reze-engine 0.2.10 → 0.2.12

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/engine.js CHANGED
@@ -1,5 +1,6 @@
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  import { Camera } from "./camera";
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  import { Quat, Vec3 } from "./math";
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+ import { Pool } from "./pool";
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  import { PmxLoader } from "./pmx-loader";
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  import { Physics } from "./physics";
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  import { VMDLoader } from "./vmd-loader";
@@ -26,6 +27,7 @@ export class Engine {
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  this.currentModel = null;
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  this.modelDir = "";
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  this.physics = null;
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+ this.pool = null;
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  this.textureCache = new Map();
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  // Draw lists
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  this.opaqueDraws = [];
@@ -53,6 +55,8 @@ export class Engine {
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  this.animationFrames = [];
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  this.animationTimeouts = [];
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  this.gpuMemoryMB = 0;
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+ this.hasAnimation = false; // Set to true when loadAnimation is called
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+ this.playingAnimation = false; // Set to true when playAnimation is called
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  this.canvas = canvas;
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  if (options) {
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  this.ambient = options.ambient ?? 1.0;
@@ -97,121 +101,121 @@ export class Engine {
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  });
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  const shaderModule = this.device.createShaderModule({
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  label: "model shaders",
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- code: /* wgsl */ `
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- struct CameraUniforms {
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- view: mat4x4f,
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- projection: mat4x4f,
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- viewPos: vec3f,
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- _padding: f32,
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- };
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-
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- struct Light {
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- direction: vec3f,
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- _padding1: f32,
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- color: vec3f,
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- intensity: f32,
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- };
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-
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- struct LightUniforms {
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- ambient: f32,
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- lightCount: f32,
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- _padding1: f32,
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- _padding2: f32,
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- lights: array<Light, 4>,
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- };
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-
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- struct MaterialUniforms {
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- alpha: f32,
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- alphaMultiplier: f32,
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- rimIntensity: f32,
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- _padding1: f32,
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- rimColor: vec3f,
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- isOverEyes: f32, // 1.0 if rendering over eyes, 0.0 otherwise
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- };
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-
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- struct VertexOutput {
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- @builtin(position) position: vec4f,
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- @location(0) normal: vec3f,
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- @location(1) uv: vec2f,
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- @location(2) worldPos: vec3f,
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- };
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-
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- @group(0) @binding(0) var<uniform> camera: CameraUniforms;
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- @group(0) @binding(1) var<uniform> light: LightUniforms;
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- @group(0) @binding(2) var diffuseTexture: texture_2d<f32>;
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- @group(0) @binding(3) var diffuseSampler: sampler;
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- @group(0) @binding(4) var<storage, read> skinMats: array<mat4x4f>;
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- @group(0) @binding(5) var toonTexture: texture_2d<f32>;
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- @group(0) @binding(6) var toonSampler: sampler;
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- @group(0) @binding(7) var<uniform> material: MaterialUniforms;
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-
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- @vertex fn vs(
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- @location(0) position: vec3f,
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- @location(1) normal: vec3f,
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- @location(2) uv: vec2f,
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- @location(3) joints0: vec4<u32>,
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- @location(4) weights0: vec4<f32>
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- ) -> VertexOutput {
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- var output: VertexOutput;
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- let pos4 = vec4f(position, 1.0);
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-
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- // Branchless weight normalization (avoids GPU branch divergence)
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- let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
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- let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
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- let normalizedWeights = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
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-
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- var skinnedPos = vec4f(0.0, 0.0, 0.0, 0.0);
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- var skinnedNrm = vec3f(0.0, 0.0, 0.0);
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- for (var i = 0u; i < 4u; i++) {
