reze-engine 0.54.15 → 0.54.16

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.
@@ -1 +1 @@
1
- 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package/dist/engine.js CHANGED
@@ -2060,10 +2060,11 @@ export class Engine {
2060
2060
  * change that only ever toggles between two known states.
2061
2061
  */
2062
2062
  rebuildFieldBindGroup() {
2063
- if (!this.device || !this.depthReadView || this.fieldUniformBuffers.length === 0)
2063
+ if (!this.device || !this.depthReadView || !this.compositeBloomView || this.fieldUniformBuffers.length === 0)
2064
2064
  return;
2065
- // Captured, so the null guard above survives into the closure.
2065
+ // Captured, so the null guards above survive into the closure.
2066
2066
  const depth = this.depthReadView;
2067
+ const bloom = this.compositeBloomView;
2067
2068
  const build = (owner, grid) => this.device.createBindGroup({
2068
2069
  label: "field layer bind group",
2069
2070
  layout: this.fieldBindGroupLayout,
@@ -2084,6 +2085,13 @@ export class Engine {
2084
2085
  { binding: 17, resource: grid },
2085
2086
  { binding: 18, resource: this.simSampler },
2086
2087
  { binding: 26, resource: this.castDistView ?? this.castDistFallbackView },
2088
+ { binding: 27, resource: this.hdrResolveTexture.createView() },
2089
+ { binding: 28, resource: this.simSampler },
2090
+ { binding: 2, resource: this.bloomSampler },
2091
+ { binding: 5, resource: this.filmicLutView },
2092
+ { binding: 10, resource: (this.agxLutTexture ?? this.agxFallbackTexture).createView({ dimension: "3d" }) },
2093
+ { binding: 1, resource: bloom },
2094
+ { binding: 4, resource: this.maskResolveView },
2087
2095
  ],
2088
2096
  });
2089
2097
  // Per effect: the params buffer and the grid are both its own, so two
@@ -3859,6 +3867,14 @@ export class Engine {
3859
3867
  const proj = this.camera.getProjectionMatrix().values;
3860
3868
  u[8] = proj[10];
3861
3869
  u[9] = proj[14];
3870
+ // THE FAR PLANE ITSELF, written rather than left to be re-derived. An effect
3871
+ // that resamples has to know whether the scene was drawn at a given pixel,
3872
+ // and "nothing was drawn" reads back as exactly this distance. Recovering it
3873
+ // from the pair above means inverting a cleared depth, which is a sign trap
3874
+ // that differs by projection convention and fails silently — as an effect
3875
+ // that draws nothing at all, or one that paints the sky. The camera knows
3876
+ // the number; this hands it over.
3877
+ u[10] = this.camera.far;
3862
3878
  this.device.queue.writeBuffer(this.dofUniformBuffer, 0, u);
3863
3879
  }
3864
3880
  setBloomOptions(patch) {
@@ -4362,6 +4378,23 @@ export class Engine {
4362
4378
  // compiled, and a 1x1 stands in when the flood is not running, so an
4363
4379
  // author never has to guard the name.
4364
4380
  { binding: 26, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float", viewDimension: "2d" } },
4381
+ // The finished scene, and a sampler of its own — see scene-tap.ts for
4382
+ // why it may not borrow the one at 18.
4383
+ { binding: 27, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float" } },
4384
+ { binding: 28, visibility: GPUShaderStage.FRAGMENT, sampler: {} },
4385
+ // THE VIEW TRANSFORM'S OWN RESOURCES. viewTransform() lives in the
4386
+ // header both this module and the composite share, but its lookups did
4387
+ // not: an effect calling it compiled and then failed at pipeline
4388
+ // creation with "binding doesn't exist", naming a binding no effect
4389
+ // author ever wrote. Sharing the code meant sharing these.
4390
+ { binding: 2, visibility: GPUShaderStage.FRAGMENT, sampler: {} },
4391
+ { binding: 5, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float" } },
4392
+ { binding: 10, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float", viewDimension: "3d" } },
4393
+ // And the scene's COVERAGE and bloom, without which the tap cannot
4394
+ // reconstruct a pixel: the HDR target is premultiplied, so colour alone
4395
+ // reads a half-transparent ground as a dark opaque one.
4396
+ { binding: 1, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float" } },
4397
+ { binding: 4, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float" } },
4365
4398
  ],
4366
4399
  });
4367
4400
  this.fieldPipelineLayout = this.device.createPipelineLayout({
@@ -6028,6 +6061,20 @@ export class Engine {
6028
6061
  * analysis would render silence into the exported video.
6029
6062
  */
6030
6063
  setAudioData(data, bandsPerFrame, secondsPerFrame) {
6064
+ // NOT YET, OR NEVER AGAIN. `device` is definite-assignment: it is undefined
6065
+ // until init() resolves and after dispose(), and TypeScript cannot see
6066
+ // either state. This setter is reached from an ASYNC callback — the audio
6067
+ // analysis, the score fetch, the lyric rasteriser all land whenever they
6068
+ // land — so on a hot reload the in-flight promise of the outgoing engine
6069
+ // resolves against the incoming one, which is holding a ref but has not
6070
+ // finished init. It threw "Cannot read properties of undefined (reading
6071
+ // 'createBuffer')" from a line whose only crime was being fast.
6072
+ //
6073
+ // Dropped rather than queued: every caller here re-pushes on the effect
6074
+ // that owns the asset, and that effect re-runs on the very reload that
6075
+ // caused this.
6076
+ if (!this.device)
6077
+ return;
6031
6078
  if (this.audioBuffer !== this.audioFallbackBuffer)
6032
6079
  this.audioBuffer.destroy();
6033
6080
  if (!data || data.length === 0) {
@@ -6074,6 +6121,20 @@ export class Engine {
6074
6121
  * atlas are both fixed-size, so nothing re-binds whenever lyrics arrive.
6075
6122
  */
6076
6123
  setLyrics(lines, atlas) {
6124
+ // NOT YET, OR NEVER AGAIN. `device` is definite-assignment: it is undefined
6125
+ // until init() resolves and after dispose(), and TypeScript cannot see
6126
+ // either state. This setter is reached from an ASYNC callback — the audio
6127
+ // analysis, the score fetch, the lyric rasteriser all land whenever they
6128
+ // land — so on a hot reload the in-flight promise of the outgoing engine
6129
+ // resolves against the incoming one, which is holding a ref but has not
6130
+ // finished init. It threw "Cannot read properties of undefined (reading
6131
+ // 'createBuffer')" from a line whose only crime was being fast.
6132
+ //
6133
+ // Dropped rather than queued: every caller here re-pushes on the effect
6134
+ // that owns the asset, and that effect re-runs on the very reload that
6135
+ // caused this.
