@tinypoly/gpu-renderer 0.0.5 → 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.
Files changed (110) hide show
  1. package/ARCHITECTURE.md +59 -3
  2. package/README.md +52 -4
  3. package/dist/atmosphere.d.ts +21 -0
  4. package/dist/atmosphere.d.ts.map +1 -0
  5. package/dist/atmosphere.js +72 -0
  6. package/dist/atmosphere.js.map +1 -0
  7. package/dist/denoise.d.ts +11 -1
  8. package/dist/denoise.d.ts.map +1 -1
  9. package/dist/denoise.js +34 -6
  10. package/dist/denoise.js.map +1 -1
  11. package/dist/frameLayout.d.ts.map +1 -1
  12. package/dist/frameLayout.js +15 -0
  13. package/dist/frameLayout.js.map +1 -1
  14. package/dist/geometry.d.ts.map +1 -1
  15. package/dist/geometry.js +6 -3
  16. package/dist/geometry.js.map +1 -1
  17. package/dist/index.d.ts +4 -0
  18. package/dist/index.d.ts.map +1 -1
  19. package/dist/index.js +3 -0
  20. package/dist/index.js.map +1 -1
  21. package/dist/lensPass.d.ts +60 -0
  22. package/dist/lensPass.d.ts.map +1 -0
  23. package/dist/lensPass.js +235 -0
  24. package/dist/lensPass.js.map +1 -0
  25. package/dist/lightTree.d.ts +43 -0
  26. package/dist/lightTree.d.ts.map +1 -0
  27. package/dist/lightTree.js +107 -0
  28. package/dist/lightTree.js.map +1 -0
  29. package/dist/lights.d.ts +10 -0
  30. package/dist/lights.d.ts.map +1 -1
  31. package/dist/lights.js +54 -1
  32. package/dist/lights.js.map +1 -1
  33. package/dist/materialLayout.d.ts +24 -0
  34. package/dist/materialLayout.d.ts.map +1 -1
  35. package/dist/materialLayout.js +36 -1
  36. package/dist/materialLayout.js.map +1 -1
  37. package/dist/pathTracePass.d.ts +6 -3
  38. package/dist/pathTracePass.d.ts.map +1 -1
  39. package/dist/pathTracePass.js +16 -10
  40. package/dist/pathTracePass.js.map +1 -1
  41. package/dist/renderer.d.ts +19 -7
  42. package/dist/renderer.d.ts.map +1 -1
  43. package/dist/renderer.js +118 -14
  44. package/dist/renderer.js.map +1 -1
  45. package/dist/sceneUpload.d.ts +5 -0
  46. package/dist/sceneUpload.d.ts.map +1 -1
  47. package/dist/sceneUpload.js +4 -0
  48. package/dist/sceneUpload.js.map +1 -1
  49. package/dist/settings.d.ts +136 -0
  50. package/dist/settings.d.ts.map +1 -0
  51. package/dist/settings.js +100 -0
  52. package/dist/settings.js.map +1 -0
  53. package/dist/subsurface.d.ts +76 -0
  54. package/dist/subsurface.d.ts.map +1 -0
  55. package/dist/subsurface.js +70 -0
  56. package/dist/subsurface.js.map +1 -0
  57. package/dist/volumeContainment.d.ts +17 -0
  58. package/dist/volumeContainment.d.ts.map +1 -0
  59. package/dist/volumeContainment.js +61 -0
  60. package/dist/volumeContainment.js.map +1 -0
  61. package/dist/wgsl/bsdf.wgsl.d.ts +1 -1
  62. package/dist/wgsl/bsdf.wgsl.d.ts.map +1 -1
  63. package/dist/wgsl/bsdf.wgsl.js +35 -3
  64. package/dist/wgsl/bsdf.wgsl.js.map +1 -1
  65. package/dist/wgsl/common.wgsl.d.ts.map +1 -1
  66. package/dist/wgsl/common.wgsl.js +4 -0
  67. package/dist/wgsl/common.wgsl.js.map +1 -1
  68. package/dist/wgsl/lens.wgsl.d.ts +17 -0
  69. package/dist/wgsl/lens.wgsl.d.ts.map +1 -0
  70. package/dist/wgsl/lens.wgsl.js +315 -0
  71. package/dist/wgsl/lens.wgsl.js.map +1 -0
  72. package/dist/wgsl/lights.wgsl.d.ts +1 -1
  73. package/dist/wgsl/lights.wgsl.d.ts.map +1 -1
  74. package/dist/wgsl/lights.wgsl.js +203 -31
  75. package/dist/wgsl/lights.wgsl.js.map +1 -1
  76. package/dist/wgsl/pathTrace.wgsl.d.ts +1 -1
  77. package/dist/wgsl/pathTrace.wgsl.d.ts.map +1 -1
  78. package/dist/wgsl/pathTrace.wgsl.js +396 -25
  79. package/dist/wgsl/pathTrace.wgsl.js.map +1 -1
  80. package/dist/wgsl/sampling.wgsl.d.ts +1 -1
  81. package/dist/wgsl/sampling.wgsl.d.ts.map +1 -1
  82. package/dist/wgsl/sampling.wgsl.js +25 -0
  83. package/dist/wgsl/sampling.wgsl.js.map +1 -1
  84. package/dist/wgsl/surface.wgsl.d.ts +1 -1
  85. package/dist/wgsl/surface.wgsl.d.ts.map +1 -1
  86. package/dist/wgsl/surface.wgsl.js +21 -1
  87. package/dist/wgsl/surface.wgsl.js.map +1 -1
  88. package/package.json +1 -1
  89. package/src/atmosphere.ts +95 -0
  90. package/src/denoise.ts +44 -6
  91. package/src/frameLayout.ts +15 -0
  92. package/src/geometry.ts +6 -2
  93. package/src/index.ts +13 -0
  94. package/src/lensPass.ts +299 -0
  95. package/src/lightTree.ts +172 -0
