Files
yawn/addons/handles/src/Scene.ts
T

1230 lines
42 KiB
TypeScript

import { YawnCore } from "@yawn/core";
import type {
ComputePass,
GraphBuffer,
GraphSampler,
GraphTexture,
} from "./ComputePass";
type RowFormat = "f32" | "u32" | "i32";
type MeshLike = {
id: number;
geometryId: number;
indexCount: number;
vertexCount: number;
faceMaterials: ReadonlyMap<number, number>;
};
type ShaderLike = {
id: number;
code: string;
vertexEntry: string;
fragmentEntry: string;
};
type PostProcessState = {
id: string;
kind: string;
options: Record<string, unknown>;
};
type TextureState = GraphTexture & {
number: number;
source?: string | ImageBitmap;
};
const rows = [
["nodes", 16, "u32"],
["nodePositions", 16, "f32"],
["nodeRotors", 16, "f32"],
["nodeScales", 16, "f32"],
["meshInfo", 16, "u32"],
["bounds", 32, "f32"],
["cameras", 80, "f32"],
["cameraMatrices", 80, "f32"],
["materials", 48, "f32"],
["materialTextures", 32, "u32"],
["pointLights", 32, "f32"],
["rectAreaLights", 48, "f32"],
["spotLights", 32, "f32"],
["directionalLights", 32, "f32"],
["ambientLights", 16, "f32"],
["sceneAccent", 16, "f32"],
] as const;
const clusterShader = /* wgsl */ `
@group(0) @binding(0) var<storage, read> pointLights: array<vec4<f32>>;
@group(0) @binding(1) var<storage, read> rectLights: array<vec4<f32>>;
@group(0) @binding(2) var<storage, read> spotLights: array<vec4<f32>>;
@group(0) @binding(3) var<storage, read> directionalLights: array<vec4<f32>>;
@group(0) @binding(4) var<storage, read> ambientLights: array<vec4<f32>>;
@group(0) @binding(5) var<storage, read_write> clusters: array<u32>;
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) id: vec3<u32>) {
if (id.x != 0u) { return; }
var count = 0u;
var light = vec3<f32>(0.0);
for (var i = 0u; i < arrayLength(&pointLights) / 2u; i++) {
let enabled = pointLights[i * 2u + 1u].y;
count += select(0u, 1u, enabled != 0.0);
light += pointLights[i * 2u].rgb * pointLights[i * 2u].a * enabled * 0.02;
}
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;
}
for (var i = 0u; i < arrayLength(&spotLights) / 2u; i++) {
let enabled = spotLights[i * 2u + 1u].w;
count += select(0u, 1u, enabled != 0.0);
light += spotLights[i * 2u].rgb * spotLights[i * 2u].a * enabled * 0.02;
}
for (var i = 0u; i < arrayLength(&directionalLights) / 2u; i++) {
let enabled = directionalLights[i * 2u + 1u].x;
count += select(0u, 1u, enabled != 0.0);
light += directionalLights[i * 2u].rgb * directionalLights[i * 2u].a * enabled * 0.1;
}
for (var i = 0u; i < arrayLength(&ambientLights); i++) {
count += select(0u, 1u, ambientLights[i].a != 0.0);
light += ambientLights[i].rgb * ambientLights[i].a;
}
clusters[0] = count;
clusters[1] = bitcast<u32>(light.r);
clusters[2] = bitcast<u32>(light.g);
clusters[3] = bitcast<u32>(light.b);
}`;
const basicForwardShader = /* wgsl */ `
struct Accent { color: vec4<f32> }
struct VertexOutput {
@invariant @builtin(position) position: vec4<f32>,
@location(0) normal: vec3<f32>,
@location(1) @interpolate(flat) mesh: u32,
@location(2) @interpolate(flat) material: u32,
}
@group(0) @binding(0) var<storage, read> clusters: array<u32>;
@group(0) @binding(1) var<uniform> accent: Accent;
@group(0) @binding(2) var<storage, read> positions: array<vec4<f32>>;
@group(0) @binding(3) var<storage, read> rotors: array<vec4<f32>>;
@group(0) @binding(4) var<storage, read> scales: array<vec4<f32>>;
@group(0) @binding(5) var<storage, read> meshInfo: array<u32>;
@group(0) @binding(6) var<storage, read> materials: array<vec4<f32>>;
@group(0) @binding(7) var<storage, read> cameraMatrices: array<vec4<f32>>;
fn rotate(rotor: vec4<f32>, value: vec3<f32>) -> vec3<f32> {
return value + 2.0 * cross(rotor.xyz, cross(rotor.xyz, value) + rotor.w * value);
}
@vertex
fn vertex(@location(0) point: vec3<f32>, @builtin(instance_index) packed: u32) -> VertexOutput {
let instance = packed & 65535u;
let visible = meshInfo[instance * 4u + 2u];
let transformed = rotate(rotors[instance], point * scales[instance].xyz) + positions[instance].xyz;
var clip = vec4<f32>(transformed, 1.0);
if (cameraMatrices[4].w != 0.0) {
let world = vec4(transformed, 1.0);
clip = vec4(
dot(cameraMatrices[0], world),
dot(cameraMatrices[1], world),
dot(cameraMatrices[2], world),
dot(cameraMatrices[3], world),
);
}
var output: VertexOutput;
output.position = select(vec4<f32>(2.0, 2.0, 2.0, 1.0), clip, visible != 0u);
output.normal = normalize(rotate(rotors[instance], vec3<f32>(0.0, 0.0, 1.0)));
