reze-engine 0.42.3 → 0.50.0

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Files changed (140) hide show
  1. package/README.md +40 -410
  2. package/dist/camera.d.ts +3 -0
  3. package/dist/camera.d.ts.map +1 -1
  4. package/dist/camera.js +33 -8
  5. package/dist/engine.d.ts +924 -29
  6. package/dist/engine.d.ts.map +1 -1
  7. package/dist/engine.js +4043 -278
  8. package/dist/graph/registry.d.ts +2 -2
  9. package/dist/graph/registry.d.ts.map +1 -1
  10. package/dist/graph/registry.js +1 -1
  11. package/dist/graph/slots.d.ts +0 -1
  12. package/dist/graph/slots.d.ts.map +1 -1
  13. package/dist/graph/slots.js +37 -9
  14. package/dist/hdr.d.ts +18 -0
  15. package/dist/hdr.d.ts.map +1 -0
  16. package/dist/hdr.js +162 -0
  17. package/dist/ibl.d.ts +19 -0
  18. package/dist/ibl.d.ts.map +1 -0
  19. package/dist/ibl.js +113 -0
  20. package/dist/ik-solver.d.ts +2 -1
  21. package/dist/ik-solver.d.ts.map +1 -1
  22. package/dist/index.d.ts +5 -1
  23. package/dist/index.d.ts.map +1 -1
  24. package/dist/index.js +10 -0
  25. package/dist/math.d.ts +20 -1
  26. package/dist/math.d.ts.map +1 -1
  27. package/dist/math.js +23 -16
  28. package/dist/midi-loader.d.ts +10 -0
  29. package/dist/midi-loader.d.ts.map +1 -0
  30. package/dist/midi-loader.js +247 -0
  31. package/dist/model.d.ts +2 -13
  32. package/dist/model.d.ts.map +1 -1
  33. package/dist/model.js +29 -0
  34. package/dist/param-track.d.ts +48 -0
  35. package/dist/param-track.d.ts.map +1 -0
  36. package/dist/param-track.js +80 -0
  37. package/dist/physics/types.d.ts.map +1 -1
  38. package/dist/physics/types.js +3 -0
  39. package/dist/reflection.d.ts +27 -0
  40. package/dist/reflection.d.ts.map +1 -0
  41. package/dist/reflection.js +93 -0
  42. package/dist/shaders/anchor-table.d.ts +56 -0
  43. package/dist/shaders/anchor-table.d.ts.map +1 -0
  44. package/dist/shaders/anchor-table.js +128 -0
  45. package/dist/shaders/audio-api.d.ts +3 -0
  46. package/dist/shaders/audio-api.d.ts.map +1 -0
  47. package/dist/shaders/audio-api.js +81 -0
  48. package/dist/shaders/cast-api.d.ts +2 -0
  49. package/dist/shaders/cast-api.d.ts.map +1 -0
  50. package/dist/shaders/cast-api.js +121 -0
  51. package/dist/shaders/cast-layout.d.ts +21 -0
  52. package/dist/shaders/cast-layout.d.ts.map +1 -0
  53. package/dist/shaders/cast-layout.js +20 -0
  54. package/dist/shaders/lights.d.ts +79 -0
  55. package/dist/shaders/lights.d.ts.map +1 -0
  56. package/dist/shaders/lights.js +269 -0
  57. package/dist/shaders/lyrics-api.d.ts +39 -0
  58. package/dist/shaders/lyrics-api.d.ts.map +1 -0
  59. package/dist/shaders/lyrics-api.js +187 -0
  60. package/dist/shaders/materials/common.d.ts +2 -4
  61. package/dist/shaders/materials/common.d.ts.map +1 -1
  62. package/dist/shaders/materials/common.js +87 -35
  63. package/dist/shaders/midi-api.d.ts +10 -0
  64. package/dist/shaders/midi-api.d.ts.map +1 -0
  65. package/dist/shaders/midi-api.js +114 -0
  66. package/dist/shaders/passes/composite.d.ts +31 -15
  67. package/dist/shaders/passes/composite.d.ts.map +1 -1
  68. package/dist/shaders/passes/composite.js +225 -135
  69. package/dist/shaders/passes/cull.d.ts +2 -0
  70. package/dist/shaders/passes/cull.d.ts.map +1 -0
  71. package/dist/shaders/passes/cull.js +138 -0
  72. package/dist/shaders/passes/field-blit.d.ts +26 -0
  73. package/dist/shaders/passes/field-blit.d.ts.map +1 -0
  74. package/dist/shaders/passes/field-blit.js +65 -0
  75. package/dist/shaders/passes/grid.d.ts +31 -0
  76. package/dist/shaders/passes/grid.d.ts.map +1 -0
  77. package/dist/shaders/passes/grid.js +169 -0
  78. package/dist/shaders/passes/ground.d.ts +13 -1
  79. package/dist/shaders/passes/ground.d.ts.map +1 -1
  80. package/dist/shaders/passes/ground.js +170 -25
  81. package/dist/shaders/passes/hosted-api.d.ts +57 -0
  82. package/dist/shaders/passes/hosted-api.d.ts.map +1 -0
  83. package/dist/shaders/passes/hosted-api.js +166 -0
  84. package/dist/shaders/passes/id-debug.d.ts +28 -0
  85. package/dist/shaders/passes/id-debug.d.ts.map +1 -0
  86. package/dist/shaders/passes/id-debug.js +74 -0
  87. package/dist/shaders/passes/particles.d.ts +66 -0
  88. package/dist/shaders/passes/particles.d.ts.map +1 -0
  89. package/dist/shaders/passes/particles.js +279 -0
  90. package/dist/shaders/passes/scene-contract.d.ts +128 -0
  91. package/dist/shaders/passes/scene-contract.d.ts.map +1 -0
  92. package/dist/shaders/passes/scene-contract.js +207 -0
  93. package/dist/shaders/passes/sim.d.ts +34 -0
  94. package/dist/shaders/passes/sim.d.ts.map +1 -0
  95. package/dist/shaders/passes/sim.js +169 -0
  96. package/dist/shaders/passes/trails.d.ts +59 -0
  97. package/dist/shaders/passes/trails.d.ts.map +1 -0
  98. package/dist/shaders/passes/trails.js +340 -0
