@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.
- package/CHANGELOG.md +222 -0
- package/LICENSES/FidelityFX-FSR.txt +19 -0
- package/LICENSES/pbrt-v4-Apache-2.0.txt +202 -0
- package/README.md +3 -0
- package/THIRD_PARTY_NOTICES.md +18 -4
- package/dist/assets/bvh.worker.js +1 -1
- package/dist/mutracer.umd.js +9328 -7614
- package/docs/api.md +83 -35
- package/docs/caustics.md +80 -0
- package/docs/materials.md +9 -6
- package/docs/performance.md +7 -0
- package/docs/post-processing.md +62 -9
- package/docs/progressive-rendering.md +53 -9
- package/docs/sampling.md +4 -0
- package/docs/technical/acceleration.md +52 -0
- package/docs/technical/aovs.md +79 -0
- package/docs/technical/caustics.md +109 -0
- package/docs/technical/continuous-spectrum.md +122 -0
- package/docs/technical/display-upscale.md +82 -0
- package/docs/technical/openpbr.md +99 -0
- package/docs/technical/pbrt-import.md +168 -0
- package/docs/technical/tiling.md +74 -0
- package/docs/technical/webgl.md +53 -0
- package/docs/updates.md +3 -1
- package/docs/viewer-checklist.md +65 -0
- package/docs/viewer.md +18 -6
- package/lib/Display.d.ts +19 -5
- package/lib/Display.js +10 -7
- package/lib/Display.js.map +1 -1
- package/lib/Engine.d.ts +4 -1
- package/lib/Engine.js +77 -14
- package/lib/Engine.js.map +1 -1
- package/lib/Render.d.ts +81 -24
- package/lib/Render.js +201 -26
- package/lib/Render.js.map +1 -1
- package/lib/RenderLoop.d.ts +7 -3
- package/lib/RenderLoop.js +68 -44
- package/lib/RenderLoop.js.map +1 -1
- package/lib/main.d.ts +4 -2
- package/lib/main.js +1 -0
- package/lib/main.js.map +1 -1
- package/lib/oidn.d.ts +1 -1
- package/lib/renderer/AovPrimitiveCache.js +39 -8
- package/lib/renderer/AovPrimitiveCache.js.map +1 -1
- package/lib/renderer/DisplayPostProcess.d.ts +8 -3
- package/lib/renderer/DisplayPostProcess.js +51 -18
- package/lib/renderer/DisplayPostProcess.js.map +1 -1
- package/lib/renderer/GPUTraceQueue.d.ts +2 -1
- package/lib/renderer/GPUTraceQueue.js +3 -1
- package/lib/renderer/GPUTraceQueue.js.map +1 -1
- package/lib/renderer/MaterialData.js +7 -2
- package/lib/renderer/MaterialData.js.map +1 -1
- package/lib/renderer/RenderingPipeline.d.ts +11 -1
- package/lib/renderer/RenderingPipeline.js.map +1 -1
- package/lib/renderer/TileRender.d.ts +2 -2
- package/lib/renderer/TileRender.js +128 -7
- package/lib/renderer/TileRender.js.map +1 -1
- package/lib/renderer/WGPUAov.d.ts +6 -1
- package/lib/renderer/WGPUAov.js +108 -14
- package/lib/renderer/WGPUAov.js.map +1 -1
- package/lib/renderer/WGPUCanvasSurface.js +12 -1
- package/lib/renderer/WGPUCanvasSurface.js.map +1 -1
- package/lib/renderer/WGPUCausticLightPass.d.ts +48 -0
- package/lib/renderer/WGPUCausticLightPass.js +217 -0
- package/lib/renderer/WGPUCausticLightPass.js.map +1 -0
- package/lib/renderer/WGPUEnvMapDistribution.js +19 -19
- package/lib/renderer/WGPUFullQuadPass.js +3 -3
- package/lib/renderer/WGPUPhotonMap.d.ts +37 -0
- package/lib/renderer/WGPUPhotonMap.js +191 -0
- package/lib/renderer/WGPUPhotonMap.js.map +1 -0
- package/lib/renderer/WGPURayTraceOutput.d.ts +13 -1
- package/lib/renderer/WGPURayTraceOutput.js +122 -28
- package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
- package/lib/renderer/WGPURayTracePass.d.ts +65 -21
- package/lib/renderer/WGPURayTracePass.js +730 -409
- package/lib/renderer/WGPURayTracePass.js.map +1 -1
- package/lib/renderer/WGPURenderingPipeline.js +110 -68
- package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
- package/lib/renderer/WebGLAov.js +3 -3
- package/lib/renderer/WebGLAov.js.map +1 -1
- package/lib/renderer/WebGLFullQuadPass.d.ts +2 -1
- package/lib/renderer/WebGLFullQuadPass.js +10 -0
- package/lib/renderer/WebGLFullQuadPass.js.map +1 -1
- package/lib/renderer/WebGLJNLMDenoiser.js +66 -66
- package/lib/renderer/WebGLJNLMDenoiser.js.map +1 -1
- package/lib/renderer/WebGLRayTraceOutputPass.js +4 -4
- package/lib/renderer/WebGLRayTracePass.d.ts +20 -11
- package/lib/renderer/WebGLRayTracePass.js +157 -116
- package/lib/renderer/WebGLRayTracePass.js.map +1 -1
- package/lib/renderer/WebGLRenderingPipeline.js +17 -14
- package/lib/renderer/WebGLRenderingPipeline.js.map +1 -1
- package/lib/renderer/WebGLSkyBaker.js +60 -60
- package/lib/renderer/accumulationTarget.d.ts +2 -1
- package/lib/renderer/accumulationTarget.js.map +1 -1
- package/lib/renderer/aov.d.ts +13 -1
- package/lib/renderer/aov.js +21 -2
- package/lib/renderer/aov.js.map +1 -1
- package/lib/renderer/aovDisplay.js +2 -2
- package/lib/renderer/aovDisplay.js.map +1 -1
- package/lib/renderer/binnedSahBvh.d.ts +2 -1
- package/lib/renderer/binnedSahBvh.js +24 -17
- package/lib/renderer/binnedSahBvh.js.map +1 -1
- package/lib/renderer/bvhAccel.d.ts +3 -1
- package/lib/renderer/bvhAccel.js +36 -6
- package/lib/renderer/bvhAccel.js.map +1 -1
- package/lib/renderer/cameraUniform.d.ts +1 -1
- package/lib/renderer/cameraUniform.js +6 -2
- package/lib/renderer/cameraUniform.js.map +1 -1
- package/lib/renderer/causticDiagnostics.d.ts +31 -0
- package/lib/renderer/causticDiagnostics.js +5 -0
- package/lib/renderer/causticDiagnostics.js.map +1 -0
- package/lib/renderer/causticEmission.d.ts +10 -0
- package/lib/renderer/causticEmission.js +40 -0
- package/lib/renderer/causticEmission.js.map +1 -0
- package/lib/renderer/causticUniform.d.ts +12 -0
- package/lib/renderer/causticUniform.js +22 -0
- package/lib/renderer/causticUniform.js.map +1 -0
- package/lib/renderer/caustics.d.ts +16 -0
- package/lib/renderer/caustics.js +93 -0
- package/lib/renderer/caustics.js.map +1 -0
- package/lib/renderer/compactVertices.d.ts +14 -0
- package/lib/renderer/compactVertices.js +124 -0
- package/lib/renderer/compactVertices.js.map +1 -0
- package/lib/renderer/easu.d.ts +11 -0
- package/lib/renderer/easu.js +156 -0
- package/lib/renderer/easu.js.map +1 -0
- package/lib/renderer/geometryUpdateState.d.ts +1 -0
- package/lib/renderer/geometryUpdateState.js.map +1 -1
- package/lib/renderer/geometryUpdates.js +3 -2
- package/lib/renderer/geometryUpdates.js.map +1 -1
- package/lib/renderer/glsl/aovDisplay.frag.js +5 -5
