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
+121 -108
View File
@@ -56,6 +56,7 @@ const compactLightLimit = 500;
const compactPointStart = 11;
const compactSpotCount = compactPointStart + compactLightLimit;
const compactSpotStart = compactSpotCount + 1;
const compactAmbientStart = compactSpotStart + compactLightLimit;
const clusterShader = /* wgsl */ `
@group(0) @binding(0) var<storage, read> pointLights: array<vec4<f32>>;
@@ -72,6 +73,7 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
var pointCount = 0u;
var spotCount = 0u;
var light = vec3<f32>(0.0);
var ambientLight = vec3<f32>(0.0);
var pointLight = vec3<f32>(0.0);
var spotLight = vec3<f32>(0.0);
for (var i = 0u; i < arrayLength(&pointLights) / 2u; i++) {
@@ -90,7 +92,9 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
for (var i = 0u; i < arrayLength(&rectLights) / 3u; i++) {
let enabled = rectLights[i * 3u + 1u].z;
count += select(0u, 1u, enabled != 0.0);
light += rectLights[i * 3u].rgb * rectLights[i * 3u].a * enabled * 0.02;
let contribution = rectLights[i * 3u].rgb * rectLights[i * 3u].a * enabled * 0.02;
light += contribution;
ambientLight += contribution;
}
for (var i = 0u; i < arrayLength(&spotLights) / 2u; i++) {
let enabled = spotLights[i * 2u + 1u].w;
@@ -112,7 +116,9 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
}
for (var i = 0u; i < arrayLength(&ambientLights); i++) {
count += select(0u, 1u, ambientLights[i].a != 0.0);
light += ambientLights[i].rgb * ambientLights[i].a;
let contribution = ambientLights[i].rgb * ambientLights[i].a;
light += contribution;
ambientLight += contribution;
}
clusters[0] = count;
clusters[1] = bitcast<u32>(light.r);
@@ -126,6 +132,9 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
clusters[9] = bitcast<u32>(spotLight.b);
clusters[10] = pointCount;
clusters[${compactSpotCount}] = spotCount;
clusters[${compactAmbientStart}] = bitcast<u32>(ambientLight.r);
clusters[${compactAmbientStart + 1}] = bitcast<u32>(ambientLight.g);
clusters[${compactAmbientStart + 2}] = bitcast<u32>(ambientLight.b);
}`;
const basicForwardShader = /* wgsl */ `
@@ -180,9 +189,7 @@ fn fragment(input: VertexOutput) -> @location(0) vec4<f32> {
let base = materials[material * 3u];
let properties = materials[material * 3u + 1u];
let clusterLight = vec3<f32>(bitcast<f32>(clusters[1]), bitcast<f32>(clusters[2]), bitcast<f32>(clusters[3]));
let light = vec3<f32>(0.12 + max(dot(input.normal, normalize(vec3<f32>(0.4, 0.7, 0.6))), 0.0) * 0.75) + clusterLight;
let clustered = min(f32(clusters[0]) * 0.002, 0.05);
let color = base.rgb * (light + clustered) * accent.color.rgb * mix(1.0, 1.1, properties.x);
let color = base.rgb * clusterLight * accent.color.rgb * mix(1.0, 1.1, properties.x);
return vec4<f32>(color, base.a);
}`;
@@ -272,6 +279,7 @@ struct VertexOutput {
@group(0) @binding(7) var<storage, read> cameraMatrices: array<vec4<f32>>;
@group(0) @binding(8) var<storage, read> pointLights: array<vec4<f32>>;
@group(0) @binding(9) var<storage, read> spotLights: array<vec4<f32>>;
@group(0) @binding(10) var<storage, read> directionalLights: array<vec4<f32>>;
${mask ? "@group(1) @binding(0) var materialSampler: sampler;" : ""}
${names.map((name, slot) => (texture(slot) ? `@group(1) @binding(${slot + 1}) var ${name}: texture_2d<f32>;` : "")).join("\n")}
${transmission ? "@group(2) @binding(0) var sceneColor: texture_2d<f32>;\n@group(2) @binding(1) var sceneSampler: sampler;" : ""}
