@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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type { ShaderCompilationDiagnostics } from './RenderingPipeline.js';\nimport { FragmentShader, type ShaderDefineValue, type ShaderUniform } from './shader.js';\n\nexport { FragmentShader, Shader, createShaderMixin, glsl } from './shader.js';\n\nexport const constants = {\n FLOAT: 0x1406,\n HALF_FLOAT: 0x140b,\n UNSIGNED_BYTE: 0x1401,\n RGBA: 0x1908,\n LINEAR: 0x2601,\n NEAREST: 0x2600,\n REPEAT: 0x2901,\n CLAMP_TO_EDGE: 0x812f,\n SCISSOR_TEST: 0x0c11,\n COLOR_BUFFER_BIT: 0x4000,\n DEPTH_BUFFER_BIT: 0x0100,\n LINES: 0x0001,\n TEXTURE_2D: 0x0de1,\n TEXTURE_2D_ARRAY: 0x8c1a\n} as const;\n\nexport type TextureImageSource = any;\nexport interface TexturePixelSource {\n data: Float32Array | Int32Array | Uint8Array | Uint8ClampedArray | Uint16Array;\n width: number;\n height: number;\n}\ntype TextureSource = TextureImageSource | TexturePixelSource;\n\nexport interface TextureOptions {\n source?: TextureSource | TextureImageSource[];\n width?: number;\n height?: number;\n type?: number;\n minFilter?: number;\n magFilter?: number;\n wrapS?: number;\n wrapT?: number;\n flipY?: boolean;\n flipYArray?: boolean[];\n useMipmap?: boolean;\n premultiplyAlpha?: boolean;\n sRGB?: boolean;\n}\n\nfunction isPixelSource(source: unknown): source is TexturePixelSource {\n return !!source && typeof source === 'object' && 'data' in source;\n}\n\nexport class Texture2D {\n private _source?: TextureSource | TextureImageSource[];\n width = 1;\n height = 1;\n // Keep the shared texture container constructible in DOM-free WebGPU hosts.\n target: number = constants.TEXTURE_2D;\n protected _options: TextureOptions;\n protected _texture?: WebGLTexture;\n protected _dirty = true;\n protected _allocated = false;\n\n constructor(options: TextureOptions = {}) {\n this._options = options;\n this.source = options.source;\n this.width = options.width || 1;\n this.height = options.height || 1;\n }\n\n get storageType() {return this._options.type ?? constants.UNSIGNED_BYTE;}\n get isByteEncoded() { return (this._options.type ?? constants.UNSIGNED_BYTE) === constants.UNSIGNED_BYTE; }\n\n /** Allocated 2D render-target payload, excluding driver/FBO overhead. */\n getMemoryBytes() {\n if (!this._allocated) return 0;\n const bytes = this._options.type === constants.FLOAT ? 4 :\n this._options.type === constants.HALF_FLOAT ? 2 : 1;\n return this.width * this.height * 4 * bytes;\n }\n\n get source(): any {\n return this._source;\n }\n\n set source(value: any) {\n if (this._source !== value) {\n this._source = value;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n dirty() {\n this._dirty = true;\n }\n\n resize(width: number, height: number) {\n if (this.width !== width || this.height !== height) {\n this.width = width;\n this.height = height;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n ensureStorage(\n gl: WebGL2RenderingContext,\n width: number,\n height: number,\n options: TextureOptions = this._options\n ) {\n const storageChanged = (this._options.type ?? constants.UNSIGNED_BYTE) !== (options.type ?? this._options.type ?? constants.UNSIGNED_BYTE) ||\n this._options.sRGB !== (options.sRGB ?? this._options.sRGB);\n this._options = { ...this._options, ...options };\n if (storageChanged) {this._dirty = true; this._allocated = false;}\n this.resize(Math.max(1, width), Math.max(1, height));\n this._ensureTexture(gl);\n if (!this._allocated || this._dirty) {\n this._bindAndConfigure(gl);\n const { internalFormat, format, type } = this._format(gl);\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n this.width,\n this.height,\n 0,\n format,\n type,\n null\n );\n this._allocated = true;\n this._dirty = false;\n }\n return this;\n }\n\n bind(gl: WebGL2RenderingContext, unit: number) {\n this._ensureTexture(gl);\n gl.activeTexture(gl.TEXTURE0 + unit);\n this._bindAndConfigure(gl);\n if (this._dirty || !this._allocated) {\n this._upload(gl);\n }\n }\n\n /** Copies a byte range into a data texture's CPU image and uploads its covering rows. */\n updateDataRange(gl: WebGL2RenderingContext, data: Float32Array | Int32Array | Uint8Array,\n offset: number, size: number) {\n if (!size) return;\n const source = this.source as TexturePixelSource;\n if (!isPixelSource(source) || offset < 0 || size < 0 ||\n offset % data.BYTES_PER_ELEMENT || size % data.BYTES_PER_ELEMENT ||\n offset + size > data.byteLength || offset + size > source.data.byteLength) {\n throw new RangeError('Invalid data texture byte range');\n }\n source.data.set(data.subarray(offset / data.BYTES_PER_ELEMENT, (offset + size) / data.BYTES_PER_ELEMENT),\n offset / source.data.BYTES_PER_ELEMENT);\n this._ensureTexture(gl);\n this._bindAndConfigure(gl);\n if (this._dirty || !this._allocated) { this._upload(gl); return; }\n const channels = source.data.length / (source.width * source.height);\n const rowBytes = source.width * channels * source.data.BYTES_PER_ELEMENT;\n const first = Math.floor(offset / rowBytes), end = Math.ceil((offset + size) / rowBytes);\n const { format, type } = this._format(gl, channels);\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, this._options.flipY ? 1 : 0);\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this._options.premultiplyAlpha ? 1 : 0);\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, first, source.width, end - first, format, type,\n source.data.subarray(first * source.width * channels, end * source.width * channels));\n }\n\n getWebGLTexture(gl: WebGL2RenderingContext) {\n this._ensureTexture(gl);\n return this._texture!;\n }\n\n dispose(gl: WebGL2RenderingContext) {\n if (this._texture) gl.deleteTexture(this._texture);\n this._texture = undefined; this._allocated = false; this._dirty = true;\n }\n\n protected _ensureTexture(gl: WebGL2RenderingContext) {\n if (!this._texture) {\n this._texture = gl.createTexture()!;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n protected _bindAndConfigure(gl: WebGL2RenderingContext) {\n gl.bindTexture(gl.TEXTURE_2D, this._texture!);\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_MIN_FILTER,\n this._options.minFilter || gl.NEAREST\n );\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_MAG_FILTER,\n this._options.magFilter || gl.NEAREST\n );\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_WRAP_S,\n this._options.wrapS || gl.CLAMP_TO_EDGE\n );\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_WRAP_T,\n this._options.wrapT || gl.CLAMP_TO_EDGE\n );\n }\n\n protected _format(gl: WebGL2RenderingContext, channels = 4) {\n const type = this._options.type || gl.UNSIGNED_BYTE;\n if (type === gl.UNSIGNED_INT) return {type, format: gl.RGBA_INTEGER, internalFormat: gl.RGBA32UI};\n const formats = [gl.RED, gl.RG, gl.RGB, gl.RGBA];\n const floatFormats = [gl.R32F, gl.RG32F, gl.RGB32F, gl.RGBA32F];\n const halfFloatFormats = [gl.R16F, gl.RG16F, gl.RGB16F, gl.RGBA16F];\n return {\n type,\n format: formats[channels - 1],\n internalFormat:\n type === gl.FLOAT\n ? floatFormats[channels - 1]\n : type === gl.HALF_FLOAT\n ? halfFloatFormats[channels - 1]\n : this._options.sRGB\n ? gl.SRGB8_ALPHA8\n : gl.RGBA8\n };\n }\n\n protected _upload(gl: WebGL2RenderingContext) {\n const source = this.source;\n const channels =\n source && isPixelSource(source)\n ? source.data.byteLength / source.data.BYTES_PER_ELEMENT / (source.width * source.height)\n : 4;\n const { internalFormat, format, type } = this._format(gl, channels);\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, this._options.flipY ? 1 : 0);\n gl.pixelStorei(\n gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL,\n this._options.premultiplyAlpha ? 1 : 0\n );\n if (source && isPixelSource(source)) {\n this.width = source.width;\n this.height = source.height;\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n source.width,\n source.height,\n 0,\n format,\n type,\n source.data\n );\n } else if (source && !Array.isArray(source)) {\n this.width = source.width;\n this.height = source.height;\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n format,\n type,\n source\n );\n } else {\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n this.width,\n this.height,\n 0,\n format,\n type,\n null\n );\n }\n if (this._options.useMipmap) gl.generateMipmap(gl.TEXTURE_2D);\n this._dirty = false;\n this._allocated = true;\n }\n}\n\nexport class Texture2DArray extends Texture2D {\n target: number = constants.TEXTURE_2D_ARRAY;\n\n get flipYArray() {\n return this._options.flipYArray || [];\n }\n\n protected _bindAndConfigure(gl: WebGL2RenderingContext) {\n gl.bindTexture(gl.TEXTURE_2D_ARRAY, this._texture!);\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_MIN_FILTER,\n this._options.minFilter || gl.LINEAR\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_MAG_FILTER,\n this._options.magFilter || gl.LINEAR\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_WRAP_S,\n this._options.wrapS || gl.CLAMP_TO_EDGE\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_WRAP_T,\n this._options.wrapT || gl.CLAMP_TO_EDGE\n );\n }\n\n protected _upload(gl: WebGL2RenderingContext) {\n const sources = (this.source || []) as TextureImageSource[];\n const depth = Math.max(1, sources.length);\n const maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);\n const maxTextureArrayLayers = gl.getParameter(gl.MAX_ARRAY_TEXTURE_LAYERS);\n if (\n this.width > maxTextureSize ||\n this.height > maxTextureSize ||\n depth > maxTextureArrayLayers\n ) {\n throw new Error(\n `Texture array ${this.width}x${this.height}x${depth} exceeds WebGL limits ${maxTextureSize}x${maxTextureSize}x${maxTextureArrayLayers}.`\n );\n }\n const type = this.storageType;\n const internalFormat = type === gl.HALF_FLOAT ? gl.RGBA16F\n : type === gl.FLOAT ? gl.RGBA32F\n : this._options.sRGB ? gl.SRGB8_ALPHA8 : gl.RGBA8;\n // Attribute allocation errors to this upload rather than an unrelated\n // earlier WebGL call whose error flag was never consumed.\n while (gl.getError() !== gl.NO_ERROR) {\n // Drain the context error queue.\n }\n gl.texImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n internalFormat,\n this.width,\n this.height,\n depth,\n 0,\n gl.RGBA,\n type,\n null\n );\n const allocationError = gl.getError();\n if (allocationError !== gl.NO_ERROR) {\n throw new Error(\n `WebGL could not allocate texture array ${this.width}x${this.height}x${depth} (error 0x${allocationError.toString(16)}).`\n );\n }\n sources.forEach((source, index) => {\n gl.pixelStorei(\n gl.UNPACK_FLIP_Y_WEBGL,\n (this._options.flipYArray?.[index] ?? this._options.flipY) ? 1 : 0\n );\n // Material maps use straight alpha. Do not inherit a premultiplication\n // state from a texture uploaded earlier on the same WebGL context.\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);\n gl.texSubImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n 0,\n 0,\n index,\n source.width,\n source.height,\n 1,\n gl.RGBA,\n type,\n isPixelSource(source) ? source.data : source\n );\n const uploadError = gl.getError();\n if (uploadError !== gl.NO_ERROR) {\n throw new Error(`WebGL could not upload texture array layer ${index} (error 0x${uploadError.toString(16)}).`);\n }\n });\n this._dirty = false;\n this._allocated = true;\n }\n\n bind(gl: WebGL2RenderingContext, unit: number) {\n this._ensureTexture(gl);\n gl.activeTexture(gl.TEXTURE0 + unit);\n this._bindAndConfigure(gl);\n if (this._dirty || !this._allocated) this._upload(gl);\n }\n}\n\n/** Compiled GLSL program plus its current bind-group-like values. */\nexport class WebGLProgramBindings {\n readonly shader: FragmentShader;\n readonly uniforms: Record<string, ShaderUniform>;\n readonly defines: Record<string, ShaderDefineValue>;\n private _programs = new Map<string, WebGLProgram>();\n\n constructor(shader: FragmentShader) {\n this.shader = shader;\n this.uniforms = Object.fromEntries(\n Object.entries(shader.uniforms).map(([name, uniform]) => [\n name,\n { ...uniform, value: cloneValue(uniform.value) }\n ])\n );\n this.defines = { ...shader.defines };\n }\n\n set(name: string, value: unknown) {\n if (value === undefined || !this.uniforms[name]) return false;\n const changed = this.uniforms[name].value !