@meimu/mutracer 0.1.5 → 0.3.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSES/Classroom-CC0.txt +121 -0
- package/README.md +10 -7
- package/THIRD_PARTY_NOTICES.md +13 -8
- package/dist/assets/bvh.worker.js +1 -1
- package/dist/mutracer.umd.js +12316 -9228
- package/docs/api.md +232 -21
- package/docs/caustics.md +80 -0
- package/docs/denoising.md +30 -15
- package/docs/materials.md +6 -5
- package/docs/performance.md +5 -2
- package/docs/progressive-rendering.md +73 -1
- package/docs/technical/continuous-spectrum.md +93 -0
- package/docs/threejs.md +14 -5
- package/docs/updates.md +46 -2
- package/docs/viewer-checklist.md +65 -0
- package/docs/viewer.md +15 -8
- package/lib/Display.d.ts +13 -2
- package/lib/Display.js +28 -7
- package/lib/Display.js.map +1 -1
- package/lib/Engine.d.ts +4 -0
- package/lib/Engine.js +99 -37
- package/lib/Engine.js.map +1 -1
- package/lib/Render.d.ts +98 -15
- package/lib/Render.js +275 -27
- package/lib/Render.js.map +1 -1
- package/lib/RenderLoop.d.ts +11 -1
- package/lib/RenderLoop.js +120 -15
- package/lib/RenderLoop.js.map +1 -1
- package/lib/main.d.ts +6 -3
- package/lib/main.js +1 -0
- package/lib/main.js.map +1 -1
- package/lib/math/access.d.ts +4 -0
- package/lib/math/access.js +10 -0
- package/lib/math/access.js.map +1 -0
- package/lib/math/mat3.d.ts +4 -0
- package/lib/math/mat3.js +54 -0
- package/lib/math/mat3.js.map +1 -0
- package/lib/math/mat4.d.ts +19 -0
- package/lib/math/mat4.js +413 -0
- package/lib/math/mat4.js.map +1 -0
- package/lib/math/storage.d.ts +6 -0
- package/lib/math/storage.js +22 -0
- package/lib/math/storage.js.map +1 -0
- package/lib/math/types.d.ts +3 -0
- package/lib/math/types.js +2 -0
- package/lib/math/types.js.map +1 -0
- package/lib/math/vec2.d.ts +13 -0
- package/lib/math/vec2.js +52 -0
- package/lib/math/vec2.js.map +1 -0
- package/lib/math/vec3.d.ts +23 -0
- package/lib/math/vec3.js +139 -0
- package/lib/math/vec3.js.map +1 -0
- package/lib/math.d.ts +5 -17
- package/lib/math.js +5 -55
- package/lib/math.js.map +1 -1
- package/lib/oidn.d.ts +1 -1
- package/lib/oidn.js +4 -2
- package/lib/oidn.js.map +1 -1
- package/lib/oidnBundledWeights.cdn.d.ts +2 -2
- package/lib/renderer/AovPrimitiveCache.d.ts +10 -0
- package/lib/renderer/AovPrimitiveCache.js +48 -0
- package/lib/renderer/AovPrimitiveCache.js.map +1 -0
- package/lib/renderer/Box3.d.ts +5 -0
- package/lib/renderer/Box3.js +9 -0
- package/lib/renderer/Box3.js.map +1 -0
- package/lib/renderer/GPUTraceQueue.d.ts +11 -0
- package/lib/renderer/GPUTraceQueue.js +33 -0
- package/lib/renderer/GPUTraceQueue.js.map +1 -0
- package/lib/renderer/MaterialData.d.ts +15 -0
- package/lib/renderer/MaterialData.js +61 -0
- package/lib/renderer/MaterialData.js.map +1 -0
- package/lib/renderer/MaterialTable.d.ts +11 -98
- package/lib/renderer/MaterialTable.js +34 -412
- package/lib/renderer/MaterialTable.js.map +1 -1
- package/lib/renderer/RenderingPipeline.d.ts +36 -13
- package/lib/renderer/RenderingPipeline.js +1 -17
- package/lib/renderer/RenderingPipeline.js.map +1 -1
- package/lib/renderer/TileRender.d.ts +0 -1
- package/lib/renderer/TileRender.js +14 -1
- package/lib/renderer/TileRender.js.map +1 -1
- package/lib/renderer/WGPUAov.d.ts +39 -0
- package/lib/renderer/WGPUAov.js +239 -0
- package/lib/renderer/WGPUAov.js.map +1 -0
- package/lib/renderer/WGPUBindlessMaterialData.d.ts +17 -0
- package/lib/renderer/WGPUBindlessMaterialData.js +48 -0
- package/lib/renderer/WGPUBindlessMaterialData.js.map +1 -0
- package/lib/renderer/WGPUBindlessTextures.d.ts +47 -0
- package/lib/renderer/WGPUBindlessTextures.js +180 -0
- package/lib/renderer/WGPUBindlessTextures.js.map +1 -0
- package/lib/renderer/WGPUBloomPass.js +17 -97
- package/lib/renderer/WGPUBloomPass.js.map +1 -1
- package/lib/renderer/WGPUCausticLightPass.d.ts +48 -0
- package/lib/renderer/WGPUCausticLightPass.js +217 -0
- package/lib/renderer/WGPUCausticLightPass.js.map +1 -0
- package/lib/renderer/WGPUComputePass.d.ts +1 -1
- package/lib/renderer/WGPUComputePass.js.map +1 -1
- package/lib/renderer/WGPUEnvMapDistribution.d.ts +12 -0
- package/lib/renderer/WGPUEnvMapDistribution.js +150 -0
- package/lib/renderer/WGPUEnvMapDistribution.js.map +1 -0
