@tinypoly/gpu-renderer 0.0.5 → 0.1.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/ARCHITECTURE.md +59 -3
- package/README.md +53 -4
- 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/denoise.d.ts +11 -1
- package/dist/denoise.d.ts.map +1 -1
- package/dist/denoise.js +34 -6
- package/dist/denoise.js.map +1 -1
- package/dist/frameLayout.d.ts.map +1 -1
- package/dist/frameLayout.js +17 -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 +50 -0
- package/dist/lightTree.d.ts.map +1 -0
- package/dist/lightTree.js +146 -0
- package/dist/lightTree.js.map +1 -0
- package/dist/lights.d.ts +12 -0
- package/dist/lights.d.ts.map +1 -1
- package/dist/lights.js +56 -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 +27 -7
- package/dist/renderer.d.ts.map +1 -1
- package/dist/renderer.js +153 -16
- package/dist/renderer.js.map +1 -1
- package/dist/sceneUpload.d.ts +6 -0
- package/dist/sceneUpload.d.ts.map +1 -1
- package/dist/sceneUpload.js +5 -0
- package/dist/sceneUpload.js.map +1 -1
- package/dist/settings.d.ts +142 -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/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/common.wgsl.d.ts.map +1 -1
- package/dist/wgsl/common.wgsl.js +4 -0
- 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 +301 -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 +237 -31
- 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 +406 -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 +28 -0
- 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 +21 -1
- package/dist/wgsl/surface.wgsl.js.map +1 -1
- package/package.json +1 -1
- package/src/atmosphere.ts +95 -0
- package/src/denoise.ts +44 -6
- package/src/frameLayout.ts +17 -0
- package/src/geometry.ts +6 -2
- package/src/index.ts +13 -0
- package/src/lensPass.ts +299 -0
- package/src/lightTree.ts +218 -0
- package/src/lights.ts +75 -1
- package/src/materialLayout.ts +52 -1
- package/src/pathTracePass.ts +19 -10
- package/src/renderer.ts +206 -24
- package/src/sceneUpload.ts +11 -0
- package/src/settings.ts +240 -0
- package/src/subsurface.ts +153 -0
- package/src/volumeContainment.ts +81 -0
- package/src/wgsl/bsdf.wgsl.ts +35 -3
- package/src/wgsl/common.wgsl.ts +4 -0
- package/src/wgsl/lens.wgsl.ts +300 -0
- package/src/wgsl/lights.wgsl.ts +237 -31
- package/src/wgsl/pathTrace.wgsl.ts +406 -25
- package/src/wgsl/random.wgsl.ts +28 -0
- package/src/wgsl/sampling.wgsl.ts +25 -0
- package/src/wgsl/surface.wgsl.ts +21 -1
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/**
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* What the lens and the sensor do to the light before it is exposed: a halo around bright light (bloom), colour
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* fringes towards the corners (lateral chromatic aberration) and the camera's white balance. Everything here is linear
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* light, between the traced (or denoised) radiance and the presentation pass, which exposes and tone maps the result.
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*
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* The halo is built over a pyramid of half sized copies of the image, as Jimenez's "Next generation post processing in
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* Call of Duty" (2014) builds it: each level is a 13 tap filter of the one above, and the levels are folded back from
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* the smallest up with a tent filter, each mixed with the one below by the radius. The result is a wide, smooth spread
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* 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
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* adding any: the image keeps its exact mean.
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*
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* The rays a bright light throws through the aperture are gathered the same way, from a quarter sized level: each
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* texel takes the light of the texels behind it along every ray's direction, fading with the distance, with weights
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* that again sum to one.
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*/
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export const LENS_WGSL = /* wgsl */ `
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struct Lens {
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resolution: vec2<u32>,
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// Whether the colour comes from the denoiser's output rather than straight from the accumulation.
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denoised: u32,
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// Upsampling only: the level read from sits in the downsampled pyramid (the smallest one) instead of the folded one.
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fromDown: u32,
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sourceSize: vec2<u32>,
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// Where the level read from starts in its pyramid; a size of the full resolution reads the image itself.
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sourceOffset: u32,
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// The first downsample reads the image itself, and averages its taps by luminance against fireflies.
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fromImage: u32,
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targetSize: vec2<u32>,
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targetOffset: u32,
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// Where the largest level of the folded pyramid starts, which the composite reads the halo from.
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haloOffset: u32,
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haloSize: vec2<u32>,
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// How much of the light the halo takes, and how much each level takes from the one below it.
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intensity: f32,
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radius: f32,
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// How far red and blue move apart at the corners, as a share of the distance from the centre.
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aberration: f32,
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// How much of the light the aperture's rays take, how many there are, and how far they reach in streak texels.
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glare: f32,
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rays: u32,
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glareLength: f32,
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// The white balance, a linear sRGB matrix, row by row.
