From aafe46e091556336f764a7ca54eec34202e1cd56 Mon Sep 17 00:00:00 2001 From: Brandon Thomas Date: Sat, 3 Oct 2026 02:15:01 -0400 Subject: [PATCH] M12.7: Classic 3D runs on the GPU (per-pixel depth sort, lights, ray-cast shadows, DOF); Auto sends 3D comps to the GPU Co-Authored-By: Claude Opus 5.5 --- apps/effectcraft-cli/src/main.rs | 15 +- crates/gpu/src/classic3d.rs | 244 ++++++++++++++ crates/gpu/src/context.rs | 69 +++- crates/gpu/src/effects.rs | 2 +- crates/gpu/src/lib.rs | 3 + crates/gpu/src/shaders/classic3d.wgsl | 460 ++++++++++++++++++++++++++ crates/gpu/src/tests.rs | 54 +-- crates/gpu/src/tests_3d.rs | 220 ++++++++++++ crates/gpu/src/walk.rs | 21 +- crates/render/src/lib.rs | 12 +- crates/render/src/tests.rs | 9 +- crates/render/src/three_d/compose.rs | 179 ++++++++-- crates/render/src/three_d/mod.rs | 1 + 13 files changed, 1214 insertions(+), 75 deletions(-) create mode 100644 crates/gpu/src/classic3d.rs create mode 100644 crates/gpu/src/shaders/classic3d.wgsl create mode 100644 crates/gpu/src/tests_3d.rs diff --git a/apps/effectcraft-cli/src/main.rs b/apps/effectcraft-cli/src/main.rs index 4f2192fc..9e1a4a8b 100644 --- a/apps/effectcraft-cli/src/main.rs +++ b/apps/effectcraft-cli/src/main.rs @@ -761,7 +761,10 @@ fn bench_gpu(s: &Session, args: &Args) -> Result<(), Failure> { None => s.project.comps().map(|(id, _)| *id).collect(), }; eprintln!("GPU: {} — median of {n} runs (ms/frame)", effectcraft_render::Accelerator::name(&gpu)); - eprintln!("{:<28} {:>5} {:>10} {:>9} {:>9} {:>9} {:>9} {:>9}", "comp", "res", "size", "cpu cold", "gpu cold", "cpu warm", "gpu warm", "gpu view"); + eprintln!( + "{:<28} {:>5} {:>10} {:>9} {:>9} {:>9} {:>9} {:>9} {:>8} {:>9}", + "comp", "res", "size", "cpu cold", "gpu cold", "cpu warm", "gpu warm", "gpu view", "speedup", "gpu≠cpu" + ); for cid in comps { let Some(comp) = s.project.comp(cid) else { continue }; let name = s.project.item(cid).map(|i| i.name.clone()).unwrap_or_default(); @@ -797,7 +800,15 @@ fn bench_gpu(s: &Session, args: &Args) -> Result<(), Failure> { gpu.wait(); }); let size = format!("{}x{}", (comp.width as f64 * scale).round(), (comp.height as f64 * scale).round()); - eprintln!("{name:<28} {label:>5} {size:>10} {cpu_cold:>9.2} {gpu_cold:>9.2} {cpu_warm:>9.2} {gpu_warm:>9.2} {view:>9.2}"); + // Agreement: share of pixels where the GPU frame differs from the CPU reference by + // more than 1/255 on any channel. + let (a, b) = (mk(Backend::Cpu, Some(&cache)), mk(Backend::Gpu, Some(&gcache))); + let off = a.data.iter().zip(&b.data).filter(|(p, q)| (0..4).any(|c| (p[c] - q[c]).abs() > 1.0 / 255.0 + 1e-6)).count(); + let pct = 100.0 * off as f64 / a.data.len().max(1) as f64; + let speedup = cpu_warm / gpu_warm.max(1e-9); + eprintln!( + "{name:<28} {label:>5} {size:>10} {cpu_cold:>9.2} {gpu_cold:>9.2} {cpu_warm:>9.2} {gpu_warm:>9.2} {view:>9.2} {speedup:>7.2}x {pct:>8.3}%" + ); } } Ok(()) diff --git a/crates/gpu/src/classic3d.rs b/crates/gpu/src/classic3d.rs new file mode 100644 index 00000000..0d141c92 --- /dev/null +++ b/crates/gpu/src/classic3d.rs @@ -0,0 +1,244 @@ +//! Classic 3D runs on the GPU (`classic3d.wgsl`): the CPU prepares the planes +//! ([`Renderer::prepare_3d_run`](effectcraft_render::Renderer::prepare_3d_run): layer buffers, +//! homographies, materials, lights, track mattes), the GPU blurs depth of field, packs the +//! buffers into one atlas texture and runs the per-pixel depth sort, lighting, ray-cast shadows +//! and blending of `render::three_d::compose` in one kernel. + +use std::collections::HashMap; + +use effectcraft_geom::Mat4; +use effectcraft_project::LightKind; +use effectcraft_render::three_d::{LightState, PlaneGeo, Run3d}; + +use crate::context::{Enc, GpuImage, Params}; +use crate::ops::mode_id; + +/// Fragments kept per pixel (`MAX_FRAGS` in the shader). Runs that could stack more planes on +/// one pixel render on the CPU. +const MAX_FRAGS: usize = 32; + +/// Little-endian words for the shader's storage structs. +#[derive(Default)] +struct Words(Vec); + +impl Words { + fn f(&mut self, v: [f32; 4]) { + for x in v { + self.0.extend_from_slice(&x.to_le_bytes()); + } + } + fn u(&mut self, v: [u32; 4]) { + for x in v { + self.0.extend_from_slice(&x.to_le_bytes()); + } + } + fn d(&mut self, v: [f64; 4]) { + self.f(v.map(|x| x as f32)); + } + /// Pad an empty array to one element (`size` bytes) so its binding is valid. + fn at_least(mut self, size: usize) -> Vec { + if self.0.len() < size { + self.0.resize(size, 0); + } + self.0 + } +} + +fn affine_rows(w: &mut Words, m: &Mat4) { + for r in 0..3 { + w.d(m.0[r]); + } +} + +/// Shelf-pack rectangles into an atlas no larger than `max` on a side: (width, height, +/// positions). +fn pack(sizes: &[(u32, u32)], max: u32) -> Option<(u32, u32, Vec<(u32, u32)>)> { + let maxw = sizes.iter().map(|s| s.0).max()?; + if maxw > max { + return None; + } + let area: f64 = sizes.iter().map(|s| s.0 as f64 * s.1 as f64).sum(); + let limit = maxw.max((area.sqrt() * 1.25).ceil() as u32).min(max); + let mut order: Vec = (0..sizes.len()).collect(); + order.sort_by_key(|&i| std::cmp::Reverse(sizes[i].1)); + let mut pos = vec![(0, 0); sizes.len()]; + let (mut x, mut y, mut shelf, mut width) = (0u32, 0u32, 0u32, 0u32); + for i in order { + let (w, h) = sizes[i]; + if x + w > limit { + y += shelf; + x = 0; + shelf = 0; + } + pos[i] = (x, y); + x += w; + shelf = shelf.max(h); + width = width.max(x); + } + let height = y + shelf; + (height <= max).then_some((width.max(1), height.max(1), pos)) +} + +/// Upper bound of the planes drawn on any one pixel: a pixel covered by a set of planes lies in +/// each one's box, so every plane of the set overlaps the box of any member. +fn max_overlap(boxes: &[[i64; 4]]) -> usize { + boxes.iter().map(|a| boxes.iter().filter(|b| a[0] < b[2] && b[0] < a[2] && a[1] < b[3] && b[1] < a[3]).count()).max().unwrap_or(0) +} + +fn light_kind(k: LightKind) -> u32 { + match k { + LightKind::Ambient | LightKind::Environment => 0, + LightKind::Parallel => 1, + LightKind::Point => 2, + LightKind::Spot => 3, + } +} + +fn write_geo(w: &mut Words, g: &PlaneGeo) { + // The homography is defined up to scale: normalise it (by a positive factor, keeping the + // sign tests) into f32's comfortable range. + let m = g.hinv.0.iter().flatten().fold(0.0f64, |a, v| a.max(v.abs())); + let k = if m > 0.0 { 1.0 / m } else { 1.0 }; + for r in 0..3 { + w.d([g.hinv.0[r][0] * k, g.hinv.0[r][1] * k, g.hinv.0[r][2] * k, 0.0]); + } + w.d([g.depth[0], g.depth[1], g.depth[2], 0.0]); + affine_rows(w, &g.world); + w.d([g.normal.x, g.normal.y, g.normal.z, 0.0]); + w.d([g.cam.eye.x, g.cam.eye.y, g.cam.eye.z, if g.cam.ortho { 1.0 } else { 0.0 }]); + let f = g.cam.forward(); + w.d([f.x, f.y, f.z, 0.0]); +} + +fn write_light(w: &mut Words, l: &LightState) { + w.u([light_kind(l.kind), l.falloff, l.casts_shadows as u32, 0]); + w.d([l.pos.x, l.pos.y, l.pos.z, 0.0]); + w.d([l.dir.x, l.dir.y, l.dir.z, 0.0]); + w.f([l.color[0], l.color[1], l.color[2], 0.0]); + w.d([l.cone_half, l.feather, l.radius, l.falloff_distance]); + w.d([l.shadow_darkness, l.shadow_diffusion, 0.0, 0.0]); +} + +const PLANE_BYTES: usize = 12 * 16; +const GEO_BYTES: usize = 10 * 16; +const LIGHT_BYTES: usize = 6 * 16; + +/// Composite a prepared Classic 3D run over `canvas`. `None` when it cannot run here (the +/// caller draws it on the CPU). +pub(crate) fn draw_run(e: &mut Enc, run: &Run3d, canvas: &GpuImage) -> Option { + let (w, h) = (canvas.width, canvas.height); + let boxes: Vec<[i64; 4]> = run.planes.iter().filter(|p| p.draw).map(|p| p.bbox).collect(); + if boxes.is_empty() { + return Some(canvas.clone()); + } + if max_overlap(&boxes) > MAX_FRAGS + || run.planes.iter().any(|p| p.winv.0[3] != [0.0, 0.0, 0.0, 1.0] || p.geos.iter().any(|g| g.world.0[3] != [0.0, 0.0, 0.0, 1.0])) + { + return None; + } + // Plane textures: the (cached) layer upload, depth-of-field blurred when asked. + let mut texs: Vec<(GpuImage, [f64; 2])> = Vec::with_capacity(run.planes.len()); + for p in &run.planes { + let mut img = e.g.upload_buf(&p.buf)?; + let mut off = p.buf.offset; + if let Some((sigma, pad)) = p.dof { + let (pw, ph) = (img.width + 2 * pad, img.height + 2 * pad); + if !e.g.fits(pw, ph) { + return None; + } + let padded = e.image(pw, ph); + e.copy_into(&img, &padded, pad, pad); + img = crate::effects::gaussian_blur(e, &padded, sigma, sigma, false); + off = [off[0] + pad as f64, off[1] + pad as f64]; + } + texs.push((img, off)); + } + let sizes: Vec<(u32, u32)> = texs.iter().map(|(t, _)| (t.width, t.height)).collect(); + let (aw, ah, pos) = pack(&sizes, e.g.max_dim)?; + if (aw as u64) * (ah as u64) * 16 > 2 << 30 { + return None; + } + let atlas = e.image(aw, ah); + for ((t, _), &(x, y)) in texs.iter().zip(&pos) { + e.copy_into(t, &atlas, x, y); + } + // Track mattes (shared by the planes of one layer). + let mut mattes: Vec = vec![]; + let mut matte_ix: HashMap = HashMap::new(); + let n_px = w as usize * h as usize; + let mut planes = Words::default(); + let mut geos = Words::default(); + let mut n_geos = 0u32; + for ((p, (t, off)), &(ax, ay)) in run.planes.iter().zip(&texs).zip(&pos) { + let matte = match &p.matte { + Some(m) if m.len() == n_px => { + let key = std::sync::Arc::as_ptr(m) as usize; + let next = matte_ix.len() as u32 + 1; + let ix = *matte_ix.entry(key).or_insert(next); + if ix == next { + mattes.extend_from_slice(m); + } + ix + } + Some(_) => return None, + None => 0, + }; + planes.f([ax as f32, ay as f32, t.width as f32, t.height as f32]); + planes.d([off[0], off[1], p.buf.scale, if p.bicubic { 1.0 } else { 0.0 }]); + planes.d(p.bbox.map(|v| v as f64)); + planes.d(p.bounds); + affine_rows(&mut planes, &p.winv); + planes.f([p.mat.ambient, p.mat.diffuse, p.mat.specular, p.mat.exponent() as f32]); + planes.f([p.mat.metal, p.mat.light_transmission, p.opacity, 0.0]); + let flags = p.draw as u32 | (p.preserve as u32) << 1 | (p.mat.accepts_lights as u32) << 2; + planes.u([n_geos, p.geos.len() as u32, flags, mode_id(p.mode)]); + planes.u([p.mat.casts_shadows, p.mat.accepts_shadows, p.layer_id, p.order as u32]); + planes.u([matte, run.seed ^ p.layer_id, 0, 0]); + for g in &p.geos { + write_geo(&mut geos, g); + } + n_geos += p.geos.len() as u32; + } + if (mattes.len() * 4) as u64 > e.g.device.limits().max_storage_buffer_binding_size as u64 { + return None; + } + let mut lights = Words::default(); + for l in &run.lights { + write_light(&mut lights, l); + } + let mut casters = Words::default(); + for c in &run.casters { + casters.0.extend_from_slice(&(*c as u32).to_le_bytes()); + } + let pb = e.bytes(planes.at_least(PLANE_BYTES)); + let gb = e.bytes(geos.at_least(GEO_BYTES)); + let lb = e.bytes(lights.at_least(LIGHT_BYTES)); + let cb = e.bytes(casters.at_least(16)); + let mb = e.data(&mattes); + let mut p = Params::default(); + p.u[0] = [run.planes.len() as u32, run.lights.len() as u32, run.casters.len() as u32, 0]; + let out = e.image(w, h); + e.dispatch_ext("classic3d", &p, &atlas, Some(canvas), &out, Some(&mb), (w.div_ceil(16), h.div_ceil(16)), Some([&pb, &gb, &lb, &cb])); + Some(out) +} + +#[cfg(test)] +mod tests { + use super::*; + + #[test] + fn shelf_packing_fits_and_does_not_overlap() { + let sizes = [(100, 40), (30, 90), (60, 60), (100, 10), (5, 5)]; + let (w, h, pos) = pack(&sizes, 256).unwrap(); + for (i, (&(x, y), &(sw, sh))) in pos.iter().zip(&sizes).enumerate() { + assert!(x + sw <= w && y + sh <= h); + for (j, (&(x2, y2), &(sw2, sh2))) in pos.iter().zip(&sizes).enumerate() { + if i != j { + assert!(x + sw <= x2 || x2 + sw2 <= x || y + sh <= y2 || y2 + sh2 <= y, "{i} and {j} overlap"); + } + } + } + assert!(pack(&[(300, 10)], 256).is_none()); + assert_eq!(max_overlap(&[[0, 0, 10, 10], [5, 5, 15, 15], [20, 20, 30, 30]]), 2); + } +} diff --git a/crates/gpu/src/context.rs b/crates/gpu/src/context.rs index 46868104..d549149d 100644 --- a/crates/gpu/src/context.rs +++ b/crates/gpu/src/context.rs @@ -28,6 +28,10 @@ const ENTRIES: &[&str] = &[ "pointwise", ]; +/// Entry points that also bind group 1 (four read-only storage buffers; see +/// [`Enc::dispatch_ext`]). +const EXT_ENTRIES: &[&str] = &["classic3d"]; + /// Pixel format of every working texture: premultiplied RGBA, 32-bit float (32 bpc headroom; /// 8/16 bpc are emulated by clamping and quantising, as on the CPU). pub const FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba32Float; @@ -88,6 +92,7 @@ pub struct GpuContext { pub(crate) name: String, pub(crate) max_dim: u32, bgl: wgpu::BindGroupLayout, + bgl_ext: wgpu::BindGroupLayout, pipelines: HashMap<&'static str, wgpu::ComputePipeline>, display_bgl: wgpu::BindGroupLayout, display: wgpu::ComputePipeline, @@ -135,7 +140,7 @@ impl GpuContext { } } let name = format!("{} ({:?})", info.name, info.backend); - let src = [include_str!("shaders/common.wgsl"), include_str!("shaders/kernels.wgsl")].concat(); + let src = [include_str!("shaders/common.wgsl"), include_str!("shaders/kernels.wgsl"), include_str!("shaders/classic3d.wgsl")].concat(); let module = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some("effectcraft kernels"), source: wgpu::ShaderSource::Wgsl(src.into()) }); let bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { @@ -167,12 +172,29 @@ impl GpuContext { bind_group_layouts: &[Some(&bgl)], immediate_size: 0, }); + let storage = |binding: u32| wgpu::BindGroupLayoutEntry { + binding, + visibility: wgpu::ShaderStages::COMPUTE, + ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Storage { read_only: true }, has_dynamic_offset: false, min_binding_size: None }, + count: None, + }; + let bgl_ext = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { + label: Some("effectcraft kernels (ext)"), + entries: &[storage(0), storage(1), storage(2), storage(3)], + }); + let layout_ext = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { + label: Some("effectcraft kernels (ext)"), + bind_group_layouts: &[Some(&bgl), Some(&bgl_ext)], + immediate_size: 0, + }); let pipelines = ENTRIES .iter() - .map(|e| { + .map(|e| (e, &layout)) + .chain(EXT_ENTRIES.iter().map(|e| (e, &layout_ext))) + .map(|(e, layout)| { let p = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor { label: Some(e), - layout: Some(&layout), + layout: Some(layout), module: &module, entry_point: Some(e), compilation_options: Default::default(), @@ -221,6 +243,7 @@ impl GpuContext { name, max_dim, bgl, + bgl_ext, pipelines, display_bgl, display, @@ -249,7 +272,7 @@ impl GpuContext { let (device, queue) = pollster::block_on(adapter.request_device(&wgpu::DeviceDescriptor { label: Some("effectcraft gpu"), required_limits, ..Default::default() })) .ok()?; - device.on_uncaptured_error(Arc::new(|e| log::error!("wgpu: {e}"))); + device.on_uncaptured_error(Arc::new(|e| eprintln!("wgpu: {e}"))); GpuContext::new(&adapter, device, queue).map_err(|e| log::info!