@tinypoly/gpu-renderer 0.0.4 → 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/ARCHITECTURE.md +81 -10
- package/README.md +53 -5
- package/dist/atmosphere.d.ts +21 -0
- package/dist/atmosphere.d.ts.map +1 -0
- package/dist/atmosphere.js +72 -0
- package/dist/atmosphere.js.map +1 -0
- package/dist/bvh.d.ts +11 -6
- package/dist/bvh.d.ts.map +1 -1
- package/dist/bvh.js +64 -11
- package/dist/bvh.js.map +1 -1
- package/dist/denoise.d.ts +17 -2
- package/dist/denoise.d.ts.map +1 -1
- package/dist/denoise.js +95 -27
- package/dist/denoise.js.map +1 -1
- package/dist/dispatchScheduler.d.ts +11 -4
- package/dist/dispatchScheduler.d.ts.map +1 -1
- package/dist/dispatchScheduler.js +14 -7
- package/dist/dispatchScheduler.js.map +1 -1
- package/dist/frameLayout.d.ts.map +1 -1
- package/dist/frameLayout.js +18 -0
- package/dist/frameLayout.js.map +1 -1
- package/dist/geometry.d.ts.map +1 -1
- package/dist/geometry.js +6 -3
- package/dist/geometry.js.map +1 -1
- package/dist/index.d.ts +4 -0
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +3 -0
- package/dist/index.js.map +1 -1
- package/dist/lensPass.d.ts +60 -0
- package/dist/lensPass.d.ts.map +1 -0
- package/dist/lensPass.js +235 -0
- package/dist/lensPass.js.map +1 -0
- package/dist/lightTree.d.ts +43 -0
- package/dist/lightTree.d.ts.map +1 -0
- package/dist/lightTree.js +107 -0
- package/dist/lightTree.js.map +1 -0
- package/dist/lights.d.ts +19 -1
- package/dist/lights.d.ts.map +1 -1
- package/dist/lights.js +63 -1
- package/dist/lights.js.map +1 -1
- package/dist/materialLayout.d.ts +24 -0
- package/dist/materialLayout.d.ts.map +1 -1
- package/dist/materialLayout.js +36 -1
- package/dist/materialLayout.js.map +1 -1
- package/dist/pathTracePass.d.ts +6 -3
- package/dist/pathTracePass.d.ts.map +1 -1
- package/dist/pathTracePass.js +16 -10
- package/dist/pathTracePass.js.map +1 -1
- package/dist/renderer.d.ts +19 -7
- package/dist/renderer.d.ts.map +1 -1
- package/dist/renderer.js +198 -36
- package/dist/renderer.js.map +1 -1
- package/dist/sceneUpload.d.ts +19 -1
- package/dist/sceneUpload.d.ts.map +1 -1
- package/dist/sceneUpload.js +25 -3
- package/dist/sceneUpload.js.map +1 -1
- package/dist/settings.d.ts +136 -0
- package/dist/settings.d.ts.map +1 -0
- package/dist/settings.js +100 -0
- package/dist/settings.js.map +1 -0
- package/dist/subsurface.d.ts +76 -0
- package/dist/subsurface.d.ts.map +1 -0
- package/dist/subsurface.js +70 -0
- package/dist/subsurface.js.map +1 -0
- package/dist/texturePack.d.ts +16 -4
- package/dist/texturePack.d.ts.map +1 -1
- package/dist/texturePack.js +61 -8
- package/dist/texturePack.js.map +1 -1
- package/dist/volumeContainment.d.ts +17 -0
- package/dist/volumeContainment.d.ts.map +1 -0
- package/dist/volumeContainment.js +61 -0
- package/dist/volumeContainment.js.map +1 -0
- package/dist/wgsl/bsdf.wgsl.d.ts +1 -1
- package/dist/wgsl/bsdf.wgsl.d.ts.map +1 -1
- package/dist/wgsl/bsdf.wgsl.js +35 -3
- package/dist/wgsl/bsdf.wgsl.js.map +1 -1
- package/dist/wgsl/bvh.wgsl.d.ts +8 -2
- package/dist/wgsl/bvh.wgsl.d.ts.map +1 -1
- package/dist/wgsl/bvh.wgsl.js +167 -96
- package/dist/wgsl/bvh.wgsl.js.map +1 -1
- package/dist/wgsl/common.wgsl.d.ts.map +1 -1
- package/dist/wgsl/common.wgsl.js +24 -7
- package/dist/wgsl/common.wgsl.js.map +1 -1
- package/dist/wgsl/lens.wgsl.d.ts +17 -0
- package/dist/wgsl/lens.wgsl.d.ts.map +1 -0
- package/dist/wgsl/lens.wgsl.js +315 -0
- package/dist/wgsl/lens.wgsl.js.map +1 -0
- package/dist/wgsl/lights.wgsl.d.ts +1 -1
- package/dist/wgsl/lights.wgsl.d.ts.map +1 -1
- package/dist/wgsl/lights.wgsl.js +206 -33
- package/dist/wgsl/lights.wgsl.js.map +1 -1
- package/dist/wgsl/pathTrace.wgsl.d.ts +1 -1
- package/dist/wgsl/pathTrace.wgsl.d.ts.map +1 -1
- package/dist/wgsl/pathTrace.wgsl.js +410 -25
- package/dist/wgsl/pathTrace.wgsl.js.map +1 -1
- package/dist/wgsl/random.wgsl.d.ts +1 -1
- package/dist/wgsl/random.wgsl.d.ts.map +1 -1
- package/dist/wgsl/random.wgsl.js +9 -17
- package/dist/wgsl/random.wgsl.js.map +1 -1
- package/dist/wgsl/sampling.wgsl.d.ts +1 -1
- package/dist/wgsl/sampling.wgsl.d.ts.map +1 -1
- package/dist/wgsl/sampling.wgsl.js +25 -0
- package/dist/wgsl/sampling.wgsl.js.map +1 -1
- package/dist/wgsl/surface.wgsl.d.ts +1 -1
- package/dist/wgsl/surface.wgsl.d.ts.map +1 -1
- package/dist/wgsl/surface.wgsl.js +47 -4
- package/dist/wgsl/surface.wgsl.js.map +1 -1
- package/dist/wgsl/texture.wgsl.d.ts +1 -1
- package/dist/wgsl/texture.wgsl.d.ts.map +1 -1
- package/dist/wgsl/texture.wgsl.js +10 -11
- package/dist/wgsl/texture.wgsl.js.map +1 -1
- package/package.json +1 -1
- package/src/atmosphere.ts +95 -0
- package/src/bvh.ts +81 -12
- package/src/denoise.ts +110 -27
- package/src/dispatchScheduler.ts +16 -7
- package/src/frameLayout.ts +18 -0
- package/src/geometry.ts +6 -2
- package/src/index.ts +13 -0
- package/src/lensPass.ts +299 -0
- package/src/lightTree.ts +172 -0
- package/src/lights.ts +90 -2
- package/src/materialLayout.ts +52 -1
- package/src/pathTracePass.ts +19 -10
- package/src/renderer.ts +258 -43
- package/src/sceneUpload.ts +41 -4
- package/src/settings.ts +234 -0
- package/src/subsurface.ts +153 -0
- package/src/texturePack.ts +80 -13
- package/src/volumeContainment.ts +81 -0
- package/src/wgsl/bsdf.wgsl.ts +35 -3
- package/src/wgsl/bvh.wgsl.ts +167 -96
- package/src/wgsl/common.wgsl.ts +24 -7
- package/src/wgsl/lens.wgsl.ts +314 -0
- package/src/wgsl/lights.wgsl.ts +206 -33
- package/src/wgsl/pathTrace.wgsl.ts +410 -25
- package/src/wgsl/random.wgsl.ts +9 -17
- package/src/wgsl/sampling.wgsl.ts +25 -0
- package/src/wgsl/surface.wgsl.ts +47 -4
- package/src/wgsl/texture.wgsl.ts +10 -11
package/dist/wgsl/bsdf.wgsl.js
CHANGED
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@@ -175,6 +175,12 @@ fn coatTransmittance(surface: Surface, view: vec3<f32>) -> f32 {
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return 1.0 - surface.clearcoat * schlick3(vec3<f32>(0.04), 1.0, nv).x;
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}
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/**
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* A point inside a volume, where light scatters by the medium's phase function instead of off a surface. Only the
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* integrator makes one: its normal faces back along the ray, its albedo is the medium's, its anisotropy the phase's.
