@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 +1,109 @@
1
+ import { retainedShaderCapacity } from './shaderCapacity.js';
2
+ import { packWgpuAnalyticLights } from './wgpuSceneUniform.js';
3
+ import { normalizeBounces } from './pathLimits.js';
4
+ import { normalizeDirectLightCandidates, DEFAULT_BEVEL_SAMPLES } from './renderingLimits.js';
5
+ import { samplingPatternCode, zSobolLog2SPP } from './sampling.js';
6
+ import { LightChoiceBuffer, buildLightAliasTable, buildShadowCatcherLightAliasTable, estimateAnalyticLightPower, packEmissiveTriangles, packIESProfiles, LIGHT_CHOICE_ENVIRONMENT, LIGHT_CHOICE_ANALYTIC, LIGHT_CHOICE_EMISSIVE_TRIANGLE, LIGHT_DOMAIN_ENVIRONMENT, LIGHT_DOMAIN_INFINITE, LIGHT_DOMAIN_LOCAL_AND_EMISSIVE } from './lightSampling.js';
7
+ export function initialSceneConstants() {
8
+ return { USE_BACKGROUND: false, USE_BACKGROUND_MAP: false, USE_GROUNDED_BACKGROUND: false,
9
+ SAMPLING_PATTERN: 0, BEVEL_SAMPLES: DEFAULT_BEVEL_SAMPLES };
10
+ }
11
+ export function sceneAttributeLayout(geometry) {
12
+ const names = ['position', 'normal', 'uv', 'uv1', 'color', 'tangent', 'materialIndex'];
13
+ const offsets = [];
14
+ const constants = { USE_UV: geometry.uv != null, USE_VERTEX_COLOR: geometry.color != null };
15
+ let stride = 0;
16
+ for (const name of names) {
17
+ offsets.push(stride);
18
+ constants[name.toUpperCase() + '_OFF'] = stride / 4;
19
+ if (geometry[name])
20
+ stride += 4;
21
+ }
22
+ constants.ATTR_STRIDE = stride / 4;
23
+ return { stride, offsets, constants };
24
+ }
25
+ export function sceneTraversalConstants(tlas, blas, previous = {}) {
26
+ return { TLAS_STACK_SIZE: retainedShaderCapacity(tlas, Number(previous.TLAS_STACK_SIZE ?? 0)),
27
+ BLAS_STACK_SIZE: retainedShaderCapacity(blas, Number(previous.BLAS_STACK_SIZE ?? 0), 32) };
28
+ }
29
+ export function writeTraceQuality(views, options) {
30
+ views.bounces[0] = normalizeBounces(options.bounces);
31
+ views.bevel[0] = Number(options.bevel);
32
+ views.dispersionWavelengths[0] = options.dispersionWavelengths;
33
+ views.directLightCandidates[0] = normalizeDirectLightCandidates(options.directLightCandidates);
34
+ }
35
+ export function traceSampling(pattern, maxSamples, sequenceSeed) {
36
+ const code = samplingPatternCode(pattern);
37
+ return { code, logSPP: zSobolLog2SPP(code === 1 ? maxSamples - 1 : maxSamples), seed: sequenceSeed >>> 0 };
38
+ }
39
+ export function writeTraceSampling(views, sampling) {
40
+ views.sequenceSeed[0] = sampling.seed;
41
+ views.zSobolLogSPP[0] = sampling.logSPP;
42
+ }
43
+ // The Web path may reuse its choice/texture scratch allocations. Native consumes
44
+ // exactly the same assembly without a GPU device, canvas or browser light facade.
45
+ export function prepareSceneLightSampling(lights, emissive, environmentPower, maxDimension, choices = new LightChoiceBuffer(), scratch, catcherChoices) {
46
+ choices.reserve(1 + lights.length + emissive.length);
47
+ choices.push(LIGHT_CHOICE_ENVIRONMENT, 0, environmentPower);
48
+ for (let i = 0; i < lights.length; i++)
49
+ choices.push(LIGHT_CHOICE_ANALYTIC, i, estimateAnalyticLightPower(lights[i]));
50
+ for (let i = 0; i < emissive.length; i++)
51
+ choices.push(LIGHT_CHOICE_EMISSIVE_TRIANGLE, i, emissive[i].area * emissive[i].samplingLuminance);
52
+ const distribution = buildLightAliasTable(choices);
53
+ // Without emissive triangles the catcher shares the main table; otherwise
54
+ // its own table follows the main choices in the texture.
55
+ const catcherDistribution = buildShadowCatcherLightAliasTable(choices, catcherChoices);
56
+ const shadowCatcherChoiceOffset = catcherDistribution ? choices.count : 0;
57
+ const shadowCatcherChoiceCount = catcherDistribution ? catcherDistribution.pmfs.length : choices.count;
58
+ const domains = { environment: { count: 0, weight: 0, pmf: 0 }, infinite: { count: 0, weight: 0, pmf: 0 }, localAndEmissive: { count: 0, weight: 0, pmf: 0 } };
59
+ const domainList = [domains.environment, domains.infinite, domains.localAndEmissive];
60
+ const analyticPmfs = new Array(lights.length).fill(0);
61
+ let environmentPmf = 0;
62
+ for (let i = 0; i < choices.count; i++) {
63
+ const type = choices.sourceTypes[i], source = choices.sourceIndices[i], pmf = distribution.pmfs[i];
64
+ const domainIndex = type === LIGHT_CHOICE_ENVIRONMENT ? LIGHT_DOMAIN_ENVIRONMENT :
65
+ type === LIGHT_CHOICE_ANALYTIC && lights[source]?.type === 'DirectionalLight' ? LIGHT_DOMAIN_INFINITE : LIGHT_DOMAIN_LOCAL_AND_EMISSIVE;
66
+ const domain = domainList[domainIndex];
67
+ domain.count++;
68
+ domain.weight += choices.weights[i];
69
+ domain.pmf += pmf;
70
+ if (type === LIGHT_CHOICE_ENVIRONMENT)
71
+ environmentPmf = pmf;
72
+ else if (type === LIGHT_CHOICE_ANALYTIC)
73
+ analyticPmfs[source] = pmf;
74
+ else
75
+ emissive[source].selectionPmf = pmf;
76
+ }
77
+ const choiceTexels = Math.max(choices.count + (catcherDistribution ? shadowCatcherChoiceCount : 0), 1);
78
+ const emissiveTexels = emissive.length * 6, profileStart = emissiveTexels + choiceTexels;
79
+ const profiles = packIESProfiles(lights, profileStart), totalTexels = Math.max(profileStart + profiles.texelCount, 1);
80
+ const width = Math.min(maxDimension, Math.max(16, Math.ceil(Math.sqrt(totalTexels) / 16) * 16));
81
+ const height = Math.ceil(totalTexels / width);
82
+ if (height > maxDimension)
83