- package/lib/renderer/glsl/aovReflectance.glsl.js +53 -53
- package/lib/renderer/glsl/aovReflectanceSamples.glsl.js +1 -1
- package/lib/renderer/glsl/aovTrace.frag.js +45 -37
- package/lib/renderer/glsl/aovTrace.frag.js.map +1 -1
- package/lib/renderer/glsl/chunks/cameraProjection.glsl.d.ts +2 -0
- package/lib/renderer/glsl/chunks/cameraProjection.glsl.js +16 -0
- package/lib/renderer/glsl/chunks/cameraProjection.glsl.js.map +1 -0
- package/lib/renderer/glsl/chunks/cameraRay.glsl.d.ts +1 -1
- package/lib/renderer/glsl/chunks/cameraRay.glsl.js +9 -16
- package/lib/renderer/glsl/chunks/cameraRay.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/emissiveLight.glsl.d.ts +2 -0
- package/lib/renderer/glsl/chunks/emissiveLight.glsl.js +35 -0
- package/lib/renderer/glsl/chunks/emissiveLight.glsl.js.map +1 -0
- package/lib/renderer/glsl/chunks/envMap.glsl.js +73 -73
- package/lib/renderer/glsl/chunks/intersect.glsl.js +478 -465
- package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.d.ts +1 -0
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +156 -153
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +771 -771
- package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
- package/lib/renderer/glsl/chunks/random.glsl.js +6 -6
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.d.ts +1 -0
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +70 -63
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleLight.glsl.js +89 -75
- package/lib/renderer/glsl/chunks/sampleLight.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.d.ts +1 -0
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +160 -118
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +14 -14
- package/lib/renderer/glsl/chunks/sampling.glsl.js +88 -91
- package/lib/renderer/glsl/chunks/sampling.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sobol.glsl.js +79 -79
- package/lib/renderer/glsl/chunks/spectralPrefix.glsl.d.ts +6 -0
- package/lib/renderer/glsl/chunks/spectralPrefix.glsl.js +47 -0
- package/lib/renderer/glsl/chunks/spectralPrefix.glsl.js.map +1 -0
- package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
- package/lib/renderer/glsl/chunks/uvProjection.glsl.js +11 -11
- package/lib/renderer/glsl/depthQuery.frag.js +13 -7
- package/lib/renderer/glsl/depthQuery.frag.js.map +1 -1
- package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +10 -10
- package/lib/renderer/glsl/rayTrace.frag.d.ts +1 -1
- package/lib/renderer/glsl/rayTrace.frag.js +338 -252
- package/lib/renderer/glsl/rayTrace.frag.js.map +1 -1
- package/lib/renderer/glsl/shadowCatcher.frag.js +27 -26
- package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
- package/lib/renderer/glsl/webglPipeline.frag.js +59 -59
- package/lib/renderer/gpuMemory.js +1 -1
- package/lib/renderer/gpuMemory.js.map +1 -1
- package/lib/renderer/lightSampling.d.ts +3 -2
- package/lib/renderer/lightSampling.js +14 -8
- package/lib/renderer/lightSampling.js.map +1 -1
- package/lib/renderer/openPbrEnergyLut.d.ts +2 -1
- package/lib/renderer/openPbrEnergyLut.js +18 -1
- package/lib/renderer/openPbrEnergyLut.js.map +1 -1
- package/lib/renderer/pathLimits.d.ts +5 -4
- package/lib/renderer/pathLimits.js +6 -5
- package/lib/renderer/pathLimits.js.map +1 -1
- package/lib/renderer/prepareMeshBVH.d.ts +2 -0
- package/lib/renderer/prepareMeshBVH.js +5 -3
- package/lib/renderer/prepareMeshBVH.js.map +1 -1
- package/lib/renderer/progressiveScheduler.js +5 -4
- package/lib/renderer/progressiveScheduler.js.map +1 -1
- package/lib/renderer/renderPipeline.d.ts +5 -0
- package/lib/renderer/renderPipeline.js +1 -0
- package/lib/renderer/renderPipeline.js.map +1 -1
- package/lib/renderer/researchTransport.d.ts +31 -0
- package/lib/renderer/researchTransport.js +5 -0
- package/lib/renderer/researchTransport.js.map +1 -0
- package/lib/renderer/sceneAssembly.d.ts +1 -1
- package/lib/renderer/sceneAssembly.js +4 -3
- package/lib/renderer/sceneAssembly.js.map +1 -1
- package/lib/renderer/sceneChangeDetector.d.ts +1 -1
- package/lib/renderer/sceneChangeDetector.js +3 -1
- package/lib/renderer/sceneChangeDetector.js.map +1 -1
- package/lib/renderer/sceneLayoutSchema.d.ts +2 -0
- package/lib/renderer/sceneLayoutSchema.js +3 -3
- package/lib/renderer/sceneLayoutSchema.js.map +1 -1
- package/lib/renderer/scenePreparation.d.ts +3 -2
- package/lib/renderer/scenePreparation.js +18 -2
- package/lib/renderer/scenePreparation.js.map +1 -1
- package/lib/renderer/scratchSampling.js +6 -6
- package/lib/renderer/spectrum.d.ts +21 -0
- package/lib/renderer/spectrum.js +154 -0
- package/lib/renderer/spectrum.js.map +1 -0
- package/lib/renderer/staticBvhPreparation.d.ts +9 -0
- package/lib/renderer/staticBvhPreparation.js +8 -2
- package/lib/renderer/staticBvhPreparation.js.map +1 -1
- package/lib/renderer/surfaceHit.d.ts +10 -0
- package/lib/renderer/surfaceHit.js +22 -0
- package/lib/renderer/surfaceHit.js.map +1 -0
- package/lib/renderer/tangentRequirements.d.ts +2 -0
- package/lib/renderer/tangentRequirements.js +7 -0
- package/lib/renderer/tangentRequirements.js.map +1 -0
- package/lib/renderer/textureAtlas.d.ts +4 -0
- package/lib/renderer/textureAtlas.js +48 -2
- package/lib/renderer/textureAtlas.js.map +1 -1
- package/lib/renderer/webgl.js +4 -0
- package/lib/renderer/webgl.js.map +1 -1
- package/lib/renderer/webglLightSampling.d.ts +39 -0
- package/lib/renderer/webglLightSampling.js +15 -0
- package/lib/renderer/webglLightSampling.js.map +1 -0
- package/lib/renderer/webglVertexAttributes.d.ts +17 -0
- package/lib/renderer/webglVertexAttributes.js +44 -0
- package/lib/renderer/webglVertexAttributes.js.map +1 -0
- package/lib/renderer/wgpuBindlessSource.js +3 -3
- package/lib/renderer/wgpuMaterialConstants.js +4 -3
- package/lib/renderer/wgpuMaterialConstants.js.map +1 -1
- package/lib/renderer/wgpuSceneUniform.js +2 -2
- package/lib/renderer/wgpuSceneUniform.js.map +1 -1
- package/lib/renderer/wgpuShaderSource.d.ts +22 -0
- package/lib/renderer/wgpuShaderSource.js +3 -1
- package/lib/renderer/wgpuShaderSource.js.map +1 -1
- package/lib/renderer/wgsl/aovCompact.wgsl.d.ts +4 -0
