@meimu/mutracer 0.1.5 → 0.3.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (590) hide show
  1. package/LICENSES/Classroom-CC0.txt +121 -0
  2. package/README.md +10 -7
  3. package/THIRD_PARTY_NOTICES.md +13 -8
  4. package/dist/assets/bvh.worker.js +1 -1
  5. package/dist/mutracer.umd.js +12316 -9228
  6. package/docs/api.md +232 -21
  7. package/docs/caustics.md +80 -0
  8. package/docs/denoising.md +30 -15
  9. package/docs/materials.md +6 -5
  10. package/docs/performance.md +5 -2
  11. package/docs/progressive-rendering.md +73 -1
  12. package/docs/technical/continuous-spectrum.md +93 -0
  13. package/docs/threejs.md +14 -5
  14. package/docs/updates.md +46 -2
  15. package/docs/viewer-checklist.md +65 -0
  16. package/docs/viewer.md +15 -8
  17. package/lib/Display.d.ts +13 -2
  18. package/lib/Display.js +28 -7
  19. package/lib/Display.js.map +1 -1
  20. package/lib/Engine.d.ts +4 -0
  21. package/lib/Engine.js +99 -37
  22. package/lib/Engine.js.map +1 -1
  23. package/lib/Render.d.ts +98 -15
  24. package/lib/Render.js +275 -27
  25. package/lib/Render.js.map +1 -1
  26. package/lib/RenderLoop.d.ts +11 -1
  27. package/lib/RenderLoop.js +120 -15
  28. package/lib/RenderLoop.js.map +1 -1
  29. package/lib/main.d.ts +6 -3
  30. package/lib/main.js +1 -0
  31. package/lib/main.js.map +1 -1
  32. package/lib/math/access.d.ts +4 -0
  33. package/lib/math/access.js +10 -0
  34. package/lib/math/access.js.map +1 -0
  35. package/lib/math/mat3.d.ts +4 -0
  36. package/lib/math/mat3.js +54 -0
  37. package/lib/math/mat3.js.map +1 -0
  38. package/lib/math/mat4.d.ts +19 -0
  39. package/lib/math/mat4.js +413 -0
  40. package/lib/math/mat4.js.map +1 -0
  41. package/lib/math/storage.d.ts +6 -0
  42. package/lib/math/storage.js +22 -0
  43. package/lib/math/storage.js.map +1 -0
  44. package/lib/math/types.d.ts +3 -0
  45. package/lib/math/types.js +2 -0
  46. package/lib/math/types.js.map +1 -0
  47. package/lib/math/vec2.d.ts +13 -0
  48. package/lib/math/vec2.js +52 -0
  49. package/lib/math/vec2.js.map +1 -0
  50. package/lib/math/vec3.d.ts +23 -0
  51. package/lib/math/vec3.js +139 -0
  52. package/lib/math/vec3.js.map +1 -0
  53. package/lib/math.d.ts +5 -17
  54. package/lib/math.js +5 -55
  55. package/lib/math.js.map +1 -1
  56. package/lib/oidn.d.ts +1 -1
  57. package/lib/oidn.js +4 -2
  58. package/lib/oidn.js.map +1 -1
  59. package/lib/oidnBundledWeights.cdn.d.ts +2 -2
  60. package/lib/renderer/AovPrimitiveCache.d.ts +10 -0
  61. package/lib/renderer/AovPrimitiveCache.js +48 -0
  62. package/lib/renderer/AovPrimitiveCache.js.map +1 -0
  63. package/lib/renderer/Box3.d.ts +5 -0
  64. package/lib/renderer/Box3.js +9 -0
  65. package/lib/renderer/Box3.js.map +1 -0
  66. package/lib/renderer/GPUTraceQueue.d.ts +11 -0
  67. package/lib/renderer/GPUTraceQueue.js +33 -0
  68. package/lib/renderer/GPUTraceQueue.js.map +1 -0
  69. package/lib/renderer/MaterialData.d.ts +15 -0
  70. package/lib/renderer/MaterialData.js +61 -0
  71. package/lib/renderer/MaterialData.js.map +1 -0
  72. package/lib/renderer/MaterialTable.d.ts +11 -98
  73. package/lib/renderer/MaterialTable.js +34 -412
  74. package/lib/renderer/MaterialTable.js.map +1 -1
  75. package/lib/renderer/RenderingPipeline.d.ts +36 -13
  76. package/lib/renderer/RenderingPipeline.js +1 -17
  77. package/lib/renderer/RenderingPipeline.js.map +1 -1
  78. package/lib/renderer/TileRender.d.ts +0 -1
  79. package/lib/renderer/TileRender.js +14 -1
  80. package/lib/renderer/TileRender.js.map +1 -1
  81. package/lib/renderer/WGPUAov.d.ts +39 -0
  82. package/lib/renderer/WGPUAov.js +239 -0
  83. package/lib/renderer/WGPUAov.js.map +1 -0
  84. package/lib/renderer/WGPUBindlessMaterialData.d.ts +17 -0
  85. package/lib/renderer/WGPUBindlessMaterialData.js +48 -0
  86. package/lib/renderer/WGPUBindlessMaterialData.js.map +1 -0
  87. package/lib/renderer/WGPUBindlessTextures.d.ts +47 -0
  88. package/lib/renderer/WGPUBindlessTextures.js +180 -0
  89. package/lib/renderer/WGPUBindlessTextures.js.map +1 -0
  90. package/lib/renderer/WGPUBloomPass.js +17 -97
  91. package/lib/renderer/WGPUBloomPass.js.map +1 -1
  92. package/lib/renderer/WGPUCausticLightPass.d.ts +48 -0
  93. package/lib/renderer/WGPUCausticLightPass.js +217 -0
  94. package/lib/renderer/WGPUCausticLightPass.js.map +1 -0
  95. package/lib/renderer/WGPUComputePass.d.ts +1 -1
  96. package/lib/renderer/WGPUComputePass.js.map +1 -1
  97. package/lib/renderer/WGPUEnvMapDistribution.d.ts +12 -0
  98. package/lib/renderer/WGPUEnvMapDistribution.js +150 -0
  99. package/lib/renderer/WGPUEnvMapDistribution.js.map +1 -0
  100. package/lib/renderer/WGPUFullQuadPass.js +10 -9
  101. package/lib/renderer/WGPUFullQuadPass.js.map +1 -1
  102. package/lib/renderer/WGPUJNLMDenoiser.d.ts +1 -20
  103. package/lib/renderer/WGPUJNLMDenoiser.js +4 -267
  104. package/lib/renderer/WGPUJNLMDenoiser.js.map +1 -1
  105. package/lib/renderer/WGPUPhotonMap.d.ts +37 -0
  106. package/lib/renderer/WGPUPhotonMap.js +191 -0
  107. package/lib/renderer/WGPUPhotonMap.js.map +1 -0
  108. package/lib/renderer/WGPURayTraceOutput.d.ts +13 -1
  109. package/lib/renderer/WGPURayTraceOutput.js +132 -29
  110. package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
  111. package/lib/renderer/WGPURayTracePass.d.ts +83 -56
  112. package/lib/renderer/WGPURayTracePass.js +884 -837
  113. package/lib/renderer/WGPURayTracePass.js.map +1 -1
  114. package/lib/renderer/WGPURenderingPipeline.d.ts +5 -3
  115. package/lib/renderer/WGPURenderingPipeline.js +297 -82
  116. package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
  117. package/lib/renderer/WGPUShaderCache.d.ts +2 -2
  118. package/lib/renderer/WGPUShaderCache.js +10 -5
  119. package/lib/renderer/WGPUShaderCache.js.map +1 -1
  120. package/lib/renderer/WGPUShaderCapabilities.d.ts +10 -0
  121. package/lib/renderer/WGPUShaderCapabilities.js +54 -0
  122. package/lib/renderer/WGPUShaderCapabilities.js.map +1 -0
  123. package/lib/renderer/WGPUSkyBaker.d.ts +13 -0
  124. package/lib/renderer/WGPUSkyBaker.js +85 -0
  125. package/lib/renderer/WGPUSkyBaker.js.map +1 -0
  126. package/lib/renderer/WebGLAov.d.ts +41 -0
  127. package/lib/renderer/WebGLAov.js +106 -0
  128. package/lib/renderer/WebGLAov.js.map +1 -0
  129. package/lib/renderer/WebGLFullQuadPass.d.ts +7 -4
  130. package/lib/renderer/WebGLFullQuadPass.js +22 -2
  131. package/lib/renderer/WebGLFullQuadPass.js.map +1 -1
  132. package/lib/renderer/WebGLJNLMDenoiser.d.ts +1 -1
  133. package/lib/renderer/WebGLJNLMDenoiser.js +83 -74
  134. package/lib/renderer/WebGLJNLMDenoiser.js.map +1 -1
  135. package/lib/renderer/WebGLRayTraceOutputPass.js +7 -4
  136. package/lib/renderer/WebGLRayTraceOutputPass.js.map +1 -1
  137. package/lib/renderer/WebGLRayTracePass.d.ts +18 -3
  138. package/lib/renderer/WebGLRayTracePass.js +121 -9
  139. package/lib/renderer/WebGLRayTracePass.js.map +1 -1
  140. package/lib/renderer/WebGLRenderingPipeline.js +126 -22
  141. package/lib/renderer/WebGLRenderingPipeline.js.map +1 -1
  142. package/lib/renderer/WebGLSkyBaker.d.ts +39 -0
  143. package/lib/renderer/WebGLSkyBaker.js +422 -0
  144. package/lib/renderer/WebGLSkyBaker.js.map +1 -0
  145. package/lib/renderer/WebGLSkySource.d.ts +9 -0
  146. package/lib/renderer/WebGLSkySource.js +28 -0
  147. package/lib/renderer/WebGLSkySource.js.map +1 -0
  148. package/lib/renderer/accumulationTarget.d.ts +6 -0
  149. package/lib/renderer/accumulationTarget.js.map +1 -1
  150. package/lib/renderer/aov.d.ts +42 -0
  151. package/lib/renderer/aov.js +50 -0
  152. package/lib/renderer/aov.js.map +1 -0
  153. package/lib/renderer/aovDisplay.d.ts +14 -0
  154. package/lib/renderer/aovDisplay.js +32 -0
  155. package/lib/renderer/aovDisplay.js.map +1 -0
  156. package/lib/renderer/aovScene.d.ts +21 -0
  157. package/lib/renderer/aovScene.js +139 -0
  158. package/lib/renderer/aovScene.js.map +1 -0
  159. package/lib/renderer/binnedSahBvh.js +2 -1
  160. package/lib/renderer/binnedSahBvh.js.map +1 -1
  161. package/lib/renderer/bvhAccel.d.ts +20 -10
  162. package/lib/renderer/bvhAccel.js +168 -58
  163. package/lib/renderer/bvhAccel.js.map +1 -1
  164. package/lib/renderer/bvhWorkerBuild.d.ts +1 -0
  165. package/lib/renderer/cameraSnapshot.js +2 -1
  166. package/lib/renderer/cameraSnapshot.js.map +1 -1
  167. package/lib/renderer/cameraUniform.d.ts +2 -0
  168. package/lib/renderer/cameraUniform.js +12 -0
  169. package/lib/renderer/cameraUniform.js.map +1 -0
  170. package/lib/renderer/causticDiagnostics.d.ts +31 -0
  171. package/lib/renderer/causticDiagnostics.js +5 -0
  172. package/lib/renderer/causticDiagnostics.js.map +1 -0
  173. package/lib/renderer/causticEmission.d.ts +10 -0
  174. package/lib/renderer/causticEmission.js +40 -0
  175. package/lib/renderer/causticEmission.js.map +1 -0
  176. package/lib/renderer/causticUniform.d.ts +12 -0
  177. package/lib/renderer/causticUniform.js +22 -0
  178. package/lib/renderer/causticUniform.js.map +1 -0
  179. package/lib/renderer/caustics.d.ts +16 -0
  180. package/lib/renderer/caustics.js +93 -0
  181. package/lib/renderer/caustics.js.map +1 -0
  182. package/lib/renderer/committedScene.js +4 -0
  183. package/lib/renderer/committedScene.js.map +1 -1
  184. package/lib/renderer/denoiser.d.ts +3 -11
  185. package/lib/renderer/denoiser.js.map +1 -1
  186. package/lib/renderer/depthQuery.js +4 -1
  187. package/lib/renderer/depthQuery.js.map +1 -1
  188. package/lib/renderer/displacementPreparation.d.ts +11 -0
  189. package/lib/renderer/displacementPreparation.js +351 -0
  190. package/lib/renderer/displacementPreparation.js.map +1 -0
  191. package/lib/renderer/displacementRange.d.ts +1 -0
  192. package/lib/renderer/displacementRange.js +9 -0
  193. package/lib/renderer/displacementRange.js.map +1 -0
  194. package/lib/renderer/displayParityDiagnostics.d.ts +11 -0
  195. package/lib/renderer/displayParityDiagnostics.js +2 -0
  196. package/lib/renderer/displayParityDiagnostics.js.map +1 -0
  197. package/lib/renderer/envMapCreation.d.ts +9 -8
  198. package/lib/renderer/envMapCreation.js +36 -12
  199. package/lib/renderer/envMapCreation.js.map +1 -1
  200. package/lib/renderer/envMapDistribution.d.ts +12 -2
  201. package/lib/renderer/envMapDistribution.js +43 -34
  202. package/lib/renderer/envMapDistribution.js.map +1 -1
  203. package/lib/renderer/geometryBvhBounds.d.ts +4 -0
  204. package/lib/renderer/geometryBvhBounds.js +82 -0
  205. package/lib/renderer/geometryBvhBounds.js.map +1 -0
  206. package/lib/renderer/geometryUpdateState.d.ts +32 -0
  207. package/lib/renderer/geometryUpdateState.js +2 -0
  208. package/lib/renderer/geometryUpdateState.js.map +1 -0
  209. package/lib/renderer/geometryUpdates.d.ts +17 -9
  210. package/lib/renderer/geometryUpdates.js +92 -33
  211. package/lib/renderer/geometryUpdates.js.map +1 -1
  212. package/lib/renderer/glsl/aovDisplay.frag.d.ts +3 -0
  213. package/lib/renderer/glsl/aovDisplay.frag.js +54 -0
  214. package/lib/renderer/glsl/aovDisplay.frag.js.map +1 -0
  215. package/lib/renderer/glsl/aovReflectance.glsl.d.ts +2 -0
  216. package/lib/renderer/glsl/aovReflectance.glsl.js +87 -0
  217. package/lib/renderer/glsl/aovReflectance.glsl.js.map +1 -0
  218. package/lib/renderer/glsl/aovReflectanceSamples.glsl.d.ts +2 -0
  219. package/lib/renderer/glsl/aovReflectanceSamples.glsl.js +135 -0
  220. package/lib/renderer/glsl/aovReflectanceSamples.glsl.js.map +1 -0
  221. package/lib/renderer/glsl/aovTrace.frag.d.ts +2 -0
  222. package/lib/renderer/glsl/aovTrace.frag.js +121 -0
  223. package/lib/renderer/glsl/aovTrace.frag.js.map +1 -0
  224. package/lib/renderer/glsl/chunks/cameraRay.glsl.js +12 -12
  225. package/lib/renderer/glsl/chunks/emissiveLight.glsl.d.ts +2 -0
  226. package/lib/renderer/glsl/chunks/emissiveLight.glsl.js +35 -0
  227. package/lib/renderer/glsl/chunks/emissiveLight.glsl.js.map +1 -0
  228. package/lib/renderer/glsl/chunks/envMap.glsl.js +73 -67
  229. package/lib/renderer/glsl/chunks/envMap.glsl.js.map +1 -1
  230. package/lib/renderer/glsl/chunks/intersect.glsl.js +432 -434
  231. package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -1
  232. package/lib/renderer/glsl/chunks/materialBuffer.glsl.d.ts +1 -0
  233. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +160 -157
  234. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
  235. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +802 -802
  236. package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
  237. package/lib/renderer/glsl/chunks/random.glsl.js +6 -6
  238. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.d.ts +1 -0
  239. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +72 -67
  240. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
  241. package/lib/renderer/glsl/chunks/sampleLight.glsl.js +94 -76
  242. package/lib/renderer/glsl/chunks/sampleLight.glsl.js.map +1 -1
  243. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.d.ts +1 -0
  244. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +143 -120
  245. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -1
  246. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +21 -18
  247. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js.map +1 -1
  248. package/lib/renderer/glsl/chunks/sampling.glsl.js +91 -94
  249. package/lib/renderer/glsl/chunks/sampling.glsl.js.map +1 -1
  250. package/lib/renderer/glsl/chunks/sobol.glsl.js +79 -79
  251. package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
  252. package/lib/renderer/glsl/chunks/uvProjection.glsl.js +12 -12
