@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
  340. package/lib/renderer/textureRegion.d.ts +8 -0
  341. package/lib/renderer/textureRegion.js +9 -0
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  536. package/package.json +124 -4
@@ -0,0 +1,510 @@
1
+ import { scheduleFrame } from '../util/frame.js';
2
+ import { WebGLScratchCopy } from './WebGLScratchCopy.js';
3
+ import { ScratchPool } from './ScratchPool.js';
4
+ import { makeRenderPipeline } from './renderPipeline.js';
5
+ import { readRgbaPixels } from './WebGLReadback.js';
6
+ import { vec3 } from '../math.js';
7
+ import halton from './halton.js';
8
+ import { makeTileRender } from './TileRender.js';
9
+ import { constants } from './webgl.js';
10
+ import { WebGLFullQuadPass } from './WebGLFullQuadPass.js';
11
+ import WebGLRayTracePass from './WebGLRayTracePass.js';
12
+ import { WebGLRayTraceOutputPass } from './WebGLRayTraceOutputPass.js';
13
+ import WebGLBloomPass from './WebGLBloomPass.js';
14
+ import { composeFragment, outputFragment } from './glsl/webglPipeline.frag.js';
15
+ import { WebGLJNLMDenoisePass } from './WebGLJNLMDenoiser.js';
16
+ const wavelengths = [650, 510, 475];
17
+ /**
18
+ * WebGL 2.0 counterpart of WGPURenderingPipeline.
19
+ *
20
+ * The frame is encoded as a fixed pass sequence. Each pass owns explicit
21
+ * textures/FBOs, so no compositor graph or node lifecycle participates here.
22
+ */
23
+ function makeWebGLAccumulationTarget(renderer, rayTracePass, scratch) {
24
+ let sampleRenderedCallback = (_sampleCount, _isFirstFrame, _frameTime) => { };
25
+ let allowMultipleSamplesPerFrame = false;
26
+ let offlineSamplesPerBatch = 0;
27
+ let deferPostProcess = false;
28
+ let sampleSequenceOffset = 0;
29
+ let sampleCount = 0;
30
+ let elapsedFrameTime = 32;
31
+ let elapsedTileTime;
32
+ let tileTimingGeneration = 0;
33
+ let isFirstFrame = true;
34
+ let renderFailed = false;
35
+ let disposed = false;
36
+ let renderWidth = 1;
37
+ let renderHeight = 1;
38
+ let screenWidth = 1;
39
+ let screenHeight = 1;
40
+ const targetKey = {};
41
+ let execution;
42
+ let resolvedSamples = 0;
43
+ let resolvedHasShadowCatcher = false;
44
+ let presentationTexture;
45
+ let presentationDenoised = false;
46
+ let maxTimePerTile = 21;
47
+ let bloomIntensity = 0;
48
+ let bloomThreshold = 1;
49
+ let bloomRadius = 0.6;
50
+ let exposure = 1;
51
+ let toneMappingMode = 0;
52
+ let contrast = 1;
53
+ let saturation = 1;
54
+ let temperature = 0;
55
+ let tint = 0;
56
+ let vignette = 0;
57
+ let output = 'final';
58
+ let pageLeaveTime = performance.now();
59
+ let pageInvisibleTime = 0;
60
+ const shadowCatcherColor = vec3.create();
61
+ let shadowCatcherAlpha = 1;
62
+ // Preview frames have a different resolution, bounce limit, and timing
63
+ // target. Keep their measurements out of the full-resolution estimator so
64
+ // returning from preview does not split a 4K sample into hundreds of tiles.
65
+ const tileRender = makeTileRender(renderer.gl);
66
+ tileRender.setDesiredMsPerTile(maxTimePerTile);
67
+ const rayTraceOutputPass = new WebGLRayTraceOutputPass(renderer);
68
+ let bloomPass;
69
+ const composePass = scratch.get('composePass', () => new WebGLFullQuadPass('compose', renderer, {
70
+ shader: composeFragment,
71
+ outputs: ['color'],
72
+ outputParams: { color: { type: constants.UNSIGNED_BYTE } }
73
+ }));
74
+ composePass.setUniforms({
75
+ exposure,
76
+ shadowCatcherColor,
77
+ shadowCatcherAlpha,
78
+ shadowCatcherEnabled: 0,
79
+ bloomIntensity: 0,
80
+ toneMappingMode,
81
+ contrast,
82
+ saturation,
83
+ temperature,
84
+ tint,
85
+ vignette,
86
+ outputMode: 0,
87
+ sRGBOutput: 1
88
+ });
89
+ const outputPass = scratch.get('outputPass', () => new WebGLFullQuadPass('output', renderer, { shader: outputFragment, outputs: ['color'] }));
90
+ outputPass.setRenderToScreen();
91
+ const copy = scratch.get('image copy', () => new WebGLScratchCopy(renderer));
92
+ const rawReadFrameBuffer = copy.readFrameBuffer;
93
+ // Built-in JNLM denoising. WebGL runs it synchronously inside the
94
+ // post-process, between composition and output.
95
+ let jnlmPass;
96
+ let pendingDenoiser;
97
+ let denoisedTexture;
98
+ let denoiseValid = false;
99
+ // Keep the last denoised image visible while while-converging batches
100
+ // accumulate (see RenderingPipeline.setPreserveDenoisedOutput).
101
+ let preserveDenoisedOutput = false;
102
+ function updateSeed(useJitter) {
103
+ const sequenceSample = sampleCount + sampleSequenceOffset;
104
+ const jitterX = useJitter ? halton(sequenceSample, 2) - 0.5 : 0;
105
+ const jitterY = useJitter ? halton(sequenceSample, 3) - 0.5 : 0;
106
+ rayTracePass.setJitter(jitterX / renderWidth, jitterY / renderHeight);
107
+ }
108
+ function traceSample(clear, tile) {
109
+ rayTracePass.setSampleCount(sampleCount + sampleSequenceOffset);
110
+ rayTracePass.setSampleSequenceOffset(sampleSequenceOffset);
111
+ updateSeed(true);
112
+ if (rayTracePass.hasDispersion()) {
113
+ if (execution?.dispersionWavelengths === 1) {
114
+ // A positive wavelength enables stochastic hero-wavelength sampling
115
+ // in the shader. Preview traces one random RGB channel per pixel.
