reze-engine 0.58.1 → 0.58.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/effect-points.d.ts +30 -0
- package/dist/effect-points.d.ts.map +1 -0
- package/dist/effect-points.js +49 -0
- package/dist/engine.d.ts +25 -2
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +199 -35
- package/dist/graph/style-group.d.ts +7 -0
- package/dist/graph/style-group.d.ts.map +1 -1
- package/dist/light-grid.d.ts +25 -0
- package/dist/light-grid.d.ts.map +1 -0
- package/dist/light-grid.js +91 -0
- package/dist/model.d.ts +9 -0
- package/dist/model.d.ts.map +1 -1
- package/dist/model.js +6 -0
- package/dist/pmx-loader.d.ts.map +1 -1
- package/dist/pmx-loader.js +11 -6
- package/dist/shaders/cast-api.d.ts +1 -1
- package/dist/shaders/cast-layout.d.ts +5 -3
- package/dist/shaders/cast-layout.d.ts.map +1 -1
- package/dist/shaders/cast-layout.js +5 -3
- package/dist/shaders/directives.d.ts +3 -0
- package/dist/shaders/directives.d.ts.map +1 -1
- package/dist/shaders/directives.js +5 -0
- package/dist/shaders/lights.d.ts +14 -9
- package/dist/shaders/lights.d.ts.map +1 -1
- package/dist/shaders/lights.js +118 -65
- package/dist/shaders/passes/composite.d.ts +1 -1
- package/dist/shaders/passes/composite.d.ts.map +1 -1
- package/dist/shaders/passes/composite.js +2 -0
- package/dist/shaders/passes/grid.d.ts.map +1 -1
- package/dist/shaders/passes/grid.js +2 -0
- package/dist/shaders/passes/particles.d.ts +20 -1
- package/dist/shaders/passes/particles.d.ts.map +1 -1
- package/dist/shaders/passes/particles.js +36 -1
- package/dist/shaders/passes/trails.d.ts.map +1 -1
- package/dist/shaders/passes/trails.js +2 -1
- package/dist/shaders/points-api.d.ts +11 -0
- package/dist/shaders/points-api.d.ts.map +1 -0
- package/dist/shaders/points-api.js +58 -0
- package/package.json +1 -1
- package/src/effect-points.ts +67 -0
- package/src/engine.ts +215 -35
- package/src/graph/style-group.ts +12 -1
- package/src/light-grid.ts +139 -0
- package/src/model.ts +12 -0
- package/src/pmx-loader.ts +13 -6
- package/src/shaders/cast-layout.ts +5 -3
- package/src/shaders/directives.ts +8 -0
- package/src/shaders/lights.ts +118 -65
- package/src/shaders/passes/composite.ts +2 -0
- package/src/shaders/passes/grid.ts +2 -0
- package/src/shaders/passes/particles.ts +46 -2
- package/src/shaders/passes/trails.ts +2 -1
- package/src/shaders/points-api.ts +66 -0
package/dist/model.d.ts
CHANGED
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@@ -69,6 +69,11 @@ export interface Bone {
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appendMove?: boolean;
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/** 軸制限: this bone rotates ONLY about this axis (the twist bones use it). */
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fixedAxis?: [number, number, number];
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+
/** Where the bone's tail sits at rest, as an offset from its head — the
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* direction a PMX editor draws it pointing. PMX states it either as that
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* offset or as another bone to point at; both arrive here as the offset.
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* An effect reading named points takes it as the point's length and way. */
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tail?: [number, number, number];
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/** 変形階層: MMD poses whole layers in order, not bones in array order.
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* Parsed but not yet honoured — distinct from Model's `deformOrder`, which is
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* this engine's parent-before-child traversal. */
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@@ -373,6 +378,10 @@ export declare class Model {
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/** A bone's posed matrix — model space, column-major, the live array rather
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* than a copy. Null for a name this rig does not have. */
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getBoneWorldMatrix(boneName: string): Float32Array | null;
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/** A bone's posed matrix by INDEX — model space, column-major, the live
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* array. For walking bones that share a name, which the name lookup
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* collapses to one. Null past the end. */
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getBoneWorldMatrixAt(index: number): Float32Array | null;
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getBoneWorldPosition(boneName: string): Vec3 | null;
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/**
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* A bone's forward axis, normalised — which way a foot points, where a head
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package/dist/model.d.ts.map
CHANGED
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@@ -1 +1 @@
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1
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-
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1
