lighting.ts
examples/doom/lighting.ts · raw · open the example · all examples · site home
Exports: SECTOR_BUNDLESKY_SECTORLevelDataThingLightThingDataTHING_TABLESLOT_SHIFTMAX_SLOTSFLAG_FULLBRIGHTFLAG_FUZZThingBatchDataDoomLighting
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// Vanilla Doom sector lighting inside the generators that draw the game (a
// renderer modifier costs several times more on WebGL2):
// - level: a remap "indices" generator over a level object's splats; each
// splat's sector comes from its `sector` bundle (the exporter's, SKY_SECTOR
// for the unlit sky) and its light from a table uploaded each tic;
// - things: one view of the sprite atlas per object, splat i being atlas
// splat offset + i, lit by the object's own light and depth (the weapon);
// - batch: every world thing in one object, each list entry naming an atlas
// splat and a slot of a table of poses and lights (things.ts).
// The bake stores raw palette colors with two hints per splat: roughness =
// (fake contrast + 1) / 2 and metallic = 1 for flats, 0 for walls and
// sprites. The math reproduces r_main.c R_InitLightTables and the
// wall / plane / sprite lookups:
// lightnum = clamp((light >> 4) + contrast + extralight, 0, 15)
// startmap = (15 - lightnum) * 4
// walls/sprites: index = startmap - min(2560 / z, 47) / 2 (scalelight)
// planes: index = startmap - 80 / (floor(z / 16) + 1) (zlight)
// with z the view depth in map units; the colormap index 0..31 becomes a
// brightness factor through a LUT of each colormap's mean palette luminance
// ratio. fixedcolormap 1..31 forces that map, 32 is the invulnerability
// inverse; FF_FULLBRIGHT uses map 0; MF_SHADOW is a dark, translucent,
// jittered silhouette (an approximation of the fuzz effect).
import * as THREE from "three";
import type { WebGPURenderer } from "three/webgpu";
import { ArrayData, GpuArrayReader, GpuArrays, GpuExtSplatReader, TSL, defineBundle, type SplatGenerator, type SplatNode, type TslNode } from "@sparkjsdev/radix";
const { clamp, cos, dot, float, floor, fract, int, max, min, mix, select, sin, uint, uniform, vec3, vec4 } = TSL;
export const SECTOR_BUNDLE = defineBundle({ value: "uint16" });
export const SKY_SECTOR = 0xffff;
const TABLE = defineBundle({ value: "float32" });
// Table entries: 32 light colormaps, the inverse map, then one light per sector
const INVERSE_COLORMAP = 32;
const SECTOR_BASE = 33;
const ENABLED = 1;
const QUANTIZE = 2;
const DIMINISH = 4;
const CONTRAST = 8;
export interface LevelData {
splats: GpuArrays;
indices: GpuArrays;
matrixWorld: THREE.Matrix4;
}
// A thing's light, updated by the page every frame (read at its dispatch)
export interface ThingLight {
light: number;
// View depth in map units (0: the weapon's brightest scale index)
depth: number;
fullbright: boolean;
fuzz: boolean;
}
export interface ThingData {
atlas: GpuArrays;
offset: number;
state: ThingLight;
}
// Every world thing in one object: list entry i is atlas splat (entry &
// ATLAS_MASK) of the thing in table slot (entry >> SLOT_SHIFT); the table
// holds each slot's pose (x, y, z, yaw) and light (light, depth, flags)
export const THING_TABLE = defineBundle({ pose: "float32x4", light: "float32x4" });
export const SLOT_SHIFT = 21;
export const MAX_SLOTS = 1 << (32 - SLOT_SHIFT);
export const FLAG_FULLBRIGHT = 16;
export const FLAG_FUZZ = 32;
export interface ThingBatchData {
atlas: GpuArrays;
list: GpuArrays;
table: GpuArrays;
}
export class DoomLighting {
readonly options = { enabled: true, quantize: false, diminish: true, contrast: true };
unitsPerMeter = 32;
extraLight = 0;
fixedColormap = 0;
readonly cameraPosition = new THREE.Vector3();
readonly cameraForward = new THREE.Vector3(0, 0, -1);
readonly level: SplatGenerator<LevelData>;
readonly things: SplatGenerator<ThingData>;
readonly batch: SplatGenerator<ThingBatchData>;
private sectorLight = new Float32Array(0);
private readonly lut = new Float32Array(SECTOR_BASE);
private readonly table: GpuArrays;
private tableDirty = true;
private frame = 0;
