Add FxNode render graph playground

Add persistent render graph loadouts, grouped node authoring, code-appending apply behavior, explicit playground lighting, and resilient worker startup.

Amp-Thread-ID: https://ampcode.com/threads/T-01a033d4-0e44-708e-af0e-6166283416ff
Co-authored-by: Heaust Azure <heaust.azure@gmail.com>
This commit is contained in:
Amp
2026-08-24 17:45:48 +00:00
co-authored by heaust
parent 951449db0b
commit 6153223fd5
27 changed files with 4672 additions and 207 deletions
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import type {
GraphLayoutV2,
GraphNode,
GraphSnapshot,
ParameterValue,
} from "fxnode";
type PlainObject = Record<string, any>;
type GraphSource = GraphLayoutV2 | GraphSnapshot;
const modeTypes = new Set([
"yawn.rg.mode.beauty",
"yawn.rg.mode.normals",
"yawn.rg.mode.depth",
"yawn.rg.mode.unlit",
"yawn.rg.mode.object-id",
]);
const effectTypes = new Set([
"yawn.rg.post.fxaa",
"yawn.rg.post.bloom",
"yawn.rg.post.edges",
"yawn.rg.post.color-grade",
"yawn.rg.post.vignette",
"yawn.rg.post.grayscale",
"yawn.rg.post.invert",
]);
function plainRecord(value: unknown): value is PlainObject {
if (!value || typeof value !== "object" || Array.isArray(value)) return false;
const prototype = Object.getPrototypeOf(value);
return prototype === Object.prototype || prototype === null;
}
function encodeValue(value: unknown): string {
if (value === null || typeof value === "boolean") return String(value);
if (typeof value === "number") {
if (!Number.isFinite(value))
throw new TypeError("Render graph numbers must be finite");
return String(value);
}
if (typeof value === "string") return JSON.stringify(value);
if (Array.isArray(value))
return `(array${value.map((item) => ` ${encodeValue(item)}`).join("")})`;
if (plainRecord(value))
return `(object${Object.keys(value)
.sort()
.map(
(key) => ` (field ${JSON.stringify(key)} ${encodeValue(value[key])})`,
)
.join("")})`;
throw new TypeError("Render graph values must be plain data");
}
/** Encodes a Yawn render graph into the core's versioned S-expression wire format. */
export function encodeRenderGraph(graph: object): string {
if (!plainRecord(graph))
throw new TypeError("Render graph must be a plain object");
return `(yawn-graph 1 ${encodeValue(graph)})`;
}
function value<T>(node: GraphNode | any, key: string, fallback: T): T {
const parameter = node.parameters?.[key] as ParameterValue | undefined;
return (parameter && "value" in parameter ? parameter.value : fallback) as T;
}
function activeChain(layout: GraphSource): any[] {
if (!layout || !Array.isArray(layout.nodes) || !Array.isArray(layout.links))
throw new TypeError("FxNode loadout is not a graph layout");
const nodes = new Map(
layout.nodes.map((node: any) => [String(node.id), node]),
);
const outputs = layout.nodes.filter(
(node: any) => node.typeId === "yawn.rg.output.present" && !node.muted,
);
if (outputs.length !== 1)
throw new Error("Loadout must contain exactly one active Present node");
const incoming = new Map<string, any>();
for (const link of layout.links) {
if (link.muted) continue;
if (incoming.has(String(link.toSocketId)))
throw new Error(
`Loadout input ${String(link.toSocketId)} has multiple links`,
);
incoming.set(String(link.toSocketId), link);
}
const chain: any[] = [outputs[0]];
const seen = new Set<string>();
let current = outputs[0];
while (current.typeId !== "yawn.rg.input.scene") {
if (seen.has(String(current.id)))
throw new Error("Loadout contains a cycle");
seen.add(String(current.id));
const link = incoming.get(`${String(current.id)}:surface`);
