reze-engine 0.2.14 → 0.2.16
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/README.md +67 -71
- package/dist/engine.d.ts +3 -5
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +361 -399
- package/package.json +1 -1
- package/src/camera.ts +358 -358
- package/src/engine.ts +2487 -2527
- package/src/math.ts +546 -546
- package/src/model.ts +421 -421
- package/src/physics.ts +752 -752
- package/src/pmx-loader.ts +1054 -1054
- package/src/vmd-loader.ts +179 -179
- package/dist/pool.d.ts +0 -38
- package/dist/pool.d.ts.map +0 -1
- package/dist/pool.js +0 -422
package/dist/engine.js
CHANGED
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@@ -8,8 +8,7 @@ export class Engine {
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this.cameraMatrixData = new Float32Array(36);
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this.cameraDistance = 26.6;
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this.cameraTarget = new Vec3(0, 12.5, 0);
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this.lightData = new Float32Array(
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this.lightCount = 0;
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this.lightData = new Float32Array(4);
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this.resizeObserver = null;
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this.sampleCount = 4;
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// Constants
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@@ -17,9 +16,9 @@ export class Engine {
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this.COMPUTE_WORKGROUP_SIZE = 64;
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this.BLOOM_DOWNSCALE_FACTOR = 2;
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// Ambient light settings
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this.
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this.ambientColor = new Vec3(1.0, 1.0, 1.0);
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// Bloom settings
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this.bloomThreshold = 0.
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this.bloomThreshold = 0.01;
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this.bloomIntensity = 0.12;
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// Rim light settings
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this.rimLightIntensity = 0.45;
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@@ -59,7 +58,7 @@ export class Engine {
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this.breathingBaseRotations = new Map();
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this.canvas = canvas;
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if (options) {
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this.
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this.ambientColor = options.ambientColor ?? new Vec3(1.0, 1.0, 1.0);
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this.bloomIntensity = options.bloomIntensity ?? 0.12;
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this.rimLightIntensity = options.rimLightIntensity ?? 0.45;
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this.cameraDistance = options.cameraDistance ?? 26.6;
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@@ -101,121 +100,101 @@ 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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struct
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let
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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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// 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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let color = albedo * lightAccum + rimLight;
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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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struct LightUniforms {
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ambientColor: vec3f,
