@adobe/data-gpu 0.9.69

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Files changed (584) hide show
  1. package/CLAUDE.md +98 -0
  2. package/LICENSE +21 -0
  3. package/dist/core/core-plugin.d.ts +44 -0
  4. package/dist/core/core-plugin.js +90 -0
  5. package/dist/core/core-plugin.js.map +1 -0
  6. package/dist/core/frame-time/frame-time-plugin.d.ts +25 -0
  7. package/dist/core/frame-time/frame-time-plugin.js +41 -0
  8. package/dist/core/frame-time/frame-time-plugin.js.map +1 -0
  9. package/dist/core/frame-time/frame-time.d.ts +18 -0
  10. package/dist/core/frame-time/frame-time.js +3 -0
  11. package/dist/core/frame-time/frame-time.js.map +1 -0
  12. package/dist/core/frame-time/public.d.ts +1 -0
  13. package/dist/core/frame-time/public.js +3 -0
  14. package/dist/core/frame-time/public.js.map +1 -0
  15. package/dist/graphics/animation/animation-data-plugin.d.ts +216 -0
  16. package/dist/graphics/animation/animation-data-plugin.js +110 -0
  17. package/dist/graphics/animation/animation-data-plugin.js.map +1 -0
  18. package/dist/graphics/animation/animation-plugin.d.ts +214 -0
  19. package/dist/graphics/animation/animation-plugin.js +26 -0
  20. package/dist/graphics/animation/animation-plugin.js.map +1 -0
  21. package/dist/graphics/animation/animation-plugin.test.d.ts +1 -0
  22. package/dist/graphics/animation/animation-plugin.test.js +142 -0
  23. package/dist/graphics/animation/animation-plugin.test.js.map +1 -0
  24. package/dist/graphics/animation/animation-track/animation-track.d.ts +13 -0
  25. package/dist/graphics/animation/animation-track/animation-track.js +3 -0
  26. package/dist/graphics/animation/animation-track/animation-track.js.map +1 -0
  27. package/dist/graphics/animation/animation-track/componentwise-lerp.d.ts +7 -0
  28. package/dist/graphics/animation/animation-track/componentwise-lerp.js +22 -0
  29. package/dist/graphics/animation/animation-track/componentwise-lerp.js.map +1 -0
  30. package/dist/graphics/animation/animation-track/interpolate.d.ts +8 -0
  31. package/dist/graphics/animation/animation-track/interpolate.js +18 -0
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  33. package/dist/graphics/animation/animation-track/public.d.ts +1 -0
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  36. package/dist/graphics/animation/animation-track/sample.d.ts +7 -0
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  38. package/dist/graphics/animation/animation-track/sample.js.map +1 -0
  39. package/dist/graphics/animation/interpolation-mode/interpolation-mode.d.ts +4 -0
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  45. package/dist/graphics/animation/interpolation-mode/schema.d.ts +4 -0
  46. package/dist/graphics/animation/interpolation-mode/schema.js +3 -0
  47. package/dist/graphics/animation/interpolation-mode/schema.js.map +1 -0
  48. package/dist/graphics/camera/camera-plugin.d.ts +112 -0
  49. package/dist/graphics/camera/camera-plugin.js +36 -0
  50. package/dist/graphics/camera/camera-plugin.js.map +1 -0
  51. package/dist/graphics/camera/camera.d.ts +4 -0
  52. package/dist/graphics/camera/camera.js +3 -0
  53. package/dist/graphics/camera/camera.js.map +1 -0
  54. package/dist/graphics/camera/orbit/attach-orbit-drag.d.ts +31 -0
  55. package/dist/graphics/camera/orbit/attach-orbit-drag.js +44 -0
  56. package/dist/graphics/camera/orbit/attach-orbit-drag.js.map +1 -0
  57. package/dist/graphics/camera/orbit/orbit-data-plugin.d.ts +290 -0
  58. package/dist/graphics/camera/orbit/orbit-data-plugin.js +42 -0
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  60. package/dist/graphics/camera/orbit/orbit-plugin.d.ts +281 -0
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  63. package/dist/graphics/camera/orbit/orbit-system-plugin.d.ts +292 -0
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  66. package/dist/graphics/camera/orbit/orbit.d.ts +32 -0
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  72. package/dist/graphics/camera/public.d.ts +4 -0
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  75. package/dist/graphics/camera/schema.d.ts +65 -0
  76. package/dist/graphics/camera/schema.js +19 -0
  77. package/dist/graphics/camera/schema.js.map +1 -0
  78. package/dist/graphics/camera/screen-to-world-ray.d.ts +10 -0
  79. package/dist/graphics/camera/screen-to-world-ray.js +31 -0
  80. package/dist/graphics/camera/screen-to-world-ray.js.map +1 -0
  81. package/dist/graphics/camera/to-view-projection.d.ts +3 -0
  82. package/dist/graphics/camera/to-view-projection.js +23 -0
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  84. package/dist/graphics/graphics-plugin.d.ts +121 -0
  85. package/dist/graphics/graphics-plugin.js +106 -0
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  87. package/dist/graphics/picking/pick-hit.d.ts +10 -0
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  93. package/dist/graphics/rendering/bone-collider-plugin.d.ts +1619 -0
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  96. package/dist/graphics/rendering/display-transform-plugin.d.ts +52 -0
  97. package/dist/graphics/rendering/display-transform-plugin.js +25 -0
