@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.
Files changed (95) hide show
  1. package/dist/assets/bvh.worker.js +1 -1
  2. package/dist/mutracer.umd.js +3525 -3484
  3. package/docs/materials.md +27 -7
  4. package/docs/threejs.md +13 -2
  5. package/docs/viewer.md +53 -0
  6. package/lib/oidn.d.ts +1 -1
  7. package/lib/oidnBundledWeights.cdn.d.ts +2 -2
  8. package/lib/renderer/MaterialTable.d.ts +1 -0
  9. package/lib/renderer/MaterialTable.js +2 -1
  10. package/lib/renderer/MaterialTable.js.map +1 -1
  11. package/lib/renderer/WGPUBloomPass.js +18 -18
  12. package/lib/renderer/WGPUFullQuadPass.js +3 -3
  13. package/lib/renderer/WGPUJNLMDenoiser.js +62 -62
  14. package/lib/renderer/WGPURayTraceOutput.js +14 -12
  15. package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
  16. package/lib/renderer/WGPURayTracePass.js +2 -2
  17. package/lib/renderer/WGPURayTracePass.js.map +1 -1
  18. package/lib/renderer/WGPURenderingPipeline.js +20 -18
  19. package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
  20. package/lib/renderer/WebGLJNLMDenoiser.js +61 -61
  21. package/lib/renderer/WebGLRayTraceOutputPass.js +4 -4
  22. package/lib/renderer/WebGLRayTracePass.js +3 -1
  23. package/lib/renderer/WebGLRayTracePass.js.map +1 -1
  24. package/lib/renderer/glsl/chunks/cameraRay.glsl.js +9 -9
  25. package/lib/renderer/glsl/chunks/envMap.glsl.js +45 -45
  26. package/lib/renderer/glsl/chunks/intersect.glsl.js +262 -262
  27. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +111 -111
  28. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +436 -436
  29. package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
  30. package/lib/renderer/glsl/chunks/random.glsl.js +3 -3
  31. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +32 -32
  32. package/lib/renderer/glsl/chunks/sampleLight.glsl.js +54 -54
  33. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +71 -71
  34. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +12 -12
  35. package/lib/renderer/glsl/chunks/sampling.glsl.js +64 -64
  36. package/lib/renderer/glsl/chunks/sobol.glsl.js +49 -49
  37. package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
  38. package/lib/renderer/glsl/chunks/uvProjection.glsl.js +5 -5
  39. package/lib/renderer/glsl/depthQuery.frag.js +2 -2
  40. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +8 -8
  41. package/lib/renderer/glsl/rayTrace.frag.js +128 -128
  42. package/lib/renderer/glsl/shadowCatcher.frag.js +12 -12
  43. package/lib/renderer/glsl/webglPipeline.frag.js +49 -49
  44. package/lib/renderer/lightsUtil.js +1 -1
  45. package/lib/renderer/lightsUtil.js.map +1 -1
  46. package/lib/renderer/materialComparison.generated.js +5 -0
  47. package/lib/renderer/materialComparison.generated.js.map +1 -1
  48. package/lib/renderer/materialLayout.js +2 -1
  49. package/lib/renderer/materialLayout.js.map +1 -1
  50. package/lib/renderer/prepareMeshBVH.d.ts +4 -2
  51. package/lib/renderer/prepareMeshBVH.js +44 -20
  52. package/lib/renderer/prepareMeshBVH.js.map +1 -1
  53. package/lib/renderer/scratchSampling.js +6 -6
  54. package/lib/renderer/wgsl/chunks/common.wgsl.js +4 -4
  55. package/lib/renderer/wgsl/chunks/envMap.wgsl.js +29 -29
  56. package/lib/renderer/wgsl/chunks/intersect.wgsl.js +376 -379
  57. package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
  58. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +5 -5
  59. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +51 -51
  60. package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +453 -453
  61. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.d.ts +1 -1
  62. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +122 -117
  63. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js.map +1 -1
  64. package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
  65. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +13 -13
  66. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +94 -94
  67. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +119 -119
  68. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +5 -5
  69. package/lib/renderer/wgsl/chunks/sampling.wgsl.js +62 -62
  70. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.d.ts +3 -3
  71. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js +2 -2
  72. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js.map +1 -1
  73. package/lib/renderer/wgsl/chunks/sobol.wgsl.js +53 -53
  74. package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +5 -5
  75. package/lib/renderer/wgsl/compose.frag.wgsl.d.ts +2 -2
  76. package/lib/renderer/wgsl/compose.frag.wgsl.js +120 -92
  77. package/lib/renderer/wgsl/compose.frag.wgsl.js.map +1 -1
  78. package/lib/renderer/wgsl/customDenoise.wgsl.js +10 -10
  79. package/lib/renderer/wgsl/depthQuery.wgsl.js +3 -3
  80. package/lib/renderer/wgsl/offlineAdaptive.compute.js +26 -26
  81. package/lib/renderer/wgsl/rayTrace.compute.js +220 -211
  82. package/lib/renderer/wgsl/rayTrace.compute.js.map +1 -1
  83. package/lib/scene/OpenPBRMaterial.d.ts +4 -2
  84. package/lib/scene/OpenPBRMaterial.js +4 -2
  85. package/lib/scene/OpenPBRMaterial.js.map +1 -1
  86. package/lib/scene/openPbrSchema.d.ts +7 -2
  87. package/lib/scene/openPbrSchema.js +2 -1
  88. package/lib/scene/openPbrSchema.js.map +1 -1
  89. package/lib/util/fromTHREE.d.ts +1 -0
  90. package/lib/util/fromTHREE.js +24 -6
  91. package/lib/util/fromTHREE.js.map +1 -1
  92. package/lib/version.d.ts +1 -1
  93. package/lib/version.js +1 -1
  94. package/lib/version.js.map +1 -1
  95. package/package.json +5 -4
@@ -27,9 +27,9 @@ ${shadowCatcherAccumulationWGSL}
27
27
  fn main(@builtin(global_invocation_id) id: vec3u) {
28
28
  let size = params.size;
29
29
  if (id.x >= size.x || id.y >= size.y) { return; }
30
- let tO = id.x + (size.y - 1u - id.y) * size.x;
31
- let n = normalBuffer[tO].a;
32
- let moments = accumulation[tO].moments;
30
+ let tT = id.x + (size.y - 1u - id.y) * size.x;
31
+ let n = normalBuffer[tT].a;
32
+ let moments = accumulation[tT].moments;
33
33
  let mean = moments.x / max(n, 1.0);
34
34
 