- package/lib/renderer/WGPUFullQuadPass.js +10 -9
- package/lib/renderer/WGPUFullQuadPass.js.map +1 -1
- package/lib/renderer/WGPUJNLMDenoiser.d.ts +1 -20
- package/lib/renderer/WGPUJNLMDenoiser.js +4 -267
- package/lib/renderer/WGPUJNLMDenoiser.js.map +1 -1
- package/lib/renderer/WGPUPhotonMap.d.ts +37 -0
- package/lib/renderer/WGPUPhotonMap.js +191 -0
- package/lib/renderer/WGPUPhotonMap.js.map +1 -0
- package/lib/renderer/WGPURayTraceOutput.d.ts +13 -1
- package/lib/renderer/WGPURayTraceOutput.js +132 -29
- package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
- package/lib/renderer/WGPURayTracePass.d.ts +83 -56
- package/lib/renderer/WGPURayTracePass.js +884 -837
- package/lib/renderer/WGPURayTracePass.js.map +1 -1
- package/lib/renderer/WGPURenderingPipeline.d.ts +5 -3
- package/lib/renderer/WGPURenderingPipeline.js +297 -82
- package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
- package/lib/renderer/WGPUShaderCache.d.ts +2 -2
- package/lib/renderer/WGPUShaderCache.js +10 -5
- package/lib/renderer/WGPUShaderCache.js.map +1 -1
- package/lib/renderer/WGPUShaderCapabilities.d.ts +10 -0
- package/lib/renderer/WGPUShaderCapabilities.js +54 -0
- package/lib/renderer/WGPUShaderCapabilities.js.map +1 -0
- package/lib/renderer/WGPUSkyBaker.d.ts +13 -0
- package/lib/renderer/WGPUSkyBaker.js +85 -0
- package/lib/renderer/WGPUSkyBaker.js.map +1 -0
- package/lib/renderer/WebGLAov.d.ts +41 -0
- package/lib/renderer/WebGLAov.js +106 -0
- package/lib/renderer/WebGLAov.js.map +1 -0
- package/lib/renderer/WebGLFullQuadPass.d.ts +7 -4
- package/lib/renderer/WebGLFullQuadPass.js +22 -2
- package/lib/renderer/WebGLFullQuadPass.js.map +1 -1
- package/lib/renderer/WebGLJNLMDenoiser.d.ts +1 -1
- package/lib/renderer/WebGLJNLMDenoiser.js +83 -74
- package/lib/renderer/WebGLJNLMDenoiser.js.map +1 -1
- package/lib/renderer/WebGLRayTraceOutputPass.js +7 -4
- package/lib/renderer/WebGLRayTraceOutputPass.js.map +1 -1
- package/lib/renderer/WebGLRayTracePass.d.ts +18 -3
- package/lib/renderer/WebGLRayTracePass.js +121 -9
- package/lib/renderer/WebGLRayTracePass.js.map +1 -1
- package/lib/renderer/WebGLRenderingPipeline.js +126 -22
- package/lib/renderer/WebGLRenderingPipeline.js.map +1 -1
- package/lib/renderer/WebGLSkyBaker.d.ts +39 -0
- package/lib/renderer/WebGLSkyBaker.js +422 -0
- package/lib/renderer/WebGLSkyBaker.js.map +1 -0
- package/lib/renderer/WebGLSkySource.d.ts +9 -0
- package/lib/renderer/WebGLSkySource.js +28 -0
- package/lib/renderer/WebGLSkySource.js.map +1 -0
- package/lib/renderer/accumulationTarget.d.ts +6 -0
- package/lib/renderer/accumulationTarget.js.map +1 -1
- package/lib/renderer/aov.d.ts +42 -0
- package/lib/renderer/aov.js +50 -0
- package/lib/renderer/aov.js.map +1 -0
- package/lib/renderer/aovDisplay.d.ts +14 -0
- package/lib/renderer/aovDisplay.js +32 -0
- package/lib/renderer/aovDisplay.js.map +1 -0
- package/lib/renderer/aovScene.d.ts +21 -0
- package/lib/renderer/aovScene.js +139 -0
- package/lib/renderer/aovScene.js.map +1 -0
- package/lib/renderer/binnedSahBvh.js +2 -1
- package/lib/renderer/binnedSahBvh.js.map +1 -1
- package/lib/renderer/bvhAccel.d.ts +20 -10
- package/lib/renderer/bvhAccel.js +168 -58
- package/lib/renderer/bvhAccel.js.map +1 -1
- package/lib/renderer/bvhWorkerBuild.d.ts +1 -0
- package/lib/renderer/cameraSnapshot.js +2 -1
- package/lib/renderer/cameraSnapshot.js.map +1 -1
- package/lib/renderer/cameraUniform.d.ts +2 -0
- package/lib/renderer/cameraUniform.js +12 -0
- package/lib/renderer/cameraUniform.js.map +1 -0
- package/lib/renderer/causticDiagnostics.d.ts +31 -0
- package/lib/renderer/causticDiagnostics.js +5 -0
- package/lib/renderer/causticDiagnostics.js.map +1 -0
- package/lib/renderer/causticEmission.d.ts +10 -0
- package/lib/renderer/causticEmission.js +40 -0
- package/lib/renderer/causticEmission.js.map +1 -0
- package/lib/renderer/causticUniform.d.ts +12 -0
- package/lib/renderer/causticUniform.js +22 -0
- package/lib/renderer/causticUniform.js.map +1 -0
- package/lib/renderer/caustics.d.ts +16 -0
- package/lib/renderer/caustics.js +93 -0
- package/lib/renderer/caustics.js.map +1 -0
