reze-engine 0.40.0 → 0.41.0
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/README.md +8 -5
- package/dist/engine.d.ts +56 -30
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +124 -63
- package/dist/graph/registry.d.ts.map +1 -1
- package/dist/graph/registry.js +10 -0
- package/dist/index.d.ts +1 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/shaders/materials/nodes.d.ts +1 -1
- package/dist/shaders/materials/nodes.d.ts.map +1 -1
- package/dist/shaders/materials/nodes.js +21 -0
- package/dist/shaders/passes/composite.d.ts +27 -12
- package/dist/shaders/passes/composite.d.ts.map +1 -1
- package/dist/shaders/passes/composite.js +99 -46
- package/package.json +1 -1
- package/src/engine.ts +140 -71
- package/src/graph/registry.ts +11 -0
- package/src/index.ts +2 -2
- package/src/shaders/materials/nodes.ts +21 -0
- package/src/shaders/passes/composite.ts +126 -62
package/README.md
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@@ -13,8 +13,9 @@ npm install reze-engine
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## Features
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- **Anime-style rendering** — toon-ramp NPR over a Principled GGX BSDF, mixed per material
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- **Shader-graph materials** — every look is a Blender-style node graph compiled to WGSL; style groups bind any materials to any graph, fully customizable
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- **Shader-graph materials** — every look is a Blender-style node graph compiled to WGSL; style groups bind any materials to any graph, fully customizable, and PMX sphere maps (`.sph`/`.spa`) are a node, so a model's own highlights are available to any graph that wants them
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- **HDR pipeline** — bloom, Filmic tone mapping, ASC CDL colour grading, 4× MSAA, Apple-TBDR-friendly targets
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- **Depth of field** — a bladed-bokeh gather in the composite pass, focusing automatically on the character's own depth span. It reads the scene pass's existing depth buffer rather than a G-buffer, and while it is off that buffer is never even stored — the feature costs nothing until you turn it on
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- **In-house TS physics** — sequential-impulse rigid bodies for PMX rigs with rest-stable implicit spring-dampers, zero dependencies; structure-of-arrays solver, scene gravity and wind, a world floor so hair and hems rest on the ground instead of clipping through it, and per-frame load shedding that holds framerate on weak devices
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- **Math library** — the shared Vec3/Quat/Mat4 layer of the Reze family: euler orders, swing-twist, shortest-arc, look-rotation, zero-alloc `*Into` variants
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- **VMD animation** — MMD IK with per-chain enable read from the motion, morphs on a GPU compute path, and VMD export
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- **Interactive editing** — GPU picking, transform gizmo, bone/material selection
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- **Camera** — orbit, bone-follow, or a driven MMD camera VMD; ground + PCF shadows, multi-model scenes
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- **Offline rendering** — frame-accurate stepping (`renderFrame`) at any resolution (`setRenderSize`) for video export; background color, 360° equirect backdrop, ground shadow-catcher
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- **WGSL
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- **WGSL scene effects** — a user shader (shadertoy-style) with two mounts, declared by which entry points the code defines: `background` composites between the background and the scene, `foreground` over the finished frame and is handed the scene's depth, so rain and petals are occluded by the character they pass behind and fog thickens with distance. Compile diagnostics and live-tweakable uniform params on both
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See [Physics](#physics) and [Rendering](#rendering) for the internals.
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@@ -133,12 +134,14 @@ engine.setCameraTarget(vec3) / setCameraDistance(d) / setCameraAlpha(a) / setCam
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engine.loadCameraVmd(url) / loadCameraVmdFromBuffer(buffer) // MMD camera track (dedicated file or a VMD's camera block) drives target/rotation/distance/fov — default-on once loaded
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engine.setCameraVmdEnabled(on) / isCameraVmdEnabled() / hasCameraVmd() / clearCameraVmd() // toggle the shot; while it drives, orbit/pan/zoom is inert — toggle off to hand control back
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engine.getCameraVmdDuration() // seconds the camera track runs for (its last keyframe), 0 with none loaded — its length is its own and need not match any model's clip
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engine.setWorld({ color?, strength? }) / setSun({ color?, strength?, direction? }) // runtime lighting
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engine.setBackgroundColor(color | null) // canvas background (display-space sRGB 0–1, composited post-tonemap so it matches a CSS color of the same value exactly); null = transparent canvas (DOM shows through)
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engine.setBackdropEquirect(source | null) // 360° backdrop from an equirect (2:1) image — PhotoDome-style dome at infinity, follows the camera, display-only (no lighting/bloom influence); oversized panoramas auto-downscale to the device texture limit
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engine.
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engine.