@@ -315,36 +323,43 @@ fn vertex(
return output;
}
fn studioEnvironment(direction: vec3<f32>) -> vec3<f32> {
let ray = direction;
let horizon = mix(vec3(0.14, 0.15, 0.16), vec3(0.62, 0.59, 0.54), clamp(ray.y * 0.5 + 0.5, 0.0, 1.0));
let key = max(dot(ray, normalize(vec3(-0.65, 0.7, 0.35))), 0.0);
let key2 = key * key;
let key4 = key2 * key2;
let key8 = key4 * key4;
let key16 = key8 * key8;
let key32 = key16 * key16;
let key64 = key32 * key32;
return horizon + vec3(5.0, 4.2, 3.1) * key64 * key32;
}
fn pow5(value: f32) -> f32 {
let squared = value * value;
return squared * squared * value;
}
fn pointContribution(index: u32, normal: vec3<f32>, world: vec3<f32>) -> vec3<f32> {
fn directContribution(normal: vec3<f32>, view: vec3<f32>, lightDirection: vec3<f32>, radiance: vec3<f32>, baseColor: vec3<f32>, metallic: f32, roughness: f32, f0: vec3<f32>) -> vec3<f32> {
let nDotL = max(dot(normal, lightDirection), 0.0);
if (nDotL <= 0.0) { return vec3(0.0); }
let halfVector = normalize(lightDirection + view);
let nDotV = max(dot(normal, view), 0.0001);
let nDotH = max(dot(normal, halfVector), 0.0);
let vDotH = max(dot(view, halfVector), 0.0);
let fresnel = f0 + (vec3(1.0) - f0) * pow5(1.0 - vDotH);
let alpha = roughness * roughness;
let alpha2 = alpha * alpha;
let denominator = nDotH * nDotH * (alpha2 - 1.0) + 1.0;
let distribution = alpha2 / max(3.14159265 * denominator * denominator, 0.0001);
let geometryV = nDotV / mix(nDotV, 1.0, alpha * 0.5);
let geometryL = nDotL / mix(nDotL, 1.0, alpha * 0.5);
let specular = distribution * geometryV * geometryL * fresnel / max(4.0 * nDotV * nDotL, 0.0001);
let diffuse = baseColor * (vec3(1.0) - fresnel) * (1.0 - metallic) / 3.14159265;
return (diffuse + specular) * radiance * nDotL;
}
fn pointContribution(index: u32, normal: vec3<f32>, view: vec3<f32>, world: vec3<f32>, baseColor: vec3<f32>, metallic: f32, roughness: f32, f0: vec3<f32>) -> vec3<f32> {
let colorIntensity = pointLights[index * 2u];
let state = pointLights[index * 2u + 1u];
if (state.y == 0.0 || state.x <= 0.0) { return vec3(0.0); }
let offset = positions[index].xyz - world;
let distance = length(offset);
let falloff = max(1.0 - distance / state.x, 0.0);
let incidence = max(dot(normal, offset / max(distance, 0.0001)), 0.0);
return colorIntensity.rgb * colorIntensity.a * falloff * falloff * incidence * 0.08;
let radiance = colorIntensity.rgb * colorIntensity.a * falloff * falloff * 0.08;
let sourceRoughness = clamp(roughness + max(state.z, 0.0) / max(distance, 0.0001), roughness, 1.0);
return directContribution(normal, view, offset / max(distance, 0.0001), radiance, baseColor, metallic, sourceRoughness, f0);
}
fn spotContribution(index: u32, normal: vec3<f32>, world: vec3<f32>) -> vec3<f32> {
fn spotContribution(index: u32, normal: vec3<f32>, view: vec3<f32>, world: vec3<f32>, baseColor: vec3<f32>, metallic: f32, roughness: f32, f0: vec3<f32>) -> vec3<f32> {
let colorIntensity = spotLights[index * 2u];
let state = spotLights[index * 2u + 1u];
if (state.w == 0.0 || state.x <= 0.0) { return vec3(0.0); }
@@ -353,8 +368,16 @@ fn spotContribution(index: u32, normal: vec3<f32>, world: vec3<f32>) -> vec3<f32
let direction = normalize(rotate(rotors[index], vec3<f32>(0.0, 0.0, -1.0)));
let cone = smoothstep(cos(state.z), cos(state.y), dot(direction, fromLight / max(distance, 0.0001)));
