@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.
Files changed (211) hide show
  1. package/README.md +3 -0
  2. package/dist/assets/bvh.worker.js +1 -1
  3. package/dist/mutracer.umd.js +8949 -7915
  4. package/docs/api.md +42 -21
  5. package/docs/caustics.md +80 -0
  6. package/docs/materials.md +5 -4
  7. package/docs/progressive-rendering.md +50 -9
  8. package/docs/technical/continuous-spectrum.md +93 -0
  9. package/docs/updates.md +3 -1
  10. package/docs/viewer-checklist.md +65 -0
  11. package/docs/viewer.md +7 -5
  12. package/lib/Display.js +1 -1
  13. package/lib/Display.js.map +1 -1
  14. package/lib/Engine.d.ts +2 -0
  15. package/lib/Engine.js +47 -12
  16. package/lib/Engine.js.map +1 -1
  17. package/lib/Render.d.ts +61 -13
  18. package/lib/Render.js +169 -19
  19. package/lib/Render.js.map +1 -1
  20. package/lib/RenderLoop.d.ts +7 -3
  21. package/lib/RenderLoop.js +68 -44
  22. package/lib/RenderLoop.js.map +1 -1
  23. package/lib/main.d.ts +1 -1
  24. package/lib/main.js.map +1 -1
  25. package/lib/oidn.d.ts +1 -1
  26. package/lib/oidnBundledWeights.cdn.d.ts +2 -2
  27. package/lib/renderer/GPUTraceQueue.d.ts +2 -1
  28. package/lib/renderer/GPUTraceQueue.js +3 -1
  29. package/lib/renderer/GPUTraceQueue.js.map +1 -1
  30. package/lib/renderer/RenderingPipeline.d.ts +4 -0
  31. package/lib/renderer/RenderingPipeline.js.map +1 -1
  32. package/lib/renderer/WGPUCausticLightPass.d.ts +48 -0
  33. package/lib/renderer/WGPUCausticLightPass.js +217 -0
  34. package/lib/renderer/WGPUCausticLightPass.js.map +1 -0
  35. package/lib/renderer/WGPUEnvMapDistribution.js +18 -18
  36. package/lib/renderer/WGPUFullQuadPass.js +3 -3
  37. package/lib/renderer/WGPUPhotonMap.d.ts +37 -0
  38. package/lib/renderer/WGPUPhotonMap.js +191 -0
  39. package/lib/renderer/WGPUPhotonMap.js.map +1 -0
  40. package/lib/renderer/WGPURayTraceOutput.d.ts +13 -1
  41. package/lib/renderer/WGPURayTraceOutput.js +122 -28
  42. package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
  43. package/lib/renderer/WGPURayTracePass.d.ts +48 -17
  44. package/lib/renderer/WGPURayTracePass.js +538 -340
  45. package/lib/renderer/WGPURayTracePass.js.map +1 -1
  46. package/lib/renderer/WGPURenderingPipeline.js +83 -47
  47. package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
  48. package/lib/renderer/WebGLFullQuadPass.d.ts +2 -1
  49. package/lib/renderer/WebGLFullQuadPass.js +4 -0
  50. package/lib/renderer/WebGLFullQuadPass.js.map +1 -1
  51. package/lib/renderer/WebGLJNLMDenoiser.js +66 -66
  52. package/lib/renderer/WebGLRayTraceOutputPass.js +4 -4
  53. package/lib/renderer/WebGLRayTracePass.d.ts +6 -1
  54. package/lib/renderer/WebGLRayTracePass.js +43 -6
  55. package/lib/renderer/WebGLRayTracePass.js.map +1 -1
  56. package/lib/renderer/WebGLRenderingPipeline.js +10 -14
  57. package/lib/renderer/WebGLRenderingPipeline.js.map +1 -1
  58. package/lib/renderer/WebGLSkyBaker.js +60 -60
  59. package/lib/renderer/accumulationTarget.d.ts +2 -1
  60. package/lib/renderer/accumulationTarget.js.map +1 -1
  61. package/lib/renderer/causticDiagnostics.d.ts +31 -0
  62. package/lib/renderer/causticDiagnostics.js +5 -0
  63. package/lib/renderer/causticDiagnostics.js.map +1 -0
  64. package/lib/renderer/causticEmission.d.ts +10 -0
  65. package/lib/renderer/causticEmission.js +40 -0
  66. package/lib/renderer/causticEmission.js.map +1 -0
  67. package/lib/renderer/causticUniform.d.ts +12 -0
  68. package/lib/renderer/causticUniform.js +22 -0
  69. package/lib/renderer/causticUniform.js.map +1 -0
  70. package/lib/renderer/caustics.d.ts +16 -0
  71. package/lib/renderer/caustics.js +93 -0
  72. package/lib/renderer/caustics.js.map +1 -0
  73. package/lib/renderer/glsl/aovDisplay.frag.js +5 -5
  74. package/lib/renderer/glsl/aovReflectance.glsl.js +53 -53
  75. package/lib/renderer/glsl/aovReflectanceSamples.glsl.js +1 -1
  76. package/lib/renderer/glsl/aovTrace.frag.js +33 -33
  77. package/lib/renderer/glsl/chunks/cameraRay.glsl.js +9 -9
  78. package/lib/renderer/glsl/chunks/emissiveLight.glsl.d.ts +2 -0
  79. package/lib/renderer/glsl/chunks/emissiveLight.glsl.js +35 -0
  80. package/lib/renderer/glsl/chunks/emissiveLight.glsl.js.map +1 -0
  81. package/lib/renderer/glsl/chunks/envMap.glsl.js +73 -73
  82. package/lib/renderer/glsl/chunks/intersect.glsl.js +426 -428
  83. package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -1
  84. package/lib/renderer/glsl/chunks/materialBuffer.glsl.d.ts +1 -0
  85. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +156 -153
  86. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
  87. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +771 -771
  88. package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
  89. package/lib/renderer/glsl/chunks/random.glsl.js +6 -6
  90. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.d.ts +1 -0
  91. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +68 -63
  92. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
  93. package/lib/renderer/glsl/chunks/sampleLight.glsl.js +94 -76
  94. package/lib/renderer/glsl/chunks/sampleLight.glsl.js.map +1 -1
  95. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.d.ts +1 -0
  96. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +140 -117
  97. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -1
  98. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +14 -14
  99. package/lib/renderer/glsl/chunks/sampling.glsl.js +89 -92
  100. package/lib/renderer/glsl/chunks/sampling.glsl.js.map +1 -1
  101. package/lib/renderer/glsl/chunks/sobol.glsl.js +79 -79
  102. package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
  103. package/lib/renderer/glsl/chunks/uvProjection.glsl.js +11 -11
  104. package/lib/renderer/glsl/depthQuery.frag.js +2 -2
  105. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +10 -10
  106. package/lib/renderer/glsl/rayTrace.frag.d.ts +1 -1
  107. package/lib/renderer/glsl/rayTrace.frag.js +260 -237
  108. package/lib/renderer/glsl/rayTrace.frag.js.map +1 -1
  109. package/lib/renderer/glsl/shadowCatcher.frag.js +26 -26
  110. package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
  111. package/lib/renderer/glsl/webglPipeline.frag.js +59 -59
  112. package/lib/renderer/lightSampling.d.ts +3 -2
  113. package/lib/renderer/lightSampling.js +14 -8
  114. package/lib/renderer/lightSampling.js.map +1 -1
  115. package/lib/renderer/progressiveScheduler.js +4 -3
  116. package/lib/renderer/progressiveScheduler.js.map +1 -1
  117. package/lib/renderer/renderPipeline.d.ts +1 -0
  118. package/lib/renderer/renderPipeline.js.map +1 -1
  119. package/lib/renderer/researchTransport.d.ts +31 -0
  120. package/lib/renderer/researchTransport.js +5 -0
  121. package/lib/renderer/researchTransport.js.map +1 -0
  122. package/lib/renderer/sceneLayoutSchema.d.ts +1 -0
  123. package/lib/renderer/sceneLayoutSchema.js +2 -2
  124. package/lib/renderer/sceneLayoutSchema.js.map +1 -1
  125. package/lib/renderer/scratchSampling.js +6 -6
  126. package/lib/renderer/spectrum.d.ts +21 -0
  127. package/lib/renderer/spectrum.js +154 -0
  128. package/lib/renderer/spectrum.js.map +1 -0
  129. package/lib/renderer/webglLightSampling.d.ts +39 -0
  130. package/lib/renderer/webglLightSampling.js +15 -0
  131. package/lib/renderer/webglLightSampling.js.map +1 -0
  132. package/lib/renderer/wgpuBindlessSource.js +3 -3
  133. package/lib/renderer/wgpuShaderSource.d.ts +7 -0
  134. package/lib/renderer/wgpuShaderSource.js +2 -0
  135. package/lib/renderer/wgpuShaderSource.js.map +1 -1
  136. package/lib/renderer/wgsl/aovDisplay.wgsl.js +9 -9
  137. package/lib/renderer/wgsl/aovReflectance.wgsl.js +55 -55
  138. package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.js +1 -1
  139. package/lib/renderer/wgsl/aovResolve.wgsl.js +2 -2
  140. package/lib/renderer/wgsl/aovSnapshot.wgsl.js +1 -1
  141. package/lib/renderer/wgsl/aovTrace.wgsl.js +33 -33
  142. package/lib/renderer/wgsl/bloom.wgsl.js +18 -18
  143. package/lib/renderer/wgsl/causticLight.compute.d.ts +6 -0
  144. package/lib/renderer/wgsl/causticLight.compute.js +537 -0
  145. package/lib/renderer/wgsl/causticLight.compute.js.map +1 -0
  146. package/lib/renderer/wgsl/chunks/background.wgsl.d.ts +2 -0
  147. package/lib/renderer/wgsl/chunks/background.wgsl.js +102 -0
  148. package/lib/renderer/wgsl/chunks/background.wgsl.js.map +1 -0
  149. package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.d.ts +2 -0
  150. package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.js +12 -0
  151. package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.js.map +1 -0
  152. package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.d.ts +2 -0
  153. package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.js +16 -0
  154. package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.js.map +1 -0
