rayzee 7.31.1 → 8.1.0
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/README.md +164 -0
- package/dist/rayzee.es.js +6728 -4735
- package/dist/rayzee.umd.js +121 -73
- package/package.json +2 -2
- package/src/EngineDefaults.js +168 -13
- package/src/EngineIssues.js +5 -0
- package/src/PathTracerApp.js +151 -25
- package/src/Processor/ArchiveReader.js +538 -0
- package/src/Processor/AssetLoader.js +265 -23
- package/src/Processor/BVHBuilder.js +48 -32
- package/src/Processor/BVHRefitter.js +244 -99
- package/src/Processor/ChunkedRecords.js +302 -0
- package/src/Processor/EmissiveTriangleBuilder.js +48 -21
- package/src/Processor/GeometryExtractor.js +580 -93
- package/src/Processor/HostMemory.js +222 -0
- package/src/Processor/InstanceTable.js +548 -97
- package/src/Processor/PBRT/EqualAreaOctahedral.js +32 -8
- package/src/Processor/PBRT/PBRTCurves.js +249 -0
- package/src/Processor/PBRT/PBRTMath.js +19 -0
- package/src/Processor/PBRT/PBRTParser.js +187 -41
- package/src/Processor/PBRT/PBRTSceneBuilder.js +586 -42
- package/src/Processor/PBRT/PBRTTokenizer.js +205 -65
- package/src/Processor/PBRT/index.js +257 -50
- package/src/Processor/PackedRayBuffer.js +29 -18
- package/src/Processor/ParallelBVHBuilder.js +9 -8
- package/src/Processor/QueueManager.js +5 -3
- package/src/Processor/SceneProcessor.js +1046 -365
- package/src/Processor/TLASBuilder.js +546 -201
- package/src/Processor/TextureCreator.js +11 -9
- package/src/Processor/VRAMTracker.js +12 -3
- package/src/Processor/Workers/BVHRefitWorker.js +16 -11
- package/src/Processor/Workers/BVHWorker.js +12 -12
- package/src/Processor/Workers/TLASWorker.js +37 -0
- package/src/Processor/utils.js +8 -20
- package/src/Stages/NormalDepth.js +6 -2
- package/src/Stages/PathTracer.js +5 -5
- package/src/Stages/PathTracerStage.js +163 -41
- package/src/TSL/BVHTraversal.js +208 -90
- package/src/TSL/Common.js +135 -2
- package/src/TSL/Displacement.js +21 -11
- package/src/TSL/EmissiveSampling.js +49 -25
- package/src/TSL/ExtendKernel.js +3 -2
- package/src/TSL/LightBVHSampling.js +7 -4
- package/src/TSL/LightsDirect.js +30 -29
- package/src/TSL/ShadeKernel.js +8 -6
- package/src/TSL/SortGlobalKernels.js +3 -4
- package/src/TSL/Struct.js +3 -0
- package/src/TSL/TextureSampling.js +24 -9
- package/src/TSL/patches.js +149 -84
- package/src/index.js +3 -0
- package/src/managers/AnimationManager.js +86 -76
- package/src/managers/MaterialDataManager.js +29 -23
- package/src/managers/TransformManager.js +9 -192
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@@ -1,4 +1,5 @@
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import { storage } from 'three/tsl';
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import { gpuOnlyStorageAttribute, uploadStorageChunkRange, uploadStorageChunks } from '../TSL/patches.js';
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import { StorageInstancedBufferAttribute } from 'three/webgpu';
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import {
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NearestFilter, Vector2, Matrix4,
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@@ -109,17 +110,21 @@ export class PathTracerStage extends RenderStage {
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// Initialize material data manager
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this.materialData = new MaterialDataManager( this.sdfs );
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this.materialData.callbacks.onReset = () => this.reset();
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// Triangle data carries the per-triangle `side` flag (NORMAL_C.w). The
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//
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// which isn't populated on the PathTracerApp build
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//
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// Triangle data carries the per-triangle `side` flag (NORMAL_C.w). The authoritative
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// CPU copy is `_triangleRecords` when the scene is chunked and triangleStorageAttr.array
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// otherwise (not sdfs.triangleData, which isn't populated on the PathTracerApp build
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// path). The patch mutates it in place, then the GPU copy is refreshed.
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this.materialData.callbacks.getTriangleData = () => ( {
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array: this.triangleStorageAttr?.array,
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records: this._triangleRecords,
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count: this.triangleCount,
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} );
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this.materialData.callbacks.onTriangleDataChanged = () => {
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if ( this.triangleStorageAttr )
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if ( ! this.triangleStorageAttr ) return;
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// A chunked attribute owns no CPU array for three.js to re-upload.