let falloff = max(1.0 - distance / state.x, 0.0);
let incidence = max(dot(normal, -fromLight / max(distance, 0.0001)), 0.0);
return colorIntensity.rgb * colorIntensity.a * cone * falloff * falloff * incidence * 0.08;
let radiance = colorIntensity.rgb * colorIntensity.a * cone * falloff * falloff * 0.08;
return directContribution(normal, view, -fromLight / max(distance, 0.0001), radiance, baseColor, metallic, roughness, f0);
}
fn directionalContribution(index: u32, normal: vec3<f32>, view: vec3<f32>, baseColor: vec3<f32>, metallic: f32, roughness: f32, f0: vec3<f32>) -> vec3<f32> {
let colorIntensity = directionalLights[index * 2u];
let state = directionalLights[index * 2u + 1u];
if (state.x == 0.0) { return vec3(0.0); }
let lightDirection = normalize(rotate(rotors[index], vec3<f32>(0.0, 0.0, 1.0)));
return directContribution(normal, view, lightDirection, colorIntensity.rgb * colorIntensity.a * 0.1, baseColor, metallic, roughness, f0);
}
@fragment
@@ -379,12 +402,7 @@ fn fragment(input: VertexOutput, @builtin(front_facing) frontFacing: bool) -> @l
${doubleSided ? "normal *= select(-1.0, 1.0, frontFacing);" : ""}
${normalTexture ? `let tangent = normalize(input.tangent.xyz - normal * dot(input.tangent.xyz, normal)); let bitangent = cross(normal, tangent) * input.tangent.w; let mapped = ${sample(2)}.xyz * 2.0 - 1.0; normal = normalize(mat3x3<f32>(tangent, bitangent, normal) * vec3(mapped.xy * extra.y, mapped.z));` : ""}
let view = normalize(cameraMatrices[4].xyz - input.world);
let lightDirection = normalize(vec3<f32>(0.4, 0.7, 0.6));
let halfVector = normalize(lightDirection + view);
let nDotL = max(dot(normal, lightDirection), 0.0);
let nDotV = max(dot(normal, view), 0.0001);
let nDotH = max(dot(normal, halfVector), 0.0);
let vDotH = max(dot(view, halfVector), 0.0);
let specularWeight = extension2.z * ${sample(11)}.a;
let dielectricColor = vec3(${number(dielectric)} * specularWeight) * extension6.rgb * ${sample(12)}.rgb;
var f0 = ${specularGlossiness ? "packedMaterial.rgb * extension3.rgb" : "mix(dielectricColor, base.rgb, metallic)"};
@@ -398,58 +416,42 @@ fn fragment(input: VertexOutput, @builtin(front_facing) frontFacing: bool) -> @l
f0 = mix(f0, iridescenceTint * iridescenceLevel, iridescenceAmount * (1.0 - roughness * 0.5));`
: ""
}
let fresnelPower = pow5(1.0 - vDotH);
let fresnel = f0 + (vec3(1.0) - f0) * fresnelPower;
let alpha = roughness * roughness;
let alpha2 = alpha * alpha;
let denominator = nDotH * nDotH * (alpha2 - 1.0) + 1.0;
let distribution = alpha2 / max(3.14159265 * denominator * denominator, 0.0001);
let geometryV = nDotV / mix(nDotV, 1.0, alpha * 0.5);
let geometryL = nDotL / mix(nDotL, 1.0, alpha * 0.5);
let specular = distribution * geometryV * geometryL * fresnel / max(4.0 * nDotV * nDotL, 0.0001);
let clusterLight = vec3<f32>(bitcast<f32>(clusters[1]), bitcast<f32>(clusters[2]), bitcast<f32>(clusters[3]));
let pointAmbient = vec3<f32>(bitcast<f32>(clusters[4]), bitcast<f32>(clusters[5]), bitcast<f32>(clusters[6]));
let spotAmbient = vec3<f32>(bitcast<f32>(clusters[7]), bitcast<f32>(clusters[8]), bitcast<f32>(clusters[9]));
let ambient = vec3(0.14) + max(clusterLight - pointAmbient - spotAmbient, vec3(0.0));
var pointDiffuse = vec3<f32>(0.0);
let fresnelPower = pow5(1.0 - nDotV);
let ambient = vec3<f32>(bitcast<f32>(clusters[${compactAmbientStart}]), bitcast<f32>(clusters[${compactAmbientStart + 1}]), bitcast<f32>(clusters[${compactAmbientStart + 2}]));
