@meimu/mutracer 0.1.1 → 0.1.3
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/dist/assets/bvh.worker.js +1 -1
- package/dist/mutracer.umd.js +3525 -3484
- package/docs/materials.md +27 -7
- package/docs/threejs.md +13 -2
- package/docs/viewer.md +53 -0
- package/lib/oidn.d.ts +1 -1
- package/lib/oidnBundledWeights.cdn.d.ts +2 -2
- package/lib/renderer/MaterialTable.d.ts +1 -0
- package/lib/renderer/MaterialTable.js +2 -1
- package/lib/renderer/MaterialTable.js.map +1 -1
- package/lib/renderer/WGPUBloomPass.js +18 -18
- package/lib/renderer/WGPUFullQuadPass.js +3 -3
- package/lib/renderer/WGPUJNLMDenoiser.js +62 -62
- package/lib/renderer/WGPURayTraceOutput.js +14 -12
- package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
- package/lib/renderer/WGPURayTracePass.js +2 -2
- package/lib/renderer/WGPURayTracePass.js.map +1 -1
- package/lib/renderer/WGPURenderingPipeline.js +20 -18
- package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
- package/lib/renderer/WebGLJNLMDenoiser.js +61 -61
- package/lib/renderer/WebGLRayTraceOutputPass.js +4 -4
- package/lib/renderer/WebGLRayTracePass.js +3 -1
- package/lib/renderer/WebGLRayTracePass.js.map +1 -1
- package/lib/renderer/glsl/chunks/cameraRay.glsl.js +9 -9
- package/lib/renderer/glsl/chunks/envMap.glsl.js +45 -45
- package/lib/renderer/glsl/chunks/intersect.glsl.js +262 -262
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +111 -111
- package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +436 -436
- package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
- package/lib/renderer/glsl/chunks/random.glsl.js +3 -3
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +32 -32
- package/lib/renderer/glsl/chunks/sampleLight.glsl.js +54 -54
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +71 -71
- package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +12 -12
- package/lib/renderer/glsl/chunks/sampling.glsl.js +64 -64
- package/lib/renderer/glsl/chunks/sobol.glsl.js +49 -49
- package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
- package/lib/renderer/glsl/chunks/uvProjection.glsl.js +5 -5
- package/lib/renderer/glsl/depthQuery.frag.js +2 -2
- package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +8 -8
- package/lib/renderer/glsl/rayTrace.frag.js +128 -128
- package/lib/renderer/glsl/shadowCatcher.frag.js +12 -12
- package/lib/renderer/glsl/webglPipeline.frag.js +49 -49
- package/lib/renderer/lightsUtil.js +1 -1
- package/lib/renderer/lightsUtil.js.map +1 -1
- package/lib/renderer/materialComparison.generated.js +5 -0
- package/lib/renderer/materialComparison.generated.js.map +1 -1
- package/lib/renderer/materialLayout.js +2 -1
- package/lib/renderer/materialLayout.js.map +1 -1
- package/lib/renderer/prepareMeshBVH.d.ts +4 -2
- package/lib/renderer/prepareMeshBVH.js +44 -20
- package/lib/renderer/prepareMeshBVH.js.map +1 -1
- package/lib/renderer/scratchSampling.js +6 -6
- package/lib/renderer/wgsl/chunks/common.wgsl.js +4 -4
- package/lib/renderer/wgsl/chunks/envMap.wgsl.js +29 -29
- package/lib/renderer/wgsl/chunks/intersect.wgsl.js +376 -379
- package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +5 -5
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +51 -51
- package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +453 -453
- package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +122 -117
- package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
- package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +13 -13
- package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +94 -94
- package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +119 -119
- package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +5 -5
- package/lib/renderer/wgsl/chunks/sampling.wgsl.js +62 -62
- package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.d.ts +3 -3
- package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js +2 -2
- package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sobol.wgsl.js +53 -53
- package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +5 -5
- package/lib/renderer/wgsl/compose.frag.wgsl.d.ts +2 -2
- package/lib/renderer/wgsl/compose.frag.wgsl.js +120 -92
- package/lib/renderer/wgsl/compose.frag.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/customDenoise.wgsl.js +10 -10
- package/lib/renderer/wgsl/depthQuery.wgsl.js +3 -3
- package/lib/renderer/wgsl/offlineAdaptive.compute.js +26 -26
- package/lib/renderer/wgsl/rayTrace.compute.js +220 -211
- package/lib/renderer/wgsl/rayTrace.compute.js.map +1 -1
- package/lib/scene/OpenPBRMaterial.d.ts +4 -2
- package/lib/scene/OpenPBRMaterial.js +4 -2
- package/lib/scene/OpenPBRMaterial.js.map +1 -1
- package/lib/scene/openPbrSchema.d.ts +7 -2
- package/lib/scene/openPbrSchema.js +2 -1
- package/lib/scene/openPbrSchema.js.map +1 -1
- package/lib/util/fromTHREE.d.ts +1 -0
- package/lib/util/fromTHREE.js +24 -6
- package/lib/util/fromTHREE.js.map +1 -1
- package/lib/version.d.ts +1 -1
- package/lib/version.js +1 -1
- package/lib/version.js.map +1 -1
- package/package.json +5 -4
