@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
@@ -0,0 +1,217 @@
1
+ import { causticDiagnostics } from './causticDiagnostics.js';
2
+ import { packCausticLightUniform } from './causticUniform.js';
3
+ export { packCausticLightUniform } from './causticUniform.js';
4
+ import { resourceTableLayout, setResourceTable } from './wgpuBindless.js';
5
+ import { CAUSTIC_UNIFORM_BYTES, causticAccumulateCompute } from './wgsl/causticLight.compute.js';
6
+ /** Per-target photon splats and independent floating-point batch accumulation. */
7
+ export class WGPUCausticLightPass {
8
+ device;
9
+ photonMapping;
10
+ distribution;
11
+ emissionGroups = new WeakMap();
12
+ casterCount = 0;
13
+ choiceCount = 0;
14
+ pipeline;
15
+ outputs = new Map();
16
+ uniform;
17
+ layout;
18
+ accumulate;
19
+ constructor(device, photonMapping = false) {
20
+ this.device = device;
21
+ this.photonMapping = photonMapping;
22
+ this.uniform = device.createBuffer({
23
+ label: 'Caustic light uniforms',
24
+ size: CAUSTIC_UNIFORM_BYTES,
25
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST
26
+ });
27
+ this.layout = device.createBindGroupLayout({
28
+ entries: [
29
+ { binding: 0, visibility: GPUShaderStage.COMPUTE, buffer: { type: 'uniform' } },
30
+ {
31
+ binding: 1,
32
+ visibility: GPUShaderStage.COMPUTE,
33
+ ...(photonMapping
34
+ ? { storageTexture: { access: 'write-only', format: 'rgba32uint' } }
35
+ : { buffer: { type: 'storage' } })
36
+ },
37
+ { binding: 2, visibility: GPUShaderStage.COMPUTE, texture: { sampleType: 'unfilterable-float' } },
38
+ ...(photonMapping
39
+ ? [
40
+ {
41
+ binding: 3,
42
+ visibility: GPUShaderStage.COMPUTE,
43
+ storageTexture: { access: 'write-only', format: 'r32uint' }
44
+ }
45
+ ]
46
+ : [])
47
+ ]
48
+ });
49
+ this.accumulate = device.createComputePipeline({
50
+ label: 'Caustic batch accumulation',
51
+ layout: 'auto',
52
+ compute: { module: device.createShaderModule({ code: causticAccumulateCompute }), entryPoint: 'main' }
53
+ });
54
+ }
55
+ /** Compiles an emitter for one trace pipeline's layouts; select it with use(). */
56
+ async prepare(source, groups, bindless = false) {
57
+ const module = this.device.createShaderModule({ label: 'Caustic light tracing', code: source });
58
+ const info = await module.getCompilationInfo();
59
+ const errors = info.messages.filter((m) => m.type === 'error');
60
+ if (errors.length)
61
+ throw Error(errors.map((m) => `Caustic WGSL ${m.lineNum}:${m.linePos} ${m.message}`).join('\n'));
62
+ return this.device.createComputePipelineAsync({
63
+ label: 'Caustic light tracing',
64
+ layout: this.device.createPipelineLayout(bindless
65
+ ? resourceTableLayout({ bindGroupLayouts: [...groups, this.layout] })
66
+ : { bindGroupLayouts: [...groups, this.layout] }),
67
+ compute: { module, entryPoint: 'main' }
68
+ });
69
+ }
70
+ use(pipeline) {
71
+ this.pipeline = pipeline;
72
+ }
73
+ setDistribution(spheres, lights) {
74
+ this.choiceCount = lights.count;
75
+ this.casterCount = spheres.length;
76
+ this.distribution?.destroy();
77
+ this.emissionGroups = new WeakMap();
78
+ const texels = Math.max(1, spheres.length + lights.count * 2), width = Math.min(texels, this.device.limits.maxTextureDimension2D), height = Math.ceil(texels / width);
79
+ this.distribution = this.device.createTexture({
80
+ label: 'Caustic emission distribution',
81
+ size: [width, height],
82
+ format: 'rgba32float',
83
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST
84
+ });
85
+ const data = new Float32Array(width * height * 4);
86
+ spheres.forEach((sphere, i) => data.set(sphere, i * 4));
87
+ data.set(lights.data, spheres.length * 4);
88
+ this.device.queue.writeTexture({ texture: this.distribution }, data, { bytesPerRow: width * 16 }, [
89
+ width,
90
+ height
91
+ ]);
92
+ }
93
+ get(target) {
94
+ return this.outputs.get(target)?.accumulation;
95
+ }
96
+ bytes(target) {
97
+ const o = this.outputs.get(target);
98
+ return o ? o.splats.size + o.accumulation.size : 0;
99
+ }
100
+ release(target) {
101
+ const o = this.outputs.get(target);
102
+ o?.splats.destroy();
103
+ o?.accumulation.destroy();
104
+ this.outputs.delete(target);
105
+ }
106
+ encode(encoder, groups, target, options) {
107
+ const { width, height } = options;
108
+ let output = this.outputs.get(target);
109
+ if (output && output.accumulation.size !== width * height * 16) {
110
+ this.release(target);
111
+ output = undefined;
112
+ }
113
+ if (!output) {
114
+ output = {
115
+ splats: this.device.createBuffer({
116
+ label: 'Caustic floating-point splats',
117
+ size: width * height * 12,
118
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST
119
+ }),
120
+ resolveGroup: undefined,
121
+ accumulation: this.device.createBuffer({
