reze-engine 0.61.3 → 0.61.5

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.
Files changed (105) hide show
  1. package/dist/engine.d.ts +74 -9
  2. package/dist/engine.d.ts.map +1 -1
  3. package/dist/engine.js +260 -34
  4. package/dist/graph/presets/body.js +1 -1
  5. package/dist/graph/presets/cloth_rough.js +1 -1
  6. package/dist/graph/presets/cloth_smooth.js +1 -1
  7. package/dist/graph/presets/eye.d.ts.map +1 -1
  8. package/dist/graph/presets/eye.js +19 -0
  9. package/dist/graph/presets/face.js +1 -1
  10. package/dist/graph/presets/hair.js +1 -1
  11. package/dist/graph/presets/metal.js +1 -1
  12. package/dist/graph/presets/pool_floor.d.ts +3 -0
  13. package/dist/graph/presets/pool_floor.d.ts.map +1 -0
  14. package/dist/graph/presets/pool_floor.js +42 -0
  15. package/dist/graph/presets/water.d.ts +3 -0
  16. package/dist/graph/presets/water.d.ts.map +1 -0
  17. package/dist/graph/presets/water.js +31 -0
  18. package/dist/graph/registry.d.ts.map +1 -1
  19. package/dist/graph/registry.js +11 -0
  20. package/dist/graph/slots.d.ts.map +1 -1
  21. package/dist/graph/slots.js +19 -5
  22. package/dist/physics/autofit.d.ts +147 -0
  23. package/dist/physics/autofit.d.ts.map +1 -0
  24. package/dist/physics/autofit.js +501 -0
  25. package/dist/shaders/materials/common.d.ts.map +1 -1
  26. package/dist/shaders/materials/common.js +10 -9
  27. package/dist/shaders/materials/nodes.d.ts +1 -1
  28. package/dist/shaders/materials/nodes.d.ts.map +1 -1
  29. package/dist/shaders/materials/nodes.js +12 -0
  30. package/dist/shaders/passes/field-blit.d.ts +26 -0
  31. package/dist/shaders/passes/field-blit.d.ts.map +1 -0
  32. package/dist/shaders/passes/field-blit.js +65 -0
  33. package/dist/shaders/passes/ground-noise.d.ts +7 -0
  34. package/dist/shaders/passes/ground-noise.d.ts.map +1 -0
  35. package/dist/shaders/passes/ground-noise.js +88 -0
  36. package/dist/shaders/passes/particles.js +6 -6
  37. package/dist/shaders/passes/scene-contract.js +1 -1
  38. package/dist/shaders/passes/sim.d.ts +34 -0
  39. package/dist/shaders/passes/sim.d.ts.map +1 -0
  40. package/dist/shaders/passes/sim.js +169 -0
  41. package/dist/shaders/passes/subsurface.d.ts +34 -0
  42. package/dist/shaders/passes/subsurface.d.ts.map +1 -0
  43. package/dist/shaders/passes/subsurface.js +134 -0
  44. package/dist/shaders/scene-light-api.d.ts.map +1 -1
  45. package/dist/shaders/scene-light-api.js +11 -0
  46. package/dist/shaders/score-api.d.ts +10 -0
  47. package/dist/shaders/score-api.d.ts.map +1 -0
  48. package/dist/shaders/score-api.js +114 -0
  49. package/dist/shaders/shadow-api.d.ts +29 -0
  50. package/dist/shaders/shadow-api.d.ts.map +1 -0
  51. package/dist/shaders/shadow-api.js +112 -0
  52. package/package.json +1 -1
  53. package/src/engine.ts +275 -36
  54. package/src/graph/presets/body.ts +1 -1
  55. package/src/graph/presets/cloth_rough.ts +1 -1
  56. package/src/graph/presets/cloth_smooth.ts +1 -1
  57. package/src/graph/presets/eye.ts +19 -0
  58. package/src/graph/presets/face.ts +1 -1
  59. package/src/graph/presets/hair.ts +1 -1
  60. package/src/graph/presets/metal.ts +1 -1
  61. package/src/graph/registry.ts +11 -0
  62. package/src/graph/slots.ts +19 -5
  63. package/src/shaders/materials/common.ts +10 -9
  64. package/src/shaders/materials/nodes.ts +12 -0
  65. package/src/shaders/passes/particles.ts +6 -6
  66. package/src/shaders/passes/scene-contract.ts +1 -1
  67. package/src/shaders/passes/subsurface.ts +136 -0
  68. package/src/shaders/scene-light-api.ts +11 -0
  69. package/dist/_dbg-loader.mjs +0 -1100
  70. package/dist/physics-debug.d.ts +0 -30
  71. package/dist/physics-debug.d.ts.map +0 -1
  72. package/dist/physics-debug.js +0 -526
  73. package/dist/shaders/materials/body.d.ts +0 -2
  74. package/dist/shaders/materials/body.d.ts.map +0 -1
  75. package/dist/shaders/materials/body.js +0 -95
  76. package/dist/shaders/materials/cloth_rough.d.ts +0 -2
  77. package/dist/shaders/materials/cloth_rough.d.ts.map +0 -1
  78. package/dist/shaders/materials/cloth_rough.js +0 -69
  79. package/dist/shaders/materials/cloth_smooth.d.ts +0 -2
  80. package/dist/shaders/materials/cloth_smooth.d.ts.map +0 -1
  81. package/dist/shaders/materials/cloth_smooth.js +0 -61
  82. package/dist/shaders/materials/default.d.ts +0 -2
  83. package/dist/shaders/materials/default.d.ts.map +0 -1
  84. package/dist/shaders/materials/default.js +0 -43
  85. package/dist/shaders/materials/eye.d.ts +0 -2
  86. package/dist/shaders/materials/eye.d.ts.map +0 -1
  87. package/dist/shaders/materials/eye.js +0 -60
  88. package/dist/shaders/materials/face.d.ts +0 -2
  89. package/dist/shaders/materials/face.d.ts.map +0 -1
  90. package/dist/shaders/materials/face.js +0 -95
  91. package/dist/shaders/materials/hair.d.ts +0 -2
  92. package/dist/shaders/materials/hair.d.ts.map +0 -1
  93. package/dist/shaders/materials/hair.js +0 -90
  94. package/dist/shaders/materials/metal.d.ts +0 -2
