@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/sampling.wgsl.js +91 -95
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- package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js +1 -0
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- package/lib/renderer/wgsl/oidnAuxiliary.wgsl.js.map +1 -0
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- package/lib/renderer/wgsl/photonMap.compute.js +352 -0
- package/lib/renderer/wgsl/photonMap.compute.js.map +1 -0
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- package/lib/renderer/wgsl/proceduralSky.compute.js +198 -0
- package/lib/renderer/wgsl/proceduralSky.compute.js.map +1 -0
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- package/lib/renderer/texturesFromMaterials.js.map +0 -1
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import { pixelLength, pixelValue } from '../scene/texturePixels.js';
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export function writeAtlasPixel(data, index, value) {
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data[index] = value;
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export function writeRawAtlasPlacement(data, width, placement, texture, floatStorage) {
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const source = texture.image;
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const bytes = source.data instanceof Uint8Array || source.data instanceof Uint8ClampedArray;
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if (!bytes && !(source.data instanceof Float32Array) && !(source.data instanceof Int32Array)) {
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throw new Error('Material texture data must be Uint8Array, Uint8ClampedArray, Float32Array or Int32Array.');
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}
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// A row copy is identical to nearest-neighbour sampling at unit scale. Keep
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// the scalar path for aliases: its left-to-right overwrite order is observable.
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if (!floatStorage && data instanceof Uint8Array && placement.width === source.width && placement.height === source.height) {
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if (source.data instanceof Uint8Array) {
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if (copyAtlasRows(data, width, placement, source.data, source.width, source.height, texture.flipY))
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return;
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}
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if (source.data instanceof Uint8ClampedArray) {
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if (copyAtlasRows(data, width, placement, source.data, source.width, source.height, texture.flipY))
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return;
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}
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}
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if (data instanceof Uint16Array)
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return writeAtlasSource(data, width, placement, texture, floatStorage);
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return writeAtlasSource(data, width, placement, texture, floatStorage);
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}
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function copyAtlasRows(data, width, placement, source, sourceWidth, sourceHeight, flipY) {
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if (pixelLength(source) !== sourceWidth * sourceHeight * 4)
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throw new Error('Material texture RGBA source length does not match its dimensions.');
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if (source.buffer === data.buffer)
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return false;
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const rowBytes = sourceWidth * 4;
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for (let y = 0; y < placement.height; y++) {
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const sourceY = flipY ? sourceHeight - y - 1 : y;
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data.set(source.subarray(sourceY * rowBytes, (sourceY + 1) * rowBytes), ((placement.y + y) * width + placement.x) * 4);
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}
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return true;
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}
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function writeAtlasSource(data, width, placement, texture, floatStorage) {
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const source = texture.image;
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if (source.data instanceof Uint8Array)
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return writeAtlasKernel(data, width, placement, source.data, source.width, source.height, texture.flipY, floatStorage, 255);
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if (source.data instanceof Uint8ClampedArray)
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return writeAtlasKernel(data, width, placement, source.data, source.width, source.height, texture.flipY, floatStorage, 255);
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if (source.data instanceof Float32Array)
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return writeAtlasKernel(data, width, placement, source.data, source.width, source.height, texture.flipY, floatStorage, 1);
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return writeAtlasKernel(data, width, placement, source.data, source.width, source.height, texture.flipY, floatStorage, 1);
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}
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function writeAtlasKernel(data, width, placement, source, sourceWidth, sourceHeight, flipY, floatStorage, scale) {
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if (pixelLength(source) !== sourceWidth * sourceHeight * 4)
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throw new Error('Material texture RGBA source length does not match its dimensions.');
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for (let y = 0; y < placement.height; y++) {
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let sourceY = Math.min(sourceHeight - 1, Math.floor(((y + 0.5) * sourceHeight) / placement.height));
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if (flipY)
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sourceY = sourceHeight - 1 - sourceY;
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for (let x = 0; x < placement.width; x++) {
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const sourceX = Math.min(sourceWidth - 1, Math.floor(((x + 0.5) * sourceWidth) / placement.width));
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const sourceOffset = (sourceY * sourceWidth + sourceX) * 4;
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const targetOffset = ((placement.y + y) * width + placement.x + x) * 4;
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for (let c = 0; c < 4; c++) {
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const value = pixelValue(source, sourceOffset + c);
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writeAtlasPixel(data, targetOffset + c, floatStorage ? float16Bits(value / scale) : value);
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}
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}
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}
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}
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//# sourceMappingURL=textureAtlasPixels.js.map
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+
