@tinypoly/gpu-renderer 0.0.4 → 0.0.5

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Files changed (75) hide show
  1. package/ARCHITECTURE.md +22 -7
  2. package/README.md +1 -1
  3. package/dist/bvh.d.ts +11 -6
  4. package/dist/bvh.d.ts.map +1 -1
  5. package/dist/bvh.js +64 -11
  6. package/dist/bvh.js.map +1 -1
  7. package/dist/denoise.d.ts +7 -2
  8. package/dist/denoise.d.ts.map +1 -1
  9. package/dist/denoise.js +61 -21
  10. package/dist/denoise.js.map +1 -1
  11. package/dist/dispatchScheduler.d.ts +11 -4
  12. package/dist/dispatchScheduler.d.ts.map +1 -1
  13. package/dist/dispatchScheduler.js +14 -7
  14. package/dist/dispatchScheduler.js.map +1 -1
  15. package/dist/frameLayout.d.ts.map +1 -1
  16. package/dist/frameLayout.js +3 -0
  17. package/dist/frameLayout.js.map +1 -1
  18. package/dist/lights.d.ts +9 -1
  19. package/dist/lights.d.ts.map +1 -1
  20. package/dist/lights.js +9 -0
  21. package/dist/lights.js.map +1 -1
  22. package/dist/renderer.d.ts.map +1 -1
  23. package/dist/renderer.js +80 -22
  24. package/dist/renderer.js.map +1 -1
  25. package/dist/sceneUpload.d.ts +14 -1
  26. package/dist/sceneUpload.d.ts.map +1 -1
  27. package/dist/sceneUpload.js +21 -3
  28. package/dist/sceneUpload.js.map +1 -1
  29. package/dist/texturePack.d.ts +16 -4
  30. package/dist/texturePack.d.ts.map +1 -1
  31. package/dist/texturePack.js +61 -8
  32. package/dist/texturePack.js.map +1 -1
  33. package/dist/wgsl/bvh.wgsl.d.ts +8 -2
  34. package/dist/wgsl/bvh.wgsl.d.ts.map +1 -1
  35. package/dist/wgsl/bvh.wgsl.js +167 -96
  36. package/dist/wgsl/bvh.wgsl.js.map +1 -1
  37. package/dist/wgsl/common.wgsl.d.ts.map +1 -1
  38. package/dist/wgsl/common.wgsl.js +20 -7
  39. package/dist/wgsl/common.wgsl.js.map +1 -1
  40. package/dist/wgsl/lights.wgsl.d.ts +1 -1
  41. package/dist/wgsl/lights.wgsl.d.ts.map +1 -1
  42. package/dist/wgsl/lights.wgsl.js +3 -2
  43. package/dist/wgsl/lights.wgsl.js.map +1 -1
  44. package/dist/wgsl/pathTrace.wgsl.d.ts +1 -1
  45. package/dist/wgsl/pathTrace.wgsl.d.ts.map +1 -1
  46. package/dist/wgsl/pathTrace.wgsl.js +15 -1
  47. package/dist/wgsl/pathTrace.wgsl.js.map +1 -1
  48. package/dist/wgsl/random.wgsl.d.ts +1 -1
  49. package/dist/wgsl/random.wgsl.d.ts.map +1 -1
  50. package/dist/wgsl/random.wgsl.js +9 -17
  51. package/dist/wgsl/random.wgsl.js.map +1 -1
  52. package/dist/wgsl/surface.wgsl.d.ts +1 -1
  53. package/dist/wgsl/surface.wgsl.d.ts.map +1 -1
  54. package/dist/wgsl/surface.wgsl.js +26 -3
  55. package/dist/wgsl/surface.wgsl.js.map +1 -1
  56. package/dist/wgsl/texture.wgsl.d.ts +1 -1
  57. package/dist/wgsl/texture.wgsl.d.ts.map +1 -1
  58. package/dist/wgsl/texture.wgsl.js +10 -11
  59. package/dist/wgsl/texture.wgsl.js.map +1 -1
  60. package/package.json +1 -1
  61. package/src/bvh.ts +81 -12
  62. package/src/denoise.ts +66 -21
  63. package/src/dispatchScheduler.ts +16 -7
  64. package/src/frameLayout.ts +3 -0
  65. package/src/lights.ts +19 -1
  66. package/src/renderer.ts +92 -21
  67. package/src/sceneUpload.ts +32 -4
  68. package/src/texturePack.ts +80 -13
  69. package/src/wgsl/bvh.wgsl.ts +167 -96
  70. package/src/wgsl/common.wgsl.ts +20 -7
  71. package/src/wgsl/lights.wgsl.ts +3 -2
  72. package/src/wgsl/pathTrace.wgsl.ts +15 -1
  73. package/src/wgsl/random.wgsl.ts +9 -17
  74. package/src/wgsl/surface.wgsl.ts +26 -3
  75. package/src/wgsl/texture.wgsl.ts +10 -11
@@ -11,7 +11,7 @@ export interface SceneByteLength {
11
11
  materials: number;
12
12
  /** Vertex normals, the UV sets, vertex colours and shader varyings, in one buffer. */
13
13
  attributes: number;
14
- /** One material index per triangle and then the hierarchy's triangle order, in one buffer. */
14
+ /** One material index per triangle, then the hierarchy's triangle order and its inverse, in one buffer. */
15
15
  indices: number;
16
16
  nodes: number;
17
17
  lights: number;
@@ -37,11 +37,16 @@ export interface SceneBuffers {
37
37
  varyingOffset: number;
38
38
  hasColors: boolean;
39
39
  orderOffset: number;
40
+ /** Where each triangle's position in the leaf order starts inside `indices`. */
41
+ leafOffset: number;
40
42
  triangleCount: number;
41
43
  /** Everything the integrator can aim a shadow ray at. */
42
44
  lightCount: number;
43
45
  /** How many of those are emissive triangles, which lead the buffer. */
44
46
  areaLightCount: number;
47
+ /** Where the lights' cumulative probabilities and the emissive ones' triangles sit in `textures`. */
48
+ lightCdf: number;
49
+ lightTriangles: number;
45
50
  /** Radiance an ambient or hemisphere light adds, which no shadow ray can reach. */
46
51
  ambient: PackedLights["ambient"];
47
52
  /** Where the surrounding image and its distributions ended up, for the frame uniform. */
@@ -76,7 +81,7 @@ export function sceneByteLength(
76
81
  const lengths = {
77
82
  positions: sized(geometry.positions.byteLength),
78
83
  attributes: sized(attributeBytes(geometry)),
79
- indices: sized(geometry.materials.byteLength + bvh.order.byteLength),
84
+ indices: sized(geometry.materials.byteLength + 2 * bvh.order.byteLength),
80
85
  materials: sized(Math.max(1, geometry.materialCount) * MATERIAL_WORDS * 4),
81
86
  nodes: sized(bvh.nodes.byteLength),
82
87
  lights: sized(lights.entries.byteLength),
@@ -110,6 +115,25 @@ export function environmentPower(environment: PackedEnvironment | null): number
110
115
  return environment ? environment.total * 2 * Math.PI ** 2 / (environment.width * environment.height) : 0;
111
116
  }
112
117
 
