@meimu/mutracer 0.1.5 → 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.
- package/LICENSES/Classroom-CC0.txt +121 -0
- package/README.md +7 -7
- package/THIRD_PARTY_NOTICES.md +13 -8
- package/dist/assets/bvh.worker.js +1 -1
- package/dist/mutracer.umd.js +10407 -8353
- package/docs/api.md +200 -10
- package/docs/denoising.md +30 -15
- package/docs/materials.md +1 -1
- package/docs/performance.md +5 -2
- package/docs/progressive-rendering.md +32 -1
- package/docs/threejs.md +14 -5
- package/docs/updates.md +44 -2
- package/docs/viewer.md +11 -6
- package/lib/Display.d.ts +13 -2
- package/lib/Display.js +27 -6
- package/lib/Display.js.map +1 -1
- package/lib/Engine.d.ts +2 -0
- package/lib/Engine.js +52 -25
- package/lib/Engine.js.map +1 -1
- package/lib/Render.d.ts +44 -9
- package/lib/Render.js +115 -17
- package/lib/Render.js.map +1 -1
- package/lib/RenderLoop.d.ts +7 -1
- package/lib/RenderLoop.js +94 -13
- package/lib/RenderLoop.js.map +1 -1
- package/lib/main.d.ts +6 -3
- package/lib/main.js +1 -0
- package/lib/main.js.map +1 -1
- package/lib/math/access.d.ts +4 -0
- package/lib/math/access.js +10 -0
- package/lib/math/access.js.map +1 -0
- package/lib/math/mat3.d.ts +4 -0
- package/lib/math/mat3.js +54 -0
- package/lib/math/mat3.js.map +1 -0
- package/lib/math/mat4.d.ts +19 -0
- package/lib/math/mat4.js +413 -0
- package/lib/math/mat4.js.map +1 -0
- package/lib/math/storage.d.ts +6 -0
- package/lib/math/storage.js +22 -0
- package/lib/math/storage.js.map +1 -0
- package/lib/math/types.d.ts +3 -0
- package/lib/math/types.js +2 -0
- package/lib/math/types.js.map +1 -0
- package/lib/math/vec2.d.ts +13 -0
- package/lib/math/vec2.js +52 -0
- package/lib/math/vec2.js.map +1 -0
- package/lib/math/vec3.d.ts +23 -0
- package/lib/math/vec3.js +139 -0
- package/lib/math/vec3.js.map +1 -0
- package/lib/math.d.ts +5 -17
- package/lib/math.js +5 -55
- package/lib/math.js.map +1 -1
- package/lib/oidn.d.ts +1 -1
- package/lib/oidn.js +4 -2
- package/lib/oidn.js.map +1 -1
- package/lib/oidnBundledWeights.cdn.d.ts +2 -2
- package/lib/renderer/AovPrimitiveCache.d.ts +10 -0
- package/lib/renderer/AovPrimitiveCache.js +48 -0
- package/lib/renderer/AovPrimitiveCache.js.map +1 -0
- package/lib/renderer/Box3.d.ts +5 -0
- package/lib/renderer/Box3.js +9 -0
- package/lib/renderer/Box3.js.map +1 -0
- package/lib/renderer/GPUTraceQueue.d.ts +10 -0
- package/lib/renderer/GPUTraceQueue.js +31 -0
- package/lib/renderer/GPUTraceQueue.js.map +1 -0
- package/lib/renderer/MaterialData.d.ts +15 -0
- package/lib/renderer/MaterialData.js +61 -0
- package/lib/renderer/MaterialData.js.map +1 -0
- package/lib/renderer/MaterialTable.d.ts +11 -98
- package/lib/renderer/MaterialTable.js +34 -412
- package/lib/renderer/MaterialTable.js.map +1 -1
- package/lib/renderer/RenderingPipeline.d.ts +32 -13
- package/lib/renderer/RenderingPipeline.js +1 -17
- package/lib/renderer/RenderingPipeline.js.map +1 -1
- package/lib/renderer/TileRender.d.ts +0 -1
- package/lib/renderer/TileRender.js +14 -1
- package/lib/renderer/TileRender.js.map +1 -1
- package/lib/renderer/WGPUAov.d.ts +39 -0
- package/lib/renderer/WGPUAov.js +239 -0
- package/lib/renderer/WGPUAov.js.map +1 -0
- package/lib/renderer/WGPUBindlessMaterialData.d.ts +17 -0
- package/lib/renderer/WGPUBindlessMaterialData.js +48 -0
- package/lib/renderer/WGPUBindlessMaterialData.js.map +1 -0
- package/lib/renderer/WGPUBindlessTextures.d.ts +47 -0
- package/lib/renderer/WGPUBindlessTextures.js +180 -0
- package/lib/renderer/WGPUBindlessTextures.js.map +1 -0
- package/lib/renderer/WGPUBloomPass.js +17 -97
- package/lib/renderer/WGPUBloomPass.js.map +1 -1
- package/lib/renderer/WGPUComputePass.d.ts +1 -1
- package/lib/renderer/WGPUComputePass.js.map +1 -1
- package/lib/renderer/WGPUEnvMapDistribution.d.ts +12 -0
- package/lib/renderer/WGPUEnvMapDistribution.js +150 -0
- package/lib/renderer/WGPUEnvMapDistribution.js.map +1 -0
- package/lib/renderer/WGPUFullQuadPass.js +10 -9
- package/lib/renderer/WGPUFullQuadPass.js.map +1 -1
- package/lib/renderer/WGPUJNLMDenoiser.d.ts +1 -20
- package/lib/renderer/WGPUJNLMDenoiser.js +4 -267
- package/lib/renderer/WGPUJNLMDenoiser.js.map +1 -1
- package/lib/renderer/WGPURayTraceOutput.js +26 -17
- package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
- package/lib/renderer/WGPURayTracePass.d.ts +36 -40
- package/lib/renderer/WGPURayTracePass.js +399 -550
- package/lib/renderer/WGPURayTracePass.js.map +1 -1
- package/lib/renderer/WGPURenderingPipeline.d.ts +5 -3
- package/lib/renderer/WGPURenderingPipeline.js +239 -60
- package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
- package/lib/renderer/WGPUShaderCache.d.ts +2 -2
- package/lib/renderer/WGPUShaderCache.js +10 -5
- package/lib/renderer/WGPUShaderCache.js.map +1 -1
- package/lib/renderer/WGPUShaderCapabilities.d.ts +10 -0
- package/lib/renderer/WGPUShaderCapabilities.js +54 -0
- package/lib/renderer/WGPUShaderCapabilities.js.map +1 -0
- package/lib/renderer/WGPUSkyBaker.d.ts +13 -0
- package/lib/renderer/WGPUSkyBaker.js +85 -0
- package/lib/renderer/WGPUSkyBaker.js.map +1 -0
- package/lib/renderer/WebGLAov.d.ts +41 -0
- package/lib/renderer/WebGLAov.js +106 -0
- package/lib/renderer/WebGLAov.js.map +1 -0
- package/lib/renderer/WebGLFullQuadPass.d.ts +5 -3
- package/lib/renderer/WebGLFullQuadPass.js +18 -2
- package/lib/renderer/WebGLFullQuadPass.js.map +1 -1
- package/lib/renderer/WebGLJNLMDenoiser.d.ts +1 -1
- package/lib/renderer/WebGLJNLMDenoiser.js +83 -74
- package/lib/renderer/WebGLJNLMDenoiser.js.map +1 -1
- package/lib/renderer/WebGLRayTraceOutputPass.js +7 -4
- package/lib/renderer/WebGLRayTraceOutputPass.js.map +1 -1
- package/lib/renderer/WebGLRayTracePass.d.ts +12 -2
- package/lib/renderer/WebGLRayTracePass.js +82 -7
- package/lib/renderer/WebGLRayTracePass.js.map +1 -1
- package/lib/renderer/WebGLRenderingPipeline.js +116 -8
- package/lib/renderer/WebGLRenderingPipeline.js.map +1 -1
- package/lib/renderer/WebGLSkyBaker.d.ts +39 -0
- package/lib/renderer/WebGLSkyBaker.js +422 -0
- package/lib/renderer/WebGLSkyBaker.js.map +1 -0
- package/lib/renderer/WebGLSkySource.d.ts +9 -0
- package/lib/renderer/WebGLSkySource.js +28 -0
- package/lib/renderer/WebGLSkySource.js.map +1 -0
- package/lib/renderer/accumulationTarget.d.ts +5 -0
- package/lib/renderer/accumulationTarget.js.map +1 -1
- package/lib/renderer/aov.d.ts +42 -0
- package/lib/renderer/aov.js +50 -0
- package/lib/renderer/aov.js.map +1 -0
- package/lib/renderer/aovDisplay.d.ts +14 -0
- package/lib/renderer/aovDisplay.js +32 -0
- package/lib/renderer/aovDisplay.js.map +1 -0
- package/lib/renderer/aovScene.d.ts +21 -0
- package/lib/renderer/aovScene.js +139 -0
- package/lib/renderer/aovScene.js.map +1 -0
- package/lib/renderer/binnedSahBvh.js +2 -1
- package/lib/renderer/binnedSahBvh.js.map +1 -1
- package/lib/renderer/bvhAccel.d.ts +20 -10
- package/lib/renderer/bvhAccel.js +168 -58
- package/lib/renderer/bvhAccel.js.map +1 -1
- package/lib/renderer/bvhWorkerBuild.d.ts +1 -0
- package/lib/renderer/cameraSnapshot.js +2 -1
- package/lib/renderer/cameraSnapshot.js.map +1 -1
- package/lib/renderer/cameraUniform.d.ts +2 -0
- package/lib/renderer/cameraUniform.js +12 -0
- package/lib/renderer/cameraUniform.js.map +1 -0
- package/lib/renderer/committedScene.js +4 -0
- package/lib/renderer/committedScene.js.map +1 -1
- package/lib/renderer/denoiser.d.ts +3 -11
- package/lib/renderer/denoiser.js.map +1 -1
- package/lib/renderer/depthQuery.js +4 -1
- package/lib/renderer/depthQuery.js.map +1 -1
- package/lib/renderer/displacementPreparation.d.ts +11 -0
- package/lib/renderer/displacementPreparation.js +351 -0
- package/lib/renderer/displacementPreparation.js.map +1 -0
- package/lib/renderer/displacementRange.d.ts +1 -0
- package/lib/renderer/displacementRange.js +9 -0
- package/lib/renderer/displacementRange.js.map +1 -0
- package/lib/renderer/displayParityDiagnostics.d.ts +11 -0
- package/lib/renderer/displayParityDiagnostics.js +2 -0
- package/lib/renderer/displayParityDiagnostics.js.map +1 -0
- package/lib/renderer/envMapCreation.d.ts +9 -8
- package/lib/renderer/envMapCreation.js +36 -12
- package/lib/renderer/envMapCreation.js.map +1 -1
- package/lib/renderer/envMapDistribution.d.ts +12 -2
- package/lib/renderer/envMapDistribution.js +43 -34
- package/lib/renderer/envMapDistribution.js.map +1 -1
- package/lib/renderer/geometryBvhBounds.d.ts +4 -0
- package/lib/renderer/geometryBvhBounds.js +82 -0
- package/lib/renderer/geometryBvhBounds.js.map +1 -0
- package/lib/renderer/geometryUpdateState.d.ts +32 -0
- package/lib/renderer/geometryUpdateState.js +2 -0
