@meimu/mutracer 0.1.5 → 0.3.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSES/Classroom-CC0.txt +121 -0
- package/README.md +10 -7
- package/THIRD_PARTY_NOTICES.md +13 -8
- package/dist/assets/bvh.worker.js +1 -1
- package/dist/mutracer.umd.js +12316 -9228
- package/docs/api.md +232 -21
- package/docs/caustics.md +80 -0
- package/docs/denoising.md +30 -15
- package/docs/materials.md +6 -5
- package/docs/performance.md +5 -2
- package/docs/progressive-rendering.md +73 -1
- package/docs/technical/continuous-spectrum.md +93 -0
- package/docs/threejs.md +14 -5
- package/docs/updates.md +46 -2
- package/docs/viewer-checklist.md +65 -0
- package/docs/viewer.md +15 -8
- package/lib/Display.d.ts +13 -2
- package/lib/Display.js +28 -7
- package/lib/Display.js.map +1 -1
- package/lib/Engine.d.ts +4 -0
- package/lib/Engine.js +99 -37
- package/lib/Engine.js.map +1 -1
- package/lib/Render.d.ts +98 -15
- package/lib/Render.js +275 -27
- package/lib/Render.js.map +1 -1
- package/lib/RenderLoop.d.ts +11 -1
- package/lib/RenderLoop.js +120 -15
- package/lib/RenderLoop.js.map +1 -1
- package/lib/main.d.ts +6 -3
- package/lib/main.js +1 -0
- package/lib/main.js.map +1 -1
- package/lib/math/access.d.ts +4 -0
- package/lib/math/access.js +10 -0
- package/lib/math/access.js.map +1 -0
- package/lib/math/mat3.d.ts +4 -0
- package/lib/math/mat3.js +54 -0
- package/lib/math/mat3.js.map +1 -0
- package/lib/math/mat4.d.ts +19 -0
- package/lib/math/mat4.js +413 -0
- package/lib/math/mat4.js.map +1 -0
- package/lib/math/storage.d.ts +6 -0
- package/lib/math/storage.js +22 -0
- package/lib/math/storage.js.map +1 -0
- package/lib/math/types.d.ts +3 -0
- package/lib/math/types.js +2 -0
- package/lib/math/types.js.map +1 -0
- package/lib/math/vec2.d.ts +13 -0
- package/lib/math/vec2.js +52 -0
- package/lib/math/vec2.js.map +1 -0
- package/lib/math/vec3.d.ts +23 -0
- package/lib/math/vec3.js +139 -0
- package/lib/math/vec3.js.map +1 -0
- package/lib/math.d.ts +5 -17
- package/lib/math.js +5 -55
- package/lib/math.js.map +1 -1
- package/lib/oidn.d.ts +1 -1
- package/lib/oidn.js +4 -2
- package/lib/oidn.js.map +1 -1
- package/lib/oidnBundledWeights.cdn.d.ts +2 -2
- package/lib/renderer/AovPrimitiveCache.d.ts +10 -0
- package/lib/renderer/AovPrimitiveCache.js +48 -0
- package/lib/renderer/AovPrimitiveCache.js.map +1 -0
- package/lib/renderer/Box3.d.ts +5 -0
- package/lib/renderer/Box3.js +9 -0
- package/lib/renderer/Box3.js.map +1 -0
- package/lib/renderer/GPUTraceQueue.d.ts +11 -0
- package/lib/renderer/GPUTraceQueue.js +33 -0
- package/lib/renderer/GPUTraceQueue.js.map +1 -0
- package/lib/renderer/MaterialData.d.ts +15 -0
- package/lib/renderer/MaterialData.js +61 -0
- package/lib/renderer/MaterialData.js.map +1 -0
- package/lib/renderer/MaterialTable.d.ts +11 -98
- package/lib/renderer/MaterialTable.js +34 -412
- package/lib/renderer/MaterialTable.js.map +1 -1
- package/lib/renderer/RenderingPipeline.d.ts +36 -13
- package/lib/renderer/RenderingPipeline.js +1 -17
- package/lib/renderer/RenderingPipeline.js.map +1 -1
- package/lib/renderer/TileRender.d.ts +0 -1
- package/lib/renderer/TileRender.js +14 -1
- package/lib/renderer/TileRender.js.map +1 -1
- package/lib/renderer/WGPUAov.d.ts +39 -0
- package/lib/renderer/WGPUAov.js +239 -0
- package/lib/renderer/WGPUAov.js.map +1 -0
- package/lib/renderer/WGPUBindlessMaterialData.d.ts +17 -0
- package/lib/renderer/WGPUBindlessMaterialData.js +48 -0
- package/lib/renderer/WGPUBindlessMaterialData.js.map +1 -0
- package/lib/renderer/WGPUBindlessTextures.d.ts +47 -0
- package/lib/renderer/WGPUBindlessTextures.js +180 -0
- package/lib/renderer/WGPUBindlessTextures.js.map +1 -0
- package/lib/renderer/WGPUBloomPass.js +17 -97
- package/lib/renderer/WGPUBloomPass.js.map +1 -1
- package/lib/renderer/WGPUCausticLightPass.d.ts +48 -0
- package/lib/renderer/WGPUCausticLightPass.js +217 -0
- package/lib/renderer/WGPUCausticLightPass.js.map +1 -0
- package/lib/renderer/WGPUComputePass.d.ts +1 -1
- package/lib/renderer/WGPUComputePass.js.map +1 -1
- package/lib/renderer/WGPUEnvMapDistribution.d.ts +12 -0
- package/lib/renderer/WGPUEnvMapDistribution.js +150 -0
- package/lib/renderer/WGPUEnvMapDistribution.js.map +1 -0
