@meimu/mutracer 0.1.2 → 0.1.4
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 +4475 -4337
- package/docs/api.md +11 -9
- package/docs/threejs.md +30 -4
- package/lib/Engine.js +18 -1
- package/lib/Engine.js.map +1 -1
- package/lib/main.d.ts +1 -1
- package/lib/main.js.map +1 -1
- 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 +10 -4
- package/lib/renderer/MaterialTable.js.map +1 -1
- package/lib/renderer/WGPUBloomPass.js +18 -18
- package/lib/renderer/WGPUFullQuadPass.js +6 -6
- package/lib/renderer/WGPUJNLMDenoiser.js +68 -68
- package/lib/renderer/WGPURayTraceOutput.js +16 -14
- package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
- package/lib/renderer/WGPURayTracePass.d.ts +2 -0
- package/lib/renderer/WGPURayTracePass.js +13 -7
- package/lib/renderer/WGPURayTracePass.js.map +1 -1
- package/lib/renderer/WGPURenderingPipeline.js +24 -22
- package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
- package/lib/renderer/WebGLJNLMDenoiser.js +68 -68
- package/lib/renderer/WebGLRayTraceOutputPass.js +4 -4
- package/lib/renderer/WebGLRayTracePass.d.ts +1 -0
- package/lib/renderer/WebGLRayTracePass.js +7 -1
- package/lib/renderer/WebGLRayTracePass.js.map +1 -1
- package/lib/renderer/envMapCreation.d.ts +5 -1
- package/lib/renderer/envMapCreation.js +42 -5
- package/lib/renderer/envMapCreation.js.map +1 -1
- package/lib/renderer/geometryUpdates.js +1 -1
- package/lib/renderer/geometryUpdates.js.map +1 -1
- package/lib/renderer/glsl/chunks/cameraRay.glsl.js +12 -12
- package/lib/renderer/glsl/chunks/envMap.glsl.js +69 -57
- package/lib/renderer/glsl/chunks/envMap.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/intersect.glsl.js +316 -310
- package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +153 -121
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +540 -540
- package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
- package/lib/renderer/glsl/chunks/random.glsl.js +4 -4
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +40 -39
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleLight.glsl.js +71 -71
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +84 -84
- package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +13 -13
- package/lib/renderer/glsl/chunks/sampling.glsl.js +77 -77
- package/lib/renderer/glsl/chunks/sobol.glsl.js +65 -65
- package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
- package/lib/renderer/glsl/chunks/uvProjection.glsl.js +11 -11
- package/lib/renderer/glsl/depthQuery.frag.js +5 -5
- package/lib/renderer/glsl/depthQuery.frag.js.map +1 -1
- package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +8 -8
- package/lib/renderer/glsl/rayTrace.frag.js +165 -165
- package/lib/renderer/glsl/rayTrace.frag.js.map +1 -1
- package/lib/renderer/glsl/shadowCatcher.frag.js +14 -14
- package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
- package/lib/renderer/glsl/webglPipeline.frag.js +56 -56
- package/lib/renderer/lightsUtil.js +7 -5
- package/lib/renderer/lightsUtil.js.map +1 -1
- package/lib/renderer/materialChanges.js +1 -1
- package/lib/renderer/materialChanges.js.map +1 -1
- package/lib/renderer/materialComparison.generated.js +36 -18
- package/lib/renderer/materialComparison.generated.js.map +1 -1
- package/lib/renderer/prepareMeshBVH.js +2 -2
- package/lib/renderer/prepareMeshBVH.js.map +1 -1
- package/lib/renderer/sceneChangeDetector.js +4 -1
- package/lib/renderer/sceneChangeDetector.js.map +1 -1
- package/lib/renderer/sceneLightChanges.js +3 -2
- package/lib/renderer/sceneLightChanges.js.map +1 -1
- package/lib/renderer/scratchSampling.js +18 -18
- package/lib/renderer/wgsl/chunks/common.wgsl.js +4 -4
- package/lib/renderer/wgsl/chunks/envMap.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/envMap.wgsl.js +39 -31
- package/lib/renderer/wgsl/chunks/envMap.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/intersect.wgsl.js +475 -469
- package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +8 -8
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +95 -61
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +562 -562
- package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +117 -120
- 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 +25 -22
- package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +128 -128
- package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +143 -143
- package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +6 -6
- package/lib/renderer/wgsl/chunks/sampling.wgsl.js +75 -75
- 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 +69 -69
- package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +11 -11
- package/lib/renderer/wgsl/compose.frag.wgsl.d.ts +2 -2
- package/lib/renderer/wgsl/compose.frag.wgsl.js +130 -102
- 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.d.ts +1 -1
- package/lib/renderer/wgsl/depthQuery.wgsl.js +5 -5
- package/lib/renderer/wgsl/depthQuery.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/offlineAdaptive.compute.js +28 -28
- package/lib/renderer/wgsl/rayTrace.compute.js +289 -277
- package/lib/renderer/wgsl/rayTrace.compute.js.map +1 -1
- package/lib/scene/EnvironmentLight.d.ts +9 -3
- package/lib/scene/EnvironmentLight.js +9 -2
- package/lib/scene/EnvironmentLight.js.map +1 -1
- package/lib/scene/Scene.d.ts +4 -0
- package/lib/scene/Scene.js.map +1 -1
- package/lib/scene/SpotLight.d.ts +2 -2
- package/lib/scene/SpotLight.js +1 -1
- package/lib/scene/SpotLight.js.map +1 -1
- package/lib/scene/Texture.d.ts +17 -6
- package/lib/scene/Texture.js +13 -4
- package/lib/scene/Texture.js.map +1 -1
- package/lib/util/fromTHREE.js +151 -29
- 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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{ specularAnisotropyModelIndex, finiteAnisotropySource } from '../scene/anisotropyParameters.js';\nimport { finiteFilmThickness, thinFilmMapChannelIndex } from '../scene/thinFilmParameters.js';\nimport { MATERIAL_TEXTURE_NAMES, MATERIAL_TEXTURE_SLOTS, type MaterialTextureIndex } from './materialTextureSlots.js';\nimport { packMaterialBuffer } from './materialLayout.js';\nimport { float16Bits } from './float16.js';\nimport {createCanvas} from '../util/canvas.js';\nimport { mapAlphaUsageConstants } from './materialConstants.js';\n// Portions adapted from ray-tracing-renderer@0.10.15\n// (https://github.com/hoverinc/ray-tracing-renderer).\n// Copyright (c) 2019 HOVER, MIT license; see LICENSES/RayTracingRenderer-MIT.txt.\n\nimport { ShadowCatcherMaterial, UnlitMaterial } from '../constants.js';\nimport { vec2 } from '../math.js';\nimport { materialEmission } from './materialEmission.js';\nimport {\n Texture2DArray as WebGLTexture2DArray,\n constants,\n Texture2D,\n type TexturePixelSource\n} from './webgl.js';\nimport OpenPBRMaterial, {\n materialAlphaModeConstants,\n resolveMaterialAlphaMode\n} from '../scene/OpenPBRMaterial.js';\nimport { ColorRGB } from '../types.js';\nimport { mergeTexturesFromMaterials } from './texturesFromMaterials.js';\nimport Texture, { isTextureDataSource } from '../scene/Texture.js';\nimport { commonNearestFloatProps, setDataTexture } from './dataTextureUtil.js';\nimport { SceneLight } from '../scene/Scene.js';\n\nexport const DEFAULT_MAX_TEXTURE_ARRAY_BYTES = 384 * 1024 * 1024;\n\nexport interface MaterialTableOptions {\n maxTextureArrayBytes?: number;\n maxTextureArrayLayers?: number;\n maxTextureDimension2D?: number;\n}\n\nexport interface TextureAtlasStats {\n estimatedBytes: number;\n height: number;\n layers: number;\n packTimeMs: number;\n scale: number;\n sourcePixels: number;\n textureCount: number;\n width: number;\n}\n\nexport function materialUsesMedium(material: OpenPBRMaterial): boolean {\n return !material.thinWalled && (\n (material.transmissionWeight > 0 && material.transmissionDepth > 0) ||\n material.subsurfaceWeight > 0\n );\n}\n\nexport const uvProjectionConstants = {\n none: 0,\n spherical: 1,\n cylindrical: 2,\n triplanar: 3\n};\n\ninterface AtlasPlacement {\n height: number;\n index: number;\n layer: number;\n width: number;\n x: number;\n y: number;\n}\n\ninterface AtlasShelf {\n height: number;\n x: number;\n y: number;\n}\n\ninterface AtlasPage {\n nextY: number;\n placements: AtlasPlacement[];\n shelves: AtlasShelf[];\n}\n\n/**\n * Packs material textures into a small 2D-array atlas.\n *\n * The input rectangles are sorted from tallest/largest to smallest, then\n * placed with a shelf allocator. Each atlas layer contains horizontal shelves;\n * a texture is inserted into the first shelf with enough remaining width, or a\n * new shelf is opened below the existing ones. A new array layer is allocated\n * only when none of the current layers has enough room.\n *\n * `makeTextureArray` first tries this packing at full resolution. If the result\n * exceeds the adapter layer limit or the configured memory budget, it performs\n * a binary search for the largest uniform scale that fits. This preserves full\n * resolution whenever packing alone is sufficient and degrades predictably on\n * constrained hardware.\n *\n * The returned placements keep the original logical texture indices. Shaders\n * use per-texture atlas metadata instead of treating the logical index as the\n * physical array layer.