hyperray 0.0.1__py3-none-any.whl

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Files changed (788) hide show
  1. hyperdrone/__init__.py +53 -0
  2. hyperdrone/_cuda/__init__.py +76 -0
  3. hyperdrone/_dlpack.py +30 -0
  4. hyperdrone/_jit/__init__.py +131 -0
  5. hyperdrone/_jit/_build.py +113 -0
  6. hyperdrone/_jit/_lock.py +23 -0
  7. hyperdrone/_jit/_patches.py +99 -0
  8. hyperdrone/_jit/_toolchain.py +17 -0
  9. hyperdrone/_jit/_workspace.py +94 -0
  10. hyperdrone/_native/cmake/hyperdrone_jit.cmake +65 -0
  11. hyperdrone/_native/common/bindings.h +39 -0
  12. hyperdrone/_native/common/cuda_staging.h +80 -0
  13. hyperdrone/_native/common/jit_host.h +69 -0
  14. hyperdrone/_native/common/models.h +24 -0
  15. hyperdrone/_native/common/verbosity.h +52 -0
  16. hyperdrone/_native/dynamics/CMakeLists.txt +63 -0
  17. hyperdrone/_native/dynamics/host.cpp +188 -0
  18. hyperdrone/_native/dynamics/iface.h +71 -0
  19. hyperdrone/_native/dynamics/impl.cpp +638 -0
  20. hyperdrone/_native/env/CMakeLists.txt +98 -0
  21. hyperdrone/_native/env/environment.cpp +190 -0
  22. hyperdrone/_native/env/environment.h +282 -0
  23. hyperdrone/_native/env/impl.cpp +779 -0
  24. hyperdrone/_native/env/rotorcraft_bindings.cpp +53 -0
  25. hyperdrone/_native/render/CMakeLists.txt +96 -0
  26. hyperdrone/_native/render/renderer.cpp +973 -0
  27. hyperdrone/_native/render/rig_bindings.h +152 -0
  28. hyperdrone/_native/render/scene_bindings.cpp +515 -0
  29. hyperdrone/_outputs.py +32 -0
  30. hyperdrone/_parameters.py +36 -0
  31. hyperdrone/_vendor/rl-tools/CMakeLists.txt +207 -0
  32. hyperdrone/_vendor/rl-tools/LICENSE +21 -0
  33. hyperdrone/_vendor/rl-tools/cmake/autodetect/all.cmake +34 -0
  34. hyperdrone/_vendor/rl-tools/cmake/autodetect/git-diff.cmake +100 -0
  35. hyperdrone/_vendor/rl-tools/cmake/autodetect/git-hash.cmake +24 -0
  36. hyperdrone/_vendor/rl-tools/cmake/autodetect/summary.cmake +65 -0
  37. hyperdrone/_vendor/rl-tools/cmake/autodetect/tier0-compiler.cmake +18 -0
  38. hyperdrone/_vendor/rl-tools/cmake/autodetect/tier1-blas.cmake +51 -0
  39. hyperdrone/_vendor/rl-tools/cmake/autodetect/tier2-json-hdf5-zlib.cmake +82 -0
  40. hyperdrone/_vendor/rl-tools/cmake/autodetect/tier3-tensorboard.cmake +25 -0
  41. hyperdrone/_vendor/rl-tools/cmake/autodetect/tier4-cuda.cmake +42 -0
  42. hyperdrone/_vendor/rl-tools/cmake/autodetect/tier5-cli11.cmake +24 -0
  43. hyperdrone/_vendor/rl-tools/cmake/dependencies/assimp.cmake +19 -0
  44. hyperdrone/_vendor/rl-tools/cmake/legacy_flags.cmake +33 -0
  45. hyperdrone/_vendor/rl-tools/cmake/optional/assimp.cmake +30 -0
  46. hyperdrone/_vendor/rl-tools/cmake/optional/googletest.cmake +20 -0
  47. hyperdrone/_vendor/rl-tools/cmake/optional/metal.cmake +25 -0
  48. hyperdrone/_vendor/rl-tools/cmake/optional/mujoco.cmake +89 -0
  49. hyperdrone/_vendor/rl-tools/cmake/optional/optix.cmake +25 -0
  50. hyperdrone/_vendor/rl-tools/cmake/optional/raytracing.cmake +105 -0
  51. hyperdrone/_vendor/rl-tools/cmake/optional/raytracing_generic.cmake +2 -0
  52. hyperdrone/_vendor/rl-tools/cmake/optional/vulkan.cmake +4 -0
  53. hyperdrone/_vendor/rl-tools/cmake/optional/webgpu.cmake +24 -0
  54. hyperdrone/_vendor/rl-tools/cmake/scripts/embed_text.cmake +7 -0
  55. hyperdrone/_vendor/rl-tools/cmake/scripts/generate-git-snapshot.cmake +138 -0
  56. hyperdrone/_vendor/rl-tools/include/conta/conta.h +1480 -0
  57. hyperdrone/_vendor/rl-tools/include/metra/metra.h +381 -0
  58. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/matrix.h +143 -0
  59. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/operations_arm.h +33 -0
  60. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/operations_cpu.h +314 -0
  61. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/operations_cpu_accelerate.h +37 -0
  62. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/operations_cpu_blas.h +67 -0
  63. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/operations_cpu_mkl.h +38 -0
  64. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/operations_cpu_openblas.h +34 -0
  65. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/operations_cuda.h +289 -0
  66. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/operations_dummy.h +20 -0
  67. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/operations_esp32.h +29 -0
  68. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/operations_generic.h +944 -0
  69. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/operations_wasm32.h +13 -0
  70. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/persist_code.h +136 -0
  71. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/tensor/operations_arm.h +1 -0
  72. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/tensor/operations_cpu.h +94 -0
  73. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/tensor/operations_cpu_accelerate.h +25 -0
  74. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/tensor/operations_cpu_blas.h +115 -0
  75. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/tensor/operations_cpu_mkl.h +25 -0
  76. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/tensor/operations_cpu_openblas.h +25 -0
  77. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/tensor/operations_cuda.h +713 -0
  78. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/tensor/operations_generic.h +1356 -0
  79. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/tensor/persist_code.h +130 -0
  80. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/tensor/tensor.h +490 -0
  81. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/arm.h +91 -0
  82. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/cpu.h +210 -0
  83. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/cpu_accelerate.h +23 -0
  84. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/cpu_blas.h +21 -0
  85. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/cpu_emscripten.h +20 -0
  86. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/cpu_mkl.h +45 -0
  87. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/cpu_openblas.h +56 -0
  88. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/cpu_tensorboard.h +34 -0
  89. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/cuda.h +464 -0
  90. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/cuda_streams.h +23 -0
  91. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/devices.h +105 -0
  92. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/dummy.h +55 -0
  93. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/esp32.h +85 -0
  94. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/generic.h +0 -0
  95. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/wasm32.h +59 -0
  96. hyperdrone/_vendor/rl-tools/include/rl_tools/dyn/model.h +218 -0
  97. hyperdrone/_vendor/rl-tools/include/rl_tools/dyn/operations_generic.h +769 -0
  98. hyperdrone/_vendor/rl-tools/include/rl_tools/dyn/persist.h +278 -0
  99. hyperdrone/_vendor/rl-tools/include/rl_tools/dyn/policy_adapter.h +100 -0
  100. hyperdrone/_vendor/rl-tools/include/rl_tools/dyn/policy_adapter_persist.h +52 -0
  101. hyperdrone/_vendor/rl-tools/include/rl_tools/dyn/tensor_operations_generic.h +55 -0
  102. hyperdrone/_vendor/rl-tools/include/rl_tools/inference/applications/l2f/c_backend.h +117 -0
  103. hyperdrone/_vendor/rl-tools/include/rl_tools/inference/applications/l2f/c_interface.h +36 -0
  104. hyperdrone/_vendor/rl-tools/include/rl_tools/inference/applications/l2f/l2f.h +98 -0
  105. hyperdrone/_vendor/rl-tools/include/rl_tools/inference/applications/l2f/operations_dyn.h +18 -0
  106. hyperdrone/_vendor/rl-tools/include/rl_tools/inference/applications/l2f/operations_generic.h +268 -0
  107. hyperdrone/_vendor/rl-tools/include/rl_tools/inference/debugging_pool/c_backend.h +31 -0
  108. hyperdrone/_vendor/rl-tools/include/rl_tools/inference/debugging_pool/c_interface.h +12 -0
  109. hyperdrone/_vendor/rl-tools/include/rl_tools/inference/executor/c_backend.h +98 -0
  110. hyperdrone/_vendor/rl-tools/include/rl_tools/inference/executor/c_interface.h +50 -0
  111. hyperdrone/_vendor/rl-tools/include/rl_tools/inference/executor/executor.h +133 -0
  112. hyperdrone/_vendor/rl-tools/include/rl_tools/inference/executor/helper.h +109 -0
  113. hyperdrone/_vendor/rl-tools/include/rl_tools/inference/executor/operations_generic.h +219 -0
  114. hyperdrone/_vendor/rl-tools/include/rl_tools/logging/operations_arduino.h +117 -0
  115. hyperdrone/_vendor/rl-tools/include/rl_tools/logging/operations_arm.h +56 -0
  116. hyperdrone/_vendor/rl-tools/include/rl_tools/logging/operations_cpu.h +57 -0
  117. hyperdrone/_vendor/rl-tools/include/rl_tools/logging/operations_cpu_tensorboard.h +151 -0
  118. hyperdrone/_vendor/rl-tools/include/rl_tools/logging/operations_cuda.h +65 -0
  119. hyperdrone/_vendor/rl-tools/include/rl_tools/logging/operations_dummy.h +45 -0
  120. hyperdrone/_vendor/rl-tools/include/rl_tools/logging/operations_wasm32.h +56 -0
  121. hyperdrone/_vendor/rl-tools/include/rl_tools/math/operations_arm.h +98 -0
  122. hyperdrone/_vendor/rl-tools/include/rl_tools/math/operations_cpu.h +138 -0
  123. hyperdrone/_vendor/rl-tools/include/rl_tools/math/operations_cuda.h +380 -0
  124. hyperdrone/_vendor/rl-tools/include/rl_tools/math/operations_dummy.h +93 -0
  125. hyperdrone/_vendor/rl-tools/include/rl_tools/math/operations_esp32.h +92 -0
  126. hyperdrone/_vendor/rl-tools/include/rl_tools/math/operations_generic.h +295 -0
  127. hyperdrone/_vendor/rl-tools/include/rl_tools/math/operations_wasm32.h +230 -0
  128. hyperdrone/_vendor/rl-tools/include/rl_tools/mode/mode.h +98 -0
  129. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/activation_functions.h +113 -0
  130. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/capability/capability.h +61 -0
  131. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/capability/persist_code.h +31 -0
  132. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/group.h +99 -0
  133. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/avg_pool2d/layer.h +122 -0
  134. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/avg_pool2d/operations_cuda.h +64 -0
  135. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/avg_pool2d/operations_generic.h +186 -0
  136. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/avg_pool2d/persist.h +33 -0
  137. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/conv2d/layer.h +300 -0
  138. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/conv2d/operations_cpu_mkl.h +590 -0
  139. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/conv2d/operations_cuda.h +809 -0
  140. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/conv2d/operations_generic.h +1219 -0
  141. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/conv2d/persist.h +99 -0
  142. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/conv2d/persist_code.h +170 -0
  143. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/layer.h +145 -0
  144. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/operations_arm/dsp.h +63 -0
  145. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/operations_arm/opt.h +173 -0
  146. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/operations_cpu.h +13 -0
  147. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/operations_cpu_accelerate.h +66 -0
  148. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/operations_cpu_blas.h +282 -0
  149. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/operations_cpu_mkl.h +66 -0
  150. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/operations_cpu_openblas.h +65 -0
  151. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/operations_cuda.h +519 -0
  152. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/operations_dummy.h +8 -0
  153. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/operations_esp32/dsp.h +58 -0
  154. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/operations_esp32/opt.h +167 -0
  155. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/operations_generic.h +429 -0
  156. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/persist.h +62 -0
  157. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/persist_code.h +178 -0
  158. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/persist_common.h +59 -0
  159. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dynamic_conv2d/layer.h +188 -0
  160. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dynamic_conv2d/operations_cuda.h +356 -0
  161. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dynamic_conv2d/operations_generic.h +536 -0
  162. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dynamic_conv2d/persist.h +32 -0
  163. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/embedding/layer.h +119 -0
  164. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/embedding/operations_generic.h +223 -0
  165. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/embedding/persist.h +46 -0
  166. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/flatten/layer.h +121 -0
  167. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/flatten/operations_generic.h +154 -0
  168. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/flatten/persist.h +44 -0
  169. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/flatten/persist_code.h +106 -0
  170. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/gru/helper_operations_cuda.h +602 -0
  171. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/gru/helper_operations_generic.h +251 -0
  172. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/gru/layer.h +206 -0
  173. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/gru/operations_generic.h +889 -0
  174. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/gru/persist.h +75 -0
  175. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/gru/persist_code.h +199 -0
