@plasius/gpu-renderer 0.2.0 → 0.2.2

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- {"version":3,"sources":["../src/index.js","../src/wavefront-compute.js"],"sourcesContent":["const DEFAULT_CLEAR_COLOR = Object.freeze([0.07, 0.11, 0.18, 1.0]);\nconst DEFAULT_CANVAS_SELECTOR = \"canvas[data-plasius-gpu-renderer]\";\nexport {\n createDefaultWavefrontSceneObjects,\n createWavefrontBvhBuildLevels,\n createWavefrontBvhSortStages,\n createWavefrontEmissiveTriangleIndexSource,\n createWavefrontGpuMeshSource,\n createWavefrontMeshAcceleration,\n createWavefrontPathTracingComputeConfig,\n createWavefrontPathTracingComputeRenderer,\n createWavefrontReferenceRay,\n estimateWavefrontPathTracingMemory,\n intersectWavefrontReferenceTriangle,\n normalizeWavefrontMesh,\n normalizeWavefrontSceneObject,\n packWavefrontBvhNodes,\n packWavefrontSceneObjects,\n packWavefrontTriangles,\n supportsWavefrontPathTracingCompute,\n traceWavefrontReferenceTriangles,\n wavefrontMaterialKinds,\n wavefrontPathTracingComputeLimits,\n wavefrontSceneObjectKinds,\n} from \"./wavefront-compute.js\";\nexport const rendererDebugOwner = \"renderer\";\nexport const rendererWorkerQueueClass = \"render\";\nexport const defaultRendererWorkerProfile = \"realtime\";\nexport const rendererRepresentationBands = Object.freeze([\n \"near\",\n \"mid\",\n \"far\",\n \"horizon\",\n]);\nexport const rendererAccelerationStructureUpdateClasses = Object.freeze([\n \"static\",\n \"rigid-dynamic\",\n \"deforming\",\n \"proxy\",\n]);\nexport const rendererRayTracingStageOrder = Object.freeze([\n \"primaryVisibility\",\n \"shadowAssist\",\n \"opaqueFoundation\",\n \"rtDirectLighting\",\n \"rtReflections\",\n \"rtGlobalIllumination\",\n \"denoiseTemporal\",\n \"transparents\",\n \"composition\",\n \"present\",\n]);\nexport const rendererWavefrontBufferSchemaVersion = 1;\nexport const rendererWavefrontQueuePairStrategy = \"ping-pong-active-next\";\nexport const rendererWavefrontHitTypes = Object.freeze([\n \"surface\",\n \"emissive\",\n \"environment\",\n \"transparent\",\n \"miss\",\n]);\nexport const rendererWavefrontPassOrder = Object.freeze([\n \"generatePrimaryRays\",\n \"intersectActiveQueue\",\n \"resolveSurfaceRecords\",\n \"accumulateTerminalRadiance\",\n \"scatterContinuations\",\n \"compactAndSwapQueues\",\n]);\n\nconst rendererRayTracingStageDefinitions = Object.freeze(\n rendererRayTracingStageOrder.map((key, index) =>\n Object.freeze({\n key,\n order: index + 1,\n required: true,\n description:\n {\n primaryVisibility: \"Primary visibility and depth preparation.\",\n shadowAssist: \"Shadow assist passes and regional shadow preparation.\",\n opaqueFoundation: \"Main opaque foundation for shading and tracing inputs.\",\n rtDirectLighting: \"Ray-traced direct lighting and premium shadows.\",\n rtReflections: \"Ray-traced reflections for important surfaces.\",\n rtGlobalIllumination: \"Selective ray-traced indirect lighting and GI.\",\n denoiseTemporal: \"Required denoise and temporal accumulation stage.\",\n transparents: \"Transparents, particles, and volumetrics composition.\",\n composition: \"Final world composition and color resolve.\",\n present: \"Presentation to the active surface.\",\n }[key],\n })\n )\n);\n\nconst rendererRepresentationBandPolicies = Object.freeze({\n near: Object.freeze({\n band: \"near\",\n rasterMode: \"full-live\",\n rtParticipation: \"premium\",\n shadowSource: \"ray-traced-primary\",\n temporalReuse: \"balanced\",\n updateCadenceDivisor: 1,\n }),\n mid: Object.freeze({\n band: \"mid\",\n rasterMode: \"simplified-live\",\n rtParticipation: \"selective\",\n shadowSource: \"regional-raster-and-proxy\",\n temporalReuse: \"aggressive\",\n updateCadenceDivisor: 2,\n }),\n far: Object.freeze({\n band: \"far\",\n rasterMode: \"proxy-or-cached\",\n rtParticipation: \"proxy\",\n shadowSource: \"merged-proxy-casters\",\n temporalReuse: \"high\",\n updateCadenceDivisor: 8,\n }),\n horizon: Object.freeze({\n band: \"horizon\",\n rasterMode: \"horizon-shell\",\n rtParticipation: \"disabled\",\n shadowSource: \"baked-impression\",\n temporalReuse: \"cached\",\n updateCadenceDivisor: 60,\n }),\n});\n\nconst rendererAccelerationStructurePolicies = Object.freeze(\n rendererAccelerationStructureUpdateClasses.map((updateClass) =>\n Object.freeze({\n updateClass,\n description:\n {\n static: \"Stable static world geometry with infrequent rebuilds.\",\n \"rigid-dynamic\":\n \"Rigid transforms that can be refit or relinked without full deformation updates.\",\n deforming:\n \"Skinned or vertex-deforming content treated as a managed RT cost center.\",\n proxy:\n \"Low-cost RT proxy or distant representation updates.\",\n }[updateClass],\n })\n )\n);\n\nfunction createWavefrontField(name, type, description) {\n return Object.freeze({\n name,\n type,\n description,\n });\n}\n\nconst rendererWavefrontBufferContracts = Object.freeze({\n ray: Object.freeze({\n schemaVersion: rendererWavefrontBufferSchemaVersion,\n recordName: \"RayRecord\",\n fields: Object.freeze([\n createWavefrontField(\"rayId\", \"u32\", \"Stable ray identifier for correlation and debugging.\"),\n createWavefrontField(\"parentRayId\", \"u32\", \"Parent ray identifier for continuation lineage.\"),\n createWavefrontField(\"sourcePixelId\", \"u32\", \"Screen pixel or texel that owns the sample.\"),\n createWavefrontField(\"sampleId\", \"u32\", \"Per-pixel sample slot for accumulation.\"),\n createWavefrontField(\"bounce\", \"u32\", \"Breadth-first bounce depth for the queue entry.\"),\n createWavefrontField(\"origin\", \"vec3<f32>\", \"Ray origin in renderer world space.\"),\n createWavefrontField(\"direction\", \"vec3<f32>\", \"Normalized ray direction in renderer world space.\"),\n createWavefrontField(\"throughput\", \"vec3<f32>\", \"Current path throughput before the next event.\"),\n createWavefrontField(\"mediumRefId\", \"u32\", \"Active medium reference identifier for the ray.\"),\n createWavefrontField(\"flags\", \"u32\", \"Bit flags for front-face state, debug, and quality toggles.\"),\n ]),\n }),\n hit: Object.freeze({\n schemaVersion: rendererWavefrontBufferSchemaVersion,\n recordName: \"HitRecord\",\n fields: Object.freeze([\n createWavefrontField(\"rayId\", \"u32\", \"Ray identifier copied from the active queue.\"),\n createWavefrontField(\"sourcePixelId\", \"u32\", \"Pixel/texel owner for the ray sample.\"),\n createWavefrontField(\"hitType\", rendererWavefrontHitTypes.join(\" | \"), \"Resolved hit classification for termination or continuation.\"),\n createWavefrontField(\"distance\", \"f32\", \"Nearest-hit distance or miss sentinel.\"),\n createWavefrontField(\"entityId\", \"u32\", \"Stable scene entity identifier.\"),\n createWavefrontField(\"instanceId\", \"u32\", \"Renderer instance identifier.\"),\n createWavefrontField(\"primitiveId\", \"u32\", \"Primitive or triangle identifier.\"),\n createWavefrontField(\"materialId\", \"u32\", \"Surface material identifier.\"),\n createWavefrontField(\"barycentrics\", \"vec3<f32>\", \"Triangle barycentric coordinates for interpolation.\"),\n createWavefrontField(\"uv\", \"vec2<f32>\", \"Resolved surface UV when available.\"),\n createWavefrontField(\"geometricNormal\", \"vec3<f32>\", \"True geometric face normal.\"),\n createWavefrontField(\"shadingNormal\", \"vec3<f32>\", \"Interpolated or repaired shading normal.\"),\n createWavefrontField(\"frontFace\", \"bool\", \"Front-face classification for shading and medium transitions.\"),\n ]),\n }),\n surface: Object.freeze({\n schemaVersion: rendererWavefrontBufferSchemaVersion,\n recordName: \"SurfaceRecord\",\n fields: Object.freeze([\n createWavefrontField(\"rayId\", \"u32\", \"Ray identifier matched to the resolved hit.\"),\n createWavefrontField(\"entityId\", \"u32\", \"Stable scene entity identifier.\"),\n createWavefrontField(\"materialRefId\", \"u32\", \"Material-reference indirection for shading lookup tables.\"),\n createWavefrontField(\"mediumRefId\", \"u32\", \"Resolved medium transition/reference identifier.\"),\n createWavefrontField(\"geometricNormal\", \"vec3<f32>\", \"Preserved geometric normal for hemisphere checks.\"),\n createWavefrontField(\"shadingNormal\", \"vec3<f32>\", \"Normal used for BSDF/BTDF evaluation.\"),\n createWavefrontField(\"uv\", \"vec2<f32>\", \"Resolved texture coordinate.\"),\n createWavefrontField(\"tangentFrame\", \"mat3x3<f32>\", \"Optional tangent basis for normal-map transforms.\"),\n ]),\n }),\n materialReference: Object.freeze({\n schemaVersion: rendererWavefrontBufferSchemaVersion,\n recordName: \"MaterialReferenceRecord\",\n fields: Object.freeze([\n createWavefrontField(\"materialRefId\", \"u32\", \"Stable material lookup identifier.\"),\n createWavefrontField(\"materialId\", \"u32\", \"Authoritative material id from scene submission.\"),\n createWavefrontField(\"shadingModel\", \"u32\", \"Renderer-owned shading model enum.\"),\n createWavefrontField(\"textureSetId\", \"u32\", \"Texture indirection set for the material.\"),\n createWavefrontField(\"flags\", \"u32\", \"Alpha, emissive, transmission, and debug flags.\"),\n ]),\n }),\n mediumReference: Object.freeze({\n schemaVersion: rendererWavefrontBufferSchemaVersion,\n recordName: \"MediumReferenceRecord\",\n fields: Object.freeze([\n createWavefrontField(\"mediumRefId\", \"u32\", \"Stable medium lookup identifier.\"),\n createWavefrontField(\"mediumId\", \"u32\", \"Authoritative medium or fluid descriptor id.\"),\n createWavefrontField(\"phaseModel\", \"u32\", \"Medium phase-function selector.\"),\n createWavefrontField(\"absorption\", \"vec3<f32>\", \"Absorption coefficients for the active medium.\"),\n createWavefrontField(\"scattering\", \"vec3<f32>\", \"Scattering coefficients for the active medium.\"),\n ]),\n }),\n accumulation: Object.freeze({\n schemaVersion: rendererWavefrontBufferSchemaVersion,\n recordName: \"AccumulationRecord\",\n fields: Object.freeze([\n createWavefrontField(\"sourcePixelId\", \"u32\", \"Screen pixel or texel accumulator owner.\"),\n createWavefrontField(\"sampleCount\", \"u32\", \"Committed sample count for the pixel.\"),\n createWavefrontField(\"radiance\", \"vec3<f32>\", \"Accumulated radiance before tone-map/output resolve.\"),\n createWavefrontField(\"throughput\", \"vec3<f32>\", \"Last surviving throughput for debug and variance tracking.\"),\n createWavefrontField(\"resetEpoch\", \"u32\", \"Accumulation reset generation for history invalidation.\"),\n ]),\n }),\n});\n\nfunction buildWavefrontTerminationPolicy() {\n return Object.freeze({\n terminalHitTypes: Object.freeze([\"emissive\", \"environment\", \"miss\"]),\n continuationHitTypes: Object.freeze([\"surface\", \"transparent\"]),\n emissive: Object.freeze({\n action: \"accumulate-and-stop\",\n contributesRadiance: true,\n }),\n environment: Object.freeze({\n action: \"accumulate-and-stop\",\n contributesRadiance: true,\n }),\n miss: Object.freeze({\n action: \"accumulate-environment-or-dark-stop\",\n contributesRadiance: true,\n }),\n });\n}\n\nfunction buildWavefrontBounceSchedule(maxDepth) {\n return Object.freeze(\n Array.from({ length: maxDepth }, (_, index) =>\n Object.freeze({\n bounce: index,\n readQueue: index % 2 === 0 ? \"active\" : \"next\",\n writeQueue: index % 2 === 0 ? \"next\" : \"active\",\n passOrder: rendererWavefrontPassOrder,\n })\n )\n );\n}\n\nexport function createWavefrontPathTracingPlan(options = {}) {\n const maxDepth =\n options.maxDepth === undefined\n ? 6\n : readPositiveInteger(\"maxDepth\", options.maxDepth);\n const queueCapacity =\n options.queueCapacity === undefined\n ? 8192\n : readPositiveInteger(\"queueCapacity\", options.queueCapacity);\n const accumulationResetEpoch =\n options.accumulationResetEpoch === undefined\n ? 0\n : readNonNegativeInteger(\"accumulationResetEpoch\", options.accumulationResetEpoch);\n const explicitLightSampling = options.explicitLightSampling === true;\n\n return Object.freeze({\n schemaVersion: rendererWavefrontBufferSchemaVersion,\n owner: rendererDebugOwner,\n maxDepth,\n queueCapacity,\n explicitLightSampling,\n accumulationResetEpoch,\n queueLayout: Object.freeze({\n strategy: rendererWavefrontQueuePairStrategy,\n compactAfterScatter: true,\n queues: Object.freeze([\n Object.freeze({ name: \"active\", role: \"current-bounce\" }),\n Object.freeze({ name: \"next\", role: \"next-bounce\" }),\n ]),\n }),\n bufferContracts: rendererWavefrontBufferContracts,\n bounceSchedule: buildWavefrontBounceSchedule(maxDepth),\n terminationPolicy: buildWavefrontTerminationPolicy(),\n });\n}\n\nfunction buildRendererWorkerBudgetLevels(jobType, queueClass, levels) {\n return Object.freeze(\n levels.map((level) =>\n Object.freeze({\n id: level.id,\n estimatedCostMs: level.estimatedCostMs,\n config: Object.freeze({\n maxDispatchesPerFrame: level.config.maxDispatchesPerFrame,\n maxJobsPerDispatch: level.config.maxJobsPerDispatch,\n cadenceDivisor: level.config.cadenceDivisor,\n workgroupScale: level.config.workgroupScale,\n maxQueueDepth: level.config.maxQueueDepth,\n metadata: Object.freeze({\n owner: rendererDebugOwner,\n queueClass,\n jobType,\n quality: level.id,\n }),\n }),\n })\n )\n );\n}\n\nconst rendererWorkerProfileSpecs = {\n realtime: {\n description:\n \"Frame-stage DAG for flat rendering with visibility, main encode, post-processing, and submit.\",\n suggestedAllocationIds: [\n \"renderer.surface.current\",\n \"renderer.visibility.worklist\",\n \"renderer.post-process.history\",\n ],\n jobs: {\n acquire: {\n priority: 5,\n dependencies: [],\n domain: \"resolution\",\n importance: \"critical\",\n levels: [\n {\n id: \"fixed\",\n estimatedCostMs: 0.2,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 1,\n cadenceDivisor: 1,\n workgroupScale: 1,\n maxQueueDepth: 1,\n },\n },\n ],\n suggestedAllocationIds: [\"renderer.surface.current\"],\n },\n visibility: {\n priority: 4,\n dependencies: [],\n domain: \"geometry\",\n importance: \"high\",\n levels: [\n {\n id: \"low\",\n estimatedCostMs: 0.4,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 128,\n cadenceDivisor: 2,\n workgroupScale: 0.5,\n maxQueueDepth: 256,\n },\n },\n {\n id: \"medium\",\n estimatedCostMs: 0.8,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 256,\n cadenceDivisor: 1,\n workgroupScale: 0.75,\n maxQueueDepth: 384,\n },\n },\n {\n id: \"high\",\n estimatedCostMs: 1.2,\n config: {\n maxDispatchesPerFrame: 2,\n maxJobsPerDispatch: 512,\n cadenceDivisor: 1,\n workgroupScale: 1,\n maxQueueDepth: 512,\n },\n },\n ],\n suggestedAllocationIds: [\"renderer.visibility.worklist\"],\n },\n mainEncode: {\n priority: 4,\n dependencies: [\"acquire\", \"visibility\"],\n domain: \"geometry\",\n importance: \"critical\",\n levels: [\n {\n id: \"low\",\n estimatedCostMs: 1.2,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 128,\n cadenceDivisor: 1,\n workgroupScale: 0.6,\n maxQueueDepth: 192,\n },\n },\n {\n id: \"medium\",\n estimatedCostMs: 2.1,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 256,\n cadenceDivisor: 1,\n workgroupScale: 0.8,\n maxQueueDepth: 256,\n },\n },\n {\n id: \"high\",\n estimatedCostMs: 3,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 384,\n cadenceDivisor: 1,\n workgroupScale: 1,\n maxQueueDepth: 384,\n },\n },\n ],\n suggestedAllocationIds: [\"renderer.surface.current\"],\n },\n postProcess: {\n priority: 3,\n dependencies: [\"mainEncode\"],\n domain: \"post-processing\",\n importance: \"high\",\n levels: [\n {\n id: \"low\",\n estimatedCostMs: 0.5,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 64,\n cadenceDivisor: 2,\n workgroupScale: 0.5,\n maxQueueDepth: 96,\n },\n },\n {\n id: \"medium\",\n estimatedCostMs: 0.9,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 128,\n cadenceDivisor: 1,\n workgroupScale: 0.75,\n maxQueueDepth: 128,\n },\n },\n {\n id: \"high\",\n estimatedCostMs: 1.4,\n config: {\n maxDispatchesPerFrame: 2,\n maxJobsPerDispatch: 192,\n cadenceDivisor: 1,\n workgroupScale: 1,\n maxQueueDepth: 192,\n },\n },\n ],\n suggestedAllocationIds: [\"renderer.post-process.history\"],\n },\n submit: {\n priority: 2,\n dependencies: [\"postProcess\"],\n domain: \"resolution\",\n importance: \"critical\",\n levels: [\n {\n id: \"fixed\",\n estimatedCostMs: 0.2,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 1,\n cadenceDivisor: 1,\n workgroupScale: 1,\n maxQueueDepth: 1,\n },\n },\n ],\n suggestedAllocationIds: [\"renderer.surface.current\"],\n },\n },\n },\n xr: {\n description:\n \"Frame-stage DAG for XR rendering with late-latch coordination before main encode and submit.\",\n suggestedAllocationIds: [\n \"renderer.xr.surface.current\",\n \"renderer.xr.visibility.worklist\",\n ],\n jobs: {\n acquire: {\n priority: 5,\n dependencies: [],\n domain: \"xr\",\n importance: \"critical\",\n levels: [\n {\n id: \"fixed\",\n estimatedCostMs: 0.2,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 1,\n cadenceDivisor: 1,\n workgroupScale: 1,\n maxQueueDepth: 1,\n },\n },\n ],\n suggestedAllocationIds: [\"renderer.xr.surface.current\"],\n },\n visibility: {\n priority: 4,\n dependencies: [],\n domain: \"geometry\",\n importance: \"high\",\n levels: [\n {\n id: \"low\",\n estimatedCostMs: 0.5,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 96,\n cadenceDivisor: 2,\n workgroupScale: 0.5,\n maxQueueDepth: 192,\n },\n },\n {\n id: \"medium\",\n estimatedCostMs: 0.9,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 192,\n cadenceDivisor: 1,\n workgroupScale: 0.75,\n maxQueueDepth: 256,\n },\n },\n {\n id: \"high\",\n estimatedCostMs: 1.3,\n config: {\n maxDispatchesPerFrame: 2,\n maxJobsPerDispatch: 320,\n cadenceDivisor: 1,\n workgroupScale: 1,\n maxQueueDepth: 320,\n },\n },\n ],\n suggestedAllocationIds: [\"renderer.xr.visibility.worklist\"],\n },\n lateLatch: {\n priority: 5,\n dependencies: [\"acquire\"],\n domain: \"xr\",\n importance: \"critical\",\n levels: [\n {\n id: \"fixed\",\n estimatedCostMs: 0.15,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 1,\n cadenceDivisor: 1,\n workgroupScale: 1,\n maxQueueDepth: 1,\n },\n },\n ],\n suggestedAllocationIds: [\"renderer.xr.surface.current\"],\n },\n mainEncode: {\n priority: 4,\n dependencies: [\"visibility\", \"lateLatch\"],\n domain: \"xr\",\n importance: \"critical\",\n levels: [\n {\n id: \"low\",\n estimatedCostMs: 1.1,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 96,\n cadenceDivisor: 1,\n workgroupScale: 0.6,\n maxQueueDepth: 128,\n },\n },\n {\n id: \"medium\",\n estimatedCostMs: 1.8,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 192,\n cadenceDivisor: 1,\n workgroupScale: 0.8,\n maxQueueDepth: 192,\n },\n },\n {\n id: \"high\",\n estimatedCostMs: 2.6,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 256,\n cadenceDivisor: 1,\n workgroupScale: 1,\n maxQueueDepth: 256,\n },\n },\n ],\n suggestedAllocationIds: [\"renderer.xr.surface.current\"],\n },\n submit: {\n priority: 2,\n dependencies: [\"mainEncode\"],\n domain: \"xr\",\n importance: \"critical\",\n levels: [\n {\n id: \"fixed\",\n estimatedCostMs: 0.2,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 1,\n cadenceDivisor: 1,\n workgroupScale: 1,\n maxQueueDepth: 1,\n },\n },\n ],\n suggestedAllocationIds: [\"renderer.xr.surface.current\"],\n },\n },\n },\n};\n\nfunction buildRendererInputBoundary(profile) {\n return Object.freeze({\n type: \"stable-visual-snapshot\",\n owner: rendererDebugOwner,\n profile,\n authority: \"visual\",\n source: \"scene-preparation\",\n stable: true,\n });\n}\n\nfunction buildRendererRenderStages(profile) {\n return Object.freeze(\n rendererRayTracingStageDefinitions.map((stage) =>\n Object.freeze({\n ...stage,\n profile,\n workerJobKeys:\n profile === \"xr\" && stage.key === \"primaryVisibility\"\n ? Object.freeze([\"lateLatch\", \"visibility\"])\n : stage.key === \"present\"\n ? Object.freeze([\"submit\"])\n : stage.key === \"denoiseTemporal\" ||\n stage.key === \"transparents\" ||\n stage.key === \"composition\"\n ? Object.freeze([\"postProcess\"])\n : stage.key === \"primaryVisibility\"\n ? Object.freeze([\"visibility\"])\n : stage.key === \"shadowAssist\" ||\n stage.key === \"opaqueFoundation\" ||\n stage.key === \"rtDirectLighting\" ||\n stage.key === \"rtReflections\" ||\n stage.key === \"rtGlobalIllumination\"\n ? Object.freeze([\"mainEncode\"])\n : Object.freeze([\"mainEncode\"]),\n })\n )\n );\n}\n\nfunction buildRendererRepresentationBands(profile) {\n return Object.freeze(\n rendererRepresentationBands.map((band) =>\n Object.freeze({\n ...rendererRepresentationBandPolicies[band],\n profile,\n })\n )\n );\n}\n\nfunction buildRendererAccelerationStructureUpdates(profile) {\n return Object.freeze(\n rendererAccelerationStructurePolicies.map((policy) =>\n Object.freeze({\n ...policy,\n profile,\n })\n )\n );\n}\n\nfunction assertRendererIdentifier(name, value) {\n if (typeof value !== \"string\" || value.trim().length === 0) {\n throw new Error(`${name} must be a non-empty string.`);\n }\n return value.trim();\n}\n\nfunction buildRendererWorkerProfile(name, spec) {\n return Object.freeze({\n name,\n description: spec.description,\n jobs: Object.freeze(Object.keys(spec.jobs)),\n });\n}\n\nfunction buildRendererWorkerManifestJob(profileName, jobName, spec) {\n const label = `renderer.${profileName}.${jobName}`;\n return Object.freeze({\n key: jobName,\n label,\n worker: Object.freeze({\n jobType: label,\n queueClass: rendererWorkerQueueClass,\n priority: spec.priority,\n dependencies: Object.freeze(\n spec.dependencies.map((dependency) => `renderer.${profileName}.${dependency}`)\n ),\n schedulerMode: \"dag\",\n }),\n performance: Object.freeze({\n id: label,\n jobType: label,\n queueClass: rendererWorkerQueueClass,\n domain: spec.domain,\n authority: \"visual\",\n importance: spec.importance,\n levels: buildRendererWorkerBudgetLevels(\n label,\n rendererWorkerQueueClass,\n spec.levels\n ),\n }),\n debug: Object.freeze({\n owner: rendererDebugOwner,\n queueClass: rendererWorkerQueueClass,\n jobType: label,\n tags: Object.freeze([\"renderer\", profileName, jobName, spec.domain]),\n suggestedAllocationIds: Object.freeze([...spec.suggestedAllocationIds]),\n }),\n });\n}\n\nfunction buildRendererWorkerManifest(name, spec) {\n return Object.freeze({\n schemaVersion: 1,\n owner: rendererDebugOwner,\n profile: name,\n description: spec.description,\n queueClass: rendererWorkerQueueClass,\n schedulerMode: \"dag\",\n inputBoundary: buildRendererInputBoundary(name),\n renderStages: buildRendererRenderStages(name),\n representationBands: buildRendererRepresentationBands(name),\n accelerationStructureUpdates: buildRendererAccelerationStructureUpdates(name),\n suggestedAllocationIds: Object.freeze([...spec.suggestedAllocationIds]),\n jobs: Object.freeze(\n Object.entries(spec.jobs).map(([jobName, jobSpec]) =>\n buildRendererWorkerManifestJob(name, jobName, jobSpec)\n )\n ),\n });\n}\n\nexport const rendererWorkerProfiles = Object.freeze(\n Object.fromEntries(\n Object.entries(rendererWorkerProfileSpecs).map(([name, spec]) => [\n name,\n buildRendererWorkerProfile(name, spec),\n ])\n )\n);\n\nexport const rendererWorkerProfileNames = Object.freeze(\n Object.keys(rendererWorkerProfiles)\n);\n\nexport const rendererWorkerManifests = Object.freeze(\n Object.fromEntries(\n Object.entries(rendererWorkerProfileSpecs).map(([name, spec]) => [\n name,\n buildRendererWorkerManifest(name, spec),\n ])\n )\n);\n\nexport function getRendererWorkerProfile(name = defaultRendererWorkerProfile) {\n const profile = rendererWorkerProfiles[name];\n if (!profile) {\n const available = rendererWorkerProfileNames.join(\", \");\n throw new Error(`Unknown renderer worker profile \"${name}\". Available: ${available}.`);\n }\n return profile;\n}\n\nexport function getRendererWorkerManifest(name = defaultRendererWorkerProfile) {\n const manifest = rendererWorkerManifests[name];\n if (!manifest) {\n const available = rendererWorkerProfileNames.join(\", \");\n throw new Error(`Unknown renderer worker profile \"${name}\". Available: ${available}.`);\n }\n return manifest;\n}\n\nexport function createRayTracingRenderPlan(options = {}) {\n const profile = options.profile ?? defaultRendererWorkerProfile;\n const snapshotId = assertRendererIdentifier(\n \"snapshotId\",\n options.snapshotId\n );\n const workerManifest = getRendererWorkerManifest(profile);\n const representations = Array.isArray(options.representations)\n ? Object.freeze(\n options.representations.map((representation, index) => {\n if (!representation || typeof representation !== \"object\") {\n throw new Error(`representations[${index}] must be an object.`);\n }\n const band = assertRendererIdentifier(\n `representations[${index}].band`,\n representation.band\n );\n if (!rendererRepresentationBands.includes(band)) {\n throw new Error(\n `representations[${index}].band must be one of: ${rendererRepresentationBands.join(\", \")}.`\n );\n }\n return Object.freeze({\n ...representation,\n band,\n });\n })\n )\n : workerManifest.representationBands;\n\n return Object.freeze({\n schemaVersion: 1,\n owner: rendererDebugOwner,\n profile,\n inputBoundary: Object.freeze({\n ...workerManifest.inputBoundary,\n snapshotId,\n }),\n renderStages: workerManifest.renderStages,\n representationBands: representations,\n accelerationStructureUpdates: workerManifest.accelerationStructureUpdates,\n wavefront: createWavefrontPathTracingPlan(options.wavefront),\n workerManifest,\n });\n}\n\nfunction clamp01(value) {\n return Math.min(1, Math.max(0, value));\n}\n\nfunction parseHexChannel(channel) {\n return parseInt(channel, 16) / 255;\n}\n\nfunction normalizeColor(value) {\n if (Array.isArray(value)) {\n const [r = 0, g = 0, b = 0, a = 1] = value;\n return [clamp01(Number(r) || 0), clamp01(Number(g) || 0), clamp01(Number(b) || 0), clamp01(Number(a) || 0)];\n }\n\n if (typeof value === \"string\") {\n const trimmed = value.trim();\n if (/^#[0-9a-f]{3}$/i.test(trimmed)) {\n const r = trimmed[1];\n const g = trimmed[2];\n const b = trimmed[3];\n return [\n parseHexChannel(r + r),\n parseHexChannel(g + g),\n parseHexChannel(b + b),\n 1,\n ];\n }\n if (/^#[0-9a-f]{6}$/i.test(trimmed)) {\n return [\n parseHexChannel(trimmed.slice(1, 3)),\n parseHexChannel(trimmed.slice(3, 5)),\n parseHexChannel(trimmed.slice(5, 7)),\n 1,\n ];\n }\n }\n\n return [...DEFAULT_CLEAR_COLOR];\n}\n\nfunction readPositiveNumber(name, value) {\n if (value === undefined) {\n return undefined;\n }\n if (typeof value !== \"number\" || !Number.isFinite(value) || value <= 0) {\n throw new Error(`${name} must be a finite number greater than zero.`);\n }\n return value;\n}\n\nfunction readPositiveInteger(name, value) {\n if (!Number.isInteger(value) || value <= 0) {\n throw new Error(`${name} must be a positive integer.`);\n }\n return value;\n}\n\nfunction readNonNegativeInteger(name, value) {\n if (!Number.isInteger(value) || value < 0) {\n throw new Error(`${name} must be a non-negative integer.`);\n }\n return value;\n}\n\nfunction now() {\n if (typeof performance !== \"undefined\" && typeof performance.now === \"function\") {\n return performance.now();\n }\n return Date.now();\n}\n\nfunction normalizeFrameId(value) {\n if (typeof value !== \"string\" || value.trim().length === 0) {\n throw new Error(\"frameIdFactory must return a non-empty string.\");\n }\n return value.trim();\n}\n\nfunction resolveTargetFrameTimeMs(options, event) {\n const {\n targetFrameTimeMs: fixedTargetFrameTimeMs,\n targetFrameRate,\n getTargetFrameTimeMs,\n } = options;\n\n if (typeof getTargetFrameTimeMs === \"function\") {\n const resolved = getTargetFrameTimeMs(event);\n return readPositiveNumber(\"getTargetFrameTimeMs()\", resolved);\n }\n\n if (fixedTargetFrameTimeMs !== undefined) {\n return fixedTargetFrameTimeMs;\n }\n\n if (targetFrameRate !== undefined) {\n return 1000 / targetFrameRate;\n }\n\n return undefined;\n}\n\nexport function createRendererDebugHooks(options = {}) {\n const {\n debugSession,\n targetFrameTimeMs,\n targetFrameRate,\n getTargetFrameTimeMs,\n onFrameStart,\n onFrameComplete,\n } = options;\n\n if (!debugSession || typeof debugSession.recordFrame !== \"function\") {\n throw new Error(\n \"debugSession must expose recordFrame(sample). Use @plasius/gpu-debug createGpuDebugSession().\"\n );\n }\n\n const fixedTargetFrameTimeMs = readPositiveNumber(\n \"targetFrameTimeMs\",\n targetFrameTimeMs\n );\n const fixedTargetFrameRate = readPositiveNumber(\n \"targetFrameRate\",\n targetFrameRate\n );\n\n if (\n fixedTargetFrameTimeMs !== undefined &&\n fixedTargetFrameRate !== undefined\n ) {\n throw new Error(\n \"Provide either targetFrameTimeMs or targetFrameRate, not both.\"\n );\n }\n\n if (\n getTargetFrameTimeMs !== undefined &&\n typeof getTargetFrameTimeMs !== \"function\"\n ) {\n throw new Error(\"getTargetFrameTimeMs must be a function when provided.\");\n }\n\n const resolvedOptions = {\n targetFrameTimeMs: fixedTargetFrameTimeMs,\n targetFrameRate: fixedTargetFrameRate,\n getTargetFrameTimeMs,\n };\n\n return {\n onFrameStart(event) {\n if (typeof onFrameStart === \"function\") {\n onFrameStart({\n ...event,\n owner: rendererDebugOwner,\n });\n }\n },\n onFrameComplete(event) {\n const resolvedTargetFrameTimeMs = resolveTargetFrameTimeMs(\n resolvedOptions,\n event\n );\n\n if (\n typeof event.frameTimeMs === \"number\" &&\n Number.isFinite(event.frameTimeMs) &&\n event.frameTimeMs > 0\n ) {\n debugSession.recordFrame({\n frameId: event.frameId,\n frameTimeMs: event.frameTimeMs,\n targetFrameTimeMs: resolvedTargetFrameTimeMs,\n });\n }\n\n if (typeof onFrameComplete === \"function\") {\n onFrameComplete({\n ...event,\n owner: rendererDebugOwner,\n targetFrameTimeMs: resolvedTargetFrameTimeMs,\n });\n }\n },\n };\n}\n\nfunction readNavigator(navigatorOverride) {\n const currentNavigator = navigatorOverride ?? globalThis.navigator;\n if (!currentNavigator || typeof currentNavigator !== \"object\") {\n throw new Error(\"Navigator unavailable. Provide a browser-like navigator object.\");\n }\n return currentNavigator;\n}\n\nfunction readDocument(documentOverride) {\n const doc = documentOverride ?? globalThis.document;\n if (!doc || typeof doc !== \"object\") {\n throw new Error(\"Document unavailable. Provide a browser-like document object.\");\n }\n return doc;\n}\n\nfunction resolveCanvas(canvasOrSelector, documentOverride) {\n if (canvasOrSelector && typeof canvasOrSelector === \"object\") {\n return canvasOrSelector;\n }\n\n const doc = readDocument(documentOverride);\n const selector =\n typeof canvasOrSelector === \"string\" && canvasOrSelector.trim().length > 0\n ? canvasOrSelector\n : DEFAULT_CANVAS_SELECTOR;\n const resolved = doc.querySelector(selector);\n if (!resolved) {\n throw new Error(`Unable to find canvas for selector \"${selector}\".`);\n }\n return resolved;\n}\n\nfunction readGpu(navigatorOverride) {\n const currentNavigator = readNavigator(navigatorOverride);\n const gpu = currentNavigator.gpu;\n if (!gpu || typeof gpu.requestAdapter !== \"function\") {\n throw new Error(\"WebGPU runtime unavailable. navigator.gpu is missing.\");\n }\n return gpu;\n}\n\nfunction configureContext(context, device, format, alphaMode) {\n if (typeof context.configure !== \"function\") {\n throw new Error(\"Canvas WebGPU context does not support configure().\");\n }\n context.configure({\n device,\n format,\n alphaMode,\n });\n}\n\nfunction createRenderPassDescriptor(view, clearColor) {\n return {\n colorAttachments: [\n {\n view,\n loadOp: \"clear\",\n clearValue: {\n r: clearColor[0],\n g: clearColor[1],\n b: clearColor[2],\n a: clearColor[3],\n },\n storeOp: \"store\",\n },\n ],\n };\n}\n\nexport function supportsWebGpu(options = {}) {\n try {\n const gpu = readGpu(options.navigator);\n return Boolean(gpu);\n } catch {\n return false;\n }\n}\n\nexport async function createGpuRenderer(options = {}) {\n const {\n canvas,\n navigator: navigatorOverride,\n document: documentOverride,\n powerPreference = \"high-performance\",\n alpha = true,\n format,\n clearColor = DEFAULT_CLEAR_COLOR,\n requestAnimationFrame = globalThis.requestAnimationFrame?.bind(globalThis),\n cancelAnimationFrame = globalThis.cancelAnimationFrame?.bind(globalThis),\n frameIdFactory,\n onFrameStart,\n onBeforeEncode,\n onAfterSubmit,\n onFrameComplete,\n } = options;\n\n const gpu = readGpu(navigatorOverride);\n const adapter = await gpu.requestAdapter({ powerPreference });\n if (!adapter) {\n throw new Error(\"Unable to obtain GPU adapter.\");\n }\n\n const device = await adapter.requestDevice();\n const targetCanvas = resolveCanvas(canvas, documentOverride);\n const context = targetCanvas.getContext?.(\"webgpu\");\n if (!context) {\n throw new Error(\"Unable to obtain WebGPU canvas context.\");\n }\n\n const resolvedFormat =\n format ||\n (typeof gpu.getPreferredCanvasFormat === \"function\"\n ? gpu.getPreferredCanvasFormat()\n : \"bgra8unorm\");\n\n configureContext(context, device, resolvedFormat, alpha ? \"premultiplied\" : \"opaque\");\n\n let running = false;\n let destroyed = false;\n let frame = 0;\n let lastTimestamp = 0;\n let rafId = null;\n let clear = normalizeColor(clearColor);\n let xrActive = false;\n let detachXrBinding = null;\n\n const renderOnce = (timestamp = now()) => {\n if (destroyed) {\n throw new Error(\"Renderer was destroyed.\");\n }\n\n const frameNumber = frame + 1;\n const frameId = normalizeFrameId(\n typeof frameIdFactory === \"function\"\n ? frameIdFactory({\n frame: frameNumber,\n timestamp,\n canvas: targetCanvas,\n xrActive,\n })\n : `renderer.frame.${frameNumber}`\n );\n const frameTimeMs =\n lastTimestamp > 0 ? Math.max(0, timestamp - lastTimestamp) : undefined;\n\n if (typeof onFrameStart === \"function\") {\n onFrameStart({\n frame: frameNumber,\n frameId,\n frameTimeMs,\n timestamp,\n device,\n context,\n canvas: targetCanvas,\n xrActive,\n });\n }\n\n const texture = context.getCurrentTexture?.();\n if (!texture || typeof texture.createView !== \"function\") {\n throw new Error(\"WebGPU context returned an invalid current texture.\");\n }\n\n const encoder = device.createCommandEncoder({\n label: `plasius.gpu-renderer.frame.${frame}`,\n });\n const view = texture.createView();\n\n const pass = encoder.beginRenderPass(createRenderPassDescriptor(view, clear));\n\n if (typeof onBeforeEncode === \"function\") {\n onBeforeEncode({\n frame,\n frameNumber,\n frameId,\n frameTimeMs,\n timestamp,\n device,\n context,\n encoder,\n pass,\n canvas: targetCanvas,\n xrActive,\n });\n }\n\n if (typeof pass.end === \"function\") {\n pass.end();\n }\n\n const commandBuffer = encoder.finish();\n device.queue.submit([commandBuffer]);\n\n frame = frameNumber;\n lastTimestamp = timestamp;\n\n if (typeof onAfterSubmit === \"function\") {\n onAfterSubmit({\n frame: frameNumber,\n frameNumber,\n frameId,\n frameTimeMs,\n timestamp,\n device,\n context,\n canvas: targetCanvas,\n xrActive,\n });\n }\n\n if (typeof onFrameComplete === \"function\") {\n onFrameComplete({\n frame: frameNumber,\n frameId,\n frameTimeMs,\n timestamp,\n device,\n context,\n canvas: targetCanvas,\n xrActive,\n });\n }\n\n return {\n frame: frameNumber,\n frameId,\n frameTimeMs,\n timestamp,\n };\n };\n\n const tick = (timestamp) => {\n if (!running || destroyed) {\n return;\n }\n renderOnce(timestamp);\n if (typeof requestAnimationFrame === \"function\") {\n rafId = requestAnimationFrame(tick);\n }\n };\n\n const start = () => {\n if (destroyed) {\n throw new Error(\"Renderer was destroyed.\");\n }\n if (running) {\n return false;\n }\n running = true;\n if (typeof requestAnimationFrame === \"function\") {\n rafId = requestAnimationFrame(tick);\n } else {\n renderOnce();\n }\n return true;\n };\n\n const stop = () => {\n if (!running) {\n return false;\n }\n running = false;\n if (rafId !== null && typeof cancelAnimationFrame === \"function\") {\n cancelAnimationFrame(rafId);\n }\n rafId = null;\n return true;\n };\n\n const resize = (cssWidth, cssHeight, devicePixelRatio = globalThis.devicePixelRatio ?? 1) => {\n const width = Math.max(1, Math.floor(cssWidth * devicePixelRatio));\n const height = Math.max(1, Math.floor(cssHeight * devicePixelRatio));\n targetCanvas.width = width;\n targetCanvas.height = height;\n if (targetCanvas.style) {\n targetCanvas.style.width = `${Math.max(1, Math.floor(cssWidth))}px`;\n targetCanvas.style.height = `${Math.max(1, Math.floor(cssHeight))}px`;\n }\n return { width, height };\n };\n\n const setClearColor = (value) => {\n clear = normalizeColor(value);\n return [...clear];\n };\n\n const setXrActive = (active) => {\n xrActive = Boolean(active);\n };\n\n const getSnapshot = () => {\n const width = Number(targetCanvas.width) || 0;\n const height = Number(targetCanvas.height) || 0;\n return {\n running,\n frame,\n lastTimestamp,\n format: resolvedFormat,\n width,\n height,\n xrActive,\n };\n };\n\n const renderer = {\n canvas: targetCanvas,\n context,\n device,\n format: resolvedFormat,\n renderOnce,\n start,\n stop,\n resize,\n setClearColor,\n setXrActive,\n getSnapshot,\n bindXrManager(xrManager, bindOptions = {}) {\n if (detachXrBinding) {\n detachXrBinding();\n }\n detachXrBinding = bindRendererToXrManager(renderer, xrManager, bindOptions);\n return detachXrBinding;\n },\n destroy() {\n stop();\n destroyed = true;\n if (detachXrBinding) {\n detachXrBinding();\n detachXrBinding = null;\n }\n if (typeof context.unconfigure === \"function\") {\n context.unconfigure();\n }\n },\n };\n\n return renderer;\n}\n\nfunction snapshotFromXrManager(xrManager) {\n if (xrManager && typeof xrManager.getState === \"function\") {\n return xrManager.getState();\n }\n if (xrManager?.store && typeof xrManager.store.getSnapshot === \"function\") {\n return xrManager.store.getSnapshot();\n }\n return null;\n}\n\nexport function bindRendererToXrManager(renderer, xrManager, options = {}) {\n if (!xrManager || typeof xrManager.subscribe !== \"function\") {\n throw new Error(\"XR manager must expose subscribe(listener). Use @plasius/gpu-xr createXrManager().\");\n }\n\n const { onSessionStart, onSessionEnd } = options;\n let previousSession = null;\n\n const applyState = (state) => {\n const session = state?.activeSession ?? null;\n if (session === previousSession) {\n return;\n }\n\n previousSession = session;\n\n if (typeof renderer.setXrActive === \"function\") {\n renderer.setXrActive(Boolean(session));\n }\n\n if (session && typeof onSessionStart === \"function\") {\n onSessionStart(session, renderer);\n }\n\n if (!session && typeof onSessionEnd === \"function\") {\n onSessionEnd(renderer);\n }\n };\n\n applyState(snapshotFromXrManager(xrManager));\n return xrManager.subscribe(applyState);\n}\n\nexport const defaultRendererClearColor = DEFAULT_CLEAR_COLOR;\n","const DEFAULT_WIDTH = 1280;\nconst DEFAULT_HEIGHT = 720;\nconst DEFAULT_MAX_DEPTH = 6;\nconst DEFAULT_TILE_SIZE = 128;\nconst DEFAULT_SAMPLES_PER_PIXEL = 1;\nconst DEFAULT_SCENE_OBJECT_CAPACITY = 128;\nconst DEFAULT_ENVIRONMENT_PORTAL_CAPACITY = 32;\nconst WORKGROUP_SIZE = 64;\nconst RAY_RECORD_BYTES = 80;\nconst HIT_RECORD_BYTES = 208;\nconst SCENE_OBJECT_RECORD_BYTES = 96;\nconst MESH_VERTEX_RECORD_BYTES = 48;\nconst MESH_RANGE_RECORD_BYTES = 96;\nconst TRIANGLE_RECORD_BYTES = 208;\nconst BVH_NODE_RECORD_BYTES = 48;\nconst BVH_LEAF_REF_RECORD_BYTES = 16;\nconst EMISSIVE_TRIANGLE_INDEX_BYTES = 4;\nconst ENVIRONMENT_PORTAL_RECORD_BYTES = 96;\nconst ACCUMULATION_RECORD_BYTES = 16;\nconst CONFIG_BUFFER_BYTES = 272;\nconst COUNTER_BUFFER_BYTES = 16;\nconst TRACE_STORAGE_BUFFER_BINDINGS = 9;\nconst HIT_TYPE_SURFACE = 0;\nconst HIT_TYPE_EMISSIVE = 1;\nconst MATERIAL_DIFFUSE = 0;\nconst MATERIAL_METAL = 1;\nconst MATERIAL_DIELECTRIC = 2;\nconst MATERIAL_TRANSPARENT = 3;\nconst MATERIAL_EMISSIVE = 4;\nconst OBJECT_KIND_SPHERE = 1;\nconst OBJECT_KIND_BOX = 2;\n\nconst DEFAULT_CAMERA = Object.freeze({\n position: Object.freeze([0, 1.15, 5.6]),\n target: Object.freeze([0, 0.65, 0]),\n up: Object.freeze([0, 1, 0]),\n fovYDegrees: 46,\n});\n\nconst DEFAULT_ENVIRONMENT_COLOR = Object.freeze([0.35, 0.43, 0.49, 1]);\nconst DEFAULT_AMBIENT_COLOR = Object.freeze([0.018, 0.022, 0.026, 1]);\nconst DEFAULT_ENVIRONMENT_LIGHTING = Object.freeze({\n horizonColor: Object.freeze([0.46, 0.56, 0.68, 1]),\n zenithColor: Object.freeze([0.04, 0.08, 0.16, 1]),\n sunDirection: Object.freeze([0.22, 0.88, 0.42]),\n sunColor: Object.freeze([2.8, 2.65, 2.35, 1]),\n intensity: 1,\n mode: 0,\n exposure: 1,\n});\n\nexport const wavefrontPathTracingComputeLimits = Object.freeze({\n workgroupSize: WORKGROUP_SIZE,\n traceStorageBufferBindings: TRACE_STORAGE_BUFFER_BINDINGS,\n rayRecordBytes: RAY_RECORD_BYTES,\n hitRecordBytes: HIT_RECORD_BYTES,\n sceneObjectRecordBytes: SCENE_OBJECT_RECORD_BYTES,\n meshVertexRecordBytes: MESH_VERTEX_RECORD_BYTES,\n meshRangeRecordBytes: MESH_RANGE_RECORD_BYTES,\n triangleRecordBytes: TRIANGLE_RECORD_BYTES,\n bvhNodeRecordBytes: BVH_NODE_RECORD_BYTES,\n bvhLeafReferenceRecordBytes: BVH_LEAF_REF_RECORD_BYTES,\n emissiveTriangleIndexBytes: EMISSIVE_TRIANGLE_INDEX_BYTES,\n emissiveTriangleMetadataRecordBytes: BVH_NODE_RECORD_BYTES,\n environmentPortalRecordBytes: ENVIRONMENT_PORTAL_RECORD_BYTES,\n accumulationRecordBytes: ACCUMULATION_RECORD_BYTES,\n});\n\nexport const wavefrontSceneObjectKinds = Object.freeze({\n sphere: OBJECT_KIND_SPHERE,\n box: OBJECT_KIND_BOX,\n});\n\nexport const wavefrontMaterialKinds = Object.freeze({\n diffuse: MATERIAL_DIFFUSE,\n metal: MATERIAL_METAL,\n dielectric: MATERIAL_DIELECTRIC,\n transparent: MATERIAL_TRANSPARENT,\n emissive: MATERIAL_EMISSIVE,\n});\n\nfunction readPositiveInteger(name, value, fallback) {\n if (value === undefined || value === null) {\n return fallback;\n }\n const numeric = Number(value);\n if (!Number.isInteger(numeric) || numeric <= 0) {\n throw new Error(`${name} must be a positive integer.`);\n }\n return numeric;\n}\n\nfunction readNonNegativeInteger(name, value, fallback) {\n if (value === undefined || value === null) {\n return fallback;\n }\n const numeric = Number(value);\n if (!Number.isInteger(numeric) || numeric < 0) {\n throw new Error(`${name} must be a non-negative integer.`);\n }\n return numeric;\n}\n\nfunction readFiniteNumber(name, value, fallback) {\n if (value === undefined || value === null) {\n return fallback;\n }\n const numeric = Number(value);\n if (!Number.isFinite(numeric)) {\n throw new Error(`${name} must be a finite number.`);\n }\n return numeric;\n}\n\nfunction assertAnalyticDisplayQualityPolicy(options = {}) {\n const meshes = Array.isArray(options.meshes)\n ? options.meshes\n : options.mesh\n ? [options.mesh]\n : [];\n if (options.displayQuality === true && meshes.length === 0) {\n throw new Error(\n \"Display-quality path tracing requires mesh BVH triangle intersections. \" +\n \"The analytic sphere/box wavefront renderer is debug-only.\"\n );\n }\n}\n\nfunction clamp(value, min, max) {\n return Math.max(min, Math.min(max, value));\n}\n\nfunction asVec3(value, fallback) {\n if (!Array.isArray(value) && !