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declare const displacementCommon = "\n\n\nstruct MicroTriangleIntersect {\n barycentric: vec3f,\n t: f32,\n normal: vec3f,\n\n}\n\nfn findVT(\n uu: f32,\n pARel: vec3f, pBRel: vec3f,\n eAC: vec3f, eBD: vec3f,\n rayDir: vec3f,\n distMin: f32,\n hitDist: ptr<function, f32>\n) -> bool {\n if (uu >= 0.0 && uu <= 1.0) {\n let pAB = mix(pARel, pBRel, uu);\n let pCD = mix(eAC, eBD, uu);\n var n = cross(rayDir, pCD);\n let recDet = 1.0 / dot(n, n);\n n = cross(n, pAB);\n let tt = dot(n, pCD) * recDet;\n let vv = dot(n, rayDir) * recDet;\n if (vv >= 0.0 && vv <= 1.0 && tt > distMin && tt < *hitDist) {\n *hitDist = tt;\n return true;\n }\n }\n return false;\n}\n\nfn testRayVsBilinearPatch(\n rayOrg: vec3f, rayDir: vec3f, distMin: f32, distMax: f32,\n pA: vec3f, pB: vec3f, pC: vec3f, pD: vec3f,\n hitDist: ptr<function, f32>\n) -> bool {\n let eAB = pB - pA;\n let eAC = pC - pA;\n let eBD = pD - pB;\n let eCD = pD - pC;\n let pARel = pA - rayOrg;\n let pBRel = pB - rayOrg;\n\n var u1: f32;\n var u2: f32;\n {\n let qN = cross(eAB, -eCD);\n let a = dot(qN, rayDir);\n var b = dot(cross(pBRel, rayDir), eBD);\n let c = dot(cross(pARel, rayDir), eAC);\n b -= a + c;\n\n let det = b * b - 4.0 * a * c;\n if (det < 0.0) {\n return false;\n }\n\n if (a == 0.0) {\n u1 = -c / b;\n u2 = -1.0;\n } else {\n let sqrtDet = sqrt(det);\n let temp = -0.5 * (b + sign(b) * sqrtDet);\n u1 = temp / a;\n u2 = c / temp;\n }\n }\n\n *hitDist = distMax;\n\n var hit = false;\n\n hit = findVT(u1, pARel, pBRel, eAC, eBD, rayDir, distMin, hitDist) || \n findVT(u2, pARel, pBRel, eAC, eBD, rayDir, distMin, hitDist);\n if (!hit) {\n return false;\n }\n\n return true;\n}\n\nfn intersectPrism(\n rayOrg: vec3f, rayDir: vec3f, distMin: f32, distMax: f32,\n pA: vec3f, pB: vec3f, pC: vec3f,\n pD: vec3f, pE: vec3f, pF: vec3f,\n\n hitDistMin: ptr<function, f32>,\n hitDistMax: ptr<function, f32>\n) -> bool {\n *hitDistMin = INF;\n *hitDistMax = -INF;\n\n let maxD = maxDimension(abs(rayDir));\n let shear = getShear(rayDir, maxD);\n var tt: f32;\n\n tt = intersectTriangle(\n rayOrg, rayDir,\n Triangle(pC, pB, pA), maxD, shear, INF\n ).t;\n if (tt > 0.0) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n tt = intersectTriangle(\n rayOrg, rayDir,\n Triangle(pD, pE, pF), maxD, shear, INF\n ).t;\n if (tt > 0.0) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n if (testRayVsBilinearPatch(\n rayOrg, rayDir, -INF, INF,\n pA, pB, pD, pE,\n &tt)) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n if (testRayVsBilinearPatch(\n rayOrg, rayDir, -INF, INF,\n pB, pC, pE, pF,\n &tt)) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n if (testRayVsBilinearPatch(\n rayOrg, rayDir, -INF, INF,\n pC, pA, pF, pD,\n &tt)) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n\n *hitDistMin = max(*hitDistMin, distMin);\n *hitDistMax = min(*hitDistMax, distMax);\n\n return *hitDistMin <= *hitDistMax && *hitDistMax > 0.0;\n}\n";
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declare const _default: "\n\n\n\n\nstruct MicroTriangleIntersect {\n barycentric: vec3f,\n t: f32,\n normal: vec3f,\n\n}\n\nfn findVT(\n uu: f32,\n pARel: vec3f, pBRel: vec3f,\n eAC: vec3f, eBD: vec3f,\n rayDir: vec3f,\n distMin: f32,\n hitDist: ptr<function, f32>\n) -> bool {\n if (uu >= 0.0 && uu <= 1.0) {\n let pAB = mix(pARel, pBRel, uu);\n let pCD = mix(eAC, eBD, uu);\n var n = cross(rayDir, pCD);\n let recDet = 1.0 / dot(n, n);\n n = cross(n, pAB);\n let tt = dot(n, pCD) * recDet;\n let vv = dot(n, rayDir) * recDet;\n if (vv >= 0.0 && vv <= 1.0 && tt > distMin && tt < *hitDist) {\n *hitDist = tt;\n return true;\n }\n }\n return false;\n}\n\nfn testRayVsBilinearPatch(\n rayOrg: vec3f, rayDir: vec3f, distMin: f32, distMax: f32,\n pA: vec3f, pB: vec3f, pC: vec3f, pD: vec3f,\n hitDist: ptr<function, f32>\n) -> bool {\n let eAB = pB - pA;\n let eAC = pC - pA;\n let eBD = pD - pB;\n let eCD = pD - pC;\n let pARel = pA - rayOrg;\n let pBRel = pB - rayOrg;\n\n var u1: f32;\n var u2: f32;\n {\n let qN = cross(eAB, -eCD);\n let a = dot(qN, rayDir);\n var b = dot(cross(pBRel, rayDir), eBD);\n let c = dot(cross(pARel, rayDir), eAC);\n b -= a + c;\n\n let det = b * b - 4.0 * a * c;\n if (det < 0.0) {\n return false;\n }\n\n if (a == 0.0) {\n u1 = -c / b;\n u2 = -1.0;\n } else {\n let sqrtDet = sqrt(det);\n let temp = -0.5 * (b + sign(b) * sqrtDet);\n u1 = temp / a;\n u2 = c / temp;\n }\n }\n\n *hitDist = distMax;\n\n var hit = false;\n\n hit = findVT(u1, pARel, pBRel, eAC, eBD, rayDir, distMin, hitDist) || \n findVT(u2, pARel, pBRel, eAC, eBD, rayDir, distMin, hitDist);\n if (!hit) {\n return false;\n }\n\n return true;\n}\n\nfn intersectPrism(\n rayOrg: vec3f, rayDir: vec3f, distMin: f32, distMax: f32,\n pA: vec3f, pB: vec3f, pC: vec3f,\n pD: vec3f, pE: vec3f, pF: vec3f,\n\n hitDistMin: ptr<function, f32>,\n hitDistMax: ptr<function, f32>\n) -> bool {\n *hitDistMin = INF;\n *hitDistMax = -INF;\n\n let maxD = maxDimension(abs(rayDir));\n let shear = getShear(rayDir, maxD);\n var tt: f32;\n\n tt = intersectTriangle(\n rayOrg, rayDir,\n Triangle(pC, pB, pA), maxD, shear, INF\n ).t;\n if (tt > 0.0) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n tt = intersectTriangle(\n rayOrg, rayDir,\n Triangle(pD, pE, pF), maxD, shear, INF\n ).t;\n if (tt > 0.0) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n if (testRayVsBilinearPatch(\n rayOrg, rayDir, -INF, INF,\n pA, pB, pD, pE,\n &tt)) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n if (testRayVsBilinearPatch(\n rayOrg, rayDir, -INF, INF,\n pB, pC, pE, pF,\n &tt)) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n if (testRayVsBilinearPatch(\n rayOrg, rayDir, -INF, INF,\n pC, pA, pF, pD,\n &tt)) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n\n *hitDistMin = max(*hitDistMin, distMin);\n *hitDistMax = min(*hitDistMax, distMax);\n\n return *hitDistMin <= *hitDistMax && *hitDistMax > 0.0;\n}\n\n\nfn triangleBarycentric(p: vec3f, p0: vec3f, p1: vec3f, p2: vec3f) -> vec3f {\n let v0 = p1 - p0;\n let v1 = p2 - p0;\n let v2 = p - p0;\n\n let d00 = dot(v0, v0);\n let d01 = dot(v0, v1);\n let d11 = dot(v1, v1);\n let d20 = dot(v2, v0);\n let d21 = dot(v2, v1);\n\n let invDenom = 1.0 / (d00 * d11 - d01 * d01);\n let v = clamp((d11 * d20 - d01 * d21) * invDenom, 0.0, 1.0);\n let w = clamp((d00 * d21 - d01 * d20) * invDenom, 0.0, 1.0);\n let u = 1.0 - v - w;\n\n return vec3f(u, v, w);\n}\n\nfn wrapUv(uv: vec2f) -> vec2f {\n return (uv % 1.0 + 1.0) % 1.0;\n}\n\n\nfn intersectDisplacement(\n _rayOrigin: vec3f, _rayDir: vec3f, _tMax: f32,\n _pA: vec3f, _pB: vec3f, _pC: vec3f,\n _nA: vec3f, _nB: vec3f, _nC: vec3f,\n _tcA: vec2f, _tcB: vec2f, _tcC: vec2f,\n\n heightMapIndex: i32,\n heightMapSize: vec2f,\n\n _minH: f32, _maxH: f32,\n hScale: f32,\n stepSize: f32,\n uvProjection: i32,\n uvScale: vec2f,\n isShadowHit: bool,\n isRefraction: bool\n) -> MicroTriangleIntersect {\n\n let DT = stepSize;\n let dt = DT / length(_rayDir);\n let dbx = 0.001;\n let dby = 0.001;\n\n var result: MicroTriangleIntersect;\n result.t = INF;\n\n var hitDistMin = INF;\n var hitDistMax = -INF;\n\n let hSign = sign(hScale);\n let hScaleAbs = abs(hScale);\n // Face normal.