@meimu/mutracer 0.1.3 → 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 +4114 -4015
- 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 +69 -69
- package/lib/renderer/WGPURayTraceOutput.js +14 -14
- package/lib/renderer/WGPURayTracePass.d.ts +2 -0
- package/lib/renderer/WGPURayTracePass.js +12 -6
- package/lib/renderer/WGPURayTracePass.js.map +1 -1
- package/lib/renderer/WGPURenderingPipeline.js +15 -15
- package/lib/renderer/WebGLJNLMDenoiser.js +69 -69
- 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 +66 -54
- 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 +151 -119
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +414 -414
- package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
- package/lib/renderer/glsl/chunks/random.glsl.js +3 -3
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +40 -39
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleLight.glsl.js +69 -69
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +78 -78
- package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +12 -12
- package/lib/renderer/glsl/chunks/sampling.glsl.js +75 -75
- package/lib/renderer/glsl/chunks/sobol.glsl.js +61 -61
- 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 +133 -133
- package/lib/renderer/glsl/rayTrace.frag.js.map +1 -1
- package/lib/renderer/glsl/shadowCatcher.frag.js +9 -9
- package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
- package/lib/renderer/glsl/webglPipeline.frag.js +52 -52
- package/lib/renderer/lightsUtil.js +6 -4
- 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 +93 -59
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +469 -469
- 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 +127 -127
- package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +136 -136
- package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +6 -6
- package/lib/renderer/wgsl/chunks/sampling.wgsl.js +73 -73
- package/lib/renderer/wgsl/chunks/sobol.wgsl.js +62 -62
- package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +11 -11
- package/lib/renderer/wgsl/compose.frag.wgsl.js +105 -105
- 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 +251 -248
- 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 +1 -1
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@@ -4,18 +4,18 @@ export function scratchWGSLFunctions(textures, samplers, scratch = false) {
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fn ${name}Region() -> vec2u {
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return ${scratch ? `imageRegions[${index}].xy` : `textureDimensions(${name})`};
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}
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fn load_${name}(
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${scratch ? `if (any(
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return textureLoad(${name},
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fn load_${name}(fP: vec2i, level: i32) -> vec4f {
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${scratch ? `if (any(fP < vec2i(0)) || any(fP >= vec2i(${name}Region()))) { return vec4f(0.0); }` : ''}
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return textureLoad(${name}, fP, level);
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}
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${samplers.map(sampler => /* wgsl */ `
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fn sample_${name}_${sampler}(
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fn sample_${name}_${sampler}(fG: vec2f) -> vec4f {
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${scratch ? /* wgsl */ `
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let
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if (all(
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let
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return textureSampleLevel(${name}, ${sampler},
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: `return textureSample(${name}, ${sampler},
