@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.
Files changed (590) hide show
  1. package/LICENSES/Classroom-CC0.txt +121 -0
  2. package/README.md +10 -7
  3. package/THIRD_PARTY_NOTICES.md +13 -8
  4. package/dist/assets/bvh.worker.js +1 -1
  5. package/dist/mutracer.umd.js +12316 -9228
  6. package/docs/api.md +232 -21
  7. package/docs/caustics.md +80 -0
  8. package/docs/denoising.md +30 -15
  9. package/docs/materials.md +6 -5
  10. package/docs/performance.md +5 -2
  11. package/docs/progressive-rendering.md +73 -1
  12. package/docs/technical/continuous-spectrum.md +93 -0
  13. package/docs/threejs.md +14 -5
  14. package/docs/updates.md +46 -2
  15. package/docs/viewer-checklist.md +65 -0
  16. package/docs/viewer.md +15 -8
  17. package/lib/Display.d.ts +13 -2
  18. package/lib/Display.js +28 -7
  19. package/lib/Display.js.map +1 -1
  20. package/lib/Engine.d.ts +4 -0
  21. package/lib/Engine.js +99 -37
  22. package/lib/Engine.js.map +1 -1
  23. package/lib/Render.d.ts +98 -15
  24. package/lib/Render.js +275 -27
  25. package/lib/Render.js.map +1 -1
  26. package/lib/RenderLoop.d.ts +11 -1
  27. package/lib/RenderLoop.js +120 -15
  28. package/lib/RenderLoop.js.map +1 -1
  29. package/lib/main.d.ts +6 -3
  30. package/lib/main.js +1 -0
  31. package/lib/main.js.map +1 -1
  32. package/lib/math/access.d.ts +4 -0
  33. package/lib/math/access.js +10 -0
  34. package/lib/math/access.js.map +1 -0
  35. package/lib/math/mat3.d.ts +4 -0
  36. package/lib/math/mat3.js +54 -0
  37. package/lib/math/mat3.js.map +1 -0
  38. package/lib/math/mat4.d.ts +19 -0
  39. package/lib/math/mat4.js +413 -0
  40. package/lib/math/mat4.js.map +1 -0
  41. package/lib/math/storage.d.ts +6 -0
  42. package/lib/math/storage.js +22 -0
  43. package/lib/math/storage.js.map +1 -0
  44. package/lib/math/types.d.ts +3 -0
  45. package/lib/math/types.js +2 -0
  46. package/lib/math/types.js.map +1 -0
  47. package/lib/math/vec2.d.ts +13 -0
  48. package/lib/math/vec2.js +52 -0
  49. package/lib/math/vec2.js.map +1 -0
  50. package/lib/math/vec3.d.ts +23 -0
  51. package/lib/math/vec3.js +139 -0
  52. package/lib/math/vec3.js.map +1 -0
  53. package/lib/math.d.ts +5 -17
  54. package/lib/math.js +5 -55
  55. package/lib/math.js.map +1 -1
  56. package/lib/oidn.d.ts +1 -1
  57. package/lib/oidn.js +4 -2
  58. package/lib/oidn.js.map +1 -1
  59. package/lib/oidnBundledWeights.cdn.d.ts +2 -2
  60. package/lib/renderer/AovPrimitiveCache.d.ts +10 -0
  61. package/lib/renderer/AovPrimitiveCache.js +48 -0
  62. package/lib/renderer/AovPrimitiveCache.js.map +1 -0
  63. package/lib/renderer/Box3.d.ts +5 -0
  64. package/lib/renderer/Box3.js +9 -0
  65. package/lib/renderer/Box3.js.map +1 -0
  66. package/lib/renderer/GPUTraceQueue.d.ts +11 -0
  67. package/lib/renderer/GPUTraceQueue.js +33 -0
  68. package/lib/renderer/GPUTraceQueue.js.map +1 -0
  69. package/lib/renderer/MaterialData.d.ts +15 -0
  70. package/lib/renderer/MaterialData.js +61 -0
  71. package/lib/renderer/MaterialData.js.map +1 -0
  72. package/lib/renderer/MaterialTable.d.ts +11 -98
  73. package/lib/renderer/MaterialTable.js +34 -412
  74. package/lib/renderer/MaterialTable.js.map +1 -1
  75. package/lib/renderer/RenderingPipeline.d.ts +36 -13
  76. package/lib/renderer/RenderingPipeline.js +1 -17
  77. package/lib/renderer/RenderingPipeline.js.map +1 -1
  78. package/lib/renderer/TileRender.d.ts +0 -1
  79. package/lib/renderer/TileRender.js +14 -1
  80. package/lib/renderer/TileRender.js.map +1 -1
  81. package/lib/renderer/WGPUAov.d.ts +39 -0
  82. package/lib/renderer/WGPUAov.js +239 -0
  83. package/lib/renderer/WGPUAov.js.map +1 -0
  84. package/lib/renderer/WGPUBindlessMaterialData.d.ts +17 -0
  85. package/lib/renderer/WGPUBindlessMaterialData.js +48 -0
  86. package/lib/renderer/WGPUBindlessMaterialData.js.map +1 -0
  87. package/lib/renderer/WGPUBindlessTextures.d.ts +47 -0
  88. package/lib/renderer/WGPUBindlessTextures.js +180 -0
  89. package/lib/renderer/WGPUBindlessTextures.js.map +1 -0
  90. package/lib/renderer/WGPUBloomPass.js +17 -97
  91. package/lib/renderer/WGPUBloomPass.js.map +1 -1
  92. package/lib/renderer/WGPUCausticLightPass.d.ts +48 -0
  93. package/lib/renderer/WGPUCausticLightPass.js +217 -0
  94. package/lib/renderer/WGPUCausticLightPass.js.map +1 -0
  95. package/lib/renderer/WGPUComputePass.d.ts +1 -1
  96. package/lib/renderer/WGPUComputePass.js.map +1 -1
  97. package/lib/renderer/WGPUEnvMapDistribution.d.ts +12 -0
  98. package/lib/renderer/WGPUEnvMapDistribution.js +150 -0
  99. package/lib/renderer/WGPUEnvMapDistribution.js.map +1 -0
  100. package/lib/renderer/WGPUFullQuadPass.js +10 -9
  101. package/lib/renderer/WGPUFullQuadPass.js.map +1 -1
  102. package/lib/renderer/WGPUJNLMDenoiser.d.ts +1 -20
  103. package/lib/renderer/WGPUJNLMDenoiser.js +4 -267
  104. package/lib/renderer/WGPUJNLMDenoiser.js.map +1 -1
  105. package/lib/renderer/WGPUPhotonMap.d.ts +37 -0
  106. package/lib/renderer/WGPUPhotonMap.js +191 -0
  107. package/lib/renderer/WGPUPhotonMap.js.map +1 -0
  108. package/lib/renderer/WGPURayTraceOutput.d.ts +13 -1
  109. package/lib/renderer/WGPURayTraceOutput.js +132 -29
  110. package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
  111. package/lib/renderer/WGPURayTracePass.d.ts +83 -56
  112. package/lib/renderer/WGPURayTracePass.js +884 -837
  113. package/lib/renderer/WGPURayTracePass.js.map +1 -1
  114. package/lib/renderer/WGPURenderingPipeline.d.ts +5 -3
  115. package/lib/renderer/WGPURenderingPipeline.js +297 -82
  116. package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
  117. package/lib/renderer/WGPUShaderCache.d.ts +2 -2
  118. package/lib/renderer/WGPUShaderCache.js +10 -5
  119. package/lib/renderer/WGPUShaderCache.js.map +1 -1
  120. package/lib/renderer/WGPUShaderCapabilities.d.ts +10 -0
  121. package/lib/renderer/WGPUShaderCapabilities.js +54 -0
  122. package/lib/renderer/WGPUShaderCapabilities.js.map +1 -0
  123. package/lib/renderer/WGPUSkyBaker.d.ts +13 -0
  124. package/lib/renderer/WGPUSkyBaker.js +85 -0
  125. package/lib/renderer/WGPUSkyBaker.js.map +1 -0
  126. package/lib/renderer/WebGLAov.d.ts +41 -0
  127. package/lib/renderer/WebGLAov.js +106 -0
  128. package/lib/renderer/WebGLAov.js.map +1 -0
  129. package/lib/renderer/WebGLFullQuadPass.d.ts +7 -4
  130. package/lib/renderer/WebGLFullQuadPass.js +22 -2
  131. package/lib/renderer/WebGLFullQuadPass.js.map +1 -1
  132. package/lib/renderer/WebGLJNLMDenoiser.d.ts +1 -1
  133. package/lib/renderer/WebGLJNLMDenoiser.js +83 -74
  134. package/lib/renderer/WebGLJNLMDenoiser.js.map +1 -1
  135. package/lib/renderer/WebGLRayTraceOutputPass.js +7 -4
  136. package/lib/renderer/WebGLRayTraceOutputPass.js.map +1 -1
  137. package/lib/renderer/WebGLRayTracePass.d.ts +18 -3
  138. package/lib/renderer/WebGLRayTracePass.js +121 -9
  139. package/lib/renderer/WebGLRayTracePass.js.map +1 -1
  140. package/lib/renderer/WebGLRenderingPipeline.js +126 -22
  141. package/lib/renderer/WebGLRenderingPipeline.js.map +1 -1
  142. package/lib/renderer/WebGLSkyBaker.d.ts +39 -0
  143. package/lib/renderer/WebGLSkyBaker.js +422 -0
  144. package/lib/renderer/WebGLSkyBaker.js.map +1 -0
  145. package/lib/renderer/WebGLSkySource.d.ts +9 -0
  146. package/lib/renderer/WebGLSkySource.js +28 -0
  147. package/lib/renderer/WebGLSkySource.js.map +1 -0
  148. package/lib/renderer/accumulationTarget.d.ts +6 -0
  149. package/lib/renderer/accumulationTarget.js.map +1 -1
  150. package/lib/renderer/aov.d.ts +42 -0
  151. package/lib/renderer/aov.js +50 -0
  152. package/lib/renderer/aov.js.map +1 -0
  153. package/lib/renderer/aovDisplay.d.ts +14 -0
  154. package/lib/renderer/aovDisplay.js +32 -0
  155. package/lib/renderer/aovDisplay.js.map +1 -0
  156. package/lib/renderer/aovScene.d.ts +21 -0
  157. package/lib/renderer/aovScene.js +139 -0
  158. package/lib/renderer/aovScene.js.map +1 -0
  159. package/lib/renderer/binnedSahBvh.js +2 -1
  160. package/lib/renderer/binnedSahBvh.js.map +1 -1
  161. package/lib/renderer/bvhAccel.d.ts +20 -10
  162. package/lib/renderer/bvhAccel.js +168 -58
  163. package/lib/renderer/bvhAccel.js.map +1 -1
  164. package/lib/renderer/bvhWorkerBuild.d.ts +1 -0
  165. package/lib/renderer/cameraSnapshot.js +2 -1
  166. package/lib/renderer/cameraSnapshot.js.map +1 -1
  167. package/lib/renderer/cameraUniform.d.ts +2 -0
  168. package/lib/renderer/cameraUniform.js +12 -0
  169. package/lib/renderer/cameraUniform.js.map +1 -0
  170. package/lib/renderer/causticDiagnostics.d.ts +31 -0
  171. package/lib/renderer/causticDiagnostics.js +5 -0
  172. package/lib/renderer/causticDiagnostics.js.map +1 -0
  173. package/lib/renderer/causticEmission.d.ts +10 -0
  174. package/lib/renderer/causticEmission.js +40 -0
  175. package/lib/renderer/causticEmission.js.map +1 -0