var directLight = vec3<f32>(0.0);
let pointCount = clusters[10];
if (pointCount <= ${compactLightLimit}u) {
for (var light = 0u; light < pointCount; light++) {
pointDiffuse += pointContribution(clusters[${compactPointStart}u + light], normal, input.world);
directLight += pointContribution(clusters[${compactPointStart}u + light], normal, view, input.world, base.rgb, metallic, roughness, f0);
}
} else {
for (var light = 0u; light < arrayLength(&pointLights) / 2u; light++) {
pointDiffuse += pointContribution(light, normal, input.world);
directLight += pointContribution(light, normal, view, input.world, base.rgb, metallic, roughness, f0);
}
}
var spotDiffuse = vec3<f32>(0.0);
let spotCount = clusters[${compactSpotCount}];
if (spotCount <= ${compactLightLimit}u) {
for (var light = 0u; light < spotCount; light++) {
spotDiffuse += spotContribution(clusters[${compactSpotStart}u + light], normal, input.world);
directLight += spotContribution(clusters[${compactSpotStart}u + light], normal, view, input.world, base.rgb, metallic, roughness, f0);
}
} else {
for (var light = 0u; light < arrayLength(&spotLights) / 2u; light++) {
spotDiffuse += spotContribution(light, normal, input.world);
directLight += spotContribution(light, normal, view, input.world, base.rgb, metallic, roughness, f0);
}
}
let defaultLight = select(1.0, 0.18, clusters[0] != 0u);
for (var light = 0u; light < arrayLength(&directionalLights) / 2u; light++) {
directLight += directionalContribution(light, normal, view, base.rgb, metallic, roughness, f0);
}
let occlusion = mix(1.0, ${sample(4)}.r, extension2.w);
let diffuseColor = base.rgb * (vec3(1.0) - fresnel) * (1.0 - metallic) / 3.14159265;
let diffuse = (diffuseColor + specular) * nDotL * defaultLight;
let reflected = studioEnvironment(reflect(-view, normal));
let environmentFresnel = f0 + (vec3(1.0) - f0) * pow5(1.0 - nDotV);
let environment = (base.rgb * (1.0 - metallic) * studioEnvironment(normal) * 0.5 + reflected * environmentFresnel * (1.0 - roughness * 0.75)) * occlusion;
let emissive = vec3(properties.z, properties.w, extra.x) * ${sample(3, "vec4(1.0)")}.rgb * extension1.w;
let localDiffuse = base.rgb * (1.0 - metallic) * (pointDiffuse + spotDiffuse);
${sheen ? "let sheen = extension3.rgb * pow(1.0 - nDotV, mix(2.0, 8.0, extension3.w));" : ""}
${
clearcoat
? `let clearcoatFresnel = 0.04 + 0.96 * fresnelPower;
let clearcoat = extension2.x * ${sample(7)}.r * clearcoatFresnel * pow(nDotH, mix(256.0, 4.0, extension2.y));`
let clearcoat = extension2.x * ${sample(7)}.r * clearcoatFresnel;`
: ""
}
var color = base.rgb * ambient * occlusion + diffuse + environment + localDiffuse${sheen ? " + sheen" : ""}${clearcoat ? " + vec3(clearcoat)" : ""} + emissive;
var color = base.rgb * ambient * occlusion + directLight${sheen ? " + directLight * sheen" : ""}${clearcoat ? " + directLight * clearcoat" : ""} + emissive;
${unlit ? "color = base.rgb + emissive;" : ""}
${
transmission
@@ -474,7 +476,7 @@ fn fragment(input: VertexOutput, @builtin(front_facing) frontFacing: bool) -> @l
}
let normalizedTransmissionTint = base.rgb / max(max(base.r, base.g), max(base.b, 0.001));
transmitted *= normalizedTransmissionTint;
color = mix(color, transmitted + reflected * environmentFresnel, transmissionAmount);`
color = mix(color, transmitted, transmissionAmount);`
: ""
}
