rayzee 9.1.1 → 9.2.0
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 +174 -15
- package/dist/{NeuralRetouch-BRquqfmZ.js → NeuralRetouch-DgnfldWO.js} +1 -1
- package/dist/{NeuralSuperRes-CbNvQjCw.js → NeuralSuperRes-Baa2w8VU.js} +72 -40
- package/dist/{ToneMapGPU-DpUZDMbQ.js → ToneMapGPU-CNgexVto.js} +75 -71
- package/dist/rayzee.es.js +4704 -4103
- package/dist/rayzee.umd.js +96 -96
- package/package.json +3 -2
- package/src/AssetConfig.js +10 -5
- package/src/EngineEvents.js +41 -1
- package/src/EngineIssues.js +3 -0
- package/src/Headless.js +23 -7
- package/src/HeadlessCanvas.js +104 -0
- package/src/Passes/OIDNDenoiser.js +29 -4
- package/src/Passes/OIDNTemporalHistory.js +7 -0
- package/src/PathTracerApp.js +432 -119
- package/src/Platform.js +76 -0
- package/src/Processor/AssetLoader.js +66 -4
- package/src/Processor/BVHBuilder.js +2 -1
- package/src/Processor/EquirectHDRInfo.js +2 -1
- package/src/Processor/HostMemory.js +14 -0
- package/src/Processor/IESParser.js +1 -2
- package/src/Processor/PBRT/PBRTSceneBuilder.js +26 -0
- package/src/Processor/ParallelBVHBuilder.js +7 -6
- package/src/Processor/PlatformImageLoader.js +118 -0
- package/src/Processor/ResampleRGBA8.js +102 -0
- package/src/Processor/SceneProcessor.js +8 -8
- package/src/Processor/TextureCreator.js +162 -13
- package/src/Processor/Workers/PackWorker.js +28 -0
- package/src/Stages/Compositor.js +25 -6
- package/src/Stages/PathTracer.js +143 -26
- package/src/Stages/PathTracerStage.js +7 -98
- package/src/TSL/DebugKernel.js +1 -1
- package/src/TSL/EmissiveSampling.js +1 -1
- package/src/TSL/GenerateKernel.js +3 -7
- package/src/TSL/Random.js +3 -120
- package/src/TSL/ShadeKernel.js +6 -6
- package/src/index.js +2 -1
- package/src/managers/CameraManager.js +2 -2
- package/src/managers/DenoisingManager.js +77 -8
- package/src/managers/GoboManager.js +8 -1
- package/src/managers/IESManager.js +13 -2
- package/src/managers/InteractionManager.js +1 -1
- package/src/managers/LightManager.js +31 -0
- package/src/managers/OverlayManager.js +11 -1
- package/src/managers/VideoRenderManager.js +8 -0
- package/src/node/NodeWorker.js +144 -0
- package/src/node/index.js +9 -0
- package/src/node/nodePlatform.js +86 -0
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@@ -18,7 +18,7 @@ import { createLogger, fmt, workerLogLevel } from '../utils/Logger.js';
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import { SRGBColorSpace } from 'three';
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import {
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TRIANGLE_DATA_LAYOUT, TEXTURE_CONSTANTS, getTextureBucketId, packTextureIndex, planTextureBuckets,
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packNormalOct, BVH_LEAF_MARKERS, BVH_FOLDED_FIRST_LIMIT, assertBVHIndexFits,
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packNormalOct, BVH_LEAF_MARKERS, BVH_FOLDED_FIRST_LIMIT, assertBVHIndexFits, TLAS_PLACEMENT_MASK, TRI_MATERIAL_MASK } from '../EngineDefaults.js';
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import { ISSUE_CODES } from '../EngineIssues.js';
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import { BLAS_CACHE_FORMAT, openBLASCache, saveBLASCache, templateChecksums, readNodesInto, readOrder } from '../Storage/BLASCache.js';
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import { sharedStorage } from '../Storage/shared.js';
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@@ -32,6 +32,7 @@ import { SCENE_CACHE_MIN_BUILD_MS } from '../Storage/sceneCachePolicy.js';
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import BVHWorker from './Workers/BVHWorker.js?worker&inline';
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import BVHRefitWorker from './Workers/BVHRefitWorker.js?worker&inline';
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import TLASWorker from './Workers/TLASWorker.js?worker&inline';
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import { createWorker, hardwareThreads } from '../Platform.js';
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// Under this the TLAS build is a few ms; the worker round trip would cost more than it saves.