- package/lib/renderer/WGPUFullQuadPass.js +10 -9
- package/lib/renderer/WGPUFullQuadPass.js.map +1 -1
- package/lib/renderer/WGPUJNLMDenoiser.d.ts +1 -20
- package/lib/renderer/WGPUJNLMDenoiser.js +4 -267
- package/lib/renderer/WGPUJNLMDenoiser.js.map +1 -1
- package/lib/renderer/WGPUPhotonMap.d.ts +37 -0
- package/lib/renderer/WGPUPhotonMap.js +191 -0
- package/lib/renderer/WGPUPhotonMap.js.map +1 -0
- package/lib/renderer/WGPURayTraceOutput.d.ts +13 -1
- package/lib/renderer/WGPURayTraceOutput.js +132 -29
- package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
- package/lib/renderer/WGPURayTracePass.d.ts +83 -56
- package/lib/renderer/WGPURayTracePass.js +884 -837
- package/lib/renderer/WGPURayTracePass.js.map +1 -1
- package/lib/renderer/WGPURenderingPipeline.d.ts +5 -3
- package/lib/renderer/WGPURenderingPipeline.js +297 -82
- package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
- package/lib/renderer/WGPUShaderCache.d.ts +2 -2
- package/lib/renderer/WGPUShaderCache.js +10 -5
- package/lib/renderer/WGPUShaderCache.js.map +1 -1
- package/lib/renderer/WGPUShaderCapabilities.d.ts +10 -0
- package/lib/renderer/WGPUShaderCapabilities.js +54 -0
- package/lib/renderer/WGPUShaderCapabilities.js.map +1 -0
- package/lib/renderer/WGPUSkyBaker.d.ts +13 -0
- package/lib/renderer/WGPUSkyBaker.js +85 -0
- package/lib/renderer/WGPUSkyBaker.js.map +1 -0
- package/lib/renderer/WebGLAov.d.ts +41 -0
- package/lib/renderer/WebGLAov.js +106 -0
- package/lib/renderer/WebGLAov.js.map +1 -0
- package/lib/renderer/WebGLFullQuadPass.d.ts +7 -4
- package/lib/renderer/WebGLFullQuadPass.js +22 -2
- package/lib/renderer/WebGLFullQuadPass.js.map +1 -1
- package/lib/renderer/WebGLJNLMDenoiser.d.ts +1 -1
- package/lib/renderer/WebGLJNLMDenoiser.js +83 -74
- package/lib/renderer/WebGLJNLMDenoiser.js.map +1 -1
- package/lib/renderer/WebGLRayTraceOutputPass.js +7 -4
- package/lib/renderer/WebGLRayTraceOutputPass.js.map +1 -1
- package/lib/renderer/WebGLRayTracePass.d.ts +18 -3
- package/lib/renderer/WebGLRayTracePass.js +121 -9
- package/lib/renderer/WebGLRayTracePass.js.map +1 -1
- package/lib/renderer/WebGLRenderingPipeline.js +126 -22
- package/lib/renderer/WebGLRenderingPipeline.js.map +1 -1
- package/lib/renderer/WebGLSkyBaker.d.ts +39 -0
- package/lib/renderer/WebGLSkyBaker.js +422 -0
- package/lib/renderer/WebGLSkyBaker.js.map +1 -0
- package/lib/renderer/WebGLSkySource.d.ts +9 -0
- package/lib/renderer/WebGLSkySource.js +28 -0
- package/lib/renderer/WebGLSkySource.js.map +1 -0
- package/lib/renderer/accumulationTarget.d.ts +6 -0
- package/lib/renderer/accumulationTarget.js.map +1 -1
- package/lib/renderer/aov.d.ts +42 -0
- package/lib/renderer/aov.js +50 -0
- package/lib/renderer/aov.js.map +1 -0
- package/lib/renderer/aovDisplay.d.ts +14 -0
- package/lib/renderer/aovDisplay.js +32 -0
- package/lib/renderer/aovDisplay.js.map +1 -0
- package/lib/renderer/aovScene.d.ts +21 -0
- package/lib/renderer/aovScene.js +139 -0
- package/lib/renderer/aovScene.js.map +1 -0
- package/lib/renderer/binnedSahBvh.js +2 -1
- package/lib/renderer/binnedSahBvh.js.map +1 -1
- package/lib/renderer/bvhAccel.d.ts +20 -10
- package/lib/renderer/bvhAccel.js +168 -58
- package/lib/renderer/bvhAccel.js.map +1 -1
- package/lib/renderer/bvhWorkerBuild.d.ts +1 -0
- package/lib/renderer/cameraSnapshot.js +2 -1
- package/lib/renderer/cameraSnapshot.js.map +1 -1
- package/lib/renderer/cameraUniform.d.ts +2 -0
- package/lib/renderer/cameraUniform.js +12 -0
- package/lib/renderer/cameraUniform.js.map +1 -0
- package/lib/renderer/causticDiagnostics.d.ts +31 -0
- package/lib/renderer/causticDiagnostics.js +5 -0
- package/lib/renderer/causticDiagnostics.js.map +1 -0
- package/lib/renderer/causticEmission.d.ts +10 -0
- package/lib/renderer/causticEmission.js +40 -0
- package/lib/renderer/causticEmission.js.map +1 -0
- package/lib/renderer/causticUniform.d.ts +12 -0
- package/lib/renderer/causticUniform.js +22 -0
- package/lib/renderer/causticUniform.js.map +1 -0
- package/lib/renderer/caustics.d.ts +16 -0
- package/lib/renderer/caustics.js +93 -0
- package/lib/renderer/caustics.js.map +1 -0
- package/lib/renderer/committedScene.js +4 -0
- package/lib/renderer/committedScene.js.map +1 -1
- package/lib/renderer/denoiser.d.ts +3 -11