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flipY: boolean}, floatStorage: boolean) {\n const source = texture.image;\n const bytes = source.data instanceof Uint8Array || source.data instanceof Uint8ClampedArray;\n if (!bytes && !(source.data instanceof Float32Array) && !(source.data instanceof Int32Array)) {\n throw new Error('Material texture data must be Uint8Array, Uint8ClampedArray, Float32Array or Int32Array.');\n }\n // A row copy is identical to nearest-neighbour sampling at unit scale. Keep\n // the scalar path for aliases: its left-to-right overwrite order is observable.\n if (!floatStorage && data instanceof Uint8Array && placement.width === source.width && placement.height === source.height) {\n if (source.data instanceof Uint8Array) {\n if (copyAtlasRows(data, width, placement, source.data, source.width, source.height, texture.flipY)) return;\n }\n if (source.data instanceof Uint8ClampedArray) {\n if (copyAtlasRows(data, width, placement, source.data, source.width, source.height, texture.flipY)) return;\n }\n }\n if (data instanceof Uint16Array) return writeAtlasSource(data, width, placement, texture, floatStorage);\n return writeAtlasSource(data, width, placement, texture, floatStorage);\n}\n\nfunction copyAtlasRows<S extends Uint8Array | Uint8ClampedArray>(data: Uint8Array, width: number,\n placement: AtlasPlacement, source: S, sourceWidth: number, sourceHeight: number, flipY: boolean) {\n if (pixelLength(source) !== sourceWidth * sourceHeight * 4) throw new Error('Material texture RGBA source length does not match its dimensions.');\n if (source.buffer === data.buffer) return false;\n const rowBytes = sourceWidth * 4;\n for (let y = 0; y < placement.height; y++) {\n const sourceY = flipY ? sourceHeight - y - 1 : y;\n data.set(source.subarray(sourceY * rowBytes, (sourceY + 1) * rowBytes), ((placement.y + y) * width + placement.x) * 4);\n }\n return true;\n}\n\nfunction writeAtlasSource<D extends Uint16Array | Uint8Array>(data: D, width: number,\n placement: AtlasPlacement, texture: {image: TextureDataSource; flipY: boolean}, floatStorage: boolean) {\n const source = texture.image;\n if (source.data instanceof Uint8Array) return writeAtlasKernel(data, width, placement, source.data, source.width, source.height, texture.flipY, floatStorage, 255);\n if (source.data instanceof Uint8ClampedArray) return writeAtlasKernel(data, width, placement, source.data, source.width, source.height, texture.flipY, floatStorage, 255);\n if (source.data instanceof Float32Array) return writeAtlasKernel(data, width, placement, source.data, source.width, source.height, texture.flipY, floatStorage, 1);\n return writeAtlasKernel(data, width, placement, source.data, source.width, source.height, texture.flipY, floatStorage, 1);\n}\n\nfunction writeAtlasKernel<D extends Uint16Array | Uint8Array, S extends TextureDataSource['data']>(\n data: D, width: number, placement: AtlasPlacement, source: S,\n sourceWidth: number, sourceHeight: number, flipY: boolean, floatStorage: boolean, scale: number) {\n if (pixelLength(source) !== sourceWidth * sourceHeight * 4) throw new Error('Material texture RGBA source length does not match its dimensions.');\n for (let y = 0; y < placement.height; y++) {\n let sourceY = Math.min(sourceHeight - 1, Math.floor(((y + 0.5) * sourceHeight) / placement.height));\n if (flipY) sourceY = sourceHeight - 1 - sourceY;\n for (let x = 0; x < placement.width; x++) {\n const sourceX = Math.min(sourceWidth - 1, Math.floor(((x + 0.5) * sourceWidth) / placement.width));\n const sourceOffset = (sourceY * sourceWidth + sourceX) * 4;\n const targetOffset = ((placement.y + y) * width + placement.x + x) * 4;\n for (let c = 0; c < 4; c++) {\n const value = pixelValue(source, sourceOffset + c);\n writeAtlasPixel(data, targetOffset + c, floatStorage ? float16Bits(value / scale) : value);\n }\n }\n }\n}\n"]}
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package/lib/renderer/util.d.ts
CHANGED
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@@ -1,4 +1,4 @@
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1
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-
import { WritableArrayLike } from '../types.js';
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1
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+
import type { WritableArrayLike } from '../types.js';
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2
2
|
export declare function clamp(x: number, min: number, max: number): number;
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3
3
|
export declare function shuffle(arr: WritableArrayLike<number>, rand: () => number): WritableArrayLike<number>;
|
|
4
4
|
export declare function numberArraysEqual(a: ArrayLike<number>, b: ArrayLike<number>, eps?: number): boolean;
|
package/lib/renderer/util.js.map
CHANGED
|
@@ -1 +1 @@
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|
|
1
|
-
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Tracing and denoising cost grow with the pixel count\n * (scale²), so the scale follows the square root of the time ratio. Steps are\n * 1/16 (1/128 below 0.25); a change of less than 15% from `currentScale` keeps\n * it, because every resolution change restarts sampling.\n */\nexport function nextPreviewScale(\n measuredScale: number,\n frameTimeMs: number,\n targetTimeMs: number,\n maxScale: number,\n currentScale = measuredScale,\n minScale = MIN_PREVIEW_SCALE\n) {\n const raw = measuredScale * Math.sqrt(targetTimeMs / Math.max(frameTimeMs, 0.1));\n const steps = raw < 0.25 ? 128 : 16;\n const next = clamp(Math.round(raw * steps) / steps, minScale, Math.max(minScale, maxScale));\n return Math.abs(Math.log(next / currentScale)) >= Math.log(1.15) ? next : currentScale;\n}\n"]}
|
|
1
|
+
{"version":3,"file":"util.js","sourceRoot":"","sources":["../../src/renderer/util.ts"],"names":[],"mappings":"AAAA,OAAO,EAAC,YAAY,EAAC,MAAM,mBAAmB,CAAC;AAO/C,MAAM,UAAU,KAAK,CAAC,CAAS,EAAE,GAAW,EAAE,GAAW;IACvD,OAAO,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACzC,CAAC;AAED,MAAM,UAAU,OAAO,CAAC,GAA8B,EAAE,IAAkB;IACxE,KAAK,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;QACxC,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QACvC,MAAM,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;QACjB,GAAG,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;QAChB,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;IACb,CAAC;IACD,OAAO,GAAG,CAAC;AACb,CAAC;AAED,MAAM,UAAU,iBAAiB,CAC/B,CAAoB,EACpB,CAAoB,EACpB,GAAG,GAAG,IAAI;IAEV,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;QAClC,IAAI,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,EAAE,CAAC;YAChC,OAAO,KAAK,CAAC;QACf,CAAC;IACH,CAAC;IAED,OAAO,IAAI,CAAC;AACd,CAAC;AACD,MAAM,CAAC,MAAM,KAAK,GAChB,OAAO,SAAS,KAAK,WAAW,IAAI,SAAS,CAAC,SAAS,CAAC,KAAK,CAAC,WAAW,CAAC,CAAC;AAE7E,IAAI,cAAmC,CAAC;AAExC,iFAAiF;AACjF,MAAM,UAAU,UAAU;IACxB,IAAI,cAAc,KAAK,SAAS;QAAE,OAAO,cAAc,CAAC;IACxD,cAAc,GAAG,KAAK,CAAC;IACvB,IAAI,KAAK,EAAE,CAAC;QACV,IAAI,CAAC;YACH,MAAM,GAAG,GAAG,YAAY,EAAE,CAAC,UAAU,CAAC,OAAO,CAAiC,CAAC;YAC/E,MAAM,CAAC,GAAG,GAAG,IAAI,GAAG,CAAC,YAAY,CAAC,2BAA2B,CAAC,CAAC;YAC/D,MAAM,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,YAAY,CAAC,CAAC,CAAC,uBAAuB,CAAC,CAAC,IAAI,EAAE,CAAC;YACnE,IAAI,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC,KAAK,CAAC,WAAW,CAAC,CAAC;gBAAE,cAAc,GAAG,IAAI,CAAC;QAC3E,CAAC;QAAC,OAAO,CAAC,EAAE,CAAC,CAAA,CAAC;IAChB,CAAC;IACD,OAAO,cAAc,CAAC;AACxB,CAAC;AAED,kEAAkE;AAClE,MAAM,CAAC,MAAM,iBAAiB,GAAG,KAAK,CAAC;AAEvC;;;;;;GAMG;AACH,MAAM,UAAU,gBAAgB,CAC9B,aAAqB,EACrB,WAAmB,EACnB,YAAoB,EACpB,QAAgB,EAChB,YAAY,GAAG,aAAa,EAC5B,QAAQ,GAAG,iBAAiB;IAE5B,MAAM,GAAG,GAAG,aAAa,GAAG,IAAI,CAAC,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,GAAG,CAAC,WAAW,EAAE,GAAG,CAAC,CAAC,CAAC;IACjF,MAAM,KAAK,GAAG,GAAG,GAAG,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC;IACpC,MAAM,IAAI,GAAG,KAAK,CAAC,IAAI,CAAC,KAAK,CAAC,GAAG,GAAG,KAAK,CAAC,GAAG,KAAK,EAAE,QAAQ,EAAE,IAAI,CAAC,GAAG,CAAC,QAAQ,EAAE,QAAQ,CAAC,CAAC,CAAC;IAC5F,OAAO,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,IAAI,GAAG,YAAY,CAAC,CAAC,IAAI,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,YAAY,CAAC;AACzF,CAAC","sourcesContent":["import {createCanvas} from '../util/canvas.js';\n// Portions adapted from ray-tracing-renderer@0.10.15\n// (https://github.com/hoverinc/ray-tracing-renderer).\n// Copyright (c) 2019 HOVER, MIT license; see LICENSES/RayTracingRenderer-MIT.txt.\n\nimport type { WritableArrayLike } from '../types.js';\n\nexport function clamp(x: number, min: number, max: number) {\n return Math.min(Math.max(x, min), max);\n}\n\nexport function shuffle(arr: WritableArrayLike<number>, rand: () => number) {\n for (let i = arr.length - 1; i > 0; i--) {\n const j = Math.floor(rand() * (i + 1));\n const x = arr[i];\n arr[i] = arr[j];\n arr[j] = x;\n }\n return arr;\n}\n\nexport function numberArraysEqual(\n a: ArrayLike<number>,\n b: ArrayLike<number>,\n eps = 1e-4\n) {\n for (let i = 0; i < a.length; i++) {\n if (Math.abs(a[i] - b[i]) > eps) {\n return false;\n }\n }\n\n return true;\n}\nexport const isMac =\n typeof navigator !== 'undefined' && navigator.userAgent.match('Macintosh');\n\nlet cachedIntelMac: boolean | undefined;\n\n/** Detect the WebGL workaround platform only when the WebGL backend needs it. */\nexport function isIntelMac() {\n if (cachedIntelMac !== undefined) return cachedIntelMac;\n cachedIntelMac = false;\n if (isMac) {\n try {\n const ctx = createCanvas().getContext('webgl') as WebGLRenderingContext | null;\n const d = ctx && ctx.getExtension('WEBGL_debug_renderer_info');\n const g = (d && ctx.getParameter(d.UNMASKED_RENDERER_WEBGL)) || '';\n if (!(g.match(/Apple M/) || g.match(/Apple GPU/))) cachedIntelMac = true;\n } catch (e) {}\n }\n return cachedIntelMac;\n}\n\n/** Lowest resolution scale interactive preview adapts down to. */\nexport const MIN_PREVIEW_SCALE = 0.125;\n\n/**\n * Next interactive-preview resolution scale from a preview frame time measured\n * at `measuredScale`. Tracing and denoising cost grow with the pixel count\n * (scale²), so the scale follows the square root of the time ratio. Steps are\n * 1/16 (1/128 below 0.25); a change of less than 15% from `currentScale` keeps\n * it, because every resolution change restarts sampling.\n */\nexport function nextPreviewScale(\n measuredScale: number,\n frameTimeMs: number,\n targetTimeMs: number,\n maxScale: number,\n currentScale = measuredScale,\n minScale = MIN_PREVIEW_SCALE\n) {\n const raw = measuredScale * Math.sqrt(targetTimeMs / Math.max(frameTimeMs, 0.1));\n const steps = raw < 0.25 ? 128 : 16;\n const next = clamp(Math.round(raw * steps) / steps, minScale, Math.max(minScale, maxScale));\n return Math.abs(Math.log(next / currentScale)) >= Math.log(1.15) ? next : currentScale;\n}\n"]}
