@meimu/mutracer 0.2.0 → 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/README.md +3 -0
- package/dist/assets/bvh.worker.js +1 -1
- package/dist/mutracer.umd.js +8949 -7915
- package/docs/api.md +42 -21
- package/docs/caustics.md +80 -0
- package/docs/materials.md +5 -4
- package/docs/progressive-rendering.md +50 -9
- package/docs/technical/continuous-spectrum.md +93 -0
- package/docs/updates.md +3 -1
- package/docs/viewer-checklist.md +65 -0
- package/docs/viewer.md +7 -5
- package/lib/Display.js +1 -1
- package/lib/Display.js.map +1 -1
- package/lib/Engine.d.ts +2 -0
- package/lib/Engine.js +47 -12
- package/lib/Engine.js.map +1 -1
- package/lib/Render.d.ts +61 -13
- package/lib/Render.js +169 -19
- package/lib/Render.js.map +1 -1
- package/lib/RenderLoop.d.ts +7 -3
- package/lib/RenderLoop.js +68 -44
- package/lib/RenderLoop.js.map +1 -1
- package/lib/main.d.ts +1 -1
- package/lib/main.js.map +1 -1
- package/lib/oidn.d.ts +1 -1
- package/lib/oidnBundledWeights.cdn.d.ts +2 -2
- package/lib/renderer/GPUTraceQueue.d.ts +2 -1
- package/lib/renderer/GPUTraceQueue.js +3 -1
- package/lib/renderer/GPUTraceQueue.js.map +1 -1
- package/lib/renderer/RenderingPipeline.d.ts +4 -0
- package/lib/renderer/RenderingPipeline.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/WGPUEnvMapDistribution.js +18 -18
- package/lib/renderer/WGPUFullQuadPass.js +3 -3
- 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 +122 -28
- package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
- package/lib/renderer/WGPURayTracePass.d.ts +48 -17
- package/lib/renderer/WGPURayTracePass.js +538 -340
- package/lib/renderer/WGPURayTracePass.js.map +1 -1
- package/lib/renderer/WGPURenderingPipeline.js +83 -47
- package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
- package/lib/renderer/WebGLFullQuadPass.d.ts +2 -1
- package/lib/renderer/WebGLFullQuadPass.js +4 -0
- package/lib/renderer/WebGLFullQuadPass.js.map +1 -1
- package/lib/renderer/WebGLJNLMDenoiser.js +66 -66
- package/lib/renderer/WebGLRayTraceOutputPass.js +4 -4
- package/lib/renderer/WebGLRayTracePass.d.ts +6 -1
- package/lib/renderer/WebGLRayTracePass.js +43 -6
- package/lib/renderer/WebGLRayTracePass.js.map +1 -1
- package/lib/renderer/WebGLRenderingPipeline.js +10 -14
- package/lib/renderer/WebGLRenderingPipeline.js.map +1 -1
- package/lib/renderer/WebGLSkyBaker.js +60 -60
- package/lib/renderer/accumulationTarget.d.ts +2 -1
- package/lib/renderer/accumulationTarget.js.map +1 -1
- 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/glsl/aovDisplay.frag.js +5 -5
- package/lib/renderer/glsl/aovReflectance.glsl.js +53 -53
- package/lib/renderer/glsl/aovReflectanceSamples.glsl.js +1 -1
- package/lib/renderer/glsl/aovTrace.frag.js +33 -33
- package/lib/renderer/glsl/chunks/cameraRay.glsl.js +9 -9
- 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 -73
- package/lib/renderer/glsl/chunks/intersect.glsl.js +426 -428
- 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 +156 -153
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +771 -771
- 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 +68 -63
- 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 +140 -117
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +14 -14
- package/lib/renderer/glsl/chunks/sampling.glsl.js +89 -92
- 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 +11 -11
- package/lib/renderer/glsl/depthQuery.frag.js +2 -2
- package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +10 -10
- package/lib/renderer/glsl/rayTrace.frag.d.ts +1 -1
- package/lib/renderer/glsl/rayTrace.frag.js +260 -237
- package/lib/renderer/glsl/rayTrace.frag.js.map +1 -1
- package/lib/renderer/glsl/shadowCatcher.frag.js +26 -26
- package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
- package/lib/renderer/glsl/webglPipeline.frag.js +59 -59
- package/lib/renderer/lightSampling.d.ts +3 -2
- package/lib/renderer/lightSampling.js +14 -8
- package/lib/renderer/lightSampling.js.map +1 -1
- package/lib/renderer/progressiveScheduler.js +4 -3
- package/lib/renderer/progressiveScheduler.js.map +1 -1
- package/lib/renderer/renderPipeline.d.ts +1 -0
- package/lib/renderer/renderPipeline.js.map +1 -1
- 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/sceneLayoutSchema.d.ts +1 -0
- package/lib/renderer/sceneLayoutSchema.js +2 -2
- package/lib/renderer/sceneLayoutSchema.js.map +1 -1
- package/lib/renderer/scratchSampling.js +6 -6
- 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/webglLightSampling.d.ts +39 -0
- package/lib/renderer/webglLightSampling.js +15 -0
- package/lib/renderer/webglLightSampling.js.map +1 -0
- package/lib/renderer/wgpuBindlessSource.js +3 -3
- package/lib/renderer/wgpuShaderSource.d.ts +7 -0
- package/lib/renderer/wgpuShaderSource.js +2 -0
- package/lib/renderer/wgpuShaderSource.js.map +1 -1
- package/lib/renderer/wgsl/aovDisplay.wgsl.js +9 -9
- package/lib/renderer/wgsl/aovReflectance.wgsl.js +55 -55
- package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.js +1 -1
- package/lib/renderer/wgsl/aovResolve.wgsl.js +2 -2
- package/lib/renderer/wgsl/aovSnapshot.wgsl.js +1 -1
- package/lib/renderer/wgsl/aovTrace.wgsl.js +33 -33
- package/lib/renderer/wgsl/bloom.wgsl.js +18 -18
- 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.js +37 -37
- package/lib/renderer/wgsl/chunks/intersect.wgsl.js +598 -592
- package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +14 -14
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.d.ts +2 -1
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +75 -73
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +794 -794
- package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +139 -139
- package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
- package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.d.ts +2 -1
- package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +35 -25
- 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 +142 -138
- 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 +204 -187
- 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 +11 -11
- 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 +89 -93
- package/lib/renderer/wgsl/chunks/sampling.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sobol.wgsl.js +83 -83
- package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +11 -11
- package/lib/renderer/wgsl/compose.frag.wgsl.js +98 -98
- package/lib/renderer/wgsl/customDenoise.wgsl.js +10 -10
- package/lib/renderer/wgsl/depthQuery.wgsl.js +2 -2
- package/lib/renderer/wgsl/jnlm.compute.js +74 -74
- package/lib/renderer/wgsl/offlineAdaptive.compute.js +25 -25
- package/lib/renderer/wgsl/oidnAuxiliary.wgsl.js +3 -3
- 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.js +64 -64
- package/lib/renderer/wgsl/rayTrace.compute.d.ts +9 -1
- package/lib/renderer/wgsl/rayTrace.compute.js +448 -522
- package/lib/renderer/wgsl/rayTrace.compute.js.map +1 -1
- package/lib/scene/MaterialState.d.ts +2 -2
- package/lib/scene/MaterialState.js +2 -2
- package/lib/scene/MaterialState.js.map +1 -1
- package/lib/settings/render.d.ts +11 -0
- package/lib/settings/render.js +1 -0
- package/lib/settings/render.js.map +1 -1
- package/lib/util/fromTHREE.js +2 -2
- package/lib/util/fromTHREE.js.map +1 -1
- package/lib/version.d.ts +1 -1
- package/lib/version.js +1 -1
- package/lib/version.js.map +1 -1
- package/llms.txt +2 -1
- package/package.json +3 -3
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type {DisplayParityAccumulation, DisplayParityTarget} from './displayParityDiagnostics.js';\nimport {displayAovKind, DEFAULT_AOV_DISPLAY, type AovDisplayOptions} from './aovDisplay.js';\nimport {WebGLAov} from './WebGLAov.js';\nimport {aovMask} from './aov.js';\nimport {scheduleFrame} from '../util/frame.js';\nimport type {DenoiserHandle} from './denoiser.js';\nimport { WebGLScratchCopy } from './WebGLScratchCopy.js';\nimport { ScratchPool } from './ScratchPool.js';\nimport { makeRenderPipeline, type TraceSettings, type RenderPipeline } from './renderPipeline.js';\nimport type { TargetPipeline } from './accumulationTarget.js';\nimport { readRgbaPixels } from './WebGLReadback.js';\n// Portions adapted from ray-tracing-renderer@0.10.15\n// (https://github.com/hoverinc/ray-tracing-renderer).\n// Copyright (c) 2019 HOVER, MIT license; see LICENSES/RayTracingRenderer-MIT.txt.\n\nimport Camera from '../scene/Camera.js';\nimport type { ColorRGB } from '../types.js';\nimport { vec3 } from '../math.js';\nimport halton from './halton.js';\nimport { makeTileRender } from './TileRender.js';\nimport type {\n DisplayChannel,\n ToneMappingParams\n} from './RenderingPipeline.js';\nimport { constants, WebGLDevice, Texture2D } from './webgl.js';\nimport { WebGLFullQuadPass } from './WebGLFullQuadPass.js';\nimport WebGLRayTracePass from './WebGLRayTracePass.js';\nimport { WebGLRayTraceOutputPass } from './WebGLRayTraceOutputPass.js';\nimport WebGLBloomPass from './WebGLBloomPass.js';\nimport {\n composeFragment,\n outputFragment\n} from './glsl/webglPipeline.frag.js';\nimport { type JNLMDenoiser } from './jnlm.js';\nimport { WebGLJNLMDenoisePass } from './WebGLJNLMDenoiser.js';\n\nconst wavelengths = [650, 510, 475];\n\n/**\n * WebGL 2.0 counterpart of WGPURenderingPipeline.\n *\n * The frame is encoded as a fixed pass sequence. Each pass owns explicit\n * textures/FBOs, so no compositor graph or node lifecycle participates here.