@meimu/mutracer 0.0.0-stage → 0.1.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (536) hide show
  1. package/LICENSE +21 -0
  2. package/LICENSES/Apache-2.0.txt +202 -0
  3. package/LICENSES/GLSL-PathTracer-MIT.txt +21 -0
  4. package/LICENSES/GlMatrix-MIT.txt +19 -0
  5. package/LICENSES/KinoBloom-MIT.txt +21 -0
  6. package/LICENSES/OIDNWeb-MIT.txt +21 -0
  7. package/LICENSES/Octicons-MIT.txt +21 -0
  8. package/LICENSES/RayTracingRenderer-MIT.txt +21 -0
  9. package/LICENSES/TinyBVH-MIT.txt +21 -0
  10. package/LICENSES/WebGPUUtils-MIT.txt +21 -0
  11. package/LICENSES/ZetaRay-MIT.txt +21 -0
  12. package/README.md +195 -2
  13. package/THIRD_PARTY_NOTICES.md +160 -0
  14. package/dist/assets/bvh.worker.js +1 -0
  15. package/dist/mutracer.umd.js +14352 -0
  16. package/docs/api.md +394 -0
  17. package/docs/bvh.md +141 -0
  18. package/docs/denoising.md +301 -0
  19. package/docs/getting-started.md +308 -0
  20. package/docs/materials.md +281 -0
  21. package/docs/performance.md +85 -0
  22. package/docs/post-processing.md +87 -0
  23. package/docs/progressive-rendering.md +144 -0
  24. package/docs/sampling.md +40 -0
  25. package/docs/threejs.md +273 -0
  26. package/docs/todo.md +61 -0
  27. package/docs/updates.md +208 -0
  28. package/lib/Display.d.ts +72 -0
  29. package/lib/Display.js +121 -0
  30. package/lib/Display.js.map +1 -0
  31. package/lib/Engine.d.ts +161 -0
  32. package/lib/Engine.js +681 -0
  33. package/lib/Engine.js.map +1 -0
  34. package/lib/Render.d.ts +256 -0
  35. package/lib/Render.js +671 -0
  36. package/lib/Render.js.map +1 -0
  37. package/lib/RenderLoop.d.ts +76 -0
  38. package/lib/RenderLoop.js +204 -0
  39. package/lib/RenderLoop.js.map +1 -0
  40. package/lib/Sync.d.ts +19 -0
  41. package/lib/Sync.js +19 -0
  42. package/lib/Sync.js.map +1 -0
  43. package/lib/constants.d.ts +2 -0
  44. package/lib/constants.js +3 -0
  45. package/lib/constants.js.map +1 -0
  46. package/lib/main.d.ts +56 -0
  47. package/lib/main.js +43 -0
  48. package/lib/main.js.map +1 -0
  49. package/lib/math.d.ts +23 -0
  50. package/lib/math.js +56 -0
  51. package/lib/math.js.map +1 -0
  52. package/lib/oidn.d.ts +45 -0
  53. package/lib/oidn.js +42 -0
  54. package/lib/oidn.js.map +1 -0
  55. package/lib/oidnBundledWeights.cdn.d.ts +2 -0
  56. package/lib/oidnBundledWeights.cdn.js +5 -0
  57. package/lib/oidnBundledWeights.cdn.js.map +1 -0
  58. package/lib/oidnBundledWeights.d.ts +2 -0
  59. package/lib/oidnBundledWeights.js +4 -0
  60. package/lib/oidnBundledWeights.js.map +1 -0
  61. package/lib/renderer/DisplayPostProcess.d.ts +14 -0
  62. package/lib/renderer/DisplayPostProcess.js +41 -0
  63. package/lib/renderer/DisplayPostProcess.js.map +1 -0
  64. package/lib/renderer/MaterialTable.d.ts +119 -0
  65. package/lib/renderer/MaterialTable.js +550 -0
  66. package/lib/renderer/MaterialTable.js.map +1 -0
  67. package/lib/renderer/OfflineAdaptiveSampling.d.ts +47 -0
  68. package/lib/renderer/OfflineAdaptiveSampling.js +36 -0
  69. package/lib/renderer/OfflineAdaptiveSampling.js.map +1 -0
  70. package/lib/renderer/RenderingPipeline.d.ts +232 -0
  71. package/lib/renderer/RenderingPipeline.js +18 -0
  72. package/lib/renderer/RenderingPipeline.js.map +1 -0
  73. package/lib/renderer/ScratchPool.d.ts +13 -0
  74. package/lib/renderer/ScratchPool.js +21 -0
  75. package/lib/renderer/ScratchPool.js.map +1 -0
  76. package/lib/renderer/TileRender.d.ts +44 -0
  77. package/lib/renderer/TileRender.js +283 -0
  78. package/lib/renderer/TileRender.js.map +1 -0
  79. package/lib/renderer/WGPUBloomPass.d.ts +17 -0
  80. package/lib/renderer/WGPUBloomPass.js +243 -0
  81. package/lib/renderer/WGPUBloomPass.js.map +1 -0
  82. package/lib/renderer/WGPUCanvasSurface.d.ts +21 -0
  83. package/lib/renderer/WGPUCanvasSurface.js +48 -0
  84. package/lib/renderer/WGPUCanvasSurface.js.map +1 -0
  85. package/lib/renderer/WGPUComputePass.d.ts +73 -0
  86. package/lib/renderer/WGPUComputePass.js +317 -0
  87. package/lib/renderer/WGPUComputePass.js.map +1 -0
  88. package/lib/renderer/WGPUFullQuadPass.d.ts +73 -0
  89. package/lib/renderer/WGPUFullQuadPass.js +389 -0
  90. package/lib/renderer/WGPUFullQuadPass.js.map +1 -0
  91. package/lib/renderer/WGPUHDRPeakMeter.d.ts +19 -0
  92. package/lib/renderer/WGPUHDRPeakMeter.js +112 -0
  93. package/lib/renderer/WGPUHDRPeakMeter.js.map +1 -0
  94. package/lib/renderer/WGPUJNLMDenoiser.d.ts +61 -0
  95. package/lib/renderer/WGPUJNLMDenoiser.js +412 -0
  96. package/lib/renderer/WGPUJNLMDenoiser.js.map +1 -0
  97. package/lib/renderer/WGPURayTraceOutput.d.ts +44 -0
  98. package/lib/renderer/WGPURayTraceOutput.js +368 -0
  99. package/lib/renderer/WGPURayTraceOutput.js.map +1 -0
  100. package/lib/renderer/WGPURayTracePass.d.ts +284 -0
  101. package/lib/renderer/WGPURayTracePass.js +2323 -0
  102. package/lib/renderer/WGPURayTracePass.js.map +1 -0
  103. package/lib/renderer/WGPURenderingPipeline.d.ts +9 -0
  104. package/lib/renderer/WGPURenderingPipeline.js +1446 -0
  105. package/lib/renderer/WGPURenderingPipeline.js.map +1 -0
  106. package/lib/renderer/WGPUSceneFeatures.d.ts +3 -0
  107. package/lib/renderer/WGPUSceneFeatures.js +20 -0
  108. package/lib/renderer/WGPUSceneFeatures.js.map +1 -0
  109. package/lib/renderer/WGPUScratchBuffer.d.ts +9 -0
  110. package/lib/renderer/WGPUScratchBuffer.js +21 -0
  111. package/lib/renderer/WGPUScratchBuffer.js.map +1 -0
  112. package/lib/renderer/WGPUScratchTexture.d.ts +10 -0
  113. package/lib/renderer/WGPUScratchTexture.js +27 -0
  114. package/lib/renderer/WGPUScratchTexture.js.map +1 -0
  115. package/lib/renderer/WGPUShaderCache.d.ts +26 -0