- package/lib/renderer/denoiser.js.map +1 -1
- package/lib/renderer/depthQuery.js +4 -1
- package/lib/renderer/depthQuery.js.map +1 -1
- package/lib/renderer/displacementPreparation.d.ts +11 -0
- package/lib/renderer/displacementPreparation.js +351 -0
- package/lib/renderer/displacementPreparation.js.map +1 -0
- package/lib/renderer/displacementRange.d.ts +1 -0
- package/lib/renderer/displacementRange.js +9 -0
- package/lib/renderer/displacementRange.js.map +1 -0
- package/lib/renderer/displayParityDiagnostics.d.ts +11 -0
- package/lib/renderer/displayParityDiagnostics.js +2 -0
- package/lib/renderer/displayParityDiagnostics.js.map +1 -0
- package/lib/renderer/envMapCreation.d.ts +9 -8
- package/lib/renderer/envMapCreation.js +36 -12
- package/lib/renderer/envMapCreation.js.map +1 -1
- package/lib/renderer/envMapDistribution.d.ts +12 -2
- package/lib/renderer/envMapDistribution.js +43 -34
- package/lib/renderer/envMapDistribution.js.map +1 -1
- package/lib/renderer/geometryBvhBounds.d.ts +4 -0
- package/lib/renderer/geometryBvhBounds.js +82 -0
- package/lib/renderer/geometryBvhBounds.js.map +1 -0
- package/lib/renderer/geometryUpdateState.d.ts +32 -0
- package/lib/renderer/geometryUpdateState.js +2 -0
- package/lib/renderer/geometryUpdateState.js.map +1 -0
- package/lib/renderer/geometryUpdates.d.ts +17 -9
- package/lib/renderer/geometryUpdates.js +92 -33
- package/lib/renderer/geometryUpdates.js.map +1 -1
- package/lib/renderer/glsl/aovDisplay.frag.d.ts +3 -0
- package/lib/renderer/glsl/aovDisplay.frag.js +54 -0
- package/lib/renderer/glsl/aovDisplay.frag.js.map +1 -0
- package/lib/renderer/glsl/aovReflectance.glsl.d.ts +2 -0
- package/lib/renderer/glsl/aovReflectance.glsl.js +87 -0
- package/lib/renderer/glsl/aovReflectance.glsl.js.map +1 -0
- package/lib/renderer/glsl/aovReflectanceSamples.glsl.d.ts +2 -0
- package/lib/renderer/glsl/aovReflectanceSamples.glsl.js +135 -0
- package/lib/renderer/glsl/aovReflectanceSamples.glsl.js.map +1 -0
- package/lib/renderer/glsl/aovTrace.frag.d.ts +2 -0
- package/lib/renderer/glsl/aovTrace.frag.js +121 -0
- package/lib/renderer/glsl/aovTrace.frag.js.map +1 -0
- package/lib/renderer/glsl/chunks/cameraRay.glsl.js +12 -12
- package/lib/renderer/glsl/chunks/emissiveLight.glsl.d.ts +2 -0
- package/lib/renderer/glsl/chunks/emissiveLight.glsl.js +35 -0
- package/lib/renderer/glsl/chunks/emissiveLight.glsl.js.map +1 -0
- package/lib/renderer/glsl/chunks/envMap.glsl.js +73 -67
- package/lib/renderer/glsl/chunks/envMap.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/intersect.glsl.js +432 -434
- package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.d.ts +1 -0
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +160 -157
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +802 -802
- package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
- package/lib/renderer/glsl/chunks/random.glsl.js +6 -6
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.d.ts +1 -0
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +72 -67
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleLight.glsl.js +94 -76
- package/lib/renderer/glsl/chunks/sampleLight.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.d.ts +1 -0
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +143 -120
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +21 -18
- package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampling.glsl.js +91 -94
- package/lib/renderer/glsl/chunks/sampling.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sobol.glsl.js +79 -79
- package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
- package/lib/renderer/glsl/chunks/uvProjection.glsl.js +12 -12
- package/lib/renderer/glsl/chunks/uvProjection.glsl.js.map +1 -1
- package/lib/renderer/glsl/depthQuery.frag.js +7 -7
- package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +17 -9
- package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js.map +1 -1
- package/lib/renderer/glsl/rayTrace.frag.d.ts +1 -1
- package/lib/renderer/glsl/rayTrace.frag.js +271 -248
- package/lib/renderer/glsl/rayTrace.frag.js.map +1 -1
- package/lib/renderer/glsl/shadowCatcher.frag.js +37 -32
- package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