  253. package/lib/renderer/glsl/chunks/uvProjection.glsl.js.map +1 -1
  254. package/lib/renderer/glsl/depthQuery.frag.js +7 -7
  255. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +17 -9
  256. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js.map +1 -1
  257. package/lib/renderer/glsl/rayTrace.frag.d.ts +1 -1
  258. package/lib/renderer/glsl/rayTrace.frag.js +271 -248
  259. package/lib/renderer/glsl/rayTrace.frag.js.map +1 -1
  260. package/lib/renderer/glsl/shadowCatcher.frag.js +37 -32
  261. package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
  262. package/lib/renderer/glsl/webglPipeline.frag.js +65 -60
  263. package/lib/renderer/glsl/webglPipeline.frag.js.map +1 -1
  264. package/lib/renderer/lightConstants.d.ts +10 -0
  265. package/lib/renderer/lightConstants.js +11 -0
  266. package/lib/renderer/lightConstants.js.map +1 -0
  267. package/lib/renderer/lightCore.d.ts +12 -0
  268. package/lib/renderer/lightCore.js +13 -0
  269. package/lib/renderer/lightCore.js.map +1 -0
  270. package/lib/renderer/lightSampling.d.ts +22 -18
  271. package/lib/renderer/lightSampling.js +135 -62
  272. package/lib/renderer/lightSampling.js.map +1 -1
  273. package/lib/renderer/lightsData.d.ts +21 -0
  274. package/lib/renderer/lightsData.js +192 -0
  275. package/lib/renderer/lightsData.js.map +1 -0
  276. package/lib/renderer/lightsUtil.d.ts +3 -26
  277. package/lib/renderer/lightsUtil.js +3 -153
  278. package/lib/renderer/lightsUtil.js.map +1 -1
  279. package/lib/renderer/materialBufferData.d.ts +70 -0
  280. package/lib/renderer/materialBufferData.js +2 -0
  281. package/lib/renderer/materialBufferData.js.map +1 -0
  282. package/lib/renderer/materialConstants.d.ts +11 -0
  283. package/lib/renderer/materialConstants.js +11 -0
  284. package/lib/renderer/materialConstants.js.map +1 -1
  285. package/lib/renderer/materialCore.d.ts +8 -0
  286. package/lib/renderer/materialCore.js +9 -0
  287. package/lib/renderer/materialCore.js.map +1 -0
  288. package/lib/renderer/materialEmission.d.ts +2 -2
  289. package/lib/renderer/materialEmission.js +3 -3
  290. package/lib/renderer/materialEmission.js.map +1 -1
  291. package/lib/renderer/materialLayout.d.ts +2 -101
  292. package/lib/renderer/materialLayout.js +110 -172
  293. package/lib/renderer/materialLayout.js.map +1 -1
  294. package/lib/renderer/materialLayoutSchema.d.ts +26 -0
  295. package/lib/renderer/materialLayoutSchema.js +172 -0
  296. package/lib/renderer/materialLayoutSchema.js.map +1 -0
  297. package/lib/renderer/materialParams.d.ts +69 -0
  298. package/lib/renderer/materialParams.js +272 -0
  299. package/lib/renderer/materialParams.js.map +1 -0
  300. package/lib/renderer/materialTextureSlots.d.ts +14 -324
  301. package/lib/renderer/materialTextureSlots.js +21 -8
  302. package/lib/renderer/materialTextureSlots.js.map +1 -1
  303. package/lib/renderer/materialTextures.d.ts +6 -0
  304. package/lib/renderer/{texturesFromMaterials.js → materialTextures.js} +1 -2
  305. package/lib/renderer/materialTextures.js.map +1 -0
  306. package/lib/renderer/mergeMeshesToGeometry.js +6 -147
  307. package/lib/renderer/mergeMeshesToGeometry.js.map +1 -1
  308. package/lib/renderer/meshInstances.d.ts +4 -21
  309. package/lib/renderer/meshInstances.js +10 -56
  310. package/lib/renderer/meshInstances.js.map +1 -1
  311. package/lib/renderer/oidnNetwork.d.ts +2 -2
  312. package/lib/renderer/oidnNetwork.js +1 -1
  313. package/lib/renderer/oidnNetwork.js.map +1 -1
  314. package/lib/renderer/openPbrEnergyLut.js +850 -846
  315. package/lib/renderer/openPbrEnergyLut.js.map +1 -1
  316. package/lib/renderer/ownedDenoiser.d.ts +9 -0
  317. package/lib/renderer/ownedDenoiser.js +2 -0
  318. package/lib/renderer/ownedDenoiser.js.map +1 -0
  319. package/lib/renderer/packedMeshInstances.d.ts +23 -0
  320. package/lib/renderer/packedMeshInstances.js +80 -0
  321. package/lib/renderer/packedMeshInstances.js.map +1 -0
  322. package/lib/renderer/prepareMeshBVH.d.ts +12 -47
  323. package/lib/renderer/prepareMeshBVH.js +21 -642
  324. package/lib/renderer/prepareMeshBVH.js.map +1 -1
  325. package/lib/renderer/proceduralEnvironmentPower.d.ts +3 -0
  326. package/lib/renderer/proceduralEnvironmentPower.js +8 -0
  327. package/lib/renderer/proceduralEnvironmentPower.js.map +1 -0
  328. package/lib/renderer/progressiveScheduler.d.ts +1 -0
  329. package/lib/renderer/progressiveScheduler.js +7 -3
  330. package/lib/renderer/progressiveScheduler.js.map +1 -1
  331. package/lib/renderer/renderPipeline.d.ts +4 -1
  332. package/lib/renderer/renderPipeline.js.map +1 -1
  333. package/lib/renderer/renderingLimits.d.ts +9 -0
  334. package/lib/renderer/renderingLimits.js +18 -0
  335. package/lib/renderer/renderingLimits.js.map +1 -0
  336. package/lib/renderer/researchTransport.d.ts +31 -0
  337. package/lib/renderer/researchTransport.js +5 -0
  338. package/lib/renderer/researchTransport.js.map +1 -0
  339. package/lib/renderer/sceneAssembly.d.ts +73 -0
  340. package/lib/renderer/sceneAssembly.js +109 -0
  341. package/lib/renderer/sceneAssembly.js.map +1 -0
  342. package/lib/renderer/sceneChangeCore.d.ts +39 -0
  343. package/lib/renderer/sceneChangeCore.js +307 -0
  344. package/lib/renderer/sceneChangeCore.js.map +1 -0
  345. package/lib/renderer/sceneChangeDetector.d.ts +3 -6
  346. package/lib/renderer/sceneChangeDetector.js +24 -150
  347. package/lib/renderer/sceneChangeDetector.js.map +1 -1
  348. package/lib/renderer/sceneLayoutSchema.d.ts +119 -0
  349. package/lib/renderer/sceneLayoutSchema.js +111 -0
  350. package/lib/renderer/sceneLayoutSchema.js.map +1 -0
  351. package/lib/renderer/sceneLightChanges.d.ts +3 -3
  352. package/lib/renderer/sceneLightChanges.js.map +1 -1
  353. package/lib/renderer/scenePreparation.d.ts +55 -0
  354. package/lib/renderer/scenePreparation.js +360 -0
  355. package/lib/renderer/scenePreparation.js.map +1 -0
  356. package/lib/renderer/scratchSampling.js +18 -18
  357. package/lib/renderer/scratchSampling.js.map +1 -1
  358. package/lib/renderer/shader.d.ts +2 -0
  359. package/lib/renderer/shader.js +2 -0
  360. package/lib/renderer/shader.js.map +1 -1
  361. package/lib/renderer/shaderCapabilities.d.ts +23 -0
  362. package/lib/renderer/shaderCapabilities.js +55 -0
  363. package/lib/renderer/shaderCapabilities.js.map +1 -0
  364. package/lib/renderer/shaderCapacity.d.ts +2 -0
  365. package/lib/renderer/shaderCapacity.js +5 -0
  366. package/lib/renderer/shaderCapacity.js.map +1 -0
  367. package/lib/renderer/skyModel.d.ts +9 -0
  368. package/lib/renderer/skyModel.js +10 -0
  369. package/lib/renderer/skyModel.js.map +1 -0
  370. package/lib/renderer/spectrum.d.ts +21 -0
  371. package/lib/renderer/spectrum.js +154 -0
  372. package/lib/renderer/spectrum.js.map +1 -0
  373. package/lib/renderer/textureAtlas.d.ts +60 -0
  374. package/lib/renderer/textureAtlas.js +145 -0
  375. package/lib/renderer/textureAtlas.js.map +1 -0
  376. package/lib/renderer/textureAtlasPixels.d.ts +7 -0
  377. package/lib/renderer/textureAtlasPixels.js +68 -0
  378. package/lib/renderer/textureAtlasPixels.js.map +1 -0
  379. package/lib/renderer/util.d.ts +1 -1
  380. package/lib/renderer/util.js.map +1 -1
  381. package/lib/renderer/webgl.d.ts +9 -2
  382. package/lib/renderer/webgl.js +54 -9
  383. package/lib/renderer/webgl.js.map +1 -1
  384. package/lib/renderer/webglLightSampling.d.ts +39 -0
  385. package/lib/renderer/webglLightSampling.js +15 -0
  386. package/lib/renderer/webglLightSampling.js.map +1 -0
  387. package/lib/renderer/wgpuBindless.d.ts +26 -0
  388. package/lib/renderer/wgpuBindless.js +95 -0
  389. package/lib/renderer/wgpuBindless.js.map +1 -0
  390. package/lib/renderer/wgpuBindlessSource.d.ts +2 -0
  391. package/lib/renderer/wgpuBindlessSource.js +51 -0
  392. package/lib/renderer/wgpuBindlessSource.js.map +1 -0
  393. package/lib/renderer/wgpuMaterialConstants.d.ts +4 -0
  394. package/lib/renderer/wgpuMaterialConstants.js +52 -0
  395. package/lib/renderer/wgpuMaterialConstants.js.map +1 -0
  396. package/lib/renderer/wgpuSceneUniform.d.ts +42 -0
  397. package/lib/renderer/wgpuSceneUniform.js +125 -0
  398. package/lib/renderer/wgpuSceneUniform.js.map +1 -0
  399. package/lib/renderer/wgpuShaderSource.d.ts +22 -0
  400. package/lib/renderer/wgpuShaderSource.js +33 -0
  401. package/lib/renderer/wgpuShaderSource.js.map +1 -0
  402. package/lib/renderer/wgsl/aovDisplay.wgsl.d.ts +1 -0
  403. package/lib/renderer/wgsl/aovDisplay.wgsl.js +70 -0
  404. package/lib/renderer/wgsl/aovDisplay.wgsl.js.map +1 -0
  405. package/lib/renderer/wgsl/aovReflectance.wgsl.d.ts +2 -0
  406. package/lib/renderer/wgsl/aovReflectance.wgsl.js +98 -0
  407. package/lib/renderer/wgsl/aovReflectance.wgsl.js.map +1 -0
  408. package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.d.ts +2 -0
  409. package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.js +135 -0
  410. package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.js.map +1 -0
  411. package/lib/renderer/wgsl/aovResolve.wgsl.d.ts +5 -0
  412. package/lib/renderer/wgsl/aovResolve.wgsl.js +38 -0
  413. package/lib/renderer/wgsl/aovResolve.wgsl.js.map +1 -0
  414. package/lib/renderer/wgsl/aovSnapshot.wgsl.d.ts +4 -0
  415. package/lib/renderer/wgsl/aovSnapshot.wgsl.js +21 -0
  416. package/lib/renderer/wgsl/aovSnapshot.wgsl.js.map +1 -0
  417. package/lib/renderer/wgsl/aovTrace.wgsl.d.ts +2 -0
  418. package/lib/renderer/wgsl/aovTrace.wgsl.js +115 -0
  419. package/lib/renderer/wgsl/aovTrace.wgsl.js.map +1 -0
  420. package/lib/renderer/wgsl/bloom.wgsl.d.ts +13 -0
  421. package/lib/renderer/wgsl/bloom.wgsl.js +92 -0
  422. package/lib/renderer/wgsl/bloom.wgsl.js.map +1 -0
  423. package/lib/renderer/wgsl/causticLight.compute.d.ts +6 -0
  424. package/lib/renderer/wgsl/causticLight.compute.js +537 -0
  425. package/lib/renderer/wgsl/causticLight.compute.js.map +1 -0
  426. package/lib/renderer/wgsl/chunks/background.wgsl.d.ts +2 -0
  427. package/lib/renderer/wgsl/chunks/background.wgsl.js +102 -0
  428. package/lib/renderer/wgsl/chunks/background.wgsl.js.map +1 -0
  429. package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.d.ts +2 -0
  430. package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.js +12 -0
  431. package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.js.map +1 -0
  432. package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.d.ts +2 -0
  433. package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.js +16 -0
  434. package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.js.map +1 -0
  435. package/lib/renderer/wgsl/chunks/caustics.wgsl.d.ts +1 -0
  436. package/lib/renderer/wgsl/chunks/caustics.wgsl.js +62 -0
  437. package/lib/renderer/wgsl/chunks/caustics.wgsl.js.map +1 -0
  438. package/lib/renderer/wgsl/chunks/common.wgsl.js +4 -4
  439. package/lib/renderer/wgsl/chunks/envMap.wgsl.d.ts +1 -1
  440. package/lib/renderer/wgsl/chunks/envMap.wgsl.js +41 -35
  441. package/lib/renderer/wgsl/chunks/envMap.wgsl.js.map +1 -1
  442. package/lib/renderer/wgsl/chunks/intersect.wgsl.d.ts +13 -1
  443. package/lib/renderer/wgsl/chunks/intersect.wgsl.js +747 -704
  444. package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
  445. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +16 -16
  446. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js.map +1 -1
  447. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.d.ts +4 -1
  448. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +83 -79
  449. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -1
  450. package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +855 -857
  451. package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js.map +1 -1
  452. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +137 -137
  453. package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
  454. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.d.ts +3 -1
  455. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +52 -32
  456. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js.map +1 -1
  457. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.d.ts +1 -1
  458. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +152 -144
  459. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js.map +1 -1
  460. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.d.ts +1 -1
  461. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +269 -245
  462. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js.map +1 -1
  463. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.d.ts +1 -1
  464. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +27 -14
  465. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js.map +1 -1
  466. package/lib/renderer/wgsl/chunks/sampling.wgsl.d.ts +1 -1
  467. package/lib/renderer/wgsl/chunks/sampling.wgsl.js +91 -95
  468. package/lib/renderer/wgsl/chunks/sampling.wgsl.js.map +1 -1
  469. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.d.ts +1 -1
  470. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js +1 -0
  471. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js.map +1 -1
  472. package/lib/renderer/wgsl/chunks/sobol.wgsl.js +83 -83
  473. package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +12 -12
  474. package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js.map +1 -1
  475. package/lib/renderer/wgsl/compose.frag.wgsl.d.ts +8 -3
  476. package/lib/renderer/wgsl/compose.frag.wgsl.js +143 -118
  477. package/lib/renderer/wgsl/compose.frag.wgsl.js.map +1 -1
  478. package/lib/renderer/wgsl/customDenoise.wgsl.js +10 -10