  176. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/layers.h +3 -0
  177. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/max_pool2d/layer.h +143 -0
  178. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/max_pool2d/operations_cuda.h +80 -0
  179. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/max_pool2d/operations_generic.h +216 -0
  180. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/max_pool2d/persist.h +39 -0
  181. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/operations_cpu.h +1 -0
  182. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/operations_cpu_accelerate.h +1 -0
  183. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/operations_cpu_blas.h +1 -0
  184. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/operations_cpu_mkl.h +3 -0
  185. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/operations_cpu_openblas.h +1 -0
  186. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/operations_cuda.h +9 -0
  187. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/operations_dummy.h +1 -0
  188. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/operations_generic.h +3 -0
  189. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/resnet_block/layer.h +223 -0
  190. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/resnet_block/operations_cuda.h +138 -0
  191. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/resnet_block/operations_generic.h +446 -0
  192. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/resnet_block/persist.h +70 -0
  193. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/sample_and_squash/layer.h +154 -0
  194. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/sample_and_squash/operations_cuda.h +119 -0
  195. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/sample_and_squash/operations_generic.h +502 -0
  196. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/sample_and_squash/persist.h +50 -0
  197. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/sample_and_squash/persist_code.h +173 -0
  198. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/standardize/layer.h +116 -0
  199. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/standardize/operations_cuda.h +156 -0
  200. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/standardize/operations_generic.h +295 -0
  201. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/standardize/persist.h +83 -0
  202. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/standardize/persist_code.h +163 -0
  203. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/td3_sampling/layer.h +123 -0
  204. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/td3_sampling/operations_generic.h +272 -0
  205. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/td3_sampling/persist.h +17 -0
  206. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/td3_sampling/persist_code.h +164 -0
  207. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/unflatten/layer.h +122 -0
  208. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/unflatten/operations_cuda.h +55 -0
  209. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/unflatten/operations_generic.h +160 -0
  210. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/unflatten/persist.h +47 -0
  211. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/unflatten/persist_code.h +106 -0
  212. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/upsample2d/layer.h +132 -0
  213. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/upsample2d/operations_cuda.h +141 -0
  214. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/upsample2d/operations_generic.h +230 -0
  215. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/loss_functions/categorical_cross_entropy/operations_generic.h +102 -0
  216. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/loss_functions/mse/operations_cuda.h +97 -0
  217. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/loss_functions/mse/operations_generic.h +101 -0
  218. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/loss_functions/operations_generic.h +2 -0
  219. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/nn.h +14 -0
  220. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/operations_cpu.h +1 -0
  221. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/operations_cpu_accelerate.h +1 -0
  222. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/operations_cpu_blas.h +1 -0
  223. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/operations_cpu_mkl.h +1 -0
  224. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/operations_cpu_mux.h +16 -0
  225. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/operations_cpu_openblas.h +1 -0
  226. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/operations_cuda.h +2 -0
  227. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/operations_dummy.h +1 -0
  228. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/operations_generic.h +15 -0
  229. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/adam/adam.h +121 -0
  230. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/adam/instance/operations_cuda.h +98 -0
  231. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/adam/instance/operations_generic.h +150 -0
  232. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/adam/instance/persist.h +39 -0
  233. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/adam/instance/persist_code.h +80 -0
  234. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/adam/operations_cuda.h +85 -0
  235. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/adam/operations_generic.h +109 -0
  236. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/adam/persist.h +25 -0
  237. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/lamb/instance/operations_generic.h +107 -0
  238. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/lamb/lamb.h +40 -0
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  664. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/backends/generic/CMakeLists.txt +17 -0
  665. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/backends/generic/freestanding_check.cpp +134 -0
  666. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/backends/metal/CMakeLists.txt +31 -0
  667. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/backends/metal/device.metal +912 -0
  668. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/backends/metal/metal_cpp_impl.cpp +6 -0
  669. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/backends/optix/CMakeLists.txt +51 -0
  670. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/backends/optix/device.cu +1 -0
  671. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/backends/optix/overlay_accel.cu +308 -0
  672. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/backends/vulkan/CMakeLists.txt +37 -0
  673. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/backends/vulkan/device.comp +970 -0
  674. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/backends/vulkan/device_spirv.cpp +44 -0
  675. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/backends/webgpu/CMakeLists.txt +31 -0
  676. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/backends/webgpu/device.wgsl +1381 -0
  677. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/benchmark/CMakeLists.txt +129 -0
  678. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/benchmark/README.md +131 -0
  679. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/benchmark/benchmark.cpp +180 -0
  680. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/benchmark/benchmark_dynamic.cpp +491 -0
  681. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/benchmark/download_paper_scene.py +74 -0
  682. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/benchmark/ios_app/CMakeLists.txt +104 -0
  683. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/benchmark/ios_app/Info.plist +36 -0
  684. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/benchmark/ios_app/Sources/BenchmarkApp.swift +172 -0
  685. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/benchmark/ios_app/benchmark.h +10 -0
  686. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/benchmark/ios_app/benchmark.mm +46 -0
  687. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/benchmark/ios_app/build.sh +17 -0
  688. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/benchmark/rig.cpp +119 -0
  689. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/benchmark/simulator_matrix.cpp +1382 -0
  690. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/benchmark/simulator_matrix.h +5 -0
  691. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/benchmark/simulator_matrix_config.h.in +25 -0
  692. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/benchmark/simulator_matrix_identity.cmake +11 -0
  693. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/benchmark/simulator_matrix_main.cpp +5 -0
  694. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/benchmark/simulator_matrix_physics.cu +125 -0
  695. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/benchmark/simulator_matrix_physics.h +58 -0
  696. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/benchmark/simulator_matrix_physics_contract.h +179 -0
  697. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/benchmark/simulator_matrix_physics_cpu.cpp +77 -0
  698. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/camera_orbit.h +51 -0
  699. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/CMakeLists.txt +199 -0
  700. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/antialiasing.cpp +214 -0
  701. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/drone.cpp +320 -0
  702. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/drone_device.cu +359 -0
  703. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/environment/environment.h +96 -0
  704. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/environment/operations_cpu.h +263 -0
  705. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/example.cpp +273 -0
  706. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/fixed_pose.cpp +221 -0
  707. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/flow.cpp +120 -0
  708. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/interactive.cpp +1015 -0
  709. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/make_drone_glb.py +172 -0
  710. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/minimal.cpp +82 -0
  711. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/minimal_overlay.cpp +137 -0
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  714. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/render_pose_trace_motion_blur.cpp +647 -0
  715. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/CMakeLists.txt +147 -0
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  726. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/swift_app/.gitignore +4 -0
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  751. hyperdrone/_vendor/rl-tools/src/rl/environments/hyperdrone/spy/ui.cpp +380 -0
  752. hyperdrone/dynamics/__init__.py +5 -0
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  754. hyperdrone/dynamics/_config.py +46 -0
  755. hyperdrone/dynamics/_sim.py +166 -0
  756. hyperdrone/env/__init__.py +23 -0
  757. hyperdrone/env/_multi_environment.py +566 -0
  758. hyperdrone/env/_rotorcraft.py +29 -0
  759. hyperdrone/env/_spy.py +39 -0
  760. hyperdrone/examples/.gitignore +3 -0
  761. hyperdrone/examples/Benchmark.ipynb +113 -0
  762. hyperdrone/examples/HyperDrone.ipynb +589 -0
  763. hyperdrone/examples/Orbiter.ipynb +496 -0
  764. hyperdrone/examples/Renderer.ipynb +218 -0
  765. hyperdrone/examples/__init__.py +16 -0
  766. hyperdrone/examples/articulation.py +55 -0
  767. hyperdrone/examples/benchmark.py +236 -0
  768. hyperdrone/examples/benchmark_minimal.py +65 -0
  769. hyperdrone/examples/data.py +71 -0
  770. hyperdrone/examples/drone_flythrough.py +169 -0
  771. hyperdrone/examples/hyperdrone_videos/my_world_preview.h +17 -0
  772. hyperdrone/examples/my_world.h +17 -0
  773. hyperdrone/examples/render_procthor.py +40 -0
  774. hyperdrone/examples/shots.py +108 -0
  775. hyperdrone/examples/spy.py +40 -0
  776. hyperdrone/examples/visual_inertial_localization.py +158 -0
  777. hyperdrone/gym/__init__.py +67 -0
  778. hyperdrone/render/__init__.py +57 -0
  779. hyperdrone/render/_component.py +51 -0
  780. hyperdrone/render/_config.py +76 -0
  781. hyperdrone/render/_renderer.py +498 -0
  782. hyperdrone/render/_rig.py +136 -0
  783. hyperdrone/render/_sampling.py +69 -0
  784. hyperdrone/render/_scene.py +38 -0
  785. hyperdrone/render/datasets.py +15 -0
  786. hyperray-0.0.1.dist-info/METADATA +519 -0
  787. hyperray-0.0.1.dist-info/RECORD +788 -0
  788. hyperray-0.0.1.dist-info/WHEEL +4 -0
@@ -0,0 +1,1381 @@
1
+ // WebGPU device programs for the RLtools raytracing renderer: one module, one entry point per
2
+ // output group (main_rgb / main_auxiliary / main_collision / main_flow_forward).
3
+ // The auxiliary outputs share their shutter-close pixel-center hit. Shading mirrors
4
+ // backends/vulkan/device.comp (which mirrors backends/metal/device.metal and
5
+ // backends/optix/device_impl.h) — keep the shading logic in sync; the golden-image parity suite
6
+ // is the drift detector. Standard WebGPU has no ray query, so the hardware traversal is replaced
7
+ // by the software two-level BVH of backends/generic/operations_generic.h (same node layout,
8
+ // same traversal order, same Moeller-Trumbore epsilons); textures are sampled manually from a
9
+ // packed RGBA8 buffer with the generic backend's bilinear + per-texel-sRGB filter.
10
+ // Struct layouts (LaunchParams, MeshRecord, InstanceData, BVHNode) and binding
11
+ // indices must match include/rl_tools/rendering/raytracing/backends/webgpu/context.h.