6136
+ if (!this.device)
6137
+ return;
6077
6138
  this.device.queue.writeBuffer(this.lyricsBuffer, 0, packLyrics(lines ?? [], atlas?.rects));
6078
6139
  if (!atlas)
6079
6140
  return;
@@ -6101,6 +6162,20 @@ export class Engine {
6101
6162
  this.device.queue.copyExternalImageToTexture({ source: atlas.source }, { texture: this.lyricsTexture, premultipliedAlpha: true }, [w, h]);
6102
6163
  }
6103
6164
  setMidiNotes(notes, release = 0.35) {
6165
+ // NOT YET, OR NEVER AGAIN. `device` is definite-assignment: it is undefined
6166
+ // until init() resolves and after dispose(), and TypeScript cannot see
6167
+ // either state. This setter is reached from an ASYNC callback — the audio
6168
+ // analysis, the score fetch, the lyric rasteriser all land whenever they
6169
+ // land — so on a hot reload the in-flight promise of the outgoing engine
6170
+ // resolves against the incoming one, which is holding a ref but has not
6171
+ // finished init. It threw "Cannot read properties of undefined (reading
6172
+ // 'createBuffer')" from a line whose only crime was being fast.
6173
+ //
6174
+ // Dropped rather than queued: every caller here re-pushes on the effect
6175
+ // that owns the asset, and that effect re-runs on the very reload that
6176
+ // caused this.
6177
+ if (!this.device)
6178
+ return;
6104
6179
  if (this.midiBuffer !== this.midiFallbackBuffer)
6105
6180
  this.midiBuffer.destroy();
6106
6181
  this.midiRelease = Math.max(0, release);
@@ -1 +1 @@
1
- {"version":3,"file":"lights.d.ts","sourceRoot":"","sources":["../../src/shaders/lights.ts"],"names":[],"mappings":"AAkCA;yEACyE;AACzE,eAAO,MAAM,YAAY,IAAI,CAAA;AAC7B,+CAA+C;AAC/C,eAAO,MAAM,YAAY,IAAI,CAAA;AAC7B;;;;;GAKG;AACH,eAAO,MAAM,UAAU,KAAK,CAAA;AAC5B,kCAAkC;AAClC,eAAO,MAAM,aAAa,QAA2C,CAAA;AAErE;;;;;;;;GAQG;AACH,eAAO,MAAM,oBAAoB,qJAQhC,CAAA;AAED;;;;;;;;GAQG;AACH,eAAO,MAAM,kBAAkB,idAa9B,CAAA;AAED,8CAA8C;AAC9C,wBAAgB,YAAY,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAElD;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,wBAAgB,oBAAoB,CAClC,IAAI,EAAE,MAAM,EACZ,QAAQ,EAAE,MAAM,EAChB,IAAI,EAAE;IAAE,UAAU,EAAE,MAAM,CAAA;CAAE,GAC3B,MAAM,CA+ER;AAED,6EAA6E;AAC7E,wBAAgB,SAAS,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,GAAG,MAAM,CAkEhE"}
1
+ {"version":3,"file":"lights.d.ts","sourceRoot":"","sources":["../../src/shaders/lights.ts"],"names":[],"mappings":"AAmCA;yEACyE;AACzE,eAAO,MAAM,YAAY,IAAI,CAAA;AAC7B,+CAA+C;AAC/C,eAAO,MAAM,YAAY,IAAI,CAAA;AAC7B;;;;;GAKG;AACH,eAAO,MAAM,UAAU,KAAK,CAAA;AAC5B,kCAAkC;AAClC,eAAO,MAAM,aAAa,QAA2C,CAAA;AAErE;;;;;;;;GAQG;AACH,eAAO,MAAM,oBAAoB,qJAQhC,CAAA;AAED;;;;;;;;GAQG;AACH,eAAO,MAAM,kBAAkB,idAa9B,CAAA;AAED,8CAA8C;AAC9C,wBAAgB,YAAY,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAElD;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,wBAAgB,oBAAoB,CAClC,IAAI,EAAE,MAAM,EACZ,QAAQ,EAAE,MAAM,EAChB,IAAI,EAAE;IAAE,UAAU,EAAE,MAAM,CAAA;CAAE,GAC3B,MAAM,CAgFR;AAED,6EAA6E;AAC7E,wBAAgB,SAAS,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,GAAG,MAAM,CAkEhE"}
@@ -1,3 +1,4 @@
1
+ import { SCENE_TAP_STUB } from "./scene-tap";
1
2
  // Positional lights, as data — the sibling of the cast, audio and score
2
3
  // interfaces, and shaped like them: one shared buffer, read through accessors,
3
4
  // never touched directly.
@@ -130,6 +131,7 @@ export function buildLightEmitShader(wgsl, sceneApi, cast) {
130
131
  @group(0) @binding(2) var<uniform> viewU: array<vec4<f32>, 15>;
131
132
  @group(0) @binding(3) var<storage, read> _rzCast: array<vec4f>;
132
133
  ${sceneApi}
134
+ ${SCENE_TAP_STUB}
133
135
  // Audio and score at 4 and 5, the same bindings the particle and trail modules
134
136
  // put them on. A lamp that pulses on the beat or lights on a note is the whole
135
137
  // point of a light an effect owns rather than one the document places, so this
@@ -1 +1 @@
1
- {"version":3,"file":"composite.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/composite.ts"],"names":[],"mappings":"AA0BA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;+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;AAED;;;;;;;;GAQG;AACH,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,qBAAqB,GAAG,MAAM,CAgFtE;AAED,iFAAiF;AACjF,eAAO,MAAM,qBAAqB,QAA6B,CAAA"}
1
+ {"version":3,"file":"composite.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/composite.ts"],"names":[],"mappings":"AA2BA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;+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;AAED;;;;;;;;GAQG;AACH,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,qBAAqB,GAAG,MAAM,CAiFtE;AAED,iFAAiF;AACjF,eAAO,MAAM,qBAAqB,QAA6B,CAAA"}
@@ -1,4 +1,5 @@
1
1
  import { RZ_LIGHT_STRUCT_WGSL } from "../lights";
2
+ import { sceneTapApi } from "../scene-tap";
2
3
  import { anchorAliasWgsl } from "../anchor-table";
3
4
  import { CAST_API } from "../cast-api";
4
5
  import { clockApi, EFFECT_MATH_API, PARTICLE_STRUCT_WGSL, trailSlotsApi, viewportApi } from "./hosted-api";
@@ -638,6 +639,7 @@ export function buildFieldShader(effect) {
638
639
  // texel is CAST_FIELD_DIV of them and the accessor scales on the way out.
639
640
  // An author writes the width they mean and never learns how it is built.
640
641
  castDistanceApi(0, 26, 18, CAST_FIELD_DIV) +
642
+ sceneTapApi(0, 27, 28) +
641
643
  "\n// ── user effect (setEffect) ──\n" +
642
644
  effect.paramsDecl +
643
645
  "\n" +
@@ -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;AAkC7C,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,CA6EnF"}
1
+ {"version":3,"file":"grid.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/grid.ts"],"names":[],"mappings":"AAMA,OAAO,EAAE,KAAK,UAAU,EAAE,MAAM,aAAa,CAAA;AAkC7C,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,CA8EnF"}
@@ -3,6 +3,7 @@ import { lyricsApi } from "../lyrics-api";
3
3
  import { anchorAliasWgsl } from "../anchor-table";
4
4
  import { midiApi } from "../midi-api";
5
5
  import { EFFECT_SCENE_API } from "./composite";
6
+ import { SCENE_TAP_STUB } from "../scene-tap";
6
7
  import { clockApi, trailSlotsApi, viewportApi } from "./hosted-api";
7
8
  import { idApi } from "../id-api";
8
9
  // A persistent grid an effect can step and read: the one thing an effect could
@@ -128,6 +129,7 @@ fn rzGridPrev(uv: vec2f) -> vec4f {
128
129
  }
129
130
  ` +
130
131
  EFFECT_SCENE_API +
132
+ SCENE_TAP_STUB +
131
133
  // The alias _rzSlot, which the scene API's accessors route through. Every
132
134
  // module embedding EFFECT_SCENE_API must splice this; the sim module was
133
135
  // the one that did not, and every gridStep effect failed to install with
@@ -0,0 +1,60 @@
1
+ /**
2
+ * The scene tap: the frame as the scene left it, for effects that bend light.