  99. package/dist/shaders/score-api.d.ts +10 -0
  100. package/dist/shaders/score-api.d.ts.map +1 -0
  101. package/dist/shaders/score-api.js +114 -0
  102. package/dist/shadow-cascades.d.ts +45 -0
  103. package/dist/shadow-cascades.d.ts.map +1 -0
  104. package/dist/shadow-cascades.js +70 -0
  105. package/dist/vmd-loader.d.ts +3 -2
  106. package/dist/vmd-loader.d.ts.map +1 -1
  107. package/package.json +1 -1
  108. package/src/camera.ts +31 -8
  109. package/src/engine.ts +4535 -296
  110. package/src/graph/registry.ts +2 -2
  111. package/src/graph/slots.ts +37 -9
  112. package/src/hdr.ts +156 -0
  113. package/src/ibl.ts +115 -0
  114. package/src/ik-solver.ts +1 -1
  115. package/src/index.ts +12 -0
  116. package/src/math.ts +23 -17
  117. package/src/midi-loader.ts +246 -0
  118. package/src/model.ts +31 -3
  119. package/src/param-track.ts +83 -0
  120. package/src/physics/types.ts +4 -1
  121. package/src/reflection.ts +94 -0
  122. package/src/shaders/anchor-table.ts +147 -0
  123. package/src/shaders/audio-api.ts +82 -0
  124. package/src/shaders/cast-api.ts +123 -0
  125. package/src/shaders/cast-layout.ts +20 -0
  126. package/src/shaders/lights.ts +280 -0
  127. package/src/shaders/lyrics-api.ts +202 -0
  128. package/src/shaders/materials/common.ts +89 -35
  129. package/src/shaders/midi-api.ts +116 -0
  130. package/src/shaders/passes/composite.ts +244 -136
  131. package/src/shaders/passes/cull.ts +139 -0
  132. package/src/shaders/passes/grid.ts +178 -0
  133. package/src/shaders/passes/ground.ts +172 -25
  134. package/src/shaders/passes/hosted-api.ts +171 -0
  135. package/src/shaders/passes/id-debug.ts +75 -0
  136. package/src/shaders/passes/particles.ts +340 -0
  137. package/src/shaders/passes/scene-contract.ts +266 -0
  138. package/src/shaders/passes/trails.ts +390 -0
  139. package/src/shadow-cascades.ts +97 -0
  140. package/src/vmd-loader.ts +2 -2
@@ -0,0 +1,128 @@
1
+ /**
2
+ * The scene pass's attachment contract, in one place.
3
+ *
4
+ * Everything drawn INSIDE the scene pass — models, ground, outline hulls,
5
+ * particles, ribbons, and the transparent depth prepass — shares one set of
6
+ * attachments, and therefore one set of formats, blends and write masks. That
7
+ * agreement used to be restated at every pipeline that joins the pass and in
8
+ * every shader that writes to it, which is why adding an attachment was
9
+ * dangerous rather than tedious: a class left behind does not fail loudly, it
10
+ * fails as a validation error naming a pipeline that was never edited.
11
+ *
12
+ * So the contract is DATA here, and the pipelines ask for it by render class.
13
+ * Adding the id attachment (MRT) becomes one edit in this file plus a per-class
14
+ * decision about whether that class writes it — which is the shape of the
15
+ * question, and now the shape of the code.
16
+ *
17
+ * WHAT IS NOT HERE. Two passes look like they belong and do not:
18
+ * - the FIELD pass has its own pair of rgba16float targets, its own blend and
19
+ * no MSAA. It is a different pass with a different contract.
20
+ * - the gizmo and selection-edge pipelines draw to the SWAPCHAIN in their own
21
+ * unmultisampled pass, so the presentation format is the whole of their
22
+ * contract. The plan listed gizmo as a scene render class; the code says
23
+ * otherwise, and the code is right.
24
+ */
25
+ /** The scene pass's attachments, as the engine has them at init. Passed in
26
+ * rather than imported: hdr is chosen per device (rg11b10ufloat where it is
27
+ * available and blendable, rgba16float otherwise). */
28
+ export type SceneFormats = {
29
+ /** The HDR colour attachment, @location(0). */
30
+ hdr: GPUTextureFormat;
31
+ /** The aux attachment, @location(1) — (bloom mask, coverage). */
32
+ aux: GPUTextureFormat;
33
+ };
34
+ /**
35
+ * The id attachment's format: (material index, object index), one u16 each.
36
+ *
37
+ * Two 16-bit channels rather than one 32-bit: 32-bit formats are not
38
+ * multisamplable, and this attachment is multisampled with the rest of the
39
+ * pass. Uint targets take no blend at all per spec, which is exactly right —
40
+ * an averaged id is not an id.
41
+ */
42
+ export declare const SCENE_ID_FORMAT: GPUTextureFormat;
43
+ /** Called by the engine at init, after probing the device. */
44
+ export declare function setMrtIds(on: boolean): void;
45
+ export declare function mrtIdsEnabled(): boolean;
46
+ /**
47
+ * What is being drawn, which is the only thing that varies.
48
+ *
49
+ * The classes differ ONLY in blend and write mask; formats are the pass's, not
50
+ * the draw's. A class here is a thing with a reason, not a pipeline name — two
51
+ * pipelines that blend the same way share one.
