@meimu/mutracer 0.0.0-stage → 0.1.1

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 +240 -2
  13. package/THIRD_PARTY_NOTICES.md +160 -0
  14. package/dist/assets/bvh.worker.js +1 -0
  15. package/dist/mutracer.umd.js +14360 -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 +160 -0
  24. package/docs/sampling.md +40 -0
  25. package/docs/threejs.md +274 -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 +123 -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 +265 -0
  35. package/lib/Render.js +742 -0
  36. package/lib/Render.js.map +1 -0
  37. package/lib/RenderLoop.d.ts +79 -0
  38. package/lib/RenderLoop.js +236 -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 +1448 -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 +126 -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 +623 -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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{ specularAnisotropyModelIndex, finiteAnisotropySource } from '../scene/anisotropyParameters.js';\nimport { finiteFilmThickness, thinFilmMapChannelIndex } from '../scene/thinFilmParameters.js';\nimport { MATERIAL_TEXTURE_NAMES, MATERIAL_TEXTURE_SLOTS, type MaterialTextureIndex } from './materialTextureSlots.js';\nimport { packMaterialBuffer } from './materialLayout.js';\nimport { float16Bits } from './float16.js';\nimport {createCanvas} from '../util/canvas.js';\nimport { mapAlphaUsageConstants } from './materialConstants.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 { ShadowCatcherMaterial, UnlitMaterial } from '../constants.js';\nimport { vec2 } from '../math.js';\nimport { materialEmission } from './materialEmission.js';\nimport {\n Texture2DArray as WebGLTexture2DArray,\n constants,\n Texture2D,\n type TexturePixelSource\n} from './webgl.js';\nimport OpenPBRMaterial, {\n materialAlphaModeConstants,\n resolveMaterialAlphaMode\n} from '../scene/OpenPBRMaterial.js';\nimport { ColorRGB } from '../types.js';\nimport { mergeTexturesFromMaterials } from './texturesFromMaterials.js';\nimport Texture, { isTextureDataSource } from '../scene/Texture.js';\nimport { commonNearestFloatProps, setDataTexture } from './dataTextureUtil.js';\nimport { SceneLight } from '../scene/Scene.js';\n\nexport const DEFAULT_MAX_TEXTURE_ARRAY_BYTES = 384 * 1024 * 1024;\n\nexport interface MaterialTableOptions {\n maxTextureArrayBytes?: number;\n maxTextureArrayLayers?: number;\n maxTextureDimension2D?: number;\n}\n\nexport interface TextureAtlasStats {\n estimatedBytes: number;\n height: number;\n layers: number;\n packTimeMs: number;\n scale: number;\n sourcePixels: number;\n textureCount: number;\n width: number;\n}\n\nexport function materialUsesMedium(material: OpenPBRMaterial): boolean {\n return !material.thinWalled && (\n (material.transmissionWeight > 0 && material.transmissionDepth > 0) ||\n material.subsurfaceWeight > 0\n );\n}\n\nexport const uvProjectionConstants = {\n none: 0,\n spherical: 1,\n cylindrical: 2,\n triplanar: 3\n};\n\ninterface AtlasPlacement {\n height: number;\n index: number;\n layer: number;\n width: number;\n x: number;\n y: number;\n}\n\ninterface AtlasShelf {\n height: number;\n x: number;\n y: number;\n}\n\ninterface AtlasPage {\n nextY: number;\n placements: AtlasPlacement[];\n shelves: AtlasShelf[];\n}\n\n/**\n * Packs material textures into a small 2D-array atlas.\n *\n * The input rectangles are sorted from tallest/largest to smallest, then\n * placed with a shelf allocator. Each atlas layer contains horizontal shelves;\n * a texture is inserted into the first shelf with enough remaining width, or a\n * new shelf is opened below the existing ones. A new array layer is allocated\n * only when none of the current layers has enough room.\n *\n * `makeTextureArray` first tries this packing at full resolution. If the result\n * exceeds the adapter layer limit or the configured memory budget, it performs\n * a binary search for the largest uniform scale that fits. This preserves full\n * resolution whenever packing alone is sufficient and degrades predictably on\n * constrained hardware.\n *\n * The returned placements keep the original logical texture indices. Shaders\n * use per-texture atlas metadata instead of treating the logical index as the\n * physical array layer.\n */\nfunction packTextureAtlas(\n textures: Texture[],\n pageSize: number,\n scale: number\n) {\n const pages: AtlasPage[] = [];\n const placements = new Array<AtlasPlacement>(textures.length);\n const items = textures\n .map((texture, index) => ({\n height: Math.max(1, Math.floor(texture.image.height * scale)),\n index,\n width: Math.max(1, Math.floor(texture.image.width * scale))\n }))\n .sort((a, b) => b.height - a.height || b.width - a.width);\n\n for (const item of items) {\n let placement: AtlasPlacement | undefined;\n for (let layer = 0; layer < pages.length && !placement; layer++) {\n const page = pages[layer];\n for (const shelf of page.shelves) {\n if (\n item.height <= shelf.height &&\n shelf.x + item.width <= pageSize\n ) {\n placement = {\n ...item,\n layer,\n x: shelf.x,\n y: shelf.y\n };\n shelf.x += item.width;\n break;\n }\n }\n if (!placement && page.nextY + item.height <= pageSize) {\n placement = {\n ...item,\n layer,\n x: 0,\n y: page.nextY\n };\n page.shelves.push({\n height: item.height,\n x: item.width,\n y: page.nextY\n });\n page.nextY += item.height;\n }\n }\n\n if (!placement) {\n const layer = pages.length;\n placement = { ...item, layer, x: 0, y: 0 };\n pages.push({\n nextY: item.height,\n placements: [],\n shelves: [{ height: item.height, x: item.width, y: 0 }]\n });\n }\n pages[placement.layer].placements.push(placement);\n placements[item.index] = placement;\n }\n\n return { pages, placements };\n}\n\nfunction createAtlasCanvas(width: number, height: number) {\n return createCanvas(width, height);\n}\n\nfunction createDataAtlasPage(\n width: number,\n height: number,\n page: ReturnType<typeof packTextureAtlas>['pages'][number],\n textures: Texture[],\n floatStorage: boolean\n): TexturePixelSource {\n const data = floatStorage ? new Uint16Array(width * height * 4) : new Uint8Array(width * height * 4);\n // Retain the same Canvas composition for DOM layers, including straight-alpha\n // readback. Raw sources never pass through Canvas or its color conversion.\n const domPlacements = page.placements.filter(p => !isTextureDataSource(textures[p.index].image));\n if (domPlacements.length) {\n const canvas = createAtlasCanvas(width, height);\n const context = canvas.getContext('2d');\n if (!context) throw new Error('Unable to create a canvas for the texture atlas.');\n for (const placement of domPlacements) drawAtlasImage(context, placement, textures[placement.index]);\n const pixels = context.getImageData(0, 0, width, height).data;\n for (let i = 0; i < pixels.length; i++) data[i] = floatStorage ? float16Bits(pixels[i] / 255) : pixels[i];\n }\n for (const placement of page.placements) {\n const texture = textures[placement.index];\n const source = texture.image;\n if (!isTextureDataSource(source)) continue;\n const bytes = source.data instanceof Uint8Array || source.data instanceof Uint8ClampedArray;\n if (!bytes && !(source.data instanceof Float32Array) && !(source.data instanceof Int32Array)) {\n throw new Error('Material texture data must be Uint8Array, Uint8ClampedArray, Float32Array or Int32Array.');\n }\n if (source.data.length !