- package/lib/renderer/wgsl/aovCompact.wgsl.js +26 -0
- package/lib/renderer/wgsl/aovCompact.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/aovDisplay.wgsl.js +9 -9
- package/lib/renderer/wgsl/aovReflectance.wgsl.js +55 -55
- package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.js +1 -1
- package/lib/renderer/wgsl/aovResolve.wgsl.d.ts +4 -0
- package/lib/renderer/wgsl/aovResolve.wgsl.js +21 -2
- package/lib/renderer/wgsl/aovResolve.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/aovSnapshot.wgsl.js +2 -2
- package/lib/renderer/wgsl/aovSnapshot.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/aovTrace.wgsl.js +33 -33
- package/lib/renderer/wgsl/aovTraceDisplay.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/aovTraceDisplay.wgsl.js +56 -0
- package/lib/renderer/wgsl/aovTraceDisplay.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/bloom.wgsl.js +18 -18
- package/lib/renderer/wgsl/causticLight.compute.d.ts +6 -0
- package/lib/renderer/wgsl/causticLight.compute.js +539 -0
- package/lib/renderer/wgsl/causticLight.compute.js.map +1 -0
- package/lib/renderer/wgsl/chunks/background.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/chunks/background.wgsl.js +102 -0
- package/lib/renderer/wgsl/chunks/background.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.js +12 -0
- package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.js +16 -0
- package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/chunks/caustics.wgsl.d.ts +1 -0
- package/lib/renderer/wgsl/chunks/caustics.wgsl.js +62 -0
- package/lib/renderer/wgsl/chunks/caustics.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/chunks/common.wgsl.js +4 -4
- package/lib/renderer/wgsl/chunks/envMap.wgsl.js +37 -37
- package/lib/renderer/wgsl/chunks/intersect.wgsl.d.ts +6 -2
- package/lib/renderer/wgsl/chunks/intersect.wgsl.js +634 -620
- package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +23 -21
- package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.d.ts +3 -1
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +77 -74
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +795 -795
- package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +139 -139
- package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
- package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.d.ts +5 -1
- package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +45 -29
- package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sampleLight.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +142 -138
- package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +228 -189
- package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +11 -11
- package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sampling.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/sampling.wgsl.js +88 -92
- package/lib/renderer/wgsl/chunks/sampling.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sobol.wgsl.js +83 -83
- package/lib/renderer/wgsl/chunks/spectralPrefix.wgsl.d.ts +6 -0
- package/lib/renderer/wgsl/chunks/spectralPrefix.wgsl.js +66 -0
- package/lib/renderer/wgsl/chunks/spectralPrefix.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +11 -11
- package/lib/renderer/wgsl/chunks/vertexAttributes.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/chunks/vertexAttributes.wgsl.js +61 -0
- package/lib/renderer/wgsl/chunks/vertexAttributes.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/compose.frag.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/compose.frag.wgsl.js +100 -98
- package/lib/renderer/wgsl/compose.frag.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/customDenoise.wgsl.js +10 -10
- package/lib/renderer/wgsl/depthQuery.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/depthQuery.wgsl.js +12 -3
- package/lib/renderer/wgsl/depthQuery.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/easu.wgsl.d.ts +2 -0
- package/lib/renderer/wgsl/easu.wgsl.js +80 -0
- package/lib/renderer/wgsl/easu.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/easuDetail.wgsl.d.ts +21 -0
- package/lib/renderer/wgsl/easuDetail.wgsl.js +230 -0
- package/lib/renderer/wgsl/easuDetail.wgsl.js.map +1 -0
- package/lib/renderer/wgsl/jnlm.compute.js +74 -74
- package/lib/renderer/wgsl/jnlm.compute.js.map +1 -1
- package/lib/renderer/wgsl/offlineAdaptive.compute.js +26 -26
- package/lib/renderer/wgsl/oidnAuxiliary.wgsl.js +3 -3
- package/lib/renderer/wgsl/photonMap.compute.d.ts +29 -0
- package/lib/renderer/wgsl/photonMap.compute.js +352 -0
- package/lib/renderer/wgsl/photonMap.compute.js.map +1 -0
- package/lib/renderer/wgsl/proceduralSky.compute.js +64 -64
- package/lib/renderer/wgsl/rayTrace.compute.d.ts +23 -1
- package/lib/renderer/wgsl/rayTrace.compute.js +531 -543
- package/lib/renderer/wgsl/rayTrace.compute.js.map +1 -1
- package/lib/scene/MaterialState.d.ts +2 -2
- package/lib/scene/MaterialState.js +2 -2
- package/lib/scene/MaterialState.js.map +1 -1
- package/lib/scene/Scene.js.map +1 -1
- package/lib/settings/render.d.ts +22 -0
- package/lib/settings/render.js +2 -0
- package/lib/settings/render.js.map +1 -1
- package/lib/util/fromTHREE.js +23 -16
- package/lib/util/fromTHREE.js.map +1 -1
- package/lib/version.d.ts +1 -1
- package/lib/version.js +1 -1
- package/lib/version.js.map +1 -1
- package/llms.txt +2 -1
- package/package.json +7 -4
- package/lib/oidnBundledWeights.cdn.d.ts +0 -2
- package/lib/oidnBundledWeights.cdn.js +0 -5
- package/lib/oidnBundledWeights.cdn.js.map +0 -1
- package/lib/renderer/bvh.worker.d.ts +0 -1
- package/lib/renderer/bvh.worker.js +0 -16
- package/lib/renderer/bvh.worker.js.map +0 -1
- package/lib/renderer/bvhWorkerBuild.d.ts +0 -13
- package/lib/renderer/bvhWorkerBuild.js +0 -17
- package/lib/renderer/bvhWorkerBuild.js.map +0 -1
- package/lib/renderer/lightCore.d.ts +0 -12
- package/lib/renderer/lightCore.js +0 -13
- package/lib/renderer/lightCore.js.map +0 -1
- package/lib/renderer/materialCore.d.ts +0 -8
- package/lib/renderer/materialCore.js +0 -9
- package/lib/renderer/materialCore.js.map +0 -1
- package/lib/scene/PixelTexture.d.ts +0 -6
- package/lib/scene/PixelTexture.js +0 -10
