reze-engine 0.68.0 → 0.68.2
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/README.md +1 -1
- package/dist/_dbg-loader.mjs +1100 -0
- package/dist/engine.d.ts +114 -0
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +220 -4
- package/dist/index.d.ts +3 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +2 -0
- package/dist/shaders/passes/aov.d.ts +37 -0
- package/dist/shaders/passes/aov.d.ts.map +1 -0
- package/dist/shaders/passes/aov.js +180 -0
- package/package.json +1 -1
- package/src/engine.ts +259 -6
- package/src/index.ts +4 -0
- package/src/shaders/passes/aov.ts +187 -0
- package/dist/graph/presets/pool_floor.d.ts +0 -3
- package/dist/graph/presets/pool_floor.d.ts.map +0 -1
- package/dist/graph/presets/pool_floor.js +0 -42
- package/dist/graph/presets/water.d.ts +0 -3
- package/dist/graph/presets/water.d.ts.map +0 -1
- package/dist/graph/presets/water.js +0 -31
- package/dist/physics/autofit.d.ts +0 -147
- package/dist/physics/autofit.d.ts.map +0 -1
- package/dist/physics/autofit.js +0 -501
- package/dist/shaders/agx-lut.d.ts +0 -11
- package/dist/shaders/agx-lut.d.ts.map +0 -1
- package/dist/shaders/agx-lut.js +0 -29
- package/dist/shaders/dfg_lut.d.ts +0 -3
- package/dist/shaders/dfg_lut.d.ts.map +0 -1
- package/dist/shaders/dfg_lut.js +0 -129
- package/dist/shaders/ltc_mag_lut.d.ts +0 -3
- package/dist/shaders/ltc_mag_lut.d.ts.map +0 -1
- package/dist/shaders/ltc_mag_lut.js +0 -1033
- package/dist/shaders/passes/field-blit.d.ts +0 -26
- package/dist/shaders/passes/field-blit.d.ts.map +0 -1
- package/dist/shaders/passes/field-blit.js +0 -65
- package/dist/shaders/passes/ghosts.d.ts +0 -22
- package/dist/shaders/passes/ghosts.d.ts.map +0 -1
- package/dist/shaders/passes/ghosts.js +0 -75
- package/dist/shaders/passes/ground-noise.d.ts +0 -7
- package/dist/shaders/passes/ground-noise.d.ts.map +0 -1
- package/dist/shaders/passes/ground-noise.js +0 -88
- package/dist/shaders/passes/sim.d.ts +0 -34
- package/dist/shaders/passes/sim.d.ts.map +0 -1
- package/dist/shaders/passes/sim.js +0 -169
- package/dist/shaders/score-api.d.ts +0 -10
- package/dist/shaders/score-api.d.ts.map +0 -1
- package/dist/shaders/score-api.js +0 -114
- package/dist/shaders/shadow-api.d.ts +0 -29
- package/dist/shaders/shadow-api.d.ts.map +0 -1
- package/dist/shaders/shadow-api.js +0 -112
package/src/engine.ts
CHANGED
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@@ -27,6 +27,7 @@ import {
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} from "./asset-reader"
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import { SHADOW_DEPTH_SHADER_WGSL } from "./shaders/passes/shadow"
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import { ID_DEBUG_SHADER_WGSL } from "./shaders/passes/id-debug"
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import { AOV_PIXELS_WGSL, AOV_PIXEL_FIELDS, AOV_PIXEL_STRIDE, AOV_PROBE_HEAD, AOV_PROBE_STRIDE, AOV_PROBE_WGSL } from "./shaders/passes/aov"
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import { paramChanged, sampleParamTrack, type ParamKey, type ParamValue } from "./param-track"
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import {
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advanceSim,
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@@ -471,6 +472,38 @@ export type ModelTransform = {
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}
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/** How a model rides another — MMD's 外部親 (outside parent). See setModelParent. */
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/**
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* The frame read back as numbers (Engine.readAovs). `data` holds `stride`
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* floats per texel, row-major from the top-left, named by `fields`; `ids` one
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* word per texel, material id in the low 16 bits and object id in the high
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* (Engine.getIdLegend names them; 0 is nothing). Colour is LINEAR and before
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* `exposure` (stops) is applied.
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*/
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export type SceneAovs = {
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width: number
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height: number
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stride: number
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fields: typeof AOV_PIXEL_FIELDS
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data: Float32Array
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ids: Uint32Array
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exposure: number
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}
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/** The light arriving at one point (Engine.probeLight). Colours are linear
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* light, before the surface's albedo: the sun's is its colour times strength,
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* unshadowed and unfaced — multiply by sunShadow and max(sunFacing, 0). */
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export type LightProbe = {
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sunShadow: number
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sunFacing: number
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sun: [number, number, number]
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ambient: [number, number, number]
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/** Each lamp's light here, in the engine's lamp order. */
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lamps: [number, number, number][]
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/** How many of `lamps` are the document's (setLights, non-directional, in
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* order); the rest an effect emits. */
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documentLamps: number
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}
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export type ModelAttachment = {
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/** Model key of the parent. */
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model: string
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@@ -967,6 +1000,10 @@ interface ModelInstance {
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* change reads as a glitch rather than as a cut.