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AAO;IAQnC,wBAAwB,IAAI,YAAY;IAQxC,qBAAqB,IAAI,gBAAgB,GAAG,IAAI;IA6DhD,wBAAwB,IAAI;QAAE,OAAO,EAAE,MAAM,CAAC;QAAC,OAAO,EAAE,MAAM,CAAA;KAAE,GAAG,IAAI;IAavE,OAAO,CAAC,yBAAyB;IA0DjC;;;;;;;;;OASG;IACH,OAAO,CAAC,IAAI,EAAE,MAAM,EAAE,aAAa,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE;QAAE,MAAM,CAAC,EAAE,KAAK,GAAG,QAAQ,CAAA;KAAE,GAAG,OAAO,CAAC,IAAI,CAAC;IAoDpG;;8DAE0D;IAC1D,OAAO,CAAC,kBAAkB;IAS1B,QAAQ,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,aAAa,GAAG,IAAI;IAIjD,aAAa,IAAI,IAAI;IAWrB,cAAc,IAAI,IAAI;IAStB,OAAO,CAAC,IAAI,EAAE,MAAM,GAAG,aAAa,GAAG,IAAI;IAI3C;;;;;;;;;;;8EAW0E;IAC1E,iBAAiB,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,CAAC,EAAE;QAAE,CAAC,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,CAAC,EAAE,MAAM,CAAA;KAAE,GAAG,iBAAiB,GAAG,IAAI;IAgC5F,mEAAmE;IACnE,OAAO,CAAC,MAAM,CAAC,WAAW;IAU1B;;;;;;;;;OASG;IACH,SAAS,CAAC,IAAI,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE;QAAE,MAAM,CAAC,EAAE,iBAAiB,CAAA;KAAE,GAAG,WAAW;IAM9E,IAAI,IAAI,IAAI;IACZ,IAAI,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO;IAC3B,IAAI,CAAC,IAAI,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE,oBAAoB,GAAG,OAAO;IAgB3D,IAAI,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IASxB;;;;2DAIuD;IACvD,YAAY,CAAC,OAAO,EAAE,UAAU,EAAE,GAAG,IAAI;IAMzC,cAAc,IAAI,IAAI;IAItB;;;iFAG6E;IAC7E,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE;QAAE,MAAM,CAAC,EAAE,MAAM,CAAC;QAAC,OAAO,CAAC,EAAE,MAAM,CAAC;QAAC,KAAK,CAAC,EAAE,MAAM,IAAI,CAAA;KAAE,GAAG,OAAO;IAWvG,+EAA+E;IAC/E,aAAa,CAAC,OAAO,SAAM,GAAG,IAAI;IAUlC,4CAA4C;IAC5C,UAAU,IAAI,MAAM,GAAG,IAAI;IAI3B;;;;mDAI+C;IAC/C,YAAY,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,QAAQ,EAAE,CAAC,CAAC,EAAE,aAAa,KAAK,IAAI,EAAE,OAAO,CAAC,EAAE;QAAE,SAAS,CAAC,EAAE,MAAM,CAAA;KAAE,GAAG,MAAM,IAAI;IAc5H,OAAO,CAAC,cAAc;IAYtB;yEACqE;IACrE,OAAO,CAAC,gBAAgB;IAWxB;;;mFAG+E;IAC/E,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE;QAAE,IAAI,CAAC,EAAE,OAAO,CAAA;KAAE,GAAG,OAAO;IAoBjF,KAAK,IAAI,IAAI;IAIb,IAAI,IAAI,IAAI;IAOZ;;uEAEmE;IACnE,cAAc,IAAI,IAAI;IAQtB,IAAI,CAAC,OAAO,EAAE,MAAM,GAAG,IAAI;IAM3B,oBAAoB,IAAI,iBAAiB;IAazC,OAAO,CAAC,MAAM,CAAC,UAAU;IAWzB,OAAO,CAAC,iBAAiB;IAczB;;;;;;OAMG;IACH,OAAO,CAAC,UAAU,CAAoB;IAEtC;8EAC0E;IAC1E,OAAO,CAAC,eAAe;IAevB;;;;8BAI0B;IAC1B,OAAO,CAAC,mBAAmB;IA2C3B,8FAA8F;IAC9F,OAAO,CAAC,gBAAgB;IAkBxB;;;;;;;;;;;;;;;;;OAiBG;IACH,OAAO,CAAC,cAAc;IAetB,OAAO,CAAC,iBAAiB;IAiCzB;;;;yEAIqE;IACrE,OAAO,CAAC,gBAAgB;IAuIxB;sFACkF;IAClF,OAAO,CAAC,YAAY;IAmDpB;;2EAEuE;IACvE,OAAO,CAAC,cAAc;IA0CtB;;;;;;;;;OASG;IACH,MAAM,IAAI,OAAO;IAiBjB,qDAAqD;IACrD,OAAO,CAAC,eAAe;IAQvB,MAAM,CAAC,SAAS,EAAE,MAAM,EAAE,SAAS,UAAO,GAAG,OAAO;IAuHpD,OAAO,CAAC,aAAa;IAyCrB,OAAO,CAAC,aAAa,CAAyB;IAI9C,OAAO,CAAC,4BAA4B;IA4HpC;;;;;;;;;;;;;;;;;OAiBG;IACH,qBAAqB,CAAC,WAAW,EAAE,MAAM,EAAE,GAAG,IAAI;IAkDlD;kFAC8E;IAC9E,oBAAoB,IAAI,MAAM,EAAE;IAIhC;;;;;;;;;;;;;;;OAeG;IACH,kBAAkB,IAAI,IAAI;IA4C1B,oBAAoB,CAAC,MAAM,CAAC,EAAE,UAAU,GAAG,IAAI;CA0GhD"}
|
package/dist/model.js
CHANGED
|
@@ -758,6 +758,12 @@ export class Model {
|
|
|
758
758
|
return null;
|
|
759
759
|
return this.runtimeSkeleton.worldMatrices[idx].values;
|
|
760
760
|
}
|
|
761
|
+
/** A bone's posed matrix by INDEX — model space, column-major, the live
|
|
762
|
+
* array. For walking bones that share a name, which the name lookup
|
|
763
|
+
* collapses to one. Null past the end. */
|
|
764
|
+
getBoneWorldMatrixAt(index) {
|
|
765
|
+
return this.runtimeSkeleton.worldMatrices[index]?.values ?? null;
|
|
766
|
+
}
|
|
761
767
|
// World bone origin (world matrix col3); unknown name → null
|
|
762
768
|
getBoneWorldPosition(boneName) {
|
|
763
769
|
const idx = this.runtimeSkeleton.nameIndex[boneName];
|
package/dist/pmx-loader.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pmx-loader.d.ts","sourceRoot":"","sources":["../src/pmx-loader.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,KAAK,EAcN,MAAM,SAAS,CAAA;AAGhB,OAAO,EAA0B,KAAK,WAAW,EAAE,MAAM,gBAAgB,CAAA;AAEzE,qBAAa,SAAS;IACpB,OAAO,CAAC,IAAI,CAAU;IACtB,OAAO,CAAC,MAAM,CAAI;IAClB,OAAO,CAAC,OAAO,CAAc;IAC7B,OAAO,CAAC,QAAQ,CAAI;IACpB,OAAO,CAAC,mBAAmB,CAAI;IAC/B,OAAO,CAAC,eAAe,CAAI;IAC3B,OAAO,CAAC,gBAAgB,CAAI;IAC5B,OAAO,CAAC,iBAAiB,CAAI;IAC7B,OAAO,CAAC,aAAa,CAAI;IACzB,OAAO,CAAC,cAAc,CAAI;IAC1B,OAAO,CAAC,kBAAkB,CAAI;IAC9B,OAAO,CAAC,QAAQ,CAAgB;IAChC,OAAO,CAAC,SAAS,CAAiB;IAClC,OAAO,CAAC,KAAK,CAAa;IAC1B,OAAO,CAAC,mBAAmB,CAA4B;IACvD,OAAO,CAAC,OAAO,CAA2B;IAC1C,OAAO,CAAC,QAAQ,CAA0B;IAC1C,OAAO,CAAC,MAAM,CAAc;IAC5B,OAAO,CAAC,WAAW,CAAY;IAC/B,OAAO,CAAC,WAAW,CAAkB;IACrC,OAAO,CAAC,MAAM,CAAc;IAC5B,OAAO,CAAC,QAAQ,CAAe;IAE/B,OAAO;IAQP,OAAO,CAAC,IAAI;WAMC,IAAI,CAAC,GAAG,EAAE,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;IAI9C,MAAM,CAAC,cAAc,CAAC,MAAM,EAAE,WAAW,GAAG,KAAK;WAIpC,cAAc,CAAC,MAAM,EAAE,WAAW,EAAE,cAAc,EAAE,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;IAKxF,OAAO,CAAC,KAAK;IAiBb,OAAO,CAAC,WAAW;IAwDnB,OAAO,CAAC,aAAa;IA+FrB,OAAO,CAAC,YAAY;IAWpB,OAAO,CAAC,aAAa;IAkBrB,OAAO,CAAC,cAAc;IAsEtB,OAAO,CAAC,UAAU;
|
|
1
|
+
{"version":3,"file":"pmx-loader.d.ts","sourceRoot":"","sources":["../src/pmx-loader.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,KAAK,EAcN,MAAM,SAAS,CAAA;AAGhB,OAAO,EAA0B,KAAK,WAAW,EAAE,MAAM,gBAAgB,CAAA;AAEzE,qBAAa,SAAS;IACpB,OAAO,CAAC,IAAI,CAAU;IACtB,OAAO,CAAC,MAAM,CAAI;IAClB,OAAO,CAAC,OAAO,CAAc;IAC7B,OAAO,CAAC,QAAQ,CAAI;IACpB,OAAO,CAAC,mBAAmB,CAAI;IAC/B,OAAO,CAAC,eAAe,CAAI;IAC3B,OAAO,CAAC,gBAAgB,CAAI;IAC5B,OAAO,CAAC,iBAAiB,CAAI;IAC7B,OAAO,CAAC,aAAa,CAAI;IACzB,OAAO,CAAC,cAAc,CAAI;IAC1B,OAAO,CAAC,kBAAkB,CAAI;IAC9B,OAAO,CAAC,QAAQ,CAAgB;IAChC,OAAO,CAAC,SAAS,CAAiB;IAClC,OAAO,CAAC,KAAK,CAAa;IAC1B,OAAO,CAAC,mBAAmB,CAA4B;IACvD,OAAO,CAAC,OAAO,CAA2B;IAC1C,OAAO,CAAC,QAAQ,CAA0B;IAC1C,OAAO,CAAC,MAAM,CAAc;IAC5B,OAAO,CAAC,WAAW,CAAY;IAC/B,OAAO,CAAC,WAAW,CAAkB;IACrC,OAAO,CAAC,MAAM,CAAc;IAC5B,OAAO,CAAC,QAAQ,CAAe;IAE/B,OAAO;IAQP,OAAO,CAAC,IAAI;WAMC,IAAI,CAAC,GAAG,EAAE,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;IAI9C,MAAM,CAAC,cAAc,CAAC,MAAM,EAAE,WAAW,GAAG,KAAK;WAIpC,cAAc,CAAC,MAAM,EAAE,WAAW,EAAE,cAAc,EAAE,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;IAKxF,OAAO,CAAC,KAAK;IAiBb,OAAO,CAAC,WAAW;IAwDnB,OAAO,CAAC,aAAa;IA+FrB,OAAO,CAAC,YAAY;IAWpB,OAAO,CAAC,aAAa;IAkBrB,OAAO,CAAC,cAAc;IAsEtB,OAAO,CAAC,UAAU;IAkLlB,OAAO,CAAC,WAAW;IAgMnB,OAAO,CAAC,iBAAiB;IAgDzB,OAAO,CAAC,gBAAgB;IA+FxB,OAAO,CAAC,WAAW;IAmGnB,OAAO,CAAC,kBAAkB;IAmC1B,OAAO,CAAC,OAAO;IAkJf,OAAO,CAAC,QAAQ;IAOhB,OAAO,CAAC,SAAS;IAUjB,OAAO,CAAC,cAAc;IAWtB,OAAO,CAAC,iBAAiB;IAczB,OAAO,CAAC,QAAQ;IAShB,OAAO,CAAC,UAAU;IASlB,OAAO,CAAC,SAAS;IAQjB,OAAO,CAAC,OAAO;IAwBf,OAAO,CAAC,QAAQ;CAIjB"}
|
package/dist/pmx-loader.js
CHANGED
|
@@ -305,15 +305,15 @@ export class PmxLoader {
|
|
|
305
305
|
const parentIndex = this.getNonVertexIndex(this.boneIndexSize);
|
|
306
306
|
const deformLayer = this.getInt32(); // 変形階層
|
|
307
307
|
const flags = this.getUint16();
|
|
308
|