122
+ label: 'Caustic batch accumulation',
123
+ size: width * height * 16,
124
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST
125
+ })
126
+ };
127
+ output.resolveGroup = this.device.createBindGroup({
128
+ layout: this.accumulate.getBindGroupLayout(0),
129
+ entries: [
130
+ { binding: 0, resource: { buffer: output.splats } },
131
+ { binding: 1, resource: { buffer: output.accumulation } }
132
+ ]
133
+ });
134
+ this.outputs.set(target, output);
135
+ }
136
+ if (options.clear)
137
+ encoder.clearBuffer(output.accumulation);
138
+ if (!options.run || !this.pipeline)
139
+ return;
140
+ encoder.clearBuffer(output.splats);
141
+ this.emit(encoder, groups, output.splats, options);
142
+ const resolve = encoder.beginComputePass({
143
+ label: 'Caustic batch accumulation',
144
+ ...(options.querySet
145
+ ? {
146
+ timestampWrites: {
147
+ querySet: options.querySet,
148
+ beginningOfPassWriteIndex: 4,
149
+ endOfPassWriteIndex: 5
150
+ }
151
+ }
152
+ : {})
153
+ });
154
+ resolve.setPipeline(this.accumulate);
155
+ resolve.setBindGroup(0, output.resolveGroup);
156
+ const workgroups = Math.ceil((width * height) / 64);
157
+ const columns = Math.min(workgroups, this.device.limits.maxComputeWorkgroupsPerDimension);
158
+ resolve.dispatchWorkgroups(columns, Math.ceil(workgroups / columns));
159
+ resolve.end();
160
+ }
161
+ emit(encoder, groups, storage, options) {
162
+ if (!this.pipeline)
163
+ return;
164
+ const data = packCausticLightUniform({
165
+ ...options,
166
+ experiments: (+!!causticDiagnostics.photonPerCasterRadius) | (+!!causticDiagnostics.causticViewImportance << 1),
167
+ casterCount: this.casterCount,
168
+ choiceCount: this.choiceCount
169
+ });
170
+ this.device.queue.writeBuffer(this.uniform, 0, data);
171
+ const pass = encoder.beginComputePass({
172
+ label: 'Caustic photons',
173
+ ...(options.querySet
174
+ ? {
175
+ timestampWrites: {
176
+ querySet: options.querySet,
177
+ beginningOfPassWriteIndex: options.photonMapping ? 6 : 2,
178
+ endOfPassWriteIndex: options.photonMapping ? 7 : 3
179
+ }
180
+ }
181
+ : {})
182
+ });
183
+ pass.setPipeline(this.pipeline);
184
+ if (options.resourceTable)
185
+ setResourceTable(pass, options.resourceTable);
186
+ groups.forEach((g, i) => pass.setBindGroup(i, g));
187
+ let group = this.emissionGroups.get(storage);
188
+ if (!group) {
189
+ group = this.device.createBindGroup({
190
+ layout: this.layout,
191
+ entries: [
192
+ { binding: 0, resource: { buffer: this.uniform } },
193
+ {
194
+ binding: 1,
195
+ resource: this.photonMapping
196
+ ? storage.createView()
197
+ : { buffer: storage }
198
+ },
199
+ { binding: 2, resource: this.distribution.createView() },
200
+ ...(this.photonMapping ? [{ binding: 3, resource: options.photonDirections.createView() }] : [])
201
+ ]
202
+ });
203
+ this.emissionGroups.set(storage, group);
204
+ }
205
+ pass.setBindGroup(groups.length, group);
206
+ const groupsCount = Math.ceil(options.photons / 64);
207
+ pass.dispatchWorkgroups(Math.min(groupsCount, 65535), Math.ceil(groupsCount / 65535));
208
+ pass.end();
209
+ }
210
+ dispose() {
211
+ for (const target of this.outputs.keys())
212
+ this.release(target);
213
+ this.uniform.destroy();
214
+ this.distribution?.destroy();
215
+ }
216
+ }
217
+ //# sourceMappingURL=WGPUCausticLightPass.js.map
@@ -0,0 +1 @@
1
+ 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{causticDiagnostics} from './causticDiagnostics.js';\nimport {packCausticLightUniform} from './causticUniform.js';\nexport {packCausticLightUniform} from './causticUniform.js';\nimport {resourceTableLayout, setResourceTable, type ResourceTable} from './wgpuBindless.js';\nimport type {CasterSphere} from './caustics.js';\nimport {CAUSTIC_UNIFORM_BYTES, causticAccumulateCompute} from './wgsl/causticLight.compute.js';\n\ninterface Output {\n splats: GPUBuffer;\n accumulation: GPUBuffer;\n resolveGroup: GPUBindGroup;\n}\n/** Per-target photon splats and independent floating-point batch accumulation. */\nexport class WGPUCausticLightPass {\n private distribution?: GPUTexture;\n private emissionGroups = new WeakMap<GPUBuffer | GPUTexture, GPUBindGroup>();\n private casterCount = 0;\n private choiceCount = 0;\n private pipeline?: GPUComputePipeline;\n private readonly outputs = new Map<object, Output>();\n private readonly uniform: GPUBuffer;\n private readonly layout: GPUBindGroupLayout;\n private readonly accumulate: GPUComputePipeline;\n constructor(\n private readonly device: GPUDevice,\n private readonly photonMapping = false\n ) {\n this.uniform = device.createBuffer({\n label: 'Caustic light uniforms',\n size: CAUSTIC_UNIFORM_BYTES,\n usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n });\n this.layout = device.createBindGroupLayout({\n entries: [\n {binding: 0, visibility: GPUShaderStage.COMPUTE, buffer: {type: 'uniform'}},\n {\n binding: 1,\n visibility: GPUShaderStage.COMPUTE,\n ...