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*/
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simulateWhileHidden: boolean
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/** The host's per-model switch over the shadow map — see setModelCastShadow.
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* Off drops every draw from the shadow list; on hands it back to the PMX
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* flag on each material. */
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castShadow: boolean
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basePath: string
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assetReader: AssetReader
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gpuBuffers: GPUBuffer[]
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@@ -2275,6 +2312,11 @@ export class Engine {
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private idDebugBindGroupLayout: GPUBindGroupLayout | null = null
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private idDebugBindGroup: GPUBindGroup | null = null
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private idDebug = false
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/** Store ids and depth for readAovs — see setAovCapture. */
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private aovCapture = false
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private aovPixelsPipeline: GPUComputePipeline | null = null
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private aovProbePipeline: GPUComputePipeline | null = null
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private aovSampler: GPUSampler | null = null
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private multisampleMaskTexture!: GPUTexture
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private maskResolveTexture!: GPUTexture
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private maskResolveView!: GPUTextureView
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@@ -3421,6 +3463,189 @@ export class Engine {
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return this.idView !== null
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}
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/**
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* Keep the frame's ids and depth for readAovs.
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*
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* Both are discarded at the end of an ordinary frame (see the store ops in
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* renderFrame); while this is on they are stored, on exactly the terms the
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* id-debug view and a masking effect already get. Turn it on, render the
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* frame to measure, read it, turn it off — the stores cost real bandwidth
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* and nothing else reads them.
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*
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* Returns false when the device has no id attachment, in which case
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* readAovs answers null.
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*/
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setAovCapture(on: boolean): boolean {
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this.aovCapture = on && this.idView !== null
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return this.aovCapture || !on
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}
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/**
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* What drew each id: the model's object id, and its materials' ids in the
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* order the id attachment counts them (materials that produced a draw,
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* 1-based). The floor is GROUND_OBJECT_ID / GROUND_MATERIAL_ID.
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*/
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getIdLegend(): { objectId: number; model: string; materials: { id: number; name: string }[] }[] {
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const out: { objectId: number; model: string; materials: { id: number; name: string }[] }[] = []
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for (const [name, inst] of this.modelInstances) {
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const materials: { id: number; name: string }[] = []
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let id = 0
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for (const mat of inst.model.getMaterials()) {
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if (mat.vertexCount === 0) continue
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materials.push({ id: ++id, name: mat.name })
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}
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out.push({ objectId: inst.objectId, model: name, materials })
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}
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return out
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}
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/**
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* The last frame, as numbers: per texel its linear colour, what drew it, how
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* far it is, and the light arriving there — the sun's shadow and facing, the
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* lamps', the world's. See shaders/passes/aov.ts for what each field is and
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* how the normal is rebuilt.
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*
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* Reads the frame ALREADY RENDERED, at the render size it was rendered at:
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* call it after renderFrame with setAovCapture on, before anything renders
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* again (a capture stops the loop for exactly this). Null when the device
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* has no id attachment or capture was not on.
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*/
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async readAovs(): Promise<SceneAovs | null> {
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if (!this.aovCapture || !this.idView || !this.depthReadView || !this.camera) return null
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const width = this.hdrResolveTexture.width
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const height = this.hdrResolveTexture.height
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const pipeline = this.aovPixelsPipeline ??= this.device.createComputePipeline({
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label: "aov pixels",
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layout: "auto",
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compute: { module: this.device.createShaderModule({ label: "aov pixels", code: AOV_PIXELS_WGSL }), entryPoint: "pixels" },
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})
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const invVP = this.camera.getProjectionMatrix().multiply(this.camera.getViewMatrix()).inverse().values
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const eye = this.camera.getPosition()
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const uniform = new ArrayBuffer(64 + 16 + 16)
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new Float32Array(uniform, 0, 16).set(invVP)
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new Float32Array(uniform, 64, 4).set([eye.x, eye.y, eye.z, 1])
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new Uint32Array(uniform, 80, 4).set([width, height, 0, 0])
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const ubuf = this.device.createBuffer({ label: "aov uniforms", size: uniform.byteLength, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST })
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this.device.queue.writeBuffer(ubuf, 0, uniform)
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3531
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const texels = width * height