\n */\nfunction packTextureAtlas(\n textures: Texture[],\n pageSize: number,\n scale: number\n) {\n const pages: AtlasPage[] = [];\n const placements = new Array<AtlasPlacement>(textures.length);\n const items = textures\n .map((texture, index) => ({\n height: Math.max(1, Math.floor(texture.image.height * scale)),\n index,\n width: Math.max(1, Math.floor(texture.image.width * scale))\n }))\n .sort((a, b) => b.height - a.height || b.width - a.width);\n\n for (const item of items) {\n let placement: AtlasPlacement | undefined;\n for (let layer = 0; layer < pages.length && !placement; layer++) {\n const page = pages[layer];\n for (const shelf of page.shelves) {\n if (\n item.height <= shelf.height &&\n shelf.x + item.width <= pageSize\n ) {\n placement = {\n ...item,\n layer,\n x: shelf.x,\n y: shelf.y\n };\n shelf.x += item.width;\n break;\n }\n }\n if (!placement && page.nextY + item.height <= pageSize) {\n placement = {\n ...item,\n layer,\n x: 0,\n y: page.nextY\n };\n page.shelves.push({\n height: item.height,\n x: item.width,\n y: page.nextY\n });\n page.nextY += item.height;\n }\n }\n\n if (!placement) {\n const layer = pages.length;\n placement = { ...item, layer, x: 0, y: 0 };\n pages.push({\n nextY: item.height,\n placements: [],\n shelves: [{ height: item.height, x: item.width, y: 0 }]\n });\n }\n pages[placement.layer].placements.push(placement);\n placements[item.index] = placement;\n }\n\n return { pages, placements };\n}\n\nfunction createAtlasCanvas(width: number, height: number) {\n return createCanvas(width, height);\n}\n\nfunction createDataAtlasPage(\n width: number,\n height: number,\n page: ReturnType<typeof packTextureAtlas>['pages'][number],\n textures: Texture[],\n floatStorage: boolean\n): TexturePixelSource {\n const data = floatStorage ? new Uint16Array(width * height * 4) : new Uint8Array(width * height * 4);\n // Retain the same Canvas composition for DOM layers, including straight-alpha\n // readback. Raw sources never pass through Canvas or its color conversion.\n const domPlacements = page.placements.filter(p => !isTextureDataSource(textures[p.index].image));\n if (domPlacements.length) {\n const canvas = createAtlasCanvas(width, height);\n const context = canvas.getContext('2d');\n if (!context) throw new Error('Unable to create a canvas for the texture atlas.');\n for (const placement of domPlacements) drawAtlasImage(context, placement, textures[placement.index]);\n const pixels = context.getImageData(0, 0, width, height).data;\n for (let i = 0; i < pixels.length; i++) data[i] = floatStorage ? float16Bits(pixels[i] / 255) : pixels[i];\n }\n for (const placement of page.placements) {\n const texture = textures[placement.index];\n const source = texture.image;\n if (!isTextureDataSource(source)) continue;\n const bytes = source.data instanceof Uint8Array || source.data instanceof Uint8ClampedArray;\n if (!bytes && !(source.data instanceof Float32Array) && !(source.data instanceof Int32Array)) {\n throw new Error('Material texture data must be Uint8Array, Uint8ClampedArray, Float32Array or Int32Array.');\n }\n if (source.data.length !== source.width * source.height * 4) {\n throw new Error('Material texture RGBA source length does not match its dimensions.');\n }\n for (let y = 0; y < placement.height; y++) {\n let sourceY = Math.min(source.height - 1, Math.floor(((y + 0.5) * source.height) / placement.height));\n if (texture.flipY) sourceY = source.height - 1 - sourceY;\n for (let x = 0; x < placement.width; x++) {\n const sourceX = Math.min(source.width - 1, Math.floor(((x + 0.5) * source.width) / placement.width));\n const sourceOffset = (sourceY * source.width + sourceX) * 4;\n const targetOffset = ((placement.y + y) * width + placement.x + x) * 4;\n for (let c = 0; c < 4; c++) {\n const value = source.data[sourceOffset + c];\n data[targetOffset + c] = floatStorage ? float16Bits(bytes ? value / 255 : value) : value;\n }\n }\n }\n }\n return { data, width, height };\n}\n\nfunction drawAtlasImage(\n context: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D,\n placement: AtlasPlacement,\n texture: Texture\n) {\n if (texture.flipY) {\n context.save();\n context.translate(placement.x, placement.y + placement.height);\n context.scale(1, -1);\n context.drawImage(texture.image as CanvasImageSource, 0, 0, placement.width, placement.height);\n context.restore();\n } else {\n context.drawImage(texture.image as CanvasImageSource, placement.x, placement.y, placement.width, placement.height);\n }\n}\n\nfunction makeTextureArray(\n textures: Texture[],\n sRGB = false,\n options: MaterialTableOptions = {}\n) {\n const packStart = performance.now();\n if (!textures.length) {\n return {\n mapInfo: [] as number[],\n mapTransform: [] as number[],\n mapUvChannel: [] as number[],\n mapColorLinear: [] as number[],\n stats: {\n estimatedBytes: 0,\n height: 1,\n layers: 0,\n packTimeMs: performance.now() - packStart,\n scale: 1,\n sourcePixels: 0,\n textureCount: 0,\n width: 1\n } satisfies TextureAtlasStats,\n texture: new WebGLTexture2DArray({\n width: 1,\n height: 1,\n sRGB,\n source: [],\n minFilter: constants.LINEAR,\n magFilter: constants.LINEAR,\n wrapS: constants.CLAMP_TO_EDGE,\n wrapT: constants.CLAMP_TO_EDGE\n })\n };\n }\n\n const dataBacked = textures.some((texture) =>\n isTextureDataSource(texture.image)\n );\n const mapColorLinear = textures.map(texture => {\n const image = texture.image;\n return Number(isTextureDataSource(image) &&\n !(image.data instanceof Uint8Array) && !(image.data instanceof Uint8ClampedArray));\n });\n const floatStorage = mapColorLinear.some(Boolean);\n const bytesPerPixel = floatStorage ? 8 : 4;\n\n const maxTextureArrayLayers = options.maxTextureArrayLayers ?? Infinity;\n const maxTextureDimension2D = options.maxTextureDimension2D ?? Infinity;\n const maxTextureArrayBytes =\n options.maxTextureArrayBytes ?? DEFAULT_MAX_TEXTURE_ARRAY_BYTES;\n const sourcePixels = textures.reduce(\n (sum, texture) => sum + texture.image.width * texture.image.height,\n 0\n );\n const maxSourceDimension = textures.reduce(\n (max, texture) =>\n Math.max(max, texture.image.width, texture.image.height),\n 1\n );\n const maxPageSizeFromBudget = Math.max(\n 1,\n Math.floor(Math.sqrt(maxTextureArrayBytes / bytesPerPixel))\n );\n const pageSize = Math.max(\n 1,\n Math.floor(\n Math.min(\n maxSourceDimension,\n maxTextureDimension2D,\n maxPageSizeFromBudget\n )\n )\n );\n const pageBytes = pageSize * pageSize * bytesPerPixel;\n const maxPageCount = Math.max(\n 1,\n Math.min(\n maxTextureArrayLayers,\n Math.floor(maxTextureArrayBytes / pageBytes)\n )\n );\n const maxScale = Math.min(1, pageSize / maxSourceDimension);\n let packed = packTextureAtlas(textures, pageSize, maxScale);\n let scale = maxScale;\n\n if (packed.pages.length > maxPageCount) {\n let low = 0;\n let high = maxScale;\n let bestPacked: ReturnType<typeof packTextureAtlas> | undefined;\n let bestScale = 0;\n for (let i = 0; i < 14; i++) {\n const candidateScale = (low + high) / 2;\n const candidate = packTextureAtlas(\n textures,\n pageSize,\n candidateScale\n );\n if (candidate.pages.length <= maxPageCount) {\n low = candidateScale;\n bestScale = candidateScale;\n bestPacked = candidate;\n } else {\n high = candidateScale;\n }\n }\n if (!bestPacked) {\n throw new Error(\n `Unable to fit ${textures.length} textures into ${maxPageCount} atlas layers.`\n );\n }\n packed = bestPacked;\n scale = bestScale;\n }\n\n const atlasWidth = Math.max(\n 1,\n ...packed.placements.map((placement) => placement.x + placement.width)\n );\n const atlasHeight = Math.max(\n 1,\n ...packed.placements.map((placement) => placement.y + placement.height)\n );\n const pages = packed.pages.map((page) => {\n if (dataBacked) {\n return createDataAtlasPage(atlasWidth, atlasHeight, page, textures, floatStorage);\n }\n const canvas = createAtlasCanvas(atlasWidth, atlasHeight);\n const context = canvas.getContext('2d');\n if (!context) {\n throw new Error('Unable to create a canvas for the texture atlas.');\n }\n for (const placement of page.placements) drawAtlasImage(context, placement, textures[placement.index]);\n return canvas;\n });\n\n if (scale < 0.999) {\n console.warn(\n `Texture atlas downscaled to ${(scale * 100).toFixed(1)}% to fit the GPU budget.`\n );\n }\n\n // mapInfo = [uvScale.x, uvScale.y, layer + uvOffset.x, uvOffset.y].\n // Packing layer and X offset into one float keeps the shader metadata to one\n // vec4 per logical texture; floor(z) restores the layer and fract(z) the X.