  479. package/lib/renderer/wgsl/depthQuery.wgsl.js +7 -7
  480. package/lib/renderer/wgsl/jnlm.compute.d.ts +25 -0
  481. package/lib/renderer/wgsl/jnlm.compute.js +315 -0
  482. package/lib/renderer/wgsl/jnlm.compute.js.map +1 -0
  483. package/lib/renderer/wgsl/offlineAdaptive.compute.js +28 -28
  484. package/lib/renderer/wgsl/oidnAuxiliary.wgsl.d.ts +1 -0
  485. package/lib/renderer/wgsl/oidnAuxiliary.wgsl.js +17 -0
  486. package/lib/renderer/wgsl/oidnAuxiliary.wgsl.js.map +1 -0
  487. package/lib/renderer/wgsl/photonMap.compute.d.ts +29 -0
  488. package/lib/renderer/wgsl/photonMap.compute.js +352 -0
  489. package/lib/renderer/wgsl/photonMap.compute.js.map +1 -0
  490. package/lib/renderer/wgsl/proceduralSky.compute.d.ts +1 -0
  491. package/lib/renderer/wgsl/proceduralSky.compute.js +198 -0
  492. package/lib/renderer/wgsl/proceduralSky.compute.js.map +1 -0
  493. package/lib/renderer/wgsl/rayTrace.compute.d.ts +25 -1
  494. package/lib/renderer/wgsl/rayTrace.compute.js +645 -500
  495. package/lib/renderer/wgsl/rayTrace.compute.js.map +1 -1
  496. package/lib/scene/Camera.js +7 -3
  497. package/lib/scene/Camera.js.map +1 -1
  498. package/lib/scene/EnvironmentLight.d.ts +5 -9
  499. package/lib/scene/EnvironmentLight.js +4 -14
  500. package/lib/scene/EnvironmentLight.js.map +1 -1
  501. package/lib/scene/EnvironmentLightState.d.ts +18 -0
  502. package/lib/scene/EnvironmentLightState.js +19 -0
  503. package/lib/scene/EnvironmentLightState.js.map +1 -0
  504. package/lib/scene/Geometry.d.ts +12 -6
  505. package/lib/scene/Geometry.js +37 -13
  506. package/lib/scene/Geometry.js.map +1 -1
  507. package/lib/scene/InstanceState.d.ts +39 -0
  508. package/lib/scene/InstanceState.js +77 -0
  509. package/lib/scene/InstanceState.js.map +1 -0
  510. package/lib/scene/InstancedMesh.d.ts +1 -1
  511. package/lib/scene/InstancedMesh.js +3 -0
  512. package/lib/scene/InstancedMesh.js.map +1 -1
  513. package/lib/scene/MaterialState.d.ts +209 -0
  514. package/lib/scene/MaterialState.js +231 -0
  515. package/lib/scene/MaterialState.js.map +1 -0
  516. package/lib/scene/Mesh.d.ts +4 -6
  517. package/lib/scene/Mesh.js +3 -11
  518. package/lib/scene/Mesh.js.map +1 -1
  519. package/lib/scene/MeshState.d.ts +20 -0
  520. package/lib/scene/MeshState.js +35 -0
  521. package/lib/scene/MeshState.js.map +1 -0
  522. package/lib/scene/OpenPBRMaterial.d.ts +6 -168
  523. package/lib/scene/OpenPBRMaterial.js +5 -223
  524. package/lib/scene/OpenPBRMaterial.js.map +1 -1
  525. package/lib/scene/PixelTexture.d.ts +6 -0
  526. package/lib/scene/PixelTexture.js +10 -0
  527. package/lib/scene/PixelTexture.js.map +1 -0
  528. package/lib/scene/ProceduralSky.d.ts +24 -0
  529. package/lib/scene/ProceduralSky.js +40 -0
  530. package/lib/scene/ProceduralSky.js.map +1 -0
  531. package/lib/scene/RectLight.d.ts +2 -13
  532. package/lib/scene/RectLight.js +3 -21
  533. package/lib/scene/RectLight.js.map +1 -1
  534. package/lib/scene/RectLightState.d.ts +31 -0
  535. package/lib/scene/RectLightState.js +26 -0
  536. package/lib/scene/RectLightState.js.map +1 -0
  537. package/lib/scene/Scene.d.ts +15 -4
  538. package/lib/scene/Scene.js.map +1 -1
  539. package/lib/scene/SceneNode.js +7 -6
  540. package/lib/scene/SceneNode.js.map +1 -1
  541. package/lib/scene/Texture.d.ts +10 -41
  542. package/lib/scene/Texture.js +4 -33
  543. package/lib/scene/Texture.js.map +1 -1
  544. package/lib/scene/TextureState.d.ts +35 -0
  545. package/lib/scene/TextureState.js +35 -0
  546. package/lib/scene/TextureState.js.map +1 -0
  547. package/lib/scene/attributeData.d.ts +4 -0
  548. package/lib/scene/attributeData.js +10 -0
  549. package/lib/scene/attributeData.js.map +1 -0
  550. package/lib/scene/lightState.d.ts +8 -0
  551. package/lib/scene/lightState.js +2 -0
  552. package/lib/scene/lightState.js.map +1 -0
  553. package/lib/scene/openPbrSchema.d.ts +7 -12
  554. package/lib/scene/openPbrSchema.js +273 -28
  555. package/lib/scene/openPbrSchema.js.map +1 -1
  556. package/lib/scene/skyParameters.d.ts +20 -0
  557. package/lib/scene/skyParameters.js +28 -0
  558. package/lib/scene/skyParameters.js.map +1 -0
  559. package/lib/scene/textureData.d.ts +9 -0
  560. package/lib/scene/textureData.js +2 -0
  561. package/lib/scene/textureData.js.map +1 -0
  562. package/lib/scene/texturePixels.d.ts +6 -0
  563. package/lib/scene/texturePixels.js +10 -0
  564. package/lib/scene/texturePixels.js.map +1 -0
  565. package/lib/settings/display.d.ts +33 -0
  566. package/lib/settings/display.js +7 -0
  567. package/lib/settings/display.js.map +1 -1
  568. package/lib/settings/render.d.ts +36 -3
  569. package/lib/settings/render.js +4 -1
  570. package/lib/settings/render.js.map +1 -1
  571. package/lib/tinybvh/tinybvh.wasm +0 -0
  572. package/lib/util/commonGeometry.js +7 -7
  573. package/lib/util/commonGeometry.js.map +1 -1
  574. package/lib/util/fromTHREE.d.ts +4 -1
  575. package/lib/util/fromTHREE.js +20 -7
  576. package/lib/util/fromTHREE.js.map +1 -1
  577. package/lib/util/geometry.js +42 -29
  578. package/lib/util/geometry.js.map +1 -1
  579. package/lib/util/loadRGBE.js +3 -4
  580. package/lib/util/loadRGBE.js.map +1 -1
  581. package/lib/util/studioLighting.d.ts +18 -0
  582. package/lib/util/studioLighting.js +36 -0
  583. package/lib/util/studioLighting.js.map +1 -0
  584. package/lib/version.d.ts +1 -1
  585. package/lib/version.js +1 -1
  586. package/lib/version.js.map +1 -1
  587. package/llms.txt +5 -0
  588. package/package.json +33 -7
  589. package/lib/renderer/texturesFromMaterials.d.ts +0 -6
  590. package/lib/renderer/texturesFromMaterials.js.map +0 -1
@@ -1 +1 @@
1
- {"version":3,"file":"rayTraceCore.wgsl.js","sourceRoot":"","sources":["../../../../src/renderer/wgsl/chunks/rayTraceCore.wgsl.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,kBAAkB,EAAE,MAAM,yBAAyB,CAAC;AAC7D,OAAO,EAAE,qBAAqB,EAAE,aAAa,EAAE,MAAM,uBAAuB,CAAC;AAC7E,OAAO,EACL,0BAA0B,EAC1B,mBAAmB,EACnB,qBAAqB,EACrB,mBAAmB,EACpB,MAAM,qBAAqB,CAAC;AAE7B,MAAM,CAAC,OAAO,UAAU,YAAY,CAAC,EACnC,uBAAuB,GAAG,IAAI,EAC9B,cAAc,GAAG,KAAK,EACtB,aAAa,GAAG,IAAI,EAKrB;IACC,OAAO,QAAQ,CAAC;;;;;;gBAMF,aAAa;yBACJ,qBAAqB;;qBAEzB,mBAAmB;uBACjB,qBAAqB;4BAChB,0BAA0B;qBACjC,mBAAmB;;;;;;;;;;;;;;;EAetC,cAAc,CAAC,CAAC,CAAC,UAAU,CAAC;;CAE7B,CAAC,CAAC,CAAC,EAAE;;;;;;;;EAQJ,uBAAuB,CAAC,CAAC,CAAC,UAAU,CAAC;;;;;CAKtC,CAAC,CAAC,CAAC,UAAU,CAAC,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA2Df,uBAAuB,CAAC,CAAC,CAAC,UAAU,CAAC;;;;EAIrC,uBAAuB,CAAC,CAAC,CAAC,UAAU,CAAC;;;;;CAKtC,CAAC,CAAC,CAAC,UAAU,CAAC,EAAE;CAChB,CAAC,CAAC,CAAC,UAAU,CAAC,EAAE;EACf,cAAc,CAAC,CAAC,CAAC,UAAU,CAAC;;;;CAI7B,CAAC,CAAC,CAAC,EAAE;;;;;;EAMF,aAAa,CAAC,CAAC,CAAC,iBAAiB,CAAC,CAAC,CAAC,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAsFxC,kBAAkB,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;8DA+CwC,uBAAuB,CAAC,CAAC,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,UAAU,CAAC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqE9H,CAAC;AACF,CAAC","sourcesContent":["import { materialBufferWgsl } from '../../materialLayout.js';\nimport { ShadowCatcherMaterial, UnlitMaterial } from '../../../constants.js';\nimport {\n CONSTANT_DIRECTIONAL_LIGHT,\n CONSTANT_RECT_LIGHT,\n CONSTANT_SPHERE_LIGHT,\n CONSTANT_SPOT_LIGHT\n} from '../../lightsUtil.js';\n\nexport default function rayTraceCore({\n hasAnisotropyDirections = true,\n hasCoatNormals = false,\n hasSceneAlpha = true\n}: {\n hasAnisotropyDirections?: boolean;\n hasCoatNormals?: boolean;\n hasSceneAlpha?: boolean;\n}) {\n return /*wgsl*/ `\n// https://www.w3.org/WAI/GL/wiki/Relative_luminance\nconst luminance = vec3f(0.2126, 0.7152, 0.0722);\nconst RAY_MAX_DISTANCE = 9999.0;\n\nconst STANDARD = 0;\nconst UNLIT = ${UnlitMaterial};\nconst SHADOW_CATCHER = ${ShadowCatcherMaterial};\n\nconst RECT_LIGHT = ${CONSTANT_RECT_LIGHT};\nconst SPHERE_LIGHT = ${CONSTANT_SPHERE_LIGHT};\nconst DIRECTIONAL_LIGHT = ${CONSTANT_DIRECTIONAL_LIGHT};\nconst SPOT_LIGHT = ${CONSTANT_SPOT_LIGHT};\n\nstruct Ray {\n o: vec3f,\n d: vec3f,\n};\n\nstruct SurfaceInteraction {\n position: vec3f,\n // For perfect specular or transmission surface\n // We use the albedo and normal of first diffuse or glossy surface hit instead for denoising\n // See albedo section in https://www.openimagedenoise.org/documentation.html\n albedoSampled: bool,\n\n normal: vec3f, // material shading normal\n${hasCoatNormals ? /* wgsl */ `\n coatNormal: vec3f, // independent, built before base normal mapping\n` : ''}\n vertexNormal: vec3f, // interpolated mesh normal before normal mapping\n shadowOffset: vec3f, // smooth-surface offset for direct-light shadow rays\n\n faceNormal: vec3f, // normal of the triangle\n hit: bool,\n\n tangent: vec3f,\n${hasAnisotropyDirections ? /* wgsl */ `\n directionTangent: vec3f,\n directionBitangent: vec3f,\n geometryTangent: vec3f,\n geometryBitangent: vec3f,\n` : /* wgsl */ ``}\n uv: vec2f,\n uv1: vec2f,\n vertexColor: vec3f,\n\n triangleIndex: i32,\n instanceIndex: i32,\n materialIndex: i32,\n barycentrics: vec2f,\n\n wavelength: f32,\n\n mediumType: i32,\n mediumExtinction: vec3f,\n mediumScattering: vec3f,\n mediumAnisotropy: f32,\n\n};\n\n// Texture-resolved OpenPBR inputs used by the surface integrator. The storage\n// buffer keeps its compact legacy layout; getMaterial() is the compatibility\n// boundary that maps it to these canonical names.\nstruct OpenPbrResolvedMaterial {\n baseColor: vec3f,\n transmissionWeight: f32,\n\n emission: vec3f,\n specularAnisotropy: f32,\n\n baseMetalness: f32,\n specularIor: f32,\n specularRoughness: f32,\n\n transmissionDispersionScale: f32,\n dispersionAbbeNumber: f32,\n thinFilmThickness: f32,\n thinFilmIor: f32,\n thinFilmWeight: f32,\n\n // Medium\n mediumType: i32,\n mediumExtinction: vec3f,\n mediumScattering: vec3f,\n mediumAnisotropy: f32,\n\n baseWeight: f32,\n diffuseRoughness: f32,\n specularWeight: f32,\n specularColor: vec3f,\n subsurfaceWeight: f32,\n subsurfaceColor: vec3f,\n transmissionColor: vec3f,\n fuzzWeight: f32,\n fuzzColor: vec3f,\n fuzzRoughness: f32,\n coatWeight: f32,\n coatColor: vec3f,\n coatRoughness: f32,\n coatAnisotropy: f32,\n${hasAnisotropyDirections ? /* wgsl */ `\n anisotropyDirection: vec2f,\n anisotropyDirectionEnabled: bool,\n coatAnisotropyRotation: f32,\n${hasAnisotropyDirections ? /* wgsl */ `\n directionTangent: vec3f,\n directionBitangent: vec3f,\n geometryTangent: vec3f,\n geometryBitangent: vec3f,\n` : /* wgsl */ ``}\n` : /* wgsl */ ``}\n${hasCoatNormals ? /* wgsl */ `\n coatNormal: vec3f,\n coatNormalEnabled: bool,\n geometricNormal: vec3f, // face normal oriented toward the view\n` : ''}\n coatIor: f32,\n coatDarkening: f32,\n\n // Alpha\n alpha: f32,\n ${hasSceneAlpha ? 'alphaMode: i32,' : ''}\n\n materialType: i32,\n\n bevel: f32,\n\n relativeIor: f32,\n inside: bool,\n\n alphaX: f32,\n alphaY: f32,\n thinWalled: bool,\n};\n\nstruct Path {\n ray: Ray,\n li: vec3f,\n alpha: f32,\n beta: vec3f,\n fromEye: bool,\n abort: bool,\n scatteringPdf: f32,\n scatteringIsDelta: bool,\n isNextRefraction: bool,\n};\n\nstruct LightSampleRec {\n normal: vec3f,\n emission: vec3f,\n direction: vec3f,\n dist: f32,\n pdf: f32,\n // Discrete probability of selecting this light before sampling its\n // conditional point/direction. Light RIS excludes this term from the target\n // and carries it in the unbiased contribution weight instead.\n selectionPmf: f32,\n isDelta: bool,\n // Light source type: environment=0, emissive triangle=1, analytic=2.\n sourceType: u32,\n sourceIndex: u32,\n};\n\nstruct Light {\n position: vec3f,\n litType: f32,\n\n emission: vec3f,\n area: f32,\n\n u: vec3f,\n // Radius for sphere light, spread for rect light\n radiusOrSpread: f32,\n\n v: vec3f,\n textureIndex: f32,\n\n selectionPmf: f32,\n _samplingPadding0: f32,\n _samplingPadding1: f32,\n _samplingPadding2: f32,\n iesReference: vec3f,\n _iesPadding: f32,\n};\n\nstruct EmissiveTriangle {\n p0: vec3f,\n selectionPmf: f32,\n p1: vec3f,\n area: f32,\n p2: vec3f,\n materialIndex: f32,\n uv0: vec2f,\n uv1: vec2f,\n uv2: vec2f,\n secondaryUv0: vec2f,\n secondaryUv1: vec2f,\n secondaryUv2: vec2f,\n};\n\nstruct LightChoice {\n probability: f32,\n aliasIndex: i32,\n sourceType: i32,\n sourceIndex: i32,\n};\n\n${materialBufferWgsl()}\n\nstruct CameraUniform {\n viewProjectionInv: mat4x4<f32>,\n viewInv: mat4x4<f32>,\n apertureRadius: f32,\n focusDistance: f32,\n};\n\nstruct RayTraceUniform {\n outputSize: vec2f,\n sampleCount: f32,\n scaleOffset: vec4f,\n lightsCount: i32,\n transmissiveOutputAlphaMin: f32,\n jitter: vec2f,\n backgroundColor: vec4f,\n groundedBackgroundParams: vec4f,\n groundedBackgroundCenter: vec2f,\n blasOffset: i32,\n isEmpty: i32,\n bevel: i32,\n dispersionWavelengths: i32,\n envLightPmf: f32,\n lightChoiceCount: i32,\n lightWeightTotal: f32,\n lightSamplingTextureWidth: i32,\n lightChoiceTexelOffset: i32,\n bounces: i32,\n varianceMoments: i32,\n adaptiveSampling: i32,\n clamping: f32,\n directLightCandidates: i32,\n backgroundFlags: i32,\n // Fixed at 4: runtime trip bounds discourage thin-film loop unrolling.\n loopUnrollGuard: u32,\n sceneFeatureFlags: u32,\n sequenceSeed: u32,\n zSobolLogSPP: u32,\n sampleSequenceOffset: u32,\n environmentRotation: mat4x4f,\n backgroundMapTransform: vec4f,\n}\n\n// Buffers\n@group(0) @binding(0) var<storage, read> bvhBuffer: array<vec4f>;\n@group(0) @binding(1) var<storage, read> instancesBuffer: array<vec4f>;\n@group(0) @binding(2) var<storage, read> attrBuffers: array<${hasAnisotropyDirections ? /* wgsl */ `vec4f` : /* wgsl */ `vec3f`}>;\n@group(0) @binding(3) var<storage, read> materialsBuffer: array<MaterialBuffer>;\n\n// Textures\n@group(1) @binding(0) var mapSampler: sampler;\n@group(1) @binding(1) var map: texture_2d_array<f32>;\n// The first NUM_MAPS entries contain atlas placement; the second half stores\n// per-texture UV scale/offset; the third block stores the UV channel in x.