-
// Tail: bone index or offset vector3
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// Tail: bone index or offset vector3. Kept either way — the bone it
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// names is resolved to an offset once every head is known.
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this.getNonVertexIndex(this.boneIndexSize);
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tailOffset = [this.getFloat32(), this.getFloat32(), this.getFloat32()];
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}
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// Append transform (inherit/ratio)
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@@ -398,10 +398,14 @@ export class PmxLoader {
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ikIteration,
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ikLimitAngle,
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ikLinks,
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tailOffset,
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tailBone,
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};
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const a = abs[i];
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const to = a.tailBone !== undefined && a.tailBone >= 0 && a.tailBone < count ? abs[a.tailBone] : null;
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const tail = to ? [to.x - a.x, to.y - a.y, to.z - a.z] : a.tailOffset;
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const boneData = {
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name: a.name,
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parentIndex: a.parent,
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@@ -419,6 +423,7 @@ export class PmxLoader {
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ikIteration: a.ikIteration,
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ikLimitAngle: a.ikLimitAngle,
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ikLinks: a.ikLinks,
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...(tail ? { tail } : {}),
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};
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bones.push(boneData);
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}
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@@ -1,4 +1,4 @@
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1
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-
export declare const CAST_API = "\nconst RZ_SUBJECTS: i32 = 4;\nconst RZ_SAMPLES: i32 = 128;\n/** The anchor ADDRESS SPACE \u2014 how many an effect may declare, not how many it\n * did. RZ_TRAIL_SLOTS is the per-effect number and is not this one; the two\n * being one number was the old trail bug. */\nconst RZ_MAX_ANCHORS: i32 =
|
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+
export declare const CAST_API = "\nconst RZ_SUBJECTS: i32 = 4;\nconst RZ_SAMPLES: i32 = 128;\n/** The anchor ADDRESS SPACE \u2014 how many an effect may declare, not how many it\n * did. RZ_TRAIL_SLOTS is the per-effect number and is not this one; the two\n * being one number was the old trail bug. */\nconst RZ_MAX_ANCHORS: i32 = 48;\nconst RZ_TRAIL_SAMPLES: i32 = 128;\n\nstruct RzSubject {\n /** On the FLOOR, under the body \u2014 where a ring or a magic circle belongs. */\n root: vec3f,\n /** At the hips, the middle of the body \u2014 where an aura belongs. */\n center: vec3f,\n /** Bounding sphere: xyz centre, w radius. Deliberately generous \u2014 cull with it. */\n bounds: vec4f,\n /**\n * How much of this character is still THERE: 1 whole, 0 gone.\n *\n * What setModelDissolve last set on them, which the material pass has already\n * acted on by the time an effect runs \u2014 so an effect drawing what LEAVES a\n * dissolving body (sparks, ash, a ghost) reads the same number the body was\n * taken apart with, rather than keeping a clock of its own and hoping the two\n * agree. 1 on a scene that never dissolves anybody.\n */\n dissolve: f32,\n /**\n * Where she LOOKS: a unit direction from between the eyes, in world space.\n * Exact while her eyes are on something (Engine.setEyeTracking); otherwise\n * the motion's own eye turn undone through the range map \u2014 an eye bone\n * turns a fraction of the way toward what it looks at, and this gives back\n * the whole of it. An effect that should go where the look goes \u2014 a beam,\n * a light \u2014 takes this rather than an eye bone's axis, and it holds in\n * either mode. Zero, with looking false, only for a model without eyes.\n */\n gaze: vec3f,\n looking: bool,\n /** False past the end of the cast, and every field is then zero. */\n valid: bool,\n}\n\nstruct RzAnchor {\n pos: vec3f,\n /** World units per second, from the previous frame. Direction for a trail,\n * magnitude for anything that should react to how hard someone is moving. */\n vel: vec3f,\n /** The bone's forward axis \u2014 which way a foot points, where a head looks. */\n fwd: vec3f,\n /** False when this rig has no such bone. Check it: the alternative is drawing\n * a hand effect at the world origin on every model that spells it differently. */\n valid: bool,\n}\n\n/**\n * How many characters THIS EFFECT is on, up to four.\n *\n * Not how many the scene holds. An effect applies to the whole cast unless the\n * scene says otherwise (Engine.setEffectSubjects), and where it says otherwise\n * this counts only the models named \u2014 so an effect aimed at one dancer sees one\n * subject, at index 0, and an author who wrote a loop over the cast gets the\n * targeting for free.\n *\n * Which is the whole design: the FILTER IS IN THE INDEX SPACE, not in the\n * shaders. There is no mask an effect can read, because an effect asking \"am I\n * allowed on this one\" is an effect that can get the answer wrong, and 18 of the\n * shipped built-ins would have had to be rewritten to ask at all.