hyperverse 0.0.1__py3-none-any.whl

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Files changed (746) hide show
  1. hyperdrone/__init__.py +31 -0
  2. hyperdrone/_native/cmake/hyperdrone_jit.cmake +65 -0
  3. hyperdrone/_native/common/bindings.h +39 -0
  4. hyperdrone/_native/common/cuda_staging.h +75 -0
  5. hyperdrone/_native/common/jit_host.h +69 -0
  6. hyperdrone/_native/common/models.h +24 -0
  7. hyperdrone/_native/dynamics/CMakeLists.txt +61 -0
  8. hyperdrone/_native/dynamics/host.cpp +193 -0
  9. hyperdrone/_native/dynamics/iface.h +76 -0
  10. hyperdrone/_native/dynamics/impl.cpp +608 -0
  11. hyperdrone/_native/env/CMakeLists.txt +71 -0
  12. hyperdrone/_native/env/environment.cpp +124 -0
  13. hyperdrone/_native/env/environment.h +407 -0
  14. hyperdrone/_native/env/rotorcraft_bindings.cpp +51 -0
  15. hyperdrone/_native/render/CMakeLists.txt +94 -0
  16. hyperdrone/_native/render/renderer.cpp +962 -0
  17. hyperdrone/_native/render/rig_bindings.h +151 -0
  18. hyperdrone/_native/render/scene_bindings.cpp +466 -0
  19. hyperdrone/_vendor/rl-tools/CMakeLists.txt +205 -0
  20. hyperdrone/_vendor/rl-tools/LICENSE +21 -0
  21. hyperdrone/_vendor/rl-tools/cmake/autodetect/all.cmake +34 -0
  22. hyperdrone/_vendor/rl-tools/cmake/autodetect/git-diff.cmake +100 -0
  23. hyperdrone/_vendor/rl-tools/cmake/autodetect/git-hash.cmake +24 -0
  24. hyperdrone/_vendor/rl-tools/cmake/autodetect/summary.cmake +64 -0
  25. hyperdrone/_vendor/rl-tools/cmake/autodetect/tier0-compiler.cmake +18 -0
  26. hyperdrone/_vendor/rl-tools/cmake/autodetect/tier1-blas.cmake +51 -0
  27. hyperdrone/_vendor/rl-tools/cmake/autodetect/tier2-json-hdf5-zlib.cmake +81 -0
  28. hyperdrone/_vendor/rl-tools/cmake/autodetect/tier3-tensorboard.cmake +25 -0
  29. hyperdrone/_vendor/rl-tools/cmake/autodetect/tier4-cuda.cmake +42 -0
  30. hyperdrone/_vendor/rl-tools/cmake/autodetect/tier5-cli11.cmake +24 -0
  31. hyperdrone/_vendor/rl-tools/cmake/dependencies/assimp.cmake +19 -0
  32. hyperdrone/_vendor/rl-tools/cmake/legacy_flags.cmake +33 -0
  33. hyperdrone/_vendor/rl-tools/cmake/optional/assimp.cmake +30 -0
  34. hyperdrone/_vendor/rl-tools/cmake/optional/googletest.cmake +20 -0
  35. hyperdrone/_vendor/rl-tools/cmake/optional/metal.cmake +25 -0
  36. hyperdrone/_vendor/rl-tools/cmake/optional/mujoco.cmake +89 -0
  37. hyperdrone/_vendor/rl-tools/cmake/optional/optix.cmake +25 -0
  38. hyperdrone/_vendor/rl-tools/cmake/optional/raytracing.cmake +105 -0
  39. hyperdrone/_vendor/rl-tools/cmake/optional/raytracing_generic.cmake +2 -0
  40. hyperdrone/_vendor/rl-tools/cmake/optional/vulkan.cmake +4 -0
  41. hyperdrone/_vendor/rl-tools/cmake/optional/webgpu.cmake +24 -0
  42. hyperdrone/_vendor/rl-tools/cmake/scripts/embed_text.cmake +7 -0
  43. hyperdrone/_vendor/rl-tools/cmake/scripts/generate-git-snapshot.cmake +138 -0
  44. hyperdrone/_vendor/rl-tools/include/conta/conta.h +1161 -0
  45. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/matrix.h +143 -0
  46. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/operations_arm.h +33 -0
  47. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/operations_cpu.h +314 -0
  48. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/operations_cpu_accelerate.h +37 -0
  49. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/operations_cpu_blas.h +67 -0
  50. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/operations_cpu_mkl.h +38 -0
  51. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/operations_cpu_openblas.h +34 -0
  52. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/operations_cuda.h +289 -0
  53. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/operations_dummy.h +20 -0
  54. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/operations_esp32.h +29 -0
  55. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/operations_generic.h +944 -0
  56. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/operations_wasm32.h +13 -0
  57. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/matrix/persist_code.h +136 -0
  58. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/tensor/operations_arm.h +1 -0
  59. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/tensor/operations_cpu.h +94 -0
  60. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/tensor/operations_cpu_accelerate.h +25 -0
  61. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/tensor/operations_cpu_blas.h +115 -0
  62. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/tensor/operations_cpu_mkl.h +25 -0
  63. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/tensor/operations_cpu_openblas.h +25 -0
  64. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/tensor/operations_cuda.h +713 -0
  65. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/tensor/operations_generic.h +1356 -0
  66. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/tensor/persist_code.h +130 -0
  67. hyperdrone/_vendor/rl-tools/include/rl_tools/containers/tensor/tensor.h +490 -0
  68. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/arm.h +91 -0
  69. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/cpu.h +209 -0
  70. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/cpu_accelerate.h +23 -0
  71. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/cpu_blas.h +21 -0
  72. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/cpu_mkl.h +45 -0
  73. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/cpu_openblas.h +56 -0
  74. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/cpu_tensorboard.h +34 -0
  75. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/cuda.h +415 -0
  76. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/devices.h +97 -0
  77. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/dummy.h +55 -0
  78. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/esp32.h +85 -0
  79. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/generic.h +0 -0
  80. hyperdrone/_vendor/rl-tools/include/rl_tools/devices/wasm32.h +59 -0
  81. hyperdrone/_vendor/rl-tools/include/rl_tools/dyn/model.h +218 -0
  82. hyperdrone/_vendor/rl-tools/include/rl_tools/dyn/operations_generic.h +769 -0
  83. hyperdrone/_vendor/rl-tools/include/rl_tools/dyn/persist.h +278 -0
  84. hyperdrone/_vendor/rl-tools/include/rl_tools/dyn/policy_adapter.h +100 -0
  85. hyperdrone/_vendor/rl-tools/include/rl_tools/dyn/policy_adapter_persist.h +52 -0
  86. hyperdrone/_vendor/rl-tools/include/rl_tools/dyn/tensor_operations_generic.h +55 -0
  87. hyperdrone/_vendor/rl-tools/include/rl_tools/inference/applications/l2f/c_backend.h +117 -0
  88. hyperdrone/_vendor/rl-tools/include/rl_tools/inference/applications/l2f/c_interface.h +36 -0
  89. hyperdrone/_vendor/rl-tools/include/rl_tools/inference/applications/l2f/l2f.h +98 -0
  90. hyperdrone/_vendor/rl-tools/include/rl_tools/inference/applications/l2f/operations_dyn.h +18 -0
  91. hyperdrone/_vendor/rl-tools/include/rl_tools/inference/applications/l2f/operations_generic.h +268 -0
  92. hyperdrone/_vendor/rl-tools/include/rl_tools/inference/debugging_pool/c_backend.h +31 -0
  93. hyperdrone/_vendor/rl-tools/include/rl_tools/inference/debugging_pool/c_interface.h +12 -0
  94. hyperdrone/_vendor/rl-tools/include/rl_tools/inference/executor/c_backend.h +98 -0
  95. hyperdrone/_vendor/rl-tools/include/rl_tools/inference/executor/c_interface.h +50 -0
  96. hyperdrone/_vendor/rl-tools/include/rl_tools/inference/executor/executor.h +133 -0
  97. hyperdrone/_vendor/rl-tools/include/rl_tools/inference/executor/helper.h +109 -0
  98. hyperdrone/_vendor/rl-tools/include/rl_tools/inference/executor/operations_generic.h +219 -0
  99. hyperdrone/_vendor/rl-tools/include/rl_tools/logging/operations_arduino.h +117 -0
  100. hyperdrone/_vendor/rl-tools/include/rl_tools/logging/operations_arm.h +56 -0
  101. hyperdrone/_vendor/rl-tools/include/rl_tools/logging/operations_cpu.h +93 -0
  102. hyperdrone/_vendor/rl-tools/include/rl_tools/logging/operations_cpu_tensorboard.h +151 -0
  103. hyperdrone/_vendor/rl-tools/include/rl_tools/logging/operations_cuda.h +65 -0
  104. hyperdrone/_vendor/rl-tools/include/rl_tools/logging/operations_dummy.h +45 -0
  105. hyperdrone/_vendor/rl-tools/include/rl_tools/logging/operations_wasm32.h +56 -0
  106. hyperdrone/_vendor/rl-tools/include/rl_tools/math/operations_arm.h +98 -0
  107. hyperdrone/_vendor/rl-tools/include/rl_tools/math/operations_cpu.h +138 -0
  108. hyperdrone/_vendor/rl-tools/include/rl_tools/math/operations_cuda.h +380 -0
  109. hyperdrone/_vendor/rl-tools/include/rl_tools/math/operations_dummy.h +93 -0
  110. hyperdrone/_vendor/rl-tools/include/rl_tools/math/operations_esp32.h +92 -0
  111. hyperdrone/_vendor/rl-tools/include/rl_tools/math/operations_generic.h +295 -0
  112. hyperdrone/_vendor/rl-tools/include/rl_tools/math/operations_wasm32.h +230 -0
  113. hyperdrone/_vendor/rl-tools/include/rl_tools/mode/mode.h +98 -0
  114. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/activation_functions.h +113 -0
  115. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/capability/capability.h +61 -0
  116. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/capability/persist_code.h +31 -0
  117. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/group.h +99 -0
  118. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/avg_pool2d/layer.h +122 -0
  119. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/avg_pool2d/operations_cuda.h +64 -0
  120. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/avg_pool2d/operations_generic.h +186 -0
  121. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/avg_pool2d/persist.h +33 -0
  122. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/conv2d/layer.h +300 -0
  123. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/conv2d/operations_cpu_mkl.h +590 -0
  124. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/conv2d/operations_cuda.h +809 -0
  125. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/conv2d/operations_generic.h +1219 -0
  126. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/conv2d/persist.h +99 -0
  127. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/conv2d/persist_code.h +170 -0
  128. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/layer.h +145 -0
  129. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/operations_arm/dsp.h +63 -0
