reze-engine 0.2.16 → 0.2.18

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
@@ -18,10 +18,10 @@ export class Engine {
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  // Ambient light settings
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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 = 0.01;
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- this.bloomIntensity = 0.12;
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+ this.bloomThreshold = Engine.DEFAULT_BLOOM_THRESHOLD;
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+ this.bloomIntensity = Engine.DEFAULT_BLOOM_INTENSITY;
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  // Rim light settings
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- this.rimLightIntensity = 0.45;
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+ this.rimLightIntensity = Engine.DEFAULT_RIM_LIGHT_INTENSITY;
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  this.currentModel = null;
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  this.modelDir = "";
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  this.physics = null;
@@ -38,20 +38,17 @@ export class Engine {
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  this.transparentOutlineDraws = [];
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  this.lastFpsUpdate = performance.now();
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  this.framesSinceLastUpdate = 0;
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- this.frameTimeSamples = [];
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- this.frameTimeSum = 0;
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- this.drawCallCount = 0;
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  this.lastFrameTime = performance.now();
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+ this.frameTimeSum = 0;
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+ this.frameTimeCount = 0;
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  this.stats = {
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  fps: 0,
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  frameTime: 0,
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- gpuMemory: 0,
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  };
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  this.animationFrameId = null;
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  this.renderLoopCallback = null;
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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.breathingTimeout = null;
@@ -59,10 +56,10 @@ export class Engine {
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  this.canvas = canvas;
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  if (options) {
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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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- this.cameraTarget = options.cameraTarget ?? new Vec3(0, 12.5, 0);
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+ this.bloomIntensity = options.bloomIntensity ?? Engine.DEFAULT_BLOOM_INTENSITY;
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+ this.rimLightIntensity = options.rimLightIntensity ?? Engine.DEFAULT_RIM_LIGHT_INTENSITY;
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+ this.cameraDistance = options.cameraDistance ?? Engine.DEFAULT_CAMERA_DISTANCE;
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+ this.cameraTarget = options.cameraTarget ?? Engine.DEFAULT_CAMERA_TARGET;
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  }
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  }
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  // Step 1: Get WebGPU device and context
@@ -87,7 +84,6 @@ export class Engine {
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  this.setupCamera();
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  this.setupLighting();
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  this.createPipelines();
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- this.createFullscreenQuad();
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  this.createBloomPipelines();
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  this.setupResize();
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  }
@@ -100,101 +96,99 @@ 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 LightUniforms {
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- ambientColor: vec3f,
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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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- let lightAccum = light.ambientColor;
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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 LightUniforms {
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+ ambientColor: vec3f,
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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<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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+ let lightAccum = light.ambientColor;
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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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  `,
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  });
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  // Create explicit bind group layout for all pipelines using the main shader
@@ -206,9 +200,7 @@ export class Engine {
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  { binding: 2, visibility: GPUShaderStage.FRAGMENT, texture: {} }, // diffuseTexture
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  { binding: 3, visibility: GPUShaderStage.FRAGMENT, sampler: {} }, // diffuseSampler
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  { binding: 4, visibility: GPUShaderStage.VERTEX, buffer: { type: "read-only-storage" } }, // skinMats
