reze-engine 0.50.12 → 0.52.0

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Files changed (52) hide show
  1. package/dist/effect-schedule.d.ts +67 -0
  2. package/dist/effect-schedule.d.ts.map +1 -0
  3. package/dist/effect-schedule.js +96 -0
  4. package/dist/engine.d.ts +184 -7
  5. package/dist/engine.d.ts.map +1 -1
  6. package/dist/engine.js +500 -96
  7. package/dist/graph/presets/unlit.d.ts +3 -0
  8. package/dist/graph/presets/unlit.d.ts.map +1 -0
  9. package/dist/graph/presets/unlit.js +34 -0
  10. package/dist/index.d.ts +3 -0
  11. package/dist/index.d.ts.map +1 -1
  12. package/dist/index.js +9 -0
  13. package/dist/shaders/anchor-table.d.ts +1 -1
  14. package/dist/shaders/anchor-table.js +3 -3
  15. package/dist/shaders/cast-api.d.ts +1 -1
  16. package/dist/shaders/cast-api.js +2 -2
  17. package/dist/shaders/directives.d.ts +73 -0
  18. package/dist/shaders/directives.d.ts.map +1 -0
  19. package/dist/shaders/directives.js +238 -0
  20. package/dist/shaders/lights.d.ts +0 -10
  21. package/dist/shaders/lights.d.ts.map +1 -1
  22. package/dist/shaders/lights.js +11 -19
  23. package/dist/shaders/lyrics-api.d.ts +11 -2
  24. package/dist/shaders/lyrics-api.d.ts.map +1 -1
  25. package/dist/shaders/lyrics-api.js +11 -2
  26. package/dist/shaders/passes/composite.d.ts +5 -5
  27. package/dist/shaders/passes/composite.d.ts.map +1 -1
  28. package/dist/shaders/passes/composite.js +12 -5
  29. package/dist/shaders/passes/grid.d.ts +0 -2
  30. package/dist/shaders/passes/grid.d.ts.map +1 -1
  31. package/dist/shaders/passes/grid.js +0 -9
  32. package/dist/shaders/passes/particles.d.ts +0 -6
  33. package/dist/shaders/passes/particles.d.ts.map +1 -1
  34. package/dist/shaders/passes/particles.js +15 -19
  35. package/dist/shaders/passes/scene-contract.d.ts +1 -1
  36. package/dist/shaders/passes/trails.d.ts.map +1 -1
  37. package/dist/shaders/passes/trails.js +9 -4
  38. package/package.json +2 -2
  39. package/src/effect-schedule.ts +120 -0
  40. package/src/engine.ts +588 -95
  41. package/src/graph/presets/unlit.ts +37 -0
  42. package/src/index.ts +16 -0
  43. package/src/shaders/anchor-table.ts +3 -3
  44. package/src/shaders/cast-api.ts +2 -2
  45. package/src/shaders/directives.ts +289 -0
  46. package/src/shaders/lights.ts +11 -19
  47. package/src/shaders/lyrics-api.ts +11 -2
  48. package/src/shaders/passes/composite.ts +13 -6
  49. package/src/shaders/passes/grid.ts +0 -9
  50. package/src/shaders/passes/particles.ts +15 -21
  51. package/src/shaders/passes/scene-contract.ts +1 -1
  52. package/src/shaders/passes/trails.ts +9 -4
@@ -34,13 +34,13 @@
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  /**
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  * The bones an effect asked for, in declaration order — the slots rzAnchor reads.
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  *
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- * // @anchor 左手首 trail
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- * // @anchor 頭
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+ * #anchor 左手首 trail
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+ * #anchor 頭
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  *
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  * A declaration in the source, like the mounts: what a file names is what gets
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  * resolved and uploaded, so naming none costs nothing and nobody pays for a
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  * rig's other five hundred bones. Anchored to the start of a line so that
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- * writing the word @anchor in ordinary prose does not silently add a slot —
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+ * writing the word #anchor in ordinary prose does not silently add a slot —
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  * which would shift every slot after it.
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  *
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  * `trail` additionally keeps that bone's recent PATH, for rzTrail. Opt-in
@@ -64,7 +64,7 @@ type CompositeEffectSource = {
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  hasBackground: boolean;
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  /** Defines `fn foreground(...)` — mount over the finished frame. */
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  hasForeground: boolean;
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- /** Grid resolution when the effect declared `// @grid`, else 0. */
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+ /** Grid resolution when the effect declared `#grid`, else 0. */
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  gridSize: number;
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  /** Whether the scene pass carries the id attachment, so the field module can
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  * bind it. False emits accessors that answer 0 rather than nothing at all. */
@@ -92,7 +92,7 @@ type CompositeEffectSource = {
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  * Depends on `viewU` and `_rzCast` being declared by the including module, and
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  * on nothing else: no textures, no samplers.
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  */
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- export declare const EFFECT_SCENE_API = "\n// \u2500\u2500 The effect API \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n//\n// Named rz*, for the engine. The prefix earns its place twice: user code is\n// concatenated into THIS module, so an unprefixed rzAnchor() would collide with\n// exactly the helper an author would write, and the old bg* prefix stopped being\n// true in 0.41.0 when effects gained a mount over the finished frame.\n//\n// The bg* names below are permanent aliases, not a deprecation with an end date.\n// A published link is immutable, so a scene pinned to a bg* effect has to keep\n// compiling forever. They are one-line and inlined; no new function gets one.\n\n/** Canvas size in pixels \u2014 for aspect correction. */\nfn rzResolution() -> vec2f { return viewU[6].zw; }\n\n/** The camera's world position. */\nfn rzCameraPos() -> vec3f { return viewU[10].xyz; }\n\n/** How many characters are in the scene, up to four. */\nfn rzSubjectCount() -> i32 { return i32(viewU[10].w); }\n\n/**\n * A world point as the camera sees it: xy the uv it lands on, z its distance\n * along the VIEW AXIS in metres.\n *\n * The exact inverse of the ray this pass builds per pixel, so it is the cheap way\n * to work with anything anchored in the world. Marching a curve or a trail in 3D\n * costs a distance evaluation per sample per pixel; projecting its points once\n * and measuring in 2D costs a subtraction, which is the difference between a\n * ribbon that runs at 4K and one that does not.