@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.
Files changed (526) 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 +10407 -8353
  6. package/docs/api.md +200 -10
  7. package/docs/denoising.md +30 -15
  8. package/docs/materials.md +1 -1
  9. package/docs/performance.md +5 -2
  10. package/docs/progressive-rendering.md +32 -1
  11. package/docs/threejs.md +14 -5
  12. package/docs/updates.md +44 -2
  13. package/docs/viewer.md +11 -6
  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 -550
  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 +82 -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 +429 -429
  206. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +144 -144
  207. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
  208. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +801 -801
  209. package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
  210. package/lib/renderer/glsl/chunks/random.glsl.js +6 -6
  211. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +49 -49
  212. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
  213. package/lib/renderer/glsl/chunks/sampleLight.glsl.js +80 -80
  214. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +102 -102
  215. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +20 -17
  216. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js.map +1 -1
  217. package/lib/renderer/glsl/chunks/sampling.glsl.js +93 -93
  218. package/lib/renderer/glsl/chunks/sobol.glsl.js +79 -79
  219. package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
  220. package/lib/renderer/glsl/chunks/uvProjection.glsl.js +12 -12
  221. package/lib/renderer/glsl/chunks/uvProjection.glsl.js.map +1 -1
  222. package/lib/renderer/glsl/depthQuery.frag.js +7 -7
  223. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +17 -9
  224. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js.map +1 -1
  225. package/lib/renderer/glsl/rayTrace.frag.js +191 -191
  226. package/lib/renderer/glsl/shadowCatcher.frag.js +25 -20
  227. package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
  228. package/lib/renderer/glsl/webglPipeline.frag.js +65 -60
  229. package/lib/renderer/glsl/webglPipeline.frag.js.map +1 -1
  230. package/lib/renderer/lightConstants.d.ts +10 -0
  231. package/lib/renderer/lightConstants.js +11 -0
  232. package/lib/renderer/lightConstants.js.map +1 -0
  233. package/lib/renderer/lightCore.d.ts +12 -0
  234. package/lib/renderer/lightCore.js +13 -0
  235. package/lib/renderer/lightCore.js.map +1 -0
  236. package/lib/renderer/lightSampling.d.ts +20 -17
  237. package/lib/renderer/lightSampling.js +123 -56
  238. package/lib/renderer/lightSampling.js.map +1 -1
  239. package/lib/renderer/lightsData.d.ts +21 -0
  240. package/lib/renderer/lightsData.js +192 -0
  241. package/lib/renderer/lightsData.js.map +1 -0
  242. package/lib/renderer/lightsUtil.d.ts +3 -26
  243. package/lib/renderer/lightsUtil.js +3 -153
  244. package/lib/renderer/lightsUtil.js.map +1 -1
  245. package/lib/renderer/materialBufferData.d.ts +70 -0
  246. package/lib/renderer/materialBufferData.js +2 -0
  247. package/lib/renderer/materialBufferData.js.map +1 -0
  248. package/lib/renderer/materialConstants.d.ts +11 -0
  249. package/lib/renderer/materialConstants.js +11 -0
  250. package/lib/renderer/materialConstants.js.map +1 -1
  251. package/lib/renderer/materialCore.d.ts +8 -0
  252. package/lib/renderer/materialCore.js +9 -0
  253. package/lib/renderer/materialCore.js.map +1 -0
  254. package/lib/renderer/materialEmission.d.ts +2 -2
  255. package/lib/renderer/materialEmission.js +3 -3
  256. package/lib/renderer/materialEmission.js.map +1 -1
  257. package/lib/renderer/materialLayout.d.ts +2 -101
  258. package/lib/renderer/materialLayout.js +110 -172
  259. package/lib/renderer/materialLayout.js.map +1 -1
  260. package/lib/renderer/materialLayoutSchema.d.ts +26 -0
  261. package/lib/renderer/materialLayoutSchema.js +172 -0
  262. package/lib/renderer/materialLayoutSchema.js.map +1 -0
  263. package/lib/renderer/materialParams.d.ts +69 -0
  264. package/lib/renderer/materialParams.js +272 -0
  265. package/lib/renderer/materialParams.js.map +1 -0
  266. package/lib/renderer/materialTextureSlots.d.ts +14 -324
  267. package/lib/renderer/materialTextureSlots.js +21 -8
  268. package/lib/renderer/materialTextureSlots.js.map +1 -1
  269. package/lib/renderer/materialTextures.d.ts +6 -0
  270. package/lib/renderer/{texturesFromMaterials.js → materialTextures.js} +1 -2
  271. package/lib/renderer/materialTextures.js.map +1 -0
  272. package/lib/renderer/mergeMeshesToGeometry.js +6 -147
  273. package/lib/renderer/mergeMeshesToGeometry.js.map +1 -1
  274. package/lib/renderer/meshInstances.d.ts +4 -21
  275. package/lib/renderer/meshInstances.js +10 -56
  276. package/lib/renderer/meshInstances.js.map +1 -1
  277. package/lib/renderer/oidnNetwork.d.ts +2 -2
  278. package/lib/renderer/oidnNetwork.js +1 -1
  279. package/lib/renderer/oidnNetwork.js.map +1 -1
  280. package/lib/renderer/openPbrEnergyLut.js +850 -846
  281. package/lib/renderer/openPbrEnergyLut.js.map +1 -1
  282. package/lib/renderer/ownedDenoiser.d.ts +9 -0
  283. package/lib/renderer/ownedDenoiser.js +2 -0
  284. package/lib/renderer/ownedDenoiser.js.map +1 -0
  285. package/lib/renderer/packedMeshInstances.d.ts +23 -0
  286. package/lib/renderer/packedMeshInstances.js +80 -0
  287. package/lib/renderer/packedMeshInstances.js.map +1 -0
  288. package/lib/renderer/prepareMeshBVH.d.ts +12 -47
  289. package/lib/renderer/prepareMeshBVH.js +21 -642
  290. package/lib/renderer/prepareMeshBVH.js.map +1 -1
  291. package/lib/renderer/proceduralEnvironmentPower.d.ts +3 -0
  292. package/lib/renderer/proceduralEnvironmentPower.js +8 -0
  293. package/lib/renderer/proceduralEnvironmentPower.js.map +1 -0
  294. package/lib/renderer/progressiveScheduler.d.ts +1 -0
  295. package/lib/renderer/progressiveScheduler.js +3 -0
  296. package/lib/renderer/progressiveScheduler.js.map +1 -1
  297. package/lib/renderer/renderPipeline.d.ts +3 -1
  298. package/lib/renderer/renderPipeline.js.map +1 -1
  299. package/lib/renderer/renderingLimits.d.ts +9 -0
  300. package/lib/renderer/renderingLimits.js +18 -0
  301. package/lib/renderer/renderingLimits.js.map +1 -0
  302. package/lib/renderer/sceneAssembly.d.ts +73 -0
  303. package/lib/renderer/sceneAssembly.js +109 -0
  304. package/lib/renderer/sceneAssembly.js.map +1 -0
  305. package/lib/renderer/sceneChangeCore.d.ts +39 -0
  306. package/lib/renderer/sceneChangeCore.js +307 -0
  307. package/lib/renderer/sceneChangeCore.js.map +1 -0
  308. package/lib/renderer/sceneChangeDetector.d.ts +3 -6
  309. package/lib/renderer/sceneChangeDetector.js +24 -150
  310. package/lib/renderer/sceneChangeDetector.js.map +1 -1
  311. package/lib/renderer/sceneLayoutSchema.d.ts +118 -0
  312. package/lib/renderer/sceneLayoutSchema.js +111 -0
  313. package/lib/renderer/sceneLayoutSchema.js.map +1 -0
  314. package/lib/renderer/sceneLightChanges.d.ts +3 -3
  315. package/lib/renderer/sceneLightChanges.js.map +1 -1
  316. package/lib/renderer/scenePreparation.d.ts +55 -0
  317. package/lib/renderer/scenePreparation.js +360 -0
  318. package/lib/renderer/scenePreparation.js.map +1 -0
  319. package/lib/renderer/scratchSampling.js +18 -18
  320. package/lib/renderer/scratchSampling.js.map +1 -1
  321. package/lib/renderer/shader.d.ts +2 -0
  322. package/lib/renderer/shader.js +2 -0
  323. package/lib/renderer/shader.js.map +1 -1