  95. package/dist/shaders/materials/metal.d.ts.map +0 -1
  96. package/dist/shaders/materials/metal.js +0 -77
  97. package/dist/shaders/materials/mmd_classic.d.ts +0 -2
  98. package/dist/shaders/materials/mmd_classic.d.ts.map +0 -1
  99. package/dist/shaders/materials/mmd_classic.js +0 -66
  100. package/dist/shaders/materials/stockings.d.ts +0 -2
  101. package/dist/shaders/materials/stockings.d.ts.map +0 -1
  102. package/dist/shaders/materials/stockings.js +0 -122
  103. package/dist/shaders/passes/physics-debug.d.ts +0 -2
  104. package/dist/shaders/passes/physics-debug.d.ts.map +0 -1
  105. package/dist/shaders/passes/physics-debug.js +0 -69
package/dist/engine.js CHANGED
@@ -42,6 +42,7 @@ import { boneOverlay, boneMarkerPositions, buildOverlayShapes, jointOverlay, lin
42
42
  import { BLOOM_BLIT_SHADER_WGSL, BLOOM_DOWNSAMPLE_SHADER_WGSL, BLOOM_UPSAMPLE_SHADER_WGSL, } from "./shaders/passes/bloom";
43
43
  import { AGX_LUT_GZ, AGX_LUT_SIZE } from "./shaders/agx-lut";
44
44
  import { buildCompositeShader, EFFECT_SCENE_API, buildFieldShader, EFFECT_ANCHORS, EFFECT_SUBJECTS, EFFECT_TRAIL_BASE, EFFECT_TRAIL_SAMPLES, } from "./shaders/passes/composite";
45
+ import { SUBSURFACE_WGSL, SSS_SPIKE } from "./shaders/passes/subsurface";
45
46
  import { buildParticleComputeShader, buildParticleRenderShader, PARTICLE_LIGHT_BINDING, PARTICLE_POINTS_BINDING, particleEntryPoints, PARTICLE_INDIRECT_BINDING, PARTICLE_INDIRECT_BYTES, PARTICLE_INDIRECT_DRAW_OFFSET, PARTICLE_STRIDE, } from "./shaders/passes/particles";
46
47
  import { MAX_EFFECT_POINTS, POINTS_FLOATS } from "./shaders/points-api";
47
48
  import { bonesWithPrefix, pointsData, writeBonePoint } from "./effect-points";
@@ -1139,6 +1140,22 @@ export class Engine {
1139
1140
  /** Scene-clock reading when the current effect was installed. The effect's
1140
1141
  * `time` is measured from here — see where it is written. */
1141
1142
  this.compositeBloomView = null;
1143
+ // Screen-space subsurface scattering (passes/subsurface.ts). The scratch target
1144
+ // is the X pass's output and lives with the canvas size; the bind groups name
1145
+ // it and the HDR resolve, so a resize drops them and the next frame rebuilds.
1146
+ this.sssPipelineX = null;
1147
+ this.sssPipelineY = null;
1148
+ this.sssScratch = null;
1149
+ this.sssBindGroupX = null;
1150
+ this.sssBindGroupY = null;
1151
+ this.sssUniformX = null;
1152
+ this.sssUniformY = null;
1153
+ this.sssUniformData = new Float32Array(8);
1154
+ // Model pipelines' descriptors, and the single-sided twins built from them —
1155
+ // one per pipeline per view (see sidedPipeline).
1156
+ this.pipelineDescs = new WeakMap();
1157
+ this.singleSided = new WeakMap();
1158
+ this.singleSidedMirror = new WeakMap();
1142
1159
  this.bloomBlitUniformData = new Float32Array(4);
1143
1160
  this.bloomUpsampleUniformData = new Float32Array(4);
1144
1161
  this.bloomMipCount = 0;
@@ -4764,6 +4781,129 @@ export class Engine {
4764
4781
  /** The user's field mounts, drawn at half resolution for the composite to
4765
4782
  * upsample. Runs the whole quad — uniform control flow, so effects may use
4766
4783
  * derivatives freely, which the old inline path had to forbid. */
4784
+ /** Whether any installed style group routes through a `subsurface` node —
4785
+ * the scattering pass, and the depth it reads, cost nothing otherwise. */
4786
+ subsurfaceInUse() {
4787
+ for (const inst of this.modelInstances.values()) {
4788
+ for (const g of inst.styleGroups.values()) {
4789
+ if (g.group.materials.length && g.group.graph.nodes.some((n) => n.type === "subsurface"))
4790
+ return true;
4791
+ }
4792
+ }
4793
+ return false;
4794
+ }
4795
+ /**
4796
+ * ray-mmd's skin scattering: a horizontal then a vertical depth-aware blur of
4797
+ * the pixels the scene pass marked as skin (aux .b), the second written back
4798
+ * into the HDR resolve through a blend that keeps ray-mmd's per-channel share
4799
+ * of the unblurred picture. See passes/subsurface.ts.
4800
+ */
4801
+ renderSubsurface(encoder) {
4802
+ if (!this.device || !this.subsurfaceInUse())
4803
+ return;
4804
+ if (!this.hdrResolveTexture || !this.maskResolveView || !this.depthReadView || !this.dofUniformBuffer)
4805
+ return;
4806
+ const w = this.hdrResolveTexture.width;
4807
+ const h = this.hdrResolveTexture.height;
4808
+ if (!this.sssPipelineX || !this.sssPipelineY) {
4809
+ const module = this.device.createShaderModule({ label: "subsurface scattering", code: SUBSURFACE_WGSL });
4810
+ this.sssPipelineX = this.device.createRenderPipeline({
4811
+ label: "subsurface blur x",
4812
+ layout: "auto",
4813
+ vertex: { module, entryPoint: "vs" },
4814
+ fragment: { module, entryPoint: "fsX", targets: [{ format: this.hdrFormat }] },
4815
+ primitive: { topology: "triangle-list" },
4816
+ });
4817
+ // result = blurred·(1 − spike) + original·spike, per channel: the
4818
+ // destination is the original, and the blend constant holds the spike.