35
35
  var variance = -1.0;
@@ -53,28 +53,28 @@ fn main(@builtin(global_invocation_id) id: vec3u) {
53
53
  let size = params.size;
54
54
  if (id.x >= size.x || id.y >= size.y) { return; }
55
55
  let center = rawGuide[id.x + id.y * size.x];
56
- var lg = 0.0;
57
- var iX = 0.0;
58
- var mL = 0.0;
59
- var iR = 0.0;
56
+ var lk = 0.0;
57
+ var iY = 0.0;
58
+ var mO = 0.0;
59
+ var iS = 0.0;
60
60
  for (var dy = -1; dy <= 1; dy++) {
61
61
  for (var dx = -1; dx <= 1; dx++) {
62
62
  let q = clamp(vec2i(id.xy) + vec2i(dx, dy), vec2i(0), vec2i(size) - 1);
63
63
  let value = rawGuide[u32(q.x) + u32(q.y) * size.x];
64
- mL += value.x;
65
- iR += value.x * value.x;
64
+ mO += value.x;
65
+ iS += value.x * value.x;
66
66
  if (value.y >= 0.0) {
67
- lg += value.y;
68
- iX += 1.0;
67
+ lk += value.y;
68
+ iY += 1.0;
69
69
  }
70
70
  }
71
71
  }
72
72
  var variance: f32;
73
73
  if (center.y >= 0.0) {
74
- variance = lg / iX;
74
+ variance = lk / iY;
75
75
  } else {
76
- let lf = mL / 9.0;
77
- variance = max(iR / 9.0 - lf * lf, 0.0) * 9.0 / 8.0;
76
+ let lj = mO / 9.0;
77
+ variance = max(iS / 9.0 - lj * lj, 0.0) * 9.0 / 8.0;
78
78
  }
79
79
  guide[id.x + id.y * size.x] = vec2f(center.x, variance);
80
80
  }
@@ -122,23 +122,23 @@ const INV_NORMAL_BANDWIDTH2 = ${(1 / normalBandwidth ** 2).toFixed(6)};
122
122
 
123
123
  const CENTER_WEIGHT_MIN = 0.01;
124
124
 
125
- fn gZ(p: vec2i) -> u32 {
125
+ fn ha(p: vec2i) -> u32 {
126
126
  let q = clamp(p, vec2i(0), vec2i(params.size) - 1);
127
127
  return u32(q.x) + u32(q.y) * params.size.x;
128
128
  }
129
129
 
130
- fn lk(q: vec2i, bs: vec4f, gM: vec3f) -> f32 {
130
+ fn ln(q: vec2i, bs: vec4f, gO: vec3f) -> f32 {
131
131
  let albedo = textureLoad(albedoTex, q, 0);
132
132
 
133
133
 
134
- let oS = max((albedo.rgb + bs.rgb) * 0.5, vec3f(${JNLM_ALBEDO_FLOOR}));
135
- let kR = (albedo.rgb - bs.rgb) / oS;
136
- let iO = albedo.a - bs.a;
137
- let lb = textureLoad(normalTex, q, 0).rgb - gM;
134
+ let oW = max((albedo.rgb + bs.rgb) * 0.5, vec3f(${JNLM_ALBEDO_FLOOR}));
135
+ let kU = (albedo.rgb - bs.rgb) / oW;
136
+ let iP = albedo.a - bs.a;
137
+ let le = textureLoad(normalTex, q, 0).rgb - gO;
138
138
  return max(
139
- dot(kR, kR) * INV_ALBEDO_BANDWIDTH2
140
- + iO * iO * INV_COVERAGE_BANDWIDTH2,
141
- dot(lb, lb) * INV_NORMAL_BANDWIDTH2
139
+ dot(kU, kU) * INV_ALBEDO_BANDWIDTH2
140
+ + iP * iP * INV_COVERAGE_BANDWIDTH2,
141
+ dot(le, le) * INV_NORMAL_BANDWIDTH2
142
142
  );
143
143
  }
144
144
 
@@ -154,8 +154,8 @@ if (p.x >= size.x || p.y >= size.y) { return; }
154
154
  let step = i32(params.dilation);
155
155
  let bs = textureLoad(albedoTex, p, 0);
156
156
  let fw = textureLoad(normalTex, p, 0);
157
- let gM = fw.rgb;
158
- let index = gZ(p);
157
+ let gO = fw.rgb;
158
+ let index = ha(p);
159
159
 
160
160
 
161
161
  if (fw.a <= 0.0 && textureLoad(shadowCatcherTex, p, 0).r <= 0.0) {
@@ -164,25 +164,25 @@ outGuide[index] = guide[index];
164
164
  return;
165
165
  }
166
166
 
167
- var kT: array<vec2f, PATCH_SIZE>;
167
+ var kW: array<vec2f, PATCH_SIZE>;
168
168
  var k = 0;
169
169
  for (var dy = -PATCH_RADIUS; dy <= PATCH_RADIUS; dy++) {
170
170
  for (var dx = -PATCH_RADIUS; dx <= PATCH_RADIUS; dx++) {
171
- kT[k] = guide[gZ(p + vec2i(dx, dy) * step)];
171
+ kW[k] = guide[ha(p + vec2i(dx, dy) * step)];
172
172
  k++;
173
173
  }
174
174
  }
175
175
  let k2 = params.colorSensitivity * params.colorSensitivity;
176
176
 
177
177
  var sum = vec4f(0.0);
178
- let gP = max(bs.rgb, vec3f(${JNLM_ALBEDO_FLOOR}));
179
- var mb = vec3f(0.0);
180
- var gs = vec3f(0.0);
178
+ let gR = max(bs.rgb, vec3f(${JNLM_ALBEDO_FLOOR}));
179
+ var mf = vec3f(0.0);
180
+ var gt = vec3f(0.0);
181
181
  var hn = vec3f(0.0);
182
- var pg = 0.0;
183
- var gu = 0.0;
184
- var nH = 0.0;
185
- var kA = 0.0;
182
+ var pk = 0.0;
183
+ var gv = 0.0;
184
+ var nK = 0.0;
185
+ var kD = 0.0;
186
186
  for (var sy = -SEARCH_RADIUS; sy <= SEARCH_RADIUS; sy++) {
187
187
  for (var sx = -SEARCH_RADIUS; sx <= SEARCH_RADIUS; sx++) {
188
188
  let q = p + vec2i(sx, sy) * step;
@@ -191,17 +191,17 @@ if (
191
191
  q.x < 0 || q.y < 0 || q.x >= size.x || q.y >= size.y
192
192
  ) { continue; }
193
193
 
194
- let features = lk(q, bs, gM);
194
+ let features = ln(q, bs, gO);
195
195
  if (features > 16.0) { continue; }
196
196
 