+ throw new Error('Too many emissive triangles for the light sampling texture.');
84
+ const lightData = scratch?.length === width * height * 4 ? scratch : new Float32Array(width * height * 4);
85
+ lightData.fill(0);
86
+ if (emissive.length)
87
+ packEmissiveTriangles(emissive, lightData);
88
+ new Uint32Array(lightData.buffer).set(distribution.choices, emissiveTexels * 4);
89
+ if (catcherDistribution && shadowCatcherChoiceCount) {
90
+ new Uint32Array(lightData.buffer).set(catcherDistribution.choices, (emissiveTexels + choices.count) * 4);
91
+ }
92
+ lightData.set(profiles.data, profileStart * 4);
93
+ return { lightData, lightWidth: width, lightHeight: height, analyticPmfs, profiles, environmentPmf,
94
+ choiceCount: choices.count, totalWeight: distribution.totalWeight, emissiveTexels, domains,
95
+ shadowCatcherChoiceOffset, shadowCatcherChoiceCount };
96
+ }
97
+ export function writeTraceLighting(views, data) {
98
+ views.envLightPmf[0] = data.environmentPmf;
99
+ views.lightChoiceCount[0] = data.choiceCount;
100
+ views.shadowCatcherChoiceOffset[0] = data.shadowCatcherChoiceOffset;
101
+ views.shadowCatcherChoiceCount[0] = data.shadowCatcherChoiceCount;
102
+ views.lightWeightTotal[0] = data.totalWeight;
103
+ views.lightSamplingTextureWidth[0] = data.lightWidth;
104
+ views.lightChoiceTexelOffset[0] = data.emissiveTexels;
105
+ }
106
+ export function packSceneAnalyticLights(lights, textureIndices, pmfs, profileOffset) {
107
+ return packWgpuAnalyticLights(lights, textureIndices, pmfs, profileOffset);
108
+ }
109
+ //# sourceMappingURL=sceneAssembly.js.map
@@ -0,0 +1 @@
1
+ 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type Geometry from '../scene/Geometry.js';\nimport type {AnalyticLightState} from '../scene/lightState.js';\nimport {retainedShaderCapacity} from './shaderCapacity.js';\nimport {makeRayTraceUniform, packWgpuAnalyticLights} from './wgpuSceneUniform.js';\nimport {normalizeBounces} from './pathLimits.js';\nimport {normalizeDirectLightCandidates, DEFAULT_BEVEL_SAMPLES} from './renderingLimits.js';\nimport {samplingPatternCode, zSobolLog2SPP, type SamplingPattern} from './sampling.js';\nimport {LightChoiceBuffer, buildLightAliasTable, buildShadowCatcherLightAliasTable, estimateAnalyticLightPower, packEmissiveTriangles, packIESProfiles,\n LIGHT_CHOICE_ENVIRONMENT, LIGHT_CHOICE_ANALYTIC, LIGHT_CHOICE_EMISSIVE_TRIANGLE,\n LIGHT_DOMAIN_ENVIRONMENT, LIGHT_DOMAIN_INFINITE, LIGHT_DOMAIN_LOCAL_AND_EMISSIVE,\n type EmissiveTriangle} from './lightSampling.js';\n\ntype TraceViews = ReturnType<typeof makeRayTraceUniform>['views'];\n\nexport function initialSceneConstants(): Record<string, boolean | number> {\n return {USE_BACKGROUND: false, USE_BACKGROUND_MAP: false, USE_GROUNDED_BACKGROUND: false,\n SAMPLING_PATTERN: 0, BEVEL_SAMPLES: DEFAULT_BEVEL_SAMPLES};\n}\n\nexport function sceneAttributeLayout(geometry: Geometry) {\n const names = ['position', 'normal', 'uv', 'uv1', 'color', 'tangent', 'materialIndex'] as const;\n const offsets: number[] = [];\n const constants: Record<string, boolean | number> = {USE_UV: geometry.uv != null, USE_VERTEX_COLOR: geometry.color != null};\n let stride = 0;\n for (const name of names) {\n offsets.push(stride); constants[name.toUpperCase() + '_OFF'] = stride / 4;\n if (geometry[name]) stride += 4;\n }\n constants.ATTR_STRIDE = stride / 4;\n return {stride, offsets, constants};\n}\n\nexport function sceneTraversalConstants(tlas: number, blas: number, previous: Record<string, boolean | number> = {}) {\n return {TLAS_STACK_SIZE: retainedShaderCapacity(tlas, Number(previous.TLAS_STACK_SIZE ?? 0)),\n BLAS_STACK_SIZE: retainedShaderCapacity(blas, Number(previous.BLAS_STACK_SIZE ?? 0), 32)};\n}\n\nexport function writeTraceQuality(views: TraceViews, options: {bounces: number; bevel: boolean; dispersionWavelengths: 1 | 3; directLightCandidates: number}) {\n views.bounces[0] = normalizeBounces(options.bounces);\n views.bevel[0] = Number(options.bevel);\n views.dispersionWavelengths[0] = options.dispersionWavelengths;\n views.directLightCandidates[0] = normalizeDirectLightCandidates(options.directLightCandidates);\n}\n\nexport function traceSampling(pattern: SamplingPattern, maxSamples: number, sequenceSeed: number) {\n const code = samplingPatternCode(pattern);\n return {code, logSPP: zSobolLog2SPP(code === 1 ? maxSamples - 1 : maxSamples), seed: sequenceSeed >>> 0};\n}\nexport function writeTraceSampling(views: TraceViews, sampling: ReturnType<typeof traceSampling>) {\n views.sequenceSeed[0] = sampling.seed; views.zSobolLogSPP[0] = sampling.logSPP;\n}\n\n// The Web path may reuse its choice/texture scratch allocations. Native consumes\n// exactly the same assembly without a GPU device, canvas or browser light facade.\nexport function prepareSceneLightSampling(lights: AnalyticLightState[], emissive: EmissiveTriangle[], environmentPower: number,\n maxDimension: number, choices = new LightChoiceBuffer(), scratch?: Float32Array, catcherChoices?: LightChoiceBuffer) {\n choices.reserve(1 + lights.length + emissive.length);\n choices.push(LIGHT_CHOICE_ENVIRONMENT, 0, environmentPower);\n for (let i = 0; i < lights.length; i++) choices.push(LIGHT_CHOICE_ANALYTIC, i, estimateAnalyticLightPower(lights[i]));\n for (let i = 0; i < emissive.length; i++) choices.push(LIGHT_CHOICE_EMISSIVE_TRIANGLE, i, emissive[i].area * emissive[i].samplingLuminance);\n const distribution = buildLightAliasTable(choices);\n // Without emissive triangles the catcher shares the main table; otherwise\n // its own table follows the main choices in the texture.