  176. package/lib/renderer/causticUniform.d.ts +12 -0
  177. package/lib/renderer/causticUniform.js +22 -0
  178. package/lib/renderer/causticUniform.js.map +1 -0
  179. package/lib/renderer/caustics.d.ts +16 -0
  180. package/lib/renderer/caustics.js +93 -0
  181. package/lib/renderer/caustics.js.map +1 -0
  182. package/lib/renderer/committedScene.js +4 -0
  183. package/lib/renderer/committedScene.js.map +1 -1
  184. package/lib/renderer/denoiser.d.ts +3 -11
  185. package/lib/renderer/denoiser.js.map +1 -1
  186. package/lib/renderer/depthQuery.js +4 -1
  187. package/lib/renderer/depthQuery.js.map +1 -1
  188. package/lib/renderer/displacementPreparation.d.ts +11 -0
  189. package/lib/renderer/displacementPreparation.js +351 -0
  190. package/lib/renderer/displacementPreparation.js.map +1 -0
  191. package/lib/renderer/displacementRange.d.ts +1 -0
  192. package/lib/renderer/displacementRange.js +9 -0
  193. package/lib/renderer/displacementRange.js.map +1 -0
  194. package/lib/renderer/displayParityDiagnostics.d.ts +11 -0
  195. package/lib/renderer/displayParityDiagnostics.js +2 -0
  196. package/lib/renderer/displayParityDiagnostics.js.map +1 -0
  197. package/lib/renderer/envMapCreation.d.ts +9 -8
  198. package/lib/renderer/envMapCreation.js +36 -12
  199. package/lib/renderer/envMapCreation.js.map +1 -1
  200. package/lib/renderer/envMapDistribution.d.ts +12 -2
  201. package/lib/renderer/envMapDistribution.js +43 -34
  202. package/lib/renderer/envMapDistribution.js.map +1 -1
  203. package/lib/renderer/geometryBvhBounds.d.ts +4 -0
  204. package/lib/renderer/geometryBvhBounds.js +82 -0
  205. package/lib/renderer/geometryBvhBounds.js.map +1 -0
  206. package/lib/renderer/geometryUpdateState.d.ts +32 -0
  207. package/lib/renderer/geometryUpdateState.js +2 -0
  208. package/lib/renderer/geometryUpdateState.js.map +1 -0
  209. package/lib/renderer/geometryUpdates.d.ts +17 -9
  210. package/lib/renderer/geometryUpdates.js +92 -33
  211. package/lib/renderer/geometryUpdates.js.map +1 -1
  212. package/lib/renderer/glsl/aovDisplay.frag.d.ts +3 -0
  213. package/lib/renderer/glsl/aovDisplay.frag.js +54 -0
  214. package/lib/renderer/glsl/aovDisplay.frag.js.map +1 -0
  215. package/lib/renderer/glsl/aovReflectance.glsl.d.ts +2 -0
  216. package/lib/renderer/glsl/aovReflectance.glsl.js +87 -0
  217. package/lib/renderer/glsl/aovReflectance.glsl.js.map +1 -0
  218. package/lib/renderer/glsl/aovReflectanceSamples.glsl.d.ts +2 -0
  219. package/lib/renderer/glsl/aovReflectanceSamples.glsl.js +135 -0
  220. package/lib/renderer/glsl/aovReflectanceSamples.glsl.js.map +1 -0
  221. package/lib/renderer/glsl/aovTrace.frag.d.ts +2 -0
  222. package/lib/renderer/glsl/aovTrace.frag.js +121 -0
  223. package/lib/renderer/glsl/aovTrace.frag.js.map +1 -0
  224. package/lib/renderer/glsl/chunks/cameraRay.glsl.js +12 -12
  225. package/lib/renderer/glsl/chunks/emissiveLight.glsl.d.ts +2 -0
  226. package/lib/renderer/glsl/chunks/emissiveLight.glsl.js +35 -0
  227. package/lib/renderer/glsl/chunks/emissiveLight.glsl.js.map +1 -0
  228. package/lib/renderer/glsl/chunks/envMap.glsl.js +73 -67
  229. package/lib/renderer/glsl/chunks/envMap.glsl.js.map +1 -1
  230. package/lib/renderer/glsl/chunks/intersect.glsl.js +432 -434
  231. package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -1
  232. package/lib/renderer/glsl/chunks/materialBuffer.glsl.d.ts +1 -0
  233. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +160 -157
  234. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
  235. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +802 -802
  236. package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
  237. package/lib/renderer/glsl/chunks/random.glsl.js +6 -6
  238. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.d.ts +1 -0
  239. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +72 -67
  240. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
  241. package/lib/renderer/glsl/chunks/sampleLight.glsl.js +94 -76
  242. package/lib/renderer/glsl/chunks/sampleLight.glsl.js.map +1 -1
  243. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.d.ts +1 -0
  244. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +143 -120
  245. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -1
  246. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +21 -18
  247. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js.map +1 -1
  248. package/lib/renderer/glsl/chunks/sampling.glsl.js +91 -94
  249. package/lib/renderer/glsl/chunks/sampling.glsl.js.map +1 -1
  250. package/lib/renderer/glsl/chunks/sobol.glsl.js +79 -79
  251. package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
  252. package/lib/renderer/glsl/chunks/uvProjection.glsl.js +12 -12
  253. package/lib/renderer/glsl/chunks/uvProjection.glsl.js.map +1 -1
  254. package/lib/renderer/glsl/depthQuery.frag.js +7 -7
  255. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +17 -9
  256. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js.map +1 -1
  257. package/lib/renderer/glsl/rayTrace.frag.d.ts +1 -1
  258. package/lib/renderer/glsl/rayTrace.frag.js +271 -248
  259. package/lib/renderer/glsl/rayTrace.frag.js.map +1 -1
  260. package/lib/renderer/glsl/shadowCatcher.frag.js +37 -32
  261. package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
  262. package/lib/renderer/glsl/webglPipeline.frag.js +65 -60
  263. package/lib/renderer/glsl/webglPipeline.frag.js.map +1 -1
  264. package/lib/renderer/lightConstants.d.ts +10 -0
  265. package/lib/renderer/lightConstants.js +11 -0
  266. package/lib/renderer/lightConstants.js.map +1 -0
  267. package/lib/renderer/lightCore.d.ts +12 -0
  268. package/lib/renderer/lightCore.js +13 -0
  269. package/lib/renderer/lightCore.js.map +1 -0
  270. package/lib/renderer/lightSampling.d.ts +22 -18
  271. package/lib/renderer/lightSampling.js +135 -62
  272. package/lib/renderer/lightSampling.js.map +1 -1
  273. package/lib/renderer/lightsData.d.ts +21 -0
  274. package/lib/renderer/lightsData.js +192 -0
  275. package/lib/renderer/lightsData.js.map +1 -0
  276. package/lib/renderer/lightsUtil.d.ts +3 -26
  277. package/lib/renderer/lightsUtil.js +3 -153
  278. package/lib/renderer/lightsUtil.js.map +1 -1
  279. package/lib/renderer/materialBufferData.d.ts +70 -0
  280. package/lib/renderer/materialBufferData.js +2 -0
  281. package/lib/renderer/materialBufferData.js.map +1 -0
  282. package/lib/renderer/materialConstants.d.ts +11 -0
  283. package/lib/renderer/materialConstants.js +11 -0
  284. package/lib/renderer/materialConstants.js.map +1 -1
  285. package/lib/renderer/materialCore.d.ts +8 -0
  286. package/lib/renderer/materialCore.js +9 -0
  287. package/lib/renderer/materialCore.js.map +1 -0
  288. package/lib/renderer/materialEmission.d.ts +2 -2
  289. package/lib/renderer/materialEmission.js +3 -3
  290. package/lib/renderer/materialEmission.js.map +1 -1
  291. package/lib/renderer/materialLayout.d.ts +2 -101
  292. package/lib/renderer/materialLayout.js +110 -172
  293. package/lib/renderer/materialLayout.js.map +1 -1
  294. package/lib/renderer/materialLayoutSchema.d.ts +26 -0
  295. package/lib/renderer/materialLayoutSchema.js +172 -0
  296. package/lib/renderer/materialLayoutSchema.js.map +1 -0
  297. package/lib/renderer/materialParams.d.ts +69 -0
  298. package/lib/renderer/materialParams.js +272 -0
  299. package/lib/renderer/materialParams.js.map +1 -0
  300. package/lib/renderer/materialTextureSlots.d.ts +14 -324
  301. package/lib/renderer/materialTextureSlots.js +21 -8
  302. package/lib/renderer/materialTextureSlots.js.map +1 -1
  303. package/lib/renderer/materialTextures.d.ts +6 -0
  304. package/lib/renderer/{texturesFromMaterials.js → materialTextures.js} +1 -2
  305. package/lib/renderer/materialTextures.js.map +1 -0
  306. package/lib/renderer/mergeMeshesToGeometry.js +6 -147
  307. package/lib/renderer/mergeMeshesToGeometry.js.map +1 -1
  308. package/lib/renderer/meshInstances.d.ts +4 -21
  309. package/lib/renderer/meshInstances.js +10 -56
  310. package/lib/renderer/meshInstances.js.map +1 -1
  311. package/lib/renderer/oidnNetwork.d.ts +2 -2
  312. package/lib/renderer/oidnNetwork.js +1 -1
  313. package/lib/renderer/oidnNetwork.js.map +1 -1
  314. package/lib/renderer/openPbrEnergyLut.js +850 -846
  315. package/lib/renderer/openPbrEnergyLut.js.map +1 -1
  316. package/lib/renderer/ownedDenoiser.d.ts +9 -0
  317. package/lib/renderer/ownedDenoiser.js +2 -0
  318. package/lib/renderer/ownedDenoiser.js.map +1 -0
  319. package/lib/renderer/packedMeshInstances.d.ts +23 -0
  320. package/lib/renderer/packedMeshInstances.js +80 -0
  321. package/lib/renderer/packedMeshInstances.js.map +1 -0
  322. package/lib/renderer/prepareMeshBVH.d.ts +12 -47
  323. package/lib/renderer/prepareMeshBVH.js +21 -642