\n */\nfunction makeWebGLAccumulationTarget(renderer: WebGLDevice, rayTracePass: WebGLRayTracePass, scratch: ScratchPool) {\n let sampleRenderedCallback = (\n _sampleCount: number,\n _isFirstFrame: boolean,\n _frameTime: number\n ) => { };\n let batchSamples = false;\n let offlineSamplesPerBatch = 0;\n let deferPostProcess = false;\n let sampleSequenceOffset = 0;\n const aov=new WebGLAov(renderer);\n let aovCamera: Camera | undefined;\n let displayTrace: string[] | undefined;\n let sampleCount = 0;\n let elapsedFrameTime = 32;\n let elapsedTileTime: number | undefined;\n let tileTimingGeneration = 0;\n let isFirstFrame = true;\n let renderFailed = false;\n let disposed = false;\n let renderWidth = 1;\n let renderHeight = 1;\n let screenWidth = 1;\n let screenHeight = 1;\n\n const targetKey = {};\n let execution: TraceSettings | undefined;\n\n let resolvedSamples = 0;\n let resolvedHasShadowCatcher = false;\n let presentationTexture: Texture2D | undefined;\n let presentationDenoised = false;\n\n let maxTimePerTile = 21;\n\n let bloomIntensity = 0;\n let bloomThreshold = 1;\n let bloomRadius = 0.6;\n let exposure = 1;\n let toneMappingMode = 0;\n let contrast = 1;\n let saturation = 1;\n let temperature = 0;\n let tint = 0;\n let vignette = 0;\n let output: DisplayChannel = 'final';\n let aovDisplayOptions: AovDisplayOptions = DEFAULT_AOV_DISPLAY;\n let pageLeaveTime = performance.now();\n let pageInvisibleTime = 0;\n const shadowCatcherColor = vec3.create();\n let shadowCatcherAlpha = 1;\n\n // Preview frames have a different resolution, bounce limit, and timing\n // target. Keep their measurements out of the full-resolution estimator so\n // returning from preview does not split a 4K sample into hundreds of tiles.\n const tileRender = makeTileRender(renderer.gl);\n tileRender.setDesiredMsPerTile(maxTimePerTile);\n\n const rayTraceOutputPass = new WebGLRayTraceOutputPass(renderer);\n let bloomPass: WebGLBloomPass | undefined;\n\n const composePass = scratch.get('composePass', () => new WebGLFullQuadPass<\n 'colorTex' | 'foregroundTex' | 'catcherBackgroundTex' | 'shadowCatcherTex' | 'bloomTex',\n 'color'\n >('compose', renderer, {\n shader: composeFragment,\n outputs: ['color'],\n outputParams: { color: { type: constants.UNSIGNED_BYTE } }\n }));\n composePass.setUniforms({\n exposure,\n shadowCatcherColor,\n shadowCatcherAlpha,\n shadowCatcherEnabled: 0,\n bloomIntensity: 0,\n toneMappingMode,\n contrast,\n saturation,\n temperature,\n tint,\n vignette,\n outputMode: 0,\n sRGBOutput: 1\n });\n\n const outputPass = scratch.get('outputPass', () => new WebGLFullQuadPass<\n 'colorTex' | 'colorDenoisedTex',\n 'color'\n >('output', renderer, { shader: outputFragment, outputs: ['color'] }));\n outputPass.setRenderToScreen();\n const copy = scratch.get('image copy', () => new WebGLScratchCopy(renderer));\n const rawReadFrameBuffer = copy.readFrameBuffer;\n\n // Built-in JNLM denoising. WebGL runs it synchronously inside the\n // post-process, between composition and output.\n let jnlmPass: WebGLJNLMDenoisePass | undefined;\n let pendingDenoiser: JNLMDenoiser | undefined;\n let denoisedTexture: Texture2D | undefined;\n let denoiseValid = false;\n // Keep the last denoised image visible while while-converging batches\n // accumulate (see RenderingPipeline.setPreserveDenoisedOutput).\n let preserveDenoisedOutput = false;\n\n function updateSeed(useJitter: boolean) {\n const sequenceSample = sampleCount + sampleSequenceOffset;\n const jitterX = useJitter ? halton(sequenceSample, 2) - 0.5 : 0;\n const jitterY = useJitter ? halton(sequenceSample, 3) - 0.5 : 0;\n rayTracePass.setJitter(jitterX / renderWidth, jitterY / renderHeight);\n }\n\n function traceSample(\n clear: boolean,\n tile: { x: number; y: number; width: number; height: number }\n ) {\n rayTracePass.setSampleCount(sampleCount + sampleSequenceOffset);\n rayTracePass.setSampleSequenceOffset(sampleSequenceOffset);\n updateSeed(true);\n if (rayTracePass.hasDispersion()) {\n if (execution?.dispersionWavelengths === 1) {\n // A positive wavelength enables stochastic hero-wavelength sampling\n // in the shader. Preview traces one random RGB channel per pixel.\n rayTracePass.setWavelength(wavelengths[0]);\n rayTracePass.createPass(clear, tile);\n } else {\n wavelengths.forEach((wavelength, index) => {\n rayTracePass.setWavelength(wavelength);\n rayTracePass.createPass(clear && index === 0, tile, index > 0);\n });\n }\n } else {\n rayTracePass.setWavelength(0);\n rayTracePass.createPass(clear, tile);\n }\n }\n\n function drawPostProcess(_forceNeedsDenoise = false, resolve = false) {\n if (resolve) { resolvedSamples = sampleCount; resolvedHasShadowCatcher = rayTracePass.hasShadowCatcher(); }\n const aovKind = displayAovKind(output);\n if (aovKind && sampleCount === 0) {\n if (!execution?.aovs?.includes(aovKind)) throw new Error(`AOV ${aovKind} is not enabled`);\n if (!aov.samples) return;\n presentationTexture = copy.copy(aov.visualize(aovKind,aovDisplayOptions), renderWidth, renderHeight, presentationTexture);\n presentationDenoised = false;\n return;\n }\n if (resolvedSamples === 0) return;\n if (resolve) {\n rayTraceOutputPass.setSampleCount(sampleCount);\n rayTraceOutputPass.createPass(rayTracePass);\n }\n\n composePass.setSize(renderWidth, renderHeight);\n composePass.setUniforms({ exposure, toneMappingMode, contrast, saturation, temperature, tint, vignette, shadowCatcherColor, shadowCatcherAlpha });\n const colorTexture = rayTraceOutputPass.getOutput('color');\n const bloomEnabled = bloomIntensity > 0;\n const samplesSkipped = sampleCount < 10 || sampleCount % 10 > 0;\n const bloomState = scratch.get('bloom state', () => ({ owner: undefined as object | undefined, settings: '', dispose() { } }));\n const bloomSettings = `${bloomThreshold}/${bloomRadius}`;\n const needsUpdateBloom = bloomEnabled && sampleCount >= 10 && (!samplesSkipped || bloomState.owner !== targetKey || bloomState.settings !== bloomSettings);\n let currentBloomIntensity = bloomIntensity;\n if (needsUpdateBloom) {\n bloomPass ||= scratch.get('bloom', () => new WebGLBloomPass(renderer));\n bloomPass.setSize(renderWidth, renderHeight);\n bloomState.owner = targetKey; bloomState.settings = bloomSettings;\n bloomPass.setBrightThreshold(bloomThreshold);\n bloomPass.setRadius(bloomRadius);\n displayTrace?.push('Bloom:SceneLinear');\n bloomPass.createPass(colorTexture);\n } else if (bloomEnabled && sampleCount < 10) {\n currentBloomIntensity = 0;\n }\n\n composePass.setUniforms({\n bloomIntensity: currentBloomIntensity,\n shadowCatcherEnabled: +resolvedHasShadowCatcher,\n outputMode: output === 'shadow' ? 1 : 0\n });\n displayTrace?.push('Compose:DisplayEncoded');\n composePass.createPass({\n colorTex: colorTexture,\n foregroundTex: rayTraceOutputPass.getOutput('foreground'),\n catcherBackgroundTex: rayTraceOutputPass.getOutput('catcherBackground'),\n shadowCatcherTex: rayTraceOutputPass.getOutput('shadowCatcher'),\n bloomTex:\n bloomEnabled && bloomPass\n ? bloomPass.getOutput()\n : renderer.emptyTexture\n });\n\n if (pendingDenoiser) {\n jnlmPass ??= scratch.get('jnlm', () => new WebGLJNLMDenoisePass(renderer));\n const filtered = jnlmPass.render({\n width: renderWidth,\n height: renderHeight,\n moments: rayTracePass.getOutput('moments'),\n catcherMoments: rayTracePass.hasShadowCatcher()\n ? rayTracePass.getOutput('catcherMoments')\n : undefined,\n color: composePass.getOutput('color'),\n albedo: rayTraceOutputPass.getOutput('albedo'),\n normal: rayTraceOutputPass.getOutput('normal'),\n shadowCatcher: rayTraceOutputPass.getOutput('shadowCatcher'),\n strength: pendingDenoiser.strength,\n shape: pendingDenoiser.shape\n }, displayTrace);\n denoisedTexture = copy.copy(filtered, renderWidth, renderHeight, denoisedTexture); denoiseValid = true;\n pendingDenoiser = undefined;\n }\n\n let displayTexture =\n (output === 'final' && denoiseValid && denoisedTexture) || composePass.getOutput('color');\n if (aovKind) {\n if (!execution?.aovs?.includes(aovKind)) throw new Error(`AOV ${aovKind} is not enabled`);\n displayTexture = aov.visualize(aovKind,aovDisplayOptions);\n } else if (output === 'normal' || output === 'albedo') {\n displayTrace?.push('AOV:Raw');\n displayTexture = rayTraceOutputPass.getOutput(output);\n } else if (output === 'shadowCatcher') {\n displayTrace?.push('AOV:Raw');\n displayTexture = rayTraceOutputPass.getOutput('shadowCatcher');\n }\n presentationTexture = copy.copy(displayTexture, renderWidth, renderHeight, presentationTexture);\n presentationDenoised = output === 'final' && denoiseValid && !!denoisedTexture;\n\n }\n\n function startRecordFrameTime(collectTileTiming: boolean) {\n const start = performance.now();\n const generation = tileTimingGeneration;\n const timedTileRender = tileRender;\n scheduleFrame(() => {\n elapsedFrameTime = Math.max(\n performance.now() - start - pageInvisibleTime,\n pageInvisibleTime > 0 ? 16 : 8\n );\n pageInvisibleTime = 0;\n if (\n generation === tileTimingGeneration &&\n timedTileRender === tileRender && !isFirstFrame\n ) {\n elapsedTileTime = collectTileTiming && renderer.isAllProgramCompiled()\n ? elapsedFrameTime : undefined;\n }\n });\n }\n\n function trace(camera: Camera, maxSamples: number) {\n if (rayTracePass.isInvalid() || renderFailed) return false;\n if (!renderer.isAllProgramCompiled()) {\n isFirstFrame = true;\n sampleCount = 0;\n tileRender.reset();\n return true;\n }\n\n rayTracePass.setCamera(camera);\n aovCamera=camera;\n if (!rayTracePass.preparePrograms()) return true;\n const resetAccumulation = isFirstFrame;\n if(resetAccumulation) aov.reset();\n if (execution?.aovs?.length && !rayTracePass.prepareAovs(aov,camera,renderWidth,renderHeight,execution.aovs)) return true;\n if (resetAccumulation) {\n tileTimingGeneration++;\n elapsedTileTime = undefined;\n rayTracePass.setCamera(camera);\n tileRender.reset();\n sampleCount = 0;\n isFirstFrame = false;\n }\n if (sampleCount >= maxSamples) {\n drawPostProcess(true);\n return false;\n }\n // New samples make the denoised image stale.\n if (!preserveDenoisedOutput || resetAccumulation) denoiseValid = false;\n\n // The first draw after an update lazily prepares scene data and shaders.\n // Keep its wall time for reporting, but not for estimating tile throughput.\n startRecordFrameTime(!resetAccumulation);\n const frameSampleCount = sampleCount;\n let tile = tileRender.nextTile(elapsedTileTime);\n if (offlineSamplesPerBatch > 0 && tile.isFirstTile && tile.isLastTile) {\n tile.samplesPerFrame = offlineSamplesPerBatch;\n } else if (\n !batchSamples ||\n !(tile.isFirstTile && tile.isLastTile)\n ) {\n tile.samplesPerFrame = 1;\n }\n\n try {\n for (let i = 0;i < tile.samplesPerFrame && sampleCount < maxSamples;i++) {\n traceSample(sampleCount === 0 && tile.isFirstTile, {\n x: tile.x,\n y: tile.y,\n width: tile.tileWidth,\n height: tile.tileHeight\n });\n if (tile.isLastTile) sampleCount++;\n }\n if(sampleCount!