\n let faceN = hSign * normalize(cross(_pB - _pA, _pC - _pA));\n\n // dA, dB, dC are negative if hScale is negative\n let dA = dot(_nA, faceN);\n let dB = dot(_nB, faceN);\n let dC = dot(_nC, faceN);\n\n var minH = _minH * hScale * min(min(dA, dB), dC);\n var maxH = _maxH * hScale * max(max(dA, dB), dC);\n\n // Add gap\n // 1. Avoid too small height cause ray marching miss.\n // 2. Make sure the ray start beyond the displaced surface when surface height is same with prism height.\n let prismHeight = abs(maxH) - abs(minH);\n minH = sign(minH) * max(abs(minH) -
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declare const _default: "\n\n\n\n\nstruct MicroTriangleIntersect {\n barycentric: vec3f,\n t: f32,\n normal: vec3f,\n\n}\n\nfn findVT(\n uu: f32,\n pARel: vec3f, pBRel: vec3f,\n eAC: vec3f, eBD: vec3f,\n rayDir: vec3f,\n distMin: f32,\n hitDist: ptr<function, f32>\n) -> bool {\n if (uu >= 0.0 && uu <= 1.0) {\n let pAB = mix(pARel, pBRel, uu);\n let pCD = mix(eAC, eBD, uu);\n var n = cross(rayDir, pCD);\n let recDet = 1.0 / dot(n, n);\n n = cross(n, pAB);\n let tt = dot(n, pCD) * recDet;\n let vv = dot(n, rayDir) * recDet;\n if (vv >= 0.0 && vv <= 1.0 && tt > distMin && tt < *hitDist) {\n *hitDist = tt;\n return true;\n }\n }\n return false;\n}\n\nfn testRayVsBilinearPatch(\n rayOrg: vec3f, rayDir: vec3f, distMin: f32, distMax: f32,\n pA: vec3f, pB: vec3f, pC: vec3f, pD: vec3f,\n hitDist: ptr<function, f32>\n) -> bool {\n let eAB = pB - pA;\n let eAC = pC - pA;\n let eBD = pD - pB;\n let eCD = pD - pC;\n let pARel = pA - rayOrg;\n let pBRel = pB - rayOrg;\n\n var u1: f32;\n var u2: f32;\n {\n let qN = cross(eAB, -eCD);\n let a = dot(qN, rayDir);\n var b = dot(cross(pBRel, rayDir), eBD);\n let c = dot(cross(pARel, rayDir), eAC);\n b -= a + c;\n\n let det = b * b - 4.0 * a * c;\n if (det < 0.0) {\n return false;\n }\n\n if (a == 0.0) {\n u1 = -c / b;\n u2 = -1.0;\n } else {\n let sqrtDet = sqrt(det);\n let temp = -0.5 * (b + sign(b) * sqrtDet);\n u1 = temp / a;\n u2 = c / temp;\n }\n }\n\n *hitDist = distMax;\n\n var hit = false;\n\n hit = findVT(u1, pARel, pBRel, eAC, eBD, rayDir, distMin, hitDist) || \n findVT(u2, pARel, pBRel, eAC, eBD, rayDir, distMin, hitDist);\n if (!hit) {\n return false;\n }\n\n return true;\n}\n\nfn intersectPrism(\n rayOrg: vec3f, rayDir: vec3f, distMin: f32, distMax: f32,\n pA: vec3f, pB: vec3f, pC: vec3f,\n pD: vec3f, pE: vec3f, pF: vec3f,\n\n hitDistMin: ptr<function, f32>,\n hitDistMax: ptr<function, f32>\n) -> bool {\n *hitDistMin = INF;\n *hitDistMax = -INF;\n\n let maxD = maxDimension(abs(rayDir));\n let shear = getShear(rayDir, maxD);\n var tt: f32;\n\n tt = intersectTriangle(\n rayOrg, rayDir,\n Triangle(pC, pB, pA), maxD, shear, INF\n ).t;\n if (tt > 0.0) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n tt = intersectTriangle(\n rayOrg, rayDir,\n Triangle(pD, pE, pF), maxD, shear, INF\n ).t;\n if (tt > 0.0) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n if (testRayVsBilinearPatch(\n rayOrg, rayDir, -INF, INF,\n pA, pB, pD, pE,\n &tt)) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n if (testRayVsBilinearPatch(\n rayOrg, rayDir, -INF, INF,\n pB, pC, pE, pF,\n &tt)) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n if (testRayVsBilinearPatch(\n rayOrg, rayDir, -INF, INF,\n pC, pA, pF, pD,\n &tt)) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n\n *hitDistMin = max(*hitDistMin, distMin);\n *hitDistMax = min(*hitDistMax, distMax);\n\n return *hitDistMin <= *hitDistMax && *hitDistMax > 0.0;\n}\n\n\nfn triangleBarycentric(p: vec3f, p0: vec3f, p1: vec3f, p2: vec3f) -> vec3f {\n let v0 = p1 - p0;\n let v1 = p2 - p0;\n let v2 = p - p0;\n\n let d00 = dot(v0, v0);\n let d01 = dot(v0, v1);\n let d11 = dot(v1, v1);\n let d20 = dot(v2, v0);\n let d21 = dot(v2, v1);\n\n let invDenom = 1.0 / (d00 * d11 - d01 * d01);\n let v = clamp((d11 * d20 - d01 * d21) * invDenom, 0.0, 1.0);\n let w = clamp((d00 * d21 - d01 * d20) * invDenom, 0.0, 1.0);\n let u = 1.0 - v - w;\n\n return vec3f(u, v, w);\n}\n\nfn wrapUv(uv: vec2f) -> vec2f {\n return (uv % 1.0 + 1.0) % 1.0;\n}\n\n\nfn intersectDisplacement(\n _rayOrigin: vec3f, _rayDir: vec3f, _tMax: f32,\n _pA: vec3f, _pB: vec3f, _pC: vec3f,\n _nA: vec3f, _nB: vec3f, _nC: vec3f,\n _tcA: vec2f, _tcB: vec2f, _tcC: vec2f,\n\n heightMapIndex: i32,\n heightMapSize: vec2f,\n\n _minH: f32, _maxH: f32,\n hScale: f32,\n hBias: f32,\n stepSize: f32,\n uvProjection: i32,\n uvScale: vec2f,\n isShadowHit: bool,\n isRefraction: bool\n) -> MicroTriangleIntersect {\n\n // Zero keeps marching resolution proportional to the height instead of\n // letting a fixed local-unit step dominate small displacements.\n let DT = select(max(abs(hScale) / 32.0, 1e-12), stepSize, stepSize > 0.0);\n let dt = DT / length(_rayDir);\n let dbx = 0.001;\n let dby = 0.001;\n\n var result: MicroTriangleIntersect;\n result.t = INF;\n\n var hitDistMin = INF;\n var hitDistMax = -INF;\n\n let hSign = sign(hScale);\n let hScaleAbs = abs(hScale);\n // Face normal.\n let faceN = hSign * normalize(cross(_pB - _pA, _pC - _pA));\n\n // dA, dB, dC are negative if hScale is negative\n let dA = dot(_nA, faceN);\n let dB = dot(_nB, faceN);\n let dC = dot(_nC, faceN);\n\n var minH = _minH * hScale * min(min(dA, dB), dC);\n var maxH = _maxH * hScale * max(max(dA, dB), dC);\n\n // Add gap\n // 1. Avoid too small height cause ray marching miss.