  96. package/src/lights.ts +71 -1
  97. package/src/materialLayout.ts +52 -1
  98. package/src/pathTracePass.ts +19 -10
  99. package/src/renderer.ts +166 -22
  100. package/src/sceneUpload.ts +9 -0
  101. package/src/settings.ts +234 -0
  102. package/src/subsurface.ts +153 -0
  103. package/src/volumeContainment.ts +81 -0
  104. package/src/wgsl/bsdf.wgsl.ts +35 -3
  105. package/src/wgsl/common.wgsl.ts +4 -0
  106. package/src/wgsl/lens.wgsl.ts +314 -0
  107. package/src/wgsl/lights.wgsl.ts +203 -31
  108. package/src/wgsl/pathTrace.wgsl.ts +396 -25
  109. package/src/wgsl/sampling.wgsl.ts +25 -0
  110. package/src/wgsl/surface.wgsl.ts +21 -1
@@ -0,0 +1,314 @@
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 const LENS_WGSL = /* wgsl */ `
17
+ struct Lens {
18
+ resolution: vec2<u32>,
19
+ // Whether the colour comes from the denoiser's output rather than straight from the accumulation.
20
+ denoised: u32,
21
+ // Upsampling only: the level read from sits in the downsampled pyramid (the smallest one) instead of the folded one.
22
+ fromDown: u32,
23
+ sourceSize: vec2<u32>,
24
+ // Where the level read from starts in its pyramid; a size of the full resolution reads the image itself.
25
+ sourceOffset: u32,
26
+ // The first downsample reads the image itself, and averages its taps by luminance against fireflies.
27
+ fromImage: u32,
28
+ targetSize: vec2<u32>,
29
+ targetOffset: u32,
30
+ // Where the largest level of the folded pyramid starts, which the composite reads the halo from.
31
+ haloOffset: u32,
32
+ haloSize: vec2<u32>,
33
+ // How much of the light the halo takes, and how much each level takes from the one below it.
34
+ intensity: f32,
35
+ radius: f32,
36
+ // How far red and blue move apart at the corners, as a share of the distance from the centre.
37
+ aberration: f32,
38
+ // How much of the light the aperture's rays take, how many there are, and how far they reach in streak texels.
39
+ glare: f32,
40
+ rays: u32,
41
+ glareLength: f32,
42
+ // The white balance, a linear sRGB matrix, row by row.
43
+ white0: vec4<f32>,
44
+ white1: vec4<f32>,
45
+ white2: vec4<f32>,
46
+ // The size of the level the rays are gathered at, and the angle of the first ray, in radians.
47
+ streakSize: vec2<u32>,
48
+ glareAngle: f32,
49
+ pad0: f32,
50
+ };
51
+
52
+ const PI: f32 = 3.14159265358979;
53
+
54
+ /** Taps along each of the aperture's rays. */
55
+ const STREAK_TAPS: i32 = 24;
56
+
57
+ @group(0) @binding(0) var<uniform> lens: Lens;
58
+ @group(0) @binding(1) var<storage, read> accumulation: array<vec4<f32>>;
59
+ @group(0) @binding(2) var<storage, read> denoised: array<vec4<f32>>;
60
+ @group(0) @binding(3) var<storage, read_write> down: array<vec4<f32>>;
61
+ @group(0) @binding(4) var<storage, read_write> up: array<vec4<f32>>;
62
+ @group(0) @binding(5) var<storage, read_write> graded: array<vec4<f32>>;
63
+ @group(0) @binding(6) var<storage, read_write> streaked: array<vec4<f32>>;
64
+
65
+ /** The image's own texel: its mean so far, or nothing where no path has landed yet. */
66
+ fn imageTexel(x: i32, y: i32) -> vec3<f32> {
67
+ let size = vec2<i32>(lens.resolution);
68
+ let index = u32(clamp(y, 0, size.y - 1) * size.x + clamp(x, 0, size.x - 1));
69
+
70
+ if (lens.denoised != 0u) {
71
+ return denoised[index].rgb;
72
+ }
73
+
74
+ let stored = accumulation[index];
75
+
76
+ return select(stored.rgb / stored.w, vec3<f32>(0.0), stored.w <= 0.0);
77
+ }
78
+
79
+ fn downTexel(offset: u32, size: vec2<u32>, x: i32, y: i32) -> vec3<f32> {
80
+ let s = vec2<i32>(size);
81
+
82
+ return down[offset + u32(clamp(y, 0, s.y - 1) * s.x + clamp(x, 0, s.x - 1))].rgb;
83
+ }
84
+
85
+ fn upTexel(offset: u32, size: vec2<u32>, x: i32, y: i32) -> vec3<f32> {
86
+ let s = vec2<i32>(size);
87
+
88
+ return up[offset + u32(clamp(y, 0, s.y - 1) * s.x + clamp(x, 0, s.x - 1))].rgb;
89
+ }
90
+
91
+ /** Bilinear weights and the texel below and left of a point given in texels, edges clamped. */
92
+ fn bilinearAt(position: vec2<f32>) -> vec4<f32> {
93
+ let p = position - 0.5;
94
+ let base = floor(p);
95
+
96
+ return vec4<f32>(base, p - base);
97
+ }
98
+
99
+ fn imageBilinear(position: vec2<f32>) -> vec3<f32> {
100
