reze-engine 0.56.7 → 0.56.9

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/engine.d.ts CHANGED
@@ -407,6 +407,17 @@ interface ModelInstance {
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  * outline. Kept here so that write has somewhere to go. */
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  outlineUniformBuffers: GPUBuffer[];
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  model: Model;
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+ /**
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+ * Keep simulating this model's cloth while it is HIDDEN.
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+ *
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+ * Off by default, which is what makes a roster of resident alternate skins
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+ * affordable: invisible cloth costs nothing. On for a model whose visibility
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+ * is scheduled, because the frame it appears on is the frame its skirt has to
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+ * be already dancing — a dress simulated from rest at the reveal snaps into
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+ * place in front of the audience, and that pop is the whole reason a costume
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+ * change reads as a glitch rather than as a cut.
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+ */
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+ simulateWhileHidden: boolean;
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  basePath: string;
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  assetReader: AssetReader;
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  gpuBuffers: GPUBuffer[];
@@ -981,6 +992,9 @@ export declare class Engine {
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  private cullShadowArgs;
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  private cullMirrorArgs;
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  private static readonly GROUND_PLANE;
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+ /** Where addGround put the floor. The mirror reflects across it, so a raised
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+ * floor that kept y = 0 would reflect the scene into the wrong plane. */
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+ private groundY;
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  private mirrorPlane;
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  private mirrorCameraData;
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  private mirrorCameraBuffer;
@@ -2172,6 +2186,15 @@ export declare class Engine {
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  addGround(options?: {
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  width?: number;
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  height?: number;
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+ /**
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+ * Where the plane sits on Y, in world units. 0 (default) is MMD's floor.
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+ *
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+ * A framing offset, not a stage: a camera motion authored for a taller or
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+ * shorter character fits by moving the model and the floor together, which
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+ * is cheaper than retiming the shot. What stands ON the floor does not
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+ * follow it — the physics floor is model space, at the figure's own feet.
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+ */
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+ y?: number;
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  diffuseColor?: Vec3;
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  fadeStart?: number;
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  fadeEnd?: number;
@@ -2770,6 +2793,19 @@ export declare class Engine {
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  * a surface nothing in the scene is standing on.
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  */
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  setPhysicsFloor(on: boolean): void;
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+ /**
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+ * Keep one model's cloth simulating while it is hidden.
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+ *
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+ * For scheduled visibility — a costume the scene swaps to, a double that
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+ * appears mid-shot. The body of a hidden model animates either way, so what
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+ * this buys is the cloth: switch it on and the skirt is already moving when
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+ * the model is revealed, instead of falling into place from rest in view.
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+ *
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+ * Per model rather than scene-wide, because it is exactly the models taking
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+ * part in a swap that need it, and a scene that never swaps should not pay
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+ * for cloth nobody can see.
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+ */
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+ setModelPhysicsWhileHidden(modelName: string, on: boolean): boolean;
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  getPhysicsFloor(): boolean;
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  getWind(): WindOptions | null;
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  resetPhysics(): void;
@@ -1 +1 @@
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- 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package/dist/engine.js CHANGED
@@ -896,6 +896,9 @@ export class Engine {
896
896
  this.cullCameraArgs = null;
897
897
  this.cullShadowArgs = null;
898
898
  this.cullMirrorArgs = null;
899
+ /** Where addGround put the floor. The mirror reflects across it, so a raised
900
+ * floor that kept y = 0 would reflect the scene into the wrong plane. */
901
+ this.groundY = 0;
899
902
  this.mirrorPlane = new Float32Array([0, 1, 0, 0]);
900
903
  this.mirrorCameraData = new Float32Array(40);
901
904
  // proj x mirrorView for the ground's projective sample and the cull planes,
@@ -2150,7 +2153,9 @@ export class Engine {
2150
2153
  planeFromPointNormal(m[12], m[13], m[14], m[8], m[9], m[10], this.mirrorPlane);
2151
2154
  }
2152
2155
  else {
2156
+ // The floor's own plane: up, offset to wherever addGround put it.
2153
2157
  this.mirrorPlane.set(Engine.GROUND_PLANE);
2158
+ this.mirrorPlane[3] = -this.groundY;
2154
2159
  }
2155
2160
  // The ground inside the mirror pass clips against this same plane — a
2156
2161
  // mirror shows nothing behind itself, and the floor is what is behind one.
@@ -7786,6 +7791,7 @@ export class Engine {
7786
7791
  const opts = {
7787
7792
  width: 160,
7788
7793
  height: 160,
7794
+ y: 0,
7789
7795
  diffuseColor: new Vec3(0.9, 0.1, 1.0),
7790
7796
  fadeStart: 10.0,
7791
7797
  fadeEnd: 80.0,
@@ -7801,7 +7807,8 @@ export class Engine {
7801
7807
  shadowSoftness: 0,
7802
7808
  ...options,
7803
7809
  };
7804
- this.createGroundGeometry(opts.width, opts.height);
7810
+ this.groundY = opts.y;
7811
+ this.createGroundGeometry(opts.width, opts.height, opts.y);
7805
7812
  this.createShadowGroundResources(opts);
7806
7813
  this.hasGround = true;
7807
7814
  this.groundDrawCall = {
@@ -7814,7 +7821,14 @@ export class Engine {
7814
7821
  // The ground belongs to no model instance, so it is not in the cull list —
7815
7822
  // cullIndex -1 leaves renderGround unconditional. Its box is filled in
7816
7823
  // anyway rather than left a lie for whoever reads this next.
7817
- bounds: new Float32Array([-opts.width / 2, 0, -opts.height / 2, opts.width / 2, 0, opts.height / 2]),
7824
+ bounds: new Float32Array([
7825
+ -opts.width / 2,
7826
+ opts.y,
7827
+ -opts.height / 2,
7828
+ opts.width / 2,
7829
+ opts.y,
7830
+ opts.height / 2,
7831
+ ]),
7818
7832
  cullIndex: -1,
7819
7833
  };
7820
7834
  }
@@ -9378,6 +9392,25 @@ export class Engine {
9378
9392
  this.physicsFloor = on;
9379
9393
  this.forEachInstance((inst) => inst.physics?.setFloor(on));
9380
9394
  }
9395
+ /**
9396
+ * Keep one model's cloth simulating while it is hidden.
9397
+ *
9398
+ * For scheduled visibility — a costume the scene swaps to, a double that
9399
+ * appears mid-shot. The body of a hidden model animates either way, so what
9400
+ * this buys is the cloth: switch it on and the skirt is already moving when
9401
+ * the model is revealed, instead of falling into place from rest in view.
9402
+ *
9403
+ * Per model rather than scene-wide, because it is exactly the models taking
9404
+ * part in a swap that need it, and a scene that never swaps should not pay
9405
+ * for cloth nobody can see.
9406
+ */
9407
+ setModelPhysicsWhileHidden(modelName, on) {
9408
+ const inst = this.modelInstances.get(modelName);
9409
+ if (!inst)
9410
+ return false;
9411
+ inst.simulateWhileHidden = on;
9412
+ return true;
9413
+ }
9381
9414
  getPhysicsFloor() {
9382
9415
  return this.physicsFloor;
9383
9416
  }
@@ -9461,10 +9494,13 @@ export class Engine {
9461
9494
  inst.vertexBufferNeedsUpdate = true;
9462
9495
  }
9463
9496
  // Hidden models keep animating (cheap, and a reveal must not pop a stale
9464
- // pose) but skip cloth simulation entirely — a roster of resident
9497
+ // pose) but skip cloth simulation by default — a roster of resident
9465
9498
  // alternate skins would otherwise pay full physics for invisible cloth.
9466
- // Hosts that reveal after long hiding reset physics anyway (resetPhysics).
9467
- if (inst.physics && this.physicsEnabled && inst.model.visible) {
9499
+ //
9500
+ // UNLESS the host asked for it: a model whose visibility is scheduled has
9501
+ // to arrive with its skirt already in motion, and cloth caught up at the
9502
+ // reveal is a snap everyone sees. See setModelPhysicsWhileHidden.
9503
+ if (inst.physics && this.physicsEnabled && (inst.model.visible || inst.simulateWhileHidden)) {
9468
9504
  const tPhys = performance.now();
9469
9505
  inst.physics.step(deltaTime, inst.model.getWorldMatrices(), inst.model.getBoneInverseBindMatrices());
9470
9506
  // The step published new world matrices for the simulated bones; the
@@ -10484,6 +10520,7 @@ export class Engine {
10484
10520
  const inst = {
10485
10521
  name,
10486
10522
  model,
10523
+ simulateWhileHidden: false,
10487
10524
  basePath,
10488
10525
  assetReader,
10489
10526
  gpuBuffers,
@@ -10596,13 +10633,13 @@ export class Engine {
10596
10633
  baseBuf,
10597
10634
  };
10598
10635
  }
10599
- createGroundGeometry(width = 100, height = 100) {
10636
+ createGroundGeometry(width = 100, height = 100, y = 0) {
10600
10637
  const halfWidth = width / 2;
10601
10638
  const halfHeight = height / 2;
10602
10639
  const vertices = new Float32Array([
10603
10640
  // Bottom-left
10604
10641
  -halfWidth,
10605
- 0,
10642
+ y,
10606
10643
  -halfHeight, // position
10607
10644
  0,
10608
10645
  1,
@@ -10611,7 +10648,7 @@ export class Engine {
10611
10648
  0, // uv
10612
10649
  // Bottom-right
10613
10650
  halfWidth,
10614
- 0,
10651
+ y,
10615
10652
  -halfHeight, // position
10616
10653
  0,
10617
10654
  1,
@@ -10620,7 +10657,7 @@ export class Engine {
10620
10657
  0, // uv
10621
10658
  // Top-right
10622
10659
  halfWidth,
10623
- 0,
10660
+ y,
10624
10661
  halfHeight, // position
10625
10662
  0,
10626
10663
  1,
@@ -10629,7 +10666,7 @@ export class Engine {
10629
10666
  1, // uv
10630
10667
  // Top-left
10631
10668
  -halfWidth,
10632
- 0,
10669
+ y,
10633
10670
  halfHeight, // position
10634
10671
  0,
10635
10672
  1,
@@ -10697,7 +10734,7 @@ export class Engine {
10697
10734
  return this.groundShadowSoftPipeline;
10698
10735
  }
10699
10736
  createShadowGroundResources(opts) {
10700
- const { diffuseColor, fadeStart, fadeEnd, shadowStrength, gridSpacing, gridLineWidth, gridLineOpacity, gridLineColor, noiseStrength, opacity, mirror, mirrorBlur, shadowSoftness, } = opts;
10737
+ const { diffuseColor, y, fadeStart, fadeEnd, shadowStrength, gridSpacing, gridLineWidth, gridLineOpacity, gridLineColor, noiseStrength, opacity, mirror, mirrorBlur, shadowSoftness, } = opts;
10701
10738
  // Shadow map is already created in setupPipelines()
10702
10739
  // 20 floats: 16 for the original block, then (mirrorBlur, pad, pad, pad)
10703
10740
  // keeping the uniform vec4-aligned.
@@ -10725,6 +10762,9 @@ export class Engine {
10725
10762
  // gb[18] — shadow edge softness. Was padding; the shader reads it as the
10726
10763
  // Vogel disk's radius, and 0 takes the sharp nine-tap path unchanged.
10727
10764
  gb[18] = Math.min(Math.max(shadowSoftness, 0), 1);
10765
+ // gb[19] — the floor's height. Was padding; the mirror branch reflects the
10766
+ // eye across it, and a hardcoded 0 slid the reflection off a raised floor.
10767
+ gb[19] = y;
10728
10768
  // Which variant the draw picks. Zero is the sharp shader, which is the one
10729
10769
  // that existed before softness did.
10730
10770
  this.groundSoft = gb[18] > 0;
@@ -12961,7 +13001,7 @@ export class Engine {
12961
13001
  let n = 0;
12962
13002
  let found = null;
12963
13003
  this.forEachInstance((inst) => {
12964
- if (found !== null || n >= MAX_EFFECT_SUBJECTS || inst.isStage || inst.isPlane || inst.isProp)
13004
+ if (found !== null || n >= MAX_EFFECT_SUBJECTS || inst.isStage || inst.isPlane || inst.isProp || !inst.model.visible)
12965
13005
  return;
12966
13006
  if (n === index)
12967
13007
  found = inst.name;
@@ -13664,9 +13704,14 @@ export class Engine {
13664
13704
  // video behind her and none at all around her. Four is the cap because the
13665
13705
  // uniform is small and a scene with five characters is not the case this
13666
13706
  // serves.
13707
+ // A HIDDEN model is not a subject either, and that is not tidiness: a
13708
+ // scene holding a costume's twin keeps it loaded and invisible, and with
13709
+ // it in the list it takes subject 0 by load order — so Teleportation
13710
+ // spawned its motes off a body nobody could see, and the silhouette field
13711
+ // seeded on one. The cast is who is ON STAGE.
13667
13712
  let n = 0;
13668
13713
  this.forEachInstance((inst) => {
13669
- if (n >= MAX_EFFECT_SUBJECTS || inst.isStage || inst.isPlane || inst.isProp)
13714
+ if (n >= MAX_EFFECT_SUBJECTS || inst.isStage || inst.isPlane || inst.isProp || !inst.model.visible)