("gpu: {e}")).ok() } @@ -374,6 +397,22 @@ impl<'g> Enc<'g> { out: &GpuImage, data: Option<&wgpu::Buffer>, groups: (u32, u32), + ) { + self.dispatch_ext(entry, p, src, aux, out, data, groups, None); + } + + /// [`Enc::dispatch`] for the kernels in `EXT_ENTRIES`, with their group 1 storage buffers. + #[allow(clippy::too_many_arguments)] + pub fn dispatch_ext( + &mut self, + entry: &str, + p: &Params, + src: &GpuImage, + aux: Option<&GpuImage>, + out: &GpuImage, + data: Option<&wgpu::Buffer>, + groups: (u32, u32), + ext: Option<[&wgpu::Buffer; 4]>, ) { let g = self.g; let Some(pipe) = g.pipelines.get(entry) else { @@ -395,11 +434,26 @@ impl<'g> Enc<'g> { wgpu::BindGroupEntry { binding: 4, resource: data.unwrap_or(&g.dummy_buf).as_entire_binding() }, ], }); + let bg_ext = ext.map(|b| { + g.device.create_bind_group(&wgpu::BindGroupDescriptor { + label: None, + layout: &g.bgl_ext, + entries: &[ + wgpu::BindGroupEntry { binding: 0, resource: b[0].as_entire_binding() }, + wgpu::BindGroupEntry { binding: 1, resource: b[1].as_entire_binding() }, + wgpu::BindGroupEntry { binding: 2, resource: b[2].as_entire_binding() }, + wgpu::BindGroupEntry { binding: 3, resource: b[3].as_entire_binding() }, + ], + }) + }); let enc = self.encoder(); { let mut pass = enc.begin_compute_pass(&wgpu::ComputePassDescriptor { label: Some(entry), timestamp_writes: None }); pass.set_pipeline(pipe); pass.set_bind_group(0, &bg, &[]); + if let Some(b) = &bg_ext { + pass.set_bind_group(1, b, &[]); + } pass.dispatch_workgroups(groups.0.max(1), groups.1.max(1), 1); } self.pending += 1; @@ -525,7 +579,12 @@ impl<'g> Enc<'g> { for x in v { bytes.extend_from_slice(&x.to_le_bytes()); } - while bytes.len() < 16 { + self.bytes(bytes) + } + + /// A read-only storage buffer holding `bytes` (padded to 16 bytes). + pub fn bytes(&self, mut bytes: Vec) -> wgpu::Buffer { + while bytes.len() < 16 || bytes.len() % 4 != 0 { bytes.push(0); } self.g.device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("data"), contents: &bytes, usage: wgpu::BufferUsages::STORAGE }) diff --git a/crates/gpu/src/effects.rs b/crates/gpu/src/effects.rs index fdc317b3..b1cc308f 100644 --- a/crates/gpu/src/effects.rs +++ b/crates/gpu/src/effects.rs @@ -111,7 +111,7 @@ fn box_passes(e: &mut Enc, img: &GpuImage, rx: &[usize], ry: &[usize], repeat: b } /// raster::gaussian_blur (3 box passes per axis). -fn gaussian_blur(e: &mut Enc, img: &GpuImage, sx: f64, sy: f64, repeat: bool) -> GpuImage { +pub(crate) fn gaussian_blur(e: &mut Enc, img: &GpuImage, sx: f64, sy: f64, repeat: bool) -> GpuImage { let rx = if sx > 0.05 { box_radii(sx, 3) } else { vec![] }; let ry = if sy > 0.05 { box_radii(sy, 3) } else { vec![] }; box_passes(e, img, &rx, &ry, repeat) diff --git a/crates/gpu/src/lib.rs b/crates/gpu/src/lib.rs index 43474e9d..7a2634b3 100644 --- a/crates/gpu/src/lib.rs +++ b/crates/gpu/src/lib.rs @@ -22,6 +22,7 @@ //! egui-wgpu to draw. mod adv3d; +mod classic3d; mod context; mod effects; mod ops; @@ -140,4 +141,6 @@ impl Accelerator for Gpu { #[cfg(test)] mod tests; #[cfg(test)] +mod tests_3d; +#[cfg(test)] mod tests_adv3d; diff --git a/crates/gpu/src/shaders/classic3d.wgsl b/crates/gpu/src/shaders/classic3d.wgsl new file mode 100644 index 00000000..4e8d2139 --- /dev/null +++ b/crates/gpu/src/shaders/classic3d.wgsl @@ -0,0 +1,460 @@ +// Classic 3D on the GPU: the per-pixel compositor of `render::three_d::compose` (draw_run). +// +// Every plane covering an output pixel is inverse-mapped through its homography (one per +// motion-blur sub-sample), sampled from the plane atlas (`src`), shaded by the comp's lights +// (Blinn-Phong, ray-cast shadows against the caster planes) and multiplied by its track matte; +// the pixel's fragments are insertion-sorted far → near (coplanar fragments in stack order) and +// blended over the canvas (`aux`) with each layer's mode and opacity. +// +// Bindings: group 0 as every kernel (P, src = atlas, aux = canvas, out, data = track mattes); +// group 1 = planes, geometries, lights, caster indices. +// P.u[0] = (planes, lights, casters, _) + +struct Plane { + // Atlas rectangle (x, y, w, h) in texels. + atlas: vec4, + // Buffer offset (x, y), scale, bicubic (0 / 1). + tex: vec4, + // Output pixel bounds [x0, y0, x1, y1). + bbox: vec4, + // Layer-space bounds of the buffer. + bounds: vec4, + // World → layer (affine rows). + winv0: vec4, + winv1: vec4, + winv2: vec4, + // Ambient, diffuse, specular, Blinn-Phong exponent. + mat0: vec4, + // Metal, light transmission, opacity. + mat1: vec4, + // First geometry, geometry count, flags (1 draw, 2 preserve transparency, 4 accepts + // lights), blend mode. + ints: vec4, + // Casts shadows, accepts shadows (0 off, 1 on, 2 only), layer id, stack order. + ints2: vec4, + // Track matte (index + 1; 0 = none), dissolve seed. + ints3: vec4, +} + +struct Geo { + // Output pixel → homogeneous layer coordinates (rows). + h0: vec4, + h1: vec4, + h2: vec4, + // Camera depth = d.x·u + d.y·v + d.z. + depth: vec4, + // Layer → world (affine rows). + w0: vec4, + w1: vec4, + w2: vec4, + // Unit world normal. + normal: vec4, + // Camera eye (xyz) and orthographic flag (w). + eye: vec4, + // Camera forward (xyz). + fwd: vec4, +} + +struct Light { + // Kind (0 ambient, 1 parallel, 2 point, 3 spot), falloff, casts shadows. + ints: vec4, + pos: vec4, + dir: vec4, + color: vec4, + // Cone half-angle, feather, radius, falloff distance. + cone: vec4, + // Shadow darkness, shadow diffusion. + shadow: vec4, +} + +@group(1) @binding(0) var planes: array; +@group(1) @binding(1) var geos: array; +@group(1) @binding(2) var lights: array; +@group(1) @binding(3) var casters: array; + +const NEAR3: f32 = 1.0; +const MAX_FRAGS: u32 = 32u; + +fn atlas_get(i: u32, x: i32, y: i32) -> vec4 { + let r = planes[i].atlas; + if (x < 0 || y < 0 || x >= i32(r.z) || y >= i32(r.w)) { + return vec4(0.0); + } + return textureLoad(src, vec2(i32(r.x) + x, i32(r.y) + y), 0); +} + +// Image::sample_bilinear / sample_bicubic on a plane's buffer at layer coordinates (u, v). +fn texel(i: u32, u: f32, v: f32) -> vec4 { + let t = planes[i].tex; + let x = u * t.z + t.x; + let y = v * t.z + t.y; + let fx = x - 0.5; + let fy = y - 0.5; + let x0 = floor(fx); + let y0 = floor(fy); + let xi = i32(x0); + let yi = i32(y0); + if (t.w > 0.5) { + let wx = cubic_w(fx - x0); + let wy = cubic_w(fy - y0); + var o = vec4(0.0); + for (var j = 0; j < 4; j++) { + for (var k = 0; k < 4; k++) { + o += atlas_get(i, xi - 1 + k, yi - 1 + j) * (wx[k] * wy[j]); + } + } + return max(o, vec4(0.0)); + } + let tx = fx - x0; + let ty = fy - y0; + let a = atlas_get(i, xi, yi); + let b = atlas_get(i, xi + 1, yi); + let c = atlas_get(i, xi, yi + 1); + let d = atlas_get(i, xi + 1, yi + 1); + let top = a + (b - a) * tx; + let bot = c + (d - c) * tx; + return top + (bot - top) * ty; +} + +fn affine(r0: vec4, r1: vec4, r2: vec4, p: vec3) -> vec3 { + return vec3(dot(r0.xyz, p) + r0.w, dot(r1.xyz, p) + r1.w, dot(r2.xyz, p) + r2.w); +} + +fn linear3(r0: vec4, r1: vec4, r2: vec4, v: vec3) -> vec3 { + return vec3(dot(r0.xyz, v), dot(r1.xyz, v), dot(r2.xyz, v)); +} + +// compose::unproject: (u, v, depth, ok). +fn unproject(g: u32, sx: f32, sy: f32) -> vec4 { + let gm = geos[g]; + let ortho = gm.eye.w > 0.5; + let qz = gm.h2.x * sx + gm.h2.y * sy + gm.h2.z; + if ((!ortho && qz <= 0.0) || qz == 0.0) { + return vec4(0.0); + } + let u = (gm.h0.x * sx + gm.h0.y * sy + gm.h0.z) / qz; + let v = (gm.h1.x * sx + gm.h1.y * sy + gm.h1.z) / qz; + let z = gm.depth.x * u + gm.depth.y * v + gm.depth.z; + if (!ortho && z < NEAR3) { + return vec4(0.0); + } + return vec4(u, v, z, 1.0); +} + +// LightState::to_light: unit vector towards the light (xyz) and the distance (w; -1 = ∞). +fn to_light(l: u32, p: vec3) -> vec4 { + let li = lights[l]; + if (li.ints.x == 1u) { + return vec4(-li.dir.xyz, -1.0); + } + let d = li.pos.xyz - p; + let len = length(d); + if (len < 1e-9) { + return vec4(0.0, 0.0, -1.0, 0.0); + } + return vec4(d / len, len); +} + +fn smoothstep01(t: f32) -> f32 { + return 1.0 - t * t * (3.0 - 2.0 * t); +} + +// LightState::attenuation. +fn attenuation(l: u32, p: vec3) -> f32 { + let li = lights[l]; + let tl = to_light(l, p); + let dist = tl.w; + let finite = dist >= 0.0; + let radius = li.cone.z; + let fd = li.cone.w; + var k = 1.0; + if (li.ints.y == 1u && finite) { + if (dist <= radius) { + k = 1.0; + } else if (fd <= 0.0) { + k = 0.0; + } else { + k = smoothstep01(clamp((dist - radius) / fd, 0.0, 1.0)); + } + } else if (li.ints.y == 2u && finite) { + if (dist <= radius || (radius <= 0.0 && dist <= 1.0)) { + k = 1.0; + } else { + let q = max(radius, 1.0) / dist; + k = q * q; + } + } + if (li.ints.x == 3u) { + let cos_a = clamp(dot(-tl.xyz, li.dir.xyz), -1.0, 1.0); + let