@meimu/mutracer 0.3.0 → 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/THIRD_PARTY_NOTICES.md +18 -4
- package/dist/assets/bvh.worker.js +1 -1
- package/dist/mutracer.umd.js +6260 -5580
- package/docs/api.md +45 -18
- package/docs/materials.md +4 -2
- package/docs/performance.md +7 -0
- package/docs/post-processing.md +62 -9
- package/docs/progressive-rendering.md +3 -0
- 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 +29 -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/viewer.md +11 -1
- 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 +2 -1
- package/lib/Engine.js +30 -2
- package/lib/Engine.js.map +1 -1
- package/lib/Render.d.ts +20 -11
- package/lib/Render.js +32 -7
- package/lib/Render.js.map +1 -1
- package/lib/main.d.ts +3 -1
- 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/MaterialData.js +7 -2
- package/lib/renderer/MaterialData.js.map +1 -1
- package/lib/renderer/RenderingPipeline.d.ts +7 -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/WGPUEnvMapDistribution.js +19 -19
- package/lib/renderer/WGPUFullQuadPass.js +3 -3
- package/lib/renderer/WGPURayTraceOutput.js +12 -12
- package/lib/renderer/WGPURayTracePass.d.ts +17 -4
- package/lib/renderer/WGPURayTracePass.js +194 -71
- package/lib/renderer/WGPURayTracePass.js.map +1 -1
- package/lib/renderer/WGPURenderingPipeline.js +46 -40
- 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 +1 -1
- package/lib/renderer/WebGLFullQuadPass.js +8 -2
- 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 +14 -10
- package/lib/renderer/WebGLRayTracePass.js +115 -111
- package/lib/renderer/WebGLRayTracePass.js.map +1 -1
- package/lib/renderer/WebGLRenderingPipeline.js +10 -3
- package/lib/renderer/WebGLRenderingPipeline.js.map +1 -1
- package/lib/renderer/WebGLSkyBaker.js +57 -57
- 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/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 +35 -35
- package/lib/renderer/glsl/aovReflectanceSamples.glsl.js +1 -1
- package/lib/renderer/glsl/aovTrace.frag.js +44 -36
- 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.js +8 -8
- package/lib/renderer/glsl/chunks/envMap.glsl.js +67 -67
- package/lib/renderer/glsl/chunks/intersect.glsl.js +390 -375
- package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +120 -120
- package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +562 -562
- package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
- package/lib/renderer/glsl/chunks/random.glsl.js +4 -4
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +37 -35
- package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleLight.glsl.js +70 -74
- package/lib/renderer/glsl/chunks/sampleLight.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.d.ts +1 -1
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +107 -88
- package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -1
- package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +11 -11
- package/lib/renderer/glsl/chunks/sampling.glsl.js +77 -77
- package/lib/renderer/glsl/chunks/sobol.glsl.js +70 -70
- 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 +12 -6
- 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.js +233 -170
- package/lib/renderer/glsl/rayTrace.frag.js.map +1 -1
- package/lib/renderer/glsl/shadowCatcher.frag.js +10 -9
- package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
- package/lib/renderer/glsl/webglPipeline.frag.js +58 -58
- package/lib/renderer/gpuMemory.js +1 -1
- package/lib/renderer/gpuMemory.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 +1 -1
- package/lib/renderer/progressiveScheduler.js.map +1 -1
- package/lib/renderer/renderPipeline.d.ts +4 -0
- package/lib/renderer/renderPipeline.js +1 -0
- package/lib/renderer/renderPipeline.js.map +1 -1
- package/lib/renderer/researchTransport.d.ts +1 -1
- package/lib/renderer/researchTransport.js.map +1 -1
- 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 +1 -0
- package/lib/renderer/sceneLayoutSchema.js +2 -2
- 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.js +2 -2
- 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/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 +2 -2
- 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 +15 -0
- package/lib/renderer/wgpuShaderSource.js +1 -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 +39 -39
- 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 +31 -31
- 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 +1 -1
- package/lib/renderer/wgsl/causticLight.compute.js +121 -119
- package/lib/renderer/wgsl/causticLight.compute.js.map +1 -1
- package/lib/renderer/wgsl/chunks/background.wgsl.js +46 -46
- package/lib/renderer/wgsl/chunks/causticAdjoint.wgsl.js +4 -4
- package/lib/renderer/wgsl/chunks/causticAtomic.wgsl.js +3 -3
- package/lib/renderer/wgsl/chunks/caustics.wgsl.js +3 -3
- package/lib/renderer/wgsl/chunks/common.wgsl.js +4 -4
- package/lib/renderer/wgsl/chunks/envMap.wgsl.js +30 -30
- package/lib/renderer/wgsl/chunks/intersect.wgsl.d.ts +6 -2
- package/lib/renderer/wgsl/chunks/intersect.wgsl.js +550 -542
- 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 +18 -16
- package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.d.ts +2 -1
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +70 -69
- package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +593 -593
- package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +118 -118
- package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
- package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.d.ts +4 -1
- package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +32 -26
- package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +114 -114
- package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.d.ts +1 -1
- package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +159 -137
- package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js.map +1 -1
- package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +8 -8
- package/lib/renderer/wgsl/chunks/sampling.wgsl.js +74 -74
- package/lib/renderer/wgsl/chunks/sobol.wgsl.js +74 -74
- 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 +99 -97
- 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 +11 -2
- 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.js +89 -89
- package/lib/renderer/wgsl/proceduralSky.compute.js +61 -61
- package/lib/renderer/wgsl/rayTrace.compute.d.ts +14 -0
- package/lib/renderer/wgsl/rayTrace.compute.js +395 -333
- package/lib/renderer/wgsl/rayTrace.compute.js.map +1 -1
- package/lib/scene/Scene.js.map +1 -1
- package/lib/settings/render.d.ts +11 -0
- package/lib/settings/render.js +1 -0
- package/lib/settings/render.js.map +1 -1
- package/lib/util/fromTHREE.js +21 -14
- 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/package.json +5 -2
- 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 {DisplayParityAccumulation, DisplayParityTarget} from './displayParityDiagnostics.js';\nimport {displayAovKind, DEFAULT_AOV_DISPLAY, type AovDisplayOptions} from './aovDisplay.js';\nimport {WebGLAov} from './WebGLAov.js';\nimport {aovMask} from './aov.js';\nimport {scheduleFrame} from '../util/frame.js';\nimport type {DenoiserHandle} from './denoiser.js';\nimport { WebGLScratchCopy } from './WebGLScratchCopy.js';\nimport { ScratchPool } from './ScratchPool.js';\nimport { makeRenderPipeline, type TraceSettings, type RenderPipeline } from './renderPipeline.js';\nimport type { TargetPipeline } from './accumulationTarget.js';\nimport { readRgbaPixels } from './WebGLReadback.js';\n// Portions adapted from ray-tracing-renderer@0.10.15\n// (https://github.com/hoverinc/ray-tracing-renderer).\n// Copyright (c) 2019 HOVER, MIT license; see LICENSES/RayTracingRenderer-MIT.txt.\n\nimport Camera from '../scene/Camera.js';\nimport type { ColorRGB } from '../types.js';\nimport { vec3 } from '../math.js';\nimport halton from './halton.js';\nimport { makeTileRender } from './TileRender.js';\nimport type {\n DisplayChannel,\n ToneMappingParams\n} from './RenderingPipeline.js';\nimport { constants, WebGLDevice, Texture2D } from './webgl.js';\nimport { WebGLFullQuadPass } from './WebGLFullQuadPass.js';\nimport WebGLRayTracePass from './WebGLRayTracePass.js';\nimport { WebGLRayTraceOutputPass } from './WebGLRayTraceOutputPass.js';\nimport WebGLBloomPass from './WebGLBloomPass.js';\nimport {\n composeFragment,\n outputFragment\n} from './glsl/webglPipeline.frag.js';\nimport { type JNLMDenoiser } from './jnlm.js';\nimport { WebGLJNLMDenoisePass } from './WebGLJNLMDenoiser.js';\n\n\n/**\n * WebGL 2.0 counterpart of WGPURenderingPipeline.\n *\n * The frame is encoded as a fixed pass sequence. Each pass owns explicit\n * textures/FBOs, so no compositor graph or node lifecycle participates here.\n */\nfunction makeWebGLAccumulationTarget(renderer: WebGLDevice, rayTracePass: WebGLRayTracePass, scratch: ScratchPool) {\n let sampleRenderedCallback = (\n _sampleCount: number,\n _isFirstFrame: boolean,\n _frameTime: number\n ) => { };\n let batchSamples = false;\n let offlineSamplesPerBatch = 0;\n let deferPostProcess = false;\n let sampleSequenceOffset = 0;\n const aov=new WebGLAov(renderer);\n let aovCamera: Camera | undefined;\n let displayTrace: string[] | undefined;\n let sampleCount = 0;\n let elapsedFrameTime = 32;\n let elapsedTileTime: number | undefined;\n let tileTimingGeneration = 0;\n let isFirstFrame = true;\n let renderFailed = false;\n let disposed = false;\n let renderWidth = 1;\n let renderHeight = 1;\n let screenWidth = 1;\n let screenHeight = 1;\n\n const targetKey = {};\n let execution: TraceSettings | undefined;\n\n let resolvedSamples = 0;\n let resolvedHasShadowCatcher = false;\n let presentationTexture: Texture2D | undefined;\n let presentationDenoised = false;\n\n let maxTimePerTile = 21;\n\n let bloomIntensity = 0;\n let bloomThreshold = 1;\n let bloomRadius = 0.6;\n let exposure = 1;\n let toneMappingMode = 0;\n let contrast = 1;\n let saturation = 1;\n let temperature = 0;\n let tint = 0;\n let vignette = 0;\n let output: DisplayChannel = 'final';\n let aovDisplayOptions: AovDisplayOptions = DEFAULT_AOV_DISPLAY;\n let pageLeaveTime = performance.now();\n let pageInvisibleTime = 0;\n const shadowCatcherColor = vec3.create();\n let shadowCatcherAlpha = 1;\n\n // Preview frames have a different resolution, bounce limit, and timing\n // target. Keep their measurements out of the full-resolution estimator so\n // returning from preview does not split a 4K sample into hundreds of tiles.\n const tileRender = makeTileRender(renderer.gl);\n tileRender.setDesiredMsPerTile(maxTimePerTile);\n\n const rayTraceOutputPass = new WebGLRayTraceOutputPass(renderer);\n let bloomPass: WebGLBloomPass | undefined;\n\n const composePass = scratch.get('composePass', () => new WebGLFullQuadPass<\n 'colorTex' | 'foregroundTex' | 'catcherBackgroundTex' | 'shadowCatcherTex' | 'bloomTex',\n 'color'\n >('compose', renderer, {\n shader: composeFragment,\n outputs: ['color'],\n outputParams: { color: { type: constants.UNSIGNED_BYTE } }\n }));\n composePass.setUniforms({\n exposure,\n shadowCatcherColor,\n shadowCatcherAlpha,\n shadowCatcherEnabled: 0,\n bloomIntensity: 0,\n toneMappingMode,\n contrast,\n saturation,\n temperature,\n tint,\n vignette,\n outputMode: 0,\n sRGBOutput: 1\n });\n\n const outputPass = scratch.get('outputPass', () => new WebGLFullQuadPass<\n 'colorTex' | 'colorDenoisedTex',\n 'color'\n >('output', renderer, { shader: outputFragment, outputs: ['color'] }));\n outputPass.setRenderToScreen();\n const copy = scratch.get('image copy', () => new WebGLScratchCopy(renderer));\n const rawReadFrameBuffer = copy.readFrameBuffer;\n\n // Built-in JNLM denoising. WebGL runs it synchronously inside the\n // post-process, between composition and output.