  116. package/lib/renderer/WGPUShaderCache.js +103 -0
  117. package/lib/renderer/WGPUShaderCache.js.map +1 -0
  118. package/lib/renderer/WebGLBloomPass.d.ts +18 -0
  119. package/lib/renderer/WebGLBloomPass.js +113 -0
  120. package/lib/renderer/WebGLBloomPass.js.map +1 -0
  121. package/lib/renderer/WebGLFullQuadPass.d.ts +65 -0
  122. package/lib/renderer/WebGLFullQuadPass.js +208 -0
  123. package/lib/renderer/WebGLFullQuadPass.js.map +1 -0
  124. package/lib/renderer/WebGLJNLMDenoiser.d.ts +32 -0
  125. package/lib/renderer/WebGLJNLMDenoiser.js +328 -0
  126. package/lib/renderer/WebGLJNLMDenoiser.js.map +1 -0
  127. package/lib/renderer/WebGLRayTraceOutputPass.d.ts +20 -0
  128. package/lib/renderer/WebGLRayTraceOutputPass.js +106 -0
  129. package/lib/renderer/WebGLRayTraceOutputPass.js.map +1 -0
  130. package/lib/renderer/WebGLRayTracePass.d.ts +142 -0
  131. package/lib/renderer/WebGLRayTracePass.js +845 -0
  132. package/lib/renderer/WebGLRayTracePass.js.map +1 -0
  133. package/lib/renderer/WebGLReadback.d.ts +4 -0
  134. package/lib/renderer/WebGLReadback.js +75 -0
  135. package/lib/renderer/WebGLReadback.js.map +1 -0
  136. package/lib/renderer/WebGLRenderingPipeline.d.ts +4 -0
  137. package/lib/renderer/WebGLRenderingPipeline.js +510 -0
  138. package/lib/renderer/WebGLRenderingPipeline.js.map +1 -0
  139. package/lib/renderer/WebGLScratchCopy.d.ts +10 -0
  140. package/lib/renderer/WebGLScratchCopy.js +27 -0
  141. package/lib/renderer/WebGLScratchCopy.js.map +1 -0
  142. package/lib/renderer/accumulationTarget.d.ts +26 -0
  143. package/lib/renderer/accumulationTarget.js +2 -0
  144. package/lib/renderer/accumulationTarget.js.map +1 -0
  145. package/lib/renderer/binnedSahBvh.d.ts +31 -0
  146. package/lib/renderer/binnedSahBvh.js +263 -0
  147. package/lib/renderer/binnedSahBvh.js.map +1 -0
  148. package/lib/renderer/bvh.worker.d.ts +1 -0
  149. package/lib/renderer/bvh.worker.js +16 -0
  150. package/lib/renderer/bvh.worker.js.map +1 -0
  151. package/lib/renderer/bvhAccel.d.ts +81 -0
  152. package/lib/renderer/bvhAccel.js +621 -0
  153. package/lib/renderer/bvhAccel.js.map +1 -0
  154. package/lib/renderer/bvhWorkerBuild.d.ts +12 -0
  155. package/lib/renderer/bvhWorkerBuild.js +17 -0
  156. package/lib/renderer/bvhWorkerBuild.js.map +1 -0
  157. package/lib/renderer/bvhWorkerClient.d.ts +57 -0
  158. package/lib/renderer/bvhWorkerClient.js +166 -0
  159. package/lib/renderer/bvhWorkerClient.js.map +1 -0
  160. package/lib/renderer/cameraLens.d.ts +5 -0
  161. package/lib/renderer/cameraLens.js +15 -0
  162. package/lib/renderer/cameraLens.js.map +1 -0
  163. package/lib/renderer/cameraSnapshot.d.ts +3 -0
  164. package/lib/renderer/cameraSnapshot.js +7 -0
  165. package/lib/renderer/cameraSnapshot.js.map +1 -0
  166. package/lib/renderer/committedScene.d.ts +13 -0
  167. package/lib/renderer/committedScene.js +121 -0
  168. package/lib/renderer/committedScene.js.map +1 -0
  169. package/lib/renderer/dataTextureUtil.d.ts +32 -0
  170. package/lib/renderer/dataTextureUtil.js +46 -0
  171. package/lib/renderer/dataTextureUtil.js.map +1 -0
  172. package/lib/renderer/denoiser.d.ts +65 -0
  173. package/lib/renderer/denoiser.js +2 -0
  174. package/lib/renderer/denoiser.js.map +1 -0
  175. package/lib/renderer/depthQuery.d.ts +14 -0
  176. package/lib/renderer/depthQuery.js +14 -0
  177. package/lib/renderer/depthQuery.js.map +1 -0
  178. package/lib/renderer/deviceRequirements.d.ts +23 -0
  179. package/lib/renderer/deviceRequirements.js +50 -0
  180. package/lib/renderer/deviceRequirements.js.map +1 -0
  181. package/lib/renderer/envMapCreation.d.ts +10 -0
  182. package/lib/renderer/envMapCreation.js +96 -0
  183. package/lib/renderer/envMapCreation.js.map +1 -0
  184. package/lib/renderer/envMapDistribution.d.ts +9 -0
  185. package/lib/renderer/envMapDistribution.js +107 -0
  186. package/lib/renderer/envMapDistribution.js.map +1 -0
  187. package/lib/renderer/float16.d.ts +1 -0
  188. package/lib/renderer/float16.js +19 -0
  189. package/lib/renderer/float16.js.map +1 -0
  190. package/lib/renderer/geometryBvh.d.ts +11 -0
  191. package/lib/renderer/geometryBvh.js +24 -0
  192. package/lib/renderer/geometryBvh.js.map +1 -0
  193. package/lib/renderer/geometryUpdates.d.ts +28 -0
  194. package/lib/renderer/geometryUpdates.js +131 -0
  195. package/lib/renderer/geometryUpdates.js.map +1 -0
  196. package/lib/renderer/glsl/chunks/cameraRay.glsl.d.ts +2 -0
  197. package/lib/renderer/glsl/chunks/cameraRay.glsl.js +37 -0
  198. package/lib/renderer/glsl/chunks/cameraRay.glsl.js.map +1 -0
  199. package/lib/renderer/glsl/chunks/common.glsl.d.ts +2 -0
  200. package/lib/renderer/glsl/chunks/common.glsl.js +17 -0
  201. package/lib/renderer/glsl/chunks/common.glsl.js.map +1 -0
  202. package/lib/renderer/glsl/chunks/envMap.glsl.d.ts +2 -0
  203. package/lib/renderer/glsl/chunks/envMap.glsl.js +192 -0
  204. package/lib/renderer/glsl/chunks/envMap.glsl.js.map +1 -0
  205. package/lib/renderer/glsl/chunks/intersect.glsl.d.ts +2 -0
  206. package/lib/renderer/glsl/chunks/intersect.glsl.js +1091 -0
  207. package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -0
  208. package/lib/renderer/glsl/chunks/materialBuffer.glsl.d.ts +2 -0
  209. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +371 -0
  210. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -0
  211. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.d.ts +2 -0
  212. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +1767 -0
  213. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js.map +1 -0
  214. package/lib/renderer/glsl/chunks/rand.glsl.d.ts +2 -0
