@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
  351. package/lib/renderer/wgpuBindlessSource.js +51 -0
  352. package/lib/renderer/wgpuBindlessSource.js.map +1 -0
  353. package/lib/renderer/wgpuMaterialConstants.d.ts +4 -0
  354. package/lib/renderer/wgpuMaterialConstants.js +52 -0
  355. package/lib/renderer/wgpuMaterialConstants.js.map +1 -0
  356. package/lib/renderer/wgpuSceneUniform.d.ts +42 -0
  357. package/lib/renderer/wgpuSceneUniform.js +125 -0
  358. package/lib/renderer/wgpuSceneUniform.js.map +1 -0
  359. package/lib/renderer/wgpuShaderSource.d.ts +15 -0
  360. package/lib/renderer/wgpuShaderSource.js +31 -0
  361. package/lib/renderer/wgpuShaderSource.js.map +1 -0
  362. package/lib/renderer/wgsl/aovDisplay.wgsl.d.ts +1 -0
  363. package/lib/renderer/wgsl/aovDisplay.wgsl.js +70 -0
  364. package/lib/renderer/wgsl/aovDisplay.wgsl.js.map +1 -0
  365. package/lib/renderer/wgsl/aovReflectance.wgsl.d.ts +2 -0
  366. package/lib/renderer/wgsl/aovReflectance.wgsl.js +98 -0
  367. package/lib/renderer/wgsl/aovReflectance.wgsl.js.map +1 -0
  368. package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.d.ts +2 -0
  369. package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.js +135 -0
  370. package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.js.map +1 -0
  371. package/lib/renderer/wgsl/aovResolve.wgsl.d.ts +5 -0
  372. package/lib/renderer/wgsl/aovResolve.wgsl.js +38 -0
  373. package/lib/renderer/wgsl/aovResolve.wgsl.js.map +1 -0
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  375. package/lib/renderer/wgsl/aovSnapshot.wgsl.js +21 -0
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  377. package/lib/renderer/wgsl/aovTrace.wgsl.d.ts +2 -0
  378. package/lib/renderer/wgsl/aovTrace.wgsl.js +115 -0
  379. package/lib/renderer/wgsl/aovTrace.wgsl.js.map +1 -0
  380. package/lib/renderer/wgsl/bloom.wgsl.d.ts +13 -0
  381. package/lib/renderer/wgsl/bloom.wgsl.js +92 -0
  382. package/lib/renderer/wgsl/bloom.wgsl.js.map +1 -0
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  384. package/lib/renderer/wgsl/chunks/envMap.wgsl.d.ts +1 -1
  385. package/lib/renderer/wgsl/chunks/envMap.wgsl.js +43 -37
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  393. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +86 -83
  394. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -1
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  396. package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js.map +1 -1
  397. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +139 -139
  398. package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
  399. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.d.ts +2 -1
  400. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +42 -32
  401. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js.map +1 -1
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  403. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +152 -148
  404. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js.map +1 -1
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  412. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js +1 -0
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  421. package/lib/renderer/wgsl/depthQuery.wgsl.js +7 -7
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  455. package/lib/scene/Mesh.d.ts +4 -6
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  458. package/lib/scene/MeshState.d.ts +20 -0
  459. package/lib/scene/MeshState.js +35 -0
  460. package/lib/scene/MeshState.js.map +1 -0
  461. package/lib/scene/OpenPBRMaterial.d.ts +7 -169
  462. package/lib/scene/OpenPBRMaterial.js +5 -223
  463. package/lib/scene/OpenPBRMaterial.js.map +1 -1
  464. package/lib/scene/PixelTexture.d.ts +6 -0
  465. package/lib/scene/PixelTexture.js +10 -0
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  467. package/lib/scene/ProceduralSky.d.ts +24 -0
  468. package/lib/scene/ProceduralSky.js +40 -0
  469. package/lib/scene/ProceduralSky.js.map +1 -0
  470. package/lib/scene/RectLight.d.ts +2 -13
  471. package/lib/scene/RectLight.js +3 -21
  472. package/lib/scene/RectLight.js.map +1 -1
  473. package/lib/scene/RectLightState.d.ts +31 -0
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  475. package/lib/scene/RectLightState.js.map +1 -0
  476. package/lib/scene/Scene.d.ts +15 -4
  477. package/lib/scene/Scene.js.map +1 -1
  478. package/lib/scene/SceneNode.js +7 -6
  479. package/lib/scene/SceneNode.js.map +1 -1
  480. package/lib/scene/Texture.d.ts +10 -41
  481. package/lib/scene/Texture.js +4 -33
  482. package/lib/scene/Texture.js.map +1 -1
  483. package/lib/scene/TextureState.d.ts +35 -0
  484. package/lib/scene/TextureState.js +35 -0
  485. package/lib/scene/TextureState.js.map +1 -0
  486. package/lib/scene/attributeData.d.ts +4 -0
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  489. package/lib/scene/lightState.d.ts +8 -0
  490. package/lib/scene/lightState.js +2 -0
  491. package/lib/scene/lightState.js.map +1 -0
  492. package/lib/scene/openPbrSchema.d.ts +7 -12
  493. package/lib/scene/openPbrSchema.js +273 -28
  494. package/lib/scene/openPbrSchema.js.map +1 -1
  495. package/lib/scene/skyParameters.d.ts +20 -0
  496. package/lib/scene/skyParameters.js +28 -0
  497. package/lib/scene/skyParameters.js.map +1 -0
  498. package/lib/scene/textureData.d.ts +9 -0
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  504. package/lib/settings/display.d.ts +33 -0
  505. package/lib/settings/display.js +7 -0
  506. package/lib/settings/display.js.map +1 -1
  507. package/lib/settings/render.d.ts +25 -3
  508. package/lib/settings/render.js +3 -1
  509. package/lib/settings/render.js.map +1 -1
  510. package/lib/tinybvh/tinybvh.wasm +0 -0
  511. package/lib/util/commonGeometry.js +7 -7
  512. package/lib/util/commonGeometry.js.map +1 -1
  513. package/lib/util/fromTHREE.d.ts +4 -1
  514. package/lib/util/fromTHREE.js +18 -5
  515. package/lib/util/fromTHREE.js.map +1 -1
  516. package/lib/util/geometry.js +42 -29
  517. package/lib/util/geometry.js.map +1 -1
  518. package/lib/util/loadRGBE.js +3 -4
  519. package/lib/util/loadRGBE.js.map +1 -1
  520. package/lib/util/studioLighting.d.ts +18 -0
  521. package/lib/util/studioLighting.js +36 -0
  522. package/lib/util/studioLighting.js.map +1 -0
  523. package/lib/version.d.ts +1 -1
  524. package/lib/version.js +1 -1
  525. package/lib/version.js.map +1 -1
  526. package/llms.txt +4 -0
  527. package/package.json +31 -5
  528. package/lib/renderer/texturesFromMaterials.d.ts +0 -6
  529. package/lib/renderer/texturesFromMaterials.js.map +0 -1
@@ -2,41 +2,41 @@
2
2
  // http://www.pbr-book.org/3ed-2018/Light_Transport_I_Surface_Reflection/Direct_Lighting.html#EstimatingtheDirectLightingIntegral
3
3
  import { glsl } from '../../shader.js';
4
4
  export default glsl `
5
- vec3 mU(ad si, J mat, ag prepared, inout Path aa, vec3 ffnormal, bool gE) {
6
- float mD = 1.0;
7
- vec3 ln = vec3(fo(cw(LIGHT_POSITION)), dz(cw(LIGHT_SELECT)));
5
+ vec3 ta(SurfaceInteraction si, OpenPbrResolvedMaterial mat, ag prepared, inout Path aa, vec3 ffnormal, bool eM) {
6
+ float lY = 1.0;
7
+ vec3 lV = vec3(dZ(cE(LIGHT_POSITION)), dp(cE(LIGHT_SELECT)));
8
8
 
