@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
- package/lib/renderer/webgl.js +54 -9
- package/lib/renderer/webgl.js.map +1 -1
- package/lib/renderer/webglLightSampling.d.ts +39 -0
- package/lib/renderer/webglLightSampling.js +15 -0
- package/lib/renderer/webglLightSampling.js.map +1 -0
- package/lib/renderer/wgpuBindless.d.ts +26 -0
- package/lib/renderer/wgpuBindless.js +95 -0
- package/lib/renderer/wgpuBindless.js.map +1 -0
- package/lib/renderer/wgpuBindlessSource.d.ts +2 -0
- package/lib/renderer/wgpuBindlessSource.js +51 -0
- package/lib/renderer/wgpuBindlessSource.js.map +1 -0
- package/lib/renderer/wgpuMaterialConstants.d.ts +4 -0
- package/lib/renderer/wgpuMaterialConstants.js +52 -0
- package/lib/renderer/wgpuMaterialConstants.js.map +1 -0
- package/lib/renderer/wgpuSceneUniform.d.ts +42 -0
- package/lib/renderer/wgpuSceneUniform.js +125 -0
- package/lib/renderer/wgpuSceneUniform.js.map +1 -0
- package/lib/renderer/wgpuShaderSource.d.ts +22 -0
- package/lib/renderer/wgpuShaderSource.js +33 -0
- package/lib/renderer/wgpuShaderSource.js.map +1 -0
- package/lib/renderer/wgsl/aovDisplay.wgsl.d.ts +1 -0
- package/lib/renderer/wgsl/aovDisplay.wgsl.js +70 -0
- package/lib/renderer/wgsl/aovDisplay.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/aovReflectance.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/aovReflectance.wgsl.js +98 -0
- package/lib/renderer/wgsl/aovReflectance.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.js +135 -0
- package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/aovResolve.wgsl.d.ts +5 -0
- package/lib/renderer/wgsl/aovResolve.wgsl.js +38 -0
- package/lib/renderer/wgsl/aovResolve.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/aovSnapshot.wgsl.d.ts +4 -0
- package/lib/renderer/wgsl/aovSnapshot.wgsl.js +21 -0
- package/lib/renderer/wgsl/aovSnapshot.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/aovTrace.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/aovTrace.wgsl.js +115 -0
- package/lib/renderer/wgsl/aovTrace.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/bloom.wgsl.d.ts +13 -0
- package/lib/renderer/wgsl/bloom.wgsl.js +92 -0
- package/lib/renderer/wgsl/bloom.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/causticLight.compute.d.ts +6 -0
- package/lib/renderer/wgsl/causticLight.compute.js +537 -0
- package/lib/renderer/wgsl/causticLight.compute.js.map +1 -0
- package/lib/renderer/wgsl/chunks/background.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/chunks/background.wgsl.js +102 -0
- package/lib/renderer/wgsl/chunks/background.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.js +12 -0
- package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.js +16 -0
- package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/chunks/caustics.wgsl.d.ts +1 -0
- package/lib/renderer/wgsl/chunks/caustics.wgsl.js +62 -0
- package/lib/renderer/wgsl/chunks/caustics.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/chunks/common.wgsl.js +4 -4
- package/lib/renderer/wgsl/chunks/envMap.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/envMap.wgsl.js +41 -35
- package/lib/renderer/wgsl/chunks/envMap.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/intersect.wgsl.d.ts +13 -1
- package/lib/renderer/wgsl/chunks/intersect.wgsl.js +747 -704
- package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +16 -16
- package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.d.ts +4 -1
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +83 -79
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +855 -857
- package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +137 -137
- package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
- package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.d.ts +3 -1
- package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +52 -32
- package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sampleLight.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +152 -144
- package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +269 -245
