reze-engine 0.33.1 → 0.33.2

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.d.ts CHANGED
@@ -585,13 +585,6 @@ export declare class Engine {
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  }): void;
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  private updateLightBuffer;
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  getStats(): EngineStats;
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- /** Frame-rate cap for the render loop, or null for display-rate. On high-refresh
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- * displays (144/240Hz) rAF runs the WHOLE pipeline — physics, IK, blending,
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- * passes — that many times per second for no visible gain over ~120 (VMD content
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- * is 30fps; blending interpolates). Capping restores the per-second budget. */
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- private maxFPS;
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- private lastLoopTime;
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- setMaxFPS(fps: number | null): void;
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  runRenderLoop(callback?: () => void): void;
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  stopRenderLoop(): void;
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  dispose(): void;
@@ -1 +1 @@
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- 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package/dist/engine.js CHANGED
@@ -371,12 +371,6 @@ export class Engine {
371
371
  /** When set, render resolution is pinned to this size instead of tracking the
372
372
  * canvas's CSS size × devicePixelRatio (see setRenderSize). */
373
373
  this.fixedRenderSize = null;
374
- /** Frame-rate cap for the render loop, or null for display-rate. On high-refresh
375
- * displays (144/240Hz) rAF runs the WHOLE pipeline — physics, IK, blending,
376
- * passes — that many times per second for no visible gain over ~120 (VMD content
377
- * is 30fps; blending interpolates). Capping restores the per-second budget. */
378
- this.maxFPS = null;
379
- this.lastLoopTime = 0;
380
374
  // CPU frame-time breakdown (EMA-smoothed into getStats): where a frame's
381
375
  // milliseconds actually go — animation/IK/blending vs physics vs everything
382
376
  // else on the render thread. The first question of any perf report.
@@ -2562,20 +2556,18 @@ export class Engine {
2562
2556
  getStats() {
2563
2557
  return { ...this.stats };
2564
2558
  }
2565
- setMaxFPS(fps) {
2566
- this.maxFPS = fps !== null && fps > 0 ? fps : null;
2567
- }
2559
+ // The render loop runs at display rate, always. A frame-rate cap used to be
2560
+ // offered here for high-refresh displays, on the reasoning that VMD content
2561
+ // is 30fps and running the whole pipeline at 240 buys nothing. Nothing ever
2562
+ // called it — every product in the family chases native refresh, because
2563
+ // dropping frames a display can show is the one thing that reads as cheap.
2564
+ // Physics already decouples: it steps at a fixed 60Hz behind an accumulator
2565
+ // and the drawn pose is interpolated between substeps, so a 240Hz display
2566
+ // costs four interpolations per simulation step, not four simulations.
2568
2567
  runRenderLoop(callback) {
2569
2568
  this.renderLoopCallback = callback || null;
2570
- const loop = (now) => {
2569
+ const loop = () => {
2571
2570
  this.animationFrameId = requestAnimationFrame(loop);
2572
- if (this.maxFPS !== null) {
2573
- // Tolerate rAF jitter: accept frames within ~half a display tick early.
2574
- const minInterval = 1000 / this.maxFPS - 2;
2575
- if (now - this.lastLoopTime < minInterval)
2576
- return;
2577
- this.lastLoopTime = now;
2578
- }
2579
2571
  this.render();
2580
2572
  if (this.renderLoopCallback) {
2581
2573
  this.renderLoopCallback();
@@ -0,0 +1,7 @@
1
+ /**
2
+ * The tile as 8-bit luminance, plus its mip chain (box-filtered, which is exact
3
+ * for a repeating texture). Mips are the point as much as the speed: procedural
4
+ * noise has no mip chain, so at grazing angles it shimmered.
5
+ */
6
+ export declare function buildGroundNoiseMips(): Uint8Array[];
7
+ //# sourceMappingURL=ground-noise.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ground-noise.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/ground-noise.ts"],"names":[],"mappings":"AAkDA;;;;GAIG;AACH,wBAAgB,oBAAoB,IAAI,UAAU,EAAE,CAsCnD"}
@@ -0,0 +1,88 @@
1
+ // Bakes the ground's frosted micro-texture into a seamless, mipmapped tile.
2
+ //
3
+ // The shader used to evaluate four octaves of value noise per pixel — sixteen
4
+ // hash rounds — and the ground covers the entire screen as soon as the camera
5
+ // tilts toward the horizon. This produces the same character of pattern once, at
6
+ // load, so the fragment shader pays one filtered fetch instead.
7
+ //
8
+ // SEAMLESS BY CONSTRUCTION. The original hash was not periodic, so a finite
9
+ // crop of it could never tile. Here every octave's lattice wraps at a whole
10
+ // number of cells across the tile, which makes the result repeat exactly at the
11
+ // edges. The pattern is therefore not pixel-identical to the analytic version —
12
+ // it is the same kind of noise, not the same noise. At the default strength of
13
+ // 0.05 it modulates brightness by ±2.5%, where the repeat is not findable by eye.