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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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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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@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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@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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// 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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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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@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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let n = normalize(input.normal);
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let albedo = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;
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let lightAccum = light.ambientColor;
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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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let color = albedo * lightAccum + rimLight;
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return vec4f(color, finalAlpha);
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}
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`,
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});
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// Create explicit bind group layout for all pipelines using the main shader
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});
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const outlineShaderModule = this.device.createShaderModule({
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label: "outline 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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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)
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_padding1: f32,
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_padding2: f32,
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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> material: MaterialUniforms;
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@group(0) @binding(2) var<storage, read> skinMats: array<mat4x4f>;
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struct VertexOutput {
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@builtin(position) position: vec4f,
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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(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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// 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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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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let worldNormal = normalize(skinnedNrm);
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// MMD invert hull: expand vertices outward along normals
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let scaleFactor = 0.01;
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let expandedPos = worldPos + worldNormal * material.edgeSize * scaleFactor;
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output.position = camera.projection * camera.view * vec4f(expandedPos, 1.0);
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return output;
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}
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@fragment fn fs() -> @location(0) vec4f {
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var color = material.edgeColor;
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if (material.isOverEyes > 0.5) {
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color.a *= 0.5; // Hair outlines over eyes get 50% alpha
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}
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return color;
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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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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)
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_padding1: f32,
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_padding2: f32,
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+
};
|
|
302
|
+
|
|
303
|
+
@group(0) @binding(0) var<uniform> camera: CameraUniforms;
|
|
304
|
+
@group(0) @binding(1) var<uniform> material: MaterialUniforms;
|
|
305
|
+
@group(0) @binding(2) var<storage, read> skinMats: array<mat4x4f>;
|
|
306
|
+
|
|
307
|
+
