@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.
- package/LICENSE +21 -0
- package/LICENSES/Apache-2.0.txt +202 -0
- package/LICENSES/GLSL-PathTracer-MIT.txt +21 -0
- package/LICENSES/GlMatrix-MIT.txt +19 -0
- package/LICENSES/KinoBloom-MIT.txt +21 -0
- package/LICENSES/OIDNWeb-MIT.txt +21 -0
- package/LICENSES/Octicons-MIT.txt +21 -0
- package/LICENSES/RayTracingRenderer-MIT.txt +21 -0
- package/LICENSES/TinyBVH-MIT.txt +21 -0
- package/LICENSES/WebGPUUtils-MIT.txt +21 -0
- package/LICENSES/ZetaRay-MIT.txt +21 -0
- package/README.md +240 -2
- package/THIRD_PARTY_NOTICES.md +160 -0
- package/dist/assets/bvh.worker.js +1 -0
- package/dist/mutracer.umd.js +14360 -0
- package/docs/api.md +394 -0
- package/docs/bvh.md +141 -0
- package/docs/denoising.md +301 -0
- package/docs/getting-started.md +308 -0
- package/docs/materials.md +281 -0
- package/docs/performance.md +85 -0
- package/docs/post-processing.md +87 -0
- package/docs/progressive-rendering.md +160 -0
- package/docs/sampling.md +40 -0
- package/docs/threejs.md +274 -0
- package/docs/todo.md +61 -0
- package/docs/updates.md +208 -0
- package/lib/Display.d.ts +72 -0
- package/lib/Display.js +123 -0
- package/lib/Display.js.map +1 -0
- package/lib/Engine.d.ts +161 -0
- package/lib/Engine.js +681 -0
- package/lib/Engine.js.map +1 -0
- package/lib/Render.d.ts +265 -0
- package/lib/Render.js +742 -0
- package/lib/Render.js.map +1 -0
- package/lib/RenderLoop.d.ts +79 -0
- package/lib/RenderLoop.js +236 -0
- package/lib/RenderLoop.js.map +1 -0
- package/lib/Sync.d.ts +19 -0
- package/lib/Sync.js +19 -0
- package/lib/Sync.js.map +1 -0
- package/lib/constants.d.ts +2 -0
- package/lib/constants.js +3 -0
- package/lib/constants.js.map +1 -0
- package/lib/main.d.ts +56 -0
- package/lib/main.js +43 -0
- package/lib/main.js.map +1 -0
- package/lib/math.d.ts +23 -0
- package/lib/math.js +56 -0
- package/lib/math.js.map +1 -0
- package/lib/oidn.d.ts +45 -0
- package/lib/oidn.js +42 -0
- package/lib/oidn.js.map +1 -0
- package/lib/oidnBundledWeights.cdn.d.ts +2 -0
- package/lib/oidnBundledWeights.cdn.js +5 -0
- package/lib/oidnBundledWeights.cdn.js.map +1 -0
- package/lib/oidnBundledWeights.d.ts +2 -0
- package/lib/oidnBundledWeights.js +4 -0
- package/lib/oidnBundledWeights.js.map +1 -0
- package/lib/renderer/DisplayPostProcess.d.ts +14 -0
- package/lib/renderer/DisplayPostProcess.js +41 -0
- package/lib/renderer/DisplayPostProcess.js.map +1 -0
- package/lib/renderer/MaterialTable.d.ts +119 -0
- package/lib/renderer/MaterialTable.js +550 -0
- package/lib/renderer/MaterialTable.js.map +1 -0
- package/lib/renderer/OfflineAdaptiveSampling.d.ts +47 -0
- package/lib/renderer/OfflineAdaptiveSampling.js +36 -0
- package/lib/renderer/OfflineAdaptiveSampling.js.map +1 -0
- package/lib/renderer/RenderingPipeline.d.ts +232 -0
- package/lib/renderer/RenderingPipeline.js +18 -0
- package/lib/renderer/RenderingPipeline.js.map +1 -0
- package/lib/renderer/ScratchPool.d.ts +13 -0
- package/lib/renderer/ScratchPool.js +21 -0
- package/lib/renderer/ScratchPool.js.map +1 -0
- package/lib/renderer/TileRender.d.ts +44 -0
- package/lib/renderer/TileRender.js +283 -0
- package/lib/renderer/TileRender.js.map +1 -0
- package/lib/renderer/WGPUBloomPass.d.ts +17 -0
- package/lib/renderer/WGPUBloomPass.js +243 -0
- package/lib/renderer/WGPUBloomPass.js.map +1 -0
- package/lib/renderer/WGPUCanvasSurface.d.ts +21 -0
- package/lib/renderer/WGPUCanvasSurface.js +48 -0
- package/lib/renderer/WGPUCanvasSurface.js.map +1 -0
- package/lib/renderer/WGPUComputePass.d.ts +73 -0
- package/lib/renderer/WGPUComputePass.js +317 -0
- package/lib/renderer/WGPUComputePass.js.map +1 -0
- package/lib/renderer/WGPUFullQuadPass.d.ts +73 -0
- package/lib/renderer/WGPUFullQuadPass.js +389 -0
- package/lib/renderer/WGPUFullQuadPass.js.map +1 -0
- package/lib/renderer/WGPUHDRPeakMeter.d.ts +19 -0
- package/lib/renderer/WGPUHDRPeakMeter.js +112 -0
- package/lib/renderer/WGPUHDRPeakMeter.js.map +1 -0
- package/lib/renderer/WGPUJNLMDenoiser.d.ts +61 -0
- package/lib/renderer/WGPUJNLMDenoiser.js +412 -0
- package/lib/renderer/WGPUJNLMDenoiser.js.map +1 -0
- package/lib/renderer/WGPURayTraceOutput.d.ts +44 -0
- package/lib/renderer/WGPURayTraceOutput.js +368 -0
- package/lib/renderer/WGPURayTraceOutput.js.map +1 -0
- package/lib/renderer/WGPURayTracePass.d.ts +284 -0
- package/lib/renderer/WGPURayTracePass.js +2323 -0
- package/lib/renderer/WGPURayTracePass.js.map +1 -0
- package/lib/renderer/WGPURenderingPipeline.d.ts +9 -0
- package/lib/renderer/WGPURenderingPipeline.js +1448 -0
- package/lib/renderer/WGPURenderingPipeline.js.map +1 -0
- package/lib/renderer/WGPUSceneFeatures.d.ts +3 -0
- package/lib/renderer/WGPUSceneFeatures.js +20 -0
- package/lib/renderer/WGPUSceneFeatures.js.map +1 -0
- package/lib/renderer/WGPUScratchBuffer.d.ts +9 -0
- package/lib/renderer/WGPUScratchBuffer.js +21 -0
- package/lib/renderer/WGPUScratchBuffer.js.map +1 -0
- package/lib/renderer/WGPUScratchTexture.d.ts +10 -0
- package/lib/renderer/WGPUScratchTexture.js +27 -0
- package/lib/renderer/WGPUScratchTexture.js.map +1 -0
- package/lib/renderer/WGPUShaderCache.d.ts +26 -0
- package/lib/renderer/WGPUShaderCache.js +103 -0
- package/lib/renderer/WGPUShaderCache.js.map +1 -0
- package/lib/renderer/WebGLBloomPass.d.ts +18 -0
- package/lib/renderer/WebGLBloomPass.js +113 -0
- package/lib/renderer/WebGLBloomPass.js.map +1 -0
- package/lib/renderer/WebGLFullQuadPass.d.ts +65 -0
- package/lib/renderer/WebGLFullQuadPass.js +208 -0
- package/lib/renderer/WebGLFullQuadPass.js.map +1 -0
- package/lib/renderer/WebGLJNLMDenoiser.d.ts +32 -0
- package/lib/renderer/WebGLJNLMDenoiser.js +328 -0
- package/lib/renderer/WebGLJNLMDenoiser.js.map +1 -0
- package/lib/renderer/WebGLRayTraceOutputPass.d.ts +20 -0
- package/lib/renderer/WebGLRayTraceOutputPass.js +106 -0
- package/lib/renderer/WebGLRayTraceOutputPass.js.map +1 -0
- package/lib/renderer/WebGLRayTracePass.d.ts +142 -0
- package/lib/renderer/WebGLRayTracePass.js +845 -0
- package/lib/renderer/WebGLRayTracePass.js.map +1 -0
- package/lib/renderer/WebGLReadback.d.ts +4 -0
- package/lib/renderer/WebGLReadback.js +75 -0
- package/lib/renderer/WebGLReadback.js.map +1 -0
- package/lib/renderer/WebGLRenderingPipeline.d.ts +4 -0
- package/lib/renderer/WebGLRenderingPipeline.js +510 -0
- package/lib/renderer/WebGLRenderingPipeline.js.map +1 -0
- package/lib/renderer/WebGLScratchCopy.d.ts +10 -0
- package/lib/renderer/WebGLScratchCopy.js +27 -0
- package/lib/renderer/WebGLScratchCopy.js.map +1 -0
- package/lib/renderer/accumulationTarget.d.ts +26 -0
- package/lib/renderer/accumulationTarget.js +2 -0
- package/lib/renderer/accumulationTarget.js.map +1 -0
- package/lib/renderer/binnedSahBvh.d.ts +31 -0
- package/lib/renderer/binnedSahBvh.js +263 -0
- package/lib/renderer/binnedSahBvh.js.map +1 -0
- package/lib/renderer/bvh.worker.d.ts +1 -0
- package/lib/renderer/bvh.worker.js +16 -0
- package/lib/renderer/bvh.worker.js.map +1 -0
- package/lib/renderer/bvhAccel.d.ts +81 -0
- package/lib/renderer/bvhAccel.js +621 -0
- package/lib/renderer/bvhAccel.js.map +1 -0
- package/lib/renderer/bvhWorkerBuild.d.ts +12 -0
- package/lib/renderer/bvhWorkerBuild.js +17 -0
- package/lib/renderer/bvhWorkerBuild.js.map +1 -0
- package/lib/renderer/bvhWorkerClient.d.ts +57 -0
- package/lib/renderer/bvhWorkerClient.js +166 -0