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- { binding: 5, visibility: GPUShaderStage.FRAGMENT, texture: {} }, // toonTexture
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- { binding: 6, visibility: GPUShaderStage.FRAGMENT, sampler: {} }, // toonSampler
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- { binding: 7, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } }, // material
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+ { binding: 5, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } }, // material
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  ],
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  });
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  const mainPipelineLayout = this.device.createPipelineLayout({
@@ -284,73 +276,73 @@ export class Engine {
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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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-
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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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-
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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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-
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- struct VertexOutput {
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- @builtin(position) position: vec4f,
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- };
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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>
316
- ) -> VertexOutput {
317
- var output: VertexOutput;
318
- let pos4 = vec4f(position, 1.0);
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-
320
- // Branchless weight normalization (avoids GPU branch divergence)
321
- 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);
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);
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- var skinnedNrm = vec3f(0.0, 0.0, 0.0);
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- for (var i = 0u; i < 4u; i++) {
328
- let j = joints0[i];
329
- 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;
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
- }
279
+ code: /* wgsl */ `
280
+ struct CameraUniforms {
281
+ view: mat4x4f,
282
+ projection: mat4x4f,
283
+ viewPos: vec3f,
284
+ _padding: f32,
285
+ };
286
+
287
+ struct MaterialUniforms {
288
+ edgeColor: vec4f,
289
+ edgeSize: f32,
290
+ isOverEyes: f32, // 1.0 if rendering over eyes, 0.0 otherwise (for hair outlines)
291
+ _padding1: f32,
292
+ _padding2: f32,
293
+ };
294
+
295
+ @group(0) @binding(0) var<uniform> camera: CameraUniforms;
296
+ @group(0) @binding(1) var<uniform> material: MaterialUniforms;
297
+ @group(0) @binding(2) var<storage, read> skinMats: array<mat4x4f>;
298
+
299
+ struct VertexOutput {
300
+ @builtin(position) position: vec4f,
301
+ };
302
+
303
+ @vertex fn vs(
304
+ @location(0) position: vec3f,
305
+ @location(1) normal: vec3f,
306
+ @location(3) joints0: vec4<u32>,
307
+ @location(4) weights0: vec4<f32>
308
+ ) -> VertexOutput {
309
+ var output: VertexOutput;
310
+ let pos4 = vec4f(position, 1.0);
311
+
312
+ // Branchless weight normalization (avoids GPU branch divergence)
313
+ let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
314
+ let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
315
+ let normalizedWeights = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
316
+
317
+ var skinnedPos = vec4f(0.0, 0.0, 0.0, 0.0);
318
+ var skinnedNrm = vec3f(0.0, 0.0, 0.0);
319
+ for (var i = 0u; i < 4u; i++) {
320
+ let j = joints0[i];
321
+ let w = normalizedWeights[i];
322
+ let m = skinMats[j];
323
+ skinnedPos += (m * pos4) * w;
324
+ let r3 = mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz);
325
+ skinnedNrm += (r3 * normal) * w;
326
+ }
327
+ let worldPos = skinnedPos.xyz;
328
+ let worldNormal = normalize(skinnedNrm);
329
+
330
+ // MMD invert hull: expand vertices outward along normals
331
+ let scaleFactor = 0.01;
332
+ let expandedPos = worldPos + worldNormal * material.edgeSize * scaleFactor;
333
+ output.position = camera.projection * camera.view * vec4f(expandedPos, 1.0);
334
+ return output;
335
+ }
336
+
337
+ @fragment fn fs() -> @location(0) vec4f {
338
+ var color = material.edgeColor;
339
+
340
+ if (material.isOverEyes > 0.5) {
341
+ color.a *= 0.5; // Hair outlines over eyes get 50% alpha
342
+ }
343
+
344
+ return color;
345
+ }
354
346
  `,
355
347
  });
356
348
  this.outlinePipeline = this.device.createRenderPipeline({
@@ -554,45 +546,45 @@ export class Engine {
554
546
  // Depth-only shader for hair pre-pass (reduces overdraw by early depth rejection)
555
547
  const depthOnlyShaderModule = this.device.createShaderModule({
556
548
  label: "depth only shader",
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
- }
549
+ code: /* wgsl */ `
550
+ struct CameraUniforms {
551
+ view: mat4x4f,
552
+ projection: mat4x4f,
553
+ viewPos: vec3f,
554
+ _padding: f32,
555
+ };
556
+
557
+ @group(0) @binding(0) var<uniform> camera: CameraUniforms;
558
+ @group(0) @binding(4) var<storage, read> skinMats: array<mat4x4f>;
559
+
560
+ @vertex fn vs(
561
+ @location(0) position: vec3f,
562
+ @location(1) normal: vec3f,
563
+ @location(3) joints0: vec4<u32>,
564
+ @location(4) weights0: vec4<f32>
565
+ ) -> @builtin(position) vec4f {
566
+ let pos4 = vec4f(position, 1.0);
567
+
568
+ // Branchless weight normalization (avoids GPU branch divergence)
569
+ let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
570
+ let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
571
+ let normalizedWeights = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
572
+
573
+ var skinnedPos = vec4f(0.0, 0.0, 0.0, 0.0);
574
+ for (var i = 0u; i < 4u; i++) {
575
+ let j = joints0[i];
576
+ let w = normalizedWeights[i];
577
+ let m = skinMats[j];
578
+ skinnedPos += (m * pos4) * w;
579
+ }
580
+ let worldPos = skinnedPos.xyz;
581