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- let j = joints0[i];
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- let w = normalizedWeights[i];
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- let m = skinMats[j];
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- skinnedPos += (m * pos4) * w;
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- let r3 = mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz);
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- skinnedNrm += (r3 * normal) * w;
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- }
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- let worldPos = skinnedPos.xyz;
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- output.position = camera.projection * camera.view * vec4f(worldPos, 1.0);
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- output.normal = normalize(skinnedNrm);
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- output.uv = uv;
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- output.worldPos = worldPos;
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- return output;
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- }
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-
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- @fragment fn fs(input: VertexOutput) -> @location(0) vec4f {
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- // Early alpha test - discard before expensive calculations
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- var finalAlpha = material.alpha * material.alphaMultiplier;
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- if (material.isOverEyes > 0.5) {
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- finalAlpha *= 0.5; // Hair over eyes gets 50% alpha
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- }
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- if (finalAlpha < 0.001) {
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- discard;
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- }
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-
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- let n = normalize(input.normal);
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- let albedo = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;
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-
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- var lightAccum = vec3f(light.ambient);
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- let numLights = u32(light.lightCount);
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- for (var i = 0u; i < numLights; i++) {
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- let l = -light.lights[i].direction;
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- let nDotL = max(dot(n, l), 0.0);
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- let toonUV = vec2f(nDotL, 0.5);
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- let toonFactor = textureSample(toonTexture, toonSampler, toonUV).rgb;
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- let radiance = light.lights[i].color * light.lights[i].intensity;
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- lightAccum += toonFactor * radiance * nDotL;
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- }
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-
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- // Rim light calculation
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- let viewDir = normalize(camera.viewPos - input.worldPos);
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- var rimFactor = 1.0 - max(dot(n, viewDir), 0.0);
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- rimFactor = rimFactor * rimFactor; // Optimized: direct multiply instead of pow(x, 2.0)
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- let rimLight = material.rimColor * material.rimIntensity * rimFactor;
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-
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- let color = albedo * lightAccum + rimLight;
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-
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- return vec4f(color, finalAlpha);
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- }
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+ code: /* wgsl */ `
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+ struct CameraUniforms {
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+ view: mat4x4f,
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+ projection: mat4x4f,
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+ viewPos: vec3f,
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+ _padding: f32,
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+ };
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+
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+ struct Light {
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+ direction: vec3f,
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+ _padding1: f32,
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+ color: vec3f,
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+ intensity: f32,
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+ };
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+
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+ struct LightUniforms {
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+ ambient: f32,
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+ lightCount: f32,
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+ _padding1: f32,
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+ _padding2: f32,
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+ lights: array<Light, 4>,
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+ };
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+
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+ struct MaterialUniforms {
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+ alpha: f32,
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+ alphaMultiplier: f32,
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+ rimIntensity: f32,
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+ _padding1: f32,
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+ rimColor: vec3f,
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+ isOverEyes: f32, // 1.0 if rendering over eyes, 0.0 otherwise
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+ };
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+
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+ struct VertexOutput {
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+ @builtin(position) position: vec4f,
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+ @location(0) normal: vec3f,
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+ @location(1) uv: vec2f,
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+ @location(2) worldPos: vec3f,
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+ };
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+
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+ @group(0) @binding(0) var<uniform> camera: CameraUniforms;
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+ @group(0) @binding(1) var<uniform> light: LightUniforms;
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+ @group(0) @binding(2) var diffuseTexture: texture_2d<f32>;
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+ @group(0) @binding(3) var diffuseSampler: sampler;
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+ @group(0) @binding(4) var<storage, read> skinMats: array<mat4x4f>;