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*/
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const KIND_VOLUME: u32 = 100u;
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/** How often each lobe is chosen, as (diffuse, specular, clearcoat): by how much of the reflection each accounts for. */
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fn lobeWeights(surface: Surface, view: vec3<f32>) -> vec3<f32> {
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let nv = max(dot(surface.normal, view), 1e-4);
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@@ -192,7 +198,8 @@ fn lobeWeights(surface: Surface, view: vec3<f32>) -> vec3<f32> {
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let base = coatTransmittance(surface, view);
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// The floors keep every lobe reachable: the diffuse one also carries the sheen and the multiple scattering term.
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let diffuse = (luminanceOf(surface.albedo * (1.0 - surface.metalness)
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let diffuse = (luminanceOf(surface.albedo * ((1.0 - surface.metalness) * (1.0 - surface.subsurface)))
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+ max3(surface.sheenColor)) * base + 0.02;
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let specular = luminanceOf(schlick3(surface.specularColor, surface.specularF90, nv)
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* (1.0 - surface.metalness) + surface.albedo * surface.metalness) * base + 0.05;
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let coat = select(0.0, (1.0 - base) + 0.02, surface.clearcoat > 0.0);
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@@ -235,7 +242,8 @@ fn physicalValue(surface: Surface, view: vec3<f32>, light: vec3<f32>) -> vec3<f3
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let average = f0 + (vec3<f32>(1.0) - f0) * 0.047619;
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let multiple = essV * essL * average / (vec3<f32>(1.0) - emsV * emsL * average + 1e-7) * (emsV * emsL);
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// What scatters inside the material leaves it elsewhere, by the random walk, not from this point.
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var diffuse = surface.albedo * ((1.0 - surface.metalness) * (1.0 - surface.subsurface)) / PI;
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var specular = single + multiple;
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// Three's sheen: its lobe sits on top and takes back the energy it reflects from the layers below.
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@@ -344,6 +352,16 @@ fn evaluateBsdf(surface: Surface, view: vec3<f32>, light: vec3<f32>) -> BsdfEval
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let nl = dot(normal, light);
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let nv = dot(normal, view);
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// In a medium every direction is open: the phase function stands for the lobes, and samples itself exactly.
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if (surface.kind == KIND_VOLUME) {
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let phase = henyeyGreenstein(dot(-view, light), surface.anisotropy);
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result.value = surface.albedo * phase;
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result.pdf = phase;
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return result;
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}
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if (nv <= 0.0) {
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return result;
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}
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@@ -507,6 +525,15 @@ fn sampleBsdf(surface: Surface, view: vec3<f32>, lobe: f32, u: vec2<f32>) -> Bsd
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result.pdf = 0.0;
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result.diffuse = true;
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if (surface.kind == KIND_VOLUME) {
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result.direction = sampleHenyeyGreenstein(-view, surface.anisotropy, u);
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result.weight = surface.albedo;
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result.pdf = henyeyGreenstein(dot(-view, result.direction), surface.anisotropy);
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result.valid = true;
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return result;
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}
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if (dot(normal, view) <= 0.0) {
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return result;
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}
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@@ -574,6 +601,11 @@ fn diffuseValue(surface: Surface, view: vec3<f32>, light: vec3<f32>) -> vec3<f32
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return surface.albedo / PI * toonRamp(surface.gradientMap, nl);
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}
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// Light scattered in a medium is all diffuse, as the denoiser sees it.
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if (surface.kind == KIND_VOLUME) {
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return surface.albedo * henyeyGreenstein(dot(-view, light), surface.anisotropy);
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}
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if (nl <= 0.0) {
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return vec3<f32>(0.0);
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}
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return surface.albedo / PI * nl;
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}
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var diffuse = surface.albedo * (1.0 - surface.metalness) / PI;
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var diffuse = surface.albedo * ((1.0 - surface.metalness) * (1.0 - surface.subsurface)) / PI;
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if (any(surface.sheenColor > vec3<f32>(0.0))) {
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diffuse = diffuse * (1.0 - max3(surface.sheenColor)
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@@ -1 +1 @@
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-
{"version":3,"file":"bsdf.wgsl.js","sourceRoot":"","sources":["../../src/wgsl/bsdf.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AACH,MAAM,CAAC,MAAM,SAAS,GAAG,UAAU,CAAC
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{"version":3,"file":"bsdf.wgsl.js","sourceRoot":"","sources":["../../src/wgsl/bsdf.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AACH,MAAM,CAAC,MAAM,SAAS,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8nBnC,CAAC"}
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package/dist/wgsl/bvh.wgsl.d.ts
CHANGED
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/**
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/**
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* Triangle intersection and the iterative traversal, with the fixed stack the builder caps its depth to.