output.mesh = instance;
output.material = packed >> 16u;
return output;
}
@fragment
fn fragment(input: VertexOutput) -> @location(0) vec4<f32> {
let fallback = meshInfo[input.mesh * 4u + 1u];
let material = select(fallback, input.material - 1u, input.material != 0u);
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);
return vec4<f32>(color, base.a);
}`;
function pbrShader(mask: number) {
const baseTexture = mask & 1;
const materialTexture = mask & 2;
const normalTexture = mask & 4;
return /* wgsl */ `
struct VertexOutput {
@invariant @builtin(position) position: vec4<f32>,
@location(0) world: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) uv: vec2<f32>,
@location(3) tangent: vec4<f32>,
@location(4) @interpolate(flat) mesh: u32,
@location(5) @interpolate(flat) material: u32,
}
@group(0) @binding(0) var<storage, read> clusters: array<u32>;
@group(0) @binding(1) var<uniform> accent: vec4<f32>;
@group(0) @binding(2) var<storage, read> positions: array<vec4<f32>>;
@group(0) @binding(3) var<storage, read> rotors: array<vec4<f32>>;
@group(0) @binding(4) var<storage, read> scales: array<vec4<f32>>;
@group(0) @binding(5) var<storage, read> meshInfo: array<u32>;
@group(0) @binding(6) var<storage, read> materials: array<vec4<f32>>;
@group(0) @binding(7) var<storage, read> cameraMatrices: array<vec4<f32>>;
${mask ? "@group(1) @binding(0) var materialSampler: sampler;" : ""}
${baseTexture ? "@group(1) @binding(1) var baseTexture: texture_2d<f32>;" : ""}
${materialTexture ? "@group(1) @binding(2) var materialTexture: texture_2d<f32>;" : ""}
${normalTexture ? "@group(1) @binding(3) var normalTexture: texture_2d<f32>;" : ""}
fn rotate(rotor: vec4<f32>, value: vec3<f32>) -> vec3<f32> {
return value + 2.0 * cross(rotor.xyz, cross(rotor.xyz, value) + rotor.w * value);
}
@vertex
fn vertex(
@location(0) point: vec3<f32>,
@location(1) localNormal: vec3<f32>,
@location(2) uv: vec2<f32>,
${normalTexture ? "@location(3) localTangent: vec4<f32>," : ""}
@builtin(instance_index) packed: u32,
) -> VertexOutput {
let instance = packed & 65535u;
let scale = scales[instance].xyz;
let world = rotate(rotors[instance], point * scale) + positions[instance].xyz;
var clip = vec4<f32>(world, 1.0);
if (cameraMatrices[4].w != 0.0) {
let homogeneous = vec4(world, 1.0);
clip = vec4(
dot(cameraMatrices[0], homogeneous),
dot(cameraMatrices[1], homogeneous),
dot(cameraMatrices[2], homogeneous),
dot(cameraMatrices[3], homogeneous),
);
}
var output: VertexOutput;
output.position = select(vec4<f32>(2.0, 2.0, 2.0, 1.0), clip, meshInfo[instance * 4u + 2u] != 0u);
output.world = world;
output.normal = normalize(rotate(rotors[instance], localNormal / scale));
output.uv = uv;
output.tangent = ${normalTexture ? "vec4(normalize(rotate(rotors[instance], localTangent.xyz * scale)), localTangent.w)" : "vec4(1.0, 0.0, 0.0, 1.0)"};
output.mesh = instance;
output.material = packed >> 16u;
return output;
}
@fragment
fn fragment(input: VertexOutput) -> @location(0) vec4<f32> {
let fallback = meshInfo[input.mesh * 4u + 1u];
let material = select(fallback, input.material - 1u, input.material != 0u);
let factor = materials[material * 3u];
let properties = materials[material * 3u + 1u];
let extra = materials[material * 3u + 2u];
let base = factor * ${baseTexture ? "textureSample(baseTexture, materialSampler, input.uv)" : "vec4(1.0)"};
let packedMaterial = ${materialTexture ? "textureSample(materialTexture, materialSampler, input.uv)" : "vec4(1.0)"};
let metallic = clamp(properties.x * ${materialTexture ? "packedMaterial.b" : "1.0"}, 0.0, 1.0);
let roughness = clamp(properties.y * ${materialTexture ? "packedMaterial.g" : "1.0"}, 0.04, 1.0);
var normal = normalize(input.normal);
${normalTexture ? "let tangent = normalize(input.tangent.xyz - normal * dot(input.tangent.xyz, normal)); let bitangent = cross(normal, tangent) * input.tangent.w; let mapped = textureSample(normalTexture, materialSampler, input.uv).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 nDotH = max(dot(normal, halfVector), 0.0);
let f0 = mix(vec3(0.04), base.rgb, metallic);
let specular = f0 * pow(nDotH, max(2.0, 2.0 / (roughness * roughness) - 2.0));
let clusterLight = vec3<f32>(bitcast<f32>(clusters[1]), bitcast<f32>(clusters[2]), bitcast<f32>(clusters[3]));
let ambient = vec3(0.08) + clusterLight;
let diffuse = base.rgb * (1.0 - metallic) * nDotL;
let emissive = vec3(properties.z, properties.w, extra.x);