- package/lib/renderer/committedScene.js +4 -0
- package/lib/renderer/committedScene.js.map +1 -1
- package/lib/renderer/denoiser.d.ts +3 -11
- package/lib/renderer/denoiser.js.map +1 -1
- package/lib/renderer/depthQuery.js +4 -1
- package/lib/renderer/depthQuery.js.map +1 -1
- package/lib/renderer/displacementPreparation.d.ts +11 -0
- package/lib/renderer/displacementPreparation.js +351 -0
- package/lib/renderer/displacementPreparation.js.map +1 -0
- package/lib/renderer/displacementRange.d.ts +1 -0
- package/lib/renderer/displacementRange.js +9 -0
- package/lib/renderer/displacementRange.js.map +1 -0
- package/lib/renderer/displayParityDiagnostics.d.ts +11 -0
- package/lib/renderer/displayParityDiagnostics.js +2 -0
- package/lib/renderer/displayParityDiagnostics.js.map +1 -0
- package/lib/renderer/envMapCreation.d.ts +9 -8
- package/lib/renderer/envMapCreation.js +36 -12
- package/lib/renderer/envMapCreation.js.map +1 -1
- package/lib/renderer/envMapDistribution.d.ts +12 -2
- package/lib/renderer/envMapDistribution.js +43 -34
- package/lib/renderer/envMapDistribution.js.map +1 -1
- package/lib/renderer/geometryBvhBounds.d.ts +4 -0
- package/lib/renderer/geometryBvhBounds.js +82 -0
- package/lib/renderer/geometryBvhBounds.js.map +1 -0
- package/lib/renderer/geometryUpdateState.d.ts +32 -0
- package/lib/renderer/geometryUpdateState.js +2 -0
- package/lib/renderer/geometryUpdateState.js.map +1 -0
- package/lib/renderer/geometryUpdates.d.ts +17 -9
- package/lib/renderer/geometryUpdates.js +92 -33
- package/lib/renderer/geometryUpdates.js.map +1 -1
- package/lib/renderer/glsl/aovDisplay.frag.d.ts +3 -0
- package/lib/renderer/glsl/aovDisplay.frag.js +54 -0
- package/lib/renderer/glsl/aovDisplay.frag.js.map +1 -0
- package/lib/renderer/glsl/aovReflectance.glsl.d.ts +2 -0
- package/lib/renderer/glsl/aovReflectance.glsl.js +87 -0
- package/lib/renderer/glsl/aovReflectance.glsl.js.map +1 -0
- package/lib/renderer/glsl/aovReflectanceSamples.glsl.d.ts +2 -0
- package/lib/renderer/glsl/aovReflectanceSamples.glsl.js +135 -0
- package/lib/renderer/glsl/aovReflectanceSamples.glsl.js.map +1 -0
- package/lib/renderer/glsl/aovTrace.frag.d.ts +2 -0
- package/lib/renderer/glsl/aovTrace.frag.js +121 -0
- package/lib/renderer/glsl/aovTrace.frag.js.map +1 -0
- package/lib/renderer/glsl/chunks/cameraRay.glsl.js +12 -12
- package/lib/renderer/glsl/chunks/emissiveLight.glsl.d.ts +2 -0
- package/lib/renderer/glsl/chunks/emissiveLight.glsl.js +35 -0
- package/lib/renderer/glsl/chunks/emissiveLight.glsl.js.map +1 -0
- package/lib/renderer/glsl/chunks/envMap.glsl.js +73 -67
- package/lib/renderer/glsl/chunks/envMap.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/intersect.glsl.js +432 -434
- package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.d.ts +1 -0
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +160 -157
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +802 -802
- package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
- package/lib/renderer/glsl/chunks/random.glsl.js +6 -6
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.d.ts +1 -0
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +72 -67
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleLight.glsl.js +94 -76
- package/lib/renderer/glsl/chunks/sampleLight.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.d.ts +1 -0
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +143 -120
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +21 -18
- package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampling.glsl.js +91 -94
- package/lib/renderer/glsl/chunks/sampling.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sobol.glsl.js +79 -79
- package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
- package/lib/renderer/glsl/chunks/uvProjection.glsl.js +12 -12
- package/lib/renderer/glsl/chunks/uvProjection.glsl.js.map +1 -1
- package/lib/renderer/glsl/depthQuery.frag.js +7 -7
- package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +17 -9
- package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js.map +1 -1
- package/lib/renderer/glsl/rayTrace.frag.d.ts +1 -1
- package/lib/renderer/glsl/rayTrace.frag.js +271 -248