\n */\nfn rzSubjectCount() -> i32 {\n let live = _rzCastLive();\n let mask = _rzSubjectMask();\n var n = 0;\n for (var i = 0; i < live; i++) {\n if ((mask & (1u << u32(i))) != 0u) { n++; }\n }\n return n;\n}\n\n/** This effect's i-th subject \u2192 the scene's slot, or -1 past its own count.\n * Every accessor below goes through it, which is what keeps one effect's\n * subject 1 from being another's. */\nfn _rzSubjectSlot(i: i32) -> i32 {\n if (i < 0) { return -1; }\n let live = _rzCastLive();\n let mask = _rzSubjectMask();\n var n = 0;\n for (var s = 0; s < live; s++) {\n if ((mask & (1u << u32(s))) == 0u) { continue; }\n if (n == i) { return s; }\n n++;\n }\n return -1;\n}\n\n/** Which model this is, stable across a scene \u2014 for per-subject variation. */\nfn rzSubjectId(i: i32) -> u32 {\n let g = _rzSubjectSlot(i);\n if (g < 0) { return 0u; }\n return u32(_rzCast[g * 4 + 1].w);\n}\n\nfn rzSubject(i: i32) -> RzSubject {\n var s: RzSubject;\n let g = _rzSubjectSlot(i);\n s.valid = g >= 0;\n if (!s.valid) { return s; }\n let b = g * 4;\n s.root = _rzCast[b].xyz;\n s.dissolve = _rzCast[b].w;\n s.center = _rzCast[b + 1].xyz;\n s.bounds = _rzCast[b + 2];\n s.gaze = _rzCast[b + 3].xyz;\n s.looking = _rzCast[b + 3].w > 0.5;\n return s;\n}\n\n/**\n * Where a named bone is, this frame.\n *\n * The slot is the author's own: the Nth #anchor in their file, in the order\n * they wrote them. _rzSlot turns that into the scene's address, which is what\n * keeps two effects that both anchor to a wrist from reading each other's.\n */\nfn rzAnchor(subject: i32, slot: i32) -> RzAnchor {\n var a: RzAnchor;\n a.valid = false;\n let g = _rzSlot(slot);\n let s = _rzSubjectSlot(subject);\n if (s < 0 || g < 0 || g >= RZ_MAX_ANCHORS) { return a; }\n let b = 16 + (g * 4 + s) * 3;\n a.valid = _rzCast[b].w > 0.5;\n a.pos = _rzCast[b].xyz;\n a.vel = _rzCast[b + 1].xyz;\n a.fwd = _rzCast[b + 2].xyz;\n return a;\n}\n\n/**\n * How many samples of a path are recorded \u2014 0 for an anchor that asked for no\n * trail, and for one that has not moved yet.\n *\n * Bounded by the anchor cap, NOT by how many anchors asked for a trail. Those\n * are different index spaces: storage is addressed by anchor slot, so an\n * untrailed #anchor followed by a trailed one put the trail at index 1 with a\n * bound of 1 and rzTrail returned zero \u2014 a ribbon that silently did not draw.\n */\nfn rzTrailCount(subject: i32, slot: i32) -> i32 {\n let g = _rzSlot(slot);\n let s = _rzSubjectSlot(subject);\n if (s < 0 || g < 0 || g >= RZ_MAX_ANCHORS) { return 0; }\n return i32(_rzCast[16 + (g * 4 + s) * 3 + 2].w);\n}\n\n/** Sample i of a path: xyz where it was, w how many seconds ago. i = 0 is now. */\nfn rzTrail(subject: i32, slot: i32, i: i32) -> vec4f {\n let n = rzTrailCount(subject, slot);\n if (i < 0 || i >= n) { return vec4f(0.0); }\n let base = 592 + (_rzSlot(slot) * 4 + _rzSubjectSlot(subject)) * RZ_TRAIL_SAMPLES;\n return _rzCast[base + i];\n}\n";
|
|
2
2
|
/**
|
|
3
3
|
* Which subjects this effect applies to, as WGSL — the second of the two names a
|
|
4
4
|
* mount owes CAST_API (`_rzCastLive` is the first, and a mount with a view
|
|
@@ -23,8 +23,10 @@ export declare const EFFECT_SUBJECT_VEC4S = 4;
|
|
|
23
23
|
*
|
|
24
24
|
* 8 was reachable, and quietly: two effects each wanting two hands, two feet and
|
|
25
25
|
* a head is ten, so the second one silently lost its ribbons to a diagnostic
|
|
26
|
-
* nobody was reading. 16
|
|
27
|
-
*
|
|
26
|
+
* nobody was reading. 16 held until an effect traced a HAND: an outline through
|
|
27
|
+
* every finger reads fifteen bones a hand, thirty for the pair, before any other
|
|
28
|
+
* effect in the scene asks for one. 48 is that and room beside it, for 393KB of
|
|
29
|
+
* storage buffer where 16 cost 131KB.
|
|
28
30
|
*
|
|
29
31
|
* The cost really is only that. The per-frame upload is bounded by the last
|
|
30
32
|
* TRAILED slot, not by this cap (see the writeBuffer in updateCastBuffer), so a
|
|
@@ -39,7 +41,7 @@ export declare const EFFECT_SUBJECT_VEC4S = 4;
|
|
|
39
41
|
* scene's anchor count grows, which is a different feature from raising a number
|
|
40
42
|
* that was never load-bearing.
|
|
41
43
|
*/
|
|
42
|
-
export declare const EFFECT_ANCHORS =
|
|
44
|
+
export declare const EFFECT_ANCHORS = 48;
|
|
43
45
|
/**
|
|
44
46
|
* Path samples kept per trailed anchor — 128 at the 60Hz sampling rate is a
|
|
45
47
|
* ~2.1 second ribbon.
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"cast-layout.d.ts","sourceRoot":"","sources":["../../src/shaders/cast-layout.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AACH,eAAO,MAAM,eAAe,IAAI,CAAA;AAChC,iFAAiF;AACjF,eAAO,MAAM,oBAAoB,IAAI,CAAA;AACrC
|
|
1
|
+
{"version":3,"file":"cast-layout.d.ts","sourceRoot":"","sources":["../../src/shaders/cast-layout.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AACH,eAAO,MAAM,eAAe,IAAI,CAAA;AAChC,iFAAiF;AACjF,eAAO,MAAM,oBAAoB,IAAI,CAAA;AACrC;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,eAAO,MAAM,cAAc,KAAK,CAAA;AAChC;;;;;;;;;;;;;;;;;;;GAmBG;AACH,eAAO,MAAM,oBAAoB,MAAM,CAAA;AACvC,6EAA6E;AAC7E,eAAO,MAAM,iBAAiB,QAAgF,CAAA"}
|
|
@@ -23,8 +23,10 @@ export const EFFECT_SUBJECT_VEC4S = 4;
|
|
|
23
23
|
*
|
|
24
24
|
* 8 was reachable, and quietly: two effects each wanting two hands, two feet and
|
|
25
25
|
* a head is ten, so the second one silently lost its ribbons to a diagnostic
|
|
26
|
-
* nobody was reading. 16
|
|
27
|
-
*
|
|
26
|
+
* nobody was reading. 16 held until an effect traced a HAND: an outline through
|
|
27
|
+
* every finger reads fifteen bones a hand, thirty for the pair, before any other
|
|
28
|
+
* effect in the scene asks for one. 48 is that and room beside it, for 393KB of
|
|
29
|
+
* storage buffer where 16 cost 131KB.
|
|
28
30
|
*
|
|
29
31
|
* The cost really is only that. The per-frame upload is bounded by the last
|
|
30
32
|
* TRAILED slot, not by this cap (see the writeBuffer in updateCastBuffer), so a
|
|
@@ -39,7 +41,7 @@ export const EFFECT_SUBJECT_VEC4S = 4;
|
|
|
39
41
|
* scene's anchor count grows, which is a different feature from raising a number
|
|
40
42
|
* that was never load-bearing.