\n@group(1) @binding(3) var<uniform> mapInfo: array<vec4f, NUM_MAPS * 3>;\n@group(1) @binding(4) var envMap: texture_2d<f32>;\n@group(1) @binding(5) var envMapDistribution: texture_2d<f32>;\n@group(1) @binding(6) var backgroundMap: texture_2d<f32>;\n@group(1) @binding(8) var lightSamplingData: texture_2d<f32>;\n@group(1) @binding(9) var openPbrEnergyLut: texture_2d<f32>;\n@group(1) @binding(10) var adaptiveSampleTargets: texture_2d<f32>;\n\nfn iesProfileScalar(baseTexel: i32, scalarIndex: i32) -> f32 {\n let texelIndex = baseTexel + scalarIndex / 4;\n let width = rtUniform.lightSamplingTextureWidth;\n let packed = textureLoad(lightSamplingData, vec2i(texelIndex % width, texelIndex / width), 0);\n return packed[scalarIndex % 4];\n}\n\nfn sampleIESProfile(baseTexel: i32, uv: vec2f) -> f32 {\n if (baseTexel < 0) { return 1.0; }\n let pixel = fract(uv) * 128.0 - vec2f(0.5);\n let x0 = i32(floor(pixel.x));\n let y0 = i32(floor(pixel.y));\n let fx = fract(pixel.x);\n let fy = fract(pixel.y);\n let xa = select(x0, 127, x0 < 0);\n let xb = select(x0 + 1, 0, x0 >= 127);\n let ya = select(y0, 127, y0 < 0);\n let yb = select(y0 + 1, 0, y0 >= 127);\n let a = iesProfileScalar(baseTexel, ya * 128 + xa);\n let b = iesProfileScalar(baseTexel, ya * 128 + xb);\n let c = iesProfileScalar(baseTexel, yb * 128 + xa);\n let d = iesProfileScalar(baseTexel, yb * 128 + xb);\n return mix(mix(a, b, fx), mix(c, d, fx), fy);\n}\n\nfn evaluateSpotEmissionMultiplier(light: Light, lightToSurface: vec3f) -> f32 {\n let axis = normalize(light.u);\n let cosTheta = dot(axis, lightToSurface);\n var cone = select(0.0, 1.0, cosTheta >= light.v.x);\n if (light.v.y > light.v.x + 1e-6) {\n cone = smoothstep(light.v.x, light.v.y, cosTheta);\n }\n if (cone <= 0.0 || light.textureIndex < 0.0) { return cone; }\n let xAxis = light.iesReference;\n let yAxis = cross(axis, xAxis);\n let vertical = acos(clamp(cosTheta, -1.0, 1.0));\n let horizontal = atan2(dot(lightToSurface, yAxis), dot(lightToSurface, xAxis));\n return cone * sampleIESProfile(i32(light.textureIndex), vec2f(vertical / PI, horizontal / TWOPI + 0.5));\n}\n\n\n \n// Uniforms\n@group(2) @binding(0) var<uniform> cameraUniform: CameraUniform;\n@group(2) @binding(1) var<uniform> rtUniform: RayTraceUniform;\n\n@group(2) @binding(2) var<uniform> analyticLights: array<Light, NUM_UNIFORM_LIGHTS>;\n// TODO uniform must be aligned to 16 bytes.\n\nfn initRay(ray: ptr<function, Ray>, origin: vec3f, direction: vec3f) {\n (*ray).o = origin;\n (*ray).d = direction;\n}\n`;\n}\n"]}
1
+ {"version":3,"file":"rayTraceCore.wgsl.js","sourceRoot":"","sources":["../../../../src/renderer/wgsl/chunks/rayTraceCore.wgsl.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,kBAAkB,EAAE,MAAM,+BAA+B,CAAC;AACnE,OAAO,EAAC,6BAA6B,EAAE,yBAAyB,EAAC,MAAM,6BAA6B,CAAC;AACrG,OAAO,EAAE,qBAAqB,EAAE,aAAa,EAAE,MAAM,uBAAuB,CAAC;AAC7E,OAAO,EACL,0BAA0B,EAC1B,mBAAmB,EACnB,qBAAqB,EACrB,mBAAmB,EACpB,MAAM,yBAAyB,CAAC;AAEjC,MAAM,CAAC,OAAO,UAAU,YAAY,CAAC,EACnC,uBAAuB,GAAG,IAAI,EAC9B,cAAc,GAAG,KAAK,EACtB,aAAa,GAAG,IAAI,EACpB,QAAQ,GAAG,KAAK,EAChB,iBAAiB,GAAG,6BAA6B,EAOlD;IACC,OAAO,QAAQ,CAAC;;;;;;gBAMF,aAAa;yBACJ,qBAAqB;;qBAEzB,mBAAmB;uBACjB,qBAAqB;4BAChB,0BAA0B;qBACjC,mBAAmB;iCACP,CAAC,iBAAiB,GAAG,yBAAyB,CAAC,WAAW,CAAC,KAAK,CAAC;+BACnE,CAAC,iBAAiB,GAAG,yBAAyB,CAAC,SAAS,CAAC,KAAK,CAAC;+BAC/D,CAAC,iBAAiB,GAAG,yBAAyB,CAAC,SAAS,CAAC,KAAK,CAAC;sCACxD,CAAC,iBAAiB,GAAG,yBAAyB,CAAC,gBAAgB,CAAC,KAAK,CAAC;mCACzE,CAAC,iBAAiB,GAAG,yBAAyB,CAAC,QAAQ,CAAC,KAAK,CAAC;;;;;;;;;;;;;;;EAe/F,cAAc,CAAC,CAAC,CAAC,UAAU,CAAC;;CAE7B,CAAC,CAAC,CAAC,EAAE;;;;;;;;EAQJ,uBAAuB,CAAC,CAAC,CAAC,UAAU,CAAC;;;;;CAKtC,CAAC,CAAC,CAAC,UAAU,CAAC,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;yBAiCU,QAAQ,CAAC,CAAC,CAAC,UAAU,CAAC;;2BAEpB,CAAC,CAAC,CAAC,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA4BhC,uBAAuB,CAAC,CAAC,CAAC,UAAU,CAAC;;;;EAIrC,uBAAuB,CAAC,CAAC,CAAC,UAAU,CAAC;;;;;CAKtC,CAAC,CAAC,CAAC,UAAU,CAAC,EAAE;CAChB,CAAC,CAAC,CAAC,UAAU,CAAC,EAAE;EACf,cAAc,CAAC,CAAC,CAAC,UAAU,CAAC;;;;CAI7B,CAAC,CAAC,CAAC,EAAE;;;;;;EAMF,aAAa,CAAC,CAAC,CAAC,iBAAiB,CAAC,CAAC,CAAC,EAAE;;;;;;;;;;;;;;;;;;;;;;;yBAuBf,QAAQ,CAAC,CAAC,CAAC,UAAU,CAAC;;;;;;2BAMpB,CAAC,CAAC,CAAC,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA+DhC,kBAAkB,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;8DAmDwC,uBAAuB,CAAC,CAAC,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,UAAU,CAAC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqE9H,CAAC;AACF,CAAC","sourcesContent":["import { materialBufferWgsl } from '../../materialLayoutSchema.js';\nimport {ALL_LIGHT_SHADER_CAPABILITIES, LIGHT_SHADER_CAPABILITIES} from '../../shaderCapabilities.js';\nimport { ShadowCatcherMaterial, UnlitMaterial } from '../../../constants.js';\nimport {\n CONSTANT_DIRECTIONAL_LIGHT,\n CONSTANT_RECT_LIGHT,\n CONSTANT_SPHERE_LIGHT,\n CONSTANT_SPOT_LIGHT\n} from '../../lightConstants.js';\n\nexport default function rayTraceCore({\n hasAnisotropyDirections = true,\n hasCoatNormals = false,\n hasSceneAlpha = true,\n caustics = false,\n lightCapabilities = ALL_LIGHT_SHADER_CAPABILITIES\n}: {\n hasAnisotropyDirections?: boolean;\n hasCoatNormals?: boolean;\n hasSceneAlpha?: boolean;\n caustics?: boolean;\n lightCapabilities?: number;\n}) {\n return /*wgsl*/ `\n// https://www.w3.org/WAI/GL/wiki/Relative_luminance\nconst luminance = vec3f(0.2126, 0.7152, 0.0722);\nconst RAY_MAX_DISTANCE = 9999.0;\n\nconst STANDARD = 0;\nconst UNLIT = ${UnlitMaterial};\nconst SHADOW_CATCHER = ${ShadowCatcherMaterial};\n\nconst RECT_LIGHT = ${CONSTANT_RECT_LIGHT};\nconst SPHERE_LIGHT = ${CONSTANT_SPHERE_LIGHT};\nconst DIRECTIONAL_LIGHT = ${CONSTANT_DIRECTIONAL_LIGHT};\nconst SPOT_LIGHT = ${CONSTANT_SPOT_LIGHT};\nconst HAS_SCENE_SPHERE_LIGHT = ${(lightCapabilities & LIGHT_SHADER_CAPABILITIES.SphereLight) !== 0};\nconst HAS_SCENE_RECT_LIGHT = ${(lightCapabilities & LIGHT_SHADER_CAPABILITIES.RectLight) !== 0};\nconst HAS_SCENE_SPOT_LIGHT = ${(lightCapabilities & LIGHT_SHADER_CAPABILITIES.SpotLight) !== 0};\nconst HAS_SCENE_DIRECTIONAL_LIGHT = ${(lightCapabilities & LIGHT_SHADER_CAPABILITIES.DirectionalLight) !== 0};\nconst HAS_SCENE_EMISSIVE_LIGHT = ${(lightCapabilities & LIGHT_SHADER_CAPABILITIES.emissive) !== 0};\n\nstruct Ray {\n o: vec3f,\n d: vec3f,\n};\n\nstruct SurfaceInteraction {\n position: vec3f,\n // For perfect specular or transmission surface\n // We use the albedo and normal of first diffuse or glossy surface hit instead for denoising\n // See albedo section in https://www.openimagedenoise.org/documentation.html\n albedoSampled: bool,\n\n normal: vec3f, // material shading normal\n${hasCoatNormals ? /* wgsl */ `\n coatNormal: vec3f, // independent, built before base normal mapping\n` : ''}\n vertexNormal: vec3f, // interpolated mesh normal before normal mapping\n shadowOffset: vec3f, // smooth-surface offset for direct-light shadow rays\n\n faceNormal: vec3f, // normal of the triangle\n hit: bool,\n\n tangent: vec3f,\n${hasAnisotropyDirections ? /* wgsl */ `\n directionTangent: vec3f,\n directionBitangent: vec3f,\n geometryTangent: vec3f,\n geometryBitangent: vec3f,\n` : /* wgsl */ ``}\n uv: vec2f,\n uv1: vec2f,\n vertexColor: vec3f,\n\n triangleIndex: i32,\n instanceIndex: i32,\n materialIndex: i32,\n barycentrics: vec2f,\n\n wavelength: f32,\n // RGB channel a spectral path carries, 1 to 3. Zero keeps full RGB.\n spectralChannel: i32,\n\n mediumType: i32,\n mediumExtinction: vec3f,\n mediumScattering: vec3f,\n mediumAnisotropy: f32,\n\n};\n\n// Texture-resolved OpenPBR inputs used by the surface integrator. The storage\n// buffer keeps its compact legacy layout; getMaterial() is the compatibility\n// boundary that maps it to these canonical names.\nstruct OpenPbrResolvedMaterial {\n baseColor: vec3f,\n transmissionWeight: f32,\n\n emission: vec3f,\n specularAnisotropy: f32,\n\n baseMetalness: f32,\n specularIor: f32,\n specularRoughness: f32,${caustics ? /* wgsl */ `\n causticRoughness: f32,\n causticNormalMapped: bool,` : ''}\n\n transmissionDispersionScale: f32,\n dispersionAbbeNumber: f32,\n thinFilmThickness: f32,\n thinFilmIor: f32,\n thinFilmWeight: f32,\n\n // Medium\n mediumType: i32,\n mediumExtinction: vec3f,\n mediumScattering: vec3f,\n mediumAnisotropy: f32,\n\n baseWeight: f32,\n diffuseRoughness: f32,\n specularWeight: f32,\n specularColor: vec3f,\n subsurfaceWeight: f32,\n subsurfaceColor: vec3f,\n transmissionColor: vec3f,\n fuzzWeight: f32,\n fuzzColor: vec3f,\n fuzzRoughness: f32,\n coatWeight: f32,\n coatColor: vec3f,\n coatRoughness: f32,\n coatAnisotropy: f32,\n${hasAnisotropyDirections ? /* wgsl */ `\n anisotropyDirection: vec2f,\n anisotropyDirectionEnabled: bool,\n coatAnisotropyRotation: f32,\n${hasAnisotropyDirections ? /* wgsl */ `\n directionTangent: vec3f,\n directionBitangent: vec3f,\n geometryTangent: vec3f,\n geometryBitangent: vec3f,\n` : /* wgsl */ ``}\n` : /* wgsl */ ``}\n${hasCoatNormals ? /* wgsl */ `\n coatNormal: vec3f,\n coatNormalEnabled: bool,\n geometricNormal: vec3f, // face normal oriented toward the view\n` : ''}\n coatIor: f32,\n coatDarkening: f32,\n\n // Alpha\n alpha: f32,\n ${hasSceneAlpha ? 'alphaMode: i32,' : ''}\n\n materialType: i32,\n\n bevel: f32,\n\n relativeIor: f32,\n inside: bool,\n\n alphaX: f32,\n alphaY: f32,\n thinWalled: bool,\n};\n\nstruct Path {\n ray: Ray,\n li: vec3f,\n alpha: f32,\n beta: vec3f,\n fromEye: bool,\n abort: bool,\n scatteringPdf: f32,\n scatteringIsDelta: bool,\n isNextRefraction: bool,${caustics ? /* wgsl */ `\n causticK: u32,\n causticSingleT: bool,\n causticReceiverPrimary: bool,\n causticHasReceiver: bool,\n causticPhotonReceiver:bool,\n causticMneeReceiver: bool,` : ''}\n};\n\nstruct LightSampleRec {\n normal: vec3f,\n emission: vec3f,\n direction: vec3f,\n dist: f32,\n pdf: f32,\n // Discrete probability of selecting this light before sampling its\n // conditional point/direction. Light RIS excludes this term from the target\n // and carries it in the unbiased contribution weight instead.\n selectionPmf: f32,\n isDelta: bool,\n // Light source type: environment=0, emissive triangle=1, analytic=2.\n sourceType: u32,\n sourceIndex: u32,\n};\n\nstruct Light {\n position: vec3f,\n litType: f32,\n\n emission: vec3f,\n area: f32,\n\n u: vec3f,\n // Radius for sphere light, spread for rect light\n radiusOrSpread: f32,\n\n v: vec3f,\n textureIndex: f32,\n\n selectionPmf: f32,\n _samplingPadding0: f32,\n _samplingPadding1: f32,\n _samplingPadding2: f32,\n iesReference: vec3f,\n _iesPadding: f32,\n};\n\nstruct EmissiveTriangle {\n p0: vec3f,\n selectionPmf: f32,\n p1: vec3f,\n area: f32,\n p2: vec3f,\n materialIndex: f32,\n uv0: vec2f,\n uv1: vec2f,\n uv2: vec2f,\n secondaryUv0: vec2f,\n secondaryUv1: vec2f,\n secondaryUv2: vec2f,\n};\n\nstruct LightChoice {\n probability: f32,\n aliasIndex: i32,\n sourceType: i32,\n sourceIndex: i32,\n};\n\n${materialBufferWgsl()}\n\nstruct CameraUniform {\n viewProjectionInv: mat4x4<f32>,\n viewInv: mat4x4<f32>,\n apertureRadius: f32,\n focusDistance: f32,\n};\n\nstruct RayTraceUniform {\n outputSize: vec2f,\n sampleCount: f32,\n scaleOffset: vec4f,\n lightsCount: i32,\n transmissiveOutputAlphaMin: f32,\n jitter: vec2f,\n backgroundColor: vec4f,\n groundedBackgroundParams: vec4f,\n groundedBackgroundCenter: vec2f,\n blasOffset: i32,\n isEmpty: i32,\n bevel: i32,\n dispersionWavelengths: i32,\n envLightPmf: f32,\n lightChoiceCount: i32,\n lightWeightTotal: f32,\n lightSamplingTextureWidth: i32,\n lightChoiceTexelOffset: i32,\n bounces: i32,\n varianceMoments: i32,\n adaptiveSampling: i32,\n clamping: f32,\n directLightCandidates: i32,\n backgroundFlags: i32,\n // Fixed at 4: runtime trip bounds discourage thin-film loop unrolling.\n loopUnrollGuard: u32,\n sceneFeatureFlags: u32,\n sequenceSeed: u32,\n zSobolLogSPP: u32,\n sampleSequenceOffset: u32,\n // Shadow-catcher light table, relative to lightChoiceTexelOffset.\n shadowCatcherChoiceOffset: i32,\n shadowCatcherChoiceCount: i32,\n environmentRotation: mat4x4f,\n backgroundMapTransform: vec4f,\n backgroundMapRotation: mat4x4f,\n}\n\n// Buffers\n@group(0) @binding(0) var<storage, read> bvhBuffer: array<vec4f>;\n@group(0) @binding(1) var<storage, read> instancesBuffer: array<vec4f>;\n@group(0) @binding(2) var<storage, read> attrBuffers: array<${hasAnisotropyDirections ? /* wgsl */ `vec4f` : /* wgsl */ `vec3f`}>;\n@group(0) @binding(3) var<storage, read> materialsBuffer: array<MaterialBuffer>;\n\n// Textures\n@group(1) @binding(0) var mapSampler: sampler;\n@group(1) @binding(1) var map: texture_2d_array<f32>;\n// The first NUM_MAPS entries contain atlas placement; the second half stores\n// per-texture UV scale/offset; the third block stores the UV channel in x.\n@group(1) @binding(3) var<uniform> mapInfo: array<vec4f, NUM_MAPS * 3>;\n@group(1) @binding(4) var envMap: texture_2d<f32>;\n@group(1) @binding(5) var envMapDistribution: texture_2d<f32>;\n@group(1) @binding(6) var backgroundMap: texture_2d<f32>;\n@group(1) @binding(8) var lightSamplingData: texture_2d<f32>;\n@group(1) @binding(9) var openPbrEnergyLut: texture_2d<f32>;\n@group(1) @binding(10) var adaptiveSampleTargets: texture_2d<f32>;\n\nfn iesProfileScalar(baseTexel: i32, scalarIndex: i32) -> f32 {\n let texelIndex = baseTexel + scalarIndex / 4;\n let width = rtUniform.lightSamplingTextureWidth;\n let packed = textureLoad(lightSamplingData, vec2i(texelIndex % width, texelIndex / width), 0);\n return packed[scalarIndex % 4];\n}\n\nfn sampleIESProfile(baseTexel: i32, uv: vec2f) -> f32 {\n if (baseTexel < 0) { return 1.0; }\n let pixel = fract(uv) * 128.0 - vec2f(0.5);\n let x0 = i32(floor(pixel.x));\n let y0 = i32(floor(pixel.y));\n let fx = fract(pixel.x);\n let fy = fract(pixel.y);\n let xa = select(x0, 127, x0 < 0);\n let xb = select(x0 + 1, 0, x0 >= 127);\n let ya = select(y0, 127, y0 < 0);\n let yb = select(y0 + 1, 0, y0 >= 127);\n let a = iesProfileScalar(baseTexel, ya * 128 + xa);\n let b = iesProfileScalar(baseTexel, ya * 128 + xb);\n let c = iesProfileScalar(baseTexel, yb * 128 + xa);\n let d = iesProfileScalar(baseTexel, yb * 128 + xb);\n return mix(mix(a, b, fx), mix(c, d, fx), fy);\n}\n\nfn evaluateSpotEmissionMultiplier(light: Light, lightToSurface: vec3f) -> f32 {\n let axis = normalize(light.u);\n let cosTheta = dot(axis, lightToSurface);\n var cone = select(0.0, 1.0, cosTheta >= light.v.x);\n if (light.v.y > light.v.x + 1e-6) {\n cone = smoothstep(light.v.x, light.v.y, cosTheta);\n }\n if (cone <= 0.0 || light.textureIndex < 0.0) { return cone; }\n let xAxis = light.iesReference;\n let yAxis = cross(axis, xAxis);\n let vertical = acos(clamp(cosTheta, -1.0, 1.0));\n let horizontal = atan2(dot(lightToSurface, yAxis), dot(lightToSurface, xAxis));\n return cone * sampleIESProfile(i32(light.textureIndex), vec2f(vertical / PI, horizontal / TWOPI + 0.5));\n}\n\n\n \n// Uniforms\n@group(2) @binding(0) var<uniform> cameraUniform: CameraUniform;\n@group(2) @binding(1) var<uniform> rtUniform: RayTraceUniform;\n\n@group(2) @binding(2) var<uniform> analyticLights: array<Light, NUM_UNIFORM_LIGHTS>;\n// TODO uniform must be aligned to 16 bytes.\n\nfn initRay(ray: ptr<function, Ray>, origin: vec3f, direction: vec3f) {\n (*ray).o = origin;\n (*ray).d = direction;\n}\n`;\n}\n"]}