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*
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* The positions are uploaded in the hierarchy's leaf order, so a leaf is a run of triangles read straight off the
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* buffer; the scene's own triangle number is looked up once, for the hit a trace returns. Every other reader goes the
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* other way, from a triangle number to where its corners sit.
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*/
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export declare const BVH_WGSL = "\n/** A corner of the triangle at this position of the hierarchy's leaf order. */\nfn leafVertex(at: u32, corner: u32) -> vec3<f32> {\n let base = at * 9u + corner * 3u;\n\n return vec3<f32>(positions[base], positions[base + 1u], positions[base + 2u]);\n}\n\n/** Where a triangle of the scene sits in the leaf order the positions are stored in. */\nfn leafOf(triangle: u32) -> u32 {\n return indices[frame.leafOffset + triangle];\n}\n\nfn triangleVertex(triangle: u32, corner: u32) -> vec3<f32> {\n return leafVertex(leafOf(triangle), corner);\n}\n\n/** Moller-Trumbore. Returns the distance in x and the barycentric coordinates in yz, or a negative distance. */\nfn intersectTriangle(at: u32, origin: vec3<f32>, direction: vec3<f32>) -> vec3<f32> {\n let miss = vec3<f32>(-1.0, 0.0, 0.0);\n let a = leafVertex(at, 0u);\n let edge1 = leafVertex(at, 1u) - a;\n let edge2 = leafVertex(at, 2u) - a;\n let p = cross(direction, edge2);\n let determinant = dot(edge1, p);\n\n if (abs(determinant) < 1e-12) {\n return miss;\n }\n\n let inverse = 1.0 / determinant;\n let offset = origin - a;\n let u = dot(offset, p) * inverse;\n\n if (u < 0.0 || u > 1.0) {\n return miss;\n }\n\n let q = cross(offset, edge1);\n let v = dot(direction, q) * inverse;\n\n if (v < 0.0 || u + v > 1.0) {\n return miss;\n }\n\n return vec3<f32>(dot(edge2, q) * inverse, u, v);\n}\n\n/** Where a ray enters a box, or 1e30 when it misses it or only meets it past maxDistance. */\nfn enterBox(low: vec3<f32>, high: vec3<f32>, origin: vec3<f32>, inverse: vec3<f32>, maxDistance: f32) -> f32 {\n let first = (low - origin) * inverse;\n let second = (high - origin) * inverse;\n let near = min(first, second);\n let far = max(first, second);\n let enter = max(max(near.x, near.y), max(near.z, 0.0));\n let exit = min(min(far.x, far.y), min(far.z, maxDistance));\n\n return select(1e30, enter, enter <= exit);\n}\n\n/** The triangles of a leaf, against the closest hit so far, which records where in the leaf order it found one. */\nfn intersectLeaf(link: i32, count: i32, origin: vec3<f32>, direction: vec3<f32>, hit: ptr<function, Hit>) {\n let start = u32(-1 - link);\n\n for (var i = 0u; i < u32(count); i = i + 1u) {\n let result = intersectTriangle(start + i, origin, direction);\n\n if (result.x > RAY_EPSILON && result.x < (*hit).distance) {\n (*hit).distance = result.x;\n (*hit).triangle = start + i;\n (*hit).u = result.y;\n (*hit).v = result.z;\n }\n }\n}\n\n/** Whether any triangle of a leaf lies along the ray before maxDistance: its position in the leaf order, or NO_HIT. */\nfn anyInLeaf(link: i32, count: i32, origin: vec3<f32>, direction: vec3<f32>, maxDistance: f32) -> u32 {\n let start = u32(-1 - link);\n\n for (var i = 0u; i < u32(count); i = i + 1u) {\n let result = intersectTriangle(start + i, origin, direction);\n\n if (result.x > RAY_EPSILON && result.x < maxDistance) {\n return start + i;\n }\n }\n\n return NO_HIT;\n}\n\n/** No node to go to: the traversal takes the next entry off the stack. */\nconst NO_NODE: u32 = 0xffffffffu;\n\n/**\n * 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\n * has no node of its own, so this is how one waits its turn.\n */\nconst LEAF_ENTRY: u32 = 0x80000000u;\n\nfn leafEntry(parent: u32, right: bool) -> u32 {\n return LEAF_ENTRY | (parent << 1u) | select(0u, 1u, right);\n}\n\n/** A waiting leaf's link and count, read back from the node that holds it. */\nfn waitingLeaf(entry: u32) -> vec2<i32> {\n let parent = (entry & ~LEAF_ENTRY) >> 1u;\n\n if ((entry & 1u) != 0u) {\n return vec2<i32>(nodes[parent].rightLink, nodes[parent].rightCount);\n }\n\n return vec2<i32>(nodes[parent].leftLink, nodes[parent].leftCount);\n}\n\n/**\n * The closest hit along a ray. A node holds both of its children's boxes, so one read tests them both. The nearer is\n * visited first, so the closest hit shrinks the search early and whole subtrees behind it are skipped; the farther one\n * waits on the stack with where the ray entered it, and is dropped unopened if something closer turned up meanwhile.\n * A leaf is tested at the top of the next step, the one place the loop tests triangles, which keeps the kernel small.\n * This visits what the binary tree's traversal visited, in the same order, so it finds the same hit.\n */\nfn traceScene(origin: vec3<f32>, direction: vec3<f32>, maxDistance: f32) -> Hit {\n var hit: Hit;\n hit.distance = maxDistance;\n hit.triangle = NO_HIT;\n hit.u = 0.0;\n hit.v = 0.0;\n\n if (frame.triangleCount == 0u) {\n return hit;\n }\n\n // A huge finite reciprocal instead of an infinite one: an axis aligned slab would otherwise produce 0 * inf.\n let signs = select(vec3<f32>(-1.0), vec3<f32>(1.0), direction >= vec3<f32>(0.0));\n let inverse = signs / max(abs(direction), vec3<f32>(1e-20));\n\n var stack: array<u32, 32>;\n var enters: array<f32, 32>;\n var depth = 0u;\n var current = 0u;\n // A leaf to test before anything else: its link, and its triangle count, zero when there is none.\n var leaf = vec2<i32>(0, 0);\n\n loop {\n if (leaf.y > 0) {\n intersectLeaf(leaf.x, leaf.y, origin, direction, &hit);\n leaf.y = 0;\n }\n\n if (current == NO_NODE) {\n if (depth == 0u) {\n break;\n }\n\n depth = depth - 1u;\n\n // Something closer was found since this was pushed.