  130. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/operations_arm/opt.h +173 -0
  131. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/operations_cpu.h +13 -0
  132. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/operations_cpu_accelerate.h +66 -0
  133. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/operations_cpu_blas.h +282 -0
  134. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/operations_cpu_mkl.h +66 -0
  135. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/operations_cpu_openblas.h +65 -0
  136. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/operations_cuda.h +519 -0
  137. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/operations_dummy.h +8 -0
  138. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/operations_esp32/dsp.h +58 -0
  139. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/operations_esp32/opt.h +167 -0
  140. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/operations_generic.h +429 -0
  141. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/persist.h +62 -0
  142. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/persist_code.h +178 -0
  143. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dense/persist_common.h +59 -0
  144. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dynamic_conv2d/layer.h +188 -0
  145. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dynamic_conv2d/operations_cuda.h +356 -0
  146. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dynamic_conv2d/operations_generic.h +536 -0
  147. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/dynamic_conv2d/persist.h +32 -0
  148. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/embedding/layer.h +119 -0
  149. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/embedding/operations_generic.h +223 -0
  150. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/embedding/persist.h +46 -0
  151. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/flatten/layer.h +121 -0
  152. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/flatten/operations_generic.h +154 -0
  153. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/flatten/persist.h +44 -0
  154. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/flatten/persist_code.h +106 -0
  155. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/gru/helper_operations_cuda.h +602 -0
  156. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/gru/helper_operations_generic.h +251 -0
  157. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/gru/layer.h +206 -0
  158. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/gru/operations_generic.h +889 -0
  159. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/gru/persist.h +75 -0
  160. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/gru/persist_code.h +199 -0
  161. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/layers.h +3 -0
  162. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/max_pool2d/layer.h +143 -0
  163. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/max_pool2d/operations_cuda.h +80 -0
  164. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/max_pool2d/operations_generic.h +216 -0
  165. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/max_pool2d/persist.h +39 -0
  166. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/operations_cpu.h +1 -0
  167. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/operations_cpu_accelerate.h +1 -0
  168. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/operations_cpu_blas.h +1 -0
  169. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/operations_cpu_mkl.h +3 -0
  170. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/operations_cpu_openblas.h +1 -0
  171. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/operations_cuda.h +9 -0
  172. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/operations_dummy.h +1 -0
  173. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/operations_generic.h +3 -0
  174. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/resnet_block/layer.h +223 -0
  175. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/resnet_block/operations_cuda.h +138 -0
  176. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/resnet_block/operations_generic.h +446 -0
  177. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/resnet_block/persist.h +70 -0
  178. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/sample_and_squash/layer.h +154 -0
  179. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/sample_and_squash/operations_cuda.h +119 -0
  180. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/sample_and_squash/operations_generic.h +502 -0
  181. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/sample_and_squash/persist.h +50 -0
  182. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/sample_and_squash/persist_code.h +173 -0
  183. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/standardize/layer.h +116 -0
  184. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/standardize/operations_cuda.h +156 -0
  185. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/standardize/operations_generic.h +295 -0
  186. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/standardize/persist.h +83 -0
  187. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/standardize/persist_code.h +163 -0
  188. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/td3_sampling/layer.h +123 -0
  189. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/td3_sampling/operations_generic.h +272 -0
  190. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/td3_sampling/persist.h +17 -0
  191. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/td3_sampling/persist_code.h +164 -0
  192. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/unflatten/layer.h +122 -0
  193. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/unflatten/operations_cuda.h +55 -0
  194. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/unflatten/operations_generic.h +160 -0
  195. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/unflatten/persist.h +47 -0
  196. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/unflatten/persist_code.h +106 -0
  197. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/upsample2d/layer.h +132 -0
  198. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/upsample2d/operations_cuda.h +141 -0
  199. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/layers/upsample2d/operations_generic.h +230 -0
  200. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/loss_functions/categorical_cross_entropy/operations_generic.h +102 -0
  201. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/loss_functions/mse/operations_cuda.h +97 -0
  202. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/loss_functions/mse/operations_generic.h +101 -0
  203. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/loss_functions/operations_generic.h +2 -0
  204. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/nn.h +14 -0
  205. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/operations_cpu.h +1 -0
  206. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/operations_cpu_accelerate.h +1 -0
  207. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/operations_cpu_blas.h +1 -0
  208. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/operations_cpu_mkl.h +1 -0
  209. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/operations_cpu_mux.h +16 -0
  210. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/operations_cpu_openblas.h +1 -0
  211. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/operations_cuda.h +2 -0
  212. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/operations_dummy.h +1 -0
  213. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/operations_generic.h +15 -0
  214. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/adam/adam.h +121 -0
  215. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/adam/instance/operations_cuda.h +98 -0
  216. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/adam/instance/operations_generic.h +150 -0
  217. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/adam/instance/persist.h +39 -0
  218. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/adam/instance/persist_code.h +80 -0
  219. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/adam/operations_cuda.h +85 -0
  220. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/adam/operations_generic.h +109 -0
  221. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/adam/persist.h +25 -0
  222. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/lamb/instance/operations_generic.h +107 -0
  223. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/lamb/lamb.h +40 -0
  224. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/lamb/operations_generic.h +68 -0
  225. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/optimizers.h +3 -0
  226. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/sgd/instance/operations_cuda.h +85 -0
  227. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/sgd/instance/operations_generic.h +140 -0
  228. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/sgd/instance/persist.h +37 -0
  229. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/sgd/instance/persist_code.h +72 -0
  230. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/sgd/operations_cuda.h +49 -0
  231. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/sgd/operations_generic.h +50 -0
  232. hyperdrone/_vendor/rl-tools/include/rl_tools/nn/optimizers/sgd/sgd.h +92 -0
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  660. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/example.cpp +273 -0
  661. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/fixed_pose.cpp +221 -0
  662. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/flow.cpp +120 -0
  663. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/interactive.cpp +1015 -0
  664. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/make_drone_glb.py +172 -0
  665. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/minimal.cpp +82 -0
  666. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/minimal_overlay.cpp +137 -0
  667. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/motion_blur.cpp +232 -0
  668. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/render_pose_trace.cpp +1829 -0
  669. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/render_pose_trace_motion_blur.cpp +647 -0