52
+ */
53
+ type SceneRenderClass =
54
+ /** Models, opaque and transparent. Straight alpha over. */
55
+ "material"
56
+ /** The shadow-catcher floor. Blends PREMULTIPLIED, not like a material: its
57
+ * coverage is a lit surface plus a colourless shadow layer, so it weights
58
+ * its own colour before the blend sees it. */
59
+ | "ground"
60
+ /** Backface-expanded hulls. Also a material blend — it is geometry. */
61
+ | "outline"
62
+ /** Particles and ribbons in their default, non-additive mode. */
63
+ | "particle"
64
+ /** Particles declaring `// @blend additive` — LIGHT rather than matter, so
65
+ * colour sums and alpha is left alone: a glow must not claim coverage it
66
+ * never occluded. The aux target sums with it, which is what lets an
67
+ * additive effect reach the bloom gate at all. */
68
+ | "particle-additive"
69
+ /** Ribbons. Additive colour like the above, but premultiplied by the
70
+ * fragment's own alpha on the way in (src-alpha, one) rather than added
71
+ * whole, and an ordinary alpha-over aux so a ribbon's mask does not
72
+ * saturate along every overlap. */
73
+ | "trail"
74
+ /** The transparent depth prepass: it exists to write DEPTH after the fabric's
75
+ * colour blended, so an outline drawn later is occluded behind it. It must
76
+ * therefore write no colour at all — the targets exist only to make the
77
+ * pipeline compatible with the pass it joins. */
78
+ | "depth-prepass";
79
+ /**
80
+ * The colour targets a scene-pass pipeline of this class declares, in
81
+ * attachment order.
82
+ *
83
+ * Fresh objects every call, deliberately: a caller that mutated a shared
84
+ * descriptor would change every pipeline built after it, and the ones built
85
+ * before would keep the old value — a difference that only shows up as one
86
+ * pipeline blending unlike its neighbours.
87
+ */
88
+ export declare function sceneTargets(cls: SceneRenderClass, formats: SceneFormats): GPUColorTargetState[];
89
+ /**
90
+ * The pass's colour attachments, in order — for the things that describe the
91
+ * pass itself rather than a draw within it.
92
+ *
93
+ * A render bundle declares the formats it will be replayed into and is rejected
94
+ * against a pass that does not match, so the bundle encoder has to move in
95
+ * lockstep with the targets above. It restated the list independently until
96
+ * this existed, which made it the one consumer an MRT change would have missed
97
+ * — a bundle is recorded once and replayed, so the failure would have arrived
98
+ * at replay, naming the bundle rather than the attachment that changed.
99
+ */
100
+ export declare function sceneColorFormats(formats: SceneFormats): GPUTextureFormat[];
101
+ /**
102
+ * The fragment-output struct a scene-pass shader returns.
103
+ *
104
+ * Emitted rather than written out per file so that the attachment list has one
105
+ * author. The struct and the targets above have to agree on count and order,
106
+ * and they now disagree in one file rather than in five.
107
+ *
108
+ * Only the shaders that will GAIN an output take this today — the materials
109
+ * (hand-written and graph-generated alike, through COMMON_FS_OUT_WGSL) and the
110
+ * ground. Outline, particles and ribbons keep their own declarations on
111
+ * purpose: they never write the id, so they would take an `id: false` argument
112
+ * forever, and their structs carry comments about their own blend that belong
113
+ * where they are.
114
+ */
115
+ export declare function sceneFsOutWgsl(opts?: {
116
+ name?: string;
117
+ aux?: string;
118
+ }): string;
119
+ /**
120
+ * The line a fragment shader assigns its id with, or nothing when ids are off.
121
+ *
122
+ * Emitted rather than written into each shader for the same reason as the
123
+ * struct: with ids off there must be no assignment either, and a shader cannot
124
+ * ask the device what it supports.
125
+ */
126
+ export declare function sceneIdWriteWgsl(out: string, material: string, object: string): string;
127
+ export {};
128
+ //# sourceMappingURL=scene-contract.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"scene-contract.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/scene-contract.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AAEH;;uDAEuD;AACvD,MAAM,MAAM,YAAY,GAAG;IACzB,+CAA+C;IAC/C,GAAG,EAAE,gBAAgB,CAAA;IACrB,iEAAiE;IACjE,GAAG,EAAE,gBAAgB,CAAA;CACtB,CAAA;AAED;;;;;;;GAOG;AACH,eAAO,MAAM,eAAe,EAAE,gBAA6B,CAAA;AAkB3D,8DAA8D;AAC9D,wBAAgB,SAAS,CAAC,EAAE,EAAE,OAAO,GAAG,IAAI,CAE3C;AAED,wBAAgB,aAAa,IAAI,OAAO,CAEvC;AAED;;;;;;GAMG;AACH,KAAK,gBAAgB;AACnB,2DAA2D;AACzD,UAAU;AACZ;;+CAE+C;GAC7C,QAAQ;AACV,uEAAuE;GACrE,SAAS;AACX,iEAAiE;GAC/D,UAAU;AACZ;;;mDAGmD;GACjD,mBAAmB;AACrB;;;oCAGoC;GAClC,OAAO;AACT;;;kDAGkD;GAChD,eAAe,CAAA;AAwEnB;;;;;;;;GAQG;AACH,wBAAgB,YAAY,CAAC,GAAG,EAAE,gBAAgB,EAAE,OAAO,EAAE,YAAY,GAAG,mBAAmB,EAAE,CAqBhG;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,YAAY,GAAG,gBAAgB,EAAE,CAE3E;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,cAAc,CAAC,IAAI,CAAC,EAAE;IAAE,IAAI,CAAC,EAAE,MAAM,CAAC;IAAC,GAAG,CAAC,EAAE,MAAM,CAAA;CAAE,GAAG,MAAM,CAmB7E;AAED;;;;;;GAMG;AACH,wBAAgB,gBAAgB,CAAC,GAAG,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,MAAM,CAEtF"}
@@ -0,0 +1,207 @@
1
+ /**
2
+ * The scene pass's attachment contract, in one place.
