@meimu/mutracer 0.1.4 → 0.2.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (529) hide show
  1. package/LICENSES/Classroom-CC0.txt +121 -0
  2. package/README.md +7 -7
  3. package/THIRD_PARTY_NOTICES.md +13 -8
  4. package/dist/assets/bvh.worker.js +1 -1
  5. package/dist/mutracer.umd.js +10421 -8363
  6. package/docs/api.md +202 -11
  7. package/docs/denoising.md +30 -15
  8. package/docs/materials.md +18 -27
  9. package/docs/performance.md +5 -2
  10. package/docs/progressive-rendering.md +32 -1
  11. package/docs/threejs.md +19 -10
  12. package/docs/updates.md +44 -2
  13. package/docs/viewer.md +41 -3
  14. package/lib/Display.d.ts +13 -2
  15. package/lib/Display.js +27 -6
  16. package/lib/Display.js.map +1 -1
  17. package/lib/Engine.d.ts +2 -0
  18. package/lib/Engine.js +52 -25
  19. package/lib/Engine.js.map +1 -1
  20. package/lib/Render.d.ts +44 -9
  21. package/lib/Render.js +115 -17
  22. package/lib/Render.js.map +1 -1
  23. package/lib/RenderLoop.d.ts +7 -1
  24. package/lib/RenderLoop.js +94 -13
  25. package/lib/RenderLoop.js.map +1 -1
  26. package/lib/main.d.ts +6 -3
  27. package/lib/main.js +1 -0
  28. package/lib/main.js.map +1 -1
  29. package/lib/math/access.d.ts +4 -0
  30. package/lib/math/access.js +10 -0
  31. package/lib/math/access.js.map +1 -0
  32. package/lib/math/mat3.d.ts +4 -0
  33. package/lib/math/mat3.js +54 -0
  34. package/lib/math/mat3.js.map +1 -0
  35. package/lib/math/mat4.d.ts +19 -0
  36. package/lib/math/mat4.js +413 -0
  37. package/lib/math/mat4.js.map +1 -0
  38. package/lib/math/storage.d.ts +6 -0
  39. package/lib/math/storage.js +22 -0
  40. package/lib/math/storage.js.map +1 -0
  41. package/lib/math/types.d.ts +3 -0
  42. package/lib/math/types.js +2 -0
  43. package/lib/math/types.js.map +1 -0
  44. package/lib/math/vec2.d.ts +13 -0
  45. package/lib/math/vec2.js +52 -0
  46. package/lib/math/vec2.js.map +1 -0
  47. package/lib/math/vec3.d.ts +23 -0
  48. package/lib/math/vec3.js +139 -0
  49. package/lib/math/vec3.js.map +1 -0
  50. package/lib/math.d.ts +5 -17
  51. package/lib/math.js +5 -55
  52. package/lib/math.js.map +1 -1
  53. package/lib/oidn.d.ts +1 -1
  54. package/lib/oidn.js +4 -2
  55. package/lib/oidn.js.map +1 -1
  56. package/lib/oidnBundledWeights.cdn.d.ts +2 -2
  57. package/lib/renderer/AovPrimitiveCache.d.ts +10 -0
  58. package/lib/renderer/AovPrimitiveCache.js +48 -0
  59. package/lib/renderer/AovPrimitiveCache.js.map +1 -0
  60. package/lib/renderer/Box3.d.ts +5 -0
  61. package/lib/renderer/Box3.js +9 -0
  62. package/lib/renderer/Box3.js.map +1 -0
  63. package/lib/renderer/GPUTraceQueue.d.ts +10 -0
  64. package/lib/renderer/GPUTraceQueue.js +31 -0
  65. package/lib/renderer/GPUTraceQueue.js.map +1 -0
  66. package/lib/renderer/MaterialData.d.ts +15 -0
  67. package/lib/renderer/MaterialData.js +61 -0
  68. package/lib/renderer/MaterialData.js.map +1 -0
  69. package/lib/renderer/MaterialTable.d.ts +11 -98
  70. package/lib/renderer/MaterialTable.js +34 -412
  71. package/lib/renderer/MaterialTable.js.map +1 -1
  72. package/lib/renderer/RenderingPipeline.d.ts +32 -13
  73. package/lib/renderer/RenderingPipeline.js +1 -17
  74. package/lib/renderer/RenderingPipeline.js.map +1 -1
  75. package/lib/renderer/TileRender.d.ts +0 -1
  76. package/lib/renderer/TileRender.js +14 -1
  77. package/lib/renderer/TileRender.js.map +1 -1
  78. package/lib/renderer/WGPUAov.d.ts +39 -0
  79. package/lib/renderer/WGPUAov.js +239 -0
  80. package/lib/renderer/WGPUAov.js.map +1 -0
  81. package/lib/renderer/WGPUBindlessMaterialData.d.ts +17 -0
  82. package/lib/renderer/WGPUBindlessMaterialData.js +48 -0
  83. package/lib/renderer/WGPUBindlessMaterialData.js.map +1 -0
  84. package/lib/renderer/WGPUBindlessTextures.d.ts +47 -0
  85. package/lib/renderer/WGPUBindlessTextures.js +180 -0
  86. package/lib/renderer/WGPUBindlessTextures.js.map +1 -0
  87. package/lib/renderer/WGPUBloomPass.js +17 -97
  88. package/lib/renderer/WGPUBloomPass.js.map +1 -1
  89. package/lib/renderer/WGPUComputePass.d.ts +1 -1
  90. package/lib/renderer/WGPUComputePass.js.map +1 -1
  91. package/lib/renderer/WGPUEnvMapDistribution.d.ts +12 -0
  92. package/lib/renderer/WGPUEnvMapDistribution.js +150 -0
  93. package/lib/renderer/WGPUEnvMapDistribution.js.map +1 -0
  94. package/lib/renderer/WGPUFullQuadPass.js +10 -9
  95. package/lib/renderer/WGPUFullQuadPass.js.map +1 -1
  96. package/lib/renderer/WGPUJNLMDenoiser.d.ts +1 -20
  97. package/lib/renderer/WGPUJNLMDenoiser.js +4 -267
  98. package/lib/renderer/WGPUJNLMDenoiser.js.map +1 -1
  99. package/lib/renderer/WGPURayTraceOutput.js +26 -17
  100. package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
  101. package/lib/renderer/WGPURayTracePass.d.ts +36 -40
  102. package/lib/renderer/WGPURayTracePass.js +399 -548
  103. package/lib/renderer/WGPURayTracePass.js.map +1 -1
  104. package/lib/renderer/WGPURenderingPipeline.d.ts +5 -3
  105. package/lib/renderer/WGPURenderingPipeline.js +239 -60
  106. package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
  107. package/lib/renderer/WGPUShaderCache.d.ts +2 -2
  108. package/lib/renderer/WGPUShaderCache.js +10 -5
  109. package/lib/renderer/WGPUShaderCache.js.map +1 -1
  110. package/lib/renderer/WGPUShaderCapabilities.d.ts +10 -0
  111. package/lib/renderer/WGPUShaderCapabilities.js +54 -0
  112. package/lib/renderer/WGPUShaderCapabilities.js.map +1 -0
  113. package/lib/renderer/WGPUSkyBaker.d.ts +13 -0
  114. package/lib/renderer/WGPUSkyBaker.js +85 -0
  115. package/lib/renderer/WGPUSkyBaker.js.map +1 -0
  116. package/lib/renderer/WebGLAov.d.ts +41 -0
  117. package/lib/renderer/WebGLAov.js +106 -0
  118. package/lib/renderer/WebGLAov.js.map +1 -0
  119. package/lib/renderer/WebGLFullQuadPass.d.ts +5 -3
  120. package/lib/renderer/WebGLFullQuadPass.js +18 -2
  121. package/lib/renderer/WebGLFullQuadPass.js.map +1 -1
  122. package/lib/renderer/WebGLJNLMDenoiser.d.ts +1 -1
  123. package/lib/renderer/WebGLJNLMDenoiser.js +83 -74
  124. package/lib/renderer/WebGLJNLMDenoiser.js.map +1 -1
  125. package/lib/renderer/WebGLRayTraceOutputPass.js +7 -4
  126. package/lib/renderer/WebGLRayTraceOutputPass.js.map +1 -1
  127. package/lib/renderer/WebGLRayTracePass.d.ts +12 -2
  128. package/lib/renderer/WebGLRayTracePass.js +83 -7
  129. package/lib/renderer/WebGLRayTracePass.js.map +1 -1
  130. package/lib/renderer/WebGLRenderingPipeline.js +116 -8
  131. package/lib/renderer/WebGLRenderingPipeline.js.map +1 -1
  132. package/lib/renderer/WebGLSkyBaker.d.ts +39 -0
  133. package/lib/renderer/WebGLSkyBaker.js +422 -0
  134. package/lib/renderer/WebGLSkyBaker.js.map +1 -0
  135. package/lib/renderer/WebGLSkySource.d.ts +9 -0
  136. package/lib/renderer/WebGLSkySource.js +28 -0
  137. package/lib/renderer/WebGLSkySource.js.map +1 -0
  138. package/lib/renderer/accumulationTarget.d.ts +5 -0
  139. package/lib/renderer/accumulationTarget.js.map +1 -1
  140. package/lib/renderer/aov.d.ts +42 -0
  141. package/lib/renderer/aov.js +50 -0
  142. package/lib/renderer/aov.js.map +1 -0
  143. package/lib/renderer/aovDisplay.d.ts +14 -0
  144. package/lib/renderer/aovDisplay.js +32 -0
