@meimu/mutracer 0.2.0 → 0.3.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (372) hide show
  1. package/CHANGELOG.md +222 -0
  2. package/LICENSES/FidelityFX-FSR.txt +19 -0
  3. package/LICENSES/pbrt-v4-Apache-2.0.txt +202 -0
  4. package/README.md +3 -0
  5. package/THIRD_PARTY_NOTICES.md +18 -4
  6. package/dist/assets/bvh.worker.js +1 -1
  7. package/dist/mutracer.umd.js +9328 -7614
  8. package/docs/api.md +83 -35
  9. package/docs/caustics.md +80 -0
  10. package/docs/materials.md +9 -6
  11. package/docs/performance.md +7 -0
  12. package/docs/post-processing.md +62 -9
  13. package/docs/progressive-rendering.md +53 -9
  14. package/docs/sampling.md +4 -0
  15. package/docs/technical/acceleration.md +52 -0
  16. package/docs/technical/aovs.md +79 -0
  17. package/docs/technical/caustics.md +109 -0
  18. package/docs/technical/continuous-spectrum.md +122 -0
  19. package/docs/technical/display-upscale.md +82 -0
  20. package/docs/technical/openpbr.md +99 -0
  21. package/docs/technical/pbrt-import.md +168 -0
  22. package/docs/technical/tiling.md +74 -0
  23. package/docs/technical/webgl.md +53 -0
  24. package/docs/updates.md +3 -1
  25. package/docs/viewer-checklist.md +65 -0
  26. package/docs/viewer.md +18 -6
  27. package/lib/Display.d.ts +19 -5
  28. package/lib/Display.js +10 -7
  29. package/lib/Display.js.map +1 -1
  30. package/lib/Engine.d.ts +4 -1
  31. package/lib/Engine.js +77 -14
  32. package/lib/Engine.js.map +1 -1
  33. package/lib/Render.d.ts +81 -24
  34. package/lib/Render.js +201 -26
  35. package/lib/Render.js.map +1 -1
  36. package/lib/RenderLoop.d.ts +7 -3
  37. package/lib/RenderLoop.js +68 -44
  38. package/lib/RenderLoop.js.map +1 -1
  39. package/lib/main.d.ts +4 -2
  40. package/lib/main.js +1 -0
  41. package/lib/main.js.map +1 -1
  42. package/lib/oidn.d.ts +1 -1
  43. package/lib/renderer/AovPrimitiveCache.js +39 -8
  44. package/lib/renderer/AovPrimitiveCache.js.map +1 -1
  45. package/lib/renderer/DisplayPostProcess.d.ts +8 -3
  46. package/lib/renderer/DisplayPostProcess.js +51 -18
  47. package/lib/renderer/DisplayPostProcess.js.map +1 -1
  48. package/lib/renderer/GPUTraceQueue.d.ts +2 -1
  49. package/lib/renderer/GPUTraceQueue.js +3 -1
  50. package/lib/renderer/GPUTraceQueue.js.map +1 -1
  51. package/lib/renderer/MaterialData.js +7 -2
  52. package/lib/renderer/MaterialData.js.map +1 -1
  53. package/lib/renderer/RenderingPipeline.d.ts +11 -1
  54. package/lib/renderer/RenderingPipeline.js.map +1 -1
  55. package/lib/renderer/TileRender.d.ts +2 -2
  56. package/lib/renderer/TileRender.js +128 -7
  57. package/lib/renderer/TileRender.js.map +1 -1
  58. package/lib/renderer/WGPUAov.d.ts +6 -1
  59. package/lib/renderer/WGPUAov.js +108 -14
  60. package/lib/renderer/WGPUAov.js.map +1 -1
  61. package/lib/renderer/WGPUCanvasSurface.js +12 -1
  62. package/lib/renderer/WGPUCanvasSurface.js.map +1 -1
  63. package/lib/renderer/WGPUCausticLightPass.d.ts +48 -0
  64. package/lib/renderer/WGPUCausticLightPass.js +217 -0
  65. package/lib/renderer/WGPUCausticLightPass.js.map +1 -0
  66. package/lib/renderer/WGPUEnvMapDistribution.js +19 -19
  67. package/lib/renderer/WGPUFullQuadPass.js +3 -3
  68. package/lib/renderer/WGPUPhotonMap.d.ts +37 -0
  69. package/lib/renderer/WGPUPhotonMap.js +191 -0
  70. package/lib/renderer/WGPUPhotonMap.js.map +1 -0
  71. package/lib/renderer/WGPURayTraceOutput.d.ts +13 -1
  72. package/lib/renderer/WGPURayTraceOutput.js +122 -28
  73. package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
  74. package/lib/renderer/WGPURayTracePass.d.ts +65 -21
  75. package/lib/renderer/WGPURayTracePass.js +730 -409
  76. package/lib/renderer/WGPURayTracePass.js.map +1 -1
  77. package/lib/renderer/WGPURenderingPipeline.js +110 -68
  78. package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
  79. package/lib/renderer/WebGLAov.js +3 -3
  80. package/lib/renderer/WebGLAov.js.map +1 -1
  81. package/lib/renderer/WebGLFullQuadPass.d.ts +2 -1
  82. package/lib/renderer/WebGLFullQuadPass.js +10 -0
  83. package/lib/renderer/WebGLFullQuadPass.js.map +1 -1
  84. package/lib/renderer/WebGLJNLMDenoiser.js +66 -66
  85. package/lib/renderer/WebGLJNLMDenoiser.js.map +1 -1
  86. package/lib/renderer/WebGLRayTraceOutputPass.js +4 -4
  87. package/lib/renderer/WebGLRayTracePass.d.ts +20 -11
  88. package/lib/renderer/WebGLRayTracePass.js +157 -116
  89. package/lib/renderer/WebGLRayTracePass.js.map +1 -1
  90. package/lib/renderer/WebGLRenderingPipeline.js +17 -14
  91. package/lib/renderer/WebGLRenderingPipeline.js.map +1 -1
  92. package/lib/renderer/WebGLSkyBaker.js +60 -60
  93. package/lib/renderer/accumulationTarget.d.ts +2 -1
  94. package/lib/renderer/accumulationTarget.js.map +1 -1
  95. package/lib/renderer/aov.d.ts +13 -1
  96. package/lib/renderer/aov.js +21 -2
  97. package/lib/renderer/aov.js.map +1 -1
  98. package/lib/renderer/aovDisplay.js +2 -2
  99. package/lib/renderer/aovDisplay.js.map +1 -1
  100. package/lib/renderer/binnedSahBvh.d.ts +2 -1
  101. package/lib/renderer/binnedSahBvh.js +24 -17
  102. package/lib/renderer/binnedSahBvh.js.map +1 -1
  103. package/lib/renderer/bvhAccel.d.ts +3 -1
  104. package/lib/renderer/bvhAccel.js +36 -6
  105. package/lib/renderer/bvhAccel.js.map +1 -1
  106. package/lib/renderer/cameraUniform.d.ts +1 -1
  107. package/lib/renderer/cameraUniform.js +6 -2
  108. package/lib/renderer/cameraUniform.js.map +1 -1
  109. package/lib/renderer/causticDiagnostics.d.ts +31 -0
  110. package/lib/renderer/causticDiagnostics.js +5 -0
  111. package/lib/renderer/causticDiagnostics.js.map +1 -0
  112. package/lib/renderer/causticEmission.d.ts +10 -0