3
+ *
4
+ * Everything drawn INSIDE the scene pass — models, ground, outline hulls,
5
+ * particles, ribbons, and the transparent depth prepass — shares one set of
6
+ * attachments, and therefore one set of formats, blends and write masks. That
7
+ * agreement used to be restated at every pipeline that joins the pass and in
8
+ * every shader that writes to it, which is why adding an attachment was
9
+ * dangerous rather than tedious: a class left behind does not fail loudly, it
10
+ * fails as a validation error naming a pipeline that was never edited.
11
+ *
12
+ * So the contract is DATA here, and the pipelines ask for it by render class.
13
+ * Adding the id attachment (MRT) becomes one edit in this file plus a per-class
14
+ * decision about whether that class writes it — which is the shape of the
15
+ * question, and now the shape of the code.
16
+ *
17
+ * WHAT IS NOT HERE. Two passes look like they belong and do not:
18
+ * - the FIELD pass has its own pair of rgba16float targets, its own blend and
19
+ * no MSAA. It is a different pass with a different contract.
20
+ * - the gizmo and selection-edge pipelines draw to the SWAPCHAIN in their own
21
+ * unmultisampled pass, so the presentation format is the whole of their
22
+ * contract. The plan listed gizmo as a scene render class; the code says
23
+ * otherwise, and the code is right.
24
+ */
25
+ /**
26
+ * The id attachment's format: (material index, object index), one u16 each.
27
+ *
28
+ * Two 16-bit channels rather than one 32-bit: 32-bit formats are not
29
+ * multisamplable, and this attachment is multisampled with the rest of the
30
+ * pass. Uint targets take no blend at all per spec, which is exactly right —
31
+ * an averaged id is not an id.
32
+ */
33
+ export const SCENE_ID_FORMAT = "rg16uint";
34
+ /**
35
+ * Whether the scene pass carries the id attachment.
36
+ *
37
+ * Runtime rather than a compile-time constant, and mutable, because it is not
38
+ * only a decision — it is a CAPABILITY. Multisampled rg16uint has to be probed
39
+ * on the device (see the engine's init), and a device that cannot do it must
40
+ * leave this off. That forces the shaders to be assembled after the probe,
41
+ * which is why the two shader modules that gain an output stopped being
42
+ * module-level constants: a string baked at import cannot know what the device
43
+ * said.
44
+ *
45
+ * Set ONCE at init, before any pipeline or shader module is built. Nothing
46
+ * reads it per frame.
47
+ */
48
+ let mrtIds = false;
49
+ /** Called by the engine at init, after probing the device. */
50
+ export function setMrtIds(on) {
51
+ mrtIds = on;
52
+ }
53
+ export function mrtIdsEnabled() {
54
+ return mrtIds;
55
+ }
56
+ const ALPHA_OVER = {
57
+ color: { srcFactor: "src-alpha", dstFactor: "one-minus-src-alpha", operation: "add" },
58
+ alpha: { srcFactor: "one", dstFactor: "one-minus-src-alpha", operation: "add" },
59
+ };
60
+ /** Colour sums; alpha is not touched (src zero, dst one). */
61
+ const ADD_KEEP_ALPHA = {
62
+ color: { srcFactor: "one", dstFactor: "one", operation: "add" },
63
+ alpha: { srcFactor: "zero", dstFactor: "one", operation: "add" },
64
+ };
65
+ /** Both channels sum. rg8unorm clamps at 1, which is the saturation alpha-over
66
+ * would have reached anyway. */
67
+ const ADD_BOTH = {
68
+ color: { srcFactor: "one", dstFactor: "one", operation: "add" },
69
+ alpha: { srcFactor: "one", dstFactor: "one", operation: "add" },
70
+ };
71
+ /**
72
+ * OVER for something that arrives ALREADY premultiplied: take the source whole
73
+ * and let it displace the destination by its own coverage.
74
+ *
75
+ * The ground needs this and nothing else does. Every other class writes a
76
+ * straight colour and an alpha, and the src-alpha factor premultiplies it once
77
+ * on the way in. The ground cannot: its coverage is the SUM of a lit surface
78
+ * and a colourless shadow-catcher layer, so it has to weight its own colour by
79
+ * the surface's share before it gets here. Handed to the src-alpha blend, that
80
+ * weighting happened a second time.
81
+ */
82
+ const PREMULTIPLIED_OVER = {
83
+ color: { srcFactor: "one", dstFactor: "one-minus-src-alpha", operation: "add" },
84
+ alpha: { srcFactor: "one", dstFactor: "one-minus-src-alpha", operation: "add" },
85
+ };
86
+ /** Additive, premultiplied by the fragment's alpha as it writes. */
87
+ const ADD_PREMULTIPLIED = {
88
+ color: { srcFactor: "src-alpha", dstFactor: "one", operation: "add" },
89
+ alpha: { srcFactor: "zero", dstFactor: "one", operation: "add" },
90
+ };
91
+ /**
92
+ * Which classes actually WRITE an id, and so gain a fragment output for it.
93
+ *
94
+ * Everything else keeps its shader exactly as it is and takes the id target at
95
+ * writeMask 0 — legal, specified, and free. The alternative (leaving the target
96
+ * off those pipelines) is not available: every pipeline in a pass must agree
97
+ * with the pass's attachments.
98
+ *
99
+ * The ground is in because a mark placed by id needs the floor to have one.
