reze-engine 0.63.0 → 0.64.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/engine.d.ts +95 -57
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +465 -162
- package/dist/graph/compile.d.ts.map +1 -1
- package/dist/graph/compile.js +4 -1
- package/dist/graph/registry.d.ts +3 -0
- package/dist/graph/registry.d.ts.map +1 -1
- package/dist/graph/registry.js +133 -0
- package/dist/graph/schema.d.ts +12 -0
- package/dist/graph/schema.d.ts.map +1 -1
- package/dist/graph/slots.d.ts.map +1 -1
- package/dist/graph/slots.js +11 -20
- package/dist/index.d.ts +9 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +1 -1
- package/dist/shaders/lights.d.ts +3 -2
- package/dist/shaders/lights.d.ts.map +1 -1
- package/dist/shaders/lights.js +16 -3
- package/dist/shaders/materials/common.d.ts.map +1 -1
- package/dist/shaders/materials/common.js +63 -56
- package/dist/shaders/materials/nodes.d.ts +1 -1
- package/dist/shaders/materials/nodes.d.ts.map +1 -1
- package/dist/shaders/materials/nodes.js +210 -0
- package/dist/shaders/passes/composite.d.ts.map +1 -1
- package/dist/shaders/passes/composite.js +13 -1
- package/dist/shaders/passes/cull.d.ts +1 -1
- package/dist/shaders/passes/cull.d.ts.map +1 -1
- package/dist/shaders/passes/cull.js +7 -3
- package/dist/shaders/passes/ground.d.ts.map +1 -1
- package/dist/shaders/passes/ground.js +32 -55
- package/dist/shaders/passes/particles.d.ts +1 -1
- package/dist/shaders/passes/particles.js +1 -1
- package/dist/shaders/scene-light-api.d.ts +18 -10
- package/dist/shaders/scene-light-api.d.ts.map +1 -1
- package/dist/shaders/scene-light-api.js +58 -46
- package/dist/shadow-cascades.d.ts +47 -20
- package/dist/shadow-cascades.d.ts.map +1 -1
- package/dist/shadow-cascades.js +36 -13
- package/dist/unity/character.d.ts +59 -0
- package/dist/unity/character.d.ts.map +1 -0
- package/dist/unity/character.js +120 -0
- package/dist/unity/globals.d.ts +93 -0
- package/dist/unity/globals.d.ts.map +1 -0
- package/dist/unity/globals.js +340 -0
- package/dist/unity/host.d.ts +137 -0
- package/dist/unity/host.d.ts.map +1 -0
- package/dist/unity/host.js +489 -0
- package/dist/unity/looks.d.ts +88 -0
- package/dist/unity/looks.d.ts.map +1 -0
- package/dist/unity/looks.js +295 -0
- package/dist/unity/skin.d.ts +9 -0
- package/dist/unity/skin.d.ts.map +1 -0
- package/dist/unity/skin.js +117 -0
- package/dist/unity/stage.d.ts +148 -0
- package/dist/unity/stage.d.ts.map +1 -0
- package/dist/unity/stage.js +375 -0
- package/dist/unity/state.d.ts +22 -0
- package/dist/unity/state.d.ts.map +1 -0
- package/dist/unity/state.js +170 -0
- package/package.json +1 -1
- package/src/engine.ts +503 -176
- package/src/graph/compile.ts +3 -1
- package/src/graph/registry.ts +142 -0
- package/src/graph/schema.ts +9 -0
- package/src/graph/slots.ts +11 -20
- package/src/index.ts +11 -0
- package/src/shaders/lights.ts +16 -3
- package/src/shaders/materials/common.ts +63 -57
- package/src/shaders/materials/nodes.ts +210 -0
- package/src/shaders/passes/composite.ts +13 -1
- package/src/shaders/passes/cull.ts +7 -3
- package/src/shaders/passes/ground.ts +32 -55
- package/src/shaders/passes/particles.ts +1 -1
- package/src/shaders/scene-light-api.ts +59 -46
- package/src/shadow-cascades.ts +61 -32
- package/src/unity/character.ts +169 -0
- package/src/unity/globals.ts +443 -0
- package/src/unity/host.ts +587 -0
- package/src/unity/looks.ts +372 -0
- package/src/unity/skin.ts +128 -0
- package/src/unity/stage.ts +568 -0
- package/src/unity/state.ts +172 -0
package/src/engine.ts
CHANGED
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@@ -44,7 +44,13 @@ import {
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type SimClock,
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} from "./effect-schedule"
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import { parentKeySpan, type ModelParentKey } from "./parent-keys"
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import {
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import { NativeHost } from "./unity/host"
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import { NativeLooks, type NativeLook } from "./unity/looks"
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import { NativeStage, type NativeStagePackage, type NativeStageReader } from "./unity/stage"
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import { gameDir, unityFrameGlobals } from "./unity/globals"
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import { outlineMaxOffsetMultiplier, towardMatrix } from "./unity/character"
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import type { NativeValue } from "./unity/host"
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import { SHADOW_ATLAS_SIZE, SHADOW_CASCADES, buildShadowCascades, cascadeSpheres, type ShadowBounds, type ShadowView } from "./shadow-cascades"
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import { REFLECTION_DEBUG_WGSL, buildMirrorCamera, planeFromPointNormal } from "./reflection"
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import { MIRROR_MASK_DOWNSAMPLE_WGSL, MIRROR_MAT_BYTES, mirrorShaderWgsl, mirrorShadowWgsl } from "./shaders/passes/mirror"
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import { packHalf, type HdrImage } from "./hdr"
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@@ -464,6 +470,9 @@ type ParentTrack = { keys: HeldParentKey[]; applied: number; seat: [number, numb
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type SunOptions = {
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/** Linear color of the sun lamp (Blender: Light > Color). */
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color?: Vec3
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/** The rendering layers it keys, as bits; every layer by default. A
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* directional light from setLights takes the layers the sun leaves. */
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layers?: number
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/** Lamp power in Blender units (Blender: Light > Strength). */
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strength?: number
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/** Direction sunlight travels (points FROM sun TO scene, Blender: -light.rotation.Z). */
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@@ -619,8 +628,11 @@ export type ViewTransformOptions = {
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* reference Wuthering Waves projects render this way.
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*
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* "filmic" is Blender 3.6's Filmic, Medium High Contrast, baked as a LUT.
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*
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* "aether-gazer" is that game's own final curve, (1 - e^(-2.5x))^1.4 — what
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* its scenes are graded through (composite.ts, agTransform).
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*/
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transform: "agx" | "filmic" | "standard"
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transform: "agx" | "filmic" | "standard" | "aether-gazer"
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}
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// Matches the reference Blender project: Filmic view, Medium High Contrast look,
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@@ -923,11 +935,10 @@ interface ModelInstance {
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shadowDrawCalls: DrawCall[]
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shadowBindGroups: GPUBindGroup[]
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mainPerInstanceBindGroup: GPUBindGroup
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/** Its
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*
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modelLight: Float32Array | null
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/** Its ObjectLight — rendering layers, its own ambient — and the CPU copy it
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* is written from. Every model has one: its layers decide its lights. */
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lightBuffer: GPUBuffer
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objectLight: Float32Array<ArrayBuffer>
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pickPerInstanceBindGroup: GPUBindGroup
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pickDrawCalls: PickDrawCall[]
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/** Environment geometry added via addStage — no physics, no IK, and it
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aim?: XYZ
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angle?: number
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innerAngle?: number
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/**
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* "directional": light along `aim` from infinitely far, as the sun is —
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* position and radius unused; up to three, beside the sun. Otherwise a spot
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* where an aim is given and a point where none is.
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*/
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kind?: "point" | "spot" | "directional"
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/**
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* The rendering layers it reaches, as bits (RENDERING_LAYER_*). Omitted
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* reaches every layer. A stage's daylight on RENDERING_LAYER_DEFAULT and the
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* cast's key on RENDERING_LAYER_CHARACTER is how a game lights the two apart.
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*/
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layers?: number
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}
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/**
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* Rendering layers, as the game's pipeline (URP's rendering layers) uses them:
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* every drawing carries layer bits and a light reaches it only where its mask
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* shares one. A stage, prop or plane draws on DEFAULT; the cast on DEFAULT and
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* CHARACTER, the bits Aether Gazer's characters carry (0x40000001).
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*/
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export const RENDERING_LAYER_DEFAULT = 1
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export const RENDERING_LAYER_CHARACTER = 1 << 30
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/** Every layer — what a light without a mask reaches. */
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const ALL_LAYERS = 0xffffffff
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/** Where the directional slots' layer bits sit in the light uniform, in words. */
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const DIR_LAYERS_AT = 108
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export class Engine {
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private static instance: Engine | null = null
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// padded to 80. sh[0].w is the IBL flag: 0 = flat world colour, 1 = the sky.
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// …then the scene fog at [72..87] — see setSceneFog — and the cast's
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// shadow on a stage at [88..107] (colour, amount; its view-projection).
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// …and the directional slots' rendering layers at [108..111], as u32 bits
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// through lightDataWords — never through a float.
