@meimu/mutracer 0.1.5 → 0.3.0
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 +10 -7
- package/THIRD_PARTY_NOTICES.md +13 -8
- package/dist/assets/bvh.worker.js +1 -1
- package/dist/mutracer.umd.js +12316 -9228
- package/docs/api.md +232 -21
- package/docs/caustics.md +80 -0
- package/docs/denoising.md +30 -15
- package/docs/materials.md +6 -5
- package/docs/performance.md +5 -2
- package/docs/progressive-rendering.md +73 -1
- package/docs/technical/continuous-spectrum.md +93 -0
- package/docs/threejs.md +14 -5
- package/docs/updates.md +46 -2
- package/docs/viewer-checklist.md +65 -0
- package/docs/viewer.md +15 -8
- package/lib/Display.d.ts +13 -2
- package/lib/Display.js +28 -7
- package/lib/Display.js.map +1 -1
- package/lib/Engine.d.ts +4 -0
- package/lib/Engine.js +99 -37
- package/lib/Engine.js.map +1 -1
- package/lib/Render.d.ts +98 -15
- package/lib/Render.js +275 -27
- package/lib/Render.js.map +1 -1
- package/lib/RenderLoop.d.ts +11 -1
- package/lib/RenderLoop.js +120 -15
- 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 +11 -0
- package/lib/renderer/GPUTraceQueue.js +33 -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 +36 -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/WGPUCausticLightPass.d.ts +48 -0
- package/lib/renderer/WGPUCausticLightPass.js +217 -0
- package/lib/renderer/WGPUCausticLightPass.js.map +1 -0
- 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/WGPUPhotonMap.d.ts +37 -0
- package/lib/renderer/WGPUPhotonMap.js +191 -0
- package/lib/renderer/WGPUPhotonMap.js.map +1 -0
- package/lib/renderer/WGPURayTraceOutput.d.ts +13 -1
- package/lib/renderer/WGPURayTraceOutput.js +132 -29
- package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
- package/lib/renderer/WGPURayTracePass.d.ts +83 -56
- package/lib/renderer/WGPURayTracePass.js +884 -837
- package/lib/renderer/WGPURayTracePass.js.map +1 -1
- package/lib/renderer/WGPURenderingPipeline.d.ts +5 -3
- package/lib/renderer/WGPURenderingPipeline.js +297 -82
- 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 +7 -4
- package/lib/renderer/WebGLFullQuadPass.js +22 -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 +18 -3
- package/lib/renderer/WebGLRayTracePass.js +121 -9
- package/lib/renderer/WebGLRayTracePass.js.map +1 -1
- package/lib/renderer/WebGLRenderingPipeline.js +126 -22
- 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 +6 -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/causticDiagnostics.d.ts +31 -0
- package/lib/renderer/causticDiagnostics.js +5 -0
- package/lib/renderer/causticDiagnostics.js.map +1 -0
- package/lib/renderer/causticEmission.d.ts +10 -0
- package/lib/renderer/causticEmission.js +40 -0
- package/lib/renderer/causticEmission.js.map +1 -0
- package/lib/renderer/causticUniform.d.ts +12 -0
- package/lib/renderer/causticUniform.js +22 -0
- package/lib/renderer/causticUniform.js.map +1 -0
- package/lib/renderer/caustics.d.ts +16 -0
- package/lib/renderer/caustics.js +93 -0
- package/lib/renderer/caustics.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/emissiveLight.glsl.d.ts +2 -0
- package/lib/renderer/glsl/chunks/emissiveLight.glsl.js +35 -0
- package/lib/renderer/glsl/chunks/emissiveLight.glsl.js.map +1 -0
- package/lib/renderer/glsl/chunks/envMap.glsl.js +73 -67
- package/lib/renderer/glsl/chunks/envMap.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/intersect.glsl.js +432 -434
- package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.d.ts +1 -0
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +160 -157
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +802 -802
- 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.d.ts +1 -0
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +72 -67
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleLight.glsl.js +94 -76
- package/lib/renderer/glsl/chunks/sampleLight.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.d.ts +1 -0
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +143 -120
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +21 -18
- package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampling.glsl.js +91 -94
- package/lib/renderer/glsl/chunks/sampling.glsl.js.map +1 -1
- 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.d.ts +1 -1
- package/lib/renderer/glsl/rayTrace.frag.js +271 -248
- package/lib/renderer/glsl/rayTrace.frag.js.map +1 -1
- package/lib/renderer/glsl/shadowCatcher.frag.js +37 -32
- 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 +22 -18
- package/lib/renderer/lightSampling.js +135 -62
- 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 +7 -3