return vec4((base.rgb * ambient + diffuse + specular * nDotL + emissive) * accent.a, base.a);
}`;
}
const emptyForwardShader = /* wgsl */ `
struct Accent { color: vec4<f32> }
@group(0) @binding(0) var<uniform> accent: Accent;
struct VertexOutput { @builtin(position) position: vec4<f32> }
@vertex fn vertex(@builtin(vertex_index) index: u32) -> VertexOutput {
let points = array(vec2(-0.72, -0.6), vec2(0.72, -0.6), vec2(0.0, 0.72));
var output: VertexOutput;
output.position = vec4(points[index], 0.0, 1.0);
return output;
}
@fragment fn fragment() -> @location(0) vec4<f32> {
return vec4(accent.color.rgb, 1.0);
}`;
const fullscreenVertex = /* wgsl */ `
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(-1.0, -3.0), vec2(3.0, 1.0), vec2(-1.0, 1.0));
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 effectFragment(kind: string, options: Record<string, unknown>) {
const amount = Number(options.amount ?? options.exposure ?? 1);
const safeAmount = Number.isFinite(amount) ? amount : 1;
const body: Record<string, string> = {
ssao: `let value = textureSample(source, sourceSampler, input.uv); return vec4(value.rgb * ${Math.max(0, 1 - safeAmount * 0.2)}, value.a);`,
fxaa: `let size = vec2<f32>(textureDimensions(source)); let pixel = 1.0 / size; let center = textureSample(source, sourceSampler, input.uv); let around = textureSample(source, sourceSampler, input.uv + vec2(pixel.x, 0.0)) + textureSample(source, sourceSampler, input.uv - vec2(pixel.x, 0.0)) + textureSample(source, sourceSampler, input.uv + vec2(0.0, pixel.y)) + textureSample(source, sourceSampler, input.uv - vec2(0.0, pixel.y)); return mix(center, around * 0.25, 0.35);`,
colorGrading: `let value = textureSample(source, sourceSampler, input.uv); return vec4(pow(max(value.rgb * ${safeAmount}, vec3(0.0)), vec3(1.0 / 2.2)), value.a);`,
dynamicExposure: `let value = textureSample(source, sourceSampler, input.uv); return vec4(value.rgb * ${safeAmount}, value.a);`,
silhouette: `let size = vec2<f32>(textureDimensions(source)); let pixel = 1.0 / size; let value = textureSample(source, sourceSampler, input.uv); let edge = length(value.rgb - textureSample(source, sourceSampler, input.uv + pixel).rgb); return vec4(mix(value.rgb, vec3(0.0), smoothstep(0.08, 0.2, edge)), value.a);`,
edges: `let size = vec2<f32>(textureDimensions(source)); let pixel = 1.0 / size; let value = textureSample(source, sourceSampler, input.uv); let dx = length(value.rgb - textureSample(source, sourceSampler, input.uv + vec2(pixel.x, 0.0)).rgb); let dy = length(value.rgb - textureSample(source, sourceSampler, input.uv + vec2(0.0, pixel.y)).rgb); return vec4(vec3(max(dx, dy) * ${safeAmount}), value.a);`,
};
return `${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> {
${body[kind] ?? "return textureSample(source, sourceSampler, input.uv);"}
}`;
}
function presentShader(toneMap: string) {
const tone =
toneMap === "reinhard"
? "color / (color + vec3(1.0))"
: toneMap === "linear"
? "clamp(color, vec3(0.0), vec3(1.0))"
: "clamp((color * (2.51 * color + vec3(0.03))) / (color * (2.43 * color + vec3(0.59)) + vec3(0.14)), vec3(0.0), vec3(1.0))";
return `${fullscreenVertex}
@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> {
let value = textureSample(source, sourceSampler, input.uv);
let color = max(value.rgb, vec3(0.0));
return vec4(${tone}, value.a);
}`;
}
function encode(value: unknown): string {
if (value === null || typeof value === "boolean" || typeof value === "number")
return String(value);
if (typeof value === "string") return JSON.stringify(value);
if (Array.isArray(value))
return `(array${value.map((item) => ` ${encode(item)}`).join("")})`;
if (value && value.constructor === Object)
return `(object${Object.keys(value as object)
.sort()
.map(
(key) =>
` (field ${JSON.stringify(key)} ${encode((value as Record<string, unknown>)[key])})`,
)
.join("")})`;
throw new TypeError("Render graph values must be plain data");
}
function serialize(graph: object) {
return `(yawn-graph 1 ${encode(graph)})`;
}
const typedArrayMutators = new Set([
"copyWithin",
"fill",
"reverse",
"set",
"sort",
]);
/** The conventional single-loadout scene layer; hot values always remain direct SAB writes. */
export class Scene {
readonly core: YawnCore;
readonly ready: Promise<this>;
readonly hdr: boolean;
#graphUpdates = Promise.resolve();
#computePasses = new Map<string, ComputePass>();
#meshes = new Map<number, MeshLike>();
#shaders = new Map<number, ShaderLike>();
#effects = new Map<string, PostProcessState>();
