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 +1,340 @@
1
+ import { RZ_LIGHT_STRUCT_WGSL } from "../lights";
2
+ import { audioApi } from "../audio-api";
3
+ import { lyricsApi } from "../lyrics-api";
4
+ import { anchorAliasWgsl, ribbonSlotWgsl } from "../anchor-table";
5
+ import { midiApi } from "../midi-api";
6
+ import { CAST_API } from "../cast-api";
7
+ import { clockApi, EFFECT_MATH_API, PARTICLE_STRUCT_WGSL, trailSlotsApi, viewportApi } from "./hosted-api";
8
+ /**
9
+ * Sub-segments drawn between each pair of recorded samples.
10
+ *
11
+ * The path is sampled at a fixed rate on the scene clock, so a fast hand leaves
12
+ * its samples far apart and a strip drawn straight between them is visibly
13
+ * faceted. Four sub-segments on a Catmull-Rom curve through the neighbours costs
14
+ * four times the vertices — which is nothing, they are vertices — and removes
15
+ * both the faceting and most of the jitter, since a spline tangent varies
16
+ * smoothly where a per-segment direction snaps about whenever the hand slows.
17
+ */
18
+ export const TRAIL_SUBDIVISIONS = 6;
19
+ /** Does the source define the trail contract? Both are required together. */
20
+ export function trailEntryPoints(wgsl) {
21
+ return {
22
+ width: /\bfn\s+trailWidth\s*\(/.test(wgsl),
23
+ shade: /\bfn\s+trailShade\s*\(/.test(wgsl),
24
+ };
25
+ }
26
+ /**
27
+ * One quad per segment, laid out flat across every anchor and character.
28
+ *
29
+ * The instance index encodes all three — segment, subject, slot — so a scene
30
+ * with three dancers and eight declared bones is still ONE draw call and needs
31
+ * nothing computed on the CPU per frame. Instances past the end of a real trail
32
+ * collapse to a degenerate quad, which costs a vertex shader invocation and no
33
+ * fragments; the alternative is a compacted instance list, which costs a
34
+ * readback every frame to save exactly that.
35
+ *
36
+ * The ribbon faces the camera per SEGMENT rather than as a whole: the side
37
+ * vector is the segment direction crossed with the direction to the eye, so a
38
+ * ribbon that loops back on itself stays visible along its entire length instead
39
+ * of vanishing edge-on where it turns.
40
+ */
41
+ export function buildTrailShader(src, cast) {
42
+ return (CAST_API +
43
+ trailSlotsApi(src.slots) +
44
+ EFFECT_MATH_API +
45
+ PARTICLE_STRUCT_WGSL +
46
+ clockApi("tu.time", "0.0") +
47
+ viewportApi("cam.targetHeight") +
48
+ // RZ_SLOTS is this module's alone: how many ribbons to DRAW, which is the
49
+ // instance loop's bound. RZ_MAX_ANCHORS in CAST_API is the address space the
50
+ // accessors are bounded by, and the two being one number was the old trail
51
+ // bug — the comment that said so lived here, so it stays here.
52
+ `const RZ_SLOTS: i32 = ${src.slots};
53
+ ${ribbonSlotWgsl(src.ribbonSlots)}
54
+ ${anchorAliasWgsl(cast.alias)}
55
+ const SUB: i32 = ${TRAIL_SUBDIVISIONS};
56
+
57
+ // World units a sample pair must span to count as a FULL contribution — the
58
+ // original's REF_SEG_PX, converted out of pixels.
59
+ //
60
+ // This is a line integral along a path, so a segment should contribute in
61
+ // proportion to the path it covers. Without it a hand that pauses stacks fifty
62
+ // samples on one point and every one of them contributes fully, which is what
63
+ // turned the ribbon white wherever it slowed. It scales INTENSITY, not width:
64
+ // scaling width pinches the strip shut at exactly the moments a hand decelerates,
65
+ // which is every turn — and a ribbon that closes to nothing at each turn reads as
66
+ // dark breaks in the middle of it.
67
+ const RZ_REF_SPAN: f32 = 0.37;
68
+
69
+ struct CameraU {
70
+ view: mat4x4f,
71
+ proj: mat4x4f,
72
+ camPos: vec3f,
73
+ targetHeight: f32,
74
+ }
75
+ struct TrailU {
76
+ time: f32,
77
+ _pad0: f32,
78
+ _pad1: f32,
79
+ _pad2: f32,
80
+ }
81
+ @group(0) @binding(0) var<storage, read> _rzCast: array<vec4f>;
82
+ @group(0) @binding(1) var<uniform> tu: TrailU;
83
+ @group(0) @binding(2) var<uniform> cam: CameraU;
84
+ // Binding 3 is GONE, and it had to go. Ribbons draw inside the scene pass now,
85
+ // and the depth buffer is that pass's render attachment — binding it for
86
+ // sampling in the same pass is a usage conflict WebGPU rejects outright:
87
+ // "includes writable usage and another usage in the same synchronization
88
+ // scope". The hardware depth test replaced what it was read for.