13670
13715
  return;
13671
13716
  const m = inst.model;
13672
13717
  // The model transform is only where the model was PLACED. A motion moves
@@ -103,7 +103,7 @@ ${discard}
103
103
  // as burning away rather than as a stencil moving over her.
104
104
  var rz_burn = 0.0;
105
105
  if (material.dissolve < 0.9995) {
106
- let rz_t = rz_dissolve_threshold(input.restPos);
106
+ let rz_t = input.faceT;
107
107
  if (rz_t > material.dissolve) { discard; }
108
108
  // Put OUT as the last of her goes. Near zero the front is wider than what
109
109
  // is left of the surface, so every surviving fragment sits inside it and
@@ -19,6 +19,6 @@ export declare function commonFsOutWgsl(): string;
19
19
  * clumps of a few millimetres rather than as single-pixel snow, which at any
20
20
  * distance is just a fade.
21
21
  */
22
- export declare const DISSOLVE_WGSL = "\n/** Clump size, in object-space units \u2014 MMD's are roughly centimetres. */\nconst RZ_DISSOLVE_GRAIN: f32 = 0.42;\n/** How much the clumps pull a fragment off its own grit value \u2014 the whole of\n * the LOOK, and none of the rate. See rz_dissolve_threshold. */\nconst RZ_DISSOLVE_CLUMP: f32 = 0.6;\n/** Grit cell, as a fraction of a clump. See rz_dissolve_threshold: this is what\n * keeps a material SMALLER than a clump from having one threshold for all of\n * it, and it has to be smaller than the SMALLEST material a model carries \u2014\n * an eye highlight, a button, a buckle \u2014 not merely small. Two and a half\n * millimetres on a normal model, which is under all of them. */\nconst RZ_DISSOLVE_GRIT: f32 = 0.06;\n/** How wide the glowing front is, in threshold units. Thin: the front is a\n * rim, and a wide one lights whole limbs at once. */\nconst RZ_DISSOLVE_EDGE: f32 = 0.11;\n/** What the front burns with. Emission, added after lighting and after the\n * graph \u2014 a colour that ramps or takes a shadow reads as paint, not as heat.\n * Above 1 on purpose: it is meant to reach the bloom pyramid. Blue-violet,\n * the same light the motes leaving her are drawn and lit with. */\nconst RZ_BURN_COLOR: vec3f = vec3f(0.45, 0.62, 2.40);\n\nfn rz_dissolve_hash(p: vec3f) -> f32 {\n // INTEGER, for exactly the reason _hash33 in nodes.ts is, and its comment\n // says it: above 24 bits an f32 loses the low ones. The float hash this\n // replaces multiplied three terms into the hundreds of millions and took\n // fract() of the product \u2014 which past 2^24 is not noise, it is a quantised\n // staircase, and wherever that staircase landed on zero the threshold was\n // zero. A surface whose threshold is zero never crosses it: it stays behind\n // while the rest of her leaves, and it sits inside the burning front the\n // whole time she is gone. Those were the white pieces that would not go.\n //\n // Floored first, unlike _hash33: vec3i() truncates toward zero, so -0.5 and\n // +0.5 are the same cell, and half this model is at negative x.\n var h = vec3u(vec3i(floor(p)) + vec3i(32768));\n h = h * vec3u(1664525u, 1013904223u, 2654435761u);\n h = (h.yzx ^ h) * vec3u(2246822519u, 3266489917u, 668265263u);\n h = h ^ (h >> vec3u(16u));\n return f32((h.x ^ h.y ^ h.z) & 16777215u) * (1.0 / 16777216.0);\n}\n\n/** Value noise over that hash \u2014 smooth within a flake, uncorrelated between. */\nfn rz_dissolve_field(p: vec3f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n let c000 = rz_dissolve_hash(i);\n let c100 = rz_dissolve_hash(i + vec3f(1.0, 0.0, 0.0));\n let c010 = rz_dissolve_hash(i + vec3f(0.0, 1.0, 0.0));\n let c110 = rz_dissolve_hash(i + vec3f(1.0, 1.0, 0.0));\n let c001 = rz_dissolve_hash(i + vec3f(0.0, 0.0, 1.0));\n let c101 = rz_dissolve_hash(i + vec3f(1.0, 0.0, 1.0));\n let c011 = rz_dissolve_hash(i + vec3f(0.0, 1.0, 1.0));\n let c111 = rz_dissolve_hash(i + vec3f(1.0, 1.0, 1.0));\n let x00 = mix(c000, c100, u.x);\n let x10 = mix(c010, c110, u.x);\n let x01 = mix(c001, c101, u.x);\n let x11 = mix(c011, c111, u.x);\n return mix(mix(x00, x10, u.y), mix(x01, x11, u.y), u.z);\n}\n\n/**\n * The threshold this fragment is measured against.\n *\n * NOISE ALONE, so the whole body comes apart at once \u2014 a hand, a shoulder and\n * an ankle all thinning together rather than a line travelling up her. It was\n * tilted by height at first, on the argument that a sweep reads as something\n * happening TO her; what it actually reads as is a wipe, and a wipe has a\n * direction, an edge and a speed the rest of the effect knows nothing about.\n * Everywhere at once is also the honest match for what leaves: the motes are\n * shed from every limb in the same breath.\n *\n * TWO SCALES. Clumps alone meant every fragment of a material SMALLER than one\n * cell shared a single threshold: an eye highlight, a brow, a button, a hair\n * clip. All of it sat inside the glowing front at once, so the piece flashed\n * white as a whole and then popped \u2014 the two things a disintegration must never\n * do. The grit is a per-cell hash at a fraction of the clump, so a part a few\n * millimetres across still comes apart in pieces.\n *\n * THE GRIT IS THE BASE, though, and the clumps only push a fragment off it.\n * That ordering is what makes the dissolve smooth, and it is not obvious: the\n * two used to be WEIGHTED AND ADDED, and a sum is not uniformly distributed\n * however uniform each half is. It piles up in the middle, so most of the\n * surface had a threshold near a half \u2014 all of it went as the dissolve swept\n * through the middle, and what remained was the thin tail near zero. That tail\n * was the second stage everyone could see: a body that mostly vanished, then a\n * scatter of glowing scraps, then nothing.\n *\n * WRAPPED, not added. Offsetting a uniform value and taking fract() leaves it\n * EXACTLY uniform, where scaling a sum back into range only flattens the middle\n * \u2014 measured over four hundred thousand samples, the sum removed 12% of her per\n * step at the halfway mark and 0.1% at each end (a 110x swing), the scaled sum\n * still swung 89x, and the wrap is flat: 5.0% per step from the first flake to\n * the last, a ratio of 1.0.\n *\n * That flatness IS the smoothness. An uneven rate is what produced the two\n * stages you could see \u2014 a body that mostly vanished at once, then a scatter of\n * scraps that took as long again to follow.\n *\n * The clumping survives the wrap: neighbouring fragments share a clump value,\n * so the offset moves them together. What wraps past 1 comes back at 0 and goes\n * at the other end instead, which costs a little speckle in a region and buys\n * an even rate everywhere.\n */\nfn rz_dissolve_threshold(restPos: vec3f) -> f32 {\n let grit = rz_dissolve_hash(floor(restPos / (RZ_DISSOLVE_GRAIN * RZ_DISSOLVE_GRIT)));\n let clump = rz_dissolve_field(restPos / RZ_DISSOLVE_GRAIN) - 0.5;\n return fract(grit + clump * RZ_DISSOLVE_CLUMP);\n}\n";
22
+ export declare const DISSOLVE_WGSL = "\n/** Clump size, in object-space units \u2014 MMD's are roughly centimetres.\n *\n * Raised from 0.42: at that size the pieces are near enough to speckle that a\n * departure reads as a fade rather than as a body coming apart, which is the\n * thing the clumping exists to avoid. Hand-sized pieces are visible ones. */\nconst RZ_DISSOLVE_GRAIN: f32 = 1.2;\n/** How much the clumps pull a fragment off its own grit value \u2014 the whole of\n * the LOOK, and none of the rate. See rz_dissolve_threshold. */\nconst RZ_DISSOLVE_CLUMP: f32 = 0.6;\n/** Grit cell, as a fraction of a clump. See rz_dissolve_threshold: this is what\n * keeps a material SMALLER than a clump from having one threshold for all of\n * it, and it has to be smaller than the SMALLEST material a model carries \u2014\n * an eye highlight, a button, a buckle \u2014 not merely small. Two and a half\n * millimetres on a normal model, which is under all of them. */\nconst RZ_DISSOLVE_GRIT: f32 = 0.021;\n/** How wide the glowing front is, in threshold units. Thin: the front is a\n * rim, and a wide one lights whole limbs at once. */\nconst RZ_DISSOLVE_EDGE: f32 = 0.11;\n/** What the front burns with. Emission, added after lighting and after the\n * graph \u2014 a colour that ramps or takes a shadow reads as paint, not as heat.\n * Above 1 on purpose: it is meant to reach the bloom pyramid. Blue-violet,\n * the same light the motes leaving her are drawn and lit with. */\nconst RZ_BURN_COLOR: vec3f = vec3f(0.45, 0.62, 2.40);\n\nfn rz_dissolve_hash(p: vec3f) -> f32 {\n // INTEGER, for exactly the reason _hash33 in nodes.ts is, and its comment\n // says it: above 24 bits an f32 loses the low ones. The float hash this\n // replaces multiplied three terms into the hundreds of millions and took\n // fract() of the product \u2014 which past 2^24 is not noise, it is a quantised\n // staircase, and wherever that staircase landed on zero the threshold was\n // zero. A surface whose threshold is zero never crosses it: it stays behind\n // while the rest of her leaves, and it sits inside the burning front the\n // whole time she is gone. Those were the white pieces that would not go.\n //\n // Floored first, unlike _hash33: vec3i() truncates toward zero, so -0.5 and\n // +0.5 are the same cell, and half this model is at negative x.\n var h = vec3u(vec3i(floor(p)) + vec3i(32768));\n h = h * vec3u(1664525u, 1013904223u, 2654435761u);\n h = (h.yzx ^ h) * vec3u(2246822519u, 3266489917u, 668265263u);\n h = h ^ (h >> vec3u(16u));\n return f32((h.x ^ h.y ^ h.z) & 16777215u) * (1.0 / 16777216.0);\n}\n\n/** Value noise over that hash \u2014 smooth within a flake, uncorrelated between. */\nfn rz_dissolve_field(p: vec3f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n let c000 = rz_dissolve_hash(i);\n let c100 = rz_dissolve_hash(i + vec3f(1.0, 0.0, 0.0));\n let c010 = rz_dissolve_hash(i + vec3f(0.0, 1.0, 0.0));\n let c110 = rz_dissolve_hash(i + vec3f(1.0, 1.0, 0.0));\n let c001 = rz_dissolve_hash(i + vec3f(0.0, 0.0, 1.0));\n let c101 = rz_dissolve_hash(i + vec3f(1.0, 0.0, 1.0));\n let c011 = rz_dissolve_hash(i + vec3f(0.0, 1.0, 1.0));\n let c111 = rz_dissolve_hash(i + vec3f(1.0, 1.0, 1.0));\n let x00 = mix(c000, c100, u.x);\n let x10 = mix(c010, c110, u.x);\n let x01 = mix(c001, c101, u.x);\n let x11 = mix(c011, c111, u.x);\n return mix(mix(x00, x10, u.y), mix(x01, x11, u.y), u.z);\n}\n\n/**\n * The threshold this fragment is measured against.\n *\n * NOISE ALONE, so the whole body comes apart at once \u2014 a hand, a shoulder and\n * an ankle all thinning together rather than a line travelling up her. It was\n * tilted by height at first, on the argument that a sweep reads as something\n * happening TO her; what it actually reads as is a wipe, and a wipe has a\n * direction, an edge and a speed the rest of the effect knows nothing about.\n * Everywhere at once is also the honest match for what leaves: the motes are\n * shed from every limb in the same breath.\n *\n * TWO SCALES. Clumps alone meant every fragment of a material SMALLER than one\n * cell shared a single threshold: an eye highlight, a brow, a button, a hair\n * clip. All of it sat inside the glowing front at once, so the piece flashed\n * white as a whole and then popped \u2014 the two things a disintegration must never\n * do. The grit is a per-cell hash at a fraction of the clump, so a part a few\n * millimetres across still comes apart in pieces.\n *\n * THE GRIT IS THE BASE, though, and the clumps only push a fragment off it.\n * That ordering is what makes the dissolve smooth, and it is not obvious: the\n * two used to be WEIGHTED AND ADDED, and a sum is not uniformly distributed\n * however uniform each half is. It piles up in the middle, so most of the\n * surface had a threshold near a half \u2014 all of it went as the dissolve swept\n * through the middle, and what remained was the thin tail near zero. That tail\n * was the second stage everyone could see: a body that mostly vanished, then a\n * scatter of glowing scraps, then nothing.\n *\n * WRAPPED, not added. Offsetting a uniform value and taking fract() leaves it\n * EXACTLY uniform, where scaling a sum back into range only flattens the middle\n * \u2014 measured over four hundred thousand samples, the sum removed 12% of her per\n * step at the halfway mark and 0.1% at each end (a 110x swing), the scaled sum\n * still swung 89x, and the wrap is flat: 5.0% per step from the first flake to\n * the last, a ratio of 1.0.\n *\n * That flatness IS the smoothness. An uneven rate is what produced the two\n * stages you could see \u2014 a body that mostly vanished at once, then a scatter of\n * scraps that took as long again to follow.\n *\n * The clumping survives the wrap: neighbouring fragments share a clump value,\n * so the offset moves them together. What wraps past 1 comes back at 0 and goes\n * at the other end instead, which costs a little speckle in a region and buys\n * an even rate everywhere.\n */\nfn rz_dissolve_threshold(restPos: vec3f) -> f32 {\n let grit = rz_dissolve_hash(floor(restPos / (RZ_DISSOLVE_GRAIN * RZ_DISSOLVE_GRIT)));\n let clump = rz_dissolve_field(restPos / RZ_DISSOLVE_GRAIN) - 0.5;\n return fract(grit + clump * RZ_DISSOLVE_CLUMP);\n}\n";
23
23
  export declare const COMMON_MATERIAL_PRELUDE_WGSL: string;
24
24
  //# sourceMappingURL=common.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"common.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/common.ts"],"names":[],"mappings":"AA2BA,eAAO,MAAM,oBAAoB,QAuHhC,CAAC;AAgIF,wBAAgB,eAAe,IAAI,MAAM,CAExC;AAGD;;;;;;;;;;;;;;;;;;GAkBG;AACH,eAAO,MAAM,aAAa,k8LA4GzB,CAAA;AAQD,eAAO,MAAM,4BAA4B,QAC0D,CAAA"}
1
+ {"version":3,"file":"common.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/common.ts"],"names":[],"mappings":"AA2BA,eAAO,MAAM,oBAAoB,QAmIhC,CAAC;AAiIF,wBAAgB,eAAe,IAAI,MAAM,CAExC;AAGD;;;;;;;;;;;;;;;;;;GAkBG;AACH,eAAO,MAAM,aAAa,orMAgHzB,CAAA;AAQD,eAAO,MAAM,4BAA4B,QAC0D,CAAA"}
@@ -96,6 +96,18 @@ struct VertexOutput {
96
96
  // At rest skinMats are identity so restPos == worldPos, which is why existing noise-
97
97
  // scale constants stay valid without retuning.
98
98
  @location(3) restPos: vec3f,
99
+ /**
100
+ * This TRIANGLE's dissolve threshold.
101
+ *
102
+ * FLAT, so every fragment of a face shares the provoking vertex's value and
103
+ * the face goes as a unit — the mesh comes apart in triangles that light and
104
+ * leave in turn, rather than in a scatter that crosses them. Computed in the
105
+ * vertex stage from the bind-pose attribute, which is what lets the depth
106
+ * prepass, the shadow map and the outline hull reach the same number for the
107
+ * same face: one function, one input, one provoking vertex, one answer. They
108
+ * must agree — a pass that disagrees punches holes through her.
109
+ */
110
+ @location(4) @interpolate(flat) faceT: f32,
99
111
  };
100
112
 