  670. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/web/assimp/CMakeLists.txt +8 -0
  671. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/web/build.sh +80 -0
  672. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/example/web/drone_web.cpp +234 -0
  673. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/CMakeLists.txt +147 -0
  674. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/README.md +15 -0
  675. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/job.sbatch +28 -0
  676. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/model.h +260 -0
  677. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/model_config.h +24 -0
  678. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/model_forward_cuda.h +397 -0
  679. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/model_operations.h +418 -0
  680. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/model_persist.h +45 -0
  681. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/model_student.h +70 -0
  682. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/scene.cpp +222 -0
  683. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/scene.h +68 -0
  684. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/swift_app/.gitignore +4 -0
  685. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/swift_app/CMakeLists.txt +4 -0
  686. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/swift_app/Info.plist +24 -0
  687. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/swift_app/Info_ios.plist +36 -0
  688. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/swift_app/Sources/CameraManager.swift +120 -0
  689. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/swift_app/Sources/ContentView.swift +703 -0
  690. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/swift_app/Sources/DatasetRecorder.swift +285 -0
  691. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/swift_app/Sources/YawPredictorApp.swift +25 -0
  692. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/swift_app/YawPredictor.entitlements +8 -0
  693. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/swift_app/build.sh +66 -0
  694. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/swift_app/build_ios.sh +133 -0
  695. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/swift_app/generate.sh +6 -0
  696. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/swift_app/h5_to_tar.cpp +82 -0
  697. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/swift_app/inference.cpp +166 -0
  698. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/swift_app/inference.h +26 -0
  699. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/swift_app/project.yml +30 -0
  700. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/swift_app/test_tar_vs_hdf5.cpp +173 -0
  701. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/yaw_prediction_cuda.cu +699 -0
  702. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/yaw_prediction_dataset_overlay.cpp +475 -0
  703. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/yaw_prediction_distill_cuda.cu +995 -0
  704. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/yaw_prediction_eval.cu +457 -0
  705. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/yaw_prediction_real_world_eval.cpp +660 -0
  706. hyperdrone/_vendor/rl-tools/src/rendering/raytracing/yaw_prediction/yaw_prediction_viewer.cu +443 -0
  707. hyperdrone/cuda/__init__.py +78 -0
  708. hyperdrone/dynamics/__init__.py +22 -0
  709. hyperdrone/dynamics/_component.py +35 -0
  710. hyperdrone/dynamics/_config.py +48 -0
  711. hyperdrone/dynamics/_sim.py +195 -0
  712. hyperdrone/env/__init__.py +17 -0
  713. hyperdrone/env/_multi_environment.py +407 -0
  714. hyperdrone/env/_rotorcraft.py +31 -0
  715. hyperdrone/examples/.gitignore +2 -0
  716. hyperdrone/examples/Benchmark.ipynb +102 -0
  717. hyperdrone/examples/HyperDrone.ipynb +514 -0
  718. hyperdrone/examples/Orbiter.ipynb +462 -0
  719. hyperdrone/examples/Renderer.ipynb +173 -0
  720. hyperdrone/examples/__init__.py +16 -0
  721. hyperdrone/examples/articulation.py +55 -0
  722. hyperdrone/examples/benchmark.py +236 -0
  723. hyperdrone/examples/benchmark_minimal.py +65 -0
  724. hyperdrone/examples/data.py +70 -0
  725. hyperdrone/examples/drone_flythrough.py +169 -0
  726. hyperdrone/examples/hyperdrone_videos/my_world_preview.h +17 -0
  727. hyperdrone/examples/my_world.h +17 -0
  728. hyperdrone/examples/render_procthor.py +41 -0
  729. hyperdrone/examples/visual_inertial_localization.py +159 -0
  730. hyperdrone/gym/__init__.py +63 -0
  731. hyperdrone/jit/__init__.py +129 -0
  732. hyperdrone/jit/_build.py +113 -0
  733. hyperdrone/jit/_lock.py +23 -0
  734. hyperdrone/jit/_patches.py +99 -0
  735. hyperdrone/jit/_toolchain.py +17 -0
  736. hyperdrone/jit/_workspace.py +68 -0
  737. hyperdrone/render/__init__.py +53 -0
  738. hyperdrone/render/_component.py +51 -0
  739. hyperdrone/render/_config.py +92 -0
  740. hyperdrone/render/_renderer.py +447 -0
  741. hyperdrone/render/_rig.py +136 -0
  742. hyperdrone/render/_sampling.py +69 -0
  743. hyperdrone/render/_scene.py +36 -0
  744. hyperverse-0.0.1.dist-info/METADATA +370 -0
  745. hyperverse-0.0.1.dist-info/RECORD +746 -0
  746. hyperverse-0.0.1.dist-info/WHEEL +4 -0
@@ -0,0 +1,1448 @@
1
+ // WebGPU device programs for the RLtools raytracing renderer: one module, one entry point per
2
+ // output (main_rgb / main_depth / main_resolve / main_collision / main_segmentation /
3
+ // main_normals / main_flow / main_flow_forward). This file is a function-for-function mirror of
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, DispatchParams) 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
+ // dynamic motion blur: the motion loop runs at submit level (one dispatch per sample against a
27
+ // per-sample overlay BVH region); each pass reads its shutter time and overlay region from the
28
+ // dynamic-offset uniform and adds its linear mean into the accumulation buffers, resolved by
29
+ // main_resolve
30
+ override fc_dynamic_motion_blur: bool = false;
31
+ override fc_resolve_rgb: bool = false;
32
+ override fc_resolve_depth: bool = false;
33
+ override fc_num_overlays: u32 = 0u;
34
+ override fc_overlay_capacity: u32 = 0u;
35
+
36
+ const ABSENT: u32 = 0xFFFFFFFFu;
37
+ const TRAVERSAL_STACK_SIZE: u32 = 48u;
38
+ const PI: f32 = 3.14159265;
39
+
40
+ struct LaunchParams{
41
+ fb_width: u32,
42
+ fb_height: u32,
43
+ cam_width: u32,
44
+ cam_height: u32,
45
+ grid_cols: u32,
46
+ num_cameras: u32,
47
+ num_probes: u32,
48
+ num_scene_lights: u32,
49
+ max_depth: f32,
50
+ max_dist: f32,
51
+ ambient_color: array<f32, 3>,
52
+ miss_color_0: array<f32, 3>,
53
+ miss_color_1: array<f32, 3>,
54
+ first_overlay_instance: u32,
55
+ num_overlay_slots: u32,
56
+ triangle_mesh_offset: u32,
57
+ triangle_local_offset: u32,
58
+ object_records_offset: u32,
59
+ tlas_node_offset: u32,
60
+ tlas_node_count: u32,
61
+ tlas_primitive_offset: u32,
62
+ srgb_lut_offset: u32,
63
+ mesh_records_offset: u32,
64
+ scene_lights_offset: u32,
65
+ instance_classes_offset: u32,
66
+ overlay_node_offset: u32,
67
+ attachments_offset: u32,
68
+ overlay_meta_offset: u32,
69
+ overlay_primitives_offset: u32,
70
+ flow_deltas_offset: u32,
71
+ probe_directions_offset: u32,
72
+ cameras_offset: u32, // shutter-close cameras, then the shutter-open set when the spec has a camera pair
73
+ cameras_previous_offset: u32, // flow: the previous instant's camera set
74
+ out_frame_buffer: u32,
75
+ out_depth: u32,
76
+ out_segmentation: u32,
77
+ out_normals: u32,
78
+ out_flow: u32,
79
+ out_flow_status: u32,
80
+ out_flow_forward: u32,
81
+ out_flow_forward_status: u32,
82
+ out_observation: u32,
83
+ out_rgb_accumulator: u32,
84
+ out_depth_accumulator: u32,
85
+ out_collision: u32,
86
+ }
87
+
88
+ struct Camera{
89
+ pos: array<f32, 3>,
90
+ dir_00: array<f32, 3>,
91
+ dir_du: array<f32, 3>,
92
+ dir_dv: array<f32, 3>,
93
+ }
94
+
95
+ // two vec4 loads instead of eight scalar loads; byte-identical to the host BVHNode
96
+ // (bounds_min[3], bounds_max[3], left_or_first, count)
97
+ struct BVHNode{
98
+ a: vec4<f32>, // bounds_min.xyz, bounds_max.x
99
+ b: vec4<f32>, // bounds_max.yz, bitcast(left_or_first), bitcast(count)
100
+ }
101
+ fn bvh_left_or_first(node: BVHNode) -> u32{ return bitcast<u32>(node.b.z); }
102
+ fn bvh_count(node: BVHNode) -> u32{ return bitcast<u32>(node.b.w); }
103
+
104
+
105
+ struct TextureRef{
106
+ offset: u32,
107
+ width: u32,
108
+ height: u32,
109
+ }
110
+
111
+ struct MeshRecord{
112
+ index_offset: u32,
113
+ vertex_offset: u32,
114
+ tex_coord_offset: u32,
115
+ normal_offset: u32,
116
+ texture: TextureRef,
117
+ normal_map: TextureRef,
118
+ metallic_roughness_map: TextureRef,
119
+ emissive_map: TextureRef,
120
+ occlusion_map: TextureRef,
121
+ color: array<f32, 3>,
122
+ metallic: f32,
123
+ roughness: f32,
124
+ opacity: f32,
125
+ emissive: array<f32, 3>,
126
+ alpha_cutoff: f32,
127
+ alpha_mode: i32,
128
+ unlit: i32,
129
+ }
130
+
131
+ struct InstanceData{
132
+ object_to_world: array<f32, 12>, // 3x4 row-major [R|t]
133
+ world_to_object: array<f32, 12>,
134
+ object: u32,
135
+ identity: u32,
136
+ padding0: u32,
137
+ padding1: u32,
138
+ }
139
+
140
+ struct SceneLight{
141
+ light_type: i32, // 0=directional, 1=point, 2=spot
142
+ position: array<f32, 3>,
143
+ direction: array<f32, 3>,
144
+ color: array<f32, 3>,
145
+ attenuation_constant: f32,
146
+ attenuation_linear: f32,
147
+ attenuation_quadratic: f32,
148
+ cos_inner_cone: f32,
149
+ cos_outer_cone: f32,
150
+ }
151
+
152
+ struct DispatchParams{
153
+ shutter_t: f32,
154
+ overlay_region: u32, // 0 = shutter-close state, 1 + s = dynamic-motion-blur sample s
155
+ padding0: u32,
156
+ padding1: u32,
157
+ }
158
+
159
+ // exactly 8 storage buffers (browsers tier maxStorageBuffersPerShaderStage to the spec default
160
+ // of 8): the small per-frame inputs (cameras, overlay tables, flow deltas, probe directions)
161
+ // are sections of FRAME_INPUTS, all outputs sections of OUTPUTS, and the shading-only mesh
162
+ // records a section of SCENE_GEOMETRY, addressed by the LaunchParams element offsets — the
163
+ // leaf-ordered TRIANGLES stream keeps its own vec4-typed binding for the hot intersection loop.