  145. package/lib/renderer/aovDisplay.js.map +1 -0
  146. package/lib/renderer/aovScene.d.ts +21 -0
  147. package/lib/renderer/aovScene.js +139 -0
  148. package/lib/renderer/aovScene.js.map +1 -0
  149. package/lib/renderer/binnedSahBvh.js +2 -1
  150. package/lib/renderer/binnedSahBvh.js.map +1 -1
  151. package/lib/renderer/bvhAccel.d.ts +20 -10
  152. package/lib/renderer/bvhAccel.js +168 -58
  153. package/lib/renderer/bvhAccel.js.map +1 -1
  154. package/lib/renderer/bvhWorkerBuild.d.ts +1 -0
  155. package/lib/renderer/cameraSnapshot.js +2 -1
  156. package/lib/renderer/cameraSnapshot.js.map +1 -1
  157. package/lib/renderer/cameraUniform.d.ts +2 -0
  158. package/lib/renderer/cameraUniform.js +12 -0
  159. package/lib/renderer/cameraUniform.js.map +1 -0
  160. package/lib/renderer/committedScene.js +4 -0
  161. package/lib/renderer/committedScene.js.map +1 -1
  162. package/lib/renderer/denoiser.d.ts +3 -11
  163. package/lib/renderer/denoiser.js.map +1 -1
  164. package/lib/renderer/depthQuery.js +4 -1
  165. package/lib/renderer/depthQuery.js.map +1 -1
  166. package/lib/renderer/displacementPreparation.d.ts +11 -0
  167. package/lib/renderer/displacementPreparation.js +351 -0
  168. package/lib/renderer/displacementPreparation.js.map +1 -0
  169. package/lib/renderer/displacementRange.d.ts +1 -0
  170. package/lib/renderer/displacementRange.js +9 -0
  171. package/lib/renderer/displacementRange.js.map +1 -0
  172. package/lib/renderer/displayParityDiagnostics.d.ts +11 -0
  173. package/lib/renderer/displayParityDiagnostics.js +2 -0
  174. package/lib/renderer/displayParityDiagnostics.js.map +1 -0
  175. package/lib/renderer/envMapCreation.d.ts +9 -8
  176. package/lib/renderer/envMapCreation.js +36 -12
  177. package/lib/renderer/envMapCreation.js.map +1 -1
  178. package/lib/renderer/envMapDistribution.d.ts +12 -2
  179. package/lib/renderer/envMapDistribution.js +43 -34
  180. package/lib/renderer/envMapDistribution.js.map +1 -1
  181. package/lib/renderer/geometryBvhBounds.d.ts +4 -0
  182. package/lib/renderer/geometryBvhBounds.js +82 -0
  183. package/lib/renderer/geometryBvhBounds.js.map +1 -0
  184. package/lib/renderer/geometryUpdateState.d.ts +32 -0
  185. package/lib/renderer/geometryUpdateState.js +2 -0
  186. package/lib/renderer/geometryUpdateState.js.map +1 -0
  187. package/lib/renderer/geometryUpdates.d.ts +17 -9
  188. package/lib/renderer/geometryUpdates.js +92 -33
  189. package/lib/renderer/geometryUpdates.js.map +1 -1
  190. package/lib/renderer/glsl/aovDisplay.frag.d.ts +3 -0
  191. package/lib/renderer/glsl/aovDisplay.frag.js +54 -0
  192. package/lib/renderer/glsl/aovDisplay.frag.js.map +1 -0
  193. package/lib/renderer/glsl/aovReflectance.glsl.d.ts +2 -0
  194. package/lib/renderer/glsl/aovReflectance.glsl.js +87 -0
  195. package/lib/renderer/glsl/aovReflectance.glsl.js.map +1 -0
  196. package/lib/renderer/glsl/aovReflectanceSamples.glsl.d.ts +2 -0
  197. package/lib/renderer/glsl/aovReflectanceSamples.glsl.js +135 -0
  198. package/lib/renderer/glsl/aovReflectanceSamples.glsl.js.map +1 -0
  199. package/lib/renderer/glsl/aovTrace.frag.d.ts +2 -0
  200. package/lib/renderer/glsl/aovTrace.frag.js +121 -0
  201. package/lib/renderer/glsl/aovTrace.frag.js.map +1 -0
  202. package/lib/renderer/glsl/chunks/cameraRay.glsl.js +12 -12
  203. package/lib/renderer/glsl/chunks/envMap.glsl.js +80 -74
  204. package/lib/renderer/glsl/chunks/envMap.glsl.js.map +1 -1
  205. package/lib/renderer/glsl/chunks/intersect.glsl.js +437 -435
  206. package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -1
  207. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +146 -145
  208. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
  209. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +821 -821
  210. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js.map +1 -1
  211. package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
  212. package/lib/renderer/glsl/chunks/random.glsl.js +6 -6
  213. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +51 -51
  214. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
  215. package/lib/renderer/glsl/chunks/sampleLight.glsl.js +80 -80
  216. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +108 -108
  217. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -1
  218. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +20 -17
  219. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js.map +1 -1
  220. package/lib/renderer/glsl/chunks/sampling.glsl.js +93 -93
  221. package/lib/renderer/glsl/chunks/sobol.glsl.js +79 -79
  222. package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
  223. package/lib/renderer/glsl/chunks/uvProjection.glsl.js +12 -12
  224. package/lib/renderer/glsl/chunks/uvProjection.glsl.js.map +1 -1
  225. package/lib/renderer/glsl/depthQuery.frag.js +7 -7
  226. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +17 -9
  227. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js.map +1 -1
  228. package/lib/renderer/glsl/rayTrace.frag.js +191 -191
  229. package/lib/renderer/glsl/shadowCatcher.frag.js +25 -20
  230. package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
  231. package/lib/renderer/glsl/webglPipeline.frag.js +65 -60
  232. package/lib/renderer/glsl/webglPipeline.frag.js.map +1 -1
  233. package/lib/renderer/lightConstants.d.ts +10 -0
  234. package/lib/renderer/lightConstants.js +11 -0
  235. package/lib/renderer/lightConstants.js.map +1 -0
  236. package/lib/renderer/lightCore.d.ts +12 -0
  237. package/lib/renderer/lightCore.js +13 -0
  238. package/lib/renderer/lightCore.js.map +1 -0
  239. package/lib/renderer/lightSampling.d.ts +20 -17
  240. package/lib/renderer/lightSampling.js +123 -56
  241. package/lib/renderer/lightSampling.js.map +1 -1
  242. package/lib/renderer/lightsData.d.ts +21 -0
  243. package/lib/renderer/lightsData.js +192 -0
  244. package/lib/renderer/lightsData.js.map +1 -0
  245. package/lib/renderer/lightsUtil.d.ts +3 -26
  246. package/lib/renderer/lightsUtil.js +3 -153
  247. package/lib/renderer/lightsUtil.js.map +1 -1
  248. package/lib/renderer/materialBufferData.d.ts +70 -0
  249. package/lib/renderer/materialBufferData.js +2 -0
  250. package/lib/renderer/materialBufferData.js.map +1 -0
  251. package/lib/renderer/materialConstants.d.ts +11 -0
  252. package/lib/renderer/materialConstants.js +11 -0
  253. package/lib/renderer/materialConstants.js.map +1 -1
  254. package/lib/renderer/materialCore.d.ts +8 -0
  255. package/lib/renderer/materialCore.js +9 -0
  256. package/lib/renderer/materialCore.js.map +1 -0
  257. package/lib/renderer/materialEmission.d.ts +2 -2
  258. package/lib/renderer/materialEmission.js +3 -3
  259. package/lib/renderer/materialEmission.js.map +1 -1
  260. package/lib/renderer/materialLayout.d.ts +2 -101
  261. package/lib/renderer/materialLayout.js +110 -172
  262. package/lib/renderer/materialLayout.js.map +1 -1
  263. package/lib/renderer/materialLayoutSchema.d.ts +26 -0
  264. package/lib/renderer/materialLayoutSchema.js +172 -0
  265. package/lib/renderer/materialLayoutSchema.js.map +1 -0
  266. package/lib/renderer/materialParams.d.ts +69 -0