3
+ *
4
+ * ITS OWN FILE, AND IT IMPORTS NOTHING — the same rule and the same reason as
5
+ * cast-layout.ts. composite.ts already imports from lights.ts, so putting the
6
+ * stub in composite and importing it back into lights closes a cycle, and the
7
+ * first thing to touch that cycle throws "Cannot access RZ_LIGHT_STRUCT_WGSL
8
+ * before initialization" at module load: the whole engine failing to start on
9
+ * an import order nobody chose. Three modules need these strings; none of them
10
+ * may depend on another to get them.
11
+ */
12
+ /**
13
+ * rzScene(uv) — the frame as the scene left it.
14
+ *
15
+ * The one thing a foreground could not do: an effect knew WHERE the scene was,
16
+ * through bgWorldPos and the depth tap, but never what COLOUR it was. Anything
17
+ * that RESAMPLES the picture needs this — refraction, heat haze, glass, a
18
+ * pixelated cast, and every CRT trick worth having (barrel curve, the RGB
19
+ * ghost, a torn line dragged sideways) is a read of the frame at a uv other
20
+ * than this pixel's own.
21
+ *
22
+ * WHAT IT IS NOT. The field pass runs BEFORE the composite, so this is the
23
+ * resolved scene — models, stage, ground — and nothing the composite adds
24
+ * afterwards: not the background colour, not a background effect, not the tone
25
+ * map, not the grade. Warping it warps the cast and the floor while the
26
+ * backdrop behind them stays put. That is a real limit, not a bug to route
27
+ * around, and an effect that wants the whole finished picture wants a pass
28
+ * after the composite instead.
29
+ *
30
+ * HDR and LINEAR for the same reason — it is read before the tone map, so
31
+ * values run past 1 and an effect doing display-space arithmetic on them
32
+ * should tone them itself.
33
+ *
34
+ * Legal because of pass order, and only that: the field pass runs after the
35
+ * scene pass has ended and RESOLVED, so this samples a finished texture rather
36
+ * than one being written into. Same reason the depth tap works, and it breaks
37
+ * the same way if either ever moves.
38
+ *
39
+ * ITS OWN SAMPLER, deliberately. castDistanceApi and gridReadApi already both
40
+ * declare one at binding 18, which is legal only while no single entry point
41
+ * references both; borrowing either made every effect that also touches the
42
+ * grid reference two variables at one binding, and WGSL rejects the module.
43
+ * Clamp-to-edge is what stops a warped offset wrapping the far side of the
44
+ * screen into the picture.
45
+ */
46
+ export declare function sceneTapApi(group: number, tex: number, samp: number): string;
47
+ /**
48
+ * The same names, for the modules with no finished scene to give.
49
+ *
50
+ * An effect file is spliced into EVERY module it has a mount in, so a water
51
+ * effect with a gridStep compiles its foreground() inside the SIM shader as
52
+ * well — dead code there that nothing calls, but code that still has to
53
+ * resolve. Without this, adding a scene read to any effect that also drives a
54
+ * grid fails to install with "unresolved call target rzScene".
55
+ *
56
+ * Black, not a guess: every one of these modules steps BEFORE the scene pass
57
+ * resolves, so at the moment they run the frame does not exist.
58
+ */
59
+ export declare const SCENE_TAP_STUB = "\nfn rzScene(uv: vec2f) -> vec3f { return vec3f(0.0); }\nfn bgScene(uv: vec2f) -> vec3f { return rzScene(uv); }\n/** Far, which in these modules is true: no geometry has been drawn yet. */\nfn rzSceneDepth(uv: vec2f) -> f32 { return 1e9; }\nfn rzSceneFar() -> f32 { return 1e9; }\nfn rzSceneHit(uv: vec2f) -> bool { return false; }\nfn rzSceneAlpha(uv: vec2f) -> f32 { return 0.0; }\nfn rzSceneDisplay(uv: vec2f) -> vec3f { return vec3f(0.0); }\nfn rzSceneFrame(uv: vec2f) -> vec3f { return vec3f(0.0); }\nfn rzBackground() -> vec4f { return vec4f(0.0); }\n";
60
+ //# sourceMappingURL=scene-tap.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"scene-tap.d.ts","sourceRoot":"","sources":["../../src/shaders/scene-tap.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAEH;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiCG;AACH,wBAAgB,WAAW,CAAC,KAAK,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,GAAG,MAAM,CAoK5E;AAED;;;;;;;;;;;GAWG;AACH,eAAO,MAAM,cAAc,kjBAW1B,CAAA"}
@@ -0,0 +1,234 @@
1
+ /**
2
+ * The scene tap: the frame as the scene left it, for effects that bend light.
3
+ *
4
+ * ITS OWN FILE, AND IT IMPORTS NOTHING — the same rule and the same reason as
5
+ * cast-layout.ts. composite.ts already imports from lights.ts, so putting the
6
+ * stub in composite and importing it back into lights closes a cycle, and the
7
+ * first thing to touch that cycle throws "Cannot access RZ_LIGHT_STRUCT_WGSL
8
+ * before initialization" at module load: the whole engine failing to start on
9
+ * an import order nobody chose. Three modules need these strings; none of them
10
+ * may depend on another to get them.
11
+ */
12
+ /**
13
+ * rzScene(uv) — the frame as the scene left it.
14
+ *
15
+ * The one thing a foreground could not do: an effect knew WHERE the scene was,
16
+ * through bgWorldPos and the depth tap, but never what COLOUR it was. Anything
17
+ * that RESAMPLES the picture needs this — refraction, heat haze, glass, a
18
+ * pixelated cast, and every CRT trick worth having (barrel curve, the RGB
19
+ * ghost, a torn line dragged sideways) is a read of the frame at a uv other
20
+ * than this pixel's own.
21
+ *
22
+ * WHAT IT IS NOT. The field pass runs BEFORE the composite, so this is the
23
+ * resolved scene — models, stage, ground — and nothing the composite adds
24
+ * afterwards: not the background colour, not a background effect, not the tone
25
+ * map, not the grade. Warping it warps the cast and the floor while the
26
+ * backdrop behind them stays put. That is a real limit, not a bug to route
27
+ * around, and an effect that wants the whole finished picture wants a pass
28
+ * after the composite instead.
29
+ *
30
+ * HDR and LINEAR for the same reason — it is read before the tone map, so
31
+ * values run past 1 and an effect doing display-space arithmetic on them
32
+ * should tone them itself.
33
+ *
34
+ * Legal because of pass order, and only that: the field pass runs after the
35
+ * scene pass has ended and RESOLVED, so this samples a finished texture rather
36
+ * than one being written into. Same reason the depth tap works, and it breaks
37
+ * the same way if either ever moves.