- package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +27 -14
- package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sampling.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/sampling.wgsl.js +91 -95
- package/lib/renderer/wgsl/chunks/sampling.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js +1 -0
- package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sobol.wgsl.js +83 -83
- package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +12 -12
- package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/compose.frag.wgsl.d.ts +8 -3
- package/lib/renderer/wgsl/compose.frag.wgsl.js +143 -118
- package/lib/renderer/wgsl/compose.frag.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/customDenoise.wgsl.js +10 -10
- package/lib/renderer/wgsl/depthQuery.wgsl.js +7 -7
- package/lib/renderer/wgsl/jnlm.compute.d.ts +25 -0
- package/lib/renderer/wgsl/jnlm.compute.js +315 -0
- package/lib/renderer/wgsl/jnlm.compute.js.map +1 -0
- package/lib/renderer/wgsl/offlineAdaptive.compute.js +28 -28
- package/lib/renderer/wgsl/oidnAuxiliary.wgsl.d.ts +1 -0
- package/lib/renderer/wgsl/oidnAuxiliary.wgsl.js +17 -0
- package/lib/renderer/wgsl/oidnAuxiliary.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/photonMap.compute.d.ts +29 -0
- package/lib/renderer/wgsl/photonMap.compute.js +352 -0
- package/lib/renderer/wgsl/photonMap.compute.js.map +1 -0
- package/lib/renderer/wgsl/proceduralSky.compute.d.ts +1 -0
- package/lib/renderer/wgsl/proceduralSky.compute.js +198 -0
- package/lib/renderer/wgsl/proceduralSky.compute.js.map +1 -0
- package/lib/renderer/wgsl/rayTrace.compute.d.ts +25 -1
- package/lib/renderer/wgsl/rayTrace.compute.js +645 -500
- package/lib/renderer/wgsl/rayTrace.compute.js.map +1 -1
- package/lib/scene/Camera.js +7 -3
- package/lib/scene/Camera.js.map +1 -1
- package/lib/scene/EnvironmentLight.d.ts +5 -9
- package/lib/scene/EnvironmentLight.js +4 -14
- package/lib/scene/EnvironmentLight.js.map +1 -1
- package/lib/scene/EnvironmentLightState.d.ts +18 -0
- package/lib/scene/EnvironmentLightState.js +19 -0
- package/lib/scene/EnvironmentLightState.js.map +1 -0
- package/lib/scene/Geometry.d.ts +12 -6
- package/lib/scene/Geometry.js +37 -13
- package/lib/scene/Geometry.js.map +1 -1
- package/lib/scene/InstanceState.d.ts +39 -0
- package/lib/scene/InstanceState.js +77 -0
- package/lib/scene/InstanceState.js.map +1 -0
- package/lib/scene/InstancedMesh.d.ts +1 -1
- package/lib/scene/InstancedMesh.js +3 -0
- package/lib/scene/InstancedMesh.js.map +1 -1
- package/lib/scene/MaterialState.d.ts +209 -0
- package/lib/scene/MaterialState.js +231 -0
- package/lib/scene/MaterialState.js.map +1 -0
- package/lib/scene/Mesh.d.ts +4 -6
- package/lib/scene/Mesh.js +3 -11
- package/lib/scene/Mesh.js.map +1 -1
- package/lib/scene/MeshState.d.ts +20 -0
- package/lib/scene/MeshState.js +35 -0
- package/lib/scene/MeshState.js.map +1 -0
- package/lib/scene/OpenPBRMaterial.d.ts +6 -168
- package/lib/scene/OpenPBRMaterial.js +5 -223
- package/lib/scene/OpenPBRMaterial.js.map +1 -1
- package/lib/scene/PixelTexture.d.ts +6 -0
- package/lib/scene/PixelTexture.js +10 -0
- package/lib/scene/PixelTexture.js.map +1 -0
- package/lib/scene/ProceduralSky.d.ts +24 -0
- package/lib/scene/ProceduralSky.js +40 -0
- package/lib/scene/ProceduralSky.js.map +1 -0
- package/lib/scene/RectLight.d.ts +2 -13
- package/lib/scene/RectLight.js +3 -21
- package/lib/scene/RectLight.js.map +1 -1
- package/lib/scene/RectLightState.d.ts +31 -0
- package/lib/scene/RectLightState.js +26 -0
- package/lib/scene/RectLightState.js.map +1 -0
- package/lib/scene/Scene.d.ts +15 -4
- package/lib/scene/Scene.js.map +1 -1
- package/lib/scene/SceneNode.js +7 -6
- package/lib/scene/SceneNode.js.map +1 -1
- package/lib/scene/Texture.d.ts +10 -41
- package/lib/scene/Texture.js +4 -33
- package/lib/scene/Texture.js.map +1 -1
- package/lib/scene/TextureState.d.ts +35 -0
- package/lib/scene/TextureState.js +35 -0
- package/lib/scene/TextureState.js.map +1 -0
- package/lib/scene/attributeData.d.ts +4 -0
- package/lib/scene/attributeData.js +10 -0
- package/lib/scene/attributeData.js.map +1 -0