9
9
  LightSampleRec lightSample;
10
- sampleLight(si.position, ln, lightSample, false);
11
- lightSample.emission = ai(lightSample.emission, bf);
10
+ sampleLight(si.position, lV, lightSample, false);
11
+ lightSample.emission = aj(lightSample.emission, bp);
12
12
 
13
13
  vec3 lightDir = lightSample.direction;
14
- vec3 oT = -aa.ray.d;
15
- float fg = lightSample.pdf;
14
+ vec3 qY = -aa.ray.d;
15
+ float fA = lightSample.pdf;
16
16
 
17
17
 
18
18
 
19
19
 
20
20
  float cosThetaL = dot(ffnormal, lightDir);
21
- #ifdef NUM_COAT_NORMAL_MAPS
22
- if (gE && mat.coatNormalEnabled) { cosThetaL = dot(mat.geometricNormal, lightDir); }
21
+ #ifdef USE_COAT_NORMAL_FRAMES
22
+ if (eM && mat.coatNormalEnabled) { cosThetaL = dot(mat.geometricNormal, lightDir); }
23
23
  #endif
24
24
 
25
- if (fg <= 0.0 || max(max(lightSample.emission.x, lightSample.emission.y), lightSample.emission.z) <= 0.0) {
25
+ if (fA <= 0.0 || max(max(lightSample.emission.x, lightSample.emission.y), lightSample.emission.z) <= 0.0) {
26
26
  return vec3(0.0);
27
27
  }
28
28
 
29
29
  float scatteringPdf = 0.0;
30
30
  vec3 f = vec3(0.0);
31
- if (gE) {
31
+ if (eM) {
32
32
  if (cosThetaL <= 0.0 && mat.transmissionWeight <= 0.0 && mat.subsurfaceWeight <= 0.0) {
33
33
  return vec3(0.0);
34
34
  }
35
- f = bI(prepared, lightDir, scatteringPdf);
35
+ f = bO(prepared, lightDir, scatteringPdf);
36
36
  }
37
37
  else {
38
- scatteringPdf = bD(
39
- dot(oT, lightDir),
38
+ scatteringPdf = bL(
39
+ dot(qY, lightDir),
40
40
  si.mediumAnisotropy
41
41
  );
42
42
  f = vec3(scatteringPdf);
@@ -46,181 +46,181 @@ if (scatteringPdf <= 0.0 || max(max(f.x, f.y), f.z) <= 0.0) {
46
46
  return vec3(0.0);
47
47
  }
48
48
 
49
- Ray mA;
50
- vec3 hi = si.position + EPS * lightDir;
51
- if (gE) {
52
- const float bZ = 0.1;
53
- float dr = dot(si.normal, lightDir);
54
- #ifdef NUM_COAT_NORMAL_MAPS
55
- if (mat.coatNormalEnabled) { dr = dot(si.faceNormal, lightDir); }
49
+ Ray ns;
50
+ vec3 hw = si.position + EPS * lightDir;
51
+ if (eM) {
52
+ const float ch = 0.1;
53
+ float dL = dot(si.normal, lightDir);
54
+ #ifdef USE_COAT_NORMAL_FRAMES
55
+ if (mat.coatNormalEnabled) { dL = dot(si.faceNormal, lightDir); }
56
56
  #endif
57
- vec3 geometricNormal = dr < 0.0 ? -si.faceNormal : si.faceNormal;
58
- dr = abs(dr);
59
- float hS = dot(geometricNormal, lightDir);
60
- float oC = dr < bZ
57
+ vec3 geometricNormal = dL < 0.0 ? -si.faceNormal : si.faceNormal;
58
+ dL = abs(dL);
59
+ float iq = dot(geometricNormal, lightDir);
60
+ float pq = dL < ch
61
61
  ? clamp(
62
- 2.0 - (hS + dr) / bZ,
62
+ 2.0 - (iq + dL) / ch,
63
63
  0.0,
64
64
  1.0
65
65
  )
66
- : clamp(1.0 - hS / bZ, 0.0, 1.0);
67
- hi += si.shadowOffset * oC;
66
+ : clamp(1.0 - iq / ch, 0.0, 1.0);
67
+ hw += si.shadowOffset * pq;
68
68
  }
69
- iC(mA, hi, lightDir);
70
- if (ex(mA, lightSample.dist - EPS, si.triangleIndex)) {
69
+ gC(ns, hw, lightDir);
70
+ if (intersectSceneShadow(ns, lightSample.dist - EPS, si.triangleIndex)) {
71
71
  return vec3(0.0);
72
72
  }
73
73
 
74
74
  #ifdef USE_ENVMAP
75
75
 
76
76
 
77
- if (gE && cosThetaL < 0.0 && ln.z < envLightSelectionPmf) {
78
- vec4 background = cx(mA.o, lightDir);
79
- lightSample.emission = ai(background.rgb * background.a, bf);
77
+ if (eM && cosThetaL < 0.0 && lV.z < envLightSelectionPmf) {
78
+ vec4 background = cG(ns.o, lightDir);
79
+ lightSample.emission = aj(background.rgb * background.a, bp);
80
80
  }
81
81
  #endif
82
82
 
83
83
 
84
84
 
85
- float fa = lightSample.isDelta
85
+ float fl = lightSample.isDelta
86
86
  ? 1.0
87
- : aG(fg, scatteringPdf);
88
- return fa > 0.0
89
- ? fa * lightSample.emission * f / fg
87
+ : aK(fA, scatteringPdf);
88
+ return fl > 0.0
89
+ ? fl * lightSample.emission * f / fA
90
90
  : vec3(0.0);
91
91
  }
92
92
 
93
- #ifdef NUM_COAT_NORMAL_MAPS
94
- vec3 fE(vec3 pG, vec3 tq, vec3 view) {
95
- bool qY = dot(tq, view) >= 0.0;
96
- vec3 uo = qY ? tq : -tq;
97
- vec3 qX = qY ? pG : -pG;
98
- if (dot(pG, tq) <= 0.0 || dot(qX, view) <= 1e-6) { return uo; }
99
- return qX;
93
+ #ifdef USE_COAT_NORMAL_FRAMES
94
+ vec3 fT(vec3 qt, vec3 face, vec3 view) {
95
+ bool front = dot(face, view) >= 0.0;
96
+ vec3 vP = front ? face : -face;
97
+ vec3 sc = front ? qt : -qt;
98
+ if (dot(qt, face) <= 0.0 || dot(sc, view) <= 1e-6) { return vP; }
99
+ return sc;
100
100
  }
101
101
  #endif
102
- void mc(inout ad si, J mat, inout Path aa) {
103
- vec3 ur = vec3(fo(cw(BSDF_DIRECTION)), dz(cw(BSDF_LOBE)));
104
- #ifdef NUM_COAT_NORMAL_MAPS
105
- vec3 bC = si.faceNormal;
106
- vec3 mF = si.normal;
102
+ void mL(inout SurfaceInteraction si, OpenPbrResolvedMaterial mat, inout Path aa) {
103
+ vec3 vR = vec3(dZ(cE(BSDF_DIRECTION)), dp(cE(BSDF_LOBE)));
104
+ #ifdef USE_COAT_NORMAL_FRAMES
105
+ vec3 bK = si.faceNormal;
106
+ vec3 nB = si.normal;
107
107
  #endif
108
- float rN = -dot(si.faceNormal, aa.ray.d);
109
- float sG = -dot(si.normal, aa.ray.d);
108
+ float sO = -dot(si.faceNormal, aa.ray.d);
109
+ float tV = -dot(si.normal, aa.ray.d);
110
110
  if ((mat.transmissionWeight > 0.0 || mat.subsurfaceWeight > 0.0) && mat.thinWalled) {
111
111
 