- package/lib/renderer/bvhWorkerClient.js.map +1 -0
- package/lib/renderer/cameraLens.d.ts +5 -0
- package/lib/renderer/cameraLens.js +15 -0
- package/lib/renderer/cameraLens.js.map +1 -0
- package/lib/renderer/cameraSnapshot.d.ts +3 -0
- package/lib/renderer/cameraSnapshot.js +7 -0
- package/lib/renderer/cameraSnapshot.js.map +1 -0
- package/lib/renderer/committedScene.d.ts +13 -0
- package/lib/renderer/committedScene.js +126 -0
- package/lib/renderer/committedScene.js.map +1 -0
- package/lib/renderer/dataTextureUtil.d.ts +32 -0
- package/lib/renderer/dataTextureUtil.js +46 -0
- package/lib/renderer/dataTextureUtil.js.map +1 -0
- package/lib/renderer/denoiser.d.ts +65 -0
- package/lib/renderer/denoiser.js +2 -0
- package/lib/renderer/denoiser.js.map +1 -0
- package/lib/renderer/depthQuery.d.ts +14 -0
- package/lib/renderer/depthQuery.js +14 -0
- package/lib/renderer/depthQuery.js.map +1 -0
- package/lib/renderer/deviceRequirements.d.ts +23 -0
- package/lib/renderer/deviceRequirements.js +50 -0
- package/lib/renderer/deviceRequirements.js.map +1 -0
- package/lib/renderer/envMapCreation.d.ts +10 -0
- package/lib/renderer/envMapCreation.js +96 -0
- package/lib/renderer/envMapCreation.js.map +1 -0
- package/lib/renderer/envMapDistribution.d.ts +9 -0
- package/lib/renderer/envMapDistribution.js +107 -0
- package/lib/renderer/envMapDistribution.js.map +1 -0
- package/lib/renderer/float16.d.ts +1 -0
- package/lib/renderer/float16.js +19 -0
- package/lib/renderer/float16.js.map +1 -0
- package/lib/renderer/geometryBvh.d.ts +11 -0
- package/lib/renderer/geometryBvh.js +24 -0
- package/lib/renderer/geometryBvh.js.map +1 -0
- package/lib/renderer/geometryUpdates.d.ts +28 -0
- package/lib/renderer/geometryUpdates.js +131 -0
- package/lib/renderer/geometryUpdates.js.map +1 -0
- package/lib/renderer/glsl/chunks/cameraRay.glsl.d.ts +2 -0
- package/lib/renderer/glsl/chunks/cameraRay.glsl.js +37 -0
- package/lib/renderer/glsl/chunks/cameraRay.glsl.js.map +1 -0
- package/lib/renderer/glsl/chunks/common.glsl.d.ts +2 -0
- package/lib/renderer/glsl/chunks/common.glsl.js +17 -0
- package/lib/renderer/glsl/chunks/common.glsl.js.map +1 -0
- package/lib/renderer/glsl/chunks/envMap.glsl.d.ts +2 -0
- package/lib/renderer/glsl/chunks/envMap.glsl.js +192 -0
- package/lib/renderer/glsl/chunks/envMap.glsl.js.map +1 -0
- package/lib/renderer/glsl/chunks/intersect.glsl.d.ts +2 -0
- package/lib/renderer/glsl/chunks/intersect.glsl.js +1091 -0
- package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -0
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.d.ts +2 -0
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +371 -0
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -0
- package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.d.ts +2 -0
- package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +1767 -0
- package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js.map +1 -0
- package/lib/renderer/glsl/chunks/rand.glsl.d.ts +2 -0
- package/lib/renderer/glsl/chunks/rand.glsl.js +26 -0
- package/lib/renderer/glsl/chunks/rand.glsl.js.map +1 -0
- package/lib/renderer/glsl/chunks/random.glsl.d.ts +2 -0
- package/lib/renderer/glsl/chunks/random.glsl.js +27 -0
- package/lib/renderer/glsl/chunks/random.glsl.js.map +1 -0
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.d.ts +2 -0
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +287 -0
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -0
- package/lib/renderer/glsl/chunks/sampleLight.glsl.d.ts +2 -0
- package/lib/renderer/glsl/chunks/sampleLight.glsl.js +254 -0
- package/lib/renderer/glsl/chunks/sampleLight.glsl.js.map +1 -0
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.d.ts +2 -0
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +279 -0
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -0
- package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.d.ts +2 -0
- package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +48 -0
- package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js.map +1 -0
- package/lib/renderer/glsl/chunks/sampling.glsl.d.ts +2 -0
- package/lib/renderer/glsl/chunks/sampling.glsl.js +194 -0
- package/lib/renderer/glsl/chunks/sampling.glsl.js.map +1 -0
- package/lib/renderer/glsl/chunks/sobol.glsl.d.ts +2 -0
- package/lib/renderer/glsl/chunks/sobol.glsl.js +170 -0
- package/lib/renderer/glsl/chunks/sobol.glsl.js.map +1 -0
- package/lib/renderer/glsl/chunks/textureLinear.glsl.d.ts +2 -0
- package/lib/renderer/glsl/chunks/textureLinear.glsl.js +27 -0
- package/lib/renderer/glsl/chunks/textureLinear.glsl.js.map +1 -0
- package/lib/renderer/glsl/chunks/uvProjection.glsl.d.ts +2 -0
- package/lib/renderer/glsl/chunks/uvProjection.glsl.js +72 -0
- package/lib/renderer/glsl/chunks/uvProjection.glsl.js.map +1 -0
- package/lib/renderer/glsl/depthQuery.frag.d.ts +3 -0
- package/lib/renderer/glsl/depthQuery.frag.js +55 -0
- package/lib/renderer/glsl/depthQuery.frag.js.map +1 -0
- package/lib/renderer/glsl/normalizeRayTraceOutput.frag.d.ts +6 -0
- package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +46 -0
- package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js.map +1 -0
- package/lib/renderer/glsl/rayTrace.frag.d.ts +2 -0
- package/lib/renderer/glsl/rayTrace.frag.js +623 -0
- package/lib/renderer/glsl/rayTrace.frag.js.map +1 -0
- package/lib/renderer/glsl/shadowCatcher.frag.d.ts +3 -0
- package/lib/renderer/glsl/shadowCatcher.frag.js +119 -0
- package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -0
- package/lib/renderer/glsl/webglPipeline.frag.d.ts +4 -0
- package/lib/renderer/glsl/webglPipeline.frag.js +208 -0
- package/lib/renderer/glsl/webglPipeline.frag.js.map +1 -0
- package/lib/renderer/gpuMemory.d.ts +2 -0
- package/lib/renderer/gpuMemory.js +10 -0
- package/lib/renderer/gpuMemory.js.map +1 -0
- package/lib/renderer/halton.d.ts +1 -0
- package/lib/renderer/halton.js +15 -0
- package/lib/renderer/halton.js.map +1 -0
- package/lib/renderer/jnlm.d.ts +85 -0
- package/lib/renderer/jnlm.js +87 -0
- package/lib/renderer/jnlm.js.map +1 -0
- package/lib/renderer/lightSampling.d.ts +75 -0
- package/lib/renderer/lightSampling.js +305 -0
- package/lib/renderer/lightSampling.js.map +1 -0
- package/lib/renderer/lightsUtil.d.ts +26 -0
- package/lib/renderer/lightsUtil.js +154 -0
- package/lib/renderer/lightsUtil.js.map +1 -0
- package/lib/renderer/materialChanges.d.ts +13 -0
- package/lib/renderer/materialChanges.js +59 -0
- package/lib/renderer/materialChanges.js.map +1 -0
- package/lib/renderer/materialComparison.generated.d.ts +5 -0
- package/lib/renderer/materialComparison.generated.js +655 -0
- package/lib/renderer/materialComparison.generated.js.map +1 -0
- package/lib/renderer/materialConstants.d.ts +6 -0
- package/lib/renderer/materialConstants.js +3 -0
- package/lib/renderer/materialConstants.js.map +1 -0
- package/lib/renderer/materialEmission.d.ts +9 -0
- package/lib/renderer/materialEmission.js +21 -0
- package/lib/renderer/materialEmission.js.map +1 -0
- package/lib/renderer/materialIndices.d.ts +7 -0
- package/lib/renderer/materialIndices.js +34 -0
- package/lib/renderer/materialIndices.js.map +1 -0
- package/lib/renderer/materialLayout.d.ts +102 -0
- package/lib/renderer/materialLayout.js +189 -0
- package/lib/renderer/materialLayout.js.map +1 -0