\n // 2. Make sure the ray start beyond the displaced surface when surface height is same with prism height.\n let prismHeight = abs(maxH) - abs(minH);\n // DT is a local-space length; dt is a ray-parameter increment and changes\n // when the instance transform scales the ray direction.\n minH = sign(minH) * max(abs(minH) - DT * 2.0, 0.0);\n if (prismHeight < DT * 2.0) {\n maxH = sign(maxH) * min(abs(maxH) + DT * 2.0, abs(hScale));\n }\n\n let pA = _pA + _nA * minH / dA;\n let pB = _pB + _nB * minH / dB;\n let pC = _pC + _nC * minH / dC;\n\n let pD = _pA + _nA * maxH / dA;\n let pE = _pB + _nB * maxH / dB;\n let pF = _pC + _nC * maxH / dC;\n\n if (!intersectPrism(\n _rayOrigin, _rayDir, 0.0, INF,\n pA, pB, pC,\n pD, pE, pF,\n \n &hitDistMin, &hitDistMax\n )) {\n return result;\n }\n\n var testFlag = false;\n // Ray is inside the prism\n if (hitDistMax == hitDistMin) {\n hitDistMin = 0.0;\n }\n\n var t = hitDistMin + dt * hashedSample(2u);\n var s = _rayOrigin + _rayDir * t;\n var hRay = dot(s - _pA, faceN);\n var hSurf = select(0.0, INF, hSign < 0.0);\n // initial scanning triangle\n var c0 = _pA + _nA * hRay / dA;\n var c1 = _pB + _nB * hRay / dB;\n var c2 = _pC + _nC * hRay / dC;\n\n var projPos: vec3f;\n\n hRay = abs(hRay);\n\n var hDiff = hRay - hSurf;\n var hDiffPrev = hDiff;\n var step = 0;\n\n while (true) {\n // TODO Avoid too long loop\n let b = triangleBarycentric(s, c0, c1, c2);\n // Projected point on base triangle\n projPos = _pA * b.x + _pB * b.y + _pC * b.z;\n // Height at projected point\n hRay = distance(projPos, s);\n // Update scanning point\n var uv: vec2f;\n if (uvProjection > 0) {\n let n = normalize(_nA * b.x + _nB * b.y + _nC * b.z);\n uv = wrapUv(projectUV(uvProjection, projPos - (_nA * b.x + _nB * b.y + _nC * b.z) * hBias, n) * uvScale);\n }\n else {\n uv = wrapUv(_tcA * b.x + _tcB * b.y + _tcC * b.z);\n }\n let h = sampleMap(heightMapIndex, uv).x;\n // Heights are measured in mesh-local units, independently of ray length.\n hSurf = max(hScaleAbs * h, DT);\n\n // Advance scanning triangle\n let dh = dot(faceN, s - c0);\n c0 = c0 + _nA * dh / dA;\n c1 = c1 + _nB * dh / dB;\n c2 = c2 + _nC * dh / dC;\n\n hDiffPrev = hDiff;\n hDiff = hRay - hSurf;\n\n if (!(select(hDiff * hSign, hDiff * hDiffPrev, isRefraction) > 0.0\n && t < hitDistMax + dt) \n // Ignore first step\n && step > 0) {\n break;\n }\n\n step++;\n t = t + dt;\n s = s + _rayDir * dt;\n }\n\n if (select(hDiff * hSign, hDiff * hDiffPrev, isRefraction) <= 0.0) {\n let dtt = dt * (abs(hDiff) / (abs(hDiffPrev) + abs(hDiff) + EPS));\n t = t - dtt;\n // t = interpolateCrossing(_rayOrigin, _rayDir, projPos, t, dt, hSurf);\n let pHit = _rayOrigin + _rayDir * t;\n let b = triangleBarycentric(pHit, c0, c1, c2);\n\n let N = normalize(_nA * b.x + _nB * b.y + _nC * b.z);\n\n let p_a = _pA * b.x + _pB * b.y + _pC * b.z;\n let p_b = _pA * (b.x + dbx) + _pB * b.y + _pC * (b.z - dbx);\n let p_c = _pA * b.x + _pB * (b.y + dby) + _pC * (b.z - dby);\n\n var uv_a: vec2f;\n var uv_b: vec2f;\n var uv_c: vec2f;\n\n if (uvProjection > 0) {\n let NA = normalize(_nA * b.x + _nB * b.y + _nC * b.z);\n let NB = normalize(_nA * (b.x + dbx) + _nB * b.y + _nC * (b.z - dbx));\n let NC = normalize(_nA * b.x + _nB * (b.y + dby) + _nC * (b.z - dby)); \n uv_a = projectUV(uvProjection, p_a - (_nA * b.x + _nB * b.y + _nC * b.z) * hBias, NA) * uvScale;\n uv_b = projectUV(uvProjection, p_b - (_nA * (b.x + dbx) + _nB * b.y + _nC * (b.z - dbx)) * hBias, NB) * uvScale;\n uv_c = projectUV(uvProjection, p_c - (_nA * b.x + _nB * (b.y + dby) + _nC * (b.z - dby)) * hBias, NC) * uvScale;\n }\n else {\n uv_a = _tcA * b.x + _tcB * b.y + _tcC * b.z;\n uv_b = _tcA * (b.x + dbx) + _tcB * b.y + _tcC * (b.z - dbx);\n uv_c = _tcA * b.x + _tcB * (b.y + dby) + _tcC * (b.z - dby);\n }\n\n let s_a = p_a + hSign * N * sampleMap(heightMapIndex, wrapUv(uv_a)).x * hScale;\n let s_b = p_b + hSign * N * sampleMap(heightMapIndex, wrapUv(uv_b)).x * hScale;\n let s_c = p_c + hSign * N * sampleMap(heightMapIndex, wrapUv(uv_c)).x * hScale;\n\n let N_s = -hSign * normalize(cross(s_c - s_a, s_b - s_a));\n\n result.t = t;\n result.barycentric = b;\n result.normal = normalize(N_s - faceN + hSign * N);\n }\n\n return result;\n\n}\n";
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|
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|
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|
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|
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|
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|
|
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|
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|
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|
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|
|
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|
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|
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|
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|
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|
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|
|
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|
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let h = sampleMap(jJ, uv).x;
|
|
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|
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|
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|
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|
|
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|
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|
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let dh = dot(
|
|
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|
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let dh = dot(sX, s - c0);