  98. package/dist/graphics/rendering/display-transform-plugin.js.map +1 -0
  99. package/dist/graphics/rendering/ibl-render/brdf.wgsl.d.ts +2 -0
  100. package/dist/graphics/rendering/ibl-render/brdf.wgsl.js +42 -0
  101. package/dist/graphics/rendering/ibl-render/brdf.wgsl.js.map +1 -0
  102. package/dist/graphics/rendering/ibl-render/ibl/brdf-lut.d.ts +1 -0
  103. package/dist/graphics/rendering/ibl-render/ibl/brdf-lut.js +91 -0
  104. package/dist/graphics/rendering/ibl-render/ibl/brdf-lut.js.map +1 -0
  105. package/dist/graphics/rendering/ibl-render/ibl/build-ibl-resources.d.ts +24 -0
  106. package/dist/graphics/rendering/ibl-render/ibl/build-ibl-resources.js +34 -0
  107. package/dist/graphics/rendering/ibl-render/ibl/build-ibl-resources.js.map +1 -0
  108. package/dist/graphics/rendering/ibl-render/ibl/create-cubemap.d.ts +1 -0
  109. package/dist/graphics/rendering/ibl-render/ibl/create-cubemap.js +12 -0
  110. package/dist/graphics/rendering/ibl-render/ibl/create-cubemap.js.map +1 -0
  111. package/dist/graphics/rendering/ibl-render/ibl/cube-face-view.d.ts +1 -0
  112. package/dist/graphics/rendering/ibl-render/ibl/cube-face-view.js +11 -0
  113. package/dist/graphics/rendering/ibl-render/ibl/cube-face-view.js.map +1 -0
  114. package/dist/graphics/rendering/ibl-render/ibl/cubemap-sample-view.d.ts +1 -0
  115. package/dist/graphics/rendering/ibl-render/ibl/cubemap-sample-view.js +9 -0
  116. package/dist/graphics/rendering/ibl-render/ibl/cubemap-sample-view.js.map +1 -0
  117. package/dist/graphics/rendering/ibl-render/ibl/environment.d.ts +8 -0
  118. package/dist/graphics/rendering/ibl-render/ibl/environment.js +170 -0
  119. package/dist/graphics/rendering/ibl-render/ibl/environment.js.map +1 -0
  120. package/dist/graphics/rendering/ibl-render/ibl/float-to-half.d.ts +2 -0
  121. package/dist/graphics/rendering/ibl-render/ibl/float-to-half.js +32 -0
  122. package/dist/graphics/rendering/ibl-render/ibl/float-to-half.js.map +1 -0
  123. package/dist/graphics/rendering/ibl-render/ibl/ibl-math.wgsl.d.ts +2 -0
  124. package/dist/graphics/rendering/ibl-render/ibl/ibl-math.wgsl.js +59 -0
  125. package/dist/graphics/rendering/ibl-render/ibl/ibl-math.wgsl.js.map +1 -0
  126. package/dist/graphics/rendering/ibl-render/ibl/irradiance.d.ts +1 -0
  127. package/dist/graphics/rendering/ibl-render/ibl/irradiance.js +94 -0
  128. package/dist/graphics/rendering/ibl-render/ibl/irradiance.js.map +1 -0
  129. package/dist/graphics/rendering/ibl-render/ibl/parse-hdr.d.ts +6 -0
  130. package/dist/graphics/rendering/ibl-render/ibl/parse-hdr.js +106 -0
  131. package/dist/graphics/rendering/ibl-render/ibl/parse-hdr.js.map +1 -0
  132. package/dist/graphics/rendering/ibl-render/ibl/prefilter.d.ts +5 -0
  133. package/dist/graphics/rendering/ibl-render/ibl/prefilter.js +103 -0
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  135. package/dist/graphics/rendering/ibl-render/ibl/render-helpers.d.ts +4 -0
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  138. package/dist/graphics/rendering/ibl-render/ibl-render-plugin.d.ts +1028 -0
  139. package/dist/graphics/rendering/ibl-render/ibl-render-plugin.js +409 -0
  140. package/dist/graphics/rendering/ibl-render/ibl-render-plugin.js.map +1 -0
  141. package/dist/graphics/rendering/ibl-render/ibl-shader.wgsl.d.ts +8 -0
  142. package/dist/graphics/rendering/ibl-render/ibl-shader.wgsl.js +173 -0
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  144. package/dist/graphics/rendering/ibl-render/skybox-shader.wgsl.d.ts +2 -0
  145. package/dist/graphics/rendering/ibl-render/skybox-shader.wgsl.js +50 -0
  146. package/dist/graphics/rendering/ibl-render/skybox-shader.wgsl.js.map +1 -0
  147. package/dist/graphics/rendering/interpolation-plugin.d.ts +485 -0
  148. package/dist/graphics/rendering/interpolation-plugin.js +98 -0
  149. package/dist/graphics/rendering/interpolation-plugin.js.map +1 -0
  150. package/dist/graphics/rendering/interpolation.test.d.ts +1 -0
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  152. package/dist/graphics/rendering/interpolation.test.js.map +1 -0
  153. package/dist/graphics/rendering/jolt-ragdoll-plugin.d.ts +1628 -0
  154. package/dist/graphics/rendering/jolt-ragdoll-plugin.js +218 -0
  155. package/dist/graphics/rendering/jolt-ragdoll-plugin.js.map +1 -0
  156. package/dist/graphics/rendering/material-gpu/material-arrays.d.ts +47 -0
  157. package/dist/graphics/rendering/material-gpu/material-arrays.js +83 -0
  158. package/dist/graphics/rendering/material-gpu/material-arrays.js.map +1 -0
  159. package/dist/graphics/rendering/material-gpu/material-bind-group.d.ts +9 -0
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  162. package/dist/graphics/rendering/material-gpu/material-gpu-plugin.d.ts +259 -0
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  168. package/dist/graphics/rendering/pbr-core-plugin.d.ts +75 -0
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  171. package/dist/graphics/rendering/pbr-render/pbr-array-shader.wgsl.d.ts +10 -0
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@@ -0,0 +1,170 @@
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+ // © 2026 Adobe. MIT License. See /LICENSE for details.