== source.width * source.height * 4) {\n throw new Error('Material texture RGBA source length does not match its dimensions.');\n }\n for (let y = 0; y < placement.height; y++) {\n let sourceY = Math.min(source.height - 1, Math.floor(((y + 0.5) * source.height) / placement.height));\n if (texture.flipY) sourceY = source.height - 1 - sourceY;\n for (let x = 0; x < placement.width; x++) {\n const sourceX = Math.min(source.width - 1, Math.floor(((x + 0.5) * source.width) / placement.width));\n const sourceOffset = (sourceY * source.width + sourceX) * 4;\n const targetOffset = ((placement.y + y) * width + placement.x + x) * 4;\n for (let c = 0; c < 4; c++) {\n const value = source.data[sourceOffset + c];\n data[targetOffset + c] = floatStorage ? float16Bits(bytes ? value / 255 : value) : value;\n }\n }\n }\n }\n return { data, width, height };\n}\n\nfunction drawAtlasImage(\n context: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D,\n placement: AtlasPlacement,\n texture: Texture\n) {\n if (texture.flipY) {\n context.save();\n context.translate(placement.x, placement.y + placement.height);\n context.scale(1, -1);\n context.drawImage(texture.image as CanvasImageSource, 0, 0, placement.width, placement.height);\n context.restore();\n } else {\n context.drawImage(texture.image as CanvasImageSource, placement.x, placement.y, placement.width, placement.height);\n }\n}\n\nfunction makeTextureArray(\n textures: Texture[],\n sRGB = false,\n options: MaterialTableOptions = {}\n) {\n const packStart = performance.now();\n if (!textures.length) {\n return {\n mapInfo: [] as number[],\n mapTransform: [] as number[],\n mapUvChannel: [] as number[],\n mapColorLinear: [] as number[],\n stats: {\n estimatedBytes: 0,\n height: 1,\n layers: 0,\n packTimeMs: performance.now() - packStart,\n scale: 1,\n sourcePixels: 0,\n textureCount: 0,\n width: 1\n } satisfies TextureAtlasStats,\n texture: new WebGLTexture2DArray({\n width: 1,\n height: 1,\n sRGB,\n source: [],\n minFilter: constants.LINEAR,\n magFilter: constants.LINEAR,\n wrapS: constants.CLAMP_TO_EDGE,\n wrapT: constants.CLAMP_TO_EDGE\n })\n };\n }\n\n const dataBacked = textures.some((texture) =>\n isTextureDataSource(texture.image)\n );\n const mapColorLinear = textures.map(texture => {\n const image = texture.image;\n return Number(isTextureDataSource(image) &&\n !(image.data instanceof Uint8Array) && !(image.data instanceof Uint8ClampedArray));\n });\n const floatStorage = mapColorLinear.some(Boolean);\n const bytesPerPixel = floatStorage ? 8 : 4;\n\n const maxTextureArrayLayers = options.maxTextureArrayLayers ?? Infinity;\n const maxTextureDimension2D = options.maxTextureDimension2D ?? Infinity;\n const maxTextureArrayBytes =\n options.maxTextureArrayBytes ?? DEFAULT_MAX_TEXTURE_ARRAY_BYTES;\n const sourcePixels = textures.reduce(\n (sum, texture) => sum + texture.image.width * texture.image.height,\n 0\n );\n const maxSourceDimension = textures.reduce(\n (max, texture) =>\n Math.max(max, texture.image.width, texture.image.height),\n 1\n );\n const maxPageSizeFromBudget = Math.max(\n 1,\n Math.floor(Math.sqrt(maxTextureArrayBytes / bytesPerPixel))\n );\n const pageSize = Math.max(\n 1,\n Math.floor(\n Math.min(\n maxSourceDimension,\n maxTextureDimension2D,\n maxPageSizeFromBudget\n )\n )\n );\n const pageBytes = pageSize * pageSize * bytesPerPixel;\n const maxPageCount = Math.max(\n 1,\n Math.min(\n maxTextureArrayLayers,\n Math.floor(maxTextureArrayBytes / pageBytes)\n )\n );\n const maxScale = Math.min(1, pageSize / maxSourceDimension);\n let packed = packTextureAtlas(textures, pageSize, maxScale);\n let scale = maxScale;\n\n if (packed.pages.length > maxPageCount) {\n let low = 0;\n let high = maxScale;\n let bestPacked: ReturnType<typeof packTextureAtlas> | undefined;\n let bestScale = 0;\n for (let i = 0; i < 14; i++) {\n const candidateScale = (low + high) / 2;\n const candidate = packTextureAtlas(\n textures,\n pageSize,\n candidateScale\n );\n if (candidate.pages.length <= maxPageCount) {\n low = candidateScale;\n bestScale = candidateScale;\n bestPacked = candidate;\n } else {\n high = candidateScale;\n }\n }\n if (!bestPacked) {\n throw new Error(\n `Unable to fit ${textures.length} textures into ${maxPageCount} atlas layers.`\n );\n }\n packed = bestPacked;\n scale = bestScale;\n }\n\n const atlasWidth = Math.max(\n 1,\n ...packed.placements.map((placement) => placement.x + placement.width)\n );\n const atlasHeight = Math.max(\n 1,\n ...packed.placements.map((placement) => placement.y + placement.height)\n );\n const pages = packed.pages.map((page) => {\n if (dataBacked) {\n return createDataAtlasPage(atlasWidth, atlasHeight, page, textures, floatStorage);\n }\n const canvas = createAtlasCanvas(atlasWidth, atlasHeight);\n const context = canvas.getContext('2d');\n if (!context) {\n throw new Error('Unable to create a canvas for the texture atlas.');\n }\n for (const placement of page.placements) drawAtlasImage(context, placement, textures[placement.index]);\n return canvas;\n });\n\n if (scale < 0.999) {\n console.warn(\n `Texture atlas downscaled to ${(scale * 100).toFixed(1)}% to fit the GPU budget.`\n );\n }\n\n // mapInfo = [uvScale.x, uvScale.y, layer + uvOffset.x, uvOffset.y].\n // Packing layer and X offset into one float keeps the shader metadata to one\n // vec4 per logical texture; floor(z) restores the layer and fract(z) the X.\n const mapInfo = packed.placements.flatMap((placement) => {\n const offsetX = (placement.x + 0.5) / atlasWidth;\n const offsetY = (placement.y + 0.5) / atlasHeight;\n return [\n Math.max(placement.width - 1, 0) / atlasWidth,\n Math.max(placement.height - 1, 0) / atlasHeight,\n placement.layer + offsetX,\n offsetY\n ];\n });\n\n const texture = new WebGLTexture2DArray({\n width: atlasWidth,\n height: atlasHeight,\n sRGB,\n type: floatStorage ? constants.HALF_FLOAT : constants.UNSIGNED_BYTE,\n source: pages,\n flipY: false,\n flipYArray: pages.map(() => false),\n minFilter: constants.LINEAR,\n magFilter: constants.LINEAR,\n wrapS: constants.CLAMP_TO_EDGE,\n wrapT: constants.CLAMP_TO_EDGE\n });\n\n return {\n texture,\n mapInfo,\n mapTransform: textures.flatMap((texture) => [\n texture.uvScale[0],\n texture.uvScale[1],\n texture.uvOffset[0],\n texture.uvOffset[1]\n ]),\n mapUvChannel: textures.map((texture) => texture.uvChannel),\n mapColorLinear,\n stats: {\n estimatedBytes: atlasWidth * atlasHeight * pages.length * bytesPerPixel,\n height: atlasHeight,\n layers: pages.length,\n packTimeMs: performance.now() - packStart,\n scale,\n sourcePixels,\n textureCount: textures.length,\n width: atlasWidth\n } satisfies TextureAtlasStats\n };\n}\n\nexport interface BufferData extends Record<MaterialTextureIndex, number[]> {\n color: ColorRGB[];\n roughness: number[];\n metallic: number[];\n emission: ColorRGB[];\n ior: number[];\n transmission: number[];\n dispersion: number[];\n thinFilmThickness: number[];\n thinFilmThicknessMinimum: number[];\n thinFilmMapChannel: number[];\n thinFilmIor: number[];\n anisotropy: number[];\n thin: number[];\n doubleSided: number[];\n bevelSize: number[];\n mapAlphaUsage: number[];\n\n normalScale: vec2.Vec2Array[];\n\n type: (typeof ShadowCatcherMaterial | typeof UnlitMaterial | 0)[];\n mapInfo: number[];\n mapTransform: number[];\n mapUvChannel: number[];\n mapColorLinear: number[];\n\n mediumType: number[];\n specularAnisotropyModel: number[];\n specularAnisotropyRotation: number[];\n coatAnisotropyRotation: number[];\n coatNormalScale: vec2.Vec2Array[];\n\n uvProjection: number[];\n uvScale: vec2.Vec2Array[];\n\n displacementUvProjection: number[];\n displacementUvProjectionScale: number[];\n\n // For PDM displacement.