  324. package/lib/renderer/shaderCapabilities.d.ts +23 -0
  325. package/lib/renderer/shaderCapabilities.js +55 -0
  326. package/lib/renderer/shaderCapabilities.js.map +1 -0
  327. package/lib/renderer/shaderCapacity.d.ts +2 -0
  328. package/lib/renderer/shaderCapacity.js +5 -0
  329. package/lib/renderer/shaderCapacity.js.map +1 -0
  330. package/lib/renderer/skyModel.d.ts +9 -0
  331. package/lib/renderer/skyModel.js +10 -0
  332. package/lib/renderer/skyModel.js.map +1 -0
  333. package/lib/renderer/textureAtlas.d.ts +60 -0
  334. package/lib/renderer/textureAtlas.js +145 -0
  335. package/lib/renderer/textureAtlas.js.map +1 -0
  336. package/lib/renderer/textureAtlasPixels.d.ts +7 -0
  337. package/lib/renderer/textureAtlasPixels.js +68 -0
  338. package/lib/renderer/textureAtlasPixels.js.map +1 -0
  339. package/lib/renderer/util.d.ts +1 -1
  340. package/lib/renderer/util.js.map +1 -1
  341. package/lib/renderer/webgl.d.ts +9 -2
  342. package/lib/renderer/webgl.js +54 -9
  343. package/lib/renderer/webgl.js.map +1 -1
  344. package/lib/renderer/wgpuBindless.d.ts +26 -0
  345. package/lib/renderer/wgpuBindless.js +95 -0
  346. package/lib/renderer/wgpuBindless.js.map +1 -0
  347. package/lib/renderer/wgpuBindlessSource.d.ts +2 -0
  348. package/lib/renderer/wgpuBindlessSource.js +51 -0
  349. package/lib/renderer/wgpuBindlessSource.js.map +1 -0
  350. package/lib/renderer/wgpuMaterialConstants.d.ts +4 -0
  351. package/lib/renderer/wgpuMaterialConstants.js +52 -0
  352. package/lib/renderer/wgpuMaterialConstants.js.map +1 -0
  353. package/lib/renderer/wgpuSceneUniform.d.ts +42 -0
  354. package/lib/renderer/wgpuSceneUniform.js +125 -0
  355. package/lib/renderer/wgpuSceneUniform.js.map +1 -0
  356. package/lib/renderer/wgpuShaderSource.d.ts +15 -0
  357. package/lib/renderer/wgpuShaderSource.js +31 -0
  358. package/lib/renderer/wgpuShaderSource.js.map +1 -0
  359. package/lib/renderer/wgsl/aovDisplay.wgsl.d.ts +1 -0
  360. package/lib/renderer/wgsl/aovDisplay.wgsl.js +70 -0
  361. package/lib/renderer/wgsl/aovDisplay.wgsl.js.map +1 -0
  362. package/lib/renderer/wgsl/aovReflectance.wgsl.d.ts +2 -0
  363. package/lib/renderer/wgsl/aovReflectance.wgsl.js +98 -0
  364. package/lib/renderer/wgsl/aovReflectance.wgsl.js.map +1 -0
  365. package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.d.ts +2 -0
  366. package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.js +135 -0
  367. package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.js.map +1 -0
  368. package/lib/renderer/wgsl/aovResolve.wgsl.d.ts +5 -0
  369. package/lib/renderer/wgsl/aovResolve.wgsl.js +38 -0
  370. package/lib/renderer/wgsl/aovResolve.wgsl.js.map +1 -0
  371. package/lib/renderer/wgsl/aovSnapshot.wgsl.d.ts +4 -0
  372. package/lib/renderer/wgsl/aovSnapshot.wgsl.js +21 -0
  373. package/lib/renderer/wgsl/aovSnapshot.wgsl.js.map +1 -0
  374. package/lib/renderer/wgsl/aovTrace.wgsl.d.ts +2 -0
  375. package/lib/renderer/wgsl/aovTrace.wgsl.js +115 -0
  376. package/lib/renderer/wgsl/aovTrace.wgsl.js.map +1 -0
  377. package/lib/renderer/wgsl/bloom.wgsl.d.ts +13 -0
  378. package/lib/renderer/wgsl/bloom.wgsl.js +92 -0
  379. package/lib/renderer/wgsl/bloom.wgsl.js.map +1 -0
  380. package/lib/renderer/wgsl/chunks/common.wgsl.js +4 -4
  381. package/lib/renderer/wgsl/chunks/envMap.wgsl.d.ts +1 -1
  382. package/lib/renderer/wgsl/chunks/envMap.wgsl.js +43 -37
  383. package/lib/renderer/wgsl/chunks/envMap.wgsl.js.map +1 -1
  384. package/lib/renderer/wgsl/chunks/intersect.wgsl.d.ts +13 -1
  385. package/lib/renderer/wgsl/chunks/intersect.wgsl.js +742 -705
  386. package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
  387. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +16 -16
  388. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js.map +1 -1
  389. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.d.ts +3 -1
  390. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +84 -82
  391. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -1
  392. package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +855 -857
  393. package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js.map +1 -1
  394. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +139 -139
  395. package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
  396. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.d.ts +2 -1
  397. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +42 -32
  398. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js.map +1 -1
  399. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.d.ts +1 -1
  400. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +152 -148
  401. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js.map +1 -1
  402. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +239 -232
  403. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js.map +1 -1
  404. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.d.ts +1 -1
  405. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +26 -13
  406. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js.map +1 -1
  407. package/lib/renderer/wgsl/chunks/sampling.wgsl.js +91 -91
  408. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.d.ts +1 -1
  409. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js +1 -0
  410. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js.map +1 -1
  411. package/lib/renderer/wgsl/chunks/sobol.wgsl.js +83 -83
  412. package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +12 -12
  413. package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js.map +1 -1
  414. package/lib/renderer/wgsl/compose.frag.wgsl.d.ts +8 -3
  415. package/lib/renderer/wgsl/compose.frag.wgsl.js +143 -118
  416. package/lib/renderer/wgsl/compose.frag.wgsl.js.map +1 -1
  417. package/lib/renderer/wgsl/customDenoise.wgsl.js +10 -10
  418. package/lib/renderer/wgsl/depthQuery.wgsl.js +7 -7
  419. package/lib/renderer/wgsl/jnlm.compute.d.ts +25 -0
  420. package/lib/renderer/wgsl/jnlm.compute.js +315 -0
  421. package/lib/renderer/wgsl/jnlm.compute.js.map +1 -0
  422. package/lib/renderer/wgsl/offlineAdaptive.compute.js +28 -28
  423. package/lib/renderer/wgsl/oidnAuxiliary.wgsl.d.ts +1 -0
  424. package/lib/renderer/wgsl/oidnAuxiliary.wgsl.js +17 -0
  425. package/lib/renderer/wgsl/oidnAuxiliary.wgsl.js.map +1 -0
  426. package/lib/renderer/wgsl/proceduralSky.compute.d.ts +1 -0
  427. package/lib/renderer/wgsl/proceduralSky.compute.js +198 -0
  428. package/lib/renderer/wgsl/proceduralSky.compute.js.map +1 -0
  429. package/lib/renderer/wgsl/rayTrace.compute.d.ts +17 -1
  430. package/lib/renderer/wgsl/rayTrace.compute.js +612 -393
  431. package/lib/renderer/wgsl/rayTrace.compute.js.map +1 -1
  432. package/lib/scene/Camera.js +7 -3
  433. package/lib/scene/Camera.js.map +1 -1
  434. package/lib/scene/EnvironmentLight.d.ts +5 -9
  435. package/lib/scene/EnvironmentLight.js +4 -14
  436. package/lib/scene/EnvironmentLight.js.map +1 -1
  437. package/lib/scene/EnvironmentLightState.d.ts +18 -0
  438. package/lib/scene/EnvironmentLightState.js +19 -0
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  440. package/lib/scene/Geometry.d.ts +12 -6
  441. package/lib/scene/Geometry.js +37 -13
  442. package/lib/scene/Geometry.js.map +1 -1
  443. package/lib/scene/InstanceState.d.ts +39 -0
  444. package/lib/scene/InstanceState.js +77 -0
  445. package/lib/scene/InstanceState.js.map +1 -0
  446. package/lib/scene/InstancedMesh.d.ts +1 -1