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3533
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const fBytes = texels * AOV_PIXEL_STRIDE * 4
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3534
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const idBytes = texels * 4
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3535
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const fBuf = this.device.createBuffer({ label: "aov out", size: fBytes, usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC })
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const idBuf = this.device.createBuffer({ label: "aov ids", size: idBytes, usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC })
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const fRead = this.device.createBuffer({ label: "aov out read", size: fBytes, usage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST })
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const idRead = this.device.createBuffer({ label: "aov ids read", size: idBytes, usage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST })
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3539
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3540
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const bind = this.device.createBindGroup({
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3541
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label: "aov pixels",
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3542
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layout: pipeline.getBindGroupLayout(0),
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3543
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entries: [
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3544
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...this.aovLightEntries(),
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3545
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{ binding: 7, resource: this.idView },
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3546
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{ binding: 8, resource: this.depthReadView },
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3547
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{ binding: 9, resource: this.hdrResolveTexture.createView() },
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{ binding: 10, resource: { buffer: ubuf } },
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{ binding: 11, resource: { buffer: fBuf } },
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{ binding: 12, resource: { buffer: idBuf } },
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3551
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],
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3552
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})
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3553
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const encoder = this.device.createCommandEncoder({ label: "aov pixels" })
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3554
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const pass = encoder.beginComputePass({ label: "aov pixels" })
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3555
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pass.setPipeline(pipeline)
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3556
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pass.setBindGroup(0, bind)
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3557
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pass.dispatchWorkgroups(Math.ceil(width / 8), Math.ceil(height / 8))
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3558
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pass.end()
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3559
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encoder.copyBufferToBuffer(fBuf, 0, fRead, 0, fBytes)
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3560
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encoder.copyBufferToBuffer(idBuf, 0, idRead, 0, idBytes)
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3561
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this.device.queue.submit([encoder.finish()])
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3562
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+
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3563
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try {
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3564
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await Promise.all([fRead.mapAsync(GPUMapMode.READ), idRead.mapAsync(GPUMapMode.READ)])
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3565
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const f = new Float32Array(fRead.getMappedRange().slice(0))
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3566
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const ids = new Uint32Array(idRead.getMappedRange().slice(0))
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3567
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const exposure = this.getViewTransformOptions().exposure ?? 0
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3568
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return { width, height, stride: AOV_PIXEL_STRIDE, fields: AOV_PIXEL_FIELDS, data: f, ids, exposure }
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3569
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} finally {
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3570
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for (const b of [ubuf, fBuf, idBuf, fRead, idRead]) b.destroy()
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3571
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}
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3572
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}
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3573
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/**
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3575
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* The light arriving at points the caller names — a face, a hand, a spot on
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3576
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* the floor — facing the normal given: the sun's shadow, facing and colour,
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3577
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* the world's ambient, and EACH LAMP'S share kept apart, in the order the
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3578
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* engine holds them (the document's lamps first, as setLights got them,
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3579
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* then any an effect emits).
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3580
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*
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3581
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* Reads the shadow atlas and lamp records of the last frame rendered.
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3582
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+
*/
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3583
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async probeLight(points: readonly { position: { x: number; y: number; z: number }; normal: { x: number; y: number; z: number } }[]): Promise<LightProbe[]> {
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3584
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if (points.length === 0) return []
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3585
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const pipeline = this.aovProbePipeline ??= this.device.createComputePipeline({
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3586
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label: "aov probe",
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3587
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layout: "auto",
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3588
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compute: { module: this.device.createShaderModule({ label: "aov probe", code: AOV_PROBE_WGSL }), entryPoint: "probe" },
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+
})
