@meimu/mutracer 0.2.0 → 0.3.1

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 (372) hide show
  1. package/CHANGELOG.md +222 -0
  2. package/LICENSES/FidelityFX-FSR.txt +19 -0
  3. package/LICENSES/pbrt-v4-Apache-2.0.txt +202 -0
  4. package/README.md +3 -0
  5. package/THIRD_PARTY_NOTICES.md +18 -4
  6. package/dist/assets/bvh.worker.js +1 -1
  7. package/dist/mutracer.umd.js +9328 -7614
  8. package/docs/api.md +83 -35
  9. package/docs/caustics.md +80 -0
  10. package/docs/materials.md +9 -6
  11. package/docs/performance.md +7 -0
  12. package/docs/post-processing.md +62 -9
  13. package/docs/progressive-rendering.md +53 -9
  14. package/docs/sampling.md +4 -0
  15. package/docs/technical/acceleration.md +52 -0
  16. package/docs/technical/aovs.md +79 -0
  17. package/docs/technical/caustics.md +109 -0
  18. package/docs/technical/continuous-spectrum.md +122 -0
  19. package/docs/technical/display-upscale.md +82 -0
  20. package/docs/technical/openpbr.md +99 -0
  21. package/docs/technical/pbrt-import.md +168 -0
  22. package/docs/technical/tiling.md +74 -0
  23. package/docs/technical/webgl.md +53 -0
  24. package/docs/updates.md +3 -1
  25. package/docs/viewer-checklist.md +65 -0
  26. package/docs/viewer.md +18 -6
  27. package/lib/Display.d.ts +19 -5
  28. package/lib/Display.js +10 -7
  29. package/lib/Display.js.map +1 -1
  30. package/lib/Engine.d.ts +4 -1
  31. package/lib/Engine.js +77 -14
  32. package/lib/Engine.js.map +1 -1
  33. package/lib/Render.d.ts +81 -24
  34. package/lib/Render.js +201 -26
  35. package/lib/Render.js.map +1 -1
  36. package/lib/RenderLoop.d.ts +7 -3
  37. package/lib/RenderLoop.js +68 -44
  38. package/lib/RenderLoop.js.map +1 -1
  39. package/lib/main.d.ts +4 -2
  40. package/lib/main.js +1 -0
  41. package/lib/main.js.map +1 -1
  42. package/lib/oidn.d.ts +1 -1
  43. package/lib/renderer/AovPrimitiveCache.js +39 -8
  44. package/lib/renderer/AovPrimitiveCache.js.map +1 -1
  45. package/lib/renderer/DisplayPostProcess.d.ts +8 -3
  46. package/lib/renderer/DisplayPostProcess.js +51 -18
  47. package/lib/renderer/DisplayPostProcess.js.map +1 -1
  48. package/lib/renderer/GPUTraceQueue.d.ts +2 -1
  49. package/lib/renderer/GPUTraceQueue.js +3 -1
  50. package/lib/renderer/GPUTraceQueue.js.map +1 -1
  51. package/lib/renderer/MaterialData.js +7 -2
  52. package/lib/renderer/MaterialData.js.map +1 -1
  53. package/lib/renderer/RenderingPipeline.d.ts +11 -1
  54. package/lib/renderer/RenderingPipeline.js.map +1 -1
  55. package/lib/renderer/TileRender.d.ts +2 -2
  56. package/lib/renderer/TileRender.js +128 -7
  57. package/lib/renderer/TileRender.js.map +1 -1
  58. package/lib/renderer/WGPUAov.d.ts +6 -1
  59. package/lib/renderer/WGPUAov.js +108 -14
  60. package/lib/renderer/WGPUAov.js.map +1 -1
  61. package/lib/renderer/WGPUCanvasSurface.js +12 -1
  62. package/lib/renderer/WGPUCanvasSurface.js.map +1 -1
  63. package/lib/renderer/WGPUCausticLightPass.d.ts +48 -0
  64. package/lib/renderer/WGPUCausticLightPass.js +217 -0
  65. package/lib/renderer/WGPUCausticLightPass.js.map +1 -0
  66. package/lib/renderer/WGPUEnvMapDistribution.js +19 -19
  67. package/lib/renderer/WGPUFullQuadPass.js +3 -3
  68. package/lib/renderer/WGPUPhotonMap.d.ts +37 -0
  69. package/lib/renderer/WGPUPhotonMap.js +191 -0
  70. package/lib/renderer/WGPUPhotonMap.js.map +1 -0
  71. package/lib/renderer/WGPURayTraceOutput.d.ts +13 -1
  72. package/lib/renderer/WGPURayTraceOutput.js +122 -28
  73. package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
  74. package/lib/renderer/WGPURayTracePass.d.ts +65 -21
  75. package/lib/renderer/WGPURayTracePass.js +730 -409