- package/lib/renderer/progressiveScheduler.js.map +1 -1
- package/lib/renderer/renderPipeline.d.ts +4 -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/researchTransport.d.ts +31 -0
- package/lib/renderer/researchTransport.js +5 -0
- package/lib/renderer/researchTransport.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 +119 -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/spectrum.d.ts +21 -0
- package/lib/renderer/spectrum.js +154 -0
- package/lib/renderer/spectrum.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
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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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+
{"version":3,"file":"WGPUBloomPass.js","sourceRoot":"","sources":["../../src/renderer/WGPUBloomPass.ts"],"names":[],"mappings":"AAAA,OAAO,EAAC,UAAU,EAAE,YAAY,EAAE,aAAa,EAAE,gBAAgB,EAAE,iBAAiB,EAAE,eAAe,EAAE,eAAe,EAAE,aAAa,EAAE,eAAe,EAAE,aAAa,EAAE,cAAc,EAAC,MAAM,sBAAsB,CAAC;AACnN,OAAO,EAAE,gBAAgB,EAAE,MAAM,uBAAuB,CAAC;AAEzD,MAAM,KAAK,GAAG,YAAY,GAAG,CAAC,CAAC;AAE/B,MAAM,uBAAuB,GAAG;IAC9B,SAAS,EAAE,QAAQ;IACnB,SAAS,EAAE,QAAQ;CACW,CAAC;AAEjC,SAAS,gBAAgB,CAAC,MAAiB;IACzC,OAAO,IAAI,gBAAgB,CAAC,QAAQ,EAAE,MAAM,EAAE;QAC5C,MAAM,EAAE,CAAC,UAAU,CAAC;QACpB,OAAO,EAAE,CAAC,OAAO,CAAC;QAClB,QAAQ,EAAE;YACR;gBACE,KAAK,EAAE,WAAW;gBAClB,IAAI,EAAE,KAAK;gBACX,IAAI,EAAE,CAAC;aACR;YACD;gBACE,KAAK,EAAE,OAAO;gBACd,IAAI,EAAE,KAAK;gBACX,IAAI,EAAE,CAAC;aACR;SACF;QACD,QAAQ,EAAE,iBAAiB;QAC3B,MAAM,EAAE,eAAe;KACxB,CAAC,CAAC;AACL,CAAC;AAED,SAAS,oBAAoB,CAAC,MAAiB;IAC7C,OAAO,IAAI,gBAAgB,CAAC,YAAY,EAAE,MAAM,EAAE;QAChD,MAAM,EAAE,CAAC,UAAU,CAAC;QACpB,OAAO,EAAE,CAAC,OAAO,CAAC;QAClB,QAAQ,EAAE,EAAE;QACZ,QAAQ,EAAE;YACR,aAAa,EAAE,MAAM,CAAC,aAAa,CAAC,uBAAuB,CAAC;SAC7D;QACD,QAAQ,EAAE,eAAe;QACzB,MAAM,EAAE,aAAa;KACtB,CAAC,CAAC;AACL,CAAC;AAED,SAAS,kBAAkB,CAAC,MAAiB;IAC3C,OAAO,IAAI,gBAAgB,CAAC,UAAU,EAAE,MAAM,EAAE;QAC9C,MAAM,EAAE,CAAC,UAAU,CAAC;QACpB,OAAO,EAAE,CAAC,OAAO,CAAC;QAClB,QAAQ,EAAE;YACR;gBACE,KAAK,EAAE,WAAW;gBAClB,IAAI,EAAE,OAAO;gBACb,IAAI,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC;aACb;YACD;gBACE,KAAK,EAAE,MAAM;gBACb,IAAI,EAAE,KAAK;gBACX,IAAI,EAAE,GAAG;aACV;SACF;QACD,QAAQ,EAAE;YACR,aAAa,EAAE,MAAM,CAAC,aAAa,CAAC,uBAAuB,CAAC;SAC7D;QACD,QAAQ,EAAE,eAAe;QACzB,MAAM,EAAE,aAAa;KACtB,CAAC,CAAC;AACL,CAAC;AAED,SAAS,eAAe,CAAC,MAAiB;IACxC,OAAO,IAAI,gBAAgB,CAAC,OAAO,EAAE,MAAM,EAAE;QAC3C,MAAM,EAAE,CAAC,WAAW,EAAE,WAAW,CAAC;QAClC,OAAO,EAAE,CAAC,OAAO,CAAC;QAClB,QAAQ,EAAE;YACR;gBACE,KAAK,EAAE,QAAQ;gBACf,IAAI,EAAE,KAAK;gBACX,IAAI,EAAE,GAAG;aACV;SACF;QAED,QAAQ,EAAE;YACR,aAAa,EAAE,MAAM,CAAC,aAAa,CAAC,uBAAuB,CAAC;SAC7D;QACD,MAAM,EAAE,cAAc;KACvB,CAAC,CAAC;AACL,CAAC;AAED,MAAM,aAAa;IACT,WAAW,CAAC;IACZ,iBAAiB,GAA8C,EAAE,CAAC;IAClE,YAAY,GAA4C,EAAE,CAAC;IAC3D,YAAY,GAA4C,EAAE,CAAC;IAC3D,YAAY,GAAyC,EAAE,CAAC;IAEhE,YAAY,MAAiB;QAC3B,IAAI,CAAC,WAAW,GAAG,gBAAgB,CAAC,MAAM,CAAC,CAAC;QAC5C,MAAM,kBAAkB,GAAG;YACzB,KAAK,EAAE;gBACL,MAAM,EAAE,aAAa;aACtB;SACO,CAAC;QACX,IAAI,CAAC,WAAW,CAAC,eAAe,CAAC,kBAAkB,CAAC,CAAC;QACrD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;YAChC,MAAM,cAAc,GAAG,oBAAoB,CAAC,MAAM,CAAC,CAAC;YACpD,MAAM,SAAS,GAAG,kBAAkB,CAAC,MAAM,CAAC,CAAC;YAC7C,MAAM,SAAS,GAAG,kBAAkB,CAAC,MAAM,CAAC,CAAC;YAC7C,cAAc,CAAC,eAAe,CAAC,kBAAkB,CAAC,CAAC;YACnD,SAAS,CAAC,eAAe,CAAC,kBAAkB,CAAC,CAAC;YAC9C,SAAS,CAAC,eAAe,CAAC,kBAAkB,CAAC,CAAC;YAC9C,SAAS,CAAC,UAAU,CAAC,WAAW,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;YAC1C,SAAS,CAAC,UAAU,CAAC,WAAW,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;YAC1C,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;YAC5C,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;YAClC,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;YAClC,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC;gBACV,MAAM,SAAS,GAAG,eAAe,CAAC,MAAM,CAAC,CAAC;gBAC1C,SAAS,CAAC,eAAe,CAAC,kBAAkB,CAAC,CAAC;gBAC9C,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;YACpC,CAAC;QACH,CAAC;IACH,CAAC;IAED,eAAe;QACb,CAAC,IAAI,CAAC,WAAW,EAAE,GAAG,IAAI,CAAC,iBAAiB,EAAE,GAAG,IAAI,CAAC,YAAY,EAAE,GAAG,IAAI,CAAC,YAAY,EAAE,GAAG,IAAI,CAAC,YAAY,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC,CAAC;IAC1J,CAAC;IAED,OAAO,CAAC,KAAa,EAAE,MAAc;QACnC,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,KAAK,EAAE,MAAM,CAAC,CAAC;QACxC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;YAChC,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,KAAK,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,MAAM,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YACvE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,KAAK,