private readonly tableReader = new GpuArrayReader(TABLE);
private readonly u = {
flags: uniform(0, "int"),
extra: uniform(0),
fixed: uniform(0),
units: uniform(32),
cameraPosition: uniform(new THREE.Vector3()),
cameraForward: uniform(new THREE.Vector3()),
jitter: uniform(0),
};
constructor(renderer: WebGPURenderer) {
this.table = new GpuArrays({ renderer, bundles: { table: TABLE } });
this.setLut(Array.from({ length: 32 }, (_, i) => 1 - i / 32), 1);
this.level = this.levelGenerator();
this.things = this.thingGenerator();
this.batch = this.batchGenerator();
}
// Brightness factor of each of the 32 light colormaps and of the inverse map
setLut(levels: ArrayLike<number>, inverse: number) {
for (let i = 0; i < 32; i += 1) {
this.lut[i] = levels[i] ?? 0;
}
this.lut[INVERSE_COLORMAP] = inverse;
this.tableDirty = true;
}
setSectorLights(lights: ArrayLike<number>, stride = 1, offset = 0, count = Math.floor(lights.length / stride)) {
if (this.sectorLight.length !== count) {
this.sectorLight = new Float32Array(count);
this.tableDirty = true;
}
for (let i = 0; i < count; i += 1) {
const light = lights[i * stride + offset];
if (this.sectorLight[i] !== light) {
this.sectorLight[i] = light;
this.tableDirty = true;
}
}
}
lightOf(sector: number) {
return sector >= 0 && sector < this.sectorLight.length ? this.sectorLight[sector] : 255;
}
// View depth of a world point in map units
depthOf(position: THREE.Vector3) {
return Math.max(0, scratch.copy(position).sub(this.cameraPosition).dot(this.cameraForward)) * this.unitsPerMeter;
}
// Per frame, before rendering: the camera and the game's light state
update(camera: THREE.Camera) {
camera.updateMatrixWorld();
camera.getWorldPosition(this.cameraPosition);
camera.getWorldDirection(this.cameraForward);
const { options, u } = this;
u.flags.value = (options.enabled ? ENABLED : 0) | (options.quantize ? QUANTIZE : 0) | (options.diminish ? DIMINISH : 0) | (options.contrast ? CONTRAST : 0);
u.extra.value = this.extraLight;
u.fixed.value = this.fixedColormap;
u.units.value = this.unitsPerMeter;
u.cameraPosition.value.copy(this.cameraPosition);
u.cameraForward.value.copy(this.cameraForward);
this.frame += 1;
u.jitter.value = (this.frame % 64) * 7.31;
if (this.tableDirty) {
this.tableDirty = false;
const data = new ArrayData({ count: SECTOR_BASE + this.sectorLight.length }).addBundle("table", TABLE);
const values = data.bundles.table.channels.value.data;
values.set(this.lut);
values.set(this.sectorLight, SECTOR_BASE);
this.table.upload(data);
this.tableReader.bind(this.table, "table");
}
}
// Colormap index 0..31 -> brightness, interpolated unless quantized
private lutLookup(levelIn: TslNode): TslNode {
const quantized = select(this.flag(QUANTIZE), floor(levelIn.add(0.5)), levelIn);
const level = clamp(quantized, 0.0, 31.0).toVar();
const lo = uint(floor(level)).toVar();
const hi = min(lo.add(uint(1)), uint(31));
return mix(this.tableReader.load("value", lo), this.tableReader.load("value", hi), level.sub(float(lo)));
}
private flag(bit: number, flags: TslNode = this.u.flags): TslNode {
return flags.bitAnd(int(bit)).notEqual(int(0));
}
// The lit color of `rgb` (TSL), for a light level, contrast bias (-1..1),
// view depth (map units), plane weight (metallic) and fullbright
private lit(rgb: TslNode, light: TslNode, bias: TslNode, depth: TslNode, plane: TslNode, fullbright: TslNode): TslNode {
const { u } = this;
const z = select(this.flag(DIMINISH), depth, float(160.0));
const b = select(this.flag(CONTRAST), bias, float(0.0));
const lightnum = clamp(floor(light.add(b.mul(16.0)).div(16.0)).add(u.extra), 0.0, 15.0);
const startmap = float(15.0).sub(lightnum).mul(4.0);
const wall = min(float(1280.0).div(max(z, 1.0)), 23.5);
const flat = float(1280.0).div(z.add(16.0));
const level = select(u.fixed.greaterThan(0.5), u.fixed, select(fullbright, float(0.0), startmap.sub(mix(wall, flat, clamp(plane, 0.0, 1.0)))));
const shaded = rgb.mul(this.lutLookup(level));
const inverse = vec3(float(1.0).sub(dot(rgb, vec3(0.299, 0.587, 0.114)))).mul(this.tableReader.load("value", uint(INVERSE_COLORMAP)));
