@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 +1,35 @@
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+ // © 2026 Adobe. MIT License. See /LICENSE for details.
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+
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+ // IEEE 754 binary16 (half-float) encoder. WebGPU's rgba16float upload path
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+ // expects Uint16-packed half-floats; Float32 source data has to be converted
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+ // element-wise. Standard bit-twiddle, no infinity/NaN edge cases needed for
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+ // well-formed HDRI input (subnormals are flushed to zero).
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+
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+ const f32 = new Float32Array(1);
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+ const u32 = new Uint32Array(f32.buffer);
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+
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+ export function floatToHalf(value: number): number {
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+ f32[0] = value;
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+ const bits = u32[0];
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+
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+ const sign = (bits >> 16) & 0x8000;
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+ const expRaw = (bits >> 23) & 0xff;
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+ const mantissa = bits & 0x7fffff;
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+
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+ if (expRaw === 0xff) {
20
+ // Infinity or NaN.
21
+ return sign | 0x7c00 | (mantissa ? 0x200 : 0);
22
+ }
23
+ const exp = expRaw - 127;
24
+ if (exp >= 16) return sign | 0x7c00; // overflow → ±Inf
25
+ if (exp < -14) return sign; // underflow → ±0
26
+ return sign | ((exp + 15) << 10) | (mantissa >> 13);
27
+ }
28
+
29
+ export function floatArrayToHalf(src: Float32Array): Uint16Array {
30
+ const out = new Uint16Array(src.length);
31
+ for (let i = 0; i < src.length; i++) {
32
+ out[i] = floatToHalf(src[i]);
33
+ }
34
+ return out;
35
+ }
@@ -0,0 +1,60 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ // Shared WGSL math for IBL precomputation passes.
4
+ // - cube_uv_to_dir: WebGPU cube layer (face 0..5) + 2D uv → world-space direction
5
+ // - hammersley / radical_inverse_vdc: low-discrepancy 2D sample sequence
6
+ // - importance_sample_ggx: GGX-distributed half-vector in tangent space, returned in world space
7
+
8
+ export default /* wgsl */ `
9
+ const PI: f32 = 3.14159265359;
10
+
11
+ fn cube_uv_to_dir(face: u32, uv: vec2f) -> vec3f {
12
+ let p = uv * 2.0 - vec2f(1.0);
13
+ var dir: vec3f;
14
+ switch face {
15
+ case 0u: { dir = vec3f( 1.0, -p.y, -p.x); }
16
+ case 1u: { dir = vec3f(-1.0, -p.y, p.x); }
17
+ case 2u: { dir = vec3f( p.x, 1.0, p.y); }
18
+ case 3u: { dir = vec3f( p.x, -1.0, -p.y); }
19
+ case 4u: { dir = vec3f( p.x, -p.y, 1.0); }
20
+ default: { dir = vec3f(-p.x, -p.y, -1.0); }
21
+ }
22
+ return normalize(dir);
23
+ }
24
+
25
+ fn radical_inverse_vdc(bitsIn: u32) -> f32 {
26
+ var bits = bitsIn;
27
+ bits = (bits << 16u) | (bits >> 16u);
28
+ bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
29
+ bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
30
+ bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
31
+ bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
32
+ return f32(bits) * 2.3283064365386963e-10;
33
+ }
34
+
35
+ fn hammersley(i: u32, n: u32) -> vec2f {
36
+ return vec2f(f32(i) / f32(n), radical_inverse_vdc(i));
37
+ }
38
+
39
+ fn importance_sample_ggx(xi: vec2f, N: vec3f, roughness: f32) -> vec3f {
40
+ let a = roughness * roughness;
41
+ let phi = 2.0 * PI * xi.x;
42
+ let cosTheta = sqrt((1.0 - xi.y) / (1.0 + (a * a - 1.0) * xi.y));
43
+ let sinTheta = sqrt(1.0 - cosTheta * cosTheta);
44
+ let H_tangent = vec3f(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);
45
+
46
+ let up = select(vec3f(0.0, 0.0, 1.0), vec3f(1.0, 0.0, 0.0), abs(N.z) < 0.999);
47
+ let tangent = normalize(cross(up, N));
48
+ let bitangent = cross(N, tangent);
49
+
50
+ return normalize(tangent * H_tangent.x + bitangent * H_tangent.y + N * H_tangent.z);
51
+ }
52
+
53
+ fn g_smith_ibl(nDotV: f32, nDotL: f32, roughness: f32) -> f32 {
54
+ let a = roughness;
55
+ let k = (a * a) / 2.0;
56
+ let gv = nDotV / (nDotV * (1.0 - k) + k);
57
+ let gl = nDotL / (nDotL * (1.0 - k) + k);
58
+ return gv * gl;
59
+ }
60
+ `;
@@ -0,0 +1,105 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import iblMath from "./ibl-math.wgsl.js";
4
+ import { createCubemap, cubeFaceView, cubemapSampleView, FULLSCREEN_VS } from "./render-helpers.js";
5
+
6
+ // Cosine-weighted hemispherical Monte-Carlo convolution of the source
7
+ // environment. With cos-weighted PDF, irradiance/π = mean(L(ωi)) — no extra
8
+ // factor needed. 1024 samples is plenty for a 32x32 output.