197
197
  var fT = 0.0;
198
198
  k = 0;
199
199
  for (var dy = -PATCH_RADIUS; dy <= PATCH_RADIUS; dy++) {
200
200
  for (var dx = -PATCH_RADIUS; dx <= PATCH_RADIUS; dx++) {
201
- let a = kT[k];
202
- let b = guide[gZ(q + vec2i(dx, dy) * step)];
203
- let qH = a.x - b.x;
204
- fT += (qH * qH
201
+ let a = kW[k];
202
+ let b = guide[ha(q + vec2i(dx, dy) * step)];
203
+ let qL = a.x - b.x;
204
+ fT += (qL * qL
205
205
  - VARIANCE_CANCELLATION * (a.y + min(a.y, b.y)))
206
206
  / (1e-10 + k2 * (a.y + b.y));
207
207
  k++;
@@ -210,44 +210,44 @@ k++;
210
210
  fT /= f32(PATCH_SIZE);
211
211
 
212
212
  let weight = exp(-max(max(fT, 0.0), features));
213
- let index = gZ(q);
213
+ let index = ha(q);
214
214
  let c = color[index];
215
215
  let g = guide[index];
216
216
 
217
- let a = (textureLoad(albedoTex, q, 0).rgb - bs.rgb) / gP;
217
+ let a = (textureLoad(albedoTex, q, 0).rgb - bs.rgb) / gR;
218
218
  let value = premultiplied(c);
219
219
  sum += value * weight;
220
- mb += a * weight;
221
- gs += a * a * weight;
220
+ mf += a * weight;
221
+ gt += a * a * weight;
222
222
  hn += a * value.rgb * weight;
223
- pg += g.x * weight;
224
- gu += g.y * weight * weight;
225
- nH += weight;
226
- kA = max(kA, weight);
223
+ pk += g.x * weight;
224
+ gv += g.y * weight * weight;
225
+ nK += weight;
226
+ kD = max(kD, weight);
227
227
  }
228
228
  }
229
229
 
230
230
 
231
231
 
232
232
  let center = color[index];
233
- let kS = guide[index];
234
- let dF = max(kA, CENTER_WEIGHT_MIN);
235
- let totalWeight = nH + dF;
236
- let tA = premultiplied(center);
237
- let mean = (sum + tA * dF) / totalWeight;
233
+ let kV = guide[index];
234
+ let dF = max(kD, CENTER_WEIGHT_MIN);
235
+ let totalWeight = nK + dF;
236
+ let tF = premultiplied(center);
237
+ let mean = (sum + tF * dF) / totalWeight;
238
238
 
239
239
 
240
- let ez = mb / totalWeight;
241
- let ll = max(gs / totalWeight - ez * ez, vec3f(0.0));
242
- let qi = hn / totalWeight - ez * mean.rgb;
240
+ let ez = mf / totalWeight;
241
+ let lo = max(gt / totalWeight - ez * ez, vec3f(0.0));
242
+ let qm = hn / totalWeight - ez * mean.rgb;
243
243
 
244
244
 
245
245
 
246
- let qs = bs.rgb + ez * gP;
247
- let ol = mean.rgb * gP / max(qs, vec3f(${JNLM_ALBEDO_FLOOR}));
248
- let vk = clamp(qi / (ll + vec3f(${JNLM_ALBEDO_REGULARIZATION})), vec3f(0.0), ol);
249
- let rn = mean.rgb - vk * ez;
250
- let filtered = vec4f(max(rn, vec3f(0.0)), max(mean.a, 0.0));
246
+ let qw = bs.rgb + ez * gR;
247
+ let oq = mean.rgb * gR / max(qw, vec3f(${JNLM_ALBEDO_FLOOR}));
248
+ let vs = clamp(qm / (lo + vec3f(${JNLM_ALBEDO_REGULARIZATION})), vec3f(0.0), oq);
249
+ let rs = mean.rgb - vs * ez;
250
+ let filtered = vec4f(max(rs, vec3f(0.0)), max(mean.a, 0.0));
251
251
  let rgb = select(
252
252
  center.rgb,
253
253
  filtered.rgb / max(filtered.a, 1e-6),
@@ -255,8 +255,8 @@ filtered.a > 1e-6
255
255
  );
256
256
  outColor[index] = vec4f(rgb, filtered.a);
257
257
  outGuide[index] = vec2f(
258
- (pg + kS.x * dF) / totalWeight,
259
- (gu + kS.y * dF * dF)
258
+ (pk + kV.x * dF) / totalWeight,
259
+ (gv + kV.y * dF * dF)
260
260
  / (totalWeight * totalWeight)
261
261
  );
262
262
  }
@@ -16,14 +16,14 @@ ${shadowCatcherAccumulationWGSL}
16
16
  override outputWidth: f32;
17
17
  override outputHeight: f32;
18
18
 
19
- struct oQ {
19
+ struct oU {
20
20
  ${layers ? `@location(0) foreground: vec4f,
21
21
  @location(1) catcherBackground: vec4f` : `@location(0) color: vec4f,
22
22
  @location(1) normal: vec4f,
23
23
  @location(2) albedo: vec4f${catcher ? ',\n @location(3) shadowCatcher: vec4f' : ''}`}
24
24
  }
25
25
  @fragment
26
- fn main(@builtin(position) fD: vec4f) -> oQ {
26
+ fn main(@builtin(position) fD: vec4f) -> oU {
27
27
  let size = vec2u(u32(outputWidth), u32(outputHeight));
28
28
  let fM = vec2u(u32(fD.x), size.y - u32(fD.y) - 1u);
29
29
  var idx = fM.x + fM.y * size.x;
@@ -32,17 +32,17 @@ var idx = fM.x + fM.y * size.x;
32
32
 