\n *\n * z is directly comparable to the depth handed to foreground(), so occlusion is\n * a single test: draw where your z is nearer than the scene's. It is returned\n * SIGNED and unclamped \u2014 behind the camera is negative, and worth rejecting\n * before you use the uv, which is meaningless there.\n */\nfn rzProject(p: vec3f) -> vec3f {\n let d = p - viewU[10].xyz;\n let z = dot(d, viewU[5].xyz);\n // Guard only the divide. z itself is returned as it is, so the caller can see\n // the sign; clamping it here would put points behind the lens on the horizon.\n let inv = 1.0 / select(z, 1e-4, z < 1e-4);\n let ndc = vec2f(dot(d, viewU[3].xyz) * inv / viewU[3].w, dot(d, viewU[4].xyz) * inv / viewU[4].w);\n return vec3f(ndc * 0.5 + 0.5, z);\n}\n\nfn rzCamPos() -> vec3f { return rzCameraPos(); }\nfn rzCameraRight() -> vec3f { return viewU[3].xyz; }\nfn rzCameraUp() -> vec3f { return viewU[4].xyz; }\nfn rzCameraForward() -> vec3f { return viewU[5].xyz; }\n\n// The cast \u2014 subjects, anchors, trails \u2014 is CAST_API, shared verbatim with the\n// particle and trail modules. It used to be written out here, a second time, and\n// the two copies had drifted: this one had rzAnchor and that one did not.\n\nconst RZ_SUBJECTS: i32 = 4;\nconst RZ_SAMPLES: i32 = 128;\n/** The anchor ADDRESS SPACE \u2014 how many an effect may declare, not how many it\n * did. RZ_TRAIL_SLOTS is the per-effect number and is not this one; the two\n * being one number was the old trail bug. */\nconst RZ_MAX_ANCHORS: i32 = 16;\nconst RZ_TRAIL_SAMPLES: i32 = 128;\n\nstruct RzSubject {\n /** On the FLOOR, under the body \u2014 where a ring or a magic circle belongs. */\n root: vec3f,\n /** At the hips, the middle of the body \u2014 where an aura belongs. */\n center: vec3f,\n /** Bounding sphere: xyz centre, w radius. Deliberately generous \u2014 cull with it. */\n bounds: vec4f,\n /**\n * How much of this character is still THERE: 1 whole, 0 gone.\n *\n * What setModelDissolve last set on them, which the material pass has already\n * acted on by the time an effect runs \u2014 so an effect drawing what LEAVES a\n * dissolving body (sparks, ash, a ghost) reads the same number the body was\n * taken apart with, rather than keeping a clock of its own and hoping the two\n * agree. 1 on a scene that never dissolves anybody.\n */\n dissolve: f32,\n /** False past the end of the cast, and every field is then zero. */\n valid: bool,\n}\n\nstruct RzAnchor {\n pos: vec3f,\n /** World units per second, from the previous frame. Direction for a trail,\n * magnitude for anything that should react to how hard someone is moving. */\n vel: vec3f,\n /** The bone's forward axis \u2014 which way a foot points, where a head looks. */\n fwd: vec3f,\n /** False when this rig has no such bone. Check it: the alternative is drawing\n * a hand effect at the world origin on every model that spells it differently. */\n valid: bool,\n}\n\n/** Which model this is, stable across a scene \u2014 for per-subject variation. */\nfn rzSubjectId(i: i32) -> u32 {\n if (i < 0 || i >= rzSubjectCount()) { return 0u; }\n return u32(_rzCast[i * 3 + 1].w);\n}\n\nfn rzSubject(i: i32) -> RzSubject {\n var s: RzSubject;\n s.valid = i >= 0 && i < rzSubjectCount();\n if (!s.valid) { return s; }\n let b = i * 3;\n s.root = _rzCast[b].xyz;\n s.dissolve = _rzCast[b].w;\n s.center = _rzCast[b + 1].xyz;\n s.bounds = _rzCast[b + 2];\n return s;\n}\n\n/**\n * Where a named bone is, this frame.\n *\n * The slot is the author's own: the Nth @anchor in their file, in the order\n * they wrote them. _rzSlot turns that into the scene's address, which is what\n * keeps two effects that both anchor to a wrist from reading each other's.\n */\nfn rzAnchor(subject: i32, slot: i32) -> RzAnchor {\n var a: RzAnchor;\n a.valid = false;\n let g = _rzSlot(slot);\n if (subject < 0 || subject >= rzSubjectCount() || g < 0 || g >= RZ_MAX_ANCHORS) { return a; }\n let b = 12 + (g * 4 + subject) * 3;\n a.valid = _rzCast[b].w > 0.5;\n a.pos = _rzCast[b].xyz;\n a.vel = _rzCast[b + 1].xyz;\n a.fwd = _rzCast[b + 2].xyz;\n return a;\n}\n\n/**\n * How many samples of a path are recorded \u2014 0 for an anchor that asked for no\n * trail, and for one that has not moved yet.\n *\n * Bounded by the anchor cap, NOT by how many anchors asked for a trail. Those\n * are different index spaces: storage is addressed by anchor slot, so an\n * untrailed @anchor followed by a trailed one put the trail at index 1 with a\n * bound of 1 and rzTrail returned zero \u2014 a ribbon that silently did not draw.\n */\nfn rzTrailCount(subject: i32, slot: i32) -> i32 {\n let g = _rzSlot(slot);\n if (subject < 0 || subject >= rzSubjectCount() || g < 0 || g >= RZ_MAX_ANCHORS) { return 0; }\n return i32(_rzCast[12 + (g * 4 + subject) * 3 + 2].w);\n}\n\n/** Sample i of a path: xyz where it was, w how many seconds ago. i = 0 is now. */\nfn rzTrail(subject: i32, slot: i32, i: i32) -> vec4f {\n let n = rzTrailCount(subject, slot);\n if (i < 0 || i >= n) { return vec4f(0.0); }\n let base = 204 + (_rzSlot(slot) * 4 + subject) * RZ_TRAIL_SAMPLES;\n return _rzCast[base + i];\n}\n\n\n// The hashes, the noise and rzFalloff \u2014 EFFECT_MATH_API, the same text the\n// particle and trail modules get. The field module used to be missing most of\n// it, so a helper an author wrote for one mount failed to compile in another\n// for no reason visible in the file.\n\nfn rzHash11(x: f32) -> f32 {\n var p = fract(x * 0.1031);\n p = p * (p + 33.33);\n return fract(p * (p + p));\n}\nfn rzHash21(p: vec2f) -> f32 {\n var p3 = fract(vec3f(p.x, p.y, p.x) * 0.1031);\n p3 = p3 + dot(p3, p3.yzx + 33.33);\n return fract((p3.x + p3.y) * p3.z);\n}\n/** Three independent randoms from one seed \u2014 the usual need when spawning. */\nfn rzHash13(x: f32) -> vec3f {\n return vec3f(rzHash11(x), rzHash11(x + 17.13), rzHash11(x + 41.71));\n}\n/**\n * Compact-support falloff: 1 at the centre, exactly 0 at r, smooth between.\n *\n * It reaches exactly zero rather than merely getting small, because a glow that\n * never quite ends has to be culled somewhere, and culling it wherever it looks\n * close enough is what put a visible hard edge on the first halo effect.