|
package/lib/renderer/webgl.d.ts
CHANGED
|
@@ -1,5 +1,5 @@
|
|
|
1
1
|
import type { ShaderCompilationDiagnostics } from './RenderingPipeline.js';
|
|
2
|
-
import { FragmentShader, ShaderDefineValue, ShaderUniform } from './shader.js';
|
|
2
|
+
import { FragmentShader, type ShaderDefineValue, type ShaderUniform } from './shader.js';
|
|
3
3
|
export { FragmentShader, Shader, createShaderMixin, glsl } from './shader.js';
|
|
4
4
|
export declare const constants: {
|
|
5
5
|
readonly FLOAT: 5126;
|
|
@@ -66,6 +66,10 @@ export declare class Texture2D {
|
|
|
66
66
|
protected _ensureTexture(gl: WebGL2RenderingContext): void;
|
|
67
67
|
protected _bindAndConfigure(gl: WebGL2RenderingContext): void;
|
|
68
68
|
protected _format(gl: WebGL2RenderingContext, channels?: number): {
|
|
69
|
+
type: 5125;
|
|
70
|
+
format: 36249;
|
|
71
|
+
internalFormat: 36208;
|
|
72
|
+
} | {
|
|
69
73
|
type: number;
|
|
70
74
|
format: 6408 | 6403 | 33319 | 6407;
|
|
71
75
|
internalFormat: 33326 | 33328 | 34837 | 34836 | 33325 | 33327 | 34843 | 34842 | 35907 | 32856;
|
|
@@ -92,7 +96,7 @@ export declare class WebGLProgramBindings {
|
|
|
92
96
|
setDefine(name: string, value: ShaderDefineValue): void;
|
|
93
97
|
deleteDefine(name: string): void;
|
|
94
98
|
getProgram(renderer: WebGLDevice): WebGLProgram;
|
|
95
|
-
bind(renderer: WebGLDevice):
|
|
99
|
+
bind(renderer: WebGLDevice): boolean;
|
|
96
100
|
}
|
|
97
101
|
export interface RendererOptions extends WebGLContextAttributes {
|
|
98
102
|
canvas: HTMLCanvasElement | OffscreenCanvas;
|
|
@@ -107,10 +111,13 @@ export declare class WebGLDevice {
|
|
|
107
111
|
private _viewportStack;
|
|
108
112
|
private _programs;
|
|
109
113
|
private _parallel?;
|
|
114
|
+
private _pendingPrograms;
|
|
115
|
+
private _programErrors;
|
|
110
116
|
private _compilationStart;
|
|
111
117
|
private _compilationRecords;
|
|
112
118
|
constructor(options: RendererOptions);
|
|
113
119
|
createProgram(shader: FragmentShader, defines: Record<string, ShaderDefineValue>): WebGLProgram;
|
|
120
|
+
isProgramCompiled(program: WebGLProgram): boolean;
|
|
114
121
|
/** Cumulative program compilation measurements used by preparation progress. */
|
|
115
122
|
getShaderCompilationDiagnostics(): ShaderCompilationDiagnostics;
|
|
116
123
|
isAllProgramCompiled(): boolean;
|
package/lib/renderer/webgl.js
CHANGED
|
@@ -144,6 +144,8 @@ export class Texture2D {
|
|
|
144
144
|
}
|
|
145
145
|
_format(gl, channels = 4) {
|
|
146
146
|
const type = this._options.type || gl.UNSIGNED_BYTE;
|
|
147
|
+
if (type === gl.UNSIGNED_INT)
|
|
148
|
+
return { type, format: gl.RGBA_INTEGER, internalFormat: gl.RGBA32UI };
|
|
147
149
|
const formats = [gl.RED, gl.RG, gl.RGB, gl.RGBA];
|
|
148
150
|
const floatFormats = [gl.R32F, gl.RG32F, gl.RGB32F, gl.RGBA32F];
|
|
149
151
|
const halfFloatFormats = [gl.R16F, gl.RG16F, gl.RGB16F, gl.RGBA16F];
|
|
@@ -296,6 +298,8 @@ export class WebGLProgramBindings {
|
|
|
296
298
|
bind(renderer) {
|
|
297
299
|
const gl = renderer.gl;
|
|
298
300
|
const program = this.getProgram(renderer);
|
|
301
|
+
if (!renderer.isProgramCompiled(program))
|
|
302
|
+
return false;
|
|
299
303
|
gl.useProgram(program);
|
|
300
304
|
let textureUnit = 0;
|
|
301
305
|
for (const [name, uniform] of Object.entries(this.uniforms)) {
|
|
@@ -312,6 +316,7 @@ export class WebGLProgramBindings {
|
|
|
312
316
|
setUniform(gl, location, uniform, value);
|
|
313
317
|
}
|
|
314
318
|
}
|
|
319
|
+
return true;
|
|
315
320
|
}
|
|
316
321
|
}
|
|
317
322
|
function cloneValue(value) {
|
|
@@ -401,13 +406,14 @@ function composeFragment(shader, defines) {
|
|
|
401
406
|
})
|
|
402
407
|
.join('\n');
|
|
403
408
|
const outputCode = shader.outputs
|
|
404
|
-
.map((name, index) => `layout(location=${index}) out highp vec4 out_${name};`)
|
|
409
|
+
.map((name, index) => `layout(location=${index}) out highp ${shader.outputTypes[name] ?? 'vec4'} out_${name};`)
|
|
405
410
|
.join('\n');
|
|
406
411
|
return /* glsl */ `#version 300 es
|
|
407
412
|
precision highp float;
|
|
408
413
|
precision highp int;
|
|
409
414
|
precision highp sampler2D;
|
|
410
415
|
precision highp sampler2DArray;
|
|
416
|
+
precision highp usampler2D;
|
|
411
417
|
${defineCode}
|
|
412
418
|
${outputCode}
|
|
413
419
|
${uniformCode}
|
|
@@ -423,6 +429,8 @@ export class WebGLDevice {
|
|
|
423
429
|
_viewportStack = [];
|
|
424
430
|
_programs = new Set();
|
|
425
431
|
_parallel;
|
|
432
|
+
_pendingPrograms = new Map();
|
|
433
|
+
_programErrors = new Map();
|
|
426
434
|
_compilationStart = 0;
|
|
427
435
|
_compilationRecords = [];
|
|
428
436
|
constructor(options) {
|
|
@@ -451,22 +459,30 @@ export class WebGLDevice {
|
|
|
451
459
|
hash = Math.imul(hash ^ source.charCodeAt(i), 16777619);
|
|
452
460
|
const creationStart = performance.now();
|
|
453
461
|
const program = gl.createProgram();
|
|
462
|
+
const asynchronous = !!this._parallel && shader.parallelCompile;
|
|
463
|
+
const shaders = [];
|
|
454
464
|
const compile = (type, source) => {
|
|
455
465
|
const result = gl.createShader(type);
|
|
466
|
+
shaders.push(result);
|
|
456
467
|
gl.shaderSource(result, source);
|
|
457
468
|
gl.compileShader(result);
|
|
458
|
-
|
|
469
|
+
// COMPILE_STATUS and LINK_STATUS can synchronously wait for the driver.
|
|
470
|
+
// Poll COMPLETION_STATUS_KHR before either query for large programs.
|
|
471
|
+
if (!asynchronous && !gl.getShaderParameter(result, gl.COMPILE_STATUS)) {
|
|
459
472
|
const message = gl.getShaderInfoLog(result);
|
|
460
473
|
gl.deleteShader(result);
|
|
461
474
|
throw new Error(`${shader.name || 'WebGL shader'}: ${message}\n${source}`);
|
|
462
475
|
}
|
|
463
476
|
gl.attachShader(program, result);
|
|
464
|
-
|
|
477
|
+
if (!asynchronous)
|
|
478
|
+
gl.deleteShader(result);
|
|
465
479
|
};
|
|
466
480
|
compile(gl.VERTEX_SHADER, fullscreenVertex);
|
|
467
481
|
compile(gl.FRAGMENT_SHADER, fragment);
|
|
468
482
|
gl.linkProgram(program);
|
|
469
|
-
if (
|
|
483
|
+
if (asynchronous)
|
|
484
|
+
this._pendingPrograms.set(program, { shader, shaders });
|
|
485
|
+
else if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
|
|
470
486
|
throw new Error(`${shader.name || 'WebGL program'}: ${gl.getProgramInfoLog(program)}`);
|
|
471
487
|
}
|
|
472
488
|
this._programs.add(program);
|
|
@@ -474,14 +490,42 @@ export class WebGLDevice {
|
|
|
474
490
|
bytes: new TextEncoder().encode(source).byteLength, lines: source.split('\n').length,
|
|
475
491
|
fingerprint: (hash >>> 0).toString(16).padStart(8, '0'), startedAt,
|
|
476
492
|
generationMs, creationMs: performance.now() - creationStart,
|
|
477
|
-
completedAt:
|
|
493
|
+
completedAt: asynchronous ? undefined : performance.now() });
|
|
478
494
|
return program;
|
|
479
495
|
}
|
|
496
|
+
isProgramCompiled(program) {
|
|
497
|
+
const error = this._programErrors.get(program);
|
|
498
|
+
if (error)
|
|
499
|
+
throw error;
|
|
500
|
+
const pending = this._pendingPrograms.get(program);
|
|
501
|
+
if (!pending)
|
|
502
|
+
return true;
|
|
503
|
+
const gl = this.gl;
|
|
504
|
+
if (!gl.getProgramParameter(program, this._parallel.COMPLETION_STATUS_KHR))
|
|
505
|
+
return false;
|
|
506
|
+
this._pendingPrograms.delete(program);
|
|
507
|
+
try {
|
|
508
|
+
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
|
|
509
|
+
const details = pending.shaders.filter(s => !gl.getShaderParameter(s, gl.COMPILE_STATUS))
|
|
510
|
+
.map(s => `${gl.getShaderInfoLog(s)}\n${gl.getShaderSource(s)}`).join('\n');
|
|
511
|
+
const failure = new Error(`${pending.shader.name || 'WebGL program'}: ${gl.getProgramInfoLog(program)}${details ? '\n' + details : ''}`);
|
|
512
|
+
this._programErrors.set(program, failure);
|
|
513
|
+
throw failure;
|
|
514
|
+
}
|
|
515
|
+
}
|
|
516
|
+
finally {
|
|
517
|
+
pending.shaders.forEach(shader => gl.deleteShader(shader));
|
|
518
|
+
}
|
|
519
|
+
const record = this._compilationRecords.find(record => record.program === program);
|
|
520
|
+
if (record)
|
|
521
|
+
record.completedAt = performance.now();
|
|
522
|
+
return true;
|
|
523
|
+
}
|
|
480
524
|
/** Cumulative program compilation measurements used by preparation progress. */
|
|
481
525
|
getShaderCompilationDiagnostics() {
|
|
482
526
|
const now = performance.now(), records = this._compilationRecords;
|
|
483
527
|
for (const record of records) {
|
|
484
|
-
if (record.completedAt === undefined &&
|
|
528
|
+
if (record.completedAt === undefined && this.isProgramCompiled(record.program))
|
|
485
529
|
record.completedAt = now;
|
|
486
530
|
}
|
|
487
531
|
const completed = records.filter(record => record.completedAt !== undefined);
|
|
@@ -515,10 +559,8 @@ export class WebGLDevice {
|
|
|
515
559
|
};
|
|
516
560
|
}
|
|
517
561
|
isAllProgramCompiled() {
|
|
518
|
-
if (!this._parallel)
|
|
519
|
-
return true;
|
|
520
562
|
for (const program of this._programs) {
|
|
521
|
-
if (!this.