14
+ import { GROUND_NOISE_RES, GROUND_NOISE_TILE_WORLD } from "./ground";
15
+ /** Lattice cells across the tile at octave 0. The analytic version sampled fbm
16
+ * at worldXZ × 3, so a tile spanning 8 world units covers 24 base cells — the
17
+ * same spatial frequency the surface had before. */
18
+ const BASE_CELLS = GROUND_NOISE_TILE_WORLD * 3;
19
+ const OCTAVES = 4;
20
+ /** Deterministic lattice hash. Integer coordinates are wrapped by the caller,
21
+ * which is what makes the tile seamless. */
22
+ function hash(ix, iy) {
23
+ let h = Math.imul(ix, 374761393) + Math.imul(iy, 668265263);
24
+ h = Math.imul(h ^ (h >>> 13), 1274126177);
25
+ return ((h ^ (h >>> 16)) >>> 0) / 4294967296;
26
+ }
27
+ /** Value noise on a lattice that repeats every `period` cells. */
28
+ function periodicValueNoise(x, y, period) {
29
+ const ix = Math.floor(x);
30
+ const iy = Math.floor(y);
31
+ const fx = x - ix;
32
+ const fy = y - iy;
33
+ // Smoothstep weights — same curve the WGSL used.
34
+ const ux = fx * fx * (3 - 2 * fx);
35
+ const uy = fy * fy * (3 - 2 * fy);
36
+ const x0 = ((ix % period) + period) % period;
37
+ const y0 = ((iy % period) + period) % period;
38
+ const x1 = (x0 + 1) % period;
39
+ const y1 = (y0 + 1) % period;
40
+ const a = hash(x0, y0);
41
+ const b = hash(x1, y0);
42
+ const c = hash(x0, y1);
43
+ const d = hash(x1, y1);
44
+ return (a + (b - a) * ux) * (1 - uy) + (c + (d - c) * ux) * uy;
45
+ }
46
+ /**
47
+ * The tile as 8-bit luminance, plus its mip chain (box-filtered, which is exact
48
+ * for a repeating texture). Mips are the point as much as the speed: procedural
49
+ * noise has no mip chain, so at grazing angles it shimmered.
50
+ */
51
+ export function buildGroundNoiseMips() {
52
+ const levels = [];
53
+ const res = GROUND_NOISE_RES;
54
+ const base = new Uint8Array(res * res);
55
+ for (let py = 0; py < res; py++) {
56
+ for (let px = 0; px < res; px++) {
57
+ // Texel centre, in units of octave-0 lattice cells.
58
+ const x = ((px + 0.5) / res) * BASE_CELLS;
59
+ const y = ((py + 0.5) / res) * BASE_CELLS;
60
+ let v = 0;
61
+ let amp = 0.5;
62
+ let freq = 1;
63
+ for (let o = 0; o < OCTAVES; o++) {
64
+ v += amp * periodicValueNoise(x * freq, y * freq, BASE_CELLS * freq);
65
+ freq *= 2;
66
+ amp *= 0.5;
67
+ }
68
+ base[py * res + px] = Math.max(0, Math.min(255, Math.round(v * 255)));
69
+ }
70
+ }
71
+ levels.push(base);
72
+ let src = base;
73
+ let size = res;
74
+ while (size > 1) {
75
+ const half = size >> 1;
76
+ const dst = new Uint8Array(half * half);
77
+ for (let y = 0; y < half; y++) {
78
+ for (let x = 0; x < half; x++) {
79
+ const s = y * 2 * size + x * 2;
80
+ dst[y * half + x] = (src[s] + src[s + 1] + src[s + size] + src[s + size + 1] + 2) >> 2;
81
+ }
82
+ }
83
+ levels.push(dst);
84
+ src = dst;
85
+ size = half;
86
+ }
87
+ return levels;
88
+ }
@@ -1,2 +1,2 @@
1
- export declare const GROUND_SHADOW_SHADER_WGSL = "\nstruct CameraUniforms { view: mat4x4f, projection: mat4x4f, viewPos: vec3f, _p: f32, };\nstruct Light { direction: vec4f, color: vec4f, };\nstruct LightUniforms { ambientColor: vec4f, lights: array<Light, 4>, };\nstruct GroundShadowMat {\n diffuseColor: vec3f, fadeStart: f32,\n fadeEnd: f32, shadowStrength: f32, pcfTexel: f32, gridSpacing: f32,\n gridLineWidth: f32, gridLineOpacity: f32, noiseStrength: f32, opacity: f32,\n gridLineColor: vec3f, _pad2: f32,\n};\nstruct LightVP { viewProj: mat4x4f, };\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(0) @binding(1) var<uniform> light: LightUniforms;\n@group(0) @binding(2) var shadowMap: texture_depth_2d;\n@group(0) @binding(3) var shadowSampler: sampler_comparison;\n@group(0) @binding(4) var<uniform> material: GroundShadowMat;\n@group(0) @binding(5) var<uniform> lightVP: LightVP;\n\nfn hash2(p: vec2f) -> f32 {\n var p3 = fract(vec3f(p.x, p.y, p.x) * 0.1031);\n p3 += dot(p3, vec3f(p3.y + 33.33, p3.z + 33.33, p3.x + 33.33));\n return fract((p3.x + p3.y) * p3.z);\n}\nfn valueNoise(p: vec2f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n return mix(mix(hash2(i), hash2(i + vec2f(1.0, 0.0)), u.x),\n mix(hash2(i + vec2f(0.0, 1.0)), hash2(i + vec2f(1.0, 1.0)), u.x), u.y);\n}\nfn fbmNoise(p: vec2f) -> f32 {\n var v = 0.0;\n var a = 0.5;\n var pp = p;\n for (var i = 0; i < 4; i++) {\n v += a * valueNoise(pp);\n pp *= 2.0;\n a *= 0.5;\n }\n return v;\n}\n\nstruct VO { @builtin(position) position: vec4f, @location(0) worldPos: vec3f, @location(1) normal: vec3f, };\n@vertex fn vs(@location(0) position: vec3f, @location(1) normal: vec3f, @location(2) uv: vec2f) -> VO {\n var o: VO; o.worldPos = position; o.normal = normal;\n o.position = camera.projection * camera.view * vec4f(position, 1.0); return o;\n}\nstruct FSOut { @location(0) color: vec4f, @location(1) mask: vec4f };\n@fragment fn fs(i: VO) -> FSOut {\n let n = normalize(i.normal);\n let centerDist = length(i.worldPos.xz);\n let edgeFade = 1.0 - smoothstep(0.0, 1.0, clamp((centerDist - material.fadeStart) / max(material.fadeEnd - material.fadeStart, 0.001), 0.0, 1.0));\n\n let lclip = lightVP.viewProj * vec4f(i.worldPos, 1.0);\n let ndc = lclip.xyz / max(lclip.w, 1e-6);\n let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);\n let suv_c = clamp(suv, vec2f(0.02), vec2f(0.98));\n let st = material.pcfTexel;\n let compareZ = ndc.z - 0.0035;\n var vis = 0.0;\n for (var y = -2; y <= 2; y++) {\n for (var x = -2; x <= 2; x++) {\n vis += textureSampleCompare(shadowMap, shadowSampler, suv_c + vec2f(f32(x), f32(y)) * st, compareZ);\n }\n }\n vis *= 0.04;\n // Outside the light's frustum there IS no shadow information \u2014 the clamped\n // border samples above compare against unrelated depths and read \"shadowed\",\n // darkening the whole far plane with a visible band at the frustum edge\n // (masked by the opaque surface normally, glaring in green-screen mode where\n // only the shadow-catcher term renders). Fade to fully lit near the border.\n let inZ = select(0.0, 1.0, ndc.z > 0.0 && ndc.z < 1.0);\n let frustum = (1.0 - smoothstep(0.88, 0.96, abs(ndc.x))) * (1.0 - smoothstep(0.88, 0.96, abs(ndc.y))) * inZ;\n vis = mix(1.0, vis, frustum);\n\n // Frosted/matte micro-texture\n let noiseVal = fbmNoise(i.worldPos.xz * 3.0);\n let noiseTint = 1.0 + (noiseVal - 0.5) * material.noiseStrength;\n\n // Grid lines \u2014 anti-aliased via screen-space derivatives\n let gp = i.worldPos.xz / material.gridSpacing;\n let gridFrac = abs(fract(gp - 0.5) - 0.5);\n let gridDeriv = fwidth(gp);\n let halfLine = material.gridLineWidth * 0.5;\n let gridLine = 1.0 - min(\n smoothstep(halfLine - gridDeriv.x, halfLine + gridDeriv.x, gridFrac.x),\n smoothstep(halfLine - gridDeriv.y, halfLine + gridDeriv.y, gridFrac.y)\n );\n let sun = light.ambientColor.xyz + light.lights[0].color.xyz * light.lights[0].color.w * max(dot(n, -light.lights[0].direction.xyz), 0.0);\n let dark = (1.0 - vis) * material.shadowStrength;\n var baseColor = material.diffuseColor * sun * (1.0 - dark * 0.65);\n baseColor *= noiseTint;\n let finalColor = mix(baseColor, material.gridLineColor, gridLine * material.gridLineOpacity * edgeFade);\n // Whole-ground opacity fades the SURFACE (color, grid) but the shadow stays \u2014\n // as opacity drops, the received shadow becomes a translucent dark layer\n // (Blender's Shadow Catcher), so models still feel grounded on a photo or\n // 360 backdrop. At opacity 1 this reduces exactly to the plain surface.\n let surfA = edgeFade * material.opacity;\n let catchA = dark * 0.65 * edgeFade * (1.0 - material.opacity);\n let outA = surfA + catchA;\n var out: FSOut;\n out.color = vec4f(finalColor * surfA, outA);\n // mask.r = 0: ground never contributes to bloom. mask.g = 1.0 with src.a =\n // outA turns the aux blend into alpha-over, so the drawable alpha goes\n // from outA at the center to 0 at the radial edge \u2014 letting the page\n // background show through under the premultiplied canvas alphaMode.\n out.mask = vec4f(0.0, 1.0, 0.0, outA);\n return out;\n}\n";