  324. package/lib/renderer/prepareMeshBVH.js.map +1 -1
  325. package/lib/renderer/proceduralEnvironmentPower.d.ts +3 -0
  326. package/lib/renderer/proceduralEnvironmentPower.js +8 -0
  327. package/lib/renderer/proceduralEnvironmentPower.js.map +1 -0
  328. package/lib/renderer/progressiveScheduler.d.ts +1 -0
  329. package/lib/renderer/progressiveScheduler.js +7 -3
  330. package/lib/renderer/progressiveScheduler.js.map +1 -1
  331. package/lib/renderer/renderPipeline.d.ts +4 -1
  332. package/lib/renderer/renderPipeline.js.map +1 -1
  333. package/lib/renderer/renderingLimits.d.ts +9 -0
  334. package/lib/renderer/renderingLimits.js +18 -0
  335. package/lib/renderer/renderingLimits.js.map +1 -0
  336. package/lib/renderer/researchTransport.d.ts +31 -0
  337. package/lib/renderer/researchTransport.js +5 -0
  338. package/lib/renderer/researchTransport.js.map +1 -0
  339. package/lib/renderer/sceneAssembly.d.ts +73 -0
  340. package/lib/renderer/sceneAssembly.js +109 -0
  341. package/lib/renderer/sceneAssembly.js.map +1 -0
  342. package/lib/renderer/sceneChangeCore.d.ts +39 -0
  343. package/lib/renderer/sceneChangeCore.js +307 -0
  344. package/lib/renderer/sceneChangeCore.js.map +1 -0
  345. package/lib/renderer/sceneChangeDetector.d.ts +3 -6
  346. package/lib/renderer/sceneChangeDetector.js +24 -150
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@@ -0,0 +1,135 @@
1
+ // Generated by scripts/generate-aov-reflectance-samples.mjs; do not edit.
2
+ // xy: concentric cosine disk; zw: spherical-cap azimuth cosine/sine.
3
+ export default /* glsl */ `
4
+ const vec4 gV[128] = vec4[128](
5
+ vec4(-0.971247852, -0.202764958, 0.999698818, 0.0245412290),
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+ vec4(-0.808660269, 0.547487736, 0.997290432, 0.0735645667),
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+ vec4(-0.942509234, 0.187289074, 0.992479563, 0.122410677),
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+ vec4(-0.763038993, -0.558020830, 0.985277653, 0.170961902),
9
+ vec4(-0.929654300, -0.00785388052, 0.975702107, 0.219101235),
10
+ vec4(-0.656618595, 0.740912974, 0.963776052, 0.266712785),
11
+ vec4(-0.817265987, 0.373183846, 0.949528158, 0.313681751),
12
+ vec4(-0.793490529, -0.386950523, 0.932992816, 0.359895051),
13
+ vec4(-0.860713601, -0.105764769, 0.914209723, 0.405241340),
14
+ vec4(-0.604139447, 0.619064212, 0.893224299, 0.449611336),
15
+ vec4(-0.787263036, 0.281084418, 0.870086968, 0.492898226),
16
+ vec4(-0.673318744, -0.468566477, 0.844853580, 0.534997642),
17
+ vec4(-0.799623907, 0.0901312605, 0.817584813, 0.575808227),
18
+ vec4(-0.570307195, -0.676738262, 0.788346410, 0.615231633),
19
+ vec4(-0.627450705, 0.452229142, 0.757208824, 0.653172851),
20
+ vec4(-0.698281944, -0.294418186, 0.724247098, 0.689540565),
21
+ vec4(-0.726036906, -0.153989345, 0.689540505, 0.724247098),
22
+ vec4(-0.523753047, 0.608020604, 0.653172791, 0.757208884),
23
+ vec4(-0.671607554, 0.233185455, 0.615231574, 0.788346410),
24
+ vec4(-0.491990626, -0.494420350, 0.575808167, 0.817584813),
25
+ vec4(-0.678437173, 0.0412081257, 0.534997642, 0.844853580),
26
+ vec4(-0.495611340, -0.807542920, 0.492898196, 0.870086968),
27
+ vec4(-0.508582473, 0.402262419, 0.449611306, 0.893224299),
28
+ vec4(-0.537693322, -0.333672792, 0.405241281, 0.914209783),
29
+ vec4(-0.614562631, -0.0568606183, 0.359894961, 0.932992816),
30
+ vec4(-0.452296555, 0.809743226, 0.313681662, 0.949528217),
31
+ vec4(-0.492342144, 0.317682207, 0.266712755, 0.963776052),
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+ vec4(-0.403601944, -0.406031638, 0.219101220, 0.975702107),
33
+ vec4(-0.537260950, 0.137945175, 0.170961857, 0.985277653),
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+ vec4(-0.404928178, -0.715918541, 0.122410625, 0.992479563),
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+ vec4(-0.386338592, 0.556550741, 0.0735644922, 0.997290432),
36
+ vec4(-0.445942074, -0.242918074, 0.0245411359, 0.999698818),
37
+ vec4(-0.459759980, -0.175696611, -0.0245412234, 0.999698818),
38
+ vec4(-0.359771132, 0.682195961, -0.0735645741, 0.997290432),
39
+ vec4(-0.412575692, 0.205535084, -0.122410707, 0.992479503),
40
+ vec4(-0.336475104, -0.646421731, -0.170961946, 0.985277653),
41
+ vec4(-0.429363400, 0.0166855231, -0.219101310, 0.975702107),
42
+ vec4(-0.319253087, -0.925218344, -0.266712844, 0.963776052),
43
+ vec4(-0.294470191, 0.430103362, -0.313681722, 0.949528158),
44
+ vec4(-0.281283021, -0.387403429, -0.359895051, 0.932992816),
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+ vec4(-0.358183086, -0.0808178857, -0.405241340, 0.914209723),
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+ vec4(-0.271769434, 0.854052365, -0.449611366, 0.893224299),
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+ vec4(-0.244775921, 0.311606824, -0.492898166, 0.870087028),
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+ vec4(-0.244355842, -0.552090824, -0.534997702, 0.844853520),
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+ vec4(-0.283291280, 0.112162955, -0.575808167, 0.817584813),
50
+ vec4(-0.224362880, -0.823741674, -0.615231693, 0.788346350),
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+ vec4(-0.210826442, 0.610893846, -0.653172851, 0.757208824),
52
+ vec4(-0.191608176, -0.297364026, -0.689540684, 0.724246979),
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+ vec4(-0.207833603, -0.124338157, -0.724247158, 0.689540505),
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+ vec4(-0.176593989, 0.814833522, -0.757208824, 0.653172851),
55
+ vec4(-0.158949688, 0.293469012, -0.788346469, 0.615231514),
56
+ vec4(-0.152046368, -0.648668587, -0.817584813, 0.575808167),
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+ vec4(-0.167782038, 0.0643178672, -0.844853640, 0.534997463),
58
+ vec4(-0.128430068, -0.907204390, -0.870087028, 0.492898136),
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+ vec4(-0.115809105, 0.572147131, -0.893224299, 0.449611366),
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+ vec4(-0.103222348, -0.403248310, -0.914209783, 0.405241221),
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+ vec4(-0.112737618, -0.0319865458, -0.932992816, 0.359895051),
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+ vec4(-0.0551275201, -0.538435221, -0.975702167, 0.219101071),
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+ vec4(-0.0426490456, 0.204346836, -0.985277653, 0.170961812),
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+ vec4(-0.0306719355, -0.790655255, -0.992479503, 0.122410700),
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+ vec4(-0.0184057076, 0.708510995, -0.997290492, 0.0735644475),
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+ vec4(0.392657876, 0.681903303, 0.0735647827, -0.997290432),
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+ vec4(0.442882210, -0.855257273, 0.266713053, -0.963775992),
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+ vec4(0.459734946, 0.387970626, 0.313681692, -0.949528217),
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+ vec4(0.513070345, -0.343044043, 0.359895140, -0.932992756),
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+ vec4(0.629031241, -0.0690753013, 0.405241549, -0.914209664),
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+ vec4(0.483215511, 0.773316741, 0.449611664, -0.893224120),
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+ vec4(0.586818159, 0.310843110, 0.492898226, -0.870086968),
112
+ vec4(0.528679490, -0.427168757, 0.534997761, -0.844853461),
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+ vec4(0.683721542, 0.126429096, 0.575808465, -0.817584634),
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+ vec4(0.517971814, -0.658907175, 0.615231574, -0.788346410),
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+ vec4(0.548397303, 0.476606160, 0.653172910, -0.757208765),
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+ vec4(0.695181608, -0.259932309, 0.689540744, -0.724246919),
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+ vec4(0.748597383, -0.117820688, 0.724247038, -0.689540625),
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+ vec4(0.556980729, 0.641256869, 0.757208884, -0.653172791),
119
+ vec4(0.741829991, 0.268901259, 0.788346529, -0.615231454),
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+ vec4(0.647817433, -0.477341115, 0.817584991, -0.575807929),
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+ vec4(0.816602290, 0.0779312477, 0.844853580, -0.534997642),
122
+ vec4(0.599919200, -0.671730816, 0.870087087, -0.492898077),
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+ vec4(0.724726558, 0.447135508, 0.893224418, -0.449611068),
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+ vec4(0.810727239, -0.307791352, 0.914209723, -0.405241370),