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const TLAS_WORKER_MIN_ENTRIES = 50_000;
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@@ -113,7 +114,7 @@ export class SceneProcessor {
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textureQuality: 'adaptive', // 'low', 'medium', 'high', 'adaptive'
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maxTextureSize: TEXTURE_CONSTANTS.DEFAULT_MAX_TEXTURE_SIZE, // longest-edge cap for material textures
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enableTextureCache: true,
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maxConcurrentTextureTasks: Math.min(
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maxConcurrentTextureTasks: Math.min( hardwareThreads(), 6 ),
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maxSceneBytes: MAX_SCENE_BYTES,
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// Treelet optimization configuration
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// Keep: `_buildBVH` sends `enabled: value !== false`, so undefined re-enables treelets.
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@@ -1294,7 +1295,7 @@ export class SceneProcessor {
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const tri = this.triangles;
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const { order, pieces, tree } = await partitionRange( tri, range.start, range.count, SPLIT_PIECE_TRIANGLES, { pause: () => new Promise( r => setTimeout( r, 0 ) ) } );
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const pool = this._blasPool( workerOpts, null, null, Math.min(
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const pool = this._blasPool( workerOpts, null, null, Math.min( hardwareThreads(), 8 ) );
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pieces.forEach( ( p, k ) => pool.submit( { m: k, range: { start: range.start + p.start, count: p.count } } ) );
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const built = [];
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const spawn = () => {
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const worker =
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const worker = createWorker( BVHWorker );
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worker.onmessage = ( e ) => onWorkerMessage( worker, e );
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worker.onerror = ( err ) => fail( err );
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workers.push( worker );
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// Lazy-create worker
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if ( ! this._refitWorker ) {
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this._refitWorker =
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this._refitWorker = createWorker( BVHRefitWorker );
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}
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/** @private */
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_runTLASWorker( aabbs, count ) {
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if ( ! this._tlasWorker ) this._tlasWorker =
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if ( ! this._tlasWorker ) this._tlasWorker = createWorker( TLASWorker );
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const worker = this._tlasWorker;
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return new Promise( ( resolve, reject ) => {
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_refitTLAS() {
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const tlasNodeCount = this.instanceTable.tlasNodeCount;
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const FPN = 16;
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// Grow-only bounds buffer for TLAS refit
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if ( ! this._tlasBounds || this._tlasBounds.length < tlasNodeCount * 6 ) {
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const existing = this._pendingRebuilds.get( placement );
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if ( existing ) existing.terminate();
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dispatchRebuild( placement, entry,
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dispatchRebuild( placement, entry, createWorker( BVHWorker ) );
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}
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@@ -2,13 +2,37 @@ import { DataArrayTexture, RGBAFormat, LinearFilter, UnsignedByteType, SRGBColor
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import { alignBucketWidth, TEXTURE_CONSTANTS, MEMORY_CONSTANTS, MATERIAL_DATA_LAYOUT, BVH_LEAF_MARKERS, assertBVHIndexFits, bvhIndexView } from '../EngineDefaults.js';
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import { packMaterial } from './MaterialPacking.js';
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import TexturesWorker from './Workers/TexturesWorker.js?worker&inline';
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import
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import PackWorker from './Workers/PackWorker.js?worker&inline';
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import { resampleRGBA8 } from './ResampleRGBA8.js';
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import { ISSUE_CODES, EngineIssueError } from '../EngineIssues.js';
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import { linearToSRGB } from './ToneMapCPU.js';
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import { getActiveColorManagement } from '../Color/ColorManagement.js';
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import { createLogger } from '../utils/Logger.js';
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import { createWorker, hardwareThreads, hasWorkers } from '../Platform.js';
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const log = createLogger( 'textures' );
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// Below this a pack is cheaper than starting a worker for it.
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const WORKER_PACK_BYTES = 8 * 2 ** 20;
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// Buckets pack concurrently; this keeps their workers within the cores, beside the BVH pool's.
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const packSlots = { busy: 0, waiting: [] };
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async function acquirePackSlot() {
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if ( packSlots.busy < Math.max( 1, hardwareThreads() - 1 ) ) packSlots.busy ++;
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else await new Promise( ( resolve ) => packSlots.waiting.push( resolve ) );
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return () => {
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const next = packSlots.waiting.shift();
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if ( next ) next();
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else packSlots.busy --;
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};
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}
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// A bucket array carries ONE colorSpace and the shader reads each slot from a fixed pool, so a
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// texture disagreeing with its pool cannot be re-routed — its pixels are re-encoded instead.