101
113
  // One view-projection per shadow cascade, inner to outer — the volumes built
@@ -231,6 +243,7 @@ const COMMON_VS_WGSL = /* wgsl */ `
231
243
  output.uv = uv;
232
244
  output.worldPos = skinnedPos.xyz;
233
245
  output.restPos = position;
246
+ output.faceT = rz_dissolve_threshold(position);
234
247
  return output;
235
248
  }
236
249
 
@@ -286,8 +299,12 @@ export function commonFsOutWgsl() {
286
299
  * distance is just a fade.
287
300
  */
288
301
  export const DISSOLVE_WGSL = /* wgsl */ `
289
- /** Clump size, in object-space units — MMD's are roughly centimetres. */
290
- const RZ_DISSOLVE_GRAIN: f32 = 0.42;
302
+ /** Clump size, in object-space units — MMD's are roughly centimetres.
303
+ *
304
+ * Raised from 0.42: at that size the pieces are near enough to speckle that a
305
+ * departure reads as a fade rather than as a body coming apart, which is the
306
+ * thing the clumping exists to avoid. Hand-sized pieces are visible ones. */
307
+ const RZ_DISSOLVE_GRAIN: f32 = 1.2;
291
308
  /** How much the clumps pull a fragment off its own grit value — the whole of
292
309
  * the LOOK, and none of the rate. See rz_dissolve_threshold. */
293
310
  const RZ_DISSOLVE_CLUMP: f32 = 0.6;
@@ -296,7 +313,7 @@ const RZ_DISSOLVE_CLUMP: f32 = 0.6;
296
313
  * it, and it has to be smaller than the SMALLEST material a model carries —
297
314
  * an eye highlight, a button, a buckle — not merely small. Two and a half
298
315
  * millimetres on a normal model, which is under all of them. */
299
- const RZ_DISSOLVE_GRIT: f32 = 0.06;
316
+ const RZ_DISSOLVE_GRIT: f32 = 0.021;
300
317
  /** How wide the glowing front is, in threshold units. Thin: the front is a
301
318
  * rim, and a wide one lights whole limbs at once. */
302
319
  const RZ_DISSOLVE_EDGE: f32 = 0.11;
@@ -1 +1 @@
1
- {"version":3,"file":"depth-prepass.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/depth-prepass.ts"],"names":[],"mappings":"AAgCA,wBAAgB,2BAA2B,IAAI,MAAM,CAsFpD"}
1
+ {"version":3,"file":"depth-prepass.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/depth-prepass.ts"],"names":[],"mappings":"AAgCA,wBAAgB,2BAA2B,IAAI,MAAM,CA0FpD"}
@@ -60,6 +60,9 @@ struct VSOut {
60
60
  // The bind-pose position, carried for one reason: the dissolve test below has
61
61
  // to be the SAME test the colour pass runs, and that one is in object space.
62
62
  @location(1) restPos: vec3f,
63
+ /** The triangle's own threshold, flat — see the material VertexOutput. This
64
+ * pass must throw away exactly the faces the colour pass does. */
65
+ @location(2) @interpolate(flat) faceT: f32,
63
66
  };
64
67
 