1
+ export declare const GROUND_SHADOW_SHADER_WGSL = "\nstruct CameraUniforms { view: mat4x4f, projection: mat4x4f, viewPos: vec3f, _p: f32, };\nstruct Light { direction: vec4f, color: vec4f, };\nstruct LightUniforms { ambientColor: vec4f, lights: array<Light, 4>, };\nstruct GroundShadowMat {\n diffuseColor: vec3f, fadeStart: f32,\n fadeEnd: f32, shadowStrength: f32, pcfTexel: f32, gridSpacing: f32,\n gridLineWidth: f32, gridLineOpacity: f32, noiseStrength: f32, opacity: f32,\n gridLineColor: vec3f, _pad2: f32,\n};\nstruct LightVP { viewProj: mat4x4f, };\n@group(0) @binding(0) var<uniform> camera: CameraUniforms;\n@group(0) @binding(1) var<uniform> light: LightUniforms;\n@group(0) @binding(2) var shadowMap: texture_depth_2d;\n@group(0) @binding(3) var shadowSampler: sampler_comparison;\n@group(0) @binding(4) var<uniform> material: GroundShadowMat;\n@group(0) @binding(5) var<uniform> lightVP: LightVP;\n\nfn hash2(p: vec2f) -> f32 {\n var p3 = fract(vec3f(p.x, p.y, p.x) * 0.1031);\n p3 += dot(p3, vec3f(p3.y + 33.33, p3.z + 33.33, p3.x + 33.33));\n return fract((p3.x + p3.y) * p3.z);\n}\nfn valueNoise(p: vec2f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n return mix(mix(hash2(i), hash2(i + vec2f(1.0, 0.0)), u.x),\n mix(hash2(i + vec2f(0.0, 1.0)), hash2(i + vec2f(1.0, 1.0)), u.x), u.y);\n}\nfn fbmNoise(p: vec2f) -> f32 {\n var v = 0.0;\n var a = 0.5;\n var pp = p;\n for (var i = 0; i < 4; i++) {\n v += a * valueNoise(pp);\n pp *= 2.0;\n a *= 0.5;\n }\n return v;\n}\n\nstruct VO { @builtin(position) position: vec4f, @location(0) worldPos: vec3f, @location(1) normal: vec3f, };\n@vertex fn vs(@location(0) position: vec3f, @location(1) normal: vec3f, @location(2) uv: vec2f) -> VO {\n var o: VO; o.worldPos = position; o.normal = normal;\n o.position = camera.projection * camera.view * vec4f(position, 1.0); return o;\n}\nstruct FSOut { @location(0) color: vec4f, @location(1) mask: vec4f };\n@fragment fn fs(i: VO) -> FSOut {\n // Derivatives first, unconditionally: WGSL requires fwidth in uniform control\n // flow and everything below branches on world position.\n let gp = i.worldPos.xz / material.gridSpacing;\n let gridDeriv = fwidth(gp);\n\n var out: FSOut;\n let n = normalize(i.normal);\n let centerDist = length(i.worldPos.xz);\n let edgeFade = 1.0 - smoothstep(0.0, 1.0, clamp((centerDist - material.fadeStart) / max(material.fadeEnd - material.fadeStart, 0.001), 0.0, 1.0));\n\n // Past the radial fade every term below is multiplied by edgeFade and the\n // pixel is fully transparent. Shading it anyway produces nothing.\n if (edgeFade <= 0.0) {\n out.color = vec4f(0.0);\n out.mask = vec4f(0.0, 1.0, 0.0, 0.0);\n return out;\n }\n\n let lclip = lightVP.viewProj * vec4f(i.worldPos, 1.0);\n let ndc = lclip.xyz / max(lclip.w, 1e-6);\n // Outside the light's frustum there IS no shadow information \u2014 the clamped\n // border samples compare against unrelated depths and read \"shadowed\",\n // darkening the whole far plane with a visible band at the frustum edge\n // (masked by the opaque surface normally, glaring in green-screen mode where\n // only the shadow-catcher term renders). Fade to fully lit near the border.\n let inZ = select(0.0, 1.0, ndc.z > 0.0 && ndc.z < 1.0);\n let frustum = (1.0 - smoothstep(0.88, 0.96, abs(ndc.x))) * (1.0 - smoothstep(0.88, 0.96, abs(ndc.y))) * inZ;\n\n // THE cost of this shader, measured: a full-screen ground ran 25 shadow\n // comparisons per pixel, and each one is hardware-bilinear, so ~100 depth\n // samples per pixel. Gutting the rest of the shader changed nothing; cutting\n // this is what makes looking down cheap.\n //\n // 3x3 at two-texel spacing covers the same +/-2 texel penumbra the 5x5 at\n // one-texel spacing did \u2014 that kernel was oversampled, its taps overlapping\n // almost entirely once the comparison sampler's own 2x2 filter is counted.\n // Nine taps instead of twenty-five for the same blur radius.