- package/lib/scene/PixelTexture.js.map +0 -1
- package/lib/util/studioLighting.d.ts +0 -18
- package/lib/util/studioLighting.js +0 -36
- package/lib/util/studioLighting.js.map +0 -1
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export { packCausticLightUniform } from './causticUniform.js';
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import { type ResourceTable } from './wgpuBindless.js';
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import type { CasterSphere } from './caustics.js';
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/** Per-target photon splats and independent floating-point batch accumulation. */
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export declare class WGPUCausticLightPass {
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private readonly device;
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private readonly photonMapping;
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private distribution?;
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private emissionGroups;
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private casterCount;
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private choiceCount;
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private pipeline?;
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private readonly outputs;
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private readonly uniform;
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private readonly layout;
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private readonly accumulate;
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constructor(device: GPUDevice, photonMapping?: boolean);
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/** Compiles an emitter for one trace pipeline's layouts; select it with use(). */
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prepare(source: string, groups: GPUBindGroupLayout[], bindless?: boolean): Promise<GPUComputePipeline>;
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use(pipeline: GPUComputePipeline): void;
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setDistribution(spheres: readonly CasterSphere[], lights: {
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data: Float32Array;
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count: number;
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}): void;
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get(target: object): GPUBuffer | undefined;
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bytes(target: object): number;
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release(target: object): void;
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encode(encoder: GPUCommandEncoder, groups: GPUBindGroup[], target: object, options: {
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photonMapping?: boolean;
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photonDirections?: GPUTexture;
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querySet?: GPUQuerySet;
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resourceTable?: ResourceTable;
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width: number;
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height: number;
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clear: boolean;
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run: boolean;
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photons: number;
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batch: number;
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viewProjection: Float32Array | Float64Array | number[];
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casterSphere: readonly number[];
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cameraScale: number;
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casterCount?: number;
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choiceCount?: number;
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orthographic?: boolean;
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}): void;
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emit(encoder: GPUCommandEncoder, groups: GPUBindGroup[], storage: GPUBuffer | GPUTexture, options: Parameters<WGPUCausticLightPass['encode']>[3]): void;
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dispose(): void;
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}
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import { causticDiagnostics } from './causticDiagnostics.js';
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import { packCausticLightUniform } from './causticUniform.js';
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export { packCausticLightUniform } from './causticUniform.js';
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import { resourceTableLayout, setResourceTable } from './wgpuBindless.js';
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import { CAUSTIC_UNIFORM_BYTES, causticAccumulateCompute } from './wgsl/causticLight.compute.js';
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/** Per-target photon splats and independent floating-point batch accumulation. */
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export class WGPUCausticLightPass {
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device;
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photonMapping;
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distribution;
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emissionGroups = new WeakMap();
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casterCount = 0;
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choiceCount = 0;
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pipeline;
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outputs = new Map();
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uniform;
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layout;
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accumulate;
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constructor(device, photonMapping = false) {