(photonMapping\n ? {storageTexture: {access: 'write-only' as const, format: 'rgba32uint' as const}}\n : {buffer: {type: 'storage' as const}})\n },\n {binding: 2, visibility: GPUShaderStage.COMPUTE, texture: {sampleType: 'unfilterable-float'}},\n ...(photonMapping\n ? [\n {\n binding: 3,\n visibility: GPUShaderStage.COMPUTE,\n storageTexture: {access: 'write-only' as const, format: 'r32uint' as const}\n }\n ]\n : [])\n ]\n });\n this.accumulate = device.createComputePipeline({\n label: 'Caustic batch accumulation',\n layout: 'auto',\n compute: {module: device.createShaderModule({code: causticAccumulateCompute}), entryPoint: 'main'}\n });\n }\n /** Compiles an emitter for one trace pipeline's layouts; select it with use(). */\n async prepare(source: string, groups: GPUBindGroupLayout[], bindless = false) {\n const module = this.device.createShaderModule({label: 'Caustic light tracing', code: source});\n const info = await module.getCompilationInfo();\n const errors = info.messages.filter((m) => m.type === 'error');\n if (errors.length)\n throw Error(errors.map((m) => `Caustic WGSL ${m.lineNum}:${m.linePos} ${m.message}`).join('\\n'));\n return this.device.createComputePipelineAsync({\n label: 'Caustic light tracing',\n layout: this.device.createPipelineLayout(\n bindless\n ? resourceTableLayout({bindGroupLayouts: [...groups, this.layout]})\n : {bindGroupLayouts: [...groups, this.layout]}\n ),\n compute: {module, entryPoint: 'main'}\n });\n }\n use(pipeline: GPUComputePipeline) {\n this.pipeline = pipeline;\n }\n setDistribution(spheres: readonly CasterSphere[], lights: {data: Float32Array; count: number}) {\n this.choiceCount = lights.count;\n this.casterCount = spheres.length;\n this.distribution?.destroy();\n this.emissionGroups = new WeakMap();\n const texels = Math.max(1, spheres.length + lights.count * 2),\n width = Math.min(texels, this.device.limits.maxTextureDimension2D),\n height = Math.ceil(texels / width);\n this.distribution = this.device.createTexture({\n label: 'Caustic emission distribution',\n size: [width, height],\n format: 'rgba32float',\n usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST\n });\n const data = new Float32Array(width * height * 4);\n spheres.forEach((sphere, i) => data.set(sphere, i * 4));\n data.set(lights.data, spheres.length * 4);\n this.device.queue.writeTexture({texture: this.distribution}, data, {bytesPerRow: width * 16}, [\n width,\n height\n ]);\n }\n get(target: object) {\n return this.outputs.get(target)?.accumulation;\n }\n bytes(target: object) {\n const o = this.outputs.get(target);\n return o ? o.splats.size + o.accumulation.size : 0;\n }\n release(target: object) {\n const o = this.outputs.get(target);\n o?.splats.destroy();\n o?.accumulation.destroy();\n this.outputs.delete(target);\n }\n encode(\n encoder: GPUCommandEncoder,\n groups: GPUBindGroup[],\n target: object,\n options: {\n photonMapping?: boolean;\n photonDirections?: GPUTexture;\n querySet?: GPUQuerySet;\n resourceTable?: ResourceTable;\n width: number;\n height: number;\n clear: boolean;\n run: boolean;\n photons: number;\n batch: number;\n viewProjection: Float32Array | Float64Array | number[];\n casterSphere: readonly number[];\n cameraScale: number;\n casterCount?: number;\n choiceCount?: number;\n orthographic?: boolean;\n }\n ) {\n const {width, height} = options;\n let output = this.outputs.get(target);\n if (output && output.accumulation.size !== width * height * 16) {\n this.release(target);\n output = undefined;\n }\n if (!output) {\n output = {\n splats: this.device.createBuffer({\n label: 'Caustic floating-point splats',\n size: width * height * 12,\n usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST\n }),\n resolveGroup: undefined as unknown as GPUBindGroup,\n accumulation: this.device.createBuffer({\n label: 'Caustic batch accumulation',\n size: width * height * 16,\n usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST\n })\n };\n output.resolveGroup = this.device.createBindGroup({\n layout: this.accumulate.getBindGroupLayout(0),\n entries: [\n {binding: 0, resource: {buffer: output.splats}},\n {binding: 1, resource: {buffer: output.accumulation}}\n ]\n });\n this.outputs.set(target, output);\n }\n if (options.clear) encoder.clearBuffer(output.accumulation);\n if (!options.run || !this.pipeline) return;\n encoder.clearBuffer(output.splats);\n this.emit(encoder, groups, output.splats, options);\n const resolve = encoder.beginComputePass({\n label: 'Caustic batch accumulation',\n ...