- package/lib/renderer/glsl/rayTrace.frag.js.map +1 -1
- package/lib/renderer/glsl/shadowCatcher.frag.js +37 -32
- package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
- package/lib/renderer/glsl/webglPipeline.frag.js +65 -60
- package/lib/renderer/glsl/webglPipeline.frag.js.map +1 -1
- package/lib/renderer/lightConstants.d.ts +10 -0
- package/lib/renderer/lightConstants.js +11 -0
- package/lib/renderer/lightConstants.js.map +1 -0
- package/lib/renderer/lightCore.d.ts +12 -0
- package/lib/renderer/lightCore.js +13 -0
- package/lib/renderer/lightCore.js.map +1 -0
- package/lib/renderer/lightSampling.d.ts +22 -18
- package/lib/renderer/lightSampling.js +135 -62
- package/lib/renderer/lightSampling.js.map +1 -1
- package/lib/renderer/lightsData.d.ts +21 -0
- package/lib/renderer/lightsData.js +192 -0
- package/lib/renderer/lightsData.js.map +1 -0
- package/lib/renderer/lightsUtil.d.ts +3 -26
- package/lib/renderer/lightsUtil.js +3 -153
- package/lib/renderer/lightsUtil.js.map +1 -1
- package/lib/renderer/materialBufferData.d.ts +70 -0
- package/lib/renderer/materialBufferData.js +2 -0
- package/lib/renderer/materialBufferData.js.map +1 -0
- package/lib/renderer/materialConstants.d.ts +11 -0
- package/lib/renderer/materialConstants.js +11 -0
- package/lib/renderer/materialConstants.js.map +1 -1
- package/lib/renderer/materialCore.d.ts +8 -0
- package/lib/renderer/materialCore.js +9 -0
- package/lib/renderer/materialCore.js.map +1 -0
- package/lib/renderer/materialEmission.d.ts +2 -2
- package/lib/renderer/materialEmission.js +3 -3
- package/lib/renderer/materialEmission.js.map +1 -1
- package/lib/renderer/materialLayout.d.ts +2 -101
- package/lib/renderer/materialLayout.js +110 -172
- package/lib/renderer/materialLayout.js.map +1 -1
- package/lib/renderer/materialLayoutSchema.d.ts +26 -0
- package/lib/renderer/materialLayoutSchema.js +172 -0
- package/lib/renderer/materialLayoutSchema.js.map +1 -0
- package/lib/renderer/materialParams.d.ts +69 -0
- package/lib/renderer/materialParams.js +272 -0
- package/lib/renderer/materialParams.js.map +1 -0
- package/lib/renderer/materialTextureSlots.d.ts +14 -324
- package/lib/renderer/materialTextureSlots.js +21 -8
- package/lib/renderer/materialTextureSlots.js.map +1 -1
- package/lib/renderer/materialTextures.d.ts +6 -0
- package/lib/renderer/{texturesFromMaterials.js → materialTextures.js} +1 -2
- package/lib/renderer/materialTextures.js.map +1 -0
- package/lib/renderer/mergeMeshesToGeometry.js +6 -147
- package/lib/renderer/mergeMeshesToGeometry.js.map +1 -1
- package/lib/renderer/meshInstances.d.ts +4 -21
- package/lib/renderer/meshInstances.js +10 -56
- package/lib/renderer/meshInstances.js.map +1 -1
- package/lib/renderer/oidnNetwork.d.ts +2 -2
- package/lib/renderer/oidnNetwork.js +1 -1
- package/lib/renderer/oidnNetwork.js.map +1 -1
- package/lib/renderer/openPbrEnergyLut.js +850 -846
- package/lib/renderer/openPbrEnergyLut.js.map +1 -1
- package/lib/renderer/ownedDenoiser.d.ts +9 -0
- package/lib/renderer/ownedDenoiser.js +2 -0
- package/lib/renderer/ownedDenoiser.js.map +1 -0
- package/lib/renderer/packedMeshInstances.d.ts +23 -0
- package/lib/renderer/packedMeshInstances.js +80 -0
- package/lib/renderer/packedMeshInstances.js.map +1 -0
- package/lib/renderer/prepareMeshBVH.d.ts +12 -47
- package/lib/renderer/prepareMeshBVH.js +21 -642
- package/lib/renderer/prepareMeshBVH.js.map +1 -1
- package/lib/renderer/proceduralEnvironmentPower.d.ts +3 -0
- package/lib/renderer/proceduralEnvironmentPower.js +8 -0
- package/lib/renderer/proceduralEnvironmentPower.js.map +1 -0
- package/lib/renderer/progressiveScheduler.d.ts +1 -0
- package/lib/renderer/progressiveScheduler.js +7 -3
- package/lib/renderer/progressiveScheduler.js.map +1 -1
- package/lib/renderer/renderPipeline.d.ts +4 -1
- package/lib/renderer/renderPipeline.js.map +1 -1
- package/lib/renderer/renderingLimits.d.ts +9 -0
- package/lib/renderer/renderingLimits.js +18 -0
- package/lib/renderer/renderingLimits.js.map +1 -0
- package/lib/renderer/researchTransport.d.ts +31 -0
- package/lib/renderer/researchTransport.js +5 -0
- package/lib/renderer/researchTransport.js.map +1 -0
- package/lib/renderer/sceneAssembly.d.ts +73 -0