\n */\nfn rzFalloff(d: f32, r: f32) -> f32 {\n let x = clamp(d / max(r, 1e-6), 0.0, 1.0);\n let f = 1.0 - x;\n return f * f * f;\n}\nfn rzHash31(p: vec3f) -> f32 {\n var p3 = fract(p * 0.1031);\n p3 = p3 + dot(p3, p3.zyx + 31.32);\n return fract((p3.x + p3.y) * p3.z);\n}\nfn rzValueNoise(p: vec3f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n let n000 = rzHash31(i);\n let n100 = rzHash31(i + vec3f(1.0, 0.0, 0.0));\n let n010 = rzHash31(i + vec3f(0.0, 1.0, 0.0));\n let n110 = rzHash31(i + vec3f(1.0, 1.0, 0.0));\n let n001 = rzHash31(i + vec3f(0.0, 0.0, 1.0));\n let n101 = rzHash31(i + vec3f(1.0, 0.0, 1.0));\n let n011 = rzHash31(i + vec3f(0.0, 1.0, 1.0));\n let n111 = rzHash31(i + vec3f(1.0, 1.0, 1.0));\n let x00 = mix(n000, n100, u.x);\n let x10 = mix(n010, n110, u.x);\n let x01 = mix(n001, n101, u.x);\n let x11 = mix(n011, n111, u.x);\n return mix(mix(x00, x10, u.y), mix(x01, x11, u.y), u.z);\n}\n/** Divergence-free flow \u2014 the field a wisp of smoke follows without a solver. */\nfn rzCurlNoise(p: vec3f) -> vec3f {\n let e = 0.1;\n let dx = vec3f(e, 0.0, 0.0);\n let dy = vec3f(0.0, e, 0.0);\n let dz = vec3f(0.0, 0.0, e);\n let x0 = rzValueNoise(p - dx); let x1 = rzValueNoise(p + dx);\n let y0 = rzValueNoise(p - dy); let y1 = rzValueNoise(p + dy);\n let z0 = rzValueNoise(p - dz); let z1 = rzValueNoise(p + dz);\n return normalize(vec3f((y1 - y0) - (z1 - z0), (z1 - z0) - (x1 - x0), (x1 - x0) - (y1 - y0)) + vec3f(1e-6));\n}\n\nstruct Particle {\n pos: vec3f,\n age: f32,\n vel: vec3f,\n life: f32,\n size: f32,\n rot: f32,\n seed: f32,\n // Aspect along the direction of travel. 1 or less is a square billboard; a\n // raindrop is 10 or 20. Zero-initialised, so an effect that never sets it gets\n // the square it expects.\n stretch: f32,\n}\n\n\n\nfn bgResolution() -> vec2f { return rzResolution(); }\nfn bgCameraPos() -> vec3f { return rzCameraPos(); }\nfn bgSubjectCount() -> i32 { return rzSubjectCount(); }\n\n/**\n * Where a character IS, in world space \u2014 at the hips, not on the floor.\n *\n * An effect that wants to RESPOND to the cast \u2014 a glow that follows someone,\n * dust kicked up where they are \u2014 needs to know where they are, and the ray and\n * the depth cannot tell it: they describe the pixel, not the scene.\n *\n * The value is model.position + \u30BB\u30F3\u30BF\u30FC + \u5168\u3066\u306E\u89AA. \u30BB\u30F3\u30BF\u30FC sits at hip\n * height on every standard MMD rig, so this is a point in the middle of the\n * body. It is NOT the contact point: a ripple drawn here appears at the waist.\n * Ground effects want the .xz of this and their own floor height, which is what\n * the effects that shipped against it already do.\n *\n * The comment here used to claim it was \"between the feet on the floor\", which\n * is where that habit came from. Left as it is regardless of the name: a\n * published link is immutable, so every shared scene pinning an effect that\n * reads this depends on it meaning exactly what it has always meant.\n *\n * Clamped rather than bounds-checked: an effect looping past the count reads the\n * last subject instead of sampling whatever follows the array, which is a wrong\n * ripple rather than an undefined one.\n */\nfn rzSubjectHip(i: i32) -> vec3f { return viewU[11 + clamp(i, 0, 3)].xyz; }\n\nfn bgSubjectPos(i: i32) -> vec3f { return rzSubjectHip(i); }\n\n/** Where in the WORLD the scene drew this pixel \u2014 the depth handed to\n * foreground() turned into a place. Without it an effect can only think in\n * distances from the lens, which is no use to anything that belongs somewhere:\n * fog lying on the ground has to know where the ground is.\n *\n * depth measures along the VIEW AXIS, not along the ray, so it is divided by\n * the ray's projection onto camera-forward before being walked out. At the far\n * plane (nothing drawn) this lands a very long way off, which is what a sky\n * should do to anything reading it. */\nfn rzWorldPos(ray: vec3f, depth: f32) -> vec3f {\n let axis = max(dot(normalize(ray), viewU[5].xyz), 1e-4);\n return rzCameraPos() + normalize(ray) * (depth / axis);\n}\n\nfn bgWorldPos(ray: vec3f, depth: f32) -> vec3f { return rzWorldPos(ray, depth); }\n\n/** What an effect returns for one of its lights. */\nstruct RzLight {\n pos: vec3f,\n color: vec3f,\n intensity: f32,\n radius: f32,\n}\n\n\n/** Color grading, applied to the tonemapped SCENE (not the background \u2014 see the\n * call site). The core is ASC CDL, the film-industry interchange standard:\n *\n * out = (in \u00B7 slope + offset) ^ power then saturation (SOP \u2192 SAT)\n *\n * Using the real standard rather than invented controls means a look authored\n * here maps onto any grading tool. slope/offset/power are derived on the CPU\n * from the UI's shadow/midtone/highlight colors (see setColorGrading), so the\n * per-pixel cost is one mul-add, one pow, one lerp. */\nfn grade(c: vec3f) -> vec3f {\n var x = pow(max(c * viewU[9].xyz + viewU[7].xyz, vec3f(0.0)), viewU[8].xyz);\n // Contrast pivots on 0.5 \u2014 display-referred midpoint, since we grade post-Filmic.\n x = (x - vec3f(0.5)) * viewU[7].w + vec3f(0.5);\n // Rec.709 luma, matching the ASC SAT node.\n let luma = dot(x, vec3f(0.2126, 0.7152, 0.0722));\n return max(mix(vec3f(luma), x, viewU[8].w), vec3f(0.0));\n}\n";
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+ export declare const EFFECT_SCENE_API = "\n// \u2500\u2500 The effect API \u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\u2500\n//\n// Named rz*, for the engine. The prefix earns its place twice: user code is\n// concatenated into THIS module, so an unprefixed rzAnchor() would collide with\n// exactly the helper an author would write, and the old bg* prefix stopped being\n// true in 0.41.0 when effects gained a mount over the finished frame.\n//\n// The bg* names below are permanent aliases, not a deprecation with an end date.\n// A published link is immutable, so a scene pinned to a bg* effect has to keep\n// compiling forever. They are one-line and inlined; no new function gets one.\n\n/** Canvas size in pixels \u2014 for aspect correction. */\nfn rzResolution() -> vec2f { return viewU[6].zw; }\n\n/** The camera's world position. */\nfn rzCameraPos() -> vec3f { return viewU[10].xyz; }\n\n/** How many characters are in the scene, up to four. */\nfn rzSubjectCount() -> i32 { return i32(viewU[10].w); }\n\n/**\n * A world point as the camera sees it: xy the uv it lands on, z its distance\n * along the VIEW AXIS in metres.\n *\n * The exact inverse of the ray this pass builds per pixel, so it is the cheap way\n * to work with anything anchored in the world. Marching a curve or a trail in 3D\n * costs a distance evaluation per sample per pixel; projecting its points once\n * and measuring in 2D costs a subtraction, which is the difference between a\n * ribbon that runs at 4K and one that does not.\n *\n * z is directly comparable to the depth handed to foreground(), so occlusion is\n * a single test: draw where your z is nearer than the scene's. It is returned\n * SIGNED and unclamped \u2014 behind the camera is negative, and worth rejecting\n * before you use the uv, which is meaningless there.\n */\nfn rzProject(p: vec3f) -> vec3f {\n let d = p - viewU[10].xyz;\n let z = dot(d, viewU[5].xyz);\n // Guard only the divide. z itself is returned as it is, so the caller can see\n // the sign; clamping it here would put points behind the lens on the horizon.