reze-engine 0.38.0 → 0.40.0

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
@@ -84,6 +84,31 @@ export type BloomOptions = {
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  clamp: number;
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  };
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  export declare const DEFAULT_BLOOM_OPTIONS: BloomOptions;
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+ /** Camera depth of field — a bokeh gather in the composite pass. Costs nothing
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+ * while disabled: the scene pass discards its depth buffer and the composite
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+ * branch never runs. Enabled, the pass stores depth and the gather reads it. */
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+ export type DepthOfFieldOptions = {
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+ enabled: boolean;
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+ /** "auto" focuses the first visible character each frame — the camera-space
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+ * depth span of its bones sets both distance and a floor on range — so a
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+ * dancer stays sharp without anyone touching a slider. "manual" uses
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+ * focusDistance/focusRange as given. */
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+ focusMode: "auto" | "manual";
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+ /** Camera-space distance to the focus plane (MMD units). */
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+ focusDistance: number;
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+ /** Depth band that stays perfectly sharp, centered on focusDistance. In auto
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+ * mode this is a minimum — the band never cuts into the subject. */
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+ focusRange: number;
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+ /** Blur strength scale; 1 is a natural lens, higher is dreamier. */
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+ aperture: number;
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+ /** Largest blur circle, in device pixels. */
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+ maxBlurRadius: number;
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+ /** Bokeh polygon blade count (3–12); 6 is the classic hexagon. */
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+ bladeCount: number;
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+ /** Gather tap count: 8 / 16 / 24. */
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+ quality: "performance" | "balanced" | "cinematic";
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+ };
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+ export declare const DEFAULT_DEPTH_OF_FIELD_OPTIONS: DepthOfFieldOptions;
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  /** Blender Color Management / View (rendering.txt: Filmic, exposure, gamma). `look` is reserved for future curve tweaks. */
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  export type ViewTransformOptions = {
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  /** Stops applied before Filmic: `linear *= 2^exposure`. */
@@ -362,6 +387,12 @@ export declare class Engine {
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  private morphComputeBindGroupLayout;
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  private compositeBindGroupLayout;
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  private compositeBindGroup;
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+ private depthOfField;
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+ private dofUniformBuffer;
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+ private dofUniformData;
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+ private dofFocusScratch;
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+ /** Depth-only view of the scene's MSAA depth buffer, read by the DoF gather. */
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+ private depthReadView;
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  private compositeUniformBuffer;
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  private readonly compositeUniformData;
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  /** Composite background (display-space sRGB 0–1) — null = transparent canvas. */
@@ -531,6 +562,15 @@ export declare class Engine {
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  * uniform write, no recompile; the instant tier, like setStyleParam. */
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  setBackgroundEffectParam(name: string, value: BackgroundEffectParamValue): void;
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  /** Patch bloom; GPU uniforms update immediately if `init()` has run. */
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+ /** Camera depth of field (see DepthOfFieldOptions). Free while disabled —
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+ * the scene pass only stores its depth buffer on frames the gather reads. */
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+ setDepthOfField(patch: Partial<DepthOfFieldOptions>): void;
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+ getDepthOfField(): DepthOfFieldOptions;
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+ /** Auto-focus target: the camera-space depth span of the first visible
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+ * character's bones. Focus sits at the span's midpoint; the range covers the
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+ * span plus a margin for what bones don't reach (shoes, hair, cloth). */
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+ private getModelBodyFocus;
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+ private writeDepthOfFieldUniforms;
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  setBloomOptions(patch: Partial<BloomOptions>): void;
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  private writeBloomUniforms;
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  init(): Promise<void>;
@@ -1 +1 @@
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package/dist/engine.js CHANGED
@@ -72,7 +72,8 @@ const PRESET_NAME_HINTS = [
72
72
  "带", // straps and bands: 头带/发带/背带/腰带
73
73
  "绳", // ropes: 背绳/腰绳
74
74
  "纱", // gauze/veils: 头纱
75
- "肩布", // shoulder cloth/drape
75
+ "", // kerchiefs/scarves: 头巾/领巾/围巾
76
+ "布", // cloth panels: 肩布/腰布
76
77
  "背球", // back ornament sphere
77
78
  "腰花", // waist flower
78
79
  "花蕊", // flower pistil ornament
@@ -143,6 +144,16 @@ export const DEFAULT_BLOOM_OPTIONS = {
143
144
  intensity: 0.05,
144
145
  clamp: 0.0,
145
146
  };
147
+ export const DEFAULT_DEPTH_OF_FIELD_OPTIONS = {
148
+ enabled: false,
149
+ focusMode: "auto",
150
+ focusDistance: 25,
151
+ focusRange: 2,
152
+ aperture: 1,
153
+ maxBlurRadius: 18,
154
+ bladeCount: 6,
155
+ quality: "balanced",
156
+ };
146
157
  // Matches the reference Blender project: Filmic view, Medium High Contrast look,
147
158
  // exposure 0.3, gamma 1.0, sRGB display, no curves.
148
159
  export const DEFAULT_VIEW_TRANSFORM = {
@@ -285,6 +296,11 @@ export class Engine {
285
296
  // the fragment shader and treats missing dst.a as 1, so the blend math is
286
297
  // unchanged).
287
298
  this.hdrFormat = "rgba16float";
299
+ this.depthOfField = { ...DEFAULT_DEPTH_OF_FIELD_OPTIONS };
300
+ this.dofUniformData = new Float32Array(12);
301
+ this.dofFocusScratch = new Vec3(0, 0, 0);
302
+ /** Depth-only view of the scene's MSAA depth buffer, read by the DoF gather. */
303
+ this.depthReadView = null;
288
304
  // [exposure, invGamma, _, _, bloomTint.x, bloomTint.y, bloomTint.z, bloomIntensity]
289
305
  this.compositeUniformData = new Float32Array(40);
290
306
  /** Composite background (display-space sRGB 0–1) — null = transparent canvas. */
@@ -770,7 +786,7 @@ export class Engine {
770
786
  this.outlineEnabled = on;
771
787
  }
772
788
  rebuildCompositeBindGroup() {
773
- if (!this.device || !this.hdrResolveTexture || !this.compositeBloomView)
789
+ if (!this.device || !this.hdrResolveTexture || !this.compositeBloomView || !this.depthReadView)
774
790
  return;
775
791
  this.compositeBindGroup = this.device.createBindGroup({
776
792
  label: "composite bind group",
@@ -784,6 +800,8 @@ export class Engine {
784
800
  { binding: 5, resource: this.filmicLutView },
785
801
  { binding: 6, resource: this.backdropEquirectView ?? this.fallbackEquirectView },
786
802
  { binding: 7, resource: { buffer: this.backgroundEffect?.paramsBuffer ?? this.bgParamsDummyBuffer } },
803
+ { binding: 8, resource: this.depthReadView },
804
+ { binding: 9, resource: { buffer: this.dofUniformBuffer } },
787
805
  ],
788
806
  });
789
807
  }
@@ -991,6 +1009,89 @@ export class Engine {
991
1009
  this.device.queue.writeBuffer(fx.paramsBuffer, 0, fx.paramsData);
992
1010
  }
993
1011
  /** Patch bloom; GPU uniforms update immediately if `init()` has run. */
1012
+ /** Camera depth of field (see DepthOfFieldOptions). Free while disabled —
1013
+ * the scene pass only stores its depth buffer on frames the gather reads. */
1014
+ setDepthOfField(patch) {
1015