\n const catcherDistribution = buildShadowCatcherLightAliasTable(choices, catcherChoices);\n const shadowCatcherChoiceOffset = catcherDistribution ? choices.count : 0;\n const shadowCatcherChoiceCount = catcherDistribution ? catcherDistribution.pmfs.length : choices.count;\n const domains = {environment: {count: 0, weight: 0, pmf: 0}, infinite: {count: 0, weight: 0, pmf: 0}, localAndEmissive: {count: 0, weight: 0, pmf: 0}};\n const domainList = [domains.environment, domains.infinite, domains.localAndEmissive];\n const analyticPmfs = new Array<number>(lights.length).fill(0);\n let environmentPmf = 0;\n for (let i = 0; i < choices.count; i++) {\n const type = choices.sourceTypes[i], source = choices.sourceIndices[i], pmf = distribution.pmfs[i];\n const domainIndex = type === LIGHT_CHOICE_ENVIRONMENT ? LIGHT_DOMAIN_ENVIRONMENT :\n type === LIGHT_CHOICE_ANALYTIC && lights[source]?.type === 'DirectionalLight' ? LIGHT_DOMAIN_INFINITE : LIGHT_DOMAIN_LOCAL_AND_EMISSIVE;\n const domain = domainList[domainIndex]; domain.count++; domain.weight += choices.weights[i]; domain.pmf += pmf;\n if (type === LIGHT_CHOICE_ENVIRONMENT) environmentPmf = pmf;\n else if (type === LIGHT_CHOICE_ANALYTIC) analyticPmfs[source] = pmf;\n else emissive[source].selectionPmf = pmf;\n }\n const choiceTexels = Math.max(choices.count + (catcherDistribution ? shadowCatcherChoiceCount : 0), 1);\n const emissiveTexels = emissive.length * 6, profileStart = emissiveTexels + choiceTexels;\n const profiles = packIESProfiles(lights, profileStart), totalTexels = Math.max(profileStart + profiles.texelCount, 1);\n const width = Math.min(maxDimension, Math.max(16, Math.ceil(Math.sqrt(totalTexels) / 16) * 16));\n const height = Math.ceil(totalTexels / width);\n if (height > maxDimension) throw new Error('Too many emissive triangles for the light sampling texture.');\n const lightData = scratch?.length === width * height * 4 ? scratch : new Float32Array(width * height * 4);\n lightData.fill(0);\n if (emissive.length) packEmissiveTriangles(emissive, lightData);\n new Uint32Array(lightData.buffer).set(distribution.choices, emissiveTexels * 4);\n if (catcherDistribution && shadowCatcherChoiceCount) {\n new Uint32Array(lightData.buffer).set(catcherDistribution.choices, (emissiveTexels + choices.count) * 4);\n }\n lightData.set(profiles.data, profileStart * 4);\n return {lightData, lightWidth: width, lightHeight: height, analyticPmfs, profiles, environmentPmf,\n choiceCount: choices.count, totalWeight: distribution.totalWeight, emissiveTexels, domains,\n shadowCatcherChoiceOffset, shadowCatcherChoiceCount};\n}\n\nexport function writeTraceLighting(views: TraceViews, data: {environmentPmf: number; choiceCount: number; totalWeight: number; lightWidth: number; emissiveTexels: number;\n shadowCatcherChoiceOffset: number; shadowCatcherChoiceCount: number}) {\n views.envLightPmf[0] = data.environmentPmf; views.lightChoiceCount[0] = data.choiceCount;\n views.shadowCatcherChoiceOffset[0] = data.shadowCatcherChoiceOffset; views.shadowCatcherChoiceCount[0] = data.shadowCatcherChoiceCount;\n views.lightWeightTotal[0] = data.totalWeight; views.lightSamplingTextureWidth[0] = data.lightWidth;\n views.lightChoiceTexelOffset[0] = data.emissiveTexels;\n}\n\nexport function packSceneAnalyticLights(lights: AnalyticLightState[], textureIndices: number[], pmfs: number[], profileOffset: (index: number) => number) {\n return packWgpuAnalyticLights(lights, textureIndices, pmfs, profileOffset);\n}\n"]}
@@ -0,0 +1,39 @@
1
+ import type MeshState from '../scene/MeshState.js';
2
+ import type MaterialState from '../scene/MaterialState.js';
3
+ import type Geometry from '../scene/Geometry.js';
4
+ export interface SceneChangeSet {
5
+ meshes: 'none' | 'incremental' | 'full';
6
+ transforms: MeshState[];
7
+ colors: MeshState[];
8
+ geometries: Geometry[];
9
+ materials: MaterialState[];
10
+ lights: boolean;
11
+ background: boolean;
12
+ }
13
+ export interface TrackedScene<L, B> {
14
+ meshes: MeshState[];
15
+ lights: L[];
16
+ background?: B;
17
+ }
18
+ export interface SceneSnapshotAdapter<L, B, MaterialSnapshot, LightSnapshot, BackgroundSnapshot> {
19
+ validateMesh: (mesh: MeshState) => void;
20
+ /** previous: the committed snapshot; retired: storage from the other buffer that may be reused. */
21
+ captureMaterial: (material: MaterialState, previous: MaterialSnapshot | undefined, retired: MaterialSnapshot | undefined) => MaterialSnapshot;
22
+ materialMatches: (material: MaterialState, snapshot: MaterialSnapshot) => boolean;
23
+ captureLight: (light: L) => LightSnapshot;
24
+ lightsEqual: (a: LightSnapshot, b: LightSnapshot) => boolean;
25
+ captureBackground: (background: B | undefined) => BackgroundSnapshot;
26
+ backgroundsEqual: (a: BackgroundSnapshot, b: BackgroundSnapshot) => boolean;
27
+ }
28
+ /** Detects edits without accepting them until the platform has received the scene. */
29
+ export declare class SceneChangeTracker<L, B, MaterialSnapshot, LightSnapshot, BackgroundSnapshot> {
30
+ private adapter;
31
+ private snapshot;
32
+ private pending;
33
+ private spare;
34
+ private seen;
35
+ constructor(adapter: SceneSnapshotAdapter<L, B, MaterialSnapshot, LightSnapshot, BackgroundSnapshot>);
36