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let kc = textureDimensions(${name});
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if (all(kc == ${name}Region())) { return textureSampleLevel(${name}, ${sampler}, fG, 0.0); }
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let fP = clamp(fG * vec2f(${name}Region()), vec2f(0.5), vec2f(${name}Region()) - vec2f(0.5));
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return textureSampleLevel(${name}, ${sampler}, fP / vec2f(kc), 0.0);`
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: `return textureSample(${name}, ${sampler}, fG);`}
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}`).join('')}`).join('');
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}
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export function scratchGLSLFunctions(textures, scratch = false) {
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ivec2 ${name}Region() {
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return ${scratch ? `${name}RegionSize` : `textureSize(${name}, 0)`};
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}
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vec4 load_${name}(ivec2
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${scratch ? `if (any(lessThan(
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return texelFetch(${name},
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vec4 load_${name}(ivec2 fP, int level) {
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${scratch ? `if (any(lessThan(fP, ivec2(0))) || any(greaterThanEqual(fP, ${name}Region()))) return vec4(0.0);` : ''}
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return texelFetch(${name}, fP, level);
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}
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vec4 sample_${name}(vec2
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vec4 sample_${name}(vec2 fG) {
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ivec2
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if (all(equal(
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vec2
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return texture(${name},
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: `return texture(${name},
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ivec2 kc = textureSize(${name}, 0);
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if (all(equal(kc, ${name}Region()))) return texture(${name}, fG);
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vec2 fP = clamp(fG * vec2(${name}Region()), vec2(0.5), vec2(${name}Region()) - vec2(0.5));
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return texture(${name}, fP / vec2(kc));`
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: `return texture(${name}, fG);`}
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}`).join('');
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}
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//# sourceMappingURL=scratchSampling.js.map
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fn rQ(position: vec3f, geometricNormal: vec3f, direction: vec3f) -> vec3f {
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let
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let
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return select(
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let vO = bitcast<vec3f>(bits + select(qk, -qk, position < vec3f(0.0)));
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return select(vO, position + normal / 65536.0, abs(position) < vec3f(1.0 / 32.0));
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`;