33
33
 
34
34
  if (sampleCount < 1.0 && normalBuffer[idx].a <= 0.0) {
35
- let uO = max(sampleTileGrid, vec2u(1u));
36
- let uy = min(
37
- ((fM + uO / 2u) / uO) * uO,
38
- ((size - vec2u(1u)) / uO) * uO
35
+ let uV = max(sampleTileGrid, vec2u(1u));
36
+ let uF = min(
37
+ ((fM + uV / 2u) / uV) * uV,
38
+ ((size - vec2u(1u)) / uV) * uV
39
39
  );
40
- let sr = uy.x + uy.y * size.x;
41
- if (normalBuffer[sr].a > 0.0) {
42
- idx = sr;
40
+ let sz = uF.x + uF.y * size.x;
41
+ if (normalBuffer[sz].a > 0.0) {
42
+ idx = sz;
43
43
  }
44
44
  }
45
- var output: oQ;
45
+ var output: oU;
46
46
  if (normalBuffer[idx].a <= 0.0) {
47
47
  ${layers ? `output.foreground = vec4f(0.0);
48
48
  output.catcherBackground = vec4f(0.0);` : `output.color = vec4f(0.0);
@@ -62,10 +62,12 @@ let hit = albedo.a;
62
62
  let total = max(normal.a, 1.0);
63
63
  ${layers ? `
64
64
  let shadow = shadowCatcherBuffer[idx];
65
- let iP = max(hit - shadow.mask.b, 0.0);
65
+ let iQ = max(hit - shadow.mask.b, 0.0);
66
+
67
+
66
68
  output.foreground = vec4f(
67
69
  (color.rgb - shadow.background.rgb)
68
- / select(total, iP, iP > 0.0),
70
+ / select(total, iQ, iQ > 0.0),
69
71
  clamp((color.a - shadow.mask.g) / total, 0.0, 1.0)
70
72
  );
71
73
  output.catcherBackground = shadow.background / total;
@@ -1 +1 @@
1
- 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{ getTargetShaderCache } from './WGPUShaderCache.js';\nimport { textureBytes } from './gpuMemory.js';\nimport shadowCatcherAccumulationWGSL from './wgsl/chunks/shadowCatcherAccumulation.wgsl.js';\nimport { fullScreenQuadVertexShaderWGSL } from './WGPUFullQuadPass.js';\n\nexport function createNormalizeRayTraceOutputWGSL(layers = false, catcher = true) {\n return /* wgsl */ `\n@group(0) @binding(0) var<storage, read> colorBuffer: array<vec4f>;\n@group(0) @binding(1) var<storage, read> normalBuffer: array<vec4f>;\n@group(0) @binding(2) var<storage, read> albedoBuffer: array<vec4f>;\n${shadowCatcherAccumulationWGSL}\n@group(0) @binding(3) var<storage, read> shadowCatcherBuffer: array<ShadowCatcherAccumulation>;\n\n@group(1) @binding(0) var<uniform> sampleCount: f32;\n@group(1) @binding(1) var<uniform> sampleTileGrid: vec2u;\n\noverride outputWidth: f32;\noverride outputHeight: f32;\n\nstruct FSOutput {\n ${layers ? `@location(0) foreground: vec4f,\n @location(1) catcherBackground: vec4f` : `@location(0) color: vec4f,\n @location(1) normal: vec4f,\n @location(2) albedo: vec4f${catcher ? ',\\n @location(3) shadowCatcher: vec4f' : ''}`}\n}\n@fragment\nfn main(@builtin(position) coord: vec4f) -> FSOutput {\n let size = vec2u(u32(outputWidth), u32(outputHeight));\n let pixel = vec2u(u32(coord.x), size.y - u32(coord.y) - 1u);\n var idx = pixel.x + pixel.y * size.x;\n // Tiles are interleaved pixel grids, not contiguous rectangles. The first\n // tile samples (0, 0) of every grid cell across the current camera image.\n // Reconstruct only pixels not yet sampled, until the first sweep completes;\n // never write these display estimates back into the accumulated ray buffers.\n if (sampleCount < 1.0 && normalBuffer[idx].a <= 0.0) {\n let grid = max(sampleTileGrid, vec2u(1u));\n let nearest = min(\n ((pixel + grid / 2u) / grid) * grid,\n ((size - vec2u(1u)) / grid) * grid\n );\n let nearestIdx = nearest.x + nearest.y * size.x;\n if (normalBuffer[nearestIdx].a > 0.0) {\n idx = nearestIdx;\n }\n }\n var output: FSOutput;\n if (normalBuffer[idx].a <= 0.0) {\n ${layers ? `output.foreground = vec4f(0.0);\n output.catcherBackground = vec4f(0.0);` : `output.color = vec4f(0.0);\n output.normal = vec4f(0.0);\n output.albedo = vec4f(0.0);\n ${catcher ? 'output.shadowCatcher = vec4f(0.0);' : ''}`}\n return output;\n }\n let color = colorBuffer[idx];\n let normal = normalBuffer[idx];\n let albedo = albedoBuffer[idx];\n let hit = albedo.a;\n // The CPU count covers completed sweeps and is still zero during the first\n // interleaved sample. Use the actual per-pixel count, including for misses.\n // Empty pixels must remain finite: NaN alpha can poison float HDR output\n // even when its canvas uses opaque compositing.\n let total = max(normal.a, 1.0);\n ${layers ? `\n let shadow = shadowCatcherBuffer[idx];\n let foregroundHit = max(hit - shadow.mask.b, 0.0);\n output.foreground = vec4f(\n (color.rgb - shadow.background.rgb)\n / select(total, foregroundHit, foregroundHit > 0.0),\n clamp((color.a - shadow.mask.g) / total, 0.0, 1.0)\n );\n output.catcherBackground = shadow.background / total;\n ` : `output.color = vec4f(\n // average the color by hit count.\n // So the antialised edge color will be correct when having transparent background\n color.rgb / select(total, hit, hit > 0.0),\n color.a / total\n );\n\n output.normal = vec4f(0.0);\n // Normalize to 0 - 1\n if (dot(normal.rgb, normal.rgb) > 0.1) {\n output.normal = vec4f(normal.rgb / total * 0.5 + 0.5, 1.0);\n }\n output.albedo = vec4f(albedo.rgb / total, clamp(hit / total, 0.0, 1.0));\n ${catcher ? 