lighting.ts
examples/quake/lighting.ts · raw · open the example · all examples · site home
Exports: LightModeSurfaceEffectLightingOptionsSurfaceLightWorldDataQuakeLighting
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// WinQuake surface lighting inside the generators (a renderer modifier costs
// several times more on WebGL2): world objects draw through worldGenerator
// (their LoD lists, remapped), whose bind sets each object's mode, styles
// and effect before its dispatch; models.ts lights models with the same
// colormap LUT and surfaceLight.
//
// The bake stores raw palette colors with the lightmap in two bytes of each
// splat (Radix roughness = the bake's `extra`, metallic = its
// `metallic`):
// mode static: metallic = lightmap of styles[0], extra = 255 for fullbright texels
// mode styles: metallic = lightmap of styles[0], extra = lightmap of styles[1]
// mode unlit: liquids, sky (metallic / extra carry sky texcoords)
// The shader reproduces R_BuildLightMap:
// light = sum(lightmap_i * style_i / 256) + sum(max(0, radius - dist))
// row = (255 - clamp(light, 0, 255)) / 4 (colormap row, 0 bright .. 63 dark)
// and the row becomes a brightness factor through the 64-entry LUT of the
// colormap's mean luminance ratio per row (scene.json lightLut). Time-driven
// looks: the scrolling sky (two layers, r_sky.c), liquid turbulence
// (D_DrawTurbulent8Span's sine shift, inverted onto the splats) and the
// underwater warp (D_WarpScreen: the splats' tan-angle view coordinates get
// the screen warp's sines at their own depth, so sizes and sort order stay).
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";
import { LIGHTSTYLE_NORMAL, MAX_LIGHTSTYLES } from "./sim/QuakeSim.js";
const { If, Loop, clamp, float, floor, int, length, max, min, mix, mod, select, sin, uint, uniform, vec2, vec4 } = TSL;
export type LightMode = "static" | "styles" | "unlit";
export type SurfaceEffect = "none" | "sky" | "liquid";
export interface LightingOptions {
enabled: boolean;
// Sky scrolling and liquid turbulence
effects: boolean;
// Integer colormap rows like vanilla (banding) instead of interpolating
quantize: boolean;
dlights: boolean;
// Animated light styles (off: every style at 'm')
styles: boolean;
// Undulate the world while the view is underwater (r_waterwarp)
waterWarp: boolean;
}
// One world object's lighting, read at its dispatch
export interface SurfaceLight {
mode: LightMode;
styles: [number, number];
effect: SurfaceEffect;
matrixWorld: THREE.Matrix4;
}
// A world object's data: its splats (read at each dispatch: undefined once
// freed, which draws nothing) and lighting, and the selection's index list
export interface WorldData {
source: { readonly splats?: GpuArrays; readonly light: SurfaceLight };
indices: GpuArrays;
}
const MODE = { static: 0, styles: 1, unlit: 2 } as const;
const EFFECT = { none: 0, sky: 1, liquid: 2 } as const;
// r_sky.c: the back layer scrolls at skyspeed texels/s, the front at twice that
const SKY_SPEED = 8;
const SKY_SIZE = 128;
// d_scan.c turbulence: AMP 8 texels, CYCLE 128, SPEED 20
const TURB_AMP = 8;
const TURB_CYCLE = 128;
const TURB_SPEED = 20;
// D_WarpScreen: AMP2 3 pixels of the 320-wide view, whose 90 degree fov puts
// 160 pixels per unit of tan(angle)
const WARP_AMP = 3 / 160;
const WARP_PIXELS_PER_TAN = 160;
const LUT_ROWS = 64;
const MAX_DLIGHTS = 32;
const VALUES = defineBundle({ value: "float32x4" });
const TEXELS = defineBundle({ rgba: "uint8x4" });
export class QuakeLighting {
options: LightingOptions = { enabled: true, effects: true, quantize: false, dlights: true, styles: true, waterWarp: true };
// Game time (cl.time) for the sky and liquid effects
time = 0;
// The view is inside water / slime / lava: the warp shows
underwater = false;
readonly generator: SplatGenerator<WorldData>;
private readonly styleValues = new Float32Array(MAX_LIGHTSTYLES).fill(LIGHTSTYLE_NORMAL);
private readonly lutData = new ArrayData({ count: LUT_ROWS }).addBundle("values", VALUES);
private readonly dlightData = new ArrayData({ count: MAX_DLIGHTS }).addBundle("values", VALUES);