\n //\n // Skipped altogether outside the light frustum, where the mix below discards\n // the result anyway: the shadow map covers a small area around the character\n // and the ground is vastly larger than it.\n var vis = 1.0;\n if (frustum > 0.0) {\n let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);\n let suv_c = clamp(suv, vec2f(0.02), vec2f(0.98));\n let st = material.pcfTexel * 2.0;\n let compareZ = ndc.z - 0.0035;\n var acc = 0.0;\n for (var y = -1; y <= 1; y++) {\n for (var x = -1; x <= 1; x++) {\n // ...Level, not the implicit-derivative form: identical on a single-mip\n // shadow map, and legal inside this branch.\n acc += textureSampleCompareLevel(shadowMap, shadowSampler, suv_c + vec2f(f32(x), f32(y)) * st, compareZ);\n }\n }\n vis = mix(1.0, acc * (1.0 / 9.0), frustum);\n }\n\n // Frosted/matte micro-texture. Scenes leaving it at zero were still paying\n // sixteen hash rounds a pixel for a tint of exactly 1.\n var noiseTint = 1.0;\n if (material.noiseStrength != 0.0) {\n let noiseVal = fbmNoise(i.worldPos.xz * 3.0);\n noiseTint = 1.0 + (noiseVal - 0.5) * material.noiseStrength;\n }\n\n // Grid lines \u2014 anti-aliased via screen-space derivatives\n let gridFrac = abs(fract(gp - 0.5) - 0.5);\n let halfLine = material.gridLineWidth * 0.5;\n let gridLine = 1.0 - min(\n smoothstep(halfLine - gridDeriv.x, halfLine + gridDeriv.x, gridFrac.x),\n smoothstep(halfLine - gridDeriv.y, halfLine + gridDeriv.y, gridFrac.y)\n );\n let sun = light.ambientColor.xyz + light.lights[0].color.xyz * light.lights[0].color.w * max(dot(n, -light.lights[0].direction.xyz), 0.0);\n let dark = (1.0 - vis) * material.shadowStrength;\n var baseColor = material.diffuseColor * sun * (1.0 - dark * 0.65);\n baseColor *= noiseTint;\n let finalColor = mix(baseColor, material.gridLineColor, gridLine * material.gridLineOpacity * edgeFade);\n // Whole-ground opacity fades the SURFACE (color, grid) but the shadow stays \u2014\n // as opacity drops, the received shadow becomes a translucent dark layer\n // (Blender's Shadow Catcher), so models still feel grounded on a photo or\n // 360 backdrop. At opacity 1 this reduces exactly to the plain surface.\n let surfA = edgeFade * material.opacity;\n let catchA = dark * 0.65 * edgeFade * (1.0 - material.opacity);\n let outA = surfA + catchA;\n out.color = vec4f(finalColor * surfA, outA);\n // mask.r = 0: ground never contributes to bloom. mask.g = 1.0 with src.a =\n // outA turns the aux blend into alpha-over, so the drawable alpha goes\n // from outA at the center to 0 at the radial edge \u2014 letting the page\n // background show through under the premultiplied canvas alphaMode.\n out.mask = vec4f(0.0, 1.0, 0.0, outA);\n return out;\n}\n";
2
2
  //# sourceMappingURL=ground.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"ground.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/ground.ts"],"names":[],"mappings":"AAGA,eAAO,MAAM,yBAAyB,2kKA6GrC,CAAA"}
1
+ {"version":3,"file":"ground.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/ground.ts"],"names":[],"mappings":"AAGA,eAAO,MAAM,yBAAyB,gpNA8IrC,CAAA"}
@@ -49,40 +49,74 @@ struct VO { @builtin(position) position: vec4f, @location(0) worldPos: vec3f, @l
49
49
  }
50
50
  struct FSOut { @location(0) color: vec4f, @location(1) mask: vec4f };
51
51
  @fragment fn fs(i: VO) -> FSOut {
52
+ // Derivatives first, unconditionally: WGSL requires fwidth in uniform control
53
+ // flow and everything below branches on world position.
54
+ let gp = i.worldPos.xz / material.gridSpacing;
55
+ let gridDeriv = fwidth(gp);
56
+
57
+ var out: FSOut;
52
58
  let n = normalize(i.normal);
53
59
  let centerDist = length(i.worldPos.xz);
54
60
  let edgeFade = 1.0 - smoothstep(0.0, 1.0, clamp((centerDist - material.fadeStart) / max(material.fadeEnd - material.fadeStart, 0.001), 0.0, 1.0));
55
61
 
62
+ // Past the radial fade every term below is multiplied by edgeFade and the
63
+ // pixel is fully transparent. Shading it anyway produces nothing.