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+ import { floatArrayToHalf } from "./float-to-half.js";
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+ import iblMath from "./ibl-math.wgsl.js";
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+ import { createCubemap, cubeFaceView, FULLSCREEN_VS } from "./render-helpers.js";
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+ const ENV_PROCEDURAL_FS = /* wgsl */ `
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+ struct Params { face: u32, size: u32 };
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+ @group(0) @binding(0) var<uniform> params: Params;
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+
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+ fn env_color(dir: vec3f) -> vec3f {
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+ let sky_top = vec3f(0.45, 0.55, 0.75);
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+ let horizon = vec3f(0.18, 0.20, 0.24);
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+ let ground = vec3f(0.08, 0.08, 0.10);
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+ var color = mix(horizon, sky_top, smoothstep(-0.05, 0.65, dir.y));
14
+ color = mix(ground, color, smoothstep(-0.3, 0.0, dir.y));
15
+
16
+ let warm = vec3f(9.0, 7.2, 5.0);
17
+ let cool = vec3f(5.0, 7.5, 10.0);
18
+ for (var i = 0u; i < 4u; i = i + 1u) {
19
+ let a = f32(i) * 1.5707963;
20
+ let ld = normalize(vec3f(sin(a) * 0.55, 0.85, cos(a) * 0.55));
21
+ let d = max(dot(dir, ld), 0.0);
22
+ let intensity = pow(d, 96.0);
23
+ let lc = select(warm, cool, i % 2u == 0u);
24
+ color = color + intensity * lc;
25
+ }
26
+ return color;
27
+ }
28
+
29
+ @fragment
30
+ fn fs_main(@builtin(position) frag: vec4f) -> @location(0) vec4f {
31
+ let uv = frag.xy / f32(params.size);
32
+ let dir = cube_uv_to_dir(params.face, uv);
33
+ return vec4f(env_color(dir), 1.0);
34
+ }
35
+ `;
36
+ const ENV_EQUIRECT_FS = /* wgsl */ `
37
+ struct Params { face: u32, size: u32 };
38
+ @group(0) @binding(0) var<uniform> params: Params;
39
+ @group(0) @binding(1) var equirect: texture_2d<f32>;
40
+ @group(0) @binding(2) var equirectSampler: sampler;
41
+
42
+ fn dir_to_equirect_uv(d: vec3f) -> vec2f {
43
+ let theta = atan2(d.z, d.x);
44
+ let phi = asin(clamp(d.y, -1.0, 1.0));
45
+ return vec2f((theta + PI) / (2.0 * PI), 0.5 - phi / PI);
46
+ }
47
+
48
+ @fragment
49
+ fn fs_main(@builtin(position) frag: vec4f) -> @location(0) vec4f {
50
+ let uv = frag.xy / f32(params.size);
51
+ let dir = cube_uv_to_dir(params.face, uv);
52
+ let env_uv = dir_to_equirect_uv(dir);
53
+ return textureSampleLevel(equirect, equirectSampler, env_uv, 0.0);
54
+ }
55
+ `;
56
+ function uploadHdrAsTexture(device, hdr) {
57
+ const halfData = floatArrayToHalf(hdr.rgba);
58
+ const texture = device.createTexture({
59
+ size: [hdr.width, hdr.height, 1],
60
+ format: "rgba16float",
61
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,
62
+ });
63
+ device.queue.writeTexture({ texture }, halfData.buffer, { bytesPerRow: hdr.width * 8 }, [hdr.width, hdr.height, 1]);
64
+ return texture;
65
+ }
66
+ function makeProceduralPipeline(device, format) {
67
+ const module = device.createShaderModule({ code: FULLSCREEN_VS + iblMath + ENV_PROCEDURAL_FS });
68
+ const bindGroupLayout = device.createBindGroupLayout({
69
+ entries: [{ binding: 0, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } }],
70
+ });
71
+ const pipeline = device.createRenderPipeline({
72
+ layout: device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }),
73
+ vertex: { module, entryPoint: "vs_fullscreen" },
74
+ fragment: { module, entryPoint: "fs_main", targets: [{ format }] },
75
+ primitive: { topology: "triangle-list" },
76
+ });
77
+ return { pipeline, bindGroupLayout };
78
+ }
79
+ function makeEquirectPipeline(device, format) {
80
+ const module = device.createShaderModule({ code: FULLSCREEN_VS + iblMath + ENV_EQUIRECT_FS });
81
+ const bindGroupLayout = device.createBindGroupLayout({
82
+ entries: [
83
+ { binding: 0, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } },
84
+ { binding: 1, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float", viewDimension: "2d" } },
85
+ { binding: 2, visibility: GPUShaderStage.FRAGMENT, sampler: { type: "filtering" } },
86
+ ],
87
+ });
88
+ const pipeline = device.createRenderPipeline({
89
+ layout: device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }),
90
+ vertex: { module, entryPoint: "vs_fullscreen" },
91
+ fragment: { module, entryPoint: "fs_main", targets: [{ format }] },
92
+ primitive: { topology: "triangle-list" },
93
+ });
94
+ return { pipeline, bindGroupLayout };
95
+ }
96
+ /**
97
+ * Renders an environment cubemap. With no `hdr` source it falls back to the
98
+ * built-in procedural studio. Pass a parsed Radiance HDR for a real photoreal
99
+ * environment — used by the IBL plugin to enable Babylon-style glossy
100
+ * reflections.
101
+ */
102
+ export function generateEnvironment(device, encoder, size, hdr) {
103
+ const format = "rgba16float";
104
+ const texture = createCubemap(device, size, format, 1);
105
+ if (hdr) {
106
+ const equirectTexture = uploadHdrAsTexture(device, hdr);
107
+ const sampler = device.createSampler({
108
+ magFilter: "linear",
109
+ minFilter: "linear",
110
+ addressModeU: "repeat",
111
+ addressModeV: "clamp-to-edge",
112
+ });
113
+ const { pipeline, bindGroupLayout } = makeEquirectPipeline(device, format);
114
+ const equirectView = equirectTexture.createView();
115
+ for (let face = 0; face < 6; face++) {
116
+ const ub = device.createBuffer({
117
+ size: 16,
118
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
119
+ });
120
+ device.queue.writeBuffer(ub, 0, new Uint32Array([face, size, 0, 0]));
121
+ const bindGroup = device.createBindGroup({
122
+ layout: bindGroupLayout,
123
+ entries: [
124
+ { binding: 0, resource: { buffer: ub } },
125
+ { binding: 1, resource: equirectView },
126
+ { binding: 2, resource: sampler },
127
+ ],
128
+ });
129
+ const pass = encoder.beginRenderPass({
130
+ colorAttachments: [{
131
+ view: cubeFaceView(texture, face, 0),
132
+ loadOp: "clear",
133
+ storeOp: "store",
134
+ clearValue: [0, 0, 0, 1],
135
+ }],
136
+ });
137
+ pass.setPipeline(pipeline);
138
+ pass.setBindGroup(0, bindGroup);
139
+ pass.draw(3);
140
+ pass.end();
141
+ }
142
+ return texture;
143
+ }
144
+ const { pipeline, bindGroupLayout } = makeProceduralPipeline(device, format);
145
+ for (let face = 0; face < 6; face++) {
146
+ const ub = device.createBuffer({
147
+ size: 16,
148
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
149
+ });
150
+ device.queue.writeBuffer(ub, 0, new Uint32Array([face, size, 0, 0]));
151
+ const bindGroup = device.createBindGroup({
152
+ layout: bindGroupLayout,
153
+ entries: [{ binding: 0, resource: { buffer: ub } }],
154
+ });
155
+ const pass = encoder.beginRenderPass({
156
+ colorAttachments: [{
157
+ view: cubeFaceView(texture, face, 0),
158
+ loadOp: "clear",
159
+ storeOp: "store",
160
+ clearValue: [0, 0, 0, 1],
161
+ }],
162
+ });
163
+ pass.setPipeline(pipeline);
164
+ pass.setBindGroup(0, bindGroup);
165
+ pass.draw(3);
166
+ pass.end();
167
+ }
168
+ return texture;
169
+ }
170
+ //# sourceMappingURL=environment.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,2 @@
1
+ export declare function floatToHalf(value: number): number;
2
+ export declare function floatArrayToHalf(src: Float32Array): Uint16Array;
@@ -0,0 +1,32 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ // IEEE 754 binary16 (half-float) encoder. WebGPU's rgba16float upload path
3
+ // expects Uint16-packed half-floats; Float32 source data has to be converted
4
+ // element-wise. Standard bit-twiddle, no infinity/NaN edge cases needed for
5
+ // well-formed HDRI input (subnormals are flushed to zero).