#textures = new Map<number, TextureState>();
#geometry = new Map<number, Map<string, Float32Array | Uint32Array>>();
#geometryRefs = new Map<number, number>();
#nextGeometry = 1;
#nextTexture = 0;
#graphBatchDepth = 0;
#graphBatchDirty = false;
#writeBatchDepth = 0;
#writeBatchDirty = false;
#writeBatchBundleDirty = false;
#signals?: Float32Array;
#arrays = new WeakMap<object, object>();
#views = new WeakMap<object, object>();
constructor(
canvas: HTMLCanvasElement,
options: { arenaBytes?: number; debug?: boolean; fps?: number; hdr?: boolean } = {},
) {
this.hdr = options.hdr ?? true;
this.core = new YawnCore(canvas, {
arenaBytes: options.arenaBytes,
debug: options.debug,
});
this.ready = this.#initialize(options.fps);
}
async #initialize(fps?: number) {
await this.core.ready;
this.#signals = this.core.array("signals").row(0);
for (const [name, stride, format] of rows)
await this.core.createRows({ name, rows: 1, stride, format });
await this.core.createRows({
name: "clusters",
rows: 256,
stride: 16,
format: "u32",
});
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]);
const material = await this.core.allocateObject("materials");
this.core
.array("materials")
.write(material, [1, 1, 1, 1, 0, 0.7, 0, 0, 0, 0, 1, 0.5]);
if (fps !== undefined) await this.core.setFps(fps);
await this.#compileRenderGraph();
return this;
}
array(name: string) {
const array = this.core.array(name);
const current = this.#arrays.get(array);
if (current) return current as typeof array;
let proxy: typeof array;
proxy = new Proxy(array, {
get: (target, property) => {
if (property === "row")
return (index: number) => this.#mutable(target.row(index));
if (property === "view") return this.#mutable(target.view);
if (property === "write")
return (index: number, values: ArrayLike<number>) => {
target.write(index, values);
this.markDirty();
return proxy;
};
const value = Reflect.get(target, property, target);
return typeof value === "function" ? value.bind(target) : value;
},
});
this.#arrays.set(array, proxy);
return proxy;
}
#mutable<T extends Float32Array | Uint32Array | Int32Array>(view: T): T {
const current = this.#views.get(view);
if (current) return current as T;
let proxy: T;
proxy = new Proxy(view, {
get: (target, property) => {
if (property === "subarray")
return (begin?: number, end?: number) =>
this.#mutable(target.subarray(begin, end) as T);
const value = Reflect.get(target, property, target);
if (typeof value !== "function") return value;
if (property === "constructor") return value;
if (!typedArrayMutators.has(String(property))) return value.bind(target);
return (...arguments_: unknown[]) => {
const result = Reflect.apply(value, target, arguments_);
this.markDirty();
return result === target ? proxy : result;
};
},
set: (target, property, value) => {
const written = Reflect.set(target, property, value, target);
if (written) this.markDirty();
return written;
},
});
this.#views.set(view, proxy);
return proxy;
}
markDirty(bundle = false) {
if (this.#writeBatchDepth) {
this.#writeBatchDirty = true;
this.#writeBatchBundleDirty ||= bundle;
return;
}
if (!this.#signals) return;
this.#signals[5] = 1;
if (bundle) this.#signals[6] = 1;
}
/** Defers the dirty signal until a synchronous group of SAB writes is complete. */
batchWrites<T>(operation: () => T) {
this.#writeBatchDepth++;
try {
return operation();
} finally {
this.#writeBatchDepth--;
if (!this.#writeBatchDepth && this.#writeBatchDirty) {
const bundle = this.#writeBatchBundleDirty;
this.#writeBatchDirty = false;
this.#writeBatchBundleDirty = false;
this.markDirty(bundle);
}
}
}
async ensureRows(
name: string,
rowCount: number,
stride: number,
format: RowFormat,
) {
await this.core.ready;
try {
const current = this.core.array(name);
if (current.stride !== stride || current.format !== format)
throw new Error(`ROW_LAYOUT: ${name}`);
if (current.rows >= rowCount) return current;
} catch (error) {
if (
!(error instanceof Error) ||
!error.message.startsWith("UNKNOWN_ARRAY")
)
throw error;
}
return this.core.createRows({
name,
rows: Math.max(1, rowCount),
stride,
format,
});
}
async reserve(additional: { nodes?: number; materials?: number }) {
await this.ready;
const nodes = additional.nodes ?? 0;
const materials = additional.materials ?? 0;
if (
![nodes, materials].every(
(value) => Number.isInteger(value) && value >= 0,
)
)
throw new RangeError("additional");
const nodeCapacity = this.array("nodes").rows + nodes;