  155. package/lib/renderer/wgsl/chunks/caustics.wgsl.d.ts +1 -0
  156. package/lib/renderer/wgsl/chunks/caustics.wgsl.js +62 -0
  157. package/lib/renderer/wgsl/chunks/caustics.wgsl.js.map +1 -0
  158. package/lib/renderer/wgsl/chunks/common.wgsl.js +4 -4
  159. package/lib/renderer/wgsl/chunks/envMap.wgsl.js +37 -37
  160. package/lib/renderer/wgsl/chunks/intersect.wgsl.js +598 -592
  161. package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
  162. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +14 -14
  163. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.d.ts +2 -1
  164. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +75 -73
  165. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -1
  166. package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +794 -794
  167. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +139 -139
  168. package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
  169. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.d.ts +2 -1
  170. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +35 -25
  171. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js.map +1 -1
  172. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.d.ts +1 -1
  173. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +142 -138
  174. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js.map +1 -1
  175. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.d.ts +1 -1
  176. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +204 -187
  177. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js.map +1 -1
  178. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.d.ts +1 -1
  179. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +11 -11
  180. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js.map +1 -1
  181. package/lib/renderer/wgsl/chunks/sampling.wgsl.d.ts +1 -1
  182. package/lib/renderer/wgsl/chunks/sampling.wgsl.js +89 -93
  183. package/lib/renderer/wgsl/chunks/sampling.wgsl.js.map +1 -1
  184. package/lib/renderer/wgsl/chunks/sobol.wgsl.js +83 -83
  185. package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +11 -11
  186. package/lib/renderer/wgsl/compose.frag.wgsl.js +98 -98
  187. package/lib/renderer/wgsl/customDenoise.wgsl.js +10 -10
  188. package/lib/renderer/wgsl/depthQuery.wgsl.js +2 -2
  189. package/lib/renderer/wgsl/jnlm.compute.js +74 -74
  190. package/lib/renderer/wgsl/offlineAdaptive.compute.js +25 -25
  191. package/lib/renderer/wgsl/oidnAuxiliary.wgsl.js +3 -3
  192. package/lib/renderer/wgsl/photonMap.compute.d.ts +29 -0
  193. package/lib/renderer/wgsl/photonMap.compute.js +352 -0
  194. package/lib/renderer/wgsl/photonMap.compute.js.map +1 -0
  195. package/lib/renderer/wgsl/proceduralSky.compute.js +64 -64
  196. package/lib/renderer/wgsl/rayTrace.compute.d.ts +9 -1
  197. package/lib/renderer/wgsl/rayTrace.compute.js +448 -522
  198. package/lib/renderer/wgsl/rayTrace.compute.js.map +1 -1
  199. package/lib/scene/MaterialState.d.ts +2 -2
  200. package/lib/scene/MaterialState.js +2 -2
  201. package/lib/scene/MaterialState.js.map +1 -1
  202. package/lib/settings/render.d.ts +11 -0
  203. package/lib/settings/render.js +1 -0
  204. package/lib/settings/render.js.map +1 -1
  205. package/lib/util/fromTHREE.js +2 -2
  206. package/lib/util/fromTHREE.js.map +1 -1
  207. package/lib/version.d.ts +1 -1
  208. package/lib/version.js +1 -1
  209. package/lib/version.js.map +1 -1
  210. package/llms.txt +2 -1
  211. package/package.json +3 -3
@@ -1 +1 @@
1
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The storage\n// buffer keeps its compact legacy layout; getMaterial() is the compatibility\n// boundary that maps it to these canonical names.\nstruct OpenPbrResolvedMaterial {\n baseColor: vec3f,\n transmissionWeight: f32,\n\n emission: vec3f,\n specularAnisotropy: f32,\n\n baseMetalness: f32,\n specularIor: f32,\n specularRoughness: f32,\n\n transmissionDispersionScale: f32,\n dispersionAbbeNumber: f32,\n thinFilmThickness: f32,\n thinFilmIor: f32,\n thinFilmWeight: f32,\n\n // Medium\n mediumType: i32,\n mediumExtinction: vec3f,\n mediumScattering: vec3f,\n mediumAnisotropy: f32,\n\n baseWeight: f32,\n diffuseRoughness: f32,\n specularWeight: f32,\n specularColor: vec3f,\n subsurfaceWeight: f32,\n subsurfaceColor: vec3f,\n transmissionColor: vec3f,\n fuzzWeight: f32,\n fuzzColor: vec3f,\n fuzzRoughness: f32,\n coatWeight: f32,\n coatColor: vec3f,\n coatRoughness: f32,\n coatAnisotropy: f32,\n${hasAnisotropyDirections ? /* wgsl */ `\n anisotropyDirection: vec2f,\n anisotropyDirectionEnabled: bool,\n coatAnisotropyRotation: f32,\n${hasAnisotropyDirections ? /* wgsl */ `\n directionTangent: vec3f,\n directionBitangent: vec3f,\n geometryTangent: vec3f,\n geometryBitangent: vec3f,\n` : /* wgsl */ ``}\n` : /* wgsl */ ``}\n${hasCoatNormals ? /* wgsl */ `\n coatNormal: vec3f,\n coatNormalEnabled: bool,\n geometricNormal: vec3f, // face normal oriented toward the view\n` : ''}\n coatIor: f32,\n coatDarkening: f32,\n\n // Alpha\n alpha: f32,\n ${hasSceneAlpha ? 'alphaMode: i32,' : ''}\n\n materialType: i32,\n\n bevel: f32,\n\n relativeIor: f32,\n inside: bool,\n\n alphaX: f32,\n alphaY: f32,\n thinWalled: bool,\n};\n\nstruct Path {\n ray: Ray,\n li: vec3f,\n alpha: f32,\n beta: vec3f,\n fromEye: bool,\n abort: bool,\n scatteringPdf: f32,\n scatteringIsDelta: bool,\n isNextRefraction: bool,\n};\n\nstruct LightSampleRec {\n normal: vec3f,\n emission: vec3f,\n direction: vec3f,\n dist: f32,\n pdf: f32,\n // Discrete probability of selecting this light before sampling its\n // conditional point/direction. Light RIS excludes this term from the target\n // and carries it in the unbiased contribution weight instead.\n selectionPmf: f32,\n isDelta: bool,\n // Light source type: environment=0, emissive triangle=1, analytic=2.\n sourceType: u32,\n sourceIndex: u32,\n};\n\nstruct Light {\n position: vec3f,\n litType: f32,\n\n emission: vec3f,\n area: f32,\n\n u: vec3f,\n // Radius for sphere light, spread for rect light\n radiusOrSpread: f32,\n\n v: vec3f,\n textureIndex: f32,\n\n selectionPmf: f32,\n _samplingPadding0: f32,\n _samplingPadding1: f32,\n _samplingPadding2: f32,\n iesReference: vec3f,\n _iesPadding: f32,\n};\n\nstruct EmissiveTriangle {\n p0: vec3f,\n selectionPmf: f32,\n p1: vec3f,\n area: f32,\n p2: vec3f,\n materialIndex: f32,\n uv0: vec2f,\n uv1: vec2f,\n uv2: vec2f,\n secondaryUv0: vec2f,\n secondaryUv1: vec2f,\n secondaryUv2: vec2f,\n};\n\nstruct LightChoice {\n probability: f32,\n aliasIndex: i32,\n sourceType: i32,\n sourceIndex: i32,\n};\n\n${materialBufferWgsl()}\n\nstruct CameraUniform {\n viewProjectionInv: mat4x4<f32>,\n viewInv: mat4x4<f32>,\n apertureRadius: f32,\n focusDistance: f32,\n};\n\nstruct RayTraceUniform {\n outputSize: vec2f,\n sampleCount: f32,\n scaleOffset: vec4f,\n lightsCount: i32,\n transmissiveOutputAlphaMin: f32,\n jitter: vec2f,\n backgroundColor: vec4f,\n groundedBackgroundParams: vec4f,\n groundedBackgroundCenter: vec2f,\n blasOffset: i32,\n isEmpty: i32,\n bevel: i32,\n dispersionWavelengths: i32,\n envLightPmf: f32,\n lightChoiceCount: i32,\n lightWeightTotal: f32,\n lightSamplingTextureWidth: i32,\n lightChoiceTexelOffset: i32,\n bounces: i32,\n varianceMoments: i32,\n adaptiveSampling: i32,\n clamping: f32,\n directLightCandidates: i32,\n backgroundFlags: i32,\n // Fixed at 4: runtime trip bounds discourage thin-film loop unrolling.\n loopUnrollGuard: u32,\n sceneFeatureFlags: u32,\n sequenceSeed: u32,\n zSobolLogSPP: u32,\n sampleSequenceOffset: u32,\n // Shadow-catcher light table, relative to lightChoiceTexelOffset.\n shadowCatcherChoiceOffset: i32,\n shadowCatcherChoiceCount: i32,\n environmentRotation: mat4x4f,\n backgroundMapTransform: vec4f,\n backgroundMapRotation: mat4x4f,\n}\n\n// Buffers\n@group(0) @binding(0) var<storage, read> bvhBuffer: array<vec4f>;\n@group(0) @binding(1) var<storage, read> instancesBuffer: array<vec4f>;\n@group(0) @binding(2) var<storage, read> attrBuffers: array<${hasAnisotropyDirections ? /* wgsl */ `vec4f` : /* wgsl */ `vec3f`}>;\n@group(0) @binding(3) var<storage, read> materialsBuffer: array<MaterialBuffer>;\n\n// Textures\n@group(1) @binding(0) var mapSampler: sampler;\n@group(1) @binding(1) var map: texture_2d_array<f32>;\n// The first NUM_MAPS entries contain atlas placement; the second half stores\n// per-texture UV scale/offset; the third block stores the UV channel in x.