|
|
41
43
|
*/
|
|
42
|
-
export const EFFECT_ANCHORS =
|
|
44
|
+
export const EFFECT_ANCHORS = 48;
|
|
43
45
|
/**
|
|
44
46
|
* Path samples kept per trailed anchor — 128 at the 60Hz sampling rate is a
|
|
45
47
|
* ~2.1 second ribbon.
|
|
@@ -29,6 +29,9 @@ export type EffectDirectives = {
|
|
|
29
29
|
particles: number;
|
|
30
30
|
lights: number;
|
|
31
31
|
grid: number;
|
|
32
|
+
/** `#points <prefix>`: every bone on every model whose name starts with it,
|
|
33
|
+
* as rzPoint(i) in the particle stages. Null when the file declares none. */
|
|
34
|
+
points: string | null;
|
|
32
35
|
bloom: boolean;
|
|
33
36
|
/** This effect takes the cast apart — the host reads the timing. */
|
|
34
37
|
dissolve: boolean;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"directives.d.ts","sourceRoot":"","sources":["../../src/shaders/directives.ts"],"names":[],"mappings":"AA8BA,oEAAoE;AACpE,MAAM,MAAM,eAAe,GAAG;IAC5B,IAAI,EAAE,MAAM,CAAA;IACZ,IAAI,EAAE,OAAO,GAAG,OAAO,GAAG,MAAM,CAAA;IAChC,+EAA+E;IAC/E,KAAK,EAAE,MAAM,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,GAAG,MAAM,CAAA;IACjD,yDAAyD;IACzD,GAAG,CAAC,EAAE,MAAM,CAAA;IACZ,GAAG,CAAC,EAAE,MAAM,CAAA;CACb,CAAA;AAED,MAAM,MAAM,gBAAgB,GAAG;IAC7B,6EAA6E;IAC7E,OAAO,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,OAAO,CAAA;KAAE,EAAE,CAAA;IAC3C,MAAM,EAAE,eAAe,EAAE,CAAA;IACzB,0EAA0E;IAC1E,UAAU,EAAE,CAAC,GAAG,CAAC,CAAA;IACjB,8DAA8D;IAC9D,aAAa,EAAE,OAAO,CAAA;IACtB,wEAAwE;IACxE;;;;iFAI6E;IAC7E,aAAa,EAAE,OAAO,GAAG,UAAU,GAAG,QAAQ,CAAA;IAC9C,SAAS,EAAE,MAAM,CAAA;IACjB,MAAM,EAAE,MAAM,CAAA;IACd,IAAI,EAAE,MAAM,CAAA;IACZ,KAAK,EAAE,OAAO,CAAA;IACd,oEAAoE;IACpE,QAAQ,EAAE,OAAO,CAAA;IACjB;;;;;;;4CAOwC;IACxC,MAAM,EAAE;QAAE,KAAK,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;QAAC,KAAK,EAAE,MAAM,CAAA;KAAE,GAAG,IAAI,CAAA;IACjE;;;;;;;;;;;;;OAaG;IACH,MAAM,EAAE,OAAO,CAAA;IACf;;;;;;;;;;;;;OAaG;IACH,QAAQ,EAAE,MAAM,CAAA;CACjB,CAAA;
|
|
1
|
+
{"version":3,"file":"directives.d.ts","sourceRoot":"","sources":["../../src/shaders/directives.ts"],"names":[],"mappings":"AA8BA,oEAAoE;AACpE,MAAM,MAAM,eAAe,GAAG;IAC5B,IAAI,EAAE,MAAM,CAAA;IACZ,IAAI,EAAE,OAAO,GAAG,OAAO,GAAG,MAAM,CAAA;IAChC,+EAA+E;IAC/E,KAAK,EAAE,MAAM,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,GAAG,MAAM,CAAA;IACjD,yDAAyD;IACzD,GAAG,CAAC,EAAE,MAAM,CAAA;IACZ,GAAG,CAAC,EAAE,MAAM,CAAA;CACb,CAAA;AAED,MAAM,MAAM,gBAAgB,GAAG;IAC7B,6EAA6E;IAC7E,OAAO,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,OAAO,CAAA;KAAE,EAAE,CAAA;IAC3C,MAAM,EAAE,eAAe,EAAE,CAAA;IACzB,0EAA0E;IAC1E,UAAU,EAAE,CAAC,GAAG,CAAC,CAAA;IACjB,8DAA8D;IAC9D,aAAa,EAAE,OAAO,CAAA;IACtB,wEAAwE;IACxE;;;;iFAI6E;IAC7E,aAAa,EAAE,OAAO,GAAG,UAAU,GAAG,QAAQ,CAAA;IAC9C,SAAS,EAAE,MAAM,CAAA;IACjB,MAAM,EAAE,MAAM,CAAA;IACd,IAAI,EAAE,MAAM,CAAA;IACZ;kFAC8E;IAC9E,MAAM,EAAE,MAAM,GAAG,IAAI,CAAA;IACrB,KAAK,EAAE,OAAO,CAAA;IACd,oEAAoE;IACpE,QAAQ,EAAE,OAAO,CAAA;IACjB;;;;;;;4CAOwC;IACxC,MAAM,EAAE;QAAE,KAAK,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;QAAC,KAAK,EAAE,MAAM,CAAA;KAAE,GAAG,IAAI,CAAA;IACjE;;;;;;;;;;;;;OAaG;IACH,MAAM,EAAE,OAAO,CAAA;IACf;;;;;;;;;;;;;OAaG;IACH,QAAQ,EAAE,MAAM,CAAA;CACjB,CAAA;AAoBD;;;+BAG+B;AAC/B,eAAO,MAAM,cAAc,QAAmC,CAAA;AAG9D;;;;;;GAMG;AACH,eAAO,MAAM,cAAc,QAA8B,CAAA;AAmBzD,MAAM,MAAM,eAAe,GAAG;IAAE,UAAU,EAAE,gBAAgB,CAAC;IAAC,MAAM,EAAE,MAAM,EAAE,CAAA;CAAE,CAAA;AAEhF,2EAA2E;AAC3E,wBAAgB,eAAe,CAAC,IAAI,EAAE,MAAM,GAAG,eAAe,CA+K7D;AAED;;;;;;GAMG;AACH,wBAAgB,eAAe,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,CAKpD"}
|
|
@@ -37,6 +37,7 @@ const SPEC = {
|
|
|
37
37
|
particles: 1,
|
|
38
38
|
lights: 1,
|
|
39
39
|
grid: 1,
|
|
40
|
+
points: 1,
|
|
40
41
|
bloom: 0,
|
|
41
42
|
dissolve: 0,
|
|
42
43
|
mirror: 0,
|
|
@@ -88,6 +89,7 @@ export function parseDirectives(wgsl) {
|
|
|
88
89
|
particles: 0,
|
|
89
90
|
lights: 0,
|
|
90
91
|
grid: 0,
|
|
92
|
+
points: null,
|
|
91
93
|
bloom: false,
|
|
92
94
|
dissolve: false,
|
|
93
95
|
ground: null,
|
|
@@ -204,6 +206,9 @@ export function parseDirectives(wgsl) {
|
|
|
204
206
|
case "dissolve":
|
|
205
207
|
d.dissolve = true;
|
|
206
208
|
return;
|
|
209
|
+
case "points":
|
|
210
|
+
d.points = args[0];
|
|
211
|
+
return;
|
|
207
212
|
case "mirror":
|
|
208
213
|
d.mirror = true;
|
|
209
214
|
return;
|
package/dist/shaders/lights.d.ts
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
|
-
/**
|
|
2
|
-
*
|
|
3
|
-
export declare const LIGHT_HEADER =
|
|
1
|
+
/** Words before the first record: the counts, the grid's placement and the
|
|
2
|
+
* outside mask, four vec4s — see the layout above. */
|
|
3
|
+
export declare const LIGHT_HEADER = 16;
|
|
4
4
|
/** Floats per light — see the layout above. */
|
|
5
5
|
export declare const LIGHT_STRIDE = 16;
|
|
6
6
|
/**
|
|
@@ -14,14 +14,19 @@ export declare const LIGHT_STRIDE = 16;
|
|
|
14
14
|
* interior brings a hundred or more, and the ceilings of sixteen and then
|
|
15
15
|
* forty-eight each cut a real scene in half. Past this the extras are dropped.