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if ( this._triangleRecords ) uploadStorageChunks( this.renderer, this.triangleStorageAttr, this._triangleRecords.chunks );
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else this.triangleStorageAttr.needsUpdate = true;
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};
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@@ -171,11 +176,13 @@ export class PathTracerStage extends RenderStage {
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// Triangle data (storage buffer for WebGPU)
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this.triangleStorageAttr = null;
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this._triangleRecords = null;
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this.triangleStorageNode = null;
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this.triangleCount = 0;
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// BVH data (storage buffer for WebGPU)
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this.bvhStorageAttr = null;
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this._bvhRecords = null;
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this.bvhStorageNode = null;
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this.bvhNodeCount = 0;
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* On first call, creates the storage buffer and node.
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* On subsequent calls, creates a new attribute with the correct size
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* and updates the storage node's value to preserve shader graph references.
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* @param {
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* @param {Uint32Array} triangleData - Packed triangle records (uvec4 lanes)
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* @param {number} triangleCount - Number of triangles
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*/
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setTriangleData( triangleData, triangleCount ) {
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if ( ! triangleData ) return;
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// Past the ~2 GB array cap the records arrive as several chunks; they still become one
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// GPU buffer, written at their running byte offsets, so no binding or shader changes.
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const chunked = triangleData.chunks && triangleData.chunks.length > 1 ? triangleData : null;
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const flat = chunked ? null : ( triangleData.chunks ? triangleData.chunks[ 0 ] : triangleData );
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const lanes = chunked ? chunked.recordCount * chunked.lanesPerRecord : flat.length;
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const vec4Count = lanes / 4;
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const makeAttr = () => chunked
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? gpuOnlyStorageAttribute( vec4Count, 4, Uint32Array )
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: new StorageInstancedBufferAttribute( flat, 4 );
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if ( this.triangleStorageNode ) {
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// Create new attribute with correct size (old one is GC'd, backend WeakMap cleans up GPU buffer)
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this.triangleStorageAttr =
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this.triangleStorageAttr = makeAttr();
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// Update storage node references (preserves compiled shader graph)
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this.triangleStorageNode.value = this.triangleStorageAttr;
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} else {
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// First time: create storage buffer and node
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this.triangleStorageAttr =
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this.triangleStorageNode = storage( this.triangleStorageAttr, '
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this.triangleStorageAttr = makeAttr();
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this.triangleStorageNode = storage( this.triangleStorageAttr, 'uvec4', vec4Count ).toReadOnly();
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}
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this._triangleRecords = chunked;
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if ( chunked ) uploadStorageChunks( this.renderer, this.triangleStorageAttr, chunked.chunks );
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this.triangleCount = triangleCount;
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log.debug( `${fmt.n( this.triangleCount )} triangles (storage buffer)` );
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if ( ! bvhImageData ) return;
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// Same story as the triangles: past the ~2 GB array cap the nodes arrive as several
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// chunks and still become one GPU buffer.
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const chunked = bvhImageData.chunks && bvhImageData.chunks.length > 1 ? bvhImageData : null;
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const flat = chunked ? null : ( bvhImageData.chunks ? bvhImageData.chunks[ 0 ] : bvhImageData );
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const lanes = chunked ? chunked.recordCount * chunked.lanesPerRecord : flat.length;
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const vec4Count = lanes / 4;
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const makeAttr = () => chunked
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? gpuOnlyStorageAttribute( vec4Count, 4, Float32Array )
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: new StorageInstancedBufferAttribute( flat, 4 );
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if ( this.bvhStorageNode ) {
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this.bvhStorageAttr =
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this.bvhStorageAttr = makeAttr();
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this.bvhStorageNode.value = this.bvhStorageAttr;
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this.bvhStorageNode.bufferCount = vec4Count;
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} else {
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this.bvhStorageAttr = makeAttr();
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this.bvhStorageNode = storage( this.bvhStorageAttr, 'vec4', vec4Count ).toReadOnly();
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}
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this._bvhRecords = chunked;
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if ( chunked ) uploadStorageChunks( this.renderer, this.bvhStorageAttr, chunked.chunks );
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this.bvhNodeCount = Math.floor( vec4Count / BVH_VEC4_PER_NODE );
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log.debug( `${fmt.n( this.bvhNodeCount )} BVH nodes (storage buffer)` );
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if ( ! meshes || meshes.length === 0 || ! this._instanceTable ) return;
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this._patchVisibilityFromMeshes( meshes );
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this._flushBVHEdits();
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}
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* Resolve each placement's visibility from the object it came from. Entries are per
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* instance, so an InstancedMesh covers a whole run of them with one authored flag.
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*/
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_patchVisibilityFromMeshes( meshes ) {
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for ( let i = 0; i < table.count; i ++ ) {
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if ( ! table.isSet[ i ] ) continue;
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const src = table.sourceMesh[ i ];
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if ( visible === undefined ) cache.set( src, visible = this._isWorldVisible( meshes[ src ] ) );
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this._patchTLASLeafVisibility( i, visible );
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}
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updateMeshVisibility( meshIndex, visible ) {
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if ( ! this._patchTLASLeafVisibility( meshIndex, visible ) ) return;
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this._flushBVHEdits();
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this._patchVisibilityFromMeshes( this._meshRefs );
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this._flushBVHEdits();
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_patchTLASLeafVisibility( meshIndex, visible ) {
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if ( ! table || ! table.isSet?.[ meshIndex ] || ! this.bvhStorageAttr ) return false;
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const leaf = table.tlasLeafIndex[ meshIndex ];
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if ( leaf < 0 ) return false;
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table.visible[ meshIndex ] = visible ? 1 : 0;
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// A chunked attribute owns no CPU array; write into the chunk that holds this leaf.