const materialCapacity = this.array("materials").rows + materials;
const growth = [
...rows.slice(0, 6).map(([name, stride, format]) => ({
name,
rows: nodeCapacity,
stride,
format,
})),
{
name: "materials",
rows: materialCapacity,
stride: 48,
format: "f32" as const,
},
{
name: "materialTextures",
rows: materialCapacity,
stride: 32,
format: "u32" as const,
},
].filter((request) => this.array(request.name).rows < request.rows);
if (growth.length) await this.core.createRowsBatch(growth);
}
async batchGraphUpdates<T>(operation: () => T | Promise<T>) {
await this.ready;
this.#graphBatchDepth++;
try {
return await operation();
} finally {
this.#graphBatchDepth--;
if (!this.#graphBatchDepth && this.#graphBatchDirty) {
this.#graphBatchDirty = false;
await this.updateRenderGraph();
}
}
}
async allocateNode() {
await this.ready;
const id = await this.core.allocateObject("nodes");
const growth = rows.slice(1, 6).flatMap(([name, stride, format]) => {
const current = this.array(name);
return current.rows < id + 1
? [{ name, rows: id + 1, stride, format }]
: [];
});
if (growth.length) await this.core.createRowsBatch(growth);
this.array("nodeRotors").write(id, [0, 0, 0, 1]);
this.array("nodeScales").write(id, [1, 1, 1, 0]);
this.array("nodes").write(id, [1, 0, 0, 0]);
return id;
}
async releaseNode(id: number) {
for (const name of [
"nodes",
"nodePositions",
"nodeRotors",
"nodeScales",
"meshInfo",
"bounds",
])
this.array(name).row(id).fill(0);
await this.core.deleteObject("nodes", id);
}
async allocateMaterial() {
await this.ready;
const id = await this.core.allocateObject("materials");
await this.ensureRows("materialTextures", id + 1, 32, "u32");
return id;
}
addComputePass(pass: ComputePass) {
if (this.#computePasses.has(pass.id))
throw new Error(`COMPUTE_PASS_EXISTS: ${pass.id}`);
this.#computePasses.set(pass.id, pass);
pass.attach(this);
return this.updateRenderGraph();
}
removeComputePass(pass: ComputePass | string) {
const id = typeof pass === "string" ? pass : pass.id;
const existing = this.#computePasses.get(id);
existing?.attach(undefined);
this.#computePasses.delete(id);
return this.updateRenderGraph();
}
registerMesh(mesh: MeshLike) {
this.#meshes.set(mesh.id, mesh);
this.#geometryRefs.set(
mesh.geometryId,
(this.#geometryRefs.get(mesh.geometryId) ?? 0) + 1,
);
return this.updateRenderGraph();
}
async unregisterMesh(mesh: MeshLike) {
this.#meshes.delete(mesh.id);
const references = Math.max(
0,
(this.#geometryRefs.get(mesh.geometryId) ?? 1) - 1,
);
this.#geometryRefs.set(mesh.geometryId, references);
await this.updateRenderGraph();
if (!references) {
for (const kind of this.#geometry.get(mesh.geometryId)?.keys() ?? [])
await this.core.deleteRows(`geometry.${mesh.geometryId}.${kind}`);
this.#geometry.delete(mesh.geometryId);
this.#geometryRefs.delete(mesh.geometryId);
}
}
createGeometry() {
const id = this.#nextGeometry++;
this.#geometry.set(id, new Map());
this.#geometryRefs.set(id, 0);
return id;
}
geometryReferences(id: number) {
return this.#geometryRefs.get(id) ?? 0;
}
referenceGeometry(id: number) {
this.#geometryRefs.set(id, (this.#geometryRefs.get(id) ?? 0) + 1);
}
releaseGeometry(id: number) {
this.#geometryRefs.set(
id,
Math.max(0, (this.#geometryRefs.get(id) ?? 1) - 1),
);
}
async cloneGeometry(id: number) {
const clone = this.createGeometry();
for (const [kind, data] of this.#geometry.get(id) ?? [])
await this.setVertexData(
clone,
kind,
data.slice() as Float32Array | Uint32Array,
false,
);
return clone;
}
async setVertexData(
geometry: number,
kind: string,
source: ArrayLike<number>,
updateGraph = true,
) {
const components: Record<string, number> = {
positions: 3,
normals: 3,
tangents: 4,
uvs: 2,
colors: 4,
indices: 1,
};
const width = components[kind];
if (!width || source.length % width)
throw new RangeError(`VERTEX_DATA: ${kind}`);
const integer = kind === "indices";
const data = integer ? Uint32Array.from(source) : Float32Array.from(source);
const name = `geometry.${geometry}.${kind}`;
const rowCount = integer ? Math.ceil(data.length / 4) : data.length / width;
const target = await this.ensureRows(
name,
rowCount,
16,
integer ? "u32" : "f32",
);
if (updateGraph) this.markDirty(true);
const view = target.view;
view.fill(0);
if (integer || width === 4) view.set(data);
else
for (let row = 0; row < rowCount; row++)
for (let lane = 0; lane < width; lane++)
view[row * 4 + lane] = data[row * width + lane];
(
this.#geometry.get(geometry) ??