struct VertexOutput {
|
|
308
|
+
@builtin(position) position: vec4f,
|
|
309
|
+
};
|
|
310
|
+
|
|
311
|
+
@vertex fn vs(
|
|
312
|
+
@location(0) position: vec3f,
|
|
313
|
+
@location(1) normal: vec3f,
|
|
314
|
+
@location(3) joints0: vec4<u32>,
|
|
315
|
+
@location(4) weights0: vec4<f32>
|
|
316
|
+
) -> VertexOutput {
|
|
317
|
+
var output: VertexOutput;
|
|
318
|
+
let pos4 = vec4f(position, 1.0);
|
|
319
|
+
|
|
320
|
+
// Branchless weight normalization (avoids GPU branch divergence)
|
|
321
|
+
let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
|
|
322
|
+
let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
|
|
323
|
+
let normalizedWeights = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
|
|
324
|
+
|
|
325
|
+
var skinnedPos = vec4f(0.0, 0.0, 0.0, 0.0);
|
|
326
|
+
var skinnedNrm = vec3f(0.0, 0.0, 0.0);
|
|
327
|
+
for (var i = 0u; i < 4u; i++) {
|
|
328
|
+
let j = joints0[i];
|
|
329
|
+
let w = normalizedWeights[i];
|
|
330
|
+
let m = skinMats[j];
|
|
331
|
+
skinnedPos += (m * pos4) * w;
|
|
332
|
+
let r3 = mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz);
|
|
333
|
+
skinnedNrm += (r3 * normal) * w;
|
|
334
|
+
}
|
|
335
|
+
let worldPos = skinnedPos.xyz;
|
|
336
|
+
let worldNormal = normalize(skinnedNrm);
|
|
337
|
+
|
|
338
|
+
// MMD invert hull: expand vertices outward along normals
|
|
339
|
+
let scaleFactor = 0.01;
|
|
340
|
+
let expandedPos = worldPos + worldNormal * material.edgeSize * scaleFactor;
|
|
341
|
+
output.position = camera.projection * camera.view * vec4f(expandedPos, 1.0);
|
|
342
|
+
return output;
|
|
343
|
+
}
|
|
344
|
+
|
|
345
|
+
@fragment fn fs() -> @location(0) vec4f {
|
|
346
|
+
var color = material.edgeColor;
|
|
347
|
+
|
|
348
|
+
if (material.isOverEyes > 0.5) {
|
|
349
|
+
color.a *= 0.5; // Hair outlines over eyes get 50% alpha
|
|
350
|
+
}
|
|
351
|
+
|
|
352
|
+
return color;
|
|
353
|
+
}
|
|
375
354
|
`,
|
|
376
355
|
});
|
|
377
356
|
this.outlinePipeline = this.device.createRenderPipeline({
|
|
@@ -575,45 +554,45 @@ export class Engine {
|
|
|
575
554
|
// Depth-only shader for hair pre-pass (reduces overdraw by early depth rejection)
|
|
576
555
|
const depthOnlyShaderModule = this.device.createShaderModule({
|
|
577
556
|
label: "depth only shader",
|
|
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
|
-
}
|
|
557
|
+
code: /* wgsl */ `
|
|
558
|
+
struct CameraUniforms {
|
|
559
|
+
view: mat4x4f,
|
|
560
|
+
projection: mat4x4f,
|
|
561
|
+
viewPos: vec3f,
|
|
562
|
+
_padding: f32,
|
|
563
|
+
};
|
|
564
|
+
|
|
565
|
+
@group(0) @binding(0) var<uniform> camera: CameraUniforms;
|
|
566
|
+
@group(0) @binding(4) var<storage, read> skinMats: array<mat4x4f>;
|
|
567
|
+
|
|
568
|
+
@vertex fn vs(
|
|
569
|
+
@location(0) position: vec3f,
|
|
570
|
+
@location(1) normal: vec3f,
|
|
571
|
+
@location(3) joints0: vec4<u32>,
|
|
572
|
+
@location(4) weights0: vec4<f32>
|
|
573
|
+
) -> @builtin(position) vec4f {
|
|
574
|
+
let pos4 = vec4f(position, 1.0);
|
|
575
|
+
|
|
576
|
+
// Branchless weight normalization (avoids GPU branch divergence)
|
|
577
|
+
let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
|
|
578
|
+
let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
|
|
579
|
+
let normalizedWeights = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
|
|
580
|
+
|
|
581
|
+
var skinnedPos = vec4f(0.0, 0.0, 0.0, 0.0);
|
|
582
|
+
for (var i = 0u; i < 4u; i++) {
|
|
583
|
+
let j = joints0[i];
|
|
584
|
+
let w = normalizedWeights[i];
|
|
585
|
+
let m = skinMats[j];
|
|
586
|
+
skinnedPos += (m * pos4) * w;
|
|
587
|
+
}
|
|
588
|
+
let worldPos = skinnedPos.xyz;
|
|
589
|
+
let clipPos = camera.projection * camera.view * vec4f(worldPos, 1.0);
|
|
590
|
+
return clipPos;
|
|
591
|
+
}
|
|
592
|
+
|
|
593
|
+
@fragment fn fs() -> @location(0) vec4f {
|
|
594
|
+
return vec4f(0.0, 0.0, 0.0, 0.0); // Transparent - color writes disabled via writeMask
|
|
595
|
+
}
|
|
617
596
|
`,
|
|
618
597
|
});
|
|
619
598
|
// Hair depth pre-pass pipeline: depth-only with color writes disabled to eliminate overdraw
|
|
@@ -796,30 +775,30 @@ export class Engine {
|
|
|
796
775
|
createSkinMatrixComputePipeline() {
|
|
797
776
|
const computeShader = this.device.createShaderModule({
|
|
798
777
|
label: "skin matrix compute",
|
|
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
|
-
}
|
|
778
|
+
code: /* wgsl */ `
|
|
779
|
+
struct BoneCountUniform {
|