\n let jnlmPass: WebGLJNLMDenoisePass | undefined;\n let pendingDenoiser: JNLMDenoiser | undefined;\n let denoisedTexture: Texture2D | undefined;\n let denoiseValid = false;\n // Keep the last denoised image visible while while-converging batches\n // accumulate (see RenderingPipeline.setPreserveDenoisedOutput).\n let preserveDenoisedOutput = false;\n\n function updateSeed(useJitter: boolean) {\n const sequenceSample = sampleCount + sampleSequenceOffset;\n const jitterX = useJitter ? halton(sequenceSample, 2) - 0.5 : 0;\n const jitterY = useJitter ? halton(sequenceSample, 3) - 0.5 : 0;\n rayTracePass.setJitter(jitterX / renderWidth, jitterY / renderHeight);\n }\n\n function traceSample(\n clear: boolean,\n tile: { x: number; y: number; width: number; height: number }\n ) {\n rayTracePass.setSampleCount(sampleCount + sampleSequenceOffset);\n rayTracePass.setSampleSequenceOffset(sampleSequenceOffset);\n updateSeed(true);\n if (rayTracePass.hasDispersion()) {\n if (execution?.dispersionWavelengths === 1) {\n // A positive channel enables stochastic hero-wavelength sampling in\n // the shader. Preview traces one random RGB channel per pixel.\n rayTracePass.setSpectralChannel(1);\n rayTracePass.createPass(clear, tile);\n } else {\n for (let channel = 1; channel <= 3; channel++) {\n rayTracePass.setSpectralChannel(channel);\n rayTracePass.createPass(clear && channel === 1, tile, channel > 1);\n }\n }\n } else {\n rayTracePass.setSpectralChannel(0);\n rayTracePass.createPass(clear, tile);\n }\n }\n\n function drawPostProcess(_forceNeedsDenoise = false, resolve = false) {\n if (resolve) { resolvedSamples = sampleCount; resolvedHasShadowCatcher = rayTracePass.hasShadowCatcher(); }\n const aovKind = displayAovKind(output);\n if (aovKind && sampleCount === 0) {\n if (!execution?.aovs?.includes(aovKind)) throw new Error(`AOV ${aovKind} is not enabled`);\n if (!aov.samples) return;\n presentationTexture = copy.copy(aov.visualize(aovKind,aovDisplayOptions), renderWidth, renderHeight, presentationTexture);\n presentationDenoised = false;\n return;\n }\n if (resolvedSamples === 0) return;\n if (resolve) {\n rayTraceOutputPass.setSampleCount(sampleCount);\n rayTraceOutputPass.createPass(rayTracePass);\n }\n\n composePass.setSize(renderWidth, renderHeight);\n composePass.setUniforms({ exposure, toneMappingMode, contrast, saturation, temperature, tint, vignette, shadowCatcherColor, shadowCatcherAlpha });\n const colorTexture = rayTraceOutputPass.getOutput('color');\n const bloomEnabled = bloomIntensity > 0;\n const samplesSkipped = sampleCount < 10 || sampleCount % 10 > 0;\n const bloomState = scratch.get('bloom state', () => ({ owner: undefined as object | undefined, settings: '', dispose() { } }));\n const bloomSettings = `${bloomThreshold}/${bloomRadius}`;\n const needsUpdateBloom = bloomEnabled && sampleCount >= 10 && (!samplesSkipped || bloomState.owner !== targetKey || bloomState.settings !== bloomSettings);\n let currentBloomIntensity = bloomIntensity;\n if (needsUpdateBloom) {\n bloomPass ||= scratch.get('bloom', () => new WebGLBloomPass(renderer));\n bloomPass.setSize(renderWidth, renderHeight);\n bloomState.owner = targetKey; bloomState.settings = bloomSettings;\n bloomPass.setBrightThreshold(bloomThreshold);\n bloomPass.setRadius(bloomRadius);\n displayTrace?.push('Bloom:SceneLinear');\n bloomPass.createPass(colorTexture);\n } else if (bloomEnabled && sampleCount < 10) {\n currentBloomIntensity = 0;\n }\n\n composePass.setUniforms({\n bloomIntensity: currentBloomIntensity,\n shadowCatcherEnabled: +resolvedHasShadowCatcher,\n outputMode: output === 'shadow' ? 1 : 0\n });\n displayTrace?.push('Compose:DisplayEncoded');\n composePass.createPass({\n colorTex: colorTexture,\n foregroundTex: rayTraceOutputPass.getOutput('foreground'),\n catcherBackgroundTex: rayTraceOutputPass.getOutput('catcherBackground'),\n shadowCatcherTex: rayTraceOutputPass.getOutput('shadowCatcher'),\n bloomTex:\n bloomEnabled && bloomPass\n ? bloomPass.getOutput()\n : renderer.emptyTexture\n });\n\n if (pendingDenoiser) {\n jnlmPass ??= scratch.get('jnlm', () => new WebGLJNLMDenoisePass(renderer));\n const filtered = jnlmPass.render({\n width: renderWidth,\n height: renderHeight,\n moments: rayTracePass.getOutput('moments'),\n catcherMoments: rayTracePass.hasShadowCatcher()\n ? rayTracePass.getOutput('catcherMoments')\n : undefined,\n color: composePass.getOutput('color'),\n albedo: rayTraceOutputPass.getOutput('albedo'),\n normal: rayTraceOutputPass.getOutput('normal'),\n shadowCatcher: rayTraceOutputPass.getOutput('shadowCatcher'),\n strength: pendingDenoiser.strength,\n shape: pendingDenoiser.shape\n }, displayTrace);\n denoisedTexture = copy.copy(filtered, renderWidth, renderHeight, denoisedTexture); denoiseValid = true;\n pendingDenoiser = undefined;\n }\n\n let displayTexture =\n (output === 'final' && denoiseValid && denoisedTexture) || composePass.getOutput('color');\n if (aovKind) {\n if (!execution?.aovs?.includes(aovKind)) throw new Error(`AOV ${aovKind} is not enabled`);\n displayTexture = aov.visualize(aovKind,aovDisplayOptions);\n } else if (output === 'normal' || output === 'albedo') {\n displayTrace?.push('AOV:Raw');\n displayTexture = rayTraceOutputPass.getOutput(output);\n } else if (output === 'shadowCatcher') {\n displayTrace?.push('AOV:Raw');\n displayTexture = rayTraceOutputPass.getOutput('shadowCatcher');\n }\n presentationTexture = copy.copy(displayTexture, renderWidth, renderHeight, presentationTexture);\n presentationDenoised = output === 'final' && denoiseValid && !!denoisedTexture;\n\n }\n\n function startRecordFrameTime(collectTileTiming: boolean) {\n const start = performance.now();\n const generation = tileTimingGeneration;\n const timedTileRender = tileRender;\n scheduleFrame(() => {\n elapsedFrameTime = Math.max(\n performance.now() - start - pageInvisibleTime,\n pageInvisibleTime > 0 ? 16 : 8\n );\n pageInvisibleTime = 0;\n if (\n generation === tileTimingGeneration &&\n timedTileRender === tileRender && !isFirstFrame\n ) {\n elapsedTileTime = collectTileTiming && renderer.isAllProgramCompiled()\n ? elapsedFrameTime : undefined;\n }\n });\n }\n\n function trace(camera: Camera, maxSamples: number) {\n if (rayTracePass.isInvalid() || renderFailed) return false;\n // Waiting for a shader is not an input change; see the WebGPU pipeline.\n if (!renderer.isAllProgramCompiled()) return true;\n\n rayTracePass.setCamera(camera);\n aovCamera=camera;\n if (!rayTracePass.preparePrograms()) return true;\n const resetAccumulation = isFirstFrame;\n if(resetAccumulation) aov.reset();\n if (execution?.aovs?.length && !rayTracePass.prepareAovs(aov,camera,renderWidth,renderHeight,execution.aovs)) return true;\n if (resetAccumulation) {\n tileTimingGeneration++;\n elapsedTileTime = undefined;\n rayTracePass.setCamera(camera);\n tileRender.reset();\n sampleCount = 0;\n isFirstFrame = false;\n }\n if (sampleCount >= maxSamples) {\n drawPostProcess(true);\n return false;\n }\n // New samples make the denoised image stale.\n if (!preserveDenoisedOutput || resetAccumulation) denoiseValid = false;\n\n // The first draw after an update lazily prepares scene data and shaders.\n // Keep its wall time for reporting, but not for estimating tile throughput.\n startRecordFrameTime(!resetAccumulation);\n const frameSampleCount = sampleCount;\n let tile = tileRender.nextTile(elapsedTileTime);\n if (offlineSamplesPerBatch > 0 && tile.isFirstTile && tile.isLastTile) {\n tile.samplesPerFrame = offlineSamplesPerBatch;\n } else if (\n !batchSamples ||\n !(tile.isFirstTile && tile.isLastTile)\n ) {\n tile.samplesPerFrame = 1;\n }\n\n try {\n for (let i = 0;i < tile.samplesPerFrame && sampleCount < maxSamples;i++) {\n traceSample(sampleCount === 0 && tile.isFirstTile, {\n x: tile.x,\n y: tile.y,\n width: tile.tileWidth,\n height: tile.tileHeight\n });\n if (tile.isLastTile) sampleCount++;\n }\n if(sampleCount!==frameSampleCount){\n if(execution?.aovs?.length) rayTracePass.renderAovs(aov,camera,renderWidth,renderHeight,Math.max(sampleCount,aov.samples),execution.aovSamples ?? 16,execution.aovs,sampleSequenceOffset);\n }\n if (sampleCount !== frameSampleCount && (!deferPostProcess || sampleCount >= maxSamples)) {\n drawPostProcess(sampleCount >= maxSamples, true);\n }\n } catch (error) {\n console.error(error);\n renderFailed = true;\n return false;\n }\n\n if (sampleCount !== frameSampleCount) {\n sampleRenderedCallback(\n sampleCount,\n frameSampleCount === 0,\n elapsedFrameTime\n );\n\n }\n return !renderer.isAllProgramCompiled();\n }\n\n function applyRenderResolution() {\n rayTracePass.useTarget(targetKey);\n const scale = 1;\n const nextWidth = Math.max(1, Math.round(screenWidth * scale));\n const nextHeight = Math.max(1, Math.round(screenHeight * scale));\n rayTracePass.setSize(nextWidth, nextHeight, screenWidth / screenHeight);\n if (nextWidth === renderWidth && nextHeight === renderHeight) return;\n renderWidth = nextWidth;\n renderHeight = nextHeight;\n tileRender.setSize(renderWidth, renderHeight);\n rayTraceOutputPass.setSize(renderWidth, renderHeight);\n composePass.setSize(renderWidth, renderHeight);\n bloomPass?.setSize(renderWidth, renderHeight);\n sampleCount = 0;\n resolvedSamples = 0;\n isFirstFrame = true;\n\n }\n\n function setSize(width: number, height: number) {\n width = Math.max(1, width);\n height = Math.max(1, height);\n if (width === screenWidth && height === screenHeight) return;\n screenWidth = width;\n screenHeight = height;\n\n outputPass.setSize(screenWidth, screenHeight);\n applyRenderResolution();\n sampleCount = 0;\n isFirstFrame = true;\n }\n\n function onVisibilityChange() {\n if (document.hidden) pageLeaveTime = performance.now();\n else pageInvisibleTime = performance.now() - pageLeaveTime;\n }\n if (typeof document !== 'undefined') document.addEventListener('visibilitychange', onVisibilityChange);\n\n function activate() {\n rayTracePass.useTarget(targetKey);\n rayTracePass.setSize(renderWidth, renderHeight, screenWidth / screenHeight);\n if (execution) {\n rayTracePass.setQuality(execution);\n rayTracePass.setClamping(execution.clamping);\n rayTracePass.setTransmissiveOutputAlphaMin(execution.transmissiveOutputAlphaMin);\n rayTracePass.setBevelSamples(execution.bevelSamples);\n rayTracePass.setSamplingPattern(execution.samplingPattern, execution.maxSamples);\n }\n }\n\n return {\n invalidateDenoisedOutput() { pendingDenoiser = undefined; denoiseValid = false; preserveDenoisedOutput = false; },\n synchronizeBackground() { },\n configure(settings: TraceSettings) {\n if(settings.aovs?.length && (!Number.isInteger(settings.aovSamples ?? 