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+ @group(0) @binding(5) var toonTexture: texture_2d<f32>;
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+ @group(0) @binding(6) var toonSampler: sampler;
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+ @group(0) @binding(7) var<uniform> material: MaterialUniforms;
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+
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+ @vertex fn vs(
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+ @location(0) position: vec3f,
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+ @location(1) normal: vec3f,
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+ @location(2) uv: vec2f,
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+ @location(3) joints0: vec4<u32>,
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+ @location(4) weights0: vec4<f32>
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+ ) -> VertexOutput {
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+ var output: VertexOutput;
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+ let pos4 = vec4f(position, 1.0);
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+
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+ // Branchless weight normalization (avoids GPU branch divergence)
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+ let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
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+ let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
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+ let normalizedWeights = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
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+
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+ var skinnedPos = vec4f(0.0, 0.0, 0.0, 0.0);
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+ var skinnedNrm = vec3f(0.0, 0.0, 0.0);
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+ for (var i = 0u; i < 4u; i++) {
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+ let j = joints0[i];
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+ let w = normalizedWeights[i];
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+ let m = skinMats[j];
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+ skinnedPos += (m * pos4) * w;
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+ let r3 = mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz);
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+ skinnedNrm += (r3 * normal) * w;
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+ }
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+ let worldPos = skinnedPos.xyz;
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+ output.position = camera.projection * camera.view * vec4f(worldPos, 1.0);
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+ output.normal = normalize(skinnedNrm);
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+ output.uv = uv;
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+ output.worldPos = worldPos;
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+ return output;
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+ }
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+
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+ @fragment fn fs(input: VertexOutput) -> @location(0) vec4f {
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+ // Early alpha test - discard before expensive calculations
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+ var finalAlpha = material.alpha * material.alphaMultiplier;
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+ if (material.isOverEyes > 0.5) {
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+ finalAlpha *= 0.5; // Hair over eyes gets 50% alpha
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+ }
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+ if (finalAlpha < 0.001) {
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+ discard;
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+ }
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+
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+ let n = normalize(input.normal);
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+ let albedo = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;
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+
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+ var lightAccum = vec3f(light.ambient);
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+ let numLights = u32(light.lightCount);
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+ for (var i = 0u; i < numLights; i++) {
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+ let l = -light.lights[i].direction;
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+ let nDotL = max(dot(n, l), 0.0);
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+ let toonUV = vec2f(nDotL, 0.5);
204
+ let toonFactor = textureSample(toonTexture, toonSampler, toonUV).rgb;
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+ let radiance = light.lights[i].color * light.lights[i].intensity;
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+ lightAccum += toonFactor * radiance * nDotL;
207
+ }
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+
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+ // Rim light calculation
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+ let viewDir = normalize(camera.viewPos - input.worldPos);
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+ var rimFactor = 1.0 - max(dot(n, viewDir), 0.0);
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+ rimFactor = rimFactor * rimFactor; // Optimized: direct multiply instead of pow(x, 2.0)
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+ let rimLight = material.rimColor * material.rimIntensity * rimFactor;
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+
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+ let color = albedo * lightAccum + rimLight;
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+
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+ return vec4f(color, finalAlpha);
218
+ }
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  `,
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  });
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  // Create explicit bind group layout for all pipelines using the main shader
@@ -301,73 +305,73 @@ export class Engine {
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  });
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  const outlineShaderModule = this.device.createShaderModule({
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  label: "outline shaders",
304
- code: /* wgsl */ `
305
- struct CameraUniforms {
306
- view: mat4x4f,
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- projection: mat4x4f,
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- viewPos: vec3f,
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- _padding: f32,
310
- };
311
-
312
- struct MaterialUniforms {
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- edgeColor: vec4f,
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- edgeSize: f32,
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- isOverEyes: f32, // 1.0 if rendering over eyes, 0.0 otherwise (for hair outlines)
316
- _padding1: f32,
317
- _padding2: f32,
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- };
319
-
320
- @group(0) @binding(0) var<uniform> camera: CameraUniforms;
321
- @group(0) @binding(1) var<uniform> material: MaterialUniforms;
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- @group(0) @binding(2) var<storage, read> skinMats: array<mat4x4f>;
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-
324