|
|
16
16
|
*
|
|
17
|
-
*
|
|
18
|
-
*
|
|
19
|
-
*
|
|
20
|
-
* size affordable at all; clustering is what replaces the linear walk when a
|
|
21
|
-
* scene wants every one of them close enough to matter.
|
|
17
|
+
* A fragment pays for the document lamps its grid cell names, so the cost
|
|
18
|
+
* follows how many reach a place rather than how many the scene holds. It is
|
|
19
|
+
* also why the cap is 128: one vec4u of bits per cell.
|
|
22
20
|
*/
|
|
23
21
|
export declare const MAX_LIGHTS = 128;
|
|
24
|
-
/**
|
|
22
|
+
/** Words of lamp bits per grid cell — one bit per lamp the cap allows. */
|
|
23
|
+
export declare const LIGHT_MASK_WORDS: number;
|
|
24
|
+
/** The grid's cell budget. 32k cells over a stage a couple of hundred units
|
|
25
|
+
* across is a cell of about four — finer than the lamps it separates. */
|
|
26
|
+
export declare const LIGHT_GRID_CELLS = 32768;
|
|
27
|
+
/** Where the grid starts, in words. */
|
|
28
|
+
export declare const LIGHT_GRID_BASE: number;
|
|
29
|
+
/** Words in the whole buffer: header, records, grid. */
|
|
25
30
|
export declare const LIGHTS_FLOATS: number;
|
|
26
31
|
/**
|
|
27
32
|
* The RzLight struct, declared in EVERY module a user's source is spliced into.
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"lights.d.ts","sourceRoot":"","sources":["../../src/shaders/lights.ts"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"lights.d.ts","sourceRoot":"","sources":["../../src/shaders/lights.ts"],"names":[],"mappings":"AAoDA;uDACuD;AACvD,eAAO,MAAM,YAAY,KAAK,CAAA;AAC9B,+CAA+C;AAC/C,eAAO,MAAM,YAAY,KAAK,CAAA;AAC9B;;;;;;;;;;;;;;GAcG;AACH,eAAO,MAAM,UAAU,MAAM,CAAA;AAC7B,0EAA0E;AAC1E,eAAO,MAAM,gBAAgB,QAAkB,CAAA;AAC/C;0EAC0E;AAC1E,eAAO,MAAM,gBAAgB,QAAQ,CAAA;AACrC,uCAAuC;AACvC,eAAO,MAAM,eAAe,QAA2C,CAAA;AACvE,wDAAwD;AACxD,eAAO,MAAM,aAAa,QAAwD,CAAA;AAElF;;;;;;;;GAQG;AACH,eAAO,MAAM,oBAAoB,qJAQhC,CAAA;AAED,8EAA8E;AAC9E,eAAO,MAAM,kBAAkB,QAA4B,CAAA;AAE3D,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,EAC5B,UAAU,SAAK,GACd,MAAM,CAoGR;AAED,6EAA6E;AAC7E,wBAAgB,SAAS,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,GAAG,MAAM,CAgIhE"}
|
package/dist/shaders/lights.js
CHANGED
|
@@ -11,18 +11,27 @@ import { subjectMaskApi } from "./cast-api";
|
|
|
11
11
|
// renderer that bolted a second key light onto a toon shader has shipped. A
|
|
12
12
|
// light here brightens; it does not restate the shading.
|
|
13
13
|
//
|
|
14
|
-
// So there are no per-light shadows
|
|
15
|
-
//
|
|
16
|
-
//
|
|
14
|
+
// So there are no per-light shadows and no area lights. A fragment walks the
|
|
15
|
+
// DOCUMENT's lamps through a world-space grid (see light-grid.ts): its cell
|
|
16
|
+
// names the lamps that can reach it, so a stage rig of fifty costs each pixel
|
|
17
|
+
// the handful standing near it. The lamps an EFFECT emits are placed by a
|
|
18
|
+
// compute pass every frame, which the grid never sees, and are walked in full.
|
|
17
19
|
//
|
|
18
|
-
// LAYOUT
|
|
19
|
-
//
|
|
20
|
+
// LAYOUT, in 32-bit words, read by the shader as vec4u. A 16-word header:
|
|
21
|
+
//
|
|
22
|
+
// [0] light count (f32) [1] how many are the document's (f32)
|
|
23
|
+
// [4..6] grid origin (f32) [7] 1 / cell edge (f32)
|
|
24
|
+
// [8..10] grid dims (u32) [12..15] the OUTSIDE mask (u32 bits)
|
|
25
|
+
//
|
|
26
|
+
// then MAX_LIGHTS records of 16 floats — four vec4s:
|
|
20
27
|
//
|
|
21
28
|
// [0..2] position, world space [3] radius
|
|
22
29
|
// [4..6] colour PREMULTIPLIED by intensity [7] type
|
|
23
30
|
// [8..10] aim, unit, pointing away from the light [11] cos of the outer angle
|
|
24
31
|
// [12] cos of the inner angle [13..15] spare
|
|
25
32
|
//
|
|
33
|
+
// then the grid: LIGHT_MASK_WORDS words of lamp bits per cell.
|
|
34
|
+
//
|
|
26
35
|
// Colour carries intensity because nothing reads them apart: every use is the
|
|
27
36
|
// product, and storing two numbers that are only ever multiplied is two numbers
|
|
28
37
|
// that can disagree.
|
|
@@ -38,9 +47,10 @@ import { lyricsApi } from "./lyrics-api";
|
|
|
38
47
|
import { clockApi, trailSlotsApi, viewportApi } from "./passes/hosted-api";
|
|
39
48
|
import { idApi } from "./id-api";
|
|
40
49
|
import { sceneLightApi, worldAmbientWgsl } from "./scene-light-api";
|
|
41
|
-
|
|
42
|
-
|
|
43
|
-
|
|
50
|
+
import { pointsApi } from "./points-api";
|
|
51
|
+
/** Words before the first record: the counts, the grid's placement and the
|
|
52
|
+
* outside mask, four vec4s — see the layout above. */
|
|
53
|
+
export const LIGHT_HEADER = 16;
|
|
44
54
|
/** Floats per light — see the layout above. */
|
|
45
55
|
export const LIGHT_STRIDE = 16;
|
|
46
56
|
/**
|
|
@@ -54,15 +64,20 @@ export const LIGHT_STRIDE = 16;
|
|
|
54
64
|
* interior brings a hundred or more, and the ceilings of sixteen and then
|
|
55
65
|
* forty-eight each cut a real scene in half. Past this the extras are dropped.
|
|
56
66
|
*
|
|
57
|
-
*
|
|
58
|
-
*
|
|
59
|
-
*
|
|
60
|
-
* size affordable at all; clustering is what replaces the linear walk when a
|
|
61
|
-
* scene wants every one of them close enough to matter.