116
+ rayTracePass.setWavelength(wavelengths[0]);
117
+ rayTracePass.createPass(clear, tile);
118
+ }
119
+ else {
120
+ wavelengths.forEach((wavelength, index) => {
121
+ rayTracePass.setWavelength(wavelength);
122
+ rayTracePass.createPass(clear && index === 0, tile, index > 0);
123
+ });
124
+ }
125
+ }
126
+ else {
127
+ rayTracePass.setWavelength(0);
128
+ rayTracePass.createPass(clear, tile);
129
+ }
130
+ }
131
+ function drawPostProcess(_forceNeedsDenoise = false, resolve = false) {
132
+ if (resolve) {
133
+ resolvedSamples = sampleCount;
134
+ resolvedHasShadowCatcher = rayTracePass.hasShadowCatcher();
135
+ }
136
+ if (resolvedSamples === 0)
137
+ return;
138
+ if (resolve) {
139
+ rayTraceOutputPass.setSampleCount(sampleCount);
140
+ rayTraceOutputPass.createPass(rayTracePass);
141
+ }
142
+ composePass.setSize(renderWidth, renderHeight);
143
+ composePass.setUniforms({ exposure, toneMappingMode, contrast, saturation, temperature, tint, vignette, shadowCatcherColor, shadowCatcherAlpha });
144
+ const colorTexture = rayTraceOutputPass.getOutput('color');
145
+ const bloomEnabled = bloomIntensity > 0;
146
+ const samplesSkipped = sampleCount < 10 || sampleCount % 10 > 0;
147
+ const bloomState = scratch.get('bloom state', () => ({ owner: undefined, settings: '', dispose() { } }));
148
+ const bloomSettings = `${bloomThreshold}/${bloomRadius}`;
149
+ const needsUpdateBloom = bloomEnabled && sampleCount >= 10 && (!samplesSkipped || bloomState.owner !== targetKey || bloomState.settings !== bloomSettings);
150
+ let currentBloomIntensity = bloomIntensity;
151
+ if (needsUpdateBloom) {
152
+ bloomPass ||= scratch.get('bloom', () => new WebGLBloomPass(renderer));
153
+ bloomPass.setSize(renderWidth, renderHeight);
154
+ bloomState.owner = targetKey;
155
+ bloomState.settings = bloomSettings;
156
+ bloomPass.setBrightThreshold(bloomThreshold);
157
+ bloomPass.setRadius(bloomRadius);
158
+ bloomPass.createPass(colorTexture);
159
+ }
160
+ else if (bloomEnabled && sampleCount < 10) {
161
+ currentBloomIntensity = 0;
162
+ }
163
+ composePass.setUniforms({
164
+ bloomIntensity: currentBloomIntensity,
165
+ shadowCatcherEnabled: +resolvedHasShadowCatcher,
166
+ outputMode: output === 'shadow' ? 1 : 0
167
+ });
168
+ composePass.createPass({
169
+ colorTex: colorTexture,
170
+ foregroundTex: rayTraceOutputPass.getOutput('foreground'),
171
+ catcherBackgroundTex: rayTraceOutputPass.getOutput('catcherBackground'),
172
+ shadowCatcherTex: rayTraceOutputPass.getOutput('shadowCatcher'),
173
+ bloomTex: bloomEnabled && bloomPass
174
+ ? bloomPass.getOutput()
175
+ : renderer.emptyTexture
176
+ });
177
+ if (pendingDenoiser) {
178
+ jnlmPass ??= scratch.get('jnlm', () => new WebGLJNLMDenoisePass(renderer));
179
+ const filtered = jnlmPass.render({
180
+ width: renderWidth,
181
+ height: renderHeight,
182
+ moments: rayTracePass.getOutput('moments'),
183
+ catcherMoments: rayTracePass.hasShadowCatcher()
184
+ ? rayTracePass.getOutput('catcherMoments')
185
+ : undefined,
186
+ color: composePass.getOutput('color'),
187
+ albedo: rayTraceOutputPass.getOutput('albedo'),
188
+ normal: rayTraceOutputPass.getOutput('normal'),
189
+ shadowCatcher: rayTraceOutputPass.getOutput('shadowCatcher'),
190
+ strength: pendingDenoiser.strength,
191
+ shape: pendingDenoiser.shape
192
+ });
193
+ denoisedTexture = copy.copy(filtered, renderWidth, renderHeight, denoisedTexture);
194
+ denoiseValid = true;
195
+ pendingDenoiser = undefined;
196
+ }
197
+ let displayTexture = (output === 'final' && denoiseValid && denoisedTexture) || composePass.getOutput('color');
198
+ if (output === 'normal' || output === 'albedo') {
199
+ displayTexture = rayTraceOutputPass.getOutput(output);
200
+ }
201
+ else if (output === 'shadowCatcher') {
202
+ displayTexture = rayTraceOutputPass.getOutput('shadowCatcher');
203
+ }
204
+ presentationTexture = copy.copy(displayTexture, renderWidth, renderHeight, presentationTexture);
205
+ presentationDenoised = output === 'final' && denoiseValid && !!denoisedTexture;
206
+ }
207
+ function startRecordFrameTime(collectTileTiming) {
208
+ const start = performance.now();
209
+ const generation = tileTimingGeneration;
210
+ const timedTileRender = tileRender;
211
+ scheduleFrame(() => {
212
+ elapsedFrameTime = Math.max(performance.now() - start - pageInvisibleTime, pageInvisibleTime > 0 ? 16 : 8);
213
+ pageInvisibleTime = 0;
214
+ if (generation === tileTimingGeneration &&
215
+ timedTileRender === tileRender && !isFirstFrame) {
216
+ elapsedTileTime = collectTileTiming && renderer.isAllProgramCompiled()
217
+ ? elapsedFrameTime : undefined;
218
+ }
219
+ });
220
+ }
221
+ function trace(camera, maxSamples) {
222
+ if (rayTracePass.isInvalid() || renderFailed)
223
+ return false;
224
+ if (!renderer.isAllProgramCompiled()) {
225
+ isFirstFrame = true;
226
+ sampleCount = 0;
227
+ tileRender.reset();
228
+ return true;
229
+ }
230
+ rayTracePass.setCamera(camera);
231
+ const resetAccumulation = isFirstFrame;
232
+ if (resetAccumulation) {
233
+ tileTimingGeneration++;
234
+ elapsedTileTime = undefined;
235
+ rayTracePass.setCamera(camera);
236
+ tileRender.reset();
237
+ sampleCount = 0;
238
+ isFirstFrame = false;
239
+ }
240
+ if (sampleCount >= maxSamples) {
241
+ drawPostProcess(true);
242
+ return false;
243
+ }
244
+ // New samples make the denoised image stale.
245
+ if (!preserveDenoisedOutput || resetAccumulation)
246
+ denoiseValid = false;
247
+ // The first draw after an update lazily prepares scene data and shaders.
248
+ // Keep its wall time for reporting, but not for estimating tile throughput.