164
+ // LaunchParams stays in the storage address space: as a uniform, the NVIDIA driver (595.84, via
165
+ // naga's SPIR-V) miscompiles the punctual-shadow branch in shade_pbr_local
166
+ @group(0) @binding(0) var<storage, read> params: LaunchParams;
167
+ @group(0) @binding(1) var<uniform> dispatch_params: DispatchParams;
168
+ @group(0) @binding(2) var<storage, read> scene_geometry: array<u32>;
169
+ @group(0) @binding(3) var<storage, read> texture_data: array<u32>; // packed RGBA8, one texel per u32
170
+ @group(0) @binding(4) var<storage, read> bvh_nodes: array<BVHNode>; // BLAS slices, scene TLAS, overlay TLAS regions
171
+ @group(0) @binding(5) var<storage, read> triangles: array<vec4<f32>>; // leaf-ordered packed: 3 x vec4 per triangle, first w = bitcast global id
172
+ @group(0) @binding(6) var<storage, read> instance_data: array<InstanceData>;
173
+ @group(0) @binding(7) var<storage, read> frame_inputs: array<u32>;
174
+ @group(0) @binding(8) var<storage, read_write> outputs: array<u32>;
175
+
176
+ fn to_vec3(a: array<f32, 3>) -> vec3<f32>{
177
+ return vec3<f32>(a[0], a[1], a[2]);
178
+ }
179
+
180
+ fn camera_pos(cam: Camera) -> vec3<f32>{ return to_vec3(cam.pos); }
181
+ fn camera_dir_00(cam: Camera) -> vec3<f32>{ return to_vec3(cam.dir_00); }
182
+ fn camera_dir_du(cam: Camera) -> vec3<f32>{ return to_vec3(cam.dir_du); }
183
+ fn camera_dir_dv(cam: Camera) -> vec3<f32>{ return to_vec3(cam.dir_dv); }
184
+
185
+ fn geometry_u32(index: u32) -> u32{
186
+ return scene_geometry[index];
187
+ }
188
+ fn geometry_f32(index: u32) -> f32{
189
+ return bitcast<f32>(scene_geometry[index]);
190
+ }
191
+ fn frame_u32(index: u32) -> u32{
192
+ return frame_inputs[index];
193
+ }
194
+ fn frame_f32(index: u32) -> f32{
195
+ return bitcast<f32>(frame_inputs[index]);
196
+ }
197
+ fn out_f32(index: u32) -> f32{
198
+ return bitcast<f32>(outputs[index]);
199
+ }
200
+ fn out_set_f32(index: u32, value: f32){
201
+ outputs[index] = bitcast<u32>(value);
202
+ }
203
+ fn out_add_f32(index: u32, value: f32){
204
+ outputs[index] = bitcast<u32>(bitcast<f32>(outputs[index]) + value);
205
+ }
206
+
207
+ fn load_camera_at(base: u32) -> Camera{
208
+ var camera: Camera;
209
+ camera.pos = array<f32, 3>(frame_f32(base), frame_f32(base + 1u), frame_f32(base + 2u));
210
+ camera.dir_00 = array<f32, 3>(frame_f32(base + 3u), frame_f32(base + 4u), frame_f32(base + 5u));
211
+ camera.dir_du = array<f32, 3>(frame_f32(base + 6u), frame_f32(base + 7u), frame_f32(base + 8u));
212
+ camera.dir_dv = array<f32, 3>(frame_f32(base + 9u), frame_f32(base + 10u), frame_f32(base + 11u));
213
+ return camera;
214
+ }
215
+ fn camera_previous(cam_idx: i32) -> Camera{ return load_camera_at(params.cameras_previous_offset + u32(cam_idx) * 12u); }
216
+ fn load_camera(index: u32) -> Camera{
217
+ let base = params.cameras_offset + index * 12u;
218
+ var camera: Camera;
219
+ camera.pos = array<f32, 3>(frame_f32(base), frame_f32(base + 1u), frame_f32(base + 2u));
220
+ camera.dir_00 = array<f32, 3>(frame_f32(base + 3u), frame_f32(base + 4u), frame_f32(base + 5u));
221
+ camera.dir_du = array<f32, 3>(frame_f32(base + 6u), frame_f32(base + 7u), frame_f32(base + 8u));
222
+ camera.dir_dv = array<f32, 3>(frame_f32(base + 9u), frame_f32(base + 10u), frame_f32(base + 11u));
223
+ return camera;
224
+ }
225
+ fn camera_close(cam_idx: i32) -> Camera{ return load_camera(u32(cam_idx)); }
226
+ fn camera_open(cam_idx: i32) -> Camera{ return load_camera(params.num_cameras + u32(cam_idx)); }
227
+
228
+ fn load_scene_light(light_i: u32) -> SceneLight{
229
+ let base = params.scene_lights_offset + light_i * 15u;
230
+ var light: SceneLight;
231
+ light.light_type = bitcast<i32>(geometry_u32(base));
232
+ light.position = array<f32, 3>(geometry_f32(base + 1u), geometry_f32(base + 2u), geometry_f32(base + 3u));
233
+ light.direction = array<f32, 3>(geometry_f32(base + 4u), geometry_f32(base + 5u), geometry_f32(base + 6u));
234
+ light.color = array<f32, 3>(geometry_f32(base + 7u), geometry_f32(base + 8u), geometry_f32(base + 9u));
235
+ light.attenuation_constant = geometry_f32(base + 10u);
236
+ light.attenuation_linear = geometry_f32(base + 11u);
237
+ light.attenuation_quadratic = geometry_f32(base + 12u);
238
+ light.cos_inner_cone = geometry_f32(base + 13u);
239
+ light.cos_outer_cone = geometry_f32(base + 14u);
240
+ return light;
241
+ }
242
+
243
+ fn mesh_record_base(mesh: u32) -> u32{ return params.mesh_records_offset + mesh * 31u; }
244
+ fn mesh_index_offset(mesh: u32) -> u32{ return geometry_u32(mesh_record_base(mesh)); }
245
+ fn mesh_vertex_offset(mesh: u32) -> u32{ return geometry_u32(mesh_record_base(mesh) + 1u); }
246
+ fn mesh_tex_coord_offset(mesh: u32) -> u32{ return geometry_u32(mesh_record_base(mesh) + 2u); }
247
+ fn mesh_normal_offset(mesh: u32) -> u32{ return geometry_u32(mesh_record_base(mesh) + 3u); }
248
+ fn load_texture_ref(base: u32) -> TextureRef{
249
+ var reference: TextureRef;
250
+ reference.offset = geometry_u32(base);
251
+ reference.width = geometry_u32(base + 1u);
252
+ reference.height = geometry_u32(base + 2u);
253
+ return reference;
254
+ }
255
+ fn load_mesh_record(mesh: u32) -> MeshRecord{
256
+ let base = mesh_record_base(mesh);
257
+ var record: MeshRecord;
258
+ record.index_offset = geometry_u32(base);
259
+ record.vertex_offset = geometry_u32(base + 1u);
260
+ record.tex_coord_offset = geometry_u32(base + 2u);
261
+ record.normal_offset = geometry_u32(base + 3u);
262
+ record.texture = load_texture_ref(base + 4u);
263
+ record.normal_map = load_texture_ref(base + 7u);
264
+ record.metallic_roughness_map = load_texture_ref(base + 10u);
265
+ record.emissive_map = load_texture_ref(base + 13u);
266
+ record.occlusion_map = load_texture_ref(base + 16u);
267
+ record.color = array<f32, 3>(geometry_f32(base + 19u), geometry_f32(base + 20u), geometry_f32(base + 21u));
268
+ record.metallic = geometry_f32(base + 22u);
269
+ record.roughness = geometry_f32(base + 23u);
270
+ record.opacity = geometry_f32(base + 24u);
271
+ record.emissive = array<f32, 3>(geometry_f32(base + 25u), geometry_f32(base + 26u), geometry_f32(base + 27u));
272
+ record.alpha_cutoff = geometry_f32(base + 28u);
273
+ record.alpha_mode = bitcast<i32>(geometry_u32(base + 29u));
274
+ record.unlit = bitcast<i32>(geometry_u32(base + 30u));
275
+ return record;
276
+ }
277
+
278
+ fn transform_point(transform: array<f32, 12>, point: vec3<f32>) -> vec3<f32>{
279
+ return vec3<f32>(
280
+ transform[0] * point.x + transform[1] * point.y + transform[2] * point.z + transform[3],
281
+ transform[4] * point.x + transform[5] * point.y + transform[6] * point.z + transform[7],
282
+ transform[8] * point.x + transform[9] * point.y + transform[10] * point.z + transform[11]
283
+ );
284
+ }
285
+
286
+ fn transform_vector(transform: array<f32, 12>, vector: vec3<f32>) -> vec3<f32>{
287
+ return vec3<f32>(
288
+ transform[0] * vector.x + transform[1] * vector.y + transform[2] * vector.z,
289
+ transform[4] * vector.x + transform[5] * vector.y + transform[6] * vector.z,
290
+ transform[8] * vector.x + transform[9] * vector.y + transform[10] * vector.z
291
+ );
292
+ }
293
+
294
+ // normals transform with the inverse-transpose: multiply by the world_to_object columns
295
+ fn transform_normal(world_to_object: array<f32, 12>, normal: vec3<f32>) -> vec3<f32>{
296
+ return vec3<f32>(
297
+ world_to_object[0] * normal.x + world_to_object[4] * normal.y + world_to_object[8] * normal.z,
298
+ world_to_object[1] * normal.x + world_to_object[5] * normal.y + world_to_object[9] * normal.z,
299
+ world_to_object[2] * normal.x + world_to_object[6] * normal.y + world_to_object[10] * normal.z