\n const mapInfo = packed.placements.flatMap((placement) => {\n const offsetX = (placement.x + 0.5) / atlasWidth;\n const offsetY = (placement.y + 0.5) / atlasHeight;\n return [\n Math.max(placement.width - 1, 0) / atlasWidth,\n Math.max(placement.height - 1, 0) / atlasHeight,\n placement.layer + offsetX,\n offsetY\n ];\n });\n\n const texture = new WebGLTexture2DArray({\n width: atlasWidth,\n height: atlasHeight,\n sRGB,\n type: floatStorage ? constants.HALF_FLOAT : constants.UNSIGNED_BYTE,\n source: pages,\n flipY: false,\n flipYArray: pages.map(() => false),\n minFilter: constants.LINEAR,\n magFilter: constants.LINEAR,\n wrapS: constants.CLAMP_TO_EDGE,\n wrapT: constants.CLAMP_TO_EDGE\n });\n\n return {\n texture,\n mapInfo,\n mapTransform: textures.flatMap((texture) => [\n texture.uvScale[0],\n texture.uvScale[1],\n texture.uvOffset[0],\n texture.uvOffset[1]\n ]),\n mapUvChannel: textures.map((texture) => texture.uvChannel),\n mapColorLinear,\n stats: {\n estimatedBytes: atlasWidth * atlasHeight * pages.length * bytesPerPixel,\n height: atlasHeight,\n layers: pages.length,\n packTimeMs: performance.now() - packStart,\n scale,\n sourcePixels,\n textureCount: textures.length,\n width: atlasWidth\n } satisfies TextureAtlasStats\n };\n}\n\nexport interface BufferData extends Record<MaterialTextureIndex, number[]> {\n color: ColorRGB[];\n roughness: number[];\n metallic: number[];\n emission: ColorRGB[];\n ior: number[];\n transmission: number[];\n dispersion: number[];\n thinFilmThickness: number[];\n thinFilmThicknessMinimum: number[];\n thinFilmMapChannel: number[];\n thinFilmIor: number[];\n anisotropy: number[];\n thin: number[];\n doubleSided: number[];\n bevelSize: number[];\n mapAlphaUsage: number[];\n\n normalScale: vec2.Vec2Array[];\n\n type: (typeof ShadowCatcherMaterial | typeof UnlitMaterial | 0)[];\n mapInfo: number[];\n mapTransform: number[];\n mapUvChannel: number[];\n mapColorLinear: number[];\n\n mediumType: number[];\n specularAnisotropyModel: number[];\n specularAnisotropyRotation: number[];\n coatAnisotropyRotation: number[];\n coatNormalScale: vec2.Vec2Array[];\n\n uvProjection: number[];\n uvScale: vec2.Vec2Array[];\n\n displacementUvProjection: number[];\n displacementUvProjectionScale: number[];\n\n // For PDM displacement.\n displacementStepSize: number[];\n displacementBias: number[];\n\n // Alpha\n alpha: number[];\n alphaMode: number[];\n alphaCutoff: number[];\n\n baseWeight: number[];\n baseDiffuseRoughness: number[];\n specularWeight: number[];\n specularColor: ColorRGB[];\n transmissionColor: ColorRGB[];\n transmissionDepth: number[];\n transmissionScatter: ColorRGB[];\n transmissionScatterAnisotropy: number[];\n subsurfaceWeight: number[];\n subsurfaceColor: ColorRGB[];\n subsurfaceRadius: number[];\n subsurfaceRadiusScale: ColorRGB[];\n subsurfaceScatterAnisotropy: number[];\n fuzzWeight: number[];\n fuzzColor: ColorRGB[];\n fuzzRoughness: number[];\n coatWeight: number[];\n coatColor: ColorRGB[];\n coatRoughness: number[];\n coatAnisotropy: number[];\n coatIor: number[];\n coatDarkening: number[];\n thinFilmWeight: number[];\n dispersionAbbeNumber: number[];\n mediumExtinction: ColorRGB[];\n mediumScattering: ColorRGB[];\n mediumAnisotropy: number[];\n}\n\nfunction clampColor(color: ArrayLike<number>, fallback = 0): ColorRGB {\n return [0, 1, 2].map((channel) => {\n const value = Number(color[channel]);\n return Number.isFinite(value) ? Math.min(1, Math.max(0, value)) : fallback;\n }) as ColorRGB;\n}\n\ntype OpenPbrMedium = {\n anisotropy: number;\n extinction: ColorRGB;\n scattering: ColorRGB;\n};\n\nfunction emptyOpenPbrMedium(): OpenPbrMedium {\n return {\n anisotropy: 0,\n extinction: [0, 0, 0],\n scattering: [0, 0, 0]\n };\n}\n\nfunction transmissionMedium(material: OpenPBRMaterial) {\n const weight = Math.min(1, Math.max(0, material.transmissionWeight));\n const depth = Math.max(0, material.transmissionDepth);\n if (weight <= 0 || depth <= 0 || material.thinWalled) return undefined;\n\n const color = clampColor(material.transmissionColor, 1);\n const scatterColor = clampColor(material.transmissionScatter);\n const extinction = color.map((channel) =>\n Math.max(0, -Math.log(Math.max(channel, 1e-6)) / depth)\n ) as ColorRGB;\n const scattering = scatterColor.map((channel, index) =>\n extinction[index] * channel\n ) as ColorRGB;\n return {\n anisotropy: Math.min(\n 0.999,\n Math.max(-0.999, material.transmissionScatterAnisotropy)\n ),\n extinction,\n scattering\n } satisfies OpenPbrMedium;\n}\n\nfunction subsurfaceMedium(material: OpenPBRMaterial) {\n const weight = Math.min(1, Math.max(0, material.subsurfaceWeight));\n if (weight <= 0 || material.thinWalled) return undefined;\n\n // OpenPBR's radius is the extinction mean free path. The van de Hulst\n // mapping converts the artist-facing multiple-scattering color to a\n // single-scattering albedo while compensating for phase anisotropy.\n const radius = Math.max(material.subsurfaceRadius, 1e-3);\n const radiusScale = clampColor(material.subsurfaceRadiusScale, 1);\n const color = clampColor(material.subsurfaceColor);\n const anisotropy = Math.min(\n 0.999,\n Math.max(-0.999, material.subsurfaceAnisotropy)\n );\n const extinction = radiusScale.map(\n (scale) => 1 / Math.max(radius * scale, 1e-3)\n ) as ColorRGB;\n const scattering = color.map((channel, index) => {\n const s = 4.09712 + 4.20863 * channel - Math.sqrt(\n 9.59217 + 41.6808 * channel + 17.7126 * channel * channel\n );\n const sSquared = s * s;\n const albedo = Math.min(\n 1,\n Math.max(0, (1 - sSquared) / (1 - anisotropy * sSquared))\n );\n return extinction[index] * albedo;\n }) as ColorRGB;\n return { anisotropy, extinction, scattering } satisfies OpenPbrMedium;\n}\n\nfunction combineOpenPbrMedia(\n material: OpenPBRMaterial,\n transmission: OpenPbrMedium | undefined,\n subsurface: OpenPbrMedium | undefined\n) {\n const transmissionFraction = transmission\n ? Math.min(1, Math.max(0, material.transmissionWeight))\n : 0;\n const subsurfaceFraction = subsurface\n ? (1 - transmissionFraction)\n * Math.min(1, Math.max(0, material.subsurfaceWeight))\n : 0;\n const total = transmissionFraction + subsurfaceFraction;\n if (total <= 0) return undefined;\n\n const transmissionWeight = transmissionFraction / total;\n const subsurfaceWeight = subsurfaceFraction / total;\n const extinction = [0, 1, 2].map((channel) => {\n const transmissionAbsorption = transmission\n ? transmission.extinction[channel] - transmission.scattering[channel]\n : 0;\n const subsurfaceAbsorption = subsurface\n ? subsurface.extinction[channel] - subsurface.scattering[channel]\n : 0;\n const absorption = transmissionAbsorption * transmissionWeight\n + subsurfaceAbsorption * subsurfaceWeight;\n const scattering = (transmission?.scattering[channel] || 0)\n * transmissionWeight\n + (subsurface?.scattering[channel] || 0) * subsurfaceWeight;\n return Math.max(0, absorption + scattering);\n }) as ColorRGB;\n const scattering = [0, 1, 2].map((channel) =>\n (transmission?.scattering[channel] || 0) * transmissionWeight\n + (subsurface?.scattering[channel] || 0) * subsurfaceWeight\n ) as ColorRGB;\n const anisotropy = (transmission?.anisotropy || 0) * transmissionWeight\n + (subsurface?.anisotropy || 0) * subsurfaceWeight;\n return { anisotropy, extinction, scattering } satisfies OpenPbrMedium;\n}\n\nfunction openPbrMedium(material: OpenPBRMaterial) {\n const volume = combineOpenPbrMedia(\n material,\n transmissionMedium(material),\n subsurfaceMedium(material)\n );\n return volume ?? emptyOpenPbrMedium();\n}\n\nclass MaterialTable {\n texture: WebGLTexture2DArray | undefined;\n textureAtlasStats: TextureAtlasStats;\n\n defines: Record<string, string | number> = {};\n\n bufferData: BufferData;\n\n private _matBufferTex = new Texture2D(commonNearestFloatProps);\n private _materialBufferColumnsLog: number = 0;\n\n private _displacementMaps: Texture[] = [];\n private _lightTexturesIndices: number[] = [];\n\n constructor(\n materials: OpenPBRMaterial[],\n lights: SceneLight[],\n options: MaterialTableOptions = {}\n ) {\n const maps = mergeTexturesFromMaterials(materials, MATERIAL_TEXTURE_NAMES);\n this._displacementMaps =\n maps.indices.displacementMap\n .map((idx) => {\n return maps.textures[idx];\n })\n .filter((a) => !!a);\n\n const bufferData = this._packParams(materials);\n\n const allTextures = maps.textures.slice();\n const lightTexturesIndices: number[] = [];\n for (let i = 0; i < lights.length; i++) {\n const light = lights[i];\n if (light.type === 'RectLight' && light.texture) {\n lightTexturesIndices.push(allTextures.length);\n allTextures.push(light.texture);\n } else {\n lightTexturesIndices.push(-1);\n }\n }\n const { mapInfo, mapTransform, mapUvChannel, mapColorLinear, stats, texture } = makeTextureArray(\n allTextures,\n false,\n options\n );\n\n this.texture = texture;\n this.textureAtlasStats = stats;\n bufferData.mapInfo = mapInfo;\n bufferData.mapTransform = mapTransform;\n bufferData.mapUvChannel = mapUvChannel;\n bufferData.mapColorLinear = mapColorLinear;\n for (const slot of MATERIAL_TEXTURE_SLOTS) {\n bufferData[slot.index] = maps.indices[slot.property];\n }\n\n this.bufferData = bufferData;\n\n this._lightTexturesIndices = lightTexturesIndices;\n\n function countMaps(indices: number[]) {\n return indices.filter((idx) => idx >= 0).length;\n }\n\n this.defines = {\n NUM_MAPS: allTextures.length,\n ...Object.fromEntries(MATERIAL_TEXTURE_SLOTS.flatMap(slot => slot.define\n ? [[slot.define, countMaps(maps.indices[slot.property])]] : []))\n };\n\n this._updateBuffer();\n }\n\n private _packParams(materials: OpenPBRMaterial[]) {\n const media = materials.map(openPbrMedium);\n return {\n color: materials.map((m) => m.baseColor.slice(0, 3) as ColorRGB),\n roughness: materials.map(m => m.specularAnisotropyModel === 'gltf' ? finiteAnisotropySource(m.specularRoughness, 0.3) : m.specularRoughness),\n emission: materials.map(materialEmission),\n metallic: materials.map((m) => m.baseMetalness),\n ior: materials.map((m) => m.specularIor),\n dispersion: materials.map((m) => m.transmissionDispersionScale),\n thin: materials.map((m) => +m.thinWalled),\n bevelSize: materials.map((m) => m.bevelSize),\n transmission: materials.map((m) => m.transmissionWeight),\n anisotropy: materials.map(m => m.specularAnisotropyModel === 'gltf' ? finiteAnisotropySource(m.specularAnisotropy, 0) : m.specularAnisotropy),\n specularAnisotropyModel: materials.map(m => specularAnisotropyModelIndex(m.specularAnisotropyModel)),\n thinFilmThickness: materials.map((m) => finiteFilmThickness(m.thinFilmThickness, 0.5)),\n thinFilmThicknessMinimum: materials.map((m) => finiteFilmThickness(m.thinFilmThicknessMinimum, 0)),\n thinFilmMapChannel: materials.map((m) => thinFilmMapChannelIndex(m.thinFilmMapChannel)),\n thinFilmIor: materials.map((m) => m.thinFilmIor),\n normalScale: materials.map((m) => m.normalScale),\n mapAlphaUsage: materials.map((m) => mapAlphaUsageConstants[m.mapAlphaUsage]),\n type: materials.map((m) => {\n if (m.shadowCatcher) {\n return ShadowCatcherMaterial;\n }\n if (m.unlit) {\n return UnlitMaterial;\n }\n // Standard material\n return 0;\n }),\n // Retain mediumType until both legacy readers are migrated; the\n // direction and coat-normal inputs are reserved for later C1 steps.