249
+ startRecordFrameTime(!resetAccumulation);
250
+ const frameSampleCount = sampleCount;
251
+ let tile = tileRender.nextTile(elapsedTileTime);
252
+ if (offlineSamplesPerBatch > 0 && tile.isFirstTile && tile.isLastTile) {
253
+ tile.samplesPerFrame = offlineSamplesPerBatch;
254
+ }
255
+ else if (!allowMultipleSamplesPerFrame ||
256
+ !(tile.isFirstTile && tile.isLastTile)) {
257
+ tile.samplesPerFrame = 1;
258
+ }
259
+ try {
260
+ for (let i = 0; i < tile.samplesPerFrame && sampleCount < maxSamples; i++) {
261
+ traceSample(sampleCount === 0 && tile.isFirstTile, {
262
+ x: tile.x,
263
+ y: tile.y,
264
+ width: tile.tileWidth,
265
+ height: tile.tileHeight
266
+ });
267
+ if (tile.isLastTile)
268
+ sampleCount++;
269
+ }
270
+ if (sampleCount !== frameSampleCount && (!deferPostProcess || sampleCount >= maxSamples)) {
271
+ drawPostProcess(sampleCount >= maxSamples, true);
272
+ }
273
+ }
274
+ catch (error) {
275
+ console.error(error);
276
+ renderFailed = true;
277
+ return false;
278
+ }
279
+ if (sampleCount !== frameSampleCount) {
280
+ sampleRenderedCallback(sampleCount, frameSampleCount === 0, elapsedFrameTime);
281
+ }
282
+ return !renderer.isAllProgramCompiled();
283
+ }
284
+ function applyRenderResolution() {
285
+ rayTracePass.useTarget(targetKey);
286
+ const scale = 1;
287
+ const nextWidth = Math.max(1, Math.round(screenWidth * scale));
288
+ const nextHeight = Math.max(1, Math.round(screenHeight * scale));
289
+ rayTracePass.setSize(nextWidth, nextHeight, screenWidth / screenHeight);
290
+ if (nextWidth === renderWidth && nextHeight === renderHeight)
291
+ return;
292
+ renderWidth = nextWidth;
293
+ renderHeight = nextHeight;
294
+ tileRender.setSize(renderWidth, renderHeight);
295
+ rayTraceOutputPass.setSize(renderWidth, renderHeight);
296
+ composePass.setSize(renderWidth, renderHeight);
297
+ bloomPass?.setSize(renderWidth, renderHeight);
298
+ sampleCount = 0;
299
+ resolvedSamples = 0;
300
+ isFirstFrame = true;
301
+ }
302
+ function setSize(width, height) {
303
+ width = Math.max(1, width);
304
+ height = Math.max(1, height);
305
+ if (width === screenWidth && height === screenHeight)
306
+ return;
307
+ screenWidth = width;
308
+ screenHeight = height;
309
+ outputPass.setSize(screenWidth, screenHeight);
310
+ applyRenderResolution();
311
+ sampleCount = 0;
312
+ isFirstFrame = true;
313
+ }
314
+ function onVisibilityChange() {
315
+ if (document.hidden)
316
+ pageLeaveTime = performance.now();
317
+ else
318
+ pageInvisibleTime = performance.now() - pageLeaveTime;
319
+ }
320
+ if (typeof document !== 'undefined')
321
+ document.addEventListener('visibilitychange', onVisibilityChange);
322
+ function activate() {
323
+ rayTracePass.useTarget(targetKey);
324
+ rayTracePass.setSize(renderWidth, renderHeight, screenWidth / screenHeight);
325
+ if (execution) {
326
+ rayTracePass.setQuality(execution);
327
+ rayTracePass.setClamping(execution.clamping);
328
+ rayTracePass.setTransmissiveOutputAlphaMin(execution.transmissiveOutputAlphaMin);
329
+ rayTracePass.setBevelSamples(execution.bevelSamples);
330
+ rayTracePass.setSamplingPattern(execution.samplingPattern, execution.maxSamples);
331
+ }
332
+ }
333
+ return {
334
+ invalidateDenoisedOutput() { pendingDenoiser = undefined; denoiseValid = false; preserveDenoisedOutput = false; },
335
+ synchronizeBackground() { },
336
+ configure(settings) {
337
+ execution = { ...settings };
338
+ maxTimePerTile = Math.max(1, settings.timeBudgetMs);
339
+ allowMultipleSamplesPerFrame = settings.allowMultipleSamplesPerFrame;
340
+ tileRender.setDesiredMsPerTile(maxTimePerTile);
341
+ tileRender.setMaxTiles(settings.maxTiles);
342
+ },
343
+ activate,
344
+ canCompleteSampleWithin(timeBudgetMs) { return elapsedFrameTime <= timeBudgetMs; },
345
+ getOutputTexture() { return undefined; },
346
+ applyPostProcesses() { },
347
+ get presentationComplete() { return !!presentationTexture; },
348
+ get presentationDenoised() { return presentationDenoised; },
349
+ present() {
350
+ if (!presentationTexture)
351
+ return;
352
+ {
353
+ outputPass.setSize(renderer.canvas.width, renderer.canvas.height);
354
+ }
355
+ outputPass.setUniform('denoisedPercent', 0);
356
+ outputPass.createPass({ colorTex: presentationTexture, colorDenoisedTex: presentationTexture });
357
+ },
358
+ getMemory() {
359
+ return {
360
+ width: renderWidth, height: renderHeight,
361
+ bytes: rayTracePass.getTargetMemoryBytes(targetKey)
362
+ + rayTraceOutputPass.getMemoryBytes() + (presentationTexture?.getMemoryBytes() ?? 0) + (denoisedTexture?.getMemoryBytes() ?? 0)
363
+ };
364
+ },
365
+ isFirstFrame: () => isFirstFrame,
366
+ restartSamples(_preserveTemporalHistory = false) {
367
+ tileRender.reset();
368
+ isFirstFrame = true;
369
+ sampleCount = 0;
370
+ denoiseValid = false;
371
+ preserveDenoisedOutput = false;
372
+ },
373
+ /** Denoises the current image. WebGL only supports the built-in JNLM filter. */
374
+ performDenoise(filter) {
375
+ if (filter.kind !== 'jnlm') {
376
+ return Promise.reject(new Error('This denoiser requires WebGPU.'));
377
+ }
378
+ if (isFirstFrame || sampleCount < 1)
379
+ return Promise.resolve(false);
380
+ pendingDenoiser = filter.denoiser;
381
+ drawPostProcess(true);
382
+ return Promise.resolve(true);
383
+ },
384
+ cancelDenoise() {
385
+ pendingDenoiser = undefined;
386
+ },
387
+ setPreserveDenoisedOutput(preserve) {
388
+ preserveDenoisedOutput = preserve;
389
+ },
390
+ trace,
391
+ drawPostProcess: () => drawPostProcess(true),
392
+ setSize,
393
+ setToneMappingParams(params) {
394
+ const nextExposure = params.exposure ?? 1;