125
+ vec4(0.882583082, -0.0201240778, 0.932992816, -0.359894961),
126
+ vec4(0.645550549, 0.729843259, 0.949528277, -0.313681543),
127
+ vec4(0.839177251, 0.362342149, 0.963776171, -0.266712397),
128
+ vec4(0.839526892, -0.399391353, 0.975702107, -0.219101220),
129
+ vec4(0.928934336, 0.175204813, 0.985277653, -0.170961723),
130
+ vec4(0.774228692, -0.569184363, 0.992479563, -0.122410372),
131
+ vec4(0.815476179, 0.537282884, 0.997290432, -0.0735645965),
132
+ vec4(0.968665719, -0.214761987, 0.999698818, -0.0245411228)
133
+ );
134
+ `;
135
+ //# sourceMappingURL=aovReflectanceSamples.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"aovReflectanceSamples.glsl.js","sourceRoot":"","sources":["../../../src/renderer/glsl/aovReflectanceSamples.glsl.ts"],"names":[],"mappings":"AAAA,0EAA0E;AAC1E,qEAAqE;AACrE,eAAe,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmIzB,CAAC","sourcesContent":["// Generated by scripts/generate-aov-reflectance-samples.mjs; do not edit.\n// xy: concentric cosine disk; zw: spherical-cap azimuth cosine/sine.\nexport default /* glsl */ `\nconst vec4 mtReflectanceProposals[128] = vec4[128](\n vec4(-0.971247852, -0.202764958, 0.999698818, 0.0245412290),\n vec4(-0.808660269, 0.547487736, 0.997290432, 0.0735645667),\n vec4(-0.942509234, 0.187289074, 0.992479563, 0.122410677),\n vec4(-0.763038993, -0.558020830, 0.985277653, 0.170961902),\n vec4(-0.929654300, -0.00785388052, 0.975702107, 0.219101235),\n vec4(-0.656618595, 0.740912974, 0.963776052, 0.266712785),\n vec4(-0.817265987, 0.373183846, 0.949528158, 0.313681751),\n vec4(-0.793490529, -0.386950523, 0.932992816, 0.359895051),\n vec4(-0.860713601, -0.105764769, 0.914209723, 0.405241340),\n vec4(-0.604139447, 0.619064212, 0.893224299, 0.449611336),\n vec4(-0.787263036, 0.281084418, 0.870086968, 0.492898226),\n vec4(-0.673318744, -0.468566477, 0.844853580, 0.534997642),\n vec4(-0.799623907, 0.0901312605, 0.817584813, 0.575808227),\n vec4(-0.570307195, -0.676738262, 0.788346410, 0.615231633),\n vec4(-0.627450705, 0.452229142, 0.757208824, 0.653172851),\n vec4(-0.698281944, -0.294418186, 0.724247098, 0.689540565),\n vec4(-0.726036906, -0.153989345, 0.689540505, 0.724247098),\n vec4(-0.523753047, 0.608020604, 0.653172791, 0.757208884),\n vec4(-0.671607554, 0.233185455, 0.615231574, 0.788346410),\n vec4(-0.491990626, -0.494420350, 0.575808167, 0.817584813),\n vec4(-0.678437173, 0.0412081257, 0.534997642, 0.844853580),\n vec4(-0.495611340, -0.807542920, 0.492898196, 0.870086968),\n vec4(-0.508582473, 0.402262419, 0.449611306, 0.893224299),\n vec4(-0.537693322, -0.333672792, 0.405241281, 0.914209783),\n vec4(-0.614562631, -0.0568606183, 0.359894961, 0.932992816),\n vec4(-0.452296555, 0.809743226, 0.313681662, 0.949528217),\n vec4(-0.492342144, 0.317682207, 0.266712755, 0.963776052),\n vec4(-0.403601944, -0.406031638, 0.219101220, 0.975702107),\n vec4(-0.537260950, 0.137945175, 0.170961857, 0.985277653),\n vec4(-0.404928178, -0.715918541, 0.122410625, 0.992479563),\n vec4(-0.386338592, 0.556550741, 0.0735644922, 0.997290432),\n vec4(-0.445942074, -0.242918074, 0.0245411359, 0.999698818),\n vec4(-0.459759980, -0.175696611, -0.0245412234, 0.999698818),\n vec4(-0.359771132, 0.682195961, -0.0735645741, 0.997290432),\n vec4(-0.412575692, 0.205535084, -0.122410707, 0.992479503),\n vec4(-0.336475104, -0.646421731, -0.170961946, 0.985277653),\n vec4(-0.429363400, 0.0166855231, -0.219101310, 0.975702107),\n vec4(-0.319253087, -0.925218344, -0.266712844, 0.963776052),\n vec4(-0.294470191, 0.430103362, -0.313681722, 0.949528158),\n vec4(-0.281283021, -0.387403429, -0.359895051, 0.932992816),\n vec4(-0.358183086, -0.0808178857, -0.405241340, 0.914209723),\n vec4(-0.271769434, 0.854052365, -0.449611366, 0.893224299),\n vec4(-0.244775921, 0.311606824, -0.492898166, 0.870087028),\n vec4(-0.244355842, -0.552090824, -0.534997702, 0.844853520),\n vec4(-0.283291280, 0.112162955, -0.575808167, 0.817584813),\n vec4(-0.224362880, -0.823741674, -0.615231693, 0.788346350),\n vec4(-0.210826442, 0.610893846, -0.653172851, 0.757208824),\n vec4(-0.191608176, -0.297364026, -0.689540684, 0.724246979),\n vec4(-0.207833603, -0.124338157, -0.724247158, 0.689540505),\n vec4(-0.176593989, 0.814833522, -0.757208824, 0.653172851),\n vec4(-0.158949688, 0.293469012, -0.788346469, 0.615231514),\n vec4(-0.152046368, -0.648668587, -0.817584813, 0.575808167),\n vec4(-0.167782038, 0.0643178672, -0.844853640, 0.534997463),\n vec4(-0.128430068, -0.907204390, -0.870087028, 0.492898136),\n vec4(-0.115809105, 0.572147131, -0.893224299, 0.449611366),\n vec4(-0.103222348, -0.403248310, -0.914209783, 0.405241221),\n vec4(-0.112737618, -0.0319865458, -0.932992816, 0.359895051),\n vec4(-0.0796749964, 0.955433667, -0.949528217, 0.313681602),\n vec4(-0.0672519580, 0.453793734, -0.963776052, 0.266712725),\n vec4(-0.0551275201, -0.538435221, -0.975702167, 0.219101071),\n vec4(-0.0426490456, 0.204346836, -0.985277653, 0.170961812),\n vec4(-0.0306719355, -0.790655255, -0.992479503, 0.122410700),\n vec4(-0.0184057076, 0.708510995, -0.997290492, 0.0735644475),\n vec4(-0.00613544276, -0.291185349, -0.999698818, 0.0245412104),\n vec4(0.00613530306, -0.244297966, -0.999698818, -0.0245413855),\n vec4(0.0184059385, 0.755400777, -0.997290432, -0.0735646188),\n vec4(0.0306059923, 0.253786176, -0.992479503, -0.122410871),\n vec4(0.0429276451, -0.743136168, -0.985277653, -0.170961991),\n vec4(0.0701737553, 0.00441496586, -0.975702107, -0.219101235),\n vec4(0.0674433559, -0.992085159, -0.963776052, -0.266712904),\n vec4(0.0794365108, 0.499346048, -0.949528158, -0.313681781),\n vec4(0.0915081054, -0.485832185, -0.932992756, -0.359895200),\n vec4(0.101071075, -0.0861614645, -0.914209723, -0.405241400),\n vec4(0.116242222, 0.872919321, -0.893224180, -0.449611515),\n vec4(0.126407236, 0.359021723, -0.870086908, -0.492898285),\n vec4(0.139908314, -0.603366435, -0.844853580, -0.534997642),\n vec4(0.168981716, 0.0979395211, -0.817584693, -0.575808346),\n vec4(0.164669126, -0.853637457, -0.788346410, -0.615231633),\n vec4(0.175589874, 0.605686426, -0.757208705, -0.653172970),\n vec4(0.181917489, -0.321471483, -0.724247038, -0.689540625),\n vec4(0.219242185, -0.135647133, -0.689540565, -0.724247098),\n vec4(0.212299466, 0.790099680, -0.653172910, -0.757208765),\n vec4(0.208243251, 0.240495890, -0.615231574, -0.788346469),\n vec4(0.234419063, -0.640313387, -0.575808048, -0.817584932),\n vec4(0.315854102, 0.0532567836, -0.534997344, -0.844853759),\n vec4(0.260333687, -0.894772291, -0.492898196, -0.870086968),\n vec4(0.265374005, 0.502337217, -0.449611217, -0.893224359),\n vec4(0.267429054, -0.339113116, -0.405241072, -0.914209843),\n vec4(0.380209267, -0.0445682108, -0.359895110, -0.932992756),\n vec4(0.307221651, 0.891683638, -0.313681692, -0.949528217),\n vec4(0.296788067, 0.329054117, -0.266712576, -0.963776112),\n vec4(0.317195147, -0.457708418, -0.219100907, -0.975702226),\n vec4(0.419729054, 0.148764044, -0.170961887, -0.985277653),\n vec4(0.349995196, -0.727014899, -0.122410536, -0.992479563),\n vec4(0.356363803, 0.594497383, -0.0735642835, -0.997290492),\n vec4(0.434345096, -0.231501341, -0.0245412868, -0.999698818),\n vec4(0.480473697, -0.164373189, 0.0245413091, -0.999698818),\n vec4(0.392657876, 0.681903303, 0.0735647827, -0.997290432),\n vec4(0.492657542, 0.218807966, 0.122411035, -0.992479503),\n vec4(0.409054011, -0.584142148, 0.170961916, -0.985277653),\n vec4(0.569577277, 0.0289491210, 0.219101399, -0.975702107),\n vec4(0.442882210, -0.855257273, 0.266713053, -0.963775992),\n vec4(0.459734946, 0.387970626, 0.313681692, -0.949528217),\n vec4(0.513070345, -0.343044043, 0.359895140, -0.932992756),\n vec4(0.629031241, -0.0690753013, 0.405241549, -0.914209664),\n vec4(0.483215511, 0.773316741, 0.449611664, -0.893224120),\n vec4(0.586818159, 0.310843110, 0.492898226, -0.870086968),\n vec4(0.528679490, -0.427168757, 0.534997761, -0.844853461),\n vec4(0.683721542, 0.126429096, 0.575808465, -0.817584634),\n vec4(0.517971814, -0.658907175, 0.615231574, -0.788346410),\n vec4(0.548397303, 0.476606160, 0.653172910, -0.757208765),\n vec4(0.695181608, -0.259932309, 0.689540744, -0.724246919),\n vec4(0.748597383, -0.117820688, 0.724247038, -0.689540625),\n vec4(0.556980729, 0.641256869, 0.757208884, -0.653172791),\n vec4(0.741829991, 0.268901259, 0.788346529, -0.615231454),\n vec4(0.647817433, -0.477341115, 0.817584991, -0.575807929),\n vec4(0.816602290, 0.0779312477, 0.844853580, -0.534997642),\n vec4(0.599919200, -0.671730816, 0.870087087, -0.492898077),\n vec4(0.724726558, 0.447135508, 0.893224418, -0.449611068),\n vec4(0.810727239, -0.307791352, 0.914209723, -0.405241370),\n vec4(0.882583082, -0.0201240778, 0.932992816, -0.359894961),\n vec4(0.645550549, 0.729843259, 0.949528277, -0.313681543),\n vec4(0.839177251, 0.362342149, 0.963776171, -0.266712397),\n vec4(0.839526892, -0.399391353, 0.975702107, -0.219101220),\n vec4(0.928934336, 0.175204813, 0.985277653, -0.170961723),\n vec4(0.774228692, -0.569184363, 0.992479563, -0.122410372),\n vec4(0.815476179, 0.537282884, 0.997290432, -0.0735645965),\n vec4(0.968665719, -0.214761987, 0.999698818, -0.0245411228)\n);\n`;\n"]}