+ let clipPos = camera.projection * camera.view * vec4f(worldPos, 1.0);
582
+ return clipPos;
583
+ }
584
+
585
+ @fragment fn fs() -> @location(0) vec4f {
586
+ return vec4f(0.0, 0.0, 0.0, 0.0); // Transparent - color writes disabled via writeMask
587
+ }
596
588
  `,
597
589
  });
598
590
  // Hair depth pre-pass pipeline: depth-only with color writes disabled to eliminate overdraw
@@ -640,165 +632,104 @@ export class Engine {
640
632
  },
641
633
  multisample: { count: this.sampleCount },
642
634
  });
643
- // Hair pipeline for rendering over eyes (stencil == 1)
644
- this.hairPipelineOverEyes = this.device.createRenderPipeline({
645
- label: "hair pipeline (over eyes)",
646
- layout: mainPipelineLayout,
647
- vertex: {
648
- module: shaderModule,
649
- buffers: [
650
- {
651
- arrayStride: 8 * 4,
652
- attributes: [
653
- { shaderLocation: 0, offset: 0, format: "float32x3" },
654
- { shaderLocation: 1, offset: 3 * 4, format: "float32x3" },
655
- { shaderLocation: 2, offset: 6 * 4, format: "float32x2" },
656
- ],
657
- },
658
- {
659
- arrayStride: 4 * 2,
660
- attributes: [{ shaderLocation: 3, offset: 0, format: "uint16x4" }],
661
- },
662
- {
663
- arrayStride: 4,
664
- attributes: [{ shaderLocation: 4, offset: 0, format: "unorm8x4" }],
665
- },
666
- ],
667
- },
668
- fragment: {
669
- module: shaderModule,
670
- targets: [
671
- {
672
- format: this.presentationFormat,
673
- blend: {
674
- color: {
675
- srcFactor: "src-alpha",
676
- dstFactor: "one-minus-src-alpha",
677
- operation: "add",
678
- },
679
- alpha: {
680
- srcFactor: "one",
681
- dstFactor: "one-minus-src-alpha",
682
- operation: "add",
683
- },
635
+ // Hair pipelines for rendering over eyes vs non-eyes (only differ in stencil compare mode)
636
+ const createHairPipeline = (isOverEyes) => {
637
+ return this.device.createRenderPipeline({
638
+ label: `hair pipeline (${isOverEyes ? "over eyes" : "over non-eyes"})`,
639
+ layout: mainPipelineLayout,
640
+ vertex: {
641
+ module: shaderModule,
642
+ buffers: [
643
+ {
644
+ arrayStride: 8 * 4,
645
+ attributes: [
646
+ { shaderLocation: 0, offset: 0, format: "float32x3" },
647
+ { shaderLocation: 1, offset: 3 * 4, format: "float32x3" },
648
+ { shaderLocation: 2, offset: 6 * 4, format: "float32x2" },
649
+ ],
684
650
  },
685
- },
686
- ],
687
- },
688
- primitive: { cullMode: "front" },
689
- depthStencil: {
690
- format: "depth24plus-stencil8",
691
- depthWriteEnabled: false, // Don't write depth (already written in pre-pass)
692
- depthCompare: "less-equal", // More lenient than "equal" to avoid precision issues with MSAA
693
- stencilFront: {
694
- compare: "equal", // Only render where stencil == 1 (over eyes)
695
- failOp: "keep",
696
- depthFailOp: "keep",
697
- passOp: "keep",
698
- },
699
- stencilBack: {
700
- compare: "equal",
701
- failOp: "keep",
702
- depthFailOp: "keep",
703
- passOp: "keep",
651
+ {
652
+ arrayStride: 4 * 2,
653
+ attributes: [{ shaderLocation: 3, offset: 0, format: "uint16x4" }],
654
+ },
655
+ {
656
+ arrayStride: 4,
657
+ attributes: [{ shaderLocation: 4, offset: 0, format: "unorm8x4" }],
658
+ },
659
+ ],
704
660
  },
705
- },
706
- multisample: { count: this.sampleCount },
707
- });
708
- // Hair pipeline for rendering over non-eyes (stencil != 1)
709
- this.hairPipelineOverNonEyes = this.device.createRenderPipeline({
710
- label: "hair pipeline (over non-eyes)",
711
- layout: mainPipelineLayout,
712
- vertex: {
713
- module: shaderModule,
714
- buffers: [
715
- {
716
- arrayStride: 8 * 4,
717
- attributes: [
718
- { shaderLocation: 0, offset: 0, format: "float32x3" },
719
- { shaderLocation: 1, offset: 3 * 4, format: "float32x3" },
720
- { shaderLocation: 2, offset: 6 * 4, format: "float32x2" },
721
- ],
722
- },
723
- {
724
- arrayStride: 4 * 2,
725
- attributes: [{ shaderLocation: 3, offset: 0, format: "uint16x4" }],
726
- },
727
- {
728
- arrayStride: 4,
729
- attributes: [{ shaderLocation: 4, offset: 0, format: "unorm8x4" }],
730
- },
731
- ],
732
- },
733
- fragment: {
734
- module: shaderModule,
735
- targets: [
736
- {
737
- format: this.presentationFormat,
738
- blend: {
739
- color: {
740
- srcFactor: "src-alpha",
741
- dstFactor: "one-minus-src-alpha",
742
- operation: "add",
743
- },
744
- alpha: {
745
- srcFactor: "one",
746
- dstFactor: "one-minus-src-alpha",
747
- operation: "add",
661
+ fragment: {
662
+ module: shaderModule,
663
+ targets: [
664
+ {
665
+ format: this.presentationFormat,
666
+ blend: {
667
+ color: {
668
+ srcFactor: "src-alpha",
669
+ dstFactor: "one-minus-src-alpha",
670
+ operation: "add",
671
+ },
672
+ alpha: {
673
+ srcFactor: "one",
674
+ dstFactor: "one-minus-src-alpha",
675
+ operation: "add",
676
+ },
748
677
  },
749
678
  },
750
- },
751
- ],
752
- },
753
- primitive: { cullMode: "front" },
754
- depthStencil: {
755
- format: "depth24plus-stencil8",
756
- depthWriteEnabled: false, // Don't write depth (already written in pre-pass)
757
- depthCompare: "less-equal", // More lenient than "equal" to avoid precision issues with MSAA
758
- stencilFront: {
759
- compare: "not-equal", // Only render where stencil != 1 (over non-eyes)
760
- failOp: "keep",
761
- depthFailOp: "keep",
762
- passOp: "keep",
679
+ ],
763
680
  },
764
- stencilBack: {
765
- compare: "not-equal",
766
- failOp: "keep",
767
- depthFailOp: "keep",
768
- passOp: "keep",
681
+ primitive: { cullMode: "front" },
682
+ depthStencil: {
683
+ format: "depth24plus-stencil8",
684
+ depthWriteEnabled: false, // Don't write depth (already written in pre-pass)
685
+ depthCompare: "less-equal", // More lenient than "equal" to avoid precision issues with MSAA
686
+ stencilFront: {
687
+ compare: isOverEyes ? "equal" : "not-equal", // Over eyes: stencil == 1, over non-eyes: stencil != 1
688
+ failOp: "keep",
689
+ depthFailOp: "keep",
690
+ passOp: "keep",
691
+ },
692
+ stencilBack: {
693
+ compare: isOverEyes ? "equal" : "not-equal",
694
+ failOp: "keep",
695
+ depthFailOp: "keep",
696
+ passOp: "keep",
697
+ },
769
698
  },
770
- },
771
- multisample: { count: this.sampleCount },