89
+
90
+ ${RZ_LIGHT_STRUCT_WGSL}
91
+ fn rzCameraPos() -> vec3f { return cam.camPos; }
92
+ fn rzCameraRight() -> vec3f { return vec3f(cam.view[0][0], cam.view[1][0], cam.view[2][0]); }
93
+ fn rzCameraUp() -> vec3f { return vec3f(cam.view[0][1], cam.view[1][1], cam.view[2][1]); }
94
+ fn rzCameraForward() -> vec3f { return vec3f(cam.view[0][2], cam.view[1][2], cam.view[2][2]); }
95
+ /** World point → (uv, view distance), same contract as the field mounts' rzProject. */
96
+ fn rzProject(p: vec3f) -> vec3f {
97
+ let clip = cam.proj * cam.view * vec4f(p, 1.0);
98
+ let w = max(clip.w, 1e-4);
99
+ return vec3f(clip.xy / w * 0.5 + 0.5, clip.w);
100
+ }
101
+ fn rzCamPos() -> vec3f { return cam.camPos; }
102
+ fn rzSubjectCount() -> i32 {
103
+ var n = 0;
104
+ for (var i = 0; i < RZ_SUBJECTS; i++) {
105
+ if (_rzCast[i * 3 + 2].w > 0.0) { n = i + 1; }
106
+ }
107
+ return n;
108
+ }
109
+ /** Catmull-Rom through four samples — passes through p1 and p2. */
110
+ fn rzSpline(p0: vec3f, p1: vec3f, p2: vec3f, p3: vec3f, t: f32) -> vec3f {
111
+ let t2 = t * t;
112
+ let t3 = t2 * t;
113
+ return 0.5 * ((2.0 * p1) + (-p0 + p2) * t + (2.0 * p0 - 5.0 * p1 + 4.0 * p2 - p3) * t2 +
114
+ (-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3);
115
+ }
116
+ /** Its derivative — the ribbon's direction, smooth by construction. */
117
+ fn rzSplineTangent(p0: vec3f, p1: vec3f, p2: vec3f, p3: vec3f, t: f32) -> vec3f {
118
+ let t2 = t * t;
119
+ let d = 0.5 * ((-p0 + p2) + 2.0 * (2.0 * p0 - 5.0 * p1 + 4.0 * p2 - p3) * t +
120
+ 3.0 * (-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t2);
121
+ if (length(d) < 1e-6) { return vec3f(0.0, 1.0, 0.0); }
122
+ return normalize(d);
123
+ }
124
+ fn rzTrailAt(subject: i32, slot: i32, i: i32, n: i32) -> vec4f {
125
+ return rzTrail(subject, slot, clamp(i, 0, n - 1));
126
+ }
127
+
128
+ /**
129
+ * The direction the ribbon runs AT a sample, not along one segment.
130
+ *
131
+ * Averaging the incoming and outgoing directions gives a mitre joint: both quads
132
+ * meeting at a sample compute the same tangent, so they share an edge exactly.
133
+ * Taking each segment's own direction instead leaves a wedge at every bend —
134
+ * which under additive blending is a bright band, and is what put visible
135
+ * stripes across the ribbon wherever the hand turned.
136
+ */
137
+ fn rzTangentAt(subject: i32, slot: i32, i: i32, n: i32) -> vec3f {
138
+ let p = rzTrail(subject, slot, i).xyz;
139
+ var d = vec3f(0.0);
140
+ if (i > 0) {
141
+ let q = rzTrail(subject, slot, i - 1).xyz;
142
+ let e = p - q;
143
+ if (length(e) > 1e-7) { d = d + normalize(e); }
144
+ }
145
+ if (i + 1 < n) {
146
+ let q = rzTrail(subject, slot, i + 1).xyz;
147
+ let e = q - p;
148
+ if (length(e) > 1e-7) { d = d + normalize(e); }
149
+ }
150
+ if (length(d) < 1e-6) { return vec3f(0.0, 1.0, 0.0); }
151
+ return normalize(d);
152
+ }
153
+ /**
154
+ * Circumradius of three consecutive samples — the path's local turn radius.
155
+ *
156
+ * The ribbon's half-width must not exceed this. Where it does, the inner edges
157
+ * of adjacent quads cross the centre of the turn and overlap, and under
158
+ * additive blending every overlap doubles into a bright transverse wedge — the
159
+ * bands that survived every brightness fix, because they were geometry, not
160
+ * shading. Collinear or stationary samples return a huge radius: a straight
161
+ * path clamps nothing.
