reze-engine 0.51.0 → 0.52.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/effect-schedule.d.ts +67 -0
- package/dist/effect-schedule.d.ts.map +1 -0
- package/dist/effect-schedule.js +96 -0
- package/dist/engine.d.ts +113 -17
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +324 -169
- package/dist/index.d.ts +2 -0
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +8 -0
- package/dist/shaders/anchor-table.d.ts +1 -1
- package/dist/shaders/anchor-table.js +3 -3
- package/dist/shaders/cast-api.d.ts +1 -1
- package/dist/shaders/cast-api.js +2 -2
- package/dist/shaders/directives.d.ts +73 -0
- package/dist/shaders/directives.d.ts.map +1 -0
- package/dist/shaders/directives.js +238 -0
- package/dist/shaders/lights.d.ts +0 -10
- package/dist/shaders/lights.d.ts.map +1 -1
- package/dist/shaders/lights.js +11 -19
- package/dist/shaders/passes/composite.d.ts +5 -5
- package/dist/shaders/passes/composite.d.ts.map +1 -1
- package/dist/shaders/passes/composite.js +12 -5
- package/dist/shaders/passes/grid.d.ts +0 -2
- package/dist/shaders/passes/grid.d.ts.map +1 -1
- package/dist/shaders/passes/grid.js +0 -9
- package/dist/shaders/passes/particles.d.ts +0 -6
- package/dist/shaders/passes/particles.d.ts.map +1 -1
- package/dist/shaders/passes/particles.js +15 -19
- package/dist/shaders/passes/scene-contract.d.ts +1 -1
- package/dist/shaders/passes/trails.d.ts.map +1 -1
- package/dist/shaders/passes/trails.js +9 -4
- package/package.json +2 -2
- package/src/effect-schedule.ts +120 -0
- package/src/engine.ts +323 -134
- package/src/index.ts +15 -0
- package/src/shaders/anchor-table.ts +3 -3
- package/src/shaders/cast-api.ts +2 -2
- package/src/shaders/directives.ts +289 -0
- package/src/shaders/lights.ts +11 -19
- package/src/shaders/passes/composite.ts +13 -6
- package/src/shaders/passes/grid.ts +0 -9
- package/src/shaders/passes/particles.ts +15 -21
- package/src/shaders/passes/scene-contract.ts +1 -1
- package/src/shaders/passes/trails.ts +9 -4
package/src/engine.ts
CHANGED
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@@ -29,6 +29,7 @@ import { LTC_MAG_LUT_SIZE, LTC_MAG_LUT_DATA } from "./shaders/ltc_mag_lut"
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import { SHADOW_DEPTH_SHADER_WGSL } from "./shaders/passes/shadow"
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import { ID_DEBUG_SHADER_WGSL } from "./shaders/passes/id-debug"
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import { paramChanged, sampleParamTrack, type ParamKey, type ParamValue } from "./param-track"
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import { effectState, type EffectWindow } from "./effect-schedule"
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import { SHADOW_CASCADES, buildShadowVP } from "./shadow-cascades"
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import { REFLECTION_DEBUG_WGSL, buildMirrorCamera } from "./reflection"
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import { packHalf, type HdrImage } from "./hdr"
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@@ -49,7 +50,6 @@ import {
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MAX_LIGHTS,
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buildLightEmitShader,
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hasLightEmit,
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parseLightCount,
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} from "./shaders/lights"
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import { groundShaderWgsl, GROUND_NOISE_BAKE_WGSL, GROUND_NOISE_SIZE } from "./shaders/passes/ground"
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import { outlineShaderWgsl } from "./shaders/passes/outline"
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@@ -66,7 +66,6 @@ import {
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buildCompositeShader,
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EFFECT_SCENE_API,
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buildFieldShader,
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parseEffectAnchors,
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EFFECT_ANCHORS,
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EFFECT_SUBJECTS,
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EFFECT_TRAIL_BASE,
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@@ -75,9 +74,6 @@ import {
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import {
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buildParticleComputeShader,
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buildParticleRenderShader,
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parseParticleBlend,
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parseParticleBloom,
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parseParticleCount,
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particleEntryPoints,
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PARTICLE_STRIDE,
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} from "./shaders/passes/particles"
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@@ -85,7 +81,6 @@ import {
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SIM_FORMAT,
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GRID_MAX,
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buildSimShader,
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parseGridSize,
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gridEntryPoint,
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} from "./shaders/passes/grid"
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import { buildTrailShader, trailEntryPoints, TRAIL_SUBDIVISIONS } from "./shaders/passes/trails"
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@@ -101,6 +96,7 @@ import type {
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StyleGroup,
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} from "./graph/style-group"
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import { DEFAULT_GRAPH } from "./graph/presets/default"
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import { parseDirectives, stripDirectives, type EffectDirectives, type EffectParamDecl } from "./shaders/directives"
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import { UNLIT_GRAPH } from "./graph/presets/unlit"
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import { FACE_GRAPH } from "./graph/presets/face"
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import { HAIR_GRAPH } from "./graph/presets/hair"
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@@ -379,6 +375,18 @@ export type EffectResult = {
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/** Which mounts the WGSL declared — `fn background` / `fn foreground`. Both
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* false only on a failed compile, since defining neither IS the failure. */
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mounts: { background: boolean; foreground: boolean }
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/** The knobs this effect exposes, from its own `#param` lines — name, type,
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* default and any range. A host builds controls from THIS rather than from
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* a second parse of the source, so what the panel offers and what the shader
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* reads cannot come apart. Empty when the effect declares none. */
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params: EffectParamDecl[]
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/** How long ONE firing lasts, seconds, from `#duration`. 0 = the effect
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* declared none and is AMBIENT — a condition the scene is in rather than
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* something that happens at a moment. A host places a hit at its own length
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* and spans an ambient one, which is the same reason `params` is here: what
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* the host does with an effect should come from the effect, not from a
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* second parse that can drift from it. */
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duration: number
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}
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type CameraOptions = {
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@@ -1260,13 +1268,13 @@ const FIELD_LAYER_BLEND: GPUBlendState = {
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}
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/**
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*
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* `#layer additive` — for LIGHT rather than matter.
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*
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* Alpha-over is right for anything with mass: smoke, fog, a backdrop. It is
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* wrong for a glow, and visibly so the moment two of them cross — the later
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* bolt occludes the earlier one in proportion to its own brightness, when what
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* light does is get brighter. Unity and Unreal both ship exactly this split,
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* and the particle path here already has it as
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* and the particle path here already has it as `#blend additive`.
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*
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* Colour still scales by the author's alpha, so alpha keeps meaning "how much
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* of this is here" and an effect fades out the way it always did. What changes
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@@ -1295,6 +1303,12 @@ const FIELD_LAYER_BLEND_ADDITIVE: GPUBlendState = {
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*/
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interface EffectInstance {
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wgsl: string
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/** What this instance's source declared — kept so setEffectParam can refuse a
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* name the effect never offered instead of writing nowhere. */
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paramDecls: EffectParamDecl[]
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/** One firing's length in seconds, from `#duration`. 0 = ambient. Reported
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* back at install so a host can place the effect at its own length. */
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duration: number
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paramLayout: Map<string, { offset: number; comps: 1 | 3 }>
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paramsBuffer: GPUBuffer | null
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paramsData: Float32Array<ArrayBuffer>
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@@ -1321,6 +1335,26 @@ interface EffectInstance {
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anchors: { bone: string; trail: boolean }[]
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/** Where this effect's own clock started, in scene seconds. */
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epochScene: number
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/**
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* The level this effect reaches, 0..1 — Blender's `influence`, and its
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* meaning: a strip's blends ramp toward THIS rather than toward 1, so a
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* permanently half-strength effect and a scheduled one are the same dial.