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,MAAM,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YAClE,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,KAAK,IAAI,CAAC,EAAE,MAAM,IAAI,CAAC,CAAC,CAAC;YACtD,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC;gBACV,IAAI,CAAC,YAAY,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,OAAO,CAAC,KAAK,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,MAAM,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;YACxE,CAAC;QACH,CAAC;IACH,CAAC;IAED,kBAAkB,CAAC,SAAiB;QAClC,IAAI,CAAC,WAAW,CAAC,UAAU,CAAC,WAAW,EAAE,SAAS,CAAC,CAAC;IACtD,CAAC;IAED,SAAS,CAAC,MAAc;QACtB,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC,SAAS,EAAE,EAAE;YACtC,SAAS,CAAC,UAAU,CAClB,QAAQ;YACR,+BAA+B;YAC/B,gBAAgB,CAAC,MAAM,CAAC,CACzB,CAAC;QACJ,CAAC,CAAC,CAAC;QACH,CAAC,GAAG,IAAI,CAAC,YAAY,EAAE,GAAG,IAAI,CAAC,YAAY,CAAC,CAAC,OAAO,CAAC,CAAC,QAAQ,EAAE,EAAE;YAChE,oBAAoB;YACpB,QAAQ,CAAC,UAAU,CAAC,MAAM,EAAE,aAAa,CAAC,MAAM,CAAC,CAAC,CAAC;QACrD,CAAC,CAAC,CAAC;IACL,CAAC;IAED,UAAU,CAAC,OAA0B,EAAE,QAAoB;QACzD,MAAM,MAAM,GAAG,CAAC,IAAI,CAAC,WAAW,EAAE,GAAG,IAAI,CAAC,iBAAiB,EAAE,GAAG,IAAI,CAAC,YAAY;YAC/E,GAAG,IAAI,CAAC,YAAY,EAAE,GAAG,IAAI,CAAC,YAAY,CAAC,CAAC;QAC9C,MAAM,MAAM,GAAG,CAAC,IAAY,EAAE,EAAE,CAAC,IAAI,KAAK,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC;QACrG,KAAK,MAAM,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,IAAI,UAAU,EAAE,CAAC;YAC1C,MAAM,CAAC,MAAM,CAAC,CAAC,UAAU,CAAC,OAAO,EAC/B,EAAC,QAAQ,EAAE,MAAM,CAAC,CAAC,CAAC,EAAE,SAAS,EAAE,MAAM,CAAC,CAAC,CAAC,EAAE,SAAS,EAAE,MAAM,CAAC,CAAC,CAAC,EAAC,CAAC,CAAC;QACvE,CAAC;QACD,OAAO,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC;IACjD,CAAC;IAED,cAAc;QACZ,OAAO,CAAC,IAAI,CAAC,WAAW,EAAE,GAAG,IAAI,CAAC,iBAAiB,EAAE,GAAG,IAAI,CAAC,YAAY,EAAE,GAAG,IAAI,CAAC,YAAY,EAAE,GAAG,IAAI,CAAC,YAAY,CAAC;aACnH,MAAM,CAAC,CAAC,GAAG,EAAE,IAAI,EAAE,EAAE,CAAC,GAAG,GAAG,IAAI,CAAC,cAAc,EAAE,EAAE,CAAC,CAAC,CAAC;IAC3D,CAAC;IAED,OAAO;QACL,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,CAAC;QAC3B,CAAC,GAAG,IAAI,CAAC,iBAAiB,EAAE,GAAG,IAAI,CAAC,YAAY,EAAE,GAAG,IAAI,CAAC,YAAY,EAAE,GAAG,IAAI,CAAC,YAAY,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC,CAAC;IAChI,CAAC;IAED,SAAS;QACP,OAAO,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC;IACjD,CAAC;CACF;AAED,eAAe,aAAa,CAAC","sourcesContent":["import {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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@@ -0,0 +1,48 @@
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export { packCausticLightUniform } from './causticUniform.js';
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2
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import { type ResourceTable } from './wgpuBindless.js';
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import type { CasterSphere } from './caustics.js';
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/** Per-target photon splats and independent floating-point batch accumulation. */
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5
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export declare class WGPUCausticLightPass {
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private readonly device;
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7
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private readonly photonMapping;
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8
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private distribution?;
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private emissionGroups;
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private casterCount;
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private choiceCount;
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private pipeline?;
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private readonly outputs;
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private readonly uniform;
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private readonly layout;
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private readonly accumulate;
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constructor(device: GPUDevice, photonMapping?: boolean);
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/** Compiles an emitter for one trace pipeline's layouts; select it with use(). */
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prepare(source: string, groups: GPUBindGroupLayout[], bindless?: boolean): Promise<GPUComputePipeline>;
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use(pipeline: GPUComputePipeline): void;