\n if (enters[depth] > hit.distance) {\n continue;\n }\n\n let entry = stack[depth];\n\n if ((entry & LEAF_ENTRY) != 0u) {\n leaf = waitingLeaf(entry);\n continue;\n }\n\n current = entry;\n }\n\n let node = nodes[current];\n let leftEnter = enterBox(node.leftLow, node.leftHigh, origin, inverse, hit.distance);\n let rightEnter = enterBox(node.rightLow, node.rightHigh, origin, inverse, hit.distance);\n let leftFirst = leftEnter <= rightEnter;\n let nearLink = select(node.rightLink, node.leftLink, leftFirst);\n let farEnter = select(leftEnter, rightEnter, leftFirst);\n let farLink = select(node.leftLink, node.rightLink, leftFirst);\n let parent = current;\n\n current = NO_NODE;\n\n // The nearer child: a miss means both missed.\n if (min(leftEnter, rightEnter) < 1e30) {\n if (nearLink < 0) {\n leaf = vec2<i32>(nearLink, select(node.rightCount, node.leftCount, leftFirst));\n } else {\n current = u32(nearLink);\n }\n }\n\n // The builder caps its depth so the far children always fit; the guard keeps a malformed tree inside the stack.\n if (farEnter < 1e30 && depth < 32u) {\n stack[depth] = select(u32(farLink), leafEntry(parent, leftFirst), farLink < 0);\n enters[depth] = farEnter;\n depth = depth + 1u;\n }\n }\n\n if (hit.triangle != NO_HIT) {\n hit.triangle = orderedTriangle(hit.triangle);\n }\n\n return hit;\n}\n\n/**\n * Whether anything at all lies along a ray before maxDistance, stopping at the first triangle it finds rather than the\n * closest: what a shadow ray asks when every surface it could meet blocks it. Returns that triangle, or NO_HIT. The\n * right child goes first and the left one waits, the order the binary tree's traversal took.\n */\nfn traceAny(origin: vec3<f32>, direction: vec3<f32>, maxDistance: f32) -> u32 {\n if (frame.triangleCount == 0u) {\n return NO_HIT;\n }\n\n let signs = select(vec3<f32>(-1.0), vec3<f32>(1.0), direction >= vec3<f32>(0.0));\n let inverse = signs / max(abs(direction), vec3<f32>(1e-20));\n\n var stack: array<u32, 32>;\n var depth = 0u;\n var current = 0u;\n var leaf = vec2<i32>(0, 0);\n\n loop {\n if (leaf.y > 0) {\n let found = anyInLeaf(leaf.x, leaf.y, origin, direction, maxDistance);\n\n if (found != NO_HIT) {\n return orderedTriangle(found);\n }\n\n leaf.y = 0;\n }\n\n if (current == NO_NODE) {\n if (depth == 0u) {\n break;\n }\n\n depth = depth - 1u;\n\n let entry = stack[depth];\n\n if ((entry & LEAF_ENTRY) != 0u) {\n leaf = waitingLeaf(entry);\n continue;\n }\n\n current = entry;\n }\n\n let node = nodes[current];\n let rightHit = enterBox(node.rightLow, node.rightHigh, origin, inverse, maxDistance) < 1e30;\n let leftHit = enterBox(node.leftLow, node.leftHigh, origin, inverse, maxDistance) < 1e30;\n let parent = current;\n\n current = NO_NODE;\n\n // The right child is taken now and the left one waits; with only one of them hit, that one is taken now.\n let takeRight = rightHit;\n let takenLink = select(node.leftLink, node.rightLink, takeRight);\n\n if (rightHit || leftHit) {\n if (takenLink < 0) {\n leaf = vec2<i32>(takenLink, select(node.leftCount, node.rightCount, takeRight));\n } else {\n current = u32(takenLink);\n }\n }\n\n if (rightHit && leftHit && depth < 32u) {\n stack[depth] = select(u32(node.leftLink), leafEntry(parent, false), node.leftLink < 0);\n depth = depth + 1u;\n }\n }\n\n return NO_HIT;\n}\n";
|
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3
9
|
//# sourceMappingURL=bvh.wgsl.d.ts.map
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"bvh.wgsl.d.ts","sourceRoot":"","sources":["../../src/wgsl/bvh.wgsl.ts"],"names":[],"mappings":"AAAA
|
|
1
|
+
{"version":3,"file":"bvh.wgsl.d.ts","sourceRoot":"","sources":["../../src/wgsl/bvh.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AACH,eAAO,MAAM,QAAQ,+5RAwRpB,CAAC"}
|
package/dist/wgsl/bvh.wgsl.js
CHANGED
|
@@ -1,17 +1,33 @@
|
|
|
1
|
-
/**
|
|
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
|
-
|
|
4
|
-
|
|
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(
|
|
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
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-
let a =
|
|
13
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-
let edge1 =
|
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14
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-
let edge2 =
|
|
28
|
+
let a = leafVertex(at, 0u);
|
|
29
|
+
let edge1 = leafVertex(at, 1u) - a;
|
|
30
|
+
let edge2 = leafVertex(at, 2u) - a;
|
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15
31
|
let p = cross(direction, edge2);
|
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16
32
|
let determinant = dot(edge1, p);
|
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17
33
|
|
|
@@ -37,10 +53,10 @@ fn intersectTriangle(triangle: u32, origin: vec3<f32>, direction: vec3<f32>) ->
|
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37
53
|
return vec3<f32>(dot(edge2, q) * inverse, u, v);
|
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38
54
|
}
|
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39
55
|
|
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40
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-
/** Where a ray enters a
|
|
41
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-
fn enterBox(
|
|
42
|
-
let first = (
|
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43
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-
let second = (
|
|
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
|
}
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|
51
67
|
|
|
52
|
-
/** The triangles of a leaf, against the closest hit so far. */
|
|
53
|
-
fn intersectLeaf(
|
|
54
|
-
let start = u32(-1 -
|
|
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(
|
|
57
|
-
let
|
|
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 =
|
|
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.