- package/lib/renderer/materialTextureSlots.d.ts +537 -0
- package/lib/renderer/materialTextureSlots.js +219 -0
- package/lib/renderer/materialTextureSlots.js.map +1 -0
- package/lib/renderer/mergeMeshesToGeometry.d.ts +8 -0
- package/lib/renderer/mergeMeshesToGeometry.js +236 -0
- package/lib/renderer/mergeMeshesToGeometry.js.map +1 -0
- package/lib/renderer/meshInstances.d.ts +23 -0
- package/lib/renderer/meshInstances.js +66 -0
- package/lib/renderer/meshInstances.js.map +1 -0
- package/lib/renderer/meshMembership.d.ts +10 -0
- package/lib/renderer/meshMembership.js +72 -0
- package/lib/renderer/meshMembership.js.map +1 -0
- package/lib/renderer/oidnNetwork.d.ts +20 -0
- package/lib/renderer/oidnNetwork.js +123 -0
- package/lib/renderer/oidnNetwork.js.map +1 -0
- package/lib/renderer/openPbrEnergyLut.d.ts +32 -0
- package/lib/renderer/openPbrEnergyLut.js +965 -0
- package/lib/renderer/openPbrEnergyLut.js.map +1 -0
- package/lib/renderer/pathLimits.d.ts +4 -0
- package/lib/renderer/pathLimits.js +7 -0
- package/lib/renderer/pathLimits.js.map +1 -0
- package/lib/renderer/prepareMeshBVH.d.ts +110 -0
- package/lib/renderer/prepareMeshBVH.js +857 -0
- package/lib/renderer/prepareMeshBVH.js.map +1 -0
- package/lib/renderer/progressiveScheduler.d.ts +11 -0
- package/lib/renderer/progressiveScheduler.js +19 -0
- package/lib/renderer/progressiveScheduler.js.map +1 -0
- package/lib/renderer/renderPipeline.d.ts +57 -0
- package/lib/renderer/renderPipeline.js +49 -0
- package/lib/renderer/renderPipeline.js.map +1 -0
- package/lib/renderer/sampling.d.ts +10 -0
- package/lib/renderer/sampling.js +28 -0
- package/lib/renderer/sampling.js.map +1 -0
- package/lib/renderer/sceneChangeDetector.d.ts +29 -0
- package/lib/renderer/sceneChangeDetector.js +232 -0
- package/lib/renderer/sceneChangeDetector.js.map +1 -0
- package/lib/renderer/sceneLightChanges.d.ts +14 -0
- package/lib/renderer/sceneLightChanges.js +34 -0
- package/lib/renderer/sceneLightChanges.js.map +1 -0
- package/lib/renderer/scratchSampling.d.ts +3 -0
- package/lib/renderer/scratchSampling.js +39 -0
- package/lib/renderer/scratchSampling.js.map +1 -0
- package/lib/renderer/shader.d.ts +37 -0
- package/lib/renderer/shader.js +41 -0
- package/lib/renderer/shader.js.map +1 -0
- package/lib/renderer/staticBvhPreparation.d.ts +24 -0
- package/lib/renderer/staticBvhPreparation.js +116 -0
- package/lib/renderer/staticBvhPreparation.js.map +1 -0
- package/lib/renderer/textureRegion.d.ts +8 -0
- package/lib/renderer/textureRegion.js +9 -0
- package/lib/renderer/textureRegion.js.map +1 -0
- package/lib/renderer/texturesFromMaterials.d.ts +6 -0
- package/lib/renderer/texturesFromMaterials.js +37 -0
- package/lib/renderer/texturesFromMaterials.js.map +1 -0
- package/lib/renderer/util.d.ts +17 -0
- package/lib/renderer/util.js +56 -0
- package/lib/renderer/util.js.map +1 -0
- package/lib/renderer/webgl.d.ts +131 -0
- package/lib/renderer/webgl.js +586 -0
- package/lib/renderer/webgl.js.map +1 -0
- package/lib/renderer/webglShaders.d.ts +4 -0
- package/lib/renderer/webglShaders.js +41 -0
- package/lib/renderer/webglShaders.js.map +1 -0
- package/lib/renderer/wgsl/chunks/common.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/chunks/common.wgsl.js +23 -0
- package/lib/renderer/wgsl/chunks/common.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/chunks/envMap.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/chunks/envMap.wgsl.js +128 -0
- package/lib/renderer/wgsl/chunks/envMap.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/chunks/intersect.wgsl.d.ts +6 -0
- package/lib/renderer/wgsl/chunks/intersect.wgsl.js +1441 -0
- package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.d.ts +8 -0
- package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +85 -0
- package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.d.ts +7 -0
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +315 -0
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -0
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- package/lib/renderer/wgsl/chunks/sampling.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/chunks/sampling.wgsl.js +198 -0
- package/lib/renderer/wgsl/chunks/sampling.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.d.ts +8 -0
- package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js +16 -0
- package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/chunks/sobol.wgsl.d.ts +2 -0
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- package/lib/renderer/wgsl/chunks/sobol.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/chunks/uvProjection.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +42 -0
- package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/compose.frag.wgsl.d.ts +5 -0
- package/lib/renderer/wgsl/compose.frag.wgsl.js +218 -0
- package/lib/renderer/wgsl/compose.frag.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/customDenoise.wgsl.d.ts +4 -0
- package/lib/renderer/wgsl/customDenoise.wgsl.js +28 -0
- package/lib/renderer/wgsl/customDenoise.wgsl.js.map +1 -0
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- package/lib/renderer/wgsl/depthQuery.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/offlineAdaptive.compute.d.ts +2 -0
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- package/lib/renderer/wgsl/offlineAdaptive.compute.js.map +1 -0
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- package/lib/renderer/wgsl/rayTrace.compute.js +927 -0
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- package/lib/scene/AmbientLight.js +15 -0
- package/lib/scene/AmbientLight.js.map +1 -0
- package/lib/scene/Camera.d.ts +78 -0
- package/lib/scene/Camera.js +111 -0
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- package/lib/scene/DirectionalLight.js +17 -0
- package/lib/scene/DirectionalLight.js.map +1 -0
- package/lib/scene/EnvironmentLight.d.ts +14 -0
- package/lib/scene/EnvironmentLight.js +14 -0
- package/lib/scene/EnvironmentLight.js.map +1 -0
- package/lib/scene/Geometry.d.ts +87 -0
- package/lib/scene/Geometry.js +108 -0
- package/lib/scene/Geometry.js.map +1 -0
- package/lib/scene/IESProfile.d.ts +19 -0
- package/lib/scene/IESProfile.js +165 -0
- package/lib/scene/IESProfile.js.map +1 -0
- package/lib/scene/InstancedMesh.d.ts +43 -0
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- package/lib/scene/Mesh.js +17 -0
- package/lib/scene/Mesh.js.map +1 -0
- package/lib/scene/OpenPBRMaterial.d.ts +224 -0
- package/lib/scene/OpenPBRMaterial.js +240 -0
- package/lib/scene/OpenPBRMaterial.js.map +1 -0
- package/lib/scene/RectLight.d.ts +31 -0
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- package/lib/scene/SphereLight.d.ts +22 -0
- package/lib/scene/SphereLight.js +20 -0
- package/lib/scene/SphereLight.js.map +1 -0
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- package/lib/scene/SpotLight.js.map +1 -0
- package/lib/scene/Texture.d.ts +38 -0
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- package/lib/scene/materialTextureNames.js.map +1 -0
- package/lib/scene/openPbrSchema.d.ts +400 -0
- package/lib/scene/openPbrSchema.js +149 -0
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- package/oidn/weights/rt_hdr_alb_nrm_small.tza +0 -0
- package/package.json +124 -4
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import { materialBufferWgsl } from '../../materialLayout.js';