- package/lib/renderer/sceneAssembly.js +109 -0
- package/lib/renderer/sceneAssembly.js.map +1 -0
- package/lib/renderer/sceneChangeCore.d.ts +39 -0
- package/lib/renderer/sceneChangeCore.js +307 -0
- package/lib/renderer/sceneChangeCore.js.map +1 -0
- package/lib/renderer/sceneChangeDetector.d.ts +3 -6
- package/lib/renderer/sceneChangeDetector.js +24 -150
- package/lib/renderer/sceneChangeDetector.js.map +1 -1
- package/lib/renderer/sceneLayoutSchema.d.ts +119 -0
- package/lib/renderer/sceneLayoutSchema.js +111 -0
- package/lib/renderer/sceneLayoutSchema.js.map +1 -0
- package/lib/renderer/sceneLightChanges.d.ts +3 -3
- package/lib/renderer/sceneLightChanges.js.map +1 -1
- package/lib/renderer/scenePreparation.d.ts +55 -0
- package/lib/renderer/scenePreparation.js +360 -0
- package/lib/renderer/scenePreparation.js.map +1 -0
- package/lib/renderer/scratchSampling.js +18 -18
- package/lib/renderer/scratchSampling.js.map +1 -1
- package/lib/renderer/shader.d.ts +2 -0
- package/lib/renderer/shader.js +2 -0
- package/lib/renderer/shader.js.map +1 -1
- package/lib/renderer/shaderCapabilities.d.ts +23 -0
- package/lib/renderer/shaderCapabilities.js +55 -0
- package/lib/renderer/shaderCapabilities.js.map +1 -0
- package/lib/renderer/shaderCapacity.d.ts +2 -0
- package/lib/renderer/shaderCapacity.js +5 -0
- package/lib/renderer/shaderCapacity.js.map +1 -0
- package/lib/renderer/skyModel.d.ts +9 -0
- package/lib/renderer/skyModel.js +10 -0
- package/lib/renderer/skyModel.js.map +1 -0
- package/lib/renderer/spectrum.d.ts +21 -0
- package/lib/renderer/spectrum.js +154 -0
- package/lib/renderer/spectrum.js.map +1 -0
- package/lib/renderer/textureAtlas.d.ts +60 -0
- package/lib/renderer/textureAtlas.js +145 -0
- package/lib/renderer/textureAtlas.js.map +1 -0
- package/lib/renderer/textureAtlasPixels.d.ts +7 -0
- package/lib/renderer/textureAtlasPixels.js +68 -0
- package/lib/renderer/textureAtlasPixels.js.map +1 -0
- package/lib/renderer/util.d.ts +1 -1
- package/lib/renderer/util.js.map +1 -1
- package/lib/renderer/webgl.d.ts +9 -2
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- package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sampleLight.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +152 -144
- package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js.map +1 -1
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- package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +269 -245
- package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +27 -14
- package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sampling.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/sampling.wgsl.js +91 -95
- package/lib/renderer/wgsl/chunks/sampling.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js +1 -0
- package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sobol.wgsl.js +83 -83
- package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +12 -12
- package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/compose.frag.wgsl.d.ts +8 -3
- package/lib/renderer/wgsl/compose.frag.wgsl.js +143 -118
- package/lib/renderer/wgsl/compose.frag.wgsl.js.map +1 -1
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import { retainedShaderCapacity } from './shaderCapacity.js';
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import { packWgpuAnalyticLights } from './wgpuSceneUniform.js';
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import { normalizeBounces } from './pathLimits.js';
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import { normalizeDirectLightCandidates, DEFAULT_BEVEL_SAMPLES } from './renderingLimits.js';
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import { samplingPatternCode, zSobolLog2SPP } from './sampling.js';
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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';
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export function initialSceneConstants() {
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return { USE_BACKGROUND: false, USE_BACKGROUND_MAP: false, USE_GROUNDED_BACKGROUND: false,
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SAMPLING_PATTERN: 0, BEVEL_SAMPLES: DEFAULT_BEVEL_SAMPLES };