|
|
71
|
-
* the closest hit shrinks the search early and whole subtrees behind it are skipped;
|
|
72
|
-
*
|
|
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 =
|
|
97
|
-
|
|
98
|
-
|
|
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 (
|
|
102
|
-
|
|
153
|
+
if (leaf.y > 0) {
|
|
154
|
+
intersectLeaf(leaf.x, leaf.y, origin, direction, &hit);
|
|
155
|
+
leaf.y = 0;
|
|
103
156
|
}
|
|
104
157
|
|
|
105
|
-
|
|
158
|
+
if (current == NO_NODE) {
|
|
159
|
+
if (depth == 0u) {
|
|
160
|
+
break;
|
|
161
|
+
}
|
|
106
162
|
|
|
107
|
-
|
|
108
|
-
if (enters[depth] > hit.distance) {
|
|
109
|
-
continue;
|
|
110
|
-
}
|
|
163
|
+
depth = depth - 1u;
|
|
111
164
|
|
|
112
|
-
|
|
165
|
+
// Something closer was found since this was pushed.
|
|
166
|
+
if (enters[depth] > hit.distance) {
|
|
167
|
+
continue;
|
|
168
|
+
}
|
|
113
169
|
|
|
114
|
-
|
|
115
|
-
intersectLeaf(node, origin, direction, &hit);
|
|
116
|
-
continue;
|
|
117
|
-
}
|
|
170
|
+
let entry = stack[depth];
|
|
118
171
|
|
|
119
|
-
|
|
120
|
-
|
|
121
|
-
|
|
122
|
-
|
|
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
|
-
|
|
127
|
-
if (depth + 2u > 32u) {
|
|
128
|
-
continue;
|
|
177
|
+
current = entry;
|
|
129
178
|
}
|
|
130
179
|
|
|
131
|
-
|
|
132
|
-
|
|
133
|
-
|
|
134
|
-
|
|
135
|
-
|
|
136
|
-
|
|
137
|
-
|
|
138
|
-
|
|
139
|
-
|
|
140
|
-
|
|
141
|
-
|
|
142
|
-
|
|
143
|
-
|
|
144
|
-
|
|
145
|
-
|
|
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 =
|
|
171
|
-
|
|
229
|
+
var depth = 0u;
|
|
230
|
+
var current = 0u;
|
|
231
|
+
var leaf = vec2<i32>(0, 0);
|
|
172
232
|
|
|
173
233
|
loop {
|
|
174
|
-
if (
|
|
175
|
-
|
|
176
|
-
}
|
|
234
|
+
if (leaf.y > 0) {
|
|
235
|
+
let found = anyInLeaf(leaf.x, leaf.y, origin, direction, maxDistance);
|
|
177
236
|
|
|
178
|
-
|
|
237
|
+
if (found != NO_HIT) {
|
|
238
|
+
return orderedTriangle(found);
|
|
239
|
+
}
|
|
179
240
|
|
|
180
|
-
|
|
241
|
+
leaf.y = 0;
|
|
242
|
+
}
|
|
181
243
|
|
|
182
|
-
if (
|
|
183
|
-
|
|
244
|
+
if (current == NO_NODE) {
|
|
245
|
+
if (depth == 0u) {
|
|
246
|
+
break;
|
|
247
|
+
}
|
|
248
|
+
|
|
249
|
+
depth = depth - 1u;
|
|
184
250
|
|
|
185
|
-
|
|
186
|
-
let triangle = orderedTriangle(start + i);
|
|
187
|
-
let result = intersectTriangle(triangle, origin, direction);
|
|
251
|
+
let entry = stack[depth];
|
|
188
252
|
|
|
189
|
-
|
|
190
|
-
|
|
191
|
-
|
|
253
|
+
if ((entry & LEAF_ENTRY) != 0u) {
|
|
254
|
+
leaf = waitingLeaf(entry);
|
|
255
|
+
continue;
|
|
192
256
|
}
|
|
193
257
|
|
|
194
|
-
|
|
258
|
+
current = entry;
|
|
195
259
|
}
|
|
196
260
|
|
|
197
|
-
let
|
|
198
|
-
let
|
|
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
|
-
|
|
201
|
-
continue;
|
|
202
|
-
}
|
|
266
|
+
current = NO_NODE;
|
|
203
267
|
|
|
204
|
-
|
|
205
|
-
|
|
206
|
-
|
|
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 (
|
|
210
|
-
stack[depth] =
|
|
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 +1 @@
|
|
|
1
|
-
{"version":3,"file":"bvh.wgsl.js","sourceRoot":"","sources":["../../src/wgsl/bvh.wgsl.ts"],"names":[],"mappings":"AAAA
|
|
1
|
+
{"version":3,"file":"bvh.wgsl.js","sourceRoot":"","sources":["../../src/wgsl/bvh.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AACH,MAAM,CAAC,MAAM,QAAQ,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwRlC,CAAC"}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"common.wgsl.d.ts","sourceRoot":"","sources":["../../src/wgsl/common.wgsl.ts"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"common.wgsl.d.ts","sourceRoot":"","sources":["../../src/wgsl/common.wgsl.ts"],"names":[],"mappings":"AAIA,6EAA6E;AAC7E,eAAO,MAAM,WAAW,QA4MvB,CAAC"}
|
package/dist/wgsl/common.wgsl.js
CHANGED
|
@@ -1,14 +1,20 @@
|
|
|
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
|
/** Bindings and structs shared by every stage of the path tracing module. */
|
|
4
5
|
export const COMMON_WGSL = /* wgsl */ `
|
|
5
6
|
${FRAME_LAYOUT.wgsl}
|
|
6
|
-
//
|
|
7
|
+
// 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
|
|
8
|
+
// 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.
|
|
7
9
|
struct BvhNode {
|
|
8
|
-
|
|
9
|
-
|
|
10
|
-
|
|
11
|
-
|
|
10
|
+
leftLow: vec3<f32>,
|
|
11
|
+
leftLink: i32,
|
|
12
|
+
leftHigh: vec3<f32>,
|
|
13
|
+
leftCount: i32,
|
|
14
|
+
rightLow: vec3<f32>,
|
|
15
|
+
rightLink: i32,
|
|
16
|
+
rightHigh: vec3<f32>,
|
|
17
|
+
rightCount: i32,
|
|
12
18
|
};
|
|
13
19
|
|
|
14
20
|
/** As materialLayout.ts packs it. A map index of NO_TEXTURE means the slot is empty. */
|
|
@@ -92,6 +98,10 @@ const MATERIAL_OBJECT_NORMAL_MAP: u32 = 256u;
|
|
|
92
98
|
const MATERIAL_PATCHED: u32 = 512u;
|
|
93
99
|
const MATERIAL_ALPHA_HASH: u32 = 2048u;
|
|
94
100
|
const MATERIAL_SPECULAR: u32 = 4096u;
|
|
101
|
+
// The mesh only bounds a medium: its surface is invisible and the space inside scatters light.
|
|
102
|
+
const MATERIAL_VOLUME: u32 = 8192u;
|
|
103
|
+
// An unlit material of a fixed colour, which direct sampling aims at: it emits what it shows.