38
+ *
39
+ * ITS OWN SAMPLER, deliberately. castDistanceApi and gridReadApi already both
40
+ * declare one at binding 18, which is legal only while no single entry point
41
+ * references both; borrowing either made every effect that also touches the
42
+ * grid reference two variables at one binding, and WGSL rejects the module.
43
+ * Clamp-to-edge is what stops a warped offset wrapping the far side of the
44
+ * screen into the picture.
45
+ */
46
+ export function sceneTapApi(group, tex, samp) {
47
+ return /* wgsl */ `
48
+ @group(${group}) @binding(${tex}) var _rzSceneTex: texture_2d<f32>;
49
+ @group(${group}) @binding(${samp}) var _rzSceneSamp: sampler;
50
+
51
+ /** uv as the mount gives it (y=0 at the BOTTOM, the shadertoy convention the
52
+ * composite documents) turned into a texture coordinate (y=0 at the top).
53
+ * Sampling the mount's uv straight returns the scene upside down, which is a
54
+ * bug that looks like an art direction — so it is done here once rather than in
55
+ * every effect that reads the frame. */
56
+ fn _rzTapUv(uv: vec2f) -> vec2f {
57
+ return clamp(vec2f(uv.x, 1.0 - uv.y), vec2f(0.0), vec2f(1.0));
58
+ }
59
+
60
+ /**
61
+ * How much of this pixel the scene COVERS, 0..1.
62
+ *
63
+ * The half of the frame that colour alone cannot tell you, and the reason a
64
+ * ground that fades to nothing at its rim came back as a hard-edged slab. The
65
+ * scene renders into a PREMULTIPLIED target, so a plane drawn at 48% with a
66
+ * radial falloff stores a dimmer colour, not a lighter one — read the colour and
67
+ * ignore this and you get an opaque dark rectangle where there was a fading
68
+ * sheet. It is also finer than any depth test: depth is binary and a plane
69
+ * writes it across its whole square whatever its alpha does.
70
+ */
71
+ fn rzSceneAlpha(uv: vec2f) -> f32 {
72
+ let sz = vec2f(textureDimensions(maskTex));
73
+ let p = clamp(_rzTapUv(uv) * sz, vec2f(0.0), sz - vec2f(1.0));
74
+ return textureLoad(maskTex, vec2<i32>(p), 0).g;
75
+ }
76
+
77
+ /**
78
+ * The scene at uv in LINEAR light, straight rather than premultiplied, with the
79
+ * bloom the composite would add to it. What the view transform takes.
80
+ *
81
+ * Divided back out by coverage, so this is the colour the geometry HAS rather
82
+ * than the colour it contributes. Where nothing was drawn the division is
83
+ * meaningless and the result is black — pair it with rzSceneAlpha, never use it
84
+ * alone.
85
+ */
86
+ fn rzScene(uv: vec2f) -> vec3f {
87
+ let p = _rzTapUv(uv);
88
+ let pm = textureSampleLevel(_rzSceneTex, _rzSceneSamp, p, 0.0).rgb;
89
+ let straight = pm / max(rzSceneAlpha(uv), 1e-6);
90
+ let bloom = textureSampleLevel(bloomTex, bloomSamp, p, 0.0).rgb * viewU[1].xyz * viewU[1].w;
91
+ return straight + bloom;
92
+ }
93
+ /** Alias, matching bgWorldPos and the rest of the bg-prefixed surface. */
94
+ fn bgScene(uv: vec2f) -> vec3f { return rzScene(uv); }
95
+
96
+ /**
97
+ * How far the scene is at ANY pixel — the depth tap, off this fragment's leash.
98
+ *
99
+ * foreground() is handed the depth of its OWN pixel, which answers "is this
100
+ * behind me" and nothing else. Anything that resamples asks a different
101
+ * question: it reads the frame somewhere else and needs to know whether the
102
+ * scene was even drawn THERE. One pixel's depth cannot say, and without it an
103
+ * effect that replaces pixels has to replace all of them — painting the empty
104
+ * sky black because that is what the scene texture holds where nothing drew.
105
+ *
106
+ * NO NEW BINDING. The depth buffer has been in this group since foreground got
107
+ * its argument and linearDepth already inverts it; this only lets an effect name
108
+ * a pixel other than its own. Metres along the view axis, the same units as the
109
+ * depth argument and as rzProject's z, so comparing them is a subtraction.
110
+ *
111
+ * Cleared depth inverts to the far plane, so "nothing here" reads as a very
112
+ * large number rather than as zero.
113
+ */
114
+ fn rzSceneDepth(uv: vec2f) -> f32 {
115
+ let sz = vec2f(textureDimensions(depthTex));
116
+ let p = clamp(vec2f(uv.x, 1.0 - uv.y) * sz, vec2f(0.0), sz - vec2f(1.0));
117
+ return linearDepth(vec2<i32>(p));
118
+ }
119
+
120
+ /**
121
+ * The far plane, in the same metres rzSceneDepth answers in.
122
+ *
123
+ * Read straight from the uniform the camera writes it into, NOT re-derived by
124
+ * inverting a cleared depth. That inversion is projB / (1 - projA), whose sign
125
+ * depends on which way round the projection maps z — and when it comes out
126
+ * wrong it does not error, it clamps to the near plane and every rzSceneHit
127
+ * answers false, so the effect silently draws nothing at all.
128
+ */
129
+ fn rzSceneFar() -> f32 {
130
+ return max(dofU[2].z, 0.05);
131
+ }
132
+
133
+ /**
134
+ * Was anything actually DRAWN at this uv?
135
+ *
136
+ * The question every effect that resamples has to ask, and the one no author
137
+ * should answer with a constant. The far plane is not a fixed number here — it
138
+ * tracks the camera (roughly its orbit radius times twelve), so a threshold
139
+ * picked by eye is right at one distance and wrong at every other. Guess high
140
+ * and empty sky reads as geometry, and an effect that replaces pixels paints the
141
+ * background black; guess low and the far half of a stage disappears.
142
+ *
143
+ * Compared against the plane itself, with a hair of margin for the precision the
144
+ * inversion loses out there.
145
+ */
146
+ fn rzSceneHit(uv: vec2f) -> bool {
147
+ return rzSceneDepth(uv) < rzSceneFar() * 0.995;
148
+ }
149
+
150
+ /**
151
+ * The scene at uv, in the SAME space as the pixel it would replace.
152
+ *
153
+ * rzScene is linear and pre-tone-map. Anything that resamples has to put what it
154
+ * fetched back into display space, and every effect that tried did it by hand —
155
+ * a Reinhard shoulder and a 2.2 gamma, near enough at a glance and wrong
156
+ * everywhere it mattered. The tell is a mosaic or a glitch applied to part of
157
+ * the frame: the treated region reads a shade off from the untreated one beside
158
+ * it, and no amount of tuning closes it, because the engine's curve is Filmic or
159
+ * AgX with the scene's own exposure and grade, not a shoulder.
160
+ *
161
+ * So it is not approximated. This is the composite's own chain — exposure,
162
+ * viewTransform, the grade when the scene has one, then the display gamma —
163
+ * applied to the same sample. Fetch a pixel at its own uv through this and you
164
+ * get the pixel that is already there, so a displacement of zero is invisible
165
+ * and the boundary of any masked effect disappears.