9
+ const IRRADIANCE_FS = /* wgsl */ `
10
+ struct Params { face: u32, size: u32 };
11
+ @group(0) @binding(0) var<uniform> params: Params;
12
+ @group(0) @binding(1) var envMap: texture_cube<f32>;
13
+ @group(0) @binding(2) var envSampler: sampler;
14
+
15
+ const SAMPLES: u32 = 1024u;
16
+
17
+ fn convolve(N: vec3f) -> vec3f {
18
+ let up = select(vec3f(0.0, 0.0, 1.0), vec3f(1.0, 0.0, 0.0), abs(N.z) < 0.999);
19
+ let tangent = normalize(cross(up, N));
20
+ let bitangent = cross(N, tangent);
21
+
22
+ var acc = vec3f(0.0);
23
+ for (var i = 0u; i < SAMPLES; i = i + 1u) {
24
+ let xi = hammersley(i, SAMPLES);
25
+ let phi = 2.0 * PI * xi.x;
26
+ let cosTheta = sqrt(xi.y);
27
+ let sinTheta = sqrt(1.0 - xi.y);
28
+ let local = vec3f(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);
29
+ let dir = normalize(tangent * local.x + bitangent * local.y + N * local.z);
30
+ acc = acc + textureSampleLevel(envMap, envSampler, dir, 0.0).rgb;
31
+ }
32
+ return acc / f32(SAMPLES);
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(convolve(N), 1.0);
40
+ }
41
+ `;
42
+
43
+ export function generateIrradiance(
44
+ device: GPUDevice,
45
+ encoder: GPUCommandEncoder,
46
+ envMap: GPUTexture,
47
+ size: number,
48
+ ): GPUTexture {
49
+ const format: GPUTextureFormat = "rgba16float";
50
+ const texture = createCubemap(device, size, format, 1);
51
+
52
+ const module = device.createShaderModule({ code: FULLSCREEN_VS + iblMath + IRRADIANCE_FS });
53
+ const bindGroupLayout = device.createBindGroupLayout({
54
+ entries: [
55
+ { binding: 0, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } },
56
+ { binding: 1, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float", viewDimension: "cube" } },
57
+ { binding: 2, visibility: GPUShaderStage.FRAGMENT, sampler: { type: "filtering" } },
58
+ ],
59
+ });
60
+ const pipeline = device.createRenderPipeline({
61
+ layout: device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }),
62
+ vertex: { module, entryPoint: "vs_fullscreen" },
63
+ fragment: { module, entryPoint: "fs_main", targets: [{ format }] },
64
+ primitive: { topology: "triangle-list" },
65
+ });
66
+
67
+ const sampler = device.createSampler({
68
+ magFilter: "linear",
69
+ minFilter: "linear",
70
+ addressModeU: "clamp-to-edge",
71
+ addressModeV: "clamp-to-edge",
72
+ addressModeW: "clamp-to-edge",
73
+ });
74
+ const envView = cubemapSampleView(envMap);
75
+
76
+ for (let face = 0; face < 6; face++) {
77
+ const ub = device.createBuffer({
78
+ size: 16,
79
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
80
+ });
81
+ device.queue.writeBuffer(ub, 0, new Uint32Array([face, size, 0, 0]));
82
+ const bindGroup = device.createBindGroup({
83
+ layout: bindGroupLayout,
84
+ entries: [
85
+ { binding: 0, resource: { buffer: ub } },
86
+ { binding: 1, resource: envView },
87
+ { binding: 2, resource: sampler },
88
+ ],
89
+ });
90
+ const pass = encoder.beginRenderPass({
91
+ colorAttachments: [{
92
+ view: cubeFaceView(texture, face, 0),
93
+ loadOp: "clear",
94
+ storeOp: "store",
95
+ clearValue: [0, 0, 0, 1],
96
+ }],
97
+ });
98
+ pass.setPipeline(pipeline);
99
+ pass.setBindGroup(0, bindGroup);
100
+ pass.draw(3);
101
+ pass.end();
102
+ }
103
+
104
+ return texture;
105
+ }
@@ -0,0 +1,108 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ // Minimal Radiance .hdr / RGBE parser. Decodes the run-length encoded form
4
+ // (standard for files written by HDRshop / Photosphere / Polyhaven) and
5
+ // returns Float32 RGBA in row-major order. A=1 for every pixel.