\n mediumType: materials.map((m) => Number(materialUsesMedium(m))),\n specularAnisotropyRotation: materials.map(m => Number.isFinite(m.specularAnisotropyRotation) ? m.specularAnisotropyRotation : 0),\n coatAnisotropyRotation: materials.map(m => Number.isFinite(m.coatAnisotropyRotation) ? m.coatAnisotropyRotation : 0),\n coatNormalScale: materials.map(m => m.coatNormalScale),\n uvProjection: materials.map(\n (m) => uvProjectionConstants[m.uvProjection] || 0\n ),\n uvScale: materials.map((m) => m.uvProjectionScale || [1, 1]),\n\n displacementUvProjection: materials.map(\n (m) => uvProjectionConstants[m.displacementUvProjection] || 0\n ),\n displacementUvProjectionScale: materials.map((m) => m.displacementUvProjectionScale || 1),\n displacementBias: materials.map((m) => m.displacementBias),\n displacementStepSize: materials.map(\n (m) => Number.isFinite(m.displacementStepSize) && m.displacementStepSize > 0 ? m.displacementStepSize : 0\n ),\n\n // Alpha\n alpha: materials.map((m) => m.opacity),\n alphaMode: materials.map(\n (m) => materialAlphaModeConstants[resolveMaterialAlphaMode(m)]\n ),\n alphaCutoff: materials.map((m) => Math.max(0, m.alphaCutoff)),\n doubleSided: materials.map((m) => Number(m.doubleSided)),\n\n baseWeight: materials.map((m) => m.baseWeight),\n baseDiffuseRoughness: materials.map((m) => m.baseDiffuseRoughness),\n specularWeight: materials.map((m) => m.specularWeight),\n specularColor: materials.map((m) => clampColor(m.specularColor, 1)),\n transmissionColor: materials.map((m) => clampColor(m.transmissionColor, 1)),\n transmissionDepth: materials.map((m) => Math.max(0, m.transmissionDepth)),\n transmissionScatter: materials.map((m) => clampColor(m.transmissionScatter)),\n transmissionScatterAnisotropy: materials.map((m) => m.transmissionScatterAnisotropy),\n subsurfaceWeight: materials.map((m) => m.subsurfaceWeight),\n subsurfaceColor: materials.map((m) => clampColor(m.subsurfaceColor)),\n subsurfaceRadius: materials.map((m) => Math.max(0, m.subsurfaceRadius)),\n subsurfaceRadiusScale: materials.map((m) => clampColor(m.subsurfaceRadiusScale)),\n subsurfaceScatterAnisotropy: materials.map((m) => m.subsurfaceAnisotropy),\n fuzzWeight: materials.map((m) => m.fuzzWeight),\n fuzzColor: materials.map((m) => clampColor(m.fuzzColor, 1)),\n fuzzRoughness: materials.map((m) => m.fuzzRoughness),\n coatWeight: materials.map((m) => m.coatWeight),\n coatColor: materials.map((m) => clampColor(m.coatColor, 1)),\n coatRoughness: materials.map((m) => m.coatRoughness),\n coatAnisotropy: materials.map((m) => m.coatAnisotropy),\n coatIor: materials.map((m) => m.coatIor),\n coatDarkening: materials.map((m) => m.coatDarkening),\n thinFilmWeight: materials.map((m) => m.thinFilmWeight),\n dispersionAbbeNumber: materials.map((m) => m.transmissionDispersionAbbeNumber),\n mediumExtinction: media.map((medium) => medium.extinction),\n mediumScattering: media.map((medium) => medium.scattering),\n mediumAnisotropy: media.map((medium) => medium.anisotropy),\n\n } as BufferData;\n }\n\n /** Repack parameters with the same material slots and unchanged texture metadata. */\n repackParams(materials: OpenPBRMaterial[]) {\n Object.assign(this.bufferData, this._packParams(materials));\n this._updateBuffer();\n }\n\n getBufferArray() {\n return packMaterialBuffer(this.bufferData);\n }\n\n getDisplacementMaps() {\n return this._displacementMaps;\n }\n\n getLightTexturesIndices() {\n return this._lightTexturesIndices;\n }\n\n private _updateBuffer() {\n this._materialBufferColumnsLog = setDataTexture(\n this._matBufferTex,\n this.getBufferArray(),\n 4\n ).columnsLog;\n }\n\n setToPass(pass: {\n setUniform(label: string, value: unknown): unknown;\n setUniforms(values: Record<string, unknown>): void;\n }) {\n pass.setUniform('map', this.texture || null);\n pass.setUniform('mapInfo', this.bufferData.mapInfo);\n pass.setUniform('mapTransform', this.bufferData.mapTransform);\n pass.setUniform('mapUvChannel', this.bufferData.mapUvChannel);\n pass.setUniform('mapColorLinear', this.bufferData.mapColorLinear);\n pass.setUniforms({\n materialBuffer: this._matBufferTex,\n materialBufferColumns: this._materialBufferColumnsLog\n });\n }\n\n dispose(gl: WebGL2RenderingContext) {\n this.texture?.dispose(gl);\n this._matBufferTex.dispose(gl);\n }\n}\n\nexport default MaterialTable;\n"]}
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{ specularAnisotropyModelIndex, finiteAnisotropySource } from '../scene/anisotropyParameters.js';\nimport { finiteFilmThickness, thinFilmMapChannelIndex } from '../scene/thinFilmParameters.js';\nimport { MATERIAL_TEXTURE_NAMES, MATERIAL_TEXTURE_SLOTS, type MaterialTextureIndex } from './materialTextureSlots.js';\nimport { packMaterialBuffer } from './materialLayout.js';\nimport { float16Bits } from './float16.js';\nimport {createCanvas} from '../util/canvas.js';\nimport { mapAlphaUsageConstants } from './materialConstants.js';\n// Portions adapted from ray-tracing-renderer@0.10.15\n// (https://github.com/hoverinc/ray-tracing-renderer).\n// Copyright (c) 2019 HOVER, MIT license; see LICENSES/RayTracingRenderer-MIT.txt.\n\nimport { ShadowCatcherMaterial, UnlitMaterial } from '../constants.js';\nimport { vec2 } from '../math.js';\nimport { materialEmission } from './materialEmission.js';\nimport {\n Texture2DArray as WebGLTexture2DArray,\n constants,\n Texture2D,\n type TexturePixelSource\n} from './webgl.js';\nimport OpenPBRMaterial, {\n materialAlphaModeConstants,\n resolveMaterialAlphaMode\n} from '../scene/OpenPBRMaterial.js';\nimport { ColorRGB } from '../types.js';\nimport { mergeTexturesFromMaterials } from './texturesFromMaterials.js';\nimport Texture, { isTextureDataSource, textureWrapIndex } from '../scene/Texture.js';\nimport { commonNearestFloatProps, setDataTexture } from './dataTextureUtil.js';\nimport { SceneLight } from '../scene/Scene.js';\n\nexport const DEFAULT_MAX_TEXTURE_ARRAY_BYTES = 384 * 1024 * 1024;\n\nexport interface MaterialTableOptions {\n maxTextureArrayBytes?: number;\n maxTextureArrayLayers?: number;\n maxTextureDimension2D?: number;\n}\n\nexport interface TextureAtlasStats {\n estimatedBytes: number;\n height: number;\n layers: number;\n packTimeMs: number;\n scale: number;\n sourcePixels: number;\n textureCount: number;\n width: number;\n}\n\nexport function materialUsesMedium(material: OpenPBRMaterial): boolean {\n return !material.thinWalled && (\n (material.transmissionWeight > 0 && material.transmissionDepth > 0) ||\n material.subsurfaceWeight > 0\n );\n}\n\nexport const uvProjectionConstants = {\n none: 0,\n spherical: 1,\n cylindrical: 2,\n triplanar: 3\n};\n\ninterface AtlasPlacement {\n height: number;\n index: number;\n layer: number;\n width: number;\n x: number;\n y: number;\n}\n\ninterface AtlasShelf {\n height: number;\n x: number;\n y: number;\n}\n\ninterface AtlasPage {\n nextY: number;\n placements: AtlasPlacement[];\n shelves: AtlasShelf[];\n}\n\n/**\n * Packs material textures into a small 2D-array atlas.\n *\n * The input rectangles are sorted from tallest/largest to smallest, then\n * placed with a shelf allocator. Each atlas layer contains horizontal shelves;\n * a texture is inserted into the first shelf with enough remaining width, or a\n * new shelf is opened below the existing ones. A new array layer is allocated\n * only when none of the current layers has enough room.\n *\n * `makeTextureArray` first tries this packing at full resolution. If the result\n * exceeds the adapter layer limit or the configured memory budget, it performs\n * a binary search for the largest uniform scale that fits. This preserves full\n * resolution whenever packing alone is sufficient and degrades predictably on\n * constrained hardware.\n *\n * The returned placements keep the original logical texture indices. Shaders\n * use per-texture atlas metadata instead of treating the logical index as the\n * physical array layer.