166
+ *
167
+ * The gamma is applied unconditionally rather than behind APPLY_GAMMA: the
168
+ * override is a pipeline constant the field pass need not share, and pow(x, 1)
169
+ * is the identity, so writing it out is both safer and equivalent.
170
+ */
171
+ fn rzSceneDisplay(uv: vec2f) -> vec3f {
172
+ var c = max(viewTransform(rzScene(uv) * exp2(viewU[0].x)), vec3f(0.0));
173
+ if (viewU[9].w > 0.5) { c = grade(c); }
174
+ return pow(max(c, vec3f(0.0)), vec3f(viewU[0].y));
175
+ }
176
+
177
+ /**
178
+ * The finished pixel: the scene over its background, exactly as the composite
179
+ * would lay it down. One call, and the answer already carries the ground's
180
+ * fade, its opacity, and the background showing through both.
181
+ *
182
+ * This is what a FILTER wants — anything re-rendering the whole frame on a tube
183
+ * or a low-resolution screen. Reaching for rzSceneDisplay and a depth test
184
+ * instead rebuilds this by hand and gets it wrong in one specific way every
185
+ * time: coverage is not a yes or no, and treating it as one turns every soft
186
+ * edge in the scene into a hard one.
187
+ *
188
+ * NOT INCLUDED: depth of field, background effects, and an equirect background
189
+ * (a 360 dome reads as its average rather than its texture). Foregrounds compose
190
+ * after this in any case.
191
+ */
192
+ fn rzSceneFrame(uv: vec2f) -> vec3f {
193
+ let a = clamp(rzSceneAlpha(uv), 0.0, 1.0);
194
+ let bg = viewU[2];
195
+ let bgRgb = bg.rgb * select(0.0, 1.0, bg.w > 0.5);
196
+ return rzSceneDisplay(uv) * a + bgRgb * (1.0 - a);
197
+ }
198
+
199
+ /**
200
+ * The scene's background: rgb is the picked colour in DISPLAY space, and w says
201
+ * what kind it is — 0 transparent (a backdrop or an alpha export is showing
202
+ * through), 1 a flat colour, above 1 an equirect dome.
203
+ *
204
+ * For effects that need to know what sits behind the scene. It is NOT what a
205
+ * background effect drew — those compose in the pass after this one — so an
206
+ * effect that paints over the background with this erases them.
207
+ */
208
+ fn rzBackground() -> vec4f { return viewU[2]; }
209
+ `;
210
+ }
211
+ /**
212
+ * The same names, for the modules with no finished scene to give.
213
+ *
214
+ * An effect file is spliced into EVERY module it has a mount in, so a water
215
+ * effect with a gridStep compiles its foreground() inside the SIM shader as
216
+ * well — dead code there that nothing calls, but code that still has to
217
+ * resolve. Without this, adding a scene read to any effect that also drives a
218
+ * grid fails to install with "unresolved call target rzScene".
219
+ *
220
+ * Black, not a guess: every one of these modules steps BEFORE the scene pass
221
+ * resolves, so at the moment they run the frame does not exist.
222
+ */
223
+ export const SCENE_TAP_STUB = /* wgsl */ `
224
+ fn rzScene(uv: vec2f) -> vec3f { return vec3f(0.0); }
225
+ fn bgScene(uv: vec2f) -> vec3f { return rzScene(uv); }
226
+ /** Far, which in these modules is true: no geometry has been drawn yet. */
227
+ fn rzSceneDepth(uv: vec2f) -> f32 { return 1e9; }
228
+ fn rzSceneFar() -> f32 { return 1e9; }
229
+ fn rzSceneHit(uv: vec2f) -> bool { return false; }
230
+ fn rzSceneAlpha(uv: vec2f) -> f32 { return 0.0; }
231
+ fn rzSceneDisplay(uv: vec2f) -> vec3f { return vec3f(0.0); }
232
+ fn rzSceneFrame(uv: vec2f) -> vec3f { return vec3f(0.0); }
233
+ fn rzBackground() -> vec4f { return vec4f(0.0); }
234
+ `;
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "reze-engine",
3
- "version": "0.54.15",
3
+ "version": "0.54.16",
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",
package/src/engine.ts CHANGED
@@ -3035,9 +3035,10 @@ export class Engine {
3035
3035
  * change that only ever toggles between two known states.
3036
3036
  */
3037
3037
  private rebuildFieldBindGroup(): void {
3038
- if (!this.device || !this.depthReadView || this.fieldUniformBuffers.length === 0) return
3039
- // Captured, so the null guard above survives into the closure.
3038
+ if (!this.device || !this.depthReadView || !this.compositeBloomView || this.fieldUniformBuffers.length === 0) return
3039
+ // Captured, so the null guards above survive into the closure.
3040
3040
  const depth = this.depthReadView
3041
+ const bloom = this.compositeBloomView
3041
3042
  const build = (owner: EffectInstance, grid: GPUTextureView) =>
3042
3043
  this.device.createBindGroup({
3043
3044
  label: "field layer bind group",
@@ -3059,6 +3060,13 @@ export class Engine {
3059
3060
  { binding: 17, resource: grid },
3060
3061
  { binding: 18, resource: this.simSampler },
3061
3062
  { binding: 26, resource: this.castDistView ?? this.castDistFallbackView! },
3063
+ { binding: 27, resource: this.hdrResolveTexture.createView() },
3064
+ { binding: 28, resource: this.simSampler },
3065
+ { binding: 2, resource: this.bloomSampler },
3066
+ { binding: 5, resource: this.filmicLutView },
3067
+ { binding: 10, resource: (this.agxLutTexture ?? this.agxFallbackTexture).createView({ dimension: "3d" }) },
3068
+ { binding: 1, resource: bloom },
3069
+ { binding: 4, resource: this.maskResolveView },
3062
3070
  ],
3063
3071
  })
3064
3072
  // Per effect: the params buffer and the grid are both its own, so two
@@ -4886,6 +4894,14 @@ export class Engine {
4886
4894
  const proj = this.camera.getProjectionMatrix().values
4887
4895
  u[8] = proj[10]
4888
4896
  u[9] = proj[14]
4897
+ // THE FAR PLANE ITSELF, written rather than left to be re-derived. An effect
4898
+ // that resamples has to know whether the scene was drawn at a given pixel,
4899
+ // and "nothing was drawn" reads back as exactly this distance. Recovering it
4900
+ // from the pair above means inverting a cleared depth, which is a sign trap
4901
+ // that differs by projection convention and fails silently — as an effect
4902
+ // that draws nothing at all, or one that paints the sky. The camera knows
4903
+ // the number; this hands it over.
4904
+ u[10] = this.camera.far
4889
4905
  this.device.queue.writeBuffer(this.dofUniformBuffer, 0, u)
4890
4906
  }
4891
4907
 
@@ -5434,6 +5450,23 @@ export class Engine {
5434
5450
  // compiled, and a 1x1 stands in when the flood is not running, so an
5435
5451
  // author never has to guard the name.