\n let inv = 1.0 / select(z, 1e-4, z < 1e-4);\n let ndc = vec2f(dot(d, viewU[3].xyz) * inv / viewU[3].w, dot(d, viewU[4].xyz) * inv / viewU[4].w);\n return vec3f(ndc * 0.5 + 0.5, z);\n}\n\nfn rzCamPos() -> vec3f { return rzCameraPos(); }\nfn rzCameraRight() -> vec3f { return viewU[3].xyz; }\nfn rzCameraUp() -> vec3f { return viewU[4].xyz; }\nfn rzCameraForward() -> vec3f { return viewU[5].xyz; }\n\n// The cast \u2014 subjects, anchors, trails \u2014 is CAST_API, shared verbatim with the\n// particle and trail modules. It used to be written out here, a second time, and\n// the two copies had drifted: this one had rzAnchor and that one did not.\n\nconst RZ_SUBJECTS: i32 = 4;\nconst RZ_SAMPLES: i32 = 128;\n/** The anchor ADDRESS SPACE \u2014 how many an effect may declare, not how many it\n * did. RZ_TRAIL_SLOTS is the per-effect number and is not this one; the two\n * being one number was the old trail bug. */\nconst RZ_MAX_ANCHORS: i32 = 16;\nconst RZ_TRAIL_SAMPLES: i32 = 128;\n\nstruct RzSubject {\n /** On the FLOOR, under the body \u2014 where a ring or a magic circle belongs. */\n root: vec3f,\n /** At the hips, the middle of the body \u2014 where an aura belongs. */\n center: vec3f,\n /** Bounding sphere: xyz centre, w radius. Deliberately generous \u2014 cull with it. */\n bounds: vec4f,\n /**\n * How much of this character is still THERE: 1 whole, 0 gone.\n *\n * What setModelDissolve last set on them, which the material pass has already\n * acted on by the time an effect runs \u2014 so an effect drawing what LEAVES a\n * dissolving body (sparks, ash, a ghost) reads the same number the body was\n * taken apart with, rather than keeping a clock of its own and hoping the two\n * agree. 1 on a scene that never dissolves anybody.\n */\n dissolve: f32,\n /** False past the end of the cast, and every field is then zero. */\n valid: bool,\n}\n\nstruct RzAnchor {\n pos: vec3f,\n /** World units per second, from the previous frame. Direction for a trail,\n * magnitude for anything that should react to how hard someone is moving. */\n vel: vec3f,\n /** The bone's forward axis \u2014 which way a foot points, where a head looks. */\n fwd: vec3f,\n /** False when this rig has no such bone. Check it: the alternative is drawing\n * a hand effect at the world origin on every model that spells it differently. */\n valid: bool,\n}\n\n/** Which model this is, stable across a scene \u2014 for per-subject variation. */\nfn rzSubjectId(i: i32) -> u32 {\n if (i < 0 || i >= rzSubjectCount()) { return 0u; }\n return u32(_rzCast[i * 3 + 1].w);\n}\n\nfn rzSubject(i: i32) -> RzSubject {\n var s: RzSubject;\n s.valid = i >= 0 && i < rzSubjectCount();\n if (!s.valid) { return s; }\n let b = i * 3;\n s.root = _rzCast[b].xyz;\n s.dissolve = _rzCast[b].w;\n s.center = _rzCast[b + 1].xyz;\n s.bounds = _rzCast[b + 2];\n return s;\n}\n\n/**\n * Where a named bone is, this frame.\n *\n * The slot is the author's own: the Nth #anchor in their file, in the order\n * they wrote them. _rzSlot turns that into the scene's address, which is what\n * keeps two effects that both anchor to a wrist from reading each other's.\n */\nfn rzAnchor(subject: i32, slot: i32) -> RzAnchor {\n var a: RzAnchor;\n a.valid = false;\n let g = _rzSlot(slot);\n if (subject < 0 || subject >= rzSubjectCount() || g < 0 || g >= RZ_MAX_ANCHORS) { return a; }\n let b = 12 + (g * 4 + subject) * 3;\n a.valid = _rzCast[b].w > 0.5;\n a.pos = _rzCast[b].xyz;\n a.vel = _rzCast[b + 1].xyz;\n a.fwd = _rzCast[b + 2].xyz;\n return a;\n}\n\n/**\n * How many samples of a path are recorded \u2014 0 for an anchor that asked for no\n * trail, and for one that has not moved yet.\n *\n * Bounded by the anchor cap, NOT by how many anchors asked for a trail. Those\n * are different index spaces: storage is addressed by anchor slot, so an\n * untrailed #anchor followed by a trailed one put the trail at index 1 with a\n * bound of 1 and rzTrail returned zero \u2014 a ribbon that silently did not draw.\n */\nfn rzTrailCount(subject: i32, slot: i32) -> i32 {\n let g = _rzSlot(slot);\n if (subject < 0 || subject >= rzSubjectCount() || g < 0 || g >= RZ_MAX_ANCHORS) { return 0; }\n return i32(_rzCast[12 + (g * 4 + subject) * 3 + 2].w);\n}\n\n/** Sample i of a path: xyz where it was, w how many seconds ago. i = 0 is now. */\nfn rzTrail(subject: i32, slot: i32, i: i32) -> vec4f {\n let n = rzTrailCount(subject, slot);\n if (i < 0 || i >= n) { return vec4f(0.0); }\n let base = 204 + (_rzSlot(slot) * 4 + subject) * RZ_TRAIL_SAMPLES;\n return _rzCast[base + i];\n}\n\n\n// The hashes, the noise and rzFalloff \u2014 EFFECT_MATH_API, the same text the\n// particle and trail modules get. The field module used to be missing most of\n// it, so a helper an author wrote for one mount failed to compile in another\n// for no reason visible in the file.\n\nfn rzHash11(x: f32) -> f32 {\n var p = fract(x * 0.1031);\n p = p * (p + 33.33);\n return fract(p * (p + p));\n}\nfn rzHash21(p: vec2f) -> f32 {\n var p3 = fract(vec3f(p.x, p.y, p.x) * 0.1031);\n p3 = p3 + dot(p3, p3.yzx + 33.33);\n return fract((p3.x + p3.y) * p3.z);\n}\n/** Three independent randoms from one seed \u2014 the usual need when spawning. */\nfn rzHash13(x: f32) -> vec3f {\n return vec3f(rzHash11(x), rzHash11(x + 17.13), rzHash11(x + 41.71));\n}\n/**\n * Compact-support falloff: 1 at the centre, exactly 0 at r, smooth between.\n *\n * It reaches exactly zero rather than merely getting small, because a glow that\n * never quite ends has to be culled somewhere, and culling it wherever it looks\n * close enough is what put a visible hard edge on the first halo effect.\n */\nfn rzFalloff(d: f32, r: f32) -> f32 {\n let x = clamp(d / max(r, 1e-6), 0.0, 1.0);\n let f = 1.0 - x;\n return f * f * f;\n}\nfn rzHash31(p: vec3f) -> f32 {\n var p3 = fract(p * 0.1031);\n p3 = p3 + dot(p3, p3.zyx + 31.32);\n return fract((p3.x + p3.y) * p3.z);\n}\nfn rzValueNoise(p: vec3f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n let n000 = rzHash31(i);\n let n100 = rzHash31(i + vec3f(1.0, 0.0, 0.0));\n let n010 = rzHash31(i + vec3f(0.0, 1.0, 0.0));\n let n110 = rzHash31(i + vec3f(1.0, 1.0, 0.0));\n let n001 = rzHash31(i + vec3f(0.0, 0.0, 1.0));\n let n101 = rzHash31(i + vec3f(1.0, 0.0, 1.0));\n let n011 = rzHash31(i + vec3f(0.0, 1.0, 1.0));\n let n111 = rzHash31(i + vec3f(1.0, 1.0, 1.0));\n let x00 = mix(n000, n100, u.x);\n let x10 = mix(n010, n110, u.x);\n let x01 = mix(n001, n101, u.x);\n let x11 = mix(n011, n111, u.x);\n return mix(mix(x00, x10, u.y), mix(x01, x11, u.y), u.z);\n}\n/** Divergence-free flow \u2014 the field a wisp of smoke follows without a solver. */\nfn rzCurlNoise(p: vec3f) -> vec3f {\n let e = 0.1;\n let dx = vec3f(e, 0.0, 0.0);\n let dy = vec3f(0.0, e, 0.0);\n let dz = vec3f(0.0, 0.0, e);\n let x0 = rzValueNoise(p - dx); let x1 = rzValueNoise(p + dx);\n let y0 = rzValueNoise(p - dy); let y1 = rzValueNoise(p + dy);\n let z0 = rzValueNoise(p - dz); let z1 = rzValueNoise(p + dz);\n return normalize(vec3f((y1 - y0) - (z1 - z0), (z1 - z0) - (x1 - x0), (x1 - x0) - (y1 - y0)) + vec3f(1e-6));\n}\n\nstruct Particle {\n pos: vec3f,\n age: f32,\n vel: vec3f,\n life: f32,\n size: f32,\n rot: f32,\n seed: f32,\n // Aspect along the direction of travel. 