\n */\nfunction packTextureAtlas(\n textures: Texture[],\n pageSize: number,\n scale: number\n) {\n const pages: AtlasPage[] = [];\n const placements = new Array<AtlasPlacement>(textures.length);\n const items = textures\n .map((texture, index) => ({\n height: Math.max(1, Math.floor(texture.image.height * scale)),\n index,\n width: Math.max(1, Math.floor(texture.image.width * scale))\n }))\n .sort((a, b) => b.height - a.height || b.width - a.width);\n\n for (const item of items) {\n let placement: AtlasPlacement | undefined;\n for (let layer = 0; layer < pages.length && !placement; layer++) {\n const page = pages[layer];\n for (const shelf of page.shelves) {\n if (\n item.height <= shelf.height &&\n shelf.x + item.width <= pageSize\n ) {\n placement = {\n ...item,\n layer,\n x: shelf.x,\n y: shelf.y\n };\n shelf.x += item.width;\n break;\n }\n }\n if (!placement && page.nextY + item.height <= pageSize) {\n placement = {\n ...item,\n layer,\n x: 0,\n y: page.nextY\n };\n page.shelves.push({\n height: item.height,\n x: item.width,\n y: page.nextY\n });\n page.nextY += item.height;\n }\n }\n\n if (!placement) {\n const layer = pages.length;\n placement = { ...item, layer, x: 0, y: 0 };\n pages.push({\n nextY: item.height,\n placements: [],\n shelves: [{ height: item.height, x: item.width, y: 0 }]\n });\n }\n pages[placement.layer].placements.push(placement);\n placements[item.index] = placement;\n }\n\n return { pages, placements };\n}\n\nfunction createAtlasCanvas(width: number, height: number) {\n return createCanvas(width, height);\n}\n\nfunction createDataAtlasPage(\n width: number,\n height: number,\n page: ReturnType<typeof packTextureAtlas>['pages'][number],\n textures: Texture[],\n floatStorage: boolean\n): TexturePixelSource {\n const data = floatStorage ? new Uint16Array(width * height * 4) : new Uint8Array(width * height * 4);\n // Retain the same Canvas composition for DOM layers, including straight-alpha\n // readback. Raw sources never pass through Canvas or its color conversion.\n const domPlacements = page.placements.filter(p => !isTextureDataSource(textures[p.index].image));\n if (domPlacements.length) {\n const canvas = createAtlasCanvas(width, height);\n const context = canvas.getContext('2d');\n if (!context) throw new Error('Unable to create a canvas for the texture atlas.');\n for (const placement of domPlacements) drawAtlasImage(context, placement, textures[placement.index]);\n const pixels = context.getImageData(0, 0, width, height).data;\n for (let i = 0; i < pixels.length; i++) data[i] = floatStorage ? float16Bits(pixels[i] / 255) : pixels[i];\n }\n for (const placement of page.placements) {\n const texture = textures[placement.index];\n const source = texture.image;\n if (!isTextureDataSource(source)) continue;\n const bytes = source.data instanceof Uint8Array || source.data instanceof Uint8ClampedArray;\n if (!bytes && !(source.data instanceof Float32Array) && !(source.data instanceof Int32Array)) {\n throw new Error('Material texture data must be Uint8Array, Uint8ClampedArray, Float32Array or Int32Array.');\n }\n if (source.data.length !== source.width * source.height * 4) {\n throw new Error('Material texture RGBA source length does not match its dimensions.');\n }\n for (let y = 0; y < placement.height; y++) {\n let sourceY = Math.min(source.height - 1, Math.floor(((y + 0.5) * source.height) / placement.height));\n if (texture.flipY) sourceY = source.height - 1 - sourceY;\n for (let x = 0; x < placement.width; x++) {\n const sourceX = Math.min(source.width - 1, Math.floor(((x + 0.5) * source.width) / placement.width));\n const sourceOffset = (sourceY * source.width + sourceX) * 4;\n const targetOffset = ((placement.y + y) * width + placement.x + x) * 4;\n for (let c = 0; c < 4; c++) {\n const value = source.data[sourceOffset + c];\n data[targetOffset + c] = floatStorage ? float16Bits(bytes ? value / 255 : value) : value;\n }\n }\n }\n }\n return { data, width, height };\n}\n\nfunction drawAtlasImage(\n context: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D,\n placement: AtlasPlacement,\n texture: Texture\n) {\n if (texture.flipY) {\n context.save();\n context.translate(placement.x, placement.y + placement.height);\n context.scale(1, -1);\n context.drawImage(texture.image as CanvasImageSource, 0, 0, placement.width, placement.height);\n context.restore();\n } else {\n context.drawImage(texture.image as CanvasImageSource, placement.x, placement.y, placement.width, placement.height);\n }\n}\n\nfunction makeTextureArray(\n textures: Texture[],\n sRGB = false,\n options: MaterialTableOptions = {}\n) {\n const packStart = performance.now();\n if (!textures.length) {\n return {\n mapInfo: [] as number[],\n mapTransform: [] as number[],\n mapUvChannel: [] as number[],\n mapColorLinear: [] as number[],\n mapWrap: [] as number[],\n stats: {\n estimatedBytes: 0,\n height: 1,\n layers: 0,\n packTimeMs: performance.now() - packStart,\n scale: 1,\n sourcePixels: 0,\n textureCount: 0,\n width: 1\n } satisfies TextureAtlasStats,\n texture: new WebGLTexture2DArray({\n width: 1,\n height: 1,\n sRGB,\n source: [],\n minFilter: constants.LINEAR,\n magFilter: constants.LINEAR,\n wrapS: constants.CLAMP_TO_EDGE,\n wrapT: constants.CLAMP_TO_EDGE\n })\n };\n }\n\n const dataBacked = textures.some((texture) =>\n isTextureDataSource(texture.image)\n );\n const mapColorLinear = textures.map(texture => {\n const image = texture.image;\n return Number(texture.colorSpace ? texture.colorSpace === 'linear' : isTextureDataSource(image) &&\n !(image.data instanceof Uint8Array) && !(image.data instanceof Uint8ClampedArray));\n });\n // Storage precision depends on the pixels, independently of their transfer function.\n const floatStorage = textures.some(({image}) => isTextureDataSource(image) &&\n !(image.data instanceof Uint8Array) && !(image.data instanceof Uint8ClampedArray));\n const bytesPerPixel = floatStorage ? 8 : 4;\n\n const maxTextureArrayLayers = options.maxTextureArrayLayers ?? Infinity;\n const maxTextureDimension2D = options.maxTextureDimension2D ?? Infinity;\n const maxTextureArrayBytes =\n options.maxTextureArrayBytes ?? DEFAULT_MAX_TEXTURE_ARRAY_BYTES;\n const sourcePixels = textures.reduce(\n (sum, texture) => sum + texture.image.width * texture.image.height,\n 0\n );\n const maxSourceDimension = textures.reduce(\n (max, texture) =>\n Math.max(max, texture.image.width, texture.image.height),\n 1\n );\n const maxPageSizeFromBudget = Math.max(\n 1,\n Math.floor(Math.sqrt(maxTextureArrayBytes / bytesPerPixel))\n );\n const pageSize = Math.max(\n 1,\n Math.floor(\n Math.min(\n maxSourceDimension,\n maxTextureDimension2D,\n maxPageSizeFromBudget\n )\n )\n );\n const pageBytes = pageSize * pageSize * bytesPerPixel;\n const maxPageCount = Math.max(\n 1,\n Math.min(\n maxTextureArrayLayers,\n Math.floor(maxTextureArrayBytes / pageBytes)\n )\n );\n const maxScale = Math.min(1, pageSize / maxSourceDimension);\n let packed = packTextureAtlas(textures, pageSize, maxScale);\n let scale = maxScale;\n\n if (packed.pages.length > maxPageCount) {\n let low = 0;\n let high = maxScale;\n let bestPacked: ReturnType<typeof packTextureAtlas> | undefined;\n let bestScale = 0;\n for (let i = 0; i < 14; i++) {\n const candidateScale = (low + high) / 2;\n const candidate = packTextureAtlas(\n textures,\n pageSize,\n candidateScale\n );\n if (candidate.pages.length <= maxPageCount) {\n low = candidateScale;\n bestScale = candidateScale;\n bestPacked = candidate;\n } else {\n high = candidateScale;\n }\n }\n if (!bestPacked) {\n throw new Error(\n `Unable to fit ${textures.length} textures into ${maxPageCount} atlas layers.`\n );\n }\n packed = bestPacked;\n scale = bestScale;\n }\n\n const atlasWidth = Math.max(\n 1,\n ...packed.placements.map((placement) => placement.x + placement.width)\n );\n const atlasHeight = Math.max(\n 1,\n ...packed.placements.map((placement) => placement.y + placement.height)\n );\n const pages = packed.pages.map((page) => {\n if (dataBacked) {\n return createDataAtlasPage(atlasWidth, atlasHeight, page, textures, floatStorage);\n }\n const canvas = createAtlasCanvas(atlasWidth, atlasHeight);\n const context = canvas.getContext('2d');\n if (!context) {\n throw new Error('Unable to create a canvas for the texture atlas.');\n }\n for (const placement of page.placements) drawAtlasImage(context, placement, textures[placement.index]);\n return canvas;\n });\n\n if (scale < 0.999) {\n console.warn(\n `Texture atlas downscaled to ${(scale * 100).toFixed(1)}% to fit the GPU budget.`\n );\n }\n\n // mapInfo = [uvScale.x, uvScale.y, layer + uvOffset.x, uvOffset.y].\n // Packing layer and X offset into one float keeps the shader metadata to one\n // vec4 per logical texture; floor(z) restores the layer and fract(z) the X.