@@ -1,2 +1,2 @@
1
- declare const _default: "\nfn light_sample_sphere(light: Light, scatterPos: vec3f, randomV2: vec2f, lightSample: ptr<function, LightSampleRec>) {\n let centerOffset = light.position - scatterPos;\n let centerDistance = length(centerOffset);\n if (light.radiusOrSpread <= 0.0) {\n // A zero-radius sphere is a point emitter. The stored emission is\n // luminous intensity, so convert it to incident radiance here rather\n // than approximating the delta source as a tiny area sphere.\n if (centerDistance <= 1e-6) {\n (*lightSample).direction = vec3f(0.0, 0.0, 1.0);\n (*lightSample).normal = vec3f(0.0, 0.0, -1.0);\n (*lightSample).dist = 0.0;\n (*lightSample).pdf = 1.0;\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).isDelta = true;\n return;\n }\n (*lightSample).direction = centerOffset / centerDistance;\n (*lightSample).normal = -(*lightSample).direction;\n (*lightSample).dist = centerDistance;\n (*lightSample).pdf = 1.0;\n (*lightSample).emission = light.emission /\n max(centerDistance * centerDistance, 1e-8);\n (*lightSample).isDelta = true;\n return;\n }\n let radius = max(light.radiusOrSpread, 1e-6);\n (*lightSample).isDelta = false;\n var sampledDirection: vec3f;\n\n if (centerDistance <= radius) {\n let z = 1.0 - 2.0 * randomV2.x;\n let radial = sqrt(max(0.0, 1.0 - z * z));\n let azimuth = TWOPI * randomV2.y;\n sampledDirection = vec3f(\n radial * cos(azimuth),\n radial * sin(azimuth),\n z\n );\n (*lightSample).pdf = INV4PI;\n }\n else {\n let sphereAxis = centerOffset / centerDistance;\n let sinThetaMaxSquared = min(\n 1.0,\n radius * radius / (centerDistance * centerDistance)\n );\n let cosThetaMax = sqrt(max(0.0, 1.0 - sinThetaMaxSquared));\n let cosTheta = mix(1.0, cosThetaMax, randomV2.x);\n let sinTheta = sqrt(max(0.0, 1.0 - cosTheta * cosTheta));\n let azimuth = TWOPI * randomV2.y;\n var tangent: vec3f;\n var bitangent: vec3f;\n sampling_orthonormal_basis(sphereAxis, &tangent, &bitangent);\n sampledDirection = sphereAxis * cosTheta\n + tangent * (sinTheta * cos(azimuth))\n + bitangent * (sinTheta * sin(azimuth));\n (*lightSample).pdf = 1.0 / max(\n TWOPI * (1.0 - cosThetaMax),\n 1e-8\n );\n }\n\n let centerProjection = dot(sampledDirection, centerOffset);\n let centerOffsetSquared = dot(centerOffset, centerOffset);\n let discriminant = centerProjection * centerProjection\n - centerOffsetSquared + radius * radius;\n let nearDistance = centerProjection - sqrt(max(0.0, discriminant));\n let farDistance = centerProjection + sqrt(max(0.0, discriminant));\n (*lightSample).dist = select(farDistance, nearDistance, nearDistance > 1e-6);\n (*lightSample).direction = sampledDirection;\n let lightSurfacePos = scatterPos + sampledDirection * (*lightSample).dist;\n (*lightSample).normal = normalize(lightSurfacePos - light.position);\n (*lightSample).emission = light.emission;\n}\n\nfn light_apply_rect_texture(\n light: Light,\n surfacePoint: vec3f,\n lowerLeft: vec3f,\n result: ptr<function, LightSampleRec>\n) {\n if (light.textureIndex < 0.0) {\n return;\n }\n let width = length(light.u);\n let height = length(light.v);\n let relative = surfacePoint - lowerLeft;\n let uv = vec2f(\n dot(relative, light.u / width) / width,\n dot(relative, light.v / height) / height\n );\n (*result).emission *= sampleMap(i32(light.textureIndex), uv).rgb;\n}\n\nfn light_sample_rect(\n light: Light,\n shadingPoint: vec3f,\n samplePoint: vec2f,\n result: ptr<function, LightSampleRec>\n) {\n let normal = normalize(cross(light.u, light.v));\n let lowerLeft = light.position - 0.5 * (light.u + light.v);\n let spread = clamp(light.radiusOrSpread, 0.0, 1.0);\n\n if (spread <= 0.001) {\n let planeDistance = dot(normal, shadingPoint - light.position);\n let surfacePoint = shadingPoint - normal * planeDistance;\n let relative = surfacePoint - lowerLeft;\n let width = length(light.u);\n let height = length(light.v);\n let uv = vec2f(\n dot(relative, light.u / width) / width,\n dot(relative, light.v / height) / height\n );\n if (planeDistance <= 0.0 || any(uv < vec2f(0.0)) || any(uv > vec2f(1.0))) {\n (*result).emission = vec3f(0.0);\n (*result).pdf = 0.0;\n return;\n }\n (*result).direction = -normal;\n (*result).dist = planeDistance;\n (*result).normal = normal;\n (*result).emission = light.emission;\n (*result).pdf = 1.0;\n (*result).isDelta = true;\n light_apply_rect_texture(light, surfacePoint, lowerLeft, result);\n return;\n }\n\n let surfacePoint = lowerLeft\n + light.u * samplePoint.x\n + light.v * samplePoint.y;\n let offset = surfacePoint - shadingPoint;\n let distanceSquared = dot(offset, offset);\n (*result).dist = sqrt(distanceSquared);\n (*result).direction = offset / (*result).dist;\n (*result).normal = normal;\n let emitterCosine = dot(-(*result).direction, normal);\n let spreadCosine = cos(0.5 * PI * spread);\n if (emitterCosine <= 0.0 || emitterCosine < spreadCosine) {\n (*result).emission = vec3f(0.0);\n (*result).pdf = 0.0;\n return;\n }\n (*result).emission = light.emission;\n (*result).pdf = distanceSquared / max(light.area * emitterCosine, 1e-8);\n light_apply_rect_texture(light, surfacePoint, lowerLeft, result);\n}\n\nfn light_sample_directional(\n light: Light,\n result: ptr<function, LightSampleRec>\n) {\n (*result).direction = normalize(-light.u);\n (*result).normal = -(*result).direction;\n (*result).emission = light.emission;\n (*result).dist = INF;\n (*result).pdf = 1.0;\n (*result).isDelta = true;\n}\n\nfn light_sample_spot(\n light: Light,\n shadingPoint: vec3f,\n samplePoint: vec2f,\n result: ptr<function, LightSampleRec>\n) {\n light_sample_sphere(light, shadingPoint, samplePoint, result);\n let surfacePoint = shadingPoint + (*result).direction * (*result).dist;\n let lightToSurface = normalize(shadingPoint - surfacePoint);\n (*result).emission *= evaluateSpotEmissionMultiplier(light, lightToSurface);\n}\n\nfn sampleAnalyticLight(\n light: Light,\n shadingPoint: vec3f,\n samplePoint: vec2f,\n result: ptr<function, LightSampleRec>\n) {\n let lightType = i32(light.litType);\n if (lightType == RECT_LIGHT) {\n light_sample_rect(light, shadingPoint, samplePoint, result);\n return;\n }\n if (lightType == SPHERE_LIGHT) {\n light_sample_sphere(light, shadingPoint, samplePoint, result);\n return;\n }\n if (lightType == SPOT_LIGHT) {\n light_sample_spot(light, shadingPoint, samplePoint, result);\n return;\n }\n if (lightType == DIRECTIONAL_LIGHT) {\n light_sample_directional(light, result);\n }\n}\n\nfn sampleEnvLight(randomV2: vec2f, lightSample: ptr<function, LightSampleRec>) {\n var uv: vec2f;\n (*lightSample).direction = sampleEnvmap(randomV2, &uv, &(*lightSample).pdf);\n (*lightSample).emission = textureLinear(envMap, uv).rgb;\n (*lightSample).dist = INF;\n}\n\nfn loadLightSamplingTexel(texelIndex: i32) -> vec4f {\n let width = rtUniform.lightSamplingTextureWidth;\n return textureLoad(\n lightSamplingData,\n vec2i(texelIndex % width, texelIndex / width),\n 0\n );\n}\n\nfn getEmissiveTriangle(index: i32) -> EmissiveTriangle {\n let offset = index * 6;\n let a = loadLightSamplingTexel(offset);\n let b = loadLightSamplingTexel(offset + 1);\n let c = loadLightSamplingTexel(offset + 2);\n let d = loadLightSamplingTexel(offset + 3);\n let e = loadLightSamplingTexel(offset + 4);\n let f = loadLightSamplingTexel(offset + 5);\n return EmissiveTriangle(\n a.xyz, a.w,\n b.xyz, b.w,\n c.xyz, c.w,\n d.xy, d.zw, e.xy,\n e.zw, f.xy, f.zw\n );\n}\n\nfn getLightChoice(index: i32) -> LightChoice {\n let data = loadLightSamplingTexel(rtUniform.lightChoiceTexelOffset + index);\n return LightChoice(\n data.x,\n bitcast<i32>(data.y),\n bitcast<i32>(data.z),\n bitcast<i32>(data.w)\n );\n}\n\nfn getLightChoiceFromTable(tableOffset: i32, index: i32) -> LightChoice {\n return getLightChoice(tableOffset + index);\n}\n\nfn stratifyLightChoiceRandom(\n rnd: vec3f,\n candidateIndex: u32,\n candidateCount: u32\n) -> vec3f {\n var stratified = rnd;\n let count = max(candidateCount, 1u);\n stratified.z = (rnd.z + f32(min(candidateIndex, count - 1u))) /\n f32(count);\n return stratified;\n}\n\nfn sampleEmissiveTriangleLight(\n triangle: EmissiveTriangle,\n scatterPos: vec3f,\n randomV2: vec2f,\n lightSample: ptr<function, LightSampleRec>\n) {\n let sqrtU = sqrt(randomV2.x);\n let barycentric = vec3f(\n 1.0 - sqrtU,\n sqrtU * (1.0 - randomV2.y),\n sqrtU * randomV2.y\n );\n let lightPosition =\n barycentric.x * triangle.p0 +\n barycentric.y * triangle.p1 +\n barycentric.z * triangle.p2;\n let uv =\n barycentric.x * triangle.uv0 +\n barycentric.y * triangle.uv1 +\n barycentric.z * triangle.uv2;\n let secondaryUv =\n barycentric.x * triangle.secondaryUv0 +\n barycentric.y * triangle.secondaryUv1 +\n barycentric.z * triangle.secondaryUv2;\n let normal = normalize(cross(triangle.p1 - triangle.p0, triangle.p2 - triangle.p0));\n (*lightSample).direction = lightPosition - scatterPos;\n (*lightSample).dist = length((*lightSample).direction);\n if ((*lightSample).dist <= EPS) {\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).pdf = 0.0;\n return;\n }\n (*lightSample).direction /= (*lightSample).dist;\n (*lightSample).normal = normal;\n let cosLight = dot(normal, -(*lightSample).direction);\n if (cosLight <= 0.0) {\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).pdf = 0.0;\n return;\n }\n (*lightSample).emission = getMaterialEmission(\n i32(triangle.materialIndex), uv, secondaryUv\n );\n (*lightSample).selectionPmf = triangle.selectionPmf;\n (*lightSample).pdf = triangle.selectionPmf *\n ((*lightSample).dist * (*lightSample).dist) /\n max(triangle.area * cosLight, 1e-8);\n}\n\nfn sampleLightChoiceTable(\n scatterPos: vec3f,\n rnd: vec3f,\n tableOffset: i32,\n choiceCount: i32,\n selectionPmfScale: f32,\n lightSample: ptr<function, LightSampleRec>\n) {\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).pdf = 0.0;\n (*lightSample).selectionPmf = 0.0;\n (*lightSample).dist = INF;\n (*lightSample).isDelta = false;\n (*lightSample).sourceType = 0u;\n (*lightSample).sourceIndex = 0xffffffffu;\n if (choiceCount <= 0) {\n return;\n }\n\n let scaledChoice = rnd.z * f32(choiceCount);\n let column = min(i32(scaledChoice), choiceCount - 1);\n let columnChoice = getLightChoiceFromTable(tableOffset, column);\n let selectedIndex = select(\n columnChoice.aliasIndex,\n column,\n fract(scaledChoice) < columnChoice.probability\n );\n let choice = getLightChoiceFromTable(tableOffset, selectedIndex);\n if (choice.sourceType == 1) {\n (*lightSample).sourceType = 0u;\n (*lightSample).sourceIndex = u32(choice.sourceIndex);\n sampleEnvLight(rnd.xy, lightSample);\n (*lightSample).selectionPmf = rtUniform.envLightPmf;\n (*lightSample).pdf *= rtUniform.envLightPmf;\n }\n else if (choice.sourceType == 2) {\n (*lightSample).sourceType = 2u;\n (*lightSample).sourceIndex = u32(choice.sourceIndex);\n let light = analyticLights[choice.sourceIndex];\n sampleAnalyticLight(light, scatterPos, rnd.xy, lightSample);\n (*lightSample).selectionPmf = light.selectionPmf;\n (*lightSample).pdf *= light.selectionPmf;\n }\n else if (choice.sourceType == 3) {\n (*lightSample).sourceType = 1u;\n (*lightSample).sourceIndex = u32(choice.sourceIndex);\n sampleEmissiveTriangleLight(\n getEmissiveTriangle(choice.sourceIndex),\n scatterPos,\n rnd.xy,\n lightSample\n );\n }\n (*lightSample).selectionPmf *= selectionPmfScale;\n (*lightSample).pdf *= selectionPmfScale;\n}\n\nfn sampleLight(\n scatterPos: vec3f,\n rnd: vec3f,\n lightSample: ptr<function, LightSampleRec>,\n distByIntensity: bool\n) {\n sampleLightChoiceTable(\n scatterPos,\n rnd,\n 0,\n rtUniform.lightChoiceCount,\n 1.0,\n lightSample\n );\n}\n\n// Light choice for one of the resampled NEE candidates. The selection random\n// number is stratified across the candidates.\nfn sampleLightForNEECandidate(\n scatterPos: vec3f,\n rnd: vec3f,\n candidateIndex: u32,\n candidateCount: u32,\n lightSample: ptr<function, LightSampleRec>\n) {\n sampleLightChoiceTable(\n scatterPos,\n stratifyLightChoiceRandom(rnd, candidateIndex, candidateCount),\n 0,\n rtUniform.lightChoiceCount,\n 1.0,\n lightSample\n );\n}\n";