- struct VertexOutput {
325
- @builtin(position) position: vec4f,
326
- };
327
-
328
- @vertex fn vs(
329
- @location(0) position: vec3f,
330
- @location(1) normal: vec3f,
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- @location(3) joints0: vec4<u32>,
332
- @location(4) weights0: vec4<f32>
333
- ) -> VertexOutput {
334
- var output: VertexOutput;
335
- let pos4 = vec4f(position, 1.0);
336
-
337
- // Branchless weight normalization (avoids GPU branch divergence)
338
- let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
339
- let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
340
- let normalizedWeights = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
341
-
342
- var skinnedPos = vec4f(0.0, 0.0, 0.0, 0.0);
343
- var skinnedNrm = vec3f(0.0, 0.0, 0.0);
344
- for (var i = 0u; i < 4u; i++) {
345
- let j = joints0[i];
346
- let w = normalizedWeights[i];
347
- let m = skinMats[j];
348
- skinnedPos += (m * pos4) * w;
349
- let r3 = mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz);
350
- skinnedNrm += (r3 * normal) * w;
351
- }
352
- let worldPos = skinnedPos.xyz;
353
- let worldNormal = normalize(skinnedNrm);
354
-
355
- // MMD invert hull: expand vertices outward along normals
356
- let scaleFactor = 0.01;
357
- let expandedPos = worldPos + worldNormal * material.edgeSize * scaleFactor;
358
- output.position = camera.projection * camera.view * vec4f(expandedPos, 1.0);
359
- return output;
360
- }
361
-
362
- @fragment fn fs() -> @location(0) vec4f {
363
- var color = material.edgeColor;
364
-
365
- if (material.isOverEyes > 0.5) {
366
- color.a *= 0.5; // Hair outlines over eyes get 50% alpha
367
- }
368
-
369
- return color;
370
- }
308
+ code: /* wgsl */ `
309
+ struct CameraUniforms {
310
+ view: mat4x4f,
311
+ projection: mat4x4f,
312
+ viewPos: vec3f,
313
+ _padding: f32,
314
+ };
315
+
316
+ struct MaterialUniforms {
317
+ edgeColor: vec4f,
318
+ edgeSize: f32,
319
+ isOverEyes: f32, // 1.0 if rendering over eyes, 0.0 otherwise (for hair outlines)
320
+ _padding1: f32,
321
+ _padding2: f32,
322
+ };
323
+
324
+ @group(0) @binding(0) var<uniform> camera: CameraUniforms;
325
+ @group(0) @binding(1) var<uniform> material: MaterialUniforms;
326
+ @group(0) @binding(2) var<storage, read> skinMats: array<mat4x4f>;
327
+
328
+ struct VertexOutput {
329
+ @builtin(position) position: vec4f,
330
+ };
331
+
332
+ @vertex fn vs(
333
+ @location(0) position: vec3f,
334
+ @location(1) normal: vec3f,
335
+ @location(3) joints0: vec4<u32>,
336
+ @location(4) weights0: vec4<f32>
337
+ ) -> VertexOutput {
338
+ var output: VertexOutput;
339
+ let pos4 = vec4f(position, 1.0);
340
+
341
+ // Branchless weight normalization (avoids GPU branch divergence)
342
+ let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
343
+ let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
344
+ let normalizedWeights = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
345
+
346
+ var skinnedPos = vec4f(0.0, 0.0, 0.0, 0.0);
347
+ var skinnedNrm = vec3f(0.0, 0.0, 0.0);
348
+ for (var i = 0u; i < 4u; i++) {
349
+ let j = joints0[i];
350
+ let w = normalizedWeights[i];
351
+ let m = skinMats[j];
352
+ skinnedPos += (m * pos4) * w;
353
+ let r3 = mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz);
354
+ skinnedNrm += (r3 * normal) * w;
355
+ }
356
+ let worldPos = skinnedPos.xyz;
357
+ let worldNormal = normalize(skinnedNrm);
358
+
359
+ // MMD invert hull: expand vertices outward along normals
360
+ let scaleFactor = 0.01;
361
+ let expandedPos = worldPos + worldNormal * material.edgeSize * scaleFactor;
362
+ output.position = camera.projection * camera.view * vec4f(expandedPos, 1.0);
363
+ return output;
364
+ }
365
+
366
+ @fragment fn fs() -> @location(0) vec4f {
367
+ var color = material.edgeColor;
368
+
369
+ if (material.isOverEyes > 0.5) {
370
+ color.a *= 0.5; // Hair outlines over eyes get 50% alpha
371
+ }
372
+
373
+ return color;
374
+ }
371
375
  `,
372
376
  });
373
377
  this.outlinePipeline = this.device.createRenderPipeline({
@@ -571,45 +575,45 @@ export class Engine {
571
575
  // Depth-only shader for hair pre-pass (reduces overdraw by early depth rejection)
572
576
  const depthOnlyShaderModule = this.device.createShaderModule({
573
577
  label: "depth only shader",
574
- code: /* wgsl */ `
575
- struct CameraUniforms {
576
- view: mat4x4f,
577
- projection: mat4x4f,
578
- viewPos: vec3f,
579
- _padding: f32,
580
- };
581
-
582
- @group(0) @binding(0) var<uniform> camera: CameraUniforms;
583
- @group(0) @binding(4) var<storage, read> skinMats: array<mat4x4f>;
584
-
585
- @vertex fn vs(
586
- @location(0) position: vec3f,
587
- @location(1) normal: vec3f,
588
- @location(3) joints0: vec4<u32>,
589
- @location(4) weights0: vec4<f32>
590
- ) -> @builtin(position) vec4f {
591
- let pos4 = vec4f(position, 1.0);
592
-
593
- // Branchless weight normalization (avoids GPU branch divergence)
594
- let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
595
- let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
596
- let normalizedWeights = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
597
-
598
- var skinnedPos = vec4f(0.0, 0.0, 0.0, 0.0);
599
- for (var i = 0u; i < 4u; i++) {
600
- let j = joints0[i];
601
- let w = normalizedWeights[i];
602
- let m = skinMats[j];
603
- skinnedPos += (m * pos4) * w;
604
- }
605
- let worldPos = skinnedPos.xyz;
606
- let clipPos = camera.projection * camera.view * vec4f(worldPos, 1.0);
607
- return clipPos;
608
- }
609
-
610
- @fragment fn fs() -> @location(0) vec4f {
611
- return vec4f(0.0, 0.0, 0.0, 0.0); // Transparent - color writes disabled via writeMask
612
- }
578
+ code: /* wgsl */ `
579
+ struct CameraUniforms {
580
+ view: mat4x4f,
581
+ projection: mat4x4f,
582
+ viewPos: vec3f,
583
+ _padding: f32,
584
+ };
585
+
586
+ @group(0) @binding(0) var<uniform> camera: CameraUniforms;
587
+ @group(0) @binding(4) var<storage, read> skinMats: array<mat4x4f>;
588
+
589
+ @vertex fn vs(
590
+ @location(0) position: vec3f,
591
+ @location(1) normal: vec3f,
592
+ @location(3) joints0: vec4<u32>,
593
+ @location(4) weights0: vec4<f32>
594
+ ) -> @builtin(position) vec4f {
595
+ let pos4 = vec4f(position, 1.0);
596
+
597
+ // Branchless weight normalization (avoids GPU branch divergence)
598
+ let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
599
+ let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
600
+ let normalizedWeights = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
601
+
602
+ var skinnedPos = vec4f(0.0, 0.0, 0.0, 0.0);
603
+ for (var i = 0u; i < 4u; i++) {
604
+ let j = joints0[i];
605
+ let w = normalizedWeights[i];
606
+ let m = skinMats[j];
607
+ skinnedPos += (m * pos4) * w;
608
+ }
609
+ let worldPos = skinnedPos.xyz;
610
+ let clipPos = camera.projection * camera.view * vec4f(worldPos, 1.0);
611
+ return clipPos;
612
+ }
613
+
614
+ @fragment fn fs() -> @location(0) vec4f {
615
+ return vec4f(0.0, 0.0, 0.0, 0.0); // Transparent - color writes disabled via writeMask
616
+ }
613
617
  `,
614
618
  });
615
619
  // Hair depth pre-pass pipeline: depth-only with color writes disabled to eliminate overdraw
@@ -792,30 +796,30 @@ export class Engine {
792
796
  createSkinMatrixComputePipeline() {
793
797
  const computeShader = this.device.createShaderModule({
794
798
  label: "skin matrix compute",
795
- code: /* wgsl */ `
796
- struct BoneCountUniform {
797
- count: u32,
798
- _padding1: u32,
799
- _padding2: u32,
800
- _padding3: u32,
801
- _padding4: vec4<u32>,
802
- };
803
-
804
- @group(0) @binding(0) var<uniform> boneCount: BoneCountUniform;
805
- @group(0) @binding(1) var<storage, read> worldMatrices: array<mat4x4f>;
806