65
68
  @vertex fn vs(
@@ -81,6 +84,7 @@ struct VSOut {
81
84
  o.position = camera.projection * camera.view * vec4f(skinned.xyz, 1.0);
82
85
  o.uv = uv;
83
86
  o.restPos = position;
87
+ o.faceT = rz_dissolve_threshold(position);
84
88
  return o;
85
89
  }
86
90
 
@@ -107,7 +111,7 @@ override CUTOFF: f32 = 0.5;
107
111
  // the colour pass throws away would punch holes that occlude the floor behind
108
112
  // her: you would see sky through her, which is the failure this line exists
109
113
  // to prevent.
110
- if (material.dissolve < 0.9995 && rz_dissolve_threshold(in.restPos) > material.dissolve) { discard; }
114
+ if (material.dissolve < 0.9995 && in.faceT > material.dissolve) { discard; }
111
115
  var out: PrepassOut;
112
116
  out.color = vec4f(0.0);
113
117
  out.mask = vec4f(0.0);
@@ -1 +1 @@
1
- {"version":3,"file":"ground.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/ground.ts"],"names":[],"mappings":"AAgFA;;;GAGG;AACH,wBAAgB,gBAAgB,CAAC,IAAI,UAAQ,GAAG,MAAM,CAmWrD;AAED;;;;;;;;;GASG;AACH,eAAO,MAAM,kBAAkB,QAAS,CAAA;AACxC,eAAO,MAAM,gBAAgB,QAAS,CAAA;AAEtC;;;oEAGoE;AACpE,eAAO,MAAM,iBAAiB,OAAO,CAAA;AAErC;;;;;;;;;GASG;AACH,eAAO,MAAM,sBAAsB,+oCAiClC,CAAA"}
1
+ {"version":3,"file":"ground.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/ground.ts"],"names":[],"mappings":"AAgFA;;;GAGG;AACH,wBAAgB,gBAAgB,CAAC,IAAI,UAAQ,GAAG,MAAM,CAoWrD;AAED;;;;;;;;;GASG;AACH,eAAO,MAAM,kBAAkB,QAAS,CAAA;AACxC,eAAO,MAAM,gBAAgB,QAAS,CAAA;AAEtC;;;oEAGoE;AACpE,eAAO,MAAM,iBAAiB,OAAO,CAAA;AAErC;;;;;;;;;GASG;AACH,eAAO,MAAM,sBAAsB,+oCAiClC,CAAA"}
@@ -90,7 +90,7 @@ struct GroundShadowMat {
90
90
  gridLineColor: vec3f, mirror: f32,
91
91
  // farCascade: 1 while a stage is loaded, 0 otherwise. See the branch below —
92
92
  // with no stage the far map is never drawn into, so its taps are known.
93
- mirrorBlur: f32, farCascade: f32, shadowSoftness: f32, _mb2: f32,
93
+ mirrorBlur: f32, farCascade: f32, shadowSoftness: f32, groundY: f32,
94
94
  // Every shadow caster in one sphere, refreshed per frame. w = radius; 0 means
95
95
  // nothing casts, negative means "do not use this" (a rigid caster has no
96
96
  // sphere, so a scene with a stage keeps the taps). See rzShadowPossible.
@@ -356,20 +356,21 @@ ${pcfWgsl("shadowMap", "suv_c", "material.pcfTexel", "compareZ", "acc", " ",
356
356
  // shared projection's pair (viewZ = projB / (z - projA); the formula
357
357
  // inverts both depth conventions, see the composite's linearDepth), and
358
358
  // reconstruct the reflected image point along the ray from the MIRRORED
359
- // eye through this fragment. The plane is y = 0, so mirroring the eye
360
- // and the camera forward is a sign flip on y, and the image point's
361
- // depth below the plane IS the reflected object's height above it.
359
+ // eye through this fragment. Mirroring across the floor's own plane is a
360
+ // sign flip on y about that height (the forward vector is a direction, so
361
+ // it flips alone), and the image point's depth below the plane IS the
362
+ // reflected object's height above it.
362
363
  let dims = vec2f(textureDimensions(mirrorDepth));
363
364
  let texel = clamp(vec2i(muv * dims), vec2i(0), vec2i(dims) - vec2i(1));
364
365
  let z = textureLoad(mirrorDepth, texel, 0);
365
366
  let viewZ = clamp(mirrorVP.params.y / (z - mirrorVP.params.x), 0.05, 100000.0);
366
- let eyeM = vec3f(camera.viewPos.x, -camera.viewPos.y, camera.viewPos.z);
367
+ let eyeM = vec3f(camera.viewPos.x, 2.0 * material.groundY - camera.viewPos.y, camera.viewPos.z);
367
368
  let fwd = vec3f(camera.view[0][2], camera.view[1][2], camera.view[2][2]);
368
369
  let fwdM = vec3f(fwd.x, -fwd.y, fwd.z);
369
370
  let toFrag = i.worldPos - eyeM;
370
371
  let dir = toFrag * inverseSqrt(max(dot(toFrag, toFrag), 1e-8));
371
372
  let t = viewZ / max(dot(dir, fwdM), 1e-4);
372
- let height = max(-(eyeM.y + dir.y * t), 0.0);
373
+ let height = max(material.groundY - (eyeM.y + dir.y * t), 0.0);
373
374
  // Full softness by BLUR_SPAN units above the floor — about a character's
374
375
  // height. The hardware clamps the level, so the nominal 5.0 needs no
375
376
  // knowledge of the real chain length, and blur 0 reads exactly level 0.
@@ -1 +1 @@
1
- {"version":3,"file":"outline.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/outline.ts"],"names":[],"mappings":"AAqBA;;;;;;GAMG;AACH,eAAO,MAAM,0BAA0B,KAAK,CAAA;AAE5C,wBAAgB,iBAAiB,IAAI,MAAM,CAgI1C"}
1
+ {"version":3,"file":"outline.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/outline.ts"],"names":[],"mappings":"AAqBA;;;;;;GAMG;AACH,eAAO,MAAM,0BAA0B,KAAK,CAAA;AAE5C,wBAAgB,iBAAiB,IAAI,MAAM,CAoI1C"}
@@ -66,6 +66,9 @@ struct VertexOutput {
66
66
  * the depth prepass measure against, so all three agree about which flakes
67
67
  * are gone. */
68
68
  @location(1) restPos: vec3f,
69
+ /** The triangle's own threshold, flat — see the material VertexOutput. The
70
+ * hull traces the body's faces, so it has to lose the same ones. */
71
+ @location(2) @interpolate(flat) faceT: f32,
69
72
  };
70
73
 
71
74
  @vertex fn vs(
@@ -116,6 +119,7 @@ struct VertexOutput {
116
119
  output.position = vec4f(clipPos.xy + offset, clipPos.z, clipPos.w);
117
120
  output.uv = uv;
118
121
  output.restPos = position;
122
+ output.faceT = rz_dissolve_threshold(position);
119
123
  return output;
120
124
  }
121
125
 