+ this.depthOfField = { ...this.depthOfField, ...patch };
1016
+ if (!this.device || !this.dofUniformBuffer)
1017
+ return;
1018
+ if (this.depthOfField.enabled) {
1019
+ this.writeDepthOfFieldUniforms();
1020
+ }
1021
+ else {
1022
+ // One last write so the shader's uniform branch reads a clean zero.
1023
+ this.dofUniformData[0] = 0;
1024
+ this.device.queue.writeBuffer(this.dofUniformBuffer, 0, this.dofUniformData);
1025
+ }
1026
+ }
1027
+ getDepthOfField() {
1028
+ return { ...this.depthOfField };
1029
+ }
1030
+ /** Auto-focus target: the camera-space depth span of the first visible
1031
+ * character's bones. Focus sits at the span's midpoint; the range covers the
1032
+ * span plus a margin for what bones don't reach (shoes, hair, cloth). */
1033
+ getModelBodyFocus() {
1034
+ if (!this.camera)
1035
+ return null;
1036
+ const view = this.camera.getViewMatrix().values;
1037
+ for (const inst of this.modelInstances.values()) {
1038
+ if (!inst.model.visible || inst.isStage)
1039
+ continue;
1040
+ const model = inst.model;
1041
+ const matrices = model.getWorldMatrices();
1042
+ if (matrices.length === 0)
1043
+ continue;
1044
+ const scale = model.scale;
1045
+ const local = this.dofFocusScratch;
1046
+ let minDepth = Infinity;
1047
+ let maxDepth = -Infinity;
1048
+ for (const matrix of matrices) {
1049
+ const values = matrix.values;
1050
+ // Bone matrices are model-space; apply the same root transform the
1051
+ // renderer bakes into skinning, then take camera-space z.
1052
+ local.setXYZ(values[12] * scale, values[13] * scale, values[14] * scale);
1053
+ Quat.rotateVecInto(model.rotation, local, local);
1054
+ const x = model.position.x + local.x;
1055
+ const y = model.position.y + local.y;
1056
+ const z = model.position.z + local.z;
1057
+ const depth = view[2] * x + view[6] * y + view[10] * z + view[14];
1058
+ if (!Number.isFinite(depth) || depth <= this.camera.near)
1059
+ continue;
1060
+ minDepth = Math.min(minDepth, depth);
1061
+ maxDepth = Math.max(maxDepth, depth);
1062
+ }
1063
+ if (Number.isFinite(minDepth) && Number.isFinite(maxDepth)) {
1064
+ const span = Math.max(0, maxDepth - minDepth);
1065
+ const meshMargin = Math.max(2.0, span * 0.15);
1066
+ return { distance: (minDepth + maxDepth) * 0.5, range: Math.max(2.0, span + meshMargin) };
1067
+ }
1068
+ }
1069
+ return null;
1070
+ }
1071
+ writeDepthOfFieldUniforms() {
1072
+ if (!this.device || !this.dofUniformBuffer)
1073
+ return;
1074
+ const d = this.depthOfField;
1075
+ const u = this.dofUniformData;
1076
+ const auto = d.focusMode === "auto" ? this.getModelBodyFocus() : null;
1077
+ u[0] = d.enabled ? 1 : 0;
1078
+ u[1] = auto?.distance ?? Math.max(d.focusDistance, 0.05);
1079
+ // In auto mode the authored range is a floor — the sharp band never cuts
1080
+ // into the character's own depth span.
1081
+ u[2] = Math.max(d.focusRange, auto?.range ?? 0.02, 0.02);
1082
+ u[3] = Math.max(d.aperture, 0);
1083
+ u[4] = Math.max(d.maxBlurRadius, 0);
1084
+ u[5] = Math.min(12, Math.max(3, Math.round(d.bladeCount)));
1085
+ u[6] = d.quality === "performance" ? 8 : d.quality === "cinematic" ? 24 : 16;
1086
+ u[7] = 1; // anamorphic ratio, reserved (the shader clamps ≥ 0.25)
1087
+ // viewZ = projB / (z − projA), the inverse of perspectiveInto's z mapping.
1088
+ // near/far track the camera radius, so these refresh every enabled frame.
1089
+ const near = this.camera.near;
1090
+ const far = this.camera.far;
1091
+ u[8] = (far + near) / (far - near);
1092
+ u[9] = (-2 * near * far) / (far - near);
1093
+ this.device.queue.writeBuffer(this.dofUniformBuffer, 0, u);
1094
+ }
994
1095
  setBloomOptions(patch) {
995
1096
  const b = this.bloomSettings;
996
1097
  if (patch.enabled !== undefined)
@@ -1797,6 +1898,12 @@ export class Engine {
1797
1898
  size: 160,
1798
1899
  usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
1799
1900
  });
1901
+ this.dofUniformBuffer = this.device.createBuffer({
1902
+ label: "depth of field uniforms",
1903
+ // 3 × vec4f — see the dofU comment in composite.ts.
1904
+ size: 48,
1905
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
1906
+ });
1800
1907
  this.bgParamsDummyBuffer = this.device.createBuffer({
1801
1908
  label: "bg effect params (dummy)",
1802
1909
  size: 16,
@@ -1819,6 +1926,15 @@ export class Engine {
1819
1926
  // User background-effect params — dummy buffer when no effect is set. The
1820
1927
  // layout is explicit, so the base shader legally ignores the binding.
1821
1928
  { binding: 7, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } },
1929
+ // The scene pass's MSAA depth, depth-only aspect — read by the DoF
1930
+ // gather. Contents are undefined while DoF is off (the scene pass
1931
+ // discards depth then), and the shader never reads it then either.
1932
+ {
1933
+ binding: 8,
1934
+ visibility: GPUShaderStage.FRAGMENT,
1935
+ texture: { sampleType: "depth", viewDimension: "2d", multisampled: true },
1936
+ },
1937
+ { binding: 9, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } },
1822
1938
  ],
1823
1939
  });
1824
1940
  this.fallbackEquirectTexture = this.device.createTexture({
@@ -2030,9 +2146,12 @@ export class Engine {
2030
2146
  size: [width, height],
2031
2147
  sampleCount: Engine.MULTISAMPLE_COUNT,
2032
2148
  format: "depth24plus-stencil8",
2033
- usage: GPUTextureUsage.RENDER_ATTACHMENT,
2149
+ // TEXTURE_BINDING for the DoF gather — a usage flag, not a copy; the
2150
+ // zero-cost-when-off story lives in depthStoreOp, not here.
2151
+ usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,
2034
2152
  });
2035
2153
  const depthTextureView = this.depthTexture.createView();
2154
+ this.depthReadView = this.depthTexture.createView({ aspect: "depth-only" });
2036
2155
  // storeOp="discard" on MSAA views keeps per-sample data in Apple TBDR tile memory —
2037
2156
  // only the resolveTarget (hdrResolveTexture / maskResolveView) gets written to RAM.
2038
2157
  // With storeOp="store" Safari's Metal backend spills the full MS buffer every frame
@@ -2963,7 +3082,11 @@ export class Engine {
2963
3082
  else if (verticesChanged) {
2964
3083
  inst.vertexBufferNeedsUpdate = true;
2965
3084
  }
2966
- if (inst.physics && this.physicsEnabled) {
3085
+ // Hidden models keep animating (cheap, and a reveal must not pop a stale
3086
+ // pose) but skip cloth simulation entirely — a roster of resident
3087
+ // alternate skins would otherwise pay full physics for invisible cloth.
3088
+ // Hosts that reveal after long hiding reset physics anyway (resetPhysics).
3089
+ if (inst.physics && this.physicsEnabled && inst.model.visible) {
2967
3090
  const tPhys = performance.now();
2968
3091
  inst.physics.step(deltaTime, inst.model.getWorldMatrices(), inst.model.getBoneInverseBindMatrices());
2969
3092
  physicsMs += performance.now() - tPhys;
@@ -4181,6 +4304,14 @@ export class Engine {
4181
4304
  }
4182
4305
  this.updateCameraUniforms();
4183
4306
  this.updateShadowLightVP();
4307
+ // Depth of field's entire disabled cost is this branch: depth stays in
4308
+ // TBDR tile memory (discard) unless the composite gather reads it this
4309
+ // frame. Enabled frames also refresh the uniforms — auto-focus tracks the
4310
+ // character and the depth-inversion constants track near/far.
4311
+ const dofOn = this.depthOfField.enabled;
4312
+ this.renderPassDescriptor.depthStencilAttachment.depthStoreOp = dofOn ? "store" : "discard";
4313
+ if (dofOn)
4314
+ this.writeDepthOfFieldUniforms();
4184
4315
  const encoder = this.device.createCommandEncoder();
4185
4316
  // GPU vertex morphs: write morphed positions into vertex buffers before any pass reads
4186
4317
  // them. WebGPU inserts the storage→vertex barrier between this pass and the render passes.
package/dist/index.d.ts CHANGED
@@ -1,4 +1,4 @@
1
- export { Engine, DEFAULT_BLOOM_OPTIONS, DEFAULT_VIEW_TRANSFORM, DEFAULT_COLOR_GRADING, type ColorGradingOptions, type EngineStats, type EngineOptions, type BloomOptions, type ViewTransformOptions, type LoadModelFromFilesOptions, type MaterialPreset, type MaterialPresetMap, type ModelTransform, type GizmoDragEvent, type GizmoDragCallback, type GizmoDragKind, type BackgroundEffectParamValue, type BackgroundEffectResult, } from "./engine";
1
+ export { Engine, DEFAULT_BLOOM_OPTIONS, DEFAULT_DEPTH_OF_FIELD_OPTIONS, DEFAULT_VIEW_TRANSFORM, DEFAULT_COLOR_GRADING, type ColorGradingOptions, type EngineStats, type EngineOptions, type BloomOptions, type DepthOfFieldOptions, type ViewTransformOptions, type LoadModelFromFilesOptions, type MaterialPreset, type MaterialPresetMap, type ModelTransform, type GizmoDragEvent, type GizmoDragCallback, type GizmoDragKind, type BackgroundEffectParamValue, type BackgroundEffectResult, } from "./engine";
2
2
  export { parsePmxFolderInput, pmxFileAtRelativePath, type PmxFolderInputResult } from "./folder-upload";
3
3
  export { compileGraph, validateGraph, assignStyleSlots, type CompileOptions, type CompileResult, type StyleSlot, } from "./graph/compile";
4
4
  export type { ShaderGraph, GraphNode, GraphLink, ExposedParam, SocketValue, Diagnostic, } from "./graph/schema";