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engine.setEffect(wgsl | null, params?) // the scene's WGSL effect, mounted by which entry points the code defines — either, or both in one file. fn background(ray: vec3f, uv: vec2f, time: f32) -> vec4f is a LAYER between the base background (color/equirect/transparent) and the scene; fn foreground(ray: vec3f, uv: vec2f, time: f32, depth: f32) -> vec4f composites over the finished frame, which is where rain, snow, petals and fog live. ray = the pixel's world-space view direction (pans with the orbit, same mapping the skybox samples by), uv = 0..1 bottom-left origin, alpha = how much the layer replaces what is behind it. depth (foreground only) = camera-space metres of whatever the scene drew at that pixel, far plane where it drew nothing — compare a particle's own distance against it and the model occludes it; fog reads it directly, since fog's alpha IS a function of distance. Helpers: bgResolution() = canvas size in px, bgCameraPos() = the camera in world space, bgWorldPos(ray, depth) = the world point the scene drew at this pixel — the depth turned into a PLACE, which is what fog lying on the ground needs (it has to know where the ground is) and what keeps a pattern keyed to world position from swimming as the camera orbits. Compiles async off the hot path; on failure the previous effect is KEPT and {ok, diagnostics, mounts} returns line:col errors rebased to the user's code. Declared params ({name: number | {x,y,z}}) become a params.<name> uniform struct shared by both mounts. A foreground makes the scene pass STORE its depth buffer while installed (it is otherwise discarded into tile memory)
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engine.setEffectParam(name, value) // write one declared param — a uniform write, no recompile (live slider tier)
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engine.getEffectMounts() // { background, foreground } — what the installed effect declared; both false with none set
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engine.setColorGrading({ shadows?, midtones?, highlights?, contrast?, saturation? }) // ASC CDL grade on the TONEMAPPED scene: the three tonal colours are display-space sRGB with mid-grey (0.5,0.5,0.5) neutral — direction from neutral is the hue that range is pushed toward, distance is the amount, and going darker/lighter than 0.5 crushes or lifts it (shadows→CDL offset, midtones→power, highlights→slope). contrast pivots on 0.5; saturation is Rec.709. Uniforms-only, no pipeline rebuild — safe to call per frame from a slider. A neutral grade is flagged off and costs nothing per pixel
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engine.getColorGrading() // current grade, for serialising into a scene descriptor
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engine.addGround(options?) // options include opacity (0–1): fades the SURFACE while the received shadow persists (shadow catcher — models stay grounded on photo backdrops); shadowStrength 0 disables the shadow
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## Shader graphs & style groups
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Materials are styled by **shader graphs** — plain JSON (`ShaderGraph`) validated and compiled to WGSL at runtime. Node semantics are frozen **Blender 3.6 legacy-EEVEE**, so community Blender NPR presets port by transcription. Nine graphs ship built-in (`FACE_GRAPH`, `HAIR_GRAPH`, `BODY_GRAPH`, `EYE_GRAPH`, `METAL_GRAPH`, `STOCKINGS_GRAPH`, `CLOTH_SMOOTH_GRAPH`, `CLOTH_ROUGH_GRAPH`, `DEFAULT_GRAPH` — the neutral base) as a starter library; you can also author or import your own.
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Materials are styled by **shader graphs** — plain JSON (`ShaderGraph`) validated and compiled to WGSL at runtime. Node semantics are frozen **Blender 3.6 legacy-EEVEE**, so community Blender NPR presets port by transcription. One node has no Blender counterpart because MMD has no equivalent to borrow: **`sphere_map`** applies the PMX material's own sphere texture, which is where a PMX keeps its highlights — every model ships one, and hair without it reads flat. The texture is a view-space lighting mask sampled by the camera-space normal rather than by any UV the mesh carries, which is why it tracks the viewer. The material's own mode picks the operator (`.sph` multiplies the shaded base, `.spa` adds), so a graph asks for the effect and the model decides which it meant; a material with no sphere texture is an exact no-op. Nine graphs ship built-in (`FACE_GRAPH`, `HAIR_GRAPH`, `BODY_GRAPH`, `EYE_GRAPH`, `METAL_GRAPH`, `STOCKINGS_GRAPH`, `CLOTH_SMOOTH_GRAPH`, `CLOTH_ROUGH_GRAPH`, `DEFAULT_GRAPH` — the neutral base) as a starter library; you can also author or import your own.
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A **style group** binds `{ materials, graph, renderClass?, alphaMode? }` — a set of materials, the graph that shades them, and the engine's small pass-integration vocabulary (`renderClass`: `auto`/`eye`/`hair` for stencil/cull/draw-order; `alphaMode`: `opaque`/`hashed`). **Groups are user-defined and unlimited** — any materials, any graph. A graph is pure shading; `renderClass` carries the built-in effects (hair's over-eyes stencil, the eye see-through stamp), so any graph in an `eye`/`hair` group inherits them. **Every group needs a valid graph**; a material in no group renders the **neutral default** (`DEFAULT_GRAPH`).
