuffer);\r\n device.setViewport(viewport);\r\n device.setScissor(scissor);\r\n }\r\n try {\r\n device.setProgram(ABufferOIT.getCompositeProgram(device));\r\n const bindGroup = ABufferOIT._compositeBindGroup!;\r\n bindGroup.setBuffer(\r\n 'scissorOffset',\r\n this._scissorOffsetBuffer!,\r\n 0,\r\n pass * ABufferOIT._ubAlignment,\r\n ABufferOIT._ubAlignment\r\n );\r\n bindGroup.setBuffer('headBuffer', this._headBuffer!);\r\n bindGroup.setBuffer('nodeBuffer', this._nodeBuffer!);\r\n bindGroup.setValue('screenWidth', this._screenSize[0]);\r\n bindGroup.setValue('additiveOnly', ctx.lightBlending ? 1 : 0);\r\n device.setBindGroup(0, bindGroup);\r\n drawFullscreenQuad(\r\n ctx.lightBlending ? ABufferOIT._compositeAdditiveRenderStates! : ABufferOIT._compositeRenderStates!\r\n );\r\n } finally {\r\n if (singleColorFramebuffer) {\r\n device.popDeviceStates();\r\n device.pool.releaseFrameBuffer(singleColorFramebuffer);\r\n } else if (this._singleColorFramebuffer) {\r\n device.popDeviceStates();\r\n device.pool.releaseFrameBuffer(this._singleColorFramebuffer);\r\n this._singleColorFramebuffer = null;\r\n } else {\r\n device.setBindGroup(0, lastBindGroup[0], lastBindGroup[1]);\r\n }\r\n }\r\n }\r\n /**\r\n * {@inheritDoc OIT.calculateHash}\r\n */\r\n calculateHash() {\r\n return this._hash!;\r\n }\r\n /**\r\n * {@inheritDoc OIT.applyUniforms}\r\n */\r\n applyUniforms(ctx: DrawContext, bindGroup: BindGroup) {\r\n bindGroup.setBuffer('Z_AB_nodeBuffer', this._nodeBuffer!);\r\n bindGroup.setBuffer(\r\n 'Z_AB_scissorOffset',\r\n this._scissorOffsetBuffer!,\r\n 0,\r\n this._currentPass * ABufferOIT._ubAlignment,\r\n ABufferOIT._ubAlignment\r\n );\r\n bindGroup.setBuffer('Z_AB_headImage', this._headBuffer!);\r\n bindGroup.setValue('Z_AB_screenSize', this._screenSize[0]);\r\n bindGroup.setTexture('Z_AB_depthTexture', ctx.linearDepthTexture!);\r\n }\r\n /**\r\n * {@inheritDoc OIT.outputFragmentColor}\r\n */\r\n outputFragmentColor(scope: PBInsideFunctionScope, color: PBShaderExp) {\r\n const pb = scope.$builder;\r\n // linear depth of current fragment\r\n scope.$l.fragDepth = ShaderHelper.nonLinearDepthToLinearNormalized(scope, scope.$builtins.fragCoord.z);\r\n // linear depth in depth texture\r\n scope.$l.linearDepth = pb.textureLoad(\r\n scope.Z_AB_depthTexture,\r\n pb.ivec2(scope.$builtins.fragCoord.xy),\r\n 0\r\n ).r;\r\n // saved to buffer only if nothing is infront\r\n scope.$if(pb.lessThan(scope.fragDepth, scope.linearDepth), function () {\r\n this.$l.Z_AB_pixelCount = pb.atomicAdd(this.Z_AB_headImage.at(0), 1);\r\n this.$l.Z_AB_nodeOffset = this.Z_AB_pixelCount;\r\n // save if index not exceeded\r\n this.$if(pb.lessThan(this.Z_AB_nodeOffset, pb.arrayLength(this.Z_AB_nodeBuffer)), function () {\r\n this.$l.Z_AB_headOffset = pb.add(\r\n pb.mul(this.Z_AB_screenSize, pb.sub(pb.uint(this.$builtins.fragCoord.y), this.Z_AB_scissorOffset)),\r\n pb.uint(this.$builtins.fragCoord.x)\r\n );\r\n this.$l.Z_AB_oldHead = pb.atomicExchange(\r\n this.Z_AB_headImage.at(pb.add(this.Z_AB_headOffset, 1)),\r\n this.Z_AB_nodeOffset\r\n );\r\n this.$l.Z_AB_colorScale = pb.floatBitsToUint(pb.length(color.rgb));\r\n this.