112
- if (rN < 0.0) {
112
+ if (sO < 0.0) {
113
113
  si.faceNormal = -si.faceNormal;
114
- rN = -rN;
114
+ sO = -sO;
115
115
  }
116
- if (sG < 0.0) {
116
+ if (tV < 0.0) {
117
117
  si.normal = -si.normal;
118
- sG = -sG;
118
+ tV = -tV;
119
119
  }
120
120
  }
121
121
 
122
122
 
123
- bool pU = rN >= 0.0 && sG < 0.0;
124
- float ndv = pU ? rN : sG;
125
- vec3 normal = pU ? si.faceNormal : si.normal;
123
+ bool qM = sO >= 0.0 && tV < 0.0;
124
+ float ndv = qM ? sO : tV;
125
+ vec3 normal = qM ? si.faceNormal : si.normal;
126
126
 
127
127
  mat.inside = ndv <= 0.0 && !mat.thinWalled;
128
128
 
129
129
  mat.relativeIor = ndv > 0.0 ? (1.0 / mat.specularIor) : mat.specularIor;
130
130
  vec3 ffnormal = ndv >= 0.0 ? normal : -normal;
131
- #ifdef NUM_COAT_NORMAL_MAPS
131
+ #ifdef USE_COAT_NORMAL_FRAMES
132
132
  if (mat.coatNormalEnabled) {
133
133
  vec3 view = -aa.ray.d;
134
- float ga = dot(bC, view);
135
- mat.geometricNormal = ga >= 0.0 ? bC : -bC;
136
- ffnormal = fE(mF, bC, view);
137
- mat.coatNormal = fE(si.coatNormal, bC, view);
138
- mat.inside = ga <= 0.0 && !mat.thinWalled;
139
- mat.relativeIor = (ga > 0.0 || mat.thinWalled) ? 1.0 / mat.specularIor : mat.specularIor;
134
+ float gp = dot(bK, view);
135
+ mat.geometricNormal = gp >= 0.0 ? bK : -bK;
136
+ ffnormal = fT(nB, bK, view);
137
+ mat.coatNormal = fT(si.coatNormal, bK, view);
138
+ mat.inside = gp <= 0.0 && !mat.thinWalled;
139
+ mat.relativeIor = (gp > 0.0 || mat.thinWalled) ? 1.0 / mat.specularIor : mat.specularIor;
140
140
  }
141
141
  #endif
142
142
 
143
143
 
144
144
  float scatteringPdf;
145
- vec3 cG;
145
+ vec3 dH;
146
146
  aa.scatteringIsDelta = false;
147
- bool bl = false;
148
- bool hn = false;
147
+ bool bs = false;
148
+ bool hC = false;
149
149
  ag prepared;
150
150
 
151
151
  #ifdef HAS_MEDIUM
152
152
  int mediumType = si.mediumType;
153
153
  float d = distance(si.position, aa.ray.o);
154
- vec3 nv = aa.ray.o;
154
+ vec3 os = aa.ray.o;
155
155
  vec3 extinction = si.mediumExtinction;
156
156
  vec3 scattering = min(si.mediumScattering, extinction);
157
- float sC = max(max(extinction.x, extinction.y), extinction.z);
158
- if (mediumType > 0 && sC > 0.0) {
157
+ float tR = max(max(extinction.x, extinction.y), extinction.z);
158
+ if (mediumType > 0 && tR > 0.0) {
159
159
 
160
160
 
161
161
 
162
162
 
163
- int nk = min(int(dz(cw(MEDIUM_CHANNEL)) * 3.0), 2);
164
- float fD = extinction[nk];
165
- float ih = fD > 0.0
166
- ? min(-log(max(dz(cw(MEDIUM_DISTANCE)), 1e-7)) / fD, d)
163
+ int oi = min(int(dp(cE(MEDIUM_CHANNEL)) * 3.0), 2);
164
+ float fS = extinction[oi];
165
+ float iH = fS > 0.0
166
+ ? min(-log(max(dp(cE(MEDIUM_DISTANCE)), 1e-7)) / fS, d)
167
167
  : d;
168
- bl = ih < d;
169
- vec3 ew = exp(-extinction * ih);
170
- vec3 oa = bl
171
- ? extinction * ew
172
- : ew;
173
- float nL = max(
174
- (oa.x + oa.y + oa.z) / 3.0,
168
+ bs = iH < d;
169
+ vec3 transmittance = exp(-extinction * iH);
170
+ vec3 oU = bs
171
+ ? extinction * transmittance
172
+ : transmittance;
173
+ float oE = max(
174
+ (oU.x + oU.y + oU.z) / 3.0,
175
175
  1e-8
176
176
  );
177
- if (bl) {
178
- aa.beta *= ew * scattering / nL;
177
+ if (bs) {
178
+ aa.beta *= transmittance * scattering / oE;
179
179
 
180
- aa.ray.o = nv + ih * aa.ray.d;
180
+ aa.ray.o = os + iH * aa.ray.d;
181
181
  si.position = aa.ray.o;
182
- aa.li += mU(si, mat, prepared, aa, ffnormal, false) * aa.beta;
182
+ aa.li += ta(si, mat, prepared, aa, ffnormal, false) * aa.beta;
183
183
 
184
184
 
185
- cG = fp(
185
+ dH = fH(
186
186
  -aa.ray.d,
187
187
  si.mediumAnisotropy,
188
- fo(cw(PHASE_DIRECTION))
188
+ dZ(cE(PHASE_DIRECTION))
189
189
  );
190
- scatteringPdf = bD(
191
- dot(cG, -aa.ray.d),
190
+ scatteringPdf = bL(
191
+ dot(dH, -aa.ray.d),
192
192
  si.mediumAnisotropy
193
193
  );
194
194
  }
195
195
  else {
196
- aa.beta *= ew / nL;
196
+ aa.beta *= transmittance / oE;
197
197
  }
198
198
  }
199
199
  #endif
200
200
 
201
201
 
202
- if (!bl) {
202
+ if (!bs) {
203
203
  aa.li += mat.emission * aa.beta;
204
204
  if (mat.materialType == UNLIT) {
205
205
  aa.abort = true;
206
206
  return;
207
207
  }
208
- vec3 pS = vec3(0.0);
208
+ vec3 qJ = vec3(0.0);
209
209
  #ifdef USE_TANGENT
210
- pS = si.tangent;
210
+ qJ = si.tangent;
211
211
  #endif
212
212
  mat.directionTangent = si.directionTangent;
213
213
  mat.directionBitangent = si.directionBitangent;
214
214
  mat.geometryTangent = si.geometryTangent;
215
215
  mat.geometryBitangent = si.geometryBitangent;
216
- prepared = eH(pS, mat, -aa.ray.d, ffnormal);
217
- aa.li += mU(si, mat, prepared, aa, ffnormal, true) * aa.beta;
216
+ prepared = ds(qJ, mat, -aa.ray.d, ffnormal);
217
+ aa.li += ta(si, mat, prepared, aa, ffnormal, true) * aa.beta;
218
218
 