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package/dist/engine.d.ts
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/** Direction sunlight travels (points FROM sun TO scene, Blender: -light.rotation.Z). */
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direction?: Vec3;
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};
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/**
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*
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*
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export type
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/** An effect param: number → f32, vector-like → vec3f (see setEffect).
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* Structural {x,y,z} rather than the Vec3 class so JSON-derived values (a
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* shared scene document's params) pass straight in. */
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export type EffectParamValue = number | {
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x: number;
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y: number;
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z: number;
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};
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export type
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export type EffectResult = {
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ok: boolean;
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/** Compile/validation errors, line:col relative to the USER's WGSL. */
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diagnostics: string[];
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/** Which mounts the WGSL declared — `fn background` / `fn foreground`. Both
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* false only on a failed compile, since defining neither IS the failure. */
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mounts: {
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background: boolean;
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foreground: boolean;
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};
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};
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export type CameraOptions = {
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/** Orbit distance from target. */
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private backdropEquirectView;
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private fallbackEquirectTexture;
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private fallbackEquirectView;
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private
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private effect;
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/** Bound at composite binding 7 when no effect (or a param-less one) is set. */
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private bgParamsDummyBuffer;
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private compositePipelineLayout;
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/** time=0 origin for the active effect — reset each
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private
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/** time=0 origin for the active effect — reset each setEffect. */
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private effectEpochMs;
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private compositeBloomView;
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private bloomSampler;
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private bloomBlitUniformBuffer;
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setBackdropEquirect(source: ImageBitmap | HTMLImageElement | HTMLCanvasElement | null): void;
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private makeCompositePipeline;
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/**
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* Install
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*
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* or transparency) — its alpha lets the base show through, so a starfield is
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* stars over the user's background color. Display-space: never affects
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* lighting, bloom, or tonemapping, and is captured by offline export like any
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* background.
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*
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* `wgsl` must define:
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* Install the scene's WGSL effect (shadertoy-style), rendered per-pixel in the
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* composite pass. ONE effect per scene, and the code says where it mounts by
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* which of these it defines — either, or both in one file:
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* fn background(ray: vec3f, uv: vec2f, time: f32) -> vec4f
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* fn foreground(ray: vec3f, uv: vec2f, time: f32, depth: f32) -> vec4f
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*
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* `background` is a LAYER between the base background and the scene,
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* over-composited onto whichever base is active (solid color, 360 equirect, or
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* transparency) — its alpha lets the base show through, so a starfield is
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* finished frame instead, which is where rain, snow, petals and fog live, and
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* is handed `depth`: the camera-space distance in metres of whatever the scene
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* drew at that pixel (the far plane where it drew nothing). Compare a
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* particle's own distance against it and the model occludes it; fog just reads
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* it, since fog's alpha IS a function of distance.
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*
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* `ray` is the pixel's normalized world-space view direction (LH, +Z forward —
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* what the skybox samples by), `uv` is 0..1 bottom-left origin, `time` is
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* seconds since apply, and `bgResolution()` gives the canvas size. Return sRGB
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* + alpha; alpha is the only "how much does this replace" control there is.
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* Declared `params` arrive as `params.<name>` (number → f32, Vec3 → vec3f),
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* shared by both mounts, and are later tweaked without recompiling via
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* setEffectParam.
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* Both mounts are display-space: neither affects lighting, bloom or
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* tonemapping, and both are captured by offline export. A foreground makes the
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* scene pass STORE its depth buffer (it otherwise discards it into tile
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* memory) for as long as one is installed.
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*
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* Compiles off the hot path (async pipelines): on failure the previous effect
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* is KEPT and diagnostics are returned with line numbers relative to the
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* user's WGSL. Pass null to remove the effect.
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*/
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setEffect(wgsl: string | null, params?: Record<string, EffectParamValue>): Promise<EffectResult>;
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/** Which mounts the installed effect declared. Both false when none is set. */
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getEffectMounts(): {
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foreground: boolean;
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};
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/** Write one effect param (declared at setEffect) — a uniform write, no
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setEffectParam(name: string, value: EffectParamValue): 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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isCameraVmdEnabled(): boolean;
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/** True if a (non-empty) camera VMD is loaded, regardless of enabled state. */
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hasCameraVmd(): boolean;
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/** Seconds the loaded camera VMD runs for — its last keyframe — or 0 with none
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* loaded. A timeline cannot draw a lane to scale without it, and the camera's
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getCameraVmdDuration(): number;
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/** Drop the loaded camera VMD and return to orbit control. */
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clearCameraVmd(): void;
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private cameraClockTime;
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package/dist/engine.d.ts.map
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1
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|
package/dist/engine.js
CHANGED
|
@@ -302,19 +302,23 @@ export class Engine {
|
|
|
302
302
|
/** Depth-only view of the scene's MSAA depth buffer, read by the DoF gather. */
|
|
303
303
|
this.depthReadView = null;
|
|
304
304
|
// [exposure, invGamma, _, _, bloomTint.x, bloomTint.y, bloomTint.z, bloomIntensity]
|
|
305
|
-
|
|
305
|
+
// 11 × vec4f — see the viewU comment in composite.ts. The last one is the
|
|
306
|
+
// camera's world position, which is what lets a foreground effect turn the
|
|
307
|
+
// depth it is handed into a PLACE (bgWorldPos) rather than a distance.