$l.Z_AB_color = pb.pack4x8unorm(pb.vec4(pb.normalize(color.rgb), pb.clamp(color.a, 0, 1)));\r\n this.$l.Z_AB_depth = pb.floatBitsToUint(this.fragDepth);\r\n this.Z_AB_nodeBuffer.setAt(\r\n this.Z_AB_nodeOffset,\r\n pb.uvec4(this.Z_AB_color, this.Z_AB_colorScale, this.Z_AB_depth, this.Z_AB_oldHead)\r\n );\r\n pb.discard();\r\n });\r\n });\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc OIT.setRenderStates}\r\n */\r\n setRenderStates(rs: RenderStateSet) {\r\n const stencilStates = rs.useStencilState();\r\n stencilStates.enable(true);\r\n stencilStates.setFrontCompareFunc('always');\r\n stencilStates.setBackCompareFunc('always');\r\n stencilStates.setFrontOp('keep', 'keep', 'replace');\r\n stencilStates.setBackOp('keep', 'keep', 'replace');\r\n stencilStates.setReference(1);\r\n stencilStates.setReadMask(0xff);\r\n }\r\n /** @internal */\r\n private static getCompositeProgram(device: AbstractDevice) {\r\n if (!this._compositeProgram) {\r\n this._compositeProgram = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n this.$outputs.uv = pb.vec2();\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, 1, 1);\r\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\r\n if (device.type === 'webgpu') {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n }\r\n });\r\n },\r\n fragment(pb) {\r\n this.$outputs.outColor = pb.vec4();\r\n this.scissorOffset = pb.uint().uniformBuffer(0);\r\n this.headBuffer = pb.uint[0]().storageBuffer(0);\r\n this.nodeBuffer = pb.uvec4[0]().storageBuffer(0);\r\n this.screenWidth = pb.uint().uniform(0);\r\n this.additiveOnly = pb.int().uniform(0);\r\n pb.func('unpackColor', [pb.uvec4('x')], function () {\r\n this.$l.colorNorm = pb.unpack4x8unorm(this.x.x);\r\n this.$l.colorScale = pb.uintBitsToFloat(this.x.y);\r\n this.$return(pb.vec4(pb.mul(this.colorNorm.rgb, this.colorScale), this.colorNorm.a));\r\n });\r\n pb.main(function () {\r\n this.$l.fragmentArray = pb.uvec4[ABufferOIT.MAX_FRAGMENT_LAYERS]();\r\n this.$l.fragmentArrayLen = pb.uint(0);\r\n this.$l.offset = pb.add(\r\n pb.mul(this.screenWidth, pb.sub(pb.uint(this.$builtins.fragCoord.y), this.scissorOffset)),\r\n pb.uint(this.$builtins.fragCoord.x)\r\n );\r\n //this.$l.head = this.headBuffer.at(this.offset);\r\n this.$l.head = this.headBuffer.at(pb.add(this.offset, 1));\r\n this.$while(\r\n pb.and(\r\n pb.lessThan(this.fragmentArrayLen, ABufferOIT.MAX_FRAGMENT_LAYERS),\r\n pb.notEqual(this.head, 0xffffffff)\r\n ),\r\n function () {\r\n this.fragmentArray.setAt(this.fragmentArrayLen, this.nodeBuffer.at(this.head));\r\n this.head = this.fragmentArray.at(this.fragmentArrayLen).w;\r\n this.fragmentArrayLen = pb.add(this.fragmentArrayLen, 1);\r\n }\r\n );\r\n this.$if(pb.equal(this.fragmentArrayLen, 0), function () {\r\n this.$outputs.outColor = pb.vec4(0, 0, 0, 1);\r\n }).$else(function () {\r\n // bubble sort\r\n this.$for(pb.uint('i'), 0, pb.sub(this.fragmentArrayLen, 1), function () {\r\n this.$for(pb.uint('j'), 0, pb.sub(pb.sub(this.fragmentArrayLen, 1), this.i), function () {\r\n this.$l.a = this.fragmentArray.at(this.j);\r\n this.