- @group(0) @binding(2) var<storage, read> inverseBindMatrices: array<mat4x4f>;
807
- @group(0) @binding(3) var<storage, read_write> skinMatrices: array<mat4x4f>;
808
-
809
- @compute @workgroup_size(64) // Must match COMPUTE_WORKGROUP_SIZE
810
- fn main(@builtin(global_invocation_id) globalId: vec3<u32>) {
811
- let boneIndex = globalId.x;
812
- if (boneIndex >= boneCount.count) {
813
- return;
814
- }
815
- let worldMat = worldMatrices[boneIndex];
816
- let invBindMat = inverseBindMatrices[boneIndex];
817
- skinMatrices[boneIndex] = worldMat * invBindMat;
818
- }
799
+ code: /* wgsl */ `
800
+ struct BoneCountUniform {
801
+ count: u32,
802
+ _padding1: u32,
803
+ _padding2: u32,
804
+ _padding3: u32,
805
+ _padding4: vec4<u32>,
806
+ };
807
+
808
+ @group(0) @binding(0) var<uniform> boneCount: BoneCountUniform;
809
+ @group(0) @binding(1) var<storage, read> worldMatrices: array<mat4x4f>;
810
+ @group(0) @binding(2) var<storage, read> inverseBindMatrices: array<mat4x4f>;
811
+ @group(0) @binding(3) var<storage, read_write> skinMatrices: array<mat4x4f>;
812
+
813
+ @compute @workgroup_size(64) // Must match COMPUTE_WORKGROUP_SIZE
814
+ fn main(@builtin(global_invocation_id) globalId: vec3<u32>) {
815
+ let boneIndex = globalId.x;
816
+ if (boneIndex >= boneCount.count) {
817
+ return;
818
+ }
819
+ let worldMat = worldMatrices[boneIndex];
820
+ let invBindMat = inverseBindMatrices[boneIndex];
821
+ skinMatrices[boneIndex] = worldMat * invBindMat;
822
+ }
819
823
  `,
820
824
  });
821
825
  this.skinMatrixComputePipeline = this.device.createComputePipeline({
@@ -869,140 +873,140 @@ export class Engine {
869
873
  // Bloom extraction shader (extracts bright areas)
870
874
  const bloomExtractShader = this.device.createShaderModule({
871
875
  label: "bloom extract",
872
- code: /* wgsl */ `
873
- struct VertexOutput {
874
- @builtin(position) position: vec4f,
875
- @location(0) uv: vec2f,
876
- };
877
-
878
- @vertex fn vs(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
879
- var output: VertexOutput;
880
- // Generate fullscreen quad from vertex index
881
- let x = f32((vertexIndex << 1u) & 2u) * 2.0 - 1.0;
882
- let y = f32(vertexIndex & 2u) * 2.0 - 1.0;
883
- output.position = vec4f(x, y, 0.0, 1.0);
884
- output.uv = vec2f(x * 0.5 + 0.5, 1.0 - (y * 0.5 + 0.5));
885
- return output;
886
- }
887
-
888
- struct BloomExtractUniforms {
889
- threshold: f32,
890
- _padding1: f32,
891
- _padding2: f32,
892
- _padding3: f32,
893
- _padding4: f32,
894
- _padding5: f32,
895
- _padding6: f32,
896
- _padding7: f32,
897
- };
898
-
899
- @group(0) @binding(0) var inputTexture: texture_2d<f32>;
900
- @group(0) @binding(1) var inputSampler: sampler;
901
- @group(0) @binding(2) var<uniform> extractUniforms: BloomExtractUniforms;
902
-
903
- @fragment fn fs(input: VertexOutput) -> @location(0) vec4f {
904
- let color = textureSample(inputTexture, inputSampler, input.uv);
905
- // Extract bright areas above threshold
906
- let threshold = extractUniforms.threshold;
907
- let bloom = max(vec3f(0.0), color.rgb - vec3f(threshold)) / max(0.001, 1.0 - threshold);
908
- return vec4f(bloom, color.a);
909
- }
876
+ code: /* wgsl */ `
877
+ struct VertexOutput {
878
+ @builtin(position) position: vec4f,
879
+ @location(0) uv: vec2f,
880
+ };
881
+
882
+ @vertex fn vs(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
883
+ var output: VertexOutput;
884
+ // Generate fullscreen quad from vertex index
885
+ let x = f32((vertexIndex << 1u) & 2u) * 2.0 - 1.0;
886
+ let y = f32(vertexIndex & 2u) * 2.0 - 1.0;
887
+ output.position = vec4f(x, y, 0.0, 1.0);
888
+ output.uv = vec2f(x * 0.5 + 0.5, 1.0 - (y * 0.5 + 0.5));
889
+ return output;
890
+ }
891
+
892
+ struct BloomExtractUniforms {
893
+ threshold: f32,
894
+ _padding1: f32,
895
+ _padding2: f32,
896
+ _padding3: f32,
897
+ _padding4: f32,
898
+ _padding5: f32,
899
+ _padding6: f32,
900
+ _padding7: f32,
901
+ };
902
+
903
+ @group(0) @binding(0) var inputTexture: texture_2d<f32>;
904
+ @group(0) @binding(1) var inputSampler: sampler;
905
+ @group(0) @binding(2) var<uniform> extractUniforms: BloomExtractUniforms;
906
+
907
+ @fragment fn fs(input: VertexOutput) -> @location(0) vec4f {
908
+ let color = textureSample(inputTexture, inputSampler, input.uv);
909
+ // Extract bright areas above threshold
910
+ let threshold = extractUniforms.threshold;
911
+ let bloom = max(vec3f(0.0), color.rgb - vec3f(threshold)) / max(0.001, 1.0 - threshold);
912
+ return vec4f(bloom, color.a);
913
+ }
910
914
  `,
911
915
  });
912
916
  // Bloom blur shader (gaussian blur - can be used for both horizontal and vertical)
913
917
  const bloomBlurShader = this.device.createShaderModule({
914
918
  label: "bloom blur",
915
- code: /* wgsl */ `
916
- struct VertexOutput {
917
- @builtin(position) position: vec4f,
918
- @location(0) uv: vec2f,
919
- };
920
-
921
- @vertex fn vs(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
922
- var output: VertexOutput;
923
- let x = f32((vertexIndex << 1u) & 2u) * 2.0 - 1.0;
924
- let y = f32(vertexIndex & 2u) * 2.0 - 1.0;
925
- output.position = vec4f(x, y, 0.0, 1.0);
926
- output.uv = vec2f(x * 0.5 + 0.5, 1.0 - (y * 0.5 + 0.5));
927
- return output;
928
- }
929
-
930
- struct BlurUniforms {
931
- direction: vec2f,
932
- _padding1: f32,
933
- _padding2: f32,
934
- _padding3: f32,
935
- _padding4: f32,
936
- _padding5: f32,
937
- _padding6: f32,
938
- };
939
-
940
- @group(0) @binding(0) var inputTexture: texture_2d<f32>;
941
- @group(0) @binding(1) var inputSampler: sampler;
942
- @group(0) @binding(2) var<uniform> blurUniforms: BlurUniforms;
943
-
944
- // 3-tap gaussian blur using bilinear filtering trick (40% fewer texture fetches!)
945
- @fragment fn fs(input: VertexOutput) -> @location(0) vec4f {
946
- let texelSize = 1.0 / vec2f(textureDimensions(inputTexture));
947
-
948
- // Bilinear optimization: leverage hardware filtering to sample between pixels
949
- // Original 5-tap: weights [0.06136, 0.24477, 0.38774, 0.24477, 0.06136] at offsets [-2, -1, 0, 1, 2]
950
- // Optimized 3-tap: combine adjacent samples using weighted offsets
951
- let weight0 = 0.38774; // Center sample
952
- let weight1 = 0.24477 + 0.06136; // Combined outer samples = 0.30613
953
- let offset1 = (0.24477 * 1.0 + 0.06136 * 2.0) / weight1; // Weighted position = 1.2
954
-
955
- var result = textureSample(inputTexture, inputSampler, input.uv) * weight0;
956
- let offsetVec = offset1 * texelSize * blurUniforms.direction;
957
- result += textureSample(inputTexture, inputSampler, input.uv + offsetVec) * weight1;
958
- result += textureSample(inputTexture, inputSampler, input.uv - offsetVec) * weight1;
959
-
960
- return result;
961
- }
919
+ code: /* wgsl */ `
920
+ struct VertexOutput {
921
+ @builtin(position) position: vec4f,
922
+ @location(0) uv: vec2f,
923
+ };
924
+
925
+ @vertex fn vs(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
926
+ var output: VertexOutput;
927
+ let x = f32((vertexIndex << 1u) & 2u) * 2.0 - 1.0;
928
+ let y = f32(vertexIndex & 2u) * 2.0 - 1.0;
929
+ output.position = vec4f(x, y, 0.0, 1.0);
930
+ output.uv = vec2f(x * 0.5 + 0.5, 1.0 - (y * 0.5 + 0.5));
931
+ return output;
932
+ }
933
+
934
+ struct BlurUniforms {
935
+ direction: vec2f,
936
+ _padding1: f32,
937
+ _padding2: f32,
938
+ _padding3: f32,
939
+ _padding4: f32,
940
+ _padding5: f32,
941
+ _padding6: f32,
942
+ };
943
+
944
+ @group(0) @binding(0) var inputTexture: texture_2d<f32>;
945
+ @group(0) @binding(1) var inputSampler: sampler;
946
+ @group(0) @binding(2) var<uniform> blurUniforms: BlurUniforms;
947
+
948
+ // 3-tap gaussian blur using bilinear filtering trick (40% fewer texture fetches!)