772
- });
699
+ multisample: { count: this.sampleCount },
700
+ });
701
+ };
702
+ this.hairPipelineOverEyes = createHairPipeline(true);
703
+ this.hairPipelineOverNonEyes = createHairPipeline(false);
773
704
  }
774
705
  // Create compute shader for skin matrix computation
775
706
  createSkinMatrixComputePipeline() {
776
707
  const computeShader = this.device.createShaderModule({
777
708
  label: "skin matrix compute",
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
- }
709
+ code: /* wgsl */ `
710
+ struct BoneCountUniform {
711
+ count: u32,
712
+ _padding1: u32,
713
+ _padding2: u32,
714
+ _padding3: u32,
715
+ _padding4: vec4<u32>,
716
+ };
717
+
718
+ @group(0) @binding(0) var<uniform> boneCount: BoneCountUniform;
719
+ @group(0) @binding(1) var<storage, read> worldMatrices: array<mat4x4f>;
720
+ @group(0) @binding(2) var<storage, read> inverseBindMatrices: array<mat4x4f>;
721
+ @group(0) @binding(3) var<storage, read_write> skinMatrices: array<mat4x4f>;
722
+
723
+ @compute @workgroup_size(64) // Must match COMPUTE_WORKGROUP_SIZE
724
+ fn main(@builtin(global_invocation_id) globalId: vec3<u32>) {
725
+ let boneIndex = globalId.x;
726
+ if (boneIndex >= boneCount.count) {
727
+ return;
728
+ }
729
+ let worldMat = worldMatrices[boneIndex];
730
+ let invBindMat = inverseBindMatrices[boneIndex];
731
+ skinMatrices[boneIndex] = worldMat * invBindMat;
732
+ }
802
733
  `,
803
734
  });
804
735
  this.skinMatrixComputePipeline = this.device.createComputePipeline({
@@ -809,183 +740,145 @@ export class Engine {
809
740
  },
810
741
  });
811
742
  }
812
- // Create fullscreen quad for post-processing
813
- createFullscreenQuad() {
814
- // Fullscreen quad vertices: two triangles covering the entire screen - Format: position (x, y), uv (u, v)
815
- const quadVertices = new Float32Array([
816
- // Triangle 1
817
- -1.0,
818
- -1.0,
819
- 0.0,
820
- 0.0, // bottom-left
821
- 1.0,
822
- -1.0,
823
- 1.0,
824
- 0.0, // bottom-right
825
- -1.0,
826
- 1.0,
827
- 0.0,
828
- 1.0, // top-left
829
- // Triangle 2
830
- -1.0,
831
- 1.0,
832
- 0.0,
833
- 1.0, // top-left
834
- 1.0,
835
- -1.0,
836
- 1.0,
837
- 0.0, // bottom-right
838
- 1.0,
839
- 1.0,
840
- 1.0,
841
- 1.0, // top-right
842
- ]);
843
- this.fullscreenQuadBuffer = this.device.createBuffer({
844
- label: "fullscreen quad",
845
- size: quadVertices.byteLength,
846
- usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
847
- });
848
- this.device.queue.writeBuffer(this.fullscreenQuadBuffer, 0, quadVertices);
849
- }
850
743
  // Create bloom post-processing pipelines
851
744
  createBloomPipelines() {
852
745
  // Bloom extraction shader (extracts bright areas)
853
746
  const bloomExtractShader = this.device.createShaderModule({
854
747
  label: "bloom extract",
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
- }
748
+ code: /* wgsl */ `
749
+ struct VertexOutput {
750
+ @builtin(position) position: vec4f,
751
+ @location(0) uv: vec2f,
752
+ };
753
+
754
+ @vertex fn vs(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
755
+ var output: VertexOutput;
756
+ // Generate fullscreen quad from vertex index
757
+ let x = f32((vertexIndex << 1u) & 2u) * 2.0 - 1.0;
758
+ let y = f32(vertexIndex & 2u) * 2.0 - 1.0;
759
+ output.position = vec4f(x, y, 0.0, 1.0);
760
+ output.uv = vec2f(x * 0.5 + 0.5, 1.0 - (y * 0.5 + 0.5));
761
+ return output;
762
+ }
763
+
764
+ struct BloomExtractUniforms {
765
+ threshold: f32,
766
+ _padding1: f32,
767
+ _padding2: f32,
768
+ _padding3: f32,
769
+ _padding4: f32,
770
+ _padding5: f32,
771
+ _padding6: f32,
772
+ _padding7: f32,
773
+ };
774
+
775
+ @group(0) @binding(0) var inputTexture: texture_2d<f32>;
776
+ @group(0) @binding(1) var inputSampler: sampler;
777
+ @group(0) @binding(2) var<uniform> extractUniforms: BloomExtractUniforms;
778
+
779
+ @fragment fn fs(input: VertexOutput) -> @location(0) vec4f {
780
+ let color = textureSample(inputTexture, inputSampler, input.uv);
781
+ // Extract bright areas above threshold
782
+ let threshold = extractUniforms.threshold;
783
+ let bloom = max(vec3f(0.0), color.rgb - vec3f(threshold)) / max(0.001, 1.0 - threshold);
784
+ return vec4f(bloom, color.a);
785
+ }
893
786
  `,
894
787
  });
895
788
  // Bloom blur shader (gaussian blur - can be used for both horizontal and vertical)
896
789
  const bloomBlurShader = this.device.createShaderModule({
897
790
  label: "bloom blur",
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
- }
791
+ code: /* wgsl */ `
792
+ struct VertexOutput {
793
+ @builtin(position) position: vec4f,
794
+ @location(0) uv: vec2f,
795
+ };
796
+
797
+ @vertex fn vs(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
798
+ var output: VertexOutput;
799
+ let x = f32((vertexIndex << 1u) & 2u) * 2.0 - 1.0;
800
+ let y = f32(vertexIndex & 2u) * 2.0 - 1.0;
801
+ output.position = vec4f(x, y, 0.0, 1.0);
802
+ output.uv = vec2f(x * 0.5 + 0.5, 1.0 - (y * 0.5 + 0.5));
803
+ return output;
804
+ }
805
+
806
+ struct BlurUniforms {
807
+ direction: vec2f,
808
+ _padding1: f32,
809
+ _padding2: f32,
810
+ _padding3: f32,
811
+ _padding4: f32,
812
+ _padding5: f32,
813
+ _padding6: f32,
814
+ };
815
+
816
+ @group(0) @binding(0) var inputTexture: texture_2d<f32>;
817
+ @group(0) @binding(1) var inputSampler: sampler;
818
+ @group(0) @binding(2) var<uniform> blurUniforms: BlurUniforms;
819
+
820
+ // 3-tap gaussian blur using bilinear filtering trick (40% fewer texture fetches!)
821
+ @fragment fn fs(input: VertexOutput) -> @location(0) vec4f {
822
+ let texelSize = 1.0 / vec2f(textureDimensions(inputTexture));
823
+
824
+ // Bilinear optimization: leverage hardware filtering to sample between pixels
825
+ // Original 5-tap: weights [0.06136, 0.24477, 0.38774, 0.24477, 0.06136] at offsets [-2, -1, 0, 1, 2]
826
+ // Optimized 3-tap: combine adjacent samples using weighted offsets
827
+ let weight0 = 0.38774; // Center sample
828
+ let weight1 = 0.24477 + 0.06136; // Combined outer samples = 0.30613
829
+ let offset1 = (0.24477 * 1.0 + 0.06136 * 2.0) / weight1; // Weighted position = 1.2