162
+ */
163
+ fn rzTurnRadius(a: vec3f, b: vec3f, c: vec3f) -> f32 {
164
+ let ab = b - a;
165
+ let bc = c - b;
166
+ let ca = a - c;
167
+ let la = length(ab);
168
+ let lb = length(bc);
169
+ let cr = length(cross(ab, ca));
170
+ if (la < 1e-5 || lb < 1e-5 || cr < 1e-7) { return 1e6; }
171
+ return (la * lb * length(ca)) / (2.0 * cr);
172
+ }
173
+ ` +
174
+ audioApi(0, 4) +
175
+ midiApi(0, 5) +
176
+ lyricsApi(0, 6) +
177
+ "\n// ── user effect ──\n" +
178
+ src.wgsl +
179
+ /* wgsl */ `
180
+ struct VSOut {
181
+ @builtin(position) clip: vec4f,
182
+ @location(0) uv: vec2f,
183
+ @location(1) age: f32,
184
+ @location(2) weight: f32,
185
+ // Which declared anchor this quad belongs to — so one effect can dress its
186
+ // hand and foot ribbons differently instead of sharing a single look.
187
+ @location(3) @interpolate(flat) slot: u32,
188
+ }
189
+
190
+ @vertex
191
+ fn vs(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut {
192
+ var out: VSOut;
193
+ let subs = u32((RZ_SAMPLES - 1) * SUB);
194
+ let k = i32(ii % subs);
195
+ let rest = ii / subs;
196
+ let seg = k / SUB;
197
+ let sub = k % SUB;
198
+ let subject = i32(rest % u32(RZ_SUBJECTS));
199
+ // Instance index counts RIBBONS; the cast buffer is addressed by anchor slot.
200
+ // One ribbon per trailed anchor, so these are the same number only when every
201
+ // anchor is trailed — _rzRibbonSlot is what bridges them.
202
+ let ribbon = i32(rest / u32(RZ_SUBJECTS));
203
+ let slot = _rzRibbonSlot(ribbon);
204
+
205
+ let n = rzTrailCount(subject, slot);
206
+ if (ribbon >= RZ_SLOTS || seg + 1 >= n) {
207
+ out.clip = vec4f(0.0, 0.0, -2.0, 1.0);
208
+ out.uv = vec2f(0.0);
209
+ out.age = 0.0;
210
+ return out;
211
+ }
212
+
213
+ let quad = array<vec2f, 6>(
214
+ vec2f(0.0, -1.0), vec2f(1.0, -1.0), vec2f(0.0, 1.0),
215
+ vec2f(0.0, 1.0), vec2f(1.0, -1.0), vec2f(1.0, 1.0),
216
+ );
217
+ let c = quad[vi];
218
+ let atEnd = c.x > 0.5;
219
+
220
+ // Position ON THE CURVE, not on the chord. Both quads meeting at a sub-sample
221
+ // evaluate the same t, so they share an edge exactly — no wedge to double-blend
222
+ // into a bright band, which is what the per-segment version left at every bend.
223
+ let t0 = f32(sub) / f32(SUB);
224
+ let t1 = (f32(sub) + 1.0) / f32(SUB);
225
+ let t = select(t0, t1, atEnd);
226
+ let p0 = rzTrailAt(subject, slot, seg - 1, n).xyz;
227
+ let p1 = rzTrail(subject, slot, seg).xyz;
228
+ let p2 = rzTrail(subject, slot, seg + 1).xyz;
229
+ let p3 = rzTrailAt(subject, slot, seg + 2, n).xyz;
230
+ let H = cam.targetHeight;
231
+ let toPx = vec2f((cam.proj[1][1] / cam.proj[0][0]) * H, H) * 0.5;
232
+ // The original's MIN_SEG_PX gate, restored as a HARD gate — not a fade.
233
+ //
234
+ // "Below this the hand is not moving", its comment said, and it meant it: a
235
+ // segment under 0.7px contributed NOTHING. Softening that into a weight that
236
+ // approaches zero let a pause stack dozens of near-stationary quads at full
237
+ // glow width, each individually faint, summing into a wide bright bar exactly
238
+ // where the hand slows — aggregation the width taper never clamps, because
239
+ // width follows AGE, not speed. Where the hand is not moving there is no path,
240
+ // and a path effect should draw nothing there at all.