+ detect(scene: TrackedScene<L, B>): SceneChangeSet;
37
+ commit(): void;
38
+ reset(): void;
39
+ }
@@ -0,0 +1,307 @@
1
+ function sameFloat32(a, b) {
2
+ if (a === undefined || b === undefined)
3
+ return a === undefined && b === undefined;
4
+ return a === b;
5
+ }
6
+ function sameInt32(a, b) {
7
+ if (a === undefined || b === undefined)
8
+ return a === undefined && b === undefined;
9
+ return a === b;
10
+ }
11
+ function sameIndices(a, b) {
12
+ if (a instanceof Uint16Array)
13
+ return b instanceof Uint16Array && a === b;
14
+ if (b instanceof Uint16Array)
15
+ return false;
16
+ return a === b;
17
+ }
18
+ function indexLength(indices) {
19
+ if (indices instanceof Uint16Array)
20
+ return indices.length;
21
+ return indices.length;
22
+ }
23
+ function matrixEquals(matrix, previous, offset) {
24
+ if (matrix instanceof Float32Array) {
25
+ for (let k = 0; k < 16; k++)
26
+ if (!Object.is(matrix[k], previous[offset + k]))
27
+ return false;
28
+ }
29
+ else {
30
+ for (let k = 0; k < 16; k++)
31
+ if (!Object.is(matrix[k], previous[offset + k]))
32
+ return false;
33
+ }
34
+ return true;
35
+ }
36
+ function storeMatrix(matrix, target, offset) {
37
+ if (matrix instanceof Float32Array)
38
+ target.set(matrix, offset);
39
+ else
40
+ target.set(matrix, offset);
41
+ }
42
+ /** Attribute array identities, lengths and item sizes; any change needs a full mesh update. */
43
+ class GeometryStorage {
44
+ position;
45
+ positionSize;
46
+ normal;
47
+ normalSize;
48
+ indices;
49
+ indicesLength;
50
+ indicesSize;
51
+ tangent = undefined;
52
+ tangentSize = 0;
53
+ uv = undefined;
54
+ uvSize = 0;
55
+ uv1 = undefined;
56
+ uv1Size = 0;
57
+ color = undefined;
58
+ colorSize = 0;
59
+ materialIndex = undefined;
60
+ materialIndexSize = 0;
61
+ lengths = [0, 0, 0, 0, 0, 0, 0];
62
+ constructor(geometry) {
63
+ this.position = geometry.position.array;
64
+ this.positionSize = geometry.position.itemSize;
65
+ this.normal = geometry.normal.array;
66
+ this.normalSize = geometry.normal.itemSize;
67
+ this.indices = geometry.indices.array;
68
+ this.indicesLength = indexLength(geometry.indices.array);
69
+ this.indicesSize = geometry.indices.itemSize;
70
+ this.capture(geometry);
71
+ }
72
+ capture(geometry) {
73
+ this.position = geometry.position.array;
74
+ this.positionSize = geometry.position.itemSize;
75
+ this.normal = geometry.normal.array;
76
+ this.normalSize = geometry.normal.itemSize;
77
+ this.indices = geometry.indices.array;
78
+ this.indicesLength = indexLength(geometry.indices.array);
79
+ this.indicesSize = geometry.indices.itemSize;
80
+ const tangent = geometry.tangent, uv = geometry.uv, uv1 = geometry.uv1, color = geometry.color, materialIndex = geometry.materialIndex;
81
+ this.tangent = tangent ? tangent.array : undefined;
82
+ this.tangentSize = tangent ? tangent.itemSize : 0;
83
+ this.uv = uv ? uv.array : undefined;
84
+ this.uvSize = uv ? uv.itemSize : 0;
85
+ this.uv1 = uv1 ? uv1.array : undefined;
86
+ this.uv1Size = uv1 ? uv1.itemSize : 0;
87
+ this.color = color ? color.array : undefined;
88
+ this.colorSize = color ? color.itemSize : 0;
89
+ this.materialIndex = materialIndex ? materialIndex.array : undefined;
90
+ this.materialIndexSize = materialIndex ? materialIndex.itemSize : 0;
91
+ const lengths = this.lengths;
92
+ lengths[0] = geometry.position.array.length;
93
+ lengths[1] = geometry.normal.array.length;
94
+ lengths[2] = tangent ? tangent.array.length : -1;
95
+ lengths[3] = uv ? uv.array.length : -1;
96
+ lengths[4] = uv1 ? uv1.array.length : -1;
97
+ lengths[5] = color ? color.array.length : -1;
98
+ lengths[6] = materialIndex ? materialIndex.array.length : -1;
99
+ }
100
+ matches(geometry) {
101
+ const tangent = geometry.tangent, uv = geometry.uv, uv1 = geometry.uv1, color = geometry.color, materialIndex = geometry.materialIndex;
102
+ const lengths = this.lengths;
103
+ return this.position === geometry.position.array && this.positionSize === geometry.position.itemSize &&
104
+ lengths[0] === geometry.position.array.length &&
105
+ this.normal === geometry.normal.array && this.normalSize === geometry.normal.itemSize &&
106
+ lengths[1] === geometry.normal.array.length &&
107
+ sameIndices(this.indices, geometry.indices.array) && this.indicesLength === indexLength(geometry.indices.array) &&
108
+ this.indicesSize === geometry.indices.itemSize &&
109
+ sameFloat32(this.tangent, tangent ? tangent.array : undefined) && this.tangentSize === (tangent ? tangent.itemSize : 0) &&
110
+ lengths[2] === (tangent ? tangent.array.length : -1) &&
111
+ sameFloat32(this.uv, uv ? uv.array : undefined) && this.uvSize === (uv ? uv.itemSize : 0) &&
112
+ lengths[3] === (uv ? uv.array.length : -1) &&
113
+ sameFloat32(this.uv1, uv1 ? uv1.array : undefined) && this.uv1Size === (uv1 ? uv1.itemSize : 0) &&
114
+ lengths[4] === (uv1 ? uv1.array.length : -1) &&
115
+ sameFloat32(this.color, color ? color.array : undefined) && this.colorSize === (color ? color.itemSize : 0) &&
116
+ lengths[5] === (color ? color.array.length : -1) &&
117
+ sameInt32(this.materialIndex, materialIndex ? materialIndex.array : undefined) &&
118
+ this.materialIndexSize === (materialIndex ? materialIndex.itemSize : 0) &&
119
+ lengths[6] === (materialIndex ? materialIndex.array.length : -1);
120
+ }
121
+ }
122
+ class MeshSnapshot {
123
+ aovId;
124
+ mesh;
125
+ geometry;
126
+ version;
127
+ dynamic;
128
+ storage;