  267. package/lib/renderer/materialParams.js +272 -0
  268. package/lib/renderer/materialParams.js.map +1 -0
  269. package/lib/renderer/materialTextureSlots.d.ts +14 -324
  270. package/lib/renderer/materialTextureSlots.js +21 -8
  271. package/lib/renderer/materialTextureSlots.js.map +1 -1
  272. package/lib/renderer/materialTextures.d.ts +6 -0
  273. package/lib/renderer/{texturesFromMaterials.js → materialTextures.js} +1 -2
  274. package/lib/renderer/materialTextures.js.map +1 -0
  275. package/lib/renderer/mergeMeshesToGeometry.js +6 -147
  276. package/lib/renderer/mergeMeshesToGeometry.js.map +1 -1
  277. package/lib/renderer/meshInstances.d.ts +4 -21
  278. package/lib/renderer/meshInstances.js +10 -56
  279. package/lib/renderer/meshInstances.js.map +1 -1
  280. package/lib/renderer/oidnNetwork.d.ts +2 -2
  281. package/lib/renderer/oidnNetwork.js +1 -1
  282. package/lib/renderer/oidnNetwork.js.map +1 -1
  283. package/lib/renderer/openPbrEnergyLut.js +850 -846
  284. package/lib/renderer/openPbrEnergyLut.js.map +1 -1
  285. package/lib/renderer/ownedDenoiser.d.ts +9 -0
  286. package/lib/renderer/ownedDenoiser.js +2 -0
  287. package/lib/renderer/ownedDenoiser.js.map +1 -0
  288. package/lib/renderer/packedMeshInstances.d.ts +23 -0
  289. package/lib/renderer/packedMeshInstances.js +80 -0
  290. package/lib/renderer/packedMeshInstances.js.map +1 -0
  291. package/lib/renderer/prepareMeshBVH.d.ts +12 -47
  292. package/lib/renderer/prepareMeshBVH.js +21 -642
  293. package/lib/renderer/prepareMeshBVH.js.map +1 -1
  294. package/lib/renderer/proceduralEnvironmentPower.d.ts +3 -0
  295. package/lib/renderer/proceduralEnvironmentPower.js +8 -0
  296. package/lib/renderer/proceduralEnvironmentPower.js.map +1 -0
  297. package/lib/renderer/progressiveScheduler.d.ts +1 -0
  298. package/lib/renderer/progressiveScheduler.js +3 -0
  299. package/lib/renderer/progressiveScheduler.js.map +1 -1
  300. package/lib/renderer/renderPipeline.d.ts +3 -1
  301. package/lib/renderer/renderPipeline.js.map +1 -1
  302. package/lib/renderer/renderingLimits.d.ts +9 -0
  303. package/lib/renderer/renderingLimits.js +18 -0
  304. package/lib/renderer/renderingLimits.js.map +1 -0
  305. package/lib/renderer/sceneAssembly.d.ts +73 -0
  306. package/lib/renderer/sceneAssembly.js +109 -0
  307. package/lib/renderer/sceneAssembly.js.map +1 -0
  308. package/lib/renderer/sceneChangeCore.d.ts +39 -0
  309. package/lib/renderer/sceneChangeCore.js +307 -0
  310. package/lib/renderer/sceneChangeCore.js.map +1 -0
  311. package/lib/renderer/sceneChangeDetector.d.ts +3 -6
  312. package/lib/renderer/sceneChangeDetector.js +24 -150
  313. package/lib/renderer/sceneChangeDetector.js.map +1 -1
  314. package/lib/renderer/sceneLayoutSchema.d.ts +118 -0
  315. package/lib/renderer/sceneLayoutSchema.js +111 -0
  316. package/lib/renderer/sceneLayoutSchema.js.map +1 -0
  317. package/lib/renderer/sceneLightChanges.d.ts +3 -3
  318. package/lib/renderer/sceneLightChanges.js.map +1 -1
  319. package/lib/renderer/scenePreparation.d.ts +55 -0
  320. package/lib/renderer/scenePreparation.js +360 -0
  321. package/lib/renderer/scenePreparation.js.map +1 -0
  322. package/lib/renderer/scratchSampling.js +18 -18
  323. package/lib/renderer/scratchSampling.js.map +1 -1
  324. package/lib/renderer/shader.d.ts +2 -0
  325. package/lib/renderer/shader.js +2 -0
  326. package/lib/renderer/shader.js.map +1 -1
  327. package/lib/renderer/shaderCapabilities.d.ts +23 -0
  328. package/lib/renderer/shaderCapabilities.js +55 -0
  329. package/lib/renderer/shaderCapabilities.js.map +1 -0
  330. package/lib/renderer/shaderCapacity.d.ts +2 -0
  331. package/lib/renderer/shaderCapacity.js +5 -0
  332. package/lib/renderer/shaderCapacity.js.map +1 -0
  333. package/lib/renderer/skyModel.d.ts +9 -0
  334. package/lib/renderer/skyModel.js +10 -0
  335. package/lib/renderer/skyModel.js.map +1 -0
  336. package/lib/renderer/textureAtlas.d.ts +60 -0
  337. package/lib/renderer/textureAtlas.js +145 -0
  338. package/lib/renderer/textureAtlas.js.map +1 -0
  339. package/lib/renderer/textureAtlasPixels.d.ts +7 -0
  340. package/lib/renderer/textureAtlasPixels.js +68 -0
  341. package/lib/renderer/textureAtlasPixels.js.map +1 -0
  342. package/lib/renderer/util.d.ts +1 -1
  343. package/lib/renderer/util.js.map +1 -1
  344. package/lib/renderer/webgl.d.ts +9 -2
  345. package/lib/renderer/webgl.js +54 -9
  346. package/lib/renderer/webgl.js.map +1 -1
  347. package/lib/renderer/wgpuBindless.d.ts +26 -0
  348. package/lib/renderer/wgpuBindless.js +95 -0
  349. package/lib/renderer/wgpuBindless.js.map +1 -0
  350. package/lib/renderer/wgpuBindlessSource.d.ts +2 -0
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  518. package/lib/util/loadRGBE.js +3 -4
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  528. package/lib/renderer/texturesFromMaterials.d.ts +0 -6
  529. package/lib/renderer/texturesFromMaterials.js.map +0 -1
@@ -1,9 +1,11 @@
1
+ import { hdrResolveWGSL } from './wgsl/compose.frag.wgsl.js';
1
2
  import { getTargetShaderCache } from './WGPUShaderCache.js';
2
3
  import { textureBytes } from './gpuMemory.js';
3
4
  import shadowCatcherAccumulationWGSL from './wgsl/chunks/shadowCatcherAccumulation.wgsl.js';
4
5
  import { fullScreenQuadVertexShaderWGSL } from './WGPUFullQuadPass.js';
5
6
  export function createNormalizeRayTraceOutputWGSL(layers = false, catcher = true) {
6
7
  return /* wgsl */ `
8
+ ${hdrResolveWGSL}
7
9
  @group(0) @binding(0) var<storage, read> colorBuffer: array<vec4f>;
8
10
  @group(0) @binding(1) var<storage, read> normalBuffer: array<vec4f>;
9
11
  @group(0) @binding(2) var<storage, read> albedoBuffer: array<vec4f>;
@@ -16,33 +18,33 @@ ${shadowCatcherAccumulationWGSL}
16
18
  override outputWidth: f32;
17
19
  override outputHeight: f32;
18
20
 
19
- struct pd {
21
+ struct qa {
20
22
  ${layers ? `@location(0) foreground: vec4f,
21
23
  @location(1) catcherBackground: vec4f` : `@location(0) color: vec4f,
22
24
  @location(1) normal: vec4f,
23
25
  @location(2) albedo: vec4f${catcher ? ',\n @location(3) shadowCatcher: vec4f' : ''}`}
24
26
  }
25
27
  @fragment
26
- fn main(@builtin(position) fG: vec4f) -> pd {
28
+ fn main(@builtin(position) coord: vec4f) -> qa {
27
29
  let size = vec2u(u32(outputWidth), u32(outputHeight));
28
- let fP = vec2u(u32(fG.x), size.y - u32(fG.y) - 1u);
29
- var idx = fP.x + fP.y * size.x;
30
+ let pixel = vec2u(u32(coord.x), size.y - u32(coord.y) - 1u);
31
+ var idx = pixel.x + pixel.y * size.x;
30
32
 
31
33
 
32
34
 
33
35
 
34
36
  if (sampleCount < 1.0 && normalBuffer[idx].a <= 0.0) {
35
- let vc = max(sampleTileGrid, vec2u(1u));
36
- let uM = min(
37
- ((fP + vc / 2u) / vc) * vc,
38
- ((size - vec2u(1u)) / vc) * vc
37
+ let wU = max(sampleTileGrid, vec2u(1u));
38
+ let wq = min(
39
+ ((pixel + wU / 2u) / wU) * wU,
40
+ ((size - vec2u(1u)) / wU) * wU
39
41
  );
40
- let sH = uM.x + uM.y * size.x;
41
- if (normalBuffer[sH].a > 0.0) {
42
- idx = sH;
42
+ let tW = wq.x + wq.y * size.x;
43
+ if (normalBuffer[tW].a > 0.0) {
44
+ idx = tW;
43
45
  }
44
46
  }
45
- var output: pd;
47
+ var output: qa;
46
48
  if (normalBuffer[idx].a <= 0.0) {
47
49