1 or less is a square billboard; a\n // raindrop is 10 or 20. Zero-initialised, so an effect that never sets it gets\n // the square it expects.\n stretch: f32,\n}\n\n\n\nfn bgResolution() -> vec2f { return rzResolution(); }\nfn bgCameraPos() -> vec3f { return rzCameraPos(); }\nfn bgSubjectCount() -> i32 { return rzSubjectCount(); }\n\n/**\n * Where a character IS, in world space \u2014 at the hips, not on the floor.\n *\n * An effect that wants to RESPOND to the cast \u2014 a glow that follows someone,\n * dust kicked up where they are \u2014 needs to know where they are, and the ray and\n * the depth cannot tell it: they describe the pixel, not the scene.\n *\n * The value is model.position + \u30BB\u30F3\u30BF\u30FC + \u5168\u3066\u306E\u89AA. \u30BB\u30F3\u30BF\u30FC sits at hip\n * height on every standard MMD rig, so this is a point in the middle of the\n * body. It is NOT the contact point: a ripple drawn here appears at the waist.\n * Ground effects want the .xz of this and their own floor height, which is what\n * the effects that shipped against it already do.\n *\n * The comment here used to claim it was \"between the feet on the floor\", which\n * is where that habit came from. Left as it is regardless of the name: a\n * published link is immutable, so every shared scene pinning an effect that\n * reads this depends on it meaning exactly what it has always meant.\n *\n * Clamped rather than bounds-checked: an effect looping past the count reads the\n * last subject instead of sampling whatever follows the array, which is a wrong\n * ripple rather than an undefined one.\n */\nfn rzSubjectHip(i: i32) -> vec3f { return viewU[11 + clamp(i, 0, 3)].xyz; }\n\nfn bgSubjectPos(i: i32) -> vec3f { return rzSubjectHip(i); }\n\n/** Where in the WORLD the scene drew this pixel \u2014 the depth handed to\n * foreground() turned into a place. Without it an effect can only think in\n * distances from the lens, which is no use to anything that belongs somewhere:\n * fog lying on the ground has to know where the ground is.\n *\n * depth measures along the VIEW AXIS, not along the ray, so it is divided by\n * the ray's projection onto camera-forward before being walked out. At the far\n * plane (nothing drawn) this lands a very long way off, which is what a sky\n * should do to anything reading it. */\nfn rzWorldPos(ray: vec3f, depth: f32) -> vec3f {\n let axis = max(dot(normalize(ray), viewU[5].xyz), 1e-4);\n return rzCameraPos() + normalize(ray) * (depth / axis);\n}\n\nfn bgWorldPos(ray: vec3f, depth: f32) -> vec3f { return rzWorldPos(ray, depth); }\n\n/** What an effect returns for one of its lights. */\nstruct RzLight {\n pos: vec3f,\n color: vec3f,\n intensity: f32,\n radius: f32,\n}\n\n\n/** Color grading, applied to the tonemapped SCENE (not the background \u2014 see the\n * call site). The core is ASC CDL, the film-industry interchange standard:\n *\n * out = (in \u00B7 slope + offset) ^ power then saturation (SOP \u2192 SAT)\n *\n * Using the real standard rather than invented controls means a look authored\n * here maps onto any grading tool. slope/offset/power are derived on the CPU\n * from the UI's shadow/midtone/highlight colors (see setColorGrading), so the\n * per-pixel cost is one mul-add, one pow, one lerp. */\nfn grade(c: vec3f) -> vec3f {\n var x = pow(max(c * viewU[9].xyz + viewU[7].xyz, vec3f(0.0)), viewU[8].xyz);\n // Contrast pivots on 0.5 \u2014 display-referred midpoint, since we grade post-Filmic.\n x = (x - vec3f(0.5)) * viewU[7].w + vec3f(0.5);\n // Rec.709 luma, matching the ASC SAT node.\n let luma = dot(x, vec3f(0.2126, 0.7152, 0.0722));\n return max(mix(vec3f(luma), x, viewU[8].w), vec3f(0.0));\n}\n";
96
96
  export declare function buildCompositeShader(effect?: CompositeEffectSource | null): string;
97
97
  export declare function buildFieldShader(effect: CompositeEffectSource): string;
98
98
  /** Kept for compatibility with existing imports (the base, no-effect shader). */
@@ -1 +1 @@
1
- {"version":3,"file":"composite.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/composite.ts"],"names":[],"mappings":"AAwBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;+BAgC+B;AAC/B;;;;;;;;;;;;;;;;;;GAkBG;AACH,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG;IAAE,IAAI,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,OAAO,CAAA;CAAE,EAAE,CAIhG;AAID,OAAO,EAAE,cAAc,EAAE,eAAe,EAAE,iBAAiB,EAAE,oBAAoB,EAAE,MAAM,gBAAgB,CAAA;AAEzG,KAAK,qBAAqB,GAAG;IAC3B,gFAAgF;IAChF,IAAI,EAAE,MAAM,CAAA;IACZ,kFAAkF;IAClF,UAAU,EAAE,MAAM,CAAA;IAClB,4DAA4D;IAC5D,aAAa,EAAE,OAAO,CAAA;IACtB,oEAAoE;IACpE,aAAa,EAAE,OAAO,CAAA;IACtB,mEAAmE;IACnE,QAAQ,EAAE,MAAM,CAAA;IAChB;mFAC+E;IAC/E,GAAG,CAAC,EAAE,OAAO,CAAA;IACb;;;yEAGqE;IACrE,UAAU,EAAE,MAAM,CAAA;IAClB;;8EAE0E;IAC1E,KAAK,CAAC,EAAE,MAAM,EAAE,CAAA;CACjB,CAAA;AA6LD;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,gBAAgB,yqaA+H5B,CAAA;AA4LD,wBAAgB,oBAAoB,CAAC,MAAM,CAAC,EAAE,qBAAqB,GAAG,IAAI,GAAG,MAAM,CAQlF;AAuDD,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,qBAAqB,GAAG,MAAM,CAqEtE;AAED,iFAAiF;AACjF,eAAO,MAAM,qBAAqB,QAA6B,CAAA"}
1
+ {"version":3,"file":"composite.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/composite.ts"],"names":[],"mappings":"AAwBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;+BAgC+B;AAC/B;;;;;;;;;;;;;;;;;;GAkBG;AACH,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG;IAAE,IAAI,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,OAAO,CAAA;CAAE,EAAE,CAIhG;AAID,OAAO,EAAE,cAAc,EAAE,eAAe,EAAE,iBAAiB,EAAE,oBAAoB,EAAE,MAAM,gBAAgB,CAAA;AAEzG,KAAK,qBAAqB,GAAG;IAC3B,gFAAgF;IAChF,IAAI,EAAE,MAAM,CAAA;IACZ,kFAAkF;IAClF,UAAU,EAAE,MAAM,CAAA;IAClB,4DAA4D;IAC5D,aAAa,EAAE,OAAO,CAAA;IACtB,oEAAoE;IACpE,aAAa,EAAE,OAAO,CAAA;IACtB,gEAAgE;IAChE,QAAQ,EAAE,MAAM,CAAA;IAChB;mFAC+E;IAC/E,GAAG,CAAC,EAAE,OAAO,CAAA;IACb;;;yEAGqE;IACrE,UAAU,EAAE,MAAM,CAAA;IAClB;;8EAE0E;IAC1E,KAAK,CAAC,EAAE,MAAM,EAAE,CAAA;CACjB,CAAA;AA6LD;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,gBAAgB,yqaA+H5B,CAAA;AA4LD,wBAAgB,oBAAoB,CAAC,MAAM,CAAC,EAAE,qBAAqB,GAAG,IAAI,GAAG,MAAM,CAQlF;AAuDD,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,qBAAqB,GAAG,MAAM,CA4EtE;AAED,iFAAiF;AACjF,eAAO,MAAM,qBAAqB,QAA6B,CAAA"}
@@ -56,13 +56,13 @@ import { gridReadApi } from "./grid";
56
56
  /**
57
57
  * The bones an effect asked for, in declaration order — the slots rzAnchor reads.