241
+ let c1 = cam.proj * cam.view * vec4f(p1, 1.0);
242
+ let c2 = cam.proj * cam.view * vec4f(p2, 1.0);
243
+ if (c1.w <= 0.01 || c2.w <= 0.01 ||
244
+ distance(c1.xy / c1.w * toPx, c2.xy / c2.w * toPx) < 0.7 * (H / 1080.0)) {
245
+ out.clip = vec4f(0.0, 0.0, -2.0, 1.0);
246
+ out.uv = vec2f(0.0);
247
+ out.age = 0.0;
248
+ out.weight = 0.0;
249
+ return out;
250
+ }
251
+ let pA = rzSpline(p0, p1, p2, p3, t0);
252
+ let pB = rzSpline(p0, p1, p2, p3, t1);
253
+ let p = select(pA, pB, atEnd);
254
+
255
+ // Age and position along the ribbon interpolate across the sub-segment too.
256
+ let ageA = rzTrail(subject, slot, seg).w;
257
+ let ageB = rzTrail(subject, slot, seg + 1).w;
258
+ let age = mix(ageA, ageB, t);
259
+ let u = (f32(seg) + t) / f32(max(1, n - 1));
260
+
261
+ // SCREEN-SPACE extrusion — the fresh take, and the faithful one.
262
+ //
263
+ // Every artefact this ribbon has had came from building it in 3D with a
264
+ // camera-facing side vector: fold-over wedges at tight turns, bowties when the
265
+ // tangent swept past the view axis, and twisted quads whose core line rotated
266
+ // ACROSS the strip and drew as a bright rung. The fullscreen original had none
267
+ // of them, because it never left 2D: it shaded distance to the PROJECTED path,
268
+ // in pixels. So project the spline to pixel space and extrude there — the same
269
+ // geometry the original shaded, at a quad's price. A 2D perpendicular cannot
270
+ // twist, and pixel width is what the original's constants meant all along.
271
+ let clipA = cam.proj * cam.view * vec4f(pA, 1.0);
272
+ let clipB = cam.proj * cam.view * vec4f(pB, 1.0);
273
+ if (clipA.w <= 0.01 || clipB.w <= 0.01) {
274
+ out.clip = vec4f(0.0, 0.0, -2.0, 1.0);
275
+ out.uv = vec2f(0.0);
276
+ out.age = 0.0;
277
+ out.weight = 0.0;
278
+ return out;
279
+ }
280
+ // The projected tangent by the quotient rule — exact at the knot, so the two
281
+ // quads meeting there derive the identical perpendicular and share their edge.
282
+ let dA4 = cam.proj * cam.view * vec4f(rzSplineTangent(p0, p1, p2, p3, t0), 0.0);
283
+ let dB4 = cam.proj * cam.view * vec4f(rzSplineTangent(p0, p1, p2, p3, t1), 0.0);
284
+ var tanA = (dA4.xy * clipA.w - clipA.xy * dA4.w) * toPx;
285
+ var tanB = (dB4.xy * clipB.w - clipB.xy * dB4.w) * toPx;
286
+ if (length(tanA) < 1e-5) { tanA = vec2f(1.0, 0.0); }
287
+ if (length(tanB) < 1e-5) { tanB = vec2f(1.0, 0.0); }
288
+ var perpA = normalize(vec2f(-tanA.y, tanA.x));
289
+ var perpB = normalize(vec2f(-tanB.y, tanB.x));
290
+ // A projected cusp flips the perpendicular. The shade is symmetric in |v|, so
291
+ // forcing the quad's ends to agree is invisible — and without it the quad is a
292
+ // 2D bowtie.
293
+ if (dot(perpA, perpB) < 0.0) { perpB = -perpB; }
294
+ let clipP = select(clipA, clipB, atEnd);
295
+ let perp = select(perpA, perpB, atEnd);
296
+ // trailWidth speaks PIXELS, like the original's constants; rzViewportHeight()
297
+ // lets the effect scale them to the frame.
298
+ let wPx = max(0.0, trailWidth(u, age));
299
+ let ndc = clipP.xy / clipP.w + perp * (c.y * wPx) / toPx;
300
+ out.clip = vec4f(ndc * clipP.w, clipP.z, clipP.w);
301
+ out.slot = u32(slot);
302
+ // The line-integral weight: how far the hand travelled, evaluated AT EACH KNOT
303
+ // by central difference and mixed by t so it is continuous across boundaries —
304
+ // per-pair spans made dashes, per-segment averages made terraces.
305
+ let spanA = distance(p2, p0) * 0.5;
306
+ let spanB = distance(p3, p1) * 0.5;
307
+ out.weight = clamp(mix(spanA, spanB, t) / RZ_REF_SPAN, 0.0, 1.0);
308
+ out.uv = vec2f(u, c.y);
309
+ out.age = age;
310
+ return out;
311
+ }
312
+
313
+ struct TrailFSOut {
314
+ @location(0) color: vec4f,
315
+ // The scene's aux target: (bloom mask, coverage). Writing mask 1 is what
316
+ // makes a ribbon BLOOM — it is light, and the gate is what says so.