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export function sceneAttributeLayout(geometry) {
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const names = ['position', 'normal', 'uv', 'uv1', 'color', 'tangent', 'materialIndex'];
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offsets.push(stride);
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constants[name.toUpperCase() + '_OFF'] = stride / 4;
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stride += 4;
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constants.ATTR_STRIDE = stride / 4;
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return { stride, offsets, constants };
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}
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export function sceneTraversalConstants(tlas, blas, previous = {}) {
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return { TLAS_STACK_SIZE: retainedShaderCapacity(tlas, Number(previous.TLAS_STACK_SIZE ?? 0)),
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BLAS_STACK_SIZE: retainedShaderCapacity(blas, Number(previous.BLAS_STACK_SIZE ?? 0), 32) };
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}
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export function writeTraceQuality(views, options) {
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views.bounces[0] = normalizeBounces(options.bounces);
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views.bevel[0] = Number(options.bevel);
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views.dispersionWavelengths[0] = options.dispersionWavelengths;
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views.directLightCandidates[0] = normalizeDirectLightCandidates(options.directLightCandidates);
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}
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export function traceSampling(pattern, maxSamples, sequenceSeed) {
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const code = samplingPatternCode(pattern);
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return { code, logSPP: zSobolLog2SPP(code === 1 ? maxSamples - 1 : maxSamples), seed: sequenceSeed >>> 0 };
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}
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export function writeTraceSampling(views, sampling) {
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views.sequenceSeed[0] = sampling.seed;
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views.zSobolLogSPP[0] = sampling.logSPP;
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}
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// The Web path may reuse its choice/texture scratch allocations. Native consumes
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// exactly the same assembly without a GPU device, canvas or browser light facade.
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export function prepareSceneLightSampling(lights, emissive, environmentPower, maxDimension, choices = new LightChoiceBuffer(), scratch, catcherChoices) {
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choices.reserve(1 + lights.length + emissive.length);
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choices.push(LIGHT_CHOICE_ENVIRONMENT, 0, environmentPower);
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for (let i = 0; i < lights.length; i++)
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choices.push(LIGHT_CHOICE_ANALYTIC, i, estimateAnalyticLightPower(lights[i]));
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for (let i = 0; i < emissive.length; i++)
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choices.push(LIGHT_CHOICE_EMISSIVE_TRIANGLE, i, emissive[i].area * emissive[i].samplingLuminance);
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const distribution = buildLightAliasTable(choices);
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// Without emissive triangles the catcher shares the main table; otherwise
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// its own table follows the main choices in the texture.