- package/lib/renderer/geometryUpdateState.js.map +1 -0
- package/lib/renderer/geometryUpdates.d.ts +17 -9
- package/lib/renderer/geometryUpdates.js +92 -33
- package/lib/renderer/geometryUpdates.js.map +1 -1
- package/lib/renderer/glsl/aovDisplay.frag.d.ts +3 -0
- package/lib/renderer/glsl/aovDisplay.frag.js +54 -0
- package/lib/renderer/glsl/aovDisplay.frag.js.map +1 -0
- package/lib/renderer/glsl/aovReflectance.glsl.d.ts +2 -0
- package/lib/renderer/glsl/aovReflectance.glsl.js +87 -0
- package/lib/renderer/glsl/aovReflectance.glsl.js.map +1 -0
- package/lib/renderer/glsl/aovReflectanceSamples.glsl.d.ts +2 -0
- package/lib/renderer/glsl/aovReflectanceSamples.glsl.js +135 -0
- package/lib/renderer/glsl/aovReflectanceSamples.glsl.js.map +1 -0
- package/lib/renderer/glsl/aovTrace.frag.d.ts +2 -0
- package/lib/renderer/glsl/aovTrace.frag.js +121 -0
- package/lib/renderer/glsl/aovTrace.frag.js.map +1 -0
- package/lib/renderer/glsl/chunks/cameraRay.glsl.js +12 -12
- package/lib/renderer/glsl/chunks/envMap.glsl.js +80 -74
- package/lib/renderer/glsl/chunks/envMap.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/intersect.glsl.js +429 -429
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +144 -144
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +801 -801
- package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
- package/lib/renderer/glsl/chunks/random.glsl.js +6 -6
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +49 -49
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleLight.glsl.js +80 -80
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +102 -102
- package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +20 -17
- package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampling.glsl.js +93 -93
- package/lib/renderer/glsl/chunks/sobol.glsl.js +79 -79
- package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
- package/lib/renderer/glsl/chunks/uvProjection.glsl.js +12 -12
- package/lib/renderer/glsl/chunks/uvProjection.glsl.js.map +1 -1
- package/lib/renderer/glsl/depthQuery.frag.js +7 -7
- package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +17 -9
- package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js.map +1 -1
- package/lib/renderer/glsl/rayTrace.frag.js +191 -191
- package/lib/renderer/glsl/shadowCatcher.frag.js +25 -20
- package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
- package/lib/renderer/glsl/webglPipeline.frag.js +65 -60
- package/lib/renderer/glsl/webglPipeline.frag.js.map +1 -1
- package/lib/renderer/lightConstants.d.ts +10 -0
- package/lib/renderer/lightConstants.js +11 -0
- package/lib/renderer/lightConstants.js.map +1 -0
- package/lib/renderer/lightCore.d.ts +12 -0
- package/lib/renderer/lightCore.js +13 -0
- package/lib/renderer/lightCore.js.map +1 -0
- package/lib/renderer/lightSampling.d.ts +20 -17
- package/lib/renderer/lightSampling.js +123 -56
- package/lib/renderer/lightSampling.js.map +1 -1
- package/lib/renderer/lightsData.d.ts +21 -0
- package/lib/renderer/lightsData.js +192 -0
- package/lib/renderer/lightsData.js.map +1 -0
- package/lib/renderer/lightsUtil.d.ts +3 -26
- package/lib/renderer/lightsUtil.js +3 -153
- package/lib/renderer/lightsUtil.js.map +1 -1
- package/lib/renderer/materialBufferData.d.ts +70 -0
- package/lib/renderer/materialBufferData.js +2 -0
- package/lib/renderer/materialBufferData.js.map +1 -0
- package/lib/renderer/materialConstants.d.ts +11 -0
- package/lib/renderer/materialConstants.js +11 -0
- package/lib/renderer/materialConstants.js.map +1 -1
- package/lib/renderer/materialCore.d.ts +8 -0
- package/lib/renderer/materialCore.js +9 -0
- package/lib/renderer/materialCore.js.map +1 -0
- package/lib/renderer/materialEmission.d.ts +2 -2
- package/lib/renderer/materialEmission.js +3 -3
- package/lib/renderer/materialEmission.js.map +1 -1
- package/lib/renderer/materialLayout.d.ts +2 -101
- package/lib/renderer/materialLayout.js +110 -172
- package/lib/renderer/materialLayout.js.map +1 -1
- package/lib/renderer/materialLayoutSchema.d.ts +26 -0
- package/lib/renderer/materialLayoutSchema.js +172 -0
- package/lib/renderer/materialLayoutSchema.js.map +1 -0
- package/lib/renderer/materialParams.d.ts +69 -0
- package/lib/renderer/materialParams.js +272 -0
- package/lib/renderer/materialParams.js.map +1 -0
- package/lib/renderer/materialTextureSlots.d.ts +14 -324
- package/lib/renderer/materialTextureSlots.js +21 -8
- package/lib/renderer/materialTextureSlots.js.map +1 -1
- package/lib/renderer/materialTextures.d.ts +6 -0
- package/lib/renderer/{texturesFromMaterials.js → materialTextures.js} +1 -2
- package/lib/renderer/materialTextures.js.map +1 -0
- package/lib/renderer/mergeMeshesToGeometry.js +6 -147
- package/lib/renderer/mergeMeshesToGeometry.js.map +1 -1
- package/lib/renderer/meshInstances.d.ts +4 -21
- package/lib/renderer/meshInstances.js +10 -56
- package/lib/renderer/meshInstances.js.map +1 -1
- package/lib/renderer/oidnNetwork.d.ts +2 -2
- package/lib/renderer/oidnNetwork.js +1 -1
- package/lib/renderer/oidnNetwork.js.map +1 -1
- package/lib/renderer/openPbrEnergyLut.js +850 -846
- package/lib/renderer/openPbrEnergyLut.js.map +1 -1
- package/lib/renderer/ownedDenoiser.d.ts +9 -0
- package/lib/renderer/ownedDenoiser.js +2 -0
- package/lib/renderer/ownedDenoiser.js.map +1 -0
- package/lib/renderer/packedMeshInstances.d.ts +23 -0
- package/lib/renderer/packedMeshInstances.js +80 -0
- package/lib/renderer/packedMeshInstances.js.map +1 -0
- package/lib/renderer/prepareMeshBVH.d.ts +12 -47
- package/lib/renderer/prepareMeshBVH.js +21 -642
- package/lib/renderer/prepareMeshBVH.js.map +1 -1
- package/lib/renderer/proceduralEnvironmentPower.d.ts +3 -0
- package/lib/renderer/proceduralEnvironmentPower.js +8 -0
- package/lib/renderer/proceduralEnvironmentPower.js.map +1 -0
- package/lib/renderer/progressiveScheduler.d.ts +1 -0
- package/lib/renderer/progressiveScheduler.js +3 -0
- package/lib/renderer/progressiveScheduler.js.map +1 -1
- package/lib/renderer/renderPipeline.d.ts +3 -1
- package/lib/renderer/renderPipeline.js.map +1 -1
- package/lib/renderer/renderingLimits.d.ts +9 -0
- package/lib/renderer/renderingLimits.js +18 -0
- package/lib/renderer/renderingLimits.js.map +1 -0
- package/lib/renderer/sceneAssembly.d.ts +73 -0
- package/lib/renderer/sceneAssembly.js +109 -0
- package/lib/renderer/sceneAssembly.js.map +1 -0
- package/lib/renderer/sceneChangeCore.d.ts +39 -0
- package/lib/renderer/sceneChangeCore.js +307 -0
- package/lib/renderer/sceneChangeCore.js.map +1 -0
- package/lib/renderer/sceneChangeDetector.d.ts +3 -6
- package/lib/renderer/sceneChangeDetector.js +24 -150
- package/lib/renderer/sceneChangeDetector.js.map +1 -1
- package/lib/renderer/sceneLayoutSchema.d.ts +118 -0
- package/lib/renderer/sceneLayoutSchema.js +111 -0
- package/lib/renderer/sceneLayoutSchema.js.map +1 -0
- package/lib/renderer/sceneLightChanges.d.ts +3 -3
- package/lib/renderer/sceneLightChanges.js.map +1 -1
- package/lib/renderer/scenePreparation.d.ts +55 -0
- package/lib/renderer/scenePreparation.js +360 -0
- package/lib/renderer/scenePreparation.js.map +1 -0
- package/lib/renderer/scratchSampling.js +18 -18
- package/lib/renderer/scratchSampling.js.map +1 -1
- package/lib/renderer/shader.d.ts +2 -0
- package/lib/renderer/shader.js +2 -0
- package/lib/renderer/shader.js.map +1 -1
- package/lib/renderer/shaderCapabilities.d.ts +23 -0
- package/lib/renderer/shaderCapabilities.js +55 -0
- package/lib/renderer/shaderCapabilities.js.map +1 -0
- package/lib/renderer/shaderCapacity.d.ts +2 -0
- package/lib/renderer/shaderCapacity.js +5 -0
- package/lib/renderer/shaderCapacity.js.map +1 -0
- package/lib/renderer/skyModel.d.ts +9 -0
- package/lib/renderer/skyModel.js +10 -0
- package/lib/renderer/skyModel.js.map +1 -0
- package/lib/renderer/textureAtlas.d.ts +60 -0
- package/lib/renderer/textureAtlas.js +145 -0
- package/lib/renderer/textureAtlas.js.map +1 -0
- package/lib/renderer/textureAtlasPixels.d.ts +7 -0
- package/lib/renderer/textureAtlasPixels.js +68 -0
- package/lib/renderer/textureAtlasPixels.js.map +1 -0
- package/lib/renderer/util.d.ts +1 -1
- package/lib/renderer/util.js.map +1 -1
- package/lib/renderer/webgl.d.ts +9 -2
- package/lib/renderer/webgl.js +54 -9
- package/lib/renderer/webgl.js.map +1 -1
- package/lib/renderer/wgpuBindless.d.ts +26 -0
- package/lib/renderer/wgpuBindless.js +95 -0
- package/lib/renderer/wgpuBindless.js.map +1 -0
- package/lib/renderer/wgpuBindlessSource.d.ts +2 -0
- package/lib/renderer/wgpuBindlessSource.js +51 -0
- package/lib/renderer/wgpuBindlessSource.js.map +1 -0
- package/lib/renderer/wgpuMaterialConstants.d.ts +4 -0