(options.querySet\n ? {\n timestampWrites: {\n querySet: options.querySet,\n beginningOfPassWriteIndex: 4,\n endOfPassWriteIndex: 5\n }\n }\n : {})\n });\n resolve.setPipeline(this.accumulate);\n resolve.setBindGroup(0, output.resolveGroup);\n const workgroups = Math.ceil((width * height) / 64);\n const columns = Math.min(workgroups, this.device.limits.maxComputeWorkgroupsPerDimension);\n resolve.dispatchWorkgroups(columns, Math.ceil(workgroups / columns));\n resolve.end();\n }\n emit(\n encoder: GPUCommandEncoder,\n groups: GPUBindGroup[],\n storage: GPUBuffer | GPUTexture,\n options: Parameters<WGPUCausticLightPass['encode']>[3]\n ) {\n if (!this.pipeline) return;\n const data = packCausticLightUniform({\n ...options,\n experiments: (+!!causticDiagnostics.photonPerCasterRadius) | (+!!causticDiagnostics.causticViewImportance << 1),\n casterCount: this.casterCount,\n choiceCount: this.choiceCount\n });\n this.device.queue.writeBuffer(this.uniform, 0, data);\n const pass = encoder.beginComputePass({\n label: 'Caustic photons',\n ...(options.querySet\n ? {\n timestampWrites: {\n querySet: options.querySet,\n beginningOfPassWriteIndex: options.photonMapping ? 6 : 2,\n endOfPassWriteIndex: options.photonMapping ? 7 : 3\n }\n }\n : {})\n });\n pass.setPipeline(this.pipeline);\n if (options.resourceTable) setResourceTable(pass, options.resourceTable);\n groups.forEach((g, i) => pass.setBindGroup(i, g));\n let group = this.emissionGroups.get(storage);\n if (!group) {\n group = this.device.createBindGroup({\n layout: this.layout,\n entries: [\n {binding: 0, resource: {buffer: this.uniform}},\n {\n binding: 1,\n resource: this.photonMapping\n ? (storage as GPUTexture).createView()\n : {buffer: storage as GPUBuffer}\n },\n {binding: 2, resource: this.distribution!.createView()},\n ...(this.photonMapping ? [{binding: 3, resource: options.photonDirections!.createView()}] : [])\n ]\n });\n this.emissionGroups.set(storage, group);\n }\n pass.setBindGroup(groups.length, group);\n const groupsCount = Math.ceil(options.photons / 64);\n pass.dispatchWorkgroups(Math.min(groupsCount, 65535), Math.ceil(groupsCount / 65535));\n pass.end();\n }\n dispose() {\n for (const target of this.outputs.keys()) this.release(target);\n this.uniform.destroy();\n this.distribution?.destroy();\n }\n}\n"]}
@@ -7,25 +7,25 @@ const distributionWGSL = /* wgsl */ `
7
7
  var<workgroup> scan: array<f32, 256>;
8
8
  var<workgroup> tw: f32;
9
9
 
10
- fn rl(pZ: u32) {
10
+ fn iU(pT: u32) {
11
11
  workgroupBarrier();
12
12
  for (var offset = 1u; offset < 256u; offset *= 2u) {
13
13
  var previous = 0.0;
14
- if (pZ >= offset) { previous = scan[pZ - offset]; }
14
+ if (pT >= offset) { previous = scan[pT - offset]; }
15
15
  workgroupBarrier();
16
- scan[pZ] += previous;
16
+ scan[pT] += previous;
17
17
  workgroupBarrier();
18
18
  }
19
19
  }
20
20
 
21
21
  @compute @workgroup_size(256)
22
- fn scanRows(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) pZ: u32) {
22
+ fn scanRows(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) pT: u32) {
23
23
  let size = textureDimensions(radiance);
24
24
  let y = group.x;
25
- if (pZ == 0u) { tw = 0.0; }
25
+ if (pT == 0u) { tw = 0.0; }
26
26
  workgroupBarrier();
27
27
  for (var start = 0u; start < size.x; start += 256u) {
28
- let x = start + pZ;
28
+ let x = start + pT;
29
29
  var weight = 0.0;
30
30
  if (x < size.x) {
31
31
 
@@ -38,30 +38,30 @@ maximum = max(maximum, dot(textureLoad(radiance, p, 0).rgb, vec3f(0.2126, 0.7152
38
38
  }
39
39
  weight = max(maximum, 1e-12) * sin(3.141592653589793 * (f32(y) + 0.5) / f32(size.y));
40
40
  }
41
- scan[pZ] = weight / f32(size.x);
42
- rl(pZ);
43
- if (x < size.x) { pixels[y * size.x + x] = vec2f(tw + scan[pZ], weight); }
41
+ scan[pT] = weight / f32(size.x);
42
+ iU(pT);
43
+ if (x < size.x) { pixels[y * size.x + x] = vec2f(tw + scan[pT], weight); }
44
44
  workgroupBarrier();
45
- if (pZ == 0u) { tw += scan[255]; }
45
+ if (pT == 0u) { tw += scan[255]; }
46
46
  workgroupBarrier();
47
47
  }
48
- if (pZ == 0u) { rows[y] = vec2f(0.0, tw); }
48
+ if (pT == 0u) { rows[y] = vec2f(0.0, tw); }
49
49
  }
50
50
 
51
51
  @compute @workgroup_size(256)
52
- fn scanMarginal(@builtin(local_invocation_index) pZ: u32) {
52
+ fn scanMarginal(@builtin(local_invocation_index) pT: u32) {
53
53
  let height = textureDimensions(radiance).y;
54
- if (pZ == 0u) { tw = 0.0; }
54
+ if (pT == 0u) { tw = 0.0; }
55
55
  workgroupBarrier();
56
56
  for (var start = 0u; start < height; start += 256u) {
57
- let y = start + pZ;
57
+ let y = start + pT;
58
58
  var integral = 0.0;
59
59
  if (y < height) { integral = rows[y].y; }
60
- scan[pZ] = integral / f32(height);
61
- rl(pZ);
62
- if (y < height) { rows[y].x = tw + scan[pZ]; }
60
+ scan[pT] = integral / f32(height);
61
+ iU(pT);
62