- package/lib/renderer/glsl/webglPipeline.frag.js +65 -60
- package/lib/renderer/glsl/webglPipeline.frag.js.map +1 -1
- package/lib/renderer/lightConstants.d.ts +10 -0
- package/lib/renderer/lightConstants.js +11 -0
- package/lib/renderer/lightConstants.js.map +1 -0
- package/lib/renderer/lightCore.d.ts +12 -0
- package/lib/renderer/lightCore.js +13 -0
- package/lib/renderer/lightCore.js.map +1 -0
- package/lib/renderer/lightSampling.d.ts +22 -18
- package/lib/renderer/lightSampling.js +135 -62
- package/lib/renderer/lightSampling.js.map +1 -1
- package/lib/renderer/lightsData.d.ts +21 -0
- package/lib/renderer/lightsData.js +192 -0
- package/lib/renderer/lightsData.js.map +1 -0
- package/lib/renderer/lightsUtil.d.ts +3 -26
- package/lib/renderer/lightsUtil.js +3 -153
- package/lib/renderer/lightsUtil.js.map +1 -1
- package/lib/renderer/materialBufferData.d.ts +70 -0
- package/lib/renderer/materialBufferData.js +2 -0
- package/lib/renderer/materialBufferData.js.map +1 -0
- package/lib/renderer/materialConstants.d.ts +11 -0
- package/lib/renderer/materialConstants.js +11 -0
- package/lib/renderer/materialConstants.js.map +1 -1
- package/lib/renderer/materialCore.d.ts +8 -0
- package/lib/renderer/materialCore.js +9 -0
- package/lib/renderer/materialCore.js.map +1 -0
- package/lib/renderer/materialEmission.d.ts +2 -2
- package/lib/renderer/materialEmission.js +3 -3
- package/lib/renderer/materialEmission.js.map +1 -1
- package/lib/renderer/materialLayout.d.ts +2 -101
- package/lib/renderer/materialLayout.js +110 -172
- package/lib/renderer/materialLayout.js.map +1 -1
- package/lib/renderer/materialLayoutSchema.d.ts +26 -0
- package/lib/renderer/materialLayoutSchema.js +172 -0
- package/lib/renderer/materialLayoutSchema.js.map +1 -0
- package/lib/renderer/materialParams.d.ts +69 -0
- package/lib/renderer/materialParams.js +272 -0
- package/lib/renderer/materialParams.js.map +1 -0
- package/lib/renderer/materialTextureSlots.d.ts +14 -324
- package/lib/renderer/materialTextureSlots.js +21 -8
- package/lib/renderer/materialTextureSlots.js.map +1 -1
- package/lib/renderer/materialTextures.d.ts +6 -0
- package/lib/renderer/{texturesFromMaterials.js → materialTextures.js} +1 -2
- package/lib/renderer/materialTextures.js.map +1 -0
- package/lib/renderer/mergeMeshesToGeometry.js +6 -147
- package/lib/renderer/mergeMeshesToGeometry.js.map +1 -1
- package/lib/renderer/meshInstances.d.ts +4 -21
- package/lib/renderer/meshInstances.js +10 -56
- package/lib/renderer/meshInstances.js.map +1 -1
- package/lib/renderer/oidnNetwork.d.ts +2 -2
- package/lib/renderer/oidnNetwork.js +1 -1
- package/lib/renderer/oidnNetwork.js.map +1 -1
- package/lib/renderer/openPbrEnergyLut.js +850 -846
- package/lib/renderer/openPbrEnergyLut.js.map +1 -1
- package/lib/renderer/ownedDenoiser.d.ts +9 -0
- package/lib/renderer/ownedDenoiser.js +2 -0
- package/lib/renderer/ownedDenoiser.js.map +1 -0
- package/lib/renderer/packedMeshInstances.d.ts +23 -0
- package/lib/renderer/packedMeshInstances.js +80 -0
- package/lib/renderer/packedMeshInstances.js.map +1 -0
- package/lib/renderer/prepareMeshBVH.d.ts +12 -47
- package/lib/renderer/prepareMeshBVH.js +21 -642
- package/lib/renderer/prepareMeshBVH.js.map +1 -1
- package/lib/renderer/proceduralEnvironmentPower.d.ts +3 -0
- package/lib/renderer/proceduralEnvironmentPower.js +8 -0
- package/lib/renderer/proceduralEnvironmentPower.js.map +1 -0
- package/lib/renderer/progressiveScheduler.d.ts +1 -0
- package/lib/renderer/progressiveScheduler.js +7 -3
- package/lib/renderer/progressiveScheduler.js.map +1 -1
- package/lib/renderer/renderPipeline.d.ts +4 -1
- package/lib/renderer/renderPipeline.js.map +1 -1
- package/lib/renderer/renderingLimits.d.ts +9 -0
- package/lib/renderer/renderingLimits.js +18 -0
- package/lib/renderer/renderingLimits.js.map +1 -0
- package/lib/renderer/researchTransport.d.ts +31 -0
- package/lib/renderer/researchTransport.js +5 -0
- package/lib/renderer/researchTransport.js.map +1 -0
- package/lib/renderer/sceneAssembly.d.ts +73 -0
- package/lib/renderer/sceneAssembly.js +109 -0
- package/lib/renderer/sceneAssembly.js.map +1 -0
- package/lib/renderer/sceneChangeCore.d.ts +39 -0
- package/lib/renderer/sceneChangeCore.js +307 -0