== value;\n this.uniforms[name].value = value;\n return changed;\n }\n\n setUniforms(values: Record<string, unknown>) {\n Object.entries(values).forEach(([name, value]) => this.set(name, value));\n }\n\n get(name: string): any {\n return this.uniforms[name]?.value;\n }\n\n setDefine(name: string, value: ShaderDefineValue) {\n this.defines[name] = value;\n }\n\n deleteDefine(name: string) {\n delete this.defines[name];\n }\n\n getProgram(renderer: WebGLDevice) {\n const textureDefines: Record<string, null> = {};\n for (const [name, uniform] of Object.entries(this.uniforms)) {\n if (isSampler(uniform.type) && uniform.value) {\n textureDefines[`${name.toUpperCase()}_ENABLED`] = null;\n }\n }\n const defines = { ...this.defines, ...textureDefines };\n const key = JSON.stringify(defines);\n let program = this._programs.get(key);\n if (!program) {\n program = renderer.createProgram(this.shader, defines);\n this._programs.set(key, program);\n }\n return program;\n }\n\n bind(renderer: WebGLDevice) {\n const gl = renderer.gl;\n const program = this.getProgram(renderer);\n if (!renderer.isProgramCompiled(program)) return false;\n gl.useProgram(program);\n let textureUnit = 0;\n for (const [name, uniform] of Object.entries(this.uniforms)) {\n const location = gl.getUniformLocation(program, name);\n if (location === null) continue;\n const value = uniform.value;\n if (isSampler(uniform.type)) {\n const texture = value as Texture2D | undefined;\n (texture || renderer.emptyTexture).bind(gl, textureUnit);\n gl.uniform1i(location, textureUnit++);\n } else {\n setUniform(gl, location, uniform, value);\n }\n }\n return true;\n }\n}\n\nfunction cloneValue(value: unknown): any {\n return Array.isArray(value) ? value.slice() : value;\n}\n\nfunction isSampler(type: string) {\n return type.includes('sampler');\n}\n\nfunction flatten(value: any): number[] | Float32Array {\n if (!value) return [];\n if (ArrayBuffer.isView(value)) return value as Float32Array;\n return Array.isArray(value) ? value.flat(Infinity) : [value];\n}\n\nfunction setUniform(\n gl: WebGL2RenderingContext,\n location: WebGLUniformLocation,\n uniform: ShaderUniform,\n value: any\n) {\n if (value === undefined || value === null) return;\n const data = flatten(value);\n if (uniform.array) {\n if (uniform.type === 'int') gl.uniform1iv(location, data as number[]);\n else if (uniform.type === 'vec2') gl.uniform2fv(location, data as number[]);\n else if (uniform.type === 'vec3') gl.uniform3fv(location, data as number[]);\n else if (uniform.type === 'vec4') gl.uniform4fv(location, data as number[]);\n else gl.uniform1fv(location, data as number[]);\n return;\n }\n switch (uniform.type) {\n case 'bool':\n case 'int':\n gl.uniform1i(location, Number(value));\n break;\n case 'float':\n gl.uniform1f(location, Number(value));\n break;\n case 'vec2':\n gl.uniform2fv(location, data as number[]);\n break;\n case 'vec3':\n gl.uniform3fv(location, data as number[]);\n break;\n case 'vec4':\n gl.uniform4fv(location, data as number[]);\n break;\n case 'ivec2':\n gl.uniform2iv(location, data as number[]);\n break;\n case 'ivec3':\n gl.uniform3iv(location, data as number[]);\n break;\n case 'ivec4':\n gl.uniform4iv(location, data as number[]);\n break;\n case 'mat3':\n gl.uniformMatrix3fv(location, false, data as number[]);\n break;\n case 'mat4':\n gl.uniformMatrix4fv(location, false, data as number[]);\n break;\n }\n}\n\nconst fullscreenVertex = /* glsl */ `#version 300 es\nprecision highp float;\nout vec2 v_Texcoord;\nvoid main() {\n vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));\n v_Texcoord = p;\n gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);\n}`;\n\nfunction composeFragment(\n shader: FragmentShader,\n defines: Record<string, ShaderDefineValue>\n) {\n const defineCode = Object.entries(defines)\n .filter(([, value]) => value !== false && value !== undefined)\n .map(([name, value]) =>\n value === null || value === true ? `#define ${name}` : `#define ${name} ${value}`\n )\n .join('\\n');\n const uniformCode = Object.entries(shader.uniforms)\n .map(([name, uniform]) => {\n const guarded = uniform.array && isNaN(Number(uniform.len));\n const declaration = `uniform ${uniform.type} ${name}${\n uniform.array ? `[${uniform.len}]` : ''\n };`;\n return guarded\n ? `#ifdef ${uniform.len}\\n${declaration}\\n#endif`\n : declaration;\n })\n .join('\\n');\n const outputCode = shader.outputs\n .map((name, index) => `layout(location=${index}) out highp ${shader.outputTypes[name] ?? 'vec4'} out_${name};`)\n .join('\\n');\n return /* glsl */ `#version 300 es\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\nprecision highp sampler2DArray;\nprecision highp usampler2D;\n${defineCode}\n${outputCode}\n${uniformCode}\nin vec2 v_Texcoord;\n${shader.functions.map((fn) => fn()).join('\\n')}\n${shader.main}`;\n}\n\nexport interface RendererOptions extends WebGLContextAttributes {\n canvas: HTMLCanvasElement | OffscreenCanvas;\n pixelRatio?: number;\n parallelShaderCompile?: boolean;\n}\n\nexport class WebGLDevice {\n readonly canvas: HTMLCanvasElement | OffscreenCanvas;\n readonly gl: WebGL2RenderingContext;\n readonly emptyTexture = new Texture2D();\n private _viewport: [number, number, number, number] = [0, 0, 1, 1];\n private _viewportStack: Array<[number, number, number, number]> = [];\n private _programs = new Set<WebGLProgram>();\n private _parallel?: KHR_parallel_shader_compile;\n private _pendingPrograms = new Map<WebGLProgram, {shader: FragmentShader; shaders: WebGLShader[]}>();\n private _programErrors = new Map<WebGLProgram, Error>();\n private _compilationStart = 0;\n private _compilationRecords: {\n program: WebGLProgram; label: string; bytes: number; lines: number; fingerprint: string;\n startedAt: number; completedAt?: number; generationMs: number; creationMs: number;\n }[] = [];\n\n constructor(options: RendererOptions) {\n this.canvas = options.canvas;\n const gl = options.canvas.getContext('webgl2', options);\n if (!gl) throw new Error('WebGL 2.0 is required');\n this.gl = gl;\n gl.getExtension('EXT_color_buffer_float');\n gl.getExtension('OES_texture_float_linear');\n this._parallel = options.parallelShaderCompile\n ? gl.getExtension('KHR_parallel_shader_compile') || undefined\n : undefined;\n this.resize(this.canvas.width, this.canvas.height);\n }\n\n createProgram(\n shader: FragmentShader,\n defines: Record<string, ShaderDefineValue>\n ) {\n const gl = this.gl;\n const startedAt = performance.now();\n if (!this._compilationRecords.length) this._compilationStart = startedAt;\n const fragment = composeFragment(shader, defines);\n const generationMs = performance.now() - startedAt;\n const source = fullscreenVertex + fragment;\n let hash = 2166136261;\n for (let i = 0; i < source.length; i++) hash = Math.imul(hash ^ source.charCodeAt(i), 16777619);\n const creationStart = performance.now();\n const program = gl.createProgram()!;\n const asynchronous = !!this._parallel && shader.parallelCompile;\n const shaders: WebGLShader[] = [];\n const compile = (type: number, source: string) => {\n const result = gl.createShader(type)!;\n shaders.push(result);\n gl.shaderSource(result, source);\n gl.compileShader(result);\n // COMPILE_STATUS and LINK_STATUS can synchronously wait for the driver.\n // Poll COMPLETION_STATUS_KHR before either query for large programs.\n if (!asynchronous && !gl.getShaderParameter(result, gl.COMPILE_STATUS)) {\n const message = gl.getShaderInfoLog(result);\n gl.deleteShader(result);\n throw new Error(`${shader.name || 'WebGL shader'}: ${message}\\n${source}`);\n }\n gl.attachShader(program, result);\n if (!asynchronous) gl.deleteShader(result);\n };\n compile(gl.VERTEX_SHADER, fullscreenVertex);\n compile(gl.FRAGMENT_SHADER, fragment);\n gl.linkProgram(program);\n if (asynchronous) this._pendingPrograms.set(program, {shader, shaders});\n else if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n throw new Error(\n `${shader.name || 'WebGL program'}: ${gl.getProgramInfoLog(program)}`\n );\n }\n this._programs.add(program);\n this._compilationRecords.push({program, label: shader.name || 'WebGL program',\n bytes: new TextEncoder().encode(source).byteLength, lines: source.split('\\n').length,\n fingerprint: (hash >>> 0).toString(16).padStart(8, '0'), startedAt,\n generationMs, creationMs: performance.now() - creationStart,\n completedAt: asynchronous ? undefined : performance.now()});\n return program;\n }\n\n isProgramCompiled(program: WebGLProgram) {\n const error = this._programErrors.get(program);\n if (error) throw error;\n const pending = this._pendingPrograms.get(program);\n if (!pending) return true;\n const gl = this.gl;\n if (!gl.getProgramParameter(program, this._parallel!.COMPLETION_STATUS_KHR)) return false;\n this._pendingPrograms.delete(program);\n try {\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n const details = pending.shaders.filter(s => !gl.getShaderParameter(s, gl.COMPILE_STATUS))\n .map(s => `${gl.getShaderInfoLog(s)}\\n${gl.getShaderSource(s)}`).join('\\n');\n const failure = new Error(`${pending.shader.name || 'WebGL program'}: ${gl.getProgramInfoLog(program)}${details ? '\\n' + details : ''}`);\n this._programErrors.set(program, failure);\n throw failure;\n }\n } finally {\n pending.shaders.forEach(shader => gl.deleteShader(shader));\n }\n const record = this._compilationRecords.find(record => record.program === program);\n if (record) record.completedAt = performance.now();\n return true;\n }\n\n /** Cumulative program compilation measurements used by preparation progress. */\n getShaderCompilationDiagnostics(): ShaderCompilationDiagnostics {\n const now = performance.now(), records = this._compilationRecords;\n for (const record of records) {\n if (record.completedAt === undefined && this.isProgramCompiled(record.program)) record.completedAt = now;\n }\n const completed = records.filter(record => record.completedAt !== undefined);\n const duration = completed.length === records.length && records.length > 0\n ? Math.max(...completed.map(record => record.completedAt!)) - this._compilationStart : undefined;\n const concurrency = records.flatMap(record => [\n {time: record.startedAt, change: 1},\n ...(record.completedAt === undefined ? [] : [{time: record.completedAt, change: -1}])\n ]).sort((a,b) => a.time - b.time || a.change - b.change);\n let active = 0, peak = 0;\n for (const event of concurrency) { active += event.change; peak = Math.max(peak, active); }\n return {\n status: completed.length === records.length ? 'ready' : 'compiling',\n sourceBytes: records.reduce((sum, record) => sum + record.bytes, 0),\n sourceLines: records.reduce((sum, record) => sum + record.lines, 0),\n pipelineCount: records.length, completedPipelineCount: completed.length,\n sourceGenerationTimeMs: records.reduce((sum, record) => sum + record.generationMs, 0),\n moduleCreationTimeMs: records.reduce((sum, record) => sum + record.creationMs, 0),\n modules: records.map(record => ({label: record.label, sourceBytes: record.bytes, sourceLines: record.lines, sourceFingerprint: record.fingerprint})),\n pipelines: records.map(record => ({label: record.label, entryPoint: 'main', firstFrameRequired: true,\n status: record.completedAt === undefined ? 'compiling' : 'ready',\n startedAtMs: record.startedAt - this._compilationStart,\n endedAtMs: record.completedAt === undefined ? undefined : record.completedAt - this._compilationStart,\n durationMs: record.completedAt === undefined ? undefined : record.completedAt - record.startedAt})),\n maximumConcurrentPipelineCount: this._parallel ? records.length : Math.min(records.length, 1),\n peakConcurrentPipelineCount: peak,\n pipelineCompilationTimeMs: duration, totalTimeMs: duration\n };\n }\n\n isAllProgramCompiled() {\n for (const program of this._programs) {\n if (!this.isProgramCompiled(program)) {\n return false;\n }\n }\n return true;\n }\n\n resize(width: number, height: number) {\n this.canvas.width = width;\n this.canvas.height = height;\n this.setViewport(0, 0, width, height);\n }\n\n getWidth() {\n return this.canvas.width;\n }\n getHeight() {\n return this.canvas.height;\n }\n saveViewport() {\n this._viewportStack.push([...this._viewport]);\n }\n restoreViewport() {\n const viewport = this._viewportStack.pop();\n if (viewport) this.setViewport(...viewport);\n }\n setViewport(x: number, y: number, width: number, height: number) {\n this._viewport = [x, y, width, height];\n this.gl.viewport(x, y, width, height);\n }\n\n dispose() {\n this._pendingPrograms.forEach(pending => pending.shaders.forEach(shader => this.gl.deleteShader(shader)));\n this._pendingPrograms.clear();\n this._programErrors.clear();\n this._programs.forEach((program) => this.gl.deleteProgram(program));\n this._programs.clear();\n this._compilationRecords = [];\n this.emptyTexture.dispose(this.gl);\n }\n}\n\nexport class FrameBuffer {\n private _frameBuffer?: WebGLFramebuffer;\n private _attachments: Texture2D[] = [];\n attach(texture: Texture2D) {\n this._attachments = [texture];\n }\n bind(renderer: WebGLDevice, textures?: Texture2D[], target: number = renderer.gl.FRAMEBUFFER) {\n const gl = renderer.gl;\n const previousCount = this._attachments.length;\n if (textures) this._attachments = textures;\n textures = this._attachments;\n this._frameBuffer ||= gl.createFramebuffer()!;\n gl.bindFramebuffer(target, this._frameBuffer);\n for (let index = textures.length; index < previousCount; index++) gl.framebufferTexture2D(target, gl.COLOR_ATTACHMENT0 + index, gl.TEXTURE_2D, null, 0);\n textures.forEach((texture, index) => {\n texture.bind(gl, 0);\n gl.framebufferTexture2D(\n target,\n gl.COLOR_ATTACHMENT0 + index,\n gl.TEXTURE_2D,\n texture.getWebGLTexture(gl),\n 0\n );\n });\n if (target !== gl.READ_FRAMEBUFFER) gl.drawBuffers(textures.map((_, index) => gl.COLOR_ATTACHMENT0 + index));\n }\n dispose(renderer: WebGLDevice) {\n if (this._frameBuffer) renderer.gl.deleteFramebuffer(this._frameBuffer);\n this._frameBuffer = undefined;\n }\n}\n"]}