|
780
|
+
count: u32,
|
|
781
|
+
_padding1: u32,
|
|
782
|
+
_padding2: u32,
|
|
783
|
+
_padding3: u32,
|
|
784
|
+
_padding4: vec4<u32>,
|
|
785
|
+
};
|
|
786
|
+
|
|
787
|
+
@group(0) @binding(0) var<uniform> boneCount: BoneCountUniform;
|
|
788
|
+
@group(0) @binding(1) var<storage, read> worldMatrices: array<mat4x4f>;
|
|
789
|
+
@group(0) @binding(2) var<storage, read> inverseBindMatrices: array<mat4x4f>;
|
|
790
|
+
@group(0) @binding(3) var<storage, read_write> skinMatrices: array<mat4x4f>;
|
|
791
|
+
|
|
792
|
+
@compute @workgroup_size(64) // Must match COMPUTE_WORKGROUP_SIZE
|
|
793
|
+
fn main(@builtin(global_invocation_id) globalId: vec3<u32>) {
|
|
794
|
+
let boneIndex = globalId.x;
|
|
795
|
+
if (boneIndex >= boneCount.count) {
|
|
796
|
+
return;
|
|
797
|
+
}
|
|
798
|
+
let worldMat = worldMatrices[boneIndex];
|
|
799
|
+
let invBindMat = inverseBindMatrices[boneIndex];
|
|
800
|
+
skinMatrices[boneIndex] = worldMat * invBindMat;
|
|
801
|
+
}
|
|
823
802
|
`,
|
|
824
803
|
});
|
|
825
804
|
this.skinMatrixComputePipeline = this.device.createComputePipeline({
|
|
@@ -873,140 +852,140 @@ export class Engine {
|
|
|
873
852
|
// Bloom extraction shader (extracts bright areas)
|
|
874
853
|
const bloomExtractShader = this.device.createShaderModule({
|
|
875
854
|
label: "bloom extract",
|
|
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
|
-
}
|
|
855
|
+
code: /* wgsl */ `
|
|
856
|
+
struct VertexOutput {
|
|
857
|
+
@builtin(position) position: vec4f,
|
|
858
|
+
@location(0) uv: vec2f,
|
|
859
|
+
};
|
|
860
|
+
|
|
861
|
+
@vertex fn vs(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
|
|
862
|
+
var output: VertexOutput;
|
|
863
|
+
// Generate fullscreen quad from vertex index
|
|
864
|
+
let x = f32((vertexIndex << 1u) & 2u) * 2.0 - 1.0;
|
|
865
|
+
let y = f32(vertexIndex & 2u) * 2.0 - 1.0;
|
|
866
|
+
output.position = vec4f(x, y, 0.0, 1.0);
|
|
867
|
+
output.uv = vec2f(x * 0.5 + 0.5, 1.0 - (y * 0.5 + 0.5));
|
|
868
|
+
return output;
|
|
869
|
+
}
|
|
870
|
+
|
|
871
|
+
struct BloomExtractUniforms {
|
|
872
|
+
threshold: f32,
|
|
873
|
+
_padding1: f32,
|
|
874
|
+
_padding2: f32,
|
|
875
|
+
_padding3: f32,
|
|
876
|
+
_padding4: f32,
|
|
877
|
+
_padding5: f32,
|
|
878
|
+
_padding6: f32,
|
|
879
|
+
_padding7: f32,
|
|
880
|
+
};
|
|
881
|
+
|
|
882
|
+
@group(0) @binding(0) var inputTexture: texture_2d<f32>;
|
|
883
|
+
@group(0) @binding(1) var inputSampler: sampler;
|
|
884
|
+
@group(0) @binding(2) var<uniform> extractUniforms: BloomExtractUniforms;
|
|
885
|
+
|
|
886
|
+
@fragment fn fs(input: VertexOutput) -> @location(0) vec4f {
|
|
887
|
+
let color = textureSample(inputTexture, inputSampler, input.uv);
|
|
888
|
+
// Extract bright areas above threshold
|
|
889
|
+
let threshold = extractUniforms.threshold;
|
|
890
|
+
let bloom = max(vec3f(0.0), color.rgb - vec3f(threshold)) / max(0.001, 1.0 - threshold);
|
|
891
|
+
return vec4f(bloom, color.a);
|
|
892
|
+
}
|
|
914
893
|
`,
|
|
915
894
|
});
|
|
916
895
|
// Bloom blur shader (gaussian blur - can be used for both horizontal and vertical)
|
|
917
896
|
const bloomBlurShader = this.device.createShaderModule({
|
|
918
897
|
label: "bloom blur",
|
|
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
|
-
}
|
|
898
|
+
code: /* wgsl */ `
|
|
899
|
+
struct VertexOutput {
|
|
900
|
+
@builtin(position) position: vec4f,
|
|
901
|
+
@location(0) uv: vec2f,
|
|
902
|
+
};
|
|
903
|
+
|
|
904
|
+
@vertex fn vs(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
|
|
905
|
+
var output: VertexOutput;
|
|
906
|
+
let x = f32((vertexIndex << 1u) & 2u) * 2.0 - 1.0;
|
|
907
|
+
let y = f32(vertexIndex & 2u) * 2.0 - 1.0;
|
|
908
|
+
output.position = vec4f(x, y, 0.0, 1.0);
|
|
909
|
+
output.uv = vec2f(x * 0.5 + 0.5, 1.0 - (y * 0.5 + 0.5));
|
|
910
|
+
return output;
|
|
911
|
+
}
|
|
912
|
+
|
|
913
|
+
struct BlurUniforms {
|
|
914
|
+
direction: vec2f,
|
|
915
|
+
_padding1: f32,
|
|
916
|
+
_padding2: f32,
|
|
917
|
+
_padding3: f32,
|
|
918
|
+
_padding4: f32,
|
|
919
|
+
_padding5: f32,
|
|
920
|
+
_padding6: f32,
|
|
921
|
+
};
|
|
922
|
+
|
|
923
|
+
@group(0) @binding(0) var inputTexture: texture_2d<f32>;
|
|
924
|
+
@group(0) @binding(1) var inputSampler: sampler;
|
|
925
|
+
@group(0) @binding(2) var<uniform> blurUniforms: BlurUniforms;
|
|
926
|
+
|
|
927
|
+
// 3-tap gaussian blur using bilinear filtering trick (40% fewer texture fetches!)