949
+ @fragment fn fs(input: VertexOutput) -> @location(0) vec4f {
950
+ let texelSize = 1.0 / vec2f(textureDimensions(inputTexture));
951
+
952
+ // Bilinear optimization: leverage hardware filtering to sample between pixels
953
+ // Original 5-tap: weights [0.06136, 0.24477, 0.38774, 0.24477, 0.06136] at offsets [-2, -1, 0, 1, 2]
954
+ // Optimized 3-tap: combine adjacent samples using weighted offsets
955
+ let weight0 = 0.38774; // Center sample
956
+ let weight1 = 0.24477 + 0.06136; // Combined outer samples = 0.30613
957
+ let offset1 = (0.24477 * 1.0 + 0.06136 * 2.0) / weight1; // Weighted position = 1.2
958
+
959
+ var result = textureSample(inputTexture, inputSampler, input.uv) * weight0;
960
+ let offsetVec = offset1 * texelSize * blurUniforms.direction;
961
+ result += textureSample(inputTexture, inputSampler, input.uv + offsetVec) * weight1;
962
+ result += textureSample(inputTexture, inputSampler, input.uv - offsetVec) * weight1;
963
+
964
+ return result;
965
+ }
962
966
  `,
963
967
  });
964
968
  // Bloom composition shader (combines original scene with bloom)
965
969
  const bloomComposeShader = this.device.createShaderModule({
966
970
  label: "bloom compose",
967
- code: /* wgsl */ `
968
- struct VertexOutput {
969
- @builtin(position) position: vec4f,
970
- @location(0) uv: vec2f,
971
- };
972
-
973
- @vertex fn vs(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
974
- var output: VertexOutput;
975
- let x = f32((vertexIndex << 1u) & 2u) * 2.0 - 1.0;
976
- let y = f32(vertexIndex & 2u) * 2.0 - 1.0;
977
- output.position = vec4f(x, y, 0.0, 1.0);
978
- output.uv = vec2f(x * 0.5 + 0.5, 1.0 - (y * 0.5 + 0.5));
979
- return output;
980
- }
981
-
982
- struct BloomComposeUniforms {
983
- intensity: f32,
984
- _padding1: f32,
985
- _padding2: f32,
986
- _padding3: f32,
987
- _padding4: f32,
988
- _padding5: f32,
989
- _padding6: f32,
990
- _padding7: f32,
991
- };
992
-
993
- @group(0) @binding(0) var sceneTexture: texture_2d<f32>;
994
- @group(0) @binding(1) var sceneSampler: sampler;
995
- @group(0) @binding(2) var bloomTexture: texture_2d<f32>;
996
- @group(0) @binding(3) var bloomSampler: sampler;
997
- @group(0) @binding(4) var<uniform> composeUniforms: BloomComposeUniforms;
998
-
999
- @fragment fn fs(input: VertexOutput) -> @location(0) vec4f {
1000
- let scene = textureSample(sceneTexture, sceneSampler, input.uv);
1001
- let bloom = textureSample(bloomTexture, bloomSampler, input.uv);
1002
- // Additive blending with intensity control
1003
- let result = scene.rgb + bloom.rgb * composeUniforms.intensity;
1004
- return vec4f(result, scene.a);
1005
- }
971
+ code: /* wgsl */ `
972
+ struct VertexOutput {
973
+ @builtin(position) position: vec4f,
974
+ @location(0) uv: vec2f,
975
+ };
976
+
977
+ @vertex fn vs(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
978
+ var output: VertexOutput;
979
+ let x = f32((vertexIndex << 1u) & 2u) * 2.0 - 1.0;
980
+ let y = f32(vertexIndex & 2u) * 2.0 - 1.0;
981
+ output.position = vec4f(x, y, 0.0, 1.0);
982
+ output.uv = vec2f(x * 0.5 + 0.5, 1.0 - (y * 0.5 + 0.5));
983
+ return output;
984
+ }
985
+
986
+ struct BloomComposeUniforms {
987
+ intensity: f32,
988
+ _padding1: f32,
989
+ _padding2: f32,
990
+ _padding3: f32,
991
+ _padding4: f32,
992
+ _padding5: f32,
993
+ _padding6: f32,
994
+ _padding7: f32,
995
+ };
996
+
997
+ @group(0) @binding(0) var sceneTexture: texture_2d<f32>;
998
+ @group(0) @binding(1) var sceneSampler: sampler;
999
+ @group(0) @binding(2) var bloomTexture: texture_2d<f32>;
1000
+ @group(0) @binding(3) var bloomSampler: sampler;
1001
+ @group(0) @binding(4) var<uniform> composeUniforms: BloomComposeUniforms;
1002
+
1003
+ @fragment fn fs(input: VertexOutput) -> @location(0) vec4f {
1004
+ let scene = textureSample(sceneTexture, sceneSampler, input.uv);
1005
+ let bloom = textureSample(bloomTexture, bloomSampler, input.uv);
1006
+ // Additive blending with intensity control
1007
+ let result = scene.rgb + bloom.rgb * composeUniforms.intensity;
1008
+ return vec4f(result, scene.a);
1009
+ }
1006
1010
  `,
1007
1011
  });
1008
1012
  // Create uniform buffer for blur direction (minimum 32 bytes for WebGPU)
@@ -1227,6 +1231,36 @@ export class Engine {
1227
1231
  this.camera.aspect = this.canvas.width / this.canvas.height;
1228
1232
  this.camera.attachControl(this.canvas);
1229
1233
  }
1234
+ // Create camera bind group layout for pool (camera-only)
1235
+ createCameraBindGroupLayout() {
1236
+ return this.device.createBindGroupLayout({
1237
+ label: "camera bind group layout",
1238
+ entries: [
1239
+ {
1240
+ binding: 0,
1241
+ visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
1242
+ buffer: {
1243
+ type: "uniform",
1244
+ },
1245
+ },
1246
+ ],
1247
+ });
1248
+ }
1249
+ // Create camera bind group for pool
1250
+ createCameraBindGroup(layout) {
1251
+ return this.device.createBindGroup({
1252
+ label: "camera bind group for pool",
1253
+ layout: layout,
1254
+ entries: [
1255
+ {
1256
+ binding: 0,
1257
+ resource: {
1258
+ buffer: this.cameraUniformBuffer,
1259
+ },
1260
+ },
1261
+ ],
1262
+ });
1263