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+
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type { ShaderCompilationDiagnostics } from './RenderingPipeline.js';\nimport { FragmentShader, type ShaderDefineValue, type ShaderUniform } from './shader.js';\n\nexport { FragmentShader, Shader, createShaderMixin, glsl } from './shader.js';\n\nexport const constants = {\n FLOAT: 0x1406,\n HALF_FLOAT: 0x140b,\n UNSIGNED_BYTE: 0x1401,\n RGBA: 0x1908,\n LINEAR: 0x2601,\n NEAREST: 0x2600,\n REPEAT: 0x2901,\n CLAMP_TO_EDGE: 0x812f,\n SCISSOR_TEST: 0x0c11,\n COLOR_BUFFER_BIT: 0x4000,\n DEPTH_BUFFER_BIT: 0x0100,\n LINES: 0x0001,\n TEXTURE_2D: 0x0de1,\n TEXTURE_2D_ARRAY: 0x8c1a\n} as const;\n\nexport type TextureImageSource = any;\nexport interface TexturePixelSource {\n data: Float32Array | Int32Array | Uint8Array | Uint8ClampedArray | Uint16Array;\n width: number;\n height: number;\n}\ntype TextureSource = TextureImageSource | TexturePixelSource;\n\nexport interface TextureOptions {\n source?: TextureSource | TextureImageSource[];\n width?: number;\n height?: number;\n type?: number;\n minFilter?: number;\n magFilter?: number;\n wrapS?: number;\n wrapT?: number;\n flipY?: boolean;\n flipYArray?: boolean[];\n useMipmap?: boolean;\n premultiplyAlpha?: boolean;\n sRGB?: boolean;\n}\n\nfunction isPixelSource(source: unknown): source is TexturePixelSource {\n return !!source && typeof source === 'object' && 'data' in source;\n}\n\nexport class Texture2D {\n private _source?: TextureSource | TextureImageSource[];\n width = 1;\n height = 1;\n // Keep the shared texture container constructible in DOM-free WebGPU hosts.\n target: number = constants.TEXTURE_2D;\n protected _options: TextureOptions;\n protected _texture?: WebGLTexture;\n protected _dirty = true;\n protected _allocated = false;\n\n constructor(options: TextureOptions = {}) {\n this._options = options;\n this.source = options.source;\n this.width = options.width || 1;\n this.height = options.height || 1;\n }\n\n get storageType() {return this._options.type ?? constants.UNSIGNED_BYTE;}\n get isByteEncoded() { return (this._options.type ?? constants.UNSIGNED_BYTE) === constants.UNSIGNED_BYTE; }\n\n /** Allocated 2D render-target payload, excluding driver/FBO overhead. */\n getMemoryBytes() {\n if (!this._allocated) return 0;\n const bytes = this._options.type === constants.FLOAT ? 4 :\n this._options.type === constants.HALF_FLOAT ? 2 : 1;\n return this.width * this.height * 4 * bytes;\n }\n\n get source(): any {\n return this._source;\n }\n\n set source(value: any) {\n if (this._source !== value) {\n this._source = value;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n dirty() {\n this._dirty = true;\n }\n\n resize(width: number, height: number) {\n if (this.width !== width || this.height !== height) {\n this.width = width;\n this.height = height;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n ensureStorage(\n gl: WebGL2RenderingContext,\n width: number,\n height: number,\n options: TextureOptions = this._options\n ) {\n const storageChanged = (this._options.type ?? constants.UNSIGNED_BYTE) !== (options.type ?? this._options.type ?? constants.UNSIGNED_BYTE) ||\n this._options.sRGB !== (options.sRGB ?? this._options.sRGB);\n this._options = { ...this._options, ...options };\n if (storageChanged) {this._dirty = true; this._allocated = false;}\n this.resize(Math.max(1, width), Math.max(1, height));\n this._ensureTexture(gl);\n if (!this._allocated || this._dirty) {\n this._bindAndConfigure(gl);\n const { internalFormat, format, type } = this._format(gl);\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n this.width,\n this.height,\n 0,\n format,\n type,\n null\n );\n this._allocated = true;\n this._dirty = false;\n }\n return this;\n }\n\n bind(gl: WebGL2RenderingContext, unit: number) {\n this._ensureTexture(gl);\n gl.activeTexture(gl.TEXTURE0 + unit);\n this._bindAndConfigure(gl);\n if (this._dirty || !this._allocated) {\n this._upload(gl);\n }\n }\n\n /** Copies a byte range into a data texture's CPU image and uploads its covering rows. */\n updateDataRange(gl: WebGL2RenderingContext, data: Float32Array | Int32Array | Uint8Array,\n offset: number, size: number) {\n if (!size) return;\n const source = this.source as TexturePixelSource;\n if (!isPixelSource(source) || offset < 0 || size < 0 ||\n offset % data.BYTES_PER_ELEMENT || size % data.BYTES_PER_ELEMENT ||\n offset + size > data.byteLength || offset + size > source.data.byteLength) {\n throw new RangeError('Invalid data texture byte range');\n }\n source.data.set(data.subarray(offset / data.BYTES_PER_ELEMENT, (offset + size) / data.BYTES_PER_ELEMENT),\n offset / source.data.BYTES_PER_ELEMENT);\n this._ensureTexture(gl);\n this._bindAndConfigure(gl);\n if (this._dirty || !this._allocated) { this._upload(gl); return; }\n const channels = source.data.length / (source.width * source.height);\n const rowBytes = source.width * channels * source.data.BYTES_PER_ELEMENT;\n const first = Math.floor(offset / rowBytes), end = Math.ceil((offset + size) / rowBytes);\n const { format, type } = this._format(gl, channels);\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, this._options.flipY ? 1 : 0);\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this._options.premultiplyAlpha ? 1 : 0);\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, first, source.width, end - first, format, type,\n source.data.subarray(first * source.width * channels, end * source.width * channels));\n }\n\n getWebGLTexture(gl: WebGL2RenderingContext) {\n this._ensureTexture(gl);\n return this._texture!;\n }\n\n dispose(gl: WebGL2RenderingContext) {\n if (this._texture) gl.deleteTexture(this._texture);\n this._texture = undefined; this._allocated = false; this._dirty = true;\n }\n\n protected _ensureTexture(gl: WebGL2RenderingContext) {\n if (!this._texture) {\n this._texture = gl.createTexture()!;\n this._dirty = true;\n this._allocated = false;\n }\n }\n\n protected _bindAndConfigure(gl: WebGL2RenderingContext) {\n gl.bindTexture(gl.TEXTURE_2D, this._texture!);\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_MIN_FILTER,\n this._options.minFilter || gl.NEAREST\n );\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_MAG_FILTER,\n this._options.magFilter || gl.NEAREST\n );\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_WRAP_S,\n this._options.wrapS || gl.CLAMP_TO_EDGE\n );\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_WRAP_T,\n this._options.wrapT || gl.CLAMP_TO_EDGE\n );\n }\n\n protected _format(gl: WebGL2RenderingContext, channels = 4) {\n const type = this._options.type || gl.UNSIGNED_BYTE;\n if (type === gl.UNSIGNED_INT) return {type, format: gl.RGBA_INTEGER, internalFormat: gl.RGBA32UI};\n const formats = [gl.RED, gl.RG, gl.RGB, gl.RGBA];\n const floatFormats = [gl.R32F, gl.RG32F, gl.RGB32F, gl.RGBA32F];\n const halfFloatFormats = [gl.R16F, gl.RG16F, gl.RGB16F, gl.RGBA16F];\n return {\n type,\n format: formats[channels - 1],\n internalFormat:\n type === gl.FLOAT\n ? floatFormats[channels - 1]\n : type === gl.HALF_FLOAT\n ? halfFloatFormats[channels - 1]\n : this._options.sRGB\n ? gl.SRGB8_ALPHA8\n : gl.RGBA8\n };\n }\n\n protected _upload(gl: WebGL2RenderingContext) {\n const source = this.source;\n const channels =\n source && isPixelSource(source)\n ? source.data.byteLength / source.data.BYTES_PER_ELEMENT / (source.width * source.height)\n : 4;\n const { internalFormat, format, type } = this._format(gl, channels);\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, this._options.flipY ? 1 : 0);\n gl.pixelStorei(\n gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL,\n this._options.premultiplyAlpha ? 1 : 0\n );\n if (source && isPixelSource(source)) {\n this.width = source.width;\n this.height = source.height;\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n source.width,\n source.height,\n 0,\n format,\n type,\n source.data\n );\n } else if (source && !Array.isArray(source)) {\n this.width = source.width;\n this.height = source.height;\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n format,\n type,\n source\n );\n } else {\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n internalFormat,\n this.width,\n this.height,\n 0,\n format,\n type,\n null\n );\n }\n if (this._options.useMipmap) gl.generateMipmap(gl.TEXTURE_2D);\n this._dirty = false;\n this._allocated = true;\n }\n}\n\nexport class Texture2DArray extends Texture2D {\n target: number = constants.TEXTURE_2D_ARRAY;\n\n get flipYArray() {\n return this._options.flipYArray || [];\n }\n\n protected _bindAndConfigure(gl: WebGL2RenderingContext) {\n gl.bindTexture(gl.TEXTURE_2D_ARRAY, this._texture!);\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_MIN_FILTER,\n this._options.minFilter || gl.LINEAR\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_MAG_FILTER,\n this._options.magFilter || gl.LINEAR\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_WRAP_S,\n this._options.wrapS || gl.CLAMP_TO_EDGE\n );\n gl.texParameteri(\n gl.TEXTURE_2D_ARRAY,\n gl.TEXTURE_WRAP_T,\n this._options.wrapT || gl.CLAMP_TO_EDGE\n );\n }\n\n protected _upload(gl: WebGL2RenderingContext) {\n const sources = (this.source || []) as TextureImageSource[];\n const depth = Math.max(1, sources.length);\n const maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);\n const maxTextureArrayLayers = gl.getParameter(gl.MAX_ARRAY_TEXTURE_LAYERS);\n if (\n this.width > maxTextureSize ||\n this.height > maxTextureSize ||\n depth > maxTextureArrayLayers\n ) {\n throw new Error(\n `Texture array ${this.width}x${this.height}x${depth} exceeds WebGL limits ${maxTextureSize}x${maxTextureSize}x${maxTextureArrayLayers}.`\n );\n }\n const type = this.storageType;\n const internalFormat = type === gl.HALF_FLOAT ? gl.RGBA16F\n : type === gl.FLOAT ? gl.RGBA32F\n : this._options.sRGB ? gl.SRGB8_ALPHA8 : gl.RGBA8;\n // Attribute allocation errors to this upload rather than an unrelated\n // earlier WebGL call whose error flag was never consumed.\n while (gl.getError() !== gl.NO_ERROR) {\n // Drain the context error queue.\n }\n gl.texImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n internalFormat,\n this.width,\n this.height,\n depth,\n 0,\n gl.RGBA,\n type,\n null\n );\n const allocationError = gl.getError();\n if (allocationError !== gl.NO_ERROR) {\n throw new Error(\n `WebGL could not allocate texture array ${this.width}x${this.height}x${depth} (error 0x${allocationError.toString(16)}).`\n );\n }\n sources.forEach((source, index) => {\n gl.pixelStorei(\n gl.UNPACK_FLIP_Y_WEBGL,\n (this._options.flipYArray?.[index] ?? this._options.flipY) ? 1 : 0\n );\n // Material maps use straight alpha. Do not inherit a premultiplication\n // state from a texture uploaded earlier on the same WebGL context.\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);\n gl.texSubImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n 0,\n 0,\n index,\n source.width,\n source.height,\n 1,\n gl.RGBA,\n type,\n isPixelSource(source) ? source.data : source\n );\n const uploadError = gl.getError();\n if (uploadError !== gl.NO_ERROR) {\n throw new Error(`WebGL could not upload texture array layer ${index} (error 0x${uploadError.toString(16)}).`);\n }\n });\n this._dirty = false;\n this._allocated = true;\n }\n\n bind(gl: WebGL2RenderingContext, unit: number) {\n this._ensureTexture(gl);\n gl.activeTexture(gl.TEXTURE0 + unit);\n this._bindAndConfigure(gl);\n if (this._dirty || !this._allocated) this._upload(gl);\n }\n}\n\n/** Compiled GLSL program plus its current bind-group-like values. */\nexport class WebGLProgramBindings {\n readonly shader: FragmentShader;\n readonly uniforms: Record<string, ShaderUniform>;\n readonly defines: Record<string, ShaderDefineValue>;\n private _programs = new Map<string, WebGLProgram>();\n\n constructor(shader: FragmentShader) {\n this.shader = shader;\n this.uniforms = Object.fromEntries(\n Object.entries(shader.uniforms).map(([name, uniform]) => [\n name,\n { ...uniform, value: cloneValue(uniform.value) }\n ])\n );\n this.defines = { ...shader.defines };\n }\n\n set(name: string, value: unknown) {\n if (value === undefined || !this.uniforms[name]) return false;\n const changed = this.uniforms[name].value !