@@ -0,0 +1,2 @@
1
+ import { FragmentShader } from '../shader.js';
2
+ export declare function aovTraceFragment(center: boolean): FragmentShader<Record<string, import("../shader.js").ShaderDefineValue>, Record<string, import("../shader.js").ShaderUniform<unknown>>>;
@@ -0,0 +1,121 @@
1
+ import bsdf from './chunks/openPbrBsdf.glsl.js';
2
+ import sampling from './chunks/sampling.glsl.js';
3
+ import reflectance from './aovReflectance.glsl.js';
4
+ import { FragmentShader, Shader } from '../shader.js';
5
+ import common from './chunks/common.glsl.js';
6
+ import core from './chunks/rayTraceCore.glsl.js';
7
+ import materials from './chunks/materialBuffer.glsl.js';
8
+ import intersect from './chunks/intersect.glsl.js';
9
+ import uvProjection from './chunks/uvProjection.glsl.js';
10
+ import random from './chunks/random.glsl.js';
11
+ import cameraRay from './chunks/cameraRay.glsl.js';
12
+ import rand from './chunks/rand.glsl.js';
13
+ const surface = /* glsl */ `
14
+ uint jK(int index) { ivec2 size = textureSize(aovScene,0); uvec4 v = texelFetch(aovScene, ivec2((index/4)%size.x, (index/4)/size.x),0); return v[index%4]; }
15
+ vec3 iu(int offset){return vec3(uintBitsToFloat(jK(offset)),uintBitsToFloat(jK(offset+1)),uintBitsToFloat(jK(offset+2)));}
16
+ mat4 oi(int offset) { mat4 m; for (int i=0;i<4;i++) for(int j=0;j<4;j++) m[i][j]=uintBitsToFloat(jK(offset+i*4+j)); return m; }
17
+ Ray xj(vec2 uv) {
18
+ vec4 origin = viewProjectionInv*vec4(uv*2.0-1.0,-1.0,1.0);
19
+ vec4 target = viewProjectionInv*vec4(uv*2.0-1.0,1.0,1.0);
20
+ Ray ray; initRay(ray, origin.xyz/origin.w, normalize(target.xyz*origin.w-origin.xyz*target.w)); return ray;
21
+ }
22
+ bool mC(Ray xA, out SurfaceInteraction si, out OpenPbrResolvedMaterial material) {
23
+ Ray ray=xA; si.triangleIndex=-1;
24
+ for(int layer=0;layer<32;layer++) {
25
+ intersectScene(ray,si,false); if(!si.hit) return false;
26
+ getMaterial(material,si.materialIndex,si.uv,si.uv1,si.instanceIndex,si.vertexColor);
27
+ if(material.materialType!=SHADOW_CATCHER && material.alpha>=0.5) return true;
28
+ ray.o=si.position+ray.d*(EPS*0.02);
29
+ }
30
+ return false;
31
+ }
32
+ `;
33
+ export function aovTraceFragment(center) {
34
+ const shader = new FragmentShader({ name: center ? 'AOV center' : 'AOV accumulation',
35
+ outputs: center ? ['id', 'motion'] : ['geometry', 'position', 'diffuse', 'specular'],
36
+ outputTypes: center ? { id: 'uvec4' } : {}, defines: { DEPTH_QUERY_MODE: true },
37
+ includes: [core, materials, intersect, random],
38
+ uniforms: { viewProjectionInv: Shader.uniform('mat4'), viewInv: Shader.uniform('mat4'),
39
+ cameraApertureRadius: Shader.uniform('float', 0), cameraFocusDistance: Shader.uniform('float', 10),
40
+ viewportSize: Shader.uniform('vec2'), aovScene: Shader.uniform('usampler2D'),
41
+ previousId: Shader.uniform('usampler2D'), previousMotion: Shader.uniform('sampler2D'),
42
+ previousGeometry: Shader.uniform('sampler2D'), previousPosition: Shader.uniform('sampler2D'),
43
+ previousDiffuse: Shader.uniform('sampler2D'), previousSpecular: Shader.uniform('sampler2D'),
44
+ openPbrEnergyLut: Shader.uniform('sampler2D'), aovMask: Shader.uniform('int', 0),
45
+ aovSample: Shader.uniform('int', 0) },
46
+ main: /* glsl */ `
47
+ ${common}
48
+ ${rand}
49
+ ${random.main}
50
+ ${core.main}
51
+ ${uvProjection}
52
+ ${materials.main}
53
+ ${intersect.main}
54
+ ${cameraRay}
55
+ ${center ? '' : sampling + bsdf + reflectance}
56
+ ${surface}
57
+ void main() {
58
+ ${center ? /* glsl */ `
59
+ out_id=uvec4(0xffffffffu); out_motion=vec4(0.0);
60
+ Ray ray=xj((floor(gl_FragCoord.xy)+0.5)/viewportSize);
61
+ SurfaceInteraction si; OpenPbrResolvedMaterial material;
62
+ if(!mC(ray,si,material)) return;
63
+ int offset=52+si.instanceIndex*24;
64
+ out_id=uvec4(jK(offset),jK(offset+1),jK(int(jK(16))+si.materialIndex),jK(int(jK(17))+si.triangleIndex));
65
+ out_motion.z=dot(si.position-iu(36),iu(40));
66
+ if(jK(offset+2)==0u)return;
67
+ vec4 qs=oi(offset+4)*vec4(si.position,1.0);
68
+ vec4 pg=oi(0)*qs;
69
+ if(pg.w<=0.0)return;
70
+ vec3 ua=pg.xyz/pg.w;vec2 hU=(ua.xy*0.5+0.5)*viewportSize;
71
+ if(any(lessThan(hU,vec2(0.0)))||any(greaterThanEqual(hU,viewportSize))||abs(ua.z)>1.0)return;
72
+ uvec4 identity=texelFetch(previousId,ivec2(hU),0);float qr=texelFetch(previousMotion,ivec2(hU),0).z;
73
+ if(any(notEqual(identity.xy,out_id.xy))||abs(qr-dot(qs.xyz-iu(44),iu(48)))>max(1e-4,abs(qr)*1e-3))return;
74
+ out_motion=vec4((hU-gl_FragCoord.xy)*vec2(1.0,-1.0),out_motion.z,3.0);
75
+ ` : /* glsl */ `
76
+ ivec2 coord=ivec2(gl_FragCoord.xy);
77
+ out_geometry=aovSample==0 ? vec4(0.0) : texelFetch(previousGeometry,coord,0);
78
+ out_position=aovSample==0 ? vec4(0.0) : texelFetch(previousPosition,coord,0);
79
+ out_diffuse=aovSample==0 ? vec4(0.0) : texelFetch(previousDiffuse,coord,0);
80
+ out_specular=aovSample==0 ? vec4(0.0) : texelFetch(previousSpecular,coord,0);
81
+ rA(); aI=uvec2(floor(gl_FragCoord.xy));
82
+ fi(floor(gl_FragCoord.xy),int(aC ^ cB(uint(sequenceSeed))));
83
+ Ray ray=xj((floor(gl_FragCoord.xy)+sample2D(CAMERA_PIXEL))/viewportSize);
84
+ if(cameraApertureRadius>0.0) {
85
+ vec3 eye=viewInv[3].xyz, forward=-normalize(viewInv[2].xyz);
86
+ vec3 ju=eye+ray.d*(cameraFocusDistance/dot(ray.d,forward));
87
+ vec2 uV=cameraApertureRadius*kq(sample2D(CAMERA_LENS));
88
+ vec3 origin=(viewInv*vec4(uV,0.0,1.0)).xyz;
89
+ initRay(ray,origin,normalize(ju-origin));
90
+ }
91
+ SurfaceInteraction si; OpenPbrResolvedMaterial material;
92
+ if(!mC(ray,si,material)) return;
93
+ float depth=max(dot(si.position-viewInv[3].xyz,-normalize(viewInv[2].xyz)),0.0);
94
+ bool unsupported=material.materialType!=STANDARD || material.alpha<1.0 || material.coatWeight>0.0 || material.fuzzWeight>0.0 || material.specularAnisotropy>0.0 || material.subsurfaceWeight>0.0 || dot(material.mediumScattering,material.mediumScattering)>0.0 || material.bevel>0.0 || material.thinFilmWeight>0.0 || material.transmissionDispersionScale>0.0;
95
+ out_geometry+=vec4(depth,material.specularRoughness,material.baseMetalness,unsupported?1.0:0.0);
96
+ #ifdef AOV_REFLECTANCE
97
+ if((aovMask&24)!=0 && !unsupported){
98
+ vec3 normal=si.normal,face=si.faceNormal;float cosine=-dot(normal,ray.d),fa=-dot(face,ray.d);
99
+ if(material.thinWalled&&(material.transmissionWeight>0.0||material.subsurfaceWeight>0.0)){
100
+ if(cosine<0.0){normal=-normal;cosine=-cosine;}if(fa<0.0){face=-face;fa=-fa;}
101
+ }
102
+ if(fa>=0.0&&cosine<0.0){normal=face;cosine=fa;}
103
+ if(cosine<0.0)normal=-normal;
104
+ material.inside=cosine<=0.0&&!material.thinWalled;material.relativeIor=cosine>0.0?1.0/material.specularIor:material.specularIor;
105
+ vec3 tangent=vec3(0.0);
106
+ #ifdef USE_TANGENT
107
+ tangent=si.tangent;
108
+ #endif
109
+ OpenPbrPreparedBsdf prepared=bV(tangent,material,-ray.d,normal);
110
+ vec3 diffuse,specular;aovReflectance(prepared,(aovMask&8)!=0,(aovMask&16)!=0,diffuse,specular);
111
+ out_diffuse+=vec4(diffuse,1.0);out_specular+=vec4(specular,1.0);
112
+ }
113
+ #endif
114
+ out_position+=vec4(si.position,1.0);
115
+ `}
116
+ }
117
+ ` });
118
+ shader.parallelCompile = true;
119
+ return shader;
120
+ }
121