+ let b = bilinearAt(position);
101
+ let x = i32(b.x);
102
+ let y = i32(b.y);
103
+
104
+ return mix(
105
+ mix(imageTexel(x, y), imageTexel(x + 1, y), b.z),
106
+ mix(imageTexel(x, y + 1), imageTexel(x + 1, y + 1), b.z), b.w);
107
+ }
108
+
109
+ fn downBilinear(offset: u32, size: vec2<u32>, position: vec2<f32>) -> vec3<f32> {
110
+ let b = bilinearAt(position);
111
+ let x = i32(b.x);
112
+ let y = i32(b.y);
113
+
114
+ return mix(
115
+ mix(downTexel(offset, size, x, y), downTexel(offset, size, x + 1, y), b.z),
116
+ mix(downTexel(offset, size, x, y + 1), downTexel(offset, size, x + 1, y + 1), b.z), b.w);
117
+ }
118
+
119
+ fn upBilinear(offset: u32, size: vec2<u32>, position: vec2<f32>) -> vec3<f32> {
120
+ let b = bilinearAt(position);
121
+ let x = i32(b.x);
122
+ let y = i32(b.y);
123
+
124
+ return mix(
125
+ mix(upTexel(offset, size, x, y), upTexel(offset, size, x + 1, y), b.z),
126
+ mix(upTexel(offset, size, x, y + 1), upTexel(offset, size, x + 1, y + 1), b.z), b.w);
127
+ }
128
+
129
+ /** The level being filtered, read bilinearly at a point given in its own texels. */
130
+ fn sourceAt(position: vec2<f32>) -> vec3<f32> {
131
+ if (lens.fromImage != 0u) {
132
+ return imageBilinear(position);
133
+ }
134
+
135
+ return downBilinear(lens.sourceOffset, lens.sourceSize, position);
136
+ }
137
+
138
+ fn luminance(color: vec3<f32>) -> f32 {
139
+ return dot(color, vec3<f32>(0.2126, 0.7152, 0.0722));
140
+ }
141
+
142
+ /** Karis' average: a group of taps weighed by one over one plus its luminance, so a lone firefly cannot flare. */
143
+ fn karis(sum: vec3<f32>) -> vec4<f32> {
144
+ let weight = 1.0 / (1.0 + luminance(sum));
145
+
146
+ return vec4<f32>(sum * weight, weight);
147
+ }
148
+
149
+ /** One level of the pyramid from the one above it: Jimenez's 13 taps, four overlapping boxes and a centre one. */
150
+ @compute @workgroup_size(8, 8, 1)
151
+ fn downsample(@builtin(global_invocation_id) id: vec3<u32>) {
152
+ if (id.x >= lens.targetSize.x || id.y >= lens.targetSize.y) {
153
+ return;
154
+ }
155
+
156
+ let scale = vec2<f32>(lens.sourceSize) / vec2<f32>(lens.targetSize);
157
+ let centre = (vec2<f32>(id.xy) + 0.5) * scale;
158
+ let a = sourceAt(centre + vec2<f32>(-2.0, -2.0));
159
+ let b = sourceAt(centre + vec2<f32>(0.0, -2.0));
160
+ let c = sourceAt(centre + vec2<f32>(2.0, -2.0));
161
+ let d = sourceAt(centre + vec2<f32>(-2.0, 0.0));
162
+ let e = sourceAt(centre);
163
+ let f = sourceAt(centre + vec2<f32>(2.0, 0.0));
164
+ let g = sourceAt(centre + vec2<f32>(-2.0, 2.0));
165
+ let h = sourceAt(centre + vec2<f32>(0.0, 2.0));
166
+ let i = sourceAt(centre + vec2<f32>(2.0, 2.0));
167
+ let j = sourceAt(centre + vec2<f32>(-1.0, -1.0));
168
+ let k = sourceAt(centre + vec2<f32>(1.0, -1.0));
169
+ let l = sourceAt(centre + vec2<f32>(-1.0, 1.0));
170
+ let m = sourceAt(centre + vec2<f32>(1.0, 1.0));
171
+ var result: vec3<f32>;
172
+
173
+ if (lens.fromImage != 0u) {
174
+ let groups = karis((j + k + l + m) * 0.25) * 0.5
175
+ + karis((a + b + d + e) * 0.25) * 0.125
176
+ + karis((b + c + e + f) * 0.25) * 0.125
177
+ + karis((d + e + g + h) * 0.25) * 0.125
178
+ + karis((e + f + h + i) * 0.25) * 0.125;
179
+
180
+ result = groups.rgb / max(groups.w, 1e-6);
181
+ } else {
182
+ result = e * 0.125 + (a + c + g + i) * 0.03125 + (b + d + f + h) * 0.0625 + (j + k + l + m) * 0.125;
183
+ }
184
+
185
+ down[lens.targetOffset + id.y * lens.targetSize.x + id.x] = vec4<f32>(max(result, vec3<f32>(0.0)), 1.0);
186
+ }
187
+
188
+ /** A 3 x 3 tent over the smaller level, read at a point given in its texels. */
189
+ fn tent(position: vec2<f32>) -> vec3<f32> {
190
+ var sum = vec3<f32>(0.0);
191
+
192
+ for (var dy = -1; dy <= 1; dy = dy + 1) {
193
+ for (var dx = -1; dx <= 1; dx = dx + 1) {
194
+ let weight = f32((2 - abs(dx)) * (2 - abs(dy))) / 16.0;
195
+ let at = position + vec2<f32>(f32(dx), f32(dy));
196
+
197
+ if (lens.fromDown != 0u) {
198
+ sum = sum + downBilinear(lens.sourceOffset, lens.sourceSize, at) * weight;
199
+ } else {
200
+ sum = sum + upBilinear(lens.sourceOffset, lens.sourceSize, at) * weight;
201
+ }
202
+ }
203
+ }
204
+
205
+ return sum;
206
+ }
207
+
208