  ${layers ? `output.foreground = vec4f(0.0);
48
50
  output.catcherBackground = vec4f(0.0);` : `output.color = vec4f(0.0);
@@ -62,20 +64,22 @@ let hit = albedo.a;
62
64
  let total = max(normal.a, 1.0);
63
65
  ${layers ? `
64
66
  let shadow = shadowCatcherBuffer[idx];
65
- let iV = max(hit - shadow.mask.b, 0.0);
67
+ let jo = max(hit - shadow.mask.b, 0.0);
66
68
 
67
69
 
68
70
  output.foreground = vec4f(
69
71
  (color.rgb - shadow.background.rgb)
70
- / select(total, iV, iV > 0.0),
72
+ / select(total, jo, jo > 0.0),
71
73
  clamp((color.a - shadow.mask.g) / total, 0.0, 1.0)
72
74
  );
73
75
  output.catcherBackground = shadow.background / total;
74
76
  ` : `output.color = vec4f(
75
77
 
76
78
 
77
- color.rgb / select(total, hit, hit > 0.0),
78
- color.a / total
79
+ vec3f(fK(color.r,normal.a,hit,1.0,true),
80
+ fK(color.g,normal.a,hit,1.0,true),
81
+ fK(color.b,normal.a,hit,1.0,true)),
82
+ fK(color.a,normal.a,hit,1.0,false)
79
83
  );
80
84
 
81
85
  output.normal = vec4f(0.0);
@@ -84,7 +88,12 @@ if (dot(normal.rgb, normal.rgb) > 0.1) {
84
88
  output.normal = vec4f(normal.rgb / total * 0.5 + 0.5, 1.0);
85
89
  }
86
90
  output.albedo = vec4f(albedo.rgb / total, clamp(hit / total, 0.0, 1.0));
87
- ${catcher ? 'output.shadowCatcher = shadowCatcherBuffer[idx].mask / total;' : ''}
91
+ ${catcher ? `let shadow = shadowCatcherBuffer[idx];
92
+
93
+
94
+
95
+ output.shadowCatcher = vec4f(shadow.mask.rgb / total,
96
+ shadow.mask.r / total * select(0.0, shadow.moments.z / shadow.moments.w, shadow.moments.w > 0.0));` : ''}
88
97
  `}
89
98
  return output;
90
99
  }
@@ -1 +1 @@
1
- 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{ getTargetShaderCache } from './WGPUShaderCache.js';\nimport { textureBytes } from './gpuMemory.js';\nimport shadowCatcherAccumulationWGSL from './wgsl/chunks/shadowCatcherAccumulation.wgsl.js';\nimport { fullScreenQuadVertexShaderWGSL } from './WGPUFullQuadPass.js';\n\nexport function createNormalizeRayTraceOutputWGSL(layers = false, catcher = true) {\n return /* wgsl */ `\n@group(0) @binding(0) var<storage, read> colorBuffer: array<vec4f>;\n@group(0) @binding(1) var<storage, read> normalBuffer: array<vec4f>;\n@group(0) @binding(2) var<storage, read> albedoBuffer: array<vec4f>;\n${shadowCatcherAccumulationWGSL}\n@group(0) @binding(3) var<storage, read> shadowCatcherBuffer: array<ShadowCatcherAccumulation>;\n\n@group(1) @binding(0) var<uniform> sampleCount: f32;\n@group(1) @binding(1) var<uniform> sampleTileGrid: vec2u;\n\noverride outputWidth: f32;\noverride outputHeight: f32;\n\nstruct FSOutput {\n ${layers ? `@location(0) foreground: vec4f,\n @location(1) catcherBackground: vec4f` : `@location(0) color: vec4f,\n @location(1) normal: vec4f,\n @location(2) albedo: vec4f${catcher ? ',\\n @location(3) shadowCatcher: vec4f' : ''}`}\n}\n@fragment\nfn main(@builtin(position) coord: vec4f) -> FSOutput {\n let size = vec2u(u32(outputWidth), u32(outputHeight));\n let pixel = vec2u(u32(coord.x), size.y - u32(coord.y) - 1u);\n var idx = pixel.x + pixel.y * size.x;\n // Tiles are interleaved pixel grids, not contiguous rectangles. The first\n // tile samples (0, 0) of every grid cell across the current camera image.\n // Reconstruct only pixels not yet sampled, until the first sweep completes;\n // never write these display estimates back into the accumulated ray buffers.\n if (sampleCount < 1.0 && normalBuffer[idx].a <= 0.0) {\n let grid = max(sampleTileGrid, vec2u(1u));\n let nearest = min(\n ((pixel + grid / 2u) / grid) * grid,\n ((size - vec2u(1u)) / grid) * grid\n );\n let nearestIdx = nearest.x + nearest.y * size.x;\n if (normalBuffer[nearestIdx].a > 0.0) {\n idx = nearestIdx;\n }\n }\n var output: FSOutput;\n if (normalBuffer[idx].a <= 0.0) {\n ${layers ? `output.foreground = vec4f(0.0);\n output.catcherBackground = vec4f(0.0);` : `output.color = vec4f(0.0);\n output.normal = vec4f(0.0);\n output.albedo = vec4f(0.0);\n ${catcher ? 'output.shadowCatcher = vec4f(0.0);' : ''}`}\n return output;\n }\n let color = colorBuffer[idx];\n let normal = normalBuffer[idx];\n let albedo = albedoBuffer[idx];\n let hit = albedo.a;\n // The CPU count covers completed sweeps and is still zero during the first\n // interleaved sample. Use the actual per-pixel count, including for misses.\n // Empty pixels must remain finite: NaN alpha can poison float HDR output\n // even when its canvas uses opaque compositing.\n let total = max(normal.a, 1.0);\n ${layers ? `\n let shadow = shadowCatcherBuffer[idx];\n let foregroundHit = max(hit - shadow.mask.b, 0.0);\n // Separated background includes flat primary misses as well as catcher\n // samples. Neither belongs in the hit-normalized geometry color/alpha.\n output.foreground = vec4f(\n (color.rgb - shadow.background.rgb)\n / select(total, foregroundHit, foregroundHit > 0.0),\n clamp((color.a - shadow.mask.g) / total, 0.0, 1.0)\n );\n output.catcherBackground = shadow.background / total;\n ` : `output.color = vec4f(\n // average the color by hit count.\n // So the antialised edge color will be correct when having transparent background\n color.rgb / select(total, hit, hit > 0.0),\n color.a / total\n );\n\n output.normal = vec4f(0.0);\n // Normalize to 0 - 1\n if (dot(normal.rgb, normal.rgb) > 0.1) {\n output.normal = vec4f(normal.rgb / total * 0.5 + 0.5, 1.0);\n }\n output.albedo = vec4f(albedo.rgb / total, clamp(hit / total, 0.0, 1.0));\n ${catcher ? 'output.shadowCatcher = shadowCatcherBuffer[idx].mask / total;' : ''}\n `}\n return output;\n}\n`;\n}\n\ntype RayTraceOutput = 'color' | 'normal' | 'albedo' | 'shadowCatcher'\n | 'foreground' | 'catcherBackground';\ntype RayTraceBuffers = {\n color: GPUBuffer;\n normal: GPUBuffer;\n albedo: GPUBuffer;\n shadowCatcher: GPUBuffer;\n shadowCatcherOffset?: number;\n};\n\nexport class WGPURayTraceOutputPass {\n private _device: GPUDevice;\n\n private _pipeline!: GPURenderPipeline;\n private _layersPipeline!: GPURenderPipeline;\n private _foregroundTexture!: GPUTexture;\n private _catcherBackgroundTexture!: GPUTexture;\n private _colorTexture!: GPUTexture;\n private _normalTexture!: GPUTexture;\n private _albedoTexture!: GPUTexture;\n private _shadowCatcherTexture!: GPUTexture;\n private _uniformBindGroup!: GPUBindGroup;\n\n private _uniformsBuffers;\n\n private _width = 1;\n private _height = 1;\n\n private _hasCatcher = false;\n private _needsUpdatePipeline = true;\n\n constructor(device: GPUDevice, private readonly zeroTexture?: GPUTexture) {\n this._device = device;\n this._uniformsBuffers = {\n sampleCount: device.createBuffer({\n size: 4,\n usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n }),\n sampleTileGrid: device.createBuffer({\n size: 8,\n usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n })\n };\n }\n\n private readonly _retainedOutputs = new Set<GPUTexture>();\n retainOutput(texture: GPUTexture) {\n const owned = ['color', 'normal', 'albedo', 'shadowCatcher', 'foreground', 'catcherBackground'] as const;\n if (owned.some(label => this.getOutput(label) === texture)) this._retainedOutputs.add(texture);\n }\n releaseOutput(texture: GPUTexture) {\n if (!this._retainedOutputs.delete(texture)) return;\n const owned = ['color', 'normal', 'albedo', 