== value;\n this.uniforms[name].value = value;\n return changed;\n }\n\n setUniforms(values: Record<string, unknown>) {\n Object.entries(values).forEach(([name, value]) => this.set(name, value));\n }\n\n get(name: string): any {\n return this.uniforms[name]?.value;\n }\n\n setDefine(name: string, value: ShaderDefineValue) {\n this.defines[name] = value;\n }\n\n deleteDefine(name: string) {\n delete this.defines[name];\n }\n\n getProgram(renderer: WebGLDevice) {\n const textureDefines: Record<string, null> = {};\n for (const [name, uniform] of Object.entries(this.uniforms)) {\n if (isSampler(uniform.type) && uniform.value) {\n textureDefines[`${name.toUpperCase()}_ENABLED`] = null;\n }\n }\n const defines = { ...this.defines, ...textureDefines };\n const key = JSON.stringify(defines);\n let program = this._programs.get(key);\n if (!program) {\n program = renderer.createProgram(this.shader, defines);\n this._programs.set(key, program);\n }\n return program;\n }\n\n bind(renderer: WebGLDevice) {\n const gl = renderer.gl;\n const program = this.getProgram(renderer);\n if (!renderer.isProgramCompiled(program)) return false;\n gl.useProgram(program);\n let textureUnit = 0;\n for (const [name, uniform] of Object.entries(this.uniforms)) {\n const location = gl.getUniformLocation(program, name);\n if (location === null) continue;\n const value = uniform.value;\n if (isSampler(uniform.type)) {\n const texture = value as Texture2D | undefined;\n (texture || renderer.emptyTexture).bind(gl, textureUnit);\n gl.uniform1i(location, textureUnit++);\n } else {\n setUniform(gl, location, uniform, value);\n }\n }\n return true;\n }\n}\n\nfunction cloneValue(value: unknown): any {\n return Array.isArray(value) ? value.slice() : value;\n}\n\nfunction isSampler(type: string) {\n return type.includes('sampler');\n}\n\nfunction flatten(value: any): number[] | Float32Array {\n if (!value) return [];\n if (ArrayBuffer.isView(value)) return value as Float32Array;\n return Array.isArray(value) ? value.flat(Infinity) : [value];\n}\n\nfunction setUniform(\n gl: WebGL2RenderingContext,\n location: WebGLUniformLocation,\n uniform: ShaderUniform,\n value: any\n) {\n if (value === undefined || value === null) return;\n const data = flatten(value);\n if (uniform.array) {\n if (uniform.type === 'int') gl.uniform1iv(location, data as number[]);\n else if (uniform.type === 'vec2') gl.uniform2fv(location, data as number[]);\n else if (uniform.type === 'vec3') gl.uniform3fv(location, data as number[]);\n else if (uniform.type === 'vec4') gl.uniform4fv(location, data as number[]);\n else if (uniform.type === 'mat3') gl.uniformMatrix3fv(location, false, data as number[]);\n else if (uniform.type === 'mat4') gl.uniformMatrix4fv(location, false, data as number[]);\n else gl.uniform1fv(location, data as number[]);\n return;\n }\n switch (uniform.type) {\n case 'bool':\n case 'int':\n gl.uniform1i(location, Number(value));\n break;\n case 'float':\n gl.uniform1f(location, Number(value));\n break;\n case 'vec2':\n gl.uniform2fv(location, data as number[]);\n break;\n case 'vec3':\n gl.uniform3fv(location, data as number[]);\n break;\n case 'vec4':\n gl.uniform4fv(location, data as number[]);\n break;\n case 'ivec2':\n gl.uniform2iv(location, data as number[]);\n break;\n case 'ivec3':\n gl.uniform3iv(location, data as number[]);\n break;\n case 'ivec4':\n gl.uniform4iv(location, data as number[]);\n break;\n case 'mat3':\n gl.uniformMatrix3fv(location, false, data as number[]);\n break;\n case 'mat4':\n gl.uniformMatrix4fv(location, false, data as number[]);\n break;\n }\n}\n\nconst fullscreenVertex = /* glsl */ `#version 300 es\nprecision highp float;\nout vec2 v_Texcoord;\nvoid main() {\n vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));\n v_Texcoord = p;\n gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);\n}`;\n\nfunction composeFragment(\n shader: FragmentShader,\n defines: Record<string, ShaderDefineValue>\n) {\n const defineCode = Object.entries(defines)\n .filter(([, value]) => value !== false && value !== undefined)\n .map(([name, value]) =>\n value === null || value === true ? `#define ${name}` : `#define ${name} ${value}`\n )\n .join('\\n');\n const uniformCode = Object.entries(shader.uniforms)\n .map(([name, uniform]) => {\n const guarded = uniform.array && isNaN(Number(uniform.len));\n const declaration = `uniform ${uniform.type} ${name}${\n uniform.array ? `[${uniform.len}]` : ''\n };`;\n return guarded\n ? `#ifdef ${uniform.len}\\n${declaration}\\n#endif`\n : declaration;\n })\n .join('\\n');\n const outputCode = shader.outputs\n .map((name, index) => `layout(location=${index}) out highp ${shader.outputTypes[name] ?? 'vec4'} out_${name};`)\n .join('\\n');\n return /* glsl */ `#version 300 es\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\nprecision highp sampler2DArray;\nprecision highp usampler2D;\n${defineCode}\n${outputCode}\n${uniformCode}\nin vec2 v_Texcoord;\n${shader.functions.map((fn) => fn()).join('\\n')}\n${shader.main}`;\n}\n\nexport interface RendererOptions extends WebGLContextAttributes {\n canvas: HTMLCanvasElement | OffscreenCanvas;\n pixelRatio?: number;\n parallelShaderCompile?: boolean;\n}\n\nexport class WebGLDevice {\n readonly canvas: HTMLCanvasElement | OffscreenCanvas;\n readonly gl: WebGL2RenderingContext;\n readonly emptyTexture = new Texture2D();\n private _viewport: [number, number, number, number] = [0, 0, 1, 1];\n private _viewportStack: Array<[number, number, number, number]> = [];\n private _programs = new Set<WebGLProgram>();\n private _parallel?: KHR_parallel_shader_compile;\n private _pendingPrograms = new Map<WebGLProgram, {shader: FragmentShader; shaders: WebGLShader[]}>();\n private _programErrors = new Map<WebGLProgram, Error>();\n private _compilationStart = 0;\n private _compilationRecords: {\n program: WebGLProgram; label: string; bytes: number; lines: number; fingerprint: string;\n startedAt: number; completedAt?: number; generationMs: number; creationMs: number;\n }[] = [];\n\n constructor(options: RendererOptions) {\n this.canvas = options.canvas;\n const gl = options.canvas.getContext('webgl2', options);\n if (!gl) throw new Error('WebGL 2.0 is required');\n this.gl = gl;\n gl.getExtension('EXT_color_buffer_float');\n gl.getExtension('OES_texture_float_linear');\n this._parallel = options.parallelShaderCompile\n ? gl.getExtension('KHR_parallel_shader_compile') || undefined\n : undefined;\n this.resize(this.canvas.width, this.canvas.height);\n }\n\n createProgram(\n shader: FragmentShader,\n defines: Record<string, ShaderDefineValue>\n ) {\n const gl = this.gl;\n const startedAt = performance.now();\n if (!this._compilationRecords.length) this._compilationStart = startedAt;\n const fragment = composeFragment(shader, defines);\n const generationMs = performance.now() - startedAt;\n const source = fullscreenVertex + fragment;\n let hash = 2166136261;\n for (let i = 0; i < source.length; i++) hash = Math.imul(hash ^ source.charCodeAt(i), 16777619);\n const creationStart = performance.now();\n const program = gl.createProgram()!;\n const asynchronous = !!this._parallel && shader.parallelCompile;\n const shaders: WebGLShader[] = [];\n const compile = (type: number, source: string) => {\n const result = gl.createShader(type)!;\n shaders.push(result);\n gl.shaderSource(result, source);\n gl.compileShader(result);\n // COMPILE_STATUS and LINK_STATUS can synchronously wait for the driver.\n // Poll COMPLETION_STATUS_KHR before either query for large programs.\n if (!asynchronous && !gl.getShaderParameter(result, gl.COMPILE_STATUS)) {\n const message = gl.getShaderInfoLog(result);\n gl.deleteShader(result);\n throw new Error(`${shader.name || 'WebGL shader'}: ${message}\\n${source}`);\n }\n gl.attachShader(program, result);\n if (!asynchronous) gl.deleteShader(result);\n };\n compile(gl.VERTEX_SHADER, fullscreenVertex);\n compile(gl.FRAGMENT_SHADER, fragment);\n gl.linkProgram(program);\n if (asynchronous) this._pendingPrograms.set(program, {shader, shaders});\n else if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n throw new Error(\n `${shader.name || 'WebGL program'}: ${gl.getProgramInfoLog(program)}`\n );\n }\n this._programs.add(program);\n this._compilationRecords.push({program, label: shader.name || 'WebGL program',\n bytes: new TextEncoder().encode(source).byteLength, lines: source.split('\\n').length,\n fingerprint: (hash >>> 0).toString(16).padStart(8, '0'), startedAt,\n generationMs, creationMs: performance.now() - creationStart,\n completedAt: asynchronous ? undefined : performance.now()});\n return program;\n }\n\n isProgramCompiled(program: WebGLProgram) {\n const error = this._programErrors.get(program);\n if (error) throw error;\n const pending = this._pendingPrograms.get(program);\n if (!pending) return true;\n const gl = this.gl;\n if (!gl.getProgramParameter(program, this._parallel!.COMPLETION_STATUS_KHR)) return false;\n this._pendingPrograms.delete(program);\n try {\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n const details = pending.shaders.filter(s => !gl.getShaderParameter(s, gl.COMPILE_STATUS))\n .map(s => `${gl.getShaderInfoLog(s)}\\n${gl.getShaderSource(s)}`).join('\\n');\n const failure = new Error(`${pending.shader.name || 'WebGL program'}: ${gl.getProgramInfoLog(program)}${details ? '\\n' + details : ''}`);\n this._programErrors.set(program, failure);\n throw failure;\n }\n } finally {\n pending.shaders.forEach(shader => gl.deleteShader(shader));\n }\n const record = this._compilationRecords.find(record => record.program === program);\n if (record) record.completedAt = performance.now();\n return true;\n }\n\n /** Cumulative program compilation measurements used by preparation progress. */\n getShaderCompilationDiagnostics(): ShaderCompilationDiagnostics {\n const now = performance.now(), records = this._compilationRecords;\n for (const record of records) {\n if (record.completedAt === undefined && this.isProgramCompiled(record.program)) record.completedAt = now;\n }\n const completed = records.filter(record => record.completedAt !== undefined);\n const duration = completed.length === records.length && records.length > 0\n ? Math.max(...completed.map(record => record.completedAt!)) - this._compilationStart : undefined;\n const concurrency = records.flatMap(record => [\n {time: record.startedAt, change: 1},\n ...(record.completedAt === undefined ? [] : [{time: record.completedAt, change: -1}])\n ]).sort((a,b) => a.time - b.time || a.change - b.change);\n let active = 0, peak = 0;\n for (const event of concurrency) { active += event.change; peak = Math.max(peak, active); }\n return {\n status: completed.length === records.length ? 'ready' : 'compiling',\n sourceBytes: records.reduce((sum, record) => sum + record.bytes, 0),\n sourceLines: records.reduce((sum, record) => sum + record.lines, 0),\n pipelineCount: records.length, completedPipelineCount: completed.length,\n sourceGenerationTimeMs: records.reduce((sum, record) => sum + record.generationMs, 0),\n moduleCreationTimeMs: records.reduce((sum, record) => sum + record.creationMs, 0),\n modules: records.map(record => ({label: record.label, sourceBytes: record.bytes, sourceLines: record.lines, sourceFingerprint: record.fingerprint})),\n pipelines: records.map(record => ({label: record.label, entryPoint: 'main', firstFrameRequired: true,\n status: record.completedAt === undefined ? 'compiling' : 'ready',\n startedAtMs: record.startedAt - this._compilationStart,\n endedAtMs: record.completedAt === undefined ? undefined : record.completedAt - this._compilationStart,\n durationMs: record.completedAt === undefined ? undefined : record.completedAt - record.startedAt})),\n maximumConcurrentPipelineCount: this._parallel ? records.length : Math.min(records.length, 1),\n peakConcurrentPipelineCount: peak,\n pipelineCompilationTimeMs: duration, totalTimeMs: duration\n };\n }\n\n isAllProgramCompiled() {\n for (const program of this._programs) {\n if (!this.isProgramCompiled(program)) {\n return false;\n }\n }\n return true;\n }\n\n resize(width: number, height: number) {\n this.canvas.width = width;\n this.canvas.height = height;\n this.setViewport(0, 0, width, height);\n }\n\n getWidth() {\n return this.canvas.width;\n }\n getHeight() {\n return this.canvas.height;\n }\n saveViewport() {\n this._viewportStack.push([...this._viewport]);\n }\n restoreViewport() {\n const viewport = this._viewportStack.pop();\n if (viewport) this.setViewport(...viewport);\n }\n setViewport(x: number, y: number, width: number, height: number) {\n this._viewport = [x, y, width, height];\n this.gl.viewport(x, y, width, height);\n }\n\n dispose() {\n this._pendingPrograms.forEach(pending => pending.shaders.forEach(shader => this.gl.deleteShader(shader)));\n this._pendingPrograms.clear();\n this._programErrors.clear();\n this._programs.forEach((program) => this.gl.deleteProgram(program));\n this._programs.clear();\n this._compilationRecords = [];\n this.emptyTexture.dispose(this.gl);\n }\n}\n\nexport class FrameBuffer {\n private _frameBuffer?: WebGLFramebuffer;\n private _attachments: Texture2D[] = [];\n attach(texture: Texture2D) {\n this._attachments = [texture];\n }\n bind(renderer: WebGLDevice, textures?: Texture2D[], target: number = renderer.gl.FRAMEBUFFER) {\n const gl = renderer.gl;\n const previousCount = this._attachments.length;\n if (textures) this._attachments = textures;\n textures = this._attachments;\n this._frameBuffer ||= gl.createFramebuffer()!;\n gl.bindFramebuffer(target, this._frameBuffer);\n for (let index = textures.length; index < previousCount; index++) gl.framebufferTexture2D(target, gl.COLOR_ATTACHMENT0 + index, gl.TEXTURE_2D, null, 0);\n textures.forEach((texture, index) => {\n texture.bind(gl, 0);\n gl.framebufferTexture2D(\n target,\n gl.COLOR_ATTACHMENT0 + index,\n gl.TEXTURE_2D,\n texture.getWebGLTexture(gl),\n 0\n );\n });\n if (target !== gl.READ_FRAMEBUFFER) gl.drawBuffers(textures.map((_, index) => gl.COLOR_ATTACHMENT0 + index));\n }\n dispose(renderer: WebGLDevice) {\n if (this._frameBuffer) renderer.gl.deleteFramebuffer(this._frameBuffer);\n this._frameBuffer = undefined;\n }\n}\n"]}