4819
+ this.sssPipelineY = this.device.createRenderPipeline({
4820
+ label: "subsurface blur y",
4821
+ layout: "auto",
4822
+ vertex: { module, entryPoint: "vs" },
4823
+ fragment: {
4824
+ module,
4825
+ entryPoint: "fsY",
4826
+ targets: [
4827
+ {
4828
+ format: this.hdrFormat,
4829
+ blend: {
4830
+ color: { srcFactor: "one-minus-constant", dstFactor: "constant", operation: "add" },
4831
+ alpha: { srcFactor: "zero", dstFactor: "one", operation: "add" },
4832
+ },
4833
+ },
4834
+ ],
4835
+ },
4836
+ primitive: { topology: "triangle-list" },
4837
+ });
4838
+ this.sssBindGroupX = null;
4839
+ this.sssBindGroupY = null;
4840
+ }
4841
+ if (!this.sssUniformX || !this.sssUniformY) {
4842
+ const make = (label) => this.device.createBuffer({ label, size: 32, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST });
4843
+ this.sssUniformX = make("subsurface uniforms x");
4844
+ this.sssUniformY = make("subsurface uniforms y");
4845
+ }
4846
+ if (!this.sssScratch || this.sssScratch.width !== w || this.sssScratch.height !== h) {
4847
+ this.sssScratch?.destroy();
4848
+ this.sssScratch = this.device.createTexture({
4849
+ label: "subsurface scratch",
4850
+ size: [w, h],
4851
+ format: this.hdrFormat,
4852
+ usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,
4853
+ });
4854
+ this.sssBindGroupX = null;
4855
+ this.sssBindGroupY = null;
4856
+ }
4857
+ if (!this.sssBindGroupX || !this.sssBindGroupY) {
4858
+ const mask = this.maskResolveView;
4859
+ const depth = this.depthReadView;
4860
+ const dof = this.dofUniformBuffer;
4861
+ const group = (pipeline, src, uniforms, label) => this.device.createBindGroup({
4862
+ label,
4863
+ layout: pipeline.getBindGroupLayout(0),
4864
+ entries: [
4865
+ { binding: 0, resource: src.createView() },
4866
+ { binding: 1, resource: mask },
4867
+ { binding: 2, resource: depth },
4868
+ { binding: 3, resource: { buffer: dof } },
4869
+ { binding: 4, resource: { buffer: uniforms } },
4870
+ ],
4871
+ });
4872
+ this.sssBindGroupX = group(this.sssPipelineX, this.hdrResolveTexture, this.sssUniformX, "subsurface x");
4873
+ this.sssBindGroupY = group(this.sssPipelineY, this.sssScratch, this.sssUniformY, "subsurface y");
4874
+ }
4875
+ const tanY = Math.tan(this.camera.fov * 0.5);
4876
+ const u = this.sssUniformData;
4877
+ u[2] = 0;
4878
+ u[3] = 0;
4879
+ u[4] = tanY * this.camera.aspect;
4880
+ u[5] = tanY;
4881
+ u[6] = w;
4882
+ u[7] = h;
4883
+ u[0] = 1;
4884
+ u[1] = 0;
4885
+ this.device.queue.writeBuffer(this.sssUniformX, 0, u);
4886
+ u[0] = 0;
4887
+ u[1] = 1;
4888
+ this.device.queue.writeBuffer(this.sssUniformY, 0, u);
4889
+ const px = encoder.beginRenderPass({
4890
+ label: "subsurface blur x",
4891
+ colorAttachments: [{ view: this.sssScratch.createView(), loadOp: "clear", clearValue: [0, 0, 0, 0], storeOp: "store" }],
4892
+ });
4893
+ px.setPipeline(this.sssPipelineX);
4894
+ px.setBindGroup(0, this.sssBindGroupX);
4895
+ px.draw(3);
4896
+ px.end();
4897
+ const py = encoder.beginRenderPass({
4898
+ label: "subsurface blur y",
4899
+ colorAttachments: [{ view: this.hdrResolveTexture.createView(), loadOp: "load", storeOp: "store" }],
4900
+ });
4901
+ py.setPipeline(this.sssPipelineY);
4902
+ py.setBindGroup(0, this.sssBindGroupY);
4903
+ py.setBlendConstant({ r: SSS_SPIKE[0], g: SSS_SPIKE[1], b: SSS_SPIKE[2], a: 0 });
4904
+ py.draw(3);
4905
+ py.end();
4906
+ }
4767
4907
  renderFieldPass(encoder) {
4768
4908
  // TWO PREDICATES, deliberately, and they are not interchangeable.
4769
4909
  //
@@ -5781,7 +5921,7 @@ export class Engine {
5781
5921
  }
5782
5922
  createRenderPipeline(config) {
5783
5923
  const targets = config.fragmentTargets ?? (config.fragmentTarget ? [config.fragmentTarget] : undefined);
5784
- return this.device.createRenderPipeline({
5924
+ return this.createModelPipeline({
5785
5925
  label: config.label,
5786
5926
  layout: config.layout,
5787
5927
  vertex: {
@@ -5984,7 +6124,7 @@ export class Engine {
5984
6124
  this.device.queue.writeTexture({ texture: this.fallbackMaterialTexture }, new Uint8Array([255, 255, 255, 255]), { bytesPerRow: 4 }, [1, 1]);
5985
6125
  this.noFillBuffer = this.device.createBuffer({
5986
6126
  label: "model light (none)",
5987
- size: 32,
6127
+ size: 48,
5988
6128
  usage: GPUBufferUsage.UNIFORM,
5989
6129
  });
5990
6130
  // Generic shared-toon ramp: lit white down to a soft cool shadow tone with
@@ -6195,7 +6335,7 @@ export class Engine {
6195
6335
  depthCompare: this.depthAhead,
6196
6336
  },
6197
6337
  };
6198
- this.depthPrepassPipeline = this.device.createRenderPipeline({
6338
+ this.depthPrepassPipeline = this.createModelPipeline({
6199
6339
  label: "opaque depth prepass",
6200
6340
  ...prepassDesc,
6201
6341
  fragment: {
@@ -6207,7 +6347,7 @@ export class Engine {
6207
6347
  // The SOLID prime: same module, cutoff forced to exactly 1.0. Only texels
6208
6348
  // whose blend ignores the destination may pre-claim depth in the
6209
6349
  // transparent phase — see the override's note in depth-prepass.ts.