a = acos(cos_a); + let outer = li.cone.x; + let inner = outer * (1.0 - li.cone.y); + if (a <= inner) { + } else if (a >= outer) { + k = 0.0; + } else { + k *= smoothstep01((a - inner) / max(outer - inner, 1e-9)); + } + } + return k; +} + +// compose::occlusion: RGB transmittance of light `l` reaching `p` past caster `c`. +fn occlusion(c: u32, p: vec3, l: u32) -> vec3 { + let pl = planes[c]; + let li = lights[l]; + let a = affine(pl.winv0, pl.winv1, pl.winv2, p); + var hit: vec3; + var d_pc: f32; + var d_cl: f32; + if (li.ints.x == 1u) { + // Towards the light, 1e6 away (in direction form: exact in f32). + let dl = linear3(pl.winv0, pl.winv1, pl.winv2, -li.dir.xyz); + if (dl.z == 0.0) { + return vec3(1.0); + } + let s = -a.z / dl.z; + if (s <= 1.0 || s >= 1.0e6) { + return vec3(1.0); + } + hit = a + dl * s; + d_pc = length(li.dir.xyz) * s; + d_cl = 1000.0; + } else { + let b = affine(pl.winv0, pl.winv1, pl.winv2, li.pos.xyz); + if (a.z == b.z || (a.z < 0.0) == (b.z < 0.0)) { + return vec3(1.0); + } + let t = a.z / (a.z - b.z); + if (t <= 1e-6 || t >= 1.0) { + return vec3(1.0); + } + hit = a + (b - a) * t; + let seg = length(li.pos.xyz - p); + d_pc = seg * t; + d_cl = max(seg * (1.0 - t), 1.0); + } + let r = li.shadow.y * min(d_pc / d_cl, 4.0); + let bd = pl.bounds; + if (hit.x < bd.x - r || hit.y < bd.y - r || hit.x > bd.z + r || hit.y > bd.w + r) { + return vec3(1.0); + } + var px = vec4(0.0); + if (r * pl.tex.z < 0.5) { + px = texel(c, hit.x, hit.y); + } else { + for (var j = -1; j <= 1; j++) { + for (var i = -1; i <= 1; i++) { + px += texel(c, hit.x + f32(i) * r * 0.66, hit.y + f32(j) * r * 0.66) / 9.0; + } + } + } + let alpha = clamp(px.w * pl.mat1.z, 0.0, 1.0); + if (alpha <= 0.0) { + return vec3(1.0); + } + let tr = pl.mat1.y; + let dark = li.shadow.x; + var o = vec3(1.0); + for (var k = 0; k < 3; k++) { + var st = 0.0; + if (px.w > 0.0) { + st = clamp(px[k] / px.w, 0.0, 1.0); + } + let through = (1.0 - alpha) + alpha * tr * st; + o[k] = 1.0 - dark * (1.0 - through); + } + return o; +} + +fn shadow_of(it: u32, l: u32, p: vec3) -> vec3 { + var tr = vec3(1.0); + let n = P.u[0].z; + let lid = planes[it].ints2.z; + for (var k = 0u; k < n; k++) { + let c = casters[k]; + if (c == it || planes[c].ints2.z == lid) { + continue; + } + tr *= occlusion(c, p, l); + } + return tr; +} + +// compose::shade_texel (light::shade). +fn shade_texel(it: u32, g: u32, u: f32, v: f32, t: vec4) -> vec4 { + let pl = planes[it]; + let n_lights = P.u[0].y; + let accepts_shadows = pl.ints2.y; + if (n_lights == 0u || (pl.ints.z & 4u) == 0u) { + if (accepts_shadows == 2u) { + return vec4(0.0); + } + return t; + } + let gm = geos[g]; + let a = t.w; + let rgb = t.xyz / a; + let p = affine(gm.w0, gm.w1, gm.w2, vec3(u, v, 0.0)); + var to_viewer: vec3; + if (gm.eye.w > 0.5) { + to_viewer = -gm.fwd.xyz; + } else { + to_viewer = normalize(gm.eye.xyz - p); + } + var n = gm.normal.xyz; + if (dot(n, to_viewer) < 0.0) { + n = -n; + } + var amb = vec3(0.0); + var diff = vec3(0.0); + var spec = vec3(0.0); + var shadow_amt = 0.0; + let ex = pl.mat0.w; + let metal = pl.mat1.x; + let transmission = pl.mat1.y; + let specular = pl.mat0.z; + for (var i = 0u; i < n_lights; i++) { + let li = lights[i]; + if (li.ints.x == 0u) { + amb += li.color.xyz; + continue; + } + let k = attenuation(i, p); + if (k <= 0.0) { + continue; + } + let lv = to_light(i, p).xyz; + let ndl = dot(n, lv); + let front = ndl > 0.0; + var lambert = ndl; + if (!front) { + lambert = -ndl * transmission; + } + if (lambert <= 0.0) { + continue; + } + var sh = vec3(1.0); + if (li.ints.z != 0u && accepts_shadows != 0u) { + sh = shadow_of(it, i, p); + } + shadow_amt = max(shadow_amt, 1.0 - (sh.x + sh.y + sh.z) / 3.0); + diff += li.color.xyz * (lambert * k) * sh; + if (front && specular > 0.0) { + let h = normalize(lv + to_viewer); + let s = powz(max(dot(n, h), 0.0), ex) * k; + let tint = vec3(1.0) + (rgb - vec3(1.0)) * metal; + spec += li.color.xyz * s * sh * tint; + } + } + let lit = rgb * (pl.mat0.x * amb + pl.mat0.y * diff) + specular * spec; + if (accepts_shadows == 2u) { + return vec4(0.0, 0.0, 0.0, a * shadow_amt); + } + return vec4(lit * a, a); +} + +// compose::before: a draws before b (farther; coplanar → lower stack order first). +fn before(za: f32, oa: u32, zb: f32, ob: u32) -> bool { + let tol = 1e-5 * max(max(abs(za), abs(zb)), 1.0); + if (abs(za - zb) <= tol) { + return oa < ob; + } + return za > zb; +} + +@compute @workgroup_size(16, 16) +fn classic3d(@builtin(global_invocation_id) gid: vec3) { + let dims = out_dims(); + let x = i32(gid.x); + let y = i32(gid.y); + if (x >= dims.x || y >= dims.y) { + return; + } + let pix = vec2(x, y); + var d = textureLoad(aux, pix, 0); + let fx = f32(x); + let fy = f32(y); + let sx = fx + 0.5; + let sy = fy + 0.5; + var fz: array; + var fo: array; + var fi: array; + var fp: array, MAX_FRAGS>; + var nf = 0u; + let n_planes = P.u[0].x; + for (var i = 0u; i < n_planes; i++) { + let pl = planes[i]; + if ((pl.ints.z & 1u) == 0u) { + continue; + } + if (fx < pl.bbox.x || fx >= pl.bbox.z || fy < pl.bbox.y || fy >= pl.bbox.w) { + continue; + } + // compose::fragment: average of the motion-blur sub-samples. + let g0 = pl.ints.x; + let ng = pl.ints.y; + var acc = vec4(0.0); + var depth = 0.0; + var hit = false; + for (var k = 0u; k < ng; k++) { + let q = unproject(g0 + k, sx, sy); + if (q.w == 0.0) { + continue; + } + let t = texel(i, q.x, q.y); + if (t.w <= 1e-6) { + continue; + } + if (!hit) { + depth = q.z; + hit = true; + } + acc += shade_texel(i, g0 + k, q.x, q.y, t); + } + if (!hit) { + continue; + } + if (ng > 1u) { + acc *= 1.0 / f32(ng); + } + let m = pl.ints3.x; + if (m != 0u) { + let f = data[(m - 1u) * u32(dims.x) * u32(dims.y) + u32(y) * u32(dims.x) + u32(x)]; + acc *= f; + } + if (!(acc.w > 0.0 || acc.x != 0.0 || acc.y != 0.0 || acc.z != 0.0) || nf >= MAX_FRAGS) { + continue; + } + // Insertion: far → near, coplanar in stack order (stable, as the CPU's insertion sort). + let order = pl.ints2.w; + var j = nf; + while (j > 0u && before(depth, order, fz[j - 1u], fo[j - 1u])) { + fz[j] = fz[j - 1u]; + fo[j] = fo[j - 1u]; + fi[j] = fi[j - 1u]; + fp[j] = fp[j - 1u]; + j--; + } + fz[j] = depth; + fo[j] = order; + fi[j] = i; + fp[j] = acc; + nf++; + } + for (var k = 0u; k < nf; k++) { + let pl = planes[fi[k]]; + var op = pl.mat1.z; + if ((pl.ints.z & 2u) != 0u) { + op *= d.w; + } + let s = fp[k] * op; + let mode = pl.ints.w; + var n = 0.5; + if (mode == 1u || mode == 2u) { + n = hash_noise(u32(x), u32(y), pl.ints3.y); + } + d = blend_pixel(mode, d, s, n); + } + textureStore(out, pix, d); +} diff --git a/crates/gpu/src/tests.rs b/crates/gpu/src/tests.rs index c6fd84f0..137fdec3 100644 --- a/crates/gpu/src/tests.rs +++ b/crates/gpu/src/tests.rs @@ -26,7 +26,7 @@ use effectcraft_time::{FrameRate, Tick}; use crate::Gpu; -fn gpu() -> Option<&'static Gpu> { +pub(crate) fn gpu() -> Option<&'static Gpu> { static G: OnceLock> = OnceLock::new(); G.get_or_init(|| { let g = Gpu::headless(); @@ -40,9 +40,9 @@ fn gpu() -> Option<&'static Gpu> { /// Procedural footage: smooth colour gradients, fine noise and an alpha with soft, opaque and /// fully transparent regions (different per item). -struct Pattern; +pub(crate) struct Pattern; -fn pattern(seed: u32, w: u32, h: u32) -> Image { +pub(crate) fn pattern(seed: u32, w: u32, h: u32) -> Image { let mut img = Image::new(w, h); let k = seed as f32 * 0.37; for y in 0..h { @@ -66,14 +66,14 @@ impl FootageSource for Pattern { } } -struct Scene { - p: Project, - cid: ItemId, - comp: Comp, +pub(crate) struct Scene { + pub(crate) p: Project, + pub(crate) cid: ItemId, + pub(crate) comp: Comp, } impl Scene { - fn new(depth: BitDepth) -> Scene { + pub(crate) fn new(depth: BitDepth) -> Scene { let mut p = Project::default(); p.settings.bit_depth = depth; let comp = Comp::new(97, 