317
+ @location(1) aux: vec4f,
318
+ }
319
+
320
+ @fragment
321
+ fn fs(in: VSOut) -> TrailFSOut {
322
+ // No manual depth test any more. This drew into its own attachment-less
323
+ // layer and compared position.z against the scene's depth texture by hand,
324
+ // with the direction baked per depth convention. Inside the scene pass the
325
+ // hardware does it, correctly and for free, and the reversed-Z trap that
326
+ // needed its own regression test goes with it.
327
+ let c = trailShade(in.uv.x, in.uv.y, in.age, in.weight, i32(in.slot));
328
+ if (c.a <= 0.0) { discard; }
329
+ var o: TrailFSOut;
330
+ // STRAIGHT colour into an ADDITIVE target, which reverses the old MAX rule
331
+ // deliberately: max existed so parallel strands could not double into bright
332
+ // dashes on a layer composited after tone mapping. In HDR before bloom,
333
+ // overlapping light SHOULD sum — that is what neon does — and the tone
334
+ // mapper is what keeps the sum from clipping.
335
+ o.color = vec4f(c.rgb, c.a);
336
+ o.aux = vec4f(${src.bloom ? "1.0" : "0.0"}, 1.0, 0.0, c.a);
337
+ return o;
338
+ }
339
+ `);
340
+ }
@@ -0,0 +1,10 @@
1
+ /** Floats before the key map: count, pitch range, clock, duration, release. */
2
+ export declare const SCORE_HEADER = 8;
3
+ /** One energy slot per MIDI pitch. 128 is the MIDI range, not a cap we chose. */
4
+ export declare const SCORE_KEYS = 128;
5
+ /** Where the note records begin. */
6
+ export declare const SCORE_NOTES: number;
7
+ /** Floats per note: start, duration, pitch, velocity. */
8
+ export declare const SCORE_STRIDE = 4;
9
+ /** The rzNote*/ export declare function scoreApi(group: number, binding: number): string;
10
+ //# sourceMappingURL=score-api.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"score-api.d.ts","sourceRoot":"","sources":["../../src/shaders/score-api.ts"],"names":[],"mappings":"AA8BA,+EAA+E;AAC/E,eAAO,MAAM,YAAY,IAAI,CAAA;AAC7B,iFAAiF;AACjF,eAAO,MAAM,UAAU,MAAM,CAAA;AAC7B,oCAAoC;AACpC,eAAO,MAAM,WAAW,QAA4B,CAAA;AACpD,yDAAyD;AACzD,eAAO,MAAM,YAAY,IAAI,CAAA;AAE7B,gBAAgB,CAChB,wBAAgB,QAAQ,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,GAAG,MAAM,CA2E/D"}
@@ -0,0 +1,114 @@
1
+ // The score data interface, as WGSL — shared verbatim by every effect module.
2
+ //
3
+ // The sibling of the audio interface, and precomputed for the same reason: an
4
+ // export steps the engine frame by frame rather than playing in real time, so
5
+ // anything read live from a player would render empty into the exported video.
6
+ // A note list is inherently precomputed, so it cannot even be tempted.
7
+ //
8
+ // WHY THIS EXISTS BESIDE rzAudio* RATHER THAN INSTEAD OF IT. The audio interface
9
+ // answers "how loud is the bass right now" — a spectrum, smeared across
10
+ // frequency and time. That is the right shape for a reactive backdrop and the
11
+ // wrong shape for a note: you cannot recover a discrete onset, a pitch and a
12
+ // duration from band energy, and the crispness of a falling note is the whole
13
+ // point of the look. The two are complementary — a scene can pulse its fog on
14
+ // rzAudioOnset while its notes fall on rzNoteAge.
15
+ //
16
+ // LAYOUT. An 8-float header, then a 128-float live key map, then the notes at 4
17
+ // floats each (start, duration, pitch, velocity). `time` and `playing` are
18
+ // rewritten every frame by whoever owns playback, exactly as the audio header
19
+ // is, so "now" is always the clock actually running.
20
+ //
21
+ // THE KEY MAP IS THE POINT OF THE DESIGN. Falling notes index the note list
22
+ // directly — one particle per note, which is what makes the geometry trivial.
23
+ // But a keyboard glow asks the opposite question, per pixel: is anything
24
+ // sounding at THIS pitch? Answering that by scanning the note list would be
25
+ // thousands of iterations per fragment. So the engine keeps a 128-entry
26
+ // per-pitch energy map, updated once per frame on the CPU, and the glow becomes
27
+ // one lookup — the same trade the audio interface makes by precomputing onset
28
+ // so "a beat-triggered effect is one comparison instead of a per-pixel history
29
+ // scan".