+ if (y < height) { rows[y].x = tw + scan[pT]; }
63
63
  workgroupBarrier();
64
- if (pZ == 0u) { tw += scan[255]; }
64
+ if (pT == 0u) { tw += scan[255]; }
65
65
  workgroupBarrier();
66
66
  }
67
67
  }
@@ -274,7 +274,7 @@ ${hasInputs
274
274
  ${this._uniforms
275
275
  .map((uniform, idx) => `@group(${hasInputs ? 1 : 0}) @binding(${idx}) var<uniform> ${uniform.label}: ${uniform.type};`)
276
276
  .join('\n')}
277
- struct qa {
277
+ struct pV {
278
278
  ${this._outputs
279
279
  .map((name, idx) => `@location(${idx}) ${name}: vec4f,`)
280
280
  .join('\n')}
@@ -284,10 +284,10 @@ ${this._fsDefine ?? ''}
284
284
  @fragment
285
285
  fn main(
286
286
  @builtin(position) coord: vec4f
287
- ) -> qa {
287
+ ) -> pV {
288
288
  let uv = vec2i(floor(coord.xy));
289
289
  let uv2 = coord.xy / viewportSize;
290
- var output: qa;
290
+ var output: pV;
291
291
  ${this._fsMain}
292
292
  return output;
293
293
  }
@@ -0,0 +1,37 @@
1
+ import { WGPUCausticLightPass } from './WGPUCausticLightPass.js';
2
+ export { photonRadius } from './wgsl/photonMap.compute.js';
3
+ interface Batch {
4
+ grid: GPUBuffer;
5
+ uniform: GPUBuffer;
6
+ data: GPUTexture;
7
+ headers: GPUTexture;
8
+ count: number;
9
+ buckets: number;
10
+ perCasterRadius: boolean;
11
+ group: GPUBindGroup;
12
+ }
13
+ /** Batch-local spatial hash; accumulated estimates live in the camera path target. */
14
+ export declare class WGPUPhotonMap {
15
+ private readonly device;
16
+ readonly placeholder: GPUTexture;
17
+ readonly emission: WGPUCausticLightPass;
18
+ private readonly targets;
19
+ private readonly layout;
20
+ private readonly pipelines;
21
+ constructor(device: GPUDevice);
22
+ ensure(target: object, requested: number): Batch;
23
+ get(target: object): Batch | undefined;
24
+ encode(encoder: GPUCommandEncoder, groups: GPUBindGroup[], target: object, radius: number, options: Parameters<WGPUCausticLightPass['encode']>[3] & {
25
+ progressiveBatch?: number;
26
+ }): void;
27
+ release(target: object): void;
28
+ bytes(target: object): number;
29
+ dispose(): void;
30
+ }
31
+ /** Typical first-receiver footprint at the caster center; query disks stay exact. */
32
+ export declare function photonVisibleRadius(radius: number, options: {
33
+ viewProjection: ArrayLike<number>;
34
+ casterSphere: readonly number[];
35
+ width: number;
36
+ orthographic?: boolean;
37
+ }, screenPixels?: number): number;
@@ -0,0 +1,191 @@
1
+ import { causticDiagnostics } from './causticDiagnostics.js';
2
+ import { WGPUCausticLightPass } from './WGPUCausticLightPass.js';
3
+ import { PHOTON_BYTES, PHOTON_GRID_SIZE, photonLayout, photonGridCompute } from './wgsl/photonMap.compute.js';
4
+ export { photonRadius } from './wgsl/photonMap.compute.js';
5
+ /** Batch-local spatial hash; accumulated estimates live in the camera path target. */
6
+ export class WGPUPhotonMap {
7
+ device;
8
+ placeholder;
9
+ emission;
10
+ targets = new Map();
11
+ layout;
12
+ pipelines;
13
+ constructor(device) {
14
+ this.device = device;
15
+ this.placeholder = device.createTexture({
16
+ label: 'Inactive photon binding',
17
+ size: [1, 1],
18
+ format: 'r32uint',
19
+ usage: GPUTextureUsage.TEXTURE_BINDING
20
+ });
21
+ this.emission = new WGPUCausticLightPass(device, true);
22
+ this.layout = device.createBindGroupLayout({
23
+ entries: [
24
+ { binding: 0, visibility: 4, texture: { sampleType: 'uint' } },
25
+ { binding: 1, visibility: 4, buffer: { type: 'storage' } },
26
+ { binding: 2, visibility: 4, buffer: { type: 'uniform' } },
27
+ { binding: 4, visibility: 4, storageTexture: { access: 'write-only', format: 'r32uint' } }
28
+ ]
29
+ });
30
+ const module = device.createShaderModule({ label: 'Photon hash grid', code: photonGridCompute }), layout = device.createPipelineLayout({ bindGroupLayouts: [this.layout] });
31
+ this.pipelines = ['count', 'scanBlocks', 'scanSums', 'scatter'].map((entryPoint) => device.createComputePipeline({ label: 'Photon ' + entryPoint, layout, compute: { module, entryPoint } }));
32
+ }
33
+ ensure(target, requested) {
34
+ const device = this.device, limit = device.limits.maxTextureDimension2D;
35
+ const budget = causticDiagnostics.photonBudgetBytes ?? 128 * 1024 * 1024;
36
+ const perCasterRadius = !!causticDiagnostics.photonPerCasterRadius;
37
+ const bytesPerPhoton = perCasterRadius ? 32 : 28;
38
+ let count = Math.max(1, Math.min(Math.round(requested), Math.floor(device.limits.maxStorageBufferBindingSize / PHOTON_BYTES), Math.floor((limit * limit - PHOTON_GRID_SIZE * 4 - 8) / (perCasterRadius ? 4 : 3)), Math.floor(((causticDiagnostics.photonBudgetBytes ?? 128 * 1024 * 1024) - 13 * 1024 * 1024) / bytesPerPhoton)));
39
+ // Include row padding instead of assuming every texture is tightly packed.