6210
- this.solidPrepassPipeline = this.device.createRenderPipeline({
6350
+ this.solidPrepassPipeline = this.createModelPipeline({
6211
6351
  label: "transparent solid prepass",
6212
6352
  ...prepassDesc,
6213
6353
  fragment: {
@@ -6223,7 +6363,7 @@ export class Engine {
6223
6363
  // hair depth from ever claiming the pixels the see-through-hair pass needs
6224
6364
  // the eye to survive on. (Bundle draws use the PASS's stencil reference;
6225
6365
  // only pipeline/bind/vertex state resets across executeBundles.)
6226
- this.hairPrimePipeline = this.device.createRenderPipeline({
6366
+ this.hairPrimePipeline = this.createModelPipeline({
6227
6367
  label: "hair depth prime",
6228
6368
  ...prepassDesc,
6229
6369
  depthStencil: {
@@ -7035,6 +7175,10 @@ export class Engine {
7035
7175
  usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,
7036
7176
  });
7037
7177
  this.maskResolveView = this.maskResolveTexture.createView();
7178
+ this.sssScratch?.destroy();
7179
+ this.sssScratch = null;
7180
+ this.sssBindGroupX = null;
7181
+ this.sssBindGroupY = null;
7038
7182
  // The floor mirror's targets — FULL resolution, the same attachment
7039
7183
  // contract and sample count as the scene pass, which is what lets the
7040
7184
  // mirror bundles reuse every scene pipeline unchanged. Half res was the
@@ -8739,6 +8883,8 @@ export class Engine {
8739
8883
  bindGroup: this.groundShadowBindGroup,
8740
8884
  materialName: "Ground",
8741
8885
  groupId: null,
8886
+ // The ground's own pipeline decides its culling.
8887
+ doubleSided: true,
8742
8888
  // The ground belongs to no model instance, so it is not in the cull list —
8743
8889
  // cullIndex -1 leaves renderGround unconditional. Its box is filled in
8744
8890
  // anyway rather than left a lie for whoever reads this next.
@@ -9255,8 +9401,12 @@ export class Engine {
9255
9401
  this.modelInstances.set(newName, inst);
9256
9402
  }
9257
9403
  /**
9258
- * Light one model with more than the world gives it: a FILL, linear RGB added
9259
- * to its ambient everywhere on it. Null takes it away again.
9404
+ * Light one model with more than the world gives it: a FILL, linear RGB times
9405
+ * its surface colour, added after its material graph. Null takes it away again.
9406
+ *
9407
+ * After the graph, not in its ambient: an NPR ramp read an ambient fill as
9408
+ * light, so sliding it moved her shadows and flipped whole regions across a
9409
+ * hard step. Added after, it brightens her evenly and every shadow stays put.
9260
9410
  *
9261
9411
  * A game lights its stage and its characters apart. Aether Gazer's rooms are
9262
9412
  * lit by their lamps and a near-black ambient, while its characters take a
@@ -9281,16 +9431,31 @@ export class Engine {
9281
9431
  setModelSun(name, sun) {
9282
9432
  return this.writeModelLight(name, 4, sun);
9283
9433
  }
9284
- /** One half of a model's light, at `at` (0 the fill, 4 the sun) in its
9285
- * ModelLight; w says whether that half is set. Both null releases the
9286
- * buffer and the model takes the shared zero stand-in again. */
9434
+ /**
9435
+ * Light one model by the sky's AVERAGE rather than its shape: the world's
9436
+ * colour and brightness from every direction alike. False gives it the
9437
+ * directional sky back.
9438
+ *
9439
+ * For a cast under an anime look. An HDRI's sky is brighter and warmer one
9440
+ * way than another, and taken at each normal it shades a face with soft
9441
+ * realistic gradients that no toon ramp drew — PBR on an anime face. Aether
9442
+ * Gazer gives its characters one flat base light instead. World strength and
9443
+ * colour still reach her; only the shape is gone. A flat World is its own
9444
+ * average, so without an HDRI this changes nothing.
9445
+ */
9446
+ setModelFlatSky(name, flat) {
9447
+ return this.writeModelLight(name, 8, flat ? new Vec3(1, 0, 0) : null);
9448
+ }
9449
+ /** One part of a model's light, at `at` (0 the fill, 4 the sun, 8 its
9450
+ * options) in its ModelLight; w says whether that part is set. All unset
9451
+ * releases the buffer and the model takes the shared zero stand-in again. */
9287
9452
  writeModelLight(name, at, value) {
9288
9453
  const inst = this.modelInstances.get(name);
9289
9454
  if (!inst || !this.device)
9290
9455
  return false;
9291
- const light = inst.modelLight ?? new Float32Array(8);
9456
+ const light = inst.modelLight ?? new Float32Array(12);
9292
9457
  light.set(value ? [value.x, value.y, value.z, 1] : [0, 0, 0, 0], at);
9293
- const any = light[3] > 0 || light[7] > 0;
9458
+ const any = light[3] > 0 || light[7] > 0 || light[11] > 0;
9294
9459
  if (!any) {
9295
9460
  if (!inst.lightBuffer)
9296
9461
  return true;
@@ -9307,7 +9472,7 @@ export class Engine {
9307
9472
  if (!inst.lightBuffer) {
9308
9473
  inst.lightBuffer = this.device.createBuffer({
9309
9474
  label: `${name}: light`,
9310
- size: 32,
9475
+ size: 48,
9311
9476
  usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
9312
9477
  });
9313
9478
  inst.mainPerInstanceBindGroup = this.perInstanceBindGroup(name, inst.skinMatrixBuffer, inst.lightBuffer);
@@ -12430,6 +12595,7 @@ export class Engine {
12430
12595
  groupId: null,
12431
12596
  baseBindGroupEntries,
12432
12597
  castsShadow,
12598
+ doubleSided: inst.isPlane || (mat.edgeFlag & 0x01) !== 0,
12433
12599
  outline,
12434
12600
  bounds,
12435
12601
  cullIndex: -1,
@@ -13727,7 +13893,10 @@ export class Engine {
13727
13893
  // The two real readers are both in the composite and both have their own
13728
13894
  // flag above: linearDepth() feeds the DoF gather and the depth handed to a
13729
13895
  // foreground mount. Nothing else binds depthTex at all.