30
+ /** Floats before the key map: count, pitch range, clock, duration, release. */
31
+ export const SCORE_HEADER = 8;
32
+ /** One energy slot per MIDI pitch. 128 is the MIDI range, not a cap we chose. */
33
+ export const SCORE_KEYS = 128;
34
+ /** Where the note records begin. */
35
+ export const SCORE_NOTES = SCORE_HEADER + SCORE_KEYS;
36
+ /** Floats per note: start, duration, pitch, velocity. */
37
+ export const SCORE_STRIDE = 4;
38
+ /** The rzNote*/ /* rzKey* accessors, with the buffer declared at the given binding. */
39
+ export function scoreApi(group, binding) {
40
+ return /* wgsl */ `
41
+ @group(${group}) @binding(${binding}) var<storage, read> _rzScore: array<f32>;
42
+
43
+ /** Notes in the score; 0 when none is loaded, which every accessor below
44
+ * tolerates by returning zero rather than reading past the end. */
45
+ fn rzNoteCount() -> i32 { return i32(_rzScore[0]); }
46
+ /** Where the score is NOW, in seconds — the clock every age below hangs from. */
47
+ fn rzScoreTime() -> f32 { return _rzScore[3]; }
48
+ /** 1 while the score is advancing, 0 paused or absent. */
49
+ fn rzScorePlaying() -> f32 { return select(0.0, _rzScore[4], i32(_rzScore[0]) > 0); }
50
+ /** Last note-off, in seconds — the length of the piece. */
51
+ fn rzScoreDuration() -> f32 { return _rzScore[5]; }
52
+ /** Lowest and highest pitch the score actually uses. Lay a keyboard out against
53
+ * these rather than against 0..127 and a piano piece fills the screen instead
54
+ * of occupying its middle third. */
55
+ fn rzPitchLow() -> f32 { return _rzScore[1]; }
56
+ fn rzPitchHigh() -> f32 { return _rzScore[2]; }
57
+
58
+ fn _rzNoteAt(i: i32, field: i32) -> f32 {
59
+ if (i < 0 || i >= i32(_rzScore[0])) { return 0.0; }
60
+ return _rzScore[${SCORE_NOTES} + i * ${SCORE_STRIDE} + field];
61
+ }
62
+
63
+ /** When note i begins, in seconds. */
64
+ fn rzNoteStart(i: i32) -> f32 { return _rzNoteAt(i, 0); }
65
+ /** How long note i sounds, in seconds. */
66
+ fn rzNoteLength(i: i32) -> f32 { return _rzNoteAt(i, 1); }
67
+ /** MIDI pitch of note i — 60 is middle C. */
68
+ fn rzNotePitch(i: i32) -> f32 { return _rzNoteAt(i, 2); }
69
+ /** How hard note i was struck, 0..1. */
70
+ fn rzNoteVelocity(i: i32) -> f32 { return _rzNoteAt(i, 3); }
71
+
72
+ /**
73
+ * Seconds since note i began — NEGATIVE before it does.
74
+ *
75
+ * The falling-note function, and the sign is the whole of it: a note's height is
76
+ * -rzNoteAge(i) * speed, so a note not yet played sits above the keyboard at a
77
+ * distance proportional to how long is left, crosses zero exactly as it sounds,
78
+ * and keeps going. One expression, no state, no spawning — which is why one
79
+ * particle per note is the natural mapping and the pool index IS the note index.
80
+ */
81
+ fn rzNoteAge(i: i32) -> f32 { return _rzScore[3] - rzNoteStart(i); }
82
+
83
+ /** 1 while note i is sounding, 0 either side of it. */
84
+ fn rzNoteHeld(i: i32) -> f32 {
85
+ let age = rzNoteAge(i);
86
+ return select(0.0, 1.0, age >= 0.0 && age < rzNoteLength(i));
87
+ }
88
+
89
+ /**
90
+ * Energy at a MIDI pitch right now: 1 the instant it is struck, holding while
91
+ * sounding, then falling away over the release set at install time.
92
+ *
93
+ * Per PITCH rather than per note, because that is the question a keyboard asks
94
+ * and a note list cannot answer cheaply — see the header. Fractional pitches
95
+ * read the nearest key, so a caller can hand this a continuous x across the
96
+ * keyboard without rounding first.
97
+ */
98
+ fn rzKeyEnergy(pitch: f32) -> f32 {
99
+ let k = i32(round(pitch));
100
+ if (k < 0 || k >= ${SCORE_KEYS}) { return 0.0; }
101
+ return _rzScore[${SCORE_HEADER} + k];
102
+ }
103
+
104
+ /**
105
+ * A pitch's place across the score's own range, 0..1 — the x of a falling note
106
+ * and of the key it lands on, which have to agree or the effect is nonsense.