\n displacementStepSize: number[];\n\n // Alpha\n alpha: number[];\n alphaMode: number[];\n alphaCutoff: number[];\n\n baseWeight: number[];\n baseDiffuseRoughness: number[];\n specularWeight: number[];\n specularColor: ColorRGB[];\n transmissionColor: ColorRGB[];\n transmissionDepth: number[];\n transmissionScatter: ColorRGB[];\n transmissionScatterAnisotropy: number[];\n subsurfaceWeight: number[];\n subsurfaceColor: ColorRGB[];\n subsurfaceRadius: number[];\n subsurfaceRadiusScale: ColorRGB[];\n subsurfaceScatterAnisotropy: number[];\n fuzzWeight: number[];\n fuzzColor: ColorRGB[];\n fuzzRoughness: number[];\n coatWeight: number[];\n coatColor: ColorRGB[];\n coatRoughness: number[];\n coatAnisotropy: number[];\n coatIor: number[];\n coatDarkening: number[];\n thinFilmWeight: number[];\n dispersionAbbeNumber: number[];\n mediumExtinction: ColorRGB[];\n mediumScattering: ColorRGB[];\n mediumAnisotropy: number[];\n}\n\nfunction clampColor(color: ArrayLike<number>, fallback = 0): ColorRGB {\n return [0, 1, 2].map((channel) => {\n const value = Number(color[channel]);\n return Number.isFinite(value) ? Math.min(1, Math.max(0, value)) : fallback;\n }) as ColorRGB;\n}\n\ntype OpenPbrMedium = {\n anisotropy: number;\n extinction: ColorRGB;\n scattering: ColorRGB;\n};\n\nfunction emptyOpenPbrMedium(): OpenPbrMedium {\n return {\n anisotropy: 0,\n extinction: [0, 0, 0],\n scattering: [0, 0, 0]\n };\n}\n\nfunction transmissionMedium(material: OpenPBRMaterial) {\n const weight = Math.min(1, Math.max(0, material.transmissionWeight));\n const depth = Math.max(0, material.transmissionDepth);\n if (weight <= 0 || depth <= 0 || material.thinWalled) return undefined;\n\n const color = clampColor(material.transmissionColor, 1);\n const scatterColor = clampColor(material.transmissionScatter);\n const extinction = color.map((channel) =>\n Math.max(0, -Math.log(Math.max(channel, 1e-6)) / depth)\n ) as ColorRGB;\n const scattering = scatterColor.map((channel, index) =>\n extinction[index] * channel\n ) as ColorRGB;\n return {\n anisotropy: Math.min(\n 0.999,\n Math.max(-0.999, material.transmissionScatterAnisotropy)\n ),\n extinction,\n scattering\n } satisfies OpenPbrMedium;\n}\n\nfunction subsurfaceMedium(material: OpenPBRMaterial) {\n const weight = Math.min(1, Math.max(0, material.subsurfaceWeight));\n if (weight <= 0 || material.thinWalled) return undefined;\n\n // OpenPBR's radius is the extinction mean free path. The van de Hulst\n // mapping converts the artist-facing multiple-scattering color to a\n // single-scattering albedo while compensating for phase anisotropy.\n const radius = Math.max(material.subsurfaceRadius, 1e-3);\n const radiusScale = clampColor(material.subsurfaceRadiusScale, 1);\n const color = clampColor(material.subsurfaceColor);\n const anisotropy = Math.min(\n 0.999,\n Math.max(-0.999, material.subsurfaceAnisotropy)\n );\n const extinction = radiusScale.map(\n (scale) => 1 / Math.max(radius * scale, 1e-3)\n ) as ColorRGB;\n const scattering = color.map((channel, index) => {\n const s = 4.09712 + 4.20863 * channel - Math.sqrt(\n 9.59217 + 41.6808 * channel + 17.7126 * channel * channel\n );\n const sSquared = s * s;\n const albedo = Math.min(\n 1,\n Math.max(0, (1 - sSquared) / (1 - anisotropy * sSquared))\n );\n return extinction[index] * albedo;\n }) as ColorRGB;\n return { anisotropy, extinction, scattering } satisfies OpenPbrMedium;\n}\n\nfunction combineOpenPbrMedia(\n material: OpenPBRMaterial,\n transmission: OpenPbrMedium | undefined,\n subsurface: OpenPbrMedium | undefined\n) {\n const transmissionFraction = transmission\n ? Math.min(1, Math.max(0, material.transmissionWeight))\n : 0;\n const subsurfaceFraction = subsurface\n ? (1 - transmissionFraction)\n * Math.min(1, Math.max(0, material.subsurfaceWeight))\n : 0;\n const total = transmissionFraction + subsurfaceFraction;\n if (total <= 0) return undefined;\n\n const transmissionWeight = transmissionFraction / total;\n const subsurfaceWeight = subsurfaceFraction / total;\n const extinction = [0, 1, 2].map((channel) => {\n const transmissionAbsorption = transmission\n ? transmission.extinction[channel] - transmission.scattering[channel]\n : 0;\n const subsurfaceAbsorption = subsurface\n ? subsurface.extinction[channel] - subsurface.scattering[channel]\n : 0;\n const absorption = transmissionAbsorption * transmissionWeight\n + subsurfaceAbsorption * subsurfaceWeight;\n const scattering = (transmission?.scattering[channel] || 0)\n * transmissionWeight\n + (subsurface?.scattering[channel] || 0) * subsurfaceWeight;\n return Math.max(0, absorption + scattering);\n }) as ColorRGB;\n const scattering = [0, 1, 2].map((channel) =>\n (transmission?.scattering[channel] || 0) * transmissionWeight\n + (subsurface?.scattering[channel] || 0) * subsurfaceWeight\n ) as ColorRGB;\n const anisotropy = (transmission?.anisotropy || 0) * transmissionWeight\n + (subsurface?.anisotropy || 0) * subsurfaceWeight;\n return { anisotropy, extinction, scattering } satisfies OpenPbrMedium;\n}\n\nfunction openPbrMedium(material: OpenPBRMaterial) {\n const volume = combineOpenPbrMedia(\n material,\n transmissionMedium(material),\n subsurfaceMedium(material)\n );\n return volume ?? emptyOpenPbrMedium();\n}\n\nclass MaterialTable {\n texture: WebGLTexture2DArray | undefined;\n textureAtlasStats: TextureAtlasStats;\n\n defines: Record<string, string | number> = {};\n\n bufferData: BufferData;\n\n private _matBufferTex = new Texture2D(commonNearestFloatProps);\n private _materialBufferColumnsLog: number = 0;\n\n private _displacementMaps: Texture[] = [];\n private _lightTexturesIndices: number[] = [];\n\n constructor(\n materials: OpenPBRMaterial[],\n lights: SceneLight[],\n options: MaterialTableOptions = {}\n ) {\n const maps = mergeTexturesFromMaterials(materials, MATERIAL_TEXTURE_NAMES);\n this._displacementMaps =\n maps.indices.displacementMap\n .map((idx) => {\n return maps.textures[idx];\n })\n .filter((a) => !!a);\n\n const bufferData = this._packParams(materials);\n\n const allTextures = maps.textures.slice();\n const lightTexturesIndices: number[] = [];\n for (let i = 0; i < lights.length; i++) {\n const light = lights[i];\n if (light.type === 'RectLight' && light.texture) {\n lightTexturesIndices.push(allTextures.length);\n allTextures.push(light.texture);\n } else {\n lightTexturesIndices.push(-1);\n }\n }\n const { mapInfo, mapTransform, mapUvChannel, mapColorLinear, stats, texture } = makeTextureArray(\n allTextures,\n false,\n options\n );\n\n this.texture = texture;\n this.textureAtlasStats = stats;\n bufferData.mapInfo = mapInfo;\n bufferData.mapTransform = mapTransform;\n bufferData.mapUvChannel = mapUvChannel;\n bufferData.mapColorLinear = mapColorLinear;\n for (const slot of MATERIAL_TEXTURE_SLOTS) {\n bufferData[slot.index] = maps.indices[slot.property];\n }\n\n this.bufferData = bufferData;\n\n this._lightTexturesIndices = lightTexturesIndices;\n\n function countMaps(indices: number[]) {\n return indices.filter((idx) => idx >= 0).length;\n }\n\n this.defines = {\n NUM_MAPS: allTextures.length,\n ...Object.fromEntries(MATERIAL_TEXTURE_SLOTS.flatMap(slot => slot.define\n ? [[slot.define, countMaps(maps.indices[slot.property])]] : []))\n };\n\n this._updateBuffer();\n }\n\n private _packParams(materials: OpenPBRMaterial[]) {\n const media = materials.map(openPbrMedium);\n return {\n color: materials.map((m) => m.baseColor.slice(0, 3) as ColorRGB),\n roughness: materials.map(m => m.specularAnisotropyModel === 'gltf' ? finiteAnisotropySource(m.specularRoughness, 0.3) : m.specularRoughness),\n emission: materials.map(materialEmission),\n metallic: materials.map((m) => m.baseMetalness),\n ior: materials.map((m) => m.specularIor),\n dispersion: materials.map((m) => m.transmissionDispersionScale),\n thin: materials.map((m) => +m.thinWalled),\n bevelSize: materials.map((m) => m.bevelSize),\n transmission: materials.map((m) => m.transmissionWeight),\n anisotropy: materials.map(m => m.specularAnisotropyModel === 'gltf' ? finiteAnisotropySource(m.specularAnisotropy, 0) : m.specularAnisotropy),\n specularAnisotropyModel: materials.map(m => specularAnisotropyModelIndex(m.specularAnisotropyModel)),\n thinFilmThickness: materials.map((m) => finiteFilmThickness(m.thinFilmThickness, 0.5)),\n thinFilmThicknessMinimum: materials.map((m) => finiteFilmThickness(m.thinFilmThicknessMinimum, 0)),\n thinFilmMapChannel: materials.map((m) => thinFilmMapChannelIndex(m.thinFilmMapChannel)),\n thinFilmIor: materials.map((m) => m.thinFilmIor),\n normalScale: materials.map((m) => m.normalScale),\n mapAlphaUsage: materials.map((m) => mapAlphaUsageConstants[m.mapAlphaUsage]),\n type: materials.map((m) => {\n if (m.shadowCatcher) {\n return ShadowCatcherMaterial;\n }\n if (m.unlit) {\n return UnlitMaterial;\n }\n // Standard material\n return 0;\n }),\n // Retain mediumType until both legacy readers are migrated; the\n // direction and coat-normal inputs are reserved for later C1 steps.