13730
- const depthRead = dofOn || this.effects.some((e) => e.hasForeground);
13896
+ // The scattering pass is the third reader: it rejects taps across a depth
13897
+ // step and scales its width by distance, so a scene wearing a subsurface
13898
+ // look stores depth for as long as it does.
13899
+ const depthRead = dofOn || this.effects.some((e) => e.hasForeground) || this.subsurfaceInUse();
13731
13900
  this.renderPassDescriptor.depthStencilAttachment.depthStoreOp = depthRead ? "store" : "discard";
13732
13901
  if (depthRead)
13733
13902
  this.writeDepthOfFieldUniforms();
@@ -13927,6 +14096,9 @@ export class Engine {
13927
14096
  // kept ribbons out of bloom.
13928
14097
  this.drawTrails(pass, "camera");
13929
14098
  pass.end();
14099
+ // Skin scattering, on the resolved scene and before anything reads it:
14100
+ // bloom should bleed the scattered skin, not the raw one.
14101
+ this.renderSubsurface(encoder);
13930
14102
  // The field mounts, likewise: after the scene so foregrounds can read its
13931
14103
  // depth, before the composite that samples both layers.
13932
14104
  this.renderFieldPass(encoder);
@@ -14711,11 +14883,53 @@ export class Engine {
14711
14883
  stencilWriteMask: 0xff,
14712
14884
  };
14713
14885
  }
14714
- return this.device.createRenderPipelineAsync({
14886
+ const desc = {
14715
14887
  ...base,
14716
14888
  fragment: { module, constants, targets: blend === "additive" ? this.sceneTargetsAdditive : this.sceneTargets },
14717
14889
  depthStencil,
14718
- });
14890
+ };
14891
+ return this.device.createRenderPipelineAsync(desc).then((pipeline) => {
14892
+ this.pipelineDescs.set(pipeline, desc);
14893
+ return pipeline;
14894
+ });
14895
+ }
14896
+ /** A pipeline whose descriptor is kept, so a single-sided twin can be built
14897
+ * from it on demand (see sidedPipeline). */
14898
+ createModelPipeline(desc) {
14899
+ const pipeline = this.device.createRenderPipeline(desc);
14900
+ this.pipelineDescs.set(pipeline, desc);
14901
+ return pipeline;
14902
+ }
14903
+ /**
14904
+ * The pipeline a draw should use once its double-sided flag is honoured.
14905
+ *
14906
+ * A single-sided material culls its back faces, as MMD does. PMX winds a front
14907
+ * face clockwise, which this engine sees as a BACK face — the eye's front cull
14908
+ * and the outline hull's back cull are the same fact — so the cull is "front"
14909
+ * for the camera and "back" in the mirror, whose reflection flips winding.
14910
+ *
14911
+ * Every pipeline that draws a material's surface goes through here, depth
14912
+ * primes included: a prime that kept a culled face would write depth for a
14913
+ * surface nobody sees and hide what is behind it. A pipeline that already
14914
+ * culls (the eye) is returned as it is.
14915
+ */
14916
+ sidedPipeline(pipeline, draw, mirrored) {
14917
+ if (draw.doubleSided)
14918
+ return pipeline;
14919
+ const desc = this.pipelineDescs.get(pipeline);
14920
+ if (!desc || (desc.primitive?.cullMode ?? "none") !== "none")
14921
+ return pipeline;
14922
+ const cache = mirrored ? this.singleSidedMirror : this.singleSided;
14923
+ let twin = cache.get(pipeline);
14924
+ if (!twin) {
14925
+ twin = this.device.createRenderPipeline({
14926
+ ...desc,
14927
+ label: `${desc.label ?? "pipeline"} (single-sided${mirrored ? ", mirror" : ""})`,
14928
+ primitive: { ...desc.primitive, cullMode: mirrored ? "back" : "front" },
14929
+ });
14930
+ cache.set(pipeline, twin);
14931
+ }
14932
+ return twin;
14719
14933
  }
14720
14934
  // Pipeline for a material draw call: its group's compiled pipeline when grouped, else
14721
14935
  // the neutral base (ungrouped materials render the default graph). Transparent-bucket
@@ -14771,7 +14985,8 @@ export class Engine {
14771
14985
  pass.setBindGroup(1, inst.mainPerInstanceBindGroup);
14772
14986
  bound = true;
14773
14987
  }
14774
- const pipeline = this.pipelineForDrawCall(inst, draw, view.args === "mirror");
14988
+ const mirrored = view.args === "mirror";
14989
+ const pipeline = this.sidedPipeline(this.pipelineForDrawCall(inst, draw, mirrored), draw, mirrored);
14775
14990
  if (pipeline !== currentPipeline) {
14776
14991
  pass.setPipeline(pipeline);
14777
14992
  currentPipeline = pipeline;
@@ -14873,15 +15088,18 @@ export class Engine {
14873
15088
  /** Depth-only prime of the hair's alpha-1 texels, stencil-fenced off the eye
14874
15089
  * silhouette. See the note at its call site and hairPrimePipeline. */
14875
15090
  drawHairDepthPrime(pass, inst, view) {
14876
- let bound = false;
15091
+ let bound = null;
14877
15092
  for (const draw of inst.drawCalls) {
14878
15093
  if (draw.type !== "opaque" || !this.isHairDraw(inst, draw))
14879
15094
  continue;
14880
- if (!bound) {
14881
- pass.setPipeline(this.hairPrimePipeline);
14882
- pass.setBindGroup(0, view.perFrame);
14883
- pass.setBindGroup(1, inst.mainPerInstanceBindGroup);
14884
- bound = true;
15095
+ const pipeline = this.sidedPipeline(this.hairPrimePipeline, draw, view.args === "mirror");
15096
+ if (bound !== pipeline) {
15097
+ pass.setPipeline(pipeline);
15098
+ if (!bound) {
15099
+ pass.setBindGroup(0, view.perFrame);
15100
+ pass.setBindGroup(1, inst.mainPerInstanceBindGroup);
15101
+ }
15102
+ bound = pipeline;
14885
15103
  }
14886
15104
  pass.setBindGroup(2, draw.bindGroup);
14887
15105
  this.issueDraw(pass, draw, view.args);
@@ -14943,6 +15161,7 @@ export class Engine {
14943
15161
  else if (install && install.alphaMode !== "opaque")
14944
15162
  continue;
14945
15163
  }
15164
+ pipeline = this.sidedPipeline(pipeline, draw, view.args === "mirror");
14946
15165
  if (bound !== pipeline) {
14947
15166
  pass.setPipeline(pipeline);
14948
15167
  // One layout for both prepass pipelines, so groups 0 and 1 carry over.