|
|
308
|
+
this.compositeUniformData = new Float32Array(44);
|
|
306
309
|
/** Composite background (display-space sRGB 0–1) — null = transparent canvas. */
|
|
307
310
|
this.backgroundColor = null;
|
|
308
311
|
// 360 backdrop (equirectangular skybox, sampled by view ray in composite).
|
|
309
312
|
this.backdropEquirectTexture = null;
|
|
310
313
|
this.backdropEquirectView = null;
|
|
311
|
-
//
|
|
312
|
-
//
|
|
313
|
-
//
|
|
314
|
+
// The scene's user WGSL effect (setEffect). ONE per scene, mounted under the
|
|
315
|
+
// scene, over it, or both — whichever of background()/foreground() the code
|
|
316
|
+
// defines. The composite pipelines are REBUILT with the user code injected;
|
|
317
|
+
// params live in their own uniform buffer so setEffectParam is a write, not a
|
|
314
318
|
// recompile (the same instant tier as setStyleParam).
|
|
315
|
-
this.
|
|
316
|
-
/** time=0 origin for the active effect — reset each
|
|
317
|
-
this.
|
|
319
|
+
this.effect = null;
|
|
320
|
+
/** time=0 origin for the active effect — reset each setEffect. */
|
|
321
|
+
this.effectEpochMs = 0;
|
|
318
322
|
this.compositeBloomView = null;
|
|
319
323
|
this.bloomBlitUniformData = new Float32Array(4);
|
|
320
324
|
this.bloomUpsampleUniformData = new Float32Array(4);
|
|
@@ -737,10 +741,10 @@ export class Engine {
|
|
|
737
741
|
u[8] = bg?.x ?? 0;
|
|
738
742
|
u[9] = bg?.y ?? 0;
|
|
739
743
|
u[10] = bg?.z ?? 0;
|
|
740
|
-
// Base-layer mode
|
|
741
|
-
//
|
|
744
|
+
// Base-layer mode only. A user effect is a separate LAYER over whichever
|
|
745
|
+
// base is active, and needs no flag of its own: the composite pipeline is
|
|
746
|
+
// rebuilt per effect, so the compiled variant IS the flag. u[25] is spare.
|
|
742
747
|
u[11] = this.backdropEquirectView ? 2 : bg ? 1 : 0;
|
|
743
|
-
u[25] = this.backgroundEffect ? 1 : 0;
|
|
744
748
|
u[26] = this.canvas.width;
|
|
745
749
|
u[27] = this.canvas.height;
|
|
746
750
|
// ── Grade (viewU[7..9]) ── The UI's three tonal COLORS map to ASC CDL here,
|
|
@@ -799,7 +803,7 @@ export class Engine {
|
|
|
799
803
|
{ binding: 4, resource: this.maskResolveView },
|
|
800
804
|
{ binding: 5, resource: this.filmicLutView },
|
|
801
805
|
{ binding: 6, resource: this.backdropEquirectView ?? this.fallbackEquirectView },
|
|
802
|
-
{ binding: 7, resource: { buffer: this.
|
|
806
|
+
{ binding: 7, resource: { buffer: this.effect?.paramsBuffer ?? this.bgParamsDummyBuffer } },
|
|
803
807
|
{ binding: 8, resource: this.depthReadView },
|
|
804
808
|
{ binding: 9, resource: { buffer: this.dofUniformBuffer } },
|
|
805
809
|
],
|
|
@@ -864,42 +868,71 @@ export class Engine {
|
|
|
864
868
|
});
|
|
865
869
|
}
|
|
866
870
|
/**
|
|
867
|
-
* Install
|
|
868
|
-
*
|
|
869
|
-
*
|
|
870
|
-
* or transparency) — its alpha lets the base show through, so a starfield is
|
|
871
|
-
* stars over the user's background color. Display-space: never affects
|
|
872
|
-
* lighting, bloom, or tonemapping, and is captured by offline export like any
|
|
873
|
-
* background.