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declare const _default: "\n\nfn textureLinear(tex: texture_2d<f32>, _uv: vec2f) -> vec4f {\n // #ifdef OES_texture_float_linear\n // return texture(map, uv);\n // #else\n let size = vec2f(textureDimensions(tex, 0));\n\n let uv2f = _uv * size - vec2f(0.5);\n let uvFloor = floor(uv2f);\n let f = fract(uv2f);\n let uv2i = vec2i(uvFloor);\n let maximum = vec2i(size) - vec2i(1);\n\n // TODO use textureGather\n let s1 = textureLoad(tex, clamp(uv2i + vec2i(0, 0), vec2i(0), maximum), 0);\n let s2 = textureLoad(tex, clamp(uv2i + vec2i(1, 0), vec2i(0), maximum), 0);\n let s3 = textureLoad(tex, clamp(uv2i + vec2i(0, 1), vec2i(0), maximum), 0);\n let s4 = textureLoad(tex, clamp(uv2i + vec2i(1, 1), vec2i(0), maximum), 0);\n\n return mix(mix(s1, s2, f.x), mix(s3, s4, f.x), f.y);\n // #endif\n}\n\nfn cartesianToEquirect(pointOnSphere: vec3f) -> vec2f {\n var phi = atan2(-pointOnSphere.z, -pointOnSphere.x);\n if (phi < 0.0) {\n phi += TWOPI;\n }\n let theta = acos(pointOnSphere.y);\n return vec2f(phi * 0.5 * INVPI, theta * INVPI);\n}\n\nfn getEnvmapV(u: f32, vOffset: ptr<function, i32>, pdf: ptr<function, vec2f>) -> f32 {\n let size = vec2i(textureDimensions(envMap, 0));\n\n var left = 0;\n var right = size.y + 1; // cdf length is the length of the env map + 1\n while (left < right) {\n let mid = (left + right) >> 1;\n let s = textureLoad(envMapDistribution, vec2i(0, mid), 0).x;\n if (s <= u) {\n left = mid + 1;\n } else {\n right = mid;\n }\n }\n *vOffset = left - 1;\n\n // x channel is cumulative distribution of env map luminance\n // y channel is partial probability density of env map luminance\n let s0 = textureLoad(envMapDistribution, vec2i(0, *vOffset), 0).xy;\n let s1 = textureLoad(envMapDistribution, vec2i(0, *vOffset + 1), 0).xy;\n\n (*pdf).y = s0.y;\n\n return (f32(*vOffset) + (u - s0.x) / (s1.x - s0.x)) / f32(size.y);\n}\n\nfn getEnvmapU(u: f32, vOffset: i32, pdf: ptr<function, vec2f>) -> f32 {\n let size = vec2i(textureDimensions(envMap, 0));\n\n var left = 0;\n var right = size.x + 1; // cdf length is the length of the env map + 1\n while (left < right) {\n let mid = (left + right) >> 1;\n let s = textureLoad(envMapDistribution, vec2i(1 + mid, vOffset), 0).x;\n if (s <= u) {\n left = mid + 1;\n } else {\n right = mid;\n }\n }\n let uOffset = left - 1;\n\n // x channel is cumulative distribution of env map luminance\n // y channel is partial probability density of env map luminance\n let s0 = textureLoad(envMapDistribution, vec2i(1 + uOffset, vOffset), 0).xy;\n let s1 = textureLoad(envMapDistribution, vec2i(1 + uOffset + 1, vOffset), 0).xy;\n\n (*pdf).x = s0.y;\n\n return (f32(uOffset) + (u - s0.x) / (s1.x - s0.x)) / f32(size.x);\n}\n\n// Perform two binary searches to find light direction.\nfn sampleEnvmap(random: vec2f, uv: ptr<function, vec2f>, pdf: ptr<function, f32>) -> vec3f {\n var partialPdf: vec2f;\n var vOffset: i32;\n\n (*uv).y = getEnvmapV(random.x, &vOffset, &partialPdf);\n (*uv).x = getEnvmapU(random.y, vOffset, &partialPdf);\n\n let phi = (*uv).x * TWOPI;\n let theta = (*uv).y * PI;\n let cosTheta = cos(theta);\n let sinTheta = sin(theta);\n let cosPhi = cos(phi);\n let sinPhi = sin(phi);\n\n let dir = vec3f(-sinTheta * cosPhi, cosTheta, -sinTheta * sinPhi);\n\n *pdf = partialPdf.x * partialPdf.y * INVPI2 / (2.0 * sinTheta);\n\n return dir;\n}\n\nfn envMapPdf(_uv: vec2f) -> f32 {\n let size = vec2f(textureDimensions(envMap, 0));\n\n let sinTheta = sin(_uv.y * PI);\n\n let _uv2 = vec2i(_uv * size);\n\n let partialX = textureLoad(envMapDistribution, vec2i(1 + _uv2.x, _uv2.y), 0).y;\n let partialY = textureLoad(envMapDistribution, vec2i(0, _uv2.y), 0).y;\n\n return partialX * partialY * INVPI2 / (2.0 * sinTheta);\n}\n\n\n";