\n mediumType: materials.map((m) => Number(materialUsesMedium(m))),\n specularAnisotropyRotation: materials.map(m => Number.isFinite(m.specularAnisotropyRotation) ? m.specularAnisotropyRotation : 0),\n coatAnisotropyRotation: materials.map(m => Number.isFinite(m.coatAnisotropyRotation) ? m.coatAnisotropyRotation : 0),\n coatNormalScale: materials.map(m => m.coatNormalScale),\n uvProjection: materials.map(\n (m) => uvProjectionConstants[m.uvProjection] || 0\n ),\n uvScale: materials.map((m) => m.uvProjectionScale || [1, 1]),\n\n displacementUvProjection: materials.map(\n (m) => uvProjectionConstants[m.displacementUvProjection] || 0\n ),\n displacementUvProjectionScale: materials.map((m) => m.displacementUvProjectionScale || 1),\n displacementStepSize: materials.map(\n (m) => m.displacementStepSize || 0.01\n ),\n\n // Alpha\n alpha: materials.map((m) => m.opacity),\n alphaMode: materials.map(\n (m) => materialAlphaModeConstants[resolveMaterialAlphaMode(m)]\n ),\n alphaCutoff: materials.map((m) => Math.max(0, m.alphaCutoff)),\n doubleSided: materials.map((m) => Number(m.doubleSided)),\n\n baseWeight: materials.map((m) => m.baseWeight),\n baseDiffuseRoughness: materials.map((m) => m.baseDiffuseRoughness),\n specularWeight: materials.map((m) => m.specularWeight),\n specularColor: materials.map((m) => clampColor(m.specularColor, 1)),\n transmissionColor: materials.map((m) => clampColor(m.transmissionColor, 1)),\n transmissionDepth: materials.map((m) => Math.max(0, m.transmissionDepth)),\n transmissionScatter: materials.map((m) => clampColor(m.transmissionScatter)),\n transmissionScatterAnisotropy: materials.map((m) => m.transmissionScatterAnisotropy),\n subsurfaceWeight: materials.map((m) => m.subsurfaceWeight),\n subsurfaceColor: materials.map((m) => clampColor(m.subsurfaceColor)),\n subsurfaceRadius: materials.map((m) => Math.max(0, m.subsurfaceRadius)),\n subsurfaceRadiusScale: materials.map((m) => clampColor(m.subsurfaceRadiusScale)),\n subsurfaceScatterAnisotropy: materials.map((m) => m.subsurfaceAnisotropy),\n fuzzWeight: materials.map((m) => m.fuzzWeight),\n fuzzColor: materials.map((m) => clampColor(m.fuzzColor, 1)),\n fuzzRoughness: materials.map((m) => m.fuzzRoughness),\n coatWeight: materials.map((m) => m.coatWeight),\n coatColor: materials.map((m) => clampColor(m.coatColor, 1)),\n coatRoughness: materials.map((m) => m.coatRoughness),\n coatAnisotropy: materials.map((m) => m.coatAnisotropy),\n coatIor: materials.map((m) => m.coatIor),\n coatDarkening: materials.map((m) => m.coatDarkening),\n thinFilmWeight: materials.map((m) => m.thinFilmWeight),\n dispersionAbbeNumber: materials.map((m) => m.transmissionDispersionAbbeNumber),\n mediumExtinction: media.map((medium) => medium.extinction),\n mediumScattering: media.map((medium) => medium.scattering),\n mediumAnisotropy: media.map((medium) => medium.anisotropy),\n\n } as BufferData;\n }\n\n /** Repack parameters with the same material slots and unchanged texture metadata. */\n repackParams(materials: OpenPBRMaterial[]) {\n Object.assign(this.bufferData, this._packParams(materials));\n this._updateBuffer();\n }\n\n getBufferArray() {\n return packMaterialBuffer(this.bufferData);\n }\n\n getDisplacementMaps() {\n return this._displacementMaps;\n }\n\n getLightTexturesIndices() {\n return this._lightTexturesIndices;\n }\n\n private _updateBuffer() {\n this._materialBufferColumnsLog = setDataTexture(\n this._matBufferTex,\n this.getBufferArray(),\n 4\n ).columnsLog;\n }\n\n setToPass(pass: {\n setUniform(label: string, value: unknown): unknown;\n setUniforms(values: Record<string, unknown>): void;\n }) {\n pass.setUniform('map', this.texture || null);\n pass.setUniform('mapInfo', this.bufferData.mapInfo);\n pass.setUniform('mapTransform', this.bufferData.mapTransform);\n pass.setUniform('mapUvChannel', this.bufferData.mapUvChannel);\n pass.setUniform('mapColorLinear', this.bufferData.mapColorLinear);\n pass.setUniforms({\n materialBuffer: this._matBufferTex,\n materialBufferColumns: this._materialBufferColumnsLog\n });\n }\n\n dispose(gl: WebGL2RenderingContext) {\n this.texture?.dispose(gl);\n this._matBufferTex.dispose(gl);\n }\n}\n\nexport default MaterialTable;\n"]}
@@ -0,0 +1,47 @@
1
+ export interface OfflineVarianceHistory {
2
+ width: number;
3
+ height: number;
4
+ tileSize: number;
5
+ columns: number;
6
+ rows: number;
7
+ meanLuminance: Float32Array;
8
+ variance: Float32Array;
9
+ sampleTargets: Uint32Array;
10
+ }
11
+ export interface OfflineAdaptiveSamplingOptions {
12
+ /** Independent pilot samples used only to estimate the final budget. */
13
+ pilotSamples?: number;
14
+ /** Smallest final sample count assigned to any pixel. */
15
+ minSamples?: number;
16
+ /** Largest final sample count assigned to any pixel. */
17
+ maxSamples: number;
18
+ /** Linear-HDR absolute standard-error target. */
19
+ absoluteError?: number;
20
+ /** Standard-error target relative to mean luminance. */
21
+ relativeError?: number;
22
+ /** Confidence multiplier. 1.96 corresponds to an approximate 95% interval. */
23
+ confidence?: number;
24
+ /** Spatial budget granularity. Pixels in a tile receive the same target. */
25
+ tileSize?: number;
26
+ /** Conservative variance history from the preceding animation frame. */
27
+ previous?: OfflineVarianceHistory;
28
+ }
29
+ /** Compact plan metadata returned after GPU-side target generation. */
30
+ export interface OfflineAdaptiveSamplingResult {
31
+ maximumTarget: number;
32
+ averageTarget: number;
33
+ history: OfflineVarianceHistory;
34
+ }
35
+ export interface NormalizedOfflineAdaptiveSamplingOptions {
36
+ maxSamples: number;
37
+ minSamples: number;
38
+ tileSize: number;
39
+ columns: number;
40
+ rows: number;
41
+ absoluteError: number;
42
+ relativeError: number;
43
+ confidence: number;
44
+ previous?: OfflineVarianceHistory;
45
+ }
46
+ /** Shared normalization keeps CPU fallback and GPU planning bit-for-bit aligned. */
47
+ export declare function normalizeOfflineAdaptiveSamplingOptions(options: OfflineAdaptiveSamplingOptions, width: number, height: number): NormalizedOfflineAdaptiveSamplingOptions;
@@ -0,0 +1,36 @@
1
+ function normalizedInteger(value, fallback) {
2
+ return Number.isFinite(value)
3
+ ? Math.max(1, Math.round(value))
4
+ : fallback;
5
+ }
6
+ function compatibleHistory(history, width, height, tileSize, columns, rows) {
7
+ return !!history &&
8
+ history.width === width &&
9
+ history.height === height &&
10
+ history.tileSize === tileSize &&
11
+ history.columns === columns &&
12
+ history.rows === rows &&
13
+ history.variance.length === columns * rows;
14
+ }
15
+ /** Shared normalization keeps CPU fallback and GPU planning bit-for-bit aligned. */
16
+ export function normalizeOfflineAdaptiveSamplingOptions(options, width, height) {
17
+ const maxSamples = normalizedInteger(options.maxSamples, 1);
18
+ const minSamples = Math.min(maxSamples, normalizedInteger(options.minSamples, Math.min(maxSamples, 16)));
19
+ const tileSize = normalizedInteger(options.tileSize, 16);
20
+ const columns = Math.ceil(width / tileSize);
21
+ const rows = Math.ceil(height / tileSize);
22
+ return {
23
+ maxSamples,
24
+ minSamples,
25
+ tileSize,
26
+ columns,
27
+ rows,
28
+ absoluteError: Math.max(options.absoluteError ?? 0.002, 1e-8),
29