|
|
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291
|
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|
|
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292
|
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|
|
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|
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|
|
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|
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|
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|
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|
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|
|
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|
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|
|
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|
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|
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if (!(select(
|
|
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|
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|
|
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299
|
&& t < bS + dt)
|
|
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|
|
|
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301
|
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|
|
@@ -299,15 +304,15 @@ break;
|
|
|
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304
|
|
|
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305
|
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|
|
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306
|
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|
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|
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|
|
307
|
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|
|
303
308
|
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|
|
304
309
|
|
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|
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if (select(
|
|
306
|
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let dtt = dt * (abs(
|
|
310
|
+
if (select(qR * qS, qR * pQ, qU) <= 0.0) {
|
|
311
|
+
let dtt = dt * (abs(qR) / (abs(pQ) + abs(qR) + EPS));
|
|
307
312
|
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|
|
308
313
|
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|
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let
|
|
310
|
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let b =
|
|
314
|
+
let wG = qj + qE * t;
|
|
315
|
+
let b = lG(wG, c0, c1, c2);
|
|
311
316
|
|
|
312
317
|
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|
|
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318
|
|
|
@@ -315,33 +320,33 @@ let p_a = _pA * b.x + _pB * b.y + _pC * b.z;
|
|
|
315
320
|
let p_b = _pA * (b.x + dbx) + _pB * b.y + _pC * (b.z - dbx);
|
|
316
321
|
let p_c = _pA * b.x + _pB * (b.y + dby) + _pC * (b.z - dby);
|
|
317
322
|
|
|
318
|
-
var
|
|
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|
-
var
|
|
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|
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var
|
|
323
|
+
var vY: vec2f;
|
|
324
|
+
var vZ: vec2f;
|
|
325
|
+
var wa: vec2f;
|
|
321
326
|
|
|
322
327
|
if (uvProjection > 0) {
|
|
323
328
|
let NA = normalize(_nA * b.x + _nB * b.y + _nC * b.z);
|
|
324
329
|
let NB = normalize(_nA * (b.x + dbx) + _nB * b.y + _nC * (b.z - dbx));
|
|
325
330
|
let NC = normalize(_nA * b.x + _nB * (b.y + dby) + _nC * (b.z - dby));
|
|
326
|
-
|
|
327
|
-
|
|
328
|
-
|
|
331
|
+
vY = gC(uvProjection, p_a - (_nA * b.x + _nB * b.y + _nC * b.z) * uC, NA) * uvScale;
|
|
332
|
+
vZ = gC(uvProjection, p_b - (_nA * (b.x + dbx) + _nB * b.y + _nC * (b.z - dbx)) * uC, NB) * uvScale;
|
|
333
|
+
wa = gC(uvProjection, p_c - (_nA * b.x + _nB * (b.y + dby) + _nC * (b.z - dby)) * uC, NC) * uvScale;
|
|
329
334
|
}
|
|
330
335
|
else {
|
|
331
|
-
|
|
332
|
-
|
|
333
|
-
|
|
336
|
+
vY = vy * b.x + vA * b.y + vB * b.z;
|
|
337
|
+
vZ = vy * (b.x + dbx) + vA * b.y + vB * (b.z - dbx);
|
|
338
|
+
wa = vy * b.x + vA * (b.y + dby) + vB * (b.z - dby);
|
|
334
339
|
}
|
|
335
340
|
|
|
336
|
-
let s_a = p_a +
|
|
337
|
-
let s_b = p_b +
|
|
338
|
-
let s_c = p_c +
|
|
341
|
+
let s_a = p_a + qS * N * sampleMap(jJ, sO(vY)).x * hScale;
|
|
342
|
+
let s_b = p_b + qS * N * sampleMap(jJ, sO(vZ)).x * hScale;
|
|
343
|
+
let s_c = p_c + qS * N * sampleMap(jJ, sO(wa)).x * hScale;
|
|
339
344
|
|
|
340
|
-
let N_s = -
|
|
345
|
+
let N_s = -qS * normalize(cross(s_c - s_a, s_b - s_a));
|
|
341
346
|
|
|
342
347
|
result.t = t;
|
|
343
348
|
result.barycentric = b;
|
|
344
|
-
result.normal = normalize(N_s -
|
|
349
|
+
result.normal = normalize(N_s - sX + qS * N);
|
|
345
350
|
}
|
|
346
351
|
|
|
347
352
|
return result;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pdm_displacement.wgsl.js","sourceRoot":"","sources":["../../../../src/renderer/wgsl/chunks/pdm_displacement.wgsl.ts"],"names":[],"mappings":"AAAA,MAAM,kBAAkB,GAAG,QAAQ,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8InC,CAAC;AAEF,eAAe,UAAU,CAAC;;EAExB,kBAAkB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4MnB,CAAC;AAEF,OAAO,EAAE,kBAAkB,EAAE,CAAC","sourcesContent":["const displacementCommon = /*wgsl*/ `\n\n\nstruct MicroTriangleIntersect {\n barycentric: vec3f,\n t: f32,\n normal: vec3f,\n\n}\n\nfn findVT(\n uu: f32,\n pARel: vec3f, pBRel: vec3f,\n eAC: vec3f, eBD: vec3f,\n rayDir: vec3f,\n distMin: f32,\n hitDist: ptr<function, f32>\n) -> bool {\n if (uu >= 0.0 && uu <= 1.0) {\n let pAB = mix(pARel, pBRel, uu);\n let pCD = mix(eAC, eBD, uu);\n var n = cross(rayDir, pCD);\n let recDet = 1.0 / dot(n, n);\n n = cross(n, pAB);\n let tt = dot(n, pCD) * recDet;\n let vv = dot(n, rayDir) * recDet;\n if (vv >= 0.0 && vv <= 1.0 && tt > distMin && tt < *hitDist) {\n *hitDist = tt;\n return