|
|
563
|
+
if (!this.isProgramCompiled(program)) {
|
|
522
564
|
return false;
|
|
523
565
|
}
|
|
524
566
|
}
|
|
@@ -548,6 +590,9 @@ export class WebGLDevice {
|
|
|
548
590
|
this.gl.viewport(x, y, width, height);
|
|
549
591
|
}
|
|
550
592
|
dispose() {
|
|
593
|
+
this._pendingPrograms.forEach(pending => pending.shaders.forEach(shader => this.gl.deleteShader(shader)));
|
|
594
|
+
this._pendingPrograms.clear();
|
|
595
|
+
this._programErrors.clear();
|
|
551
596
|
this._programs.forEach((program) => this.gl.deleteProgram(program));
|
|
552
597
|
this._programs.clear();
|
|
553
598
|
this._compilationRecords = [];
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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number;\n magFilter?: number;\n wrapS?: number;\n wrapT?: number;\n flipY?: boolean;\n flipYArray?: boolean[];\n useMipmap?: boolean;\n premultiplyAlpha?: boolean;\n sRGB?: boolean;\n}\n\nfunction isPixelSource(source: unknown): source is TexturePixelSource {\n return !!source && typeof source === 'object' && 'data' in source;\n}\n\nexport class Texture2D {\n private _source?: TextureSource | TextureImageSource[];\n width = 1;\n height = 1;\n // Keep the shared texture container constructible in DOM-free WebGPU hosts.\n target: number = constants.TEXTURE_2D;\n protected _options: TextureOptions;\n protected _texture?: WebGLTexture;\n protected _dirty = true;\n protected _allocated = false;\n\n constructor(options: TextureOptions = {}) {\n this._options = options;\n this.source = options.source;\n this.width = options.width || 1;\n this.height = options.height || 1;\n }\n\n get storageType() {return this._options.type ?? constants.UNSIGNED_BYTE;}\n get isByteEncoded() { return (this._options.type ?? constants.UNSIGNED_BYTE) === constants.UNSIGNED_BYTE; }\n\n /** Allocated 2D render-target payload, excluding driver/FBO overhead. */\n getMemoryBytes() {\n if (!this._allocated) return 0;\n const bytes = this._options.type === constants.FLOAT ? 4 :\n this._options.type === constants.HALF_FLOAT ? 2 : 1;\n return this.width * this.height * 4 * bytes;\n }\n\n get source(): any {\n return this._source;\n }\n\n set source(value: any) {\n if (this._source !== value) {\n this._source = value;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n dirty() {\n this._dirty = true;\n }\n\n resize(width: number, height: number) {\n if (this.width !== width || this.height !== height) {\n this.width = width;\n this.height = height;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n ensureStorage(\n gl: WebGL2RenderingContext,\n width: number,\n height: number,\n options: TextureOptions = this._options\n ) {\n const storageChanged = (this._options.type ?? constants.UNSIGNED_BYTE) !== (options.type ?? this._options.type ?? constants.UNSIGNED_BYTE) ||\n this._options.sRGB !== (options.sRGB ?? this._options.sRGB);\n this._options = { ...this._options, ...options };\n if (storageChanged) {this._dirty = true; this._allocated = false;}\n this.resize(Math.max(1, width), Math.max(1, height));\n this._ensureTexture(gl);\n if (!this._allocated || this._dirty) {\n this._bindAndConfigure(gl);\n const { internalFormat, format, type } = this._format(gl);\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n this.width,\n this.height,\n 0,\n format,\n type,\n null\n );\n this._allocated = true;\n this._dirty = false;\n }\n return this;\n }\n\n bind(gl: WebGL2RenderingContext, unit: number) {\n this._ensureTexture(gl);\n gl.activeTexture(gl.TEXTURE0 + unit);\n this._bindAndConfigure(gl);\n if (this._dirty || !this._allocated) {\n this._upload(gl);\n }\n }\n\n /** Copies a byte range into a data texture's CPU image and uploads its covering rows. 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format, type } = this._format(gl, channels);\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, this._options.flipY ? 1 : 0);\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this._options.premultiplyAlpha ? 1 : 0);\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, first, source.width, end - first, format, type,\n source.data.subarray(first * source.width * channels, end * source.width * channels));\n }\n\n getWebGLTexture(gl: WebGL2RenderingContext) {\n this._ensureTexture(gl);\n return this._texture!;\n }\n\n dispose(gl: WebGL2RenderingContext) {\n if (this._texture) gl.deleteTexture(this._texture);\n this._texture = undefined; this._allocated = false; this._dirty = true;\n }\n\n protected _ensureTexture(gl: WebGL2RenderingContext) {\n if (!this._texture) {\n this._texture = gl.createTexture()!;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n protected _bindAndConfigure(gl: WebGL2RenderingContext) {\n gl.bindTexture(gl.TEXTURE_2D, this._texture!);\n gl.texParameteri(\n gl.TEXTURE_2D,\n 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{\n const source = this.source;\n const channels =\n source && isPixelSource(source)\n ? source.data.byteLength / source.data.BYTES_PER_ELEMENT / (source.width * source.height)\n : 4;\n const { internalFormat, format, type } = this._format(gl, channels);\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, this._options.flipY ? 1 : 0);\n gl.pixelStorei(\n gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL,\n this._options.premultiplyAlpha ? 1 : 0\n );\n if (source && isPixelSource(source)) {\n this.width = source.width;\n this.height = source.height;\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n source.width,\n source.height,\n 0,\n format,\n type,\n source.data\n );\n } else if (source && !Array.isArray(source)) {\n this.width = source.width;\n this.height = source.height;\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n format,\n type,\n source\n );\n } else {\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n this.width,\n this.height,\n 0,\n format,\n type,\n null\n );\n }\n if (this._options.useMipmap) gl.generateMipmap(gl.TEXTURE_2D);\n this._dirty = false;\n this._allocated = true;\n }\n}\n\nexport class Texture2DArray extends Texture2D {\n target: number = constants.TEXTURE_2D_ARRAY;\n\n get flipYArray() {\n return this._options.flipYArray || [];\n }\n\n protected _bindAndConfigure(gl: WebGL2RenderingContext) {\n gl.bindTexture(gl.TEXTURE_2D_ARRAY, this._texture!);\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_MIN_FILTER,\n this._options.minFilter || gl.LINEAR\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_MAG_FILTER,\n this._options.magFilter || gl.LINEAR\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_WRAP_S,\n this._options.wrapS || gl.CLAMP_TO_EDGE\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_WRAP_T,\n this._options.wrapT || gl.CLAMP_TO_EDGE\n );\n }\n\n protected _upload(gl: WebGL2RenderingContext) {\n const sources = (this.source || []) as TextureImageSource[];\n const depth = Math.max(1, sources.length);\n const maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);\n const maxTextureArrayLayers = gl.getParameter(gl.MAX_ARRAY_TEXTURE_LAYERS);\n if (\n this.width > maxTextureSize ||\n this.height > maxTextureSize ||\n depth > maxTextureArrayLayers\n ) {\n throw new Error(\n `Texture array ${this.width}x${this.height}x${depth} exceeds WebGL limits ${maxTextureSize}x${maxTextureSize}x${maxTextureArrayLayers}.`\n );\n }\n const type = this.storageType;\n const internalFormat = type === gl.HALF_FLOAT ? gl.RGBA16F\n : type === gl.FLOAT ? gl.RGBA32F\n : this._options.sRGB ? gl.SRGB8_ALPHA8 : gl.RGBA8;\n // Attribute allocation errors to this upload rather than an unrelated\n // earlier WebGL call whose error flag was never consumed.\n while (gl.getError() !== gl.NO_ERROR) {\n // Drain the context error queue.\n }\n gl.texImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n internalFormat,\n this.width,\n this.height,\n depth,\n 0,\n gl.RGBA,\n type,\n null\n );\n const allocationError = gl.getError();\n if (allocationError !== gl.NO_ERROR) {\n throw new Error(\n `WebGL could not allocate texture array ${this.width}x${this.height}x${depth} (error 0x${allocationError.toString(16)}).`\n );\n }\n sources.forEach((source, index) => {\n gl.pixelStorei(\n gl.UNPACK_FLIP_Y_WEBGL,\n (this._options.flipYArray?.[index] ?? this._options.flipY) ? 1 : 0\n );\n // Material maps use straight alpha. Do not inherit a premultiplication\n // state from a texture uploaded earlier on the same WebGL context.\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);\n gl.texSubImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n 0,\n 0,\n index,\n source.width,\n source.height,\n 1,\n gl.RGBA,\n type,\n isPixelSource(source) ? source.data : source\n );\n const uploadError = gl.getError();\n if (uploadError !== gl.NO_ERROR) {\n throw new Error(`WebGL could not upload texture array layer ${index} (error 0x${uploadError.toString(16)}).`);\n }\n });\n this._dirty = false;\n this._allocated = true;\n }\n\n bind(gl: WebGL2RenderingContext, unit: number) {\n this._ensureTexture(gl);\n gl.activeTexture(gl.TEXTURE0 + unit);\n this._bindAndConfigure(gl);\n if (this._dirty || !this._allocated) this._upload(gl);\n }\n}\n\n/** Compiled GLSL program plus its current bind-group-like values. */\nexport class WebGLProgramBindings {\n readonly shader: FragmentShader;\n readonly uniforms: Record<string, ShaderUniform>;\n readonly defines: Record<string, ShaderDefineValue>;\n private _programs = new Map<string, WebGLProgram>();\n\n constructor(shader: FragmentShader) {\n this.shader = shader;\n this.uniforms = Object.fromEntries(\n Object.entries(shader.uniforms).map(([name, uniform]) => [\n name,\n { ...uniform, value: cloneValue(uniform.value) }\n ])\n );\n this.defines = { ...shader.defines };\n }\n\n set(name: string, value: unknown) {\n if (value === undefined || !this.uniforms[name]) return false;\n const changed = this.uniforms[name].value !