'shadowCatcher', 'foreground', 'catcherBackground'] as const;\n if (!owned.some(label => this.getOutput(label) === texture)) {\n void this._device.queue.onSubmittedWorkDone().catch(() => undefined).then(() => texture.destroy());\n }\n }\n\n getOutput(label: RayTraceOutput): GPUTexture {\n\n return this[`_${label}Texture`] ?? this.zeroTexture!;\n }\n\n private _createTextures() {\n const { _device: device, _width: width, _height: height } = this;\n const textureDescriptor: GPUTextureDescriptor = {\n size: {\n width,\n height,\n depthOrArrayLayers: 1\n },\n format: 'rgba8unorm',\n usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING |\n GPUTextureUsage.COPY_SRC\n };\n this._destroyTextures();\n this._colorTexture = device.createTexture({\n ...textureDescriptor,\n label: 'Ray Trace Color',\n format: 'rgba16float',\n usage:\n GPUTextureUsage.RENDER_ATTACHMENT |\n GPUTextureUsage.TEXTURE_BINDING |\n GPUTextureUsage.COPY_SRC\n });\n this._normalTexture = device.createTexture({\n ...textureDescriptor,\n label: 'Ray Trace Normal',\n usage: textureDescriptor.usage | GPUTextureUsage.COPY_SRC\n });\n this._albedoTexture = device.createTexture({\n ...textureDescriptor,\n label: 'Ray Trace Albedo'\n });\n if (this._hasCatcher) {\n this._foregroundTexture = device.createTexture({\n ...textureDescriptor,\n label: 'Ray Trace Foreground',\n format: 'rgba16float'\n });\n this._catcherBackgroundTexture = device.createTexture({\n ...textureDescriptor,\n label: 'Ray Trace Catcher Background',\n format: 'rgba16float'\n });\n this._shadowCatcherTexture = device.createTexture({\n ...textureDescriptor,\n label: 'Ray Trace Shadow Catcher',\n format: 'rgba16float'\n });\n } else {\n this._foregroundTexture = this._catcherBackgroundTexture = this._shadowCatcherTexture = undefined!;\n }\n }\n\n private _updateBindGroups() {\n const device = this._device;\n this._uniformBindGroup = device.createBindGroup({\n layout: this._pipeline.getBindGroupLayout(1),\n entries: [\n {\n binding: 0,\n resource: {\n buffer: this._uniformsBuffers.sampleCount\n }\n },\n {\n binding: 1,\n resource: {\n buffer: this._uniformsBuffers.sampleTileGrid\n }\n }\n ]\n });\n }\n\n private _updatePipeline() {\n if (!this._needsUpdatePipeline) {\n return;\n }\n this._needsUpdatePipeline = false;\n const device = this._device;\n\n this._pipeline = getTargetShaderCache(device).createRenderPipeline({\n label: 'rayTraceOutput',\n layout: 'auto',\n vertex: {\n module: getTargetShaderCache(device).createShaderModule({\n code: fullScreenQuadVertexShaderWGSL\n }),\n entryPoint: 'main'\n },\n fragment: {\n module: getTargetShaderCache(device).createShaderModule({\n code: createNormalizeRayTraceOutputWGSL(false, this._hasCatcher)\n }),\n entryPoint: 'main',\n targets: [\n {\n format: 'rgba16float'\n },\n {\n format: 'rgba8unorm'\n },\n {\n format: 'rgba8unorm'\n },\n ...(this._hasCatcher ? [{format: 'rgba16float' as const}] : [])\n ],\n constants: {\n outputWidth: this._width,\n outputHeight: this._height\n }\n }\n });\n\n if (this._hasCatcher) this._layersPipeline = getTargetShaderCache(device).createRenderPipeline({\n label: 'rayTraceLayers',\n layout: 'auto',\n vertex: {\n module: getTargetShaderCache(device).createShaderModule({ code: fullScreenQuadVertexShaderWGSL }),\n entryPoint: 'main'\n },\n fragment: {\n module: getTargetShaderCache(device).createShaderModule({ code: createNormalizeRayTraceOutputWGSL(true) }),\n entryPoint: 'main',\n targets: [{ format: 'rgba16float' }, { format: 'rgba16float' }],\n constants: { outputWidth: this._width, outputHeight: this._height }\n }\n });\n this._updateBindGroups();\n }\n\n setSize(width: number, height: number) {\n if (\n this._width !== width ||\n this._height !== height ||\n !this._colorTexture\n ) {\n this._width = width;\n this._height = height;\n this._createTextures();\n this._needsUpdatePipeline = true;\n }\n }\n\n setSampleCount(sampleCount: number) {\n this._device.queue.writeBuffer(\n this._uniformsBuffers.sampleCount,\n 0,\n new Float32Array([sampleCount])\n );\n }\n\n setSampleTileGrid(columns: number, rows: number) {\n this._device.queue.writeBuffer(\n this._uniformsBuffers.sampleTileGrid,\n 0,\n new Uint32Array([columns, rows])\n );\n }\n\n createPass(\n encoder: GPUCommandEncoder,\n inputBuffers: RayTraceBuffers,\n separateCatcher = false\n ) {\n if (this._hasCatcher !== separateCatcher) {\n this._hasCatcher = separateCatcher; this._createTextures(); this._needsUpdatePipeline = true;\n }\n this._updatePipeline();\n this._createOutputPass(encoder, inputBuffers, false);\n if (separateCatcher) this._createOutputPass(encoder, inputBuffers, true);\n }\n\n private _createOutputPass(\n encoder: GPUCommandEncoder,\n inputBuffers: RayTraceBuffers,\n layers: boolean\n ) {\n const pipeline = layers ? this._layersPipeline : this._pipeline;\n const textures = layers\n ? [this._foregroundTexture, this._catcherBackgroundTexture]\n : [this._colorTexture, this._normalTexture, this._albedoTexture, ...(this._hasCatcher ? [this._shadowCatcherTexture] : [])];\n const pass = encoder.beginRenderPass({\n colorAttachments: textures.map((texture) => ({\n view: texture.createView(),\n loadValue: { r: 0, g: 0, b: 0, a: 0 },\n storeOp: 'store',\n loadOp: 'clear'\n }))\n });\n pass.setPipeline(pipeline);\n\n pass.setBindGroup(\n 0,\n this._device.createBindGroup({\n label: 'rayTraceOutput',\n layout: pipeline.getBindGroupLayout(0),\n entries: [\n inputBuffers.color,\n inputBuffers.normal,\n inputBuffers.albedo,\n inputBuffers.shadowCatcher\n ].map((buffer, idx) => ({\n binding: idx,\n resource: {\n buffer,\n ...(idx === 3 ? { offset: inputBuffers.shadowCatcherOffset ?? 0 } : {})\n }\n })).filter(entry => entry.binding < 3 || this._hasCatcher || layers)\n })\n );\n pass.setBindGroup(1, layers ? this._device.createBindGroup({\n layout: pipeline.getBindGroupLayout(1),\n entries: Object.values(this._uniformsBuffers).map((buffer, binding) => ({\n binding, resource: { buffer }\n }))\n }) : this._uniformBindGroup);\n\n pass.draw(6, 1, 0, 0);\n pass.end();\n\n }\n\n private _destroyTextures() {\n if (!this._colorTexture) return;\n\n // These textures are also OIDN inputs. A resolution or preview-mode\n // change can replace them immediately after a denoising command buffer\n // was submitted. Keep the old resources alive until all work submitted so\n // far has completed; destroying them synchronously can make Dawn validate\n // the pending submit against an already-destroyed texture.\n const textures = [\n this._colorTexture,\n this._normalTexture,\n this._albedoTexture,\n this._shadowCatcherTexture,\n this._foregroundTexture,\n this._catcherBackgroundTexture\n ].filter((texture): texture is GPUTexture => !!texture && !this._retainedOutputs.has(texture));\n void this._device.queue\n .onSubmittedWorkDone()\n .catch(() => undefined)\n .then(() => textures.forEach((texture) => texture.destroy()));\n }\n\n getMemoryBytes() {\n const textures = ['color', 'normal', 'albedo', 'shadowCatcher', 'foreground', 'catcherBackground'] as const;\n return Object.values(this._uniformsBuffers).reduce((sum, buffer) => sum + buffer.size, 0)\n + Array.from(new Set([...textures.map(label => this[`_${label}Texture`]), ...this._retainedOutputs]))\n .reduce((sum, texture) => sum + textureBytes(texture), 0);\n }\n\n dispose() {\n const retained = Array.from(this._retainedOutputs);\n void this._device.queue.onSubmittedWorkDone().catch(() => undefined).then(() => retained.forEach(texture => texture.destroy()));\n this._destroyTextures();\n this._retainedOutputs.clear();\n Object.keys(this._uniformsBuffers).forEach((key) => {\n (this._uniformsBuffers as any)[key].destroy();\n });\n }\n}\n"]}