16) || (settings.aovSamples ?? 16)<1)) throw new RangeError('aovSamples must be a positive integer');\n const previousMask = aovMask(execution?.aovs ?? []), nextMask = aovMask(settings.aovs ?? []);\n if (previousMask !== nextMask || execution?.aovSamples !== settings.aovSamples) aov.samples = 0;\n execution = { ...settings, aovs: [...(settings.aovs ?? [])] };\n // A reduced preview set can retire the previously displayed AOV before\n // Display applies its next channel after tracing.\n const displayedAov = displayAovKind(output);\n if (displayedAov && !settings.aovs?.includes(displayedAov)) output = 'final';\n if(previousMask && !nextMask){aov.dispose();aov.history.clear();aov.width=aov.height=0;aov.reset();}\n maxTimePerTile = Math.max(1, settings.timeBudgetMs);\n batchSamples = settings.batchSamples;\n tileRender.setDesiredMsPerTile(maxTimePerTile);\n tileRender.setMaxTiles(settings.maxTiles);\n },\n activate,\n canCompleteSampleWithin(timeBudgetMs: number) { return elapsedFrameTime <= timeBudgetMs; },\n getOutputTexture() { return undefined; },\n applyPostProcesses() {},\n get presentationComplete() { return !!presentationTexture; },\n get presentationDenoised() { return presentationDenoised; },\n present() {\n if (!presentationTexture) return;\n {\n\n outputPass.setSize(renderer.canvas.width, renderer.canvas.height);\n }\n outputPass.setUniform('denoisedPercent', 0);\n outputPass.createPass({ colorTex: presentationTexture, colorDenoisedTex: presentationTexture });\n },\n getMemory() {\n return {\n width: renderWidth, height: renderHeight,\n bytes: aov.bytes + rayTracePass.getTargetMemoryBytes(targetKey)\n + rayTraceOutputPass.getMemoryBytes() + (presentationTexture?.getMemoryBytes() ?? 0) + (denoisedTexture?.getMemoryBytes() ?? 0)\n };\n },\n isFirstFrame: () => isFirstFrame,\n restartSamples(_preserveTemporalHistory = false) {\n aov.reset();\n tileRender.reset();\n isFirstFrame = true;\n sampleCount = 0;\n denoiseValid = false;\n preserveDenoisedOutput = false;\n },\n /** Denoises the current image. WebGL only supports the built-in JNLM filter. */\n performDenoise(filter: DenoiserHandle): Promise<boolean> {\n if (filter.kind !== 'jnlm') {\n return Promise.reject(new Error('This denoiser requires WebGPU.'));\n }\n if (isFirstFrame || sampleCount < 1) return Promise.resolve(false);\n if (output !== 'final' && output !== 'shadow') return Promise.resolve(true);\n pendingDenoiser = filter.denoiser;\n drawPostProcess(true);\n return Promise.resolve(true);\n },\n cancelDenoise() {\n pendingDenoiser = undefined;\n },\n setPreserveDenoisedOutput(preserve: boolean) {\n preserveDenoisedOutput = preserve;\n },\n trace,\n drawPostProcess: () => drawPostProcess(true),\n setSize,\n setToneMappingParams(params: ToneMappingParams) {\n const nextExposure = params.exposure ?? 1;\n const nextToneMappingMode = {\n agx: 0,\n aces: 1,\n cineon: 2,\n reinhard: 3,\n linear: 4\n }[params.toneMapping ?? 'agx'] ?? 0;\n const nextContrast = params.contrast ?? 1;\n const nextSaturation = params.saturation ?? 1;\n const nextTemperature = params.temperature ?? 0;\n const nextTint = params.tint ?? 0;\n const nextVignette = params.vignette ?? 0;\n if (\n nextExposure === exposure &&\n nextToneMappingMode === toneMappingMode &&\n nextContrast === contrast &&\n nextSaturation === saturation &&\n nextTemperature === temperature &&\n nextTint === tint &&\n nextVignette === vignette\n ) return false;\n exposure = nextExposure;\n toneMappingMode = nextToneMappingMode;\n contrast = nextContrast;\n saturation = nextSaturation;\n temperature = nextTemperature;\n tint = nextTint;\n vignette = nextVignette;\n composePass.setUniforms({\n exposure,\n toneMappingMode,\n contrast,\n saturation,\n temperature,\n tint,\n vignette\n });\n return true;\n },\n setOfflineRenderOptions(options) {\n offlineSamplesPerBatch = Math.max(0, Math.round(options.samplesPerBatch));\n deferPostProcess = options.deferPostProcess;\n sampleSequenceOffset = Math.max(\n 0,\n Math.round(options.sampleSequenceOffset)\n );\n },\n setVarianceMoments(_enabled: boolean) { },\n setAdaptiveSamplingTargets(_targets) { },\n async prepareOfflineAdaptiveSampling(_options) {\n return undefined;\n },\n getTotalSamplesRendered: () => sampleCount,\n /** @internal */\n _displayParity() {\n return {\n record(trace?: string[]) { displayTrace = trace; },\n load(input: DisplayParityAccumulation) {\n setSize(input.width, input.height);\n denoiseValid = false; pendingDenoiser = undefined;\n const texture = (data: Float32Array) => {\n const t = new Texture2D({width: input.width, height: input.height,\n source: {data, width: input.width, height: input.height}, type: constants.FLOAT,\n minFilter: constants.NEAREST, magFilter: constants.NEAREST});\n return t;\n };\n const shadow = Float32Array.from({length: input.width * input.height * 4}, (_, i) =>\n i % 4 === 3 ? input.moments[Math.floor(i / 4) * 4 + 2] : input.shadow[Math.floor(i / 4) * 8 + i % 4]);\n const background = Float32Array.from(shadow, (_, i) => input.shadow[Math.floor(i / 4) * 8 + 4 + i % 4]);\n const inputs = {color: texture(input.color), albedo: texture(input.albedo), normal: texture(input.normal),\n moments: texture(Float32Array.from(input.moments, (v, i) => i % 4 === 2 ? input.samples : v)),\n shadowCatcher: texture(shadow), catcherBackground: texture(background), catcherMoments: texture(input.moments)};\n rayTracePass._loadDiagnosticAccumulation(inputs, input.catcher);\n sampleCount = resolvedSamples = input.samples;\n resolvedHasShadowCatcher = input.catcher; isFirstFrame = false;\n rayTraceOutputPass.setSize(renderWidth, renderHeight);\n rayTraceOutputPass.setSampleCount(sampleCount);\n rayTraceOutputPass.createPass(rayTracePass);\n }\n };\n },\n getDiagnostics: () => ({ ...rayTracePass.getDiagnostics(), shaderCompilation: renderer.getShaderCompilationDiagnostics() }),\n flushDiagnostics: async () => { },\n setShadowCatcherParams(color: ColorRGB, alpha: number) {\n const changed =\n color[0] !== shadowCatcherColor[0] ||\n color[1] !== shadowCatcherColor[1] ||\n color[2] !== shadowCatcherColor[2] ||\n alpha !== shadowCatcherAlpha;\n if (changed) {\n vec3.copy(shadowCatcherColor, color);\n shadowCatcherAlpha = alpha;\n composePass.setUniform('shadowCatcherColor', color);\n composePass.setUniform('shadowCatcherAlpha', alpha);\n }\n return changed;\n },\n setBloomParams({ intensity, threshold, radius }) {\n const changed =\n intensity !== bloomIntensity ||\n threshold !== bloomThreshold ||\n radius !== bloomRadius;\n bloomIntensity = intensity;\n bloomThreshold = threshold;\n bloomRadius = radius;\n return changed;\n },\n setOnSampleRendered(cb) {\n sampleRenderedCallback = cb;\n },\n\n setAovDisplayOptions(options: AovDisplayOptions) { aovDisplayOptions={...options,depthRange:[...options.depthRange]}; },\n setOutput(nextOutput: DisplayChannel) {\n if (output === nextOutput) return false;\n output = nextOutput;\n return true;\n },\n async readPresentation() {\n if (!presentationTexture) throw new Error('Render has no complete image.');\n rawReadFrameBuffer.bind(renderer, [presentationTexture]);\n const width = presentationTexture.width, height = presentationTexture.height;\n return { width, height, data: readRgbaPixels(renderer.gl, width, height, presentationTexture.isByteEncoded) };\n },\n aovReady(kind) { return !!execution?.aovs?.includes(kind) && aov.samples > 0; },\n getAovSamples() { return aov.samples; },\n restartAovs() { aov.reset(); },\n refineAovs(camera, samples = sampleCount) {\n if (samples < 1 || !execution?.aovs?.length) return true;\n rayTracePass.setCamera(camera); aovCamera = camera;\n return rayTracePass.renderAovs(aov,camera,renderWidth,renderHeight,samples,execution.aovSamples ?? 16,execution.aovs,sampleSequenceOffset);\n },\n async readAov(kind) {\n if(!execution?.aovs?.includes(kind) || !aovCamera || (sampleCount<1 && aov.samples<1)) throw new Error('AOV output is not ready');\n rayTracePass.setCamera(aovCamera);\n while (!rayTracePass.renderAovs(aov,aovCamera,renderWidth,renderHeight,Math.max(sampleCount,aov.samples),execution.aovSamples ?? 16,execution.aovs,sampleSequenceOffset)) {\n if (disposed || renderer.gl.isContextLost()) throw new Error('AOV compilation was interrupted');\n await new Promise<void>(resolve => scheduleFrame(() => resolve()));\n }\n return aov.read(kind);\n },\n async readOutput(kind) {\n if (kind === 'denoised' && (!denoisedTexture || !denoiseValid)) kind = 'hdr';\n const texture = kind === 'denoised' ? denoisedTexture! : rayTraceOutputPass.getOutput(kind === 'hdr' ? 'color' : kind);\n rawReadFrameBuffer.bind(renderer, [texture]);\n return { data: readRgbaPixels(renderer.gl, renderWidth, renderHeight, kind === 'albedo' || kind === 'normal'), width: renderWidth, height: renderHeight };\n },\n dispose() {\n if (disposed) return; disposed = true;\n if (typeof document !== 'undefined') document.removeEventListener('visibilitychange', onVisibilityChange);\n\n aov.dispose();\n rayTracePass.releaseTarget(targetKey);\n rayTraceOutputPass.dispose();\n presentationTexture?.dispose(renderer.gl);\n denoisedTexture?.dispose(renderer.gl);\n }\n } satisfies TargetPipeline & DisplayParityTarget;\n}\n\n/** Independent render targets, without preview or presentation policy. */\nexport function makeWebGLRenderTargets(renderer: WebGLDevice): RenderPipeline {\n const rayTracePass = new WebGLRayTracePass(renderer);\n const scratch = new ScratchPool();\n return makeRenderPipeline(rayTracePass, () => makeWebGLAccumulationTarget(renderer, rayTracePass, scratch), true, scratch);\n}\n"]}
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+