(ArrayBuffer.isView(value) && value.length >= 3)) {\n return [...fallback];\n }\n return [\n readFiniteNumber(\"vector[0]\", value[0], fallback[0]),\n readFiniteNumber(\"vector[1]\", value[1], fallback[1]),\n readFiniteNumber(\"vector[2]\", value[2], fallback[2]),\n ];\n}\n\nfunction asColor(value, fallback = [1, 1, 1, 1]) {\n if (!Array.isArray(value) && !(ArrayBuffer.isView(value) && value.length >= 3)) {\n return [...fallback];\n }\n return [\n clamp(readFiniteNumber(\"color[0]\", value[0], fallback[0]), 0, 64),\n clamp(readFiniteNumber(\"color[1]\", value[1], fallback[1]), 0, 64),\n clamp(readFiniteNumber(\"color[2]\", value[2], fallback[2]), 0, 64),\n clamp(readFiniteNumber(\"color[3]\", value[3], fallback[3] ?? 1), 0, 1),\n ];\n}\n\nfunction emissionPower(emission) {\n return Math.max(0, emission?.[0] ?? 0) + Math.max(0, emission?.[1] ?? 0) + Math.max(0, emission?.[2] ?? 0);\n}\n\nfunction asUnitVec3(value, fallback) {\n const vector = asVec3(value, fallback);\n return normalize(vector, fallback);\n}\n\nfunction add(a, b) {\n return [a[0] + b[0], a[1] + b[1], a[2] + b[2]];\n}\n\nfunction subtract(a, b) {\n return [a[0] - b[0], a[1] - b[1], a[2] - b[2]];\n}\n\nfunction scale(a, scalar) {\n return [a[0] * scalar, a[1] * scalar, a[2] * scalar];\n}\n\nfunction dot(a, b) {\n return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];\n}\n\nfunction cross(a, b) {\n return [\n a[1] * b[2] - a[2] * b[1],\n a[2] * b[0] - a[0] * b[2],\n a[0] * b[1] - a[1] * b[0],\n ];\n}\n\nfunction normalize(value, fallback = [0, 0, 1]) {\n const length = Math.hypot(value[0], value[1], value[2]);\n if (!Number.isFinite(length) || length <= 0.000001) {\n return [...fallback];\n }\n return [value[0] / length, value[1] / length, value[2] / length];\n}\n\nfunction hashUint32(value) {\n let x = value >>> 0;\n x = ((((x >>> 16) ^ x) >>> 0) * 0x45d9f3b) >>> 0;\n x = ((((x >>> 16) ^ x) >>> 0) * 0x45d9f3b) >>> 0;\n return ((x >>> 16) ^ x) >>> 0;\n}\n\nfunction mixSeed(pixelId, sampleId, bounce, frameIndex, dimension) {\n let x =\n ((pixelId >>> 0) * 747796405) ^\n ((sampleId >>> 0) * 2891336453) ^\n ((bounce >>> 0) * 277803737) ^\n ((frameIndex >>> 0) * 1442695041) ^\n ((dimension >>> 0) * 1597334677);\n x >>>= 0;\n x ^= x >>> 16;\n x = (x * 0x7feb352d) >>> 0;\n x ^= x >>> 15;\n x = (x * 0x846ca68b) >>> 0;\n x ^= x >>> 16;\n return x >>> 0;\n}\n\nfunction random01FromSeed(seed) {\n return (hashUint32(seed) & 0x00ffffff) / 16777215;\n}\n\nfunction getArrayLikeLength(value) {\n return Array.isArray(value) || ArrayBuffer.isView(value) ? value.length : 0;\n}\n\nfunction readVector(values, index, componentCount, fallback) {\n const offset = index * componentCount;\n const output = [];\n for (let component = 0; component < componentCount; component += 1) {\n output.push(readFiniteNumber(\"mesh attribute\", values?.[offset + component], fallback[component] ?? 0));\n }\n return output;\n}\n\nfunction readVector2(values, index, fallback = [0, 0]) {\n return readVector(values, index, 2, fallback);\n}\n\nfunction triangleBounds(v0, v1, v2) {\n return {\n min: [\n Math.min(v0[0], v1[0], v2[0]),\n Math.min(v0[1], v1[1], v2[1]),\n Math.min(v0[2], v1[2], v2[2]),\n ],\n max: [\n Math.max(v0[0], v1[0], v2[0]),\n Math.max(v0[1], v1[1], v2[1]),\n Math.max(v0[2], v1[2], v2[2]),\n ],\n };\n}\n\nfunction mergeBounds(left, right) {\n if (!left) {\n return {\n min: [...right.min],\n max: [...right.max],\n };\n }\n return {\n min: [\n Math.min(left.min[0], right.min[0]),\n Math.min(left.min[1], right.min[1]),\n Math.min(left.min[2], right.min[2]),\n ],\n max: [\n Math.max(left.max[0], right.max[0]),\n Math.max(left.max[1], right.max[1]),\n Math.max(left.max[2], right.max[2]),\n ],\n };\n}\n\nfunction boundsCentroid(bounds) {\n return [\n (bounds.min[0] + bounds.max[0]) * 0.5,\n (bounds.min[1] + bounds.max[1]) * 0.5,\n (bounds.min[2] + bounds.max[2]) * 0.5,\n ];\n}\n\nfunction readMaterialKind(value) {\n if (typeof value === \"number\") {\n return clamp(Math.trunc(value), MATERIAL_DIFFUSE, MATERIAL_EMISSIVE);\n }\n switch (value) {\n case \"metal\":\n case \"reflective\":\n return MATERIAL_METAL;\n case \"dielectric\":\n case \"refractive\":\n case \"glass\":\n return MATERIAL_DIELECTRIC;\n case \"transparent\":\n case \"transmission\":\n return MATERIAL_TRANSPARENT;\n case \"emissive\":\n case \"light\":\n return MATERIAL_EMISSIVE;\n case \"diffuse\":\n default:\n return MATERIAL_DIFFUSE;\n }\n}\n\nfunction readObjectKind(value) {\n if (typeof value === \"number\") {\n return value === OBJECT_KIND_BOX ? OBJECT_KIND_BOX : OBJECT_KIND_SPHERE;\n }\n switch (value) {\n case \"box\":\n case \"aabb\":\n case \"bounds\":\n return OBJECT_KIND_BOX;\n case \"sphere\":\n default:\n return OBJECT_KIND_SPHERE;\n }\n}\n\nfunction deriveBounds(input) {\n if (Array.isArray(input?.min) && Array.isArray(input?.max)) {\n const min = asVec3(input.min, [-0.5, -0.5, -0.5]);\n const max = asVec3(input.max, [0.5, 0.5, 0.5]);\n return {\n center: scale(add(min, max), 0.5),\n halfExtent: scale(subtract(max, min), 0.5).map((value) => Math.max(value, 0.001)),\n };\n }\n\n if (Array.isArray(input?.bounds?.min) && Array.isArray(input?.bounds?.max)) {\n return deriveBounds(input.bounds);\n }\n\n return null;\n}\n\nexport function normalizeWavefrontSceneObject(input = {}, index = 0) {\n const bounds = deriveBounds(input);\n const kind = readObjectKind(input.kind ?? input.type ?? (bounds ? \"box\" : \"sphere\"));\n const center = asVec3(input.center ?? input.position ?? bounds?.center, [0, 0, 0]);\n const radius = readFiniteNumber(\"radius\", input.radius, 0.5);\n const halfExtent =\n kind === OBJECT_KIND_SPHERE\n ? [Math.max(radius, 0.001), Math.max(radius, 0.001), Math.max(radius, 0.001)]\n : asVec3(\n input.halfExtent ?? input.halfExtents ?? input.extents ?? bounds?.halfExtent,\n [0.5, 0.5, 0.5]\n ).map((value) => Math.max(value, 0.001));\n const materialKind = readMaterialKind(input.materialKind ?? input.material?.kind);\n const color = asColor(\n input.color ??\n input.baseColor ??\n input.albedo ??\n input.material?.color ??\n input.material?.baseColor,\n [0.72, 0.72, 0.68, 1]\n );\n const emission = asColor(\n input.emission ?? input.emissive ?? input.material?.emission ?? input.material?.emissive,\n [0, 0, 0, 1]\n );\n\n return Object.freeze({\n id: readNonNegativeInteger(\"id\", input.id, index + 1),\n kind,\n materialKind:\n emission[0] > 0 || emission[1] > 0 || emission[2] > 0\n ? MATERIAL_EMISSIVE\n : materialKind,\n flags: readNonNegativeInteger(\"flags\", input.flags, 0),\n center: Object.freeze(center),\n halfExtent: Object.freeze(halfExtent),\n color: Object.freeze(color),\n emission: Object.freeze(emission),\n roughness: clamp(readFiniteNumber(\"roughness\", input.roughness ?? input.material?.roughness, 0.72), 0, 1),\n metallic: clamp(readFiniteNumber(\"metallic\", input.metallic ?? input.material?.metallic, 0), 0, 1),\n opacity: clamp(readFiniteNumber(\"opacity\", input.opacity ?? input.material?.opacity, color[3] ?? 1), 0, 1),\n ior: clamp(readFiniteNumber(\"ior\", input.ior ?? input.material?.ior, 1.45), 1, 3),\n });\n}\n\nexport function createDefaultWavefrontSceneObjects() {\n return Object.freeze([\n normalizeWavefrontSceneObject({\n type: \"box\",\n id: 1,\n center: [0, -0.08, 0],\n halfExtent: [3.25, 0.08, 3.25],\n color: [0.45, 0.53, 0.54, 1],\n roughness: 0.5,\n }),\n normalizeWavefrontSceneObject({\n type: \"box\",\n id: 2,\n center: [0, 1.25, -1.65],\n halfExtent: [2.45, 1.45, 0.08],\n color: [0.42, 0.41, 0.38, 1],\n roughness: 0.85,\n }),\n normalizeWavefrontSceneObject({\n type: \"sphere\",\n id: 3,\n center: [-0.9, 0.72, 0.05],\n radius: 0.72,\n color: [0.76, 0.72, 0.64, 1],\n materialKind: \"metal\",\n roughness: 0.08,\n metallic: 0.7,\n }),\n normalizeWavefrontSceneObject({\n type: \"sphere\",\n id: 4,\n center: [0.85, 0.65, -0.05],\n radius: 0.58,\n color: [0.68, 0.82, 0.86, 0.72],\n materialKind: \"dielectric\",\n roughness: 0.02,\n opacity: 0.72,\n ior: 1.35,\n }),\n normalizeWavefrontSceneObject({\n type: \"sphere\",\n id: 5,\n center: [0, 2.55, -0.65],\n radius: 0.34,\n color: [1, 0.94, 0.78, 1],\n emission: [7.2, 6.5, 4.2, 1],\n materialKind: \"emissive\",\n }),\n ]);\n}\n\nexport function normalizeWavefrontMesh(input = {}, meshIndex = 0) {\n const positions = input.positions;\n const positionLength = getArrayLikeLength(positions);\n if (positionLength < 9 || positionLength % 3 !== 0) {\n throw new Error(\"Wavefront mesh positions must contain at least three vec3 vertices.\");\n }\n\n const vertexCount = positionLength / 3;\n const indices =\n getArrayLikeLength(input.indices) > 0\n ? Array.from(input.indices, (value) => readNonNegativeInteger(\"mesh index\", value, 0))\n : Array.from({ length: vertexCount }, (_, index) => index);\n if (indices.length < 3 || indices.length % 3 !== 0) {\n throw new Error(\"Wavefront mesh indices must contain complete triangles.\");\n }\n if (indices.some((index) => index >= vertexCount)) {\n throw new Error(\"Wavefront mesh index references a vertex outside the position buffer.\");\n }\n\n const normals =\n getArrayLikeLength(input.normals) >= positionLength\n ? Array.from(input.normals, (value) => readFiniteNumber(\"mesh normal\", value, 0))\n : null;\n const uvs =\n getArrayLikeLength(input.uvs ?? input.texcoords ?? input.uv) >= vertexCount * 2\n ? Array.from(input.uvs ?? input.texcoords ?? input.uv, (value) =>\n readFiniteNumber(\"mesh uv\", value, 0)\n )\n : null;\n const materialKind = readMaterialKind(input.materialKind ?? input.material?.kind);\n const color = asColor(\n input.color ??\n input.baseColor ??\n input.albedo ??\n input.material?.color ??\n input.material?.baseColor,\n [0.72, 0.72, 0.68, 1]\n );\n const emission = asColor(\n input.emission ?? input.emissive ?? input.material?.emission ?? input.material?.emissive,\n [0, 0, 0, 1]\n );\n\n return Object.freeze({\n id: readNonNegativeInteger(\"mesh id\", input.id, meshIndex + 1),\n positions: Object.freeze(Array.from(positions, (value) => readFiniteNumber(\"mesh position\", value, 0))),\n indices: Object.freeze(indices),\n normals: normals ? Object.freeze(normals) : null,\n uvs: uvs ? Object.freeze(uvs) : null,\n materialKind:\n emission[0] > 0 || emission[1] > 0 || emission[2] > 0\n ? MATERIAL_EMISSIVE\n : materialKind,\n flags: readNonNegativeInteger(\"mesh flags\", input.flags, 0),\n materialRefId: readNonNegativeInteger(\n \"mesh materialRefId\",\n input.materialRefId ?? input.material?.id ?? input.materialId,\n meshIndex\n ),\n mediumRefId: readNonNegativeInteger(\n \"mesh mediumRefId\",\n input.mediumRefId ?? input.medium?.id ?? input.mediumId,\n 0\n ),\n color: Object.freeze(color),\n emission: Object.freeze(emission),\n roughness: clamp(readFiniteNumber(\"roughness\", input.roughness ?? input.material?.roughness, 0.72), 0, 1),\n metallic: clamp(readFiniteNumber(\"metallic\", input.metallic ?? input.material?.metallic, 0), 0, 1),\n opacity: clamp(readFiniteNumber(\"opacity\", input.opacity ?? input.material?.opacity, color[3] ?? 1), 0, 1),\n ior: clamp(readFiniteNumber(\"ior\", input.ior ?? input.material?.ior, 1.45), 1, 3),\n });\n}\n\nfunction createMeshTriangleRecords(meshes) {\n const source = Array.isArray(meshes) ? meshes : [];\n let nextTriangleId = 0;\n return source.flatMap((meshInput, meshIndex) => {\n const mesh = normalizeWavefrontMesh(meshInput, meshIndex);\n const triangles = [];\n for (let index = 0; index < mesh.indices.length; index += 3) {\n const a = mesh.indices[index];\n const b = mesh.indices[index + 1];\n const c = mesh.indices[index + 2];\n const v0 = readVector(mesh.positions, a, 3, [0, 0, 0]);\n const v1 = readVector(mesh.positions, b, 3, [0, 0, 0]);\n const v2 = readVector(mesh.positions, c, 3, [0, 0, 0]);\n const faceNormal = normalize(cross(subtract(v1, v0), subtract(v2, v0)), [0, 1, 0]);\n const n0 = mesh.normals ? normalize(readVector(mesh.normals, a, 3, faceNormal), faceNormal) : faceNormal;\n const n1 = mesh.normals ? normalize(readVector(mesh.normals, b, 3, faceNormal), faceNormal) : faceNormal;\n const n2 = mesh.normals ? normalize(readVector(mesh.normals, c, 3, faceNormal), faceNormal) : faceNormal;\n const uv0 = mesh.uvs ? readVector2(mesh.uvs, a) : [0, 0];\n const uv1 = mesh.uvs ? readVector2(mesh.uvs, b) : [0, 0];\n const uv2 = mesh.uvs ? readVector2(mesh.uvs, c) : [0, 0];\n const bounds = triangleBounds(v0, v1, v2);\n\n triangles.push(\n Object.freeze({\n triangleId: nextTriangleId,\n meshId: mesh.id,\n materialKind: mesh.materialKind,\n flags: mesh.flags,\n materialRefId: mesh.materialRefId,\n mediumRefId: mesh.mediumRefId,\n v0: Object.freeze(v0),\n v1: Object.freeze(v1),\n v2: Object.freeze(v2),\n n0: Object.freeze(n0),\n n1: Object.freeze(n1),\n n2: Object.freeze(n2),\n uv0: Object.freeze(uv0),\n uv1: Object.freeze(uv1),\n uv2: Object.freeze(uv2),\n color: mesh.color,\n emission: mesh.emission,\n material: Object.freeze([mesh.roughness, mesh.metallic, mesh.opacity, mesh.ior]),\n bounds: Object.freeze({\n min: Object.freeze(bounds.min),\n max: Object.freeze(bounds.max),\n }),\n centroid: Object.freeze(boundsCentroid(bounds)),\n })\n );\n nextTriangleId += 1;\n }\n return triangles;\n });\n}\n\nfunction chooseSplitAxis(triangles) {\n const centroidBounds = triangles.reduce(\n (bounds, triangle) => {\n const pointBounds = { min: triangle.centroid, max: triangle.centroid };\n return mergeBounds(bounds, pointBounds);\n },\n null\n );\n const extent = subtract(centroidBounds.max, centroidBounds.min);\n if (extent[0] >= extent[1] && extent[0] >= extent[2]) {\n return 0;\n }\n return extent[1] >= extent[2] ? 1 : 2;\n}\n\nfunction buildBvh(triangles, maxLeafTriangles = 4) {\n if (triangles.length === 0) {\n return Object.freeze({ nodes: Object.freeze([]), triangles: Object.freeze([]) });\n }\n\n const nodes = [];\n const orderedTriangles = [];\n\n function buildNode(nodeTriangles) {\n const nodeIndex = nodes.length;\n nodes.push(null);\n const bounds = nodeTriangles.reduce((current, triangle) => mergeBounds(current, triangle.bounds), null);\n\n if (nodeTriangles.length <= maxLeafTriangles) {\n const firstTriangle = orderedTriangles.length;\n orderedTriangles.push(...nodeTriangles);\n nodes[nodeIndex] = Object.freeze({\n bounds: Object.freeze({\n min: Object.freeze(bounds.min),\n max: Object.freeze(bounds.max),\n }),\n firstTriangle,\n triangleCount: nodeTriangles.length,\n leftChild: 0,\n rightChild: 0,\n });\n return nodeIndex;\n }\n\n const axis = chooseSplitAxis(nodeTriangles);\n const sorted = [...nodeTriangles].sort((left, right) => left.centroid[axis] - right.centroid[axis]);\n const midpoint = Math.max(1, Math.floor(sorted.length / 2));\n const leftChild = buildNode(sorted.slice(0, midpoint));\n const rightChild = buildNode(sorted.slice(midpoint));\n nodes[nodeIndex] = Object.freeze({\n bounds: Object.freeze({\n min: Object.freeze(bounds.min),\n max: Object.freeze(bounds.max),\n }),\n firstTriangle: leftChild,\n triangleCount: 0,\n leftChild,\n rightChild,\n });\n return nodeIndex;\n }\n\n buildNode(triangles);\n return Object.freeze({\n nodes: Object.freeze(nodes),\n triangles: Object.freeze(orderedTriangles),\n });\n}\n\nexport function createWavefrontMeshAcceleration(meshes = []) {\n const source = Array.isArray(meshes) ? meshes : [meshes];\n const triangles = createMeshTriangleRecords(source);\n return buildBvh(triangles);\n}\n\nfunction estimateMeshSourceShape(meshes) {\n const source = Array.isArray(meshes) ? meshes : [];\n return source.reduce(\n (shape, meshInput, meshIndex) => {\n const mesh = normalizeWavefrontMesh(meshInput, meshIndex);\n return {\n vertexCount: shape.vertexCount + mesh.positions.length / 3,\n indexCount: shape.indexCount + mesh.indices.length,\n meshCount: shape.meshCount + 1,\n triangleCount: shape.triangleCount + mesh.indices.length / 3,\n };\n },\n {\n vertexCount: 0,\n indexCount: 0,\n meshCount: 0,\n triangleCount: 0,\n }\n );\n}\n\nfunction estimateBinaryBvhNodeCapacity(triangleCount) {\n return triangleCount <= 0 ? 0 : Math.max(1, triangleCount * 2 - 1);\n}\n\nfunction nextPowerOfTwo(value) {\n if (value <= 1) {\n return Math.max(0, value);\n }\n return 2 ** Math.ceil(Math.log2(value));\n}\n\nfunction estimateBvhLeafSortCapacity(triangleCount) {\n return triangleCount <= 0 ? 0 : nextPowerOfTwo(triangleCount);\n}\n\nexport function createWavefrontBvhSortStages(itemCountInput) {\n const itemCount = readNonNegativeInteger(\"itemCount\", itemCountInput, 0);\n const sortCount = estimateBvhLeafSortCapacity(itemCount);\n if (sortCount <= 1) {\n return Object.freeze([]);\n }\n\n const stages = [];\n for (let sequenceSize = 2; sequenceSize <= sortCount; sequenceSize *= 2) {\n for (\n let compareDistance = sequenceSize / 2;\n compareDistance >= 1;\n compareDistance /= 2\n ) {\n stages.push(\n Object.freeze({\n compareDistance,\n sequenceSize,\n })\n );\n }\n }\n\n return Object.freeze(stages);\n}\n\nexport function createWavefrontBvhBuildLevels(triangleCountInput) {\n const triangleCount = readNonNegativeInteger(\"triangleCount\", triangleCountInput, 0);\n const internalCount = Math.max(0, triangleCount - 1);\n if (internalCount === 0) {\n return Object.freeze([]);\n }\n\n const levels = [];\n let depth = 0;\n while (Math.pow(2, depth) - 1 < internalCount) {\n depth += 1;\n }\n\n for (let level = depth - 1; level >= 0; level -= 1) {\n const start = Math.pow(2, level) - 1;\n const end = Math.min(Math.pow(2, level + 1) - 2, internalCount - 1);\n if (end >= start) {\n levels.push(\n Object.freeze({\n start,\n count: end - start + 1,\n })\n );\n }\n }\n\n return Object.freeze(levels);\n}\n\nfunction resolveAccelerationBuildMode(options = {}) {\n const mode = options.accelerationBuildMode ?? (options.displayQuality === true ? \"gpu\" : \"cpu-debug\");\n if (mode !== \"gpu\" && mode !== \"cpu-debug\") {\n throw new Error(\"accelerationBuildMode must be either \\\"gpu\\\" or \\\"cpu-debug\\\".\");\n }\n if (options.displayQuality === true && mode !== \"gpu\") {\n throw new Error(\"Display-quality path tracing requires GPU-built mesh acceleration.\");\n }\n return mode;\n}\n\nexport function createWavefrontGpuMeshSource(meshes = []) {\n const source = Array.isArray(meshes) ? meshes : [meshes];\n const normalized = source.map((meshInput, meshIndex) => normalizeWavefrontMesh(meshInput, meshIndex));\n const vertexCount = normalized.reduce((count, mesh) => count + mesh.positions.length / 3, 0);\n const indexCount = normalized.reduce((count, mesh) => count + mesh.indices.length, 0);\n const triangleCount = Math.floor(indexCount / 3);\n const vertexBytes = new ArrayBuffer(Math.max(1, vertexCount) * MESH_VERTEX_RECORD_BYTES);\n const indexBytes = new ArrayBuffer(Math.max(1, indexCount) * 4);\n const meshBytes = new ArrayBuffer(Math.max(1, normalized.length) * MESH_RANGE_RECORD_BYTES);\n const vertexFloats = new Float32Array(vertexBytes);\n const indexUints = new Uint32Array(indexBytes);\n const meshUints = new Uint32Array(meshBytes);\n const meshFloats = new Float32Array(meshBytes);\n\n let vertexCursor = 0;\n let indexCursor = 0;\n let triangleCursor = 0;\n\n normalized.forEach((mesh, meshIndex) => {\n const meshVertexBase = vertexCursor;\n const meshIndexBase = indexCursor;\n const meshTriangleBase = triangleCursor;\n const meshVertexCount = mesh.positions.length / 3;\n\n for (let vertexIndex = 0; vertexIndex < meshVertexCount; vertexIndex += 1) {\n const recordOffset = (vertexCursor + vertexIndex) * (MESH_VERTEX_RECORD_BYTES / 4);\n const position = readVector(mesh.positions, vertexIndex, 3, [0, 0, 0]);\n const normal = mesh.normals ? readVector(mesh.normals, vertexIndex, 3, [0, 0, 0]) : [0, 0, 0];\n const uv = mesh.uvs ? readVector2(mesh.uvs, vertexIndex) : [0, 0];\n vertexFloats[recordOffset] = position[0];\n vertexFloats[recordOffset + 1] = position[1];\n vertexFloats[recordOffset + 2] = position[2];\n vertexFloats[recordOffset + 3] = 1;\n vertexFloats[recordOffset + 4] = normal[0];\n vertexFloats[recordOffset + 5] = normal[1];\n vertexFloats[recordOffset + 6] = normal[2];\n vertexFloats[recordOffset + 7] = mesh.normals ? 1 : 0;\n vertexFloats[recordOffset + 8] = uv[0];\n vertexFloats[recordOffset + 9] = uv[1];\n vertexFloats[recordOffset + 10] = mesh.uvs ? 1 : 0;\n vertexFloats[recordOffset + 11] = 0;\n }\n\n mesh.indices.forEach((indexValue, localIndex) => {\n indexUints[indexCursor + localIndex] = meshVertexBase + indexValue;\n });\n\n const meshOffset = meshIndex * (MESH_RANGE_RECORD_BYTES / 4);\n meshUints[meshOffset] = mesh.id;\n meshUints[meshOffset + 1] = mesh.materialKind;\n meshUints[meshOffset + 2] = mesh.flags;\n meshUints[meshOffset + 3] = mesh.materialRefId;\n meshUints[meshOffset + 4] = mesh.mediumRefId;\n meshUints[meshOffset + 5] = meshIndexBase;\n meshUints[meshOffset + 6] = mesh.indices.length;\n meshUints[meshOffset + 7] = meshTriangleBase;\n meshUints[meshOffset + 8] = mesh.indices.length / 3;\n meshUints[meshOffset + 9] = meshVertexBase;\n meshUints[meshOffset + 10] = meshVertexCount;\n meshUints[meshOffset + 11] = 0;\n const floatOffset = meshOffset;\n writeVec4(meshFloats, floatOffset * 4 + 48, mesh.color);\n writeVec4(meshFloats, floatOffset * 4 + 64, mesh.emission);\n writeVec4(meshFloats, floatOffset * 4 + 80, [\n mesh.roughness,\n mesh.metallic,\n mesh.opacity,\n mesh.ior,\n ]);\n\n vertexCursor += meshVertexCount;\n indexCursor += mesh.indices.length;\n triangleCursor += mesh.indices.length / 3;\n });\n\n return Object.freeze({\n vertices: Object.freeze({\n buffer: vertexBytes,\n count: vertexCount,\n recordBytes: MESH_VERTEX_RECORD_BYTES,\n }),\n indices: Object.freeze({\n buffer: indexBytes,\n count: indexCount,\n recordBytes: 4,\n }),\n meshes: Object.freeze({\n buffer: meshBytes,\n records: Object.freeze(normalized),\n count: normalized.length,\n recordBytes: MESH_RANGE_RECORD_BYTES,\n }),\n triangleCount,\n bvhNodeCapacity: estimateBinaryBvhNodeCapacity(triangleCount),\n });\n}\n\nexport function createWavefrontEmissiveTriangleIndexSource(meshes = [], capacityInput) {\n const source = Array.isArray(meshes) ? meshes : [meshes];\n const normalized = source.map((meshInput, meshIndex) => normalizeWavefrontMesh(meshInput, meshIndex));\n const indices = [];\n let triangleCursor = 0;\n\n normalized.forEach((mesh) => {\n const triangleCount = Math.floor(mesh.indices.length / 3);\n const isEmissive =\n mesh.materialKind === MATERIAL_EMISSIVE || emissionPower(mesh.emission) > 0.0001;\n if (isEmissive) {\n for (let triangleOffset = 0; triangleOffset < triangleCount; triangleOffset += 1) {\n indices.push(triangleCursor + triangleOffset);\n }\n }\n triangleCursor += triangleCount;\n });\n\n const capacity = Math.max(\n indices.length,\n readNonNegativeInteger(\"emissiveTriangleCapacity\", capacityInput, indices.length)\n );\n const bytes = new ArrayBuffer(capacity * EMISSIVE_TRIANGLE_INDEX_BYTES);\n const uints = new Uint32Array(bytes);\n uints.fill(0xffffffff);\n indices.forEach((triangleIndex, index) => {\n uints[index] = triangleIndex;\n });\n\n return Object.freeze({\n buffer: bytes,\n indices: Object.freeze(indices),\n count: indices.length,\n capacity,\n recordBytes: EMISSIVE_TRIANGLE_INDEX_BYTES,\n });\n}\n\nfunction normalizeSceneObjects(sceneObjects, useDefaultScene = true) {\n const source =\n Array.isArray(sceneObjects) && sceneObjects.length > 0\n ? sceneObjects\n : useDefaultScene\n ? createDefaultWavefrontSceneObjects()\n : [];\n return source.map((object, index) => normalizeWavefrontSceneObject(object, index));\n}\n\nfunction normalizeMeshes(options = {}) {\n if (Array.isArray(options.meshes)) {\n return options.meshes;\n }\n if (options.mesh) {\n return [options.mesh];\n }\n return [];\n}\n\nfunction resolveEnvironmentLighting(input, environmentColor, ambientColor) {\n const source = input ?? {};\n return Object.freeze({\n environmentColor: Object.freeze(asColor(source.environmentColor, environmentColor)),\n ambientColor: Object.freeze(asColor(source.ambientColor, ambientColor)),\n horizonColor: Object.freeze(asColor(source.horizonColor, environmentColor)),\n zenithColor: Object.freeze(asColor(source.zenithColor, DEFAULT_ENVIRONMENT_LIGHTING.zenithColor)),\n sunDirection: Object.freeze(asUnitVec3(source.sunDirection, DEFAULT_ENVIRONMENT_LIGHTING.sunDirection)),\n sunColor: Object.freeze(asColor(source.sunColor, DEFAULT_ENVIRONMENT_LIGHTING.sunColor)),\n intensity: Math.max(0.0001, readFiniteNumber(\"environmentLighting.intensity\", source.intensity, DEFAULT_ENVIRONMENT_LIGHTING.intensity)),\n mode: readNonNegativeInteger(\"environmentLighting.mode\", source.mode, DEFAULT_ENVIRONMENT_LIGHTING.mode),\n exposure: Math.max(0.0001, readFiniteNumber(\"environmentLighting.exposure\", source.exposure, DEFAULT_ENVIRONMENT_LIGHTING.exposure)),\n });\n}\n\nfunction evaluateReferenceEnvironmentRadiance(config, origin, direction) {\n void origin;\n const rayDirection = normalize(direction, [0, 1, 0]);\n const upFactor = clamp(rayDirection[1] * 0.5 + 0.5, 0, 1);\n const sunDirection = normalize(\n config.environmentLighting?.sunDirection ?? DEFAULT_ENVIRONMENT_LIGHTING.sunDirection,\n DEFAULT_ENVIRONMENT_LIGHTING.sunDirection\n );\n const sunGlow = Math.pow(clamp(dot(rayDirection, sunDirection), 0, 1), 192);\n const horizonColor =\n config.environmentLighting?.horizonColor ?? DEFAULT_ENVIRONMENT_LIGHTING.horizonColor;\n const zenithColor =\n config.environmentLighting?.zenithColor ?? DEFAULT_ENVIRONMENT_LIGHTING.zenithColor;\n const sunColor = config.environmentLighting?.sunColor ?? DEFAULT_ENVIRONMENT_LIGHTING.sunColor;\n const intensity = Math.max(\n 0.0001,\n Number(config.environmentLighting?.intensity ?? DEFAULT_ENVIRONMENT_LIGHTING.intensity)\n );\n\n return Object.freeze([\n (horizonColor[0] * (1 - upFactor) + zenithColor[0] * upFactor + sunColor[0] * sunGlow) *\n intensity,\n (horizonColor[1] * (1 - upFactor) + zenithColor[1] * upFactor + sunColor[1] * sunGlow) *\n intensity,\n (horizonColor[2] * (1 - upFactor) + zenithColor[2] * upFactor + sunColor[2] * sunGlow) *\n intensity,\n 1,\n ]);\n}\n\nfunction resolveEnvironmentPortalMode(value, hasPortals) {\n if (value === undefined || value === null) {\n return hasPortals ? 2 : 0;\n }\n if (Number.isInteger(value) && value >= 0 && value <= 2) {\n return value;\n }\n if (value === \"disabled\") {\n return 0;\n }\n if (value === \"guide\") {\n return 1;\n }\n if (value === \"guide-and-gate\" || value === \"gate\") {\n return 2;\n }\n throw new Error(\n \"environmentPortalMode must be disabled, guide, guide-and-gate, or an integer between 0 and 2.\"\n );\n}\n\nfunction orthogonalPortalTangent(normal) {\n if (Math.abs(normal[1]) < 0.92) {\n return normalize(cross([0, 1, 0], normal), [1, 0, 0]);\n }\n return normalize(cross([1, 0, 0], normal), [0, 0, 1]);\n}\n\nfunction resolvePortalTangent(value, normal) {\n const fallback = orthogonalPortalTangent(normal);\n const tangent = asUnitVec3(value, fallback);\n const projected = subtract(tangent, scale(normal, dot(tangent, normal)));\n return normalize(projected, fallback);\n}\n\nfunction readPositiveFiniteNumber(name, value, fallback) {\n const numeric = readFiniteNumber(name, value, fallback);\n if (numeric <= 0) {\n throw new Error(`${name} must be a positive finite number.`);\n }\n return numeric;\n}\n\nfunction readPortalExtent(name, value, halfName, halfValue) {\n if (value !== undefined && value !== null) {\n return readPositiveFiniteNumber(name, value, 1);\n }\n return readPositiveFiniteNumber(halfName, halfValue, 0.5) * 2;\n}\n\nfunction normalizeEnvironmentPortal(portal, index) {\n if (!portal || typeof portal !== \"object\") {\n throw new Error(`environmentPortals[${index}] must be an object.`);\n }\n const shape = portal.shape ?? portal.kind ?? \"rectangle\";\n if (shape !== \"rectangle\") {\n throw new Error(`environmentPortals[${index}].shape must be \"rectangle\".`);\n }\n const position = asVec3(portal.position ?? portal.center, [0, 0, 0]);\n const normal = asUnitVec3(portal.normal, [0, 0, 1]);\n const tangent = resolvePortalTangent(portal.tangent, normal);\n const bitangent = normalize(cross(normal, tangent), [0, 1, 0]);\n const width = readPortalExtent(\n `environmentPortals[${index}].width`,\n portal.width,\n `environmentPortals[${index}].halfWidth`,\n portal.halfWidth\n );\n const height = readPortalExtent(\n `environmentPortals[${index}].height`,\n portal.height,\n `environmentPortals[${index}].halfHeight`,\n portal.halfHeight\n );\n const radianceScale = Math.max(\n 0,\n readFiniteNumber(\n `environmentPortals[${index}].radianceScale`,\n portal.radianceScale ?? portal.intensity,\n 1\n )\n );\n return Object.freeze({\n kind: 1,\n flags: portal.twoSided === false ? 0 : 1,\n position: Object.freeze([position[0], position[1], position[2], width * height]),\n normal: Object.freeze([normal[0], normal[1], normal[2], radianceScale]),\n tangent: Object.freeze([tangent[0], tangent[1], tangent[2], width * 0.5]),\n bitangent: Object.freeze([bitangent[0], bitangent[1], bitangent[2], height * 0.5]),\n color: Object.freeze(asColor(portal.color, [1, 1, 1, 1])),\n });\n}\n\nfunction normalizeEnvironmentPortals(value) {\n if (value === undefined || value === null) {\n return Object.freeze([]);\n }\n if (!Array.isArray(value)) {\n throw new Error(\"environmentPortals must be an array when provided.\");\n }\n return Object.freeze(value.map(normalizeEnvironmentPortal));\n}\n\nfunction packEnvironmentPortals(portals, capacity) {\n const bytes = new ArrayBuffer(capacity * ENVIRONMENT_PORTAL_RECORD_BYTES);\n const data = new DataView(bytes);\n const floatView = new Float32Array(bytes);\n portals.forEach((portal, index) => {\n const byteOffset = index * ENVIRONMENT_PORTAL_RECORD_BYTES;\n const floatOffset = byteOffset / Float32Array.BYTES_PER_ELEMENT;\n data.setUint32(byteOffset, portal.kind, true);\n data.setUint32(byteOffset + 4, portal.flags, true);\n data.setUint32(byteOffset + 8, 0, true);\n data.setUint32(byteOffset + 12, 0, true);\n writeVec4(floatView, floatOffset + 4, portal.position);\n writeVec4(floatView, floatOffset + 8, portal.normal);\n writeVec4(floatView, floatOffset + 12, portal.tangent);\n writeVec4(floatView, floatOffset + 16, portal.bitangent);\n writeVec4(floatView, floatOffset + 20, portal.color);\n });\n return Object.freeze({\n buffer: bytes,\n portals,\n count: portals.length,\n capacity,\n recordBytes: ENVIRONMENT_PORTAL_RECORD_BYTES,\n });\n}\n\nfunction getCanvasDimension(canvas, key, fallback) {\n const value = Number(canvas?.[key]);\n if (Number.isFinite(value) && value > 0) {\n return Math.trunc(value);\n }\n return fallback;\n}\n\nfunction resolveCamera(input, width, height) {\n const camera = input ?? DEFAULT_CAMERA;\n const position = asVec3(camera.position, DEFAULT_CAMERA.position);\n const target = asVec3(camera.target, DEFAULT_CAMERA.target);\n const upInput = normalize(asVec3(camera.up, DEFAULT_CAMERA.up), DEFAULT_CAMERA.up);\n const forward = normalize(subtract(target, position), [0, 0, -1]);\n const right = normalize(cross(forward, upInput), [1, 0, 0]);\n const up = normalize(cross(right, forward), [0, 1, 0]);\n const fovYDegrees = clamp(\n readFiniteNumber(\"camera.fovYDegrees\", camera.fovYDegrees ?? camera.fov, DEFAULT_CAMERA.fovYDegrees),\n 10,\n 120\n );\n const aspect = width / Math.max(1, height);\n const tanHalfFovY = Math.tan((fovYDegrees * Math.PI) / 360);\n\n return Object.freeze({\n position: Object.freeze(position),\n forward: Object.freeze(forward),\n right: Object.freeze(right),\n up: Object.freeze(up),\n fovYDegrees,\n aspect,\n tanHalfFovY,\n });\n}\n\nexport function estimateWavefrontPathTracingMemory(options = {}) {\n const tilePixelCapacity = readPositiveInteger(\n \"tilePixelCapacity\",\n options.tilePixelCapacity,\n DEFAULT_TILE_SIZE * DEFAULT_TILE_SIZE\n );\n const sceneObjectCapacity = readPositiveInteger(\n \"sceneObjectCapacity\",\n options.sceneObjectCapacity,\n DEFAULT_SCENE_OBJECT_CAPACITY\n );\n const triangleCapacity = readNonNegativeInteger(\"triangleCapacity\", options.triangleCapacity, 0);\n const bvhNodeCapacity = readNonNegativeInteger(\"bvhNodeCapacity\", options.bvhNodeCapacity, 0);\n const bvhLeafSortCapacity = readNonNegativeInteger(\n \"bvhLeafSortCapacity\",\n options.bvhLeafSortCapacity,\n 0\n );\n const emissiveTriangleCapacity = readNonNegativeInteger(\n \"emissiveTriangleCapacity\",\n options.emissiveTriangleCapacity,\n 0\n );\n const environmentPortalCapacity = readNonNegativeInteger(\n \"environmentPortalCapacity\",\n options.environmentPortalCapacity,\n 0\n );\n const queueBytes = tilePixelCapacity * RAY_RECORD_BYTES;\n const hitBytes = tilePixelCapacity * HIT_RECORD_BYTES;\n const accumulationBytes = tilePixelCapacity * ACCUMULATION_RECORD_BYTES;\n const sceneObjectBytes = sceneObjectCapacity * SCENE_OBJECT_RECORD_BYTES;\n const triangleBytes = triangleCapacity * TRIANGLE_RECORD_BYTES;\n const bvhNodeBytes = bvhNodeCapacity * BVH_NODE_RECORD_BYTES;\n const bvhLeafReferenceBytes = bvhLeafSortCapacity * BVH_LEAF_REF_RECORD_BYTES;\n const emissiveTriangleMetadataBytes =\n emissiveTriangleCapacity * BVH_NODE_RECORD_BYTES;\n const environmentPortalBytes =\n environmentPortalCapacity * ENVIRONMENT_PORTAL_RECORD_BYTES;\n\n return Object.freeze({\n queueBytes,\n queuePairBytes: queueBytes * 2,\n hitBytes,\n accumulationBytes,\n sceneObjectBytes,\n triangleBytes,\n bvhNodeBytes,\n bvhLeafReferenceBytes,\n emissiveTriangleMetadataBytes,\n environmentPortalBytes,\n configBytes: CONFIG_BUFFER_BYTES,\n counterBytes: COUNTER_BUFFER_BYTES,\n totalHotBufferBytes:\n queueBytes * 2 +\n hitBytes +\n accumulationBytes +\n sceneObjectBytes +\n triangleBytes +\n bvhNodeBytes +\n bvhLeafReferenceBytes +\n emissiveTriangleMetadataBytes +\n environmentPortalBytes +\n CONFIG_BUFFER_BYTES +\n COUNTER_BUFFER_BYTES,\n });\n}\n\nexport function createWavefrontPathTracingComputeConfig(options = {}) {\n assertAnalyticDisplayQualityPolicy(options);\n const accelerationBuildMode = resolveAccelerationBuildMode(options);\n const canvas = options.canvas;\n const width = readPositiveInteger(\"width\", options.width, getCanvasDimension(canvas, \"width\", DEFAULT_WIDTH));\n const height = readPositiveInteger(\"height\", options.height, getCanvasDimension(canvas, \"height\", DEFAULT_HEIGHT));\n const maxDepth = clamp(readPositiveInteger(\"maxDepth\", options.maxDepth, DEFAULT_MAX_DEPTH), 1, 16);\n const tileSize = clamp(readPositiveInteger(\"tileSize\", options.tileSize, DEFAULT_TILE_SIZE), 16, 512);\n const samplesPerPixel = clamp(\n readPositiveInteger(\"samplesPerPixel\", options.samplesPerPixel, DEFAULT_SAMPLES_PER_PIXEL),\n 1,\n 64\n );\n const tilePixelCapacity = readPositiveInteger(\n \"tilePixelCapacity\",\n options.tilePixelCapacity,\n tileSize * tileSize\n );\n const meshes = normalizeMeshes(options);\n const meshSourceShape = estimateMeshSourceShape(meshes);\n const gpuMeshSource =\n meshes.length > 0\n ? createWavefrontGpuMeshSource(meshes)\n : createWavefrontGpuMeshSource([]);\n const meshAcceleration =\n accelerationBuildMode === \"cpu-debug\"\n ? createWavefrontMeshAcceleration(meshes)\n : Object.freeze({ nodes: Object.freeze([]), triangles: Object.freeze([]) });\n const emissiveTriangleIndices = createWavefrontEmissiveTriangleIndexSource(\n meshes,\n options.emissiveTriangleCapacity\n );\n const triangleCount =\n accelerationBuildMode === \"gpu\"\n ? meshSourceShape.triangleCount\n : meshAcceleration.triangles.length;\n const bvhNodeCount =\n accelerationBuildMode === \"gpu\"\n ? estimateBinaryBvhNodeCapacity(triangleCount)\n : meshAcceleration.nodes.length;\n const sceneObjects = Object.freeze(\n normalizeSceneObjects(options.sceneObjects, meshes.length === 0)\n );\n const sceneObjectCapacity = Math.max(\n sceneObjects.length,\n readPositiveInteger(\"sceneObjectCapacity\", options.sceneObjectCapacity, DEFAULT_SCENE_OBJECT_CAPACITY)\n );\n const triangleCapacity = Math.max(\n triangleCount,\n readNonNegativeInteger(\"triangleCapacity\", options.triangleCapacity, triangleCount)\n );\n const bvhNodeCapacity = Math.max(\n accelerationBuildMode === \"gpu\" ? estimateBinaryBvhNodeCapacity(triangleCount) : bvhNodeCount,\n readNonNegativeInteger(\n \"bvhNodeCapacity\",\n options.bvhNodeCapacity,\n accelerationBuildMode === \"gpu\" ? estimateBinaryBvhNodeCapacity(triangleCount) : bvhNodeCount\n )\n );\n const bvhLeafSortCapacity =\n accelerationBuildMode === \"gpu\" ? estimateBvhLeafSortCapacity(triangleCount) : 0;\n const bvhSortStages =\n accelerationBuildMode === \"gpu\"\n ? createWavefrontBvhSortStages(triangleCount)\n : Object.freeze([]);\n const bvhBuildLevels =\n accelerationBuildMode === \"gpu\"\n ? createWavefrontBvhBuildLevels(triangleCount)\n : Object.freeze([]);\n const camera = resolveCamera(options.camera, width, height);\n const environmentColor = Object.freeze(asColor(options.environmentColor, DEFAULT_ENVIRONMENT_COLOR));\n const ambientColor = Object.freeze(asColor(options.ambientColor, DEFAULT_AMBIENT_COLOR));\n const environmentLighting = resolveEnvironmentLighting(\n options.environmentLighting,\n environmentColor,\n ambientColor\n );\n const environmentPortals = normalizeEnvironmentPortals(\n options.environmentPortals ??\n options.environmentLightPortals ??\n options.environmentLighting?.environmentPortals\n );\n const environmentPortalCapacity = Math.max(\n environmentPortals.length,\n readNonNegativeInteger(\n \"environmentPortalCapacity\",\n options.environmentPortalCapacity,\n DEFAULT_ENVIRONMENT_PORTAL_CAPACITY\n )\n );\n const environmentPortalMode = resolveEnvironmentPortalMode(\n options.environmentPortalMode ??\n options.portalMode ??\n options.environmentLighting?.environmentPortalMode,\n environmentPortals.length > 0\n );\n\n return Object.freeze({\n width,\n height,\n maxDepth,\n tileSize,\n samplesPerPixel,\n tilePixelCapacity,\n sceneObjects,\n sceneObjectCount: sceneObjects.length,\n sceneObjectCapacity,\n accelerationBuildMode,\n gpuAccelerationBuildRequired: accelerationBuildMode === \"gpu\" && triangleCount > 0,\n gpuMeshSource,\n meshAcceleration,\n emissiveTriangleIndices,\n emissiveTriangleCount: emissiveTriangleIndices.count,\n emissiveTriangleCapacity: emissiveTriangleIndices.capacity,\n triangleCount,\n triangleCapacity,\n bvhNodeCount,\n bvhNodeCapacity,\n bvhLeafSortCapacity,\n bvhSortStages,\n bvhBuildLevels,\n camera,\n environmentColor: environmentLighting.environmentColor,\n ambientColor: environmentLighting.ambientColor,\n environmentLighting,\n environmentPortals,\n environmentPortalCount: environmentPortals.length,\n environmentPortalCapacity,\n environmentPortalMode,\n displayQuality: options.displayQuality === true,\n requiresMeshBvhForDisplayQuality: true,\n denoise: options.denoise !== false,\n frameIndex: readNonNegativeInteger(\"frameIndex\", options.frameIndex, 0),\n memory: estimateWavefrontPathTracingMemory({\n tilePixelCapacity,\n sceneObjectCapacity,\n triangleCapacity,\n bvhNodeCapacity,\n bvhLeafSortCapacity,\n emissiveTriangleCapacity: emissiveTriangleIndices.capacity,\n environmentPortalCapacity,\n }),\n });\n}\n\nexport function supportsWavefrontPathTracingCompute(options = {}) {\n const navigatorRef = options.navigator ?? globalThis.navigator;\n return typeof navigatorRef?.gpu?.requestAdapter === \"function\";\n}\n\nfunction getGpuUsageConstants() {\n if (\n typeof GPUBufferUsage === \"undefined\" ||\n typeof GPUTextureUsage === \"undefined\" ||\n typeof GPUShaderStage === \"undefined\"\n ) {\n throw new Error(\"WebGPU runtime unavailable. Required GPU constants are missing.\");\n }\n\n return {\n buffer: GPUBufferUsage,\n texture: GPUTextureUsage,\n shader: GPUShaderStage,\n map: typeof GPUMapMode === \"undefined\" ? null : GPUMapMode,\n };\n}\n\nfunction resolveCanvas(canvasOrSelector, documentRef = globalThis.document) {\n if (typeof canvasOrSelector === \"string\") {\n const resolved = documentRef?.querySelector?.(canvasOrSelector);\n if (!resolved) {\n throw new Error(`Unable to find canvas for selector: ${canvasOrSelector}`);\n }\n return resolved;\n }\n\n if (canvasOrSelector?.getContext) {\n return canvasOrSelector;\n }\n\n const fallback = documentRef?.querySelector?.(\"canvas[data-plasius-wavefront-path-tracing]\");\n if (!fallback) {\n throw new Error(\"A canvas is required for WebGPU wavefront path tracing.\");\n }\n return fallback;\n}\n\nfunction writeVec4(floatView, byteOffset, value) {\n const index = byteOffset / 4;\n floatView[index] = value[0] ?? 0;\n floatView[index + 1] = value[1] ?? 0;\n floatView[index + 2] = value[2] ?? 0;\n floatView[index + 3] = value[3] ?? 0;\n}\n\nexport function packWavefrontSceneObjects(sceneObjects, capacity = sceneObjects.length) {\n const normalized =\n Array.isArray(sceneObjects) && sceneObjects.length === 0\n ? []\n : normalizeSceneObjects(sceneObjects);\n if (normalized.length > capacity) {\n throw new Error(\n `Scene object capacity ${capacity} is too small for ${normalized.length} objects.`\n );\n }\n\n const bytes = new ArrayBuffer(Math.max(1, capacity) * SCENE_OBJECT_RECORD_BYTES);\n const uintView = new Uint32Array(bytes);\n const floatView = new Float32Array(bytes);\n\n normalized.forEach((object, index) => {\n const byteOffset = index * SCENE_OBJECT_RECORD_BYTES;\n const u32 = byteOffset / 4;\n uintView[u32] = object.kind;\n uintView[u32 + 1] = object.id;\n uintView[u32 + 2] = object.materialKind;\n uintView[u32 + 3] = object.flags;\n writeVec4(floatView, byteOffset + 16, [...object.center, 0]);\n writeVec4(floatView, byteOffset + 32, [...object.halfExtent, 0]);\n writeVec4(floatView, byteOffset + 48, object.color);\n writeVec4(floatView, byteOffset + 64, object.emission);\n writeVec4(floatView, byteOffset + 80, [\n object.roughness,\n object.metallic,\n object.opacity,\n object.ior,\n ]);\n });\n\n return Object.freeze({\n buffer: bytes,\n objects: Object.freeze(normalized),\n count: normalized.length,\n capacity,\n });\n}\n\nexport function packWavefrontTriangles(triangles, capacity = triangles.length) {\n if (triangles.length > capacity) {\n throw new Error(`Triangle capacity ${capacity} is too small for ${triangles.length} triangles.`);\n }\n\n const bytes = new ArrayBuffer(Math.max(1, capacity) * TRIANGLE_RECORD_BYTES);\n const uintView = new Uint32Array(bytes);\n const floatView = new Float32Array(bytes);\n\n triangles.forEach((triangle, index) => {\n const byteOffset = index * TRIANGLE_RECORD_BYTES;\n const u32 = byteOffset / 4;\n uintView[u32] = triangle.triangleId;\n uintView[u32 + 1] = triangle.meshId;\n uintView[u32 + 2] = triangle.materialKind;\n uintView[u32 + 3] = triangle.flags;\n uintView[u32 + 4] = triangle.materialRefId;\n uintView[u32 + 5] = triangle.mediumRefId;\n uintView[u32 + 6] = 0;\n uintView[u32 + 7] = 0;\n writeVec4(floatView, byteOffset + 32, [...triangle.v0, 0]);\n writeVec4(floatView, byteOffset + 48, [...triangle.v1, 0]);\n writeVec4(floatView, byteOffset + 64, [...triangle.v2, 0]);\n writeVec4(floatView, byteOffset + 80, [...triangle.n0, 0]);\n writeVec4(floatView, byteOffset + 96, [...triangle.n1, 0]);\n writeVec4(floatView, byteOffset + 112, [...triangle.n2, 0]);\n writeVec4(floatView, byteOffset + 128, [...triangle.uv0, ...triangle.uv1]);\n writeVec4(floatView, byteOffset + 144, [...triangle.uv2, 0, 0]);\n writeVec4(floatView, byteOffset + 160, triangle.color);\n writeVec4(floatView, byteOffset + 176, triangle.emission);\n writeVec4(floatView, byteOffset + 192, triangle.material);\n });\n\n return Object.freeze({\n buffer: bytes,\n triangles: Object.freeze(triangles),\n count: triangles.length,\n capacity,\n });\n}\n\nexport function packWavefrontBvhNodes(nodes, capacity = nodes.length) {\n if (nodes.length > capacity) {\n throw new Error(`BVH node capacity ${capacity} is too small for ${nodes.length} nodes.