$l.b = this.fragmentArray.at(pb.add(this.j, 1));\r\n this.$if(pb.greaterThan(this.a.z, this.b.z), function () {\r\n this.fragmentArray.setAt(this.j, this.b);\r\n this.fragmentArray.setAt(pb.add(this.j, 1), this.a);\r\n });\r\n });\r\n });\r\n // under operator blending\r\n this.$l.c0 = this.unpackColor(this.fragmentArray[0]);\r\n this.$l.c_dst = ABufferOIT.usePremultipliedAlpha ? this.c0.rgb : pb.mul(this.c0.rgb, this.c0.a);\r\n this.$l.a_dst = pb.sub(1, this.c0.a);\r\n this.$for(pb.uint('i'), 1, this.fragmentArrayLen, function () {\r\n this.$l.c = this.unpackColor(this.fragmentArray.at(this.i));\r\n if (ABufferOIT.usePremultipliedAlpha) {\r\n this.c_dst = pb.add(this.c_dst, pb.mul(this.c.rgb, this.a_dst));\r\n } else {\r\n this.c_dst = pb.add(this.c_dst, pb.mul(this.c.rgb, this.c.a, this.a_dst));\r\n }\r\n this.a_dst = pb.mul(this.a_dst, pb.sub(1, this.c.a));\r\n });\r\n this.$outputs.outColor = pb.vec4(\r\n this.c_dst,\r\n pb.equal(this.additiveOnly, 0) ? this.a_dst : pb.float(0)\r\n );\r\n });\r\n });\r\n }\r\n })!;\r\n this._compositeProgram.name = '@ABufferOIT_Composite';\r\n this._compositeBindGroup = device.createBindGroup(this._compositeProgram.bindGroupLayouts[0]);\r\n this._compositeRenderStates = device.createRenderStateSet();\r\n this._compositeRenderStates\r\n .useBlendingState()\r\n .enable(true)\r\n .setBlendFuncRGB('one', 'src-alpha')\r\n .setBlendFuncAlpha('zero', 'one');\r\n this._compositeRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n this._compositeAdditiveRenderStates = device.createRenderStateSet();\r\n this._compositeAdditiveRenderStates\r\n .useBlendingState()\r\n .enable(true)\r\n .setBlendFuncRGB('one', 'one')\r\n .setBlendFuncAlpha('zero', 'one');\r\n this._compositeAdditiveRenderStates.useDepthState().enableTest(false).enableWrite(false);\r\n const stencilStates = this._compositeRenderStates.useStencilState();\r\n stencilStates.enable(false);\r\n stencilStates.setFrontCompareFunc('always');\r\n stencilStates.setBackCompareFunc('always');\r\n stencilStates.setFrontOp('keep', 'keep', 'replace');\r\n stencilStates.setBackOp('keep', 'keep', 'replace');\r\n stencilStates.setReference(0);\r\n stencilStates.setReadMask(0xff);\r\n const additiveStencilStates = this._compositeAdditiveRenderStates.useStencilState();\r\n additiveStencilStates.enable(false);\r\n additiveStencilStates.setFrontCompareFunc('always');\r\n additiveStencilStates.setBackCompareFunc('always');\r\n additiveStencilStates.setFrontOp('keep', 'keep', 'replace');\r\n additiveStencilStates.setBackOp('keep', 'keep', 'replace');\r\n additiveStencilStates.setReference(0);\r\n additiveStencilStates.setReadMask(0xff);\r\n }\r\n return this._compositeProgram;\r\n }\r\n protected onDispose() {\r\n super.onDispose();\r\n this._nodeBuffer?.dispose();\r\n this._nodeBuffer = null;\r\n this._headStagingBuffer?.dispose();\r\n this._headStagingBuffer = null;\r\n this._headBuffer?.dispose();\r\n this._headBuffer = null;\r\n this._scissorOffsetBuffer?.dispose();\r\n this._scissorOffsetBuffer = null;\r\n this._hash = null;\r\n this._savedScissor = null;\r\n 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