  113. package/lib/renderer/causticEmission.js +40 -0
  114. package/lib/renderer/causticEmission.js.map +1 -0
  115. package/lib/renderer/causticUniform.d.ts +12 -0
  116. package/lib/renderer/causticUniform.js +22 -0
  117. package/lib/renderer/causticUniform.js.map +1 -0
  118. package/lib/renderer/caustics.d.ts +16 -0
  119. package/lib/renderer/caustics.js +93 -0
  120. package/lib/renderer/caustics.js.map +1 -0
  121. package/lib/renderer/compactVertices.d.ts +14 -0
  122. package/lib/renderer/compactVertices.js +124 -0
  123. package/lib/renderer/compactVertices.js.map +1 -0
  124. package/lib/renderer/easu.d.ts +11 -0
  125. package/lib/renderer/easu.js +156 -0
  126. package/lib/renderer/easu.js.map +1 -0
  127. package/lib/renderer/geometryUpdateState.d.ts +1 -0
  128. package/lib/renderer/geometryUpdateState.js.map +1 -1
  129. package/lib/renderer/geometryUpdates.js +3 -2
  130. package/lib/renderer/geometryUpdates.js.map +1 -1
  131. package/lib/renderer/glsl/aovDisplay.frag.js +5 -5
  132. package/lib/renderer/glsl/aovReflectance.glsl.js +53 -53
  133. package/lib/renderer/glsl/aovReflectanceSamples.glsl.js +1 -1
  134. package/lib/renderer/glsl/aovTrace.frag.js +45 -37
  135. package/lib/renderer/glsl/aovTrace.frag.js.map +1 -1
  136. package/lib/renderer/glsl/chunks/cameraProjection.glsl.d.ts +2 -0
  137. package/lib/renderer/glsl/chunks/cameraProjection.glsl.js +16 -0
  138. package/lib/renderer/glsl/chunks/cameraProjection.glsl.js.map +1 -0
  139. package/lib/renderer/glsl/chunks/cameraRay.glsl.d.ts +1 -1
  140. package/lib/renderer/glsl/chunks/cameraRay.glsl.js +9 -16
  141. package/lib/renderer/glsl/chunks/cameraRay.glsl.js.map +1 -1
  142. package/lib/renderer/glsl/chunks/emissiveLight.glsl.d.ts +2 -0
  143. package/lib/renderer/glsl/chunks/emissiveLight.glsl.js +35 -0
  144. package/lib/renderer/glsl/chunks/emissiveLight.glsl.js.map +1 -0
  145. package/lib/renderer/glsl/chunks/envMap.glsl.js +73 -73
  146. package/lib/renderer/glsl/chunks/intersect.glsl.js +478 -465
  147. package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -1
  148. package/lib/renderer/glsl/chunks/materialBuffer.glsl.d.ts +1 -0
  149. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +156 -153
  150. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
  151. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +771 -771
  152. package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
  153. package/lib/renderer/glsl/chunks/random.glsl.js +6 -6
  154. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.d.ts +1 -0
  155. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +70 -63
  156. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
  157. package/lib/renderer/glsl/chunks/sampleLight.glsl.js +89 -75
  158. package/lib/renderer/glsl/chunks/sampleLight.glsl.js.map +1 -1
  159. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.d.ts +1 -0
  160. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +160 -118
  161. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -1
  162. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +14 -14
  163. package/lib/renderer/glsl/chunks/sampling.glsl.js +88 -91
  164. package/lib/renderer/glsl/chunks/sampling.glsl.js.map +1 -1
  165. package/lib/renderer/glsl/chunks/sobol.glsl.js +79 -79
  166. package/lib/renderer/glsl/chunks/spectralPrefix.glsl.d.ts +6 -0
  167. package/lib/renderer/glsl/chunks/spectralPrefix.glsl.js +47 -0
  168. package/lib/renderer/glsl/chunks/spectralPrefix.glsl.js.map +1 -0
  169. package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
  170. package/lib/renderer/glsl/chunks/uvProjection.glsl.js +11 -11
  171. package/lib/renderer/glsl/depthQuery.frag.js +13 -7
  172. package/lib/renderer/glsl/depthQuery.frag.js.map +1 -1
  173. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +10 -10
  174. package/lib/renderer/glsl/rayTrace.frag.d.ts +1 -1
  175. package/lib/renderer/glsl/rayTrace.frag.js +338 -252
  176. package/lib/renderer/glsl/rayTrace.frag.js.map +1 -1
  177. package/lib/renderer/glsl/shadowCatcher.frag.js +27 -26
  178. package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
  179. package/lib/renderer/glsl/webglPipeline.frag.js +59 -59
  180. package/lib/renderer/gpuMemory.js +1 -1
  181. package/lib/renderer/gpuMemory.js.map +1 -1
  182. package/lib/renderer/lightSampling.d.ts +3 -2
  183. package/lib/renderer/lightSampling.js +14 -8
  184. package/lib/renderer/lightSampling.js.map +1 -1
  185. package/lib/renderer/openPbrEnergyLut.d.ts +2 -1
  186. package/lib/renderer/openPbrEnergyLut.js +18 -1
  187. package/lib/renderer/openPbrEnergyLut.js.map +1 -1
  188. package/lib/renderer/pathLimits.d.ts +5 -4
  189. package/lib/renderer/pathLimits.js +6 -5
  190. package/lib/renderer/pathLimits.js.map +1 -1
  191. package/lib/renderer/prepareMeshBVH.d.ts +2 -0
  192. package/lib/renderer/prepareMeshBVH.js +5 -3
  193. package/lib/renderer/prepareMeshBVH.js.map +1 -1
  194. package/lib/renderer/progressiveScheduler.js +5 -4
  195. package/lib/renderer/progressiveScheduler.js.map +1 -1
  196. package/lib/renderer/renderPipeline.d.ts +5 -0
  197. package/lib/renderer/renderPipeline.js +1 -0
  198. package/lib/renderer/renderPipeline.js.map +1 -1
  199. package/lib/renderer/researchTransport.d.ts +31 -0
  200. package/lib/renderer/researchTransport.js +5 -0
  201. package/lib/renderer/researchTransport.js.map +1 -0
  202. package/lib/renderer/sceneAssembly.d.ts +1 -1
  203. package/lib/renderer/sceneAssembly.js +4 -3
  204. package/lib/renderer/sceneAssembly.js.map +1 -1
  205. package/lib/renderer/sceneChangeDetector.d.ts +1 -1
  206. package/lib/renderer/sceneChangeDetector.js +3 -1