|
|
928
|
+
@fragment fn fs(input: VertexOutput) -> @location(0) vec4f {
|
|
929
|
+
let texelSize = 1.0 / vec2f(textureDimensions(inputTexture));
|
|
930
|
+
|
|
931
|
+
// Bilinear optimization: leverage hardware filtering to sample between pixels
|
|
932
|
+
// Original 5-tap: weights [0.06136, 0.24477, 0.38774, 0.24477, 0.06136] at offsets [-2, -1, 0, 1, 2]
|
|
933
|
+
// Optimized 3-tap: combine adjacent samples using weighted offsets
|
|
934
|
+
let weight0 = 0.38774; // Center sample
|
|
935
|
+
let weight1 = 0.24477 + 0.06136; // Combined outer samples = 0.30613
|
|
936
|
+
let offset1 = (0.24477 * 1.0 + 0.06136 * 2.0) / weight1; // Weighted position = 1.2
|
|
937
|
+
|
|
938
|
+
var result = textureSample(inputTexture, inputSampler, input.uv) * weight0;
|
|
939
|
+
let offsetVec = offset1 * texelSize * blurUniforms.direction;
|
|
940
|
+
result += textureSample(inputTexture, inputSampler, input.uv + offsetVec) * weight1;
|
|
941
|
+
result += textureSample(inputTexture, inputSampler, input.uv - offsetVec) * weight1;
|
|
942
|
+
|
|
943
|
+
return result;
|
|
944
|
+
}
|
|
966
945
|
`,
|
|
967
946
|
});
|
|
968
947
|
// Bloom composition shader (combines original scene with bloom)
|
|
969
948
|
const bloomComposeShader = this.device.createShaderModule({
|
|
970
949
|
label: "bloom compose",
|
|
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
|
-
}
|
|
950
|
+
code: /* wgsl */ `
|
|
951
|
+
struct VertexOutput {
|
|
952
|
+
@builtin(position) position: vec4f,
|
|
953
|
+
@location(0) uv: vec2f,
|
|
954
|
+
};
|
|
955
|
+
|
|
956
|
+
@vertex fn vs(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
|
|
957
|
+
var output: VertexOutput;
|
|
958
|
+
let x = f32((vertexIndex << 1u) & 2u) * 2.0 - 1.0;
|
|
959
|
+
let y = f32(vertexIndex & 2u) * 2.0 - 1.0;
|
|
960
|
+
output.position = vec4f(x, y, 0.0, 1.0);
|
|
961
|
+
output.uv = vec2f(x * 0.5 + 0.5, 1.0 - (y * 0.5 + 0.5));
|
|
962
|
+
return output;
|
|
963
|
+
}
|
|
964
|
+
|
|
965
|
+
struct BloomComposeUniforms {
|
|
966
|
+
intensity: f32,
|
|
967
|
+
_padding1: f32,
|
|
968
|
+
_padding2: f32,
|
|
969
|
+
_padding3: f32,
|
|
970
|
+
_padding4: f32,
|
|
971
|
+
_padding5: f32,
|
|
972
|
+
_padding6: f32,
|
|
973
|
+
_padding7: f32,
|
|
974
|
+
};
|
|
975
|
+
|
|
976
|
+
@group(0) @binding(0) var sceneTexture: texture_2d<f32>;
|
|
977
|
+
@group(0) @binding(1) var sceneSampler: sampler;
|
|
978
|
+
@group(0) @binding(2) var bloomTexture: texture_2d<f32>;
|
|
979
|
+
@group(0) @binding(3) var bloomSampler: sampler;
|
|
980
|
+
@group(0) @binding(4) var<uniform> composeUniforms: BloomComposeUniforms;