300
+ );
301
+ }
302
+
303
+ struct Hit{
304
+ t: f32,
305
+ u: f32,
306
+ v: f32,
307
+ triangle: u32,
308
+ instance: u32,
309
+ valid: bool,
310
+ }
311
+
312
+ fn fetch_triangle_mesh(triangle: u32) -> u32{
313
+ return geometry_u32(params.triangle_mesh_offset + triangle);
314
+ }
315
+ fn fetch_triangle_local(triangle: u32) -> u32{
316
+ return geometry_u32(params.triangle_local_offset + triangle);
317
+ }
318
+ fn fetch_index(mesh: u32, primitive: u32) -> vec3<u32>{
319
+ let base = mesh_index_offset(mesh) + 3u * primitive;
320
+ return vec3<u32>(geometry_u32(base), geometry_u32(base + 1u), geometry_u32(base + 2u));
321
+ }
322
+ fn fetch_vertex(mesh: u32, index: u32) -> vec3<f32>{
323
+ let base = mesh_vertex_offset(mesh) + 3u * index;
324
+ return vec3<f32>(geometry_f32(base), geometry_f32(base + 1u), geometry_f32(base + 2u));
325
+ }
326
+ fn fetch_tex_coord(mesh: u32, index: u32) -> vec2<f32>{
327
+ let base = mesh_tex_coord_offset(mesh) + 2u * index;
328
+ return vec2<f32>(geometry_f32(base), geometry_f32(base + 1u));
329
+ }
330
+ fn fetch_normal(mesh: u32, index: u32) -> vec3<f32>{
331
+ let base = mesh_normal_offset(mesh) + 3u * index;
332
+ return vec3<f32>(geometry_f32(base), geometry_f32(base + 1u), geometry_f32(base + 2u));
333
+ }
334
+
335
+ fn triangle_vertices(triangle: u32) -> array<vec3<f32>, 3>{
336
+ let mesh = fetch_triangle_mesh(triangle);
337
+ let index = fetch_index(mesh, fetch_triangle_local(triangle));
338
+ return array<vec3<f32>, 3>(fetch_vertex(mesh, index.x), fetch_vertex(mesh, index.y), fetch_vertex(mesh, index.z));
339
+ }
340
+
341
+ // Moeller-Trumbore over the leaf-ordered packed stream, no culling; barycentric convention
342
+ // matches the other backends (u on the second vertex, v on the third, w0 = 1 - u - v on the
343
+ // first); the packed slot's first w component carries the global triangle id for shading
344
+ fn intersect_triangle_packed(packed_slot: u32, origin: vec3<f32>, direction: vec3<f32>, t_min: f32, t_max: f32, hit: ptr<function, Hit>) -> bool{
345
+ let p0 = triangles[packed_slot * 3u];
346
+ let p1 = triangles[packed_slot * 3u + 1u];
347
+ let p2 = triangles[packed_slot * 3u + 2u];
348
+ let edge1 = p1.xyz - p0.xyz;
349
+ let edge2 = p2.xyz - p0.xyz;
350
+ let pvec = cross(direction, edge2);
351
+ let det = dot(edge1, pvec);
352
+ if(det > -1e-9 && det < 1e-9){ return false; }
353
+ let inv_det = 1.0 / det;
354
+ let tvec = origin - p0.xyz;
355
+ let u = dot(tvec, pvec) * inv_det;
356
+ if(u < 0.0 || u > 1.0){ return false; }
357
+ let qvec = cross(tvec, edge1);
358
+ let v = dot(direction, qvec) * inv_det;
359
+ if(v < 0.0 || u + v > 1.0){ return false; }
360
+ let t = dot(edge2, qvec) * inv_det;
361
+ if(t <= t_min || t >= t_max){ return false; }
362
+ (*hit).t = t;
363
+ (*hit).u = u;
364
+ (*hit).v = v;
365
+ (*hit).triangle = bitcast<u32>(p0.w);
366
+ (*hit).valid = true;
367
+ return true;
368
+ }
369
+
370
+ // the reciprocal is computed once per traversal, not per node; near-zero components get a
371
+ // signed huge value instead of relying on 1/0 = inf (inf semantics are not guaranteed in WGSL)
372
+ fn safe_inverse(direction: vec3<f32>) -> vec3<f32>{
373
+ return vec3<f32>(
374
+ select(1.0 / direction.x, select(-1e30, 1e30, direction.x >= 0.0), abs(direction.x) < 1e-12),
375
+ select(1.0 / direction.y, select(-1e30, 1e30, direction.y >= 0.0), abs(direction.y) < 1e-12),
376
+ select(1.0 / direction.z, select(-1e30, 1e30, direction.z >= 0.0), abs(direction.z) < 1e-12)
377
+ );
378
+ }
379
+
380
+ fn intersect_aabb(node: BVHNode, origin: vec3<f32>, inv_direction: vec3<f32>, t_min: f32, t_max: f32) -> bool{
381
+ let t1 = (node.a.xyz - origin) * inv_direction;
382
+ let t2 = (vec3<f32>(node.a.w, node.b.x, node.b.y) - origin) * inv_direction;
383
+ let t_enter = max(max(min(t1.x, t2.x), min(t1.y, t2.y)), max(min(t1.z, t2.z), t_min));
384
+ let t_exit = min(min(max(t1.x, t2.x), max(t1.y, t2.y)), min(max(t1.z, t2.z), t_max));
385
+ return t_enter <= t_exit;
386
+ }
387
+
388
+ // entry distance for ordered traversal; MISS_DISTANCE on miss
389
+ const MISS_DISTANCE: f32 = 1e30;
390
+ fn intersect_aabb_distance(node: BVHNode, origin: vec3<f32>, inv_direction: vec3<f32>, t_min: f32, t_max: f32) -> f32{
391
+ let t1 = (node.a.xyz - origin) * inv_direction;
392
+ let t2 = (vec3<f32>(node.a.w, node.b.x, node.b.y) - origin) * inv_direction;
393
+ let t_enter = max(max(min(t1.x, t2.x), min(t1.y, t2.y)), max(min(t1.z, t2.z), t_min));
394
+ let t_exit = min(min(max(t1.x, t2.x), max(t1.y, t2.y)), min(max(t1.z, t2.z), t_max));
395
+ return select(MISS_DISTANCE, t_enter, t_enter <= t_exit);
396
+ }
397
+
398
+ // BLAS traversal against one instance; the ray is transformed into object space with an
399
+ // unnormalized direction, so hit.t stays parameterized in world units and is comparable
400
+ // across instances. Ordered: both children are tested at the parent and the nearer subtree is
401
+ // descended first, so the best.t cull prunes the far subtree early.
402
+ fn intersect_blas_closest(instance_index: u32, origin_in: vec3<f32>, direction_in: vec3<f32>, t_min: f32, best: ptr<function, Hit>){
403
+ // per-field loads: identity instances skip the 96-byte matrix load entirely
404
+ let object = instance_data[instance_index].object;
405
+ let record_base = params.object_records_offset + 4u * object;
406
+ let node_base = geometry_u32(record_base);
407
+ let node_count = geometry_u32(record_base + 1u);
408
+ let first_triangle = geometry_u32(record_base + 2u);
409
+ if(node_count == 0u){ return; }
410
+ var origin = origin_in;
411
+ var direction = direction_in;
412
+ if(instance_data[instance_index].identity == 0u){
413
+ let world_to_object = instance_data[instance_index].world_to_object;
414
+ origin = transform_point(world_to_object, origin_in);
415
+ direction = transform_vector(world_to_object, direction_in);
416
+ }
417
+ let inv_direction = safe_inverse(direction);
418
+ if(intersect_aabb_distance(bvh_nodes[node_base], origin, inv_direction, t_min, (*best).t) >= (*best).t){ return; }
419
+ var stack: array<u32, TRAVERSAL_STACK_SIZE>;
420
+ var stack_pointer = 0u;
421
+ var node_index = 0u;
422
+ loop{
423
+ let node = bvh_nodes[node_base + node_index];
424
+ let left_or_first = bvh_left_or_first(node);
425
+ let count = bvh_count(node);
426
+ if(count > 0u){
427
+ for(var i = 0u; i < count; i++){
428
+ if(intersect_triangle_packed(first_triangle + left_or_first + i, origin, direction, t_min, (*best).t, best)){
429
+ (*best).instance = instance_index;
430
+ }
431
+ }
432
+ }
433
+ else{
434
+ let t_left = intersect_aabb_distance(bvh_nodes[node_base + left_or_first], origin, inv_direction, t_min, (*best).t);
435
+ let t_right = intersect_aabb_distance(bvh_nodes[node_base + left_or_first + 1u], origin, inv_direction, t_min, (*best).t);
436
+ var near_index = left_or_first;
437
+ var near_t = t_left;
438
+ var far_index = left_or_first + 1u;
439
+ var far_t = t_right;
440
+ if(t_right < t_left){
441
+ near_index = left_or_first + 1u;
442
+ near_t = t_right;
443
+ far_index = left_or_first;
444
+ far_t = t_left;
445
+ }
446
+ if(far_t < (*best).t && stack_pointer < TRAVERSAL_STACK_SIZE){
447
+ stack[stack_pointer] = far_index;
448
+ stack_pointer++;
449
+ }
450
+ if(near_t < (*best).t){
451
+ node_index = near_index;
452
+ continue;
453
+ }
454
+ }
455
+ if(stack_pointer == 0u){ return; }
456
+ stack_pointer--;
457
+ node_index = stack[stack_pointer];
458
+ }
459
+ }
460
+
461
+ fn traverse_scene_tlas_closest(origin: vec3<f32>, direction: vec3<f32>, t_min: f32, best: ptr<function, Hit>){
462
+ if(params.tlas_node_count == 0u){ return; }