this.#geometry.set(geometry, new Map()).get(geometry)!
).set(kind, data);
if (updateGraph) await this.updateRenderGraph();
}
geometryData(id: number, kind: string) {
return this.#geometry.get(id)?.get(kind);
}
registerShader(material: ShaderLike) {
this.#shaders.set(material.id, material);
return this.updateRenderGraph();
}
unregisterShader(id: number) {
this.#shaders.delete(id);
return this.updateRenderGraph();
}
registerTexture(texture: Omit<TextureState, "number">) {
const number = this.#nextTexture++;
this.#textures.set(number, { ...texture, number });
return { number, ready: this.updateRenderGraph() };
}
unregisterTexture(number: number) {
this.#textures.delete(number);
return this.updateRenderGraph();
}
setPostProcess(effect: PostProcessState, enabled: boolean) {
if (enabled) this.#effects.set(effect.id, effect);
else this.#effects.delete(effect.id);
return this.updateRenderGraph();
}
updateRenderGraph() {
this.markDirty(true);
if (this.#graphBatchDepth) {
this.#graphBatchDirty = true;
return Promise.resolve();
}
const update = this.#graphUpdates.then(async () => {
await this.ready;
await this.#compileRenderGraph();
});
this.#graphUpdates = update.catch(() => undefined);
return update;
}
async #compileRenderGraph() {
const buffers = new Map<string, GraphBuffer>();
const textures = new Map<string, GraphTexture>();
const samplers = new Map<string, GraphSampler>();
const computePipelines: object[] = [];
const renderPipelines: object[] = [];
const passes: object[] = [];
const addBuffer = (value: GraphBuffer) => buffers.set(value.id, value);
const addTexture = (value: GraphTexture) => textures.set(value.id, value);
const addSampler = (value: GraphSampler) => samplers.set(value.id, value);
for (const [id, array] of [
["point-lights", "pointLights"],
["rect-lights", "rectAreaLights"],
["spot-lights", "spotLights"],
["directional-lights", "directionalLights"],
["ambient-lights", "ambientLights"],
["clusters", "clusters"],
])
addBuffer({ id, array, usage: ["storage"] });
addBuffer({ id: "accent", array: "sceneAccent", usage: ["uniform"] });
computePipelines.push({
id: "cluster-lights",
code: clusterShader,
entry: "main",
});
passes.push({
id: "cluster-lights",
type: "compute",
pipeline: "cluster-lights",
dispatch: [4, 1, 1],
bindings: [
"point-lights",
"rect-lights",
"spot-lights",
"directional-lights",
"ambient-lights",
"clusters",
].map((resource, binding) => ({ group: 0, binding, resource })),
});
for (const pass of this.#computePasses.values()) {
pass.buffers.forEach(addBuffer);
pass.textures.forEach(addTexture);
pass.samplers.forEach(addSampler);
computePipelines.push({
id: pass.id,
code: pass.code,
entry: pass.entry,
});
passes.push({
id: pass.id,
type: "compute",
pipeline: pass.id,
after: pass.after.length ? pass.after : ["cluster-lights"],
bindings: pass.bindings,
dispatch: pass.dispatch,
});
}
const computeIds = [...this.#computePasses.keys()];
const renderedMeshes = [...this.#meshes.values()].filter(
(mesh) => mesh.vertexCount > 0,
);
const hdrFormat = this.hdr ? "rgba16float" : "rgba8unorm";
addTexture({
id: "hdr",
format: hdrFormat,
size: ["canvas", "canvas", 1],
usage: ["render", "sampled"],
transient: false,
});
addTexture({
id: "depth",
format: "depth24plus",
size: ["canvas", "canvas", 1],
usage: ["render"],
transient: true,
});
addSampler({ id: "linear", magFilter: "linear", minFilter: "linear" });
addSampler({
id: "material-linear",
magFilter: "linear",
minFilter: "linear",
mipmapFilter: "linear",
addressModeU: "repeat",
addressModeV: "repeat",
anisotropyClamp: 16,
});
for (const { number: _, source: __, ...texture } of this.#textures.values())
addTexture(texture);
let previous = computeIds.length ? computeIds : ["cluster-lights"];