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*/
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influence: number
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/** Its strips, in scene seconds — a LANE, so one effect can fire more than
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* once. Null or empty = on for the whole scene, which is what applying an
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* effect does until someone places it. */
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window: readonly EffectWindow[] | null
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/**
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* What the mounts actually read this frame: `influence` shaped by the strip.
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*
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* Applied by ENGINE-GENERATED code at each mount's one output site, never by
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* the author's — an effect that had to honour its own weight would be an
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* effect that could forget to, and a scheduler cannot be built on a promise
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* every author has to keep. At 0 the mount's draw is skipped outright, which
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* is what makes a scheduled effect cost nothing outside its window.
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*/
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weight: number
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/** This effect's OWN clock, as a uniform the field shader reads. Per effect
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* because the shared one (viewU[6].x) is measured from the first installed
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* effect's epoch, so everything later started mid-stream. Null when the
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fieldClock: GPUBuffer | null
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/** The lightEmit mount: a compute stage that writes this effect's own slots
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* in the shared lights buffer, once per light per frame. Null unless the
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* source declares
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* source declares `#lights n` AND defines fn lightEmit. */
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lights: {
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pipeline: GPUComputePipeline
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bind: GPUBindGroup
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* cost a degenerate quad the rasteriser rejects, which is cheaper than the
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* prefix sum and readback a compacted draw list would need every frame.
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*/
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/** Ceiling for
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/** Ceiling for `#particles`. Past this an author is asking for a stall. */
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private static readonly MAX_PARTICLES = 65536
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private particleFrame = 0
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/**
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* RESOLUTION. Index 0 is full, index 1 is half — coarsest last, so the
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* composite reads them full-over-half.
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*
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*
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* `#fullres` used to be a property of the shared targets: one effect
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* declaring it promoted the pass for every effect installed, so a starfield
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* that upsamples perfectly paid four times the pixels because a keyboard
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* beside it needed crisp edges. Measured, that was the largest avoidable cost
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*
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* `field` earns its place now that a scene runs SEVERAL field effects at
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* once: it is one pass with N draws, its resolution is a property of the
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* shared targets rather than of any one effect — so a single
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* shared targets rather than of any one effect — so a single `#fullres`
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* effect quadruples the pixel count for all of them — and it is the pass the
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* field restructure moves. Restructuring it while it was the only untimed
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* is KEPT and diagnostics are returned with line numbers relative to the
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* user's WGSL. Pass null to remove the effect.
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*/
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/**
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* Every directive an effect may declare — used ONLY to tell an author that
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* the line they wrote is not doing what they think. See compileEffect.
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*
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* It has to be complete, including the ones this engine does not read itself:
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* `@dissolve` is parsed by the host, and warning about it would be worse than
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* the silence this replaced — a false alarm on a working line teaches authors
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* to ignore the channel.
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*/
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private static readonly KNOWN = new Set([
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"@anchor",
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"@layer",
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"@blend",
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"@bloom",
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"@lights",
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"@grid",
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"@particles",
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"@halfres",
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// Accepted and inert: full resolution is the default now, and an effect
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// that still says so is right about what it wants. Warning about it would
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// be telling authors off for the thing that used to be necessary.
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"@fullres",
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// The HOST's, not this engine's — see the note above.
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"@dissolve",
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])
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private async compileEffect(
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/** The author's file, directives included — parsed here and nowhere else. */
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authored: string,
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params: Record<string, EffectParamValue> | undefined,
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/** This effect's own declarations, already parsed by the caller — which had
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* to read them anyway to build the scene table. */
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alias: number[],
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): Promise<{ ok: true; instance: EffectInstance; warnings: string[] } | EffectResult> {
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const noMounts = { background: false, foreground: false }
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if (!this.device) return { ok: false, diagnostics: ["setEffect requires init() to have run"], mounts: noMounts }
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if (!this.device) return { ok: false, diagnostics: ["setEffect requires init() to have run"], mounts: noMounts, params: [], duration: 0 }
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// WHAT THE FILE DECLARES, read once. Everything below takes it from `d`
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// rather than running a regex of its own — eight parsers over one file was
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// eight chances to disagree about what it said, and they did.
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//
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// An unrecognised or malformed directive is an ERROR. `#` is not WGSL
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// syntax, so a line starting with one is unambiguously ours and there is
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// nothing to be lenient about; the old spelling lived in comments, where a
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// typo was indistinguishable from prose and could only ever be warned about.
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const parsed = parseDirectives(authored)
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if (parsed.errors.length) return { ok: false, diagnostics: parsed.errors, mounts: noMounts, params: [], duration: 0 }
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const d = parsed.directives
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// The compiler sees the file with its directive lines BLANKED, so every
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// diagnostic below still names the line the author is looking at.
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const wgsl = stripDirectives(authored)
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// ── Which mounts did the author ask for? A declaration, not a setting: the
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// entry points present in the source are the ones compiled in. Matching the
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const te = trailEntryPoints(wgsl)
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const wantsTrails = te.width || te.shade
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if (wantsTrails && !(te.width && te.shade)) {
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return {
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ok: false,
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diagnostics: [
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return { ok: false, diagnostics: [
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`a ribbon effect needs both fn trailWidth(u: f32, age: f32) -> f32 and ` +
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`fn trailShade(u: f32, v: f32, age: f32, weight: f32, slot: i32) -> vec4f`,
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],
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mounts: noMounts,
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}
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], mounts: noMounts, params: [], duration: 0 }
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}
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if (wantsParticles && !(pe.init && pe.step && pe.shade)) {
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const missing = [
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pe.step ? null : "fn particleStep(p: Particle, dt: f32) -> Particle",
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pe.shade ? null : "fn particleShade(p: Particle, uv: vec2f) -> vec4f",
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].filter(Boolean)
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return { ok: false, diagnostics: [`a particle effect also needs ${missing.join(" and ")}`], mounts: noMounts }
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+
return { ok: false, diagnostics: [`a particle effect also needs ${missing.join(" and ")}`], mounts: noMounts, params: [], duration: 0 }
|
|
3082
3103
|
}
|
|
3083
3104
|
// One file, one kind — for now.
|
|
3084
3105
|
//
|
|
@@ -3093,36 +3114,28 @@ export class Engine {
|
|
|
3093
3114
|
// says so plainly instead of failing with "unresolved type Particle" from a
|
|
3094
3115
|
// pass they did not know they were compiling into.
|
|
3095
3116
|
if ((wantsParticles || wantsTrails) && (hasBackground || hasForeground)) {
|
|
3096
|
-
return {
|
|
3097
|
-
ok: false,
|
|
3098
|
-
diagnostics: [
|
|
3117
|
+
return { ok: false, diagnostics: [
|
|
3099
3118
|
"an effect declares field mounts (background/foreground) or particles, not both — " +
|
|
3100
3119
|
"split them into two effects",
|
|
3101
|
-
],
|
|
3102
|
-
mounts: noMounts,
|
|
3103
|
-
}
|
|
3120
|
+
], mounts: noMounts, params: [], duration: 0 }
|
|
3104
3121
|
}
|
|
3105
3122
|
// lightEmit counts as a mount on its own: a pure lighting rig draws nothing
|
|
3106
3123
|
// and is still an effect — it is how a scene gets stage lights without also
|
|
3107
3124
|
// getting geometry it did not ask for.