return vec4(color * accent.a, ${alphaMode === 2 ? "base.a" : "1.0"});
@@ -509,21 +511,6 @@ const copyShader = `${fullscreenVertex}
return textureSample(source, sourceSampler, input.uv);
}`;
const studioBackground = /* wgsl */ `
fn studioBackground(uv: vec2<f32>) -> vec3<f32> {
let upper = vec3(0.42, 0.43, 0.44);
let lower = vec3(0.16, 0.17, 0.18);
let vertical = smoothstep(0.0, 1.0, uv.y);
let keyBase = max(1.0 - distance(uv, vec2(0.05, 0.05)) / 0.72, 0.0);
return mix(upper, lower, vertical) + vec3(4.0, 3.8, 3.45) * keyBase * keyBase;
}`;
const studioBackgroundShader = `${fullscreenVertex}
${studioBackground}
@fragment fn fragment(input: VertexOutput) -> @location(0) vec4<f32> {
return vec4(studioBackground(input.uv), 1.0);
}`;
function effectFragment(kind: string, options: Record<string, unknown>) {
const amount = Number(options.amount ?? options.exposure ?? 1);
const safeAmount = Number.isFinite(amount) ? amount : 1;
@@ -543,10 +530,7 @@ function effectFragment(kind: string, options: Record<string, unknown>) {
}`;
}
function presentShader(
toneMap: string,
composite: "studio" | "scene" | undefined,
) {
function presentShader(toneMap: string, composite: "scene" | undefined) {
const tone =
toneMap === "reinhard"
? "color / (color + vec3(1.0))"
@@ -554,13 +538,12 @@ function presentShader(
? "clamp(color, vec3(0.0), vec3(1.0))"
: "clamp((color * (2.51 * color + vec3(0.03))) / (color * (2.43 * color + vec3(0.59)) + vec3(0.14)), vec3(0.0), vec3(1.0))";
return `${fullscreenVertex}
${composite === "studio" ? studioBackground : ""}
@group(0) @binding(0) var source: texture_2d<f32>;
@group(0) @binding(1) var sourceSampler: sampler;
${composite === "scene" ? "@group(0) @binding(2) var scene: texture_2d<f32>;" : ""}
@fragment fn fragment(input: VertexOutput) -> @location(0) vec4<f32> {
let value = textureSample(source, sourceSampler, input.uv);
let color = max(${composite === "studio" ? "value.rgb + studioBackground(input.uv) * (1.0 - value.a)" : composite === "scene" ? "value.rgb + textureSample(scene, sourceSampler, input.uv).rgb * (1.0 - value.a)" : "value.rgb"}, vec3(0.0));
let color = max(${composite === "scene" ? "value.rgb + textureSample(scene, sourceSampler, input.uv).rgb * (1.0 - value.a)" : "value.rgb"}, vec3(0.0));
return vec4(${tone}, ${composite ? "1.0" : "value.a"});
}`;
}
@@ -599,7 +582,9 @@ export class Scene {
readonly core: YawnCore;
readonly ready: Promise<this>;
readonly hdr: boolean;
readonly clearColor: readonly [number, number, number, number];
#graphUpdates = Promise.resolve();
#renderGraph?: object;
#computePasses = new Map<string, ComputePass>();
#meshes = new Map<number, MeshLike>();
#shaders = new Map<number, ShaderLike>();
@@ -625,9 +610,17 @@ export class Scene {
debug?: boolean;
fps?: number;
hdr?: boolean;
clearColor?: ArrayLike<number>;
} = {},
) {
const clearColor = Array.from(options.clearColor ?? [0, 0, 0, 1]);
if (
clearColor.length !== 4 ||
clearColor.some((value) => !Number.isFinite(value))
)
throw new TypeError("Scene clearColor must contain four finite numbers");
this.hdr = options.hdr ?? true;
this.clearColor = clearColor as [number, number, number, number];
this.core = new YawnCore(canvas, {
arenaBytes: options.arenaBytes,
debug: options.debug,
@@ -648,7 +641,7 @@ export class Scene {
});
this.core.array("nodeRotors").write(0, [0, 0, 0, 1]);
this.core.array("nodeScales").write(0, [1, 1, 1, 0]);