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type {DisplayParityAccumulation, DisplayParityTarget} from './displayParityDiagnostics.js';\nimport {displayAovKind, DEFAULT_AOV_DISPLAY, type AovDisplayOptions} from './aovDisplay.js';\nimport {WebGLAov} from './WebGLAov.js';\nimport {aovMask} from './aov.js';\nimport {scheduleFrame} from '../util/frame.js';\nimport type {DenoiserHandle} from './denoiser.js';\nimport { WebGLScratchCopy } from './WebGLScratchCopy.js';\nimport { ScratchPool } from './ScratchPool.js';\nimport { makeRenderPipeline, type TraceSettings, type RenderPipeline } from './renderPipeline.js';\nimport type { TargetPipeline } from './accumulationTarget.js';\nimport { readRgbaPixels } from './WebGLReadback.js';\n// Portions adapted from ray-tracing-renderer@0.10.15\n// (https://github.com/hoverinc/ray-tracing-renderer).\n// Copyright (c) 2019 HOVER, MIT license; see LICENSES/RayTracingRenderer-MIT.txt.\n\nimport Camera from '../scene/Camera.js';\nimport type { ColorRGB } from '../types.js';\nimport { vec3 } from '../math.js';\nimport halton from './halton.js';\nimport { makeTileRender } from './TileRender.js';\nimport type {\n DisplayChannel,\n ToneMappingParams\n} from './RenderingPipeline.js';\nimport { constants, WebGLDevice, Texture2D } from './webgl.js';\nimport { WebGLFullQuadPass } from './WebGLFullQuadPass.js';\nimport WebGLRayTracePass from './WebGLRayTracePass.js';\nimport { WebGLRayTraceOutputPass } from './WebGLRayTraceOutputPass.js';\nimport WebGLBloomPass from './WebGLBloomPass.js';\nimport {\n composeFragment,\n outputFragment\n} from './glsl/webglPipeline.frag.js';\nimport { type JNLMDenoiser } from './jnlm.js';\nimport { WebGLJNLMDenoisePass } from './WebGLJNLMDenoiser.js';\n\n\n/**\n * WebGL 2.0 counterpart of WGPURenderingPipeline.\n *\n * The frame is encoded as a fixed pass sequence. Each pass owns explicit\n * textures/FBOs, so no compositor graph or node lifecycle participates here.\n */\nfunction makeWebGLAccumulationTarget(renderer: WebGLDevice, rayTracePass: WebGLRayTracePass, scratch: ScratchPool) {\n let sampleRenderedCallback = (\n _sampleCount: number,\n _isFirstFrame: boolean,\n _frameTime: number\n ) => { };\n let batchSamples = false;\n let offlineSamplesPerBatch = 0;\n let deferPostProcess = false;\n let sampleSequenceOffset = 0;\n const aov=new WebGLAov(renderer);\n let aovCamera: Camera | undefined;\n let displayTrace: string[] | undefined;\n let sampleCount = 0;\n let elapsedFrameTime = 32;\n let elapsedTileTime: number | undefined;\n let tileTimingGeneration = 0;\n let isFirstFrame = true;\n let renderFailed = false;\n let disposed = false;\n let renderWidth = 1;\n let renderHeight = 1;\n let screenWidth = 1;\n let screenHeight = 1;\n\n const targetKey = {};\n let execution: TraceSettings | undefined;\n\n let resolvedSamples = 0;\n let resolvedHasShadowCatcher = false;\n let presentationTexture: Texture2D | undefined;\n let presentationDenoised = false;\n\n let maxTimePerTile = 21;\n\n let bloomIntensity = 0;\n let bloomThreshold = 1;\n let bloomRadius = 0.6;\n let exposure = 1;\n let toneMappingMode = 0;\n let contrast = 1;\n let saturation = 1;\n let temperature = 0;\n let tint = 0;\n let vignette = 0;\n let output: DisplayChannel = 'final';\n let aovDisplayOptions: AovDisplayOptions = DEFAULT_AOV_DISPLAY;\n let pageLeaveTime = performance.now();\n let pageInvisibleTime = 0;\n const shadowCatcherColor = vec3.create();\n let shadowCatcherAlpha = 1;\n\n // Preview frames have a different resolution, bounce limit, and timing\n // target. Keep their measurements out of the full-resolution estimator so\n // returning from preview does not split a 4K sample into hundreds of tiles.\n const tileRender = makeTileRender(renderer.gl);\n tileRender.setDesiredMsPerTile(maxTimePerTile);\n\n const rayTraceOutputPass = new WebGLRayTraceOutputPass(renderer);\n let bloomPass: WebGLBloomPass | undefined;\n\n const composePass = scratch.get('composePass', () => new WebGLFullQuadPass<\n 'colorTex' | 'foregroundTex' | 'catcherBackgroundTex' | 'shadowCatcherTex' | 'bloomTex',\n 'color'\n >('compose', renderer, {\n shader: composeFragment,\n outputs: ['color'],\n outputParams: { color: { type: constants.UNSIGNED_BYTE } }\n }));\n composePass.setUniforms({\n exposure,\n shadowCatcherColor,\n shadowCatcherAlpha,\n shadowCatcherEnabled: 0,\n bloomIntensity: 0,\n toneMappingMode,\n contrast,\n saturation,\n temperature,\n tint,\n vignette,\n outputMode: 0,\n sRGBOutput: 1\n });\n\n const outputPass = scratch.get('outputPass', () => new WebGLFullQuadPass<\n 'colorTex' | 'colorDenoisedTex',\n 'color'\n >('output', renderer, { shader: outputFragment, outputs: ['color'] }));\n outputPass.setRenderToScreen();\n const copy = scratch.get('image copy', () => new WebGLScratchCopy(renderer));\n const rawReadFrameBuffer = copy.readFrameBuffer;\n\n // Built-in JNLM denoising. WebGL runs it synchronously inside the\n // post-process, between composition and output.\n let jnlmPass: WebGLJNLMDenoisePass | undefined;\n let pendingDenoiser: JNLMDenoiser | undefined;\n let denoisedTexture: Texture2D | undefined;\n let denoiseValid = false;\n // Keep the last denoised image visible while while-converging batches\n // accumulate (see RenderingPipeline.setPreserveDenoisedOutput).\n let preserveDenoisedOutput = false;\n\n function updateSeed(useJitter: boolean) {\n const sequenceSample = sampleCount + sampleSequenceOffset;\n const jitterX = useJitter ? halton(sequenceSample, 2) - 0.5 : 0;\n const jitterY = useJitter ? halton(sequenceSample, 3) - 0.5 : 0;\n rayTracePass.setJitter(jitterX / renderWidth, jitterY / renderHeight);\n }\n\n function traceSample(\n clear: boolean,\n tile: { x: number; y: number; width: number; height: number }\n ) {\n rayTracePass.setSampleCount(sampleCount + sampleSequenceOffset);\n rayTracePass.setSampleSequenceOffset(sampleSequenceOffset);\n updateSeed(true);\n if (rayTracePass.hasDispersion()) {\n if (execution?.dispersionWavelengths === 1) {\n // A positive channel enables stochastic hero-wavelength sampling in\n // the shader. Preview traces one random RGB channel per pixel.\n rayTracePass.setSpectralChannel(1);\n rayTracePass.createPass(clear, tile);\n } else {\n if (rayTracePass.hasSharedSpectralPrefix()) {\n // The fragment retains the original normalization and moments.\n rayTracePass.setSpectralChannel(1);\n rayTracePass.createPass(clear, tile);\n } else {\n for (let channel = 1; channel <= 3; channel++) {\n rayTracePass.setSpectralChannel(channel);\n rayTracePass.createPass(clear && channel === 1, tile, channel > 1);\n }\n }\n }\n } else {\n rayTracePass.setSpectralChannel(0);\n rayTracePass.createPass(clear, tile);\n }\n }\n\n function drawPostProcess(_forceNeedsDenoise = false, resolve = false) {\n if (resolve) { resolvedSamples = sampleCount; resolvedHasShadowCatcher = rayTracePass.hasShadowCatcher(); }\n const aovKind = displayAovKind(output);\n if (aovKind && sampleCount === 0) {\n if (!execution?.aovs?.includes(aovKind)) throw new Error(`AOV ${aovKind} is not enabled`);\n if (!aov.samples) return;\n presentationTexture = copy.copy(aov.visualize(aovKind,aovDisplayOptions), renderWidth, renderHeight, presentationTexture);\n presentationDenoised = false;\n return;\n }\n if (resolvedSamples === 0) return;\n if (resolve) {\n rayTraceOutputPass.setSampleCount(sampleCount);\n rayTraceOutputPass.createPass(rayTracePass);\n }\n\n composePass.setSize(renderWidth, renderHeight);\n composePass.setUniforms({ exposure, toneMappingMode, contrast, saturation, temperature, tint, vignette, shadowCatcherColor, shadowCatcherAlpha });\n const colorTexture = rayTraceOutputPass.getOutput('color');\n const bloomEnabled = bloomIntensity > 0;\n const samplesSkipped = sampleCount < 10 || sampleCount % 10 > 0;\n const bloomState = scratch.get('bloom state', () => ({ owner: undefined as object | undefined, settings: '', dispose() { } }));\n const bloomSettings = `${bloomThreshold}/${bloomRadius}`;\n const needsUpdateBloom = bloomEnabled && sampleCount >= 10 && (!samplesSkipped || bloomState.owner !== targetKey || bloomState.settings !== bloomSettings);\n let currentBloomIntensity = bloomIntensity;\n if (needsUpdateBloom) {\n bloomPass ||= scratch.get('bloom', () => new WebGLBloomPass(renderer));\n bloomPass.setSize(renderWidth, renderHeight);\n bloomState.owner = targetKey; bloomState.settings = bloomSettings;\n bloomPass.setBrightThreshold(bloomThreshold);\n bloomPass.setRadius(bloomRadius);\n displayTrace?.push('Bloom:SceneLinear');\n bloomPass.createPass(colorTexture);\n } else if (bloomEnabled && sampleCount < 10) {\n currentBloomIntensity = 0;\n }\n\n composePass.setUniforms({\n bloomIntensity: currentBloomIntensity,\n shadowCatcherEnabled: +resolvedHasShadowCatcher,\n outputMode: output === 'shadow' ? 1 : 0\n });\n displayTrace?.push('Compose:DisplayEncoded');\n composePass.createPass({\n colorTex: colorTexture,\n foregroundTex: rayTraceOutputPass.getOutput('foreground'),\n catcherBackgroundTex: rayTraceOutputPass.getOutput('catcherBackground'),\n shadowCatcherTex: rayTraceOutputPass.getOutput('shadowCatcher'),\n bloomTex:\n bloomEnabled && bloomPass\n ? bloomPass.getOutput()\n : renderer.emptyTexture\n });\n\n if (pendingDenoiser) {\n jnlmPass ??= scratch.get('jnlm', () => new WebGLJNLMDenoisePass(renderer));\n const filtered = jnlmPass.render({\n width: renderWidth,\n height: renderHeight,\n moments: rayTracePass.getOutput('moments'),\n catcherMoments: rayTracePass.hasShadowCatcher()\n ? rayTracePass.getOutput('catcherMoments')\n : undefined,\n color: composePass.getOutput('color'),\n albedo: rayTraceOutputPass.getOutput('albedo'),\n normal: rayTraceOutputPass.getOutput('normal'),\n shadowCatcher: rayTraceOutputPass.getOutput('shadowCatcher'),\n strength: pendingDenoiser.strength,\n shape: pendingDenoiser.shape\n }, displayTrace);\n denoisedTexture = copy.copy(filtered, renderWidth, renderHeight, denoisedTexture); denoiseValid = true;\n pendingDenoiser = undefined;\n }\n\n let displayTexture =\n (output === 'final' && denoiseValid && denoisedTexture) || composePass.getOutput('color');\n if (aovKind) {\n if (!execution?.aovs?.includes(aovKind)) throw new Error(`AOV ${aovKind} is not enabled`);\n displayTexture = aov.visualize(aovKind,aovDisplayOptions);\n } else if (output === 'normal' || output === 'albedo') {\n displayTrace?.push('AOV:Raw');\n displayTexture = rayTraceOutputPass.getOutput(output);\n } else if (output === 'shadowCatcher') {\n displayTrace?.push('AOV:Raw');\n displayTexture = rayTraceOutputPass.getOutput('shadowCatcher');\n }\n presentationTexture = copy.copy(displayTexture, renderWidth, renderHeight, presentationTexture);\n presentationDenoised = output === 'final' && denoiseValid && !!denoisedTexture;\n\n }\n\n function startRecordFrameTime(collectTileTiming: boolean) {\n const start = performance.now();\n const generation = tileTimingGeneration;\n const timedTileRender = tileRender;\n scheduleFrame(() => {\n elapsedFrameTime = Math.max(\n performance.now() - start - pageInvisibleTime,\n pageInvisibleTime > 0 ? 16 : 8\n );\n pageInvisibleTime = 0;\n if (\n generation === tileTimingGeneration &&\n timedTileRender === tileRender && !isFirstFrame\n ) {\n elapsedTileTime = collectTileTiming && renderer.isAllProgramCompiled()\n ? elapsedFrameTime : undefined;\n }\n });\n }\n\n function trace(camera: Camera, maxSamples: number) {\n if (rayTracePass.isInvalid() || renderFailed) return false;\n // Waiting for a shader is not an input change; see the WebGPU pipeline.\n if (!renderer.isAllProgramCompiled()) return true;\n\n rayTracePass.setCamera(camera);\n aovCamera=camera;\n if (!rayTracePass.preparePrograms()) return true;\n const resetAccumulation = isFirstFrame;\n if(resetAccumulation) aov.reset();\n if (execution?.aovs?.length && !rayTracePass.prepareAovs(aov,camera,renderWidth,renderHeight,execution.aovs)) return true;\n if (resetAccumulation) {\n tileTimingGeneration++;\n elapsedTileTime = undefined;\n rayTracePass.setCamera(camera);\n tileRender.reset();\n sampleCount = 0;\n isFirstFrame = false;\n }\n if (sampleCount >= maxSamples) {\n drawPostProcess(true);\n return false;\n }\n // New samples make the denoised image stale.\n if (!preserveDenoisedOutput || resetAccumulation) denoiseValid = false;\n\n // The first draw after an update lazily prepares scene data and shaders.\n // Keep its wall time for reporting, but not for estimating tile throughput.