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white0: vec4<f32>,
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white1: vec4<f32>,
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white2: vec4<f32>,
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// The size of the level the rays are gathered at, and the angle of the first ray, in radians.
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streakSize: vec2<u32>,
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glareAngle: f32,
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pad0: f32,
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};
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const PI: f32 = 3.14159265358979;
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/** Taps along each of the aperture's rays. */
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const STREAK_TAPS: i32 = 24;
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@group(0) @binding(0) var<uniform> lens: Lens;
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@group(0) @binding(1) var<storage, read> accumulation: array<vec4<f32>>;
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@group(0) @binding(2) var<storage, read> denoised: array<vec4<f32>>;
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@group(0) @binding(3) var<storage, read_write> down: array<vec4<f32>>;
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@group(0) @binding(4) var<storage, read_write> up: array<vec4<f32>>;
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@group(0) @binding(5) var<storage, read_write> graded: array<vec4<f32>>;
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@group(0) @binding(6) var<storage, read_write> streaked: array<vec4<f32>>;
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/** The image's own texel: its mean so far, or nothing where no path has landed yet. */
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fn imageTexel(x: i32, y: i32) -> vec3<f32> {
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let size = vec2<i32>(lens.resolution);
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let index = u32(clamp(y, 0, size.y - 1) * size.x + clamp(x, 0, size.x - 1));
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if (lens.denoised != 0u) {
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return denoised[index].rgb;
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}
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let stored = accumulation[index];
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return select(stored.rgb / stored.w, vec3<f32>(0.0), stored.w <= 0.0);
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}
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fn downTexel(offset: u32, size: vec2<u32>, x: i32, y: i32) -> vec3<f32> {
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let s = vec2<i32>(size);
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return down[offset + u32(clamp(y, 0, s.y - 1) * s.x + clamp(x, 0, s.x - 1))].rgb;
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}
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fn upTexel(offset: u32, size: vec2<u32>, x: i32, y: i32) -> vec3<f32> {
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let s = vec2<i32>(size);
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return up[offset + u32(clamp(y, 0, s.y - 1) * s.x + clamp(x, 0, s.x - 1))].rgb;
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}
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/** Bilinear weights and the texel below and left of a point given in texels, edges clamped. */
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fn bilinearAt(position: vec2<f32>) -> vec4<f32> {
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let p = position - 0.5;
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let base = floor(p);
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return vec4<f32>(base, p - base);
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}
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fn imageBilinear(position: vec2<f32>) -> vec3<f32> {
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let b = bilinearAt(position);
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let x = i32(b.x);
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let y = i32(b.y);
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return mix(
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mix(imageTexel(x, y), imageTexel(x + 1, y), b.z),
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mix(imageTexel(x, y + 1), imageTexel(x + 1, y + 1), b.z), b.w);
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}
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fn downBilinear(offset: u32, size: vec2<u32>, position: vec2<f32>) -> vec3<f32> {
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let b = bilinearAt(position);
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let x = i32(b.x);
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let y = i32(b.y);
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return mix(
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mix(downTexel(offset, size, x, y), downTexel(offset, size, x + 1, y), b.z),
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mix(downTexel(offset, size, x, y + 1), downTexel(offset, size, x + 1, y + 1), b.z), b.w);
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}
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fn upBilinear(offset: u32, size: vec2<u32>, position: vec2<f32>) -> vec3<f32> {
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let b = bilinearAt(position);
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let x = i32(b.x);
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let y = i32(b.y);
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return mix(
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mix(upTexel(offset, size, x, y), upTexel(offset, size, x + 1, y), b.z),
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mix(upTexel(offset, size, x, y + 1), upTexel(offset, size, x + 1, y + 1), b.z), b.w);
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}
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/** The level being filtered, read bilinearly at a point given in its own texels. */
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fn sourceAt(position: vec2<f32>) -> vec3<f32> {
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if (lens.fromImage != 0u) {