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@@ -0,0 +1,39 @@
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1
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+
import type { EmissiveTriangle } from './lightSampling.js';
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2
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+
import type { AnalyticLightState } from '../scene/lightState.js';
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3
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+
/** Alias probabilities are stored as numeric texels; indices retain their bit representation. */
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4
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+
export declare function prepareWebGLLightSampling(lights: AnalyticLightState[], triangles: EmissiveTriangle[], environmentPower: number): {
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5
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+
data: Float32Array<ArrayBuffer>;
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6
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+
pmfOffset: number;
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7
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+
lightData: Float32Array<ArrayBufferLike>;
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8
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+
lightWidth: number;
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9
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+
lightHeight: number;
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10
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+
analyticPmfs: number[];
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11
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profiles: {
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12
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+
data: Float32Array<ArrayBuffer>;
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13
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+
offsets: Int32Array<ArrayBuffer>;
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14
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texelCount: number;
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15
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};
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16
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+
environmentPmf: number;
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17
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+
choiceCount: number;
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18
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+
totalWeight: number;
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19
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+
emissiveTexels: number;
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20
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domains: {
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21
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environment: {
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22
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count: number;
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23
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weight: number;
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24
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+
pmf: number;
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25
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+
};
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26
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infinite: {
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27
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count: number;
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28
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weight: number;
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29
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pmf: number;
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30
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+
};
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31
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+
localAndEmissive: {
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32
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+
count: number;
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33
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+
weight: number;
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34
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+
pmf: number;
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35
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+
};
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36
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+
};
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37
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+
shadowCatcherChoiceOffset: number;
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38
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+
shadowCatcherChoiceCount: number;
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39
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+
};
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@@ -0,0 +1,15 @@
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1
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+
import { prepareSceneLightSampling } from './sceneAssembly.js';
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2
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+
/** Alias probabilities are stored as numeric texels; indices retain their bit representation. */
|
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3
|
+
export function prepareWebGLLightSampling(lights, triangles, environmentPower) {
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4
|
+
const lighting = prepareSceneLightSampling(lights, triangles, environmentPower, 4096);
|
|
5
|
+
const pmfOffset = lighting.emissiveTexels + lighting.choiceCount;
|
|
6
|
+
const data = new Float32Array(Math.max(1, pmfOffset + lighting.choiceCount) * 4);
|
|
7
|
+
data.set(lighting.lightData.subarray(0, pmfOffset * 4));
|
|
8
|
+
const words = new Int32Array(data.buffer);
|
|
9
|
+
for (let i = 0; i < lighting.choiceCount; i++) {
|
|
10
|
+
const type = words[(lighting.emissiveTexels + i) * 4 + 2], source = words[(lighting.emissiveTexels + i) * 4 + 3];
|
|
11
|
+
data[(pmfOffset + i) * 4] = type === 1 ? lighting.environmentPmf : type === 2 ? lighting.analyticPmfs[source] : triangles[source].selectionPmf;
|
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12
|
+
}
|
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13
|
+
return { ...lighting, data, pmfOffset };
|
|
14
|
+
}
|
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15
|
+
//# sourceMappingURL=webglLightSampling.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"webglLightSampling.js","sourceRoot":"","sources":["../../src/renderer/webglLightSampling.ts"],"names":[],"mappings":"AAAA,OAAO,EAAC,yBAAyB,EAAC,MAAM,oBAAoB,CAAC;AAG7D,iGAAiG;AACjG,MAAM,UAAU,yBAAyB,CAAC,MAA4B,EAAE,SAA6B,EAAE,gBAAwB;IAC7H,MAAM,QAAQ,GAAC,yBAAyB,CAAC,MAAM,EAAC,SAAS,EAAC,gBAAgB,EAAC,IAAI,CAAC,CAAC;IACjF,MAAM,SAAS,GAAC,QAAQ,CAAC,cAAc,GAAC,QAAQ,CAAC,WAAW,CAAC;IAC7D,MAAM,IAAI,GAAC,IAAI,YAAY,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,EAAC,SAAS,GAAC,QAAQ,CAAC,WAAW,CAAC,GAAC,CAAC,CAAC,CAAC;IAC1E,IAAI,CAAC,GAAG,CAAC,QAAQ,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC,EAAC,SAAS,GAAC,CAAC,CAAC,CAAC,CAAC;IACrD,MAAM,KAAK,GAAC,IAAI,UAAU,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;IACxC,KAAI,IAAI,CAAC,GAAC,CAAC,EAAC,CAAC,GAAC,QAAQ,CAAC,WAAW,EAAC,CAAC,EAAE,EAAE,CAAC;QACvC,MAAM,IAAI,GAAC,KAAK,CAAC,CAAC,QAAQ,CAAC,cAAc,GAAC,CAAC,CAAC,GAAC,CAAC,GAAC,CAAC,CAAC,EAAC,MAAM,GAAC,KAAK,CAAC,CAAC,QAAQ,CAAC,cAAc,GAAC,CAAC,CAAC,GAAC,CAAC,GAAC,CAAC,CAAC,CAAC;QAChG,IAAI,CAAC,CAAC,SAAS,GAAC,CAAC,CAAC,GAAC,CAAC,CAAC,GAAC,IAAI,KAAG,CAAC,CAAA,CAAC,CAAA,QAAQ,CAAC,cAAc,CAAA,CAAC,CAAA,IAAI,KAAG,CAAC,CAAA,CAAC,CAAA,QAAQ,CAAC,YAAY,CAAC,MAAM,CAAC,CAAA,CAAC,CAAA,SAAS,CAAC,MAAM,CAAC,CAAC,YAAY,CAAC;IAC/H,CAAC;IACD,OAAO,EAAC,GAAG,QAAQ,EAAC,IAAI,EAAC,SAAS,EAAC,CAAC;AACtC,CAAC","sourcesContent":["import {prepareSceneLightSampling} from './sceneAssembly.js';\nimport type {EmissiveTriangle} from './lightSampling.js';\nimport type {AnalyticLightState} from '../scene/lightState.js';\n/** Alias probabilities are stored as numeric texels; indices retain their bit representation. */\nexport function prepareWebGLLightSampling(lights: AnalyticLightState[], triangles: EmissiveTriangle[], environmentPower: number) {\n const lighting=prepareSceneLightSampling(lights,triangles,environmentPower,4096);\n const pmfOffset=lighting.emissiveTexels+lighting.choiceCount;\n const data=new Float32Array(Math.max(1,pmfOffset+lighting.choiceCount)*4);\n data.set(lighting.lightData.subarray(0,pmfOffset*4));\n const words=new Int32Array(data.buffer);\n for(let i=0;i<lighting.choiceCount;i++) {\n const type=words[(lighting.emissiveTexels+i)*4+2],source=words[(lighting.emissiveTexels+i)*4+3];\n data[(pmfOffset+i)*4]=type===1?lighting.environmentPmf:type===2?lighting.analyticPmfs[source]:triangles[source].selectionPmf;\n }\n return {...lighting,data,pmfOffset};\n}\n"]}
|
|
@@ -0,0 +1,17 @@
|
|
|
1
|
+
import type Geometry from '../scene/Geometry.js';
|
|
2
|
+
export interface VertexAttributeLayout {
|
|
3
|
+
stride: number;
|
|
4
|
+
tangent: number;
|
|
5
|
+
color: number;
|
|
6
|
+
uv1: number;
|
|
7
|
+
}
|
|
8
|
+
export declare function vertexAttributeLayout(geometry: Geometry): VertexAttributeLayout;
|
|
9
|
+
export declare function vertexAttributeDefines(layout: VertexAttributeLayout): {
|
|
10
|
+
VERTEX_ATTRIBUTE_STRIDE: number;
|
|
11
|
+
VERTEX_TANGENT_SLOT: number;
|
|
12
|
+
VERTEX_COLOR_SLOT: number;
|
|
13
|
+
USE_UV1: boolean;
|
|
14
|
+
VERTEX_UV1_SLOT: number;
|
|
15
|
+
};
|
|
16
|
+
/** Writes vertices [first, first + count) of `geometry` into `out`. */
|
|
17
|
+
export declare function packVertexAttributes(geometry: Geometry, layout: VertexAttributeLayout, out: Float32Array, first?: number, count?: number): Float32Array<ArrayBufferLike>;
|
|
@@ -0,0 +1,44 @@
|
|
|
1
|
+
export function vertexAttributeLayout(geometry) {
|
|
2
|
+
let stride = 2;
|
|
3
|
+
const slot = (attribute) => attribute ? stride++ : -1;
|
|
4
|
+
const tangent = slot(geometry.tangent);
|
|
5
|
+
const color = slot(geometry.color);
|
|
6
|
+
const uv1 = slot(geometry.uv1);
|
|
7
|
+
return { stride, tangent, color, uv1 };
|
|
8
|
+
}
|
|
9
|
+
export function vertexAttributeDefines(layout) {
|
|
10
|
+
return {
|
|
11
|
+
VERTEX_ATTRIBUTE_STRIDE: layout.stride,
|
|
12
|
+
VERTEX_TANGENT_SLOT: layout.tangent,
|
|
13
|
+
VERTEX_COLOR_SLOT: layout.color,
|
|
14
|
+
USE_UV1: layout.uv1 >= 0,
|
|
15
|
+
VERTEX_UV1_SLOT: layout.uv1
|
|
16
|
+
};
|
|
17
|
+
}
|
|
18
|
+
// Copies attribute components [from, from + channels.length) into the given texel channels.