`);\n }\n\n const bytes = new ArrayBuffer(Math.max(1, capacity) * BVH_NODE_RECORD_BYTES);\n const uintView = new Uint32Array(bytes);\n const floatView = new Float32Array(bytes);\n\n nodes.forEach((node, index) => {\n const byteOffset = index * BVH_NODE_RECORD_BYTES;\n const u32 = byteOffset / 4;\n writeVec4(floatView, byteOffset, [...node.bounds.min, 0]);\n writeVec4(floatView, byteOffset + 16, [...node.bounds.max, 0]);\n uintView[u32 + 8] = node.triangleCount > 0 ? node.firstTriangle : node.leftChild;\n uintView[u32 + 9] = node.triangleCount;\n uintView[u32 + 10] = node.rightChild;\n uintView[u32 + 11] = 0;\n });\n\n return Object.freeze({\n buffer: bytes,\n nodes: Object.freeze(nodes),\n count: nodes.length,\n capacity,\n });\n}\n\nfunction createConfigPayload(config, tile, frameIndex, buildRange = {}) {\n const bytes = new ArrayBuffer(CONFIG_BUFFER_BYTES);\n const data = new DataView(bytes);\n const floatView = new Float32Array(bytes);\n const sampleIndex = buildRange.sampleIndex ?? 0;\n const sampleWeight = buildRange.sampleWeight ?? 1;\n data.setUint32(0, config.width, true);\n data.setUint32(4, config.height, true);\n data.setUint32(8, tile.x, true);\n data.setUint32(12, tile.y, true);\n data.setUint32(16, tile.width, true);\n data.setUint32(20, tile.height, true);\n data.setUint32(24, tile.width * tile.height, true);\n data.setUint32(28, config.maxDepth, true);\n data.setUint32(32, config.sceneObjectCount, true);\n data.setUint32(36, frameIndex, true);\n data.setUint32(40, config.denoise ? 1 : 0, true);\n data.setUint32(44, config.triangleCount, true);\n data.setUint32(48, config.bvhNodeCount, true);\n data.setUint32(52, config.displayQuality ? 1 : 0, true);\n data.setUint32(56, config.gpuMeshSource.meshes.count, true);\n data.setUint32(60, config.bvhNodeCapacity, true);\n writeVec4(floatView, 64, [...config.camera.position, 1]);\n writeVec4(floatView, 80, [...config.camera.forward, 0]);\n writeVec4(floatView, 96, [...config.camera.right, 0]);\n writeVec4(floatView, 112, [...config.camera.up, 0]);\n writeVec4(floatView, 128, [\n config.camera.tanHalfFovY,\n config.camera.aspect,\n sampleWeight,\n sampleIndex,\n ]);\n writeVec4(floatView, 144, config.environmentColor);\n writeVec4(floatView, 160, config.ambientColor);\n writeVec4(floatView, 176, config.environmentLighting.horizonColor);\n writeVec4(floatView, 192, config.environmentLighting.zenithColor);\n writeVec4(floatView, 208, [\n ...config.environmentLighting.sunDirection,\n config.environmentLighting.intensity,\n ]);\n writeVec4(floatView, 224, config.environmentLighting.sunColor);\n data.setUint32(240, buildRange.start ?? 0, true);\n data.setUint32(244, buildRange.count ?? 0, true);\n data.setUint32(248, buildRange.sortItemCount ?? 0, true);\n data.setUint32(252, config.emissiveTriangleCount ?? 0, true);\n data.setUint32(256, config.environmentPortalCount ?? 0, true);\n data.setUint32(260, config.environmentPortalMode ?? 0, true);\n data.setUint32(264, 0, true);\n data.setUint32(268, 0, true);\n return bytes;\n}\n\nfunction createTiles(width, height, tileSize) {\n const tiles = [];\n for (let y = 0; y < height; y += tileSize) {\n for (let x = 0; x < width; x += tileSize) {\n tiles.push(\n Object.freeze({\n x,\n y,\n width: Math.min(tileSize, width - x),\n height: Math.min(tileSize, height - y),\n })\n );\n }\n }\n return Object.freeze(tiles);\n}\n\nfunction normalizeReferenceTile(config, tileInput = {}) {\n const tileX = clamp(\n readNonNegativeInteger(\"tile.x\", tileInput.x, 0),\n 0,\n Math.max(0, config.width - 1)\n );\n const tileY = clamp(\n readNonNegativeInteger(\"tile.y\", tileInput.y, 0),\n 0,\n Math.max(0, config.height - 1)\n );\n const tileWidth = clamp(\n readPositiveInteger(\"tile.width\", tileInput.width, config.width - tileX),\n 1,\n config.width - tileX\n );\n const tileHeight = clamp(\n readPositiveInteger(\"tile.height\", tileInput.height, config.height - tileY),\n 1,\n config.height - tileY\n );\n\n return Object.freeze({\n x: tileX,\n y: tileY,\n width: tileWidth,\n height: tileHeight,\n });\n}\n\nfunction repairReferenceShadingNormal(geometricNormal, shadingNormal) {\n const normal = normalize(shadingNormal, geometricNormal);\n return dot(normal, geometricNormal) < 0 ? scale(normal, -1) : normal;\n}\n\nfunction readOptionalMaxDistance(value) {\n if (value === undefined || value === null) {\n return Number.POSITIVE_INFINITY;\n }\n const numeric = Number(value);\n if (!Number.isFinite(numeric) || numeric <= 0) {\n throw new Error(\"maxDistance must be a positive finite number when provided.\");\n }\n return numeric;\n}\n\nexport function createWavefrontReferenceRay(config, options = {}) {\n if (!config || typeof config !== \"object\") {\n throw new Error(\"config must be a wavefront path tracing config.\");\n }\n\n const tile = normalizeReferenceTile(config, options.tile);\n const tilePixelCount = tile.width * tile.height;\n const pixelIndex = readNonNegativeInteger(\"pixelIndex\", options.pixelIndex, 0);\n if (pixelIndex >= tilePixelCount) {\n throw new Error(`pixelIndex ${pixelIndex} exceeds tile capacity ${tilePixelCount}.`);\n }\n\n const sampleIndex = readNonNegativeInteger(\"sampleIndex\", options.sampleIndex, 0);\n const frameIndex = readNonNegativeInteger(\"frameIndex\", options.frameIndex, config.frameIndex ?? 0);\n const jitterScale = clamp(readFiniteNumber(\"jitterScale\", options.jitterScale, 0.35), 0, 1);\n const localX = pixelIndex % tile.width;\n const localY = Math.floor(pixelIndex / tile.width);\n const pixelX = tile.x + localX;\n const pixelY = tile.y + localY;\n const sourcePixelId = pixelY * config.width + pixelX;\n const jitterX = random01FromSeed(mixSeed(sourcePixelId, sampleIndex, 0, frameIndex, 1)) - 0.5;\n const jitterY = random01FromSeed(mixSeed(sourcePixelId, sampleIndex, 0, frameIndex, 2)) - 0.5;\n const ndcX = ((pixelX + 0.5 + jitterX * jitterScale) / config.width) * 2 - 1;\n const ndcY = 1 - ((pixelY + 0.5 + jitterY * jitterScale) / config.height) * 2;\n const viewX = ndcX * config.camera.tanHalfFovY * config.camera.aspect;\n const viewY = ndcY * config.camera.tanHalfFovY;\n const direction = normalize(\n add(\n add(config.camera.forward, scale(config.camera.right, viewX)),\n scale(config.camera.up, viewY)\n ),\n config.camera.forward\n );\n\n return Object.freeze({\n rayId: pixelIndex,\n parentRayId: 0xffffffff,\n sourcePixelId,\n sampleId: sampleIndex,\n bounce: 0,\n mediumRefId: 0,\n flags: 0,\n origin: Object.freeze([...config.camera.position]),\n direction: Object.freeze(direction),\n throughput: Object.freeze([1, 1, 1, 1]),\n pixelX,\n pixelY,\n });\n}\n\nexport function intersectWavefrontReferenceTriangle(ray, triangle, options = {}) {\n if (!ray || typeof ray !== \"object\") {\n throw new Error(\"ray must be a wavefront reference ray.\");\n }\n if (!triangle || typeof triangle !== \"object\") {\n throw new Error(\"triangle must be a wavefront triangle record.\");\n }\n\n const maxDistance = readOptionalMaxDistance(options.maxDistance);\n const triangleIndex = readNonNegativeInteger(\"triangleIndex\", options.triangleIndex, 0);\n const edge1 = subtract(triangle.v1, triangle.v0);\n const edge2 = subtract(triangle.v2, triangle.v0);\n const pvec = cross(ray.direction, edge2);\n const determinant = dot(edge1, pvec);\n if (Math.abs(determinant) < 0.0000001) {\n return null;\n }\n\n const invDet = 1 / determinant;\n const tvec = subtract(ray.origin, triangle.v0);\n const u = dot(tvec, pvec) * invDet;\n if (u < 0 || u > 1) {\n return null;\n }\n\n const qvec = cross(tvec, edge1);\n const v = dot(ray.direction, qvec) * invDet;\n if (v < 0 || u + v > 1) {\n return null;\n }\n\n const distance = dot(edge2, qvec) * invDet;\n if (distance <= 0.001 || distance > maxDistance) {\n return null;\n }\n\n const geometric = normalize(cross(edge1, edge2), [0, 1, 0]);\n const frontFace = dot(ray.direction, geometric) < 0;\n const orientedGeometric = frontFace ? geometric : scale(geometric, -1);\n const w = 1 - u - v;\n const interpolated = [\n triangle.n0[0] * w + triangle.n1[0] * u + triangle.n2[0] * v,\n triangle.n0[1] * w + triangle.n1[1] * u + triangle.n2[1] * v,\n triangle.n0[2] * w + triangle.n1[2] * u + triangle.n2[2] * v,\n ];\n const shadingNormal = repairReferenceShadingNormal(orientedGeometric, interpolated);\n const uv = [\n triangle.uv0[0] * w + triangle.uv1[0] * u + triangle.uv2[0] * v,\n triangle.uv0[1] * w + triangle.uv1[1] * u + triangle.uv2[1] * v,\n ];\n const position = add(ray.origin, scale(ray.direction, distance));\n\n return Object.freeze({\n hitType: \"surface\",\n rayId: ray.rayId,\n sourcePixelId: ray.sourcePixelId,\n distance,\n entityId: triangle.meshId,\n instanceId: 0,\n primitiveId: triangle.triangleId,\n materialId: triangle.materialKind,\n materialRefId: triangle.materialRefId,\n mediumRefId: triangle.mediumRefId,\n barycentrics: Object.freeze([w, u, v]),\n uv: Object.freeze(uv),\n geometricNormal: Object.freeze(orientedGeometric),\n shadingNormal: Object.freeze(shadingNormal),\n frontFace,\n triangleIndex,\n triangleId: triangle.triangleId,\n position: Object.freeze(position),\n color: triangle.color,\n emission: triangle.emission,\n material: triangle.material,\n });\n}\n\nfunction createWavefrontReferenceEnvironmentHit(config, ray) {\n const radiance = evaluateReferenceEnvironmentRadiance(config, ray.origin, ray.direction);\n return Object.freeze({\n hitType: \"environment\",\n rayId: ray.rayId,\n sourcePixelId: ray.sourcePixelId,\n distance: -1,\n entityId: 0,\n instanceId: 0,\n primitiveId: 0,\n materialId: 0,\n materialRefId: 0,\n mediumRefId: 0,\n barycentrics: Object.freeze([0, 0, 0]),\n uv: Object.freeze([0, 0]),\n geometricNormal: Object.freeze(scale(ray.direction, -1)),\n shadingNormal: Object.freeze(scale(ray.direction, -1)),\n frontFace: true,\n triangleIndex: -1,\n triangleId: -1,\n position: Object.freeze(add(ray.origin, scale(ray.direction, 1000))),\n color: Object.freeze([0, 0, 0, 0]),\n emission: radiance,\n material: Object.freeze([1, 0, 1, 1]),\n });\n}\n\nexport function traceWavefrontReferenceTriangles(config, ray, triangles, options = {}) {\n if (!config || typeof config !== \"object\") {\n throw new Error(\"config must be a wavefront path tracing config.\");\n }\n\n const source = Array.isArray(triangles) ? triangles : [];\n let nearestHit = null;\n let nearestDistance = readOptionalMaxDistance(options.maxDistance);\n\n source.forEach((triangle, index) => {\n const hit = intersectWavefrontReferenceTriangle(ray, triangle, {\n maxDistance: Number.isFinite(nearestDistance) ? nearestDistance : undefined,\n triangleIndex: index,\n });\n if (hit && hit.distance < nearestDistance) {\n nearestDistance = hit.distance;\n nearestHit = hit;\n }\n });\n\n return nearestHit ?? createWavefrontReferenceEnvironmentHit(config, ray);\n}\n\nfunction clampTileSizeForDevice(config, device) {\n const limit = Number(device?.limits?.maxStorageBufferBindingSize);\n if (!Number.isFinite(limit) || limit <= 0) {\n return config.tileSize;\n }\n\n const maxPixelsByRay = Math.floor(limit / RAY_RECORD_BYTES);\n const maxPixelsByHit = Math.floor(limit / HIT_RECORD_BYTES);\n const maxPixels = Math.max(256, Math.min(maxPixelsByRay, maxPixelsByHit));\n if (config.tilePixelCapacity <= maxPixels) {\n return config.tileSize;\n }\n\n return Math.max(16, Math.floor(Math.sqrt(maxPixels)));\n}\n\nfunction createBuffer(device, usage, size, label) {\n return device.createBuffer({\n label,\n size: Math.max(4, size),\n usage,\n });\n}\n\nfunction alignTo(value, alignment) {\n const resolvedAlignment = Math.max(1, alignment);\n return Math.ceil(value / resolvedAlignment) * resolvedAlignment;\n}\n\nasync function getPipelineDiagnostics(shaderModule) {\n if (typeof shaderModule?.compilationInfo !== \"function\") {\n return \"\";\n }\n try {\n const info = await shaderModule.compilationInfo();\n const messages = info.messages ?? [];\n if (messages.length === 0) {\n return \"\";\n }\n return messages\n .map((message) => {\n const line = message.lineNum ?? \"?\";\n const column = message.linePos ?? \"?\";\n return `line ${line}:${column} ${message.message}`;\n })\n .join(\"\\n\");\n } catch {\n return \"\";\n }\n}\n\nasync function createComputePipeline(device, shaderModule, layout, entryPoint, label) {\n const descriptor = {\n label,\n layout,\n compute: {\n module: shaderModule,\n entryPoint,\n },\n };\n\n try {\n if (typeof device.createComputePipelineAsync === \"function\") {\n return await device.createComputePipelineAsync(descriptor);\n }\n return device.createComputePipeline(descriptor);\n } catch (error) {\n const diagnostics = await getPipelineDiagnostics(shaderModule);\n const suffix = diagnostics ? `\\n${diagnostics}` : \"\";\n throw new Error(`WGSL compilation failed for ${label}: ${error.message}${suffix}`, {\n cause: error,\n });\n }\n}\n\nasync function createRenderPipeline(device, descriptor) {\n if (typeof device.createRenderPipelineAsync === \"function\") {\n return device.createRenderPipelineAsync(descriptor);\n }\n return device.createRenderPipeline(descriptor);\n}\n\nconst WAVEFRONT_COMPUTE_WGSL = `\nconst RAY_FLAG_GUIDED_EMISSIVE: u32 = 1u;\n\nstruct RayRecord {\n rayId: u32,\n parentRayId: u32,\n sourcePixelId: u32,\n sampleId: u32,\n bounce: u32,\n mediumRefId: u32,\n flags: u32,\n pad0: u32,\n origin: vec4<f32>,\n direction: vec4<f32>,\n throughput: vec4<f32>,\n};\n\nstruct HitRecord {\n rayId: u32,\n sourcePixelId: u32,\n hitType: u32,\n objectId: u32,\n materialKind: u32,\n frontFace: u32,\n primitiveId: u32,\n materialRefId: u32,\n mediumRefId: u32,\n pad0: u32,\n pad1: u32,\n pad2: u32,\n distance: f32,\n pad3: vec3<f32>,\n position: vec4<f32>,\n geometricNormal: vec4<f32>,\n shadingNormal: vec4<f32>,\n barycentric: vec4<f32>,\n uv: vec4<f32>,\n color: vec4<f32>,\n emission: vec4<f32>,\n material: vec4<f32>,\n};\n\nstruct SceneObject {\n kind: u32,\n objectId: u32,\n materialKind: u32,\n flags: u32,\n center: vec4<f32>,\n halfExtent: vec4<f32>,\n color: vec4<f32>,\n emission: vec4<f32>,\n material: vec4<f32>,\n};\n\nstruct TriangleRecord {\n triangleId: u32,\n meshId: u32,\n materialKind: u32,\n flags: u32,\n materialRefId: u32,\n mediumRefId: u32,\n pad0: u32,\n pad1: u32,\n v0: vec4<f32>,\n v1: vec4<f32>,\n v2: vec4<f32>,\n n0: vec4<f32>,\n n1: vec4<f32>,\n n2: vec4<f32>,\n uv0uv1: vec4<f32>,\n uv2Pad: vec4<f32>,\n color: vec4<f32>,\n emission: vec4<f32>,\n material: vec4<f32>,\n};\n\nstruct BvhNode {\n boundsMin: vec4<f32>,\n boundsMax: vec4<f32>,\n childOrFirst: u32,\n triangleCount: u32,\n rightChild: u32,\n pad0: u32,\n};\n\nstruct BvhLeafRef {\n key: u32,\n triangleIndex: u32,\n pad0: u32,\n pad1: u32,\n};\n\nstruct ScatterResult {\n direction: vec4<f32>,\n flags: u32,\n pad0: u32,\n pad1: u32,\n pad2: u32,\n};\n\nstruct MeshVertex {\n position: vec4<f32>,\n normal: vec4<f32>,\n uv: vec4<f32>,\n};\n\nstruct MeshRange {\n meshId: u32,\n materialKind: u32,\n flags: u32,\n materialRefId: u32,\n mediumRefId: u32,\n firstIndex: u32,\n indexCount: u32,\n firstTriangle: u32,\n triangleCount: u32,\n firstVertex: u32,\n vertexCount: u32,\n pad0: u32,\n color: vec4<f32>,\n emission: vec4<f32>,\n material: vec4<f32>,\n};\n\nstruct FrameConfig {\n canvasWidth: u32,\n canvasHeight: u32,\n tileX: u32,\n tileY: u32,\n tileWidth: u32,\n tileHeight: u32,\n tilePixelCount: u32,\n maxDepth: u32,\n sceneObjectCount: u32,\n frameIndex: u32,\n denoise: u32,\n triangleCount: u32,\n bvhNodeCount: u32,\n displayQuality: u32,\n meshSourceCount: u32,\n bvhNodeCapacity: u32,\n cameraPosition: vec4<f32>,\n cameraForward: vec4<f32>,\n cameraRight: vec4<f32>,\n cameraUp: vec4<f32>,\n projectionAndSampling: vec4<f32>,\n environmentColor: vec4<f32>,\n ambientColor: vec4<f32>,\n environmentHorizonColor: vec4<f32>,\n environmentZenithColor: vec4<f32>,\n environmentSunDirectionIntensity: vec4<f32>,\n environmentSunColor: vec4<f32>,\n bvhBuildNodeStart: u32,\n bvhBuildNodeCount: u32,\n bvhSortItemCount: u32,\n emissiveTriangleCount: u32,\n environmentPortalCount: u32,\n environmentPortalMode: u32,\n _portalPad0: u32,\n _portalPad1: u32,\n};\n\nstruct Counters {\n activeCount: atomic<u32>,\n nextCount: atomic<u32>,\n terminatedCount: atomic<u32>,\n hitCount: atomic<u32>,\n};\n\nstruct Candidate {\n hit: u32,\n distance: f32,\n geometricNormal: vec3<f32>,\n shadingNormal: vec3<f32>,\n barycentric: vec3<f32>,\n uv: vec2<f32>,\n frontFace: u32,\n triangleIndex: u32,\n primitiveId: u32,\n materialRefId: u32,\n mediumRefId: u32,\n};\n\nstruct EnvironmentPortal {\n kind: u32,\n flags: u32,\n _pad0: u32,\n _pad1: u32,\n position: vec4<f32>,\n normal: vec4<f32>,\n tangent: vec4<f32>,\n bitangent: vec4<f32>,\n color: vec4<f32>,\n};\n\n@group(0) @binding(0) var<storage, read_write> activeQueue: array<RayRecord>;\n@group(0) @binding(1) var<storage, read_write> nextQueue: array<RayRecord>;\n@group(0) @binding(2) var<storage, read_write> hits: array<HitRecord>;\n@group(0) @binding(3) var<storage, read_write> accumulation: array<vec4<f32>>;\n@group(0) @binding(4) var<storage, read> sceneObjects: array<SceneObject>;\n@group(0) @binding(5) var<uniform> config: FrameConfig;\n@group(0) @binding(6) var<storage, read_write> counters: Counters;\n@group(0) @binding(7) var outputImage: texture_storage_2d<rgba8unorm, write>;\n@group(0) @binding(8) var<storage, read_write> triangles: array<TriangleRecord>;\n@group(0) @binding(9) var<storage, read_write> bvhNodes: array<BvhNode>;\n@group(0) @binding(10) var<storage, read> meshVertices: array<MeshVertex>;\n@group(0) @binding(11) var<storage, read> meshIndices: array<u32>;\n@group(0) @binding(12) var<storage, read> meshRanges: array<MeshRange>;\n@group(0) @binding(13) var<storage, read_write> bvhLeafRefs: array<BvhLeafRef>;\n@group(0) @binding(14) var denoiseInputRadiance: texture_2d<f32>;\n@group(0) @binding(15) var denoisedRadianceImage: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(16) var radianceImage: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(17) var finalDenoiseInputRadiance: texture_2d<f32>;\n@group(0) @binding(18) var denoisedOutputImage: texture_storage_2d<rgba8unorm, write>;\n@group(0) @binding(19) var<storage, read> environmentPortals: array<EnvironmentPortal>;\n\nfn hash_u32(value: u32) -> u32 {\n var x = value;\n x = ((x >> 16u) ^ x) * 0x45d9f3bu;\n x = ((x >> 16u) ^ x) * 0x45d9f3bu;\n x = (x >> 16u) ^ x;\n return x;\n}\n\nfn mix_seed(pixelId: u32, sampleId: u32, bounce: u32, frameIndex: u32, dimension: u32) -> u32 {\n var x =\n (pixelId * 747796405u) ^\n (sampleId * 2891336453u) ^\n (bounce * 277803737u) ^\n (frameIndex * 1442695041u) ^\n (dimension * 1597334677u);\n x = x ^ (x >> 16u);\n x = x * 0x7feb352du;\n x = x ^ (x >> 15u);\n x = x * 0x846ca68bu;\n x = x ^ (x >> 16u);\n return x;\n}\n\nfn random01(seed: u32) -> f32 {\n return f32(hash_u32(seed) & 0x00ffffffu) / 16777215.0;\n}\n\nfn safe_normalize(value: vec3<f32>, fallback: vec3<f32>) -> vec3<f32> {\n let len = length(value);\n if (len <= 0.000001) {\n return fallback;\n }\n return value / len;\n}\n\nfn saturate(value: f32) -> f32 {\n return clamp(value, 0.0, 1.0);\n}\n\nfn max_component(value: vec3<f32>) -> f32 {\n return max(max(value.x, value.y), value.z);\n}\n\nfn environment_portal_radiance_scale(origin: vec3<f32>, direction: vec3<f32>) -> vec3<f32> {\n if (config.environmentPortalCount == 0u || config.environmentPortalMode == 0u) {\n return vec3<f32>(1.0);\n }\n var scale = vec3<f32>(0.0);\n for (var portalIndex = 0u; portalIndex < config.environmentPortalCount; portalIndex = portalIndex + 1u) {\n let portal = environmentPortals[portalIndex];\n if (portal.kind == 1u) {\n let portalNormal = safe_normalize(portal.normal.xyz, vec3<f32>(0.0, 0.0, 1.0));\n let denominator = dot(direction, portalNormal);\n let twoSided = (portal.flags & 1u) != 0u;\n var facing = abs(denominator) > 0.0001;\n if (!twoSided && denominator <= 0.0001) {\n facing = false;\n }\n if (facing) {\n let distance = dot(portal.position.xyz - origin, portalNormal) / denominator;\n if (distance > 0.001) {\n let hitPosition = origin + direction * distance;\n let local = hitPosition - portal.position.xyz;\n let tangent = safe_normalize(portal.tangent.xyz, vec3<f32>(1.0, 0.0, 0.0));\n let bitangent = safe_normalize(portal.bitangent.xyz, vec3<f32>(0.0, 1.0, 0.0));\n let u = dot(local, tangent);\n let v = dot(local, bitangent);\n if (abs(u) <= portal.tangent.w && abs(v) <= portal.bitangent.w) {\n let areaWeight = clamp(sqrt(max(portal.position.w, 0.0001)), 0.25, 4.0);\n let angleWeight = max(abs(denominator), 0.08);\n let portalScale = portal.color.rgb * portal.normal.w * portal.color.a * areaWeight * angleWeight;\n scale = max(scale, portalScale);\n }\n }\n }\n }\n }\n return scale;\n}\n\nfn environment_radiance(origin: vec3<f32>, direction: vec3<f32>) -> vec3<f32> {\n let rayDirection = safe_normalize(direction, vec3<f32>(0.0, 1.0, 0.0));\n let upFactor = saturate(rayDirection.y * 0.5 + 0.5);\n let sunDirection = safe_normalize(\n config.environmentSunDirectionIntensity.xyz,\n vec3<f32>(0.0, 1.0, 0.0)\n );\n let sunGlow = pow(saturate(dot(rayDirection, sunDirection)), 192.0);\n let gradient =\n config.environmentHorizonColor.xyz * (1.0 - upFactor) +\n config.environmentZenithColor.xyz * upFactor;\n let portalScale = environment_portal_radiance_scale(origin, rayDirection);\n let portalHit = max_component(portalScale) > 0.0001;\n return (\n gradient +\n config.environmentSunColor.xyz * sunGlow\n ) *\n max(config.environmentSunDirectionIntensity.w, 0.0001) *\n select(vec3<f32>(1.0), portalScale, portalHit);\n}\n\nfn gated_environment_radiance(origin: vec3<f32>, direction: vec3<f32>) -> vec3<f32> {\n let portalScale = environment_portal_radiance_scale(origin, safe_normalize(direction, vec3<f32>(0.0, 1.0, 0.0)));\n if (\n config.environmentPortalCount > 0u &&\n config.environmentPortalMode == 2u &&\n max_component(portalScale) <= 0.0001\n ) {\n return config.ambientColor.xyz * 0.65;\n }\n return environment_radiance(origin, direction);\n}\n\nfn default_mesh_range() -> MeshRange {\n return MeshRange(\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n vec4<f32>(0.72, 0.72, 0.68, 1.0),\n vec4<f32>(0.0),\n vec4<f32>(0.72, 0.0, 1.0, 1.45)\n );\n}\n\nfn mesh_range_for_triangle(triangleIndex: u32) -> MeshRange {\n var selected = default_mesh_range();\n for (var meshIndex = 0u; meshIndex < config.meshSourceCount; meshIndex = meshIndex + 1u) {\n let mesh = meshRanges[meshIndex];\n let triangleStart = mesh.firstTriangle;\n let triangleEnd = mesh.firstTriangle + mesh.triangleCount;\n if (triangleIndex >= triangleStart && triangleIndex < triangleEnd) {\n selected = mesh;\n break;\n }\n }\n return selected;\n}\n\nfn node_bounds_min(left: BvhNode, right: BvhNode) -> vec3<f32> {\n return min(left.boundsMin.xyz, right.boundsMin.xyz);\n}\n\nfn node_bounds_max(left: BvhNode, right: BvhNode) -> vec3<f32> {\n return max(left.boundsMax.xyz, right.boundsMax.xyz);\n}\n\nfn ordered_float_key(value: f32) -> u32 {\n let bits = bitcast<u32>(value);\n let sign = bits & 0x80000000u;\n let mask = select(0x80000000u, 0xffffffffu, sign != 0u);\n return bits ^ mask;\n}\n\nfn split_by_3(value: u32) -> u32 {\n var x = value & 0x000003ffu;\n x = (x | (x << 16u)) & 0x030000ffu;\n x = (x | (x << 8u)) & 0x0300f00fu;\n x = (x | (x << 4u)) & 0x030c30c3u;\n x = (x | (x << 2u)) & 0x09249249u;\n return x;\n}\n\nfn morton_key_from_centroid(centroid: vec3<f32>) -> u32 {\n let x = (ordered_float_key(centroid.x) >> 12u) & 0x000003ffu;\n let y = (ordered_float_key(centroid.y) >> 12u) & 0x000003ffu;\n let z = (ordered_float_key(centroid.z) >> 12u) & 0x000003ffu;\n return (split_by_3(x) << 2u) | (split_by_3(y) << 1u) | split_by_3(z);\n}\n\nfn leaf_ref_less(left: BvhLeafRef, right: BvhLeafRef) -> bool {\n if (left.key < right.key) {\n return true;\n }\n if (left.key > right.key) {\n return false;\n }\n return left.triangleIndex < right.triangleIndex;\n}\n\n@compute @workgroup_size(64)\nfn prepareMeshTrianglesAndLeaves(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let triangleIndex = globalId.x;\n if (triangleIndex >= config.triangleCount) {\n if (triangleIndex < config.bvhSortItemCount) {\n bvhLeafRefs[triangleIndex] = BvhLeafRef(0xffffffffu, 0xffffffffu, 0u, 0u);\n }\n return;\n }\n\n let mesh = mesh_range_for_triangle(triangleIndex);\n let localTriangle = triangleIndex - mesh.firstTriangle;\n let indexOffset = mesh.firstIndex + localTriangle * 3u;\n let index0 = meshIndices[indexOffset];\n let index1 = meshIndices[indexOffset + 1u];\n let index2 = meshIndices[indexOffset + 2u];\n let vertex0 = meshVertices[index0];\n let vertex1 = meshVertices[index1];\n let vertex2 = meshVertices[index2];\n let edge1 = vertex1.position.xyz - vertex0.position.xyz;\n let edge2 = vertex2.position.xyz - vertex0.position.xyz;\n let centroid = (vertex0.position.xyz + vertex1.position.xyz + vertex2.position.xyz) / 3.0;\n let faceNormal = safe_normalize(cross(edge1, edge2), vec3<f32>(0.0, 1.0, 0.0));\n let n0 = select(faceNormal, safe_normalize(vertex0.normal.xyz, faceNormal), vertex0.normal.w > 0.5);\n let n1 = select(faceNormal, safe_normalize(vertex1.normal.xyz, faceNormal), vertex1.normal.w > 0.5);\n let n2 = select(faceNormal, safe_normalize(vertex2.normal.xyz, faceNormal), vertex2.normal.w > 0.5);\n let uv0 = select(vec2<f32>(0.0), vertex0.uv.xy, vertex0.uv.z > 0.5);\n let uv1 = select(vec2<f32>(0.0), vertex1.uv.xy, vertex1.uv.z > 0.5);\n let uv2 = select(vec2<f32>(0.0), vertex2.uv.xy, vertex2.uv.z > 0.5);\n\n triangles[triangleIndex] = TriangleRecord(\n triangleIndex,\n mesh.meshId,\n mesh.materialKind,\n mesh.flags,\n mesh.materialRefId,\n mesh.mediumRefId,\n 0u,\n 0u,\n vec4<f32>(vertex0.position.xyz, 0.0),\n vec4<f32>(vertex1.position.xyz, 0.0),\n vec4<f32>(vertex2.position.xyz, 0.0),\n vec4<f32>(n0, 0.0),\n vec4<f32>(n1, 0.0),\n vec4<f32>(n2, 0.0),\n vec4<f32>(uv0, uv1),\n vec4<f32>(uv2, 0.0, 0.0),\n mesh.color,\n mesh.emission,\n mesh.material\n );\n\n let leafBase = config.triangleCount - 1u;\n let nodeIndex = leafBase + triangleIndex;\n let boundsMin = min(vertex0.position.xyz, min(vertex1.position.xyz, vertex2.position.xyz));\n let boundsMax = max(vertex0.position.xyz, max(vertex1.position.xyz, vertex2.position.xyz));\n bvhLeafRefs[triangleIndex] = BvhLeafRef(\n morton_key_from_centroid(centroid),\n triangleIndex,\n 0u,\n 0u\n );\n bvhNodes[nodeIndex] = BvhNode(\n vec4<f32>(boundsMin, 0.0),\n vec4<f32>(boundsMax, 0.0),\n triangleIndex,\n 1u,\n 0u,\n 0u\n );\n}\n\n@compute @workgroup_size(64)\nfn sortBvhLeafRefs(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let index = globalId.x;\n let sortCount = config.bvhSortItemCount;\n if (sortCount <= 1u || index >= sortCount) {\n return;\n }\n\n let compareDistance = config.bvhBuildNodeStart;\n let sequenceSize = config.bvhBuildNodeCount;\n if (compareDistance == 0u || sequenceSize == 0u) {\n return;\n }\n\n let partner = index ^ compareDistance;\n if (partner <= index || partner >= sortCount) {\n return;\n }\n\n let left = bvhLeafRefs[index];\n let right = bvhLeafRefs[partner];\n let ascending = (index & sequenceSize) == 0u;\n let leftIsLess = leaf_ref_less(left, right);\n let rightIsLess = leaf_ref_less(right, left);\n let shouldSwap = select(leftIsLess, rightIsLess, ascending);\n if (shouldSwap) {\n bvhLeafRefs[index] = right;\n bvhLeafRefs[partner] = left;\n }\n}\n\n@compute @workgroup_size(64)\nfn writeSortedBvhLeaves(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let sortedIndex = globalId.x;\n if (sortedIndex >= config.triangleCount || config.triangleCount == 0u) {\n return;\n }\n\n let leafRef = bvhLeafRefs[sortedIndex];\n if (leafRef.triangleIndex >= config.triangleCount) {\n return;\n }\n\n let triangle = triangles[leafRef.triangleIndex];\n let boundsMin = min(triangle.v0.xyz, min(triangle.v1.xyz, triangle.v2.xyz));\n let boundsMax = max(triangle.v0.xyz, max(triangle.v1.xyz, triangle.v2.xyz));\n let leafBase = config.triangleCount - 1u;\n let nodeIndex = leafBase + sortedIndex;\n bvhNodes[nodeIndex] = BvhNode(\n vec4<f32>(boundsMin, 0.0),\n vec4<f32>(boundsMax, 0.0),\n leafRef.triangleIndex,\n 1u,\n 0u,\n 0u\n );\n}\n\n@compute @workgroup_size(64)\nfn buildBvhInternalLevel(@builtin(global_invocation_id) globalId: vec3<u32>) {\n if (config.triangleCount <= 1u || globalId.x >= config.bvhBuildNodeCount) {\n return;\n }\n\n let internalCount = config.triangleCount - 1u;\n let nodeIndex = config.bvhBuildNodeStart + globalId.x;\n if (nodeIndex >= internalCount || nodeIndex >= config.bvhNodeCapacity) {\n return;\n }\n\n let leftIndex = nodeIndex * 2u + 1u;\n let rightIndex = nodeIndex * 2u + 2u;\n if (rightIndex >= config.bvhNodeCapacity || rightIndex >= config.bvhNodeCount) {\n return;\n }\n\n let left = bvhNodes[leftIndex];\n let right = bvhNodes[rightIndex];\n bvhNodes[nodeIndex] = BvhNode(\n vec4<f32>(node_bounds_min(left, right), 0.0),\n vec4<f32>(node_bounds_max(left, right), 0.0),\n leftIndex,\n 0u,\n rightIndex,\n 0u\n );\n}\n\nfn make_ray(pixelIndex: u32) -> RayRecord {\n let localX = pixelIndex % config.tileWidth;\n let localY = pixelIndex / config.tileWidth;\n let px = config.tileX + localX;\n let py = config.tileY + localY;\n let sampleId = u32(config.projectionAndSampling.w);\n let sourcePixelId = py * config.canvasWidth + px;\n let jitterX = random01(mix_seed(sourcePixelId, sampleId, 0u, config.frameIndex, 1u)) - 0.5;\n let jitterY = random01(mix_seed(sourcePixelId, sampleId, 0u, config.frameIndex, 2u)) - 0.5;\n let ndcX = ((f32(px) + 0.5 + jitterX * 0.35) / f32(config.canvasWidth)) * 2.0 - 1.0;\n let ndcY = 1.0 - ((f32(py) + 0.5 + jitterY * 0.35) / f32(config.canvasHeight)) * 2.0;\n let viewX = ndcX * config.projectionAndSampling.x * config.projectionAndSampling.y;\n let viewY = ndcY * config.projectionAndSampling.x;\n let direction = safe_normalize(\n config.cameraForward.xyz + config.cameraRight.xyz * viewX + config.cameraUp.xyz * viewY,\n config.cameraForward.xyz\n );\n return RayRecord(\n pixelIndex,\n 0xffffffffu,\n sourcePixelId,\n sampleId,\n 0u,\n 0u,\n 0u,\n 0u,\n vec4<f32>(config.cameraPosition.xyz, 1.0),\n vec4<f32>(direction, 0.0),\n vec4<f32>(1.0, 1.0, 1.0, 1.0)\n );\n}\n\nfn make_miss(ray: RayRecord) -> HitRecord {\n let radiance = gated_environment_radiance(ray.origin.xyz, ray.direction.xyz);\n return HitRecord(\n ray.rayId,\n ray.sourcePixelId,\n 2u,\n 0u,\n 0u,\n 1u,\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n -1.0,\n vec3<f32>(0.0),\n vec4<f32>(ray.origin.xyz + ray.direction.xyz * 1000.0, 1.0),\n vec4<f32>(-ray.direction.xyz, 0.0),\n vec4<f32>(-ray.direction.xyz, 0.0),\n vec4<f32>(0.0),\n vec4<f32>(0.0),\n vec4<f32>(radiance, 1.0),\n vec4<f32>(0.0),\n vec4<f32>(1.0, 0.0, 1.0, 1.0)\n );\n}\n\nfn intersect_sphere(ray: RayRecord, object: SceneObject) -> Candidate {\n let oc = ray.origin.xyz - object.center.xyz;\n let radius = max(object.halfExtent.x, 0.001);\n let halfB = dot(oc, ray.direction.xyz);\n let c = dot(oc, oc) - radius * radius;\n let discriminant = halfB * halfB - c;\n if (discriminant < 0.0) {\n return no_candidate();\n }\n let sqrtD = sqrt(discriminant);\n var distance = -halfB - sqrtD;\n if (distance <= 0.001) {\n distance = -halfB + sqrtD;\n }\n if (distance <= 0.001) {\n return no_candidate();\n }\n let position = ray.origin.xyz + ray.direction.xyz * distance;\n let outward = safe_normalize((position - object.center.xyz) / radius, vec3<f32>(0.0, 1.0, 0.0));\n let frontFace = select(0u, 1u, dot(ray.direction.xyz, outward) < 0.0);\n let normal = select(-outward, outward, frontFace == 1u);\n return surface_candidate(\n distance,\n normal,\n normal,\n vec3<f32>(1.0, 0.0, 0.0),\n vec2<f32>(0.0),\n frontFace,\n 0xffffffffu,\n object.objectId,\n object.objectId,\n 0u\n );\n}\n\nfn safe_inverse(value: f32) -> f32 {\n if (abs(value) < 0.000001) {\n return select(-1000000.0, 1000000.0, value >= 0.0);\n }\n return 1.0 / value;\n}\n\nfn intersect_box(ray: RayRecord, object: SceneObject) -> Candidate {\n let boxMin = object.center.xyz - object.halfExtent.xyz;\n let boxMax = object.center.xyz + object.halfExtent.xyz;\n let inv = vec3<f32>(\n safe_inverse(ray.direction.x),\n safe_inverse(ray.direction.y),\n safe_inverse(ray.direction.z)\n );\n let t0 = (boxMin - ray.origin.xyz) * inv;\n let t1 = (boxMax - ray.origin.xyz) * inv;\n let tNear = min(t0, t1);\n let tFar = max(t0, t1);\n let entry = max(max(tNear.x, tNear.y), tNear.z);\n let exit = min(min(tFar.x, tFar.y), tFar.z);\n if (exit < max(entry, 0.001)) {\n return no_candidate();\n }\n let distance = max(entry, 0.001);\n let position = ray.origin.xyz + ray.direction.xyz * distance;\n let rel = (position - object.center.xyz) / max(object.halfExtent.xyz, vec3<f32>(0.001));\n let absRel = abs(rel);\n var outward = vec3<f32>(0.0, 1.0, 0.0);\n if (absRel.x >= absRel.y && absRel.x >= absRel.z) {\n outward = vec3<f32>(select(-1.0, 1.0, rel.x >= 0.0), 0.0, 0.0);\n } else if (absRel.y >= absRel.z) {\n outward = vec3<f32>(0.0, select(-1.0, 1.0, rel.y >= 0.0), 0.0);\n } else {\n outward = vec3<f32>(0.0, 0.0, select(-1.0, 1.0, rel.z >= 0.0));\n }\n let frontFace = select(0u, 1u, dot(ray.direction.xyz, outward) < 0.0);\n let normal = select(-outward, outward, frontFace == 1u);\n return surface_candidate(\n distance,\n normal,\n normal,\n vec3<f32>(1.0, 0.0, 0.0),\n vec2<f32>(0.0),\n frontFace,\n 0xffffffffu,\n object.objectId,\n object.objectId,\n 0u\n );\n}\n\nfn intersect_bounds(ray: RayRecord, boundsMin: vec3<f32>, boundsMax: vec3<f32>, nearest: f32) -> bool {\n let inv = vec3<f32>(\n safe_inverse(ray.direction.x),\n safe_inverse(ray.direction.y),\n safe_inverse(ray.direction.z)\n );\n let t0 = (boundsMin - ray.origin.xyz) * inv;\n let t1 = (boundsMax - ray.origin.xyz) * inv;\n let tNear = min(t0, t1);\n let tFar = max(t0, t1);\n let entry = max(max(tNear.x, tNear.y), tNear.z);\n let exit = min(min(tFar.x, tFar.y), tFar.z);\n return exit >= max(entry, 0.001) && entry <= nearest;\n}\n\nfn repair_shading_normal(geometricNormal: vec3<f32>, shadingNormal: vec3<f32>) -> vec3<f32> {\n var normal = safe_normalize(shadingNormal, geometricNormal);\n if (dot(normal, geometricNormal) < 0.0) {\n normal = -normal;\n }\n return normal;\n}\n\nfn no_candidate() -> Candidate {\n return Candidate(\n 0u,\n 0.0,\n vec3<f32>(0.0, 1.0, 0.0),\n vec3<f32>(0.0, 1.0, 0.0),\n vec3<f32>(0.0),\n vec2<f32>(0.0),\n 1u,\n 0xffffffffu,\n 0xffffffffu,\n 0u,\n 0u\n );\n}\n\nfn surface_candidate(\n distance: f32,\n geometricNormal: vec3<f32>,\n shadingNormal: vec3<f32>,\n barycentric: vec3<f32>,\n uv: vec2<f32>,\n frontFace: u32,\n triangleIndex: u32,\n primitiveId: u32,\n materialRefId: u32,\n mediumRefId: u32\n) -> Candidate {\n return Candidate(\n 1u,\n distance,\n geometricNormal,\n shadingNormal,\n barycentric,\n uv,\n frontFace,\n triangleIndex,\n primitiveId,\n materialRefId,\n mediumRefId\n );\n}\n\nfn intersect_triangle(ray: RayRecord, triangle: TriangleRecord, triangleIndex: u32) -> Candidate {\n let edge1 = triangle.v1.xyz - triangle.v0.xyz;\n let edge2 = triangle.v2.xyz - triangle.v0.xyz;\n let pvec = cross(ray.direction.xyz, edge2);\n let det = dot(edge1, pvec);\n if (abs(det) < 0.0000001) {\n return no_candidate();\n }\n\n let invDet = 1.0 / det;\n let tvec = ray.origin.xyz - triangle.v0.xyz;\n let u = dot(tvec, pvec) * invDet;\n if (u < 0.0 || u > 1.0) {\n return no_candidate();\n }\n\n let qvec = cross(tvec, edge1);\n let v = dot(ray.direction.xyz, qvec) * invDet;\n if (v < 0.0 || u + v > 1.0) {\n return no_candidate();\n }\n\n let distance = dot(edge2, qvec) * invDet;\n if (distance <= 0.001) {\n return no_candidate();\n }\n\n let geometric = safe_normalize(cross(edge1, edge2), vec3<f32>(0.0, 1.0, 0.0));\n let frontFace = select(0u, 1u, dot(ray.direction.xyz, geometric) < 0.0);\n let orientedGeometric = select(-geometric, geometric, frontFace == 1u);\n let w = 1.0 - u - v;\n let interpolated =\n triangle.n0.xyz * w +\n triangle.n1.xyz * u +\n triangle.n2.xyz * v;\n let shading = repair_shading_normal(orientedGeometric, interpolated);\n let barycentric = vec3<f32>(w, u, v);\n let uv =\n triangle.uv0uv1.xy * w +\n triangle.uv0uv1.zw * u +\n triangle.uv2Pad.xy * v;\n return surface_candidate(\n distance,\n orientedGeometric,\n shading,\n barycentric,\n uv,\n frontFace,\n triangleIndex,\n triangle.triangleId,\n triangle.materialRefId,\n triangle.mediumRefId\n );\n}\n\nfn intersect_bvh(ray: RayRecord, initialNearest: f32) -> Candidate {\n var nearest = initialNearest;\n var best = no_candidate();\n if (config.bvhNodeCount == 0u || config.triangleCount == 0u) {\n return best;\n }\n\n var stack = array<u32, 64>();\n var stackSize = 1u;\n stack[0] = 0u;\n\n loop {\n if (stackSize == 0u) {\n break;\n }\n\n stackSize = stackSize - 1u;\n let nodeIndex = stack[stackSize];\n if (nodeIndex >= config.bvhNodeCount) {\n continue;\n }\n\n let node = bvhNodes[nodeIndex];\n if (!intersect_bounds(ray, node.boundsMin.xyz, node.boundsMax.xyz, nearest)) {\n continue;\n }\n\n if (node.triangleCount > 0u) {\n for (var offset = 0u; offset < node.triangleCount; offset = offset + 1u) {\n let triangleIndex = node.childOrFirst + offset;\n if (triangleIndex >= config.triangleCount) {\n continue;\n }\n let current = intersect_triangle(ray, triangles[triangleIndex], triangleIndex);\n if (current.hit == 1u && current.distance < nearest) {\n nearest = current.distance;\n best = current;\n }\n }\n } else {\n if (stackSize + 2u <= 64u) {\n stack[stackSize] = node.childOrFirst;\n stack[stackSize + 1u] = node.rightChild;\n stackSize = stackSize + 2u;\n }\n }\n }\n\n return best;\n}\n\nfn emission_power(emission: vec4<f32>) -> f32 {\n return emission.x + emission.y + emission.z;\n}\n\nfn sample_weight() -> f32 {\n return max(config.projectionAndSampling.z, 0.000001);\n}\n\nfn clamp_sample_radiance(value: vec3<f32>) -> vec3<f32> {\n return min(max(value, vec3<f32>(0.0)), vec3<f32>(4.0));\n}\n\nfn tone_map_radiance(value: vec3<f32>) -> vec3<f32> {\n let mapped = value / (vec3<f32>(1.0) + value);\n return pow(clamp(mapped, vec3<f32>(0.0), vec3<f32>(1.0)), vec3<f32>(1.0 / 2.2));\n}\n\nfn denoise_range_space(value: vec3<f32>) -> vec3<f32> {\n return value / (vec3<f32>(1.0) + value);\n}\n\n@compute @workgroup_size(64)\nfn generatePrimaryRays(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let index = globalId.x;\n if (index == 0u) {\n atomicStore(&counters.activeCount, config.tilePixelCount);\n atomicStore(&counters.nextCount, 0u);\n atomicStore(&counters.terminatedCount, 0u);\n atomicStore(&counters.hitCount, 0u);\n }\n if (index >= config.tilePixelCount) {\n return;\n }\n activeQueue[index] = make_ray(index);\n if (u32(config.projectionAndSampling.w) == 0u) {\n accumulation[index] = vec4<f32>(0.0);\n }\n}\n\n@compute @workgroup_size(64)\nfn intersectActiveQueue(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let index = globalId.x;\n let activeCount = atomicLoad(&counters.activeCount);\n if (index >= activeCount) {\n return;\n }\n let ray = activeQueue[index];\n var nearest = 1000000.0;\n var hitObject = SceneObject(\n 0u,\n 0u,\n 0u,\n 0u,\n vec4<f32>(0.0),\n vec4<f32>(0.0),\n vec4<f32>(0.0),\n vec4<f32>(0.0),\n vec4<f32>(1.0, 0.0, 1.0, 1.0)\n );\n var candidate = no_candidate();\n var hitTriangle = TriangleRecord(\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n vec4<f32>(0.0),\n vec4<f32>(0.0),\n vec4<f32>(0.0),\n vec4<f32>(0.0, 1.0, 0.0, 0.0),\n vec4<f32>(0.0, 1.0, 0.0, 0.0),\n vec4<f32>(0.0, 1.0, 0.0, 0.0),\n vec4<f32>(0.0),\n vec4<f32>(0.0),\n vec4<f32>(0.0),\n vec4<f32>(0.0),\n vec4<f32>(1.0, 0.0, 1.0, 1.0)\n );\n\n for (var objectIndex = 0u; objectIndex < config.sceneObjectCount; objectIndex = objectIndex + 1u) {\n let object = sceneObjects[objectIndex];\n var current = no_candidate();\n if (object.kind == 1u) {\n current = intersect_sphere(ray, object);\n } else if (object.kind == 2u) {\n current = intersect_box(ray, object);\n }\n if (current.hit == 1u && current.distance < nearest) {\n nearest = current.distance;\n hitObject = object;\n candidate = current;\n }\n }\n\n let meshCandidate = intersect_bvh(ray, nearest);\n if (meshCandidate.hit == 1u && meshCandidate.distance < nearest) {\n nearest = meshCandidate.distance;\n candidate = meshCandidate;\n hitTriangle = triangles[meshCandidate.triangleIndex];\n }\n\n if (candidate.hit == 0u) {\n hits[index] = make_miss(ray);\n return;\n }\n\n let position = ray.origin.xyz + ray.direction.xyz * candidate.distance;\n let hitMaterialKind = select(hitObject.materialKind, hitTriangle.materialKind, candidate.triangleIndex != 0xffffffffu);\n let hitObjectId = select(hitObject.objectId, hitTriangle.meshId, candidate.triangleIndex != 0xffffffffu);\n let hitColor = select(hitObject.color, hitTriangle.color, candidate.triangleIndex != 0xffffffffu);\n let hitEmission = select(hitObject.emission, hitTriangle.emission, candidate.triangleIndex != 0xffffffffu);\n let hitMaterial = select(hitObject.material, hitTriangle.material, candidate.triangleIndex != 0xffffffffu);\n let hitPrimitiveId = select(candidate.primitiveId, hitTriangle.triangleId, candidate.triangleIndex != 0xffffffffu);\n let hitMaterialRefId = select(candidate.materialRefId, hitTriangle.materialRefId, candidate.triangleIndex != 0xffffffffu);\n let hitMediumRefId = select(candidate.mediumRefId, hitTriangle.mediumRefId, candidate.triangleIndex != 0xffffffffu);\n var hitType = 0u;\n if (hitMaterialKind == 4u || emission_power(hitEmission) > 0.0001) {\n hitType = 1u;\n } else if (hitMaterialKind == 3u || hitMaterial.z < 0.999) {\n hitType = 3u;\n }\n atomicAdd(&counters.hitCount, 1u);\n hits[index] = HitRecord(\n ray.rayId,\n ray.sourcePixelId,\n hitType,\n hitObjectId,\n hitMaterialKind,\n candidate.frontFace,\n hitPrimitiveId,\n hitMaterialRefId,\n hitMediumRefId,\n 0u,\n 0u,\n 0u,\n candidate.distance,\n vec3<f32>(0.0),\n vec4<f32>(position, 1.0),\n vec4<f32>(candidate.geometricNormal, 0.0),\n vec4<f32>(candidate.shadingNormal, 0.0),\n vec4<f32>(candidate.barycentric, 0.0),\n vec4<f32>(candidate.uv, 0.0, 0.0),\n hitColor,\n hitEmission,\n hitMaterial\n );\n}\n\nfn offset_origin(position: vec3<f32>, normal: vec3<f32>) -> vec3<f32> {\n return position + normal * 0.0025;\n}\n\nfn random_unit_vector(seed: u32) -> vec3<f32> {\n let z = random01(seed) * 2.0 - 1.0;\n let a = random01(seed + 11u) * 6.28318530718;\n let r = sqrt(max(0.0, 1.0 - z * z));\n return vec3<f32>(r * cos(a), r * sin(a), z);\n}\n\nfn schlick(cosine: f32, refractionRatio: f32) -> f32 {\n var r0 = (1.0 - refractionRatio) / (1.0 + refractionRatio);\n r0 = r0 * r0;\n return r0 + (1.0 - r0) * pow(1.0 - cosine, 5.0);\n}\n\nfn refract_direction(unitDirection: vec3<f32>, normal: vec3<f32>, etaRatio: f32) -> vec3<f32> {\n let cosTheta = min(dot(-unitDirection, normal), 1.0);\n let rOutPerp = etaRatio * (unitDirection + cosTheta * normal);\n let rOutParallel = -sqrt(abs(1.0 - dot(rOutPerp, rOutPerp))) * normal;\n return safe_normalize(rOutPerp + rOutParallel, reflect(unitDirection, normal));\n}\n\nfn sample_emissive_triangle_direction(hit: HitRecord, seed: u32, fallback: vec3<f32>) -> vec3<f32> {\n if (config.emissiveTriangleCount == 0u) {\n return fallback;\n }\n let lightSlot = min(u32(random01(seed + 71u) * f32(config.emissiveTriangleCount)), config.emissiveTriangleCount - 1u);\n let lightMetadata = bvhNodes[config.bvhNodeCapacity + lightSlot];\n let triangleIndex = lightMetadata.childOrFirst;\n if (triangleIndex >= config.triangleCount) {\n return fallback;\n }\n\n let lightTriangle = triangles[triangleIndex];\n let r1 = random01(seed + 101u);\n let r2 = random01(seed + 193u);\n let root = sqrt(r1);\n let b0 = 1.0 - root;\n let b1 = root * (1.0 - r2);\n let b2 = root * r2;\n let lightPoint =\n lightTriangle.v0.xyz * b0 +\n lightTriangle.v1.xyz * b1 +\n lightTriangle.v2.xyz * b2;\n return safe_normalize(lightPoint - hit.position.xyz, fallback);\n}\n\nfn sample_environment_portal_direction(hit: HitRecord, seed: u32, fallback: vec3<f32>) -> vec3<f32> {\n if (config.environmentPortalCount == 0u || config.environmentPortalMode == 0u) {\n return fallback;\n }\n let portalSlot = min(\n u32(random01(seed + 211u) * f32(config.environmentPortalCount)),\n config.environmentPortalCount - 1u\n );\n let portal = environmentPortals[portalSlot];\n let u = (random01(seed + 223u) * 2.0 - 1.0) * portal.tangent.w;\n let v = (random01(seed + 227u) * 2.0 - 1.0) * portal.bitangent.w;\n let portalTarget = portal.position.xyz + portal.tangent.xyz * u + portal.bitangent.xyz * v;\n return safe_normalize(portalTarget - hit.position.xyz, fallback);\n}\n\nfn scatter_direction(ray: RayRecord, hit: HitRecord, seed: u32) -> ScatterResult {\n let roughness = clamp(hit.material.x, 0.0, 1.0);\n if (hit.materialKind == 1u) {\n return ScatterResult(\n vec4<f32>(\n safe_normalize(\n reflect(ray.direction.xyz, hit.shadingNormal.xyz) + random_unit_vector(seed) * roughness,\n hit.shadingNormal.xyz\n ),\n 0.0\n ),\n 0u,\n 0u,\n 0u,\n 0u\n );\n }\n\n if (hit.materialKind == 2u || hit.materialKind == 3u) {\n let ior = max(hit.material.w, 1.01);\n let etaRatio = select(ior, 1.0 / ior, hit.frontFace == 1u);\n let cosTheta = min(dot(-ray.direction.xyz, hit.shadingNormal.xyz), 1.0);\n let sinTheta = sqrt(max(0.0, 1.0 - cosTheta * cosTheta));\n let cannotRefract = etaRatio * sinTheta > 1.0;\n let reflectChance = schlick(cosTheta, etaRatio);\n if (cannotRefract || random01(seed + 23u) < reflectChance) {\n return ScatterResult(vec4<f32>(reflect(ray.direction.xyz, hit.shadingNormal.xyz), 0.0), 0u, 0u, 0u, 0u);\n }\n return ScatterResult(vec4<f32>(refract_direction(ray.direction.xyz, hit.shadingNormal.xyz, etaRatio), 0.0), 0u, 0u, 0u, 0u);\n }\n\n let randomDiffuse = safe_normalize(\n hit.shadingNormal.xyz + random_unit_vector(seed),\n hit.shadingNormal.xyz\n );\n let guidedLight = sample_emissive_triangle_direction(hit, seed, randomDiffuse);\n let canSampleLight = dot(hit.shadingNormal.xyz, guidedLight) > -0.04;\n let guideProbability = select(0.38, 0.72, ray.bounce == 0u);\n let useGuidedLight = canSampleLight && random01(seed + 37u) < guideProbability;\n let guidedPortal = sample_environment_portal_direction(hit, seed, randomDiffuse);\n let canSamplePortal = dot(hit.shadingNormal.xyz, guidedPortal) > -0.04;\n let useGuidedPortal =\n !useGuidedLight &&\n canSamplePortal &&\n config.environmentPortalCount > 0u &&\n config.environmentPortalMode > 0u &&\n random01(seed + 89u) < 0.58;\n let guidedDirection = select(randomDiffuse, guidedPortal, useGuidedPortal);\n return ScatterResult(\n vec4<f32>(select(guidedDirection, guidedLight, useGuidedLight), 0.0),\n select(0u, RAY_FLAG_GUIDED_EMISSIVE, useGuidedLight),\n 0u,\n 0u,\n 0u\n );\n}\n\n@compute @workgroup_size(64)\nfn resolveSurfaceRecords(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let index = globalId.x;\n let activeCount = atomicLoad(&counters.activeCount);\n if (index >= activeCount) {\n return;\n }\n\n let ray = activeQueue[index];\n let hit = hits[index];\n var contribution = vec3<f32>(0.0);\n\n if (hit.hitType == 1u) {\n let guidedLightWeight = select(1.0, 0.24, (ray.flags & RAY_FLAG_GUIDED_EMISSIVE) != 0u);\n contribution = clamp_sample_radiance(\n ray.throughput.xyz * max(hit.emission.xyz, hit.color.xyz) * guidedLightWeight\n );\n accumulation[ray.rayId] =\n accumulation[ray.rayId] + vec4<f32>(contribution * sample_weight(), 1.0);\n atomicAdd(&counters.terminatedCount, 1u);\n return;\n }\n\n if (hit.hitType == 2u) {\n contribution = clamp_sample_radiance(ray.throughput.xyz * max(hit.color.xyz, config.ambientColor.xyz));\n accumulation[ray.rayId] =\n accumulation[ray.rayId] + vec4<f32>(contribution * sample_weight(), 1.0);\n atomicAdd(&counters.terminatedCount, 1u);\n return;\n }\n\n if (ray.bounce + 1u >= config.maxDepth) {\n accumulation[ray.rayId] =\n accumulation[ray.rayId] +\n vec4<f32>(ray.throughput.xyz * config.ambientColor.xyz * sample_weight(), 1.0);\n atomicAdd(&counters.terminatedCount, 1u);\n return;\n }\n\n let seed = mix_seed(ray.sourcePixelId, ray.sampleId, ray.bounce, config.frameIndex, 11u);\n let scatter = scatter_direction(ray, hit, seed);\n let nextIndex = atomicAdd(&counters.nextCount, 1u);\n if (nextIndex >= config.tilePixelCount) {\n return;\n }\n let color = clamp(hit.color.xyz, vec3<f32>(0.0), vec3<f32>(1.0));\n let opacity = clamp(hit.material.z, 0.0, 1.0);\n let materialEnergy = select(0.68, 0.92, hit.materialKind == 1u || hit.materialKind == 2u);\n let transparentEnergy = select(materialEnergy, 0.9, hit.hitType == 3u);\n let throughput = ray.throughput.xyz * mix(vec3<f32>(1.0), color, max(opacity, 0.18)) * transparentEnergy;\n nextQueue[nextIndex] = RayRecord(\n ray.rayId,\n ray.rayId,\n ray.sourcePixelId,\n ray.sampleId,\n ray.bounce + 1u,\n ray.mediumRefId,\n scatter.flags,\n 0u,\n vec4<f32>(offset_origin(hit.position.xyz, hit.shadingNormal.xyz), 1.0),\n scatter.direction,\n vec4<f32>(throughput, ray.throughput.w)\n );\n}\n\n@compute @workgroup_size(1)\nfn compactAndSwapQueues(@builtin(global_invocation_id) globalId: vec3<u32>) {\n if (globalId.x > 0u) {\n return;\n }\n let nextCount = atomicLoad(&counters.nextCount);\n atomicStore(&counters.activeCount, min(nextCount, config.tilePixelCount));\n atomicStore(&counters.nextCount, 0u);\n}\n\n@compute @workgroup_size(64)\nfn accumulateTerminalRadiance(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let index = globalId.x;\n if (index >= config.tilePixelCount) {\n return;\n }\n let localX = index % config.tileWidth;\n let localY = index / config.tileWidth;\n let pixel = vec2<i32>(i32(config.tileX + localX), i32(config.tileY + localY));\n let radiance = max(accumulation[index].xyz, vec3<f32>(0.0));\n\n textureStore(radianceImage, pixel, vec4<f32>(radiance, 1.0));\n if (config.denoise == 0u) {\n textureStore(outputImage, pixel, vec4<f32>(tone_map_radiance(radiance), 1.0));\n }\n}\n\n@compute @workgroup_size(8, 8)\nfn denoiseLinearRadiance(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let x = globalId.x;\n let y = globalId.y;\n if (x >= config.canvasWidth || y >= config.canvasHeight) {\n return;\n }\n\n let pixel = vec2<i32>(i32(x), i32(y));\n let center = textureLoad(denoiseInputRadiance, pixel, 0).xyz;\n var sum = center * 1.4;\n var totalWeight = 1.4;\n let centerRange = denoise_range_space(center);\n\n for (var oy = -2i; oy <= 2i; oy = oy + 1i) {\n for (var ox = -2i; ox <= 2i; ox = ox + 1i) {\n if (ox == 0i && oy == 0i) {\n continue;\n }\n let sx = clamp(i32(x) + ox, 0i, i32(config.canvasWidth) - 1i);\n let sy = clamp(i32(y) + oy, 0i, i32(config.canvasHeight) - 1i);\n let sampleColor = textureLoad(denoiseInputRadiance, vec2<i32>(sx, sy), 0).xyz;\n let colorDistance = length(denoise_range_space(sampleColor) - centerRange);\n let rangeWeight = 1.0 / (1.0 + colorDistance * 7.0);\n let distanceWeight = 1.0 / (1.0 + f32(ox * ox + oy * oy) * 0.24);\n let diagonalWeight = select(1.0, 0.78, abs(ox) + abs(oy) > 2i);\n let weight = rangeWeight * diagonalWeight * distanceWeight;\n sum = sum + sampleColor * weight;\n totalWeight = totalWeight + weight;\n }\n }\n\n let filtered = sum / max(totalWeight, 0.0001);\n let outlier = saturate(length(denoise_range_space(center) - denoise_range_space(filtered)) * 2.4);\n let color = min(mix(center, filtered, 0.52 + outlier * 0.18), vec3<f32>(16.0));\n textureStore(denoisedRadianceImage, pixel, vec4<f32>(color, 1.0));\n}\n\n@compute @workgroup_size(8, 8)\nfn resolveDenoisedOutputImage(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let x = globalId.x;\n let y = globalId.y;\n if (x >= config.canvasWidth || y >= config.canvasHeight) {\n return;\n }\n\n let pixel = vec2<i32>(i32(x), i32(y));\n let center = textureLoad(finalDenoiseInputRadiance, pixel, 0).xyz;\n var sum = center * 1.25;\n var totalWeight = 1.25;\n let centerRange = denoise_range_space(center);\n\n for (var oy = -1i; oy <= 1i; oy = oy + 1i) {\n for (var ox = -1i; ox <= 1i; ox = ox + 1i) {\n if (ox == 0i && oy == 0i) {\n continue;\n }\n let sx = clamp(i32(x) + ox, 0i, i32(config.canvasWidth) - 1i);\n let sy = clamp(i32(y) + oy, 0i, i32(config.canvasHeight) - 1i);\n let sampleColor = textureLoad(finalDenoiseInputRadiance, vec2<i32>(sx, sy), 0).xyz;\n let colorDistance = length(denoise_range_space(sampleColor) - centerRange);\n let rangeWeight = 1.0 / (1.0 + colorDistance * 9.0);\n let distanceWeight = 1.0 / (1.0 + f32(ox * ox + oy * oy) * 0.4);\n let weight = rangeWeight * distanceWeight;\n sum = sum + sampleColor * weight;\n totalWeight = totalWeight + weight;\n }\n }\n\n let filtered = sum / max(totalWeight, 0.0001);\n let outlier = saturate(length(denoise_range_space(center) - denoise_range_space(filtered)) * 2.8);\n let radiance = min(mix(center, filtered, 0.28 + outlier * 0.12), vec3<f32>(16.0));\n textureStore(denoisedOutputImage, pixel, vec4<f32>(tone_map_radiance(radiance), 1.0));\n}\n`;\n\nconst PRESENT_WGSL = `\nstruct VertexOut {\n @builtin(position) position: vec4<f32>,\n @location(0) uv: vec2<f32>,\n};\n\n@vertex\nfn vertexMain(@builtin(vertex_index) vertexIndex: u32) -> VertexOut {\n var positions = array<vec2<f32>, 3>(\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(3.0, -1.0),\n vec2<f32>(-1.0, 3.0)\n );\n var uvs = array<vec2<f32>, 3>(\n vec2<f32>(0.0, 1.0),\n vec2<f32>(2.0, 1.0),\n vec2<f32>(0.0, -1.0)\n );\n var out: VertexOut;\n out.position = vec4<f32>(positions[vertexIndex], 0.0, 1.0);\n out.uv = uvs[vertexIndex];\n return out;\n}\n\n@group(0) @binding(0) var renderTexture: texture_2d<f32>;\n@group(0) @binding(1) var renderSampler: sampler;\n\n@fragment\nfn fragmentMain(in: VertexOut) -> @location(0) vec4<f32> {\n return textureSample(renderTexture, renderSampler, in.uv);\n}\n`;\n\nfunction createWavefrontDeviceDescriptor(adapter, options = {}) {\n const requiredLimits = { ...(options.requiredLimits ?? {}) };\n const exposedStorageBufferLimit = Number(adapter?.limits?.maxStorageBuffersPerShaderStage);\n if (Number.isFinite(exposedStorageBufferLimit)) {\n if (exposedStorageBufferLimit < TRACE_STORAGE_BUFFER_BINDINGS) {\n throw new Error(\n `Wavefront mesh tracing requires maxStorageBuffersPerShaderStage>=${TRACE_STORAGE_BUFFER_BINDINGS}, ` +\n `but this adapter exposes ${exposedStorageBufferLimit}.`\n );\n }\n requiredLimits.maxStorageBuffersPerShaderStage = Math.max(\n Number(requiredLimits.maxStorageBuffersPerShaderStage ?? 0),\n TRACE_STORAGE_BUFFER_BINDINGS\n );\n }\n\n const descriptor = { ...(options.deviceDescriptor ?? {}) };\n if (Object.keys(requiredLimits).length > 0) {\n descriptor.requiredLimits = {\n ...(descriptor.requiredLimits ?? {}),\n ...requiredLimits,\n };\n }\n return Object.keys(descriptor).length > 0 ? descriptor : undefined;\n}\n\nexport async function createWavefrontPathTracingComputeRenderer(options = {}) {\n assertAnalyticDisplayQualityPolicy(options);\n const constants = getGpuUsageConstants();\n const navigatorRef = options.navigator ?? globalThis.navigator;\n if (!supportsWavefrontPathTracingCompute({ navigator: navigatorRef })) {\n throw new Error(\"WebGPU wavefront path tracing requires navigator.gpu.\");\n }\n\n const canvas = resolveCanvas(options.canvas, options.document);\n const initialConfig = createWavefrontPathTracingComputeConfig({\n ...options,\n canvas,\n });\n const adapter = await navigatorRef.gpu.requestAdapter({\n powerPreference: options.powerPreference ?? \"high-performance\",\n });\n if (!adapter) {\n throw new Error(\"Unable to acquire a WebGPU adapter for wavefront path tracing.\");\n }\n\n const device = await adapter.requestDevice(createWavefrontDeviceDescriptor(adapter, options));\n const context = canvas.getContext(\"webgpu\");\n if (!context || typeof context.configure !== \"function\") {\n throw new Error(\"Canvas WebGPU context does not support configure().\");\n }\n\n const format =\n options.format ??\n (typeof navigatorRef.gpu.getPreferredCanvasFormat === \"function\"\n ? navigatorRef.gpu.getPreferredCanvasFormat()\n : \"bgra8unorm\");\n let config = initialConfig;\n const safeTileSize = clampTileSizeForDevice(config, device);\n if (safeTileSize !== config.tileSize) {\n config = createWavefrontPathTracingComputeConfig({\n ...options,\n canvas,\n width: config.width,\n height: config.height,\n tileSize: safeTileSize,\n });\n }\n canvas.width = config.width;\n canvas.height = config.height;\n context.configure({\n device,\n format,\n alphaMode: options.alpha === true ? \"premultiplied\" : \"opaque\",\n });\n\n const bufferUsage = constants.buffer.STORAGE | constants.buffer.COPY_DST;\n const rayQueueBytes = config.tilePixelCapacity * RAY_RECORD_BYTES;\n const hitBytes = config.tilePixelCapacity * HIT_RECORD_BYTES;\n const accumulationBytes = config.tilePixelCapacity * ACCUMULATION_RECORD_BYTES;\n const activeQueue = createBuffer(device, bufferUsage, rayQueueBytes, \"plasius.wavefront.activeQueue\");\n const nextQueue = createBuffer(device, bufferUsage, rayQueueBytes, \"plasius.wavefront.nextQueue\");\n const hitBuffer = createBuffer(device, bufferUsage, hitBytes, \"plasius.wavefront.hitBuffer\");\n const accumulationBuffer = createBuffer(\n device,\n bufferUsage,\n accumulationBytes,\n \"plasius.wavefront.accumulation\"\n );\n const sceneObjectBuffer = createBuffer(\n device,\n constants.buffer.STORAGE | constants.buffer.COPY_DST,\n config.sceneObjectCapacity * SCENE_OBJECT_RECORD_BYTES,\n \"plasius.wavefront.sceneObjects\"\n );\n const triangleBuffer = createBuffer(\n device,\n constants.buffer.STORAGE | constants.buffer.COPY_DST,\n Math.max(1, config.triangleCapacity) * TRIANGLE_RECORD_BYTES,\n \"plasius.wavefront.triangles\"\n );\n const bvhNodeBuffer = createBuffer(\n device,\n constants.buffer.STORAGE | constants.buffer.COPY_DST,\n Math.max(1, config.bvhNodeCapacity + config.emissiveTriangleCapacity) *\n BVH_NODE_RECORD_BYTES,\n \"plasius.wavefront.bvhNodes\"\n );\n const meshVertexBuffer = createBuffer(\n device,\n constants.buffer.STORAGE | constants.buffer.COPY_DST,\n Math.max(1, config.gpuMeshSource.vertices.count) * MESH_VERTEX_RECORD_BYTES,\n \"plasius.wavefront.meshVertices\"\n );\n const meshIndexBuffer = createBuffer(\n device,\n constants.buffer.STORAGE | constants.buffer.COPY_DST,\n Math.max(1, config.gpuMeshSource.indices.count) * 4,\n \"plasius.wavefront.meshIndices\"\n );\n const meshRangeBuffer = createBuffer(\n device,\n constants.buffer.STORAGE | constants.buffer.COPY_DST,\n Math.max(1, config.gpuMeshSource.meshes.count) * MESH_RANGE_RECORD_BYTES,\n \"plasius.wavefront.meshRanges\"\n );\n const environmentPortalBuffer = createBuffer(\n device,\n constants.buffer.STORAGE | constants.buffer.COPY_DST,\n Math.max(1, config.environmentPortalCapacity) * ENVIRONMENT_PORTAL_RECORD_BYTES,\n \"plasius.wavefront.environmentPortals\"\n );\n const bvhLeafRefBuffer = createBuffer(\n device,\n constants.buffer.STORAGE | constants.buffer.COPY_DST,\n Math.max(1, config.bvhLeafSortCapacity) * BVH_LEAF_REF_RECORD_BYTES,\n \"plasius.wavefront.bvhLeafRefs\"\n );\n const tiles = createTiles(config.width, config.height, config.tileSize);\n const uniformOffsetAlignment = Number(device?.limits?.minUniformBufferOffsetAlignment);\n const configBufferStride = alignTo(\n CONFIG_BUFFER_BYTES,\n Number.isFinite(uniformOffsetAlignment) && uniformOffsetAlignment > 0\n ? uniformOffsetAlignment\n : CONFIG_BUFFER_BYTES\n );\n const frameConfigSlotCount = Math.max(\n 1,\n tiles.length * config.samplesPerPixel + tiles.length + (config.denoise ? 1 : 0)\n );\n const configBuffer = createBuffer(\n device,\n constants.buffer.UNIFORM | constants.buffer.COPY_DST,\n frameConfigSlotCount * configBufferStride,\n \"plasius.wavefront.frameConfig\"\n );\n const bvhBuildConfigSlots =\n 1 + config.bvhSortStages.length + config.bvhBuildLevels.length;\n const bvhBuildConfigBuffer = createBuffer(\n device,\n constants.buffer.UNIFORM | constants.buffer.COPY_DST,\n Math.max(1, bvhBuildConfigSlots) * configBufferStride,\n \"plasius.wavefront.bvhBuildConfig\"\n );\n const counterBuffer = createBuffer(\n device,\n constants.buffer.STORAGE | constants.buffer.COPY_DST,\n COUNTER_BUFFER_BYTES,\n \"plasius.wavefront.counters\"\n );\n\n let packedScene = packWavefrontSceneObjects(config.sceneObjects, config.sceneObjectCapacity);\n device.queue.writeBuffer(sceneObjectBuffer, 0, packedScene.buffer);\n const packedTriangles = packWavefrontTriangles(\n config.meshAcceleration.triangles,\n Math.max(1, config.triangleCapacity)\n );\n const packedBvhNodes = packWavefrontBvhNodes(\n config.meshAcceleration.nodes,\n Math.max(1, config.bvhNodeCapacity + config.emissiveTriangleCapacity)\n );\n const packedBvhNodeUints = new Uint32Array(packedBvhNodes.buffer);\n config.emissiveTriangleIndices.indices.forEach((triangleIndex, index) => {\n const nodeOffset = (config.bvhNodeCapacity + index) * (BVH_NODE_RECORD_BYTES / 4);\n packedBvhNodeUints[nodeOffset + 8] = triangleIndex;\n });\n device.queue.writeBuffer(triangleBuffer, 0, packedTriangles.buffer);\n device.queue.writeBuffer(bvhNodeBuffer, 0, packedBvhNodes.buffer);\n device.queue.writeBuffer(meshVertexBuffer, 0, config.gpuMeshSource.vertices.buffer);\n device.queue.writeBuffer(meshIndexBuffer, 0, config.gpuMeshSource.indices.buffer);\n device.queue.writeBuffer(meshRangeBuffer, 0, config.gpuMeshSource.meshes.buffer);\n const packedEnvironmentPortals = packEnvironmentPortals(\n config.environmentPortals,\n Math.max(1, config.environmentPortalCapacity)\n );\n device.queue.writeBuffer(environmentPortalBuffer, 0, packedEnvironmentPortals.buffer);\n\n const radianceTexture = device.createTexture({\n label: \"plasius.wavefront.radiance\",\n size: { width: config.width, height: config.height },\n format: \"rgba16float\",\n usage:\n constants.texture.STORAGE_BINDING |\n constants.texture.TEXTURE_BINDING,\n });\n const radianceView = radianceTexture.createView();\n const denoiseScratchTexture = device.createTexture({\n label: \"plasius.wavefront.denoiseScratch\",\n size: { width: config.width, height: config.height },\n format: \"rgba16float\",\n usage:\n constants.texture.STORAGE_BINDING |\n constants.texture.TEXTURE_BINDING,\n });\n const denoiseScratchView = denoiseScratchTexture.createView();\n const outputTexture = device.createTexture({\n label: \"plasius.wavefront.output\",\n size: { width: config.width, height: config.height },\n format: \"rgba8unorm\",\n usage:\n constants.texture.STORAGE_BINDING |\n constants.texture.TEXTURE_BINDING |\n constants.texture.COPY_SRC,\n });\n const outputView = outputTexture.createView();\n const sampler = device.createSampler({\n label: \"plasius.wavefront.presentSampler\",\n magFilter: \"nearest\",\n minFilter: \"nearest\",\n });\n\n const traceBindGroupLayout = device.createBindGroupLayout({\n label: \"plasius.wavefront.traceBindGroupLayout\",\n entries: [\n { binding: 0, visibility: constants.shader.COMPUTE, buffer: { type: \"storage\" } },\n { binding: 1, visibility: constants.shader.COMPUTE, buffer: { type: \"storage\" } },\n { binding: 2, visibility: constants.shader.COMPUTE, buffer: { type: \"storage\" } },\n { binding: 3, visibility: constants.shader.COMPUTE, buffer: { type: \"storage\" } },\n { binding: 4, visibility: constants.shader.COMPUTE, buffer: { type: \"read-only-storage\" } },\n {\n binding: 5,\n visibility: constants.shader.COMPUTE,\n buffer: { type: \"uniform\", hasDynamicOffset: true, minBindingSize: CONFIG_BUFFER_BYTES },\n },\n { binding: 6, visibility: constants.shader.COMPUTE, buffer: { type: \"storage\" } },\n {\n binding: 7,\n visibility: constants.shader.COMPUTE,\n storageTexture: { access: \"write-only\", format: \"rgba8unorm\" },\n },\n { binding: 8, visibility: constants.shader.COMPUTE, buffer: { type: \"storage\" } },\n { binding: 9, visibility: constants.shader.COMPUTE, buffer: { type: \"storage\" } },\n {\n binding: 16,\n visibility: constants.shader.COMPUTE,\n storageTexture: { access: \"write-only\", format: \"rgba16float\" },\n },\n { binding: 19, visibility: constants.shader.COMPUTE, buffer: { type: \"read-only-storage\" } },\n ],\n });\n const accelerationBindGroupLayout = device.createBindGroupLayout({\n label: \"plasius.wavefront.accelerationBindGroupLayout\",\n entries: [\n {\n binding: 5,\n visibility: constants.shader.COMPUTE,\n buffer: { type: \"uniform\", hasDynamicOffset: true, minBindingSize: CONFIG_BUFFER_BYTES },\n },\n { binding: 8, visibility: constants.shader.COMPUTE, buffer: { type: \"storage\" } },\n { binding: 9, visibility: constants.shader.COMPUTE, buffer: { type: \"storage\" } },\n { binding: 10, visibility: constants.shader.COMPUTE, buffer: { type: \"read-only-storage\" } },\n { binding: 11, visibility: constants.shader.COMPUTE, buffer: { type: \"read-only-storage\" } },\n { binding: 12, visibility: constants.shader.COMPUTE, buffer: { type: \"read-only-storage\" } },\n { binding: 13, visibility: constants.shader.COMPUTE, buffer: { type: \"storage\" } },\n ],\n });\n const denoiseRadianceBindGroupLayout = device.createBindGroupLayout({\n label: \"plasius.wavefront.denoiseRadianceBindGroupLayout\",\n entries: [\n {\n binding: 5,\n visibility: constants.shader.COMPUTE,\n buffer: { type: \"uniform\", hasDynamicOffset: true, minBindingSize: CONFIG_BUFFER_BYTES },\n },\n {\n binding: 14,\n visibility: constants.shader.COMPUTE,\n texture: { sampleType: \"float\" },\n },\n {\n binding: 15,\n visibility: constants.shader.COMPUTE,\n storageTexture: { access: \"write-only\", format: \"rgba16float\" },\n },\n ],\n });\n const denoiseResolveBindGroupLayout = device.createBindGroupLayout({\n label: \"plasius.wavefront.denoiseResolveBindGroupLayout\",\n entries: [\n {\n binding: 5,\n visibility: constants.shader.COMPUTE,\n buffer: { type: \"uniform\", hasDynamicOffset: true, minBindingSize: CONFIG_BUFFER_BYTES },\n },\n {\n binding: 17,\n visibility: constants.shader.COMPUTE,\n texture: { sampleType: \"float\" },\n },\n {\n binding: 18,\n visibility: constants.shader.COMPUTE,\n storageTexture: { access: \"write-only\", format: \"rgba8unorm\" },\n },\n ],\n });\n const tracePipelineLayout = device.createPipelineLayout({\n label: \"plasius.wavefront.tracePipelineLayout\",\n bindGroupLayouts: [traceBindGroupLayout],\n });\n const accelerationPipelineLayout = device.createPipelineLayout({\n label: \"plasius.wavefront.accelerationPipelineLayout\",\n bindGroupLayouts: [accelerationBindGroupLayout],\n });\n const denoiseRadiancePipelineLayout = device.createPipelineLayout({\n label: \"plasius.wavefront.denoiseRadiancePipelineLayout\",\n bindGroupLayouts: [denoiseRadianceBindGroupLayout],\n });\n const denoiseResolvePipelineLayout = device.createPipelineLayout({\n label: \"plasius.wavefront.denoiseResolvePipelineLayout\",\n bindGroupLayouts: [denoiseResolveBindGroupLayout],\n });\n const computeShader = device.createShaderModule({\n label: \"plasius.wavefront.computeShader\",\n code: WAVEFRONT_COMPUTE_WGSL,\n });\n\n const pipelines = {\n prepareMeshTrianglesAndLeaves: await createComputePipeline(\n device,\n computeShader,\n accelerationPipelineLayout,\n \"prepareMeshTrianglesAndLeaves\",\n \"plasius.wavefront.prepareMeshTrianglesAndLeaves\"\n ),\n sortBvhLeafRefs: await createComputePipeline(\n device,\n computeShader,\n accelerationPipelineLayout,\n \"sortBvhLeafRefs\",\n \"plasius.wavefront.sortBvhLeafRefs\"\n ),\n writeSortedBvhLeaves: await createComputePipeline(\n device,\n computeShader,\n accelerationPipelineLayout,\n \"writeSortedBvhLeaves\",\n \"plasius.wavefront.writeSortedBvhLeaves\"\n ),\n buildBvhInternalLevel: await createComputePipeline(\n device,\n computeShader,\n accelerationPipelineLayout,\n \"buildBvhInternalLevel\",\n \"plasius.wavefront.buildBvhInternalLevel\"\n ),\n generatePrimaryRays: await createComputePipeline(\n device,\n computeShader,\n tracePipelineLayout,\n \"generatePrimaryRays\",\n \"plasius.wavefront.generatePrimaryRays\"\n ),\n intersectActiveQueue: await createComputePipeline(\n device,\n computeShader,\n tracePipelineLayout,\n \"intersectActiveQueue\",\n \"plasius.wavefront.intersectActiveQueue\"\n ),\n resolveSurfaceRecords: await createComputePipeline(\n device,\n computeShader,\n tracePipelineLayout,\n \"resolveSurfaceRecords\",\n \"plasius.wavefront.resolveSurfaceRecords\"\n ),\n compactAndSwapQueues: await createComputePipeline(\n device,\n computeShader,\n tracePipelineLayout,\n \"compactAndSwapQueues\",\n \"plasius.wavefront.compactAndSwapQueues\"\n ),\n accumulateTerminalRadiance: await createComputePipeline(\n device,\n computeShader,\n tracePipelineLayout,\n \"accumulateTerminalRadiance\",\n \"plasius.wavefront.accumulateTerminalRadiance\"\n ),\n denoiseLinearRadiance: await createComputePipeline(\n device,\n computeShader,\n denoiseRadiancePipelineLayout,\n \"denoiseLinearRadiance\",\n \"plasius.wavefront.denoiseLinearRadiance\"\n ),\n resolveDenoisedOutputImage: await createComputePipeline(\n device,\n computeShader,\n denoiseResolvePipelineLayout,\n \"resolveDenoisedOutputImage\",\n \"plasius.wavefront.resolveDenoisedOutputImage\"\n ),\n };\n\n function createTraceBindGroup(activeBuffer, nextBuffer, label, frameConfigBuffer = configBuffer) {\n return device.createBindGroup({\n label,\n layout: traceBindGroupLayout,\n entries: [\n { binding: 0, resource: { buffer: activeBuffer } },\n { binding: 1, resource: { buffer: nextBuffer } },\n { binding: 2, resource: { buffer: hitBuffer } },\n { binding: 3, resource: { buffer: accumulationBuffer } },\n { binding: 4, resource: { buffer: sceneObjectBuffer } },\n { binding: 5, resource: { buffer: frameConfigBuffer, size: CONFIG_BUFFER_BYTES } },\n { binding: 6, resource: { buffer: counterBuffer } },\n { binding: 7, resource: outputView },\n { binding: 8, resource: { buffer: triangleBuffer } },\n { binding: 9, resource: { buffer: bvhNodeBuffer } },\n { binding: 16, resource: radianceView },\n { binding: 19, resource: { buffer: environmentPortalBuffer } },\n ],\n });\n }\n\n const bindGroups = [\n createTraceBindGroup(activeQueue, nextQueue, \"plasius.wavefront.bind.activeNext\"),\n createTraceBindGroup(nextQueue, activeQueue, \"plasius.wavefront.bind.nextActive\"),\n ];\n const bvhBuildBindGroup = device.createBindGroup({\n label: \"plasius.wavefront.bind.bvhBuild\",\n layout: accelerationBindGroupLayout,\n entries: [\n { binding: 5, resource: { buffer: bvhBuildConfigBuffer, size: CONFIG_BUFFER_BYTES } },\n { binding: 8, resource: { buffer: triangleBuffer } },\n { binding: 9, resource: { buffer: bvhNodeBuffer } },\n { binding: 10, resource: { buffer: meshVertexBuffer } },\n { binding: 11, resource: { buffer: meshIndexBuffer } },\n { binding: 12, resource: { buffer: meshRangeBuffer } },\n { binding: 13, resource: { buffer: bvhLeafRefBuffer } },\n ],\n });\n function createDenoiseRadianceBindGroup(inputView, targetView, label) {\n return device.createBindGroup({\n label,\n layout: denoiseRadianceBindGroupLayout,\n entries: [\n { binding: 5, resource: { buffer: configBuffer, size: CONFIG_BUFFER_BYTES } },\n { binding: 14, resource: inputView },\n { binding: 15, resource: targetView },\n ],\n });\n }\n\n function createDenoiseResolveBindGroup(inputView, targetView, label) {\n return device.createBindGroup({\n label,\n layout: denoiseResolveBindGroupLayout,\n entries: [\n { binding: 5, resource: { buffer: configBuffer, size: CONFIG_BUFFER_BYTES } },\n { binding: 17, resource: inputView },\n { binding: 18, resource: targetView },\n ],\n });\n }\n\n const denoiseRadianceBindGroup = createDenoiseRadianceBindGroup(\n radianceView,\n denoiseScratchView,\n \"plasius.wavefront.bind.denoise.radianceToScratch\"\n );\n const denoiseResolveBindGroup = createDenoiseResolveBindGroup(\n denoiseScratchView,\n outputView,\n \"plasius.wavefront.bind.denoise.scratchToOutput\"\n );\n\n const presentBindGroupLayout = device.createBindGroupLayout({\n label: \"plasius.wavefront.presentBindGroupLayout\",\n entries: [\n { binding: 0, visibility: constants.shader.FRAGMENT, texture: { sampleType: \"float\" } },\n { binding: 1, visibility: constants.shader.FRAGMENT, sampler: { type: \"filtering\" } },\n ],\n });\n const presentShader = device.createShaderModule({\n label: \"plasius.wavefront.presentShader\",\n code: PRESENT_WGSL,\n });\n const presentPipeline = await createRenderPipeline(device, {\n label: \"plasius.wavefront.presentPipeline\",\n layout: device.createPipelineLayout({\n label: \"plasius.wavefront.presentPipelineLayout\",\n bindGroupLayouts: [presentBindGroupLayout],\n }),\n vertex: { module: presentShader, entryPoint: \"vertexMain\" },\n fragment: {\n module: presentShader,\n entryPoint: \"fragmentMain\",\n targets: [{ format }],\n },\n primitive: { topology: \"triangle-list\" },\n });\n const presentBindGroup = device.createBindGroup({\n label: \"plasius.wavefront.presentBindGroup\",\n layout: presentBindGroupLayout,\n entries: [\n { binding: 0, resource: outputView },\n { binding: 1, resource: sampler },\n ],\n });\n\n let frame = 0;\n let accelerationBuilt = !config.gpuAccelerationBuildRequired;\n let accelerationBuildCount = 0;\n\n function createFrameConfigWriter(frameIndex) {\n let slot = 0;\n return (tile, buildRange = {}) => {\n if (slot >= frameConfigSlotCount) {\n throw new Error(\"Wavefront frame config slot capacity exceeded.\");\n }\n const offset = slot * configBufferStride;\n slot += 1;\n device.queue.writeBuffer(\n configBuffer,\n offset,\n createConfigPayload(config, tile, frameIndex, buildRange)\n );\n return offset;\n };\n }\n\n function dispatchGpuAccelerationBuild(frameIndex) {\n if (!config.gpuAccelerationBuildRequired || accelerationBuilt) {\n return false;\n }\n const buildTile = tiles[0] ?? { x: 0, y: 0, width: 1, height: 1 };\n const encoder = device.createCommandEncoder({\n label: `plasius.wavefront.buildAcceleration.${frameIndex}`,\n });\n device.queue.writeBuffer(\n bvhBuildConfigBuffer,\n 0,\n createConfigPayload(config, buildTile, frameIndex, {\n sortItemCount: config.bvhLeafSortCapacity,\n })\n );\n config.bvhSortStages.forEach((sortStage, stageIndex) => {\n device.queue.writeBuffer(\n bvhBuildConfigBuffer,\n (stageIndex + 1) * configBufferStride,\n createConfigPayload(config, buildTile, frameIndex, {\n start: sortStage.compareDistance,\n count: sortStage.sequenceSize,\n sortItemCount: config.bvhLeafSortCapacity,\n })\n );\n });\n const buildLevelConfigStart = 1 + config.bvhSortStages.length;\n config.bvhBuildLevels.forEach((buildLevel, levelIndex) => {\n device.queue.writeBuffer(\n bvhBuildConfigBuffer,\n (buildLevelConfigStart + levelIndex) * configBufferStride,\n createConfigPayload(config, buildTile, frameIndex, buildLevel)\n );\n });\n const passEncoder = encoder.beginComputePass({\n label: \"plasius.wavefront.buildAccelerationPass\",\n });\n passEncoder.setBindGroup(0, bvhBuildBindGroup, [0]);\n passEncoder.setPipeline(pipelines.prepareMeshTrianglesAndLeaves);\n passEncoder.dispatchWorkgroups(Math.ceil(config.bvhLeafSortCapacity / WORKGROUP_SIZE));\n passEncoder.setPipeline(pipelines.sortBvhLeafRefs);\n for (let stageIndex = 0; stageIndex < config.bvhSortStages.length; stageIndex += 1) {\n passEncoder.setBindGroup(0, bvhBuildBindGroup, [\n (stageIndex + 1) * configBufferStride,\n ]);\n passEncoder.dispatchWorkgroups(Math.ceil(config.bvhLeafSortCapacity / WORKGROUP_SIZE));\n }\n passEncoder.setBindGroup(0, bvhBuildBindGroup, [0]);\n passEncoder.setPipeline(pipelines.writeSortedBvhLeaves);\n passEncoder.dispatchWorkgroups(Math.ceil(config.triangleCount / WORKGROUP_SIZE));\n passEncoder.setPipeline(pipelines.buildBvhInternalLevel);\n for (let levelIndex = 0; levelIndex < config.bvhBuildLevels.length; levelIndex += 1) {\n const buildLevel = config.bvhBuildLevels[levelIndex];\n passEncoder.setBindGroup(0, bvhBuildBindGroup, [\n (buildLevelConfigStart + levelIndex) * configBufferStride,\n ]);\n passEncoder.dispatchWorkgroups(Math.ceil(buildLevel.count / WORKGROUP_SIZE));\n }\n passEncoder.end();\n device.queue.submit([encoder.finish()]);\n accelerationBuilt = true;\n accelerationBuildCount += 1;\n return true;\n }\n\n function encodeTileSample(encoder, tile, configOffset) {\n const passEncoder = encoder.beginComputePass({\n label: \"plasius.wavefront.computePass\",\n });\n const tileWorkgroups = Math.ceil((tile.width * tile.height) / WORKGROUP_SIZE);\n const capacityWorkgroups = Math.ceil(config.tilePixelCapacity / WORKGROUP_SIZE);\n\n passEncoder.setBindGroup(0, bindGroups[0], [configOffset]);\n passEncoder.setPipeline(pipelines.generatePrimaryRays);\n passEncoder.dispatchWorkgroups(tileWorkgroups);\n\n for (let bounceIndex = 0; bounceIndex < config.maxDepth; bounceIndex += 1) {\n passEncoder.setBindGroup(0, bindGroups[bounceIndex % 2], [configOffset]);\n passEncoder.setPipeline(pipelines.intersectActiveQueue);\n passEncoder.dispatchWorkgroups(capacityWorkgroups);\n passEncoder.setPipeline(pipelines.resolveSurfaceRecords);\n passEncoder.dispatchWorkgroups(capacityWorkgroups);\n passEncoder.setPipeline(pipelines.compactAndSwapQueues);\n passEncoder.dispatchWorkgroups(1);\n }\n\n passEncoder.end();\n }\n\n function encodeTileOutput(encoder, tile, configOffset) {\n const passEncoder = encoder.beginComputePass({\n label: \"plasius.wavefront.outputPass\",\n });\n const tileWorkgroups = Math.ceil((tile.width * tile.height) / WORKGROUP_SIZE);\n\n passEncoder.setBindGroup(0, bindGroups[0], [configOffset]);\n passEncoder.setPipeline(pipelines.accumulateTerminalRadiance);\n passEncoder.dispatchWorkgroups(tileWorkgroups);\n passEncoder.end();\n }\n\n function encodeDenoise(encoder, configOffset) {\n if (!config.denoise) {\n return;\n }\n const radiancePass = encoder.beginComputePass({\n label: \"plasius.wavefront.denoiseRadiancePass\",\n });\n radiancePass.setBindGroup(0, denoiseRadianceBindGroup, [configOffset]);\n radiancePass.setPipeline(pipelines.denoiseLinearRadiance);\n radiancePass.dispatchWorkgroups(Math.ceil(config.width / 8), Math.ceil(config.height / 8));\n radiancePass.end();\n\n const resolvePass = encoder.beginComputePass({\n label: \"plasius.wavefront.denoiseResolvePass\",\n });\n resolvePass.setBindGroup(0, denoiseResolveBindGroup, [configOffset]);\n resolvePass.setPipeline(pipelines.resolveDenoisedOutputImage);\n resolvePass.dispatchWorkgroups(Math.ceil(config.width / 8), Math.ceil(config.height / 8));\n resolvePass.end();\n }\n\n function encodePresent(encoder) {\n const texture = context.getCurrentTexture();\n const passEncoder = encoder.beginRenderPass({\n label: \"plasius.wavefront.presentPass\",\n colorAttachments: [\n {\n view: texture.createView(),\n clearValue: { r: 0, g: 0, b: 0, a: 1 },\n loadOp: \"clear\",\n storeOp: \"store\",\n },\n ],\n });\n passEncoder.setPipeline(presentPipeline);\n passEncoder.setBindGroup(0, presentBindGroup);\n passEncoder.draw(3);\n passEncoder.end();\n }\n\n function dispatchFrame(frameIndex) {\n const writeFrameConfig = createFrameConfigWriter(frameIndex);\n const encoder = device.createCommandEncoder({\n label: `plasius.wavefront.frame.${frameIndex}.batched`,\n });\n for (const tile of tiles) {\n for (let sampleIndex = 0; sampleIndex < config.samplesPerPixel; sampleIndex += 1) {\n const configOffset = writeFrameConfig(tile, {\n sampleIndex,\n sampleWeight: 1 / config.samplesPerPixel,\n });\n encodeTileSample(encoder, tile, configOffset);\n }\n const outputConfigOffset = writeFrameConfig(tile, {\n sampleIndex: 0,\n sampleWeight: 1 / config.samplesPerPixel,\n });\n encodeTileOutput(encoder, tile, outputConfigOffset);\n }\n if (config.denoise) {\n const denoiseConfigOffset = writeFrameConfig(\n { x: 0, y: 0, width: config.width, height: config.height },\n { sampleIndex: 0, sampleWeight: 1 / config.samplesPerPixel }\n );\n encodeDenoise(encoder, denoiseConfigOffset);\n }\n encodePresent(encoder);\n device.queue.submit([encoder.finish()]);\n return 1;\n }\n\n function renderOnce() {\n frame += 1;\n const frameIndex = frame + config.frameIndex;\n const accelerationBuildSubmitted = dispatchGpuAccelerationBuild(frameIndex);\n const frameSubmissionCount = dispatchFrame(frameIndex);\n return Object.freeze({\n frame,\n width: config.width,\n height: config.height,\n maxDepth: config.maxDepth,\n tiles: tiles.length,\n tileSize: config.tileSize,\n samplesPerPixel: config.samplesPerPixel,\n screenRays: config.width * config.height,\n primaryRays: config.width * config.height * config.samplesPerPixel,\n sceneObjectCount: config.sceneObjectCount,\n triangleCount: config.triangleCount,\n emissiveTriangleCount: config.emissiveTriangleCount,\n environmentPortalCount: config.environmentPortalCount,\n environmentPortalMode: config.environmentPortalMode,\n bvhNodeCount: config.bvhNodeCount,\n displayQuality: config.displayQuality,\n accelerationBuildMode: config.accelerationBuildMode,\n gpuAccelerationBuildRequired: config.gpuAccelerationBuildRequired,\n accelerationBuildSubmitted,\n accelerationBuilt,\n accelerationBuildCount,\n commandSubmissions: frameSubmissionCount + (accelerationBuildSubmitted ? 1 : 0),\n frameConfigSlots: frameConfigSlotCount,\n memory: config.memory,\n });\n }\n\n async function readOutputProbe(optionsForProbe = {}) {\n const mapMode = constants.map;\n if (!mapMode) {\n throw new Error(\"GPUMapMode.READ is unavailable in this environment.\");\n }\n const x = clamp(readNonNegativeInteger(\"x\", optionsForProbe.x, Math.floor(config.width / 2)), 0, config.width - 1);\n const y = clamp(readNonNegativeInteger(\"y\", optionsForProbe.y, Math.floor(config.height / 2)), 0, config.height - 1);\n const readback = device.createBuffer({\n label: \"plasius.wavefront.outputProbe\",\n size: 256,\n usage: constants.buffer.COPY_DST | constants.buffer.MAP_READ,\n });\n const encoder = device.createCommandEncoder({\n label: \"plasius.wavefront.outputProbe.copy\",\n });\n encoder.copyTextureToBuffer(\n { texture: outputTexture, origin: { x, y } },\n { buffer: readback, bytesPerRow: 256, rowsPerImage: 1 },\n { width: 1, height: 1, depthOrArrayLayers: 1 }\n );\n device.queue.submit([encoder.finish()]);\n await readback.mapAsync(mapMode.READ);\n const bytes = new Uint8Array(readback.getMappedRange()).slice(0, 4);\n readback.unmap();\n readback.destroy?.();\n return Object.freeze({\n x,\n y,\n rgba: Object.freeze(Array.from(bytes)),\n luminance: (0.2126 * bytes[0] + 0.7152 * bytes[1] + 0.0722 * bytes[2]) / 255,\n });\n }\n\n function updateSceneObjects(sceneObjects) {\n const nextPackedScene = packWavefrontSceneObjects(sceneObjects, config.sceneObjectCapacity);\n packedScene = nextPackedScene;\n config = createWavefrontPathTracingComputeConfig({\n ...options,\n canvas,\n width: config.width,\n height: config.height,\n maxDepth: config.maxDepth,\n tileSize: config.tileSize,\n samplesPerPixel: config.samplesPerPixel,\n sceneObjectCapacity: config.sceneObjectCapacity,\n sceneObjects: packedScene.objects,\n frameIndex: config.frameIndex,\n });\n device.queue.writeBuffer(sceneObjectBuffer, 0, packedScene.buffer);\n return config;\n }\n\n function getSnapshot() {\n return Object.freeze({\n frame,\n width: config.width,\n height: config.height,\n maxDepth: config.maxDepth,\n tiles: tiles.length,\n tileSize: config.tileSize,\n samplesPerPixel: config.samplesPerPixel,\n sceneObjectCount: config.sceneObjectCount,\n triangleCount: config.triangleCount,\n emissiveTriangleCount: config.emissiveTriangleCount,\n environmentPortalCount: config.environmentPortalCount,\n environmentPortalMode: config.environmentPortalMode,\n bvhNodeCount: config.bvhNodeCount,\n displayQuality: config.displayQuality,\n accelerationBuildMode: config.accelerationBuildMode,\n gpuAccelerationBuildRequired: config.gpuAccelerationBuildRequired,\n accelerationBuilt,\n accelerationBuildCount,\n frameConfigSlots: 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1