@@ -14976,15 +15195,18 @@ export class Engine {
14976
15195
  drawTransparentSolidPrepass(pass, inst, view) {
14977
15196
  if (inst.isStage)
14978
15197
  return;
14979
- let bound = false;
15198
+ let bound = null;
14980
15199
  for (const draw of inst.drawCalls) {
14981
15200
  if (draw.type !== "transparent")
14982
15201
  continue;
14983
- if (!bound) {
14984
- pass.setPipeline(this.solidPrepassPipeline);
14985
- pass.setBindGroup(0, view.perFrame);
14986
- pass.setBindGroup(1, inst.mainPerInstanceBindGroup);
14987
- bound = true;
15202
+ const pipeline = this.sidedPipeline(this.solidPrepassPipeline, draw, view.args === "mirror");
15203
+ if (bound !== pipeline) {
15204
+ pass.setPipeline(pipeline);
15205
+ if (!bound) {
15206
+ pass.setBindGroup(0, view.perFrame);
15207
+ pass.setBindGroup(1, inst.mainPerInstanceBindGroup);
15208
+ }
15209
+ bound = pipeline;
14988
15210
  }
14989
15211
  pass.setBindGroup(2, draw.bindGroup);
14990
15212
  this.issueDraw(pass, draw, view.args);
@@ -15035,9 +15257,10 @@ export class Engine {
15035
15257
  for (const draw of inst.drawCalls) {
15036
15258
  if (draw.type !== "opaque")
15037
15259
  continue;
15038
- const overEyes = this.overEyesPipelineFor(inst, draw);
15039
- if (!overEyes)
15260
+ const hairOverEyes = this.overEyesPipelineFor(inst, draw);
15261
+ if (!hairOverEyes)
15040
15262
  continue;
15263
+ const overEyes = this.sidedPipeline(hairOverEyes, draw, view.args === "mirror");
15041
15264
  if (!bound) {
15042
15265
  pass.setBindGroup(0, view.perFrame);
15043
15266
  pass.setBindGroup(1, inst.mainPerInstanceBindGroup);
@@ -15607,15 +15830,18 @@ Engine.HDR_FORMAT_OVERRIDE = null;
15607
15830
  /** Stencil value stamped by eye draws so hair can stencil-test against it and
15608
15831
  * alpha-blend a second pass over eye silhouette pixels (see-through-hair effect). */
15609
15832
  Engine.STENCIL_EYE_VALUE = 1;
15610
- /** Aux MRT alongside HDR color. Two channels:
15833
+ /** Aux MRT alongside HDR color. Three channels:
15611
15834
  * .r — bloom mask (1 = model geometry, 0 = ground; sampled by bloom blit to gate prefilter).
15612
15835
  * .g — accumulated alpha (the channel that used to live in hdr.a before the HDR format
15613
15836
  * switched to rg11b10ufloat, which has no alpha). Sampled by composite/bloom to
15614
15837
  * un-premultiply color for tonemap and to produce the canvas-drawable alpha used by
15615
15838
  * the premultiplied alphaMode compositor (so the page background still shows through
15616
15839
  * cleared / edge-faded regions like before).
15617
- * rg8unorm at 4× MSAA is 8 bytes/texel — still fits Apple TBDR tile memory comfortably. */
15618
- Engine.BLOOM_MASK_FORMAT = "rg8unorm";
15840
+ * .b — subsurface strength, set by a graph's `subsurface` node and 0 everywhere
15841
+ * else; the scattering pass reads it to find skin (passes/subsurface.ts).
15842
+ * rgba8unorm at 4× MSAA is 16 bytes/texel; it never leaves tile memory (storeOp
15843
+ * discard), only its single-sample resolve does. */
15844
+ Engine.BLOOM_MASK_FORMAT = "rgba8unorm";
15619
15845
  /**
15620
15846
  * The master switch for the id attachment. OFF — and off having been proven
15621
15847
  * to work, not off because it was never finished.