|
|
19
|
+
function copy(out, texel, channels, attribute, vertex, from = 0) {
|
|
20
|
+
if (!attribute)
|
|
21
|
+
return;
|
|
22
|
+
const array = attribute.array, size = attribute.itemSize;
|
|
23
|
+
for (let i = 0; i < channels.length && from + i < size; i++)
|
|
24
|
+
out[texel * 4 + channels[i]] = array[vertex * size + from + i];
|
|
25
|
+
}
|
|
26
|
+
/** Writes vertices [first, first + count) of `geometry` into `out`. */
|
|
27
|
+
export function packVertexAttributes(geometry, layout, out, first = 0, count = geometry.vertexCount - first) {
|
|
28
|
+
out.fill(0, first * layout.stride * 4, (first + count) * layout.stride * 4);
|
|
29
|
+
for (let vertex = first; vertex < first + count; vertex++) {
|
|
30
|
+
const base = vertex * layout.stride;
|
|
31
|
+
copy(out, base, [0, 1, 2], geometry.normal, vertex);
|
|
32
|
+
copy(out, base, [3], geometry.materialIndex, vertex);
|
|
33
|
+
copy(out, base + 1, [0, 1], geometry.uv, vertex);
|
|
34
|
+
copy(out, base + 1, [2, 3], geometry.materialIndex, vertex, 1);
|
|
35
|
+
if (layout.tangent >= 0)
|
|
36
|
+
copy(out, base + layout.tangent, [0, 1, 2, 3], geometry.tangent, vertex);
|
|
37
|
+
if (layout.color >= 0)
|
|
38
|
+
copy(out, base + layout.color, [0, 1, 2], geometry.color, vertex);
|
|
39
|
+
if (layout.uv1 >= 0)
|
|
40
|
+
copy(out, base + layout.uv1, [0, 1], geometry.uv1, vertex);
|
|
41
|
+
}
|
|
42
|
+
return out;
|
|
43
|
+
}
|
|
44
|
+
//# sourceMappingURL=webglVertexAttributes.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"webglVertexAttributes.js","sourceRoot":"","sources":["../../src/renderer/webglVertexAttributes.ts"],"names":[],"mappings":"AAgBA,MAAM,UAAU,qBAAqB,CAAC,QAAkB;IACtD,IAAI,MAAM,GAAG,CAAC,CAAC;IACf,MAAM,IAAI,GAAG,CAAC,SAAgC,EAAE,EAAE,CAAC,SAAS,CAAC,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IAC7E,MAAM,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;IACvC,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;IACnC,MAAM,GAAG,GAAG,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC;IAC/B,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,GAAG,EAAE,CAAC;AACzC,CAAC;AAED,MAAM,UAAU,sBAAsB,CAAC,MAA6B;IAClE,OAAO;QACL,uBAAuB,EAAE,MAAM,CAAC,MAAM;QACtC,mBAAmB,EAAE,MAAM,CAAC,OAAO;QACnC,iBAAiB,EAAE,MAAM,CAAC,KAAK;QAC/B,OAAO,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC;QACxB,eAAe,EAAE,MAAM,CAAC,GAAG;KAC5B,CAAC;AACJ,CAAC;AAED,4FAA4F;AAC5F,SAAS,IAAI,CAAC,GAAiB,EAAE,KAAa,EAAE,QAAkB,EAAE,SAAgC,EAAE,MAAc,EAAE,IAAI,GAAG,CAAC;IAC5H,IAAI,CAAC,SAAS;QAAE,OAAO;IACvB,MAAM,KAAK,GAAG,SAAS,CAAC,KAAK,EAAE,IAAI,GAAG,SAAS,CAAC,QAAQ,CAAC;IACzD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,IAAI,IAAI,GAAG,CAAC,GAAG,IAAI,EAAE,CAAC,EAAE;QAAE,GAAG,CAAC,KAAK,GAAG,CAAC,GAAG,QAAQ,CAAC,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC,MAAM,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC,CAAC;AAC9H,CAAC;AAED,uEAAuE;AACvE,MAAM,UAAU,oBAAoB,CAClC,QAAkB,EAAE,MAA6B,EAAE,GAAiB,EAAE,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,QAAQ,CAAC,WAAW,GAAG,KAAK;IAErH,GAAG,CAAC,IAAI,CAAC,CAAC,EAAE,KAAK,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,KAAK,GAAG,KAAK,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;IAC5E,KAAK,IAAI,MAAM,GAAG,KAAK,EAAE,MAAM,GAAG,KAAK,GAAG,KAAK,EAAE,MAAM,EAAE,EAAE,CAAC;QAC1D,MAAM,IAAI,GAAG,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;QACpC,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QACpD,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;QACrD,IAAI,CAAC,GAAG,EAAE,IAAI,GAAG,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC,CAAC;QACjD,IAAI,CAAC,GAAG,EAAE,IAAI,GAAG,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,QAAQ,CAAC,aAAa,EAAE,MAAM,EAAE,CAAC,CAAC,CAAC;QAC/D,IAAI,MAAM,CAAC,OAAO,IAAI,CAAC;YAAE,IAAI,CAAC,GAAG,EAAE,IAAI,GAAG,MAAM,CAAC,OAAO,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC,CAAC;QAClG,IAAI,MAAM,CAAC,KAAK,IAAI,CAAC;YAAE,IAAI,CAAC,GAAG,EAAE,IAAI,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC,CAAC;QACzF,IAAI,MAAM,CAAC,GAAG,IAAI,CAAC;YAAE,IAAI,CAAC,GAAG,EAAE,IAAI,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,QAAQ,CAAC,GAAG,EAAE,MAAM,CAAC,CAAC;IAClF,CAAC;IACD,OAAO,GAAG,CAAC;AACb,CAAC","sourcesContent":["import type Geometry from '../scene/Geometry.js';\nimport type { Attribute } from '../scene/Geometry.js';\n\n// WebGL 2 guarantees only 16 fragment texture units, so the shading attributes\n// share one RGBA32F texture with a fixed number of texels per vertex. Positions\n// stay in their own texture because triangle tests read only them.\n// slot 0: normal.xyz, materialIndex.x\n// slot 1: uv.xy, materialIndex.yz\n// optional slots, in order: tangent.xyzw, color.rgb, uv1.xy\nexport interface VertexAttributeLayout {\n stride: number;\n tangent: number;\n color: number;\n uv1: number;\n}\n\nexport function vertexAttributeLayout(geometry: Geometry): VertexAttributeLayout {\n let stride = 2;\n const slot = (attribute: Attribute | undefined) => attribute ? stride++ : -1;\n const tangent = slot(geometry.tangent);\n const color = slot(geometry.color);\n const uv1 = slot(geometry.uv1);\n return { stride, tangent, color, uv1 };\n}\n\nexport function vertexAttributeDefines(layout: VertexAttributeLayout) {\n return {\n VERTEX_ATTRIBUTE_STRIDE: layout.stride,\n VERTEX_TANGENT_SLOT: layout.tangent,\n VERTEX_COLOR_SLOT: layout.color,\n USE_UV1: layout.uv1 >= 0,\n VERTEX_UV1_SLOT: layout.uv1\n };\n}\n\n// Copies attribute components [from, from + channels.length) into the given texel channels.\nfunction copy(out: Float32Array, texel: number, channels: number[], attribute: Attribute | undefined, vertex: number, from = 0) {\n if (!attribute) return;\n const array = attribute.array, size = attribute.itemSize;\n for (let i = 0; i < channels.length && from + i < size; i++) out[texel * 4 + channels[i]] = array[vertex * size + from + i];\n}\n\n/** Writes vertices [first, first + count) of `geometry` into `out`. */\nexport function packVertexAttributes(\n geometry: Geometry, layout: VertexAttributeLayout, out: Float32Array, first = 0, count = geometry.vertexCount - first\n) {\n out.fill(0, first * layout.stride * 4, (first + count) * layout.stride * 4);\n for (let vertex = first; vertex < first + count; vertex++) {\n const base = vertex * layout.stride;\n copy(out, base, [0, 1, 2], geometry.normal, vertex);\n copy(out, base, [3], geometry.materialIndex, vertex);\n copy(out, base + 1, [0, 1], geometry.uv, vertex);\n copy(out, base + 1, [2, 3], geometry.materialIndex, vertex, 1);\n if (layout.tangent >= 0) copy(out, base + layout.tangent, [0, 1, 2, 3], geometry.tangent, vertex);\n if (layout.color >= 0) copy(out, base + layout.color, [0, 1, 2], geometry.color, vertex);\n if (layout.uv1 >= 0) copy(out, base + layout.uv1, [0, 1], geometry.uv1, vertex);\n }\n return out;\n}\n"]}
|
|
@@ -32,12 +32,12 @@ extent: vec4u,
|
|
|
32
32
|
@group(1) @binding(3) var<storage, read> materialTextureInfo: array<MaterialTextureInfo>;`;
|
|
33
33
|
const sampling = /* wgsl */ `fn decodeMapColor(idx: i32, c: vec3f) -> vec3f {
|
|
34
34
|
if (materialTextureInfo[idx].resources.w != 0u) { return c; }
|
|
35
|
-
return
|
|
35
|
+
return np(c);
|
|
36
36
|
}
|
|
37
|
-
fn
|
|
37
|
+
fn af(val: i32) -> vec2f {
|
|
38
38
|
return vec2f(f32(val >> 8), f32(val & 0xff) / 255.0);
|
|
39
39
|
}
|
|
40
|
-
fn
|
|
40
|
+
fn getMapSize(idx: i32) -> vec2f { return vec2f(materialTextureInfo[idx].extent.xy); }
|
|
41
41
|
fn getMapUvSet(idx: i32, uv: vec2f, uv1: vec2f) -> vec2f {
|
|
42
42
|
return select(uv, uv1, materialTextureInfo[idx].resources.z != 0u);
|
|
43
43
|
}
|
|
@@ -1,3 +1,4 @@
|
|
|
1
|
+
import { materialNeedsVertexTangents } from './tangentRequirements.js';
|
|
1
2
|
import { resolveMaterialAlphaMode } from '../scene/MaterialState.js';
|
|
2
3
|
import { materialUsesMedium } from './materialParams.js';
|
|
3
4
|
import { materialTextureFeatures } from './materialTextureSlots.js';
|
|
@@ -23,7 +24,7 @@ export function wgpuMaterialConstants(materials, materialData, mergedGeometry, b
|
|
|
23
24
|
// Isotropic OpenPBR constructs its own basis. Normal mapping uses
|
|
24
25
|
// triangle UV differentials rather than this vertex tangent.
|
|
25
26
|
USE_TANGENT: mergedGeometry.tangent != null &&
|
|
26
|
-
materials.some(
|
|
27
|
+
materials.some(materialNeedsVertexTangents),
|
|
27
28
|
USE_COAT_NORMAL_FRAMES,
|
|
28
29
|
USE_ANISOTROPY_DIRECTIONS: USE_COAT_NORMAL_FRAMES || materials.some(m => m.specularAnisotropy > 0 && (m.specularAnisotropyModel === 'gltf' || !!m.anisotropyMap || m.specularAnisotropyRotation !== 0) ||
|
|
29
30
|
m.coatAnisotropy > 0 && m.coatAnisotropyRotation !== 0),
|
|
@@ -40,8 +41,8 @@ export function wgpuMaterialConstants(materials, materialData, mergedGeometry, b
|
|
|
40
41
|
SPECTRAL,
|
|
41
42
|
BEVEL_SAMPLES: bevelSamples,
|
|
42
43
|
USE_RR: true,
|
|
43
|
-
//
|
|
44
|
-
RR_MAX:
|
|
44
|
+
// Upper threshold; each path selects it only after entering scattering media.