118
+ /**
119
+ * The positions in the hierarchy's leaf order, which is the order its traversal reads them in, so a leaf is one run of
120
+ * the buffer; and where each triangle went, for everything that reads a triangle by its own number.
121
+ */
122
+ export function leafOrder(
123
+ positions: Float32Array, order: Uint32Array): { positions: Float32Array; inverse: Uint32Array } {
124
+ const ordered = new Float32Array(order.length * 9);
125
+ const inverse = new Uint32Array(order.length);
126
+
127
+ for (let at = 0; at < order.length; at++) {
128
+ const triangle = order[at];
129
+
130
+ ordered.set(positions.subarray(triangle * 9, triangle * 9 + 9), at * 9);
131
+ inverse[triangle] = at;
132
+ }
133
+
134
+ return { positions: ordered, inverse };
135
+ }
136
+
113
137
  export function uploadScene(
114
138
  device: GPUDevice,
115
139
  geometry: PackedGeometry,
@@ -147,11 +171,12 @@ export function uploadScene(
147
171
 
148
172
  const colors = geometry.colors ?? new Float32Array(0);
149
173
  const varyings = geometry.varyings ?? new Float32Array(0);
174
+ const leaves = leafOrder(geometry.positions, bvh.order);
150
175
 
151
176
  const buffers = {
152
- positions: write(geometry.positions, lengths.positions),
177
+ positions: write(leaves.positions, lengths.positions),
153
178
  attributes: join([geometry.normals, geometry.uvs, colors, varyings], lengths.attributes),
154
- indices: join([geometry.materials, bvh.order], lengths.indices),
179
+ indices: join([geometry.materials, bvh.order, leaves.inverse], lengths.indices),
155
180
  materials: write(new Uint8Array(packMaterials(geometry)), lengths.materials),
156
181
  nodes: write(new Uint8Array(bvh.nodes), lengths.nodes),
157
182
  lights: write(new Uint8Array(lights.entries), lengths.lights),
@@ -166,9 +191,12 @@ export function uploadScene(
166
191
  varyingOffset: geometry.normals.length + geometry.uvs.length + colors.length,
167
192
  hasColors: colors.length > 0,
168
193
  orderOffset: geometry.materials.length,
194
+ leafOffset: geometry.materials.length + bvh.order.length,
169
195
  triangleCount: geometry.triangleCount,
170
196
  lightCount: lights.count,
171
197
  areaLightCount: lights.areaCount,
198
+ lightCdf: lights.cdfAt,
199
+ lightTriangles: lights.trianglesAt,
172
200
  ambient: lights.ambient,
173
201
  environment: {
174
202
  texture: environment ? textures.indexOf.get(environment.texture.id) ?? NO_TEXTURE : NO_TEXTURE,
@@ -10,10 +10,10 @@ import type { SerializedScene, SerializedTexture } from "./upstream.js";
10
10
  */
11
11
  export interface PackedTextures {
12
12
  /**
13
- * One buffer for all of it: `TEXTURE_WORDS` words per texture first, as `TextureInfo` in `wgsl/common.wgsl.ts`, then
14
- * the texels each entry points at. A byte texture takes one word per texel, RGBA in the low to high bytes; a float
15
- * texture takes four, each the bits of one linear channel. Keeping the two in one binding is what holds the shader
16
- * inside the eight storage buffers a WebGPU device has to offer.
13
+ * One buffer for all of it: the lookup tables first (see `TEXTURE_TABLE`), then `TEXTURE_WORDS` words per texture, as
14
+ * `TextureInfo` in `wgsl/common.wgsl.ts`, then the texels each entry points at. A byte texture takes one word per
15
+ * texel, RGBA in the low to high bytes; a float texture takes four, each the bits of one linear channel. Keeping them
16
+ * in one binding is what holds the shader inside the eight storage buffers a WebGPU device has to offer.
17
17
  */
18
18
  data: Uint32Array;
19
19
  count: number;
@@ -32,6 +32,62 @@ export interface TextureExtras {
32
32
  /** Sixteen words per entry: see `TextureInfo` in `wgsl/common.wgsl.ts`. */
33
33
  export const TEXTURE_WORDS = 16;
34
34
 