129
+ materials = [];
130
+ instanced = false;
131
+ instanceCount = 0;
132
+ instanceVersion = 0;
133
+ colorVersion = 0;
134
+ instanceTransforms = undefined;
135
+ instanceColors = undefined;
136
+ constructor(mesh) {
137
+ this.aovId = mesh.aovId;
138
+ this.mesh = mesh;
139
+ this.geometry = mesh.geometry;
140
+ this.version = mesh.geometry.version;
141
+ this.dynamic = mesh.geometry.dynamic;
142
+ this.storage = new GeometryStorage(mesh.geometry);
143
+ }
144
+ capture(mesh) {
145
+ this.aovId = mesh.aovId;
146
+ this.mesh = mesh;
147
+ this.geometry = mesh.geometry;
148
+ this.version = mesh.geometry.version;
149
+ this.dynamic = mesh.geometry.dynamic;
150
+ this.storage.capture(mesh.geometry);
151
+ const instance = mesh.instanceData;
152
+ this.instanced = instance !== undefined;
153
+ this.instanceCount = instance ? instance.count : 0;
154
+ this.instanceVersion = instance ? instance.transformsVersion : 0;
155
+ this.colorVersion = instance ? instance.colorsVersion : 0;
156
+ this.instanceTransforms = instance ? instance.transforms : undefined;
157
+ this.instanceColors = instance ? instance.colors : undefined;
158
+ this.materials.length = 0;
159
+ for (let k = 0; k < mesh.materials.length; k++)
160
+ this.materials.push(mesh.materials[k]);
161
+ }
162
+ }
163
+ class Snapshot {
164
+ meshList;
165
+ meshes = [];
166
+ matrices;
167
+ materials = new Map();
168
+ lightList;
169
+ lights = [];
170
+ background;
171
+ constructor(meshes, lights, background) {
172
+ this.meshList = meshes;
173
+ this.matrices = new Float64Array(meshes.length * 16);
174
+ this.lightList = lights;
175
+ this.background = background;
176
+ }
177
+ }
178
+ /** Detects edits without accepting them until the platform has received the scene. */
179
+ export class SceneChangeTracker {
180
+ adapter;
181
+ snapshot = undefined;
182
+ pending = undefined;
183
+ spare = undefined;
184
+ seen = new Set();
185
+ constructor(adapter) { this.adapter = adapter; }
186
+ detect(scene) {
187
+ const adapter = this.adapter, old = this.snapshot, meshes = scene.meshes;
188
+ let full = old === undefined || old.meshList !== meshes || old.meshes.length !== meshes.length;
189
+ const transforms = [];
190
+ const colors = [];
191
+ const geometries = new Set();
192
+ const materials = [];
193
+ const seen = this.seen;
194
+ seen.clear();
195
+ for (let i = 0; i < meshes.length; i++) {
196
+ const mesh = meshes[i];
197
+ const prev = old !== undefined && i < old.meshes.length ? old.meshes[i] : undefined;
198
+ let instanceChanged = false;
199
+ const instance = mesh.instanceData;
200
+ if (instance) {
201
+ adapter.validateMesh(mesh);
202
+ if (prev === undefined || !prev.instanced || prev.instanceCount !== instance.count)
203
+ full = true;
204
+ if (prev !== undefined && prev.mesh === mesh &&
205
+ (prev.colorVersion !== instance.colorsVersion || !sameFloat32(prev.instanceColors, instance.colors)))
206
+ colors.push(mesh);
207
+ if (prev !== undefined && prev.mesh === mesh &&
208
+ (prev.instanceVersion !== instance.transformsVersion || prev.instanceTransforms !== instance.transforms)) {
209
+ transforms.push(mesh);
210
+ instanceChanged = true;
211
+ }
212
+ }
213
+ if (prev === undefined || prev.mesh !== mesh || prev.aovId !== mesh.aovId || prev.geometry !== mesh.geometry || prev.dynamic !== mesh.geometry.dynamic ||
214
+ !prev.storage.matches(mesh.geometry) || prev.materials.length !== mesh.materials.length)
215
+ full = true;
216
+ else
217
+ for (let k = 0; k < mesh.materials.length; k++)
218
+ if (prev.materials[k] !== mesh.materials[k]) {
219
+ full = true;
220
+ break;
221
+ }
222
+ if (prev !== undefined && prev.geometry === mesh.geometry && prev.version !== mesh.geometry.version)
223
+ geometries.add(mesh.geometry);
224
+ if (prev !== undefined && prev.mesh === mesh && old !== undefined && !matrixEquals(mesh.transform, old.matrices, i * 16)) {
225
+ if (!instanceChanged)
226
+ transforms.push(mesh);
227
+ }
228
+ for (let k = 0; k < mesh.materials.length; k++) {
229
+ const material = mesh.materials[k];
230
+ if (seen.has(material))
231
+ continue;
232
+ seen.add(material);
233
+ const prior = old !== undefined ? old.materials.get(material) : undefined;
234
+ if (prior === undefined || !adapter.materialMatches(material, prior))
235
+ materials.push(material);
236
+ }
237
+ }
238
+ const lights = [];
239
+ for (let i = 0; i < scene.lights.length; i++)
240
+ lights.push(adapter.captureLight(scene.lights[i]));
241
+ const background = adapter.captureBackground(scene.background);
242
+ let lightsChanged = old === undefined || old.lightList !== scene.lights || lights.length !== old.lights.length;
243
+ if (old !== undefined && !lightsChanged) {
244
+ for (let i = 0; i < lights.length; i++)
245
+ if (!adapter.lightsEqual(lights[i], old.lights[i])) {
246
+ lightsChanged = true;
247
+ break;
248
+ }
249
+ }
250
+ const changes = {
251
+ meshes: full ? 'full' : transforms.length > 0 || colors.length > 0 || materials.length > 0 || geometries.size > 0 ? 'incremental' : 'none',
252
+ transforms, colors, materials, geometries: [...geometries],
253
+ lights: lightsChanged,
254
+ background: old === undefined || !adapter.backgroundsEqual(background, old.background)
255
+ };
256
+ if (changes.meshes !== 'none' || changes.lights || changes.background) {
257
+ // Write into the other buffer: detect never mutates committed state.