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this.device = device;
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this.photonMapping = photonMapping;
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this.uniform = device.createBuffer({
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label: 'Caustic light uniforms',
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size: CAUSTIC_UNIFORM_BYTES,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST
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});
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this.layout = device.createBindGroupLayout({
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entries: [
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{ binding: 0, visibility: GPUShaderStage.COMPUTE, buffer: { type: 'uniform' } },
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{
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binding: 1,
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visibility: GPUShaderStage.COMPUTE,
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...(photonMapping
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? { storageTexture: { access: 'write-only', format: 'rgba32uint' } }
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: { buffer: { type: 'storage' } })
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},
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{ binding: 2, visibility: GPUShaderStage.COMPUTE, texture: { sampleType: 'unfilterable-float' } },
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...(photonMapping
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? [
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{
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binding: 3,
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visibility: GPUShaderStage.COMPUTE,
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storageTexture: { access: 'write-only', format: 'r32uint' }
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}
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]
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: [])
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]
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});
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this.accumulate = device.createComputePipeline({
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label: 'Caustic batch accumulation',
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layout: 'auto',
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compute: { module: device.createShaderModule({ code: causticAccumulateCompute }), entryPoint: 'main' }
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});
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}
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/** Compiles an emitter for one trace pipeline's layouts; select it with use(). */
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async prepare(source, groups, bindless = false) {
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const module = this.device.createShaderModule({ label: 'Caustic light tracing', code: source });
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const info = await module.getCompilationInfo();
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const errors = info.messages.filter((m) => m.type === 'error');
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if (errors.length)
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throw Error(errors.map((m) => `Caustic WGSL ${m.lineNum}:${m.linePos} ${m.message}`).join('\n'));
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return this.device.createComputePipelineAsync({
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label: 'Caustic light tracing',
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layout: this.device.createPipelineLayout(bindless
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? resourceTableLayout({ bindGroupLayouts: [...groups, this.layout] })
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: { bindGroupLayouts: [...groups, this.layout] }),
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compute: { module, entryPoint: 'main' }
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});
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}
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use(pipeline) {
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this.pipeline = pipeline;
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}
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setDistribution(spheres, lights) {
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this.choiceCount = lights.count;
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this.casterCount = spheres.length;
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this.distribution?.destroy();
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this.emissionGroups = new WeakMap();
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const texels = Math.max(1, spheres.length + lights.count * 2), width = Math.min(texels, this.device.limits.maxTextureDimension2D), height = Math.ceil(texels / width);
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this.distribution = this.device.createTexture({
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label: 'Caustic emission distribution',
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size: [width, height],
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format: 'rgba32float',
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usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST
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});
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const data = new Float32Array(width * height * 4);
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spheres.forEach((sphere, i) => data.set(sphere, i * 4));
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data.set(lights.data, spheres.length * 4);