64
+ if (edgeFade <= 0.0) {
65
+ out.color = vec4f(0.0);
66
+ out.mask = vec4f(0.0, 1.0, 0.0, 0.0);
67
+ return out;
68
+ }
69
+
56
70
  let lclip = lightVP.viewProj * vec4f(i.worldPos, 1.0);
57
71
  let ndc = lclip.xyz / max(lclip.w, 1e-6);
58
- let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
59
- let suv_c = clamp(suv, vec2f(0.02), vec2f(0.98));
60
- let st = material.pcfTexel;
61
- let compareZ = ndc.z - 0.0035;
62
- var vis = 0.0;
63
- for (var y = -2; y <= 2; y++) {
64
- for (var x = -2; x <= 2; x++) {
65
- vis += textureSampleCompare(shadowMap, shadowSampler, suv_c + vec2f(f32(x), f32(y)) * st, compareZ);
66
- }
67
- }
68
- vis *= 0.04;
69
72
  // Outside the light's frustum there IS no shadow information — the clamped
70
- // border samples above compare against unrelated depths and read "shadowed",
73
+ // border samples compare against unrelated depths and read "shadowed",
71
74
  // darkening the whole far plane with a visible band at the frustum edge
72
75
  // (masked by the opaque surface normally, glaring in green-screen mode where
73
76
  // only the shadow-catcher term renders). Fade to fully lit near the border.
74
77
  let inZ = select(0.0, 1.0, ndc.z > 0.0 && ndc.z < 1.0);
75
78
  let frustum = (1.0 - smoothstep(0.88, 0.96, abs(ndc.x))) * (1.0 - smoothstep(0.88, 0.96, abs(ndc.y))) * inZ;
76
- vis = mix(1.0, vis, frustum);
77
79
 
78
- // Frosted/matte micro-texture
79
- let noiseVal = fbmNoise(i.worldPos.xz * 3.0);
80
- let noiseTint = 1.0 + (noiseVal - 0.5) * material.noiseStrength;
80
+ // THE cost of this shader, measured: a full-screen ground ran 25 shadow
81
+ // comparisons per pixel, and each one is hardware-bilinear, so ~100 depth
82
+ // samples per pixel. Gutting the rest of the shader changed nothing; cutting
83
+ // this is what makes looking down cheap.
84
+ //
85
+ // 3x3 at two-texel spacing covers the same +/-2 texel penumbra the 5x5 at
86
+ // one-texel spacing did — that kernel was oversampled, its taps overlapping
87
+ // almost entirely once the comparison sampler's own 2x2 filter is counted.
88
+ // Nine taps instead of twenty-five for the same blur radius.
89
+ //
90
+ // Skipped altogether outside the light frustum, where the mix below discards
91
+ // the result anyway: the shadow map covers a small area around the character
92
+ // and the ground is vastly larger than it.
93
+ var vis = 1.0;
94
+ if (frustum > 0.0) {
95
+ let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
96
+ let suv_c = clamp(suv, vec2f(0.02), vec2f(0.98));
97
+ let st = material.pcfTexel * 2.0;
98
+ let compareZ = ndc.z - 0.0035;
99
+ var acc = 0.0;
100
+ for (var y = -1; y <= 1; y++) {
101
+ for (var x = -1; x <= 1; x++) {
102
+ // ...Level, not the implicit-derivative form: identical on a single-mip
103
+ // shadow map, and legal inside this branch.
104
+ acc += textureSampleCompareLevel(shadowMap, shadowSampler, suv_c + vec2f(f32(x), f32(y)) * st, compareZ);
105
+ }
106
+ }
107
+ vis = mix(1.0, acc * (1.0 / 9.0), frustum);
108
+ }
109
+
110
+ // Frosted/matte micro-texture. Scenes leaving it at zero were still paying
111
+ // sixteen hash rounds a pixel for a tint of exactly 1.