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,MAAM,EACN,qBAAqB,EACrB,sBAAsB,EACtB,qBAAqB,EACrB,KAAK,mBAAmB,EACxB,KAAK,WAAW,EAChB,KAAK,aAAa,EAClB,KAAK,YAAY,EACjB,KAAK,oBAAoB,EACzB,KAAK,yBAAyB,EAC9B,KAAK,cAAc,EACnB,KAAK,iBAAiB,EACtB,KAAK,cAAc,EACnB,KAAK,cAAc,EACnB,KAAK,iBAAiB,EACtB,KAAK,aAAa,EAClB,KAAK,0BAA0B,EAC/B,KAAK,sBAAsB,GAC5B,MAAM,UAAU,CAAA;AACjB,OAAO,EAAE,mBAAmB,EAAE,qBAAqB,EAAE,KAAK,oBAAoB,EAAE,MAAM,iBAAiB,CAAA;AACvG,OAAO,EACL,YAAY,EACZ,aAAa,EACb,gBAAgB,EAChB,KAAK,cAAc,EACnB,KAAK,aAAa,EAClB,KAAK,SAAS,GACf,MAAM,iBAAiB,CAAA;AACxB,YAAY,EACV,WAAW,EACX,SAAS,EACT,SAAS,EACT,YAAY,EACZ,WAAW,EACX,UAAU,GACX,MAAM,gBAAgB,CAAA;AACvB,OAAO,EAAE,aAAa,EAAE,KAAK,QAAQ,EAAE,KAAK,KAAK,EAAE,MAAM,kBAAkB,CAAA;AAC3E,OAAO,EAAE,cAAc,EAAE,KAAK,WAAW,EAAE,KAAK,SAAS,EAAE,KAAK,eAAe,EAAE,MAAM,sBAAsB,CAAA;AAC7G,YAAY,EACV,UAAU,EACV,eAAe,EACf,sBAAsB,EACtB,qBAAqB,GACtB,MAAM,qBAAqB,CAAA;AAC5B,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAA;AACvD,OAAO,EAAE,kBAAkB,EAAE,MAAM,8BAA8B,CAAA;AACjE,OAAO,EAAE,iBAAiB,EAAE,MAAM,6BAA6B,CAAA;AAC/D,OAAO,EAAE,WAAW,EAAE,MAAM,uBAAuB,CAAA;AACnD,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,eAAe,EAAE,MAAM,2BAA2B,CAAA;AAC3D,OAAO,EAAE,SAAS,EAAE,MAAM,qBAAqB,CAAA;AAC/C,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EACL,KAAK,EACL,uBAAuB,EACvB,kBAAkB,EAClB,KAAK,aAAa,EAClB,KAAK,iBAAiB,EACtB,KAAK,KAAK,EACV,KAAK,QAAQ,EACb,KAAK,eAAe,EACpB,KAAK,mBAAmB,EACxB,KAAK,aAAa,GACnB,MAAM,SAAS,CAAA;AAChB,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,SAAS,EAAE,KAAK,UAAU,EAAE,MAAM,QAAQ,CAAA;AACrE,YAAY,EACV,aAAa,EACb,oBAAoB,EACpB,iBAAiB,EACjB,UAAU,EACV,YAAY,EACZ,UAAU,EACV,aAAa,EACb,iBAAiB,EACjB,YAAY,GACb,MAAM,aAAa,CAAA;AACpB,OAAO,EACL,oBAAoB,EACpB,KAAK,eAAe,EACpB,KAAK,iBAAiB,EACtB,KAAK,cAAc,EACnB,KAAK,eAAe,EACpB,KAAK,aAAa,EAClB,KAAK,gBAAgB,EACrB,KAAK,aAAa,GACnB,MAAM,cAAc,CAAA;AACrB,OAAO,EAAE,qBAAqB,EAAE,KAAK,YAAY,EAAE,KAAK,iBAAiB,EAAE,KAAK,mBAAmB,EAAE,MAAM,iBAAiB,CAAA;AAC5H,OAAO,EACL,GAAG,EACH,iBAAiB,EACjB,wBAAwB,EACxB,mCAAmC,GACpC,MAAM,aAAa,CAAA;AACpB,OAAO,EAAE,SAAS,EAAE,KAAK,cAAc,EAAE,KAAK,OAAO,EAAE,MAAM,cAAc,CAAA;AAC3E,OAAO,EAAE,SAAS,EAAE,MAAM,cAAc,CAAA;AACxC,OAAO,EAAE,SAAS,EAAE,MAAM,cAAc,CAAA;AACxC,OAAO,EAAE,eAAe,EAAE,KAAK,UAAU,EAAE,MAAM,oBAAoB,CAAA;AACrE,OAAO,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AACvC,YAAY,EAAE,WAAW,EAAE,MAAM,iBAAiB,CAAA"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,MAAM,EACN,qBAAqB,EACrB,8BAA8B,EAC9B,sBAAsB,EACtB,qBAAqB,EACrB,KAAK,mBAAmB,EACxB,KAAK,WAAW,EAChB,KAAK,aAAa,EAClB,KAAK,YAAY,EACjB,KAAK,mBAAmB,EACxB,KAAK,oBAAoB,EACzB,KAAK,yBAAyB,EAC9B,KAAK,cAAc,EACnB,KAAK,iBAAiB,EACtB,KAAK,cAAc,EACnB,KAAK,cAAc,EACnB,KAAK,iBAAiB,EACtB,KAAK,aAAa,EAClB,KAAK,0BAA0B,EAC/B,KAAK,sBAAsB,GAC5B,MAAM,UAAU,CAAA;AACjB,OAAO,EAAE,mBAAmB,EAAE,qBAAqB,EAAE,KAAK,oBAAoB,EAAE,MAAM,iBAAiB,CAAA;AACvG,OAAO,EACL,YAAY,EACZ,aAAa,EACb,gBAAgB,EAChB,KAAK,cAAc,EACnB,KAAK,aAAa,EAClB,KAAK,SAAS,GACf,MAAM,iBAAiB,CAAA;AACxB,YAAY,EACV,WAAW,EACX,SAAS,EACT,SAAS,EACT,YAAY,EACZ,WAAW,EACX,UAAU,GACX,MAAM,gBAAgB,CAAA;AACvB,OAAO,EAAE,aAAa,EAAE,KAAK,QAAQ,EAAE,KAAK,KAAK,EAAE,MAAM,kBAAkB,CAAA;AAC3E,OAAO,EAAE,cAAc,EAAE,KAAK,WAAW,EAAE,KAAK,SAAS,EAAE,KAAK,eAAe,EAAE,MAAM,sBAAsB,CAAA;AAC7G,YAAY,EACV,UAAU,EACV,eAAe,EACf,sBAAsB,EACtB,qBAAqB,GACtB,MAAM,qBAAqB,CAAA;AAC5B,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAA;AACvD,OAAO,EAAE,kBAAkB,EAAE,MAAM,8BAA8B,CAAA;AACjE,OAAO,EAAE,iBAAiB,EAAE,MAAM,6BAA6B,CAAA;AAC/D,OAAO,EAAE,WAAW,EAAE,MAAM,uBAAuB,CAAA;AACnD,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EAAE,eAAe,EAAE,MAAM,2BAA2B,CAAA;AAC3D,OAAO,EAAE,SAAS,EAAE,MAAM,qBAAqB,CAAA;AAC/C,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AACjD,OAAO,EACL,KAAK,EACL,uBAAuB,EACvB,kBAAkB,EAClB,KAAK,aAAa,EAClB,KAAK,iBAAiB,EACtB,KAAK,KAAK,EACV,KAAK,QAAQ,EACb,KAAK,eAAe,EACpB,KAAK,mBAAmB,EACxB,KAAK,aAAa,GACnB,MAAM,SAAS,CAAA;AAChB,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,SAAS,EAAE,KAAK,UAAU,EAAE,MAAM,QAAQ,CAAA;AACrE,YAAY,EACV,aAAa,EACb,oBAAoB,EACpB,iBAAiB,EACjB,UAAU,EACV,YAAY,EACZ,UAAU,EACV,aAAa,EACb,iBAAiB,EACjB,YAAY,GACb,MAAM,aAAa,CAAA;AACpB,OAAO,EACL,oBAAoB,EACpB,KAAK,eAAe,EACpB,KAAK,iBAAiB,EACtB,KAAK,cAAc,EACnB,KAAK,eAAe,EACpB,KAAK,aAAa,EAClB,KAAK,gBAAgB,EACrB,KAAK,aAAa,GACnB,MAAM,cAAc,CAAA;AACrB,OAAO,EAAE,qBAAqB,EAAE,KAAK,YAAY,EAAE,KAAK,iBAAiB,EAAE,KAAK,mBAAmB,EAAE,MAAM,iBAAiB,CAAA;AAC5H,OAAO,EACL,GAAG,EACH,iBAAiB,EACjB,wBAAwB,EACxB,mCAAmC,GACpC,MAAM,aAAa,CAAA;AACpB,OAAO,EAAE,SAAS,EAAE,KAAK,cAAc,EAAE,KAAK,OAAO,EAAE,MAAM,cAAc,CAAA;AAC3E,OAAO,EAAE,SAAS,EAAE,MAAM,cAAc,CAAA;AACxC,OAAO,EAAE,SAAS,EAAE,MAAM,cAAc,CAAA;AACxC,OAAO,EAAE,eAAe,EAAE,KAAK,UAAU,EAAE,MAAM,oBAAoB,CAAA;AACrE,OAAO,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AACvC,YAAY,EAAE,WAAW,EAAE,MAAM,iBAAiB,CAAA"}
package/dist/index.js CHANGED
@@ -1,4 +1,4 @@
1
- export { Engine, DEFAULT_BLOOM_OPTIONS, DEFAULT_VIEW_TRANSFORM, DEFAULT_COLOR_GRADING, } from "./engine";
1
+ export { Engine, DEFAULT_BLOOM_OPTIONS, DEFAULT_DEPTH_OF_FIELD_OPTIONS, DEFAULT_VIEW_TRANSFORM, DEFAULT_COLOR_GRADING, } from "./engine";
2
2
  export { parsePmxFolderInput, pmxFileAtRelativePath } from "./folder-upload";
3
3
  export { compileGraph, validateGraph, assignStyleSlots, } from "./graph/compile";
4
4
  export { NODE_REGISTRY } from "./graph/registry";
package/dist/model.d.ts CHANGED
@@ -270,6 +270,20 @@ export declare class Model {
270
270
  getTextures(): Texture[];
271
271
  getMaterials(): Material[];
272
272
  getIndices(): Uint32Array<ArrayBuffer>;
273
+ /**
274
+ * Bind-pose geometry for design-layer consumers — the cast swatch's
275
+ * area-weighted colour extraction is the first. Positions and UVs are fresh
276
+ * copies deinterleaved from the RETAINED vertex data (base, pre-morph: the
277
+ * caller wants the model's shape, not whatever morph is live this frame), so
278
+ * callers may mutate them freely. Indices are the live buffer, same contract
279
+ * as getIndices — read-only. Per-material triangle ranges come from
280
+ * getMaterials(): each material's vertexCount is its consecutive index run.
281
+ */
282
+ getGeometry(): {
283
+ positions: Float32Array;
284
+ uvs: Float32Array;
285
+ indices: Uint32Array;
286
+ };
273
287
  getSkeleton(): Skeleton;
274
288
  getBoneLocalRotation(boneIndex: number): Quat;
275
289
  getBoneLocalTranslation(boneIndex: number): Vec3;
@@ -1 +1 @@
1
- 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package/dist/model.js CHANGED
@@ -537,6 +537,30 @@ export class Model {
537
537
  getIndices() {
538
538
  return this.indexData;
539
539
  }
540
+ /**
541
+ * Bind-pose geometry for design-layer consumers — the cast swatch's
542
+ * area-weighted colour extraction is the first. Positions and UVs are fresh
543
+ * copies deinterleaved from the RETAINED vertex data (base, pre-morph: the
544
+ * caller wants the model's shape, not whatever morph is live this frame), so
545
+ * callers may mutate them freely. Indices are the live buffer, same contract
546
+ * as getIndices — read-only. Per-material triangle ranges come from
547
+ * getMaterials(): each material's vertexCount is its consecutive index run.
548
+ */
549
+ getGeometry() {
550
+ const count = this.vertexCount;
551
+ const positions = new Float32Array(count * 3);
552
+ const uvs = new Float32Array(count * 2);
553
+ const src = this.baseVertexData;
554
+ for (let i = 0; i < count; i++) {
555
+ const vi = i * 8;
556
+ positions[i * 3] = src[vi];
557
+ positions[i * 3 + 1] = src[vi + 1];
558
+ positions[i * 3 + 2] = src[vi + 2];
559
+ uvs[i * 2] = src[vi + 6];
560
+ uvs[i * 2 + 1] = src[vi + 7];
561
+ }
562
+ return { positions, uvs, indices: this.indexData };
563
+ }
540
564
  getSkeleton() {
541
565
  return this.skeleton;
542
566
  }
@@ -1 +1 @@
1
- {"version":3,"file":"composite.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/composite.ts"],"names":[],"mappings":"AASA;;;;;;;;;;;;;yEAayE;AACzE,MAAM,MAAM,qBAAqB,GAAG;IAClC,wEAAwE;IACxE,IAAI,EAAE,MAAM,CAAA;IACZ,8EAA8E;IAC9E,UAAU,EAAE,MAAM,CAAA;CACnB,CAAA;AAyKD,wBAAgB,oBAAoB,CAAC,MAAM,CAAC,EAAE,qBAAqB,GAAG,IAAI,GAAG,MAAM,CAelF;AAED,iFAAiF;AACjF,eAAO,MAAM,qBAAqB,QAA6B,CAAA"}
1
+ {"version":3,"file":"composite.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/composite.ts"],"names":[],"mappings":"AASA;;;;;;;;;;;;;yEAayE;AACzE,MAAM,MAAM,qBAAqB,GAAG;IAClC,wEAAwE;IACxE,IAAI,EAAE,MAAM,CAAA;IACZ,8EAA8E;IAC9E,UAAU,EAAE,MAAM,CAAA;CACnB,CAAA;AAwQD,wBAAgB,oBAAoB,CAAC,MAAM,CAAC,EAAE,qBAAqB,GAAG,IAAI,GAAG,MAAM,CAelF;AAED,iFAAiF;AACjF,eAAO,MAAM,qBAAqB,QAA6B,CAAA"}
@@ -44,10 +44,51 @@ override APPLY_GAMMA: bool = true;
44
44
  // viewU[9] = (grade slope.rgb, grade on/off) — see grade() below.
45
45
  // invGamma = 1/gamma precomputed on CPU — avoids a per-pixel divide.
46
46
  @group(0) @binding(6) var bgEquirect: texture_2d<f32>;
47
+ // The scene pass's own MSAA depth buffer, bound depth-only. NOT an extra
48
+ // render target: when depth of field is off the scene pass discards depth
49
+ // (TBDR tile memory never spills) and this binding is never read — the whole
50
+ // feature costs one uniform branch. When on, the pass stores depth and the
51
+ // gather below reads sample 0.
52
+ @group(0) @binding(8) var depthTex: texture_depth_multisampled_2d;
53
+ // dofU[0] = (enabled, focusDistance, focusRange, aperture)
54
+ // dofU[1] = (maxBlurRadiusPx, bladeCount, sampleCount, anamorphicRatio)
55
+ // dofU[2] = (projA, projB, _, _) — z-buffer → camera-space depth inversion,
56
+ // viewZ = projB / (z - projA), rebuilt per frame because near/far
57
+ // track the camera radius. Cleared depth (1.0) inverts to the far
58
+ // plane, so empty sky reads as maximally defocused background.
59
+ @group(0) @binding(9) var<uniform> dofU: array<vec4<f32>, 3>;
47
60
 