107
+ */
108
+ fn rzPitchX(pitch: f32) -> f32 {
109
+ let lo = _rzScore[1];
110
+ let hi = _rzScore[2];
111
+ return select(0.5, (pitch - lo) / max(hi - lo, 1.0), hi > lo);
112
+ }
113
+ `;
114
+ }
@@ -0,0 +1,45 @@
1
+ type ShadowCascade = {
2
+ /** World units across the ortho box, both axes. */
3
+ span: number;
4
+ /** How far behind the target the light's eye sits, along -sunDir. */
5
+ back: number;
6
+ /** Ortho near/far, in world units from that eye. */
7
+ near: number;
8
+ far: number;
9
+ /** Texels per side of this cascade's map — sets the snap quantum. */
10
+ mapSize: number;
11
+ };
12
+ /**
13
+ * The list, inner to outer. INVARIANT the sampler and the cull both lean on:
14
+ * each cascade's box must CONTAIN the previous one (same snapped target, wider
15
+ * span, deeper reach), because
16
+ *
17
+ * - the sampler falls from cascade i to i+1 at the box edge, which is only
18
+ * seamless if i+1 covers where i ends, and
19
+ * - the cull tests ONE frustum — the outermost — and the rasterizer clips
20
+ * each cascade to its own box. That is the same argument that made
21
+ * single-volume shadow culling exact: anything rejected was contributing
22
+ * nothing anywhere. Concentric containment is what keeps it true for a
23
+ * LIST. tests/shadow-cascades.test.mjs pins it.
24
+ */
25
+ export declare const SHADOW_CASCADES: readonly ShadowCascade[];
26
+ /**
27
+ * One cascade's view-projection, following the camera target.
28
+ *
29
+ * The target is snapped to this cascade's OWN texel quantum in the light's
30
+ * right/up plane, so a moving volume doesn't shimmer its shadow edges while
31
+ * running — each cascade snaps to its own grid, coarser maps snapping coarser.
32
+ *
33
+ * Writes the 16 floats into `out` at `offset` and returns `out`.
34
+ */
35
+ export declare function buildShadowVP(target: {
36
+ x: number;
37
+ y: number;
38
+ z: number;
39
+ }, sunDirection: {
40
+ x: number;
41
+ y: number;
42
+ z: number;
43
+ }, cascade: ShadowCascade, out: Float32Array, offset: number): Float32Array;
44
+ export {};
45
+ //# sourceMappingURL=shadow-cascades.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shadow-cascades.d.ts","sourceRoot":"","sources":["../src/shadow-cascades.ts"],"names":[],"mappings":"AAeA,KAAK,aAAa,GAAG;IACnB,mDAAmD;IACnD,IAAI,EAAE,MAAM,CAAA;IACZ,qEAAqE;IACrE,IAAI,EAAE,MAAM,CAAA;IACZ,oDAAoD;IACpD,IAAI,EAAE,MAAM,CAAA;IACZ,GAAG,EAAE,MAAM,CAAA;IACX,qEAAqE;IACrE,OAAO,EAAE,MAAM,CAAA;CAChB,CAAA;AAED;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,eAAe,EAAE,SAAS,aAAa,EAWnD,CAAA;AAED;;;;;;;;GAQG;AACH,wBAAgB,aAAa,CAC3B,MAAM,EAAE;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,EAC3C,YAAY,EAAE;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,EACjD,OAAO,EAAE,aAAa,EACtB,GAAG,EAAE,YAAY,EACjB,MAAM,EAAE,MAAM,GACb,YAAY,CA4Bd"}
@@ -0,0 +1,70 @@
1
+ // The shadow volumes, as data — a list the engine iterates rather than one
2
+ // hardcoded box, so a second cascade is a list entry and not a rewrite.
3
+ //
4
+ // Pure math, its own module for the same reason param-track.ts is: the engine
5
+ // class needs a GPU to construct, and the one thing that ever goes WRONG with a
6
+ // shadow volume is arithmetic — a snap that stops snapping, an eye that lands
7
+ // inside the near plane. Headless tests can hold this half to golden values.
8
+ //
9
+ // The arithmetic is the shipped single-volume code, operation for operation:
10
+ // float addition is not associative, so "the same formula, reordered" is not
11
+ // the same matrix, and cascade 0 must be BIT-IDENTICAL to the volume every
12
+ // published scene was lit by.