\n const mapInfo = packed.placements.flatMap((placement) => {\n const offsetX = (placement.x + 0.5) / atlasWidth;\n const offsetY = (placement.y + 0.5) / atlasHeight;\n return [\n Math.max(placement.width - 1, 0) / atlasWidth,\n Math.max(placement.height - 1, 0) / atlasHeight,\n placement.layer + offsetX,\n offsetY\n ];\n });\n\n const texture = new WebGLTexture2DArray({\n width: atlasWidth,\n height: atlasHeight,\n sRGB,\n type: floatStorage ? constants.HALF_FLOAT : constants.UNSIGNED_BYTE,\n source: pages,\n flipY: false,\n flipYArray: pages.map(() => false),\n minFilter: constants.LINEAR,\n magFilter: constants.LINEAR,\n wrapS: constants.CLAMP_TO_EDGE,\n wrapT: constants.CLAMP_TO_EDGE\n });\n\n return {\n texture,\n mapInfo,\n mapTransform: textures.flatMap((texture) => [\n texture.uvScale[0],\n texture.uvScale[1],\n texture.uvOffset[0],\n texture.uvOffset[1]\n ]),\n mapUvChannel: textures.map((texture) => texture.uvChannel),\n mapWrap: textures.flatMap(texture => [textureWrapIndex(texture.wrapS), textureWrapIndex(texture.wrapT)]),\n mapColorLinear,\n stats: {\n estimatedBytes: atlasWidth * atlasHeight * pages.length * bytesPerPixel,\n height: atlasHeight,\n layers: pages.length,\n packTimeMs: performance.now() - packStart,\n scale,\n sourcePixels,\n textureCount: textures.length,\n width: atlasWidth\n } satisfies TextureAtlasStats\n };\n}\n\nexport interface BufferData extends Record<MaterialTextureIndex, number[]> {\n color: ColorRGB[];\n roughness: number[];\n metallic: number[];\n emission: ColorRGB[];\n ior: number[];\n transmission: number[];\n dispersion: number[];\n thinFilmThickness: number[];\n thinFilmThicknessMinimum: number[];\n thinFilmMapChannel: number[];\n thinFilmIor: number[];\n anisotropy: number[];\n thin: number[];\n doubleSided: number[];\n bevelSize: number[];\n mapAlphaUsage: number[];\n\n normalScale: vec2.Vec2Array[];\n\n type: (typeof ShadowCatcherMaterial | typeof UnlitMaterial | 0)[];\n mapInfo: number[];\n mapTransform: number[];\n mapWrap: number[];\n mapUvChannel: number[];\n mapColorLinear: number[];\n\n mediumType: number[];\n specularAnisotropyModel: number[];\n specularAnisotropyRotation: number[];\n coatAnisotropyRotation: number[];\n coatNormalScale: vec2.Vec2Array[];\n\n uvProjection: number[];\n uvScale: vec2.Vec2Array[];\n\n displacementUvProjection: number[];\n displacementUvProjectionScale: number[];\n\n // For PDM displacement.\n displacementStepSize: number[];\n displacementBias: number[];\n\n // Alpha\n alpha: number[];\n alphaMode: number[];\n alphaCutoff: number[];\n\n baseWeight: number[];\n baseDiffuseRoughness: number[];\n specularWeight: number[];\n specularColor: ColorRGB[];\n transmissionColor: ColorRGB[];\n transmissionDepth: number[];\n transmissionScatter: ColorRGB[];\n transmissionScatterAnisotropy: number[];\n subsurfaceWeight: number[];\n subsurfaceColor: ColorRGB[];\n subsurfaceRadius: number[];\n subsurfaceRadiusScale: ColorRGB[];\n subsurfaceScatterAnisotropy: number[];\n fuzzWeight: number[];\n fuzzColor: ColorRGB[];\n fuzzRoughness: number[];\n coatWeight: number[];\n coatColor: ColorRGB[];\n coatRoughness: number[];\n coatAnisotropy: number[];\n coatIor: number[];\n coatDarkening: number[];\n thinFilmWeight: number[];\n dispersionAbbeNumber: number[];\n mediumExtinction: ColorRGB[];\n mediumScattering: ColorRGB[];\n mediumAnisotropy: number[];\n}\n\nfunction clampColor(color: ArrayLike<number>, fallback = 0): ColorRGB {\n return [0, 1, 2].map((channel) => {\n const value = Number(color[channel]);\n return Number.isFinite(value) ? Math.min(1, Math.max(0, value)) : fallback;\n }) as ColorRGB;\n}\n\ntype OpenPbrMedium = {\n anisotropy: number;\n extinction: ColorRGB;\n scattering: ColorRGB;\n};\n\nfunction emptyOpenPbrMedium(): OpenPbrMedium {\n return {\n anisotropy: 0,\n extinction: [0, 0, 0],\n scattering: [0, 0, 0]\n };\n}\n\nfunction transmissionMedium(material: OpenPBRMaterial) {\n const weight = Math.min(1, Math.max(0, material.transmissionWeight));\n const depth = Math.max(0, material.transmissionDepth);\n if (weight <= 0 || depth <= 0 || material.thinWalled) return undefined;\n\n const color = clampColor(material.transmissionColor, 1);\n const scatterColor = clampColor(material.transmissionScatter);\n const extinction = color.map((channel) =>\n Math.max(0, -Math.log(Math.max(channel, 1e-6)) / depth)\n ) as ColorRGB;\n const scattering = scatterColor.map((channel, index) =>\n extinction[index] * channel\n ) as ColorRGB;\n return {\n anisotropy: Math.min(\n 0.999,\n Math.max(-0.999, material.transmissionScatterAnisotropy)\n ),\n extinction,\n scattering\n } satisfies OpenPbrMedium;\n}\n\nfunction subsurfaceMedium(material: OpenPBRMaterial) {\n const weight = Math.min(1, Math.max(0, material.subsurfaceWeight));\n if (weight <= 0 || material.thinWalled) return undefined;\n\n // OpenPBR's radius is the extinction mean free path. The van de Hulst\n // mapping converts the artist-facing multiple-scattering color to a\n // single-scattering albedo while compensating for phase anisotropy.\n const radius = Math.max(material.subsurfaceRadius, 1e-3);\n const radiusScale = clampColor(material.subsurfaceRadiusScale, 1);\n const color = clampColor(material.subsurfaceColor);\n const anisotropy = Math.min(\n 0.999,\n Math.max(-0.999, material.subsurfaceAnisotropy)\n );\n const extinction = radiusScale.map(\n (scale) => 1 / Math.max(radius * scale, 1e-3)\n ) as ColorRGB;\n const scattering = color.map((channel, index) => {\n const s = 4.09712 + 4.20863 * channel - Math.sqrt(\n 9.59217 + 41.6808 * channel + 17.7126 * channel * channel\n );\n const sSquared = s * s;\n const albedo = Math.min(\n 1,\n Math.max(0, (1 - sSquared) / (1 - anisotropy * sSquared))\n );\n return extinction[index] * albedo;\n }) as ColorRGB;\n return { anisotropy, extinction, scattering } satisfies OpenPbrMedium;\n}\n\nfunction combineOpenPbrMedia(\n material: OpenPBRMaterial,\n transmission: OpenPbrMedium | undefined,\n subsurface: OpenPbrMedium | undefined\n) {\n const transmissionFraction = transmission\n ? Math.min(1, Math.max(0, material.transmissionWeight))\n : 0;\n const subsurfaceFraction = subsurface\n ? (1 - transmissionFraction)\n * Math.min(1, Math.max(0, material.subsurfaceWeight))\n : 0;\n const total = transmissionFraction + subsurfaceFraction;\n if (total <= 0) return undefined;\n\n const transmissionWeight = transmissionFraction / total;\n const subsurfaceWeight = subsurfaceFraction / total;\n const extinction = [0, 1, 2].map((channel) => {\n const transmissionAbsorption = transmission\n ? transmission.extinction[channel] - transmission.scattering[channel]\n : 0;\n const subsurfaceAbsorption = subsurface\n ? subsurface.extinction[channel] - subsurface.scattering[channel]\n : 0;\n const absorption = transmissionAbsorption * transmissionWeight\n + subsurfaceAbsorption * subsurfaceWeight;\n const scattering = (transmission?.scattering[channel] || 0)\n * transmissionWeight\n + (subsurface?.scattering[channel] || 0) * subsurfaceWeight;\n return Math.max(0, absorption + scattering);\n }) as ColorRGB;\n const scattering = [0, 1, 2].map((channel) =>\n (transmission?.scattering[channel] || 0) * transmissionWeight\n + (subsurface?.scattering[channel] || 0) * subsurfaceWeight\n ) as ColorRGB;\n const anisotropy = (transmission?.anisotropy || 0) * transmissionWeight\n + (subsurface?.anisotropy || 0) * subsurfaceWeight;\n return { anisotropy, extinction, scattering } satisfies OpenPbrMedium;\n}\n\nfunction openPbrMedium(material: OpenPBRMaterial) {\n const volume = combineOpenPbrMedia(\n material,\n transmissionMedium(material),\n subsurfaceMedium(material)\n );\n return volume ?? emptyOpenPbrMedium();\n}\n\nclass MaterialTable {\n texture: WebGLTexture2DArray | undefined;\n textureAtlasStats: TextureAtlasStats;\n\n defines: Record<string, string | number> = {};\n\n bufferData: BufferData;\n\n private _matBufferTex = new Texture2D(commonNearestFloatProps);\n private _materialBufferColumnsLog: number = 0;\n\n private _displacementMaps: Texture[] = [];\n private _lightTexturesIndices: number[] = [];\n\n constructor(\n materials: OpenPBRMaterial[],\n lights: SceneLight[],\n options: MaterialTableOptions = {}\n ) {\n const maps = mergeTexturesFromMaterials(materials, MATERIAL_TEXTURE_NAMES);\n this._displacementMaps =\n maps.indices.displacementMap\n .map((idx) => {\n return maps.textures[idx];\n })\n .filter((a) => !!a);\n\n const bufferData = this._packParams(materials);\n\n const allTextures = maps.textures.slice();\n const lightTexturesIndices: number[] = [];\n for (let i = 0; i < lights.length; i++) {\n const light = lights[i];\n if (light.type === 'RectLight' && light.texture) {\n lightTexturesIndices.push(allTextures.length);\n allTextures.push(light.texture);\n } else {\n lightTexturesIndices.push(-1);\n }\n }\n const { mapInfo, mapTransform, mapUvChannel, mapColorLinear, mapWrap, stats, texture } = makeTextureArray(\n allTextures,\n false,\n options\n );\n\n this.texture = texture;\n this.textureAtlasStats = stats;\n bufferData.mapInfo = mapInfo;\n bufferData.mapTransform = mapTransform;\n bufferData.mapWrap = mapWrap;\n bufferData.mapUvChannel = mapUvChannel;\n bufferData.mapColorLinear = mapColorLinear;\n for (const slot of MATERIAL_TEXTURE_SLOTS) {\n bufferData[slot.index] = maps.indices[slot.property];\n }\n\n this.bufferData = bufferData;\n\n this._lightTexturesIndices = lightTexturesIndices;\n\n function countMaps(indices: number[]) {\n return indices.filter((idx) => idx >= 0).length;\n }\n\n this.defines = {\n NUM_MAPS: allTextures.length,\n ...Object.fromEntries(MATERIAL_TEXTURE_SLOTS.flatMap(slot => slot.define\n ? [[slot.define, countMaps(maps.indices[slot.property])]] : []))\n };\n\n this._updateBuffer();\n }\n\n private _packParams(materials: OpenPBRMaterial[]) {\n const media = materials.map(openPbrMedium);\n return {\n color: materials.map((m) => m.baseColor.slice(0, 3) as ColorRGB),\n roughness: materials.map(m => m.specularAnisotropyModel === 'gltf' ? finiteAnisotropySource(m.specularRoughness, 0.3) : m.specularRoughness),\n emission: materials.map(materialEmission),\n metallic: materials.map((m) => m.baseMetalness),\n ior: materials.map((m) => m.specularIor),\n dispersion: materials.map((m) => m.transmissionDispersionScale),\n thin: materials.map((m) => +m.thinWalled),\n bevelSize: materials.map((m) => m.bevelSize),\n transmission: materials.map((m) => m.transmissionWeight),\n anisotropy: materials.map(m => m.specularAnisotropyModel === 'gltf' ? finiteAnisotropySource(m.specularAnisotropy, 0) : m.specularAnisotropy),\n specularAnisotropyModel: materials.map(m => specularAnisotropyModelIndex(m.specularAnisotropyModel)),\n thinFilmThickness: materials.map((m) => finiteFilmThickness(m.thinFilmThickness, 0.5)),\n thinFilmThicknessMinimum: materials.map((m) => finiteFilmThickness(m.thinFilmThicknessMinimum, 0)),\n thinFilmMapChannel: materials.map((m) => thinFilmMapChannelIndex(m.thinFilmMapChannel)),\n thinFilmIor: materials.map((m) => m.thinFilmIor),\n normalScale: materials.map((m) => m.normalScale),\n mapAlphaUsage: materials.map((m) => mapAlphaUsageConstants[m.mapAlphaUsage]),\n type: materials.map((m) => {\n if (m.shadowCatcher) {\n return ShadowCatcherMaterial;\n }\n if (m.unlit) {\n return UnlitMaterial;\n }\n // Standard material\n return 0;\n }),\n // Retain mediumType until both legacy readers are migrated; the\n // direction and coat-normal inputs are reserved for later C1 steps.