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return imageBilinear(position);
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}
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return downBilinear(lens.sourceOffset, lens.sourceSize, position);
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}
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fn luminance(color: vec3<f32>) -> f32 {
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return dot(color, vec3<f32>(0.2126, 0.7152, 0.0722));
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}
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/** Karis' average: a group of taps weighed by one over one plus its luminance, so a lone firefly cannot flare. */
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fn karis(sum: vec3<f32>) -> vec4<f32> {
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let weight = 1.0 / (1.0 + luminance(sum));
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return vec4<f32>(sum * weight, weight);
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}
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/** One level of the pyramid from the one above it: Jimenez's 13 taps, four overlapping boxes and a centre one. */
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@compute @workgroup_size(8, 8, 1)
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fn downsample(@builtin(global_invocation_id) id: vec3<u32>) {
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if (id.x >= lens.targetSize.x || id.y >= lens.targetSize.y) {
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return;
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}
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let scale = vec2<f32>(lens.sourceSize) / vec2<f32>(lens.targetSize);
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let centre = (vec2<f32>(id.xy) + 0.5) * scale;
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let a = sourceAt(centre + vec2<f32>(-2.0, -2.0));
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let b = sourceAt(centre + vec2<f32>(0.0, -2.0));
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let c = sourceAt(centre + vec2<f32>(2.0, -2.0));
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let d = sourceAt(centre + vec2<f32>(-2.0, 0.0));
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let e = sourceAt(centre);
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let f = sourceAt(centre + vec2<f32>(2.0, 0.0));
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let g = sourceAt(centre + vec2<f32>(-2.0, 2.0));
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let h = sourceAt(centre + vec2<f32>(0.0, 2.0));
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let i = sourceAt(centre + vec2<f32>(2.0, 2.0));
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let j = sourceAt(centre + vec2<f32>(-1.0, -1.0));
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let k = sourceAt(centre + vec2<f32>(1.0, -1.0));
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let l = sourceAt(centre + vec2<f32>(-1.0, 1.0));
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let m = sourceAt(centre + vec2<f32>(1.0, 1.0));
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var result: vec3<f32>;
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if (lens.fromImage != 0u) {
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let groups = karis((j + k + l + m) * 0.25) * 0.5
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+ karis((a + b + d + e) * 0.25) * 0.125
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+ karis((b + c + e + f) * 0.25) * 0.125
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+ karis((d + e + g + h) * 0.25) * 0.125
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+ karis((e + f + h + i) * 0.25) * 0.125;
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result = groups.rgb / max(groups.w, 1e-6);
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} else {
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result = e * 0.125 + (a + c + g + i) * 0.03125 + (b + d + f + h) * 0.0625 + (j + k + l + m) * 0.125;
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}
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down[lens.targetOffset + id.y * lens.targetSize.x + id.x] = vec4<f32>(max(result, vec3<f32>(0.0)), 1.0);
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}
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/** A 3 x 3 tent over the smaller level, read at a point given in its texels. */
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fn tent(position: vec2<f32>) -> vec3<f32> {
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var sum = vec3<f32>(0.0);
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for (var dy = -1; dy <= 1; dy = dy + 1) {
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for (var dx = -1; dx <= 1; dx = dx + 1) {
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let weight = f32((2 - abs(dx)) * (2 - abs(dy))) / 16.0;
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let at = position + vec2<f32>(f32(dx), f32(dy));
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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 image as the lens delivers it: fringed towards the corners, with its halo, balanced for the camera's white. */
|
|
264
|
+
@compute @workgroup_size(8, 8, 1)
|
|
265
|
+
fn composite(@builtin(global_invocation_id) id: vec3<u32>) {
|
|
266
|
+
if (id.x >= lens.resolution.x || id.y >= lens.resolution.y) {
|
|
267
|
+
return;
|
|
268
|
+
}
|
|
269
|
+
|
|
270
|
+
let size = vec2<f32>(lens.resolution);
|
|
271
|
+
let position = vec2<f32>(id.xy) + 0.5;
|
|
272
|
+
var color = imageTexel(i32(id.x), i32(id.y));
|
|
273
|
+
|
|
274
|
+
// Lateral chromatic aberration: each colour is magnified a little differently, red outwards and blue inwards,
|
|
275
|
+
// in proportion to the distance from the centre, which is how a lens's dispersion moves them.
|
|
276
|
+
if (lens.aberration > 0.0) {
|
|
277
|
+
let centre = size * 0.5;
|
|
278
|
+
let away = position - centre;
|
|
279
|
+
let red = imageBilinear(centre + away * (1.0 - lens.aberration));
|
|
280
|
+
let blue = imageBilinear(centre + away * (1.0 + lens.aberration));
|
|
281
|
+
|
|
282
|
+
color = vec3<f32>(red.r, color.g, blue.b);
|
|
283
|
+
}
|
|
284
|
+
|
|
285
|
+
if (lens.intensity > 0.0) {
|
|
286
|
+
// The largest folded level is already a tent over the levels below it, so one bilinear read of it is smooth.