\n@group(1) @binding(3) var<uniform> mapInfo: array<vec4f, NUM_MAPS * 3>;\n@group(1) @binding(4) var envMap: texture_2d<f32>;\n@group(1) @binding(5) var envMapDistribution: texture_2d<f32>;\n@group(1) @binding(6) var backgroundMap: texture_2d<f32>;\n@group(1) @binding(8) var lightSamplingData: texture_2d<f32>;\n@group(1) @binding(9) var openPbrEnergyLut: texture_2d<f32>;\n@group(1) @binding(10) var adaptiveSampleTargets: texture_2d<f32>;\n\nfn iesProfileScalar(baseTexel: i32, scalarIndex: i32) -> f32 {\n let texelIndex = baseTexel + scalarIndex / 4;\n let width = rtUniform.lightSamplingTextureWidth;\n let packed = textureLoad(lightSamplingData, vec2i(texelIndex % width, texelIndex / width), 0);\n return packed[scalarIndex % 4];\n}\n\nfn sampleIESProfile(baseTexel: i32, uv: vec2f) -> f32 {\n if (baseTexel < 0) { return 1.0; }\n let pixel = fract(uv) * 128.0 - vec2f(0.5);\n let x0 = i32(floor(pixel.x));\n let y0 = i32(floor(pixel.y));\n let fx = fract(pixel.x);\n let fy = fract(pixel.y);\n let xa = select(x0, 127, x0 < 0);\n let xb = select(x0 + 1, 0, x0 >= 127);\n let ya = select(y0, 127, y0 < 0);\n let yb = select(y0 + 1, 0, y0 >= 127);\n let a = iesProfileScalar(baseTexel, ya * 128 + xa);\n let b = iesProfileScalar(baseTexel, ya * 128 + xb);\n let c = iesProfileScalar(baseTexel, yb * 128 + xa);\n let d = iesProfileScalar(baseTexel, yb * 128 + xb);\n return mix(mix(a, b, fx), mix(c, d, fx), fy);\n}\n\nfn evaluateSpotEmissionMultiplier(light: Light, lightToSurface: vec3f) -> f32 {\n let axis = normalize(light.u);\n let cosTheta = dot(axis, lightToSurface);\n var cone = select(0.0, 1.0, cosTheta >= light.v.x);\n if (light.v.y > light.v.x + 1e-6) {\n cone = smoothstep(light.v.x, light.v.y, cosTheta);\n }\n if (cone <= 0.0 || light.textureIndex < 0.0) { return cone; }\n let xAxis = light.iesReference;\n let yAxis = cross(axis, xAxis);\n let vertical = acos(clamp(cosTheta, -1.0, 1.0));\n let horizontal = atan2(dot(lightToSurface, yAxis), dot(lightToSurface, xAxis));\n return cone * sampleIESProfile(i32(light.textureIndex), vec2f(vertical / PI, horizontal / TWOPI + 0.5));\n}\n\n\n \n// Uniforms\n@group(2) @binding(0) var<uniform> cameraUniform: CameraUniform;\n@group(2) @binding(1) var<uniform> rtUniform: RayTraceUniform;\n\n@group(2) @binding(2) var<uniform> analyticLights: array<Light, NUM_UNIFORM_LIGHTS>;\n// TODO uniform must be aligned to 16 bytes.\n\nfn initRay(ray: ptr<function, Ray>, origin: vec3f, direction: vec3f) {\n (*ray).o = origin;\n (*ray).d = direction;\n}\n`;\n}\n"]}
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Zero keeps full RGB.\n spectralChannel: i32,\n\n mediumType: i32,\n mediumExtinction: vec3f,\n mediumScattering: vec3f,\n mediumAnisotropy: f32,\n\n};\n\n// Texture-resolved OpenPBR inputs used by the surface integrator. The storage\n// buffer keeps its compact legacy layout; getMaterial() is the compatibility\n// boundary that maps it to these canonical names.\nstruct OpenPbrResolvedMaterial {\n baseColor: vec3f,\n transmissionWeight: f32,\n\n emission: vec3f,\n specularAnisotropy: f32,\n\n baseMetalness: f32,\n specularIor: f32,\n specularRoughness: f32,${caustics ? /* wgsl */ `\n causticRoughness: f32,\n causticNormalMapped: bool,` : ''}\n\n transmissionDispersionScale: f32,\n dispersionAbbeNumber: f32,\n thinFilmThickness: f32,\n thinFilmIor: f32,\n thinFilmWeight: f32,\n\n // Medium\n mediumType: i32,\n mediumExtinction: vec3f,\n mediumScattering: vec3f,\n mediumAnisotropy: f32,\n\n baseWeight: f32,\n diffuseRoughness: f32,\n specularWeight: f32,\n specularColor: vec3f,\n subsurfaceWeight: f32,\n subsurfaceColor: vec3f,\n transmissionColor: vec3f,\n fuzzWeight: f32,\n fuzzColor: vec3f,\n fuzzRoughness: f32,\n coatWeight: f32,\n coatColor: vec3f,\n coatRoughness: f32,\n coatAnisotropy: f32,\n${hasAnisotropyDirections ? /* wgsl */ `\n anisotropyDirection: vec2f,\n anisotropyDirectionEnabled: bool,\n coatAnisotropyRotation: f32,\n${hasAnisotropyDirections ? /* wgsl */ `\n directionTangent: vec3f,\n directionBitangent: vec3f,\n geometryTangent: vec3f,\n geometryBitangent: vec3f,\n` : /* wgsl */ ``}\n` : /* wgsl */ ``}\n${hasCoatNormals ? /* wgsl */ `\n coatNormal: vec3f,\n coatNormalEnabled: bool,\n geometricNormal: vec3f, // face normal oriented toward the view\n` : ''}\n coatIor: f32,\n coatDarkening: f32,\n\n // Alpha\n alpha: f32,\n ${hasSceneAlpha ? 'alphaMode: i32,' : ''}\n\n materialType: i32,\n\n bevel: f32,\n\n relativeIor: f32,\n inside: bool,\n\n alphaX: f32,\n alphaY: f32,\n thinWalled: bool,\n};\n\nstruct Path {\n ray: Ray,\n li: vec3f,\n alpha: f32,\n beta: vec3f,\n fromEye: bool,\n abort: bool,\n scatteringPdf: f32,\n scatteringIsDelta: bool,\n isNextRefraction: bool,${caustics ? /* wgsl */ `\n causticK: u32,\n causticSingleT: bool,\n causticReceiverPrimary: bool,\n causticHasReceiver: bool,\n causticPhotonReceiver:bool,\n causticMneeReceiver: bool,` : ''}\n};\n\nstruct LightSampleRec {\n normal: vec3f,\n emission: vec3f,\n direction: vec3f,\n dist: f32,\n pdf: f32,\n // Discrete probability of selecting this light before sampling its\n // conditional point/direction. Light RIS excludes this term from the target\n // and carries it in the unbiased contribution weight instead.\n selectionPmf: f32,\n isDelta: bool,\n // Light source type: environment=0, emissive triangle=1, analytic=2.\n sourceType: u32,\n sourceIndex: u32,\n};\n\nstruct Light {\n position: vec3f,\n litType: f32,\n\n emission: vec3f,\n area: f32,\n\n u: vec3f,\n // Radius for sphere light, spread for rect light\n radiusOrSpread: f32,\n\n v: vec3f,\n textureIndex: f32,\n\n selectionPmf: f32,\n _samplingPadding0: f32,\n _samplingPadding1: f32,\n _samplingPadding2: f32,\n iesReference: vec3f,\n _iesPadding: f32,\n};\n\nstruct EmissiveTriangle {\n p0: vec3f,\n selectionPmf: f32,\n p1: vec3f,\n area: f32,\n p2: vec3f,\n materialIndex: f32,\n uv0: vec2f,\n uv1: vec2f,\n uv2: vec2f,\n secondaryUv0: vec2f,\n secondaryUv1: vec2f,\n secondaryUv2: vec2f,\n};\n\nstruct LightChoice {\n probability: f32,\n aliasIndex: i32,\n sourceType: i32,\n sourceIndex: i32,\n};\n\n${materialBufferWgsl()}\n\nstruct CameraUniform {\n viewProjectionInv: mat4x4<f32>,\n viewInv: mat4x4<f32>,\n apertureRadius: f32,\n focusDistance: f32,\n};\n\nstruct RayTraceUniform {\n outputSize: vec2f,\n sampleCount: f32,\n scaleOffset: vec4f,\n lightsCount: i32,\n transmissiveOutputAlphaMin: f32,\n jitter: vec2f,\n backgroundColor: vec4f,\n groundedBackgroundParams: vec4f,\n groundedBackgroundCenter: vec2f,\n blasOffset: i32,\n isEmpty: i32,\n bevel: i32,\n dispersionWavelengths: i32,\n envLightPmf: f32,\n lightChoiceCount: i32,\n lightWeightTotal: f32,\n lightSamplingTextureWidth: i32,\n lightChoiceTexelOffset: i32,\n bounces: i32,\n varianceMoments: i32,\n adaptiveSampling: i32,\n clamping: f32,\n directLightCandidates: i32,\n backgroundFlags: i32,\n // Fixed at 4: runtime trip bounds discourage thin-film loop unrolling.\n loopUnrollGuard: u32,\n sceneFeatureFlags: u32,\n sequenceSeed: u32,\n zSobolLogSPP: u32,\n sampleSequenceOffset: u32,\n // Shadow-catcher light table, relative to lightChoiceTexelOffset.\n shadowCatcherChoiceOffset: i32,\n shadowCatcherChoiceCount: i32,\n environmentRotation: mat4x4f,\n backgroundMapTransform: vec4f,\n backgroundMapRotation: mat4x4f,\n}\n\n// Buffers\n@group(0) @binding(0) var<storage, read> bvhBuffer: array<vec4f>;\n@group(0) @binding(1) var<storage, read> instancesBuffer: array<vec4f>;\n@group(0) @binding(2) var<storage, read> attrBuffers: array<${hasAnisotropyDirections ? /* wgsl */ `vec4f` : /* wgsl */ `vec3f`}>;\n@group(0) @binding(3) var<storage, read> materialsBuffer: array<MaterialBuffer>;\n\n// Textures\n@group(1) @binding(0) var mapSampler: sampler;\n@group(1) @binding(1) var map: texture_2d_array<f32>;\n// The first NUM_MAPS entries contain atlas placement; the second half stores\n// per-texture UV scale/offset; the third block stores the UV channel in x.\n@group(1) @binding(3) var<uniform> mapInfo: array<vec4f, NUM_MAPS * 3>;\n@group(1) @binding(4) var envMap: texture_2d<f32>;\n@group(1) @binding(5) var envMapDistribution: texture_2d<f32>;\n@group(1) @binding(6) var backgroundMap: texture_2d<f32>;\n@group(1) @binding(8) var lightSamplingData: texture_2d<f32>;\n@group(1) @binding(9) var openPbrEnergyLut: texture_2d<f32>;\n@group(1) @binding(10) var adaptiveSampleTargets: texture_2d<f32>;\n\nfn iesProfileScalar(baseTexel: i32, scalarIndex: i32) -> f32 {\n let texelIndex = baseTexel + scalarIndex / 4;\n let width = rtUniform.lightSamplingTextureWidth;\n let packed = textureLoad(lightSamplingData, vec2i(texelIndex % width, texelIndex / width), 0);\n return packed[scalarIndex % 4];\n}\n\nfn sampleIESProfile(baseTexel: i32, uv: vec2f) -> f32 {\n if (baseTexel < 0) { return 1.0; }\n let pixel = fract(uv) * 128.0 - vec2f(0.5);\n let x0 = i32(floor(pixel.x));\n let y0 = i32(floor(pixel.y));\n let fx = fract(pixel.x);\n let fy = fract(pixel.y);\n let xa = select(x0, 127, x0 < 0);\n let xb = select(x0 + 1, 0, x0 >= 127);\n let ya = select(y0, 127, y0 < 0);\n let yb = select(y0 + 1, 0, y0 >= 127);\n let a = iesProfileScalar(baseTexel, ya * 128 + xa);\n let b = iesProfileScalar(baseTexel, ya * 128 + xb);\n let c = iesProfileScalar(baseTexel, yb * 128 + xa);\n let d = iesProfileScalar(baseTexel, yb * 128 + xb);\n return mix(mix(a, b, fx), mix(c, d, fx), fy);\n}\n\nfn evaluateSpotEmissionMultiplier(light: Light, lightToSurface: vec3f) -> f32 {\n let axis = normalize(light.u);\n let cosTheta = dot(axis, lightToSurface);\n var cone = select(0.0, 1.0, cosTheta >= light.v.x);\n if (light.v.y > light.v.x + 1e-6) {\n cone = smoothstep(light.v.x, light.v.y, cosTheta);\n }\n if (cone <= 0.0 || light.textureIndex < 0.0) { return cone; }\n let xAxis = light.iesReference;\n let yAxis = cross(axis, xAxis);\n let vertical = acos(clamp(cosTheta, -1.0, 1.0));\n let horizontal = atan2(dot(lightToSurface, yAxis), dot(lightToSurface, xAxis));\n return cone * sampleIESProfile(i32(light.textureIndex), vec2f(vertical / PI, horizontal / TWOPI + 0.5));\n}\n\n\n \n// Uniforms\n@group(2) @binding(0) var<uniform> cameraUniform: CameraUniform;\n@group(2) @binding(1) var<uniform> rtUniform: RayTraceUniform;\n\n@group(2) @binding(2) var<uniform> analyticLights: array<Light, NUM_UNIFORM_LIGHTS>;\n// TODO uniform must be aligned to 16 bytes.\n\nfn initRay(ray: ptr<function, Ray>, origin: vec3f, direction: vec3f) {\n (*ray).o = origin;\n (*ray).d = direction;\n}\n`;\n}\n"]}