+ relativeError: Math.max(options.relativeError ?? 0.03, 0),
30
+ confidence: Math.max(options.confidence ?? 1.96, 0.01),
31
+ previous: compatibleHistory(options.previous, width, height, tileSize, columns, rows)
32
+ ? options.previous
33
+ : undefined
34
+ };
35
+ }
36
+ //# sourceMappingURL=OfflineAdaptiveSampling.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"OfflineAdaptiveSampling.js","sourceRoot":"","sources":["../../src/renderer/OfflineAdaptiveSampling.ts"],"names":[],"mappings":"AAkDA,SAAS,iBAAiB,CAAC,KAAyB,EAAE,QAAgB;IACpE,OAAO,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC;QAC3B,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,KAAM,CAAC,CAAC;QACjC,CAAC,CAAC,QAAQ,CAAC;AACf,CAAC;AAED,SAAS,iBAAiB,CACxB,OAA2C,EAC3C,KAAa,EACb,MAAc,EACd,QAAgB,EAChB,OAAe,EACf,IAAY;IAEZ,OAAO,CAAC,CAAC,OAAO;QACd,OAAO,CAAC,KAAK,KAAK,KAAK;QACvB,OAAO,CAAC,MAAM,KAAK,MAAM;QACzB,OAAO,CAAC,QAAQ,KAAK,QAAQ;QAC7B,OAAO,CAAC,OAAO,KAAK,OAAO;QAC3B,OAAO,CAAC,IAAI,KAAK,IAAI;QACrB,OAAO,CAAC,QAAQ,CAAC,MAAM,KAAK,OAAO,GAAG,IAAI,CAAC;AAC/C,CAAC;AAED,oFAAoF;AACpF,MAAM,UAAU,uCAAuC,CACrD,OAAuC,EACvC,KAAa,EACb,MAAc;IAEd,MAAM,UAAU,GAAG,iBAAiB,CAAC,OAAO,CAAC,UAAU,EAAE,CAAC,CAAC,CAAC;IAC5D,MAAM,UAAU,GAAG,IAAI,CAAC,GAAG,CACzB,UAAU,EACV,iBAAiB,CAAC,OAAO,CAAC,UAAU,EAAE,IAAI,CAAC,GAAG,CAAC,UAAU,EAAE,EAAE,CAAC,CAAC,CAChE,CAAC;IACF,MAAM,QAAQ,GAAG,iBAAiB,CAAC,OAAO,CAAC,QAAQ,EAAE,EAAE,CAAC,CAAC;IACzD,MAAM,OAAO,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,GAAG,QAAQ,CAAC,CAAC;IAC5C,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,QAAQ,CAAC,CAAC;IAC1C,OAAO;QACL,UAAU;QACV,UAAU;QACV,QAAQ;QACR,OAAO;QACP,IAAI;QACJ,aAAa,EAAE,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,aAAa,IAAI,KAAK,EAAE,IAAI,CAAC;QAC7D,aAAa,EAAE,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,aAAa,IAAI,IAAI,EAAE,CAAC,CAAC;QACzD,UAAU,EAAE,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,UAAU,IAAI,IAAI,EAAE,IAAI,CAAC;QACtD,QAAQ,EAAE,iBAAiB,CACzB,OAAO,CAAC,QAAQ,EAChB,KAAK,EACL,MAAM,EACN,QAAQ,EACR,OAAO,EACP,IAAI,CACL;YACC,CAAC,CAAC,OAAO,CAAC,QAAQ;YAClB,CAAC,CAAC,SAAS;KACd,CAAC;AACJ,CAAC","sourcesContent":["export interface OfflineVarianceHistory {\n width: number;\n height: number;\n tileSize: number;\n columns: number;\n rows: number;\n meanLuminance: Float32Array;\n variance: Float32Array;\n sampleTargets: Uint32Array;\n}\n\nexport interface OfflineAdaptiveSamplingOptions {\n /** Independent pilot samples used only to estimate the final budget. */\n pilotSamples?: number;\n /** Smallest final sample count assigned to any pixel. */\n minSamples?: number;\n /** Largest final sample count assigned to any pixel. */\n maxSamples: number;\n /** Linear-HDR absolute standard-error target. */\n absoluteError?: number;\n /** Standard-error target relative to mean luminance. */\n relativeError?: number;\n /** Confidence multiplier. 1.96 corresponds to an approximate 95% interval. */\n confidence?: number;\n /** Spatial budget granularity. Pixels in a tile receive the same target. */\n tileSize?: number;\n /** Conservative variance history from the preceding animation frame. */\n previous?: OfflineVarianceHistory;\n}\n\n/** Compact plan metadata returned after GPU-side target generation. */\nexport interface OfflineAdaptiveSamplingResult {\n maximumTarget: number;\n averageTarget: number;\n history: OfflineVarianceHistory;\n}\n\nexport interface NormalizedOfflineAdaptiveSamplingOptions {\n maxSamples: number;\n minSamples: number;\n tileSize: number;\n columns: number;\n rows: number;\n absoluteError: number;\n relativeError: number;\n confidence: number;\n previous?: OfflineVarianceHistory;\n}\n\n\nfunction normalizedInteger(value: number | undefined, fallback: number) {\n return Number.isFinite(value)\n ? Math.max(1, Math.round(value!))\n : fallback;\n}\n\nfunction compatibleHistory(\n history: OfflineVarianceHistory | undefined,\n width: number,\n height: number,\n tileSize: number,\n columns: number,\n rows: number\n) {\n return !!history &&\n history.width === width &&\n history.height === height &&\n history.tileSize === tileSize &&\n history.columns === columns &&\n history.rows === rows &&\n history.variance.length === columns * rows;\n}\n\n/** Shared normalization keeps CPU fallback and GPU planning bit-for-bit aligned. */\nexport function normalizeOfflineAdaptiveSamplingOptions(\n options: OfflineAdaptiveSamplingOptions,\n width: number,\n height: number\n): NormalizedOfflineAdaptiveSamplingOptions {\n const maxSamples = normalizedInteger(options.maxSamples, 1);\n const minSamples = Math.min(\n maxSamples,\n normalizedInteger(options.minSamples, Math.min(maxSamples, 16))\n );\n const tileSize = normalizedInteger(options.tileSize, 16);\n const columns = Math.ceil(width / tileSize);\n const rows = Math.ceil(height / tileSize);\n return {\n maxSamples,\n minSamples,\n tileSize,\n columns,\n rows,\n absoluteError: Math.max(options.absoluteError ?? 0.002, 1e-8),\n relativeError: Math.max(options.relativeError ?? 0.03, 0),\n confidence: Math.max(options.confidence ?? 1.96, 0.01),\n previous: compatibleHistory(\n options.previous,\n width,\n height,\n tileSize,\n columns,\n rows\n )\n ? options.previous\n : undefined\n };\n}\n\n"]}
@@ -0,0 +1,232 @@
1
+ import type { PostProcess } from '../Display.js';
2
+ import type Render from '../Render.js';
3
+ import type { DenoiserHandle, OIDNWeb } from './denoiser.js';
4
+ import type { DenoiseSchedule } from '../Render.js';
5
+ import type { DepthSampleArea } from './depthQuery.js';
6
+ import Camera from '../scene/Camera.js';
7
+ import Mesh from '../scene/Mesh.js';
8
+ import Geometry from '../scene/Geometry.js';
9
+ import OpenPBRMaterial from '../scene/OpenPBRMaterial.js';
10
+ import { SceneBackground, SceneLight } from '../scene/Scene.js';
11
+ import { ColorRGB } from '../types.js';
12
+ import { TextureAtlasStats } from './MaterialTable.js';
13
+ import type { OfflineAdaptiveSamplingOptions, OfflineAdaptiveSamplingResult } from './OfflineAdaptiveSampling.js';
14
+ export type ToneMapping = 'agx' | 'aces' | 'cineon' | 'reinhard' | 'linear';
15
+ export interface ToneMappingParams {
16
+ /** Linear exposure multiplier. Default `1`. */
17
+ exposure?: number;
18
+ /** Display tone mapper. Default `agx`. */
19
+ toneMapping?: ToneMapping;
20
+ /** Contrast multiplier. Default `1`. */
21
+ contrast?: number;
22
+ /** Saturation multiplier. Default `1`. */
23
+ saturation?: number;
24
+ /** Color temperature adjustment in [-1, 1]. Default `0`. */
25
+ temperature?: number;
26
+ /** Green/magenta adjustment in [-1, 1]. Default `0`. */
27
+ tint?: number;
28
+ /** Vignette strength in [0, 1]. Default `0`. */
29
+ vignette?: number;
30
+ }
31
+ export type DisplayChannel = 'final' | 'shadow' | 'albedo' | 'normal' | 'shadowCatcher';
32
+ /** Primary-ray policy for glTF BLEND materials. */
33
+ export type AlphaBlendStrategy = 'stochastic' | 'deterministic-source-over';
34
+ /** Generated source measurements for one shader module. */
35
+ export interface ShaderModuleCompilationDiagnostics {
36
+ /** Module or pipeline diagnostic label. */
37
+ label: string;
38
+ /** Generated shader source size in bytes. */
39
+ sourceBytes: number;
40
+ /** Generated shader source line count. */
41
+ sourceLines: number;
42
+ /** Stable source-level fingerprint for diagnosing cache-key churn. */
43
+ sourceFingerprint: string;
44
+ }
45
+ /** Compilation measurements for one shader pipeline/program. */
46
+ export interface ShaderPipelineCompilationDiagnostics {
47
+ /** Module or pipeline diagnostic label. */
48
+ label: string;
49
+ /** Compute entry-point name. */
50
+ entryPoint: string;
51
+ /**
52
+ * Whether this pipeline belongs to the minimum set needed to present a
53
+ * usable first image. Optional reuse and quality stages are false even
54
+ * while the current eager compiler still waits for them.