+ /** One level folded back: its own light, mixed by the radius with the wider spread of every level below it. */
209
+ @compute @workgroup_size(8, 8, 1)
210
+ fn upsample(@builtin(global_invocation_id) id: vec3<u32>) {
211
+ if (id.x >= lens.targetSize.x || id.y >= lens.targetSize.y) {
212
+ return;
213
+ }
214
+
215
+ let scale = vec2<f32>(lens.sourceSize) / vec2<f32>(lens.targetSize);
216
+ let wider = tent((vec2<f32>(id.xy) + 0.5) * scale);
217
+ let index = lens.targetOffset + id.y * lens.targetSize.x + id.x;
218
+
219
+ up[index] = vec4<f32>(mix(down[index].rgb, wider, lens.radius), 1.0);
220
+ }
221
+
222
+ /** The aperture's rays at one texel of the streak level: the light behind it along each ray, fading with distance. */
223
+ @compute @workgroup_size(8, 8, 1)
224
+ fn streaks(@builtin(global_invocation_id) id: vec3<u32>) {
225
+ if (id.x >= lens.targetSize.x || id.y >= lens.targetSize.y) {
226
+ return;
227
+ }
228
+
229
+ let centre = vec2<f32>(id.xy) + 0.5;
230
+ var sum = vec3<f32>(0.0);
231
+ var total = 0.0;
232
+
233
+ for (var r = 0u; r < lens.rays; r = r + 1u) {
234
+ let angle = lens.glareAngle + f32(r) * 2.0 * PI / f32(lens.rays);
235
+ let along = vec2<f32>(cos(angle), sin(angle));
236
+
237
+ for (var j = 1; j <= STREAK_TAPS; j = j + 1) {
238
+ let t = f32(j) / f32(STREAK_TAPS);
239
+ let weight = exp(-4.0 * t);
240
+
241
+ sum = sum + downBilinear(lens.sourceOffset, lens.sourceSize, centre - along * (t * lens.glareLength)) * weight;
242
+ total = total + weight;
243
+ }
244
+ }
245
+
246
+ streaked[id.y * lens.targetSize.x + id.x] = vec4<f32>(sum / max(total, 1e-6), 1.0);
247
+ }
248
+
249
+ fn streakTexel(x: i32, y: i32) -> vec3<f32> {
250
+ let s = vec2<i32>(lens.streakSize);
251
+
252
+ return streaked[u32(clamp(y, 0, s.y - 1) * s.x + clamp(x, 0, s.x - 1))].rgb;
253
+ }
254
+
255
+ fn streakBilinear(position: vec2<f32>) -> vec3<f32> {
256
+ let b = bilinearAt(position);
257
+ let x = i32(b.x);
258
+ let y = i32(b.y);
259
+
260
+ 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);
261
+ }
262
+
263
+ /** The folded halo at full resolution: a tent over its largest level, which is half the image's size. */
264
+ fn tentHalo(position: vec2<f32>) -> vec3<f32> {
265
+ var sum = vec3<f32>(0.0);
266
+
267
+ for (var dy = -1; dy <= 1; dy = dy + 1) {
268
+ for (var dx = -1; dx <= 1; dx = dx + 1) {
269
+ let weight = f32((2 - abs(dx)) * (2 - abs(dy))) / 16.0;
270
+
271
+ sum = sum + upBilinear(lens.haloOffset, lens.haloSize, position + vec2<f32>(f32(dx), f32(dy)) * 0.5) * weight;
272
+ }
273
+ }
274
+
275
+ return sum;
276
+ }
277
+
278
+ /** The image as the lens delivers it: fringed towards the corners, with its halo, balanced for the camera's white. */
279
+ @compute @workgroup_size(8, 8, 1)
280
+ fn composite(@builtin(global_invocation_id) id: vec3<u32>) {
281
+ if (id.x >= lens.resolution.x || id.y >= lens.resolution.y) {
282
+ return;
283
+ }
284
+
285
+ let size = vec2<f32>(lens.resolution);
286
+ let position = vec2<f32>(id.xy) + 0.5;
287
+ var color = imageTexel(i32(id.x), i32(id.y));
288
+
289
+ // Lateral chromatic aberration: each colour is magnified a little differently, red outwards and blue inwards,
290
+ // in proportion to the distance from the centre, which is how a lens's dispersion moves them.
291
+ if (lens.aberration > 0.0) {
292
+ let centre = size * 0.5;
293
+ let away = position - centre;
294
+ let red = imageBilinear(centre + away * (1.0 - lens.aberration));
295
+ let blue = imageBilinear(centre + away * (1.0 + lens.aberration));
296
+
297
+ color = vec3<f32>(red.r, color.g, blue.b);
298
+ }
299
+
300
+ if (lens.intensity > 0.0) {
301
+ let halo = tentHalo(position * vec2<f32>(lens.haloSize) / size);
302
+
303
+ color = mix(color, halo, lens.intensity);
304
+ }
305
+
306
+ if (lens.glare > 0.0) {
307
+ color = mix(color, streakBilinear(position * vec2<f32>(lens.streakSize) / size), lens.glare);
308
+ }
309
+
310
+ let balanced = vec3<f32>(dot(lens.white0.xyz, color), dot(lens.white1.xyz, color), dot(lens.white2.xyz, color));
311
+
312
+ graded[id.y * lens.resolution.x + id.x] = vec4<f32>(max(balanced, vec3<f32>(0.0)), 1.0);
313
+ }
314
+ `;
@@ -52,11 +52,143 @@ fn lightByProbability(u: f32) -> Light {
52
52
  return lights[low];
53
53
  }
54
54
 