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declare const _default: "\n\nfn textureLinear(tex: texture_2d<f32>, _uv: vec2f) -> vec4f {\n // #ifdef OES_texture_float_linear\n // return texture(map, uv);\n // #else\n let size = vec2f(textureDimensions(tex, 0));\n\n let uv2f = _uv * size - vec2f(0.5);\n let uvFloor = floor(uv2f);\n let f = fract(uv2f);\n let uv2i = vec2i(uvFloor);\n let maximum = vec2i(size) - vec2i(1);\n\n // TODO use textureGather\n let s1 = textureLoad(tex, clamp(uv2i + vec2i(0, 0), vec2i(0), maximum), 0);\n let s2 = textureLoad(tex, clamp(uv2i + vec2i(1, 0), vec2i(0), maximum), 0);\n let s3 = textureLoad(tex, clamp(uv2i + vec2i(0, 1), vec2i(0), maximum), 0);\n let s4 = textureLoad(tex, clamp(uv2i + vec2i(1, 1), vec2i(0), maximum), 0);\n\n return mix(mix(s1, s2, f.x), mix(s3, s4, f.x), f.y);\n // #endif\n}\n\nfn cartesianToEquirect(pointOnSphere: vec3f) -> vec2f {\n var phi = atan2(-pointOnSphere.z, -pointOnSphere.x);\n if (phi < 0.0) {\n phi += TWOPI;\n }\n let theta = acos(clamp(pointOnSphere.y, -1.0, 1.0));\n return vec2f(phi * 0.5 * INVPI, theta * INVPI);\n}\n\nfn environmentOrientation() -> mat3x3f {\n return mat3x3f(rtUniform.environmentRotation[0].xyz, rtUniform.environmentRotation[1].xyz, rtUniform.environmentRotation[2].xyz);\n}\n\nfn environmentUv(worldDirection: vec3f) -> vec2f {\n return cartesianToEquirect(transpose(environmentOrientation()) * worldDirection);\n}\n\nfn getEnvmapV(u: f32, vOffset: ptr<function, i32>, pdf: ptr<function, vec2f>) -> f32 {\n let size = vec2i(textureDimensions(envMap, 0));\n\n var left = 0;\n var right = size.y + 1; // cdf length is the length of the env map + 1\n while (left < right) {\n let mid = (left + right) >> 1;\n let s = textureLoad(envMapDistribution, vec2i(0, mid), 0).x;\n if (s <= u) {\n left = mid + 1;\n } else {\n right = mid;\n }\n }\n *vOffset = left - 1;\n\n // x channel is cumulative distribution of env map luminance\n // y channel is partial probability density of env map luminance\n let s0 = textureLoad(envMapDistribution, vec2i(0, *vOffset), 0).xy;\n let s1 = textureLoad(envMapDistribution, vec2i(0, *vOffset + 1), 0).xy;\n\n (*pdf).y = s0.y;\n\n return (f32(*vOffset) + (u - s0.x) / (s1.x - s0.x)) / f32(size.y);\n}\n\nfn getEnvmapU(u: f32, vOffset: i32, pdf: ptr<function, vec2f>) -> f32 {\n let size = vec2i(textureDimensions(envMap, 0));\n\n var left = 0;\n var right = size.x + 1; // cdf length is the length of the env map + 1\n while (left < right) {\n let mid = (left + right) >> 1;\n let s = textureLoad(envMapDistribution, vec2i(1 + mid, vOffset), 0).x;\n if (s <= u) {\n left = mid + 1;\n } else {\n right = mid;\n }\n }\n let uOffset = left - 1;\n\n // x channel is cumulative distribution of env map luminance\n // y channel is partial probability density of env map luminance\n let s0 = textureLoad(envMapDistribution, vec2i(1 + uOffset, vOffset), 0).xy;\n let s1 = textureLoad(envMapDistribution, vec2i(1 + uOffset + 1, vOffset), 0).xy;\n\n (*pdf).x = s0.y;\n\n return (f32(uOffset) + (u - s0.x) / (s1.x - s0.x)) / f32(size.x);\n}\n\n// Perform two binary searches to find light direction.\nfn sampleEnvmap(random: vec2f, uv: ptr<function, vec2f>, pdf: ptr<function, f32>) -> vec3f {\n var partialPdf: vec2f;\n var vOffset: i32;\n\n (*uv).y = getEnvmapV(random.x, &vOffset, &partialPdf);\n (*uv).x = getEnvmapU(random.y, vOffset, &partialPdf);\n\n let phi = (*uv).x * TWOPI;\n let theta = (*uv).y * PI;\n let cosTheta = cos(theta);\n let sinTheta = sin(theta);\n let cosPhi = cos(phi);\n let sinPhi = sin(phi);\n\n let dir = vec3f(-sinTheta * cosPhi, cosTheta, -sinTheta * sinPhi);\n\n *pdf = partialPdf.x * partialPdf.y * INVPI2 / (2.0 * sinTheta);\n\n return environmentOrientation() * dir;\n}\n\nfn envMapPdf(_uv: vec2f) -> f32 {\n let size = vec2f(textureDimensions(envMap, 0));\n\n let sinTheta = sin(_uv.y * PI);\n\n let _uv2 = vec2i(_uv * size);\n\n let partialX = textureLoad(envMapDistribution, vec2i(1 + _uv2.x, _uv2.y), 0).y;\n let partialY = textureLoad(envMapDistribution, vec2i(0, _uv2.y), 0).y;\n\n return partialX * partialY * INVPI2 / (2.0 * sinTheta);\n}\n\n\n";
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let
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let f = fract(
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let
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let wN = _uv * size - vec2f(0.5);
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let vT = floor(wN);
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let f = fract(wN);
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let vS = vec2i(vT);