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const TRANSFER_LUT = { toSRGB: null, toLinear: null };
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/** A failed map array leaves those surfaces untextured — complete-looking and wrong. @private */
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_reportTextureFailure( map, error ) {
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if ( error instanceof EngineIssueError ) throw error;
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this._issues?.record(
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ISSUE_CODES.TEXTURE_BUILD_FAILED,
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`${map} texture array failed to build — those surfaces render untextured`,
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}
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// Layers are addressed by position, so a texture that cannot be read keeps its slot.
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_reportTextureLayer( layer, cause ) {
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this._issues?.record(
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ISSUE_CODES.TEXTURE_BUILD_FAILED,
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`texture ${layer} could not be read — its surfaces show a white placeholder`,
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{ layer, cause: String( cause?.message ?? cause ) }
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);
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}
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_clampTextureSize( size ) {
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const n = Math.floor( Number( size ) || TEXTURE_CONSTANTS.DEFAULT_MAX_TEXTURE_SIZE );
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workers: typeof Worker !== 'undefined',
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hardwareConcurrency:
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hardwareConcurrency: hardwareThreads()
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}
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if ( typeof createImageBitmap === 'undefined' ) {
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const packed = await this.processOnCPU( textures );
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const reencoded = this._harmonizeTransfer( packed, textures, srgbPool );
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this._applyColorManagement( packed, textures, srgbPool, reencoded );
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this.textureCache.set( cacheKey, packed );
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}
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// Normalize non-drawable images (KTX2 CompressedTexture RGBA, DataTexture)
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const { normalized, bitmapsToClose } = await this._normalizeTexturesForProcessing( textures );
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} catch ( error ) {
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this._issues?.warn(
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ISSUE_CODES.TEXTURE_PROCESSING_FALLBACK,
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const worker = new TexturesWorker();
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try {
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// Prepare textures for worker with direct transfer
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const texturesData = await this.prepareTexturesForWorkerDirect( textures );
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worker.terminate();
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} finally {
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worker.terminate();
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this.activeWorkers --;
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}
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async prepareTexturesForWorkerDirect( textures ) {
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const texturesData = [];
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const placeholder = () => ( { data: new Uint8ClampedArray( [ 255, 255, 255, 255 ] ).buffer, width: 1, height: 1, isImageData: true } );
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for (
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for ( let layer = 0; layer < textures.length; layer ++ ) {
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const texture = textures[ layer ];
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}
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const flipY = texture.flipY !== false;
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// getImageData off the main thread (Option 2 blocks it per texture).
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const canDirect = typeof createImageBitmap !== 'undefined' && (
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( typeof HTMLImageElement !== 'undefined' && img instanceof HTMLImageElement )
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} catch ( error ) {
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/**
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* Packing without a browser (no createImageBitmap, no 2D canvas): each layer must already be
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* pixels — a DataTexture, or an image the platform's decodeImage decoded. A layer that matches its
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* bucket is copied exactly; one that does not is resampled bilinearly, where a browser's canvas
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* would use its own filter, so those texels can differ slightly from a browser render. A large
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* bucket packs in a worker: on the main thread it starved the BVH workers of their next task.
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*/
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async processOnCPU( textures ) {
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const layers = textures.map( ( texture, layer ) => {
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const image = texture?.image;
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const pixels = texture?.isCompressedTexture ? texture.mipmaps?.[ 0 ] : image;
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const data = pixels?.data;
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if ( data && pixels.width > 0 && pixels.height > 0 && data.byteLength >= pixels.width * pixels.height * 4 ) {
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return { data: new Uint8Array( data.buffer, data.byteOffset, pixels.width * pixels.height * 4 ), width: pixels.width, height: pixels.height, flipY: texture.flipY !== false };
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}
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+
|
|
1097
|
+
this._reportTextureLayer( layer, image ? 'not decoded to pixels, and there is no browser to decode it' : 'no image' );
|
|
1098
|
+
return { data: new Uint8Array( [ 255, 255, 255, 255 ] ), width: 1, height: 1, flipY: false };
|
|
1099
|
+
|
|
1100
|
+
} );
|
|
1101
|
+
|
|
1102
|
+
const { maxWidth, maxHeight } = this.calculateOptimalDimensions( layers.map( ( image ) => ( { image } ) ) );
|
|
1103
|
+
const layerBytes = maxWidth * maxHeight * 4;
|
|
1104
|
+
|
|
1105
|
+
const packed = hasWorkers() && layerBytes * layers.length >= WORKER_PACK_BYTES
|
|
1106
|
+
? await this._packInWorker( layers, maxWidth, maxHeight )
|
|
1107
|
+
: null;
|
|
1108
|
+
if ( packed ) return this.createDataArrayTextureFromBuffer( packed, maxWidth, maxHeight, layers.length );
|
|
1109
|
+
|
|
1110
|
+
const data = this.bufferPool.getBuffer( layerBytes * layers.length, Uint8Array );
|
|
1111
|
+
layers.forEach( ( layer, i ) => resampleRGBA8( layer, data, i * layerBytes, maxWidth, maxHeight ) );
|
|
1112
|
+
|
|
1113
|
+
return this.createDataArrayTextureFromBuffer( data, maxWidth, maxHeight, layers.length );
|
|
1114
|
+
|
|
1115
|
+
}
|
|
1116
|
+
|
|
1117
|
+
/** The packed pixels, or null to pack on the main thread instead. */
|
|
1118
|
+
async _packInWorker( layers, width, height ) {
|
|
1119
|
+
|
|
1120
|
+
const release = await acquirePackSlot();
|
|
1121
|
+
let worker = null;
|
|
1122
|
+
|
|
1123
|
+
try {
|
|
1124
|
+
|
|
1125
|
+
// A SharedArrayBuffer view crosses as itself; anything else as a copy of just its bytes,
|
|
1126
|
+
// made only once this bucket has its slot so waiting buckets hold no copies.