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private lightData = new Float32Array(112)
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private lightDataWords = new Uint32Array(this.lightData.buffer)
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private sunLayers = ALL_LAYERS
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private castShadow: StageCastShadow | null = null
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private castShadowTexture!: GPUTexture
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private castShadowView!: GPUTextureView
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private mainPerFrameBindGroupLayout!: GPUBindGroupLayout
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private mainPerInstanceBindGroupLayout!: GPUBindGroupLayout
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/** What a model with no fill of its own binds: zero light. */
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private noFillBuffer!: GPUBuffer
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private mainPerMaterialBindGroupLayout!: GPUBindGroupLayout
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private outlinePerFrameBindGroupLayout!: GPUBindGroupLayout
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private outlinePerMaterialBindGroupLayout!: GPUBindGroupLayout
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/** Scene seconds, advanced by the frame delta — NOT wall time, so an offline
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* export samples the same path the editor showed. */
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private sceneClock = 0
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/** Models dressed in the game's own materials (unity/looks.ts); built on the
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* first look installed. */
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private nativeLooks: NativeLooks | null = null
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/** The scene pass's host for the game's shaders, and the shadow atlas's. */
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private nativeHost: NativeHost | null = null
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private nativeShadowHost: NativeHost | null = null
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/** A game stage drawn by its own shaders (unity/stage.ts). */
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private nativeStage: NativeStage | null = null
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/** The frame's Unity globals, computed once for every native draw. */
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private nativeGlobals: Record<string, NativeValue> = {}
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private nativeFallback: Record<string, GPUTextureView> = {}
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/** A 1x1 depth map at the far plane: a game shader's shadow lookup into a
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* map the scene does not have reads lit. */
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private nativeNoShadowView: GPUTextureView | null = null
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private trailAccum = 0
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/** Trail samples owed this frame, computed once so every trail on every
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* character samples in lockstep and their paths stay comparable. */
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/** The user's own "no ground" switch — see setGroundVisible. Distinct from
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* hasGround, which records whether a ground was ever built. */
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private groundHidden = false
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private
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/** The sun's shadow atlas: every cascade in its own tile (shadow-cascades.ts). */
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private shadowAtlasTexture!: GPUTexture
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private shadowAtlasView!: GPUTextureView
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private brdfLutTexture!: GPUTexture
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private brdfLutView!: GPUTextureView
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private filmicLutTexture!: GPUTexture
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// rebuilt per effect, so the compiled variant IS the flag.
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u[11] = this.backdropEquirectView ? 2 : showingWorld ? 3 : bg ? 1 : 0
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// Which display transform forms the frame (see viewTransform in composite.ts).
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u[25] = v.transform === "agx" ? 2 : v.transform === "standard" ? 1 : 0
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u[25] = v.transform === "aether-gazer" ? 3 : v.transform === "agx" ? 2 : v.transform === "standard" ? 1 : 0
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u[26] = this.canvas.width
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u[27] = this.canvas.height
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// ── Grade (viewU[7..9]) ── The UI's three tonal COLORS map to ASC CDL here,
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{ binding: PARTICLE_LIGHT_BINDING, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "uniform" as const } },
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{ binding: PARTICLE_LIGHT_BINDING + 1, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "uniform" as const } },
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{ binding: PARTICLE_LIGHT_BINDING + 2, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "depth" as const } },
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{ binding: PARTICLE_LIGHT_BINDING + 3, visibility: GPUShaderStage.FRAGMENT,
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{ binding: PARTICLE_LIGHT_BINDING + 4, visibility: GPUShaderStage.FRAGMENT, sampler: { type: "comparison" as const } },
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{ binding: PARTICLE_LIGHT_BINDING + 3, visibility: GPUShaderStage.FRAGMENT, sampler: { type: "comparison" as const } },
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]
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: []),
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// The live count's arguments, for the COUNT kernel's layout alone. The
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{ binding: PARTICLE_LIGHT_BINDING, resource: { buffer: this.lightUniformBuffer } },
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{ binding: PARTICLE_LIGHT_BINDING + 1, resource: { buffer: this.shadowLightVPBuffer } },
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{ binding: PARTICLE_LIGHT_BINDING + 2, resource: this.
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{ binding: PARTICLE_LIGHT_BINDING + 3, resource: this.
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{ binding: PARTICLE_LIGHT_BINDING + 4, resource: this.shadowComparisonSampler },
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{ binding: PARTICLE_LIGHT_BINDING + 2, resource: this.shadowAtlasView },
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{ binding: PARTICLE_LIGHT_BINDING + 3, resource: this.shadowComparisonSampler },
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: []),
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...(withIndirect && indirect ? [{ binding: PARTICLE_INDIRECT_BINDING, resource: { buffer: indirect } }] : []),
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[1, 1],
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this.noFillBuffer = this.device.createBuffer({
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label: "model light (none)",
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})
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// Generic shared-toon ramp: lit white down to a soft cool shadow tone with
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// a tight terminator around the midpoint, approximating MMD's toon ramps.
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const TOON_H = 64
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// The positional lights. Always bound, empty or not, so every material
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// pipeline shares one layout whether or not the scene has any.
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{ binding: 6, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "read-only-storage" } },
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// The
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// The world's sky (8) and the BRDF LUT (9). The sky is always bound —
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// the 1x1 fallback when the scene has none — so every material
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// pipeline keeps sharing one layout. (7 was the far cascade's map,
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// which the atlas at 3 replaces.)
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{ binding: 8, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float" } },
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{ binding: 9, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float" } },
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// The cast's shadow on a stage — setStageCastShadow.
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magFilter: "linear",
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minFilter: "linear",
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// One
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//
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this.
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this.shadowMapDepthViews = this.shadowMapTextures.map((t) => t.createView())
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|
+
// One atlas, a tile per cascade — the layout the game's pipeline uses, and
|
|
8081
|
+
// one binding for every reader.
|
|
8082
|
+
this.shadowAtlasTexture = this.device.createTexture({
|
|
8083
|
+
label: "sun shadow atlas",
|
|
8084
|
+
size: [SHADOW_ATLAS_SIZE, SHADOW_ATLAS_SIZE],
|
|
8085
|
+
format: Engine.SHADOW_DEPTH_FORMAT,
|
|
8086
|
+
usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,
|
|
8087
|
+
})
|
|
8088
|
+
this.shadowAtlasView = this.shadowAtlasTexture.createView()
|
|
8045
8089
|
// The cast's shadow on a stage (setStageCastShadow): one map, only the cast
|
|
8046
8090
|
// in it, from the stage's own direction. Always allocated so every material
|
|
8047
8091
|
// bind group and every instance's shadow bind group stays one shape; drawn
|
|
@@ -8141,7 +8185,6 @@ export class Engine {
|
|
|
8141
8185
|
// Same lights the materials read. A lamp that lit the cast and not the
|
|
8142
8186
|
// floor under her would read as a sticker.
|
|
8143
8187
|
{ binding: 6, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "read-only-storage" } },
|
|
8144
|
-
{ binding: 7, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "depth" } },
|
|
8145
8188
|
// The floor mirror: the mirror camera's view-projection, the reflection
|
|
8146
8189
|
// resolve, an ordinary sampler beside the comparison one, and the
|
|
8147
8190
|
// mirror pass's own depth for the depth-proportional blur.
|
|
@@ -10347,7 +10390,7 @@ export class Engine {
|
|
|
10347
10390
|
if (
|
|
10348
10391
|
!this.device ||
|
|
10349
10392
|
!this.mainPerFrameBindGroupLayout ||
|
|
10350
|
-
!this.
|
|
10393
|
+
!this.shadowAtlasView ||
|
|
10351
10394
|
!this.cameraUniformBuffer ||
|
|
10352
10395
|
!this.mirrorCameraBuffer ||
|
|
10353
10396
|
!this.lightUniformBuffer ||
|
|
@@ -10373,11 +10416,10 @@ export class Engine {
|
|
|
10373
10416
|
{ binding: 0, resource: { buffer: this.cameraUniformBuffer } },
|
|
10374
10417
|
{ binding: 1, resource: { buffer: this.lightUniformBuffer } },
|
|
10375
10418
|
{ binding: 2, resource: this.materialSampler },
|
|
10376
|
-
{ binding: 3, resource: this.
|
|
10419
|
+
{ binding: 3, resource: this.shadowAtlasView },
|
|
10377
10420
|
{ binding: 4, resource: this.shadowComparisonSampler },
|
|
10378
10421
|
{ binding: 5, resource: { buffer: this.shadowLightVPBuffer } },
|
|
10379
10422
|
{ binding: 6, resource: { buffer: this.lightsBuffer } },
|
|
10380
|
-
{ binding: 7, resource: this.shadowMapDepthViews[SHADOW_CASCADES.length - 1] },
|
|
10381
10423
|
{ binding: 8, resource: env },
|
|
10382
10424
|
{ binding: 9, resource: this.brdfLutView },
|
|
10383
10425
|
{ binding: 10, resource: this.castShadowView },
|
|
@@ -10390,11 +10432,10 @@ export class Engine {
|
|
|
10390
10432
|
{ binding: 0, resource: { buffer: this.mirrorCameraBuffer } },
|
|
10391
10433
|
{ binding: 1, resource: { buffer: this.lightUniformBuffer } },
|
|
10392
10434
|
{ binding: 2, resource: this.materialSampler },
|
|
10393
|
-
{ binding: 3, resource: this.