if (!link)
throw new Error(
`${String(current.label || current.typeId)} is not connected to Scene`,
);
current = nodes.get(String(link.fromNodeId));
if (!current)
throw new Error(
`Loadout link references missing node ${String(link.fromNodeId)}`,
);
if (current.muted) {
const bypass = incoming.get(`${String(current.id)}:surface`);
current = bypass ? nodes.get(String(bypass.fromNodeId)) : undefined;
if (!current)
throw new Error("Muted stage has no connected bypass input");
}
chain.unshift(current);
}
return chain;
}
function debugShader(mode: string, detailed: boolean, node: any): string {
const contrast = Number(value(node, "contrast", 1.35));
const clay = value<readonly number[]>(node, "color", [0.36, 0.68, 0.9, 1]);
const fragment =
mode === "normals"
? "return vec4<f32>(normalize(input.normal) * 0.5 + 0.5, 1.0);"
: mode === "depth"
? `let depth = pow(clamp(1.0 - input.position.z, 0.0, 1.0), ${Math.max(0.01, contrast).toFixed(4)}); return vec4<f32>(vec3<f32>(depth), 1.0);`
: mode === "unlit"
? `let base = vec3<f32>(${Number(clay[0] ?? 0.36).toFixed(5)}, ${Number(clay[1] ?? 0.68).toFixed(5)}, ${Number(clay[2] ?? 0.9).toFixed(5)}); let light = 0.32 + max(dot(normalize(input.normal), normalize(vec3<f32>(0.35, 0.8, 0.45))), 0.0) * 0.68; return vec4<f32>(base * light, 1.0);`
: "let seed = f32(input.objectId) * 0.61803398875; let color = 0.42 + 0.58 * cos(vec3<f32>(0.0, 2.1, 4.2) + seed * 6.28318); return vec4<f32>(color, 1.0);";
return `
struct VertexOutput {
@invariant @builtin(position) position: vec4<f32>,
@location(0) normal: vec3<f32>,
@location(1) @interpolate(flat) objectId: u32,
}
@group(0) @binding(0) var<storage, read> positions: array<vec4<f32>>;
@group(0) @binding(1) var<storage, read> rotors: array<vec4<f32>>;
@group(0) @binding(2) var<storage, read> scales: array<vec4<f32>>;
@group(0) @binding(3) var<storage, read> meshInfo: array<u32>;
@group(0) @binding(4) var<storage, read> cameraMatrices: array<vec4<f32>>;
fn rotate(rotor: vec4<f32>, point: vec3<f32>) -> vec3<f32> {
return point + 2.0 * cross(rotor.xyz, cross(rotor.xyz, point) + rotor.w * point);
}
@vertex fn vertex(
@location(0) point: vec3<f32>,
${detailed ? "@location(1) localNormal: vec3<f32>," : ""}
@builtin(instance_index) packed: u32,
) -> VertexOutput {
let instance = packed & 65535u;
let transformed = rotate(rotors[instance], point * scales[instance].xyz) + positions[instance].xyz;
let world = vec4<f32>(transformed, 1.0);
var output: VertexOutput;
output.position = vec4<f32>(
dot(cameraMatrices[0], world), dot(cameraMatrices[1], world),
dot(cameraMatrices[2], world), dot(cameraMatrices[3], world));
if (cameraMatrices[4].w == 0.0) { output.position = world; }
output.position = select(vec4<f32>(2.0, 2.0, 2.0, 1.0), output.position, meshInfo[instance * 4u + 2u] != 0u);
output.normal = normalize(rotate(rotors[instance], ${detailed ? "localNormal / scales[instance].xyz" : "vec3<f32>(0.0, 0.0, 1.0)"}));
output.objectId = instance;
return output;
}
@fragment fn fragment(input: VertexOutput) -> @location(0) vec4<f32> {
${fragment}
}`;
}
function applyDebugMode(graph: PlainObject, node: any): void {
const mode = String(node.typeId).slice("yawn.rg.mode.".length);
if (mode === "beauty") return;
const renderPipelines = graph.pipelines?.render;
if (!Array.isArray(renderPipelines) || !Array.isArray(graph.passes))
throw new Error("Base render graph has no render pipeline declarations");
const byId = new Map(
renderPipelines.map((pipeline: any) => [pipeline.id, pipeline]),
);
const generated = new Map<string, string>();