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setDistribution(spheres: readonly CasterSphere[], lights: {
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data: Float32Array;
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count: number;
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}): void;
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get(target: object): GPUBuffer | undefined;
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bytes(target: object): number;
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release(target: object): void;
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encode(encoder: GPUCommandEncoder, groups: GPUBindGroup[], target: object, options: {
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photonMapping?: boolean;
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photonDirections?: GPUTexture;
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querySet?: GPUQuerySet;
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resourceTable?: ResourceTable;
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width: number;
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height: number;
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clear: boolean;
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run: boolean;
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photons: number;
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batch: number;
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viewProjection: Float32Array | Float64Array | number[];
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casterSphere: readonly number[];
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cameraScale: number;
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casterCount?: number;
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choiceCount?: number;
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orthographic?: boolean;
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45
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}): void;
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46
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emit(encoder: GPUCommandEncoder, groups: GPUBindGroup[], storage: GPUBuffer | GPUTexture, options: Parameters<WGPUCausticLightPass['encode']>[3]): void;
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dispose(): void;
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48
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}
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@@ -0,0 +1,217 @@
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1
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import { causticDiagnostics } from './causticDiagnostics.js';
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2
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import { packCausticLightUniform } from './causticUniform.js';
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3
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export { packCausticLightUniform } from './causticUniform.js';
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4
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import { resourceTableLayout, setResourceTable } from './wgpuBindless.js';
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import { CAUSTIC_UNIFORM_BYTES, causticAccumulateCompute } from './wgsl/causticLight.compute.js';
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/** Per-target photon splats and independent floating-point batch accumulation. */
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7
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export class WGPUCausticLightPass {
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8
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+
device;
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9
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+
photonMapping;
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10
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distribution;
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11
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emissionGroups = new WeakMap();
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casterCount = 0;
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choiceCount = 0;
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pipeline;
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15
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outputs = new Map();
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16