112
+ var noiseTint = 1.0;
113
+ if (material.noiseStrength != 0.0) {
114
+ let noiseVal = fbmNoise(i.worldPos.xz * 3.0);
115
+ noiseTint = 1.0 + (noiseVal - 0.5) * material.noiseStrength;
116
+ }
81
117
 
82
118
  // Grid lines — anti-aliased via screen-space derivatives
83
- let gp = i.worldPos.xz / material.gridSpacing;
84
119
  let gridFrac = abs(fract(gp - 0.5) - 0.5);
85
- let gridDeriv = fwidth(gp);
86
120
  let halfLine = material.gridLineWidth * 0.5;
87
121
  let gridLine = 1.0 - min(
88
122
  smoothstep(halfLine - gridDeriv.x, halfLine + gridDeriv.x, gridFrac.x),
@@ -100,7 +134,6 @@ struct FSOut { @location(0) color: vec4f, @location(1) mask: vec4f };
100
134
  let surfA = edgeFade * material.opacity;
101
135
  let catchA = dark * 0.65 * edgeFade * (1.0 - material.opacity);
102
136
  let outA = surfA + catchA;
103
- var out: FSOut;
104
137
  out.color = vec4f(finalColor * surfA, outA);
105
138
  // mask.r = 0: ground never contributes to bloom. mask.g = 1.0 with src.a =
106
139
  // outA turns the aux blend into alpha-over, so the drawable alpha goes
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "reze-engine",
3
- "version": "0.33.1",
3
+ "version": "0.33.2",
4
4
  "description": "A lightweight WebGPU engine for real-time 3D MMD/PMX model rendering",
5
5
  "main": "./dist/index.js",
6
6
  "types": "./dist/index.d.ts",
package/src/engine.ts CHANGED
@@ -2987,32 +2987,20 @@ export class Engine {
2987
2987
  return { ...this.stats }
2988
2988
  }
2989
2989
 
2990
- /** Frame-rate cap for the render loop, or null for display-rate. On high-refresh
2991
- * displays (144/240Hz) rAF runs the WHOLE pipeline physics, IK, blending,
2992
- * passes that many times per second for no visible gain over ~120 (VMD content
2993
- * is 30fps; blending interpolates). Capping restores the per-second budget. */
2994
- private maxFPS: number | null = null
2995
- private lastLoopTime = 0
2996
-
2997
- setMaxFPS(fps: number | null): void {
2998
- this.maxFPS = fps !== null && fps > 0 ? fps : null
2999
- }
3000
-
2990
+ // The render loop runs at display rate, always. A frame-rate cap used to be
2991
+ // offered here for high-refresh displays, on the reasoning that VMD content
2992
+ // is 30fps and running the whole pipeline at 240 buys nothing. Nothing ever
2993
+ // called it every product in the family chases native refresh, because
2994
+ // dropping frames a display can show is the one thing that reads as cheap.
2995
+ // Physics already decouples: it steps at a fixed 60Hz behind an accumulator
2996
+ // and the drawn pose is interpolated between substeps, so a 240Hz display
2997
+ // costs four interpolations per simulation step, not four simulations.
3001
2998
  runRenderLoop(callback?: () => void) {
3002
2999
  this.renderLoopCallback = callback || null
3003
3000
 
3004
- const loop = (now: number) => {
3001
+ const loop = () => {
3005
3002
  this.animationFrameId = requestAnimationFrame(loop)
3006
-
3007
- if (this.maxFPS !== null) {
3008
- // Tolerate rAF jitter: accept frames within ~half a display tick early.
3009
- const minInterval = 1000 / this.maxFPS - 2
3010
- if (now - this.lastLoopTime < minInterval) return
3011
- this.lastLoopTime = now
3012
- }
3013
-
3014
3003
  this.render()
3015
-
3016
3004
  if (this.renderLoopCallback) {
3017
3005
  this.renderLoopCallback()
3018
3006
  }
@@ -3694,6 +3682,7 @@ export class Engine {
3694
3682
  })
3695
3683
  }
3696
3684
 
3685
+
3697
3686
  // Shadow is cast from the visible sun direction — same vector the shader lights with.
3698
3687
  /** Whether the shadow map needs clearing — see the shadow pass in `render`.
3699
3688
  *
@@ -50,40 +50,74 @@ struct VO { @builtin(position) position: vec4f, @location(0) worldPos: vec3f, @l
50
50
  }
51
51
  struct FSOut { @location(0) color: vec4f, @location(1) mask: vec4f };
52
52
  @fragment fn fs(i: VO) -> FSOut {
53
+ // Derivatives first, unconditionally: WGSL requires fwidth in uniform control
54
+ // flow and everything below branches on world position.
55
+ let gp = i.worldPos.xz / material.gridSpacing;
56
+ let gridDeriv = fwidth(gp);
57
+
58
+ var out: FSOut;
53
59
  let n = normalize(i.normal);
54
60
  let centerDist = length(i.worldPos.xz);
55
61
  let edgeFade = 1.0 - smoothstep(0.0, 1.0, clamp((centerDist - material.fadeStart) / max(material.fadeEnd - material.fadeStart, 0.001), 0.0, 1.0));
56
62
 
63
+ // Past the radial fade every term below is multiplied by edgeFade and the
64
+ // pixel is fully transparent. Shading it anyway produces nothing.