|
|
3108
3125
|
if (!hasBackground && !hasForeground && !wantsParticles && !wantsTrails && !hasLightEmit(wgsl)) {
|
|
3109
|
-
return {
|
|
3110
|
-
ok: false,
|
|
3111
|
-
diagnostics: [
|
|
3126
|
+
return { ok: false, diagnostics: [
|
|
3112
3127
|
"an effect must define fn background(ray: vec3f, uv: vec2f, time: f32) -> vec4f, " +
|
|
3113
3128
|
"fn foreground(ray: vec3f, uv: vec2f, time: f32, depth: f32) -> vec4f, " +
|
|
3114
3129
|
"the particle trio (particleInit/particleStep/particleShade), " +
|
|
3115
3130
|
"the ribbon pair (trailWidth/trailShade), " +
|
|
3116
|
-
"or fn lightEmit(i: u32) -> RzLight with
|
|
3117
|
-
],
|
|
3118
|
-
mounts: noMounts,
|
|
3119
|
-
}
|
|
3131
|
+
"or fn lightEmit(i: u32) -> RzLight with #lights <n>",
|
|
3132
|
+
], mounts: noMounts, params: [], duration: 0 }
|
|
3120
3133
|
}
|
|
3121
3134
|
const mounts = { background: hasBackground, foreground: hasForeground }
|
|
3122
3135
|
|
|
3123
3136
|
// ── Directives only some mounts honour ──
|
|
3124
3137
|
//
|
|
3125
|
-
//
|
|
3138
|
+
// #bloom sets the aux mask, and only the particle and ribbon modules write
|
|
3126
3139
|
// that mask: they draw inside the scene pass, in HDR, while the bloom
|
|
3127
3140
|
// pyramid can still see them. A field effect composites in DISPLAY space
|
|
3128
3141
|
// after tone mapping, so there is nothing left to pick it up and the
|
|
@@ -3135,32 +3148,9 @@ export class Engine {
|
|
|
3135
3148
|
// pinning an effect that declares this has to keep installing; saying so is
|
|
3136
3149
|
// all that was ever missing.
|
|
3137
3150
|
const warnings: string[] = []
|
|
3138
|
-
|
|
3139
|
-
//
|
|
3140
|
-
// Every pragma is matched with `\s*$` after it, so a line that carries a
|
|
3141
|
-
// note as well — `// @fullres — glyph edges are sub-pixel detail` — matches
|
|
3142
|
-
// none of them and is read as an ordinary comment. Nothing failed, nothing
|
|
3143
|
-
// said anything, and the effect simply ran without the property it asked
|
|
3144
|
-
// for: three shipped effects were silently half-res and a fourth silently
|
|
3145
|
-
// stopped being additive, each one's first line explaining why it needed
|
|
3146
|
-
// the thing it was not getting.
|
|
3147
|
-
//
|
|
3148
|
-
// Every directive this engine knows, so an unrecognised one is named rather
|
|
3149
|
-
// than ignored. Cheap: it runs once per install, over a file a human wrote.
|
|
3150
|
-
for (const m of wgsl.matchAll(/^[ \t]*\/\/[ \t]*(@[a-zA-Z]+)(.*)$/gm)) {
|
|
3151
|
-
const [, tag, rest] = m
|
|
3152
|
-
if (!Engine.KNOWN.has(tag)) {
|
|
3153
|
-
warnings.push(`${tag} is not a directive this engine knows — it will be ignored.`)
|
|
3154
|
-
} else if (rest.trim() && !/^\s*[\w.\-+]+(\s+[\w.\-+]+)*\s*$/.test(rest)) {
|
|
3155
|
-
warnings.push(
|
|
3156
|
-
`${tag} has a note on the same line, so it does not parse and is being IGNORED. ` +
|
|
3157
|
-
`A directive must be alone on its line — put the note on the next one.`,
|
|
3158
|
-
)
|
|
3159
|
-
}
|
|
3160
|
-
}
|
|
3161
|
-
if (parseParticleBloom(wgsl) && !wantsParticles && !wantsTrails) {
|
|
3151
|
+
if (d.bloom && !wantsParticles && !wantsTrails) {
|
|
3162
3152
|
warnings.push(
|
|
3163
|
-
"
|
|
3153
|
+
"#bloom does nothing here. A field effect (background/foreground) composites after tone " +
|
|
3164
3154
|
"mapping, past the bloom pyramid — the directive applies to particles and ribbons, which draw " +
|
|
3165
3155
|
"in HDR inside the scene pass. Make the effect's own falloff brighter instead.",
|
|
3166
3156
|
)
|
|
@@ -3183,7 +3173,7 @@ export class Engine {
|
|
|
3183
3173
|
let cursor = 0
|
|
3184
3174
|
for (const [name, value] of entries) {
|
|
3185
3175
|
if (!/^[a-zA-Z_][a-zA-Z0-9_]*$/.test(name)) {
|
|
3186
|
-
return { ok: false, diagnostics: [`invalid param name "${name}" (must be a WGSL identifier)`], mounts }
|
|
3176
|
+
return { ok: false, diagnostics: [`invalid param name "${name}" (must be a WGSL identifier)`], mounts, params: d.params, duration: d.duration }
|
|
3187
3177
|
}
|
|
3188
3178
|
const isVec = typeof value !== "number"
|
|
3189
3179
|
const align = isVec ? 16 : 4
|
|
@@ -3212,7 +3202,7 @@ export class Engine {
|
|
|
3212
3202
|
// module (buildFieldShader), so a bad effect can no longer produce errors at
|
|
3213
3203
|
// line numbers in a shader the author never wrote — and installing one no
|
|
3214
3204
|
// longer recompiles the composite's tone-mapping half at all.
|
|
3215
|
-
const gridSize = gridEntryPoint(wgsl) ?
|
|
3205
|
+
const gridSize = gridEntryPoint(wgsl) ? Math.min(d.grid || 256, GRID_MAX) : 0
|
|
3216
3206
|
// `alias` goes in: a field effect reads bones through _rzSlot exactly as a
|
|
3217
3207
|
// particle one does, and it was the only module never handed the mapping.
|
|
3218
3208
|
const fieldEffect =
|
|
@@ -3221,11 +3211,11 @@ export class Engine {
|
|
|
3221
3211
|
this.device.pushErrorScope("validation")
|
|
3222
3212
|
const module = this.device.createShaderModule({ label: "composite shader (effect)", code: source })
|
|
3223
3213
|
const scopeErr = await this.device.popErrorScope()
|
|
3224
|
-
if (scopeErr) return { ok: false, diagnostics: [scopeErr.message], mounts }
|
|
3214
|
+
if (scopeErr) return { ok: false, diagnostics: [scopeErr.message], mounts, params: d.params, duration: d.duration }
|
|
3225
3215
|
|
|
3226
3216
|
// Declared like every other mount property: by what the source says, not by
|
|
3227
3217
|
// a setting somewhere else that an author cannot see from the file.