|
|
10435
|
+
{ binding: 3, resource: this.shadowAtlasView },
|
|
10394
10436
|
{ binding: 4, resource: this.shadowComparisonSampler },
|
|
10395
10437
|
{ binding: 5, resource: { buffer: this.shadowLightVPBuffer } },
|
|
10396
10438
|
{ binding: 6, resource: { buffer: this.lightsBuffer } },
|
|
10397
|
-
{ binding: 7, resource: this.shadowMapDepthViews[SHADOW_CASCADES.length - 1] },
|
|
10398
10439
|
{ binding: 8, resource: env },
|
|
10399
10440
|
{ binding: 9, resource: this.brdfLutView },
|
|
10400
10441
|
{ binding: 10, resource: this.castShadowView },
|
|
@@ -10460,6 +10501,7 @@ export class Engine {
|
|
|
10460
10501
|
this.lightData[base + 5] = this.sun.color.y
|
|
10461
10502
|
this.lightData[base + 6] = this.sun.color.z
|
|
10462
10503
|
this.lightData[base + 7] = this.sun.strength
|
|
10504
|
+
this.lightDataWords[DIR_LAYERS_AT + index] = this.sunLayers
|
|
10463
10505
|
if (index >= this.lightCount) this.lightCount = index + 1
|
|
10464
10506
|
this.updateLightBuffer()
|
|
10465
10507
|
}
|
|
@@ -10594,6 +10636,7 @@ export class Engine {
|
|
|
10594
10636
|
if (options.color) this.sun.color = options.color
|
|
10595
10637
|
if (options.strength !== undefined) this.sun.strength = options.strength
|
|
10596
10638
|
if (options.shadow !== undefined) this.sunShadow = Math.min(Math.max(options.shadow, 0), 1)
|
|
10639
|
+
if (options.layers !== undefined) this.sunLayers = options.layers >>> 0
|
|
10597
10640
|
if (options.direction) {
|
|
10598
10641
|
this.sun.direction = options.direction
|
|
10599
10642
|
this.shadowLightVPDirty = true
|
|
@@ -10728,7 +10771,23 @@ export class Engine {
|
|
|
10728
10771
|
* literal typed into a console. Vec3 satisfies it either way. */
|
|
10729
10772
|
lights: SceneLight[] | null,
|
|
10730
10773
|
): void {
|
|
10731
|
-
|
|
10774
|
+
// The directional ones go to the light uniform's slots beside the sun's —
|
|
10775
|
+
// three of them, in order; the rest are records the grid indexes.
|
|
10776
|
+
const directional = (lights ?? []).filter((l) => l.kind === "directional")
|
|
10777
|
+
for (let k = 1; k < 4; k++) {
|
|
10778
|
+
const l = directional[k - 1]
|
|
10779
|
+
const base = 4 + k * 8
|
|
10780
|
+
const a = l?.aim
|
|
10781
|
+
const len = a ? Math.hypot(a.x, a.y, a.z) : 0
|
|
10782
|
+
const i = l ? Math.max(l.intensity ?? 1, 0) : 0
|
|
10783
|
+
this.lightData.set(
|
|
10784
|
+
l && len > 0 ? [a!.x / len, a!.y / len, a!.z / len, 0, l.color.x * i, l.color.y * i, l.color.z * i, 1] : [0, 0, -1, 0, 0, 0, 0, 0],
|
|
10785
|
+
base,
|
|
10786
|
+
)
|
|
10787
|
+
this.lightDataWords[DIR_LAYERS_AT + k] = l && len > 0 ? (l.layers ?? ALL_LAYERS) >>> 0 : 0
|
|
10788
|
+
}
|
|
10789
|
+
this.updateLightBuffer()
|
|
10790
|
+
const list = (lights ?? []).filter((l) => l.kind !== "directional").slice(0, MAX_LIGHTS)
|
|
10732
10791
|
this.docLightCount = list.length
|
|
10733
10792
|
// RECORDS only — the header belongs to allocateLightSlots, the one writer.
|
|
10734
10793
|
// This used to zero-and-upload the header region too, which left two CPU
|
|
@@ -10757,7 +10816,7 @@ export class Engine {
|
|
|
10757
10816
|
// vector cannot be normalised, and a cone around nothing would light
|
|
10758
10817
|
// nothing at all — a light that vanishes because its aim was left at the
|
|
10759
10818
|
// default is worse than one that shines everywhere.
|
|
10760
|
-
const len = l.aim ? Math.hypot(l.aim.x, l.aim.y, l.aim.z) : 0
|
|
10819
|
+
const len = l.aim && l.kind !== "point" ? Math.hypot(l.aim.x, l.aim.y, l.aim.z) : 0
|
|
10761
10820
|
this.lightsData[b + 7] = len > 0 ? 1 : 0
|
|
10762
10821
|
this.lightsData[b + 8] = len > 0 ? l.aim!.x / len : 0
|
|
10763
10822
|
this.lightsData[b + 9] = len > 0 ? l.aim!.y / len : 0
|
|
@@ -10769,7 +10828,8 @@ export class Engine {
|
|
|
10769
10828
|
const inner = len > 0 ? Math.cos((Math.min(Math.max(l.innerAngle ?? (l.angle ?? 45) * 0.8, 0), 179) / 2) * (Math.PI / 180)) : -1
|
|
10770
10829
|
this.lightsData[b + 11] = outer
|
|
10771
10830
|
this.lightsData[b + 12] = Math.max(inner, outer)
|
|
10772
|
-
|
|
10831
|
+
// The layers it does NOT reach, as bits — inverted so a zero reaches all.
|
|
10832
|
+
this.lightsWords[b + 13] = ~(l.layers ?? ALL_LAYERS) >>> 0
|
|
10773
10833
|
this.lightsData[b + 14] = 0
|
|
10774
10834
|
this.lightsData[b + 15] = 0
|
|
10775
10835
|
}
|
|
@@ -11252,6 +11312,7 @@ export class Engine {
|
|
|
11252
11312
|
* ground plane must not draw, and the far shadow cascade has nothing to
|
|
11253
11313
|
* cover without one (see the cascade loop). */
|
|
11254
11314
|
hasStage(): boolean {
|
|
11315
|
+
if (this.nativeStage) return true
|
|
11255
11316
|
for (const inst of this.modelInstances.values()) if (inst.isStage) return true
|
|
11256
11317
|
return false
|
|
11257
11318
|
}
|
|
@@ -11281,11 +11342,6 @@ export class Engine {
|
|
|
11281
11342
|
this.groundHidden = !on
|
|
11282
11343
|
}
|
|
11283
11344
|
|
|
11284
|
-
/** Per cascade: does its map currently hold nothing but the cleared far plane?
|
|
11285
|
-
* Set by the cascade loop, which skips a cascade that is unwanted and already
|
|
11286
|
-
* cleared rather than re-clearing it every frame. */
|
|
11287
|
-
private shadowCascadeCleared: boolean[] = []
|
|
11288
|
-
|
|
11289
11345
|
/**
|
|
11290
11346
|
* Moves a model to a new key. Nothing about it is rebuilt — same GPU
|
|
11291
11347
|
* buffers, same style groups, same physics — only which string the rest
|
|
@@ -11307,96 +11363,34 @@ export class Engine {
|
|
|
11307
11363
|
}
|
|
11308
11364
|
|
|
11309
11365
|
/**
|
|
11310
|
-
*
|
|
11311
|
-
*
|
|
11312
|
-
*
|
|
11313
|
-
* After the graph, not in its ambient: an NPR ramp read an ambient fill as
|
|
11314
|
-
* light, so sliding it moved her shadows and flipped whole regions across a
|
|
11315
|
-
* hard step. Added after, it brightens her evenly and every shadow stays put.
|
|
11316
|
-
*
|
|
11317
|
-
* A game lights its stage and its characters apart. Aether Gazer's rooms are
|
|
11318
|
-
* lit by their lamps and a near-black ambient, while its characters take a
|
|
11319
|
-
* flat base light of their own — so a stage whose World is right for the room
|
|
11320
|
-
* leaves a face turned from the lamps in the dark. This is that second light,
|
|
11321
|
-
* for the models the host counts as cast.
|
|
11322
|
-
*/
|
|
11323
|
-
setModelFill(name: string, fill: Vec3 | null): boolean {
|
|
11324
|
-
return this.writeModelLight(name, 0, fill)
|
|
11325
|
-
}
|
|
11326
|
-
|
|
11327
|
-
/**
|
|
11328
|
-
* A model's own sun: the colour and strength the scene's sun has FOR THIS
|
|
11329
|
-
* MODEL, in place of the scene's. Null gives it the scene's sun back.
|
|
11330
|
-
*
|
|
11331
|
-
* The other half of lighting a stage and its cast apart. A game's stage is
|
|
11332
|
-
* lit by its own daylight — Aether Gazer's kitchen at twenty times white —
|
|
11333
|
-
* while its characters take a key light of their own that the stage never
|
|
11334
|
-
* states. So a stage carries the sun it was lit by, and the scene's sun
|
|
11335
|
-
* stays the cast's. Direction and shadow are still the scene's: one sun
|
|
11336
|
-
* casts, and it casts the same way on both.