48
61
  // Must match FILMIC_LUT_WIDTH in engine.ts (bakeFilmicLut).
49
62
  const FILMIC_LUT_W: f32 = 256.0;
50
63
 
64
+ fn linearDepth(coord: vec2<i32>) -> f32 {
65
+ let z = textureLoad(depthTex, coord, 0);
66
+ // projA > 1 for every valid z in [0,1], so the divisor never crosses zero.
67
+ return clamp(dofU[2].y / (z - dofU[2].x), 0.05, 100000.0);
68
+ }
69
+
70
+ /** Signed circle of confusion in device pixels — negative in front of the
71
+ * focus band, positive behind it, zero inside it. */
72
+ fn circleOfConfusion(depth: f32) -> f32 {
73
+ let focus = max(dofU[0].y, 0.05);
74
+ let halfRange = max(dofU[0].z * 0.5, 0.01);
75
+ let delta = depth - focus;
76
+ let outside = max(abs(delta) - halfRange, 0.0);
77
+ let radius = min(outside / max(depth, 0.05) * dofU[0].w * dofU[1].x, dofU[1].x);
78
+ return select(-radius, radius, delta >= 0.0);
79
+ }
80
+
81
+ /** Premultiplied scene color (HDR + bloom) at an arbitrary pixel, for the
82
+ * bokeh gather. Explicit-LOD sampling only — legal in non-uniform flow. */
83
+ fn sceneSample(coord: vec2<i32>, fullSzI: vec2<i32>, fullSz: vec2f) -> vec4f {
84
+ let p = clamp(coord, vec2<i32>(0), fullSzI - vec2<i32>(1));
85
+ let sAlpha = textureLoad(maskTex, p, 0).g;
86
+ let sHdr = textureLoad(hdrTex, p, 0).rgb / max(sAlpha, 1e-6);
87
+ let sUv = (vec2f(p) + vec2f(0.5)) / fullSz;
88
+ let sBloom = textureSampleLevel(bloomTex, bloomSamp, sUv, 0.0).rgb * viewU[1].xyz * viewU[1].w;
89
+ return vec4f((sHdr + sBloom) * sAlpha, sAlpha);
90
+ }
91
+
51
92
  fn filmic(x: f32) -> f32 {
52
93
  // Reference checkpoints (Blender 3.6 Filmic MHC, sobotka/filmic-blender
53
94
  // look_medium-high-contrast.spi1d): linear 0.18 → ~0.395, linear 1.0 → ~0.83.
@@ -101,7 +142,59 @@ const COMPOSITE_BODY = /* wgsl */ `
101
142
  let intensity = viewU[1].w;
102
143
  let bloom = textureSampleLevel(bloomTex, bloomSamp, bloomUv, 0.0).rgb * tint * intensity;
103
144
  let combined = straight + bloom;
104
- let exposed = combined * exp2(viewU[0].x);
145
+
146
+ // ── Depth of field ──
147
+ // Single-pass golden-angle gather over a polygonal (bladed) disk, in
148
+ // premultiplied HDR before tonemap. Near-field taps that see focused
149
+ // background are heavily down-weighted so a sharp subject doesn't bleed into
150
+ // a blurred foreground; the reverse leak (background bokeh over the subject
151
+ // edge) is damped less — that soft halo is what real lenses do. Scene layer
152
+ // only: the composited background (solid / 360 / effect) stays sharp, which
153
+ // is invisible while it sits at infinity behind a far-blurred stage.
154
+ var scenePm = vec4f(combined * alpha, alpha);
155
+ if (dofU[0].x > 0.5) {
156
+ let centerDepth = linearDepth(coord);
157
+ let centerCoc = circleOfConfusion(centerDepth);
158
+ let radius = abs(centerCoc);
159
+ if (radius > 0.35) {
160
+ let fullSzI = vec2<i32>(fullSz);
161
+ let sampleCount = clamp(dofU[1].z, 6.0, 24.0);
162
+ let blades = clamp(dofU[1].y, 3.0, 12.0);
163
+ let sector = 6.28318530718 / blades;
164
+ var accum = scenePm;
165
+ var weightSum = 1.0;
166
+ for (var i = 0u; i < 24u; i++) {
167
+ if (f32(i) >= sampleCount) { break; }
168
+ let fi = f32(i) + 0.5;
169
+ let ring = sqrt(fi / sampleCount);
170
+ let angle = fi * 2.39996323;
171
+ let localAngle = (fract((angle + 3.14159265359) / sector) - 0.5) * sector;
172
+ let polygonRadius = cos(3.14159265359 / blades) / max(cos(localAngle), 0.01);
173
+ var disk = vec2f(cos(angle), sin(angle)) * ring * polygonRadius;
174
+ disk.x *= max(dofU[1].w, 0.25);
175
+ let sp = coord + vec2<i32>(round(disk * radius));
176
+ let cp = clamp(sp, vec2<i32>(0), fullSzI - vec2<i32>(1));
177
+ let sampleDepth = linearDepth(cp);
178
+ let sampleCoc = circleOfConfusion(sampleDepth);
179
+ var w = 1.0;
180
+ if (centerCoc < 0.0 && sampleDepth > centerDepth + dofU[0].z) {
181
+ w *= 0.08;
182
+ } else if (centerCoc > 0.0 && sampleDepth > centerDepth + dofU[0].z * 2.0) {
183
+ w *= 0.35;
184
+ }
185
+ // A tap only contributes where its own blur circle reaches this pixel.
186
+ let sampleRadius = abs(sampleCoc);
187
+ w *= mix(0.2, 1.0, smoothstep(ring * radius - 1.0, ring * radius + 1.0, sampleRadius));
188
+ accum += sceneSample(cp, fullSzI, fullSz) * w;
189
+ weightSum += w;
190
+ }
191
+ scenePm = mix(scenePm, accum / max(weightSum, 1e-5), smoothstep(0.35, 1.75, radius));
192
+ }
193
+ }
194
+ let sceneAlpha = scenePm.a;
195
+ let sceneStraight = scenePm.rgb / max(sceneAlpha, 1e-6);
196
+
197
+ let exposed = sceneStraight * exp2(viewU[0].x);
105
198
  let tm = vec3f(filmic(exposed.r), filmic(exposed.g), filmic(exposed.b));
106
199
  var disp = max(tm, vec3f(0.0));
107
200
  // Grade the SCENE only, before the display gamma. Deliberately not applied to
@@ -135,7 +228,7 @@ const COMPOSITE_BODY = /* wgsl */ `
135
228
  }
136
229
  BG_EFFECT_CALL
137
230
  }
138
- return vec4f(disp * alpha + bgPm * (1.0 - alpha), alpha + bgA * (1.0 - alpha));
231
+ return vec4f(disp * sceneAlpha + bgPm * (1.0 - sceneAlpha), sceneAlpha + bgA * (1.0 - sceneAlpha));
139
232
  }
140
233
  `;
141
234
  // Base variant: no effect installed, the flag is never set — the ray block only
@@ -165,7 +258,9 @@ const USES_DERIVATIVES = /\b(?:fwidth|dpdx|dpdy)(?:Fine|Coarse)?\s*\(/;
165
258
  * uniform control flow and forgo the gate. */
166
259
  function coverageGate(effect) {
167
260
  const gated = !effect || !USES_DERIVATIVES.test(effect.wgsl);
168
- return gated ? "&& alpha < 0.999" : "";
261
+ // sceneAlpha, not alpha: the bokeh gather spreads coverage, so a pixel the
262
+ // sharp scene fully covered can end up needing background behind its blur.
263
+ return gated ? "&& sceneAlpha < 0.999" : "";
169
264
  }
170
265
  export function buildCompositeShader(effect) {
171
266
  if (!effect)
@@ -46,8 +46,12 @@ export declare class AnimationStateMachine {
46
46
  get state(): string;
47
47
  /** Seconds the current state has been active. */
48
48
  get stateTime(): number;
49
- /** Force a transition now, regardless of the transition table. */
50
- go(to: string, fade?: number): void;
49
+ /** Force a transition now, regardless of the transition table. `atTime`
50
+ * enters the state with its clock already at that many seconds — for
51
+ * handoffs that must continue a clip mid-flight (e.g. swapping model
52