@@ -1,2 +1,2 @@
1
- declare const _default: "\nfn light_sample_sphere(light: Light, scatterPos: vec3f, randomV2: vec2f, lightSample: ptr<function, LightSampleRec>) {\n let centerOffset = light.position - scatterPos;\n let centerDistance = length(centerOffset);\n if (light.radiusOrSpread <= 0.0) {\n // A zero-radius sphere is a point emitter. The stored emission is\n // luminous intensity, so convert it to incident radiance here rather\n // than approximating the delta source as a tiny area sphere.\n if (centerDistance <= 1e-6) {\n (*lightSample).direction = vec3f(0.0, 0.0, 1.0);\n (*lightSample).normal = vec3f(0.0, 0.0, -1.0);\n (*lightSample).dist = 0.0;\n (*lightSample).pdf = 1.0;\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).isDelta = true;\n return;\n }\n (*lightSample).direction = centerOffset / centerDistance;\n (*lightSample).normal = -(*lightSample).direction;\n (*lightSample).dist = centerDistance;\n (*lightSample).pdf = 1.0;\n (*lightSample).emission = light.emission /\n max(centerDistance * centerDistance, 1e-8);\n (*lightSample).isDelta = true;\n return;\n }\n let radius = max(light.radiusOrSpread, 1e-6);\n (*lightSample).isDelta = false;\n var sampledDirection: vec3f;\n\n if (centerDistance <= radius) {\n let z = 1.0 - 2.0 * randomV2.x;\n let radial = sqrt(max(0.0, 1.0 - z * z));\n let azimuth = TWOPI * randomV2.y;\n sampledDirection = vec3f(\n radial * cos(azimuth),\n radial * sin(azimuth),\n z\n );\n (*lightSample).pdf = INV4PI;\n }\n else {\n let sphereAxis = centerOffset / centerDistance;\n let sinThetaMaxSquared = min(\n 1.0,\n radius * radius / (centerDistance * centerDistance)\n );\n let cosThetaMax = sqrt(max(0.0, 1.0 - sinThetaMaxSquared));\n let cosTheta = mix(1.0, cosThetaMax, randomV2.x);\n let sinTheta = sqrt(max(0.0, 1.0 - cosTheta * cosTheta));\n let azimuth = TWOPI * randomV2.y;\n var tangent: vec3f;\n var bitangent: vec3f;\n sampling_orthonormal_basis(sphereAxis, &tangent, &bitangent);\n sampledDirection = sphereAxis * cosTheta\n + tangent * (sinTheta * cos(azimuth))\n + bitangent * (sinTheta * sin(azimuth));\n (*lightSample).pdf = 1.0 / max(\n TWOPI * (1.0 - cosThetaMax),\n 1e-8\n );\n }\n\n let centerProjection = dot(sampledDirection, centerOffset);\n let centerOffsetSquared = dot(centerOffset, centerOffset);\n let discriminant = centerProjection * centerProjection\n - centerOffsetSquared + radius * radius;\n let nearDistance = centerProjection - sqrt(max(0.0, discriminant));\n let farDistance = centerProjection + sqrt(max(0.0, discriminant));\n (*lightSample).dist = select(farDistance, nearDistance, nearDistance > 1e-6);\n (*lightSample).direction = sampledDirection;\n let lightSurfacePos = scatterPos + sampledDirection * (*lightSample).dist;\n (*lightSample).normal = normalize(lightSurfacePos - light.position);\n (*lightSample).emission = light.emission;\n}\n\nfn light_apply_rect_texture(\n light: Light,\n surfacePoint: vec3f,\n lowerLeft: vec3f,\n result: ptr<function, LightSampleRec>\n) {\n if (light.textureIndex < 0.0) {\n return;\n }\n let width = length(light.u);\n let height = length(light.v);\n let relative = surfacePoint - lowerLeft;\n let uv = vec2f(\n dot(relative, light.u / width) / width,\n dot(relative, light.v / height) / height\n );\n (*result).emission *= sampleMap(i32(light.textureIndex), uv).rgb;\n}\n\nfn light_sample_rect(\n light: Light,\n shadingPoint: vec3f,\n samplePoint: vec2f,\n result: ptr<function, LightSampleRec>\n) {\n let normal = normalize(cross(light.u, light.v));\n let lowerLeft = light.position - 0.5 * (light.u + light.v);\n let spread = clamp(light.radiusOrSpread, 0.0, 1.0);\n\n if (spread <= 0.001) {\n let planeDistance = dot(normal, shadingPoint - light.position);\n let surfacePoint = shadingPoint - normal * planeDistance;\n let relative = surfacePoint - lowerLeft;\n let width = length(light.u);\n let height = length(light.v);\n let uv = vec2f(\n dot(relative, light.u / width) / width,\n dot(relative, light.v / height) / height\n );\n if (planeDistance <= 0.0 || any(uv < vec2f(0.0)) || any(uv > vec2f(1.0))) {\n (*result).emission = vec3f(0.0);\n (*result).pdf = 0.0;\n return;\n }\n (*result).direction = -normal;\n (*result).dist = planeDistance;\n (*result).normal = normal;\n (*result).emission = light.emission;\n (*result).pdf = 1.0;\n (*result).isDelta = true;\n light_apply_rect_texture(light, surfacePoint, lowerLeft, result);\n return;\n }\n\n let surfacePoint = lowerLeft\n + light.u * samplePoint.x\n + light.v * samplePoint.y;\n let offset = surfacePoint - shadingPoint;\n let distanceSquared = dot(offset, offset);\n (*result).dist = sqrt(distanceSquared);\n (*result).direction = offset / (*result).dist;\n (*result).normal = normal;\n let emitterCosine = dot(-(*result).direction, normal);\n let spreadCosine = cos(0.5 * PI * spread);\n if (emitterCosine <= 0.0 || emitterCosine < spreadCosine) {\n (*result).emission = vec3f(0.0);\n (*result).pdf = 0.0;\n return;\n }\n (*result).emission = light.emission;\n (*result).pdf = distanceSquared / max(light.area * emitterCosine, 1e-8);\n light_apply_rect_texture(light, surfacePoint, lowerLeft, result);\n}\n\nfn light_sample_directional(\n light: Light,\n result: ptr<function, LightSampleRec>\n) {\n (*result).direction = normalize(-light.u);\n (*result).normal = -(*result).direction;\n (*result).emission = light.emission;\n (*result).dist = INF;\n (*result).pdf = 1.0;\n (*result).isDelta = true;\n}\n\nfn light_sample_spot(\n light: Light,\n shadingPoint: vec3f,\n samplePoint: vec2f,\n result: ptr<function, LightSampleRec>\n) {\n light_sample_sphere(light, shadingPoint, samplePoint, result);\n let surfacePoint = shadingPoint + (*result).direction * (*result).dist;\n let lightToSurface = normalize(shadingPoint - surfacePoint);\n (*result).emission *= evaluateSpotEmissionMultiplier(light, lightToSurface);\n}\n\nfn sampleAnalyticLight(\n light: Light,\n shadingPoint: vec3f,\n samplePoint: vec2f,\n result: ptr<function, LightSampleRec>\n) {\n let lightType = i32(light.litType);\n if (HAS_SCENE_RECT_LIGHT && lightType == RECT_LIGHT) {\n light_sample_rect(light, shadingPoint, samplePoint, result);\n return;\n }\n if (HAS_SCENE_SPHERE_LIGHT && lightType == SPHERE_LIGHT) {\n light_sample_sphere(light, shadingPoint, samplePoint, result);\n return;\n }\n if (HAS_SCENE_SPOT_LIGHT && lightType == SPOT_LIGHT) {\n light_sample_spot(light, shadingPoint, samplePoint, result);\n return;\n }\n if (HAS_SCENE_DIRECTIONAL_LIGHT && lightType == DIRECTIONAL_LIGHT) {\n light_sample_directional(light, result);\n }\n}\n\nfn sampleEnvLight(randomV2: vec2f, lightSample: ptr<function, LightSampleRec>) {\n var uv: vec2f;\n // Naga's SPIR-V writer cannot pass a struct-member pointer as a call argument.