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this.device.queue.writeTexture({ texture: this.distribution }, data, { bytesPerRow: width * 16 }, [
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width,
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height
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]);
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}
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get(target) {
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return this.outputs.get(target)?.accumulation;
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}
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bytes(target) {
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const o = this.outputs.get(target);
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return o ? o.splats.size + o.accumulation.size : 0;
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}
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release(target) {
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const o = this.outputs.get(target);
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o?.splats.destroy();
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o?.accumulation.destroy();
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this.outputs.delete(target);
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}
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encode(encoder, groups, target, options) {
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const { width, height } = options;
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let output = this.outputs.get(target);
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if (output && output.accumulation.size !== width * height * 16) {
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this.release(target);
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output = undefined;
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}
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if (!output) {
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output = {
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splats: this.device.createBuffer({
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label: 'Caustic floating-point splats',
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size: width * height * 12,
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usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST
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}),
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resolveGroup: undefined,
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accumulation: this.device.createBuffer({
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label: 'Caustic batch accumulation',
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size: width * height * 16,
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usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST
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})
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};
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output.resolveGroup = this.device.createBindGroup({
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layout: this.accumulate.getBindGroupLayout(0),
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entries: [
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{ binding: 0, resource: { buffer: output.splats } },
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{ binding: 1, resource: { buffer: output.accumulation } }
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]
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});
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this.outputs.set(target, output);
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}
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if (options.clear)
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encoder.clearBuffer(output.accumulation);
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if (!options.run || !this.pipeline)
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return;
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encoder.clearBuffer(output.splats);
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this.emit(encoder, groups, output.splats, options);
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const resolve = encoder.beginComputePass({
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label: 'Caustic batch accumulation',
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...(options.querySet
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? {
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timestampWrites: {
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querySet: options.querySet,
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beginningOfPassWriteIndex: 4,
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endOfPassWriteIndex: 5
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}
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}
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: {})
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});
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resolve.setPipeline(this.accumulate);
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resolve.setBindGroup(0, output.resolveGroup);
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const workgroups = Math.ceil((width * height) / 64);
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const columns = Math.min(workgroups, this.device.limits.maxComputeWorkgroupsPerDimension);
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resolve.dispatchWorkgroups(columns, Math.ceil(workgroups / columns));
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resolve.end();
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}
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emit(encoder, groups, storage, options) {
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if (!this.pipeline)
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return;