if (!renderedMeshes.length) {
renderPipelines.push({
id: "empty-forward",
code: emptyForwardShader,
vertex: { entry: "vertex" },
fragment: { entry: "fragment", targets: [{ format: hdrFormat }] },
});
passes.push({
id: "forward-empty",
type: "render",
pipeline: "empty-forward",
after: previous,
bindings: [{ group: 0, binding: 0, resource: "accent" }],
color: [{ resource: "hdr", clear: [0.015, 0.025, 0.05, 1] }],
draw: { vertices: 3 },
});
previous = ["forward-empty"];
} else {
for (const [id, array] of [
["node-positions", "nodePositions"],
["node-rotors", "nodeRotors"],
["node-scales", "nodeScales"],
["mesh-info", "meshInfo"],
["materials", "materials"],
["camera-matrices", "cameraMatrices"],
])
addBuffer({ id, array, usage: ["storage"] });
const forwardPipelines = new Set<string>();
let firstRender = true;
for (const mesh of renderedMeshes) {
const vertex = `geometry-${mesh.geometryId}-positions`;
addBuffer({
id: vertex,
array: `geometry.${mesh.geometryId}.positions`,
usage: ["vertex"],
sync: "loadout",
});
const normal = `geometry-${mesh.geometryId}-normals`;
const uv = `geometry-${mesh.geometryId}-uvs`;
const tangent = `geometry-${mesh.geometryId}-tangents`;
const hasNormals = !!this.geometryData(mesh.geometryId, "normals");
const hasUvs = !!this.geometryData(mesh.geometryId, "uvs");
const hasTangents = !!this.geometryData(mesh.geometryId, "tangents");
for (const [present, id, kind] of [
[hasNormals, normal, "normals"],
[hasUvs, uv, "uvs"],
[hasTangents, tangent, "tangents"],
] as const)
if (present)
addBuffer({
id,
array: `geometry.${mesh.geometryId}.${kind}`,
usage: ["vertex"],
sync: "loadout",
});
const indexed = mesh.indexCount > 0;
if (indexed)
addBuffer({
id: `geometry-${mesh.geometryId}-indices`,
array: `geometry.${mesh.geometryId}.indices`,
usage: ["index"],
sync: "loadout",
});
const draws =
indexed && mesh.faceMaterials.size
? Array.from(
{ length: Math.floor(mesh.indexCount / 3) },
(_, face) => ({
face,
count: 3,
firstIndex: face * 3,
material: mesh.faceMaterials.get(face),
}),
)
: [
{
face: -1,
count: indexed ? mesh.indexCount : mesh.vertexCount,
firstIndex: 0,
material: undefined,
},
];
for (const draw of draws) {
const id = `forward-${mesh.id}-${draw.face}`;
const material =
draw.material ?? Number(this.array("meshInfo").row(mesh.id)[1]);
if (mesh.id > 65535 || material > 65534)
throw new RangeError(
`Scene handle limit: mesh ${mesh.id}, material ${material}`,
);
const pointers = this.array("materialTextures").row(material);
const texture = (lane: number) =>
pointers[lane]
? this.#textures.get(Number(pointers[lane]) - 1)
: undefined;
const baseTexture = texture(0);
const materialTexture = texture(1);
const normalTexture = hasTangents ? texture(2) : undefined;
const detailed = hasNormals && hasUvs;
const mask = detailed
? (baseTexture ? 1 : 0) |
(materialTexture ? 2 : 0) |
(normalTexture ? 4 : 0)
: 0;
const pipeline = detailed ? `forward-pbr-${mask}` : "forward-basic";
if (!forwardPipelines.has(pipeline)) {
forwardPipelines.add(pipeline);
renderPipelines.push({
id: pipeline,
code: detailed ? pbrShader(mask) : basicForwardShader,
vertex: {
entry: "vertex",
buffers: detailed
? [
{
arrayStride: 16,
attributes: [
{
format: "float32x3",
offset: 0,
shaderLocation: 0,
},
],
},
{
arrayStride: 16,
attributes: [
{
format: "float32x3",
offset: 0,
shaderLocation: 1,
},
],
},
{
arrayStride: 16,
attributes: [
{
format: "float32x2",
offset: 0,
shaderLocation: 2,
},
],
},
...(normalTexture
? [
{
arrayStride: 16,
attributes: [
{
format: "float32x4",
offset: 0,
shaderLocation: 3,
},
],
},
]
: []),
]
: [
{
arrayStride: 16,
attributes: [
{
format: "float32x3",
offset: 0,
shaderLocation: 0,
},
],
},
],
},
fragment: {
entry: "fragment",