  76. package/lib/renderer/WGPURayTracePass.js.map +1 -1
  77. package/lib/renderer/WGPURenderingPipeline.js +110 -68
  78. package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
  79. package/lib/renderer/WebGLAov.js +3 -3
  80. package/lib/renderer/WebGLAov.js.map +1 -1
  81. package/lib/renderer/WebGLFullQuadPass.d.ts +2 -1
  82. package/lib/renderer/WebGLFullQuadPass.js +10 -0
  83. package/lib/renderer/WebGLFullQuadPass.js.map +1 -1
  84. package/lib/renderer/WebGLJNLMDenoiser.js +66 -66
  85. package/lib/renderer/WebGLJNLMDenoiser.js.map +1 -1
  86. package/lib/renderer/WebGLRayTraceOutputPass.js +4 -4
  87. package/lib/renderer/WebGLRayTracePass.d.ts +20 -11
  88. package/lib/renderer/WebGLRayTracePass.js +157 -116
  89. package/lib/renderer/WebGLRayTracePass.js.map +1 -1
  90. package/lib/renderer/WebGLRenderingPipeline.js +17 -14
  91. package/lib/renderer/WebGLRenderingPipeline.js.map +1 -1
  92. package/lib/renderer/WebGLSkyBaker.js +60 -60
  93. package/lib/renderer/accumulationTarget.d.ts +2 -1
  94. package/lib/renderer/accumulationTarget.js.map +1 -1
  95. package/lib/renderer/aov.d.ts +13 -1
  96. package/lib/renderer/aov.js +21 -2
  97. package/lib/renderer/aov.js.map +1 -1
  98. package/lib/renderer/aovDisplay.js +2 -2
  99. package/lib/renderer/aovDisplay.js.map +1 -1
  100. package/lib/renderer/binnedSahBvh.d.ts +2 -1
  101. package/lib/renderer/binnedSahBvh.js +24 -17
  102. package/lib/renderer/binnedSahBvh.js.map +1 -1
  103. package/lib/renderer/bvhAccel.d.ts +3 -1
  104. package/lib/renderer/bvhAccel.js +36 -6
  105. package/lib/renderer/bvhAccel.js.map +1 -1
  106. package/lib/renderer/cameraUniform.d.ts +1 -1
  107. package/lib/renderer/cameraUniform.js +6 -2
  108. package/lib/renderer/cameraUniform.js.map +1 -1
  109. package/lib/renderer/causticDiagnostics.d.ts +31 -0
  110. package/lib/renderer/causticDiagnostics.js +5 -0
  111. package/lib/renderer/causticDiagnostics.js.map +1 -0
  112. package/lib/renderer/causticEmission.d.ts +10 -0
  113. package/lib/renderer/causticEmission.js +40 -0
  114. package/lib/renderer/causticEmission.js.map +1 -0
  115. package/lib/renderer/causticUniform.d.ts +12 -0
  116. package/lib/renderer/causticUniform.js +22 -0
  117. package/lib/renderer/causticUniform.js.map +1 -0
  118. package/lib/renderer/caustics.d.ts +16 -0
  119. package/lib/renderer/caustics.js +93 -0
  120. package/lib/renderer/caustics.js.map +1 -0
  121. package/lib/renderer/compactVertices.d.ts +14 -0
  122. package/lib/renderer/compactVertices.js +124 -0
  123. package/lib/renderer/compactVertices.js.map +1 -0
  124. package/lib/renderer/easu.d.ts +11 -0
  125. package/lib/renderer/easu.js +156 -0
  126. package/lib/renderer/easu.js.map +1 -0
  127. package/lib/renderer/geometryUpdateState.d.ts +1 -0
  128. package/lib/renderer/geometryUpdateState.js.map +1 -1
  129. package/lib/renderer/geometryUpdates.js +3 -2
  130. package/lib/renderer/geometryUpdates.js.map +1 -1
  131. package/lib/renderer/glsl/aovDisplay.frag.js +5 -5
  132. package/lib/renderer/glsl/aovReflectance.glsl.js +53 -53
  133. package/lib/renderer/glsl/aovReflectanceSamples.glsl.js +1 -1
  134. package/lib/renderer/glsl/aovTrace.frag.js +45 -37
  135. package/lib/renderer/glsl/aovTrace.frag.js.map +1 -1
  136. package/lib/renderer/glsl/chunks/cameraProjection.glsl.d.ts +2 -0
  137. package/lib/renderer/glsl/chunks/cameraProjection.glsl.js +16 -0
  138. package/lib/renderer/glsl/chunks/cameraProjection.glsl.js.map +1 -0
  139. package/lib/renderer/glsl/chunks/cameraRay.glsl.d.ts +1 -1
  140. package/lib/renderer/glsl/chunks/cameraRay.glsl.js +9 -16