65
+ if (edgeFade <= 0.0) {
66
+ out.color = vec4f(0.0);
67
+ out.mask = vec4f(0.0, 1.0, 0.0, 0.0);
68
+ return out;
69
+ }
70
+
57
71
  let lclip = lightVP.viewProj * vec4f(i.worldPos, 1.0);
58
72
  let ndc = lclip.xyz / max(lclip.w, 1e-6);
59
- let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
60
- let suv_c = clamp(suv, vec2f(0.02), vec2f(0.98));
61
- let st = material.pcfTexel;
62
- let compareZ = ndc.z - 0.0035;
63
- var vis = 0.0;
64
- for (var y = -2; y <= 2; y++) {
65
- for (var x = -2; x <= 2; x++) {
66
- vis += textureSampleCompare(shadowMap, shadowSampler, suv_c + vec2f(f32(x), f32(y)) * st, compareZ);
67
- }
68
- }
69
- vis *= 0.04;
70
73
  // Outside the light's frustum there IS no shadow information — the clamped
71
- // border samples above compare against unrelated depths and read "shadowed",
74
+ // border samples compare against unrelated depths and read "shadowed",
72
75
  // darkening the whole far plane with a visible band at the frustum edge
73
76
  // (masked by the opaque surface normally, glaring in green-screen mode where
74
77
  // only the shadow-catcher term renders). Fade to fully lit near the border.
75
78
  let inZ = select(0.0, 1.0, ndc.z > 0.0 && ndc.z < 1.0);
76
79
  let frustum = (1.0 - smoothstep(0.88, 0.96, abs(ndc.x))) * (1.0 - smoothstep(0.88, 0.96, abs(ndc.y))) * inZ;
77
- vis = mix(1.0, vis, frustum);
78
80
 
79
- // Frosted/matte micro-texture
80
- let noiseVal = fbmNoise(i.worldPos.xz * 3.0);
81
- let noiseTint = 1.0 + (noiseVal - 0.5) * material.noiseStrength;
81
+ // THE cost of this shader, measured: a full-screen ground ran 25 shadow
82
+ // comparisons per pixel, and each one is hardware-bilinear, so ~100 depth
83
+ // samples per pixel. Gutting the rest of the shader changed nothing; cutting
84
+ // this is what makes looking down cheap.
85
+ //
86
+ // 3x3 at two-texel spacing covers the same +/-2 texel penumbra the 5x5 at
87
+ // one-texel spacing did — that kernel was oversampled, its taps overlapping
88
+ // almost entirely once the comparison sampler's own 2x2 filter is counted.
89
+ // Nine taps instead of twenty-five for the same blur radius.
90
+ //
91
+ // Skipped altogether outside the light frustum, where the mix below discards
92
+ // the result anyway: the shadow map covers a small area around the character
93
+ // and the ground is vastly larger than it.
94
+ var vis = 1.0;
95
+ if (frustum > 0.0) {
96
+ let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
97
+ let suv_c = clamp(suv, vec2f(0.02), vec2f(0.98));
98
+ let st = material.pcfTexel * 2.0;
99
+ let compareZ = ndc.z - 0.0035;
100
+ var acc = 0.0;
101
+ for (var y = -1; y <= 1; y++) {
102
+ for (var x = -1; x <= 1; x++) {
103
+ // ...Level, not the implicit-derivative form: identical on a single-mip
104
+ // shadow map, and legal inside this branch.
105
+ acc += textureSampleCompareLevel(shadowMap, shadowSampler, suv_c + vec2f(f32(x), f32(y)) * st, compareZ);
106
+ }
107
+ }
108
+ vis = mix(1.0, acc * (1.0 / 9.0), frustum);
109
+ }
110
+
111
+ // Frosted/matte micro-texture. Scenes leaving it at zero were still paying
112
+ // sixteen hash rounds a pixel for a tint of exactly 1.
113
+ var noiseTint = 1.0;
114
+ if (material.noiseStrength != 0.0) {
115
+ let noiseVal = fbmNoise(i.worldPos.xz * 3.0);
116
+ noiseTint = 1.0 + (noiseVal - 0.5) * material.noiseStrength;
117
+ }
82
118
 
83
119
  // Grid lines — anti-aliased via screen-space derivatives
84
- let gp = i.worldPos.xz / material.gridSpacing;
85
120
  let gridFrac = abs(fract(gp - 0.5) - 0.5);
86
- let gridDeriv = fwidth(gp);
87
121
  let halfLine = material.gridLineWidth * 0.5;
88
122
  let gridLine = 1.0 - min(
89
123
  smoothstep(halfLine - gridDeriv.x, halfLine + gridDeriv.x, gridFrac.x),
@@ -101,7 +135,6 @@ struct FSOut { @location(0) color: vec4f, @location(1) mask: vec4f };
101
135
  let surfA = edgeFade * material.opacity;
102
136
  let catchA = dark * 0.65 * edgeFade * (1.0 - material.opacity);
103
137
  let outA = surfA + catchA;
104
- var out: FSOut;
105
138
  out.color = vec4f(finalColor * surfA, outA);
106
139
  // mask.r = 0: ground never contributes to bloom. mask.g = 1.0 with src.a =
107
140
  // outA turns the aux blend into alpha-over, so the drawable alpha goes