  215. package/lib/renderer/glsl/chunks/rand.glsl.js +26 -0
  216. package/lib/renderer/glsl/chunks/rand.glsl.js.map +1 -0
  217. package/lib/renderer/glsl/chunks/random.glsl.d.ts +2 -0
  218. package/lib/renderer/glsl/chunks/random.glsl.js +27 -0
  219. package/lib/renderer/glsl/chunks/random.glsl.js.map +1 -0
  220. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.d.ts +2 -0
  221. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +287 -0
  222. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -0
  223. package/lib/renderer/glsl/chunks/sampleLight.glsl.d.ts +2 -0
  224. package/lib/renderer/glsl/chunks/sampleLight.glsl.js +254 -0
  225. package/lib/renderer/glsl/chunks/sampleLight.glsl.js.map +1 -0
  226. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.d.ts +2 -0
  227. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +279 -0
  228. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -0
  229. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.d.ts +2 -0
  230. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +48 -0
  231. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js.map +1 -0
  232. package/lib/renderer/glsl/chunks/sampling.glsl.d.ts +2 -0
  233. package/lib/renderer/glsl/chunks/sampling.glsl.js +194 -0
  234. package/lib/renderer/glsl/chunks/sampling.glsl.js.map +1 -0
  235. package/lib/renderer/glsl/chunks/sobol.glsl.d.ts +2 -0
  236. package/lib/renderer/glsl/chunks/sobol.glsl.js +170 -0
  237. package/lib/renderer/glsl/chunks/sobol.glsl.js.map +1 -0
  238. package/lib/renderer/glsl/chunks/textureLinear.glsl.d.ts +2 -0
  239. package/lib/renderer/glsl/chunks/textureLinear.glsl.js +27 -0
  240. package/lib/renderer/glsl/chunks/textureLinear.glsl.js.map +1 -0
  241. package/lib/renderer/glsl/chunks/uvProjection.glsl.d.ts +2 -0
  242. package/lib/renderer/glsl/chunks/uvProjection.glsl.js +72 -0
  243. package/lib/renderer/glsl/chunks/uvProjection.glsl.js.map +1 -0
  244. package/lib/renderer/glsl/depthQuery.frag.d.ts +3 -0
  245. package/lib/renderer/glsl/depthQuery.frag.js +55 -0
  246. package/lib/renderer/glsl/depthQuery.frag.js.map +1 -0
  247. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.d.ts +6 -0
  248. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +46 -0
  249. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js.map +1 -0
  250. package/lib/renderer/glsl/rayTrace.frag.d.ts +2 -0
  251. package/lib/renderer/glsl/rayTrace.frag.js +619 -0
  252. package/lib/renderer/glsl/rayTrace.frag.js.map +1 -0
  253. package/lib/renderer/glsl/shadowCatcher.frag.d.ts +3 -0
  254. package/lib/renderer/glsl/shadowCatcher.frag.js +119 -0
  255. package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -0
  256. package/lib/renderer/glsl/webglPipeline.frag.d.ts +4 -0
  257. package/lib/renderer/glsl/webglPipeline.frag.js +208 -0
  258. package/lib/renderer/glsl/webglPipeline.frag.js.map +1 -0
  259. package/lib/renderer/gpuMemory.d.ts +2 -0
  260. package/lib/renderer/gpuMemory.js +10 -0
  261. package/lib/renderer/gpuMemory.js.map +1 -0
  262. package/lib/renderer/halton.d.ts +1 -0
  263. package/lib/renderer/halton.js +15 -0
  264. package/lib/renderer/halton.js.map +1 -0
  265. package/lib/renderer/jnlm.d.ts +85 -0
  266. package/lib/renderer/jnlm.js +87 -0
  267. package/lib/renderer/jnlm.js.map +1 -0
  268. package/lib/renderer/lightSampling.d.ts +75 -0
  269. package/lib/renderer/lightSampling.js +305 -0
  270. package/lib/renderer/lightSampling.js.map +1 -0
  271. package/lib/renderer/lightsUtil.d.ts +26 -0
  272. package/lib/renderer/lightsUtil.js +154 -0
  273. package/lib/renderer/lightsUtil.js.map +1 -0
  274. package/lib/renderer/materialChanges.d.ts +13 -0
  275. package/lib/renderer/materialChanges.js +59 -0
  276. package/lib/renderer/materialChanges.js.map +1 -0
  277. package/lib/renderer/materialComparison.generated.d.ts +5 -0
  278. package/lib/renderer/materialComparison.generated.js +655 -0
  279. package/lib/renderer/materialComparison.generated.js.map +1 -0
  280. package/lib/renderer/materialConstants.d.ts +6 -0
  281. package/lib/renderer/materialConstants.js +3 -0
  282. package/lib/renderer/materialConstants.js.map +1 -0
  283. package/lib/renderer/materialEmission.d.ts +9 -0
  284. package/lib/renderer/materialEmission.js +21 -0
  285. package/lib/renderer/materialEmission.js.map +1 -0
  286. package/lib/renderer/materialIndices.d.ts +7 -0
  287. package/lib/renderer/materialIndices.js +34 -0
  288. package/lib/renderer/materialIndices.js.map +1 -0
  289. package/lib/renderer/materialLayout.d.ts +102 -0
  290. package/lib/renderer/materialLayout.js +189 -0
  291. package/lib/renderer/materialLayout.js.map +1 -0
  292. package/lib/renderer/materialTextureSlots.d.ts +537 -0
  293. package/lib/renderer/materialTextureSlots.js +219 -0
  294. package/lib/renderer/materialTextureSlots.js.map +1 -0
  295. package/lib/renderer/mergeMeshesToGeometry.d.ts +8 -0
  296. package/lib/renderer/mergeMeshesToGeometry.js +236 -0
  297. package/lib/renderer/mergeMeshesToGeometry.js.map +1 -0
  298. package/lib/renderer/meshInstances.d.ts +23 -0
  299. package/lib/renderer/meshInstances.js +66 -0
  300. package/lib/renderer/meshInstances.js.map +1 -0
  301. package/lib/renderer/meshMembership.d.ts +10 -0
  302. package/lib/renderer/meshMembership.js +72 -0
  303. package/lib/renderer/meshMembership.js.map +1 -0
  304. package/lib/renderer/oidnNetwork.d.ts +20 -0
  305. package/lib/renderer/oidnNetwork.js +123 -0
  306. package/lib/renderer/oidnNetwork.js.map +1 -0
  307. package/lib/renderer/openPbrEnergyLut.d.ts +32 -0
  308. package/lib/renderer/openPbrEnergyLut.js +965 -0
  309. package/lib/renderer/openPbrEnergyLut.js.map +1 -0