35
+ /**
36
+ * Lookup tables that lead the buffer, at offsets the shader knows as constants: the second Sobol dimension one byte of
37
+ * the index at a time (four tables of 256), then the linear value of each of the 256 sRGB codes. Both replace work the
38
+ * kernel did on every read with the very numbers it computed, so nothing they feed changes.
39
+ */
40
+ export const SOBOL_TABLE = 0;
41
+ export const SRGB_TABLE = SOBOL_TABLE + 4 * 256;
42
+ /** Where the texture table starts, after the lookup tables. */
43
+ export const TEXTURE_TABLE = SRGB_TABLE + 256;
44
+
45
+ /** The four byte tables of the Sobol sequence's second dimension, whose generator matrix is Pascal's triangle mod 2. */
46
+ function sobolTables(): Uint32Array {
47
+ const directions: number[] = [];
48
+ let direction = 0x80000000;
49
+
50
+ for (let bit = 0; bit < 32; bit++) {
51
+ directions.push(direction >>> 0);
52
+ direction = (direction ^ (direction >>> 1)) >>> 0;
53
+ }
54
+
55
+ const tables = new Uint32Array(4 * 256);
56
+
57
+ for (let byte = 0; byte < 4; byte++) {
58
+ for (let value = 0; value < 256; value++) {
59
+ let xor = 0;
60
+
61
+ for (let bit = 0; bit < 8; bit++) if (value & (1 << bit)) xor ^= directions[byte * 8 + bit];
62
+
63
+ tables[byte * 256 + value] = xor >>> 0;
64
+ }
65
+ }
66
+
67
+ return tables;
68
+ }
69
+
70
+ /** The linear value of every sRGB code, worked out in double precision and rounded once. */
71
+ function srgbTable(): Float32Array {
72
+ return Float32Array.from({ length: 256 }, (_, code) => {
73
+ const value = Math.fround(code / 255);
74
+
75
+ return value <= 0.04045 ? value / 12.92 : ((value + 0.055) / 1.055) ** 2.4;
76
+ });
77
+ }
78
+
79
+ const LOOKUP = (() => {
80
+ const words = new Uint32Array(TEXTURE_TABLE);
81
+
82
+ words.set(sobolTables(), SOBOL_TABLE);
83
+ words.set(new Uint32Array(srgbTable().buffer), SRGB_TABLE);
84
+
85
+ return words;
86
+ })();
87
+
88
+ /** Where a texture's entry starts in the buffer. */
89
+ export const textureEntry = (index: number) => TEXTURE_TABLE + index * TEXTURE_WORDS;
90
+
35
91
  /** What a material's map index means when the material has no such map. */
36
92
  export const NO_TEXTURE = 0xffffffff;
37
93
 
@@ -49,6 +105,9 @@ const MIRRORED_REPEAT = 1002;
49
105
  /** How many UV sets the geometry carries, and so the highest channel a texture may ask for. */
50
106
  export const UV_CHANNELS = 2;
51
107
 
108
+ /** Whether a word's first byte is its lowest, as it is on the device: then RGBA bytes are already RGBA words. */
109
+ const LITTLE_ENDIAN = new Uint8Array(new Uint32Array([1]).buffer)[0] === 1;
110
+
52
111
  const texelCount = (texture: SerializedTexture) => Math.max(0, texture.width) * Math.max(0, texture.height);
53
112
 