|
|
287
|
+
let halo = upBilinear(lens.haloOffset, lens.haloSize, position * vec2<f32>(lens.haloSize) / size);
|
|
288
|
+
|
|
289
|
+
color = mix(color, halo, lens.intensity);
|
|
290
|
+
}
|
|
291
|
+
|
|
292
|
+
if (lens.glare > 0.0) {
|
|
293
|
+
color = mix(color, streakBilinear(position * vec2<f32>(lens.streakSize) / size), lens.glare);
|
|
294
|
+
}
|
|
295
|
+
|
|
296
|
+
let balanced = vec3<f32>(dot(lens.white0.xyz, color), dot(lens.white1.xyz, color), dot(lens.white2.xyz, color));
|
|
297
|
+
|
|
298
|
+
graded[id.y * lens.resolution.x + id.x] = vec4<f32>(max(balanced, vec3<f32>(0.0)), 1.0);
|
|
299
|
+
}
|
|
300
|
+
`;
|
package/src/wgsl/lights.wgsl.ts
CHANGED
|
@@ -52,11 +52,177 @@ 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 TREE_ENTRY_WORDS: u32 = 4u;
|
|
59
|
+
const NO_LIGHT: u32 = 0xffffffffu;
|
|
60
|
+
|
|
61
|
+
/**
|
|
62
|
+
* How much the lights under a node of the light tree can deliver to a point: their power over the square of the
|
|
63
|
+
* distance, times how well their cone of directions and the receiving surface face each other, each widened by the
|
|
64
|
+
* angle the node's box takes from the point (Conty Estevez and Kulla's importance). A point inside the box rules
|
|
65
|
+
* nothing out. A zero normal is a receiver that takes light from everywhere, such as a point in a volume.
|
|
66
|
+
*/
|
|
67
|
+
fn lightNodeImportance(node: u32, position: vec3<f32>, normal: vec3<f32>) -> f32 {
|
|
68
|
+
let at = frame.lightTree + node * TREE_NODE_WORDS;
|
|
69
|
+
let low = extraVec4(at);
|
|
70
|
+
let high = extraVec4(at + 4u);
|
|
71
|
+
|
|
72
|
+
if (low.w <= 0.0) {
|
|
73
|
+
return 0.0;
|
|
74
|
+
}
|
|
75
|
+
|
|
76
|
+
let centre = (low.xyz + high.xyz) * 0.5;
|
|
77
|
+
let radius2 = dot(high.xyz - low.xyz, high.xyz - low.xyz) * 0.25;
|
|
78
|
+
let offset = position - centre;
|
|
79
|
+
let distance2 = dot(offset, offset);
|
|
80
|
+
|
|
81
|
+
if (distance2 <= radius2) {
|
|
82
|
+
return low.w / max(radius2, 1e-12);
|
|
83
|
+
}
|
|
84
|
+
|
|
85
|
+
let away = offset * inverseSqrt(distance2);
|
|
86
|
+
// The angle the box takes from the point, as its sine and cosine: the angles below are widened by it without a
|
|
87
|
+
// single inverse trigonometric function, by the sum and difference formulas.
|
|
88
|
+
let sinU2 = radius2 / distance2;
|
|
89
|
+
let cosU = sqrt(1.0 - sinU2);
|
|
90
|
+
let sinU = sqrt(sinU2);
|
|
91
|
+
var orientation = 1.0;
|
|
92
|
+
|
|
93
|
+
// A cone of minus one is the whole sphere: such lights shine towards every point alike.
|
|
94
|
+
if (high.w > -1.0) {
|
|
95
|
+
let cone = extraVec4(at + 8u);
|
|
96
|
+
let cosO = high.w;
|
|
97
|
+
let sinO = sqrt(max(0.0, 1.0 - cosO * cosO));
|
|
98
|
+
// The cone widened by the box: cos and sin of theta_o + theta_u, the whole sphere once that passes pi.
|
|
99
|
+
let cosWide = cosO * cosU - sinO * sinU;
|
|
100
|
+
let sinWide = sinO * cosU + cosO * sinU;
|
|
101
|
+
let cosTheta = dot(cone.xyz, away);
|
|
102
|
+
|
|
103
|
+
// cos(max(0, theta - theta_o - theta_u)), which is one while the point lies within the widened cone.
|
|
104
|
+
if (sinWide >= 0.0 && cosTheta < cosWide) {
|
|
105
|
+
let sinTheta = sqrt(max(0.0, 1.0 - cosTheta * cosTheta));
|
|
106
|
+
let cosPast = cosTheta * cosWide + sinTheta * sinWide;
|
|
107
|
+
|
|
108
|
+
orientation = select(0.0, cosPast, cosPast >= cone.w);
|
|
109
|
+
}
|
|
110
|
+
}
|
|
111
|
+
|
|
112
|
+
var facing = 1.0;
|
|
113
|
+
|
|
114
|
+
if (any(normal != vec3<f32>(0.0))) {
|
|
115
|
+
let cosN = -dot(normal, away);
|
|
116
|
+
|
|
117
|
+
// cos(max(0, theta_n - theta_u)), and nothing once that reaches a right angle.