for (const pass of graph.passes) {
if (
pass.type !== "render" ||
typeof pass.pipeline !== "string" ||
!pass.pipeline.startsWith("forward-") ||
pass.pipeline === "empty-forward" ||
pass.draw?.vertices === 0
)
continue;
const original = byId.get(pass.pipeline);
if (!original)
throw new Error(`Forward pipeline ${pass.pipeline} is missing`);
const detailed = (original.vertex?.buffers?.length ?? 0) >= 2;
const format = original.fragment?.targets?.[0]?.format;
if (typeof format !== "string")
throw new Error(`Forward pipeline ${pass.pipeline} has no color target`);
const key = `${mode}:${detailed}:${format}`;
let id = generated.get(key);
if (!id) {
id = `rg-${mode}-${detailed ? "detailed" : "basic"}`;
let suffix = 1;
while (byId.has(id))
id = `rg-${mode}-${detailed ? "detailed" : "basic"}-${suffix++}`;
const pipeline = {
id,
code: debugShader(mode, detailed, node),
vertex: {
entry: "vertex",
buffers: original.vertex.buffers.slice(0, detailed ? 2 : 1),
},
fragment: { entry: "fragment", targets: [{ format }] },
depthStencil: original.depthStencil ?? null,
primitive: original.primitive ?? null,
};
renderPipelines.push(pipeline);
byId.set(id, pipeline);
generated.set(key, id);
}
pass.pipeline = id;
const resources = [
"node-positions",
"node-rotors",
"node-scales",
"mesh-info",
"camera-matrices",
];
pass.bindings = resources.map((resource, binding) => ({
group: 0,
binding,
resource,
}));
pass.vertexBuffers = (pass.vertexBuffers ?? []).filter(
(binding: any) => binding.slot === 0 || (detailed && binding.slot === 1),
);
}
}
type Rgb = readonly [number, number, number];
const luma = ([red, green, blue]: Rgb) =>
red * 0.2126 + green * 0.7152 + blue * 0.0722;
function rgbParameter(node: any, key: string): Rgb {
const color = value<readonly number[]>(node, key, [1, 1, 1, 1]);
return [Number(color[0] ?? 1), Number(color[1] ?? 1), Number(color[2] ?? 1)];
}
function normalizedBalance(color: Rgb): Rgb {
const luminance = Math.max(0.001, luma(color));
return [color[0] / luminance, color[1] / luminance, color[2] / luminance];
}
function mapRgb(
color: Rgb,
transform: (channel: number, index: number) => number,
): Rgb {
return [
transform(color[0], 0),
transform(color[1], 1),
transform(color[2], 2),
];
}
function wgslRgb(color: Rgb): string {
return `vec3<f32>(${color.map((channel) => channel.toFixed(5)).join(", ")})`;
}
function colorTemperature(kelvin: number): Rgb {
const temperature = Math.min(40000, Math.max(1000, kelvin)) / 100;
const red =
temperature <= 66
? 255
: 329.698727446 * Math.pow(temperature - 60, -0.1332047592);
const green =
temperature <= 66
? 99.4708025861 * Math.log(temperature) - 161.1195681661
: 288.1221695283 * Math.pow(temperature - 60, -0.0755148492);
const blue =
temperature >= 66
? 255
: temperature <= 19
? 0
: 138.5177312231 * Math.log(temperature - 10) - 305.0447927307;
const linear = (channel: number) => {
const srgb = Math.min(1, Math.max(0, channel / 255));
return srgb <= 0.04045
? srgb / 12.92
: Math.pow((srgb + 0.055) / 1.055, 2.4);
};
return [linear(red), linear(green), linear(blue)];
}
function whitePoint(node: any, prefix: "input" | "output"): Rgb {
const temperature = colorTemperature(
Number(value(node, `${prefix}Temperature`, 6500)),
);
const tint = Math.min(
1,
Math.max(-1, Number(value(node, `${prefix}Tint`, 0))),
);
const color = rgbParameter(node, `${prefix}Color`);
return [
temperature[0] * (1 - tint * 0.18) * color[0],
temperature[1] * (1 + tint * 0.24) * color[1],
temperature[2] * (1 - tint * 0.18) * color[2],
];
}
function colorBalanceExpression(node: any): string {