\n var pdf: f32;\n let direction = sampleEnvmap(randomV2, &uv, &pdf);\n (*lightSample).pdf = pdf;\n (*lightSample).direction = direction;\n (*lightSample).emission = textureLinear(envMap, uv).rgb;\n (*lightSample).dist = INF;\n}\n\nfn loadLightSamplingTexel(texelIndex: i32) -> vec4f {\n let width = rtUniform.lightSamplingTextureWidth;\n return textureLoad(\n lightSamplingData,\n vec2i(texelIndex % width, texelIndex / width),\n 0\n );\n}\n\nfn getEmissiveTriangle(index: i32) -> EmissiveTriangle {\n let offset = index * 6;\n let a = loadLightSamplingTexel(offset);\n let b = loadLightSamplingTexel(offset + 1);\n let c = loadLightSamplingTexel(offset + 2);\n let d = loadLightSamplingTexel(offset + 3);\n let e = loadLightSamplingTexel(offset + 4);\n let f = loadLightSamplingTexel(offset + 5);\n return EmissiveTriangle(\n a.xyz, a.w,\n b.xyz, b.w,\n c.xyz, c.w,\n d.xy, d.zw, e.xy,\n e.zw, f.xy, f.zw\n );\n}\n\nfn getLightChoice(index: i32) -> LightChoice {\n let data = loadLightSamplingTexel(rtUniform.lightChoiceTexelOffset + index);\n return LightChoice(\n data.x,\n bitcast<i32>(data.y),\n bitcast<i32>(data.z),\n bitcast<i32>(data.w)\n );\n}\n\nfn getLightChoiceFromTable(tableOffset: i32, index: i32) -> LightChoice {\n return getLightChoice(tableOffset + index);\n}\n\nfn stratifyLightChoiceRandom(\n rnd: vec3f,\n candidateIndex: u32,\n candidateCount: u32\n) -> vec3f {\n var stratified = rnd;\n let count = max(candidateCount, 1u);\n stratified.z = (rnd.z + f32(min(candidateIndex, count - 1u))) /\n f32(count);\n return stratified;\n}\n\nfn sampleEmissiveTriangleLight(\n triangle: EmissiveTriangle,\n scatterPos: vec3f,\n randomV2: vec2f,\n lightSample: ptr<function, LightSampleRec>\n) {\n let sqrtU = sqrt(randomV2.x);\n let barycentric = vec3f(\n 1.0 - sqrtU,\n sqrtU * (1.0 - randomV2.y),\n sqrtU * randomV2.y\n );\n let lightPosition =\n barycentric.x * triangle.p0 +\n barycentric.y * triangle.p1 +\n barycentric.z * triangle.p2;\n let uv =\n barycentric.x * triangle.uv0 +\n barycentric.y * triangle.uv1 +\n barycentric.z * triangle.uv2;\n let secondaryUv =\n barycentric.x * triangle.secondaryUv0 +\n barycentric.y * triangle.secondaryUv1 +\n barycentric.z * triangle.secondaryUv2;\n let normal = normalize(cross(triangle.p1 - triangle.p0, triangle.p2 - triangle.p0));\n (*lightSample).direction = lightPosition - scatterPos;\n (*lightSample).dist = length((*lightSample).direction);\n if ((*lightSample).dist <= EPS) {\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).pdf = 0.0;\n return;\n }\n (*lightSample).direction /= (*lightSample).dist;\n (*lightSample).normal = normal;\n let cosLight = dot(normal, -(*lightSample).direction);\n if (cosLight <= 0.0) {\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).pdf = 0.0;\n return;\n }\n (*lightSample).emission = getMaterialEmission(\n i32(triangle.materialIndex), uv, secondaryUv\n );\n (*lightSample).selectionPmf = triangle.selectionPmf;\n (*lightSample).pdf = triangle.selectionPmf *\n ((*lightSample).dist * (*lightSample).dist) /\n max(triangle.area * cosLight, 1e-8);\n}\n\nfn sampleLightChoiceTable(\n scatterPos: vec3f,\n rnd: vec3f,\n tableOffset: i32,\n choiceCount: i32,\n selectionPmfScale: f32,\n lightSample: ptr<function, LightSampleRec>\n) {\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).pdf = 0.0;\n (*lightSample).selectionPmf = 0.0;\n (*lightSample).dist = INF;\n (*lightSample).isDelta = false;\n (*lightSample).sourceType = 0u;\n (*lightSample).sourceIndex = 0xffffffffu;\n if (choiceCount <= 0) {\n return;\n }\n\n let scaledChoice = rnd.z * f32(choiceCount);\n let column = min(i32(scaledChoice), choiceCount - 1);\n let columnChoice = getLightChoiceFromTable(tableOffset, column);\n let selectedIndex = select(\n columnChoice.aliasIndex,\n column,\n fract(scaledChoice) < columnChoice.probability\n );\n let choice = getLightChoiceFromTable(tableOffset, selectedIndex);\n if (USE_ENVMAP && choice.sourceType == 1) {\n (*lightSample).sourceType = 0u;\n (*lightSample).sourceIndex = u32(choice.sourceIndex);\n sampleEnvLight(rnd.xy, lightSample);\n (*lightSample).selectionPmf = rtUniform.envLightPmf;\n (*lightSample).pdf *= rtUniform.envLightPmf;\n }\n else if (choice.sourceType == 2) {\n (*lightSample).sourceType = 2u;\n (*lightSample).sourceIndex = u32(choice.sourceIndex);\n let light = analyticLights[choice.sourceIndex];\n sampleAnalyticLight(light, scatterPos, rnd.xy, lightSample);\n (*lightSample).selectionPmf = light.selectionPmf;\n (*lightSample).pdf *= light.selectionPmf;\n }\n else if (HAS_SCENE_EMISSIVE_LIGHT && choice.sourceType == 3) {\n (*lightSample).sourceType = 1u;\n (*lightSample).sourceIndex = u32(choice.sourceIndex);\n sampleEmissiveTriangleLight(\n getEmissiveTriangle(choice.sourceIndex),\n scatterPos,\n rnd.xy,\n lightSample\n );\n }\n (*lightSample).selectionPmf *= selectionPmfScale;\n (*lightSample).pdf *= selectionPmfScale;\n}\n\nfn sampleLight(\n scatterPos: vec3f,\n rnd: vec3f,\n lightSample: ptr<function, LightSampleRec>,\n distByIntensity: bool\n) {\n sampleLightChoiceTable(\n scatterPos,\n rnd,\n 0,\n rtUniform.lightChoiceCount,\n 1.0,\n lightSample\n );\n}\n\n// Light choice for one of the resampled NEE candidates. The selection random\n// number is stratified across the candidates.\nfn sampleLightForNEECandidate(\n scatterPos: vec3f,\n rnd: vec3f,\n candidateIndex: u32,\n candidateCount: u32,\n lightSample: ptr<function, LightSampleRec>\n) {\n sampleLightChoiceTable(\n scatterPos,\n stratifyLightChoiceRandom(rnd, candidateIndex, candidateCount),\n 0,\n rtUniform.lightChoiceCount,\n 1.0,\n lightSample\n );\n}\n";
1
+ declare const _default: "\nfn light_sample_sphere(light: Light, scatterPos: vec3f, randomV2: vec2f, lightSample: ptr<function, LightSampleRec>) {\n let centerOffset = light.position - scatterPos;\n let centerDistance = length(centerOffset);\n if (light.radiusOrSpread <= 0.0) {\n // A zero-radius sphere is a point emitter. The stored emission is\n // luminous intensity, so convert it to incident radiance here rather\n // than approximating the delta source as a tiny area sphere.\n if (centerDistance <= 1e-6) {\n (*lightSample).direction = vec3f(0.0, 0.0, 1.0);\n (*lightSample).normal = vec3f(0.0, 0.0, -1.0);\n (*lightSample).dist = 0.0;\n (*lightSample).pdf = 1.0;\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).isDelta = true;\n return;\n }\n (*lightSample).direction = centerOffset / centerDistance;\n (*lightSample).normal = -(*lightSample).direction;\n (*lightSample).dist = centerDistance;\n (*lightSample).pdf = 1.0;\n (*lightSample).emission = light.emission /\n max(centerDistance * centerDistance, 1e-8);\n (*lightSample).isDelta = true;\n return;\n }\n let radius = max(light.radiusOrSpread, 1e-6);\n (*lightSample).isDelta = false;\n var sampledDirection: vec3f;\n\n if (centerDistance <= radius) {\n let z = 1.0 - 2.0 * randomV2.x;\n let radial = sqrt(max(0.0, 1.0 - z * z));\n let azimuth = TWOPI * randomV2.y;\n sampledDirection = vec3f(\n radial * cos(azimuth),\n radial * sin(azimuth),\n z\n );\n (*lightSample).pdf = INV4PI;\n }\n else {\n let sphereAxis = centerOffset / centerDistance;\n let sinThetaMaxSquared = min(\n 1.0,\n radius * radius / (centerDistance * centerDistance)\n );\n let cosThetaMax = sqrt(max(0.0, 1.0 - sinThetaMaxSquared));\n // Rationalize 1 - cos(thetaMax): subtracting nearly equal f32 values\n // quantizes small emitters' solid angles into visible irradiance bands.\n let oneMinusCosThetaMax = sinThetaMaxSquared / (1.0 + cosThetaMax);\n let oneMinusCosTheta = randomV2.x * oneMinusCosThetaMax;\n let cosTheta = 1.0 - oneMinusCosTheta;\n let sinTheta = sqrt(max(0.0, oneMinusCosTheta * (2.0 - oneMinusCosTheta)));\n let azimuth = TWOPI * randomV2.y;\n var tangent: vec3f;\n var bitangent: vec3f;\n sampling_orthonormal_basis(sphereAxis, &tangent, &bitangent);\n sampledDirection = sphereAxis * cosTheta\n + tangent * (sinTheta * cos(azimuth))\n + bitangent * (sinTheta * sin(azimuth));\n (*lightSample).pdf = 1.0 / max(\n TWOPI * oneMinusCosThetaMax,\n 1e-8\n );\n }\n\n let centerProjection = dot(sampledDirection, centerOffset);\n let centerOffsetSquared = dot(centerOffset, centerOffset);\n let discriminant = centerProjection * centerProjection\n - centerOffsetSquared + radius * radius;\n let nearDistance = centerProjection - sqrt(max(0.0, discriminant));\n let farDistance = centerProjection + sqrt(max(0.0, discriminant));\n (*lightSample).dist = select(farDistance, nearDistance, nearDistance > 1e-6);\n (*lightSample).direction = sampledDirection;\n let lightSurfacePos = scatterPos + sampledDirection * (*lightSample).dist;\n (*lightSample).normal = normalize(lightSurfacePos - light.position);\n (*lightSample).emission = light.emission;\n}\n\nfn light_apply_rect_texture(\n light: Light,\n surfacePoint: vec3f,\n lowerLeft: vec3f,\n result: ptr<function, LightSampleRec>\n) {\n if (light.textureIndex < 0.0) {\n return;\n }\n let width = length(light.u);\n let height = length(light.v);\n let relative = surfacePoint - lowerLeft;\n let uv = vec2f(\n dot(relative, light.u / width) / width,\n dot(relative, light.v / height) / height\n );\n (*result).emission *= sampleMap(i32(light.textureIndex), uv).rgb;\n}\n\nfn light_sample_rect(\n light: Light,\n shadingPoint: vec3f,\n samplePoint: vec2f,\n result: ptr<function, LightSampleRec>\n) {\n let normal = normalize(cross(light.u, light.v));\n let lowerLeft = light.position - 0.5 * (light.u + light.v);\n let spread = clamp(light.radiusOrSpread, 0.0, 1.0);\n\n if (spread <= 0.001) {\n let planeDistance = dot(normal, shadingPoint - light.position);\n let surfacePoint = shadingPoint - normal * planeDistance;\n let relative = surfacePoint - lowerLeft;\n let width = length(light.u);\n let height = length(light.v);\n let uv = vec2f(\n dot(relative, light.u / width) / width,\n dot(relative, light.v / height) / height\n );\n if (planeDistance <= 0.0 || any(uv < vec2f(0.0)) || any(uv > vec2f(1.0))) {\n (*result).emission = vec3f(0.0);\n (*result).pdf = 0.0;\n return;\n }\n (*result).direction = -normal;\n (*result).dist = planeDistance;\n (*result).normal = normal;\n (*result).emission = light.emission;\n (*result).pdf = 1.0;\n (*result).isDelta = true;\n light_apply_rect_texture(light, surfacePoint, lowerLeft, result);\n return;\n }\n\n let surfacePoint = lowerLeft\n + light.u * samplePoint.x\n + light.v * samplePoint.y;\n let offset = surfacePoint - shadingPoint;\n let distanceSquared = dot(offset, offset);\n (*result).dist = sqrt(distanceSquared);\n (*result).direction = offset / (*result).dist;\n (*result).normal = normal;\n let emitterCosine = dot(-(*result).direction, normal);\n let spreadCosine = cos(0.5 * PI * spread);\n if (emitterCosine <= 0.0 || emitterCosine < spreadCosine) {\n (*result).emission = vec3f(0.0);\n (*result).pdf = 0.0;\n return;\n }\n (*result).emission = light.emission;\n (*result).pdf = distanceSquared / max(light.area * emitterCosine, 1e-8);\n light_apply_rect_texture(light, surfacePoint, lowerLeft, result);\n}\n\nfn light_sample_directional(\n light: Light,\n result: ptr<function, LightSampleRec>\n) {\n (*result).direction = normalize(-light.u);\n (*result).normal = -(*result).direction;\n (*result).emission = light.emission;\n (*result).dist = INF;\n (*result).pdf = 1.0;\n (*result).isDelta = true;\n}\n\nfn light_sample_spot(\n light: Light,\n shadingPoint: vec3f,\n samplePoint: vec2f,\n result: ptr<function, LightSampleRec>\n) {\n light_sample_sphere(light, shadingPoint, samplePoint, result);\n let surfacePoint = shadingPoint + (*result).direction * (*result).dist;\n let lightToSurface = normalize(shadingPoint - surfacePoint);\n (*result).emission *= evaluateSpotEmissionMultiplier(light, lightToSurface);\n}\n\nfn sampleAnalyticLight(\n light: Light,\n shadingPoint: vec3f,\n samplePoint: vec2f,\n result: ptr<function, LightSampleRec>\n) {\n let lightType = i32(light.litType);\n if (HAS_SCENE_RECT_LIGHT && lightType == RECT_LIGHT) {\n light_sample_rect(light, shadingPoint, samplePoint, result);\n return;\n }\n if (HAS_SCENE_SPHERE_LIGHT && lightType == SPHERE_LIGHT) {\n light_sample_sphere(light, shadingPoint, samplePoint, result);\n return;\n }\n if (HAS_SCENE_SPOT_LIGHT && lightType == SPOT_LIGHT) {\n light_sample_spot(light, shadingPoint, samplePoint, result);\n return;\n }\n if (HAS_SCENE_DIRECTIONAL_LIGHT && lightType == DIRECTIONAL_LIGHT) {\n light_sample_directional(light, result);\n }\n}\n\nfn sampleEnvLight(randomV2: vec2f, lightSample: ptr<function, LightSampleRec>) {\n var uv: vec2f;\n // Naga's SPIR-V writer cannot pass a struct-member pointer as a call argument.\n var pdf: f32;\n let direction = sampleEnvmap(randomV2, &uv, &pdf);\n (*lightSample).pdf = pdf;\n (*lightSample).direction = direction;\n (*lightSample).emission = textureLinear(envMap, uv).rgb;\n (*lightSample).dist = INF;\n}\n\nfn loadLightSamplingTexel(texelIndex: i32) -> vec4f {\n let width = rtUniform.lightSamplingTextureWidth;\n return textureLoad(\n lightSamplingData,\n vec2i(texelIndex % width, texelIndex / width),\n 0\n );\n}\n\nfn getEmissiveTriangle(index: i32) -> EmissiveTriangle {\n let offset = index * 6;\n let a = loadLightSamplingTexel(offset);\n let b = loadLightSamplingTexel(offset + 1);\n let c = loadLightSamplingTexel(offset + 2);\n let d = loadLightSamplingTexel(offset + 3);\n let e = loadLightSamplingTexel(offset + 4);\n let f = loadLightSamplingTexel(offset + 5);\n return EmissiveTriangle(\n a.xyz, a.w,\n b.xyz, b.w,\n c.xyz, c.w,\n d.xy, d.zw, e.xy,\n e.zw, f.xy, f.zw\n );\n}\n\nfn getLightChoice(index: i32) -> LightChoice {\n let data = loadLightSamplingTexel(rtUniform.lightChoiceTexelOffset + index);\n return LightChoice(\n data.x,\n bitcast<i32>(data.y),\n bitcast<i32>(data.z),\n bitcast<i32>(data.w)\n );\n}\n\nfn getLightChoiceFromTable(tableOffset: i32, index: i32) -> LightChoice {\n return getLightChoice(tableOffset + index);\n}\n\nfn stratifyLightChoiceRandom(\n rnd: vec3f,\n candidateIndex: u32,\n candidateCount: u32\n) -> vec3f {\n var stratified = rnd;\n let count = max(candidateCount, 1u);\n stratified.z = (rnd.z + f32(min(candidateIndex, count - 1u))) /\n f32(count);\n return stratified;\n}\n\nfn sampleEmissiveTriangleLight(\n triangle: EmissiveTriangle,\n scatterPos: vec3f,\n randomV2: vec2f,\n lightSample: ptr<function, LightSampleRec>\n) {\n let sqrtU = sqrt(randomV2.x);\n let barycentric = vec3f(\n 1.0 - sqrtU,\n sqrtU * (1.0 - randomV2.y),\n sqrtU * randomV2.y\n );\n let lightPosition =\n barycentric.x * triangle.p0 +\n barycentric.y * triangle.p1 +\n barycentric.z * triangle.p2;\n let uv =\n barycentric.x * triangle.uv0 +\n barycentric.y * triangle.uv1 +\n barycentric.z * triangle.uv2;\n let secondaryUv =\n barycentric.x * triangle.secondaryUv0 +\n barycentric.y * triangle.secondaryUv1 +\n barycentric.z * triangle.secondaryUv2;\n let normal = normalize(cross(triangle.p1 - triangle.p0, triangle.p2 - triangle.p0));\n (*lightSample).direction = lightPosition - scatterPos;\n (*lightSample).dist = length((*lightSample).direction);\n if ((*lightSample).dist <= EPS) {\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).pdf = 0.0;\n return;\n }\n (*lightSample).direction /= (*lightSample).dist;\n (*lightSample).normal = normal;\n let cosLight = dot(normal, -(*lightSample).direction);\n if (cosLight <= 0.0) {\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).pdf = 0.0;\n return;\n }\n (*lightSample).emission = getMaterialEmission(\n i32(triangle.materialIndex), uv, secondaryUv\n );\n (*lightSample).selectionPmf = triangle.selectionPmf;\n (*lightSample).pdf = triangle.selectionPmf *\n ((*lightSample).dist * (*lightSample).dist) /\n max(triangle.area * cosLight, 1e-8);\n}\n\nfn sampleLightChoiceTable(\n scatterPos: vec3f,\n rnd: vec3f,\n tableOffset: i32,\n choiceCount: i32,\n selectionPmfScale: f32,\n lightSample: ptr<function, LightSampleRec>\n) {\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).pdf = 0.0;\n (*lightSample).selectionPmf = 0.0;\n (*lightSample).dist = INF;\n (*lightSample).isDelta = false;\n (*lightSample).sourceType = 0u;\n (*lightSample).sourceIndex = 0xffffffffu;\n if (choiceCount <= 0) {\n return;\n }\n\n let scaledChoice = rnd.z * f32(choiceCount);\n let column = min(i32(scaledChoice), choiceCount - 1);\n let columnChoice = getLightChoiceFromTable(tableOffset, column);\n let selectedIndex = select(\n columnChoice.aliasIndex,\n column,\n fract(scaledChoice) < columnChoice.probability\n );\n let choice = getLightChoiceFromTable(tableOffset, selectedIndex);\n if (USE_ENVMAP && choice.sourceType == 1) {\n (*lightSample).sourceType = 0u;\n (*lightSample).sourceIndex = u32(choice.sourceIndex);\n sampleEnvLight(rnd.xy, lightSample);\n (*lightSample).selectionPmf = rtUniform.envLightPmf;\n (*lightSample).pdf *= rtUniform.envLightPmf;\n }\n else if (choice.sourceType == 2) {\n (*lightSample).sourceType = 2u;\n (*lightSample).sourceIndex = u32(choice.sourceIndex);\n let light = analyticLights[choice.sourceIndex];\n sampleAnalyticLight(light, scatterPos, rnd.xy, lightSample);\n (*lightSample).selectionPmf = light.selectionPmf;\n (*lightSample).pdf *= light.selectionPmf;\n }\n else if (HAS_SCENE_EMISSIVE_LIGHT && choice.sourceType == 3) {\n (*lightSample).sourceType = 1u;\n (*lightSample).sourceIndex = u32(choice.sourceIndex);\n sampleEmissiveTriangleLight(\n getEmissiveTriangle(choice.sourceIndex),\n scatterPos,\n rnd.xy,\n lightSample\n );\n }\n (*lightSample).selectionPmf *= selectionPmfScale;\n (*lightSample).pdf *= selectionPmfScale;\n}\n\nfn sampleLight(\n scatterPos: vec3f,\n rnd: vec3f,\n lightSample: ptr<function, LightSampleRec>,\n distByIntensity: bool\n) {\n sampleLightChoiceTable(\n scatterPos,\n rnd,\n 0,\n rtUniform.lightChoiceCount,\n 1.0,\n lightSample\n );\n}\n\n// Light choice for one of the resampled NEE candidates. The selection random\n// number is stratified across the candidates.\nfn sampleLightForNEECandidate(\n scatterPos: vec3f,\n rnd: vec3f,\n candidateIndex: u32,\n candidateCount: u32,\n lightSample: ptr<function, LightSampleRec>\n) {\n sampleLightChoiceTable(\n scatterPos,\n stratifyLightChoiceRandom(rnd, candidateIndex, candidateCount),\n 0,\n rtUniform.lightChoiceCount,\n 1.0,\n lightSample\n );\n}\n";
2
2
  export default _default;
@@ -1,13 +1,13 @@
1
1
  import { LIGHT_CHOICE_ANALYTIC, LIGHT_CHOICE_EMISSIVE_TRIANGLE, LIGHT_CHOICE_ENVIRONMENT } from '../../lightConstants.js';
2
2
  export default /*wgsl */ `
3
- fn eY(light: Light, fI: vec3f, jt: vec2f, lightSample: ptr<function, LightSampleRec>) {
4
- let iQ = light.position - fI;
5
- let ak = length(iQ);
3
+ fn eH(light: Light, fk: vec3f, iY: vec2f, lightSample: ptr<function, LightSampleRec>) {
4
+ let iz = light.position - fk;
5
+ let ao = length(iz);
6
6
  if (light.radiusOrSpread <= 0.0) {
7
7
 