|
|
11337
|
-
*/
|
|
11338
|
-
setModelSun(name: string, sun: Vec3 | null): boolean {
|
|
11339
|
-
return this.writeModelLight(name, 4, sun)
|
|
11340
|
-
}
|
|
11341
|
-
|
|
11342
|
-
/**
|
|
11343
|
-
* Light one model by the sky's AVERAGE rather than its shape: the world's
|
|
11344
|
-
* colour and brightness from every direction alike. False gives it the
|
|
11345
|
-
* directional sky back.
|
|
11366
|
+
* One model's own ambient: the irradiance arriving at it, as the 27 floats of
|
|
11367
|
+
* folded SH setWorldAmbient takes (ibl.ts), in place of the world's. Null
|
|
11368
|
+
* gives it the world's again.
|
|
11346
11369
|
*
|
|
11347
|
-
*
|
|
11348
|
-
*
|
|
11349
|
-
*
|
|
11350
|
-
* Gazer gives its characters one flat base light instead. World strength and
|
|
11351
|
-
* colour still reach her; only the shape is gone. A flat World is its own
|
|
11352
|
-
* average, so without an HDRI this changes nothing.
|
|
11370
|
+
* The game's pipeline lights every renderer by its own probe sample, and a
|
|
11371
|
+
* character by an ambient of its own; a loader that carries those hands them
|
|
11372
|
+
* in here. Linear radiance, strength included.
|
|
11353
11373
|
*/
|
|
11354
|
-
|
|
11355
|
-
return this.writeModelLight(name, 8, flat ? new Vec3(1, 0, 0) : null)
|
|
11356
|
-
}
|
|
11357
|
-
|
|
11358
|
-
/** One part of a model's light, at `at` (0 the fill, 4 the sun, 8 its
|
|
11359
|
-
* options) in its ModelLight; w says whether that part is set. All unset
|
|
11360
|
-
* releases the buffer and the model takes the shared zero stand-in again. */
|
|
11361
|
-
private writeModelLight(name: string, at: 0 | 4 | 8, value: Vec3 | null): boolean {
|
|
11374
|
+
setModelAmbient(name: string, sh: ArrayLike<number> | null): boolean {
|
|
11362
11375
|
const inst = this.modelInstances.get(name)
|
|
11363
11376
|
if (!inst || !this.device) return false
|
|
11364
|
-
const
|
|
11365
|
-
|
|
11366
|
-
|
|
11367
|
-
|
|
11368
|
-
if (!inst.lightBuffer) return true
|
|
11369
|
-
const retired = inst.lightBuffer
|
|
11370
|
-
inst.lightBuffer = null
|
|
11371
|
-
inst.modelLight = null
|
|
11372
|
-
inst.mainPerInstanceBindGroup = this.perInstanceBindGroup(name, inst.skinMatrixBuffer, null)
|
|
11373
|
-
this.bundlesDirty = true
|
|
11374
|
-
// Retired once the GPU is done with it: an encoded frame may still name it.
|
|
11375
|
-
void this.device.queue.onSubmittedWorkDone().then(() => retired.destroy())
|
|
11376
|
-
return true
|
|
11377
|
-
}
|
|
11378
|
-
inst.modelLight = light
|
|
11379
|
-
if (!inst.lightBuffer) {
|
|
11380
|
-
inst.lightBuffer = this.device.createBuffer({
|
|
11381
|
-
label: `${name}: light`,
|
|
11382
|
-
size: 48,
|
|
11383
|
-
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
|
|
11384
|
-
})
|
|
11385
|
-
inst.mainPerInstanceBindGroup = this.perInstanceBindGroup(name, inst.skinMatrixBuffer, inst.lightBuffer)
|
|
11386
|
-
this.bundlesDirty = true
|
|
11377
|
+
const o = inst.objectLight
|
|
11378
|
+
o[4] = sh && sh.length >= 27 ? 1 : 0
|
|
11379
|
+
for (let i = 0; i < 9; i++) {
|
|
11380
|
+
o.set(sh && sh.length >= 27 ? [sh[i * 3], sh[i * 3 + 1], sh[i * 3 + 2], 0] : [0, 0, 0, 0], 8 + i * 4)
|
|
11387
11381
|
}
|
|
11388
|
-
this.device.queue.writeBuffer(inst.lightBuffer, 0,
|
|
11382
|
+
this.device.queue.writeBuffer(inst.lightBuffer, 0, o)
|
|
11389
11383
|
return true
|
|
11390
11384
|
}
|
|
11391
11385
|
|
|
11392
|
-
/** The per-model group: its skinning matrices and its
|
|
11393
|
-
private perInstanceBindGroup(name: string, skinMatrixBuffer: GPUBuffer, light: GPUBuffer
|
|
11386
|
+
/** The per-model group: its skinning matrices and its ObjectLight. */
|
|
11387
|
+
private perInstanceBindGroup(name: string, skinMatrixBuffer: GPUBuffer, light: GPUBuffer): GPUBindGroup {
|
|
11394
11388
|
return this.device.createBindGroup({
|
|
11395
11389
|
label: `${name}: main per-instance bind group`,
|
|
11396
11390
|
layout: this.mainPerInstanceBindGroupLayout,
|
|
11397
11391
|
entries: [
|
|
11398
11392
|
{ binding: 0, resource: { buffer: skinMatrixBuffer } },
|
|
11399
|
-
{ binding: 1, resource: { buffer: light
|
|
11393
|
+
{ binding: 1, resource: { buffer: light } },
|
|
11400
11394
|
],
|
|
11401
11395
|
})
|
|
11402
11396
|
}
|
|
@@ -13081,8 +13075,10 @@ export class Engine {
|
|
|
13081
13075
|
let changed = force
|
|
13082
13076
|
for (let i = 0; i < this.cullDraws.length; i++) {
|
|
13083
13077
|
const { inst, draw } = this.cullDraws[i]
|
|
13078
|
+
// bit 0: switched off; bit 1: drawn by its native look, not its graph
|
|
13084
13079
|
const v =
|
|
13085
|
-
inst.hiddenMaterials.has(draw.materialName) || inst.morphHiddenMaterials.has(draw.materialName) ? 1 : 0
|
|
13080
|
+
(inst.hiddenMaterials.has(draw.materialName) || inst.morphHiddenMaterials.has(draw.materialName) ? 1 : 0) |
|
|
13081
|
+
(this.nativeLooks?.dresses(inst.name, draw.materialName) ? 2 : 0)
|
|
13086
13082
|
if (out[i] !== v) {
|
|
13087
13083
|
out[i] = v
|
|
13088
13084
|
changed = true
|
|
@@ -13220,6 +13216,12 @@ export class Engine {
|
|
|
13220
13216
|
minZ = Math.min(minZ, data[o + 18] - r); maxZ = Math.max(maxZ, data[o + 18] + r)
|
|
13221
13217
|
}
|
|
13222
13218
|
}
|
|
13219
|
+
if (this.nativeStage) {
|
|
13220
|
+
const nb = this.nativeStage.bounds
|
|
13221
|
+
minX = Math.min(minX, nb.min[0]); maxX = Math.max(maxX, nb.max[0])
|
|
13222
|
+
minY = Math.min(minY, nb.min[1]); maxY = Math.max(maxY, nb.max[1])
|
|
13223
|
+
minZ = Math.min(minZ, nb.min[2]); maxZ = Math.max(maxZ, nb.max[2])
|
|
13224
|
+
}
|
|
13223
13225
|
if (!Number.isFinite(minX)) {
|
|
13224
13226
|
this.shadowSceneBounds = null
|
|
13225
13227
|
return
|
|
@@ -14067,7 +14069,19 @@ export class Engine {
|
|
|
14067
14069
|
}),
|
|
14068
14070
|
)
|
|
14069
14071
|
|
|
14070
|
-
|
|
14072
|
+
// Its ObjectLight: the world's ambient, and the layers its kind draws on —
|
|
14073
|
+
// the cast on the character layer as well as the default one. Words:
|
|
14074
|
+
// layers [0..3], ambient flag [4..7], SH [8..43] — see materials/common.ts.