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import { ShadowCatcherMaterial, UnlitMaterial } from '../../../constants.js';
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import { CONSTANT_DIRECTIONAL_LIGHT, CONSTANT_RECT_LIGHT, CONSTANT_SPHERE_LIGHT, CONSTANT_SPOT_LIGHT } from '../../lightsUtil.js';
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export default function rayTraceCore({ hasAnisotropyDirections = true, hasCoatNormals = false, hasSceneAlpha = true }) {
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return /*wgsl*/ `
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const luminance = vec3f(0.2126, 0.7152, 0.0722);
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const RAY_MAX_DISTANCE = 9999.0;
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const STANDARD = 0;
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const UNLIT = ${UnlitMaterial};
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const SHADOW_CATCHER = ${ShadowCatcherMaterial};
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const RECT_LIGHT = ${CONSTANT_RECT_LIGHT};
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const SPHERE_LIGHT = ${CONSTANT_SPHERE_LIGHT};
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const DIRECTIONAL_LIGHT = ${CONSTANT_DIRECTIONAL_LIGHT};
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const SPOT_LIGHT = ${CONSTANT_SPOT_LIGHT};
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struct Ray {
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struct ad {
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normal: vec3f,
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coatNormal: vec3f,
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vertexNormal: vec3f,
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shadowOffset: vec3f,
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faceNormal: vec3f,
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hit: bool,
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tangent: vec3f,
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directionTangent: vec3f,
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directionBitangent: vec3f,
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geometryTangent: vec3f,
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geometryBitangent: vec3f,
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mediumExtinction: vec3f,
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struct J {
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emission: vec3f,
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dispersionAbbeNumber: f32,
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mediumType: i32,
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mediumExtinction: vec3f,
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baseWeight: f32,
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diffuseRoughness: f32,
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coatAnisotropy: f32,
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anisotropyDirection: vec2f,
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anisotropyDirectionEnabled: bool,
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coatAnisotropyRotation: f32,
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directionTangent: vec3f,
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directionBitangent: vec3f,
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geometryTangent: vec3f,
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geometryBitangent: vec3f,
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coatIor: f32,
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alphaX: f32,
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alphaY: f32,
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};
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struct Path {
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ray: Ray,
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alpha: f32,
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fromEye: bool,
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struct LightSampleRec {
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direction: vec3f,
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sourceIndex: u32,
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struct Light {
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emission: vec3f,
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selectionPmf: f32,
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struct EmissiveTriangle {
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p0: vec3f,
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selectionPmf: f32,
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secondaryUv0: vec2f,
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secondaryUv1: vec2f,
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secondaryUv2: vec2f,
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};
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struct oR {
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probability: f32,
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aliasIndex: i32,
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sourceType: i32,
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sourceIndex: i32,
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};
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${materialBufferWgsl()}
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struct CameraUniform {
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viewProjectionInv: mat4x4<f32>,
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viewInv: mat4x4<f32>,
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apertureRadius: f32,
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focusDistance: f32,
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};
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struct RayTraceUniform {
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outputSize: vec2f,
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sampleCount: f32,
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scaleOffset: vec4f,
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lightsCount: i32,
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transmissiveOutputAlphaMin: f32,
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jitter: vec2f,
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backgroundColor: vec4f,
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groundedBackgroundParams: vec4f,
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groundedBackgroundCenter: vec2f,
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blasOffset: i32,
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isEmpty: i32,
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bevel: i32,
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dispersionWavelengths: i32,
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envLightPmf: f32,
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lightChoiceCount: i32,
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lightWeightTotal: f32,
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lightSamplingTextureWidth: i32,