+ //# sourceMappingURL=aovTrace.frag.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"aovTrace.frag.js","sourceRoot":"","sources":["../../../src/renderer/glsl/aovTrace.frag.ts"],"names":[],"mappings":"AAAA,OAAO,IAAI,MAAM,8BAA8B,CAAC;AAChD,OAAO,QAAQ,MAAM,2BAA2B,CAAC;AACjD,OAAO,WAAW,MAAM,0BAA0B,CAAC;AACnD,OAAO,EAAC,cAAc,EAAE,MAAM,EAAC,MAAM,cAAc,CAAC;AACpD,OAAO,MAAM,MAAM,yBAAyB,CAAC;AAC7C,OAAO,IAAI,MAAM,+BAA+B,CAAC;AACjD,OAAO,SAAS,MAAM,iCAAiC,CAAC;AACxD,OAAO,SAAS,MAAM,4BAA4B,CAAC;AACnD,OAAO,YAAY,MAAM,+BAA+B,CAAC;AACzD,OAAO,MAAM,MAAM,yBAAyB,CAAC;AAC7C,OAAO,SAAS,MAAM,4BAA4B,CAAC;AACnD,OAAO,IAAI,MAAM,uBAAuB,CAAC;AACzC,MAAM,OAAO,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;CAmB1B,CAAC;AACF,MAAM,UAAU,gBAAgB,CAAC,MAAe;IAC9C,MAAM,MAAM,GAAG,IAAI,cAAc,CAAC,EAAC,IAAI,EAAE,MAAM,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,CAAC,kBAAkB;QACjF,OAAO,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,EAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC,UAAU,EAAC,UAAU,EAAC,SAAS,EAAC,UAAU,CAAC;QAChF,WAAW,EAAE,MAAM,CAAC,CAAC,CAAC,EAAC,EAAE,EAAE,OAAO,EAAC,CAAC,CAAC,CAAC,EAAE,EAAE,OAAO,EAAE,EAAC,gBAAgB,EAAE,IAAI,EAAC;QAC3E,QAAQ,EAAE,CAAC,IAAI,EAAC,SAAS,EAAC,SAAS,EAAC,MAAM,CAAC;QAC3C,QAAQ,EAAE,EAAC,iBAAiB,EAAE,MAAM,CAAC,OAAO,CAAC,MAAM,CAAC,EAAE,OAAO,EAAE,MAAM,CAAC,OAAO,CAAC,MAAM,CAAC;YACnF,oBAAoB,EAAE,MAAM,CAAC,OAAO,CAAC,OAAO,EAAC,CAAC,CAAC,EAAE,mBAAmB,EAAE,MAAM,CAAC,OAAO,CAAC,OAAO,EAAC,EAAE,CAAC;YAChG,YAAY,EAAE,MAAM,CAAC,OAAO,CAAC,MAAM,CAAC,EAAE,QAAQ,EAAE,MAAM,CAAC,OAAO,CAAC,YAAY,CAAC;YAC5E,UAAU,EAAE,MAAM,CAAC,OAAO,CAAC,YAAY,CAAC,EAAE,cAAc,EAAE,MAAM,CAAC,OAAO,CAAC,WAAW,CAAC;YACrF,gBAAgB,EAAE,MAAM,CAAC,OAAO,CAAC,WAAW,CAAC,EAAE,gBAAgB,EAAE,MAAM,CAAC,OAAO,CAAC,WAAW,CAAC;YAC5F,eAAe,EAAE,MAAM,CAAC,OAAO,CAAC,WAAW,CAAC,EAAE,gBAAgB,EAAE,MAAM,CAAC,OAAO,CAAC,WAAW,CAAC;YAC3F,gBAAgB,EAAE,MAAM,CAAC,OAAO,CAAC,WAAW,CAAC,EAAE,OAAO,EAAE,MAAM,CAAC,OAAO,CAAC,KAAK,EAAC,CAAC,CAAC;YAC/E,SAAS,EAAE,MAAM,CAAC,OAAO,CAAC,KAAK,EAAC,CAAC,CAAC,EAAC;QACrC,IAAI,EAAE,UAAU,CAAC;EACnB,MAAM;EACN,IAAI;EACJ,MAAM,CAAC,IAAI;EACX,IAAI,CAAC,IAAI;EACT,YAAY;EACZ,SAAS,CAAC,IAAI;EACd,SAAS,CAAC,IAAI;EACd,SAAS;EACT,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,QAAQ,GAAC,IAAI,GAAC,WAAW;EACvC,OAAO;;EAEL,MAAM,CAAC,CAAC,CAAC,UAAU,CAAC;;;;;;;;;;;;;;;;;CAiBrB,CAAC,CAAC,CAAC,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwCd;;CAEF,EAAC,CAAC,CAAC;IACF,MAAM,CAAC,eAAe,GAAG,IAAI,CAAC;IAC9B,OAAO,MAAM,CAAC;AAChB,CAAC","sourcesContent":["import bsdf from './chunks/openPbrBsdf.glsl.js';\nimport sampling from './chunks/sampling.glsl.js';\nimport reflectance from './aovReflectance.glsl.js';\nimport {FragmentShader, Shader} from '../shader.js';\nimport common from './chunks/common.glsl.js';\nimport core from './chunks/rayTraceCore.glsl.js';\nimport materials from './chunks/materialBuffer.glsl.js';\nimport intersect from './chunks/intersect.glsl.js';\nimport uvProjection from './chunks/uvProjection.glsl.js';\nimport random from './chunks/random.glsl.js';\nimport cameraRay from './chunks/cameraRay.glsl.js';\nimport rand from './chunks/rand.glsl.js';\nconst surface = /* glsl */ `\nuint aovWord(int index) { ivec2 size = textureSize(aovScene,0); uvec4 v = texelFetch(aovScene, ivec2((index/4)%size.x, (index/4)/size.x),0); return v[index%4]; }\nvec3 aovVector(int offset){return vec3(uintBitsToFloat(aovWord(offset)),uintBitsToFloat(aovWord(offset+1)),uintBitsToFloat(aovWord(offset+2)));}\nmat4 aovMatrix(int offset) { mat4 m; for (int i=0;i<4;i++) for(int j=0;j<4;j++) m[i][j]=uintBitsToFloat(aovWord(offset+i*4+j)); return m; }\nRay aovRay(vec2 uv) {\n vec4 origin = viewProjectionInv*vec4(uv*2.0-1.0,-1.0,1.0);\n vec4 target = viewProjectionInv*vec4(uv*2.0-1.0,1.0,1.0);\n Ray ray; initRay(ray, origin.xyz/origin.w, normalize(target.xyz*origin.w-origin.xyz*target.w)); return ray;\n}\nbool aovSurface(Ray inputRay, out SurfaceInteraction si, out OpenPbrResolvedMaterial material) {\n Ray ray=inputRay; si.triangleIndex=-1;\n for(int layer=0;layer<32;layer++) {\n intersectScene(ray,si,false); if(!si.hit) return false;\n getMaterial(material,si.materialIndex,si.uv,si.uv1,si.instanceIndex,si.vertexColor);\n if(material.materialType!=SHADOW_CATCHER && material.alpha>=0.5) return true;\n ray.o=si.position+ray.d*(EPS*0.02);\n }\n return false;\n}\n`;\nexport function aovTraceFragment(center: boolean) {\n const shader = new FragmentShader({name: center ? 'AOV center' : 'AOV accumulation',\n outputs: center ? ['id','motion'] : ['geometry','position','diffuse','specular'],\n outputTypes: center ? {id: 'uvec4'} : {}, defines: {DEPTH_QUERY_MODE: true},\n includes: [core,materials,intersect,random],\n uniforms: {viewProjectionInv: Shader.uniform('mat4'), viewInv: Shader.uniform('mat4'),\n cameraApertureRadius: Shader.uniform('float',0), cameraFocusDistance: Shader.uniform('float',10),\n viewportSize: Shader.uniform('vec2'), aovScene: Shader.uniform('usampler2D'),\n previousId: Shader.uniform('usampler2D'), previousMotion: Shader.uniform('sampler2D'),\n previousGeometry: Shader.uniform('sampler2D'), previousPosition: Shader.uniform('sampler2D'),\n previousDiffuse: Shader.uniform('sampler2D'), previousSpecular: Shader.uniform('sampler2D'),\n openPbrEnergyLut: Shader.uniform('sampler2D'), aovMask: Shader.uniform('int',0),\n aovSample: Shader.uniform('int',0)},\n main: /* glsl */ `\n${common}\n${rand}\n${random.main}\n${core.main}\n${uvProjection}\n${materials.main}\n${intersect.main}\n${cameraRay}\n${center ? '' : sampling+bsdf+reflectance}\n${surface}\nvoid main() {\n ${center ? /* glsl */ `\n out_id=uvec4(0xffffffffu); out_motion=vec4(0.0);\n Ray ray=aovRay((floor(gl_FragCoord.xy)+0.5)/viewportSize);\n SurfaceInteraction si; OpenPbrResolvedMaterial material;\n if(!aovSurface(ray,si,material)) return;\n int offset=52+si.instanceIndex*24;\n out_id=uvec4(aovWord(offset),aovWord(offset+1),aovWord(int(aovWord(16))+si.materialIndex),aovWord(int(aovWord(17))+si.triangleIndex));\n out_motion.z=dot(si.position-aovVector(36),aovVector(40));\n if(aovWord(offset+2)==0u)return;\n vec4 oldWorld=aovMatrix(offset+4)*vec4(si.position,1.0);\n vec4 oldClip=aovMatrix(0)*oldWorld;\n if(oldClip.w<=0.0)return;\n vec3 oldNdc=oldClip.xyz/oldClip.w;vec2 oldPixel=(oldNdc.xy*0.5+0.5)*viewportSize;\n if(any(lessThan(oldPixel,vec2(0.0)))||any(greaterThanEqual(oldPixel,viewportSize))||abs(oldNdc.z)>1.0)return;\n uvec4 identity=texelFetch(previousId,ivec2(oldPixel),0);float oldDepth=texelFetch(previousMotion,ivec2(oldPixel),0).z;\n if(any(notEqual(identity.xy,out_id.xy))||abs(oldDepth-dot(oldWorld.xyz-aovVector(44),aovVector(48)))>max(1e-4,abs(oldDepth)*1e-3))return;\n out_motion=vec4((oldPixel-gl_FragCoord.xy)*vec2(1.0,-1.0),out_motion.z,3.0);\n ` : /* glsl */ `\n ivec2 coord=ivec2(gl_FragCoord.xy);\n out_geometry=aovSample==0 ? vec4(0.0) : texelFetch(previousGeometry,coord,0);\n out_position=aovSample==0 ? vec4(0.0) : texelFetch(previousPosition,coord,0);\n out_diffuse=aovSample==0 ? vec4(0.0) : texelFetch(previousDiffuse,coord,0);\n out_specular=aovSample==0 ? vec4(0.0) : texelFetch(previousSpecular,coord,0);\n initRandom(); samplingPixel=uvec2(floor(gl_FragCoord.xy));\n rng_initialize(floor(gl_FragCoord.xy),int(pixelSampleIndex ^ sampleHash(uint(sequenceSeed))));\n Ray ray=aovRay((floor(gl_FragCoord.xy)+sample2D(CAMERA_PIXEL))/viewportSize);\n if(cameraApertureRadius>0.0) {\n vec3 eye=viewInv[3].xyz, forward=-normalize(viewInv[2].xyz);\n vec3 focusPoint=eye+ray.d*(cameraFocusDistance/dot(ray.d,forward));\n vec2 lens=cameraApertureRadius*sampleCircle(sample2D(CAMERA_LENS));\n vec3 origin=(viewInv*vec4(lens,0.0,1.0)).xyz;\n initRay(ray,origin,normalize(focusPoint-origin));\n }\n SurfaceInteraction si; OpenPbrResolvedMaterial material;\n if(!aovSurface(ray,si,material)) return;\n float depth=max(dot(si.position-viewInv[3].xyz,-normalize(viewInv[2].xyz)),0.0);\n bool unsupported=material.materialType!=STANDARD || material.alpha<1.0 || material.coatWeight>0.0 || material.fuzzWeight>0.0 || material.specularAnisotropy>0.0 || material.subsurfaceWeight>0.0 || dot(material.mediumScattering,material.mediumScattering)>0.0 || material.bevel>0.0 || material.thinFilmWeight>0.0 || material.transmissionDispersionScale>0.0;\n out_geometry+=vec4(depth,material.specularRoughness,material.baseMetalness,unsupported?1.0:0.0);\n #ifdef AOV_REFLECTANCE\n if((aovMask&24)!=0 && !unsupported){\n vec3 normal=si.normal,face=si.faceNormal;float cosine=-dot(normal,ray.d),faceCosine=-dot(face,ray.d);\n if(material.thinWalled&&(material.transmissionWeight>0.0||material.subsurfaceWeight>0.0)){\n if(cosine<0.0){normal=-normal;cosine=-cosine;}if(faceCosine<0.0){face=-face;faceCosine=-faceCosine;}\n }\n if(faceCosine>=0.0&&cosine<0.0){normal=face;cosine=faceCosine;}\n if(cosine<0.0)normal=-normal;\n material.inside=cosine<=0.0&&!material.thinWalled;material.relativeIor=cosine>0.0?1.0/material.specularIor:material.specularIor;\n vec3 tangent=vec3(0.0);\n#ifdef USE_TANGENT\n tangent=si.tangent;\n#endif\n OpenPbrPreparedBsdf prepared=openpbr_prepare(tangent,material,-ray.d,normal);\n vec3 diffuse,specular;aovReflectance(prepared,(aovMask&8)!=0,(aovMask&16)!=0,diffuse,specular);\n out_diffuse+=vec4(diffuse,1.0);out_specular+=vec4(specular,1.0);\n }\n #endif\n out_position+=vec4(si.position,1.0);\n `}\n}\n`});\n shader.parallelCompile = true;\n return shader;\n}\n"]}
@@ -3,16 +3,16 @@
3
3
  // Copyright (c) 2019 HOVER, MIT license; see LICENSES/RayTracingRenderer-MIT.txt.
4
4
  // Shared primary-ray construction keeps beauty and catcher coverage aligned.
5
5
  export default /* glsl */ `
6
- Ray hC(vec2 fH) {
7
- vec4 origin = viewProjectionInv * vec4(fH * 2.0 - 1.0, -1.0, 1.0);
8
- vec4 target = viewProjectionInv * vec4(fH * 2.0 - 1.0, 1.0, 1.0);
6
+ Ray eT(vec2 coord) {
7
+ vec4 origin = viewProjectionInv * vec4(coord * 2.0 - 1.0, -1.0, 1.0);
8
+ vec4 target = viewProjectionInv * vec4(coord * 2.0 - 1.0, 1.0, 1.0);
9
9
  Ray cam;
10
- iC(cam, origin.xyz / origin.w, normalize(target.xyz * origin.w - origin.xyz * target.w));
10
+ initRay(cam, origin.xyz / origin.w, normalize(target.xyz * origin.w - origin.xyz * target.w));
11
11
 