|
|
118
|
+
if (cosN < cosU) {
|
|
119
|
+
let sinN = sqrt(max(0.0, 1.0 - cosN * cosN));
|
|
120
|
+
|
|
121
|
+
facing = max(0.0, cosN * cosU + sinN * sinU);
|
|
122
|
+
}
|
|
123
|
+
}
|
|
124
|
+
|
|
125
|
+
return low.w * orientation * facing / distance2;
|
|
126
|
+
}
|
|
127
|
+
|
|
128
|
+
/** The chance of stepping from a node of the tree to each of its children, from this point. */
|
|
129
|
+
fn lightChildOdds(left: u32, right: u32, position: vec3<f32>, normal: vec3<f32>) -> vec2<f32> {
|
|
130
|
+
var importance = vec2<f32>(0.0);
|
|
131
|
+
|
|
132
|
+
// One loop over the two children, so the importance is written into the kernel once per walk.
|
|
133
|
+
for (var k = 0u; k < 2u; k = k + 1u) {
|
|
134
|
+
importance[k] = lightNodeImportance(select(right, left, k == 0u), position, normal);
|
|
135
|
+
}
|
|
136
|
+
|
|
137
|
+
let total = importance.x + importance.y;
|
|
138
|
+
|
|
139
|
+
return select(importance / total, vec2<f32>(0.0), total <= 0.0);
|
|
140
|
+
}
|
|
141
|
+
|
|
142
|
+
/** A light picked down the tree by importance from this point, with the chance of picking it; NO_LIGHT for none. */
|
|
143
|
+
fn sampleLightTree(position: vec3<f32>, normal: vec3<f32>, u: f32, pdf: ptr<function, f32>,
|
|
144
|
+
density: ptr<function, f32>) -> u32 {
|
|
145
|
+
var node = 0u;
|
|
146
|
+
var chance = 1.0;
|
|
147
|
+
var x = u;
|
|
148
|
+
|
|
149
|
+
for (var depth = 0u; depth < 64u; depth = depth + 1u) {
|
|
150
|
+
let at = frame.lightTree + node * TREE_NODE_WORDS;
|
|
151
|
+
let first = textures[at + 12u];
|
|
152
|
+
|
|
153
|
+
// A leaf lists its lights, too close together to tell apart from here: one is picked by its share of the power.
|
|
154
|
+
if ((first & TREE_LEAF) != 0u) {
|
|
155
|
+
let start = frame.lightList + (first & ~TREE_LEAF) * TREE_ENTRY_WORDS;
|
|
156
|
+
let count = textures[at + 13u];
|
|
157
|
+
var slot = start + (count - 1u) * TREE_ENTRY_WORDS;
|
|
158
|
+
|
|
159
|
+
for (var j = 0u; j + 1u < count; j = j + 1u) {
|
|
160
|
+
if (x < extraFloat(start + j * TREE_ENTRY_WORDS + 3u)) {
|
|
161
|
+
slot = start + j * TREE_ENTRY_WORDS;
|
|
162
|
+
break;
|
|
163
|
+
}
|
|
164
|
+
}
|
|
165
|
+
|
|
166
|
+
*pdf = chance * extraFloat(slot + 1u);
|
|
167
|
+
*density = extraFloat(slot + 2u);
|
|
168
|
+
|
|
169
|
+
return textures[slot];
|
|
170
|
+
}
|
|
171
|
+
|
|
172
|
+
let second = textures[at + 13u];
|
|
173
|
+
let odds = lightChildOdds(first, second, position, normal);
|
|
174
|
+
|
|
175
|
+
if (odds.x + odds.y <= 0.0) {
|
|
176
|
+
return NO_LIGHT;
|
|
177
|
+
}
|
|
178
|
+
|
|
179
|
+
if (x < odds.x) {
|
|
180
|
+
node = first;
|
|
181
|
+
chance = chance * odds.x;
|
|
182
|
+
x = x / odds.x;
|
|
183
|
+
} else {
|
|
184
|
+
node = second;
|
|
185
|
+
chance = chance * odds.y;
|
|
186
|
+
x = (x - odds.x) / max(odds.y, 1e-20);
|
|
187
|
+
}
|
|
188
|
+
|
|
189
|
+
x = min(x, 0.99999994);
|
|
190
|
+
}
|
|
191
|
+
|
|
192
|
+
return NO_LIGHT;
|
|
193
|
+
}
|
|
194
|
+
|
|
195
|
+
/** The chance the tree would have picked the local light at this index from this point, walked up from its leaf. */
|
|
196
|
+
fn lightTreePdf(index: u32, position: vec3<f32>, normal: vec3<f32>) -> f32 {
|
|
197
|
+
var node = textures[frame.lightLeaves + index * 2u];
|
|
198
|
+
let slot = frame.lightList + textures[frame.lightLeaves + index * 2u + 1u] * TREE_ENTRY_WORDS;
|
|
199
|
+
// Its share within its leaf, and the area density of a point on it.