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const catcherDistribution = buildShadowCatcherLightAliasTable(choices, catcherChoices);
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const shadowCatcherChoiceOffset = catcherDistribution ? choices.count : 0;
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const shadowCatcherChoiceCount = catcherDistribution ? catcherDistribution.pmfs.length : choices.count;
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const domains = { environment: { count: 0, weight: 0, pmf: 0 }, infinite: { count: 0, weight: 0, pmf: 0 }, localAndEmissive: { count: 0, weight: 0, pmf: 0 } };
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const domainList = [domains.environment, domains.infinite, domains.localAndEmissive];
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const analyticPmfs = new Array(lights.length).fill(0);
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let environmentPmf = 0;
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for (let i = 0; i < choices.count; i++) {
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const type = choices.sourceTypes[i], source = choices.sourceIndices[i], pmf = distribution.pmfs[i];
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const domainIndex = type === LIGHT_CHOICE_ENVIRONMENT ? LIGHT_DOMAIN_ENVIRONMENT :
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type === LIGHT_CHOICE_ANALYTIC && lights[source]?.type === 'DirectionalLight' ? LIGHT_DOMAIN_INFINITE : LIGHT_DOMAIN_LOCAL_AND_EMISSIVE;
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const domain = domainList[domainIndex];
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domain.count++;
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domain.weight += choices.weights[i];
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domain.pmf += pmf;
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if (type === LIGHT_CHOICE_ENVIRONMENT)
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environmentPmf = pmf;
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else if (type === LIGHT_CHOICE_ANALYTIC)
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analyticPmfs[source] = pmf;
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else
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emissive[source].selectionPmf = pmf;
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}
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const choiceTexels = Math.max(choices.count + (catcherDistribution ? shadowCatcherChoiceCount : 0), 1);
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const emissiveTexels = emissive.length * 6, profileStart = emissiveTexels + choiceTexels;
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const profiles = packIESProfiles(lights, profileStart), totalTexels = Math.max(profileStart + profiles.texelCount, 1);
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const width = Math.min(maxDimension, Math.max(16, Math.ceil(Math.sqrt(totalTexels) / 16) * 16));
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const height = Math.ceil(totalTexels / width);
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if (height > maxDimension)
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throw new Error('Too many emissive triangles for the light sampling texture.');
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const lightData = scratch?.length === width * height * 4 ? scratch : new Float32Array(width * height * 4);
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lightData.fill(0);
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if (emissive.length)
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packEmissiveTriangles(emissive, lightData);
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new Uint32Array(lightData.buffer).set(distribution.choices, emissiveTexels * 4);
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if (catcherDistribution && shadowCatcherChoiceCount) {
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new Uint32Array(lightData.buffer).set(catcherDistribution.choices, (emissiveTexels + choices.count) * 4);
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}
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lightData.set(profiles.data, profileStart * 4);
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return { lightData, lightWidth: width, lightHeight: height, analyticPmfs, profiles, environmentPmf,
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choiceCount: choices.count, totalWeight: distribution.totalWeight, emissiveTexels, domains,
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shadowCatcherChoiceOffset, shadowCatcherChoiceCount };
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}
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|
+
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"]}
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1
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+
import type MeshState from '../scene/MeshState.js';
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2
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+
import type MaterialState from '../scene/MaterialState.js';
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3
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+
import type Geometry from '../scene/Geometry.js';
|
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4
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export interface SceneChangeSet {
|
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5
|
+
meshes: 'none' | 'incremental' | 'full';
|
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6
|
+
transforms: MeshState[];
|
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7
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+
colors: MeshState[];
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8
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+
geometries: Geometry[];
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9
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+
materials: MaterialState[];
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10
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+
lights: boolean;
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11
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+
background: boolean;
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12
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+
}
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13
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+
export interface TrackedScene<L, B> {
|
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14
|
+
meshes: MeshState[];
|
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15
|
+
lights: L[];
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16
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+
background?: B;
|
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17
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+
}
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18
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+
export interface SceneSnapshotAdapter<L, B, MaterialSnapshot, LightSnapshot, BackgroundSnapshot> {
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19
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+
validateMesh: (mesh: MeshState) => void;
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20
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+
/** previous: the committed snapshot; retired: storage from the other buffer that may be reused. */
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21
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+
captureMaterial: (material: MaterialState, previous: MaterialSnapshot | undefined, retired: MaterialSnapshot | undefined) => MaterialSnapshot;
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22
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+
materialMatches: (material: MaterialState, snapshot: MaterialSnapshot) => boolean;
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23
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+
captureLight: (light: L) => LightSnapshot;
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24
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lightsEqual: (a: LightSnapshot, b: LightSnapshot) => boolean;
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25
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+
captureBackground: (background: B | undefined) => BackgroundSnapshot;
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26
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+
backgroundsEqual: (a: BackgroundSnapshot, b: BackgroundSnapshot) => boolean;
|
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|
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}