58
58
  *
59
- * // @anchor 左手首 trail
60
- * // @anchor 頭
59
+ * #anchor 左手首 trail
60
+ * #anchor 頭
61
61
  *
62
62
  * A declaration in the source, like the mounts: what a file names is what gets
63
63
  * resolved and uploaded, so naming none costs nothing and nobody pays for a
64
64
  * rig's other five hundred bones. Anchored to the start of a line so that
65
- * writing the word @anchor in ordinary prose does not silently add a slot —
65
+ * writing the word #anchor in ordinary prose does not silently add a slot —
66
66
  * which would shift every slot after it.
67
67
  *
68
68
  * `trail` additionally keeps that bone's recent PATH, for rzTrail. Opt-in
@@ -73,7 +73,7 @@ import { gridReadApi } from "./grid";
73
73
  * not have simply reports invalid.
74
74
  */
75
75
  export function parseEffectAnchors(wgsl, max) {
76
- return [...wgsl.matchAll(/^[ \t]*\/\/[ \t]*@anchor[ \t]+(\S+)([ \t]+trail)?[ \t]*$/gm)]
76
+ return [...wgsl.matchAll(/^[ \t]*\/\/[ \t]*#anchor[ \t]+(\S+)([ \t]+trail)?[ \t]*$/gm)]
77
77
  .map((m) => ({ bone: m[1], trail: m[2] !== undefined }))
78
78
  .slice(0, max);
79
79
  }
@@ -691,7 +691,7 @@ export function buildFieldShader(effect) {
691
691
  * whose lightEmit read its own epoch disagreed with its own background()
692
692
  * about what time it was. One buffer per effect, one answer.
693
693
  */
694
- @group(0) @binding(22) var<uniform> _rzFieldClock: vec4f;
694
+ @group(0) @binding(22) var<uniform> _rzFieldClock: vec4f; // (time, weight, _, _)
695
695
 
696
696
  @vertex fn fieldVs(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4f {
697
697
  let x = f32((vi & 1u) << 2u) - 1.0;
@@ -715,6 +715,13 @@ struct FieldOut {
715
715
  out.fg = vec4f(0.0);
716
716
  ${bgLine}
717
717
  ${fgLine}
718
+ // WEIGHT, applied where the author cannot decline it.
719
+ //
720
+ // Alpha only: both field blends multiply the fragment's colour by src-alpha,
721
+ // so this is the fade for the alpha-over layer and the additive one alike.
722
+ // Scaling colour as well would fade as the square.
723
+ out.bg.a *= _rzFieldClock.y;
724
+ out.fg.a *= _rzFieldClock.y;
718
725
  return out;
719
726
  }
720
727
  `);
@@ -2,8 +2,6 @@ import { type CastLayout } from "./particles";
2
2
  export declare const GRID_MAX = 1024;
3
3
  /** rgba16float, ping-ponged. Two of these is the whole memory cost. */
4
4
  export declare const SIM_FORMAT: GPUTextureFormat;
5
- /** `// @grid 256` — the grid's resolution, in texels per side. */
6
- export declare function parseGridSize(wgsl: string, max: number): number;
7
5
  /** Whether this effect drives a grid at all. */
8
6
  export declare function gridEntryPoint(wgsl: string): boolean;
9
7
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"grid.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/grid.ts"],"names":[],"mappings":"AAKA,OAAO,EAAE,KAAK,UAAU,EAAE,MAAM,aAAa,CAAA;AAiC7C,eAAO,MAAM,QAAQ,OAAO,CAAA;AAC5B,uEAAuE;AACvE,eAAO,MAAM,UAAU,EAAE,gBAAgC,CAAA;AAEzD,kEAAkE;AAClE,wBAAgB,aAAa,CAAC,IAAI,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG,MAAM,CAM/D;AAED,gDAAgD;AAChD,wBAAgB,cAAc,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAEpD;AAED;;;;;;GAMG;AACH,wBAAgB,WAAW,CAAC,KAAK,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,GAAG,MAAM,CA6B1F;AAWD;;;;;;;;;;;;GAYG;AACH,wBAAgB,cAAc,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,GAAG,MAAM,CA6DnF"}
1
+ {"version":3,"file":"grid.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/grid.ts"],"names":[],"mappings":"AAKA,OAAO,EAAE,KAAK,UAAU,EAAE,MAAM,aAAa,CAAA;AAiC7C,eAAO,MAAM,QAAQ,OAAO,CAAA;AAC5B,uEAAuE;AACvE,eAAO,MAAM,UAAU,EAAE,gBAAgC,CAAA;AAEzD,gDAAgD;AAChD,wBAAgB,cAAc,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAEpD;AAED;;;;;;GAMG;AACH,wBAAgB,WAAW,CAAC,KAAK,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,GAAG,MAAM,CA6B1F;AAWD;;;;;;;;;;;;GAYG;AACH,wBAAgB,cAAc,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,GAAG,MAAM,CA6DnF"}
@@ -36,15 +36,6 @@ import { clockApi, trailSlotsApi, viewportApi } from "./hosted-api";
36
36
  export const GRID_MAX = 1024;
37
37
  /** rgba16float, ping-ponged. Two of these is the whole memory cost. */
38
38
  export const SIM_FORMAT = "rgba16float";
39
- /** `// @grid 256` — the grid's resolution, in texels per side. */
40
- export function parseGridSize(wgsl, max) {
41
- const m = /^\s*\/\/\s*@grid\s+(\d+)\s*$/m.exec(wgsl);
42
- if (!m)
43
- return 0;
44
- // Clamped rather than rejected, as the particle count is: an author asking for
45
- // 4096 gets the most the engine will give and a scene that still runs.
46
- return Math.max(8, Math.min(max, parseInt(m[1], 10)));
47
- }
48
39
  /** Whether this effect drives a grid at all. */
49
40
  export function gridEntryPoint(wgsl) {
50
41
  return /\bfn\s+gridStep\s*\(/.test(wgsl);
@@ -26,12 +26,6 @@ type ParticleSource = {
26
26
  };
27
27
  /** Bytes per particle. Explicitly padded — see the struct below. */
28
28
  export declare const PARTICLE_STRIDE = 48;
29
- /** `// @particles 4096` — how many live at once. */
30
- export declare function parseParticleCount(wgsl: string, max: number): number;
31
- /** `// @bloom` — opt in to the bloom pyramid. Sparks want it; rain does not. */
32
- export declare function parseParticleBloom(wgsl: string): boolean;
33
- /** `// @blend additive` — default is straight alpha. */
34
- export declare function parseParticleBlend(wgsl: string): ParticleBlend;
35
29
  /** Does the source define the particle contract? All three are required together. */
36
30
  export declare function particleEntryPoints(wgsl: string): {
37
31
  init: boolean;
@@ -1 +1 @@
1