|
|
14075
|
+
const objectLight = new Float32Array(44)
|
|
14076
|
+
new Uint32Array(objectLight.buffer)[0] =
|
|
14077
|
+
isStage || isPlane || isProp ? RENDERING_LAYER_DEFAULT : (RENDERING_LAYER_DEFAULT | RENDERING_LAYER_CHARACTER) >>> 0
|
|
14078
|
+
const lightBuffer = this.device.createBuffer({
|
|
14079
|
+
label: `${name}: object light`,
|
|
14080
|
+
size: objectLight.byteLength,
|
|
14081
|
+
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
|
|
14082
|
+
})
|
|
14083
|
+
this.device.queue.writeBuffer(lightBuffer, 0, objectLight)
|
|
14084
|
+
const mainPerInstanceBindGroup = this.perInstanceBindGroup(name, skinMatrixBuffer, lightBuffer)
|
|
14071
14085
|
|
|
14072
14086
|
const pickPerInstanceBindGroup = this.device.createBindGroup({
|
|
14073
14087
|
label: `${name}: pick per-instance bind group`,
|
|
@@ -14106,8 +14120,8 @@ export class Engine {
|
|
|
14106
14120
|
shadowDrawCalls: [],
|
|
14107
14121
|
shadowBindGroups,
|
|
14108
14122
|
mainPerInstanceBindGroup,
|
|
14109
|
-
lightBuffer
|
|
14110
|
-
|
|
14123
|
+
lightBuffer,
|
|
14124
|
+
objectLight,
|
|
14111
14125
|
pickPerInstanceBindGroup,
|
|
14112
14126
|
pickDrawCalls: [],
|
|
14113
14127
|
isStage,
|
|
@@ -14378,7 +14392,6 @@ export class Engine {
|
|
|
14378
14392
|
gb[3] = fadeStart
|
|
14379
14393
|
gb[4] = fadeEnd
|
|
14380
14394
|
gb[5] = shadowStrength
|
|
14381
|
-
gb[6] = 1 / SHADOW_CASCADES[0].mapSize
|
|
14382
14395
|
gb[7] = gridSpacing
|
|
14383
14396
|
gb[8] = gridLineWidth
|
|
14384
14397
|
gb[9] = gridLineOpacity
|
|
@@ -14400,19 +14413,6 @@ export class Engine {
|
|
|
14400
14413
|
// Which variant the draw picks. Zero is the sharp shader, which is the one
|
|
14401
14414
|
// that existed before softness did.
|
|
14402
14415
|
this.groundSoft = gb[18] > 0
|
|
14403
|
-
// gb[17] — does the FAR cascade hold anything?
|
|
14404
|
-
//
|
|
14405
|
-
// It holds something only when a stage is loaded; that is what it exists for
|
|
14406
|
-
// and the cascade loop already skips drawing into it otherwise, leaving it
|
|
14407
|
-
// cleared. A cleared depth map compares as "no occluder", so the ground's far
|
|
14408
|
-
// branch is nine comparison taps whose answer is known in advance.
|
|
14409
|
-
//
|
|
14410
|
-
// That branch runs wherever the NEAR cascade does not reach, and the near one
|
|
14411
|
-
// is a 64-unit box around the camera target — so on a floor receding to the
|
|
14412
|
-
// horizon it is most of the visible pixels, on the most expensive
|
|
14413
|
-
// full-coverage draw in the frame. Skipping it is free in the exact sense:
|
|
14414
|
-
// the shader takes vis = 1.0, which is what the taps would have returned.
|
|
14415
|
-
gb[17] = this.hasStage() ? 1 : 0
|
|
14416
14416
|
// gb[20..23] — the caster sphere, refreshed every frame by
|
|
14417
14417
|
// writeGroundCasterSphere. Zero here so a frame that renders before the
|
|
14418
14418
|
// first cull (there is one) reads "nothing casts" and skips the taps, which
|
|
@@ -14477,12 +14477,11 @@ export class Engine {
|
|
|
14477
14477
|
entries: [
|
|
14478
14478
|
{ binding: 0, resource: { buffer: this.cameraUniformBuffer } },
|
|
14479
14479
|
{ binding: 1, resource: { buffer: this.lightUniformBuffer } },
|
|
14480
|
-
{ binding: 2, resource: this.
|
|
14480
|
+
{ binding: 2, resource: this.shadowAtlasView },
|
|
14481
14481
|
{ binding: 3, resource: this.shadowComparisonSampler },
|
|
14482
14482
|
{ binding: 4, resource: { buffer: this.groundShadowMaterialBuffer } },
|
|
14483
14483
|
{ binding: 5, resource: { buffer: this.shadowLightVPBuffer } },
|
|
14484
14484
|
{ binding: 6, resource: { buffer: this.lightsBuffer } },
|
|
14485
|
-
{ binding: 7, resource: this.shadowMapDepthViews[SHADOW_CASCADES.length - 1] },
|
|
14486
14485
|
{ binding: 8, resource: { buffer: this.mirrorVPBuffer } },
|
|
14487
14486
|
// Created in handleResize, which runs during init — before any ground
|
|
14488
14487
|
// can exist to bind it.
|
|
@@ -14500,12 +14499,11 @@ export class Engine {
|
|
|
14500
14499
|
entries: [
|
|
14501
14500
|
{ binding: 0, resource: { buffer: this.mirrorCameraBuffer } },
|
|
14502
14501
|
{ binding: 1, resource: { buffer: this.lightUniformBuffer } },
|
|
14503
|
-
{ binding: 2, resource: this.
|
|
14502
|
+
{ binding: 2, resource: this.shadowAtlasView },
|
|
14504
14503
|
{ binding: 3, resource: this.shadowComparisonSampler },
|
|
14505
14504
|
{ binding: 4, resource: { buffer: this.groundShadowMaterialBuffer } },
|
|
14506
14505
|
{ binding: 5, resource: { buffer: this.shadowLightVPBuffer } },
|
|
14507
14506
|
{ binding: 6, resource: { buffer: this.lightsBuffer } },
|
|
14508
|
-
{ binding: 7, resource: this.shadowMapDepthViews[SHADOW_CASCADES.length - 1] },
|
|
14509
14507
|
{ binding: 8, resource: { buffer: this.mirrorVPBuffer } },
|
|
14510
14508
|
// Stand-ins, not the live mirror textures: this group draws INTO the
|
|
14511
14509
|
// mirror pass, where those are the attachments.
|
|
@@ -16456,52 +16454,51 @@ export class Engine {
|
|
|
16456
16454
|
// the final frame's depth — and the ground, which draws on `hasGround` alone,
|
|
16457
16455
|
// keeps PCF-sampling a character that is no longer in the scene. One clearing
|
|
16458
16456
|
// pass on the transition to empty, then it stops.
|
|
16459
|
-
|
|
16460
|
-
|
|
16461
|
-
|
|
16462
|
-
|
|
16463
|
-
//
|
|
16464
|
-
//
|
|
16465
|
-
//
|
|
16466
|
-
//
|
|
16467
|
-
// So
|
|
16468
|
-
// the
|
|
16469
|
-
//
|
|
16470
|
-
// here rather than a missing one. Load a stage and it comes straight back.
|
|
16471
|
-
//
|
|
16472
|
-
// 0.43 had ONE shadow map. This is half of what the second one costs.
|
|
16457
|
+
// The game's globals before anything native draws: the stage's casters
|
|
16458
|
+
// into the atlas are the first.
|
|
16459
|
+
if (this.nativeStage || this.nativeLooks?.size) this.prepareNativeLooks(encoder)
|
|
16460
|
+
if (hasModels || this.nativeStage || this.shadowMapPopulated) {
|
|
16461
|
+
// The outer cascades are the STAGE's, and each costs a pass over the whole
|
|
16462
|
+
// cast. A scene with no stage has no set piece out there: every caster
|
|
16463
|
+
// sits inside the inner cascade, which follows the camera target, and
|
|
16464
|
+
// the outer tiles' only readers are ground pixels beyond it, where
|
|
16465
|
+
// nothing is casting. So without a stage only the inner tile is drawn;
|
|
16466
|
+
// the others keep the far plane cascade 0's pass cleared the whole atlas
|
|
16467
|
+
// to, which compares as "no occluder" — the correct answer there.
|
|
16473
16468
|
const stage = this.hasStage()
|
|
16474
16469
|
for (let ci = 0; ci < SHADOW_CASCADES.length; ci++) {
|
|
16475
|
-
|
|
16476
|
-
|
|
16477
|
-
// holds the far plane from the pass that cleared it.
|
|
16478
|
-
if (!wanted && this.shadowCascadeCleared[ci]) continue
|
|
16470
|
+
if (ci > 0 && !stage) continue
|
|
16471
|
+
const c = SHADOW_CASCADES[ci]
|
|
16479
16472
|
const sp = encoder.beginRenderPass({
|
|
16480
|
-
// One timestamp pair exists for "shadow"; the
|
|
16473
|
+
// One timestamp pair exists for "shadow"; the inner cascade wears it.
|
|
16481
16474
|
timestampWrites: ci === 0 ? this.stamps("shadow") : undefined,
|
|
16482
16475
|
colorAttachments: [],
|
|
16483
16476
|
depthStencilAttachment: {
|
|
16484
|
-
view: this.
|
|
16477
|
+
view: this.shadowAtlasView,
|
|
16485
16478
|
depthClearValue: 1.0,
|
|
16486
|
-
depthLoadOp: "clear",
|
|
16479
|
+
depthLoadOp: ci === 0 ? "clear" : "load",
|
|
16487
16480
|
depthStoreOp: "store",
|
|
16488
16481
|
},
|
|
16489
16482
|
})
|
|
16483
|
+
// The tile: a bundle draws through the pass's viewport, which it
|
|
16484
|
+
// cannot set itself, so one recording serves whichever tile is live.
|
|
16485
|
+
sp.setViewport(c.origin[0], c.origin[1], c.mapSize, c.mapSize, 0, 1)
|
|
16490
16486
|
// The per-model `visible` test that used to guard this is gone: it is a
|
|
16491
16487
|
// per-frame boolean, and baking it into a bundle would make toggling a
|
|
16492
16488
|
// model re-record. It lives in the cull compute now, which zeroes the
|
|
16493
16489
|
// instance count of an invisible model's draws.