true;\n }\n }\n return false;\n}\n\nfn testRayVsBilinearPatch(\n rayOrg: vec3f, rayDir: vec3f, distMin: f32, distMax: f32,\n pA: vec3f, pB: vec3f, pC: vec3f, pD: vec3f,\n hitDist: ptr<function, f32>\n) -> bool {\n let eAB = pB - pA;\n let eAC = pC - pA;\n let eBD = pD - pB;\n let eCD = pD - pC;\n let pARel = pA - rayOrg;\n let pBRel = pB - rayOrg;\n\n var u1: f32;\n var u2: f32;\n {\n let qN = cross(eAB, -eCD);\n let a = dot(qN, rayDir);\n var b = dot(cross(pBRel, rayDir), eBD);\n let c = dot(cross(pARel, rayDir), eAC);\n b -= a + c;\n\n let det = b * b - 4.0 * a * c;\n if (det < 0.0) {\n return false;\n }\n\n if (a == 0.0) {\n u1 = -c / b;\n u2 = -1.0;\n } else {\n let sqrtDet = sqrt(det);\n let temp = -0.5 * (b + sign(b) * sqrtDet);\n u1 = temp / a;\n u2 = c / temp;\n }\n }\n\n *hitDist = distMax;\n\n var hit = false;\n\n hit = findVT(u1, pARel, pBRel, eAC, eBD, rayDir, distMin, hitDist) || \n findVT(u2, pARel, pBRel, eAC, eBD, rayDir, distMin, hitDist);\n if (!hit) {\n return false;\n }\n\n return true;\n}\n\nfn intersectPrism(\n rayOrg: vec3f, rayDir: vec3f, distMin: f32, distMax: f32,\n pA: vec3f, pB: vec3f, pC: vec3f,\n pD: vec3f, pE: vec3f, pF: vec3f,\n\n hitDistMin: ptr<function, f32>,\n hitDistMax: ptr<function, f32>\n) -> bool {\n *hitDistMin = INF;\n *hitDistMax = -INF;\n\n let maxD = maxDimension(abs(rayDir));\n let shear = getShear(rayDir, maxD);\n var tt: f32;\n\n tt = intersectTriangle(\n rayOrg, rayDir,\n Triangle(pC, pB, pA), maxD, shear, INF\n ).t;\n if (tt > 0.0) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n tt = intersectTriangle(\n rayOrg, rayDir,\n Triangle(pD, pE, pF), maxD, shear, INF\n ).t;\n if (tt > 0.0) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n if (testRayVsBilinearPatch(\n rayOrg, rayDir, -INF, INF,\n pA, pB, pD, pE,\n &tt)) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n if (testRayVsBilinearPatch(\n rayOrg, rayDir, -INF, INF,\n pB, pC, pE, pF,\n &tt)) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n if (testRayVsBilinearPatch(\n rayOrg, rayDir, -INF, INF,\n pC, pA, pF, pD,\n &tt)) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n\n *hitDistMin = max(*hitDistMin, distMin);\n *hitDistMax = min(*hitDistMax, distMax);\n\n return *hitDistMin <= *hitDistMax && *hitDistMax > 0.0;\n}\n`;\n\nexport default /* wgsl */ `\n\n${displacementCommon}\n\nfn triangleBarycentric(p: vec3f, p0: vec3f, p1: vec3f, p2: vec3f) -> vec3f {\n let v0 = p1 - p0;\n let v1 = p2 - p0;\n let v2 = p - p0;\n\n let d00 = dot(v0, v0);\n let d01 = dot(v0, v1);\n let d11 = dot(v1, v1);\n let d20 = dot(v2, v0);\n let d21 = dot(v2, v1);\n\n let invDenom = 1.0 / (d00 * d11 - d01 * d01);\n let v = clamp((d11 * d20 - d01 * d21) * invDenom, 0.0, 1.0);\n let w = clamp((d00 * d21 - d01 * d20) * invDenom, 0.0, 1.0);\n let u = 1.0 - v - w;\n\n return vec3f(u, v, w);\n}\n\nfn wrapUv(uv: vec2f) -> vec2f {\n return (uv % 1.0 + 1.0) % 1.0;\n}\n\n\nfn intersectDisplacement(\n _rayOrigin: vec3f, _rayDir: vec3f, _tMax: f32,\n _pA: vec3f, _pB: vec3f, _pC: vec3f,\n _nA: vec3f, _nB: vec3f, _nC: vec3f,\n _tcA: vec2f, _tcB: vec2f, _tcC: vec2f,\n\n heightMapIndex: i32,\n heightMapSize: vec2f,\n\n _minH: f32, _maxH: f32,\n hScale: f32,\n stepSize: f32,\n uvProjection: i32,\n uvScale: vec2f,\n isShadowHit: bool,\n isRefraction: bool\n) -> MicroTriangleIntersect {\n\n let DT = stepSize;\n let dt = DT / length(_rayDir);\n let dbx = 0.001;\n let dby = 0.001;\n\n var result: MicroTriangleIntersect;\n result.t = INF;\n\n var hitDistMin = INF;\n var hitDistMax = -INF;\n\n let hSign = sign(hScale);\n let hScaleAbs = abs(hScale);\n // Face normal.\n let faceN = hSign * normalize(cross(_pB - _pA, _pC - _pA));\n\n // dA, dB, dC are negative if hScale is negative\n let dA = dot(_nA, faceN);\n let dB = dot(_nB, faceN);\n let dC = dot(_nC, faceN);\n\n var minH = _minH * hScale * min(min(dA, dB), dC);\n var maxH = _maxH * hScale * max(max(dA, dB), dC);\n\n // Add gap\n // 1. Avoid too small height cause ray marching miss.\n // 2. Make sure the ray start beyond the displaced surface when surface height is same with prism height.\n let prismHeight = abs(maxH) - abs(minH);\n minH = sign(minH) * max(abs(minH) - dt * 2.0, 0.0);\n if (prismHeight < dt * 2.0) {\n maxH = sign(maxH) * min(abs(maxH) + dt * 2.0, abs(hScale));\n }\n\n let pA = _pA + _nA * minH / dA;\n let pB = _pB + _nB * minH / dB;\n let pC = _pC + _nC * minH / dC;\n\n let pD = _pA + _nA * maxH / dA;\n let pE = _pB + _nB * maxH / dB;\n let pF = _pC + _nC * maxH / dC;\n\n if (!intersectPrism(\n _rayOrigin, _rayDir, 0.0, INF,\n pA, pB, pC,\n pD, pE, pF,\n \n &hitDistMin, &hitDistMax\n )) {\n return result;\n }\n\n var testFlag = false;\n // Ray is inside the prism\n if (hitDistMax == hitDistMin) {\n hitDistMin = 0.0;\n }\n\n var t = hitDistMin + dt * hashedSample(2u);\n var s = _rayOrigin + _rayDir * t;\n var hRay = dot(s - _pA, faceN);\n var hSurf = select(0.0, INF, hSign < 0.0);\n // initial scanning triangle\n var c0 = _pA + _nA * hRay / dA;\n var c1 = _pB + _nB * hRay / dB;\n var c2 = _pC + _nC * hRay / dC;\n\n var projPos: vec3f;\n\n hRay = abs(hRay);\n\n var hDiff = hRay - hSurf;\n var hDiffPrev = hDiff;\n var step = 0;\n\n while (true) {\n // TODO Avoid too long loop\n let b = triangleBarycentric(s, c0, c1, c2);\n // Projected point on base triangle\n projPos = _pA * b.x + _pB * b.y + _pC * b.z;\n // Height at projected point\n hRay = distance(projPos, s);\n // Update scanning point\n var uv: vec2f;\n if (uvProjection > 0) {\n let n = normalize(_nA * b.x + _nB * b.y + _nC * b.z);\n uv = wrapUv(projectUV(uvProjection, projPos, n) * uvScale);\n }\n else {\n uv = wrapUv(_tcA * b.x + _tcB * b.y + _tcC * b.z);\n }\n let h = sampleMap(heightMapIndex, uv).x;\n // height < dt will be ignored in ray marching\n hSurf = max(hScaleAbs * h, dt);\n\n // Advance scanning triangle\n let dh = dot(faceN, s - c0);\n c0 = c0 + _nA * dh / dA;\n c1 = c1 + _nB * dh / dB;\n c2 = c2 + _nC * dh / dC;\n\n hDiffPrev = hDiff;\n hDiff = hRay - hSurf;\n\n if (!