1
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{hdrResolveWGSL} from './wgsl/compose.frag.wgsl.js';\nimport { getTargetShaderCache } from './WGPUShaderCache.js';\nimport { textureBytes } from './gpuMemory.js';\nimport shadowCatcherAccumulationWGSL from './wgsl/chunks/shadowCatcherAccumulation.wgsl.js';\nimport { fullScreenQuadVertexShaderWGSL } from './WGPUFullQuadPass.js';\n\nexport function createNormalizeRayTraceOutputWGSL(layers = false, catcher = true) {\n return /* wgsl */ `\n${hdrResolveWGSL}\n@group(0) @binding(0) var<storage, read> colorBuffer: array<vec4f>;\n@group(0) @binding(1) var<storage, read> normalBuffer: array<vec4f>;\n@group(0) @binding(2) var<storage, read> albedoBuffer: array<vec4f>;\n${shadowCatcherAccumulationWGSL}\n@group(0) @binding(3) var<storage, read> shadowCatcherBuffer: array<ShadowCatcherAccumulation>;\n\n@group(1) @binding(0) var<uniform> sampleCount: f32;\n@group(1) @binding(1) var<uniform> sampleTileGrid: vec2u;\n\noverride outputWidth: f32;\noverride outputHeight: f32;\n\nstruct FSOutput {\n ${layers ? `@location(0) foreground: vec4f,\n @location(1) catcherBackground: vec4f` : `@location(0) color: vec4f,\n @location(1) normal: vec4f,\n @location(2) albedo: vec4f${catcher ? ',\\n @location(3) shadowCatcher: vec4f' : ''}`}\n}\n@fragment\nfn main(@builtin(position) coord: vec4f) -> FSOutput {\n let size = vec2u(u32(outputWidth), u32(outputHeight));\n let pixel = vec2u(u32(coord.x), size.y - u32(coord.y) - 1u);\n var idx = pixel.x + pixel.y * size.x;\n // Tiles are interleaved pixel grids, not contiguous rectangles. The first\n // tile samples (0, 0) of every grid cell across the current camera image.\n // Reconstruct only pixels not yet sampled, until the first sweep completes;\n // never write these display estimates back into the accumulated ray buffers.\n if (sampleCount < 1.0 && normalBuffer[idx].a <= 0.0) {\n let grid = max(sampleTileGrid, vec2u(1u));\n let nearest = min(\n ((pixel + grid / 2u) / grid) * grid,\n ((size - vec2u(1u)) / grid) * grid\n );\n let nearestIdx = nearest.x + nearest.y * size.x;\n if (normalBuffer[nearestIdx].a > 0.0) {\n idx = nearestIdx;\n }\n }\n var output: FSOutput;\n if (normalBuffer[idx].a <= 0.0) {\n ${layers ? `output.foreground = vec4f(0.0);\n output.catcherBackground = vec4f(0.0);` : `output.color = vec4f(0.0);\n output.normal = vec4f(0.0);\n output.albedo = vec4f(0.0);\n ${catcher ? 'output.shadowCatcher = vec4f(0.0);' : ''}`}\n return output;\n }\n let color = colorBuffer[idx];\n let normal = normalBuffer[idx];\n let albedo = albedoBuffer[idx];\n let hit = albedo.a;\n // The CPU count covers completed sweeps and is still zero during the first\n // interleaved sample. Use the actual per-pixel count, including for misses.\n // Empty pixels must remain finite: NaN alpha can poison float HDR output\n // even when its canvas uses opaque compositing.\n let total = max(normal.a, 1.0);\n ${layers ? `\n let shadow = shadowCatcherBuffer[idx];\n let foregroundHit = max(hit - shadow.mask.b, 0.0);\n // Separated background includes flat primary misses as well as catcher\n // samples. Neither belongs in the hit-normalized geometry color/alpha.\n output.foreground = vec4f(\n (color.rgb - shadow.background.rgb)\n / select(total, foregroundHit, foregroundHit > 0.0),\n clamp((color.a - shadow.mask.g) / total, 0.0, 1.0)\n );\n output.catcherBackground = shadow.background / total;\n ` : `output.color = vec4f(\n // average the color by hit count.\n // So the antialised edge color will be correct when having transparent background\n vec3f(hdr_resolve_component(color.r,normal.a,hit,1.0,true),\n hdr_resolve_component(color.g,normal.a,hit,1.0,true),\n hdr_resolve_component(color.b,normal.a,hit,1.0,true)),\n hdr_resolve_component(color.a,normal.a,hit,1.0,false)\n );\n\n output.normal = vec4f(0.0);\n // Normalize to 0 - 1\n if (dot(normal.rgb, normal.rgb) > 0.1) {\n output.normal = vec4f(normal.rgb / total * 0.5 + 0.5, 1.0);\n }\n output.albedo = vec4f(albedo.rgb / total, clamp(hit / total, 0.0, 1.0));\n ${catcher ? `let shadow = shadowCatcherBuffer[idx];\n // Opacity is the ratio of the summed occluded and total light sample\n // counts; a per-sample ratio average would keep its low-sample bias. Alpha\n // carries it scaled by coverage, as composition expects.\n output.shadowCatcher = vec4f(shadow.mask.rgb / total,\n shadow.mask.r / total * select(0.0, shadow.moments.z / shadow.moments.w, shadow.moments.w > 0.0));` : ''}\n `}\n return output;\n}\n`;\n}\n\ntype RayTraceOutput = 'color' | 'normal' | 'albedo' | 'shadowCatcher'\n | 'foreground' | 'catcherBackground';\ntype RayTraceBuffers = {\n color: GPUBuffer;\n normal: GPUBuffer;\n albedo: GPUBuffer;\n shadowCatcher: GPUBuffer;\n shadowCatcherOffset?: number;\n};\n\nexport class WGPURayTraceOutputPass {\n private _device: GPUDevice;\n\n private _pipeline!: GPURenderPipeline;\n private _layersPipeline!: GPURenderPipeline;\n private _foregroundTexture!: GPUTexture;\n private _catcherBackgroundTexture!: GPUTexture;\n private _colorTexture!: GPUTexture;\n private _normalTexture!: GPUTexture;\n private _albedoTexture!: GPUTexture;\n private _shadowCatcherTexture!: GPUTexture;\n private _uniformBindGroup!: GPUBindGroup;\n\n private _uniformsBuffers;\n\n private _width = 1;\n private _height = 1;\n\n private _hasCatcher = false;\n private _needsUpdatePipeline = true;\n\n constructor(device: GPUDevice, private readonly zeroTexture?: GPUTexture) {\n this._device = device;\n this._uniformsBuffers = {\n sampleCount: device.createBuffer({\n size: 4,\n usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n }),\n sampleTileGrid: device.createBuffer({\n size: 8,\n usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n })\n };\n }\n\n private readonly _retainedOutputs = new Set<GPUTexture>();\n retainOutput(texture: GPUTexture) {\n const owned = ['color', 'normal', 'albedo', 'shadowCatcher', 'foreground', 'catcherBackground'] as const;\n if (owned.some(label => this.getOutput(label) === texture)) this._retainedOutputs.add(texture);\n }\n releaseOutput(texture: GPUTexture) {\n if (!this._retainedOutputs.delete(texture)) return;\n const owned = ['color', 'normal', 'albedo', 'shadowCatcher', 'foreground', 'catcherBackground'] as const;\n if (!owned.some(label => this.getOutput(label) === texture)) {\n void this._device.queue.onSubmittedWorkDone().catch(() => undefined).then(() => texture.destroy());\n }\n }\n\n getOutput(label: RayTraceOutput): GPUTexture {\n\n return this[`_${label}Texture`] ?? this.zeroTexture!;\n }\n\n private _createTextures() {\n const { _device: device, _width: width, _height: height } = this;\n const textureDescriptor: GPUTextureDescriptor = {\n size: {\n width,\n height,\n depthOrArrayLayers: 1\n },\n format: 'rgba8unorm',\n usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING |\n GPUTextureUsage.COPY_SRC\n };\n this._destroyTextures();\n this._colorTexture = device.createTexture({\n ...textureDescriptor,\n label: 'Ray Trace Color',\n format: 'rgba16float',\n usage:\n GPUTextureUsage.RENDER_ATTACHMENT |\n GPUTextureUsage.TEXTURE_BINDING |\n GPUTextureUsage.COPY_SRC\n });\n this._normalTexture = device.createTexture({\n ...textureDescriptor,\n label: 'Ray Trace Normal',\n usage: textureDescriptor.usage | GPUTextureUsage.COPY_SRC\n });\n this._albedoTexture = device.createTexture({\n ...textureDescriptor,\n label: 'Ray Trace Albedo'\n });\n if (this._hasCatcher) {\n this._foregroundTexture = device.createTexture({\n ...textureDescriptor,\n label: 'Ray Trace Foreground',\n format: 'rgba16float'\n });\n this._catcherBackgroundTexture = device.createTexture({\n ...textureDescriptor,\n label: 'Ray Trace Catcher Background',\n format: 'rgba16float'\n });\n this._shadowCatcherTexture = device.createTexture({\n ...textureDescriptor,\n label: 'Ray Trace Shadow Catcher',\n format: 'rgba16float'\n });\n } else {\n this._foregroundTexture = this._catcherBackgroundTexture = this._shadowCatcherTexture = undefined!;\n }\n }\n\n private _updateBindGroups() {\n const device = this._device;\n this._uniformBindGroup = device.createBindGroup({\n layout: this._pipeline.getBindGroupLayout(1),\n entries: [\n {\n binding: 0,\n resource: {\n buffer: this._uniformsBuffers.sampleCount\n }\n },\n {\n binding: 1,\n resource: {\n buffer: this._uniformsBuffers.sampleTileGrid\n }\n }\n ]\n });\n }\n\n private _updatePipeline() {\n if (!this._needsUpdatePipeline) {\n return;\n }\n this._needsUpdatePipeline = false;\n const device = this._device;\n\n this._pipeline = getTargetShaderCache(device).createRenderPipeline({\n label: 'rayTraceOutput',\n layout: 'auto',\n vertex: {\n module: getTargetShaderCache(device).createShaderModule({\n code: fullScreenQuadVertexShaderWGSL\n }),\n entryPoint: 'main'\n },\n fragment: {\n module: getTargetShaderCache(device).createShaderModule({\n code: createNormalizeRayTraceOutputWGSL(false, this._hasCatcher)\n }),\n entryPoint: 'main',\n targets: [\n {\n format: 'rgba16float'\n },\n {\n format: 'rgba8unorm'\n },\n {\n format: 'rgba8unorm'\n },\n ...(this._hasCatcher ? [{format: 'rgba16float' as const}] : [])\n ],\n constants: {\n outputWidth: this._width,\n outputHeight: this._height\n }\n }\n });\n\n if (this._hasCatcher) this._layersPipeline = getTargetShaderCache(device).createRenderPipeline({\n label: 'rayTraceLayers',\n layout: 'auto',\n vertex: {\n module: getTargetShaderCache(device).createShaderModule({ code: fullScreenQuadVertexShaderWGSL }),\n entryPoint: 'main'\n },\n fragment: {\n module: getTargetShaderCache(device).createShaderModule({ code: createNormalizeRayTraceOutputWGSL(true) }),\n entryPoint: 'main',\n targets: [{ format: 'rgba16float' }, { format: 'rgba16float' }],\n constants: { outputWidth: this._width, outputHeight: this._height }\n }\n });\n this._updateBindGroups();\n }\n\n setSize(width: number, height: number) {\n if (\n this._width !== width ||\n this._height !== height ||\n !this._colorTexture\n ) {\n this._width = width;\n this._height = height;\n this._createTextures();\n this._needsUpdatePipeline = true;\n }\n }\n\n setSampleCount(sampleCount: number) {\n this._device.queue.writeBuffer(\n this._uniformsBuffers.sampleCount,\n 0,\n new Float32Array([sampleCount])\n );\n }\n\n setSampleTileGrid(columns: number, rows: number) {\n this._device.queue.writeBuffer(\n this._uniformsBuffers.sampleTileGrid,\n 0,\n new Uint32Array([columns, rows])\n );\n }\n\n createPass(\n encoder: GPUCommandEncoder,\n inputBuffers: RayTraceBuffers,\n separateCatcher = false\n ) {\n if (this._hasCatcher !== separateCatcher) {\n this._hasCatcher = separateCatcher; this._createTextures(); this._needsUpdatePipeline = true;\n }\n this._updatePipeline();\n this._createOutputPass(encoder, inputBuffers, false);\n if (separateCatcher) this._createOutputPass(encoder, inputBuffers, true);\n }\n\n private _createOutputPass(\n encoder: GPUCommandEncoder,\n inputBuffers: RayTraceBuffers,\n layers: boolean\n ) {\n const pipeline = layers ? this._layersPipeline : this._pipeline;\n const textures = layers\n ? [this._foregroundTexture, this._catcherBackgroundTexture]\n : [this._colorTexture, this._normalTexture, this._albedoTexture, ...(this._hasCatcher ? [this._shadowCatcherTexture] : [])];\n const pass = encoder.beginRenderPass({\n colorAttachments: textures.map((texture) => ({\n view: texture.createView(),\n loadValue: { r: 0, g: 0, b: 0, a: 0 },\n storeOp: 'store',\n loadOp: 'clear'\n }))\n });\n pass.setPipeline(pipeline);\n\n pass.setBindGroup(\n 0,\n this._device.createBindGroup({\n label: 'rayTraceOutput',\n layout: pipeline.getBindGroupLayout(0),\n entries: [\n inputBuffers.color,\n inputBuffers.normal,\n inputBuffers.albedo,\n inputBuffers.shadowCatcher\n ].map((buffer, idx) => ({\n binding: idx,\n resource: {\n buffer,\n ...(idx === 3 ? { offset: inputBuffers.shadowCatcherOffset ?? 0 } : {})\n }\n })).filter(entry => entry.binding < 3 || this._hasCatcher || layers)\n })\n );\n pass.setBindGroup(1, layers ? this._device.createBindGroup({\n layout: pipeline.getBindGroupLayout(1),\n entries: Object.values(this._uniformsBuffers).map((buffer, binding) => ({\n binding, resource: { buffer }\n }))\n }) : this._uniformBindGroup);\n\n pass.draw(6, 1, 0, 0);\n pass.end();\n\n }\n\n private _destroyTextures() {\n if (!this._colorTexture) return;\n\n // These textures are also OIDN inputs. A resolution or preview-mode\n // change can replace them immediately after a denoising command buffer\n // was submitted. Keep the old resources alive until all work submitted so\n // far has completed; destroying them synchronously can make Dawn validate\n // the pending submit against an already-destroyed texture.\n const textures = [\n this._colorTexture,\n this._normalTexture,\n this._albedoTexture,\n this._shadowCatcherTexture,\n this._foregroundTexture,\n this._catcherBackgroundTexture\n ].filter((texture): texture is GPUTexture => !!texture && !this._retainedOutputs.has(texture));\n void this._device.queue\n .onSubmittedWorkDone()\n .catch(() => undefined)\n .then(() => textures.forEach((texture) => texture.destroy()));\n }\n\n getMemoryBytes() {\n const textures = ['color', 'normal', 'albedo', 'shadowCatcher', 'foreground', 'catcherBackground'] as const;\n return Object.values(this._uniformsBuffers).reduce((sum, buffer) => sum + buffer.size, 0)\n + Array.from(new Set([...textures.map(label => this[`_${label}Texture`]), ...this._retainedOutputs]))\n .reduce((sum, texture) => sum + textureBytes(texture), 0);\n }\n\n dispose() {\n const retained = Array.from(this._retainedOutputs);\n void this._device.queue.onSubmittedWorkDone().catch(() => undefined).then(() => retained.forEach(texture => texture.destroy()));\n this._destroyTextures();\n this._retainedOutputs.clear();\n Object.keys(this._uniformsBuffers).forEach((key) => {\n (this._uniformsBuffers as any)[key].destroy();\n });\n }\n}\n"]}
@@ -1,11 +1,14 @@