463
+ let inv_direction = safe_inverse(direction);
464
+ if(intersect_aabb_distance(bvh_nodes[params.tlas_node_offset], origin, inv_direction, t_min, (*best).t) >= (*best).t){ return; }
465
+ var stack: array<u32, TRAVERSAL_STACK_SIZE>;
466
+ var stack_pointer = 0u;
467
+ var node_index = 0u;
468
+ loop{
469
+ let node = bvh_nodes[params.tlas_node_offset + node_index];
470
+ let left_or_first = bvh_left_or_first(node);
471
+ let count = bvh_count(node);
472
+ if(count > 0u){
473
+ for(var i = 0u; i < count; i++){
474
+ let instance_index = geometry_u32(params.tlas_primitive_offset + left_or_first + i);
475
+ intersect_blas_closest(instance_index, origin, direction, t_min, best);
476
+ }
477
+ }
478
+ else{
479
+ let t_left = intersect_aabb_distance(bvh_nodes[params.tlas_node_offset + left_or_first], origin, inv_direction, t_min, (*best).t);
480
+ let t_right = intersect_aabb_distance(bvh_nodes[params.tlas_node_offset + left_or_first + 1u], origin, inv_direction, t_min, (*best).t);
481
+ var near_index = left_or_first;
482
+ var near_t = t_left;
483
+ var far_index = left_or_first + 1u;
484
+ var far_t = t_right;
485
+ if(t_right < t_left){
486
+ near_index = left_or_first + 1u;
487
+ near_t = t_right;
488
+ far_index = left_or_first;
489
+ far_t = t_left;
490
+ }
491
+ if(far_t < (*best).t && stack_pointer < TRAVERSAL_STACK_SIZE){
492
+ stack[stack_pointer] = far_index;
493
+ stack_pointer++;
494
+ }
495
+ if(near_t < (*best).t){
496
+ node_index = near_index;
497
+ continue;
498
+ }
499
+ }
500
+ if(stack_pointer == 0u){ return; }
501
+ stack_pointer--;
502
+ node_index = stack[stack_pointer];
503
+ }
504
+ }
505
+
506
+ fn traverse_overlay_tlas_closest(region: u32, overlay: u32, origin: vec3<f32>, direction: vec3<f32>, t_min: f32, best: ptr<function, Hit>){
507
+ let slot = region * fc_num_overlays + overlay;
508
+ let num_tlas_nodes = frame_u32(params.overlay_meta_offset + slot * 2u + 1u);
509
+ if(num_tlas_nodes == 0u){ return; }
510
+ let node_base = params.overlay_node_offset + slot * 2u * fc_overlay_capacity;
511
+ let primitive_base = params.overlay_primitives_offset + slot * fc_overlay_capacity;
512
+ let inv_direction = safe_inverse(direction);
513
+ if(intersect_aabb_distance(bvh_nodes[node_base], origin, inv_direction, t_min, (*best).t) >= (*best).t){ return; }
514
+ var stack: array<u32, TRAVERSAL_STACK_SIZE>;
515
+ var stack_pointer = 0u;
516
+ var node_index = 0u;
517
+ loop{
518
+ let node = bvh_nodes[node_base + node_index];
519
+ let left_or_first = bvh_left_or_first(node);
520
+ let count = bvh_count(node);
521
+ if(count > 0u){
522
+ for(var i = 0u; i < count; i++){
523
+ let instance_index = frame_u32(primitive_base + left_or_first + i);
524
+ intersect_blas_closest(instance_index, origin, direction, t_min, best);
525
+ }
526
+ }
527
+ else{
528
+ let t_left = intersect_aabb_distance(bvh_nodes[node_base + left_or_first], origin, inv_direction, t_min, (*best).t);
529
+ let t_right = intersect_aabb_distance(bvh_nodes[node_base + left_or_first + 1u], origin, inv_direction, t_min, (*best).t);
530
+ var near_index = left_or_first;
531
+ var near_t = t_left;
532
+ var far_index = left_or_first + 1u;
533
+ var far_t = t_right;
534
+ if(t_right < t_left){
535
+ near_index = left_or_first + 1u;
536
+ near_t = t_right;
537
+ far_index = left_or_first;
538
+ far_t = t_left;
539
+ }
540
+ if(far_t < (*best).t && stack_pointer < TRAVERSAL_STACK_SIZE){
541
+ stack[stack_pointer] = far_index;
542
+ stack_pointer++;
543
+ }
544
+ if(near_t < (*best).t){
545
+ node_index = near_index;
546
+ continue;
547
+ }
548
+ }
549
+ if(stack_pointer == 0u){ return; }
550
+ stack_pointer--;
551
+ node_index = stack[stack_pointer];
552
+ }
553
+ }
554
+
555
+ fn intersect_blas_any(instance_index: u32, origin_in: vec3<f32>, direction_in: vec3<f32>, t_min: f32, t_max: f32) -> bool{
556
+ let object = instance_data[instance_index].object;
557
+ let record_base = params.object_records_offset + 4u * object;
558
+ let node_base = geometry_u32(record_base);
559
+ let node_count = geometry_u32(record_base + 1u);
560
+ let first_triangle = geometry_u32(record_base + 2u);
561
+ if(node_count == 0u){ return false; }
562
+ var origin = origin_in;
563
+ var direction = direction_in;
564
+ if(instance_data[instance_index].identity == 0u){
565
+ let world_to_object = instance_data[instance_index].world_to_object;
566
+ origin = transform_point(world_to_object, origin_in);
567
+ direction = transform_vector(world_to_object, direction_in);
568
+ }
569
+ let inv_direction = safe_inverse(direction);
570
+ var stack: array<u32, TRAVERSAL_STACK_SIZE>;
571
+ var stack_pointer = 0u;
572
+ stack[stack_pointer] = 0u;
573
+ stack_pointer++;
574
+ var hit: Hit;
575
+ hit.valid = false;
576
+ while(stack_pointer > 0u){
577
+ stack_pointer--;
578
+ let node = bvh_nodes[node_base + stack[stack_pointer]];
579
+ if(!intersect_aabb(node, origin, inv_direction, t_min, t_max)){ continue; }
580
+ let left_or_first = bvh_left_or_first(node);
581
+ let count = bvh_count(node);
582
+ if(count > 0u){
583
+ for(var i = 0u; i < count; i++){
584
+ if(intersect_triangle_packed(first_triangle + left_or_first + i, origin, direction, t_min, t_max, &hit)){ return true; }
585
+ }
586
+ }
587
+ else{
588
+ if(stack_pointer + 2u <= TRAVERSAL_STACK_SIZE){
589
+ stack[stack_pointer] = left_or_first + 1u;
590
+ stack_pointer++;
591
+ stack[stack_pointer] = left_or_first;
592
+ stack_pointer++;
593
+ }
594
+ }
595
+ }
596
+ return false;
597
+ }
598
+
599
+ fn traverse_scene_tlas_any(origin: vec3<f32>, direction: vec3<f32>, t_min: f32, t_max: f32) -> bool{
600
+ if(params.tlas_node_count == 0u){ return false; }
601
+ let inv_direction = safe_inverse(direction);
602
+ var stack: array<u32, TRAVERSAL_STACK_SIZE>;
603
+ var stack_pointer = 0u;
604
+ stack[stack_pointer] = 0u;
605
+ stack_pointer++;
606
+ while(stack_pointer > 0u){
607
+ stack_pointer--;
608
+ let node = bvh_nodes[params.tlas_node_offset + stack[stack_pointer]];
609
+ if(!intersect_aabb(node, origin, inv_direction, t_min, t_max)){ continue; }
610
+ let left_or_first = bvh_left_or_first(node);
611
+ let count = bvh_count(node);
612
+ if(count > 0u){
613
+ for(var i = 0u; i < count; i++){
614
+ let instance_index = geometry_u32(params.tlas_primitive_offset + left_or_first + i);
615
+ if(intersect_blas_any(instance_index, origin, direction, t_min, t_max)){ return true; }
616
+ }
617
+ }
618
+ else{
619
+ if(stack_pointer + 2u <= TRAVERSAL_STACK_SIZE){
620
+ stack[stack_pointer] = left_or_first + 1u;
621
+ stack_pointer++;
622
+ stack[stack_pointer] = left_or_first;
623
+ stack_pointer++;
624
+ }
625
+ }
626
+ }
627
+ return false;
628
+ }
629
+
630
+ fn traverse_overlay_tlas_any(region: u32, overlay: u32, origin: vec3<f32>, direction: vec3<f32>, t_min: f32, t_max: f32) -> bool{
631
+ let slot = region * fc_num_overlays + overlay;
632
+ let num_tlas_nodes = frame_u32(params.overlay_meta_offset + slot * 2u + 1u);
633
+ if(num_tlas_nodes == 0u){ return false; }
634
+ let node_base = params.overlay_node_offset + slot * 2u * fc_overlay_capacity;
635
+ let primitive_base = params.overlay_primitives_offset + slot * fc_overlay_capacity;
636
+ let inv_direction = safe_inverse(direction);
637
+ var stack: array<u32, TRAVERSAL_STACK_SIZE>;
638
+ var stack_pointer = 0u;
639
+ stack[stack_pointer] = 0u;
640
+ stack_pointer++;
641
+ while(stack_pointer > 0u){
642
+ stack_pointer--;
643
+ let node = bvh_nodes[node_base + stack[stack_pointer]];
644
+ if(!intersect_aabb(node, origin, inv_direction, t_min, t_max)){ continue; }
645
+ let left_or_first = bvh_left_or_first(node);
646
+ let count = bvh_count(node);
647