this.core.array("sceneAccent").write(0, [0.28, 0.72, 1, 1]);
this.core.array("sceneAccent").write(0, [1, 1, 1, 1]);
const material = await this.core.allocateObject("materials");
this.core
.array("materials")
@@ -1045,6 +1038,29 @@ export class Scene {
return update;
}
/** Compiles a serialized render graph and returns its reusable loadout ID. */
async compileRenderGraph(serialized: string) {
if (typeof serialized !== "string")
throw new TypeError("Serialized render graph must be a string");
await this.ready;
return this.core.compileGraph(serialized);
}
/** Switches this Scene to a previously compiled render-graph loadout. */
async setLoadout(id: string) {
if (typeof id !== "string")
throw new TypeError("Loadout ID must be a string");
await this.ready;
await this.core.switchLoadout(id);
}
/** Returns an isolated snapshot of the Scene-authored render graph. */
async getRenderGraph() {
await this.ready;
if (!this.#renderGraph) throw new Error("Render graph is not ready");
return structuredClone(this.#renderGraph);
}
async #compileRenderGraph() {
const buffers = new Map<string, GraphBuffer>();
const textures = new Map<string, GraphTexture>();
@@ -1127,11 +1143,6 @@ export class Scene {
(material) => this.array("materialExtensions").row(material)[0] > 0,
);
});
const compositeStudioBackground =
renderedMeshes.length > 0 &&
!hasTransmission &&
this.#effects.size === 0 &&
this.#shaders.size === 0;
const compositeSceneColor =
hasTransmission && this.#effects.size === 0 && this.#shaders.size === 0;
const hdrFormat = this.hdr ? "rgba16float" : "rgba8unorm";
@@ -1190,7 +1201,7 @@ export class Scene {
type: "render",
pipeline: "empty-forward",
after: previous,
color: [{ resource: "hdr", clear: [0.015, 0.025, 0.05, 1] }],
color: [{ resource: "hdr", clear: [...this.clearColor] }],
draw: { vertices: 0 },
});
previous = ["forward-empty"];
@@ -1204,27 +1215,27 @@ export class Scene {
["camera-matrices", "cameraMatrices"],
])
addBuffer({ id, array, usage: ["storage"] });
if (!compositeStudioBackground) {
if (compositeSceneColor) {
renderPipelines.push({
id: "studio-background",
code: studioBackgroundShader,
id: "scene-color-clear",
code: clearShader,
vertex: { entry: "vertex" },
fragment: { entry: "fragment", targets: [{ format: hdrFormat }] },
});
passes.push({
id: "studio-background",
id: "scene-color-clear",
type: "render",
pipeline: "studio-background",
pipeline: "scene-color-clear",
after: previous,
color: [
{
resource: compositeSceneColor ? "scene-color" : "hdr",
clear: [0, 0, 0, 1],
resource: "scene-color",
clear: [...this.clearColor],
},
],
draw: { vertices: 3 },
draw: { vertices: 0 },
});
previous = ["studio-background"];
previous = ["scene-color-clear"];
}
const forwardPipelines = new Map<string, string>();
let firstColor = true;
@@ -1363,7 +1374,9 @@ export class Scene {
{ group: 0, binding: 0, resource: "hdr" },
{ group: 0, binding: 1, resource: "linear" },
],
color: [{ resource: "scene-color", clear: [0, 0, 0, 1] }],
color: [
{ resource: "scene-color", clear: [...this.clearColor] },
],
draw: { vertices: 3 },
});
previous = ["copy-scene-color"];
@@ -1543,6 +1556,11 @@ export class Scene {
? [
{ group: 0, binding: 8, resource: "point-lights" },
{ group: 0, binding: 9, resource: "spot-lights" },
{
group: 0,
binding: 10,
resource: "directional-lights",
},
]
: []),
...(detailed && mask
@@ -1577,10 +1595,11 @@ export class Scene {