@@ -141,7 +145,7 @@ ${sceneFsOutWgsl({ name: "FSOut", aux: "mask" })}
141
145
  // The same test the colour pass and the depth prepass run, against the same
142
146
  // bind-pose position — three passes, one rule, or they disagree about which
143
147
  // pieces are still there.
144
- if (material.dissolve < 0.9995 && rz_dissolve_threshold(input.restPos) > material.dissolve) { discard; }
148
+ if (material.dissolve < 0.9995 && input.faceT > material.dissolve) { discard; }
145
149
  let texA = textureSample(diffuseTexture, edgeSampler, input.uv).a;
146
150
  if (texA < 0.05) {
147
151
  discard;
@@ -1,2 +1,2 @@
1
- export declare const SHADOW_DEPTH_SHADER_WGSL = "\n\n/** Clump size, in object-space units \u2014 MMD's are roughly centimetres. */\nconst RZ_DISSOLVE_GRAIN: f32 = 0.42;\n/** How much the clumps pull a fragment off its own grit value \u2014 the whole of\n * the LOOK, and none of the rate. See rz_dissolve_threshold. */\nconst RZ_DISSOLVE_CLUMP: f32 = 0.6;\n/** Grit cell, as a fraction of a clump. See rz_dissolve_threshold: this is what\n * keeps a material SMALLER than a clump from having one threshold for all of\n * it, and it has to be smaller than the SMALLEST material a model carries \u2014\n * an eye highlight, a button, a buckle \u2014 not merely small. Two and a half\n * millimetres on a normal model, which is under all of them. */\nconst RZ_DISSOLVE_GRIT: f32 = 0.06;\n/** How wide the glowing front is, in threshold units. Thin: the front is a\n * rim, and a wide one lights whole limbs at once. */\nconst RZ_DISSOLVE_EDGE: f32 = 0.11;\n/** What the front burns with. Emission, added after lighting and after the\n * graph \u2014 a colour that ramps or takes a shadow reads as paint, not as heat.\n * Above 1 on purpose: it is meant to reach the bloom pyramid. Blue-violet,\n * the same light the motes leaving her are drawn and lit with. */\nconst RZ_BURN_COLOR: vec3f = vec3f(0.45, 0.62, 2.40);\n\nfn rz_dissolve_hash(p: vec3f) -> f32 {\n // INTEGER, for exactly the reason _hash33 in nodes.ts is, and its comment\n // says it: above 24 bits an f32 loses the low ones. The float hash this\n // replaces multiplied three terms into the hundreds of millions and took\n // fract() of the product \u2014 which past 2^24 is not noise, it is a quantised\n // staircase, and wherever that staircase landed on zero the threshold was\n // zero. A surface whose threshold is zero never crosses it: it stays behind\n // while the rest of her leaves, and it sits inside the burning front the\n // whole time she is gone. Those were the white pieces that would not go.\n //\n // Floored first, unlike _hash33: vec3i() truncates toward zero, so -0.5 and\n // +0.5 are the same cell, and half this model is at negative x.\n var h = vec3u(vec3i(floor(p)) + vec3i(32768));\n h = h * vec3u(1664525u, 1013904223u, 2654435761u);\n h = (h.yzx ^ h) * vec3u(2246822519u, 3266489917u, 668265263u);\n h = h ^ (h >> vec3u(16u));\n return f32((h.x ^ h.y ^ h.z) & 16777215u) * (1.0 / 16777216.0);\n}\n\n/** Value noise over that hash \u2014 smooth within a flake, uncorrelated between. */\nfn rz_dissolve_field(p: vec3f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n let c000 = rz_dissolve_hash(i);\n let c100 = rz_dissolve_hash(i + vec3f(1.0, 0.0, 0.0));\n let c010 = rz_dissolve_hash(i + vec3f(0.0, 1.0, 0.0));\n let c110 = rz_dissolve_hash(i + vec3f(1.0, 1.0, 0.0));\n let c001 = rz_dissolve_hash(i + vec3f(0.0, 0.0, 1.0));\n let c101 = rz_dissolve_hash(i + vec3f(1.0, 0.0, 1.0));\n let c011 = rz_dissolve_hash(i + vec3f(0.0, 1.0, 1.0));\n let c111 = rz_dissolve_hash(i + vec3f(1.0, 1.0, 1.0));\n let x00 = mix(c000, c100, u.x);\n let x10 = mix(c010, c110, u.x);\n let x01 = mix(c001, c101, u.x);\n let x11 = mix(c011, c111, u.x);\n return mix(mix(x00, x10, u.y), mix(x01, x11, u.y), u.z);\n}\n\n/**\n * The threshold this fragment is measured against.\n *\n * NOISE ALONE, so the whole body comes apart at once \u2014 a hand, a shoulder and\n * an ankle all thinning together rather than a line travelling up her. It was\n * tilted by height at first, on the argument that a sweep reads as something\n * happening TO her; what it actually reads as is a wipe, and a wipe has a\n * direction, an edge and a speed the rest of the effect knows nothing about.\n * Everywhere at once is also the honest match for what leaves: the motes are\n * shed from every limb in the same breath.\n *\n * TWO SCALES. Clumps alone meant every fragment of a material SMALLER than one\n * cell shared a single threshold: an eye highlight, a brow, a button, a hair\n * clip. All of it sat inside the glowing front at once, so the piece flashed\n * white as a whole and then popped \u2014 the two things a disintegration must never\n * do. The grit is a per-cell hash at a fraction of the clump, so a part a few\n * millimetres across still comes apart in pieces.\n *\n * THE GRIT IS THE BASE, though, and the clumps only push a fragment off it.\n * That ordering is what makes the dissolve smooth, and it is not obvious: the\n * two used to be WEIGHTED AND ADDED, and a sum is not uniformly distributed\n * however uniform each half is. It piles up in the middle, so most of the\n * surface had a threshold near a half \u2014 all of it went as the dissolve swept\n * through the middle, and what remained was the thin tail near zero. That tail\n * was the second stage everyone could see: a body that mostly vanished, then a\n * scatter of glowing scraps, then nothing.\n *\n * WRAPPED, not added. Offsetting a uniform value and taking fract() leaves it\n * EXACTLY uniform, where scaling a sum back into range only flattens the middle\n * \u2014 measured over four hundred thousand samples, the sum removed 12% of her per\n * step at the halfway mark and 0.1% at each end (a 110x swing), the scaled sum\n * still swung 89x, and the wrap is flat: 5.0% per step from the first flake to\n * the last, a ratio of 1.0.\n *\n * That flatness IS the smoothness. An uneven rate is what produced the two\n * stages you could see \u2014 a body that mostly vanished at once, then a scatter of\n * scraps that took as long again to follow.\n *\n * The clumping survives the wrap: neighbouring fragments share a clump value,\n * so the offset moves them together. What wraps past 1 comes back at 0 and goes\n * at the other end instead, which costs a little speckle in a region and buys\n * an even rate everywhere.\n */\nfn rz_dissolve_threshold(restPos: vec3f) -> f32 {\n let grit = rz_dissolve_hash(floor(restPos / (RZ_DISSOLVE_GRAIN * RZ_DISSOLVE_GRIT)));\n let clump = rz_dissolve_field(restPos / RZ_DISSOLVE_GRAIN) - 0.5;\n return fract(grit + clump * RZ_DISSOLVE_CLUMP);\n}\n\nstruct LightVP { viewProj: mat4x4f, };\n@group(0) @binding(0) var<uniform> lp: LightVP;\n@group(0) @binding(1) var<storage, read> skinMats: array<mat4x4f>;\n@group(0) @binding(2) var texSampler: sampler;\n@group(1) @binding(0) var diffuseTexture: texture_2d<f32>;\n// The head of the material block and the one field at its tail \u2014 the same\n// reach the depth prepass takes, and for the same reason: a shadow cast by a\n// body that is no longer drawn is the tell that the vanishing is a trick.\nstruct MaterialDiffuse {\n diffuse: vec4f,\n _skip0: vec4f,\n _skip1: vec4f,\n _skip2: vec3f,\n dissolve: f32,\n};\n@group(1) @binding(1) var<uniform> material: MaterialDiffuse;\n\nstruct VSOut {\n @builtin(position) position: vec4f,\n @location(0) uv: vec2f,\n /** Bind-pose position, for the dissolve test \u2014 object space, as everywhere. */\n @location(1) restPos: vec3f,\n};\n\n@vertex fn vs(@location(0) position: vec3f, @location(1) normal: vec3f, @location(2) uv: vec2f,\n @location(3) joints0: vec4<u32>, @location(4) weights0: vec4<f32>) -> VSOut {\n let pos4 = vec4f(position, 1.0);\n let ws = weights0.x + weights0.y + weights0.z + weights0.w;\n let inv = select(1.0, 1.0 / ws, ws > 0.0001);\n let nw = select(vec4f(1.0,0.0,0.0,0.0), weights0 * inv, ws > 0.0001);\n var sp = vec4f(0.0);\n for (var i = 0u; i < 4u; i++) { sp += (skinMats[joints0[i]] * pos4) * nw[i]; }\n var out: VSOut;\n out.position = lp.viewProj * vec4f(sp.xyz, 1.0);\n out.uv = uv;\n out.restPos = position;\n return out;\n}\n\n@fragment fn fs(in: VSOut) {\n let alpha = textureSample(diffuseTexture, texSampler, in.uv).a * material.diffuse.a;\n if (alpha < 0.5) { discard; }\n // The dissolve, run as the colour pass runs it. A flake that is gone stops\n // casting: without this she leaves a whole shadow standing on the floor while\n // her body is in the air.\n if (material.dissolve < 0.9995 && rz_dissolve_threshold(in.restPos) > material.dissolve) { discard; }\n}\n";
1