|
|
200
|
+
var chance = extraFloat(slot + 1u) * extraFloat(slot + 2u);
|
|
201
|
+
|
|
202
|
+
for (var depth = 0u; depth < 64u; depth = depth + 1u) {
|
|
203
|
+
let parent = textures[frame.lightTree + node * TREE_NODE_WORDS + 14u];
|
|
204
|
+
|
|
205
|
+
if (parent == TREE_ROOT_PARENT) {
|
|
206
|
+
return chance;
|
|
207
|
+
}
|
|
208
|
+
|
|
209
|
+
let at = frame.lightTree + parent * TREE_NODE_WORDS;
|
|
210
|
+
let first = textures[at + 12u];
|
|
211
|
+
let odds = lightChildOdds(first, textures[at + 13u], position, normal);
|
|
212
|
+
|
|
213
|
+
chance = chance * select(odds.y, odds.x, node == first);
|
|
214
|
+
node = parent;
|
|
215
|
+
}
|
|
216
|
+
|
|
217
|
+
return 0.0;
|
|
218
|
+
}
|
|
219
|
+
|
|
55
220
|
/**
|
|
56
|
-
* The area density with which direct sampling would have picked a point on this triangle, or zero if
|
|
57
|
-
* Only the leading entries are emissive triangles, and they are in triangle order, so one binary search
|
|
221
|
+
* The area density with which direct sampling from this point would have picked a point on this triangle, or zero if
|
|
222
|
+
* it never would. Only the leading entries are emissive triangles, and they are in triangle order, so one binary search
|
|
223
|
+
* finds the entry; the tree, when there is one, says how likely it was from here.
|
|
58
224
|
*/
|
|
59
|
-
fn lightPdfOfTriangle(triangle: u32) -> f32 {
|
|
225
|
+
fn lightPdfOfTriangle(triangle: u32, position: vec3<f32>, normal: vec3<f32>) -> f32 {
|
|
60
226
|
var low = 0u;
|
|
61
227
|
var high = frame.areaLightCount;
|
|
62
228
|
|
|
@@ -69,6 +235,10 @@ fn lightPdfOfTriangle(triangle: u32) -> f32 {
|
|
|
69
235
|
let candidate = textures[frame.lightTriangles + middle];
|
|
70
236
|
|
|
71
237
|
if (candidate == triangle) {
|
|
238
|
+
if (frame.lightTree != 0u) {
|
|
239
|
+
return frame.localLightPick * lightTreePdf(middle, position, normal);
|
|
240
|
+
}
|
|
241
|
+
|
|
72
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return lights[middle].pdf;
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}
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@@ -128,12 +298,27 @@ fn rectanglePoint(light: Light, u: vec2<f32>) -> vec3<f32> {
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* Where the light that pick selects arrives from, and how much of it. u places the point on a surface light or spreads a
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* point light's shadow, so the same two dimensions serve every kind.
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*/
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-
fn sampleLight(position: vec3<f32>, pick: f32, u: vec2<f32>) -> LightSample {
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+
fn sampleLight(position: vec3<f32>, normal: vec3<f32>, pick: f32, u: vec2<f32>) -> LightSample {
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if (frame.lightCount == 0u) {
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return noLight();
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}
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-
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306
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+
// The lights in the scene go through the tree, by what they can deliver here; what lies outside it by its weight.
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+
if (frame.lightTree != 0u && pick < frame.localLightPick) {
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+
var chance = 0.0;
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+
var density = 1.0;
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+
let index = sampleLightTree(position, normal, pick / frame.localLightPick, &chance, &density);
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+
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312
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+
if (index == NO_LIGHT || chance <= 0.0) {
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+
return noLight();
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+
}
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+
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+
return sampleLightEntry(lights[index], frame.localLightPick * chance * density, position, u);
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+
}
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+
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319
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+
let light = lightByProbability(pick);
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+
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321
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+
return sampleLightEntry(light, light.pdf, position, u);
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}
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/** Three's spotLightMap: inside the projection's frustum the texture tints the light; outside it leaves it alone. */
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@@ -160,7 +345,8 @@ fn spotLightTint(light: Light, position: vec3<f32>) -> vec3<f32> {
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return sampleTextureRaw(map, projected.xy).rgb;
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}
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347
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-
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348
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+
/** pdf is the chance of picking this light, times the area density of a point on it where it has an area. */
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349
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+
fn sampleLightEntry(light: Light, pdf: f32, position: vec3<f32>, u: vec2<f32>) -> LightSample {
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var sample: LightSample;
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sample.valid = true;
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sample.kind = light.kind;
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@@ -176,7 +362,7 @@ fn sampleLightEntry(light: Light, position: vec3<f32>, u: vec2<f32>) -> LightSam
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return noLight();
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}
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-
let density =
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365
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+
let density = pdf * drawn.pdf;
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181
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sample.direction = drawn.direction;
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sample.distance = 1e30;
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@@ -191,7 +377,7 @@ fn sampleLightEntry(light: Light, position: vec3<f32>, u: vec2<f32>) -> LightSam
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191
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sample.direction = spreadDirection(light.direction, u);
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sample.distance = 1e30;
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// The colour already carries the intensity, which for a directional light is the irradiance it delivers.