  447. package/lib/scene/InstancedMesh.js +3 -0
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  449. package/lib/scene/MaterialState.d.ts +209 -0
  450. package/lib/scene/MaterialState.js +231 -0
  451. package/lib/scene/MaterialState.js.map +1 -0
  452. package/lib/scene/Mesh.d.ts +4 -6
  453. package/lib/scene/Mesh.js +3 -11
  454. package/lib/scene/Mesh.js.map +1 -1
  455. package/lib/scene/MeshState.d.ts +20 -0
  456. package/lib/scene/MeshState.js +35 -0
  457. package/lib/scene/MeshState.js.map +1 -0
  458. package/lib/scene/OpenPBRMaterial.d.ts +6 -168
  459. package/lib/scene/OpenPBRMaterial.js +5 -223
  460. package/lib/scene/OpenPBRMaterial.js.map +1 -1
  461. package/lib/scene/PixelTexture.d.ts +6 -0
  462. package/lib/scene/PixelTexture.js +10 -0
  463. package/lib/scene/PixelTexture.js.map +1 -0
  464. package/lib/scene/ProceduralSky.d.ts +24 -0
  465. package/lib/scene/ProceduralSky.js +40 -0
  466. package/lib/scene/ProceduralSky.js.map +1 -0
  467. package/lib/scene/RectLight.d.ts +2 -13
  468. package/lib/scene/RectLight.js +3 -21
  469. package/lib/scene/RectLight.js.map +1 -1
  470. package/lib/scene/RectLightState.d.ts +31 -0
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  473. package/lib/scene/Scene.d.ts +15 -4
  474. package/lib/scene/Scene.js.map +1 -1
  475. package/lib/scene/SceneNode.js +7 -6
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  477. package/lib/scene/Texture.d.ts +10 -41
  478. package/lib/scene/Texture.js +4 -33
  479. package/lib/scene/Texture.js.map +1 -1
  480. package/lib/scene/TextureState.d.ts +35 -0
  481. package/lib/scene/TextureState.js +35 -0
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  483. package/lib/scene/attributeData.d.ts +4 -0
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  486. package/lib/scene/lightState.d.ts +8 -0
  487. package/lib/scene/lightState.js +2 -0
  488. package/lib/scene/lightState.js.map +1 -0
  489. package/lib/scene/openPbrSchema.d.ts +7 -12
  490. package/lib/scene/openPbrSchema.js +273 -28
  491. package/lib/scene/openPbrSchema.js.map +1 -1
  492. package/lib/scene/skyParameters.d.ts +20 -0
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  494. package/lib/scene/skyParameters.js.map +1 -0
  495. package/lib/scene/textureData.d.ts +9 -0
  496. package/lib/scene/textureData.js +2 -0
  497. package/lib/scene/textureData.js.map +1 -0
  498. package/lib/scene/texturePixels.d.ts +6 -0
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  501. package/lib/settings/display.d.ts +33 -0
  502. package/lib/settings/display.js +7 -0
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  504. package/lib/settings/render.d.ts +25 -3
  505. package/lib/settings/render.js +3 -1
  506. package/lib/settings/render.js.map +1 -1
  507. package/lib/tinybvh/tinybvh.wasm +0 -0
  508. package/lib/util/commonGeometry.js +7 -7
  509. package/lib/util/commonGeometry.js.map +1 -1
  510. package/lib/util/fromTHREE.d.ts +4 -1
  511. package/lib/util/fromTHREE.js +18 -5
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  513. package/lib/util/geometry.js +42 -29
  514. package/lib/util/geometry.js.map +1 -1
  515. package/lib/util/loadRGBE.js +3 -4
  516. package/lib/util/loadRGBE.js.map +1 -1
  517. package/lib/util/studioLighting.d.ts +18 -0
  518. package/lib/util/studioLighting.js +36 -0
  519. package/lib/util/studioLighting.js.map +1 -0
  520. package/lib/version.d.ts +1 -1
  521. package/lib/version.js +1 -1
  522. package/lib/version.js.map +1 -1
  523. package/llms.txt +4 -0
  524. package/package.json +31 -5
  525. package/lib/renderer/texturesFromMaterials.d.ts +0 -6
  526. package/lib/renderer/texturesFromMaterials.js.map +0 -1
@@ -0,0 +1,351 @@
1
+ import Geometry, { Attribute } from '../scene/Geometry.js';
2
+ import { vec2, vec3 } from '../math.js';
3
+ import { read, write } from '../math/access.js';
4
+ import { attributeValue, attributeLength } from '../scene/attributeData.js';
5
+ // Use the same normal offset for software BLASes and native procedural AABBs.
6
+ export function displacementBaseGeometry(geometry, bias) {
7
+ if (bias === 0)
8
+ return geometry;
9
+ const positions = geometry.position.array.slice();
10
+ const normals = geometry.normal.array;
11
+ for (let vertex = 0; vertex < geometry.vertexCount; vertex++) {
12
+ const p = vertex * geometry.position.itemSize, n = vertex * geometry.normal.itemSize;
13
+ const length = Math.hypot(normals[n], normals[n + 1], normals[n + 2]);
14
+ if (length > 0) {
15
+ for (let axis = 0; axis < 3; axis++)
16
+ positions[p + axis] += normals[n + axis] / length * bias;
17
+ }
18
+ }
19
+ const result = new Geometry(geometry);
20
+ result.position = new Attribute(positions, geometry.position.itemSize);
21
+ return result;
22
+ }
23
+ // Shared CPU displacement math. Pixel acquisition and caching belong to adapters.
24
+ export function computeDisplacementMinmax(w, sourceChannels, readHeight) {
25
+ const minmaxData = [];
26
+ const maxMipLevel = Math.log2(w);
27
+ let mipmapSize = w;
28
+ for (let lod = 0; lod <= maxMipLevel; lod++) {
29
+ const prevMinmaxData = minmaxData[Math.max(0, lod - 1)];
30
+ const minmax = new Uint8Array(mipmapSize * mipmapSize * 2);
31
+ minmaxData.push(minmax);
32
+ const channels = lod === 0 ? sourceChannels : 2;
33
+ for (let y = 0; y < mipmapSize; y++) {
34
+ for (let x = 0; x < mipmapSize; x++) {
35
+ const yx = y * mipmapSize + x;
36
+ const idx = yx * channels;
37
+ let min = 0;
38
+ let max = 0;
39
+ if (lod == 0) {
40
+ min = readHeight(idx);
41
+ max = min;
42
+ if (y < mipmapSize - 1 && x < mipmapSize - 1) {
43
+ const h = readHeight(idx + (mipmapSize + 1) * channels);
44
+ min = Math.min(min, h);
45
+ max = Math.max(max, h);
46
+ }
47
+ if (y < mipmapSize - 1) {
48
+ const h = readHeight(idx + mipmapSize * channels);
49
+ min = Math.min(min, h);
50
+ max = Math.max(max, h);
51
+ }
52
+ if (x < mipmapSize - 1) {
53
+ const h = readHeight(idx + channels);
54
+ min = Math.min(min, h);
55
+ max = Math.max(max, h);
56
+ }
57
+ }
58
+ else {
59
+ const x2 = x * 2;
60
+ const y2 = y * 2;
61
+ const prevMipmapSize = mipmapSize * 2;
62
+ const idx2 = (y2 * prevMipmapSize + x2) * channels;
63
+ const idx2_0 = idx2;
64
+ const idx2_1 = idx2 + channels;
65
+ const idx2_2 = idx2 + prevMipmapSize * channels;
66
+ const idx2_3 = idx2 + prevMipmapSize * channels + channels;
67
+ min = Math.min(prevMinmaxData[idx2_0], prevMinmaxData[idx2_1], prevMinmaxData[idx2_2], prevMinmaxData[idx2_3]);
68
+ max = Math.max(prevMinmaxData[idx2_0 + 1], prevMinmaxData[idx2_1 + 1], prevMinmaxData[idx2_2 + 1], prevMinmaxData[idx2_3 + 1]);
69
+ }
70
+ minmax[yx * 2] = min;
71
+ minmax[yx * 2 + 1] = max;
72
+ }
73
+ }
74
+ mipmapSize = mipmapSize / 2;
75
+ }
76
+ return minmaxData;
77
+ }
78
+ function sphericalProjection(n, uv) {
79
+ const theta = Math.atan2(read(n, 0), read(n, 2)) / (2.0 * Math.PI) + 0.5;
80
+ const phi = Math.acos(read(n, 1)) / Math.PI;
81
+ vec2.set(uv, theta, 1.0 - phi);
82
+ }
83
+ export function sphericalProjectionTriangle(na, nb, nc, uvA, uvB, uvC) {
84
+ sphericalProjection(na, uvA);
85
+ sphericalProjection(nb, uvB);
86
+ sphericalProjection(nc, uvC);
87
+ let onSeam = false;
88
+ for (let i = 0; i < 2; i++) {
89
+ if (Math.abs(read(uvA, i) - read(uvB, i)) > 0.5 ||
90
+ Math.abs(read(uvA, i) - read(uvC, i)) > 0.5 ||
91
+ Math.abs(read(uvB, i) - read(uvC, i)) > 0.5) {
92
+ const maxU = Math.max(read(uvA, i), read(uvB, i), read(uvC, i));
93
+ if (maxU - read(uvA, i) > 0.5) {