private readonly skyData = new ArrayData({ count: 256 * 128 }).addBundle("texels", TEXELS);
private readonly lut: GpuArrays;
private readonly dlights: GpuArrays;
private readonly sky: GpuArrays;
private readonly lutReader = new GpuArrayReader(VALUES);
private readonly dlightReader = new GpuArrayReader(VALUES);
private readonly skyReader = new GpuArrayReader(TEXELS);
// Shared by every program that lights (world, models)
private readonly u = {
enabled: uniform(1, "int"),
quantize: uniform(0, "int"),
dlights: uniform(0, "uint"),
units: uniform(32),
time: uniform(0),
warp: uniform(0),
view: uniform(new THREE.Matrix4()),
viewInverse: uniform(new THREE.Matrix4()),
};
// Per world object (worldGenerator's bind)
private readonly object = {
mode: uniform(0, "int"),
style0: uniform(LIGHTSTYLE_NORMAL),
style1: uniform(0),
effect: uniform(0, "int"),
toWorld: uniform(new THREE.Matrix4()),
toObject: uniform(new THREE.Matrix4()),
};
constructor(renderer: WebGPURenderer) {
this.setLut(Array.from({ length: LUT_ROWS }, (_, i) => (LUT_ROWS - i) / 32));
this.lut = GpuArrays.fromData(renderer, this.lutData);
this.dlights = GpuArrays.fromData(renderer, this.dlightData);
this.sky = GpuArrays.fromData(renderer, this.skyData);
this.lutReader.bind(this.lut, "values");
this.dlightReader.bind(this.dlights, "values");
this.skyReader.bind(this.sky, "texels");
this.generator = this.worldGenerator();
}
set unitsPerMeter(units: number) {
this.u.units.value = units;
}
// Brightness factor per colormap row (scene.json lightLut)
setLut(levels: ArrayLike<number>) {
const values = this.lutData.bundles.values.channels.value.data;
for (let i = 0; i < LUT_ROWS; i += 1) {
values.fill(i < levels.length ? levels[i] : 0, i * 4, i * 4 + 4);
}
this.lut?.upload(this.lutData);
}
// The 256x128 RGBA sky (scene.json skyRgba, base64), or none
setSky(base64?: string) {
const texels = this.skyData.bundles.texels.channels.rgba.data;
texels.fill(0);
if (base64) {
const binary = atob(base64);
for (let i = 0; i < binary.length && i < texels.length; i += 1) {
texels[i] = binary.charCodeAt(i);
}
}
this.sky.upload(this.skyData);
}
setStyles(values: ArrayLike<number>) {
for (let i = 0; i < MAX_LIGHTSTYLES; i += 1) {
this.styleValues[i] = i < values.length ? values[i] : LIGHTSTYLE_NORMAL;
}
}
styleValue(style: number) {
if (!this.options.styles || !(style >= 0 && style < MAX_LIGHTSTYLES)) {
return LIGHTSTYLE_NORMAL;
}
return this.styleValues[style];
}
// Dynamic lights: positions in meters (three's frame), radius in units
setDlights(lights: { x: number; y: number; z: number; radius: number }[]) {
const count = Math.min(MAX_DLIGHTS, lights.length);
const values = this.dlightData.bundles.values.channels.value.data;
lights.slice(0, count).forEach((light, i) => values.set([light.x, light.y, light.z, light.radius], i * 4));
this.u.dlights.value = count;
if (count > 0) {
this.dlights.upload(this.dlightData);
}
}
// The frame's globals, after the camera is placed
update(camera: THREE.Camera) {
const { options, u } = this;
u.enabled.value = options.enabled ? 1 : 0;
u.quantize.value = options.quantize ? 1 : 0;
if (!options.dlights) {
u.dlights.value = 0;
}
u.time.value = this.time;
u.warp.value = options.waterWarp && this.underwater ? WARP_AMP : 0;
camera.updateMatrixWorld();
u.viewInverse.value.copy(camera.matrixWorld);
u.view.value.copy(camera.matrixWorld).invert();
}
// Colormap row 0..63 -> brightness factor (interpolated unless quantized)
lutFactor(rowIn: TslNode): TslNode {
const row = clamp(rowIn, 0.0, float(LUT_ROWS - 1)).toVar();
If(this.u.quantize.equal(int(1)), () => {
row.assign(floor(row));
});
const lo = uint(floor(row)).toVar();
const hi = min(lo.add(uint(1)), uint(LUT_ROWS - 1));
return mix(this.lutReader.fetch("value", lo).x, this.lutReader.fetch("value", hi).x, row.sub(floor(row)));
}
// Brightness factor for a light value 0..255 (R_AliasSetupLighting's)
lightFactor(light: TslNode): TslNode {
return this.lutFactor(float(255.0).sub(clamp(light, 0.0, 255.0)).div(4.0));
}
// R_BuildLightMap + R_AddDynamicLights: lightmap bytes (0..255) scaled by
// the style values (256 = 1) plus every dynamic light in reach of `world`