+ * skins mid-action: the new machine picks up exactly where the old
53
+ * one's state stood). */
54
+ go(to: string, fade?: number, atTime?: number): void;
51
55
  update(dt: number): void;
52
56
  private transitionReady;
53
57
  private begin;
@@ -1 +1 @@
1
- {"version":3,"file":"state-machine.d.ts","sourceRoot":"","sources":["../src/state-machine.ts"],"names":[],"mappings":"AAIA,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AACpC,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,aAAa,CAAA;AAK7C,MAAM,WAAW,YAAY;IAC3B,mFAAmF;IACnF,IAAI,CAAC,EAAE,MAAM,CAAA;IACb,2EAA2E;IAC3E,IAAI,CAAC,EAAE,OAAO,CAAA;IACd,kDAAkD;IAClD,KAAK,CAAC,EAAE,MAAM,CAAA;IACd;;6EAEyE;IACzE,OAAO,CAAC,EAAE,CAAC,EAAE,EAAE,MAAM,KAAK,UAAU,EAAE,GAAG,IAAI,CAAA;IAC7C,OAAO,CAAC,EAAE,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI,KAAK,IAAI,CAAA;IACvC,MAAM,CAAC,EAAE,CAAC,EAAE,EAAE,MAAM,KAAK,IAAI,CAAA;CAC9B;AAED,MAAM,WAAW,iBAAiB;IAChC,yEAAyE;IACzE,IAAI,EAAE,MAAM,GAAG,GAAG,CAAA;IAClB,EAAE,EAAE,MAAM,CAAA;IACV,gEAAgE;IAChE,IAAI,CAAC,EAAE,MAAM,OAAO,CAAA;IACpB;;;+BAG2B;IAC3B,QAAQ,CAAC,EAAE,MAAM,CAAA;IACjB,0DAA0D;IAC1D,IAAI,CAAC,EAAE,MAAM,CAAA;CACd;AAED,MAAM,WAAW,mBAAmB;IAClC,OAAO,EAAE,MAAM,CAAA;IACf,4EAA4E;IAC5E,WAAW,CAAC,EAAE,MAAM,CAAA;CACrB;AAQD,qBAAa,qBAAqB;IAChC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAO;IAC7B,OAAO,CAAC,QAAQ,CAAC,MAAM,CAA8B;IACrD,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAqB;IACjD,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAQ;IAEpC,OAAO,CAAC,OAAO,CAAa;IAC5B,wEAAwE;IACxE,OAAO,CAAC,MAAM,CAAyE;IAIvF,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAmB;gBAE9B,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,YAAY,CAAC,EAAE,WAAW,EAAE,iBAAiB,EAAE,EAAE,OAAO,EAAE,mBAAmB;IAW9H,IAAI,KAAK,IAAI,MAAM,CAElB;IAED,iDAAiD;IACjD,IAAI,SAAS,IAAI,MAAM,CAEtB;IAED,kEAAkE;IAClE,EAAE,CAAC,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,EAAE,MAAM,GAAG,IAAI;IAInC,MAAM,CAAC,EAAE,EAAE,MAAM,GAAG,IAAI;IAgCxB,OAAO,CAAC,eAAe;IAgBvB,OAAO,CAAC,KAAK;IAYb;yEACqE;IACrE,OAAO,CAAC,OAAO;IAaf,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAmD;IAC7E,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAmD;IAE9E;kDAC8C;IAC9C,OAAO,CAAC,KAAK;IAyBb,OAAO,CAAC,YAAY;CAIrB"}
1
+ {"version":3,"file":"state-machine.d.ts","sourceRoot":"","sources":["../src/state-machine.ts"],"names":[],"mappings":"AAIA,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AACpC,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,aAAa,CAAA;AAK7C,MAAM,WAAW,YAAY;IAC3B,mFAAmF;IACnF,IAAI,CAAC,EAAE,MAAM,CAAA;IACb,2EAA2E;IAC3E,IAAI,CAAC,EAAE,OAAO,CAAA;IACd,kDAAkD;IAClD,KAAK,CAAC,EAAE,MAAM,CAAA;IACd;;6EAEyE;IACzE,OAAO,CAAC,EAAE,CAAC,EAAE,EAAE,MAAM,KAAK,UAAU,EAAE,GAAG,IAAI,CAAA;IAC7C,OAAO,CAAC,EAAE,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI,KAAK,IAAI,CAAA;IACvC,MAAM,CAAC,EAAE,CAAC,EAAE,EAAE,MAAM,KAAK,IAAI,CAAA;CAC9B;AAED,MAAM,WAAW,iBAAiB;IAChC,yEAAyE;IACzE,IAAI,EAAE,MAAM,GAAG,GAAG,CAAA;IAClB,EAAE,EAAE,MAAM,CAAA;IACV,gEAAgE;IAChE,IAAI,CAAC,EAAE,MAAM,OAAO,CAAA;IACpB;;;+BAG2B;IAC3B,QAAQ,CAAC,EAAE,MAAM,CAAA;IACjB,0DAA0D;IAC1D,IAAI,CAAC,EAAE,MAAM,CAAA;CACd;AAED,MAAM,WAAW,mBAAmB;IAClC,OAAO,EAAE,MAAM,CAAA;IACf,4EAA4E;IAC5E,WAAW,CAAC,EAAE,MAAM,CAAA;CACrB;AAQD,qBAAa,qBAAqB;IAChC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAO;IAC7B,OAAO,CAAC,QAAQ,CAAC,MAAM,CAA8B;IACrD,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAqB;IACjD,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAQ;IAEpC,OAAO,CAAC,OAAO,CAAa;IAC5B,wEAAwE;IACxE,OAAO,CAAC,MAAM,CAAyE;IAIvF,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAmB;gBAE9B,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,YAAY,CAAC,EAAE,WAAW,EAAE,iBAAiB,EAAE,EAAE,OAAO,EAAE,mBAAmB;IAW9H,IAAI,KAAK,IAAI,MAAM,CAElB;IAED,iDAAiD;IACjD,IAAI,SAAS,IAAI,MAAM,CAEtB;IAED;;;;8BAI0B;IAC1B,EAAE,CAAC,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,MAAM,GAAG,IAAI;IAIpD,MAAM,CAAC,EAAE,EAAE,MAAM,GAAG,IAAI;IAgCxB,OAAO,CAAC,eAAe;IAgBvB,OAAO,CAAC,KAAK;IAYb;yEACqE;IACrE,OAAO,CAAC,OAAO;IAaf,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAmD;IAC7E,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAmD;IAE9E;kDAC8C;IAC9C,OAAO,CAAC,KAAK;IAyBb,OAAO,CAAC,YAAY;CAIrB"}
@@ -26,9 +26,13 @@ export class AnimationStateMachine {
26
26
  get stateTime() {
27
27
  return this.current.time;
28
28
  }
29
- /** Force a transition now, regardless of the transition table. */
30
- go(to, fade) {
31
- this.begin(to, fade ?? this.defaultFade);
29
+ /** Force a transition now, regardless of the transition table. `atTime`
30
+ * enters the state with its clock already at that many seconds — for
31
+ * handoffs that must continue a clip mid-flight (e.g. swapping model
32
+ * skins mid-action: the new machine picks up exactly where the old
33
+ * one's state stood). */
34
+ go(to, fade, atTime) {
35
+ this.begin(to, fade ?? this.defaultFade, atTime);
32
36
  }
33
37
  update(dt) {
34
38
  this.current.time += dt;
@@ -79,7 +83,7 @@ export class AnimationStateMachine {
79
83
  }
80
84
  return true;
81
85
  }
82
- begin(to, fade) {
86
+ begin(to, fade, atTime = 0) {
83
87
  const def = this.states[to];
84
88
  if (!def)
85
89
  throw new Error(`Unknown state "${to}"`);
@@ -88,7 +92,7 @@ export class AnimationStateMachine {
88
92
  // three-way mixes) — the current state becomes the outgoing one.
89
93
  this.fading = fade > 0 ? { state: this.current, elapsed: 0, duration: fade } : null;
90
94
  const from = this.current.name;
91
- this.current = { name: to, def, time: 0 };
95
+ this.current = { name: to, def, time: atTime };
92
96
  def.onEnter?.(from);
93
97
  }
94
98
  /** This frame's entries for a state: clip states own a one-entry pose;
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "reze-engine",
3
- "version": "0.38.0",
3
+ "version": "0.40.0",
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
@@ -110,7 +110,8 @@ const PRESET_NAME_HINTS: Array<[MaterialPreset, string[]]> = [
110
110
  "带", // straps and bands: 头带/发带/背带/腰带
111
111
  "绳", // ropes: 背绳/腰绳
112
112
  "纱", // gauze/veils: 头纱
113
- "肩布", // shoulder cloth/drape
113
+ "", // kerchiefs/scarves: 头巾/领巾/围巾
114
+ "布", // cloth panels: 肩布/腰布
114
115
  "背球", // back ornament sphere
115
116
  "腰花", // waist flower
116
117
  "花蕊", // flower pistil ornament
@@ -274,6 +275,42 @@ export const DEFAULT_BLOOM_OPTIONS: BloomOptions = {
274
275
  clamp: 0.0,
275
276
  }
276
277
 