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const data = packCausticLightUniform({
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...options,
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experiments: (+!!causticDiagnostics.photonPerCasterRadius) | (+!!causticDiagnostics.causticViewImportance << 1),
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casterCount: this.casterCount,
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choiceCount: this.choiceCount
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});
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this.device.queue.writeBuffer(this.uniform, 0, data);
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const pass = encoder.beginComputePass({
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label: 'Caustic photons',
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...(options.querySet
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? {
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timestampWrites: {
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querySet: options.querySet,
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beginningOfPassWriteIndex: options.photonMapping ? 6 : 2,
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endOfPassWriteIndex: options.photonMapping ? 7 : 3
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}
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}
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: {})
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});
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pass.setPipeline(this.pipeline);
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if (options.resourceTable)
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setResourceTable(pass, options.resourceTable);
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groups.forEach((g, i) => pass.setBindGroup(i, g));
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let group = this.emissionGroups.get(storage);
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if (!group) {
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group = this.device.createBindGroup({
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layout: this.layout,
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entries: [
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{ binding: 0, resource: { buffer: this.uniform } },
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{
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binding: 1,
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resource: this.photonMapping
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? storage.createView()
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: { buffer: storage }
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},
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{ binding: 2, resource: this.distribution.createView() },
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...(this.photonMapping ? [{ binding: 3, resource: options.photonDirections.createView() }] : [])
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]
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});
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this.emissionGroups.set(storage, group);
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}
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pass.setBindGroup(groups.length, group);
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const groupsCount = Math.ceil(options.photons / 64);
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pass.dispatchWorkgroups(Math.min(groupsCount, 65535), Math.ceil(groupsCount / 65535));
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pass.end();
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}
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dispose() {
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for (const target of this.outputs.keys())
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this.release(target);
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this.uniform.destroy();
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this.distribution?.destroy();
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}
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}
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//# sourceMappingURL=WGPUCausticLightPass.js.map
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@@ -0,0 +1 @@
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1
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+
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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"]}
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@@ -5,27 +5,27 @@ const distributionWGSL = /* wgsl */ `
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5
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@group(0) @binding(2) var<storage, read_write> rows: array<vec2f>;
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@group(0) @binding(3) var output: texture_storage_2d<rg32float, write>;
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var<workgroup> scan: array<f32, 256>;
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var<workgroup>
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var<workgroup> uZ: f32;
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-
fn
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fn jA(nZ: u32) {
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workgroupBarrier();
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for (var offset = 1u; offset < 256u; offset *= 2u) {
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var previous = 0.0;
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if (
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if (nZ >= offset) { previous = scan[nZ - offset]; }
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workgroupBarrier();
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scan[
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scan[nZ] += previous;