@@ -16,7 +16,7 @@ export const BODY_GRAPH = {
16
16
  { id: "tex_base", type: "mix/multiply", inputs: { fac: 1.0 } },
17
17
  { id: "geo", type: "geometry" },
18
18
  { id: "str", type: "shader_to_rgb_diffuse" },
19
- { id: "toon", type: "ramp_constant", inputs: { pos0: 0.0, pos1: 0.2966 } },
19
+ { id: "toon", type: "ramp_cardinal", inputs: { pos0: 0.2466, pos1: 0.3466 } },
20
20
  { id: "shadow_tint", type: "hue_sat", inputs: { hue: 0.5, saturation: 2.0, value: 0.3499999940395355, fac: 1.0 } },
21
21
  { id: "lit_tint", type: "hue_sat", inputs: { hue: 0.5, saturation: 1.5, value: 1.0, fac: 1.0 } },
22
22
  { id: "toon_color", type: "mix/blend" },
@@ -16,7 +16,7 @@ export const CLOTH_ROUGH_GRAPH = {
16
16
  { id: "tex_base", type: "mix/multiply", inputs: { fac: 1.0 } },
17
17
  { id: "geo", type: "geometry" },
18
18
  { id: "str", type: "shader_to_rgb_diffuse" },
19
- { id: "ramp_008", type: "ramp_constant_aa", inputs: { edge: 0.2966 } },
19
+ { id: "ramp_008", type: "ramp_cardinal", inputs: { pos0: 0.2466, pos1: 0.3466 } },
20
20
  { id: "mix04_fac", type: "math/multiply", inputs: { b: 0.5 } },
21
21
  { id: "dark_tex", type: "hue_sat", inputs: { hue: 0.5, saturation: 1.0, value: 0.19999998807907104, fac: 1.0 } },
22
22
  { id: "mix_004", type: "mix/blend" },
@@ -16,7 +16,7 @@ export const CLOTH_SMOOTH_GRAPH = {
16
16
  { id: "tex_base", type: "mix/multiply", inputs: { fac: 1.0 } },
17
17
  { id: "geo", type: "geometry" },
18
18
  { id: "str", type: "shader_to_rgb_diffuse" },
19
- { id: "ramp_008", type: "ramp_constant_aa", inputs: { edge: 0.2966 } },
19
+ { id: "ramp_008", type: "ramp_cardinal", inputs: { pos0: 0.2466, pos1: 0.3466 } },
20
20
  { id: "mix04_fac", type: "math/multiply", inputs: { b: 0.5 } },
21
21
  { id: "dark_tex", type: "hue_sat", inputs: { hue: 0.5, saturation: 1.0, value: 0.19999998807907104, fac: 1.0 } },
22
22
  { id: "mix_004", type: "mix/blend" },
@@ -1 +1 @@
1
- {"version":3,"file":"eye.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/eye.ts"],"names":[],"mappings":"AASA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAE5C,eAAO,MAAM,SAAS,EAAE,WA6BvB,CAAA"}
1
+ {"version":3,"file":"eye.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/eye.ts"],"names":[],"mappings":"AASA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAE5C,eAAO,MAAM,SAAS,EAAE,WAgDvB,CAAA"}
@@ -25,6 +25,17 @@ export const EYE_GRAPH = {
25
25
  },
26
26
  { id: "emission", type: "emission", inputs: { strength: 1.5 } },
27
27
  { id: "add", type: "add_shader" },
28
+ // The iris glow follows the key round her head: full (1.5) lit from the
29
+ // front, easing to 0.2 of it lit from behind - a fixed 1.5 left the eyes
30
+ // bright white in a backlit face. head_basis.forward · L, half-Lambert,
31
+ // times the sun's shadow at the eye, so an eye in a shadowed face dims too.
32
+ { id: "eye_hb", type: "head_basis" },
33
+ { id: "eye_lt", type: "light" },
34
+ { id: "eye_fl", type: "vector_math/dot" },
35
+ { id: "eye_half", type: "math/multiply_add", inputs: { b: 0.5, c: 0.5 } },
36
+ { id: "eye_lvl", type: "map_range", inputs: { from_min: 0.0, from_max: 1.0, to_min: 0.2, to_max: 1.0 } },
37
+ { id: "eye_sh", type: "math/multiply" },
38
+ { id: "eye_str", type: "math/multiply", inputs: { b: 1.5 } },
28
39
  ],
29
40
  links: [
30
41
  { from: { node: "tex", socket: "color" }, to: { node: "tex_base", socket: "a" } },
@@ -33,6 +44,14 @@ export const EYE_GRAPH = {
33
44
  { from: { node: "tex_base", socket: "color" }, to: { node: "emission", socket: "color" } },
34
45
  { from: { node: "principled", socket: "color" }, to: { node: "add", socket: "a" } },
35
46
  { from: { node: "emission", socket: "color" }, to: { node: "add", socket: "b" } },
47
+ { from: { node: "eye_hb", socket: "forward" }, to: { node: "eye_fl", socket: "a" } },
48
+ { from: { node: "eye_lt", socket: "direction" }, to: { node: "eye_fl", socket: "b" } },
49
+ { from: { node: "eye_fl", socket: "value" }, to: { node: "eye_half", socket: "a" } },
50
+ { from: { node: "eye_half", socket: "value" }, to: { node: "eye_sh", socket: "a" } },
51
+ { from: { node: "eye_lt", socket: "shadow" }, to: { node: "eye_sh", socket: "b" } },
52
+ { from: { node: "eye_sh", socket: "value" }, to: { node: "eye_lvl", socket: "value" } },
53
+ { from: { node: "eye_lvl", socket: "value" }, to: { node: "eye_str", socket: "a" } },
54
+ { from: { node: "eye_str", socket: "value" }, to: { node: "emission", socket: "strength" } },
36
55
  ],
37
56
  output: { node: "add", socket: "color" },
38
57
  };
@@ -20,7 +20,7 @@ export const FACE_GRAPH = {
20
20
  { id: "geo", type: "geometry" },
21
21
  // ── toon shading ──
22
22
  { id: "str", type: "shader_to_rgb_diffuse" },
23
- { id: "toon", type: "ramp_constant_aa", inputs: { edge: 0.2966 } },
23
+ { id: "toon", type: "ramp_cardinal", inputs: { pos0: 0.2466, pos1: 0.3466 } },
24
24