12
+
13
+ override fc_srgb_output: bool = false;
14
+ override fc_motion_blur: bool = false;
15
+ override fc_motion_samples: i32 = 1;
16
+ override fc_aa_grid: i32 = 1;
17
+ override fc_checker_background: bool = false;
18
+ override fc_load_textures: bool = false;
19
+ override fc_normal_shading: bool = false;
20
+ override fc_metallic_reflections: bool = false;
21
+ override fc_pbr_shading: bool = false;
22
+ override fc_punctual_light_shadows: bool = false;
23
+ override fc_overlay_count: i32 = 0;
24
+ override fc_semantic_segmentation: bool = false;
25
+ override fc_has_observation: bool = false;
26
+ override fc_has_depth: bool = false;
27
+ override fc_has_segmentation: bool = false;
28
+ override fc_has_normals: bool = false;
29
+ override fc_has_flow: bool = false;
30
+ override fc_fuse_auxiliary: bool = false;
31
+ override fc_dynamic_motion_blur: bool = false;
32
+ override fc_num_overlays: u32 = 0u;
33
+ override fc_overlay_capacity: u32 = 0u;
34
+
35
+ const ABSENT: u32 = 0xFFFFFFFFu;
36
+ const TRAVERSAL_STACK_SIZE: u32 = 48u;
37
+ const PI: f32 = 3.14159265;
38
+
39
+ struct LaunchParams{
40
+ fb_width: u32,
41
+ fb_height: u32,
42
+ cam_width: u32,
43
+ cam_height: u32,
44
+ grid_cols: u32,
45
+ num_cameras: u32,
46
+ num_probes: u32,
47
+ num_scene_lights: u32,
48
+ max_dist: f32,
49
+ ambient_color: array<f32, 3>,
50
+ miss_color_0: array<f32, 3>,
51
+ miss_color_1: array<f32, 3>,
52
+ first_overlay_instance: u32,
53
+ num_overlay_slots: u32,
54
+ triangle_mesh_offset: u32,
55
+ triangle_local_offset: u32,
56
+ object_records_offset: u32,
57
+ tlas_node_offset: u32,
58
+ tlas_node_count: u32,
59
+ tlas_primitive_offset: u32,
60
+ srgb_lut_offset: u32,
61
+ mesh_records_offset: u32,
62
+ scene_lights_offset: u32,
63
+ instance_classes_offset: u32,
64
+ overlay_node_offset: u32,
65
+ attachments_offset: u32,
66
+ overlay_meta_offset: u32,
67
+ overlay_primitives_offset: u32,
68
+ flow_deltas_offset: u32,
69
+ probe_directions_offset: u32,
70
+ cameras_offset: u32, // shutter-close cameras, then the shutter-open set when the spec has a camera pair
71
+ cameras_previous_offset: u32, // flow: the previous instant's camera set
72
+ out_frame_buffer: u32,
73
+ out_depth: u32,
74
+ out_segmentation: u32,
75
+ out_normals: u32,
76
+ out_flow: u32,
77
+ out_flow_status: u32,
78
+ out_flow_forward: u32,
79
+ out_flow_forward_status: u32,
80
+ out_observation: u32,
81
+ out_collision: u32,
82
+ }
83
+
84
+ struct Camera{
85
+ pos: array<f32, 3>,
86
+ dir_00: array<f32, 3>,
87
+ dir_du: array<f32, 3>,
88
+ dir_dv: array<f32, 3>,
89
+ }
90
+
91
+ // two vec4 loads instead of eight scalar loads; byte-identical to the host BVHNode
92
+ // (bounds_min[3], bounds_max[3], left_or_first, count)
93
+ struct BVHNode{
94
+ a: vec4<f32>, // bounds_min.xyz, bounds_max.x
95
+ b: vec4<f32>, // bounds_max.yz, bitcast(left_or_first), bitcast(count)
96
+ }
97
+ fn bvh_left_or_first(node: BVHNode) -> u32{ return bitcast<u32>(node.b.z); }
98
+ fn bvh_count(node: BVHNode) -> u32{ return bitcast<u32>(node.b.w); }
99
+
100
+ struct TextureRef{
101
+ offset: u32,
102
+ width: u32,
103
+ height: u32,
104
+ }
105
+
106
+ struct MeshRecord{
107
+ index_offset: u32,
108
+ vertex_offset: u32,
109
+ tex_coord_offset: u32,
110
+ normal_offset: u32,
111
+ texture: TextureRef,
112
+ normal_map: TextureRef,
113
+ metallic_roughness_map: TextureRef,
114
+ emissive_map: TextureRef,
115
+ occlusion_map: TextureRef,
116
+ color: array<f32, 3>,
117
+ metallic: f32,
118
+ roughness: f32,
119
+ opacity: f32,
120
+ emissive: array<f32, 3>,
121
+ alpha_cutoff: f32,
122
+ alpha_mode: i32,
123
+ unlit: i32,
124
+ }
125
+
126
+ struct InstanceData{
127
+ object_to_world: array<f32, 12>, // 3x4 row-major [R|t]
128
+ world_to_object: array<f32, 12>,
129
+ object: u32,
130
+ identity: u32,
131
+ padding0: u32,
132
+ padding1: u32,
133
+ }
134
+
135
+ struct SceneLight{
136
+ light_type: i32, // 0=directional, 1=point, 2=spot
137
+ position: array<f32, 3>,
138
+ direction: array<f32, 3>,
139
+ color: array<f32, 3>,
140
+ attenuation_constant: f32,
141
+ attenuation_linear: f32,
142
+ attenuation_quadratic: f32,
143
+ cos_inner_cone: f32,
144
+ cos_outer_cone: f32,
145
+ }
146
+
147
+ // exactly 8 storage buffers (browsers tier maxStorageBuffersPerShaderStage to the spec default
148
+ // of 8): the small per-frame inputs (cameras, overlay tables, flow deltas, probe directions)
149
+ // are sections of FRAME_INPUTS, all outputs sections of OUTPUTS, and the shading-only mesh
150
+ // records a section of SCENE_GEOMETRY, addressed by the LaunchParams element offsets — the
151
+ // leaf-ordered TRIANGLES stream keeps its own vec4-typed binding for the hot intersection loop.
152
+ // LaunchParams stays in the storage address space: as a uniform, the NVIDIA driver (595.84, via
153
+ // naga's SPIR-V) miscompiles the punctual-shadow branch in shade_pbr_local
154
+ @group(0) @binding(0) var<storage, read> params: LaunchParams;
155
+ @group(0) @binding(1) var<storage, read> scene_geometry: array<u32>;
156
+ @group(0) @binding(2) var<storage, read> texture_data: array<u32>; // packed RGBA8, one texel per u32
157
+ @group(0) @binding(3) var<storage, read> bvh_nodes: array<BVHNode>; // BLAS slices, scene TLAS, overlay TLAS regions
158
+ @group(0) @binding(4) var<storage, read> triangles: array<vec4<f32>>; // leaf-ordered packed: 3 x vec4 per triangle, first w = bitcast global id
159
+ @group(0) @binding(5) var<storage, read> instance_data: array<InstanceData>;
160
+ @group(0) @binding(6) var<storage, read> frame_inputs: array<u32>;
161
+ @group(0) @binding(7) var<storage, read_write> outputs: array<u32>;
162
+
163
+ fn to_vec3(a: array<f32, 3>) -> vec3<f32>{
164
+ return vec3<f32>(a[0], a[1], a[2]);
165
+ }
166
+
167
+ fn camera_pos(cam: Camera) -> vec3<f32>{ return to_vec3(cam.pos); }
168
+ fn camera_dir_00(cam: Camera) -> vec3<f32>{ return to_vec3(cam.dir_00); }
169
+ fn camera_dir_du(cam: Camera) -> vec3<f32>{ return to_vec3(cam.dir_du); }
170
+ fn camera_dir_dv(cam: Camera) -> vec3<f32>{ return to_vec3(cam.dir_dv); }
171
+
172
+ fn geometry_u32(index: u32) -> u32{
173
+ return scene_geometry[index];
174
+ }
175
+ fn geometry_f32(index: u32) -> f32{
176
+ return bitcast<f32>(scene_geometry[index]);
177
+ }
178
+ fn frame_u32(index: u32) -> u32{
179
+ return frame_inputs[index];
180
+ }
181
+ fn frame_f32(index: u32) -> f32{
182
+ return bitcast<f32>(frame_inputs[index]);
183
+ }
184
+ fn out_set_f32(index: u32, value: f32){
185
+ outputs[index] = bitcast<u32>(value);
186
+ }
187
+
188
+ fn load_camera_at(base: u32) -> Camera{
189
+ var camera: Camera;
190
+ camera.pos = array<f32, 3>(frame_f32(base), frame_f32(base + 1u), frame_f32(base + 2u));
191
+ camera.dir_00 = array<f32, 3>(frame_f32(base + 3u), frame_f32(base + 4u), frame_f32(base + 5u));
192
+ camera.dir_du = array<f32, 3>(frame_f32(base + 6u), frame_f32(base + 7u), frame_f32(base + 8u));
193
+ camera.dir_dv = array<f32, 3>(frame_f32(base + 9u), frame_f32(base + 10u), frame_f32(base + 11u));
194
+ return camera;
195
+ }
196
+ fn camera_previous(cam_idx: i32) -> Camera{ return load_camera_at(params.cameras_previous_offset + u32(cam_idx) * 12u); }
197
+ fn load_camera(index: u32) -> Camera{
198
+ let base = params.cameras_offset + index * 12u;
199
+ var camera: Camera;
200
+ camera.pos = array<f32, 3>(frame_f32(base), frame_f32(base + 1u), frame_f32(base + 2u));
201
+ camera.dir_00 = array<f32, 3>(frame_f32(base + 3u), frame_f32(base + 4u), frame_f32(base + 5u));
202
+ camera.dir_du = array<f32, 3>(frame_f32(base + 6u), frame_f32(base + 7u), frame_f32(base + 8u));
203
+ camera.dir_dv = array<f32, 3>(frame_f32(base + 9u), frame_f32(base + 10u), frame_f32(base + 11u));
204
+ return camera;
205
+ }
206
+ fn camera_close(cam_idx: i32) -> Camera{ return load_camera(u32(cam_idx)); }
207
+ fn camera_open(cam_idx: i32) -> Camera{ return load_camera(params.num_cameras + u32(cam_idx)); }
208
+
209
+ fn load_scene_light(light_i: u32) -> SceneLight{
210
+ let base = params.scene_lights_offset + light_i * 15u;
211
+ var light: SceneLight;
212
+ light.light_type = bitcast<i32>(geometry_u32(base));
213
+ light.position = array<f32, 3>(geometry_f32(base + 1u), geometry_f32(base + 2u), geometry_f32(base + 3u));
214
+ light.direction = array<f32, 3>(geometry_f32(base + 4u), geometry_f32(base + 5u), geometry_f32(base + 6u));
215
+ light.color = array<f32, 3>(geometry_f32(base + 7u), geometry_f32(base + 8u), geometry_f32(base + 9u));
216
+ light.attenuation_constant = geometry_f32(base + 10u);
217
+ light.attenuation_linear = geometry_f32(base + 11u);
218
+ light.attenuation_quadratic = geometry_f32(base + 12u);
219
+ light.cos_inner_cone = geometry_f32(base + 13u);
220
+ light.cos_outer_cone = geometry_f32(base + 14u);
221
+ return light;
222
+ }
223
+
224
+ fn mesh_record_base(mesh: u32) -> u32{ return params.mesh_records_offset + mesh * 31u; }
225
+ fn mesh_index_offset(mesh: u32) -> u32{ return geometry_u32(mesh_record_base(mesh)); }
226
+ fn mesh_vertex_offset(mesh: u32) -> u32{ return geometry_u32(mesh_record_base(mesh) + 1u); }
227
+ fn mesh_tex_coord_offset(mesh: u32) -> u32{ return geometry_u32(mesh_record_base(mesh) + 2u); }
228
+ fn mesh_normal_offset(mesh: u32) -> u32{ return geometry_u32(mesh_record_base(mesh) + 3u); }
229
+ fn load_texture_ref(base: u32) -> TextureRef{
230
+ var reference: TextureRef;
231
+ reference.offset = geometry_u32(base);
232
+ reference.width = geometry_u32(base + 1u);
233
+ reference.height = geometry_u32(base + 2u);
234
+ return reference;
235
+ }
236
+ fn load_mesh_record(mesh: u32) -> MeshRecord{
237
+ let base = mesh_record_base(mesh);
238
+ var record: MeshRecord;
239
+ record.index_offset = geometry_u32(base);
240
+ record.vertex_offset = geometry_u32(base + 1u);
241
+ record.tex_coord_offset = geometry_u32(base + 2u);
242
+ record.normal_offset = geometry_u32(base + 3u);
243
+ record.texture = load_texture_ref(base + 4u);
244