|
|
874
|
-
*
|
|
875
|
-
* `wgsl` must define:
|
|
871
|
+
* Install the scene's WGSL effect (shadertoy-style), rendered per-pixel in the
|
|
872
|
+
* composite pass. ONE effect per scene, and the code says where it mounts by
|
|
873
|
+
* which of these it defines — either, or both in one file:
|
|
876
874
|
*
|
|
877
875
|
* fn background(ray: vec3f, uv: vec2f, time: f32) -> vec4f
|
|
876
|
+
* fn foreground(ray: vec3f, uv: vec2f, time: f32, depth: f32) -> vec4f
|
|
877
|
+
*
|
|
878
|
+
* `background` is a LAYER between the base background and the scene,
|
|
879
|
+
* over-composited onto whichever base is active (solid color, 360 equirect, or
|
|
880
|
+
* transparency) — its alpha lets the base show through, so a starfield is
|
|
881
|
+
* stars over the user's background color. `foreground` composites over the
|
|
882
|
+
* finished frame instead, which is where rain, snow, petals and fog live, and
|
|
883
|
+
* is handed `depth`: the camera-space distance in metres of whatever the scene
|
|
884
|
+
* drew at that pixel (the far plane where it drew nothing). Compare a
|
|
885
|
+
* particle's own distance against it and the model occludes it; fog just reads
|
|
886
|
+
* it, since fog's alpha IS a function of distance.
|
|
887
|
+
*
|
|
888
|
+
* `ray` is the pixel's normalized world-space view direction (LH, +Z forward —
|
|
889
|
+
* what the skybox samples by), `uv` is 0..1 bottom-left origin, `time` is
|
|
890
|
+
* seconds since apply, and `bgResolution()` gives the canvas size. Return sRGB
|
|
891
|
+
* + alpha; alpha is the only "how much does this replace" control there is.
|
|
892
|
+
* Declared `params` arrive as `params.<name>` (number → f32, Vec3 → vec3f),
|
|
893
|
+
* shared by both mounts, and are later tweaked without recompiling via
|
|
894
|
+
* setEffectParam.
|
|
878
895
|
*
|
|
879
|
-
*
|
|
880
|
-
*
|
|
881
|
-
*
|
|
882
|
-
*
|
|
883
|
-
* f32, Vec3 → vec3f) and are later tweaked without recompiling via
|
|
884
|
-
* setBackgroundEffectParam.
|
|
896
|
+
* Both mounts are display-space: neither affects lighting, bloom or
|
|
897
|
+
* tonemapping, and both are captured by offline export. A foreground makes the
|
|
898
|
+
* scene pass STORE its depth buffer (it otherwise discards it into tile
|
|
899
|
+
* memory) for as long as one is installed.
|
|
885
900
|
*
|
|
886
|
-
* Compiles off the hot path (async pipelines): on failure the previous
|
|
887
|
-
*
|
|
888
|
-
*
|
|
901
|
+
* Compiles off the hot path (async pipelines): on failure the previous effect
|
|
902
|
+
* is KEPT and diagnostics are returned with line numbers relative to the
|
|
903
|
+
* user's WGSL. Pass null to remove the effect.
|
|
889
904
|
*/
|
|
890
|
-
async
|
|
905
|
+
async setEffect(wgsl, params) {
|
|
906
|
+
const noMounts = { background: false, foreground: false };
|
|
891
907
|
if (!this.device)
|
|
892
|
-
return { ok: false, diagnostics: ["
|
|
908
|
+
return { ok: false, diagnostics: ["setEffect requires init() to have run"], mounts: noMounts };
|
|
893
909
|
if (wgsl === null) {
|
|
894
|
-
this.
|
|
895
|
-
this.
|
|
910
|
+
this.effect?.paramsBuffer?.destroy();
|
|
911
|
+
this.effect = null;
|
|
896
912
|
const module = this.device.createShaderModule({ label: "composite shader", code: buildCompositeShader(null) });
|
|
897
913
|
this.compositePipelineIdentity = this.makeCompositePipeline(module, false, "composite pipeline (gamma=1)");
|
|
898
914
|
this.compositePipelineGamma = this.makeCompositePipeline(module, true, "composite pipeline (gamma!=1)");
|
|
899
915
|
this.rebuildCompositeBindGroup();
|
|
900
916
|
this.writeCompositeViewUniforms();
|
|
901
|
-
return { ok: true, diagnostics: [] };
|
|
917
|
+
return { ok: true, diagnostics: [], mounts: noMounts };
|
|
902
918
|
}
|
|
919
|
+
// ── Which mounts did the author ask for? A declaration, not a setting: the
|
|
920
|
+
// entry points present in the source are the ones compiled in. Matching the
|
|
921
|
+
// `fn` keyword is enough to be safe against a `foreground` LOCAL or a call
|
|
922
|
+
// to one — those never follow `fn`.