\n startRecordFrameTime(!resetAccumulation);\n const frameSampleCount = sampleCount;\n let tile = tileRender.nextTile(elapsedTileTime);\n if (offlineSamplesPerBatch > 0 && tile.isFirstTile && tile.isLastTile) {\n tile.samplesPerFrame = offlineSamplesPerBatch;\n } else if (\n !batchSamples ||\n !(tile.isFirstTile && tile.isLastTile)\n ) {\n tile.samplesPerFrame = 1;\n }\n\n try {\n for (let i = 0;i < tile.samplesPerFrame && sampleCount < maxSamples;i++) {\n traceSample(sampleCount === 0 && tile.isFirstTile, {\n x: tile.x,\n y: tile.y,\n width: tile.tileWidth,\n height: tile.tileHeight\n });\n if (tile.isLastTile) sampleCount++;\n }\n if(sampleCount!==frameSampleCount){\n if(execution?.aovs?.length) rayTracePass.renderAovs(aov,camera,renderWidth,renderHeight,Math.max(sampleCount,aov.samples),execution.aovSamples ?? 16,execution.aovs,sampleSequenceOffset);\n }\n if (sampleCount !== frameSampleCount && (!deferPostProcess || sampleCount >= maxSamples)) {\n drawPostProcess(sampleCount >= maxSamples, true);\n }\n } catch (error) {\n console.error(error);\n renderFailed = true;\n return false;\n }\n\n if (sampleCount !== frameSampleCount) {\n sampleRenderedCallback(\n sampleCount,\n frameSampleCount === 0,\n elapsedFrameTime\n );\n\n }\n return !renderer.isAllProgramCompiled();\n }\n\n function applyRenderResolution() {\n rayTracePass.useTarget(targetKey);\n const scale = 1;\n const nextWidth = Math.max(1, Math.round(screenWidth * scale));\n const nextHeight = Math.max(1, Math.round(screenHeight * scale));\n rayTracePass.setSize(nextWidth, nextHeight, screenWidth / screenHeight);\n if (nextWidth === renderWidth && nextHeight === renderHeight) return;\n renderWidth = nextWidth;\n renderHeight = nextHeight;\n tileRender.setSize(renderWidth, renderHeight);\n rayTraceOutputPass.setSize(renderWidth, renderHeight);\n composePass.setSize(renderWidth, renderHeight);\n bloomPass?.setSize(renderWidth, renderHeight);\n sampleCount = 0;\n resolvedSamples = 0;\n isFirstFrame = true;\n\n }\n\n function setSize(width: number, height: number) {\n width = Math.max(1, width);\n height = Math.max(1, height);\n if (width === screenWidth && height === screenHeight) return;\n screenWidth = width;\n screenHeight = height;\n\n outputPass.setSize(screenWidth, screenHeight);\n applyRenderResolution();\n sampleCount = 0;\n isFirstFrame = true;\n }\n\n function onVisibilityChange() {\n if (document.hidden) pageLeaveTime = performance.now();\n else pageInvisibleTime = performance.now() - pageLeaveTime;\n }\n if (typeof document !== 'undefined') document.addEventListener('visibilitychange', onVisibilityChange);\n\n function activate() {\n rayTracePass.useTarget(targetKey);\n rayTracePass.setSize(renderWidth, renderHeight, screenWidth / screenHeight);\n if (execution) {\n rayTracePass.setQuality(execution);\n rayTracePass.setClamping(execution.clamping);\n rayTracePass.setTransmissiveOutputAlphaMin(execution.transmissiveOutputAlphaMin);\n rayTracePass.setBevelSamples(execution.bevelSamples);\n rayTracePass.setSamplingPattern(execution.samplingPattern, execution.maxSamples);\n }\n }\n\n return {\n invalidateDenoisedOutput() { pendingDenoiser = undefined; denoiseValid = false; preserveDenoisedOutput = false; },\n synchronizeBackground() { },\n configure(settings: TraceSettings) {\n if(settings.aovs?.length && (!Number.isInteger(settings.aovSamples ?? 16) || (settings.aovSamples ?? 16)<1)) throw new RangeError('aovSamples must be a positive integer');\n const previousMask = aovMask(execution?.aovs ?? []), nextMask = aovMask(settings.aovs ?? []);\n if (previousMask !== nextMask || execution?.aovSamples !== settings.aovSamples) aov.samples = 0;\n execution = { ...settings, aovs: [...(settings.aovs ?? [])] };\n // A reduced preview set can retire the previously displayed AOV before\n // Display applies its next channel after tracing.\n const displayedAov = displayAovKind(output);\n if (displayedAov && !settings.aovs?.includes(displayedAov)) output = 'final';\n if(previousMask && !nextMask){aov.dispose();aov.history.clear();aov.width=aov.height=0;aov.reset();}\n maxTimePerTile = Math.max(1, settings.timeBudgetMs);\n batchSamples = settings.batchSamples;\n tileRender.setDesiredMsPerTile(maxTimePerTile);\n tileRender.setMaxTiles(settings.maxTiles);\n },\n activate,\n canCompleteSampleWithin(timeBudgetMs: number) { return elapsedFrameTime <= timeBudgetMs; },\n getOutputTexture() { return undefined; },\n applyPostProcesses() {},\n get presentationComplete() { return !!presentationTexture; },\n get presentationDenoised() { return presentationDenoised; },\n present() {\n if (!presentationTexture) return;\n {\n\n outputPass.setSize(renderer.canvas.width, renderer.canvas.height);\n }\n outputPass.setUniform('denoisedPercent', 0);\n outputPass.createPass({ colorTex: presentationTexture, colorDenoisedTex: presentationTexture });\n },\n getMemory() {\n return {\n width: renderWidth, height: renderHeight,\n bytes: aov.bytes + rayTracePass.getTargetMemoryBytes(targetKey)\n + rayTraceOutputPass.getMemoryBytes() + (presentationTexture?.getMemoryBytes() ?? 0) + (denoisedTexture?.getMemoryBytes() ?? 0)\n };\n },\n isFirstFrame: () => isFirstFrame,\n restartSamples(_preserveTemporalHistory = false) {\n aov.reset();\n tileRender.reset();\n isFirstFrame = true;\n sampleCount = 0;\n denoiseValid = false;\n preserveDenoisedOutput = false;\n },\n /** Denoises the current image. WebGL only supports the built-in JNLM filter. */\n performDenoise(filter: DenoiserHandle): Promise<boolean> {\n if (filter.kind !== 'jnlm') {\n return Promise.reject(new Error('This denoiser requires WebGPU.'));\n }\n if (isFirstFrame || sampleCount < 1) return Promise.resolve(false);\n if (output !== 'final' && output !== 'shadow') return Promise.resolve(true);\n pendingDenoiser = filter.denoiser;\n drawPostProcess(true);\n return Promise.resolve(true);\n },\n cancelDenoise() {\n pendingDenoiser = undefined;\n },\n setPreserveDenoisedOutput(preserve: boolean) {\n preserveDenoisedOutput = preserve;\n },\n trace,\n drawPostProcess: () => drawPostProcess(true),\n setSize,\n setToneMappingParams(params: ToneMappingParams) {\n const nextExposure = params.exposure ?? 1;\n const nextToneMappingMode = {\n agx: 0,\n aces: 1,\n cineon: 2,\n reinhard: 3,\n linear: 4\n }[params.toneMapping ?? 'agx'] ?? 0;\n const nextContrast = params.contrast ?? 1;\n const nextSaturation = params.saturation ?? 1;\n const nextTemperature = params.temperature ?? 0;\n const nextTint = params.tint ?? 0;\n const nextVignette = params.vignette ?? 0;\n if (\n nextExposure === exposure &&\n nextToneMappingMode === toneMappingMode &&\n nextContrast === contrast &&\n nextSaturation === saturation &&\n nextTemperature === temperature &&\n nextTint === tint &&\n nextVignette === vignette\n ) return false;\n exposure = nextExposure;\n toneMappingMode = nextToneMappingMode;\n contrast = nextContrast;\n saturation = nextSaturation;\n temperature = nextTemperature;\n tint = nextTint;\n vignette = nextVignette;\n composePass.setUniforms({\n exposure,\n toneMappingMode,\n contrast,\n saturation,\n temperature,\n tint,\n vignette\n });\n return true;\n },\n setOfflineRenderOptions(options) {\n offlineSamplesPerBatch = Math.max(0, Math.round(options.samplesPerBatch));\n deferPostProcess = options.deferPostProcess;\n sampleSequenceOffset = Math.max(\n 0,\n Math.round(options.sampleSequenceOffset)\n );\n },\n setVarianceMoments(_enabled: boolean) { },\n setAdaptiveSamplingTargets(_targets) { },\n async prepareOfflineAdaptiveSampling(_options) {\n return undefined;\n },\n getTotalSamplesRendered: () => sampleCount,\n /** @internal */\n _displayParity() {\n return {\n record(trace?: string[]) { displayTrace = trace; },\n load(input: DisplayParityAccumulation) {\n setSize(input.width, input.height);\n denoiseValid = false; pendingDenoiser = undefined;\n const texture = (data: Float32Array) => {\n const t = new Texture2D({width: input.width, height: input.height,\n source: {data, width: input.width, height: input.height}, type: constants.FLOAT,\n minFilter: constants.NEAREST, magFilter: constants.NEAREST});\n return t;\n };\n const shadow = Float32Array.from({length: input.width * input.height * 4}, (_, i) =>\n i % 4 === 3 ? input.moments[Math.floor(i / 4) * 4 + 2] : input.shadow[Math.floor(i / 4) * 8 + i % 4]);\n const background = Float32Array.from(shadow, (_, i) => input.shadow[Math.floor(i / 4) * 8 + 4 + i % 4]);\n const inputs = {color: texture(input.color), albedo: texture(input.albedo), normal: texture(input.normal),\n moments: texture(Float32Array.from(input.moments, (v, i) => i % 4 === 2 ? input.samples : v)),\n shadowCatcher: texture(shadow), catcherBackground: texture(background), catcherMoments: texture(input.moments)};\n rayTracePass._loadDiagnosticAccumulation(inputs, input.catcher);\n sampleCount = resolvedSamples = input.samples;\n resolvedHasShadowCatcher = input.catcher; isFirstFrame = false;\n rayTraceOutputPass.setSize(renderWidth, renderHeight);\n rayTraceOutputPass.setSampleCount(sampleCount);\n rayTraceOutputPass.createPass(rayTracePass);\n }\n };\n },\n getDiagnostics: () => ({ ...rayTracePass.getDiagnostics(), shaderCompilation: renderer.getShaderCompilationDiagnostics() }),\n flushDiagnostics: async () => { },\n setShadowCatcherParams(color: ColorRGB, alpha: number) {\n const changed =\n color[0] !== shadowCatcherColor[0] ||\n color[1] !== shadowCatcherColor[1] ||\n color[2] !== shadowCatcherColor[2] ||\n alpha !== shadowCatcherAlpha;\n if (changed) {\n vec3.copy(shadowCatcherColor, color);\n shadowCatcherAlpha = alpha;\n composePass.setUniform('shadowCatcherColor', color);\n composePass.setUniform('shadowCatcherAlpha', alpha);\n }\n return changed;\n },\n setBloomParams({ intensity, threshold, radius }) {\n const changed =\n intensity !== bloomIntensity ||\n threshold !== bloomThreshold ||\n radius !== bloomRadius;\n bloomIntensity = intensity;\n bloomThreshold = threshold;\n bloomRadius = radius;\n return changed;\n },\n setOnSampleRendered(cb) {\n sampleRenderedCallback = cb;\n },\n\n setAovDisplayOptions(options: AovDisplayOptions) { aovDisplayOptions={...options,depthRange:[...options.depthRange]}; },\n setOutput(nextOutput: DisplayChannel) {\n if (output === nextOutput) return false;\n output = nextOutput;\n return true;\n },\n async readPresentation() {\n if (!presentationTexture) throw new Error('Render has no complete image.');\n rawReadFrameBuffer.bind(renderer, [presentationTexture]);\n const width = presentationTexture.width, height = presentationTexture.height;\n return { width, height, data: readRgbaPixels(renderer.gl, width, height, presentationTexture.isByteEncoded) };\n },\n aovReady(kind) { return !!execution?.aovs?.includes(kind) && aov.samples > 0; },\n getAovSamples() { return aov.samples; },\n restartAovs() { aov.reset(); },\n refineAovs(camera, samples = sampleCount) {\n if (samples < 1 || !execution?.aovs?.length) return true;\n rayTracePass.setCamera(camera); aovCamera = camera;\n return rayTracePass.renderAovs(aov,camera,renderWidth,renderHeight,samples,execution.aovSamples ?? 16,execution.aovs,sampleSequenceOffset);\n },\n async readAov(kind) {\n if(!execution?.aovs?.includes(kind) || !aovCamera || (sampleCount<1 && aov.samples<1)) throw new Error('AOV output is not ready');\n rayTracePass.setCamera(aovCamera);\n while (!rayTracePass.renderAovs(aov,aovCamera,renderWidth,renderHeight,Math.max(sampleCount,aov.samples),execution.aovSamples ?? 16,execution.aovs,sampleSequenceOffset)) {\n if (disposed || renderer.gl.isContextLost()) throw new Error('AOV compilation was interrupted');\n await new Promise<void>(resolve => scheduleFrame(() => resolve()));\n }\n return aov.read(kind);\n },\n async readOutput(kind) {\n if (kind === 'denoised' && (!denoisedTexture || !denoiseValid)) kind = 'hdr';\n const texture = kind === 'denoised' ? denoisedTexture! : rayTraceOutputPass.getOutput(kind === 'hdr' ? 'color' : kind);\n rawReadFrameBuffer.bind(renderer, [texture]);\n return { data: readRgbaPixels(renderer.gl, renderWidth, renderHeight, kind === 'albedo' || kind === 'normal'), width: renderWidth, height: renderHeight };\n },\n dispose() {\n if (disposed) return; disposed = true;\n if (typeof document !== 'undefined') document.removeEventListener('visibilitychange', onVisibilityChange);\n\n aov.dispose();\n rayTracePass.releaseTarget(targetKey);\n rayTraceOutputPass.dispose();\n presentationTexture?.dispose(renderer.gl);\n denoisedTexture?.dispose(renderer.gl);\n }\n } satisfies TargetPipeline & DisplayParityTarget;\n}\n\n/** Independent render targets, without preview or presentation policy. */\nexport function makeWebGLRenderTargets(renderer: WebGLDevice): RenderPipeline {\n const rayTracePass = new WebGLRayTracePass(renderer);\n const scratch = new ScratchPool();\n return makeRenderPipeline(rayTracePass, () => makeWebGLAccumulationTarget(renderer, rayTracePass, scratch), true, scratch);\n}\n"]}