|
|
104
|
+
const MATERIAL_UNLIT_LIGHT: u32 = 16384u;
|
|
95
105
|
|
|
96
106
|
const KIND_STANDARD: u32 = ${MATERIAL_KIND.standard}u;
|
|
97
107
|
const KIND_PHYSICAL: u32 = ${MATERIAL_KIND.physical}u;
|
|
@@ -118,14 +128,21 @@ const BLEND_MULTIPLY: u32 = 4u;
|
|
|
118
128
|
const NO_TEXTURE: u32 = 0xffffffffu;
|
|
119
129
|
const NO_PROGRAM: u32 = 0xffffffffu;
|
|
120
130
|
|
|
131
|
+
// The lookup tables that lead the texture buffer, and where its table of textures starts after them: see texturePack.ts.
|
|
132
|
+
const SOBOL_TABLE: u32 = ${SOBOL_TABLE}u;
|
|
133
|
+
const SRGB_TABLE: u32 = ${SRGB_TABLE}u;
|
|
134
|
+
const TEXTURE_TABLE: u32 = ${TEXTURE_TABLE}u;
|
|
135
|
+
|
|
121
136
|
// A WebGPU device only has to offer eight storage buffers per stage, so arrays of the same kind share one binding and
|
|
122
137
|
// the uniform says where the second one starts. See sceneUpload.ts, which joins them.
|
|
123
138
|
@group(0) @binding(0) var<uniform> frame: Frame;
|
|
139
|
+
// Nine coordinates per triangle, in the hierarchy's leaf order: see leafOf in bvh.wgsl.ts.
|
|
124
140
|
@group(0) @binding(1) var<storage, read> positions: array<f32>;
|
|
125
141
|
// Normals, then the UV sets from frame.uvOffset, vertex colours from frame.colorOffset and shader varyings from
|
|
126
142
|
// frame.varyingOffset.
|
|
127
143
|
@group(0) @binding(2) var<storage, read> attributes: array<f32>;
|
|
128
|
-
// One material index per triangle, then the hierarchy's triangle order from frame.orderOffset on
|
|
144
|
+
// One material index per triangle, then the hierarchy's triangle order from frame.orderOffset on (the triangle at each
|
|
145
|
+
// position of the leaf order), then from frame.leafOffset on the other way (the position of each triangle).
|
|
129
146
|
@group(0) @binding(3) var<storage, read> indices: array<u32>;
|
|
130
147
|
@group(0) @binding(4) var<storage, read> materials: array<Material>;
|
|
131
148
|
@group(0) @binding(5) var<storage, read> nodes: array<BvhNode>;
|
|
@@ -173,7 +190,7 @@ fn extraVec4(at: u32) -> vec4<f32> {
|
|
|
173
190
|
|
|
174
191
|
/** One entry of the texture table, unpacked from the words it shares with the texels. */
|
|
175
192
|
fn textureInfo(index: u32) -> TextureInfo {
|
|
176
|
-
let at = index * 16u;
|
|
193
|
+
let at = TEXTURE_TABLE + index * 16u;
|
|
177
194
|
var info: TextureInfo;
|
|
178
195
|
|
|
179
196
|
info.size = vec2<u32>(textures[at], textures[at + 1u]);
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"common.wgsl.js","sourceRoot":"","sources":["../../src/wgsl/common.wgsl.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,aAAa,EAAE,eAAe,EAAE,MAAM,sBAAsB,CAAC;
|
|
1
|
+
{"version":3,"file":"common.wgsl.js","sourceRoot":"","sources":["../../src/wgsl/common.wgsl.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,aAAa,EAAE,eAAe,EAAE,MAAM,sBAAsB,CAAC;AACtE,OAAO,EAAE,WAAW,EAAE,UAAU,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAE3E,6EAA6E;AAC7E,MAAM,CAAC,MAAM,WAAW,GAAG,UAAU,CAAC;EACpC,YAAY,CAAC,IAAI;;;;;;;;;;;;;;;EAejB,eAAe,CAAC,IAAI;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;6BAqFO,aAAa,CAAC,QAAQ;6BACtB,aAAa,CAAC,QAAQ;4BACvB,aAAa,CAAC,OAAO;0BACvB,aAAa,CAAC,KAAK;yBACpB,aAAa,CAAC,IAAI;0BACjB,aAAa,CAAC,KAAK;2BAClB,aAAa,CAAC,MAAM;0BACrB,aAAa,CAAC,KAAK;2BAClB,aAAa,CAAC,MAAM;2BACpB,aAAa,CAAC,MAAM;2BACpB,aAAa,CAAC,MAAM;;;;;;;;;;;;;;;;2BAgBpB,WAAW;0BACZ,UAAU;6BACP,aAAa;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2EzC,CAAC"}
|
|
@@ -0,0 +1,17 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* What the lens and the sensor do to the light before it is exposed: a halo around bright light (bloom), colour
|
|
3
|
+
* fringes towards the corners (lateral chromatic aberration) and the camera's white balance. Everything here is linear
|
|
4
|
+
* light, between the traced (or denoised) radiance and the presentation pass, which exposes and tone maps the result.
|
|
5
|
+
*
|
|
6
|
+
* The halo is built over a pyramid of half sized copies of the image, as Jimenez's "Next generation post processing in
|
|
7
|
+
* Call of Duty" (2014) builds it: each level is a 13 tap filter of the one above, and the levels are folded back from
|
|
8
|
+
* the smallest up with a tent filter, each mixed with the one below by the radius. The result is a wide, smooth spread
|
|
9
|
+
* whose weights sum to one, so a flat image is left as it was and the halo takes light from where it is rather than
|
|
10
|
+
* adding any: the image keeps its exact mean.
|
|
11
|
+
*
|
|
12
|
+
* The rays a bright light throws through the aperture are gathered the same way, from a quarter sized level: each
|
|
13
|
+
* texel takes the light of the texels behind it along every ray's direction, fading with the distance, with weights
|
|
14
|
+
* that again sum to one.