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28
|
+
/** Detects edits without accepting them until the platform has received the scene. */
|
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29
|
+
export declare class SceneChangeTracker<L, B, MaterialSnapshot, LightSnapshot, BackgroundSnapshot> {
|
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30
|
+
private adapter;
|
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31
|
+
private snapshot;
|
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32
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+
private pending;
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33
|
+
private spare;
|
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34
|
+
private seen;
|
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35
|
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constructor(adapter: SceneSnapshotAdapter<L, B, MaterialSnapshot, LightSnapshot, BackgroundSnapshot>);
|
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36
|
+
detect(scene: TrackedScene<L, B>): SceneChangeSet;
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|
+
commit(): void;
|
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38
|
+
reset(): void;
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|
+
}
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@@ -0,0 +1,307 @@
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1
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function sameFloat32(a, b) {
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if (a === undefined || b === undefined)
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return a === undefined && b === undefined;
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return a === b;
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}
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function sameInt32(a, b) {
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if (a === undefined || b === undefined)
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return a === undefined && b === undefined;
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return a === b;
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}
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function sameIndices(a, b) {
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if (a instanceof Uint16Array)
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return b instanceof Uint16Array && a === b;
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if (b instanceof Uint16Array)
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return false;
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return a === b;
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}
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function indexLength(indices) {
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if (indices instanceof Uint16Array)
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return indices.length;
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return indices.length;
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}
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function matrixEquals(matrix, previous, offset) {
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|
+
if (matrix instanceof Float32Array) {
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+
for (let k = 0; k < 16; k++)
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if (!Object.is(matrix[k], previous[offset + k]))
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return false;
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}
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+
else {
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for (let k = 0; k < 16; k++)
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if (!Object.is(matrix[k], previous[offset + k]))
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return false;
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}
|
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+
return true;
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|
+
}
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36
|
+
function storeMatrix(matrix, target, offset) {
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|
+
if (matrix instanceof Float32Array)
|
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+
target.set(matrix, offset);
|
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|
+
else
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40
|
+
target.set(matrix, offset);
|
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41
|
+
}
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42
|
+
/** Attribute array identities, lengths and item sizes; any change needs a full mesh update. */
|
|
43
|
+
class GeometryStorage {
|
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44
|
+
position;
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45
|
+
positionSize;
|
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46
|
+
normal;
|
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47
|
+
normalSize;
|
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48
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+
indices;
|
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49
|
+
indicesLength;
|
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50
|
+
indicesSize;
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51
|
+
tangent = undefined;
|
|
52
|
+
tangentSize = 0;
|
|
53
|
+
uv = undefined;
|
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54
|
+
uvSize = 0;
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|
55
|
+
uv1 = undefined;
|
|
56
|
+
uv1Size = 0;
|
|
57
|
+
color = undefined;
|
|
58
|
+
colorSize = 0;
|
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59
|
+
materialIndex = undefined;
|
|
60
|
+
materialIndexSize = 0;
|
|
61
|
+
lengths = [0, 0, 0, 0, 0, 0, 0];
|
|
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|
+
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
|
+
}
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|
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|
+
capture(geometry) {
|
|
73
|
+
this.position = geometry.position.array;
|
|
74
|
+
this.positionSize = geometry.position.itemSize;
|
|
75
|
+
this.normal = geometry.normal.array;
|
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|
+
this.normalSize = geometry.normal.itemSize;
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|
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|
+
this.indices = geometry.indices.array;
|
|
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|
+
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
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commit() {
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if (this.pending !== undefined && this.pending !== this.snapshot) {
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//# 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"]}
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export { materialParametersEqual } from './materialComparison.generated.js';
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import Mesh from '../scene/Mesh.js';
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import InstancedMesh from '../scene/InstancedMesh.js';
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import Geometry from '../scene/Geometry.js';
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import type Geometry from '../scene/Geometry.js';
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import OpenPBRMaterial from '../scene/OpenPBRMaterial.js';
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import { Scene } from '../scene/Scene.js';
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import type { Scene } from '../scene/Scene.js';
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export interface SceneChanges {
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transforms: Mesh[];
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@@ -19,10 +19,7 @@ export declare function snapshotsEqual(a: readonly unknown[], b: readonly unknow
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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")[];
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/** Detects edits without accepting them until the pipeline has received the scene. */
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export declare class SceneChangeDetector {
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private _seen;
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detect(scene: Scene): SceneChanges;
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commit(): void;
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reset(): void;
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