- package/lib/renderer/sceneChangeCore.js.map +1 -0
- package/lib/renderer/sceneChangeDetector.d.ts +3 -6
- package/lib/renderer/sceneChangeDetector.js +24 -150
- package/lib/renderer/sceneChangeDetector.js.map +1 -1
- package/lib/renderer/sceneLayoutSchema.d.ts +119 -0
- package/lib/renderer/sceneLayoutSchema.js +111 -0
- package/lib/renderer/sceneLayoutSchema.js.map +1 -0
- package/lib/renderer/sceneLightChanges.d.ts +3 -3
- package/lib/renderer/sceneLightChanges.js.map +1 -1
- package/lib/renderer/scenePreparation.d.ts +55 -0
- package/lib/renderer/scenePreparation.js +360 -0
- package/lib/renderer/scenePreparation.js.map +1 -0
- package/lib/renderer/scratchSampling.js +18 -18
- package/lib/renderer/scratchSampling.js.map +1 -1
- package/lib/renderer/shader.d.ts +2 -0
- package/lib/renderer/shader.js +2 -0
- package/lib/renderer/shader.js.map +1 -1
- package/lib/renderer/shaderCapabilities.d.ts +23 -0
- package/lib/renderer/shaderCapabilities.js +55 -0
- package/lib/renderer/shaderCapabilities.js.map +1 -0
- package/lib/renderer/shaderCapacity.d.ts +2 -0
- package/lib/renderer/shaderCapacity.js +5 -0
- package/lib/renderer/shaderCapacity.js.map +1 -0
- package/lib/renderer/skyModel.d.ts +9 -0
- package/lib/renderer/skyModel.js +10 -0
- package/lib/renderer/skyModel.js.map +1 -0
- package/lib/renderer/spectrum.d.ts +21 -0
- package/lib/renderer/spectrum.js +154 -0
- package/lib/renderer/spectrum.js.map +1 -0
- package/lib/renderer/textureAtlas.d.ts +60 -0
- package/lib/renderer/textureAtlas.js +145 -0
- package/lib/renderer/textureAtlas.js.map +1 -0
- package/lib/renderer/textureAtlasPixels.d.ts +7 -0
- package/lib/renderer/textureAtlasPixels.js +68 -0
- package/lib/renderer/textureAtlasPixels.js.map +1 -0
- package/lib/renderer/util.d.ts +1 -1
- package/lib/renderer/util.js.map +1 -1
- package/lib/renderer/webgl.d.ts +9 -2
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'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"]}
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{"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"]}
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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";
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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";
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import { LIGHT_CHOICE_ANALYTIC, LIGHT_CHOICE_EMISSIVE_TRIANGLE, LIGHT_CHOICE_ENVIRONMENT } from '../../
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import { LIGHT_CHOICE_ANALYTIC, LIGHT_CHOICE_EMISSIVE_TRIANGLE, LIGHT_CHOICE_ENVIRONMENT } from '../../lightConstants.js';
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fn eH(light: Light, fk: vec3f, iY: vec2f, lightSample: ptr<function, LightSampleRec>) {
|
|
4
|
+
let iz = light.position - fk;
|
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5
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+
let ao = length(iz);
|
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6
6
|
if (light.radiusOrSpread <= 0.0) {
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7
7
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8
8
|
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9
9
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|
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10
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-
if (
|
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10
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+
if (ao <= 1e-6) {
|
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11
11
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(*lightSample).direction = vec3f(0.0, 0.0, 1.0);
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12
12
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(*lightSample).normal = vec3f(0.0, 0.0, -1.0);
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13
13
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(*lightSample).dist = 0.0;
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@@ -16,66 +16,70 @@ if (aj <= 1e-6) {
|
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16
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(*lightSample).isDelta = true;