+ export declare const SHADOW_DEPTH_SHADER_WGSL = "\n\n/** Clump size, in object-space units \u2014 MMD's are roughly centimetres.\n *\n * Raised from 0.42: at that size the pieces are near enough to speckle that a\n * departure reads as a fade rather than as a body coming apart, which is the\n * thing the clumping exists to avoid. Hand-sized pieces are visible ones. */\nconst RZ_DISSOLVE_GRAIN: f32 = 1.2;\n/** How much the clumps pull a fragment off its own grit value \u2014 the whole of\n * the LOOK, and none of the rate. See rz_dissolve_threshold. */\nconst RZ_DISSOLVE_CLUMP: f32 = 0.6;\n/** Grit cell, as a fraction of a clump. See rz_dissolve_threshold: this is what\n * keeps a material SMALLER than a clump from having one threshold for all of\n * it, and it has to be smaller than the SMALLEST material a model carries \u2014\n * an eye highlight, a button, a buckle \u2014 not merely small. Two and a half\n * millimetres on a normal model, which is under all of them. */\nconst RZ_DISSOLVE_GRIT: f32 = 0.021;\n/** How wide the glowing front is, in threshold units. Thin: the front is a\n * rim, and a wide one lights whole limbs at once. */\nconst RZ_DISSOLVE_EDGE: f32 = 0.11;\n/** What the front burns with. Emission, added after lighting and after the\n * graph \u2014 a colour that ramps or takes a shadow reads as paint, not as heat.\n * Above 1 on purpose: it is meant to reach the bloom pyramid. Blue-violet,\n * the same light the motes leaving her are drawn and lit with. */\nconst RZ_BURN_COLOR: vec3f = vec3f(0.45, 0.62, 2.40);\n\nfn rz_dissolve_hash(p: vec3f) -> f32 {\n // INTEGER, for exactly the reason _hash33 in nodes.ts is, and its comment\n // says it: above 24 bits an f32 loses the low ones. The float hash this\n // replaces multiplied three terms into the hundreds of millions and took\n // fract() of the product \u2014 which past 2^24 is not noise, it is a quantised\n // staircase, and wherever that staircase landed on zero the threshold was\n // zero. A surface whose threshold is zero never crosses it: it stays behind\n // while the rest of her leaves, and it sits inside the burning front the\n // whole time she is gone. Those were the white pieces that would not go.\n //\n // Floored first, unlike _hash33: vec3i() truncates toward zero, so -0.5 and\n // +0.5 are the same cell, and half this model is at negative x.\n var h = vec3u(vec3i(floor(p)) + vec3i(32768));\n h = h * vec3u(1664525u, 1013904223u, 2654435761u);\n h = (h.yzx ^ h) * vec3u(2246822519u, 3266489917u, 668265263u);\n h = h ^ (h >> vec3u(16u));\n return f32((h.x ^ h.y ^ h.z) & 16777215u) * (1.0 / 16777216.0);\n}\n\n/** Value noise over that hash \u2014 smooth within a flake, uncorrelated between. */\nfn rz_dissolve_field(p: vec3f) -> f32 {\n let i = floor(p);\n let f = fract(p);\n let u = f * f * (3.0 - 2.0 * f);\n let c000 = rz_dissolve_hash(i);\n let c100 = rz_dissolve_hash(i + vec3f(1.0, 0.0, 0.0));\n let c010 = rz_dissolve_hash(i + vec3f(0.0, 1.0, 0.0));\n let c110 = rz_dissolve_hash(i + vec3f(1.0, 1.0, 0.0));\n let c001 = rz_dissolve_hash(i + vec3f(0.0, 0.0, 1.0));\n let c101 = rz_dissolve_hash(i + vec3f(1.0, 0.0, 1.0));\n let c011 = rz_dissolve_hash(i + vec3f(0.0, 1.0, 1.0));\n let c111 = rz_dissolve_hash(i + vec3f(1.0, 1.0, 1.0));\n let x00 = mix(c000, c100, u.x);\n let x10 = mix(c010, c110, u.x);\n let x01 = mix(c001, c101, u.x);\n let x11 = mix(c011, c111, u.x);\n return mix(mix(x00, x10, u.y), mix(x01, x11, u.y), u.z);\n}\n\n/**\n * The threshold this fragment is measured against.\n *\n * NOISE ALONE, so the whole body comes apart at once \u2014 a hand, a shoulder and\n * an ankle all thinning together rather than a line travelling up her. It was\n * tilted by height at first, on the argument that a sweep reads as something\n * happening TO her; what it actually reads as is a wipe, and a wipe has a\n * direction, an edge and a speed the rest of the effect knows nothing about.\n * Everywhere at once is also the honest match for what leaves: the motes are\n * shed from every limb in the same breath.\n *\n * TWO SCALES. Clumps alone meant every fragment of a material SMALLER than one\n * cell shared a single threshold: an eye highlight, a brow, a button, a hair\n * clip. All of it sat inside the glowing front at once, so the piece flashed\n * white as a whole and then popped \u2014 the two things a disintegration must never\n * do. The grit is a per-cell hash at a fraction of the clump, so a part a few\n * millimetres across still comes apart in pieces.\n *\n * THE GRIT IS THE BASE, though, and the clumps only push a fragment off it.\n * That ordering is what makes the dissolve smooth, and it is not obvious: the\n * two used to be WEIGHTED AND ADDED, and a sum is not uniformly distributed\n * however uniform each half is. It piles up in the middle, so most of the\n * surface had a threshold near a half \u2014 all of it went as the dissolve swept\n * through the middle, and what remained was the thin tail near zero. That tail\n * was the second stage everyone could see: a body that mostly vanished, then a\n * scatter of glowing scraps, then nothing.\n *\n * WRAPPED, not added. Offsetting a uniform value and taking fract() leaves it\n * EXACTLY uniform, where scaling a sum back into range only flattens the middle\n * \u2014 measured over four hundred thousand samples, the sum removed 12% of her per\n * step at the halfway mark and 0.1% at each end (a 110x swing), the scaled sum\n * still swung 89x, and the wrap is flat: 5.0% per step from the first flake to\n * the last, a ratio of 1.0.\n *\n * That flatness IS the smoothness. An uneven rate is what produced the two\n * stages you could see \u2014 a body that mostly vanished at once, then a scatter of\n * scraps that took as long again to follow.\n *\n * The clumping survives the wrap: neighbouring fragments share a clump value,\n * so the offset moves them together. What wraps past 1 comes back at 0 and goes\n * at the other end instead, which costs a little speckle in a region and buys\n * an even rate everywhere.\n */\nfn rz_dissolve_threshold(restPos: vec3f) -> f32 {\n let grit = rz_dissolve_hash(floor(restPos / (RZ_DISSOLVE_GRAIN * RZ_DISSOLVE_GRIT)));\n let clump = rz_dissolve_field(restPos / RZ_DISSOLVE_GRAIN) - 0.5;\n return fract(grit + clump * RZ_DISSOLVE_CLUMP);\n}\n\nstruct LightVP { viewProj: mat4x4f, };\n@group(0) @binding(0) var<uniform> lp: LightVP;\n@group(0) @binding(1) var<storage, read> skinMats: array<mat4x4f>;\n@group(0) @binding(2) var texSampler: sampler;\n@group(1) @binding(0) var diffuseTexture: texture_2d<f32>;\n// The head of the material block and the one field at its tail \u2014 the same\n// reach the depth prepass takes, and for the same reason: a shadow cast by a\n// body that is no longer drawn is the tell that the vanishing is a trick.\nstruct MaterialDiffuse {\n diffuse: vec4f,\n _skip0: vec4f,\n _skip1: vec4f,\n _skip2: vec3f,\n dissolve: f32,\n};\n@group(1) @binding(1) var<uniform> material: MaterialDiffuse;\n\nstruct VSOut {\n @builtin(position) position: vec4f,\n @location(0) uv: vec2f,\n /** Bind-pose position, for the dissolve test \u2014 object space, as everywhere. */\n @location(1) restPos: vec3f,\n /** The triangle's own threshold, flat \u2014 see the material VertexOutput. A\n * face that is gone must stop casting, and stop as a whole face. */\n @location(2) @interpolate(flat) faceT: f32,\n};\n\n@vertex fn vs(@location(0) position: vec3f, @location(1) normal: vec3f, @location(2) uv: vec2f,\n @location(3) joints0: vec4<u32>, @location(4) weights0: vec4<f32>) -> VSOut {\n let pos4 = vec4f(position, 1.0);\n let ws = weights0.x + weights0.y + weights0.z + weights0.w;\n let inv = select(1.0, 1.0 / ws, ws > 0.0001);\n let nw = select(vec4f(1.0,0.0,0.0,0.0), weights0 * inv, ws > 0.0001);\n var sp = vec4f(0.0);\n for (var i = 0u; i < 4u; i++) { sp += (skinMats[joints0[i]] * pos4) * nw[i]; }\n var out: VSOut;\n out.position = lp.viewProj * vec4f(sp.xyz, 1.0);\n out.uv = uv;\n out.restPos = position;\n out.faceT = rz_dissolve_threshold(position);\n return out;\n}\n\n@fragment fn fs(in: VSOut) {\n let alpha = textureSample(diffuseTexture, texSampler, in.uv).a * material.diffuse.a;\n if (alpha < 0.5) { discard; }\n // The dissolve, run as the colour pass runs it. A flake that is gone stops\n // casting: without this she leaves a whole shadow standing on the floor while\n // her body is in the air.\n if (material.dissolve < 0.9995 && in.faceT > material.dissolve) { discard; }\n}\n";
2
2
  //# sourceMappingURL=shadow.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"shadow.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/shadow.ts"],"names":[],"mappings":"AASA,eAAO,MAAM,wBAAwB,s4PAiDpC,CAAA"}
1
+ {"version":3,"file":"shadow.d.ts","sourceRoot":"","sources":["../../../src/shaders/passes/shadow.ts"],"names":[],"mappings":"AASA,eAAO,MAAM,wBAAwB,y1QAqDpC,CAAA"}
@@ -29,6 +29,9 @@ struct VSOut {
29
29
  @location(0) uv: vec2f,
30
30
  /** Bind-pose position, for the dissolve test — object space, as everywhere. */
31
31
  @location(1) restPos: vec3f,
32
+ /** The triangle's own threshold, flat — see the material VertexOutput. A
33
+ * face that is gone must stop casting, and stop as a whole face. */
34
+ @location(2) @interpolate(flat) faceT: f32,
32
35
  };
33
36
 