55
+ const TREE_NODE_WORDS: u32 = 16u;
56
+ const TREE_LEAF: u32 = 0x80000000u;
57
+ const TREE_ROOT_PARENT: u32 = 0xffffffffu;
58
+ const NO_LIGHT: u32 = 0xffffffffu;
59
+
55
60
  /**
56
- * The area density with which direct sampling would have picked a point on this triangle, or zero if it never would.
57
- * Only the leading entries are emissive triangles, and they are in triangle order, so one binary search answers it.
61
+ * How much the lights under a node of the light tree can deliver to a point: their power over the square of the
62
+ * distance, times how well their cone of directions and the receiving surface face each other, each widened by the
63
+ * angle the node's box takes from the point (Conty Estevez and Kulla's importance). A point inside the box rules
64
+ * nothing out. A zero normal is a receiver that takes light from everywhere, such as a point in a volume.
58
65
  */
59
- fn lightPdfOfTriangle(triangle: u32) -> f32 {
66
+ fn lightNodeImportance(node: u32, position: vec3<f32>, normal: vec3<f32>) -> f32 {
67
+ let at = frame.lightTree + node * TREE_NODE_WORDS;
68
+ let low = extraVec4(at);
69
+ let high = extraVec4(at + 4u);
70
+ let cone = extraVec4(at + 8u);
71
+
72
+ if (low.w <= 0.0) {
73
+ return 0.0;
74
+ }
75
+
76
+ let centre = (low.xyz + high.xyz) * 0.5;
77
+ let radius = length(high.xyz - low.xyz) * 0.5;
78
+ let offset = position - centre;
79
+ let distance2 = dot(offset, offset);
80
+
81
+ if (distance2 <= radius * radius) {
82
+ return low.w / max(radius * radius, 1e-12);
83
+ }
84
+
85
+ let distance = sqrt(distance2);
86
+ let spread = asin(clamp(radius / distance, 0.0, 1.0));
87
+ var orientation = 1.0;
88
+
89
+ // A cone of minus one is the whole sphere: such lights shine towards every point alike.
90
+ if (high.w > -1.0) {
91
+ let theta = acos(clamp(dot(cone.xyz, offset / distance), -1.0, 1.0));
92
+ let past = max(0.0, theta - acos(high.w) - spread);
93
+
94
+ orientation = select(0.0, cos(past), past <= acos(clamp(cone.w, -1.0, 1.0)));
95
+ }
96
+
97
+ var facing = 1.0;
98
+
99
+ if (any(normal != vec3<f32>(0.0))) {
100
+ let past = max(0.0, acos(clamp(dot(normal, -offset / distance), -1.0, 1.0)) - spread);
101
+
102
+ facing = select(0.0, cos(past), past < 0.5 * PI);
103
+ }
104
+
105
+ return low.w * orientation * facing / distance2;
106
+ }
107
+
108
+ /** The chance of stepping from a node of the tree to each of its children, from this point. */
109
+ fn lightChildOdds(left: u32, right: u32, position: vec3<f32>, normal: vec3<f32>) -> vec2<f32> {
110
+ var importance = vec2<f32>(0.0);
111
+
112
+ // One loop over the two children, so the importance is written into the kernel once per walk.
113
+ for (var k = 0u; k < 2u; k = k + 1u) {
114
+ importance[k] = lightNodeImportance(select(right, left, k == 0u), position, normal);
115
+ }
116
+
117
+ let total = importance.x + importance.y;
118
+
119
+ return select(importance / total, vec2<f32>(0.0), total <= 0.0);
120
+ }
121
+
122
+ /** A light picked down the tree by importance from this point, with the chance of picking it; NO_LIGHT for none. */
123
+ fn sampleLightTree(position: vec3<f32>, normal: vec3<f32>, u: f32, pdf: ptr<function, f32>,
124
+ density: ptr<function, f32>) -> u32 {
125
+ var node = 0u;
126
+ var chance = 1.0;
127
+ var x = u;
128
+
129
+ for (var depth = 0u; depth < 64u; depth = depth + 1u) {
130
+ let at = frame.lightTree + node * TREE_NODE_WORDS;
131
+ let first = textures[at + 12u];
132
+
133
+ if ((first & TREE_LEAF) != 0u) {
134
+ *pdf = chance;
135
+ *density = extraFloat(at + 13u);
136
+
137
+ return first & ~TREE_LEAF;
138
+ }
139
+
140
+ let second = textures[at + 13u];
141
+ let odds = lightChildOdds(first, second, position, normal);
142
+
143
+ if (odds.x + odds.y <= 0.0) {
144
+ return NO_LIGHT;
145
+ }
146
+
147
+ if (x < odds.x) {
148
+ node = first;
149
+ chance = chance * odds.x;
150
+ x = x / odds.x;
151
+ } else {
152
+ node = second;
153
+ chance = chance * odds.y;
154
+ x = (x - odds.x) / max(odds.y, 1e-20);
155
+ }
156
+
157
+ x = min(x, 0.99999994);
158
+ }
159
+
160
+ return NO_LIGHT;
161
+ }
162
+
163
+ /** The chance the tree would have picked the local light at this index from this point, walked up from its leaf. */
164
+ fn lightTreePdf(index: u32, position: vec3<f32>, normal: vec3<f32>) -> f32 {
165
+ var node = textures[frame.lightLeaves + index];
166
+ var chance = extraFloat(frame.lightTree + node * TREE_NODE_WORDS + 13u);
167
+
168
+ for (var depth = 0u; depth < 64u; depth = depth + 1u) {
169
+ let parent = textures[frame.lightTree + node * TREE_NODE_WORDS + 14u];
170
+
171
+ if (parent == TREE_ROOT_PARENT) {
172
+ return chance;
173
+ }
174
+
175
+ let at = frame.lightTree + parent * TREE_NODE_WORDS;
176
+ let first = textures[at + 12u];
177
+ let odds = lightChildOdds(first, textures[at + 13u], position, normal);
178
+
179
+ chance = chance * select(odds.y, odds.x, node == first);
180
+ node = parent;
181
+ }
182
+
183
+ return 0.0;
184
+ }
185
+
186
+ /**
187
+ * The area density with which direct sampling from this point would have picked a point on this triangle, or zero if
188
+ * it never would. Only the leading entries are emissive triangles, and they are in triangle order, so one binary search
189
+ * finds the entry; the tree, when there is one, says how likely it was from here.
190
+ */
191
+ fn lightPdfOfTriangle(triangle: u32, position: vec3<f32>, normal: vec3<f32>) -> f32 {
60
192
  var low = 0u;
61
193
  var high = frame.areaLightCount;
62
194
 