5436
5452
  { binding: 26, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float", viewDimension: "2d" } },
5453
+ // The finished scene, and a sampler of its own — see scene-tap.ts for
5454
+ // why it may not borrow the one at 18.
5455
+ { binding: 27, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float" } },
5456
+ { binding: 28, visibility: GPUShaderStage.FRAGMENT, sampler: {} },
5457
+ // THE VIEW TRANSFORM'S OWN RESOURCES. viewTransform() lives in the
5458
+ // header both this module and the composite share, but its lookups did
5459
+ // not: an effect calling it compiled and then failed at pipeline
5460
+ // creation with "binding doesn't exist", naming a binding no effect
5461
+ // author ever wrote. Sharing the code meant sharing these.
5462
+ { binding: 2, visibility: GPUShaderStage.FRAGMENT, sampler: {} },
5463
+ { binding: 5, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float" } },
5464
+ { binding: 10, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float", viewDimension: "3d" } },
5465
+ // And the scene's COVERAGE and bloom, without which the tap cannot
5466
+ // reconstruct a pixel: the HDR target is premultiplied, so colour alone
5467
+ // reads a half-transparent ground as a dark opaque one.
5468
+ { binding: 1, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float" } },
5469
+ { binding: 4, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float" } },
5437
5470
  ],
5438
5471
  })
5439
5472
  this.fieldPipelineLayout = this.device.createPipelineLayout({
@@ -7223,6 +7256,19 @@ export class Engine {
7223
7256
  * analysis would render silence into the exported video.
7224
7257
  */
7225
7258
  setAudioData(data: Float32Array | null, bandsPerFrame: number, secondsPerFrame: number): void {
7259
+ // NOT YET, OR NEVER AGAIN. `device` is definite-assignment: it is undefined
7260
+ // until init() resolves and after dispose(), and TypeScript cannot see
7261
+ // either state. This setter is reached from an ASYNC callback — the audio
7262
+ // analysis, the score fetch, the lyric rasteriser all land whenever they
7263
+ // land — so on a hot reload the in-flight promise of the outgoing engine
7264
+ // resolves against the incoming one, which is holding a ref but has not
7265
+ // finished init. It threw "Cannot read properties of undefined (reading
7266
+ // 'createBuffer')" from a line whose only crime was being fast.
7267
+ //
7268
+ // Dropped rather than queued: every caller here re-pushes on the effect
7269
+ // that owns the asset, and that effect re-runs on the very reload that
7270
+ // caused this.
7271
+ if (!this.device) return
7226
7272
  if (this.audioBuffer !== this.audioFallbackBuffer) this.audioBuffer.destroy()
7227
7273
  if (!data || data.length === 0) {
7228
7274
  this.audioBuffer = this.audioFallbackBuffer
@@ -7271,6 +7317,19 @@ export class Engine {
7271
7317
  lines: LyricLine[] | null,
7272
7318
  atlas?: { source: GPUCopyExternalImageSource; width: number; height: number; rects: LyricRect[] },
7273
7319
  ): void {
7320
+ // NOT YET, OR NEVER AGAIN. `device` is definite-assignment: it is undefined
7321
+ // until init() resolves and after dispose(), and TypeScript cannot see
7322
+ // either state. This setter is reached from an ASYNC callback — the audio
7323
+ // analysis, the score fetch, the lyric rasteriser all land whenever they
7324
+ // land — so on a hot reload the in-flight promise of the outgoing engine
7325
+ // resolves against the incoming one, which is holding a ref but has not
7326
+ // finished init. It threw "Cannot read properties of undefined (reading
7327
+ // 'createBuffer')" from a line whose only crime was being fast.
7328
+ //
7329
+ // Dropped rather than queued: every caller here re-pushes on the effect
7330
+ // that owns the asset, and that effect re-runs on the very reload that
7331
+ // caused this.
7332
+ if (!this.device) return
7274
7333
  this.device.queue.writeBuffer(this.lyricsBuffer, 0, packLyrics(lines ?? [], atlas?.rects))
7275
7334
  if (!atlas) return
7276
7335
  const w = Math.min(atlas.width, LYRIC_ATLAS_MAX_W)
@@ -7302,6 +7361,19 @@ export class Engine {
7302
7361
  }
7303
7362
 
7304
7363
  setMidiNotes(notes: MidiNote[] | null, release = 0.35): void {
7364
+ // NOT YET, OR NEVER AGAIN. `device` is definite-assignment: it is undefined
7365
+ // until init() resolves and after dispose(), and TypeScript cannot see
7366
+ // either state. This setter is reached from an ASYNC callback — the audio
7367
+ // analysis, the score fetch, the lyric rasteriser all land whenever they
7368
+ // land — so on a hot reload the in-flight promise of the outgoing engine
7369
+ // resolves against the incoming one, which is holding a ref but has not
7370
+ // finished init. It threw "Cannot read properties of undefined (reading
7371
+ // 'createBuffer')" from a line whose only crime was being fast.
7372
+ //
7373
+ // Dropped rather than queued: every caller here re-pushes on the effect
7374
+ // that owns the asset, and that effect re-runs on the very reload that
7375
+ // caused this.
7376
+ if (!this.device) return
7305
7377
  if (this.midiBuffer !== this.midiFallbackBuffer) this.midiBuffer.destroy()
7306
7378
  this.midiRelease = Math.max(0, release)
7307
7379
  // Sorted by onset. Nothing in the accessors requires it, but a caller
@@ -1,3 +1,4 @@
1
+ import { SCENE_TAP_STUB } from "./scene-tap"
1
2
  // Positional lights, as data — the sibling of the cast, audio and score
2
3
  // interfaces, and shaped like them: one shared buffer, read through accessors,
3
4
  // never touched directly.
@@ -140,6 +141,7 @@ export function buildLightEmitShader(
140
141
  @group(0) @binding(2) var<uniform> viewU: array<vec4<f32>, 15>;
141
142
  @group(0) @binding(3) var<storage, read> _rzCast: array<vec4f>;
142
143
  ${sceneApi}
144
+ ${SCENE_TAP_STUB}
143
145
  // Audio and score at 4 and 5, the same bindings the particle and trail modules
144
146
  // put them on. A lamp that pulses on the beat or lights on a note is the whole
145
147
  // point of a light an effect owns rather than one the document places, so this
@@ -1,4 +1,5 @@
1
1
  import { RZ_LIGHT_STRUCT_WGSL } from "../lights"
2
+ import { sceneTapApi } from "../scene-tap"
2
3
  import { anchorAliasWgsl } from "../anchor-table"
3
4
  import { CAST_API } from "../cast-api"
4
5
  import { clockApi, EFFECT_MATH_API, PARTICLE_STRUCT_WGSL, trailSlotsApi, viewportApi } from "./hosted-api"
@@ -674,6 +675,7 @@ export function buildFieldShader(effect: CompositeEffectSource): string {
674
675
  // texel is CAST_FIELD_DIV of them and the accessor scales on the way out.
675
676
  // An author writes the width they mean and never learns how it is built.