40
+ const allocationBytes = (n) => {
41
+ const { buckets, texels } = photonLayout(n, perCasterRadius);
42
+ const capacity = (texels) => Math.min(texels, limit) * Math.ceil(texels / limit);
43
+ return (buckets + buckets / 256) * 32 + capacity(n) * 16 + capacity(texels) * 4 + 32;
44
+ };
45
+ while (count > 1 && allocationBytes(count) > budget) {
46
+ count = Math.max(1, count - Math.ceil((allocationBytes(count) - budget) / bytesPerPhoton));
47
+ }
48
+ const existing = this.targets.get(target);
49
+ if (existing?.count === count && existing.perCasterRadius === perCasterRadius)
50
+ return existing;
51
+ this.release(target);
52
+ const { buckets, texels: headerTexels } = photonLayout(count, perCasterRadius), texels = count, width = Math.min(texels, limit), height = Math.ceil(texels / width);
53
+ // One rgba32uint texel holds position and flux. Direction words live after
54
+ // both sorted indices in the integer grid texture: 20 B payload + 8 B indices.
55
+ const batch = {
56
+ count,
57
+ buckets,
58
+ perCasterRadius,
59
+ grid: device.createBuffer({
60
+ label: 'Photon hash buckets',
61
+ size: (buckets + buckets / 256) * 32,
62
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST
63
+ }),
64
+ uniform: device.createBuffer({
65
+ label: 'Photon grid parameters',
66
+ size: 32,
67
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST
68
+ }),
69
+ data: device.createTexture({
70
+ label: 'Packed photon positions and flux',
71
+ size: [width, height],
72
+ format: 'rgba32uint',
73
+ usage: GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC
74
+ }),
75
+ headers: device.createTexture({
76
+ label: 'Photon grid headers',
77
+ size: [
78
+ Math.min(headerTexels, limit),
79
+ Math.ceil((headerTexels) / limit)
80
+ ],
81
+ format: 'r32uint',
82
+ usage: GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC
83
+ })
84
+ };
85
+ batch.group = this.device.createBindGroup({
86
+ layout: this.layout,
87
+ entries: [
88
+ { binding: 0, resource: batch.data.createView() },
89
+ { binding: 1, resource: { buffer: batch.grid } },
90
+ { binding: 2, resource: { buffer: batch.uniform } },
91
+ { binding: 4, resource: batch.headers.createView() }
92
+ ]
93
+ });
94
+ this.targets.set(target, batch);
95
+ return batch;
96
+ }
97
+ get(target) {
98
+ return this.targets.get(target);
99
+ }
100
+ encode(encoder, groups, target, radius, options) {
101
+ const batch = this.targets.get(target);
102
+ if (causticDiagnostics.capturePhotons)
103
+ causticDiagnostics.photonBatch = {
104
+ device: this.device,
105
+ data: batch.headers,
106
+ emitted: batch.count,
107
+ packed: true
108
+ };
109
+ encoder.clearBuffer(batch.grid);
110
+ this.emission.emit(encoder, groups, batch.data, {
111
+ ...options,
112
+ photons: batch.count,
113
+ photonMapping: true,
114
+ photonDirections: batch.headers
115
+ });
116
+ const bytes = new ArrayBuffer(32);
117
+ new Float32Array(bytes)[0] = radius;
118
+ new Uint32Array(bytes)[1] = batch.count;
119
+ new Float32Array(bytes)[2] = causticDiagnostics.photonScreenRadius === false ? 0 : 2;
120
+ new Float32Array(bytes)[3] = causticDiagnostics.photonSkipQuery
121
+ ? 1
122
+ : causticDiagnostics.photonSkipVisible
123
+ ? 2
124
+ : 0;
125
+ new Uint32Array(bytes)[4] = batch.buckets;
126
+ new Float32Array(bytes)[5] = photonVisibleRadius(radius, options, new Float32Array(bytes)[2]);
127
+ new Uint32Array(bytes)[6] = (+batch.perCasterRadius) |
128
+ (Math.min(65535, Math.max(0, Math.round(causticDiagnostics.photonDeepScreenPixels ?? 0))) << 8);
129
+ this.device.queue.writeBuffer(batch.uniform, 0, bytes);
130
+ const group = batch.group;
131
+ // Dispatch boundaries synchronize storage accesses. Offline batches share one
132
+ // compute pass; timestamp profiling keeps separate passes for stage timings.
133
+ const combined = options.querySet ? undefined : encoder.beginComputePass({ label: 'Photon grid' });
134
+ this.pipelines.forEach((pipeline, index) => {
135
+ const pass = combined ??