+ if(count > 0u){
648
+ for(var i = 0u; i < count; i++){
649
+ let instance_index = frame_u32(primitive_base + left_or_first + i);
650
+ if(intersect_blas_any(instance_index, origin, direction, t_min, t_max)){ return true; }
651
+ }
652
+ }
653
+ else{
654
+ if(stack_pointer + 2u <= TRAVERSAL_STACK_SIZE){
655
+ stack[stack_pointer] = left_or_first + 1u;
656
+ stack_pointer++;
657
+ stack[stack_pointer] = left_or_first;
658
+ stack_pointer++;
659
+ }
660
+ }
661
+ }
662
+ return false;
663
+ }
664
+
665
+ // min-t composition of the shared world and the overlays attached to this camera; at
666
+ // fc_overlay_count == 0 the loop specializes away and this is a plain intersect
667
+ // the overlay set is an explicit region: the dispatch's region for the regular passes, the
668
+ // current (0) or flow previous-instant region for the flow passes
669
+ fn trace_closest_composed_region(region: u32, camera: i32, origin: vec3<f32>, direction: vec3<f32>, t_min: f32, t_max: f32) -> Hit{
670
+ var best: Hit;
671
+ best.t = t_max;
672
+ best.u = 0.0;
673
+ best.v = 0.0;
674
+ best.triangle = 0u;
675
+ best.instance = 0u;
676
+ best.valid = false;
677
+ traverse_scene_tlas_closest(origin, direction, t_min, &best);
678
+ for(var k = 0; k < fc_overlay_count; k++){
679
+ let overlay = frame_u32(params.attachments_offset + u32(camera) * u32(fc_overlay_count) + u32(k));
680
+ if(overlay == ABSENT){ continue; }
681
+ traverse_overlay_tlas_closest(region, overlay, origin, direction, t_min, &best);
682
+ }
683
+ return best;
684
+ }
685
+
686
+ fn trace_closest_composed(camera: i32, origin: vec3<f32>, direction: vec3<f32>, t_min: f32, t_max: f32) -> Hit{
687
+ return trace_closest_composed_region(dispatch_params.overlay_region, camera, origin, direction, t_min, t_max);
688
+ }
689
+
690
+ fn trace_any_composed_region(region: u32, camera: i32, origin: vec3<f32>, direction: vec3<f32>, t_min: f32, t_max: f32) -> bool{
691
+ if(traverse_scene_tlas_any(origin, direction, t_min, t_max)){ return true; }
692
+ for(var k = 0; k < fc_overlay_count; k++){
693
+ let overlay = frame_u32(params.attachments_offset + u32(camera) * u32(fc_overlay_count) + u32(k));
694
+ if(overlay == ABSENT){ continue; }
695
+ if(traverse_overlay_tlas_any(region, overlay, origin, direction, t_min, t_max)){ return true; }
696
+ }
697
+ return false;
698
+ }
699
+
700
+ fn trace_any_composed(camera: i32, origin: vec3<f32>, direction: vec3<f32>, t_min: f32, t_max: f32) -> bool{
701
+ return trace_any_composed_region(dispatch_params.overlay_region, camera, origin, direction, t_min, t_max);
702
+ }
703
+
704
+ fn trace_depth_distance(camera: i32, origin: vec3<f32>, direction: vec3<f32>, max_depth: f32) -> f32{
705
+ let hit = trace_closest_composed(camera, origin, direction, 0.0, max_depth);
706
+ return select(max_depth, hit.t, hit.valid);
707
+ }
708
+
709
+ struct PixelLaunchContext{
710
+ cam_idx: i32,
711
+ local_x: i32,
712
+ local_y: i32,
713
+ fb_offset: i32,
714
+ valid: bool,
715
+ }
716
+
717
+ fn pixel_launch_context(pixel_id: vec2<u32>) -> PixelLaunchContext{
718
+ var ctx: PixelLaunchContext;
719
+ let tile_col = i32(pixel_id.x / params.cam_width);
720
+ let tile_row = i32(pixel_id.y / params.cam_height);
721
+ ctx.cam_idx = tile_row * i32(params.grid_cols) + tile_col;
722
+ ctx.local_x = i32(pixel_id.x) - tile_col * i32(params.cam_width);
723
+ ctx.local_y = i32(pixel_id.y) - tile_row * i32(params.cam_height);
724
+ ctx.fb_offset = ctx.cam_idx * i32(params.cam_width) * i32(params.cam_height) + ctx.local_y * i32(params.cam_width) + ctx.local_x;
725
+ ctx.valid = pixel_id.x < params.fb_width && pixel_id.y < params.fb_height && ctx.cam_idx < i32(params.num_cameras);
726
+ return ctx;
727
+ }
728
+
729
+ fn make_8bit(f: f32) -> u32{
730
+ return u32(min(255, max(0, i32(f * 256.0))));
731
+ }
732
+
733
+ fn make_rgba(color: vec3<f32>) -> u32{
734
+ return (make_8bit(color.x) << 0u) | (make_8bit(color.y) << 8u) | (make_8bit(color.z) << 16u) | (0xFFu << 24u);
735
+ }
736
+
737
+ fn linear_to_srgb(x: f32) -> f32{
738
+ if(x <= 0.0031308){
739
+ return 12.92 * x;
740
+ }
741
+ return 1.055 * pow(x, 1.0 / 2.4) - 0.055;
742
+ }
743
+
744
+ fn make_srgb_rgba_from_linear(color: vec3<f32>) -> u32{
745
+ return make_rgba(vec3<f32>(
746
+ linear_to_srgb(clamp(color.x, 0.0, 1.0)),
747
+ linear_to_srgb(clamp(color.y, 0.0, 1.0)),
748
+ linear_to_srgb(clamp(color.z, 0.0, 1.0))));
749
+ }
750
+
751
+ fn make_linear_rgba_from_linear(color: vec3<f32>) -> u32{
752
+ return make_rgba(clamp(color, vec3<f32>(0.0), vec3<f32>(1.0)));
753
+ }
754
+
755
+ fn miss_color(pixel_id: vec2<u32>) -> vec3<f32>{
756
+ if(fc_checker_background){
757
+ let checker_pattern = (i32(pixel_id.x) / 8) ^ (i32(pixel_id.y) / 8);
758
+ if((checker_pattern & 1) != 0){
759
+ return to_vec3(params.miss_color_1);
760
+ }
761
+ return to_vec3(params.miss_color_0);
762
+ }
763
+ return to_vec3(params.miss_color_0);
764
+ }
765
+
766
+ fn trace_shadow_occluded(camera: i32, pos: vec3<f32>, direction: vec3<f32>, max_dist: f32) -> bool{
767
+ return trace_any_composed(camera, pos, direction, 1e-3, max_dist);
768
+ }
769
+
770
+ // host-precomputed 256-entry table; unpack4x8unorm yields exact k/255, so the index is exact
771
+ fn srgb_texel_to_linear(x: f32) -> f32{
772
+ return geometry_f32(params.srgb_lut_offset + u32(round(x * 255.0)));
773
+ }
774
+
775
+ // GPU-style normalized-coordinate bilinear sampling with repeat wrap; sRGB decode happens per
776
+ // texel before filtering — mirrors backends/generic/operations_generic.h::sample_texture
777
+ fn sample_texture(texture: TextureRef, u: f32, v: f32, srgb: bool) -> vec4<f32>{
778
+ let width = i32(texture.width);
779
+ let height = i32(texture.height);
780
+ let x = u * f32(width) - 0.5;
781
+ let y = v * f32(height) - 0.5;
782
+ let x0 = i32(floor(x));
783
+ let y0 = i32(floor(y));
784
+ let fx = x - f32(x0);
785
+ let fy = y - f32(y0);
786
+ let x0_wrapped = ((x0 % width) + width) % width;
787
+ let x1_wrapped = (((x0 + 1) % width) + width) % width;
788
+ let y0_wrapped = ((y0 % height) + height) % height;
789
+ let y1_wrapped = (((y0 + 1) % height) + height) % height;
790
+ var texel_00 = unpack4x8unorm(texture_data[texture.offset + u32(y0_wrapped * width + x0_wrapped)]);
791
+ var texel_10 = unpack4x8unorm(texture_data[texture.offset + u32(y0_wrapped * width + x1_wrapped)]);
792
+ var texel_01 = unpack4x8unorm(texture_data[texture.offset + u32(y1_wrapped * width + x0_wrapped)]);
793
+ var texel_11 = unpack4x8unorm(texture_data[texture.offset + u32(y1_wrapped * width + x1_wrapped)]);
794
+ if(srgb){
795
+ 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);
796
+ 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);
797
+ 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);
798
+ 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);
799
+ }
800
+ let top = texel_00 + fx * (texel_10 - texel_00);
801
+ let bottom = texel_01 + fx * (texel_11 - texel_01);
802
+ return top + fy * (bottom - top);
803
+ }
804
+
805
+ struct SecondaryRequest{
806
+ want_reflection: bool,
807
+ reflect_dir: vec3<f32>,
808
+ reflection_weight: f32, // basic: fresnel factor, pbr: blend weight
809
+ want_transparency: bool,
810
+ alpha: f32,
811
+ alpha_mode: i32,
812
+ hit_point: vec3<f32>,
813
+ ray_dir: vec3<f32>,
814
+ }
815
+
816
+ fn shade_basic_local(hit: Hit, ray_origin: vec3<f32>, ray_dir: vec3<f32>, request: ptr<function, SecondaryRequest>) -> vec3<f32>{
817
+ let mesh = fetch_triangle_mesh(hit.triangle);
818
+ let rec = load_mesh_record(mesh);
819
+ (*request).want_reflection = false;
820
+ (*request).want_transparency = false;
821
+
822
+ var base_color = to_vec3(rec.color);