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workgroupBarrier();
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}
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}
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@compute @workgroup_size(256)
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-
fn scanRows(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index)
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+
fn scanRows(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) nZ: u32) {
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let size = textureDimensions(radiance);
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let y = group.x;
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if (
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if (nZ == 0u) { uZ = 0.0; }
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workgroupBarrier();
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for (var start = 0u; start < size.x; start += 256u) {
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let x = start +
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let x = start + nZ;
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var weight = 0.0;
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if (x < size.x) {
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@@ -38,30 +38,30 @@ maximum = max(maximum, dot(textureLoad(radiance, p, 0).rgb, vec3f(0.2126, 0.7152
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}
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weight = max(maximum, 1e-12) * sin(3.141592653589793 * (f32(y) + 0.5) / f32(size.y));
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}
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scan[
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-
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-
if (x < size.x) { pixels[y * size.x + x] = vec2f(
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scan[nZ] = weight / f32(size.x);
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jA(nZ);
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if (x < size.x) { pixels[y * size.x + x] = vec2f(uZ + scan[nZ], weight); }
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workgroupBarrier();
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-
if (
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if (nZ == 0u) { uZ += scan[255]; }
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workgroupBarrier();
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}
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-
if (
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if (nZ == 0u) { rows[y] = vec2f(0.0, uZ); }
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}
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@compute @workgroup_size(256)
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fn scanMarginal(@builtin(local_invocation_index)
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+
fn scanMarginal(@builtin(local_invocation_index) nZ: u32) {
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let height = textureDimensions(radiance).y;
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-
if (
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+
if (nZ == 0u) { uZ = 0.0; }
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workgroupBarrier();
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for (var start = 0u; start < height; start += 256u) {
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-
let y = start +
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+
let y = start + nZ;
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var integral = 0.0;
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if (y < height) { integral = rows[y].y; }
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-
scan[
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-
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-
if (y < height) { rows[y].x =
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+
scan[nZ] = integral / f32(height);
|
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+
jA(nZ);
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+
if (y < height) { rows[y].x = uZ + scan[nZ]; }
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workgroupBarrier();
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-
if (
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+
if (nZ == 0u) { uZ += scan[255]; }
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workgroupBarrier();
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}
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}
|
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@@ -274,7 +274,7 @@ ${hasInputs
|
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${this._uniforms
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.map((uniform, idx) => `@group(${hasInputs ? 1 : 0}) @binding(${idx}) var<uniform> ${uniform.label}: ${uniform.type};`)
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.join('\n')}
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277
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-
struct
|
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+
struct qZ {
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|
${this._outputs
|
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|
.map((name, idx) => `@location(${idx}) ${name}: vec4f,`)
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|
.join('\n')}
|
|
@@ -284,10 +284,10 @@ ${this._fsDefine ?? ''}
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284
284
|
@fragment
|
|
285
285
|
fn main(
|
|
286
286
|
@builtin(position) coord: vec4f
|
|
287
|
-
) ->
|
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287
|
+
) -> qZ {
|
|
288
288
|
let uv = vec2i(floor(coord.xy));
|
|
289
289
|
let uv2 = coord.xy / viewportSize;
|
|
290
|
-
var output:
|
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290
|
+
var output: qZ;
|
|
291
291
|
${this._fsMain}
|
|
292
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|
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
|