|
|
45
|
+
RR_MAX: 12,
|
|
45
46
|
NUM_UNIFORM_LIGHTS: 64,
|
|
46
47
|
...materialData.defines,
|
|
47
48
|
NUM_MAPS,
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"wgpuMaterialConstants.js","sourceRoot":"","sources":["../../src/renderer/wgpuMaterialConstants.ts"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"wgpuMaterialConstants.js","sourceRoot":"","sources":["../../src/renderer/wgpuMaterialConstants.ts"],"names":[],"mappings":"AAAA,OAAO,EAAC,2BAA2B,EAAC,MAAM,0BAA0B,CAAC;AAErE,OAAO,EAAE,wBAAwB,EAAE,MAAM,2BAA2B,CAAC;AAGrE,OAAO,EAAE,kBAAkB,EAAE,MAAM,qBAAqB,CAAC;AACzD,OAAO,EAAE,uBAAuB,EAAE,MAAM,2BAA2B,CAAC;AACpE,OAAO,EAAC,4BAA4B,EAAC,MAAM,yBAAyB,CAAC;AAErE,gFAAgF;AAChF,MAAM,UAAU,qBAAqB,CAAC,SAA0B,EAAE,YAA0D,EAAE,cAAwB,EACpJ,YAAoB,EAAE,eAAe,GAAG,CAAC;IACzC,MAAM,SAAS,GAAG,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC;IACzD,MAAM,QAAQ,GACZ,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,2BAA2B,GAAG,CAAC,CAAC,CAAC;IAC3D,MAAM,UAAU,GAAG,SAAS,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;IACtD,sEAAsE;IACtE,2EAA2E;IAC3E,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CACvB,IAAI,CAAC,IAAI,CAAC,CAAC,YAAY,CAAC,OAAO,CAAC,QAAQ,GAAG,EAAE,CAAC,GAAG,EAAE,EACnD,MAAM,CAAC,eAAe,IAAI,CAAC,CAAC,EAC5B,EAAE,CACH,CAAC;IAEF,sEAAsE;IACtE,sEAAsE;IACtE,MAAM,sBAAsB,GAAG,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,UAAU,GAAG,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,IAAI,CAAC,CAAC,CAAC,CAAC,aAAa,CAAC,CAAC,CAAC;IAE7G,OAAO;QACL,qBAAqB,EACnB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,kBAAkB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,aAAa,KAAK,cAAc,CAAC;YAC/F,CAAC,CAAC,4BAA4B,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC;YAClD,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,aAAa,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,4BAA4B,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;QACvF,oEAAoE;QACpE,oEAAoE;QACpE,OAAO,EAAE,YAAY,CAAC,UAAU,CAAC,YAAY,CAAC,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC,OAAO,GAAG,GAAG,CAAC;QAC5E,kEAAkE;QAClE,6DAA6D;QAC7D,WAAW,EAAE,cAAc,CAAC,OAAO,IAAI,IAAI;YACzC,SAAS,CAAC,IAAI,CAAC,2BAA2B,CAAC;QAE7C,sBAAsB;QACtB,yBAAyB,EAAE,sBAAsB,IAAI,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CACtE,CAAC,CAAC,kBAAkB,GAAG,CAAC,IAAI,CAAC,CAAC,CAAC,uBAAuB,KAAK,MAAM,IAAI,CAAC,CAAC,CAAC,CAAC,aAAa,IAAI,CAAC,CAAC,0BAA0B,KAAK,CAAC,CAAC;YAC7H,CAAC,CAAC,cAAc,GAAG,CAAC,IAAI,CAAC,CAAC,sBAAsB,KAAK,CAAC,CAAC;QACzD,UAAU;QACV,kBAAkB,EAAE,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,aAAa,CAAC;QACxD,aAAa,EAAE,SAAS,CAAC,IAAI,CAAC,CAAC,QAAQ,EAAE,EAAE,CAAC,QAAQ,CAAC,cAAc,GAAG,CAAC,CAAC;QACxE,QAAQ,EAAE,SAAS,CAAC,IAAI,CAAC,CAAC,QAAQ,EAAE,EAAE,CAAC,QAAQ,CAAC,UAAU,GAAG,CAAC,CAAC;QAC/D,QAAQ,EAAE,SAAS,CAAC,IAAI,CAAC,CAAC,QAAQ,EAAE,EAAE,CAAC,QAAQ,CAAC,UAAU,GAAG,CAAC,CAAC;QAC/D,cAAc,EAAE,SAAS,CAAC,IAAI,CAAC,CAAC,QAAQ,EAAE,EAAE,CAAC,QAAQ,CAAC,gBAAgB,GAAG,CAAC,CAAC;QAC3E,SAAS;QACT,cAAc,EAAE,SAAS,CAAC,IAAI,CAC5B,CAAC,CAAC,EAAE,EAAE,CAAC,wBAAwB,CAAC,CAAC,CAAC,KAAK,MAAM,CAC9C;QACD,eAAe,EAAE,SAAS,CAAC,IAAI,CAC7B,CAAC,CAAC,EAAE,EAAE,CAAC,wBAAwB,CAAC,CAAC,CAAC,KAAK,OAAO,CAC/C;QACD,SAAS,EAAE,SAAS,CAAC,IAAI,CACvB,CAAC,CAAC,EAAE,EAAE,CAAC,wBAAwB,CAAC,CAAC,CAAC,KAAK,QAAQ,CAChD;QAED,QAAQ;QACR,aAAa,EAAE,YAAY;QAE3B,MAAM,EAAE,IAAI;QACZ,8EAA8E;QAC9E,MAAM,EAAE,EAAE;QAEV,kBAAkB,EAAE,EAAE;QAEtB,GAAG,YAAY,CAAC,OAAO;QAEvB,QAAQ;QACR,GAAG,uBAAuB,CAAC,YAAY,CAAC,OAAO,CAAC;QAChD,eAAe,EAAE,CAAC,YAAY,CAAC,OAAO,CAAC,eAAe,GAAG,CAAC;KAC3D,CAAC;AAEJ,CAAC","sourcesContent":["import {materialNeedsVertexTangents} from './tangentRequirements.js';\nimport type MaterialState from '../scene/MaterialState.js';\nimport { resolveMaterialAlphaMode } from '../scene/MaterialState.js';\nimport type Geometry from '../scene/Geometry.js';\nimport type MaterialData from './MaterialData.js';\nimport { materialUsesMedium } from './materialParams.js';\nimport { materialTextureFeatures } from './materialTextureSlots.js';\nimport {MATERIAL_SHADER_CAPABILITIES} from './shaderCapabilities.js';\n\n// Same feature decisions for browser pipeline updates and native scene commits.\nexport function wgpuMaterialConstants(materials: MaterialState[], materialData: Pick<MaterialData, 'defines' | 'bufferData'>, mergedGeometry: Geometry,\n bevelSamples: number, previousNumMaps = 0): Record<string, boolean | number> {\n const HAS_BEVEL = materials.some((m) => m.bevelSize > 0);\n const SPECTRAL =\n materials.some((m) => m.transmissionDispersionScale > 0);\n const HAS_MEDIUM = materials.some(materialUsesMedium);\n // Retain the atlas uniform capacity when a stage/material is removed.\n // Shrinking the array would rebuild every pipeline again on the next edit.\n const NUM_MAPS = Math.max(\n Math.ceil(+materialData.defines.NUM_MAPS / 10) * 10,\n Number(previousNumMaps ?? 0),\n 20\n );\n\n // Either layer's map requires independent normals, including a smooth\n // coat over a mapped base. Unmapped materials retain the shared path.\n const USE_COAT_NORMAL_FRAMES = materials.some(m => m.coatWeight > 0 && (!!m.normalMap || !!m.coatNormalMap));\n\n return {\n MATERIAL_CAPABILITIES:\n (materials.some(m => m.transmissionWeight !== 0 || !!m.map && m.mapAlphaUsage === 'transmission')\n ? MATERIAL_SHADER_CAPABILITIES.transmission : 0) |\n (materials.some(m => m.baseMetalness !== 0) ? MATERIAL_SHADER_CAPABILITIES.metal : 0),\n // Match the atlas UV selector. Keep the second set when any texture\n // needs it; material/texture edits already rebuild these constants.\n USE_UV1: materialData.bufferData.mapUvChannel.some(channel => channel > 0.5),\n // Isotropic OpenPBR constructs its own basis. Normal mapping uses\n // triangle UV differentials rather than this vertex tangent.\n USE_TANGENT: mergedGeometry.tangent != null &&\n materials.some(materialNeedsVertexTangents),\n\n USE_COAT_NORMAL_FRAMES,\n USE_ANISOTROPY_DIRECTIONS: USE_COAT_NORMAL_FRAMES || materials.some(m =>\n m.specularAnisotropy > 0 && (m.specularAnisotropyModel === 'gltf' || !!m.anisotropyMap || m.specularAnisotropyRotation !== 0) ||\n m.coatAnisotropy > 0 && m.coatAnisotropyRotation !== 0),\n HAS_MEDIUM,\n HAS_SHADOW_CATCHER: materials.some(m => m.shadowCatcher),\n HAS_THIN_FILM: materials.some((material) => material.thinFilmWeight > 0),\n HAS_COAT: materials.some((material) => material.coatWeight > 0),\n HAS_FUZZ: materials.some((material) => material.fuzzWeight > 0),\n HAS_SUBSURFACE: materials.some((material) => material.subsurfaceWeight > 0),\n HAS_BEVEL,\n HAS_ALPHA_MASK: materials.some(\n (m) => resolveMaterialAlphaMode(m) === 'mask'\n ),\n HAS_ALPHA_BLEND: materials.some(\n (m) => resolveMaterialAlphaMode(m) === 'blend'\n ),\n HAS_ALPHA: materials.some(\n (m) => resolveMaterialAlphaMode(m) !== 'opaque'\n ),\n\n SPECTRAL,\n BEVEL_SAMPLES: bevelSamples,\n\n USE_RR: true,\n // Upper threshold; each path selects it only after entering scattering media.\n RR_MAX: 12,\n\n NUM_UNIFORM_LIGHTS: 64,\n\n ...materialData.defines,\n\n NUM_MAPS,\n ...materialTextureFeatures(materialData.defines),\n USE_NORMAL_MAPS: +materialData.defines.NUM_NORMAL_MAPS > 0\n };\n\n}\n"]}
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@@ -5,9 +5,8 @@ import { read } from '../math/access.js';
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5
5
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export const WGPU_SCENE_BUFFER_MIN_BYTES = 200;
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6
6
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const FIXED_LIGHT_COUNT = 64;
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7
7
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const PIXELS_PER_LIGHT = 6;
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8
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-
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8
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+
function makeRayTraceUniformCore(RayTraceUniformValues) {
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9
9
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// Created from https://webgpufundamentals.org/webgpu/lessons/resources/wgsl-offset-computer.html
|
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10
|
-
const RayTraceUniformValues = new ArrayBuffer(320);
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11
10
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const RayTraceUniformViews = {
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12
11
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outputSize: new Float32Array(RayTraceUniformValues, 0, 2),
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13
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sampleCount: new Float32Array(RayTraceUniformValues, 8, 1),
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@@ -58,6 +57,7 @@ export function makeRayTraceUniform() {
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58
57
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views: RayTraceUniformViews
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59
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|
};
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60
59
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}
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60
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+
export function makeRayTraceUniform() { return makeRayTraceUniformCore(new ArrayBuffer(320)); }
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61
61
|
export function packWgpuAnalyticLights(lights, texturesIndices, selectionPmfs, iesProfileTexelOffset) {
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62
62
|
validateSceneLights(lights);
|
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63
63
|
const numLights = lights.length;
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@@ -1 +1 @@
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1
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-