'output.shadowCatcher = shadowCatcherBuffer[idx].mask / total;' : ''}\n `}\n return output;\n}\n`;\n}\n\ntype RayTraceOutput = 'color' | 'normal' | 'albedo' | 'shadowCatcher'\n | 'foreground' | 'catcherBackground';\ntype RayTraceBuffers = {\n color: GPUBuffer;\n normal: GPUBuffer;\n albedo: GPUBuffer;\n shadowCatcher: GPUBuffer;\n shadowCatcherOffset?: number;\n};\n\nexport class WGPURayTraceOutputPass {\n private _device: GPUDevice;\n\n private _pipeline!: GPURenderPipeline;\n private _layersPipeline!: GPURenderPipeline;\n private _foregroundTexture!: GPUTexture;\n private _catcherBackgroundTexture!: GPUTexture;\n private _colorTexture!: GPUTexture;\n private _normalTexture!: GPUTexture;\n private _albedoTexture!: GPUTexture;\n private _shadowCatcherTexture!: GPUTexture;\n private _uniformBindGroup!: GPUBindGroup;\n\n private _uniformsBuffers;\n\n private _width = 1;\n private _height = 1;\n\n private _hasCatcher = false;\n private _needsUpdatePipeline = true;\n\n constructor(device: GPUDevice, private readonly zeroTexture?: GPUTexture) {\n this._device = device;\n this._uniformsBuffers = {\n sampleCount: device.createBuffer({\n size: 4,\n usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n }),\n sampleTileGrid: device.createBuffer({\n size: 8,\n usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n })\n };\n }\n\n private readonly _retainedOutputs = new Set<GPUTexture>();\n retainOutput(texture: GPUTexture) {\n const owned = ['color', 'normal', 'albedo', 'shadowCatcher', 'foreground', 'catcherBackground'] as const;\n if (owned.some(label => this.getOutput(label) === texture)) this._retainedOutputs.add(texture);\n }\n releaseOutput(texture: GPUTexture) {\n if (!this._retainedOutputs.delete(texture)) return;\n const owned = ['color', 'normal', 'albedo', 'shadowCatcher', 'foreground', 'catcherBackground'] as const;\n if (!owned.some(label => this.getOutput(label) === texture)) {\n void this._device.queue.onSubmittedWorkDone().catch(() => undefined).then(() => texture.destroy());\n }\n }\n\n getOutput(label: RayTraceOutput): GPUTexture {\n\n return this[`_${label}Texture`] ?? this.zeroTexture!;\n }\n\n private _createTextures() {\n const { _device: device, _width: width, _height: height } = this;\n const textureDescriptor: GPUTextureDescriptor = {\n size: {\n width,\n height,\n depthOrArrayLayers: 1\n },\n format: 'rgba8unorm',\n usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING |\n GPUTextureUsage.COPY_SRC\n };\n this._destroyTextures();\n this._colorTexture = device.createTexture({\n ...textureDescriptor,\n label: 'Ray Trace Color',\n format: 'rgba16float',\n usage:\n GPUTextureUsage.RENDER_ATTACHMENT |\n GPUTextureUsage.TEXTURE_BINDING |\n GPUTextureUsage.COPY_SRC\n });\n this._normalTexture = device.createTexture({\n ...textureDescriptor,\n label: 'Ray Trace Normal',\n usage: textureDescriptor.usage | GPUTextureUsage.COPY_SRC\n });\n this._albedoTexture = device.createTexture({\n ...textureDescriptor,\n label: 'Ray Trace Albedo'\n });\n if (this._hasCatcher) {\n this._foregroundTexture = device.createTexture({\n ...textureDescriptor,\n label: 'Ray Trace Foreground',\n format: 'rgba16float'\n });\n this._catcherBackgroundTexture = device.createTexture({\n ...textureDescriptor,\n label: 'Ray Trace Catcher Background',\n format: 'rgba16float'\n });\n this._shadowCatcherTexture = device.createTexture({\n ...textureDescriptor,\n label: 'Ray Trace Shadow Catcher',\n format: 'rgba16float'\n });\n } else {\n this._foregroundTexture = this._catcherBackgroundTexture = this._shadowCatcherTexture = undefined!;\n }\n }\n\n private _updateBindGroups() {\n const device = this._device;\n this._uniformBindGroup = device.createBindGroup({\n layout: this._pipeline.getBindGroupLayout(1),\n entries: [\n {\n binding: 0,\n resource: {\n buffer: this._uniformsBuffers.sampleCount\n }\n },\n {\n binding: 1,\n resource: {\n buffer: this._uniformsBuffers.sampleTileGrid\n }\n }\n ]\n });\n }\n\n private _updatePipeline() {\n if (!this._needsUpdatePipeline) {\n return;\n }\n this._needsUpdatePipeline = false;\n const device = this._device;\n\n this._pipeline = getTargetShaderCache(device).createRenderPipeline({\n label: 'rayTraceOutput',\n layout: 'auto',\n vertex: {\n module: getTargetShaderCache(device).createShaderModule({\n code: fullScreenQuadVertexShaderWGSL\n }),\n entryPoint: 'main'\n },\n fragment: {\n module: getTargetShaderCache(device).createShaderModule({\n code: createNormalizeRayTraceOutputWGSL(false, this._hasCatcher)\n }),\n entryPoint: 'main',\n targets: [\n {\n format: 'rgba16float'\n },\n {\n format: 'rgba8unorm'\n },\n {\n format: 'rgba8unorm'\n },\n ...(this._hasCatcher ? [{format: 'rgba16float' as const}] : [])\n ],\n constants: {\n outputWidth: this._width,\n outputHeight: this._height\n }\n }\n });\n\n if (this._hasCatcher) this._layersPipeline = getTargetShaderCache(device).createRenderPipeline({\n label: 'rayTraceLayers',\n layout: 'auto',\n vertex: {\n module: getTargetShaderCache(device).createShaderModule({ code: fullScreenQuadVertexShaderWGSL }),\n entryPoint: 'main'\n },\n fragment: {\n module: getTargetShaderCache(device).createShaderModule({ code: createNormalizeRayTraceOutputWGSL(true) }),\n entryPoint: 'main',\n targets: [{ format: 'rgba16float' }, { format: 'rgba16float' }],\n constants: { outputWidth: this._width, outputHeight: this._height }\n }\n });\n this._updateBindGroups();\n }\n\n setSize(width: number, height: number) {\n if (\n this._width !== width ||\n this._height !== height ||\n !this._colorTexture\n ) {\n this._width = width;\n this._height = height;\n this._createTextures();\n this._needsUpdatePipeline = true;\n }\n }\n\n setSampleCount(sampleCount: number) {\n this._device.queue.writeBuffer(\n this._uniformsBuffers.sampleCount,\n 0,\n new Float32Array([sampleCount])\n );\n }\n\n setSampleTileGrid(columns: number, rows: number) {\n this._device.queue.writeBuffer(\n this._uniformsBuffers.sampleTileGrid,\n 0,\n new Uint32Array([columns, rows])\n );\n }\n\n createPass(\n encoder: GPUCommandEncoder,\n inputBuffers: RayTraceBuffers,\n separateCatcher = false\n ) {\n if (this._hasCatcher !== separateCatcher) {\n this._hasCatcher = separateCatcher; this._createTextures(); this._needsUpdatePipeline = true;\n }\n this._updatePipeline();\n this._createOutputPass(encoder, inputBuffers, false);\n if (separateCatcher) this._createOutputPass(encoder, inputBuffers, true);\n }\n\n private _createOutputPass(\n encoder: GPUCommandEncoder,\n inputBuffers: RayTraceBuffers,\n layers: boolean\n ) {\n const pipeline = layers ? this._layersPipeline : this._pipeline;\n const textures = layers\n ? [this._foregroundTexture, this._catcherBackgroundTexture]\n : [this._colorTexture, this._normalTexture, this._albedoTexture, ...