136
+ encoder.beginComputePass({
137
+ label: ['Photon count', 'Photon scan blocks', 'Photon scan sums', 'Photon scatter'][index],
138
+ timestampWrites: {
139
+ querySet: options.querySet,
140
+ beginningOfPassWriteIndex: 8 + index * 2,
141
+ endOfPassWriteIndex: 9 + index * 2
142
+ }
143
+ });
144
+ pass.setPipeline(pipeline);
145
+ pass.setBindGroup(0, group);
146
+ const groups = index === 1
147
+ ? batch.buckets / 256
148
+ : index === 2
149
+ ? 1
150
+ : Math.ceil((index === 3 ? Math.max(batch.count, batch.buckets) : batch.count) / 64);
151
+ pass.dispatchWorkgroups(Math.min(groups, 65535), index === 1 || index === 2 ? 2 : Math.ceil(groups / 65535));
152
+ if (!combined)
153
+ pass.end();
154
+ });
155
+ combined?.end();
156
+ }
157
+ release(target) {
158
+ const b = this.targets.get(target);
159
+ if (!b)
160
+ return;
161
+ b.grid.destroy();
162
+ b.uniform.destroy();
163
+ b.data.destroy();
164
+ b.headers.destroy();
165
+ this.targets.delete(target);
166
+ }
167
+ bytes(target) {
168
+ const b = this.targets.get(target);
169
+ return b
170
+ ? b.grid.size +
171
+ b.uniform.size +
172
+ b.data.width * b.data.height * 16 +
173
+ b.headers.width * b.headers.height * 4
174
+ : 0;
175
+ }
176
+ dispose() {
177
+ for (const target of this.targets.keys())
178
+ this.release(target);
179
+ this.emission.dispose();
180
+ this.placeholder.destroy();
181
+ }
182
+ }
183
+ /** Typical first-receiver footprint at the caster center; query disks stay exact. */
184
+ export function photonVisibleRadius(radius, options, screenPixels = 2) {
185
+ const m = options.viewProjection, p = options.casterSphere;
186
+ const depth = options.orthographic ? 1 : Math.abs(m[3] * p[0] + m[7] * p[1] + m[11] * p[2] + m[15]);
187
+ const projection = Math.hypot(m[0], m[4], m[8]);
188
+ const footprint = 2 * depth / (options.width * projection) * screenPixels;
189
+ return screenPixels > 0 && Number.isFinite(footprint) && footprint > 0 ? Math.min(radius, Math.max(1e-8, footprint)) : radius;
190
+ }
191
+ //# sourceMappingURL=WGPUPhotonMap.js.map
@@ -0,0 +1 @@
1
+ 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{causticDiagnostics} from './causticDiagnostics.js';\nimport {WGPUCausticLightPass} from './WGPUCausticLightPass.js';\nimport {PHOTON_BYTES, PHOTON_GRID_SIZE, photonLayout, photonGridCompute} from './wgsl/photonMap.compute.js';\nexport {photonRadius} from './wgsl/photonMap.compute.js';\ninterface Batch {\n grid: GPUBuffer;\n uniform: GPUBuffer;\n data: GPUTexture;\n headers: GPUTexture;\n count: number;\n buckets: number;\n perCasterRadius: boolean;\n group: GPUBindGroup;\n}\n/** Batch-local spatial hash; accumulated estimates live in the camera path target. */\nexport class WGPUPhotonMap {\n readonly placeholder: GPUTexture;\n readonly emission: WGPUCausticLightPass;\n private readonly targets = new Map<object, Batch>();\n private readonly layout: GPUBindGroupLayout;\n private readonly pipelines: GPUComputePipeline[];\n constructor(private readonly device: GPUDevice) {\n this.placeholder = device.createTexture({\n label: 'Inactive photon binding',\n size: [1, 1],\n format: 'r32uint',\n usage: GPUTextureUsage.TEXTURE_BINDING\n });\n this.emission = new WGPUCausticLightPass(device, true);\n this.layout = device.createBindGroupLayout({\n entries: [\n {binding: 0, visibility: 4, texture: {sampleType: 'uint'}},\n {binding: 1, visibility: 4, buffer: {type: 'storage'}},\n {binding: 2, visibility: 4, buffer: {type: 'uniform'}},\n {binding: 4, visibility: 4, storageTexture: {access: 'write-only', format: 'r32uint'}}\n ]\n });\n const module = device.createShaderModule({label: 'Photon hash grid', code: photonGridCompute}),\n layout = device.createPipelineLayout({bindGroupLayouts: [this.layout]});\n this.pipelines = ['count', 'scanBlocks', 'scanSums', 'scatter'].map((entryPoint) =>\n device.createComputePipeline({label: 'Photon ' + entryPoint, layout, compute: {module, entryPoint}})\n );\n }\n ensure(target: object, requested: number) {\n const device = this.device,\n limit = device.limits.maxTextureDimension2D;\n const budget = causticDiagnostics.photonBudgetBytes ?? 128 * 1024 * 1024;\n const perCasterRadius = !!causticDiagnostics.photonPerCasterRadius;\n const bytesPerPhoton = perCasterRadius ? 32 : 28;\n let count = Math.max(\n 1,\n Math.min(\n Math.round(requested),\n Math.floor(device.limits.maxStorageBufferBindingSize / PHOTON_BYTES),\n Math.floor((limit * limit - PHOTON_GRID_SIZE * 4 - 8) / (perCasterRadius ? 4 : 3)),\n Math.floor(((causticDiagnostics.photonBudgetBytes ?? 128 * 1024 * 1024) - 13 * 1024 * 1024) / bytesPerPhoton)\n )\n );\n // Include row padding instead of assuming every texture is tightly packed.\n const allocationBytes = (n: number) => {\n const {buckets, texels} = photonLayout(n, perCasterRadius);\n const capacity = (texels: number) => Math.min(texels, limit) * Math.ceil(texels / limit);\n return (buckets + buckets / 256) * 32 + capacity(n) * 16 + capacity(texels) * 4 + 32;\n };\n while (count > 1 && allocationBytes(count) > budget) {\n count = Math.max(1, count - Math.ceil((allocationBytes(count) - budget) / bytesPerPhoton));\n }\n const existing = this.targets.get(target);\n if (existing?.count === count && existing.perCasterRadius === perCasterRadius) return existing;\n this.release(target);\n const {buckets, texels: headerTexels} = photonLayout(count, perCasterRadius),\n texels = count,\n width = Math.min(texels, limit),\n height = Math.ceil(texels / width);\n // One rgba32uint texel holds position and flux. Direction words live after\n // both sorted indices in the integer grid texture: 20 B payload + 8 B indices.