|
|
981
|
+
|
|
982
|
+
@fragment fn fs(input: VertexOutput) -> @location(0) vec4f {
|
|
983
|
+
let scene = textureSample(sceneTexture, sceneSampler, input.uv);
|
|
984
|
+
let bloom = textureSample(bloomTexture, bloomSampler, input.uv);
|
|
985
|
+
// Additive blending with intensity control
|
|
986
|
+
let result = scene.rgb + bloom.rgb * composeUniforms.intensity;
|
|
987
|
+
return vec4f(result, scene.a);
|
|
988
|
+
}
|
|
1010
989
|
`,
|
|
1011
990
|
});
|
|
1012
991
|
// Create uniform buffer for blur direction (minimum 32 bytes for WebGPU)
|
|
@@ -1235,35 +1214,18 @@ export class Engine {
|
|
|
1235
1214
|
setupLighting() {
|
|
1236
1215
|
this.lightUniformBuffer = this.device.createBuffer({
|
|
1237
1216
|
label: "light uniforms",
|
|
1238
|
-
size:
|
|
1217
|
+
size: 4 * 4, // 4 floats: ambientColor vec3f (3) + padding (1)
|
|
1239
1218
|
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
|
|
1240
1219
|
});
|
|
1241
|
-
this.
|
|
1242
|
-
this.setAmbient(this.ambient);
|
|
1243
|
-
this.addLight(new Vec3(-0.5, -0.8, 0.5).normalize(), new Vec3(1.0, 0.95, 0.9), 0.02);
|
|
1244
|
-
this.addLight(new Vec3(0.7, -0.5, 0.3).normalize(), new Vec3(0.8, 0.85, 1.0), 0.015);
|
|
1245
|
-
this.addLight(new Vec3(0.3, -0.5, -1.0).normalize(), new Vec3(0.9, 0.9, 1.0), 0.01);
|
|
1220
|
+
this.setAmbientColor(this.ambientColor);
|
|
1246
1221
|
this.device.queue.writeBuffer(this.lightUniformBuffer, 0, this.lightData);
|
|
1247
1222
|
}
|
|
1248
|
-
|
|
1249
|
-
|
|
1250
|
-
|
|
1251
|
-
|
|
1252
|
-
|
|
1253
|
-
this.lightData[
|
|
1254
|
-
this.lightData[baseIndex + 1] = normalized.y;
|
|
1255
|
-
this.lightData[baseIndex + 2] = normalized.z;
|
|
1256
|
-
this.lightData[baseIndex + 3] = 0;
|
|
1257
|
-
this.lightData[baseIndex + 4] = color.x;
|
|
1258
|
-
this.lightData[baseIndex + 5] = color.y;
|
|
1259
|
-
this.lightData[baseIndex + 6] = color.z;
|
|
1260
|
-
this.lightData[baseIndex + 7] = intensity;
|
|
1261
|
-
this.lightCount++;
|
|
1262
|
-
this.lightData[1] = this.lightCount;
|
|
1263
|
-
return true;
|
|
1264
|
-
}
|
|
1265
|
-
setAmbient(intensity) {
|
|
1266
|
-
this.lightData[0] = intensity;
|
|
1223
|
+
setAmbientColor(color) {
|
|
1224
|
+
// Layout: ambientColor (0-2), padding (3)
|
|
1225
|
+
this.lightData[0] = color.x;
|
|
1226
|
+
this.lightData[1] = color.y;
|
|
1227
|
+
this.lightData[2] = color.z;
|
|
1228
|
+
this.lightData[3] = 0.0; // Padding for vec3f alignment
|
|
1267
1229
|
}
|
|
1268
1230
|
async loadAnimation(url) {
|
|
1269
1231
|
const frames = await VMDLoader.load(url);
|