  207. package/lib/renderer/sceneChangeDetector.js.map +1 -1
  208. package/lib/renderer/sceneLayoutSchema.d.ts +2 -0
  209. package/lib/renderer/sceneLayoutSchema.js +3 -3
  210. package/lib/renderer/sceneLayoutSchema.js.map +1 -1
  211. package/lib/renderer/scenePreparation.d.ts +3 -2
  212. package/lib/renderer/scenePreparation.js +18 -2
  213. package/lib/renderer/scenePreparation.js.map +1 -1
  214. package/lib/renderer/scratchSampling.js +6 -6
  215. package/lib/renderer/spectrum.d.ts +21 -0
  216. package/lib/renderer/spectrum.js +154 -0
  217. package/lib/renderer/spectrum.js.map +1 -0
  218. package/lib/renderer/staticBvhPreparation.d.ts +9 -0
  219. package/lib/renderer/staticBvhPreparation.js +8 -2
  220. package/lib/renderer/staticBvhPreparation.js.map +1 -1
  221. package/lib/renderer/surfaceHit.d.ts +10 -0
  222. package/lib/renderer/surfaceHit.js +22 -0
  223. package/lib/renderer/surfaceHit.js.map +1 -0
  224. package/lib/renderer/tangentRequirements.d.ts +2 -0
  225. package/lib/renderer/tangentRequirements.js +7 -0
  226. package/lib/renderer/tangentRequirements.js.map +1 -0
  227. package/lib/renderer/textureAtlas.d.ts +4 -0
  228. package/lib/renderer/textureAtlas.js +48 -2
  229. package/lib/renderer/textureAtlas.js.map +1 -1
  230. package/lib/renderer/webgl.js +4 -0
  231. package/lib/renderer/webgl.js.map +1 -1
  232. package/lib/renderer/webglLightSampling.d.ts +39 -0
  233. package/lib/renderer/webglLightSampling.js +15 -0
  234. package/lib/renderer/webglLightSampling.js.map +1 -0
  235. package/lib/renderer/webglVertexAttributes.d.ts +17 -0
  236. package/lib/renderer/webglVertexAttributes.js +44 -0
  237. package/lib/renderer/webglVertexAttributes.js.map +1 -0
  238. package/lib/renderer/wgpuBindlessSource.js +3 -3
  239. package/lib/renderer/wgpuMaterialConstants.js +4 -3
  240. package/lib/renderer/wgpuMaterialConstants.js.map +1 -1
  241. package/lib/renderer/wgpuSceneUniform.js +2 -2
  242. package/lib/renderer/wgpuSceneUniform.js.map +1 -1
  243. package/lib/renderer/wgpuShaderSource.d.ts +22 -0
  244. package/lib/renderer/wgpuShaderSource.js +3 -1
  245. package/lib/renderer/wgpuShaderSource.js.map +1 -1
  246. package/lib/renderer/wgsl/aovCompact.wgsl.d.ts +4 -0
  247. package/lib/renderer/wgsl/aovCompact.wgsl.js +26 -0
  248. package/lib/renderer/wgsl/aovCompact.wgsl.js.map +1 -0
  249. package/lib/renderer/wgsl/aovDisplay.wgsl.js +9 -9
  250. package/lib/renderer/wgsl/aovReflectance.wgsl.js +55 -55
  251. package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.js +1 -1
  252. package/lib/renderer/wgsl/aovResolve.wgsl.d.ts +4 -0
  253. package/lib/renderer/wgsl/aovResolve.wgsl.js +21 -2
  254. package/lib/renderer/wgsl/aovResolve.wgsl.js.map +1 -1
  255. package/lib/renderer/wgsl/aovSnapshot.wgsl.js +2 -2
  256. package/lib/renderer/wgsl/aovSnapshot.wgsl.js.map +1 -1
  257. package/lib/renderer/wgsl/aovTrace.wgsl.js +33 -33
  258. package/lib/renderer/wgsl/aovTraceDisplay.wgsl.d.ts +2 -0
  259. package/lib/renderer/wgsl/aovTraceDisplay.wgsl.js +56 -0
  260. package/lib/renderer/wgsl/aovTraceDisplay.wgsl.js.map +1 -0
  261. package/lib/renderer/wgsl/bloom.wgsl.js +18 -18
  262. package/lib/renderer/wgsl/causticLight.compute.d.ts +6 -0
  263. package/lib/renderer/wgsl/causticLight.compute.js +539 -0
  264. package/lib/renderer/wgsl/causticLight.compute.js.map +1 -0
  265. package/lib/renderer/wgsl/chunks/background.wgsl.d.ts +2 -0
  266. package/lib/renderer/wgsl/chunks/background.wgsl.js +102 -0
  267. package/lib/renderer/wgsl/chunks/background.wgsl.js.map +1 -0
  268. package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.d.ts +2 -0
  269. package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.js +12 -0
  270. package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.js.map +1 -0
  271. package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.d.ts +2 -0
  272. package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.js +16 -0
  273. package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.js.map +1 -0
  274. package/lib/renderer/wgsl/chunks/caustics.wgsl.d.ts +1 -0
  275. package/lib/renderer/wgsl/chunks/caustics.wgsl.js +62 -0
  276. package/lib/renderer/wgsl/chunks/caustics.wgsl.js.map +1 -0
  277. package/lib/renderer/wgsl/chunks/common.wgsl.js +4 -4
  278. package/lib/renderer/wgsl/chunks/envMap.wgsl.js +37 -37
  279. package/lib/renderer/wgsl/chunks/intersect.wgsl.d.ts +6 -2
  280. package/lib/renderer/wgsl/chunks/intersect.wgsl.js +634 -620
  281. package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
  282. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.d.ts +1 -1
  283. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +23 -21
  284. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js.map +1 -1
  285. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.d.ts +3 -1
  286. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +77 -74
  287. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -1
  288. package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +795 -795
  289. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +139 -139
  290. package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
  291. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.d.ts +5 -1
  292. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +45 -29
  293. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js.map +1 -1
  294. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.d.ts +1 -1
  295. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +142 -138
  296. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js.map +1 -1
  297. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.d.ts +1 -1