- package/lib/renderer/wgpuMaterialConstants.js +52 -0
- package/lib/renderer/wgpuMaterialConstants.js.map +1 -0
- package/lib/renderer/wgpuSceneUniform.d.ts +42 -0
- package/lib/renderer/wgpuSceneUniform.js +125 -0
- package/lib/renderer/wgpuSceneUniform.js.map +1 -0
- package/lib/renderer/wgpuShaderSource.d.ts +15 -0
- package/lib/renderer/wgpuShaderSource.js +31 -0
- package/lib/renderer/wgpuShaderSource.js.map +1 -0
- package/lib/renderer/wgsl/aovDisplay.wgsl.d.ts +1 -0
- package/lib/renderer/wgsl/aovDisplay.wgsl.js +70 -0
- package/lib/renderer/wgsl/aovDisplay.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/aovReflectance.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/aovReflectance.wgsl.js +98 -0
- package/lib/renderer/wgsl/aovReflectance.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.js +135 -0
- package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/aovResolve.wgsl.d.ts +5 -0
- package/lib/renderer/wgsl/aovResolve.wgsl.js +38 -0
- package/lib/renderer/wgsl/aovResolve.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/aovSnapshot.wgsl.d.ts +4 -0
- package/lib/renderer/wgsl/aovSnapshot.wgsl.js +21 -0
- package/lib/renderer/wgsl/aovSnapshot.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/aovTrace.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/aovTrace.wgsl.js +115 -0
- package/lib/renderer/wgsl/aovTrace.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/bloom.wgsl.d.ts +13 -0
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{ isProceduralSkyImage } from '../scene/skyParameters.js';\nimport type Texture from '../scene/Texture.js';\nimport {isTextureDataSource} from '../scene/Texture.js';\nimport {textureWrapIndex} from '../scene/TextureState.js';\nimport {createCanvas} from '../util/canvas.js';\nimport {writeRawAtlasPlacement} from './textureAtlasPixels.js';\nimport {float16Bits} from './float16.js';\nimport {textureColorLinear, textureFloatStorage} from './WGPUBindlessMaterialData.js';\nimport {bindlessLimitReason, createResourceTable, FIRST_TEXTURE_SLOT, RESOURCE_TABLE_LIMIT, type ResourceTable} from './wgpuBindless.js';\n\nexport interface TextureExtent {width: number; height: number;}\nexport function planIndependentTextures(textures: readonly Texture[], budget: number, dimension: number) {\n const floatStorage = textures.some(textureFloatStorage), bytesPerPixel = floatStorage ? 8 : 4;\n const indices = [...new Map(textures.map((t, i) => [t, i])).values()];\n for (const {image} of textures) if (!Number.isSafeInteger(image.width) || !Number.isSafeInteger(image.height) || image.width < 1 || image.height < 1) {\n throw new Error('Material textures require positive integer dimensions.');\n }\n const extents = (scale: number) => textures.map(t => ({width: Math.max(1, Math.floor(t.image.width * scale)), height: Math.max(1, Math.floor(t.image.height * scale))}));\n const bytes = (sizes: TextureExtent[]) => indices.reduce((sum, i) => sum + sizes[i].width * sizes[i].height * bytesPerPixel, 0);\n if (indices.length * bytesPerPixel > budget) throw new Error('Material textures cannot fit the budget even at 1×1.');\n let scale = textures.reduce((s, t) => Math.min(s, dimension / Math.max(t.image.width, t.image.height)), 1);\n if (bytes(extents(scale)) > budget) {\n let low = 0, high = scale;\n for (let i = 0; i < 40; i++) {const mid = (low + high) / 2; if (bytes(extents(mid)) <= budget) low = mid; else high = mid;}\n scale = low;\n }\n const sizes = extents(scale);\n return {sizes, scale, floatStorage, bytesPerPixel, estimatedBytes: bytes(sizes)};\n}\nexport function independentTexturePixels(texture: Texture, size: TextureExtent, floatStorage: boolean): Uint8Array | Uint16Array {\n const data = floatStorage ? new Uint16Array(size.width * size.height * 4) : new Uint8Array(size.width * size.height * 4);\n if (isTextureDataSource(texture.image)) {\n writeRawAtlasPlacement(data, size.width, {index: 0, layer: 0, x: 0, y: 0, ...size}, {image: texture.image, flipY: texture.flipY}, floatStorage);\n } else {\n const canvas = createCanvas(size.width, size.height), context = canvas.getContext('2d');\n if (!context) throw new Error('Unable to prepare material texture pixels.');\n if (texture.flipY) {context.translate(0, size.height); context.scale(1, -1);}\n if (isProceduralSkyImage(texture.image)) throw new Error('ProceduralSky is only supported as an environment or background.');\n context.drawImage(texture.image, 0, 0, size.width, size.height);\n const pixels = context.getImageData(0, 0, size.width, size.height).data;\n for (let i = 0; i < pixels.length; i++) data[i] = floatStorage ? float16Bits(pixels[i] / 255) : pixels[i];\n }\n return data;\n}\nexport function packIndependentTextureInfo(textures: readonly Texture[], sizes: TextureExtent[], capacity: number) {\n const data = new ArrayBuffer(capacity * 48), f32 = new Float32Array(data), u32 = new Uint32Array(data);\n textures.forEach((t, i) => {\n const base = i * 12;\n f32.set([...t.uvScale, ...t.uvOffset], base);\n u32.set([FIRST_TEXTURE_SLOT + i, 1 + textureWrapIndex(t.wrapS) * 3 + textureWrapIndex(t.wrapT), t.uvChannel, textureColorLinear(t), sizes[i].width, sizes[i].height], base + 4);\n });\n return data;\n}\ninterface TextureEntry {\n gpu: GPUTexture; image: Texture['image']; version: number; width: number; height: number;\n sourceWidth: number; sourceHeight: number; flipY: boolean; format: GPUTextureFormat;\n}\n/** Browser scene resources; callers wait for retirement before preparing another generation. */\nexport class WGPUBindlessTextures {\n table?: ResourceTable;\n metadata?: GPUBuffer;\n retirement?: Promise<void>;\n private entries = new Map<Texture, TextureEntry>();\n private logical: GPUTexture[] = [];\n private samplers: GPUSampler[];\n private fallback: GPUTexture;\n private disposed = false;\n private generation = 0;\n private metadataCapacity = 0;\n private retiredBytes = 0;\n private destroyRetired?: () => void;\n private stats = {textureCount: 0, estimatedBytes: 0, scale: 1};\n constructor(private device: GPUDevice) {\n const modes: GPUAddressMode[] = ['repeat', 'clamp-to-edge', 'mirror-repeat'];\n this.samplers = modes.flatMap(addressModeU => modes.map(addressModeV => device.createSampler({minFilter: 'linear', magFilter: 'linear', addressModeU, addressModeV})));\n this.fallback = device.createTexture({size: [1,1], format: 'rgba8unorm', usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST});\n device.queue.writeTexture({texture: this.fallback}, new Uint8Array([255,255,255,255]), {bytesPerRow: 4}, [1,1]);\n }\n get revision() { return this.generation; }\n get diagnostics() { return {...this.stats, metadataBytes: this.metadata?.size ?? 0, resourceTableCapacity: this.table?.size ?? 0, retiredBytes: this.retiredBytes}; }\n update(textures: Texture[], budget: number) {\n if (this.disposed) throw new Error('Bindless textures are disposed.');\n if (this.retirement) throw new Error('Previous resource-table generation has not retired.');\n const reason = bindlessLimitReason(this.device, textures.length);\n if (reason) throw new Error(reason);\n const plan = planIndependentTextures(textures, budget, this.device.limits.maxTextureDimension2D);\n const format = plan.floatStorage ? 'rgba16float' : 'rgba8unorm';\n const next = new Map<Texture, TextureEntry>(), created: GPUTexture[] = [];\n let newTable: ResourceTable | undefined, newBuffer: GPUBuffer | undefined;\n try {\n textures.forEach((texture, i) => {\n if (next.has(texture)) return;\n const size = plan.sizes[i], old = this.entries.get(texture);\n const reusable = old && old.width === size.width && old.height === size.height && old.format === format;\n const gpu = reusable ? old.gpu : this.device.createTexture({label: 'Material texture', size: [size.width, size.height], format, usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST});\n if (!reusable) created.push(gpu);\n if (!reusable || old.image !== texture.image || old.version !== texture.version || old.flipY !== texture.flipY || old.sourceWidth !== texture.image.width || old.sourceHeight !== texture.image.height) {\n const pixels = independentTexturePixels(texture, size, plan.floatStorage);\n this.device.queue.writeTexture({texture: gpu}, pixels, {bytesPerRow: size.width * plan.bytesPerPixel}, [size.width, size.height]);\n }\n next.set(texture, {gpu, image: texture.image, version: texture.version, sourceWidth: texture.image.width, sourceHeight: texture.image.height, flipY: texture.flipY, format, ...size});\n });\n const logical = textures.map(t => next.get(t)!.gpu);\n const changed = !this.table || logical.length !