6
+ const f32 = new Float32Array(1);
7
+ const u32 = new Uint32Array(f32.buffer);
8
+ export function floatToHalf(value) {
9
+ f32[0] = value;
10
+ const bits = u32[0];
11
+ const sign = (bits >> 16) & 0x8000;
12
+ const expRaw = (bits >> 23) & 0xff;
13
+ const mantissa = bits & 0x7fffff;
14
+ if (expRaw === 0xff) {
15
+ // Infinity or NaN.
16
+ return sign | 0x7c00 | (mantissa ? 0x200 : 0);
17
+ }
18
+ const exp = expRaw - 127;
19
+ if (exp >= 16)
20
+ return sign | 0x7c00; // overflow → ±Inf
21
+ if (exp < -14)
22
+ return sign; // underflow → ±0
23
+ return sign | ((exp + 15) << 10) | (mantissa >> 13);
24
+ }
25
+ export function floatArrayToHalf(src) {
26
+ const out = new Uint16Array(src.length);
27
+ for (let i = 0; i < src.length; i++) {
28
+ out[i] = floatToHalf(src[i]);
29
+ }
30
+ return out;
31
+ }
32
+ //# sourceMappingURL=float-to-half.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"float-to-half.js","sourceRoot":"","sources":["../../../../../src/graphics/rendering/ibl-render/ibl/float-to-half.ts"],"names":[],"mappings":"AAAA,uDAAuD;AAEvD,2EAA2E;AAC3E,6EAA6E;AAC7E,4EAA4E;AAC5E,2DAA2D;AAE3D,MAAM,GAAG,GAAG,IAAI,YAAY,CAAC,CAAC,CAAC,CAAC;AAChC,MAAM,GAAG,GAAG,IAAI,WAAW,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;AAExC,MAAM,UAAU,WAAW,CAAC,KAAa;IACrC,GAAG,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC;IACf,MAAM,IAAI,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;IAEpB,MAAM,IAAI,GAAG,CAAC,IAAI,IAAI,EAAE,CAAC,GAAG,MAAM,CAAC;IACnC,MAAM,MAAM,GAAG,CAAC,IAAI,IAAI,EAAE,CAAC,GAAG,IAAI,CAAC;IACnC,MAAM,QAAQ,GAAG,IAAI,GAAG,QAAQ,CAAC;IAEjC,IAAI,MAAM,KAAK,IAAI,EAAE,CAAC;QAClB,mBAAmB;QACnB,OAAO,IAAI,GAAG,MAAM,GAAG,CAAC,QAAQ,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IAClD,CAAC;IACD,MAAM,GAAG,GAAG,MAAM,GAAG,GAAG,CAAC;IACzB,IAAI,GAAG,IAAI,EAAE;QAAE,OAAO,IAAI,GAAG,MAAM,CAAC,CAAO,kBAAkB;IAC7D,IAAI,GAAG,GAAG,CAAC,EAAE;QAAE,OAAO,IAAI,CAAC,CAAkB,iBAAiB;IAC9D,OAAO,IAAI,GAAG,CAAC,CAAC,GAAG,GAAG,EAAE,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,QAAQ,IAAI,EAAE,CAAC,CAAC;AACxD,CAAC;AAED,MAAM,UAAU,gBAAgB,CAAC,GAAiB;IAC9C,MAAM,GAAG,GAAG,IAAI,WAAW,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;IACxC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;QAClC,GAAG,CAAC,CAAC,CAAC,GAAG,WAAW,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;IACjC,CAAC;IACD,OAAO,GAAG,CAAC;AACf,CAAC"}
@@ -0,0 +1,2 @@
1
+ declare const _default: "\nconst PI: f32 = 3.14159265359;\n\nfn cube_uv_to_dir(face: u32, uv: vec2f) -> vec3f {\n let p = uv * 2.0 - vec2f(1.0);\n var dir: vec3f;\n switch face {\n case 0u: { dir = vec3f( 1.0, -p.y, -p.x); }\n case 1u: { dir = vec3f(-1.0, -p.y, p.x); }\n case 2u: { dir = vec3f( p.x, 1.0, p.y); }\n case 3u: { dir = vec3f( p.x, -1.0, -p.y); }\n case 4u: { dir = vec3f( p.x, -p.y, 1.0); }\n default: { dir = vec3f(-p.x, -p.y, -1.0); }\n }\n return normalize(dir);\n}\n\nfn radical_inverse_vdc(bitsIn: u32) -> f32 {\n var bits = bitsIn;\n bits = (bits << 16u) | (bits >> 16u);\n bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);\n bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);\n bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);\n bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);\n return f32(bits) * 2.3283064365386963e-10;\n}\n\nfn hammersley(i: u32, n: u32) -> vec2f {\n return vec2f(f32(i) / f32(n), radical_inverse_vdc(i));\n}\n\nfn importance_sample_ggx(xi: vec2f, N: vec3f, roughness: f32) -> vec3f {\n let a = roughness * roughness;\n let phi = 2.0 * PI * xi.x;\n let cosTheta = sqrt((1.0 - xi.y) / (1.0 + (a * a - 1.0) * xi.y));\n let sinTheta = sqrt(1.0 - cosTheta * cosTheta);\n let H_tangent = vec3f(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);\n\n let up = select(vec3f(0.0, 0.0, 1.0), vec3f(1.0, 0.0, 0.0), abs(N.z) < 0.999);\n let tangent = normalize(cross(up, N));\n let bitangent = cross(N, tangent);\n\n return normalize(tangent * H_tangent.x + bitangent * H_tangent.y + N * H_tangent.z);\n}\n\nfn g_smith_ibl(nDotV: f32, nDotL: f32, roughness: f32) -> f32 {\n let a = roughness;\n let k = (a * a) / 2.0;\n let gv = nDotV / (nDotV * (1.0 - k) + k);\n let gl = nDotL / (nDotL * (1.0 - k) + k);\n return gv * gl;\n}\n";
2
+ export default _default;
@@ -0,0 +1,59 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ // Shared WGSL math for IBL precomputation passes.