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lightChoiceTexelOffset: i32,
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bounces: i32,
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varianceMoments: i32,
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adaptiveSampling: i32,
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clamping: f32,
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directLightCandidates: i32,
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backgroundFlags: i32,
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loopUnrollGuard: u32,
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sceneFeatureFlags: u32,
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sequenceSeed: u32,
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zSobolLogSPP: u32,
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sampleSequenceOffset: u32,
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}
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@group(0) @binding(0) var<storage, read> bvhBuffer: array<vec4f>;
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@group(0) @binding(1) var<storage, read> instancesBuffer: array<vec4f>;
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@group(0) @binding(2) var<storage, read> attrBuffers: array<${hasAnisotropyDirections ? /* wgsl */ `vec4f` : /* wgsl */ `vec3f`}>;
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@group(0) @binding(3) var<storage, read> materialsBuffer: array<MaterialBuffer>;
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@group(1) @binding(0) var mapSampler: sampler;
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@group(1) @binding(1) var map: texture_2d_array<f32>;
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@group(1) @binding(3) var<uniform> mapInfo: array<vec4f, NUM_MAPS * 3>;
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@group(1) @binding(4) var envMap: texture_2d<f32>;
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@group(1) @binding(5) var envMapDistribution: texture_2d<f32>;
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@group(1) @binding(6) var backgroundMap: texture_2d<f32>;
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@group(1) @binding(8) var lightSamplingData: texture_2d<f32>;
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@group(1) @binding(9) var openPbrEnergyLut: texture_2d<f32>;
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@group(1) @binding(10) var adaptiveSampleTargets: texture_2d<f32>;
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fn cL(dV: i32, le: i32) -> f32 {
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let ij = dV + le / 4;
|
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|
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let width = rtUniform.lightSamplingTextureWidth;
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|
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let packed = textureLoad(lightSamplingData, vec2i(ij % width, ij / width), 0);
|
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|
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return packed[le % 4];
|
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|
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}
|
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|
+
|
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280
|
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fn kF(dV: i32, uv: vec2f) -> f32 {
|
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281
|
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if (dV < 0) { return 1.0; }
|
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|
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let fM = fract(uv) * 128.0 - vec2f(0.5);
|
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|
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let x0 = i32(floor(fM.x));
|
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|
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let y0 = i32(floor(fM.y));
|
|
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|
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let fx = fract(fM.x);
|
|
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|
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let fy = fract(fM.y);
|
|
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|
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let xa = select(x0, 127, x0 < 0);
|
|
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|
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let xb = select(x0 + 1, 0, x0 >= 127);
|
|
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|
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let ya = select(y0, 127, y0 < 0);
|
|
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|
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let yb = select(y0 + 1, 0, y0 >= 127);
|
|
291
|
+
let a = cL(dV, ya * 128 + xa);
|
|
292
|
+
let b = cL(dV, ya * 128 + xb);
|
|
293
|
+
let c = cL(dV, yb * 128 + xa);
|
|
294
|
+
let d = cL(dV, yb * 128 + xb);
|
|
295
|
+
return mix(mix(a, b, fx), mix(c, d, fx), fy);
|
|
296
|
+
}
|
|
297
|
+
|
|
298
|
+
fn bL(light: Light, dJ: vec3f) -> f32 {
|
|
299
|
+
let axis = normalize(light.u);
|
|
300
|
+
let cc = dot(axis, dJ);
|
|
301
|
+
var tD = select(0.0, 1.0, cc >= light.v.x);
|
|
302
|
+
if (light.v.y > 1e-6) {
|
|
303
|
+
tD = smoothstep(light.v.x, light.v.x + light.v.y, cc);
|
|
304
|
+
}
|
|
305
|
+
if (tD <= 0.0 || light.textureIndex < 0.0) { return tD; }
|
|
306
|
+
let tW = light.iesReference;
|
|
307
|
+
let vn = cross(axis, tW);
|
|
308
|
+
let vertical = acos(clamp(cc, -1.0, 1.0));
|
|
309
|
+
let horizontal = atan2(dot(dJ, vn), dot(dJ, tW));
|
|
310
|
+
return tD * kF(i32(light.textureIndex), vec2f(vertical / PI, horizontal / TWOPI + 0.5));
|
|
311
|
+
}
|
|
312
|
+
|
|
313
|
+
|
|
314
|
+
|
|
315
|
+
|
|
316
|
+
@group(2) @binding(0) var<uniform> cameraUniform: CameraUniform;
|
|
317
|
+
@group(2) @binding(1) var<uniform> rtUniform: RayTraceUniform;
|
|
318
|
+
|
|
319
|
+
@group(2) @binding(2) var<uniform> analyticLights: array<Light, NUM_UNIFORM_LIGHTS>;
|
|
320
|
+
|
|
321
|
+
|
|
322
|
+
fn iw(ray: ptr<function, Ray>, origin: vec3f, direction: vec3f) {
|
|
323
|
+
(*ray).o = origin;
|
|
324
|
+
(*ray).d = direction;
|
|
325
|
+
}
|
|
326
|
+
`;
|
|
327
|
+
}
|
|
328
|
+