395
+ const nextToneMappingMode = {
396
+ agx: 0,
397
+ aces: 1,
398
+ cineon: 2,
399
+ reinhard: 3,
400
+ linear: 4
401
+ }[params.toneMapping ?? 'agx'] ?? 0;
402
+ const nextContrast = params.contrast ?? 1;
403
+ const nextSaturation = params.saturation ?? 1;
404
+ const nextTemperature = params.temperature ?? 0;
405
+ const nextTint = params.tint ?? 0;
406
+ const nextVignette = params.vignette ?? 0;
407
+ if (nextExposure === exposure &&
408
+ nextToneMappingMode === toneMappingMode &&
409
+ nextContrast === contrast &&
410
+ nextSaturation === saturation &&
411
+ nextTemperature === temperature &&
412
+ nextTint === tint &&
413
+ nextVignette === vignette)
414
+ return false;
415
+ exposure = nextExposure;
416
+ toneMappingMode = nextToneMappingMode;
417
+ contrast = nextContrast;
418
+ saturation = nextSaturation;
419
+ temperature = nextTemperature;
420
+ tint = nextTint;
421
+ vignette = nextVignette;
422
+ composePass.setUniforms({
423
+ exposure,
424
+ toneMappingMode,
425
+ contrast,
426
+ saturation,
427
+ temperature,
428
+ tint,
429
+ vignette
430
+ });
431
+ return true;
432
+ },
433
+ setOfflineRenderOptions(options) {
434
+ offlineSamplesPerBatch = Math.max(0, Math.round(options.samplesPerBatch));
435
+ deferPostProcess = options.deferPostProcess;
436
+ sampleSequenceOffset = Math.max(0, Math.round(options.sampleSequenceOffset));
437
+ },
438
+ setVarianceMoments(_enabled) { },
439
+ setAdaptiveSamplingTargets(_targets) { },
440
+ async prepareOfflineAdaptiveSampling(_options) {
441
+ return undefined;
442
+ },
443
+ getTotalSamplesRendered: () => sampleCount,
444
+ getDiagnostics: () => ({ ...rayTracePass.getDiagnostics(), shaderCompilation: renderer.getShaderCompilationDiagnostics() }),
445
+ flushDiagnostics: async () => { },
446
+ setShadowCatcherParams(color, alpha) {
447
+ const changed = color[0] !== shadowCatcherColor[0] ||
448
+ color[1] !== shadowCatcherColor[1] ||
449
+ color[2] !== shadowCatcherColor[2] ||
450
+ alpha !== shadowCatcherAlpha;
451
+ if (changed) {
452
+ vec3.copy(shadowCatcherColor, color);
453
+ shadowCatcherAlpha = alpha;
454
+ composePass.setUniform('shadowCatcherColor', color);
455
+ composePass.setUniform('shadowCatcherAlpha', alpha);
456
+ }
457
+ return changed;
458
+ },
459
+ setBloomParams({ intensity, threshold, radius }) {
460
+ const changed = intensity !== bloomIntensity ||
461
+ threshold !== bloomThreshold ||
462
+ radius !== bloomRadius;
463
+ bloomIntensity = intensity;
464
+ bloomThreshold = threshold;
465
+ bloomRadius = radius;
466
+ return changed;
467
+ },
468
+ setOnSampleRendered(cb) {
469
+ sampleRenderedCallback = cb;
470
+ },
471
+ setOutput(nextOutput) {
472
+ if (output === nextOutput)
473
+ return false;
474
+ output = nextOutput;
475
+ return true;
476
+ },
477
+ async readPresentation() {
478
+ if (!presentationTexture)
479
+ throw new Error('Render has no complete image.');
480
+ rawReadFrameBuffer.bind(renderer, [presentationTexture]);
481
+ const width = presentationTexture.width, height = presentationTexture.height;
482
+ return { width, height, data: readRgbaPixels(renderer.gl, width, height, presentationTexture.isByteEncoded) };
483
+ },
484
+ async readOutput(kind) {
485
+ if (kind === 'denoised' && (!denoisedTexture || !denoiseValid))
486
+ kind = 'hdr';
487
+ const texture = kind === 'denoised' ? denoisedTexture : rayTraceOutputPass.getOutput(kind === 'hdr' ? 'color' : kind);
488
+ rawReadFrameBuffer.bind(renderer, [texture]);
489
+ return { data: readRgbaPixels(renderer.gl, renderWidth, renderHeight, kind === 'albedo' || kind === 'normal'), width: renderWidth, height: renderHeight };
490
+ },
491
+ dispose() {
492
+ if (disposed)
493
+ return;
494
+ disposed = true;
495
+ if (typeof document !== 'undefined')
496
+ document.removeEventListener('visibilitychange', onVisibilityChange);
497
+ rayTracePass.releaseTarget(targetKey);
498
+ rayTraceOutputPass.dispose();
499
+ presentationTexture?.dispose(renderer.gl);
500
+ denoisedTexture?.dispose(renderer.gl);
501
+ }
502
+ };
503
+ }
504
+ /** Independent render targets, without preview or presentation policy. */
505
+ export function makeWebGLRenderTargets(renderer) {
506
+ const rayTracePass = new WebGLRayTracePass(renderer);
507
+ const scratch = new ScratchPool();
508
+ return makeRenderPipeline(rayTracePass, () => makeWebGLAccumulationTarget(renderer, rayTracePass, scratch), true, scratch);
509
+ }
510
+ //# sourceMappingURL=WebGLRenderingPipeline.js.map
@@ -0,0 +1 @@
1
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{scheduleFrame} from '../util/frame.js';\nimport type {DenoiserHandle} from './denoiser.js';\nimport { WebGLScratchCopy } from './WebGLScratchCopy.js';\nimport { ScratchPool } from './ScratchPool.js';\nimport { makeRenderPipeline, type TraceSettings, type RenderPipeline } from './renderPipeline.js';\nimport type { TargetPipeline } from './accumulationTarget.js';\nimport { readRgbaPixels } from './WebGLReadback.js';\n// Portions adapted from ray-tracing-renderer@0.10.15\n// (https://github.com/hoverinc/ray-tracing-renderer).\n// Copyright (c) 2019 HOVER, MIT license; see LICENSES/RayTracingRenderer-MIT.txt.