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@@ -41,23 +41,23 @@ uniform float uTurbidity;
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uniform vec3 uAlbedo;
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float bk(float r, float mu, float radius) { return (radius - r) * (radius + r) + r * r * mu * mu; }
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bool nW(float r, float mu) { return mu < 0.0 && bk(r, mu, R_GROUND) >= 0.0; }
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float lM(float r, float mu) { return max(-r * mu - sqrt(max(bk(r, mu, R_GROUND), 0.0)), 0.0); }
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float jx(float r, float mu) { return max(-r * mu + sqrt(max(bk(r, mu, R_TOP), 0.0)), 0.0); }
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vec3 pj(float r) {
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return vec3(exp(-h / 8.0), exp(-h / 1.2) * uTurbidity, max(0.0, 1.0 - abs(h - 25.0) / 15.0));
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vec3 extinction(vec3 d) { return RAYLEIGH * d.x + MIE_EXTINCTION * d.y + OZONE * d.z; }
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vec3 fd(sampler2D table, vec2 p) {
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ivec2 i = min(ivec2(floor(q)), max(size - 2, ivec2(0)));
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@@ -75,12 +75,12 @@ uniform bool uFull;
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uniform vec3 uSkyIrradiance;
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vec3 fK(float r, float mu) {
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return fd(uTransmittance, vec2((clamp(mu, -1.0, 1.0) + 1.0) * 0.5 * float(T_SIZE.x - 1),
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hT(r - R_GROUND) * float(T_SIZE.y - 1)));
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float nK(float nu) {
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float g2 = MIE_G * MIE_G;
|
|
85
85
|
return 3.0 / (8.0 * PI) * ((1.0 - g2) * (1.0 + nu * nu)) / ((2.0 + g2) * pow(1.0 + g2 - 2.0 * MIE_G * nu, 1.5));
|
|
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86
|
}
|
|
@@ -90,14 +90,14 @@ return 3.0 / (8.0 * PI) * ((1.0 - g2) * (1.0 + nu * nu)) / ((2.0 + g2) * pow(1.0
|
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|
90
90
|
|
|
91
91
|
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|
92
92
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-
void
|
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93
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+
void xu(vec3 origin, vec3 dir, int steps, out vec3 radiance, out vec3 throughput) {
|
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94
94
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float r = length(origin);
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95
95
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float mu = dot(origin, dir) / r;
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bool ground =
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|
97
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float len = ground ?
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96
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+
bool ground = nW(r, mu);
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float len = ground ? lM(r, mu) : jx(r, mu);
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|
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98
|
float nu = dot(dir, uSun);
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|
99
|
-
float
|
|
100
|
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float
|
|
99
|
+
float jF = uFull ? 3.0 / (16.0 * PI) * (1.0 + nu * nu) : 1.0 / (4.0 * PI);
|
|
100
|
+
float tH = uFull ? nK(nu) : 1.0 / (4.0 * PI);
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101
|
radiance = vec3(0.0);
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102
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throughput = vec3(0.0);
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103
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vec3 view = vec3(1.0);
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@@ -110,29 +110,29 @@ float dt = next - previous;
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110
110
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vec3 p = origin + dir * (0.5 * (previous + next));
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previous = next;
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|
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112
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float pr = length(p);
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-
vec3 d =
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|
+
vec3 d = pj(pr);
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114
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vec3 e = extinction(d);
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vec3
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|
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|
-
vec3
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|
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float
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+
vec3 wZ = fK(pr, dot(p, uSun) / pr);
|
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116
|
+
vec3 om = RAYLEIGH * d.x;
|
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117
|
+
float ol = MIE_SCATTERING * d.y;
|
|
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118
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vec3 ms = vec3(0.0);
|
|
119
119
|
if (uFull) {
|
|
120
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float x =
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121
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-
ms =
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|
120
|
+
float x = hT(pr - R_GROUND) * float(MS_ALTITUDES - 1);
|
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+
ms = fd(uMultiple, vec2(x, 0.0));
|
|
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|
}
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|
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-
vec3 source =
|
|
123
|
+
vec3 source = wZ * (om * jF + ol * tH) + (om + ol) * ms;
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124
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vec3 segment = exp(-e * dt);
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|
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126
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vec3 weight = (1.0 - segment) / max(e, vec3(1e-9));
|
|
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|
radiance += view * source * weight;
|
|
128
|
-
throughput += view * (
|
|
128
|
+
throughput += view * (om + ol) * weight;
|
|
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129
|
view *= segment;
|
|
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|
}
|
|
131
131
|
if (ground) {
|
|
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|
vec3 p = origin + dir * len;
|
|
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133
|
float pr = length(p);
|
|
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|
-
float
|
|
135
|
-
vec3 irradiance =
|
|
134
|
+
float vd = dot(p, uSun) / pr;
|
|
135
|
+
vec3 irradiance = fK(pr, vd) * max(vd, 0.0) + uSkyIrradiance;
|
|
136
136
|
radiance += view * uAlbedo / PI * irradiance;
|
|
137
137
|
}
|
|
138
138
|
}
|
|
@@ -141,43 +141,43 @@ const TRANSMITTANCE = COMMON + /* glsl */ `
|
|
|
141
141
|
void main() {
|
|
142
142
|
ivec2 p = ivec2(gl_FragCoord.xy);
|
|
143
143
|
float mu = float(p.x) / float(T_SIZE.x - 1) * 2.0 - 1.0;
|
|
144
|
-
float r = R_GROUND +
|
|
145
|
-
if (
|
|
146
|
-
float len =
|
|
144
|
+
float r = R_GROUND + nE(float(p.y) / float(T_SIZE.y - 1));
|
|
145
|
+
if (nW(r, mu)) { color = vec4(0.0, 0.0, 0.0, 1.0); return; }
|
|
146
|
+
float len = jx(r, mu);
|
|
147
147
|
vec3 depth = vec3(0.0);
|
|
148
148
|
const int STEPS = 48;
|
|
149
149
|
for (int i = 0; i < STEPS; i++) {
|
|
150
150
|
float t = (float(i) + 0.5) / float(STEPS) * len;
|
|
151
|
-
depth += extinction(
|
|
151
|
+
depth += extinction(pj(sqrt(t * t + 2.0 * r * mu * t + r * r))) * (len / float(STEPS));
|
|
152
152
|
}
|
|
153
153
|
color = vec4(exp(-depth), 1.0);
|
|
154
154
|
}
|
|
155
155
|
`;
|
|
156
156
|
const MULTIPLE = COMMON + ATMOSPHERE + /* glsl */ `
|
|
157
157
|
void main() {
|
|
158
|
-
float r = R_GROUND +
|
|
158
|
+
float r = R_GROUND + nE(floor(gl_FragCoord.x) / float(MS_ALTITUDES - 1));
|
|
159
159
|
const int DIRECTIONS = 64;
|
|
160
|
-
vec3 second = vec3(0.0),
|
|
160
|
+
vec3 second = vec3(0.0), rQ = vec3(0.0);
|
|
161
161
|
for (int i = 0; i < DIRECTIONS; i++) {
|
|
162
162
|
|
|
163
163
|
float mu = 1.0 - 2.0 * (float(i) + 0.5) / float(DIRECTIONS);
|
|
164
164
|
float phi = float(i) * PI * (3.0 - sqrt(5.0));
|
|
165
165
|
float s = sqrt(1.0 - mu * mu);
|
|
166
166
|
vec3 radiance, throughput;
|
|
167
|
-
|
|
167
|
+
xu(vec3(0.0, r, 0.0), vec3(s * cos(phi), mu, s * sin(phi)), 20, radiance, throughput);
|
|
168
168
|
second += radiance / float(DIRECTIONS);
|
|
169
|
-
|
|
169
|
+
rQ += throughput / float(DIRECTIONS);
|
|
170
170
|
}
|
|
171
|
-
color = vec4(second / (1.0 -
|
|
171
|
+
color = vec4(second / (1.0 - rQ), 1.0);
|
|
172
172
|
}
|
|
173
173
|
`;
|
|
174
174
|
// Elevation rows are spaced by the square root so the horizon gets most of them.