219
219
  bool isNextRefraction;
220
- vec3 f = dv(
220
+ vec3 f = eN(
221
221
  prepared,
222
- ur,
223
- cG,
222
+ vR,
223
+ dH,
224
224
  scatteringPdf,
225
225
  isNextRefraction
226
226
  );
@@ -232,26 +232,26 @@ prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] >= 1.0 - 1e-6;
232
232
 
233
233
 
234
234
  if (!(scatteringPdf > 0.0) || any(isnan(f)) || any(isinf(f)) ||
235
- dot(cG, cG) < 0.5) {
235
+ dot(dH, dH) < 0.5) {
236
236
  aa.scatteringPdf = 0.0;
237
237
  aa.abort = true;
238
238
  return;
239
239
  }
240
240
  aa.beta *= f / scatteringPdf;
241
- hn = !mat.thinWalled &&
241
+ hC = !mat.thinWalled &&
242
242
  isNextRefraction;
243
243
  aa.isNextRefraction = isNextRefraction;
244
244
 
245
245
 
246
- aa.ray.o = si.position + EPS * cG;
247
- #ifdef NUM_COAT_NORMAL_MAPS
248
- if (mat.coatNormalEnabled) { aa.ray.o = si.position + EPS * (dot(bC, cG) >= 0.0 ? bC : -bC); }
246
+ aa.ray.o = si.position + EPS * dH;
247
+ #ifdef USE_COAT_NORMAL_FRAMES
248
+ if (mat.coatNormalEnabled) { aa.ray.o = si.position + EPS * (dot(bK, dH) >= 0.0 ? bK : -bK); }
249
249
  #endif
250
250
  }
251
251
 
252
252
  aa.scatteringPdf = scatteringPdf;
253
- iC(aa.ray, aa.ray.o, cG);
254
- if (bl) {
253
+ gC(aa.ray, aa.ray.o, dH);
254
+ if (bs) {
255
255
  aa.isNextRefraction = false;
256
256
  }
257
257
  aa.fromEye = false;
@@ -259,8 +259,8 @@ aa.fromEye = false;
259
259
  #ifdef HAS_MEDIUM
260
260
 