\n\nimport Camera from '../scene/Camera.js';\nimport { ColorRGB } from '../types.js';\nimport { vec3 } from '../math.js';\nimport halton from './halton.js';\nimport { makeTileRender } from './TileRender.js';\nimport {\n DisplayChannel,\n ToneMappingParams\n} from './RenderingPipeline.js';\nimport { constants, WebGLDevice, Texture2D } from './webgl.js';\nimport { WebGLFullQuadPass } from './WebGLFullQuadPass.js';\nimport WebGLRayTracePass from './WebGLRayTracePass.js';\nimport { WebGLRayTraceOutputPass } from './WebGLRayTraceOutputPass.js';\nimport WebGLBloomPass from './WebGLBloomPass.js';\nimport {\n composeFragment,\n outputFragment\n} from './glsl/webglPipeline.frag.js';\nimport { type JNLMDenoiser } from './jnlm.js';\nimport { WebGLJNLMDenoisePass } from './WebGLJNLMDenoiser.js';\n\nconst wavelengths = [650, 510, 475];\n\n/**\n * WebGL 2.0 counterpart of WGPURenderingPipeline.\n *\n * The frame is encoded as a fixed pass sequence. Each pass owns explicit\n * textures/FBOs, so no compositor graph or node lifecycle participates here.\n */\nfunction makeWebGLAccumulationTarget(renderer: WebGLDevice, rayTracePass: WebGLRayTracePass, scratch: ScratchPool) {\n let sampleRenderedCallback = (\n _sampleCount: number,\n _isFirstFrame: boolean,\n _frameTime: number\n ) => { };\n let allowMultipleSamplesPerFrame = false;\n let offlineSamplesPerBatch = 0;\n let deferPostProcess = false;\n let sampleSequenceOffset = 0;\n let sampleCount = 0;\n let elapsedFrameTime = 32;\n let elapsedTileTime: number | undefined;\n let tileTimingGeneration = 0;\n let isFirstFrame = true;\n let renderFailed = false;\n let disposed = false;\n let renderWidth = 1;\n let renderHeight = 1;\n let screenWidth = 1;\n let screenHeight = 1;\n\n const targetKey = {};\n let execution: TraceSettings | undefined;\n\n let resolvedSamples = 0;\n let resolvedHasShadowCatcher = false;\n let presentationTexture: Texture2D | undefined;\n let presentationDenoised = false;\n\n let maxTimePerTile = 21;\n\n let bloomIntensity = 0;\n let bloomThreshold = 1;\n let bloomRadius = 0.6;\n let exposure = 1;\n let toneMappingMode = 0;\n let contrast = 1;\n let saturation = 1;\n let temperature = 0;\n let tint = 0;\n let vignette = 0;\n let output: DisplayChannel = 'final';\n let pageLeaveTime = performance.now();\n let pageInvisibleTime = 0;\n const shadowCatcherColor = vec3.create();\n let shadowCatcherAlpha = 1;\n\n // Preview frames have a different resolution, bounce limit, and timing\n // target. 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WebGL runs it synchronously inside the\n // post-process, between composition and output.\n let jnlmPass: WebGLJNLMDenoisePass | undefined;\n let pendingDenoiser: JNLMDenoiser | undefined;\n let denoisedTexture: Texture2D | undefined;\n let denoiseValid = false;\n // Keep the last denoised image visible while while-converging batches\n // accumulate (see RenderingPipeline.setPreserveDenoisedOutput).\n let preserveDenoisedOutput = false;\n\n function updateSeed(useJitter: boolean) {\n const sequenceSample = sampleCount + sampleSequenceOffset;\n const jitterX = useJitter ? halton(sequenceSample, 2) - 0.5 : 0;\n const jitterY = useJitter ? halton(sequenceSample, 3) - 0.5 : 0;\n rayTracePass.setJitter(jitterX / renderWidth, jitterY / renderHeight);\n }\n\n function traceSample(\n clear: boolean,\n tile: { x: number; y: number; width: number; height: number }\n ) {\n rayTracePass.setSampleCount(sampleCount + sampleSequenceOffset);\n rayTracePass.setSampleSequenceOffset(sampleSequenceOffset);\n updateSeed(true);\n if (rayTracePass.hasDispersion()) {\n if (execution?.dispersionWavelengths === 1) {\n // A positive wavelength enables stochastic hero-wavelength sampling\n // in the shader. Preview traces one random RGB channel per pixel.\n rayTracePass.setWavelength(wavelengths[0]);\n rayTracePass.createPass(clear, tile);\n } else {\n wavelengths.forEach((wavelength, index) => {\n rayTracePass.setWavelength(wavelength);\n rayTracePass.createPass(clear && index === 0, tile, index > 0);\n });\n }\n } else {\n rayTracePass.setWavelength(0);\n rayTracePass.createPass(clear, tile);\n }\n }\n\n function drawPostProcess(_forceNeedsDenoise = false, resolve = false) {\n if (resolve) { resolvedSamples = sampleCount; resolvedHasShadowCatcher = rayTracePass.hasShadowCatcher(); }\n if (resolvedSamples === 0) return;\n if (resolve) {\n rayTraceOutputPass.setSampleCount(sampleCount);\n rayTraceOutputPass.createPass(rayTracePass);\n }\n\n composePass.setSize(renderWidth, renderHeight);\n composePass.setUniforms({ exposure, toneMappingMode, contrast, saturation, temperature, tint, vignette, shadowCatcherColor, shadowCatcherAlpha });\n const colorTexture = rayTraceOutputPass.getOutput('color');\n const bloomEnabled = bloomIntensity > 0;\n const samplesSkipped = sampleCount < 10 || sampleCount % 10 > 0;\n const bloomState = scratch.get('bloom state', () => ({ owner: undefined as object | undefined, settings: '', dispose() { } }));\n const bloomSettings = `${bloomThreshold}/${bloomRadius}`;\n const needsUpdateBloom = bloomEnabled && sampleCount >= 10 && (!samplesSkipped || bloomState.owner !== targetKey || bloomState.settings !== bloomSettings);\n let currentBloomIntensity = bloomIntensity;\n if (needsUpdateBloom) {\n bloomPass ||= scratch.get('bloom', () => new WebGLBloomPass(renderer));\n bloomPass.setSize(renderWidth, renderHeight);\n bloomState.owner = targetKey; bloomState.settings = bloomSettings;\n bloomPass.setBrightThreshold(bloomThreshold);\n bloomPass.setRadius(bloomRadius);\n bloomPass.createPass(colorTexture);\n } else if (bloomEnabled && sampleCount < 10) {\n currentBloomIntensity = 0;\n }\n\n composePass.setUniforms({\n bloomIntensity: currentBloomIntensity,\n shadowCatcherEnabled: +resolvedHasShadowCatcher,\n outputMode: output === 'shadow' ? 