1
+ declare const _default: "\nfn light_sample_sphere(light: Light, scatterPos: vec3f, randomV2: vec2f, lightSample: ptr<function, LightSampleRec>) {\n let centerOffset = light.position - scatterPos;\n let centerDistance = length(centerOffset);\n if (light.radiusOrSpread <= 0.0) {\n // A zero-radius sphere is a point emitter. The stored emission is\n // luminous intensity, so convert it to incident radiance here rather\n // than approximating the delta source as a tiny area sphere.\n if (centerDistance <= 1e-6) {\n (*lightSample).direction = vec3f(0.0, 0.0, 1.0);\n (*lightSample).normal = vec3f(0.0, 0.0, -1.0);\n (*lightSample).dist = 0.0;\n (*lightSample).pdf = 1.0;\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).isDelta = true;\n return;\n }\n (*lightSample).direction = centerOffset / centerDistance;\n (*lightSample).normal = -(*lightSample).direction;\n (*lightSample).dist = centerDistance;\n (*lightSample).pdf = 1.0;\n (*lightSample).emission = light.emission /\n max(centerDistance * centerDistance, 1e-8);\n (*lightSample).isDelta = true;\n return;\n }\n let radius = max(light.radiusOrSpread, 1e-6);\n (*lightSample).isDelta = false;\n var sampledDirection: vec3f;\n\n if (centerDistance <= radius) {\n let z = 1.0 - 2.0 * randomV2.x;\n let radial = sqrt(max(0.0, 1.0 - z * z));\n let azimuth = TWOPI * randomV2.y;\n sampledDirection = vec3f(\n radial * cos(azimuth),\n radial * sin(azimuth),\n z\n );\n (*lightSample).pdf = INV4PI;\n }\n else {\n let sphereAxis = centerOffset / centerDistance;\n let sinThetaMaxSquared = min(\n 1.0,\n radius * radius / (centerDistance * centerDistance)\n );\n let cosThetaMax = sqrt(max(0.0, 1.0 - sinThetaMaxSquared));\n // Rationalize 1 - cos(thetaMax): subtracting nearly equal f32 values\n // quantizes small emitters' solid angles into visible irradiance bands.\n let oneMinusCosThetaMax = sinThetaMaxSquared / (1.0 + cosThetaMax);\n let oneMinusCosTheta = randomV2.x * oneMinusCosThetaMax;\n let cosTheta = 1.0 - oneMinusCosTheta;\n let sinTheta = sqrt(max(0.0, oneMinusCosTheta * (2.0 - oneMinusCosTheta)));\n let azimuth = TWOPI * randomV2.y;\n var tangent: vec3f;\n var bitangent: vec3f;\n sampling_orthonormal_basis(sphereAxis, &tangent, &bitangent);\n sampledDirection = sphereAxis * cosTheta\n + tangent * (sinTheta * cos(azimuth))\n + bitangent * (sinTheta * sin(azimuth));\n (*lightSample).pdf = 1.0 / max(\n TWOPI * oneMinusCosThetaMax,\n 1e-8\n );\n }\n\n let centerProjection = dot(sampledDirection, centerOffset);\n let centerOffsetSquared = dot(centerOffset, centerOffset);\n let discriminant = centerProjection * centerProjection\n - centerOffsetSquared + radius * radius;\n let nearDistance = centerProjection - sqrt(max(0.0, discriminant));\n let farDistance = centerProjection + sqrt(max(0.0, discriminant));\n (*lightSample).dist = select(farDistance, nearDistance, nearDistance > 1e-6);\n (*lightSample).direction = sampledDirection;\n let lightSurfacePos = scatterPos + sampledDirection * (*lightSample).dist;\n (*lightSample).normal = normalize(lightSurfacePos - light.position);\n (*lightSample).emission = light.emission;\n}\n\nfn light_apply_rect_texture(\n light: Light,\n surfacePoint: vec3f,\n lowerLeft: vec3f,\n result: ptr<function, LightSampleRec>\n) {\n if (light.textureIndex < 0.0) {\n return;\n }\n let width = length(light.u);\n let height = length(light.v);\n let relative = surfacePoint - lowerLeft;\n let uv = vec2f(\n dot(relative, light.u / width) / width,\n dot(relative, light.v / height) / height\n );\n (*result).emission *= sampleMap(i32(light.textureIndex), uv).rgb;\n}\n\nfn light_sample_rect(\n light: Light,\n shadingPoint: vec3f,\n samplePoint: vec2f,\n result: ptr<function, LightSampleRec>\n) {\n let normal = normalize(cross(light.u, light.v));\n let lowerLeft = light.position - 0.5 * (light.u + light.v);\n let spread = clamp(light.radiusOrSpread, 0.0, 1.0);\n\n if (spread <= 0.001) {\n let planeDistance = dot(normal, shadingPoint - light.position);\n let surfacePoint = shadingPoint - normal * planeDistance;\n let relative = surfacePoint - lowerLeft;\n let width = length(light.u);\n let height = length(light.v);\n let uv = vec2f(\n dot(relative, light.u / width) / width,\n dot(relative, light.v / height) / height\n );\n if (planeDistance <= 0.0 || any(uv < vec2f(0.0)) || any(uv > vec2f(1.0))) {\n (*result).emission = vec3f(0.0);\n (*result).pdf = 0.0;\n return;\n }\n (*result).direction = -normal;\n (*result).dist = planeDistance;\n (*result).normal = normal;\n (*result).emission = light.emission;\n (*result).pdf = 1.0;\n (*result).isDelta = true;\n light_apply_rect_texture(light, surfacePoint, lowerLeft, result);\n return;\n }\n\n let surfacePoint = lowerLeft\n + light.u * samplePoint.x\n + light.v * samplePoint.y;\n let offset = surfacePoint - shadingPoint;\n let distanceSquared = dot(offset, offset);\n (*result).dist = sqrt(distanceSquared);\n (*result).direction = offset / (*result).dist;\n (*result).normal = normal;\n let emitterCosine = dot(-(*result).direction, normal);\n let spreadCosine = cos(0.5 * PI * spread);\n if (emitterCosine <= 0.0 || emitterCosine < spreadCosine) {\n (*result).emission = vec3f(0.0);\n (*result).pdf = 0.0;\n return;\n }\n (*result).emission = light.emission;\n (*result).pdf = distanceSquared / max(light.area * emitterCosine, 1e-8);\n light_apply_rect_texture(light, surfacePoint, lowerLeft, result);\n}\n\nfn light_sample_directional(\n light: Light,\n result: ptr<function, LightSampleRec>\n) {\n (*result).direction = normalize(-light.u);\n (*result).normal = -(*result).direction;\n (*result).emission = light.emission;\n (*result).dist = INF;\n (*result).pdf = 1.0;\n (*result).isDelta = true;\n}\n\nfn light_sample_spot(\n light: Light,\n shadingPoint: vec3f,\n samplePoint: vec2f,\n result: ptr<function, LightSampleRec>\n) {\n light_sample_sphere(light, shadingPoint, samplePoint, result);\n let surfacePoint = shadingPoint + (*result).direction * (*result).dist;\n let lightToSurface = normalize(shadingPoint - surfacePoint);\n (*result).emission *= evaluateSpotEmissionMultiplier(light, lightToSurface);\n}\n\nfn sampleAnalyticLight(\n light: Light,\n shadingPoint: vec3f,\n samplePoint: vec2f,\n result: ptr<function, LightSampleRec>\n) {\n let lightType = i32(light.litType);\n if (HAS_SCENE_RECT_LIGHT && lightType == RECT_LIGHT) {\n light_sample_rect(light, shadingPoint, samplePoint, result);\n return;\n }\n if (HAS_SCENE_SPHERE_LIGHT && lightType == SPHERE_LIGHT) {\n light_sample_sphere(light, shadingPoint, samplePoint, result);\n return;\n }\n if (HAS_SCENE_SPOT_LIGHT && lightType == SPOT_LIGHT) {\n light_sample_spot(light, shadingPoint, samplePoint, result);\n return;\n }\n if (HAS_SCENE_DIRECTIONAL_LIGHT && lightType == DIRECTIONAL_LIGHT) {\n light_sample_directional(light, result);\n }\n}\n\nfn sampleEnvLight(randomV2: vec2f, lightSample: ptr<function, LightSampleRec>) {\n var uv: vec2f;\n // Naga's SPIR-V writer cannot pass a struct-member pointer as a call argument.\n var pdf: f32;\n let direction = sampleEnvmap(randomV2, &uv, &pdf);\n (*lightSample).pdf = pdf;\n (*lightSample).direction = direction;\n (*lightSample).emission = textureLinear(envMap, uv).rgb;\n (*lightSample).dist = INF;\n}\n\nfn loadLightSamplingTexel(texelIndex: i32) -> vec4f {\n let width = rtUniform.lightSamplingTextureWidth;\n return textureLoad(\n lightSamplingData,\n vec2i(texelIndex % width, texelIndex / width),\n 0\n );\n}\n\nfn getEmissiveTriangle(index: i32) -> EmissiveTriangle {\n let offset = index * 6;\n let a = loadLightSamplingTexel(offset);\n let b = loadLightSamplingTexel(offset + 1);\n let c = loadLightSamplingTexel(offset + 2);\n let d = loadLightSamplingTexel(offset + 3);\n let e = loadLightSamplingTexel(offset + 4);\n let f = loadLightSamplingTexel(offset + 5);\n return EmissiveTriangle(\n a.xyz, a.w,\n b.xyz, b.w,\n c.xyz, c.w,\n d.xy, d.zw, e.xy,\n e.zw, f.xy, f.zw\n );\n}\n\nfn getLightChoice(index: i32) -> LightChoice {\n let data = loadLightSamplingTexel(rtUniform.lightChoiceTexelOffset + index);\n return LightChoice(\n data.x,\n bitcast<i32>(data.y),\n bitcast<i32>(data.z),\n bitcast<i32>(data.w)\n );\n}\n\nfn getLightChoiceFromTable(tableOffset: i32, index: i32) -> LightChoice {\n return getLightChoice(tableOffset + index);\n}\n\nfn stratifyLightChoiceRandom(\n rnd: vec3f,\n candidateIndex: u32,\n candidateCount: u32\n) -> vec3f {\n var stratified = rnd;\n let count = max(candidateCount, 1u);\n stratified.z = (rnd.z + f32(min(candidateIndex, count - 1u))) /\n f32(count);\n return stratified;\n}\n\nfn sampleEmissiveTriangleLight(\n triangle: EmissiveTriangle,\n scatterPos: vec3f,\n randomV2: vec2f,\n lightSample: ptr<function, LightSampleRec>\n) {\n let sqrtU = sqrt(randomV2.x);\n let barycentric = vec3f(\n 1.0 - sqrtU,\n sqrtU * (1.0 - randomV2.y),\n sqrtU * randomV2.y\n );\n let lightPosition =\n barycentric.x * triangle.p0 +\n barycentric.y * triangle.p1 +\n barycentric.z * triangle.p2;\n let uv =\n barycentric.x * triangle.uv0 +\n barycentric.y * triangle.uv1 +\n barycentric.z * triangle.uv2;\n let secondaryUv =\n barycentric.x * triangle.secondaryUv0 +\n barycentric.y * triangle.secondaryUv1 +\n barycentric.z * triangle.secondaryUv2;\n let normal = normalize(cross(triangle.p1 - triangle.p0, triangle.p2 - triangle.p0));\n (*lightSample).direction = lightPosition - scatterPos;\n (*lightSample).dist = length((*lightSample).direction);\n if ((*lightSample).dist <= EPS) {\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).pdf = 0.0;\n return;\n }\n (*lightSample).direction /= (*lightSample).dist;\n (*lightSample).normal = normal;\n let cosLight = dot(normal, -(*lightSample).direction);\n if (cosLight <= 0.0) {\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).pdf = 0.0;\n return;\n }\n (*lightSample).emission = getMaterialEmission(\n i32(triangle.materialIndex), uv, secondaryUv\n );\n (*lightSample).selectionPmf = triangle.selectionPmf;\n (*lightSample).pdf = triangle.selectionPmf *\n ((*lightSample).dist * (*lightSample).dist) /\n max(triangle.area * cosLight, 1e-8);\n}\n\nfn sampleLightChoiceTable(\n scatterPos: vec3f,\n rnd: vec3f,\n tableOffset: i32,\n choiceCount: i32,\n selectionPmfScale: f32,\n lightSample: ptr<function, LightSampleRec>\n) {\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).pdf = 0.0;\n (*lightSample).selectionPmf = 0.0;\n (*lightSample).dist = INF;\n (*lightSample).isDelta = false;\n (*lightSample).sourceType = 0u;\n (*lightSample).sourceIndex = 0xffffffffu;\n if (choiceCount <= 0) {\n return;\n }\n\n let scaledChoice = rnd.z * f32(choiceCount);\n let column = min(i32(scaledChoice), choiceCount - 1);\n let columnChoice = getLightChoiceFromTable(tableOffset, column);\n let selectedIndex = select(\n columnChoice.aliasIndex,\n column,\n fract(scaledChoice) < columnChoice.probability\n );\n let choice = getLightChoiceFromTable(tableOffset, selectedIndex);\n if (USE_ENVMAP && choice.sourceType == 1) {\n (*lightSample).sourceType = 0u;\n (*lightSample).sourceIndex = u32(choice.sourceIndex);\n sampleEnvLight(rnd.xy, lightSample);\n (*lightSample).selectionPmf = rtUniform.envLightPmf;\n (*lightSample).pdf *= rtUniform.envLightPmf;\n }\n else if (choice.sourceType == 2) {\n (*lightSample).sourceType = 2u;\n (*lightSample).sourceIndex = u32(choice.sourceIndex);\n let light = analyticLights[choice.sourceIndex];\n sampleAnalyticLight(light, scatterPos, rnd.xy, lightSample);\n (*lightSample).selectionPmf = light.selectionPmf;\n (*lightSample).pdf *= light.selectionPmf;\n }\n else if (HAS_SCENE_EMISSIVE_LIGHT && choice.sourceType == 3) {\n (*lightSample).sourceType = 1u;\n (*lightSample).sourceIndex = u32(choice.sourceIndex);\n sampleEmissiveTriangleLight(\n getEmissiveTriangle(choice.sourceIndex),\n scatterPos,\n rnd.xy,\n lightSample\n );\n }\n (*lightSample).selectionPmf *= selectionPmfScale;\n (*lightSample).pdf *= selectionPmfScale;\n}\n\nfn sampleLight(\n scatterPos: vec3f,\n rnd: vec3f,\n lightSample: ptr<function, LightSampleRec>,\n distByIntensity: bool\n) {\n sampleLightChoiceTable(\n scatterPos,\n rnd,\n 0,\n rtUniform.lightChoiceCount,\n 1.0,\n lightSample\n );\n}\n\n// Light choice for one of the resampled NEE candidates. The selection random\n// number is stratified across the candidates.\nfn sampleLightForNEECandidate(\n scatterPos: vec3f,\n rnd: vec3f,\n candidateIndex: u32,\n candidateCount: u32,\n lightSample: ptr<function, LightSampleRec>\n) {\n sampleLightChoiceTable(\n scatterPos,\n stratifyLightChoiceRandom(rnd, candidateIndex, candidateCount),\n 0,\n rtUniform.lightChoiceCount,\n 1.0,\n lightSample\n );\n}\n";
2
2
  export default _default;
@@ -1,13 +1,13 @@
1
- import { LIGHT_CHOICE_ANALYTIC, LIGHT_CHOICE_EMISSIVE_TRIANGLE, LIGHT_CHOICE_ENVIRONMENT } from '../../lightSampling.js';
1
+ import { LIGHT_CHOICE_ANALYTIC, LIGHT_CHOICE_EMISSIVE_TRIANGLE, LIGHT_CHOICE_ENVIRONMENT } from '../../lightConstants.js';
2
2
  export default /*wgsl */ `
3
- fn eM(light: Light, ft: vec3f, iZ: vec2f, lightSample: ptr<function, LightSampleRec>) {
4
- let iw = light.position - ft;
5
- let aj = length(iw);
3
+ fn eH(light: Light, fk: vec3f, iY: vec2f, lightSample: ptr<function, LightSampleRec>) {
4
+ let iz = light.position - fk;
5
+ let ao = length(iz);
6
6
  if (light.radiusOrSpread <= 0.0) {
7
7
 