  310. package/lib/renderer/pathLimits.d.ts +4 -0
  311. package/lib/renderer/pathLimits.js +7 -0
  312. package/lib/renderer/pathLimits.js.map +1 -0
  313. package/lib/renderer/prepareMeshBVH.d.ts +110 -0
  314. package/lib/renderer/prepareMeshBVH.js +857 -0
  315. package/lib/renderer/prepareMeshBVH.js.map +1 -0
  316. package/lib/renderer/progressiveScheduler.d.ts +11 -0
  317. package/lib/renderer/progressiveScheduler.js +19 -0
  318. package/lib/renderer/progressiveScheduler.js.map +1 -0
  319. package/lib/renderer/renderPipeline.d.ts +57 -0
  320. package/lib/renderer/renderPipeline.js +49 -0
  321. package/lib/renderer/renderPipeline.js.map +1 -0
  322. package/lib/renderer/sampling.d.ts +10 -0
  323. package/lib/renderer/sampling.js +28 -0
  324. package/lib/renderer/sampling.js.map +1 -0
  325. package/lib/renderer/sceneChangeDetector.d.ts +29 -0
  326. package/lib/renderer/sceneChangeDetector.js +232 -0
  327. package/lib/renderer/sceneChangeDetector.js.map +1 -0
  328. package/lib/renderer/sceneLightChanges.d.ts +14 -0
  329. package/lib/renderer/sceneLightChanges.js +34 -0
  330. package/lib/renderer/sceneLightChanges.js.map +1 -0
  331. package/lib/renderer/scratchSampling.d.ts +3 -0
  332. package/lib/renderer/scratchSampling.js +39 -0
  333. package/lib/renderer/scratchSampling.js.map +1 -0
  334. package/lib/renderer/shader.d.ts +37 -0
  335. package/lib/renderer/shader.js +41 -0
  336. package/lib/renderer/shader.js.map +1 -0
  337. package/lib/renderer/staticBvhPreparation.d.ts +24 -0
  338. package/lib/renderer/staticBvhPreparation.js +116 -0
  339. package/lib/renderer/staticBvhPreparation.js.map +1 -0
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@@ -0,0 +1,113 @@
1
+ import { constants } from './webgl.js';
2
+ import { WebGLFullQuadPass } from './WebGLFullQuadPass.js';
3
+ import { blendCompositeFragment, downsampleCompositeFragment, gaussianBlurCompositeFragment } from './webglShaders.js';
4
+ import { brightFragment } from './glsl/webglPipeline.frag.js';
5
+ const COUNT = 5;
6
+ const outputParams = {
7
+ color: {
8
+ type: constants.HALF_FLOAT,
9
+ minFilter: constants.LINEAR,
10
+ magFilter: constants.LINEAR
11
+ }
12
+ };
13
+ /** WebGL implementation of the same explicit bloom pass chain as WGPUBloomPass. */
14
+ export default class WebGLBloomPass {
15
+ _brightPass;
16
+ _downsamplePasses = [];
17
+ _blurHPasses = [];
18
+ _blurVPasses = [];
19
+ _blendPasses = [];
20
+ constructor(renderer) {
21
+ this._brightPass = new WebGLFullQuadPass('bloomBright', renderer, {
22
+ shader: brightFragment,
23
+ outputs: ['color'],
24
+ outputParams
25
+ });
26
+ for (let i = 0; i <= COUNT; i++) {
27
+ const downsample = new WebGLFullQuadPass(`bloomDownsample${i}`, renderer, { shader: downsampleCompositeFragment, outputs: ['color'], outputParams });
28
+ const blurH = new WebGLFullQuadPass(`bloomBlurH${i}`, renderer, { shader: gaussianBlurCompositeFragment, outputs: ['color'], outputParams });
29
+ const blurV = new WebGLFullQuadPass(`bloomBlurV${i}`, renderer, { shader: gaussianBlurCompositeFragment, outputs: ['color'], outputParams });
30
+ blurH.setUniform('blurDir', 0);
31
+ blurV.setUniform('blurDir', 1);
32
+ this._downsamplePasses.push(downsample);
33
+ this._blurHPasses.push(blurH);
34
+ this._blurVPasses.push(blurV);
35
+ if (i > 0) {
36
+ this._blendPasses.push(new WebGLFullQuadPass(`bloomBlend${i}`, renderer, {
37
+ shader: blendCompositeFragment,
38
+ outputs: ['color'],
39
+ outputParams
40
+ }));
41
+ }
42
+ }
43
+ }
44
+ reserveCapacity() {
45
+ [this._brightPass, ...this._downsamplePasses, ...this._blurHPasses, ...this._blurVPasses, ...this._blendPasses].forEach(pass => pass.reserveCapacity());
46
+ }
47
+ setSize(width, height) {
48
+ this._brightPass.setSize(width, height);
49
+ for (let i = 0; i <= COUNT; i++) {
50
+ this._downsamplePasses[i].setSize(width >> (i + 1), height >> (i + 1));
51
+ this._blurHPasses[i].setSize(width >> (i + 1), height >> (i + 1));
52
+ this._blurVPasses[i].setSize(width >> i, height >> i);
53
+ if (i > 0) {
54
+ this._blendPasses[i - 1].setSize(width >> (i - 1), height >> (i - 1));
55
+ }
56
+ }
57
+ }
58
+ setBrightThreshold(threshold) {
59
+ this._brightPass.setUniform('threshold', threshold);
60
+ }
61
+ setRadius(radius) {
62
+ const weight = 1 - Math.max(Math.min(radius ** 0.3 * 0.8, 0.8), 0);
63
+ this._blendPasses.forEach((pass) => {
64
+ pass.setUniform('weight1', 1 - weight);
65
+ pass.setUniform('weight2', weight);
66
+ });
67
+ const blurSize = Math.max(Math.min(radius * 2, 1), 0.2);
68
+ [...this._blurHPasses, ...this._blurVPasses].forEach((pass) => pass.setUniform('blurSize', blurSize));
69
+ }
70
+ createPass(colorTex) {
71
+ this._brightPass.createPass({ colorTex });
72
+ for (let i = 0; i <= COUNT; i++) {
73
+ this._downsamplePasses[i].createPass({
74
+ colorTex: i === 0
75
+ ? this._brightPass.getOutput('color')
76
+ : this._downsamplePasses[i - 1].getOutput('color')
77
+ });
78
+ }
79
+ for (let i = COUNT; i >= 0; i--) {
80
+ this._blurHPasses[i].createPass({
81
+ colorTex: this._downsamplePasses[i].getOutput('color')
82
+ });
83
+ this._blurVPasses[i].createPass({
84
+ colorTex: this._blurHPasses[i].getOutput('color')
85
+ });
86
+ }
87
+ for (let i = COUNT - 1; i >= 0; i--) {
88
+ this._blendPasses[i].createPass({
89
+ colorTex1: i === COUNT - 1
90
+ ? this._blurVPasses[COUNT].getOutput('color')
91
+ : this._blendPasses[i + 1].getOutput('color'),
92
+ colorTex2: this._blurVPasses[i].getOutput('color')
93
+ });
94
+ }
95
+ }
96
+ getOutput() {
97
+ return this._blendPasses[0].getOutput('color');
98
+ }
99
+ getMemoryBytes() {
100