== value;\n this.uniforms[name].value = value;\n return changed;\n }\n\n setUniforms(values: Record<string, unknown>) {\n Object.entries(values).forEach(([name, value]) => this.set(name, value));\n }\n\n get(name: string): any {\n return this.uniforms[name]?.value;\n }\n\n setDefine(name: string, value: ShaderDefineValue) {\n this.defines[name] = value;\n }\n\n deleteDefine(name: string) {\n delete this.defines[name];\n }\n\n getProgram(renderer: WebGLDevice) {\n const textureDefines: Record<string, null> = {};\n for (const [name, uniform] of Object.entries(this.uniforms)) {\n if (isSampler(uniform.type) && uniform.value) {\n textureDefines[`${name.toUpperCase()}_ENABLED`] = null;\n }\n }\n const defines = { ...this.defines, ...textureDefines };\n const key = JSON.stringify(defines);\n let program = this._programs.get(key);\n if (!program) {\n program = renderer.createProgram(this.shader, defines);\n this._programs.set(key, program);\n }\n return program;\n }\n\n bind(renderer: WebGLDevice) {\n const gl = renderer.gl;\n const program = this.getProgram(renderer);\n gl.useProgram(program);\n let textureUnit = 0;\n for (const [name, uniform] of Object.entries(this.uniforms)) {\n const location = gl.getUniformLocation(program, name);\n if (location === null) continue;\n const value = uniform.value;\n if (isSampler(uniform.type)) {\n const texture = value as Texture2D | undefined;\n (texture || renderer.emptyTexture).bind(gl, textureUnit);\n gl.uniform1i(location, textureUnit++);\n } else {\n setUniform(gl, location, uniform, value);\n }\n }\n }\n}\n\nfunction cloneValue(value: unknown): any {\n return Array.isArray(value) ? value.slice() : value;\n}\n\nfunction isSampler(type: string) {\n return type.includes('sampler');\n}\n\nfunction flatten(value: any): number[] | Float32Array {\n if (!value) return [];\n if (ArrayBuffer.isView(value)) return value as Float32Array;\n return Array.isArray(value) ? value.flat(Infinity) : [value];\n}\n\nfunction setUniform(\n gl: WebGL2RenderingContext,\n location: WebGLUniformLocation,\n uniform: ShaderUniform,\n value: any\n) {\n if (value === undefined || value === null) return;\n const data = flatten(value);\n if (uniform.array) {\n if (uniform.type === 'int') gl.uniform1iv(location, data as number[]);\n else if (uniform.type === 'vec2') gl.uniform2fv(location, data as number[]);\n else if (uniform.type === 'vec3') gl.uniform3fv(location, data as number[]);\n else if (uniform.type === 'vec4') gl.uniform4fv(location, data as number[]);\n else gl.uniform1fv(location, data as number[]);\n return;\n }\n switch (uniform.type) {\n case 'bool':\n case 'int':\n gl.uniform1i(location, Number(value));\n break;\n case 'float':\n gl.uniform1f(location, Number(value));\n break;\n case 'vec2':\n gl.uniform2fv(location, data as number[]);\n break;\n case 'vec3':\n gl.uniform3fv(location, data as number[]);\n break;\n case 'vec4':\n gl.uniform4fv(location, data as number[]);\n break;\n case 'ivec2':\n gl.uniform2iv(location, data as number[]);\n break;\n case 'ivec3':\n gl.uniform3iv(location, data as number[]);\n break;\n case 'ivec4':\n gl.uniform4iv(location, data as number[]);\n break;\n case 'mat3':\n gl.uniformMatrix3fv(location, false, data as number[]);\n break;\n case 'mat4':\n gl.uniformMatrix4fv(location, false, data as number[]);\n break;\n }\n}\n\nconst fullscreenVertex = /* glsl */ `#version 300 es\nprecision highp float;\nout vec2 v_Texcoord;\nvoid main() {\n vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));\n v_Texcoord = p;\n gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);\n}`;\n\nfunction composeFragment(\n shader: FragmentShader,\n defines: Record<string, ShaderDefineValue>\n) {\n const defineCode = Object.entries(defines)\n .filter(([, value]) => value !== false && value !== undefined)\n .map(([name, value]) =>\n value === null || value === true ? `#define ${name}` : `#define ${name} ${value}`\n )\n .join('\\n');\n const uniformCode = Object.entries(shader.uniforms)\n .map(([name, uniform]) => {\n const guarded = uniform.array && isNaN(Number(uniform.len));\n const declaration = `uniform ${uniform.type} ${name}${\n uniform.array ? `[${uniform.len}]` : ''\n };`;\n return guarded\n ? `#ifdef ${uniform.len}\\n${declaration}\\n#endif`\n : declaration;\n })\n .join('\\n');\n const outputCode = shader.outputs\n .map((name, index) => `layout(location=${index}) out highp vec4 out_${name};`)\n .join('\\n');\n return /* glsl */ `#version 300 es\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\nprecision highp sampler2DArray;\n${defineCode}\n${outputCode}\n${uniformCode}\nin vec2 v_Texcoord;\n${shader.functions.map((fn) => fn()).join('\\n')}\n${shader.main}`;\n}\n\nexport interface RendererOptions extends WebGLContextAttributes {\n canvas: HTMLCanvasElement | OffscreenCanvas;\n pixelRatio?: number;\n parallelShaderCompile?: boolean;\n}\n\nexport class WebGLDevice {\n readonly canvas: HTMLCanvasElement | OffscreenCanvas;\n readonly gl: WebGL2RenderingContext;\n readonly emptyTexture = new Texture2D();\n private _viewport: [number, number, number, number] = [0, 0, 1, 1];\n private _viewportStack: Array<[number, number, number, number]> = [];\n private _programs = new Set<WebGLProgram>();\n private _parallel?: KHR_parallel_shader_compile;\n private _compilationStart = 0;\n private _compilationRecords: {\n program: WebGLProgram; label: string; bytes: number; lines: number; fingerprint: string;\n startedAt: number; completedAt?: number; generationMs: number; creationMs: number;\n }[] = [];\n\n constructor(options: RendererOptions) {\n this.canvas = options.canvas;\n const gl = options.canvas.getContext('webgl2', options);\n if (!gl) throw new Error('WebGL 2.0 is required');\n this.gl = gl;\n gl.getExtension('EXT_color_buffer_float');\n gl.getExtension('OES_texture_float_linear');\n this._parallel = options.parallelShaderCompile\n ? gl.getExtension('KHR_parallel_shader_compile') || undefined\n : undefined;\n this.resize(this.canvas.width, this.canvas.height);\n }\n\n createProgram(\n shader: FragmentShader,\n defines: Record<string, ShaderDefineValue>\n ) {\n const gl = this.gl;\n const startedAt = performance.now();\n if (!this._compilationRecords.length) this._compilationStart = startedAt;\n const fragment = composeFragment(shader, defines);\n const generationMs = performance.now() - startedAt;\n const source = fullscreenVertex + fragment;\n let hash = 2166136261;\n for (let i = 0; i < source.length; i++) hash = Math.imul(hash ^ source.charCodeAt(i), 16777619);\n const creationStart = performance.now();\n const program = gl.createProgram()!;\n const compile = (type: number, source: string) => {\n const result = gl.createShader(type)!;\n gl.shaderSource(result, source);\n gl.compileShader(result);\n if (!gl.getShaderParameter(result, gl.COMPILE_STATUS)) {\n const message = gl.getShaderInfoLog(result);\n gl.deleteShader(result);\n throw new Error(`${shader.name || 'WebGL shader'}: ${message}\\n${source}`);\n }\n gl.attachShader(program, result);\n gl.deleteShader(result);\n };\n compile(gl.VERTEX_SHADER, fullscreenVertex);\n compile(gl.FRAGMENT_SHADER, fragment);\n gl.linkProgram(program);\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n throw new Error(\n `${shader.name || 'WebGL program'}: ${gl.getProgramInfoLog(program)}`\n );\n }\n this._programs.add(program);\n this._compilationRecords.push({program, label: shader.name || 'WebGL program',\n bytes: new TextEncoder().encode(source).byteLength, lines: source.split('\\n').length,\n fingerprint: (hash >>> 0).toString(16).padStart(8, '0'), startedAt,\n generationMs, creationMs: performance.now() - creationStart,\n completedAt: this._parallel ? undefined : performance.now()});\n return program;\n }\n\n /** Cumulative program compilation measurements used by preparation progress. */\n getShaderCompilationDiagnostics(): ShaderCompilationDiagnostics {\n const now = performance.now(), records = this._compilationRecords;\n for (const record of records) {\n if (record.completedAt === undefined && (!this._parallel || this.gl.getProgramParameter(record.program, this._parallel.COMPLETION_STATUS_KHR))) record.completedAt = now;\n }\n const completed = records.filter(record => record.completedAt !== undefined);\n const duration = completed.length === records.length && records.length > 0\n ? Math.max(...completed.map(record => record.completedAt!)) - this._compilationStart : undefined;\n const concurrency = records.flatMap(record => [\n {time: record.startedAt, change: 1},\n ...(record.completedAt === undefined ? [] : [{time: record.completedAt, change: -1}])\n ]).sort((a,b) => a.time - b.time || a.change - b.change);\n let active = 0, peak = 0;\n for (const event of concurrency) { active += event.change; peak = Math.max(peak, active); }\n return {\n status: completed.length === records.length ? 'ready' : 'compiling',\n sourceBytes: records.reduce((sum, record) => sum + record.bytes, 0),\n sourceLines: records.reduce((sum, record) => sum + record.lines, 0),\n pipelineCount: records.length, completedPipelineCount: completed.length,\n sourceGenerationTimeMs: records.reduce((sum, record) => sum + record.generationMs, 0),\n moduleCreationTimeMs: records.reduce((sum, record) => sum + record.creationMs, 0),\n modules: records.map(record => ({label: record.label, sourceBytes: record.bytes, sourceLines: record.lines, sourceFingerprint: record.fingerprint})),\n pipelines: records.map(record => ({label: record.label, entryPoint: 'main', firstFrameRequired: true,\n status: record.completedAt === undefined ? 'compiling' : 'ready',\n startedAtMs: record.startedAt - this._compilationStart,\n endedAtMs: record.completedAt === undefined ? undefined : record.completedAt - this._compilationStart,\n durationMs: record.completedAt === undefined ? undefined : record.completedAt - record.startedAt})),\n maximumConcurrentPipelineCount: this._parallel ? records.length : Math.min(records.length, 1),\n peakConcurrentPipelineCount: peak,\n pipelineCompilationTimeMs: duration, totalTimeMs: duration\n };\n }\n\n isAllProgramCompiled() {\n if (!this._parallel) return true;\n for (const program of this._programs) {\n if (!this.gl.getProgramParameter(program, this._parallel.COMPLETION_STATUS_KHR)) {\n return false;\n }\n }\n return true;\n }\n\n resize(width: number, height: number) {\n this.canvas.width = width;\n this.canvas.height = height;\n this.setViewport(0, 0, width, height);\n }\n\n getWidth() {\n return this.canvas.width;\n }\n getHeight() {\n return this.canvas.height;\n }\n saveViewport() {\n this._viewportStack.push([...this._viewport]);\n }\n restoreViewport() {\n const viewport = this._viewportStack.pop();\n if (viewport) this.setViewport(...viewport);\n }\n setViewport(x: number, y: number, width: number, height: number) {\n this._viewport = [x, y, width, height];\n this.gl.viewport(x, y, width, height);\n }\n\n dispose() {\n this._programs.forEach((program) => this.gl.deleteProgram(program));\n this._programs.clear();\n this._compilationRecords = [];\n this.emptyTexture.dispose(this.gl);\n }\n}\n\nexport class FrameBuffer {\n private _frameBuffer?: WebGLFramebuffer;\n private _attachments: Texture2D[] = [];\n attach(texture: Texture2D) {\n this._attachments = [texture];\n }\n bind(renderer: WebGLDevice, textures?: Texture2D[], target: number = renderer.gl.FRAMEBUFFER) {\n const gl = renderer.gl;\n const previousCount = this._attachments.length;\n if (textures) this._attachments = textures;\n textures = this._attachments;\n this._frameBuffer ||= gl.createFramebuffer()!;\n gl.bindFramebuffer(target, this._frameBuffer);\n for (let index = textures.length; index < previousCount; index++) gl.framebufferTexture2D(target, gl.COLOR_ATTACHMENT0 + index, gl.TEXTURE_2D, null, 0);\n textures.forEach((texture, index) => {\n texture.bind(gl, 0);\n gl.framebufferTexture2D(\n target,\n gl.COLOR_ATTACHMENT0 + index,\n gl.TEXTURE_2D,\n texture.getWebGLTexture(gl),\n 0\n );\n });\n if (target !== gl.READ_FRAMEBUFFER) gl.drawBuffers(textures.map((_, index) => gl.COLOR_ATTACHMENT0 + index));\n }\n dispose(renderer: WebGLDevice) {\n if (this._frameBuffer) renderer.gl.deleteFramebuffer(this._frameBuffer);\n this._frameBuffer = undefined;\n }\n}\n"]}