@@ -69,6 +201,10 @@ fn lightPdfOfTriangle(triangle: u32) -> f32 {
69
201
  let candidate = textures[frame.lightTriangles + middle];
70
202
 
71
203
  if (candidate == triangle) {
204
+ if (frame.lightTree != 0u) {
205
+ return frame.localLightPick * lightTreePdf(middle, position, normal);
206
+ }
207
+
72
208
  return lights[middle].pdf;
73
209
  }
74
210
 
@@ -128,12 +264,27 @@ fn rectanglePoint(light: Light, u: vec2<f32>) -> vec3<f32> {
128
264
  * Where the light that pick selects arrives from, and how much of it. u places the point on a surface light or spreads a
129
265
  * point light's shadow, so the same two dimensions serve every kind.
130
266
  */
131
- fn sampleLight(position: vec3<f32>, pick: f32, u: vec2<f32>) -> LightSample {
267
+ fn sampleLight(position: vec3<f32>, normal: vec3<f32>, pick: f32, u: vec2<f32>) -> LightSample {
132
268
  if (frame.lightCount == 0u) {
133
269
  return noLight();
134
270
  }
135
271
 
136
- return sampleLightEntry(lightByProbability(pick), position, u);
272
+ // The lights in the scene go through the tree, by what they can deliver here; what lies outside it by its weight.
273
+ if (frame.lightTree != 0u && pick < frame.localLightPick) {
274
+ var chance = 0.0;
275
+ var density = 1.0;
276
+ let index = sampleLightTree(position, normal, pick / frame.localLightPick, &chance, &density);
277
+
278
+ if (index == NO_LIGHT || chance <= 0.0) {
279
+ return noLight();
280
+ }
281
+
282
+ return sampleLightEntry(lights[index], frame.localLightPick * chance * density, position, u);
283
+ }
284
+
285
+ let light = lightByProbability(pick);
286
+
287
+ return sampleLightEntry(light, light.pdf, position, u);
137
288
  }
138
289
 