54
113
  const isFloat = (texture: SerializedTexture) => texture.data instanceof Float32Array;
@@ -66,6 +125,7 @@ const isEncoded = (texture: SerializedTexture) => !isFloat(texture) && texture.c
66
125
  export interface TexturePlan {
67
126
  textures: SerializedTexture[];
68
127
  indexOf: Map<string, number>;
128
+ /** The lookup tables and the texture table together: where the texels begin. */
69
129
  tableWords: number;
70
130
  /** Where the words appended after the texels begin. */
71
131
  extraOffset: number;
@@ -80,7 +140,7 @@ export function planTextures(scene: SerializedScene, extraTextures: readonly Ser
80
140
  .filter(texture => !seen.has(texture.id) && !!seen.add(texture.id));
81
141
 
82
142
  const indexOf = new Map(textures.map((texture, index) => [texture.id, index]));
83
- const tableWords = Math.max(1, textures.length) * TEXTURE_WORDS;
143
+ const tableWords = TEXTURE_TABLE + Math.max(1, textures.length) * TEXTURE_WORDS;
84
144
  const texelWords = textures.reduce((sum, texture) => sum + texelCount(texture) * (isFloat(texture) ? 4 : 1), 0);
85
145
 
86
146
  return { textures, indexOf, tableWords, extraOffset: tableWords + texelWords };
@@ -100,8 +160,10 @@ export function writeTextures(plan: TexturePlan, extraWords: Uint32Array): Packe
100
160
  const floats = new Float32Array(data.buffer);
101
161
  let texelAt = tableWords;
102
162
 
163
+ data.set(LOOKUP, 0);
164
+
103
165
  textures.forEach((texture, index) => {
104
- const at = index * TEXTURE_WORDS;
166
+ const at = textureEntry(index);
105
167
  const texels = texelCount(texture);
106
168
  const float = isFloat(texture);
107
169
 
@@ -131,13 +193,18 @@ export function writeTextures(plan: TexturePlan, extraWords: Uint32Array): Packe
131
193
  } else {
132
194
  const source = texture.data as Uint8Array;
133
195
 
134
- for (let texel = 0; texel < texels; texel++) {
135
- const offset = texel * 4;
136
-
137
- words[texelAt + texel] = source[offset]
138
- | (source[offset + 1] << 8)
139
- | (source[offset + 2] << 16)
140
- | (source[offset + 3] << 24);
196
+ if (LITTLE_ENDIAN) {
197
+ // The bytes already sit in the order the words want them: copied whole, as the GPU reads them.
198
+ new Uint8Array(data.buffer, texelAt * 4, texels * 4).set(source.subarray(0, texels * 4));
199
+ } else {
200
+ for (let texel = 0; texel < texels; texel++) {
201
+ const offset = texel * 4;
202
+
203
+ words[texelAt + texel] = source[offset]
204
+ | (source[offset + 1] << 8)
205
+ | (source[offset + 2] << 16)
206
+ | (source[offset + 3] << 24);
207
+ }
141
208
  }
142
209
 
143
210
  texelAt += texels;
@@ -1,17 +1,33 @@
1
- /** Triangle intersection and the iterative traversal, with the fixed stack the builder caps its depth to. */
1
+ /**
2
+ * Triangle intersection and the iterative traversal, with the fixed stack the builder caps its depth to.
3
+ *
4
+ * The positions are uploaded in the hierarchy's leaf order, so a leaf is a run of triangles read straight off the
5
+ * buffer; the scene's own triangle number is looked up once, for the hit a trace returns. Every other reader goes the
6
+ * other way, from a triangle number to where its corners sit.
7
+ */
2
8
  export const BVH_WGSL = /* wgsl */ `
3
- fn triangleVertex(triangle: u32, corner: u32) -> vec3<f32> {
4
- let base = triangle * 9u + corner * 3u;
9
+ /** A corner of the triangle at this position of the hierarchy's leaf order. */
10
+ fn leafVertex(at: u32, corner: u32) -> vec3<f32> {
11
+ let base = at * 9u + corner * 3u;
5
12
 
6
13
  return vec3<f32>(positions[base], positions[base + 1u], positions[base + 2u]);
7
14
  }
8
15
 
16
+ /** Where a triangle of the scene sits in the leaf order the positions are stored in. */
17
+ fn leafOf(triangle: u32) -> u32 {
18
+ return indices[frame.leafOffset + triangle];
19
+ }
20
+
21
+ fn triangleVertex(triangle: u32, corner: u32) -> vec3<f32> {
22
+ return leafVertex(leafOf(triangle), corner);
23
+ }
24
+
9
25
  /** Moller-Trumbore. Returns the distance in x and the barycentric coordinates in yz, or a negative distance. */
10
- fn intersectTriangle(triangle: u32, origin: vec3<f32>, direction: vec3<f32>) -> vec3<f32> {
26
+ fn intersectTriangle(at: u32, origin: vec3<f32>, direction: vec3<f32>) -> vec3<f32> {
11
27
  let miss = vec3<f32>(-1.0, 0.0, 0.0);
12
- let a = triangleVertex(triangle, 0u);
13
- let edge1 = triangleVertex(triangle, 1u) - a;
14
- let edge2 = triangleVertex(triangle, 2u) - a;
28
+ let a = leafVertex(at, 0u);
29
+ let edge1 = leafVertex(at, 1u) - a;
30
+ let edge2 = leafVertex(at, 2u) - a;
15
31
  let p = cross(direction, edge2);
16
32
  let determinant = dot(edge1, p);
17
33
 