100
+ * Transparent fabric writes ids too — dissolving a dress needs the dress's own
101
+ * pixels, and last write wins there, which is a documented choice rather than a
102
+ * consequence. Outline hulls, particles and ribbons are OUT: they are not
103
+ * things you would ever address by id, and a hull would overwrite the id of the
104
+ * body it traces.
105
+ */
106
+ const WRITES_ID = new Set(["material", "ground"]);
107
+ /** The blends each class writes its two attachments with. */
108
+ const BLENDS = {
109
+ material: [ALPHA_OVER, ALPHA_OVER],
110
+ // PREMULTIPLIED colour, alone among the classes — see the blend's own note.
111
+ // The aux is ordinary alpha-over: the ground writes its mask unweighted, like
112
+ // everything else, and coverage is what the blend applies.
113
+ ground: [PREMULTIPLIED_OVER, ALPHA_OVER],
114
+ outline: [ALPHA_OVER, ALPHA_OVER],
115
+ particle: [ALPHA_OVER, ALPHA_OVER],
116
+ "particle-additive": [ADD_KEEP_ALPHA, ADD_BOTH],
117
+ trail: [ADD_PREMULTIPLIED, ALPHA_OVER],
118
+ };
119
+ /**
120
+ * The colour targets a scene-pass pipeline of this class declares, in
121
+ * attachment order.
122
+ *
123
+ * Fresh objects every call, deliberately: a caller that mutated a shared
124
+ * descriptor would change every pipeline built after it, and the ones built
125
+ * before would keep the old value — a difference that only shows up as one
126
+ * pipeline blending unlike its neighbours.
127
+ */
128
+ export function sceneTargets(cls, formats) {
129
+ const targets = cls === "depth-prepass"
130
+ ? // Format only, and writeMask 0. Note the asymmetry this leans on, which
131
+ // is the same one the id target leans on below: a target the shader has
132
+ // no output for is legal at writeMask 0 (gpuweb#1918), while an output
133
+ // with no target is NOT governed (gpuweb#5341). This is the specified
134
+ // direction, and it is the only one this file ever uses.
135
+ [
136
+ { format: formats.hdr, writeMask: 0 },
137
+ { format: formats.aux, writeMask: 0 },
138
+ ]
139
+ : (() => {
140
+ const [color, aux] = BLENDS[cls];
141
+ return [
142
+ { format: formats.hdr, blend: { color: { ...color.color }, alpha: { ...color.alpha } } },
143
+ { format: formats.aux, blend: { color: { ...aux.color }, alpha: { ...aux.alpha } } },
144
+ ];
145
+ })();
146
+ if (mrtIds)
147
+ targets.push({ format: SCENE_ID_FORMAT, writeMask: WRITES_ID.has(cls) ? 0xf : 0 });
148
+ return targets;
149
+ }
150
+ /**
151
+ * The pass's colour attachments, in order — for the things that describe the
152
+ * pass itself rather than a draw within it.
153
+ *
154
+ * A render bundle declares the formats it will be replayed into and is rejected
155
+ * against a pass that does not match, so the bundle encoder has to move in
156
+ * lockstep with the targets above. It restated the list independently until
157
+ * this existed, which made it the one consumer an MRT change would have missed
158
+ * — a bundle is recorded once and replayed, so the failure would have arrived
159
+ * at replay, naming the bundle rather than the attachment that changed.
160
+ */
161
+ export function sceneColorFormats(formats) {
162
+ return mrtIds ? [formats.hdr, formats.aux, SCENE_ID_FORMAT] : [formats.hdr, formats.aux];
163
+ }
164
+ /**
165
+ * The fragment-output struct a scene-pass shader returns.
166
+ *
167
+ * Emitted rather than written out per file so that the attachment list has one
168
+ * author. The struct and the targets above have to agree on count and order,
169
+ * and they now disagree in one file rather than in five.
170
+ *
171
+ * Only the shaders that will GAIN an output take this today — the materials
172
+ * (hand-written and graph-generated alike, through COMMON_FS_OUT_WGSL) and the
173
+ * ground. Outline, particles and ribbons keep their own declarations on
174
+ * purpose: they never write the id, so they would take an `id: false` argument
175
+ * forever, and their structs carry comments about their own blend that belong
176
+ * where they are.
177
+ */
178
+ export function sceneFsOutWgsl(opts) {
179
+ const name = opts?.name ?? "FSOut";
180
+ const aux = opts?.aux ?? "mask";
181
+ // No @interpolate here, deliberately. The plan called for
182
+ // `@location(2) @interpolate(flat)`, and that attribute is only legal on a
183
+ // vertex OUTPUT or a fragment INPUT — a fragment output is neither, so it
184
+ // would not compile. It is also unnecessary: the id is read from the per-draw
185
+ // uniform, not carried across the triangle as a varying, so there is no
186
+ // interpolation to suppress. (A varying carrying it WOULD need flat, since an
187
+ // integer varying must be.)
188
+ //
189
+ // vec2u for rg16uint: the output type must be compatible with the format, and
190
+ // uint targets take no blend, which is what makes last-write-wins the rule.
191
+ const id = mrtIds ? ` @location(2) id: vec2u,\n` : "";
192
+ return `struct ${name} {
193
+ @location(0) color: vec4f,
194
+ @location(1) ${aux}: vec4f,
195
+ ${id}};
196
+ `;
197
+ }
198
+ /**
199
+ * The line a fragment shader assigns its id with, or nothing when ids are off.
200
+ *
201
+ * Emitted rather than written into each shader for the same reason as the
202
+ * struct: with ids off there must be no assignment either, and a shader cannot
203
+ * ask the device what it supports.