|
|
15
|
+
*/
|
|
16
|
+
export declare const LENS_WGSL = "\nstruct Lens {\n resolution: vec2<u32>,\n // Whether the colour comes from the denoiser's output rather than straight from the accumulation.\n denoised: u32,\n // Upsampling only: the level read from sits in the downsampled pyramid (the smallest one) instead of the folded one.\n fromDown: u32,\n sourceSize: vec2<u32>,\n // Where the level read from starts in its pyramid; a size of the full resolution reads the image itself.\n sourceOffset: u32,\n // The first downsample reads the image itself, and averages its taps by luminance against fireflies.\n fromImage: u32,\n targetSize: vec2<u32>,\n targetOffset: u32,\n // Where the largest level of the folded pyramid starts, which the composite reads the halo from.\n haloOffset: u32,\n haloSize: vec2<u32>,\n // How much of the light the halo takes, and how much each level takes from the one below it.\n intensity: f32,\n radius: f32,\n // How far red and blue move apart at the corners, as a share of the distance from the centre.\n aberration: f32,\n // How much of the light the aperture's rays take, how many there are, and how far they reach in streak texels.\n glare: f32,\n rays: u32,\n glareLength: f32,\n // The white balance, a linear sRGB matrix, row by row.\n white0: vec4<f32>,\n white1: vec4<f32>,\n white2: vec4<f32>,\n // The size of the level the rays are gathered at, and the angle of the first ray, in radians.\n streakSize: vec2<u32>,\n glareAngle: f32,\n pad0: f32,\n};\n\nconst PI: f32 = 3.14159265358979;\n\n/** Taps along each of the aperture's rays. */\nconst STREAK_TAPS: i32 = 24;\n\n@group(0) @binding(0) var<uniform> lens: Lens;\n@group(0) @binding(1) var<storage, read> accumulation: array<vec4<f32>>;\n@group(0) @binding(2) var<storage, read> denoised: array<vec4<f32>>;\n@group(0) @binding(3) var<storage, read_write> down: array<vec4<f32>>;\n@group(0) @binding(4) var<storage, read_write> up: array<vec4<f32>>;\n@group(0) @binding(5) var<storage, read_write> graded: array<vec4<f32>>;\n@group(0) @binding(6) var<storage, read_write> streaked: array<vec4<f32>>;\n\n/** The image's own texel: its mean so far, or nothing where no path has landed yet. */\nfn imageTexel(x: i32, y: i32) -> vec3<f32> {\n let size = vec2<i32>(lens.resolution);\n let index = u32(clamp(y, 0, size.y - 1) * size.x + clamp(x, 0, size.x - 1));\n\n if (lens.denoised != 0u) {\n return denoised[index].rgb;\n }\n\n let stored = accumulation[index];\n\n return select(stored.rgb / stored.w, vec3<f32>(0.0), stored.w <= 0.0);\n}\n\nfn downTexel(offset: u32, size: vec2<u32>, x: i32, y: i32) -> vec3<f32> {\n let s = vec2<i32>(size);\n\n return down[offset + u32(clamp(y, 0, s.y - 1) * s.x + clamp(x, 0, s.x - 1))].rgb;\n}\n\nfn upTexel(offset: u32, size: vec2<u32>, x: i32, y: i32) -> vec3<f32> {\n let s = vec2<i32>(size);\n\n return up[offset + u32(clamp(y, 0, s.y - 1) * s.x + clamp(x, 0, s.x - 1))].rgb;\n}\n\n/** Bilinear weights and the texel below and left of a point given in texels, edges clamped. */\nfn bilinearAt(position: vec2<f32>) -> vec4<f32> {\n let p = position - 0.5;\n let base = floor(p);\n\n return vec4<f32>(base, p - base);\n}\n\nfn imageBilinear(position: vec2<f32>) -> vec3<f32> {\n let b = bilinearAt(position);\n let x = i32(b.x);\n let y = i32(b.y);\n\n return mix(\n mix(imageTexel(x, y), imageTexel(x + 1, y), b.z),\n mix(imageTexel(x, y + 1), imageTexel(x + 1, y + 1), b.z), b.w);\n}\n\nfn downBilinear(offset: u32, size: vec2<u32>, position: vec2<f32>) -> vec3<f32> {\n let b = bilinearAt(position);\n let x = i32(b.x);\n let y = i32(b.y);\n\n return mix(\n mix(downTexel(offset, size, x, y), downTexel(offset, size, x + 1, y), b.z),\n mix(downTexel(offset, size, x, y + 1), downTexel(offset, size, x + 1, y + 1), b.z), b.w);\n}\n\nfn upBilinear(offset: u32, size: vec2<u32>, position: vec2<f32>) -> vec3<f32> {\n let b = bilinearAt(position);\n let x = i32(b.x);\n let y = i32(b.y);\n\n return mix(\n mix(upTexel(offset, size, x, y), upTexel(offset, size, x + 1, y), b.z),\n mix(upTexel(offset, size, x, y + 1), upTexel(offset, size, x + 1, y + 1), b.z), b.w);\n}\n\n/** The level being filtered, read bilinearly at a point given in its own texels. */\nfn sourceAt(position: vec2<f32>) -> vec3<f32> {\n if (lens.fromImage != 0u) {\n return imageBilinear(position);\n }\n\n return downBilinear(lens.sourceOffset, lens.sourceSize, position);\n}\n\nfn luminance(color: vec3<f32>) -> f32 {\n return dot(color, vec3<f32>(0.2126, 0.7152, 0.0722));\n}\n\n/** Karis' average: a group of taps weighed by one over one plus its luminance, so a lone firefly cannot flare. */\nfn karis(sum: vec3<f32>) -> vec4<f32> {\n let weight = 1.0 / (1.0 + luminance(sum));\n\n return vec4<f32>(sum * weight, weight);\n}\n\n/** One level of the pyramid from the one above it: Jimenez's 13 taps, four overlapping boxes and a centre one. */\n@compute @workgroup_size(8, 8, 1)\nfn downsample(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= lens.targetSize.x || id.y >= lens.targetSize.y) {\n return;\n }\n\n let scale = vec2<f32>(lens.sourceSize) / vec2<f32>(lens.targetSize);\n let centre = (vec2<f32>(id.xy) + 0.5) * scale;\n let a = sourceAt(centre + vec2<f32>(-2.0, -2.0));\n let b = sourceAt(centre + vec2<f32>(0.0, -2.0));\n let c = sourceAt(centre + vec2<f32>(2.0, -2.0));\n let d = sourceAt(centre + vec2<f32>(-2.0, 0.0));\n let e = sourceAt(centre);\n