  141. package/lib/renderer/glsl/chunks/cameraRay.glsl.js.map +1 -1
  142. package/lib/renderer/glsl/chunks/emissiveLight.glsl.d.ts +2 -0
  143. package/lib/renderer/glsl/chunks/emissiveLight.glsl.js +35 -0
  144. package/lib/renderer/glsl/chunks/emissiveLight.glsl.js.map +1 -0
  145. package/lib/renderer/glsl/chunks/envMap.glsl.js +73 -73
  146. package/lib/renderer/glsl/chunks/intersect.glsl.js +478 -465
  147. package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -1
  148. package/lib/renderer/glsl/chunks/materialBuffer.glsl.d.ts +1 -0
  149. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +156 -153
  150. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
  151. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +771 -771
  152. package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
  153. package/lib/renderer/glsl/chunks/random.glsl.js +6 -6
  154. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.d.ts +1 -0
  155. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +70 -63
  156. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
  157. package/lib/renderer/glsl/chunks/sampleLight.glsl.js +89 -75
  158. package/lib/renderer/glsl/chunks/sampleLight.glsl.js.map +1 -1
  159. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.d.ts +1 -0
  160. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +160 -118
  161. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -1
  162. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +14 -14
  163. package/lib/renderer/glsl/chunks/sampling.glsl.js +88 -91
  164. package/lib/renderer/glsl/chunks/sampling.glsl.js.map +1 -1
  165. package/lib/renderer/glsl/chunks/sobol.glsl.js +79 -79
  166. package/lib/renderer/glsl/chunks/spectralPrefix.glsl.d.ts +6 -0
  167. package/lib/renderer/glsl/chunks/spectralPrefix.glsl.js +47 -0
  168. package/lib/renderer/glsl/chunks/spectralPrefix.glsl.js.map +1 -0
  169. package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
  170. package/lib/renderer/glsl/chunks/uvProjection.glsl.js +11 -11
  171. package/lib/renderer/glsl/depthQuery.frag.js +13 -7
  172. package/lib/renderer/glsl/depthQuery.frag.js.map +1 -1
  173. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +10 -10
  174. package/lib/renderer/glsl/rayTrace.frag.d.ts +1 -1
  175. package/lib/renderer/glsl/rayTrace.frag.js +338 -252
  176. package/lib/renderer/glsl/rayTrace.frag.js.map +1 -1
  177. package/lib/renderer/glsl/shadowCatcher.frag.js +27 -26
  178. package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
  179. package/lib/renderer/glsl/webglPipeline.frag.js +59 -59
  180. package/lib/renderer/gpuMemory.js +1 -1
  181. package/lib/renderer/gpuMemory.js.map +1 -1
  182. package/lib/renderer/lightSampling.d.ts +3 -2
  183. package/lib/renderer/lightSampling.js +14 -8
  184. package/lib/renderer/lightSampling.js.map +1 -1
  185. package/lib/renderer/openPbrEnergyLut.d.ts +2 -1
  186. package/lib/renderer/openPbrEnergyLut.js +18 -1
  187. package/lib/renderer/openPbrEnergyLut.js.map +1 -1
  188. package/lib/renderer/pathLimits.d.ts +5 -4
  189. package/lib/renderer/pathLimits.js +6 -5
  190. package/lib/renderer/pathLimits.js.map +1 -1
  191. package/lib/renderer/prepareMeshBVH.d.ts +2 -0
  192. package/lib/renderer/prepareMeshBVH.js +5 -3
  193. package/lib/renderer/prepareMeshBVH.js.map +1 -1
  194. package/lib/renderer/progressiveScheduler.js +5 -4
  195. package/lib/renderer/progressiveScheduler.js.map +1 -1
  196. package/lib/renderer/renderPipeline.d.ts +5 -0
  197. package/lib/renderer/renderPipeline.js +1 -0
  198. package/lib/renderer/renderPipeline.js.map +1 -1