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+
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type { ShaderCompilationDiagnostics } from './RenderingPipeline.js';\nimport { FragmentShader, type ShaderDefineValue, type ShaderUniform } from './shader.js';\n\nexport { FragmentShader, Shader, createShaderMixin, glsl } from './shader.js';\n\nexport const constants = {\n FLOAT: 0x1406,\n HALF_FLOAT: 0x140b,\n UNSIGNED_BYTE: 0x1401,\n RGBA: 0x1908,\n LINEAR: 0x2601,\n NEAREST: 0x2600,\n REPEAT: 0x2901,\n CLAMP_TO_EDGE: 0x812f,\n SCISSOR_TEST: 0x0c11,\n COLOR_BUFFER_BIT: 0x4000,\n DEPTH_BUFFER_BIT: 0x0100,\n LINES: 0x0001,\n TEXTURE_2D: 0x0de1,\n TEXTURE_2D_ARRAY: 0x8c1a\n} as const;\n\nexport type TextureImageSource = any;\nexport interface TexturePixelSource {\n data: Float32Array | Int32Array | Uint8Array | Uint8ClampedArray | Uint16Array;\n width: number;\n height: number;\n}\ntype TextureSource = TextureImageSource | TexturePixelSource;\n\nexport interface TextureOptions {\n source?: TextureSource | TextureImageSource[];\n width?: number;\n height?: number;\n type?: number;\n minFilter?: number;\n magFilter?: number;\n wrapS?: number;\n wrapT?: number;\n flipY?: boolean;\n flipYArray?: boolean[];\n useMipmap?: boolean;\n premultiplyAlpha?: boolean;\n sRGB?: boolean;\n}\n\nfunction isPixelSource(source: unknown): source is TexturePixelSource {\n return !!source && typeof source === 'object' && 'data' in source;\n}\n\nexport class Texture2D {\n private _source?: TextureSource | TextureImageSource[];\n width = 1;\n height = 1;\n // Keep the shared texture container constructible in DOM-free WebGPU hosts.\n target: number = constants.TEXTURE_2D;\n protected _options: TextureOptions;\n protected _texture?: WebGLTexture;\n protected _dirty = true;\n protected _allocated = false;\n\n constructor(options: TextureOptions = {}) {\n this._options = options;\n this.source = options.source;\n this.width = options.width || 1;\n this.height = options.height || 1;\n }\n\n get storageType() {return this._options.type ?? constants.UNSIGNED_BYTE;}\n get isByteEncoded() { return (this._options.type ?? constants.UNSIGNED_BYTE) === constants.UNSIGNED_BYTE; }\n\n /** Allocated 2D render-target payload, excluding driver/FBO overhead. */\n getMemoryBytes() {\n if (!this._allocated) return 0;\n const bytes = this._options.type === constants.FLOAT ? 4 :\n this._options.type === constants.HALF_FLOAT ? 2 : 1;\n return this.width * this.height * 4 * bytes;\n }\n\n get source(): any {\n return this._source;\n }\n\n set source(value: any) {\n if (this._source !== value) {\n this._source = value;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n dirty() {\n this._dirty = true;\n }\n\n resize(width: number, height: number) {\n if (this.width !== width || this.height !== height) {\n this.width = width;\n this.height = height;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n ensureStorage(\n gl: WebGL2RenderingContext,\n width: number,\n height: number,\n options: TextureOptions = this._options\n ) {\n const storageChanged = (this._options.type ?? constants.UNSIGNED_BYTE) !== (options.type ?? this._options.type ?? constants.UNSIGNED_BYTE) ||\n this._options.sRGB !== (options.sRGB ?? this._options.sRGB);\n this._options = { ...this._options, ...options };\n if (storageChanged) {this._dirty = true; this._allocated = false;}\n this.resize(Math.max(1, width), Math.max(1, height));\n this._ensureTexture(gl);\n if (!this._allocated || this._dirty) {\n this._bindAndConfigure(gl);\n const { internalFormat, format, type } = this._format(gl);\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n this.width,\n this.height,\n 0,\n format,\n type,\n null\n );\n this._allocated = true;\n this._dirty = false;\n }\n return this;\n }\n\n bind(gl: WebGL2RenderingContext, unit: number) {\n this._ensureTexture(gl);\n gl.activeTexture(gl.TEXTURE0 + unit);\n this._bindAndConfigure(gl);\n if (this._dirty || !this._allocated) {\n this._upload(gl);\n }\n }\n\n /** Copies a byte range into a data texture's CPU image and uploads its covering rows. */\n updateDataRange(gl: WebGL2RenderingContext, data: Float32Array | Int32Array | Uint8Array,\n offset: number, size: number) {\n if (!size) return;\n const source = this.source as TexturePixelSource;\n if (!isPixelSource(source) || offset < 0 || size < 0 ||\n offset % data.BYTES_PER_ELEMENT || size % data.BYTES_PER_ELEMENT ||\n offset + size > data.byteLength || offset + size > source.data.byteLength) {\n throw new RangeError('Invalid data texture byte range');\n }\n source.data.set(data.subarray(offset / data.BYTES_PER_ELEMENT, (offset + size) / data.BYTES_PER_ELEMENT),\n offset / source.data.BYTES_PER_ELEMENT);\n this._ensureTexture(gl);\n this._bindAndConfigure(gl);\n if (this._dirty || !this._allocated) { this._upload(gl); return; }\n const channels = source.data.length / (source.width * source.height);\n const rowBytes = source.width * channels * source.data.BYTES_PER_ELEMENT;\n const first = Math.floor(offset / rowBytes), end = Math.ceil((offset + size) / rowBytes);\n const { format, type } = this._format(gl, channels);\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, this._options.flipY ? 1 : 0);\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this._options.premultiplyAlpha ? 1 : 0);\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, first, source.width, end - first, format, type,\n source.data.subarray(first * source.width * channels, end * source.width * channels));\n }\n\n getWebGLTexture(gl: WebGL2RenderingContext) {\n this._ensureTexture(gl);\n return this._texture!;\n }\n\n dispose(gl: WebGL2RenderingContext) {\n if (this._texture) gl.deleteTexture(this._texture);\n this._texture = undefined; this._allocated = false; this._dirty = true;\n }\n\n protected _ensureTexture(gl: WebGL2RenderingContext) {\n if (!this._texture) {\n this._texture = gl.createTexture()!;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n protected _bindAndConfigure(gl: WebGL2RenderingContext) {\n gl.bindTexture(gl.TEXTURE_2D, this._texture!);\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_MIN_FILTER,\n this._options.minFilter || gl.NEAREST\n );\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_MAG_FILTER,\n this._options.magFilter || gl.NEAREST\n );\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_WRAP_S,\n this._options.wrapS || gl.CLAMP_TO_EDGE\n );\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_WRAP_T,\n this._options.wrapT || gl.CLAMP_TO_EDGE\n );\n }\n\n protected _format(gl: WebGL2RenderingContext, channels = 4) {\n const type = this._options.type || gl.UNSIGNED_BYTE;\n if (type === gl.UNSIGNED_INT) return {type, format: gl.RGBA_INTEGER, internalFormat: gl.RGBA32UI};\n const formats = [gl.RED, gl.RG, gl.RGB, gl.RGBA];\n const floatFormats = [gl.R32F, gl.RG32F, gl.RGB32F, gl.RGBA32F];\n const halfFloatFormats = [gl.R16F, gl.RG16F, gl.RGB16F, gl.RGBA16F];\n return {\n type,\n format: formats[channels - 1],\n internalFormat:\n type === gl.FLOAT\n ? floatFormats[channels - 1]\n : type === gl.HALF_FLOAT\n ? halfFloatFormats[channels - 1]\n : this._options.sRGB\n ? gl.SRGB8_ALPHA8\n : gl.RGBA8\n };\n }\n\n protected _upload(gl: WebGL2RenderingContext) {\n const source = this.source;\n const channels =\n source && isPixelSource(source)\n ? source.data.byteLength / source.data.BYTES_PER_ELEMENT / (source.width * source.height)\n : 4;\n const { internalFormat, format, type } = this._format(gl, channels);\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, this._options.flipY ? 1 : 0);\n gl.pixelStorei(\n gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL,\n this._options.premultiplyAlpha ? 1 : 0\n );\n if (source && isPixelSource(source)) {\n this.width = source.width;\n this.height = source.height;\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n source.width,\n source.height,\n 0,\n format,\n type,\n source.data\n );\n } else if (source && !Array.isArray(source)) {\n this.width = source.width;\n this.height = source.height;\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n format,\n type,\n source\n );\n } else {\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n this.width,\n this.height,\n 0,\n format,\n type,\n null\n );\n }\n if (this._options.useMipmap) gl.generateMipmap(gl.TEXTURE_2D);\n this._dirty = false;\n this._allocated = true;\n }\n}\n\nexport class Texture2DArray extends Texture2D {\n target: number = constants.TEXTURE_2D_ARRAY;\n\n get flipYArray() {\n return this._options.flipYArray || [];\n }\n\n protected _bindAndConfigure(gl: WebGL2RenderingContext) {\n gl.bindTexture(gl.TEXTURE_2D_ARRAY, this._texture!);\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_MIN_FILTER,\n this._options.minFilter || gl.LINEAR\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_MAG_FILTER,\n this._options.magFilter || gl.LINEAR\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_WRAP_S,\n this._options.wrapS || gl.CLAMP_TO_EDGE\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_WRAP_T,\n this._options.wrapT || gl.CLAMP_TO_EDGE\n );\n }\n\n protected _upload(gl: WebGL2RenderingContext) {\n const sources = (this.source || []) as TextureImageSource[];\n const depth = Math.max(1, sources.length);\n const maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);\n const maxTextureArrayLayers = gl.getParameter(gl.MAX_ARRAY_TEXTURE_LAYERS);\n if (\n this.width > maxTextureSize ||\n this.height > maxTextureSize ||\n depth > maxTextureArrayLayers\n ) {\n throw new Error(\n `Texture array ${this.width}x${this.height}x${depth} exceeds WebGL limits ${maxTextureSize}x${maxTextureSize}x${maxTextureArrayLayers}.`\n );\n }\n const type = this.storageType;\n const internalFormat = type === gl.HALF_FLOAT ? gl.RGBA16F\n : type === gl.FLOAT ? gl.RGBA32F\n : this._options.sRGB ? gl.SRGB8_ALPHA8 : gl.RGBA8;\n // Attribute allocation errors to this upload rather than an unrelated\n // earlier WebGL call whose error flag was never consumed.\n while (gl.getError() !== gl.NO_ERROR) {\n // Drain the context error queue.