+ record.normal_map = load_texture_ref(base + 7u);
245
+ record.metallic_roughness_map = load_texture_ref(base + 10u);
246
+ record.emissive_map = load_texture_ref(base + 13u);
247
+ record.occlusion_map = load_texture_ref(base + 16u);
248
+ record.color = array<f32, 3>(geometry_f32(base + 19u), geometry_f32(base + 20u), geometry_f32(base + 21u));
249
+ record.metallic = geometry_f32(base + 22u);
250
+ record.roughness = geometry_f32(base + 23u);
251
+ record.opacity = geometry_f32(base + 24u);
252
+ record.emissive = array<f32, 3>(geometry_f32(base + 25u), geometry_f32(base + 26u), geometry_f32(base + 27u));
253
+ record.alpha_cutoff = geometry_f32(base + 28u);
254
+ record.alpha_mode = bitcast<i32>(geometry_u32(base + 29u));
255
+ record.unlit = bitcast<i32>(geometry_u32(base + 30u));
256
+ return record;
257
+ }
258
+
259
+ fn transform_point(transform: array<f32, 12>, point: vec3<f32>) -> vec3<f32>{
260
+ return vec3<f32>(
261
+ transform[0] * point.x + transform[1] * point.y + transform[2] * point.z + transform[3],
262
+ transform[4] * point.x + transform[5] * point.y + transform[6] * point.z + transform[7],
263
+ transform[8] * point.x + transform[9] * point.y + transform[10] * point.z + transform[11]
264
+ );
265
+ }
266
+
267
+ fn transform_vector(transform: array<f32, 12>, vector: vec3<f32>) -> vec3<f32>{
268
+ return vec3<f32>(
269
+ transform[0] * vector.x + transform[1] * vector.y + transform[2] * vector.z,
270
+ transform[4] * vector.x + transform[5] * vector.y + transform[6] * vector.z,
271
+ transform[8] * vector.x + transform[9] * vector.y + transform[10] * vector.z
272
+ );
273
+ }
274
+
275
+ // normals transform with the inverse-transpose: multiply by the world_to_object columns
276
+ fn transform_normal(world_to_object: array<f32, 12>, normal: vec3<f32>) -> vec3<f32>{
277
+ return vec3<f32>(
278
+ world_to_object[0] * normal.x + world_to_object[4] * normal.y + world_to_object[8] * normal.z,
279
+ world_to_object[1] * normal.x + world_to_object[5] * normal.y + world_to_object[9] * normal.z,
280
+ world_to_object[2] * normal.x + world_to_object[6] * normal.y + world_to_object[10] * normal.z
281
+ );
282
+ }
283
+
284
+ struct Hit{
285
+ t: f32,
286
+ u: f32,
287
+ v: f32,
288
+ triangle: u32,
289
+ instance: u32,
290
+ valid: bool,
291
+ }
292
+
293
+ fn fetch_triangle_mesh(triangle: u32) -> u32{
294
+ return geometry_u32(params.triangle_mesh_offset + triangle);
295
+ }
296
+ fn fetch_triangle_local(triangle: u32) -> u32{
297
+ return geometry_u32(params.triangle_local_offset + triangle);
298
+ }
299
+ fn fetch_index(mesh: u32, primitive: u32) -> vec3<u32>{
300
+ let base = mesh_index_offset(mesh) + 3u * primitive;
301
+ return vec3<u32>(geometry_u32(base), geometry_u32(base + 1u), geometry_u32(base + 2u));
302
+ }
303
+ fn fetch_vertex(mesh: u32, index: u32) -> vec3<f32>{
304
+ let base = mesh_vertex_offset(mesh) + 3u * index;
305
+ return vec3<f32>(geometry_f32(base), geometry_f32(base + 1u), geometry_f32(base + 2u));
306
+ }
307
+ fn fetch_tex_coord(mesh: u32, index: u32) -> vec2<f32>{
308
+ let base = mesh_tex_coord_offset(mesh) + 2u * index;
309
+ return vec2<f32>(geometry_f32(base), geometry_f32(base + 1u));
310
+ }
311
+ fn fetch_normal(mesh: u32, index: u32) -> vec3<f32>{
312
+ let base = mesh_normal_offset(mesh) + 3u * index;
313
+ return vec3<f32>(geometry_f32(base), geometry_f32(base + 1u), geometry_f32(base + 2u));
314
+ }
315
+
316
+ fn triangle_vertices(triangle: u32) -> array<vec3<f32>, 3>{
317
+ let mesh = fetch_triangle_mesh(triangle);
318
+ let index = fetch_index(mesh, fetch_triangle_local(triangle));
319
+ return array<vec3<f32>, 3>(fetch_vertex(mesh, index.x), fetch_vertex(mesh, index.y), fetch_vertex(mesh, index.z));
320
+ }
321
+
322
+ // Moeller-Trumbore over the leaf-ordered packed stream, no culling; barycentric convention
323
+ // matches the other backends (u on the second vertex, v on the third, w0 = 1 - u - v on the
324
+ // first); the packed slot's first w component carries the global triangle id for shading
325
+ fn intersect_triangle_packed(packed_slot: u32, origin: vec3<f32>, direction: vec3<f32>, t_min: f32, t_max: f32, hit: ptr<function, Hit>) -> bool{
326
+ let p0 = triangles[packed_slot * 3u];
327
+ let p1 = triangles[packed_slot * 3u + 1u];
328
+ let p2 = triangles[packed_slot * 3u + 2u];
329
+ let edge1 = p1.xyz - p0.xyz;
330
+ let edge2 = p2.xyz - p0.xyz;
331
+ let pvec = cross(direction, edge2);
332
+ let det = dot(edge1, pvec);
333
+ if(det > -1e-9 && det < 1e-9){ return false; }
334
+ let inv_det = 1.0 / det;
335
+ let tvec = origin - p0.xyz;
336
+ let u = dot(tvec, pvec) * inv_det;
337
+ if(u < 0.0 || u > 1.0){ return false; }
338
+ let qvec = cross(tvec, edge1);
339
+ let v = dot(direction, qvec) * inv_det;
340
+ if(v < 0.0 || u + v > 1.0){ return false; }
341
+ let t = dot(edge2, qvec) * inv_det;
342
+ if(t <= t_min || t >= t_max){ return false; }
343
+ (*hit).t = t;
344
+ (*hit).u = u;
345
+ (*hit).v = v;
346
+ (*hit).triangle = bitcast<u32>(p0.w);
347
+ (*hit).valid = true;
348
+ return true;
349
+ }
350
+
351
+ // the reciprocal is computed once per traversal, not per node; near-zero components get a
352
+ // signed huge value instead of relying on 1/0 = inf (inf semantics are not guaranteed in WGSL)
353
+ fn safe_inverse(direction: vec3<f32>) -> vec3<f32>{
354
+ return vec3<f32>(
355
+ select(1.0 / direction.x, select(-1e30, 1e30, direction.x >= 0.0), abs(direction.x) < 1e-12),
356
+ select(1.0 / direction.y, select(-1e30, 1e30, direction.y >= 0.0), abs(direction.y) < 1e-12),
357
+ select(1.0 / direction.z, select(-1e30, 1e30, direction.z >= 0.0), abs(direction.z) < 1e-12)
358
+ );
359
+ }
360
+
361
+ fn intersect_aabb(node: BVHNode, origin: vec3<f32>, inv_direction: vec3<f32>, t_min: f32, t_max: f32) -> bool{
362
+ let t1 = (node.a.xyz - origin) * inv_direction;
363
+ let t2 = (vec3<f32>(node.a.w, node.b.x, node.b.y) - origin) * inv_direction;
364
+ let t_enter = max(max(min(t1.x, t2.x), min(t1.y, t2.y)), max(min(t1.z, t2.z), t_min));
365
+ let t_exit = min(min(max(t1.x, t2.x), max(t1.y, t2.y)), min(max(t1.z, t2.z), t_max));
366
+ return t_enter <= t_exit;
367
+ }
368
+
369
+ // entry distance for ordered traversal; MISS_DISTANCE on miss
370
+ const MISS_DISTANCE: f32 = 1e30;
371
+ fn intersect_aabb_distance(node: BVHNode, origin: vec3<f32>, inv_direction: vec3<f32>, t_min: f32, t_max: f32) -> f32{
372
+ let t1 = (node.a.xyz - origin) * inv_direction;
373
+ let t2 = (vec3<f32>(node.a.w, node.b.x, node.b.y) - origin) * inv_direction;
374
+ let t_enter = max(max(min(t1.x, t2.x), min(t1.y, t2.y)), max(min(t1.z, t2.z), t_min));
375
+ let t_exit = min(min(max(t1.x, t2.x), max(t1.y, t2.y)), min(max(t1.z, t2.z), t_max));
376
+ return select(MISS_DISTANCE, t_enter, t_enter <= t_exit);
377
+ }
378
+
379
+ // BLAS traversal against one instance; the ray is transformed into object space with an
380
+ // unnormalized direction, so hit.t stays parameterized in world units and is comparable
381
+ // across instances. Ordered: both children are tested at the parent and the nearer subtree is
382
+ // descended first, so the best.t cull prunes the far subtree early.
383
+ fn intersect_blas_closest(instance_index: u32, origin_in: vec3<f32>, direction_in: vec3<f32>, inv_direction_in: vec3<f32>, t_min: f32, best: ptr<function, Hit>){
384
+ // per-field loads: identity instances skip the 96-byte matrix load entirely
385
+ let object = instance_data[instance_index].object;
386
+ let record_base = params.object_records_offset + 4u * object;
387
+ let node_base = geometry_u32(record_base);
388
+ let node_count = geometry_u32(record_base + 1u);
389
+ let first_triangle = geometry_u32(record_base + 2u);
390
+ if(node_count == 0u){ return; }
391
+ var origin = origin_in;
392
+ var direction = direction_in;
393
+ var inv_direction = inv_direction_in;
394
+ if(instance_data[instance_index].identity == 0u){
395
+ let world_to_object = instance_data[instance_index].world_to_object;
396
+ origin = transform_point(world_to_object, origin_in);
397
+ direction = transform_vector(world_to_object, direction_in);
398
+ inv_direction = safe_inverse(direction);
399
+ }
400
+ if(intersect_aabb_distance(bvh_nodes[node_base], origin, inv_direction, t_min, (*best).t) >= (*best).t){ return; }
401
+ var stack: array<u32, TRAVERSAL_STACK_SIZE>;
402
+ var stack_pointer = 0u;
403
+ var node_index = 0u;
404
+ loop{
405
+ let node = bvh_nodes[node_base + node_index];
406
+ let left_or_first = bvh_left_or_first(node);
407
+ let count = bvh_count(node);
408
+ if(count > 0u){
409
+ for(var i = 0u; i < count; i++){
410
+ if(intersect_triangle_packed(first_triangle + left_or_first + i, origin, direction, t_min, (*best).t, best)){
411
+ (*best).instance = instance_index;
412
+ }
413
+ }
414
+ }
415
+ else{
416
+ let t_left = intersect_aabb_distance(bvh_nodes[node_base + left_or_first], origin, inv_direction, t_min, (*best).t);
417
+ let t_right = intersect_aabb_distance(bvh_nodes[node_base + left_or_first + 1u], origin, inv_direction, t_min, (*best).t);
418
+ var near_index = left_or_first;
419
+ var near_t = t_left;
420
+ var far_index = left_or_first + 1u;
421
+ var far_t = t_right;
422
+ if(t_right < t_left){
423
+ near_index = left_or_first + 1u;
424
+ near_t = t_right;
425
+ far_index = left_or_first;
426
+ far_t = t_left;
427
+ }
428
+ if(far_t < (*best).t && stack_pointer < TRAVERSAL_STACK_SIZE){
429
+ stack[stack_pointer] = far_index;
430
+ stack_pointer++;
431
+ }
432
+ if(near_t < (*best).t){
433
+ node_index = near_index;
434
+ continue;
435
+ }
436
+ }
437
+ if(stack_pointer == 0u){ return; }
438
+ stack_pointer--;
439
+ node_index = stack[stack_pointer];
440
+ }
441
+ }
442
+
443
+ fn traverse_scene_tlas_closest(origin: vec3<f32>, direction: vec3<f32>, t_min: f32, best: ptr<function, Hit>){
444
+ if(params.tlas_node_count == 0u){ return; }
445
+ let inv_direction = safe_inverse(direction);
446