(select(hDiff * hSign, hDiff * hDiffPrev, isRefraction) > 0.0\n && t < hitDistMax + dt) \n // Ignore first step\n && step > 0) {\n break;\n }\n\n step++;\n t = t + dt;\n s = s + _rayDir * dt;\n }\n\n if (select(hDiff * hSign, hDiff * hDiffPrev, isRefraction) <= 0.0) {\n let dtt = dt * (abs(hDiff) / (abs(hDiffPrev) + abs(hDiff) + EPS));\n t = t - dtt;\n // t = interpolateCrossing(_rayOrigin, _rayDir, projPos, t, dt, hSurf);\n let pHit = _rayOrigin + _rayDir * t;\n let b = triangleBarycentric(pHit, c0, c1, c2);\n\n let N = normalize(_nA * b.x + _nB * b.y + _nC * b.z);\n\n let p_a = _pA * b.x + _pB * b.y + _pC * b.z;\n let p_b = _pA * (b.x + dbx) + _pB * b.y + _pC * (b.z - dbx);\n let p_c = _pA * b.x + _pB * (b.y + dby) + _pC * (b.z - dby);\n\n var uv_a: vec2f;\n var uv_b: vec2f;\n var uv_c: vec2f;\n\n if (uvProjection > 0) {\n let NA = normalize(_nA * b.x + _nB * b.y + _nC * b.z);\n let NB = normalize(_nA * (b.x + dbx) + _nB * b.y + _nC * (b.z - dbx));\n let NC = normalize(_nA * b.x + _nB * (b.y + dby) + _nC * (b.z - dby)); \n uv_a = projectUV(uvProjection, p_a, NA) * uvScale;\n uv_b = projectUV(uvProjection, p_b, NB) * uvScale;\n uv_c = projectUV(uvProjection, p_c, NC) * uvScale;\n }\n else {\n uv_a = _tcA * b.x + _tcB * b.y + _tcC * b.z;\n uv_b = _tcA * (b.x + dbx) + _tcB * b.y + _tcC * (b.z - dbx);\n uv_c = _tcA * b.x + _tcB * (b.y + dby) + _tcC * (b.z - dby);\n }\n\n let s_a = p_a + hSign * N * sampleMap(heightMapIndex, wrapUv(uv_a)).x * hScale;\n let s_b = p_b + hSign * N * sampleMap(heightMapIndex, wrapUv(uv_b)).x * hScale;\n let s_c = p_c + hSign * N * sampleMap(heightMapIndex, wrapUv(uv_c)).x * hScale;\n\n let N_s = -hSign * normalize(cross(s_c - s_a, s_b - s_a));\n\n result.t = t;\n result.barycentric = b;\n result.normal = normalize(N_s - faceN + hSign * N);\n }\n\n return result;\n\n}\n`;\n\nexport { displacementCommon };\n"]}
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{"version":3,"file":"pdm_displacement.wgsl.js","sourceRoot":"","sources":["../../../../src/renderer/wgsl/chunks/pdm_displacement.wgsl.ts"],"names":[],"mappings":"AAAA,MAAM,kBAAkB,GAAG,QAAQ,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8InC,CAAC;AAEF,eAAe,UAAU,CAAC;;EAExB,kBAAkB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiNnB,CAAC;AAEF,OAAO,EAAE,kBAAkB,EAAE,CAAC","sourcesContent":["const displacementCommon = /*wgsl*/ `\n\n\nstruct MicroTriangleIntersect {\n barycentric: vec3f,\n t: f32,\n normal: vec3f,\n\n}\n\nfn findVT(\n uu: f32,\n pARel: vec3f, pBRel: vec3f,\n eAC: vec3f, eBD: vec3f,\n rayDir: vec3f,\n distMin: f32,\n hitDist: ptr<function, f32>\n) -> bool {\n if (uu >= 0.0 && uu <= 1.0) {\n let pAB = mix(pARel, pBRel, uu);\n let pCD = mix(eAC, eBD, uu);\n var n = cross(rayDir, pCD);\n let recDet = 1.0 / dot(n, n);\n n = cross(n, pAB);\n let tt = dot(n, pCD) * recDet;\n let vv = dot(n, rayDir) * recDet;\n if (vv >= 0.0 && vv <= 1.0 && tt > distMin && tt < *hitDist) {\n *hitDist = tt;\n return true;\n }\n }\n return false;\n}\n\nfn testRayVsBilinearPatch(\n rayOrg: vec3f, rayDir: vec3f, distMin: f32, distMax: f32,\n pA: vec3f, pB: vec3f, pC: vec3f, pD: vec3f,\n hitDist: ptr<function, f32>\n) -> bool {\n let eAB = pB - pA;\n let eAC = pC - pA;\n let eBD = pD - pB;\n let eCD = pD - pC;\n let pARel = pA - rayOrg;\n let pBRel = pB - rayOrg;\n\n var u1: f32;\n var u2: f32;\n {\n let qN = cross(eAB, -eCD);\n let a = dot(qN, rayDir);\n var b = dot(cross(pBRel, rayDir), eBD);\n let c = dot(cross(pARel, rayDir), eAC);\n b -= a + c;\n\n let det = b * b - 4.0 * a * c;\n if (det < 0.0) {\n return false;\n }\n\n if (a == 0.0) {\n u1 = -c / b;\n u2 = -1.0;\n } else {\n let sqrtDet = sqrt(det);\n let temp = -0.5 * (b + sign(b) * sqrtDet);\n u1 = temp / a;\n u2 = c / temp;\n }\n }\n\n *hitDist = distMax;\n\n var hit = false;\n\n hit = findVT(u1, pARel, pBRel, eAC, eBD, rayDir, distMin, hitDist) || \n findVT(u2, pARel, pBRel, eAC, eBD, rayDir, distMin, hitDist);\n if (!hit) {\n return false;\n }\n\n return true;\n}\n\nfn intersectPrism(\n rayOrg: vec3f, rayDir: vec3f, distMin: f32, distMax: f32,\n pA: vec3f, pB: vec3f, pC: vec3f,\n pD: vec3f, pE: vec3f, pF: vec3f,\n\n hitDistMin: ptr<function, f32>,\n hitDistMax: ptr<function, f32>\n) -> bool {\n *hitDistMin = INF;\n *hitDistMax = -INF;\n\n let maxD = maxDimension(abs(rayDir));\n let shear = getShear(rayDir, maxD);\n var tt: f32;\n\n tt = intersectTriangle(\n rayOrg, rayDir,\n Triangle(pC, pB, pA), maxD, shear, INF\n ).t;\n if (tt > 0.0) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n tt = intersectTriangle(\n rayOrg, rayDir,\n Triangle(pD, pE, pF), maxD, shear, INF\n ).t;\n if (tt > 0.0) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n if (testRayVsBilinearPatch(\n rayOrg, rayDir, -INF, INF,\n pA, pB, pD, pE,\n &tt)) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n if (testRayVsBilinearPatch(\n rayOrg, rayDir, -INF, INF,\n pB, pC, pE, pF,\n &tt)) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n if (testRayVsBilinearPatch(\n rayOrg, rayDir, -INF, INF,\n pC, pA, pF, pD,\n &tt)) {\n *hitDistMin = min(*hitDistMin, tt);\n *hitDistMax = max(*hitDistMax, tt);\n }\n\n *hitDistMin = max(*hitDistMin, distMin);\n *hitDistMax = min(*hitDistMax, distMax);\n\n return *hitDistMin <= *hitDistMax && *hitDistMax > 0.0;\n}\n`;\n\nexport default /* wgsl */ `\n\n${displacementCommon}\n\nfn triangleBarycentric(p: vec3f, p0: vec3f, p1: vec3f, p2: vec3f) -> vec3f {\n let v0 = p1 - p0;\n let v1 = p2 - p0;\n let v2 = p - p0;\n\n let d00 = dot(v0, v0);\n let d01 = dot(v0, v1);\n let d11 = dot(v1, v1);\n let d20 = dot(v2, v0);\n let d21 = dot(v2, v1);\n\n let invDenom = 1.0 / (d00 * d11 - d01 * d01);\n let v = clamp((d11 * d20 - d01 * d21) * invDenom, 0.0, 1.0);\n let w = clamp((d00 * d21 - d01 * d20) * invDenom, 0.0, 1.0);\n let u = 1.0 - v - w;\n\n return vec3f(u, v, w);\n}\n\nfn wrapUv(uv: vec2f) -> vec2f {\n return (uv % 1.0 + 1.0) % 1.0;\n}\n\n\nfn intersectDisplacement(\n _rayOrigin: vec3f, _rayDir: vec3f, _tMax: f32,\n _pA: vec3f, _pB: vec3f, _pC: vec3f,\n _nA: vec3f, _nB: vec3f, _nC: vec3f,\n _tcA: vec2f, _tcB: vec2f, _tcC: vec2f,\n\n heightMapIndex: i32,\n heightMapSize: vec2f,\n\n _minH: f32, _maxH: f32,\n hScale: f32,\n hBias: f32,\n stepSize: f32,\n uvProjection: i32,\n uvScale: vec2f,\n isShadowHit: bool,\n isRefraction: bool\n) -> MicroTriangleIntersect {\n\n // Zero keeps marching resolution proportional to the height instead of\n // letting a fixed local-unit step dominate small displacements.