61, FrameRate::FPS_30, Tick::from_seconds_f64(2.0)); @@ -81,7 +81,7 @@ impl Scene { Scene { p, cid, comp } } - fn footage(&mut self, w: u32, h: u32) -> Layer { + pub(crate) fn footage(&mut self, w: u32, h: u32) -> Layer { let f = Footage { path: "pattern.png".into(), kind: FootageKind::Still, @@ -106,19 +106,19 @@ impl Scene { build::layer(&mut self.p, &self.comp, "Pattern", LayerSource::Footage { item: fid }, (w, h), None) } - fn solid(&mut self, color: [f32; 3], w: u32, h: u32) -> Layer { + pub(crate) fn solid(&mut self, color: [f32; 3], w: u32, h: u32) -> Layer { let sid = self.p.add_item("Solid", Label::Red, None, ItemKind::Solid(Solid { color, width: w, height: h, pixel_aspect: 1.0 })); build::layer(&mut self.p, &self.comp, "Solid", LayerSource::Solid { item: sid }, (w, h), None) } /// Add on top of the stack. - fn push(&mut self, l: Layer) -> effectcraft_project::LayerId { + pub(crate) fn push(&mut self, l: Layer) -> effectcraft_project::LayerId { let id = l.id; self.p.comp_mut(self.cid).unwrap().layers.insert(0, l); id } - fn effect(&mut self, l: &mut Layer, id: &str, vals: &[(&str, Value)]) { + pub(crate) fn effect(&mut self, l: &mut Layer, id: &str, vals: &[(&str, Value)]) { let spec = effectcraft_effects::find(id).unwrap(); let mut next = self.p.next_id; let size = effectcraft_render::source_size(&self.p, l); @@ -131,27 +131,27 @@ impl Scene { } } -fn set(l: &mut Layer, path: &str, v: Value) { +pub(crate) fn set(l: &mut Layer, path: &str, v: Value) { l.props.prop_mut(path).unwrap_or_else(|| panic!("no {path}")).value = v; } -fn v3(x: f64, y: f64) -> Value { +pub(crate) fn v3(x: f64, y: f64) -> Value { Value::Vec3([x, y, 0.0]) } /// Differences of a GPU render against the CPU render. #[derive(Debug)] -struct Diff { - max: f32, +pub(crate) struct Diff { + pub(crate) max: f32, /// Pixels over the tolerance. - over: usize, - total: usize, - worst: (u32, u32, [f32; 4], [f32; 4]), + pub(crate) over: usize, + pub(crate) total: usize, + pub(crate) worst: (u32, u32, [f32; 4], [f32; 4]), /// 8/16 bpc render. - quantized: bool, + pub(crate) quantized: bool, } -fn diff(cpu: &Image, gpu: &Image, tol: f32) -> Diff { +pub(crate) fn diff(cpu: &Image, gpu: &Image, tol: f32) -> Diff { assert_eq!((cpu.width, cpu.height), (gpu.width, gpu.height), "size"); let mut d = Diff { max: 0.0, over: 0, total: cpu.data.len(), worst: (0, 0, [0.0; 4], [0.0; 4]), quantized: false }; for (i, (a, b)) in cpu.data.iter().zip(&gpu.data).enumerate() { @@ -169,7 +169,7 @@ fn diff(cpu: &Image, gpu: &Image, tol: f32) -> Diff { d } -fn tolerance(depth: BitDepth) -> f32 { +pub(crate) fn tolerance(depth: BitDepth) -> f32 { match depth { BitDepth::Bpc8 => 1.0 / 255.0 + 1e-6, _ => 1e-3, @@ -177,7 +177,7 @@ fn tolerance(depth: BitDepth) -> f32 { } /// Render on the CPU and the GPU; `Some(diff)` (None without an adapter). -fn compare_at(s: &Scene, opts: RenderOpts, t: Tick) -> Option { +pub(crate) fn compare_at(s: &Scene, opts: RenderOpts, t: Tick) -> Option { let g = gpu()?; let cpu = Renderer::new(&s.p, &Pattern, RenderOpts { backend: Backend::Cpu, ..opts }).comp_frame_cpu(s.cid, t); let mut r = Renderer::new(&s.p, &Pattern, RenderOpts { backend: Backend::Gpu, ..opts }); @@ -188,12 +188,12 @@ fn compare_at(s: &Scene, opts: RenderOpts, t: Tick) -> Option { Some(d) } -fn opts() -> RenderOpts { +pub(crate) fn opts() -> RenderOpts { RenderOpts { motion_blur: true, ..Default::default() } } /// Assert agreement; `allow` = fraction of pixels allowed over the tolerance. -fn check(label: &str, d: Option, allow: f64) { +pub(crate) fn check(label: &str, d: Option, allow: f64) { let Some(d) = d else { return }; let frac = d.over as f64 / d.total as f64; // Quantised depths: rounding-boundary flips (see the module docs). @@ -417,11 +417,11 @@ fn effect_case(id: &str, vals: &[(&str, Value)]) { } } -fn n(v: f64) -> Value { +pub(crate) fn n(v: f64) -> Value { Value::Scalar(v) } -fn c(r: f64, g: f64, b: f64) -> Value { +pub(crate) fn c(r: f64, g: f64, b: f64) -> Value { Value::Color([r, g, b, 1.0]) } diff --git a/crates/gpu/src/tests_3d.rs b/crates/gpu/src/tests_3d.rs new file mode 100644 index 00000000..f10368d2 --- /dev/null +++ b/crates/gpu/src/tests_3d.rs @@ -0,0 +1,220 @@ +//! Classic 3D on the GPU vs the CPU compositor: intersecting planes, blend modes, lights, +//! ray-cast shadows, depth of field, motion blur, track mattes, collapsed precomps and +//! adjustment layers splitting a run. Same tolerances as `tests.rs`; pixels on the exact +//! intersection line of two planes may sort differently (f32 vs f64 depths), so intersecting +//! scenes allow 0.5 % of pixels over. + +use effectcraft_color::{BlendMode, Label}; +use effectcraft_keyframe::{Keyframe, Value}; +use effectcraft_project::build; +use effectcraft_project::{BitDepth, Comp, ItemKind, Layer, LayerSource, LightKind, MatteKind, TrackMatte}; +use effectcraft_render::{Backend, RenderOpts, Renderer}; +use effectcraft_time::{FrameRate, Tick}; + +use crate::tests::{Pattern, Scene, check, compare_at, gpu, n, opts, set}; + +const W: u32 = 160; +const H: u32 = 100; + +fn scene(depth: BitDepth) -> Scene { + let mut s = Scene::new(depth); + let comp = Comp::new(W, H, FrameRate::FPS_30, Tick::from_seconds_f64(2.0)); + *s.p.comp_mut(s.cid).unwrap() = comp.clone(); + s.comp = comp; + s +} + +fn three_d(mut l: Layer, pos: [f64; 3], rot_y: f64) -> Layer { + l.switches.three_d = true; + set(&mut l, "transform/position", Value::Vec3(pos)); + set(&mut l, "transform/rotationY", Value::Scalar(rot_y)); + l +} + +fn camera(s: &mut Scene, pos: [f64; 3], dof: Option<(f64, f64)>) { + let mut cam = build::layer(&mut s.p, &s.comp, "Camera", LayerSource::Camera, (W, H), None); + set(&mut cam, "cameraOptions/zoom", Value::Scalar(W as f64 * 50.0 / 36.0)); + set(&mut cam, "transform/position", Value::Vec3(pos)); + set(&mut cam, "transform/poi", Value::Vec3([W as f64 / 2.0, H as f64 / 2.0, 0.0])); + if let Some((focus, aperture)) = dof { + set(&mut cam, "cameraOptions/dof", Value::Bool(true)); + set(&mut cam, "cameraOptions/focusDistance", Value::Scalar(focus)); + set(&mut cam, "cameraOptions/aperture", Value::Scalar(aperture)); + } + s.push(cam); +} + +fn light(s: &mut Scene, kind: LightKind, pos: [f64; 3], vals: &[(&str, Value)]) { + let mut l = build::layer(&mut s.p, &s.comp, "Light", LayerSource::Light { kind }, (W, H), None); + if kind != LightKind::Ambient { + set(&mut l, "transform/position", Value::Vec3(pos)); + } + if l.props.prop_mut("transform/poi").is_some() { + set(&mut l, "transform/poi", Value::Vec3([W as f64 / 2.0, H as f64 / 2.0, 0.0])); + } + for (k, v) in vals { + set(&mut l, &format!("lightOptions/{k}"), v.clone()); + } + s.push(l); +} + +/// Background, a far plane, and two planes crossing each other (one in `mode`). +fn crossing(depth: BitDepth, mode: BlendMode) -> Scene { + let mut s = scene(depth); + let bg = s.solid([0.1, 0.12, 0.2], W, H); + s.push(bg); + let far = three_d(s.footage(150, 90), [80.0, 50.0, 120.0], 0.0); + s.push(far); + let a = three_d(s.footage(90, 70), [80.0, 50.0, 0.0], 35.0); + s.push(a); + let mut b = three_d(s.solid([0.9, 0.5, 0.2], 90, 70), [80.0, 52.0, 0.0], -35.0); + b.blend_mode = mode; + set(&mut b, "transform/opacity", Value::Scalar(80.0)); + s.push(b); + s +} + +#[test] +fn intersecting_planes_and_blend_modes() { + for depth in [BitDepth::Bpc8, BitDepth::Bpc32] { + for mode in [BlendMode::Normal, BlendMode::Screen, BlendMode::Multiply, BlendMode::Add, BlendMode::Dissolve] { + let mut s = crossing(depth, mode); + check(&format!("crossing {mode:?} {depth:?} (default camera)"), compare_at(&s, opts(), Tick::ZERO), 0.005); + camera(&mut s, [30.0, 20.0, -260.0], None); + check(&format!("crossing {mode:?} {depth:?