+ return [this._brightPass, ...this._downsamplePasses, ...this._blurHPasses, ...this._blurVPasses, ...this._blendPasses]
101
+ .reduce((sum, pass) => sum + pass.getMemoryBytes(), 0);
102
+ }
103
+ dispose() {
104
+ [
105
+ this._brightPass,
106
+ ...this._downsamplePasses,
107
+ ...this._blurHPasses,
108
+ ...this._blurVPasses,
109
+ ...this._blendPasses
110
+ ].forEach((pass) => pass.dispose());
111
+ }
112
+ }
113
+ //# sourceMappingURL=WebGLBloomPass.js.map
@@ -0,0 +1 @@
1
+ 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{ constants, WebGLDevice, Texture2D } from './webgl.js';\nimport { WebGLFullQuadPass } from './WebGLFullQuadPass.js';\nimport {\n blendCompositeFragment,\n downsampleCompositeFragment,\n gaussianBlurCompositeFragment\n} from './webglShaders.js';\nimport { brightFragment } from './glsl/webglPipeline.frag.js';\n\nconst COUNT = 5;\nconst outputParams = {\n color: {\n type: constants.HALF_FLOAT,\n minFilter: constants.LINEAR,\n magFilter: constants.LINEAR\n }\n};\n\n/** WebGL implementation of the same explicit bloom pass chain as WGPUBloomPass. */\nexport default class WebGLBloomPass {\n private readonly _brightPass: WebGLFullQuadPass<'colorTex', 'color'>;\n private readonly _downsamplePasses: WebGLFullQuadPass<'colorTex', 'color'>[] = [];\n private readonly _blurHPasses: WebGLFullQuadPass<'colorTex', 'color'>[] = [];\n private readonly _blurVPasses: WebGLFullQuadPass<'colorTex', 'color'>[] = [];\n private readonly _blendPasses: WebGLFullQuadPass<\n 'colorTex1' | 'colorTex2',\n 'color'\n >[] = [];\n\n constructor(renderer: WebGLDevice) {\n this._brightPass = new WebGLFullQuadPass('bloomBright', renderer, {\n shader: brightFragment,\n outputs: ['color'],\n outputParams\n });\n for (let i = 0; i <= COUNT; i++) {\n const downsample = new WebGLFullQuadPass<'colorTex', 'color'>(\n `bloomDownsample${i}`,\n renderer,\n { shader: downsampleCompositeFragment, outputs: ['color'], outputParams }\n );\n const blurH = new WebGLFullQuadPass<'colorTex', 'color'>(\n `bloomBlurH${i}`,\n renderer,\n { shader: gaussianBlurCompositeFragment, outputs: ['color'], outputParams }\n );\n const blurV = new WebGLFullQuadPass<'colorTex', 'color'>(\n `bloomBlurV${i}`,\n renderer,\n { shader: gaussianBlurCompositeFragment, outputs: ['color'], outputParams }\n );\n blurH.setUniform('blurDir', 0);\n blurV.setUniform('blurDir', 1);\n this._downsamplePasses.push(downsample);\n this._blurHPasses.push(blurH);\n this._blurVPasses.push(blurV);\n if (i > 0) {\n this._blendPasses.push(\n new WebGLFullQuadPass(`bloomBlend${i}`, renderer, {\n shader: blendCompositeFragment,\n outputs: ['color'],\n outputParams\n })\n );\n }\n }\n }\n\n reserveCapacity() {\n [this._brightPass, ...this._downsamplePasses, ...this._blurHPasses, ...this._blurVPasses, ...this._blendPasses].forEach(pass => pass.reserveCapacity());\n }\n\n setSize(width: number, height: number) {\n this._brightPass.setSize(width, height);\n for (let i = 0; i <= COUNT; i++) {\n this._downsamplePasses[i].setSize(width >> (i + 1), height >> (i + 1));\n this._blurHPasses[i].setSize(width >> (i + 1), height >> (i + 1));\n this._blurVPasses[i].setSize(width >> i, height >> i);\n if (i > 0) {\n this._blendPasses[i - 1].setSize(width >> (i - 1), height >> (i - 1));\n }\n }\n }\n\n setBrightThreshold(threshold: number) {\n this._brightPass.setUniform('threshold', threshold);\n }\n\n setRadius(radius: number) {\n const weight = 1 - Math.max(Math.min(radius ** 0.3 * 0.8, 0.8), 0);\n this._blendPasses.forEach((pass) => {\n pass.setUniform('weight1', 1 - weight);\n pass.setUniform('weight2', weight);\n });\n const blurSize = Math.max(Math.min(radius * 2, 1), 0.2);\n [...this._blurHPasses, ...this._blurVPasses].forEach((pass) =>\n pass.setUniform('blurSize', blurSize)\n );\n }\n\n createPass(colorTex: Texture2D) {\n this._brightPass.createPass({ colorTex });\n for (let i = 0; i <= COUNT; i++) {\n this._downsamplePasses[i].createPass({\n colorTex:\n i === 0\n ? this._brightPass.getOutput('color')\n : this._downsamplePasses[i - 1].getOutput('color')\n });\n }\n for (let i = COUNT; i >= 0; i--) {\n this._blurHPasses[i].createPass({\n colorTex: this._downsamplePasses[i].getOutput('color')\n });\n this._blurVPasses[i].createPass({\n colorTex: this._blurHPasses[i].getOutput('color')\n });\n }\n for (let i = COUNT - 1; i >= 0; i--) {\n this._blendPasses[i].createPass({\n colorTex1:\n i === COUNT - 1\n ? this._blurVPasses[COUNT].getOutput('color')\n : this._blendPasses[i + 1].getOutput('color'),\n colorTex2: this._blurVPasses[i].getOutput('color')\n });\n }\n }\n\n getOutput() {\n return this._blendPasses[0].getOutput('color');\n }\n\n getMemoryBytes() {\n return [this._brightPass, ...this._downsamplePasses, ...this._blurHPasses, ...this._blurVPasses, ...this._blendPasses]\n .reduce((sum, pass) => sum + pass.getMemoryBytes(), 0);\n }\n\n dispose() {\n [\n this._brightPass,\n ...this._downsamplePasses,\n ...this._blurHPasses,\n ...this._blurVPasses,\n ...this._blendPasses\n ].forEach((pass) => pass.dispose());\n }\n}\n"]}
@@ -0,0 +1,65 @@
1
+ import { FragmentShader, ShaderDefineValue } from './shader.js';
2
+ import { WebGLDevice, Texture2D, TextureOptions } from './webgl.js';
3
+ export interface WebGLFullQuadPassOutput extends TextureOptions {
4
+ }
5
+ export interface WebGLPassOptions {
6
+ clear?: boolean;
7
+ blend?: boolean;
8
+ viewport?: {
9
+ x: number;
10
+ y: number;
11
+ width: number;
12
+ height: number;
13
+ };
14
+ scissor?: {
15
+ x: number;
16
+ y: number;
17
+ width: number;
18
+ height: number;
19
+ };
20
+ }
21
+ /**
22
+ * Explicit WebGL 2.0 render pass matching the lifecycle of WGPUFullQuadPass.
23
+ * It owns its output textures and framebuffer; there is no render graph.