258
+ // Repeated detects without commit overwrite the same pending buffer.
259
+ let next = this.spare;
260
+ if (next === undefined || next.meshList !== meshes || next.meshes.length !== meshes.length) {
261
+ next = new Snapshot(meshes, scene.lights, background);
262
+ this.spare = next;
263
+ }
264
+ for (let i = 0; i < meshes.length; i++) {
265
+ const mesh = meshes[i];
266
+ let item = i < next.meshes.length ? next.meshes[i] : undefined;
267
+ if (item === undefined) {
268
+ item = new MeshSnapshot(mesh);
269
+ next.meshes.push(item);
270
+ }
271
+ item.capture(mesh);
272
+ storeMatrix(mesh.transform, next.matrices, i * 16);
273
+ }
274
+ const retiredMaterials = next.materials;
275
+ next.materials = new Map();
276
+ const changedMaterials = new Set(materials);
277
+ for (const material of seen) {
278
+ const previous = old !== undefined ? old.materials.get(material) : undefined;
279
+ if (previous !== undefined && !changedMaterials.has(material)) {
280
+ next.materials.set(material, previous);
281
+ }
282
+ else {
283
+ // Never overwrite a shared committed entry; the retired entry of the
284
+ // other buffer may lend its storage.
285
+ const retired = retiredMaterials.get(material);
286
+ next.materials.set(material, adapter.captureMaterial(material, previous, retired !== previous ? retired : undefined));
287
+ }
288
+ }
289
+ next.lightList = scene.lights;
290
+ next.lights = lights;
291
+ next.background = background;
292
+ this.pending = next;
293
+ }
294
+ else
295
+ this.pending = old;
296
+ return changes;
297
+ }
298
+ commit() {
299
+ if (this.pending !== undefined && this.pending !== this.snapshot) {
300
+ this.spare = this.snapshot;
301
+ this.snapshot = this.pending;
302
+ }
303
+ this.pending = undefined;
304
+ }
305
+ reset() { this.snapshot = undefined; this.pending = undefined; this.spare = undefined; this.seen.clear(); }
306
+ }
307
+ //# sourceMappingURL=sceneChangeCore.js.map
@@ -0,0 +1 @@
1
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type MeshState from '../scene/MeshState.js';\nimport type MaterialState from '../scene/MaterialState.js';\nimport type Geometry from '../scene/Geometry.js';\nimport type { Mat4 } from '../types.js';\n\n// Change detection shared by the Web engine and the native core. Platform\n// adapters own value snapshots: the Web adapter tolerates loosely typed JS\n// values, the native adapter compares typed descriptor state. Unions are\n// narrowed before element access or identity comparison so the native\n// compiler can lower every path.\n\nexport interface SceneChangeSet {\n meshes: 'none' | 'incremental' | 'full';\n transforms: MeshState[];\n colors: MeshState[];\n geometries: Geometry[];\n materials: MaterialState[];\n lights: boolean;\n background: boolean;\n}\nexport interface TrackedScene<L, B> { meshes: MeshState[]; lights: L[]; background?: B; }\nexport interface SceneSnapshotAdapter<L, B, MaterialSnapshot, LightSnapshot, BackgroundSnapshot> {\n validateMesh: (mesh: MeshState) => void;\n /** previous: the committed snapshot; retired: storage from the other buffer that may be reused. */\n captureMaterial: (material: MaterialState, previous: MaterialSnapshot | undefined, retired: MaterialSnapshot | undefined) => MaterialSnapshot;\n materialMatches: (material: MaterialState, snapshot: MaterialSnapshot) => boolean;\n captureLight: (light: L) => LightSnapshot;\n lightsEqual: (a: LightSnapshot, b: LightSnapshot) => boolean;\n captureBackground: (background: B | undefined) => BackgroundSnapshot;\n backgroundsEqual: (a: BackgroundSnapshot, b: BackgroundSnapshot) => boolean;\n}\n\nfunction sameFloat32(a: Float32Array | undefined, b: Float32Array | undefined): boolean {\n if (a === undefined || b === undefined) return a === undefined && b === undefined;\n return a === b;\n}\nfunction sameInt32(a: Int32Array | undefined, b: Int32Array | undefined): boolean {\n if (a === undefined || b === undefined) return a === undefined && b === undefined;\n return a === b;\n}\nfunction sameIndices(a: Uint16Array | Uint32Array, b: Uint16Array | Uint32Array): boolean {\n if (a instanceof Uint16Array) return b instanceof Uint16Array && a === b;\n if (b instanceof Uint16Array) return false;\n return a === b;\n}\nfunction indexLength(indices: Uint16Array | Uint32Array): number {\n if (indices instanceof Uint16Array) return indices.length;\n return indices.length;\n}\nfunction matrixEquals(matrix: Mat4, previous: Float64Array, offset: number): boolean {\n if (matrix instanceof Float32Array) {\n for (let k = 0; k < 16; k++) if (!Object.is(matrix[k], previous[offset + k])) return false;\n } else {\n for (let k = 0; k < 16; k++) if (!Object.is(matrix[k], previous[offset + k])) return false;\n }\n return true;\n}\nfunction storeMatrix(matrix: Mat4, target: Float64Array, offset: number) {\n if (matrix instanceof Float32Array) target.set(matrix, offset);\n else target.set(matrix, offset);\n}\n\n/** Attribute array identities, lengths and item sizes; any change needs a full mesh update. */\nclass GeometryStorage {\n position: Float32Array; positionSize: number;\n normal: Float32Array; normalSize: number;\n indices: Uint16Array | Uint32Array; indicesLength: number; indicesSize: number;\n tangent: Float32Array | undefined = undefined; tangentSize = 0;\n uv: Float32Array | undefined = undefined; uvSize = 0;\n uv1: Float32Array | undefined = undefined; uv1Size = 0;\n color: Float32Array | undefined = undefined; colorSize = 0;\n materialIndex: Int32Array | undefined = undefined; materialIndexSize = 0;\n lengths: number[] = [0, 0, 0, 0, 0, 0, 0];\n constructor(geometry: Geometry) {\n this.position = geometry.position.array; this.positionSize = geometry.position.itemSize;\n this.normal = geometry.normal.array; this.normalSize = geometry.normal.itemSize;\n this.indices = geometry.indices.array; this.indicesLength = indexLength(geometry.indices.array); this.indicesSize = geometry.indices.itemSize;\n this.capture(geometry);\n }\n