==frameSampleCount){\n if(execution?.aovs?.length) rayTracePass.renderAovs(aov,camera,renderWidth,renderHeight,Math.max(sampleCount,aov.samples),execution.aovSamples ?? 16,execution.aovs,sampleSequenceOffset);\n }\n if (sampleCount !== frameSampleCount && (!deferPostProcess || sampleCount >= maxSamples)) {\n drawPostProcess(sampleCount >= maxSamples, true);\n }\n } catch (error) {\n console.error(error);\n renderFailed = true;\n return false;\n }\n\n if (sampleCount !== frameSampleCount) {\n sampleRenderedCallback(\n sampleCount,\n frameSampleCount === 0,\n elapsedFrameTime\n );\n\n }\n return !renderer.isAllProgramCompiled();\n }\n\n function applyRenderResolution() {\n rayTracePass.useTarget(targetKey);\n const scale = 1;\n const nextWidth = Math.max(1, Math.round(screenWidth * scale));\n const nextHeight = Math.max(1, Math.round(screenHeight * scale));\n rayTracePass.setSize(nextWidth, nextHeight, screenWidth / screenHeight);\n if (nextWidth === renderWidth && nextHeight === renderHeight) return;\n renderWidth = nextWidth;\n renderHeight = nextHeight;\n tileRender.setSize(renderWidth, renderHeight);\n rayTraceOutputPass.setSize(renderWidth, renderHeight);\n composePass.setSize(renderWidth, renderHeight);\n bloomPass?.setSize(renderWidth, renderHeight);\n sampleCount = 0;\n resolvedSamples = 0;\n isFirstFrame = true;\n\n }\n\n function setSize(width: number, height: number) {\n width = Math.max(1, width);\n height = Math.max(1, height);\n if (width === screenWidth && height === screenHeight) return;\n screenWidth = width;\n screenHeight = height;\n\n outputPass.setSize(screenWidth, screenHeight);\n applyRenderResolution();\n sampleCount = 0;\n isFirstFrame = true;\n }\n\n function onVisibilityChange() {\n if (document.hidden) pageLeaveTime = performance.now();\n else pageInvisibleTime = performance.now() - pageLeaveTime;\n }\n if (typeof document !== 'undefined') document.addEventListener('visibilitychange', onVisibilityChange);\n\n function activate() {\n rayTracePass.useTarget(targetKey);\n rayTracePass.setSize(renderWidth, renderHeight, screenWidth / screenHeight);\n if (execution) {\n rayTracePass.setQuality(execution);\n rayTracePass.setClamping(execution.clamping);\n rayTracePass.setTransmissiveOutputAlphaMin(execution.transmissiveOutputAlphaMin);\n rayTracePass.setBevelSamples(execution.bevelSamples);\n rayTracePass.setSamplingPattern(execution.samplingPattern, execution.maxSamples);\n }\n }\n\n return {\n invalidateDenoisedOutput() { pendingDenoiser = undefined; denoiseValid = false; preserveDenoisedOutput = false; },\n synchronizeBackground() { },\n configure(settings: TraceSettings) {\n if(settings.aovs?.length && (!Number.isInteger(settings.aovSamples ?? 16) || (settings.aovSamples ?? 16)<1)) throw new RangeError('aovSamples must be a positive integer');\n const previousMask = aovMask(execution?.aovs ?? []), nextMask = aovMask(settings.aovs ?? []);\n if (previousMask !== nextMask || execution?.aovSamples !== settings.aovSamples) aov.samples = 0;\n execution = { ...settings, aovs: [...(settings.aovs ?? [])] };\n // A reduced preview set can retire the previously displayed AOV before\n // Display applies its next channel after tracing.\n const displayedAov = displayAovKind(output);\n if (displayedAov && !settings.aovs?.includes(displayedAov)) output = 'final';\n if(previousMask && !nextMask){aov.dispose();aov.history.clear();aov.width=aov.height=0;aov.reset();}\n maxTimePerTile = Math.max(1, settings.timeBudgetMs);\n batchSamples = settings.batchSamples;\n tileRender.setDesiredMsPerTile(maxTimePerTile);\n tileRender.setMaxTiles(settings.maxTiles);\n },\n activate,\n canCompleteSampleWithin(timeBudgetMs: number) { return elapsedFrameTime <= timeBudgetMs; },\n getOutputTexture() { return undefined; },\n applyPostProcesses() {},\n get presentationComplete() { return !!presentationTexture; },\n get presentationDenoised() { return presentationDenoised; },\n present() {\n if (!presentationTexture) return;\n {\n\n outputPass.setSize(renderer.canvas.width, renderer.canvas.height);\n }\n outputPass.setUniform('denoisedPercent', 0);\n outputPass.createPass({ colorTex: presentationTexture, colorDenoisedTex: presentationTexture });\n },\n getMemory() {\n return {\n width: renderWidth, height: renderHeight,\n bytes: aov.bytes + rayTracePass.getTargetMemoryBytes(targetKey)\n + rayTraceOutputPass.getMemoryBytes() + (presentationTexture?.getMemoryBytes() ?? 0) + (denoisedTexture?.getMemoryBytes() ?? 0)\n };\n },\n isFirstFrame: () => isFirstFrame,\n restartSamples(_preserveTemporalHistory = false) {\n aov.reset();\n tileRender.reset();\n isFirstFrame = true;\n sampleCount = 0;\n denoiseValid = false;\n preserveDenoisedOutput = false;\n },\n /** Denoises the current image. WebGL only supports the built-in JNLM filter. */\n performDenoise(filter: DenoiserHandle): Promise<boolean> {\n if (filter.kind !== 'jnlm') {\n return Promise.reject(new Error('This denoiser requires WebGPU.'));\n }\n if (isFirstFrame || sampleCount < 1) return Promise.resolve(false);\n if (output !== 'final' && output !== 'shadow') return Promise.resolve(true);\n pendingDenoiser = filter.denoiser;\n drawPostProcess(true);\n return Promise.resolve(true);\n },\n cancelDenoise() {\n pendingDenoiser = undefined;\n },\n setPreserveDenoisedOutput(preserve: boolean) {\n preserveDenoisedOutput = preserve;\n },\n trace,\n drawPostProcess: () => drawPostProcess(true),\n setSize,\n setToneMappingParams(params: ToneMappingParams) {\n const nextExposure = params.exposure ?? 1;\n const nextToneMappingMode = {\n agx: 0,\n aces: 1,\n cineon: 2,\n reinhard: 3,\n linear: 4\n }[params.toneMapping ?? 'agx'] ?? 0;\n const nextContrast = params.contrast ?? 1;\n const nextSaturation = params.saturation ?? 1;\n const nextTemperature = params.temperature ?? 0;\n const nextTint = params.tint ?? 0;\n const nextVignette = params.vignette ?? 0;\n if (\n nextExposure === exposure &&\n nextToneMappingMode === toneMappingMode &&\n nextContrast === contrast &&\n nextSaturation === saturation &&\n nextTemperature === temperature &&\n nextTint === tint &&\n nextVignette === vignette\n ) return false;\n exposure = nextExposure;\n toneMappingMode = nextToneMappingMode;\n contrast = nextContrast;\n saturation = nextSaturation;\n temperature = nextTemperature;\n tint = nextTint;\n vignette = nextVignette;\n composePass.setUniforms({\n exposure,\n toneMappingMode,\n contrast,\n saturation,\n temperature,\n tint,\n vignette\n });\n return true;\n },\n setOfflineRenderOptions(options) {\n offlineSamplesPerBatch = Math.max(0, Math.round(options.samplesPerBatch));\n deferPostProcess = options.deferPostProcess;\n sampleSequenceOffset = Math.max(\n 0,\n Math.round(options.sampleSequenceOffset)\n );\n },\n setVarianceMoments(_enabled: boolean) { },\n setAdaptiveSamplingTargets(_targets) { },\n async prepareOfflineAdaptiveSampling(_options) {\n return undefined;\n },\n getTotalSamplesRendered: () => sampleCount,\n /** @internal */\n _displayParity() {\n return {\n record(trace?: string[]) { displayTrace = trace; },\n load(input: DisplayParityAccumulation) {\n setSize(input.width, input.height);\n denoiseValid = false; pendingDenoiser = undefined;\n const texture = (data: Float32Array) => {\n const t = new Texture2D({width: input.width, height: input.height,\n source: {data, width: input.width, height: input.height}, type: constants.FLOAT,\n minFilter: constants.NEAREST, magFilter: constants.NEAREST});\n return t;\n };\n const shadow = Float32Array.from({length: input.width * input.height * 4}, (_, i) =>\n i % 4 === 3 ? input.moments[Math.floor(i / 4) * 4 + 2] : input.shadow[Math.floor(i / 4) * 8 + i % 4]);\n const background = Float32Array.from(shadow, (_, i) => input.shadow[Math.floor(i / 4) * 8 + 4 + i % 4]);\n const inputs = {color: texture(input.color), albedo: texture(input.albedo), normal: texture(input.normal),\n moments: texture(Float32Array.from(input.moments, (v, i) => i % 4 === 2 ? input.samples : v)),\n shadowCatcher: texture(shadow), catcherBackground: texture(background), catcherMoments: texture(input.moments)};\n rayTracePass._loadDiagnosticAccumulation(inputs, input.catcher);\n sampleCount = resolvedSamples = input.samples;\n resolvedHasShadowCatcher = input.catcher; isFirstFrame = false;\n rayTraceOutputPass.setSize(renderWidth, renderHeight);\n rayTraceOutputPass.setSampleCount(sampleCount);\n rayTraceOutputPass.createPass(rayTracePass);\n }\n };\n },\n getDiagnostics: () => ({ ...rayTracePass.getDiagnostics(), shaderCompilation: renderer.getShaderCompilationDiagnostics() }),\n flushDiagnostics: async () => { },\n setShadowCatcherParams(color: ColorRGB, alpha: number) {\n const changed =\n color[0] !== shadowCatcherColor[0] ||\n color[1] !== shadowCatcherColor[1] ||\n color[2] !== shadowCatcherColor[2] ||\n alpha !== shadowCatcherAlpha;\n if (changed) {\n vec3.copy(shadowCatcherColor, color);\n shadowCatcherAlpha = alpha;\n composePass.setUniform('shadowCatcherColor', color);\n composePass.setUniform('shadowCatcherAlpha', alpha);\n }\n return changed;\n },\n setBloomParams({ intensity, threshold, radius }) {\n const changed =\n intensity !== bloomIntensity ||\n threshold !== bloomThreshold ||\n radius !== bloomRadius;\n bloomIntensity = intensity;\n bloomThreshold = threshold;\n bloomRadius = radius;\n return changed;\n },\n setOnSampleRendered(cb) {\n sampleRenderedCallback = cb;\n },\n\n setAovDisplayOptions(options: AovDisplayOptions) { aovDisplayOptions={...options,depthRange:[...options.depthRange]}; },\n setOutput(nextOutput: DisplayChannel) {\n if (output === nextOutput) return false;\n output = nextOutput;\n return true;\n },\n async readPresentation() {\n if (!presentationTexture) throw new Error('Render has no complete image.');\n rawReadFrameBuffer.bind(renderer, [presentationTexture]);\n const width = presentationTexture.width, height = presentationTexture.height;\n return { width, height, data: readRgbaPixels(renderer.gl, width, height, presentationTexture.isByteEncoded) };\n },\n aovReady(kind) { return !!execution?.aovs?.includes(kind) && aov.samples > 0; },\n getAovSamples() { return aov.samples; },\n restartAovs() { aov.reset(); },\n refineAovs(camera, samples = sampleCount) {\n if (samples < 1 || !execution?.aovs?.length) return true;\n rayTracePass.setCamera(camera); aovCamera = camera;\n return rayTracePass.renderAovs(aov,camera,renderWidth,renderHeight,samples,execution.aovSamples ?? 