@@ -37,10 +53,10 @@ fn intersectTriangle(triangle: u32, origin: vec3<f32>, direction: vec3<f32>) ->
37
53
  return vec3<f32>(dot(edge2, q) * inverse, u, v);
38
54
  }
39
55
 
40
- /** Where a ray enters a node's box, or 1e30 when it misses it or only meets it past maxDistance. */
41
- fn enterBox(node: BvhNode, origin: vec3<f32>, inverse: vec3<f32>, maxDistance: f32) -> f32 {
42
- let first = (node.low - origin) * inverse;
43
- let second = (node.high - origin) * inverse;
56
+ /** Where a ray enters a box, or 1e30 when it misses it or only meets it past maxDistance. */
57
+ fn enterBox(low: vec3<f32>, high: vec3<f32>, origin: vec3<f32>, inverse: vec3<f32>, maxDistance: f32) -> f32 {
58
+ let first = (low - origin) * inverse;
59
+ let second = (high - origin) * inverse;
44
60
  let near = min(first, second);
45
61
  let far = max(first, second);
46
62
  let enter = max(max(near.x, near.y), max(near.z, 0.0));
@@ -49,27 +65,67 @@ fn enterBox(node: BvhNode, origin: vec3<f32>, inverse: vec3<f32>, maxDistance: f
49
65
  return select(1e30, enter, enter <= exit);
50
66
  }
51
67
 
52
- /** The triangles of a leaf, against the closest hit so far. */
53
- fn intersectLeaf(node: BvhNode, origin: vec3<f32>, direction: vec3<f32>, hit: ptr<function, Hit>) {
54
- let start = u32(-1 - node.link);
68
+ /** The triangles of a leaf, against the closest hit so far, which records where in the leaf order it found one. */
69
+ fn intersectLeaf(link: i32, count: i32, origin: vec3<f32>, direction: vec3<f32>, hit: ptr<function, Hit>) {
70
+ let start = u32(-1 - link);
55
71
 
56
- for (var i = 0u; i < u32(node.count); i = i + 1u) {
57
- let triangle = orderedTriangle(start + i);
58
- let result = intersectTriangle(triangle, origin, direction);
72
+ for (var i = 0u; i < u32(count); i = i + 1u) {
73
+ let result = intersectTriangle(start + i, origin, direction);
59
74
 
60
75
  if (result.x > RAY_EPSILON && result.x < (*hit).distance) {
61
76
  (*hit).distance = result.x;
62
- (*hit).triangle = triangle;
77
+ (*hit).triangle = start + i;
63
78
  (*hit).u = result.y;
64
79
  (*hit).v = result.z;
65
80
  }
66
81
  }
67
82
  }
68
83
 
84
+ /** Whether any triangle of a leaf lies along the ray before maxDistance: its position in the leaf order, or NO_HIT. */
85
+ fn anyInLeaf(link: i32, count: i32, origin: vec3<f32>, direction: vec3<f32>, maxDistance: f32) -> u32 {
86
+ let start = u32(-1 - link);
87
+
88
+ for (var i = 0u; i < u32(count); i = i + 1u) {
89
+ let result = intersectTriangle(start + i, origin, direction);
90
+
91
+ if (result.x > RAY_EPSILON && result.x < maxDistance) {
92
+ return start + i;
93
+ }
94
+ }
95
+
96
+ return NO_HIT;
97
+ }
98
+
99
+ /** No node to go to: the traversal takes the next entry off the stack. */
100
+ const NO_NODE: u32 = 0xffffffffu;
101
+
102
+ /**
103
+ * A stack entry that is a leaf rather than a node: the node holding it and which of its two children it is. A leaf
104
+ * has no node of its own, so this is how one waits its turn.
105
+ */
106
+ const LEAF_ENTRY: u32 = 0x80000000u;
107
+
108
+ fn leafEntry(parent: u32, right: bool) -> u32 {
109
+ return LEAF_ENTRY | (parent << 1u) | select(0u, 1u, right);
110
+ }
111
+
112
+ /** A waiting leaf's link and count, read back from the node that holds it. */
113
+ fn waitingLeaf(entry: u32) -> vec2<i32> {
114
+ let parent = (entry & ~LEAF_ENTRY) >> 1u;
115
+
116
+ if ((entry & 1u) != 0u) {
117
+ return vec2<i32>(nodes[parent].rightLink, nodes[parent].rightCount);
118
+ }
119
+
120
+ return vec2<i32>(nodes[parent].leftLink, nodes[parent].leftCount);
121
+ }
122
+
69
123
  /**
70
- * The closest hit along a ray. Both children of a node are tested together and the nearer one is visited first, so
71
- * the closest hit shrinks the search early and whole subtrees behind it are skipped; each node remembers where the ray
72
- * entered it, and one whose entry is already past the closest hit is dropped without being opened.
124
+ * The closest hit along a ray. A node holds both of its children's boxes, so one read tests them both. The nearer is
125
+ * visited first, so the closest hit shrinks the search early and whole subtrees behind it are skipped; the farther one
126
+ * waits on the stack with where the ray entered it, and is dropped unopened if something closer turned up meanwhile.
127
+ * A leaf is tested at the top of the next step, the one place the loop tests triangles, which keeps the kernel small.
128
+ * This visits what the binary tree's traversal visited, in the same order, so it finds the same hit.
73
129
  */
74
130
  fn traceScene(origin: vec3<f32>, direction: vec3<f32>, maxDistance: f32) -> Hit {
75
131
  var hit: Hit;
@@ -85,74 +141,81 @@ fn traceScene(origin: vec3<f32>, direction: vec3<f32>, maxDistance: f32) -> Hit
85
141
  // A huge finite reciprocal instead of an infinite one: an axis aligned slab would otherwise produce 0 * inf.
86
142
  let signs = select(vec3<f32>(-1.0), vec3<f32>(1.0), direction >= vec3<f32>(0.0));
87
143
  let inverse = signs / max(abs(direction), vec3<f32>(1e-20));
88
- let rootEnter = enterBox(nodes[0], origin, inverse, hit.distance);
89
-
90
- if (rootEnter >= 1e30) {
91
- return hit;
92
- }
93
144
 