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+
uniform;
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17
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layout;
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accumulate;
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constructor(device, photonMapping = false) {
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this.device = device;
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this.photonMapping = photonMapping;
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this.uniform = device.createBuffer({
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label: 'Caustic light uniforms',
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size: CAUSTIC_UNIFORM_BYTES,
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+
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST
|
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+
});
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27
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+
this.layout = device.createBindGroupLayout({
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entries: [
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{ binding: 0, visibility: GPUShaderStage.COMPUTE, buffer: { type: 'uniform' } },
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{
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binding: 1,
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32
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visibility: GPUShaderStage.COMPUTE,
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...(photonMapping
|
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+
? { storageTexture: { access: 'write-only', format: 'rgba32uint' } }
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+
: { buffer: { type: 'storage' } })
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},
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{ binding: 2, visibility: GPUShaderStage.COMPUTE, texture: { sampleType: 'unfilterable-float' } },
|
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+
...(photonMapping
|
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+
? [
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+
{
|
|
41
|
+
binding: 3,
|
|
42
|
+
visibility: GPUShaderStage.COMPUTE,
|
|
43
|
+
storageTexture: { access: 'write-only', format: 'r32uint' }
|
|
44
|
+
}
|
|
45
|
+
]
|
|
46
|
+
: [])
|
|
47
|
+
]
|
|
48
|
+
});
|
|
49
|
+
this.accumulate = device.createComputePipeline({
|
|
50
|
+
label: 'Caustic batch accumulation',
|
|
51
|
+
layout: 'auto',
|
|
52
|
+
compute: { module: device.createShaderModule({ code: causticAccumulateCompute }), entryPoint: 'main' }
|
|
53
|
+
});
|
|
54
|
+
}
|
|
55
|
+
/** Compiles an emitter for one trace pipeline's layouts; select it with use(). */
|
|
56
|
+
async prepare(source, groups, bindless = false) {
|
|
57
|
+
const module = this.device.createShaderModule({ label: 'Caustic light tracing', code: source });
|
|
58
|
+
const info = await module.getCompilationInfo();
|
|
59
|
+
const errors = info.messages.filter((m) => m.type === 'error');
|
|
60
|
+
if (errors.length)
|
|
61
|
+
throw Error(errors.map((m) => `Caustic WGSL ${m.lineNum}:${m.linePos} ${m.message}`).join('\n'));
|
|
62
|
+
return this.device.createComputePipelineAsync({
|
|
63
|
+
label: 'Caustic light tracing',
|
|
64
|
+
layout: this.device.createPipelineLayout(bindless
|
|
65
|
+
? resourceTableLayout({ bindGroupLayouts: [...groups, this.layout] })
|
|
66
|
+
: { bindGroupLayouts: [...groups, this.layout] }),
|
|
67
|
+
compute: { module, entryPoint: 'main' }
|
|
68
|
+
});
|
|
69
|
+
}
|
|
70
|
+
use(pipeline) {
|
|
71
|
+
this.pipeline = pipeline;
|
|
72
|
+
}
|
|
73
|
+
setDistribution(spheres, lights) {
|
|
74
|
+
this.choiceCount = lights.count;
|
|
75
|
+
this.casterCount = spheres.length;
|
|
76
|
+
this.distribution?.destroy();
|
|
77
|
+
this.emissionGroups = new WeakMap();
|
|
78
|
+
const texels = Math.max(1, spheres.length + lights.count * 2), width = Math.min(texels, this.device.limits.maxTextureDimension2D), height = Math.ceil(texels / width);
|
|
79
|
+
this.distribution = this.device.createTexture({
|
|
80
|
+
label: 'Caustic emission distribution',
|
|
81
|
+
size: [width, height],
|
|
82
|
+
format: 'rgba32float',
|
|
83
|
+
usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST
|
|
84
|
+
});
|
|
85
|
+
const data = new Float32Array(width * height * 4);
|
|
86
|
+
spheres.forEach((sphere, i) => data.set(sphere, i * 4));
|
|
87
|
+