|
|
175
175
|
const ELEVATION_MAPPING = /* glsl */ `
|
|
176
|
-
float
|
|
176
|
+
float rl(float row) {
|
|
177
177
|
float x = row / float(SV_SIZE.y - 1) * 2.0 - 1.0;
|
|
178
178
|
return sign(x) * x * x * (PI / 2.0);
|
|
179
179
|
}
|
|
180
|
-
float
|
|
180
|
+
float ir(float e) {
|
|
181
181
|
float x = sign(e) * sqrt(abs(e) / (PI / 2.0));
|
|
182
182
|
return clamp((x + 1.0) * 0.5, 0.0, 1.0) * float(SV_SIZE.y - 1);
|
|
183
183
|
}
|
|
@@ -185,10 +185,10 @@ return clamp((x + 1.0) * 0.5, 0.0, 1.0) * float(SV_SIZE.y - 1);
|
|
|
185
185
|
const SKY_VIEW = COMMON + ATMOSPHERE + ELEVATION_MAPPING + /* glsl */ `
|
|
186
186
|
void main() {
|
|
187
187
|
ivec2 p = ivec2(gl_FragCoord.xy);
|
|
188
|
-
float e =
|
|
188
|
+
float e = rl(float(p.y));
|
|
189
189
|
float phi = float(p.x) / float(SV_SIZE.x - 1) * PI;
|
|
190
190
|
vec3 radiance, throughput;
|
|
191
|
-
|
|
191
|
+
xu(vec3(0.0, R_GROUND + CAMERA_ALTITUDE, 0.0), vec3(cos(e) * cos(phi), sin(e), cos(e) * sin(phi)), 40, radiance, throughput);
|
|
192
192
|
color = vec4(radiance, 1.0);
|
|
193
193
|
}
|
|
194
194
|
`;
|
|
@@ -205,19 +205,19 @@ float e = (float(i) + 0.5) / float(ROWS) * (PI / 2.0);
|
|
|
205
205
|
float weight = 2.0 * sin(e) * cos(e) * (PI / 2.0 / float(ROWS)) * (PI / float(COLUMNS));
|
|
206
206
|
for (int j = 0; j < COLUMNS; j++) {
|
|
207
207
|
float phi = (float(j) + 0.5) / float(COLUMNS) * PI;
|
|
208
|
-
sky +=
|
|
208
|
+
sky += fd(uSkyView, vec2(phi / PI * float(SV_SIZE.x - 1), ir(e))) * weight;
|
|
209
209
|
}
|
|
210
210
|
}
|
|
211
211
|
if (int(gl_FragCoord.x) == 0) { color = vec4(sky, 1.0); return; }
|
|
212
212
|
float r = R_GROUND + CAMERA_ALTITUDE;
|
|
213
|
-
vec3
|
|
214
|
-
vec3
|
|
215
|
-
float horizontal = dot(sky,
|
|
213
|
+
vec3 wZ = fd(uTransmittance, vec2((uSun.y + 1.0) * 0.5 * float(T_SIZE.x - 1), hT(CAMERA_ALTITUDE) * float(T_SIZE.y - 1)));
|
|
214
|
+
vec3 lQ = vec3(0.2126, 0.7152, 0.0722);
|
|
215
|
+
float horizontal = dot(sky, lQ) + dot(wZ, lQ) * max(uSun.y, 0.0);
|
|
216
216
|
|
|
217
217
|
|
|
218
218
|
const float REFERENCE = ${REFERENCE_ILLUMINANCE};
|
|
219
219
|
float scale = ${ILLUMINANCE} / sqrt(max(horizontal, REFERENCE * 1e-3) * REFERENCE);
|
|
220
|
-
color = vec4(
|
|
220
|
+
color = vec4(wZ, scale);
|
|
221
221
|
}
|
|
222
222
|
`;
|
|
223
223
|
const MAP = COMMON + ELEVATION_MAPPING + /* glsl */ `
|
|
@@ -229,35 +229,35 @@ uniform vec3 uSunWorld;
|
|
|
229
229
|
uniform float uSunRadius;
|
|
230
230
|
|
|
231
231
|
|
|
232
|
-
vec3
|
|
233
|
-
float theta =
|
|
234
|
-
float phi =
|
|
232
|
+
vec3 hs(vec2 texel) {
|
|
233
|
+
float theta = texel.y / uSize.y * PI;
|
|
234
|
+
float phi = texel.x / uSize.x * 2.0 * PI;
|
|
235
235
|
return vec3(-sin(theta) * cos(phi), cos(theta), -sin(theta) * sin(phi));
|
|
236
236
|
}
|
|
237
237
|
|
|
238
238
|
void main() {
|
|
239
|
-
vec3 dir =
|
|
240
|
-
float
|
|
241
|
-
|
|
239
|
+
vec3 dir = hs(gl_FragCoord.xy);
|
|
240
|
+
float ea = abs(atan(dir.z, dir.x) - uAzimuth);
|
|
241
|
+
ea = min(mod(ea, 2.0 * PI), 2.0 * PI - mod(ea, 2.0 * PI));
|
|
242
242
|
float e = asin(clamp(dir.y, -1.0, 1.0));
|
|
243
|
-
vec3 radiance =
|
|
243
|
+
vec3 radiance = fd(uSkyView, vec2(ea / PI * float(SV_SIZE.x - 1), ir(e)));
|
|
244
244
|
vec4 sun = texelFetch(uIrradiance, ivec2(1, 0), 0);
|
|
245
245
|
|
|
246
246
|
|
|
247
|
-
float
|
|
248
|
-
if (acos(clamp(dot(dir, uSunWorld), -1.0, 1.0)) < uSunRadius + 3.0 *
|
|
247
|
+
float tc = PI / uSize.y;
|
|
248
|
+
if (acos(clamp(dot(dir, uSunWorld), -1.0, 1.0)) < uSunRadius + 3.0 * tc / max(sqrt(1.0 - dir.y * dir.y), 0.05)) {
|
|
249
249
|
const int N = 6;
|
|
250
250
|
const float LIMB = 0.6;
|
|
251
251
|
float coverage = 0.0;
|
|
252
252
|
for (int y = 0; y < N; y++) for (int x = 0; x < N; x++) {
|
|
253
|
-
vec3 d =
|
|
253
|
+
vec3 d = hs(gl_FragCoord.xy - 0.5 + (vec2(x, y) + 0.5) / float(N));
|
|
254
254
|
|
|
255
255
|
float angle = 2.0 * asin(min(length(d - uSunWorld) * 0.5, 1.0));
|
|
256
256
|
float t = angle / uSunRadius;
|
|
257
257
|
if (t < 1.0) coverage += 1.0 - LIMB * (1.0 - sqrt(1.0 - t * t));
|
|
258
258
|
}
|
|
259
|
-
float
|
|
260
|
-
radiance += coverage / float(N * N) / (
|
|
259
|
+
float ta = 2.0 * PI * (1.0 - cos(uSunRadius));
|
|
260
|
+
radiance += coverage / float(N * N) / (ta * (1.0 - LIMB / 3.0)) * sun.rgb;
|
|
261
261
|
}
|
|
262
262
|
color = vec4(radiance * sun.a, 1.0);
|
|
263
263
|
}
|
package/lib/renderer/aov.d.ts
CHANGED
|
@@ -1,7 +1,17 @@
|
|
|
1
1
|
/** Optional primary-surface outputs, separate from beauty and OIDN guides. */
|
|
2
|
-
export type AovKind = 'depth' | 'position' | 'roughness' | 'diffuseAlbedo' | 'specularAlbedo' | 'id' | 'motion';
|
|
2
|
+
export type AovKind = 'depth' | 'position' | 'roughness' | 'diffuseAlbedo' | 'specularAlbedo' | 'id' | 'motion' | 'diffuseColor' | 'specularColor';
|
|
3
3
|
export declare const AOV_KINDS: readonly AovKind[];
|
|
4
4
|
export declare const AOV_BACKGROUND_ID = 4294967295;
|
|
5
|
+
/** Display-resolution AOVs only guide texture detail; 4 jittered samples match 16 within measurement noise. */
|
|
6
|
+
export declare const DISPLAY_AOV_SAMPLE_CAP = 4;
|
|
7
|
+
/** Mask bits of directional reflectance quadrature (diffuseAlbedo, specularAlbedo). */
|
|
8
|
+
export declare const AOV_REFLECTANCE_MASK = 24;
|
|
9
|
+
/** Mask bits of resolved texture colors (diffuseColor, specularColor). */
|
|
10
|
+
export declare const AOV_COLOR_MASK = 384;
|
|
11
|
+
/** Mask bits of kinds accumulated over jittered samples. */
|
|
12
|
+
export declare const AOV_ACCUMULATED_MASK: number;
|
|
13
|
+
/** Kinds that fit the compact display-resolution storage. */
|
|
14
|
+
export declare const COMPACT_AOV_KINDS: readonly AovKind[];
|
|
5
15
|
export declare const AOV_LAYOUT: {
|
|
6
16
|
readonly accumulatedBytes: 64;
|
|
7
17
|
readonly centerBytes: 32;
|
|
@@ -12,6 +22,8 @@ export declare const AOV_LAYOUT: {
|
|
|
12
22
|
readonly id: 0;
|
|
13
23
|
readonly motion: 4;
|
|
14
24
|
};
|
|
25
|
+
/** Kind index read by resolve and display shaders; colors resolve like the albedo sharing their lane. */
|
|
26
|
+
export declare function aovLaneKind(kind: AovKind): number;
|
|
15
27
|
export declare function allocateAovId(): number;
|
|
16
28
|
export declare function validateAovId(value: number): number;
|
|
17
29
|
export declare function aovMask(kinds: readonly AovKind[]): number;
|
package/lib/renderer/aov.js
CHANGED
|
@@ -1,10 +1,25 @@
|
|
|
1
|
-
export const AOV_KINDS = ['depth', 'position', 'roughness', 'diffuseAlbedo', 'specularAlbedo', 'id', 'motion'];
|
|
1
|
+
export const AOV_KINDS = ['depth', 'position', 'roughness', 'diffuseAlbedo', 'specularAlbedo', 'id', 'motion', 'diffuseColor', 'specularColor'];
|
|
2
2
|
export const AOV_BACKGROUND_ID = 0xffffffff;
|
|
3
|
+
/** Display-resolution AOVs only guide texture detail; 4 jittered samples match 16 within measurement noise. */
|
|
4
|
+
export const DISPLAY_AOV_SAMPLE_CAP = 4;
|
|
5
|
+
/** Mask bits of directional reflectance quadrature (diffuseAlbedo, specularAlbedo). */
|
|
6
|
+
export const AOV_REFLECTANCE_MASK = 24;
|
|
7
|
+
/** Mask bits of resolved texture colors (diffuseColor, specularColor). */
|
|
8
|
+
export const AOV_COLOR_MASK = 384;
|
|
9
|
+
/** Mask bits of kinds accumulated over jittered samples. */
|
|
10
|
+
export const AOV_ACCUMULATED_MASK = 31 | AOV_COLOR_MASK;
|
|
11
|
+
/** Kinds that fit the compact display-resolution storage. */
|
|
12
|
+
export const COMPACT_AOV_KINDS = ['depth', 'diffuseColor', 'specularColor'];
|
|
3
13
|
// Four vec4 lanes for accumulated geometry/reflectance; two for center ID/motion.
|
|
4
|
-
// Depth and roughness share a lane; coverage is position.w.
|
|
14
|
+
// Depth and roughness share a lane; coverage is position.w. A lobe's albedo and
|
|
15
|
+
// color share its reflectance lane, so a render requests at most one of them.