94
145
  var stack: array<u32, 32>;
95
146
  var enters: array<f32, 32>;
96
- var depth = 1u;
97
- stack[0] = 0u;
98
- enters[0] = rootEnter;
147
+ var depth = 0u;
148
+ var current = 0u;
149
+ // A leaf to test before anything else: its link, and its triangle count, zero when there is none.
150
+ var leaf = vec2<i32>(0, 0);
99
151
 
100
152
  loop {
101
- if (depth == 0u) {
102
- break;
153
+ if (leaf.y > 0) {
154
+ intersectLeaf(leaf.x, leaf.y, origin, direction, &hit);
155
+ leaf.y = 0;
103
156
  }
104
157
 
105
- depth = depth - 1u;
158
+ if (current == NO_NODE) {
159
+ if (depth == 0u) {
160
+ break;
161
+ }
106
162
 
107
- // Something closer was found since this node was pushed.
108
- if (enters[depth] > hit.distance) {
109
- continue;
110
- }
163
+ depth = depth - 1u;
111
164
 
112
- let node = nodes[stack[depth]];
165
+ // Something closer was found since this was pushed.
166
+ if (enters[depth] > hit.distance) {
167
+ continue;
168
+ }
113
169
 
114
- if (node.link < 0) {
115
- intersectLeaf(node, origin, direction, &hit);
116
- continue;
117
- }
170
+ let entry = stack[depth];
118
171
 
119
- let leftIndex = u32(node.link);
120
- let rightIndex = u32(node.count);
121
- let leftEnter = enterBox(nodes[leftIndex], origin, inverse, hit.distance);
122
- let rightEnter = enterBox(nodes[rightIndex], origin, inverse, hit.distance);
123
- let leftHit = leftEnter < 1e30;
124
- let rightHit = rightEnter < 1e30;
172
+ if ((entry & LEAF_ENTRY) != 0u) {
173
+ leaf = waitingLeaf(entry);
174
+ continue;
175
+ }
125
176
 
126
- // The builder caps its depth so both children always fit; the guard keeps a malformed tree inside the stack.
127
- if (depth + 2u > 32u) {
128
- continue;
177
+ current = entry;
129
178
  }
130
179
 
131
- if (leftHit && rightHit) {
132
- // The farther first, so the nearer comes off the stack next.
133
- let leftNearer = leftEnter <= rightEnter;
134
- stack[depth] = select(leftIndex, rightIndex, leftNearer);
135
- enters[depth] = select(leftEnter, rightEnter, leftNearer);
136
- stack[depth + 1u] = select(rightIndex, leftIndex, leftNearer);
137
- enters[depth + 1u] = select(rightEnter, leftEnter, leftNearer);
138
- depth = depth + 2u;
139
- } else if (leftHit) {
140
- stack[depth] = leftIndex;
141
- enters[depth] = leftEnter;
142
- depth = depth + 1u;
143
- } else if (rightHit) {
144
- stack[depth] = rightIndex;
145
- enters[depth] = rightEnter;
180
+ let node = nodes[current];
181
+ let leftEnter = enterBox(node.leftLow, node.leftHigh, origin, inverse, hit.distance);
182
+ let rightEnter = enterBox(node.rightLow, node.rightHigh, origin, inverse, hit.distance);
183
+ let leftFirst = leftEnter <= rightEnter;
184
+ let nearLink = select(node.rightLink, node.leftLink, leftFirst);
185
+ let farEnter = select(leftEnter, rightEnter, leftFirst);
186
+ let farLink = select(node.leftLink, node.rightLink, leftFirst);
187
+ let parent = current;
188
+
189
+ current = NO_NODE;
190
+
191
+ // The nearer child: a miss means both missed.
192
+ if (min(leftEnter, rightEnter) < 1e30) {
193
+ if (nearLink < 0) {
194
+ leaf = vec2<i32>(nearLink, select(node.rightCount, node.leftCount, leftFirst));
195
+ } else {
196
+ current = u32(nearLink);
197
+ }
198
+ }
199
+
200
+ // The builder caps its depth so the far children always fit; the guard keeps a malformed tree inside the stack.
201
+ if (farEnter < 1e30 && depth < 32u) {
202
+ stack[depth] = select(u32(farLink), leafEntry(parent, leftFirst), farLink < 0);
203
+ enters[depth] = farEnter;
146
204
  depth = depth + 1u;
147
205
  }
148
206
  }
149
207
 