(this._hasCatcher ? [this._shadowCatcherTexture] : [])];\n const pass = encoder.beginRenderPass({\n colorAttachments: textures.map((texture) => ({\n view: texture.createView(),\n loadValue: { r: 0, g: 0, b: 0, a: 0 },\n storeOp: 'store',\n loadOp: 'clear'\n }))\n });\n pass.setPipeline(pipeline);\n\n pass.setBindGroup(\n 0,\n this._device.createBindGroup({\n label: 'rayTraceOutput',\n layout: pipeline.getBindGroupLayout(0),\n entries: [\n inputBuffers.color,\n inputBuffers.normal,\n inputBuffers.albedo,\n inputBuffers.shadowCatcher\n ].map((buffer, idx) => ({\n binding: idx,\n resource: {\n buffer,\n ...(idx === 3 ? { offset: inputBuffers.shadowCatcherOffset ?? 0 } : {})\n }\n })).filter(entry => entry.binding < 3 || this._hasCatcher || layers)\n })\n );\n pass.setBindGroup(1, layers ? this._device.createBindGroup({\n layout: pipeline.getBindGroupLayout(1),\n entries: Object.values(this._uniformsBuffers).map((buffer, binding) => ({\n binding, resource: { buffer }\n }))\n }) : this._uniformBindGroup);\n\n pass.draw(6, 1, 0, 0);\n pass.end();\n\n }\n\n private _destroyTextures() {\n if (!this._colorTexture) return;\n\n // These textures are also OIDN inputs. A resolution or preview-mode\n // change can replace them immediately after a denoising command buffer\n // was submitted. Keep the old resources alive until all work submitted so\n // far has completed; destroying them synchronously can make Dawn validate\n // the pending submit against an already-destroyed texture.\n const textures = [\n this._colorTexture,\n this._normalTexture,\n this._albedoTexture,\n this._shadowCatcherTexture,\n this._foregroundTexture,\n this._catcherBackgroundTexture\n ].filter((texture): texture is GPUTexture => !!texture && !this._retainedOutputs.has(texture));\n void this._device.queue\n .onSubmittedWorkDone()\n .catch(() => undefined)\n .then(() => textures.forEach((texture) => texture.destroy()));\n }\n\n getMemoryBytes() {\n const textures = ['color', 'normal', 'albedo', 'shadowCatcher', 'foreground', 'catcherBackground'] as const;\n return Object.values(this._uniformsBuffers).reduce((sum, buffer) => sum + buffer.size, 0)\n + Array.from(new Set([...textures.map(label => this[`_${label}Texture`]), ...this._retainedOutputs]))\n .reduce((sum, texture) => sum + textureBytes(texture), 0);\n }\n\n dispose() {\n const retained = Array.from(this._retainedOutputs);\n void this._device.queue.onSubmittedWorkDone().catch(() => undefined).then(() => retained.forEach(texture => texture.destroy()));\n this._destroyTextures();\n this._retainedOutputs.clear();\n Object.keys(this._uniformsBuffers).forEach((key) => {\n (this._uniformsBuffers as any)[key].destroy();\n });\n }\n}\n"]}
1
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{ getTargetShaderCache } from './WGPUShaderCache.js';\nimport { textureBytes } from './gpuMemory.js';\nimport shadowCatcherAccumulationWGSL from './wgsl/chunks/shadowCatcherAccumulation.wgsl.js';\nimport { fullScreenQuadVertexShaderWGSL } from './WGPUFullQuadPass.js';\n\nexport function createNormalizeRayTraceOutputWGSL(layers = false, catcher = true) {\n return /* wgsl */ `\n@group(0) @binding(0) var<storage, read> colorBuffer: array<vec4f>;\n@group(0) @binding(1) var<storage, read> normalBuffer: array<vec4f>;\n@group(0) @binding(2) var<storage, read> albedoBuffer: array<vec4f>;\n${shadowCatcherAccumulationWGSL}\n@group(0) @binding(3) var<storage, read> shadowCatcherBuffer: array<ShadowCatcherAccumulation>;\n\n@group(1) @binding(0) var<uniform> sampleCount: f32;\n@group(1) @binding(1) var<uniform> sampleTileGrid: vec2u;\n\noverride outputWidth: f32;\noverride outputHeight: f32;\n\nstruct FSOutput {\n ${layers ? `@location(0) foreground: vec4f,\n @location(1) catcherBackground: vec4f` : `@location(0) color: vec4f,\n @location(1) normal: vec4f,\n @location(2) albedo: vec4f${catcher ? ',\\n @location(3) shadowCatcher: vec4f' : ''}`}\n}\n@fragment\nfn main(@builtin(position) coord: vec4f) -> FSOutput {\n let size = vec2u(u32(outputWidth), u32(outputHeight));\n let pixel = vec2u(u32(coord.x), size.y - u32(coord.y) - 1u);\n var idx = pixel.x + pixel.y * size.x;\n // Tiles are interleaved pixel grids, not contiguous rectangles. The first\n // tile samples (0, 0) of every grid cell across the current camera image.\n // Reconstruct only pixels not yet sampled, until the first sweep completes;\n // never write these display estimates back into the accumulated ray buffers.\n if (sampleCount < 1.0 && normalBuffer[idx].a <= 0.0) {\n let grid = max(sampleTileGrid, vec2u(1u));\n let nearest = min(\n ((pixel + grid / 2u) / grid) * grid,\n ((size - vec2u(1u)) / grid) * grid\n );\n let nearestIdx = nearest.x + nearest.y * size.x;\n if (normalBuffer[nearestIdx].a > 0.0) {\n idx = nearestIdx;\n }\n }\n var output: FSOutput;\n if (normalBuffer[idx].a <= 0.0) {\n ${layers ? `output.foreground = vec4f(0.0);\n output.catcherBackground = vec4f(0.0);` : `output.color = vec4f(0.0);\n output.normal = vec4f(0.0);\n output.albedo = vec4f(0.0);\n ${catcher ? 'output.shadowCatcher = vec4f(0.0);' : ''}`}\n return output;\n }\n let color = colorBuffer[idx];\n let normal = normalBuffer[idx];\n let albedo = albedoBuffer[idx];\n let hit = albedo.a;\n // The CPU count covers completed sweeps and is still zero during the first\n // interleaved sample. Use the actual per-pixel count, including for misses.\n // Empty pixels must remain finite: NaN alpha can poison float HDR output\n // even when its canvas uses opaque compositing.