+ {"version":3,"sources":["../src/index.js","../src/wavefront-compute.js"],"sourcesContent":["const DEFAULT_CLEAR_COLOR = Object.freeze([0.07, 0.11, 0.18, 1.0]);\nconst DEFAULT_CANVAS_SELECTOR = \"canvas[data-plasius-gpu-renderer]\";\nexport {\n createDefaultWavefrontSceneObjects,\n createWavefrontBvhBuildLevels,\n createWavefrontBvhSortStages,\n createWavefrontEmissiveTriangleIndexSource,\n createWavefrontGpuMeshSource,\n createWavefrontMeshAcceleration,\n createWavefrontPathTracingComputeConfig,\n createWavefrontPathTracingComputeRenderer,\n createWavefrontPathTracingComputeShaderSource,\n createWavefrontReferenceRay,\n estimateWavefrontPathTracingMemory,\n intersectWavefrontReferenceTriangle,\n normalizeWavefrontMesh,\n normalizeWavefrontSceneObject,\n packWavefrontBvhNodes,\n packWavefrontSceneObjects,\n packWavefrontTriangles,\n renderWavefrontPathTracingComputeFrame,\n rendererWavefrontComputeMode,\n rendererWavefrontComputeStatsStride,\n rendererWavefrontComputeWorkgroupSize,\n supportsWavefrontPathTracingCompute,\n traceWavefrontReferenceTriangles,\n wavefrontMaterialKinds,\n wavefrontPathTracingComputeLimits,\n wavefrontSceneObjectKinds,\n} from \"./wavefront-compute.js\";\nexport const rendererDebugOwner = \"renderer\";\nexport const rendererWorkerQueueClass = \"render\";\nexport const defaultRendererWorkerProfile = \"realtime\";\nexport const rendererRepresentationBands = Object.freeze([\n \"near\",\n \"mid\",\n \"far\",\n \"horizon\",\n]);\nexport const rendererAccelerationStructureUpdateClasses = Object.freeze([\n \"static\",\n \"rigid-dynamic\",\n \"deforming\",\n \"proxy\",\n]);\nexport const rendererRayTracingStageOrder = Object.freeze([\n \"primaryVisibility\",\n \"shadowAssist\",\n \"opaqueFoundation\",\n \"rtDirectLighting\",\n \"rtReflections\",\n \"rtGlobalIllumination\",\n \"denoiseTemporal\",\n \"transparents\",\n \"composition\",\n \"present\",\n]);\nexport const rendererWavefrontBufferSchemaVersion = 1;\nexport const rendererWavefrontQueuePairStrategy = \"ping-pong-active-next\";\nexport const rendererWavefrontHitTypes = Object.freeze([\n \"surface\",\n \"emissive\",\n \"environment\",\n \"transparent\",\n \"miss\",\n]);\nexport const rendererWavefrontPassOrder = Object.freeze([\n \"generatePrimaryRays\",\n \"intersectActiveQueue\",\n \"resolveSurfaceRecords\",\n \"accumulateTerminalRadiance\",\n \"scatterContinuations\",\n \"compactAndSwapQueues\",\n]);\n\nconst rendererRayTracingStageDefinitions = Object.freeze(\n rendererRayTracingStageOrder.map((key, index) =>\n Object.freeze({\n key,\n order: index + 1,\n required: true,\n description:\n {\n primaryVisibility: \"Primary visibility and depth preparation.\",\n shadowAssist: \"Shadow assist passes and regional shadow preparation.\",\n opaqueFoundation: \"Main opaque foundation for shading and tracing inputs.\",\n rtDirectLighting: \"Ray-traced direct lighting and premium shadows.\",\n rtReflections: \"Ray-traced reflections for important surfaces.\",\n rtGlobalIllumination: \"Selective ray-traced indirect lighting and GI.\",\n denoiseTemporal: \"Required denoise and temporal accumulation stage.\",\n transparents: \"Transparents, particles, and volumetrics composition.\",\n composition: \"Final world composition and color resolve.\",\n present: \"Presentation to the active surface.\",\n }[key],\n })\n )\n);\n\nconst rendererRepresentationBandPolicies = Object.freeze({\n near: Object.freeze({\n band: \"near\",\n rasterMode: \"full-live\",\n rtParticipation: \"premium\",\n shadowSource: \"ray-traced-primary\",\n temporalReuse: \"balanced\",\n updateCadenceDivisor: 1,\n }),\n mid: Object.freeze({\n band: \"mid\",\n rasterMode: \"simplified-live\",\n rtParticipation: \"selective\",\n shadowSource: \"regional-raster-and-proxy\",\n temporalReuse: \"aggressive\",\n updateCadenceDivisor: 2,\n }),\n far: Object.freeze({\n band: \"far\",\n rasterMode: \"proxy-or-cached\",\n rtParticipation: \"proxy\",\n shadowSource: \"merged-proxy-casters\",\n temporalReuse: \"high\",\n updateCadenceDivisor: 8,\n }),\n horizon: Object.freeze({\n band: \"horizon\",\n rasterMode: \"horizon-shell\",\n rtParticipation: \"disabled\",\n shadowSource: \"baked-impression\",\n temporalReuse: \"cached\",\n updateCadenceDivisor: 60,\n }),\n});\n\nconst rendererAccelerationStructurePolicies = Object.freeze(\n rendererAccelerationStructureUpdateClasses.map((updateClass) =>\n Object.freeze({\n updateClass,\n description:\n {\n static: \"Stable static world geometry with infrequent rebuilds.\",\n \"rigid-dynamic\":\n \"Rigid transforms that can be refit or relinked without full deformation updates.\",\n deforming:\n \"Skinned or vertex-deforming content treated as a managed RT cost center.\",\n proxy:\n \"Low-cost RT proxy or distant representation updates.\",\n }[updateClass],\n })\n )\n);\n\nfunction createWavefrontField(name, type, description) {\n return Object.freeze({\n name,\n type,\n description,\n });\n}\n\nconst rendererWavefrontBufferContracts = Object.freeze({\n ray: Object.freeze({\n schemaVersion: rendererWavefrontBufferSchemaVersion,\n recordName: \"RayRecord\",\n fields: Object.freeze([\n createWavefrontField(\"rayId\", \"u32\", \"Stable ray identifier for correlation and debugging.\"),\n createWavefrontField(\"parentRayId\", \"u32\", \"Parent ray identifier for continuation lineage.\"),\n createWavefrontField(\"sourcePixelId\", \"u32\", \"Screen pixel or texel that owns the sample.\"),\n createWavefrontField(\"sampleId\", \"u32\", \"Per-pixel sample slot for accumulation.\"),\n createWavefrontField(\"bounce\", \"u32\", \"Breadth-first bounce depth for the queue entry.\"),\n createWavefrontField(\"origin\", \"vec3<f32>\", \"Ray origin in renderer world space.\"),\n createWavefrontField(\"direction\", \"vec3<f32>\", \"Normalized ray direction in renderer world space.\"),\n createWavefrontField(\"throughput\", \"vec3<f32>\", \"Current path throughput before the next event.\"),\n createWavefrontField(\"mediumRefId\", \"u32\", \"Active medium reference identifier for the ray.\"),\n createWavefrontField(\"flags\", \"u32\", \"Bit flags for front-face state, debug, and quality toggles.\"),\n ]),\n }),\n hit: Object.freeze({\n schemaVersion: rendererWavefrontBufferSchemaVersion,\n recordName: \"HitRecord\",\n fields: Object.freeze([\n createWavefrontField(\"rayId\", \"u32\", \"Ray identifier copied from the active queue.\"),\n createWavefrontField(\"sourcePixelId\", \"u32\", \"Pixel/texel owner for the ray sample.\"),\n createWavefrontField(\"hitType\", rendererWavefrontHitTypes.join(\" | \"), \"Resolved hit classification for termination or continuation.\"),\n createWavefrontField(\"distance\", \"f32\", \"Nearest-hit distance or miss sentinel.\"),\n createWavefrontField(\"entityId\", \"u32\", \"Stable scene entity identifier.\"),\n createWavefrontField(\"instanceId\", \"u32\", \"Renderer instance identifier.\"),\n createWavefrontField(\"primitiveId\", \"u32\", \"Primitive or triangle identifier.\"),\n createWavefrontField(\"materialId\", \"u32\", \"Surface material identifier.\"),\n createWavefrontField(\"barycentrics\", \"vec3<f32>\", \"Triangle barycentric coordinates for interpolation.\"),\n createWavefrontField(\"uv\", \"vec2<f32>\", \"Resolved surface UV when available.\"),\n createWavefrontField(\"geometricNormal\", \"vec3<f32>\", \"True geometric face normal.\"),\n createWavefrontField(\"shadingNormal\", \"vec3<f32>\", \"Interpolated or repaired shading normal.\"),\n createWavefrontField(\"frontFace\", \"bool\", \"Front-face classification for shading and medium transitions.\"),\n ]),\n }),\n surface: Object.freeze({\n schemaVersion: rendererWavefrontBufferSchemaVersion,\n recordName: \"SurfaceRecord\",\n fields: Object.freeze([\n createWavefrontField(\"rayId\", \"u32\", \"Ray identifier matched to the resolved hit.\"),\n createWavefrontField(\"entityId\", \"u32\", \"Stable scene entity identifier.\"),\n createWavefrontField(\"materialRefId\", \"u32\", \"Material-reference indirection for shading lookup tables.\"),\n createWavefrontField(\"mediumRefId\", \"u32\", \"Resolved medium transition/reference identifier.\"),\n createWavefrontField(\"geometricNormal\", \"vec3<f32>\", \"Preserved geometric normal for hemisphere checks.\"),\n createWavefrontField(\"shadingNormal\", \"vec3<f32>\", \"Normal used for BSDF/BTDF evaluation.\"),\n createWavefrontField(\"uv\", \"vec2<f32>\", \"Resolved texture coordinate.\"),\n createWavefrontField(\"tangentFrame\", \"mat3x3<f32>\", \"Optional tangent basis for normal-map transforms.\"),\n ]),\n }),\n materialReference: Object.freeze({\n schemaVersion: rendererWavefrontBufferSchemaVersion,\n recordName: \"MaterialReferenceRecord\",\n fields: Object.freeze([\n createWavefrontField(\"materialRefId\", \"u32\", \"Stable material lookup identifier.\"),\n createWavefrontField(\"materialId\", \"u32\", \"Authoritative material id from scene submission.\"),\n createWavefrontField(\"shadingModel\", \"u32\", \"Renderer-owned shading model enum.\"),\n createWavefrontField(\"textureSetId\", \"u32\", \"Texture indirection set for the material.\"),\n createWavefrontField(\"flags\", \"u32\", \"Alpha, emissive, transmission, and debug flags.\"),\n ]),\n }),\n mediumReference: Object.freeze({\n schemaVersion: rendererWavefrontBufferSchemaVersion,\n recordName: \"MediumReferenceRecord\",\n fields: Object.freeze([\n createWavefrontField(\"mediumRefId\", \"u32\", \"Stable medium lookup identifier.\"),\n createWavefrontField(\"mediumId\", \"u32\", \"Authoritative medium or fluid descriptor id.\"),\n createWavefrontField(\"phaseModel\", \"u32\", \"Medium phase-function selector.\"),\n createWavefrontField(\"absorption\", \"vec3<f32>\", \"Absorption coefficients for the active medium.\"),\n createWavefrontField(\"scattering\", \"vec3<f32>\", \"Scattering coefficients for the active medium.\"),\n ]),\n }),\n accumulation: Object.freeze({\n schemaVersion: rendererWavefrontBufferSchemaVersion,\n recordName: \"AccumulationRecord\",\n fields: Object.freeze([\n createWavefrontField(\"sourcePixelId\", \"u32\", \"Screen pixel or texel accumulator owner.\"),\n createWavefrontField(\"sampleCount\", \"u32\", \"Committed sample count for the pixel.\"),\n createWavefrontField(\"radiance\", \"vec3<f32>\", \"Accumulated radiance before tone-map/output resolve.\"),\n createWavefrontField(\"throughput\", \"vec3<f32>\", \"Last surviving throughput for debug and variance tracking.\"),\n createWavefrontField(\"resetEpoch\", \"u32\", \"Accumulation reset generation for history invalidation.\"),\n ]),\n }),\n});\n\nfunction buildWavefrontTerminationPolicy() {\n return Object.freeze({\n terminalHitTypes: Object.freeze([\"emissive\", \"environment\", \"miss\"]),\n continuationHitTypes: Object.freeze([\"surface\", \"transparent\"]),\n emissive: Object.freeze({\n action: \"accumulate-and-stop\",\n contributesRadiance: true,\n }),\n environment: Object.freeze({\n action: \"accumulate-and-stop\",\n contributesRadiance: true,\n }),\n miss: Object.freeze({\n action: \"accumulate-environment-or-dark-stop\",\n contributesRadiance: true,\n }),\n });\n}\n\nfunction buildWavefrontBounceSchedule(maxDepth) {\n return Object.freeze(\n Array.from({ length: maxDepth }, (_, index) =>\n Object.freeze({\n bounce: index,\n readQueue: index % 2 === 0 ? \"active\" : \"next\",\n writeQueue: index % 2 === 0 ? \"next\" : \"active\",\n passOrder: rendererWavefrontPassOrder,\n })\n )\n );\n}\n\nexport function createWavefrontPathTracingPlan(options = {}) {\n const maxDepth =\n options.maxDepth === undefined\n ? 6\n : readPositiveInteger(\"maxDepth\", options.maxDepth);\n const queueCapacity =\n options.queueCapacity === undefined\n ? 8192\n : readPositiveInteger(\"queueCapacity\", options.queueCapacity);\n const accumulationResetEpoch =\n options.accumulationResetEpoch === undefined\n ? 0\n : readNonNegativeInteger(\"accumulationResetEpoch\", options.accumulationResetEpoch);\n const explicitLightSampling = options.explicitLightSampling === true;\n\n return Object.freeze({\n schemaVersion: rendererWavefrontBufferSchemaVersion,\n owner: rendererDebugOwner,\n maxDepth,\n queueCapacity,\n explicitLightSampling,\n accumulationResetEpoch,\n queueLayout: Object.freeze({\n strategy: rendererWavefrontQueuePairStrategy,\n compactAfterScatter: true,\n queues: Object.freeze([\n Object.freeze({ name: \"active\", role: \"current-bounce\" }),\n Object.freeze({ name: \"next\", role: \"next-bounce\" }),\n ]),\n }),\n bufferContracts: rendererWavefrontBufferContracts,\n bounceSchedule: buildWavefrontBounceSchedule(maxDepth),\n terminationPolicy: buildWavefrontTerminationPolicy(),\n });\n}\n\nfunction buildRendererWorkerBudgetLevels(jobType, queueClass, levels) {\n return Object.freeze(\n levels.map((level) =>\n Object.freeze({\n id: level.id,\n estimatedCostMs: level.estimatedCostMs,\n config: Object.freeze({\n maxDispatchesPerFrame: level.config.maxDispatchesPerFrame,\n maxJobsPerDispatch: level.config.maxJobsPerDispatch,\n cadenceDivisor: level.config.cadenceDivisor,\n workgroupScale: level.config.workgroupScale,\n maxQueueDepth: level.config.maxQueueDepth,\n metadata: Object.freeze({\n owner: rendererDebugOwner,\n queueClass,\n jobType,\n quality: level.id,\n }),\n }),\n })\n )\n );\n}\n\nconst rendererWorkerProfileSpecs = {\n realtime: {\n description:\n \"Frame-stage DAG for flat rendering with visibility, main encode, post-processing, and submit.\",\n suggestedAllocationIds: [\n \"renderer.surface.current\",\n \"renderer.visibility.worklist\",\n \"renderer.post-process.history\",\n ],\n jobs: {\n acquire: {\n priority: 5,\n dependencies: [],\n domain: \"resolution\",\n importance: \"critical\",\n levels: [\n {\n id: \"fixed\",\n estimatedCostMs: 0.2,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 1,\n cadenceDivisor: 1,\n workgroupScale: 1,\n maxQueueDepth: 1,\n },\n },\n ],\n suggestedAllocationIds: [\"renderer.surface.current\"],\n },\n visibility: {\n priority: 4,\n dependencies: [],\n domain: \"geometry\",\n importance: \"high\",\n levels: [\n {\n id: \"low\",\n estimatedCostMs: 0.4,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 128,\n cadenceDivisor: 2,\n workgroupScale: 0.5,\n maxQueueDepth: 256,\n },\n },\n {\n id: \"medium\",\n estimatedCostMs: 0.8,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 256,\n cadenceDivisor: 1,\n workgroupScale: 0.75,\n maxQueueDepth: 384,\n },\n },\n {\n id: \"high\",\n estimatedCostMs: 1.2,\n config: {\n maxDispatchesPerFrame: 2,\n maxJobsPerDispatch: 512,\n cadenceDivisor: 1,\n workgroupScale: 1,\n maxQueueDepth: 512,\n },\n },\n ],\n suggestedAllocationIds: [\"renderer.visibility.worklist\"],\n },\n mainEncode: {\n priority: 4,\n dependencies: [\"acquire\", \"visibility\"],\n domain: \"geometry\",\n importance: \"critical\",\n levels: [\n {\n id: \"low\",\n estimatedCostMs: 1.2,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 128,\n cadenceDivisor: 1,\n workgroupScale: 0.6,\n maxQueueDepth: 192,\n },\n },\n {\n id: \"medium\",\n estimatedCostMs: 2.1,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 256,\n cadenceDivisor: 1,\n workgroupScale: 0.8,\n maxQueueDepth: 256,\n },\n },\n {\n id: \"high\",\n estimatedCostMs: 3,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 384,\n cadenceDivisor: 1,\n workgroupScale: 1,\n maxQueueDepth: 384,\n },\n },\n ],\n suggestedAllocationIds: [\"renderer.surface.current\"],\n },\n postProcess: {\n priority: 3,\n dependencies: [\"mainEncode\"],\n domain: \"post-processing\",\n importance: \"high\",\n levels: [\n {\n id: \"low\",\n estimatedCostMs: 0.5,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 64,\n cadenceDivisor: 2,\n workgroupScale: 0.5,\n maxQueueDepth: 96,\n },\n },\n {\n id: \"medium\",\n estimatedCostMs: 0.9,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 128,\n cadenceDivisor: 1,\n workgroupScale: 0.75,\n maxQueueDepth: 128,\n },\n },\n {\n id: \"high\",\n estimatedCostMs: 1.4,\n config: {\n maxDispatchesPerFrame: 2,\n maxJobsPerDispatch: 192,\n cadenceDivisor: 1,\n workgroupScale: 1,\n maxQueueDepth: 192,\n },\n },\n ],\n suggestedAllocationIds: [\"renderer.post-process.history\"],\n },\n submit: {\n priority: 2,\n dependencies: [\"postProcess\"],\n domain: \"resolution\",\n importance: \"critical\",\n levels: [\n {\n id: \"fixed\",\n estimatedCostMs: 0.2,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 1,\n cadenceDivisor: 1,\n workgroupScale: 1,\n maxQueueDepth: 1,\n },\n },\n ],\n suggestedAllocationIds: [\"renderer.surface.current\"],\n },\n },\n },\n xr: {\n description:\n \"Frame-stage DAG for XR rendering with late-latch coordination before main encode and submit.\",\n suggestedAllocationIds: [\n \"renderer.xr.surface.current\",\n \"renderer.xr.visibility.worklist\",\n ],\n jobs: {\n acquire: {\n priority: 5,\n dependencies: [],\n domain: \"xr\",\n importance: \"critical\",\n levels: [\n {\n id: \"fixed\",\n estimatedCostMs: 0.2,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 1,\n cadenceDivisor: 1,\n workgroupScale: 1,\n maxQueueDepth: 1,\n },\n },\n ],\n suggestedAllocationIds: [\"renderer.xr.surface.current\"],\n },\n visibility: {\n priority: 4,\n dependencies: [],\n domain: \"geometry\",\n importance: \"high\",\n levels: [\n {\n id: \"low\",\n estimatedCostMs: 0.5,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 96,\n cadenceDivisor: 2,\n workgroupScale: 0.5,\n maxQueueDepth: 192,\n },\n },\n {\n id: \"medium\",\n estimatedCostMs: 0.9,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 192,\n cadenceDivisor: 1,\n workgroupScale: 0.75,\n maxQueueDepth: 256,\n },\n },\n {\n id: \"high\",\n estimatedCostMs: 1.3,\n config: {\n maxDispatchesPerFrame: 2,\n maxJobsPerDispatch: 320,\n cadenceDivisor: 1,\n workgroupScale: 1,\n maxQueueDepth: 320,\n },\n },\n ],\n suggestedAllocationIds: [\"renderer.xr.visibility.worklist\"],\n },\n lateLatch: {\n priority: 5,\n dependencies: [\"acquire\"],\n domain: \"xr\",\n importance: \"critical\",\n levels: [\n {\n id: \"fixed\",\n estimatedCostMs: 0.15,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 1,\n cadenceDivisor: 1,\n workgroupScale: 1,\n maxQueueDepth: 1,\n },\n },\n ],\n suggestedAllocationIds: [\"renderer.xr.surface.current\"],\n },\n mainEncode: {\n priority: 4,\n dependencies: [\"visibility\", \"lateLatch\"],\n domain: \"xr\",\n importance: \"critical\",\n levels: [\n {\n id: \"low\",\n estimatedCostMs: 1.1,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 96,\n cadenceDivisor: 1,\n workgroupScale: 0.6,\n maxQueueDepth: 128,\n },\n },\n {\n id: \"medium\",\n estimatedCostMs: 1.8,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 192,\n cadenceDivisor: 1,\n workgroupScale: 0.8,\n maxQueueDepth: 192,\n },\n },\n {\n id: \"high\",\n estimatedCostMs: 2.6,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 256,\n cadenceDivisor: 1,\n workgroupScale: 1,\n maxQueueDepth: 256,\n },\n },\n ],\n suggestedAllocationIds: [\"renderer.xr.surface.current\"],\n },\n submit: {\n priority: 2,\n dependencies: [\"mainEncode\"],\n domain: \"xr\",\n importance: \"critical\",\n levels: [\n {\n id: \"fixed\",\n estimatedCostMs: 0.2,\n config: {\n maxDispatchesPerFrame: 1,\n maxJobsPerDispatch: 1,\n cadenceDivisor: 1,\n workgroupScale: 1,\n maxQueueDepth: 1,\n },\n },\n ],\n suggestedAllocationIds: [\"renderer.xr.surface.current\"],\n },\n },\n },\n};\n\nfunction buildRendererInputBoundary(profile) {\n return Object.freeze({\n type: \"stable-visual-snapshot\",\n owner: rendererDebugOwner,\n profile,\n authority: \"visual\",\n source: \"scene-preparation\",\n stable: true,\n });\n}\n\nfunction buildRendererRenderStages(profile) {\n return Object.freeze(\n rendererRayTracingStageDefinitions.map((stage) =>\n Object.freeze({\n ...stage,\n profile,\n workerJobKeys:\n profile === \"xr\" && stage.key === \"primaryVisibility\"\n ? Object.freeze([\"lateLatch\", \"visibility\"])\n : stage.key === \"present\"\n ? Object.freeze([\"submit\"])\n : stage.key === \"denoiseTemporal\" ||\n stage.key === \"transparents\" ||\n stage.key === \"composition\"\n ? Object.freeze([\"postProcess\"])\n : stage.key === \"primaryVisibility\"\n ? Object.freeze([\"visibility\"])\n : stage.key === \"shadowAssist\" ||\n stage.key === \"opaqueFoundation\" ||\n stage.key === \"rtDirectLighting\" ||\n stage.key === \"rtReflections\" ||\n stage.key === \"rtGlobalIllumination\"\n ? Object.freeze([\"mainEncode\"])\n : Object.freeze([\"mainEncode\"]),\n })\n )\n );\n}\n\nfunction buildRendererRepresentationBands(profile) {\n return Object.freeze(\n rendererRepresentationBands.map((band) =>\n Object.freeze({\n ...rendererRepresentationBandPolicies[band],\n profile,\n })\n )\n );\n}\n\nfunction buildRendererAccelerationStructureUpdates(profile) {\n return Object.freeze(\n rendererAccelerationStructurePolicies.map((policy) =>\n Object.freeze({\n ...policy,\n profile,\n })\n )\n );\n}\n\nfunction assertRendererIdentifier(name, value) {\n if (typeof value !== \"string\" || value.trim().length === 0) {\n throw new Error(`${name} must be a non-empty string.`);\n }\n return value.trim();\n}\n\nfunction buildRendererWorkerProfile(name, spec) {\n return Object.freeze({\n name,\n description: spec.description,\n jobs: Object.freeze(Object.keys(spec.jobs)),\n });\n}\n\nfunction buildRendererWorkerManifestJob(profileName, jobName, spec) {\n const label = `renderer.${profileName}.${jobName}`;\n return Object.freeze({\n key: jobName,\n label,\n worker: Object.freeze({\n jobType: label,\n queueClass: rendererWorkerQueueClass,\n priority: spec.priority,\n dependencies: Object.freeze(\n spec.dependencies.map((dependency) => `renderer.${profileName}.${dependency}`)\n ),\n schedulerMode: \"dag\",\n }),\n performance: Object.freeze({\n id: label,\n jobType: label,\n queueClass: rendererWorkerQueueClass,\n domain: spec.domain,\n authority: \"visual\",\n importance: spec.importance,\n levels: buildRendererWorkerBudgetLevels(\n label,\n rendererWorkerQueueClass,\n spec.levels\n ),\n }),\n debug: Object.freeze({\n owner: rendererDebugOwner,\n queueClass: rendererWorkerQueueClass,\n jobType: label,\n tags: Object.freeze([\"renderer\", profileName, jobName, spec.domain]),\n suggestedAllocationIds: Object.freeze([...spec.suggestedAllocationIds]),\n }),\n });\n}\n\nfunction buildRendererWorkerManifest(name, spec) {\n return Object.freeze({\n schemaVersion: 1,\n owner: rendererDebugOwner,\n profile: name,\n description: spec.description,\n queueClass: rendererWorkerQueueClass,\n schedulerMode: \"dag\",\n inputBoundary: buildRendererInputBoundary(name),\n renderStages: buildRendererRenderStages(name),\n representationBands: buildRendererRepresentationBands(name),\n accelerationStructureUpdates: buildRendererAccelerationStructureUpdates(name),\n suggestedAllocationIds: Object.freeze([...spec.suggestedAllocationIds]),\n jobs: Object.freeze(\n Object.entries(spec.jobs).map(([jobName, jobSpec]) =>\n buildRendererWorkerManifestJob(name, jobName, jobSpec)\n )\n ),\n });\n}\n\nexport const rendererWorkerProfiles = Object.freeze(\n Object.fromEntries(\n Object.entries(rendererWorkerProfileSpecs).map(([name, spec]) => [\n name,\n buildRendererWorkerProfile(name, spec),\n ])\n )\n);\n\nexport const rendererWorkerProfileNames = Object.freeze(\n Object.keys(rendererWorkerProfiles)\n);\n\nexport const rendererWorkerManifests = Object.freeze(\n Object.fromEntries(\n Object.entries(rendererWorkerProfileSpecs).map(([name, spec]) => [\n name,\n buildRendererWorkerManifest(name, spec),\n ])\n )\n);\n\nexport function getRendererWorkerProfile(name = defaultRendererWorkerProfile) {\n const profile = rendererWorkerProfiles[name];\n if (!profile) {\n const available = rendererWorkerProfileNames.join(\", \");\n throw new Error(`Unknown renderer worker profile \"${name}\". Available: ${available}.`);\n }\n return profile;\n}\n\nexport function getRendererWorkerManifest(name = defaultRendererWorkerProfile) {\n const manifest = rendererWorkerManifests[name];\n if (!manifest) {\n const available = rendererWorkerProfileNames.join(\", \");\n throw new Error(`Unknown renderer worker profile \"${name}\". Available: ${available}.`);\n }\n return manifest;\n}\n\nexport function createRayTracingRenderPlan(options = {}) {\n const profile = options.profile ?? defaultRendererWorkerProfile;\n const snapshotId = assertRendererIdentifier(\n \"snapshotId\",\n options.snapshotId\n );\n const workerManifest = getRendererWorkerManifest(profile);\n const representations = Array.isArray(options.representations)\n ? Object.freeze(\n options.representations.map((representation, index) => {\n if (!representation || typeof representation !== \"object\") {\n throw new Error(`representations[${index}] must be an object.`);\n }\n const band = assertRendererIdentifier(\n `representations[${index}].band`,\n representation.band\n );\n if (!rendererRepresentationBands.includes(band)) {\n throw new Error(\n `representations[${index}].band must be one of: ${rendererRepresentationBands.join(\", \")}.`\n );\n }\n return Object.freeze({\n ...representation,\n band,\n });\n })\n )\n : workerManifest.representationBands;\n\n return Object.freeze({\n schemaVersion: 1,\n owner: rendererDebugOwner,\n profile,\n inputBoundary: Object.freeze({\n ...workerManifest.inputBoundary,\n snapshotId,\n }),\n renderStages: workerManifest.renderStages,\n representationBands: representations,\n accelerationStructureUpdates: workerManifest.accelerationStructureUpdates,\n wavefront: createWavefrontPathTracingPlan(options.wavefront),\n workerManifest,\n });\n}\n\nfunction clamp01(value) {\n return Math.min(1, Math.max(0, value));\n}\n\nfunction parseHexChannel(channel) {\n return parseInt(channel, 16) / 255;\n}\n\nfunction normalizeColor(value) {\n if (Array.isArray(value)) {\n const [r = 0, g = 0, b = 0, a = 1] = value;\n return [clamp01(Number(r) || 0), clamp01(Number(g) || 0), clamp01(Number(b) || 0), clamp01(Number(a) || 0)];\n }\n\n if (typeof value === \"string\") {\n const trimmed = value.trim();\n if (/^#[0-9a-f]{3}$/i.test(trimmed)) {\n const r = trimmed[1];\n const g = trimmed[2];\n const b = trimmed[3];\n return [\n parseHexChannel(r + r),\n parseHexChannel(g + g),\n parseHexChannel(b + b),\n 1,\n ];\n }\n if (/^#[0-9a-f]{6}$/i.test(trimmed)) {\n return [\n parseHexChannel(trimmed.slice(1, 3)),\n parseHexChannel(trimmed.slice(3, 5)),\n parseHexChannel(trimmed.slice(5, 7)),\n 1,\n ];\n }\n }\n\n return [...DEFAULT_CLEAR_COLOR];\n}\n\nfunction readPositiveNumber(name, value) {\n if (value === undefined) {\n return undefined;\n }\n if (typeof value !== \"number\" || !Number.isFinite(value) || value <= 0) {\n throw new Error(`${name} must be a finite number greater than zero.`);\n }\n return value;\n}\n\nfunction readPositiveInteger(name, value) {\n if (!Number.isInteger(value) || value <= 0) {\n throw new Error(`${name} must be a positive integer.`);\n }\n return value;\n}\n\nfunction readNonNegativeInteger(name, value) {\n if (!Number.isInteger(value) || value < 0) {\n throw new Error(`${name} must be a non-negative integer.`);\n }\n return value;\n}\n\nfunction now() {\n if (typeof performance !== \"undefined\" && typeof performance.now === \"function\") {\n return performance.now();\n }\n return Date.now();\n}\n\nfunction normalizeFrameId(value) {\n if (typeof value !== \"string\" || value.trim().length === 0) {\n throw new Error(\"frameIdFactory must return a non-empty string.\");\n }\n return value.trim();\n}\n\nfunction resolveTargetFrameTimeMs(options, event) {\n const {\n targetFrameTimeMs: fixedTargetFrameTimeMs,\n targetFrameRate,\n getTargetFrameTimeMs,\n } = options;\n\n if (typeof getTargetFrameTimeMs === \"function\") {\n const resolved = getTargetFrameTimeMs(event);\n return readPositiveNumber(\"getTargetFrameTimeMs()\", resolved);\n }\n\n if (fixedTargetFrameTimeMs !== undefined) {\n return fixedTargetFrameTimeMs;\n }\n\n if (targetFrameRate !== undefined) {\n return 1000 / targetFrameRate;\n }\n\n return undefined;\n}\n\nexport function createRendererDebugHooks(options = {}) {\n const {\n debugSession,\n targetFrameTimeMs,\n targetFrameRate,\n getTargetFrameTimeMs,\n onFrameStart,\n onFrameComplete,\n } = options;\n\n if (!debugSession || typeof debugSession.recordFrame !== \"function\") {\n throw new Error(\n \"debugSession must expose recordFrame(sample). Use @plasius/gpu-debug createGpuDebugSession().\"\n );\n }\n\n const fixedTargetFrameTimeMs = readPositiveNumber(\n \"targetFrameTimeMs\",\n targetFrameTimeMs\n );\n const fixedTargetFrameRate = readPositiveNumber(\n \"targetFrameRate\",\n targetFrameRate\n );\n\n if (\n fixedTargetFrameTimeMs !== undefined &&\n fixedTargetFrameRate !== undefined\n ) {\n throw new Error(\n \"Provide either targetFrameTimeMs or targetFrameRate, not both.\"\n );\n }\n\n if (\n getTargetFrameTimeMs !== undefined &&\n typeof getTargetFrameTimeMs !== \"function\"\n ) {\n throw new Error(\"getTargetFrameTimeMs must be a function when provided.\");\n }\n\n const resolvedOptions = {\n targetFrameTimeMs: fixedTargetFrameTimeMs,\n targetFrameRate: fixedTargetFrameRate,\n getTargetFrameTimeMs,\n };\n\n return {\n onFrameStart(event) {\n if (typeof onFrameStart === \"function\") {\n onFrameStart({\n ...event,\n owner: rendererDebugOwner,\n });\n }\n },\n onFrameComplete(event) {\n const resolvedTargetFrameTimeMs = resolveTargetFrameTimeMs(\n resolvedOptions,\n event\n );\n\n if (\n typeof event.frameTimeMs === \"number\" &&\n Number.isFinite(event.frameTimeMs) &&\n event.frameTimeMs > 0\n ) {\n debugSession.recordFrame({\n frameId: event.frameId,\n frameTimeMs: event.frameTimeMs,\n targetFrameTimeMs: resolvedTargetFrameTimeMs,\n });\n }\n\n if (typeof onFrameComplete === \"function\") {\n onFrameComplete({\n ...event,\n owner: rendererDebugOwner,\n targetFrameTimeMs: resolvedTargetFrameTimeMs,\n });\n }\n },\n };\n}\n\nfunction readNavigator(navigatorOverride) {\n const currentNavigator = navigatorOverride ?? globalThis.navigator;\n if (!currentNavigator || typeof currentNavigator !== \"object\") {\n throw new Error(\"Navigator unavailable. Provide a browser-like navigator object.\");\n }\n return currentNavigator;\n}\n\nfunction readDocument(documentOverride) {\n const doc = documentOverride ?? globalThis.document;\n if (!doc || typeof doc !== \"object\") {\n throw new Error(\"Document unavailable. Provide a browser-like document object.\");\n }\n return doc;\n}\n\nfunction resolveCanvas(canvasOrSelector, documentOverride) {\n if (canvasOrSelector && typeof canvasOrSelector === \"object\") {\n return canvasOrSelector;\n }\n\n const doc = readDocument(documentOverride);\n const selector =\n typeof canvasOrSelector === \"string\" && canvasOrSelector.trim().length > 0\n ? canvasOrSelector\n : DEFAULT_CANVAS_SELECTOR;\n const resolved = doc.querySelector(selector);\n if (!resolved) {\n throw new Error(`Unable to find canvas for selector \"${selector}\".`);\n }\n return resolved;\n}\n\nfunction readGpu(navigatorOverride) {\n const currentNavigator = readNavigator(navigatorOverride);\n const gpu = currentNavigator.gpu;\n if (!gpu || typeof gpu.requestAdapter !== \"function\") {\n throw new Error(\"WebGPU runtime unavailable. navigator.gpu is missing.\");\n }\n return gpu;\n}\n\nfunction configureContext(context, device, format, alphaMode) {\n if (typeof context.configure !== \"function\") {\n throw new Error(\"Canvas WebGPU context does not support configure().\");\n }\n context.configure({\n device,\n format,\n alphaMode,\n });\n}\n\nfunction createRenderPassDescriptor(view, clearColor) {\n return {\n colorAttachments: [\n {\n view,\n loadOp: \"clear\",\n clearValue: {\n r: clearColor[0],\n g: clearColor[1],\n b: clearColor[2],\n a: clearColor[3],\n },\n storeOp: \"store\",\n },\n ],\n };\n}\n\nexport function supportsWebGpu(options = {}) {\n try {\n const gpu = readGpu(options.navigator);\n return Boolean(gpu);\n } catch {\n return false;\n }\n}\n\nexport async function createGpuRenderer(options = {}) {\n const {\n canvas,\n navigator: navigatorOverride,\n document: documentOverride,\n powerPreference = \"high-performance\",\n alpha = true,\n format,\n clearColor = DEFAULT_CLEAR_COLOR,\n requestAnimationFrame = globalThis.requestAnimationFrame?.bind(globalThis),\n cancelAnimationFrame = globalThis.cancelAnimationFrame?.bind(globalThis),\n frameIdFactory,\n onFrameStart,\n onBeforeEncode,\n onAfterSubmit,\n onFrameComplete,\n } = options;\n\n const gpu = readGpu(navigatorOverride);\n const adapter = await gpu.requestAdapter({ powerPreference });\n if (!adapter) {\n throw new Error(\"Unable to obtain GPU adapter.\");\n }\n\n const device = await adapter.requestDevice();\n const targetCanvas = resolveCanvas(canvas, documentOverride);\n const context = targetCanvas.getContext?.(\"webgpu\");\n if (!context) {\n throw new Error(\"Unable to obtain WebGPU canvas context.\");\n }\n\n const resolvedFormat =\n format ||\n (typeof gpu.getPreferredCanvasFormat === \"function\"\n ? gpu.getPreferredCanvasFormat()\n : \"bgra8unorm\");\n\n configureContext(context, device, resolvedFormat, alpha ? \"premultiplied\" : \"opaque\");\n\n let running = false;\n let destroyed = false;\n let frame = 0;\n let lastTimestamp = 0;\n let rafId = null;\n let clear = normalizeColor(clearColor);\n let xrActive = false;\n let detachXrBinding = null;\n\n const renderOnce = (timestamp = now()) => {\n if (destroyed) {\n throw new Error(\"Renderer was destroyed.\");\n }\n\n const frameNumber = frame + 1;\n const frameId = normalizeFrameId(\n typeof frameIdFactory === \"function\"\n ? frameIdFactory({\n frame: frameNumber,\n timestamp,\n canvas: targetCanvas,\n xrActive,\n })\n : `renderer.frame.${frameNumber}`\n );\n const frameTimeMs =\n lastTimestamp > 0 ? Math.max(0, timestamp - lastTimestamp) : undefined;\n\n if (typeof onFrameStart === \"function\") {\n onFrameStart({\n frame: frameNumber,\n frameId,\n frameTimeMs,\n timestamp,\n device,\n context,\n canvas: targetCanvas,\n xrActive,\n });\n }\n\n const texture = context.getCurrentTexture?.();\n if (!texture || typeof texture.createView !== \"function\") {\n throw new Error(\"WebGPU context returned an invalid current texture.\");\n }\n\n const encoder = device.createCommandEncoder({\n label: `plasius.gpu-renderer.frame.${frame}`,\n });\n const view = texture.createView();\n\n const pass = encoder.beginRenderPass(createRenderPassDescriptor(view, clear));\n\n if (typeof onBeforeEncode === \"function\") {\n onBeforeEncode({\n frame,\n frameNumber,\n frameId,\n frameTimeMs,\n timestamp,\n device,\n context,\n encoder,\n pass,\n canvas: targetCanvas,\n xrActive,\n });\n }\n\n if (typeof pass.end === \"function\") {\n pass.end();\n }\n\n const commandBuffer = encoder.finish();\n device.queue.submit([commandBuffer]);\n\n frame = frameNumber;\n lastTimestamp = timestamp;\n\n if (typeof onAfterSubmit === \"function\") {\n onAfterSubmit({\n frame: frameNumber,\n frameNumber,\n frameId,\n frameTimeMs,\n timestamp,\n device,\n context,\n canvas: targetCanvas,\n xrActive,\n });\n }\n\n if (typeof onFrameComplete === \"function\") {\n onFrameComplete({\n frame: frameNumber,\n frameId,\n frameTimeMs,\n timestamp,\n device,\n context,\n canvas: targetCanvas,\n xrActive,\n });\n }\n\n return {\n frame: frameNumber,\n frameId,\n frameTimeMs,\n timestamp,\n };\n };\n\n const tick = (timestamp) => {\n if (!running || destroyed) {\n return;\n }\n renderOnce(timestamp);\n if (typeof requestAnimationFrame === \"function\") {\n rafId = requestAnimationFrame(tick);\n }\n };\n\n const start = () => {\n if (destroyed) {\n throw new Error(\"Renderer was destroyed.\");\n }\n if (running) {\n return false;\n }\n running = true;\n if (typeof requestAnimationFrame === \"function\") {\n rafId = requestAnimationFrame(tick);\n } else {\n renderOnce();\n }\n return true;\n };\n\n const stop = () => {\n if (!running) {\n return false;\n }\n running = false;\n if (rafId !== null && typeof cancelAnimationFrame === \"function\") {\n cancelAnimationFrame(rafId);\n }\n rafId = null;\n return true;\n };\n\n const resize = (cssWidth, cssHeight, devicePixelRatio = globalThis.devicePixelRatio ?? 1) => {\n const width = Math.max(1, Math.floor(cssWidth * devicePixelRatio));\n const height = Math.max(1, Math.floor(cssHeight * devicePixelRatio));\n targetCanvas.width = width;\n targetCanvas.height = height;\n if (targetCanvas.style) {\n targetCanvas.style.width = `${Math.max(1, Math.floor(cssWidth))}px`;\n targetCanvas.style.height = `${Math.max(1, Math.floor(cssHeight))}px`;\n }\n return { width, height };\n };\n\n const setClearColor = (value) => {\n clear = normalizeColor(value);\n return [...clear];\n };\n\n const setXrActive = (active) => {\n xrActive = Boolean(active);\n };\n\n const getSnapshot = () => {\n const width = Number(targetCanvas.width) || 0;\n const height = Number(targetCanvas.height) || 0;\n return {\n running,\n frame,\n lastTimestamp,\n format: resolvedFormat,\n width,\n height,\n xrActive,\n };\n };\n\n const renderer = {\n canvas: targetCanvas,\n context,\n device,\n format: resolvedFormat,\n renderOnce,\n start,\n stop,\n resize,\n setClearColor,\n setXrActive,\n getSnapshot,\n bindXrManager(xrManager, bindOptions = {}) {\n if (detachXrBinding) {\n detachXrBinding();\n }\n detachXrBinding = bindRendererToXrManager(renderer, xrManager, bindOptions);\n return detachXrBinding;\n },\n destroy() {\n stop();\n destroyed = true;\n if (detachXrBinding) {\n detachXrBinding();\n detachXrBinding = null;\n }\n if (typeof context.unconfigure === \"function\") {\n context.unconfigure();\n }\n },\n };\n\n return renderer;\n}\n\nfunction snapshotFromXrManager(xrManager) {\n if (xrManager && typeof xrManager.getState === \"function\") {\n return xrManager.getState();\n }\n if (xrManager?.store && typeof xrManager.store.getSnapshot === \"function\") {\n return xrManager.store.getSnapshot();\n }\n return null;\n}\n\nexport function bindRendererToXrManager(renderer, xrManager, options = {}) {\n if (!xrManager || typeof xrManager.subscribe !== \"function\") {\n throw new Error(\"XR manager must expose subscribe(listener). Use @plasius/gpu-xr createXrManager().\");\n }\n\n const { onSessionStart, onSessionEnd } = options;\n let previousSession = null;\n\n const applyState = (state) => {\n const session = state?.activeSession ?? null;\n if (session === previousSession) {\n return;\n }\n\n previousSession = session;\n\n if (typeof renderer.setXrActive === \"function\") {\n renderer.setXrActive(Boolean(session));\n }\n\n if (session && typeof onSessionStart === \"function\") {\n onSessionStart(session, renderer);\n }\n\n if (!session && typeof onSessionEnd === \"function\") {\n onSessionEnd(renderer);\n }\n };\n\n applyState(snapshotFromXrManager(xrManager));\n return xrManager.subscribe(applyState);\n}\n\nexport const defaultRendererClearColor = DEFAULT_CLEAR_COLOR;\n","const DEFAULT_WIDTH = 1280;\nconst DEFAULT_HEIGHT = 720;\nconst DEFAULT_MAX_DEPTH = 6;\nconst DEFAULT_TILE_SIZE = 128;\nconst DEFAULT_SAMPLES_PER_PIXEL = 1;\nconst DEFAULT_SCENE_OBJECT_CAPACITY = 128;\nconst DEFAULT_ENVIRONMENT_PORTAL_CAPACITY = 32;\nconst WORKGROUP_SIZE = 64;\nexport const rendererWavefrontComputeMode = \"webgpu-compute\";\nexport const rendererWavefrontComputeWorkgroupSize = WORKGROUP_SIZE;\nexport const rendererWavefrontComputeStatsStride = 8;\nconst RAY_RECORD_BYTES = 80;\nconst HIT_RECORD_BYTES = 208;\nconst SCENE_OBJECT_RECORD_BYTES = 96;\nconst MESH_VERTEX_RECORD_BYTES = 48;\nconst MESH_RANGE_RECORD_BYTES = 96;\nconst TRIANGLE_RECORD_BYTES = 208;\nconst BVH_NODE_RECORD_BYTES = 48;\nconst BVH_LEAF_REF_RECORD_BYTES = 16;\nconst EMISSIVE_TRIANGLE_INDEX_BYTES = 4;\nconst ENVIRONMENT_PORTAL_RECORD_BYTES = 96;\nconst ACCUMULATION_RECORD_BYTES = 16;\nconst CONFIG_BUFFER_BYTES = 272;\nconst COUNTER_DISPATCH_ARGS_OFFSET = 16;\nconst INDIRECT_DISPATCH_ARGS_BYTES = 12;\nconst COUNTER_BUFFER_BYTES = 32;\nconst TRACE_STORAGE_BUFFER_BINDINGS = 9;\nconst HIT_TYPE_SURFACE = 0;\nconst HIT_TYPE_EMISSIVE = 1;\nconst MATERIAL_DIFFUSE = 0;\nconst MATERIAL_METAL = 1;\nconst MATERIAL_DIELECTRIC = 2;\nconst MATERIAL_TRANSPARENT = 3;\nconst MATERIAL_EMISSIVE = 4;\nconst OBJECT_KIND_SPHERE = 1;\nconst OBJECT_KIND_BOX = 2;\n\nconst DEFAULT_CAMERA = Object.freeze({\n position: Object.freeze([0, 1.15, 5.6]),\n target: Object.freeze([0, 0.65, 0]),\n up: Object.freeze([0, 1, 0]),\n fovYDegrees: 46,\n});\n\nconst DEFAULT_ENVIRONMENT_COLOR = Object.freeze([0.35, 0.43, 0.49, 1]);\nconst DEFAULT_AMBIENT_COLOR = Object.freeze([0.018, 0.022, 0.026, 1]);\nconst DEFAULT_ENVIRONMENT_LIGHTING = Object.freeze({\n horizonColor: Object.freeze([0.46, 0.56, 0.68, 1]),\n zenithColor: Object.freeze([0.04, 0.08, 0.16, 1]),\n sunDirection: Object.freeze([0.22, 0.88, 0.42]),\n sunColor: Object.freeze([2.8, 2.65, 2.35, 1]),\n intensity: 1,\n mode: 0,\n exposure: 1,\n});\n\nexport const wavefrontPathTracingComputeLimits = Object.freeze({\n workgroupSize: WORKGROUP_SIZE,\n traceStorageBufferBindings: TRACE_STORAGE_BUFFER_BINDINGS,\n rayRecordBytes: RAY_RECORD_BYTES,\n hitRecordBytes: HIT_RECORD_BYTES,\n sceneObjectRecordBytes: SCENE_OBJECT_RECORD_BYTES,\n meshVertexRecordBytes: MESH_VERTEX_RECORD_BYTES,\n meshRangeRecordBytes: MESH_RANGE_RECORD_BYTES,\n triangleRecordBytes: TRIANGLE_RECORD_BYTES,\n bvhNodeRecordBytes: BVH_NODE_RECORD_BYTES,\n bvhLeafReferenceRecordBytes: BVH_LEAF_REF_RECORD_BYTES,\n emissiveTriangleIndexBytes: EMISSIVE_TRIANGLE_INDEX_BYTES,\n emissiveTriangleMetadataRecordBytes: BVH_NODE_RECORD_BYTES,\n environmentPortalRecordBytes: ENVIRONMENT_PORTAL_RECORD_BYTES,\n accumulationRecordBytes: ACCUMULATION_RECORD_BYTES,\n counterRecordBytes: COUNTER_BUFFER_BYTES,\n indirectDispatchRecordBytes: INDIRECT_DISPATCH_ARGS_BYTES,\n});\n\nexport const wavefrontSceneObjectKinds = Object.freeze({\n sphere: OBJECT_KIND_SPHERE,\n box: OBJECT_KIND_BOX,\n});\n\nexport const wavefrontMaterialKinds = Object.freeze({\n diffuse: MATERIAL_DIFFUSE,\n metal: MATERIAL_METAL,\n dielectric: MATERIAL_DIELECTRIC,\n transparent: MATERIAL_TRANSPARENT,\n emissive: MATERIAL_EMISSIVE,\n});\n\nfunction readPositiveInteger(name, value, fallback) {\n if (value === undefined || value === null) {\n return fallback;\n }\n const numeric = Number(value);\n if (!Number.isInteger(numeric) || numeric <= 0) {\n throw new Error(`${name} must be a positive integer.`);\n }\n return numeric;\n}\n\nfunction readNonNegativeInteger(name, value, fallback) {\n if (value === undefined || value === null) {\n return fallback;\n }\n const numeric = Number(value);\n if (!Number.isInteger(numeric) || numeric < 0) {\n throw new Error(`${name} must be a non-negative integer.`);\n }\n return numeric;\n}\n\nfunction readFiniteNumber(name, value, fallback) {\n if (value === undefined || value === null) {\n return fallback;\n }\n const numeric = Number(value);\n if (!Number.isFinite(numeric)) {\n throw new Error(`${name} must be a finite number.`);\n }\n return numeric;\n}\n\nfunction assertAnalyticDisplayQualityPolicy(options = {}) {\n const meshes = Array.isArray(options.meshes)\n ? options.meshes\n : options.mesh\n ? [options.mesh]\n : [];\n if (options.displayQuality === true && meshes.length === 0) {\n throw new Error(\n \"Display-quality path tracing requires mesh BVH triangle intersections. \" +\n \"The analytic sphere/box wavefront renderer is debug-only.\"\n );\n }\n}\n\nfunction clamp(value, min, max) {\n return Math.max(min, Math.min(max, value));\n}\n\nfunction asVec3(value, fallback) {\n if (!Array.isArray(value) && !(ArrayBuffer.isView(value) && value.length >= 3)) {\n return [...fallback];\n }\n return [\n readFiniteNumber(\"vector[0]\", value[0], fallback[0]),\n readFiniteNumber(\"vector[1]\", value[1], fallback[1]),\n readFiniteNumber(\"vector[2]\", value[2], fallback[2]),\n ];\n}\n\nfunction asColor(value, fallback = [1, 1, 1, 1]) {\n if (!Array.isArray(value) && !(ArrayBuffer.isView(value) && value.length >= 3)) {\n return [...fallback];\n }\n return [\n clamp(readFiniteNumber(\"color[0]\", value[0], fallback[0]), 0, 64),\n clamp(readFiniteNumber(\"color[1]\", value[1], fallback[1]), 0, 64),\n clamp(readFiniteNumber(\"color[2]\", value[2], fallback[2]), 0, 64),\n clamp(readFiniteNumber(\"color[3]\", value[3], fallback[3] ?? 1), 0, 1),\n ];\n}\n\nfunction emissionPower(emission) {\n return Math.max(0, emission?.[0] ?? 0) + Math.max(0, emission?.[1] ?? 0) + Math.max(0, emission?.[2] ?? 0);\n}\n\nfunction asUnitVec3(value, fallback) {\n const vector = asVec3(value, fallback);\n return normalize(vector, fallback);\n}\n\nfunction add(a, b) {\n return [a[0] + b[0], a[1] + b[1], a[2] + b[2]];\n}\n\nfunction subtract(a, b) {\n return [a[0] - b[0], a[1] - b[1], a[2] - b[2]];\n}\n\nfunction scale(a, scalar) {\n return [a[0] * scalar, a[1] * scalar, a[2] * scalar];\n}\n\nfunction dot(a, b) {\n return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];\n}\n\nfunction cross(a, b) {\n return [\n a[1] * b[2] - a[2] * b[1],\n a[2] * b[0] - a[0] * b[2],\n a[0] * b[1] - a[1] * b[0],\n ];\n}\n\nfunction normalize(value, fallback = [0, 0, 1]) {\n const length = Math.hypot(value[0], value[1], value[2]);\n if (!Number.isFinite(length) || length <= 0.000001) {\n return [...fallback];\n }\n return [value[0] / length, value[1] / length, value[2] / length];\n}\n\nfunction hashUint32(value) {\n let x = value >>> 0;\n x = ((((x >>> 16) ^ x) >>> 0) * 0x45d9f3b) >>> 0;\n x = ((((x >>> 16) ^ x) >>> 0) * 0x45d9f3b) >>> 0;\n return ((x >>> 16) ^ x) >>> 0;\n}\n\nfunction mixSeed(pixelId, sampleId, bounce, frameIndex, dimension) {\n let x =\n ((pixelId >>> 0) * 747796405) ^\n ((sampleId >>> 0) * 2891336453) ^\n ((bounce >>> 0) * 277803737) ^\n ((frameIndex >>> 0) * 1442695041) ^\n ((dimension >>> 0) * 1597334677);\n x >>>= 0;\n x ^= x >>> 16;\n x = (x * 0x7feb352d) >>> 0;\n x ^= x >>> 15;\n x = (x * 0x846ca68b) >>> 0;\n x ^= x >>> 16;\n return x >>> 0;\n}\n\nfunction random01FromSeed(seed) {\n return (hashUint32(seed) & 0x00ffffff) / 16777215;\n}\n\nfunction getArrayLikeLength(value) {\n return Array.isArray(value) || ArrayBuffer.isView(value) ? value.length : 0;\n}\n\nfunction readVector(values, index, componentCount, fallback) {\n const offset = index * componentCount;\n const output = [];\n for (let component = 0; component < componentCount; component += 1) {\n output.push(readFiniteNumber(\"mesh attribute\", values?.