\n mediumType: materials.map((m) => Number(materialUsesMedium(m))),\n specularAnisotropyRotation: materials.map(m => Number.isFinite(m.specularAnisotropyRotation) ? m.specularAnisotropyRotation : 0),\n coatAnisotropyRotation: materials.map(m => Number.isFinite(m.coatAnisotropyRotation) ? m.coatAnisotropyRotation : 0),\n coatNormalScale: materials.map(m => m.coatNormalScale),\n uvProjection: materials.map(\n (m) => uvProjectionConstants[m.uvProjection] || 0\n ),\n uvScale: materials.map((m) => m.uvProjectionScale || [1, 1]),\n\n displacementUvProjection: materials.map(\n (m) => uvProjectionConstants[m.displacementUvProjection] || 0\n ),\n displacementUvProjectionScale: materials.map((m) => m.displacementUvProjectionScale || 1),\n displacementBias: materials.map((m) => m.displacementBias),\n displacementStepSize: materials.map(\n (m) => Number.isFinite(m.displacementStepSize) && m.displacementStepSize > 0 ? m.displacementStepSize : 0\n ),\n\n // Alpha\n alpha: materials.map((m) => m.opacity),\n alphaMode: materials.map(\n (m) => materialAlphaModeConstants[resolveMaterialAlphaMode(m)]\n ),\n alphaCutoff: materials.map((m) => Math.max(0, m.alphaCutoff)),\n doubleSided: materials.map((m) => Number(m.doubleSided)),\n\n baseWeight: materials.map((m) => m.baseWeight),\n baseDiffuseRoughness: materials.map((m) => m.baseDiffuseRoughness),\n specularWeight: materials.map((m) => m.specularWeight),\n specularColor: materials.map((m) => clampColor(m.specularColor, 1)),\n transmissionColor: materials.map((m) => clampColor(m.transmissionColor, 1)),\n transmissionDepth: materials.map((m) => Math.max(0, m.transmissionDepth)),\n transmissionScatter: materials.map((m) => clampColor(m.transmissionScatter)),\n transmissionScatterAnisotropy: materials.map((m) => m.transmissionScatterAnisotropy),\n subsurfaceWeight: materials.map((m) => m.subsurfaceWeight),\n subsurfaceColor: materials.map((m) => clampColor(m.subsurfaceColor)),\n subsurfaceRadius: materials.map((m) => Math.max(0, m.subsurfaceRadius)),\n subsurfaceRadiusScale: materials.map((m) => clampColor(m.subsurfaceRadiusScale)),\n subsurfaceScatterAnisotropy: materials.map((m) => m.subsurfaceAnisotropy),\n fuzzWeight: materials.map((m) => m.fuzzWeight),\n fuzzColor: materials.map((m) => clampColor(m.fuzzColor, 1)),\n fuzzRoughness: materials.map((m) => m.fuzzRoughness),\n coatWeight: materials.map((m) => m.coatWeight),\n coatColor: materials.map((m) => clampColor(m.coatColor, 1)),\n coatRoughness: materials.map((m) => m.coatRoughness),\n coatAnisotropy: materials.map((m) => m.coatAnisotropy),\n coatIor: materials.map((m) => m.coatIor),\n coatDarkening: materials.map((m) => m.coatDarkening),\n thinFilmWeight: materials.map((m) => m.thinFilmWeight),\n dispersionAbbeNumber: materials.map((m) => m.transmissionDispersionAbbeNumber),\n mediumExtinction: media.map((medium) => medium.extinction),\n mediumScattering: media.map((medium) => medium.scattering),\n mediumAnisotropy: media.map((medium) => medium.anisotropy),\n\n } as BufferData;\n }\n\n /** Repack parameters with the same material slots and unchanged texture metadata. */\n repackParams(materials: OpenPBRMaterial[]) {\n Object.assign(this.bufferData, this._packParams(materials));\n this._updateBuffer();\n }\n\n getBufferArray() {\n return packMaterialBuffer(this.bufferData);\n }\n\n getDisplacementMaps() {\n return this._displacementMaps;\n }\n\n getLightTexturesIndices() {\n return this._lightTexturesIndices;\n }\n\n private _updateBuffer() {\n this._materialBufferColumnsLog = setDataTexture(\n this._matBufferTex,\n this.getBufferArray(),\n 4\n ).columnsLog;\n }\n\n setToPass(pass: {\n setUniform(label: string, value: unknown): unknown;\n setUniforms(values: Record<string, unknown>): void;\n }) {\n pass.setUniform('map', this.texture || null);\n pass.setUniform('mapInfo', this.bufferData.mapInfo);\n pass.setUniform('mapTransform', this.bufferData.mapTransform);\n pass.setUniform('mapWrap', this.bufferData.mapWrap);\n pass.setUniform('mapUvChannel', this.bufferData.mapUvChannel);\n pass.setUniform('mapColorLinear', this.bufferData.mapColorLinear);\n pass.setUniforms({\n materialBuffer: this._matBufferTex,\n materialBufferColumns: this._materialBufferColumnsLog\n });\n }\n\n dispose(gl: WebGL2RenderingContext) {\n this.texture?.dispose(gl);\n this._matBufferTex.dispose(gl);\n }\n}\n\nexport default MaterialTable;\n"]}
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`,
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linearSampler: device.createSampler(linearSamplerDescriptor)
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},
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fsDefine: /*wgsl*/ `
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const
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+
const wc = array<f32, 9>(0.07, 0.09, 0.12, 0.14, 0.16, 0.14, 0.12, 0.09, 0.07);
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`,
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fsMain: /*wgsl*/ `
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let
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let vR = vec2f(colorTexRegion());
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let off = direction / vR * size;
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var sum = vec4f(0.0);
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var
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var tg = 0.0;
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for (var i = 0; i < 9; i++) {
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let w =
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let w = wc[i];
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sum += sample_colorTex_linearSampler(uv2 + off * f32(i - 4)) * w;
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tg += w;
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}
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output.color = sum / max(
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output.color = sum / max(tg, 0.01);
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`
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});
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}
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linearSampler: device.createSampler(linearSamplerDescriptor)
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},
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fsMain: /*wgsl*/ `
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let
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output.color = mix(
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let vZ = sample_colorTex1_linearSampler(uv2);
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let wa = sample_colorTex2_linearSampler(uv2);
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output.color = mix(vZ, wa, weight);
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`
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});
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}
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${this._uniforms
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.map((uniform, idx) => `@group(${hasInputs ? 1 : 0}) @binding(${idx}) var<uniform> ${uniform.label}: ${uniform.type};`)
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.join('\n')}
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struct
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struct pd {
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${this._outputs
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.map((name, idx) => `@location(${idx}) ${name}: vec4f,`)
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.join('\n')}
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@@ -282,11 +282,11 @@ ${scratchWGSLFunctions(this._reserveCapacity ? this._regionNames : inputs.filter
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${this._fsDefine ?? ''}
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@fragment
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fn main(