16,execution.aovs,sampleSequenceOffset);\n },\n async readAov(kind) {\n if(!execution?.aovs?.includes(kind) || !aovCamera || (sampleCount<1 && aov.samples<1)) throw new Error('AOV output is not ready');\n rayTracePass.setCamera(aovCamera);\n while (!rayTracePass.renderAovs(aov,aovCamera,renderWidth,renderHeight,Math.max(sampleCount,aov.samples),execution.aovSamples ?? 16,execution.aovs,sampleSequenceOffset)) {\n if (disposed || renderer.gl.isContextLost()) throw new Error('AOV compilation was interrupted');\n await new Promise<void>(resolve => scheduleFrame(() => resolve()));\n }\n return aov.read(kind);\n },\n async readOutput(kind) {\n if (kind === 'denoised' && (!denoisedTexture || !denoiseValid)) kind = 'hdr';\n const texture = kind === 'denoised' ? denoisedTexture! : rayTraceOutputPass.getOutput(kind === 'hdr' ? 'color' : kind);\n rawReadFrameBuffer.bind(renderer, [texture]);\n return { data: readRgbaPixels(renderer.gl, renderWidth, renderHeight, kind === 'albedo' || kind === 'normal'), width: renderWidth, height: renderHeight };\n },\n dispose() {\n if (disposed) return; disposed = true;\n if (typeof document !== 'undefined') document.removeEventListener('visibilitychange', onVisibilityChange);\n\n aov.dispose();\n rayTracePass.releaseTarget(targetKey);\n rayTraceOutputPass.dispose();\n presentationTexture?.dispose(renderer.gl);\n denoisedTexture?.dispose(renderer.gl);\n }\n } satisfies TargetPipeline & DisplayParityTarget;\n}\n\n/** Independent render targets, without preview or presentation policy. */\nexport function makeWebGLRenderTargets(renderer: WebGLDevice): RenderPipeline {\n const rayTracePass = new WebGLRayTracePass(renderer);\n const scratch = new ScratchPool();\n return makeRenderPipeline(rayTracePass, () => makeWebGLAccumulationTarget(renderer, rayTracePass, scratch), true, scratch);\n}\n"]}
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+
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type {DisplayParityAccumulation, DisplayParityTarget} from './displayParityDiagnostics.js';\nimport {displayAovKind, DEFAULT_AOV_DISPLAY, type AovDisplayOptions} from './aovDisplay.js';\nimport {WebGLAov} from './WebGLAov.js';\nimport {aovMask} from './aov.js';\nimport {scheduleFrame} from '../util/frame.js';\nimport type {DenoiserHandle} from './denoiser.js';\nimport { WebGLScratchCopy } from './WebGLScratchCopy.js';\nimport { ScratchPool } from './ScratchPool.js';\nimport { makeRenderPipeline, type TraceSettings, type RenderPipeline } from './renderPipeline.js';\nimport type { TargetPipeline } from './accumulationTarget.js';\nimport { readRgbaPixels } from './WebGLReadback.js';\n// Portions adapted from ray-tracing-renderer@0.10.15\n// (https://github.com/hoverinc/ray-tracing-renderer).\n// Copyright (c) 2019 HOVER, MIT license; see LICENSES/RayTracingRenderer-MIT.txt.\n\nimport Camera from '../scene/Camera.js';\nimport type { ColorRGB } from '../types.js';\nimport { vec3 } from '../math.js';\nimport halton from './halton.js';\nimport { makeTileRender } from './TileRender.js';\nimport type {\n DisplayChannel,\n ToneMappingParams\n} from './RenderingPipeline.js';\nimport { constants, WebGLDevice, Texture2D } from './webgl.js';\nimport { WebGLFullQuadPass } from './WebGLFullQuadPass.js';\nimport WebGLRayTracePass from './WebGLRayTracePass.js';\nimport { WebGLRayTraceOutputPass } from './WebGLRayTraceOutputPass.js';\nimport WebGLBloomPass from './WebGLBloomPass.js';\nimport {\n composeFragment,\n outputFragment\n} from './glsl/webglPipeline.frag.js';\nimport { type JNLMDenoiser } from './jnlm.js';\nimport { WebGLJNLMDenoisePass } from './WebGLJNLMDenoiser.js';\n\n\n/**\n * WebGL 2.0 counterpart of WGPURenderingPipeline.\n *\n * The frame is encoded as a fixed pass sequence. Each pass owns explicit\n * textures/FBOs, so no compositor graph or node lifecycle participates here.\n */\nfunction makeWebGLAccumulationTarget(renderer: WebGLDevice, rayTracePass: WebGLRayTracePass, scratch: ScratchPool) {\n let sampleRenderedCallback = (\n _sampleCount: number,\n _isFirstFrame: boolean,\n _frameTime: number\n ) => { };\n let batchSamples = false;\n let offlineSamplesPerBatch = 0;\n let deferPostProcess = false;\n let sampleSequenceOffset = 0;\n const aov=new WebGLAov(renderer);\n let aovCamera: Camera | undefined;\n let displayTrace: string[] | undefined;\n let sampleCount = 0;\n let elapsedFrameTime = 32;\n let elapsedTileTime: number | undefined;\n let tileTimingGeneration = 0;\n let isFirstFrame = true;\n let renderFailed = false;\n let disposed = false;\n let renderWidth = 1;\n let renderHeight = 1;\n let screenWidth = 1;\n let screenHeight = 1;\n\n const targetKey = {};\n let execution: TraceSettings | undefined;\n\n let resolvedSamples = 0;\n let resolvedHasShadowCatcher = false;\n let presentationTexture: Texture2D | undefined;\n let presentationDenoised = false;\n\n let maxTimePerTile = 21;\n\n let bloomIntensity = 0;\n let bloomThreshold = 1;\n let bloomRadius = 0.6;\n let exposure = 1;\n let toneMappingMode = 0;\n let contrast = 1;\n let saturation = 1;\n let temperature = 0;\n let tint = 0;\n let vignette = 0;\n let output: DisplayChannel = 'final';\n let aovDisplayOptions: AovDisplayOptions = DEFAULT_AOV_DISPLAY;\n let pageLeaveTime = performance.now();\n let pageInvisibleTime = 0;\n const shadowCatcherColor = vec3.create();\n let shadowCatcherAlpha = 1;\n\n // Preview frames have a different resolution, bounce limit, and timing\n // target. Keep their measurements out of the full-resolution estimator so\n // returning from preview does not split a 4K sample into hundreds of tiles.\n const tileRender = makeTileRender(renderer.gl);\n tileRender.setDesiredMsPerTile(maxTimePerTile);\n\n const rayTraceOutputPass = new WebGLRayTraceOutputPass(renderer);\n let bloomPass: WebGLBloomPass | undefined;\n\n const composePass = scratch.get('composePass', () => new WebGLFullQuadPass<\n 'colorTex' | 'foregroundTex' | 'catcherBackgroundTex' | 'shadowCatcherTex' | 'bloomTex',\n 'color'\n >('compose', renderer, {\n shader: composeFragment,\n outputs: ['color'],\n outputParams: { color: { type: constants.UNSIGNED_BYTE } }\n }));\n composePass.setUniforms({\n exposure,\n shadowCatcherColor,\n shadowCatcherAlpha,\n shadowCatcherEnabled: 0,\n bloomIntensity: 0,\n toneMappingMode,\n contrast,\n saturation,\n temperature,\n tint,\n vignette,\n outputMode: 0,\n sRGBOutput: 1\n });\n\n const outputPass = scratch.get('outputPass', () => new WebGLFullQuadPass<\n 'colorTex' | 'colorDenoisedTex',\n 'color'\n >('output', renderer, { shader: outputFragment, outputs: ['color'] }));\n outputPass.setRenderToScreen();\n const copy = scratch.get('image copy', () => new WebGLScratchCopy(renderer));\n const rawReadFrameBuffer = copy.readFrameBuffer;\n\n // Built-in JNLM denoising. WebGL runs it synchronously inside the\n // post-process, between composition and output.\n let jnlmPass: WebGLJNLMDenoisePass | undefined;\n let pendingDenoiser: JNLMDenoiser | undefined;\n let denoisedTexture: Texture2D | undefined;\n let denoiseValid = false;\n // Keep the last denoised image visible while while-converging batches\n // accumulate (see RenderingPipeline.setPreserveDenoisedOutput).\n let preserveDenoisedOutput = false;\n\n function updateSeed(useJitter: boolean) {\n const sequenceSample = sampleCount + sampleSequenceOffset;\n const jitterX = useJitter ? halton(sequenceSample, 2) - 0.5 : 0;\n const jitterY = useJitter ? halton(sequenceSample, 3) - 0.5 : 0;\n rayTracePass.setJitter(jitterX / renderWidth, jitterY / renderHeight);\n }\n\n function traceSample(\n clear: boolean,\n tile: { x: number; y: number; width: number; height: number }\n ) {\n rayTracePass.setSampleCount(sampleCount + sampleSequenceOffset);\n rayTracePass.setSampleSequenceOffset(sampleSequenceOffset);\n updateSeed(true);\n if (rayTracePass.hasDispersion()) {\n if (execution?.dispersionWavelengths === 1) {\n // A positive channel enables stochastic hero-wavelength sampling in\n // the shader. Preview traces one random RGB channel per pixel.\n rayTracePass.setSpectralChannel(1);\n rayTracePass.createPass(clear, tile);\n } else {\n for (let channel = 1; channel <= 3; channel++) {\n rayTracePass.setSpectralChannel(channel);\n rayTracePass.createPass(clear && channel === 1, tile, channel > 1);\n }\n }\n } else {\n rayTracePass.setSpectralChannel(0);\n rayTracePass.createPass(clear, tile);\n }\n }\n\n function drawPostProcess(_forceNeedsDenoise = false, resolve = false) {\n if (resolve) { resolvedSamples = sampleCount; resolvedHasShadowCatcher = rayTracePass.hasShadowCatcher(); }\n const aovKind = displayAovKind(output);\n if (aovKind && sampleCount === 0) {\n if (!execution?.aovs?.includes(aovKind)) throw new Error(`AOV ${aovKind} is not enabled`);\n if (!aov.samples) return;\n presentationTexture = copy.copy(aov.visualize(aovKind,aovDisplayOptions), renderWidth, renderHeight, presentationTexture);\n presentationDenoised = false;\n return;\n }\n if (resolvedSamples === 0) return;\n if (resolve) {\n rayTraceOutputPass.setSampleCount(sampleCount);\n rayTraceOutputPass.createPass(rayTracePass);\n }\n\n composePass.setSize(renderWidth, renderHeight);\n composePass.setUniforms({ exposure, toneMappingMode, contrast, saturation, temperature, tint, vignette, shadowCatcherColor, shadowCatcherAlpha });\n const colorTexture = rayTraceOutputPass.getOutput('color');\n const bloomEnabled = bloomIntensity > 0;\n const samplesSkipped = sampleCount < 10 || sampleCount % 10 > 0;\n const bloomState = scratch.get('bloom state', () => ({ owner: undefined as object | undefined, settings: '', dispose() { } }));\n const bloomSettings = `${bloomThreshold}/${bloomRadius}`;\n const needsUpdateBloom = bloomEnabled && sampleCount >= 10 && (!samplesSkipped || bloomState.owner !