return select(this.flag(ENABLED), select(u.fixed.greaterThanEqual(31.5), inverse, shaded), rgb);
}
private levelGenerator(): SplatGenerator<LevelData> {
const ext = new GpuExtSplatReader();
const list = new GpuArrayReader(ArrayData.INDICES);
const sectors = new GpuArrayReader(SECTOR_BUNDLE);
const toWorld = uniform(new THREE.Matrix4());
return {
generateSplat: (i) => {
const index = list.load("index", i).toVar();
const splat = ext.loadSplat(index).toVar();
const pbr = ext.loadPbr(index);
const sector = sectors.load("value", index).toVar();
const center = toWorld.mul(vec4(splat.get("center"), 1.0)).xyz;
const depth = max(dot(center.sub(this.u.cameraPosition), this.u.cameraForward), 0.0).mul(this.u.units);
const light = this.tableReader.load("value", sector.add(uint(SECTOR_BASE)));
const rgb = this.lit(splat.get("rgb"), light, pbr.get("roughness").mul(2.0).sub(1.0), depth, pbr.get("metallic"), TSL.bool(false));
splat.get("rgb").assign(select(sector.equal(uint(SKY_SECTOR)), splat.get("rgb"), rgb));
return splat as SplatNode;
},
bind: ({ splats, indices, matrixWorld }) => {
ext.bind(splats);
sectors.bind(splats, "sector");
list.bind(indices, "indices");
toWorld.value.copy(matrixWorld);
},
};
}
// A sprite splat (a var) lit at one light level and depth, in place;
// fuzz: dark, translucent, its rows jittered by a texel
private shadeThing(splat: SplatNode, index: TslNode, light: TslNode, depth: TslNode, flags: TslNode) {
const rgb = this.lit(splat.get("rgb"), light, float(0.0), depth, float(0.0), this.flag(FLAG_FULLBRIGHT, flags));
const fuzz = this.flag(FLAG_FUZZ, flags).and(this.flag(ENABLED));
const c = splat.get("center");
const jitter = fract(sin(float(index.mod(uint(65536))).mul(12.9898).add(this.u.jitter)).mul(43758.5453)).sub(0.5).mul(2.0).div(this.u.units);
splat.get("rgb").assign(select(fuzz, vec3(0.0), rgb));
splat.get("opacity").assign(select(fuzz, splat.get("opacity").mul(0.35), splat.get("opacity")));
splat.get("center").assign(vec3(c.x, select(fuzz, c.y.add(jitter), c.y), c.z));
}
private thingGenerator(): SplatGenerator<ThingData> {
const ext = new GpuExtSplatReader();
const offset = uniform(0, "uint");
const light = uniform(255);
const depth = uniform(0);
const flags = uniform(0, "int");
return {
generateSplat: (i) => {
const index = i.add(offset).toVar();
const splat = ext.loadSplat(index).toVar();
this.shadeThing(splat, index, light, depth, flags);
return splat;
},
bind: ({ atlas, offset: first, state }) => {
ext.bind(atlas);
offset.value = first;
light.value = state.light;
depth.value = state.depth;
flags.value = (state.fullbright ? FLAG_FULLBRIGHT : 0) | (state.fuzz ? FLAG_FUZZ : 0);
},
};
}
private batchGenerator(): SplatGenerator<ThingBatchData> {
const ext = new GpuExtSplatReader();
const list = new GpuArrayReader(ArrayData.INDICES);
const table = new GpuArrayReader(THING_TABLE);
return {
generateSplat: (i) => {
const entry = list.load("index", i).toVar();
const index = entry.bitAnd(uint((1 << SLOT_SHIFT) - 1)).toVar();
const slot = entry.shiftRight(uint(SLOT_SHIFT)).toVar();
const pose = table.load("pose", slot).toVar();
const state = table.load("light", slot).toVar();
const splat = ext.loadSplat(index).toVar();
this.shadeThing(splat, index, state.x, state.y, int(state.z));
// Turned by the yaw about +y, then moved to the position
const c = splat.get("center").toVar();
const cy = cos(pose.w).toVar();
const sy = sin(pose.w).toVar();
splat.get("center").assign(vec3(c.x.mul(cy).add(c.z.mul(sy)), c.y, c.z.mul(cy).sub(c.x.mul(sy))).add(pose.xyz));
const q = splat.get("quaternion").toVar();
const ch = cos(pose.w.mul(0.5)).toVar();
const sh = sin(pose.w.mul(0.5)).toVar();
splat.get("quaternion").assign(vec4(ch.mul(q.x).add(sh.mul(q.z)), ch.mul(q.y).add(sh.mul(q.w)), ch.mul(q.z).sub(sh.mul(q.x)), ch.mul(q.w).sub(sh.mul(q.y))));
return splat;
},
bind: ({ atlas, list: entries, table: slots }) => {
ext.bind(atlas);
list.bind(entries, "indices");
table.bind(slots, "table");
},
};
}
}
const scratch = new THREE.Vector3();