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const data = new Float32Array(points.length * 8)
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points.forEach((pt, i) => data.set([pt.position.x, pt.position.y, pt.position.z, 1, pt.normal.x, pt.normal.y, pt.normal.z, 0], i * 8))
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3592
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const inBuf = this.device.createBuffer({ label: "aov probe points", size: data.byteLength, usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST })
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3593
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this.device.queue.writeBuffer(inBuf, 0, data)
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const outBytes = points.length * AOV_PROBE_STRIDE * 4
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3595
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const outBuf = this.device.createBuffer({ label: "aov probe out", size: outBytes, usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC })
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const readBuf = this.device.createBuffer({ label: "aov probe read", size: outBytes, usage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST })
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3597
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const bind = this.device.createBindGroup({
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label: "aov probe",
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3599
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layout: pipeline.getBindGroupLayout(0),
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entries: [...this.aovLightEntries(), { binding: 7, resource: { buffer: inBuf } }, { binding: 8, resource: { buffer: outBuf } }],
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})
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3602
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const encoder = this.device.createCommandEncoder({ label: "aov probe" })
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3603
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const pass = encoder.beginComputePass({ label: "aov probe" })
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3604
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pass.setPipeline(pipeline)
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3605
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pass.setBindGroup(0, bind)
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3606
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pass.dispatchWorkgroups(points.length)
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3607
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pass.end()
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3608
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encoder.copyBufferToBuffer(outBuf, 0, readBuf, 0, outBytes)
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3609
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this.device.queue.submit([encoder.finish()])
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3610
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try {
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3611
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await readBuf.mapAsync(GPUMapMode.READ)
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3612
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const f = new Float32Array(readBuf.getMappedRange().slice(0))
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3613
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+
return points.map((_, i) => {
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3614
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const o = i * AOV_PROBE_STRIDE
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3615
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+
const count = Math.round(f[o + 8])
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3616
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const lamps: [number, number, number][] = []
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3617
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for (let l = 0; l < count; l++) {
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3618
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const b = o + AOV_PROBE_HEAD + l * 4
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3619
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lamps.push([f[b], f[b + 1], f[b + 2]])
|
|
3620
|
+
}
|
|
3621
|
+
return {
|
|
3622
|
+
sunShadow: f[o],
|
|
3623
|
+
sunFacing: f[o + 1],
|
|
3624
|
+
sun: [f[o + 2], f[o + 3], f[o + 4]],
|
|
3625
|
+
ambient: [f[o + 5], f[o + 6], f[o + 7]],
|
|
3626
|
+
lamps,
|
|
3627
|
+
documentLamps: Math.round(f[o + 9]),
|
|
3628
|
+
}
|
|
3629
|
+
})
|
|
3630
|
+
} finally {
|
|
3631
|
+
for (const b of [inBuf, outBuf, readBuf]) b.destroy()
|
|
3632
|
+
}
|
|
3633
|
+
}
|
|
3634
|
+
|
|
3635
|
+
/** The scene light API and the lamps, as aov.ts's prelude binds them. */
|
|
3636
|
+
private aovLightEntries(): GPUBindGroupEntry[] {
|
|
3637
|
+
this.aovSampler ??= this.device.createSampler({ label: "aov cookie sampler", magFilter: "linear", minFilter: "linear" })
|
|
3638
|
+
return [
|
|
3639
|
+
{ binding: 0, resource: { buffer: this.lightUniformBuffer } },
|
|
3640
|
+
{ binding: 1, resource: { buffer: this.shadowLightVPBuffer } },
|
|
3641
|
+
{ binding: 2, resource: this.shadowAtlasView },
|
|
3642
|
+
{ binding: 3, resource: this.shadowComparisonSampler },
|
|
3643
|
+
{ binding: 4, resource: { buffer: this.lightsBuffer } },
|
|
3644
|
+
{ binding: 5, resource: this.cookieView },
|
|
3645
|
+
{ binding: 6, resource: this.aovSampler },
|
|
3646
|
+
]
|
|
3647
|
+
}
|
|
3648
|
+
|
|
3424
3649
|
/** The pass that draws it, built lazily so a scene that never asks for the
|
|
3425
3650
|
* debug view never compiles it. */
|
|
3426
3651
|
private ensureIdDebugPipeline(): boolean {
|
|
@@ -7094,6 +7319,12 @@ export class Engine {
|
|
|
7094
7319
|
* frame. Nothing recompiles, so this is safe to drive per frame from a
|
|
7095
7320
|
* timeline.
|
|
7096
7321
|
*/
|
|
7322
|
+
/** How many effects are installed — the indices setEffectInfluence and its
|
|
7323
|
+
* siblings address are 0 up to this. */
|
|
7324
|
+
getEffectCount(): number {
|
|
7325
|
+
return this.effects.length
|
|
7326
|
+
}
|
|
7327
|
+
|
|
7097
7328
|
setEffectInfluence(index: number, influence: number): void {
|
|
7098
7329
|
const fx = this.effects[index]
|
|
7099
7330
|
if (!fx) return
|
|
@@ -13482,6 +13713,27 @@ export class Engine {
|
|
|
13482
13713
|
return true
|
|
13483
13714
|
}
|
|
13484
13715
|
|
|
13716
|
+
/**
|
|
13717
|
+
* Whether one model casts a shadow at all.
|
|
13718
|
+
*
|
|
13719
|
+
* Off takes it out of the shadow map, the shadow the cast lays on a stage and
|
|
13720
|
+
* the caster sphere the floor fits its shadow to; it still receives shadows
|
|
13721
|
+
* from everything else. On defers to the PMX author's flag per material, so a
|
|
13722
|
+
* material its author excluded stays excluded.
|
|
13723
|
+
*/
|
|
13724
|
+
setModelCastShadow(modelName: string, on: boolean): boolean {
|
|
13725
|
+
const inst = this.modelInstances.get(modelName)
|
|
13726
|
+
if (!inst) return false
|
|
13727
|
+
if (inst.castShadow === on) return true
|
|
13728
|
+
inst.castShadow = on
|
|
13729
|
+
this.sortDrawCalls(inst)
|
|
13730
|
+
return true
|
|
13731
|
+
}
|
|
13732
|
+
|
|
13733
|
+
getModelCastShadow(modelName: string): boolean {
|
|
13734
|
+
return this.modelInstances.get(modelName)?.castShadow ?? true
|
|
13735
|
+
}
|
|
13736
|
+
|
|
13485
13737
|
getPhysicsFloor(): boolean {
|
|
13486
13738
|
return this.physicsFloor
|
|
13487
13739
|
}
|
|
@@ -13732,7 +13984,7 @@ export class Engine {
|
|
|
13732
13984
|
this.cullMetaF32[f + 4] = b[3]
|
|
13733
13985
|
this.cullMetaF32[f + 5] = b[4]
|
|
13734
13986
|
this.cullMetaF32[f + 6] = b[5]
|
|
13735
|
-
this.cullMetaU32[f + 7] = draw.castsShadow === true ? Engine.CULL_DRAW_CASTS_SHADOW : 0
|
|
13987
|
+
this.cullMetaU32[f + 7] = inst.castShadow && draw.castsShadow === true ? Engine.CULL_DRAW_CASTS_SHADOW : 0
|
|
13736
13988
|
// Everything but instanceCount is structural, so the compute never writes
|
|
13737
13989
|
// it — one fewer store per draw per frame, and the args stay readable in a
|
|
13738
13990
|
// capture as "this is the draw, that is whether it survived".