830
+
831
+ var result = textureSample(inputTexture, inputSampler, input.uv) * weight0;
832
+ let offsetVec = offset1 * texelSize * blurUniforms.direction;
833
+ result += textureSample(inputTexture, inputSampler, input.uv + offsetVec) * weight1;
834
+ result += textureSample(inputTexture, inputSampler, input.uv - offsetVec) * weight1;
835
+
836
+ return result;
837
+ }
945
838
  `,
946
839
  });
947
840
  // Bloom composition shader (combines original scene with bloom)
948
841
  const bloomComposeShader = this.device.createShaderModule({
949
842
  label: "bloom compose",
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
- }
843
+ code: /* wgsl */ `
844
+ struct VertexOutput {
845
+ @builtin(position) position: vec4f,
846
+ @location(0) uv: vec2f,
847
+ };
848
+
849
+ @vertex fn vs(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
850
+ var output: VertexOutput;
851
+ let x = f32((vertexIndex << 1u) & 2u) * 2.0 - 1.0;
852
+ let y = f32(vertexIndex & 2u) * 2.0 - 1.0;
853
+ output.position = vec4f(x, y, 0.0, 1.0);
854
+ output.uv = vec2f(x * 0.5 + 0.5, 1.0 - (y * 0.5 + 0.5));
855
+ return output;
856
+ }
857
+
858
+ struct BloomComposeUniforms {
859
+ intensity: f32,
860
+ _padding1: f32,
861
+ _padding2: f32,
862
+ _padding3: f32,
863
+ _padding4: f32,
864
+ _padding5: f32,
865
+ _padding6: f32,
866
+ _padding7: f32,
867
+ };
868
+
869
+ @group(0) @binding(0) var sceneTexture: texture_2d<f32>;
870
+ @group(0) @binding(1) var sceneSampler: sampler;
871
+ @group(0) @binding(2) var bloomTexture: texture_2d<f32>;
872
+ @group(0) @binding(3) var bloomSampler: sampler;
873
+ @group(0) @binding(4) var<uniform> composeUniforms: BloomComposeUniforms;
874
+
875
+ @fragment fn fs(input: VertexOutput) -> @location(0) vec4f {
876
+ let scene = textureSample(sceneTexture, sceneSampler, input.uv);
877
+ let bloom = textureSample(bloomTexture, bloomSampler, input.uv);
878
+ // Additive blending with intensity control
879
+ let result = scene.rgb + bloom.rgb * composeUniforms.intensity;
880
+ return vec4f(result, scene.a);
881
+ }
989
882
  `,
990
883
  });
991
884
  // Create uniform buffer for blur direction (minimum 32 bytes for WebGPU)
@@ -1164,10 +1057,11 @@ export class Engine {
1164
1057
  format: this.presentationFormat,
1165
1058
  usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,
1166
1059
  });
1167
- this.sceneRenderTextureView = this.sceneRenderTexture.createView();
1168
1060
  // Setup bloom textures and bind groups
1169
1061
  this.setupBloom(width, height);
1170
1062
  const depthTextureView = this.depthTexture.createView();
1063
+ // Cache the scene render texture view (only recreate on resize)
1064
+ this.sceneRenderTextureView = this.sceneRenderTexture.createView();
1171
1065
  // Render scene to texture instead of directly to canvas
1172
1066
  const colorAttachment = this.sampleCount > 1
1173
1067
  ? {
@@ -1468,14 +1362,6 @@ export class Engine {
1468
1362
  const dir = pathParts.join("/") + "/";
1469
1363
  this.modelDir = dir;
1470
1364
  const model = await PmxLoader.load(path);
1471
- // console.log({
1472
- // vertices: Array.from(model.getVertices()),
1473
- // indices: Array.from(model.getIndices()),
1474
- // materials: model.getMaterials(),
1475
- // textures: model.getTextures(),
1476
- // bones: model.getSkeleton().bones,
1477
- // skinning: { joints: Array.from(model.getSkinning().joints), weights: Array.from(model.getSkinning().weights) },
1478
- // })
1479
1365
  this.physics = new Physics(model.getRigidbodies(), model.getJoints());
1480
1366
  await this.setupModelBuffers(model);
1481
1367
  }
@@ -1572,38 +1458,6 @@ export class Engine {
1572
1458
  const texture = await this.createTextureFromPath(path);
1573
1459
  return texture;
1574
1460
  };
1575
- const loadToonTexture = async (toonTextureIndex) => {
1576
- const texture = await loadTextureByIndex(toonTextureIndex);
1577
- if (texture)
1578
- return texture;
1579
- // Default toon texture fallback - cache it
1580
- const defaultToonPath = "__default_toon__";
1581
- const cached = this.textureCache.get(defaultToonPath);
1582
- if (cached)
1583
- return cached;
1584
- const defaultToonData = new Uint8Array(256 * 2 * 4);
1585
- for (let i = 0; i < 256; i++) {
1586
- const factor = i / 255.0;
1587
- const gray = Math.floor(128 + factor * 127);
1588
- defaultToonData[i * 4] = gray;
1589
- defaultToonData[i * 4 + 1] = gray;
1590
- defaultToonData[i * 4 + 2] = gray;
1591
- defaultToonData[i * 4 + 3] = 255;
1592
- defaultToonData[(256 + i) * 4] = gray;
1593
- defaultToonData[(256 + i) * 4 + 1] = gray;
1594
- defaultToonData[(256 + i) * 4 + 2] = gray;
1595
- defaultToonData[(256 + i) * 4 + 3] = 255;
1596
- }
1597
- const defaultToonTexture = this.device.createTexture({
1598
- label: "default toon texture",
1599
- size: [256, 2],
1600
- format: "rgba8unorm",
1601
- usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,
1602
- });
1603
- this.device.queue.writeTexture({ texture: defaultToonTexture }, defaultToonData, { bytesPerRow: 256 * 4 }, [256, 2]);
1604
- this.textureCache.set(defaultToonPath, defaultToonTexture);
1605
- return defaultToonTexture;
1606
- };
1607
1461
  this.opaqueDraws = [];
1608
1462
  this.eyeDraws = [];
1609
1463
  this.hairDrawsOverEyes = [];
@@ -1621,10 +1475,8 @@ export class Engine {
1621
1475
  const diffuseTexture = await loadTextureByIndex(mat.diffuseTextureIndex);
1622
1476
  if (!diffuseTexture)
1623
1477
  throw new Error(`Material "${mat.name}" has no diffuse texture`);
1624
- const toonTexture = await loadToonTexture(mat.toonTextureIndex);
1625
1478
  const materialAlpha = mat.diffuse[3];
1626
- const EPSILON = 0.001;
1627
- const isTransparent = materialAlpha < 1.0 - EPSILON;
1479
+ const isTransparent = materialAlpha < 1.0 - Engine.TRANSPARENCY_EPSILON;
1628
1480
  // Create material uniform data
1629
1481
  const materialUniformData = new Float32Array(8);
1630
1482
  materialUniformData[0] = materialAlpha;
@@ -1651,18 +1503,17 @@ export class Engine {
1651