3
+ // - cube_uv_to_dir: WebGPU cube layer (face 0..5) + 2D uv → world-space direction
4
+ // - hammersley / radical_inverse_vdc: low-discrepancy 2D sample sequence
5
+ // - importance_sample_ggx: GGX-distributed half-vector in tangent space, returned in world space
6
+ export default /* wgsl */ `
7
+ const PI: f32 = 3.14159265359;
8
+
9
+ fn cube_uv_to_dir(face: u32, uv: vec2f) -> vec3f {
10
+ let p = uv * 2.0 - vec2f(1.0);
11
+ var dir: vec3f;
12
+ switch face {
13
+ case 0u: { dir = vec3f( 1.0, -p.y, -p.x); }
14
+ case 1u: { dir = vec3f(-1.0, -p.y, p.x); }
15
+ case 2u: { dir = vec3f( p.x, 1.0, p.y); }
16
+ case 3u: { dir = vec3f( p.x, -1.0, -p.y); }
17
+ case 4u: { dir = vec3f( p.x, -p.y, 1.0); }
18
+ default: { dir = vec3f(-p.x, -p.y, -1.0); }
19
+ }
20
+ return normalize(dir);
21
+ }
22
+
23
+ fn radical_inverse_vdc(bitsIn: u32) -> f32 {
24
+ var bits = bitsIn;
25
+ bits = (bits << 16u) | (bits >> 16u);
26
+ bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
27
+ bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
28
+ bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
29
+ bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
30
+ return f32(bits) * 2.3283064365386963e-10;
31
+ }
32
+
33
+ fn hammersley(i: u32, n: u32) -> vec2f {
34
+ return vec2f(f32(i) / f32(n), radical_inverse_vdc(i));
35
+ }
36
+
37
+ fn importance_sample_ggx(xi: vec2f, N: vec3f, roughness: f32) -> vec3f {
38
+ let a = roughness * roughness;
39
+ let phi = 2.0 * PI * xi.x;
40
+ let cosTheta = sqrt((1.0 - xi.y) / (1.0 + (a * a - 1.0) * xi.y));
41
+ let sinTheta = sqrt(1.0 - cosTheta * cosTheta);
42
+ let H_tangent = vec3f(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);
43
+
44
+ let up = select(vec3f(0.0, 0.0, 1.0), vec3f(1.0, 0.0, 0.0), abs(N.z) < 0.999);
45
+ let tangent = normalize(cross(up, N));
46
+ let bitangent = cross(N, tangent);
47
+
48
+ return normalize(tangent * H_tangent.x + bitangent * H_tangent.y + N * H_tangent.z);
49
+ }
50
+
51
+ fn g_smith_ibl(nDotV: f32, nDotL: f32, roughness: f32) -> f32 {
52
+ let a = roughness;
53
+ let k = (a * a) / 2.0;
54
+ let gv = nDotV / (nDotV * (1.0 - k) + k);
55
+ let gl = nDotL / (nDotL * (1.0 - k) + k);
56
+ return gv * gl;
57
+ }
58
+ `;
59
+ //# sourceMappingURL=ibl-math.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ibl-math.wgsl.js","sourceRoot":"","sources":["../../../../../src/graphics/rendering/ibl-render/ibl/ibl-math.wgsl.ts"],"names":[],"mappings":"AAAA,uDAAuD;AAEvD,kDAAkD;AAClD,kFAAkF;AAClF,yEAAyE;AACzE,iGAAiG;AAEjG,eAAe,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoDzB,CAAC"}
@@ -0,0 +1 @@
1
+ export declare function generateIrradiance(device: GPUDevice, encoder: GPUCommandEncoder, envMap: GPUTexture, size: number): GPUTexture;
@@ -0,0 +1,94 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ import iblMath from "./ibl-math.wgsl.js";
3
+ import { createCubemap, cubeFaceView, cubemapSampleView, FULLSCREEN_VS } from "./render-helpers.js";
4
+ // Cosine-weighted hemispherical Monte-Carlo convolution of the source
5
+ // environment. With cos-weighted PDF, irradiance/π = mean(L(ωi)) — no extra
6
+ // factor needed. 1024 samples is plenty for a 32x32 output.