== targetKey || bloomState.settings !== bloomSettings);\n let currentBloomIntensity = bloomIntensity;\n if (needsUpdateBloom) {\n bloomPass ||= scratch.get('bloom', () => new WebGLBloomPass(renderer));\n bloomPass.setSize(renderWidth, renderHeight);\n bloomState.owner = targetKey; bloomState.settings = bloomSettings;\n bloomPass.setBrightThreshold(bloomThreshold);\n bloomPass.setRadius(bloomRadius);\n displayTrace?.push('Bloom:SceneLinear');\n bloomPass.createPass(colorTexture);\n } else if (bloomEnabled && sampleCount < 10) {\n currentBloomIntensity = 0;\n }\n\n composePass.setUniforms({\n bloomIntensity: currentBloomIntensity,\n shadowCatcherEnabled: +resolvedHasShadowCatcher,\n outputMode: output === 'shadow' ? 1 : 0\n });\n displayTrace?.push('Compose:DisplayEncoded');\n composePass.createPass({\n colorTex: colorTexture,\n foregroundTex: rayTraceOutputPass.getOutput('foreground'),\n catcherBackgroundTex: rayTraceOutputPass.getOutput('catcherBackground'),\n shadowCatcherTex: rayTraceOutputPass.getOutput('shadowCatcher'),\n bloomTex:\n bloomEnabled && bloomPass\n ? bloomPass.getOutput()\n : renderer.emptyTexture\n });\n\n if (pendingDenoiser) {\n jnlmPass ??= scratch.get('jnlm', () => new WebGLJNLMDenoisePass(renderer));\n const filtered = jnlmPass.render({\n width: renderWidth,\n height: renderHeight,\n moments: rayTracePass.getOutput('moments'),\n catcherMoments: rayTracePass.hasShadowCatcher()\n ? rayTracePass.getOutput('catcherMoments')\n : undefined,\n color: composePass.getOutput('color'),\n albedo: rayTraceOutputPass.getOutput('albedo'),\n normal: rayTraceOutputPass.getOutput('normal'),\n shadowCatcher: rayTraceOutputPass.getOutput('shadowCatcher'),\n strength: pendingDenoiser.strength,\n shape: pendingDenoiser.shape\n }, displayTrace);\n denoisedTexture = copy.copy(filtered, renderWidth, renderHeight, denoisedTexture); denoiseValid = true;\n pendingDenoiser = undefined;\n }\n\n let displayTexture =\n (output === 'final' && denoiseValid && denoisedTexture) || composePass.getOutput('color');\n if (aovKind) {\n if (!execution?.aovs?.includes(aovKind)) throw new Error(`AOV ${aovKind} is not enabled`);\n displayTexture = aov.visualize(aovKind,aovDisplayOptions);\n } else if (output === 'normal' || output === 'albedo') {\n displayTrace?.push('AOV:Raw');\n displayTexture = rayTraceOutputPass.getOutput(output);\n } else if (output === 'shadowCatcher') {\n displayTrace?.push('AOV:Raw');\n displayTexture = rayTraceOutputPass.getOutput('shadowCatcher');\n }\n presentationTexture = copy.copy(displayTexture, renderWidth, renderHeight, presentationTexture);\n presentationDenoised = output === 'final' && denoiseValid && !!denoisedTexture;\n\n }\n\n function startRecordFrameTime(collectTileTiming: boolean) {\n const start = performance.now();\n const generation = tileTimingGeneration;\n const timedTileRender = tileRender;\n scheduleFrame(() => {\n elapsedFrameTime = Math.max(\n performance.now() - start - pageInvisibleTime,\n pageInvisibleTime > 0 ? 16 : 8\n );\n pageInvisibleTime = 0;\n if (\n generation === tileTimingGeneration &&\n timedTileRender === tileRender && !isFirstFrame\n ) {\n elapsedTileTime = collectTileTiming && renderer.isAllProgramCompiled()\n ? elapsedFrameTime : undefined;\n }\n });\n }\n\n function trace(camera: Camera, maxSamples: number) {\n if (rayTracePass.isInvalid() || renderFailed) return false;\n // Waiting for a shader is not an input change; see the WebGPU pipeline.\n if (!renderer.isAllProgramCompiled()) return true;\n\n rayTracePass.setCamera(camera);\n aovCamera=camera;\n if (!rayTracePass.preparePrograms()) return true;\n const resetAccumulation = isFirstFrame;\n if(resetAccumulation) aov.reset();\n if (execution?.aovs?.length && !rayTracePass.prepareAovs(aov,camera,renderWidth,renderHeight,execution.aovs)) return true;\n if (resetAccumulation) {\n tileTimingGeneration++;\n elapsedTileTime = undefined;\n rayTracePass.setCamera(camera);\n tileRender.reset();\n sampleCount = 0;\n isFirstFrame = false;\n }\n if (sampleCount >= maxSamples) {\n drawPostProcess(true);\n return false;\n }\n // New samples make the denoised image stale.\n if (!preserveDenoisedOutput || resetAccumulation) denoiseValid = false;\n\n // The first draw after an update lazily prepares scene data and shaders.\n // Keep its wall time for reporting, but not for estimating tile throughput.\n startRecordFrameTime(!resetAccumulation);\n const frameSampleCount = sampleCount;\n let tile = tileRender.nextTile(elapsedTileTime);\n if (offlineSamplesPerBatch > 0 && tile.isFirstTile && tile.isLastTile) {\n tile.samplesPerFrame = offlineSamplesPerBatch;\n } else if (\n !batchSamples ||\n !(tile.isFirstTile && tile.isLastTile)\n ) {\n tile.samplesPerFrame = 1;\n }\n\n try {\n for (let i = 0;i < tile.samplesPerFrame && sampleCount < maxSamples;i++) {\n traceSample(sampleCount === 0 && tile.isFirstTile, {\n x: tile.x,\n y: tile.y,\n width: tile.tileWidth,\n height: tile.tileHeight\n });\n if (tile.isLastTile) sampleCount++;\n }\n if(sampleCount!==frameSampleCount){\n if(execution?.aovs?.length) rayTracePass.renderAovs(aov,camera,renderWidth,renderHeight,Math.max(sampleCount,aov.samples),execution.aovSamples ?? 16,execution.aovs,sampleSequenceOffset);\n }\n if (sampleCount !== frameSampleCount && (!deferPostProcess || sampleCount >= maxSamples)) {\n drawPostProcess(sampleCount >= maxSamples, true);\n }\n } catch (error) {\n console.error(error);\n renderFailed = true;\n return false;\n }\n\n if (sampleCount !== frameSampleCount) {\n sampleRenderedCallback(\n sampleCount,\n frameSampleCount === 0,\n elapsedFrameTime\n );\n\n }\n return !renderer.isAllProgramCompiled();\n }\n\n function applyRenderResolution() {\n rayTracePass.useTarget(targetKey);\n const scale = 1;\n const nextWidth = Math.max(1, Math.round(screenWidth * scale));\n const nextHeight = Math.max(1, Math.round(screenHeight * scale));\n rayTracePass.setSize(nextWidth, nextHeight, screenWidth / screenHeight);\n if (nextWidth === renderWidth && nextHeight === renderHeight) return;\n renderWidth = nextWidth;\n renderHeight = nextHeight;\n tileRender.setSize(renderWidth, renderHeight);\n rayTraceOutputPass.setSize(renderWidth, renderHeight);\n composePass.setSize(renderWidth, renderHeight);\n bloomPass?.setSize(renderWidth, renderHeight);\n sampleCount = 0;\n resolvedSamples = 0;\n isFirstFrame = true;\n\n }\n\n function setSize(width: number, height: number) {\n width = Math.max(1, width);\n height = Math.max(1, height);\n if (width === screenWidth && height === screenHeight) return;\n screenWidth = width;\n screenHeight = height;\n\n outputPass.setSize(screenWidth, screenHeight);\n applyRenderResolution();\n sampleCount = 0;\n isFirstFrame = true;\n }\n\n function onVisibilityChange() {\n if (document.hidden) pageLeaveTime = performance.now();\n else pageInvisibleTime = performance.now() - pageLeaveTime;\n }\n if (typeof document !== 'undefined') document.addEventListener('visibilitychange', onVisibilityChange);\n\n function activate() {\n rayTracePass.useTarget(targetKey);\n rayTracePass.setSize(renderWidth, renderHeight, screenWidth / screenHeight);\n if (execution) {\n rayTracePass.setQuality(execution);\n rayTracePass.setClamping(execution.clamping);\n rayTracePass.setTransmissiveOutputAlphaMin(execution.transmissiveOutputAlphaMin);\n rayTracePass.setBevelSamples(execution.bevelSamples);\n rayTracePass.setSamplingPattern(execution.samplingPattern, execution.maxSamples);\n }\n }\n\n return {\n invalidateDenoisedOutput() { pendingDenoiser = undefined; denoiseValid = false; preserveDenoisedOutput = false; },\n synchronizeBackground() { },\n configure(settings: TraceSettings) {\n if(settings.aovs?.length && (!Number.isInteger(settings.aovSamples ?? 16) || (settings.aovSamples ?? 16)<1)) throw new RangeError('aovSamples must be a positive integer');\n const previousMask = aovMask(execution?.aovs ?? []), nextMask = aovMask(settings.aovs ?? []);\n if (previousMask !== nextMask || execution?.aovSamples !== settings.aovSamples) aov.samples = 0;\n execution = { ...settings, aovs: [...(settings.aovs ?? [])] };\n // A reduced preview set can retire the previously displayed AOV before\n // Display applies its next channel after tracing.\n const displayedAov = displayAovKind(output);\n if (displayedAov && !settings.aovs?.includes(displayedAov)) output = 'final';\n if(previousMask && !nextMask){aov.dispose();aov.history.clear();aov.width=aov.height=0;aov.reset();}\n maxTimePerTile = Math.max(1, settings.timeBudgetMs);\n batchSamples = settings.batchSamples;\n tileRender.setDesiredMsPerTile(maxTimePerTile);\n tileRender.setMaxTiles(settings.maxTiles);\n },\n activate,\n canCompleteSampleWithin(timeBudgetMs: number) { return elapsedFrameTime <= timeBudgetMs; },\n getOutputTexture() { return undefined; },\n applyPostProcesses() {},\n get presentationComplete() { return !!presentationTexture; },\n get presentationDenoised() { return presentationDenoised; },\n present() {\n if (!presentationTexture) return;\n {\n\n outputPass.setSize(renderer.canvas.width, renderer.canvas.height);\n }\n outputPass.setUniform('denoisedPercent', 0);\n outputPass.createPass({ colorTex: presentationTexture, colorDenoisedTex: presentationTexture });\n },\n getMemory() {\n return {\n width: renderWidth, height: renderHeight,\n bytes: aov.bytes + rayTracePass.getTargetMemoryBytes(targetKey)\n + rayTraceOutputPass.getMemoryBytes() + (presentationTexture?.getMemoryBytes() ?? 0) + (denoisedTexture?.getMemoryBytes() ?? 0)\n };\n },\n isFirstFrame: () => isFirstFrame,\n restartSamples(_preserveTemporalHistory = false) {\n aov.reset();\n tileRender.reset();\n isFirstFrame = true;\n sampleCount = 0;\n denoiseValid = false;\n preserveDenoisedOutput = false;\n },\n /** Denoises the current image. WebGL only supports the built-in JNLM filter. */\n performDenoise(filter: DenoiserHandle): Promise<boolean> {\n if (filter.kind !