94
+ write(uvA, i, read(uvA, i) + 1.0);
95
+ onSeam = true;
96
+ }
97
+ if (maxU - read(uvB, i) > 0.5) {
98
+ write(uvB, i, read(uvB, i) + 1.0);
99
+ onSeam = true;
100
+ }
101
+ if (maxU - read(uvC, i) > 0.5) {
102
+ write(uvC, i, read(uvC, i) + 1.0);
103
+ onSeam = true;
104
+ }
105
+ }
106
+ }
107
+ return onSeam;
108
+ }
109
+ function getMaxAxisIndex(n) {
110
+ const x = Math.abs(read(n, 0));
111
+ const y = Math.abs(read(n, 1));
112
+ const z = Math.abs(read(n, 2));
113
+ return x > y && x > z ? 0 : y > z ? 1 : 2;
114
+ }
115
+ export function triplanarProjectionTriangle(a, b, c, na, nb, nc, uvA, uvB, uvC) {
116
+ const tmpMaxX = Math.max(Math.abs(read(na, 0)), Math.abs(read(nb, 0)), Math.abs(read(nc, 0)));
117
+ const tmpMaxY = Math.max(Math.abs(read(na, 1)), Math.abs(read(nb, 1)), Math.abs(read(nc, 1)));
118
+ const tmpMaxZ = Math.max(Math.abs(read(na, 2)), Math.abs(read(nb, 2)), Math.abs(read(nc, 2)));
119
+ if (tmpMaxX > tmpMaxY && tmpMaxX > tmpMaxZ) {
120
+ // yz
121
+ vec2.set(uvA, read(a, 1), read(a, 2));
122
+ vec2.set(uvB, read(b, 1), read(b, 2));
123
+ vec2.set(uvC, read(c, 1), read(c, 2));
124
+ }
125
+ else if (tmpMaxY > tmpMaxX && tmpMaxY > tmpMaxZ) {
126
+ // xz
127
+ vec2.set(uvA, read(a, 0), read(a, 2));
128
+ vec2.set(uvB, read(b, 0), read(b, 2));
129
+ vec2.set(uvC, read(c, 0), read(c, 2));
130
+ }
131
+ else {
132
+ // xy
133
+ vec2.set(uvA, read(a, 0), read(a, 1));
134
+ vec2.set(uvB, read(b, 0), read(b, 1));
135
+ vec2.set(uvC, read(c, 0), read(c, 1));
136
+ }
137
+ }
138
+ function findRoots(triAabbMinP, triAabbMaxP, maxDepth, roots) {
139
+ let d = vec2.sub(vec2.create(), triAabbMaxP, triAabbMinP);
140
+ let size = Math.max(d[0], d[1]);
141
+ let startMipLevel = maxDepth - Math.floor(Math.log2(Math.floor(1.0 / size))) - 1;
142
+ if (!isFinite(startMipLevel)) {
143
+ startMipLevel = maxDepth;
144
+ }
145
+ startMipLevel = Math.max(startMipLevel, 0);
146
+ let rootCount = 0;
147
+ while (true) {
148
+ const mipSize = Math.pow(2.0, maxDepth - startMipLevel);
149
+ const minTexelX = Math.floor(mipSize * read(triAabbMinP, 0));
150
+ const minTexelY = Math.floor(mipSize * read(triAabbMinP, 1));
151
+ const maxTexelX = Math.floor(mipSize * read(triAabbMaxP, 0));
152
+ const maxTexelY = Math.floor(mipSize * read(triAabbMaxP, 1));
153
+ if ((maxTexelX - minTexelX < 2 &&
154
+ maxTexelY - minTexelY < 2 &&
155
+ startMipLevel >= 0) ||
156
+ startMipLevel >= maxDepth) {
157
+ for (let y = minTexelY; y <= maxTexelY; y++) {
158
+ for (let x = minTexelX; x <= maxTexelX; x++) {
159
+ if (rootCount < roots.length) {
160
+ vec3.set(roots[rootCount], Math.floor(x), Math.floor(y), startMipLevel);
161
+ rootCount++;
162
+ }
163
+ }
164
+ }
165
+ break;
166
+ }
167
+ startMipLevel++;
168
+ }
169
+ return rootCount;
170
+ }
171
+ export function conservativeTrianglesDisplacementRange(triangleCount) {
172
+ if (triangleCount < 100_000)
173
+ return undefined;
174
+ const ranges = new Float32Array(triangleCount * 2);
175
+ for (let i = 0; i < triangleCount; i++)
176
+ ranges[i * 2 + 1] = 1;
177
+ return ranges;
178
+ }
179
+ export function computeTrianglesDisplacementRange(geometry, minmaxData, width, isFlipY, material) {
180
+ const indices = geometry.indexArray;
181
+ const uvs = geometry.uv?.array;
182
+ const uvProjection = material.displacementUvProjection;
183
+ if (!uvs && uvProjection === 'none')
184
+ throw new Error('UV displacement requires texture coordinates; use triplanar, spherical, or cylindrical projection for a UV-less mesh.');
185
+ const conservative = conservativeTrianglesDisplacementRange(attributeLength(indices) / 3);
186
+ if (conservative)
187
+ return conservative;
188
+ const maxDepth = Math.log2(width);
189
+ const trianglesDisplacementRange = new Float32Array((attributeLength(indices) / 3) * 2);
190
+ const normal = geometry.normal.array;
191
+ const position = geometry.position.array;
192
+ const uv1 = vec2.create();
193
+ const uv2 = vec2.create();
194
+ const uv3 = vec2.create();
195
+ const p1 = vec3.create();
196
+ const p2 = vec3.create();
197
+ const p3 = vec3.create();
198
+ const n1 = vec3.create();
199
+ const n2 = vec3.create();
200
+ const n3 = vec3.create();
201
+ const isTriplanar = uvProjection === 'triplanar';
202
+ const isSpherical = uvProjection === 'spherical';
203
+ const isCylindrical = uvProjection === 'cylindrical';
204
+ const uvScale = material.displacementUvProjectionScale;
205
+ const minUv = vec2.create();
206
+ const maxUv = vec2.create();
207
+ const roots = [];
208
+ for (let i = 0; i < 100; i++) {
209
+ roots.push(new Float64Array(3));
210
+ }
211
+ for (let i = 0; i < attributeLength(indices); i += 3) {
212
+ const i1 = attributeValue(indices, i);
213
+ const i2 = attributeValue(indices, i + 1);
214
+ const i3 = attributeValue(indices, i + 2);
215
+ const i1_2 = i1 * 2;
216
+ const i2_2 = i2 * 2;
217
+ const i3_2 = i3 * 2;
218
+ const i1_3 = i1 * 3;
219
+ const i2_3 = i2 * 3;
220
+ const i3_3 = i3 * 3;
221
+ if (uvs) {
222
+ vec2.set(uv1, attributeValue(uvs, i1_2), attributeValue(uvs, i1_2 + 1));
223
+ vec2.set(uv2, attributeValue(uvs, i2_2), attributeValue(uvs, i2_2 + 1));
224
+ vec2.set(uv3, attributeValue(uvs, i3_2), attributeValue(uvs, i3_2 + 1));
225
+ }
226
+ else {
227
+ vec2.set(uv1, 0, 0);
228
+ vec2.set(uv2, 0, 0);
229
+ vec2.set(uv3, 0, 0);
230
+ }
231
+ let onSeam = false;
232
+ if (isTriplanar || isSpherical || isCylindrical) {
233
+ vec3.set(n1, attributeValue(normal, i1_3), attributeValue(normal, i1_3 + 1), attributeValue(normal, i1_3 + 2));
234
+ vec3.set(n2, attributeValue(normal, i2_3), attributeValue(normal, i2_3 + 1), attributeValue(normal, i2_3 + 2));
235
+ vec3.set(n3, attributeValue(normal, i3_3), attributeValue(normal, i3_3 + 1), attributeValue(normal, i3_3 + 2));
236
+ vec3.normalize(n1, n1);
237
+ vec3.normalize(n2, n2);
238
+ vec3.normalize(n3, n3);
239
+ if (isTriplanar || isSpherical || isCylindrical) {
240
+ vec3.set(p1, attributeValue(position, i1_3), attributeValue(position, i1_3 + 1), attributeValue(position, i1_3 + 2));
241
+ vec3.set(p2, attributeValue(position, i2_3), attributeValue(position, i2_3 + 1), attributeValue(position, i2_3 + 2));
242
+ vec3.set(p3, attributeValue(position, i3_3), attributeValue(position, i3_3 + 1), attributeValue(position, i3_3 + 2));
243
+ }
244
+ if (isTriplanar) {
245
+ // Is on the seam. Needs full prism to avoid empty seams.
246
+ const xMaxIndex = getMaxAxisIndex(n1);
247
+ const yMaxIndex = getMaxAxisIndex(n2);
248
+ const zMaxIndex = getMaxAxisIndex(n3);
249
+ if (!(xMaxIndex === yMaxIndex && yMaxIndex === zMaxIndex)) {
250
+ onSeam = true;
251
+ }
252
+ /* prettier-ignore */
253
+ triplanarProjectionTriangle(p1, p2, p3, n1, n2, n3, uv1, uv2, uv3);
254
+ }
255
+ else if (isSpherical) {
256
+ vec3.normalize(p1, p1);
257
+ vec3.normalize(p2, p2);
258
+ vec3.normalize(p3, p3);
259
+ onSeam = sphericalProjectionTriangle(p1, p2, p3, uv1, uv2, uv3);
260
+ }
261
+ else {
262
+ const u1 = Math.atan2(p1[2], p1[0]) / (Math.PI * 2) + 0.5;
263
+ const u2 = Math.atan2(p2[2], p2[0]) / (Math.PI * 2) + 0.5;
264
+ const u3 = Math.atan2(p3[2], p3[0]) / (Math.PI * 2) + 0.5;
265
+ vec2.set(uv1, u1, p1[1]);
266
+ vec2.set(uv2, u2, p2[1]);
267
+ vec2.set(uv3, u3, p3[1]);
268
+ onSeam = Math.max(u1, u2, u3) - Math.min(u1, u2, u3) > 0.5;
269
+ }
270
+ }
271
+ vec2.scale(uv1, uv1, uvScale);
272
+ vec2.scale(uv2, uv2, uvScale);
273
+ vec2.scale(uv3, uv3, uvScale);
274
+ // TODO PDM don't have zero area triangle issue.