\n let DT = select(max(abs(hScale) / 32.0, 1e-12), stepSize, stepSize > 0.0);\n let dt = DT / length(_rayDir);\n let dbx = 0.001;\n let dby = 0.001;\n\n var result: MicroTriangleIntersect;\n result.t = INF;\n\n var hitDistMin = INF;\n var hitDistMax = -INF;\n\n let hSign = sign(hScale);\n let hScaleAbs = abs(hScale);\n // Face normal.\n let faceN = hSign * normalize(cross(_pB - _pA, _pC - _pA));\n\n // dA, dB, dC are negative if hScale is negative\n let dA = dot(_nA, faceN);\n let dB = dot(_nB, faceN);\n let dC = dot(_nC, faceN);\n\n var minH = _minH * hScale * min(min(dA, dB), dC);\n var maxH = _maxH * hScale * max(max(dA, dB), dC);\n\n // Add gap\n // 1. Avoid too small height cause ray marching miss.\n // 2. Make sure the ray start beyond the displaced surface when surface height is same with prism height.\n let prismHeight = abs(maxH) - abs(minH);\n // DT is a local-space length; dt is a ray-parameter increment and changes\n // when the instance transform scales the ray direction.\n minH = sign(minH) * max(abs(minH) - DT * 2.0, 0.0);\n if (prismHeight < DT * 2.0) {\n maxH = sign(maxH) * min(abs(maxH) + DT * 2.0, abs(hScale));\n }\n\n let pA = _pA + _nA * minH / dA;\n let pB = _pB + _nB * minH / dB;\n let pC = _pC + _nC * minH / dC;\n\n let pD = _pA + _nA * maxH / dA;\n let pE = _pB + _nB * maxH / dB;\n let pF = _pC + _nC * maxH / dC;\n\n if (!intersectPrism(\n _rayOrigin, _rayDir, 0.0, INF,\n pA, pB, pC,\n pD, pE, pF,\n \n &hitDistMin, &hitDistMax\n )) {\n return result;\n }\n\n var testFlag = false;\n // Ray is inside the prism\n if (hitDistMax == hitDistMin) {\n hitDistMin = 0.0;\n }\n\n var t = hitDistMin + dt * hashedSample(2u);\n var s = _rayOrigin + _rayDir * t;\n var hRay = dot(s - _pA, faceN);\n var hSurf = select(0.0, INF, hSign < 0.0);\n // initial scanning triangle\n var c0 = _pA + _nA * hRay / dA;\n var c1 = _pB + _nB * hRay / dB;\n var c2 = _pC + _nC * hRay / dC;\n\n var projPos: vec3f;\n\n hRay = abs(hRay);\n\n var hDiff = hRay - hSurf;\n var hDiffPrev = hDiff;\n var step = 0;\n\n while (true) {\n // TODO Avoid too long loop\n let b = triangleBarycentric(s, c0, c1, c2);\n // Projected point on base triangle\n projPos = _pA * b.x + _pB * b.y + _pC * b.z;\n // Height at projected point\n hRay = distance(projPos, s);\n // Update scanning point\n var uv: vec2f;\n if (uvProjection > 0) {\n let n = normalize(_nA * b.x + _nB * b.y + _nC * b.z);\n uv = wrapUv(projectUV(uvProjection, projPos - (_nA * b.x + _nB * b.y + _nC * b.z) * hBias, n) * uvScale);\n }\n else {\n uv = wrapUv(_tcA * b.x + _tcB * b.y + _tcC * b.z);\n }\n let h = sampleMap(heightMapIndex, uv).x;\n // Heights are measured in mesh-local units, independently of ray length.\n hSurf = max(hScaleAbs * h, DT);\n\n // Advance scanning triangle\n let dh = dot(faceN, s - c0);\n c0 = c0 + _nA * dh / dA;\n c1 = c1 + _nB * dh / dB;\n c2 = c2 + _nC * dh / dC;\n\n hDiffPrev = hDiff;\n hDiff = hRay - hSurf;\n\n if (!(select(hDiff * hSign, hDiff * hDiffPrev, isRefraction) > 0.0\n && t < hitDistMax + dt) \n // Ignore first step\n && step > 0) {\n break;\n }\n\n step++;\n t = t + dt;\n s = s + _rayDir * dt;\n }\n\n if (select(hDiff * hSign, hDiff * hDiffPrev, isRefraction) <= 0.0) {\n let dtt = dt * (abs(hDiff) / (abs(hDiffPrev) + abs(hDiff) + EPS));\n t = t - dtt;\n // t = interpolateCrossing(_rayOrigin, _rayDir, projPos, t, dt, hSurf);\n let pHit = _rayOrigin + _rayDir * t;\n let b = triangleBarycentric(pHit, c0, c1, c2);\n\n let N = normalize(_nA * b.x + _nB * b.y + _nC * b.z);\n\n let p_a = _pA * b.x + _pB * b.y + _pC * b.z;\n let p_b = _pA * (b.x + dbx) + _pB * b.y + _pC * (b.z - dbx);\n let p_c = _pA * b.x + _pB * (b.y + dby) + _pC * (b.z - dby);\n\n var uv_a: vec2f;\n var uv_b: vec2f;\n var uv_c: vec2f;\n\n if (uvProjection > 0) {\n let NA = normalize(_nA * b.x + _nB * b.y + _nC * b.z);\n let NB = normalize(_nA * (b.x + dbx) + _nB * b.y + _nC * (b.z - dbx));\n let NC = normalize(_nA * b.x + _nB * (b.y + dby) + _nC * (b.z - dby)); \n uv_a = projectUV(uvProjection, p_a - (_nA * b.x + _nB * b.y + _nC * b.z) * hBias, NA) * uvScale;\n uv_b = projectUV(uvProjection, p_b - (_nA * (b.x + dbx) + _nB * b.y + _nC * (b.z - dbx)) * hBias, NB) * uvScale;\n uv_c = projectUV(uvProjection, p_c - (_nA * b.x + _nB * (b.y + dby) + _nC * (b.z - dby)) * hBias, NC) * uvScale;\n }\n else {\n uv_a = _tcA * b.x + _tcB * b.y + _tcC * b.z;\n uv_b = _tcA * (b.x + dbx) + _tcB * b.y + _tcC * (b.z - dbx);\n uv_c = _tcA * b.x + _tcB * (b.y + dby) + _tcC * (b.z - dby);\n }\n\n let s_a = p_a + hSign * N * sampleMap(heightMapIndex, wrapUv(uv_a)).x * hScale;\n let s_b = p_b + hSign * N * sampleMap(heightMapIndex, wrapUv(uv_b)).x * hScale;\n let s_c = p_c + hSign * N * sampleMap(heightMapIndex, wrapUv(uv_c)).x * hScale;\n\n let N_s = -hSign * normalize(cross(s_c - s_a, s_b - s_a));\n\n result.t = t;\n result.barycentric = b;\n result.normal = normalize(N_s - faceN + hSign * N);\n }\n\n return result;\n\n}\n`;\n\nexport { displacementCommon };\n"]}
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struct oV {
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