== this.logical.length || logical.some((t, i) => t !== this.logical[i]);\n if (changed) {\n const size = Math.min(RESOURCE_TABLE_LIMIT, 2 ** Math.ceil(Math.log2(Math.max(16, textures.length + FIRST_TEXTURE_SLOT))));\n newTable = createResourceTable(this.device, size); newTable.update(0, this.fallback.createView());\n this.samplers.forEach((sampler, i) => newTable!.update(i + 1, sampler));\n logical.forEach((gpu, i) => newTable!.update(FIRST_TEXTURE_SLOT + i, gpu.createView()));\n }\n const maxCapacity = Math.floor(Math.min(this.device.limits.maxStorageBufferBindingSize, this.device.limits.maxBufferSize) / 48);\n const capacity = Math.min(maxCapacity, Math.max(this.metadataCapacity, 2 ** Math.ceil(Math.log2(Math.max(1, textures.length)))));\n if (!this.metadata || capacity !== this.metadataCapacity) newBuffer = this.device.createBuffer({label: 'Material texture metadata', size: capacity * 48, usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST});\n this.device.queue.writeBuffer(newBuffer ?? this.metadata!, 0, packIndependentTextureInfo(textures, plan.sizes, capacity));\n const oldTable = newTable ? this.table : undefined, oldBuffer = newBuffer ? this.metadata : undefined;\n const retained = new Set(logical);\n const removed = [...new Set([...this.entries.values()].map(e => e.gpu))].filter(t => !retained.has(t));\n this.entries = next; this.logical = logical;\n if (newTable) this.table = newTable;\n if (newBuffer) this.metadata = newBuffer;\n this.metadataCapacity = capacity; this.generation++;\n this.stats = {textureCount: textures.length, estimatedBytes: [...new Set(logical)].reduce((n, t) => n + t.width * t.height * plan.bytesPerPixel, 0), scale: plan.scale};\n if (oldTable || oldBuffer || removed.length) {\n this.retiredBytes = (oldBuffer?.size ?? 0) + removed.reduce((n, t) => n + t.width * t.height * (t.format === 'rgba16float' ? 8 : 4), 0);\n const destroy = () => {oldTable?.destroy(); oldBuffer?.destroy(); removed.forEach(t => t.destroy()); this.retiredBytes = 0;};\n this.destroyRetired = destroy;\n this.retirement = this.device.queue.onSubmittedWorkDone().catch(() => {}).then(() => {\n if (this.destroyRetired === destroy) {destroy(); this.destroyRetired = undefined; this.retirement = undefined;}\n });\n }\n } catch (error) {newTable?.destroy(); newBuffer?.destroy(); created.forEach(t => t.destroy()); throw error;}\n }\n dispose() {\n if (this.disposed) return;\n this.disposed = true; this.generation++;\n this.destroyRetired?.(); this.destroyRetired = undefined; this.retirement = undefined;\n this.table?.destroy(); this.metadata?.destroy(); this.fallback.destroy();\n new Set([...this.entries.values()].map(e => e.gpu)).forEach(t => t.destroy());\n this.entries.clear(); this.logical = [];\n }\n}\n"]}
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import { BLOOM_PLAN, BLOOM_LEVELS, bloomBlurSize, bloomBlendWeight, bloomBrightDefine, bloomBrightMain, bloomDownDefine, bloomDownMain, bloomBlurDefine, bloomBlurMain, bloomBlendMain } from './wgsl/bloom.wgsl.js';
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import { WGPUFullQuadPass } from './WGPUFullQuadPass.js';
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`,
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fsMain: /*wgsl*/ `
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${''
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// Use median filter to reduce noise
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}
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function createDownsamplePass(device) {
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fsMain: /*wgsl*/ `
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let size = vec2f(colorTexRegion());
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function createGaussianPass(device) {
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fsMain: /*wgsl*/ `
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let vR = vec2f(colorTexRegion());
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`
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61
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62
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}
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63
|
function createBlendPass(device) {
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75
|
linearSampler: device.createSampler(linearSamplerDescriptor)
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|
},
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fsMain:
|
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let vZ = sample_colorTex1_linearSampler(uv2);
|
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let wa = sample_colorTex2_linearSampler(uv2);
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output.color = mix(vZ, wa, weight);
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`
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|
|
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78
|
});
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79
|
}
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80
|
class WGPUBloomPass {
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@@ -188,44 +131,21 @@ class WGPUBloomPass {
|
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188
131
|
this._blendPasses.forEach((blendPass) => {
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132
|
blendPass.setUniform('weight',
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133
|
// Use weight to control radius
|
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+
bloomBlendWeight(radius));
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135
|
});
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136
|
[...this._blurHPasses, ...this._blurVPasses].forEach((blurPass) => {
|
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194
137
|
//Some magic fomular
|
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195
|
-
blurPass.setUniform('size',
|
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|
+
blurPass.setUniform('size', bloomBlurSize(radius));
|
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139
|
});
|
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140
|
}
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141
|
createPass(encoder, colorTex) {
|
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|
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const
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|
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|
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const
|
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const
|
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|
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|
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brightPass.createPass(encoder, { colorTex });
|
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|
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// Downsample
|
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206
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-
for (let i = 0; i <= COUNT; i++) {
|
|
207
|
-
const colorTex1 = (i === 0 ? brightPass : downSamplePasses[i - 1]).getOutput('color');
|
|
208
|
-
downSamplePasses[i].createPass(encoder, { colorTex: colorTex1 });
|
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209
|
-
}
|
|
210
|
-
// Upsample with gaussian and blending
|
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211
|
-
for (let i = COUNT; i >= 0; i--) {
|
|
212
|
-
// Blur
|
|
213
|
-
blurHPasses[i].createPass(encoder, {
|
|
214
|
-
colorTex: downSamplePasses[i].getOutput('color')
|
|
215
|
-
});
|
|
216
|
-
blurVPasses[i].createPass(encoder, {
|
|
217
|
-
colorTex: blurHPasses[i].getOutput('color')
|
|
218
|
-
});
|
|
142
|
+
const passes = [this._brightPass, ...this._downsamplePasses, ...this._blurHPasses,
|
|
143
|
+
...this._blurVPasses, ...this._blendPasses];
|
|
144
|
+
const source = (slot) => slot === passes.length ? colorTex : passes[slot].getOutput('color');
|
|
145
|
+
for (const [, a, b, target] of BLOOM_PLAN) {
|
|
146
|
+
passes[target].createPass(encoder, { colorTex: source(a), colorTex1: source(a), colorTex2: source(b) });
|
|
219
147
|
}
|
|
220
|
-
|
|
221
|
-
blendPasses[i].createPass(encoder, {
|
|
222
|
-
colorTex1: (i === COUNT - 1
|
|
223
|
-
? blurVPasses[COUNT]
|
|
224
|
-
: blendPasses[i + 1]).getOutput('color'),
|
|
225
|
-
colorTex2: blurVPasses[i].getOutput('color')
|
|
226
|
-
});
|
|
227
|
-
}
|
|
228
|
-
return blendPasses[0].getOutput('color');
|
|
148
|
+
return this._blendPasses[0].getOutput('color');