275
+ let minHeight = Infinity;
276
+ let maxHeight = -Infinity;
277
+ if (onSeam) {
278
+ minHeight = 0.0;
279
+ maxHeight = 255.0;
280
+ }
281
+ else {
282
+ vec2.copy(maxUv, uv1);
283
+ vec2.copy(minUv, uv1);
284
+ vec2.min(minUv, minUv, uv2);
285
+ vec2.min(minUv, minUv, uv3);
286
+ vec2.max(maxUv, maxUv, uv2);
287
+ vec2.max(maxUv, maxUv, uv3);
288
+ const rootCount = findRoots(minUv, maxUv, maxDepth, roots);
289
+ for (let k = 0; k < rootCount; k++) {
290
+ const mipLevel = read(roots[k], 2);
291
+ const mipSize = Math.pow(2, maxDepth - mipLevel);
292
+ const minmax = minmaxData[mipLevel];
293
+ const x = ((read(roots[k], 0) % mipSize) + mipSize) % mipSize;
294
+ let y = ((read(roots[k], 1) % mipSize) + mipSize) % mipSize;
295
+ if (isFlipY) {
296
+ y = mipSize - y - 1;
297
+ }
298
+ const idx = (y * mipSize + x) * 2;
299
+ minHeight = Math.min(minHeight, minmax[idx]);
300
+ maxHeight = Math.max(maxHeight, minmax[idx + 1]);
301
+ }
302
+ }
303
+ // TODO this will cause flat surface optimization fail.
304
+ // But not adding bias will leads to small gap between flat surface and displaced surface.
305
+ trianglesDisplacementRange[(i / 3) * 2] = Math.max((Math.floor(minHeight) - 4) / 255, 0);
306
+ trianglesDisplacementRange[(i / 3) * 2 + 1] = Math.min((Math.ceil(maxHeight) + 4) / 255, 1);
307
+ }
308
+ return trianglesDisplacementRange;
309
+ }
310
+ /** Conservative source-order AABBs for the actual displacement prism. */
311
+ export function displacementPrismAabbs(geometry, displacementScale) {
312
+ const indices = geometry.indexArray;
313
+ const count = Math.floor(indices.length / 3);
314
+ const boxes = new Float32Array(count * 6);
315
+ for (let t = 0; t < count; t++) {
316
+ const minimum = [Infinity, Infinity, Infinity], maximum = [-Infinity, -Infinity, -Infinity];
317
+ const ia = indices[t * 3] * 3;
318
+ const ib = indices[t * 3 + 1] * 3;
319
+ const ic = indices[t * 3 + 2] * 3;
320
+ const positions = geometry.position.array;
321
+ const ux = positions[ib] - positions[ia], uy = positions[ib + 1] - positions[ia + 1], uz = positions[ib + 2] - positions[ia + 2];
322
+ const vx = positions[ic] - positions[ia], vy = positions[ic + 1] - positions[ia + 1], vz = positions[ic + 2] - positions[ia + 2];
323
+ const fx = uy * vz - uz * vy, fy = uz * vx - ux * vz, fz = ux * vy - uy * vx;
324
+ const faceLength = Math.hypot(fx, fy, fz);
325
+ for (let c = 0; c < 3; c++) {
326
+ const v = indices[t * 3 + c];
327
+ const nx = geometry.normal.array[v * 3], ny = geometry.normal.array[v * 3 + 1], nz = geometry.normal.array[v * 3 + 2];
328
+ const length = Math.hypot(nx, ny, nz);
329
+ const cosine = Math.abs((nx * fx + ny * fy + nz * fz) / ((length || 1) * (faceLength || 1)));
330
+ const extrusion = cosine > 0 ? displacementScale / cosine : 0;
331
+ for (let a = 0; a < 3; a++) {
332
+ const position = geometry.position.array[v * 3 + a], n = geometry.normal.array[v * 3 + a] / (length || 1);
333
+ const p0 = position;
334
+ const p1 = position + n * extrusion;
335
+ minimum[a] = Math.min(minimum[a], p0, p1);
336
+ maximum[a] = Math.max(maximum[a], p0, p1);
337
+ }
338
+ }
339
+ for (let a = 0; a < 3; a++) {
340
+ const padding = Math.max(1, Math.abs(minimum[a]), Math.abs(maximum[a])) * 1e-6;
341
+ minimum[a] -= padding;
342
+ maximum[a] += padding;
343
+ }
344
+ for (let a = 0; a < 3; a++) {
345
+ boxes[t * 6 + a] = minimum[a];
346
+ boxes[t * 6 + a + 3] = maximum[a];
347
+ }
348
+ }
349
+ return boxes;
350
+ }
351
+ //# sourceMappingURL=displacementPreparation.js.map
@@ -0,0 +1 @@
1
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Geometry, {Attribute} from '../scene/Geometry.js';\nimport MaterialState from '../scene/MaterialState.js';\nimport { vec2, vec3 } from '../math.js';\nimport { read, write } from '../math/access.js';\nimport { attributeValue, attributeLength } from '../scene/attributeData.js';\n\n// Use the same normal offset for software BLASes and native procedural AABBs.\nexport function displacementBaseGeometry(geometry: Geometry, bias: number): Geometry {\n if (bias === 0) return geometry;\n const positions = geometry.position.array.slice();\n const normals = geometry.normal.array;\n for (let vertex = 0; vertex < geometry.vertexCount; vertex++) {\n const p = vertex * geometry.position.itemSize, n = vertex * geometry.normal.itemSize;\n const length = Math.hypot(normals[n], normals[n + 1], normals[n + 2]);\n if (length > 0) {\n for (let axis = 0; axis < 3; axis++) positions[p + axis] += normals[n + axis] / length * bias;\n }\n }\n const result = new Geometry(geometry);\n result.position = new Attribute(positions, geometry.position.itemSize);\n return result;\n}\n\n// Shared CPU displacement math. Pixel acquisition and caching belong to adapters.\nexport function computeDisplacementMinmax(w: number, sourceChannels: number,\n readHeight: (index: number) => number) {\n const minmaxData: Uint8Array[] = [];\n const maxMipLevel = Math.log2(w);\n let mipmapSize = w;\n for (let lod = 0; lod <= maxMipLevel; lod++) {\n const prevMinmaxData = minmaxData[Math.max(0, lod - 1)];\n const minmax = new Uint8Array(mipmapSize * mipmapSize * 2);\n minmaxData.push(minmax);\n const channels = lod === 0 ? sourceChannels : 2;\n for (let y = 0; y < mipmapSize; y++) {\n for (let x = 0; x < mipmapSize; x++) {\n const yx = y * mipmapSize + x;\n const idx = yx * channels;\n let min = 0;\n let max = 0;\n if (lod == 0) {\n min = readHeight(idx);\n max = min;\n if (y < mipmapSize - 1 && x < mipmapSize - 1) {\n const h = readHeight(idx + (mipmapSize + 1) * channels);\n min = Math.min(min, h);\n max = Math.max(max, h);\n }\n if (y < mipmapSize - 1) {\n const h = readHeight(idx + mipmapSize * channels);\n min = Math.min(min, h);\n max = Math.max(max, h);\n }\n if (x < mipmapSize - 1) {\n const h = readHeight(idx + channels);\n min = Math.min(min, h);\n max = Math.max(max, h);\n }\n } else {\n const x2 = x * 2;\n const y2 = y * 2;\n const prevMipmapSize = mipmapSize * 2;\n const idx2 = (y2 * prevMipmapSize + x2) * channels;\n const idx2_0 = idx2;\n const idx2_1 = idx2 + channels;\n