|
|
16494
|
-
if (
|
|
16490
|
+
if (this.shadowBundles[ci]) sp.executeBundles([this.shadowBundles[ci]])
|
|
16495
16491
|
// The mirror throws shade like anything else standing on the floor.
|
|
16496
16492
|
// Direct rather than in the bundle: the bundles are recorded on scene
|
|
16497
16493
|
// STRUCTURE, and a mirror comes and goes with an effect's weight.
|
|
16498
|
-
if (
|
|
16494
|
+
if (this.mirrorSurface && this.mirrorShadowPipeline) {
|
|
16499
16495
|
sp.setPipeline(this.mirrorShadowPipeline)
|
|
16500
16496
|
sp.setBindGroup(0, this.mirrorShadowBindGroups[ci])
|
|
16501
16497
|
sp.draw(6)
|
|
16502
16498
|
}
|
|
16499
|
+
if (this.nativeStage && this.nativeShadowHost)
|
|
16500
|
+
this.nativeStage.drawShadow(sp, this.nativeShadowHost, this.nativeGlobals, ci, this.shadowLightVPMatrix.subarray(ci * 16, ci * 16 + 16), 8)
|
|
16503
16501
|
sp.end()
|
|
16504
|
-
this.shadowCascadeCleared[ci] = !wanted
|
|
16505
16502
|
}
|
|
16506
16503
|
// The cast's shadow on a stage: drawn while a stage asks for it and has a
|
|
16507
16504
|
// cast to shade it with; cleared once when it stops, then left alone.
|
|
@@ -16515,7 +16512,7 @@ export class Engine {
|
|
|
16515
16512
|
cp.end()
|
|
16516
16513
|
this.castShadowCleared = !castOn
|
|
16517
16514
|
}
|
|
16518
|
-
this.shadowMapPopulated = hasModels
|
|
16515
|
+
this.shadowMapPopulated = hasModels || !!this.nativeStage
|
|
16519
16516
|
}
|
|
16520
16517
|
|
|
16521
16518
|
// Before the particles and before the field pass: both may read the grid,
|
|
@@ -16561,6 +16558,17 @@ export class Engine {
|
|
|
16561
16558
|
// is FALSE for the cleared buffer — every such fragment silently rejected.
|
|
16562
16559
|
// One redundant word against a whole class of invisible failure.
|
|
16563
16560
|
pass.setStencilReference(Engine.STENCIL_EYE_VALUE)
|
|
16561
|
+
// The models dressed in the game's materials, and the game's character
|
|
16562
|
+
// passes after them (unity/looks.ts). They set their own stencil
|
|
16563
|
+
// references, so the engine's is put back after.
|
|
16564
|
+
if (this.nativeLooks?.size) {
|
|
16565
|
+
this.nativeLooks.drawOpaque(pass)
|
|
16566
|
+
pass.setStencilReference(Engine.STENCIL_EYE_VALUE)
|
|
16567
|
+
}
|
|
16568
|
+
if (this.nativeStage && this.nativeHost) {
|
|
16569
|
+
this.nativeStage.drawOpaque(pass, this.nativeHost, this.nativeGlobals, this.nativeFrameTextures(), this.eyeArray())
|
|
16570
|
+
pass.setStencilReference(Engine.STENCIL_EYE_VALUE)
|
|
16571
|
+
}
|
|
16564
16572
|
if (this.hasGround) this.renderGround(pass)
|
|
16565
16573
|
// After the ground for the same early-z reason, and before the transparent
|
|
16566
16574
|
// phase so sheer fabric blends over the glass rather than being depth
|
|
@@ -16592,6 +16600,14 @@ export class Engine {
|
|
|
16592
16600
|
// which was never this renderer's bottleneck.
|
|
16593
16601
|
const camView = this.sceneView("camera")
|
|
16594
16602
|
this.forEachInstance((inst) => this.renderModelTransparentPhase(pass, inst, camView))
|
|
16603
|
+
if (this.nativeStage && this.nativeHost) {
|
|
16604
|
+
this.nativeStage.drawTransparent(pass, this.nativeHost, this.nativeGlobals, this.nativeFrameTextures(), this.eyeArray())
|
|
16605
|
+
pass.setStencilReference(Engine.STENCIL_EYE_VALUE)
|
|
16606
|
+
}
|
|
16607
|
+
if (this.nativeLooks?.size) {
|
|
16608
|
+
this.nativeLooks.drawTransparent(pass)
|
|
16609
|
+
pass.setStencilReference(Engine.STENCIL_EYE_VALUE)
|
|
16610
|
+
}
|
|
16595
16611
|
// Last in the pass: depth-tested against everything drawn above, so a
|
|
16596
16612
|
// particle behind the character is simply hidden, and still inside the HDR
|
|
16597
16613
|
// target so an `#bloom` effect reaches the pyramid below.
|
|
@@ -17126,11 +17142,44 @@ export class Engine {
|
|
|
17126
17142
|
|
|
17127
17143
|
// Compile a group's graph → WGSL → pipeline(s), install keyed by group id. Reuses the
|
|
17128
17144
|
// install (pipeline + uniform buffer) when the graph/integration is byte-unchanged.
|
|
17145
|
+
/** A graph's own images (ShaderGraph.images), fetched and decoded once per URL. */
|
|
17146
|
+
private graphImageCache = new Map<string, Promise<ImageBitmap | null>>()
|
|
17147
|
+
|
|
17148
|
+
private graphImage(url: string): Promise<ImageBitmap | null> {
|
|
17149
|
+
let p = this.graphImageCache.get(url)
|
|
17150
|
+
if (!p) {
|
|
17151
|
+
p = fetch(url)
|
|
17152
|
+
.then((r) => (r.ok ? r.blob() : Promise.reject(new Error(`${r.status} ${url}`))))
|
|
17153
|
+
.then((b) => createImageBitmap(b, { colorSpaceConversion: "none", premultiplyAlpha: "none" }))
|
|
17154
|
+
.catch((e) => {
|
|
17155
|
+
console.warn(`[style] graph image: ${(e as Error).message}`)
|
|
17156
|
+
return null
|
|
17157
|
+
})
|
|
17158
|
+
this.graphImageCache.set(url, p)
|
|
17159
|
+
}
|
|
17160
|
+
return p
|
|
17161
|
+
}
|
|
17162
|
+
|
|
17163
|
+
/** The group with its graph's images, where the group brings none of its own. */
|
|
17164
|
+
private async withGraphImages(group: StyleGroup): Promise<StyleGroup> {
|
|
17165
|
+
const wanted = group.graph.images
|
|
17166
|
+
if (!wanted?.length || group.images?.length) return group
|
|
17167
|
+
const images = await Promise.all(
|
|
17168
|
+
wanted.slice(0, 4).map(async (w) => {
|
|
17169
|
+
if (!w) return null
|
|
17170
|
+
const source = await this.graphImage(w.url)
|
|
17171
|
+
return source ? { source, srgb: w.srgb ?? false } : null
|
|
17172
|
+
}),
|
|
17173
|
+
)
|
|
17174
|
+
return { ...group, images }
|
|
17175
|
+
}
|
|
17176
|
+
|
|
17129
17177
|
private async compileAndInstallGroup(
|
|
17130
17178
|
inst: ModelInstance,
|
|
17131
|
-
|
|
17179
|
+
groupIn: StyleGroup,
|
|
17132
17180
|
opts?: CompileOptions,
|
|
17133
17181
|
): Promise<ApplyStyleGroupResult> {
|
|
17182
|
+
const group = await this.withGraphImages(groupIn)
|
|
17134
17183
|
const renderClass = group.renderClass ?? "auto"
|
|
17135
17184
|
const alphaMode = group.alphaMode ?? "opaque"
|
|
17136
17185
|
// THE MAPS ARE PART OF THE SIGNATURE, because a matching one skips the
|
|
@@ -18284,6 +18333,257 @@ export class Engine {
|
|
|
18284
18333
|
cd[anchorBase + 11] = count
|
|
18285
18334
|
}
|
|
18286
18335
|
|
|
18336
|
+
/**
|
|
18337
|
+
* Dress a model in the game's own materials — a look exported with ag-rip
|
|
18338
|
+
* (translated shaders, their images, per-material passes and values, and a
|
|
18339
|
+
* character rig) — or take it off with null. The materials it names are
|
|
18340
|
+
* drawn by the game's shaders from then on; the rest keep their graphs, and
|
|
18341
|
+
* every one still casts its shadow through the engine's pass.
|
|
18342
|
+
*/
|
|
18343
|
+
setModelNativeLook(name: string, look: NativeLook | null): boolean {
|
|
18344
|
+
const inst = this.modelInstances.get(name)
|
|
18345
|
+
if (!inst || !this.device) return false
|
|
18346
|
+
if (!look) {
|
|
18347
|
+
this.nativeLooks?.remove(name)
|
|
18348
|
+
this.writeCullHidden(true)
|
|
18349
|
+
return true
|
|
18350
|
+
}
|
|
18351
|
+
if (!this.nativeLooks) this.nativeLooks = new NativeLooks(this.device, this.ensureNativeHosts())
|
|
18352
|
+
const skeleton = inst.model.getSkeleton()
|
|
18353
|
+
const head = skeleton.bones.findIndex((b) => b.name === "頭")
|
|
18354
|
+
// The head's rest position: a rigid inverse bind [R t] is the bind pose
|
|
18355
|
+
// inverted, so the bind position is −Rᵀt.