7
+ const IRRADIANCE_FS = /* wgsl */ `
8
+ struct Params { face: u32, size: u32 };
9
+ @group(0) @binding(0) var<uniform> params: Params;
10
+ @group(0) @binding(1) var envMap: texture_cube<f32>;
11
+ @group(0) @binding(2) var envSampler: sampler;
12
+
13
+ const SAMPLES: u32 = 1024u;
14
+
15
+ fn convolve(N: vec3f) -> vec3f {
16
+ let up = select(vec3f(0.0, 0.0, 1.0), vec3f(1.0, 0.0, 0.0), abs(N.z) < 0.999);
17
+ let tangent = normalize(cross(up, N));
18
+ let bitangent = cross(N, tangent);
19
+
20
+ var acc = vec3f(0.0);
21
+ for (var i = 0u; i < SAMPLES; i = i + 1u) {
22
+ let xi = hammersley(i, SAMPLES);
23
+ let phi = 2.0 * PI * xi.x;
24
+ let cosTheta = sqrt(xi.y);
25
+ let sinTheta = sqrt(1.0 - xi.y);
26
+ let local = vec3f(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);
27
+ let dir = normalize(tangent * local.x + bitangent * local.y + N * local.z);
28
+ acc = acc + textureSampleLevel(envMap, envSampler, dir, 0.0).rgb;
29
+ }
30
+ return acc / f32(SAMPLES);
31
+ }
32
+
33
+ @fragment
34
+ fn fs_main(@builtin(position) frag: vec4f) -> @location(0) vec4f {
35
+ let uv = frag.xy / f32(params.size);
36
+ let N = cube_uv_to_dir(params.face, uv);
37
+ return vec4f(convolve(N), 1.0);
38
+ }
39
+ `;
40
+ export function generateIrradiance(device, encoder, envMap, size) {
41
+ const format = "rgba16float";
42
+ const texture = createCubemap(device, size, format, 1);
43
+ const module = device.createShaderModule({ code: FULLSCREEN_VS + iblMath + IRRADIANCE_FS });
44
+ const bindGroupLayout = device.createBindGroupLayout({
45
+ entries: [
46
+ { binding: 0, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } },
47
+ { binding: 1, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float", viewDimension: "cube" } },
48
+ { binding: 2, visibility: GPUShaderStage.FRAGMENT, sampler: { type: "filtering" } },
49
+ ],
50
+ });
51
+ const pipeline = device.createRenderPipeline({
52
+ layout: device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }),
53
+ vertex: { module, entryPoint: "vs_fullscreen" },
54
+ fragment: { module, entryPoint: "fs_main", targets: [{ format }] },
55
+ primitive: { topology: "triangle-list" },
56
+ });
57
+ const sampler = device.createSampler({
58
+ magFilter: "linear",
59
+ minFilter: "linear",
60
+ addressModeU: "clamp-to-edge",
61
+ addressModeV: "clamp-to-edge",
62
+ addressModeW: "clamp-to-edge",
63
+ });
64
+ const envView = cubemapSampleView(envMap);
65
+ for (let face = 0; face < 6; face++) {
66
+ const ub = device.createBuffer({
67
+ size: 16,
68
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
69
+ });
70
+ device.queue.writeBuffer(ub, 0, new Uint32Array([face, size, 0, 0]));
71
+ const bindGroup = device.createBindGroup({
72
+ layout: bindGroupLayout,
73
+ entries: [
74
+ { binding: 0, resource: { buffer: ub } },
75
+ { binding: 1, resource: envView },
76
+ { binding: 2, resource: sampler },
77
+ ],
78
+ });
79
+ const pass = encoder.beginRenderPass({
80
+ colorAttachments: [{
81
+ view: cubeFaceView(texture, face, 0),
82
+ loadOp: "clear",
83
+ storeOp: "store",
84
+ clearValue: [0, 0, 0, 1],
85
+ }],
86
+ });
87
+ pass.setPipeline(pipeline);
88
+ pass.setBindGroup(0, bindGroup);
89
+ pass.draw(3);
90
+ pass.end();
91
+ }
92
+ return texture;
93
+ }
94
+ //# sourceMappingURL=irradiance.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"irradiance.js","sourceRoot":"","sources":["../../../../../src/graphics/rendering/ibl-render/ibl/irradiance.ts"],"names":[],"mappings":"AAAA,uDAAuD;AAEvD,OAAO,OAAO,MAAM,oBAAoB,CAAC;AACzC,OAAO,EAAE,aAAa,EAAE,YAAY,EAAE,iBAAiB,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AAEpG,sEAAsE;AACtE,4EAA4E;AAC5E,4DAA4D;AAC5D,MAAM,aAAa,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgChC,CAAC;AAEF,MAAM,UAAU,kBAAkB,CAC9B,MAAiB,EACjB,OAA0B,EAC1B,MAAkB,EAClB,IAAY;IAEZ,MAAM,MAAM,GAAqB,aAAa,CAAC;IAC/C,MAAM,OAAO,GAAG,aAAa,CAAC,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC,CAAC,CAAC;IAEvD,MAAM,MAAM,GAAG,MAAM,CAAC,kBAAkB,CAAC,EAAE,IAAI,EAAE,aAAa,GAAG,OAAO,GAAG,aAAa,EAAE,CAAC,CAAC;IAC5F,MAAM,eAAe,GAAG,MAAM,CAAC,qBAAqB,CAAC;QACjD,OAAO,EAAE;YACL,EAAE,OAAO,EAAE,CAAC,EAAE,UAAU,EAAE,cAAc,CAAC,QAAQ,EAAE,MAAM,EAAE,EAAE,IAAI,EAAE,SAAS,EAAE,EAAE;YAChF,EAAE,OAAO,EAAE,CAAC,EAAE,UAAU,EAAE,cAAc,CAAC,QAAQ,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,OAAO,EAAE,aAAa,EAAE,MAAM,EAAE,EAAE;YAC5G,EAAE,OAAO,EAAE,CAAC,EAAE,UAAU,EAAE,cAAc,CAAC,QAAQ,EAAE,OAAO,EAAE,EAAE,IAAI,EAAE,WAAW,EAAE,EAAE;SACtF;KACJ,CAAC,CAAC;IACH,MAAM,QAAQ,GAAG,MAAM,CAAC,oBAAoB,CAAC;QACzC,MAAM,EAAE,MAAM,CAAC,oBAAoB,CAAC,EAAE,gBAAgB,EAAE,CAAC,eAAe,CAAC,EAAE,CAAC;QAC5E,MAAM,EAAE,EAAE,MAAM,EAAE,UAAU,EAAE,eAAe,EAAE;QAC/C,QAAQ,EAAE,EAAE,MAAM,EAAE,UAAU,EAAE,SAAS,EAAE,OAAO,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE;QAClE,SAAS,EAAE,EAAE,QAAQ,EAAE,eAAe,EAAE;KAC3C,CAAC,CAAC;IAEH,MAAM,OAAO,GAAG,MAAM,CAAC,aAAa,CAAC;QACjC,SAAS,EAAE,QAAQ;QACnB,SAAS,EAAE,QAAQ;QACnB,YAAY,EAAE,eAAe;QAC7B,YAAY,EAAE,eAAe;QAC7B,YAAY,EAAE,eAAe;KAChC,CAAC,CAAC;IACH,MAAM,OAAO,GAAG,iBAAiB,CAAC,MAAM,CAAC,CAAC;IAE1C,KAAK,IAAI,IAAI,GAAG,CAAC,EAAE,IAAI,GAAG,CAAC,EAAE,IAAI,EAAE,EAAE,CAAC;QAClC,MAAM,EAAE,GAAG,MAAM,CAAC,YAAY,CAAC;YAC3B,IAAI,EAAE,EAAE;YACR,KAAK,EAAE,cAAc,CAAC,OAAO,GAAG,cAAc,CAAC,QAAQ;SAC1D,CAAC,CAAC;QACH,MAAM,CAAC,KAAK,CAAC,WAAW,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,WAAW,CAAC,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;QACrE,MAAM,SAAS,GAAG,MAAM,CAAC,eAAe,CAAC;YACrC,MAAM,EAAE,eAAe;YACvB,OAAO,EAAE;gBACL,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,EAAE;gBACxC,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,OAAO,EAAE;gBACjC,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,OAAO,EAAE;aACpC;SACJ,CAAC,CAAC;QACH,MAAM,IAAI,GAAG,OAAO,CAAC,eAAe,CAAC;YACjC,gBAAgB,EAAE,CAAC;oBACf,IAAI,EAAE,YAAY,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC,CAAC;oBACpC,MAAM,EAAE,OAAO;oBACf,OAAO,EAAE,OAAO;oBAChB,UAAU,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;iBAC3B,CAAC;SACL,CAAC,CAAC;QACH,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,CAAC;QAC3B,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC;QAChC,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QACb,IAAI,CAAC,GAAG,EAAE,CAAC;IACf,CAAC;IAED,OAAO,OAAO,CAAC;AACnB,CAAC"}
@@ -0,0 +1,6 @@
1
+ export interface ParsedHdr {
2
+ width: number;
3
+ height: number;
4
+ rgba: Float32Array;
5
+ }
6
+ export declare function parseHdr(buffer: ArrayBuffer): ParsedHdr;
@@ -0,0 +1,106 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ export function parseHdr(buffer) {
3
+ const bytes = new Uint8Array(buffer);
4
+ // Header: ASCII, terminated by a blank line; then the resolution line.