  199. package/lib/renderer/researchTransport.d.ts +31 -0
  200. package/lib/renderer/researchTransport.js +5 -0
  201. package/lib/renderer/researchTransport.js.map +1 -0
  202. package/lib/renderer/sceneAssembly.d.ts +1 -1
  203. package/lib/renderer/sceneAssembly.js +4 -3
  204. package/lib/renderer/sceneAssembly.js.map +1 -1
  205. package/lib/renderer/sceneChangeDetector.d.ts +1 -1
  206. package/lib/renderer/sceneChangeDetector.js +3 -1
  207. package/lib/renderer/sceneChangeDetector.js.map +1 -1
  208. package/lib/renderer/sceneLayoutSchema.d.ts +2 -0
  209. package/lib/renderer/sceneLayoutSchema.js +3 -3
  210. package/lib/renderer/sceneLayoutSchema.js.map +1 -1
  211. package/lib/renderer/scenePreparation.d.ts +3 -2
  212. package/lib/renderer/scenePreparation.js +18 -2
  213. package/lib/renderer/scenePreparation.js.map +1 -1
  214. package/lib/renderer/scratchSampling.js +6 -6
  215. package/lib/renderer/spectrum.d.ts +21 -0
  216. package/lib/renderer/spectrum.js +154 -0
  217. package/lib/renderer/spectrum.js.map +1 -0
  218. package/lib/renderer/staticBvhPreparation.d.ts +9 -0
  219. package/lib/renderer/staticBvhPreparation.js +8 -2
  220. package/lib/renderer/staticBvhPreparation.js.map +1 -1
  221. package/lib/renderer/surfaceHit.d.ts +10 -0
  222. package/lib/renderer/surfaceHit.js +22 -0
  223. package/lib/renderer/surfaceHit.js.map +1 -0
  224. package/lib/renderer/tangentRequirements.d.ts +2 -0
  225. package/lib/renderer/tangentRequirements.js +7 -0
  226. package/lib/renderer/tangentRequirements.js.map +1 -0
  227. package/lib/renderer/textureAtlas.d.ts +4 -0
  228. package/lib/renderer/textureAtlas.js +48 -2
  229. package/lib/renderer/textureAtlas.js.map +1 -1
  230. package/lib/renderer/webgl.js +4 -0
  231. package/lib/renderer/webgl.js.map +1 -1
  232. package/lib/renderer/webglLightSampling.d.ts +39 -0
  233. package/lib/renderer/webglLightSampling.js +15 -0
  234. package/lib/renderer/webglLightSampling.js.map +1 -0
  235. package/lib/renderer/webglVertexAttributes.d.ts +17 -0
  236. package/lib/renderer/webglVertexAttributes.js +44 -0
  237. package/lib/renderer/webglVertexAttributes.js.map +1 -0
  238. package/lib/renderer/wgpuBindlessSource.js +3 -3
  239. package/lib/renderer/wgpuMaterialConstants.js +4 -3
  240. package/lib/renderer/wgpuMaterialConstants.js.map +1 -1
  241. package/lib/renderer/wgpuSceneUniform.js +2 -2
  242. package/lib/renderer/wgpuSceneUniform.js.map +1 -1
  243. package/lib/renderer/wgpuShaderSource.d.ts +22 -0
  244. package/lib/renderer/wgpuShaderSource.js +3 -1
  245. package/lib/renderer/wgpuShaderSource.js.map +1 -1
  246. package/lib/renderer/wgsl/aovCompact.wgsl.d.ts +4 -0
  247. package/lib/renderer/wgsl/aovCompact.wgsl.js +26 -0
  248. package/lib/renderer/wgsl/aovCompact.wgsl.js.map +1 -0
  249. package/lib/renderer/wgsl/aovDisplay.wgsl.js +9 -9
  250. package/lib/renderer/wgsl/aovReflectance.wgsl.js +55 -55
  251. package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.js +1 -1
  252. package/lib/renderer/wgsl/aovResolve.wgsl.d.ts +4 -0
  253. package/lib/renderer/wgsl/aovResolve.wgsl.js +21 -2
  254. package/lib/renderer/wgsl/aovResolve.wgsl.js.map +1 -1
  255. package/lib/renderer/wgsl/aovSnapshot.wgsl.js +2 -2
  256. package/lib/renderer/wgsl/aovSnapshot.wgsl.js.map +1 -1
  257. package/lib/renderer/wgsl/aovTrace.wgsl.js +33 -33
  258. package/lib/renderer/wgsl/aovTraceDisplay.wgsl.d.ts +2 -0
  259. package/lib/renderer/wgsl/aovTraceDisplay.wgsl.js +56 -0
  260. package/lib/renderer/wgsl/aovTraceDisplay.wgsl.js.map +1 -0
  261. package/lib/renderer/wgsl/bloom.wgsl.js +18 -18