|
|
1127
|
+
const transfer = [];
|
|
1128
|
+
const sent = layers.map( ( layer ) => {
|
|
1129
|
+
|
|
1130
|
+
if ( typeof SharedArrayBuffer !== 'undefined' && layer.data.buffer instanceof SharedArrayBuffer ) return layer;
|
|
1131
|
+
const data = layer.data.slice();
|
|
1132
|
+
transfer.push( data.buffer );
|
|
1133
|
+
return { ...layer, data };
|
|
1134
|
+
|
|
1135
|
+
} );
|
|
1136
|
+
|
|
1137
|
+
worker = createWorker( PackWorker );
|
|
1138
|
+
return await new Promise( ( resolve, reject ) => {
|
|
1139
|
+
|
|
1140
|
+
worker.onmessage = ( e ) => ( e.data.error ? reject( new Error( e.data.error ) ) : resolve( e.data.data ) );
|
|
1141
|
+
worker.onerror = ( e ) => reject( e.error ?? new Error( e.message ?? 'texture pack worker failed' ) );
|
|
1142
|
+
worker.postMessage( { layers: sent, width, height }, transfer );
|
|
1143
|
+
|
|
1144
|
+
} );
|
|
1145
|
+
|
|
1146
|
+
} catch ( error ) {
|
|
1147
|
+
|
|
1148
|
+
this._issues?.warn(
|
|
1149
|
+
ISSUE_CODES.TEXTURE_PROCESSING_FALLBACK,
|
|
1150
|
+
'worker texture packing failed — packing on the main thread',
|
|
1151
|
+
{ cause: String( error?.message ?? error ) }
|
|
1152
|
+
);
|
|
1153
|
+
return null;
|
|
1154
|
+
|
|
1155
|
+
} finally {
|
|
1156
|
+
|
|
1157
|
+
worker?.terminate();
|
|
1158
|
+
release();
|
|
1159
|
+
|
|
1160
|
+
}
|
|
1161
|
+
|
|
1162
|
+
}
|
|
1163
|
+
|
|
1021
1164
|
async processOnMainThreadBatch( textures, batchSize ) {
|
|
1022
1165
|
|
|
1023
1166
|
const validTextures = textures.filter( tex => tex?.image );
|
|
@@ -1465,7 +1608,13 @@ export class TextureCreator {
|
|
|
1465
1608
|
|
|
1466
1609
|
for ( const tex of textures ) {
|
|
1467
1610
|
|
|
1468
|
-
if ( ! tex?.image )
|
|
1611
|
+
if ( ! tex?.image ) {
|
|
1612
|
+
|
|
1613
|
+
this._reportTextureLayer( normalized.length, 'no image' );
|
|
1614
|
+
normalized.push( null );
|
|
1615
|
+
continue;
|
|
1616
|
+
|
|
1617
|
+
}
|
|
1469
1618
|
|
|
1470
1619
|
// RGBA CompressedTexture (KTX2 Basis transcode wraps output as CompressedTexture)
|
|
1471
1620
|
if ( tex.isCompressedTexture && tex.format === RGBAFormat && tex.mipmaps?.[ 0 ]?.data ) {
|
|
@@ -1489,8 +1638,8 @@ export class TextureCreator {
|
|
|
1489
1638
|
}
|
|
1490
1639
|
|
|
1491
1640
|
// DataTexture with raw pixel array
|
|
1492
|
-
if ( tex.image.data && ! ( tex.image instanceof HTMLImageElement ) &&
|
|
1493
|
-
! ( tex.image instanceof HTMLCanvasElement ) &&
|
|
1641
|
+
if ( tex.image.data && ! ( typeof HTMLImageElement !== 'undefined' && tex.image instanceof HTMLImageElement ) &&
|
|
1642
|
+
! ( typeof HTMLCanvasElement !== 'undefined' && tex.image instanceof HTMLCanvasElement ) &&
|
|
1494
1643
|
! ( typeof ImageBitmap !== 'undefined' && tex.image instanceof ImageBitmap ) ) {
|
|
1495
1644
|
|
|
1496
1645
|
const idx = normalized.length;
|
|
@@ -1522,7 +1671,7 @@ export class TextureCreator {
|
|
|
1522
1671
|
|
|
1523
1672
|
} else {
|
|
1524
1673
|
|
|
1525
|
-
|
|
1674
|
+
this._reportTextureLayer( index, result.reason );
|
|
1526
1675
|
|
|
1527
1676
|
}
|
|
1528
1677
|
|
|
@@ -0,0 +1,28 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Packs RGBA8 layers into one texture array off the main thread, for hosts without a browser, where
|
|
3
|
+
* TextureCreator.processOnCPU would otherwise hold up the BVH workers it feeds.