5
+ const text = new TextDecoder("latin1").decode(bytes);
6
+ const headerEnd = text.indexOf("\n\n");
7
+ if (headerEnd < 0)
8
+ throw new Error("HDR: missing header terminator");
9
+ const header = text.slice(0, headerEnd);
10
+ if (!header.startsWith("#?RADIANCE") && !header.startsWith("#?RGBE")) {
11
+ throw new Error("HDR: unknown magic");
12
+ }
13
+ if (!/FORMAT=32-bit_rle_rgbe/i.test(header)) {
14
+ throw new Error("HDR: only 32-bit_rle_rgbe is supported");
15
+ }
16
+ // Resolution: e.g. "-Y 512 +X 1024". Negative Y means top-to-bottom.
17
+ const resStart = headerEnd + 2;
18
+ const newline = bytes.indexOf(0x0a, resStart);
19
+ const resLine = new TextDecoder().decode(bytes.subarray(resStart, newline));
20
+ const m = /([+-][YX])\s+(\d+)\s+([+-][YX])\s+(\d+)/.exec(resLine);
21
+ if (!m)
22
+ throw new Error(`HDR: bad resolution line "${resLine}"`);
23
+ const axisA = m[1], dimA = +m[2], axisB = m[3], dimB = +m[4];
24
+ // We only handle the common -Y +X / +Y +X orientations.
25
+ let width, height, flipY;
26
+ if (axisA[1] === "Y") {
27
+ height = dimA;
28
+ width = dimB;
29
+ flipY = axisA[0] === "+";
30
+ }
31
+ else {
32
+ width = dimA;
33
+ height = dimB;
34
+ flipY = axisB[0] === "+";
35
+ }
36
+ if (axisA[1] === axisB[1])
37
+ throw new Error("HDR: redundant axes");
38
+ const data = bytes.subarray(newline + 1);
39
+ let p = 0;
40
+ const rgba = new Float32Array(width * height * 4);
41
+ const scanline = new Uint8Array(width * 4);
42
+ for (let y = 0; y < height; y++) {
43
+ if (p + 4 > data.length)
44
+ throw new Error("HDR: truncated scanline header");
45
+ // RLE-encoded scanline: starts with 0x02 0x02 (hi lo) of width.
46
+ if (data[p] === 0x02 && data[p + 1] === 0x02 &&
47
+ ((data[p + 2] << 8) | data[p + 3]) === width &&
48
+ width >= 8 && width <= 0x7fff) {
49
+ p += 4;
50
+ for (let c = 0; c < 4; c++) {
51
+ let x = 0;
52
+ while (x < width) {
53
+ if (p >= data.length)
54
+ throw new Error("HDR: truncated RLE channel");
55
+ const len = data[p++];
56
+ if (len > 128) {
57
+ const runLen = len - 128;
58
+ if (p >= data.length || x + runLen > width)
59
+ throw new Error("HDR: bad run");
60
+ const val = data[p++];
61
+ for (let i = 0; i < runLen; i++)
62
+ scanline[(x + i) * 4 + c] = val;
63
+ x += runLen;
64
+ }
65
+ else {
66
+ if (p + len > data.length || x + len > width)
67
+ throw new Error("HDR: bad literal");
68
+ for (let i = 0; i < len; i++)
69
+ scanline[(x + i) * 4 + c] = data[p + i];
70
+ p += len;
71
+ x += len;
72
+ }
73
+ }
74
+ }
75
+ }
76
+ else {
77
+ // Old-style: raw RGBE pixels in raster order.