data.set(lights.data, spheres.length * 4);
|
|
88
|
+
this.device.queue.writeTexture({ texture: this.distribution }, data, { bytesPerRow: width * 16 }, [
|
|
89
|
+
width,
|
|
90
|
+
height
|
|
91
|
+
]);
|
|
92
|
+
}
|
|
93
|
+
get(target) {
|
|
94
|
+
return this.outputs.get(target)?.accumulation;
|
|
95
|
+
}
|
|
96
|
+
bytes(target) {
|
|
97
|
+
const o = this.outputs.get(target);
|
|
98
|
+
return o ? o.splats.size + o.accumulation.size : 0;
|
|
99
|
+
}
|
|
100
|
+
release(target) {
|
|
101
|
+
const o = this.outputs.get(target);
|
|
102
|
+
o?.splats.destroy();
|
|
103
|
+
o?.accumulation.destroy();
|
|
104
|
+
this.outputs.delete(target);
|
|
105
|
+
}
|
|
106
|
+
encode(encoder, groups, target, options) {
|
|
107
|
+
const { width, height } = options;
|
|
108
|
+
let output = this.outputs.get(target);
|
|
109
|
+
if (output && output.accumulation.size !== width * height * 16) {
|
|
110
|
+
this.release(target);
|
|
111
|
+
output = undefined;
|
|
112
|
+
}
|
|
113
|
+
if (!output) {
|
|
114
|
+
output = {
|
|
115
|
+
splats: this.device.createBuffer({
|
|
116
|
+
label: 'Caustic floating-point splats',
|
|
117
|
+
size: width * height * 12,
|
|
118
|
+
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST
|
|
119
|
+
}),
|
|
120
|
+
resolveGroup: undefined,
|
|
121
|
+
accumulation: this.device.createBuffer({
|
|
122
|
+
label: 'Caustic batch accumulation',
|
|
123
|
+
size: width * height * 16,
|
|
124
|
+
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST
|
|
125
|
+
})
|
|
126
|
+
};
|
|
127
|
+
output.resolveGroup = this.device.createBindGroup({
|
|
128
|
+
layout: this.accumulate.getBindGroupLayout(0),
|
|
129
|
+
entries: [
|
|
130
|
+
{ binding: 0, resource: { buffer: output.splats } },
|
|
131
|
+
{ binding: 1, resource: { buffer: output.accumulation } }
|
|
132
|
+
]
|
|
133
|
+
});
|
|
134
|
+
this.outputs.set(target, output);
|
|
135
|
+
}
|
|
136
|
+
if (options.clear)
|
|
137
|
+
encoder.clearBuffer(output.accumulation);
|
|
138
|
+
if (!options.run || !this.pipeline)
|
|
139
|
+
return;
|
|
140
|
+
encoder.clearBuffer(output.splats);
|
|
141
|
+
this.emit(encoder, groups, output.splats, options);
|
|
142
|
+
const resolve = encoder.beginComputePass({
|
|
143
|
+
label: 'Caustic batch accumulation',
|
|
144
|
+
...(options.querySet
|
|
145
|
+
? {
|
|
146
|
+
timestampWrites: {
|
|
147
|
+
querySet: options.querySet,
|
|
148
|
+
beginningOfPassWriteIndex: 4,
|
|
149
|
+
endOfPassWriteIndex: 5
|
|
150
|
+
}
|
|
151
|
+
}
|
|
152
|
+
: {})
|
|
153
|
+
});
|
|
154
|
+
resolve.setPipeline(this.accumulate);
|
|
155
|
+
resolve.setBindGroup(0, output.resolveGroup);
|
|
156
|
+
const workgroups = Math.ceil((width * height) / 64);
|
|
157
|
+
const columns = Math.min(workgroups, this.device.limits.maxComputeWorkgroupsPerDimension);
|
|
158
|
+
resolve.dispatchWorkgroups(columns, Math.ceil(workgroups / columns));
|
|
159
|
+
resolve.end();
|
|
160
|
+
}
|
|
161
|
+
emit(encoder, groups, storage, options) {
|
|
162
|
+
if (!this.pipeline)
|
|
163
|
+
return;
|
|
164
|
+
const data = packCausticLightUniform({
|
|
165
|
+
...options,
|
|
166
|
+
experiments: (+!!causticDiagnostics.photonPerCasterRadius) | (+!!causticDiagnostics.causticViewImportance << 1),
|
|
167
|
+
casterCount: this.casterCount,
|
|
168
|
+
choiceCount: this.choiceCount
|
|
169
|
+
});
|
|
170
|
+
this.device.queue.writeBuffer(this.uniform, 0, data);
|
|
171
|
+
const pass = encoder.beginComputePass({
|
|
172
|
+
label: 'Caustic photons',
|
|
173
|
+
...(options.querySet
|
|
174
|
+
? {
|
|
175
|
+
timestampWrites: {
|
|
176
|
+
querySet: options.querySet,
|
|
177
|
+
beginningOfPassWriteIndex: options.photonMapping ? 6 : 2,
|
|
178
|
+
endOfPassWriteIndex: options.photonMapping ? 7 : 3
|
|
179
|
+
}
|
|
180
|
+
}
|
|
181
|
+
: {})
|
|
182
|
+
});
|
|
183
|
+
pass.setPipeline(this.pipeline);
|
|
184
|
+
if (options.resourceTable)
|
|
185
|
+
setResourceTable(pass, options.resourceTable);
|
|
186
|
+
groups.forEach((g, i) => pass.setBindGroup(i, g));
|
|
187
|
+
let group = this.emissionGroups.get(storage);
|
|
188
|
+
if (!group) {
|
|
189
|
+
group = this.device.createBindGroup({
|
|
190
|
+
layout: this.layout,
|
|
191
|
+
entries: [
|
|
192
|
+
{ binding: 0, resource: { buffer: this.uniform } },
|
|
193
|
+
{
|
|
194
|
+
binding: 1,
|
|
195
|
+
resource: this.photonMapping
|
|
196
|
+
? storage.createView()
|
|
197
|
+
: { buffer: storage }
|
|
198
|
+
},
|
|
199
|
+
{ binding: 2, resource: this.distribution.createView() },
|
|
200
|
+
...(this.photonMapping ? [{ binding: 3, resource: options.photonDirections.createView() }] : [])