6
+
7
+ export interface ParsedHdr {
8
+ width: number;
9
+ height: number;
10
+ rgba: Float32Array;
11
+ }
12
+
13
+ export function parseHdr(buffer: ArrayBuffer): ParsedHdr {
14
+ const bytes = new Uint8Array(buffer);
15
+
16
+ // Header: ASCII, terminated by a blank line; then the resolution line.
17
+ const text = new TextDecoder("latin1").decode(bytes);
18
+ const headerEnd = text.indexOf("\n\n");
19
+ if (headerEnd < 0) throw new Error("HDR: missing header terminator");
20
+ const header = text.slice(0, headerEnd);
21
+ if (!header.startsWith("#?RADIANCE") && !header.startsWith("#?RGBE")) {
22
+ throw new Error("HDR: unknown magic");
23
+ }
24
+ if (!/FORMAT=32-bit_rle_rgbe/i.test(header)) {
25
+ throw new Error("HDR: only 32-bit_rle_rgbe is supported");
26
+ }
27
+
28
+ // Resolution: e.g. "-Y 512 +X 1024". Negative Y means top-to-bottom.
29
+ const resStart = headerEnd + 2;
30
+ const newline = bytes.indexOf(0x0a, resStart);
31
+ const resLine = new TextDecoder().decode(bytes.subarray(resStart, newline));
32
+ const m = /([+-][YX])\s+(\d+)\s+([+-][YX])\s+(\d+)/.exec(resLine);
33
+ if (!m) throw new Error(`HDR: bad resolution line "${resLine}"`);
34
+ const axisA = m[1], dimA = +m[2], axisB = m[3], dimB = +m[4];
35
+ // We only handle the common -Y +X / +Y +X orientations.
36
+ let width: number, height: number, flipY: boolean;
37
+ if (axisA[1] === "Y") {
38
+ height = dimA; width = dimB;
39
+ flipY = axisA[0] === "+";
40
+ } else {
41
+ width = dimA; height = dimB;
42
+ flipY = axisB[0] === "+";
43
+ }
44
+ if (axisA[1] === axisB[1]) throw new Error("HDR: redundant axes");
45
+
46
+ const data = bytes.subarray(newline + 1);
47
+ let p = 0;
48
+ const rgba = new Float32Array(width * height * 4);
49
+
50
+ const scanline = new Uint8Array(width * 4);
51
+ for (let y = 0; y < height; y++) {
52
+ if (p + 4 > data.length) throw new Error("HDR: truncated scanline header");
53
+ // RLE-encoded scanline: starts with 0x02 0x02 (hi lo) of width.