13
+ import { Mat4, Vec3 } from "./math";
14
+ /**
15
+ * The list, inner to outer. INVARIANT the sampler and the cull both lean on:
16
+ * each cascade's box must CONTAIN the previous one (same snapped target, wider
17
+ * span, deeper reach), because
18
+ *
19
+ * - the sampler falls from cascade i to i+1 at the box edge, which is only
20
+ * seamless if i+1 covers where i ends, and
21
+ * - the cull tests ONE frustum — the outermost — and the rasterizer clips
22
+ * each cascade to its own box. That is the same argument that made
23
+ * single-volume shadow culling exact: anything rejected was contributing
24
+ * nothing anywhere. Concentric containment is what keeps it true for a
25
+ * LIST. tests/shadow-cascades.test.mjs pins it.
26
+ */
27
+ export const SHADOW_CASCADES = [
28
+ // The shipped volume: 64 units at 4096² ≈ 64 texels/unit — crisp contact
29
+ // shadows on the ground catcher (2048 read visibly blurry).
30
+ { span: 64, back: 72, near: 1, far: 140, mapSize: 4096 },
31
+ // The stage volume: 4× the span on each side, so a set piece 100 units out
32
+ // still throws and receives shade instead of popping lit at the near box's
33
+ // edge. 2048² over 256 units ≈ 8 texels/unit — soft, and read at distances
34
+ // where soft is what a shadow looks like anyway. 16 MB where the near map
35
+ // is 64. Depth reach scales with the span (same eye direction, deeper box),
36
+ // keeping the containment invariant checkable from the specs alone.
37
+ { span: 256, back: 288, near: 1, far: 560, mapSize: 2048 },
38
+ ];
39
+ /**
40
+ * One cascade's view-projection, following the camera target.
41
+ *
42
+ * The target is snapped to this cascade's OWN texel quantum in the light's
43
+ * right/up plane, so a moving volume doesn't shimmer its shadow edges while
44
+ * running — each cascade snaps to its own grid, coarser maps snapping coarser.
45
+ *
46
+ * Writes the 16 floats into `out` at `offset` and returns `out`.
47
+ */
48
+ export function buildShadowVP(target, sunDirection, cascade, out, offset) {
49
+ const dir = new Vec3(sunDirection.x, sunDirection.y, sunDirection.z);
50
+ dir.normalize();
51
+ const up = Math.abs(dir.y) > 0.99 ? new Vec3(0, 0, -1) : new Vec3(0, 1, 0);
52
+ const t = new Vec3(target.x, target.y, target.z);
53
+ const right = Vec3.crossInto(up, dir, new Vec3(0, 0, 0)).normalize();
54
+ const upv = Vec3.crossInto(dir, right, new Vec3(0, 0, 0));
55
+ const texel = cascade.span / cascade.mapSize;
56
+ const tr = Math.round(t.dot(right) / texel) * texel;
57
+ const tu = Math.round(t.dot(upv) / texel) * texel;
58
+ const td = t.dot(dir);
59
+ const snapped = new Vec3(right.x * tr + upv.x * tu + dir.x * td, right.y * tr + upv.y * tu + dir.y * td, right.z * tr + upv.z * tu + dir.z * td);
60
+ const eye = new Vec3(snapped.x - dir.x * cascade.back, snapped.y - dir.y * cascade.back, snapped.z - dir.z * cascade.back);
61
+ const view = Mat4.lookAt(eye, snapped, up);
62
+ const half = cascade.span / 2;
63
+ // The shadow map keeps the NON-reversed convention (orthographicLh maps z to
64
+ // [0,1] front-to-back) — reversing it buys nothing for an ortho box and the
65
+ // +2 pipeline depth bias is signed against this direction.
66
+ const proj = Mat4.orthographicLh(-half, half, -half, half, cascade.near, cascade.far);
67
+ const vp = proj.multiply(view);
68
+ out.set(vp.values, offset);
69
+ return out;
70
+ }
@@ -1,12 +1,12 @@
1
1
  import { Quat, Vec3 } from "./math";
2
- export interface BoneFrame {
2
+ interface BoneFrame {
3
3
  boneName: string;
4
4
  frame: number;
5
5
  rotation: Quat;
6
6
  translation: Vec3;
7
7
  interpolation: Uint8Array;
8
8
  }
9
- export interface MorphFrame {
9
+ interface MorphFrame {
10
10
  morphName: string;
11
11
  frame: number;
12
12
  weight: number;
@@ -70,4 +70,5 @@ export declare class VMDLoader {
70
70
  private getString;
71
71
  private skip;
72
72
  }
73
+ export {};
73
74
  //# sourceMappingURL=vmd-loader.d.ts.map
@@ -1 +1 @@
1
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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "reze-engine",
3
- "version": "0.42.3",
3
+ "version": "0.50.0",
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",