1 : 0\n });\n composePass.createPass({\n colorTex: colorTexture,\n foregroundTex: rayTraceOutputPass.getOutput('foreground'),\n catcherBackgroundTex: rayTraceOutputPass.getOutput('catcherBackground'),\n shadowCatcherTex: rayTraceOutputPass.getOutput('shadowCatcher'),\n bloomTex:\n bloomEnabled && bloomPass\n ? bloomPass.getOutput()\n : renderer.emptyTexture\n });\n\n if (pendingDenoiser) {\n jnlmPass ??= scratch.get('jnlm', () => new WebGLJNLMDenoisePass(renderer));\n const filtered = jnlmPass.render({\n width: renderWidth,\n height: renderHeight,\n moments: rayTracePass.getOutput('moments'),\n catcherMoments: rayTracePass.hasShadowCatcher()\n ? rayTracePass.getOutput('catcherMoments')\n : undefined,\n color: composePass.getOutput('color'),\n albedo: rayTraceOutputPass.getOutput('albedo'),\n normal: rayTraceOutputPass.getOutput('normal'),\n shadowCatcher: rayTraceOutputPass.getOutput('shadowCatcher'),\n strength: pendingDenoiser.strength,\n shape: pendingDenoiser.shape\n });\n denoisedTexture = copy.copy(filtered, renderWidth, renderHeight, denoisedTexture); denoiseValid = true;\n pendingDenoiser = undefined;\n }\n\n let displayTexture =\n (output === 'final' && denoiseValid && denoisedTexture) || composePass.getOutput('color');\n if (output === 'normal' || output === 'albedo') {\n displayTexture = rayTraceOutputPass.getOutput(output);\n } else if (output === 'shadowCatcher') {\n displayTexture = rayTraceOutputPass.getOutput('shadowCatcher');\n }\n presentationTexture = copy.copy(displayTexture, renderWidth, renderHeight, presentationTexture);\n presentationDenoised = output === 'final' && denoiseValid && !!denoisedTexture;\n\n }\n\n function startRecordFrameTime(collectTileTiming: boolean) {\n const start = performance.now();\n const generation = tileTimingGeneration;\n const timedTileRender = tileRender;\n scheduleFrame(() => {\n elapsedFrameTime = Math.max(\n performance.now() - start - pageInvisibleTime,\n pageInvisibleTime > 0 ? 16 : 8\n );\n pageInvisibleTime = 0;\n if (\n generation === tileTimingGeneration &&\n timedTileRender === tileRender && !isFirstFrame\n ) {\n elapsedTileTime = collectTileTiming && renderer.isAllProgramCompiled()\n ? elapsedFrameTime : undefined;\n }\n });\n }\n\n function trace(camera: Camera, maxSamples: number) {\n if (rayTracePass.isInvalid() || renderFailed) return false;\n if (!renderer.isAllProgramCompiled()) {\n isFirstFrame = true;\n sampleCount = 0;\n tileRender.reset();\n return true;\n }\n\n rayTracePass.setCamera(camera);\n const resetAccumulation = isFirstFrame;\n if (resetAccumulation) {\n tileTimingGeneration++;\n elapsedTileTime = undefined;\n rayTracePass.setCamera(camera);\n tileRender.reset();\n sampleCount = 0;\n isFirstFrame = false;\n }\n if (sampleCount >= maxSamples) {\n drawPostProcess(true);\n return false;\n }\n // New samples make the denoised image stale.\n if (!preserveDenoisedOutput || resetAccumulation) denoiseValid = false;\n\n // The first draw after an update lazily prepares scene data and shaders.\n // Keep its wall time for reporting, but not for estimating tile throughput.\n startRecordFrameTime(!resetAccumulation);\n const frameSampleCount = sampleCount;\n let tile = tileRender.nextTile(elapsedTileTime);\n if (offlineSamplesPerBatch > 0 && tile.isFirstTile && tile.isLastTile) {\n tile.samplesPerFrame = offlineSamplesPerBatch;\n } else if (\n !allowMultipleSamplesPerFrame ||\n !(tile.isFirstTile && tile.isLastTile)\n ) {\n tile.samplesPerFrame = 1;\n }\n\n try {\n for (let i = 0;i < tile.samplesPerFrame && sampleCount < maxSamples;i++) {\n traceSample(sampleCount === 0 && tile.isFirstTile, {\n x: tile.x,\n y: tile.y,\n width: tile.tileWidth,\n height: tile.tileHeight\n });\n if (tile.isLastTile) sampleCount++;\n }\n if (sampleCount !== frameSampleCount && (!deferPostProcess || sampleCount >= maxSamples)) {\n drawPostProcess(sampleCount >= maxSamples, true);\n }\n } catch (error) {\n console.error(error);\n renderFailed = true;\n return false;\n }\n\n if (sampleCount !== frameSampleCount) {\n sampleRenderedCallback(\n sampleCount,\n frameSampleCount === 0,\n elapsedFrameTime\n );\n\n }\n return !renderer.isAllProgramCompiled();\n }\n\n function applyRenderResolution() {\n rayTracePass.useTarget(targetKey);\n const scale = 1;\n const nextWidth = Math.max(1, Math.round(screenWidth * scale));\n const nextHeight = Math.max(1, Math.round(screenHeight * scale));\n rayTracePass.setSize(nextWidth, nextHeight, screenWidth / screenHeight);\n if (nextWidth === renderWidth && nextHeight === renderHeight) return;\n renderWidth = nextWidth;\n renderHeight = nextHeight;\n tileRender.setSize(renderWidth, renderHeight);\n rayTraceOutputPass.setSize(renderWidth, renderHeight);\n composePass.setSize(renderWidth, renderHeight);\n bloomPass?.setSize(renderWidth, renderHeight);\n sampleCount = 0;\n resolvedSamples = 0;\n isFirstFrame = true;\n\n }\n\n function setSize(width: number, height: number) {\n width = Math.max(1, width);\n height = Math.max(1, height);\n if (width === screenWidth && height === screenHeight) return;\n screenWidth = width;\n screenHeight = height;\n\n outputPass.setSize(screenWidth, screenHeight);\n applyRenderResolution();\n sampleCount = 0;\n isFirstFrame = true;\n }\n\n function onVisibilityChange() {\n if (document.hidden) pageLeaveTime = performance.now();\n else pageInvisibleTime = performance.now() - pageLeaveTime;\n }\n if (typeof document !