let f = sourceAt(centre + vec2<f32>(2.0, 0.0));\n let g = sourceAt(centre + vec2<f32>(-2.0, 2.0));\n let h = sourceAt(centre + vec2<f32>(0.0, 2.0));\n let i = sourceAt(centre + vec2<f32>(2.0, 2.0));\n let j = sourceAt(centre + vec2<f32>(-1.0, -1.0));\n let k = sourceAt(centre + vec2<f32>(1.0, -1.0));\n let l = sourceAt(centre + vec2<f32>(-1.0, 1.0));\n let m = sourceAt(centre + vec2<f32>(1.0, 1.0));\n var result: vec3<f32>;\n\n if (lens.fromImage != 0u) {\n let groups = karis((j + k + l + m) * 0.25) * 0.5\n + karis((a + b + d + e) * 0.25) * 0.125\n + karis((b + c + e + f) * 0.25) * 0.125\n + karis((d + e + g + h) * 0.25) * 0.125\n + karis((e + f + h + i) * 0.25) * 0.125;\n\n result = groups.rgb / max(groups.w, 1e-6);\n } else {\n result = e * 0.125 + (a + c + g + i) * 0.03125 + (b + d + f + h) * 0.0625 + (j + k + l + m) * 0.125;\n }\n\n down[lens.targetOffset + id.y * lens.targetSize.x + id.x] = vec4<f32>(max(result, vec3<f32>(0.0)), 1.0);\n}\n\n/** A 3 x 3 tent over the smaller level, read at a point given in its texels. */\nfn tent(position: vec2<f32>) -> vec3<f32> {\n var sum = vec3<f32>(0.0);\n\n for (var dy = -1; dy <= 1; dy = dy + 1) {\n for (var dx = -1; dx <= 1; dx = dx + 1) {\n let weight = f32((2 - abs(dx)) * (2 - abs(dy))) / 16.0;\n let at = position + vec2<f32>(f32(dx), f32(dy));\n\n if (lens.fromDown != 0u) {\n sum = sum + downBilinear(lens.sourceOffset, lens.sourceSize, at) * weight;\n } else {\n sum = sum + upBilinear(lens.sourceOffset, lens.sourceSize, at) * weight;\n }\n }\n }\n\n return sum;\n}\n\n/** One level folded back: its own light, mixed by the radius with the wider spread of every level below it. */\n@compute @workgroup_size(8, 8, 1)\nfn upsample(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= lens.targetSize.x || id.y >= lens.targetSize.y) {\n return;\n }\n\n let scale = vec2<f32>(lens.sourceSize) / vec2<f32>(lens.targetSize);\n let wider = tent((vec2<f32>(id.xy) + 0.5) * scale);\n let index = lens.targetOffset + id.y * lens.targetSize.x + id.x;\n\n up[index] = vec4<f32>(mix(down[index].rgb, wider, lens.radius), 1.0);\n}\n\n/** The aperture's rays at one texel of the streak level: the light behind it along each ray, fading with distance. */\n@compute @workgroup_size(8, 8, 1)\nfn streaks(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= lens.targetSize.x || id.y >= lens.targetSize.y) {\n return;\n }\n\n let centre = vec2<f32>(id.xy) + 0.5;\n var sum = vec3<f32>(0.0);\n var total = 0.0;\n\n for (var r = 0u; r < lens.rays; r = r + 1u) {\n let angle = lens.glareAngle + f32(r) * 2.0 * PI / f32(lens.rays);\n let along = vec2<f32>(cos(angle), sin(angle));\n\n for (var j = 1; j <= STREAK_TAPS; j = j + 1) {\n let t = f32(j) / f32(STREAK_TAPS);\n let weight = exp(-4.0 * t);\n\n sum = sum + downBilinear(lens.sourceOffset, lens.sourceSize, centre - along * (t * lens.glareLength)) * weight;\n total = total + weight;\n }\n }\n\n streaked[id.y * lens.targetSize.x + id.x] = vec4<f32>(sum / max(total, 1e-6), 1.0);\n}\n\nfn streakTexel(x: i32, y: i32) -> vec3<f32> {\n let s = vec2<i32>(lens.streakSize);\n\n return streaked[u32(clamp(y, 0, s.y - 1) * s.x + clamp(x, 0, s.x - 1))].rgb;\n}\n\nfn streakBilinear(position: vec2<f32>) -> vec3<f32> {\n let b = bilinearAt(position);\n let x = i32(b.x);\n let y = i32(b.y);\n\n return mix(mix(streakTexel(x, y), streakTexel(x + 1, y), b.z), mix(streakTexel(x, y + 1), streakTexel(x + 1, y + 1), b.z), b.w);\n}\n\n/** The folded halo at full resolution: a tent over its largest level, which is half the image's size. */\nfn tentHalo(position: vec2<f32>) -> vec3<f32> {\n var sum = vec3<f32>(0.0);\n\n for (var dy = -1; dy <= 1; dy = dy + 1) {\n for (var dx = -1; dx <= 1; dx = dx + 1) {\n let weight = f32((2 - abs(dx)) * (2 - abs(dy))) / 16.0;\n\n sum = sum + upBilinear(lens.haloOffset, lens.haloSize, position + vec2<f32>(f32(dx), f32(dy)) * 0.5) * weight;\n }\n }\n\n return sum;\n}\n\n/** The image as the lens delivers it: fringed towards the corners, with its halo, balanced for the camera's white. */\n@compute @workgroup_size(8, 8, 1)\nfn composite(@builtin(global_invocation_id) id: vec3<u32>) {\n if (id.x >= lens.resolution.x || id.y >= lens.resolution.y) {\n return;\n }\n\n let size = vec2<f32>(lens.resolution);\n let position = vec2<f32>(id.xy) + 0.5;\n var color = imageTexel(i32(id.x), i32(id.y));\n\n // Lateral chromatic aberration: each colour is magnified a little differently, red outwards and blue inwards,\n // in proportion to the distance from the centre, which is how a lens's dispersion moves them.\n if (lens.aberration > 0.0) {\n let centre = size * 0.5;\n let away = position - centre;\n let red = imageBilinear(centre + away * (1.0 - lens.aberration));\n let blue = imageBilinear(centre + away * (1.0 + lens.aberration));\n\n color = vec3<f32>(red.r, color.g, blue.b);\n }\n\n if (lens.intensity > 0.0) {\n let halo = tentHalo(position * vec2<f32>(lens.haloSize) / size);\n\n color = mix(color, halo, lens.intensity);\n }\n\n if (lens.glare > 0.0) {\n color = mix(color, streakBilinear(position * vec2<f32>(lens.streakSize) / size), lens.glare);\n }\n\n let balanced = vec3<f32>(dot(lens.white0.xyz, color), dot(lens.white1.xyz, color), dot(lens.white2.xyz, color));\n\n graded[id.y * lens.resolution.x + id.x] = vec4<f32>(max(balanced, vec3<f32>(0.0)), 1.0);\n}\n";
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