|
|
229
149
|
}
|
|
230
150
|
getMemoryBytes() {
|
|
231
151
|
return [this._brightPass, ...this._downsamplePasses, ...this._blurHPasses, ...this._blurVPasses, ...this._blendPasses]
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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median(median(texel, s1, s2), s3, s4);\n\n// Premultiplied Alpha\nlet lum = dot(texel.rgb, vec3f(0.2125, 0.7154, 0.0721));\nvar color: vec4f;\nif (lum > threshold && texel.a > 0.0) {\n color = vec4f(texel.rgb * scale, texel.a);\n} else {\n // Bleed the alpha to avoid sharp edge when using alpha\n color = vec4f(vec3(0.0), texel.a);\n}\noutput.color = color;\n`\n });\n}\n\nfunction createDownsamplePass(device: GPUDevice) {\n return new WGPUFullQuadPass('downsample', device, {\n inputs: ['colorTex'],\n outputs: ['color'],\n uniforms: [],\n samplers: {\n linearSampler: device.createSampler(linearSamplerDescriptor)\n },\n fsDefine: /*wgsl*/ `\nfn brightness(c: vec3f) -> f32 {\n return max(max(c.r, c.g), c.b);\n}\n`,\n fsMain: /*wgsl*/ `\nlet size = vec2f(colorTexRegion());\nlet d = vec4f(-1.0, -1.0, 1.0, 1.0) / size.xyxy;\n${\n ''\n}\noutput.color = sample_colorTex_linearSampler(uv2 + d.xy) * 0.25\n + sample_colorTex_linearSampler(uv2 + d.zy) * 0.25\n + sample_colorTex_linearSampler(uv2 + d.xw) * 0.25\n + sample_colorTex_linearSampler(uv2 + d.zw) * 0.25;\n`\n });\n}\n\nfunction createGaussianPass(device: GPUDevice) {\n return new WGPUFullQuadPass('gaussian', device, {\n inputs: ['colorTex'],\n outputs: ['color'],\n uniforms: [\n {\n label: 'direction',\n type: 'vec2f',\n data: [1, 0]\n },\n {\n label: 'size',\n type: 'f32',\n data: 1.0\n }\n ],\n samplers: {\n linearSampler: device.createSampler(linearSamplerDescriptor)\n },\n fsDefine: /*wgsl*/ `\nconst kernel = array<f32, 9>(0.07, 0.09, 0.12, 0.14, 0.16, 0.14, 0.12, 0.09, 0.07);\n`,\n fsMain: /*wgsl*/ `\nlet texSize = vec2f(colorTexRegion());\nlet off = direction / texSize * size;\n\nvar sum = vec4f(0.0);\nvar weightAll = 0.0;\nfor (var i = 0; i < 9; i++) {\n let w = kernel[i];\n sum += sample_colorTex_linearSampler(uv2 + off * f32(i - 4)) * w;\n weightAll += w;\n}\noutput.color = sum / max(weightAll, 0.01);\n`\n });\n}\n\nfunction createBlendPass(device: GPUDevice) {\n return new WGPUFullQuadPass('blend', device, {\n inputs: ['colorTex1', 'colorTex2'],\n outputs: ['color'],\n uniforms: [\n {\n label: 'weight',\n type: 'f32',\n data: 0.3\n }\n ],\n\n samplers: {\n linearSampler: device.createSampler(linearSamplerDescriptor)\n },\n fsMain: /*wgsl*/ `\nlet color1 = sample_colorTex1_linearSampler(uv2);\nlet color2 = sample_colorTex2_linearSampler(uv2);\noutput.color = mix(color1, color2, weight);\n`\n });\n}\n\nclass WGPUBloomPass {\n private _brightPass;\n private _downsamplePasses: ReturnType<typeof createDownsamplePass>[] = [];\n private _blurHPasses: ReturnType<typeof createGaussianPass>[] = [];\n private _blurVPasses: ReturnType<typeof createGaussianPass>[] = [];\n private _blendPasses: ReturnType<typeof createBlendPass>[] = [];\n\n constructor(device: GPUDevice) {\n this._brightPass = createBrightPass(device);\n const commonOutputParams = {\n color: {\n format: 'rgba16float'\n }\n } as const;\n this._brightPass.setOutputParams(commonOutputParams);\n for (let i = 0; i <= COUNT; i++) {\n const downsamplePass = createDownsamplePass(device);\n const blurHPass = createGaussianPass(device);\n const blurVPass = createGaussianPass(device);\n downsamplePass.setOutputParams(commonOutputParams);\n blurHPass.setOutputParams(commonOutputParams);\n blurVPass.setOutputParams(commonOutputParams);\n blurHPass.setUniform('direction', [1, 0]);\n blurVPass.setUniform('direction', [0, 1]);\n this._downsamplePasses.push(downsamplePass);\n this._blurHPasses.push(blurHPass);\n this._blurVPasses.push(blurVPass);\n if (i > 0) {\n const blendPass = createBlendPass(device);\n blendPass.setOutputParams(commonOutputParams);\n this._blendPasses.push(blendPass);\n }\n }\n }\n\n reserveCapacity() {\n [this._brightPass, ...this._downsamplePasses, ...this._blurHPasses, ...this._blurVPasses, ...this._blendPasses].forEach(pass => pass.reserveCapacity());\n }\n\n setSize(width: number, height: number) {\n this._brightPass.setSize(width, height);\n for (let i = 0; i <= COUNT; i++) {\n this._downsamplePasses[i].setSize(width >> (i + 1), height >> (i + 1));\n this._blurHPasses[i].setSize(width >> (i + 1), height >> (i + 1));\n this._blurVPasses[i].setSize(width >> i, height >> i);\n if (i > 0) {\n this._blendPasses[i - 1].setSize(width >> (i - 1), height >> (i - 1));\n }\n }\n }\n\n setBrightThreshold(threshold: number) {\n this._brightPass.setUniform('threshold', threshold);\n }\n\n setRadius(radius: number) {\n this._blendPasses.forEach((blendPass) => {\n blendPass.setUniform(\n 'weight',\n // Use weight to control radius\n 1 - Math.max(Math.min(radius ** 0.3 * 0.8, 0.8), 0)\n );\n });\n [...this._blurHPasses, ...this._blurVPasses].forEach((blurPass) => {\n //Some magic fomular\n blurPass.setUniform('size', Math.max(Math.min(radius * 2, 1.0), 0.2));\n });\n }\n\n createPass(encoder: GPUCommandEncoder, colorTex: GPUTexture) {\n const brightPass = this._brightPass;\n const downSamplePasses = this._downsamplePasses;\n const blendPasses = this._blendPasses;\n const blurHPasses = this._blurHPasses;\n const blurVPasses = this._blurVPasses;\n brightPass.createPass(encoder, { colorTex });\n // Downsample\n for (let i = 0; i <= COUNT; i++) {\n const colorTex1 = (\n i === 0 ? brightPass : downSamplePasses[i - 1]\n ).getOutput('color');\n downSamplePasses[i].createPass(encoder, { colorTex: colorTex1 });\n }\n\n // Upsample with gaussian and blending\n for (let i = COUNT; i >= 0; i--) {\n // Blur\n blurHPasses[i].createPass(encoder, {\n colorTex: downSamplePasses[i].getOutput('color')\n });\n blurVPasses[i].createPass(encoder, {\n colorTex: blurHPasses[i].getOutput('color')\n });\n }\n for (let i = COUNT - 1; i >= 0; i--) {\n blendPasses[i].createPass(encoder, {\n colorTex1: (i === COUNT - 1\n ? blurVPasses[COUNT]\n : blendPasses[i + 1]\n ).getOutput('color'),\n colorTex2: blurVPasses[i].getOutput('color')\n });\n }\n\n return blendPasses[0].getOutput('color');\n }\n\n getMemoryBytes() {\n return [this._brightPass, ...this._downsamplePasses, ...this._blurHPasses, ...this._blurVPasses, ...this._blendPasses]\n .reduce((sum, pass) => sum + pass.getMemoryBytes(), 0);\n }\n\n dispose() {\n this._brightPass.dispose();\n [...this._downsamplePasses, ...this._blurHPasses, ...this._blurVPasses, ...this._blendPasses].forEach(pass => pass.dispose());\n }\n\n getOutput() {\n return this._blendPasses[0].getOutput('color');\n }\n}\n\nexport default WGPUBloomPass;\n"]}
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{BLOOM_PLAN, BLOOM_LEVELS, bloomBlurSize, bloomBlendWeight, bloomBrightDefine, bloomBrightMain, bloomDownDefine, bloomDownMain, bloomBlurDefine, bloomBlurMain, bloomBlendMain} from './wgsl/bloom.wgsl.js';\nimport { WGPUFullQuadPass } from './WGPUFullQuadPass.js';\n\nconst COUNT = BLOOM_LEVELS - 1;\n\nconst linearSamplerDescriptor = {\n magFilter: 'linear',\n minFilter: 'linear'\n} satisfies GPUSamplerDescriptor;\n\nfunction createBrightPass(device: GPUDevice) {\n return new WGPUFullQuadPass('bright', device, {\n inputs: ['colorTex'],\n outputs: ['color'],\n uniforms: [\n {\n label: 'threshold',\n type: 'f32',\n data: 1\n },\n {\n label: 'scale',\n type: 'f32',\n data: 1\n }\n ],\n fsDefine: bloomBrightDefine,\n fsMain: bloomBrightMain\n });\n}\n\nfunction createDownsamplePass(device: GPUDevice) {\n return new WGPUFullQuadPass('downsample', device, {\n inputs: ['colorTex'],\n outputs: ['color'],\n uniforms: [],\n samplers: {\n linearSampler: device.createSampler(linearSamplerDescriptor)\n },\n fsDefine: bloomDownDefine,\n fsMain: bloomDownMain\n });\n}\n\nfunction createGaussianPass(device: GPUDevice) {\n return new WGPUFullQuadPass('gaussian', device, {\n inputs: ['colorTex'],\n outputs: ['color'],\n uniforms: [\n {\n label: 'direction',\n type: 'vec2f',\n data: [1, 0]\n },\n {\n label: 'size',\n type: 'f32',\n data: 1.0\n }\n ],\n samplers: {\n linearSampler: device.createSampler(linearSamplerDescriptor)\n },\n fsDefine: bloomBlurDefine,\n fsMain: bloomBlurMain\n });\n}\n\nfunction createBlendPass(device: GPUDevice) {\n return new WGPUFullQuadPass('blend', device, {\n inputs: ['colorTex1', 'colorTex2'],\n outputs: ['color'],\n uniforms: [\n {\n label: 'weight',\n type: 'f32',\n data: 0.3\n }\n ],\n\n samplers: {\n linearSampler: device.createSampler(linearSamplerDescriptor)\n },\n fsMain: bloomBlendMain\n });\n}\n\nclass WGPUBloomPass {\n private _brightPass;\n private _downsamplePasses: ReturnType<typeof createDownsamplePass>[] = [];\n private _blurHPasses: ReturnType<typeof createGaussianPass>[] = [];\n private _blurVPasses: ReturnType<typeof createGaussianPass>[] = [];\n private _blendPasses: ReturnType<typeof createBlendPass>[] = [];\n\n constructor(device: GPUDevice) {\n this._brightPass = createBrightPass(device);\n const commonOutputParams = {\n color: {\n format: 'rgba16float'\n }\n } as const;\n this._brightPass.setOutputParams(commonOutputParams);\n for (let i = 0; i <= COUNT; i++) {\n const downsamplePass = createDownsamplePass(device);\n const blurHPass = createGaussianPass(device);\n const blurVPass = createGaussianPass(device);\n downsamplePass.setOutputParams(commonOutputParams);\n blurHPass.setOutputParams(commonOutputParams);\n blurVPass.setOutputParams(commonOutputParams);\n blurHPass.setUniform('direction', [1, 0]);\n blurVPass.setUniform('direction', [0, 1]);\n this._downsamplePasses.push(downsamplePass);\n this._blurHPasses.push(blurHPass);\n this._blurVPasses.push(blurVPass);\n if (i > 0) {\n const blendPass = createBlendPass(device);\n blendPass.setOutputParams(commonOutputParams);\n this._blendPasses.push(blendPass);\n }\n }\n }\n\n reserveCapacity() {\n [this._brightPass, ...this._downsamplePasses, ...this._blurHPasses, ...this._blurVPasses, ...this._blendPasses].forEach(pass => pass.reserveCapacity());\n }\n\n setSize(width: number, height: number) {\n this._brightPass.setSize(width, height);\n for (let i = 0; i <= COUNT; i++) {\n this._downsamplePasses[i].setSize(width >> (i + 1), height >> (i + 1));\n this._blurHPasses[i].setSize(width >> (i + 1), height >> (i + 1));\n this._blurVPasses[i].setSize(width >> i, height >> i);\n if (i > 0) {\n this._blendPasses[i - 1].setSize(width >> (i - 1), height >> (i - 1));\n }\n }\n }\n\n setBrightThreshold(threshold: number) {\n this._brightPass.setUniform('threshold', threshold);\n }\n\n setRadius(radius: number) {\n this._blendPasses.forEach((blendPass) => {\n blendPass.setUniform(\n 'weight',\n // Use weight to control radius\n bloomBlendWeight(radius)\n );\n });\n [...this._blurHPasses, ...this._blurVPasses].forEach((blurPass) => {\n //Some magic fomular\n blurPass.setUniform('size', bloomBlurSize(radius));\n });\n }\n\n createPass(encoder: GPUCommandEncoder, colorTex: GPUTexture) {\n const passes = [this._brightPass, ...this._downsamplePasses, ...this._blurHPasses,\n ...this._blurVPasses, ...this._blendPasses];\n const source = (slot: number) => slot === passes.length ? colorTex : passes[slot].getOutput('color');\n for (const [, a, b, target] of BLOOM_PLAN) {\n passes[target].createPass(encoder,\n {colorTex: source(a), colorTex1: source(a), colorTex2: source(b)});\n }\n return this._blendPasses[0].getOutput('color');\n }\n\n getMemoryBytes() {\n return [this._brightPass, ...this._downsamplePasses, ...this._blurHPasses, ...this._blurVPasses, ...this._blendPasses]\n .reduce((sum, pass) => sum + pass.getMemoryBytes(), 0);\n }\n\n dispose() {\n this._brightPass.dispose();\n [...this._downsamplePasses, ...this._blurHPasses, ...this._blurVPasses, ...this._blendPasses].forEach(pass => pass.dispose());\n }\n\n getOutput() {\n return this._blendPasses[0].getOutput('color');\n }\n}\n\nexport default WGPUBloomPass;\n"]}
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{ getTargetShaderCache } from './WGPUShaderCache.js';\n// TODO output read write buffer\nimport { getUniformBuffer, Uniform } from './WGPUFullQuadPass.js';\n\nexport type { Uniform };\n\nfunction isStorageParamsEqual(\n params: WGPUComputePassOutput,\n other: WGPUComputePassOutput\n) {\n return (\n params.channels === other.channels &&\n params.type === other.type &&\n params.count === other.count &&\n params.atomic === other.atomic\n );\n}\n\nexport const WORKGROUP_SIZE = 8;\n\nexport interface WGPUComputePassInput {\n buffer?: GPUBuffer;\n texture?: GPUTexture;\n channels: number;\n type?: 'u32' | 'i32' | 'f32';\n}\n\nexport interface WGPUComputePassOutput {\n channels?: number;\n // Default: 1. 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''}\n@compute @workgroup_size(${workgroupSize[0]}, ${workgroupSize[1]}, 1)\nfn main(@builtin(global_invocation_id) globalId: vec3u) {\n${this._csMain}\n}\n`;\n\n return cs;\n }\n\n private _updateBindGroups() {\n const bindGroups: GPUBindGroup[] = [];\n const device = this._device;\n const groupOffsets = this._groupOffsets;\n\n if (this._uniforms.length > 0) {\n bindGroups[groupOffsets.uniforms] = device.createBindGroup({\n label: this._label + '.uniforms',\n layout: this._pipeline.getBindGroupLayout(groupOffsets.uniforms),\n entries: this._uniforms.map(\n (uniform, idx) =>\n ({\n binding: idx,\n resource: {\n buffer: this._uniformBuffers[uniform.label]\n }\n } as GPUBindGroupEntry)\n )\n });\n }\n\n this._bindGroups = bindGroups;\n }\n\n createPass(\n commandEncoder: GPUCommandEncoder,\n inputs: Record<I, WGPUComputePassInput>,\n\n /**\n * Explict outputs. Used for buffers reuse.\n */\n outputs?: Record<O, GPUBuffer>\n ) {\n this._updateOutputBuffers(Object.keys(outputs || {}));\n const outputBuffers = {\n ...this._outputBuffers,\n ...outputs\n } as Record<string, GPUBuffer>;\n\n const inputTypes = this._inputs.reduce((obj, inputName) => {\n obj[inputName] = inputs[inputName as I].buffer ? 'buffer' : 'texture';\n return obj;\n }, {} as Record<string, 'texture' | 'buffer'>);\n\n this._updatePipeline(inputs, inputTypes);\n\n const groupOffsets = this._groupOffsets;\n if (this._inputs.length > 0) {\n this._bindGroups[groupOffsets.inputs] = this._device.createBindGroup({\n label: this._label + '.inputs',\n layout: this._pipeline.getBindGroupLayout(groupOffsets.inputs),\n entries: this._inputs.map((inputName, idx) => ({\n binding: idx,\n resource: inputs[inputName as I].buffer\n ? {\n buffer: inputs[inputName as I].buffer!\n }\n : inputs[inputName as I].texture!.createView()\n }))\n });\n }\n\n // Outputs\n this._bindGroups[groupOffsets.outputs] = this._device.createBindGroup({\n label: this._label + '.outputs',\n layout: this._pipeline.getBindGroupLayout(groupOffsets.outputs),\n entries: this._outputs.map((bufferName, idx) => ({\n binding: idx,\n resource: {\n buffer: outputBuffers[bufferName]\n }\n }))\n });\n\n // Begin the render pass\n const computePass = commandEncoder.beginComputePass();\n\n // Draw a full quad\n computePass.setPipeline(this._pipeline);\n // Bind groups\n this._bindGroups.forEach((bindGroup, idx) => {\n computePass.setBindGroup(idx, bindGroup);\n });\n\n const workgroupSize = this._getActualWorkgroupSize();\n computePass.dispatchWorkgroups(\n Math.ceil((this._execWidth ?? this._width) / workgroupSize[0]),\n Math.ceil((this._execHeight ?? this._height) / workgroupSize[1]),\n 1\n );\n // End the render pass\n computePass.end();\n }\n}\n"]}
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1
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{ getTargetShaderCache } from './WGPUShaderCache.js';\n// TODO output read write buffer\nimport { getUniformBuffer, type Uniform } from './WGPUFullQuadPass.js';\n\nexport type { Uniform };\n\nfunction isStorageParamsEqual(\n params: WGPUComputePassOutput,\n other: WGPUComputePassOutput\n) {\n return (\n params.channels === other.channels &&\n params.type === other.type &&\n params.count === other.count &&\n params.atomic === other.atomic\n );\n}\n\nexport const WORKGROUP_SIZE = 8;\n\nexport interface WGPUComputePassInput {\n buffer?: GPUBuffer;\n texture?: GPUTexture;\n channels: number;\n type?: 'u32' | 'i32' | 'f32';\n}\n\nexport interface WGPUComputePassOutput {\n channels?: number;\n // Default: 1. 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''}\n@compute @workgroup_size(${workgroupSize[0]}, ${workgroupSize[1]}, 1)\nfn main(@builtin(global_invocation_id) globalId: vec3u) {\n${this._csMain}\n}\n`;\n\n return cs;\n }\n\n private _updateBindGroups() {\n const bindGroups: GPUBindGroup[] = [];\n const device = this._device;\n const groupOffsets = this._groupOffsets;\n\n if (this._uniforms.length > 0) {\n bindGroups[groupOffsets.uniforms] = device.createBindGroup({\n label: this._label + '.uniforms',\n layout: this._pipeline.getBindGroupLayout(groupOffsets.uniforms),\n entries: this._uniforms.map(\n (uniform, idx) =>\n ({\n binding: idx,\n resource: {\n buffer: this._uniformBuffers[uniform.label]\n }\n } as GPUBindGroupEntry)\n )\n });\n }\n\n this._bindGroups = bindGroups;\n }\n\n createPass(\n commandEncoder: GPUCommandEncoder,\n inputs: Record<I, WGPUComputePassInput>,\n\n /**\n * Explict outputs. Used for buffers reuse.