24
+ */
25
+ export declare class WebGLFullQuadPass<I extends string, O extends string> {
26
+ private readonly _renderer;
27
+ private _bindings;
28
+ private readonly _sourceShader;
29
+ private readonly _outputs;
30
+ private readonly _frameBuffer;
31
+ private _outputTextures;
32
+ private readonly _targetOutputs;
33
+ useTarget(target: object): void;
34
+ private _outputParams;
35
+ private _reserveCapacity;
36
+ private _capacityWidth;
37
+ private _capacityHeight;
38
+ private _width;
39
+ private _height;
40
+ private _renderToScreen;
41
+ constructor(_label: string, renderer: WebGLDevice, options: {
42
+ shader: FragmentShader;
43
+ outputs?: O[];
44
+ outputParams?: Partial<Record<O, WebGLFullQuadPassOutput>>;
45
+ });
46
+ reserveCapacity(): void;
47
+ private _samplingShader;
48
+ setSize(width: number, height: number): void;
49
+ setOutputs(outputs: readonly O[]): void;
50
+ setOutputParams(params: Record<O, WebGLFullQuadPassOutput>): void;
51
+ setRenderToScreen(renderToScreen?: boolean): void;
52
+ setUniform(label: string, data: unknown): boolean;
53
+ setUniforms(values: Record<string, unknown>): void;
54
+ getUniform(label: string): any;
55
+ setDefines(defines: Record<string, ShaderDefineValue | undefined>): boolean;
56
+ private readonly _retainedOutputs;
57
+ retainOutput(texture: Texture2D): void;
58
+ releaseOutput(texture: Texture2D): void;
59
+ getOutput(name: O): Record<O, Texture2D>[O];
60
+ private _prepareOutputs;
61
+ createPass(inputs: Record<I, Texture2D>, explicitOutputs?: Partial<Record<O, Texture2D>>, options?: WebGLPassOptions): void;
62
+ releaseTarget(target: object): void;
63
+ getMemoryBytes(target?: object): number;
64
+ dispose(): void;
65
+ }
@@ -0,0 +1,208 @@
1
+ import { scratchGLSLFunctions } from './scratchSampling.js';
2
+ import { setTextureRegion, textureRegion } from './textureRegion.js';
3
+ import { FragmentShader } from './shader.js';
4
+ import { FrameBuffer, Texture2D, WebGLProgramBindings } from './webgl.js';
5
+ /**
6
+ * Explicit WebGL 2.0 render pass matching the lifecycle of WGPUFullQuadPass.
7
+ * It owns its output textures and framebuffer; there is no render graph.
8
+ */
9
+ export class WebGLFullQuadPass {
10
+ _renderer;
11
+ _bindings;
12
+ _sourceShader;
13
+ _outputs;
14
+ _frameBuffer = new FrameBuffer();
15
+ _outputTextures = {};
16
+ _targetOutputs = new Map();
17
+ useTarget(target) {
18
+ let outputs = this._targetOutputs.get(target);
19
+ if (!outputs)
20
+ this._targetOutputs.set(target, outputs = {});
21
+ this._outputTextures = outputs;
22
+ }
23
+ _outputParams = {};
24
+ _reserveCapacity = false;
25
+ _capacityWidth = 1;
26
+ _capacityHeight = 1;
27
+ _width = 1;
28
+ _height = 1;
29
+ _renderToScreen = false;
30
+ constructor(_label, renderer, options) {
31
+ this._renderer = renderer;
32
+ this._sourceShader = options.shader;
33
+ this._bindings = new WebGLProgramBindings(this._samplingShader(options.shader));
34
+ this._outputs = options.outputs || options.shader.outputs;
35
+ this.setOutputParams(Object.fromEntries(this._outputs.map((name) => [
36
+ name,
37
+ options.outputParams?.[name] || {}
38
+ ])));
39
+ }
40
+ reserveCapacity() {
41
+ if (this._reserveCapacity)
42
+ return;
43
+ this._reserveCapacity = true;
44
+ this._bindings = new WebGLProgramBindings(this._samplingShader(this._sourceShader, true, this._bindings.uniforms, this._bindings.defines));
45
+ }
46
+ _samplingShader(shader, scratch = false, uniforms = shader.uniforms, defines = shader.defines) {
47
+ const textures = Object.keys(shader.uniforms).filter(name => shader.uniforms[name].type === 'sampler2D');
48
+ uniforms = { ...uniforms };
49
+ if (scratch)
50
+ for (const name of textures)
51
+ uniforms[`${name}RegionSize`] = { type: 'ivec2', value: [1, 1] };
52
+ const sampled = new FragmentShader({ name: shader.name, outputs: shader.outputs, defines, uniforms,
53
+ includes: [{ defines: {}, uniforms: {}, main: '', functions: [() => scratchGLSLFunctions(textures, scratch), ...shader.functions] }],
54
+ main: shader.main });
55
+ sampled.parallelCompile = shader.parallelCompile;
56
+ return sampled;
57
+ }
58
+ setSize(width, height) {
59
+ if (this._width === width && this._height === height)
60
+ return;
61
+ this._width = Math.max(1, width);
62
+ this._height = Math.max(1, height);
63
+ this._capacityWidth = Math.max(this._capacityWidth, this._width);
64
+ this._capacityHeight = Math.max(this._capacityHeight, this._height);
65
+ this.setUniform('viewportSize', [this._width, this._height]);
66
+ }
67
+ setOutputs(outputs) {
68
+ for (const name of this._outputs)
69
+ if (!outputs.includes(name)) {
70
+ this._outputTextures[name]?.dispose(this._renderer.gl);
71
+ delete this._outputTextures[name];
72
+ }
73
+ this._outputs.splice(0, this._outputs.length, ...outputs);
74
+ }
75
+ setOutputParams(params) {
76
+ this._outputParams = params;
77
+ }
78
+ setRenderToScreen(renderToScreen = true) {
79
+ this._renderToScreen = renderToScreen;
80
+ }
81
+ setUniform(label, data) {
82
+ return this._bindings.set(label, data);
83
+ }
84
+ setUniforms(values) {
85
+ this._bindings.setUniforms(values);
86
+ }
87
+ getUniform(label) {
88
+ return this._bindings.get(label);
89
+ }
90
+ setDefines(defines) {
91
+ let changed = false;
92
+ for (const [name, value] of Object.entries(defines)) {
93
+ const oldValue = this._bindings.defines[name];
94
+ if (!value) {
95
+ if (name in this._bindings.defines) {
96
+ this._bindings.deleteDefine(name);
97
+ changed = true;
98
+ }
99
+ }
100
+ else if (oldValue !== value) {
101
+ this._bindings.setDefine(name, value);
102
+ changed = true;
103
+ }
104
+ }
105
+ return changed;
106
+ }
107
+ _retainedOutputs = new Set();
108
+ retainOutput(texture) { if (Object.values(this._outputTextures).includes(texture))
109
+ this._retainedOutputs.add(texture); }
110
+ releaseOutput(texture) {
111
+ if (!this._retainedOutputs.delete(texture))
112
+ return;
113
+ if (!Object.values(this._outputTextures).includes(texture))
114
+ texture.dispose(this._renderer.gl);
115
+ }
116
+ getOutput(name) {
117
+ return this._outputTextures[name];
118
+ }
119
+ _prepareOutputs(explicitOutputs) {
120
+ const gl = this._renderer.gl;
121
+ for (const name of this._outputs) {
122
+ const explicit = explicitOutputs?.[name];
123
+ const current = this._outputTextures[name];
124
+ const retainedResize = current && this._retainedOutputs.has(current) &&
125
+ (current.width !== this._width || current.height !== this._height);
126
+ const texture = explicit ||
127
+ (retainedResize ? new Texture2D(this._outputParams[name]) : undefined) ||
128
+ this._outputTextures[name] ||
129
+ new Texture2D(this._outputParams[name]);
130
+ texture.ensureStorage(gl, this._reserveCapacity ? this._capacityWidth : this._width, this._reserveCapacity ? this._capacityHeight : this._height, this._outputParams[name]);
131
+ this._outputTextures[name] = texture;
132
+ setTextureRegion(texture, this._width, this._height);
133
+ }
134
+ }
135
+ createPass(inputs, explicitOutputs, options = {}) {
136
+ const renderer = this._renderer;
137
+ const gl = renderer.gl;
138
+ if (this._renderToScreen) {
139
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
140
+ }
141
+ else {
142
+ this._prepareOutputs(explicitOutputs);
143
+ this._frameBuffer.bind(renderer, this._outputs.map((name) => this._outputTextures[name]));
144
+ }
145
+ const viewport = options.viewport || {
146
+ x: 0,
147
+ y: 0,
148
+ width: this._width,
149
+ height: this._height
150
+ };
151
+ renderer.setViewport(viewport.x, viewport.y, viewport.width, viewport.height);
152
+ // Clear the full accumulation target before enabling the tile scissor.