targets: [{ format: hdrFormat }],
},
depthStencil: {
format: "depth24plus",
depth_write_enabled: true,
depth_compare: "less",
},
});
}
const instance =
(mesh.id +
(draw.material === undefined
? 0
: (draw.material + 1) * 65536)) >>>
0;
passes.push({
id,
type: "render",
pipeline,
after: previous,
bindings: [
...[
"clusters",
"accent",
"node-positions",
"node-rotors",
"node-scales",
"mesh-info",
"materials",
"camera-matrices",
].map((resource, binding) => ({
group: 0,
binding,
resource,
})),
...(detailed && mask
? [
{ group: 1, binding: 0, resource: "material-linear" },
...(baseTexture
? [
{
group: 1,
binding: 1,
resource: baseTexture.id,
},
]
: []),
...(materialTexture
? [
{
group: 1,
binding: 2,
resource: materialTexture.id,
},
]
: []),
...(normalTexture
? [
{
group: 1,
binding: 3,
resource: normalTexture.id,
},
]
: []),
]
: []),
],
color: [
{
resource: "hdr",
...(firstRender
? { clear: [0.015, 0.025, 0.05, 1] }
: { load: "load" }),
},
],
depth: {
resource: "depth",
...(firstRender ? { clear: 1 } : { load: "load" }),
},
vertexBuffers: [
{ slot: 0, resource: vertex },
...(detailed
? [
{ slot: 1, resource: normal },
{ slot: 2, resource: uv },
...(normalTexture ? [{ slot: 3, resource: tangent }] : []),
]
: []),
],
...(indexed
? {
indexBuffer: {
resource: `geometry-${mesh.geometryId}-indices`,
format: "uint32",
},
}
: {}),
draw: indexed
? {
indices: draw.count,
firstIndex: draw.firstIndex,
instances: 1,
firstInstance: instance,
}
: { vertices: draw.count, instances: 1, firstInstance: instance },
});
firstRender = false;
previous = [id];
}
}
}
for (const material of this.#shaders.values()) {
const id = `shader-${material.id}`;
renderPipelines.push({
id,
code: material.code,
vertex: { entry: material.vertexEntry },
fragment: {
entry: material.fragmentEntry,
targets: [{ format: hdrFormat }],
},
});
passes.push({
id,
type: "render",
pipeline: id,
after: previous,
color: [{ resource: "hdr", load: "load" }],
draw: { vertices: 3 },
});
previous = [id];
}
let input = "hdr";
for (const [index, effect] of [...this.#effects.values()].entries()) {
const output = `post-${index}`;
const pipeline = `post-${effect.id}`;
addTexture({
id: output,
format: hdrFormat,
size: ["canvas", "canvas", 1],
usage: ["render", "sampled"],
transient: true,
});
renderPipelines.push({
id: pipeline,
code: effectFragment(effect.kind, effect.options),
vertex: { entry: "vertex" },
fragment: { entry: "fragment", targets: [{ format: hdrFormat }] },
});
passes.push({
id: pipeline,
type: "render",
pipeline,
after: previous,
bindings: [
{ group: 0, binding: 0, resource: input },
{ group: 0, binding: 1, resource: "linear" },
],
color: [{ resource: output, clear: [0, 0, 0, 1] }],
draw: { vertices: 3 },
});
input = output;
previous = [pipeline];
}
const toneMap = String(
[...this.#effects.values()].find(
(effect) => effect.kind === "colorGrading",
)?.options.toneMap ?? "aces",
);
renderPipelines.push({
id: "present",
code: presentShader(toneMap),
vertex: { entry: "vertex" },
fragment: { entry: "fragment", targets: [{ format: "canvas" }] },
});
passes.push({
id: "present",
type: "render",
pipeline: "present",
after: previous,
bindings: [
{ group: 0, binding: 0, resource: input },
{ group: 0, binding: 1, resource: "linear" },
],
color: [{ resource: "canvas", clear: [0, 0, 0, 1] }],
draw: { vertices: 3 },
});
const graph = {
id: "scene",
resources: {
buffers: [...buffers.values()],
textures: [...textures.values()],
samplers: [...samplers.values()].map(({ id, ...descriptor }) => ({
id,
descriptor,
})),
},
pipelines: { render: renderPipelines, compute: computePipelines },
passes,
};
const id = await this.core.compileGraph(serialize(graph));
await this.core.switchLoadout(id);
}
dispose() {
this.core.dispose();
}
}