+ if(intersect_aabb_distance(bvh_nodes[params.tlas_node_offset], origin, inv_direction, t_min, (*best).t) >= (*best).t){ return; }
447
+ var stack: array<u32, TRAVERSAL_STACK_SIZE>;
448
+ var stack_pointer = 0u;
449
+ var node_index = 0u;
450
+ loop{
451
+ let node = bvh_nodes[params.tlas_node_offset + node_index];
452
+ let left_or_first = bvh_left_or_first(node);
453
+ let count = bvh_count(node);
454
+ if(count > 0u){
455
+ for(var i = 0u; i < count; i++){
456
+ let instance_index = geometry_u32(params.tlas_primitive_offset + left_or_first + i);
457
+ intersect_blas_closest(instance_index, origin, direction, inv_direction, t_min, best);
458
+ }
459
+ }
460
+ else{
461
+ let t_left = intersect_aabb_distance(bvh_nodes[params.tlas_node_offset + left_or_first], origin, inv_direction, t_min, (*best).t);
462
+ let t_right = intersect_aabb_distance(bvh_nodes[params.tlas_node_offset + left_or_first + 1u], origin, inv_direction, t_min, (*best).t);
463
+ var near_index = left_or_first;
464
+ var near_t = t_left;
465
+ var far_index = left_or_first + 1u;
466
+ var far_t = t_right;
467
+ if(t_right < t_left){
468
+ near_index = left_or_first + 1u;
469
+ near_t = t_right;
470
+ far_index = left_or_first;
471
+ far_t = t_left;
472
+ }
473
+ if(far_t < (*best).t && stack_pointer < TRAVERSAL_STACK_SIZE){
474
+ stack[stack_pointer] = far_index;
475
+ stack_pointer++;
476
+ }
477
+ if(near_t < (*best).t){
478
+ node_index = near_index;
479
+ continue;
480
+ }
481
+ }
482
+ if(stack_pointer == 0u){ return; }
483
+ stack_pointer--;
484
+ node_index = stack[stack_pointer];
485
+ }
486
+ }
487
+
488
+ fn traverse_overlay_tlas_closest(region: u32, overlay: u32, origin: vec3<f32>, direction: vec3<f32>, t_min: f32, best: ptr<function, Hit>){
489
+ let slot = region * fc_num_overlays + overlay;
490
+ let num_tlas_nodes = frame_u32(params.overlay_meta_offset + slot * 2u + 1u);
491
+ if(num_tlas_nodes == 0u){ return; }
492
+ let node_base = params.overlay_node_offset + slot * 2u * fc_overlay_capacity;
493
+ let primitive_base = params.overlay_primitives_offset + slot * fc_overlay_capacity;
494
+ let inv_direction = safe_inverse(direction);
495
+ if(intersect_aabb_distance(bvh_nodes[node_base], origin, inv_direction, t_min, (*best).t) >= (*best).t){ return; }
496
+ var stack: array<u32, TRAVERSAL_STACK_SIZE>;
497
+ var stack_pointer = 0u;
498
+ var node_index = 0u;
499
+ loop{
500
+ let node = bvh_nodes[node_base + node_index];
501
+ let left_or_first = bvh_left_or_first(node);
502
+ let count = bvh_count(node);
503
+ if(count > 0u){
504
+ for(var i = 0u; i < count; i++){
505
+ let instance_index = frame_u32(primitive_base + left_or_first + i);
506
+ intersect_blas_closest(instance_index, origin, direction, inv_direction, t_min, best);
507
+ }
508
+ }
509
+ else{
510
+ let t_left = intersect_aabb_distance(bvh_nodes[node_base + left_or_first], origin, inv_direction, t_min, (*best).t);
511
+ let t_right = intersect_aabb_distance(bvh_nodes[node_base + left_or_first + 1u], origin, inv_direction, t_min, (*best).t);
512
+ var near_index = left_or_first;
513
+ var near_t = t_left;
514
+ var far_index = left_or_first + 1u;
515
+ var far_t = t_right;
516
+ if(t_right < t_left){
517
+ near_index = left_or_first + 1u;
518
+ near_t = t_right;
519
+ far_index = left_or_first;
520
+ far_t = t_left;
521
+ }
522
+ if(far_t < (*best).t && stack_pointer < TRAVERSAL_STACK_SIZE){
523
+ stack[stack_pointer] = far_index;
524
+ stack_pointer++;
525
+ }
526
+ if(near_t < (*best).t){
527
+ node_index = near_index;
528
+ continue;
529
+ }
530
+ }
531
+ if(stack_pointer == 0u){ return; }
532
+ stack_pointer--;
533
+ node_index = stack[stack_pointer];
534
+ }
535
+ }
536
+
537
+ fn intersect_blas_any(instance_index: u32, origin_in: vec3<f32>, direction_in: vec3<f32>, inv_direction_in: vec3<f32>, t_min: f32, t_max: f32) -> bool{
538
+ let object = instance_data[instance_index].object;
539
+ let record_base = params.object_records_offset + 4u * object;
540
+ let node_base = geometry_u32(record_base);
541
+ let node_count = geometry_u32(record_base + 1u);
542
+ let first_triangle = geometry_u32(record_base + 2u);
543
+ if(node_count == 0u){
544
+ return false;
545
+ }
546
+ var origin = origin_in;
547
+ var direction = direction_in;
548
+ var inv_direction = inv_direction_in;
549
+ if(instance_data[instance_index].identity == 0u){
550
+ let world_to_object = instance_data[instance_index].world_to_object;
551
+ origin = transform_point(world_to_object, origin_in);
552
+ direction = transform_vector(world_to_object, direction_in);
553
+ inv_direction = safe_inverse(direction);
554
+ }
555
+ var stack: array<u32, TRAVERSAL_STACK_SIZE>;
556
+ var stack_pointer = 0u;
557
+ var node_index = 0u;
558
+ var hit: Hit;
559
+ hit.valid = false;
560
+ loop{
561
+ let node = bvh_nodes[node_base + node_index];
562
+ if(intersect_aabb(node, origin, inv_direction, t_min, t_max)){
563
+ let left_or_first = bvh_left_or_first(node);
564
+ let count = bvh_count(node);
565
+ if(count > 0u){
566
+ for(var i = 0u; i < count; i++){
567
+ if(intersect_triangle_packed(first_triangle + left_or_first + i, origin, direction, t_min, t_max, &hit)){
568
+ return true;
569
+ }
570
+ }
571
+ }
572
+ else{
573
+ if(stack_pointer < TRAVERSAL_STACK_SIZE){
574
+ stack[stack_pointer] = left_or_first + 1u;
575
+ stack_pointer++;
576
+ node_index = left_or_first;
577
+ continue;
578
+ }
579
+ }
580
+ }
581
+ if(stack_pointer == 0u){
582
+ return false;
583
+ }
584
+ stack_pointer--;
585
+ node_index = stack[stack_pointer];
586
+ }
587
+ return false;
588
+ }
589
+
590
+ fn traverse_scene_tlas_any(origin: vec3<f32>, direction: vec3<f32>, t_min: f32, t_max: f32) -> bool{
591
+ if(params.tlas_node_count == 0u){
592
+ return false;
593
+ }
594
+ let inv_direction = safe_inverse(direction);
595
+ var stack: array<u32, TRAVERSAL_STACK_SIZE>;
596
+ var stack_pointer = 0u;
597
+ var node_index = 0u;
598
+ loop{
599
+ let node = bvh_nodes[params.tlas_node_offset + node_index];
600
+ if(intersect_aabb(node, origin, inv_direction, t_min, t_max)){
601
+ let left_or_first = bvh_left_or_first(node);
602
+ let count = bvh_count(node);
603
+ if(count > 0u){
604
+ for(var i = 0u; i < count; i++){
605
+ let instance_index = geometry_u32(params.tlas_primitive_offset + left_or_first + i);
606
+ if(intersect_blas_any(instance_index, origin, direction, inv_direction, t_min, t_max)){
607
+ return true;
608
+ }
609
+ }
610
+ }
611
+ else{
612
+ if(stack_pointer < TRAVERSAL_STACK_SIZE){
613
+ stack[stack_pointer] = left_or_first + 1u;
614
+ stack_pointer++;
615
+ node_index = left_or_first;
616
+ continue;
617
+ }
618
+ }
619
+ }
620
+ if(stack_pointer == 0u){
621
+ return false;
622
+ }
623
+ stack_pointer--;
624
+ node_index = stack[stack_pointer];
625
+ }
626
+ return false;
627
+ }
628
+
629
+ fn traverse_overlay_tlas_any(region: u32, overlay: u32, origin: vec3<f32>, direction: vec3<f32>, t_min: f32, t_max: f32) -> bool{
630
+ let slot = region * fc_num_overlays + overlay;
631
+ let num_tlas_nodes = frame_u32(params.overlay_meta_offset + slot * 2u + 1u);
632
+ if(num_tlas_nodes == 0u){
633
+ return false;
634
+ }
635
+ let node_base = params.overlay_node_offset + slot * 2u * fc_overlay_capacity;
636
+ let primitive_base = params.overlay_primitives_offset + slot * fc_overlay_capacity;
637
+ let inv_direction = safe_inverse(direction);
638
+ var stack: array<u32, TRAVERSAL_STACK_SIZE>;
639
+ var stack_pointer = 0u;
640
+ var node_index = 0u;
641
+ loop{
642
+ let node = bvh_nodes[node_base + node_index];
643
+ if(intersect_aabb(node, origin, inv_direction, t_min, t_max)){
644
+ let left_or_first = bvh_left_or_first(node);
645
+ let count = bvh_count(node);
646
+ if(count > 0u){
647
+ for(var i = 0u; i < count; i++){
648
+ let instance_index = frame_u32(primitive_base + left_or_first + i);
649
+ if(intersect_blas_any(instance_index, origin, direction, inv_direction, t_min, t_max)){
650
+ return true;
651
+ }
652
+ }
653
+ }
654
+ else{
655
+ if(stack_pointer < TRAVERSAL_STACK_SIZE){
656
+ stack[stack_pointer] = left_or_first + 1u;
657
+ stack_pointer++;
658
+ node_index = left_or_first;
659
+ continue;
660
+ }
661
+ }
662
+ }
663
+ if(stack_pointer == 0u){
664
+ return false;
665
+ }
666
+ stack_pointer--;
667
+ node_index = stack[stack_pointer];
668
+ }
669
+ return false;
670
+ }
671
+
672
+ // min-t composition of the shared world and the overlays attached to this camera; at
673
+ // fc_overlay_count == 0 the loop specializes away and this is a plain intersect
674
+ // the overlay region selects shutter close (0), a dynamic motion sample, or the flow previous instant
675
+ fn trace_closest_composed_region(region: u32, camera: i32, origin: vec3<f32>, direction: vec3<f32>, t_min: f32, t_max: f32) -> Hit{
676
+ var best: Hit;
677
+ best.t = t_max;
678
+ best.u = 0.0;
679
+ best.v = 0.0;
680
+ best.triangle = 0u;
681
+ best.instance = 0u;
682
+ best.valid = false;
683
+ traverse_scene_tlas_closest(origin, direction, t_min, &best);
684
+ for(var k = 0; k < fc_overlay_count; k++){
685
+ let overlay = frame_u32(params.attachments_offset + u32(camera) * u32(fc_overlay_count) + u32(k));
686
+ if(overlay == ABSENT){ continue; }
687
+ traverse_overlay_tlas_closest(region, overlay, origin, direction, t_min, &best);
688
+ }
689
+ return best;
690
+ }
691
+
692
+ fn trace_any_composed_region(region: u32, camera: i32, origin: vec3<f32>, direction: vec3<f32>, t_min: f32, t_max: f32) -> bool{
693
+ if(traverse_scene_tlas_any(origin, direction, t_min, t_max)){ return true; }
694
+ for(var k = 0; k < fc_overlay_count; k++){
695
+ let overlay = frame_u32(params.attachments_offset + u32(camera) * u32(fc_overlay_count) + u32(k));
696
+ if(overlay == ABSENT){ continue; }
697
+ if(traverse_overlay_tlas_any(region, overlay, origin, direction, t_min, t_max)){ return true; }
698
+ }
699
+ return false;
700
+ }
701
+
702
+ struct PixelLaunchContext{
703
+ cam_idx: i32,
704
+ local_x: i32,
705
+ local_y: i32,
706
+ fb_offset: i32,
707
+ valid: bool,
708
+ }
709
+
710