\n let total = max(normal.a, 1.0);\n ${layers ? `\n let shadow = shadowCatcherBuffer[idx];\n let foregroundHit = max(hit - shadow.mask.b, 0.0);\n // Separated background includes flat primary misses as well as catcher\n // samples. Neither belongs in the hit-normalized geometry color/alpha.\n output.foreground = vec4f(\n (color.rgb - shadow.background.rgb)\n / select(total, foregroundHit, foregroundHit > 0.0),\n clamp((color.a - shadow.mask.g) / total, 0.0, 1.0)\n );\n output.catcherBackground = shadow.background / total;\n ` : `output.color = vec4f(\n // average the color by hit count.\n // So the antialised edge color will be correct when having transparent background\n color.rgb / select(total, hit, hit > 0.0),\n color.a / total\n );\n\n output.normal = vec4f(0.0);\n // Normalize to 0 - 1\n if (dot(normal.rgb, normal.rgb) > 0.1) {\n output.normal = vec4f(normal.rgb / total * 0.5 + 0.5, 1.0);\n }\n output.albedo = vec4f(albedo.rgb / total, clamp(hit / total, 0.0, 1.0));\n ${catcher ? 'output.shadowCatcher = shadowCatcherBuffer[idx].mask / total;' : ''}\n `}\n return output;\n}\n`;\n}\n\ntype RayTraceOutput = 'color' | 'normal' | 'albedo' | 'shadowCatcher'\n | 'foreground' | 'catcherBackground';\ntype RayTraceBuffers = {\n color: GPUBuffer;\n normal: GPUBuffer;\n albedo: GPUBuffer;\n shadowCatcher: GPUBuffer;\n shadowCatcherOffset?: number;\n};\n\nexport class WGPURayTraceOutputPass {\n private _device: GPUDevice;\n\n private _pipeline!: GPURenderPipeline;\n private _layersPipeline!: GPURenderPipeline;\n private _foregroundTexture!: GPUTexture;\n private _catcherBackgroundTexture!: GPUTexture;\n private _colorTexture!: GPUTexture;\n private _normalTexture!: GPUTexture;\n private _albedoTexture!: GPUTexture;\n private _shadowCatcherTexture!: GPUTexture;\n private _uniformBindGroup!: GPUBindGroup;\n\n private _uniformsBuffers;\n\n private _width = 1;\n private _height = 1;\n\n private _hasCatcher = false;\n private _needsUpdatePipeline = true;\n\n constructor(device: GPUDevice, private readonly zeroTexture?: GPUTexture) {\n this._device = device;\n this._uniformsBuffers = {\n sampleCount: device.createBuffer({\n size: 4,\n usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n }),\n sampleTileGrid: device.createBuffer({\n size: 8,\n usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n })\n };\n }\n\n private readonly _retainedOutputs = new Set<GPUTexture>();\n retainOutput(texture: GPUTexture) {\n const owned = ['color', 'normal', 'albedo', 'shadowCatcher', 'foreground', 'catcherBackground'] as const;\n if (owned.some(label => this.getOutput(label) === texture)) this._retainedOutputs.add(texture);\n }\n releaseOutput(texture: GPUTexture) {\n if (!this._retainedOutputs.delete(texture)) return;\n const owned = ['color', 'normal', 'albedo', 'shadowCatcher', 'foreground', 'catcherBackground'] as const;\n if (!owned.some(label => this.getOutput(label) === texture)) {\n void this._device.queue.onSubmittedWorkDone().catch(() => undefined).then(() => texture.destroy());\n }\n }\n\n getOutput(label: RayTraceOutput): GPUTexture {\n\n return this[`_${label}Texture`] ?? this.zeroTexture!;\n }\n\n private _createTextures() {\n const { _device: device, _width: width, _height: height } = this;\n const textureDescriptor: GPUTextureDescriptor = {\n size: {\n width,\n height,\n depthOrArrayLayers: 1\n },\n format: 'rgba8unorm',\n usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING |\n GPUTextureUsage.COPY_SRC\n };\n this._destroyTextures();\n this._colorTexture = device.createTexture({\n ...textureDescriptor,\n label: 'Ray Trace Color',\n format: 'rgba16float',\n usage:\n GPUTextureUsage.RENDER_ATTACHMENT |\n GPUTextureUsage.TEXTURE_BINDING |\n GPUTextureUsage.COPY_SRC\n });\n this._normalTexture = device.createTexture({\n ...textureDescriptor,\n label: 'Ray Trace Normal',\n usage: textureDescriptor.usage | GPUTextureUsage.COPY_SRC\n });\n this._albedoTexture = device.createTexture({\n ...textureDescriptor,\n label: 'Ray Trace Albedo'\n });\n if (this._hasCatcher) {\n this._foregroundTexture = device.createTexture({\n ...textureDescriptor,\n label: 'Ray Trace Foreground',\n format: 'rgba16float'\n });\n this._catcherBackgroundTexture = device.createTexture({\n ...textureDescriptor,\n label: 'Ray Trace Catcher Background',\n format: 'rgba16float'\n });\n this._shadowCatcherTexture = device.createTexture({\n ...textureDescriptor,\n label: 'Ray Trace Shadow Catcher',\n format: 'rgba16float'\n });\n } else {\n this._foregroundTexture = this._catcherBackgroundTexture = this._shadowCatcherTexture = undefined!;\n }\n }\n\n private _updateBindGroups() {\n const device = this._device;\n this._uniformBindGroup = device.createBindGroup({\n layout: this._pipeline.getBindGroupLayout(1),\n entries: [\n {\n binding: 0,\n resource: {\n buffer: this._uniformsBuffers.sampleCount\n }\n },\n {\n binding: 1,\n resource: {\n buffer: this._uniformsBuffers.sampleTileGrid\n }\n }\n ]\n });\n }\n\n private _updatePipeline() {\n if (!this._needsUpdatePipeline) {\n return;\n }\n this._needsUpdatePipeline = false;\n const device = this._device;\n\n this._pipeline = getTargetShaderCache(device).createRenderPipeline({\n label: 'rayTraceOutput',\n layout: 'auto',\n vertex: {\n module: getTargetShaderCache(device).createShaderModule({\n code: fullScreenQuadVertexShaderWGSL\n }),\n entryPoint: 'main'\n },\n fragment: {\n module: getTargetShaderCache(device).createShaderModule({\n code: createNormalizeRayTraceOutputWGSL(false, this._hasCatcher)\n }),\n entryPoint: 'main',\n targets: [\n {\n format: 'rgba16float'\n },\n {\n format: 'rgba8unorm'\n },\n {\n format: 'rgba8unorm'\n },\n ...