139
290
  /** Three's spotLightMap: inside the projection's frustum the texture tints the light; outside it leaves it alone. */
@@ -160,7 +311,8 @@ fn spotLightTint(light: Light, position: vec3<f32>) -> vec3<f32> {
160
311
  return sampleTextureRaw(map, projected.xy).rgb;
161
312
  }
162
313
 
163
- fn sampleLightEntry(light: Light, position: vec3<f32>, u: vec2<f32>) -> LightSample {
314
+ /** pdf is the chance of picking this light, times the area density of a point on it where it has an area. */
315
+ fn sampleLightEntry(light: Light, pdf: f32, position: vec3<f32>, u: vec2<f32>) -> LightSample {
164
316
  var sample: LightSample;
165
317
  sample.valid = true;
166
318
  sample.kind = light.kind;
@@ -176,7 +328,7 @@ fn sampleLightEntry(light: Light, position: vec3<f32>, u: vec2<f32>) -> LightSam
176
328
  return noLight();
177
329
  }
178
330
 
179
- let density = light.pdf * drawn.pdf;
331
+ let density = pdf * drawn.pdf;
180
332
 
181
333
  sample.direction = drawn.direction;
182
334
  sample.distance = 1e30;
@@ -191,7 +343,7 @@ fn sampleLightEntry(light: Light, position: vec3<f32>, u: vec2<f32>) -> LightSam
191
343
  sample.direction = spreadDirection(light.direction, u);
192
344
  sample.distance = 1e30;
193
345
  // The colour already carries the intensity, which for a directional light is the irradiance it delivers.
194
- sample.value = light.color / light.pdf;
346
+ sample.value = light.color / pdf;
195
347
 
196
348
  return sample;
197
349
  }
@@ -220,7 +372,7 @@ fn sampleLightEntry(light: Light, position: vec3<f32>, u: vec2<f32>) -> LightSam
220
372
 
221
373
  // Stop just short of the light so its own surface is not reported as the blocker.
222
374
  sample.distance = distance * (1.0 - 1e-3);
223
- let density = light.pdf * distanceSquared / cosLight;
375
+ let density = pdf * distanceSquared / cosLight;
224
376
  // The emissive map is read at the very point that was sampled, so this agrees with what a bounce ray would find.
225
377
  let emission = select(light.color, emissionAt(light.triangle, bary), area);
226
378
 
@@ -260,7 +412,7 @@ fn sampleLightEntry(light: Light, position: vec3<f32>, u: vec2<f32>) -> LightSam
260
412
 
261
413
  sample.direction = spreadDirection(towards, u);
262
414
  sample.distance = distance;
263
- sample.value = light.color * (power / light.pdf);
415
+ sample.value = light.color * (power / pdf);
264
416
 
265
417
  if (light.kind == LIGHT_SPOT) {
266
418
  sample.value = sample.value * spotLightTint(light, position);
@@ -277,7 +429,7 @@ fn blocksAll(m: u32) -> bool {
277
429
  let flags = materials[m].flags;
278
430
  let blending = materials[m].blending;
279
431
 
280
- return (flags & (MATERIAL_TRANSPARENT | MATERIAL_ALPHA_HASH | MATERIAL_WIREFRAME)) == 0u
432
+ return (flags & (MATERIAL_TRANSPARENT | MATERIAL_ALPHA_HASH | MATERIAL_WIREFRAME | MATERIAL_VOLUME)) == 0u
281
433
  && materials[m].alphaTest <= 0.0
282
434
  && materials[m].transmission <= 0.0
283
435
  && materials[m].clipCount == 0u
@@ -333,45 +485,63 @@ fn blendColor(triangle: u32, bary: vec2<f32>) -> vec3<f32> {
333
485
  /**
334
486
  * How much of the light this sample came from reaches the shaded point. A surface that only partly covers its triangle
335
487
  * blocks the ray only that often, which is what makes a cutout leaf cast a cutout shadow; a thin transmissive wall
336
- * lets its own share through, tinted.
488
+ * lets its own share through, tinted. A volume's boundary lets the ray in or out, and the medium inside takes its
489
+ * share over the distance between; medium is the density at the shaded point itself, zero outside any volume.
337
490
  */
338
- fn lightTransmittance(
339
- position: vec3<f32>, chosen: LightSample, rng: ptr<function, PathSampler>, skipMaterial: u32) -> vec3<f32> {
340
- if (!chosen.occlude) {
491
+ fn lightTransmittance(position: vec3<f32>, chosen: LightSample, rng: ptr<function, PathSampler>, skipMaterial: u32,
492
+ medium: f32) -> vec3<f32> {
493
+ // A light that casts no shadow is blocked by nothing, but a medium on the way still takes its share: then the walk
494
+ // below only looks for volumes and passes every other surface.
495
+ if (!chosen.occlude && !VOLUMES) {
341
496
  return vec3<f32>(1.0);
342
497
  }
343
498
 