  298. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +228 -189
  299. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js.map +1 -1
  300. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.d.ts +1 -1
  301. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +11 -11
  302. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js.map +1 -1
  303. package/lib/renderer/wgsl/chunks/sampling.wgsl.d.ts +1 -1
  304. package/lib/renderer/wgsl/chunks/sampling.wgsl.js +88 -92
  305. package/lib/renderer/wgsl/chunks/sampling.wgsl.js.map +1 -1
  306. package/lib/renderer/wgsl/chunks/sobol.wgsl.js +83 -83
  307. package/lib/renderer/wgsl/chunks/spectralPrefix.wgsl.d.ts +6 -0
  308. package/lib/renderer/wgsl/chunks/spectralPrefix.wgsl.js +66 -0
  309. package/lib/renderer/wgsl/chunks/spectralPrefix.wgsl.js.map +1 -0
  310. package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +11 -11
  311. package/lib/renderer/wgsl/chunks/vertexAttributes.wgsl.d.ts +2 -0
  312. package/lib/renderer/wgsl/chunks/vertexAttributes.wgsl.js +61 -0
  313. package/lib/renderer/wgsl/chunks/vertexAttributes.wgsl.js.map +1 -0
  314. package/lib/renderer/wgsl/compose.frag.wgsl.d.ts +2 -0
  315. package/lib/renderer/wgsl/compose.frag.wgsl.js +100 -98
  316. package/lib/renderer/wgsl/compose.frag.wgsl.js.map +1 -1
  317. package/lib/renderer/wgsl/customDenoise.wgsl.js +10 -10
  318. package/lib/renderer/wgsl/depthQuery.wgsl.d.ts +1 -1
  319. package/lib/renderer/wgsl/depthQuery.wgsl.js +12 -3
  320. package/lib/renderer/wgsl/depthQuery.wgsl.js.map +1 -1
  321. package/lib/renderer/wgsl/easu.wgsl.d.ts +2 -0
  322. package/lib/renderer/wgsl/easu.wgsl.js +80 -0
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1
- {"version":3,"file":"sampleLight.wgsl.js","sourceRoot":"","sources":["../../../../src/renderer/wgsl/chunks/sampleLight.wgsl.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,qBAAqB,EACrB,8BAA8B,EAC9B,wBAAwB,EACzB,MAAM,yBAAyB,CAAC;AAEjC,eAAe,SAAS,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;qCAkVkB,wBAAwB;;;;;;;4BAOjC,qBAAqB;;;;;;;;wDAQO,8BAA8B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgD3F,CAAC","sourcesContent":["import {\n LIGHT_CHOICE_ANALYTIC,\n LIGHT_CHOICE_EMISSIVE_TRIANGLE,\n LIGHT_CHOICE_ENVIRONMENT\n} from '../../lightConstants.js';\n\nexport default /*wgsl */ `\nfn light_sample_sphere(light: Light, scatterPos: vec3f, randomV2: vec2f, lightSample: ptr<function, LightSampleRec>) {\n let centerOffset = light.position - scatterPos;\n let centerDistance = length(centerOffset);\n if (light.radiusOrSpread <= 0.0) {\n // A zero-radius sphere is a point emitter. The stored emission is\n // luminous intensity, so convert it to incident radiance here rather\n // than approximating the delta source as a tiny area sphere.\n if (centerDistance <= 1e-6) {\n (*lightSample).direction = vec3f(0.0, 0.0, 1.0);\n (*lightSample).normal = vec3f(0.0, 0.0, -1.0);\n (*lightSample).dist = 0.0;\n (*lightSample).pdf = 1.0;\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).isDelta = true;\n return;\n }\n (*lightSample).direction = centerOffset / centerDistance;\n (*lightSample).normal = -(*lightSample).direction;\n (*lightSample).dist = centerDistance;\n (*lightSample).pdf = 1.0;\n (*lightSample).emission = light.emission /\n max(centerDistance * centerDistance, 1e-8);\n (*lightSample).isDelta = true;\n return;\n }\n let radius = max(light.radiusOrSpread, 1e-6);\n (*lightSample).isDelta = false;\n var sampledDirection: vec3f;\n\n if (centerDistance <= radius) {\n let z = 1.0 - 2.0 * randomV2.x;\n let radial = sqrt(max(0.0, 1.0 - z * z));\n let azimuth = TWOPI * randomV2.y;\n sampledDirection = vec3f(\n radial * cos(azimuth),\n radial * sin(azimuth),\n z\n );\n (*lightSample).pdf = INV4PI;\n }\n else {\n let sphereAxis = centerOffset / centerDistance;\n let sinThetaMaxSquared = min(\n 1.0,\n radius * radius / (centerDistance * centerDistance)\n );\n let cosThetaMax = sqrt(max(0.0, 1.0 - sinThetaMaxSquared));\n let cosTheta = mix(1.0, cosThetaMax, randomV2.x);\n let sinTheta = sqrt(max(0.0, 1.0 - cosTheta * cosTheta));\n let azimuth = TWOPI * randomV2.y;\n var tangent: vec3f;\n var bitangent: vec3f;\n sampling_orthonormal_basis(sphereAxis, &tangent, &bitangent);\n sampledDirection = sphereAxis * cosTheta\n + tangent * (sinTheta * cos(azimuth))\n + bitangent * (sinTheta * sin(azimuth));\n (*lightSample).pdf = 1.0 / max(\n TWOPI * (1.0 - cosThetaMax),\n 1e-8\n );\n }\n\n let centerProjection = dot(sampledDirection, centerOffset);\n let centerOffsetSquared = dot(centerOffset, centerOffset);\n let discriminant = centerProjection * centerProjection\n - centerOffsetSquared + radius * radius;\n let nearDistance = centerProjection - sqrt(max(0.0, discriminant));\n let farDistance = centerProjection + sqrt(max(0.0, discriminant));\n (*lightSample).dist = select(farDistance, nearDistance, nearDistance > 1e-6);\n (*lightSample).direction = sampledDirection;\n let lightSurfacePos = scatterPos + sampledDirection * (*lightSample).dist;\n (*lightSample).normal = normalize(lightSurfacePos - light.position);\n (*lightSample).emission = light.emission;\n}\n\nfn light_apply_rect_texture(\n light: Light,\n surfacePoint: vec3f,\n lowerLeft: vec3f,\n result: ptr<function, LightSampleRec>\n) {\n if (light.textureIndex < 0.0) {\n return;\n }\n let width = length(light.u);\n let height = length(light.v);\n let relative = surfacePoint - lowerLeft;\n let uv = vec2f(\n dot(relative, light.u / width) / width,\n dot(relative, light.v / height) / height\n );\n (*result).emission *= sampleMap(i32(light.textureIndex), uv).rgb;\n}\n\nfn light_sample_rect(\n light: Light,\n shadingPoint: vec3f,\n samplePoint: vec2f,\n result: ptr<function, LightSampleRec>\n) {\n let normal = normalize(cross(light.u, light.v));\n let lowerLeft = light.position - 0.5 * (light.u + light.v);\n let spread = clamp(light.radiusOrSpread, 0.0, 1.0);\n\n if (spread <= 0.001) {\n let planeDistance = dot(normal, shadingPoint - light.position);\n let surfacePoint = shadingPoint - normal * planeDistance;\n let relative = surfacePoint - lowerLeft;\n let width = length(light.u);\n let height = length(light.v);\n let uv = vec2f(\n dot(relative, light.u / width) / width,\n dot(relative, light.v / height) / height\n );\n if (planeDistance <= 0.0 || any(uv < vec2f(0.0)) || any(uv > vec2f(1.0))) {\n (*result).emission = vec3f(0.0);\n (*result).pdf = 0.0;\n return;\n }\n (*result).direction = -normal;\n (*result).dist = planeDistance;\n (*result).normal = normal;\n (*result).emission = light.emission;\n (*result).pdf = 1.0;\n (*result).isDelta = true;\n light_apply_rect_texture(light, surfacePoint, lowerLeft, result);\n return;\n }\n\n let surfacePoint = lowerLeft\n + light.u * samplePoint.x\n + light.v * samplePoint.y;\n let offset = surfacePoint - shadingPoint;\n let distanceSquared = dot(offset, offset);\n (*result).dist = sqrt(distanceSquared);\n (*result).direction = offset / (*result).dist;\n (*result).normal = normal;\n let emitterCosine = dot(-(*result).direction, normal);\n let spreadCosine = cos(0.5 * PI * spread);\n if (emitterCosine <= 0.0 || emitterCosine < spreadCosine) {\n (*result).emission = vec3f(0.0);\n (*result).pdf = 0.0;\n return;\n }\n (*result).emission = light.emission;\n (*result).pdf = distanceSquared / max(light.area * emitterCosine, 1e-8);\n light_apply_rect_texture(light, surfacePoint, lowerLeft, result);\n}\n\nfn light_sample_directional(\n light: Light,\n result: ptr<function, LightSampleRec>\n) {\n (*result).direction = normalize(-light.u);\n (*result).normal = -(*result).direction;\n (*result).emission = light.emission;\n (*result).dist = INF;\n (*result).pdf = 1.0;\n (*result).isDelta = true;\n}\n\nfn light_sample_spot(\n light: Light,\n shadingPoint: vec3f,\n samplePoint: vec2f,\n result: ptr<function, LightSampleRec>\n) {\n light_sample_sphere(light, shadingPoint, samplePoint, result);\n let surfacePoint = shadingPoint + (*result).direction * (*result).dist;\n let lightToSurface = normalize(shadingPoint - surfacePoint);\n (*result).emission *= evaluateSpotEmissionMultiplier(light, lightToSurface);\n}\n\nfn sampleAnalyticLight(\n light: Light,\n shadingPoint: vec3f,\n samplePoint: vec2f,\n result: ptr<function, LightSampleRec>\n) {\n let lightType = i32(light.litType);\n if (HAS_SCENE_RECT_LIGHT && lightType == RECT_LIGHT) {\n light_sample_rect(light, shadingPoint, samplePoint, result);\n return;\n }\n if (HAS_SCENE_SPHERE_LIGHT && lightType == SPHERE_LIGHT) {\n light_sample_sphere(light, shadingPoint, samplePoint, result);\n return;\n }\n if (HAS_SCENE_SPOT_LIGHT && lightType == SPOT_LIGHT) {\n light_sample_spot(light, shadingPoint, samplePoint, result);\n return;\n }\n if (HAS_SCENE_DIRECTIONAL_LIGHT && lightType == DIRECTIONAL_LIGHT) {\n light_sample_directional(light, result);\n }\n}\n\nfn sampleEnvLight(randomV2: vec2f, lightSample: ptr<function, LightSampleRec>) {\n var uv: vec2f;\n // Naga's SPIR-V writer cannot pass a struct-member pointer as a call argument.\n var pdf: f32;\n let direction = sampleEnvmap(randomV2, &uv, &pdf);\n (*lightSample).pdf = pdf;\n (*lightSample).direction = direction;\n (*lightSample).emission = textureLinear(envMap, uv).rgb;\n (*lightSample).dist = INF;\n}\n\nfn loadLightSamplingTexel(texelIndex: i32) -> vec4f {\n let width = rtUniform.lightSamplingTextureWidth;\n return textureLoad(\n lightSamplingData,\n vec2i(texelIndex % width, texelIndex / width),\n 0\n );\n}\n\nfn getEmissiveTriangle(index: i32) -> EmissiveTriangle {\n let offset = index * 6;\n let a = loadLightSamplingTexel(offset);\n let b = loadLightSamplingTexel(offset + 1);\n let c = loadLightSamplingTexel(offset + 2);\n let d = loadLightSamplingTexel(offset + 3);\n let e = loadLightSamplingTexel(offset + 4);\n let f = loadLightSamplingTexel(offset + 5);\n return EmissiveTriangle(\n a.xyz, a.w,\n b.xyz, b.w,\n c.xyz, c.w,\n d.xy, d.zw, e.xy,\n e.zw, f.xy, f.zw\n );\n}\n\nfn getLightChoice(index: i32) -> LightChoice {\n let data = loadLightSamplingTexel(rtUniform.lightChoiceTexelOffset + index);\n return LightChoice(\n data.x,\n bitcast<i32>(data.y),\n bitcast<i32>(data.z),\n bitcast<i32>(data.w)\n );\n}\n\nfn getLightChoiceFromTable(tableOffset: i32, index: i32) -> LightChoice {\n return getLightChoice(tableOffset + index);\n}\n\nfn stratifyLightChoiceRandom(\n rnd: vec3f,\n candidateIndex: u32,\n candidateCount: u32\n) -> vec3f {\n var stratified = rnd;\n let count = max(candidateCount, 1u);\n stratified.z = (rnd.z + f32(min(candidateIndex, count - 1u))) /\n f32(count);\n return stratified;\n}\n\nfn sampleEmissiveTriangleLight(\n triangle: EmissiveTriangle,\n scatterPos: vec3f,\n randomV2: vec2f,\n lightSample: ptr<function, LightSampleRec>\n) {\n let sqrtU = sqrt(randomV2.x);\n let barycentric = vec3f(\n 1.0 - sqrtU,\n sqrtU * (1.0 - randomV2.y),\n sqrtU * randomV2.y\n );\n let lightPosition =\n barycentric.x * triangle.p0 +\n barycentric.y * triangle.p1 +\n barycentric.z * triangle.p2;\n let uv =\n barycentric.x * triangle.uv0 +\n barycentric.y * triangle.uv1 +\n barycentric.z * triangle.uv2;\n let secondaryUv =\n barycentric.x * triangle.secondaryUv0 +\n barycentric.y * triangle.secondaryUv1 +\n barycentric.z * triangle.secondaryUv2;\n let normal = normalize(cross(triangle.p1 - triangle.p0, triangle.p2 - triangle.p0));\n (*lightSample).direction = lightPosition - scatterPos;\n (*lightSample).dist = length((*lightSample).direction);\n if ((*lightSample).dist <= EPS) {\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).pdf = 0.0;\n return;\n }\n (*lightSample).direction /= (*lightSample).dist;\n (*lightSample).normal = normal;\n let cosLight = dot(normal, -(*lightSample).direction);\n if (cosLight <= 0.0) {\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).pdf = 0.0;\n return;\n }\n (*lightSample).emission = getMaterialEmission(\n i32(triangle.materialIndex), uv, secondaryUv\n );\n (*lightSample).selectionPmf = triangle.selectionPmf;\n (*lightSample).pdf = triangle.selectionPmf *\n ((*lightSample).dist * (*lightSample).dist) /\n max(triangle.area * cosLight, 1e-8);\n}\n\nfn sampleLightChoiceTable(\n scatterPos: vec3f,\n rnd: vec3f,\n tableOffset: i32,\n choiceCount: i32,\n selectionPmfScale: f32,\n lightSample: ptr<function, LightSampleRec>\n) {\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).pdf = 0.0;\n (*lightSample).selectionPmf = 0.0;\n (*lightSample).dist = INF;\n (*lightSample).isDelta = false;\n (*lightSample).sourceType = 0u;\n (*lightSample).sourceIndex = 0xffffffffu;\n if (choiceCount <= 0) {\n return;\n }\n\n let scaledChoice = rnd.z * f32(choiceCount);\n let column = min(i32(scaledChoice), choiceCount - 1);\n let columnChoice = getLightChoiceFromTable(tableOffset, column);\n let selectedIndex = select(\n columnChoice.aliasIndex,\n column,\n fract(scaledChoice) < columnChoice.probability\n );\n let choice = getLightChoiceFromTable(tableOffset, selectedIndex);\n if (USE_ENVMAP && choice.sourceType == ${LIGHT_CHOICE_ENVIRONMENT}) {\n (*lightSample).sourceType = 0u;\n (*lightSample).sourceIndex = u32(choice.sourceIndex);\n sampleEnvLight(rnd.xy, lightSample);\n (*lightSample).selectionPmf = rtUniform.envLightPmf;\n (*lightSample).pdf *= rtUniform.envLightPmf;\n }\n else if (choice.sourceType == ${LIGHT_CHOICE_ANALYTIC}) {\n (*lightSample).sourceType = 2u;\n (*lightSample).sourceIndex = u32(choice.sourceIndex);\n let light = analyticLights[choice.sourceIndex];\n sampleAnalyticLight(light, scatterPos, rnd.xy, lightSample);\n (*lightSample).selectionPmf = light.selectionPmf;\n (*lightSample).pdf *= light.selectionPmf;\n }\n else if (HAS_SCENE_EMISSIVE_LIGHT && choice.sourceType == ${LIGHT_CHOICE_EMISSIVE_TRIANGLE}) {\n (*lightSample).sourceType = 1u;\n (*lightSample).sourceIndex = u32(choice.sourceIndex);\n sampleEmissiveTriangleLight(\n getEmissiveTriangle(choice.sourceIndex),\n scatterPos,\n rnd.xy,\n lightSample\n );\n }\n (*lightSample).selectionPmf *= selectionPmfScale;\n (*lightSample).pdf *= selectionPmfScale;\n}\n\nfn sampleLight(\n scatterPos: vec3f,\n rnd: vec3f,\n lightSample: ptr<function, LightSampleRec>,\n distByIntensity: bool\n) {\n sampleLightChoiceTable(\n scatterPos,\n rnd,\n 0,\n rtUniform.lightChoiceCount,\n 1.0,\n lightSample\n );\n}\n\n// Light choice for one of the resampled NEE candidates. The selection random\n// number is stratified across the candidates.\nfn sampleLightForNEECandidate(\n scatterPos: vec3f,\n rnd: vec3f,\n candidateIndex: u32,\n candidateCount: u32,\n lightSample: ptr<function, LightSampleRec>\n) {\n sampleLightChoiceTable(\n scatterPos,\n stratifyLightChoiceRandom(rnd, candidateIndex, candidateCount),\n 0,\n rtUniform.lightChoiceCount,\n 1.0,\n lightSample\n );\n}\n`;\n"]}
1
+ {"version":3,"file":"sampleLight.wgsl.js","sourceRoot":"","sources":["../../../../src/renderer/wgsl/chunks/sampleLight.wgsl.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,qBAAqB,EACrB,8BAA8B,EAC9B,wBAAwB,EACzB,MAAM,yBAAyB,CAAC;AAEjC,eAAe,SAAS,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;yCAsVkB,wBAAwB;;;;;;;gCAOjC,qBAAqB;;;;;;;;4DAQO,8BAA8B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgD3F,CAAC","sourcesContent":["import {\n LIGHT_CHOICE_ANALYTIC,\n LIGHT_CHOICE_EMISSIVE_TRIANGLE,\n LIGHT_CHOICE_ENVIRONMENT\n} from '../../lightConstants.js';\n\nexport default /*wgsl */ `\nfn light_sample_sphere(light: Light, scatterPos: vec3f, randomV2: vec2f, lightSample: ptr<function, LightSampleRec>) {\n let centerOffset = light.position - scatterPos;\n let centerDistance = length(centerOffset);\n if (light.radiusOrSpread <= 0.0) {\n // A zero-radius sphere is a point emitter. The stored emission is\n // luminous intensity, so convert it to incident radiance here rather\n // than approximating the delta source as a tiny area sphere.\n if (centerDistance <= 1e-6) {\n (*lightSample).direction = vec3f(0.0, 0.0, 1.0);\n (*lightSample).normal = vec3f(0.0, 0.0, -1.0);\n (*lightSample).dist = 0.0;\n (*lightSample).pdf = 1.0;\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).isDelta = true;\n return;\n }\n (*lightSample).direction = centerOffset / centerDistance;\n (*lightSample).normal = -(*lightSample).direction;\n (*lightSample).dist = centerDistance;\n (*lightSample).pdf = 1.0;\n (*lightSample).emission = light.emission /\n max(centerDistance * centerDistance, 1e-8);\n (*lightSample).isDelta = true;\n return;\n }\n let radius = max(light.radiusOrSpread, 1e-6);\n (*lightSample).isDelta = false;\n var sampledDirection: vec3f;\n\n if (centerDistance <= radius) {\n let z = 1.0 - 2.0 * randomV2.x;\n let radial = sqrt(max(0.0, 1.0 - z * z));\n let azimuth = TWOPI * randomV2.y;\n sampledDirection = vec3f(\n radial * cos(azimuth),\n radial * sin(azimuth),\n z\n );\n (*lightSample).pdf = INV4PI;\n }\n else {\n let sphereAxis = centerOffset / centerDistance;\n let sinThetaMaxSquared = min(\n 1.0,\n radius * radius / (centerDistance * centerDistance)\n );\n let cosThetaMax = sqrt(max(0.0, 1.0 - sinThetaMaxSquared));\n // Rationalize 1 - cos(thetaMax): subtracting nearly equal f32 values\n // quantizes small emitters' solid angles into visible irradiance bands.