1503
  { binding: 2, resource: diffuseTexture.createView() },
1652
1504
  { binding: 3, resource: this.materialSampler },
1653
1505
  { binding: 4, resource: { buffer: this.skinMatrixBuffer } },
1654
- { binding: 5, resource: toonTexture.createView() },
1655
- { binding: 6, resource: this.materialSampler },
1656
- { binding: 7, resource: { buffer: materialUniformBuffer } },
1506
+ { binding: 5, resource: { buffer: materialUniformBuffer } },
1657
1507
  ],
1658
1508
  });
1659
1509
  if (mat.isEye) {
1660
- this.eyeDraws.push({
1661
- count: indexCount,
1662
- firstIndex: currentIndexOffset,
1663
- bindGroup,
1664
- isTransparent,
1665
- });
1510
+ if (indexCount > 0) {
1511
+ this.eyeDraws.push({
1512
+ count: indexCount,
1513
+ firstIndex: currentIndexOffset,
1514
+ bindGroup,
1515
+ });
1516
+ }
1666
1517
  }
1667
1518
  else if (mat.isHair) {
1668
1519
  // Hair materials: create separate bind groups for over-eyes vs over-non-eyes
@@ -1691,42 +1542,42 @@ export class Engine {
1691
1542
  { binding: 2, resource: diffuseTexture.createView() },
1692
1543
  { binding: 3, resource: this.materialSampler },
1693
1544
  { binding: 4, resource: { buffer: this.skinMatrixBuffer } },
1694
- { binding: 5, resource: toonTexture.createView() },
1695
- { binding: 6, resource: this.materialSampler },
1696
- { binding: 7, resource: { buffer: buffer } },
1545
+ { binding: 5, resource: { buffer: buffer } },
1697
1546
  ],
1698
1547
  });
1699
1548
  };
1700
1549
  const bindGroupOverEyes = createHairBindGroup(true);
1701
1550
  const bindGroupOverNonEyes = createHairBindGroup(false);
1702
- this.hairDrawsOverEyes.push({
1703
- count: indexCount,
1704
- firstIndex: currentIndexOffset,
1705
- bindGroup: bindGroupOverEyes,
1706
- isTransparent,
1707
- });
1708
- this.hairDrawsOverNonEyes.push({
1709
- count: indexCount,
1710
- firstIndex: currentIndexOffset,
1711
- bindGroup: bindGroupOverNonEyes,
1712
- isTransparent,
1713
- });
1551
+ if (indexCount > 0) {
1552
+ this.hairDrawsOverEyes.push({
1553
+ count: indexCount,
1554
+ firstIndex: currentIndexOffset,
1555
+ bindGroup: bindGroupOverEyes,
1556
+ });
1557
+ this.hairDrawsOverNonEyes.push({
1558
+ count: indexCount,
1559
+ firstIndex: currentIndexOffset,
1560
+ bindGroup: bindGroupOverNonEyes,
1561
+ });
1562
+ }
1714
1563
  }
1715
1564
  else if (isTransparent) {
1716
- this.transparentDraws.push({
1717
- count: indexCount,
1718
- firstIndex: currentIndexOffset,
1719
- bindGroup,
1720
- isTransparent,
1721
- });
1565
+ if (indexCount > 0) {
1566
+ this.transparentDraws.push({
1567
+ count: indexCount,
1568
+ firstIndex: currentIndexOffset,
1569
+ bindGroup,
1570
+ });
1571
+ }
1722
1572
  }
1723
1573
  else {
1724
- this.opaqueDraws.push({
1725
- count: indexCount,
1726
- firstIndex: currentIndexOffset,
1727
- bindGroup,
1728
- isTransparent,
1729
- });
1574
+ if (indexCount > 0) {
1575
+ this.opaqueDraws.push({
1576
+ count: indexCount,
1577
+ firstIndex: currentIndexOffset,
1578
+ bindGroup,
1579
+ });
1580
+ }
1730
1581
  }
1731
1582
  // Edge flag is at bit 4 (0x10) in PMX format
1732
1583
  if ((mat.edgeFlag & 0x10) !== 0 && mat.edgeSize > 0) {
@@ -1754,42 +1605,39 @@ export class Engine {
1754
1605
  { binding: 2, resource: { buffer: this.skinMatrixBuffer } },
1755
1606
  ],
1756
1607
  });
1757
- if (mat.isEye) {
1758
- this.eyeOutlineDraws.push({
1759
- count: indexCount,
1760
- firstIndex: currentIndexOffset,
1761
- bindGroup: outlineBindGroup,
1762
- isTransparent,
1763
- });
1764
- }
1765
- else if (mat.isHair) {
1766
- this.hairOutlineDraws.push({
1767
- count: indexCount,
1768
- firstIndex: currentIndexOffset,
1769
- bindGroup: outlineBindGroup,
1770
- isTransparent,
1771
- });
1772
- }
1773
- else if (isTransparent) {
1774
- this.transparentOutlineDraws.push({
1775
- count: indexCount,
1776
- firstIndex: currentIndexOffset,
1777
- bindGroup: outlineBindGroup,
1778
- isTransparent,
1779
- });
1780
- }
1781
- else {
1782
- this.opaqueOutlineDraws.push({
1783
- count: indexCount,
1784
- firstIndex: currentIndexOffset,
1785
- bindGroup: outlineBindGroup,
1786
- isTransparent,
1787
- });
1608
+ if (indexCount > 0) {
1609
+ if (mat.isEye) {
1610
+ this.eyeOutlineDraws.push({
1611
+ count: indexCount,
1612
+ firstIndex: currentIndexOffset,
1613
+ bindGroup: outlineBindGroup,
1614
+ });
1615
+ }
1616
+ else if (mat.isHair) {
1617
+ this.hairOutlineDraws.push({
1618
+ count: indexCount,
1619
+ firstIndex: currentIndexOffset,
1620
+ bindGroup: outlineBindGroup,
1621
+ });
1622
+ }
1623
+ else if (isTransparent) {
1624
+ this.transparentOutlineDraws.push({
1625
+ count: indexCount,
1626
+ firstIndex: currentIndexOffset,
1627
+ bindGroup: outlineBindGroup,
1628
+ });
1629
+ }
1630
+ else {
1631
+ this.opaqueOutlineDraws.push({
1632
+ count: indexCount,
1633
+ firstIndex: currentIndexOffset,
1634
+ bindGroup: outlineBindGroup,
1635
+ });
1636
+ }
1788
1637
  }
1789
1638
  }
1790
1639
  currentIndexOffset += indexCount;
1791
1640
  }
1792
- this.gpuMemoryMB = this.calculateGpuMemory();
1793
1641
  }
1794
1642
  async createTextureFromPath(path) {
1795
1643
  const cached = this.textureCache.get(path);
@@ -1822,6 +1670,56 @@ export class Engine {
1822
1670
  return null;
1823
1671
  }
1824
1672
  }
1673
+ // Helper: Render eyes with stencil writing (for post-alpha-eye effect)
1674
+ renderEyes(pass) {
1675
+ pass.setPipeline(this.eyePipeline);
1676
+ pass.setStencilReference(this.STENCIL_EYE_VALUE);
1677
+ for (const draw of this.eyeDraws) {
1678
+ pass.setBindGroup(0, draw.bindGroup);
1679
+ pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1680
+ }
1681
+ }
1682
+ // Helper: Render hair with post-alpha-eye effect (depth pre-pass + stencil-based shading + outlines)
1683
+ renderHair(pass) {
1684
+ // Hair depth pre-pass (reduces overdraw via early depth rejection)
1685
+ const hasHair = this.hairDrawsOverEyes.length > 0 || this.hairDrawsOverNonEyes.length > 0;
1686
+ if (hasHair) {
1687
+ pass.setPipeline(this.hairDepthPipeline);
1688
+ for (const draw of this.hairDrawsOverEyes) {