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@builtin(position)
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) ->
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let uv = vec2i(floor(
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let uv2 =
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var output:
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@builtin(position) fG: vec4f
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+
) -> pd {
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let uv = vec2i(floor(fG.xy));
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let uv2 = fG.xy / viewportSize;
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var output: pd;
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${this._fsMain}
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return output;
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}
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@@ -27,9 +27,9 @@ ${shadowCatcherAccumulationWGSL}
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fn main(@builtin(global_invocation_id) id: vec3u) {
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let size = params.size;
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if (id.x >= size.x || id.y >= size.y) { return; }
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let
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let n = normalBuffer[
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let moments = accumulation[
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+
let ua = id.x + (size.y - 1u - id.y) * size.x;
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+
let n = normalBuffer[ua].a;
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+
let moments = accumulation[ua].moments;
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let mean = moments.x / max(n, 1.0);
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var variance = -1.0;
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@@ -53,28 +53,28 @@ fn main(@builtin(global_invocation_id) id: vec3u) {
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let size = params.size;
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if (id.x >= size.x || id.y >= size.y) { return; }
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let center = rawGuide[id.x + id.y * size.x];
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-
var
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56
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+
var lu = 0.0;
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+
var jc = 0.0;
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+
var mZ = 0.0;
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var iX = 0.0;
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-
var mL = 0.0;
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59
|
-
var iR = 0.0;
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for (var dy = -1; dy <= 1; dy++) {
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for (var dx = -1; dx <= 1; dx++) {
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let q = clamp(vec2i(id.xy) + vec2i(dx, dy), vec2i(0), vec2i(size) - 1);
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|
let value = rawGuide[u32(q.x) + u32(q.y) * size.x];
|
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-
|
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65
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-
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64
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+
mZ += value.x;
|
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|
+
iX += value.x * value.x;
|
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66
|
if (value.y >= 0.0) {
|
|
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|
-
|
|
68
|
-
|
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67
|
+
lu += value.y;
|
|
68
|
+
jc += 1.0;
|
|
69
69
|
}
|
|
70
70
|
}
|
|
71
71
|
}
|
|
72
72
|
var variance: f32;
|
|
73
73
|
if (center.y >= 0.0) {
|
|
74
|
-
variance =
|
|
74
|
+
variance = lu / jc;
|
|
75
75
|
} else {
|
|
76
|
-
let
|
|
77
|
-
variance = max(
|
|
76
|
+
let lt = mZ / 9.0;
|
|
77
|
+
variance = max(iX / 9.0 - lt * lt, 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 = ${(1 / normalBandwidth ** 2).toFixed(6)};
|
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122
122
|
|
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123
123
|
const CENTER_WEIGHT_MIN = 0.01;
|
|
124
124
|
|
|
125
|
-
fn
|
|
125
|
+
fn he(p: vec2i) -> u32 {
|
|
126
126
|
let q = clamp(p, vec2i(0), vec2i(params.size) - 1);
|
|
127
127
|
return u32(q.x) + u32(q.y) * params.size.x;
|
|
128
128
|
}
|
|
129
129
|
|
|
130
|
-
fn
|
|
130
|
+
fn lA(q: vec2i, bs: vec4f, gS: vec3f) -> f32 {
|
|
131
131
|
let albedo = textureLoad(albedoTex, q, 0);
|
|
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132
|
|
|
133
133
|
|
|
134
|
-
let
|
|
135
|
-
let
|
|
136
|
-
let
|
|
137
|
-
let
|
|
134
|
+
let pf = max((albedo.rgb + bs.rgb) * 0.5, vec3f(${JNLM_ALBEDO_FLOOR}));
|
|
135
|
+
let ld = (albedo.rgb - bs.rgb) / pf;
|
|
136
|
+
let iU = albedo.a - bs.a;
|
|
137
|
+
let lp = textureLoad(normalTex, q, 0).rgb - gS;
|
|
138
138
|
return max(
|
|
139
|
-
dot(
|
|
140
|
-
+
|
|
141
|
-
dot(
|
|
139
|
+
dot(ld, ld) * INV_ALBEDO_BANDWIDTH2
|
|
140
|
+
+ iU * iU * INV_COVERAGE_BANDWIDTH2,
|
|
141
|
+
dot(lp, lp) * INV_NORMAL_BANDWIDTH2
|
|
142
142
|
);
|
|
143
143
|
}
|
|
144
144
|
|
|
@@ -153,36 +153,36 @@ let p = vec2i(id.xy);
|
|
|
153
153
|
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
|
-
let
|
|
157
|
-
let
|
|
158
|
-
let index =
|
|
156
|
+
let fC = textureLoad(normalTex, p, 0);
|
|
157
|
+
let gS = fC.rgb;
|
|
158
|
+
let index = he(p);
|
|
159
159
|
|
|
160
160
|
|
|
161
|
-
if (
|
|
161
|
+
if (fC.a <= 0.0 && textureLoad(shadowCatcherTex, p, 0).r <= 0.0) {
|
|
162
162
|
outColor[index] = color[index];
|
|
163
163
|
outGuide[index] = guide[index];
|
|
164
164
|
return;
|
|
165
165
|
}
|
|
166
166
|
|
|
167
|
-
var
|
|
167
|
+
var lf: 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
|
-
|
|
171
|
+
lf[k] = guide[he(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
|
|
179
|
-
var
|
|
180
|
-
var
|
|
181
|
-
var
|
|
182
|
-
var
|
|
183
|
-
var
|
|
184
|
-
var
|
|
185
|
-
var
|
|
178
|
+
let gV = max(bs.rgb, vec3f(${JNLM_ALBEDO_FLOOR}));
|
|
179
|
+
var mq = vec3f(0.0);
|
|
180
|
+
var gx = vec3f(0.0);
|
|
181
|
+
var hs = vec3f(0.0);
|
|
182
|
+
var ps = 0.0;
|
|
183
|
+
var gz = 0.0;
|
|
184
|
+
var nV = 0.0;
|
|
185
|
+
var kM = 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;
|
|
@@ -191,63 +191,63 @@ 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 =
|
|
194
|
+
let features = lA(q, bs, gS);
|
|
195
195
|
if (features > 16.0) { continue; }
|
|
196
196
|
|
|
197
|
-
var
|
|
197
|
+
var fX = 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 =
|
|
202
|
-
let b = guide[
|
|
203
|
-
let
|
|
204
|
-
|
|
201
|
+
let a = lf[k];
|
|
202
|
+
let b = guide[he(q + vec2i(dx, dy) * step)];
|
|
203
|
+
let qU = a.x - b.x;
|
|
204
|
+
fX += (qU * qU
|
|
205
205
|
- VARIANCE_CANCELLATION * (a.y + min(a.y, b.y)))
|
|
206
206
|
/ (1e-10 + k2 * (a.y + b.y));
|
|
207
207
|
k++;
|
|
208
208
|
}
|
|
209
209
|
}
|
|
210
|
-
|
|
210
|
+
fX /= f32(PATCH_SIZE);
|
|
211
211
|
|
|
212
|
-
let weight = exp(-max(max(
|
|
213
|
-
let index =
|
|
212
|
+
let weight = exp(-max(max(fX, 0.0), features));
|
|
213
|
+
let index = he(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) /
|
|
217
|
+
let a = (textureLoad(albedoTex, q, 0).rgb - bs.rgb) / gV;
|
|
218
218
|
let value = premultiplied(c);
|
|
219
219
|
sum += value * weight;
|
|
220
|
-
|
|
221
|
-
|
|
222
|
-
|
|
223
|
-
|
|
224
|
-
|
|
225
|
-
|
|
226
|
-
|
|
220
|
+
mq += a * weight;
|
|
221
|
+
gx += a * a * weight;
|
|
222
|
+
hs += a * value.rgb * weight;
|
|
223
|
+
ps += g.x * weight;
|
|
224
|
+
gz += g.y * weight * weight;
|
|
225
|
+
nV += weight;
|
|
226
|
+
kM = max(kM, weight);
|
|
227
227
|
}
|
|
228
228
|
}
|
|
229
229
|
|
|
230
230
|
|
|
231
231
|
|
|
232
232
|
let center = color[index];
|
|
233
|
-
let
|
|
234
|
-
let
|
|
235
|
-
let totalWeight =
|
|
236
|
-
let
|
|
237
|
-
let mean = (sum +
|
|
233
|
+
let le = guide[index];
|
|
234
|
+
let dG = max(kM, CENTER_WEIGHT_MIN);
|
|
235
|
+
let totalWeight = nV + dG;
|
|
236
|
+
let tM = premultiplied(center);
|
|
237
|
+
let mean = (sum + tM * dG) / totalWeight;
|
|
238
238
|
|
|
239
239
|
|
|
240
|
-
let ez =
|
|
241
|
-
let
|
|
242
|
-
let
|
|
240
|
+
let ez = mq / totalWeight;
|
|
241
|
+
let lB = max(gx / totalWeight - ez * ez, vec3f(0.0));
|
|
242
|
+
let qu = hs / totalWeight - ez * mean.rgb;
|
|
243
243
|
|
|
244
244
|
|
|
245
245
|
|
|
246
|
-
let
|
|
247
|
-
let
|
|
248
|
-
let
|
|
249
|
-
let
|
|
250
|
-
let filtered = vec4f(max(
|
|
246
|
+
let qE = bs.rgb + ez * gV;
|
|
247
|
+
let oA = mean.rgb * gV / max(qE, vec3f(${JNLM_ALBEDO_FLOOR}));
|
|
248
|
+
let vB = clamp(qu / (lB + vec3f(${JNLM_ALBEDO_REGULARIZATION})), vec3f(0.0), oA);
|
|
249
|
+
let rD = mean.rgb - vB * ez;
|
|
250
|
+
let filtered = vec4f(max(rD, 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
|
-
(
|
|
259
|
-
(
|
|
258
|
+
(ps + le.x * dG) / totalWeight,
|
|
259
|
+
(gz + le.y * dG * dG)
|
|
260
260
|
/ (totalWeight * totalWeight)
|
|
261
261
|
);
|
|
262
262
|
}
|