== 'undefined') document.addEventListener('visibilitychange', onVisibilityChange);\n\n function activate() {\n rayTracePass.useTarget(targetKey);\n rayTracePass.setSize(renderWidth, renderHeight, screenWidth / screenHeight);\n if (execution) {\n rayTracePass.setQuality(execution);\n rayTracePass.setClamping(execution.clamping);\n rayTracePass.setTransmissiveOutputAlphaMin(execution.transmissiveOutputAlphaMin);\n rayTracePass.setBevelSamples(execution.bevelSamples);\n rayTracePass.setSamplingPattern(execution.samplingPattern, execution.maxSamples);\n }\n }\n\n return {\n invalidateDenoisedOutput() { pendingDenoiser = undefined; denoiseValid = false; preserveDenoisedOutput = false; },\n synchronizeBackground() { },\n configure(settings: TraceSettings) {\n execution = { ...settings };\n maxTimePerTile = Math.max(1, settings.timeBudgetMs);\n allowMultipleSamplesPerFrame = settings.allowMultipleSamplesPerFrame;\n tileRender.setDesiredMsPerTile(maxTimePerTile);\n tileRender.setMaxTiles(settings.maxTiles);\n },\n activate,\n canCompleteSampleWithin(timeBudgetMs: number) { return elapsedFrameTime <= timeBudgetMs; },\n getOutputTexture() { return undefined; },\n applyPostProcesses() {},\n get presentationComplete() { return !!presentationTexture; },\n get presentationDenoised() { return presentationDenoised; },\n present() {\n if (!presentationTexture) return;\n {\n\n outputPass.setSize(renderer.canvas.width, renderer.canvas.height);\n }\n outputPass.setUniform('denoisedPercent', 0);\n outputPass.createPass({ colorTex: presentationTexture, colorDenoisedTex: presentationTexture });\n },\n getMemory() {\n return {\n width: renderWidth, height: renderHeight,\n bytes: rayTracePass.getTargetMemoryBytes(targetKey)\n + rayTraceOutputPass.getMemoryBytes() + (presentationTexture?.getMemoryBytes() ?? 0) + (denoisedTexture?.getMemoryBytes() ?? 0)\n };\n },\n isFirstFrame: () => isFirstFrame,\n restartSamples(_preserveTemporalHistory = false) {\n tileRender.reset();\n isFirstFrame = true;\n sampleCount = 0;\n denoiseValid = false;\n preserveDenoisedOutput = false;\n },\n /** Denoises the current image. WebGL only supports the built-in JNLM filter. */\n performDenoise(filter: DenoiserHandle): Promise<boolean> {\n if (filter.kind !== 'jnlm') {\n return Promise.reject(new Error('This denoiser requires WebGPU.'));\n }\n if (isFirstFrame || sampleCount < 1) return Promise.resolve(false);\n pendingDenoiser = filter.denoiser;\n drawPostProcess(true);\n return Promise.resolve(true);\n },\n cancelDenoise() {\n pendingDenoiser = undefined;\n },\n setPreserveDenoisedOutput(preserve: boolean) {\n preserveDenoisedOutput = preserve;\n },\n trace,\n drawPostProcess: () => drawPostProcess(true),\n setSize,\n setToneMappingParams(params: ToneMappingParams) {\n const nextExposure = params.exposure ?? 1;\n const nextToneMappingMode = {\n agx: 0,\n aces: 1,\n cineon: 2,\n reinhard: 3,\n linear: 4\n }[params.toneMapping ?? 'agx'] ?? 0;\n const nextContrast = params.contrast ?? 1;\n const nextSaturation = params.saturation ?? 1;\n const nextTemperature = params.temperature ?? 0;\n const nextTint = params.tint ?? 0;\n const nextVignette = params.vignette ?? 0;\n if (\n nextExposure === exposure &&\n nextToneMappingMode === toneMappingMode &&\n nextContrast === contrast &&\n nextSaturation === saturation &&\n nextTemperature === temperature &&\n nextTint === tint &&\n nextVignette === vignette\n ) return false;\n exposure = nextExposure;\n toneMappingMode = nextToneMappingMode;\n contrast = nextContrast;\n saturation = nextSaturation;\n temperature = nextTemperature;\n tint = nextTint;\n vignette = nextVignette;\n composePass.setUniforms({\n exposure,\n toneMappingMode,\n contrast,\n saturation,\n temperature,\n tint,\n vignette\n });\n return true;\n },\n setOfflineRenderOptions(options) {\n offlineSamplesPerBatch = Math.max(0, Math.round(options.samplesPerBatch));\n deferPostProcess = options.deferPostProcess;\n sampleSequenceOffset = Math.max(\n 0,\n Math.round(options.sampleSequenceOffset)\n );\n },\n setVarianceMoments(_enabled: boolean) { },\n setAdaptiveSamplingTargets(_targets) { },\n async prepareOfflineAdaptiveSampling(_options) {\n return undefined;\n },\n getTotalSamplesRendered: () => sampleCount,\n getDiagnostics: () => ({ ...rayTracePass.getDiagnostics(), shaderCompilation: renderer.getShaderCompilationDiagnostics() }),\n flushDiagnostics: async () => { },\n setShadowCatcherParams(color: ColorRGB, alpha: number) {\n const changed =\n color[0] !== shadowCatcherColor[0] ||\n color[1] !== shadowCatcherColor[1] ||\n color[2] !== shadowCatcherColor[2] ||\n alpha !== shadowCatcherAlpha;\n if (changed) {\n vec3.copy(shadowCatcherColor, color);\n shadowCatcherAlpha = alpha;\n composePass.setUniform('shadowCatcherColor', color);\n composePass.setUniform('shadowCatcherAlpha', alpha);\n }\n return changed;\n },\n setBloomParams({ intensity, threshold, radius }) {\n const changed =\n intensity !== bloomIntensity ||\n threshold !== bloomThreshold ||\n radius !== bloomRadius;\n bloomIntensity = intensity;\n bloomThreshold = threshold;\n bloomRadius = radius;\n return changed;\n },\n setOnSampleRendered(cb) {\n sampleRenderedCallback = cb;\n },\n\n setOutput(nextOutput: DisplayChannel) {\n if (output === nextOutput) return false;\n output = nextOutput;\n return true;\n },\n async readPresentation() {\n if (!presentationTexture) throw new Error('Render has no complete image.');\n rawReadFrameBuffer.bind(renderer, [presentationTexture]);\n const width = presentationTexture.width, height = presentationTexture.height;\n return { width, height, data: readRgbaPixels(renderer.gl, width, height, presentationTexture.isByteEncoded) };\n },\n async readOutput(kind) {\n if (kind === 'denoised' && (!denoisedTexture || !denoiseValid)) kind = 'hdr';\n const texture = kind === 'denoised' ? denoisedTexture! : rayTraceOutputPass.getOutput(kind === 'hdr' ? 