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194
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-
sample.value = light.color /
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380
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+
sample.value = light.color / pdf;
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195
381
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return sample;
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}
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@@ -220,7 +406,7 @@ fn sampleLightEntry(light: Light, position: vec3<f32>, u: vec2<f32>) -> LightSam
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220
406
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221
407
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// Stop just short of the light so its own surface is not reported as the blocker.
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222
408
|
sample.distance = distance * (1.0 - 1e-3);
|
|
223
|
-
let density =
|
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409
|
+
let density = pdf * distanceSquared / cosLight;
|
|
224
410
|
// The emissive map is read at the very point that was sampled, so this agrees with what a bounce ray would find.
|
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225
411
|
let emission = select(light.color, emissionAt(light.triangle, bary), area);
|
|
226
412
|
|
|
@@ -260,7 +446,7 @@ fn sampleLightEntry(light: Light, position: vec3<f32>, u: vec2<f32>) -> LightSam
|
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260
446
|
|
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261
447
|
sample.direction = spreadDirection(towards, u);
|
|
262
448
|
sample.distance = distance;
|
|
263
|
-
sample.value = light.color * (power /
|
|
449
|
+
sample.value = light.color * (power / pdf);
|
|
264
450
|
|
|
265
451
|
if (light.kind == LIGHT_SPOT) {
|
|
266
452
|
sample.value = sample.value * spotLightTint(light, position);
|
|
@@ -277,7 +463,7 @@ fn blocksAll(m: u32) -> bool {
|
|
|
277
463
|
let flags = materials[m].flags;
|
|
278
464
|
let blending = materials[m].blending;
|
|
279
465
|
|
|
280
|
-
return (flags & (MATERIAL_TRANSPARENT | MATERIAL_ALPHA_HASH | MATERIAL_WIREFRAME)) == 0u
|
|
466
|
+
return (flags & (MATERIAL_TRANSPARENT | MATERIAL_ALPHA_HASH | MATERIAL_WIREFRAME | MATERIAL_VOLUME)) == 0u
|
|
281
467
|
&& materials[m].alphaTest <= 0.0
|
|
282
468
|
&& materials[m].transmission <= 0.0
|
|
283
469
|
&& materials[m].clipCount == 0u
|
|
@@ -333,45 +519,63 @@ fn blendColor(triangle: u32, bary: vec2<f32>) -> vec3<f32> {
|
|
|
333
519
|
/**
|
|
334
520
|
* How much of the light this sample came from reaches the shaded point. A surface that only partly covers its triangle
|
|
335
521
|
* 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.
|
|
522
|
+
* lets its own share through, tinted. A volume's boundary lets the ray in or out, and the medium inside takes its
|
|
523
|
+
* share over the distance between; medium is the density at the shaded point itself, zero outside any volume.
|
|
337
524
|
*/
|
|
338
|
-
fn lightTransmittance(
|
|
339
|
-
|
|
340
|
-
|
|
525
|
+
fn lightTransmittance(position: vec3<f32>, chosen: LightSample, rng: ptr<function, PathSampler>, skipMaterial: u32,
|
|
526
|
+
medium: f32) -> vec3<f32> {
|
|
527
|
+
// A light that casts no shadow is blocked by nothing, but a medium on the way still takes its share: then the walk
|
|
528
|
+
// below only looks for volumes and passes every other surface.
|
|
529
|
+
if (!chosen.occlude && !VOLUMES) {
|
|
341
530
|
return vec3<f32>(1.0);
|
|
342
531
|
}
|
|
343
532
|
|
|
344
|
-
|
|
345
|
-
|
|
346
|
-
|
|
533
|
+
if (chosen.occlude) {
|
|
534
|
+
// Most blockers are plainly opaque, and for those any triangle on the way settles it: the search stops at the
|
|
535
|
+
// first one found instead of looking for the closest. Anything that lets light through goes the long way below.