|
|
18356
|
+
let headRest: [number, number, number] = [0, 0, 0]
|
|
18357
|
+
if (head >= 0) {
|
|
18358
|
+
const m = skeleton.inverseBindMatrices.subarray(head * 16, head * 16 + 16)
|
|
18359
|
+
headRest = [
|
|
18360
|
+
-(m[0] * m[12] + m[1] * m[13] + m[2] * m[14]),
|
|
18361
|
+
-(m[4] * m[12] + m[5] * m[13] + m[6] * m[14]),
|
|
18362
|
+
-(m[8] * m[12] + m[9] * m[13] + m[10] * m[14]),
|
|
18363
|
+
]
|
|
18364
|
+
}
|
|
18365
|
+
const draws = inst.drawCalls
|
|
18366
|
+
.filter((dc) => dc.baseBindGroupEntries)
|
|
18367
|
+
.map((dc) => ({
|
|
18368
|
+
materialName: dc.materialName,
|
|
18369
|
+
firstIndex: dc.firstIndex,
|
|
18370
|
+
count: dc.count,
|
|
18371
|
+
diffuse: dc.baseBindGroupEntries!.find((e) => e.binding === 0)!.resource as GPUTextureView,
|
|
18372
|
+
}))
|
|
18373
|
+
this.nativeLooks.install(
|
|
18374
|
+
{
|
|
18375
|
+
name,
|
|
18376
|
+
vertices: inst.model.getVertices(),
|
|
18377
|
+
indices: inst.model.getIndices(),
|
|
18378
|
+
vertexBuffer: inst.vertexBuffer,
|
|
18379
|
+
jointsBuffer: inst.jointsBuffer,
|
|
18380
|
+
weightsBuffer: inst.weightsBuffer,
|
|
18381
|
+
skinMatrixBuffer: inst.skinMatrixBuffer,
|
|
18382
|
+
indexBuffer: inst.indexBuffer,
|
|
18383
|
+
draws,
|
|
18384
|
+
hidden: (m) => inst.hiddenMaterials.has(m) || inst.morphHiddenMaterials.has(m),
|
|
18385
|
+
headSkin: () => (head >= 0 ? inst.model.getSkinMatrices().subarray(head * 16, head * 16 + 16) : null),
|
|
18386
|
+
headRest,
|
|
18387
|
+
layers: new Uint32Array(inst.objectLight.buffer)[0],
|
|
18388
|
+
},
|
|
18389
|
+
look,
|
|
18390
|
+
)
|
|
18391
|
+
this.writeCullHidden(true)
|
|
18392
|
+
return true
|
|
18393
|
+
}
|
|
18394
|
+
|
|
18395
|
+
/** The hosts for the game's shaders: the scene pass's and the shadow atlas's,
|
|
18396
|
+
* with the stand-ins an empty slot reads. Built on first use. */
|
|
18397
|
+
private ensureNativeHosts(): NativeHost {
|
|
18398
|
+
if (this.nativeHost) return this.nativeHost
|
|
18399
|
+
const d = this.device
|
|
18400
|
+
const noShadow = d.createTexture({
|
|
18401
|
+
label: "native: no shadow",
|
|
18402
|
+
size: [1, 1],
|
|
18403
|
+
format: "depth32float",
|
|
18404
|
+
usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,
|
|
18405
|
+
})
|
|
18406
|
+
const enc = d.createCommandEncoder()
|
|
18407
|
+
enc
|
|
18408
|
+
.beginRenderPass({
|
|
18409
|
+
colorAttachments: [],
|
|
18410
|
+
depthStencilAttachment: { view: noShadow.createView(), depthClearValue: 1, depthLoadOp: "clear", depthStoreOp: "store" },
|
|
18411
|
+
})
|
|
18412
|
+
.end()
|
|
18413
|
+
d.queue.submit([enc.finish()])
|
|
18414
|
+
this.nativeNoShadowView = noShadow.createView()
|
|
18415
|
+
const solid = (label: string, rgba: number[], cube = false) => {
|
|
18416
|
+
const t = d.createTexture({
|
|
18417
|
+
label,
|
|
18418
|
+
size: [1, 1, cube ? 6 : 1],
|
|
18419
|
+
format: "rgba8unorm",
|
|
18420
|
+
usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,
|
|
18421
|
+
})
|
|
18422
|
+
for (let l = 0; l < (cube ? 6 : 1); l++) d.queue.writeTexture({ texture: t, origin: [0, 0, l] }, new Uint8Array(rgba), { bytesPerRow: 4 }, [1, 1])
|
|
18423
|
+
return t.createView(cube ? { dimension: "cube" } : undefined)
|
|
18424
|
+
}
|
|
18425
|
+
const white = solid("native: white", [255, 255, 255, 255])
|
|
18426
|
+
const black = solid("native: black", [0, 0, 0, 255])
|
|
18427
|
+
// Unity's stand-ins for an empty slot, by the name a shader declares.
|
|
18428
|
+
this.nativeFallback = {
|
|
18429
|
+
white,
|
|
18430
|
+
black,
|
|
18431
|
+
"": white,
|
|
18432
|
+
grey: solid("native: grey", [128, 128, 128, 255]),
|
|
18433
|
+
gray: solid("native: gray", [128, 128, 128, 255]),
|
|
18434
|
+
bump: solid("native: bump", [128, 128, 255, 255]),
|
|
18435
|
+
red: solid("native: red", [255, 0, 0, 255]),
|
|
18436
|
+
}
|
|
18437
|
+
const fallback = {
|
|
18438
|
+
white,
|
|
18439
|
+
black,
|
|
18440
|
+
blackCube: solid("native: black cube", [0, 0, 0, 255], true),
|
|
18441
|
+
depth: this.nativeNoShadowView,
|
|
18442
|
+
comparison: this.shadowComparisonSampler,
|
|
18443
|
+
}
|
|
18444
|
+
this.nativeHost = new NativeHost(
|
|
18445
|
+
d,
|
|
18446
|
+
{
|
|
18447
|
+
colorFormats: sceneColorFormats(this.sceneFormats),
|
|
18448
|
+
depthFormat: this.depthFormat,
|
|
18449
|
+
sampleCount: Engine.MULTISAMPLE_COUNT,
|
|
18450
|
+
reversedZ: this.reversedZ,
|
|
18451
|
+
},
|
|
18452
|
+
fallback,
|
|
18453
|
+
)
|
|
18454
|
+
this.nativeShadowHost = new NativeHost(d, { colorFormats: [], depthFormat: Engine.SHADOW_DEPTH_FORMAT, sampleCount: 1, reversedZ: false }, fallback)
|
|
18455
|
+
return this.nativeHost
|
|
18456
|
+
}
|
|
18457
|
+
|
|
18458
|
+
/**
|
|
18459
|
+
* Load a game stage as the game draws it - a package ag-rip's
|
|
18460
|
+
* stage_native.py exported (stage.json and the files beside it, read through
|
|
18461
|
+
* `read` by their paths in it) - or remove the one loaded with null. Its
|
|
18462
|
+
* scene settings (fog, tint, ambient, environment) become the game shaders'
|
|
18463
|
+
* for the whole scene; its lights are the caller's to set, as lights.
|
|
18464
|
+
*/
|
|
18465
|
+
async setNativeStage(pkg: NativeStagePackage | null, read?: NativeStageReader, onProgress?: (done: number, total: number) => void): Promise<void> {
|
|
18466
|
+
const old = this.nativeStage
|
|
18467
|
+
this.nativeStage = null
|
|
18468
|
+
if (old) old.destroy([this.nativeHost!, this.nativeShadowHost!])