208
+ if (hit.triangle != NO_HIT) {
209
+ hit.triangle = orderedTriangle(hit.triangle);
210
+ }
211
+
150
212
  return hit;
151
213
  }
152
214
 
153
215
  /**
154
216
  * Whether anything at all lies along a ray before maxDistance, stopping at the first triangle it finds rather than the
155
- * closest: what a shadow ray asks when every surface it could meet blocks it. Returns that triangle, or NO_HIT.
217
+ * closest: what a shadow ray asks when every surface it could meet blocks it. Returns that triangle, or NO_HIT. The
218
+ * right child goes first and the left one waits, the order the binary tree's traversal took.
156
219
  */
157
220
  fn traceAny(origin: vec3<f32>, direction: vec3<f32>, maxDistance: f32) -> u32 {
158
221
  if (frame.triangleCount == 0u) {
@@ -162,52 +225,60 @@ fn traceAny(origin: vec3<f32>, direction: vec3<f32>, maxDistance: f32) -> u32 {
162
225
  let signs = select(vec3<f32>(-1.0), vec3<f32>(1.0), direction >= vec3<f32>(0.0));
163
226
  let inverse = signs / max(abs(direction), vec3<f32>(1e-20));
164
227
 
165
- if (enterBox(nodes[0], origin, inverse, maxDistance) >= 1e30) {
166
- return NO_HIT;
167
- }
168
-
169
228
  var stack: array<u32, 32>;
170
- var depth = 1u;
171
- stack[0] = 0u;
229
+ var depth = 0u;
230
+ var current = 0u;
231
+ var leaf = vec2<i32>(0, 0);
172
232
 
173
233
  loop {
174
- if (depth == 0u) {
175
- break;
176
- }
234
+ if (leaf.y > 0) {
235
+ let found = anyInLeaf(leaf.x, leaf.y, origin, direction, maxDistance);
177
236
 
178
- depth = depth - 1u;
237
+ if (found != NO_HIT) {
238
+ return orderedTriangle(found);
239
+ }
179
240
 
180
- let node = nodes[stack[depth]];
241
+ leaf.y = 0;
242
+ }
181
243
 
182
- if (node.link < 0) {
183
- let start = u32(-1 - node.link);
244
+ if (current == NO_NODE) {
245
+ if (depth == 0u) {
246
+ break;
247
+ }
248
+
249
+ depth = depth - 1u;
184
250
 
185
- for (var i = 0u; i < u32(node.count); i = i + 1u) {
186
- let triangle = orderedTriangle(start + i);
187
- let result = intersectTriangle(triangle, origin, direction);
251
+ let entry = stack[depth];
188
252
 
189
- if (result.x > RAY_EPSILON && result.x < maxDistance) {
190
- return triangle;
191
- }
253
+ if ((entry & LEAF_ENTRY) != 0u) {
254
+ leaf = waitingLeaf(entry);
255
+ continue;
192
256
  }
193
257
 
194
- continue;
258
+ current = entry;
195
259
  }
196
260
 
197
- let leftIndex = u32(node.link);
198
- let rightIndex = u32(node.count);
261
+ let node = nodes[current];
262
+ let rightHit = enterBox(node.rightLow, node.rightHigh, origin, inverse, maxDistance) < 1e30;
263
+ let leftHit = enterBox(node.leftLow, node.leftHigh, origin, inverse, maxDistance) < 1e30;
264
+ let parent = current;
199
265
 
200
- if (depth + 2u > 32u) {
201
- continue;
202
- }
266
+ current = NO_NODE;
203
267
 
204
- if (enterBox(nodes[leftIndex], origin, inverse, maxDistance) < 1e30) {
205
- stack[depth] = leftIndex;
206
- depth = depth + 1u;
268
+ // The right child is taken now and the left one waits; with only one of them hit, that one is taken now.
269
+ let takeRight = rightHit;
270
+ let takenLink = select(node.leftLink, node.rightLink, takeRight);
271
+
272
+ if (rightHit || leftHit) {
273
+ if (takenLink < 0) {
274
+ leaf = vec2<i32>(takenLink, select(node.leftCount, node.rightCount, takeRight));
275
+ } else {
276
+ current = u32(takenLink);
277
+ }
207
278
  }
208
279
 