|
|
67
|
+
* A fragment pays for the document lamps its grid cell names, so the cost
|
|
68
|
+
* follows how many reach a place rather than how many the scene holds. It is
|
|
69
|
+
* also why the cap is 128: one vec4u of bits per cell.
|
|
62
70
|
*/
|
|
63
71
|
export const MAX_LIGHTS = 128;
|
|
64
|
-
/**
|
|
65
|
-
export const
|
|
72
|
+
/** Words of lamp bits per grid cell — one bit per lamp the cap allows. */
|
|
73
|
+
export const LIGHT_MASK_WORDS = MAX_LIGHTS / 32;
|
|
74
|
+
/** The grid's cell budget. 32k cells over a stage a couple of hundred units
|
|
75
|
+
* across is a cell of about four — finer than the lamps it separates. */
|
|
76
|
+
export const LIGHT_GRID_CELLS = 32768;
|
|
77
|
+
/** Where the grid starts, in words. */
|
|
78
|
+
export const LIGHT_GRID_BASE = LIGHT_HEADER + MAX_LIGHTS * LIGHT_STRIDE;
|
|
79
|
+
/** Words in the whole buffer: header, records, grid. */
|
|
80
|
+
export const LIGHTS_FLOATS = LIGHT_GRID_BASE + LIGHT_GRID_CELLS * LIGHT_MASK_WORDS;
|
|
66
81
|
/**
|
|
67
82
|
* The RzLight struct, declared in EVERY module a user's source is spliced into.
|
|
68
83
|
*
|
|
@@ -153,7 +168,7 @@ ${viewportApi("viewU[6].w")}
|
|
|
153
168
|
${trailSlotsApi(cast.trailCount)}
|
|
154
169
|
// The id accessors, stubbed: this module cannot read an attachment the
|
|
155
170
|
// scene pass writes. See id-api.ts — the author's whole file compiles here.
|
|
156
|
-
${idApi(false, 0, 0) + castDistanceStub() + sceneLightApi(false, 0, 0)}
|
|
171
|
+
${idApi(false, 0, 0) + castDistanceStub() + sceneLightApi(false, 0, 0) + pointsApi(false)}
|
|
157
172
|
// The dials the author declared, if any. A lamp is exactly the thing someone
|
|
158
173
|
// retunes — its colour and its reach — so an emitter reads params like every
|
|
159
174
|
// other mount rather than being the one place a #param resolves to nothing.
|
|
@@ -217,51 +232,55 @@ fn lightEmitMain(@builtin(global_invocation_id) gid: vec3u) {
|
|
|
217
232
|
}
|
|
218
233
|
/** The rz*Light accessors, with the buffer declared at the given binding. */
|
|
219
234
|
export function lightsApi(group, binding) {
|
|
235
|
+
const R = LIGHT_HEADER / 4;
|
|
236
|
+
const S = LIGHT_STRIDE / 4;
|
|
220
237
|
return /* wgsl */ `
|
|
221
|
-
|
|
238
|
+
// vec4u, so a record is four loads and a cell's lamp bits are one. Floats come
|
|
239
|
+
// out through bitcast; the bits must NOT pass through f32 on the way, where a
|
|
240
|
+
// mask that happens to spell a NaN is not guaranteed to survive a load.
|
|
241
|
+
@group(${group}) @binding(${binding}) var<storage, read> _rzLights: array<vec4u>;
|
|
222
242
|
|
|
223
243
|
const RZ_MAX_LIGHTS: u32 = ${MAX_LIGHTS}u;
|
|
224
244
|
|
|
225
245
|
/** How many positional lights the scene has. Zero is the ordinary case. */
|
|
226
|
-
fn rzLightCount() -> u32 { return min(u32(_rzLights[0]), RZ_MAX_LIGHTS); }
|
|
246
|
+
fn rzLightCount() -> u32 { return min(u32(bitcast<f32>(_rzLights[0].x)), RZ_MAX_LIGHTS); }
|
|
247
|
+
|
|
248
|
+
/** How many of them the document placed — the ones the grid indexes. */
|
|
249
|
+
fn _rzLightDocCount() -> u32 { return min(u32(bitcast<f32>(_rzLights[0].y)), rzLightCount()); }
|
|
250
|
+
|
|
251
|
+
/** One vec4 of light i's record. */
|
|
252
|
+
fn _rzLightVec(i: u32, k: u32) -> vec4f { return bitcast<vec4f>(_rzLights[${R}u + i * ${S}u + k]); }
|
|
227
253
|
|
|
228
254
|
/** Light i's world position. */
|
|
229
|
-
fn rzLightPos(i: u32) -> vec3f {
|
|
230
|
-
let b = ${LIGHT_HEADER}u + i * ${LIGHT_STRIDE}u;
|
|
231
|
-
return vec3f(_rzLights[b], _rzLights[b + 1u], _rzLights[b + 2u]);
|
|
232
|
-
}
|
|
255
|
+
fn rzLightPos(i: u32) -> vec3f { return _rzLightVec(i, 0u).xyz; }
|
|
233
256
|
|
|
234
257
|
/** How far light i reaches. Its falloff is zero AT this distance, not merely
|
|
235
|
-
* small,
|
|
236
|
-
fn rzLightRadius(i: u32) -> f32 { return
|
|
258
|
+
* small, which is the bound the grid is built from. */
|
|
259
|
+
fn rzLightRadius(i: u32) -> f32 { return _rzLightVec(i, 0u).w; }
|
|
237
260
|
|
|
238
261
|
/** Light i's colour, already multiplied by its intensity. */
|
|
239
|
-
fn rzLightColor(i: u32) -> vec3f {
|
|
240
|
-
let b = ${LIGHT_HEADER}u + i * ${LIGHT_STRIDE}u + 4u;
|
|
241
|
-
return vec3f(_rzLights[b], _rzLights[b + 1u], _rzLights[b + 2u]);
|
|
242
|
-
}
|
|
262
|
+
fn rzLightColor(i: u32) -> vec3f { return _rzLightVec(i, 1u).xyz; }
|
|
243
263
|
|
|
244
264
|
/** Where light i points, away from itself. The zero vector for a point light. */
|
|
245
|
-
fn rzLightAim(i: u32) -> vec3f {
|
|
246
|
-
let b = ${LIGHT_HEADER}u + i * ${LIGHT_STRIDE}u + 8u;
|
|
247
|
-
return vec3f(_rzLights[b], _rzLights[b + 1u], _rzLights[b + 2u]);
|
|
248
|
-
}
|
|
265
|
+
fn rzLightAim(i: u32) -> vec3f { return _rzLightVec(i, 2u).xyz; }
|
|
249
266
|
|
|
250
267
|
/** The cosines a spot fades between: x its outer edge, y its inner one. A point
|
|
251
268
|
* light stores (-1, -1), which saturates the cone term to 1. */
|
|
252
|
-
fn rzLightCone(i: u32) -> vec2f {
|
|
253
|
-
|
|
254
|
-
|
|
269
|
+
fn rzLightCone(i: u32) -> vec2f { return vec2f(_rzLightVec(i, 2u).w, _rzLightVec(i, 3u).x); }
|
|
270
|
+
|
|
271
|
+
/** The document lamps that can reach p: its grid cell's bits, or the outside
|
|
272
|
+
* mask beyond the grid. Written so a NaN position fails the inside test. */
|
|
273
|
+
fn _rzLightCellMask(p: vec3f) -> vec4u {
|
|
274
|
+
let g = bitcast<vec4f>(_rzLights[1]);
|
|
275
|
+
let dims = _rzLights[2].xyz;
|
|
276
|
+
let c = floor((p - g.xyz) * g.w);
|
|
277
|
+
if (!(all(c >= vec3f(0.0)) && all(c < vec3f(dims)))) { return _rzLights[3]; }
|
|
278
|
+
let ci = vec3u(c);
|
|
279
|
+
return _rzLights[${LIGHT_GRID_BASE / 4}u + (ci.z * dims.y + ci.y) * dims.x + ci.x];
|
|
255
280
|
}
|
|
256
281
|
|
|
257
282
|
/**
|
|
258
|
-
*
|
|
259
|
-
* finished colour. Multiply by whatever the surface's albedo is.