278
+ /** Camera depth of field — a bokeh gather in the composite pass. Costs nothing
279
+ * while disabled: the scene pass discards its depth buffer and the composite
280
+ * branch never runs. Enabled, the pass stores depth and the gather reads it. */
281
+ export type DepthOfFieldOptions = {
282
+ enabled: boolean
283
+ /** "auto" focuses the first visible character each frame — the camera-space
284
+ * depth span of its bones sets both distance and a floor on range — so a
285
+ * dancer stays sharp without anyone touching a slider. "manual" uses
286
+ * focusDistance/focusRange as given. */
287
+ focusMode: "auto" | "manual"
288
+ /** Camera-space distance to the focus plane (MMD units). */
289
+ focusDistance: number
290
+ /** Depth band that stays perfectly sharp, centered on focusDistance. In auto
291
+ * mode this is a minimum — the band never cuts into the subject. */
292
+ focusRange: number
293
+ /** Blur strength scale; 1 is a natural lens, higher is dreamier. */
294
+ aperture: number
295
+ /** Largest blur circle, in device pixels. */
296
+ maxBlurRadius: number
297
+ /** Bokeh polygon blade count (3–12); 6 is the classic hexagon. */
298
+ bladeCount: number
299
+ /** Gather tap count: 8 / 16 / 24. */
300
+ quality: "performance" | "balanced" | "cinematic"
301
+ }
302
+
303
+ export const DEFAULT_DEPTH_OF_FIELD_OPTIONS: DepthOfFieldOptions = {
304
+ enabled: false,
305
+ focusMode: "auto",
306
+ focusDistance: 25,
307
+ focusRange: 2,
308
+ aperture: 1,
309
+ maxBlurRadius: 18,
310
+ bladeCount: 6,
311
+ quality: "balanced",
312
+ }
313
+
277
314
  /** Blender Color Management / View (rendering.txt: Filmic, exposure, gamma). `look` is reserved for future curve tweaks. */
278
315
  export type ViewTransformOptions = {
279
316
  /** Stops applied before Filmic: `linear *= 2^exposure`. */
@@ -727,6 +764,12 @@ export class Engine {
727
764
  private morphComputeBindGroupLayout!: GPUBindGroupLayout
728
765
  private compositeBindGroupLayout!: GPUBindGroupLayout
729
766
  private compositeBindGroup!: GPUBindGroup
767
+ private depthOfField: DepthOfFieldOptions = { ...DEFAULT_DEPTH_OF_FIELD_OPTIONS }
768
+ private dofUniformBuffer!: GPUBuffer
769
+ private dofUniformData = new Float32Array(12)
770
+ private dofFocusScratch = new Vec3(0, 0, 0)
771
+ /** Depth-only view of the scene's MSAA depth buffer, read by the DoF gather. */
772
+ private depthReadView: GPUTextureView | null = null
730
773
  private compositeUniformBuffer!: GPUBuffer
731
774
  // [exposure, invGamma, _, _, bloomTint.x, bloomTint.y, bloomTint.z, bloomIntensity]
732
775
  private readonly compositeUniformData = new Float32Array(40)
@@ -1078,7 +1121,7 @@ export class Engine {
1078
1121
  }
1079
1122
 