+ }
1230
1264
  // Step 5: Create lighting buffers
1231
1265
  setupLighting() {
1232
1266
  this.lightUniformBuffer = this.device.createBuffer({
@@ -1264,11 +1298,13 @@ export class Engine {
1264
1298
  async loadAnimation(url) {
1265
1299
  const frames = await VMDLoader.load(url);
1266
1300
  this.animationFrames = frames;
1301
+ this.hasAnimation = true;
1267
1302
  }
1268
1303
  playAnimation() {
1269
1304
  if (this.animationFrames.length === 0)
1270
1305
  return;
1271
1306
  this.stopAnimation();
1307
+ this.playingAnimation = true;
1272
1308
  const allBoneKeyFrames = [];
1273
1309
  for (const keyFrame of this.animationFrames) {
1274
1310
  for (const boneFrame of keyFrame.boneFrames) {
@@ -1318,9 +1354,9 @@ export class Engine {
1318
1354
  const identityQuats = new Array(bonesToReset.length).fill(identityQuat);
1319
1355
  this.rotateBones(bonesToReset, identityQuats, 0);
1320
1356
  }
1321
- this.currentModel.evaluatePose();
1322
1357
  // Reset physics immediately and upload matrices to prevent A-pose flash
1323
1358
  if (this.physics) {
1359
+ this.currentModel.evaluatePose();
1324
1360
  const worldMats = this.currentModel.getBoneWorldMatrices();
1325
1361
  this.physics.reset(worldMats, this.currentModel.getBoneInverseBindMatrices());
1326
1362
  // Upload matrices immediately so next frame shows correct pose
@@ -1362,6 +1398,7 @@ export class Engine {
1362
1398
  clearTimeout(timeoutId);
1363
1399
  }
1364
1400
  this.animationTimeouts = [];
1401
+ this.playingAnimation = false;
1365
1402
  }
1366
1403
  getStats() {
1367
1404
  return { ...this.stats };
@@ -1412,6 +1449,14 @@ export class Engine {
1412
1449
  this.physics = new Physics(model.getRigidbodies(), model.getJoints());
1413
1450
  await this.setupModelBuffers(model);
1414
1451
  }
1452
+ async addPool(options) {
1453
+ if (!this.device) {
1454
+ throw new Error("Engine must be initialized before adding pool");
1455
+ }
1456
+ const cameraLayout = this.createCameraBindGroupLayout();
1457
+ this.pool = new Pool(this.device, cameraLayout, this.cameraUniformBuffer, options);
1458
+ await this.pool.init();
1459
+ }
1415
1460
  rotateBones(bones, rotations, durationMs) {
1416
1461
  this.currentModel?.rotateBones(bones, rotations, durationMs);
1417
1462
  }
@@ -1757,7 +1802,7 @@ export class Engine {
1757
1802
  }
1758
1803
  // Render strategy: 1) Opaque non-eye/hair 2) Eyes (stencil=1) 3) Hair (depth pre-pass + split by stencil) 4) Transparent 5) Bloom
1759
1804
  render() {
1760
- if (this.multisampleTexture && this.camera && this.device && this.currentModel) {
1805
+ if (this.multisampleTexture && this.camera && this.device) {
1761
1806
  const currentTime = performance.now();
1762
1807
  const deltaTime = this.lastFrameTime > 0 ? (currentTime - this.lastFrameTime) / 1000 : 0.016;
1763
1808
  this.lastFrameTime = currentTime;
@@ -1766,92 +1811,116 @@ export class Engine {
1766
1811
  // Use single encoder for both compute and render (reduces sync points)
1767
1812
  const encoder = this.device.createCommandEncoder();
1768
1813
  this.updateModelPose(deltaTime, encoder);
1814
+ // Hide model if animation is loaded but not playing yet (prevents A-pose flash)
1815
+ // Still update physics and poses, just don't render visually
1816
+ if (this.hasAnimation && !this.playingAnimation) {
1817
+ // Submit encoder to ensure matrices are uploaded and physics initializes
1818
+ this.device.queue.submit([encoder.finish()]);
1819
+ return;
1820
+ }
1769
1821
  const pass = encoder.beginRenderPass(this.renderPassDescriptor);
1770
- pass.setVertexBuffer(0, this.vertexBuffer);
1771
- pass.setVertexBuffer(1, this.jointsBuffer);
1772
- pass.setVertexBuffer(2, this.weightsBuffer);
1773
- pass.setIndexBuffer(this.indexBuffer, "uint32");
1774
1822
  this.drawCallCount = 0;
1775
- // Pass 1: Opaque
1776
- pass.setPipeline(this.modelPipeline);
1777
- for (const draw of this.opaqueDraws) {
1778
- if (draw.count > 0) {
1779
- pass.setBindGroup(0, draw.bindGroup);
1780
- pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1781
- this.drawCallCount++;
1782
- }
1783
- }
1784
- // Pass 2: Eyes (writes stencil value for hair to test against)
1785
- pass.setPipeline(this.eyePipeline);
1786
- pass.setStencilReference(this.STENCIL_EYE_VALUE);
1787
- for (const draw of this.eyeDraws) {
1788
- if (draw.count > 0) {
1789
- pass.setBindGroup(0, draw.bindGroup);
1790
- pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1791
- this.drawCallCount++;
1792
- }
1823
+ // Render pool first if no model
1824
+ if (this.pool && !this.currentModel) {
1825
+ this.pool.render(pass);
1826
+ this.drawCallCount++;
1793
1827
  }
1794
- // Pass 3: Hair rendering (depth pre-pass + shading + outlines)
1795
- this.drawOutlines(pass, false);
1796
- // 3a: Hair depth pre-pass (reduces overdraw via early depth rejection)
1797
- if (this.hairDrawsOverEyes.length > 0 || this.hairDrawsOverNonEyes.length > 0) {
1798
- pass.setPipeline(this.hairDepthPipeline);
1799
- for (const draw of this.hairDrawsOverEyes) {
1828
+ if (this.currentModel) {
1829
+ pass.setVertexBuffer(0, this.vertexBuffer);