const mode = String(value(node, "mode", "Lift/Gamma/Gain"));
if (mode === "Offset/Power/Slope") {
const offset = Number(value(node, "offset", 0));
const power = Number(value(node, "power", 1));
const slope = Number(value(node, "slope", 1));
const offsetBalance = mapRgb(
normalizedBalance(rgbParameter(node, "offsetColor")),
(channel) => channel - 1 + offset,
);
const powerBalance = mapRgb(
normalizedBalance(rgbParameter(node, "powerColor")),
(channel) => Math.max(0.01, channel * power),
);
const slopeBalance = mapRgb(
normalizedBalance(rgbParameter(node, "slopeColor")),
(channel) => Math.max(0, channel * slope),
);
return `
let offsetBalance = ${wgslRgb(offsetBalance)};
let powerBalance = ${wgslRgb(powerBalance)};
let slopeBalance = ${wgslRgb(slopeBalance)};
color = pow(max(color * slopeBalance + offsetBalance, vec3<f32>(0.0)), powerBalance);`;
}
if (mode === "White Point") {
const input = whitePoint(node, "input");
const output = whitePoint(node, "output");
const adaptation = mapRgb(
output,
(channel, index) => channel / Math.max(0.001, input[index]!),
);
return `
let whitePointAdaptation = ${wgslRgb(adaptation)};
color *= whitePointAdaptation;`;
}
const lift = Number(value(node, "lift", 0));
const gamma = Number(value(node, "gamma", 1));
const gain = Number(value(node, "gain", 1));
const liftBalance = mapRgb(
normalizedBalance(rgbParameter(node, "liftColor")),
(channel) => channel - 1 + lift,
);
const gammaBalance = mapRgb(
normalizedBalance(rgbParameter(node, "gammaColor")),
(channel) => Math.max(0.01, channel * gamma),
);
const gainBalance = mapRgb(
normalizedBalance(rgbParameter(node, "gainColor")),
(channel) => Math.max(0, channel * gain),
);
return `
let liftBalance = ${wgslRgb(liftBalance)};
let gammaBalance = ${wgslRgb(gammaBalance)};
let gainBalance = ${wgslRgb(gainBalance)};
color = max(color + liftBalance, vec3<f32>(0.0));
color = pow(color, vec3<f32>(1.0) / gammaBalance) * gainBalance;`;
}
const fullScreenVertex = `
struct VertexOutput { @builtin(position) position: vec4<f32>, @location(0) uv: vec2<f32> }
@vertex fn vertex(@builtin(vertex_index) index: u32) -> VertexOutput {
let points = array<vec2<f32>, 3>(vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0));
var output: VertexOutput;
output.position = vec4(points[index], 0.0, 1.0);
output.uv = points[index] * vec2(0.5, -0.5) + vec2(0.5);
return output;
}`;
function effectExpression(node: any): string {
if (node.typeId === "yawn.rg.post.fxaa")
return `
let size = vec2<f32>(textureDimensions(source));
let step = 1.0 / size;
let center = textureSample(source, sourceSampler, input.uv);
let horizontal = textureSample(source, sourceSampler, input.uv + vec2(step.x, 0.0)) + textureSample(source, sourceSampler, input.uv - vec2(step.x, 0.0));
let vertical = textureSample(source, sourceSampler, input.uv + vec2(0.0, step.y)) + textureSample(source, sourceSampler, input.uv - vec2(0.0, step.y));
return center * 0.5 + (horizontal + vertical) * 0.125;`;
if (node.typeId === "yawn.rg.post.bloom") {
const threshold = Number(value(node, "threshold", 0.7));
const strength = Number(value(node, "strength", 0.3));
return `
let size = vec2<f32>(textureDimensions(source));
let step = 2.0 / size;
let center = textureSample(source, sourceSampler, input.uv);
var glow = vec4<f32>(0.0);
glow += textureSample(source, sourceSampler, input.uv + vec2(step.x, 0.0));
glow += textureSample(source, sourceSampler, input.uv - vec2(step.x, 0.0));
glow += textureSample(source, sourceSampler, input.uv + vec2(0.0, step.y));
glow += textureSample(source, sourceSampler, input.uv - vec2(0.0, step.y));