204
+ */
205
+ export function sceneIdWriteWgsl(out, material, object) {
206
+ return mrtIds ? ` ${out}.id = vec2u(${material}, ${object});\n` : "";
207
+ }
@@ -0,0 +1,34 @@
1
+ import { type CastLayout } from "./particles";
2
+ export declare const SIM_MAX = 1024;
3
+ /** rgba16float, ping-ponged. Two of these is the whole memory cost. */
4
+ export declare const SIM_FORMAT: GPUTextureFormat;
5
+ /** `// @sim 256` — the grid's resolution, in texels per side. */
6
+ export declare function parseSimSize(wgsl: string, max: number): number;
7
+ /** Whether this effect drives a grid at all. */
8
+ export declare function simEntryPoint(wgsl: string): boolean;
9
+ /**
10
+ * `rzSim(uv)`, for a shader that READS the grid rather than steps it.
11
+ *
12
+ * Always compiled in, even for an effect with no grid — it then samples a 1×1
13
+ * of zeroes. An accessor that exists only sometimes is one an author has to
14
+ * guard, and a missing function is a compile error rather than a blank result.
15
+ */
16
+ export declare function simReadApi(group: number, tex: number, samp: number, size: number): string;
17
+ /** `rzTime`/`rzDt`, for a module that has no clock of its own — the field pass.
18
+ * Same reason as above: a spliced simStep refers to them. */
19
+ export declare function simClockApi(timeExpr: string): string;
20
+ /**
21
+ * The step shader: one invocation per texel, once per frame.
22
+ *
23
+ * The previous grid is bound as a SAMPLED texture and the next as a storage
24
+ * texture, which is what makes the two different resources and the whole thing
25
+ * legal — a shader cannot read and write one texture coherently, and the
26
+ * ping-pong is not an optimisation but the only correct way to do this.
27
+ *
28
+ * Sampled rather than only fetched, because advection needs to read BETWEEN
29
+ * texels: a semi-Lagrangian step asks "what was at the place this parcel came
30
+ * from", and that place is almost never a texel centre. Point-sampling it is
31
+ * what turns smoke into a staircase.
32
+ */
33
+ export declare function buildSimShader(wgsl: string, size: number, _cast: CastLayout): string;
34
+ //# sourceMappingURL=sim.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"sim.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/sim.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,KAAK,UAAU,EAAE,MAAM,aAAa,CAAA;AAgC7C,eAAO,MAAM,OAAO,OAAO,CAAA;AAC3B,uEAAuE;AACvE,eAAO,MAAM,UAAU,EAAE,gBAAgC,CAAA;AAEzD,iEAAiE;AACjE,wBAAgB,YAAY,CAAC,IAAI,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG,MAAM,CAM9D;AAED,gDAAgD;AAChD,wBAAgB,aAAa,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAEnD;AAED;;;;;;GAMG;AACH,wBAAgB,UAAU,CAAC,KAAK,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,GAAG,MAAM,CA6BzF;AAED;8DAC8D;AAC9D,wBAAgB,WAAW,CAAC,QAAQ,EAAE,MAAM,GAAG,MAAM,CAKpD;AAWD;;;;;;;;;;;;GAYG;AACH,wBAAgB,cAAc,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,UAAU,GAAG,MAAM,CAwDpF"}
@@ -0,0 +1,169 @@
1
+ import { audioApi } from "../audio-api";
2
+ import { scoreApi } from "../score-api";
3
+ import { EFFECT_SCENE_API } from "./composite";
4
+ // A persistent grid an effect can step and read: the one thing an effect could
5
+ // not have before, which is MEMORY.
6
+ //
7
+ // Every other mount is a pure function of position and time. A field shader
8
+ // recomputes its noise from scratch every frame; a trail reads history the
9
+ // engine happens to keep. Neither can build on what it produced last frame, and
10
+ // a whole class of effect is nothing but that:
11
+ //
12
+ // Fog that a dancer walks through does not "look displaced near her" — it IS
13
+ // displaced, and stays displaced, and creeps back over seconds. Water does not
14
+ // look rippled where a foot landed; a ripple leaves and propagates and
15
+ // reflects off the far edge long after the foot is gone. Both are the same
16
+ // shape of thing — a grid, stepped by its own previous value.
17
+ //
18
+ // It is also the only way to get the LOOK of a fluid, not merely its motion.
19
+ // Advection compounds: each frame's field is the last one pushed sideways, and a
20
+ // few hundred frames of that stretches and folds a smooth field into filaments
21
+ // and vortex sheets finer than the grid storing them. No noise function
22
+ // produces that, at any octave count, because the structure is not a function of
23
+ // position at all — it is a function of history.
24
+ //
25
+ // The engine owns the ping-pong, the dispatch and the sampling. The author owns
26
+ // the KERNEL, which is the part that differs: advection for smoke, the wave
27
+ // equation for water, a decaying stamp for footprints. That split is the same
28
+ // one the particle mounts make, and for the same reason — the loop is identical
29
+ // in every such effect and the physics never is.
30
+ // A megatexel of rgba16float is 8MB, and two of those is the whole cost. What
31
+ // actually bounds this is the STEP: one invocation per texel per frame, each
32
+ // taking a dozen samples, so doubling the side quadruples the work.
33
+ export const SIM_MAX = 1024;
34
+ /** rgba16float, ping-ponged. Two of these is the whole memory cost. */
35
+ export const SIM_FORMAT = "rgba16float";
36
+ /** `// @sim 256` — the grid's resolution, in texels per side. */
37
+ export function parseSimSize(wgsl, max) {
38
+ const m = /^\s*\/\/\s*@sim\s+(\d+)\s*$/m.exec(wgsl);
39
+ if (!m)
40
+ return 0;
41
+ // Clamped rather than rejected, as the particle count is: an author asking for
42
+ // 4096 gets the most the engine will give and a scene that still runs.
43
+ return Math.max(8, Math.min(max, parseInt(m[1], 10)));
44
+ }
45
+ /** Whether this effect drives a grid at all. */
46
+ export function simEntryPoint(wgsl) {
47
+ return /\bfn\s+simStep\s*\(/.test(wgsl);
48
+ }
49
+ /**
50
+ * `rzSim(uv)`, for a shader that READS the grid rather than steps it.