8
8
 
9
9
 
10
- if (aj <= 1e-6) {
10
+ if (ao <= 1e-6) {
11
11
  (*lightSample).direction = vec3f(0.0, 0.0, 1.0);
12
12
  (*lightSample).normal = vec3f(0.0, 0.0, -1.0);
13
13
  (*lightSample).dist = 0.0;
@@ -16,66 +16,70 @@ if (aj <= 1e-6) {
16
16
  (*lightSample).isDelta = true;
17
17
  return;
18
18
  }
19
- (*lightSample).direction = iw / aj;
19
+ (*lightSample).direction = iz / ao;
20
20
  (*lightSample).normal = -(*lightSample).direction;
21
- (*lightSample).dist = aj;
21
+ (*lightSample).dist = ao;
22
22
  (*lightSample).pdf = 1.0;
23
23
  (*lightSample).emission = light.emission /
24
- max(aj * aj, 1e-8);
24
+ max(ao * ao, 1e-8);
25
25
  (*lightSample).isDelta = true;
26
26
  return;
27
27
  }
28
28
  let radius = max(light.radiusOrSpread, 1e-6);
29
29
  (*lightSample).isDelta = false;
30
- var gK: vec3f;
30
+ var gG: vec3f;
31
31
 
32
- if (aj <= radius) {
33
- let z = 1.0 - 2.0 * iZ.x;
34
- let fl = sqrt(max(0.0, 1.0 - z * z));
35
- let br = TWOPI * iZ.y;
36
- gK = vec3f(
37
- fl * cos(br),
38
- fl * sin(br),
32
+ if (ao <= radius) {
33
+ let z = 1.0 - 2.0 * iY.x;
34
+ let dr = sqrt(max(0.0, 1.0 - z * z));
35
+ let azimuth = TWOPI * iY.y;
36
+ gG = vec3f(
37
+ dr * cos(azimuth),
38
+ dr * sin(azimuth),
39
39
  z
40
40
  );
41
41
  (*lightSample).pdf = INV4PI;
42
42
  }
43
43
  else {
44
- let sS = iw / aj;
45
- let jv = min(
44
+ let uk = iz / ao;
45
+ let sinThetaMaxSquared = min(
46
46
  1.0,
47
- radius * radius / (aj * aj)
47
+ radius * radius / (ao * ao)
48
48
  );
49
- let cosThetaMax = sqrt(max(0.0, 1.0 - jv));
50
- let cc = mix(1.0, cosThetaMax, iZ.x);
51
- let sinTheta = sqrt(max(0.0, 1.0 - cc * cc));
52
- let br = TWOPI * iZ.y;
49
+ let cosThetaMax = sqrt(max(0.0, 1.0 - sinThetaMaxSquared));
50
+
51
+
52
+ let oneMinusCosThetaMax = sinThetaMaxSquared / (1.0 + cosThetaMax);
53
+ let kZ = iY.x * oneMinusCosThetaMax;
54
+ let ct = 1.0 - kZ;
55
+ let sinTheta = sqrt(max(0.0, kZ * (2.0 - kZ)));
56
+ let azimuth = TWOPI * iY.y;
53
57
  var tangent: vec3f;
54
58
  var bitangent: vec3f;
55
- aL(sS, &tangent, &bitangent);
56
- gK = sS * cc
57
- + tangent * (sinTheta * cos(br))
58
- + bitangent * (sinTheta * sin(br));
59
+ sampling_orthonormal_basis(uk, &tangent, &bitangent);
60
+ gG = uk * ct
61
+ + tangent * (sinTheta * cos(azimuth))
62
+ + bitangent * (sinTheta * sin(azimuth));
59
63
  (*lightSample).pdf = 1.0 / max(
60
- TWOPI * (1.0 - cosThetaMax),
64
+ TWOPI * oneMinusCosThetaMax,
61
65
  1e-8
62
66
  );
63
67
  }
64
68
 
65
- let iz = dot(gK, iw);
66
- let qc = dot(iw, iw);
67
- let ej = iz * iz
68
- - qc + radius * radius;
69
- let cN = iz - sqrt(max(0.0, ej));
70
- let cC = iz + sqrt(max(0.0, ej));
71
- (*lightSample).dist = select(cC, cN, cN > 1e-6);
72
- (*lightSample).direction = gK;
73
- let sd = ft + gK * (*lightSample).dist;
74
- (*lightSample).normal = normalize(sd - light.position);
69
+ let iA = dot(gG, iz);
70
+ let qT = dot(iz, iz);
71
+ let bj = iA * iA
72
+ - qT + radius * radius;
73
+ let cI = iA - sqrt(max(0.0, bj));
74
+ let cw = iA + sqrt(max(0.0, bj));
75
+ (*lightSample).dist = select(cw, cI, cI > 1e-6);
76
+ (*lightSample).direction = gG;
77
+ let tl = fk + gG * (*lightSample).dist;
78
+ (*lightSample).normal = normalize(tl - light.position);
75
79
  (*lightSample).emission = light.emission;
76
80
  }
77
81
 
78
- fn da(
82
+ fn bC(
79
83
  light: Light,
80
84
  surfacePoint: vec3f,
81
85
  lowerLeft: vec3f,
@@ -86,15 +90,15 @@ return;
86
90
  }
87
91
  let width = length(light.u);
88
92
  let height = length(light.v);
89
- let ib = surfacePoint - lowerLeft;
93
+ let dU = surfacePoint - lowerLeft;
90
94
  let uv = vec2f(
91
- dot(ib, light.u / width) / width,
92
- dot(ib, light.v / height) / height
95
+ dot(dU, light.u / width) / width,
96
+ dot(dU, light.v / height) / height
93
97
  );
94
98
  (*result).emission *= sampleMap(i32(light.textureIndex), uv).rgb;
95
99
  }
96
100
 
97
- fn jS(
101
+ fn jZ(
98
102
  light: Light,
99
103
  shadingPoint: vec3f,
100
104
  samplePoint: vec2f,
@@ -107,12 +111,12 @@ let spread = clamp(light.radiusOrSpread, 0.0, 1.0);
107
111
  if (spread <= 0.001) {
108
112
  let gg = dot(normal, shadingPoint - light.position);
109
113
  let surfacePoint = shadingPoint - normal * gg;
110
- let ib = surfacePoint - lowerLeft;
114
+ let dU = surfacePoint - lowerLeft;
111
115
  let width = length(light.u);
112
116
  let height = length(light.v);
113
117
  let uv = vec2f(
114
- dot(ib, light.u / width) / width,
115
- dot(ib, light.v / height) / height
118
+ dot(dU, light.u / width) / width,
119
+ dot(dU, light.v / height) / height
116
120
  );
117
121
  if (gg <= 0.0 || any(uv < vec2f(0.0)) || any(uv > vec2f(1.0))) {
118
122
  (*result).emission = vec3f(0.0);
@@ -125,7 +129,7 @@ return;
125
129
  (*result).emission = light.emission;
126
130
  (*result).pdf = 1.0;
127
131
  (*result).isDelta = true;
128
- da(light, surfacePoint, lowerLeft, result);
132
+ bC(light, surfacePoint, lowerLeft, result);
129
133
  return;
130
134
  }
131
135
 