|
|
3228
|
-
const layerBlend =
|
|
3218
|
+
const layerBlend = d.additiveLayer
|
|
3229
3219
|
? FIELD_LAYER_BLEND_ADDITIVE
|
|
3230
3220
|
: FIELD_LAYER_BLEND
|
|
3231
3221
|
let fieldPipeline: GPURenderPipeline | null = null
|
|
@@ -3240,7 +3230,7 @@ export class Engine {
|
|
|
3240
3230
|
.filter((m) => m.type === "error")
|
|
3241
3231
|
.map((m) => `${Math.max(0, m.lineNum - userLineOffset)}:${m.linePos} ${m.message}`)
|
|
3242
3232
|
if (diagnostics.length === 0 && fieldScopeErr) diagnostics.push(fieldScopeErr.message)
|
|
3243
|
-
if (diagnostics.length > 0) return { ok: false, diagnostics, mounts }
|
|
3233
|
+
if (diagnostics.length > 0) return { ok: false, diagnostics, mounts, params: d.params, duration: d.duration }
|
|
3244
3234
|
try {
|
|
3245
3235
|
fieldPipeline = await this.device.createRenderPipelineAsync({
|
|
3246
3236
|
label: "field layer pipeline",
|
|
@@ -3266,7 +3256,7 @@ export class Engine {
|
|
|
3266
3256
|
multisample: { count: 1 },
|
|
3267
3257
|
})
|
|
3268
3258
|
} catch (e) {
|
|
3269
|
-
return { ok: false, diagnostics: [e instanceof Error ? e.message : String(e)], mounts }
|
|
3259
|
+
return { ok: false, diagnostics: [e instanceof Error ? e.message : String(e)], mounts, params: d.params, duration: d.duration }
|
|
3270
3260
|
}
|
|
3271
3261
|
}
|
|
3272
3262
|
let identity: GPURenderPipeline
|
|
@@ -3290,7 +3280,7 @@ export class Engine {
|
|
|
3290
3280
|
make(true, "composite pipeline (effect, gamma!=1)"),
|
|
3291
3281
|
])
|
|
3292
3282
|
} catch (e) {
|
|
3293
|
-
return { ok: false, diagnostics: [e instanceof Error ? e.message : String(e)], mounts }
|
|
3283
|
+
return { ok: false, diagnostics: [e instanceof Error ? e.message : String(e)], mounts, params: d.params, duration: d.duration }
|
|
3294
3284
|
}
|
|
3295
3285
|
|
|
3296
3286
|
// Built BEFORE the swap: a particle stage that fails to compile has to leave
|
|
@@ -3306,17 +3296,17 @@ export class Engine {
|
|
|
3306
3296
|
grid?.textures[1].destroy()
|
|
3307
3297
|
grid?.uniform.destroy()
|
|
3308
3298
|
trails?.uniform.destroy()
|
|
3309
|
-
return { ok: false, diagnostics, mounts }
|
|
3299
|
+
return { ok: false, diagnostics, mounts, params: d.params, duration: d.duration }
|
|
3310
3300
|
}
|
|
3311
3301
|
let particles: EffectParticles | null = null
|
|
3312
3302
|
if (wantsParticles) {
|
|
3313
|
-
const built = await this.buildParticles(wgsl, anchors, alias)
|
|
3303
|
+
const built = await this.buildParticles(wgsl, d, anchors, alias)
|
|
3314
3304
|
if (!built.ok) return abandon(built.diagnostics)
|
|
3315
3305
|
particles = built.state
|
|
3316
3306
|
}
|
|
3317
3307
|
let grid: EffectGrid | null = null
|
|
3318
3308
|
if (gridEntryPoint(wgsl)) {
|
|
3319
|
-
const built = await this.buildSim(wgsl, anchors, alias)
|
|
3309
|
+
const built = await this.buildSim(wgsl, d, anchors, alias)
|
|
3320
3310
|
if (!built.ok) return abandon(built.diagnostics)
|
|
3321
3311
|
grid = built.state
|
|
3322
3312
|
}
|
|
@@ -3326,13 +3316,9 @@ export class Engine {
|
|
|
3326
3316
|
// bone recorded without one would read zeroes and paint a line to the origin.
|
|
3327
3317
|
const trailSlots = anchors.filter((a) => a.trail).length
|
|
3328
3318
|
if (trailSlots === 0) {
|
|
3329
|
-
return {
|
|
3330
|
-
ok: false,
|
|
3331
|
-
diagnostics: ["a ribbon effect needs at least one // @anchor <bone> trail"],
|
|
3332
|
-
mounts,
|
|
3333
|
-
}
|
|
3319
|
+
return { ok: false, diagnostics: ["a ribbon effect needs at least one #anchor <bone> trail"], mounts, params: d.params, duration: d.duration }
|
|
3334
3320
|
}
|
|
3335
|
-
const built = await this.buildTrails(wgsl, anchors, alias)
|
|
3321
|
+
const built = await this.buildTrails(wgsl, d, anchors, alias)
|
|
3336
3322
|
if (!built.ok) return abandon(built.diagnostics)
|
|
3337
3323
|
trails = built.state
|
|
3338
3324
|
}
|
|
@@ -3345,13 +3331,13 @@ export class Engine {
|
|
|
3345
3331
|
// count is a function nothing calls. Either alone is a silent blank, which
|
|
3346
3332
|
// is the worst way for an effect to fail.
|
|
3347
3333
|
let lights: EffectInstance["lights"] = null
|
|
3348
|
-
const declaredLights =
|
|
3334
|
+
const declaredLights = Math.min(d.lights, MAX_LIGHTS)
|
|
3349
3335
|
const emits = hasLightEmit(wgsl)
|
|
3350
3336
|
if (declaredLights > 0 !== emits) {
|
|
3351
3337
|
return abandon([
|
|
3352
3338
|
emits
|
|
3353
|
-
? "an effect defining fn lightEmit(i: u32) -> RzLight must also declare how many with
|
|
3354
|
-
: "
|
|
3339
|
+
? "an effect defining fn lightEmit(i: u32) -> RzLight must also declare how many with #lights <n>"
|
|
3340
|
+
: "#lights <n> needs fn lightEmit(i: u32) -> RzLight to fill those slots",
|
|
3355
3341
|
])
|
|
3356
3342
|
}
|
|
3357
3343
|
if (declaredLights > 0) {
|
|
@@ -3380,6 +3366,8 @@ export class Engine {
|
|
|
3380
3366
|
}
|
|
3381
3367
|
const instance: EffectInstance = {
|
|
3382
3368
|
wgsl,
|
|
3369
|
+
paramDecls: d.params,
|
|
3370
|
+
duration: d.duration,
|
|
3383
3371
|
paramLayout: layout,
|
|
3384
3372
|
paramsBuffer,
|
|
3385
3373
|
paramsData,
|
|
@@ -3394,6 +3382,12 @@ export class Engine {
|
|
|
3394
3382
|
// The effect's own clock starts now. Per effect so that one installed
|
|
3395
3383
|
// later still gets a frame where rzGridFrame() is 0 and can seed.
|
|
3396
3384
|
epochScene: this.sceneClock,
|
|
3385
|
+
// Fully on, unscheduled. An effect that is installed is showing;
|
|
3386
|
+
// scheduling it is something a caller does afterwards, and an install
|
|
3387
|
+
// that silently began at zero would look like a compile that failed.
|
|
3388
|
+
influence: 1,
|
|
3389
|
+
window: null,
|
|
3390
|
+
weight: 1,
|
|
3397
3391
|
// Its OWN resolution, no longer the scene's: an effect that never asked
|
|
3398
3392
|
// for full res is not promoted because a neighbour did.
|
|
3399
3393
|
// FULL RESOLUTION UNLESS TOLD OTHERWISE.
|
|
@@ -3406,12 +3400,12 @@ export class Engine {
|
|
|
3406
3400
|
// wearing a different hat: the safe answer has to be the one you get
|
|
3407
3401
|
// for saying nothing.
|
|
3408
3402
|
//
|
|
3409
|
-
// The cost is real and is why the half layer stays:
|
|
3403
|
+
// The cost is real and is why the half layer stays: `#halfres` is worth
|
|
3410
3404
|
// about 3.7x on a full-screen effect (Footprints, measured, 1.2ms
|
|
3411
3405
|
// against 4.5ms). It is the right call for a soft additive glow, which
|
|
3412
3406
|
// upsamples invisibly — and it is now a claim an author makes about
|
|
3413
3407
|
// their own effect rather than a fate that befalls one.
|
|
3414
|
-
fieldLayer:
|
|
3408
|
+
fieldLayer: d.fieldLayer,
|
|
3415
3409
|
fieldPipeline,
|
|
3416
3410
|
fieldClock,
|
|
3417
3411
|
// Filled by rebuildFieldBindGroup below, which needs the instance to
|
|
@@ -3453,7 +3447,7 @@ export class Engine {
|
|
|
3453
3447
|
list: { wgsl: string; params?: Record<string, EffectParamValue> }[] | null,
|
|
3454
3448
|
): Promise<EffectResult[]> {
|
|
3455
3449
|
const noMounts = { background: false, foreground: false }
|
|
3456
|
-
if (!this.device) return [{ ok: false, diagnostics: ["setEffects requires init() to have run"], mounts: noMounts }]
|
|
3450
|
+
if (!this.device) return [{ ok: false, diagnostics: ["setEffects requires init() to have run"], mounts: noMounts, params: [], duration: 0 }]
|
|
3457
3451
|
|
|
3458
3452
|
const requested = list ?? []
|
|
3459
3453
|
if (requested.length === 0) {
|
|
@@ -3479,7 +3473,14 @@ export class Engine {
|
|
|
3479
3473
|
|
|
3480
3474
|
// One table for the whole scene, built before anything compiles: an effect's
|
|
3481
3475
|
// alias is its row, and a bone two effects both name is allocated once.