55
+ */
56
+ firstFrameRequired: boolean;
57
+ /** Current compilation state. */
58
+ status: 'queued' | 'compiling' | 'ready' | 'failed';
59
+ /** Milliseconds from the start of this pipeline compilation batch. */
60
+ startedAtMs?: number;
61
+ /** Milliseconds from the start of this pipeline compilation batch. */
62
+ endedAtMs?: number;
63
+ /** Pipeline compilation duration in milliseconds; undefined until completed. */
64
+ durationMs?: number;
65
+ /** Number of pipelines compiling when this one started; undefined before start. */
66
+ concurrentCompilationCount?: number;
67
+ /** Failure message; undefined without a compilation error. */
68
+ error?: string;
69
+ }
70
+ /** Source generation and asynchronous pipeline compilation measurements. */
71
+ export interface ShaderCompilationDiagnostics {
72
+ /** Current compilation state. */
73
+ status: 'compiling' | 'ready' | 'failed';
74
+ /** Generated shader source size in bytes. */
75
+ sourceBytes: number;
76
+ /** Generated shader source line count. */
77
+ sourceLines: number;
78
+ /** Total pipelines in the batch. */
79
+ pipelineCount: number;
80
+ /** Number of pipelines successfully completed. */
81
+ completedPipelineCount: number;
82
+ /** CPU shader source generation time in milliseconds. */
83
+ sourceGenerationTimeMs: number;
84
+ /** Shader module creation time in milliseconds. */
85
+ moduleCreationTimeMs: number;
86
+ /** Per-module source measurements. */
87
+ modules: ShaderModuleCompilationDiagnostics[];
88
+ /** Per-pipeline timing and status measurements. */
89
+ pipelines: ShaderPipelineCompilationDiagnostics[];
90
+ /** Configured pool size, capped to the number of pipelines in this batch. */
91
+ maximumConcurrentPipelineCount: number;
92
+ /** Largest number of createComputePipelineAsync calls active at once. */
93
+ peakConcurrentPipelineCount: number;
94
+ /** Batch pipeline compilation time in milliseconds; undefined until completed. */
95
+ pipelineCompilationTimeMs?: number;
96
+ /** Total batch preparation time in milliseconds; undefined until completed. */
97
+ totalTimeMs?: number;
98
+ /** Failure message; undefined without a compilation error. */
99
+ error?: string;
100
+ }
101
+ export interface RenderingDiagnostics {
102
+ /** Label of the last complete target presented; undefined before the first image. */
103
+ presentedTarget?: string;
104
+ /** Whether the displayed target contains a complete image. Default false. */
105
+ presentedComplete?: boolean;
106
+ /** Resident target dimensions and allocated GPU bytes, including denoise resources. */
107
+ targets?: {
108
+ label: string;
109
+ width: number;
110
+ height: number;
111
+ bytes: number;
112
+ }[];
113
+ hdrPresentation?: {
114
+ requested: boolean;
115
+ active: boolean;
116
+ /** Largest encoded RGB component sent to the HDR presentation pass. */
117
+ peakDisplayValue?: number;
118
+ };
119
+ textureAtlas?: TextureAtlasStats;
120
+ /** Shader compilation measurements: current WebGPU batch or cumulative WebGL programs. */
121
+ shaderCompilation?: ShaderCompilationDiagnostics;
122
+ /** Light-selection table summary (WebGPU). */
123
+ lightSampling?: {
124
+ emissiveTriangles: number;
125
+ activeChoices: number;
126
+ totalWeight: number;
127
+ domains: Record<'environment' | 'infinite' | 'localAndEmissive', {
128
+ count: number;
129
+ weight: number;
130
+ pmf: number;
131
+ }>;
132
+ };
133
+ /** Traversal stack capacities compiled into the current WebGPU shader. */
134
+ bvh?: {
135
+ tlasTraversalStackSize?: number;
136
+ blasTraversalStackSize?: number;
137
+ /** Last static preparation statistics, excluding queue and WASM loading time. */
138
+ lastBuild?: {
139
+ geometryCount: number;
140
+ bvhTimeMs: number;
141
+ };
142
+ };
143
+ gpuTraceTiming?: {
144
+ tileTimeMs: number;
145
+ tileTimePerSampleMs?: number;
146
+ estimatedFullFrameTimeMs: number;
147
+ tileCount: number;
148
+ };
149
+ }
150
+ export declare const DEFAULT_BEVEL_SAMPLES = 8;
151
+ export declare const MIN_BEVEL_SAMPLES = 1;
152
+ export declare const MAX_BEVEL_SAMPLES = 32;
153
+ /** Light candidates resampled per NEE estimate by the WebGPU path tracer. */
154
+ export declare const DEFAULT_DIRECT_LIGHT_CANDIDATES = 4;
155
+ export declare const MIN_DIRECT_LIGHT_CANDIDATES = 1;
156
+ export declare const MAX_DIRECT_LIGHT_CANDIDATES = 16;
157
+ export declare function normalizeDirectLightCandidates(candidates: number): number;
158
+ export declare function normalizeBevelSamples(samples: number): number;
159
+ /** Shared scene resources; uploaded once per committed revision. */
160
+ export interface SceneResources {
161
+ /** Returns true when scene geometry, materials, or instance transforms changed. */
162
+ setMeshes(meshes: Mesh[], update?: {
163
+ transforms?: readonly Mesh[];
164
+ colors?: readonly Mesh[];
165
+ geometries?: readonly Geometry[];
166
+ materials?: readonly OpenPBRMaterial[];
167
+ }): boolean;
168
+ /** Changes the software memory guard used when packing material textures. */
169
+ setTextureAtlasBudget(maxBytes: number): boolean;
170
+ setLights(lights: SceneLight[]): void;
171
+ setBackground(background?: SceneBackground): void;
172
+ getDiagnostics(): RenderingDiagnostics;
173
+ dispose(): void;
174
+ readDepthSamples(area: DepthSampleArea): Promise<Float32Array | undefined>;
175
+ }
176
+ /** Explicit execution and composition for one accumulation. */
177
+ export interface RenderPasses {
178
+ isFirstFrame(): boolean;
179
+ /** Discard accumulated samples and any asynchronous denoise output. */
180
+ restartSamples(): void;
181
+ trace(camera: Camera, maxSamples: number): boolean;
182
+ drawPostProcess(): void;
183
+ /** Apply display-only passes to the last composed image; absent on WebGL. */
184
+ applyPostProcesses?(passes: readonly PostProcess[], render: Render): void;
185
+ getOutputTexture?(kind: 'hdr' | 'display'): GPUTexture | undefined;
186
+ /** Configure deterministic headless batches used by offline frame export. */
187
+ setOfflineRenderOptions(options: {
188
+ samplesPerBatch: number;
189
+ deferPostProcess: boolean;
190
+ sampleSequenceOffset: number;
191
+ }): void;
192
+ /** Store luminance second moments in the normal output during a pilot pass. */
193
+ setVarianceMoments(enabled: boolean): void;
194
+ /** Skip pixels once their independent final-pass target has been reached. */
195
+ setAdaptiveSamplingTargets(targets?: {
196
+ width: number;
197
+ height: number;
198
+ data: Float32Array;
199
+ }): void;
200
+ /** Generate final sample targets on GPU; WebGL returns undefined. */
201
+ prepareOfflineAdaptiveSampling(options: OfflineAdaptiveSamplingOptions): Promise<OfflineAdaptiveSamplingResult | undefined>;
202
+ /** Enables extended-range float canvas presentation when the host supports it. */
203
+ setHDROutputEnabled?(enabled: boolean): boolean;
204
+ setToneMappingParams(params: ToneMappingParams): boolean;
205
+ setSize(width: number, height: number): void;
206
+ /**
207
+ * Denoises the current image with an explicitly selected built-in or custom filter. Resolves whether the result is now displayed.