|
|
536
|
+
let first = traceAny(position, chosen.direction, chosen.distance);
|
|
347
537
|
|
|
348
|
-
|
|
349
|
-
|
|
350
|
-
|
|
538
|
+
if (first == NO_HIT) {
|
|
539
|
+
return vec3<f32>(exp(-medium * chosen.distance));
|
|
540
|
+
}
|
|
351
541
|
|
|
352
|
-
|
|
542
|
+
let firstMaterial = materialIndexOf(first);
|
|
353
543
|
|
|
354
|
-
|
|
355
|
-
|
|
544
|
+
if (firstMaterial != skipMaterial && blocksAll(firstMaterial)) {
|
|
545
|
+
return vec3<f32>(0.0);
|
|
546
|
+
}
|
|
356
547
|
}
|
|
357
548
|
|
|
358
549
|
var origin = position;
|
|
359
550
|
var remaining = chosen.distance;
|
|
360
551
|
var through = vec3<f32>(1.0);
|
|
552
|
+
// The medium the ray is in, and how far along the ray it entered it.
|
|
553
|
+
var density = medium;
|
|
554
|
+
var travelled = 0.0;
|
|
555
|
+
var enteredAt = 0.0;
|
|
361
556
|
|
|
362
557
|
for (var skip = 0u; skip < MAX_SHADOW_SKIPS; skip = skip + 1u) {
|
|
363
558
|
let blocker = traceScene(origin, chosen.direction, remaining);
|
|
364
559
|
|
|
365
560
|
if (blocker.triangle == NO_HIT) {
|
|
366
|
-
return through;
|
|
561
|
+
return through * exp(-density * (travelled + remaining - enteredAt));
|
|
367
562
|
}
|
|
368
563
|
|
|
369
564
|
let bary = vec2<f32>(blocker.u, blocker.v);
|
|
370
565
|
let m = materialIndexOf(blocker.triangle);
|
|
371
566
|
let blending = materials[m].blending;
|
|
372
567
|
|
|
373
|
-
|
|
374
|
-
|
|
568
|
+
if (VOLUMES && (materials[m].flags & MATERIAL_VOLUME) != 0u) {
|
|
569
|
+
let at = travelled + blocker.distance;
|
|
570
|
+
|
|
571
|
+
if (dot(authoredNormal(blocker.triangle, bary), chosen.direction) < 0.0) {
|
|
572
|
+
density = select(0.0, materials[m].volume.w, frame.volumesEnabled != 0u);
|
|
573
|
+
enteredAt = at;
|
|
574
|
+
} else {
|
|
575
|
+
through = through * exp(-density * (at - enteredAt));
|
|
576
|
+
density = 0.0;
|
|
577
|
+
}
|
|
578
|
+
} else if (chosen.occlude && m != skipMaterial && materials[m].kind != KIND_SHADOW && blending != BLEND_ADDITIVE) {
|
|
375
579
|
let coverage = coverageAt(blocker.triangle, bary, chosen.direction);
|
|
376
580
|
|
|
377
581
|
if (blending == BLEND_MULTIPLY) {
|
|
@@ -390,13 +594,15 @@ fn lightTransmittance(
|
|
|
390
594
|
// The ray carries on from just past the surface it saw through.
|
|
391
595
|
origin = origin + chosen.direction * (blocker.distance + RAY_EPSILON);
|
|
392
596
|
remaining = remaining - blocker.distance - RAY_EPSILON;
|
|
597
|
+
travelled = travelled + blocker.distance + RAY_EPSILON;
|
|
393
598
|
|
|
394
599
|
if (remaining <= RAY_EPSILON) {
|
|
395
|
-
return through;
|
|
600
|
+
return through * exp(-density * (travelled - enteredAt));
|
|
396
601
|
}
|
|
397
602
|
}
|
|
398
603
|
|
|
399
|
-
|
|
604
|
+
// Too many surfaces to see through: a shadow ray gives up dark, a ray that only counts the media keeps what it has.
|
|
605
|
+
return select(vec3<f32>(0.0), through, !chosen.occlude);
|
|
400
606
|
}
|
|
401
607
|
|
|
402
608
|
/**
|
|
@@ -418,13 +624,13 @@ fn shadowMaskAt(position: vec3<f32>, rng: ptr<function, PathSampler>) -> f32 {
|
|
|
418
624
|
continue;
|
|
419
625
|
}
|
|
420
626
|
|
|
421
|
-
let chosen = sampleLightEntry(light, position, sample2D(rng));
|
|
627
|
+
let chosen = sampleLightEntry(light, light.pdf, position, sample2D(rng));
|
|
422
628
|
|
|
423
629
|
if (!chosen.valid) {
|
|
424
630
|
continue;
|
|
425
631
|
}
|
|
426
632
|
|
|
427
|
-
let visible = luminanceOf(lightTransmittance(position, chosen, rng, NO_MATERIAL));
|
|
633
|
+
let visible = luminanceOf(lightTransmittance(position, chosen, rng, NO_MATERIAL, 0.0));
|
|
428
634
|
|
|
429
635
|
shadow = max(shadow, 1.0 - clamp(visible, 0.0, 1.0));
|
|
430
636
|
}
|