} (camera)"), compare_at(&s, opts(), Tick::ZERO), 0.005); + } + } +} + +#[test] +fn lights_specular_transmission_and_shadows() { + for depth in [BitDepth::Bpc8, BitDepth::Bpc32] { + let mut s = crossing(depth, BlendMode::Normal); + // Every layer casts shadows; the crossing pair transmits light. + for l in &mut s.p.comp_mut(s.cid).unwrap().layers { + if l.switches.three_d { + set(l, "materialOptions/castsShadows", Value::Enum(1)); + set(l, "materialOptions/specularIntensity", Value::Scalar(60.0)); + set(l, "materialOptions/specularShininess", Value::Scalar(30.0)); + set(l, "materialOptions/lightTransmission", Value::Scalar(40.0)); + } + } + camera(&mut s, [-20.0, -10.0, -250.0], None); + light(&mut s, LightKind::Ambient, [0.0, 0.0, 0.0], &[("intensity", n(25.0))]); + light( + &mut s, + LightKind::Spot, + [20.0, -60.0, -150.0], + &[("castsShadows", Value::Bool(true)), ("shadowDarkness", n(80.0)), ("coneAngle", n(70.0)), ("coneFeather", n(40.0)), ("intensity", n(120.0))], + ); + light( + &mut s, + LightKind::Point, + [150.0, 20.0, -80.0], + &[ + ("castsShadows", Value::Bool(true)), + ("shadowDiffusion", n(6.0)), + ("falloff", Value::Enum(1)), + ("radius", n(120.0)), + ("falloffDistance", n(200.0)), + ], + ); + light(&mut s, LightKind::Parallel, [-100.0, -100.0, -100.0], &[("castsShadows", Value::Bool(true)), ("color", Value::Color([0.5, 0.7, 1.0, 1.0]))]); + check(&format!("lights + shadows {depth:?}"), compare_at(&s, opts(), Tick::ZERO), 0.005); + // Accepts Shadows: Only, Accepts Lights off, Casts Shadows: Only. + for l in &mut s.p.comp_mut(s.cid).unwrap().layers { + match l.name.as_str() { + "Pattern" => set(l, "materialOptions/acceptsShadows", Value::Enum(2)), + "Solid" if l.switches.three_d => set(l, "materialOptions/acceptsLights", Value::Bool(false)), + _ => {} + } + } + check(&format!("shadow-only materials {depth:?}"), compare_at(&s, opts(), Tick::ZERO), 0.005); + } +} + +#[test] +fn depth_of_field_and_motion_blur() { + for depth in [BitDepth::Bpc8, BitDepth::Bpc32] { + let mut s = crossing(depth, BlendMode::Normal); + camera(&mut s, [80.0, 50.0, -220.0], Some((220.0, 30.0))); + check(&format!("dof {depth:?}"), compare_at(&s, opts(), Tick::ZERO), 0.005); + // Animated plane with motion blur (sub-sampled geometry, equal weights). + let mut s = scene(depth); + let mut l = three_d(s.footage(60, 40), [40.0, 50.0, 0.0], 20.0); + l.switches.motion_blur = true; + l.props.prop_mut("transform/position").unwrap().keys = + vec![Keyframe::new(Tick::ZERO, Value::Vec3([40.0, 50.0, 0.0])), Keyframe::new(Tick::from_seconds_f64(1.0), Value::Vec3([140.0, 40.0, -60.0]))]; + s.push(l); + s.p.comp_mut(s.cid).unwrap().enable_motion_blur = true; + light(&mut s, LightKind::Point, [80.0, 0.0, -100.0], &[]); + check(&format!("3d motion blur {depth:?}"), compare_at(&s, opts(), Tick::from_seconds_f64(0.5)), 0.005); + } +} + +#[test] +fn mattes_preserve_transparency_precomps_and_adjustment_splits() { + for depth in [BitDepth::Bpc8, BitDepth::Bpc32] { + let mut s = crossing(depth, BlendMode::Normal); + // A 2D luma matte for the top plane, preserve transparency on the far plane. + let m = s.solid([0.7, 0.7, 0.7], 70, 50); + let mid = s.push(m); + let layers = &mut s.p.comp_mut(s.cid).unwrap().layers; + layers[1].track_matte = Some(TrackMatte { layer: mid, kind: MatteKind::Luma }); + if let Some(far) = layers.iter_mut().find(|l| l.switches.three_d && l.name == "Pattern") { + far.preserve_transparency = true; + } + // Move the matte below the bottom so the 3D run stays one run. + let ml = layers.remove(0); + layers.push(ml); + layers.last_mut().unwrap().switches.video = false; + check(&format!("matte + preserve {depth:?}"), compare_at(&s, opts(), Tick::ZERO), 0.005); + + // An adjustment layer in the middle of the run splits it. + let mut s = crossing(depth, BlendMode::Normal); + let mut adj = s.solid([1.0, 1.0, 1.0], W, H); + adj.switches.adjustment = true; + adj.switches.three_d = true; + s.effect(&mut adj, "ec.channel.invert", &[]); + s.p.comp_mut(s.cid).unwrap().layers.insert(1, adj); + check(&format!("adjustment split {depth:?}"), compare_at(&s, opts(), Tick::ZERO), 0.005); + + // A collapsed 3D precomp: its layers join the parent's 3D space. + let mut s = crossing(depth, BlendMode::Normal); + let inner = Comp::new(80, 60, FrameRate::FPS_30, Tick::from_seconds_f64(2.0)); + let inner_id = s.p.add_item("Inner", Label::Sandstone, None, ItemKind::Comp(inner.clone().into())); + let mut a = s.footage(50, 40); + a.switches.three_d = true; + set(&mut a, "transform/rotationX", Value::Scalar(40.0)); + let b = s.solid([0.2, 0.8, 0.4], 30, 20); + s.p.comp_mut(inner_id).unwrap().layers = vec![b, a]; + let mut pre = build::layer(&mut s.p, &s.comp, "Inner", LayerSource::Comp { item: inner_id }, (80, 60), None); + pre.switches.collapse = true; + pre.switches.three_d = true; + set(&mut pre, "transform/position", Value::Vec3([70.0, 45.0, -10.0])); + s.push(pre); + check(&format!("collapsed 3d precomp {depth:?}"), compare_at(&s, opts(), Tick::ZERO), 0.005); + } +} + +#[test] +fn the_gpu_draws_classic_3d_runs_itself() { + let Some(g) = gpu() else { return }; + let s = crossing(BitDepth::Bpc32, BlendMode::Normal); + let r = Renderer::new(&s.p, &Pattern, RenderOpts { backend: Backend::Gpu, ..opts() }); + let ctx = r.eval_ctx(s.cid, Tick::ZERO).unwrap(); + let vis = r.visible_layers(&ctx); + let run: Vec<_> = vis.iter().copied().filter(|l| l.is_3d()).collect(); + let prep = r.prepare_3d_run(&ctx, &run, (W, H)).expect("a classic run is prepared for the GPU"); + assert_eq!(prep.planes.iter().filter(|p| p.draw).count(), 3); + let mut e = crate::context::Enc::new(g.context()); + let canvas = e.image(W, H); + let out = crate::classic3d::draw_run(&mut e, &prep, &canvas).expect("the kernel draws the run"); + let img = e.download(&out).unwrap(); + let mut cpu = effectcraft_raster::Image::new(W, H); + r.draw_3d_run(&ctx, &run, &mut cpu); + let covered = cpu.data.iter().filter(|p| p[3] > 0.5).count(); + assert!(covered > (W * H / 3) as usize, "the planes cover the frame ({covered} px)"); + let d = crate::tests::diff(&cpu, &img, 1e-3); + assert!(d.over * 200 <= d.total, "{d:?}"); +} diff --git a/crates/gpu/src/walk.rs b/crates/gpu/src/walk.rs index ea56df7a..a0b51f1f 100644 --- a/crates/gpu/src/walk.rs +++ b/crates/gpu/src/walk.rs @@ -69,7 +69,7 @@ fn draw_comp<'a>(e: &mut Enc, r: &Renderer<'a>, ctx: &EvalCtx<'a>, canvas: &mut while j < visible.len() && visible[j].is_3d() { j += 1; } - on_cpu(e, canvas, |img| r.draw_3d_run(ctx, &visible[i..j], img))?; + draw_3d(e, r, ctx, &visible[i..j], canvas)?; i = j; } else { match r.collapsed(ctx, visible[i]) { @@ -86,6 +86,25 @@ fn draw_comp<'a>(e: &mut Enc, r: &Renderer<'a>, ctx: &EvalCtx<'a>, canvas: &mut Some(()) } +/// A run of consecutive 3D layers: Classic 3D on the GPU (`classic3d`), with 3D adjustment +/// layers splitting the run as on the CPU; Advanced 3D, wireframes and runs the kernel cannot +/// hold draw on the CPU. +fn draw_3d<'a>(e: &mut Enc, r: &Renderer<'a>, ctx: &EvalCtx<'a>, run: &[&'a Layer], canvas: &mut GpuImage) -> Option<()> { + if let Some(k) = run.iter().position(|l| l.switches.adjustment) { + draw_3d(e, r, ctx, &run[..k], canvas)?; + draw_layer(e, r, ctx, run[k], canvas)?; + return draw_3d(e, r, ctx, &run[k + 1..], canvas); + } + if run.is_empty() { + return Some(()); + } + match r.prepare_3d_run(ctx, run, (canvas.width, canvas.height)).and_then(|prep| crate::classic3d::draw_run(e, &prep, canvas)) { + Some(img) => *canvas = img, + None => on_cpu(e, canvas, |img| r.draw_3d_run(ctx, run, img))?, + } + Some(()) +} + fn draw_collapsed<'a>(e: &mut Enc, r: &Renderer<'a>, ctx: &EvalCtx<'a>, layer: &Layer, item: ItemId, canvas: &mut GpuImage) -> Option<()> { let opacity = r.layer_opacity(ctx, layer); if opacity <= 0.0 { diff --git a/crates/render/src/lib.rs b/crates/render/src/lib.rs index ff71fb57..2e4028d4 100644 --- a/crates/render/src/lib.rs +++ b/crates/render/src/lib.rs @@ -494,11 +494,8 @@ impl<'a> Renderer<'a> { /// Render a composition at