glow *= 0.25;
let bright = max(glow.rgb - vec3<f32>(${threshold.toFixed(5)}), vec3<f32>(0.0));
return vec4<f32>(center.rgb + bright * ${strength.toFixed(5)}, center.a);`;
}
if (node.typeId === "yawn.rg.post.edges") {
const strength = Number(value(node, "strength", 0.8));
const style = String(value(node, "style", "ink"));
if (style === "blueprint")
return `
let size = vec2<f32>(textureDimensions(source));
let step = 1.0 / size;
let center = textureSample(source, sourceSampler, input.uv);
let right = textureSample(source, sourceSampler, input.uv + vec2(step.x, 0.0));
let down = textureSample(source, sourceSampler, input.uv + vec2(0.0, step.y));
let edge = length(center.rgb - right.rgb) + length(center.rgb - down.rgb);
let value = dot(center.rgb, vec3<f32>(0.2126, 0.7152, 0.0722));
let cell = fract(input.uv * vec2<f32>(24.0, 16.0));
let gridDistance = min(min(cell.x, 1.0 - cell.x), min(cell.y, 1.0 - cell.y));
let grid = 1.0 - smoothstep(0.0, 0.035, gridDistance);
var paper = mix(vec3<f32>(0.008, 0.045, 0.11), vec3<f32>(0.025, 0.24, 0.46), clamp(value, 0.0, 1.0));
paper += grid * vec3<f32>(0.012, 0.045, 0.075);
let line = clamp(smoothstep(0.035, 0.24, edge) * ${strength.toFixed(5)}, 0.0, 1.0);
return vec4<f32>(mix(paper, vec3<f32>(0.68, 0.94, 1.0), line), 1.0);`;
return `
let size = vec2<f32>(textureDimensions(source));
let step = 1.0 / size;
let center = textureSample(source, sourceSampler, input.uv);
let right = textureSample(source, sourceSampler, input.uv + vec2(step.x, 0.0));
let down = textureSample(source, sourceSampler, input.uv + vec2(0.0, step.y));
let edge = length(center.rgb - right.rgb) + length(center.rgb - down.rgb);
let ink = smoothstep(0.05, 0.35, edge) * ${strength.toFixed(5)};
return vec4<f32>(mix(center.rgb, vec3<f32>(0.015, 0.08, 0.14), ink), center.a);`;
}
if (node.typeId === "yawn.rg.post.color-grade") {
const exposure = Number(value(node, "exposure", 0));
const contrast = Number(value(node, "contrast", 1));
const pivot = Number(value(node, "pivot", 0.18));
const saturation = Number(value(node, "saturation", 1));
const mixAmount = Number(value(node, "mix", 1));
const tint = value<readonly number[]>(node, "tint", [0.5, 0.62, 0.72, 1]);
const tintAmount = Number(value(node, "tintAmount", 0));
return `
let sourceColor = textureSample(source, sourceSampler, input.uv);
var color = sourceColor.rgb * ${Math.pow(2, exposure).toFixed(5)};
${colorBalanceExpression(node)}
color = (color - vec3<f32>(${pivot.toFixed(5)})) * ${contrast.toFixed(5)} + vec3<f32>(${pivot.toFixed(5)});
let luminance = dot(color, vec3<f32>(0.2126, 0.7152, 0.0722));
color = mix(vec3<f32>(luminance), color, ${saturation.toFixed(5)});
color = mix(color, color * vec3<f32>(${Number(tint[0] ?? 0.5).toFixed(5)}, ${Number(tint[1] ?? 0.62).toFixed(5)}, ${Number(tint[2] ?? 0.72).toFixed(5)}) * 2.0, ${tintAmount.toFixed(5)});
color = mix(sourceColor.rgb, max(color, vec3<f32>(0.0)), ${mixAmount.toFixed(5)});
return vec4<f32>(color, sourceColor.a);`;
}
if (node.typeId === "yawn.rg.post.vignette") {
const amount = Number(value(node, "amount", 0.35));
return `
let sourceColor = textureSample(source, sourceSampler, input.uv);
let centered = input.uv * 2.0 - 1.0;
let vignette = 1.0 - smoothstep(0.35, 1.35, dot(centered, centered)) * ${amount.toFixed(5)};
return vec4<f32>(sourceColor.rgb * vignette, sourceColor.a);`;
}
if (node.typeId === "yawn.rg.post.grayscale")
return `let sourceColor = textureSample(source, sourceSampler, input.uv); let luminance = dot(sourceColor.rgb, vec3<f32>(0.2126, 0.7152, 0.0722)); return vec4<f32>(vec3<f32>(luminance), sourceColor.a);`;