- package/lib/scene/lightState.d.ts +8 -0
- package/lib/scene/lightState.js +2 -0
- package/lib/scene/lightState.js.map +1 -0
- package/lib/scene/openPbrSchema.d.ts +7 -12
- package/lib/scene/openPbrSchema.js +273 -28
- package/lib/scene/openPbrSchema.js.map +1 -1
- package/lib/scene/skyParameters.d.ts +20 -0
- package/lib/scene/skyParameters.js +28 -0
- package/lib/scene/skyParameters.js.map +1 -0
- package/lib/scene/textureData.d.ts +9 -0
- package/lib/scene/textureData.js +2 -0
- package/lib/scene/textureData.js.map +1 -0
- package/lib/scene/texturePixels.d.ts +6 -0
- package/lib/scene/texturePixels.js +10 -0
- package/lib/scene/texturePixels.js.map +1 -0
- package/lib/settings/display.d.ts +33 -0
- package/lib/settings/display.js +7 -0
- package/lib/settings/display.js.map +1 -1
- package/lib/settings/render.d.ts +36 -3
- package/lib/settings/render.js +4 -1
- package/lib/settings/render.js.map +1 -1
- package/lib/tinybvh/tinybvh.wasm +0 -0
- package/lib/util/commonGeometry.js +7 -7
- package/lib/util/commonGeometry.js.map +1 -1
- package/lib/util/fromTHREE.d.ts +4 -1
- package/lib/util/fromTHREE.js +20 -7
- package/lib/util/fromTHREE.js.map +1 -1
- package/lib/util/geometry.js +42 -29
- package/lib/util/geometry.js.map +1 -1
- package/lib/util/loadRGBE.js +3 -4
- package/lib/util/loadRGBE.js.map +1 -1
- package/lib/util/studioLighting.d.ts +18 -0
- package/lib/util/studioLighting.js +36 -0
- package/lib/util/studioLighting.js.map +1 -0
- package/lib/version.d.ts +1 -1
- package/lib/version.js +1 -1
- package/lib/version.js.map +1 -1
- package/llms.txt +5 -0
- package/package.json +33 -7
- package/lib/renderer/texturesFromMaterials.d.ts +0 -6
- package/lib/renderer/texturesFromMaterials.js.map +0 -1
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"sampleLight.wgsl.js","sourceRoot":"","sources":["../../../../src/renderer/wgsl/chunks/sampleLight.wgsl.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,qBAAqB,EACrB,8BAA8B,EAC9B,wBAAwB,EACzB,MAAM,wBAAwB,CAAC;AAEhC,eAAe,SAAS,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;uBA8UI,wBAAwB;;;;;;;4BAOnB,qBAAqB;;;;;;;;4BAQrB,8BAA8B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgD/D,CAAC","sourcesContent":["import {\n LIGHT_CHOICE_ANALYTIC,\n LIGHT_CHOICE_EMISSIVE_TRIANGLE,\n LIGHT_CHOICE_ENVIRONMENT\n} from '../../lightSampling.js';\n\nexport default /*wgsl */ `\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 == ${LIGHT_CHOICE_ENVIRONMENT}) {\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 == ${LIGHT_CHOICE_ANALYTIC}) {\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 == ${LIGHT_CHOICE_EMISSIVE_TRIANGLE}) {\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`;\n"]}
|
|
1
|
+
{"version":3,"file":"sampleLight.wgsl.js","sourceRoot":"","sources":["../../../../src/renderer/wgsl/chunks/sampleLight.wgsl.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,qBAAqB,EACrB,8BAA8B,EAC9B,wBAAwB,EACzB,MAAM,yBAAyB,CAAC;AAEjC,eAAe,SAAS,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;yCAsVkB,wBAAwB;;;;;;;gCAOjC,qBAAqB;;;;;;;;4DAQO,8BAA8B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgD3F,CAAC","sourcesContent":["import {\n LIGHT_CHOICE_ANALYTIC,\n LIGHT_CHOICE_EMISSIVE_TRIANGLE,\n LIGHT_CHOICE_ENVIRONMENT\n} from '../../lightConstants.js';\n\nexport default /*wgsl */ `\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 == ${LIGHT_CHOICE_ENVIRONMENT}) {\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 == ${LIGHT_CHOICE_ANALYTIC}) {\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 == ${LIGHT_CHOICE_EMISSIVE_TRIANGLE}) {\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`;\n"]}
|
|
@@ -1,3 +1,3 @@
|
|
|
1
|
-
export declare function createSampleMaterialWgsl(hasAnisotropyDirections?: boolean, hasCoatNormals?: boolean): string;
|
|
1
|
+
export declare function createSampleMaterialWgsl(hasAnisotropyDirections?: boolean, hasCoatNormals?: boolean, caustics?: boolean, researchContribution?: string, photonMapping?: boolean): string;
|
|
2
2
|
declare const _default: string;
|
|
3
3
|
export default _default;
|