|
|
@@ -14889,6 +15141,7 @@ export class Engine {
|
|
|
14889
15141
|
name,
|
|
14890
15142
|
model,
|
|
14891
15143
|
simulateWhileHidden: false,
|
|
15144
|
+
castShadow: true,
|
|
14892
15145
|
basePath,
|
|
14893
15146
|
assetReader,
|
|
14894
15147
|
gpuBuffers,
|
|
@@ -17220,7 +17473,7 @@ export class Engine {
|
|
|
17220
17473
|
// The scattering pass is the third reader: it rejects taps across a depth
|
|
17221
17474
|
// step and scales its width by distance, so a scene wearing a subsurface
|
|
17222
17475
|
// look stores depth for as long as it does.
|
|
17223
|
-
const depthRead = dofOn || this.effects.some((e) => e.hasForeground) || this.subsurfaceInUse()
|
|
17476
|
+
const depthRead = dofOn || this.aovCapture || this.effects.some((e) => e.hasForeground) || this.subsurfaceInUse()
|
|
17224
17477
|
this.renderPassDescriptor.depthStencilAttachment!.depthStoreOp = depthRead ? "store" : "discard"
|
|
17225
17478
|
if (depthRead) this.writeDepthOfFieldUniforms()
|
|
17226
17479
|
|
|
@@ -17242,7 +17495,7 @@ export class Engine {
|
|
|
17242
17495
|
if (idAtt) {
|
|
17243
17496
|
// The flood seeds from the id attachment, so an effect that reads only the
|
|
17244
17497
|
// DISTANCE still needs the ids kept — it just never names them itself.
|
|
17245
|
-
const idsRead = this.idDebug || this.effects.some((e) => e.readsIds || e.readsCastDistance)
|
|
17498
|
+
const idsRead = this.idDebug || this.aovCapture || this.effects.some((e) => e.readsIds || e.readsCastDistance)
|
|
17246
17499
|
idAtt.storeOp = idsRead ? "store" : "discard"
|
|
17247
17500
|
}
|
|
17248
17501
|
|
|
@@ -18265,9 +18518,9 @@ export class Engine {
|
|
|
18265
18518
|
inst.drawCalls.sort(
|
|
18266
18519
|
(a, b) => typeOrder[a.type] - typeOrder[b.type] || this.drawCallRank(inst, a) - this.drawCallRank(inst, b),
|
|
18267
18520
|
)
|
|
18268
|
-
inst.shadowDrawCalls = inst.
|
|
18269
|
-
(d) => (d.type === "opaque" || d.type === "transparent") && d.castsShadow === true
|
|
18270
|
-
|
|
18521
|
+
inst.shadowDrawCalls = inst.castShadow
|
|
18522
|
+
? inst.drawCalls.filter((d) => (d.type === "opaque" || d.type === "transparent") && d.castsShadow === true)
|
|
18523
|
+
: []
|
|
18271
18524
|
// The sort reorders drawCalls, and a draw's position in that array is its
|
|
18272
18525
|
// slot in every cull buffer.
|
|
18273
18526
|
this.cullListDirty = true
|
package/src/index.ts
CHANGED
|
@@ -23,6 +23,8 @@ export {
|
|
|
23
23
|
RENDERING_LAYER_DEFAULT,
|
|
24
24
|
RENDERING_LAYER_CHARACTER,
|
|
25
25
|
type ModelAttachment,
|
|
26
|
+
type SceneAovs,
|
|
27
|
+
type LightProbe,
|
|
26
28
|
type GizmoDragEvent,
|
|
27
29
|
type GizmoDragCallback,
|
|
28
30
|
type GizmoDragKind,
|
|
@@ -227,3 +229,5 @@ export type { EyeTrackingOptions } from "./model"
|
|
|
227
229
|
export type { NativeStagePackage, NativeStageReader } from "./unity/stage"
|
|
228
230
|
export type { NativeLook, NativeMaterialSpec, NativeTexture } from "./unity/looks"
|
|
229
231
|
export type { NativeShader, NativeShaderInfo } from "./unity/host"
|
|
232
|
+
export { AOV_PIXEL_FIELDS, AOV_PIXEL_STRIDE } from "./shaders/passes/aov"
|
|
233
|
+
export { GROUND_MATERIAL_ID, GROUND_OBJECT_ID } from "./shaders/passes/ground"
|
|
@@ -0,0 +1,187 @@
|
|
|
1
|
+
import { sceneLightApi } from "../scene-light-api"
|
|
2
|
+
import { lightsApi, MAX_LIGHTS } from "../lights"
|
|
3
|
+
|
|
4
|
+
/**
|
|
5
|
+
* The frame, read back as numbers — what an agent (or a test) measures instead
|
|
6
|
+
* of squinting at a picture.
|
|
7
|
+
*
|
|
8
|
+
* A screenshot answers "what does it look like". It cannot answer the questions
|
|
9
|
+
* a lighting artist actually asks of a render: is her face in the sun's shadow,
|
|
10
|
+
* which lamp is carrying the key, how many stops over is that highlight, which
|
|
11
|
+
* pixels are skin. Every one of those is a number the frame already computed
|
|
12
|
+
* and threw away; these passes keep them.
|
|
13
|
+
*
|
|
14
|
+
* TWO ENTRY POINTS over one prelude:
|
|
15
|
+
*
|
|
16
|
+
* pixels — one invocation per texel of the frame just rendered. Reads the id
|
|
17
|
+
* attachment, the depth and the linear HDR resolve, rebuilds the
|
|
18
|
+
* world point from the depth and a normal from its neighbours, and
|
|
19
|
+
* asks the same shadow atlas and lamp records the materials asked.