const idx2_2 = idx2 + prevMipmapSize * channels;\n const idx2_3 = idx2 + prevMipmapSize * channels + channels;\n min = Math.min(\n prevMinmaxData[idx2_0],\n prevMinmaxData[idx2_1],\n prevMinmaxData[idx2_2],\n prevMinmaxData[idx2_3]\n );\n max = Math.max(\n prevMinmaxData[idx2_0 + 1],\n prevMinmaxData[idx2_1 + 1],\n prevMinmaxData[idx2_2 + 1],\n prevMinmaxData[idx2_3 + 1]\n );\n }\n minmax[yx * 2] = min;\n minmax[yx * 2 + 1] = max;\n }\n }\n mipmapSize = mipmapSize / 2;\n }\n\n return minmaxData;\n}\n\nfunction sphericalProjection<T0 extends vec3.Vec3Array, T1 extends vec2.Vec2Array>(n: T0, uv: T1) {\n const theta = Math.atan2(read(n, 0), read(n, 2)) / (2.0 * Math.PI) + 0.5;\n const phi = Math.acos(read(n, 1)) / Math.PI;\n vec2.set(uv, theta, 1.0 - phi);\n}\n\nexport function sphericalProjectionTriangle<T0 extends vec3.Vec3Array, T1 extends vec3.Vec3Array, T2 extends vec3.Vec3Array, T3 extends vec2.Vec2Array, T4 extends vec2.Vec2Array, T5 extends vec2.Vec2Array>(\n na: T0,\n nb: T1,\n nc: T2,\n uvA: T3,\n uvB: T4,\n uvC: T5\n) {\n sphericalProjection(na, uvA);\n sphericalProjection(nb, uvB);\n sphericalProjection(nc, uvC);\n let onSeam = false;\n for (let i = 0; i < 2; i++) {\n if (\n Math.abs(read(uvA, i) - read(uvB, i)) > 0.5 ||\n Math.abs(read(uvA, i) - read(uvC, i)) > 0.5 ||\n Math.abs(read(uvB, i) - read(uvC, i)) > 0.5\n ) {\n const maxU = Math.max(read(uvA, i), read(uvB, i), read(uvC, i));\n if (maxU - read(uvA, i) > 0.5) {\n write(uvA, i, read(uvA, i) + 1.0);\n onSeam = true;\n }\n if (maxU - read(uvB, i) > 0.5) {\n write(uvB, i, read(uvB, i) + 1.0);\n onSeam = true;\n }\n if (maxU - read(uvC, i) > 0.5) {\n write(uvC, i, read(uvC, i) + 1.0);\n onSeam = true;\n }\n }\n }\n\n return onSeam;\n}\n\nfunction getMaxAxisIndex<T0 extends vec3.Vec3Array>(n: T0) {\n const x = Math.abs(read(n, 0));\n const y = Math.abs(read(n, 1));\n const z = Math.abs(read(n, 2));\n return x > y && x > z ? 0 : y > z ? 1 : 2;\n}\n\nexport function triplanarProjectionTriangle<T0 extends vec3.Vec3Array, T1 extends vec3.Vec3Array, T2 extends vec3.Vec3Array, T3 extends vec3.Vec3Array, T4 extends vec3.Vec3Array, T5 extends vec3.Vec3Array, T6 extends vec2.Vec2Array, T7 extends vec2.Vec2Array, T8 extends vec2.Vec2Array>(\n a: T0,\n b: T1,\n c: T2,\n na: T3,\n nb: T4,\n nc: T5,\n uvA: T6,\n uvB: T7,\n uvC: T8\n) {\n const tmpMaxX = Math.max(Math.abs(read(na, 0)), Math.abs(read(nb, 0)), Math.abs(read(nc, 0)));\n const tmpMaxY = Math.max(Math.abs(read(na, 1)), Math.abs(read(nb, 1)), Math.abs(read(nc, 1)));\n const tmpMaxZ = Math.max(Math.abs(read(na, 2)), Math.abs(read(nb, 2)), Math.abs(read(nc, 2)));\n\n if (tmpMaxX > tmpMaxY && tmpMaxX > tmpMaxZ) {\n // yz\n vec2.set(uvA, read(a, 1), read(a, 2));\n vec2.set(uvB, read(b, 1), read(b, 2));\n vec2.set(uvC, read(c, 1), read(c, 2));\n } else if (tmpMaxY > tmpMaxX && tmpMaxY > tmpMaxZ) {\n // xz\n vec2.set(uvA, read(a, 0), read(a, 2));\n vec2.set(uvB, read(b, 0), read(b, 2));\n vec2.set(uvC, read(c, 0), read(c, 2));\n } else {\n // xy\n vec2.set(uvA, read(a, 0), read(a, 1));\n vec2.set(uvB, read(b, 0), read(b, 1));\n vec2.set(uvC, read(c, 0), read(c, 1));\n }\n}\n\nfunction findRoots(\n triAabbMinP: Float32Array,\n triAabbMaxP: Float32Array,\n maxDepth: number,\n roots: Float64Array[]\n) {\n let d = vec2.sub(vec2.create(), triAabbMaxP, triAabbMinP);\n let size = Math.max(d[0], d[1]);\n let startMipLevel =\n maxDepth - Math.floor(Math.log2(Math.floor(1.0 / size))) - 1;\n if (!isFinite(startMipLevel)) {\n startMipLevel = maxDepth;\n }\n startMipLevel = Math.max(startMipLevel, 0);\n let rootCount = 0;\n while (true) {\n const mipSize = Math.pow(2.0, maxDepth - startMipLevel);\n const minTexelX = Math.floor(mipSize * read(triAabbMinP, 0));\n const minTexelY = Math.floor(mipSize * read(triAabbMinP, 1));\n const maxTexelX = Math.floor(mipSize * read(triAabbMaxP, 0));\n const maxTexelY = Math.floor(mipSize * read(triAabbMaxP, 1));\n\n if (\n (maxTexelX - minTexelX < 2 &&\n maxTexelY - minTexelY < 2 &&\n startMipLevel >= 0) ||\n startMipLevel >= maxDepth\n ) {\n for (let y = minTexelY; y <= maxTexelY; y++) {\n for (let x = minTexelX; x <= maxTexelX; x++) {\n if (rootCount < roots.length) {\n vec3.set(\n roots[rootCount],\n Math.floor(x),\n Math.floor(y),\n startMipLevel\n );\n rootCount++;\n }\n }\n }\n break;\n }\n\n startMipLevel++;\n }\n\n return rootCount;\n}\n\nexport function conservativeTrianglesDisplacementRange(triangleCount: number): Float32Array | undefined {\n if (triangleCount < 100_000) return undefined;\n const ranges = new Float32Array(triangleCount * 2);\n for (let i = 0; i < triangleCount; i++) ranges[i * 2 + 1] = 1;\n return ranges;\n}\n\nexport function computeTrianglesDisplacementRange(geometry: Geometry,\n minmaxData: Uint8Array[], width: number, isFlipY: boolean, material: MaterialState) {\n const indices = geometry.indexArray;\n const uvs = geometry.uv?.array;\n const uvProjection = material.displacementUvProjection;\n if (!uvs && uvProjection === 'none') throw new Error(\n 'UV displacement requires texture coordinates; use triplanar, spherical, or cylindrical projection for a UV-less mesh.');\n const conservative = conservativeTrianglesDisplacementRange(attributeLength(indices) / 3);\n if (conservative) return conservative;\n const maxDepth = Math.log2(width);\n const trianglesDisplacementRange = new Float32Array((attributeLength(indices) / 3) * 2);\n const normal = geometry.normal!.array;\n const position = geometry.position!.array;\n\n const uv1 = vec2.create();\n const uv2 = vec2.create();\n const uv3 = vec2.create();\n\n const p1 = vec3.create();\n const p2 = vec3.create();\n const p3 = vec3.create();\n\n const n1 = vec3.create();\n const n2 = vec3.create();\n const n3 = vec3.create();\n\n const isTriplanar = uvProjection === 'triplanar';\n const isSpherical = uvProjection === 'spherical';\n const isCylindrical = uvProjection === 'cylindrical';\n const uvScale = material.displacementUvProjectionScale;\n\n const minUv = vec2.create();\n const maxUv = vec2.create();\n\n const roots: Float64Array[] = [];\n for (let i = 0; i < 