comp time `t` (transparent background, comp size × scale). /// Top-level frames go to the GPU when [`Self::active_accel`] is set and handles them. pub fn comp_frame(&self, comp_id: ItemId, t: Tick) -> Image { - // Auto keeps comps with 3D layers on the CPU compositor: 3D runs are still composited on - // the CPU, and the GPU path's readback/upload around them makes such comps slower. - let auto_3d = self.opts.backend == Backend::Auto && self.project.comp(comp_id).is_some_and(|c| c.has_3d()); + // Classic 3D runs composite on the GPU too (M12.7), so Auto sends 3D comps there as well. if self.depth == 0 - && !auto_3d && let Some(a) = self.active_accel() && let Some(img) = a.comp_frame(self, comp_id, t) { @@ -1347,6 +1344,13 @@ impl<'a> Renderer<'a> { three_d::compose::draw_run(self, ctx, run, canvas); } + /// A run of consecutive 3D layers prepared for an accelerator (planes, lights, shadow + /// casters; see [`three_d::Run3d`]) at output size `out`. `None` = draw it with + /// [`Self::draw_3d_run`] (adjustment or wireframe layers in the run, Advanced 3D). + pub fn prepare_3d_run(&self, ctx: &EvalCtx<'a>, run: &[&Layer], out: (u32, u32)) -> Option { + three_d::compose::gpu_run(self, ctx, run, out) + } + /// Draw one 2D layer into `canvas` on the CPU (any kind: adjustment, wireframe, styled…). pub fn draw_layer_cpu(&self, ctx: &EvalCtx, layer: &Layer, canvas: &mut Image) { self.draw_layer(ctx, layer, canvas, false); diff --git a/crates/render/src/tests.rs b/crates/render/src/tests.rs index 02c7f496..55373714 100644 --- a/crates/render/src/tests.rs +++ b/crates/render/src/tests.rs @@ -390,7 +390,7 @@ impl crate::Accelerator for ProbeAccel { } #[test] -fn auto_backend_keeps_3d_comps_on_the_cpu() { +fn auto_backend_sends_2d_and_3d_comps_to_the_gpu() { let (mut p, cid, comp) = setup(); p.settings.gpu_acceleration = true; let l = solid(&mut p, &comp, [1.0, 0.0, 0.0], 50, 50); @@ -404,8 +404,11 @@ fn auto_backend_keeps_3d_comps_on_the_cpu() { }; // 2D comp: Auto uses the GPU compositor. assert!(asked(&p, crate::Backend::Auto)); - // A 3D layer: Auto stays on the CPU; an explicit Gpu request still goes to the GPU. + // A 3D layer: Classic 3D runs on the GPU too (M12.7), so Auto still asks it. p.comp_mut(cid).unwrap().layers[0].switches.three_d = true; - assert!(!asked(&p, crate::Backend::Auto)); + assert!(asked(&p, crate::Backend::Auto)); assert!(asked(&p, crate::Backend::Gpu)); + // Software Only: never. + p.settings.gpu_acceleration = false; + assert!(!asked(&p, crate::Backend::Auto)); } diff --git a/crates/render/src/three_d/compose.rs b/crates/render/src/three_d/compose.rs index 2647fadd..37fe5911 100644 --- a/crates/render/src/three_d/compose.rs +++ b/crates/render/src/three_d/compose.rs @@ -29,16 +29,18 @@ use crate::{EvalCtx, Renderer}; /// One position of a plane (several with motion blur). #[derive(Clone, Copy, Debug)] -pub(crate) struct Geo { +pub struct Geo { /// Output pixel → homogeneous layer coordinates. - hinv: Mat3, + pub hinv: Mat3, /// Camera-space depth as a function of layer (u, v): `d0·u + d1·v + d2`. - depth: [f64; 3], - world: Mat4, - normal: Vec3, + pub depth: [f64; 3], + /// Layer → world. + pub world: Mat4, + /// Unit world normal. + pub normal: Vec3, /// Output pixel bounds [x0, y0, x1, y1) covered by the plane. - bbox: [i64; 4], - cam: CameraState, + pub bbox: [i64; 4], + pub cam: CameraState, } /// A prepared 3D layer. @@ -60,6 +62,9 @@ pub(crate) struct Item<'a> { winv: Mat4, bounds: [f64; 4], bbox: [i64; 4], + /// Depth of field left to an accelerator: Gaussian sigma and padding (buffer pixels) of the + /// blur `buf` still needs (`None` = `buf` is final). + dof: Option<(f64, u32)>, } impl Item<'_> { @@ -72,7 +77,7 @@ impl Item<'_> { } /// Build the plane geometry of a layer for a camera. -fn geo(cam: &CameraState, world: Mat4, buf: &Buf, comp: (f64, f64), scale: f64, out: (u32, u32)) -> Option { +fn geo(cam: &CameraState, world: Mat4, b: [f64; 4], comp: (f64, f64), scale: f64, out: (u32, u32)) -> Option { let proj = Mat4::scale(vec3(scale, scale, 1.0)) * cam.projection(comp.0, comp.1); let full = proj * world; let h = full.plane_to_mat3(); @@ -89,7 +94,6 @@ fn geo(cam: &CameraState, world: Mat4, buf: &Buf, comp: (f64, f64), scale: f64, return None; } let normal = normal.normalize(); - let b = buf_bounds(buf); let corners = [(b[0], b[1]), (b[2], b[1]), (b[2], b[3]), (b[0], b[3])]; let (mut x0, mut y0, mut x1, mut y1) = (f64::INFINITY, f64::INFINITY, f64::NEG_INFINITY, f64::NEG_INFINITY); let mut behind = 0; @@ -170,20 +174,25 @@ fn mb_samples(r: &Renderer, ctx: &EvalCtx, layer: &Layer) -> usize { } /// Prepare a layer (buffer, geometry, material). `None` when it shows nothing. -pub(crate) fn prepare<'a>(r: &Renderer, ctx: &EvalCtx<'a>, layer: &'a Layer, order: usize, out: (u32, u32), in_run: bool) -> Option> { +pub(crate) fn prepare<'a>(r: &Renderer, ctx: &EvalCtx<'a>, layer: &'a Layer, order: usize, out: (u32, u32), in_run: bool, defer_dof: bool) -> Option> { let buf = r.blend_layer_buf(ctx, layer)?; - prepare_with(r, ctx, layer, order, out, in_run, buf, Mat4::IDENTITY) + prepare_with(r, ctx, layer, order, out, in_run, buf, Mat4::IDENTITY, defer_dof) } /// Prepare a layer as planes: one per character for per-character 3D text, else one. pub(crate) fn prepare_all<'a>(r: &Renderer, ctx: &EvalCtx<'a>, layer: &'a Layer, order: usize, out: (u32, u32), in_run: bool) -> Vec> { + prepare_all_opt(r, ctx, layer, order, out, in_run, false) +} + +/// [`prepare_all`], optionally leaving the depth-of-field blur to an accelerator. +fn prepare_all_opt<'a>(r: &Renderer, ctx: &EvalCtx<'a>, layer: &'a Layer, order: usize, out: (u32, u32), in_run: bool, defer_dof: bool) -> Vec> { if crate::text::per_char_3d(ctx, layer) { return crate::text::per_char_planes(ctx, layer, r.opts.scale) .into_iter() - .filter_map(|(buf, m)| prepare_with(r, ctx, layer, order, out, in_run, r.to_blend(Arc::new(buf), None), m)) + .filter_map(|(buf, m)| prepare_with(r, ctx, layer, order, out, in_run, r.to_blend(Arc::new(buf), None), m, defer_dof)) .collect(); } - prepare(r, ctx, layer, order, out, in_run).into_iter().collect() + prepare(r, ctx, layer, order, out, in_run, defer_dof).into_iter().collect() } /// Prepare a plane showing `buf`, whose space maps into the layer through `local`. @@ -197,6 +206,7 @@ fn prepare_with<'a>( in_run: bool, mut buf: Arc, local: Mat4, + defer_dof: bool, ) -> Option> { if buf.img.is_empty() { return None; @@ -207,6 +217,8 @@ fn prepare_with<'a>( let outer = r.collapse3d.map_or(Mat4::IDENTITY, |c| c.world); let world = outer * ctx.world_matrix(layer) * local; // Depth of field: blur the layer by its circle of confusion at its centre. + let mut bounds = buf_bounds(&buf); + let mut deferred = None; if let Some(dof) = cam.dof.filter(|_| !ctx.comp.draft_3d && !r.opts.draft) { let b = buf_bounds(&buf); let centre = world.apply(vec3((b[0] + b[2]) * 0.5, (b[1] + b[3]) * 0.5, 0.0)); @@ -218,18 +230,27 @@ fn prepare_with<'a>( if radius > 0.3 { let sigma = radius / 1.5; let pad = (sigma * 3.0).ceil() as u32 + 1; - let padded = buf.img.padded(pad); - // The (cached, shared) layer buffer stays untouched; the blurred copy is per frame. - buf = Arc::new(Buf { - img: effectcraft_raster::gaussian_blur(&padded, sigma, sigma, false), - offset: [buf.offset[0] + pad as f64, buf.offset[1] + pad as f64], - scale: buf.scale, - }); + if defer_dof { + let s = buf.scale.max(1e-9); + let (w, h) = ((buf.img.width + 2 * pad) as f64, (buf.img.height + 2 * pad) as f64); + let o = [buf.offset[0] + pad as f64, buf.offset[1] + pad as f64]; + bounds = [-o[0] / s, -o[1] / s, (w - o[0]) / s, (h - o[1]) / s]; + deferred = Some((sigma, pad)); + } else { + let padded = buf.img.padded(pad); + // The (cached, shared) layer buffer stays untouched; the blurred copy is per frame. + buf = Arc::new(Buf { + img: effectcraft_raster::gaussian_blur(&padded, sigma, sigma, false), + offset: [buf.offset[0] + pad as f64, buf.offset[1] + pad as f64], + scale: buf.scale, + }); + bounds = buf_bounds(&buf); + } } } let n = if in_run { mb_samples(r, ctx, layer) } else { 1 }; let geos: Vec = if n <= 1 { - geo(&cam, world, &buf, comp, s, out).into_iter().collect() + geo(&cam, world, bounds, comp, s, out).into_iter().collect() } else { let fd = ctx.comp.frame_duration().seconds(); let angle = ctx.comp.shutter_angle / 360.0; @@ -239,7 +260,7 @@ fn prepare_with<'a>( let f = phase + angle * i as f64 / (n - 1) as f64; let sub = ctx.at(ctx.time + Tick::from_seconds_f64(f * fd)); let c = camera_for(r, &sub); - geo(&c, outer * sub.world_matrix(layer) * local, &buf, comp, s, out) + geo(&c, outer * sub.world_matrix(layer) * local, bounds, comp, s, out) }) .collect() }; @@ -251,7 +272,6 @@ fn prepare_with<'a>( bbox = [bbox[0].min(g.bbox[0]), bbox[1].min(g.bbox[1]), bbox[2].max(g.bbox[2]), bbox[3].max(g.bbox[3])]; } let mat = Material::of(ctx, layer); - let bounds = buf_bounds(&buf); Some(Item { layer, order, @@ -266,6 +286,7 @@ fn prepare_with<'a>( winv: world.inverse().unwrap_or(Mat4::IDENTITY), bounds, bbox, + dof: deferred, }) } @@ -330,6 +351,23 @@ pub(crate) fn draw_run(r: &Renderer, ctx: &EvalCtx, run: &[&Layer], canvas: &mut return; } let out = (canvas.width, canvas.height); + let g = gather(r, ctx, run, out, false); + let casters: Vec<&Item> = g.items.iter().chain(g.extra.iter()).filter(|i| i.mat.casts_shadows != 0 && !i.geos.is_empty()).collect(); + composite(canvas, &g.items, &g.lights, &casters, run[0].id.0 as u32); + for l in run.iter().filter(|l| l.switches.quality == effectcraft_project::Quality::Wireframe) { + r.draw_layer(ctx, l, canvas, false); + } +} + +/// The prepared planes of a run: drawn items (stack order), shadow casters outside the run, and +/// the lights. +struct Gathered<'a> { + items: Vec>, + extra: Vec>, + lights: Vec, +} + +fn gather<'a>(r: &Renderer<'a>, ctx: &EvalCtx<'a>, run: &[&'a Layer], out: (u32, u32), defer_dof: bool) -> Gathered<'a> { // A collapsed precomp's 3D layers are lit by the outer comp's lights. let lights = scene_lights(&r.collapse3d.map_or(*ctx, |c| c.parent)); let mut items: Vec = run @@ -340,9 +378,9 @@ pub(crate) fn draw_run(r: &Renderer, ctx: &EvalCtx, run: &[&Layer], canvas: &mut // Stack order with room for a collapsed precomp's layers in between. let i = i * 1024; if let Some(item) = r.collapsed(ctx, l) { - return collapsed_items(r, ctx, l, item, i, out); + return collapsed_items(r, ctx, l, item, i, out, defer_dof); } - let mut its = prepare_all(r, ctx, l, i, out, true); + let mut its = prepare_all_opt(r, ctx, l, i, out, true, defer_dof); if !its.is_empty() { let m = matte_for(r, ctx, l, out); for it in &mut its { @@ -362,15 +400,11 @@ pub(crate) fn draw_run(r: &Renderer, ctx: &EvalCtx, run: &[&Layer], canvas: &mut .par_iter() .filter(|l| l.switches.three_d && l.has_video() && l.is_active_at(ctx.time) && !in_run.contains(&l.id) && !l.switches.adjustment) .filter(|l| Material::of(ctx, l).casts_shadows != 0) - .flat_map_iter(|l| prepare_all(r, ctx, l, 0, out, false)) + .flat_map_iter(|l| prepare_all_opt(r, ctx, l, 0, out, false, defer_dof)) .collect(); } items.sort_by_key(|i| i.order); - let casters: Vec<&Item> = items.iter().chain(extra.iter()).filter(|i| i.mat.casts_shadows != 0 && !i.geos.is_empty()).collect(); - composite(canvas, &items, &lights, &casters, run[0].id.0 as u32); - for l in run.iter().filter(|l| l.switches.quality == effectcraft_project::Quality::Wireframe) { - r.draw_layer(ctx, l, canvas, false); - } + Gathered { items, extra, lights } } /// A collapsed 3D precomp layer inside a 3D run: its nested layers become planes in this comp's @@ -384,6 +418,7 @@ fn collapsed_items<'a>( item: effectcraft_project::ItemId, order: usize, out: (u32, u32), + defer_dof: bool, ) -> Vec> { let op = ctx.opacity(layer) as f32 * r.opacity_mul(); let Some((sub, nctx)) = r.collapse_into(ctx, layer, item, op) else { return vec![] }; @@ -401,7 +436,7 @@ fn collapsed_items<'a>( if nctx.opacity(l) <= 0.0 { continue; } - let mut its = prepare_all(&sub, &nctx, l, order + 1 + k.min(1022), out, true); + let mut its = prepare_all_opt(&sub, &nctx, l, order + 1 + k.min(1022), out, true, defer_dof); if !its.is_empty() { let m = matte_for(&sub, &nctx, l, out); for it in &mut its { @@ -590,6 +625,86 @@ fn occlusion(c: &Item, p: Vec3, l: &LightState) -> [f32; 3] { out } +// ------------------------------------------------------------------ accelerator export + +/// A Classic 3D run prepared for an accelerator ([`Renderer::prepare_3d_run`]): every plane +/// with its geometry, material and buffer, ready for the per-pixel depth sort, lighting and +/// ray-cast shadows of [`draw_run`] on another device. +#[derive(Clone, Debug)] +pub struct Run3d { + /// Drawn planes in stack order, then shadow casters from outside the run (`draw` false). + pub planes: Vec, + /// Indices (into `planes`) of the shadow casters, in the CPU's order. + pub casters: Vec, + pub lights: Vec, + /// Dissolve seed of the run. + pub seed: u32, +} + +/// One plane of a [`Run3d`]. +#[derive(Clone, Debug)] +pub struct Plane3d { + /// The layer buffer (blending space). When `dof` is set, the plane shows this buffer padded + /// by `dof.1` pixels on every side and Gaussian-blurred with sigma `dof.0` + /// (`raster::gaussian_blur`, no edge repeat). + pub buf: Arc, + pub dof: Option<(f64, u32)>, + pub bicubic: bool, + /// One per motion-blur sub-sample (equal weights). + pub geos: Vec, + pub mat: Material, + pub opacity: f32, + pub draw: bool, + /// Screen-space track matte factor (output size, row-major). + pub matte: Option>>, + pub preserve: bool, + /// World → layer, and the (blurred) buffer's layer-space bounds. + pub winv: Mat4, + pub bounds: [f64; 4], + /// Output pixel bounds of all geometries. + pub bbox: [i64; 4], + /// Stack order (coplanar fragments draw lower orders first). + pub order: usize, + pub layer_id: u32, + pub mode: BlendMode, +} + +/// Prepare a run of 3D layers for an accelerator. `None` when the run must be drawn on the CPU +/// (adjustment or wireframe layers, Advanced 3D). +pub(crate) fn gpu_run(r: &Renderer, ctx: &EvalCtx, run: &[&Layer], out: (u32, u32)) -> Option { + if run.is_empty() || run.iter().any(|l| l.switches.adjustment || l.switches.quality == effectcraft_project::Quality::Wireframe) { + return None; + } + if ctx.comp.renderer == effectcraft_project::Renderer::Advanced3D && r.collapse3d.is_none() { + return None; + } + let g = gather(r, ctx, run, out, true); + let planes: Vec = g + .items + .into_iter() + .chain(g.extra) + .map(|it| Plane3d { + layer_id: it.layer.id.0 as u32, + mode: it.layer.blend_mode, + buf: it.buf, + dof: it.dof, + bicubic: it.bicubic, + geos: it.geos, + mat: it.mat, + opacity: it.opacity, + draw: it.draw, + matte: it.matte, + preserve: it.preserve, + winv: it.winv, + bounds: it.bounds, + bbox: it.bbox, + order: it.order, + }) + .collect(); + let casters = planes.iter().enumerate().filter(|(_, p)| p.mat.casts_shadows != 0 && !p.geos.is_empty()).map(|(i, _)| i).collect(); + Some(Run3d { planes, casters, lights: g.lights, seed: run[0].id.0 as u32 }) +} + // ------------------------------------------------------------------ auxiliary render pass /// One surface seen through an output pixel (aux pass). diff --git a/crates/render/src/three_d/mod.rs b/crates/render/src/three_d/mod.rs index e97c67fe..4bd7dcf4 100644 --- a/crates/render/src/three_d/mod.rs +++ b/crates/render/src/three_d/mod.rs @@ -16,6 +16,7 @@ mod tests; mod tests_orient; pub use camera::{CameraState, Dof, Rig, View3D, ViewCam, Views3D, active_camera, default_camera, default_view_cam}; +pub use compose::{Geo as PlaneGeo, Plane3d, Run3d}; pub use light::{LightState, Material, lights_at}; use effectcraft_geom::Mat3;