// (meters), as the brightness factor
surfaceLight(world: TslNode, lightmap0: TslNode, lightmap1: TslNode, style0: TslNode, style1: TslNode): TslNode {
const { u } = this;
const light = lightmap0.mul(style0).add(lightmap1.mul(style1)).div(256.0).toVar();
Loop({ start: uint(0), end: u.dlights, type: "uint", condition: "<" }, ({ i }: { i: TslNode }) => {
const dl = this.dlightReader.fetch("value", i).toVar();
light.addAssign(max(dl.w.sub(length(world.sub(dl.xyz)).mul(u.units)), 0.0));
});
return this.lightFactor(light);
}
get enabledNode(): TslNode {
return this.u.enabled.equal(int(1));
}
// Lights, scrolls or warps one world splat (object space in and out);
// lightmap bytes `m` (metallic) and `e` (roughness, the bake's extra)
private shade(splat: SplatNode, m: TslNode, e: TslNode) {
const { u, object: o } = this;
const rgb = splat.get("rgb");
const center = splat.get("center");
const world = o.toWorld.mul(vec4(center, 1.0)).xyz.toVar();
If(this.enabledNode.and(o.mode.notEqual(int(MODE.unlit))), () => {
const fullbright = o.mode.equal(int(MODE.static)).and(e.greaterThan(254.5));
If(fullbright.not(), () => {
const second = select(o.mode.equal(int(MODE.styles)), e, float(0.0));
rgb.mulAssign(this.surfaceLight(world, m, second, o.style0, o.style1));
});
});
// Sky: the two scrolling layers at this splat's texel (front wins where opaque)
If(o.effect.equal(int(EFFECT.sky)), () => {
const scroll = u.time.mul(SKY_SPEED);
const base = vec2(m, e).div(255.0).mul(SKY_SIZE);
const back = mod(base.add(scroll), SKY_SIZE);
const front = mod(base.add(scroll.mul(2.0)), SKY_SIZE);
const texel = (x: TslNode, y: TslNode) => vec4(this.skyReader.fetch("rgba", uint(y).mul(uint(256)).add(uint(x)))).div(255.0);
const frontTexel = texel(front.x, front.y).toVar();
const backTexel = texel(back.x.add(SKY_SIZE), back.y);
rgb.assign(mix(backTexel.rgb, frontTexel.rgb, frontTexel.a));
});
// Liquids: move the texel's splat by the inverse of the turbulent shift
// (map units; world x / z stand in for the texture axes)
If(o.effect.equal(int(EFFECT.liquid)), () => {
const s = world.x.mul(u.units);
const t = world.z.mul(u.units);
const phase = u.time.mul(TURB_SPEED);
const cycle = float((Math.PI * 2) / TURB_CYCLE);
world.x.subAssign(sin(t.add(phase).mul(cycle)).mul(TURB_AMP).div(u.units));
world.z.subAssign(sin(s.add(phase).mul(cycle)).mul(TURB_AMP).div(u.units));
});
// Underwater: x by a sine of y and y by a sine of x, in tan units at the
// splat's own depth
If(u.warp.greaterThan(0.0), () => {
const view = u.view.mul(vec4(world, 1.0)).toVar();
const depth = view.z.negate().toVar();
If(depth.greaterThan(0.01), () => {
const tu = view.x.div(depth).toVar();
const tv = view.y.div(depth).toVar();
const phase = u.time.mul(TURB_SPEED);
const cycle = float((Math.PI * 2) / TURB_CYCLE);
const du = sin(tv.mul(WARP_PIXELS_PER_TAN).add(phase).mul(cycle)).mul(u.warp);
const dv = sin(tu.mul(WARP_PIXELS_PER_TAN).add(phase).mul(cycle)).mul(u.warp);
world.assign(u.viewInverse.mul(vec4(tu.add(du).mul(depth), tv.add(dv).mul(depth), view.z, 1.0)).xyz);
});
});
center.assign(o.toObject.mul(vec4(world, 1.0)).xyz);
}
// Stored splats through an index list (a LoD selection), lit per object
private worldGenerator(): SplatGenerator<WorldData> {
const reader = new GpuExtSplatReader();
const list = new GpuArrayReader(ArrayData.INDICES);
const o = this.object;
return {
generateSplat: (i) => {
const at = list.load("index", i);
const splat = reader.loadSplat(at).toVar();
const bz = reader.load("extB", at).z;
this.shade(splat, float(bz.shiftRight(uint(24))), float(bz.shiftRight(uint(16)).bitAnd(uint(0xff))));
return splat;
},
bind: ({ source: { splats, light }, indices }) => {
reader.bind(splats);
list.bind(indices, "indices");
o.mode.value = MODE[light.mode];
o.style0.value = this.styleValue(light.styles[0]);
o.style1.value = light.styles[1] >= 0 ? this.styleValue(light.styles[1]) : 0;
o.effect.value = this.options.effects ? EFFECT[light.effect] : EFFECT.none;
o.toWorld.value.copy(light.matrixWorld);
o.toObject.value.copy(light.matrixWorld).invert();
},
};
}
}