100; i++) {\n roots.push(new Float64Array(3));\n }\n for (let i = 0; i < attributeLength(indices); i += 3) {\n const i1 = attributeValue(indices, i);\n const i2 = attributeValue(indices, i + 1);\n const i3 = attributeValue(indices, i + 2);\n const i1_2 = i1 * 2;\n const i2_2 = i2 * 2;\n const i3_2 = i3 * 2;\n const i1_3 = i1 * 3;\n const i2_3 = i2 * 3;\n const i3_3 = i3 * 3;\n\n if (uvs) {\n vec2.set(uv1, attributeValue(uvs, i1_2), attributeValue(uvs, i1_2 + 1));\n vec2.set(uv2, attributeValue(uvs, i2_2), attributeValue(uvs, i2_2 + 1));\n vec2.set(uv3, attributeValue(uvs, i3_2), attributeValue(uvs, i3_2 + 1));\n } else {\n vec2.set(uv1, 0, 0);\n vec2.set(uv2, 0, 0);\n vec2.set(uv3, 0, 0);\n }\n\n let onSeam = false;\n if (isTriplanar || isSpherical || isCylindrical) {\n vec3.set(n1, attributeValue(normal, i1_3), attributeValue(normal, i1_3 + 1), attributeValue(normal, i1_3 + 2));\n vec3.set(n2, attributeValue(normal, i2_3), attributeValue(normal, i2_3 + 1), attributeValue(normal, i2_3 + 2));\n vec3.set(n3, attributeValue(normal, i3_3), attributeValue(normal, i3_3 + 1), attributeValue(normal, i3_3 + 2));\n vec3.normalize(n1, n1);\n vec3.normalize(n2, n2);\n vec3.normalize(n3, n3);\n if (isTriplanar || isSpherical || isCylindrical) {\n vec3.set(p1, attributeValue(position, i1_3), attributeValue(position, i1_3 + 1), attributeValue(position, i1_3 + 2));\n vec3.set(p2, attributeValue(position, i2_3), attributeValue(position, i2_3 + 1), attributeValue(position, i2_3 + 2));\n vec3.set(p3, attributeValue(position, i3_3), attributeValue(position, i3_3 + 1), attributeValue(position, i3_3 + 2));\n }\n if (isTriplanar) {\n // Is on the seam. Needs full prism to avoid empty seams.\n const xMaxIndex = getMaxAxisIndex(n1);\n const yMaxIndex = getMaxAxisIndex(n2);\n const zMaxIndex = getMaxAxisIndex(n3);\n if (!(xMaxIndex === yMaxIndex && yMaxIndex === zMaxIndex)) {\n onSeam = true;\n }\n /* prettier-ignore */\n triplanarProjectionTriangle(\n p1, p2, p3,\n n1, n2, n3,\n uv1, uv2, uv3\n );\n } else if (isSpherical) {\n vec3.normalize(p1, p1);\n vec3.normalize(p2, p2);\n vec3.normalize(p3, p3);\n onSeam = sphericalProjectionTriangle(p1, p2, p3, uv1, uv2, uv3);\n } else {\n const u1 = Math.atan2(p1[2], p1[0]) / (Math.PI * 2) + 0.5;\n const u2 = Math.atan2(p2[2], p2[0]) / (Math.PI * 2) + 0.5;\n const u3 = Math.atan2(p3[2], p3[0]) / (Math.PI * 2) + 0.5;\n vec2.set(uv1, u1, p1[1]);\n vec2.set(uv2, u2, p2[1]);\n vec2.set(uv3, u3, p3[1]);\n onSeam = Math.max(u1, u2, u3) - Math.min(u1, u2, u3) > 0.5;\n }\n }\n vec2.scale(uv1, uv1, uvScale);\n vec2.scale(uv2, uv2, uvScale);\n vec2.scale(uv3, uv3, uvScale);\n\n // TODO PDM don't have zero area triangle issue.\n\n let minHeight = Infinity;\n let maxHeight = -Infinity;\n\n if (onSeam) {\n minHeight = 0.0;\n maxHeight = 255.0;\n } else {\n vec2.copy(maxUv, uv1);\n vec2.copy(minUv, uv1);\n vec2.min(minUv, minUv, uv2);\n vec2.min(minUv, minUv, uv3);\n vec2.max(maxUv, maxUv, uv2);\n vec2.max(maxUv, maxUv, uv3);\n\n const rootCount = findRoots(minUv, maxUv, maxDepth, roots);\n\n for (let k = 0; k < rootCount; k++) {\n const mipLevel = read(roots[k], 2);\n const mipSize = Math.pow(2, maxDepth - mipLevel);\n const minmax = minmaxData[mipLevel];\n const x = ((read(roots[k], 0) % mipSize) + mipSize) % mipSize;\n let y = ((read(roots[k], 1) % mipSize) + mipSize) % mipSize;\n if (isFlipY) {\n y = mipSize - y - 1;\n }\n const idx = (y * mipSize + x) * 2;\n\n minHeight = Math.min(minHeight, minmax[idx]);\n maxHeight = Math.max(maxHeight, minmax[idx + 1]);\n }\n }\n\n // TODO this will cause flat surface optimization fail.\n // But not adding bias will leads to small gap between flat surface and displaced surface.\n trianglesDisplacementRange[(i / 3) * 2] = Math.max(\n (Math.floor(minHeight) - 4) / 255,\n 0\n );\n trianglesDisplacementRange[(i / 3) * 2 + 1] = Math.min(\n (Math.ceil(maxHeight) + 4) / 255,\n 1\n );\n }\n\n return trianglesDisplacementRange;\n}\n\n/** Conservative source-order AABBs for the actual displacement prism. */\nexport function displacementPrismAabbs(geometry: Geometry, displacementScale: number): Float32Array {\n const indices = geometry.indexArray;\n const count = Math.floor(indices.length / 3);\n const boxes = new Float32Array(count * 6);\n for (let t = 0; t < count; t++) {\n const minimum = [Infinity, Infinity, Infinity], maximum = [-Infinity, -Infinity, -Infinity];\n const ia = indices[t * 3] * 3;\n const ib = indices[t * 3 + 1] * 3;\n const ic = indices[t * 3 + 2] * 3;\n const positions = geometry.position.array;\n const ux = positions[ib]-positions[ia], uy = positions[ib+1]-positions[ia+1], uz = positions[ib+2]-positions[ia+2];\n const vx = positions[ic]-positions[ia], vy = positions[ic+1]-positions[ia+1], vz = positions[ic+2]-positions[ia+2];\n const fx = uy*vz-uz*vy, fy = uz*vx-ux*vz, fz = ux*vy-uy*vx;\n const faceLength = Math.hypot(fx,fy,fz);\n for (let c = 0; c < 3; c++) {\n const v = indices[t * 3 + c];\n const nx = geometry.normal.array[v * 3], ny = geometry.normal.array[v * 3 + 1], nz = geometry.normal.array[v * 3 + 2];\n const length = Math.hypot(nx, ny, nz);\n const cosine = Math.abs((nx*fx+ny*fy+nz*fz)/((length || 1)*(faceLength || 1)));\n const extrusion = cosine > 0 ? displacementScale/cosine : 0;\n for (let a = 0; a < 3; a++) {\n const position = geometry.position.array[v * 3 + a], n = geometry.normal.array[v * 3 + a] / (length || 1);\n const p0 = position;\n const p1 = position + n * extrusion;\n minimum[a] = Math.min(minimum[a], p0, p1); maximum[a] = Math.max(maximum[a], p0, p1);\n }\n }\n for (let a = 0; a < 3; a++) {\n const padding = Math.max(1, Math.abs(minimum[a]), Math.abs(maximum[a])) * 1e-6;\n minimum[a] -= padding; maximum[a] += padding;\n }\n for (let a = 0; a < 3; a++) {\n boxes[t * 6 + a] = minimum[a]; boxes[t * 6 + a + 3] = maximum[a];\n }\n }\n return boxes;\n}\n"]}
@@ -0,0 +1 @@
1
+ export declare function quantizeDisplacementRange(minimum: number, maximum: number): number;
@@ -0,0 +1,9 @@
1
+ // Generated by native/scripts/generate-layout-schema.mjs; edit src/renderer/sceneLayoutSchema.ts.