|
|
3482
|
-
|
|
3476
|
+
// The table needs every effect's anchors before any of them compiles, so
|
|
3477
|
+
// this is the one place a source is read twice — compileEffect parses it
|
|
3478
|
+
// again for everything else. A malformed file yields no anchors here and
|
|
3479
|
+
// fails with its real diagnostics there, which is the right order: the
|
|
3480
|
+
// error names the line, not the table.
|
|
3481
|
+
const perEffectAnchors = requested.map((e) =>
|
|
3482
|
+
parseDirectives(e.wgsl).directives.anchors.slice(0, MAX_EFFECT_ANCHORS),
|
|
3483
|
+
)
|
|
3483
3484
|
const table = buildAnchorTable(perEffectAnchors, MAX_EFFECT_ANCHORS)
|
|
3484
3485
|
|
|
3485
3486
|
const results: EffectResult[] = []
|
|
@@ -3499,6 +3500,8 @@ export class Engine {
|
|
|
3499
3500
|
instances.push(built.instance)
|
|
3500
3501
|
results.push({
|
|
3501
3502
|
ok: true,
|
|
3503
|
+
params: built.instance.paramDecls,
|
|
3504
|
+
duration: built.instance.duration,
|
|
3502
3505
|
// Installed, and still with something to say — a directive that parsed
|
|
3503
3506
|
// but will never fire. Same channel as the dropped-anchor note below.
|
|
3504
3507
|
diagnostics: built.warnings,
|
|
@@ -3563,7 +3566,7 @@ export class Engine {
|
|
|
3563
3566
|
this.compositePipelineIdentity = this.makeCompositePipeline(compositeModule, false, "composite pipeline (gamma=1)")
|
|
3564
3567
|
this.compositePipelineGamma = this.makeCompositePipeline(compositeModule, true, "composite pipeline (gamma!=1)")
|
|
3565
3568
|
|
|
3566
|
-
// Nothing to promote any more:
|
|
3569
|
+
// Nothing to promote any more: `#fullres` is per effect, read into
|
|
3567
3570
|
// fieldLayer when the instance is built, and both target pairs exist for
|
|
3568
3571
|
// the life of the surface. What used to be a scene-wide decision made here
|
|
3569
3572
|
// is now each effect's own.
|
|
@@ -3581,14 +3584,18 @@ export class Engine {
|
|
|
3581
3584
|
const noMounts = { background: false, foreground: false }
|
|
3582
3585
|
if (wgsl === null) {
|
|
3583
3586
|
await this.setEffects(null)
|
|
3584
|
-
return { ok: true, diagnostics: [], mounts: noMounts }
|
|
3587
|
+
return { ok: true, diagnostics: [], mounts: noMounts, params: [], duration: 0 }
|
|
3585
3588
|
}
|
|
3586
3589
|
const [result] = await this.setEffects([{ wgsl, params }])
|
|
3587
|
-
return result ?? { ok: false, diagnostics: ["effect failed to install"], mounts: noMounts }
|
|
3590
|
+
return result ?? { ok: false, diagnostics: ["effect failed to install"], mounts: noMounts, params: [], duration: 0 }
|
|
3588
3591
|
}
|
|
3589
3592
|
|
|
3590
3593
|
private async buildParticles(
|
|
3594
|
+
/** Already stripped of directives — see compileEffect. */
|
|
3591
3595
|
wgsl: string,
|
|
3596
|
+
/** What the file declared. Read here rather than re-parsed: the source no
|
|
3597
|
+
* longer carries the lines, and two readers is how they drift. */
|
|
3598
|
+
d: EffectDirectives,
|
|
3592
3599
|
anchors: { bone: string; trail: boolean }[],
|
|
3593
3600
|
/** This effect's local→scene slot map. Passed rather than read off the
|
|
3594
3601
|
* engine: the builders run BEFORE the swap, so this.anchorTable still
|
|
@@ -3597,8 +3604,8 @@ export class Engine {
|
|
|
3597
3604
|
): Promise<{ ok: true; state: EffectParticles } | { ok: false; diagnostics: string[] }> {
|
|
3598
3605
|
// No pragma means "some": an author who wrote the trio clearly wants
|
|
3599
3606
|
// particles, and failing over a missing comment would be pedantry.
|
|
3600
|
-
const count =
|
|
3601
|
-
const src = { wgsl, count, blend:
|
|
3607
|
+
const count = Math.min(d.particles || 1024, Engine.MAX_PARTICLES)
|
|
3608
|
+
const src = { wgsl, count, blend: d.particleBlend, bloom: d.bloom }
|
|
3602
3609
|
// Sparks want to spawn where a trail is, so the particle stages see the same
|
|
3603
3610
|
// cast buffer the trail draw reads.
|
|
3604
3611
|
const cast = {
|
|
@@ -3636,10 +3643,13 @@ export class Engine {
|
|
|
3636
3643
|
})
|
|
3637
3644
|
const uniform = this.device.createBuffer({
|
|
3638
3645
|
label: "particle uniforms",
|
|
3639
|
-
|
|
3646
|
+
// Two vec4-sized rows: (time, dt, count, frame) and (weight, _, _, _).
|
|
3647
|
+
// The first was exactly full, and weight has to live in the same buffer
|
|
3648
|
+
// as the clock or a frame could draw one without the other.
|
|
3649
|
+
size: 32,
|
|
3640
3650
|
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
|
|
3641
3651
|
})
|
|
3642
|
-
const uniformBytes = new ArrayBuffer(
|
|
3652
|
+
const uniformBytes = new ArrayBuffer(32)
|
|
3643
3653
|
const uniformView = { floats: new Float32Array(uniformBytes), uints: new Uint32Array(uniformBytes) }
|
|
3644
3654
|
|
|
3645
3655
|
// Visibility is per LAYOUT, not shared: a read_write storage buffer may not be
|
|
@@ -3856,12 +3866,18 @@ export class Engine {
|
|
|
3856
3866
|
private emitLights(encoder: GPUCommandEncoder): void {
|
|
3857
3867
|
for (const e of this.effects) {
|
|
3858
3868
|
const l = e.lights
|
|
3869
|
+
// NOT skipped at weight 0, unlike every other mount. Each effect writes
|
|
3870
|
+
// its OWN slots in a shared buffer that is never cleared, so a skipped
|
|
3871
|
+
// dispatch leaves last frame's lights burning — the one place where not
|
|
3872
|
+
// running is the wrong answer. The shader zeroes them instead, and the
|
|
3873
|
+
// dispatch it costs is a single workgroup.
|
|
3859
3874
|
if (!l || l.data[2] === 0) continue
|
|
3860
3875
|
// The effect's OWN epoch — the same one its field, particle, ribbon and
|
|
3861
3876
|
// grid halves now read. This was briefly conditional, to match a field
|
|
3862
3877
|
// clock that was shared from the first installed effect; that clock is
|
|
3863
3878
|
// per effect now, so every mount in one file agrees by construction.
|
|
3864
3879
|
l.data[0] = this.sceneClock - e.epochScene
|
|
3880
|
+
l.data[3] = e.weight
|
|
3865
3881
|
this.device.queue.writeBuffer(l.uniform, 0, l.data.buffer as ArrayBuffer)
|
|
3866
3882
|
const cp = encoder.beginComputePass({ label: "light emit" })
|
|
3867
3883
|
cp.setPipeline(l.pipeline)
|
|
@@ -3876,6 +3892,11 @@ export class Engine {
|
|
|
3876
3892
|
const p = e.particles
|
|
3877
3893
|
if (!p) continue
|
|
3878
3894
|
p.data[0] = this.sceneClock - e.epochScene
|
|
3895
|
+
// The SIMULATION runs at every weight, 0 included — only the draw stops.