  { id: "shadow_tint", type: "hue_sat", inputs: { hue: 0.46000000834465027, saturation: 2.0, value: 0.3499999940395355, fac: 1.0 } },
25
25
  { id: "lit_tint", type: "hue_sat", inputs: { hue: 0.46000000834465027, saturation: 1.600000023841858, value: 1.5, fac: 1.0 } },
26
26
  { id: "toon_color", type: "mix/blend" },
@@ -26,7 +26,7 @@ export const HAIR_GRAPH = {
26
26
  { id: "hs_002", type: "hue_sat", inputs: { hue: 0.48, saturation: 1.2, value: 0.7, fac: 1.0 } },
27
27
  { id: "hs_001", type: "hue_sat", inputs: { hue: 0.5, saturation: 1.5, value: 1.0, fac: 1.0 } },
28
28
  { id: "str", type: "shader_to_rgb_diffuse" },
29
- { id: "ramp_008", type: "ramp_constant", inputs: { pos0: 0.0, color0: [0, 0, 0, 1], pos1: 0.2966, color1: [1, 1, 1, 1] } },
29
+ { id: "ramp_008", type: "ramp_cardinal", inputs: { pos0: 0.2466, color0: [0, 0, 0, 1], pos1: 0.3466, color1: [1, 1, 1, 1] } },
30
30
  { id: "mix_004", type: "mix/blend" },
31
31
  { id: "bc", type: "bright_contrast", inputs: { bright: 0.1, contrast: 0.2 } },
32
32
  { id: "sep_n", type: "separate_xyz" },
@@ -18,7 +18,7 @@ export const METAL_GRAPH = {
18
18
  { id: "geo", type: "geometry" },
19
19
  { id: "tex_tint", type: "hue_sat", inputs: { hue: 0.5, saturation: 1.0, value: 0.800000011920929, fac: 1.0 } },
20
20
  { id: "str", type: "shader_to_rgb_diffuse" },
21
- { id: "ramp_008", type: "ramp_constant_aa", inputs: { edge: 0.2966 } },
21
+ { id: "ramp_008", type: "ramp_cardinal", inputs: { pos0: 0.2466, pos1: 0.3466 } },
22
22
  { id: "mix04_fac", type: "math/multiply", inputs: { b: 0.5 } },
23
23
  { id: "dark_tex", type: "hue_sat", inputs: { hue: 0.5, saturation: 1.0, value: 0.19999998807907104, fac: 1.0 } },
24
24
  { id: "mix_004", type: "mix/blend" },
@@ -0,0 +1,3 @@
1
+ import type { ShaderGraph } from "../schema";
2
+ export declare const POOL_FLOOR_GRAPH: ShaderGraph;
3
+ //# sourceMappingURL=pool_floor.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"pool_floor.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/pool_floor.ts"],"names":[],"mappings":"AAaA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAE5C,eAAO,MAAM,gBAAgB,EAAE,WA6B9B,CAAA"}
@@ -0,0 +1,42 @@
1
+ // Pool floor — the tiled bottom seen through water, with caustics on it.
2
+ //
3
+ // The other half of a pool, and the half that does most of the work. A water
4
+ // surface can be tuned for a long time without the shot reading as a pool;
5
+ // putting the focused-light web on the FLOOR is what settles it, because that
6
+ // is the cue a photograph actually carries. It is a floor material, so it is
7
+ // applied to the tile under the water rather than to the water itself.
8
+ //
9
+ // Caustics land between the albedo and the shading deliberately: they are
10
+ // light, so they should still be dimmed by the floor's own shadow rather than
11
+ // glowing through it. That is the difference between water-focused sun and a
12
+ // decal.
13
+ export const POOL_FLOOR_GRAPH = {
14
+ version: 1,
15
+ name: "Pool floor",
16
+ tags: ["stage", "water", "pool"],
17
+ nodes: [
18
+ { id: "tex", type: "texture" },
19
+ { id: "mat", type: "material_diffuse" },
20
+ { id: "base", type: "mix/multiply", inputs: { fac: 1.0 } },
21
+ { id: "caust", type: "caustics" },
22
+ {
23
+ id: "principled",
24
+ type: "principled",
25
+ inputs: { metallic: 0.0, specular_ior_level: 0.4, roughness: 0.45, spec_clamp: 10.0, sheen_weight: 0.0, sheen_tint: 0.0 },
26
+ },
27
+ ],
28
+ links: [
29
+ { from: { node: "tex", socket: "color" }, to: { node: "base", socket: "a" } },
30
+ { from: { node: "mat", socket: "color" }, to: { node: "base", socket: "b" } },
31
+ { from: { node: "base", socket: "color" }, to: { node: "caust", socket: "color" } },
32
+ { from: { node: "caust", socket: "color" }, to: { node: "principled", socket: "base_color" } },
33
+ ],
34
+ output: { node: "principled", socket: "color" },
35
+ params: [
36
+ { id: "tint", label: "Light tint", target: { node: "caust", socket: "tint" }, kind: "color", default: [1.0, 1.0, 1.0] },
37
+ { id: "scale", label: "Caustic scale", target: { node: "caust", socket: "scale" }, kind: "float", min: 0.01, max: 1, default: 0.12 },
38
+ { id: "speed", label: "Caustic speed", target: { node: "caust", socket: "speed" }, kind: "float", min: 0, max: 1, default: 0.15 },
39
+ { id: "strength", label: "Caustic strength", target: { node: "caust", socket: "strength" }, kind: "float", min: 0, max: 3, default: 0.6 },
40
+ { id: "fade", label: "Depth fade", target: { node: "caust", socket: "fade" }, kind: "float", min: 1, max: 200, default: 30 },
41
+ ],
42
+ };
@@ -0,0 +1,3 @@
1
+ import type { ShaderGraph } from "../schema";
2
+ export declare const WATER_GRAPH: ShaderGraph;
3
+ //# sourceMappingURL=water.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"water.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/water.ts"],"names":[],"mappings":"AAeA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAE5C,eAAO,MAAM,WAAW,EAAE,WAgBzB,CAAA"}