+ fn pixel_launch_context(pixel_id: vec2<u32>) -> PixelLaunchContext{
711
+ var ctx: PixelLaunchContext;
712
+ let tile_col = i32(pixel_id.x / params.cam_width);
713
+ let tile_row = i32(pixel_id.y / params.cam_height);
714
+ ctx.cam_idx = tile_row * i32(params.grid_cols) + tile_col;
715
+ ctx.local_x = i32(pixel_id.x) - tile_col * i32(params.cam_width);
716
+ ctx.local_y = i32(pixel_id.y) - tile_row * i32(params.cam_height);
717
+ ctx.fb_offset = ctx.cam_idx * i32(params.cam_width) * i32(params.cam_height) + ctx.local_y * i32(params.cam_width) + ctx.local_x;
718
+ ctx.valid = pixel_id.x < params.fb_width && pixel_id.y < params.fb_height && ctx.cam_idx < i32(params.num_cameras);
719
+ return ctx;
720
+ }
721
+
722
+ fn make_8bit(f: f32) -> u32{
723
+ return u32(min(255, max(0, i32(f * 256.0))));
724
+ }
725
+
726
+ fn make_rgba(color: vec3<f32>) -> u32{
727
+ return (make_8bit(color.x) << 0u) | (make_8bit(color.y) << 8u) | (make_8bit(color.z) << 16u) | (0xFFu << 24u);
728
+ }
729
+
730
+ fn linear_to_srgb(x: f32) -> f32{
731
+ if(x <= 0.0031308){
732
+ return 12.92 * x;
733
+ }
734
+ return 1.055 * pow(x, 1.0 / 2.4) - 0.055;
735
+ }
736
+
737
+ fn make_srgb_rgba_from_linear(color: vec3<f32>) -> u32{
738
+ return make_rgba(vec3<f32>(
739
+ linear_to_srgb(clamp(color.x, 0.0, 1.0)),
740
+ linear_to_srgb(clamp(color.y, 0.0, 1.0)),
741
+ linear_to_srgb(clamp(color.z, 0.0, 1.0))));
742
+ }
743
+
744
+ fn make_linear_rgba_from_linear(color: vec3<f32>) -> u32{
745
+ return make_rgba(clamp(color, vec3<f32>(0.0), vec3<f32>(1.0)));
746
+ }
747
+
748
+ fn miss_color(pixel_id: vec2<u32>) -> vec3<f32>{
749
+ if(fc_checker_background){
750
+ let checker_pattern = (i32(pixel_id.x) / 8) ^ (i32(pixel_id.y) / 8);
751
+ if((checker_pattern & 1) != 0){
752
+ return to_vec3(params.miss_color_1);
753
+ }
754
+ return to_vec3(params.miss_color_0);
755
+ }
756
+ return to_vec3(params.miss_color_0);
757
+ }
758
+
759
+ fn trace_shadow_occluded(region: u32, camera: i32, pos: vec3<f32>, direction: vec3<f32>, max_dist: f32) -> bool{
760
+ return trace_any_composed_region(region, camera, pos, direction, 1e-3, max_dist);
761
+ }
762
+
763
+ // host-precomputed 256-entry table; unpack4x8unorm yields exact k/255, so the index is exact
764
+ fn srgb_texel_to_linear(x: f32) -> f32{
765
+ return geometry_f32(params.srgb_lut_offset + u32(round(x * 255.0)));
766
+ }
767
+
768
+ // GPU-style normalized-coordinate bilinear sampling with repeat wrap; sRGB decode happens per
769
+ // texel before filtering — mirrors backends/generic/operations_generic.h::sample_texture
770
+ fn sample_texture(texture: TextureRef, u: f32, v: f32, srgb: bool) -> vec4<f32>{
771
+ let width = i32(texture.width);
772
+ let height = i32(texture.height);
773
+ let x = u * f32(width) - 0.5;
774
+ let y = v * f32(height) - 0.5;
775
+ let x0 = i32(floor(x));
776
+ let y0 = i32(floor(y));
777
+ let fx = x - f32(x0);
778
+ let fy = y - f32(y0);
779
+ let x0_wrapped = ((x0 % width) + width) % width;
780
+ let x1_wrapped = (((x0 + 1) % width) + width) % width;
781
+ let y0_wrapped = ((y0 % height) + height) % height;
782
+ let y1_wrapped = (((y0 + 1) % height) + height) % height;
783
+ var texel_00 = unpack4x8unorm(texture_data[texture.offset + u32(y0_wrapped * width + x0_wrapped)]);
784
+ var texel_10 = unpack4x8unorm(texture_data[texture.offset + u32(y0_wrapped * width + x1_wrapped)]);
785
+ var texel_01 = unpack4x8unorm(texture_data[texture.offset + u32(y1_wrapped * width + x0_wrapped)]);
786
+ var texel_11 = unpack4x8unorm(texture_data[texture.offset + u32(y1_wrapped * width + x1_wrapped)]);
787
+ if(srgb){
788
+ texel_00 = vec4<f32>(srgb_texel_to_linear(texel_00.x), srgb_texel_to_linear(texel_00.y), srgb_texel_to_linear(texel_00.z), texel_00.w);
789
+ texel_10 = vec4<f32>(srgb_texel_to_linear(texel_10.x), srgb_texel_to_linear(texel_10.y), srgb_texel_to_linear(texel_10.z), texel_10.w);
790
+ texel_01 = vec4<f32>(srgb_texel_to_linear(texel_01.x), srgb_texel_to_linear(texel_01.y), srgb_texel_to_linear(texel_01.z), texel_01.w);
791
+ texel_11 = vec4<f32>(srgb_texel_to_linear(texel_11.x), srgb_texel_to_linear(texel_11.y), srgb_texel_to_linear(texel_11.z), texel_11.w);
792
+ }
793
+ let top = texel_00 + fx * (texel_10 - texel_00);
794
+ let bottom = texel_01 + fx * (texel_11 - texel_01);
795
+ return top + fy * (bottom - top);
796
+ }
797
+
798
+ struct SecondaryRequest{
799
+ want_reflection: bool,
800
+ reflect_dir: vec3<f32>,
801
+ reflection_weight: f32, // basic: fresnel factor, pbr: blend weight
802
+ want_transparency: bool,
803
+ alpha: f32,
804
+ alpha_mode: i32,
805
+ hit_point: vec3<f32>,
806
+ ray_dir: vec3<f32>,
807
+ }
808
+
809
+ fn shade_basic_local(hit: Hit, ray_origin: vec3<f32>, ray_dir: vec3<f32>, request: ptr<function, SecondaryRequest>) -> vec3<f32>{
810
+ let mesh = fetch_triangle_mesh(hit.triangle);
811
+ let rec = load_mesh_record(mesh);
812
+ (*request).want_reflection = false;
813
+ (*request).want_transparency = false;
814
+
815
+ var base_color = to_vec3(rec.color);
816
+ var normal_geometric = vec3<f32>(0.0, 0.0, 1.0);
817
+
818
+ if(fc_load_textures || fc_normal_shading || fc_metallic_reflections){
819
+ let index = fetch_index(mesh, fetch_triangle_local(hit.triangle));
820
+
821
+ if(fc_normal_shading || fc_metallic_reflections){
822
+ var vertex_a = fetch_vertex(mesh, index.x);
823
+ var vertex_b = fetch_vertex(mesh, index.y);
824
+ var vertex_c = fetch_vertex(mesh, index.z);
825
+ if(instance_data[hit.instance].identity == 0u){
826
+ let object_to_world = instance_data[hit.instance].object_to_world;
827
+ vertex_a = transform_point(object_to_world, vertex_a);
828
+ vertex_b = transform_point(object_to_world, vertex_b);
829
+ vertex_c = transform_point(object_to_world, vertex_c);
830
+ }
831
+ normal_geometric = normalize(cross(vertex_b - vertex_a, vertex_c - vertex_a));
832
+ }
833
+
834
+ if(fc_load_textures){
835
+ if(rec.texture.offset != ABSENT && rec.tex_coord_offset != ABSENT){
836
+ let tc = (1.0 - hit.u - hit.v) * fetch_tex_coord(mesh, index.x)
837
+ + hit.u * fetch_tex_coord(mesh, index.y)
838
+ + hit.v * fetch_tex_coord(mesh, index.z);
839
+ let tex_color = sample_texture(rec.texture, tc.x, tc.y, true);
840
+ base_color = tex_color.xyz * to_vec3(rec.color);
841
+ }
842
+ }
843
+ }
844
+
845
+ if(rec.unlit != 0){
846
+ return base_color;
847
+ }
848
+
849
+ var direct = base_color;
850
+ if(fc_normal_shading){
851
+ direct = (0.2 + 0.8 * abs(dot(ray_dir, normal_geometric))) * base_color;
852
+ }
853
+
854
+ if(fc_metallic_reflections){
855
+ if(rec.metallic > 0.0){
856
+ let hit_point = ray_origin + ray_dir * hit.t;
857
+ let n = select(normal_geometric, -normal_geometric, dot(ray_dir, normal_geometric) > 0.0);
858
+ let cos_theta = abs(dot(ray_dir, n));
859
+ (*request).want_reflection = true;
860
+ (*request).reflect_dir = ray_dir - 2.0 * dot(ray_dir, n) * n;
861
+ (*request).reflection_weight = rec.metallic * (0.04 + 0.96 * pow(1.0 - cos_theta, 5.0));
862
+ (*request).hit_point = hit_point;
863
+ (*request).ray_dir = ray_dir;
864
+ }
865
+ }
866
+ return direct;
867
+ }
868
+
869
+ fn shade_pbr_local(region: u32, hit: Hit, ray_origin: vec3<f32>, ray_dir: vec3<f32>, camera: i32, request: ptr<function, SecondaryRequest>) -> vec3<f32>{
870
+ let mesh = fetch_triangle_mesh(hit.triangle);
871
+ let rec = load_mesh_record(mesh);
872
+ (*request).want_reflection = false;
873
+ (*request).want_transparency = false;
874
+
875
+ let instance_identity = instance_data[hit.instance].identity != 0u;
876
+ let index = fetch_index(mesh, fetch_triangle_local(hit.triangle));
877
+ var vertex_a = fetch_vertex(mesh, index.x);
878
+ var vertex_b = fetch_vertex(mesh, index.y);
879
+ var vertex_c = fetch_vertex(mesh, index.z);
880
+ if(!instance_identity){
881
+ let object_to_world = instance_data[hit.instance].object_to_world;
882
+ vertex_a = transform_point(object_to_world, vertex_a);
883
+ vertex_b = transform_point(object_to_world, vertex_b);
884
+ vertex_c = transform_point(object_to_world, vertex_c);
885
+ }
886
+ let w0 = 1.0 - hit.u - hit.v;
887
+
888
+ let edge1 = vertex_b - vertex_a;
889
+ let edge2 = vertex_c - vertex_a;
890
+ let normal_geometric = normalize(cross(edge1, edge2));
891
+
892
+ var N: vec3<f32>;
893
+ if(rec.normal_offset != ABSENT){
894
+ var normal_interpolated = w0 * fetch_normal(mesh, index.x) + hit.u * fetch_normal(mesh, index.y) + hit.v * fetch_normal(mesh, index.z);
895
+ if(!instance_identity){
896
+ normal_interpolated = transform_normal(instance_data[hit.instance].world_to_object, normal_interpolated);
897
+ }
898
+ N = normalize(normal_interpolated);
899
+ }
900
+ else{
901
+ N = normal_geometric;
902
+ }
903
+
904
+ if(dot(ray_dir, N) > 0.0){
905
+ N = -N;
906
+ }
907
+
908
+ let has_tex_coord = rec.tex_coord_offset != ABSENT;
909
+ var tc = vec2<f32>(0.0);
910
+ if(has_tex_coord){
911
+ tc = w0 * fetch_tex_coord(mesh, index.x) + hit.u * fetch_tex_coord(mesh, index.y) + hit.v * fetch_tex_coord(mesh, index.z);
912
+ }
913
+
914
+ var base_color = to_vec3(rec.color);
915
+ var alpha = rec.opacity;
916
+ if(rec.texture.offset != ABSENT && has_tex_coord){
917
+ let tex_color = sample_texture(rec.texture, tc.x, tc.y, true);
918
+ base_color = tex_color.xyz * to_vec3(rec.color);
919
+ alpha *= tex_color.w;
920
+ }
921
+
922
+ let hit_point = ray_origin + ray_dir * hit.t;
923
+
924
+ var color = base_color;
925
+ if(rec.unlit == 0){
926
+ var metallic = rec.metallic;
927
+ var roughness = rec.roughness;
928
+ if(rec.metallic_roughness_map.offset != ABSENT && has_tex_coord){
929
+ let mr_sample = sample_texture(rec.metallic_roughness_map, tc.x, tc.y, false);
930
+ roughness = mr_sample.y * rec.roughness;
931
+ metallic = mr_sample.z * rec.metallic;
932
+ }
933
+
934
+ if(rec.normal_map.offset != ABSENT && has_tex_coord){
935
+ let tc0 = fetch_tex_coord(mesh, index.x);
936
+ let tc1 = fetch_tex_coord(mesh, index.y);
937
+ let tc2 = fetch_tex_coord(mesh, index.z);
938
+ let duv1 = tc1 - tc0;
939