|
|
5
16
|
export const AOV_LAYOUT = { accumulatedBytes: 64, centerBytes: 32,
|
|
6
17
|
depthRoughness: 0, position: 4, diffuseAlbedo: 8, specularAlbedo: 12,
|
|
7
18
|
id: 0, motion: 4 };
|
|
19
|
+
/** Kind index read by resolve and display shaders; colors resolve like the albedo sharing their lane. */
|
|
20
|
+
export function aovLaneKind(kind) {
|
|
21
|
+
return kind === 'diffuseColor' ? 3 : kind === 'specularColor' ? 4 : AOV_KINDS.indexOf(kind);
|
|
22
|
+
}
|
|
8
23
|
let nextId = 0;
|
|
9
24
|
export function allocateAovId() {
|
|
10
25
|
if (nextId >= AOV_BACKGROUND_ID)
|
|
@@ -24,6 +39,10 @@ export function aovMask(kinds) {
|
|
|
24
39
|
throw new RangeError(`Unknown AOV: ${kind}`);
|
|
25
40
|
mask |= 1 << index;
|
|
26
41
|
}
|
|
42
|
+
if ((mask & 8) && (mask & 128))
|
|
43
|
+
throw new RangeError('diffuseAlbedo and diffuseColor cannot be requested together');
|
|
44
|
+
if ((mask & 16) && (mask & 256))
|
|
45
|
+
throw new RangeError('specularAlbedo and specularColor cannot be requested together');
|
|
27
46
|
return mask;
|
|
28
47
|
}
|
|
29
48
|
/** Per-render history; camera pose and rigid transforms may change without resetting. */
|
package/lib/renderer/aov.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"aov.js","sourceRoot":"","sources":["../../src/renderer/aov.ts"],"names":[],"mappings":"AAEA,MAAM,CAAC,MAAM,SAAS,GAAuB,CAAC,OAAO,EAAE,UAAU,EAAE,WAAW,EAAE,eAAe,EAAE,gBAAgB,EAAE,IAAI,EAAE,QAAQ,CAAC,CAAC;
|
|
1
|
+
{"version":3,"file":"aov.js","sourceRoot":"","sources":["../../src/renderer/aov.ts"],"names":[],"mappings":"AAEA,MAAM,CAAC,MAAM,SAAS,GAAuB,CAAC,OAAO,EAAE,UAAU,EAAE,WAAW,EAAE,eAAe,EAAE,gBAAgB,EAAE,IAAI,EAAE,QAAQ,EAAE,cAAc,EAAE,eAAe,CAAC,CAAC;AACpK,MAAM,CAAC,MAAM,iBAAiB,GAAG,UAAU,CAAC;AAC5C,+GAA+G;AAC/G,MAAM,CAAC,MAAM,sBAAsB,GAAG,CAAC,CAAC;AACxC,uFAAuF;AACvF,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,CAAC;AACvC,0EAA0E;AAC1E,MAAM,CAAC,MAAM,cAAc,GAAG,GAAG,CAAC;AAClC,4DAA4D;AAC5D,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,GAAG,cAAc,CAAC;AACxD,6DAA6D;AAC7D,MAAM,CAAC,MAAM,iBAAiB,GAAuB,CAAC,OAAO,EAAE,cAAc,EAAE,eAAe,CAAC,CAAC;AAChG,kFAAkF;AAClF,gFAAgF;AAChF,8EAA8E;AAC9E,MAAM,CAAC,MAAM,UAAU,GAAG,EAAC,gBAAgB,EAAE,EAAE,EAAE,WAAW,EAAE,EAAE;IAC9D,cAAc,EAAE,CAAC,EAAE,QAAQ,EAAE,CAAC,EAAE,aAAa,EAAE,CAAC,EAAE,cAAc,EAAE,EAAE;IACpE,EAAE,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAU,CAAC;AAC7B,yGAAyG;AACzG,MAAM,UAAU,WAAW,CAAC,IAAa;IACvC,OAAO,IAAI,KAAK,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;AAC9F,CAAC;AACD,IAAI,MAAM,GAAG,CAAC,CAAC;AACf,MAAM,UAAU,aAAa;IAC3B,IAAI,MAAM,IAAI,iBAAiB;QAAE,MAAM,IAAI,UAAU,CAAC,wBAAwB,CAAC,CAAC;IAChF,OAAO,MAAM,EAAE,CAAC;AAClB,CAAC;AACD,MAAM,UAAU,aAAa,CAAC,KAAa;IACzC,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC,IAAI,KAAK,GAAG,CAAC,IAAI,KAAK,IAAI,iBAAiB;QAAE,MAAM,IAAI,UAAU,CAAC,4CAA4C,CAAC,CAAC;IAC5I,OAAO,KAAK,CAAC;AACf,CAAC;AACD,MAAM,UAAU,OAAO,CAAC,KAAyB;IAC/C,IAAI,IAAI,GAAG,CAAC,CAAC;IACb,KAAK,MAAM,IAAI,IAAI,KAAK,EAAE,CAAC;QACzB,MAAM,KAAK,GAAG,SAAS,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QACtC,IAAI,KAAK,GAAG,CAAC;YAAE,MAAM,IAAI,UAAU,CAAC,gBAAgB,IAAI,EAAE,CAAC,CAAC;QAC5D,IAAI,IAAI,CAAC,IAAI,KAAK,CAAC;IACrB,CAAC;IACD,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC,IAAI,CAAC,IAAI,GAAG,GAAG,CAAC;QAAE,MAAM,IAAI,UAAU,CAAC,6DAA6D,CAAC,CAAC;IACpH,IAAI,CAAC,IAAI,GAAG,EAAE,CAAC,IAAI,CAAC,IAAI,GAAG,GAAG,CAAC;QAAE,MAAM,IAAI,UAAU,CAAC,+DAA+D,CAAC,CAAC;IACvH,OAAO,IAAI,CAAC;AACd,CAAC;AAUD,yFAAyF;AACzF,MAAM,OAAO,UAAU;IACb,KAAK,CAAoB;IACzB,SAAS,GAAC,IAAI,GAAG,EAA8B,CAAC;IACxD,KAAK,KAAK,IAAI,CAAC,KAAK,GAAG,SAAS,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;IAC3D,QAAQ,CAAC,IAAsB;QAC7B,MAAM,GAAG,GAAG,IAAI,CAAC,KAAK,CAAC;QACvB,OAAO,GAAG,IAAI,GAAG,CAAC,KAAK,KAAK,IAAI,CAAC,KAAK,IAAI,GAAG,CAAC,MAAM,KAAK,IAAI,CAAC,MAAM,IAAI,GAAG,CAAC,UAAU,KAAK,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,SAAS,CAAC;IAC/H,CAAC;IACD,KAAK,CAAC,IAAsB,EAAE,QAA6B;QACzD,MAAM,GAAG,GAAG,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,GAAG,QAAQ,CAAC,MAAM,IAAI,QAAQ,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;QAC5G,OAAO,GAAG,IAAI,GAAG,CAAC,QAAQ,KAAK,QAAQ,CAAC,QAAQ,IAAI,GAAG,CAAC,QAAQ,KAAK,QAAQ,CAAC,QAAQ,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,SAAS,CAAC;IAC3G,CAAC;IACD,MAAM,CAAC,KAAuB;QAC5B,IAAI,CAAC,KAAK,GAAG,EAAC,GAAG,KAAK,EAAE,SAAS,EAAE,KAAK,CAAC,SAAS,EAAE,KAAK,EAAE,EAAE,aAAa,EAAE,KAAK,CAAC,aAAa,EAAE,KAAK,EAAE,EAAE,cAAc,EAAE,KAAK,CAAC,cAAc,CAAC,KAAK,EAAE;YACpJ,SAAS,EAAE,KAAK,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,EAAC,GAAG,CAAC,EAAE,SAAS,EAAE,CAAC,CAAC,SAAS,CAAC,KAAK,EAAE,EAAC,CAAC,CAAC,EAAC,CAAC;QACjF,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC;QACvB,KAAK,MAAM,QAAQ,IAAI,IAAI,CAAC,KAAK,CAAC,SAAS;YAAE,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,GAAG,QAAQ,CAAC,MAAM,IAAI,QAAQ,CAAC,QAAQ,EAAE,EAAC,QAAQ,CAAC,CAAC;IACtH,CAAC;CACF","sourcesContent":["/** Optional primary-surface outputs, separate from beauty and OIDN guides. */\nexport type AovKind = 'depth' | 'position' | 'roughness' | 'diffuseAlbedo' | 'specularAlbedo' | 'id' | 'motion' | 'diffuseColor' | 'specularColor';\nexport const AOV_KINDS: readonly AovKind[] = ['depth', 'position', 'roughness', 'diffuseAlbedo', 'specularAlbedo', 'id', 'motion', 'diffuseColor', 'specularColor'];\nexport const AOV_BACKGROUND_ID = 0xffffffff;\n/** Display-resolution AOVs only guide texture detail; 4 jittered samples match 16 within measurement noise. */\nexport const DISPLAY_AOV_SAMPLE_CAP = 4;\n/** Mask bits of directional reflectance quadrature (diffuseAlbedo, specularAlbedo). */\nexport const AOV_REFLECTANCE_MASK = 24;\n/** Mask bits of resolved texture colors (diffuseColor, specularColor). */\nexport const AOV_COLOR_MASK = 384;\n/** Mask bits of kinds accumulated over jittered samples. */\nexport const AOV_ACCUMULATED_MASK = 31 | AOV_COLOR_MASK;\n/** Kinds that fit the compact display-resolution storage. */\nexport const COMPACT_AOV_KINDS: readonly AovKind[] = ['depth', 'diffuseColor', 'specularColor'];\n// Four vec4 lanes for accumulated geometry/reflectance; two for center ID/motion.\n// Depth and roughness share a lane; coverage is position.w. A lobe's albedo and\n// color share its reflectance lane, so a render requests at most one of them.\nexport const AOV_LAYOUT = {accumulatedBytes: 64, centerBytes: 32,\n depthRoughness: 0, position: 4, diffuseAlbedo: 8, specularAlbedo: 12,\n id: 0, motion: 4} as const;\n/** Kind index read by resolve and display shaders; colors resolve like the albedo sharing their lane. */\nexport function aovLaneKind(kind: AovKind): number {\n return kind === 'diffuseColor' ? 3 : kind === 'specularColor' ? 4 : AOV_KINDS.indexOf(kind);\n}\nlet nextId = 0;\nexport function allocateAovId(): number {\n if (nextId >= AOV_BACKGROUND_ID) throw new RangeError('AOV ID space exhausted');\n return nextId++;\n}\nexport function validateAovId(value: number): number {\n if (!Number.isInteger(value) || value < 0 || value >= AOV_BACKGROUND_ID) throw new RangeError('AOV ID must be uint32 excluding 0xFFFFFFFF');\n return value;\n}\nexport function aovMask(kinds: readonly AovKind[]): number {\n let mask = 0;\n for (const kind of kinds) {\n const index = AOV_KINDS.indexOf(kind);\n if (index < 0) throw new RangeError(`Unknown AOV: ${kind}`);\n mask |= 1 << index;\n }\n if ((mask & 8) && (mask & 128)) throw new RangeError('diffuseAlbedo and diffuseColor cannot be requested together');\n if ((mask & 16) && (mask & 256)) throw new RangeError('specularAlbedo and specularColor cannot be requested together');\n return mask;\n}\nexport interface AovInstanceSnapshot {\n object: number; instance: number; topology: number; vertices: number;\n transform: Float32Array;\n}\nexport interface AovFrameSnapshot {\n width: number; height: number; projection: string;\n cameraEye?: Float32Array; cameraForward?: Float32Array;\n viewProjection: Float32Array; instances: readonly AovInstanceSnapshot[];\n}\n/** Per-render history; camera pose and rigid transforms may change without resetting. */\nexport class AovHistory {\n private frame?: AovFrameSnapshot;\n private instances=new Map<string,AovInstanceSnapshot>();\n clear() { this.frame = undefined; this.instances.clear(); }\n previous(next: AovFrameSnapshot): AovFrameSnapshot | undefined {\n const old = this.frame;\n return old && old.width === next.width && old.height === next.height && old.projection === next.projection ? old : undefined;\n }\n match(next: AovFrameSnapshot, instance: AovInstanceSnapshot): AovInstanceSnapshot | undefined {\n const old = this.previous(next) ? this.instances.get(`${instance.object}:${instance.instance}`) : undefined;\n return old && old.topology === instance.topology && old.vertices === instance.vertices ? old : undefined;\n }\n accept(frame: AovFrameSnapshot) {\n this.frame = {...frame, cameraEye: frame.cameraEye?.slice(), cameraForward: frame.cameraForward?.slice(), viewProjection: frame.viewProjection.slice(),\n instances: frame.instances.map(i => ({...i, transform: i.transform.slice()}))};\n this.instances.clear();\n for (const instance of this.frame.instances) this.instances.set(`${instance.object}:${instance.instance}`,instance);\n }\n}\n"]}
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|
@@ -1,4 +1,4 @@
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|
|
1
|
-
import { AOV_KINDS } from './aov.js';
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|
1
|
+
import { AOV_KINDS, aovLaneKind } from './aov.js';
|
|
2
2
|
export const DEFAULT_AOV_DISPLAY = {
|
|
3
3
|
depthRange: [0, 10], positionScale: 1, motionScale: 16, idComponent: 'object'
|
|
4
4
|
};
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|
@@ -23,7 +23,7 @@ export function validateAovDisplay(options) {
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|
|
23
23
|
export function packAovDisplay(width, height, samples, kind, options, linear) {
|
|
24
24
|
validateAovDisplay(options);
|
|
25
25
|
const words = new Uint32Array(12), floats = new Float32Array(words.buffer);
|
|
26
|
-
words.set([width, height, samples,
|
|
26
|
+
words.set([width, height, samples, aovLaneKind(kind)]);
|
|
27
27
|
floats.set([...options.depthRange, options.positionScale, options.motionScale], 4);
|
|
28
28
|
words[8] = AOV_ID_COMPONENTS.indexOf(options.idComponent);
|
|
29
29
|
words[9] = +linear;
|