\n }\n gl.texImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n internalFormat,\n this.width,\n this.height,\n depth,\n 0,\n gl.RGBA,\n type,\n null\n );\n const allocationError = gl.getError();\n if (allocationError !== gl.NO_ERROR) {\n throw new Error(\n `WebGL could not allocate texture array ${this.width}x${this.height}x${depth} (error 0x${allocationError.toString(16)}).`\n );\n }\n sources.forEach((source, index) => {\n gl.pixelStorei(\n gl.UNPACK_FLIP_Y_WEBGL,\n (this._options.flipYArray?.[index] ?? this._options.flipY) ? 1 : 0\n );\n // Material maps use straight alpha. Do not inherit a premultiplication\n // state from a texture uploaded earlier on the same WebGL context.\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);\n gl.texSubImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n 0,\n 0,\n index,\n source.width,\n source.height,\n 1,\n gl.RGBA,\n type,\n isPixelSource(source) ? source.data : source\n );\n const uploadError = gl.getError();\n if (uploadError !== gl.NO_ERROR) {\n throw new Error(`WebGL could not upload texture array layer ${index} (error 0x${uploadError.toString(16)}).`);\n }\n });\n this._dirty = false;\n this._allocated = true;\n }\n\n bind(gl: WebGL2RenderingContext, unit: number) {\n this._ensureTexture(gl);\n gl.activeTexture(gl.TEXTURE0 + unit);\n this._bindAndConfigure(gl);\n if (this._dirty || !this._allocated) this._upload(gl);\n }\n}\n\n/** Compiled GLSL program plus its current bind-group-like values. */\nexport class WebGLProgramBindings {\n readonly shader: FragmentShader;\n readonly uniforms: Record<string, ShaderUniform>;\n readonly defines: Record<string, ShaderDefineValue>;\n private _programs = new Map<string, WebGLProgram>();\n\n constructor(shader: FragmentShader) {\n this.shader = shader;\n this.uniforms = Object.fromEntries(\n Object.entries(shader.uniforms).map(([name, uniform]) => [\n name,\n { ...uniform, value: cloneValue(uniform.value) }\n ])\n );\n this.defines = { ...shader.defines };\n }\n\n set(name: string, value: unknown) {\n if (value === undefined || !this.uniforms[name]) return false;\n const changed = this.uniforms[name].value !== value;\n this.uniforms[name].value = value;\n return changed;\n }\n\n setUniforms(values: Record<string, unknown>) {\n Object.entries(values).forEach(([name, value]) => this.set(name, value));\n }\n\n get(name: string): any {\n return this.uniforms[name]?.value;\n }\n\n setDefine(name: string, value: ShaderDefineValue) {\n this.defines[name] = value;\n }\n\n deleteDefine(name: string) {\n delete this.defines[name];\n }\n\n getProgram(renderer: WebGLDevice) {\n const textureDefines: Record<string, null> = {};\n for (const [name, uniform] of Object.entries(this.uniforms)) {\n if (isSampler(uniform.type) && uniform.value) {\n textureDefines[`${name.toUpperCase()}_ENABLED`] = null;\n }\n }\n const defines = { ...this.defines, ...textureDefines };\n const key = JSON.stringify(defines);\n let program = this._programs.get(key);\n if (!program) {\n program = renderer.createProgram(this.shader, defines);\n this._programs.set(key, program);\n }\n return program;\n }\n\n bind(renderer: WebGLDevice) {\n const gl = renderer.gl;\n const program = this.getProgram(renderer);\n if (!renderer.isProgramCompiled(program)) return false;\n gl.useProgram(program);\n let textureUnit = 0;\n for (const [name, uniform] of Object.entries(this.uniforms)) {\n const location = gl.getUniformLocation(program, name);\n if (location === null) continue;\n const value = uniform.value;\n if (isSampler(uniform.type)) {\n const texture = value as Texture2D | undefined;\n (texture || renderer.emptyTexture).bind(gl, textureUnit);\n gl.uniform1i(location, textureUnit++);\n } else {\n setUniform(gl, location, uniform, value);\n }\n }\n return true;\n }\n}\n\nfunction cloneValue(value: unknown): any {\n return Array.isArray(value) ? value.slice() : value;\n}\n\nfunction isSampler(type: string) {\n return type.includes('sampler');\n}\n\nfunction flatten(value: any): number[] | Float32Array {\n if (!value) return [];\n if (ArrayBuffer.isView(value)) return value as Float32Array;\n return Array.isArray(value) ? value.flat(Infinity) : [value];\n}\n\nfunction setUniform(\n gl: WebGL2RenderingContext,\n location: WebGLUniformLocation,\n uniform: ShaderUniform,\n value: any\n) {\n if (value === undefined || value === null) return;\n const data = flatten(value);\n if (uniform.array) {\n if (uniform.type === 'int') gl.uniform1iv(location, data as number[]);\n else if (uniform.type === 'vec2') gl.uniform2fv(location, data as number[]);\n else if (uniform.type === 'vec3') gl.uniform3fv(location, data as number[]);\n else if (uniform.type === 'vec4') gl.uniform4fv(location, data as number[]);\n else gl.uniform1fv(location, data as number[]);\n return;\n }\n switch (uniform.type) {\n case 'bool':\n case 'int':\n gl.uniform1i(location, Number(value));\n break;\n case 'float':\n gl.uniform1f(location, Number(value));\n break;\n case 'vec2':\n gl.uniform2fv(location, data as number[]);\n break;\n case 'vec3':\n gl.uniform3fv(location, data as number[]);\n break;\n case 'vec4':\n gl.uniform4fv(location, data as number[]);\n break;\n case 'ivec2':\n gl.uniform2iv(location, data as number[]);\n break;\n case 'ivec3':\n gl.uniform3iv(location, data as number[]);\n break;\n case 'ivec4':\n gl.uniform4iv(location, data as number[]);\n break;\n case 'mat3':\n gl.uniformMatrix3fv(location, false, data as number[]);\n break;\n case 'mat4':\n gl.uniformMatrix4fv(location, false, data as number[]);\n break;\n }\n}\n\nconst fullscreenVertex = /* glsl */ `#version 300 es\nprecision highp float;\nout vec2 v_Texcoord;\nvoid main() {\n vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));\n v_Texcoord = p;\n gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);\n}`;\n\nfunction composeFragment(\n shader: FragmentShader,\n defines: Record<string, ShaderDefineValue>\n) {\n const defineCode = Object.entries(defines)\n .filter(([, value]) => value !== false && value !== undefined)\n .map(([name, value]) =>\n value === null || value === true ? `#define ${name}` : `#define ${name} ${value}`\n )\n .join('\\n');\n const uniformCode = Object.entries(shader.uniforms)\n .map(([name, uniform]) => {\n const guarded = uniform.array && isNaN(Number(uniform.len));\n const declaration = `uniform ${uniform.type} ${name}${\n uniform.array ? `[${uniform.len}]` : ''\n };`;\n return guarded\n ? `#ifdef ${uniform.len}\\n${declaration}\\n#endif`\n : declaration;\n })\n .join('\\n');\n const outputCode = shader.outputs\n .map((name, index) => `layout(location=${index}) out highp ${shader.outputTypes[name] ?? 'vec4'} out_${name};`)\n .join('\\n');\n return /* glsl */ `#version 300 es\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\nprecision highp sampler2DArray;\nprecision highp usampler2D;\n${defineCode}\n${outputCode}\n${uniformCode}\nin vec2 v_Texcoord;\n${shader.functions.map((fn) => fn()).join('\\n')}\n${shader.main}`;\n}\n\nexport interface RendererOptions extends WebGLContextAttributes {\n canvas: HTMLCanvasElement | OffscreenCanvas;\n pixelRatio?: number;\n parallelShaderCompile?: boolean;\n}\n\nexport class WebGLDevice {\n readonly canvas: HTMLCanvasElement | OffscreenCanvas;\n readonly gl: WebGL2RenderingContext;\n readonly emptyTexture = new Texture2D();\n private _viewport: [number, number, number, number] = [0, 0, 1, 1];\n private _viewportStack: Array<[number, number, number, number]> = [];\n private _programs = new Set<WebGLProgram>();\n private _parallel?: KHR_parallel_shader_compile;\n private _pendingPrograms = new Map<WebGLProgram, {shader: FragmentShader; shaders: WebGLShader[]}>();\n private _programErrors = new Map<WebGLProgram, Error>();\n private _compilationStart = 0;\n private _compilationRecords: {\n program: WebGLProgram; label: string; bytes: number; lines: number; fingerprint: string;\n startedAt: number; completedAt?: number; generationMs: number; creationMs: number;\n }[] = [];\n\n constructor(options: RendererOptions) {\n this.canvas = options.canvas;\n const gl = options.canvas.getContext('webgl2', options);\n if (!gl) throw new Error('WebGL 2.0 is required');\n this.gl = gl;\n gl.getExtension('EXT_color_buffer_float');\n gl.getExtension('OES_texture_float_linear');\n this._parallel = options.parallelShaderCompile\n ? gl.getExtension('KHR_parallel_shader_compile') || undefined\n : undefined;\n this.resize(this.canvas.width, this.canvas.height);\n }\n\n createProgram(\n shader: FragmentShader,\n defines: Record<string, ShaderDefineValue>\n ) {\n const gl = this.gl;\n const startedAt = performance.now();\n if (!this._compilationRecords.length) this._compilationStart = startedAt;\n const fragment = composeFragment(shader, defines);\n const generationMs = performance.now() - startedAt;\n const source = fullscreenVertex + fragment;\n let hash = 2166136261;\n for (let i = 0; i < source.length; i++) hash = Math.imul(hash ^ source.charCodeAt(i), 16777619);\n const creationStart = performance.now();\n const program = gl.createProgram()!;\n const asynchronous = !!this._parallel && shader.parallelCompile;\n const shaders: WebGLShader[] = [];\n const compile = (type: number, source: string) => {\n const result = gl.createShader(type)!;\n shaders.push(result);\n gl.shaderSource(result, source);\n gl.compileShader(result);\n // COMPILE_STATUS and LINK_STATUS can synchronously wait for the driver.\n // Poll COMPLETION_STATUS_KHR before either query for large programs.\n if (!asynchronous && !gl.getShaderParameter(result, gl.COMPILE_STATUS)) {\n const message = gl.getShaderInfoLog(result);\n gl.deleteShader(result);\n throw new Error(`${shader.name || 'WebGL shader'}: ${message}\\n${source}`);\n }\n gl.attachShader(program, result);\n if (!asynchronous) gl.deleteShader(result);\n };\n compile(gl.VERTEX_SHADER, fullscreenVertex);\n compile(gl.FRAGMENT_SHADER, fragment);\n gl.linkProgram(program);\n if (asynchronous) this._pendingPrograms.set(program, {shader, shaders});\n else if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n throw new Error(\n `${shader.name || 'WebGL program'}: ${gl.getProgramInfoLog(program)}`\n );\n }\n this._programs.add(program);\n this._compilationRecords.push({program, label: shader.name || 'WebGL program',\n bytes: new TextEncoder().encode(source).byteLength, lines: source.split('\\n').length,\n fingerprint: (hash >>> 0).toString(16).padStart(8, '0'), startedAt,\n generationMs, creationMs: performance.now() - creationStart,\n completedAt: asynchronous ? undefined : performance.now()});\n return program;\n }\n\n isProgramCompiled(program: WebGLProgram) {\n const error = this._programErrors.get(program);\n if (error) throw error;\n const pending = this._pendingPrograms.get(program);\n if (!pending) return true;\n const gl = this.gl;\n if (!gl.getProgramParameter(program, this._parallel!.COMPLETION_STATUS_KHR)) return false;\n this._pendingPrograms.delete(program);\n try {\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n const details = pending.shaders.filter(s => !gl.getShaderParameter(s, gl.COMPILE_STATUS))\n .map(s => `${gl.getShaderInfoLog(s)}\\n${gl.getShaderSource(s)}`).join('\\n');\n const failure = new Error(`${pending.shader.name || 'WebGL program'}: ${gl.getProgramInfoLog(program)}${details ? '\\n' + details : ''}`);\n this._programErrors.set(program, failure);\n throw failure;\n }\n } finally {\n pending.shaders.forEach(shader => gl.deleteShader(shader));\n }\n const record = this._compilationRecords.find(record => record.program === program);\n if (record) record.completedAt = performance.now();\n return true;\n }\n\n /** Cumulative program compilation measurements used by preparation progress. */\n getShaderCompilationDiagnostics(): ShaderCompilationDiagnostics {\n const now = performance.now(), records = this._compilationRecords;\n for (const record of records) {\n if (record.completedAt === undefined && this.isProgramCompiled(record.program)) record.completedAt = now;\n }\n const completed = records.filter(record => record.completedAt !