\n let oneMinusCosThetaMax = sinThetaMaxSquared / (1.0 + cosThetaMax);\n let oneMinusCosTheta = randomV2.x * oneMinusCosThetaMax;\n let cosTheta = 1.0 - oneMinusCosTheta;\n let sinTheta = sqrt(max(0.0, oneMinusCosTheta * (2.0 - oneMinusCosTheta)));\n let azimuth = TWOPI * randomV2.y;\n var tangent: vec3f;\n var bitangent: vec3f;\n sampling_orthonormal_basis(sphereAxis, &tangent, &bitangent);\n sampledDirection = sphereAxis * cosTheta\n + tangent * (sinTheta * cos(azimuth))\n + bitangent * (sinTheta * sin(azimuth));\n (*lightSample).pdf = 1.0 / max(\n TWOPI * oneMinusCosThetaMax,\n 1e-8\n );\n }\n\n let centerProjection = dot(sampledDirection, centerOffset);\n let centerOffsetSquared = dot(centerOffset, centerOffset);\n let discriminant = centerProjection * centerProjection\n - centerOffsetSquared + radius * radius;\n let nearDistance = centerProjection - sqrt(max(0.0, discriminant));\n let farDistance = centerProjection + sqrt(max(0.0, discriminant));\n (*lightSample).dist = select(farDistance, nearDistance, nearDistance > 1e-6);\n (*lightSample).direction = sampledDirection;\n let lightSurfacePos = scatterPos + sampledDirection * (*lightSample).dist;\n (*lightSample).normal = normalize(lightSurfacePos - light.position);\n (*lightSample).emission = light.emission;\n}\n\nfn light_apply_rect_texture(\n light: Light,\n surfacePoint: vec3f,\n lowerLeft: vec3f,\n result: ptr<function, LightSampleRec>\n) {\n if (light.textureIndex < 0.0) {\n return;\n }\n let width = length(light.u);\n let height = length(light.v);\n let relative = surfacePoint - lowerLeft;\n let uv = vec2f(\n dot(relative, light.u / width) / width,\n dot(relative, light.v / height) / height\n );\n (*result).emission *= sampleMap(i32(light.textureIndex), uv).rgb;\n}\n\nfn light_sample_rect(\n light: Light,\n shadingPoint: vec3f,\n samplePoint: vec2f,\n result: ptr<function, LightSampleRec>\n) {\n let normal = normalize(cross(light.u, light.v));\n let lowerLeft = light.position - 0.5 * (light.u + light.v);\n let spread = clamp(light.radiusOrSpread, 0.0, 1.0);\n\n if (spread <= 0.001) {\n let planeDistance = dot(normal, shadingPoint - light.position);\n let surfacePoint = shadingPoint - normal * planeDistance;\n let relative = surfacePoint - lowerLeft;\n let width = length(light.u);\n let height = length(light.v);\n let uv = vec2f(\n dot(relative, light.u / width) / width,\n dot(relative, light.v / height) / height\n );\n if (planeDistance <= 0.0 || any(uv < vec2f(0.0)) || any(uv > vec2f(1.0))) {\n (*result).emission = vec3f(0.0);\n (*result).pdf = 0.0;\n return;\n }\n (*result).direction = -normal;\n (*result).dist = planeDistance;\n (*result).normal = normal;\n (*result).emission = light.emission;\n (*result).pdf = 1.0;\n (*result).isDelta = true;\n light_apply_rect_texture(light, surfacePoint, lowerLeft, result);\n return;\n }\n\n let surfacePoint = lowerLeft\n + light.u * samplePoint.x\n + light.v * samplePoint.y;\n let offset = surfacePoint - shadingPoint;\n let distanceSquared = dot(offset, offset);\n (*result).dist = sqrt(distanceSquared);\n (*result).direction = offset / (*result).dist;\n (*result).normal = normal;\n let emitterCosine = dot(-(*result).direction, normal);\n let spreadCosine = cos(0.5 * PI * spread);\n if (emitterCosine <= 0.0 || emitterCosine < spreadCosine) {\n (*result).emission = vec3f(0.0);\n (*result).pdf = 0.0;\n return;\n }\n (*result).emission = light.emission;\n (*result).pdf = distanceSquared / max(light.area * emitterCosine, 1e-8);\n light_apply_rect_texture(light, surfacePoint, lowerLeft, result);\n}\n\nfn light_sample_directional(\n light: Light,\n result: ptr<function, LightSampleRec>\n) {\n (*result).direction = normalize(-light.u);\n (*result).normal = -(*result).direction;\n (*result).emission = light.emission;\n (*result).dist = INF;\n (*result).pdf = 1.0;\n (*result).isDelta = true;\n}\n\nfn light_sample_spot(\n light: Light,\n shadingPoint: vec3f,\n samplePoint: vec2f,\n result: ptr<function, LightSampleRec>\n) {\n light_sample_sphere(light, shadingPoint, samplePoint, result);\n let surfacePoint = shadingPoint + (*result).direction * (*result).dist;\n let lightToSurface = normalize(shadingPoint - surfacePoint);\n (*result).emission *= evaluateSpotEmissionMultiplier(light, lightToSurface);\n}\n\nfn sampleAnalyticLight(\n light: Light,\n shadingPoint: vec3f,\n samplePoint: vec2f,\n result: ptr<function, LightSampleRec>\n) {\n let lightType = i32(light.litType);\n if (HAS_SCENE_RECT_LIGHT && lightType == RECT_LIGHT) {\n light_sample_rect(light, shadingPoint, samplePoint, result);\n return;\n }\n if (HAS_SCENE_SPHERE_LIGHT && lightType == SPHERE_LIGHT) {\n light_sample_sphere(light, shadingPoint, samplePoint, result);\n return;\n }\n if (HAS_SCENE_SPOT_LIGHT && lightType == SPOT_LIGHT) {\n light_sample_spot(light, shadingPoint, samplePoint, result);\n return;\n }\n if (HAS_SCENE_DIRECTIONAL_LIGHT && lightType == DIRECTIONAL_LIGHT) {\n light_sample_directional(light, result);\n }\n}\n\nfn sampleEnvLight(randomV2: vec2f, lightSample: ptr<function, LightSampleRec>) {\n var uv: vec2f;\n // Naga's SPIR-V writer cannot pass a struct-member pointer as a call argument.