|
|
20
|
+
* probe — the same light questions at points the caller names (a bone, a
|
|
21
|
+
* face), with each lamp's share kept apart.
|
|
22
|
+
*
|
|
23
|
+
* The normal is RECONSTRUCTED from depth, not the one the material shaded
|
|
24
|
+
* with: the frame never stores normals, and storing them for every frame to
|
|
25
|
+
* serve an occasional readback would be the cost the id attachment's
|
|
26
|
+
* store-only-when-read rule exists to avoid. On a silhouette edge it is the
|
|
27
|
+
* flatter of the two neighbours, which is right for every texel that is not
|
|
28
|
+
* the edge itself.
|
|
29
|
+
*/
|
|
30
|
+
|
|
31
|
+
/** Floats per texel in the pixels output — see PIXEL_FIELDS. */
|
|
32
|
+
export const AOV_PIXEL_STRIDE = 12
|
|
33
|
+
|
|
34
|
+
/** What each of a texel's floats is, in order. */
|
|
35
|
+
export const AOV_PIXEL_FIELDS = [
|
|
36
|
+
"r", "g", "b", // linear HDR, before exposure and the view transform
|
|
37
|
+
"depth", // distance from the eye, world units; 0 where nothing drew
|
|
38
|
+
"sunShadow", // 1 lit, 0 in a caster's shadow; -1 where nothing drew
|
|
39
|
+
"sunFacing", // N·L toward the sun, -1..1 (the toon ramp's input)
|
|
40
|
+
"lampR", "lampG", "lampB", // every positional lamp's light arriving here
|
|
41
|
+
"ambR", "ambG", "ambB", // the world's light arriving here
|
|
42
|
+
] as const
|
|
43
|
+
|
|
44
|
+
/** Floats per probe point before its per-lamp block. */
|
|
45
|
+
export const AOV_PROBE_HEAD = 12
|
|
46
|
+
/** Floats per probe point: the head, then rgb+pad for every lamp slot. */
|
|
47
|
+
export const AOV_PROBE_STRIDE = AOV_PROBE_HEAD + MAX_LIGHTS * 4
|
|
48
|
+
|
|
49
|
+
// Bindings 0..3 are the scene light API, 4..6 the lamps and their cookies.
|
|
50
|
+
const PRELUDE = /* wgsl */ `
|
|
51
|
+
${sceneLightApi(true, 0, 0)}
|
|
52
|
+
${lightsApi(0, 4, "0xffffffffu", { binding: 5, sampler: "_aovSampler" })}
|
|
53
|
+
@group(0) @binding(6) var _aovSampler: sampler;
|
|
54
|
+
|
|
55
|
+
/** The sun's cast shadow at p, nudged along n off the surface — the
|
|
56
|
+
* materials' rzSunOcclusion, without the facing test (sunFacing carries it). */
|
|
57
|
+
fn aovSunShadow(p: vec3f, n: vec3f) -> f32 {
|
|
58
|
+
let castAmt = _rzLight.lights[0].direction.w;
|
|
59
|
+
if (castAmt <= 0.0) { return 1.0; }
|
|
60
|
+
let a = _rzSunLocate(p + n * 0.08);
|
|
61
|
+
if (a.w < 0.0) { return 1.0; }
|
|
62
|
+
return mix(1.0, _rzSunTaps(a), castAmt);
|
|
63
|
+
}
|
|
64
|
+
|
|
65
|
+
fn aovToSun() -> vec3f { return normalize(-_rzLight.lights[0].direction.xyz); }
|
|
66
|
+
`
|
|
67
|
+
|
|
68
|
+
export const AOV_PIXELS_WGSL = /* wgsl */ `
|
|
69
|
+
${PRELUDE}
|
|
70
|
+
@group(0) @binding(7) var idTex: texture_multisampled_2d<u32>;
|
|
71
|
+
@group(0) @binding(8) var depthTex: texture_depth_multisampled_2d;
|
|
72
|
+
@group(0) @binding(9) var hdrTex: texture_2d<f32>;
|
|
73
|
+
struct AovU { invViewProj: mat4x4f, eye: vec4f, size: vec4u, }
|
|
74
|
+
@group(0) @binding(10) var<uniform> u: AovU;
|
|
75
|
+
@group(0) @binding(11) var<storage, read_write> outF: array<f32>;
|
|
76
|
+
@group(0) @binding(12) var<storage, read_write> outId: array<u32>;
|
|
77
|
+
|
|
78
|
+
fn worldAt(c: vec2i, z: f32) -> vec3f {
|
|
79
|
+
let uv = (vec2f(c) + 0.5) / vec2f(u.size.xy);
|
|
80
|
+
let h = u.invViewProj * vec4f(uv.x * 2.0 - 1.0, 1.0 - uv.y * 2.0, z, 1.0);
|
|
81
|
+
return h.xyz / h.w;
|
|
82
|
+
}
|
|
83
|
+
|
|
84
|
+
fn drawn(c: vec2i) -> bool {
|
|
85
|
+