676
677
  castDistanceApi(0, 26, 18, CAST_FIELD_DIV) +
678
+ sceneTapApi(0, 27, 28) +
677
679
  "\n// ── user effect (setEffect) ──\n" +
678
680
  effect.paramsDecl +
679
681
  "\n" +
@@ -3,6 +3,7 @@ import { lyricsApi } from "../lyrics-api"
3
3
  import { anchorAliasWgsl } from "../anchor-table"
4
4
  import { midiApi } from "../midi-api"
5
5
  import { EFFECT_SCENE_API } from "./composite"
6
+ import { SCENE_TAP_STUB } from "../scene-tap"
6
7
  import { type CastLayout } from "./particles"
7
8
  import { clockApi, trailSlotsApi, viewportApi } from "./hosted-api"
8
9
  import { idApi } from "../id-api"
@@ -136,6 +137,7 @@ fn rzGridPrev(uv: vec2f) -> vec4f {
136
137
  }
137
138
  ` +
138
139
  EFFECT_SCENE_API +
140
+ SCENE_TAP_STUB +
139
141
  // The alias _rzSlot, which the scene API's accessors route through. Every
140
142
  // module embedding EFFECT_SCENE_API must splice this; the sim module was
141
143
  // the one that did not, and every gridStep effect failed to install with
@@ -0,0 +1,236 @@
1
+ /**
2
+ * The scene tap: the frame as the scene left it, for effects that bend light.
3
+ *
4
+ * ITS OWN FILE, AND IT IMPORTS NOTHING — the same rule and the same reason as
5
+ * cast-layout.ts. composite.ts already imports from lights.ts, so putting the
6
+ * stub in composite and importing it back into lights closes a cycle, and the
7
+ * first thing to touch that cycle throws "Cannot access RZ_LIGHT_STRUCT_WGSL
8
+ * before initialization" at module load: the whole engine failing to start on
9
+ * an import order nobody chose. Three modules need these strings; none of them
10
+ * may depend on another to get them.
11
+ */
12
+
13
+ /**
14
+ * rzScene(uv) — the frame as the scene left it.
15
+ *
16
+ * The one thing a foreground could not do: an effect knew WHERE the scene was,
17
+ * through bgWorldPos and the depth tap, but never what COLOUR it was. Anything
18
+ * that RESAMPLES the picture needs this — refraction, heat haze, glass, a
19
+ * pixelated cast, and every CRT trick worth having (barrel curve, the RGB
20
+ * ghost, a torn line dragged sideways) is a read of the frame at a uv other
21
+ * than this pixel's own.
22
+ *
23
+ * WHAT IT IS NOT. The field pass runs BEFORE the composite, so this is the
24
+ * resolved scene — models, stage, ground — and nothing the composite adds
25
+ * afterwards: not the background colour, not a background effect, not the tone
26
+ * map, not the grade. Warping it warps the cast and the floor while the
27
+ * backdrop behind them stays put. That is a real limit, not a bug to route
28
+ * around, and an effect that wants the whole finished picture wants a pass
29
+ * after the composite instead.
30
+ *
31
+ * HDR and LINEAR for the same reason — it is read before the tone map, so
32
+ * values run past 1 and an effect doing display-space arithmetic on them
33
+ * should tone them itself.
34
+ *
35
+ * Legal because of pass order, and only that: the field pass runs after the
36
+ * scene pass has ended and RESOLVED, so this samples a finished texture rather
37
+ * than one being written into. Same reason the depth tap works, and it breaks
38
+ * the same way if either ever moves.
39
+ *
40
+ * ITS OWN SAMPLER, deliberately. castDistanceApi and gridReadApi already both
41
+ * declare one at binding 18, which is legal only while no single entry point
42
+ * references both; borrowing either made every effect that also touches the
43
+ * grid reference two variables at one binding, and WGSL rejects the module.
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+ * Clamp-to-edge is what stops a warped offset wrapping the far side of the
45
+ * screen into the picture.
46
+ */
47
+ export function sceneTapApi(group: number, tex: number, samp: number): string {
48
+ return /* wgsl */ `
49
+ @group(${group}) @binding(${tex}) var _rzSceneTex: texture_2d<f32>;
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+ @group(${group}) @binding(${samp}) var _rzSceneSamp: sampler;
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+
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+ /** uv as the mount gives it (y=0 at the BOTTOM, the shadertoy convention the
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+ * composite documents) turned into a texture coordinate (y=0 at the top).
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+ * Sampling the mount's uv straight returns the scene upside down, which is a
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+ * bug that looks like an art direction — so it is done here once rather than in
56
+ * every effect that reads the frame. */
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+ fn _rzTapUv(uv: vec2f) -> vec2f {
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+ return clamp(vec2f(uv.x, 1.0 - uv.y), vec2f(0.0), vec2f(1.0));
59
+ }
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+
61
+ /**
62
+ * How much of this pixel the scene COVERS, 0..1.
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+ *
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+ * The half of the frame that colour alone cannot tell you, and the reason a
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+ * ground that fades to nothing at its rim came back as a hard-edged slab. The
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+ * scene renders into a PREMULTIPLIED target, so a plane drawn at 48% with a
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+ * radial falloff stores a dimmer colour, not a lighter one — read the colour and
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+ * ignore this and you get an opaque dark rectangle where there was a fading
69
+ * sheet. It is also finer than any depth test: depth is binary and a plane
70
+ * writes it across its whole square whatever its alpha does.
71
+ */
72
+ fn rzSceneAlpha(uv: vec2f) -> f32 {
73
+ let sz = vec2f(textureDimensions(maskTex));
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+ let p = clamp(_rzTapUv(uv) * sz, vec2f(0.0), sz - vec2f(1.0));
75
+ return textureLoad(maskTex, vec2<i32>(p), 0).g;
76
+ }
77
+
78
+ /**
79
+ * The scene at uv in LINEAR light, straight rather than premultiplied, with the
80
+ * bloom the composite would add to it. What the view transform takes.
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+ *
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+ * Divided back out by coverage, so this is the colour the geometry HAS rather
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+ * than the colour it contributes. Where nothing was drawn the division is
84
+ * meaningless and the result is black — pair it with rzSceneAlpha, never use it
85
+ * alone.
86
+ */
87
+ fn rzScene(uv: vec2f) -> vec3f {
88
+ let p = _rzTapUv(uv);
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+ let pm = textureSampleLevel(_rzSceneTex, _rzSceneSamp, p, 0.0).rgb;
90
+ let straight = pm / max(rzSceneAlpha(uv), 1e-6);
91
+ let bloom = textureSampleLevel(bloomTex, bloomSamp, p, 0.0).rgb * viewU[1].xyz * viewU[1].w;
92
+ return straight + bloom;
93
+ }
94
+ /** Alias, matching bgWorldPos and the rest of the bg-prefixed surface. */
95
+ fn bgScene(uv: vec2f) -> vec3f { return rzScene(uv); }
96
+
97
+ /**
98
+ * How far the scene is at ANY pixel — the depth tap, off this fragment's leash.
99
+ *
100
+ * foreground() is handed the depth of its OWN pixel, which answers "is this
101
+ * behind me" and nothing else. Anything that resamples asks a different
102
+ * question: it reads the frame somewhere else and needs to know whether the
103
+ * scene was even drawn THERE. One pixel's depth cannot say, and without it an
104
+ * effect that replaces pixels has to replace all of them — painting the empty
105
+ * sky black because that is what the scene texture holds where nothing drew.