|
|
923
|
+
const hasBackground = /\bfn\s+background\s*\(/.test(wgsl);
|
|
924
|
+
const hasForeground = /\bfn\s+foreground\s*\(/.test(wgsl);
|
|
925
|
+
if (!hasBackground && !hasForeground) {
|
|
926
|
+
return {
|
|
927
|
+
ok: false,
|
|
928
|
+
diagnostics: [
|
|
929
|
+
"an effect must define fn background(ray: vec3f, uv: vec2f, time: f32) -> vec4f " +
|
|
930
|
+
"or fn foreground(ray: vec3f, uv: vec2f, time: f32, depth: f32) -> vec4f (or both)",
|
|
931
|
+
],
|
|
932
|
+
mounts: noMounts,
|
|
933
|
+
};
|
|
934
|
+
}
|
|
935
|
+
const mounts = { background: hasBackground, foreground: hasForeground };
|
|
903
936
|
// ── Params: codegen a WGSL struct and mirror its uniform layout on the CPU.
|
|
904
937
|
// Fields are emitted in declaration order; offsets follow WGSL's natural
|
|
905
938
|
// uniform rules (f32 align 4, vec3f align 16 size 12), computed identically
|
|
@@ -910,7 +943,7 @@ export class Engine {
|
|
|
910
943
|
let cursor = 0;
|
|
911
944
|
for (const [name, value] of entries) {
|
|
912
945
|
if (!/^[a-zA-Z_][a-zA-Z0-9_]*$/.test(name)) {
|
|
913
|
-
return { ok: false, diagnostics: [`invalid param name "${name}" (must be a WGSL identifier)`] };
|
|
946
|
+
return { ok: false, diagnostics: [`invalid param name "${name}" (must be a WGSL identifier)`], mounts };
|
|
914
947
|
}
|
|
915
948
|
const isVec = typeof value !== "number";
|
|
916
949
|
const align = isVec ? 16 : 4;
|
|
@@ -931,14 +964,14 @@ export class Engine {
|
|
|
931
964
|
}
|
|
932
965
|
}
|
|
933
966
|
const paramsDecl = entries.length
|
|
934
|
-
? `struct
|
|
967
|
+
? `struct EffectParams {\n${fields.join("\n")}\n}\n@group(0) @binding(7) var<uniform> params: EffectParams;\n`
|
|
935
968
|
: "";
|
|
936
969
|
// ── Compile with validation captured, not thrown at the console. Line
|
|
937
970
|
// numbers in diagnostics are rebased to the USER's source.
|
|
938
|
-
const source = buildCompositeShader({ wgsl, paramsDecl });
|
|
971
|
+
const source = buildCompositeShader({ wgsl, paramsDecl, hasBackground, hasForeground });
|
|
939
972
|
const userLineOffset = source.slice(0, source.indexOf(wgsl)).split("\n").length - 1;
|
|
940
973
|
this.device.pushErrorScope("validation");
|
|
941
|
-
const module = this.device.createShaderModule({ label: "composite shader (
|
|
974
|
+
const module = this.device.createShaderModule({ label: "composite shader (effect)", code: source });
|
|
942
975
|
const info = await module.getCompilationInfo();
|
|
943
976
|
const scopeErr = await this.device.popErrorScope();
|
|
944
977
|
const diagnostics = info.messages
|
|
@@ -947,7 +980,7 @@ export class Engine {
|
|
|
947
980
|
if (diagnostics.length === 0 && scopeErr)
|
|
948
981
|
diagnostics.push(scopeErr.message);
|
|
949
982
|
if (diagnostics.length > 0)
|
|
950
|
-
return { ok: false, diagnostics };
|
|
983
|
+
return { ok: false, diagnostics, mounts };
|
|
951
984
|
let identity;
|
|
952
985
|
let gamma;
|
|
953
986
|
try {
|
|
@@ -964,36 +997,40 @@ export class Engine {
|
|
|
964
997
|
primitive: { topology: "triangle-list" },
|
|
965
998
|
});
|
|
966
999
|
[identity, gamma] = await Promise.all([
|
|
967
|
-
make(false, "composite pipeline (
|
|
968
|
-
make(true, "composite pipeline (
|
|
1000
|
+
make(false, "composite pipeline (effect, gamma=1)"),
|
|
1001
|
+
make(true, "composite pipeline (effect, gamma!=1)"),
|
|
969
1002
|
]);
|
|
970
1003
|
}
|
|
971
1004
|
catch (e) {
|
|
972
|
-
return { ok: false, diagnostics: [e instanceof Error ? e.message : String(e)] };
|
|
1005
|
+
return { ok: false, diagnostics: [e instanceof Error ? e.message : String(e)], mounts };
|
|
973
1006
|
}
|
|
974
1007
|
// ── Swap — only now does the old effect (and its params buffer) go away.