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if ( this._bvhRecords ) this._bvhRecords.chunkFor( leaf )[ this._bvhRecords.baseOf( leaf ) + 2 ] = visible ? 1.0 : 0.0;
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else this.bvhStorageAttr.array[ leaf * 16 + 2 ] = visible ? 1.0 : 0.0;
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this._dirtyBVHLeaves ??= new Set();
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this._dirtyBVHLeaves.add( leaf );
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_flushBVHEdits() {
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this._dirtyBVHLeaves?.clear();
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}
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uploadStorageChunkRange( this.renderer, this.bvhStorageAttr, this._bvhRecords, leaf * 16, 16 );
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}
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if ( this._triangleRecords ) {
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uploadStorageChunks( this.renderer, this.triangleStorageAttr, this._triangleRecords.chunks );
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}
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this._updateStorageBuffer( this.triangleStorageAttr, triangleData?.chunks ? triangleData.chunks[ 0 ] : triangleData );
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updateBVHData( bvhData ) {
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return;
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}
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this._updateStorageBuffer( this.bvhStorageAttr, bvhData?.chunks ? bvhData.chunks[ 0 ] : bvhData );
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if ( this.triangleStorageAttr && triRanges.length > 0 ) {
|
|
927
1021
|
|
|
928
|
-
this.
|
|
1022
|
+
if ( this._triangleRecords ) {
|
|
929
1023
|
|
|
930
|
-
|
|
1024
|
+
// Chunked: three.js cannot re-upload an attribute with no CPU array, so write
|
|
1025
|
+
// the dirty lanes straight into the GPU buffer.
|
|
1026
|
+
for ( const r of triRanges ) {
|
|
931
1027
|
|
|
932
|
-
|
|
1028
|
+
uploadStorageChunkRange( this.renderer, this.triangleStorageAttr, this._triangleRecords, r.offset, r.count );
|
|
933
1029
|
|
|
934
|
-
|
|
1030
|
+
}
|
|
1031
|
+
|
|
1032
|
+
} else {
|
|
1033
|
+
|
|
1034
|
+
this.triangleStorageAttr.clearUpdateRanges();
|
|
935
1035
|
|
|
936
|
-
|
|
1036
|
+
for ( const r of triRanges ) {
|
|
1037
|
+
|
|
1038
|
+
this.triangleStorageAttr.addUpdateRange( r.offset, r.count );
|
|
1039
|
+
|
|
1040
|
+
}
|
|
1041
|
+
|
|
1042
|
+
this.triangleStorageAttr.version ++;
|
|
1043
|
+
|
|
1044
|
+
}
|
|
937
1045
|
|
|
938
1046
|
}
|
|
939
1047
|
|
|
940
1048
|
if ( this.bvhStorageAttr && bvhRanges.length > 0 ) {
|
|
941
1049
|
|
|
942
|
-
this.
|
|
1050
|
+
if ( this._bvhRecords ) {
|
|
943
1051
|
|
|
944
|
-
|
|
1052
|
+
for ( const r of bvhRanges ) {
|
|
945
1053
|
|
|
946
|
-
|
|
1054
|
+
uploadStorageChunkRange( this.renderer, this.bvhStorageAttr, this._bvhRecords, r.offset, r.count );
|
|
947
1055
|
|
|
948
|
-
|
|
1056
|
+
}
|
|
949
1057
|
|
|
950
|
-
|
|
1058
|
+
} else {
|
|
1059
|
+
|
|
1060
|
+
this.bvhStorageAttr.clearUpdateRanges();
|
|
1061
|
+
|
|
1062
|
+
for ( const r of bvhRanges ) {
|
|
1063
|
+
|
|
1064
|
+
this.bvhStorageAttr.addUpdateRange( r.offset, r.count );
|
|
1065
|
+
|
|
1066
|
+
}
|
|
1067
|
+
|
|
1068
|
+
this.bvhStorageAttr.version ++;
|
|
1069
|
+
|
|
1070
|
+
}
|
|
951
1071
|
|
|
952
1072
|
}
|
|
953
1073
|
|
|
@@ -1449,8 +1569,10 @@ export class PathTracerStage extends RenderStage {
|
|
|
1449
1569
|
|
|
1450
1570
|
// Clear data references
|
|
1451
1571
|
this.triangleStorageAttr = null;
|
|
1572
|
+
this._triangleRecords = null;
|
|
1452
1573
|
this.triangleStorageNode = null;
|
|
1453
1574
|
this.bvhStorageAttr = null;
|
|
1575
|
+
this._bvhRecords = null;
|
|
1454
1576
|
this.bvhStorageNode = null;
|
|
1455
1577
|
this.placeholderTexture = null;
|
|
1456
1578
|
|