//# sourceMappingURL=rayTraceCore.wgsl.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"rayTraceCore.wgsl.js","sourceRoot":"","sources":["../../../../src/renderer/wgsl/chunks/rayTraceCore.wgsl.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,kBAAkB,EAAE,MAAM,yBAAyB,CAAC;AAC7D,OAAO,EAAE,qBAAqB,EAAE,aAAa,EAAE,MAAM,uBAAuB,CAAC;AAC7E,OAAO,EACL,0BAA0B,EAC1B,mBAAmB,EACnB,qBAAqB,EACrB,mBAAmB,EACpB,MAAM,qBAAqB,CAAC;AAE7B,MAAM,CAAC,OAAO,UAAU,YAAY,CAAC,EACnC,uBAAuB,GAAG,IAAI,EAC9B,cAAc,GAAG,KAAK,EACtB,aAAa,GAAG,IAAI,EAKrB;IACC,OAAO,QAAQ,CAAC;;;;;;gBAMF,aAAa;yBACJ,qBAAqB;;qBAEzB,mBAAmB;uBACjB,qBAAqB;4BAChB,0BAA0B;qBACjC,mBAAmB;;;;;;;;;;;;;;;EAetC,cAAc,CAAC,CAAC,CAAC,UAAU,CAAC;;CAE7B,CAAC,CAAC,CAAC,EAAE;;;;;;;;EAQJ,uBAAuB,CAAC,CAAC,CAAC,UAAU,CAAC;;;;;CAKtC,CAAC,CAAC,CAAC,UAAU,CAAC,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA0Df,uBAAuB,CAAC,CAAC,CAAC,UAAU,CAAC;;;;EAIrC,uBAAuB,CAAC,CAAC,CAAC,UAAU,CAAC;;;;;CAKtC,CAAC,CAAC,CAAC,UAAU,CAAC,EAAE;CAChB,CAAC,CAAC,CAAC,UAAU,CAAC,EAAE;EACf,cAAc,CAAC,CAAC,CAAC,UAAU,CAAC;;;;CAI7B,CAAC,CAAC,CAAC,EAAE;;;;;;EAMF,aAAa,CAAC,CAAC,CAAC,iBAAiB,CAAC,CAAC,CAAC,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAsFxC,kBAAkB,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;8DA6CwC,uBAAuB,CAAC,CAAC,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,UAAU,CAAC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqE9H,CAAC;AACF,CAAC","sourcesContent":["import { materialBufferWgsl } from '../../materialLayout.js';\nimport { ShadowCatcherMaterial, UnlitMaterial } from '../../../constants.js';\nimport {\n CONSTANT_DIRECTIONAL_LIGHT,\n CONSTANT_RECT_LIGHT,\n CONSTANT_SPHERE_LIGHT,\n CONSTANT_SPOT_LIGHT\n} from '../../lightsUtil.js';\n\nexport default function rayTraceCore({\n hasAnisotropyDirections = true,\n hasCoatNormals = false,\n hasSceneAlpha = true\n}: {\n hasAnisotropyDirections?: boolean;\n hasCoatNormals?: boolean;\n hasSceneAlpha?: boolean;\n}) {\n return /*wgsl*/ `\n// https://www.w3.org/WAI/GL/wiki/Relative_luminance\nconst luminance = vec3f(0.2126, 0.7152, 0.0722);\nconst RAY_MAX_DISTANCE = 9999.0;\n\nconst STANDARD = 0;\nconst UNLIT = ${UnlitMaterial};\nconst SHADOW_CATCHER = ${ShadowCatcherMaterial};\n\nconst RECT_LIGHT = ${CONSTANT_RECT_LIGHT};\nconst SPHERE_LIGHT = ${CONSTANT_SPHERE_LIGHT};\nconst DIRECTIONAL_LIGHT = ${CONSTANT_DIRECTIONAL_LIGHT};\nconst SPOT_LIGHT = ${CONSTANT_SPOT_LIGHT};\n\nstruct Ray {\n o: vec3f,\n d: vec3f,\n};\n\nstruct SurfaceInteraction {\n position: vec3f,\n // For perfect specular or transmission surface\n // We use the albedo and normal of first diffuse or glossy surface hit instead for denoising\n // See albedo section in https://www.openimagedenoise.org/documentation.html\n albedoSampled: bool,\n\n normal: vec3f, // material shading normal\n${hasCoatNormals ? /* wgsl */ `\n coatNormal: vec3f, // independent, built before base normal mapping\n` : ''}\n vertexNormal: vec3f, // interpolated mesh normal before normal mapping\n shadowOffset: vec3f, // smooth-surface offset for direct-light shadow rays\n\n faceNormal: vec3f, // normal of the triangle\n hit: bool,\n\n tangent: vec3f,\n${hasAnisotropyDirections ? /* wgsl */ `\n directionTangent: vec3f,\n directionBitangent: vec3f,\n geometryTangent: vec3f,\n geometryBitangent: vec3f,\n` : /* wgsl */ ``}\n uv: vec2f,\n uv1: vec2f,\n\n triangleIndex: i32,\n instanceIndex: i32,\n materialIndex: i32,\n barycentrics: vec2f,\n\n wavelength: f32,\n\n mediumType: i32,\n mediumExtinction: vec3f,\n mediumScattering: vec3f,\n mediumAnisotropy: f32,\n\n};\n\n// Texture-resolved OpenPBR inputs used by the surface integrator. The storage\n// buffer keeps its compact legacy layout; getMaterial() is the compatibility\n// boundary that maps it to these canonical names.\nstruct OpenPbrResolvedMaterial {\n baseColor: vec3f,\n transmissionWeight: f32,\n\n emission: vec3f,\n specularAnisotropy: f32,\n\n baseMetalness: f32,\n specularIor: f32,\n specularRoughness: f32,\n\n transmissionDispersionScale: f32,\n dispersionAbbeNumber: f32,\n thinFilmThickness: f32,\n thinFilmIor: f32,\n thinFilmWeight: f32,\n\n // Medium\n mediumType: i32,\n mediumExtinction: vec3f,\n mediumScattering: vec3f,\n mediumAnisotropy: f32,\n\n baseWeight: f32,\n diffuseRoughness: f32,\n specularWeight: f32,\n specularColor: vec3f,\n subsurfaceWeight: f32,\n subsurfaceColor: vec3f,\n transmissionColor: vec3f,\n fuzzWeight: f32,\n fuzzColor: vec3f,\n fuzzRoughness: f32,\n coatWeight: f32,\n coatColor: vec3f,\n coatRoughness: f32,\n coatAnisotropy: f32,\n${hasAnisotropyDirections ? /* wgsl */ `\n anisotropyDirection: vec2f,\n anisotropyDirectionEnabled: bool,\n coatAnisotropyRotation: f32,\n${hasAnisotropyDirections ? /* wgsl */ `\n directionTangent: vec3f,\n directionBitangent: vec3f,\n geometryTangent: vec3f,\n geometryBitangent: vec3f,\n` : /* wgsl */ ``}\n` : /* wgsl */ ``}\n${hasCoatNormals ? /* wgsl */ `\n coatNormal: vec3f,\n coatNormalEnabled: bool,\n geometricNormal: vec3f, // face normal oriented toward the view\n` : ''}\n coatIor: f32,\n coatDarkening: f32,\n\n // Alpha\n alpha: f32,\n ${hasSceneAlpha ? 'alphaMode: i32,' : ''}\n\n materialType: i32,\n\n bevel: f32,\n\n relativeIor: f32,\n inside: bool,\n\n alphaX: f32,\n alphaY: f32,\n thinWalled: bool,\n};\n\nstruct Path {\n ray: Ray,\n li: vec3f,\n alpha: f32,\n beta: vec3f,\n fromEye: bool,\n abort: bool,\n scatteringPdf: f32,\n scatteringIsDelta: bool,\n isNextRefraction: bool,\n};\n\nstruct LightSampleRec {\n normal: vec3f,\n emission: vec3f,\n direction: vec3f,\n dist: f32,\n pdf: f32,\n // Discrete probability of selecting this light before sampling its\n // conditional point/direction. Light RIS excludes this term from the target\n // and carries it in the unbiased contribution weight instead.\n selectionPmf: f32,\n isDelta: bool,\n // Light source type: environment=0, emissive triangle=1, analytic=2.\n sourceType: u32,\n sourceIndex: u32,\n};\n\nstruct Light {\n position: vec3f,\n litType: f32,\n\n emission: vec3f,\n area: f32,\n\n u: vec3f,\n // Radius for sphere light, spread for rect light\n radiusOrSpread: f32,\n\n v: vec3f,\n textureIndex: f32,\n\n selectionPmf: f32,\n _samplingPadding0: f32,\n _samplingPadding1: f32,\n _samplingPadding2: f32,\n iesReference: vec3f,\n _iesPadding: f32,\n};\n\nstruct EmissiveTriangle {\n p0: vec3f,\n selectionPmf: f32,\n p1: vec3f,\n area: f32,\n p2: vec3f,\n materialIndex: f32,\n uv0: vec2f,\n uv1: vec2f,\n uv2: vec2f,\n secondaryUv0: vec2f,\n secondaryUv1: vec2f,\n secondaryUv2: vec2f,\n};\n\nstruct LightChoice {\n probability: f32,\n aliasIndex: i32,\n sourceType: i32,\n sourceIndex: i32,\n};\n\n${materialBufferWgsl()}\n\nstruct CameraUniform {\n viewProjectionInv: mat4x4<f32>,\n viewInv: mat4x4<f32>,\n apertureRadius: f32,\n focusDistance: f32,\n};\n\nstruct RayTraceUniform {\n outputSize: vec2f,\n sampleCount: f32,\n scaleOffset: vec4f,\n lightsCount: i32,\n transmissiveOutputAlphaMin: f32,\n jitter: vec2f,\n backgroundColor: vec4f,\n groundedBackgroundParams: vec4f,\n groundedBackgroundCenter: vec2f,\n blasOffset: i32,\n isEmpty: i32,\n bevel: i32,\n dispersionWavelengths: i32,\n envLightPmf: f32,\n lightChoiceCount: i32,\n lightWeightTotal: f32,\n lightSamplingTextureWidth: i32,\n lightChoiceTexelOffset: i32,\n bounces: i32,\n varianceMoments: i32,\n adaptiveSampling: i32,\n clamping: f32,\n directLightCandidates: i32,\n backgroundFlags: i32,\n // Fixed at 4: runtime trip bounds discourage thin-film loop unrolling.\n loopUnrollGuard: u32,\n sceneFeatureFlags: u32,\n sequenceSeed: u32,\n zSobolLogSPP: u32,\n sampleSequenceOffset: u32,\n}\n\n// Buffers\n@group(0) @binding(0) var<storage, read> bvhBuffer: array<vec4f>;\n@group(0) @binding(1) var<storage, read> instancesBuffer: array<vec4f>;\n@group(0) @binding(2) var<storage, read> attrBuffers: array<${hasAnisotropyDirections ? /* wgsl */ `vec4f` : /* wgsl */ `vec3f`}>;\n@group(0) @binding(3) var<storage, read> materialsBuffer: array<MaterialBuffer>;\n\n// Textures\n@group(1) @binding(0) var mapSampler: sampler;\n@group(1) @binding(1) var map: texture_2d_array<f32>;\n// The first NUM_MAPS entries contain atlas placement; the second half stores\n// per-texture UV scale/offset; the third block stores the UV channel in x.