344
- // Most blockers are plainly opaque, and for those any triangle on the way settles it: the search stops at the first
345
- // one found instead of looking for the closest. Anything that lets light through goes the long way below.
346
- let first = traceAny(position, chosen.direction, chosen.distance);
499
+ if (chosen.occlude) {
500
+ // Most blockers are plainly opaque, and for those any triangle on the way settles it: the search stops at the
501
+ // first one found instead of looking for the closest. Anything that lets light through goes the long way below.
502
+ let first = traceAny(position, chosen.direction, chosen.distance);
347
503
 
348
- if (first == NO_HIT) {
349
- return vec3<f32>(1.0);
350
- }
504
+ if (first == NO_HIT) {
505
+ return vec3<f32>(exp(-medium * chosen.distance));
506
+ }
351
507
 
352
- let firstMaterial = materialIndexOf(first);
508
+ let firstMaterial = materialIndexOf(first);
353
509
 
354
- if (firstMaterial != skipMaterial && blocksAll(firstMaterial)) {
355
- return vec3<f32>(0.0);
510
+ if (firstMaterial != skipMaterial && blocksAll(firstMaterial)) {
511
+ return vec3<f32>(0.0);
512
+ }
356
513
  }
357
514
 
358
515
  var origin = position;
359
516
  var remaining = chosen.distance;
360
517
  var through = vec3<f32>(1.0);
518
+ // The medium the ray is in, and how far along the ray it entered it.
519
+ var density = medium;
520
+ var travelled = 0.0;
521
+ var enteredAt = 0.0;
361
522
 
362
523
  for (var skip = 0u; skip < MAX_SHADOW_SKIPS; skip = skip + 1u) {
363
524
  let blocker = traceScene(origin, chosen.direction, remaining);
364
525
 
365
526
  if (blocker.triangle == NO_HIT) {
366
- return through;
527
+ return through * exp(-density * (travelled + remaining - enteredAt));
367
528
  }
368
529
 
369
530
  let bary = vec2<f32>(blocker.u, blocker.v);
370
531
  let m = materialIndexOf(blocker.triangle);
371
532
  let blending = materials[m].blending;
372
533
 
373
- // A shadow catcher catches shadows rather than casting them, and a surface that adds light blocks none.
374
- if (m != skipMaterial && materials[m].kind != KIND_SHADOW && blending != BLEND_ADDITIVE) {
534
+ if (VOLUMES && (materials[m].flags & MATERIAL_VOLUME) != 0u) {
535
+ let at = travelled + blocker.distance;
536
+
537
+ if (dot(authoredNormal(blocker.triangle, bary), chosen.direction) < 0.0) {
538
+ density = select(0.0, materials[m].volume.w, frame.volumesEnabled != 0u);
539
+ enteredAt = at;
540
+ } else {
541
+ through = through * exp(-density * (at - enteredAt));
542
+ density = 0.0;
543
+ }
544
+ } else if (chosen.occlude && m != skipMaterial && materials[m].kind != KIND_SHADOW && blending != BLEND_ADDITIVE) {
375
545
  let coverage = coverageAt(blocker.triangle, bary, chosen.direction);
376
546
 
377
547
  if (blending == BLEND_MULTIPLY) {
@@ -390,13 +560,15 @@ fn lightTransmittance(
390
560
  // The ray carries on from just past the surface it saw through.
391
561
  origin = origin + chosen.direction * (blocker.distance + RAY_EPSILON);
392
562
  remaining = remaining - blocker.distance - RAY_EPSILON;
563
+ travelled = travelled + blocker.distance + RAY_EPSILON;
393
564
 
394
565
  if (remaining <= RAY_EPSILON) {
395
- return through;
566
+ return through * exp(-density * (travelled - enteredAt));
396
567
  }
397
568
  }
398
569
 
399
- return vec3<f32>(0.0);
570
+ // Too many surfaces to see through: a shadow ray gives up dark, a ray that only counts the media keeps what it has.
571
+ return select(vec3<f32>(0.0), through, !chosen.occlude);
400
572
  }
401
573
 
402
574
  /**
@@ -418,13 +590,13 @@ fn shadowMaskAt(position: vec3<f32>, rng: ptr<function, PathSampler>) -> f32 {
418
590
  continue;
419
591
  }
420
592
 
421
- let chosen = sampleLightEntry(light, position, sample2D(rng));
593
+ let chosen = sampleLightEntry(light, light.pdf, position, sample2D(rng));
422
594
 
423
595
  if (!chosen.valid) {
424
596
  continue;
425
597
  }
426
598
 
427
- let visible = luminanceOf(lightTransmittance(position, chosen, rng, NO_MATERIAL));
599
+ let visible = luminanceOf(lightTransmittance(position, chosen, rng, NO_MATERIAL, 0.0));
428
600
 
429
601
  shadow = max(shadow, 1.0 - clamp(visible, 0.0, 1.0));
430
602
  }