|
|
18469
|
+
if (!pkg || !read || !this.device) return
|
|
18470
|
+
const scene = this.ensureNativeHosts()
|
|
18471
|
+
this.nativeStage = await NativeStage.load(
|
|
18472
|
+
this.device,
|
|
18473
|
+
pkg,
|
|
18474
|
+
read,
|
|
18475
|
+
{ scene, shadow: this.nativeShadowHost! },
|
|
18476
|
+
{ mipmaps: (t, levels) => this.generateMipmaps(t, levels), fallback: this.nativeFallback },
|
|
18477
|
+
onProgress,
|
|
18478
|
+
)
|
|
18479
|
+
|
|
18480
|
+
}
|
|
18481
|
+
|
|
18482
|
+
/** What went wrong in the game's shaders, and the names nothing supplied. */
|
|
18483
|
+
nativeReport(): { errors: string[]; missing: Record<string, number> } {
|
|
18484
|
+
const errors = [...(this.nativeHost?.errors ?? []), ...(this.nativeShadowHost?.errors ?? [])]
|
|
18485
|
+
const missing: Record<string, number> = {}
|
|
18486
|
+
for (const h of [this.nativeHost, this.nativeShadowHost]) for (const [k, v] of h?.missing ?? []) missing[k] = (missing[k] ?? 0) + v
|
|
18487
|
+
return { errors, missing }
|
|
18488
|
+
}
|
|
18489
|
+
|
|
18490
|
+
private nativeFrameTextures(): Record<string, GPUTextureView | undefined> {
|
|
18491
|
+
return { _MainLightShadowmapTexture: this.shadowAtlasView, sim_CharacterShadowmap: this.nativeNoShadowView ?? undefined }
|
|
18492
|
+
}
|
|
18493
|
+
|
|
18494
|
+
private eyeArray(): [number, number, number] {
|
|
18495
|
+
const e = this.camera.getEyePosition()
|
|
18496
|
+
return [e.x, e.y, e.z]
|
|
18497
|
+
}
|
|
18498
|
+
|
|
18499
|
+
/** Before the scene pass: the dressed models' skinning and the game's globals. */
|
|
18500
|
+
private prepareNativeLooks(encoder: GPUCommandEncoder): void {
|
|
18501
|
+
const looks = this.nativeLooks
|
|
18502
|
+
const view = this.camera.getViewMatrix().values
|
|
18503
|
+
const proj = this.camera.getProjectionMatrix().values
|
|
18504
|
+
const eye = this.camera.getEyePosition()
|
|
18505
|
+
const sun = this.sun
|
|
18506
|
+
const dir = sun.direction.normalize()
|
|
18507
|
+
const k = sun.strength
|
|
18508
|
+
// The document's lamps as their records store them.
|
|
18509
|
+
const lights = []
|
|
18510
|
+
for (let i = 0; i < this.docLightCount; i++) {
|
|
18511
|
+
const b = LIGHT_HEADER + i * LIGHT_STRIDE
|
|
18512
|
+
const d = this.lightsData
|
|
18513
|
+
lights.push({
|
|
18514
|
+
position: [d[b], d[b + 1], d[b + 2]] as [number, number, number],
|
|
18515
|
+
radius: d[b + 3],
|
|
18516
|
+
color: [d[b + 4], d[b + 5], d[b + 6]] as [number, number, number],
|
|
18517
|
+
aim: [d[b + 8], d[b + 9], d[b + 10]] as [number, number, number],
|
|
18518
|
+
cosOuter: d[b + 11],
|
|
18519
|
+
cosInner: d[b + 12],
|
|
18520
|
+
layers: ~this.lightsWords[b + 13] >>> 0,
|
|
18521
|
+
})
|
|
18522
|
+
}
|
|
18523
|
+
// A game stage brings its own lights: the game's shaders get exactly those
|
|
18524
|
+
// (its sun, its lamps, all layers), whatever the scene's lamps are.
|
|
18525
|
+
const stage = this.nativeStage
|
|
18526
|
+
let sunDirection: [number, number, number] = [dir.x, dir.y, dir.z]
|
|
18527
|
+
let sunColor: [number, number, number] = [sun.color.x * k, sun.color.y * k, sun.color.z * k]
|
|
18528
|
+
let sunShadow = this.sunShadow
|
|
18529
|
+
if (stage) {
|
|
18530
|
+
// Its lamps are the stage's own; its key is the scene's sun, which the
|
|
18531
|
+
// host sets from the stage (and a person may then move).
|
|
18532
|
+
const L = stage.pkg.lights
|
|
18533
|
+
const sc = stage.pkg.scale
|
|
18534
|
+
lights.length = 0
|
|
18535
|
+
for (const l of L.additional) {
|
|
18536
|
+
lights.push({
|
|
18537
|
+
position: [-l.position[0] * sc, l.position[1] * sc, -l.position[2] * sc] as [number, number, number],
|
|
18538
|
+
radius: l.range * sc,
|
|
18539
|
+
color: [l.color[0] * sc * sc, l.color[1] * sc * sc, l.color[2] * sc * sc] as [number, number, number],
|
|
18540
|
+
aim: (l.aim ? gameDir(l.aim) : [0, 0, 0]) as [number, number, number],
|
|
18541
|
+
cosOuter: l.cosOuter ?? -1,
|
|
18542
|
+
cosInner: l.cosInner ?? -1,
|
|
18543
|
+
layers: 0xffffffff,
|
|
18544
|
+
unity: l.unity,
|
|
18545
|
+
})
|
|
18546
|
+
}
|
|
18547
|
+
}
|
|
18548
|
+
const s = this.world.strength
|
|
18549
|
+
const sh = this.worldAmbientSH ?? this.worldSH ?? this.worldGradientSH
|
|
18550
|
+
const g = unityFrameGlobals({
|
|
18551
|
+
scale: 8,
|
|
18552
|
+
view,
|
|
18553
|
+
proj,
|
|
18554
|
+
eye: [eye.x, eye.y, eye.z],
|
|
18555
|
+
near: this.camera.near,
|
|
18556
|
+
far: this.camera.far,
|
|
18557
|
+
width: this.canvas.width,
|
|
18558
|
+
height: this.canvas.height,
|
|
18559
|
+
time: this.sceneClock,
|
|
18560
|
+
dt: 1 / 60,
|
|
18561
|
+
sunDirection,
|
|
18562
|
+
sunColor,
|
|
18563
|
+
sunShadow,
|
|
18564
|
+
lights,
|
|
18565
|
+
ambientSH: sh ? Array.from(sh, (v) => v * s) : null,
|
|
18566
|
+
ambientFlat: [this.world.color.x * s, this.world.color.y * s, this.world.color.z * s],
|
|
18567
|
+
shadow: {
|
|
18568
|
+
viewProj: SHADOW_CASCADES.map((_, i) => this.shadowLightVPMatrix.subarray(i * 16, i * 16 + 16)),
|
|
18569
|
+
tiles: SHADOW_CASCADES.map((c) => [c.origin[0], c.origin[1]] as [number, number]),
|
|
18570
|
+
tileSize: SHADOW_CASCADES[0].mapSize,
|
|
18571
|
+
atlasSize: SHADOW_ATLAS_SIZE,
|
|
18572
|
+
spheres: cascadeSpheres(this.shadowView, this.shadowSceneBounds).map((p) => ({
|
|
18573
|
+
center: [p.center.x, p.center.y, p.center.z] as [number, number, number],
|
|
18574
|
+
radius: p.radius,
|
|
18575
|
+
})),
|
|
18576
|
+
},
|
|
18577
|
+
settings: this.nativeStage?.pkg.settings ?? null,
|
|
18578
|
+
})
|
|
18579
|
+
g.sim_TowardMatrix = towardMatrix(gameDir([view[2], view[6], view[10]]))
|
|
18580
|
+
g._OutlineMaxOffsetMultiplier = outlineMaxOffsetMultiplier(this.canvas.width)
|
|
18581
|
+
this.nativeGlobals = stableGlobals(this.nativeGlobals, g)
|
|
18582
|
+
this.nativeHost?.beginFrame()
|
|
18583
|
+
this.nativeShadowHost?.beginFrame()
|
|
18584
|
+
looks?.prepare(encoder, this.nativeGlobals, 8, this.nativeFrameTextures())
|
|
18585
|
+
}
|
|
18586
|
+
|
|
18287
18587
|
private updateSkinMatrices() {
|
|
18288
18588
|
this.forEachInstance((inst) => {
|
|
18289
18589
|
// Only a pose pass can change these, and an idle stage did not run one —
|
|
@@ -18360,3 +18660,30 @@ export class Engine {
|
|
|
18360
18660
|
this.stats.cpuRenderMs = Math.round(this.cpuRenderMs * 100) / 100
|
|
18361
18661
|
}
|
|
18362
18662
|
}
|
|
18663
|
+
|
|
18664
|
+
/**
|
|
18665
|
+
* This frame's Unity globals, keeping last frame's object for every value that
|
|
18666
|
+
* did not change: the native host refills a uniform member only when its value
|
|
18667
|
+
* object is new, so a light table or an SH that holds still costs nothing.
|
|
18668
|
+
*/
|
|
18669
|
+
function stableGlobals(prev: Record<string, NativeValue>, next: Record<string, NativeValue>): Record<string, NativeValue> {
|
|
18670
|
+
for (const k in next) {
|
|
18671
|
+
const a = prev[k]
|
|
18672
|
+
if (a !== undefined && sameValue(a, next[k])) next[k] = a
|
|
18673
|
+
}
|
|
18674
|
+
return next
|
|
18675
|
+
}
|
|
18676
|
+
|
|
18677
|
+
function sameValue(a: NativeValue, b: NativeValue): boolean {
|
|
18678
|
+
if (typeof a === "number" || typeof b === "number") return a === b
|
|
18679
|
+
if (a.length !== b.length) return false
|
|
18680
|
+
if (a instanceof Uint32Array !== b instanceof Uint32Array) return false
|
|
18681
|
+
for (let i = 0; i < a.length; i++) {
|
|
18682
|
+
const x = a[i] as number | ArrayLike<number>
|
|
18683
|
+
const y = b[i] as number | ArrayLike<number>
|
|
18684
|
+
if (typeof x === "number" || typeof y === "number") {
|
|
18685
|
+
if (x !== y) return false
|
|
18686
|
+
} else if (!sameValue(x, y)) return false
|
|
18687
|
+
}
|
|
18688
|
+
return true
|
|
18689
|
+
}
|