+ let duv2 = tc2 - tc0;
940
+ let det = duv1.x * duv2.y - duv2.x * duv1.y;
941
+ if(abs(det) > 1e-8){
942
+ let inv_det = 1.0 / det;
943
+ var T = normalize(inv_det * (duv2.y * edge1 - duv1.y * edge2));
944
+ T = normalize(T - dot(T, N) * N);
945
+ let B = cross(N, T);
946
+ let nm_sample = sample_texture(rec.normal_map, w0 * tc0.x + hit.u * tc1.x + hit.v * tc2.x, w0 * tc0.y + hit.u * tc1.y + hit.v * tc2.y, false);
947
+ let n_tangent = vec3<f32>(nm_sample.x * 2.0 - 1.0, -(nm_sample.y * 2.0 - 1.0), nm_sample.z * 2.0 - 1.0);
948
+ N = normalize(T * n_tangent.x + B * n_tangent.y + N * n_tangent.z);
949
+ }
950
+ }
951
+
952
+ roughness = max(roughness, 0.04);
953
+ let roughness_alpha = roughness * roughness;
954
+ let alpha2 = roughness_alpha * roughness_alpha;
955
+ let k = (roughness + 1.0) * (roughness + 1.0) / 8.0;
956
+
957
+ let V = -ray_dir;
958
+ let NdotV = max(dot(N, V), 1e-4);
959
+ let F0 = vec3<f32>(0.04) * (1.0 - metallic) + base_color * metallic;
960
+
961
+ var Lo = vec3<f32>(0.0);
962
+ for(var li = 0u; li < params.num_scene_lights; li++){
963
+ let light = load_scene_light(li);
964
+ let Lc = to_vec3(light.color);
965
+ var L: vec3<f32>;
966
+ var attenuation = 1.0;
967
+ var light_distance = 1e20;
968
+
969
+ if(light.light_type == 0){
970
+ L = to_vec3(light.direction);
971
+ }
972
+ else{
973
+ let to_light = to_vec3(light.position) - hit_point;
974
+ let dist = length(to_light);
975
+ light_distance = max(dist - 1e-3, 0.0);
976
+ L = to_light * (1.0 / max(dist, 1e-6));
977
+ attenuation = 1.0 / (light.attenuation_constant + light.attenuation_linear * dist + light.attenuation_quadratic * dist * dist);
978
+ if(light.light_type == 2){
979
+ let spot_dir = to_vec3(light.direction);
980
+ let cos_angle = dot(-L, spot_dir);
981
+ let denom = light.cos_inner_cone - light.cos_outer_cone;
982
+ let spot_t = (cos_angle - light.cos_outer_cone) / select(1e-6, denom, abs(denom) > 1e-6);
983
+ attenuation *= max(min(spot_t, 1.0), 0.0);
984
+ }
985
+ }
986
+
987
+ let NdotL = max(dot(N, L), 0.0);
988
+ if(NdotL <= 0.0){
989
+ continue;
990
+ }
991
+ if(fc_punctual_light_shadows){
992
+ if(light.light_type != 0 && trace_shadow_occluded(region, camera, hit_point + N * 2e-3, L, light_distance)){
993
+ continue;
994
+ }
995
+ }
996
+
997
+ let H = normalize(V + L);
998
+ let NdotH = max(dot(N, H), 0.0);
999
+ let VdotH = max(dot(V, H), 0.0);
1000
+
1001
+ let denom_D = NdotH * NdotH * (alpha2 - 1.0) + 1.0;
1002
+ let D = alpha2 / (PI * denom_D * denom_D);
1003
+
1004
+ let G1_V = NdotV / (NdotV * (1.0 - k) + k);
1005
+ let G1_L = NdotL / (NdotL * (1.0 - k) + k);
1006
+ let G = G1_V * G1_L;
1007
+
1008
+ let pow5 = pow(1.0 - VdotH, 5.0);
1009
+ let F = F0 + (vec3<f32>(1.0) - F0) * pow5;
1010
+
1011
+ let specular = D * G * F * (1.0 / (4.0 * NdotV * NdotL + 1e-4));
1012
+ let kd = (vec3<f32>(1.0) - F) * (1.0 - metallic);
1013
+ let diffuse = kd * base_color * (1.0 / PI);
1014
+
1015
+ Lo = Lo + (diffuse + specular) * Lc * (attenuation * NdotL);
1016
+ }
1017
+
1018
+ var occlusion = 1.0;
1019
+ if(rec.occlusion_map.offset != ABSENT && has_tex_coord){
1020
+ let ao_sample = sample_texture(rec.occlusion_map, tc.x, tc.y, false);
1021
+ occlusion = ao_sample.x;
1022
+ }
1023
+
1024
+ var emissive_color: vec3<f32>;
1025
+ if(rec.emissive_map.offset != ABSENT && has_tex_coord){
1026
+ let em_sample = sample_texture(rec.emissive_map, tc.x, tc.y, true);
1027
+ emissive_color = em_sample.xyz * to_vec3(rec.emissive);
1028
+ }
1029
+ else{
1030
+ emissive_color = to_vec3(rec.emissive);
1031
+ }
1032
+
1033
+ let ambient = to_vec3(params.ambient_color) * base_color * ((1.0 - metallic) * occlusion);
1034
+ color = ambient + Lo + emissive_color;
1035
+
1036
+ if(metallic > 0.1){
1037
+ let fresnel_refl = F0.x + (1.0 - F0.x) * pow(1.0 - max(dot(V, N), 0.0), 5.0);
1038
+ (*request).want_reflection = true;
1039
+ (*request).reflect_dir = ray_dir - 2.0 * dot(ray_dir, N) * N;
1040
+ (*request).reflection_weight = fresnel_refl * (1.0 - roughness);
1041
+ }
1042
+
1043
+ }
1044
+
1045
+ let transparent = (rec.alpha_mode == 2 && alpha < 0.99) || (rec.alpha_mode == 1 && alpha < rec.alpha_cutoff);
1046
+ if(transparent){
1047
+ (*request).want_transparency = true;
1048
+ }
1049
+ (*request).alpha = alpha;
1050
+ (*request).alpha_mode = rec.alpha_mode;
1051
+ (*request).hit_point = hit_point;
1052
+ (*request).ray_dir = ray_dir;
1053
+
1054
+ return color;
1055
+ }
1056
+
1057
+ fn trace_leaf(region: u32, camera: i32, origin: vec3<f32>, direction: vec3<f32>, t_min: f32, pixel_id: vec2<u32>) -> vec3<f32>{
1058
+ let hit = trace_closest_composed_region(region, camera, origin, direction, t_min, 1e20);
1059
+ if(!hit.valid){
1060
+ return miss_color(pixel_id);
1061
+ }
1062
+ var request: SecondaryRequest;
1063
+ if(fc_pbr_shading){
1064
+ return shade_pbr_local(region, hit, origin, direction, camera, &request);
1065
+ }
1066
+ return shade_basic_local(hit, origin, direction, &request);
1067
+ }
1068
+
1069
+ fn shade_primary_hit(region: u32, hit: Hit, camera: i32, origin: vec3<f32>, direction: vec3<f32>, pixel_id: vec2<u32>) -> vec3<f32>{
1070
+ if(!hit.valid){
1071
+ return miss_color(pixel_id);
1072
+ }
1073
+ var request: SecondaryRequest;
1074
+ if(fc_pbr_shading){
1075
+ var color = shade_pbr_local(region, hit, origin, direction, camera, &request);
1076
+ if(request.want_reflection){
1077
+ let reflected_color = trace_leaf(region, camera, request.hit_point, request.reflect_dir, 1e-3, pixel_id);
1078
+ color = color * (1.0 - request.reflection_weight) + reflected_color * request.reflection_weight;
1079
+ }
1080
+ if(request.want_transparency){
1081
+ let behind_color = trace_leaf(region, camera, request.hit_point, request.ray_dir, 1e-5, pixel_id);
1082
+ if(request.alpha_mode == 1){
1083
+ color = behind_color;
1084
+ }
1085
+ else{
1086
+ color = color * request.alpha + behind_color * (1.0 - request.alpha);
1087
+ }
1088
+ }
1089
+ return color;
1090
+ }
1091
+ let direct = shade_basic_local(hit, origin, direction, &request);
1092
+ if(fc_metallic_reflections && request.want_reflection){
1093
+ let reflected_color = trace_leaf(region, camera, request.hit_point, request.reflect_dir, 1e-3, pixel_id);
1094
+ let fresnel = request.reflection_weight;
1095
+ return direct * ((1.0 - fresnel) + fresnel * reflected_color);
1096
+ }
1097
+ return direct;
1098
+ }
1099
+
1100
+ fn trace_primary(region: u32, camera: i32, origin: vec3<f32>, direction: vec3<f32>, t_min: f32, t_max: f32, pixel_id: vec2<u32>) -> vec3<f32>{
1101
+ let hit = trace_closest_composed_region(region, camera, origin, direction, t_min, t_max);
1102
+ return shade_primary_hit(region, hit, camera, origin, direction, pixel_id);
1103
+ }
1104
+
1105
+ struct ShutterCamera{
1106
+ pos: vec3<f32>,
1107
+ dir_00: vec3<f32>,
1108
+ dir_du: vec3<f32>,
1109
+ dir_dv: vec3<f32>,
1110
+ }
1111
+
1112
+ fn shutter_camera(cam_idx: i32, motion_i: i32) -> ShutterCamera{
1113
+ var result: ShutterCamera;
1114
+ if(fc_motion_blur){
1115
+ let cam_open = camera_open(cam_idx);
1116
+ let cam_close = camera_close(cam_idx);
1117
+ let shutter_t = (f32(motion_i) + 0.5) * (1.0 / f32(fc_motion_samples));
1118
+ result.pos = mix(camera_pos(cam_open), camera_pos(cam_close), shutter_t);
1119
+ result.dir_00 = mix(camera_dir_00(cam_open), camera_dir_00(cam_close), shutter_t);
1120
+ result.dir_du = mix(camera_dir_du(cam_open), camera_dir_du(cam_close), shutter_t);
1121
+ result.dir_dv = mix(camera_dir_dv(cam_open), camera_dir_dv(cam_close), shutter_t);
1122
+ }
1123
+ else{
1124
+ let cam = camera_close(cam_idx);
1125
+ result.pos = camera_pos(cam);
1126
+ result.dir_00 = camera_dir_00(cam);
1127
+ result.dir_du = camera_dir_du(cam);
1128
+ result.dir_dv = camera_dir_dv(cam);
1129
+ }
1130
+ return result;
1131
+ }
1132
+
1133
+ @compute @workgroup_size(8, 4, 1)
1134
+ fn main_rgb(@builtin(global_invocation_id) global_id: vec3<u32>){
1135
+ let pixel_id = global_id.xy;
1136
+ let ctx = pixel_launch_context(pixel_id);
1137
+ if(!ctx.valid){
1138
+ return;
1139
+ }
1140
+
1141
+ var accumulated = vec3<f32>(0.0);
1142
+ let inv_aa_grid = 1.0 / f32(fc_aa_grid);
1143
+ for(var motion_i = 0; motion_i < fc_motion_samples; motion_i++){
1144
+ let region = select(0u, 1u + u32(motion_i), fc_dynamic_motion_blur);
1145
+ let cam = shutter_camera(ctx.cam_idx, motion_i);
1146
+ var sample_color = vec3<f32>(0.0);
1147
+ for(var aa_y = 0; aa_y < fc_aa_grid; aa_y++){
1148
+ for(var aa_x = 0; aa_x < fc_aa_grid; aa_x++){
1149
+ let screen = (vec2<f32>(f32(ctx.local_x), f32(ctx.local_y)) + vec2<f32>((f32(aa_x) + 0.5) * inv_aa_grid, (f32(aa_y) + 0.5) * inv_aa_grid)) / vec2<f32>(f32(params.cam_width), f32(params.cam_height));
1150
+ let direction = normalize(cam.dir_00 + screen.x * cam.dir_du + screen.y * cam.dir_dv);
1151
+ var color: vec3<f32>;
1152
+ if(fc_fuse_auxiliary){
1153
+ let hit = trace_closest_composed_region(region, ctx.cam_idx, cam.pos, direction, 0.0, 1e30);
1154
+ write_auxiliary(ctx, camera_close(ctx.cam_idx), direction, hit);
1155
+ color = shade_primary_hit(region, hit, ctx.cam_idx, cam.pos, direction, pixel_id);
1156
+ }
1157
+ else{
1158
+ color = trace_primary(region, ctx.cam_idx, cam.pos, direction, 0.0, 1e30, pixel_id);
1159
+ }
1160
+ if(fc_dynamic_motion_blur){
1161
+ sample_color += color;
1162
+ }
1163
+ else{
1164
+ accumulated += color;
1165
+ }
1166
+ }
1167
+ }
1168
+ if(fc_dynamic_motion_blur){
1169
+ accumulated += sample_color * (1.0 / f32(fc_aa_grid * fc_aa_grid));
1170
+ }
1171
+ }
1172
+ let samples = select(fc_motion_samples * fc_aa_grid * fc_aa_grid, fc_motion_samples, fc_dynamic_motion_blur);
1173
+ let color = accumulated * (1.0 / f32(samples));
1174
+ if(fc_has_observation){
1175
+ // the observation is the frame-buffer color before 8-bit quantization
1176
+ var obs_color = clamp(color, vec3<f32>(0.0), vec3<f32>(1.0));
1177
+ if(fc_srgb_output){
1178
+ obs_color = vec3<f32>(linear_to_srgb(obs_color.x), linear_to_srgb(obs_color.y), linear_to_srgb(obs_color.z));