51
+ *
52
+ * Always compiled in, even for an effect with no grid — it then samples a 1×1
53
+ * of zeroes. An accessor that exists only sometimes is one an author has to
54
+ * guard, and a missing function is a compile error rather than a blank result.
55
+ */
56
+ export function simReadApi(group, tex, samp, size) {
57
+ return /* wgsl */ `
58
+ const RZ_SIM_SIZE: f32 = ${size > 0 ? size : 1}.0;
59
+ @group(${group}) @binding(${tex}) var _rzSimTex: texture_2d<f32>;
60
+ @group(${group}) @binding(${samp}) var _rzSimSamp: sampler;
61
+
62
+ /**
63
+ * The grid, bilinearly sampled. uv is 0..1 across it, and what that MEANS in
64
+ * the world is the effect's own business — the engine deliberately does not
65
+ * impose a mapping, because a fog laid over a stage and a ripple field around a
66
+ * character want different ones and both are two lines of arithmetic.
67
+ */
68
+ fn rzSim(uv: vec2f) -> vec4f {
69
+ return textureSampleLevel(_rzSimTex, _rzSimSamp, clamp(uv, vec2f(0.0), vec2f(1.0)), 0.0);
70
+ }
71
+ fn rzSimSize() -> f32 { return RZ_SIM_SIZE; }
72
+ fn rzSimTexel() -> f32 { return 1.0 / RZ_SIM_SIZE; }
73
+
74
+ // ── The step-only half, defined here too and never called here ──
75
+ //
76
+ // One effect file is spliced into EVERY module it has a mount in, so a file
77
+ // with a grid compiles its simStep inside the field and particle shaders as
78
+ // well — where it is dead code that nothing calls, but still code that has to
79
+ // resolve. Leaving these out is a compile error on a function the author was
80
+ // right to write. rzSimPrev reads the current grid rather than a previous one,
81
+ // which is the honest answer outside the step: there is no previous frame here.
82
+ fn rzSimPrev(uv: vec2f) -> vec4f { return rzSim(uv); }
83
+ fn rzSimFrame() -> i32 { return 1; }
84
+ `;
85
+ }
86
+ /** `rzTime`/`rzDt`, for a module that has no clock of its own — the field pass.
87
+ * Same reason as above: a spliced simStep refers to them. */
88
+ export function simClockApi(timeExpr) {
89
+ return /* wgsl */ `
90
+ fn rzTime() -> f32 { return ${timeExpr}; }
91
+ fn rzDt() -> f32 { return 0.0; }
92
+ `;
93
+ }
94
+ const SIM_UNIFORMS = /* wgsl */ `
95
+ struct SimU {
96
+ time: f32,
97
+ dt: f32,
98
+ size: f32,
99
+ frame: f32,
100
+ }
101
+ `;
102
+ /**
103
+ * The step shader: one invocation per texel, once per frame.
104
+ *
105
+ * The previous grid is bound as a SAMPLED texture and the next as a storage
106
+ * texture, which is what makes the two different resources and the whole thing
107
+ * legal — a shader cannot read and write one texture coherently, and the
108
+ * ping-pong is not an optimisation but the only correct way to do this.
109
+ *
110
+ * Sampled rather than only fetched, because advection needs to read BETWEEN
111
+ * texels: a semi-Lagrangian step asks "what was at the place this parcel came
112
+ * from", and that place is almost never a texel centre. Point-sampling it is
113
+ * what turns smoke into a staircase.
114
+ */
115
+ export function buildSimShader(wgsl, size, _cast) {
116
+ return (SIM_UNIFORMS +
117
+ /* wgsl */ `
118
+ @group(0) @binding(0) var<uniform> su: SimU;
119
+ @group(0) @binding(1) var _rzSimPrevTex: texture_2d<f32>;
120
+ @group(0) @binding(2) var _rzSimSamp: sampler;
121
+ @group(0) @binding(3) var _rzSimOut: texture_storage_2d<${SIM_FORMAT}, write>;
122
+ @group(0) @binding(4) var<storage, read> _rzCast: array<vec4f>;
123
+ // The same view uniform the composite reads, so the scene API below is the real
124
+ // thing here rather than a stub — a kernel can ask where a bone is, and a
125
+ // foreground spliced into this module resolves its camera calls.
126
+ @group(0) @binding(6) var<uniform> viewU: array<vec4<f32>, 15>;
127
+
128
+ fn rzTime() -> f32 { return su.time; }
129
+ fn rzDt() -> f32 { return su.dt; }
130
+ /** Texels per side. */
131
+ fn rzSimSize() -> f32 { return su.size; }
132
+ /** One texel, in uv — the step a neighbour lookup takes. */
133
+ fn rzSimTexel() -> f32 { return 1.0 / su.size; }
134
+ /**
135
+ * Steps since this effect was installed. Zero on the very first one, which is
136
+ * the only chance to seed a grid: everything after it builds on what is there.
137
+ */
138
+ fn rzSimFrame() -> i32 { return i32(su.frame); }
139
+
140
+ /** The grid as it was LAST frame, bilinear. The only input a kernel really has. */
141
+ fn rzSimPrev(uv: vec2f) -> vec4f {
142
+ return textureSampleLevel(_rzSimPrevTex, _rzSimSamp, clamp(uv, vec2f(0.0), vec2f(1.0)), 0.0);
143
+ }
144
+ ` +
145
+ EFFECT_SCENE_API +
146
+ audioApi(0, 5) +
147
+ scoreApi(0, 7) +
148
+ // rzSim itself, so a kernel may read the grid it is writing — through the
149
+ // PREVIOUS frame's texture, which is the only version of it that exists
150
+ // while the current one is still being written.