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17
17
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return;
|
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18
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}
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-
(*lightSample).direction =
|
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+
(*lightSample).direction = iz / ao;
|
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20
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(*lightSample).normal = -(*lightSample).direction;
|
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-
(*lightSample).dist =
|
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+
(*lightSample).dist = ao;
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(*lightSample).pdf = 1.0;
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23
23
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(*lightSample).emission = light.emission /
|
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-
max(
|
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+
max(ao * ao, 1e-8);
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(*lightSample).isDelta = true;
|
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return;
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27
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}
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28
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let radius = max(light.radiusOrSpread, 1e-6);
|
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29
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(*lightSample).isDelta = false;
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-
var
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+
var gG: vec3f;
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31
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32
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-
if (
|
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33
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-
let z = 1.0 - 2.0 *
|
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34
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-
let
|
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35
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-
let
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36
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-
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-
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-
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32
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+
if (ao <= radius) {
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33
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+
let z = 1.0 - 2.0 * iY.x;
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+
let dr = sqrt(max(0.0, 1.0 - z * z));
|
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+
let azimuth = TWOPI * iY.y;
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+
gG = vec3f(
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+
dr * cos(azimuth),
|
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+
dr * sin(azimuth),
|
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39
39
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z
|
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40
40
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);
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41
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(*lightSample).pdf = INV4PI;
|
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42
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}
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else {
|
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-
let
|
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-
let
|
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+
let uk = iz / ao;
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45
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+
let sinThetaMaxSquared = min(
|
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46
46
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1.0,