209
- if (enterBox(nodes[rightIndex], origin, inverse, maxDistance) < 1e30) {
210
- stack[depth] = rightIndex;
280
+ if (rightHit && leftHit && depth < 32u) {
281
+ stack[depth] = select(u32(node.leftLink), leafEntry(parent, false), node.leftLink < 0);
211
282
  depth = depth + 1u;
212
283
  }
213
284
  }
@@ -1,15 +1,21 @@
1
1
  import { FRAME_LAYOUT } from "../frameLayout.js";
2
2
  import { MATERIAL_KIND, MATERIAL_LAYOUT } from "../materialLayout.js";
3
+ import { SOBOL_TABLE, SRGB_TABLE, TEXTURE_TABLE } from "../texturePack.js";
3
4
 
4
5
  /** Bindings and structs shared by every stage of the path tracing module. */
5
6
  export const COMMON_WGSL = /* wgsl */ `
6
7
  ${FRAME_LAYOUT.wgsl}
7
- // Thirty two bytes: a corner and a link, twice. A leaf stores -1 - start in place of its left child.
8
+ // Sixty four bytes: the boxes of a node's two children, each a corner and a link, then a corner and a count. A link of
9
+ // zero or more is the child's own node; a leaf stores -1 - start in it, into the hierarchy's leaf order. See bvh.ts.
8
10
  struct BvhNode {
9
- low: vec3<f32>,
10
- link: i32,
11
- high: vec3<f32>,
12
- count: i32,
11
+ leftLow: vec3<f32>,
12
+ leftLink: i32,
13
+ leftHigh: vec3<f32>,
14
+ leftCount: i32,
15
+ rightLow: vec3<f32>,
16
+ rightLink: i32,
17
+ rightHigh: vec3<f32>,
18
+ rightCount: i32,
13
19
  };
14
20
 
15
21
  /** As materialLayout.ts packs it. A map index of NO_TEXTURE means the slot is empty. */
@@ -119,14 +125,21 @@ const BLEND_MULTIPLY: u32 = 4u;
119
125
  const NO_TEXTURE: u32 = 0xffffffffu;
120
126
  const NO_PROGRAM: u32 = 0xffffffffu;
121
127
 
128
+ // The lookup tables that lead the texture buffer, and where its table of textures starts after them: see texturePack.ts.
129
+ const SOBOL_TABLE: u32 = ${SOBOL_TABLE}u;
130
+ const SRGB_TABLE: u32 = ${SRGB_TABLE}u;
131
+ const TEXTURE_TABLE: u32 = ${TEXTURE_TABLE}u;
132
+
122
133
  // A WebGPU device only has to offer eight storage buffers per stage, so arrays of the same kind share one binding and
123
134
  // the uniform says where the second one starts. See sceneUpload.ts, which joins them.
124
135
  @group(0) @binding(0) var<uniform> frame: Frame;
136
+ // Nine coordinates per triangle, in the hierarchy's leaf order: see leafOf in bvh.wgsl.ts.
125
137
  @group(0) @binding(1) var<storage, read> positions: array<f32>;
126
138
  // Normals, then the UV sets from frame.uvOffset, vertex colours from frame.colorOffset and shader varyings from
127
139
  // frame.varyingOffset.
128
140
  @group(0) @binding(2) var<storage, read> attributes: array<f32>;
129
- // One material index per triangle, then the hierarchy's triangle order from frame.orderOffset on.
141
+ // One material index per triangle, then the hierarchy's triangle order from frame.orderOffset on (the triangle at each
142
+ // position of the leaf order), then from frame.leafOffset on the other way (the position of each triangle).
130
143
  @group(0) @binding(3) var<storage, read> indices: array<u32>;
131
144
  @group(0) @binding(4) var<storage, read> materials: array<Material>;
132
145
  @group(0) @binding(5) var<storage, read> nodes: array<BvhNode>;
@@ -174,7 +187,7 @@ fn extraVec4(at: u32) -> vec4<f32> {
174
187
 
175
188
  /** One entry of the texture table, unpacked from the words it shares with the texels. */
176
189
  fn textureInfo(index: u32) -> TextureInfo {
177
- let at = index * 16u;
190
+ let at = TEXTURE_TABLE + index * 16u;
178
191
  var info: TextureInfo;
179
192
 
180
193
  info.size = vec2<u32>(textures[at], textures[at + 1u]);
@@ -41,7 +41,8 @@ fn lightByProbability(u: f32) -> Light {
41
41
 
42
42
  let middle = (low + high) / 2u;
43
43
 
44
- if (lights[middle].cdf > u) {
44
+ // The probabilities packed tight in the texture buffer: the same floats as lights[].cdf, a word apart.
45
+ if (extraFloat(frame.lightCdf + middle) > u) {
45
46
  high = middle;
46
47
  } else {
47
48
  low = middle + 1u;
@@ -65,7 +66,7 @@ fn lightPdfOfTriangle(triangle: u32) -> f32 {
65
66
  }
66
67
 
67
68
  let middle = (low + high) / 2u;
68
- let candidate = lights[middle].triangle;
69
+ let candidate = textures[frame.lightTriangles + middle];
69
70
 
70
71
  if (candidate == triangle) {
71
72
  return lights[middle].pdf;