54
+ if (
55
+ data[p] === 0x02 && data[p + 1] === 0x02 &&
56
+ ((data[p + 2] << 8) | data[p + 3]) === width &&
57
+ width >= 8 && width <= 0x7fff
58
+ ) {
59
+ p += 4;
60
+ for (let c = 0; c < 4; c++) {
61
+ let x = 0;
62
+ while (x < width) {
63
+ if (p >= data.length) throw new Error("HDR: truncated RLE channel");
64
+ const len = data[p++];
65
+ if (len > 128) {
66
+ const runLen = len - 128;
67
+ if (p >= data.length || x + runLen > width) throw new Error("HDR: bad run");
68
+ const val = data[p++];
69
+ for (let i = 0; i < runLen; i++) scanline[(x + i) * 4 + c] = val;
70
+ x += runLen;
71
+ } else {
72
+ if (p + len > data.length || x + len > width) throw new Error("HDR: bad literal");
73
+ for (let i = 0; i < len; i++) scanline[(x + i) * 4 + c] = data[p + i];
74
+ p += len;
75
+ x += len;
76
+ }
77
+ }
78
+ }
79
+ } else {
80
+ // Old-style: raw RGBE pixels in raster order.
81
+ if (p + width * 4 > data.length) throw new Error("HDR: truncated raw scanline");
82
+ scanline.set(data.subarray(p, p + width * 4));
83
+ p += width * 4;
84
+ }
85
+
86
+ const dstY = flipY ? height - 1 - y : y;
87
+ const rowOffset = dstY * width * 4;
88
+ for (let x = 0; x < width; x++) {
89
+ const r = scanline[x * 4];
90
+ const g = scanline[x * 4 + 1];
91
+ const b = scanline[x * 4 + 2];
92
+ const e = scanline[x * 4 + 3];
93
+ if (e === 0) {
94
+ rgba[rowOffset + x * 4 + 0] = 0;
95
+ rgba[rowOffset + x * 4 + 1] = 0;
96
+ rgba[rowOffset + x * 4 + 2] = 0;
97
+ } else {
98
+ const scale = Math.pow(2, e - 128) / 256;
99
+ rgba[rowOffset + x * 4 + 0] = r * scale;
100
+ rgba[rowOffset + x * 4 + 1] = g * scale;
101
+ rgba[rowOffset + x * 4 + 2] = b * scale;
102
+ }
103
+ rgba[rowOffset + x * 4 + 3] = 1;
104
+ }
105
+ }
106
+
107
+ return { width, height, rgba };
108
+ }
@@ -0,0 +1,121 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import iblMath from "./ibl-math.wgsl.js";
4
+ import { createCubemap, cubeFaceView, cubemapSampleView, FULLSCREEN_VS } from "./render-helpers.js";
5
+
6
+ // Split-sum prefiltered specular: each mip stores GGX importance-sampled
7
+ // reflections at a fixed roughness. Mip 0 = mirror (roughness 0), mip max =
8
+ // fully blurred (roughness 1). Uses Karis' simplification of N == V == R.
9
+ const PREFILTER_FS = /* wgsl */ `
10
+ struct Params { face: u32, size: u32, roughness: f32, _pad: f32 };
11
+ @group(0) @binding(0) var<uniform> params: Params;
12
+ @group(0) @binding(1) var envMap: texture_cube<f32>;
13
+ @group(0) @binding(2) var envSampler: sampler;
14
+
15
+ const SAMPLES: u32 = 1024u;
16
+
17
+ fn prefilter(N: vec3f) -> vec3f {
18
+ if (params.roughness < 0.001) {
19
+ return textureSampleLevel(envMap, envSampler, N, 0.0).rgb;
20
+ }
21
+ let V = N;
22
+ var color = vec3f(0.0);
23
+ var weight = 0.0;
24
+ for (var i = 0u; i < SAMPLES; i = i + 1u) {
25
+ let xi = hammersley(i, SAMPLES);
26
+ let H = importance_sample_ggx(xi, N, params.roughness);
27
+ let L = normalize(2.0 * dot(V, H) * H - V);
28
+ let nDotL = max(dot(N, L), 0.0);
29
+ if (nDotL > 0.0) {
30
+ color = color + textureSampleLevel(envMap, envSampler, L, 0.0).rgb * nDotL;
31
+ weight = weight + nDotL;
32
+ }
33
+ }
34
+ return color / max(weight, 0.0001);
35
+ }
36
+
37
+ @fragment
38
+ fn fs_main(@builtin(position) frag: vec4f) -> @location(0) vec4f {
39
+ let uv = frag.xy / f32(params.size);
40
+ let N = cube_uv_to_dir(params.face, uv);
41
+ return vec4f(prefilter(N), 1.0);
42
+ }
43
+ `;
44
+
45