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{matrixStorage} from '../math/storage.js';\nimport type {ReadonlyMathArray} from '../math/types.js';\nimport { getRectLightUOrV, getRectLightArea, getSphereLightArea, getSpotLightArea, getSpotLightRadiance, getLightDirection, getRigidLightFrame, validateSceneLights } from './lightsData.js';\nimport { CONSTANT_DIRECTIONAL_LIGHT, CONSTANT_SPHERE_LIGHT, CONSTANT_RECT_LIGHT, CONSTANT_SPOT_LIGHT } from './lightConstants.js';\nimport type { AnalyticLightState as AnalyticLight } from '../scene/lightState.js';\nimport { read } from '../math/access.js';\nexport const WGPU_SCENE_BUFFER_MIN_BYTES = 200;\nconst FIXED_LIGHT_COUNT = 64;\nconst PIXELS_PER_LIGHT = 6;\n\nexport function makeRayTraceUniform() {\n // Created from https://webgpufundamentals.org/webgpu/lessons/resources/wgsl-offset-computer.html\n const RayTraceUniformValues = new ArrayBuffer(320);\n const RayTraceUniformViews = {\n outputSize: new Float32Array(RayTraceUniformValues, 0, 2),\n sampleCount: new Float32Array(RayTraceUniformValues, 8, 1),\n scaleOffset: new Float32Array(RayTraceUniformValues, 16, 4),\n lightsCount: new Int32Array(RayTraceUniformValues, 32, 1),\n transmissiveOutputAlphaMin: new Float32Array(RayTraceUniformValues, 36, 1),\n jitter: new Float32Array(RayTraceUniformValues, 40, 2),\n backgroundColor: new Float32Array(RayTraceUniformValues, 48, 4),\n groundedBackgroundParams: new Float32Array(RayTraceUniformValues, 64, 4),\n groundedBackgroundCenter: new Float32Array(RayTraceUniformValues, 80, 2),\n blasOffset: new Int32Array(RayTraceUniformValues, 88, 1),\n isEmpty: new Int32Array(RayTraceUniformValues, 92, 1),\n bevel: new Int32Array(RayTraceUniformValues, 96, 1),\n dispersionWavelengths: new Int32Array(RayTraceUniformValues, 100, 1),\n envLightPmf: new Float32Array(RayTraceUniformValues, 104, 1),\n lightChoiceCount: new Int32Array(RayTraceUniformValues, 108, 1),\n lightWeightTotal: new Float32Array(RayTraceUniformValues, 112, 1),\n lightSamplingTextureWidth: new Int32Array(RayTraceUniformValues, 116, 1),\n lightChoiceTexelOffset: new Int32Array(RayTraceUniformValues, 120, 1),\n bounces: new Int32Array(RayTraceUniformValues, 124, 1),\n varianceMoments: new Int32Array(RayTraceUniformValues, 128, 1),\n adaptiveSampling: new Int32Array(RayTraceUniformValues, 132, 1),\n clamping: new Float32Array(RayTraceUniformValues, 136, 1),\n directLightCandidates: new Int32Array(RayTraceUniformValues, 140, 1),\n backgroundFlags: new Int32Array(RayTraceUniformValues, 144, 1),\n loopUnrollGuard: new Uint32Array(RayTraceUniformValues, 148, 1),\n sceneFeatureFlags: new Uint32Array(RayTraceUniformValues, 152, 1),\n sequenceSeed: new Uint32Array(RayTraceUniformValues, 156, 1),\n zSobolLogSPP: new Uint32Array(RayTraceUniformValues, 160, 1),\n sampleSequenceOffset: new Uint32Array(RayTraceUniformValues, 164, 1),\n // Shadow-catcher light table, relative to lightChoiceTexelOffset.\n shadowCatcherChoiceOffset: new Int32Array(RayTraceUniformValues, 168, 1),\n shadowCatcherChoiceCount: new Int32Array(RayTraceUniformValues, 172, 1),\n environmentRotation: new Float32Array(RayTraceUniformValues, 176, 16),\n backgroundMapTransform: new Float32Array(RayTraceUniformValues, 240, 4),\n backgroundMapRotation: new Float32Array(RayTraceUniformValues, 256, 16)\n };\n // Fixed runtime trip bounds discourage thin-film loop unrolling. Keep 4 for\n // 2 polarizations/substrates and 3 channels, independent of BSDF budgets.\n RayTraceUniformViews.loopUnrollGuard[0] = 4;\n RayTraceUniformViews.environmentRotation.set([1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]);\n RayTraceUniformViews.backgroundMapRotation.set([1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]);\n RayTraceUniformViews.backgroundMapTransform.set([1,0,1,0]);\n RayTraceUniformViews.bevel[0] = 1;\n RayTraceUniformViews.dispersionWavelengths[0] = 3;\n return {\n buffer: RayTraceUniformValues,\n views: RayTraceUniformViews\n };\n}\nexport function packWgpuAnalyticLights(\n lights: AnalyticLight[],\n texturesIndices: number[],\n selectionPmfs: number[],\n iesProfileTexelOffset: (index: number) => number | undefined\n) {\n validateSceneLights(lights);\n const numLights = lights.length;\n if (numLights > FIXED_LIGHT_COUNT) {\n console.warn(\n `Too many lights, only the first ${FIXED_LIGHT_COUNT} lights will be used.`\n );\n }\n const data = new Float32Array(numLights * PIXELS_PER_LIGHT * 4);\n\n function packVec3<T extends ReadonlyMathArray>(idx: number, v: T) {\n for (let i = 0; i < 3; i++) {\n data[i + idx * 4] = read(v, i);\n }\n }\n\n const lightTypeConstants = {\n DirectionalLight: CONSTANT_DIRECTIONAL_LIGHT,\n SphereLight: CONSTANT_SPHERE_LIGHT,\n RectLight: CONSTANT_RECT_LIGHT,\n SpotLight: CONSTANT_SPOT_LIGHT\n };\n\n for (let i = 0; i < numLights; i++) {\n const light = lights[i];\n const matrix = matrixStorage(light.transform);\n const color = light.color;\n const intensity = light.intensity;\n const off = i * PIXELS_PER_LIGHT;\n packVec3(\n off,\n [matrix[12], matrix[13], matrix[14]]\n );\n data[off * 4 + 3] = lightTypeConstants[light.type];\n // emission\n const emissionScale =\n light.type === 'SpotLight' ? getSpotLightRadiance(light) : intensity;\n packVec3(off + 1, [\n color[0] * emissionScale,\n color[1] * emissionScale,\n color[2] * emissionScale\n ]);\n if (light.type === 'RectLight') {\n data[(off + 1) * 4 + 3] = getRectLightArea(light);\n packVec3(off + 2, getRectLightUOrV(light, 0));\n data[(off + 2) * 4 + 3] = light.spread;\n packVec3(off + 3, getRectLightUOrV(light, 1));\n } else if (light.type === 'SphereLight') {\n data[(off + 1) * 4 + 3] = getSphereLightArea(light);\n data[(off + 2) * 4 + 3] = light.radius;\n } else if (light.type === 'SpotLight') {\n data[(off + 1) * 4 + 3] = getSpotLightArea(light);\n packVec3(off + 2, getLightDirection(light));\n data[(off + 2) * 4 + 3] = light.radius;\n packVec3(off + 3, [\n Math.cos((light.outerAngle * Math.PI) / 180),\n Math.cos((Math.min(light.innerAngle, light.outerAngle) * Math.PI) / 180),\n 0\n ]);\n } else if (light.type === 'DirectionalLight') {\n packVec3(off + 2, getLightDirection(light));\n }\n data[(off + 3) * 4 + 3] = light.type === 'SpotLight'\n ? iesProfileTexelOffset(i) ?? -1\n : texturesIndices[i] ?? -1;\n data[(off + 4) * 4] = selectionPmfs[i] ?? 0;\n packVec3(off + 5, getRigidLightFrame(light).x);\n }\n\n return data;\n}\n"]}
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{matrixStorage} from '../math/storage.js';\nimport type {ReadonlyMathArray} from '../math/types.js';\nimport { getRectLightUOrV, getRectLightArea, getSphereLightArea, getSpotLightArea, getSpotLightRadiance, getLightDirection, getRigidLightFrame, validateSceneLights } from './lightsData.js';\nimport { CONSTANT_DIRECTIONAL_LIGHT, CONSTANT_SPHERE_LIGHT, CONSTANT_RECT_LIGHT, CONSTANT_SPOT_LIGHT } from './lightConstants.js';\nimport type { AnalyticLightState as AnalyticLight } from '../scene/lightState.js';\nimport { read } from '../math/access.js';\nexport const WGPU_SCENE_BUFFER_MIN_BYTES = 200;\nconst FIXED_LIGHT_COUNT = 64;\nconst PIXELS_PER_LIGHT = 6;\n\nfunction makeRayTraceUniformCore(RayTraceUniformValues: ArrayBuffer) {\n // Created from https://webgpufundamentals.org/webgpu/lessons/resources/wgsl-offset-computer.html\n const RayTraceUniformViews = {\n outputSize: new Float32Array(RayTraceUniformValues, 0, 2),\n sampleCount: new Float32Array(RayTraceUniformValues, 8, 1),\n scaleOffset: new Float32Array(RayTraceUniformValues, 16, 4),\n lightsCount: new Int32Array(RayTraceUniformValues, 32, 1),\n transmissiveOutputAlphaMin: new Float32Array(RayTraceUniformValues, 36, 1),\n jitter: new Float32Array(RayTraceUniformValues, 40, 2),\n backgroundColor: new Float32Array(RayTraceUniformValues, 48, 4),\n groundedBackgroundParams: new Float32Array(RayTraceUniformValues, 64, 4),\n groundedBackgroundCenter: new Float32Array(RayTraceUniformValues, 80, 2),\n blasOffset: new Int32Array(RayTraceUniformValues, 88, 1),\n isEmpty: new Int32Array(RayTraceUniformValues, 92, 1),\n bevel: new Int32Array(RayTraceUniformValues, 96, 1),\n dispersionWavelengths: new Int32Array(RayTraceUniformValues, 100, 1),\n envLightPmf: new Float32Array(RayTraceUniformValues, 104, 1),\n lightChoiceCount: new Int32Array(RayTraceUniformValues, 108, 1),\n lightWeightTotal: new Float32Array(RayTraceUniformValues, 112, 1),\n lightSamplingTextureWidth: new Int32Array(RayTraceUniformValues, 116, 1),\n lightChoiceTexelOffset: new Int32Array(RayTraceUniformValues, 120, 1),\n bounces: new Int32Array(RayTraceUniformValues, 124, 1),\n varianceMoments: new Int32Array(RayTraceUniformValues, 128, 1),\n adaptiveSampling: new Int32Array(RayTraceUniformValues, 132, 1),\n clamping: new Float32Array(RayTraceUniformValues, 136, 1),\n directLightCandidates: new Int32Array(RayTraceUniformValues, 140, 1),\n backgroundFlags: new Int32Array(RayTraceUniformValues, 144, 1),\n loopUnrollGuard: new Uint32Array(RayTraceUniformValues, 148, 1),\n sceneFeatureFlags: new Uint32Array(RayTraceUniformValues, 152, 1),\n sequenceSeed: new Uint32Array(RayTraceUniformValues, 156, 1),\n zSobolLogSPP: new Uint32Array(RayTraceUniformValues, 160, 1),\n sampleSequenceOffset: new Uint32Array(RayTraceUniformValues, 164, 1),\n // Shadow-catcher light table, relative to lightChoiceTexelOffset.\n shadowCatcherChoiceOffset: new Int32Array(RayTraceUniformValues, 168, 1),\n shadowCatcherChoiceCount: new Int32Array(RayTraceUniformValues, 172, 1),\n environmentRotation: new Float32Array(RayTraceUniformValues, 176, 16),\n backgroundMapTransform: new Float32Array(RayTraceUniformValues, 240, 4),\n backgroundMapRotation: new Float32Array(RayTraceUniformValues, 256, 16)\n };\n // Fixed runtime trip bounds discourage thin-film loop unrolling. Keep 4 for\n // 2 polarizations/substrates and 3 channels, independent of BSDF budgets.\n RayTraceUniformViews.loopUnrollGuard[0] = 4;\n RayTraceUniformViews.environmentRotation.set([1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]);\n RayTraceUniformViews.backgroundMapRotation.set([1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]);\n RayTraceUniformViews.backgroundMapTransform.set([1,0,1,0]);\n RayTraceUniformViews.bevel[0] = 1;\n RayTraceUniformViews.dispersionWavelengths[0] = 3;\n return {\n buffer: RayTraceUniformValues,\n views: RayTraceUniformViews\n };\n}\nexport function makeRayTraceUniform() { return makeRayTraceUniformCore(new ArrayBuffer(320)); }\n\nexport function packWgpuAnalyticLights(\n lights: AnalyticLight[],\n texturesIndices: number[],\n selectionPmfs: number[],\n iesProfileTexelOffset: (index: number) => number | undefined\n) {\n validateSceneLights(lights);\n const numLights = lights.length;\n if (numLights > FIXED_LIGHT_COUNT) {\n console.warn(\n `Too many lights, only the first ${FIXED_LIGHT_COUNT} lights will be used.`\n );\n }\n const data = new Float32Array(numLights * PIXELS_PER_LIGHT * 4);\n\n function packVec3<T extends ReadonlyMathArray>(idx: number, v: T) {\n for (let i = 0; i < 3; i++) {\n data[i + idx * 4] = read(v, i);\n }\n }\n\n const lightTypeConstants = {\n DirectionalLight: CONSTANT_DIRECTIONAL_LIGHT,\n SphereLight: CONSTANT_SPHERE_LIGHT,\n RectLight: CONSTANT_RECT_LIGHT,\n SpotLight: CONSTANT_SPOT_LIGHT\n };\n\n for (let i = 0; i < numLights; i++) {\n const light = lights[i];\n const matrix = matrixStorage(light.transform);\n const color = light.color;\n const intensity = light.intensity;\n const off = i * PIXELS_PER_LIGHT;\n packVec3(\n off,\n [matrix[12], matrix[13], matrix[14]]\n );\n data[off * 4 + 3] = lightTypeConstants[light.type];\n // emission\n const emissionScale =\n light.type === 'SpotLight' ? getSpotLightRadiance(light) : intensity;\n packVec3(off + 1, [\n color[0] * emissionScale,\n color[1] * emissionScale,\n color[2] * emissionScale\n ]);\n if (light.type === 'RectLight') {\n data[(off + 1) * 4 + 3] = getRectLightArea(light);\n packVec3(off + 2, getRectLightUOrV(light, 0));\n data[(off + 2) * 4 + 3] = light.spread;\n packVec3(off + 3, getRectLightUOrV(light, 1));\n } else if (light.type === 'SphereLight') {\n data[(off + 1) * 4 + 3] = getSphereLightArea(light);\n data[(off + 2) * 4 + 3] = light.radius;\n } else if (light.type === 'SpotLight') {\n data[(off + 1) * 4 + 3] = getSpotLightArea(light);\n packVec3(off + 2, getLightDirection(light));\n data[(off + 2) * 4 + 3] = light.radius;\n packVec3(off + 3, [\n Math.cos((light.outerAngle * Math.PI) / 180),\n Math.cos((Math.min(light.innerAngle, light.outerAngle) * Math.PI) / 180),\n 0\n ]);\n } else if (light.type === 'DirectionalLight') {\n packVec3(off + 2, getLightDirection(light));\n }\n data[(off + 3) * 4 + 3] = light.type === 'SpotLight'\n ? iesProfileTexelOffset(i) ?? -1\n : texturesIndices[i] ?? -1;\n data[(off + 4) * 4] = selectionPmfs[i] ?? 0;\n packVec3(off + 5, getRigidLightFrame(light).x);\n }\n\n return data;\n}\n"]}
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