|
|
201
|
+
]
|
|
202
|
+
});
|
|
203
|
+
this.emissionGroups.set(storage, group);
|
|
204
|
+
}
|
|
205
|
+
pass.setBindGroup(groups.length, group);
|
|
206
|
+
const groupsCount = Math.ceil(options.photons / 64);
|
|
207
|
+
pass.dispatchWorkgroups(Math.min(groupsCount, 65535), Math.ceil(groupsCount / 65535));
|
|
208
|
+
pass.end();
|
|
209
|
+
}
|
|
210
|
+
dispose() {
|
|
211
|
+
for (const target of this.outputs.keys())
|
|
212
|
+
this.release(target);
|
|
213
|
+
this.uniform.destroy();
|
|
214
|
+
this.distribution?.destroy();
|
|
215
|
+
}
|
|
216
|
+
}
|
|
217
|
+
//# sourceMappingURL=WGPUCausticLightPass.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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{causticDiagnostics} from './causticDiagnostics.js';\nimport {packCausticLightUniform} from './causticUniform.js';\nexport {packCausticLightUniform} from './causticUniform.js';\nimport {resourceTableLayout, setResourceTable, type ResourceTable} from './wgpuBindless.js';\nimport type {CasterSphere} from './caustics.js';\nimport {CAUSTIC_UNIFORM_BYTES, causticAccumulateCompute} from './wgsl/causticLight.compute.js';\n\ninterface Output {\n splats: GPUBuffer;\n accumulation: GPUBuffer;\n resolveGroup: GPUBindGroup;\n}\n/** Per-target photon splats and independent floating-point batch accumulation. */\nexport class WGPUCausticLightPass {\n private distribution?: GPUTexture;\n private emissionGroups = new WeakMap<GPUBuffer | GPUTexture, GPUBindGroup>();\n private casterCount = 0;\n private choiceCount = 0;\n private pipeline?: GPUComputePipeline;\n private readonly outputs = new Map<object, Output>();\n private readonly uniform: GPUBuffer;\n private readonly layout: GPUBindGroupLayout;\n private readonly accumulate: GPUComputePipeline;\n constructor(\n private readonly device: GPUDevice,\n private readonly photonMapping = false\n ) {\n this.uniform = device.createBuffer({\n label: 'Caustic light uniforms',\n size: CAUSTIC_UNIFORM_BYTES,\n usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n });\n this.layout = device.createBindGroupLayout({\n entries: [\n {binding: 0, visibility: GPUShaderStage.COMPUTE, buffer: {type: 'uniform'}},\n {\n binding: 1,\n visibility: GPUShaderStage.COMPUTE,\n ...(photonMapping\n ? {storageTexture: {access: 'write-only' as const, format: 'rgba32uint' as const}}\n : {buffer: {type: 'storage' as const}})\n },\n {binding: 2, visibility: GPUShaderStage.COMPUTE, texture: {sampleType: 'unfilterable-float'}},\n ...(photonMapping\n ? [\n {\n binding: 3,\n visibility: GPUShaderStage.COMPUTE,\n storageTexture: {access: 'write-only' as const, format: 'r32uint' as const}\n }\n ]\n : [])\n ]\n });\n this.accumulate = device.createComputePipeline({\n label: 'Caustic batch accumulation',\n layout: 'auto',\n compute: {module: device.createShaderModule({code: causticAccumulateCompute}), entryPoint: 'main'}\n });\n }\n /** Compiles an emitter for one trace pipeline's layouts; select it with use(). */\n async prepare(source: string, groups: GPUBindGroupLayout[], bindless = false) {\n const module = this.device.createShaderModule({label: 'Caustic light tracing', code: source});\n const info = await module.getCompilationInfo();\n const errors = info.messages.filter((m) => m.type === 'error');\n if (errors.length)\n throw Error(errors.map((m) => `Caustic WGSL ${m.lineNum}:${m.linePos} ${m.message}`).join('\\n'));\n return this.device.createComputePipelineAsync({\n label: 'Caustic light tracing',\n layout: this.device.createPipelineLayout(\n bindless\n ? resourceTableLayout({bindGroupLayouts: [...groups, this.layout]})\n : {bindGroupLayouts: [...groups, this.layout]}\n ),\n compute: {module, entryPoint: 'main'}\n });\n }\n use(pipeline: GPUComputePipeline) {\n this.pipeline = pipeline;\n }\n setDistribution(spheres: readonly CasterSphere[], lights: {data: Float32Array; count: number}) {\n this.choiceCount = lights.count;\n this.casterCount = spheres.length;\n this.distribution?.destroy();\n this.emissionGroups = new WeakMap();\n const texels = Math.max(1, spheres.length + lights.count * 2),\n width = Math.min(texels, this.device.limits.maxTextureDimension2D),\n height = Math.ceil(texels / width);\n this.distribution = this.device.createTexture({\n label: 'Caustic emission distribution',\n size: [width, height],\n format: 'rgba32float',\n usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST\n });\n const data = new Float32Array(width * height * 4);\n spheres.forEach((sphere, i) => data.set(sphere, i * 4));\n data.set(lights.data, spheres.length * 4);\n this.device.queue.writeTexture({texture: this.distribution}, data, {bytesPerRow: width * 16}, [\n width,\n height\n ]);\n }\n get(target: object) {\n return this.outputs.get(target)?.accumulation;\n }\n bytes(target: object) {\n const o = this.outputs.get(target);\n return o ? o.splats.size + o.accumulation.size : 0;\n }\n release(target: object) {\n const o = this.outputs.get(target);\n o?.splats.destroy();\n o?.accumulation.destroy();\n this.outputs.delete(target);\n }\n encode(\n encoder: GPUCommandEncoder,\n groups: GPUBindGroup[],\n target: object,\n options: {\n photonMapping?: boolean;\n photonDirections?: GPUTexture;\n querySet?: GPUQuerySet;\n resourceTable?: ResourceTable;\n width: number;\n height: number;\n clear: boolean;\n run: boolean;\n photons: number;\n batch: number;\n viewProjection: Float32Array | Float64Array | number[];\n casterSphere: readonly number[];\n cameraScale: number;\n casterCount?: number;\n choiceCount?: number;\n orthographic?: boolean;\n }\n ) {\n const {width, height} = options;\n let output = this.outputs.get(target);\n if (output && output.accumulation.size !== width * height * 16) {\n this.release(target);\n output = undefined;\n }\n if (!output) {\n output = {\n splats: this.device.createBuffer({\n label: 'Caustic floating-point splats',\n size: width * height * 12,\n usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST\n }),\n resolveGroup: undefined as unknown as GPUBindGroup,\n accumulation: this.device.createBuffer({\n label: 'Caustic batch accumulation',\n size: width * height * 16,\n usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST\n })\n };\n output.resolveGroup = this.device.createBindGroup({\n layout: this.accumulate.getBindGroupLayout(0),\n entries: [\n {binding: 0, resource: {buffer: output.splats}},\n {binding: 1, resource: {buffer: output.accumulation}}\n ]\n });\n this.outputs.set(target, output);\n }\n if (options.clear) encoder.clearBuffer(output.accumulation);\n if (!options.run || !this.pipeline) return;\n encoder.clearBuffer(output.splats);\n this.emit(encoder, groups, output.splats, options);\n const resolve = encoder.beginComputePass({\n label: 'Caustic batch accumulation',\n ...(options.querySet\n ? {\n timestampWrites: {\n querySet: options.querySet,\n beginningOfPassWriteIndex: 4,\n endOfPassWriteIndex: 5\n }\n }\n : {})\n });\n resolve.setPipeline(this.accumulate);\n resolve.setBindGroup(0, output.resolveGroup);\n const workgroups = Math.ceil((width * height) / 64);\n const columns = Math.min(workgroups, this.device.limits.maxComputeWorkgroupsPerDimension);\n resolve.dispatchWorkgroups(columns, Math.ceil(workgroups / columns));\n resolve.end();\n }\n emit(\n encoder: GPUCommandEncoder,\n groups: GPUBindGroup[],\n storage: GPUBuffer | GPUTexture,\n options: Parameters<WGPUCausticLightPass['encode']>[3]\n ) {\n if (!this.pipeline) return;\n const data = packCausticLightUniform({\n ...options,\n experiments: (+!!causticDiagnostics.photonPerCasterRadius) | (+!!causticDiagnostics.causticViewImportance << 1),\n casterCount: this.casterCount,\n choiceCount: this.choiceCount\n });\n this.device.queue.writeBuffer(this.uniform, 0, data);\n const pass = encoder.beginComputePass({\n label: 'Caustic photons',\n ...(options.querySet\n ? {\n timestampWrites: {\n querySet: options.querySet,\n beginningOfPassWriteIndex: options.photonMapping ? 6 : 2,\n endOfPassWriteIndex: options.photonMapping ? 7 : 3\n }\n }\n : {})\n });\n pass.setPipeline(this.pipeline);\n if (options.resourceTable) setResourceTable(pass, options.resourceTable);\n groups.forEach((g, i) => pass.setBindGroup(i, g));\n let group = this.emissionGroups.get(storage);\n if (!group) {\n group = this.device.createBindGroup({\n layout: this.layout,\n entries: [\n {binding: 0, resource: {buffer: this.uniform}},\n {\n binding: 1,\n resource: this.photonMapping\n ? (storage as GPUTexture).createView()\n : {buffer: storage as GPUBuffer}\n },\n {binding: 2, resource: this.distribution!.createView()},\n ...(this.photonMapping ? [{binding: 3, resource: options.photonDirections!.createView()}] : [])\n ]\n });\n this.emissionGroups.set(storage, group);\n }\n pass.setBindGroup(groups.length, group);\n const groupsCount = Math.ceil(options.photons / 64);\n pass.dispatchWorkgroups(Math.min(groupsCount, 65535), Math.ceil(groupsCount / 65535));\n pass.end();\n }\n dispose() {\n for (const target of this.outputs.keys()) this.release(target);\n this.uniform.destroy();\n this.distribution?.destroy();\n }\n}\n"]}
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