|
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47
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-
radius * radius / (
|
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47
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+
radius * radius / (ao * ao)
|
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48
48
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);
|
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49
|
-
let cosThetaMax = sqrt(max(0.0, 1.0 -
|
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50
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-
|
|
51
|
-
|
|
52
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-
let
|
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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
|
-
|
|
56
|
-
|
|
57
|
-
+ tangent * (sinTheta * cos(
|
|
58
|
-
+ bitangent * (sinTheta * sin(
|
|
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 *
|
|
64
|
+
TWOPI * oneMinusCosThetaMax,
|
|
61
65
|
1e-8
|
|
62
66
|
);
|
|
63
67
|
}
|
|
64
68
|
|
|
65
|
-
let
|
|
66
|
-
let
|
|
67
|
-
let
|
|
68
|
-
-
|
|
69
|
-
let
|
|
70
|
-
let
|
|
71
|
-
(*lightSample).dist = select(
|
|
72
|
-
(*lightSample).direction =
|
|
73
|
-
let
|
|
74
|
-
(*lightSample).normal = normalize(
|
|
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
|
|
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
|
|
93
|
+
let dU = surfacePoint - lowerLeft;
|
|
90
94
|
let uv = vec2f(
|
|
91
|
-
dot(
|
|
92
|
-
dot(
|
|
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
|
|
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
|
|
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(
|
|
115
|
-
dot(
|
|
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
|
-
|
|
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
|
|
137
|
-
(*result).dist = sqrt(
|
|
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
|
|
141
|
-
let
|
|
142
|
-
if (
|
|
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 =
|
|
149
|
-
|
|
152
|
+
(*result).pdf = bG / max(light.area * fY, 1e-8);
|
|
153
|
+
bC(light, surfacePoint, lowerLeft, result);
|
|
150
154
|
}
|
|
151
155
|
|
|
152
|
-
fn
|
|
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
|
|
168
|
+
fn ka(
|
|
165
169
|
light: Light,
|
|
166
170
|
shadingPoint: vec3f,
|
|
167
171
|
samplePoint: vec2f,
|
|
168
172
|
result: ptr<function, LightSampleRec>
|
|
169
173
|
) {
|
|
170
|
-
|
|
174
|
+
eH(light, shadingPoint, samplePoint, result);
|
|
171
175
|
let surfacePoint = shadingPoint + (*result).direction * (*result).dist;
|
|
172
|
-
let
|
|
173
|
-
(*result).emission *=
|
|
176
|
+
let dI = normalize(shadingPoint - surfacePoint);
|
|
177
|
+
(*result).emission *= evaluateSpotEmissionMultiplier(light, dI);
|
|
174
178
|
}
|
|
175
179
|
|
|
176
|
-
fn
|
|
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
|
|
183
|
-
if (
|
|
184
|
-
|
|
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 (
|
|
188
|
-
|
|
191
|
+
if (HAS_SCENE_SPHERE_LIGHT && dO == SPHERE_LIGHT) {
|
|
192
|
+
eH(light, shadingPoint, samplePoint, result);
|
|
189
193
|
return;
|
|
190
194
|
}
|
|
191
|
-
if (
|
|
192
|
-
|
|
195
|
+
if (HAS_SCENE_SPOT_LIGHT && dO == SPOT_LIGHT) {
|
|
196
|
+
ka(light, shadingPoint, samplePoint, result);
|
|
193
197
|
return;
|
|
194
198
|
}
|
|
195
|
-
if (
|
|
196
|
-
|
|
199
|
+
if (HAS_SCENE_DIRECTIONAL_LIGHT && dO == DIRECTIONAL_LIGHT) {
|
|
200
|
+
gc(light, result);
|
|
197
201
|
}
|
|
198
202
|
}
|
|
199
203
|
|
|
200
|
-
fn
|
|
204
|
+
fn ig(iY: vec2f, lightSample: ptr<function, LightSampleRec>) {
|
|
201
205
|
var uv: vec2f;
|
|
202
|
-
|
|
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
|
|
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
|
|
224
|
+
fn getEmissiveTriangle(index: i32) -> EmissiveTriangle {
|
|
217
225
|
let offset = index * 6;
|
|
218
|
-
let a =
|
|
219
|
-
let b =
|
|
220
|
-
let c =
|
|
221
|
-
let d =
|
|
222
|
-
let e =
|
|
223
|
-
let f =
|
|
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
|
|
234
|
-
let data =
|
|
235
|
-
return
|
|
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
|
|
244
|
-
return
|
|
251
|
+
fn jG(nP: i32, index: i32) -> pW {
|
|
252
|
+
return tJ(nP + index);
|