color: [
{
resource: forwardTarget,
...((firstColor && compositeStudioBackground) ||
clearCompositeLayer
...(clearCompositeLayer
? { clear: [0, 0, 0, 0] }
: { load: "load" }),
: firstColor
? { clear: [...this.clearColor] }
: { load: "load" }),
},
],
depth: {
@@ -1689,14 +1708,7 @@ export class Scene {
);
renderPipelines.push({
id: "present",
code: presentShader(
toneMap,
compositeStudioBackground
? "studio"
: compositeSceneColor
? "scene"
: undefined,
),
code: presentShader(toneMap, compositeSceneColor ? "scene" : undefined),
vertex: { entry: "vertex" },
fragment: { entry: "fragment", targets: [{ format: "canvas" }] },
});
@@ -1712,7 +1724,7 @@ export class Scene {
? [{ group: 0, binding: 2, resource: "scene-color" }]
: []),
],
color: [{ resource: "canvas", clear: [0, 0, 0, 1] }],
color: [{ resource: "canvas", clear: [...this.clearColor] }],
draw: { vertices: 3 },
});
@@ -1729,6 +1741,7 @@ export class Scene {
pipelines: { render: renderPipelines, compute: computePipelines },
passes,
};
this.#renderGraph = structuredClone(graph);
const id = await this.core.compileGraph(serialize(graph));
await this.core.switchLoadout(id);
}
+46 -9
View File
@@ -1,25 +1,62 @@
import { Node, type NodeOptions } from "../Node";
import type { Scene } from "../Scene";
export type PointLightOptions = NodeOptions & { color?: ArrayLike<number>; intensity?: number; range?: number };
export type PointLightOptions = NodeOptions & {
color?: ArrayLike<number>;
intensity?: number;
range?: number;
radius?: number;
};
export class PointLight extends Node {
constructor(scene: Scene, options: PointLightOptions = {}) {
super(scene, options);
const nodeReady = this.ready;
this.ready = nodeReady.then(async () => {
const array = await scene.ensureRows("pointLights", this.id + 1, 32, "f32");
array.row(this.id).set([...Array.from(options.color ?? [1, 1, 1]), options.intensity ?? 1, options.range ?? 10, 1, 0, 0]);
const array = await scene.ensureRows(
"pointLights",
this.id + 1,
32,
"f32",
);
array
.row(this.id)
.set([
...Array.from(options.color ?? [1, 1, 1]),
options.intensity ?? 1,
options.range ?? 10,
1,
options.radius ?? 0,
0,
]);
return this;
});
}
get color() { return this.scene.array("pointLights").row(this.id).subarray(0, 3); }
set color(value: ArrayLike<number>) { this.scene.array("pointLights").row(this.id).set(value, 0); }
get intensity() { return this.scene.array("pointLights").row(this.id)[3]; }
set intensity(value: number) { this.scene.array("pointLights").row(this.id)[3] = value; }
get range() { return this.scene.array("pointLights").row(this.id)[4]; }
set range(value: number) { this.scene.array("pointLights").row(this.id)[4] = value; }
get color() {
return this.scene.array("pointLights").row(this.id).subarray(0, 3);
}
set color(value: ArrayLike<number>) {
this.scene.array("pointLights").row(this.id).set(value, 0);
}
get intensity() {
return this.scene.array("pointLights").row(this.id)[3];
}
set intensity(value: number) {
this.scene.array("pointLights").row(this.id)[3] = value;
}
get range() {
return this.scene.array("pointLights").row(this.id)[4];
}
set range(value: number) {
this.scene.array("pointLights").row(this.id)[4] = value;
}
get radius() {
return this.scene.array("pointLights").row(this.id)[6];
}
set radius(value: number) {
this.scene.array("pointLights").row(this.id)[6] = value;
}
override async dispose() {
await this.ready;