  262. package/lib/renderer/wgsl/causticLight.compute.d.ts +6 -0
  263. package/lib/renderer/wgsl/causticLight.compute.js +539 -0
  264. package/lib/renderer/wgsl/causticLight.compute.js.map +1 -0
  265. package/lib/renderer/wgsl/chunks/background.wgsl.d.ts +2 -0
  266. package/lib/renderer/wgsl/chunks/background.wgsl.js +102 -0
  267. package/lib/renderer/wgsl/chunks/background.wgsl.js.map +1 -0
  268. package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.d.ts +2 -0
  269. package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.js +12 -0
  270. package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.js.map +1 -0
  271. package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.d.ts +2 -0
  272. package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.js +16 -0
  273. package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.js.map +1 -0
  274. package/lib/renderer/wgsl/chunks/caustics.wgsl.d.ts +1 -0
  275. package/lib/renderer/wgsl/chunks/caustics.wgsl.js +62 -0
  276. package/lib/renderer/wgsl/chunks/caustics.wgsl.js.map +1 -0
  277. package/lib/renderer/wgsl/chunks/common.wgsl.js +4 -4
  278. package/lib/renderer/wgsl/chunks/envMap.wgsl.js +37 -37
  279. package/lib/renderer/wgsl/chunks/intersect.wgsl.d.ts +6 -2
  280. package/lib/renderer/wgsl/chunks/intersect.wgsl.js +634 -620
  281. package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
  282. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.d.ts +1 -1
  283. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +23 -21
  284. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js.map +1 -1
  285. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.d.ts +3 -1
  286. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +77 -74
  287. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -1
  288. package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +795 -795
  289. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +139 -139
  290. package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
  291. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.d.ts +5 -1
  292. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +45 -29
  293. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js.map +1 -1
  294. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.d.ts +1 -1
  295. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +142 -138
  296. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js.map +1 -1
  297. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.d.ts +1 -1
  298. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +228 -189
  299. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js.map +1 -1
  300. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.d.ts +1 -1
  301. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +11 -11
  302. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js.map +1 -1
  303. package/lib/renderer/wgsl/chunks/sampling.wgsl.d.ts +1 -1
  304. package/lib/renderer/wgsl/chunks/sampling.wgsl.js +88 -92
  305. package/lib/renderer/wgsl/chunks/sampling.wgsl.js.map +1 -1
  306. package/lib/renderer/wgsl/chunks/sobol.wgsl.js +83 -83
  307. package/lib/renderer/wgsl/chunks/spectralPrefix.wgsl.d.ts +6 -0
  308. package/lib/renderer/wgsl/chunks/spectralPrefix.wgsl.js +66 -0
  309. package/lib/renderer/wgsl/chunks/spectralPrefix.wgsl.js.map +1 -0
  310. package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +11 -11
  311. package/lib/renderer/wgsl/chunks/vertexAttributes.wgsl.d.ts +2 -0
  312. package/lib/renderer/wgsl/chunks/vertexAttributes.wgsl.js +61 -0
  313. package/lib/renderer/wgsl/chunks/vertexAttributes.wgsl.js.map +1 -0