|
245
253
|
}
|
|
246
254
|
|
|
247
|
-
fn
|
|
255
|
+
fn nG(
|
|
248
256
|
rnd: vec3f,
|
|
249
|
-
|
|
250
|
-
|
|
257
|
+
mE: u32,
|
|
258
|
+
candidateCount: u32
|
|
251
259
|
) -> vec3f {
|
|
252
|
-
var
|
|
253
|
-
let count = max(
|
|
254
|
-
|
|
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
|
|
264
|
+
return um;
|
|
257
265
|
}
|
|
258
266
|
|
|
259
|
-
fn
|
|
267
|
+
fn mr(
|
|
260
268
|
triangle: EmissiveTriangle,
|
|
261
|
-
|
|
262
|
-
|
|
269
|
+
fk: vec3f,
|
|
270
|
+
iY: vec2f,
|
|
263
271
|
lightSample: ptr<function, LightSampleRec>
|
|
264
272
|
) {
|
|
265
|
-
let
|
|
273
|
+
let xJ = sqrt(iY.x);
|
|
266
274
|
let barycentric = vec3f(
|
|
267
|
-
1.0 -
|
|
268
|
-
|
|
269
|
-
|
|
275
|
+
1.0 - xJ,
|
|
276
|
+
xJ * (1.0 - iY.y),
|
|
277
|
+
xJ * iY.y
|
|
270
278
|
);
|
|
271
|
-
let
|
|
279
|
+
let ut =
|
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272
280
|
barycentric.x * triangle.p0 +
|
|
273
281
|
barycentric.y * triangle.p1 +
|
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274
282
|
barycentric.z * triangle.p2;
|
|
@@ -276,12 +284,12 @@ let uv =
|
|
|
276
284
|
barycentric.x * triangle.uv0 +
|
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277
285
|
barycentric.y * triangle.uv1 +
|
|
278
286
|
barycentric.z * triangle.uv2;
|
|
279
|
-
let
|
|
287
|
+
let cQ =
|
|
280
288
|
barycentric.x * triangle.secondaryUv0 +
|
|
281
289
|
barycentric.y * triangle.secondaryUv1 +
|
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282
290
|
barycentric.z * triangle.secondaryUv2;
|
|
283
291
|
let normal = normalize(cross(triangle.p1 - triangle.p0, triangle.p2 - triangle.p0));
|
|
284
|
-
(*lightSample).direction =
|
|
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
|
|
294
|
-
if (
|
|
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 =
|
|
300
|
-
i32(triangle.materialIndex), uv,
|
|
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 *
|
|
313
|
+
max(triangle.area * om, 1e-8);
|
|
306
314
|
}
|
|
307
315
|
|
|
308
|
-
fn
|
|
309
|
-
|
|
316
|
+
fn hb(
|
|
317
|
+
fk: vec3f,
|
|
310
318
|
rnd: vec3f,
|
|
311
|
-
|
|
312
|
-
|
|
313
|
-
|
|
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 (
|
|
331
|
+
if (choiceCount <= 0) {
|
|
324
332
|
return;
|
|
325
333
|
}
|
|
326
334
|
|
|
327
|
-
let
|
|
328
|
-
let column = min(i32(
|
|
329
|
-
let
|
|
330
|
-
let
|
|
331
|
-
|
|
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(
|
|
341
|
+
fract(sk) < rS.probability
|
|
334
342
|
);
|
|
335
|
-
let
|
|
336
|
-
if (
|
|
343
|
+
let choice = jG(nP, jc);
|
|
344
|
+
if (USE_ENVMAP && choice.sourceType == ${LIGHT_CHOICE_ENVIRONMENT}) {
|
|
337
345
|
(*lightSample).sourceType = 0u;
|
|
338
|
-
(*lightSample).sourceIndex = u32(
|
|
339
|
-
|
|
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 (
|
|
351
|
+
else if (choice.sourceType == ${LIGHT_CHOICE_ANALYTIC}) {
|
|
344
352
|
(*lightSample).sourceType = 2u;
|
|
345
|
-
(*lightSample).sourceIndex = u32(
|
|
346
|
-
let light = analyticLights[
|
|
347
|
-
|
|
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 (
|
|
359
|
+
else if (HAS_SCENE_EMISSIVE_LIGHT && choice.sourceType == ${LIGHT_CHOICE_EMISSIVE_TRIANGLE}) {
|
|
352
360
|
(*lightSample).sourceType = 1u;
|
|
353
|
-
(*lightSample).sourceIndex = u32(
|
|
354
|
-
|
|
355
|
-
|
|
356
|
-
|
|
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 *=
|
|
362
|
-
(*lightSample).pdf *=
|
|
369
|
+
(*lightSample).selectionPmf *= nN;
|
|
370
|
+
(*lightSample).pdf *= nN;
|
|
363
371
|
}
|
|
364
372
|
|
|
365
373
|
fn sampleLight(
|
|
366
|
-
|
|
374
|
+
fk: vec3f,
|
|
367
375
|
rnd: vec3f,
|
|
368
376
|
lightSample: ptr<function, LightSampleRec>,
|
|
369
|
-
|
|
377
|
+
tk: bool
|
|
370
378
|
) {
|
|
371
|
-
|
|
372
|
-
|
|
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
|
|
384
|
-
|
|
391
|
+
fn nk(
|
|
392
|
+
fk: vec3f,
|
|
385
393
|
rnd: vec3f,
|
|
386
|
-
|
|
387
|
-
|
|
394
|
+
mE: u32,
|
|
395
|
+
candidateCount: u32,
|
|
388
396
|
lightSample: ptr<function, LightSampleRec>
|
|
389
397
|
) {
|
|
390
|
-
|
|
391
|
-
|
|
392
|
-
|
|
398
|
+
hb(
|
|
399
|
+
fk,
|
|
400
|
+
nG(rnd, mE, candidateCount),
|
|
393
401
|
0,
|
|
394
402
|
rtUniform.lightChoiceCount,
|
|
395
403
|
1.0,
|