261
261
 
262
- if (!bl && hn && mat.mediumType > 0) {
263
- if (rN >= 0.0) {
262
+ if (!bs && hC && mat.mediumType > 0) {
263
+ if (sO >= 0.0) {
264
264
  si.mediumType = mat.mediumType;
265
265
  si.mediumExtinction = mat.mediumExtinction;
266
266
  si.mediumScattering = mat.mediumScattering;
@@ -1 +1 @@
1
- {"version":3,"file":"sampleMaterial.glsl.js","sourceRoot":"","sources":["../../../../src/renderer/glsl/chunks/sampleMaterial.glsl.ts"],"names":[],"mappings":"AAAA,2EAA2E;AAC3E,iIAAiI;AAEjI,OAAO,EAAE,IAAI,EAAE,MAAM,iBAAiB,CAAC;AACvC,eAAe,IAAI,CAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkRlB,CAAC","sourcesContent":["// Estimate the direct lighting integral using multiple importance sampling\n// http://www.pbr-book.org/3ed-2018/Light_Transport_I_Surface_Reflection/Direct_Lighting.html#EstimatingtheDirectLightingIntegral\n\nimport { glsl } from '../../shader.js';\nexport default glsl`\nvec3 DirectLight(SurfaceInteraction si, OpenPbrResolvedMaterial mat, OpenPbrPreparedBsdf prepared, inout Path path, vec3 ffnormal, bool isSurface) {\n float occluded = 1.0;\n vec3 lightRnd = vec3(sample2D(bounceDim(LIGHT_POSITION)), sample1D(bounceDim(LIGHT_SELECT)));\n\n LightSampleRec lightSample;\n sampleLight(si.position, lightRnd, lightSample, false);\n lightSample.emission = sampling_spectral_rgb_filter(lightSample.emission, pathWavelength);\n\n vec3 lightDir = lightSample.direction;\n vec3 viewDir = -path.ray.d;\n float lightPdf = lightSample.pdf;\n // Opaque surfaces are rendered two-sided by the core renderer. Use the\n // face-forward shading normal here as well, otherwise the early-out rejects\n // every direct-light sample seen from the back of a triangle (for example\n // the inside of an imported room wall).\n float cosThetaL = dot(ffnormal, lightDir);\n#ifdef NUM_COAT_NORMAL_MAPS\n if (isSurface && mat.coatNormalEnabled) { cosThetaL = dot(mat.geometricNormal, lightDir); }\n#endif\n\n if (lightPdf <= 0.0 || max(max(lightSample.emission.x, lightSample.emission.y), lightSample.emission.z) <= 0.0) {\n return vec3(0.0);\n }\n\n float scatteringPdf = 0.0;\n vec3 f = vec3(0.0);\n if (isSurface) {\n if (cosThetaL <= 0.0 && mat.transmissionWeight <= 0.0 && mat.subsurfaceWeight <= 0.0) {\n return vec3(0.0);\n }\n f = openpbr_eval_prepared(prepared, lightDir, scatteringPdf);\n }\n else {\n scatteringPdf = sampling_henyey_greenstein_phase(\n dot(viewDir, lightDir),\n si.mediumAnisotropy\n );\n f = vec3(scatteringPdf);\n }\n\n if (scatteringPdf <= 0.0 || max(max(f.x, f.y), f.z) <= 0.0) {\n return vec3(0.0);\n }\n\n Ray lightRay;\n vec3 shadowOrigin = si.position + EPS * lightDir;\n if (isSurface) {\n const float shadowTerminatorCutoff = 0.1;\n float normalLight = dot(si.normal, lightDir);\n#ifdef NUM_COAT_NORMAL_MAPS\n if (mat.coatNormalEnabled) { normalLight = dot(si.faceNormal, lightDir); }\n#endif\n vec3 geometricNormal = normalLight < 0.0 ? -si.faceNormal : si.faceNormal;\n normalLight = abs(normalLight);\n float geometricLight = dot(geometricNormal, lightDir);\n float offsetAmount = normalLight < shadowTerminatorCutoff\n ? clamp(\n 2.0 - (geometricLight + normalLight) / shadowTerminatorCutoff,\n 0.0,\n 1.0\n )\n : clamp(1.0 - geometricLight / shadowTerminatorCutoff, 0.0, 1.0);\n shadowOrigin += si.shadowOffset * offsetAmount;\n }\n initRay(lightRay, shadowOrigin, lightDir);\n if (intersectSceneShadow(lightRay, lightSample.dist - EPS, si.triangleIndex)) {\n return vec3(0.0);\n }\n\n#ifdef USE_ENVMAP\n // Match the endpoint used by a BSDF-sampled surface transmission, including\n // a separately displayed or grounded background and its coverage.\n if (isSurface && cosThetaL < 0.0 && lightRnd.z < envLightSelectionPmf) {\n vec4 background = sampleBackgroundFromRay(lightRay.o, lightDir);\n lightSample.emission = sampling_spectral_rgb_filter(background.rgb * background.a, pathWavelength);\n }\n#endif\n\n // Delta lights cannot be sampled by the BSDF strategy, so their MIS weight\n // is exactly one even when their light-selection PMF is small.\n float misWeight = lightSample.isDelta\n ? 1.0\n : sampling_power_heuristic(lightPdf, scatteringPdf);\n return misWeight > 0.0\n ? misWeight * lightSample.emission * f / lightPdf\n : vec3(0.0);\n}\n\n#ifdef NUM_COAT_NORMAL_MAPS\nvec3 coat_frame_normal(vec3 inputNormal, vec3 face, vec3 view) {\n bool front = dot(face, view) >= 0.0;\n vec3 ffFace = front ? face : -face;\n vec3 ffInput = front ? inputNormal : -inputNormal;\n if (dot(inputNormal, face) <= 0.0 || dot(ffInput, view) <= 1e-6) { return ffFace; }\n return ffInput;\n}\n#endif\nvoid SampleMaterial(inout SurfaceInteraction si, OpenPbrResolvedMaterial mat, inout Path path) {\n vec3 matRnd = vec3(sample2D(bounceDim(BSDF_DIRECTION)), sample1D(bounceDim(BSDF_LOBE)));\n#ifdef NUM_COAT_NORMAL_MAPS\n vec3 originalFace = si.faceNormal;\n vec3 originalNormal = si.normal;\n#endif\n float ndv1 = -dot(si.faceNormal, path.ray.d);\n float ndv2 = -dot(si.normal, path.ray.d);\n if ((mat.transmissionWeight > 0.0 || mat.subsurfaceWeight > 0.0) && mat.thinWalled) {\n // Always treat thin material as entering medium\n if (ndv1 < 0.0) {\n si.faceNormal = -si.faceNormal;\n ndv1 = -ndv1;\n }\n if (ndv2 < 0.0) {\n si.normal = -si.normal;\n ndv2 = -ndv2;\n }\n }\n // In same edge cases normal is not torwards the camera while we can still see the face.\n // We need to choose faceNormal in this case.\n bool useFaceN = ndv1 >= 0.0 && ndv2 < 0.0;\n float ndv = useFaceN ? ndv1 : ndv2;\n vec3 normal = useFaceN ? si.faceNormal : si.normal;\n\n mat.inside = ndv <= 0.0 && !mat.thinWalled;\n // In or out\n mat.relativeIor = ndv > 0.0 ? (1.0 / mat.specularIor) : mat.specularIor;\n vec3 ffnormal = ndv >= 0.0 ? normal : -normal;\n#ifdef NUM_COAT_NORMAL_MAPS\n if (mat.coatNormalEnabled) {\n vec3 view = -path.ray.d;\n float geometricView = dot(originalFace, view);\n mat.geometricNormal = geometricView >= 0.0 ? originalFace : -originalFace;\n ffnormal = coat_frame_normal(originalNormal, originalFace, view);\n mat.coatNormal = coat_frame_normal(si.coatNormal, originalFace, view);\n mat.inside = geometricView <= 0.0 && !mat.thinWalled;\n mat.relativeIor = (geometricView > 0.0 || mat.thinWalled) ? 1.0 / mat.specularIor : mat.specularIor;\n }\n#endif\n\n\n float scatteringPdf;\n vec3 scatterDir;\n path.scatteringIsDelta = false;\n bool mediumSampled = false;\n bool crossedBoundary = false;\n OpenPbrPreparedBsdf prepared;\n\n#ifdef HAS_MEDIUM\n int mediumType = si.mediumType;\n float d = distance(si.position, path.ray.o);\n vec3 segmentOrigin = path.ray.o;\n vec3 extinction = si.mediumExtinction;\n vec3 scattering = min(si.mediumScattering, extinction);\n float majorant = max(max(extinction.x, extinction.y), extinction.z);\n if (mediumType > 0 && majorant > 0.0) {\n // Sample one RGB extinction channel and divide by the mixture PDF. This\n // is the homogeneous-medium estimator used by PBRT and avoids the very\n // large exp((majorant - extinction) * distance) weights produced by\n // majorant tracking when OpenPBR SSS radii differ strongly by channel.