== undefined);\n const duration = completed.length === records.length && records.length > 0\n ? Math.max(...completed.map(record => record.completedAt!)) - this._compilationStart : undefined;\n const concurrency = records.flatMap(record => [\n {time: record.startedAt, change: 1},\n ...(record.completedAt === undefined ? [] : [{time: record.completedAt, change: -1}])\n ]).sort((a,b) => a.time - b.time || a.change - b.change);\n let active = 0, peak = 0;\n for (const event of concurrency) { active += event.change; peak = Math.max(peak, active); }\n return {\n status: completed.length === records.length ? 'ready' : 'compiling',\n sourceBytes: records.reduce((sum, record) => sum + record.bytes, 0),\n sourceLines: records.reduce((sum, record) => sum + record.lines, 0),\n pipelineCount: records.length, completedPipelineCount: completed.length,\n sourceGenerationTimeMs: records.reduce((sum, record) => sum + record.generationMs, 0),\n moduleCreationTimeMs: records.reduce((sum, record) => sum + record.creationMs, 0),\n modules: records.map(record => ({label: record.label, sourceBytes: record.bytes, sourceLines: record.lines, sourceFingerprint: record.fingerprint})),\n pipelines: records.map(record => ({label: record.label, entryPoint: 'main', firstFrameRequired: true,\n status: record.completedAt === undefined ? 'compiling' : 'ready',\n startedAtMs: record.startedAt - this._compilationStart,\n endedAtMs: record.completedAt === undefined ? undefined : record.completedAt - this._compilationStart,\n durationMs: record.completedAt === undefined ? undefined : record.completedAt - record.startedAt})),\n maximumConcurrentPipelineCount: this._parallel ? records.length : Math.min(records.length, 1),\n peakConcurrentPipelineCount: peak,\n pipelineCompilationTimeMs: duration, totalTimeMs: duration\n };\n }\n\n isAllProgramCompiled() {\n for (const program of this._programs) {\n if (!this.isProgramCompiled(program)) {\n return false;\n }\n }\n return true;\n }\n\n resize(width: number, height: number) {\n this.canvas.width = width;\n this.canvas.height = height;\n this.setViewport(0, 0, width, height);\n }\n\n getWidth() {\n return this.canvas.width;\n }\n getHeight() {\n return this.canvas.height;\n }\n saveViewport() {\n this._viewportStack.push([...this._viewport]);\n }\n restoreViewport() {\n const viewport = this._viewportStack.pop();\n if (viewport) this.setViewport(...viewport);\n }\n setViewport(x: number, y: number, width: number, height: number) {\n this._viewport = [x, y, width, height];\n this.gl.viewport(x, y, width, height);\n }\n\n dispose() {\n this._pendingPrograms.forEach(pending => pending.shaders.forEach(shader => this.gl.deleteShader(shader)));\n this._pendingPrograms.clear();\n this._programErrors.clear();\n this._programs.forEach((program) => this.gl.deleteProgram(program));\n this._programs.clear();\n this._compilationRecords = [];\n this.emptyTexture.dispose(this.gl);\n }\n}\n\nexport class FrameBuffer {\n private _frameBuffer?: WebGLFramebuffer;\n private _attachments: Texture2D[] = [];\n attach(texture: Texture2D) {\n this._attachments = [texture];\n }\n bind(renderer: WebGLDevice, textures?: Texture2D[], target: number = renderer.gl.FRAMEBUFFER) {\n const gl = renderer.gl;\n const previousCount = this._attachments.length;\n if (textures) this._attachments = textures;\n textures = this._attachments;\n this._frameBuffer ||= gl.createFramebuffer()!;\n gl.bindFramebuffer(target, this._frameBuffer);\n for (let index = textures.length; index < previousCount; index++) gl.framebufferTexture2D(target, gl.COLOR_ATTACHMENT0 + index, gl.TEXTURE_2D, null, 0);\n textures.forEach((texture, index) => {\n texture.bind(gl, 0);\n gl.framebufferTexture2D(\n target,\n gl.COLOR_ATTACHMENT0 + index,\n gl.TEXTURE_2D,\n texture.getWebGLTexture(gl),\n 0\n );\n });\n if (target !== gl.READ_FRAMEBUFFER) gl.drawBuffers(textures.map((_, index) => gl.COLOR_ATTACHMENT0 + index));\n }\n dispose(renderer: WebGLDevice) {\n if (this._frameBuffer) renderer.gl.deleteFramebuffer(this._frameBuffer);\n this._frameBuffer = undefined;\n }\n}\n"]}
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@@ -0,0 +1,39 @@
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1
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+
import type { EmissiveTriangle } from './lightSampling.js';
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2
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+
import type { AnalyticLightState } from '../scene/lightState.js';
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3
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/** Alias probabilities are stored as numeric texels; indices retain their bit representation. */
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4
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export declare function prepareWebGLLightSampling(lights: AnalyticLightState[], triangles: EmissiveTriangle[], environmentPower: number): {
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5
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+
data: Float32Array<ArrayBuffer>;
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6
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+
pmfOffset: number;
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7
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+
lightData: Float32Array<ArrayBufferLike>;
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8
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+
lightWidth: number;
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9
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+
lightHeight: number;
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10
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+
analyticPmfs: number[];
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11
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+
profiles: {
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12
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+
data: Float32Array<ArrayBuffer>;
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13
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+
offsets: Int32Array<ArrayBuffer>;
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14
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+
texelCount: number;
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15
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+
};
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16
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+
environmentPmf: number;
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17
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+
choiceCount: number;
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18
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+
totalWeight: number;
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19
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+
emissiveTexels: number;
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20
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+
domains: {
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21
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+
environment: {
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22
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+
count: number;
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23
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+
weight: number;
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24
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+
pmf: number;
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25
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+
};
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26
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+
infinite: {
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27
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+
count: number;
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28
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+
weight: number;
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29
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+
pmf: number;
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30
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+
};
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31
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+
localAndEmissive: {
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32
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+
count: number;
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33
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+
weight: number;
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34
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+
pmf: number;
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35
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+
};
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36
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+
};
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37
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+
shadowCatcherChoiceOffset: number;
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38
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+
shadowCatcherChoiceCount: number;
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39
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+
};
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