\n@group(1) @binding(3) var<uniform> mapInfo: array<vec4f, NUM_MAPS * 3>;\n@group(1) @binding(4) var envMap: texture_2d<f32>;\n@group(1) @binding(5) var envMapDistribution: texture_2d<f32>;\n@group(1) @binding(6) var backgroundMap: texture_2d<f32>;\n@group(1) @binding(8) var lightSamplingData: texture_2d<f32>;\n@group(1) @binding(9) var openPbrEnergyLut: texture_2d<f32>;\n@group(1) @binding(10) var adaptiveSampleTargets: texture_2d<f32>;\n\nfn iesProfileScalar(baseTexel: i32, scalarIndex: i32) -> f32 {\n let texelIndex = baseTexel + scalarIndex / 4;\n let width = rtUniform.lightSamplingTextureWidth;\n let packed = textureLoad(lightSamplingData, vec2i(texelIndex % width, texelIndex / width), 0);\n return packed[scalarIndex % 4];\n}\n\nfn sampleIESProfile(baseTexel: i32, uv: vec2f) -> f32 {\n if (baseTexel < 0) { return 1.0; }\n let pixel = fract(uv) * 128.0 - vec2f(0.5);\n let x0 = i32(floor(pixel.x));\n let y0 = i32(floor(pixel.y));\n let fx = fract(pixel.x);\n let fy = fract(pixel.y);\n let xa = select(x0, 127, x0 < 0);\n let xb = select(x0 + 1, 0, x0 >= 127);\n let ya = select(y0, 127, y0 < 0);\n let yb = select(y0 + 1, 0, y0 >= 127);\n let a = iesProfileScalar(baseTexel, ya * 128 + xa);\n let b = iesProfileScalar(baseTexel, ya * 128 + xb);\n let c = iesProfileScalar(baseTexel, yb * 128 + xa);\n let d = iesProfileScalar(baseTexel, yb * 128 + xb);\n return mix(mix(a, b, fx), mix(c, d, fx), fy);\n}\n\nfn evaluateSpotEmissionMultiplier(light: Light, lightToSurface: vec3f) -> f32 {\n let axis = normalize(light.u);\n let cosTheta = dot(axis, lightToSurface);\n var cone = select(0.0, 1.0, cosTheta >= light.v.x);\n if (light.v.y > 1e-6) {\n cone = smoothstep(light.v.x, light.v.x + light.v.y, cosTheta);\n }\n if (cone <= 0.0 || light.textureIndex < 0.0) { return cone; }\n let xAxis = light.iesReference;\n let yAxis = cross(axis, xAxis);\n let vertical = acos(clamp(cosTheta, -1.0, 1.0));\n let horizontal = atan2(dot(lightToSurface, yAxis), dot(lightToSurface, xAxis));\n return cone * sampleIESProfile(i32(light.textureIndex), vec2f(vertical / PI, horizontal / TWOPI + 0.5));\n}\n\n\n \n// Uniforms\n@group(2) @binding(0) var<uniform> cameraUniform: CameraUniform;\n@group(2) @binding(1) var<uniform> rtUniform: RayTraceUniform;\n\n@group(2) @binding(2) var<uniform> analyticLights: array<Light, NUM_UNIFORM_LIGHTS>;\n// TODO uniform must be aligned to 16 bytes.\n\nfn initRay(ray: ptr<function, Ray>, origin: vec3f, direction: vec3f) {\n (*ray).o = origin;\n (*ray).d = direction;\n}\n`;\n}\n"]}
|
|
@@ -0,0 +1,2 @@
|
|
|
1
|
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declare const _default: "\nfn light_sample_sphere(light: Light, scatterPos: vec3f, randomV2: vec2f, lightSample: ptr<function, LightSampleRec>) {\n let centerOffset = light.position - scatterPos;\n let centerDistance = length(centerOffset);\n if (light.radiusOrSpread <= 0.0) {\n // A zero-radius sphere is a point emitter. The stored emission is\n // luminous intensity, so convert it to incident radiance here rather\n // than approximating the delta source as a tiny area sphere.\n if (centerDistance <= 1e-6) {\n (*lightSample).direction = vec3f(0.0, 0.0, 1.0);\n (*lightSample).normal = vec3f(0.0, 0.0, -1.0);\n (*lightSample).dist = 0.0;\n (*lightSample).pdf = 1.0;\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).isDelta = true;\n return;\n }\n (*lightSample).direction = centerOffset / centerDistance;\n (*lightSample).normal = -(*lightSample).direction;\n (*lightSample).dist = centerDistance;\n (*lightSample).pdf = 1.0;\n (*lightSample).emission = light.emission /\n max(centerDistance * centerDistance, 1e-8);\n (*lightSample).isDelta = true;\n return;\n }\n let radius = max(light.radiusOrSpread, 1e-6);\n (*lightSample).isDelta = false;\n var sampledDirection: vec3f;\n\n if (centerDistance <= radius) {\n let z = 1.0 - 2.0 * randomV2.x;\n let radial = sqrt(max(0.0, 1.0 - z * z));\n let azimuth = TWOPI * randomV2.y;\n sampledDirection = vec3f(\n radial * cos(azimuth),\n radial * sin(azimuth),\n z\n );\n (*lightSample).pdf = INV4PI;\n }\n else {\n let sphereAxis = centerOffset / centerDistance;\n let sinThetaMaxSquared = min(\n 1.0,\n radius * radius / (centerDistance * centerDistance)\n );\n let cosThetaMax = sqrt(max(0.0, 1.0 - sinThetaMaxSquared));\n let cosTheta = mix(1.0, cosThetaMax, randomV2.x);\n let sinTheta = sqrt(max(0.0, 1.0 - cosTheta * cosTheta));\n let azimuth = TWOPI * randomV2.y;\n var tangent: vec3f;\n var bitangent: vec3f;\n sampling_orthonormal_basis(sphereAxis, &tangent, &bitangent);\n sampledDirection = sphereAxis * cosTheta\n + tangent * (sinTheta * cos(azimuth))\n + bitangent * (sinTheta * sin(azimuth));\n (*lightSample).pdf = 1.0 / max(\n TWOPI * (1.0 - cosThetaMax),\n 1e-8\n );\n }\n\n let centerProjection = dot(sampledDirection, centerOffset);\n let centerOffsetSquared = dot(centerOffset, centerOffset);\n let discriminant = centerProjection * centerProjection\n - centerOffsetSquared + radius * radius;\n let nearDistance = centerProjection - sqrt(max(0.0, discriminant));\n let farDistance = centerProjection + sqrt(max(0.0, discriminant));\n (*lightSample).dist = select(farDistance, nearDistance, nearDistance > 1e-6);\n (*lightSample).direction = sampledDirection;\n let lightSurfacePos = scatterPos + sampledDirection * (*lightSample).dist;\n (*lightSample).normal = normalize(lightSurfacePos - light.position);\n (*lightSample).emission = light.emission;\n}\n\nfn light_apply_rect_texture(\n light: Light,\n surfacePoint: vec3f,\n lowerLeft: vec3f,\n result: ptr<function, LightSampleRec>\n) {\n if (light.textureIndex < 0.0) {\n return;\n }\n let width = length(light.u);\n let height = length(light.v);\n let relative = surfacePoint - lowerLeft;\n let uv = vec2f(\n dot(relative, light.u / width) / width,\n dot(relative, light.v / height) / height\n );\n (*result).emission *= sampleMap(i32(light.textureIndex), uv).rgb;\n}\n\nfn light_sample_rect(\n light: Light,\n shadingPoint: vec3f,\n samplePoint: vec2f,\n result: ptr<function, LightSampleRec>\n) {\n let normal = normalize(cross(light.u, light.v));\n let lowerLeft = light.position - 0.5 * (light.u + light.v);\n let spread = clamp(light.radiusOrSpread, 0.0, 1.0);\n\n if (spread <= 0.001) {\n let planeDistance = dot(normal, shadingPoint - light.position);\n let surfacePoint = shadingPoint - normal * planeDistance;\n let relative = surfacePoint - lowerLeft;\n let width = length(light.u);\n let height = length(light.v);\n let uv = vec2f(\n dot(relative, light.u / width) / width,\n dot(relative, light.v / height) / height\n );\n if (planeDistance <= 0.0 || any(uv < vec2f(0.0)) || any(uv > vec2f(1.0))) {\n (*result).emission = vec3f(0.0);\n (*result).pdf = 0.0;\n return;\n }\n (*result).direction = -normal;\n (*result).dist = planeDistance;\n (*result).normal = normal;\n (*result).emission = light.emission;\n (*result).pdf = 1.0;\n (*result).isDelta = true;\n light_apply_rect_texture(light, surfacePoint, lowerLeft, result);\n return;\n }\n\n let surfacePoint = lowerLeft\n + light.u * samplePoint.x\n + light.v * samplePoint.y;\n let offset = surfacePoint - shadingPoint;\n let distanceSquared = dot(offset, offset);\n (*result).dist = sqrt(distanceSquared);\n (*result).direction = offset / (*result).dist;\n (*result).normal = normal;\n let emitterCosine = dot(-(*result).direction, normal);\n let spreadCosine = cos(0.5 * PI * spread);\n if (emitterCosine <= 0.0 || emitterCosine < spreadCosine) {\n (*result).emission = vec3f(0.0);\n (*result).pdf = 0.0;\n return;\n }\n (*result).emission = light.emission;\n (*result).pdf = distanceSquared / max(light.area * emitterCosine, 1e-8);\n light_apply_rect_texture(light, surfacePoint, lowerLeft, result);\n}\n\nfn light_sample_directional(\n light: Light,\n result: ptr<function, LightSampleRec>\n) {\n (*result).direction = normalize(-light.u);\n (*result).normal = -(*result).direction;\n (*result).emission = light.emission;\n (*result).dist = INF;\n (*result).pdf = 1.0;\n (*result).isDelta = true;\n}\n\nfn light_sample_spot(\n light: Light,\n shadingPoint: vec3f,\n samplePoint: vec2f,\n result: ptr<function, LightSampleRec>\n) {\n light_sample_sphere(light, shadingPoint, samplePoint, result);\n let surfacePoint = shadingPoint + (*result).direction * (*result).dist;\n let lightToSurface = normalize(shadingPoint - surfacePoint);\n (*result).emission *= evaluateSpotEmissionMultiplier(light, lightToSurface);\n}\n\nfn sampleAnalyticLight(\n light: Light,\n shadingPoint: vec3f,\n samplePoint: vec2f,\n result: ptr<function, LightSampleRec>\n) {\n let lightType = i32(light.litType);\n if (lightType == RECT_LIGHT) {\n light_sample_rect(light, shadingPoint, samplePoint, result);\n return;\n }\n if (lightType == SPHERE_LIGHT) {\n light_sample_sphere(light, shadingPoint, samplePoint, result);\n return;\n }\n if (lightType == SPOT_LIGHT) {\n light_sample_spot(light, shadingPoint, samplePoint, result);\n return;\n }\n if (lightType == DIRECTIONAL_LIGHT) {\n light_sample_directional(light, result);\n }\n}\n\nfn sampleEnvLight(randomV2: vec2f, lightSample: ptr<function, LightSampleRec>) {\n var uv: vec2f;\n (*lightSample).direction = sampleEnvmap(randomV2, &uv, &(*lightSample).pdf);\n (*lightSample).emission = textureLinear(envMap, uv).rgb;\n (*lightSample).dist = INF;\n}\n\nfn loadLightSamplingTexel(texelIndex: i32) -> vec4f {\n let width = rtUniform.lightSamplingTextureWidth;\n return textureLoad(\n lightSamplingData,\n vec2i(texelIndex % width, texelIndex / width),\n 0\n );\n}\n\nfn getEmissiveTriangle(index: i32) -> EmissiveTriangle {\n let offset = index * 6;\n let a = loadLightSamplingTexel(offset);\n let b = loadLightSamplingTexel(offset + 1);\n let c = loadLightSamplingTexel(offset + 2);\n let d = loadLightSamplingTexel(offset + 3);\n let e = loadLightSamplingTexel(offset + 4);\n let f = loadLightSamplingTexel(offset + 5);\n return EmissiveTriangle(\n a.xyz, a.w,\n b.xyz, b.w,\n c.xyz, c.w,\n d.xy, d.zw, e.xy,\n e.zw, f.xy, f.zw\n );\n}\n\nfn getLightChoice(index: i32) -> LightChoice {\n let data = loadLightSamplingTexel(rtUniform.lightChoiceTexelOffset + index);\n return LightChoice(\n data.x,\n bitcast<i32>(data.y),\n bitcast<i32>(data.z),\n bitcast<i32>(data.w)\n );\n}\n\nfn getLightChoiceFromTable(tableOffset: i32, index: i32) -> LightChoice {\n return getLightChoice(tableOffset + index);\n}\n\nfn stratifyLightChoiceRandom(\n rnd: vec3f,\n candidateIndex: u32,\n candidateCount: u32\n) -> vec3f {\n var stratified = rnd;\n let count = max(candidateCount, 1u);\n stratified.z = (rnd.z + f32(min(candidateIndex, count - 1u))) /\n f32(count);\n return stratified;\n}\n\nfn sampleEmissiveTriangleLight(\n triangle: EmissiveTriangle,\n scatterPos: vec3f,\n randomV2: vec2f,\n lightSample: ptr<function, LightSampleRec>\n) {\n let sqrtU = sqrt(randomV2.x);\n let barycentric = vec3f(\n 1.0 - sqrtU,\n sqrtU * (1.0 - randomV2.y),\n sqrtU * randomV2.y\n );\n let lightPosition =\n barycentric.x * triangle.p0 +\n barycentric.y * triangle.p1 +\n barycentric.z * triangle.p2;\n let uv =\n barycentric.x * triangle.uv0 +\n barycentric.y * triangle.uv1 +\n barycentric.z * triangle.uv2;\n let secondaryUv =\n barycentric.x * triangle.secondaryUv0 +\n barycentric.y * triangle.secondaryUv1 +\n barycentric.z * triangle.secondaryUv2;\n let normal = normalize(cross(triangle.p1 - triangle.p0, triangle.p2 - triangle.p0));\n (*lightSample).direction = lightPosition - scatterPos;\n (*lightSample).dist = length((*lightSample).direction);\n if ((*lightSample).dist <= EPS) {\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).pdf = 0.0;\n return;\n }\n (*lightSample).direction /= (*lightSample).dist;\n (*lightSample).normal = normal;\n let cosLight = dot(normal, -(*lightSample).direction);\n if (cosLight <= 0.0) {\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).pdf = 0.0;\n return;\n }\n (*lightSample).emission = getMaterialEmission(\n i32(triangle.materialIndex), uv, secondaryUv\n );\n (*lightSample).selectionPmf = triangle.selectionPmf;\n (*lightSample).pdf = triangle.selectionPmf *\n ((*lightSample).dist * (*lightSample).dist) /\n max(triangle.area * cosLight, 1e-8);\n}\n\nfn sampleLightChoiceTable(\n scatterPos: vec3f,\n rnd: vec3f,\n tableOffset: i32,\n choiceCount: i32,\n selectionPmfScale: f32,\n lightSample: ptr<function, LightSampleRec>\n) {\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).pdf = 0.0;\n (*lightSample).selectionPmf = 0.0;\n (*lightSample).dist = INF;\n (*lightSample).isDelta = false;\n (*lightSample).sourceType = 0u;\n (*lightSample).sourceIndex = 0xffffffffu;\n if (choiceCount <= 0) {\n return;\n }\n\n let scaledChoice = rnd.z * f32(choiceCount);\n let column = min(i32(scaledChoice), choiceCount - 1);\n let columnChoice = getLightChoiceFromTable(tableOffset, column);\n let selectedIndex = select(\n columnChoice.aliasIndex,\n column,\n fract(scaledChoice) < columnChoice.probability\n );\n let choice = getLightChoiceFromTable(tableOffset, selectedIndex);\n if (choice.sourceType == 1) {\n (*lightSample).sourceType = 0u;\n (*lightSample).sourceIndex = u32(choice.sourceIndex);\n sampleEnvLight(rnd.xy, lightSample);\n (*lightSample).selectionPmf = rtUniform.envLightPmf;\n (*lightSample).pdf *= rtUniform.envLightPmf;\n }\n else if (choice.sourceType == 2) {\n (*lightSample).sourceType = 2u;\n (*lightSample).sourceIndex = u32(choice.sourceIndex);\n let light = analyticLights[choice.sourceIndex];\n sampleAnalyticLight(light, scatterPos, rnd.xy, lightSample);\n (*lightSample).selectionPmf = light.selectionPmf;\n (*lightSample).pdf *= light.selectionPmf;\n }\n else if (choice.sourceType == 3) {\n (*lightSample).sourceType = 1u;\n (*lightSample).sourceIndex = u32(choice.sourceIndex);\n sampleEmissiveTriangleLight(\n getEmissiveTriangle(choice.sourceIndex),\n scatterPos,\n rnd.xy,\n lightSample\n );\n }\n (*lightSample).selectionPmf *= selectionPmfScale;\n (*lightSample).pdf *= selectionPmfScale;\n}\n\nfn sampleLight(\n scatterPos: vec3f,\n rnd: vec3f,\n lightSample: ptr<function, LightSampleRec>,\n distByIntensity: bool\n) {\n sampleLightChoiceTable(\n scatterPos,\n rnd,\n 0,\n rtUniform.lightChoiceCount,\n 1.0,\n lightSample\n );\n}\n\n// Light choice for one of the resampled NEE candidates. The selection random\n// number is stratified across the candidates.\nfn sampleLightForNEECandidate(\n scatterPos: vec3f,\n rnd: vec3f,\n candidateIndex: u32,\n candidateCount: u32,\n lightSample: ptr<function, LightSampleRec>\n) {\n sampleLightChoiceTable(\n scatterPos,\n stratifyLightChoiceRandom(rnd, candidateIndex, candidateCount),\n 0,\n rtUniform.lightChoiceCount,\n 1.0,\n lightSample\n );\n}\n";
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export default _default;
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