1080
1123
  private rebuildCompositeBindGroup(): void {
1081
- if (!this.device || !this.hdrResolveTexture || !this.compositeBloomView) return
1124
+ if (!this.device || !this.hdrResolveTexture || !this.compositeBloomView || !this.depthReadView) return
1082
1125
  this.compositeBindGroup = this.device.createBindGroup({
1083
1126
  label: "composite bind group",
1084
1127
  layout: this.compositeBindGroupLayout,
@@ -1091,6 +1134,8 @@ export class Engine {
1091
1134
  { binding: 5, resource: this.filmicLutView },
1092
1135
  { binding: 6, resource: this.backdropEquirectView ?? this.fallbackEquirectView },
1093
1136
  { binding: 7, resource: { buffer: this.backgroundEffect?.paramsBuffer ?? this.bgParamsDummyBuffer } },
1137
+ { binding: 8, resource: this.depthReadView },
1138
+ { binding: 9, resource: { buffer: this.dofUniformBuffer } },
1094
1139
  ],
1095
1140
  })
1096
1141
  }
@@ -1302,6 +1347,86 @@ export class Engine {
1302
1347
  }
1303
1348
 
1304
1349
  /** Patch bloom; GPU uniforms update immediately if `init()` has run. */
1350
+ /** Camera depth of field (see DepthOfFieldOptions). Free while disabled —
1351
+ * the scene pass only stores its depth buffer on frames the gather reads. */
1352
+ setDepthOfField(patch: Partial<DepthOfFieldOptions>): void {
1353
+ this.depthOfField = { ...this.depthOfField, ...patch }
1354
+ if (!this.device || !this.dofUniformBuffer) return
1355
+ if (this.depthOfField.enabled) {
1356
+ this.writeDepthOfFieldUniforms()
1357
+ } else {
1358
+ // One last write so the shader's uniform branch reads a clean zero.
1359
+ this.dofUniformData[0] = 0
1360
+ this.device.queue.writeBuffer(this.dofUniformBuffer, 0, this.dofUniformData)
1361
+ }
1362
+ }
1363
+
1364
+ getDepthOfField(): DepthOfFieldOptions {
1365
+ return { ...this.depthOfField }
1366
+ }
1367
+
1368
+ /** Auto-focus target: the camera-space depth span of the first visible
1369
+ * character's bones. Focus sits at the span's midpoint; the range covers the
1370
+ * span plus a margin for what bones don't reach (shoes, hair, cloth). */
1371
+ private getModelBodyFocus(): { distance: number; range: number } | null {
1372
+ if (!this.camera) return null
1373
+ const view = this.camera.getViewMatrix().values
1374
+ for (const inst of this.modelInstances.values()) {
1375
+ if (!inst.model.visible || inst.isStage) continue
1376
+ const model = inst.model
1377
+ const matrices = model.getWorldMatrices()
1378
+ if (matrices.length === 0) continue
1379
+ const scale = model.scale
1380
+ const local = this.dofFocusScratch
1381
+ let minDepth = Infinity
1382
+ let maxDepth = -Infinity
1383
+ for (const matrix of matrices) {
1384
+ const values = matrix.values
1385
+ // Bone matrices are model-space; apply the same root transform the
1386
+ // renderer bakes into skinning, then take camera-space z.
1387
+ local.setXYZ(values[12] * scale, values[13] * scale, values[14] * scale)
1388
+ Quat.rotateVecInto(model.rotation, local, local)
1389
+ const x = model.position.x + local.x
1390
+ const y = model.position.y + local.y
1391
+ const z = model.position.z + local.z
1392
+ const depth = view[2] * x + view[6] * y + view[10] * z + view[14]
1393
+ if (!Number.isFinite(depth) || depth <= this.camera.near) continue
1394
+ minDepth = Math.min(minDepth, depth)
1395
+ maxDepth = Math.max(maxDepth, depth)
1396
+ }
1397
+ if (Number.isFinite(minDepth) && Number.isFinite(maxDepth)) {
1398
+ const span = Math.max(0, maxDepth - minDepth)
1399
+ const meshMargin = Math.max(2.0, span * 0.15)
1400
+ return { distance: (minDepth + maxDepth) * 0.5, range: Math.max(2.0, span + meshMargin) }
1401
+ }
1402
+ }
1403
+ return null
1404
+ }
1405
+
1406
+ private writeDepthOfFieldUniforms(): void {
1407
+ if (!this.device || !this.dofUniformBuffer) return
1408
+ const d = this.depthOfField
1409
+ const u = this.dofUniformData
1410
+ const auto = d.focusMode === "auto" ? this.getModelBodyFocus() : null
1411
+ u[0] = d.enabled ? 1 : 0
1412
+ u[1] = auto?.distance ?? Math.max(d.focusDistance, 0.05)
1413
+ // In auto mode the authored range is a floor — the sharp band never cuts
1414
+ // into the character's own depth span.
1415
+ u[2] = Math.max(d.focusRange, auto?.range ?? 0.02, 0.02)
1416
+ u[3] = Math.max(d.aperture, 0)
1417
+ u[4] = Math.max(d.maxBlurRadius, 0)
1418
+ u[5] = Math.min(12, Math.max(3, Math.round(d.bladeCount)))
1419
+ u[6] = d.quality === "performance" ? 8 : d.quality === "cinematic" ? 24 : 16
1420
+ u[7] = 1 // anamorphic ratio, reserved (the shader clamps ≥ 0.25)
1421
+ // viewZ = projB / (z − projA), the inverse of perspectiveInto's z mapping.
1422
+ // near/far track the camera radius, so these refresh every enabled frame.
1423
+ const near = this.camera.near
1424
+ const far = this.camera.far
1425
+ u[8] = (far + near) / (far - near)
1426
+ u[9] = (-2 * near * far) / (far - near)
1427
+ this.device.queue.writeBuffer(this.dofUniformBuffer, 0, u)
1428
+ }
1429
+
1305
1430
  setBloomOptions(patch: Partial<BloomOptions>): void {
1306
1431
  const b = this.bloomSettings
1307
1432
  if (patch.enabled !== undefined) b.enabled = patch.enabled
@@ -2168,6 +2293,12 @@ export class Engine {
2168
2293
  size: 160,
2169
2294
  usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
2170
2295
  })
2296
+ this.dofUniformBuffer = this.device.createBuffer({
2297
+ label: "depth of field uniforms",
2298
+ // 3 × vec4f — see the dofU comment in composite.ts.
2299
+ size: 48,
2300
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
2301
+ })
2171
2302
  this.bgParamsDummyBuffer = this.device.createBuffer({
2172
2303
  label: "bg effect params (dummy)",
2173
2304
  size: 16,
@@ -2190,6 +2321,15 @@ export class Engine {
2190
2321
  // User background-effect params — dummy buffer when no effect is set. The
2191
2322
  // layout is explicit, so the base shader legally ignores the binding.
2192
2323
  { binding: 7, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } },
2324
+ // The scene pass's MSAA depth, depth-only aspect — read by the DoF
2325
+ // gather. Contents are undefined while DoF is off (the scene pass
2326
+ // discards depth then), and the shader never reads it then either.
2327
+ {
2328
+ binding: 8,
2329
+ visibility: GPUShaderStage.FRAGMENT,
2330
+ texture: { sampleType: "depth", viewDimension: "2d", multisampled: true },
2331
+ },
2332
+ { binding: 9, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } },
2193
2333
  ],
2194
2334
  })
2195
2335
  this.fallbackEquirectTexture = this.device.createTexture({
@@ -2435,10 +2575,13 @@ export class Engine {
2435
2575
  size: [width, height],
2436
2576
  sampleCount: Engine.MULTISAMPLE_COUNT,
2437
2577
  format: "depth24plus-stencil8",
2438
- usage: GPUTextureUsage.RENDER_ATTACHMENT,
2578
+ // TEXTURE_BINDING for the DoF gather — a usage flag, not a copy; the
2579
+ // zero-cost-when-off story lives in depthStoreOp, not here.
2580
+ usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,
2439
2581
  })
2440
2582
 
2441
2583
  const depthTextureView = this.depthTexture.createView()
2584
+ this.depthReadView = this.depthTexture.createView({ aspect: "depth-only" })
2442
2585
 
2443
2586
  // storeOp="discard" on MSAA views keeps per-sample data in Apple TBDR tile memory —
2444
2587
  // only the resolveTarget (hdrResolveTexture / maskResolveView) gets written to RAM.
@@ -3475,7 +3618,11 @@ export class Engine {
3475
3618
  } else if (verticesChanged) {
3476
3619
  inst.vertexBufferNeedsUpdate = true
3477
3620
  }
3478
- if (inst.physics && this.physicsEnabled) {
3621
+ // Hidden models keep animating (cheap, and a reveal must not pop a stale
3622
+ // pose) but skip cloth simulation entirely — a roster of resident
3623
+ // alternate skins would otherwise pay full physics for invisible cloth.
3624
+ // Hosts that reveal after long hiding reset physics anyway (resetPhysics).
3625
+ if (inst.physics && this.physicsEnabled && inst.model.visible) {
3479
3626
  const tPhys = performance.now()
3480
3627
  inst.physics.step(deltaTime, inst.model.getWorldMatrices(), inst.model.getBoneInverseBindMatrices())
3481
3628
  physicsMs += performance.now() - tPhys
@@ -5065,6 +5212,14 @@ export class Engine {
5065
5212
  this.updateCameraUniforms()
5066
5213
  this.updateShadowLightVP()
5067
5214
 
5215
+ // Depth of field's entire disabled cost is this branch: depth stays in
5216
+ // TBDR tile memory (discard) unless the composite gather reads it this
5217
+ // frame. Enabled frames also refresh the uniforms — auto-focus tracks the
5218
+ // character and the depth-inversion constants track near/far.
5219
+ const dofOn = this.depthOfField.enabled
5220
+ this.renderPassDescriptor.depthStencilAttachment!.depthStoreOp = dofOn ? "store" : "discard"
5221
+ if (dofOn) this.writeDepthOfFieldUniforms()
5222
+
5068
5223
  const encoder = this.device.createCommandEncoder()
5069
5224
 
5070
5225
  // GPU vertex morphs: write morphed positions into vertex buffers before any pass reads
package/src/index.ts CHANGED
@@ -1,12 +1,14 @@
1
1
  export {
2
2
  Engine,
3
3
  DEFAULT_BLOOM_OPTIONS,
4
+ DEFAULT_DEPTH_OF_FIELD_OPTIONS,
4
5
  DEFAULT_VIEW_TRANSFORM,
5
6
  DEFAULT_COLOR_GRADING,
6
7
  type ColorGradingOptions,
7
8
  type EngineStats,
8
9
  type EngineOptions,
9
10
  type BloomOptions,
11
+ type DepthOfFieldOptions,
10
12
  type ViewTransformOptions,
11
13
  type LoadModelFromFilesOptions,
12
14
  type MaterialPreset,
@@ -98,4 +100,4 @@ export { VMDWriter } from "./vmd-writer"
98
100
  export { PmxLoader } from "./pmx-loader"
99
101
  export { CameraAnimation, type CameraPose } from "./camera-animation"
100
102
  export { RezePhysics } from "./physics"
101
- export type { WindOptions } from "./physics/world"
103
+ export type { WindOptions } from "./physics/world"
package/src/model.ts CHANGED
@@ -853,6 +853,31 @@ export class Model {
853
853
  return this.indexData
854
854
  }
855
855
 
856
+ /**
857
+ * Bind-pose geometry for design-layer consumers — the cast swatch's
858
+ * area-weighted colour extraction is the first. Positions and UVs are fresh
859
+ * copies deinterleaved from the RETAINED vertex data (base, pre-morph: the
860
+ * caller wants the model's shape, not whatever morph is live this frame), so
861
+ * callers may mutate them freely. Indices are the live buffer, same contract
862
+ * as getIndices — read-only. Per-material triangle ranges come from
863
+ * getMaterials(): each material's vertexCount is its consecutive index run.
864
+ */
865
+ getGeometry(): { positions: Float32Array; uvs: Float32Array; indices: Uint32Array } {
866
+ const count = this.vertexCount
867
+ const positions = new Float32Array(count * 3)
868
+ const uvs = new Float32Array(count * 2)
869
+ const src = this.baseVertexData
870
+ for (let i = 0; i < count; i++) {
871
+ const vi = i * 8
872
+ positions[i * 3] = src[vi]
873
+ positions[i * 3 + 1] = src[vi + 1]
874
+ positions[i * 3 + 2] = src[vi + 2]
875
+ uvs[i * 2] = src[vi + 6]
876
+ uvs[i * 2 + 1] = src[vi + 7]
877
+ }
878
+ return { positions, uvs, indices: this.indexData }
879
+ }
880
+
856
881
  getSkeleton(): Skeleton {
857
882
  return this.skeleton
858
883
  }
@@ -66,10 +66,51 @@ override APPLY_GAMMA: bool = true;
66
66
  // viewU[9] = (grade slope.rgb, grade on/off) — see grade() below.
67
67
  // invGamma = 1/gamma precomputed on CPU — avoids a per-pixel divide.
68
68
  @group(0) @binding(6) var bgEquirect: texture_2d<f32>;
69
+ // The scene pass's own MSAA depth buffer, bound depth-only. NOT an extra
70
+ // render target: when depth of field is off the scene pass discards depth
71
+ // (TBDR tile memory never spills) and this binding is never read — the whole
72
+ // feature costs one uniform branch. When on, the pass stores depth and the
73
+ // gather below reads sample 0.
74
+ @group(0) @binding(8) var depthTex: texture_depth_multisampled_2d;
75
+ // dofU[0] = (enabled, focusDistance, focusRange, aperture)
76
+ // dofU[1] = (maxBlurRadiusPx, bladeCount, sampleCount, anamorphicRatio)
77
+ // dofU[2] = (projA, projB, _, _) — z-buffer → camera-space depth inversion,
78
+ // viewZ = projB / (z - projA), rebuilt per frame because near/far
79
+ // track the camera radius. Cleared depth (1.0) inverts to the far
80
+ // plane, so empty sky reads as maximally defocused background.
81
+ @group(0) @binding(9) var<uniform> dofU: array<vec4<f32>, 3>;
69
82
 