\n var pdf: f32;\n let direction = sampleEnvmap(randomV2, &uv, &pdf);\n (*lightSample).pdf = pdf;\n (*lightSample).direction = direction;\n (*lightSample).emission = textureLinear(envMap, uv).rgb;\n (*lightSample).dist = INF;\n}\n\nfn loadLightSamplingTexel(texelIndex: i32) -> vec4f {\n let width = rtUniform.lightSamplingTextureWidth;\n return textureLoad(\n lightSamplingData,\n vec2i(texelIndex % width, texelIndex / width),\n 0\n );\n}\n\nfn getEmissiveTriangle(index: i32) -> EmissiveTriangle {\n let offset = index * 6;\n let a = loadLightSamplingTexel(offset);\n let b = loadLightSamplingTexel(offset + 1);\n let c = loadLightSamplingTexel(offset + 2);\n let d = loadLightSamplingTexel(offset + 3);\n let e = loadLightSamplingTexel(offset + 4);\n let f = loadLightSamplingTexel(offset + 5);\n return EmissiveTriangle(\n a.xyz, a.w,\n b.xyz, b.w,\n c.xyz, c.w,\n d.xy, d.zw, e.xy,\n e.zw, f.xy, f.zw\n );\n}\n\nfn getLightChoice(index: i32) -> LightChoice {\n let data = loadLightSamplingTexel(rtUniform.lightChoiceTexelOffset + index);\n return LightChoice(\n data.x,\n bitcast<i32>(data.y),\n bitcast<i32>(data.z),\n bitcast<i32>(data.w)\n );\n}\n\nfn getLightChoiceFromTable(tableOffset: i32, index: i32) -> LightChoice {\n return getLightChoice(tableOffset + index);\n}\n\nfn stratifyLightChoiceRandom(\n rnd: vec3f,\n candidateIndex: u32,\n candidateCount: u32\n) -> vec3f {\n var stratified = rnd;\n let count = max(candidateCount, 1u);\n stratified.z = (rnd.z + f32(min(candidateIndex, count - 1u))) /\n f32(count);\n return stratified;\n}\n\nfn sampleEmissiveTriangleLight(\n triangle: EmissiveTriangle,\n scatterPos: vec3f,\n randomV2: vec2f,\n lightSample: ptr<function, LightSampleRec>\n) {\n let sqrtU = sqrt(randomV2.x);\n let barycentric = vec3f(\n 1.0 - sqrtU,\n sqrtU * (1.0 - randomV2.y),\n sqrtU * randomV2.y\n );\n let lightPosition =\n barycentric.x * triangle.p0 +\n barycentric.y * triangle.p1 +\n barycentric.z * triangle.p2;\n let uv =\n barycentric.x * triangle.uv0 +\n barycentric.y * triangle.uv1 +\n barycentric.z * triangle.uv2;\n let secondaryUv =\n barycentric.x * triangle.secondaryUv0 +\n barycentric.y * triangle.secondaryUv1 +\n barycentric.z * triangle.secondaryUv2;\n let normal = normalize(cross(triangle.p1 - triangle.p0, triangle.p2 - triangle.p0));\n (*lightSample).direction = lightPosition - scatterPos;\n (*lightSample).dist = length((*lightSample).direction);\n if ((*lightSample).dist <= EPS) {\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).pdf = 0.0;\n return;\n }\n (*lightSample).direction /= (*lightSample).dist;\n (*lightSample).normal = normal;\n let cosLight = dot(normal, -(*lightSample).direction);\n if (cosLight <= 0.0) {\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).pdf = 0.0;\n return;\n }\n (*lightSample).emission = getMaterialEmission(\n i32(triangle.materialIndex), uv, secondaryUv\n );\n (*lightSample).selectionPmf = triangle.selectionPmf;\n (*lightSample).pdf = triangle.selectionPmf *\n ((*lightSample).dist * (*lightSample).dist) /\n max(triangle.area * cosLight, 1e-8);\n}\n\nfn sampleLightChoiceTable(\n scatterPos: vec3f,\n rnd: vec3f,\n tableOffset: i32,\n choiceCount: i32,\n selectionPmfScale: f32,\n lightSample: ptr<function, LightSampleRec>\n) {\n (*lightSample).emission = vec3f(0.0);\n (*lightSample).pdf = 0.0;\n (*lightSample).selectionPmf = 0.0;\n (*lightSample).dist = INF;\n (*lightSample).isDelta = false;\n (*lightSample).sourceType = 0u;\n (*lightSample).sourceIndex = 0xffffffffu;\n if (choiceCount <= 0) {\n return;\n }\n\n let scaledChoice = rnd.z * f32(choiceCount);\n let column = min(i32(scaledChoice), choiceCount - 1);\n let columnChoice = getLightChoiceFromTable(tableOffset, column);\n let selectedIndex = select(\n columnChoice.aliasIndex,\n column,\n fract(scaledChoice) < columnChoice.probability\n );\n let choice = getLightChoiceFromTable(tableOffset, selectedIndex);\n if (USE_ENVMAP && choice.sourceType == ${LIGHT_CHOICE_ENVIRONMENT}) {\n (*lightSample).sourceType = 0u;\n (*lightSample).sourceIndex = u32(choice.sourceIndex);\n sampleEnvLight(rnd.xy, lightSample);\n (*lightSample).selectionPmf = rtUniform.envLightPmf;\n (*lightSample).pdf *= rtUniform.envLightPmf;\n }\n else if (choice.sourceType == ${LIGHT_CHOICE_ANALYTIC}) {\n (*lightSample).sourceType = 2u;\n (*lightSample).sourceIndex = u32(choice.sourceIndex);\n let light = analyticLights[choice.sourceIndex];\n sampleAnalyticLight(light, scatterPos, rnd.xy, lightSample);\n (*lightSample).selectionPmf = light.selectionPmf;\n (*lightSample).pdf *= light.selectionPmf;\n }\n else if (HAS_SCENE_EMISSIVE_LIGHT && choice.sourceType == ${LIGHT_CHOICE_EMISSIVE_TRIANGLE}) {\n (*lightSample).sourceType = 1u;\n (*lightSample).sourceIndex = u32(choice.sourceIndex);\n sampleEmissiveTriangleLight(\n getEmissiveTriangle(choice.sourceIndex),\n scatterPos,\n rnd.xy,\n lightSample\n );\n }\n (*lightSample).selectionPmf *= selectionPmfScale;\n (*lightSample).pdf *= selectionPmfScale;\n}\n\nfn sampleLight(\n scatterPos: vec3f,\n rnd: vec3f,\n lightSample: ptr<function, LightSampleRec>,\n distByIntensity: bool\n) {\n sampleLightChoiceTable(\n scatterPos,\n rnd,\n 0,\n rtUniform.lightChoiceCount,\n 1.0,\n lightSample\n );\n}\n\n// Light choice for one of the resampled NEE candidates. The selection random\n// number is stratified across the candidates.\nfn sampleLightForNEECandidate(\n scatterPos: vec3f,\n rnd: vec3f,\n candidateIndex: u32,\n candidateCount: u32,\n lightSample: ptr<function, LightSampleRec>\n) {\n sampleLightChoiceTable(\n scatterPos,\n stratifyLightChoiceRandom(rnd, candidateIndex, candidateCount),\n 0,\n rtUniform.lightChoiceCount,\n 1.0,\n lightSample\n );\n}\n`;\n"]}
@@ -1,3 +1,3 @@
1
- export declare function createSampleMaterialWgsl(hasAnisotropyDirections?: boolean, hasCoatNormals?: boolean): string;
1
+ export declare function createSampleMaterialWgsl(hasAnisotropyDirections?: boolean, hasCoatNormals?: boolean, caustics?: boolean, researchContribution?: string, photonMapping?: boolean, channelIndependentRis?: boolean): string;
2
2
  declare const _default: string;
3
3
  export default _default;