34
37
  @vertex fn vs(@location(0) position: vec3f, @location(1) normal: vec3f, @location(2) uv: vec2f,
@@ -43,6 +46,7 @@ struct VSOut {
43
46
  out.position = lp.viewProj * vec4f(sp.xyz, 1.0);
44
47
  out.uv = uv;
45
48
  out.restPos = position;
49
+ out.faceT = rz_dissolve_threshold(position);
46
50
  return out;
47
51
  }
48
52
 
@@ -52,6 +56,6 @@ struct VSOut {
52
56
  // The dissolve, run as the colour pass runs it. A flake that is gone stops
53
57
  // casting: without this she leaves a whole shadow standing on the floor while
54
58
  // her body is in the air.
55
- if (material.dissolve < 0.9995 && rz_dissolve_threshold(in.restPos) > material.dissolve) { discard; }
59
+ if (material.dissolve < 0.9995 && in.faceT > material.dissolve) { discard; }
56
60
  }
57
61
  `;
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "reze-engine",
3
- "version": "0.56.7",
3
+ "version": "0.56.9",
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
@@ -783,6 +783,17 @@ interface ModelInstance {
783
783
  * outline. Kept here so that write has somewhere to go. */
784
784
  outlineUniformBuffers: GPUBuffer[]
785
785
  model: Model
786
+ /**
787
+ * Keep simulating this model's cloth while it is HIDDEN.
788
+ *
789
+ * Off by default, which is what makes a roster of resident alternate skins
790
+ * affordable: invisible cloth costs nothing. On for a model whose visibility
791
+ * is scheduled, because the frame it appears on is the frame its skirt has to
792
+ * be already dancing — a dress simulated from rest at the reveal snaps into
793
+ * place in front of the audience, and that pop is the whole reason a costume
794
+ * change reads as a glitch rather than as a cut.
795
+ */
796
+ simulateWhileHidden: boolean
786
797
  basePath: string
787
798
  assetReader: AssetReader
788
799
  gpuBuffers: GPUBuffer[]
@@ -2142,6 +2153,9 @@ export class Engine {
2142
2153
  // because two planes would need two of every attachment below. Which one is
2143
2154
  // in force is mirrorPlane, refreshed by updateMirrorCamera.
2144
2155
  private static readonly GROUND_PLANE: readonly number[] = [0, 1, 0, 0]
2156
+ /** Where addGround put the floor. The mirror reflects across it, so a raised
2157
+ * floor that kept y = 0 would reflect the scene into the wrong plane. */
2158
+ private groundY = 0
2145
2159
  private mirrorPlane = new Float32Array([0, 1, 0, 0])
2146
2160
  private mirrorCameraData = new Float32Array(40)
2147
2161
  private mirrorCameraBuffer!: GPUBuffer
@@ -3292,7 +3306,9 @@ export class Engine {
3292
3306
  const m = this.mirrorSurfaceModel
3293
3307
  planeFromPointNormal(m[12], m[13], m[14], m[8], m[9], m[10], this.mirrorPlane)
3294
3308
  } else {
3309
+ // The floor's own plane: up, offset to wherever addGround put it.
3295
3310
  this.mirrorPlane.set(Engine.GROUND_PLANE)
3311
+ this.mirrorPlane[3] = -this.groundY
3296
3312
  }
3297
3313
  // The ground inside the mirror pass clips against this same plane — a
3298
3314
  // mirror shows nothing behind itself, and the floor is what is behind one.
@@ -9207,6 +9223,15 @@ export class Engine {
9207
9223
  addGround(options?: {
9208
9224
  width?: number
9209
9225
  height?: number
9226
+ /**
9227
+ * Where the plane sits on Y, in world units. 0 (default) is MMD's floor.
9228
+ *
9229
+ * A framing offset, not a stage: a camera motion authored for a taller or
9230
+ * shorter character fits by moving the model and the floor together, which
9231
+ * is cheaper than retiming the shot. What stands ON the floor does not
9232
+ * follow it — the physics floor is model space, at the figure's own feet.
9233
+ */
9234
+ y?: number
9210
9235
  diffuseColor?: Vec3
9211
9236
  fadeStart?: number
9212
9237
  fadeEnd?: number
@@ -9246,6 +9271,7 @@ export class Engine {
9246
9271
  const opts = {
9247
9272
  width: 160,
9248
9273
  height: 160,
9274
+ y: 0,
9249
9275
  diffuseColor: new Vec3(0.9, 0.1, 1.0),
9250
9276
  fadeStart: 10.0,
9251
9277
  fadeEnd: 80.0,
@@ -9261,7 +9287,8 @@ export class Engine {
9261
9287
  shadowSoftness: 0,
9262
9288
  ...options,
9263
9289
  }
9264
- this.createGroundGeometry(opts.width, opts.height)
9290
+ this.groundY = opts.y
9291
+ this.createGroundGeometry(opts.width, opts.height, opts.y)
9265
9292
  this.createShadowGroundResources(opts)
9266
9293
  this.hasGround = true
9267
9294
  this.groundDrawCall = {
@@ -9274,7 +9301,14 @@ export class Engine {
9274
9301
  // The ground belongs to no model instance, so it is not in the cull list —
9275
9302
  // cullIndex -1 leaves renderGround unconditional. Its box is filled in
9276
9303
  // anyway rather than left a lie for whoever reads this next.
9277
- bounds: new Float32Array([-opts.width / 2, 0, -opts.height / 2, opts.width / 2, 0, opts.height / 2]),
9304
+ bounds: new Float32Array([
9305
+ -opts.width / 2,
9306
+ opts.y,
9307
+ -opts.height / 2,
9308
+ opts.width / 2,
9309
+ opts.y,
9310
+ opts.height / 2,
9311
+ ]),
9278
9312
  cullIndex: -1,
9279
9313
  }
9280
9314
  }
@@ -11006,6 +11040,25 @@ export class Engine {
11006
11040
  this.forEachInstance((inst) => inst.physics?.setFloor(on))
11007
11041
  }
11008
11042
 
11043
+ /**
11044
+ * Keep one model's cloth simulating while it is hidden.
11045
+ *
11046
+ * For scheduled visibility — a costume the scene swaps to, a double that
11047
+ * appears mid-shot. The body of a hidden model animates either way, so what
11048
+ * this buys is the cloth: switch it on and the skirt is already moving when
11049
+ * the model is revealed, instead of falling into place from rest in view.
11050
+ *
11051
+ * Per model rather than scene-wide, because it is exactly the models taking
11052
+ * part in a swap that need it, and a scene that never swaps should not pay
11053
+ * for cloth nobody can see.
11054
+ */
11055
+ setModelPhysicsWhileHidden(modelName: string, on: boolean): boolean {
11056
+ const inst = this.modelInstances.get(modelName)
11057
+ if (!inst) return false
11058
+ inst.simulateWhileHidden = on
11059
+ return true
11060
+ }
11061
+
11009
11062
  getPhysicsFloor(): boolean {
11010
11063
  return this.physicsFloor
11011
11064
  }
@@ -11097,10 +11150,13 @@ export class Engine {
11097
11150
  inst.vertexBufferNeedsUpdate = true
11098
11151
  }
11099
11152
  // Hidden models keep animating (cheap, and a reveal must not pop a stale
11100
- // pose) but skip cloth simulation entirely — a roster of resident
11153
+ // pose) but skip cloth simulation by default — a roster of resident
11101
11154
  // alternate skins would otherwise pay full physics for invisible cloth.
11102
- // Hosts that reveal after long hiding reset physics anyway (resetPhysics).
11103
- if (inst.physics && this.physicsEnabled && inst.model.visible) {
11155
+ //
11156
+ // UNLESS the host asked for it: a model whose visibility is scheduled has
11157
+ // to arrive with its skirt already in motion, and cloth caught up at the
11158
+ // reveal is a snap everyone sees. See setModelPhysicsWhileHidden.
11159
+ if (inst.physics && this.physicsEnabled && (inst.model.visible || inst.simulateWhileHidden)) {
11104
11160
  const tPhys = performance.now()
11105
11161
  inst.physics.step(deltaTime, inst.model.getWorldMatrices(), inst.model.getBoneInverseBindMatrices())
11106
11162
  // The step published new world matrices for the simulated bones; the
@@ -12195,6 +12251,7 @@ export class Engine {
12195
12251
  const inst: ModelInstance = {
12196
12252
  name,
12197
12253
  model,
12254
+ simulateWhileHidden: false,
12198
12255
  basePath,
12199
12256
  assetReader,
12200
12257
  gpuBuffers,
@@ -12319,14 +12376,14 @@ export class Engine {
12319
12376
  }
12320
12377
  }
12321
12378
 
12322
- private createGroundGeometry(width: number = 100, height: number = 100) {
12379
+ private createGroundGeometry(width: number = 100, height: number = 100, y: number = 0) {
12323
12380
  const halfWidth = width / 2
12324
12381
  const halfHeight = height / 2
12325
12382
 
12326
12383
  const vertices = new Float32Array([
12327
12384
  // Bottom-left
12328
12385
  -halfWidth,
12329
- 0,
12386
+ y,
12330
12387
  -halfHeight, // position
12331
12388
  0,
12332
12389
  1,
@@ -12336,7 +12393,7 @@ export class Engine {
12336
12393
 
12337
12394
  // Bottom-right
12338
12395
  halfWidth,
12339
- 0,
12396
+ y,
12340
12397
  -halfHeight, // position
12341
12398
  0,
12342
12399
  1,
@@ -12346,7 +12403,7 @@ export class Engine {
12346
12403
 
12347
12404
  // Top-right
12348
12405
  halfWidth,
12349
- 0,
12406
+ y,
12350
12407
  halfHeight, // position
12351
12408
  0,
12352
12409
  1,
@@ -12356,7 +12413,7 @@ export class Engine {
12356
12413
 
12357
12414
  // Top-left
12358
12415
  -halfWidth,
12359
- 0,
12416
+ y,
12360
12417
  halfHeight, // position
12361
12418
  0,
12362
12419
  1,
@@ -12436,6 +12493,7 @@ export class Engine {
12436
12493
 
12437
12494
  private createShadowGroundResources(opts: {
12438
12495
  diffuseColor: Vec3
12496
+ y: number
12439
12497
  fadeStart: number
12440
12498
  fadeEnd: number
12441
12499
  shadowStrength: number
@@ -12451,6 +12509,7 @@ export class Engine {
12451
12509
  }) {
12452
12510
  const {
12453
12511
  diffuseColor,
12512
+ y,
12454
12513
  fadeStart,
12455
12514
  fadeEnd,
12456
12515
  shadowStrength,
@@ -12491,6 +12550,9 @@ export class Engine {
12491
12550
  // gb[18] — shadow edge softness. Was padding; the shader reads it as the
12492
12551
  // Vogel disk's radius, and 0 takes the sharp nine-tap path unchanged.
12493
12552
  gb[18] = Math.min(Math.max(shadowSoftness, 0), 1)
12553
+ // gb[19] — the floor's height. Was padding; the mirror branch reflects the
12554
+ // eye across it, and a hardcoded 0 slid the reflection off a raised floor.
12555
+ gb[19] = y
12494
12556
  // Which variant the draw picks. Zero is the sharp shader, which is the one
12495
12557
  // that existed before softness did.
12496
12558
  this.groundSoft = gb[18] > 0
@@ -15058,7 +15120,8 @@ export class Engine {
15058
15120
  let n = 0
15059
15121
  let found: string | null = null
15060
15122
  this.forEachInstance((inst) => {
15061
- if (found !== null || n >= MAX_EFFECT_SUBJECTS || inst.isStage || inst.isPlane || inst.isProp) return
15123
+ if (found !== null || n >= MAX_EFFECT_SUBJECTS || inst.isStage || inst.isPlane || inst.isProp || !inst.model.visible)
15124
+ return
15062
15125
  if (n === index) found = inst.name
15063
15126
  n++
15064
15127
  })
@@ -15818,9 +15881,14 @@ export class Engine {
15818
15881
  // video behind her and none at all around her. Four is the cap because the
15819
15882
  // uniform is small and a scene with five characters is not the case this
15820
15883
  // serves.
15884
+ // A HIDDEN model is not a subject either, and that is not tidiness: a
15885
+ // scene holding a costume's twin keeps it loaded and invisible, and with
15886
+ // it in the list it takes subject 0 by load order — so Teleportation
15887
+ // spawned its motes off a body nobody could see, and the silhouette field
15888
+ // seeded on one. The cast is who is ON STAGE.
15821
15889
  let n = 0
15822
15890
  this.forEachInstance((inst) => {
15823
- if (n >= MAX_EFFECT_SUBJECTS || inst.isStage || inst.isPlane || inst.isProp) return
15891
+ if (n >= MAX_EFFECT_SUBJECTS || inst.isStage || inst.isPlane || inst.isProp || !inst.model.visible) return
15824
15892
  const m = inst.model
15825
15893
  // The model transform is only where the model was PLACED. A motion moves
15826
15894
  // the character by animating bones, so an effect anchored to the
@@ -115,7 +115,7 @@ ${discard}
115
115
  // as burning away rather than as a stencil moving over her.
116
116
  var rz_burn = 0.0;
117
117
  if (material.dissolve < 0.9995) {
118
- let rz_t = rz_dissolve_threshold(input.restPos);
118
+ let rz_t = input.faceT;
119
119
  if (rz_t > material.dissolve) { discard; }
120
120
  // Put OUT as the last of her goes. Near zero the front is wider than what
121
121
  // is left of the surface, so every surviving fragment sits inside it and
@@ -99,6 +99,18 @@ struct VertexOutput {
99
99
  // At rest skinMats are identity so restPos == worldPos, which is why existing noise-
100
100
  // scale constants stay valid without retuning.
101
101
  @location(3) restPos: vec3f,
102
+ /**
103
+ * This TRIANGLE's dissolve threshold.
104
+ *
105
+ * FLAT, so every fragment of a face shares the provoking vertex's value and
106
+ * the face goes as a unit — the mesh comes apart in triangles that light and
107
+ * leave in turn, rather than in a scatter that crosses them. Computed in the
108
+ * vertex stage from the bind-pose attribute, which is what lets the depth
109
+ * prepass, the shadow map and the outline hull reach the same number for the
110
+ * same face: one function, one input, one provoking vertex, one answer. They
111
+ * must agree — a pass that disagrees punches holes through her.
112
+ */
113
+ @location(4) @interpolate(flat) faceT: f32,
102
114
  };
103
115
 