|
|
3896
|
+
// A scheduled effect that froze while faded out would resume from the
|
|
3897
|
+
// state it left rather than the one it would have reached, so fading one
|
|
3898
|
+
// back in would rewind it.
|
|
3899
|
+
p.data[4] = e.weight
|
|
3879
3900
|
// Clamped: a backgrounded tab returns with a delta of whole seconds, and an
|
|
3880
3901
|
// unclamped step flings every particle out of the scene in one frame.
|
|
3881
3902
|
p.data[1] = Math.min(0.1, Math.max(0, deltaTime))
|
|
@@ -3894,7 +3915,7 @@ export class Engine {
|
|
|
3894
3915
|
private renderParticles(pass: GPURenderPassEncoder, view: "camera" | "mirror"): void {
|
|
3895
3916
|
for (const e of this.effects) {
|
|
3896
3917
|
const p = e.particles
|
|
3897
|
-
if (!p) continue
|
|
3918
|
+
if (!p || e.weight === 0) continue
|
|
3898
3919
|
pass.setPipeline(p.render)
|
|
3899
3920
|
pass.setBindGroup(0, view === "mirror" ? p.mirrorRenderBind : p.renderBind)
|
|
3900
3921
|
pass.draw(6, p.count)
|
|
@@ -3909,7 +3930,11 @@ export class Engine {
|
|
|
3909
3930
|
* frame on the CPU.
|
|
3910
3931
|
*/
|
|
3911
3932
|
private async buildTrails(
|
|
3933
|
+
/** Already stripped of directives — see compileEffect. */
|
|
3912
3934
|
wgsl: string,
|
|
3935
|
+
/** What the file declared. Read here rather than re-parsed: the source no
|
|
3936
|
+
* longer carries the lines, and two readers is how they drift. */
|
|
3937
|
+
d: EffectDirectives,
|
|
3913
3938
|
anchors: { bone: string; trail: boolean }[],
|
|
3914
3939
|
/** This effect's local→scene slot map. Passed rather than read off the
|
|
3915
3940
|
* engine: the builders run BEFORE the swap, so this.anchorTable still
|
|
@@ -3925,7 +3950,7 @@ export class Engine {
|
|
|
3925
3950
|
// nothing before: ribbon i was read as anchor slot i.
|
|
3926
3951
|
const ribbonSlots = anchors.map((a, i) => (a.trail ? i : -1)).filter((i) => i >= 0)
|
|
3927
3952
|
const slots = ribbonSlots.length
|
|
3928
|
-
const src = { wgsl, slots, ribbonSlots, blend:
|
|
3953
|
+
const src = { wgsl, slots, ribbonSlots, blend: d.particleBlend, bloom: d.bloom }
|
|
3929
3954
|
const code = buildTrailShader(src, {
|
|
3930
3955
|
subjects: MAX_EFFECT_SUBJECTS,
|
|
3931
3956
|
samples: TRAIL_SAMPLES,
|
|
@@ -4062,7 +4087,7 @@ export class Engine {
|
|
|
4062
4087
|
* Takes the pass rather than opening one: that IS the change.
|
|
4063
4088
|
*/
|
|
4064
4089
|
private drawTrails(pass: GPURenderPassEncoder, view: "camera" | "mirror"): void {
|
|
4065
|
-
const drawn = this.effects.filter((e) => e.trails)
|
|
4090
|
+
const drawn = this.effects.filter((e) => e.trails && e.weight > 0)
|
|
4066
4091
|
if (drawn.length === 0) return
|
|
4067
4092
|
for (const e of drawn) {
|
|
4068
4093
|
const t = e.trails!
|
|
@@ -4085,6 +4110,7 @@ export class Engine {
|
|
|
4085
4110
|
if (view === "camera") {
|
|
4086
4111
|
t.data[0] = this.sceneClock - e.epochScene
|
|
4087
4112
|
t.data[1] = live
|
|
4113
|
+
t.data[2] = e.weight
|
|
4088
4114
|
this.device.queue.writeBuffer(t.uniform, 0, t.data.buffer as ArrayBuffer)
|
|
4089
4115
|
}
|
|
4090
4116
|
pass.setPipeline(t.pipeline)
|
|
@@ -4097,14 +4123,31 @@ export class Engine {
|
|
|
4097
4123
|
* upsample. Runs the whole quad — uniform control flow, so effects may use
|
|
4098
4124
|
* derivatives freely, which the old inline path had to forbid. */
|
|
4099
4125
|
private renderFieldPass(encoder: GPUCommandEncoder): void {
|
|
4100
|
-
|
|
4101
|
-
|
|
4126
|
+
// TWO PREDICATES, deliberately, and they are not interchangeable.
|
|
4127
|
+
//
|
|
4128
|
+
// MOUNTED decides whether the pass runs, and it must agree exactly with
|
|
4129
|
+
// fieldPairUsed — that is what the composite's bind group was built against,
|
|
4130
|
+
// at install, and it is not rebuilt per frame. A pass skipped under a
|
|
4131
|
+
// binding that still points at its target leaves the last frame it drew
|
|
4132
|
+
// sitting there, so an effect faded to nothing would freeze on screen
|
|
4133
|
+
// instead of disappearing.
|
|
4134
|
+
//
|
|
4135
|
+
// DRAWN decides what is drawn into it, and this is where weight is worth
|
|
4136
|
+
// something: a field mount is a full-screen quad however little of the frame
|
|
4137
|
+
// it ends up touching, so an effect that is scheduled off would otherwise
|
|
4138
|
+
// shade every pixel to multiply it out to nothing. The pass still clears —
|
|
4139
|
+
// which is what makes the layer transparent rather than stale — and shades
|
|
4140
|
+
// nothing.
|
|
4141
|
+
const mounted = this.effects.filter((e) => e.fieldPipeline && e.fieldBindGroups)
|
|
4142
|
+
if (mounted.length === 0) return
|
|
4143
|
+
const drawn = mounted.filter((e) => e.weight > 0)
|
|
4102
4144
|
// Each effect's own clock, before the pass that reads it. Seconds since
|
|
4103
4145
|
// THIS effect was installed — so an effect added to a running scene starts
|
|
4104
4146
|
// at zero and can seed, rather than joining whatever the first one is up to.
|
|
4105
4147
|
for (const e of drawn) {
|
|
4106
4148
|
if (!e.fieldClock) continue
|
|
4107
4149
|
this.fieldClockScratch[0] = this.sceneClock - e.epochScene
|
|
4150
|
+
this.fieldClockScratch[1] = e.weight
|
|
4108
4151
|
this.device.queue.writeBuffer(e.fieldClock, 0, this.fieldClockScratch.buffer as ArrayBuffer)
|
|
4109
4152
|
}
|
|
4110
4153
|
// ONE PASS PER RESOLUTION, N draws each, in document order — a pair is
|
|
@@ -4119,7 +4162,7 @@ export class Engine {
|
|
|
4119
4162
|
// (fieldLayerView). Clearing and storing an empty full-res rgba16f pair is
|
|
4120
4163
|
// two 16MB writes a frame to produce the transparent black the fallback
|
|
4121
4164
|
// already is. Most scenes leave the full-res pair empty, since an effect only
|
|
4122
|
-
// lands there by declaring
|
|
4165
|
+
// lands there by declaring #fullres.
|
|
4123
4166
|
let stamped = false
|
|
4124
4167
|
for (let i = 0; i < Engine.FIELD_SCALES.length; i++) {
|
|
4125
4168
|
const bg = this.fieldBgViews[i]
|
|
@@ -4132,7 +4175,7 @@ export class Engine {
|
|
|
4132
4175
|
{ view: fg, clearValue: { r: 0, g: 0, b: 0, a: 0 }, loadOp: "clear", storeOp: "store" },
|
|
4133
4176
|
],
|
|
4134
4177
|
// One query pair is reserved for "field", and it goes to the first pair
|
|
4135
|
-
// that actually runs — full res when something declared
|
|
4178
|
+
// that actually runs — full res when something declared #fullres, half
|
|
4136
4179
|
// otherwise. Pinning it to i === 0 would have measured a pass that, now
|
|
4137
4180
|
// that empty pairs are skipped, usually does not happen.