1
- import { type SamplingPattern } from './sampling.js';
1
+ import { WGPUAov } from './WGPUAov.js';
2
+ import { type AovKind } from './aov.js';
3
+ import { type MaterialTextureSelection } from './wgpuBindless.js';
4
+ import type { SamplingPattern } from './sampling.js';
2
5
  import { type DepthSampleArea } from './depthQuery.js';
3
6
  import Mesh from '../scene/Mesh.js';
4
7
  import DirectionalLight from '../scene/DirectionalLight.js';
5
8
  import SphereLight from '../scene/SphereLight.js';
6
9
  import RectLight from '../scene/RectLight.js';
7
10
  import SpotLight from '../scene/SpotLight.js';
8
- import { SceneBackground, SceneLight } from '../scene/Scene.js';
11
+ import type { SceneBackground, SceneLight } from '../scene/Scene.js';
9
12
  import Camera from '../scene/Camera.js';
10
13
  import Geometry from '../scene/Geometry.js';
11
14
  import OpenPBRMaterial from '../scene/OpenPBRMaterial.js';
@@ -25,44 +28,11 @@ export declare function getWebGPUErrorMessage(error: unknown): string;
25
28
  export declare function shaderSourceFingerprint(source: string): string;
26
29
  export declare function isWebGPUPipelineSpecializationFailure(...errors: unknown[]): boolean;
27
30
  /** CPU-side views over the `RayTraceUniform` WGSL struct. */
28
- export declare function makeRayTraceUniform(): {
29
- buffer: ArrayBuffer;
30
- views: {
31
- outputSize: Float32Array<ArrayBuffer>;
32
- sampleCount: Float32Array<ArrayBuffer>;
33
- scaleOffset: Float32Array<ArrayBuffer>;
34
- lightsCount: Int32Array<ArrayBuffer>;
35
- transmissiveOutputAlphaMin: Float32Array<ArrayBuffer>;
36
- jitter: Float32Array<ArrayBuffer>;
37
- backgroundColor: Float32Array<ArrayBuffer>;
38
- groundedBackgroundParams: Float32Array<ArrayBuffer>;
39
- groundedBackgroundCenter: Float32Array<ArrayBuffer>;
40
- blasOffset: Int32Array<ArrayBuffer>;
41
- isEmpty: Int32Array<ArrayBuffer>;
42
- bevel: Int32Array<ArrayBuffer>;
43
- dispersionWavelengths: Int32Array<ArrayBuffer>;
44
- envLightPmf: Float32Array<ArrayBuffer>;
45
- lightChoiceCount: Int32Array<ArrayBuffer>;
46
- lightWeightTotal: Float32Array<ArrayBuffer>;
47
- lightSamplingTextureWidth: Int32Array<ArrayBuffer>;
48
- lightChoiceTexelOffset: Int32Array<ArrayBuffer>;
49
- bounces: Int32Array<ArrayBuffer>;
50
- varianceMoments: Int32Array<ArrayBuffer>;
51
- adaptiveSampling: Int32Array<ArrayBuffer>;
52
- clamping: Float32Array<ArrayBuffer>;
53
- directLightCandidates: Int32Array<ArrayBuffer>;
54
- backgroundFlags: Int32Array<ArrayBuffer>;
55
- loopUnrollGuard: Uint32Array<ArrayBuffer>;
56
- sceneFeatureFlags: Uint32Array<ArrayBuffer>;
57
- sequenceSeed: Uint32Array<ArrayBuffer>;
58
- zSobolLogSPP: Uint32Array<ArrayBuffer>;
59
- sampleSequenceOffset: Uint32Array<ArrayBuffer>;
60
- environmentRotation: Float32Array<ArrayBuffer>;
61
- backgroundMapTransform: Float32Array<ArrayBuffer>;
62
- };
63
- };
31
+ export { makeRayTraceUniform } from './wgpuSceneUniform.js';
64
32
  export declare function packAnalyticsLightsToBuffer(lights: AnalyticLight[], texturesIndices: number[], selectionPmfs: number[], iesProfileTexelOffsets?: ArrayLike<number>): Float32Array<ArrayBuffer>;
65
33
  declare class WGPURayTracePass {
34
+ private _textureSelection;
35
+ private _aovPrimitiveCache;
66
36
  private _device;
67
37
  private _rayTracePipeline?;
68
38
  private _targetAspect;
@@ -76,6 +46,9 @@ declare class WGPURayTracePass {
76
46
  private _materialChanges;
77
47
  private _pendingMaterialUpdate?;
78
48
  private _materialData;
49
+ private _bindless?;
50
+ private _retiredBindless;
51
+ private _disposed;
79
52
  private _maxTextureArrayBytes;
80
53
  private _pendingGeometryUpdates;
81
54
  private _needsUpdateMeshData;
@@ -118,6 +91,7 @@ declare class WGPURayTracePass {
118
91
  private _instancesBuffer?;
119
92
  private _emissiveCache;
120
93
  private _lightChoices;
94
+ private _shadowCatcherLightChoices;
121
95
  private _lightSamplingData?;
122
96
  private _lightSamplingScratch?;
123
97
  private _lightSamplingTriangleCount;
@@ -133,6 +107,8 @@ declare class WGPURayTracePass {
133
107
  private _envImageSource;
134
108
  private _envTex?;
135
109
  private _envDistributionTex?;
110
+ private _envDistribution?;
111
+ private _skyBaker?;
136
112
  private _backgroundImageSource;
137
113
  private _backgroundTex?;
138
114
  private _rayTracePipelineLayout?;
@@ -145,8 +121,12 @@ declare class WGPURayTracePass {
145
121
  private _compiledSceneHasAlpha;
146
122
  private _alphaBlendStrategy;
147
123
  private _constants;
124
+ private _retainedShaderCapabilities?;
125
+ private _retainedShaderStructure?;
126
+ private _shaderCapabilities;
148
127
  private _prevPipelineConstants;
149
128
  private _prevDefinesCode;
129
+ private _prevPipelineInputs?;
150
130
  private _hasTransmission;
151
131
  private _hasShadowCatcher;
152
132
  private _hasDisplacement;
@@ -161,6 +141,7 @@ declare class WGPURayTracePass {
161
141
  private _focusDistance;
162
142
  private _needsUpdateBindGroups;
163
143
  private _computeShaderModule?;
144
+ private _aovPipelines;
164
145
  private _depthCompute?;
165
146
  private _depthTracePipeline?;
166
147
  private _depthPipeline?;
@@ -171,7 +152,7 @@ declare class WGPURayTracePass {
171
152
  private _pipelineError;
172
153
  private _bakePipelineConstants;
173
154
  private _failedPipelineSignature?;
174
- constructor(device: GPUDevice);
155
+ constructor(device: GPUDevice, _textureSelection?: MaterialTextureSelection);
175
156
  getOutputBuffer(): {
176
157
  color: GPUBuffer;
177
158
  normal: GPUBuffer;
@@ -189,6 +170,9 @@ declare class WGPURayTracePass {
189
170
  private _updateGPUBuffer;
190
171
  private _uniformBuffer;
191
172
  updatePipeline(): Promise<void>;
173
+ private _prepareAovPipelines;
174
+ prepareAovs(kinds: readonly AovKind[]): boolean;
175
+ renderAovs(state: WGPUAov, camera: Camera, samples: number, cap: number, kinds: readonly AovKind[]): boolean;
192
176
  readDepthSamples(area: DepthSampleArea, aspect?: number): Promise<Float32Array | undefined>;
193
177
  isCompilingShader(): boolean;
194
178
  isPipelineReady(): boolean;
@@ -199,7 +183,18 @@ declare class WGPURayTracePass {
199
183
  buffer: ArrayBuffer;
200
184
  }>;
201
185
  getDiagnostics(): {
202
- textureAtlas: import("./MaterialTable.js").TextureAtlasStats | undefined;
186
+ textureAtlas: import("./textureAtlas.js").TextureAtlasStats | undefined;
187
+ materialTextures: {
188
+ metadataBytes: number;
189
+ resourceTableCapacity: number;
190
+ retiredBytes: number;
191
+ textureCount: number;
192
+ estimatedBytes: number;
193
+ scale: number;
194
+ requested: "auto" | "atlas";
195
+ active: "atlas" | "bindless";
196
+ fallbackReason: string | undefined;
197
+ };
203
198
  shaderCompilation: ShaderCompilationDiagnostics | undefined;
204
199
  lightSampling: {
205
200
  emissiveTriangles: number;
@@ -269,6 +264,7 @@ declare class WGPURayTracePass {
269
264
  private _updateMeshMembership;
270
265
  private _updateMeshColors;
271
266
  private _refitMeshInstances;
267
+ private _createMaterialData;
272
268
  private _updateTextures;
273
269
  setLights(lights: SceneLight[]): void;
274
270
  private _updateViewProjInv;