- {"version":3,"file":"particles.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/particles.ts"],"names":[],"mappings":"AAyBA,sEAAsE;AACtE,MAAM,MAAM,UAAU,GAAG;IACvB,QAAQ,EAAE,MAAM,CAAA;IAChB,OAAO,EAAE,MAAM,CAAA;IACf,IAAI,EAAE,MAAM,CAAA;IACZ,SAAS,EAAE,MAAM,CAAA;IACjB,iFAAiF;IACjF,KAAK,EAAE,MAAM,CAAA;IACb;;mFAE+E;IAC/E,UAAU,EAAE,MAAM,CAAA;IAClB,+EAA+E;IAC/E,KAAK,EAAE,MAAM,EAAE,CAAA;CAChB,CAAA;AAiCD,qDAAqD;AACrD,KAAK,aAAa,GAAG,OAAO,GAAG,UAAU,CAAA;AAEzC,KAAK,cAAc,GAAG;IACpB,kCAAkC;IAClC,IAAI,EAAE,MAAM,CAAA;IACZ,qFAAqF;IACrF,KAAK,EAAE,MAAM,CAAA;IACb,KAAK,EAAE,aAAa,CAAA;IACpB,qEAAqE;IACrE,KAAK,EAAE,OAAO,CAAA;CACf,CAAA;AAED,oEAAoE;AACpE,eAAO,MAAM,eAAe,KAAK,CAAA;AAkDjC,oDAAoD;AACpD,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG,MAAM,CAOpE;AAED,gFAAgF;AAChF,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAExD;AAED,wDAAwD;AACxD,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,MAAM,GAAG,aAAa,CAE9D;AAED,qFAAqF;AACrF,wBAAgB,mBAAmB,CAAC,IAAI,EAAE,MAAM,GAAG;IAAE,IAAI,EAAE,OAAO,CAAC;IAAC,IAAI,EAAE,OAAO,CAAC;IAAC,KAAK,EAAE,OAAO,CAAA;CAAE,CAMlG;AAED;;;;;;;;GAQG;AACH,wBAAgB,0BAA0B,CAAC,GAAG,EAAE,cAAc,EAAE,IAAI,EAAE,UAAU,GAAG,MAAM,CA0CxF;AAED;;;;;;;;;;;;GAYG;AACH,wBAAgB,yBAAyB,CAAC,GAAG,EAAE,cAAc,EAAE,IAAI,EAAE,UAAU,GAAG,MAAM,CAgHvF"}
1
+ {"version":3,"file":"particles.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/particles.ts"],"names":[],"mappings":"AAyBA,sEAAsE;AACtE,MAAM,MAAM,UAAU,GAAG;IACvB,QAAQ,EAAE,MAAM,CAAA;IAChB,OAAO,EAAE,MAAM,CAAA;IACf,IAAI,EAAE,MAAM,CAAA;IACZ,SAAS,EAAE,MAAM,CAAA;IACjB,iFAAiF;IACjF,KAAK,EAAE,MAAM,CAAA;IACb;;mFAE+E;IAC/E,UAAU,EAAE,MAAM,CAAA;IAClB,+EAA+E;IAC/E,KAAK,EAAE,MAAM,EAAE,CAAA;CAChB,CAAA;AAiCD,qDAAqD;AACrD,KAAK,aAAa,GAAG,OAAO,GAAG,UAAU,CAAA;AAEzC,KAAK,cAAc,GAAG;IACpB,kCAAkC;IAClC,IAAI,EAAE,MAAM,CAAA;IACZ,qFAAqF;IACrF,KAAK,EAAE,MAAM,CAAA;IACb,KAAK,EAAE,aAAa,CAAA;IACpB,qEAAqE;IACrE,KAAK,EAAE,OAAO,CAAA;CACf,CAAA;AAED,oEAAoE;AACpE,eAAO,MAAM,eAAe,KAAK,CAAA;AAuDjC,qFAAqF;AACrF,wBAAgB,mBAAmB,CAAC,IAAI,EAAE,MAAM,GAAG;IAAE,IAAI,EAAE,OAAO,CAAC;IAAC,IAAI,EAAE,OAAO,CAAC;IAAC,KAAK,EAAE,OAAO,CAAA;CAAE,CAMlG;AAED;;;;;;;;GAQG;AACH,wBAAgB,0BAA0B,CAAC,GAAG,EAAE,cAAc,EAAE,IAAI,EAAE,UAAU,GAAG,MAAM,CA0CxF;AAED;;;;;;;;;;;;GAYG;AACH,wBAAgB,yBAAyB,CAAC,GAAG,EAAE,cAAc,EAAE,IAAI,EAAE,UAAU,GAAG,MAAM,CAyHvF"}
@@ -51,6 +51,11 @@ struct ParticleU {
51
51
  dt: f32,
52
52
  count: u32,
53
53
  frame: u32,
54
+ /** The effect's evaluated influence, applied at the one output site below. */
55
+ weight: f32,
56
+ _pad0: f32,
57
+ _pad1: f32,
58
+ _pad2: f32,
54
59
  }
55
60
  `;
56
61
  /**
@@ -81,24 +86,6 @@ fn rzProject(p: vec3f) -> vec3f {
81
86
  }
82
87
  fn rzCamPos() -> vec3f { return cam.camPos; }
83
88
  `;
84
- /** `// @particles 4096` — how many live at once. */
85
- export function parseParticleCount(wgsl, max) {
86
- const m = /^\s*\/\/\s*@particles\s+(\d+)\s*$/m.exec(wgsl);
87
- if (!m)
88
- return 0;
89
- // Clamped rather than rejected: an author asking for a million gets the most
90
- // the engine will give and a scene that still runs, which is a better failure
91
- // than a compile error naming a number they had no way to know.
92
- return Math.max(1, Math.min(max, parseInt(m[1], 10)));
93
- }
94
- /** `// @bloom` — opt in to the bloom pyramid. Sparks want it; rain does not. */
95
- export function parseParticleBloom(wgsl) {
96
- return /^\s*\/\/\s*@bloom\s*$/m.test(wgsl);
97
- }
98
- /** `// @blend additive` — default is straight alpha. */
99
- export function parseParticleBlend(wgsl) {
100
- return /^\s*\/\/\s*@blend\s+additive\s*$/m.test(wgsl) ? "additive" : "alpha";
101
- }
102
89
  /** Does the source define the particle contract? All three are required together. */
103
90
  export function particleEntryPoints(wgsl) {
104
91
  return {
@@ -256,7 +243,16 @@ ${sceneIdFieldWgsl()}}
256
243
  @fragment
257
244
  fn fs(in: VSOut) -> FSOut {
258
245
  let p = particles[in.id];
259
- let c = particleShade(p, in.uv);
246
+ // WEIGHT IS APPLIED HERE, on the author's result, before anything reads it.
247
+ //
248
+ // Alpha alone, and that is not a shortcut: this fragment is premultiplied
249
+ // two lines down, so scaling alpha scales the colour with it — and where the
250
+ // target blends additively the premultiply is what carries the fade. One
251
+ // multiply is the correct fade for both particle targets.
252
+ var c = particleShade(p, in.uv);
253
+ c.a *= pu.weight;
254
+ // Weight 0 therefore discards every fragment, so an effect faded out costs
255
+ // nothing past the vertex stage even on the frame the draw is still issued.
260
256
  if (c.a <= 0.0) { discard; }
261
257
  var out: FSOut;
262
258
  // PREMULTIPLIED: the scene's colour target blends with srcFactor \"one\", so a
@@ -61,7 +61,7 @@ type SceneRenderClass =
61
61
  | "outline"
62
62
  /** Particles and ribbons in their default, non-additive mode. */
63
63
  | "particle"
64
- /** Particles declaring `// @blend additive` — LIGHT rather than matter, so
64
+ /** Particles declaring `#blend additive` — LIGHT rather than matter, so
65
65
  * colour sums and alpha is left alone: a glow must not claim coverage it
66
66
  * never occluded. The aux target sums with it, which is what lets an
67
67
  * additive effect reach the bloom gate at all. */
@@ -1 +1 @@
1
- {"version":3,"file":"trails.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/trails.ts"],"names":[],"mappings":"AAyBA,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,CAwUR"}
1
+ {"version":3,"file":"trails.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/trails.ts"],"names":[],"mappings":"AAyBA,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,CA6UR"}
@@ -83,7 +83,8 @@ struct TrailU {
83
83
  // model is added or removed, and recompiling every trail shader for that
84
84
  // would be absurd.
85
85
  subjects: f32,
86
- _pad1: f32,
86
+ /** The effect's evaluated influence, applied at the one output site below. */
87
+ weight: f32,
87
88
  _pad2: f32,
88
89
  }
89
90
  @group(0) @binding(0) var<storage, read> _rzCast: array<vec4f>;
@@ -353,15 +354,19 @@ fn fs(in: VSOut) -> TrailFSOut {
353
354
  // hardware does it, correctly and for free, and the reversed-Z trap that
354
355
  // needed its own regression test goes with it.