\n const batch = {\n count,\n buckets,\n perCasterRadius,\n grid: device.createBuffer({\n label: 'Photon hash buckets',\n size: (buckets + buckets / 256) * 32,\n usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST\n }),\n uniform: device.createBuffer({\n label: 'Photon grid parameters',\n size: 32,\n usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n }),\n data: device.createTexture({\n label: 'Packed photon positions and flux',\n size: [width, height],\n format: 'rgba32uint',\n usage: GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC\n }),\n headers: device.createTexture({\n label: 'Photon grid headers',\n size: [\n Math.min(headerTexels, limit),\n Math.ceil((headerTexels) / limit)\n ],\n format: 'r32uint',\n usage: GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC\n })\n } as Batch;\n batch.group = this.device.createBindGroup({\n layout: this.layout,\n entries: [\n {binding: 0, resource: batch.data.createView()},\n {binding: 1, resource: {buffer: batch.grid}},\n {binding: 2, resource: {buffer: batch.uniform}},\n {binding: 4, resource: batch.headers.createView()}\n ]\n });\n this.targets.set(target, batch);\n return batch;\n }\n get(target: object) {\n return this.targets.get(target);\n }\n encode(\n encoder: GPUCommandEncoder,\n groups: GPUBindGroup[],\n target: object,\n radius: number,\n options: Parameters<WGPUCausticLightPass['encode']>[3] & {progressiveBatch?: number}\n ) {\n const batch = this.targets.get(target)!;\n if (causticDiagnostics.capturePhotons)\n causticDiagnostics.photonBatch = {\n device: this.device,\n data: batch.headers,\n emitted: batch.count,\n packed: true\n };\n encoder.clearBuffer(batch.grid);\n this.emission.emit(encoder, groups, batch.data, {\n ...options,\n photons: batch.count,\n photonMapping: true,\n photonDirections: batch.headers\n });\n const bytes = new ArrayBuffer(32);\n new Float32Array(bytes)[0] = radius;\n new Uint32Array(bytes)[1] = batch.count;\n new Float32Array(bytes)[2] = causticDiagnostics.photonScreenRadius === false ? 0 : 2;\n new Float32Array(bytes)[3] = causticDiagnostics.photonSkipQuery\n ? 1\n : causticDiagnostics.photonSkipVisible\n ? 2\n : 0;\n new Uint32Array(bytes)[4] = batch.buckets;\n new Float32Array(bytes)[5] = photonVisibleRadius(radius, options, new Float32Array(bytes)[2]);\n new Uint32Array(bytes)[6] = (+batch.perCasterRadius) |\n (Math.min(65535, Math.max(0, Math.round(causticDiagnostics.photonDeepScreenPixels ?? 0))) << 8);\n this.device.queue.writeBuffer(batch.uniform, 0, bytes);\n const group = batch.group;\n // Dispatch boundaries synchronize storage accesses. Offline batches share one\n // compute pass; timestamp profiling keeps separate passes for stage timings.\n const combined = options.querySet ? undefined : encoder.beginComputePass({label: 'Photon grid'});\n this.pipelines.forEach((pipeline, index) => {\n const pass =\n combined ??\n encoder.beginComputePass({\n label: ['Photon count', 'Photon scan blocks', 'Photon scan sums', 'Photon scatter'][index],\n timestampWrites: {\n querySet: options.querySet!,\n beginningOfPassWriteIndex: 8 + index * 2,\n endOfPassWriteIndex: 9 + index * 2\n }\n });\n pass.setPipeline(pipeline);\n pass.setBindGroup(0, group);\n const groups =\n index === 1\n ? batch.buckets / 256\n : index === 2\n ? 1\n : Math.ceil((index === 3 ? Math.max(batch.count, batch.buckets) : batch.count) / 64);\n pass.dispatchWorkgroups(Math.min(groups, 65535), index === 1 || index === 2 ? 2 : Math.ceil(groups / 65535));\n if (!combined) pass.end();\n });\n combined?.end();\n }\n release(target: object) {\n const b = this.targets.get(target);\n if (!b) return;\n b.grid.destroy();\n b.uniform.destroy();\n b.data.destroy();\n b.headers.destroy();\n this.targets.delete(target);\n }\n bytes(target: object) {\n const b = this.targets.get(target);\n return b\n ? b.grid.size +\n b.uniform.size +\n b.data.width * b.data.height * 16 +\n b.headers.width * b.headers.height * 4\n : 0;\n }\n dispose() {\n for (const target of this.targets.keys()) this.release(target);\n this.emission.dispose();\n this.placeholder.destroy();\n }\n}\n/** Typical first-receiver footprint at the caster center; query disks stay exact. */\nexport function photonVisibleRadius(radius: number, options: {viewProjection: ArrayLike<number>; casterSphere: readonly number[]; width: number; orthographic?: boolean}, screenPixels = 2) {\n const m = options.viewProjection, p = options.casterSphere;\n const depth = options.orthographic ? 1 : Math.abs(m[3]*p[0]+m[7]*p[1]+m[11]*p[2]+m[15]);\n const projection = Math.hypot(m[0], m[4], m[8]);\n const footprint = 2 * depth / (options.width * projection) * screenPixels;\n return screenPixels > 0 && Number.isFinite(footprint) && footprint > 0 ? Math.min(radius, Math.max(1e-8, footprint)) : radius;\n}\n"]}