|
|
260
|
-
*
|
|
261
|
-
* WITH NO LIGHTS THIS RETURNS EXACTLY ZERO and the loop never runs, so a scene
|
|
262
|
-
* that declares none is arithmetically identical to one compiled before lights
|
|
263
|
-
* existed. That is the property the whole feature is gated on: adding this to
|
|
264
|
-
* every material must cost nothing until someone asks for a light.
|
|
283
|
+
* One light's contribution at a surface point.
|
|
265
284
|
*
|
|
266
285
|
* FALLOFF IS RELATIVE TO THE RADIUS, and deliberately not physical.
|
|
267
286
|
*
|
|
@@ -275,33 +294,67 @@ fn rzLightCone(i: u32) -> vec2f {
|
|
|
275
294
|
* zero, and the curve between them is the same shape whatever the scene's
|
|
276
295
|
* scale. Both dials now mean what they say, which for a composer beats being
|
|
277
296
|
* right about photons. (1 - t²)² — smooth at both ends, exactly 0 at the
|
|
278
|
-
* radius, so the bound
|
|
297
|
+
* radius, so the bound the grid is built from is real.
|
|
298
|
+
*/
|
|
299
|
+
fn _rzLightOne(i: u32, p: vec3f, n: vec3f) -> vec3f {
|
|
300
|
+
let pr = _rzLightVec(i, 0u);
|
|
301
|
+
let d = pr.xyz - p;
|
|
302
|
+
let dist = length(d);
|
|
303
|
+
// Out of reach before anything else is computed. The grid is conservative —
|
|
304
|
+
// a cell's bit means the lamp CAN reach part of it — so this still runs.
|
|
305
|
+
if (dist >= pr.w) { return vec3f(0.0); }
|
|
306
|
+
let toLight = d / max(dist, 1e-4);
|
|
307
|
+
// Facing the light, and nothing behind it. No wrap or half-lambert: this
|
|
308
|
+
// layer adds light, and a wrapped term would lift the shadow side, which is
|
|
309
|
+
// the ramp's business and not this one's.
|
|
310
|
+
let ndl = max(dot(n, toLight), 0.0);
|
|
311
|
+
if (ndl <= 0.0) { return vec3f(0.0); }
|
|
312
|
+
let t = clamp(dist / max(pr.w, 1e-4), 0.0, 1.0);
|
|
313
|
+
let falloff = 1.0 - t * t;
|
|
314
|
+
// How far inside the cone this point sits: 1 within the inner angle, 0 past
|
|
315
|
+
// the outer one, squared for the same soft edge the falloff has. A point
|
|
316
|
+
// light's (-1, -1) divides by the floor and clamps to 1, so it pays one
|
|
317
|
+
// dot product and no branch.
|
|
318
|
+
let cone = rzLightCone(i);
|
|
319
|
+
let aim = clamp((dot(-toLight, rzLightAim(i)) - cone.x) / max(cone.y - cone.x, 1e-4), 0.0, 1.0);
|
|
320
|
+
return rzLightColor(i) * (ndl * falloff * falloff * aim * aim);
|
|
321
|
+
}
|
|
322
|
+
|
|
323
|
+
/** The lamps named by one word of a cell's bits, lowest first. */
|
|
324
|
+
fn _rzLightWord(bits0: u32, base: u32, p: vec3f, n: vec3f) -> vec3f {
|
|
325
|
+
var acc = vec3f(0.0);
|
|
326
|
+
var bits = bits0;
|
|
327
|
+
loop {
|
|
328
|
+
if (bits == 0u) { break; }
|
|
329
|
+
let i = base + firstTrailingBit(bits);
|
|
330
|
+
bits = bits & (bits - 1u);
|
|
331
|
+
acc = acc + _rzLightOne(i, p, n);
|
|
332
|
+
}
|
|
333
|
+
return acc;
|
|
334
|
+
}
|
|
335
|
+
|
|
336
|
+
/**
|
|
337
|
+
* Every positional light's contribution at a surface point, as light — not as a
|
|
338
|
+
* finished colour. Multiply by whatever the surface's albedo is.
|
|
339
|
+
*
|
|
340
|
+
* WITH NO LIGHTS THIS RETURNS EXACTLY ZERO and neither walk runs, so a scene
|
|
341
|
+
* that declares none is arithmetically identical to one compiled before lights
|
|
342
|
+
* existed. That is the property the whole feature is gated on: adding this to
|
|
343
|
+
* every material must cost nothing until someone asks for a light.
|
|
279
344
|
*/
|
|
280
345
|
fn rzLightsDiffuse(p: vec3f, n: vec3f) -> vec3f {
|
|
281
346
|
var acc = vec3f(0.0);
|
|
282
347
|
let count = rzLightCount();
|
|
283
|
-
|
|
284
|
-
|
|
285
|
-
|
|
286
|
-
|
|
287
|
-
|
|
288
|
-
|
|
289
|
-
|
|
290
|
-
|
|
291
|
-
|
|
292
|
-
|
|
293
|
-
// the ramp's business and not this one's.
|
|
294
|
-
let ndl = max(dot(n, toLight), 0.0);
|
|
295
|
-
if (ndl <= 0.0) { continue; }
|
|
296
|
-
let t = clamp(dist / max(rzLightRadius(i), 1e-4), 0.0, 1.0);
|
|
297
|
-
let falloff = 1.0 - t * t;
|
|
298
|
-
// How far inside the cone this point sits: 1 within the inner angle, 0 past
|
|
299
|
-
// the outer one, squared for the same soft edge the falloff has. A point
|
|
300
|
-
// light's (-1, -1) divides by the floor and clamps to 1, so it pays one
|
|
301
|
-
// dot product and no branch.
|
|
302
|
-
let cone = rzLightCone(i);
|
|
303
|
-
let aim = clamp((dot(-toLight, rzLightAim(i)) - cone.x) / max(cone.y - cone.x, 1e-4), 0.0, 1.0);
|
|
304
|
-
acc = acc + rzLightColor(i) * (ndl * falloff * falloff * aim * aim);
|
|
348
|
+
let docs = _rzLightDocCount();
|
|
349
|
+
// The document's lamps: only those the grid says can reach this cell.
|
|
350
|
+
if (docs > 0u) {
|
|
351
|
+
let m = _rzLightCellMask(p);
|
|
352
|
+
acc = acc + _rzLightWord(m.x, 0u, p, n) + _rzLightWord(m.y, 32u, p, n) +
|
|
353
|
+
_rzLightWord(m.z, 64u, p, n) + _rzLightWord(m.w, 96u, p, n);
|
|
354
|
+
}
|
|
355
|
+
// The effects' lamps, which move every frame on the GPU: all of them.
|
|
356
|
+
for (var i = docs; i < count; i = i + 1u) {
|
|
357
|
+
acc = acc + _rzLightOne(i, p, n);
|
|
305
358
|
}
|
|
306
359
|
return acc;
|
|
307
360
|
}
|