if (any(c < vec2i(0)) || any(c >= vec2i(u.size.xy))) { return false; }
|
|
86
|
+
let id = textureLoad(idTex, c, 0).xy;
|
|
87
|
+
return id.x != 0u || id.y != 0u;
|
|
88
|
+
}
|
|
89
|
+
|
|
90
|
+
/** The step from p to the neighbour at c + d (or c - d, negated), whichever is
|
|
91
|
+
* nearer in depth: across a silhouette the far neighbour belongs to something
|
|
92
|
+
* else, and a normal built from it tilts toward the background. */
|
|
93
|
+
fn tangent(c: vec2i, d: vec2i, p: vec3f) -> vec3f {
|
|
94
|
+
let a = c + d;
|
|
95
|
+
let b = c - d;
|
|
96
|
+
let okA = drawn(a);
|
|
97
|
+
let okB = drawn(b);
|
|
98
|
+
var ta = vec3f(0.0);
|
|
99
|
+
var tb = vec3f(0.0);
|
|
100
|
+
if (okA) { ta = worldAt(a, textureLoad(depthTex, a, 0)) - p; }
|
|
101
|
+
if (okB) { tb = p - worldAt(b, textureLoad(depthTex, b, 0)); }
|
|
102
|
+
if (okA && okB) { return select(tb, ta, dot(ta, ta) <= dot(tb, tb)); }
|
|
103
|
+
if (okA) { return ta; }
|
|
104
|
+
return tb;
|
|
105
|
+
}
|
|
106
|
+
|
|
107
|
+
@compute @workgroup_size(8, 8)
|
|
108
|
+
fn pixels(@builtin(global_invocation_id) gid: vec3u) {
|
|
109
|
+
if (gid.x >= u.size.x || gid.y >= u.size.y) { return; }
|
|
110
|
+
let c = vec2i(gid.xy);
|
|
111
|
+
let i = gid.y * u.size.x + gid.x;
|
|
112
|
+
let o = i * ${AOV_PIXEL_STRIDE}u;
|
|
113
|
+
let id = textureLoad(idTex, c, 0).xy;
|
|
114
|
+
let rgb = textureLoad(hdrTex, c, 0).rgb;
|
|
115
|
+
// Material in the low half, object in the high — the attachment's own order
|
|
116
|
+
// (scene-contract: vec2u(material, object)).
|
|
117
|
+
outId[i] = (id.y << 16u) | (id.x & 0xffffu);
|
|
118
|
+
outF[o] = rgb.r;
|
|
119
|
+
outF[o + 1u] = rgb.g;
|
|
120
|
+
outF[o + 2u] = rgb.b;
|
|
121
|
+
for (var k = 3u; k < ${AOV_PIXEL_STRIDE}u; k++) { outF[o + k] = 0.0; }
|
|
122
|
+
if (id.x == 0u && id.y == 0u) {
|
|
123
|
+
outF[o + 4u] = -1.0;
|
|
124
|
+
return;
|
|
125
|
+
}
|
|
126
|
+
let p = worldAt(c, textureLoad(depthTex, c, 0));
|
|
127
|
+
var n = cross(tangent(c, vec2i(0, 1), p), tangent(c, vec2i(1, 0), p));
|
|
128
|
+
let toEye = u.eye.xyz - p;
|
|
129
|
+
if (dot(n, n) < 1e-12) { n = toEye; }
|
|
130
|
+
n = normalize(n);
|
|
131
|
+
// Toward the eye: the side of the surface this texel shows.
|
|
132
|
+
if (dot(n, toEye) < 0.0) { n = -n; }
|
|
133
|
+
let lamps = rzLightsDiffuse(p, n);
|
|
134
|
+
let amb = rzWorldAmbient(n);
|
|
135
|
+
outF[o + 3u] = length(toEye);
|
|
136
|
+
outF[o + 4u] = aovSunShadow(p, n);
|
|
137
|
+
outF[o + 5u] = dot(n, aovToSun());
|
|
138
|
+
outF[o + 6u] = lamps.r;
|
|
139
|
+
outF[o + 7u] = lamps.g;
|
|
140
|
+
outF[o + 8u] = lamps.b;
|
|
141
|
+
outF[o + 9u] = amb.r;
|
|
142
|
+
outF[o + 10u] = amb.g;
|
|
143
|
+
outF[o + 11u] = amb.b;
|
|
144
|
+
}
|
|
145
|
+
`
|
|
146
|
+
|
|
147
|
+
export const AOV_PROBE_WGSL = /* wgsl */ `
|
|
148
|
+
${PRELUDE}
|
|
149
|
+
struct ProbePoint { p: vec4f, n: vec4f, }
|
|
150
|
+
@group(0) @binding(7) var<storage, read> points: array<ProbePoint>;
|
|
151
|
+
@group(0) @binding(8) var<storage, read_write> outF: array<f32>;
|
|
152
|
+
|
|
153
|
+
@compute @workgroup_size(1)
|
|
154
|
+
fn probe(@builtin(global_invocation_id) gid: vec3u) {
|
|
155
|
+
let i = gid.x;
|
|
156
|
+
if (i >= arrayLength(&points)) { return; }
|
|
157
|
+
let p = points[i].p.xyz;
|
|
158
|
+
let n = normalize(points[i].n.xyz);
|
|
159
|
+
let o = i * ${AOV_PROBE_STRIDE}u;
|
|
160
|
+
// Colour and strength travel apart in the light uniform (writeSun); the
|
|
161
|
+
// light arriving is their product.