capture(geometry: Geometry) {\n this.position = geometry.position.array; this.positionSize = geometry.position.itemSize;\n this.normal = geometry.normal.array; this.normalSize = geometry.normal.itemSize;\n this.indices = geometry.indices.array; this.indicesLength = indexLength(geometry.indices.array); this.indicesSize = geometry.indices.itemSize;\n const tangent = geometry.tangent, uv = geometry.uv, uv1 = geometry.uv1, color = geometry.color, materialIndex = geometry.materialIndex;\n this.tangent = tangent ? tangent.array : undefined; this.tangentSize = tangent ? tangent.itemSize : 0;\n this.uv = uv ? uv.array : undefined; this.uvSize = uv ? uv.itemSize : 0;\n this.uv1 = uv1 ? uv1.array : undefined; this.uv1Size = uv1 ? uv1.itemSize : 0;\n this.color = color ? color.array : undefined; this.colorSize = color ? color.itemSize : 0;\n this.materialIndex = materialIndex ? materialIndex.array : undefined; this.materialIndexSize = materialIndex ? materialIndex.itemSize : 0;\n const lengths = this.lengths;\n lengths[0] = geometry.position.array.length; lengths[1] = geometry.normal.array.length;\n lengths[2] = tangent ? tangent.array.length : -1; lengths[3] = uv ? uv.array.length : -1;\n lengths[4] = uv1 ? uv1.array.length : -1; lengths[5] = color ? color.array.length : -1;\n lengths[6] = materialIndex ? materialIndex.array.length : -1;\n }\n matches(geometry: Geometry): boolean {\n const tangent = geometry.tangent, uv = geometry.uv, uv1 = geometry.uv1, color = geometry.color, materialIndex = geometry.materialIndex;\n const lengths = this.lengths;\n return this.position === geometry.position.array && this.positionSize === geometry.position.itemSize &&\n lengths[0] === geometry.position.array.length &&\n this.normal === geometry.normal.array && this.normalSize === geometry.normal.itemSize &&\n lengths[1] === geometry.normal.array.length &&\n sameIndices(this.indices, geometry.indices.array) && this.indicesLength === indexLength(geometry.indices.array) &&\n this.indicesSize === geometry.indices.itemSize &&\n sameFloat32(this.tangent, tangent ? tangent.array : undefined) && this.tangentSize === (tangent ? tangent.itemSize : 0) &&\n lengths[2] === (tangent ? tangent.array.length : -1) &&\n sameFloat32(this.uv, uv ? uv.array : undefined) && this.uvSize === (uv ? uv.itemSize : 0) &&\n lengths[3] === (uv ? uv.array.length : -1) &&\n sameFloat32(this.uv1, uv1 ? uv1.array : undefined) && this.uv1Size === (uv1 ? uv1.itemSize : 0) &&\n lengths[4] === (uv1 ? uv1.array.length : -1) &&\n sameFloat32(this.color, color ? color.array : undefined) && this.colorSize === (color ? color.itemSize : 0) &&\n lengths[5] === (color ? color.array.length : -1) &&\n sameInt32(this.materialIndex, materialIndex ? materialIndex.array : undefined) &&\n this.materialIndexSize === (materialIndex ? materialIndex.itemSize : 0) &&\n lengths[6] === (materialIndex ? materialIndex.array.length : -1);\n }\n}\n\nclass MeshSnapshot {\n aovId: number;\n mesh: MeshState;\n geometry: Geometry;\n version: number;\n dynamic: boolean;\n storage: GeometryStorage;\n materials: MaterialState[] = [];\n instanced = false;\n instanceCount = 0;\n instanceVersion = 0;\n colorVersion = 0;\n instanceTransforms: Float32Array | undefined = undefined;\n instanceColors: Float32Array | undefined = undefined;\n constructor(mesh: MeshState) {\n this.aovId = mesh.aovId;\n this.mesh = mesh; this.geometry = mesh.geometry; this.version = mesh.geometry.version;\n this.dynamic = mesh.geometry.dynamic; this.storage = new GeometryStorage(mesh.geometry);\n }\n capture(mesh: MeshState) {\n this.aovId = mesh.aovId;\n this.mesh = mesh; this.geometry = mesh.geometry; this.version = mesh.geometry.version;\n this.dynamic = mesh.geometry.dynamic; this.storage.capture(mesh.geometry);\n const instance = mesh.instanceData;\n this.instanced = instance !== undefined;\n this.instanceCount = instance ? instance.count : 0;\n this.instanceVersion = instance ? instance.transformsVersion : 0;\n this.colorVersion = instance ? instance.colorsVersion : 0;\n this.instanceTransforms = instance ? instance.transforms : undefined;\n this.instanceColors = instance ? instance.colors : undefined;\n this.materials.length = 0;\n for (let k = 0; k < mesh.materials.length; k++) this.materials.push(mesh.materials[k]);\n }\n}\n\nclass Snapshot<L, MaterialSnapshot, LightSnapshot, BackgroundSnapshot> {\n meshList: MeshState[];\n meshes: MeshSnapshot[] = [];\n matrices: Float64Array;\n materials = new Map<MaterialState, MaterialSnapshot>();\n lightList: L[];\n lights: LightSnapshot[] = [];\n background: BackgroundSnapshot;\n constructor(meshes: MeshState[], lights: L[], background: BackgroundSnapshot) {\n this.meshList = meshes; this.matrices = new Float64Array(meshes.length * 16);\n this.lightList = lights; this.background = background;\n }\n}\n\n/** Detects edits without accepting them until the platform has received the scene. */\nexport class SceneChangeTracker<L, B, MaterialSnapshot, LightSnapshot, BackgroundSnapshot> {\n private adapter: SceneSnapshotAdapter<L, B, MaterialSnapshot, LightSnapshot, BackgroundSnapshot>;\n private snapshot: Snapshot<L, MaterialSnapshot, LightSnapshot, BackgroundSnapshot> | undefined = undefined;\n private pending: Snapshot<L, MaterialSnapshot, LightSnapshot, BackgroundSnapshot> | undefined = undefined;\n private spare: Snapshot<L, MaterialSnapshot, LightSnapshot, BackgroundSnapshot> | undefined = undefined;\n private seen = new Set<MaterialState>();\n constructor(adapter: SceneSnapshotAdapter<L, B, MaterialSnapshot, LightSnapshot, BackgroundSnapshot>) { this.adapter = adapter; }\n\n detect(scene: TrackedScene<L, B>): SceneChangeSet {\n const adapter = this.adapter, old = this.snapshot, meshes = scene.meshes;\n let full = old === undefined || old.meshList !== meshes || old.meshes.length !== meshes.length;\n const transforms: MeshState[] = [];\n const colors: MeshState[] = [];\n const geometries = new Set<Geometry>();\n const materials: MaterialState[] = [];\n const seen = this.seen;\n seen.clear();\n for (let i = 0; i < meshes.length; i++) {\n const mesh = meshes[i];\n const prev = old !