  314. package/lib/renderer/wgsl/compose.frag.wgsl.d.ts +2 -0
  315. package/lib/renderer/wgsl/compose.frag.wgsl.js +100 -98
  316. package/lib/renderer/wgsl/compose.frag.wgsl.js.map +1 -1
  317. package/lib/renderer/wgsl/customDenoise.wgsl.js +10 -10
  318. package/lib/renderer/wgsl/depthQuery.wgsl.d.ts +1 -1
  319. package/lib/renderer/wgsl/depthQuery.wgsl.js +12 -3
  320. package/lib/renderer/wgsl/depthQuery.wgsl.js.map +1 -1
  321. package/lib/renderer/wgsl/easu.wgsl.d.ts +2 -0
  322. package/lib/renderer/wgsl/easu.wgsl.js +80 -0
  323. package/lib/renderer/wgsl/easu.wgsl.js.map +1 -0
  324. package/lib/renderer/wgsl/easuDetail.wgsl.d.ts +21 -0
  325. package/lib/renderer/wgsl/easuDetail.wgsl.js +230 -0
  326. package/lib/renderer/wgsl/easuDetail.wgsl.js.map +1 -0
  327. package/lib/renderer/wgsl/jnlm.compute.js +74 -74
  328. package/lib/renderer/wgsl/jnlm.compute.js.map +1 -1
  329. package/lib/renderer/wgsl/offlineAdaptive.compute.js +26 -26
  330. package/lib/renderer/wgsl/oidnAuxiliary.wgsl.js +3 -3
  331. package/lib/renderer/wgsl/photonMap.compute.d.ts +29 -0
  332. package/lib/renderer/wgsl/photonMap.compute.js +352 -0
  333. package/lib/renderer/wgsl/photonMap.compute.js.map +1 -0
  334. package/lib/renderer/wgsl/proceduralSky.compute.js +64 -64
  335. package/lib/renderer/wgsl/rayTrace.compute.d.ts +23 -1
  336. package/lib/renderer/wgsl/rayTrace.compute.js +531 -543
  337. package/lib/renderer/wgsl/rayTrace.compute.js.map +1 -1
  338. package/lib/scene/MaterialState.d.ts +2 -2
  339. package/lib/scene/MaterialState.js +2 -2
  340. package/lib/scene/MaterialState.js.map +1 -1
  341. package/lib/scene/Scene.js.map +1 -1
  342. package/lib/settings/render.d.ts +22 -0
  343. package/lib/settings/render.js +2 -0
  344. package/lib/settings/render.js.map +1 -1
  345. package/lib/util/fromTHREE.js +23 -16
  346. package/lib/util/fromTHREE.js.map +1 -1
  347. package/lib/version.d.ts +1 -1
  348. package/lib/version.js +1 -1
  349. package/lib/version.js.map +1 -1
  350. package/llms.txt +2 -1
  351. package/package.json +7 -4
  352. package/lib/oidnBundledWeights.cdn.d.ts +0 -2
  353. package/lib/oidnBundledWeights.cdn.js +0 -5
  354. package/lib/oidnBundledWeights.cdn.js.map +0 -1
  355. package/lib/renderer/bvh.worker.d.ts +0 -1
  356. package/lib/renderer/bvh.worker.js +0 -16
  357. package/lib/renderer/bvh.worker.js.map +0 -1
  358. package/lib/renderer/bvhWorkerBuild.d.ts +0 -13
  359. package/lib/renderer/bvhWorkerBuild.js +0 -17
  360. package/lib/renderer/bvhWorkerBuild.js.map +0 -1
  361. package/lib/renderer/lightCore.d.ts +0 -12
  362. package/lib/renderer/lightCore.js +0 -13
  363. package/lib/renderer/lightCore.js.map +0 -1
  364. package/lib/renderer/materialCore.d.ts +0 -8
  365. package/lib/renderer/materialCore.js +0 -9
  366. package/lib/renderer/materialCore.js.map +0 -1
  367. package/lib/scene/PixelTexture.d.ts +0 -6
  368. package/lib/scene/PixelTexture.js +0 -10
  369. package/lib/scene/PixelTexture.js.map +0 -1
  370. package/lib/util/studioLighting.d.ts +0 -18
  371. package/lib/util/studioLighting.js +0 -36
  372. package/lib/util/studioLighting.js.map +0 -1
@@ -0,0 +1,48 @@
1
+ export { packCausticLightUniform } from './causticUniform.js';
2
+ import { type ResourceTable } from './wgpuBindless.js';
3
+ import type { CasterSphere } from './caustics.js';
4
+ /** Per-target photon splats and independent floating-point batch accumulation. */
5
+ export declare class WGPUCausticLightPass {
6
+ private readonly device;
7
+ private readonly photonMapping;
8
+ private distribution?;
9
+ private emissionGroups;
10
+ private casterCount;