1689
+ pass.setBindGroup(0, draw.bindGroup);
1690
+ pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1691
+ }
1692
+ for (const draw of this.hairDrawsOverNonEyes) {
1693
+ pass.setBindGroup(0, draw.bindGroup);
1694
+ pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1695
+ }
1696
+ }
1697
+ // Hair shading (split by stencil for transparency over eyes)
1698
+ if (this.hairDrawsOverEyes.length > 0) {
1699
+ pass.setPipeline(this.hairPipelineOverEyes);
1700
+ pass.setStencilReference(this.STENCIL_EYE_VALUE);
1701
+ for (const draw of this.hairDrawsOverEyes) {
1702
+ pass.setBindGroup(0, draw.bindGroup);
1703
+ pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1704
+ }
1705
+ }
1706
+ if (this.hairDrawsOverNonEyes.length > 0) {
1707
+ pass.setPipeline(this.hairPipelineOverNonEyes);
1708
+ pass.setStencilReference(this.STENCIL_EYE_VALUE);
1709
+ for (const draw of this.hairDrawsOverNonEyes) {
1710
+ pass.setBindGroup(0, draw.bindGroup);
1711
+ pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1712
+ }
1713
+ }
1714
+ // Hair outlines
1715
+ if (this.hairOutlineDraws.length > 0) {
1716
+ pass.setPipeline(this.hairOutlinePipeline);
1717
+ for (const draw of this.hairOutlineDraws) {
1718
+ pass.setBindGroup(0, draw.bindGroup);
1719
+ pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1720
+ }
1721
+ }
1722
+ }
1825
1723
  // Render strategy: 1) Opaque non-eye/hair 2) Eyes (stencil=1) 3) Hair (depth pre-pass + split by stencil) 4) Transparent 5) Bloom
1826
1724
  render() {
1827
1725
  if (this.multisampleTexture && this.camera && this.device) {
@@ -1841,7 +1739,6 @@ export class Engine {
1841
1739
  return;
1842
1740
  }
1843
1741
  const pass = encoder.beginRenderPass(this.renderPassDescriptor);
1844
- this.drawCallCount = 0;
1845
1742
  if (this.currentModel) {
1846
1743
  pass.setVertexBuffer(0, this.vertexBuffer);
1847
1744
  pass.setVertexBuffer(1, this.jointsBuffer);
@@ -1850,81 +1747,19 @@ export class Engine {
1850
1747
  // Pass 1: Opaque
1851
1748
  pass.setPipeline(this.modelPipeline);
1852
1749
  for (const draw of this.opaqueDraws) {
1853
- if (draw.count > 0) {
1854
- pass.setBindGroup(0, draw.bindGroup);
1855
- pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1856
- this.drawCallCount++;
1857
- }
1750
+ pass.setBindGroup(0, draw.bindGroup);
1751
+ pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1858
1752
  }
1859
1753
  // Pass 2: Eyes (writes stencil value for hair to test against)
1860
- pass.setPipeline(this.eyePipeline);
1861
- pass.setStencilReference(this.STENCIL_EYE_VALUE);
1862
- for (const draw of this.eyeDraws) {
1863
- if (draw.count > 0) {
1864
- pass.setBindGroup(0, draw.bindGroup);
1865
- pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1866
- this.drawCallCount++;
1867
- }
1868
- }
1869
- // Pass 3: Hair rendering (depth pre-pass + shading + outlines)
1754
+ this.renderEyes(pass);
1870
1755
  this.drawOutlines(pass, false);
1871
- // 3a: Hair depth pre-pass (reduces overdraw via early depth rejection)
1872
- if (this.hairDrawsOverEyes.length > 0 || this.hairDrawsOverNonEyes.length > 0) {
1873
- pass.setPipeline(this.hairDepthPipeline);
1874
- for (const draw of this.hairDrawsOverEyes) {
1875
- if (draw.count > 0) {
1876
- pass.setBindGroup(0, draw.bindGroup);
1877
- pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1878
- }
1879
- }
1880
- for (const draw of this.hairDrawsOverNonEyes) {
1881
- if (draw.count > 0) {
1882
- pass.setBindGroup(0, draw.bindGroup);
1883
- pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1884
- }
1885
- }
1886
- }
1887
- // 3b: Hair shading (split by stencil for transparency over eyes)
1888
- if (this.hairDrawsOverEyes.length > 0) {
1889
- pass.setPipeline(this.hairPipelineOverEyes);
1890
- pass.setStencilReference(this.STENCIL_EYE_VALUE);
1891
- for (const draw of this.hairDrawsOverEyes) {
1892
- if (draw.count > 0) {
1893
- pass.setBindGroup(0, draw.bindGroup);
1894
- pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1895
- this.drawCallCount++;
1896
- }
1897
- }
1898
- }
1899
- if (this.hairDrawsOverNonEyes.length > 0) {
1900
- pass.setPipeline(this.hairPipelineOverNonEyes);
1901
- pass.setStencilReference(this.STENCIL_EYE_VALUE);
1902
- for (const draw of this.hairDrawsOverNonEyes) {
1903
- if (draw.count > 0) {
1904
- pass.setBindGroup(0, draw.bindGroup);
1905
- pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1906
- this.drawCallCount++;
1907
- }
1908
- }
1909
- }
1910
- // 3c: Hair outlines
1911
- if (this.hairOutlineDraws.length > 0) {
1912
- pass.setPipeline(this.hairOutlinePipeline);
1913
- for (const draw of this.hairOutlineDraws) {
1914
- if (draw.count > 0) {
1915
- pass.setBindGroup(0, draw.bindGroup);
1916
- pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1917
- }
1918
- }
1919
- }
1756
+ // Pass 3: Hair rendering (depth pre-pass + shading + outlines)
1757
+ this.renderHair(pass);
1920
1758
  // Pass 4: Transparent
1921
1759
  pass.setPipeline(this.modelPipeline);
1922
1760
  for (const draw of this.transparentDraws) {
1923
- if (draw.count > 0) {
1924
- pass.setBindGroup(0, draw.bindGroup);
1925
- pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1926
- this.drawCallCount++;
1927
- }
1761
+ pass.setBindGroup(0, draw.bindGroup);
1762
+ pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
1928
1763
  }
1929
1764
  this.drawOutlines(pass, true);
1930
1765
  }
@@ -2032,6 +1867,7 @@ export class Engine {
2032
1867
  this.device.queue.writeBuffer(this.cameraUniformBuffer, 0, this.cameraMatrixData);
2033
1868
  }
2034
1869
  updateRenderTarget() {
1870
+ // Use cached view (only recreated on resize in handleResize)
2035
1871
  const colorAttachment = this.renderPassDescriptor.colorAttachments[0];
2036
1872
  if (this.sampleCount > 1) {
2037
1873
  colorAttachment.resolveTarget = this.sceneRenderTextureView;
@@ -2060,122 +1896,44 @@ export class Engine {
2060
1896
  }
2061
1897
  drawOutlines(pass, transparent) {
2062
1898
  pass.setPipeline(this.outlinePipeline);
2063
- if (transparent) {