== 'jnlm') {\n return Promise.reject(new Error('This denoiser requires WebGPU.'));\n }\n if (isFirstFrame || sampleCount < 1) return Promise.resolve(false);\n if (output !== 'final' && output !== 'shadow') return Promise.resolve(true);\n pendingDenoiser = filter.denoiser;\n drawPostProcess(true);\n return Promise.resolve(true);\n },\n cancelDenoise() {\n pendingDenoiser = undefined;\n },\n setPreserveDenoisedOutput(preserve: boolean) {\n preserveDenoisedOutput = preserve;\n },\n trace,\n drawPostProcess: () => drawPostProcess(true),\n setSize,\n setToneMappingParams(params: ToneMappingParams) {\n const nextExposure = params.exposure ?? 1;\n const nextToneMappingMode = {\n agx: 0,\n aces: 1,\n cineon: 2,\n reinhard: 3,\n linear: 4\n }[params.toneMapping ?? 'agx'] ?? 0;\n const nextContrast = params.contrast ?? 1;\n const nextSaturation = params.saturation ?? 1;\n const nextTemperature = params.temperature ?? 0;\n const nextTint = params.tint ?? 0;\n const nextVignette = params.vignette ?? 0;\n if (\n nextExposure === exposure &&\n nextToneMappingMode === toneMappingMode &&\n nextContrast === contrast &&\n nextSaturation === saturation &&\n nextTemperature === temperature &&\n nextTint === tint &&\n nextVignette === vignette\n ) return false;\n exposure = nextExposure;\n toneMappingMode = nextToneMappingMode;\n contrast = nextContrast;\n saturation = nextSaturation;\n temperature = nextTemperature;\n tint = nextTint;\n vignette = nextVignette;\n composePass.setUniforms({\n exposure,\n toneMappingMode,\n contrast,\n saturation,\n temperature,\n tint,\n vignette\n });\n return true;\n },\n setOfflineRenderOptions(options) {\n offlineSamplesPerBatch = Math.max(0, Math.round(options.samplesPerBatch));\n deferPostProcess = options.deferPostProcess;\n sampleSequenceOffset = Math.max(\n 0,\n Math.round(options.sampleSequenceOffset)\n );\n },\n setVarianceMoments(_enabled: boolean) { },\n setAdaptiveSamplingTargets(_targets) { },\n async prepareOfflineAdaptiveSampling(_options) {\n return undefined;\n },\n getTotalSamplesRendered: () => sampleCount,\n /** @internal */\n _displayParity() {\n return {\n record(trace?: string[]) { displayTrace = trace; },\n load(input: DisplayParityAccumulation) {\n setSize(input.width, input.height);\n denoiseValid = false; pendingDenoiser = undefined;\n const texture = (data: Float32Array) => {\n const t = new Texture2D({width: input.width, height: input.height,\n source: {data, width: input.width, height: input.height}, type: constants.FLOAT,\n minFilter: constants.NEAREST, magFilter: constants.NEAREST});\n return t;\n };\n const shadow = Float32Array.from({length: input.width * input.height * 4}, (_, i) =>\n i % 4 === 3 ? input.moments[Math.floor(i / 4) * 4 + 2] : input.shadow[Math.floor(i / 4) * 8 + i % 4]);\n const background = Float32Array.from(shadow, (_, i) => input.shadow[Math.floor(i / 4) * 8 + 4 + i % 4]);\n const inputs = {color: texture(input.color), albedo: texture(input.albedo), normal: texture(input.normal),\n moments: texture(Float32Array.from(input.moments, (v, i) => i % 4 === 2 ? input.samples : v)),\n shadowCatcher: texture(shadow), catcherBackground: texture(background), catcherMoments: texture(input.moments)};\n rayTracePass._loadDiagnosticAccumulation(inputs, input.catcher);\n sampleCount = resolvedSamples = input.samples;\n resolvedHasShadowCatcher = input.catcher; isFirstFrame = false;\n rayTraceOutputPass.setSize(renderWidth, renderHeight);\n rayTraceOutputPass.setSampleCount(sampleCount);\n rayTraceOutputPass.createPass(rayTracePass);\n }\n };\n },\n getDiagnostics: () => ({ ...rayTracePass.getDiagnostics(), shaderCompilation: renderer.getShaderCompilationDiagnostics() }),\n flushDiagnostics: async () => { },\n setShadowCatcherParams(color: ColorRGB, alpha: number) {\n const changed =\n color[0] !== shadowCatcherColor[0] ||\n color[1] !== shadowCatcherColor[1] ||\n color[2] !== shadowCatcherColor[2] ||\n alpha !== shadowCatcherAlpha;\n if (changed) {\n vec3.copy(shadowCatcherColor, color);\n shadowCatcherAlpha = alpha;\n composePass.setUniform('shadowCatcherColor', color);\n composePass.setUniform('shadowCatcherAlpha', alpha);\n }\n return changed;\n },\n setBloomParams({ intensity, threshold, radius }) {\n const changed =\n intensity !== bloomIntensity ||\n threshold !== bloomThreshold ||\n radius !== bloomRadius;\n bloomIntensity = intensity;\n bloomThreshold = threshold;\n bloomRadius = radius;\n return changed;\n },\n setOnSampleRendered(cb) {\n sampleRenderedCallback = cb;\n },\n\n setAovDisplayOptions(options: AovDisplayOptions) { aovDisplayOptions={...options,depthRange:[...options.depthRange]}; },\n setOutput(nextOutput: DisplayChannel) {\n if (output === nextOutput) return false;\n output = nextOutput;\n return true;\n },\n async readPresentation() {\n if (!presentationTexture) throw new Error('Render has no complete image.');\n rawReadFrameBuffer.bind(renderer, [presentationTexture]);\n const width = presentationTexture.width, height = presentationTexture.height;\n return { width, height, data: readRgbaPixels(renderer.gl, width, height, presentationTexture.isByteEncoded) };\n },\n aovReady(kind) { return !!execution?.aovs?.includes(kind) && aov.samples > 0; },\n getAovSamples() { return aov.samples; },\n restartAovs() { aov.reset(); },\n refineAovs(camera, samples = sampleCount) {\n if (samples < 1 || !execution?.aovs?.length) return true;\n rayTracePass.setCamera(camera); aovCamera = camera;\n return rayTracePass.renderAovs(aov,camera,renderWidth,renderHeight,samples,execution.aovSamples ?? 16,execution.aovs,sampleSequenceOffset);\n },\n async readAov(kind) {\n if(!execution?.aovs?.includes(kind) || !aovCamera || (sampleCount<1 && aov.samples<1)) throw new Error('AOV output is not ready');\n rayTracePass.setCamera(aovCamera);\n while (!rayTracePass.renderAovs(aov,aovCamera,renderWidth,renderHeight,Math.max(sampleCount,aov.samples),execution.aovSamples ?? 16,execution.aovs,sampleSequenceOffset)) {\n if (disposed || renderer.gl.isContextLost()) throw new Error('AOV compilation was interrupted');\n await new Promise<void>(resolve => scheduleFrame(() => resolve()));\n }\n return aov.read(kind);\n },\n async readOutput(kind) {\n if (kind === 'denoised' && (!denoisedTexture || !denoiseValid)) kind = 'hdr';\n const texture = kind === 'denoised' ? denoisedTexture! : rayTraceOutputPass.getOutput(kind === 'hdr' ? 'color' : kind);\n rawReadFrameBuffer.bind(renderer, [texture]);\n return { data: readRgbaPixels(renderer.gl, renderWidth, renderHeight, kind === 'albedo' || kind === 'normal'), width: renderWidth, height: renderHeight };\n },\n dispose() {\n if (disposed) return; disposed = true;\n if (typeof document !== 'undefined') document.removeEventListener('visibilitychange', onVisibilityChange);\n\n aov.dispose();\n rayTracePass.releaseTarget(targetKey);\n rayTraceOutputPass.dispose();\n presentationTexture?.dispose(renderer.gl);\n denoisedTexture?.dispose(renderer.gl);\n }\n } satisfies TargetPipeline & DisplayParityTarget;\n}\n\n/** Independent render targets, without preview or presentation policy. */\nexport function makeWebGLRenderTargets(renderer: WebGLDevice): RenderPipeline {\n const rayTracePass = new WebGLRayTracePass(renderer);\n const scratch = new ScratchPool();\n return makeRenderPipeline(rayTracePass, () => makeWebGLAccumulationTarget(renderer, rayTracePass, scratch), true, scratch);\n}\n"]}
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@@ -41,23 +41,23 @@ uniform float uTurbidity;
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uniform vec3 uAlbedo;
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float bj(float r, float mu, float radius) { return (radius - r) * (radius + r) + r * r * mu * mu; }
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bool mV(float r, float mu) { return mu < 0.0 && bj(r, mu, R_GROUND) >= 0.0; }
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float kT(float r, float mu) { return max(-r * mu - sqrt(max(bj(r, mu, R_GROUND), 0.0)), 0.0); }
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float iS(float r, float mu) { return max(-r * mu + sqrt(max(bj(r, mu, R_TOP), 0.0)), 0.0); }
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vec3 oo(float r) {
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return vec3(exp(-h / 8.0), exp(-h / 1.2) * uTurbidity, max(0.0, 1.0 - abs(h - 25.0) / 15.0));
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vec3 extinction(vec3 d) { return RAYLEIGH * d.x + MIE_EXTINCTION * d.y + OZONE * d.z; }
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float mB(float x) { return x * x * (R_TOP - R_GROUND); }
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vec3 eR(sampler2D table, vec2 p) {
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ivec2 i = min(ivec2(floor(q)), max(size - 2, ivec2(0)));
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@@ -75,12 +75,12 @@ uniform bool uFull;
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uniform vec3 uSkyIrradiance;
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vec3 fv(float r, float mu) {
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return eR(uTransmittance, vec2((clamp(mu, -1.0, 1.0) + 1.0) * 0.5 * float(T_SIZE.x - 1),
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float mI(float nu) {
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return 3.0 / (8.0 * PI) * ((1.0 - g2) * (1.0 + nu * nu)) / ((2.0 + g2) * pow(1.0 + g2 - 2.0 * MIE_G * nu, 1.5));
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}
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@@ -90,14 +90,14 @@ return 3.0 / (8.0 * PI) * ((1.0 - g2) * (1.0 + nu * nu)) / ((2.0 + g2) * pow(1.0
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void
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+
void vG(vec3 origin, vec3 dir, int steps, out vec3 radiance, out vec3 throughput) {
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float r = length(origin);
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float mu = dot(origin, dir) / r;
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bool ground =
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float len = ground ?