78
+ if (p + width * 4 > data.length)
79
+ throw new Error("HDR: truncated raw scanline");
80
+ scanline.set(data.subarray(p, p + width * 4));
81
+ p += width * 4;
82
+ }
83
+ const dstY = flipY ? height - 1 - y : y;
84
+ const rowOffset = dstY * width * 4;
85
+ for (let x = 0; x < width; x++) {
86
+ const r = scanline[x * 4];
87
+ const g = scanline[x * 4 + 1];
88
+ const b = scanline[x * 4 + 2];
89
+ const e = scanline[x * 4 + 3];
90
+ if (e === 0) {
91
+ rgba[rowOffset + x * 4 + 0] = 0;
92
+ rgba[rowOffset + x * 4 + 1] = 0;
93
+ rgba[rowOffset + x * 4 + 2] = 0;
94
+ }
95
+ else {
96
+ const scale = Math.pow(2, e - 128) / 256;
97
+ rgba[rowOffset + x * 4 + 0] = r * scale;
98
+ rgba[rowOffset + x * 4 + 1] = g * scale;
99
+ rgba[rowOffset + x * 4 + 2] = b * scale;
100
+ }
101
+ rgba[rowOffset + x * 4 + 3] = 1;
102
+ }
103
+ }
104
+ return { width, height, rgba };
105
+ }
106
+ //# sourceMappingURL=parse-hdr.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,5 @@
1
+ export interface PrefilteredResult {
2
+ texture: GPUTexture;
3
+ mipLevelCount: number;
4
+ }
5
+ export declare function generatePrefiltered(device: GPUDevice, encoder: GPUCommandEncoder, envMap: GPUTexture, baseSize: number, mipLevelCount: number): PrefilteredResult;
@@ -0,0 +1,103 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ import iblMath from "./ibl-math.wgsl.js";
3
+ import { createCubemap, cubeFaceView, cubemapSampleView, FULLSCREEN_VS } from "./render-helpers.js";
4
+ // Split-sum prefiltered specular: each mip stores GGX importance-sampled
5
+ // reflections at a fixed roughness. Mip 0 = mirror (roughness 0), mip max =
6
+ // fully blurred (roughness 1). Uses Karis' simplification of N == V == R.
7
+ const PREFILTER_FS = /* wgsl */ `
8
+ struct Params { face: u32, size: u32, roughness: f32, _pad: f32 };
9
+ @group(0) @binding(0) var<uniform> params: Params;
10
+ @group(0) @binding(1) var envMap: texture_cube<f32>;
11
+ @group(0) @binding(2) var envSampler: sampler;
12
+
13
+ const SAMPLES: u32 = 1024u;
14
+
15
+ fn prefilter(N: vec3f) -> vec3f {
16
+ if (params.roughness < 0.001) {
17
+ return textureSampleLevel(envMap, envSampler, N, 0.0).rgb;
18
+ }
19
+ let V = N;
20
+ var color = vec3f(0.0);
21
+ var weight = 0.0;
22
+ for (var i = 0u; i < SAMPLES; i = i + 1u) {
23
+ let xi = hammersley(i, SAMPLES);
24
+ let H = importance_sample_ggx(xi, N, params.roughness);
25
+ let L = normalize(2.0 * dot(V, H) * H - V);
26
+ let nDotL = max(dot(N, L), 0.0);
27
+ if (nDotL > 0.0) {
28
+ color = color + textureSampleLevel(envMap, envSampler, L, 0.0).rgb * nDotL;
29
+ weight = weight + nDotL;
30
+ }
31
+ }
32
+ return color / max(weight, 0.0001);
33
+ }
34
+
35
+ @fragment
36
+ fn fs_main(@builtin(position) frag: vec4f) -> @location(0) vec4f {
37
+ let uv = frag.xy / f32(params.size);
38
+ let N = cube_uv_to_dir(params.face, uv);
39
+ return vec4f(prefilter(N), 1.0);
40
+ }
41
+ `;
42
+ export function generatePrefiltered(device, encoder, envMap, baseSize, mipLevelCount) {
43
+ const format = "rgba16float";
44
+ const texture = createCubemap(device, baseSize, format, mipLevelCount);
45
+ const module = device.createShaderModule({ code: FULLSCREEN_VS + iblMath + PREFILTER_FS });
46
+ const bindGroupLayout = device.createBindGroupLayout({
47
+ entries: [
48
+ { binding: 0, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } },
49
+ { binding: 1, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float", viewDimension: "cube" } },
50
+ { binding: 2, visibility: GPUShaderStage.FRAGMENT, sampler: { type: "filtering" } },
51
+ ],
52
+ });
53
+ const pipeline = device.createRenderPipeline({
54
+ layout: device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }),
55
+ vertex: { module, entryPoint: "vs_fullscreen" },
56
+ fragment: { module, entryPoint: "fs_main", targets: [{ format }] },
57
+ primitive: { topology: "triangle-list" },
58
+ });
59
+ const sampler = device.createSampler({
60
+ magFilter: "linear",
61
+ minFilter: "linear",
62
+ addressModeU: "clamp-to-edge",
63
+ addressModeV: "clamp-to-edge",
64
+ addressModeW: "clamp-to-edge",
65
+ });
66
+ const envView = cubemapSampleView(envMap);
67
+ for (let mip = 0; mip < mipLevelCount; mip++) {
68
+ const mipSize = Math.max(1, baseSize >> mip);
69
+ const roughness = mipLevelCount > 1 ? mip / (mipLevelCount - 1) : 0;
70
+ for (let face = 0; face < 6; face++) {
71
+ const ub = device.createBuffer({
72
+ size: 16,
73
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
74
+ });
75
+ const buf = new ArrayBuffer(16);
76
+ new Uint32Array(buf, 0, 2).set([face, mipSize]);
77
+ new Float32Array(buf, 8, 2).set([roughness, 0]);
78
+ device.queue.writeBuffer(ub, 0, buf);
79
+ const bindGroup = device.createBindGroup({
80
+ layout: bindGroupLayout,
81
+ entries: [
82
+ { binding: 0, resource: { buffer: ub } },
83
+ { binding: 1, resource: envView },
84
+ { binding: 2, resource: sampler },
85
+ ],
86
+ });
87
+ const pass = encoder.beginRenderPass({
88
+ colorAttachments: [{
89
+ view: cubeFaceView(texture, face, mip),
90
+ loadOp: "clear",
91
+ storeOp: "store",
92
+ clearValue: [0, 0, 0, 1],
93
+ }],
94
+ });
95
+ pass.setPipeline(pipeline);
96
+ pass.setBindGroup(0, bindGroup);
97
+ pass.draw(3);
98
+ pass.end();
99
+ }
100
+ }
101
+ return { texture, mipLevelCount };
102
+ }
103
+ //# sourceMappingURL=prefilter.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,4 @@
1
+ export { createCubemap } from "./create-cubemap.js";
2
+ export { cubeFaceView } from "./cube-face-view.js";
3
+ export { cubemapSampleView } from "./cubemap-sample-view.js";
4
+ export declare const FULLSCREEN_VS = "\n@vertex\nfn vs_fullscreen(@builtin(vertex_index) i: u32) -> @builtin(position) vec4f {\n let xs = array<f32, 3>(-1.0, 3.0, -1.0);\n let ys = array<f32, 3>(-1.0, -1.0, 3.0);\n return vec4f(xs[i], ys[i], 0.0, 1.0);\n}\n";