11
+ private choiceCount;
12
+ private pipeline?;
13
+ private readonly outputs;
14
+ private readonly uniform;
15
+ private readonly layout;
16
+ private readonly accumulate;
17
+ constructor(device: GPUDevice, photonMapping?: boolean);
18
+ /** Compiles an emitter for one trace pipeline's layouts; select it with use(). */
19
+ prepare(source: string, groups: GPUBindGroupLayout[], bindless?: boolean): Promise<GPUComputePipeline>;
20
+ use(pipeline: GPUComputePipeline): void;
21
+ setDistribution(spheres: readonly CasterSphere[], lights: {
22
+ data: Float32Array;
23
+ count: number;
24
+ }): void;
25
+ get(target: object): GPUBuffer | undefined;
26
+ bytes(target: object): number;
27
+ release(target: object): void;
28
+ encode(encoder: GPUCommandEncoder, groups: GPUBindGroup[], target: object, options: {
29
+ photonMapping?: boolean;
30
+ photonDirections?: GPUTexture;
31
+ querySet?: GPUQuerySet;
32
+ resourceTable?: ResourceTable;
33
+ width: number;
34
+ height: number;
35
+ clear: boolean;
36
+ run: boolean;
37
+ photons: number;
38
+ batch: number;
39
+ viewProjection: Float32Array | Float64Array | number[];
40
+ casterSphere: readonly number[];
41
+ cameraScale: number;
42
+ casterCount?: number;
43
+ choiceCount?: number;
44
+ orthographic?: boolean;
45
+ }): void;
46
+ emit(encoder: GPUCommandEncoder, groups: GPUBindGroup[], storage: GPUBuffer | GPUTexture, options: Parameters<WGPUCausticLightPass['encode']>[3]): void;
47
+ dispose(): void;
48
+ }
@@ -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"]}
@@ -5,27 +5,27 @@ const distributionWGSL = /* wgsl */ `
5
5
  @group(0) @binding(2) var<storage, read_write> rows: array<vec2f>;
6
6
  @group(0) @binding(3) var output: texture_storage_2d<rg32float, write>;
7
7
  var<workgroup> scan: array<f32, 256>;
8
- var<workgroup> tw: f32;
8
+ var<workgroup> uZ: f32;
9
9
 
10
- fn rl(pZ: u32) {
10
+ fn jA(nZ: 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 (nZ >= offset) { previous = scan[nZ - offset]; }
15
15
  workgroupBarrier();
16
- scan[pZ] += previous;
16
+ scan[nZ] += 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) nZ: u32) {
23
23
  let size = textureDimensions(radiance);
24
24
  let y = group.x;
25
- if (pZ == 0u) { tw = 0.0; }
25
+ if (nZ == 0u) { uZ = 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 + nZ;
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[nZ] = weight / f32(size.x);
42
+ jA(nZ);
43
+ if (x < size.x) { pixels[y * size.x + x] = vec2f(uZ + scan[nZ], weight); }
44
44
  workgroupBarrier();
45
- if (pZ == 0u) { tw += scan[255]; }
45
+ if (nZ == 0u) { uZ += scan[255]; }
46
46
  workgroupBarrier();
47
47
  }
48
- if (pZ == 0u) { rows[y] = vec2f(0.0, tw); }
48
+ if (nZ == 0u) { rows[y] = vec2f(0.0, uZ); }
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) nZ: u32) {
53
53
  let height = textureDimensions(radiance).y;
54
- if (pZ == 0u) { tw = 0.0; }
54
+ if (nZ == 0u) { uZ = 0.0; }
55
55
  workgroupBarrier();
56
56
  for (var start = 0u; start < height; start += 256u) {
57
- let y = start + pZ;
57
+ let y = start + nZ;
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[nZ] = integral / f32(height);
61
+ jA(nZ);
62
+ if (y < height) { rows[y].x = uZ + scan[nZ]; }
63
63
  workgroupBarrier();
64
- if (pZ == 0u) { tw += scan[255]; }
64
+ if (nZ == 0u) { uZ += 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 qZ {
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
+ ) -> qZ {
288
288
  let uv = vec2i(floor(coord.xy));
289
289
  let uv2 = coord.xy / viewportSize;
290
- var output: qa;
290
+ var output: qZ;
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