|
|
162
|
+
let sun = _rzLight.lights[0].color.rgb * _rzLight.lights[0].color.w;
|
|
163
|
+
let amb = rzWorldAmbient(n);
|
|
164
|
+
outF[o] = aovSunShadow(p, n);
|
|
165
|
+
outF[o + 1u] = dot(n, aovToSun());
|
|
166
|
+
outF[o + 2u] = sun.r;
|
|
167
|
+
outF[o + 3u] = sun.g;
|
|
168
|
+
outF[o + 4u] = sun.b;
|
|
169
|
+
outF[o + 5u] = amb.r;
|
|
170
|
+
outF[o + 6u] = amb.g;
|
|
171
|
+
outF[o + 7u] = amb.b;
|
|
172
|
+
let count = rzLightCount();
|
|
173
|
+
outF[o + 8u] = f32(count);
|
|
174
|
+
// The document's lamps come first (setLights order); the rest are effects'.
|
|
175
|
+
outF[o + 9u] = f32(_rzLightDocCount());
|
|
176
|
+
for (var k = 10u; k < ${AOV_PROBE_HEAD}u; k++) { outF[o + k] = 0.0; }
|
|
177
|
+
for (var l = 0u; l < ${MAX_LIGHTS}u; l++) {
|
|
178
|
+
var c = vec3f(0.0);
|
|
179
|
+
if (l < count) { c = _rzLightOne(l, p, n); }
|
|
180
|
+
let b = o + ${AOV_PROBE_HEAD}u + l * 4u;
|
|
181
|
+
outF[b] = c.r;
|
|
182
|
+
outF[b + 1u] = c.g;
|
|
183
|
+
outF[b + 2u] = c.b;
|
|
184
|
+
outF[b + 3u] = 0.0;
|
|
185
|
+
}
|
|
186
|
+
}
|
|
187
|
+
`
|
|
@@ -1 +0,0 @@
|
|
|
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"}
|
|
@@ -1,42 +0,0 @@
|
|
|
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
|
-
};
|
|
@@ -1 +0,0 @@
|
|
|
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"}
|
|
@@ -1,31 +0,0 @@
|
|
|
1
|
-
// Water — a planar reflection, rippled, seen through Fresnel.
|
|
2
|
-
//
|
|
3
|
-
// Put a stage's water materials in a style group carrying this graph and the
|
|
4
|
-
// pool starts reflecting. The reflection itself is the engine's mirror pass,
|
|
5
|
-
// which this is the only graph to read; everything else here is the shaping
|
|
6
|
-
// that keeps it from reading as a mirror laid flat in the floor.
|
|
7
|
-
//
|
|
8
|
-
// The exposed params are the ones worth a slider while judging a shot. Scale
|
|
9
|
-
// and speed are the ripple; a real pool's surface is slow and broad, so both
|
|
10
|
-
// defaults sit low. Tint is the water's own colour — a game rip carries that
|
|
11
|
-
// in its material, and the converter hands it straight over.
|
|
12
|
-
//
|
|
13
|
-
// How see-through the water is belongs to the MATERIAL's alpha, not to this
|
|
14
|
-
// graph, which is where every other group's coverage comes from too.
|
|
15
|
-
export const WATER_GRAPH = {
|
|
16
|
-
version: 1,
|
|
17
|
-
name: "Water",
|
|
18
|
-
tags: ["water", "stage"],
|
|
19
|
-
nodes: [{ id: "water", type: "water" }],
|
|
20
|
-
links: [],
|
|
21
|
-
output: { node: "water", socket: "color" },
|
|
22
|
-
params: [
|
|
23
|
-
{ id: "tint", label: "Tint", target: { node: "water", socket: "tint" }, kind: "color", default: [0.04, 0.62, 0.66] },
|
|
24
|
-
{ id: "scale", label: "Ripple scale", target: { node: "water", socket: "scale" }, kind: "float", min: 0.01, max: 1, default: 0.18 },
|
|
25
|
-
{ id: "speed", label: "Ripple speed", target: { node: "water", socket: "speed" }, kind: "float", min: 0, max: 1, default: 0.12 },
|
|
26
|
-
{ id: "strength", label: "Ripple depth", target: { node: "water", socket: "strength" }, kind: "float", min: 0, max: 2, default: 0.7 },
|
|
27
|
-
{ id: "blur", label: "Reflection blur", target: { node: "water", socket: "blur" }, kind: "float", min: 0, max: 1, default: 0.25 },
|
|
28
|
-
{ id: "mirroring", label: "Mirroring", target: { node: "water", socket: "mirroring" }, kind: "float", min: 0, max: 1, default: 0.20 },
|
|
29
|
-
{ id: "sparkle", label: "Sparkle", target: { node: "water", socket: "sparkle" }, kind: "float", min: 0, max: 4, default: 1.0 },
|
|
30
|
-
],
|
|
31
|
-
};
|