8
8
 
9
9
 
10
- if (ak <= 1e-6) {
10
+ if (ao <= 1e-6) {
11
11
  (*lightSample).direction = vec3f(0.0, 0.0, 1.0);
12
12
  (*lightSample).normal = vec3f(0.0, 0.0, -1.0);
13
13
  (*lightSample).dist = 0.0;
@@ -16,66 +16,70 @@ if (ak <= 1e-6) {
16
16
  (*lightSample).isDelta = true;
17
17
  return;
18
18
  }
19
- (*lightSample).direction = iQ / ak;
19
+ (*lightSample).direction = iz / ao;
20
20
  (*lightSample).normal = -(*lightSample).direction;
21
- (*lightSample).dist = ak;
21
+ (*lightSample).dist = ao;
22
22
  (*lightSample).pdf = 1.0;
23
23
  (*lightSample).emission = light.emission /
24
- max(ak * ak, 1e-8);
24
+ max(ao * ao, 1e-8);
25
25
  (*lightSample).isDelta = true;
26
26
  return;
27
27
  }
28
28
  let radius = max(light.radiusOrSpread, 1e-6);
29
29
  (*lightSample).isDelta = false;
30
- var gX: vec3f;
30
+ var gG: vec3f;
31
31
 
32
- if (ak <= radius) {
33
- let z = 1.0 - 2.0 * jt.x;
34
- let ex = sqrt(max(0.0, 1.0 - z * z));
35
- let azimuth = TWOPI * jt.y;
36
- gX = vec3f(
37
- ex * cos(azimuth),
38
- ex * sin(azimuth),
32
+ if (ao <= radius) {
33
+ let z = 1.0 - 2.0 * iY.x;
34
+ let dr = sqrt(max(0.0, 1.0 - z * z));
35
+ let azimuth = TWOPI * iY.y;
36
+ gG = vec3f(
37
+ dr * cos(azimuth),
38
+ dr * sin(azimuth),
39
39
  z
40
40
  );
41
41
  (*lightSample).pdf = INV4PI;
42
42
  }
43
43
  else {
44
- let ui = iQ / ak;
45
- let jV = min(
44
+ let uk = iz / ao;
45
+ let sinThetaMaxSquared = min(
46
46
  1.0,
47
- radius * radius / (ak * ak)
47
+ radius * radius / (ao * ao)
48
48
  );
49
- let cosThetaMax = sqrt(max(0.0, 1.0 - jV));
50
- let ci = mix(1.0, cosThetaMax, jt.x);
51
- let sinTheta = sqrt(max(0.0, 1.0 - ci * ci));
52
- let azimuth = TWOPI * jt.y;
49
+ let cosThetaMax = sqrt(max(0.0, 1.0 - sinThetaMaxSquared));
50
+
51
+
52
+ let oneMinusCosThetaMax = sinThetaMaxSquared / (1.0 + cosThetaMax);
53
+ let kZ = iY.x * oneMinusCosThetaMax;
54
+ let ct = 1.0 - kZ;
55
+ let sinTheta = sqrt(max(0.0, kZ * (2.0 - kZ)));
56
+ let azimuth = TWOPI * iY.y;
53
57
  var tangent: vec3f;
54
58
  var bitangent: vec3f;
55
- aP(ui, &tangent, &bitangent);
56
- gX = ui * ci
59
+ sampling_orthonormal_basis(uk, &tangent, &bitangent);
60
+ gG = uk * ct
57
61
  + tangent * (sinTheta * cos(azimuth))
58
62
  + bitangent * (sinTheta * sin(azimuth));
59
63
  (*lightSample).pdf = 1.0 / max(
60
- TWOPI * (1.0 - cosThetaMax),
64
+ TWOPI * oneMinusCosThetaMax,
61
65
  1e-8
62
66
  );
63
67
  }
64
68
 
65
- let iR = dot(gX, iQ);
66
- let ra = dot(iQ, iQ);
67
- let br = iR * iR
68
- - ra + radius * radius;
69
- let cV = iR - sqrt(max(0.0, br));
70
- let cM = iR + sqrt(max(0.0, br));
71
- (*lightSample).dist = select(cM, cV, cV > 1e-6);
72
- (*lightSample).direction = gX;
73
- let tl = fI + gX * (*lightSample).dist;
69
+ let iA = dot(gG, iz);
70
+ let qT = dot(iz, iz);
71
+ let bj = iA * iA
72
+ - qT + radius * radius;
73
+ let cI = iA - sqrt(max(0.0, bj));
74
+ let cw = iA + sqrt(max(0.0, bj));
75
+ (*lightSample).dist = select(cw, cI, cI > 1e-6);
76
+ (*lightSample).direction = gG;
77
+ let tl = fk + gG * (*lightSample).dist;
74
78
  (*lightSample).normal = normalize(tl - light.position);
75
79
  (*lightSample).emission = light.emission;
76
80
  }
77
81
 
78
- fn dn(
82
+ fn bC(
79
83
  light: Light,
80
84
  surfacePoint: vec3f,
81
85
  lowerLeft: vec3f,
@@ -86,15 +90,15 @@ return;
86
90
  }
87
91
  let width = length(light.u);
88
92
  let height = length(light.v);
89
- let ek = surfacePoint - lowerLeft;
93
+ let dU = surfacePoint - lowerLeft;
90
94
  let uv = vec2f(
91
- dot(ek, light.u / width) / width,
92
- dot(ek, light.v / height) / height
95
+ dot(dU, light.u / width) / width,
96
+ dot(dU, light.v / height) / height
93
97
  );
94
98
  (*result).emission *= sampleMap(i32(light.textureIndex), uv).rgb;
95
99
  }
96
100
 
97
- fn kw(
101
+ fn jZ(
98
102
  light: Light,
99
103
  shadingPoint: vec3f,
100
104
  samplePoint: vec2f,
@@ -105,27 +109,27 @@ let lowerLeft = light.position - 0.5 * (light.u + light.v);
105
109
  let spread = clamp(light.radiusOrSpread, 0.0, 1.0);
106
110
 
107
111
  if (spread <= 0.001) {
108
- let gw = dot(normal, shadingPoint - light.position);
109
- let surfacePoint = shadingPoint - normal * gw;
110
- let ek = surfacePoint - lowerLeft;
112
+ let gg = dot(normal, shadingPoint - light.position);
113
+ let surfacePoint = shadingPoint - normal * gg;
114
+ let dU = surfacePoint - lowerLeft;
111
115
  let width = length(light.u);
112
116
  let height = length(light.v);
113
117
  let uv = vec2f(
114
- dot(ek, light.u / width) / width,
115
- dot(ek, light.v / height) / height
118
+ dot(dU, light.u / width) / width,
119
+ dot(dU, light.v / height) / height
116
120
  );
117
- if (gw <= 0.0 || any(uv < vec2f(0.0)) || any(uv > vec2f(1.0))) {
121
+ if (gg <= 0.0 || any(uv < vec2f(0.0)) || any(uv > vec2f(1.0))) {
118
122
  (*result).emission = vec3f(0.0);
119
123
  (*result).pdf = 0.0;
120
124
  return;
121
125
  }
122
126
  (*result).direction = -normal;
123
- (*result).dist = gw;
127
+ (*result).dist = gg;
124
128
  (*result).normal = normal;
125
129
  (*result).emission = light.emission;
126
130
  (*result).pdf = 1.0;
127
131
  (*result).isDelta = true;
128
- dn(light, surfacePoint, lowerLeft, result);
132
+ bC(light, surfacePoint, lowerLeft, result);
129
133
  return;
130
134
  }
131
135
 
@@ -133,23 +137,23 @@ let surfacePoint = lowerLeft
133
137
  + light.u * samplePoint.x
134
138
  + light.v * samplePoint.y;
135
139
  let offset = surfacePoint - shadingPoint;
136
- let hE = dot(offset, offset);
137
- (*result).dist = sqrt(hE);
140
+ let bG = dot(offset, offset);
141
+ (*result).dist = sqrt(bG);
138
142
  (*result).direction = offset / (*result).dist;
139
143
  (*result).normal = normal;
140
- let gn = dot(-(*result).direction, normal);
141
- let pK = cos(0.5 * PI * spread);
142
- if (gn <= 0.0 || gn < pK) {
144
+ let fY = dot(-(*result).direction, normal);
145
+ let pp = cos(0.5 * PI * spread);
146
+ if (fY <= 0.0 || fY < pp) {
143
147
  (*result).emission = vec3f(0.0);
144
148
  (*result).pdf = 0.0;
145
149
  return;
146
150
  }
147
151
  (*result).emission = light.emission;
148
- (*result).pdf = hE / max(light.area * gn, 1e-8);
149
- dn(light, surfacePoint, lowerLeft, result);
152
+ (*result).pdf = bG / max(light.area * fY, 1e-8);
153
+ bC(light, surfacePoint, lowerLeft, result);
150
154
  }
151
155
 
152
- fn gs(
156
+ fn gc(
153
157
  light: Light,
154
158
  result: ptr<function, LightSampleRec>
155
159
  ) {
@@ -161,70 +165,70 @@ result: ptr<function, LightSampleRec>
161
165
  (*result).isDelta = true;
162
166
  }
163
167
 
164
- fn kx(
168
+ fn ka(
165
169
  light: Light,
166
170
  shadingPoint: vec3f,
167
171
  samplePoint: vec2f,
168
172
  result: ptr<function, LightSampleRec>
169
173
  ) {
170
- eY(light, shadingPoint, samplePoint, result);
174
+ eH(light, shadingPoint, samplePoint, result);
171
175
  let surfacePoint = shadingPoint + (*result).direction * (*result).dist;
172
- let dV = normalize(shadingPoint - surfacePoint);
173
- (*result).emission *= bP(light, dV);
176
+ let dI = normalize(shadingPoint - surfacePoint);
177
+ (*result).emission *= evaluateSpotEmissionMultiplier(light, dI);
174
178
  }
175
179
 
176
- fn jg(
180
+ fn sampleAnalyticLight(
177
181
  light: Light,
178
182
  shadingPoint: vec3f,
179
183
  samplePoint: vec2f,
180
184
  result: ptr<function, LightSampleRec>
181
185
  ) {
182
- let ec = i32(light.litType);
183
- if (HAS_SCENE_RECT_LIGHT && ec == RECT_LIGHT) {
184
- kw(light, shadingPoint, samplePoint, result);
186
+ let dO = i32(light.litType);
187
+ if (HAS_SCENE_RECT_LIGHT && dO == RECT_LIGHT) {
188
+ jZ(light, shadingPoint, samplePoint, result);
185
189
  return;
186
190
  }
187
- if (HAS_SCENE_SPHERE_LIGHT && ec == SPHERE_LIGHT) {
188
- eY(light, shadingPoint, samplePoint, result);
191
+ if (HAS_SCENE_SPHERE_LIGHT && dO == SPHERE_LIGHT) {
192
+ eH(light, shadingPoint, samplePoint, result);
189
193
  return;
190
194
  }
191
- if (HAS_SCENE_SPOT_LIGHT && ec == SPOT_LIGHT) {
192
- kx(light, shadingPoint, samplePoint, result);
195
+ if (HAS_SCENE_SPOT_LIGHT && dO == SPOT_LIGHT) {
196
+ ka(light, shadingPoint, samplePoint, result);
193
197
  return;
194
198
  }
195
- if (HAS_SCENE_DIRECTIONAL_LIGHT && ec == DIRECTIONAL_LIGHT) {
196
- gs(light, result);
199
+ if (HAS_SCENE_DIRECTIONAL_LIGHT && dO == DIRECTIONAL_LIGHT) {
200
+ gc(light, result);
197
201
  }
198
202
  }
199
203
 
200
- fn nD(jt: vec2f, lightSample: ptr<function, LightSampleRec>) {
204
+ fn ig(iY: vec2f, lightSample: ptr<function, LightSampleRec>) {
201
205
  var uv: vec2f;
202
206
 