355
356
  let c = trailShade(in.uv.x, in.uv.y, in.age, in.weight, i32(in.slot));
356
- if (c.a <= 0.0) { discard; }
357
+ // THE EFFECT'S weight, not the ribbon's — in.weight above is the strand's
358
+ // own taper and belongs to the author. This one is the scheduler's, and it
359
+ // scales alpha because the target below multiplies colour by src-alpha.
360
+ let a = c.a * tu.weight;
361
+ if (a <= 0.0) { discard; }
357
362
  var o: TrailFSOut;
358
363
  // STRAIGHT colour into an ADDITIVE target, which reverses the old MAX rule
359
364
  // deliberately: max existed so parallel strands could not double into bright
360
365
  // dashes on a layer composited after tone mapping. In HDR before bloom,
361
366
  // overlapping light SHOULD sum — that is what neon does — and the tone
362
367
  // mapper is what keeps the sum from clipping.
363
- o.color = vec4f(c.rgb, c.a);
364
- o.aux = vec4f(${src.bloom ? "1.0" : "0.0"}, 1.0, 0.0, c.a);
368
+ o.color = vec4f(c.rgb, a);
369
+ o.aux = vec4f(${src.bloom ? "1.0" : "0.0"}, 1.0, 0.0, a);
365
370
  ${sceneIdPadWgsl("o")} return o;
366
371
  }
367
372
  `);
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "reze-engine",
3
- "version": "0.50.12",
3
+ "version": "0.52.0",
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",
@@ -41,4 +41,4 @@
41
41
  "@types/node": "^20",
42
42
  "typescript": "^5"
43
43
  }
44
- }
44
+ }
@@ -0,0 +1,120 @@
1
+ /**
2
+ * WHEN an effect is on, and how much of it.
3
+ *
4
+ * The engine evaluates this, not the app, and that is not an arbitrary split.
5
+ * Everything time-driven that lives above the engine has to be ticked by every
6
+ * loop that renders — playback, offline export, a warm-up pass — and the export
7
+ * loop already carries a scar about it: a score-driven effect once exported a
8
+ * still keyboard while the rest of the scene animated, because that loop
9
+ * advanced the audio clock and forgot the score's. A schedule evaluated where
10
+ * the scene clock advances cannot be forgotten by anyone.
11
+ *
12
+ * It is also where the three references put it. Unity's Timeline evaluates clip
13
+ * ease in its playable graph, Unreal's Sequencer evaluates section easing, and
14
+ * Blender's NLA evaluates strip influence — in all three the editor only edits
15
+ * the data. This is that.
16
+ *
17
+ * SECONDS, because that is the engine's clock. The document above works in
18
+ * MMD's 30fps frames and converts on the way in; nothing here knows the render
19
+ * rate, which is what lets a 60Hz preview and a 30 or 60fps export agree about
20
+ * which beat an effect lands on.
21
+ *
22
+ * The model is Blender's NLA strip, minus what needs a strip STACK: no
23
+ * extrapolation modes (outside a window is off, always), no auto-blend (it
24
+ * derives from neighbouring strips, and effects have a lane each), no repeat or
25
+ * scale (an author who wants a cycle can wrap their own clock).
26
+ *
27
+ * PURE, in its own file, for the reason param-track.ts is: everything else in
28
+ * this feature needs a GPU and this needs one number, so the edge cases can be
29
+ * tested exhaustively. They are where it goes wrong, and a wrong one is a beat
30
+ * missed in a video someone posts.
31
+ */
32
+
33
+ /** One strip on an effect's LANE — and a lane holds as many as you place.
34
+ * Seconds throughout. */
35
+ export type EffectWindow = {
36
+ /** When it comes alive, and where its own clock reads zero. */
37
+ start: number
38
+ /** When it stops. Omitted = it runs to the end of the scene. */
39
+ end?: number
40
+ /** Ramp up over this long from `start`. Omitted or 0 is a HARD CUT, which is
41
+ * the right answer for a flash and the wrong one for a glow. */
42
+ blendIn?: number
43
+ /** Ramp down over this long back from `end`. Needs an `end` to measure from:
44
+ * an effect with no end has nothing to ramp toward. */
45
+ blendOut?: number
46
+ }
47
+
48
+ /** What an effect is doing at one instant: a weight for its mounts, and where
49
+ * its own clock has reached. */
50
+ export type EffectState = { weight: number; time: number }
51
+
52
+ /** Off, and stopped at its own beginning. */
53
+ const SILENT: EffectState = { weight: 0, time: 0 }
54
+
55
+ const clamp01 = (n: number) => (n < 0 ? 0 : n > 1 ? 1 : Number.isFinite(n) ? n : 0)
56
+
57
+ /**
58
+ * One effect's state at one moment of the scene.
59
+ *
60
+ * `influence` is the level it reaches INSIDE the window — Blender's word and
61
+ * Blender's meaning. The blends ramp toward it rather than toward 1, so a
62
+ * permanently half-strength effect and a scheduled one are the same dial
63
+ * instead of two that can disagree.
64
+ *
65
+ * LINEAR ramps, matching the NLA's. A curve is a better default for light and a
66
+ * worse one for everything else, and there is no control to shape it with — a
67
+ * curve nobody asked for is worse than a plain one. If eased blends are ever
68
+ * wanted they belong as a property ON the window, which is the same call
69
+ * param-track.ts made about bezier keys.
70
+ */
71
+ export function effectState(
72
+ windows: readonly EffectWindow[] | null,
73
+ influence: number,
74
+ sceneTime: number,
75
+ ): EffectState {
76
+ const level = clamp01(influence)
77
+ // UNSCHEDULED RUNS WITH THE SCENE, on the scene's own clock — so an effect
78
+ // nobody has scheduled behaves exactly as it did before windows existed.
79
+ if (!windows || windows.length === 0) return { weight: level, time: sceneTime }
80
+
81
+ // A LANE HOLDS MANY STRIPS, which is what lets one effect fire more than
82
+ // once. Each entry restarts the effect's own clock at its own start, so a hit
83
+ // placed at bar 8 and again at bar 24 plays its opening both times rather
84
+ // than resuming halfway through itself.
85
+ //
86
+ // The LATEST start that contains the time wins. Strips on one lane are not
87
+ // meant to overlap — that is the rule every NLE enforces within a track, and
88
+ // it keeps "which strip am I in" a question with one answer — but a document
89
+ // can be hand-edited, and "the one most recently entered" is the reading that
90
+ // matches what you would see if they were laid down in order.
91
+ let window: EffectWindow | null = null
92
+ for (const w of windows) {
93
+ if (sceneTime < w.start) continue
94
+ if (w.end !== undefined && (w.end <= w.start || sceneTime > w.end)) continue
95
+ if (!window || w.start > window.start) window = w
96
+ }
97
+ if (!window) return SILENT
98
+
99
+ const { start, end } = window
100
+ // The picker above already rejected an empty strip (an end at or before the
101
+ // start, reachable by dragging one edge past the other) and anything the
102
+ // time is outside of, so from here the strip is live and has a real length.
103
+
104
+ // ITS OWN CLOCK, from its entry. This is the reason the window owns the clock
105
+ // rather than being a visibility flag beside it: an effect entering at bar 33
106
+ // should play its own opening, not join the scene four minutes in.
107
+ const time = sceneTime - start
108
+
109
+ let ramp = 1
110
+ const fadeIn = window.blendIn ?? 0
111
+ if (fadeIn > 0) ramp = Math.min(ramp, time / fadeIn)
112
+ const fadeOut = end !== undefined ? (window.blendOut ?? 0) : 0
113
+ if (fadeOut > 0) ramp = Math.min(ramp, (end! - sceneTime) / fadeOut)
114
+
115
+ // The MINIMUM of the two ramps, so blends that overlap degrade instead of
116
+ // break: set both longer than the strip and it becomes a triangle — dimmer
117
+ // than asked for, still smooth, never out of range. Multiplying them would
118
+ // dip toward zero in the middle of a short strip, which is not a fade.
119
+ return { weight: level * clamp01(ramp), time }
120
+ }