(this._hasCatcher ? [{format: 'rgba16float' as const}] : [])\n ],\n constants: {\n outputWidth: this._width,\n outputHeight: this._height\n }\n }\n });\n\n if (this._hasCatcher) this._layersPipeline = getTargetShaderCache(device).createRenderPipeline({\n label: 'rayTraceLayers',\n layout: 'auto',\n vertex: {\n module: getTargetShaderCache(device).createShaderModule({ code: fullScreenQuadVertexShaderWGSL }),\n entryPoint: 'main'\n },\n fragment: {\n module: getTargetShaderCache(device).createShaderModule({ code: createNormalizeRayTraceOutputWGSL(true) }),\n entryPoint: 'main',\n targets: [{ format: 'rgba16float' }, { format: 'rgba16float' }],\n constants: { outputWidth: this._width, outputHeight: this._height }\n }\n });\n this._updateBindGroups();\n }\n\n setSize(width: number, height: number) {\n if (\n this._width !== width ||\n this._height !== height ||\n !this._colorTexture\n ) {\n this._width = width;\n this._height = height;\n this._createTextures();\n this._needsUpdatePipeline = true;\n }\n }\n\n setSampleCount(sampleCount: number) {\n this._device.queue.writeBuffer(\n this._uniformsBuffers.sampleCount,\n 0,\n new Float32Array([sampleCount])\n );\n }\n\n setSampleTileGrid(columns: number, rows: number) {\n this._device.queue.writeBuffer(\n this._uniformsBuffers.sampleTileGrid,\n 0,\n new Uint32Array([columns, rows])\n );\n }\n\n createPass(\n encoder: GPUCommandEncoder,\n inputBuffers: RayTraceBuffers,\n separateCatcher = false\n ) {\n if (this._hasCatcher !== separateCatcher) {\n this._hasCatcher = separateCatcher; this._createTextures(); this._needsUpdatePipeline = true;\n }\n this._updatePipeline();\n this._createOutputPass(encoder, inputBuffers, false);\n if (separateCatcher) this._createOutputPass(encoder, inputBuffers, true);\n }\n\n private _createOutputPass(\n encoder: GPUCommandEncoder,\n inputBuffers: RayTraceBuffers,\n layers: boolean\n ) {\n const pipeline = layers ? this._layersPipeline : this._pipeline;\n const textures = layers\n ? [this._foregroundTexture, this._catcherBackgroundTexture]\n : [this._colorTexture, this._normalTexture, this._albedoTexture, ...(this._hasCatcher ? [this._shadowCatcherTexture] : [])];\n const pass = encoder.beginRenderPass({\n colorAttachments: textures.map((texture) => ({\n view: texture.createView(),\n loadValue: { r: 0, g: 0, b: 0, a: 0 },\n storeOp: 'store',\n loadOp: 'clear'\n }))\n });\n pass.setPipeline(pipeline);\n\n pass.setBindGroup(\n 0,\n this._device.createBindGroup({\n label: 'rayTraceOutput',\n layout: pipeline.getBindGroupLayout(0),\n entries: [\n inputBuffers.color,\n inputBuffers.normal,\n inputBuffers.albedo,\n inputBuffers.shadowCatcher\n ].map((buffer, idx) => ({\n binding: idx,\n resource: {\n buffer,\n ...(idx === 3 ? { offset: inputBuffers.shadowCatcherOffset ?? 0 } : {})\n }\n })).filter(entry => entry.binding < 3 || this._hasCatcher || layers)\n })\n );\n pass.setBindGroup(1, layers ? this._device.createBindGroup({\n layout: pipeline.getBindGroupLayout(1),\n entries: Object.values(this._uniformsBuffers).map((buffer, binding) => ({\n binding, resource: { buffer }\n }))\n }) : this._uniformBindGroup);\n\n pass.draw(6, 1, 0, 0);\n pass.end();\n\n }\n\n private _destroyTextures() {\n if (!this._colorTexture) return;\n\n // These textures are also OIDN inputs. A resolution or preview-mode\n // change can replace them immediately after a denoising command buffer\n // was submitted. Keep the old resources alive until all work submitted so\n // far has completed; destroying them synchronously can make Dawn validate\n // the pending submit against an already-destroyed texture.\n const textures = [\n this._colorTexture,\n this._normalTexture,\n this._albedoTexture,\n this._shadowCatcherTexture,\n this._foregroundTexture,\n this._catcherBackgroundTexture\n ].filter((texture): texture is GPUTexture => !!texture && !this._retainedOutputs.has(texture));\n void this._device.queue\n .onSubmittedWorkDone()\n .catch(() => undefined)\n .then(() => textures.forEach((texture) => texture.destroy()));\n }\n\n getMemoryBytes() {\n const textures = ['color', 'normal', 'albedo', 'shadowCatcher', 'foreground', 'catcherBackground'] as const;\n return Object.values(this._uniformsBuffers).reduce((sum, buffer) => sum + buffer.size, 0)\n + Array.from(new Set([...textures.map(label => this[`_${label}Texture`]), ...this._retainedOutputs]))\n .reduce((sum, texture) => sum + textureBytes(texture), 0);\n }\n\n dispose() {\n const retained = Array.from(this._retainedOutputs);\n void this._device.queue.onSubmittedWorkDone().catch(() => undefined).then(() => retained.forEach(texture => texture.destroy()));\n this._destroyTextures();\n this._retainedOutputs.clear();\n Object.keys(this._uniformsBuffers).forEach((key) => {\n (this._uniformsBuffers as any)[key].destroy();\n });\n }\n}\n"]}
@@ -188,7 +188,7 @@ export function packAnalyticsLightsToBuffer(lights, texturesIndices, selectionPm
188
188
  }
189
189
  data[(off + 3) * 4 + 3] = light.type === 'SpotLight'
190
190
  ? iesProfileTexelOffsets[i] ?? -1
191
- : texturesIndices[i];
191
+ : texturesIndices[i] ?? -1;
192
192
  data[(off + 4) * 4] = selectionPmfs[i] ?? 0;
193
193
  packVec3(off + 5, getRigidLightFrame(light).x);
194
194
  }
@@ -1802,7 +1802,7 @@ ${rayTraceCompute({
1802
1802
  for (const geometry of this._geometriesNeedRefit) {
1803
1803
  const usesDisplacement = meshes.some((mesh) => mesh.geometry === geometry &&
1804
1804
  !!mesh.materials[0]?.displacementMap &&
1805
- Math.abs(mesh.materials[0].displacementScale) > 1e-6);
1805
+ (mesh.materials[0].displacementScale !== 0 || mesh.materials[0].displacementBias !== 0));
1806
1806
  if (usesDisplacement || geometryTopologyChanged(this._preparedMeshData, geometry) || !getGeometryBvh(geometry) || !refitBLAS(getGeometryBvh(geometry), geometry)) {
1807
1807
  setGeometryBvh(geometry, undefined);
1808
1808
  }