+ export interface PrefilteredResult {
46
+ texture: GPUTexture;
47
+ mipLevelCount: number;
48
+ }
49
+
50
+ export function generatePrefiltered(
51
+ device: GPUDevice,
52
+ encoder: GPUCommandEncoder,
53
+ envMap: GPUTexture,
54
+ baseSize: number,
55
+ mipLevelCount: number,
56
+ ): PrefilteredResult {
57
+ const format: GPUTextureFormat = "rgba16float";
58
+ const texture = createCubemap(device, baseSize, format, mipLevelCount);
59
+
60
+ const module = device.createShaderModule({ code: FULLSCREEN_VS + iblMath + PREFILTER_FS });
61
+ const bindGroupLayout = device.createBindGroupLayout({
62
+ entries: [
63
+ { binding: 0, visibility: GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } },
64
+ { binding: 1, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float", viewDimension: "cube" } },
65
+ { binding: 2, visibility: GPUShaderStage.FRAGMENT, sampler: { type: "filtering" } },
66
+ ],
67
+ });
68
+ const pipeline = device.createRenderPipeline({
69
+ layout: device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }),
70
+ vertex: { module, entryPoint: "vs_fullscreen" },
71
+ fragment: { module, entryPoint: "fs_main", targets: [{ format }] },
72
+ primitive: { topology: "triangle-list" },
73
+ });
74
+
75
+ const sampler = device.createSampler({
76
+ magFilter: "linear",
77
+ minFilter: "linear",
78
+ addressModeU: "clamp-to-edge",
79
+ addressModeV: "clamp-to-edge",
80
+ addressModeW: "clamp-to-edge",
81
+ });
82
+ const envView = cubemapSampleView(envMap);
83
+
84
+ for (let mip = 0; mip < mipLevelCount; mip++) {
85
+ const mipSize = Math.max(1, baseSize >> mip);
86
+ const roughness = mipLevelCount > 1 ? mip / (mipLevelCount - 1) : 0;
87
+ for (let face = 0; face < 6; face++) {
88
+ const ub = device.createBuffer({
89
+ size: 16,
90
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
91
+ });
92
+ const buf = new ArrayBuffer(16);
93
+ new Uint32Array(buf, 0, 2).set([face, mipSize]);
94
+ new Float32Array(buf, 8, 2).set([roughness, 0]);
95
+ device.queue.writeBuffer(ub, 0, buf);
96
+
97
+ const bindGroup = device.createBindGroup({
98
+ layout: bindGroupLayout,
99
+ entries: [
100
+ { binding: 0, resource: { buffer: ub } },
101
+ { binding: 1, resource: envView },
102
+ { binding: 2, resource: sampler },
103
+ ],
104
+ });
105
+ const pass = encoder.beginRenderPass({
106
+ colorAttachments: [{
107
+ view: cubeFaceView(texture, face, mip),
108
+ loadOp: "clear",
109
+ storeOp: "store",
110
+ clearValue: [0, 0, 0, 1],
111
+ }],
112
+ });
113
+ pass.setPipeline(pipeline);
114
+ pass.setBindGroup(0, bindGroup);
115
+ pass.draw(3);
116
+ pass.end();
117
+ }
118
+ }
119
+
120
+ return { texture, mipLevelCount };
121
+ }
@@ -0,0 +1,17 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ export { createCubemap } from "./create-cubemap.js";
4
+ export { cubeFaceView } from "./cube-face-view.js";
5
+ export { cubemapSampleView } from "./cubemap-sample-view.js";
6
+
7
+ // Fullscreen-triangle vertex shader: three vertices generate a clip-space
8
+ // triangle that covers the viewport. The fragment shader then uses
9
+ // @builtin(position) (framebuffer pixels) to derive per-fragment UVs.
10
+ export const FULLSCREEN_VS = /* wgsl */ `
11
+ @vertex
12
+ fn vs_fullscreen(@builtin(vertex_index) i: u32) -> @builtin(position) vec4f {
13
+ let xs = array<f32, 3>(-1.0, 3.0, -1.0);
14
+ let ys = array<f32, 3>(-1.0, -1.0, 3.0);
15
+ return vec4f(xs[i], ys[i], 0.0, 1.0);
16
+ }
17
+ `;