\n int mediumChannel = min(int(sample1D(bounceDim(MEDIUM_CHANNEL)) * 3.0), 2);\n float channelExtinction = extinction[mediumChannel];\n float scatterDist = channelExtinction > 0.0\n ? min(-log(max(sample1D(bounceDim(MEDIUM_DISTANCE)), 1e-7)) / channelExtinction, d)\n : d;\n mediumSampled = scatterDist < d;\n vec3 transmittance = exp(-extinction * scatterDist);\n vec3 density = mediumSampled\n ? extinction * transmittance\n : transmittance;\n float mediumPdf = max(\n (density.x + density.y + density.z) / 3.0,\n 1e-8\n );\n if (mediumSampled) {\n path.beta *= transmittance * scattering / mediumPdf;\n // Move from the start of the segment, not from its end surface.\n path.ray.o = segmentOrigin + scatterDist * path.ray.d;\n si.position = path.ray.o;\n path.li += DirectLight(si, mat, prepared, path, ffnormal, false) * path.beta;\n\n // Pick a new direction based on the phase function\n scatterDir = sampling_henyey_greenstein(\n -path.ray.d,\n si.mediumAnisotropy,\n sample2D(bounceDim(PHASE_DIRECTION))\n );\n scatteringPdf = sampling_henyey_greenstein_phase(\n dot(scatterDir, -path.ray.d),\n si.mediumAnisotropy\n );\n }\n else {\n path.beta *= transmittance / mediumPdf;\n }\n }\n#endif\n\n // Direct lighting\n if (!mediumSampled) {\n path.li += mat.emission * path.beta;\n if (mat.materialType == UNLIT) {\n path.abort = true;\n return;\n }\n vec3 surfaceTangent = vec3(0.0);\n#ifdef USE_TANGENT\n surfaceTangent = si.tangent;\n#endif\n mat.directionTangent = si.directionTangent;\n mat.directionBitangent = si.directionBitangent;\n mat.geometryTangent = si.geometryTangent;\n mat.geometryBitangent = si.geometryBitangent;\n prepared = openpbr_prepare(surfaceTangent, mat, -path.ray.d, ffnormal);\n path.li += DirectLight(si, mat, prepared, path, ffnormal, true) * path.beta;\n // Sample BSDF for color and outgoing direction\n bool isNextRefraction;\n vec3 f = openpbr_sample_prepared(\n prepared,\n matRnd,\n scatterDir,\n scatteringPdf,\n isNextRefraction\n );\n // Null-boundary transmission is discrete and has no NEE competitor.\n path.scatteringIsDelta = !prepared.material.thinWalled &&\n abs(prepared.material.relativeIor - 1.0) <= 1e-6 &&\n prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] >= 1.0 - 1e-6;\n // Match WebGPU: rejected VNDF/refraction proposals have no continuation.\n // Tracing their fallback direction with the incoming throughput invents\n // light paths, especially after total internal reflection inside glass.\n if (!(scatteringPdf > 0.0) || any(isnan(f)) || any(isinf(f)) ||\n dot(scatterDir, scatterDir) < 0.5) {\n path.scatteringPdf = 0.0;\n path.abort = true;\n return;\n }\n path.beta *= f / scatteringPdf;\n crossedBoundary = !mat.thinWalled &&\n isNextRefraction;\n path.isNextRefraction = isNextRefraction;\n // TODO prefer the opaque surface when transmission surface and opaque surface are overlapped.\n // Or the ray go out from transmission material will miss the opque surface.\n path.ray.o = si.position + EPS * scatterDir;\n#ifdef NUM_COAT_NORMAL_MAPS\n if (mat.coatNormalEnabled) { path.ray.o = si.position + EPS * (dot(originalFace, scatterDir) >= 0.0 ? originalFace : -originalFace); }\n#endif\n }\n\n path.scatteringPdf = scatteringPdf;\n initRay(path.ray, path.ray.o, scatterDir);\n if (mediumSampled) {\n path.isNextRefraction = false;\n }\n path.fromEye = false;\n\n#ifdef HAS_MEDIUM\n // A reflected ray stays in its current medium. Only a sampled transmission\n // event crosses the boundary of a medium-bearing closed mesh.\n if (!mediumSampled && crossedBoundary && mat.mediumType > 0) {\n if (ndv1 >= 0.0) {\n si.mediumType = mat.mediumType;\n si.mediumExtinction = mat.mediumExtinction;\n si.mediumScattering = mat.mediumScattering;\n si.mediumAnisotropy = mat.mediumAnisotropy;\n }\n else {\n si.mediumType = 0;\n si.mediumExtinction = vec3(0.0);\n si.mediumScattering = vec3(0.0);\n si.mediumAnisotropy = 0.0;\n }\n }\n#endif\n}\n`;\n"]}
1
+ {"version":3,"file":"sampleMaterial.glsl.js","sourceRoot":"","sources":["../../../../src/renderer/glsl/chunks/sampleMaterial.glsl.ts"],"names":[],"mappings":"AAAA,2EAA2E;AAC3E,iIAAiI;AAEjI,OAAO,EAAE,IAAI,EAAE,MAAM,iBAAiB,CAAC;AACvC,eAAe,IAAI,CAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkRlB,CAAC","sourcesContent":["// Estimate the direct lighting integral using multiple importance sampling\n// http://www.pbr-book.org/3ed-2018/Light_Transport_I_Surface_Reflection/Direct_Lighting.html#EstimatingtheDirectLightingIntegral\n\nimport { glsl } from '../../shader.js';\nexport default glsl`\nvec3 DirectLight(SurfaceInteraction si, OpenPbrResolvedMaterial mat, OpenPbrPreparedBsdf prepared, inout Path path, vec3 ffnormal, bool isSurface) {\n float occluded = 1.0;\n vec3 lightRnd = vec3(sample2D(bounceDim(LIGHT_POSITION)), sample1D(bounceDim(LIGHT_SELECT)));\n\n LightSampleRec lightSample;\n sampleLight(si.position, lightRnd, lightSample, false);\n lightSample.emission = sampling_spectral_rgb_filter(lightSample.emission, pathWavelength);\n\n vec3 lightDir = lightSample.direction;\n vec3 viewDir = -path.ray.d;\n float lightPdf = lightSample.pdf;\n // Opaque surfaces are rendered two-sided by the core renderer. Use the\n // face-forward shading normal here as well, otherwise the early-out rejects\n // every direct-light sample seen from the back of a triangle (for example\n // the inside of an imported room wall).\n float cosThetaL = dot(ffnormal, lightDir);\n#ifdef USE_COAT_NORMAL_FRAMES\n if (isSurface && mat.coatNormalEnabled) { cosThetaL = dot(mat.geometricNormal, lightDir); }\n#endif\n\n if (lightPdf <= 0.0 || max(max(lightSample.emission.x, lightSample.emission.y), lightSample.emission.z) <= 0.0) {\n return vec3(0.0);\n }\n\n float scatteringPdf = 0.0;\n vec3 f = vec3(0.0);\n if (isSurface) {\n if (cosThetaL <= 0.0 && mat.transmissionWeight <= 0.0 && mat.subsurfaceWeight <= 0.0) {\n return vec3(0.0);\n }\n f = openpbr_eval_prepared(prepared, lightDir, scatteringPdf);\n }\n else {\n scatteringPdf = sampling_henyey_greenstein_phase(\n dot(viewDir, lightDir),\n si.mediumAnisotropy\n );\n f = vec3(scatteringPdf);\n }\n\n if (scatteringPdf <= 0.0 || max(max(f.x, f.y), f.z) <= 0.0) {\n return vec3(0.0);\n }\n\n Ray lightRay;\n vec3 shadowOrigin = si.position + EPS * lightDir;\n if (isSurface) {\n const float shadowTerminatorCutoff = 0.1;\n float normalLight = dot(si.normal, lightDir);\n#ifdef USE_COAT_NORMAL_FRAMES\n if (mat.coatNormalEnabled) { normalLight = dot(si.faceNormal, lightDir); }\n#endif\n vec3 geometricNormal = normalLight < 0.0 ? -si.faceNormal : si.faceNormal;\n normalLight = abs(normalLight);\n float geometricLight = dot(geometricNormal, lightDir);\n float offsetAmount = normalLight < shadowTerminatorCutoff\n ? clamp(\n 2.0 - (geometricLight + normalLight) / shadowTerminatorCutoff,\n 0.0,\n 1.0\n )\n : clamp(1.0 - geometricLight / shadowTerminatorCutoff, 0.0, 1.0);\n shadowOrigin += si.shadowOffset * offsetAmount;\n }\n initRay(lightRay, shadowOrigin, lightDir);\n if (intersectSceneShadow(lightRay, lightSample.dist - EPS, si.triangleIndex)) {\n return vec3(0.0);\n }\n\n#ifdef USE_ENVMAP\n // Match the endpoint used by a BSDF-sampled surface transmission, including\n // a separately displayed or grounded background and its coverage.