|
|
4
|
+
*
|
|
5
|
+
* Input: { layers: [{ data: Uint8Array (SharedArrayBuffer-backed), width, height, flipY }], width, height }
|
|
6
|
+
* Output: { data: Uint8Array } — its buffer transferred
|
|
7
|
+
*/
|
|
8
|
+
|
|
9
|
+
import { resampleRGBA8 } from '../ResampleRGBA8.js';
|
|
10
|
+
|
|
11
|
+
self.onmessage = function ( e ) {
|
|
12
|
+
|
|
13
|
+
const { layers, width, height } = e.data;
|
|
14
|
+
|
|
15
|
+
try {
|
|
16
|
+
|
|
17
|
+
const layerBytes = width * height * 4;
|
|
18
|
+
const data = new Uint8Array( layerBytes * layers.length );
|
|
19
|
+
layers.forEach( ( layer, i ) => resampleRGBA8( layer, data, i * layerBytes, width, height ) );
|
|
20
|
+
self.postMessage( { data }, [ data.buffer ] );
|
|
21
|
+
|
|
22
|
+
} catch ( error ) {
|
|
23
|
+
|
|
24
|
+
self.postMessage( { error: error.message } );
|
|
25
|
+
|
|
26
|
+
}
|
|
27
|
+
|
|
28
|
+
};
|
package/src/Stages/Compositor.js
CHANGED
|
@@ -4,6 +4,16 @@ import { NoBlending, NoToneMapping } from 'three';
|
|
|
4
4
|
import { RenderStage, StageExecutionMode } from '../Pipeline/RenderStage.js';
|
|
5
5
|
import { REC709_LUMINANCE_COEFFICIENTS } from '../TSL/Common.js';
|
|
6
6
|
|
|
7
|
+
// In priority order: the first one published wins.
|
|
8
|
+
const LIGHT_SOURCES = [
|
|
9
|
+
'oidn:output',
|
|
10
|
+
'edgeFiltering:output',
|
|
11
|
+
'bilateralFiltering:output',
|
|
12
|
+
'asvgf:output',
|
|
13
|
+
'nrd:output',
|
|
14
|
+
'pathtracer:color',
|
|
15
|
+
];
|
|
16
|
+
|
|
7
17
|
/**
|
|
8
18
|
* Compositor — Terminal pipeline stage.
|
|
9
19
|
*
|
|
@@ -76,12 +86,21 @@ export class Compositor extends RenderStage {
|
|
|
76
86
|
*/
|
|
77
87
|
resolveLightTexture( context ) {
|
|
78
88
|
|
|
79
|
-
return
|
|
80
|
-
|
|
81
|
-
|
|
82
|
-
|
|
83
|
-
|
|
84
|
-
|
|
89
|
+
return this.resolveLightSource( context )?.texture ?? null;
|
|
90
|
+
|
|
91
|
+
}
|
|
92
|
+
|
|
93
|
+
/** {@link resolveLightTexture} plus the context key it came from. */
|
|
94
|
+
resolveLightSource( context ) {
|
|
95
|
+
|
|
96
|
+
for ( const key of LIGHT_SOURCES ) {
|
|
97
|
+
|
|
98
|
+
const texture = context.getTexture( key );
|
|
99
|
+
if ( texture ) return { key, texture };
|
|
100
|
+
|
|
101
|
+
}
|
|
102
|
+
|
|
103
|
+
return null;
|
|
85
104
|
|
|
86
105
|
}
|
|
87
106
|
|