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let maximum = vec2i(size) - vec2i(1);
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let s1 = textureLoad(tex, clamp(
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let s2 = textureLoad(tex, clamp(
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let s3 = textureLoad(tex, clamp(
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let s4 = textureLoad(tex, clamp(
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let s1 = textureLoad(tex, clamp(vS + vec2i(0, 0), vec2i(0), maximum), 0);
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let s2 = textureLoad(tex, clamp(vS + vec2i(1, 0), vec2i(0), maximum), 0);
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let s3 = textureLoad(tex, clamp(vS + vec2i(0, 1), vec2i(0), maximum), 0);
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let s4 = textureLoad(tex, clamp(vS + vec2i(1, 1), vec2i(0), maximum), 0);
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return mix(mix(s1, s2, f.x), mix(s3, s4, f.x), f.y);
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fn
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var phi = atan2(-
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fn eL(gg: vec3f) -> vec2f {
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var phi = atan2(-gg.z, -gg.x);
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let theta = acos(
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let theta = acos(clamp(gg.y, -1.0, 1.0));
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return vec2f(phi * 0.5 * INVPI, theta * INVPI);
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}
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fn
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fn jN() -> mat3x3f {
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return mat3x3f(rtUniform.environmentRotation[0].xyz, rtUniform.environmentRotation[1].xyz, rtUniform.environmentRotation[2].xyz);
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}
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fn cY(mQ: vec3f) -> vec2f {
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return eL(transpose(jN()) * mQ);
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}
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fn qB(u: f32, vOffset: ptr<function, i32>, pdf: ptr<function, vec2f>) -> f32 {
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let size = vec2i(textureDimensions(envMap, 0));
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var left = 0;
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@@ -62,7 +70,7 @@ let s1 = textureLoad(envMapDistribution, vec2i(0, *vOffset + 1), 0).xy;
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return (f32(*vOffset) + (u - s0.x) / (s1.x - s0.x)) / f32(size.y);
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}
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fn
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fn qA(u: f32, vOffset: i32, pdf: ptr<function, vec2f>) -> f32 {
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let size = vec2i(textureDimensions(envMap, 0));
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var left = 0;
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@@ -76,51 +84,51 @@ left = mid + 1;
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right = mid;
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}
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}
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let
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let oS = left - 1;
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90
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let s0 = textureLoad(envMapDistribution, vec2i(1 +
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-
let s1 = textureLoad(envMapDistribution, vec2i(1 +
|
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91