\n if (isSurface && cosThetaL < 0.0 && lightRnd.z < envLightSelectionPmf) {\n vec4 background = sampleBackgroundFromRay(lightRay.o, lightDir);\n lightSample.emission = sampling_spectral_rgb_filter(background.rgb * background.a, pathWavelength);\n }\n#endif\n\n // Delta lights cannot be sampled by the BSDF strategy, so their MIS weight\n // is exactly one even when their light-selection PMF is small.\n float misWeight = lightSample.isDelta\n ? 1.0\n : sampling_power_heuristic(lightPdf, scatteringPdf);\n return misWeight > 0.0\n ? misWeight * lightSample.emission * f / lightPdf\n : vec3(0.0);\n}\n\n#ifdef USE_COAT_NORMAL_FRAMES\nvec3 coat_frame_normal(vec3 inputNormal, vec3 face, vec3 view) {\n bool front = dot(face, view) >= 0.0;\n vec3 ffFace = front ? face : -face;\n vec3 ffInput = front ? inputNormal : -inputNormal;\n if (dot(inputNormal, face) <= 0.0 || dot(ffInput, view) <= 1e-6) { return ffFace; }\n return ffInput;\n}\n#endif\nvoid SampleMaterial(inout SurfaceInteraction si, OpenPbrResolvedMaterial mat, inout Path path) {\n vec3 matRnd = vec3(sample2D(bounceDim(BSDF_DIRECTION)), sample1D(bounceDim(BSDF_LOBE)));\n#ifdef USE_COAT_NORMAL_FRAMES\n vec3 originalFace = si.faceNormal;\n vec3 originalNormal = si.normal;\n#endif\n float ndv1 = -dot(si.faceNormal, path.ray.d);\n float ndv2 = -dot(si.normal, path.ray.d);\n if ((mat.transmissionWeight > 0.0 || mat.subsurfaceWeight > 0.0) && mat.thinWalled) {\n // Always treat thin material as entering medium\n if (ndv1 < 0.0) {\n si.faceNormal = -si.faceNormal;\n ndv1 = -ndv1;\n }\n if (ndv2 < 0.0) {\n si.normal = -si.normal;\n ndv2 = -ndv2;\n }\n }\n // In same edge cases normal is not torwards the camera while we can still see the face.\n // We need to choose faceNormal in this case.\n bool useFaceN = ndv1 >= 0.0 && ndv2 < 0.0;\n float ndv = useFaceN ? ndv1 : ndv2;\n vec3 normal = useFaceN ? si.faceNormal : si.normal;\n\n mat.inside = ndv <= 0.0 && !mat.thinWalled;\n // In or out\n mat.relativeIor = ndv > 0.0 ? (1.0 / mat.specularIor) : mat.specularIor;\n vec3 ffnormal = ndv >= 0.0 ? normal : -normal;\n#ifdef USE_COAT_NORMAL_FRAMES\n if (mat.coatNormalEnabled) {\n vec3 view = -path.ray.d;\n float geometricView = dot(originalFace, view);\n mat.geometricNormal = geometricView >= 0.0 ? originalFace : -originalFace;\n ffnormal = coat_frame_normal(originalNormal, originalFace, view);\n mat.coatNormal = coat_frame_normal(si.coatNormal, originalFace, view);\n mat.inside = geometricView <= 0.0 && !mat.thinWalled;\n mat.relativeIor = (geometricView > 0.0 || mat.thinWalled) ? 1.0 / mat.specularIor : mat.specularIor;\n }\n#endif\n\n\n float scatteringPdf;\n vec3 scatterDir;\n path.scatteringIsDelta = false;\n bool mediumSampled = false;\n bool crossedBoundary = false;\n OpenPbrPreparedBsdf prepared;\n\n#ifdef HAS_MEDIUM\n int mediumType = si.mediumType;\n float d = distance(si.position, path.ray.o);\n vec3 segmentOrigin = path.ray.o;\n vec3 extinction = si.mediumExtinction;\n vec3 scattering = min(si.mediumScattering, extinction);\n float majorant = max(max(extinction.x, extinction.y), extinction.z);\n if (mediumType > 0 && majorant > 0.0) {\n // Sample one RGB extinction channel and divide by the mixture PDF. This\n // is the homogeneous-medium estimator used by PBRT and avoids the very\n // large exp((majorant - extinction) * distance) weights produced by\n // majorant tracking when OpenPBR SSS radii differ strongly by channel.\n int mediumChannel = min(int(sample1D(bounceDim(MEDIUM_CHANNEL)) * 3.0), 2);\n float channelExtinction = extinction[mediumChannel];\n float scatterDist = channelExtinction > 0.0\n ? min(-log(max(sample1D(bounceDim(MEDIUM_DISTANCE)), 1e-7)) / channelExtinction, d)\n : d;\n mediumSampled = scatterDist < d;\n vec3 transmittance = exp(-extinction * scatterDist);\n vec3 density = mediumSampled\n ? extinction * transmittance\n : transmittance;\n float mediumPdf = max(\n (density.x + density.y + density.z) / 3.0,\n 1e-8\n );\n if (mediumSampled) {\n path.beta *= transmittance * scattering / mediumPdf;\n // Move from the start of the segment, not from its end surface.\n path.ray.o = segmentOrigin + scatterDist * path.ray.d;\n si.position = path.ray.o;\n path.li += DirectLight(si, mat, prepared, path, ffnormal, false) * path.beta;\n\n // Pick a new direction based on the phase function\n scatterDir = sampling_henyey_greenstein(\n -path.ray.d,\n si.mediumAnisotropy,\n sample2D(bounceDim(PHASE_DIRECTION))\n );\n scatteringPdf = sampling_henyey_greenstein_phase(\n dot(scatterDir, -path.ray.d),\n si.mediumAnisotropy\n );\n }\n else {\n path.beta *= transmittance / mediumPdf;\n }\n }\n#endif\n\n // Direct lighting\n if (!mediumSampled) {\n path.li += mat.emission * path.beta;\n if (mat.materialType == UNLIT) {\n path.abort = true;\n return;\n }\n vec3 surfaceTangent = vec3(0.0);\n#ifdef USE_TANGENT\n surfaceTangent = si.tangent;\n#endif\n mat.directionTangent = si.directionTangent;\n mat.directionBitangent = si.directionBitangent;\n mat.geometryTangent = si.geometryTangent;\n mat.geometryBitangent = si.geometryBitangent;\n prepared = openpbr_prepare(surfaceTangent, mat, -path.ray.d, ffnormal);\n path.li += DirectLight(si, mat, prepared, path, ffnormal, true) * path.beta;\n // Sample BSDF for color and outgoing direction\n bool isNextRefraction;\n vec3 f = openpbr_sample_prepared(\n prepared,\n matRnd,\n scatterDir,\n scatteringPdf,\n isNextRefraction\n );\n // Null-boundary transmission is discrete and has no NEE competitor.\n path.scatteringIsDelta = !prepared.material.thinWalled &&\n abs(prepared.material.relativeIor - 1.0) <= 1e-6 &&\n prepared.probabilities[OPENPBR_LOBE_TRANSMISSION] >= 1.0 - 1e-6;\n // Match WebGPU: rejected VNDF/refraction proposals have no continuation.\n // Tracing their fallback direction with the incoming throughput invents\n // light paths, especially after total internal reflection inside glass.\n if (!(scatteringPdf > 0.0) || any(isnan(f)) || any(isinf(f)) ||\n dot(scatterDir, scatterDir) < 0.5) {\n path.scatteringPdf = 0.0;\n path.abort = true;\n return;\n }\n path.beta *= f / scatteringPdf;\n crossedBoundary = !mat.thinWalled &&\n isNextRefraction;\n path.isNextRefraction = isNextRefraction;\n // TODO prefer the opaque surface when transmission surface and opaque surface are overlapped.\n // Or the ray go out from transmission material will miss the opque surface.\n path.ray.o = si.position + EPS * scatterDir;\n#ifdef USE_COAT_NORMAL_FRAMES\n if (mat.coatNormalEnabled) { path.ray.o = si.position + EPS * (dot(originalFace, scatterDir) >= 0.0 ? originalFace : -originalFace); }\n#endif\n }\n\n path.scatteringPdf = scatteringPdf;\n initRay(path.ray, path.ray.o, scatterDir);\n if (mediumSampled) {\n path.isNextRefraction = false;\n }\n path.fromEye = false;\n\n#ifdef HAS_MEDIUM\n // A reflected ray stays in its current medium. Only a sampled transmission\n // event crosses the boundary of a medium-bearing closed mesh.\n if (!mediumSampled && crossedBoundary && mat.mediumType > 0) {\n if (ndv1 >= 0.0) {\n si.mediumType = mat.mediumType;\n si.mediumExtinction = mat.mediumExtinction;\n si.mediumScattering = mat.mediumScattering;\n si.mediumAnisotropy = mat.mediumAnisotropy;\n }\n else {\n si.mediumType = 0;\n si.mediumExtinction = vec3(0.0);\n si.mediumScattering = vec3(0.0);\n si.mediumAnisotropy = 0.0;\n }\n }\n#endif\n}\n`;\n"]}
@@ -9,40 +9,43 @@ export default glsl `
9
9
 