return `let sourceColor = textureSample(source, sourceSampler, input.uv); return vec4<f32>(vec3<f32>(1.0) - sourceColor.rgb, sourceColor.a);`;
}
function effectShader(node: any): string {
return `${fullScreenVertex}
@group(0) @binding(0) var source: texture_2d<f32>;
@group(0) @binding(1) var sourceSampler: sampler;
@fragment fn fragment(input: VertexOutput) -> @location(0) vec4<f32> {
${effectExpression(node)}
}`;
}
function applyEffects(graph: PlainObject, effects: any[]): void {
if (!effects.length) return;
const present = graph.passes?.find(
(pass: any) =>
pass.type === "render" &&
pass.color?.some((attachment: any) => attachment.resource === "canvas"),
);
if (!present)
throw new Error("Base render graph has no canvas presentation pass");
const sourceBinding = present.bindings?.find(
(binding: any) => binding.group === 0 && binding.binding === 0,
);
const samplerBinding = present.bindings?.find(
(binding: any) => binding.group === 0 && binding.binding === 1,
);
if (!sourceBinding || !samplerBinding)
throw new Error("Canvas presentation pass has no sampled source");
const textures = graph.resources?.textures;
const pipelines = graph.pipelines?.render;
if (!Array.isArray(textures) || !Array.isArray(pipelines))
throw new Error("Base render graph cannot host post-processing stages");
const sourceTexture = textures.find(
(texture: any) => texture.id === sourceBinding.resource,
);
if (!sourceTexture?.format)
throw new Error(
`Presentation texture ${sourceBinding.resource} is not declared`,
);
let input = sourceBinding.resource;
let after = Array.isArray(present.after) ? [...present.after] : [];
for (const [index, node] of effects.entries()) {
const suffix = `${index}-${String(node.id).replace(/[^a-z0-9-]/gi, "-")}`;
const output = `rg-effect-${suffix}`;
const pipeline = `rg-effect-pipeline-${suffix}`;
const pass = `rg-effect-pass-${suffix}`;
textures.push({
id: output,
format: sourceTexture.format,
size: ["canvas", "canvas", 1],
usage: ["render", "sampled"],
transient: true,
});
pipelines.push({
id: pipeline,
code: effectShader(node),
vertex: { entry: "vertex", buffers: [] },
fragment: {
entry: "fragment",
targets: [{ format: sourceTexture.format }],
},
});
graph.passes.push({
id: pass,
type: "render",
pipeline,
after,
bindings: [
{ group: 0, binding: 0, resource: input },
{ group: 0, binding: 1, resource: samplerBinding.resource },
],
color: [{ resource: output, clear: [0, 0, 0, 1] }],
draw: { vertices: 3 },
});
input = output;
after = [pass];
}
sourceBinding.resource = input;
present.after = after;
}
/**
* Compiles an FxNode loadout over a scene-authored graph and returns the exact
* S-expression consumed by `YawnCore.compileGraph`.
*/
export function compileFxNodeRenderGraph(
layout: GraphSource,
baseGraph: object,
): string {
if (!plainRecord(baseGraph))
throw new TypeError("Base render graph must be plain data");
const graph = structuredClone(baseGraph) as PlainObject;
const chain = activeChain(layout);
const mode = chain.findLast((node) => modeTypes.has(String(node.typeId)));
if (mode) applyDebugMode(graph, mode);
applyEffects(
graph,
chain.filter((node) => effectTypes.has(String(node.typeId))),
);
const suffix = chain
.filter(
(node) =>
modeTypes.has(String(node.typeId)) ||
effectTypes.has(String(node.typeId)),
)
.map((node) => String(node.typeId).split(".").at(-1))
.map((stage) => (stage === "beauty" ? "standard" : stage))
.join("-");
graph.id = `${String(graph.id || "scene")}-fxnode-${suffix || "standard"}`;
return encodeRenderGraph(graph);
}