70
83
  // Must match FILMIC_LUT_WIDTH in engine.ts (bakeFilmicLut).
71
84
  const FILMIC_LUT_W: f32 = 256.0;
72
85
 
86
+ fn linearDepth(coord: vec2<i32>) -> f32 {
87
+ let z = textureLoad(depthTex, coord, 0);
88
+ // projA > 1 for every valid z in [0,1], so the divisor never crosses zero.
89
+ return clamp(dofU[2].y / (z - dofU[2].x), 0.05, 100000.0);
90
+ }
91
+
92
+ /** Signed circle of confusion in device pixels — negative in front of the
93
+ * focus band, positive behind it, zero inside it. */
94
+ fn circleOfConfusion(depth: f32) -> f32 {
95
+ let focus = max(dofU[0].y, 0.05);
96
+ let halfRange = max(dofU[0].z * 0.5, 0.01);
97
+ let delta = depth - focus;
98
+ let outside = max(abs(delta) - halfRange, 0.0);
99
+ let radius = min(outside / max(depth, 0.05) * dofU[0].w * dofU[1].x, dofU[1].x);
100
+ return select(-radius, radius, delta >= 0.0);
101
+ }
102
+
103
+ /** Premultiplied scene color (HDR + bloom) at an arbitrary pixel, for the
104
+ * bokeh gather. Explicit-LOD sampling only — legal in non-uniform flow. */
105
+ fn sceneSample(coord: vec2<i32>, fullSzI: vec2<i32>, fullSz: vec2f) -> vec4f {
106
+ let p = clamp(coord, vec2<i32>(0), fullSzI - vec2<i32>(1));
107
+ let sAlpha = textureLoad(maskTex, p, 0).g;
108
+ let sHdr = textureLoad(hdrTex, p, 0).rgb / max(sAlpha, 1e-6);
109
+ let sUv = (vec2f(p) + vec2f(0.5)) / fullSz;
110
+ let sBloom = textureSampleLevel(bloomTex, bloomSamp, sUv, 0.0).rgb * viewU[1].xyz * viewU[1].w;
111
+ return vec4f((sHdr + sBloom) * sAlpha, sAlpha);
112
+ }
113
+
73
114
  fn filmic(x: f32) -> f32 {
74
115
  // Reference checkpoints (Blender 3.6 Filmic MHC, sobotka/filmic-blender
75
116
  // look_medium-high-contrast.spi1d): linear 0.18 → ~0.395, linear 1.0 → ~0.83.
@@ -124,7 +165,59 @@ const COMPOSITE_BODY = /* wgsl */ `
124
165
  let intensity = viewU[1].w;
125
166
  let bloom = textureSampleLevel(bloomTex, bloomSamp, bloomUv, 0.0).rgb * tint * intensity;
126
167
  let combined = straight + bloom;
127
- let exposed = combined * exp2(viewU[0].x);
168
+
169
+ // ── Depth of field ──
170
+ // Single-pass golden-angle gather over a polygonal (bladed) disk, in
171
+ // premultiplied HDR before tonemap. Near-field taps that see focused
172
+ // background are heavily down-weighted so a sharp subject doesn't bleed into
173
+ // a blurred foreground; the reverse leak (background bokeh over the subject
174
+ // edge) is damped less — that soft halo is what real lenses do. Scene layer
175
+ // only: the composited background (solid / 360 / effect) stays sharp, which
176
+ // is invisible while it sits at infinity behind a far-blurred stage.
177
+ var scenePm = vec4f(combined * alpha, alpha);
178
+ if (dofU[0].x > 0.5) {
179
+ let centerDepth = linearDepth(coord);
180
+ let centerCoc = circleOfConfusion(centerDepth);
181
+ let radius = abs(centerCoc);
182
+ if (radius > 0.35) {
183
+ let fullSzI = vec2<i32>(fullSz);
184
+ let sampleCount = clamp(dofU[1].z, 6.0, 24.0);
185
+ let blades = clamp(dofU[1].y, 3.0, 12.0);
186
+ let sector = 6.28318530718 / blades;
187
+ var accum = scenePm;
188
+ var weightSum = 1.0;
189
+ for (var i = 0u; i < 24u; i++) {
190
+ if (f32(i) >= sampleCount) { break; }
191
+ let fi = f32(i) + 0.5;
192
+ let ring = sqrt(fi / sampleCount);
193
+ let angle = fi * 2.39996323;
194
+ let localAngle = (fract((angle + 3.14159265359) / sector) - 0.5) * sector;
195
+ let polygonRadius = cos(3.14159265359 / blades) / max(cos(localAngle), 0.01);
196
+ var disk = vec2f(cos(angle), sin(angle)) * ring * polygonRadius;
197
+ disk.x *= max(dofU[1].w, 0.25);
198
+ let sp = coord + vec2<i32>(round(disk * radius));
199
+ let cp = clamp(sp, vec2<i32>(0), fullSzI - vec2<i32>(1));
200
+ let sampleDepth = linearDepth(cp);
201
+ let sampleCoc = circleOfConfusion(sampleDepth);
202
+ var w = 1.0;
203
+ if (centerCoc < 0.0 && sampleDepth > centerDepth + dofU[0].z) {
204
+ w *= 0.08;
205
+ } else if (centerCoc > 0.0 && sampleDepth > centerDepth + dofU[0].z * 2.0) {
206
+ w *= 0.35;
207
+ }
208
+ // A tap only contributes where its own blur circle reaches this pixel.
209
+ let sampleRadius = abs(sampleCoc);
210
+ w *= mix(0.2, 1.0, smoothstep(ring * radius - 1.0, ring * radius + 1.0, sampleRadius));
211
+ accum += sceneSample(cp, fullSzI, fullSz) * w;
212
+ weightSum += w;
213
+ }
214
+ scenePm = mix(scenePm, accum / max(weightSum, 1e-5), smoothstep(0.35, 1.75, radius));
215
+ }
216
+ }
217
+ let sceneAlpha = scenePm.a;
218
+ let sceneStraight = scenePm.rgb / max(sceneAlpha, 1e-6);
219
+
220
+ let exposed = sceneStraight * exp2(viewU[0].x);
128
221
  let tm = vec3f(filmic(exposed.r), filmic(exposed.g), filmic(exposed.b));
129
222
  var disp = max(tm, vec3f(0.0));
130
223
  // Grade the SCENE only, before the display gamma. Deliberately not applied to
@@ -158,7 +251,7 @@ const COMPOSITE_BODY = /* wgsl */ `
158
251
  }
159
252
  BG_EFFECT_CALL
160
253
  }
161
- return vec4f(disp * alpha + bgPm * (1.0 - alpha), alpha + bgA * (1.0 - alpha));
254
+ return vec4f(disp * sceneAlpha + bgPm * (1.0 - sceneAlpha), sceneAlpha + bgA * (1.0 - sceneAlpha));
162
255
  }
163
256
  `
164
257
 
@@ -192,7 +285,9 @@ const USES_DERIVATIVES = /\b(?:fwidth|dpdx|dpdy)(?:Fine|Coarse)?\s*\(/
192
285
  * uniform control flow and forgo the gate. */
193
286
  function coverageGate(effect?: CompositeEffectSource | null): string {
194
287
  const gated = !effect || !USES_DERIVATIVES.test(effect.wgsl)
195
- return gated ? "&& alpha < 0.999" : ""
288
+ // sceneAlpha, not alpha: the bokeh gather spreads coverage, so a pixel the
289
+ // sharp scene fully covered can end up needing background behind its blur.
290
+ return gated ? "&& sceneAlpha < 0.999" : ""
196
291
  }
197
292
 
198
293
  export function buildCompositeShader(effect?: CompositeEffectSource | null): string {
@@ -84,9 +84,13 @@ export class AnimationStateMachine {
84
84
  return this.current.time
85
85
  }
86
86
 
87
- /** Force a transition now, regardless of the transition table. */
88
- go(to: string, fade?: number): void {
89
- this.begin(to, fade ?? this.defaultFade)
87
+ /** Force a transition now, regardless of the transition table. `atTime`
88
+ * enters the state with its clock already at that many seconds — for
89
+ * handoffs that must continue a clip mid-flight (e.g. swapping model
90
+ * skins mid-action: the new machine picks up exactly where the old
91
+ * one's state stood). */
92
+ go(to: string, fade?: number, atTime?: number): void {
93
+ this.begin(to, fade ?? this.defaultFade, atTime)
90
94
  }
91
95
 
92
96
  update(dt: number): void {
@@ -137,7 +141,7 @@ export class AnimationStateMachine {
137
141
  return true
138
142
  }
139
143
 
140
- private begin(to: string, fade: number): void {
144
+ private begin(to: string, fade: number, atTime = 0): void {
141
145
  const def = this.states[to]
142
146
  if (!def) throw new Error(`Unknown state "${to}"`)
143
147
  this.current.def.onExit?.(to)
@@ -145,7 +149,7 @@ export class AnimationStateMachine {
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  // three-way mixes) — the current state becomes the outgoing one.
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  this.fading = fade > 0 ? { state: this.current, elapsed: 0, duration: fade } : null
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  const from = this.current.name
148
- this.current = { name: to, def, time: 0 }
152
+ this.current = { name: to, def, time: atTime }
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  def.onEnter?.(from)
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  }
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