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bool ground = mV(r, mu);
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float len = ground ? kT(r, mu) : iS(r, mu);
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float nu = dot(dir, uSun);
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float
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float
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float ja = uFull ? 3.0 / (16.0 * PI) * (1.0 + nu * nu) : 1.0 / (4.0 * PI);
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float sh = uFull ? mI(nu) : 1.0 / (4.0 * PI);
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radiance = vec3(0.0);
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throughput = vec3(0.0);
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vec3 view = vec3(1.0);
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@@ -110,29 +110,29 @@ float dt = next - previous;
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vec3 p = origin + dir * (0.5 * (previous + next));
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previous = next;
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float pr = length(p);
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vec3 d =
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vec3 d = oo(pr);
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vec3
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float
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vec3 vk = fv(pr, dot(p, uSun) / pr);
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vec3 np = RAYLEIGH * d.x;
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float nl = MIE_SCATTERING * d.y;
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vec3 ms = vec3(0.0);
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float x =
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ms =
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float x = hy(pr - R_GROUND) * float(MS_ALTITUDES - 1);
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ms = eR(uMultiple, vec2(x, 0.0));
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vec3
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vec3 segment = exp(-e * dt);
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throughput += view * (
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view *=
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view *= segment;
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float
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vec3 irradiance =
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float tD = dot(p, uSun) / pr;
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vec3 irradiance = fv(pr, tD) * max(tD, 0.0) + uSkyIrradiance;
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@@ -141,43 +141,43 @@ const TRANSMITTANCE = COMMON + /* glsl */ `
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void main() {
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ivec2 p = ivec2(gl_FragCoord.xy);
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float mu = float(p.x) / float(T_SIZE.x - 1) * 2.0 - 1.0;
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float r = R_GROUND +
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if (
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float len =
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float r = R_GROUND + mB(float(p.y) / float(T_SIZE.y - 1));
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if (mV(r, mu)) { color = vec4(0.0, 0.0, 0.0, 1.0); return; }
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float len = iS(r, mu);
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vec3 depth = vec3(0.0);
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const int STEPS = 48;
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for (int i = 0; i < STEPS; i++) {
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float t = (float(i) + 0.5) / float(STEPS) * len;
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depth += extinction(
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+
depth += extinction(oo(sqrt(t * t + 2.0 * r * mu * t + r * r))) * (len / float(STEPS));
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}
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color = vec4(exp(-depth), 1.0);
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}
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`;
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const MULTIPLE = COMMON + ATMOSPHERE + /* glsl */ `
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void main() {
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float r = R_GROUND +
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+
float r = R_GROUND + mB(floor(gl_FragCoord.x) / float(MS_ALTITUDES - 1));
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const int DIRECTIONS = 64;
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vec3 second = vec3(0.0),
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|
+
vec3 second = vec3(0.0), qC = vec3(0.0);
|
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|
for (int i = 0; i < DIRECTIONS; i++) {
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|
float mu = 1.0 - 2.0 * (float(i) + 0.5) / float(DIRECTIONS);
|
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|
float phi = float(i) * PI * (3.0 - sqrt(5.0));
|
|
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|
float s = sqrt(1.0 - mu * mu);
|
|
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|
vec3 radiance, throughput;
|
|
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|
-
|
|
167
|
+
vG(vec3(0.0, r, 0.0), vec3(s * cos(phi), mu, s * sin(phi)), 20, radiance, throughput);
|
|
168
168
|
second += radiance / float(DIRECTIONS);
|
|
169
|
-
|
|
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|
+
qC += throughput / float(DIRECTIONS);
|
|
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170
|
}
|
|
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|
-
color = vec4(second / (1.0 -
|
|
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|
+
color = vec4(second / (1.0 - qC), 1.0);
|
|
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172
|
}
|
|
173
173
|
`;
|
|
174
174
|
// Elevation rows are spaced by the square root so the horizon gets most of them.
|
|
175
175
|
const ELEVATION_MAPPING = /* glsl */ `
|
|
176
|
-
float
|
|
176
|
+
float qd(float row) {
|
|
177
177
|
float x = row / float(SV_SIZE.y - 1) * 2.0 - 1.0;
|
|
178
178
|
return sign(x) * x * x * (PI / 2.0);
|
|
179
179
|
}
|
|
180
|
-
float
|
|
180
|
+
float hL(float e) {
|
|
181
181
|
float x = sign(e) * sqrt(abs(e) / (PI / 2.0));
|
|
182
182
|
return clamp((x + 1.0) * 0.5, 0.0, 1.0) * float(SV_SIZE.y - 1);
|
|
183
183
|
}
|
|
@@ -185,10 +185,10 @@ return clamp((x + 1.0) * 0.5, 0.0, 1.0) * float(SV_SIZE.y - 1);
|
|
|
185
185
|
const SKY_VIEW = COMMON + ATMOSPHERE + ELEVATION_MAPPING + /* glsl */ `
|
|
186
186
|
void main() {
|
|
187
187
|
ivec2 p = ivec2(gl_FragCoord.xy);
|
|
188
|
-
float e =
|
|
188
|
+
float e = qd(float(p.y));
|
|
189
189
|
float phi = float(p.x) / float(SV_SIZE.x - 1) * PI;
|
|
190
190
|
vec3 radiance, throughput;
|
|
191
|
-
|
|
191
|
+
vG(vec3(0.0, R_GROUND + CAMERA_ALTITUDE, 0.0), vec3(cos(e) * cos(phi), sin(e), cos(e) * sin(phi)), 40, radiance, throughput);
|
|
192
192
|
color = vec4(radiance, 1.0);
|
|
193
193
|
}
|
|
194
194
|
`;
|
|
@@ -205,19 +205,19 @@ float e = (float(i) + 0.5) / float(ROWS) * (PI / 2.0);
|
|
|
205
205
|
float weight = 2.0 * sin(e) * cos(e) * (PI / 2.0 / float(ROWS)) * (PI / float(COLUMNS));
|
|
206
206
|
for (int j = 0; j < COLUMNS; j++) {
|
|
207
207
|
float phi = (float(j) + 0.5) / float(COLUMNS) * PI;
|
|
208
|
-
sky +=
|
|
208
|
+
sky += eR(uSkyView, vec2(phi / PI * float(SV_SIZE.x - 1), hL(e))) * weight;
|
|
209
209
|
}
|
|
210
210
|
}
|
|
211
211
|
if (int(gl_FragCoord.x) == 0) { color = vec4(sky, 1.0); return; }
|
|
212
212
|
float r = R_GROUND + CAMERA_ALTITUDE;
|
|
213
|
-
vec3
|
|
214
|
-
vec3
|
|
215
|
-
float horizontal = dot(sky,
|
|
213
|
+
vec3 vk = eR(uTransmittance, vec2((uSun.y + 1.0) * 0.5 * float(T_SIZE.x - 1), hy(CAMERA_ALTITUDE) * float(T_SIZE.y - 1)));
|
|
214
|
+
vec3 xE = vec3(0.2126, 0.7152, 0.0722);
|
|
215
|
+
float horizontal = dot(sky, xE) + dot(vk, xE) * max(uSun.y, 0.0);
|
|
216
216
|
|
|
217
217
|
|
|
218
218
|
const float REFERENCE = ${REFERENCE_ILLUMINANCE};
|
|
219
219
|
float scale = ${ILLUMINANCE} / sqrt(max(horizontal, REFERENCE * 1e-3) * REFERENCE);
|
|
220
|
-
color = vec4(
|
|
220
|
+
color = vec4(vk, scale);
|
|
221
221
|
}
|
|
222
222
|
`;
|
|
223
223
|
const MAP = COMMON + ELEVATION_MAPPING + /* glsl */ `
|
|
@@ -229,35 +229,35 @@ uniform vec3 uSunWorld;
|
|
|
229
229
|
uniform float uSunRadius;
|
|
230
230
|
|
|
231
231
|
|
|
232
|
-
vec3
|
|
233
|
-
float theta =
|
|
234
|
-
float phi =
|
|
232
|
+
vec3 gU(vec2 cR) {
|
|
233
|
+
float theta = cR.y / uSize.y * PI;
|
|
234
|
+
float phi = cR.x / uSize.x * 2.0 * PI;
|
|
235
235
|
return vec3(-sin(theta) * cos(phi), cos(theta), -sin(theta) * sin(phi));
|
|
236
236
|
}
|
|
237
237
|
|
|
238
238
|
void main() {
|
|
239
|
-
vec3 dir =
|
|
240
|
-
float
|
|
241
|
-
|
|
239
|
+
vec3 dir = gU(gl_FragCoord.xy);
|
|
240
|
+
float dU = abs(atan(dir.z, dir.x) - uAzimuth);
|
|
241
|
+
dU = min(mod(dU, 2.0 * PI), 2.0 * PI - mod(dU, 2.0 * PI));
|
|
242
242
|
float e = asin(clamp(dir.y, -1.0, 1.0));
|
|
243
|
-
vec3 radiance =
|
|
243
|
+
vec3 radiance = eR(uSkyView, vec2(dU / PI * float(SV_SIZE.x - 1), hL(e)));
|
|
244
244
|
vec4 sun = texelFetch(uIrradiance, ivec2(1, 0), 0);
|
|
245
245
|
|
|
246
246
|
|
|
247
|
-
float
|
|
248
|
-
if (acos(clamp(dot(dir, uSunWorld), -1.0, 1.0)) < uSunRadius + 3.0 *
|
|
247
|
+
float rM = PI / uSize.y;
|
|
248
|
+
if (acos(clamp(dot(dir, uSunWorld), -1.0, 1.0)) < uSunRadius + 3.0 * rM / max(sqrt(1.0 - dir.y * dir.y), 0.05)) {
|
|
249
249
|
const int N = 6;
|
|
250
250
|
const float LIMB = 0.6;
|
|
251
251
|
float coverage = 0.0;
|
|
252
252
|
for (int y = 0; y < N; y++) for (int x = 0; x < N; x++) {
|
|
253
|
-
vec3 d =
|
|
253
|
+
vec3 d = gU(gl_FragCoord.xy - 0.5 + (vec2(x, y) + 0.5) / float(N));
|
|
254
254
|
|
|
255
255
|
float angle = 2.0 * asin(min(length(d - uSunWorld) * 0.5, 1.0));
|
|
256
256
|
float t = angle / uSunRadius;
|
|
257
257
|
if (t < 1.0) coverage += 1.0 - LIMB * (1.0 - sqrt(1.0 - t * t));
|
|
258
258
|
}
|
|
259
|
-
float
|
|
260
|
-
radiance += coverage / float(N * N) / (
|
|
259
|
+
float rK = 2.0 * PI * (1.0 - cos(uSunRadius));
|
|
260
|
+
radiance += coverage / float(N * N) / (rK * (1.0 - LIMB / 3.0)) * sun.rgb;
|
|
261
261
|
}
|
|
262
262
|
color = vec4(radiance * sun.a, 1.0);
|
|
263
263
|
}
|
|
@@ -14,7 +14,8 @@ export interface TargetPipeline extends RenderPasses {
|
|
|
14
14
|
setRealtimeBatchBudget?(milliseconds: number): void;
|
|
15
15
|
setRealtimeDeferPostProcess?(defer: boolean): void;
|
|
16
16
|
getRealtimeSampleTime?(): number | undefined;
|
|
17
|
-
|
|
17
|
+
getRealtimeTileTime?(): number | undefined;
|
|
18
|
+
whenTraceAvailable?(): Promise<boolean>;
|
|
18
19
|
present(): void;
|
|
19
20
|
readPresentation(): Promise<{
|
|
20
21
|
width: number;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"accumulationTarget.js","sourceRoot":"","sources":["../../src/renderer/accumulationTarget.ts"],"names":[],"mappings":"","sourcesContent":["import type { Scene } from '../scene/Scene.js';\nimport type { TraceSettings } from './renderPipeline.js';\nimport type { RenderPasses } from './RenderingPipeline.js';\n\n/** Backend-owned execution and outputs of one resident accumulation. */\nexport interface TargetPipeline extends RenderPasses {\n activate(): void;\n invalidateDenoisedOutput(): void;\n /** Refreshes backend timing after structural scene changes; optional without GPU timestamps. */\n invalidateTiming?(): void;\n configure(settings: TraceSettings): void;\n synchronizeBackground(background: Scene['background']): void;\n canCompleteSampleWithin(timeBudgetMs: number): boolean;\n /** Optional WebGPU throughput controls; do not alter the tile budget. */\n setRealtimeBatchBudget?(milliseconds: number): void;\n setRealtimeDeferPostProcess?(defer: boolean): void;\n getRealtimeSampleTime?(): number | undefined;\n whenTraceAvailable?(): Promise<
|
|
1
|
+