153
+ // Otherwise every tile outside the first one retains stale camera data.
154
+ if (options.clear) {
155
+ gl.disable(gl.SCISSOR_TEST);
156
+ gl.clearColor(0, 0, 0, 0);
157
+ gl.clear(gl.COLOR_BUFFER_BIT);
158
+ }
159
+ if (options.scissor) {
160
+ gl.enable(gl.SCISSOR_TEST);
161
+ gl.scissor(options.scissor.x, options.scissor.y, options.scissor.width, options.scissor.height);
162
+ }
163
+ else {
164
+ gl.disable(gl.SCISSOR_TEST);
165
+ }
166
+ if (this._reserveCapacity)
167
+ for (const [name, texture] of Object.entries(inputs)) {
168
+ const region = textureRegion(texture);
169
+ this.setUniform(`${name}RegionSize`, [region.width, region.height]);
170
+ }
171
+ this._bindings.setUniforms(inputs);
172
+ this._bindings.bind(renderer);
173
+ gl.disable(gl.DEPTH_TEST);
174
+ if (options.blend) {
175
+ gl.enable(gl.BLEND);
176
+ gl.blendEquation(gl.FUNC_ADD);
177
+ gl.blendFunc(gl.ONE, gl.ONE);
178
+ }
179
+ else {
180
+ gl.disable(gl.BLEND);
181
+ }
182
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
183
+ gl.disable(gl.SCISSOR_TEST);
184
+ }
185
+ releaseTarget(target) {
186
+ const outputs = this._targetOutputs.get(target);
187
+ if (!outputs)
188
+ return;
189
+ this._targetOutputs.delete(target);
190
+ for (const texture of Object.values(outputs))
191
+ texture.dispose(this._renderer.gl);
192
+ if (outputs === this._outputTextures)
193
+ this._outputTextures = {};
194
+ }
195
+ getMemoryBytes(target) {
196
+ const outputs = target ? this._targetOutputs.get(target) ?? {} : this._outputTextures;
197
+ return Array.from(new Set([...Object.values(outputs), ...this._retainedOutputs]))
198
+ .reduce((sum, texture) => sum + texture.getMemoryBytes(), 0);
199
+ }
200
+ dispose() {
201
+ const gl = this._renderer.gl;
202
+ Array.from(new Set([this._outputTextures, ...this._targetOutputs.values()])).flatMap(outputs => Object.values(outputs)).forEach((texture) => texture.dispose(gl));
203
+ this._retainedOutputs.forEach(texture => texture.dispose(gl));
204
+ this._retainedOutputs.clear();
205
+ this._frameBuffer.dispose(this._renderer);
206
+ }
207
+ }
208
+ //# sourceMappingURL=WebGLFullQuadPass.js.map
@@ -0,0 +1 @@
1
+ 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{scratchGLSLFunctions} from './scratchSampling.js';\nimport {setTextureRegion, textureRegion} from './textureRegion.js';\nimport { FragmentShader, ShaderDefineValue } from './shader.js';\nimport {\n FrameBuffer,\n WebGLDevice,\n Texture2D,\n TextureOptions,\n WebGLProgramBindings\n} from './webgl.js';\n\nexport interface WebGLFullQuadPassOutput extends TextureOptions {}\n\nexport interface WebGLPassOptions {\n clear?: boolean;\n blend?: boolean;\n viewport?: { x: number; y: number; width: number; height: number };\n scissor?: { x: number; y: number; width: number; height: number };\n}\n\n/**\n * Explicit WebGL 2.0 render pass matching the lifecycle of WGPUFullQuadPass.\n * It owns its output textures and framebuffer; there is no render graph.\n */\nexport class WebGLFullQuadPass<I extends string, O extends string> {\n private readonly _renderer: WebGLDevice;\n private _bindings: WebGLProgramBindings;\n private readonly _sourceShader: FragmentShader;\n private readonly _outputs: O[];\n private readonly _frameBuffer = new FrameBuffer();\n private _outputTextures = {} as Record<O, Texture2D>;\n private readonly _targetOutputs = new Map<object, Record<O, Texture2D>>();\n useTarget(target: object) {\n let outputs = this._targetOutputs.get(target);\n if (!outputs) this._targetOutputs.set(target, outputs = {} as Record<O, Texture2D>);\n this._outputTextures = outputs;\n }\n\n private _outputParams = {} as Record<O, WebGLFullQuadPassOutput>;\n private _reserveCapacity = false;\n private _capacityWidth = 1;\n private _capacityHeight = 1;\n private _width = 1;\n private _height = 1;\n private _renderToScreen = false;\n\n constructor(\n _label: string,\n renderer: WebGLDevice,\n options: {\n shader: FragmentShader;\n outputs?: O[];\n outputParams?: Partial<Record<O, WebGLFullQuadPassOutput>>;\n }\n ) {\n this._renderer = renderer;\n this._sourceShader = options.shader;\n this._bindings = new WebGLProgramBindings(this._samplingShader(options.shader));\n this._outputs = options.outputs || (options.shader.outputs as O[]);\n this.setOutputParams(\n Object.fromEntries(\n this._outputs.map((name) => [\n name,\n options.outputParams?.[name] || {}\n ])\n ) as Record<O, WebGLFullQuadPassOutput>\n );\n }\n\n reserveCapacity() {\n if (this._reserveCapacity) return;\n this._reserveCapacity = true;\n this._bindings = new WebGLProgramBindings(this._samplingShader(\n this._sourceShader, true, this._bindings.uniforms, this._bindings.defines\n ));\n }\n\n private _samplingShader(\n shader: FragmentShader,\n scratch = false,\n uniforms = shader.uniforms,\n defines = shader.defines\n ) {\n const textures = Object.keys(shader.uniforms).filter(name => shader.uniforms[name].type === 'sampler2D');\n uniforms = {...uniforms};\n if (scratch) for (const name of textures) uniforms[`${name}RegionSize`] = {type: 'ivec2', value: [1, 1]};\n const sampled = new FragmentShader({name: shader.name, outputs: shader.outputs, defines, uniforms,\n includes: [{defines: {}, uniforms: {}, main: '', functions: [() => scratchGLSLFunctions(textures, scratch), ...shader.functions]}],\n main: shader.main});\n sampled.parallelCompile = shader.parallelCompile;\n return sampled;\n }\n\n setSize(width: number, height: number) {\n if (this._width === width && this._height === height) return;\n this._width = Math.max(1, width);\n this._height = Math.max(1, height);\n this._capacityWidth = Math.max(this._capacityWidth, this._width);\n this._capacityHeight = Math.max(this._capacityHeight, this._height);\n this.setUniform('viewportSize', [this._width, this._height]);\n }\n\n setOutputs(outputs: readonly O[]) {\n for (const name of this._outputs) if (!outputs.includes(name)) {\n this._outputTextures[name]?.dispose(this._renderer.gl); delete this._outputTextures[name];\n }\n this._outputs.splice(0, this._outputs.length, ...outputs);\n }\n setOutputParams(params: Record<O, WebGLFullQuadPassOutput>) {\n this._outputParams = params;\n }\n\n setRenderToScreen(renderToScreen = true) {\n this._renderToScreen = renderToScreen;\n }\n\n setUniform(label: string, data: unknown) {\n return this._bindings.set(label, data);\n }\n\n setUniforms(values: Record<string, unknown>) {\n this._bindings.setUniforms(values);\n }\n\n getUniform(label: string) {\n return this._bindings.get(label);\n }\n\n setDefines(\n defines: Record<\n string,\n ShaderDefineValue | undefined\n >\n ) {\n let changed = false;\n for (const [name, value] of Object.entries(defines)) {\n const oldValue = this._bindings.defines[name];\n if (!value) {\n if (name in this._bindings.defines) {\n this._bindings.deleteDefine(name);\n changed = true;\n }\n } else if (oldValue !