208
+ */
209
+ performDenoise?(denoiser: DenoiserHandle, alphaDenoiser?: OIDNWeb, schedule?: DenoiseSchedule, signal?: AbortSignal): Promise<boolean>;
210
+ /** Drops a denoise in flight; the next draw invalidates its output. */
211
+ cancelDenoise?(): void;
212
+ /** Keep the last completed OIDN image visible while static while-converging batches accumulate. */
213
+ setPreserveDenoisedOutput?(preserve: boolean): void;
214
+ getTotalSamplesRendered(): number;
215
+ getDiagnostics(): RenderingDiagnostics;
216
+ /** Waits for asynchronous timestamp diagnostics without changing samples. */
217
+ flushDiagnostics(): Promise<void>;
218
+ setShadowCatcherParams(color: ColorRGB, alpha: number): boolean;
219
+ setBloomParams(opts: {
220
+ intensity: number;
221
+ threshold: number;
222
+ radius: number;
223
+ }): boolean;
224
+ setOnSampleRendered(cb: (sampleCount: number, isFirstFrame: boolean, frameTime: number) => void): void;
225
+ setOutput(output: DisplayChannel): boolean;
226
+ dispose(): void;
227
+ readOutput(kind: 'hdr' | 'denoised' | 'albedo' | 'normal'): Promise<{
228
+ data: Float32Array;
229
+ width: number;
230
+ height: number;
231
+ }>;
232
+ }
@@ -0,0 +1,18 @@
1
+ export const DEFAULT_BEVEL_SAMPLES = 8;
2
+ export const MIN_BEVEL_SAMPLES = 1;
3
+ export const MAX_BEVEL_SAMPLES = 32;
4
+ /** Light candidates resampled per NEE estimate by the WebGPU path tracer. */
5
+ export const DEFAULT_DIRECT_LIGHT_CANDIDATES = 4;
6
+ export const MIN_DIRECT_LIGHT_CANDIDATES = 1;
7
+ export const MAX_DIRECT_LIGHT_CANDIDATES = 16;
8
+ export function normalizeDirectLightCandidates(candidates) {
9
+ if (!Number.isFinite(candidates))
10
+ return DEFAULT_DIRECT_LIGHT_CANDIDATES;
11
+ return Math.min(MAX_DIRECT_LIGHT_CANDIDATES, Math.max(MIN_DIRECT_LIGHT_CANDIDATES, Math.round(candidates)));
12
+ }
13
+ export function normalizeBevelSamples(samples) {
14
+ if (!Number.isFinite(samples))
15
+ return DEFAULT_BEVEL_SAMPLES;
16
+ return Math.min(MAX_BEVEL_SAMPLES, Math.max(MIN_BEVEL_SAMPLES, Math.round(samples)));
17
+ }
18
+ //# sourceMappingURL=RenderingPipeline.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"RenderingPipeline.js","sourceRoot":"","sources":["../../src/renderer/RenderingPipeline.ts"],"names":[],"mappings":"AAoKA,MAAM,CAAC,MAAM,qBAAqB,GAAG,CAAC,CAAC;AACvC,MAAM,CAAC,MAAM,iBAAiB,GAAG,CAAC,CAAC;AACnC,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,CAAC;AAEpC,6EAA6E;AAC7E,MAAM,CAAC,MAAM,+BAA+B,GAAG,CAAC,CAAC;AACjD,MAAM,CAAC,MAAM,2BAA2B,GAAG,CAAC,CAAC;AAC7C,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,CAAC;AAE9C,MAAM,UAAU,8BAA8B,CAAC,UAAkB;IAC/D,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC;QAAE,OAAO,+BAA+B,CAAC;IACzE,OAAO,IAAI,CAAC,GAAG,CACb,2BAA2B,EAC3B,IAAI,CAAC,GAAG,CAAC,2BAA2B,EAAE,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC,CAC9D,CAAC;AACJ,CAAC;AAED,MAAM,UAAU,qBAAqB,CAAC,OAAe;IACnD,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC;QAAE,OAAO,qBAAqB,CAAC;IAC5D,OAAO,IAAI,CAAC,GAAG,CACb,iBAAiB,EACjB,IAAI,CAAC,GAAG,CAAC,iBAAiB,EAAE,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,CACjD,CAAC;AACJ,CAAC","sourcesContent":["import type {PostProcess} from '../Display.js';\nimport type Render from '../Render.js';\nimport type {DenoiserHandle, OIDNWeb} from './denoiser.js';\nimport type {DenoiseSchedule} from '../Render.js';\nimport type { DepthSampleArea } from './depthQuery.js';\nimport Camera from '../scene/Camera.js';\nimport Mesh from '../scene/Mesh.js';\nimport Geometry from '../scene/Geometry.js';\nimport OpenPBRMaterial from '../scene/OpenPBRMaterial.js';\nimport { SceneBackground, SceneLight } from '../scene/Scene.js';\nimport { ColorRGB } from '../types.js';\nimport { TextureAtlasStats } from './MaterialTable.js';\nimport type {\n OfflineAdaptiveSamplingOptions,\n OfflineAdaptiveSamplingResult\n} from './OfflineAdaptiveSampling.js';\n\nexport type ToneMapping =\n | 'agx'\n | 'aces'\n | 'cineon'\n | 'reinhard'\n | 'linear';\n\nexport interface ToneMappingParams {\n /** Linear exposure multiplier. Default `1`. */\n exposure?: number;\n /** Display tone mapper. Default `agx`. */\n toneMapping?: ToneMapping;\n /** Contrast multiplier. Default `1`. */\n contrast?: number;\n /** Saturation multiplier. Default `1`. */\n saturation?: number;\n /** Color temperature adjustment in [-1, 1]. Default `0`. */\n temperature?: number;\n /** Green/magenta adjustment in [-1, 1]. Default `0`. */\n tint?: number;\n /** Vignette strength in [0, 1]. Default `0`. */\n vignette?: number;\n}\n\nexport type DisplayChannel =\n | 'final'\n | 'shadow'\n | 'albedo'\n | 'normal'\n | 'shadowCatcher';\n\n/** Primary-ray policy for glTF BLEND materials. */\nexport type AlphaBlendStrategy =\n | 'stochastic'\n | 'deterministic-source-over';\n\n/** Generated source measurements for one shader module. */\nexport interface ShaderModuleCompilationDiagnostics {\n /** Module or pipeline diagnostic label. */\n label: string;\n /** Generated shader source size in bytes. */\n sourceBytes: number;\n /** Generated shader source line count. */\n sourceLines: number;\n /** Stable source-level fingerprint for diagnosing cache-key churn. */\n sourceFingerprint: string;\n}\n\n/** Compilation measurements for one shader pipeline/program. */\nexport interface ShaderPipelineCompilationDiagnostics {\n /** Module or pipeline diagnostic label. */\n label: string;\n /** Compute entry-point name. */\n entryPoint: string;\n /**\n * Whether this pipeline belongs to the minimum set needed to present a\n * usable first image. Optional reuse and quality stages are false even\n * while the current eager compiler still waits for them.\n */\n firstFrameRequired: boolean;\n /** Current compilation state. */\n status: 'queued' | 'compiling' | 'ready' | 'failed';\n /** Milliseconds from the start of this pipeline compilation batch. */\n startedAtMs?: number;\n /** Milliseconds from the start of this pipeline compilation batch. */\n endedAtMs?: number;\n /** Pipeline compilation duration in milliseconds; undefined until completed. */\n durationMs?: number;\n /** Number of pipelines compiling when this one started; undefined before start. */\n concurrentCompilationCount?: number;\n /** Failure message; undefined without a compilation error. */\n error?: string;\n}\n\n/** Source generation and asynchronous pipeline compilation measurements. */\nexport interface ShaderCompilationDiagnostics {\n /** Current compilation state. */\n status: 'compiling' | 'ready' | 'failed';\n /** Generated shader source size in bytes. */\n sourceBytes: number;\n /** Generated shader source line count. */\n sourceLines: number;\n /** Total pipelines in the batch. */\n pipelineCount: number;\n /** Number of pipelines successfully completed. */\n completedPipelineCount: number;\n /** CPU shader source generation time in milliseconds. */\n sourceGenerationTimeMs: number;\n /** Shader module creation time in milliseconds. */\n moduleCreationTimeMs: number;\n /** Per-module source measurements. */\n modules: ShaderModuleCompilationDiagnostics[];\n /** Per-pipeline timing and status measurements. */\n pipelines: ShaderPipelineCompilationDiagnostics[];\n /** Configured pool size, capped to the number of pipelines in this batch. */\n maximumConcurrentPipelineCount: number;\n /** Largest number of createComputePipelineAsync calls active at once. */\n peakConcurrentPipelineCount: number;\n /** Batch pipeline compilation time in milliseconds; undefined until completed. */\n pipelineCompilationTimeMs?: number;\n /** Total batch preparation time in milliseconds; undefined until completed. */\n totalTimeMs?: number;\n /** Failure message; undefined without a compilation error. */\n error?: string;\n}\n\nexport interface RenderingDiagnostics {\n /** Label of the last complete target presented; undefined before the first image. */\n presentedTarget?: string;\n /** Whether the displayed target contains a complete image. Default false. */\n presentedComplete?: boolean;\n /** Resident target dimensions and allocated GPU bytes, including denoise resources. */\n targets?: { label: string; width: number; height: number; bytes: number }[];\n hdrPresentation?: {\n requested: boolean;\n active: boolean;\n /** Largest encoded RGB component sent to the HDR presentation pass. */\n peakDisplayValue?: number;\n };\n textureAtlas?: TextureAtlasStats;\n /** Shader compilation measurements: current WebGPU batch or cumulative WebGL programs. */\n shaderCompilation?: ShaderCompilationDiagnostics;\n /** Light-selection table summary (WebGPU). */\n lightSampling?: {\n emissiveTriangles: number;\n activeChoices: number;\n totalWeight: number;\n domains: Record<\n 'environment' | 'infinite' | 'localAndEmissive',\n { count: number; weight: number; pmf: number }\n >;\n };\n /** Traversal stack capacities compiled into the current WebGPU shader. */\n bvh?: {\n tlasTraversalStackSize?: number;\n blasTraversalStackSize?: number;\n /** Last static preparation statistics, excluding queue and WASM loading time. */\n lastBuild?: { geometryCount: number; bvhTimeMs: number };\n };\n gpuTraceTiming?: {\n tileTimeMs: number;\n tileTimePerSampleMs?: number;\n estimatedFullFrameTimeMs: number;\n tileCount: number;\n };\n}\n\nexport const DEFAULT_BEVEL_SAMPLES = 8;\nexport const MIN_BEVEL_SAMPLES = 1;\nexport const MAX_BEVEL_SAMPLES = 32;\n\n/** Light candidates resampled per NEE estimate by the WebGPU path tracer. */\nexport const DEFAULT_DIRECT_LIGHT_CANDIDATES = 4;\nexport const MIN_DIRECT_LIGHT_CANDIDATES = 1;\nexport const MAX_DIRECT_LIGHT_CANDIDATES = 16;\n\nexport function normalizeDirectLightCandidates(candidates: number) {\n if (!Number.isFinite(candidates)) return DEFAULT_DIRECT_LIGHT_CANDIDATES;\n return Math.min(\n MAX_DIRECT_LIGHT_CANDIDATES,\n Math.max(MIN_DIRECT_LIGHT_CANDIDATES, Math.round(candidates))\n );\n}\n\nexport function normalizeBevelSamples(samples: number) {\n if (!Number.isFinite(samples)) return DEFAULT_BEVEL_SAMPLES;\n return Math.min(\n MAX_BEVEL_SAMPLES,\n Math.max(MIN_BEVEL_SAMPLES, Math.round(samples))\n );\n}\n/** Shared scene resources; uploaded once per committed revision. */\nexport interface SceneResources {\n /** Returns true when scene geometry, materials, or instance transforms changed. */\n setMeshes(meshes: Mesh[], update?: {\n transforms?: readonly Mesh[];\n colors?: readonly Mesh[];\n geometries?: readonly Geometry[];\n materials?: readonly OpenPBRMaterial[];\n }): boolean;\n /** Changes the software memory guard used when packing material textures. */\n setTextureAtlasBudget(maxBytes: number): boolean;\n setLights(lights: SceneLight[]): void;\n setBackground(background?: SceneBackground): void;\n getDiagnostics(): RenderingDiagnostics;\n dispose(): void;\n readDepthSamples(area: DepthSampleArea): Promise<Float32Array | undefined>;\n}\n/** Explicit execution and composition for one accumulation. */\nexport interface RenderPasses {\n isFirstFrame(): boolean;\n /** Discard accumulated samples and any asynchronous denoise output. */\n restartSamples(): void;\n trace(camera: Camera, maxSamples: number): boolean;\n drawPostProcess(): void;\n /** Apply display-only passes to the last composed image; absent on WebGL. */\n applyPostProcesses?(passes: readonly PostProcess[], render: Render): void;\n getOutputTexture?(kind: 'hdr' | 'display'): GPUTexture | undefined;\n /** Configure deterministic headless batches used by offline frame export. */\n setOfflineRenderOptions(options: {\n samplesPerBatch: number;\n deferPostProcess: boolean;\n sampleSequenceOffset: number;\n }): void;\n /** Store luminance second moments in the normal output during a pilot pass. */\n setVarianceMoments(enabled: boolean): void;\n /** Skip pixels once their independent final-pass target has been reached. */\n setAdaptiveSamplingTargets(targets?: {\n width: number;\n height: number;\n data: Float32Array;\n }): void;\n /** Generate final sample targets on GPU; WebGL returns undefined. */\n prepareOfflineAdaptiveSampling(\n options: OfflineAdaptiveSamplingOptions\n ): Promise<OfflineAdaptiveSamplingResult | undefined>;\n /** Enables extended-range float canvas presentation when the host supports it. */\n setHDROutputEnabled?(enabled: boolean): boolean;\n setToneMappingParams(params: ToneMappingParams): boolean;\n setSize(width: number, height: number): void;\n /**\n * Denoises the current image with an explicitly selected built-in or custom filter. Resolves whether the result is now displayed.\n */\n performDenoise?(\n denoiser: DenoiserHandle,\n alphaDenoiser?: OIDNWeb,\n schedule?: DenoiseSchedule,\n signal?: AbortSignal\n ): Promise<boolean>;\n /** Drops a denoise in flight; the next draw invalidates its output. */\n cancelDenoise?(): void;\n /** Keep the last completed OIDN image visible while static while-converging batches accumulate. */\n setPreserveDenoisedOutput?(preserve: boolean): void;\n getTotalSamplesRendered(): number;\n getDiagnostics(): RenderingDiagnostics;\n /** Waits for asynchronous timestamp diagnostics without changing samples. */\n flushDiagnostics(): Promise<void>;\n setShadowCatcherParams(color: ColorRGB, alpha: number): boolean;\n setBloomParams(opts: {\n intensity: number;\n threshold: number;\n radius: number;\n }): boolean;\n setOnSampleRendered(\n cb: (sampleCount: number, isFirstFrame: boolean, frameTime: number) => void\n ): void;\n setOutput(output: DisplayChannel): boolean;\n dispose(): void;\n readOutput(kind: 'hdr' | 'denoised' | 'albedo' | 'normal'): Promise<{\n data: Float32Array;\n width: number;\n height: number;\n }>;\n}\n"]}
@@ -0,0 +1,13 @@
1
+ /** Engine-owned temporary passes. Logical sizes vary; allocated capacity only grows. */
2
+ export declare class ScratchPool {
3
+ private readonly release;
4
+ constructor(release?: (work: () => void) => void);
5
+ private readonly resources;
6
+ get<T extends {
7
+ dispose(): void;
8
+ getMemoryBytes?(): number;
9
+ reserveCapacity?(): void;
10
+ }>(key: string, create: () => T): T;
11
+ getMemoryBytes(): number;
12
+ dispose(): void;
13
+ }
@@ -0,0 +1,21 @@
1
+ /** Engine-owned temporary passes. Logical sizes vary; allocated capacity only grows. */
2
+ export class ScratchPool {
3
+ release;
4
+ constructor(release = work => work()) {
5
+ this.release = release;
6
+ }
7
+ resources = new Map();
8
+ get(key, create) {
9
+ let value = this.resources.get(key);
10
+ if (!value) {
11
+ value = create();
12
+ value.reserveCapacity?.();
13
+ this.resources.set(key, value);
14
+ }
15
+ return value;
16
+ }
17
+ getMemoryBytes() { return Array.from(this.resources.values()).reduce((sum, item) => sum + (item.getMemoryBytes?.() ?? 0), 0); }
18
+ dispose() { const items = Array.from(this.resources.values()); this.resources.clear(); this.release(() => { for (const item of items)
19
+ item.dispose(); }); }
20
+ }
21
+ //# sourceMappingURL=ScratchPool.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ScratchPool.js","sourceRoot":"","sources":["../../src/renderer/ScratchPool.ts"],"names":[],"mappings":"AAAA,wFAAwF;AACxF,MAAM,OAAO,WAAW;IACO;IAA7B,YAA6B,UAAsC,IAAI,CAAC,EAAE,CAAC,IAAI,EAAE;QAApD,YAAO,GAAP,OAAO,CAA6C;IAAG,CAAC;IACpE,SAAS,GAAG,IAAI,GAAG,EAAkF,CAAC;IACvH,GAAG,CAAmF,GAAW,EAAE,MAAe;QAChH,IAAI,KAAK,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;QACpC,IAAI,CAAC,KAAK,EAAE,CAAC;YAAA,KAAK,GAAG,MAAM,EAAE,CAAC;YAAC,KAAK,CAAC,eAAe,EAAE,EAAE,CAAC;YAAC,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC;QAAA,CAAC;QAC1F,OAAO,KAAU,CAAC;IACpB,CAAC;IACD,cAAc,KAAI,OAAO,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,CAAC,MAAM,CAAC,CAAC,GAAG,EAAE,IAAI,EAAE,EAAE,CAAC,GAAG,GAAG,CAAC,IAAI,CAAC,cAAc,EAAE,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAA,CAAC;IAC7H,OAAO,KAAI,MAAM,KAAK,GAAG,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,GAAG,EAAE,GAAE,KAAK,MAAM,IAAI,IAAI,KAAK;QAAE,IAAI,CAAC,OAAO,EAAE,CAAC,CAAA,CAAC,CAAC,CAAC,CAAA,CAAC;CACxJ","sourcesContent":["/** Engine-owned temporary passes. Logical sizes vary; allocated capacity only grows. */\nexport class ScratchPool {\n constructor(private readonly release: (work: () => void) => void = work => work()) {}\n private readonly resources = new Map<string, {dispose(): void; getMemoryBytes?(): number; reserveCapacity?(): void}>();\n get<T extends {dispose(): void; getMemoryBytes?(): number; reserveCapacity?(): void}>(key: string, create: () => T): T {\n let value = this.resources.get(key);\n if (!value) {value = create(); value.reserveCapacity?.(); this.resources.set(key, value);}\n return value as T;\n }\n getMemoryBytes() {return Array.from(this.resources.values()).reduce((sum, item) => sum + (item.getMemoryBytes?.() ?? 0), 0);}\n dispose() {const items = Array.from(this.resources.values()); this.resources.clear(); this.release(() => {for (const item of items) item.dispose();});}\n}\n"]}
@@ -0,0 +1,44 @@
1
+ export declare function makeTileRender(gl?: WebGL2RenderingContext): {
2
+ nextTile: (elapsedFrameMs?: number) => {
3
+ xIndex: number;
4
+ yIndex: number;
5
+ columns: number;
6
+ rows: number;
7
+ x: number;
8
+ y: number;
9
+ tileWidth: number;
10
+ tileHeight: number;
11
+ isFirstTile: boolean;
12
+ isLastTile: boolean;
13
+ samplesPerFrame: number;
14
+ };
15
+ reset: () => void;
16
+ setSize: (w: number, h: number) => void;
17
+ setMaxTiles(maxTiles: number): void;
18
+ setDesiredMsPerTile(time: number): void;
19
+ getDesiredMsPerTile(): number;
20
+ };
21
+ export declare function makeTileRenderWithPredict(): {
22
+ nextTile: () => {
23
+ xIndex: number;
24
+ yIndex: number;
25
+ columns: number;
26
+ rows: number;
27
+ x: number;
28
+ y: number;
29
+ tileWidth: number;
30
+ tileHeight: number;
31
+ isFirstTile: boolean;
32
+ isLastTile: boolean;
33
+ samplesPerFrame: number;
34
+ };
35
+ reset(): void;
36
+ setSize(w: number, h: number): void;
37
+ setMaxTiles(maxTiles: number): void;
38
+ setDesiredMsPerTile(time: number): void;
39
+ needsUpdatePredicting(): void;
40
+ setLastTraceTime(time: number): void;
41
+ getLastTraceTime(): number;
42
+ getDesiredMsPerTile(): number;
43
+ };
44
+ export type TileRenderWithPredict = ReturnType<typeof makeTileRenderWithPredict>;