151
+ /* wgsl */ `
152
+ fn rzSim(uv: vec2f) -> vec4f { return rzSimPrev(uv); }
153
+ ` +
154
+ "\n// ── user effect (setEffect) ──\n" +
155
+ wgsl +
156
+ /* wgsl */ `
157
+
158
+ @compute @workgroup_size(8, 8)
159
+ fn main(@builtin(global_invocation_id) gid: vec3u) {
160
+ let n = u32(${size});
161
+ if (gid.x >= n || gid.y >= n) { return; }
162
+ let xy = vec2i(i32(gid.x), i32(gid.y));
163
+ // The texel CENTRE, so a kernel that reads its own uv back through rzSimPrev
164
+ // lands on itself rather than a quarter-texel off.
165
+ let uv = (vec2f(f32(gid.x), f32(gid.y)) + vec2f(0.5)) / su.size;
166
+ textureStore(_rzSimOut, xy, simStep(uv, textureLoad(_rzSimPrevTex, xy, 0), su.dt));
167
+ }
168
+ `);
169
+ }
@@ -0,0 +1,59 @@
1
+ type TrailSource = {
2
+ /** The author's WGSL verbatim. */
3
+ wgsl: string;
4
+ /** How many ribbons to draw — one per trailed anchor. */
5
+ slots: number;
6
+ /** For each ribbon, the LOCAL anchor slot it belongs to. Identity when every
7
+ * anchor is trailed; otherwise it skips the untrailed ones. */
8
+ ribbonSlots: number[];
9
+ /** Additive, like most glowing ribbons, or straight alpha. */
10
+ blend: "alpha" | "additive";
11
+ bloom: boolean;
12
+ };
13
+ /**
14
+ * Sub-segments drawn between each pair of recorded samples.
15
+ *
16
+ * The path is sampled at a fixed rate on the scene clock, so a fast hand leaves
17
+ * its samples far apart and a strip drawn straight between them is visibly
18
+ * faceted. Four sub-segments on a Catmull-Rom curve through the neighbours costs
19
+ * four times the vertices — which is nothing, they are vertices — and removes
20
+ * both the faceting and most of the jitter, since a spline tangent varies
21
+ * smoothly where a per-segment direction snaps about whenever the hand slows.
22
+ */
23
+ export declare const TRAIL_SUBDIVISIONS = 6;
24
+ /** Does the source define the trail contract? Both are required together. */
25
+ export declare function trailEntryPoints(wgsl: string): {
26
+ width: boolean;
27
+ shade: boolean;
28
+ };
29
+ /**
30
+ * One quad per segment, laid out flat across every anchor and character.
31
+ *
32
+ * The instance index encodes all three — segment, subject, slot — so a scene
33
+ * with three dancers and eight declared bones is still ONE draw call and needs
34
+ * nothing computed on the CPU per frame. Instances past the end of a real trail
35
+ * collapse to a degenerate quad, which costs a vertex shader invocation and no
36
+ * fragments; the alternative is a compacted instance list, which costs a
37
+ * readback every frame to save exactly that.
38
+ *
39
+ * The ribbon faces the camera per SEGMENT rather than as a whole: the side
40
+ * vector is the segment direction crossed with the direction to the eye, so a
41
+ * ribbon that loops back on itself stays visible along its entire length instead
42
+ * of vanishing edge-on where it turns.
43
+ */
44
+ export declare function buildTrailShader(src: TrailSource, cast: {
45
+ subjects: number;
46
+ samples: number;
47
+ base: number;
48
+ trailBase: number;
49
+ slots: number;
50
+ alias: number[];
51
+ /** Depth convention of the scene buffer this layer tests against. The
52
+ * occlusion compare below is MANUAL (the layer has no depth attachment),
53
+ * so it does not flip with the pipelines' depthCompare — it has to be
54
+ * emitted the right way round at build time. On a reversed-Z device,
55
+ * larger z is CLOSER; the unflipped test drew ribbons only when occluded. */
56
+ reversedZ: boolean;
57
+ }): string;
58
+ export {};
59
+ //# sourceMappingURL=trails.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"trails.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/trails.ts"],"names":[],"mappings":"AAwBA,KAAK,WAAW,GAAG;IACjB,kCAAkC;IAClC,IAAI,EAAE,MAAM,CAAA;IACZ,yDAAyD;IACzD,KAAK,EAAE,MAAM,CAAA;IACb;oEACgE;IAChE,WAAW,EAAE,MAAM,EAAE,CAAA;IACrB,8DAA8D;IAC9D,KAAK,EAAE,OAAO,GAAG,UAAU,CAAA;IAC3B,KAAK,EAAE,OAAO,CAAA;CACf,CAAA;AAED;;;;;;;;;GASG;AACH,eAAO,MAAM,kBAAkB,IAAI,CAAA;AAEnC,6EAA6E;AAC7E,wBAAgB,gBAAgB,CAAC,IAAI,EAAE,MAAM,GAAG;IAAE,KAAK,EAAE,OAAO,CAAC;IAAC,KAAK,EAAE,OAAO,CAAA;CAAE,CAKjF;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,gBAAgB,CAC9B,GAAG,EAAE,WAAW,EAChB,IAAI,EAAE;IACJ,QAAQ,EAAE,MAAM,CAAA;IAChB,OAAO,EAAE,MAAM,CAAA;IACf,IAAI,EAAE,MAAM,CAAA;IACZ,SAAS,EAAE,MAAM,CAAA;IACjB,KAAK,EAAE,MAAM,CAAA;IACb,KAAK,EAAE,MAAM,EAAE,CAAA;IACf;;;;kFAI8E;IAC9E,SAAS,EAAE,OAAO,CAAA;CACnB,GACA,MAAM,CA6SR"}