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let s0 = textureLoad(envMapDistribution, vec2i(1 + oS, vOffset), 0).xy;
|
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let s1 = textureLoad(envMapDistribution, vec2i(1 + oS + 1, vOffset), 0).xy;
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85
93
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(*pdf).x = s0.y;
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95
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-
return (f32(
|
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96
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return (f32(oS) + (u - s0.x) / (s1.x - s0.x)) / f32(size.x);
|
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}
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fn
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var
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fn oM(random: vec2f, uv: ptr<function, vec2f>, pdf: ptr<function, f32>) -> vec3f {
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var hd: vec2f;
|
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var vOffset: i32;
|
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95
103
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-
(*uv).y =
|
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-
(*uv).x =
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104
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(*uv).y = qB(random.x, &vOffset, &hd);
|
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105
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+
(*uv).x = qA(random.y, vOffset, &hd);
|
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98
106
|
|
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99
107
|
let phi = (*uv).x * TWOPI;
|
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100
108
|
let theta = (*uv).y * PI;
|
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101
109
|
let cc = cos(theta);
|
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102
110
|
let sinTheta = sin(theta);
|
|
103
|
-
let
|
|
104
|
-
let
|
|
111
|
+
let ul = cos(phi);
|
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112
|
+
let uw = sin(phi);
|
|
105
113
|
|
|
106
|
-
let dir = vec3f(-sinTheta *
|
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114
|
+
let dir = vec3f(-sinTheta * ul, cc, -sinTheta * uw);
|
|
107
115
|
|
|
108
|
-
*pdf =
|
|
116
|
+
*pdf = hd.x * hd.y * INVPI2 / (2.0 * sinTheta);
|
|
109
117
|
|
|
110
|
-
return dir;
|
|
118
|
+
return jN() * dir;
|
|
111
119
|
}
|
|
112
120
|
|
|
113
|
-
fn
|
|
121
|
+
fn iB(_uv: vec2f) -> f32 {
|
|
114
122
|
let size = vec2f(textureDimensions(envMap, 0));
|
|
115
123
|
|
|
116
124
|
let sinTheta = sin(_uv.y * PI);
|
|
117
125
|
|
|
118
|
-
let
|
|
126
|
+
let vX = vec2i(_uv * size);
|
|
119
127
|
|
|
120
|
-
let
|
|
121
|
-
let
|
|
128
|
+
let sL = textureLoad(envMapDistribution, vec2i(1 + vX.x, vX.y), 0).y;
|
|
129
|
+
let sM = textureLoad(envMapDistribution, vec2i(0, vX.y), 0).y;
|
|
122
130
|
|
|
123
|
-
return
|
|
131
|
+
return sL * sM * INVPI2 / (2.0 * sinTheta);
|
|
124
132
|
}
|
|
125
133
|
|
|
126
134
|
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"envMap.wgsl.js","sourceRoot":"","sources":["../../../../src/renderer/wgsl/chunks/envMap.wgsl.ts"],"names":[],"mappings":"AAAA,qDAAqD;AACrD,sDAAsD;AACtD,kFAAkF;AAElF,sFAAsF;AACtF,uHAAuH;AAEvH,eAAe,UAAU,CAAC
|
|
1
|
+
{"version":3,"file":"envMap.wgsl.js","sourceRoot":"","sources":["../../../../src/renderer/wgsl/chunks/envMap.wgsl.ts"],"names":[],"mappings":"AAAA,qDAAqD;AACrD,sDAAsD;AACtD,kFAAkF;AAElF,sFAAsF;AACtF,uHAAuH;AAEvH,eAAe,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiIzB,CAAC","sourcesContent":["// 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\n// Sample the environment map using a cumulative distribution function as described in\n// http://www.pbr-book.org/3ed-2018/Light_Transport_I_Surface_Reflection/Sampling_Light_Sources.html#InfiniteAreaLights\n\nexport default /* wgsl */ `\n\nfn textureLinear(tex: texture_2d<f32>, _uv: vec2f) -> vec4f {\n // #ifdef OES_texture_float_linear\n // return texture(map, uv);\n // #else\n let size = vec2f(textureDimensions(tex, 0));\n\n let uv2f = _uv * size - vec2f(0.5);\n let uvFloor = floor(uv2f);\n let f = fract(uv2f);\n let uv2i = vec2i(uvFloor);\n let maximum = vec2i(size) - vec2i(1);\n\n // TODO use textureGather\n let s1 = textureLoad(tex, clamp(uv2i + vec2i(0, 0), vec2i(0), maximum), 0);\n let s2 = textureLoad(tex, clamp(uv2i + vec2i(1, 0), vec2i(0), maximum), 0);\n let s3 = textureLoad(tex, clamp(uv2i + vec2i(0, 1), vec2i(0), maximum), 0);\n let s4 = textureLoad(tex, clamp(uv2i + vec2i(1, 1), vec2i(0), maximum), 0);\n\n return mix(mix(s1, s2, f.x), mix(s3, s4, f.x), f.y);\n // #endif\n}\n\nfn cartesianToEquirect(pointOnSphere: vec3f) -> vec2f {\n var phi = atan2(-pointOnSphere.z, -pointOnSphere.x);\n if (phi < 0.0) {\n phi += TWOPI;\n }\n let theta = acos(clamp(pointOnSphere.y, -1.0, 1.0));\n return vec2f(phi * 0.5 * INVPI, theta * INVPI);\n}\n\nfn environmentOrientation() -> mat3x3f {\n return mat3x3f(rtUniform.environmentRotation[0].xyz, rtUniform.environmentRotation[1].xyz, rtUniform.environmentRotation[2].xyz);\n}\n\nfn environmentUv(worldDirection: vec3f) -> vec2f {\n return cartesianToEquirect(transpose(environmentOrientation()) * worldDirection);\n}\n\nfn getEnvmapV(u: f32, vOffset: ptr<function, i32>, pdf: ptr<function, vec2f>) -> f32 {\n let size = vec2i(textureDimensions(envMap, 0));\n\n var left = 0;\n var right = size.y + 1; // cdf length is the length of the env map + 1\n while (left < right) {\n let mid = (left + right) >> 1;\n let s = textureLoad(envMapDistribution, vec2i(0, mid), 0).x;\n if (s <= u) {\n left = mid + 1;\n } else {\n right = mid;\n }\n }\n *vOffset = left - 1;\n\n // x channel is cumulative distribution of env map luminance\n // y channel is partial probability density of env map luminance\n let s0 = textureLoad(envMapDistribution, vec2i(0, *vOffset), 0).xy;\n let s1 = textureLoad(envMapDistribution, vec2i(0, *vOffset + 1), 0).xy;\n\n (*pdf).y = s0.y;\n\n return (f32(*vOffset) + (u - s0.x) / (s1.x - s0.x)) / f32(size.y);\n}\n\nfn getEnvmapU(u: f32, vOffset: i32, pdf: ptr<function, vec2f>) -> f32 {\n let size = vec2i(textureDimensions(envMap, 0));\n\n var left = 0;\n var right = size.x + 1; // cdf length is the length of the env map + 1\n while (left < right) {\n let mid = (left + right) >> 1;\n let s = textureLoad(envMapDistribution, vec2i(1 + mid, vOffset), 0).x;\n if (s <= u) {\n left = mid + 1;\n } else {\n right = mid;\n }\n }\n let uOffset = left - 1;\n\n // x channel is cumulative distribution of env map luminance\n // y channel is partial probability density of env map luminance\n let s0 = textureLoad(envMapDistribution, vec2i(1 + uOffset, vOffset), 0).xy;\n let s1 = textureLoad(envMapDistribution, vec2i(1 + uOffset + 1, vOffset), 0).xy;\n\n (*pdf).x = s0.y;\n\n return (f32(uOffset) + (u - s0.x) / (s1.x - s0.x)) / f32(size.x);\n}\n\n// Perform two binary searches to find light direction.\nfn sampleEnvmap(random: vec2f, uv: ptr<function, vec2f>, pdf: ptr<function, f32>) -> vec3f {\n var partialPdf: vec2f;\n var vOffset: i32;\n\n (*uv).y = getEnvmapV(random.x, &vOffset, &partialPdf);\n (*uv).x = getEnvmapU(random.y, vOffset, &partialPdf);\n\n let phi = (*uv).x * TWOPI;\n let theta = (*uv).y * PI;\n let cosTheta = cos(theta);\n let sinTheta = sin(theta);\n let cosPhi = cos(phi);\n let sinPhi = sin(phi);\n\n let dir = vec3f(-sinTheta * cosPhi, cosTheta, -sinTheta * sinPhi);\n\n *pdf = partialPdf.x * partialPdf.y * INVPI2 / (2.0 * sinTheta);\n\n return environmentOrientation() * dir;\n}\n\nfn envMapPdf(_uv: vec2f) -> f32 {\n let size = vec2f(textureDimensions(envMap, 0));\n\n let sinTheta = sin(_uv.y * PI);\n\n let _uv2 = vec2i(_uv * size);\n\n let partialX = textureLoad(envMapDistribution, vec2i(1 + _uv2.x, _uv2.y), 0).y;\n let partialY = textureLoad(envMapDistribution, vec2i(0, _uv2.y), 0).y;\n\n return partialX * partialY * INVPI2 / (2.0 * sinTheta);\n}\n\n\n`;\n"]}
|