'color' : kind);\n rawReadFrameBuffer.bind(renderer, [texture]);\n return { data: readRgbaPixels(renderer.gl, renderWidth, renderHeight, kind === 'albedo' || kind === 'normal'), width: renderWidth, height: renderHeight };\n },\n dispose() {\n if (disposed) return; disposed = true;\n if (typeof document !== 'undefined') document.removeEventListener('visibilitychange', onVisibilityChange);\n\n rayTracePass.releaseTarget(targetKey);\n rayTraceOutputPass.dispose();\n presentationTexture?.dispose(renderer.gl);\n denoisedTexture?.dispose(renderer.gl);\n }\n } satisfies TargetPipeline;\n}\n\n/** Independent render targets, without preview or presentation policy. */\nexport function makeWebGLRenderTargets(renderer: WebGLDevice): RenderPipeline {\n const rayTracePass = new WebGLRayTracePass(renderer);\n const scratch = new ScratchPool();\n return makeRenderPipeline(rayTracePass, () => makeWebGLAccumulationTarget(renderer, rayTracePass, scratch), true, scratch);\n}\n"]}
@@ -0,0 +1,10 @@
1
+ import { FrameBuffer, Texture2D, type WebGLDevice } from './webgl.js';
2
+ /** Shared read/copy framebuffers; retained images belong to the individual render. */
3
+ export declare class WebGLScratchCopy {
4
+ private readonly renderer;
5
+ readonly readFrameBuffer: FrameBuffer;
6
+ private readonly drawFrameBuffer;
7
+ constructor(renderer: WebGLDevice);
8
+ copy(source: Texture2D, width: number, height: number, target?: Texture2D): Texture2D;
9
+ dispose(): void;
10
+ }
@@ -0,0 +1,27 @@
1
+ import { FrameBuffer, Texture2D } from './webgl.js';
2
+ /** Shared read/copy framebuffers; retained images belong to the individual render. */
3
+ export class WebGLScratchCopy {
4
+ renderer;
5
+ readFrameBuffer = new FrameBuffer();
6
+ drawFrameBuffer = new FrameBuffer();
7
+ constructor(renderer) {
8
+ this.renderer = renderer;
9
+ }
10
+ copy(source, width, height, target) {
11
+ target ??= new Texture2D({ type: source.storageType });
12
+ const gl = this.renderer.gl;
13
+ target.ensureStorage(gl, width, height, { type: source.storageType });
14
+ this.readFrameBuffer.bind(this.renderer, [source], gl.READ_FRAMEBUFFER);
15
+ this.drawFrameBuffer.bind(this.renderer, [target], gl.DRAW_FRAMEBUFFER);
16
+ if (source.width < width || source.height < height) {
17
+ gl.disable(gl.SCISSOR_TEST);
18
+ gl.clearColor(0, 0, 0, 0);
19
+ gl.clear(gl.COLOR_BUFFER_BIT);
20
+ }
21
+ const copyWidth = Math.min(width, source.width), copyHeight = Math.min(height, source.height);
22
+ gl.blitFramebuffer(0, 0, copyWidth, copyHeight, 0, 0, copyWidth, copyHeight, gl.COLOR_BUFFER_BIT, gl.NEAREST);
23
+ return target;
24
+ }
25
+ dispose() { this.readFrameBuffer.dispose(this.renderer); this.drawFrameBuffer.dispose(this.renderer); }
26
+ }
27
+ //# sourceMappingURL=WebGLScratchCopy.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"WebGLScratchCopy.js","sourceRoot":"","sources":["../../src/renderer/WebGLScratchCopy.ts"],"names":[],"mappings":"AAAA,OAAO,EAAC,WAAW,EAAE,SAAS,EAAmB,MAAM,YAAY,CAAC;AACpE,sFAAsF;AACtF,MAAM,OAAO,gBAAgB;IAGE;IAFpB,eAAe,GAAG,IAAI,WAAW,EAAE,CAAC;IAC5B,eAAe,GAAG,IAAI,WAAW,EAAE,CAAC;IACrD,YAA6B,QAAqB;QAArB,aAAQ,GAAR,QAAQ,CAAa;IAAG,CAAC;IACtD,IAAI,CAAC,MAAiB,EAAE,KAAa,EAAE,MAAc,EAAE,MAAkB;QACvE,MAAM,KAAK,IAAI,SAAS,CAAC,EAAC,IAAI,EAAE,MAAM,CAAC,WAAW,EAAC,CAAC,CAAC;QACrD,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC,EAAE,CAAC;QAC5B,MAAM,CAAC,aAAa,CAAC,EAAE,EAAE,KAAK,EAAE,MAAM,EAAE,EAAC,IAAI,EAAE,MAAM,CAAC,WAAW,EAAC,CAAC,CAAC;QACpE,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC,MAAM,CAAC,EAAE,EAAE,CAAC,gBAAgB,CAAC,CAAC;QACxE,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC,MAAM,CAAC,EAAE,EAAE,CAAC,gBAAgB,CAAC,CAAC;QACxE,IAAI,MAAM,CAAC,KAAK,GAAG,KAAK,IAAI,MAAM,CAAC,MAAM,GAAG,MAAM,EAAE,CAAC;YAAA,EAAE,CAAC,OAAO,CAAC,EAAE,CAAC,YAAY,CAAC,CAAC;YAAC,EAAE,CAAC,UAAU,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAAC,EAAE,CAAC,KAAK,CAAC,EAAE,CAAC,gBAAgB,CAAC,CAAC;QAAA,CAAC;QAC5I,MAAM,SAAS,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,MAAM,CAAC,KAAK,CAAC,EAAE,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,CAAC,CAAC;QAC9F,EAAE,CAAC,eAAe,CAAC,CAAC,EAAE,CAAC,EAAE,SAAS,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,SAAS,EAAE,UAAU,EAAE,EAAE,CAAC,gBAAgB,EAAE,EAAE,CAAC,OAAO,CAAC,CAAC;QAC9G,OAAO,MAAM,CAAC;IAChB,CAAC;IACD,OAAO,KAAI,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAA,CAAC;CACtG","sourcesContent":["import {FrameBuffer, Texture2D, type WebGLDevice} from './webgl.js';\n/** Shared read/copy framebuffers; retained images belong to the individual render. */\nexport class WebGLScratchCopy {\n readonly readFrameBuffer = new FrameBuffer();\n private readonly drawFrameBuffer = new FrameBuffer();\n constructor(private readonly renderer: WebGLDevice) {}\n copy(source: Texture2D, width: number, height: number, target?: Texture2D) {\n target ??= new Texture2D({type: source.storageType});\n const gl = this.renderer.gl;\n target.ensureStorage(gl, width, height, {type: source.storageType});\n this.readFrameBuffer.bind(this.renderer, [source], gl.READ_FRAMEBUFFER);\n this.drawFrameBuffer.bind(this.renderer, [target], gl.DRAW_FRAMEBUFFER);\n if (source.width < width || source.height < height) {gl.disable(gl.SCISSOR_TEST); gl.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT);}\n const copyWidth = Math.min(width, source.width), copyHeight = Math.min(height, source.height);\n gl.blitFramebuffer(0, 0, copyWidth, copyHeight, 0, 0, copyWidth, copyHeight, gl.COLOR_BUFFER_BIT, gl.NEAREST);\n return target;\n }\n dispose() {this.readFrameBuffer.dispose(this.renderer); this.drawFrameBuffer.dispose(this.renderer);}\n}\n"]}