12
12
  return cam;
13
13
  }
14
14
 
15
- vec2 oK(vec2 p) {
15
+ vec2 kq(vec2 p) {
16
16
  p = 2.0 * p - 1.0;
17
17
  bool greater = abs(p.x) > abs(p.y);
18
18
  float r = greater ? p.x : p.y;
@@ -20,16 +20,16 @@ float theta = greater ? 0.25 * PI * p.y / p.x : PI * (0.5 - 0.25 * p.x / p.y);
20
20
  return r * vec2(cos(theta), sin(theta));
21
21
  }
22
22
 
23
- Ray nM() {
24
- Ray cam = hC(v_Texcoord + sa());
23
+ Ray ow() {
24
+ Ray cam = eT(v_Texcoord + te());
25
25
  if (cameraApertureRadius > 0.0) {
26
26
 
27
27
  vec3 eye = viewInv[3].xyz;
28
- vec3 oj = -normalize(viewInv[2].xyz);
29
- vec3 qy = eye + cam.d * (cameraFocusDistance / dot(cam.d, oj));
30
- vec2 rK = cameraApertureRadius * oK(fp(CAMERA_LENS));
31
- vec3 origin = vec3(viewInv * vec4(rK, 0.0, 1.0));
32
- iC(cam, origin, normalize(qy - origin));
28
+ vec3 forward = -normalize(viewInv[2].xyz);
29
+ vec3 ju = eye + cam.d * (cameraFocusDistance / dot(cam.d, forward));
30
+ vec2 sH = cameraApertureRadius * kq(sample2D(CAMERA_LENS));
31
+ vec3 origin = vec3(viewInv * vec4(sH, 0.0, 1.0));
32
+ initRay(cam, origin, normalize(ju - origin));
33
33
  }
34
34
  return cam;
35
35
  }
@@ -0,0 +1,2 @@
1
+ declare const _default: "\nvec4 emissiveTexel(int i) { return fetchData(emissiveLightData,i,emissiveLightColumns); }\nvoid sampleEmissiveSceneLight(vec3 x, vec3 rnd, inout LightSampleRec ls) {\n ls.pdf=0.0;ls.isDelta=false;ls.sourceType=0;ls.sourceIndex=-1;\n if(emissiveChoiceCount<=0) return;\n float scaled=rnd.z*float(emissiveChoiceCount);int column=min(int(scaled),emissiveChoiceCount-1);\n vec4 first=emissiveTexel(emissiveChoiceOffset+column);\n int chosen=fract(scaled)<first.x?column:floatBitsToInt(first.y);\n vec4 choice=emissiveTexel(emissiveChoiceOffset+chosen);int kind=floatBitsToInt(choice.z),index=floatBitsToInt(choice.w);\n float pmf=emissiveTexel(emissivePmfOffset+chosen).x;\n if(kind==1) {\n#ifdef USE_ENVMAP\n sampleEnvLight(rnd.xy,ls);ls.pdf*=pmf;\n#endif\n } else if(kind==2) {\n#ifdef NUM_LIGHTS\n Light light=fetchLight(index);\n \n ls.sourceType=2;ls.sourceIndex=index;\n sampleAnalyticLight(light,x,rnd.xy,ls);ls.pdf*=pmf;\n#endif\n } else if(kind==3) {\n vec4 a=emissiveTexel(index*6),b=emissiveTexel(index*6+1),c=emissiveTexel(index*6+2);\n vec4 d=emissiveTexel(index*6+3),e=emissiveTexel(index*6+4),f=emissiveTexel(index*6+5);\n float u=sqrt(rnd.x);vec3 bary=vec3(1.0-u,u*(1.0-rnd.y),u*rnd.y);\n vec3 p=a.xyz*bary.x+b.xyz*bary.y+c.xyz*bary.z;\n ls.normal=normalize(cross(b.xyz-a.xyz,c.xyz-a.xyz));ls.direction=normalize(p-x);ls.dist=distance(x,p);\n float cosine=dot(ls.normal,-ls.direction);if(cosine<=0.0) return;\n OpenPbrResolvedMaterial m;\n getMaterial(m,int(c.w),bary.x*d.xy+bary.y*d.zw+bary.z*e.xy,bary.x*e.zw+bary.y*f.xy+bary.z*f.zw,0,vec3(1.0));\n ls.emission=m.emission;ls.pdf=pmf*ls.dist*ls.dist/max(b.w*cosine,1e-8);ls.sourceType=1;ls.sourceIndex=index;\n }\n}\n";
2
+ export default _default;
@@ -0,0 +1,35 @@
1
+ export default /* glsl */ `
2
+ vec4 ei(int i) { return fetchData(emissiveLightData,i,emissiveLightColumns); }
3
+ void jb(vec3 x, vec3 rnd, inout LightSampleRec ls) {
4
+ ls.pdf=0.0;ls.isDelta=false;ls.sourceType=0;ls.sourceIndex=-1;
5
+ if(emissiveChoiceCount<=0) return;
6
+ float scaled=rnd.z*float(emissiveChoiceCount);int column=min(int(scaled),emissiveChoiceCount-1);
7
+ vec4 first=ei(emissiveChoiceOffset+column);
8
+ int chosen=fract(scaled)<first.x?column:floatBitsToInt(first.y);
9
+ vec4 choice=ei(emissiveChoiceOffset+chosen);int kind=floatBitsToInt(choice.z),index=floatBitsToInt(choice.w);
10
+ float pmf=ei(emissivePmfOffset+chosen).x;
11
+ if(kind==1) {
12
+ #ifdef USE_ENVMAP
13
+ ig(rnd.xy,ls);ls.pdf*=pmf;
14
+ #endif
15
+ } else if(kind==2) {
16
+ #ifdef NUM_LIGHTS
17
+ Light light=fetchLight(index);
18
+
19
+ ls.sourceType=2;ls.sourceIndex=index;
20
+ sampleAnalyticLight(light,x,rnd.xy,ls);ls.pdf*=pmf;
21
+ #endif
22
+ } else if(kind==3) {
23
+ vec4 a=ei(index*6),b=ei(index*6+1),c=ei(index*6+2);
24
+ vec4 d=ei(index*6+3),e=ei(index*6+4),f=ei(index*6+5);
25
+ float u=sqrt(rnd.x);vec3 bary=vec3(1.0-u,u*(1.0-rnd.y),u*rnd.y);
26
+ vec3 p=a.xyz*bary.x+b.xyz*bary.y+c.xyz*bary.z;
27
+ ls.normal=normalize(cross(b.xyz-a.xyz,c.xyz-a.xyz));ls.direction=normalize(p-x);ls.dist=distance(x,p);
28
+ float cosine=dot(ls.normal,-ls.direction);if(cosine<=0.0) return;
29
+ OpenPbrResolvedMaterial m;
30
+ getMaterial(m,int(c.w),bary.x*d.xy+bary.y*d.zw+bary.z*e.xy,bary.x*e.zw+bary.y*f.xy+bary.z*f.zw,0,vec3(1.0));
31
+ ls.emission=m.emission;ls.pdf=pmf*ls.dist*ls.dist/max(b.w*cosine,1e-8);ls.sourceType=1;ls.sourceIndex=index;
32
+ }
33
+ }
34
+ `;
35
+ //# sourceMappingURL=emissiveLight.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"emissiveLight.glsl.js","sourceRoot":"","sources":["../../../../src/renderer/glsl/chunks/emissiveLight.glsl.ts"],"names":[],"mappings":"AAAA,eAAe,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiCzB,CAAC","sourcesContent":["export default /* glsl */ `\nvec4 emissiveTexel(int i) { return fetchData(emissiveLightData,i,emissiveLightColumns); }\nvoid sampleEmissiveSceneLight(vec3 x, vec3 rnd, inout LightSampleRec ls) {\n ls.pdf=0.0;ls.isDelta=false;ls.sourceType=0;ls.sourceIndex=-1;\n if(emissiveChoiceCount<=0) return;\n float scaled=rnd.z*float(emissiveChoiceCount);int column=min(int(scaled),emissiveChoiceCount-1);\n vec4 first=emissiveTexel(emissiveChoiceOffset+column);\n int chosen=fract(scaled)<first.x?column:floatBitsToInt(first.y);\n vec4 choice=emissiveTexel(emissiveChoiceOffset+chosen);int kind=floatBitsToInt(choice.z),index=floatBitsToInt(choice.w);\n float pmf=emissiveTexel(emissivePmfOffset+chosen).x;\n if(kind==1) {\n#ifdef USE_ENVMAP\n sampleEnvLight(rnd.xy,ls);ls.pdf*=pmf;\n#endif\n } else if(kind==2) {\n#ifdef NUM_LIGHTS\n Light light=fetchLight(index);\n \n ls.sourceType=2;ls.sourceIndex=index;\n sampleAnalyticLight(light,x,rnd.xy,ls);ls.pdf*=pmf;\n#endif\n } else if(kind==3) {\n vec4 a=emissiveTexel(index*6),b=emissiveTexel(index*6+1),c=emissiveTexel(index*6+2);\n vec4 d=emissiveTexel(index*6+3),e=emissiveTexel(index*6+4),f=emissiveTexel(index*6+5);\n float u=sqrt(rnd.x);vec3 bary=vec3(1.0-u,u*(1.0-rnd.y),u*rnd.y);\n vec3 p=a.xyz*bary.x+b.xyz*bary.y+c.xyz*bary.z;\n ls.normal=normalize(cross(b.xyz-a.xyz,c.xyz-a.xyz));ls.direction=normalize(p-x);ls.dist=distance(x,p);\n float cosine=dot(ls.normal,-ls.direction);if(cosine<=0.0) return;\n OpenPbrResolvedMaterial m;\n getMaterial(m,int(c.w),bary.x*d.xy+bary.y*d.zw+bary.z*e.xy,bary.x*e.zw+bary.y*f.xy+bary.z*f.zw,0,vec3(1.0));\n ls.emission=m.emission;ls.pdf=pmf*ls.dist*ls.dist/max(b.w*cosine,1e-8);ls.sourceType=1;ls.sourceIndex=index;\n }\n}\n`;\n"]}
@@ -11,21 +11,22 @@ export default createShaderMixin({
11
11
  envMapDistribution: Shader.uniform('sampler2D'),
12
12
  backgroundMap: Shader.uniform('sampler2D'),
13
13
  backgroundMapTransform: Shader.uniform('vec4', [1, 0, 1, 0]),
14
+ backgroundMapRotation: Shader.uniform('mat3', [1, 0, 0, 0, 1, 0, 0, 0, 1]),
14
15
  groundedBackgroundParams: Shader.uniform('vec4'),
15
16
  groundedBackgroundCenter: Shader.uniform('vec2')
16
17
  },
17
18
  main: glsl `
18
- vec2 eL(vec3 gh) {
19
+ vec2 eF(vec3 gh) {
19
20
  float phi = mod(atan(-gh.z, -gh.x), TWOPI);
20
21
  float theta = acos(clamp(gh.y, -1.0, 1.0));
21
22
  return vec2(phi * 0.5 * INVPI, theta * INVPI);
22
23
  }
23
24
 