[offset + component], fallback[component] ?? 0));\n }\n return output;\n}\n\nfunction readVector2(values, index, fallback = [0, 0]) {\n return readVector(values, index, 2, fallback);\n}\n\nfunction triangleBounds(v0, v1, v2) {\n return {\n min: [\n Math.min(v0[0], v1[0], v2[0]),\n Math.min(v0[1], v1[1], v2[1]),\n Math.min(v0[2], v1[2], v2[2]),\n ],\n max: [\n Math.max(v0[0], v1[0], v2[0]),\n Math.max(v0[1], v1[1], v2[1]),\n Math.max(v0[2], v1[2], v2[2]),\n ],\n };\n}\n\nfunction mergeBounds(left, right) {\n if (!left) {\n return {\n min: [...right.min],\n max: [...right.max],\n };\n }\n return {\n min: [\n Math.min(left.min[0], right.min[0]),\n Math.min(left.min[1], right.min[1]),\n Math.min(left.min[2], right.min[2]),\n ],\n max: [\n Math.max(left.max[0], right.max[0]),\n Math.max(left.max[1], right.max[1]),\n Math.max(left.max[2], right.max[2]),\n ],\n };\n}\n\nfunction boundsCentroid(bounds) {\n return [\n (bounds.min[0] + bounds.max[0]) * 0.5,\n (bounds.min[1] + bounds.max[1]) * 0.5,\n (bounds.min[2] + bounds.max[2]) * 0.5,\n ];\n}\n\nfunction readMaterialKind(value) {\n if (typeof value === \"number\") {\n return clamp(Math.trunc(value), MATERIAL_DIFFUSE, MATERIAL_EMISSIVE);\n }\n switch (value) {\n case \"metal\":\n case \"reflective\":\n return MATERIAL_METAL;\n case \"dielectric\":\n case \"refractive\":\n case \"glass\":\n return MATERIAL_DIELECTRIC;\n case \"transparent\":\n case \"transmission\":\n return MATERIAL_TRANSPARENT;\n case \"emissive\":\n case \"light\":\n return MATERIAL_EMISSIVE;\n case \"diffuse\":\n default:\n return MATERIAL_DIFFUSE;\n }\n}\n\nfunction readObjectKind(value) {\n if (typeof value === \"number\") {\n return value === OBJECT_KIND_BOX ? OBJECT_KIND_BOX : OBJECT_KIND_SPHERE;\n }\n switch (value) {\n case \"box\":\n case \"aabb\":\n case \"bounds\":\n return OBJECT_KIND_BOX;\n case \"sphere\":\n default:\n return OBJECT_KIND_SPHERE;\n }\n}\n\nfunction deriveBounds(input) {\n if (Array.isArray(input?.min) && Array.isArray(input?.max)) {\n const min = asVec3(input.min, [-0.5, -0.5, -0.5]);\n const max = asVec3(input.max, [0.5, 0.5, 0.5]);\n return {\n center: scale(add(min, max), 0.5),\n halfExtent: scale(subtract(max, min), 0.5).map((value) => Math.max(value, 0.001)),\n };\n }\n\n if (Array.isArray(input?.bounds?.min) && Array.isArray(input?.bounds?.max)) {\n return deriveBounds(input.bounds);\n }\n\n return null;\n}\n\nexport function normalizeWavefrontSceneObject(input = {}, index = 0) {\n const bounds = deriveBounds(input);\n const kind = readObjectKind(input.kind ?? input.type ?? (bounds ? \"box\" : \"sphere\"));\n const center = asVec3(input.center ?? input.position ?? bounds?.center, [0, 0, 0]);\n const radius = readFiniteNumber(\"radius\", input.radius, 0.5);\n const halfExtent =\n kind === OBJECT_KIND_SPHERE\n ? [Math.max(radius, 0.001), Math.max(radius, 0.001), Math.max(radius, 0.001)]\n : asVec3(\n input.halfExtent ?? input.halfExtents ?? input.extents ?? bounds?.halfExtent,\n [0.5, 0.5, 0.5]\n ).map((value) => Math.max(value, 0.001));\n const materialKind = readMaterialKind(input.materialKind ?? input.material?.kind);\n const color = asColor(\n input.color ??\n input.baseColor ??\n input.albedo ??\n input.material?.color ??\n input.material?.baseColor,\n [0.72, 0.72, 0.68, 1]\n );\n const emission = asColor(\n input.emission ?? input.emissive ?? input.material?.emission ?? input.material?.emissive,\n [0, 0, 0, 1]\n );\n\n return Object.freeze({\n id: readNonNegativeInteger(\"id\", input.id, index + 1),\n kind,\n materialKind:\n emission[0] > 0 || emission[1] > 0 || emission[2] > 0\n ? MATERIAL_EMISSIVE\n : materialKind,\n flags: readNonNegativeInteger(\"flags\", input.flags, 0),\n center: Object.freeze(center),\n halfExtent: Object.freeze(halfExtent),\n color: Object.freeze(color),\n emission: Object.freeze(emission),\n roughness: clamp(readFiniteNumber(\"roughness\", input.roughness ?? input.material?.roughness, 0.72), 0, 1),\n metallic: clamp(readFiniteNumber(\"metallic\", input.metallic ?? input.material?.metallic, 0), 0, 1),\n opacity: clamp(readFiniteNumber(\"opacity\", input.opacity ?? input.material?.opacity, color[3] ?? 1), 0, 1),\n ior: clamp(readFiniteNumber(\"ior\", input.ior ?? input.material?.ior, 1.45), 1, 3),\n });\n}\n\nexport function createDefaultWavefrontSceneObjects() {\n return Object.freeze([\n normalizeWavefrontSceneObject({\n type: \"box\",\n id: 1,\n center: [0, -0.08, 0],\n halfExtent: [3.25, 0.08, 3.25],\n color: [0.45, 0.53, 0.54, 1],\n roughness: 0.5,\n }),\n normalizeWavefrontSceneObject({\n type: \"box\",\n id: 2,\n center: [0, 1.25, -1.65],\n halfExtent: [2.45, 1.45, 0.08],\n color: [0.42, 0.41, 0.38, 1],\n roughness: 0.85,\n }),\n normalizeWavefrontSceneObject({\n type: \"sphere\",\n id: 3,\n center: [-0.9, 0.72, 0.05],\n radius: 0.72,\n color: [0.76, 0.72, 0.64, 1],\n materialKind: \"metal\",\n roughness: 0.08,\n metallic: 0.7,\n }),\n normalizeWavefrontSceneObject({\n type: \"sphere\",\n id: 4,\n center: [0.85, 0.65, -0.05],\n radius: 0.58,\n color: [0.68, 0.82, 0.86, 0.72],\n materialKind: \"dielectric\",\n roughness: 0.02,\n opacity: 0.72,\n ior: 1.35,\n }),\n normalizeWavefrontSceneObject({\n type: \"sphere\",\n id: 5,\n center: [0, 2.55, -0.65],\n radius: 0.34,\n color: [1, 0.94, 0.78, 1],\n emission: [7.2, 6.5, 4.2, 1],\n materialKind: \"emissive\",\n }),\n ]);\n}\n\nexport function normalizeWavefrontMesh(input = {}, meshIndex = 0) {\n const positions = input.positions;\n const positionLength = getArrayLikeLength(positions);\n if (positionLength < 9 || positionLength % 3 !== 0) {\n throw new Error(\"Wavefront mesh positions must contain at least three vec3 vertices.\");\n }\n\n const vertexCount = positionLength / 3;\n const indices =\n getArrayLikeLength(input.indices) > 0\n ? Array.from(input.indices, (value) => readNonNegativeInteger(\"mesh index\", value, 0))\n : Array.from({ length: vertexCount }, (_, index) => index);\n if (indices.length < 3 || indices.length % 3 !== 0) {\n throw new Error(\"Wavefront mesh indices must contain complete triangles.\");\n }\n if (indices.some((index) => index >= vertexCount)) {\n throw new Error(\"Wavefront mesh index references a vertex outside the position buffer.\");\n }\n\n const normals =\n getArrayLikeLength(input.normals) >= positionLength\n ? Array.from(input.normals, (value) => readFiniteNumber(\"mesh normal\", value, 0))\n : null;\n const uvs =\n getArrayLikeLength(input.uvs ?? input.texcoords ?? input.uv) >= vertexCount * 2\n ? Array.from(input.uvs ?? input.texcoords ?? input.uv, (value) =>\n readFiniteNumber(\"mesh uv\", value, 0)\n )\n : null;\n const materialKind = readMaterialKind(input.materialKind ?? input.material?.kind);\n const color = asColor(\n input.color ??\n input.baseColor ??\n input.albedo ??\n input.material?.color ??\n input.material?.baseColor,\n [0.72, 0.72, 0.68, 1]\n );\n const emission = asColor(\n input.emission ?? input.emissive ?? input.material?.emission ?? input.material?.emissive,\n [0, 0, 0, 1]\n );\n\n return Object.freeze({\n id: readNonNegativeInteger(\"mesh id\", input.id, meshIndex + 1),\n positions: Object.freeze(Array.from(positions, (value) => readFiniteNumber(\"mesh position\", value, 0))),\n indices: Object.freeze(indices),\n normals: normals ? Object.freeze(normals) : null,\n uvs: uvs ? Object.freeze(uvs) : null,\n materialKind:\n emission[0] > 0 || emission[1] > 0 || emission[2] > 0\n ? MATERIAL_EMISSIVE\n : materialKind,\n flags: readNonNegativeInteger(\"mesh flags\", input.flags, 0),\n materialRefId: readNonNegativeInteger(\n \"mesh materialRefId\",\n input.materialRefId ?? input.material?.id ?? input.materialId,\n meshIndex\n ),\n mediumRefId: readNonNegativeInteger(\n \"mesh mediumRefId\",\n input.mediumRefId ?? input.medium?.id ?? input.mediumId,\n 0\n ),\n color: Object.freeze(color),\n emission: Object.freeze(emission),\n roughness: clamp(readFiniteNumber(\"roughness\", input.roughness ?? input.material?.roughness, 0.72), 0, 1),\n metallic: clamp(readFiniteNumber(\"metallic\", input.metallic ?? input.material?.metallic, 0), 0, 1),\n opacity: clamp(readFiniteNumber(\"opacity\", input.opacity ?? input.material?.opacity, color[3] ?? 1), 0, 1),\n ior: clamp(readFiniteNumber(\"ior\", input.ior ?? input.material?.ior, 1.45), 1, 3),\n });\n}\n\nfunction createMeshTriangleRecords(meshes) {\n const source = Array.isArray(meshes) ? meshes : [];\n let nextTriangleId = 0;\n return source.flatMap((meshInput, meshIndex) => {\n const mesh = normalizeWavefrontMesh(meshInput, meshIndex);\n const triangles = [];\n for (let index = 0; index < mesh.indices.length; index += 3) {\n const a = mesh.indices[index];\n const b = mesh.indices[index + 1];\n const c = mesh.indices[index + 2];\n const v0 = readVector(mesh.positions, a, 3, [0, 0, 0]);\n const v1 = readVector(mesh.positions, b, 3, [0, 0, 0]);\n const v2 = readVector(mesh.positions, c, 3, [0, 0, 0]);\n const faceNormal = normalize(cross(subtract(v1, v0), subtract(v2, v0)), [0, 1, 0]);\n const n0 = mesh.normals ? normalize(readVector(mesh.normals, a, 3, faceNormal), faceNormal) : faceNormal;\n const n1 = mesh.normals ? normalize(readVector(mesh.normals, b, 3, faceNormal), faceNormal) : faceNormal;\n const n2 = mesh.normals ? normalize(readVector(mesh.normals, c, 3, faceNormal), faceNormal) : faceNormal;\n const uv0 = mesh.uvs ? readVector2(mesh.uvs, a) : [0, 0];\n const uv1 = mesh.uvs ? readVector2(mesh.uvs, b) : [0, 0];\n const uv2 = mesh.uvs ? readVector2(mesh.uvs, c) : [0, 0];\n const bounds = triangleBounds(v0, v1, v2);\n\n triangles.push(\n Object.freeze({\n triangleId: nextTriangleId,\n meshId: mesh.id,\n materialKind: mesh.materialKind,\n flags: mesh.flags,\n materialRefId: mesh.materialRefId,\n mediumRefId: mesh.mediumRefId,\n v0: Object.freeze(v0),\n v1: Object.freeze(v1),\n v2: Object.freeze(v2),\n n0: Object.freeze(n0),\n n1: Object.freeze(n1),\n n2: Object.freeze(n2),\n uv0: Object.freeze(uv0),\n uv1: Object.freeze(uv1),\n uv2: Object.freeze(uv2),\n color: mesh.color,\n emission: mesh.emission,\n material: Object.freeze([mesh.roughness, mesh.metallic, mesh.opacity, mesh.ior]),\n bounds: Object.freeze({\n min: Object.freeze(bounds.min),\n max: Object.freeze(bounds.max),\n }),\n centroid: Object.freeze(boundsCentroid(bounds)),\n })\n );\n nextTriangleId += 1;\n }\n return triangles;\n });\n}\n\nfunction chooseSplitAxis(triangles) {\n const centroidBounds = triangles.reduce(\n (bounds, triangle) => {\n const pointBounds = { min: triangle.centroid, max: triangle.centroid };\n return mergeBounds(bounds, pointBounds);\n },\n null\n );\n const extent = subtract(centroidBounds.max, centroidBounds.min);\n if (extent[0] >= extent[1] && extent[0] >= extent[2]) {\n return 0;\n }\n return extent[1] >= extent[2] ? 1 : 2;\n}\n\nfunction buildBvh(triangles, maxLeafTriangles = 4) {\n if (triangles.length === 0) {\n return Object.freeze({ nodes: Object.freeze([]), triangles: Object.freeze([]) });\n }\n\n const nodes = [];\n const orderedTriangles = [];\n\n function buildNode(nodeTriangles) {\n const nodeIndex = nodes.length;\n nodes.push(null);\n const bounds = nodeTriangles.reduce((current, triangle) => mergeBounds(current, triangle.bounds), null);\n\n if (nodeTriangles.length <= maxLeafTriangles) {\n const firstTriangle = orderedTriangles.length;\n orderedTriangles.push(...nodeTriangles);\n nodes[nodeIndex] = Object.freeze({\n bounds: Object.freeze({\n min: Object.freeze(bounds.min),\n max: Object.freeze(bounds.max),\n }),\n firstTriangle,\n triangleCount: nodeTriangles.length,\n leftChild: 0,\n rightChild: 0,\n });\n return nodeIndex;\n }\n\n const axis = chooseSplitAxis(nodeTriangles);\n const sorted = [...nodeTriangles].sort((left, right) => left.centroid[axis] - right.centroid[axis]);\n const midpoint = Math.max(1, Math.floor(sorted.length / 2));\n const leftChild = buildNode(sorted.slice(0, midpoint));\n const rightChild = buildNode(sorted.slice(midpoint));\n nodes[nodeIndex] = Object.freeze({\n bounds: Object.freeze({\n min: Object.freeze(bounds.min),\n max: Object.freeze(bounds.max),\n }),\n firstTriangle: leftChild,\n triangleCount: 0,\n leftChild,\n rightChild,\n });\n return nodeIndex;\n }\n\n buildNode(triangles);\n return Object.freeze({\n nodes: Object.freeze(nodes),\n triangles: Object.freeze(orderedTriangles),\n });\n}\n\nexport function createWavefrontMeshAcceleration(meshes = []) {\n const source = Array.isArray(meshes) ? meshes : [meshes];\n const triangles = createMeshTriangleRecords(source);\n return buildBvh(triangles);\n}\n\nfunction estimateMeshSourceShape(meshes) {\n const source = Array.isArray(meshes) ? meshes : [];\n return source.reduce(\n (shape, meshInput, meshIndex) => {\n const mesh = normalizeWavefrontMesh(meshInput, meshIndex);\n return {\n vertexCount: shape.vertexCount + mesh.positions.length / 3,\n indexCount: shape.indexCount + mesh.indices.length,\n meshCount: shape.meshCount + 1,\n triangleCount: shape.triangleCount + mesh.indices.length / 3,\n };\n },\n {\n vertexCount: 0,\n indexCount: 0,\n meshCount: 0,\n triangleCount: 0,\n }\n );\n}\n\nfunction estimateBinaryBvhNodeCapacity(triangleCount) {\n return triangleCount <= 0 ? 0 : Math.max(1, triangleCount * 2 - 1);\n}\n\nfunction nextPowerOfTwo(value) {\n if (value <= 1) {\n return Math.max(0, value);\n }\n return 2 ** Math.ceil(Math.log2(value));\n}\n\nfunction estimateBvhLeafSortCapacity(triangleCount) {\n return triangleCount <= 0 ? 0 : nextPowerOfTwo(triangleCount);\n}\n\nexport function createWavefrontBvhSortStages(itemCountInput) {\n const itemCount = readNonNegativeInteger(\"itemCount\", itemCountInput, 0);\n const sortCount = estimateBvhLeafSortCapacity(itemCount);\n if (sortCount <= 1) {\n return Object.freeze([]);\n }\n\n const stages = [];\n for (let sequenceSize = 2; sequenceSize <= sortCount; sequenceSize *= 2) {\n for (\n let compareDistance = sequenceSize / 2;\n compareDistance >= 1;\n compareDistance /= 2\n ) {\n stages.push(\n Object.freeze({\n compareDistance,\n sequenceSize,\n })\n );\n }\n }\n\n return Object.freeze(stages);\n}\n\nexport function createWavefrontBvhBuildLevels(triangleCountInput) {\n const triangleCount = readNonNegativeInteger(\"triangleCount\", triangleCountInput, 0);\n const internalCount = Math.max(0, triangleCount - 1);\n if (internalCount === 0) {\n return Object.freeze([]);\n }\n\n const levels = [];\n let depth = 0;\n while (Math.pow(2, depth) - 1 < internalCount) {\n depth += 1;\n }\n\n for (let level = depth - 1; level >= 0; level -= 1) {\n const start = Math.pow(2, level) - 1;\n const end = Math.min(Math.pow(2, level + 1) - 2, internalCount - 1);\n if (end >= start) {\n levels.push(\n Object.freeze({\n start,\n count: end - start + 1,\n })\n );\n }\n }\n\n return Object.freeze(levels);\n}\n\nfunction resolveAccelerationBuildMode(options = {}) {\n const mode = options.accelerationBuildMode ?? (options.displayQuality === true ? \"gpu\" : \"cpu-debug\");\n if (mode !== \"gpu\" && mode !== \"cpu-debug\") {\n throw new Error(\"accelerationBuildMode must be either \\\"gpu\\\" or \\\"cpu-debug\\\".\");\n }\n if (options.displayQuality === true && mode !== \"gpu\") {\n throw new Error(\"Display-quality path tracing requires GPU-built mesh acceleration.\");\n }\n return mode;\n}\n\nexport function createWavefrontGpuMeshSource(meshes = []) {\n const source = Array.isArray(meshes) ? meshes : [meshes];\n const normalized = source.map((meshInput, meshIndex) => normalizeWavefrontMesh(meshInput, meshIndex));\n const vertexCount = normalized.reduce((count, mesh) => count + mesh.positions.length / 3, 0);\n const indexCount = normalized.reduce((count, mesh) => count + mesh.indices.length, 0);\n const triangleCount = Math.floor(indexCount / 3);\n const vertexBytes = new ArrayBuffer(Math.max(1, vertexCount) * MESH_VERTEX_RECORD_BYTES);\n const indexBytes = new ArrayBuffer(Math.max(1, indexCount) * 4);\n const meshBytes = new ArrayBuffer(Math.max(1, normalized.length) * MESH_RANGE_RECORD_BYTES);\n const vertexFloats = new Float32Array(vertexBytes);\n const indexUints = new Uint32Array(indexBytes);\n const meshUints = new Uint32Array(meshBytes);\n const meshFloats = new Float32Array(meshBytes);\n\n let vertexCursor = 0;\n let indexCursor = 0;\n let triangleCursor = 0;\n\n normalized.forEach((mesh, meshIndex) => {\n const meshVertexBase = vertexCursor;\n const meshIndexBase = indexCursor;\n const meshTriangleBase = triangleCursor;\n const meshVertexCount = mesh.positions.length / 3;\n\n for (let vertexIndex = 0; vertexIndex < meshVertexCount; vertexIndex += 1) {\n const recordOffset = (vertexCursor + vertexIndex) * (MESH_VERTEX_RECORD_BYTES / 4);\n const position = readVector(mesh.positions, vertexIndex, 3, [0, 0, 0]);\n const normal = mesh.normals ? readVector(mesh.normals, vertexIndex, 3, [0, 0, 0]) : [0, 0, 0];\n const uv = mesh.uvs ? readVector2(mesh.uvs, vertexIndex) : [0, 0];\n vertexFloats[recordOffset] = position[0];\n vertexFloats[recordOffset + 1] = position[1];\n vertexFloats[recordOffset + 2] = position[2];\n vertexFloats[recordOffset + 3] = 1;\n vertexFloats[recordOffset + 4] = normal[0];\n vertexFloats[recordOffset + 5] = normal[1];\n vertexFloats[recordOffset + 6] = normal[2];\n vertexFloats[recordOffset + 7] = mesh.normals ? 1 : 0;\n vertexFloats[recordOffset + 8] = uv[0];\n vertexFloats[recordOffset + 9] = uv[1];\n vertexFloats[recordOffset + 10] = mesh.uvs ? 1 : 0;\n vertexFloats[recordOffset + 11] = 0;\n }\n\n mesh.indices.forEach((indexValue, localIndex) => {\n indexUints[indexCursor + localIndex] = meshVertexBase + indexValue;\n });\n\n const meshOffset = meshIndex * (MESH_RANGE_RECORD_BYTES / 4);\n meshUints[meshOffset] = mesh.id;\n meshUints[meshOffset + 1] = mesh.materialKind;\n meshUints[meshOffset + 2] = mesh.flags;\n meshUints[meshOffset + 3] = mesh.materialRefId;\n meshUints[meshOffset + 4] = mesh.mediumRefId;\n meshUints[meshOffset + 5] = meshIndexBase;\n meshUints[meshOffset + 6] = mesh.indices.length;\n meshUints[meshOffset + 7] = meshTriangleBase;\n meshUints[meshOffset + 8] = mesh.indices.length / 3;\n meshUints[meshOffset + 9] = meshVertexBase;\n meshUints[meshOffset + 10] = meshVertexCount;\n meshUints[meshOffset + 11] = 0;\n const floatOffset = meshOffset;\n writeVec4(meshFloats, floatOffset * 4 + 48, mesh.color);\n writeVec4(meshFloats, floatOffset * 4 + 64, mesh.emission);\n writeVec4(meshFloats, floatOffset * 4 + 80, [\n mesh.roughness,\n mesh.metallic,\n mesh.opacity,\n mesh.ior,\n ]);\n\n vertexCursor += meshVertexCount;\n indexCursor += mesh.indices.length;\n triangleCursor += mesh.indices.length / 3;\n });\n\n return Object.freeze({\n vertices: Object.freeze({\n buffer: vertexBytes,\n count: vertexCount,\n recordBytes: MESH_VERTEX_RECORD_BYTES,\n }),\n indices: Object.freeze({\n buffer: indexBytes,\n count: indexCount,\n recordBytes: 4,\n }),\n meshes: Object.freeze({\n buffer: meshBytes,\n records: Object.freeze(normalized),\n count: normalized.length,\n recordBytes: MESH_RANGE_RECORD_BYTES,\n }),\n triangleCount,\n bvhNodeCapacity: estimateBinaryBvhNodeCapacity(triangleCount),\n });\n}\n\nexport function createWavefrontEmissiveTriangleIndexSource(meshes = [], capacityInput) {\n const source = Array.isArray(meshes) ? meshes : [meshes];\n const normalized = source.map((meshInput, meshIndex) => normalizeWavefrontMesh(meshInput, meshIndex));\n const indices = [];\n let triangleCursor = 0;\n\n normalized.forEach((mesh) => {\n const triangleCount = Math.floor(mesh.indices.length / 3);\n const isEmissive =\n mesh.materialKind === MATERIAL_EMISSIVE || emissionPower(mesh.emission) > 0.0001;\n if (isEmissive) {\n for (let triangleOffset = 0; triangleOffset < triangleCount; triangleOffset += 1) {\n indices.push(triangleCursor + triangleOffset);\n }\n }\n triangleCursor += triangleCount;\n });\n\n const capacity = Math.max(\n indices.length,\n readNonNegativeInteger(\"emissiveTriangleCapacity\", capacityInput, indices.length)\n );\n const bytes = new ArrayBuffer(capacity * EMISSIVE_TRIANGLE_INDEX_BYTES);\n const uints = new Uint32Array(bytes);\n uints.fill(0xffffffff);\n indices.forEach((triangleIndex, index) => {\n uints[index] = triangleIndex;\n });\n\n return Object.freeze({\n buffer: bytes,\n indices: Object.freeze(indices),\n count: indices.length,\n capacity,\n recordBytes: EMISSIVE_TRIANGLE_INDEX_BYTES,\n });\n}\n\nfunction normalizeSceneObjects(sceneObjects, useDefaultScene = true) {\n const source =\n Array.isArray(sceneObjects) && sceneObjects.length > 0\n ? sceneObjects\n : useDefaultScene\n ? createDefaultWavefrontSceneObjects()\n : [];\n return source.map((object, index) => normalizeWavefrontSceneObject(object, index));\n}\n\nfunction normalizeMeshes(options = {}) {\n if (Array.isArray(options.meshes)) {\n return options.meshes;\n }\n if (options.mesh) {\n return [options.mesh];\n }\n return [];\n}\n\nfunction resolveEnvironmentLighting(input, environmentColor, ambientColor) {\n const source = input ?? {};\n return Object.freeze({\n environmentColor: Object.freeze(asColor(source.environmentColor, environmentColor)),\n ambientColor: Object.freeze(asColor(source.ambientColor, ambientColor)),\n horizonColor: Object.freeze(asColor(source.horizonColor, environmentColor)),\n zenithColor: Object.freeze(asColor(source.zenithColor, DEFAULT_ENVIRONMENT_LIGHTING.zenithColor)),\n sunDirection: Object.freeze(asUnitVec3(source.sunDirection, DEFAULT_ENVIRONMENT_LIGHTING.sunDirection)),\n sunColor: Object.freeze(asColor(source.sunColor, DEFAULT_ENVIRONMENT_LIGHTING.sunColor)),\n intensity: Math.max(0.0001, readFiniteNumber(\"environmentLighting.intensity\", source.intensity, DEFAULT_ENVIRONMENT_LIGHTING.intensity)),\n mode: readNonNegativeInteger(\"environmentLighting.mode\", source.mode, DEFAULT_ENVIRONMENT_LIGHTING.mode),\n exposure: Math.max(0.0001, readFiniteNumber(\"environmentLighting.exposure\", source.exposure, DEFAULT_ENVIRONMENT_LIGHTING.exposure)),\n });\n}\n\nfunction evaluateReferenceEnvironmentRadiance(config, origin, direction) {\n void origin;\n const rayDirection = normalize(direction, [0, 1, 0]);\n const upFactor = clamp(rayDirection[1] * 0.5 + 0.5, 0, 1);\n const sunDirection = normalize(\n config.environmentLighting?.sunDirection ?? DEFAULT_ENVIRONMENT_LIGHTING.sunDirection,\n DEFAULT_ENVIRONMENT_LIGHTING.sunDirection\n );\n const sunGlow = Math.pow(clamp(dot(rayDirection, sunDirection), 0, 1), 192);\n const horizonColor =\n config.environmentLighting?.horizonColor ?? DEFAULT_ENVIRONMENT_LIGHTING.horizonColor;\n const zenithColor =\n config.environmentLighting?.zenithColor ?? DEFAULT_ENVIRONMENT_LIGHTING.zenithColor;\n const sunColor = config.environmentLighting?.sunColor ?? DEFAULT_ENVIRONMENT_LIGHTING.sunColor;\n const intensity = Math.max(\n 0.0001,\n Number(config.environmentLighting?.intensity ?? DEFAULT_ENVIRONMENT_LIGHTING.intensity)\n );\n\n return Object.freeze([\n (horizonColor[0] * (1 - upFactor) + zenithColor[0] * upFactor + sunColor[0] * sunGlow) *\n intensity,\n (horizonColor[1] * (1 - upFactor) + zenithColor[1] * upFactor + sunColor[1] * sunGlow) *\n intensity,\n (horizonColor[2] * (1 - upFactor) + zenithColor[2] * upFactor + sunColor[2] * sunGlow) *\n intensity,\n 1,\n ]);\n}\n\nfunction resolveEnvironmentPortalMode(value, hasPortals) {\n if (value === undefined || value === null) {\n return hasPortals ? 2 : 0;\n }\n if (Number.isInteger(value) && value >= 0 && value <= 2) {\n return value;\n }\n if (value === \"disabled\") {\n return 0;\n }\n if (value === \"guide\") {\n return 1;\n }\n if (value === \"guide-and-gate\" || value === \"gate\") {\n return 2;\n }\n throw new Error(\n \"environmentPortalMode must be disabled, guide, guide-and-gate, or an integer between 0 and 2.\"\n );\n}\n\nfunction orthogonalPortalTangent(normal) {\n if (Math.abs(normal[1]) < 0.92) {\n return normalize(cross([0, 1, 0], normal), [1, 0, 0]);\n }\n return normalize(cross([1, 0, 0], normal), [0, 0, 1]);\n}\n\nfunction resolvePortalTangent(value, normal) {\n const fallback = orthogonalPortalTangent(normal);\n const tangent = asUnitVec3(value, fallback);\n const projected = subtract(tangent, scale(normal, dot(tangent, normal)));\n return normalize(projected, fallback);\n}\n\nfunction readPositiveFiniteNumber(name, value, fallback) {\n const numeric = readFiniteNumber(name, value, fallback);\n if (numeric <= 0) {\n throw new Error(`${name} must be a positive finite number.`);\n }\n return numeric;\n}\n\nfunction readPortalExtent(name, value, halfName, halfValue) {\n if (value !== undefined && value !== null) {\n return readPositiveFiniteNumber(name, value, 1);\n }\n return readPositiveFiniteNumber(halfName, halfValue, 0.5) * 2;\n}\n\nfunction normalizeEnvironmentPortal(portal, index) {\n if (!portal || typeof portal !== \"object\") {\n throw new Error(`environmentPortals[${index}] must be an object.`);\n }\n const shape = portal.shape ?? portal.kind ?? \"rectangle\";\n if (shape !== \"rectangle\") {\n throw new Error(`environmentPortals[${index}].shape must be \"rectangle\".`);\n }\n const position = asVec3(portal.position ?? portal.center, [0, 0, 0]);\n const normal = asUnitVec3(portal.normal, [0, 0, 1]);\n const tangent = resolvePortalTangent(portal.tangent, normal);\n const bitangent = normalize(cross(normal, tangent), [0, 1, 0]);\n const width = readPortalExtent(\n `environmentPortals[${index}].width`,\n portal.width,\n `environmentPortals[${index}].halfWidth`,\n portal.halfWidth\n );\n const height = readPortalExtent(\n `environmentPortals[${index}].height`,\n portal.height,\n `environmentPortals[${index}].halfHeight`,\n portal.halfHeight\n );\n const radianceScale = Math.max(\n 0,\n readFiniteNumber(\n `environmentPortals[${index}].radianceScale`,\n portal.radianceScale ?? portal.intensity,\n 1\n )\n );\n return Object.freeze({\n kind: 1,\n flags: portal.twoSided === false ? 0 : 1,\n position: Object.freeze([position[0], position[1], position[2], width * height]),\n normal: Object.freeze([normal[0], normal[1], normal[2], radianceScale]),\n tangent: Object.freeze([tangent[0], tangent[1], tangent[2], width * 0.5]),\n bitangent: Object.freeze([bitangent[0], bitangent[1], bitangent[2], height * 0.5]),\n color: Object.freeze(asColor(portal.color, [1, 1, 1, 1])),\n });\n}\n\nfunction normalizeEnvironmentPortals(value) {\n if (value === undefined || value === null) {\n return Object.freeze([]);\n }\n if (!Array.isArray(value)) {\n throw new Error(\"environmentPortals must be an array when provided.\");\n }\n return Object.freeze(value.map(normalizeEnvironmentPortal));\n}\n\nfunction packEnvironmentPortals(portals, capacity) {\n const bytes = new ArrayBuffer(capacity * ENVIRONMENT_PORTAL_RECORD_BYTES);\n const data = new DataView(bytes);\n const floatView = new Float32Array(bytes);\n portals.forEach((portal, index) => {\n const byteOffset = index * ENVIRONMENT_PORTAL_RECORD_BYTES;\n const floatOffset = byteOffset / Float32Array.BYTES_PER_ELEMENT;\n data.setUint32(byteOffset, portal.kind, true);\n data.setUint32(byteOffset + 4, portal.flags, true);\n data.setUint32(byteOffset + 8, 0, true);\n data.setUint32(byteOffset + 12, 0, true);\n writeVec4(floatView, floatOffset + 4, portal.position);\n writeVec4(floatView, floatOffset + 8, portal.normal);\n writeVec4(floatView, floatOffset + 12, portal.tangent);\n writeVec4(floatView, floatOffset + 16, portal.bitangent);\n writeVec4(floatView, floatOffset + 20, portal.color);\n });\n return Object.freeze({\n buffer: bytes,\n portals,\n count: portals.length,\n capacity,\n recordBytes: ENVIRONMENT_PORTAL_RECORD_BYTES,\n });\n}\n\nfunction getCanvasDimension(canvas, key, fallback) {\n const value = Number(canvas?.[key]);\n if (Number.isFinite(value) && value > 0) {\n return Math.trunc(value);\n }\n return fallback;\n}\n\nfunction resolveCamera(input, width, height) {\n const camera = input ?? DEFAULT_CAMERA;\n const position = asVec3(camera.position, DEFAULT_CAMERA.position);\n const target = asVec3(camera.target, DEFAULT_CAMERA.target);\n const upInput = normalize(asVec3(camera.up, DEFAULT_CAMERA.up), DEFAULT_CAMERA.up);\n const forward = normalize(subtract(target, position), [0, 0, -1]);\n const right = normalize(cross(forward, upInput), [1, 0, 0]);\n const up = normalize(cross(right, forward), [0, 1, 0]);\n const fovYDegrees = clamp(\n readFiniteNumber(\"camera.fovYDegrees\", camera.fovYDegrees ?? camera.fov, DEFAULT_CAMERA.fovYDegrees),\n 10,\n 120\n );\n const aspect = width / Math.max(1, height);\n const tanHalfFovY = Math.tan((fovYDegrees * Math.PI) / 360);\n\n return Object.freeze({\n position: Object.freeze(position),\n forward: Object.freeze(forward),\n right: Object.freeze(right),\n up: Object.freeze(up),\n fovYDegrees,\n aspect,\n tanHalfFovY,\n });\n}\n\nexport function estimateWavefrontPathTracingMemory(options = {}) {\n const tilePixelCapacity = readPositiveInteger(\n \"tilePixelCapacity\",\n options.tilePixelCapacity,\n DEFAULT_TILE_SIZE * DEFAULT_TILE_SIZE\n );\n const sceneObjectCapacity = readPositiveInteger(\n \"sceneObjectCapacity\",\n options.sceneObjectCapacity,\n DEFAULT_SCENE_OBJECT_CAPACITY\n );\n const triangleCapacity = readNonNegativeInteger(\"triangleCapacity\", options.triangleCapacity, 0);\n const bvhNodeCapacity = readNonNegativeInteger(\"bvhNodeCapacity\", options.bvhNodeCapacity, 0);\n const bvhLeafSortCapacity = readNonNegativeInteger(\n \"bvhLeafSortCapacity\",\n options.bvhLeafSortCapacity,\n 0\n );\n const emissiveTriangleCapacity = readNonNegativeInteger(\n \"emissiveTriangleCapacity\",\n options.emissiveTriangleCapacity,\n 0\n );\n const environmentPortalCapacity = readNonNegativeInteger(\n \"environmentPortalCapacity\",\n options.environmentPortalCapacity,\n 0\n );\n const queueBytes = tilePixelCapacity * RAY_RECORD_BYTES;\n const hitBytes = tilePixelCapacity * HIT_RECORD_BYTES;\n const accumulationBytes = tilePixelCapacity * ACCUMULATION_RECORD_BYTES;\n const sceneObjectBytes = sceneObjectCapacity * SCENE_OBJECT_RECORD_BYTES;\n const triangleBytes = triangleCapacity * TRIANGLE_RECORD_BYTES;\n const bvhNodeBytes = bvhNodeCapacity * BVH_NODE_RECORD_BYTES;\n const bvhLeafReferenceBytes = bvhLeafSortCapacity * BVH_LEAF_REF_RECORD_BYTES;\n const emissiveTriangleMetadataBytes =\n emissiveTriangleCapacity * BVH_NODE_RECORD_BYTES;\n const environmentPortalBytes =\n environmentPortalCapacity * ENVIRONMENT_PORTAL_RECORD_BYTES;\n\n return Object.freeze({\n queueBytes,\n queuePairBytes: queueBytes * 2,\n hitBytes,\n accumulationBytes,\n sceneObjectBytes,\n triangleBytes,\n bvhNodeBytes,\n bvhLeafReferenceBytes,\n emissiveTriangleMetadataBytes,\n environmentPortalBytes,\n configBytes: CONFIG_BUFFER_BYTES,\n counterBytes: COUNTER_BUFFER_BYTES,\n indirectDispatchBytes: INDIRECT_DISPATCH_ARGS_BYTES,\n totalHotBufferBytes:\n queueBytes * 2 +\n hitBytes +\n accumulationBytes +\n sceneObjectBytes +\n triangleBytes +\n bvhNodeBytes +\n bvhLeafReferenceBytes +\n emissiveTriangleMetadataBytes +\n environmentPortalBytes +\n CONFIG_BUFFER_BYTES +\n COUNTER_BUFFER_BYTES +\n INDIRECT_DISPATCH_ARGS_BYTES,\n });\n}\n\nexport function createWavefrontPathTracingComputeConfig(options = {}) {\n assertAnalyticDisplayQualityPolicy(options);\n const accelerationBuildMode = resolveAccelerationBuildMode(options);\n const canvas = options.canvas;\n const width = readPositiveInteger(\"width\", options.width, getCanvasDimension(canvas, \"width\", DEFAULT_WIDTH));\n const height = readPositiveInteger(\"height\", options.height, getCanvasDimension(canvas, \"height\", DEFAULT_HEIGHT));\n const maxDepth = clamp(readPositiveInteger(\"maxDepth\", options.maxDepth, DEFAULT_MAX_DEPTH), 1, 16);\n const tileSize = clamp(readPositiveInteger(\"tileSize\", options.tileSize, DEFAULT_TILE_SIZE), 16, 512);\n const samplesPerPixel = clamp(\n readPositiveInteger(\"samplesPerPixel\", options.samplesPerPixel, DEFAULT_SAMPLES_PER_PIXEL),\n 1,\n 64\n );\n const tilePixelCapacity = readPositiveInteger(\n \"tilePixelCapacity\",\n options.tilePixelCapacity,\n tileSize * tileSize\n );\n const meshes = normalizeMeshes(options);\n const meshSourceShape = estimateMeshSourceShape(meshes);\n const gpuMeshSource =\n meshes.length > 0\n ? createWavefrontGpuMeshSource(meshes)\n : createWavefrontGpuMeshSource([]);\n const meshAcceleration =\n accelerationBuildMode === \"cpu-debug\"\n ? createWavefrontMeshAcceleration(meshes)\n : Object.freeze({ nodes: Object.freeze([]), triangles: Object.freeze([]) });\n const emissiveTriangleIndices = createWavefrontEmissiveTriangleIndexSource(\n meshes,\n options.emissiveTriangleCapacity\n );\n const triangleCount =\n accelerationBuildMode === \"gpu\"\n ? meshSourceShape.triangleCount\n : meshAcceleration.triangles.length;\n const bvhNodeCount =\n accelerationBuildMode === \"gpu\"\n ? estimateBinaryBvhNodeCapacity(triangleCount)\n : meshAcceleration.nodes.length;\n const sceneObjects = Object.freeze(\n normalizeSceneObjects(options.sceneObjects, meshes.length === 0)\n );\n const sceneObjectCapacity = Math.max(\n sceneObjects.length,\n readPositiveInteger(\"sceneObjectCapacity\", options.sceneObjectCapacity, DEFAULT_SCENE_OBJECT_CAPACITY)\n );\n const triangleCapacity = Math.max(\n triangleCount,\n readNonNegativeInteger(\"triangleCapacity\", options.triangleCapacity, triangleCount)\n );\n const bvhNodeCapacity = Math.max(\n accelerationBuildMode === \"gpu\" ? estimateBinaryBvhNodeCapacity(triangleCount) : bvhNodeCount,\n readNonNegativeInteger(\n \"bvhNodeCapacity\",\n options.bvhNodeCapacity,\n accelerationBuildMode === \"gpu\" ? estimateBinaryBvhNodeCapacity(triangleCount) : bvhNodeCount\n )\n );\n const bvhLeafSortCapacity =\n accelerationBuildMode === \"gpu\" ? estimateBvhLeafSortCapacity(triangleCount) : 0;\n const bvhSortStages =\n accelerationBuildMode === \"gpu\"\n ? createWavefrontBvhSortStages(triangleCount)\n : Object.freeze([]);\n const bvhBuildLevels =\n accelerationBuildMode === \"gpu\"\n ? createWavefrontBvhBuildLevels(triangleCount)\n : Object.freeze([]);\n const camera = resolveCamera(options.camera, width, height);\n const environmentColor = Object.freeze(asColor(options.environmentColor, DEFAULT_ENVIRONMENT_COLOR));\n const ambientColor = Object.freeze(asColor(options.ambientColor, DEFAULT_AMBIENT_COLOR));\n const environmentLighting = resolveEnvironmentLighting(\n options.environmentLighting,\n environmentColor,\n ambientColor\n );\n const environmentPortals = normalizeEnvironmentPortals(\n options.environmentPortals ??\n options.environmentLightPortals ??\n options.environmentLighting?.environmentPortals\n );\n const environmentPortalCapacity = Math.max(\n environmentPortals.length,\n readNonNegativeInteger(\n \"environmentPortalCapacity\",\n options.environmentPortalCapacity,\n DEFAULT_ENVIRONMENT_PORTAL_CAPACITY\n )\n );\n const environmentPortalMode = resolveEnvironmentPortalMode(\n options.environmentPortalMode ??\n options.portalMode ??\n options.environmentLighting?.environmentPortalMode,\n environmentPortals.length > 0\n );\n\n return Object.freeze({\n mode: rendererWavefrontComputeMode,\n width,\n height,\n maxDepth,\n tileSize,\n samplesPerPixel,\n tilePixelCapacity,\n sceneObjects,\n sceneObjectCount: sceneObjects.length,\n sceneObjectCapacity,\n accelerationBuildMode,\n gpuAccelerationBuildRequired: accelerationBuildMode === \"gpu\" && triangleCount > 0,\n gpuMeshSource,\n meshAcceleration,\n emissiveTriangleIndices,\n emissiveTriangleCount: emissiveTriangleIndices.count,\n emissiveTriangleCapacity: emissiveTriangleIndices.capacity,\n triangleCount,\n triangleCapacity,\n bvhNodeCount,\n bvhNodeCapacity,\n bvhLeafSortCapacity,\n bvhSortStages,\n bvhBuildLevels,\n camera,\n environmentColor: environmentLighting.environmentColor,\n ambientColor: environmentLighting.ambientColor,\n environmentLighting,\n environmentPortals,\n environmentPortalCount: environmentPortals.length,\n environmentPortalCapacity,\n environmentPortalMode,\n displayQuality: options.displayQuality === true,\n requiresMeshBvhForDisplayQuality: true,\n denoise: options.denoise !== false,\n frameIndex: readNonNegativeInteger(\"frameIndex\", options.frameIndex, 0),\n memory: estimateWavefrontPathTracingMemory({\n tilePixelCapacity,\n sceneObjectCapacity,\n triangleCapacity,\n bvhNodeCapacity,\n bvhLeafSortCapacity,\n emissiveTriangleCapacity: emissiveTriangleIndices.capacity,\n environmentPortalCapacity,\n }),\n });\n}\n\nexport function supportsWavefrontPathTracingCompute(options = {}) {\n const navigatorRef = options.navigator ?? globalThis.navigator;\n return typeof navigatorRef?.gpu?.requestAdapter === \"function\";\n}\n\nfunction getGpuUsageConstants() {\n if (\n typeof GPUBufferUsage === \"undefined\" ||\n typeof GPUTextureUsage === \"undefined\" ||\n typeof GPUShaderStage === \"undefined\"\n ) {\n throw new Error(\"WebGPU runtime unavailable. Required GPU constants are missing.\");\n }\n if (typeof GPUBufferUsage.INDIRECT !== \"number\") {\n throw new Error(\"WebGPU runtime unavailable. GPUBufferUsage.INDIRECT is missing.\");\n }\n\n return {\n buffer: GPUBufferUsage,\n texture: GPUTextureUsage,\n shader: GPUShaderStage,\n map: typeof GPUMapMode === \"undefined\" ? null : GPUMapMode,\n };\n}\n\nfunction resolveCanvas(canvasOrSelector, documentRef = globalThis.document) {\n if (typeof canvasOrSelector === \"string\") {\n const resolved = documentRef?.querySelector?.(canvasOrSelector);\n if (!resolved) {\n throw new Error(`Unable to find canvas for selector: ${canvasOrSelector}`);\n }\n return resolved;\n }\n\n if (canvasOrSelector?.getContext) {\n return canvasOrSelector;\n }\n\n const fallback = documentRef?.querySelector?.(\"canvas[data-plasius-wavefront-path-tracing]\");\n if (!fallback) {\n throw new Error(\"A canvas is required for WebGPU wavefront path tracing.\");\n }\n return fallback;\n}\n\nfunction writeVec4(floatView, byteOffset, value) {\n const index = byteOffset / 4;\n floatView[index] = value[0] ?? 0;\n floatView[index + 1] = value[1] ?? 0;\n floatView[index + 2] = value[2] ?? 0;\n floatView[index + 3] = value[3] ?? 0;\n}\n\nexport function packWavefrontSceneObjects(sceneObjects, capacity = sceneObjects.length) {\n const normalized =\n Array.isArray(sceneObjects) && sceneObjects.length === 0\n ? []\n : normalizeSceneObjects(sceneObjects);\n if (normalized.length > capacity) {\n throw new Error(\n `Scene object capacity ${capacity} is too small for ${normalized.length} objects.`\n );\n }\n\n const bytes = new ArrayBuffer(Math.max(1, capacity) * SCENE_OBJECT_RECORD_BYTES);\n const uintView = new Uint32Array(bytes);\n const floatView = new Float32Array(bytes);\n\n normalized.forEach((object, index) => {\n const byteOffset = index * SCENE_OBJECT_RECORD_BYTES;\n const u32 = byteOffset / 4;\n uintView[u32] = object.kind;\n uintView[u32 + 1] = object.id;\n uintView[u32 + 2] = object.materialKind;\n uintView[u32 + 3] = object.flags;\n writeVec4(floatView, byteOffset + 16, [...object.center, 0]);\n writeVec4(floatView, byteOffset + 32, [...object.halfExtent, 0]);\n writeVec4(floatView, byteOffset + 48, object.color);\n writeVec4(floatView, byteOffset + 64, object.emission);\n writeVec4(floatView, byteOffset + 80, [\n object.roughness,\n object.metallic,\n object.opacity,\n object.ior,\n ]);\n });\n\n return Object.freeze({\n buffer: bytes,\n objects: Object.freeze(normalized),\n count: normalized.length,\n capacity,\n });\n}\n\nexport function packWavefrontTriangles(triangles, capacity = triangles.length) {\n if (triangles.length > capacity) {\n throw new Error(`Triangle capacity ${capacity} is too small for ${triangles.length} triangles.`);\n }\n\n const bytes = new ArrayBuffer(Math.max(1, capacity) * TRIANGLE_RECORD_BYTES);\n const uintView = new Uint32Array(bytes);\n const floatView = new Float32Array(bytes);\n\n triangles.forEach((triangle, index) => {\n const byteOffset = index * TRIANGLE_RECORD_BYTES;\n const u32 = byteOffset / 4;\n uintView[u32] = triangle.triangleId;\n uintView[u32 + 1] = triangle.meshId;\n uintView[u32 + 2] = triangle.materialKind;\n uintView[u32 + 3] = triangle.flags;\n uintView[u32 + 4] = triangle.materialRefId;\n uintView[u32 + 5] = triangle.mediumRefId;\n uintView[u32 + 6] = 0;\n uintView[u32 + 7] = 0;\n writeVec4(floatView, byteOffset + 32, [...triangle.v0, 0]);\n writeVec4(floatView, byteOffset + 48, [...triangle.v1, 0]);\n writeVec4(floatView, byteOffset + 64, [...triangle.v2, 0]);\n writeVec4(floatView, byteOffset + 80, [...triangle.n0, 0]);\n writeVec4(floatView, byteOffset + 96, [...triangle.n1, 0]);\n writeVec4(floatView, byteOffset + 112, [...triangle.n2, 0]);\n writeVec4(floatView, byteOffset + 128, [...triangle.uv0, ...triangle.uv1]);\n writeVec4(floatView, byteOffset + 144, [...triangle.uv2, 0, 0]);\n writeVec4(floatView, byteOffset + 160, triangle.color);\n writeVec4(floatView, byteOffset + 176, triangle.emission);\n writeVec4(floatView, byteOffset + 192, triangle.material);\n });\n\n return Object.freeze({\n buffer: bytes,\n triangles: Object.freeze(triangles),\n count: triangles.length,\n capacity,\n });\n}\n\nexport function packWavefrontBvhNodes(nodes, capacity = nodes.length) {\n if (nodes.length > capacity) {\n throw new Error(`BVH node capacity ${capacity} is too small for ${nodes.length} nodes.`);\n }\n\n const bytes = new ArrayBuffer(Math.max(1, capacity) * BVH_NODE_RECORD_BYTES);\n const uintView = new Uint32Array(bytes);\n const floatView = new Float32Array(bytes);\n\n nodes.forEach((node, index) => {\n const byteOffset = index * BVH_NODE_RECORD_BYTES;\n const u32 = byteOffset / 4;\n writeVec4(floatView, byteOffset, [...node.bounds.min, 0]);\n writeVec4(floatView, byteOffset + 16, [...node.bounds.max, 0]);\n uintView[u32 + 8] = node.triangleCount > 0 ? node.firstTriangle : node.leftChild;\n uintView[u32 + 9] = node.triangleCount;\n uintView[u32 + 10] = node.rightChild;\n uintView[u32 + 11] = 0;\n });\n\n return Object.freeze({\n buffer: bytes,\n nodes: Object.freeze(nodes),\n count: nodes.length,\n capacity,\n });\n}\n\nfunction createConfigPayload(config, tile, frameIndex, buildRange = {}) {\n const bytes = new ArrayBuffer(CONFIG_BUFFER_BYTES);\n const data = new DataView(bytes);\n const floatView = new Float32Array(bytes);\n const sampleIndex = buildRange.sampleIndex ?? 0;\n const sampleWeight = buildRange.sampleWeight ?? 