|
|
4138
4181
|
timestampWrites: stamped ? undefined : this.stamps("field"),
|
|
@@ -4197,14 +4240,18 @@ export class Engine {
|
|
|
4197
4240
|
* zero, so seeding is just "if frame is 0, return the initial state".
|
|
4198
4241
|
*/
|
|
4199
4242
|
private async buildSim(
|
|
4243
|
+
/** Already stripped of directives — see compileEffect. */
|
|
4200
4244
|
wgsl: string,
|
|
4245
|
+
/** What the file declared. Read here rather than re-parsed: the source no
|
|
4246
|
+
* longer carries the lines, and two readers is how they drift. */
|
|
4247
|
+
d: EffectDirectives,
|
|
4201
4248
|
anchors: { bone: string; trail: boolean }[],
|
|
4202
4249
|
/** This effect's local→scene slot map. Passed rather than read off the
|
|
4203
4250
|
* engine: the builders run BEFORE the swap, so this.anchorTable still
|
|
4204
4251
|
* describes the effect that is still on screen. */
|
|
4205
4252
|
alias: number[],
|
|
4206
4253
|
): Promise<{ ok: true; state: EffectGrid } | { ok: false; diagnostics: string[] }> {
|
|
4207
|
-
const size =
|
|
4254
|
+
const size = Math.min(d.grid || 256, GRID_MAX)
|
|
4208
4255
|
const cast = {
|
|
4209
4256
|
subjects: MAX_EFFECT_SUBJECTS,
|
|
4210
4257
|
samples: TRAIL_SAMPLES,
|
|
@@ -4343,10 +4390,19 @@ export class Engine {
|
|
|
4343
4390
|
return { background: this.effect?.hasBackground ?? false, foreground: this.effect?.hasForeground ?? false }
|
|
4344
4391
|
}
|
|
4345
4392
|
|
|
4346
|
-
/**
|
|
4347
|
-
*
|
|
4348
|
-
|
|
4349
|
-
|
|
4393
|
+
/**
|
|
4394
|
+
* Set one parameter on one INSTANCE.
|
|
4395
|
+
*
|
|
4396
|
+
* By index, because the scene holds a list and the same effect may appear in
|
|
4397
|
+
* it twice with different values — which is the whole point of an instance
|
|
4398
|
+
* and was impossible while this addressed `this.effect`, a singular left over
|
|
4399
|
+
* from when a scene could wear exactly one.
|
|
4400
|
+
*
|
|
4401
|
+
* A write, not a recompile: parameters live in their own uniform buffer, so
|
|
4402
|
+
* dragging a slider costs a 16-byte upload rather than a shader build.
|
|
4403
|
+
*/
|
|
4404
|
+
setEffectParam(index: number, name: string, value: EffectParamValue): void {
|
|
4405
|
+
const fx = this.effects[index]
|
|
4350
4406
|
if (!fx || !fx.paramsBuffer) return
|
|
4351
4407
|
const slot = fx.paramLayout.get(name)
|
|
4352
4408
|
if (!slot) return
|
|
@@ -4359,6 +4415,119 @@ export class Engine {
|
|
|
4359
4415
|
this.device.queue.writeBuffer(fx.paramsBuffer, 0, fx.paramsData)
|
|
4360
4416
|
}
|
|
4361
4417
|
|
|
4418
|
+
/**
|
|
4419
|
+
* How much of one instance is showing, 0..1.
|
|
4420
|
+
*
|
|
4421
|
+
* The third of the three things an instance has — parameters, weight, time —
|
|
4422
|
+
* and the one a scheduler drives. Weight is not a parameter: a parameter is
|
|
4423
|
+
* whatever the author decided to expose and means only what their source
|
|
4424
|
+
* makes it mean, while weight means the same thing for every effect ever
|
|
4425
|
+
* written, including one whose author never heard of it. That is why it is
|
|
4426
|
+
* applied by engine-generated code at each mount's output rather than handed
|
|
4427
|
+
* to the source as a uniform to respect.
|
|
4428
|
+
*
|
|
4429
|
+
* At 0 nothing is drawn: no field quad, no particle draw, no ribbon, no light
|
|
4430
|
+
* dispatch. A scheduled effect outside its window costs its simulation and
|
|
4431
|
+
* nothing else — and a particle effect keeps simulating on purpose, so that
|
|
4432
|
+
* fading one back in continues rather than rewinds.
|
|
4433
|
+
*
|
|
4434
|
+
* Instant, and free: a float in a uniform every mount already uploads once a
|
|
4435
|
+
* frame. Nothing recompiles, so this is safe to drive per frame from a
|
|
4436
|
+
* timeline.
|
|
4437
|
+
*/
|
|
4438
|
+
setEffectInfluence(index: number, influence: number): void {
|
|
4439
|
+
const fx = this.effects[index]
|
|
4440
|
+
if (!fx) return
|
|
4441
|
+
// Clamped rather than trusted: above 1 the field's own clamp would swallow
|
|
4442
|
+
// it while an additive particle would happily keep getting brighter, so the
|
|
4443
|
+
// same number would mean two things.
|
|
4444
|
+
fx.influence = Math.min(1, Math.max(0, influence))
|
|
4445
|
+
}
|
|
4446
|
+
|
|
4447
|
+
getEffectInfluence(index: number): number {
|
|
4448
|
+
return this.effects[index]?.influence ?? 0
|
|
4449
|
+
}
|
|
4450
|
+
|
|
4451
|
+
/**
|
|
4452
|
+
* Schedule one instance: when it is alive, and how it enters and leaves.
|
|
4453
|
+
*
|
|
4454
|
+
* Null is the unscheduled case — on for the whole scene, on the scene's own
|
|
4455
|
+
* clock — and is what an effect starts as.
|
|
4456
|
+
*
|
|
4457
|
+
* The engine evaluates this every frame rather than taking a weight from a
|
|
4458
|
+
* caller, because every loop that renders would otherwise have to remember to
|
|
4459
|
+
* drive it. The offline export loop already carries a scar about exactly that
|
|
4460
|
+
* shape of bug. Evaluating where the scene clock advances means playback and
|
|
4461
|
+
* export cannot disagree, and neither can forget.
|
|
4462
|
+
*
|
|
4463
|
+
* A caller that wants to drive an effect from something OTHER than the scene
|
|
4464
|
+
* clock — an animation's progress, a skill firing — leaves this null and
|
|
4465
|
+
* writes setEffectInfluence and setEffectTime itself, per frame. Both paths
|
|
4466
|
+
* exist on purpose; this one is what a timeline wants.
|
|
4467
|
+
*/
|
|
4468
|
+
setEffectSchedule(index: number, windows: readonly EffectWindow[] | null): void {
|
|
4469
|
+
const fx = this.effects[index]
|
|
4470
|
+
if (!fx) return
|
|
4471
|
+
fx.window = windows && windows.length ? windows : null
|
|
4472
|
+
}
|
|
4473
|
+
|
|
4474
|
+
getEffectSchedule(index: number): readonly EffectWindow[] | null {
|
|
4475
|
+
return this.effects[index]?.window ?? null
|
|
4476
|
+
}
|
|
4477
|
+
|
|
4478
|
+
/**
|
|
4479
|
+
* Every scheduled effect, at the current scene clock.
|
|
4480
|
+
*
|
|
4481
|
+
* Called once a frame, BEFORE anything reads a weight or a clock. An effect
|
|
4482
|
+
* with no window keeps whatever a caller last set, which is what makes the
|
|
4483
|
+
* manual path above work — evaluating it would fight the caller for the field
|
|
4484
|
+
* every frame.