== value) {\n this._bindings.setDefine(name, value);\n changed = true;\n }\n }\n return changed;\n }\n\n private readonly _retainedOutputs = new Set<Texture2D>();\n retainOutput(texture: Texture2D) { if (Object.values(this._outputTextures).includes(texture)) this._retainedOutputs.add(texture); }\n releaseOutput(texture: Texture2D) {\n if (!this._retainedOutputs.delete(texture)) return;\n if (!Object.values(this._outputTextures).includes(texture)) texture.dispose(this._renderer.gl);\n }\n\n getOutput(name: O) {\n return this._outputTextures[name];\n }\n\n private _prepareOutputs(explicitOutputs?: Partial<Record<O, Texture2D>>) {\n const gl = this._renderer.gl;\n for (const name of this._outputs) {\n const explicit = explicitOutputs?.[name];\n const current = this._outputTextures[name];\n const retainedResize = current && this._retainedOutputs.has(current) &&\n (current.width !== this._width || current.height !== this._height);\n const texture =\n explicit ||\n (retainedResize ? new Texture2D(this._outputParams[name]) : undefined) ||\n this._outputTextures[name] ||\n new Texture2D(this._outputParams[name]);\n texture.ensureStorage(\n gl,\n this._reserveCapacity ? this._capacityWidth : this._width,\n this._reserveCapacity ? this._capacityHeight : this._height,\n this._outputParams[name]\n );\n this._outputTextures[name] = texture;\n setTextureRegion(texture, this._width, this._height);\n }\n }\n\n createPass(\n inputs: Record<I, Texture2D>,\n explicitOutputs?: Partial<Record<O, Texture2D>>,\n options: WebGLPassOptions = {}\n ) {\n const renderer = this._renderer;\n const gl = renderer.gl;\n\n if (this._renderToScreen) {\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n } else {\n this._prepareOutputs(explicitOutputs);\n this._frameBuffer.bind(\n renderer,\n this._outputs.map((name) => this._outputTextures[name])\n );\n }\n\n const viewport = options.viewport || {\n x: 0,\n y: 0,\n width: this._width,\n height: this._height\n };\n renderer.setViewport(\n viewport.x,\n viewport.y,\n viewport.width,\n viewport.height\n );\n\n // Clear the full accumulation target before enabling the tile scissor.\n // Otherwise every tile outside the first one retains stale camera data.\n if (options.clear) {\n gl.disable(gl.SCISSOR_TEST);\n gl.clearColor(0, 0, 0, 0);\n gl.clear(gl.COLOR_BUFFER_BIT);\n }\n\n if (options.scissor) {\n gl.enable(gl.SCISSOR_TEST);\n gl.scissor(\n options.scissor.x,\n options.scissor.y,\n options.scissor.width,\n options.scissor.height\n );\n } else {\n gl.disable(gl.SCISSOR_TEST);\n }\n\n if (this._reserveCapacity) for (const [name, texture] of Object.entries(inputs) as [string, Texture2D][]) {\n const region = textureRegion(texture);\n this.setUniform(`${name}RegionSize`, [region.width, region.height]);\n }\n this._bindings.setUniforms(inputs);\n this._bindings.bind(renderer);\n gl.disable(gl.DEPTH_TEST);\n if (options.blend) {\n gl.enable(gl.BLEND);\n gl.blendEquation(gl.FUNC_ADD);\n gl.blendFunc(gl.ONE, gl.ONE);\n } else {\n gl.disable(gl.BLEND);\n }\n gl.drawArrays(gl.TRIANGLES, 0, 3);\n gl.disable(gl.SCISSOR_TEST);\n }\n\n releaseTarget(target: object) {\n const outputs = this._targetOutputs.get(target);\n if (!outputs) return;\n this._targetOutputs.delete(target);\n for (const texture of (Object.values(outputs) as Texture2D[])) texture.dispose(this._renderer.gl);\n if (outputs === this._outputTextures) this._outputTextures = {} as Record<O, Texture2D>;\n }\n\n getMemoryBytes(target?: object): number {\n const outputs = target ? this._targetOutputs.get(target) ?? {} : this._outputTextures;\n return Array.from(new Set([...Object.values(outputs) as Texture2D[], ...this._retainedOutputs]))\n .reduce((sum, texture) => sum + texture.getMemoryBytes(), 0);\n }\n\n dispose() {\n const gl = this._renderer.gl;\n (Array.from(new Set([this._outputTextures, ...this._targetOutputs.values()])).flatMap(outputs => Object.values(outputs)) as Texture2D[]).forEach((texture) =>\n texture.dispose(gl)\n );\n this._retainedOutputs.forEach(texture => texture.dispose(gl));\n this._retainedOutputs.clear();\n this._frameBuffer.dispose(this._renderer);\n }\n}\n"]}
@@ -0,0 +1,32 @@
1
+ import { WebGLDevice, Texture2D } from './webgl.js';
2
+ import { type JNLMFilterShape } from './jnlm.js';
3
+ export interface WebGLJNLMInputs {
4
+ width: number;
5
+ height: number;
6
+ /** Main trace pass moments: guide sum, sum of squares and count. */
7
+ moments: Texture2D;
8
+ /** Catcher trace pass moments, when the scene has a shadow catcher. */
9
+ catcherMoments?: Texture2D;
10
+ /** Display-encoded composition to filter. */
11
+ color: Texture2D;
12
+ albedo: Texture2D;
13
+ normal: Texture2D;
14
+ /** Normalized shadow-catcher mask; red is the catcher coverage. */
15
+ shadowCatcher: Texture2D;
16
+ strength: number;
17
+ shape: JNLMFilterShape;
18
+ }
19
+ export declare class WebGLJNLMDenoisePass {
20
+ private _renderer;
21
+ private _guidePass;
22
+ private _variancePass;
23
+ private _filterPasses;
24
+ constructor(renderer: WebGLDevice);
25
+ /** Runs the denoiser and returns the display-encoded result. */
26
+ render(inputs: WebGLJNLMInputs): Texture2D;
27
+ reserveCapacity(): void;
28
+ retainOutput(texture: Texture2D): void;
29
+ releaseOutput(texture: Texture2D): void;
30
+ getMemoryBytes(): number;
31
+ dispose(): void;
32
+ }