2
+ export function quantizeDisplacementRange(minimum, maximum) {
3
+ const lo = Math.fround(minimum), hi = Math.fround(maximum);
4
+ const lower = Math.max(0, Math.min(255, Math.floor(Math.fround(lo * 255))));
5
+ const upper = Math.abs(Math.fround(hi - lo)) < Math.fround(0.000001) ? lower
6
+ : Math.max(0, Math.min(255, Math.ceil(Math.fround(hi * 255))));
7
+ return (lower << 8) | upper;
8
+ }
9
+ //# sourceMappingURL=displacementRange.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"displacementRange.js","sourceRoot":"","sources":["../../src/renderer/displacementRange.ts"],"names":[],"mappings":"AAAA,kGAAkG;AAClG,MAAM,UAAU,yBAAyB,CAAC,OAAe,EAAE,OAAe;IACxE,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC;IAC3D,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,MAAM,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;IAC5E,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,KAAK;QAC1E,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;IACjE,OAAO,CAAC,KAAK,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC;AAC9B,CAAC","sourcesContent":["// Generated by native/scripts/generate-layout-schema.mjs; edit src/renderer/sceneLayoutSchema.ts.\nexport function quantizeDisplacementRange(minimum: number, maximum: number): number {\n const lo = Math.fround(minimum), hi = Math.fround(maximum);\n const lower = Math.max(0, Math.min(255, Math.floor(Math.fround(lo * 255))));\n const upper = Math.abs(Math.fround(hi - lo)) < Math.fround(0.000001) ? lower\n : Math.max(0, Math.min(255, Math.ceil(Math.fround(hi * 255))));\n return (lower << 8) | upper;\n}\n"]}
@@ -0,0 +1,11 @@
1
+ export interface DisplayParityAccumulation {
2
+ width: number;
3
+ height: number;
4
+ samples: number;
5
+ catcher: boolean;
6
+ color: Float32Array;
7
+ albedo: Float32Array;
8
+ normal: Float32Array;
9
+ shadow: Float32Array;
10
+ moments: Float32Array;
11
+ }
@@ -0,0 +1,2 @@
1
+ export {};
2
+ //# sourceMappingURL=displayParityDiagnostics.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"displayParityDiagnostics.js","sourceRoot":"","sources":["../../src/renderer/displayParityDiagnostics.ts"],"names":[],"mappings":"","sourcesContent":["// Internal fixture input: additive accumulation in bottom-row-first order.\n// Not part of src/main.ts or the supported rendering diagnostics contract.\nexport interface DisplayParityAccumulation {\n width: number; height: number; samples: number; catcher: boolean;\n color: Float32Array; albedo: Float32Array; normal: Float32Array;\n shadow: Float32Array; moments: Float32Array;\n}\n\n/** @internal Test-only access on concrete backend targets, never public diagnostics. */\nexport interface DisplayParityTarget {\n /** @internal */\n _displayParity(): {\n record(trace?: string[]): void;\n load(input: DisplayParityAccumulation): void;\n };\n}\n"]}
@@ -1,14 +1,15 @@
1
- import { ColorRGBA } from '../types.js';
2
- import { TextureDataSource } from '../scene/Texture.js';
1
+ import type { ColorRGBA } from '../types.js';
2
+ import { type TextureDataSource } from '../scene/Texture.js';
3
3
  import AmbientLight from '../scene/AmbientLight.js';
4
4
  import EnvironmentLight from '../scene/EnvironmentLight.js';
5
- import { SceneBackground, SceneLight } from '../scene/Scene.js';
6
- import type { EnvironmentMapSource } from './envMapDistribution.js';
7
- /** Rotation only: translation does not affect a light at infinity. */
5
+ import type { SceneBackground, SceneLight } from '../scene/Scene.js';
6
+ import type { EnvironmentSource, EnvironmentMapSource, ProceduralEnvironmentSource } from './envMapDistribution.js';
8
7
  export declare function environmentRotation(lights: readonly SceneLight[]): Float32Array;
8
+ /** Map-to-world orientation for explicit equirect backgrounds; grounded yaw is packed separately. */
9
+ export declare function backgroundMapRotation(background?: SceneBackground): Float32Array;
9
10
  /** Cosine/sine of inverse-lookup yaw and radiance scale; independent of lighting. */
10
11
  export declare function backgroundMapTransform(background?: SceneBackground): Float32Array;
11
- export declare function generateBackgroundMapFromSceneBackground(background: SceneBackground): TextureDataSource | undefined;
12
- export declare function generateEnvMapFromSceneComponents(ambientLights: AmbientLight[], environmentLights: EnvironmentLight[]): EnvironmentMapSource;
13
- export declare function initializeEnvMap(environmentLights: EnvironmentLight[]): EnvironmentMapSource;
12
+ export declare function generateBackgroundMapFromSceneBackground(background: SceneBackground): TextureDataSource | ProceduralEnvironmentSource | undefined;
13
+ export declare function generateEnvMapFromSceneComponents(ambientLights: AmbientLight[], environmentLights: EnvironmentLight[]): EnvironmentMapSource | ProceduralEnvironmentSource;
14
+ export declare function initializeEnvMap(environmentLights: EnvironmentLight[]): EnvironmentSource;
14
15
  export declare function generateSolidMap(width: number, height: number, color?: ColorRGBA, intensity?: number): TextureDataSource;
@@ -2,26 +2,35 @@
2
2
  // (https://github.com/hoverinc/ray-tracing-renderer).
3
3
  // Copyright (c) 2019 HOVER, MIT license; see LICENSES/RayTracingRenderer-MIT.txt.
4
4
  import { isTextureDataSource } from '../scene/Texture.js';
5
+ import { isProceduralSkyImage } from '../scene/skyParameters.js';
5
6
  /** Rotation only: translation does not affect a light at infinity. */
6
- export function environmentRotation(lights) {
7
+ function mapRotation(transform) {
7
8
  const matrix = new Float32Array([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);
8
- const light = lights.find(light => light.type === 'EnvironmentLight');
9
- if (light?.type === 'EnvironmentLight') {
9
+ if (transform) {
10
10
  for (let column = 0; column < 3; column++) {
11
11
  const offset = column * 4;
12
- const length = Math.hypot(light.transform[offset], light.transform[offset + 1], light.transform[offset + 2]);
12
+ const length = Math.hypot(transform[offset], transform[offset + 1], transform[offset + 2]);
13
13
  if (length > 0)
14
14
  for (let row = 0; row < 3; row++)
15
- matrix[offset + row] = light.transform[offset + row] / length;
15
+ matrix[offset + row] = transform[offset + row] / length;
16
16
  }
17
17
  }
18
18
  return matrix;
19
19
  }
20
+ export function environmentRotation(lights) {
21
+ const light = lights.find(light => light.type === 'EnvironmentLight');
22
+ return mapRotation(light?.type === 'EnvironmentLight' ? light.transform : undefined);
23
+ }
24
+ /** Map-to-world orientation for explicit equirect backgrounds; grounded yaw is packed separately. */
25
+ export function backgroundMapRotation(background) {
26
+ return mapRotation(background && !Array.isArray(background) && 'type' in background && background.type === 'Equirect'
27
+ ? background.transform : undefined);
28
+ }
20
29
  /** Cosine/sine of inverse-lookup yaw and radiance scale; independent of lighting. */
21
30
  export function backgroundMapTransform(background) {
22
- const grounded = background && !Array.isArray(background) && 'type' in background && background.type === 'GroundedSkybox' ? background : undefined;
23
- const angle = grounded?.rotation ?? 0;
24
- return new Float32Array([Math.cos(angle), Math.sin(angle), Math.max(0, grounded?.intensity ?? 1), 0]);
31
+ const described = background && !Array.isArray(background) && 'type' in background ? background : undefined;
32
+ const angle = described?.type === 'GroundedSkybox' ? described.rotation ?? 0 : 0;
33
+ return new Float32Array([Math.cos(angle), Math.sin(angle), Math.max(0, described?.intensity ?? 1), 0]);
25
34
  }
26
35
  const backgroundImages = new WeakMap();
27
36
  const DEFAULT_MAP_RESOLUTION = {
@@ -37,19 +46,27 @@ export function generateBackgroundMapFromSceneBackground(background) {
37
46
  }
38
47
  else {
39
48
  const texture = 'map' in background ? background.map : background;
40
- if (!isTextureDataSource(texture.image))
41
- return;
42
- // Is rgbe data
43
49
  const cached = backgroundImages.get(texture);
44
50
  if (cached?.image === texture.image && cached.version === texture.version)
45
51
  return cached.result;
46
- backgroundImage = { width: texture.image.width, height: texture.image.height, data: texture.image.data };
52
+ if (isProceduralSkyImage(texture.image))
53
+ backgroundImage = skySource(texture.image, 1);
54
+ else if (isTextureDataSource(texture.image))
55
+ backgroundImage = { width: texture.image.width, height: texture.image.height, data: texture.image.data };
56
+ else
57
+ return;
47
58
  backgroundImages.set(texture, { image: texture.image, version: texture.version, result: backgroundImage });
48
59
  }
49
60
  return backgroundImage;
50
61
  }
51
62
  export function generateEnvMapFromSceneComponents(ambientLights, environmentLights) {
52
63
  let envImage = initializeEnvMap(environmentLights);
64
+ if ('sky' in envImage) {
65
+ for (const light of ambientLights)
66
+ for (let c = 0; c < 3; c++)
67
+ envImage.ambient[c] += light.color[c] * light.intensity;
68
+ return envImage;
69
+ }
53
70
  if (ambientLights.length > 0 && environmentLights.length > 0) {
54
71
  envImage = {
55
72
  width: envImage.width,
@@ -69,6 +86,10 @@ export function initializeEnvMap(environmentLights) {
69
86
  if (environmentLights.length > 0) {
70
87
  // TODO: support multiple environment lights (what if they have different resolutions?)
71
88
  const environmentLight = environmentLights[0];
89
+ if (isProceduralSkyImage(environmentLight.map.image)) {
90
+ const intensity = Number.isFinite(environmentLight.intensity) ? Math.max(0, environmentLight.intensity) : 1;
91
+ return skySource(environmentLight.map.image, intensity);
92
+ }
72
93
  envImage = {
73
94
  width: environmentLight.map.image.width,
74
95
  height: environmentLight.map.image.height,
@@ -130,4 +151,7 @@ function addAmbientLightToEnvMap(light, image) {
130
151
  i++;
131
152
  }
132
153
  }
154
+ function skySource(sky, intensity) {
155
+ return { sky, width: sky.width, height: sky.height, intensity, ambient: [0, 0, 0] };
156
+ }
133
157
  //# sourceMappingURL=envMapCreation.js.map