1179
+ }
1180
+ out_set_f32(params.out_observation + u32(ctx.fb_offset * 3 + 0), obs_color.x);
1181
+ out_set_f32(params.out_observation + u32(ctx.fb_offset * 3 + 1), obs_color.y);
1182
+ out_set_f32(params.out_observation + u32(ctx.fb_offset * 3 + 2), obs_color.z);
1183
+ }
1184
+ if(fc_srgb_output){
1185
+ outputs[params.out_frame_buffer + u32(ctx.fb_offset)] = make_srgb_rgba_from_linear(color);
1186
+ }
1187
+ else{
1188
+ outputs[params.out_frame_buffer + u32(ctx.fb_offset)] = make_linear_rgba_from_linear(color);
1189
+ }
1190
+ }
1191
+
1192
+ @compute @workgroup_size(8, 4, 1)
1193
+ fn main_collision(@builtin(global_invocation_id) global_id: vec3<u32>){
1194
+ let cam_idx = i32(global_id.x);
1195
+ let probe_idx = i32(global_id.y);
1196
+
1197
+ if(cam_idx >= i32(params.num_cameras) || probe_idx >= i32(params.num_probes)){
1198
+ return;
1199
+ }
1200
+
1201
+ let cam = camera_close(cam_idx);
1202
+
1203
+ var dir: vec3<f32>;
1204
+ if(probe_idx == 0){
1205
+ dir = normalize(camera_dir_00(cam) + 0.5 * camera_dir_du(cam) + 0.5 * camera_dir_dv(cam));
1206
+ }
1207
+ else{
1208
+ dir = vec3<f32>(
1209
+ frame_f32(params.probe_directions_offset + u32(3 * probe_idx)),
1210
+ frame_f32(params.probe_directions_offset + u32(3 * probe_idx + 1)),
1211
+ frame_f32(params.probe_directions_offset + u32(3 * probe_idx + 2)));
1212
+ }
1213
+
1214
+ let hit = trace_closest_composed_region(0u, cam_idx, camera_pos(cam), dir, 1e-3, params.max_dist);
1215
+
1216
+ // two OUTPUTS words per probe: {distance: f32, hit: u32}
1217
+ let result_base = params.out_collision + u32(cam_idx * i32(params.num_probes) + probe_idx) * 2u;
1218
+ if(!hit.valid){
1219
+ outputs[result_base] = 0x7f800000u;
1220
+ outputs[result_base + 1u] = 0u;
1221
+ }
1222
+ else{
1223
+ out_set_f32(result_base, hit.t);
1224
+ outputs[result_base + 1u] = 1u;
1225
+ }
1226
+ }
1227
+
1228
+ fn apply_flow_delta(base_in: u32, p: vec3<f32>) -> vec3<f32>{
1229
+ let base = params.flow_deltas_offset + base_in;
1230
+ return vec3<f32>(
1231
+ frame_f32(base + 0u)*p.x + frame_f32(base + 1u)*p.y + frame_f32(base + 2u)*p.z + frame_f32(base + 3u),
1232
+ frame_f32(base + 4u)*p.x + frame_f32(base + 5u)*p.y + frame_f32(base + 6u)*p.z + frame_f32(base + 7u),
1233
+ frame_f32(base + 8u)*p.x + frame_f32(base + 9u)*p.y + frame_f32(base + 10u)*p.z + frame_f32(base + 11u));
1234
+ }
1235
+
1236
+ // world point → screen fraction through the linear camera model: solves
1237
+ // dir_00 + screen_x·dir_du + screen_y·dir_dv = lambda·(point − pos) by Cramer's rule;
1238
+ // returns w = 0 for a degenerate basis or a point at/behind the camera (lambda <= 0)
1239
+ fn project_camera(cam: Camera, point: vec3<f32>) -> vec3<f32>{
1240
+ let direction = point - camera_pos(cam);
1241
+ let dir_du = camera_dir_du(cam);
1242
+ let dir_dv = camera_dir_dv(cam);
1243
+ let negative_direction = -direction;
1244
+ let cross_dv_negative_direction = cross(dir_dv, negative_direction);
1245
+ let det = dot(dir_du, cross_dv_negative_direction);
1246
+ if(det > -1e-12 && det < 1e-12){
1247
+ return vec3<f32>(0.0, 0.0, 0.0);
1248
+ }
1249
+ let inv_det = 1.0 / det;
1250
+ let b = -camera_dir_00(cam);
1251
+ let screen_x = dot(b, cross_dv_negative_direction) * inv_det;
1252
+ let screen_y = dot(dir_du, cross(b, negative_direction)) * inv_det;
1253
+ let lambda = dot(dir_du, cross(dir_dv, b)) * inv_det;
1254
+ return vec3<f32>(screen_x, screen_y, select(0.0, 1.0, lambda > 0.0));
1255
+ }
1256
+
1257
+ // FlowStatus codes (rl_tools/rendering/raytracing/types.h)
1258
+ const FLOW_STATUS_VALID: u32 = 0u;
1259
+ const FLOW_STATUS_MISS: u32 = 1u;
1260
+ const FLOW_STATUS_BEHIND: u32 = 2u;
1261
+ const FLOW_STATUS_OUT_OF_FRAME: u32 = 3u;
1262
+ const FLOW_STATUS_OCCLUDED: u32 = 4u;
1263
+ const FLOW_VISIBILITY_EPSILON: f32 = 1e-4;
1264
+
1265
+ // two-instant flow, one direction per entry point (mirror of the generic render_flow_frame):
1266
+ // single-sample from the source pixel centre against the source instant's overlay region; the
1267
+ // hit point is carried to the target instant by its slot's delta, projected through the target
1268
+ // camera, and tested for visibility from the target camera against the target instant with the
1269
+ // relative margin FLOW_VISIBILITY_EPSILON. Status priority MISS, BEHIND, OUT_OF_FRAME, OCCLUDED,
1270
+ // VALID; the vector is zero for MISS and BEHIND and the geometric flow otherwise
1271
+ fn write_flow(source_previous: bool, out_flow: u32, out_status: u32, ctx: PixelLaunchContext, cam: Camera, direction: vec3<f32>, hit: Hit){
1272
+ let previous_region = 1u + select(0u, u32(fc_motion_samples), fc_dynamic_motion_blur);
1273
+ let source_region = select(0u, previous_region, source_previous);
1274
+ let target_region = select(previous_region, 0u, source_previous);
1275
+ var cam_target: Camera;
1276
+ if(source_previous){
1277
+ cam_target = camera_close(ctx.cam_idx);
1278
+ }
1279
+ else{
1280
+ cam_target = camera_previous(ctx.cam_idx);
1281
+ }
1282
+ let source_first_overlay_instance = params.first_overlay_instance + params.num_overlay_slots * source_region;
1283
+ let delta_slab = select(0u, params.num_overlay_slots * 12u, source_previous);
1284
+ var flow = vec2<f32>(0.0);
1285
+ var status = FLOW_STATUS_MISS;
1286
+ if(hit.valid){
1287
+ var point = camera_pos(cam) + direction * hit.t;
1288
+ if(fc_overlay_count > 0 && hit.instance >= source_first_overlay_instance){
1289
+ point = apply_flow_delta(delta_slab + (hit.instance - source_first_overlay_instance) * 12u, point);
1290
+ }
1291
+ let projected = project_camera(cam_target, point);
1292
+ if(projected.z < 0.5){
1293
+ status = FLOW_STATUS_BEHIND;
1294
+ }
1295
+ else{
1296
+ flow = vec2<f32>(projected.x * f32(params.cam_width) - (f32(ctx.local_x) + 0.5),
1297
+ projected.y * f32(params.cam_height) - (f32(ctx.local_y) + 0.5));
1298
+ if(projected.x < 0.0 || projected.x >= 1.0 || projected.y < 0.0 || projected.y >= 1.0){
1299
+ status = FLOW_STATUS_OUT_OF_FRAME;
1300
+ }
1301
+ else{
1302
+ let to_point = point - camera_pos(cam_target);
1303
+ let len = length(to_point);
1304
+ let visibility_direction = to_point * (1.0 / len);
1305
+ let occluded = trace_any_composed_region(target_region, ctx.cam_idx, camera_pos(cam_target), visibility_direction, 0.0, len * (1.0 - FLOW_VISIBILITY_EPSILON));
1306
+ status = select(FLOW_STATUS_VALID, FLOW_STATUS_OCCLUDED, occluded);
1307
+ }
1308
+ }
1309
+ }
1310
+ out_set_f32(out_flow + u32(ctx.fb_offset * 2 + 0), flow.x);
1311
+ out_set_f32(out_flow + u32(ctx.fb_offset * 2 + 1), flow.y);
1312
+ outputs[out_status + u32(ctx.fb_offset)] = status;
1313
+ }
1314
+
1315
+ fn write_auxiliary(ctx: PixelLaunchContext, cam: Camera, direction: vec3<f32>, hit: Hit){
1316
+ if(fc_has_depth){
1317
+ let normal = normalize(cross(camera_dir_du(cam), camera_dir_dv(cam)));
1318
+ if(hit.valid){
1319
+ out_set_f32(params.out_depth + u32(ctx.fb_offset), hit.t * abs(dot(direction, normal)));
1320
+ }
1321
+ else{
1322
+ outputs[params.out_depth + u32(ctx.fb_offset)] = 0x7f800000u;
1323
+ }
1324
+ }
1325
+ if(fc_has_segmentation){
1326
+ var value = ABSENT;
1327
+ if(hit.valid){
1328
+ value = select(hit.instance, geometry_u32(params.instance_classes_offset + hit.instance), fc_semantic_segmentation);
1329
+ }
1330
+ outputs[params.out_segmentation + u32(ctx.fb_offset)] = value;
1331
+ }
1332
+ if(fc_has_normals){
1333
+ var normal = vec3<f32>(0.0);
1334
+ if(hit.valid){
1335
+ var vertices = triangle_vertices(hit.triangle);
1336
+ if(instance_data[hit.instance].identity == 0u){
1337
+ let object_to_world = instance_data[hit.instance].object_to_world;
1338
+ vertices[0] = transform_point(object_to_world, vertices[0]);
1339
+ vertices[1] = transform_point(object_to_world, vertices[1]);
1340
+ vertices[2] = transform_point(object_to_world, vertices[2]);
1341
+ }
1342
+ normal = normalize(cross(vertices[1] - vertices[0], vertices[2] - vertices[0]));
1343
+ if(dot(direction, normal) > 0.0){
1344
+ normal = -normal;
1345
+ }
1346
+ }
1347
+ out_set_f32(params.out_normals + u32(ctx.fb_offset * 3 + 0), normal.x);
1348
+ out_set_f32(params.out_normals + u32(ctx.fb_offset * 3 + 1), normal.y);
1349
+ out_set_f32(params.out_normals + u32(ctx.fb_offset * 3 + 2), normal.z);
1350
+ }
1351
+ if(fc_has_flow){
1352
+ write_flow(false, params.out_flow, params.out_flow_status, ctx, cam, direction, hit);
1353
+ }
1354
+ }
1355
+
1356
+ @compute @workgroup_size(8, 4, 1)
1357
+ fn main_auxiliary(@builtin(global_invocation_id) global_id: vec3<u32>){
1358
+ let ctx = pixel_launch_context(global_id.xy);
1359
+ if(!ctx.valid){
1360
+ return;
1361
+ }
1362
+ let cam = camera_close(ctx.cam_idx);
1363
+ let screen = (vec2<f32>(f32(ctx.local_x), f32(ctx.local_y)) + vec2<f32>(0.5)) / vec2<f32>(f32(params.cam_width), f32(params.cam_height));
1364
+ let direction = normalize(camera_dir_00(cam) + screen.x * camera_dir_du(cam) + screen.y * camera_dir_dv(cam));
1365
+ let hit = trace_closest_composed_region(0u, ctx.cam_idx, camera_pos(cam), direction, 0.0, 1e30);
1366
+ write_auxiliary(ctx, cam, direction, hit);
1367
+ }
1368
+
1369
+ @compute @workgroup_size(8, 4, 1)
1370
+ fn main_flow_forward(@builtin(global_invocation_id) global_id: vec3<u32>){
1371
+ let ctx = pixel_launch_context(global_id.xy);
1372
+ if(!ctx.valid){
1373
+ return;
1374
+ }
1375
+ let cam = camera_previous(ctx.cam_idx);
1376
+ let screen = (vec2<f32>(f32(ctx.local_x), f32(ctx.local_y)) + vec2<f32>(0.5)) / vec2<f32>(f32(params.cam_width), f32(params.cam_height));
1377
+ let direction = normalize(camera_dir_00(cam) + screen.x * camera_dir_du(cam) + screen.y * camera_dir_dv(cam));
1378
+ let previous_region = 1u + select(0u, u32(fc_motion_samples), fc_dynamic_motion_blur);
1379
+ let hit = trace_closest_composed_region(previous_region, ctx.cam_idx, camera_pos(cam), direction, 0.0, 1e30);
1380
+ write_flow(true, params.out_flow_forward, params.out_flow_forward_status, ctx, cam, direction, hit);
1381
+ }