24
- vec2 cY(vec3 mP) {
25
- return eL(transpose(environmentRotation) * mP);
25
+ vec2 cT(vec3 nD) {
26
+ return eF(transpose(environmentRotation) * nD);
26
27
  }
27
28
 
28
- float qB(float u, out int vOffset, out float pdf) {
29
+ float rv(float u, out int vOffset, out float pdf) {
29
30
  ivec2 size = textureSize(envMap, 0);
30
31
 
31
32
  int left = 0;
@@ -51,7 +52,7 @@ pdf = s0.y;
51
52
  return (float(vOffset) + (u - s0.x) / (s1.x - s0.x)) / float(size.y);
52
53
  }
53
54
 
54
- float qA(float u, int vOffset, out float pdf) {
55
+ float ru(float u, int vOffset, out float pdf) {
55
56
  ivec2 size = textureSize(envMap, 0);
56
57
 
57
58
  int left = 0;
@@ -65,123 +66,128 @@ left = mid + 1;
65
66
  right = mid;
66
67
  }
67
68
  }
68
- int oR = left - 1;
69
+ int pw = left - 1;
69
70
 
70
71
 
71
72
 
72
- vec2 s0 = texelFetch(envMapDistribution, ivec2(1 + oR, vOffset), 0).xy;
73
- vec2 s1 = texelFetch(envMapDistribution, ivec2(1 + oR + 1, vOffset), 0).xy;
73
+ vec2 s0 = texelFetch(envMapDistribution, ivec2(1 + pw, vOffset), 0).xy;
74
+ vec2 s1 = texelFetch(envMapDistribution, ivec2(1 + pw + 1, vOffset), 0).xy;
74
75
 
75
76
  pdf = s0.y;
76
77
 
77
- return (float(oR) + (u - s0.x) / (s1.x - s0.x)) / float(size.x);
78
+ return (float(pw) + (u - s0.x) / (s1.x - s0.x)) / float(size.x);
78
79
  }
79
80
 
80
81
 
81
- vec3 oL(vec2 random, out vec2 uv, out float pdf) {
82
- vec2 he;
82
+ float envMapSolidAnglePdf(vec2 partialPdf, float v) {
83
+ if (!(v > 0.0 && v < 1.0)) { return 0.0; }
84
+ float sinTheta = sin(min(v, 1.0 - v) * PI);
85
+ return partialPdf.x * partialPdf.y * INVPI2 / (2.0 * sinTheta);
86
+ }
87
+
88
+
89
+ vec3 pn(vec2 random, out vec2 uv, out float pdf) {
90
+ vec2 partialPdf;
83
91
  int vOffset;
84
92
 
85
- uv.y = qB(random.x, vOffset, he.y);
86
- uv.x = qA(random.y, vOffset, he.x);
93
+ uv.y = rv(random.x, vOffset, partialPdf.y);
94
+ uv.x = ru(random.y, vOffset, partialPdf.x);
87
95
 
88
96
  float phi = uv.x * TWOPI;
89
97
  float theta = uv.y * PI;
90
- float cc = cos(theta);
98
+ float ct = cos(theta);
91
99
  float sinTheta = sin(theta);
92
- float ul = cos(phi);
93
- float uw = sin(phi);
100
+ float vZ = cos(phi);
101
+ float wr = sin(phi);
94
102
 
95
- vec3 dir = vec3(-sinTheta * ul, cc, -sinTheta * uw);
103
+ vec3 dir = vec3(-sinTheta * vZ, ct, -sinTheta * wr);
96
104
 
97
- pdf = he.x * he.y * INVPI2 / (2.0 * sinTheta);
105
+ pdf = envMapSolidAnglePdf(partialPdf, uv.y);
98
106
 
99
107
  return environmentRotation * dir;
100
108
  }
101
109
 
102
- float iB(vec2 uv) {
110
+ float envMapPdf(vec2 uv) {
103
111
  vec2 size = vec2(textureSize(envMap, 0));
104
112
 
105
- float sinTheta = sin(uv.y * PI);
106
-
107
- uv *= size;
113
+ ivec2 pixel = clamp(ivec2(uv * size), ivec2(0), ivec2(size) - ivec2(1));
108
114
 
109
- float sL = texelFetch(envMapDistribution, ivec2(1.0 + uv.x, uv.y), 0).y;
110
- float sM = texelFetch(envMapDistribution, ivec2(0, uv.y), 0).y;
115
+ float ue = texelFetch(envMapDistribution, ivec2(1 + pixel.x, pixel.y), 0).y;
116
+ float uf = texelFetch(envMapDistribution, ivec2(0, pixel.y), 0).y;
111
117
 
112
- return sL * sM * INVPI2 / (2.0 * sinTheta);
118
+ return envMapSolidAnglePdf(vec2(ue, uf), uv.y);
113
119
  }
114
120
 
115
- float dq(vec3 sN, float height, float radius) {
116
- float fR = length(sN);
117
- if (fR < 0.00001) {
121
+ float di(vec3 point, float height, float radius) {
122
+ float fQ = length(point);
123
+ if (fQ < 0.00001) {
118
124
  return -radius;
119
125
  }
120
126
 
121
- float iG = radius * sN.y / fR;
127
+ float iG = radius * point.y / fQ;
122
128
  float iq = -1.5 * height;
123
- float ev;
129
+ float eq;
124
130
  if (iG >= 0.0) {
125
- ev = radius;
131
+ eq = radius;
126
132
  } else if (iG < iq) {
127
- ev = -height * fR / sN.y;
133
+ eq = -height * fQ / point.y;
128
134
  } else {
129
- float dW = 1.0
135
+ float cv = 1.0
130
136
  - iG * iG / (3.0 * iq * iq);
131
- ev = radius * dW;
137
+ eq = radius * cv;
132
138
  }
133
- return fR - ev;
139
+ return fQ - eq;
134
140
  }
135
141
 
136
- vec3 eT(vec3 origin, vec3 d) {
142
+ vec3 eM(vec3 origin, vec3 d) {
137
143
  #ifdef USE_GROUNDED_BACKGROUND
138
144
  float height = groundedBackgroundParams.x;
139
145
  float radius = groundedBackgroundParams.y;
140
- float vN = groundedBackgroundParams.z;
141
- vec3 bY = normalize(d);
142
- vec3 bB = origin - vec3(
146
+ float yd = groundedBackgroundParams.z;
147
+ vec3 bS = normalize(d);
148
+ vec3 bs = origin - vec3(
143
149
  groundedBackgroundCenter.x,
144
- vN + height,
150
+ yd + height,
145
151
  groundedBackgroundCenter.y
146
152
  );
147
153
 
148
154
 
149
155
 
150
- float eJ = dot(bB, bY);
151
- float ej = eJ * eJ
152
- - dot(bB, bB) + radius * radius;
153
- if (ej > 0.0) {
154
- float cC = -eJ + sqrt(ej);
156
+ float eE = dot(bs, bS);
157
+ float bj = eE * eE
158
+ - dot(bs, bs) + radius * radius;
159
+ if (bj > 0.0) {
160
+ float cw = -eE + sqrt(bj);
155
161
  if (
156
- cC > 0.0
157
- && dq(bB, height, radius) <= 0.0
162
+ cw > 0.0
163
+ && di(bs, height, radius) <= 0.0
158
164
  ) {
159
- vec3 nO = bB + bY * cC;
160
- if (nO.y >= 0.0) {
161
- return normalize(nO);
165
+ vec3 oA = bs + bS * cw;
166
+ if (oA.y >= 0.0) {
167
+ return normalize(oA);
162
168
  }
163
169
 
164
- if (bY.y < -0.00001 && radius > 1.5 * height) {
165
- float hT = (-height - bB.y) / bY.y;
166
- vec3 nE = bB + bY * hT;
167
- float om = (2.0 / 3.0)
170
+ if (bS.y < -0.00001 && radius > 1.5 * height) {
171
+ float hP = (-height - bs.y) / bS.y;
172
+ vec3 ot = bs + bS * hP;
173
+ float oT = (2.0 / 3.0)
168
174
  * sqrt(radius * radius - 2.25 * height * height);
169
- if (hT > 0.0 && length(nE.xz) <= om) {
170
- return normalize(nE);
175
+ if (hP > 0.0 && length(ot.xz) <= oT) {
176
+ return normalize(ot);
171
177
  }
172
178
  }
173
179
 
174
- float cN = 0.0;
180
+ float cI = 0.0;
175
181
  for (int i = 0; i < 14; i++) {
176
- float fh = (cN + cC) * 0.5;
177
- vec3 pL = bB + bY * fh;
178
- if (dq(pL, height, radius) > 0.0) {
179
- cC = fh;
182
+ float fd = (cI + cw) * 0.5;
183
+ vec3 qq = bs + bS * fd;
184
+ if (di(qq, height, radius) > 0.0) {
185
+ cw = fd;
180
186
  } else {
181
- cN = fh;
187
+ cI = fd;
182
188
  }
183
189
  }
184
- vec3 hit = bB + bY * ((cN + cC) * 0.5);
190
+ vec3 hit = bs + bS * ((cI + cw) * 0.5);
185
191
  return normalize(hit);
186
192
  }
187
193
  }
@@ -189,15 +195,15 @@ return normalize(hit);
189
195
  return d;
190
196
  }
191
197
 
192
- vec4 cx(vec3 origin, vec3 d) {
193
- d = eT(origin, d);
198
+ vec4 cn(vec3 origin, vec3 d) {
199
+ d = eM(origin, d);
194
200
  #ifdef USE_BACKGROUND
195
201
  vec4 t = backgroundMapTransform;
196
202
  d = vec3(t.x * d.x - t.y * d.z, d.y, t.y * d.x + t.x * d.z);
197
- vec4 aW = textureLinear(backgroundMap, eL(d));
203
+ vec4 aW = textureLinear(backgroundMap, eF(transpose(backgroundMapRotation) * d));
198
204
  return vec4(aW.rgb * t.z, aW.a);
199
205
  #else
200
- return textureLinear(backgroundMap, cY(d));
206
+ return textureLinear(backgroundMap, cT(d));
201
207
  #endif
202
208
  }`
203
209
  });