10
10
 
11
11
 
12
+
12
13
  const uint SHADOW_CATCHER_LIGHT_SAMPLES = 4u;
13
14
 
14
- uint ky(uint candidate, uint slot) {
15
- return candidate == 0u ? cw(slot) : cw(9u + (candidate - 1u) * 3u + slot);
15
+ uint lc(uint candidate, uint slot) {
16
+ return candidate == 0u ? cE(slot) : cE(9u + (candidate - 1u) * 3u + slot);
16
17
  }
17
18
 
18
- void sampleShadowCatcher(ad si, int bounce, inout Path aa) {
19
- vec3 oT = -aa.ray.d;
19
+
20
+
21
+ vec2 sampleShadowCatcher(SurfaceInteraction si, int bounce, inout Path aa) {
22
+ vec3 qY = -aa.ray.d;
23
+ vec2 counts = vec2(0.0);
20
24
 
21
25
  #if defined(NUM_LIGHTS) || defined(USE_ENVMAP)
22
- float visibility = 0.0;
23
26
  for (uint candidate = 0u; candidate < SHADOW_CATCHER_LIGHT_SAMPLES; candidate++) {
24
27
  LightSampleRec lightSample;
25
- vec3 ln = vec3(
26
- fo(ky(candidate, LIGHT_POSITION)),
27
- dz(ky(candidate, LIGHT_SELECT))
28
+ vec3 lV = vec3(
29
+ dZ(lc(candidate, LIGHT_POSITION)),
30
+ dp(lc(candidate, LIGHT_SELECT))
28
31
  );
29
- sampleLight(si.position, ln, lightSample, false);
32
+ sampleLight(si.position, lV, lightSample, false);
30
33
 
31
34
  vec3 lightDir = lightSample.direction;
32
35
  float cosThetaL = dot(si.normal, lightDir);
33
- float pM = dot(si.normal, oT) * cosThetaL;
34
- bool mD = false;
35
- if (pM >= 0.0) {
36
+ float qB = dot(si.normal, qY) * cosThetaL;
37
+ if (lightSample.pdf > 0.0 && qB >= 0.0) {
38
+ if (dot(lightSample.emission, luminance) * abs(cosThetaL) > 0.0) {
36
39
  Ray ray;
37
- iC(ray, si.position + EPS * lightDir, lightDir);
38
- mD = ex(ray, lightSample.dist - EPS, si.triangleIndex);
40
+ gC(ray, si.position + EPS * lightDir, lightDir);
41
+ bool lY = intersectSceneShadow(ray, lightSample.dist - EPS, si.triangleIndex);
42
+ counts += vec2(lY ? 1.0 : 0.0, 1.0);
43
+ }
39
44
  }
40
- visibility += mD ? 0.0 : 1.0;
41
45
  }
42
-
43
- aa.alpha = visibility / float(SHADOW_CATCHER_LIGHT_SAMPLES);
44
46
  #endif
45
47
  aa.fromEye = false;
48
+ return counts;
46
49
  }
47
50
  `;
48
51
  //# sourceMappingURL=sampleShadowCatcher.glsl.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"sampleShadowCatcher.glsl.js","sourceRoot":"","sources":["../../../../src/renderer/glsl/chunks/sampleShadowCatcher.glsl.ts"],"names":[],"mappings":"AAAA,qDAAqD;AACrD,sDAAsD;AACtD,kFAAkF;AAElF,2EAA2E;AAC3E,iIAAiI;AAEjI,OAAO,EAAE,IAAI,EAAE,MAAM,iBAAiB,CAAC;AAEvC,eAAe,IAAI,CAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwClB,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// Estimate the direct lighting integral using multiple importance sampling\n// http://www.pbr-book.org/3ed-2018/Light_Transport_I_Surface_Reflection/Direct_Lighting.html#EstimatingtheDirectLightingIntegral\n\nimport { glsl } from '../../shader.js';\n\nexport default glsl`\n// A one-sample binary shadow test leaves scattered fully dark pixels far\n// from the occluder at low sample counts. Averaging a few light samples per\n// primary hit costs only shadow rays and lets the mask settle much sooner.\n// Candidate dimensions match WGSL lightDim().\nconst uint SHADOW_CATCHER_LIGHT_SAMPLES = 4u;\n\nuint shadowCatcherLightDim(uint candidate, uint slot) {\n return candidate == 0u ? bounceDim(slot) : bounceDim(9u + (candidate - 1u) * 3u + slot);\n}\n\nvoid sampleShadowCatcher(SurfaceInteraction si, int bounce, inout Path path) {\n vec3 viewDir = -path.ray.d;\n\n#if defined(NUM_LIGHTS) || defined(USE_ENVMAP)\n float visibility = 0.0;\n for (uint candidate = 0u; candidate < SHADOW_CATCHER_LIGHT_SAMPLES; candidate++) {\n LightSampleRec lightSample;\n vec3 lightRnd = vec3(\n sample2D(shadowCatcherLightDim(candidate, LIGHT_POSITION)),\n sample1D(shadowCatcherLightDim(candidate, LIGHT_SELECT))\n );\n sampleLight(si.position, lightRnd, lightSample, false);\n\n vec3 lightDir = lightSample.direction;\n float cosThetaL = dot(si.normal, lightDir);\n float orientation = dot(si.normal, viewDir) * cosThetaL;\n bool occluded = false;\n if (orientation >= 0.0) {\n Ray ray;\n initRay(ray, si.position + EPS * lightDir, lightDir);\n occluded = intersectSceneShadow(ray, lightSample.dist - EPS, si.triangleIndex);\n }\n visibility += occluded ? 0.0 : 1.0;\n }\n // WebGL's compose pass converts visibility to shadow opacity.\n path.alpha = visibility / float(SHADOW_CATCHER_LIGHT_SAMPLES);\n#endif\n path.fromEye = false;\n}\n`;\n"]}
1
+ {"version":3,"file":"sampleShadowCatcher.glsl.js","sourceRoot":"","sources":["../../../../src/renderer/glsl/chunks/sampleShadowCatcher.glsl.ts"],"names":[],"mappings":"AAAA,qDAAqD;AACrD,sDAAsD;AACtD,kFAAkF;AAElF,2EAA2E;AAC3E,iIAAiI;AAEjI,OAAO,EAAE,IAAI,EAAE,MAAM,iBAAiB,CAAC;AAEvC,eAAe,IAAI,CAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2ClB,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// Estimate the direct lighting integral using multiple importance sampling\n// http://www.pbr-book.org/3ed-2018/Light_Transport_I_Surface_Reflection/Direct_Lighting.html#EstimatingtheDirectLightingIntegral\n\nimport { glsl } from '../../shader.js';\n\nexport default glsl`\n// A one-sample binary shadow test leaves scattered fully dark pixels far\n// from the occluder at low sample counts. Averaging a few light samples per\n// primary hit costs only shadow rays and lets the mask settle much sooner.\n// Candidate dimensions match WGSL lightDim(). sampleLight() draws only the\n// environment and analytic lights, like WGSL's shadow-catcher table.\nconst uint SHADOW_CATCHER_LIGHT_SAMPLES = 4u;\n\nuint shadowCatcherLightDim(uint candidate, uint slot) {\n return candidate == 0u ? bounceDim(slot) : bounceDim(9u + (candidate - 1u) * 3u + slot);\n}\n\n// Returns the occluded and the total count of light samples that reach the\n// visible side of this hit; see the WGSL sampleShadowCatcher().\nvec2 sampleShadowCatcher(SurfaceInteraction si, int bounce, inout Path path) {\n vec3 viewDir = -path.ray.d;\n vec2 counts = vec2(0.0);\n\n#if defined(NUM_LIGHTS) || defined(USE_ENVMAP)\n for (uint candidate = 0u; candidate < SHADOW_CATCHER_LIGHT_SAMPLES; candidate++) {\n LightSampleRec lightSample;\n vec3 lightRnd = vec3(\n sample2D(shadowCatcherLightDim(candidate, LIGHT_POSITION)),\n sample1D(shadowCatcherLightDim(candidate, LIGHT_SELECT))\n );\n sampleLight(si.position, lightRnd, lightSample, false);\n\n vec3 lightDir = lightSample.direction;\n float cosThetaL = dot(si.normal, lightDir);\n float orientation = dot(si.normal, viewDir) * cosThetaL;\n if (lightSample.pdf > 0.0 && orientation >= 0.0) {\n if (dot(lightSample.emission, luminance) * abs(cosThetaL) > 0.0) {\n Ray ray;\n initRay(ray, si.position + EPS * lightDir, lightDir);\n bool occluded = intersectSceneShadow(ray, lightSample.dist - EPS, si.triangleIndex);\n counts += vec2(occluded ? 1.0 : 0.0, 1.0);\n }\n }\n }\n#endif\n path.fromEye = false;\n return counts;\n}\n`;\n"]}