203
207
  var pdf: f32;
204
- let direction = pI(jt, &uv, &pdf);
208
+ let direction = pn(iY, &uv, &pdf);
205
209
  (*lightSample).pdf = pdf;
206
210
  (*lightSample).direction = direction;
207
211
  (*lightSample).emission = textureLinear(envMap, uv).rgb;
208
212
  (*lightSample).dist = INF;
209
213
  }
210
214
 
211
- fn ca(iK: i32) -> vec4f {
215
+ fn loadLightSamplingTexel(im: i32) -> vec4f {
212
216
  let width = rtUniform.lightSamplingTextureWidth;
213
217
  return textureLoad(
214
218
  lightSamplingData,
215
- vec2i(iK % width, iK / width),
219
+ vec2i(im % width, im / width),
216
220
  0
217
221
  );
218
222
  }
219
223
 
220
- fn rb(index: i32) -> EmissiveTriangle {
224
+ fn getEmissiveTriangle(index: i32) -> EmissiveTriangle {
221
225
  let offset = index * 6;
222
- let a = ca(offset);
223
- let b = ca(offset + 1);
224
- let c = ca(offset + 2);
225
- let d = ca(offset + 3);
226
- let e = ca(offset + 4);
227
- let f = ca(offset + 5);
226
+ let a = loadLightSamplingTexel(offset);
227
+ let b = loadLightSamplingTexel(offset + 1);
228
+ let c = loadLightSamplingTexel(offset + 2);
229
+ let d = loadLightSamplingTexel(offset + 3);
230
+ let e = loadLightSamplingTexel(offset + 4);
231
+ let f = loadLightSamplingTexel(offset + 5);
228
232
  return EmissiveTriangle(
229
233
  a.xyz, a.w,
230
234
  b.xyz, b.w,
@@ -234,9 +238,9 @@ e.zw, f.xy, f.zw
234
238
  );
235
239
  }
236
240
 
237
- fn tI(index: i32) -> qb {
238
- let data = ca(rtUniform.lightChoiceTexelOffset + index);
239
- return qb(
241
+ fn tJ(index: i32) -> pW {
242
+ let data = loadLightSamplingTexel(rtUniform.lightChoiceTexelOffset + index);
243
+ return pW(
240
244
  data.x,
241
245
  bitcast<i32>(data.y),
242
246
  bitcast<i32>(data.z),
@@ -244,35 +248,35 @@ bitcast<i32>(data.w)
244
248
  );
245
249
  }
246
250
 
247
- fn ka(nZ: i32, index: i32) -> qb {
248
- return tI(nZ + index);
251
+ fn jG(nP: i32, index: i32) -> pW {
252
+ return tJ(nP + index);
249
253
  }
250
254
 
251
- fn nR(
255
+ fn nG(
252
256
  rnd: vec3f,
253
- mS: u32,
257
+ mE: u32,
254
258
  candidateCount: u32
255
259
  ) -> vec3f {
256
- var uk = rnd;
260
+ var um = rnd;
257
261
  let count = max(candidateCount, 1u);
258
- uk.z = (rnd.z + f32(min(mS, count - 1u))) /
262
+ um.z = (rnd.z + f32(min(mE, count - 1u))) /
259
263
  f32(count);
260
- return uk;
264
+ return um;
261
265
  }
262
266
 
263
- fn mH(
267
+ fn mr(
264
268
  triangle: EmissiveTriangle,
265
- fI: vec3f,
266
- jt: vec2f,
269
+ fk: vec3f,
270
+ iY: vec2f,
267
271
  lightSample: ptr<function, LightSampleRec>
268
272
  ) {
269
- let xh = sqrt(jt.x);
273
+ let xJ = sqrt(iY.x);
270
274
  let barycentric = vec3f(
271
- 1.0 - xh,
272
- xh * (1.0 - jt.y),
273
- xh * jt.y
275
+ 1.0 - xJ,
276
+ xJ * (1.0 - iY.y),
277
+ xJ * iY.y
274
278
  );
275
- let uq =
279
+ let ut =
276
280
  barycentric.x * triangle.p0 +
277
281
  barycentric.y * triangle.p1 +
278
282
  barycentric.z * triangle.p2;
@@ -280,12 +284,12 @@ let uv =
280
284
  barycentric.x * triangle.uv0 +
281
285
  barycentric.y * triangle.uv1 +
282
286
  barycentric.z * triangle.uv2;
283
- let dj =
287
+ let cQ =
284
288
  barycentric.x * triangle.secondaryUv0 +
285
289
  barycentric.y * triangle.secondaryUv1 +
286
290
  barycentric.z * triangle.secondaryUv2;
287
291
  let normal = normalize(cross(triangle.p1 - triangle.p0, triangle.p2 - triangle.p0));
288
- (*lightSample).direction = uq - fI;
292
+ (*lightSample).direction = ut - fk;
289
293
  (*lightSample).dist = length((*lightSample).direction);
290
294
  if ((*lightSample).dist <= EPS) {
291
295
  (*lightSample).emission = vec3f(0.0);
@@ -294,27 +298,27 @@ return;
294
298
  }
295
299
  (*lightSample).direction /= (*lightSample).dist;
296
300
  (*lightSample).normal = normal;
297
- let qi = dot(normal, -(*lightSample).direction);
298
- if (qi <= 0.0) {
301
+ let om = dot(normal, -(*lightSample).direction);
302
+ if (om <= 0.0) {
299
303
  (*lightSample).emission = vec3f(0.0);
300
304
  (*lightSample).pdf = 0.0;
301
305
  return;
302
306
  }
303
307
  (*lightSample).emission = getMaterialEmission(
304
- i32(triangle.materialIndex), uv, dj
308
+ i32(triangle.materialIndex), uv, cQ
305
309
  );
306
310
  (*lightSample).selectionPmf = triangle.selectionPmf;
307
311
  (*lightSample).pdf = triangle.selectionPmf *
308
312
  ((*lightSample).dist * (*lightSample).dist) /
309
- max(triangle.area * qi, 1e-8);
313
+ max(triangle.area * om, 1e-8);
310
314
  }
311
315
 
312
- fn hv(
313
- fI: vec3f,
316
+ fn hb(
317
+ fk: vec3f,
314
318
  rnd: vec3f,
315
- nZ: i32,
319
+ nP: i32,
316
320
  choiceCount: i32,
317
- nX: f32,
321
+ nN: f32,
318
322
  lightSample: ptr<function, LightSampleRec>
319
323
  ) {
320
324
  (*lightSample).emission = vec3f(0.0);
@@ -328,52 +332,52 @@ if (choiceCount <= 0) {
328
332
  return;
329
333
  }
330
334
 
331
- let sq = rnd.z * f32(choiceCount);
332
- let column = min(i32(sq), choiceCount - 1);
333
- let rW = ka(nZ, column);
334
- let lM = select(
335
- rW.aliasIndex,
335
+ let sk = rnd.z * f32(choiceCount);
336
+ let column = min(i32(sk), choiceCount - 1);
337
+ let rS = jG(nP, column);
338
+ let jc = select(
339
+ rS.aliasIndex,
336
340
  column,
337
- fract(sq) < rW.probability
341
+ fract(sk) < rS.probability
338
342
  );
339
- let qh = ka(nZ, lM);
340
- if (USE_ENVMAP && qh.sourceType == ${LIGHT_CHOICE_ENVIRONMENT}) {
343
+ let choice = jG(nP, jc);
344
+ if (USE_ENVMAP && choice.sourceType == ${LIGHT_CHOICE_ENVIRONMENT}) {
341
345
  (*lightSample).sourceType = 0u;
342
- (*lightSample).sourceIndex = u32(qh.sourceIndex);
343
- nD(rnd.xy, lightSample);
346
+ (*lightSample).sourceIndex = u32(choice.sourceIndex);
347
+ ig(rnd.xy, lightSample);
344
348
  (*lightSample).selectionPmf = rtUniform.envLightPmf;
345
349
  (*lightSample).pdf *= rtUniform.envLightPmf;
346
350
  }
347
- else if (qh.sourceType == ${LIGHT_CHOICE_ANALYTIC}) {
351
+ else if (choice.sourceType == ${LIGHT_CHOICE_ANALYTIC}) {
348
352
  (*lightSample).sourceType = 2u;
349
- (*lightSample).sourceIndex = u32(qh.sourceIndex);
350
- let light = analyticLights[qh.sourceIndex];
351
- jg(light, fI, rnd.xy, lightSample);
353
+ (*lightSample).sourceIndex = u32(choice.sourceIndex);
354
+ let light = analyticLights[choice.sourceIndex];
355
+ sampleAnalyticLight(light, fk, rnd.xy, lightSample);
352
356
  (*lightSample).selectionPmf = light.selectionPmf;
353
357
  (*lightSample).pdf *= light.selectionPmf;
354
358
  }
355
- else if (HAS_SCENE_EMISSIVE_LIGHT && qh.sourceType == ${LIGHT_CHOICE_EMISSIVE_TRIANGLE}) {
359
+ else if (HAS_SCENE_EMISSIVE_LIGHT && choice.sourceType == ${LIGHT_CHOICE_EMISSIVE_TRIANGLE}) {
356
360
  (*lightSample).sourceType = 1u;
357
- (*lightSample).sourceIndex = u32(qh.sourceIndex);
358
- mH(
359
- rb(qh.sourceIndex),
360
- fI,
361
+ (*lightSample).sourceIndex = u32(choice.sourceIndex);
362
+ mr(
363
+ getEmissiveTriangle(choice.sourceIndex),
364
+ fk,
361
365
  rnd.xy,
362
366
  lightSample
363
367
  );
364
368
  }
365
- (*lightSample).selectionPmf *= nX;
366
- (*lightSample).pdf *= nX;
369
+ (*lightSample).selectionPmf *= nN;
370
+ (*lightSample).pdf *= nN;
367
371
  }
368
372
 
369
373
  fn sampleLight(
370
- fI: vec3f,
374
+ fk: vec3f,
371
375
  rnd: vec3f,
372
376
  lightSample: ptr<function, LightSampleRec>,
373
377
  tk: bool
374
378
  ) {
375
- hv(
376
- fI,
379
+ hb(
380
+ fk,
377
381
  rnd,
378
382
  0,
379
383
  rtUniform.lightChoiceCount,
@@ -384,16 +388,16 @@ lightSample
384
388
 
385
389
 
386
390
 
387
- fn nE(
388
- fI: vec3f,
391
+ fn nk(
392
+ fk: vec3f,
389
393
  rnd: vec3f,
390
- mS: u32,
394
+ mE: u32,
391
395
  candidateCount: u32,
392
396
  lightSample: ptr<function, LightSampleRec>
393
397
  ) {
394
- hv(
395
- fI,
396
- nR(rnd, mS, candidateCount),
398
+ hb(
399
+ fk,
400
+ nG(rnd, mE, candidateCount),
397
401
  0,
398
402
  rtUniform.lightChoiceCount,
399
403
  1.0,