@@ -133,23 +137,23 @@ let surfacePoint = lowerLeft
133
137
  + light.u * samplePoint.x
134
138
  + light.v * samplePoint.y;
135
139
  let offset = surfacePoint - shadingPoint;
136
- let hq = dot(offset, offset);
137
- (*result).dist = sqrt(hq);
140
+ let bG = dot(offset, offset);
141
+ (*result).dist = sqrt(bG);
138
142
  (*result).direction = offset / (*result).dist;
139
143
  (*result).normal = normal;
140
- let ga = dot(-(*result).direction, normal);
141
- let oN = cos(0.5 * PI * spread);
142
- if (ga <= 0.0 || ga < oN) {
144
+ let fY = dot(-(*result).direction, normal);
145
+ let pp = cos(0.5 * PI * spread);
146
+ if (fY <= 0.0 || fY < pp) {
143
147
  (*result).emission = vec3f(0.0);
144
148
  (*result).pdf = 0.0;
145
149
  return;
146
150
  }
147
151
  (*result).emission = light.emission;
148
- (*result).pdf = hq / max(light.area * ga, 1e-8);
149
- da(light, surfacePoint, lowerLeft, result);
152
+ (*result).pdf = bG / max(light.area * fY, 1e-8);
153
+ bC(light, surfacePoint, lowerLeft, result);
150
154
  }
151
155
 
152
- fn gd(
156
+ fn gc(
153
157
  light: Light,
154
158
  result: ptr<function, LightSampleRec>
155
159
  ) {
@@ -161,50 +165,54 @@ result: ptr<function, LightSampleRec>
161
165
  (*result).isDelta = true;
162
166
  }
163
167
 
164
- fn jT(
168
+ fn ka(
165
169
  light: Light,
166
170
  shadingPoint: vec3f,
167
171
  samplePoint: vec2f,
168
172
  result: ptr<function, LightSampleRec>
169
173
  ) {
170
- eM(light, shadingPoint, samplePoint, result);
174
+ eH(light, shadingPoint, samplePoint, result);
171
175
  let surfacePoint = shadingPoint + (*result).direction * (*result).dist;
172
- let dK = normalize(shadingPoint - surfacePoint);
173
- (*result).emission *= bL(light, dK);
176
+ let dI = normalize(shadingPoint - surfacePoint);
177
+ (*result).emission *= evaluateSpotEmissionMultiplier(light, dI);
174
178
  }
175
179
 
176
- fn iQ(
180
+ fn sampleAnalyticLight(
177
181
  light: Light,
178
182
  shadingPoint: vec3f,
179
183
  samplePoint: vec2f,
180
184
  result: ptr<function, LightSampleRec>
181
185
  ) {
182
- let dP = i32(light.litType);
183
- if (dP == RECT_LIGHT) {
184
- jS(light, shadingPoint, samplePoint, result);
186
+ let dO = i32(light.litType);
187
+ if (HAS_SCENE_RECT_LIGHT && dO == RECT_LIGHT) {
188
+ jZ(light, shadingPoint, samplePoint, result);
185
189
  return;
186
190
  }
187
- if (dP == SPHERE_LIGHT) {
188
- eM(light, shadingPoint, samplePoint, result);
191
+ if (HAS_SCENE_SPHERE_LIGHT && dO == SPHERE_LIGHT) {
192
+ eH(light, shadingPoint, samplePoint, result);
189
193
  return;
190
194
  }
191
- if (dP == SPOT_LIGHT) {
192
- jT(light, shadingPoint, samplePoint, result);
195
+ if (HAS_SCENE_SPOT_LIGHT && dO == SPOT_LIGHT) {
196
+ ka(light, shadingPoint, samplePoint, result);
193
197
  return;
194
198
  }
195
- if (dP == DIRECTIONAL_LIGHT) {
196
- gd(light, result);
199
+ if (HAS_SCENE_DIRECTIONAL_LIGHT && dO == DIRECTIONAL_LIGHT) {
200
+ gc(light, result);
197
201
  }
198
202
  }
199
203
 
200
- fn mG(iZ: vec2f, lightSample: ptr<function, LightSampleRec>) {
204
+ fn ig(iY: vec2f, lightSample: ptr<function, LightSampleRec>) {
201
205
  var uv: vec2f;
202
- (*lightSample).direction = oL(iZ, &uv, &(*lightSample).pdf);
206
+
207
+ var pdf: f32;
208
+ let direction = pn(iY, &uv, &pdf);
209
+ (*lightSample).pdf = pdf;
210
+ (*lightSample).direction = direction;
203
211
  (*lightSample).emission = textureLinear(envMap, uv).rgb;
204
212
  (*lightSample).dist = INF;
205
213
  }
206
214
 
207
- fn bV(im: i32) -> vec4f {
215
+ fn loadLightSamplingTexel(im: i32) -> vec4f {
208
216
  let width = rtUniform.lightSamplingTextureWidth;
209
217
  return textureLoad(
210
218
  lightSamplingData,
@@ -213,14 +221,14 @@ vec2i(im % width, im / width),
213
221
  );
214
222
  }
215
223
 
216
- fn qd(index: i32) -> EmissiveTriangle {
224
+ fn getEmissiveTriangle(index: i32) -> EmissiveTriangle {
217
225
  let offset = index * 6;
218
- let a = bV(offset);
219
- let b = bV(offset + 1);
220
- let c = bV(offset + 2);
221
- let d = bV(offset + 3);
222
- let e = bV(offset + 4);
223
- let f = bV(offset + 5);
226
+ let a = loadLightSamplingTexel(offset);
227
+ let b = loadLightSamplingTexel(offset + 1);
228
+ let c = loadLightSamplingTexel(offset + 2);
229
+ let d = loadLightSamplingTexel(offset + 3);
230
+ let e = loadLightSamplingTexel(offset + 4);
231
+ let f = loadLightSamplingTexel(offset + 5);
224
232
  return EmissiveTriangle(
225
233
  a.xyz, a.w,
226
234
  b.xyz, b.w,
@@ -230,9 +238,9 @@ e.zw, f.xy, f.zw
230
238
  );
231
239
  }
232
240
 
233
- fn sp(index: i32) -> pe {
234
- let data = bV(rtUniform.lightChoiceTexelOffset + index);
235
- return pe(
241
+ fn tJ(index: i32) -> pW {
242
+ let data = loadLightSamplingTexel(rtUniform.lightChoiceTexelOffset + index);
243
+ return pW(
236
244
  data.x,
237
245
  bitcast<i32>(data.y),
238
246
  bitcast<i32>(data.z),
@@ -240,35 +248,35 @@ bitcast<i32>(data.w)
240
248
  );
241
249
  }
242
250
 
243
- fn jB(nd: i32, index: i32) -> pe {
244
- return sp(nd + index);
251
+ fn jG(nP: i32, index: i32) -> pW {
252
+ return tJ(nP + index);
245
253
  }
246
254
 
247
- fn mS(
255
+ fn nG(
248
256
  rnd: vec3f,
249
- ca: u32,
250
- aV: u32
257
+ mE: u32,
258
+ candidateCount: u32
251
259
  ) -> vec3f {
252
- var sU = rnd;
253
- let count = max(aV, 1u);
254
- sU.z = (rnd.z + f32(min(ca, count - 1u))) /
260
+ var um = rnd;
261
+ let count = max(candidateCount, 1u);
262
+ um.z = (rnd.z + f32(min(mE, count - 1u))) /
255
263
  f32(count);
256
- return sU;
264
+ return um;
257
265
  }
258
266
 
259
- fn lW(
267
+ fn mr(
260
268
  triangle: EmissiveTriangle,
261
- ft: vec3f,
262
- iZ: vec2f,
269
+ fk: vec3f,
270
+ iY: vec2f,
263
271
  lightSample: ptr<function, LightSampleRec>
264
272
  ) {
265
- let vC = sqrt(iZ.x);
273
+ let xJ = sqrt(iY.x);
266
274
  let barycentric = vec3f(
267
- 1.0 - vC,
268
- vC * (1.0 - iZ.y),
269
- vC * iZ.y
275
+ 1.0 - xJ,
276
+ xJ * (1.0 - iY.y),
277
+ xJ * iY.y
270
278
  );
271
- let sZ =
279
+ let ut =
272
280
  barycentric.x * triangle.p0 +
273
281
  barycentric.y * triangle.p1 +
274
282
  barycentric.z * triangle.p2;
@@ -276,12 +284,12 @@ let uv =
276
284
  barycentric.x * triangle.uv0 +
277
285
  barycentric.y * triangle.uv1 +
278
286
  barycentric.z * triangle.uv2;
279
- let cX =
287
+ let cQ =
280
288
  barycentric.x * triangle.secondaryUv0 +
281
289
  barycentric.y * triangle.secondaryUv1 +
282
290
  barycentric.z * triangle.secondaryUv2;
283
291
  let normal = normalize(cross(triangle.p1 - triangle.p0, triangle.p2 - triangle.p0));
284
- (*lightSample).direction = sZ - ft;
292
+ (*lightSample).direction = ut - fk;
285
293
  (*lightSample).dist = length((*lightSample).direction);
286
294
  if ((*lightSample).dist <= EPS) {
287
295
  (*lightSample).emission = vec3f(0.0);
@@ -290,27 +298,27 @@ return;
290
298
  }
291
299
  (*lightSample).direction /= (*lightSample).dist;
292
300
  (*lightSample).normal = normal;
293
- let pm = dot(normal, -(*lightSample).direction);
294
- if (pm <= 0.0) {
301
+ let om = dot(normal, -(*lightSample).direction);
302
+ if (om <= 0.0) {
295
303
  (*lightSample).emission = vec3f(0.0);
296
304
  (*lightSample).pdf = 0.0;
297
305
  return;
298
306
  }
299
- (*lightSample).emission = lN(
300
- i32(triangle.materialIndex), uv, cX
307
+ (*lightSample).emission = getMaterialEmission(
308
+ i32(triangle.materialIndex), uv, cQ
301
309
  );
302
310
  (*lightSample).selectionPmf = triangle.selectionPmf;
303
311
  (*lightSample).pdf = triangle.selectionPmf *
304
312
  ((*lightSample).dist * (*lightSample).dist) /
305
- max(triangle.area * pm, 1e-8);
313
+ max(triangle.area * om, 1e-8);
306
314
  }
307
315
 
308
- fn ki(
309
- ft: vec3f,
316
+ fn hb(
317
+ fk: vec3f,
310
318
  rnd: vec3f,
311
- nd: i32,
312
- pl: i32,
313
- mZ: f32,
319
+ nP: i32,
320
+ choiceCount: i32,
321
+ nN: f32,
314
322
  lightSample: ptr<function, LightSampleRec>
315
323
  ) {
316
324
  (*lightSample).emission = vec3f(0.0);
@@ -320,56 +328,56 @@ lightSample: ptr<function, LightSampleRec>
320
328
  (*lightSample).isDelta = false;
321
329
  (*lightSample).sourceType = 0u;
322
330
  (*lightSample).sourceIndex = 0xffffffffu;
323
- if (pl <= 0) {
331
+ if (choiceCount <= 0) {
324
332
  return;
325
333
  }
326
334
 
327
- let rj = rnd.z * f32(pl);
328
- let column = min(i32(rj), pl - 1);
329
- let qS = jB(nd, column);
330
- let lc = select(
331
- qS.aliasIndex,
335
+ let sk = rnd.z * f32(choiceCount);
336
+ let column = min(i32(sk), choiceCount - 1);
337
+ let rS = jG(nP, column);
338
+ let jc = select(
339
+ rS.aliasIndex,
332
340
  column,
333
- fract(rj) < qS.probability
341
+ fract(sk) < rS.probability
334
342
  );
335
- let pk = jB(nd, lc);
336
- if (pk.sourceType == ${LIGHT_CHOICE_ENVIRONMENT}) {
343
+ let choice = jG(nP, jc);
344
+ if (USE_ENVMAP && choice.sourceType == ${LIGHT_CHOICE_ENVIRONMENT}) {
337
345
  (*lightSample).sourceType = 0u;
338
- (*lightSample).sourceIndex = u32(pk.sourceIndex);
339
- mG(rnd.xy, lightSample);
346
+ (*lightSample).sourceIndex = u32(choice.sourceIndex);
347
+ ig(rnd.xy, lightSample);
340
348
  (*lightSample).selectionPmf = rtUniform.envLightPmf;
341
349
  (*lightSample).pdf *= rtUniform.envLightPmf;
342
350
  }
343
- else if (pk.sourceType == ${LIGHT_CHOICE_ANALYTIC}) {
351
+ else if (choice.sourceType == ${LIGHT_CHOICE_ANALYTIC}) {
344
352
  (*lightSample).sourceType = 2u;
345
- (*lightSample).sourceIndex = u32(pk.sourceIndex);
346
- let light = analyticLights[pk.sourceIndex];
347
- iQ(light, ft, rnd.xy, lightSample);
353
+ (*lightSample).sourceIndex = u32(choice.sourceIndex);
354
+ let light = analyticLights[choice.sourceIndex];
355
+ sampleAnalyticLight(light, fk, rnd.xy, lightSample);
348
356
  (*lightSample).selectionPmf = light.selectionPmf;
349
357
  (*lightSample).pdf *= light.selectionPmf;
350
358
  }
351
- else if (pk.sourceType == ${LIGHT_CHOICE_EMISSIVE_TRIANGLE}) {
359
+ else if (HAS_SCENE_EMISSIVE_LIGHT && choice.sourceType == ${LIGHT_CHOICE_EMISSIVE_TRIANGLE}) {
352
360
  (*lightSample).sourceType = 1u;
353
- (*lightSample).sourceIndex = u32(pk.sourceIndex);
354
- lW(
355
- qd(pk.sourceIndex),
356
- ft,
361
+ (*lightSample).sourceIndex = u32(choice.sourceIndex);
362
+ mr(
363
+ getEmissiveTriangle(choice.sourceIndex),
364
+ fk,
357
365
  rnd.xy,
358
366
  lightSample
359
367
  );
360
368
  }
361
- (*lightSample).selectionPmf *= mZ;
362
- (*lightSample).pdf *= mZ;
369
+ (*lightSample).selectionPmf *= nN;
370
+ (*lightSample).pdf *= nN;
363
371
  }
364
372
 
365
373
  fn sampleLight(
366
- ft: vec3f,
374
+ fk: vec3f,
367
375
  rnd: vec3f,
368
376
  lightSample: ptr<function, LightSampleRec>,
369
- sc: bool
377
+ tk: bool
370
378
  ) {
371
- ki(
372
- ft,
379
+ hb(
380
+ fk,
373
381
  rnd,
374
382
  0,
375
383
  rtUniform.lightChoiceCount,
@@ -380,16 +388,16 @@ lightSample
380
388
 
381
389
 
382
390
 
383
- fn mH(
384
- ft: vec3f,
391
+ fn nk(
392
+ fk: vec3f,
385
393
  rnd: vec3f,
386
- ca: u32,
387
- aV: u32,
394
+ mE: u32,
395
+ candidateCount: u32,
388
396
  lightSample: ptr<function, LightSampleRec>
389
397
  ) {
390
- ki(
391
- ft,
392
- mS(rnd, ca, aV),
398
+ hb(
399
+ fk,
400
+ nG(rnd, mE, candidateCount),
393
401
  0,
394
402
  rtUniform.lightChoiceCount,
395
403
  1.0,