== undefined && i < old.meshes.length ? old.meshes[i] : undefined;\n let instanceChanged = false;\n const instance = mesh.instanceData;\n if (instance) {\n adapter.validateMesh(mesh);\n if (prev === undefined || !prev.instanced || prev.instanceCount !== instance.count) full = true;\n if (prev !== undefined && prev.mesh === mesh &&\n (prev.colorVersion !== instance.colorsVersion || !sameFloat32(prev.instanceColors, instance.colors))) colors.push(mesh);\n if (prev !== undefined && prev.mesh === mesh &&\n (prev.instanceVersion !== instance.transformsVersion || prev.instanceTransforms !== instance.transforms)) {\n transforms.push(mesh); instanceChanged = true;\n }\n }\n if (prev === undefined || prev.mesh !== mesh || prev.aovId !== mesh.aovId || prev.geometry !== mesh.geometry || prev.dynamic !== mesh.geometry.dynamic ||\n !prev.storage.matches(mesh.geometry) || prev.materials.length !== mesh.materials.length) full = true;\n else for (let k = 0; k < mesh.materials.length; k++) if (prev.materials[k] !== mesh.materials[k]) { full = true; break; }\n if (prev !== undefined && prev.geometry === mesh.geometry && prev.version !== mesh.geometry.version) geometries.add(mesh.geometry);\n if (prev !== undefined && prev.mesh === mesh && old !== undefined && !matrixEquals(mesh.transform, old.matrices, i * 16)) {\n if (!instanceChanged) transforms.push(mesh);\n }\n for (let k = 0; k < mesh.materials.length; k++) {\n const material = mesh.materials[k];\n if (seen.has(material)) continue;\n seen.add(material);\n const prior = old !== undefined ? old.materials.get(material) : undefined;\n if (prior === undefined || !adapter.materialMatches(material, prior)) materials.push(material);\n }\n }\n const lights: LightSnapshot[] = [];\n for (let i = 0; i < scene.lights.length; i++) lights.push(adapter.captureLight(scene.lights[i]));\n const background = adapter.captureBackground(scene.background);\n let lightsChanged = old === undefined || old.lightList !== scene.lights || lights.length !== old.lights.length;\n if (old !== undefined && !lightsChanged) {\n for (let i = 0; i < lights.length; i++) if (!adapter.lightsEqual(lights[i], old.lights[i])) { lightsChanged = true; break; }\n }\n const changes: SceneChangeSet = {\n meshes: full ? 'full' : transforms.length > 0 || colors.length > 0 || materials.length > 0 || geometries.size > 0 ? 'incremental' : 'none',\n transforms, colors, materials, geometries: [...geometries],\n lights: lightsChanged,\n background: old === undefined || !adapter.backgroundsEqual(background, old.background)\n };\n if (changes.meshes !== 'none' || changes.lights || changes.background) {\n // Write into the other buffer: detect never mutates committed state.\n // Repeated detects without commit overwrite the same pending buffer.\n let next = this.spare;\n if (next === undefined || next.meshList !== meshes || next.meshes.length !== meshes.length) {\n next = new Snapshot<L, MaterialSnapshot, LightSnapshot, BackgroundSnapshot>(meshes, scene.lights, background);\n this.spare = next;\n }\n for (let i = 0; i < meshes.length; i++) {\n const mesh = meshes[i];\n let item = i < next.meshes.length ? next.meshes[i] : undefined;\n if (item === undefined) { item = new MeshSnapshot(mesh); next.meshes.push(item); }\n item.capture(mesh);\n storeMatrix(mesh.transform, next.matrices, i * 16);\n }\n const retiredMaterials = next.materials;\n next.materials = new Map<MaterialState, MaterialSnapshot>();\n const changedMaterials = new Set<MaterialState>(materials);\n for (const material of seen) {\n const previous = old !== undefined ? old.materials.get(material) : undefined;\n if (previous !== undefined && !changedMaterials.has(material)) {\n next.materials.set(material, previous);\n } else {\n // Never overwrite a shared committed entry; the retired entry of the\n // other buffer may lend its storage.\n const retired = retiredMaterials.get(material);\n next.materials.set(material, adapter.captureMaterial(material, previous, retired !== previous ? retired : undefined));\n }\n }\n next.lightList = scene.lights; next.lights = lights; next.background = background;\n this.pending = next;\n } else this.pending = old;\n return changes;\n }\n\n commit() {\n if (this.pending !== undefined && this.pending !== this.snapshot) {\n this.spare = this.snapshot;\n this.snapshot = this.pending;\n }\n this.pending = undefined;\n }\n reset() { this.snapshot = undefined; this.pending = undefined; this.spare = undefined; this.seen.clear(); }\n}\n"]}
@@ -1,9 +1,9 @@
1
1
  export { materialParametersEqual } from './materialComparison.generated.js';
2
2
  import Mesh from '../scene/Mesh.js';
3
3
  import InstancedMesh from '../scene/InstancedMesh.js';
4
- import Geometry from '../scene/Geometry.js';
4
+ import type Geometry from '../scene/Geometry.js';
5
5
  import OpenPBRMaterial from '../scene/OpenPBRMaterial.js';
6
- import { Scene } from '../scene/Scene.js';
6
+ import type { Scene } from '../scene/Scene.js';
7
7
  export interface SceneChanges {
8
8
  meshes: 'none' | 'incremental' | 'full';
9
9
  transforms: Mesh[];
@@ -19,10 +19,7 @@ export declare function snapshotsEqual(a: readonly unknown[], b: readonly unknow
19
19
  export declare function snapshotMaterialParameters(material: OpenPBRMaterial, previous?: readonly unknown[]): (number | boolean | any[] | "a" | "b" | "r" | "g" | "openpbr" | "gltf" | "auto" | "opaque" | "mask" | "blend" | "alpha" | "transmission" | "none" | "triplanar" | "spherical" | "cylindrical")[];
20
20
  /** Detects edits without accepting them until the pipeline has received the scene. */
21
21
  export declare class SceneChangeDetector {
22
- private _snapshot?;
23
- private _pending?;
24
- private _spare?;
25
- private _seen;
22
+ private _tracker;
26
23
  detect(scene: Scene): SceneChanges;
27
24
  commit(): void;
28
25
  reset(): void;