|
|
975
|
-
this.
|
|
1008
|
+
this.effect?.paramsBuffer?.destroy();
|
|
976
1009
|
let paramsBuffer = null;
|
|
977
1010
|
if (entries.length) {
|
|
978
1011
|
paramsBuffer = this.device.createBuffer({
|
|
979
|
-
label: "
|
|
1012
|
+
label: "effect params",
|
|
980
1013
|
size: paramsData.byteLength,
|
|
981
1014
|
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
|
|
982
1015
|
});
|
|
983
1016
|
this.device.queue.writeBuffer(paramsBuffer, 0, paramsData);
|
|
984
1017
|
}
|
|
985
|
-
this.
|
|
1018
|
+
this.effect = { wgsl, paramLayout: layout, paramsBuffer, paramsData, hasBackground, hasForeground };
|
|
986
1019
|
this.compositePipelineIdentity = identity;
|
|
987
1020
|
this.compositePipelineGamma = gamma;
|
|
988
|
-
this.
|
|
1021
|
+
this.effectEpochMs = performance.now();
|
|
989
1022
|
this.rebuildCompositeBindGroup();
|
|
990
1023
|
this.writeCompositeViewUniforms();
|
|
991
|
-
return { ok: true, diagnostics: [] };
|
|
1024
|
+
return { ok: true, diagnostics: [], mounts };
|
|
1025
|
+
}
|
|
1026
|
+
/** Which mounts the installed effect declared. Both false when none is set. */
|
|
1027
|
+
getEffectMounts() {
|
|
1028
|
+
return { background: this.effect?.hasBackground ?? false, foreground: this.effect?.hasForeground ?? false };
|
|
992
1029
|
}
|
|
993
|
-
/** Write one
|
|
994
|
-
*
|
|
995
|
-
|
|
996
|
-
const fx = this.
|
|
1030
|
+
/** Write one effect param (declared at setEffect) — a uniform write, no
|
|
1031
|
+
* recompile; the instant tier, like setStyleParam. */
|
|
1032
|
+
setEffectParam(name, value) {
|
|
1033
|
+
const fx = this.effect;
|
|
997
1034
|
if (!fx || !fx.paramsBuffer)
|
|
998
1035
|
return;
|
|
999
1036
|
const slot = fx.paramLayout.get(name);
|
|
@@ -1073,7 +1110,10 @@ export class Engine {
|
|
|
1073
1110
|
return;
|
|
1074
1111
|
const d = this.depthOfField;
|
|
1075
1112
|
const u = this.dofUniformData;
|
|
1076
|
-
|
|
1113
|
+
// `d.enabled &&`, because a foreground effect also drives this write (for
|
|
1114
|
+
// projA/projB alone) and auto-focus walks every visible character's bones —
|
|
1115
|
+
// work nothing would read with the gather switched off.
|
|
1116
|
+
const auto = d.enabled && d.focusMode === "auto" ? this.getModelBodyFocus() : null;
|
|
1077
1117
|
u[0] = d.enabled ? 1 : 0;
|
|
1078
1118
|
u[1] = auto?.distance ?? Math.max(d.focusDistance, 0.05);
|
|
1079
1119
|
// In auto mode the authored range is a floor — the sharp band never cuts
|
|
@@ -1891,11 +1931,12 @@ export class Engine {
|
|
|
1891
1931
|
// mirroring EEVEE where bloom color/intensity are combine-stage params, not prefilter).
|
|
1892
1932
|
this.compositeUniformBuffer = this.device.createBuffer({
|
|
1893
1933
|
label: "composite view uniforms",
|
|
1894
|
-
//
|
|
1934
|
+
// 11 × vec4f: (exposure, invGamma, _, _) · (bloom tint, intensity) ·
|
|
1895
1935
|
// (bg rgb, mode) · camera right/up/forward basis for the 360 skybox ray ·
|
|
1896
|
-
// (time, _, canvas width, canvas height) for user
|
|
1897
|
-
//
|
|
1898
|
-
|
|
1936
|
+
// (time, _, canvas width, canvas height) for user effects · three grade
|
|
1937
|
+
// vectors (CDL offset+contrast, power+saturation, slope+flag) · camera
|
|
1938
|
+
// world position, for an effect placing itself in the scene.