\n */\n outputs?: Record<O, GPUBuffer>\n ) {\n this._updateOutputBuffers(Object.keys(outputs || {}));\n const outputBuffers = {\n ...this._outputBuffers,\n ...outputs\n } as Record<string, GPUBuffer>;\n\n const inputTypes = this._inputs.reduce((obj, inputName) => {\n obj[inputName] = inputs[inputName as I].buffer ? 'buffer' : 'texture';\n return obj;\n }, {} as Record<string, 'texture' | 'buffer'>);\n\n this._updatePipeline(inputs, inputTypes);\n\n const groupOffsets = this._groupOffsets;\n if (this._inputs.length > 0) {\n this._bindGroups[groupOffsets.inputs] = this._device.createBindGroup({\n label: this._label + '.inputs',\n layout: this._pipeline.getBindGroupLayout(groupOffsets.inputs),\n entries: this._inputs.map((inputName, idx) => ({\n binding: idx,\n resource: inputs[inputName as I].buffer\n ? {\n buffer: inputs[inputName as I].buffer!\n }\n : inputs[inputName as I].texture!.createView()\n }))\n });\n }\n\n // Outputs\n this._bindGroups[groupOffsets.outputs] = this._device.createBindGroup({\n label: this._label + '.outputs',\n layout: this._pipeline.getBindGroupLayout(groupOffsets.outputs),\n entries: this._outputs.map((bufferName, idx) => ({\n binding: idx,\n resource: {\n buffer: outputBuffers[bufferName]\n }\n }))\n });\n\n // Begin the render pass\n const computePass = commandEncoder.beginComputePass();\n\n // Draw a full quad\n computePass.setPipeline(this._pipeline);\n // Bind groups\n this._bindGroups.forEach((bindGroup, idx) => {\n computePass.setBindGroup(idx, bindGroup);\n });\n\n const workgroupSize = this._getActualWorkgroupSize();\n computePass.dispatchWorkgroups(\n Math.ceil((this._execWidth ?? this._width) / workgroupSize[0]),\n Math.ceil((this._execHeight ?? this._height) / workgroupSize[1]),\n 1\n );\n // End the render pass\n computePass.end();\n }\n}\n"]}
|
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@@ -0,0 +1,12 @@
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|
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1
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/** Builds the existing CDF/PDF texture layout without CPU readback or upload. */
|
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2
|
+
export declare class WGPUEnvMapDistribution {
|
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3
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private readonly device;
|
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4
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private readonly layout;
|
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5
|
+
private readonly pipelines;
|
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6
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+
private pixels?;
|
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7
|
+
private rows?;
|
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8
|
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static supported(device: GPUDevice, width: number, height: number): boolean;
|
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9
|
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constructor(device: GPUDevice);
|
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10
|
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build(input: GPUTexture, output: GPUTexture): void;
|
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dispose(): void;
|
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12
|
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}
|
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@@ -0,0 +1,150 @@
|
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1
|
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const distributionWGSL = /* wgsl */ `
|
|
2
|
+
@group(0) @binding(0) var radiance: texture_2d<f32>;
|
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3
|
+
|
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4
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@group(0) @binding(1) var<storage, read_write> pixels: array<vec2f>;
|
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5
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@group(0) @binding(2) var<storage, read_write> rows: array<vec2f>;
|
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6
|
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@group(0) @binding(3) var output: texture_storage_2d<rg32float, write>;
|
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7
|
+
var<workgroup> scan: array<f32, 256>;
|
|
8
|
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var<workgroup> tw: f32;
|
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9
|
+
|
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10
|
+
fn rl(pZ: u32) {
|
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11
|
+
workgroupBarrier();
|
|
12
|
+
for (var offset = 1u; offset < 256u; offset *= 2u) {
|
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13
|
+
var previous = 0.0;
|
|
14
|
+
if (pZ >= offset) { previous = scan[pZ - offset]; }
|
|
15
|
+
workgroupBarrier();
|
|
16
|
+
scan[pZ] += previous;
|
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17
|
+
workgroupBarrier();
|
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18
|
+
}
|
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19
|
+
}
|
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20
|
+
|
|
21
|
+
@compute @workgroup_size(256)
|
|
22
|
+
fn scanRows(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) pZ: u32) {
|
|
23
|
+
let size = textureDimensions(radiance);
|
|
24
|
+
let y = group.x;
|
|
25
|
+
if (pZ == 0u) { tw = 0.0; }
|
|
26
|
+
workgroupBarrier();
|
|
27
|
+
for (var start = 0u; start < size.x; start += 256u) {
|
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28
|
+
let x = start + pZ;
|
|
29
|
+
var weight = 0.0;
|
|
30
|
+
if (x < size.x) {
|
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31
|
+
|
|
32
|
+
var maximum = 0.0;
|
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33
|
+
for (var dy = -1; dy <= 1; dy++) {
|
|
34
|
+
for (var dx = -1; dx <= 1; dx++) {
|
|
35
|
+
let p = clamp(vec2i(i32(x) + dx, i32(y) + dy), vec2i(0), vec2i(size) - 1);
|
|
36
|
+
maximum = max(maximum, dot(textureLoad(radiance, p, 0).rgb, vec3f(0.2126, 0.7152, 0.0722)));
|
|
37
|
+
}
|
|
38
|
+
}
|
|
39
|
+
weight = max(maximum, 1e-12) * sin(3.141592653589793 * (f32(y) + 0.5) / f32(size.y));
|
|
40
|
+
}
|
|
41
|
+
scan[pZ] = weight / f32(size.x);
|
|
42
|
+
rl(pZ);
|
|
43
|
+
if (x < size.x) { pixels[y * size.x + x] = vec2f(tw + scan[pZ], weight); }
|
|
44
|
+
workgroupBarrier();
|
|
45
|
+
if (pZ == 0u) { tw += scan[255]; }
|
|
46
|
+
workgroupBarrier();
|
|
47
|
+
}
|
|
48
|
+
if (pZ == 0u) { rows[y] = vec2f(0.0, tw); }
|
|
49
|
+
}
|
|
50
|
+
|
|
51
|
+
@compute @workgroup_size(256)
|
|
52
|
+
fn scanMarginal(@builtin(local_invocation_index) pZ: u32) {
|
|
53
|
+
let height = textureDimensions(radiance).y;
|
|
54
|
+
if (pZ == 0u) { tw = 0.0; }
|
|
55
|
+
workgroupBarrier();
|
|
56
|
+
for (var start = 0u; start < height; start += 256u) {
|
|
57
|
+
let y = start + pZ;
|
|
58
|
+
var integral = 0.0;
|
|
59
|
+
if (y < height) { integral = rows[y].y; }
|
|
60
|
+
scan[pZ] = integral / f32(height);
|
|
61
|
+
rl(pZ);
|
|
62
|
+
if (y < height) { rows[y].x = tw + scan[pZ]; }
|
|
63
|
+
workgroupBarrier();
|
|
64
|
+
if (pZ == 0u) { tw += scan[255]; }
|
|
65
|
+
workgroupBarrier();
|
|
66
|
+
}
|
|
67
|
+
}
|
|
68
|
+
|
|
69
|
+
@compute @workgroup_size(16, 16)
|
|
70
|
+
fn normalize(@builtin(global_invocation_id) id: vec3u) {
|
|
71
|
+
let size = textureDimensions(radiance);
|
|
72
|
+
let x = id.x;
|
|
73
|
+
let y = id.y;
|
|
74
|
+
if (x >= size.x + 2u || y >= size.y + 1u) { return; }
|
|
75
|
+
var value = vec2f(0.0);
|
|
76
|
+
if (x == 0u) {
|
|
77
|
+
let total = rows[size.y - 1u].x;
|
|
78
|
+
if (y > 0u) { value.x = rows[y - 1u].x / total; }
|
|
79
|
+
if (y < size.y) { value.y = rows[y].y / total; }
|
|
80
|
+
} else if (y < size.y) {
|
|
81
|
+
let integral = rows[y].y;
|
|
82
|
+
if (x > 1u) { value.x = pixels[y * size.x + x - 2u].x / integral; }
|
|
83
|
+
if (x <= size.x) { value.y = pixels[y * size.x + x - 1u].y / integral; }
|
|
84
|
+
}
|
|
85
|
+
textureStore(output, vec2i(id.xy), vec4f(value, 0.0, 0.0));
|
|
86
|
+
}
|
|
87
|
+
`;
|
|
88
|
+
/** Builds the existing CDF/PDF texture layout without CPU readback or upload. */
|
|
89
|
+
export class WGPUEnvMapDistribution {
|
|
90
|
+
device;
|
|
91
|
+
layout;
|
|
92
|
+
pipelines;
|
|
93
|
+
pixels;
|
|
94
|
+
rows;
|
|
95
|
+
static supported(device, width, height) {
|
|
96
|
+
// Large HDRIs can exceed a single storage binding; retain the CPU path there.