1;\n data.setUint32(0, config.width, true);\n data.setUint32(4, config.height, true);\n data.setUint32(8, tile.x, true);\n data.setUint32(12, tile.y, true);\n data.setUint32(16, tile.width, true);\n data.setUint32(20, tile.height, true);\n data.setUint32(24, tile.width * tile.height, true);\n data.setUint32(28, config.maxDepth, true);\n data.setUint32(32, config.sceneObjectCount, true);\n data.setUint32(36, frameIndex, true);\n data.setUint32(40, config.denoise ? 1 : 0, true);\n data.setUint32(44, config.triangleCount, true);\n data.setUint32(48, config.bvhNodeCount, true);\n data.setUint32(52, config.displayQuality ? 1 : 0, true);\n data.setUint32(56, config.gpuMeshSource.meshes.count, true);\n data.setUint32(60, config.bvhNodeCapacity, true);\n writeVec4(floatView, 64, [...config.camera.position, 1]);\n writeVec4(floatView, 80, [...config.camera.forward, 0]);\n writeVec4(floatView, 96, [...config.camera.right, 0]);\n writeVec4(floatView, 112, [...config.camera.up, 0]);\n writeVec4(floatView, 128, [\n config.camera.tanHalfFovY,\n config.camera.aspect,\n sampleWeight,\n sampleIndex,\n ]);\n writeVec4(floatView, 144, config.environmentColor);\n writeVec4(floatView, 160, config.ambientColor);\n writeVec4(floatView, 176, config.environmentLighting.horizonColor);\n writeVec4(floatView, 192, config.environmentLighting.zenithColor);\n writeVec4(floatView, 208, [\n ...config.environmentLighting.sunDirection,\n config.environmentLighting.intensity,\n ]);\n writeVec4(floatView, 224, config.environmentLighting.sunColor);\n data.setUint32(240, buildRange.start ?? 0, true);\n data.setUint32(244, buildRange.count ?? 0, true);\n data.setUint32(248, buildRange.sortItemCount ?? 0, true);\n data.setUint32(252, config.emissiveTriangleCount ?? 0, true);\n data.setUint32(256, config.environmentPortalCount ?? 0, true);\n data.setUint32(260, config.environmentPortalMode ?? 0, true);\n data.setUint32(264, 0, true);\n data.setUint32(268, 0, true);\n return bytes;\n}\n\nfunction createTiles(width, height, tileSize) {\n const tiles = [];\n for (let y = 0; y < height; y += tileSize) {\n for (let x = 0; x < width; x += tileSize) {\n tiles.push(\n Object.freeze({\n x,\n y,\n width: Math.min(tileSize, width - x),\n height: Math.min(tileSize, height - y),\n })\n );\n }\n }\n return Object.freeze(tiles);\n}\n\nfunction normalizeReferenceTile(config, tileInput = {}) {\n const tileX = clamp(\n readNonNegativeInteger(\"tile.x\", tileInput.x, 0),\n 0,\n Math.max(0, config.width - 1)\n );\n const tileY = clamp(\n readNonNegativeInteger(\"tile.y\", tileInput.y, 0),\n 0,\n Math.max(0, config.height - 1)\n );\n const tileWidth = clamp(\n readPositiveInteger(\"tile.width\", tileInput.width, config.width - tileX),\n 1,\n config.width - tileX\n );\n const tileHeight = clamp(\n readPositiveInteger(\"tile.height\", tileInput.height, config.height - tileY),\n 1,\n config.height - tileY\n );\n\n return Object.freeze({\n x: tileX,\n y: tileY,\n width: tileWidth,\n height: tileHeight,\n });\n}\n\nfunction repairReferenceShadingNormal(geometricNormal, shadingNormal) {\n const normal = normalize(shadingNormal, geometricNormal);\n return dot(normal, geometricNormal) < 0 ? scale(normal, -1) : normal;\n}\n\nfunction readOptionalMaxDistance(value) {\n if (value === undefined || value === null) {\n return Number.POSITIVE_INFINITY;\n }\n const numeric = Number(value);\n if (!Number.isFinite(numeric) || numeric <= 0) {\n throw new Error(\"maxDistance must be a positive finite number when provided.\");\n }\n return numeric;\n}\n\nexport function createWavefrontReferenceRay(config, options = {}) {\n if (!config || typeof config !== \"object\") {\n throw new Error(\"config must be a wavefront path tracing config.\");\n }\n\n const tile = normalizeReferenceTile(config, options.tile);\n const tilePixelCount = tile.width * tile.height;\n const pixelIndex = readNonNegativeInteger(\"pixelIndex\", options.pixelIndex, 0);\n if (pixelIndex >= tilePixelCount) {\n throw new Error(`pixelIndex ${pixelIndex} exceeds tile capacity ${tilePixelCount}.`);\n }\n\n const sampleIndex = readNonNegativeInteger(\"sampleIndex\", options.sampleIndex, 0);\n const frameIndex = readNonNegativeInteger(\"frameIndex\", options.frameIndex, config.frameIndex ?? 0);\n const jitterScale = clamp(readFiniteNumber(\"jitterScale\", options.jitterScale, 0.35), 0, 1);\n const localX = pixelIndex % tile.width;\n const localY = Math.floor(pixelIndex / tile.width);\n const pixelX = tile.x + localX;\n const pixelY = tile.y + localY;\n const sourcePixelId = pixelY * config.width + pixelX;\n const jitterX = random01FromSeed(mixSeed(sourcePixelId, sampleIndex, 0, frameIndex, 1)) - 0.5;\n const jitterY = random01FromSeed(mixSeed(sourcePixelId, sampleIndex, 0, frameIndex, 2)) - 0.5;\n const ndcX = ((pixelX + 0.5 + jitterX * jitterScale) / config.width) * 2 - 1;\n const ndcY = 1 - ((pixelY + 0.5 + jitterY * jitterScale) / config.height) * 2;\n const viewX = ndcX * config.camera.tanHalfFovY * config.camera.aspect;\n const viewY = ndcY * config.camera.tanHalfFovY;\n const direction = normalize(\n add(\n add(config.camera.forward, scale(config.camera.right, viewX)),\n scale(config.camera.up, viewY)\n ),\n config.camera.forward\n );\n\n return Object.freeze({\n rayId: pixelIndex,\n parentRayId: 0xffffffff,\n sourcePixelId,\n sampleId: sampleIndex,\n bounce: 0,\n mediumRefId: 0,\n flags: 0,\n origin: Object.freeze([...config.camera.position]),\n direction: Object.freeze(direction),\n throughput: Object.freeze([1, 1, 1, 1]),\n pixelX,\n pixelY,\n });\n}\n\nexport function intersectWavefrontReferenceTriangle(ray, triangle, options = {}) {\n if (!ray || typeof ray !== \"object\") {\n throw new Error(\"ray must be a wavefront reference ray.\");\n }\n if (!triangle || typeof triangle !== \"object\") {\n throw new Error(\"triangle must be a wavefront triangle record.\");\n }\n\n const maxDistance = readOptionalMaxDistance(options.maxDistance);\n const triangleIndex = readNonNegativeInteger(\"triangleIndex\", options.triangleIndex, 0);\n const edge1 = subtract(triangle.v1, triangle.v0);\n const edge2 = subtract(triangle.v2, triangle.v0);\n const pvec = cross(ray.direction, edge2);\n const determinant = dot(edge1, pvec);\n if (Math.abs(determinant) < 0.0000001) {\n return null;\n }\n\n const invDet = 1 / determinant;\n const tvec = subtract(ray.origin, triangle.v0);\n const u = dot(tvec, pvec) * invDet;\n if (u < 0 || u > 1) {\n return null;\n }\n\n const qvec = cross(tvec, edge1);\n const v = dot(ray.direction, qvec) * invDet;\n if (v < 0 || u + v > 1) {\n return null;\n }\n\n const distance = dot(edge2, qvec) * invDet;\n if (distance <= 0.001 || distance > maxDistance) {\n return null;\n }\n\n const geometric = normalize(cross(edge1, edge2), [0, 1, 0]);\n const frontFace = dot(ray.direction, geometric) < 0;\n const orientedGeometric = frontFace ? geometric : scale(geometric, -1);\n const w = 1 - u - v;\n const interpolated = [\n triangle.n0[0] * w + triangle.n1[0] * u + triangle.n2[0] * v,\n triangle.n0[1] * w + triangle.n1[1] * u + triangle.n2[1] * v,\n triangle.n0[2] * w + triangle.n1[2] * u + triangle.n2[2] * v,\n ];\n const shadingNormal = repairReferenceShadingNormal(orientedGeometric, interpolated);\n const uv = [\n triangle.uv0[0] * w + triangle.uv1[0] * u + triangle.uv2[0] * v,\n triangle.uv0[1] * w + triangle.uv1[1] * u + triangle.uv2[1] * v,\n ];\n const position = add(ray.origin, scale(ray.direction, distance));\n\n return Object.freeze({\n hitType: \"surface\",\n rayId: ray.rayId,\n sourcePixelId: ray.sourcePixelId,\n distance,\n entityId: triangle.meshId,\n instanceId: 0,\n primitiveId: triangle.triangleId,\n materialId: triangle.materialKind,\n materialRefId: triangle.materialRefId,\n mediumRefId: triangle.mediumRefId,\n barycentrics: Object.freeze([w, u, v]),\n uv: Object.freeze(uv),\n geometricNormal: Object.freeze(orientedGeometric),\n shadingNormal: Object.freeze(shadingNormal),\n frontFace,\n triangleIndex,\n triangleId: triangle.triangleId,\n position: Object.freeze(position),\n color: triangle.color,\n emission: triangle.emission,\n material: triangle.material,\n });\n}\n\nfunction createWavefrontReferenceEnvironmentHit(config, ray) {\n const radiance = evaluateReferenceEnvironmentRadiance(config, ray.origin, ray.direction);\n return Object.freeze({\n hitType: \"environment\",\n rayId: ray.rayId,\n sourcePixelId: ray.sourcePixelId,\n distance: -1,\n entityId: 0,\n instanceId: 0,\n primitiveId: 0,\n materialId: 0,\n materialRefId: 0,\n mediumRefId: 0,\n barycentrics: Object.freeze([0, 0, 0]),\n uv: Object.freeze([0, 0]),\n geometricNormal: Object.freeze(scale(ray.direction, -1)),\n shadingNormal: Object.freeze(scale(ray.direction, -1)),\n frontFace: true,\n triangleIndex: -1,\n triangleId: -1,\n position: Object.freeze(add(ray.origin, scale(ray.direction, 1000))),\n color: Object.freeze([0, 0, 0, 0]),\n emission: radiance,\n material: Object.freeze([1, 0, 1, 1]),\n });\n}\n\nexport function traceWavefrontReferenceTriangles(config, ray, triangles, options = {}) {\n if (!config || typeof config !== \"object\") {\n throw new Error(\"config must be a wavefront path tracing config.\");\n }\n\n const source = Array.isArray(triangles) ? triangles : [];\n let nearestHit = null;\n let nearestDistance = readOptionalMaxDistance(options.maxDistance);\n\n source.forEach((triangle, index) => {\n const hit = intersectWavefrontReferenceTriangle(ray, triangle, {\n maxDistance: Number.isFinite(nearestDistance) ? nearestDistance : undefined,\n triangleIndex: index,\n });\n if (hit && hit.distance < nearestDistance) {\n nearestDistance = hit.distance;\n nearestHit = hit;\n }\n });\n\n return nearestHit ?? createWavefrontReferenceEnvironmentHit(config, ray);\n}\n\nfunction clampTileSizeForDevice(config, device) {\n const limit = Number(device?.limits?.maxStorageBufferBindingSize);\n if (!Number.isFinite(limit) || limit <= 0) {\n return config.tileSize;\n }\n\n const maxPixelsByRay = Math.floor(limit / RAY_RECORD_BYTES);\n const maxPixelsByHit = Math.floor(limit / HIT_RECORD_BYTES);\n const maxPixels = Math.max(256, Math.min(maxPixelsByRay, maxPixelsByHit));\n if (config.tilePixelCapacity <= maxPixels) {\n return config.tileSize;\n }\n\n return Math.max(16, Math.floor(Math.sqrt(maxPixels)));\n}\n\nfunction createBuffer(device, usage, size, label) {\n return device.createBuffer({\n label,\n size: Math.max(4, size),\n usage,\n });\n}\n\nfunction alignTo(value, alignment) {\n const resolvedAlignment = Math.max(1, alignment);\n return Math.ceil(value / resolvedAlignment) * resolvedAlignment;\n}\n\nasync function getPipelineDiagnostics(shaderModule) {\n if (typeof shaderModule?.compilationInfo !== \"function\") {\n return \"\";\n }\n try {\n const info = await shaderModule.compilationInfo();\n const messages = info.messages ?? [];\n if (messages.length === 0) {\n return \"\";\n }\n return messages\n .map((message) => {\n const line = message.lineNum ?? \"?\";\n const column = message.linePos ?? \"?\";\n return `line ${line}:${column} ${message.message}`;\n })\n .join(\"\\n\");\n } catch {\n return \"\";\n }\n}\n\nasync function createComputePipeline(device, shaderModule, layout, entryPoint, label) {\n const descriptor = {\n label,\n layout,\n compute: {\n module: shaderModule,\n entryPoint,\n },\n };\n\n try {\n if (typeof device.createComputePipelineAsync === \"function\") {\n return await device.createComputePipelineAsync(descriptor);\n }\n return device.createComputePipeline(descriptor);\n } catch (error) {\n const diagnostics = await getPipelineDiagnostics(shaderModule);\n const suffix = diagnostics ? `\\n${diagnostics}` : \"\";\n throw new Error(`WGSL compilation failed for ${label}: ${error.message}${suffix}`, {\n cause: error,\n });\n }\n}\n\nasync function createRenderPipeline(device, descriptor) {\n if (typeof device.createRenderPipelineAsync === \"function\") {\n return device.createRenderPipelineAsync(descriptor);\n }\n return device.createRenderPipeline(descriptor);\n}\n\nconst WAVEFRONT_COMPUTE_WGSL = `\nconst RAY_FLAG_GUIDED_EMISSIVE: u32 = 1u;\n\nstruct RayRecord {\n rayId: u32,\n parentRayId: u32,\n sourcePixelId: u32,\n sampleId: u32,\n bounce: u32,\n mediumRefId: u32,\n flags: u32,\n pad0: u32,\n origin: vec4<f32>,\n direction: vec4<f32>,\n throughput: vec4<f32>,\n};\n\nstruct HitRecord {\n rayId: u32,\n sourcePixelId: u32,\n hitType: u32,\n objectId: u32,\n materialKind: u32,\n frontFace: u32,\n primitiveId: u32,\n materialRefId: u32,\n mediumRefId: u32,\n pad0: u32,\n pad1: u32,\n pad2: u32,\n distance: f32,\n pad3: vec3<f32>,\n position: vec4<f32>,\n geometricNormal: vec4<f32>,\n shadingNormal: vec4<f32>,\n barycentric: vec4<f32>,\n uv: vec4<f32>,\n color: vec4<f32>,\n emission: vec4<f32>,\n material: vec4<f32>,\n};\n\nstruct SceneObject {\n kind: u32,\n objectId: u32,\n materialKind: u32,\n flags: u32,\n center: vec4<f32>,\n halfExtent: vec4<f32>,\n color: vec4<f32>,\n emission: vec4<f32>,\n material: vec4<f32>,\n};\n\nstruct TriangleRecord {\n triangleId: u32,\n meshId: u32,\n materialKind: u32,\n flags: u32,\n materialRefId: u32,\n mediumRefId: u32,\n pad0: u32,\n pad1: u32,\n v0: vec4<f32>,\n v1: vec4<f32>,\n v2: vec4<f32>,\n n0: vec4<f32>,\n n1: vec4<f32>,\n n2: vec4<f32>,\n uv0uv1: vec4<f32>,\n uv2Pad: vec4<f32>,\n color: vec4<f32>,\n emission: vec4<f32>,\n material: vec4<f32>,\n};\n\nstruct BvhNode {\n boundsMin: vec4<f32>,\n boundsMax: vec4<f32>,\n childOrFirst: u32,\n triangleCount: u32,\n rightChild: u32,\n pad0: u32,\n};\n\nstruct BvhLeafRef {\n key: u32,\n triangleIndex: u32,\n pad0: u32,\n pad1: u32,\n};\n\nstruct ScatterResult {\n direction: vec4<f32>,\n flags: u32,\n pad0: u32,\n pad1: u32,\n pad2: u32,\n};\n\nstruct MeshVertex {\n position: vec4<f32>,\n normal: vec4<f32>,\n uv: vec4<f32>,\n};\n\nstruct MeshRange {\n meshId: u32,\n materialKind: u32,\n flags: u32,\n materialRefId: u32,\n mediumRefId: u32,\n firstIndex: u32,\n indexCount: u32,\n firstTriangle: u32,\n triangleCount: u32,\n firstVertex: u32,\n vertexCount: u32,\n pad0: u32,\n color: vec4<f32>,\n emission: vec4<f32>,\n material: vec4<f32>,\n};\n\nstruct FrameConfig {\n canvasWidth: u32,\n canvasHeight: u32,\n tileX: u32,\n tileY: u32,\n tileWidth: u32,\n tileHeight: u32,\n tilePixelCount: u32,\n maxDepth: u32,\n sceneObjectCount: u32,\n frameIndex: u32,\n denoise: u32,\n triangleCount: u32,\n bvhNodeCount: u32,\n displayQuality: u32,\n meshSourceCount: u32,\n bvhNodeCapacity: u32,\n cameraPosition: vec4<f32>,\n cameraForward: vec4<f32>,\n cameraRight: vec4<f32>,\n cameraUp: vec4<f32>,\n projectionAndSampling: vec4<f32>,\n environmentColor: vec4<f32>,\n ambientColor: vec4<f32>,\n environmentHorizonColor: vec4<f32>,\n environmentZenithColor: vec4<f32>,\n environmentSunDirectionIntensity: vec4<f32>,\n environmentSunColor: vec4<f32>,\n bvhBuildNodeStart: u32,\n bvhBuildNodeCount: u32,\n bvhSortItemCount: u32,\n emissiveTriangleCount: u32,\n environmentPortalCount: u32,\n environmentPortalMode: u32,\n _portalPad0: u32,\n _portalPad1: u32,\n};\n\nstruct Counters {\n activeCount: atomic<u32>,\n nextCount: atomic<u32>,\n terminatedCount: atomic<u32>,\n hitCount: atomic<u32>,\n dispatchX: u32,\n dispatchY: u32,\n dispatchZ: u32,\n dispatchPad: u32,\n};\n\nstruct Candidate {\n hit: u32,\n distance: f32,\n geometricNormal: vec3<f32>,\n shadingNormal: vec3<f32>,\n barycentric: vec3<f32>,\n uv: vec2<f32>,\n frontFace: u32,\n triangleIndex: u32,\n primitiveId: u32,\n materialRefId: u32,\n mediumRefId: u32,\n};\n\nstruct EnvironmentPortal {\n kind: u32,\n flags: u32,\n _pad0: u32,\n _pad1: u32,\n position: vec4<f32>,\n normal: vec4<f32>,\n tangent: vec4<f32>,\n bitangent: vec4<f32>,\n color: vec4<f32>,\n};\n\n@group(0) @binding(0) var<storage, read_write> activeQueue: array<RayRecord>;\n@group(0) @binding(1) var<storage, read_write> nextQueue: array<RayRecord>;\n@group(0) @binding(2) var<storage, read_write> hits: array<HitRecord>;\n@group(0) @binding(3) var<storage, read_write> accumulation: array<vec4<f32>>;\n@group(0) @binding(4) var<storage, read> sceneObjects: array<SceneObject>;\n@group(0) @binding(5) var<uniform> config: FrameConfig;\n@group(0) @binding(6) var<storage, read_write> counters: Counters;\n@group(0) @binding(7) var outputImage: texture_storage_2d<rgba8unorm, write>;\n@group(0) @binding(8) var<storage, read_write> triangles: array<TriangleRecord>;\n@group(0) @binding(9) var<storage, read_write> bvhNodes: array<BvhNode>;\n@group(0) @binding(10) var<storage, read> meshVertices: array<MeshVertex>;\n@group(0) @binding(11) var<storage, read> meshIndices: array<u32>;\n@group(0) @binding(12) var<storage, read> meshRanges: array<MeshRange>;\n@group(0) @binding(13) var<storage, read_write> bvhLeafRefs: array<BvhLeafRef>;\n@group(0) @binding(14) var denoiseInputRadiance: texture_2d<f32>;\n@group(0) @binding(15) var denoisedRadianceImage: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(16) var radianceImage: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(17) var finalDenoiseInputRadiance: texture_2d<f32>;\n@group(0) @binding(18) var denoisedOutputImage: texture_storage_2d<rgba8unorm, write>;\n@group(0) @binding(19) var<storage, read> environmentPortals: array<EnvironmentPortal>;\n\nfn hash_u32(value: u32) -> u32 {\n var x = value;\n x = ((x >> 16u) ^ x) * 0x45d9f3bu;\n x = ((x >> 16u) ^ x) * 0x45d9f3bu;\n x = (x >> 16u) ^ x;\n return x;\n}\n\nfn mix_seed(pixelId: u32, sampleId: u32, bounce: u32, frameIndex: u32, dimension: u32) -> u32 {\n var x =\n (pixelId * 747796405u) ^\n (sampleId * 2891336453u) ^\n (bounce * 277803737u) ^\n (frameIndex * 1442695041u) ^\n (dimension * 1597334677u);\n x = x ^ (x >> 16u);\n x = x * 0x7feb352du;\n x = x ^ (x >> 15u);\n x = x * 0x846ca68bu;\n x = x ^ (x >> 16u);\n return x;\n}\n\nfn random01(seed: u32) -> f32 {\n return f32(hash_u32(seed) & 0x00ffffffu) / 16777215.0;\n}\n\nfn safe_normalize(value: vec3<f32>, fallback: vec3<f32>) -> vec3<f32> {\n let len = length(value);\n if (len <= 0.000001) {\n return fallback;\n }\n return value / len;\n}\n\nfn saturate(value: f32) -> f32 {\n return clamp(value, 0.0, 1.0);\n}\n\nfn max_component(value: vec3<f32>) -> f32 {\n return max(max(value.x, value.y), value.z);\n}\n\nfn environment_portal_radiance_scale(origin: vec3<f32>, direction: vec3<f32>) -> vec3<f32> {\n if (config.environmentPortalCount == 0u || config.environmentPortalMode == 0u) {\n return vec3<f32>(1.0);\n }\n var scale = vec3<f32>(0.0);\n for (var portalIndex = 0u; portalIndex < config.environmentPortalCount; portalIndex = portalIndex + 1u) {\n let portal = environmentPortals[portalIndex];\n if (portal.kind == 1u) {\n let portalNormal = safe_normalize(portal.normal.xyz, vec3<f32>(0.0, 0.0, 1.0));\n let denominator = dot(direction, portalNormal);\n let twoSided = (portal.flags & 1u) != 0u;\n var facing = abs(denominator) > 0.0001;\n if (!twoSided && denominator <= 0.0001) {\n facing = false;\n }\n if (facing) {\n let distance = dot(portal.position.xyz - origin, portalNormal) / denominator;\n if (distance > 0.001) {\n let hitPosition = origin + direction * distance;\n let local = hitPosition - portal.position.xyz;\n let tangent = safe_normalize(portal.tangent.xyz, vec3<f32>(1.0, 0.0, 0.0));\n let bitangent = safe_normalize(portal.bitangent.xyz, vec3<f32>(0.0, 1.0, 0.0));\n let u = dot(local, tangent);\n let v = dot(local, bitangent);\n if (abs(u) <= portal.tangent.w && abs(v) <= portal.bitangent.w) {\n let areaWeight = clamp(sqrt(max(portal.position.w, 0.0001)), 0.25, 4.0);\n let angleWeight = max(abs(denominator), 0.08);\n let portalScale = portal.color.rgb * portal.normal.w * portal.color.a * areaWeight * angleWeight;\n scale = max(scale, portalScale);\n }\n }\n }\n }\n }\n return scale;\n}\n\nfn environment_radiance(origin: vec3<f32>, direction: vec3<f32>) -> vec3<f32> {\n let rayDirection = safe_normalize(direction, vec3<f32>(0.0, 1.0, 0.0));\n let upFactor = saturate(rayDirection.y * 0.5 + 0.5);\n let sunDirection = safe_normalize(\n config.environmentSunDirectionIntensity.xyz,\n vec3<f32>(0.0, 1.0, 0.0)\n );\n let sunGlow = pow(saturate(dot(rayDirection, sunDirection)), 192.0);\n let gradient =\n config.environmentHorizonColor.xyz * (1.0 - upFactor) +\n config.environmentZenithColor.xyz * upFactor;\n let portalScale = environment_portal_radiance_scale(origin, rayDirection);\n let portalHit = max_component(portalScale) > 0.0001;\n return (\n gradient +\n config.environmentSunColor.xyz * sunGlow\n ) *\n max(config.environmentSunDirectionIntensity.w, 0.0001) *\n select(vec3<f32>(1.0), portalScale, portalHit);\n}\n\nfn gated_environment_radiance(origin: vec3<f32>, direction: vec3<f32>) -> vec3<f32> {\n let portalScale = environment_portal_radiance_scale(origin, safe_normalize(direction, vec3<f32>(0.0, 1.0, 0.0)));\n if (\n config.environmentPortalCount > 0u &&\n config.environmentPortalMode == 2u &&\n max_component(portalScale) <= 0.0001\n ) {\n return config.ambientColor.xyz * 0.65;\n }\n return environment_radiance(origin, direction);\n}\n\nfn terminal_surface_environment_contribution(ray: RayRecord, hit: HitRecord) -> vec3<f32> {\n let normal = safe_normalize(hit.shadingNormal.xyz, vec3<f32>(0.0, 1.0, 0.0));\n let surfaceColor = max(hit.color.xyz, config.ambientColor.xyz);\n let normalEnvironment = gated_environment_radiance(\n hit.position.xyz + normal * 0.003,\n normal\n );\n let environmentFloor = max(config.ambientColor.xyz, normalEnvironment * 0.12);\n let materialFloor = select(0.7, 1.0, hit.materialKind == 0u || hit.materialKind == 3u);\n return clamp_sample_radiance(ray.throughput.xyz * surfaceColor * environmentFloor * materialFloor);\n}\n\nfn default_mesh_range() -> MeshRange {\n return MeshRange(\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n vec4<f32>(0.72, 0.72, 0.68, 1.0),\n vec4<f32>(0.0),\n vec4<f32>(0.72, 0.0, 1.0, 1.45)\n );\n}\n\nfn mesh_range_for_triangle(triangleIndex: u32) -> MeshRange {\n var selected = default_mesh_range();\n for (var meshIndex = 0u; meshIndex < config.meshSourceCount; meshIndex = meshIndex + 1u) {\n let mesh = meshRanges[meshIndex];\n let triangleStart = mesh.firstTriangle;\n let triangleEnd = mesh.firstTriangle + mesh.triangleCount;\n if (triangleIndex >= triangleStart && triangleIndex < triangleEnd) {\n selected = mesh;\n break;\n }\n }\n return selected;\n}\n\nfn node_bounds_min(left: BvhNode, right: BvhNode) -> vec3<f32> {\n return min(left.boundsMin.xyz, right.boundsMin.xyz);\n}\n\nfn node_bounds_max(left: BvhNode, right: BvhNode) -> vec3<f32> {\n return max(left.boundsMax.xyz, right.boundsMax.xyz);\n}\n\nfn ordered_float_key(value: f32) -> u32 {\n let bits = bitcast<u32>(value);\n let sign = bits & 0x80000000u;\n let mask = select(0x80000000u, 0xffffffffu, sign != 0u);\n return bits ^ mask;\n}\n\nfn split_by_3(value: u32) -> u32 {\n var x = value & 0x000003ffu;\n x = (x | (x << 16u)) & 0x030000ffu;\n x = (x | (x << 8u)) & 0x0300f00fu;\n x = (x | (x << 4u)) & 0x030c30c3u;\n x = (x | (x << 2u)) & 0x09249249u;\n return x;\n}\n\nfn morton_key_from_centroid(centroid: vec3<f32>) -> u32 {\n let x = (ordered_float_key(centroid.x) >> 12u) & 0x000003ffu;\n let y = (ordered_float_key(centroid.y) >> 12u) & 0x000003ffu;\n let z = (ordered_float_key(centroid.z) >> 12u) & 0x000003ffu;\n return (split_by_3(x) << 2u) | (split_by_3(y) << 1u) | split_by_3(z);\n}\n\nfn leaf_ref_less(left: BvhLeafRef, right: BvhLeafRef) -> bool {\n if (left.key < right.key) {\n return true;\n }\n if (left.key > right.key) {\n return false;\n }\n return left.triangleIndex < right.triangleIndex;\n}\n\n@compute @workgroup_size(64)\nfn prepareMeshTrianglesAndLeaves(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let triangleIndex = globalId.x;\n if (triangleIndex >= config.triangleCount) {\n if (triangleIndex < config.bvhSortItemCount) {\n bvhLeafRefs[triangleIndex] = BvhLeafRef(0xffffffffu, 0xffffffffu, 0u, 0u);\n }\n return;\n }\n\n let mesh = mesh_range_for_triangle(triangleIndex);\n let localTriangle = triangleIndex - mesh.firstTriangle;\n let indexOffset = mesh.firstIndex + localTriangle * 3u;\n let index0 = meshIndices[indexOffset];\n let index1 = meshIndices[indexOffset + 1u];\n let index2 = meshIndices[indexOffset + 2u];\n let vertex0 = meshVertices[index0];\n let vertex1 = meshVertices[index1];\n let vertex2 = meshVertices[index2];\n let edge1 = vertex1.position.xyz - vertex0.position.xyz;\n let edge2 = vertex2.position.xyz - vertex0.position.xyz;\n let centroid = (vertex0.position.xyz + vertex1.position.xyz + vertex2.position.xyz) / 3.0;\n let faceNormal = safe_normalize(cross(edge1, edge2), vec3<f32>(0.0, 1.0, 0.0));\n let n0 = select(faceNormal, safe_normalize(vertex0.normal.xyz, faceNormal), vertex0.normal.w > 0.5);\n let n1 = select(faceNormal, safe_normalize(vertex1.normal.xyz, faceNormal), vertex1.normal.w > 0.5);\n let n2 = select(faceNormal, safe_normalize(vertex2.normal.xyz, faceNormal), vertex2.normal.w > 0.5);\n let uv0 = select(vec2<f32>(0.0), vertex0.uv.xy, vertex0.uv.z > 0.5);\n let uv1 = select(vec2<f32>(0.0), vertex1.uv.xy, vertex1.uv.z > 0.5);\n let uv2 = select(vec2<f32>(0.0), vertex2.uv.xy, vertex2.uv.z > 0.5);\n\n triangles[triangleIndex] = TriangleRecord(\n triangleIndex,\n mesh.meshId,\n mesh.materialKind,\n mesh.flags,\n mesh.materialRefId,\n mesh.mediumRefId,\n 0u,\n 0u,\n vec4<f32>(vertex0.position.xyz, 0.0),\n vec4<f32>(vertex1.position.xyz, 0.0),\n vec4<f32>(vertex2.position.xyz, 0.0),\n vec4<f32>(n0, 0.0),\n vec4<f32>(n1, 0.0),\n vec4<f32>(n2, 0.0),\n vec4<f32>(uv0, uv1),\n vec4<f32>(uv2, 0.0, 0.0),\n mesh.color,\n mesh.emission,\n mesh.material\n );\n\n let leafBase = config.triangleCount - 1u;\n let nodeIndex = leafBase + triangleIndex;\n let boundsMin = min(vertex0.position.xyz, min(vertex1.position.xyz, vertex2.position.xyz));\n let boundsMax = max(vertex0.position.xyz, max(vertex1.position.xyz, vertex2.position.xyz));\n bvhLeafRefs[triangleIndex] = BvhLeafRef(\n morton_key_from_centroid(centroid),\n triangleIndex,\n 0u,\n 0u\n );\n bvhNodes[nodeIndex] = BvhNode(\n vec4<f32>(boundsMin, 0.0),\n vec4<f32>(boundsMax, 0.0),\n triangleIndex,\n 1u,\n 0u,\n 0u\n );\n}\n\n@compute @workgroup_size(64)\nfn sortBvhLeafRefs(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let index = globalId.x;\n let sortCount = config.bvhSortItemCount;\n if (sortCount <= 1u || index >= sortCount) {\n return;\n }\n\n let compareDistance = config.bvhBuildNodeStart;\n let sequenceSize = config.bvhBuildNodeCount;\n if (compareDistance == 0u || sequenceSize == 0u) {\n return;\n }\n\n let partner = index ^ compareDistance;\n if (partner <= index || partner >= sortCount) {\n return;\n }\n\n let left = bvhLeafRefs[index];\n let right = bvhLeafRefs[partner];\n let ascending = (index & sequenceSize) == 0u;\n let leftIsLess = leaf_ref_less(left, right);\n let rightIsLess = leaf_ref_less(right, left);\n let shouldSwap = select(leftIsLess, rightIsLess, ascending);\n if (shouldSwap) {\n bvhLeafRefs[index] = right;\n bvhLeafRefs[partner] = left;\n }\n}\n\n@compute @workgroup_size(64)\nfn writeSortedBvhLeaves(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let sortedIndex = globalId.x;\n if (sortedIndex >= config.triangleCount || config.triangleCount == 0u) {\n return;\n }\n\n let leafRef = bvhLeafRefs[sortedIndex];\n if (leafRef.triangleIndex >= config.triangleCount) {\n return;\n }\n\n let triangle = triangles[leafRef.triangleIndex];\n let boundsMin = min(triangle.v0.xyz, min(triangle.v1.xyz, triangle.v2.xyz));\n let boundsMax = max(triangle.v0.xyz, max(triangle.v1.xyz, triangle.v2.xyz));\n let leafBase = config.triangleCount - 1u;\n let nodeIndex = leafBase + sortedIndex;\n bvhNodes[nodeIndex] = BvhNode(\n vec4<f32>(boundsMin, 0.0),\n vec4<f32>(boundsMax, 0.0),\n leafRef.triangleIndex,\n 1u,\n 0u,\n 0u\n );\n}\n\n@compute @workgroup_size(64)\nfn buildBvhInternalLevel(@builtin(global_invocation_id) globalId: vec3<u32>) {\n if (config.triangleCount <= 1u || globalId.x >= config.bvhBuildNodeCount) {\n return;\n }\n\n let internalCount = config.triangleCount - 1u;\n let nodeIndex = config.bvhBuildNodeStart + globalId.x;\n if (nodeIndex >= internalCount || nodeIndex >= config.bvhNodeCapacity) {\n return;\n }\n\n let leftIndex = nodeIndex * 2u + 1u;\n let rightIndex = nodeIndex * 2u + 2u;\n if (rightIndex >= config.bvhNodeCapacity || rightIndex >= config.bvhNodeCount) {\n return;\n }\n\n let left = bvhNodes[leftIndex];\n let right = bvhNodes[rightIndex];\n bvhNodes[nodeIndex] = BvhNode(\n vec4<f32>(node_bounds_min(left, right), 0.0),\n vec4<f32>(node_bounds_max(left, right), 0.0),\n leftIndex,\n 0u,\n rightIndex,\n 0u\n );\n}\n\nfn make_ray(pixelIndex: u32) -> RayRecord {\n let localX = pixelIndex % config.tileWidth;\n let localY = pixelIndex / config.tileWidth;\n let px = config.tileX + localX;\n let py = config.tileY + localY;\n let sampleId = u32(config.projectionAndSampling.w);\n let sourcePixelId = py * config.canvasWidth + px;\n let jitterX = random01(mix_seed(sourcePixelId, sampleId, 0u, config.frameIndex, 1u)) - 0.5;\n let jitterY = random01(mix_seed(sourcePixelId, sampleId, 0u, config.frameIndex, 2u)) - 0.5;\n let ndcX = ((f32(px) + 0.5 + jitterX * 0.35) / f32(config.canvasWidth)) * 2.0 - 1.0;\n let ndcY = 1.0 - ((f32(py) + 0.5 + jitterY * 0.35) / f32(config.canvasHeight)) * 2.0;\n let viewX = ndcX * config.projectionAndSampling.x * config.projectionAndSampling.y;\n let viewY = ndcY * config.projectionAndSampling.x;\n let direction = safe_normalize(\n config.cameraForward.xyz + config.cameraRight.xyz * viewX + config.cameraUp.xyz * viewY,\n config.cameraForward.xyz\n );\n return RayRecord(\n pixelIndex,\n 0xffffffffu,\n sourcePixelId,\n sampleId,\n 0u,\n 0u,\n 0u,\n 0u,\n vec4<f32>(config.cameraPosition.xyz, 1.0),\n vec4<f32>(direction, 0.0),\n vec4<f32>(1.0, 1.0, 1.0, 1.0)\n );\n}\n\nfn make_miss(ray: RayRecord) -> HitRecord {\n let radiance = gated_environment_radiance(ray.origin.xyz, ray.direction.xyz);\n return HitRecord(\n ray.rayId,\n ray.sourcePixelId,\n 2u,\n 0u,\n 0u,\n 1u,\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n -1.0,\n vec3<f32>(0.0),\n vec4<f32>(ray.origin.xyz + ray.direction.xyz * 1000.0, 1.0),\n vec4<f32>(-ray.direction.xyz, 0.0),\n vec4<f32>(-ray.direction.xyz, 0.0),\n vec4<f32>(0.0),\n vec4<f32>(0.0),\n vec4<f32>(radiance, 1.0),\n vec4<f32>(0.0),\n vec4<f32>(1.0, 0.0, 1.0, 1.0)\n );\n}\n\nfn intersect_sphere(ray: RayRecord, object: SceneObject) -> Candidate {\n let oc = ray.origin.xyz - object.center.xyz;\n let radius = max(object.halfExtent.x, 0.001);\n let halfB = dot(oc, ray.direction.xyz);\n let c = dot(oc, oc) - radius * radius;\n let discriminant = halfB * halfB - c;\n if (discriminant < 0.0) {\n return no_candidate();\n }\n let sqrtD = sqrt(discriminant);\n var distance = -halfB - sqrtD;\n if (distance <= 0.001) {\n distance = -halfB + sqrtD;\n }\n if (distance <= 0.001) {\n return no_candidate();\n }\n let position = ray.origin.xyz + ray.direction.xyz * distance;\n let outward = safe_normalize((position - object.center.xyz) / radius, vec3<f32>(0.0, 1.0, 0.0));\n let frontFace = select(0u, 1u, dot(ray.direction.xyz, outward) < 0.0);\n let normal = select(-outward, outward, frontFace == 1u);\n return surface_candidate(\n distance,\n normal,\n normal,\n vec3<f32>(1.0, 0.0, 0.0),\n vec2<f32>(0.0),\n frontFace,\n 0xffffffffu,\n object.objectId,\n object.objectId,\n 0u\n );\n}\n\nfn safe_inverse(value: f32) -> f32 {\n if (abs(value) < 0.000001) {\n return select(-1000000.0, 1000000.0, value >= 0.0);\n }\n return 1.0 / value;\n}\n\nfn intersect_box(ray: RayRecord, object: SceneObject) -> Candidate {\n let boxMin = object.center.xyz - object.halfExtent.xyz;\n let boxMax = object.center.xyz + object.halfExtent.xyz;\n let inv = vec3<f32>(\n safe_inverse(ray.direction.x),\n safe_inverse(ray.direction.y),\n safe_inverse(ray.direction.z)\n );\n let t0 = (boxMin - ray.origin.xyz) * inv;\n let t1 = (boxMax - ray.origin.xyz) * inv;\n let tNear = min(t0, t1);\n let tFar = max(t0, t1);\n let entry = max(max(tNear.x, tNear.y), tNear.z);\n let exit = min(min(tFar.x, tFar.y), tFar.z);\n if (exit < max(entry, 0.001)) {\n return no_candidate();\n }\n let distance = max(entry, 0.001);\n let position = ray.origin.xyz + ray.direction.xyz * distance;\n let rel = (position - object.center.xyz) / max(object.halfExtent.xyz, vec3<f32>(0.001));\n let absRel = abs(rel);\n var outward = vec3<f32>(0.0, 1.0, 0.0);\n if (absRel.x >= absRel.y && absRel.x >= absRel.z) {\n outward = vec3<f32>(select(-1.0, 1.0, rel.x >= 0.0), 0.0, 0.0);\n } else if (absRel.y >= absRel.z) {\n outward = vec3<f32>(0.0, select(-1.0, 1.0, rel.y >= 0.0), 0.0);\n } else {\n outward = vec3<f32>(0.0, 0.0, select(-1.0, 1.0, rel.z >= 0.0));\n }\n let frontFace = select(0u, 1u, dot(ray.direction.xyz, outward) < 0.0);\n let normal = select(-outward, outward, frontFace == 1u);\n return surface_candidate(\n distance,\n normal,\n normal,\n vec3<f32>(1.0, 0.0, 0.0),\n vec2<f32>(0.0),\n frontFace,\n 0xffffffffu,\n object.objectId,\n object.objectId,\n 0u\n );\n}\n\nfn intersect_bounds(ray: RayRecord, boundsMin: vec3<f32>, boundsMax: vec3<f32>, nearest: f32) -> bool {\n let inv = vec3<f32>(\n safe_inverse(ray.direction.x),\n safe_inverse(ray.direction.y),\n safe_inverse(ray.direction.z)\n );\n let t0 = (boundsMin - ray.origin.xyz) * inv;\n let t1 = (boundsMax - ray.origin.xyz) * inv;\n let tNear = min(t0, t1);\n let tFar = max(t0, t1);\n let entry = max(max(tNear.x, tNear.y), tNear.z);\n let exit = min(min(tFar.x, tFar.y), tFar.z);\n return exit >= max(entry, 0.001) && entry <= nearest;\n}\n\nfn repair_shading_normal(geometricNormal: vec3<f32>, shadingNormal: vec3<f32>) -> vec3<f32> {\n var normal = safe_normalize(shadingNormal, geometricNormal);\n if (dot(normal, geometricNormal) < 0.0) {\n normal = -normal;\n }\n return normal;\n}\n\nfn no_candidate() -> Candidate {\n return Candidate(\n 0u,\n 0.0,\n vec3<f32>(0.0, 1.0, 0.0),\n vec3<f32>(0.0, 1.0, 0.0),\n vec3<f32>(0.0),\n vec2<f32>(0.0),\n 1u,\n 0xffffffffu,\n 0xffffffffu,\n 0u,\n 0u\n );\n}\n\nfn surface_candidate(\n distance: f32,\n geometricNormal: vec3<f32>,\n shadingNormal: vec3<f32>,\n barycentric: vec3<f32>,\n uv: vec2<f32>,\n frontFace: u32,\n triangleIndex: u32,\n primitiveId: u32,\n materialRefId: u32,\n mediumRefId: u32\n) -> Candidate {\n return Candidate(\n 1u,\n distance,\n geometricNormal,\n shadingNormal,\n barycentric,\n uv,\n frontFace,\n triangleIndex,\n primitiveId,\n materialRefId,\n mediumRefId\n );\n}\n\nfn intersect_triangle(ray: RayRecord, triangle: TriangleRecord, triangleIndex: u32) -> Candidate {\n let edge1 = triangle.v1.xyz - triangle.v0.xyz;\n let edge2 = triangle.v2.xyz - triangle.v0.xyz;\n let pvec = cross(ray.direction.xyz, edge2);\n let det = dot(edge1, pvec);\n if (abs(det) < 0.0000001) {\n return no_candidate();\n }\n\n let invDet = 1.0 / det;\n let tvec = ray.origin.xyz - triangle.v0.xyz;\n let u = dot(tvec, pvec) * invDet;\n if (u < 0.0 || u > 1.0) {\n return no_candidate();\n }\n\n let qvec = cross(tvec, edge1);\n let v = dot(ray.direction.xyz, qvec) * invDet;\n if (v < 0.0 || u + v > 1.0) {\n return no_candidate();\n }\n\n let distance = dot(edge2, qvec) * invDet;\n if (distance <= 0.001) {\n return no_candidate();\n }\n\n let geometric = safe_normalize(cross(edge1, edge2), vec3<f32>(0.0, 1.0, 0.0));\n let frontFace = select(0u, 1u, dot(ray.direction.xyz, geometric) < 0.0);\n let orientedGeometric = select(-geometric, geometric, frontFace == 1u);\n let w = 1.0 - u - v;\n let interpolated =\n triangle.n0.xyz * w +\n triangle.n1.xyz * u +\n triangle.n2.xyz * v;\n let shading = repair_shading_normal(orientedGeometric, interpolated);\n let barycentric = vec3<f32>(w, u, v);\n let uv =\n triangle.uv0uv1.xy * w +\n triangle.uv0uv1.zw * u +\n triangle.uv2Pad.xy * v;\n return surface_candidate(\n distance,\n orientedGeometric,\n shading,\n barycentric,\n uv,\n frontFace,\n triangleIndex,\n triangle.triangleId,\n triangle.materialRefId,\n triangle.mediumRefId\n );\n}\n\nfn intersect_bvh(ray: RayRecord, initialNearest: f32) -> Candidate {\n var nearest = initialNearest;\n var best = no_candidate();\n if (config.bvhNodeCount == 0u || config.triangleCount == 0u) {\n return best;\n }\n\n var stack = array<u32, 64>();\n var stackSize = 1u;\n stack[0] = 0u;\n\n loop {\n if (stackSize == 0u) {\n break;\n }\n\n stackSize = stackSize - 1u;\n let nodeIndex = stack[stackSize];\n if (nodeIndex >= config.bvhNodeCount) {\n continue;\n }\n\n let node = bvhNodes[nodeIndex];\n if (!intersect_bounds(ray, node.boundsMin.xyz, node.boundsMax.xyz, nearest)) {\n continue;\n }\n\n if (node.triangleCount > 0u) {\n for (var offset = 0u; offset < node.triangleCount; offset = offset + 1u) {\n let triangleIndex = node.childOrFirst + offset;\n if (triangleIndex >= config.triangleCount) {\n continue;\n }\n let current = intersect_triangle(ray, triangles[triangleIndex], triangleIndex);\n if (current.hit == 1u && current.distance < nearest) {\n nearest = current.distance;\n best = current;\n }\n }\n } else {\n if (stackSize + 2u <= 64u) {\n stack[stackSize] = node.childOrFirst;\n stack[stackSize + 1u] = node.rightChild;\n stackSize = stackSize + 2u;\n }\n }\n }\n\n return best;\n}\n\nfn emission_power(emission: vec4<f32>) -> f32 {\n return emission.x + emission.y + emission.z;\n}\n\nfn sample_weight() -> f32 {\n return max(config.projectionAndSampling.z, 0.000001);\n}\n\nfn clamp_sample_radiance(value: vec3<f32>) -> vec3<f32> {\n return min(max(value, vec3<f32>(0.0)), vec3<f32>(4.0));\n}\n\nfn tone_map_radiance(value: vec3<f32>) -> vec3<f32> {\n let mapped = value / (vec3<f32>(1.0) + value);\n return pow(clamp(mapped, vec3<f32>(0.0), vec3<f32>(1.0)), vec3<f32>(1.0 / 2.2));\n}\n\nfn ray_workgroups_for_count(rayCount: u32) -> u32 {\n return max(1u, (rayCount + 63u) / 64u);\n}\n\nfn write_active_dispatch_args(activeCount: u32) {\n counters.dispatchX = ray_workgroups_for_count(activeCount);\n counters.dispatchY = 1u;\n counters.dispatchZ = 1u;\n counters.dispatchPad = 0u;\n}\n\nfn denoise_range_space(value: vec3<f32>) -> vec3<f32> {\n return value / (vec3<f32>(1.0) + value);\n}\n\n@compute @workgroup_size(64)\nfn generatePrimaryRays(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let index = globalId.x;\n if (index == 0u) {\n atomicStore(&counters.activeCount, config.tilePixelCount);\n atomicStore(&counters.nextCount, 0u);\n atomicStore(&counters.terminatedCount, 0u);\n atomicStore(&counters.hitCount, 0u);\n write_active_dispatch_args(config.tilePixelCount);\n }\n if (index >= config.tilePixelCount) {\n return;\n }\n activeQueue[index] = make_ray(index);\n if (u32(config.projectionAndSampling.w) == 0u) {\n accumulation[index] = vec4<f32>(0.0);\n }\n}\n\n@compute @workgroup_size(64)\nfn intersectActiveQueue(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let index = globalId.x;\n let activeCount = atomicLoad(&counters.activeCount);\n if (index >= activeCount) {\n return;\n }\n let ray = activeQueue[index];\n var nearest = 1000000.0;\n var hitObject = SceneObject(\n 0u,\n 0u,\n 0u,\n 0u,\n vec4<f32>(0.0),\n vec4<f32>(0.0),\n vec4<f32>(0.0),\n vec4<f32>(0.0),\n vec4<f32>(1.0, 0.0, 1.0, 1.0)\n );\n var candidate = no_candidate();\n var hitTriangle = TriangleRecord(\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n 0u,\n vec4<f32>(0.0),\n vec4<f32>(0.0),\n vec4<f32>(0.0),\n vec4<f32>(0.0, 1.0, 0.0, 0.0),\n vec4<f32>(0.0, 1.0, 0.0, 0.0),\n vec4<f32>(0.0, 1.0, 0.0, 0.0),\n vec4<f32>(0.0),\n vec4<f32>(0.0),\n vec4<f32>(0.0),\n vec4<f32>(0.0),\n vec4<f32>(1.0, 0.0, 1.0, 1.0)\n );\n\n for (var objectIndex = 0u; objectIndex < config.sceneObjectCount; objectIndex = objectIndex + 1u) {\n let object = sceneObjects[objectIndex];\n var current = no_candidate();\n if (object.kind == 1u) {\n current = intersect_sphere(ray, object);\n } else if (object.kind == 2u) {\n current = intersect_box(ray, object);\n }\n if (current.hit == 1u && current.distance < nearest) {\n nearest = current.distance;\n hitObject = object;\n candidate = current;\n }\n }\n\n let meshCandidate = intersect_bvh(ray, nearest);\n if (meshCandidate.hit == 1u && meshCandidate.distance < nearest) {\n nearest = meshCandidate.distance;\n candidate = meshCandidate;\n hitTriangle = triangles[meshCandidate.triangleIndex];\n }\n\n if (candidate.hit == 0u) {\n hits[index] = make_miss(ray);\n return;\n }\n\n let position = ray.origin.xyz + ray.direction.xyz * candidate.distance;\n let hitMaterialKind = select(hitObject.materialKind, hitTriangle.materialKind, candidate.triangleIndex != 0xffffffffu);\n let hitObjectId = select(hitObject.objectId, hitTriangle.meshId, candidate.triangleIndex != 0xffffffffu);\n let hitColor = select(hitObject.color, hitTriangle.color, candidate.triangleIndex != 0xffffffffu);\n let hitEmission = select(hitObject.emission, hitTriangle.emission, candidate.triangleIndex != 0xffffffffu);\n let hitMaterial = select(hitObject.material, hitTriangle.material, candidate.triangleIndex != 0xffffffffu);\n let hitPrimitiveId = select(candidate.primitiveId, hitTriangle.triangleId, candidate.triangleIndex != 0xffffffffu);\n let hitMaterialRefId = select(candidate.materialRefId, hitTriangle.materialRefId, candidate.triangleIndex != 0xffffffffu);\n let hitMediumRefId = select(candidate.mediumRefId, hitTriangle.mediumRefId, candidate.triangleIndex != 0xffffffffu);\n var hitType = 0u;\n if (hitMaterialKind == 4u || emission_power(hitEmission) > 0.0001) {\n hitType = 1u;\n } else if (hitMaterialKind == 3u || hitMaterial.z < 0.999) {\n hitType = 3u;\n }\n atomicAdd(&counters.hitCount, 1u);\n hits[index] = HitRecord(\n ray.rayId,\n ray.sourcePixelId,\n hitType,\n hitObjectId,\n hitMaterialKind,\n candidate.frontFace,\n hitPrimitiveId,\n hitMaterialRefId,\n hitMediumRefId,\n 0u,\n 0u,\n 0u,\n candidate.distance,\n vec3<f32>(0.0),\n vec4<f32>(position, 1.0),\n vec4<f32>(candidate.geometricNormal, 0.0),\n vec4<f32>(candidate.shadingNormal, 0.0),\n vec4<f32>(candidate.barycentric, 0.0),\n vec4<f32>(candidate.uv, 0.0, 0.0),\n hitColor,\n hitEmission,\n hitMaterial\n );\n}\n\nfn offset_origin(position: vec3<f32>, normal: vec3<f32>) -> vec3<f32> {\n return position + normal * 0.0025;\n}\n\nfn random_unit_vector(seed: u32) -> vec3<f32> {\n let z = random01(seed) * 2.0 - 1.0;\n let a = random01(seed + 11u) * 6.28318530718;\n let r = sqrt(max(0.0, 1.0 - z * z));\n return vec3<f32>(r * cos(a), r * sin(a), z);\n}\n\nfn schlick(cosine: f32, refractionRatio: f32) -> f32 {\n var r0 = (1.0 - refractionRatio) / (1.0 + refractionRatio);\n r0 = r0 * r0;\n return r0 + (1.0 - r0) * pow(1.0 - cosine, 5.0);\n}\n\nfn refract_direction(unitDirection: vec3<f32>, normal: vec3<f32>, etaRatio: f32) -> vec3<f32> {\n let cosTheta = min(dot(-unitDirection, normal), 1.0);\n let rOutPerp = etaRatio * (unitDirection + cosTheta * normal);\n let rOutParallel = -sqrt(abs(1.0 - dot(rOutPerp, rOutPerp))) * normal;\n return safe_normalize(rOutPerp + rOutParallel, reflect(unitDirection, normal));\n}\n\nfn sample_emissive_triangle_direction(hit: HitRecord, seed: u32, fallback: vec3<f32>) -> vec3<f32> {\n if (config.emissiveTriangleCount == 0u) {\n return fallback;\n }\n let lightSlot = min(u32(random01(seed + 71u) * f32(config.emissiveTriangleCount)), config.emissiveTriangleCount - 1u);\n let lightMetadata = bvhNodes[config.bvhNodeCapacity + lightSlot];\n let triangleIndex = lightMetadata.childOrFirst;\n if (triangleIndex >= config.triangleCount) {\n