|
|
1939
|
+
size: 176,
|
|
1899
1940
|
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
|
|
1900
1941
|
});
|
|
1901
1942
|
this.dofUniformBuffer = this.device.createBuffer({
|
|
@@ -2536,6 +2577,12 @@ export class Engine {
|
|
|
2536
2577
|
hasCameraVmd() {
|
|
2537
2578
|
return this.cameraAnimation !== null;
|
|
2538
2579
|
}
|
|
2580
|
+
/** Seconds the loaded camera VMD runs for — its last keyframe — or 0 with none
|
|
2581
|
+
* loaded. A timeline cannot draw a lane to scale without it, and the camera's
|
|
2582
|
+
* length is its own: it does not have to match any model's clip. */
|
|
2583
|
+
getCameraVmdDuration() {
|
|
2584
|
+
return this.cameraAnimation?.duration ?? 0;
|
|
2585
|
+
}
|
|
2539
2586
|
/** Drop the loaded camera VMD and return to orbit control. */
|
|
2540
2587
|
clearCameraVmd() {
|
|
2541
2588
|
this.cameraAnimation = null;
|
|
@@ -4305,12 +4352,20 @@ export class Engine {
|
|
|
4305
4352
|
this.updateCameraUniforms();
|
|
4306
4353
|
this.updateShadowLightVP();
|
|
4307
4354
|
// Depth of field's entire disabled cost is this branch: depth stays in
|
|
4308
|
-
// TBDR tile memory (discard) unless the composite
|
|
4309
|
-
// frame.
|
|
4310
|
-
//
|
|
4355
|
+
// TBDR tile memory (discard) unless something in the composite reads it this
|
|
4356
|
+
// frame. Two things can — the DoF gather, and the depth handed to a
|
|
4357
|
+
// foreground effect — and either one makes the pass store it.
|
|
4358
|
+
//
|
|
4359
|
+
// The uniform refresh is shared for the same reason: linearDepth() inverts
|
|
4360
|
+
// the z-buffer with projA/projB out of dofU[2], which track the camera's
|
|
4361
|
+
// near/far and so must be rewritten every frame either reader is live. A
|
|
4362
|
+
// foreground with a stale pair would read metres from the wrong frustum. The
|
|
4363
|
+
// write leaves dofU[0].x at 0 while DoF is off, so refreshing it does not
|
|
4364
|
+
// switch the gather on.
|
|
4311
4365
|
const dofOn = this.depthOfField.enabled;
|
|
4312
|
-
|
|
4313
|
-
|
|
4366
|
+
const depthRead = dofOn || (this.effect?.hasForeground ?? false);
|
|
4367
|
+
this.renderPassDescriptor.depthStencilAttachment.depthStoreOp = depthRead ? "store" : "discard";
|
|
4368
|
+
if (depthRead)
|
|
4314
4369
|
this.writeDepthOfFieldUniforms();
|
|
4315
4370
|
const encoder = this.device.createCommandEncoder();
|
|
4316
4371
|
// GPU vertex morphs: write morphed positions into vertex buffers before any pass reads
|
|
@@ -4938,7 +4993,7 @@ export class Engine {
|
|
|
4938
4993
|
// is LEFT-HANDED (+Z forward, see Mat4.lookAtInto), so the world-space
|
|
4939
4994
|
// right/up/FORWARD vectors are rows 0/1/2 of its rotation block directly
|
|
4940
4995
|
// (column-major storage: row i = values[i], values[i+4], values[i+8]).
|
|
4941
|
-
if ((this.backdropEquirectView || this.
|
|
4996
|
+
if ((this.backdropEquirectView || this.effect) && this.compositeUniformBuffer) {
|
|
4942
4997
|
const v = viewMatrix.values;
|
|
4943
4998
|
const u = this.compositeUniformData;
|
|
4944
4999
|
const tanHalf = Math.tan((this.camera.fov ?? Math.PI / 4) / 2);
|
|
@@ -4956,9 +5011,15 @@ export class Engine {
|
|
|
4956
5011
|
u[22] = v[10];
|
|
4957
5012
|
u[23] = 0;
|
|
4958
5013
|
// Effect clock + canvas size (viewU[6]) — written on the same refresh.
|
|
4959
|
-
u[24] = (performance.now() - this.
|
|
5014
|
+
u[24] = (performance.now() - this.effectEpochMs) / 1000;
|
|
4960
5015
|
u[26] = this.canvas.width;
|
|
4961
5016
|
u[27] = this.canvas.height;
|
|
5017
|
+
// Camera world position (viewU[10]) — the other half of bgWorldPos. It
|
|
5018
|
+
// rides this refresh rather than writeCompositeViewUniforms because it
|
|
5019
|
+
// changes every frame the camera does, exactly like the basis above.
|
|
5020
|
+
u[40] = cameraPos.x;
|
|
5021
|
+
u[41] = cameraPos.y;
|
|
5022
|
+
u[42] = cameraPos.z;
|
|
4962
5023
|
this.device.queue.writeBuffer(this.compositeUniformBuffer, 0, u);
|
|
4963
5024
|
}
|
|
4964
5025
|
}
|