2064
- for (const draw of this.transparentOutlineDraws) {
2065
- if (draw.count > 0) {
2066
- pass.setBindGroup(0, draw.bindGroup);
2067
- pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
2068
- }
2069
- }
2070
- }
2071
- else {
2072
- for (const draw of this.opaqueOutlineDraws) {
2073
- if (draw.count > 0) {
2074
- pass.setBindGroup(0, draw.bindGroup);
2075
- pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
2076
- }
2077
- }
1899
+ const draws = transparent ? this.transparentOutlineDraws : this.opaqueOutlineDraws;
1900
+ for (const draw of draws) {
1901
+ pass.setBindGroup(0, draw.bindGroup);
1902
+ pass.drawIndexed(draw.count, 1, draw.firstIndex, 0, 0);
2078
1903
  }
2079
1904
  }
2080
1905
  updateStats(frameTime) {
1906
+ // Simplified frame time tracking - rolling average with fixed window
2081
1907
  const maxSamples = 60;
2082
- this.frameTimeSamples.push(frameTime);
2083
1908
  this.frameTimeSum += frameTime;
2084
- if (this.frameTimeSamples.length > maxSamples) {
2085
- const removed = this.frameTimeSamples.shift();
2086
- this.frameTimeSum -= removed;
1909
+ this.frameTimeCount++;
1910
+ if (this.frameTimeCount > maxSamples) {
1911
+ // Maintain rolling window by subtracting oldest sample estimate
1912
+ const avg = this.frameTimeSum / maxSamples;
1913
+ this.frameTimeSum -= avg;
1914
+ this.frameTimeCount = maxSamples;
2087
1915
  }
2088
- const avgFrameTime = this.frameTimeSum / this.frameTimeSamples.length;
2089
- this.stats.frameTime = Math.round(avgFrameTime * 100) / 100;
1916
+ this.stats.frameTime =
1917
+ Math.round((this.frameTimeSum / this.frameTimeCount) * Engine.STATS_FRAME_TIME_ROUNDING) /
1918
+ Engine.STATS_FRAME_TIME_ROUNDING;
1919
+ // FPS tracking
2090
1920
  const now = performance.now();
2091
1921
  this.framesSinceLastUpdate++;
2092
1922
  const elapsed = now - this.lastFpsUpdate;
2093
- if (elapsed >= 1000) {
2094
- this.stats.fps = Math.round((this.framesSinceLastUpdate / elapsed) * 1000);
1923
+ if (elapsed >= Engine.STATS_FPS_UPDATE_INTERVAL_MS) {
1924
+ this.stats.fps = Math.round((this.framesSinceLastUpdate / elapsed) * Engine.STATS_FPS_UPDATE_INTERVAL_MS);
2095
1925
  this.framesSinceLastUpdate = 0;
2096
1926
  this.lastFpsUpdate = now;
2097
1927
  }
2098
- this.stats.gpuMemory = this.gpuMemoryMB;
2099
- }
2100
- calculateGpuMemory() {
2101
- let textureMemoryBytes = 0;
2102
- for (const texture of this.textureCache.values()) {
2103
- textureMemoryBytes += texture.width * texture.height * 4;
2104
- }
2105
- let bufferMemoryBytes = 0;
2106
- if (this.vertexBuffer) {
2107
- const vertices = this.currentModel?.getVertices();
2108
- if (vertices)
2109
- bufferMemoryBytes += vertices.byteLength;
2110
- }
2111
- if (this.indexBuffer) {
2112
- const indices = this.currentModel?.getIndices();
2113
- if (indices)
2114
- bufferMemoryBytes += indices.byteLength;
2115
- }
2116
- if (this.jointsBuffer) {
2117
- const skinning = this.currentModel?.getSkinning();
2118
- if (skinning)
2119
- bufferMemoryBytes += skinning.joints.byteLength;
2120
- }
2121
- if (this.weightsBuffer) {
2122
- const skinning = this.currentModel?.getSkinning();
2123
- if (skinning)
2124
- bufferMemoryBytes += skinning.weights.byteLength;
2125
- }
2126
- if (this.skinMatrixBuffer) {
2127
- const skeleton = this.currentModel?.getSkeleton();
2128
- if (skeleton)
2129
- bufferMemoryBytes += Math.max(256, skeleton.bones.length * 16 * 4);
2130
- }
2131
- if (this.worldMatrixBuffer) {
2132
- const skeleton = this.currentModel?.getSkeleton();
2133
- if (skeleton)
2134
- bufferMemoryBytes += Math.max(256, skeleton.bones.length * 16 * 4);
2135
- }
2136
- if (this.inverseBindMatrixBuffer) {
2137
- const skeleton = this.currentModel?.getSkeleton();
2138
- if (skeleton)
2139
- bufferMemoryBytes += Math.max(256, skeleton.bones.length * 16 * 4);
2140
- }
2141
- bufferMemoryBytes += 40 * 4;
2142
- bufferMemoryBytes += 64 * 4;
2143
- bufferMemoryBytes += 32;
2144
- bufferMemoryBytes += 32;
2145
- bufferMemoryBytes += 32;
2146
- bufferMemoryBytes += 32;
2147
- if (this.fullscreenQuadBuffer) {
2148
- bufferMemoryBytes += 24 * 4;
2149
- }
2150
- const totalMaterialDraws = this.opaqueDraws.length +
2151
- this.eyeDraws.length +
2152
- this.hairDrawsOverEyes.length +
2153
- this.hairDrawsOverNonEyes.length +
2154
- this.transparentDraws.length;
2155
- bufferMemoryBytes += totalMaterialDraws * 32;
2156
- const totalOutlineDraws = this.opaqueOutlineDraws.length +
2157
- this.eyeOutlineDraws.length +
2158
- this.hairOutlineDraws.length +
2159
- this.transparentOutlineDraws.length;
2160
- bufferMemoryBytes += totalOutlineDraws * 32;
2161
- let renderTargetMemoryBytes = 0;
2162
- if (this.multisampleTexture) {
2163
- const width = this.canvas.width;
2164
- const height = this.canvas.height;
2165
- renderTargetMemoryBytes += width * height * 4 * this.sampleCount;
2166
- renderTargetMemoryBytes += width * height * 4;
2167
- }
2168
- if (this.sceneRenderTexture) {
2169
- const width = this.canvas.width;
2170
- const height = this.canvas.height;
2171
- renderTargetMemoryBytes += width * height * 4;
2172
- }
2173
- if (this.bloomExtractTexture) {
2174
- const width = Math.floor(this.canvas.width / this.BLOOM_DOWNSCALE_FACTOR);
2175
- const height = Math.floor(this.canvas.height / this.BLOOM_DOWNSCALE_FACTOR);
2176
- renderTargetMemoryBytes += width * height * 4 * 3;
2177
- }
2178
- const totalGPUMemoryBytes = textureMemoryBytes + bufferMemoryBytes + renderTargetMemoryBytes;
2179
- return Math.round((totalGPUMemoryBytes / 1024 / 1024) * 100) / 100;
2180
1928
  }
2181
1929
  }
1930
+ // Default values
1931
+ Engine.DEFAULT_BLOOM_THRESHOLD = 0.01;
1932
+ Engine.DEFAULT_BLOOM_INTENSITY = 0.12;
1933
+ Engine.DEFAULT_RIM_LIGHT_INTENSITY = 0.45;
1934
+ Engine.DEFAULT_CAMERA_DISTANCE = 26.6;
1935
+ Engine.DEFAULT_CAMERA_TARGET = new Vec3(0, 12.5, 0);
1936
+ Engine.HAIR_OVER_EYES_ALPHA = 0.5;
1937
+ Engine.TRANSPARENCY_EPSILON = 0.001;
1938
+ Engine.STATS_FPS_UPDATE_INTERVAL_MS = 1000;
1939
+ Engine.STATS_FRAME_TIME_ROUNDING = 100;