104
116
  // One view-projection per shadow cascade, inner to outer — the volumes built
@@ -239,6 +251,7 @@ const COMMON_VS_WGSL = /* wgsl */ `
239
251
  output.uv = uv;
240
252
  output.worldPos = skinnedPos.xyz;
241
253
  output.restPos = position;
254
+ output.faceT = rz_dissolve_threshold(position);
242
255
  return output;
243
256
  }
244
257
 
@@ -297,8 +310,12 @@ export function commonFsOutWgsl(): string {
297
310
  * distance is just a fade.
298
311
  */
299
312
  export const DISSOLVE_WGSL = /* wgsl */ `
300
- /** Clump size, in object-space units — MMD's are roughly centimetres. */
301
- const RZ_DISSOLVE_GRAIN: f32 = 0.42;
313
+ /** Clump size, in object-space units — MMD's are roughly centimetres.
314
+ *
315
+ * Raised from 0.42: at that size the pieces are near enough to speckle that a
316
+ * departure reads as a fade rather than as a body coming apart, which is the
317
+ * thing the clumping exists to avoid. Hand-sized pieces are visible ones. */
318
+ const RZ_DISSOLVE_GRAIN: f32 = 1.2;
302
319
  /** How much the clumps pull a fragment off its own grit value — the whole of
303
320
  * the LOOK, and none of the rate. See rz_dissolve_threshold. */
304
321
  const RZ_DISSOLVE_CLUMP: f32 = 0.6;
@@ -307,7 +324,7 @@ const RZ_DISSOLVE_CLUMP: f32 = 0.6;
307
324
  * it, and it has to be smaller than the SMALLEST material a model carries —
308
325
  * an eye highlight, a button, a buckle — not merely small. Two and a half
309
326
  * millimetres on a normal model, which is under all of them. */
310
- const RZ_DISSOLVE_GRIT: f32 = 0.06;
327
+ const RZ_DISSOLVE_GRIT: f32 = 0.021;
311
328
  /** How wide the glowing front is, in threshold units. Thin: the front is a
312
329
  * rim, and a wide one lights whole limbs at once. */
313
330
  const RZ_DISSOLVE_EDGE: f32 = 0.11;
@@ -62,6 +62,9 @@ struct VSOut {
62
62
  // The bind-pose position, carried for one reason: the dissolve test below has
63
63
  // to be the SAME test the colour pass runs, and that one is in object space.
64
64
  @location(1) restPos: vec3f,
65
+ /** The triangle's own threshold, flat — see the material VertexOutput. This
66
+ * pass must throw away exactly the faces the colour pass does. */
67
+ @location(2) @interpolate(flat) faceT: f32,
65
68
  };
66
69
 
67
70
  @vertex fn vs(
@@ -83,6 +86,7 @@ struct VSOut {
83
86
  o.position = camera.projection * camera.view * vec4f(skinned.xyz, 1.0);
84
87
  o.uv = uv;
85
88
  o.restPos = position;
89
+ o.faceT = rz_dissolve_threshold(position);
86
90
  return o;
87
91
  }
88
92
 
@@ -109,7 +113,7 @@ override CUTOFF: f32 = 0.5;
109
113
  // the colour pass throws away would punch holes that occlude the floor behind
110
114
  // her: you would see sky through her, which is the failure this line exists
111
115
  // to prevent.
112
- if (material.dissolve < 0.9995 && rz_dissolve_threshold(in.restPos) > material.dissolve) { discard; }
116
+ if (material.dissolve < 0.9995 && in.faceT > material.dissolve) { discard; }
113
117
  var out: PrepassOut;
114
118
  out.color = vec4f(0.0);
115
119
  out.mask = vec4f(0.0);
@@ -94,7 +94,7 @@ struct GroundShadowMat {
94
94
  gridLineColor: vec3f, mirror: f32,
95
95
  // farCascade: 1 while a stage is loaded, 0 otherwise. See the branch below —
96
96
  // with no stage the far map is never drawn into, so its taps are known.
97
- mirrorBlur: f32, farCascade: f32, shadowSoftness: f32, _mb2: f32,
97
+ mirrorBlur: f32, farCascade: f32, shadowSoftness: f32, groundY: f32,
98
98
  // Every shadow caster in one sphere, refreshed per frame. w = radius; 0 means
99
99
  // nothing casts, negative means "do not use this" (a rigid caster has no
100
100
  // sphere, so a scene with a stage keeps the taps). See rzShadowPossible.
@@ -362,20 +362,21 @@ ${pcfWgsl("shadowMap", "suv_c", "material.pcfTexel", "compareZ", "acc", " ",
362
362
  // shared projection's pair (viewZ = projB / (z - projA); the formula
363
363
  // inverts both depth conventions, see the composite's linearDepth), and
364
364
  // reconstruct the reflected image point along the ray from the MIRRORED
365
- // eye through this fragment. The plane is y = 0, so mirroring the eye
366
- // and the camera forward is a sign flip on y, and the image point's
367
- // depth below the plane IS the reflected object's height above it.
365
+ // eye through this fragment. Mirroring across the floor's own plane is a
366
+ // sign flip on y about that height (the forward vector is a direction, so
367
+ // it flips alone), and the image point's depth below the plane IS the
368
+ // reflected object's height above it.
368
369
  let dims = vec2f(textureDimensions(mirrorDepth));
369
370
  let texel = clamp(vec2i(muv * dims), vec2i(0), vec2i(dims) - vec2i(1));
370
371
  let z = textureLoad(mirrorDepth, texel, 0);
371
372
  let viewZ = clamp(mirrorVP.params.y / (z - mirrorVP.params.x), 0.05, 100000.0);
372
- let eyeM = vec3f(camera.viewPos.x, -camera.viewPos.y, camera.viewPos.z);
373
+ let eyeM = vec3f(camera.viewPos.x, 2.0 * material.groundY - camera.viewPos.y, camera.viewPos.z);
373
374
  let fwd = vec3f(camera.view[0][2], camera.view[1][2], camera.view[2][2]);
374
375
  let fwdM = vec3f(fwd.x, -fwd.y, fwd.z);
375
376
  let toFrag = i.worldPos - eyeM;
376
377
  let dir = toFrag * inverseSqrt(max(dot(toFrag, toFrag), 1e-8));
377
378
  let t = viewZ / max(dot(dir, fwdM), 1e-4);
378
- let height = max(-(eyeM.y + dir.y * t), 0.0);
379
+ let height = max(material.groundY - (eyeM.y + dir.y * t), 0.0);
379
380
  // Full softness by BLUR_SPAN units above the floor — about a character's
380
381
  // height. The hardware clamps the level, so the nominal 5.0 needs no
381
382
  // knowledge of the real chain length, and blur 0 reads exactly level 0.
@@ -70,6 +70,9 @@ struct VertexOutput {
70
70
  * the depth prepass measure against, so all three agree about which flakes
71
71
  * are gone. */
72
72
  @location(1) restPos: vec3f,
73
+ /** The triangle's own threshold, flat — see the material VertexOutput. The
74
+ * hull traces the body's faces, so it has to lose the same ones. */
75
+ @location(2) @interpolate(flat) faceT: f32,
73
76
  };
74
77
 
75
78
  @vertex fn vs(
@@ -120,6 +123,7 @@ struct VertexOutput {
120
123
  output.position = vec4f(clipPos.xy + offset, clipPos.z, clipPos.w);
121
124
  output.uv = uv;
122
125
  output.restPos = position;
126
+ output.faceT = rz_dissolve_threshold(position);
123
127
  return output;
124
128
  }
125
129
 
@@ -145,7 +149,7 @@ ${sceneFsOutWgsl({ name: "FSOut", aux: "mask" })}
145
149
  // The same test the colour pass and the depth prepass run, against the same
146
150
  // bind-pose position — three passes, one rule, or they disagree about which
147
151
  // pieces are still there.
148
- if (material.dissolve < 0.9995 && rz_dissolve_threshold(input.restPos) > material.dissolve) { discard; }
152
+ if (material.dissolve < 0.9995 && input.faceT > material.dissolve) { discard; }
149
153
  let texA = textureSample(diffuseTexture, edgeSampler, input.uv).a;
150
154
  if (texA < 0.05) {
151
155
  discard;
@@ -31,6 +31,9 @@ struct VSOut {
31
31
  @location(0) uv: vec2f,
32
32
  /** Bind-pose position, for the dissolve test — object space, as everywhere. */
33
33
  @location(1) restPos: vec3f,
34
+ /** The triangle's own threshold, flat — see the material VertexOutput. A
35
+ * face that is gone must stop casting, and stop as a whole face. */
36
+ @location(2) @interpolate(flat) faceT: f32,
34
37
  };
35
38
 
36
39
  @vertex fn vs(@location(0) position: vec3f, @location(1) normal: vec3f, @location(2) uv: vec2f,
@@ -45,6 +48,7 @@ struct VSOut {
45
48
  out.position = lp.viewProj * vec4f(sp.xyz, 1.0);
46
49
  out.uv = uv;
47
50
  out.restPos = position;
51
+ out.faceT = rz_dissolve_threshold(position);
48
52
  return out;
49
53
  }
50
54
 
@@ -54,6 +58,6 @@ struct VSOut {
54
58
  // The dissolve, run as the colour pass runs it. A flake that is gone stops
55
59
  // casting: without this she leaves a whole shadow standing on the floor while
56
60
  // her body is in the air.
57
- if (material.dissolve < 0.9995 && rz_dissolve_threshold(in.restPos) > material.dissolve) { discard; }
61
+ if (material.dissolve < 0.9995 && in.faceT > material.dissolve) { discard; }
58
62
  }
59
63
  `