|
|
97
|
+
return width * height * 8 <= Math.min(device.limits.maxStorageBufferBindingSize, device.limits.maxBufferSize);
|
|
98
|
+
}
|
|
99
|
+
constructor(device) {
|
|
100
|
+
this.device = device;
|
|
101
|
+
this.layout = device.createBindGroupLayout({
|
|
102
|
+
label: 'Environment distribution',
|
|
103
|
+
entries: [
|
|
104
|
+
{ binding: 0, visibility: GPUShaderStage.COMPUTE, texture: { sampleType: 'unfilterable-float' } },
|
|
105
|
+
{ binding: 1, visibility: GPUShaderStage.COMPUTE, buffer: { type: 'storage' } },
|
|
106
|
+
{ binding: 2, visibility: GPUShaderStage.COMPUTE, buffer: { type: 'storage' } },
|
|
107
|
+
{ binding: 3, visibility: GPUShaderStage.COMPUTE, storageTexture: { access: 'write-only', format: 'rg32float' } }
|
|
108
|
+
]
|
|
109
|
+
});
|
|
110
|
+
const module = device.createShaderModule({ label: 'Environment distribution', code: distributionWGSL });
|
|
111
|
+
const layout = device.createPipelineLayout({ bindGroupLayouts: [this.layout] });
|
|
112
|
+
this.pipelines = ['scanRows', 'scanMarginal', 'normalize'].map(entryPoint => device.createComputePipeline({
|
|
113
|
+
label: `Environment distribution ${entryPoint}`, layout, compute: { module, entryPoint }
|
|
114
|
+
}));
|
|
115
|
+
}
|
|
116
|
+
build(input, output) {
|
|
117
|
+
const { width, height } = input;
|
|
118
|
+
if (this.pixels?.size !== width * height * 8 || this.rows?.size !== height * 8) {
|
|
119
|
+
this.dispose();
|
|
120
|
+
this.pixels = this.device.createBuffer({ label: 'Environment row scans', size: width * height * 8, usage: GPUBufferUsage.STORAGE });
|
|
121
|
+
this.rows = this.device.createBuffer({ label: 'Environment marginal scan', size: height * 8, usage: GPUBufferUsage.STORAGE });
|
|
122
|
+
}
|
|
123
|
+
const group = this.device.createBindGroup({
|
|
124
|
+
layout: this.layout,
|
|
125
|
+
entries: [
|
|
126
|
+
{ binding: 0, resource: input.createView() },
|
|
127
|
+
{ binding: 1, resource: { buffer: this.pixels } },
|
|
128
|
+
{ binding: 2, resource: { buffer: this.rows } },
|
|
129
|
+
{ binding: 3, resource: output.createView() }
|
|
130
|
+
]
|
|
131
|
+
});
|
|
132
|
+
const encoder = this.device.createCommandEncoder({ label: 'Environment distribution' });
|
|
133
|
+
const workgroups = [[height, 1], [1, 1], [Math.ceil((width + 2) / 16), Math.ceil((height + 1) / 16)]];
|
|
134
|
+
this.pipelines.forEach((pipeline, index) => {
|
|
135
|
+
const pass = encoder.beginComputePass();
|
|
136
|
+
pass.setPipeline(pipeline);
|
|
137
|
+
pass.setBindGroup(0, group);
|
|
138
|
+
pass.dispatchWorkgroups(...workgroups[index]);
|
|
139
|
+
pass.end();
|
|
140
|
+
});
|
|
141
|
+
this.device.queue.submit([encoder.finish()]);
|
|
142
|
+
}
|
|
143
|
+
dispose() {
|
|
144
|
+
this.pixels?.destroy();
|
|
145
|
+
this.rows?.destroy();
|
|
146
|
+
this.pixels = undefined;
|
|
147
|
+
this.rows = undefined;
|
|
148
|
+
}
|
|
149
|
+
}
|
|
150
|
+
//# sourceMappingURL=WGPUEnvMapDistribution.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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offset < 256u; offset *= 2u) {\n var previous = 0.0;\n if (lane >= offset) { previous = scan[lane - offset]; }\n workgroupBarrier();\n scan[lane] += previous;\n workgroupBarrier();\n }\n}\n\n@compute @workgroup_size(256)\nfn scanRows(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) lane: u32) {\n let size = textureDimensions(radiance);\n let y = group.x;\n if (lane == 0u) { carry = 0.0; }\n workgroupBarrier();\n for (var start = 0u; start < size.x; start += 256u) {\n let x = start + lane;\n var weight = 0.0;\n if (x < size.x) {\n // Match the CPU proposal's clamped 3×3 footprint around filtered HDR radiance.\n var maximum = 0.0;\n for (var dy = -1; dy <= 1; dy++) {\n for (var dx = -1; dx <= 1; dx++) {\n let p = clamp(vec2i(i32(x) + dx, i32(y) + dy), vec2i(0), vec2i(size) - 1);\n maximum = max(maximum, dot(textureLoad(radiance, p, 0).rgb, vec3f(0.2126, 0.7152, 0.0722)));\n }\n }\n weight = max(maximum, 1e-12) * sin(3.141592653589793 * (f32(y) + 0.5) / f32(size.y));\n }\n scan[lane] = weight / f32(size.x);\n inclusiveScan(lane);\n if (x < size.x) { pixels[y * size.x + x] = vec2f(carry + scan[lane], weight); }\n workgroupBarrier();\n if (lane == 0u) { carry += scan[255]; }\n workgroupBarrier();\n }\n if (lane == 0u) { rows[y] = vec2f(0.0, carry); }\n}\n\n@compute @workgroup_size(256)\nfn scanMarginal(@builtin(local_invocation_index) lane: u32) {\n let height = textureDimensions(radiance).y;\n if (lane == 0u) { carry = 0.0; }\n workgroupBarrier();\n for (var start = 0u; start < height; start += 256u) {\n let y = start + lane;\n var integral = 0.0;\n if (y < height) { integral = rows[y].y; }\n scan[lane] = integral / f32(height);\n inclusiveScan(lane);\n if (y < height) { rows[y].x = carry + scan[lane]; }\n workgroupBarrier();\n if (lane == 0u) { carry += scan[255]; }\n workgroupBarrier();\n }\n}\n\n@compute @workgroup_size(16, 16)\nfn normalize(@builtin(global_invocation_id) id: vec3u) {\n let size = textureDimensions(radiance);\n let x = id.x;\n let y = id.y;\n if (x >= size.x + 2u || y >= size.y + 1u) { return; }\n var value = vec2f(0.0);\n if (x == 0u) {\n let total = rows[size.y - 1u].x;\n if (y > 0u) { value.x = rows[y - 1u].x / total; }\n if (y < size.y) { value.y = rows[y].y / total; }\n } else if (y < size.y) {\n let integral = rows[y].y;\n if (x > 1u) { value.x = pixels[y * size.x + x - 2u].x / integral; }\n if (x <= size.x) { value.y = pixels[y * size.x + x - 1u].y / integral; }\n }\n textureStore(output, vec2i(id.xy), vec4f(value, 0.0, 0.0));\n}\n`;\n\n/** Builds the existing CDF/PDF texture layout without CPU readback or upload. */\nexport class WGPUEnvMapDistribution {\n private readonly layout: GPUBindGroupLayout;\n private readonly pipelines: GPUComputePipeline[];\n private pixels?: GPUBuffer;\n private rows?: GPUBuffer;\n\n static supported(device: GPUDevice, width: number, height: number) {\n // Large HDRIs can exceed a single storage binding; retain the CPU path there.\n return width * height * 8 <= Math.min(device.limits.maxStorageBufferBindingSize, device.limits.maxBufferSize);\n }\n\n constructor(private readonly device: GPUDevice) {\n this.layout = device.createBindGroupLayout({\n label: 'Environment distribution',\n entries: [\n { binding: 0, visibility: GPUShaderStage.COMPUTE, texture: { sampleType: 'unfilterable-float' } },\n { binding: 1, visibility: GPUShaderStage.COMPUTE, buffer: { type: 'storage' } },\n { binding: 2, visibility: GPUShaderStage.COMPUTE, buffer: { type: 'storage' } },\n { binding: 3, visibility: GPUShaderStage.COMPUTE, storageTexture: { access: 'write-only', format: 'rg32float' } }\n ]\n });\n const module = device.createShaderModule({ label: 'Environment distribution', code: distributionWGSL });\n const layout = device.createPipelineLayout({ bindGroupLayouts: [this.layout] });\n this.pipelines = ['scanRows', 'scanMarginal', 'normalize'].map(entryPoint => device.createComputePipeline({\n label: `Environment distribution ${entryPoint}`, layout, compute: { module, entryPoint }\n }));\n }\n\n build(input: GPUTexture, output: GPUTexture) {\n const { width, height } = input;\n if (this.pixels?.size !== width * height * 8 || this.rows?.size !== height * 8) {\n this.dispose();\n this.pixels = this.device.createBuffer({ label: 'Environment row scans', size: width * height * 8, usage: GPUBufferUsage.STORAGE });\n this.rows = this.device.createBuffer({ label: 'Environment marginal scan', size: height * 8, usage: GPUBufferUsage.STORAGE });\n }\n const group = this.device.createBindGroup({\n layout: this.layout,\n entries: [\n { binding: 0, resource: input.createView() },\n { binding: 1, resource: { buffer: this.pixels! } },\n { binding: 2, resource: { buffer: this.rows! } },\n { binding: 3, resource: output.createView() }\n ]\n });\n const encoder = this.device.createCommandEncoder({ label: 'Environment distribution' });\n const workgroups = [[height, 1], [1, 1], [Math.ceil((width + 2) / 16), Math.ceil((height + 1) / 16)]];\n this.pipelines.forEach((pipeline, index) => {\n const pass = encoder.beginComputePass();\n pass.setPipeline(pipeline);\n pass.setBindGroup(0, group);\n pass.dispatchWorkgroups(...workgroups[index] as [number, number]);\n pass.end();\n });\n this.device.queue.submit([encoder.finish()]);\n }\n\n dispose() {\n this.pixels?.destroy();\n this.rows?.destroy();\n this.pixels = undefined;\n this.rows = undefined;\n }\n}\n"]}
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