return fallback;\n }\n\n let lightTriangle = triangles[triangleIndex];\n let r1 = random01(seed + 101u);\n let r2 = random01(seed + 193u);\n let root = sqrt(r1);\n let b0 = 1.0 - root;\n let b1 = root * (1.0 - r2);\n let b2 = root * r2;\n let lightPoint =\n lightTriangle.v0.xyz * b0 +\n lightTriangle.v1.xyz * b1 +\n lightTriangle.v2.xyz * b2;\n return safe_normalize(lightPoint - hit.position.xyz, fallback);\n}\n\nfn sample_environment_portal_direction(hit: HitRecord, seed: u32, fallback: vec3<f32>) -> vec3<f32> {\n if (config.environmentPortalCount == 0u || config.environmentPortalMode == 0u) {\n return fallback;\n }\n let portalSlot = min(\n u32(random01(seed + 211u) * f32(config.environmentPortalCount)),\n config.environmentPortalCount - 1u\n );\n let portal = environmentPortals[portalSlot];\n let u = (random01(seed + 223u) * 2.0 - 1.0) * portal.tangent.w;\n let v = (random01(seed + 227u) * 2.0 - 1.0) * portal.bitangent.w;\n let portalTarget = portal.position.xyz + portal.tangent.xyz * u + portal.bitangent.xyz * v;\n return safe_normalize(portalTarget - hit.position.xyz, fallback);\n}\n\nfn scatter_direction(ray: RayRecord, hit: HitRecord, seed: u32) -> ScatterResult {\n let roughness = clamp(hit.material.x, 0.0, 1.0);\n if (hit.materialKind == 1u) {\n return ScatterResult(\n vec4<f32>(\n safe_normalize(\n reflect(ray.direction.xyz, hit.shadingNormal.xyz) + random_unit_vector(seed) * roughness,\n hit.shadingNormal.xyz\n ),\n 0.0\n ),\n 0u,\n 0u,\n 0u,\n 0u\n );\n }\n\n if (hit.materialKind == 2u || hit.materialKind == 3u) {\n let ior = max(hit.material.w, 1.01);\n let etaRatio = select(ior, 1.0 / ior, hit.frontFace == 1u);\n let cosTheta = min(dot(-ray.direction.xyz, hit.shadingNormal.xyz), 1.0);\n let sinTheta = sqrt(max(0.0, 1.0 - cosTheta * cosTheta));\n let cannotRefract = etaRatio * sinTheta > 1.0;\n let reflectChance = schlick(cosTheta, etaRatio);\n if (cannotRefract || random01(seed + 23u) < reflectChance) {\n return ScatterResult(vec4<f32>(reflect(ray.direction.xyz, hit.shadingNormal.xyz), 0.0), 0u, 0u, 0u, 0u);\n }\n return ScatterResult(vec4<f32>(refract_direction(ray.direction.xyz, hit.shadingNormal.xyz, etaRatio), 0.0), 0u, 0u, 0u, 0u);\n }\n\n let randomDiffuse = safe_normalize(\n hit.shadingNormal.xyz + random_unit_vector(seed),\n hit.shadingNormal.xyz\n );\n let guidedLight = sample_emissive_triangle_direction(hit, seed, randomDiffuse);\n let canSampleLight = dot(hit.shadingNormal.xyz, guidedLight) > -0.04;\n let guideProbability = select(0.38, 0.72, ray.bounce == 0u);\n let useGuidedLight = canSampleLight && random01(seed + 37u) < guideProbability;\n let guidedPortal = sample_environment_portal_direction(hit, seed, randomDiffuse);\n let canSamplePortal = dot(hit.shadingNormal.xyz, guidedPortal) > -0.04;\n let useGuidedPortal =\n !useGuidedLight &&\n canSamplePortal &&\n config.environmentPortalCount > 0u &&\n config.environmentPortalMode > 0u &&\n random01(seed + 89u) < 0.58;\n let guidedDirection = select(randomDiffuse, guidedPortal, useGuidedPortal);\n return ScatterResult(\n vec4<f32>(select(guidedDirection, guidedLight, useGuidedLight), 0.0),\n select(0u, RAY_FLAG_GUIDED_EMISSIVE, useGuidedLight),\n 0u,\n 0u,\n 0u\n );\n}\n\n@compute @workgroup_size(64)\nfn resolveSurfaceRecords(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let index = globalId.x;\n let activeCount = atomicLoad(&counters.activeCount);\n if (index >= activeCount) {\n return;\n }\n\n let ray = activeQueue[index];\n let hit = hits[index];\n var contribution = vec3<f32>(0.0);\n\n if (hit.hitType == 1u) {\n let guidedLightWeight = select(1.0, 0.24, (ray.flags & RAY_FLAG_GUIDED_EMISSIVE) != 0u);\n contribution = clamp_sample_radiance(\n ray.throughput.xyz * max(hit.emission.xyz, hit.color.xyz) * guidedLightWeight\n );\n accumulation[ray.rayId] =\n accumulation[ray.rayId] + vec4<f32>(contribution * sample_weight(), 1.0);\n atomicAdd(&counters.terminatedCount, 1u);\n return;\n }\n\n if (hit.hitType == 2u) {\n contribution = clamp_sample_radiance(ray.throughput.xyz * max(hit.color.xyz, config.ambientColor.xyz));\n accumulation[ray.rayId] =\n accumulation[ray.rayId] + vec4<f32>(contribution * sample_weight(), 1.0);\n atomicAdd(&counters.terminatedCount, 1u);\n return;\n }\n\n if (ray.bounce + 1u >= config.maxDepth) {\n let terminalEnvironment = terminal_surface_environment_contribution(ray, hit);\n accumulation[ray.rayId] =\n accumulation[ray.rayId] + vec4<f32>(terminalEnvironment * sample_weight(), 1.0);\n atomicAdd(&counters.terminatedCount, 1u);\n return;\n }\n\n let seed = mix_seed(ray.sourcePixelId, ray.sampleId, ray.bounce, config.frameIndex, 11u);\n let scatter = scatter_direction(ray, hit, seed);\n let nextIndex = atomicAdd(&counters.nextCount, 1u);\n if (nextIndex >= config.tilePixelCount) {\n let overflowEnvironment = terminal_surface_environment_contribution(ray, hit);\n accumulation[ray.rayId] =\n accumulation[ray.rayId] + vec4<f32>(overflowEnvironment * sample_weight(), 1.0);\n atomicAdd(&counters.terminatedCount, 1u);\n return;\n }\n let color = clamp(hit.color.xyz, vec3<f32>(0.0), vec3<f32>(1.0));\n let opacity = clamp(hit.material.z, 0.0, 1.0);\n let materialEnergy = select(0.68, 0.92, hit.materialKind == 1u || hit.materialKind == 2u);\n let transparentEnergy = select(materialEnergy, 0.9, hit.hitType == 3u);\n let throughput = ray.throughput.xyz * mix(vec3<f32>(1.0), color, max(opacity, 0.18)) * transparentEnergy;\n nextQueue[nextIndex] = RayRecord(\n ray.rayId,\n ray.rayId,\n ray.sourcePixelId,\n ray.sampleId,\n ray.bounce + 1u,\n ray.mediumRefId,\n scatter.flags,\n 0u,\n vec4<f32>(offset_origin(hit.position.xyz, hit.shadingNormal.xyz), 1.0),\n scatter.direction,\n vec4<f32>(throughput, ray.throughput.w)\n );\n}\n\n@compute @workgroup_size(1)\nfn compactAndSwapQueues(@builtin(global_invocation_id) globalId: vec3<u32>) {\n if (globalId.x > 0u) {\n return;\n }\n let nextCount = atomicLoad(&counters.nextCount);\n let activeCount = min(nextCount, config.tilePixelCount);\n atomicStore(&counters.activeCount, activeCount);\n atomicStore(&counters.nextCount, 0u);\n write_active_dispatch_args(activeCount);\n}\n\n@compute @workgroup_size(64)\nfn accumulateTerminalRadiance(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let index = globalId.x;\n if (index >= config.tilePixelCount) {\n return;\n }\n let localX = index % config.tileWidth;\n let localY = index / config.tileWidth;\n let pixel = vec2<i32>(i32(config.tileX + localX), i32(config.tileY + localY));\n let radiance = max(accumulation[index].xyz, vec3<f32>(0.0));\n\n textureStore(radianceImage, pixel, vec4<f32>(radiance, 1.0));\n if (config.denoise == 0u) {\n textureStore(outputImage, pixel, vec4<f32>(tone_map_radiance(radiance), 1.0));\n }\n}\n\n@compute @workgroup_size(8, 8)\nfn denoiseLinearRadiance(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let x = globalId.x;\n let y = globalId.y;\n if (x >= config.canvasWidth || y >= config.canvasHeight) {\n return;\n }\n\n let pixel = vec2<i32>(i32(x), i32(y));\n let center = textureLoad(denoiseInputRadiance, pixel, 0).xyz;\n var sum = center * 1.4;\n var totalWeight = 1.4;\n let centerRange = denoise_range_space(center);\n\n for (var oy = -2i; oy <= 2i; oy = oy + 1i) {\n for (var ox = -2i; ox <= 2i; ox = ox + 1i) {\n if (ox == 0i && oy == 0i) {\n continue;\n }\n let sx = clamp(i32(x) + ox, 0i, i32(config.canvasWidth) - 1i);\n let sy = clamp(i32(y) + oy, 0i, i32(config.canvasHeight) - 1i);\n let sampleColor = textureLoad(denoiseInputRadiance, vec2<i32>(sx, sy), 0).xyz;\n let colorDistance = length(denoise_range_space(sampleColor) - centerRange);\n let rangeWeight = 1.0 / (1.0 + colorDistance * 7.0);\n let distanceWeight = 1.0 / (1.0 + f32(ox * ox + oy * oy) * 0.24);\n let diagonalWeight = select(1.0, 0.78, abs(ox) + abs(oy) > 2i);\n let weight = rangeWeight * diagonalWeight * distanceWeight;\n sum = sum + sampleColor * weight;\n totalWeight = totalWeight + weight;\n }\n }\n\n let filtered = sum / max(totalWeight, 0.0001);\n let outlier = saturate(length(denoise_range_space(center) - denoise_range_space(filtered)) * 2.4);\n let color = min(mix(center, filtered, 0.52 + outlier * 0.18), vec3<f32>(16.0));\n textureStore(denoisedRadianceImage, pixel, vec4<f32>(color, 1.0));\n}\n\n@compute @workgroup_size(8, 8)\nfn resolveDenoisedOutputImage(@builtin(global_invocation_id) globalId: vec3<u32>) {\n let x = globalId.x;\n let y = globalId.y;\n if (x >= config.canvasWidth || y >= config.canvasHeight) {\n return;\n }\n\n let pixel = vec2<i32>(i32(x), i32(y));\n let center = textureLoad(finalDenoiseInputRadiance, pixel, 0).xyz;\n var sum = center * 1.25;\n var totalWeight = 1.25;\n let centerRange = denoise_range_space(center);\n\n for (var oy = -1i; oy <= 1i; oy = oy + 1i) {\n for (var ox = -1i; ox <= 1i; ox = ox + 1i) {\n if (ox == 0i && oy == 0i) {\n continue;\n }\n let sx = clamp(i32(x) + ox, 0i, i32(config.canvasWidth) - 1i);\n let sy = clamp(i32(y) + oy, 0i, i32(config.canvasHeight) - 1i);\n let sampleColor = textureLoad(finalDenoiseInputRadiance, vec2<i32>(sx, sy), 0).xyz;\n let colorDistance = length(denoise_range_space(sampleColor) - centerRange);\n let rangeWeight = 1.0 / (1.0 + colorDistance * 9.0);\n let distanceWeight = 1.0 / (1.0 + f32(ox * ox + oy * oy) * 0.4);\n let weight = rangeWeight * distanceWeight;\n sum = sum + sampleColor * weight;\n totalWeight = totalWeight + weight;\n }\n }\n\n let filtered = sum / max(totalWeight, 0.0001);\n let outlier = saturate(length(denoise_range_space(center) - denoise_range_space(filtered)) * 2.8);\n let radiance = min(mix(center, filtered, 0.28 + outlier * 0.12), vec3<f32>(16.0));\n textureStore(denoisedOutputImage, pixel, vec4<f32>(tone_map_radiance(radiance), 1.0));\n}\n`;\n\nconst PRESENT_WGSL = `\nstruct VertexOut {\n @builtin(position) position: vec4<f32>,\n @location(0) uv: vec2<f32>,\n};\n\n@vertex\nfn vertexMain(@builtin(vertex_index) vertexIndex: u32) -> VertexOut {\n var positions = array<vec2<f32>, 3>(\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(3.0, -1.0),\n vec2<f32>(-1.0, 3.0)\n );\n var uvs = array<vec2<f32>, 3>(\n vec2<f32>(0.0, 1.0),\n vec2<f32>(2.0, 1.0),\n vec2<f32>(0.0, -1.0)\n );\n var out: VertexOut;\n out.position = vec4<f32>(positions[vertexIndex], 0.0, 1.0);\n out.uv = uvs[vertexIndex];\n return out;\n}\n\n@group(0) @binding(0) var renderTexture: texture_2d<f32>;\n@group(0) @binding(1) var renderSampler: sampler;\n\n@fragment\nfn fragmentMain(in: VertexOut) -> @location(0) vec4<f32> {\n return textureSample(renderTexture, renderSampler, in.uv);\n}\n`;\n\nfunction createWavefrontDeviceDescriptor(adapter, options = {}) {\n const requiredLimits = { ...(options.requiredLimits ?? {}) };\n const exposedStorageBufferLimit = Number(adapter?.limits?.maxStorageBuffersPerShaderStage);\n if (Number.isFinite(exposedStorageBufferLimit)) {\n if (exposedStorageBufferLimit < TRACE_STORAGE_BUFFER_BINDINGS) {\n throw new Error(\n `Wavefront mesh tracing requires maxStorageBuffersPerShaderStage>=${TRACE_STORAGE_BUFFER_BINDINGS}, ` +\n `but this adapter exposes ${exposedStorageBufferLimit}.`\n );\n }\n requiredLimits.maxStorageBuffersPerShaderStage = Math.max(\n Number(requiredLimits.maxStorageBuffersPerShaderStage ?? 0),\n TRACE_STORAGE_BUFFER_BINDINGS\n );\n }\n\n const descriptor = { ...(options.deviceDescriptor ?? {}) };\n if (Object.keys(requiredLimits).length > 0) {\n descriptor.requiredLimits = {\n ...(descriptor.requiredLimits ?? {}),\n ...requiredLimits,\n };\n }\n return Object.keys(descriptor).length > 0 ? descriptor : undefined;\n}\n\nexport async function createWavefrontPathTracingComputeRenderer(options = {}) {\n assertAnalyticDisplayQualityPolicy(options);\n const constants = getGpuUsageConstants();\n const navigatorRef = options.navigator ?? globalThis.navigator;\n if (!supportsWavefrontPathTracingCompute({ navigator: navigatorRef })) {\n throw new Error(\"WebGPU wavefront path tracing requires navigator.gpu.\");\n }\n\n const canvas = resolveCanvas(options.canvas, options.document);\n const initialConfig = createWavefrontPathTracingComputeConfig({\n ...options,\n canvas,\n });\n const adapter = await navigatorRef.gpu.requestAdapter({\n powerPreference: options.powerPreference ?? \"high-performance\",\n });\n if (!adapter) {\n throw new Error(\"Unable to acquire a WebGPU adapter for wavefront path tracing.\");\n }\n\n const device = await adapter.requestDevice(createWavefrontDeviceDescriptor(adapter, options));\n const context = canvas.getContext(\"webgpu\");\n if (!context || typeof context.configure !== \"function\") {\n throw new Error(\"Canvas WebGPU context does not support configure().\");\n }\n\n const format =\n options.format ??\n (typeof navigatorRef.gpu.getPreferredCanvasFormat === \"function\"\n ? navigatorRef.gpu.getPreferredCanvasFormat()\n : \"bgra8unorm\");\n let config = initialConfig;\n const safeTileSize = clampTileSizeForDevice(config, device);\n if (safeTileSize !== config.tileSize) {\n config = createWavefrontPathTracingComputeConfig({\n ...options,\n canvas,\n width: config.width,\n height: config.height,\n tileSize: safeTileSize,\n });\n }\n canvas.width = config.width;\n canvas.height = config.height;\n context.configure({\n device,\n format,\n alphaMode: options.alpha === true ? \"premultiplied\" : \"opaque\",\n });\n\n const bufferUsage = constants.buffer.STORAGE | constants.buffer.COPY_DST;\n const rayQueueBytes = config.tilePixelCapacity * RAY_RECORD_BYTES;\n const hitBytes = config.tilePixelCapacity * HIT_RECORD_BYTES;\n const accumulationBytes = config.tilePixelCapacity * ACCUMULATION_RECORD_BYTES;\n const activeQueue = createBuffer(device, bufferUsage, rayQueueBytes, \"plasius.wavefront.activeQueue\");\n const nextQueue = createBuffer(device, bufferUsage, rayQueueBytes, \"plasius.wavefront.nextQueue\");\n const hitBuffer = createBuffer(device, bufferUsage, hitBytes, \"plasius.wavefront.hitBuffer\");\n const accumulationBuffer = createBuffer(\n device,\n bufferUsage,\n accumulationBytes,\n \"plasius.wavefront.accumulation\"\n );\n const sceneObjectBuffer = createBuffer(\n device,\n constants.buffer.STORAGE | constants.buffer.COPY_DST,\n config.sceneObjectCapacity * SCENE_OBJECT_RECORD_BYTES,\n \"plasius.wavefront.sceneObjects\"\n );\n const triangleBuffer = createBuffer(\n device,\n constants.buffer.STORAGE | constants.buffer.COPY_DST,\n Math.max(1, config.triangleCapacity) * TRIANGLE_RECORD_BYTES,\n \"plasius.wavefront.triangles\"\n );\n const bvhNodeBuffer = createBuffer(\n device,\n constants.buffer.STORAGE | constants.buffer.COPY_DST,\n Math.max(1, config.bvhNodeCapacity + config.emissiveTriangleCapacity) *\n BVH_NODE_RECORD_BYTES,\n \"plasius.wavefront.bvhNodes\"\n );\n const meshVertexBuffer = createBuffer(\n device,\n constants.buffer.STORAGE | constants.buffer.COPY_DST,\n Math.max(1, config.gpuMeshSource.vertices.count) * MESH_VERTEX_RECORD_BYTES,\n \"plasius.wavefront.meshVertices\"\n );\n const meshIndexBuffer = createBuffer(\n device,\n constants.buffer.STORAGE | constants.buffer.COPY_DST,\n Math.max(1, config.gpuMeshSource.indices.count) * 4,\n \"plasius.wavefront.meshIndices\"\n );\n const meshRangeBuffer = createBuffer(\n device,\n constants.buffer.STORAGE | constants.buffer.COPY_DST,\n Math.max(1, config.gpuMeshSource.meshes.count) * MESH_RANGE_RECORD_BYTES,\n \"plasius.wavefront.meshRanges\"\n );\n const environmentPortalBuffer = createBuffer(\n device,\n constants.buffer.STORAGE | constants.buffer.COPY_DST,\n Math.max(1, config.environmentPortalCapacity) * ENVIRONMENT_PORTAL_RECORD_BYTES,\n \"plasius.wavefront.environmentPortals\"\n );\n const bvhLeafRefBuffer = createBuffer(\n device,\n constants.buffer.STORAGE | constants.buffer.COPY_DST,\n Math.max(1, config.bvhLeafSortCapacity) * BVH_LEAF_REF_RECORD_BYTES,\n \"plasius.wavefront.bvhLeafRefs\"\n );\n const tiles = createTiles(config.width, config.height, config.tileSize);\n const uniformOffsetAlignment = Number(device?.limits?.minUniformBufferOffsetAlignment);\n const configBufferStride = alignTo(\n CONFIG_BUFFER_BYTES,\n Number.isFinite(uniformOffsetAlignment) && uniformOffsetAlignment > 0\n ? uniformOffsetAlignment\n : CONFIG_BUFFER_BYTES\n );\n const frameConfigSlotCount = Math.max(\n 1,\n tiles.length * config.samplesPerPixel + tiles.length + (config.denoise ? 1 : 0)\n );\n const configBuffer = createBuffer(\n device,\n constants.buffer.UNIFORM | constants.buffer.COPY_DST,\n frameConfigSlotCount * configBufferStride,\n \"plasius.wavefront.frameConfig\"\n );\n const bvhBuildConfigSlots =\n 1 + config.bvhSortStages.length + config.bvhBuildLevels.length;\n const bvhBuildConfigBuffer = createBuffer(\n device,\n constants.buffer.UNIFORM | constants.buffer.COPY_DST,\n Math.max(1, bvhBuildConfigSlots) * configBufferStride,\n \"plasius.wavefront.bvhBuildConfig\"\n );\n const counterBuffer = createBuffer(\n device,\n constants.buffer.STORAGE | constants.buffer.COPY_DST | constants.buffer.COPY_SRC,\n COUNTER_BUFFER_BYTES,\n \"plasius.wavefront.counters\"\n );\n const activeDispatchBuffer = createBuffer(\n device,\n constants.buffer.INDIRECT | constants.buffer.COPY_DST,\n INDIRECT_DISPATCH_ARGS_BYTES,\n \"plasius.wavefront.activeDispatchArgs\"\n );\n\n let packedScene = packWavefrontSceneObjects(config.sceneObjects, config.sceneObjectCapacity);\n device.queue.writeBuffer(sceneObjectBuffer, 0, packedScene.buffer);\n const packedTriangles = packWavefrontTriangles(\n config.meshAcceleration.triangles,\n Math.max(1, config.triangleCapacity)\n );\n const packedBvhNodes = packWavefrontBvhNodes(\n config.meshAcceleration.nodes,\n Math.max(1, config.bvhNodeCapacity + config.emissiveTriangleCapacity)\n );\n const packedBvhNodeUints = new Uint32Array(packedBvhNodes.buffer);\n config.emissiveTriangleIndices.indices.forEach((triangleIndex, index) => {\n const nodeOffset = (config.bvhNodeCapacity + index) * (BVH_NODE_RECORD_BYTES / 4);\n packedBvhNodeUints[nodeOffset + 8] = triangleIndex;\n });\n device.queue.writeBuffer(triangleBuffer, 0, packedTriangles.buffer);\n device.queue.writeBuffer(bvhNodeBuffer, 0, packedBvhNodes.buffer);\n device.queue.writeBuffer(meshVertexBuffer, 0, config.gpuMeshSource.vertices.buffer);\n device.queue.writeBuffer(meshIndexBuffer, 0, config.gpuMeshSource.indices.buffer);\n device.queue.writeBuffer(meshRangeBuffer, 0, config.gpuMeshSource.meshes.buffer);\n const packedEnvironmentPortals = packEnvironmentPortals(\n config.environmentPortals,\n Math.max(1, config.environmentPortalCapacity)\n );\n device.queue.writeBuffer(environmentPortalBuffer, 0, packedEnvironmentPortals.buffer);\n\n const radianceTexture = device.createTexture({\n label: \"plasius.wavefront.radiance\",\n size: { width: config.width, height: config.height },\n format: \"rgba16float\",\n usage:\n constants.texture.STORAGE_BINDING |\n constants.texture.TEXTURE_BINDING,\n });\n const radianceView = radianceTexture.createView();\n const denoiseScratchTexture = device.createTexture({\n label: \"plasius.wavefront.denoiseScratch\",\n size: { width: config.width, height: config.height },\n format: \"rgba16float\",\n usage:\n constants.texture.STORAGE_BINDING |\n constants.texture.TEXTURE_BINDING,\n });\n const denoiseScratchView = denoiseScratchTexture.createView();\n const outputTexture = device.createTexture({\n label: \"plasius.wavefront.output\",\n size: { width: config.width, height: config.height },\n format: \"rgba8unorm\",\n usage:\n constants.texture.STORAGE_BINDING |\n constants.texture.TEXTURE_BINDING |\n constants.texture.COPY_SRC,\n });\n const outputView = outputTexture.createView();\n const sampler = device.createSampler({\n label: \"plasius.wavefront.presentSampler\",\n magFilter: \"nearest\",\n minFilter: \"nearest\",\n });\n\n const traceBindGroupLayout = device.createBindGroupLayout({\n label: \"plasius.wavefront.traceBindGroupLayout\",\n entries: [\n { binding: 0, visibility: constants.shader.COMPUTE, buffer: { type: \"storage\" } },\n { binding: 1, visibility: constants.shader.COMPUTE, buffer: { type: \"storage\" } },\n { binding: 2, visibility: constants.shader.COMPUTE, buffer: { type: \"storage\" } },\n { binding: 3, visibility: constants.shader.COMPUTE, buffer: { type: \"storage\" } },\n { binding: 4, visibility: constants.shader.COMPUTE, buffer: { type: \"read-only-storage\" } },\n {\n binding: 5,\n visibility: constants.shader.COMPUTE,\n buffer: { type: \"uniform\", hasDynamicOffset: true, minBindingSize: CONFIG_BUFFER_BYTES },\n },\n { binding: 6, visibility: constants.shader.COMPUTE, buffer: { type: \"storage\" } },\n {\n binding: 7,\n visibility: constants.shader.COMPUTE,\n storageTexture: { access: \"write-only\", format: \"rgba8unorm\" },\n },\n { binding: 8, visibility: constants.shader.COMPUTE, buffer: { type: \"storage\" } },\n { binding: 9, visibility: constants.shader.COMPUTE, buffer: { type: \"storage\" } },\n {\n binding: 16,\n visibility: constants.shader.COMPUTE,\n storageTexture: { access: \"write-only\", format: \"rgba16float\" },\n },\n { binding: 19, visibility: constants.shader.COMPUTE, buffer: { type: \"read-only-storage\" } },\n ],\n });\n const accelerationBindGroupLayout = device.createBindGroupLayout({\n label: \"plasius.wavefront.accelerationBindGroupLayout\",\n entries: [\n {\n binding: 5,\n visibility: constants.shader.COMPUTE,\n buffer: { type: \"uniform\", hasDynamicOffset: true, minBindingSize: CONFIG_BUFFER_BYTES },\n },\n { binding: 8, visibility: constants.shader.COMPUTE, buffer: { type: \"storage\" } },\n { binding: 9, visibility: constants.shader.COMPUTE, buffer: { type: \"storage\" } },\n { binding: 10, visibility: constants.shader.COMPUTE, buffer: { type: \"read-only-storage\" } },\n { binding: 11, visibility: constants.shader.COMPUTE, buffer: { type: \"read-only-storage\" } },\n { binding: 12, visibility: constants.shader.COMPUTE, buffer: { type: \"read-only-storage\" } },\n { binding: 13, visibility: constants.shader.COMPUTE, buffer: { type: \"storage\" } },\n ],\n });\n const denoiseRadianceBindGroupLayout = device.createBindGroupLayout({\n label: \"plasius.wavefront.denoiseRadianceBindGroupLayout\",\n entries: [\n {\n binding: 5,\n visibility: constants.shader.COMPUTE,\n buffer: { type: \"uniform\", hasDynamicOffset: true, minBindingSize: CONFIG_BUFFER_BYTES },\n },\n {\n binding: 14,\n visibility: constants.shader.COMPUTE,\n texture: { sampleType: \"float\" },\n },\n {\n binding: 15,\n visibility: constants.shader.COMPUTE,\n storageTexture: { access: \"write-only\", format: \"rgba16float\" },\n },\n ],\n });\n const denoiseResolveBindGroupLayout = device.createBindGroupLayout({\n label: \"plasius.wavefront.denoiseResolveBindGroupLayout\",\n entries: [\n {\n binding: 5,\n visibility: constants.shader.COMPUTE,\n buffer: { type: \"uniform\", hasDynamicOffset: true, minBindingSize: CONFIG_BUFFER_BYTES },\n },\n {\n binding: 17,\n visibility: constants.shader.COMPUTE,\n texture: { sampleType: \"float\" },\n },\n {\n binding: 18,\n visibility: constants.shader.COMPUTE,\n storageTexture: { access: \"write-only\", format: \"rgba8unorm\" },\n },\n ],\n });\n const tracePipelineLayout = device.createPipelineLayout({\n label: \"plasius.wavefront.tracePipelineLayout\",\n bindGroupLayouts: [traceBindGroupLayout],\n });\n const accelerationPipelineLayout = device.createPipelineLayout({\n label: \"plasius.wavefront.accelerationPipelineLayout\",\n bindGroupLayouts: [accelerationBindGroupLayout],\n });\n const denoiseRadiancePipelineLayout = device.createPipelineLayout({\n label: \"plasius.wavefront.denoiseRadiancePipelineLayout\",\n bindGroupLayouts: [denoiseRadianceBindGroupLayout],\n });\n const denoiseResolvePipelineLayout = device.createPipelineLayout({\n label: \"plasius.wavefront.denoiseResolvePipelineLayout\",\n bindGroupLayouts: [denoiseResolveBindGroupLayout],\n });\n const computeShader = device.createShaderModule({\n label: \"plasius.wavefront.computeShader\",\n code: WAVEFRONT_COMPUTE_WGSL,\n });\n\n const pipelines = {\n prepareMeshTrianglesAndLeaves: await createComputePipeline(\n device,\n computeShader,\n accelerationPipelineLayout,\n \"prepareMeshTrianglesAndLeaves\",\n \"plasius.wavefront.prepareMeshTrianglesAndLeaves\"\n ),\n sortBvhLeafRefs: await createComputePipeline(\n device,\n computeShader,\n accelerationPipelineLayout,\n \"sortBvhLeafRefs\",\n \"plasius.wavefront.sortBvhLeafRefs\"\n ),\n writeSortedBvhLeaves: await createComputePipeline(\n device,\n computeShader,\n accelerationPipelineLayout,\n \"writeSortedBvhLeaves\",\n \"plasius.wavefront.writeSortedBvhLeaves\"\n ),\n buildBvhInternalLevel: await createComputePipeline(\n device,\n computeShader,\n accelerationPipelineLayout,\n \"buildBvhInternalLevel\",\n \"plasius.wavefront.buildBvhInternalLevel\"\n ),\n generatePrimaryRays: await createComputePipeline(\n device,\n computeShader,\n tracePipelineLayout,\n \"generatePrimaryRays\",\n \"plasius.wavefront.generatePrimaryRays\"\n ),\n intersectActiveQueue: await createComputePipeline(\n device,\n computeShader,\n tracePipelineLayout,\n \"intersectActiveQueue\",\n \"plasius.wavefront.intersectActiveQueue\"\n ),\n resolveSurfaceRecords: await createComputePipeline(\n device,\n computeShader,\n tracePipelineLayout,\n \"resolveSurfaceRecords\",\n \"plasius.wavefront.resolveSurfaceRecords\"\n ),\n compactAndSwapQueues: await createComputePipeline(\n device,\n computeShader,\n tracePipelineLayout,\n \"compactAndSwapQueues\",\n \"plasius.wavefront.compactAndSwapQueues\"\n ),\n accumulateTerminalRadiance: await createComputePipeline(\n device,\n computeShader,\n tracePipelineLayout,\n \"accumulateTerminalRadiance\",\n \"plasius.wavefront.accumulateTerminalRadiance\"\n ),\n denoiseLinearRadiance: await createComputePipeline(\n device,\n computeShader,\n denoiseRadiancePipelineLayout,\n \"denoiseLinearRadiance\",\n \"plasius.wavefront.denoiseLinearRadiance\"\n ),\n resolveDenoisedOutputImage: await createComputePipeline(\n device,\n computeShader,\n denoiseResolvePipelineLayout,\n \"resolveDenoisedOutputImage\",\n \"plasius.wavefront.resolveDenoisedOutputImage\"\n ),\n };\n\n function createTraceBindGroup(activeBuffer, nextBuffer, label, frameConfigBuffer = configBuffer) {\n return device.createBindGroup({\n label,\n layout: traceBindGroupLayout,\n entries: [\n { binding: 0, resource: { buffer: activeBuffer } },\n { binding: 1, resource: { buffer: nextBuffer } },\n { binding: 2, resource: { buffer: hitBuffer } },\n { binding: 3, resource: { buffer: accumulationBuffer } },\n { binding: 4, resource: { buffer: sceneObjectBuffer } },\n { binding: 5, resource: { buffer: frameConfigBuffer, size: CONFIG_BUFFER_BYTES } },\n { binding: 6, resource: { buffer: counterBuffer } },\n { binding: 7, resource: outputView },\n { binding: 8, resource: { buffer: triangleBuffer } },\n { binding: 9, resource: { buffer: bvhNodeBuffer } },\n { binding: 16, resource: radianceView },\n { binding: 19, resource: { buffer: environmentPortalBuffer } },\n ],\n });\n }\n\n const bindGroups = [\n createTraceBindGroup(activeQueue, nextQueue, \"plasius.wavefront.bind.activeNext\"),\n createTraceBindGroup(nextQueue, activeQueue, \"plasius.wavefront.bind.nextActive\"),\n ];\n const bvhBuildBindGroup = device.createBindGroup({\n label: \"plasius.wavefront.bind.bvhBuild\",\n layout: accelerationBindGroupLayout,\n entries: [\n { binding: 5, resource: { buffer: bvhBuildConfigBuffer, size: CONFIG_BUFFER_BYTES } },\n { binding: 8, resource: { buffer: triangleBuffer } },\n { binding: 9, resource: { buffer: bvhNodeBuffer } },\n { binding: 10, resource: { buffer: meshVertexBuffer } },\n { binding: 11, resource: { buffer: meshIndexBuffer } },\n { binding: 12, resource: { buffer: meshRangeBuffer } },\n { binding: 13, resource: { buffer: bvhLeafRefBuffer } },\n ],\n });\n function createDenoiseRadianceBindGroup(inputView, targetView, label) {\n return device.createBindGroup({\n label,\n layout: denoiseRadianceBindGroupLayout,\n entries: [\n { binding: 5, resource: { buffer: configBuffer, size: CONFIG_BUFFER_BYTES } },\n { binding: 14, resource: inputView },\n { binding: 15, resource: targetView },\n ],\n });\n }\n\n function createDenoiseResolveBindGroup(inputView, targetView, label) {\n return device.createBindGroup({\n label,\n layout: denoiseResolveBindGroupLayout,\n entries: [\n { binding: 5, resource: { buffer: configBuffer, size: CONFIG_BUFFER_BYTES } },\n { binding: 17, resource: inputView },\n { binding: 18, resource: targetView },\n ],\n });\n }\n\n const denoiseRadianceBindGroup = createDenoiseRadianceBindGroup(\n radianceView,\n denoiseScratchView,\n \"plasius.wavefront.bind.denoise.radianceToScratch\"\n );\n const denoiseResolveBindGroup = createDenoiseResolveBindGroup(\n denoiseScratchView,\n outputView,\n \"plasius.wavefront.bind.denoise.scratchToOutput\"\n );\n\n const presentBindGroupLayout = device.createBindGroupLayout({\n label: \"plasius.wavefront.presentBindGroupLayout\",\n entries: [\n { binding: 0, visibility: constants.shader.FRAGMENT, texture: { sampleType: \"float\" } },\n { binding: 1, visibility: constants.shader.FRAGMENT, sampler: { type: \"filtering\" } },\n ],\n });\n const presentShader = device.createShaderModule({\n label: \"plasius.wavefront.presentShader\",\n code: PRESENT_WGSL,\n });\n const presentPipeline = await createRenderPipeline(device, {\n label: \"plasius.wavefront.presentPipeline\",\n layout: device.createPipelineLayout({\n label: \"plasius.wavefront.presentPipelineLayout\",\n bindGroupLayouts: [presentBindGroupLayout],\n }),\n vertex: { module: presentShader, entryPoint: \"vertexMain\" },\n fragment: {\n module: presentShader,\n entryPoint: \"fragmentMain\",\n targets: [{ format }],\n },\n primitive: { topology: \"triangle-list\" },\n });\n const presentBindGroup = device.createBindGroup({\n label: \"plasius.wavefront.presentBindGroup\",\n layout: presentBindGroupLayout,\n entries: [\n { binding: 0, resource: outputView },\n { binding: 1, resource: sampler },\n ],\n });\n\n let frame = 0;\n let accelerationBuilt = !config.gpuAccelerationBuildRequired;\n let accelerationBuildCount = 0;\n\n function createFrameConfigWriter(frameIndex) {\n let slot = 0;\n return (tile, buildRange = {}) => {\n if (slot >= frameConfigSlotCount) {\n throw new Error(\"Wavefront frame config slot capacity exceeded.\");\n }\n const offset = slot * configBufferStride;\n slot += 1;\n device.queue.writeBuffer(\n configBuffer,\n offset,\n createConfigPayload(config, tile, frameIndex, buildRange)\n );\n return offset;\n };\n }\n\n function dispatchGpuAccelerationBuild(frameIndex) {\n if (!config.gpuAccelerationBuildRequired || accelerationBuilt) {\n return false;\n }\n const buildTile = tiles[0] ?? { x: 0, y: 0, width: 1, height: 1 };\n const encoder = device.createCommandEncoder({\n label: `plasius.wavefront.buildAcceleration.${frameIndex}`,\n });\n device.queue.writeBuffer(\n bvhBuildConfigBuffer,\n 0,\n createConfigPayload(config, buildTile, frameIndex, {\n sortItemCount: config.bvhLeafSortCapacity,\n })\n );\n config.bvhSortStages.forEach((sortStage, stageIndex) => {\n device.queue.writeBuffer(\n bvhBuildConfigBuffer,\n (stageIndex + 1) * configBufferStride,\n createConfigPayload(config, buildTile, frameIndex, {\n start: sortStage.compareDistance,\n count: sortStage.sequenceSize,\n sortItemCount: config.bvhLeafSortCapacity,\n })\n );\n });\n const buildLevelConfigStart = 1 + config.bvhSortStages.length;\n config.bvhBuildLevels.forEach((buildLevel, levelIndex) => {\n device.queue.writeBuffer(\n bvhBuildConfigBuffer,\n (buildLevelConfigStart + levelIndex) * configBufferStride,\n createConfigPayload(config, buildTile, frameIndex, buildLevel)\n );\n });\n const passEncoder = encoder.beginComputePass({\n label: \"plasius.wavefront.buildAccelerationPass\",\n });\n passEncoder.setBindGroup(0, bvhBuildBindGroup, [0]);\n passEncoder.setPipeline(pipelines.prepareMeshTrianglesAndLeaves);\n passEncoder.dispatchWorkgroups(Math.ceil(config.bvhLeafSortCapacity / WORKGROUP_SIZE));\n passEncoder.setPipeline(pipelines.sortBvhLeafRefs);\n for (let stageIndex = 0; stageIndex < config.bvhSortStages.length; stageIndex += 1) {\n passEncoder.setBindGroup(0, bvhBuildBindGroup, [\n (stageIndex + 1) * configBufferStride,\n ]);\n passEncoder.dispatchWorkgroups(Math.ceil(config.bvhLeafSortCapacity / WORKGROUP_SIZE));\n }\n passEncoder.setBindGroup(0, bvhBuildBindGroup, [0]);\n passEncoder.setPipeline(pipelines.writeSortedBvhLeaves);\n passEncoder.dispatchWorkgroups(Math.ceil(config.triangleCount / WORKGROUP_SIZE));\n passEncoder.setPipeline(pipelines.buildBvhInternalLevel);\n for (let levelIndex = 0; levelIndex < config.bvhBuildLevels.length; levelIndex += 1) {\n const buildLevel = config.bvhBuildLevels[levelIndex];\n passEncoder.setBindGroup(0, bvhBuildBindGroup, [\n (buildLevelConfigStart + levelIndex) * configBufferStride,\n ]);\n passEncoder.dispatchWorkgroups(Math.ceil(buildLevel.count / WORKGROUP_SIZE));\n }\n passEncoder.end();\n device.queue.submit([encoder.finish()]);\n accelerationBuilt = true;\n accelerationBuildCount += 1;\n return true;\n }\n\n function encodeTileSample(encoder, tile, configOffset) {\n const generatePass = encoder.beginComputePass({\n label: \"plasius.wavefront.generatePrimaryRaysPass\",\n });\n const tileWorkgroups = Math.ceil((tile.width * tile.height) / WORKGROUP_SIZE);\n\n generatePass.setBindGroup(0, bindGroups[0], [configOffset]);\n generatePass.setPipeline(pipelines.generatePrimaryRays);\n generatePass.dispatchWorkgroups(tileWorkgroups);\n generatePass.end();\n\n for (let bounceIndex = 0; bounceIndex < config.maxDepth; bounceIndex += 1) {\n encoder.copyBufferToBuffer(\n counterBuffer,\n COUNTER_DISPATCH_ARGS_OFFSET,\n activeDispatchBuffer,\n 0,\n INDIRECT_DISPATCH_ARGS_BYTES\n );\n const passEncoder = encoder.beginComputePass({\n label: `plasius.wavefront.bounce.${bounceIndex}`,\n });\n passEncoder.setBindGroup(0, bindGroups[bounceIndex % 2], [configOffset]);\n passEncoder.setPipeline(pipelines.intersectActiveQueue);\n passEncoder.dispatchWorkgroupsIndirect(activeDispatchBuffer, 0);\n passEncoder.setPipeline(pipelines.resolveSurfaceRecords);\n passEncoder.dispatchWorkgroupsIndirect(activeDispatchBuffer, 0);\n passEncoder.setPipeline(pipelines.compactAndSwapQueues);\n passEncoder.dispatchWorkgroups(1);\n passEncoder.end();\n }\n }\n\n function encodeTileOutput(encoder, tile, configOffset) {\n const passEncoder = encoder.beginComputePass({\n label: \"plasius.wavefront.outputPass\",\n });\n const tileWorkgroups = Math.ceil((tile.width * tile.height) / WORKGROUP_SIZE);\n\n passEncoder.setBindGroup(0, bindGroups[0], [configOffset]);\n passEncoder.setPipeline(pipelines.accumulateTerminalRadiance);\n passEncoder.dispatchWorkgroups(tileWorkgroups);\n passEncoder.end();\n }\n\n function encodeDenoise(encoder, configOffset) {\n if (!config.denoise) {\n return;\n }\n const radiancePass = encoder.beginComputePass({\n label: \"plasius.wavefront.denoiseRadiancePass\",\n });\n radiancePass.setBindGroup(0, denoiseRadianceBindGroup, [configOffset]);\n radiancePass.setPipeline(pipelines.denoiseLinearRadiance);\n radiancePass.dispatchWorkgroups(Math.ceil(config.width / 8), Math.ceil(config.height / 8));\n radiancePass.end();\n\n const resolvePass = encoder.beginComputePass({\n label: \"plasius.wavefront.denoiseResolvePass\",\n });\n resolvePass.setBindGroup(0, denoiseResolveBindGroup, [configOffset]);\n resolvePass.setPipeline(pipelines.resolveDenoisedOutputImage);\n resolvePass.dispatchWorkgroups(Math.ceil(config.width / 8), Math.ceil(config.height / 8));\n resolvePass.end();\n }\n\n function encodePresent(encoder) {\n const texture = context.getCurrentTexture();\n const passEncoder = encoder.beginRenderPass({\n label: \"plasius.wavefront.presentPass\",\n colorAttachments: [\n {\n view: texture.createView(),\n clearValue: { r: 0, g: 0, b: 0, a: 1 },\n loadOp: \"clear\",\n storeOp: \"store\",\n },\n ],\n });\n passEncoder.setPipeline(presentPipeline);\n passEncoder.setBindGroup(0, presentBindGroup);\n passEncoder.draw(3);\n passEncoder.end();\n }\n\n function dispatchFrame(frameIndex) {\n const writeFrameConfig = createFrameConfigWriter(frameIndex);\n const encoder = device.createCommandEncoder({\n label: `plasius.wavefront.frame.${frameIndex}.batched`,\n });\n for (const tile of tiles) {\n for (let sampleIndex = 0; sampleIndex < config.samplesPerPixel; sampleIndex += 1) {\n const configOffset = writeFrameConfig(tile, {\n sampleIndex,\n sampleWeight: 1 / config.samplesPerPixel,\n });\n encodeTileSample(encoder, tile, configOffset);\n }\n const outputConfigOffset = writeFrameConfig(tile, {\n sampleIndex: 0,\n sampleWeight: 1 / config.samplesPerPixel,\n });\n encodeTileOutput(encoder, tile, outputConfigOffset);\n }\n if (config.denoise) {\n const denoiseConfigOffset = writeFrameConfig(\n { x: 0, y: 0, width: config.width, height: config.height },\n { sampleIndex: 0, sampleWeight: 1 / config.samplesPerPixel }\n );\n encodeDenoise(encoder, denoiseConfigOffset);\n }\n encodePresent(encoder);\n device.queue.submit([encoder.finish()]);\n return 1;\n }\n\n function renderOnce() {\n frame += 1;\n const frameIndex = frame + config.frameIndex;\n const accelerationBuildSubmitted = dispatchGpuAccelerationBuild(frameIndex);\n const frameSubmissionCount = dispatchFrame(frameIndex);\n return Object.freeze({\n frame,\n width: config.width,\n height: config.height,\n maxDepth: config.maxDepth,\n tiles: tiles.length,\n tileSize: config.tileSize,\n samplesPerPixel: config.samplesPerPixel,\n screenRays: config.width * config.height,\n primaryRays: config.width * config.height * config.samplesPerPixel,\n sceneObjectCount: config.sceneObjectCount,\n triangleCount: config.triangleCount,\n emissiveTriangleCount: config.emissiveTriangleCount,\n environmentPortalCount: config.environmentPortalCount,\n environmentPortalMode: config.environmentPortalMode,\n bvhNodeCount: config.bvhNodeCount,\n displayQuality: config.displayQuality,\n accelerationBuildMode: config.accelerationBuildMode,\n gpuAccelerationBuildRequired: config.gpuAccelerationBuildRequired,\n accelerationBuildSubmitted,\n accelerationBuilt,\n accelerationBuildCount,\n commandSubmissions: frameSubmissionCount + (accelerationBuildSubmitted ? 1 : 0),\n frameConfigSlots: frameConfigSlotCount,\n memory: config.memory,\n });\n }\n\n async function readOutputProbe(optionsForProbe = {}) {\n const mapMode = constants.map;\n if (!mapMode) {\n throw new Error(\"GPUMapMode.READ is unavailable in this environment.\");\n }\n const x = clamp(readNonNegativeInteger(\"x\", optionsForProbe.x, Math.floor(config.width / 2)), 0, config.width - 1);\n const y = clamp(readNonNegativeInteger(\"y\", optionsForProbe.y, Math.floor(config.height / 2)), 0, config.height - 1);\n const readback = device.createBuffer({\n label: \"plasius.wavefront.outputProbe\",\n size: 256,\n usage: constants.buffer.COPY_DST | constants.buffer.MAP_READ,\n });\n const encoder = device.createCommandEncoder({\n label: \"plasius.wavefront.outputProbe.copy\",\n });\n encoder.copyTextureToBuffer(\n { texture: outputTexture, origin: { x, y } },\n { buffer: readback, bytesPerRow: 256, rowsPerImage: 1 },\n { width: 1, height: 1, depthOrArrayLayers: 1 }\n );\n device.queue.submit([encoder.finish()]);\n await readback.mapAsync(mapMode.READ);\n const bytes = new Uint8Array(readback.getMappedRange()).slice(0, 4);\n readback.unmap();\n readback.destroy?.();\n return Object.freeze({\n x,\n y,\n rgba: Object.freeze(Array.from(bytes)),\n luminance: (0.2126 * bytes[0] + 0.7152 * bytes[1] + 0.0722 * bytes[2]) / 255,\n });\n }\n\n async function renderFrame(renderOptions = {}) {\n const frameStats = renderOnce();\n const probe =\n renderOptions.readOutputProbe === false ? null : await readOutputProbe(renderOptions.probe);\n const maxChannel = probe ? Math.max(...probe.rgba.slice(0, 3)) : 0;\n return Object.freeze({\n ...frameStats,\n outputProbe: probe\n ? Object.freeze({\n ...probe,\n sampledPixels: 1,\n nonZeroSamples: maxChannel > 0 ? 1 : 0,\n maxChannel,\n })\n : null,\n bounces: [],\n termination: Object.freeze({\n emissive: 0,\n environment: 0,\n ambientFallback: 0,\n maxDepth: 0,\n }),\n queueOverflow: 0,\n });\n }\n\n function updateSceneObjects(sceneObjects) {\n const nextPackedScene = packWavefrontSceneObjects(sceneObjects, config.sceneObjectCapacity);\n packedScene = nextPackedScene;\n config = createWavefrontPathTracingComputeConfig({\n ...options,\n canvas,\n width: config.width,\n height: config.height,\n maxDepth: config.maxDepth,\n tileSize: config.tileSize,\n samplesPerPixel: config.samplesPerPixel,\n sceneObjectCapacity: config.sceneObjectCapacity,\n sceneObjects: packedScene.objects,\n frameIndex: config.frameIndex,\n });\n device.queue.writeBuffer(sceneObjectBuffer, 0, packedScene.buffer);\n return config;\n }\n\n function getSnapshot() {\n return Object.freeze({\n frame,\n width: config.width,\n height: config.height,\n maxDepth: config.maxDepth,\n tiles: tiles.length,\n tileSize: config.tileSize,\n samplesPerPixel: config.samplesPerPixel,\n sceneObjectCount: config.sceneObjectCount,\n triangleCount: config.triangleCount,\n emissiveTriangleCount: config.emissiveTriangleCount,\n environmentPortalCount: config.environmentPortalCount,\n environmentPortalMode: config.environmentPortalMode,\n bvhNodeCount: config.bvhNodeCount,\n displayQuality: config.displayQuality,\n accelerationBuildMode: config.accelerationBuildMode,\n gpuAccelerationBuildRequired: config.gpuAccelerationBuildRequired,\n accelerationBuilt,\n accelerationBuildCount,\n frameConfigSlots: frameConfigSlotCount,\n memory: config.memory,\n });\n }\n\n function destroy() {\n activeQueue.destroy?.();\n nextQueue.destroy?.();\n hitBuffer.destroy?.();\n accumulationBuffer.destroy?.();\n sceneObjectBuffer.destroy?.();\n triangleBuffer.destroy?.();\n bvhNodeBuffer.destroy?.();\n meshVertexBuffer.destroy?.();\n meshIndexBuffer.destroy?.();\n meshRangeBuffer.destroy?.();\n environmentPortalBuffer.destroy?.();\n bvhLeafRefBuffer.destroy?.();\n configBuffer.destroy?.();\n bvhBuildConfigBuffer.destroy?.();\n counterBuffer.destroy?.();\n activeDispatchBuffer.destroy?.();\n radianceTexture.destroy?.();\n denoiseScratchTexture.destroy?.();\n outputTexture.destroy?.();\n context.unconfigure?.();\n }\n\n return Object.freeze({\n canvas,\n context,\n device,\n format,\n config,\n renderOnce,\n renderFrame,\n readOutputProbe,\n updateSceneObjects,\n getSnapshot,\n destroy,\n });\n}\n\nexport async function renderWavefrontPathTracingComputeFrame(options = {}) {\n const renderer = await createWavefrontPathTracingComputeRenderer(options);\n try {\n return await renderer.renderFrame(options);\n } finally {\n renderer.destroy();\n }\n}\n\nexport function createWavefrontPathTracingComputeShaderSource(options = {}) {\n const workgroupSize = readPositiveInteger(\n \"workgroupSize\",\n options.workgroupSize ?? rendererWavefrontComputeWorkgroupSize,\n rendererWavefrontComputeWorkgroupSize\n );\n if (workgroupSize !== rendererWavefrontComputeWorkgroupSize) {\n throw new Error(`wavefront mesh compute currently requires workgroupSize=${rendererWavefrontComputeWorkgroupSize}.`);\n }\n return 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