|
|
4485
|
+
*/
|
|
4486
|
+
private evaluateEffectSchedules(): void {
|
|
4487
|
+
// Read ONCE: it walks the cast, and every effect wants the same answer.
|
|
4488
|
+
const transport = this.transportTime()
|
|
4489
|
+
for (const fx of this.effects) {
|
|
4490
|
+
if (!fx.window || fx.window.length === 0) {
|
|
4491
|
+
fx.weight = fx.influence
|
|
4492
|
+
continue
|
|
4493
|
+
}
|
|
4494
|
+
const at = effectState(fx.window, fx.influence, transport)
|
|
4495
|
+
fx.weight = at.weight
|
|
4496
|
+
// Its own clock, expressed the way the mounts read it. Every mount
|
|
4497
|
+
// derives time from the epoch against sceneClock, so this one write moves
|
|
4498
|
+
// the field, the particles, the ribbons, lightEmit and the grid together
|
|
4499
|
+
// — and hands them the STRIP's local time while they keep running on the
|
|
4500
|
+
// smooth monotonic clock a particle integrator needs.
|
|
4501
|
+
fx.epochScene = this.sceneClock - at.time
|
|
4502
|
+
}
|
|
4503
|
+
}
|
|
4504
|
+
|
|
4505
|
+
/**
|
|
4506
|
+
* Move one instance's own clock to a given second.
|
|
4507
|
+
*
|
|
4508
|
+
* Everything an effect can animate is derived from its epoch — the field
|
|
4509
|
+
* clock, the particle and ribbon clocks, lightEmit's time argument, the grid's
|
|
4510
|
+
* frame counter — so moving the epoch moves all of them together and there is
|
|
4511
|
+
* no mount that can be left reading last frame's time.
|
|
4512
|
+
*
|
|
4513
|
+
* This is what lets an effect be SCHEDULED rather than merely switched on: an
|
|
4514
|
+
* instance that enters at bar 33 is handed a time that starts at zero there,
|
|
4515
|
+
* so it plays its own opening instead of joining whatever the scene clock had
|
|
4516
|
+
* reached. Feeding it the transport's time instead gives the other reading —
|
|
4517
|
+
* an effect that runs in lockstep with the music — and both are one call.
|
|
4518
|
+
*/
|
|
4519
|
+
setEffectTime(index: number, time: number): void {
|
|
4520
|
+
const fx = this.effects[index]
|
|
4521
|
+
if (!fx) return
|
|
4522
|
+
fx.epochScene = this.sceneClock - time
|
|
4523
|
+
}
|
|
4524
|
+
|
|
4525
|
+
|
|
4526
|
+
getEffectTime(index: number): number {
|
|
4527
|
+
const fx = this.effects[index]
|
|
4528
|
+
return fx ? this.sceneClock - fx.epochScene : 0
|
|
4529
|
+
}
|
|
4530
|
+
|
|
4362
4531
|
/** Patch bloom; GPU uniforms update immediately if `init()` has run. */
|
|
4363
4532
|
/** Camera depth of field (see DepthOfFieldOptions). Free while disabled —
|
|
4364
4533
|
* the scene pass only stores its depth buffer on frames the gather reads. */
|
|
@@ -6020,7 +6189,7 @@ export class Engine {
|
|
|
6020
6189
|
usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,
|
|
6021
6190
|
})
|
|
6022
6191
|
|
|
6023
|
-
// The field layer — half resolution by default, full for
|
|
6192
|
+
// The field layer — half resolution by default, full for #fullres effects.
|
|
6024
6193
|
this.fieldFullW = width
|
|
6025
6194
|
this.fieldFullH = height
|
|
6026
6195
|
this.createFieldTargets()
|
|
@@ -6904,10 +7073,24 @@ export class Engine {
|
|
|
6904
7073
|
this.camera.setVmdDriven(false)
|
|
6905
7074
|
}
|
|
6906
7075
|
|
|
6907
|
-
|
|
6908
|
-
|
|
6909
|
-
|
|
6910
|
-
|
|
7076
|
+
/**
|
|
7077
|
+
* THE TRANSPORT'S CLOCK — where the scene is in its own playback.
|
|
7078
|
+
*
|
|
7079
|
+
* The first model with an active clip (playing or scrubbed), so a static stage
|
|
7080
|
+
* never freezes it at frame 0. Falls back to the first model with a clip, then
|
|
7081
|
+
* to 0 for an empty scene.
|
|
7082
|
+
*
|
|
7083
|
+
* NOT `sceneClock`, and the difference is the whole reason this has a name.
|
|
7084
|
+
* `sceneClock` only ever accumulates delta — it is how long the engine has
|
|
7085
|
+
* been running, it does not move when you scrub, and it does not stop when you
|
|
7086
|
+
* pause. Anything that should line up with what the transport shows has to
|
|
7087
|
+
* read THIS. An effect scheduled to frame 100 against sceneClock fires once,
|
|
7088
|
+
* a hundred frames after the page loaded, and never again.
|
|
7089
|
+
*
|
|
7090
|
+
* Deterministic offline: the export loop advances model animation by an exact
|
|
7091
|
+
* per-frame delta, so this reproduces frame for frame.
|
|
7092
|
+
*/
|
|
7093
|
+
private transportTime(): number {
|
|
6911
7094
|
let fallback: number | null = null
|
|
6912
7095
|
for (const inst of this.modelInstances.values()) {
|
|
6913
7096
|
// Stages are skipped outright. Scenery carries no motion, and it is added
|
|
@@ -10558,7 +10741,7 @@ export class Engine {
|
|
|
10558
10741
|
|
|
10559
10742
|
// Drive the shot from the camera VMD (synced to the animated model's clock).
|
|
10560
10743
|
if (this.camera.vmdDriven && this.cameraAnimation) {
|
|
10561
|
-
const pose = this.cameraAnimation.sample(this.
|
|
10744
|
+
const pose = this.cameraAnimation.sample(this.transportTime())
|
|
10562
10745
|
if (pose) this.camera.setVmdPose(pose)
|
|
10563
10746
|
}
|
|
10564
10747
|
|
|
@@ -10693,6 +10876,12 @@ export class Engine {
|
|
|
10693
10876
|
// uniforms this frame.
|
|
10694
10877
|
this.evaluateDissolveCycles()
|
|
10695
10878
|
this.evaluateParamTracks()
|
|
10879
|
+
// FIRST among the things that read an effect, because every one of them
|
|
10880
|
+
// reads what this writes: the sim's clock, the particle uniform's weight,
|
|
10881
|
+
// the light dispatch, the field draw. Evaluated here rather than by a
|
|
10882
|
+
// caller so that playback, the export loop and a warm-up pass cannot
|
|
10883
|
+
// disagree about when an effect is alive — none of them has to remember it.
|
|
10884
|
+
this.evaluateEffectSchedules()
|
|
10696
10885
|
this.stepSim(encoder, deltaTime)
|
|
10697
10886
|
this.stepParticles(encoder, deltaTime)
|
|
10698
10887
|
// Before the scene pass, which READS the slots this writes. Same buffer,
|
|
@@ -10754,7 +10943,7 @@ export class Engine {
|
|
|
10754
10943
|
this.forEachInstance((inst) => this.renderModelTransparentPhase(pass, inst, camView))
|
|
10755
10944
|
// Last in the pass: depth-tested against everything drawn above, so a
|
|
10756
10945
|
// particle behind the character is simply hidden, and still inside the HDR
|
|
10757
|
-
// target so an
|
|
10946
|
+
// target so an `#bloom` effect reaches the pyramid below.
|
|
10758
10947
|
this.renderParticles(pass, "camera")
|
|
10759
10948
|
// Ribbons, in the same pass and after the particles: both are additive
|
|
10760
10949
|
// light in HDR, and both reach the bloom pyramid because of it. This used
|