{"version":3,"file":"accumulationTarget.js","sourceRoot":"","sources":["../../src/renderer/accumulationTarget.ts"],"names":[],"mappings":"","sourcesContent":["import type { Scene } from '../scene/Scene.js';\nimport type { TraceSettings } from './renderPipeline.js';\nimport type { RenderPasses } from './RenderingPipeline.js';\n\n/** Backend-owned execution and outputs of one resident accumulation. */\nexport interface TargetPipeline extends RenderPasses {\n activate(): void;\n invalidateDenoisedOutput(): void;\n /** Refreshes backend timing after structural scene changes; optional without GPU timestamps. */\n invalidateTiming?(): void;\n configure(settings: TraceSettings): void;\n synchronizeBackground(background: Scene['background']): void;\n canCompleteSampleWithin(timeBudgetMs: number): boolean;\n /** Optional WebGPU throughput controls; do not alter the tile budget. */\n setRealtimeBatchBudget?(milliseconds: number): void;\n setRealtimeDeferPostProcess?(defer: boolean): void;\n getRealtimeSampleTime?(): number | undefined;\n getRealtimeTileTime?(): number | undefined;\n whenTraceAvailable?(): Promise<boolean>;\n present(): void;\n readPresentation(): Promise<{width: number; height: number; data: Float32Array}>;\n readonly presentationComplete: boolean;\n readonly presentationDenoised: boolean;\n getMemory(): {width: number; height: number; bytes: number};\n}\n"]}
|
|
@@ -0,0 +1,31 @@
|
|
|
1
|
+
interface CausticDiagnostics {
|
|
2
|
+
debugGroup: number;
|
|
3
|
+
photonAlpha?: number;
|
|
4
|
+
photonRadiusScaling?: import('./wgsl/photonMap.compute.js').PhotonRadiusScaling;
|
|
5
|
+
/** Fixed progressive batch for isolated query counters. */
|
|
6
|
+
photonDebugBatch?: number;
|
|
7
|
+
photonBudgetBytes?: number;
|
|
8
|
+
photonScreenRadius?: boolean;
|
|
9
|
+
/** Internal photon density comparison; public defaults stay fixed. */
|
|
10
|
+
photonCountDivisor?: number;
|
|
11
|
+
/** Internal direct-receiver A/B override; false restores the original PM shader. */
|
|
12
|
+
photonDirectSubset?: boolean;
|
|
13
|
+
/** Scale experiments; off by default and excluded from public settings. */
|
|
14
|
+
photonPerCasterRadius?: boolean;
|
|
15
|
+
causticViewImportance?: boolean;
|
|
16
|
+
photonDeepScreenPixels?: number;
|
|
17
|
+
photonSkipQuery?: boolean;
|
|
18
|
+
photonSkipVisible?: boolean;
|
|
19
|
+
photonMaxDepth?: number;
|
|
20
|
+
fullEmissionRandom?: boolean;
|
|
21
|
+
aggregateCasters?: boolean;
|
|
22
|
+
capturePhotons?: boolean;
|
|
23
|
+
photonBatch?: {
|
|
24
|
+
device: GPUDevice;
|
|
25
|
+
data: GPUTexture;
|
|
26
|
+
emitted: number;
|
|
27
|
+
packed?: boolean;
|
|
28
|
+
};
|
|
29
|
+
}
|
|
30
|
+
export declare const causticDiagnostics: CausticDiagnostics;
|
|
31
|
+
export {};
|
|
@@ -0,0 +1,5 @@
|
|
|
1
|
+
/** Internal shader instrumentation. A nonnegative group replaces beauty RGB with three transport counters. */
|
|
2
|
+
const diagnosticsKey = Symbol.for('mutracer.internal.causticDiagnostics');
|
|
3
|
+
const diagnosticsScope = globalThis;
|
|
4
|
+
export const causticDiagnostics = diagnosticsScope[diagnosticsKey] ??= ({ debugGroup: -1 });
|
|
5
|
+
//# sourceMappingURL=causticDiagnostics.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"causticDiagnostics.js","sourceRoot":"","sources":["../../src/renderer/causticDiagnostics.ts"],"names":[],"mappings":"AAAA,8GAA8G;AAC9G,MAAM,cAAc,GAAC,MAAM,CAAC,GAAG,CAAC,sCAAsC,CAAC,CAAC;AAyBxE,MAAM,gBAAgB,GAAC,UAA6E,CAAC;AACrG,MAAM,CAAC,MAAM,kBAAkB,GAAC,gBAAgB,CAAC,cAAc,CAAC,KAAG,CAAE,EAAC,UAAU,EAAC,CAAC,CAAC,EAAC,CAAE,CAAC","sourcesContent":["/** Internal shader instrumentation. A nonnegative group replaces beauty RGB with three transport counters. */\nconst diagnosticsKey=Symbol.for('mutracer.internal.causticDiagnostics');\ninterface CausticDiagnostics {\n debugGroup:number;\n photonAlpha?:number;\n photonRadiusScaling?: import('./wgsl/photonMap.compute.js').PhotonRadiusScaling;\n /** Fixed progressive batch for isolated query counters. */\n photonDebugBatch?:number;\n photonBudgetBytes?:number;\n photonScreenRadius?:boolean;\n /** Internal photon density comparison; public defaults stay fixed. */\n photonCountDivisor?:number;\n /** Internal direct-receiver A/B override; false restores the original PM shader. */\n photonDirectSubset?:boolean;\n /** Scale experiments; off by default and excluded from public settings. */\n photonPerCasterRadius?:boolean;\n causticViewImportance?:boolean;\n photonDeepScreenPixels?:number;\n photonSkipQuery?:boolean;\n photonSkipVisible?:boolean;\n photonMaxDepth?:number;\n fullEmissionRandom?:boolean;\n aggregateCasters?:boolean;\n capturePhotons?:boolean;\n photonBatch?:{device:GPUDevice;data:GPUTexture;emitted:number;packed?:boolean};\n}\nconst diagnosticsScope=globalThis as typeof globalThis & Record<symbol,CausticDiagnostics|undefined>;\nexport const causticDiagnostics=diagnosticsScope[diagnosticsKey]??=( {debugGroup:-1} );\n"]}
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1
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import type { AnalyticLightState } from '../scene/lightState.js';
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2
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import { type EmissiveTriangle } from './lightSampling.js';
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3
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/** Emitted flux, independent of the NEE selection heuristic. */
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4
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export declare function causticEmissionPower(light: AnalyticLightState, radius?: number): number;
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5
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/** Two texels per alias choice: probability/alias/type/index, then its PMF. */
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6
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export declare function causticEmissionTable(lights: readonly AnalyticLightState[], triangles: readonly EmissiveTriangle[], radius?: number, environmentPower?: number): {
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7
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data: Float32Array<ArrayBuffer>;
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8
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count: number;
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9
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totalPower: number;
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};
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@@ -0,0 +1,40 @@
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1
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import { buildLightAliasTable, colorLuminance, estimateAnalyticLightPower } from './lightSampling.js';
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2
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import { getSpotLightArea, getSpotLightRadiance } from './lightsData.js';
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3
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/** Emitted flux, independent of the NEE selection heuristic. */
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4
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+
export function causticEmissionPower(light, radius = 1) {
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5
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if (light.type === 'DirectionalLight')
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6
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return colorLuminance(light.color) * light.intensity * Math.PI * radius * radius;
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7
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+
if (light.type === 'RectLight')
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8
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return estimateAnalyticLightPower(light) * (light.spread <= .001 ? 1 / Math.PI : Math.sin(Math.PI * .5 * light.spread) ** 2);
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9
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if (light.type !== 'SpotLight')
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10
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return estimateAnalyticLightPower(light);
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11
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const outer = Math.cos(light.outerAngle * Math.PI / 180), inner = Math.cos(Math.min(light.innerAngle, light.outerAngle) * Math.PI / 180);
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12
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const rows = 128, columns = 128;
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13
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+
let integral = 0;
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14
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+
for (let y = 0; y < rows; y++)
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15
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for (let x = 0; x < columns; x++) {
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16
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const cosine = 1 - (1 - outer) * (y + .5) / rows;
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17
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const t = inner > outer ? Math.min(1, Math.max(0, (cosine - outer) / (inner - outer))) : 1;
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18
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const ies = light.iesProfile?.sampleBaked(Math.acos(cosine), 2 * Math.PI * (x + .5) / columns - Math.PI) ?? 1;
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19
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+
integral += t * t * (3 - 2 * t) * ies;
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20
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+
}
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21
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+
integral *= 2 * Math.PI * (1 - outer) / (rows * columns);
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22
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// A sphere projects to one quarter of its surface area in any direction.
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23
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+
const intensity = colorLuminance(light.color) * (light.radius === 0 ? light.intensity : getSpotLightRadiance(light) * getSpotLightArea(light) / 4);
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24
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return intensity * integral;
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25
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+
}
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26
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/** Two texels per alias choice: probability/alias/type/index, then its PMF. */
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27
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+
export function causticEmissionTable(lights, triangles, radius = 1, environmentPower = 0) {
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28
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+
const entries = lights.map((light, sourceIndex) => ({ sourceType: 2, sourceIndex, weight: causticEmissionPower(light, radius) }));
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29
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+
triangles.forEach((triangle, sourceIndex) => entries.push({ sourceType: 3, sourceIndex, weight: Math.PI * triangle.area * triangle.samplingLuminance }));
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30
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if (environmentPower > 0)
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31
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+
entries.push({ sourceType: 1, sourceIndex: 0, weight: environmentPower * Math.PI * radius * radius });
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32
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+
const distribution = buildLightAliasTable(entries), count = distribution.pmfs.length;
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33
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+
const data = new Float32Array(count * 8), words = new Uint32Array(data.buffer);
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34
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+
for (let i = 0; i < count; i++) {
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35
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+
words.set(distribution.choices.subarray(i * 4, i * 4 + 4), i * 8);
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36
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+
data[i * 8 + 4] = distribution.pmfs[i];
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37
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+
}
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38
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+
return { data, count, totalPower: distribution.totalWeight };
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39
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+
}
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40
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+
//# sourceMappingURL=causticEmission.js.map
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