106
+ *
107
+ * NO NEW BINDING. The depth buffer has been in this group since foreground got
108
+ * its argument and linearDepth already inverts it; this only lets an effect name
109
+ * a pixel other than its own. Metres along the view axis, the same units as the
110
+ * depth argument and as rzProject's z, so comparing them is a subtraction.
111
+ *
112
+ * Cleared depth inverts to the far plane, so "nothing here" reads as a very
113
+ * large number rather than as zero.
114
+ */
115
+ fn rzSceneDepth(uv: vec2f) -> f32 {
116
+ let sz = vec2f(textureDimensions(depthTex));
117
+ let p = clamp(vec2f(uv.x, 1.0 - uv.y) * sz, vec2f(0.0), sz - vec2f(1.0));
118
+ return linearDepth(vec2<i32>(p));
119
+ }
120
+
121
+ /**
122
+ * The far plane, in the same metres rzSceneDepth answers in.
123
+ *
124
+ * Read straight from the uniform the camera writes it into, NOT re-derived by
125
+ * inverting a cleared depth. That inversion is projB / (1 - projA), whose sign
126
+ * depends on which way round the projection maps z — and when it comes out
127
+ * wrong it does not error, it clamps to the near plane and every rzSceneHit
128
+ * answers false, so the effect silently draws nothing at all.
129
+ */
130
+ fn rzSceneFar() -> f32 {
131
+ return max(dofU[2].z, 0.05);
132
+ }
133
+
134
+ /**
135
+ * Was anything actually DRAWN at this uv?
136
+ *
137
+ * The question every effect that resamples has to ask, and the one no author
138
+ * should answer with a constant. The far plane is not a fixed number here — it
139
+ * tracks the camera (roughly its orbit radius times twelve), so a threshold
140
+ * picked by eye is right at one distance and wrong at every other. Guess high
141
+ * and empty sky reads as geometry, and an effect that replaces pixels paints the
142
+ * background black; guess low and the far half of a stage disappears.
143
+ *
144
+ * Compared against the plane itself, with a hair of margin for the precision the
145
+ * inversion loses out there.
146
+ */
147
+ fn rzSceneHit(uv: vec2f) -> bool {
148
+ return rzSceneDepth(uv) < rzSceneFar() * 0.995;
149
+ }
150
+
151
+ /**
152
+ * The scene at uv, in the SAME space as the pixel it would replace.
153
+ *
154
+ * rzScene is linear and pre-tone-map. Anything that resamples has to put what it
155
+ * fetched back into display space, and every effect that tried did it by hand —
156
+ * a Reinhard shoulder and a 2.2 gamma, near enough at a glance and wrong
157
+ * everywhere it mattered. The tell is a mosaic or a glitch applied to part of
158
+ * the frame: the treated region reads a shade off from the untreated one beside
159
+ * it, and no amount of tuning closes it, because the engine's curve is Filmic or
160
+ * AgX with the scene's own exposure and grade, not a shoulder.
161
+ *
162
+ * So it is not approximated. This is the composite's own chain — exposure,
163
+ * viewTransform, the grade when the scene has one, then the display gamma —
164
+ * applied to the same sample. Fetch a pixel at its own uv through this and you
165
+ * get the pixel that is already there, so a displacement of zero is invisible
166
+ * and the boundary of any masked effect disappears.
167
+ *
168
+ * The gamma is applied unconditionally rather than behind APPLY_GAMMA: the
169
+ * override is a pipeline constant the field pass need not share, and pow(x, 1)
170
+ * is the identity, so writing it out is both safer and equivalent.
171
+ */
172
+ fn rzSceneDisplay(uv: vec2f) -> vec3f {
173
+ var c = max(viewTransform(rzScene(uv) * exp2(viewU[0].x)), vec3f(0.0));
174
+ if (viewU[9].w > 0.5) { c = grade(c); }
175
+ return pow(max(c, vec3f(0.0)), vec3f(viewU[0].y));
176
+ }
177
+
178
+ /**
179
+ * The finished pixel: the scene over its background, exactly as the composite
180
+ * would lay it down. One call, and the answer already carries the ground's
181
+ * fade, its opacity, and the background showing through both.
182
+ *
183
+ * This is what a FILTER wants — anything re-rendering the whole frame on a tube
184
+ * or a low-resolution screen. Reaching for rzSceneDisplay and a depth test
185
+ * instead rebuilds this by hand and gets it wrong in one specific way every
186
+ * time: coverage is not a yes or no, and treating it as one turns every soft
187
+ * edge in the scene into a hard one.
188
+ *
189
+ * NOT INCLUDED: depth of field, background effects, and an equirect background
190
+ * (a 360 dome reads as its average rather than its texture). Foregrounds compose
191
+ * after this in any case.
192
+ */
193
+ fn rzSceneFrame(uv: vec2f) -> vec3f {
194
+ let a = clamp(rzSceneAlpha(uv), 0.0, 1.0);
195
+ let bg = viewU[2];
196
+ let bgRgb = bg.rgb * select(0.0, 1.0, bg.w > 0.5);
197
+ return rzSceneDisplay(uv) * a + bgRgb * (1.0 - a);
198
+ }
199
+
200
+ /**
201
+ * The scene's background: rgb is the picked colour in DISPLAY space, and w says
202
+ * what kind it is — 0 transparent (a backdrop or an alpha export is showing
203
+ * through), 1 a flat colour, above 1 an equirect dome.
204
+ *
205
+ * For effects that need to know what sits behind the scene. It is NOT what a
206
+ * background effect drew — those compose in the pass after this one — so an
207
+ * effect that paints over the background with this erases them.
208
+ */
209
+ fn rzBackground() -> vec4f { return viewU[2]; }
210
+ `
211
+ }
212
+
213
+ /**
214
+ * The same names, for the modules with no finished scene to give.
215
+ *
216
+ * An effect file is spliced into EVERY module it has a mount in, so a water
217
+ * effect with a gridStep compiles its foreground() inside the SIM shader as
218
+ * well — dead code there that nothing calls, but code that still has to
219
+ * resolve. Without this, adding a scene read to any effect that also drives a
220
+ * grid fails to install with "unresolved call target rzScene".
221
+ *
222
+ * Black, not a guess: every one of these modules steps BEFORE the scene pass
223
+ * resolves, so at the moment they run the frame does not exist.
224
+ */
225
+ export const SCENE_TAP_STUB = /* wgsl */ `
226
+ fn rzScene(uv: vec2f) -> vec3f { return vec3f(0.0); }
227
+ fn bgScene(uv: vec2f) -> vec3f { return rzScene(uv); }
228
+ /** Far, which in these modules is true: no geometry has been drawn yet. */
229
+ fn rzSceneDepth(uv: vec2f) -> f32 { return 1e9; }
230
+ fn rzSceneFar() -> f32 { return 1e9; }
231
+ fn rzSceneHit(uv: vec2f) -> bool { return false; }
232
+ fn rzSceneAlpha(uv: vec2f) -> f32 { return 0.0; }
233
+ fn rzSceneDisplay(uv: vec2f) -> vec3f { return vec3f(0.0); }
234
+ fn rzSceneFrame(uv: vec2f) -> vec3f { return vec3f(0.0); }
235
+ fn rzBackground() -> vec4f { return vec4f(0.0); }
236
+ `