1830
+ pass.setVertexBuffer(1, this.jointsBuffer);
1831
+ pass.setVertexBuffer(2, this.weightsBuffer);
1832
+ pass.setIndexBuffer(this.indexBuffer, "uint32");
1833
+ // Pass 1: Opaque
1834
+ pass.setPipeline(this.modelPipeline);
1835
+ for (const draw of this.opaqueDraws) {
1800
1836
  if (draw.count > 0) {
1801
1837
  pass.setBindGroup(0, draw.bindGroup);
1802
1838
  pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1839
+ this.drawCallCount++;
1803
1840
  }
1804
1841
  }
1805
- for (const draw of this.hairDrawsOverNonEyes) {
1806
- if (draw.count > 0) {
1807
- pass.setBindGroup(0, draw.bindGroup);
1808
- pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1809
- }
1842
+ // Pass 1.5: Pool (water plane) - render after opaque, before eyes
1843
+ if (this.pool) {
1844
+ this.pool.render(pass, {
1845
+ vertexBuffer: this.vertexBuffer,
1846
+ jointsBuffer: this.jointsBuffer,
1847
+ weightsBuffer: this.weightsBuffer,
1848
+ indexBuffer: this.indexBuffer,
1849
+ });
1850
+ this.drawCallCount++;
1810
1851
  }
1811
- }
1812
- // 3b: Hair shading (split by stencil for transparency over eyes)
1813
- if (this.hairDrawsOverEyes.length > 0) {
1814
- pass.setPipeline(this.hairPipelineOverEyes);
1852
+ // Pass 2: Eyes (writes stencil value for hair to test against)
1853
+ pass.setPipeline(this.eyePipeline);
1815
1854
  pass.setStencilReference(this.STENCIL_EYE_VALUE);
1816
- for (const draw of this.hairDrawsOverEyes) {
1855
+ for (const draw of this.eyeDraws) {
1817
1856
  if (draw.count > 0) {
1818
1857
  pass.setBindGroup(0, draw.bindGroup);
1819
1858
  pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1820
1859
  this.drawCallCount++;
1821
1860
  }
1822
1861
  }
1823
- }
1824
- if (this.hairDrawsOverNonEyes.length > 0) {
1825
- pass.setPipeline(this.hairPipelineOverNonEyes);
1826
- pass.setStencilReference(this.STENCIL_EYE_VALUE);
1827
- for (const draw of this.hairDrawsOverNonEyes) {
1828
- if (draw.count > 0) {
1829
- pass.setBindGroup(0, draw.bindGroup);
1830
- pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1831
- this.drawCallCount++;
1862
+ // Pass 3: Hair rendering (depth pre-pass + shading + outlines)
1863
+ this.drawOutlines(pass, false);
1864
+ // 3a: Hair depth pre-pass (reduces overdraw via early depth rejection)
1865
+ if (this.hairDrawsOverEyes.length > 0 || this.hairDrawsOverNonEyes.length > 0) {
1866
+ pass.setPipeline(this.hairDepthPipeline);
1867
+ for (const draw of this.hairDrawsOverEyes) {
1868
+ if (draw.count > 0) {
1869
+ pass.setBindGroup(0, draw.bindGroup);
1870
+ pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1871
+ }
1872
+ }
1873
+ for (const draw of this.hairDrawsOverNonEyes) {
1874
+ if (draw.count > 0) {
1875
+ pass.setBindGroup(0, draw.bindGroup);
1876
+ pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1877
+ }
1832
1878
  }
1833
1879
  }
1834
- }
1835
- // 3c: Hair outlines
1836
- if (this.hairOutlineDraws.length > 0) {
1837
- pass.setPipeline(this.hairOutlinePipeline);
1838
- for (const draw of this.hairOutlineDraws) {
1880
+ // 3b: Hair shading (split by stencil for transparency over eyes)
1881
+ if (this.hairDrawsOverEyes.length > 0) {
1882
+ pass.setPipeline(this.hairPipelineOverEyes);
1883
+ pass.setStencilReference(this.STENCIL_EYE_VALUE);
1884
+ for (const draw of this.hairDrawsOverEyes) {
1885
+ if (draw.count > 0) {
1886
+ pass.setBindGroup(0, draw.bindGroup);
1887
+ pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1888
+ this.drawCallCount++;
1889
+ }
1890
+ }
1891
+ }
1892
+ if (this.hairDrawsOverNonEyes.length > 0) {
1893
+ pass.setPipeline(this.hairPipelineOverNonEyes);
1894
+ pass.setStencilReference(this.STENCIL_EYE_VALUE);
1895
+ for (const draw of this.hairDrawsOverNonEyes) {
1896
+ if (draw.count > 0) {
1897
+ pass.setBindGroup(0, draw.bindGroup);
1898
+ pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1899
+ this.drawCallCount++;
1900
+ }
1901
+ }
1902
+ }
1903
+ // 3c: Hair outlines
1904
+ if (this.hairOutlineDraws.length > 0) {
1905
+ pass.setPipeline(this.hairOutlinePipeline);
1906
+ for (const draw of this.hairOutlineDraws) {
1907
+ if (draw.count > 0) {
1908
+ pass.setBindGroup(0, draw.bindGroup);
1909
+ pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1910
+ }
1911
+ }
1912
+ }
1913
+ // Pass 4: Transparent
1914
+ pass.setPipeline(this.modelPipeline);
1915
+ for (const draw of this.transparentDraws) {
1839
1916
  if (draw.count > 0) {
1840
1917
  pass.setBindGroup(0, draw.bindGroup);
1841
1918
  pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1919
+ this.drawCallCount++;
1842
1920
  }
1843
1921
  }
1922
+ this.drawOutlines(pass, true);
1844
1923
  }
1845
- // Pass 4: Transparent
1846
- pass.setPipeline(this.modelPipeline);
1847
- for (const draw of this.transparentDraws) {
1848
- if (draw.count > 0) {
1849
- pass.setBindGroup(0, draw.bindGroup);
1850
- pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1851
- this.drawCallCount++;
1852
- }
1853
- }
1854
- this.drawOutlines(pass, true);
1855
1924
  pass.end();
1856
1925
  this.device.queue.submit([encoder.finish()]);
1857
1926
  this.applyBloom();