823
+ var normal_geometric = vec3<f32>(0.0, 0.0, 1.0);
824
+
825
+ if(fc_load_textures || fc_normal_shading || fc_metallic_reflections){
826
+ let index = fetch_index(mesh, fetch_triangle_local(hit.triangle));
827
+
828
+ if(fc_normal_shading || fc_metallic_reflections){
829
+ var vertex_a = fetch_vertex(mesh, index.x);
830
+ var vertex_b = fetch_vertex(mesh, index.y);
831
+ var vertex_c = fetch_vertex(mesh, index.z);
832
+ if(instance_data[hit.instance].identity == 0u){
833
+ let object_to_world = instance_data[hit.instance].object_to_world;
834
+ vertex_a = transform_point(object_to_world, vertex_a);
835
+ vertex_b = transform_point(object_to_world, vertex_b);
836
+ vertex_c = transform_point(object_to_world, vertex_c);
837
+ }
838
+ normal_geometric = normalize(cross(vertex_b - vertex_a, vertex_c - vertex_a));
839
+ }
840
+
841
+ if(fc_load_textures){
842
+ if(rec.texture.offset != ABSENT && rec.tex_coord_offset != ABSENT){
843
+ let tc = (1.0 - hit.u - hit.v) * fetch_tex_coord(mesh, index.x)
844
+ + hit.u * fetch_tex_coord(mesh, index.y)
845
+ + hit.v * fetch_tex_coord(mesh, index.z);
846
+ let tex_color = sample_texture(rec.texture, tc.x, tc.y, true);
847
+ base_color = tex_color.xyz * to_vec3(rec.color);
848
+ }
849
+ }
850
+ }
851
+
852
+ if(rec.unlit != 0){
853
+ return base_color;
854
+ }
855
+
856
+ var direct = base_color;
857
+ if(fc_normal_shading){
858
+ direct = (0.2 + 0.8 * abs(dot(ray_dir, normal_geometric))) * base_color;
859
+ }
860
+
861
+ if(fc_metallic_reflections){
862
+ if(rec.metallic > 0.0){
863
+ let hit_point = ray_origin + ray_dir * hit.t;
864
+ let n = select(normal_geometric, -normal_geometric, dot(ray_dir, normal_geometric) > 0.0);
865
+ let cos_theta = abs(dot(ray_dir, n));
866
+ (*request).want_reflection = true;
867
+ (*request).reflect_dir = ray_dir - 2.0 * dot(ray_dir, n) * n;
868
+ (*request).reflection_weight = rec.metallic * (0.04 + 0.96 * pow(1.0 - cos_theta, 5.0));
869
+ (*request).hit_point = hit_point;
870
+ (*request).ray_dir = ray_dir;
871
+ }
872
+ }
873
+ return direct;
874
+ }
875
+
876
+ fn shade_pbr_local(hit: Hit, ray_origin: vec3<f32>, ray_dir: vec3<f32>, camera: i32, request: ptr<function, SecondaryRequest>) -> vec3<f32>{
877
+ let mesh = fetch_triangle_mesh(hit.triangle);
878
+ let rec = load_mesh_record(mesh);
879
+ (*request).want_reflection = false;
880
+ (*request).want_transparency = false;
881
+
882
+ let instance_identity = instance_data[hit.instance].identity != 0u;
883
+ let index = fetch_index(mesh, fetch_triangle_local(hit.triangle));
884
+ var vertex_a = fetch_vertex(mesh, index.x);
885
+ var vertex_b = fetch_vertex(mesh, index.y);
886
+ var vertex_c = fetch_vertex(mesh, index.z);
887
+ if(!instance_identity){
888
+ let object_to_world = instance_data[hit.instance].object_to_world;
889
+ vertex_a = transform_point(object_to_world, vertex_a);
890
+ vertex_b = transform_point(object_to_world, vertex_b);
891
+ vertex_c = transform_point(object_to_world, vertex_c);
892
+ }
893
+ let w0 = 1.0 - hit.u - hit.v;
894
+
895
+ let edge1 = vertex_b - vertex_a;
896
+ let edge2 = vertex_c - vertex_a;
897
+ let normal_geometric = normalize(cross(edge1, edge2));
898
+
899
+ var N: vec3<f32>;
900
+ if(rec.normal_offset != ABSENT){
901
+ var normal_interpolated = w0 * fetch_normal(mesh, index.x) + hit.u * fetch_normal(mesh, index.y) + hit.v * fetch_normal(mesh, index.z);
902
+ if(!instance_identity){
903
+ normal_interpolated = transform_normal(instance_data[hit.instance].world_to_object, normal_interpolated);
904
+ }
905
+ N = normalize(normal_interpolated);
906
+ }
907
+ else{
908
+ N = normal_geometric;
909
+ }
910
+
911
+ if(dot(ray_dir, N) > 0.0){
912
+ N = -N;
913
+ }
914
+
915
+ let has_tex_coord = rec.tex_coord_offset != ABSENT;
916
+ var tc = vec2<f32>(0.0);
917
+ if(has_tex_coord){
918
+ tc = w0 * fetch_tex_coord(mesh, index.x) + hit.u * fetch_tex_coord(mesh, index.y) + hit.v * fetch_tex_coord(mesh, index.z);
919
+ }
920
+
921
+ var base_color = to_vec3(rec.color);
922
+ var alpha = rec.opacity;
923
+ if(rec.texture.offset != ABSENT && has_tex_coord){
924
+ let tex_color = sample_texture(rec.texture, tc.x, tc.y, true);
925
+ base_color = tex_color.xyz * to_vec3(rec.color);
926
+ alpha *= tex_color.w;
927
+ }
928
+
929
+ let hit_point = ray_origin + ray_dir * hit.t;
930
+
931
+ var color = base_color;
932
+ if(rec.unlit == 0){
933
+ var metallic = rec.metallic;
934
+ var roughness = rec.roughness;
935
+ if(rec.metallic_roughness_map.offset != ABSENT && has_tex_coord){
936
+ let mr_sample = sample_texture(rec.metallic_roughness_map, tc.x, tc.y, false);
937
+ roughness = mr_sample.y * rec.roughness;
938
+ metallic = mr_sample.z * rec.metallic;
939
+ }
940
+
941
+ if(rec.normal_map.offset != ABSENT && has_tex_coord){
942
+ let tc0 = fetch_tex_coord(mesh, index.x);
943
+ let tc1 = fetch_tex_coord(mesh, index.y);
944
+ let tc2 = fetch_tex_coord(mesh, index.z);
945
+ let duv1 = tc1 - tc0;
946
+ let duv2 = tc2 - tc0;
947
+ let det = duv1.x * duv2.y - duv2.x * duv1.y;
948
+ if(abs(det) > 1e-8){
949
+ let inv_det = 1.0 / det;
950
+ var T = normalize(inv_det * (duv2.y * edge1 - duv1.y * edge2));
951
+ T = normalize(T - dot(T, N) * N);
952
+ let B = cross(N, T);
953
+ 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);
954
+ 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);
955
+ N = normalize(T * n_tangent.x + B * n_tangent.y + N * n_tangent.z);
956
+ }
957
+ }
958
+
959
+ roughness = max(roughness, 0.04);
960
+ let roughness_alpha = roughness * roughness;
961
+ let alpha2 = roughness_alpha * roughness_alpha;
962
+ let k = (roughness + 1.0) * (roughness + 1.0) / 8.0;
963
+
964
+ let V = -ray_dir;
965
+ let NdotV = max(dot(N, V), 1e-4);
966
+ let F0 = vec3<f32>(0.04) * (1.0 - metallic) + base_color * metallic;
967
+
968
+ var Lo = vec3<f32>(0.0);
969
+ for(var li = 0u; li < params.num_scene_lights; li++){
970
+ let light = load_scene_light(li);
971
+ let Lc = to_vec3(light.color);
972
+ var L: vec3<f32>;
973
+ var attenuation = 1.0;
974
+ var light_distance = 1e20;
975
+
976
+ if(light.light_type == 0){
977
+ L = to_vec3(light.direction);
978
+ }
979
+ else{
980
+ let to_light = to_vec3(light.position) - hit_point;
981
+ let dist = length(to_light);
982
+ light_distance = max(dist - 1e-3, 0.0);
983
+ L = to_light * (1.0 / max(dist, 1e-6));
984
+ attenuation = 1.0 / (light.attenuation_constant + light.attenuation_linear * dist + light.attenuation_quadratic * dist * dist);
985
+ if(light.light_type == 2){
986
+ let spot_dir = to_vec3(light.direction);
987
+ let cos_angle = dot(-L, spot_dir);
988
+ let denom = light.cos_inner_cone - light.cos_outer_cone;
989
+ let spot_t = (cos_angle - light.cos_outer_cone) / select(1e-6, denom, abs(denom) > 1e-6);
990
+ attenuation *= max(min(spot_t, 1.0), 0.0);
991
+ }
992
+ }
993
+
994
+ let NdotL = max(dot(N, L), 0.0);
995
+ if(NdotL <= 0.0){
996
+ continue;
997
+ }
998
+ if(fc_punctual_light_shadows){
999
+ if(light.light_type != 0 && trace_shadow_occluded(camera, hit_point + N * 2e-3, L, light_distance)){
1000
+ continue;
1001
+ }
1002
+ }
1003
+
1004
+ let H = normalize(V + L);
1005
+ let NdotH = max(dot(N, H), 0.0);
1006
+ let VdotH = max(dot(V, H), 0.0);
1007
+
1008
+ let denom_D = NdotH * NdotH * (alpha2 - 1.0) + 1.0;
1009
+ let D = alpha2 / (PI * denom_D * denom_D);
1010
+
1011
+ let G1_V = NdotV / (NdotV * (1.0 - k) + k);
1012
+ let G1_L = NdotL / (NdotL * (1.0 - k) + k);
1013
+ let G = G1_V * G1_L;
1014
+
1015
+ let pow5 = pow(1.0 - VdotH, 5.0);
1016
+ let F = F0 + (vec3<f32>(1.0) - F0) * pow5;
1017
+
1018
+ let specular = D * G * F * (1.0 / (4.0 * NdotV * NdotL + 1e-4));
1019
+ let kd = (vec3<f32>(1.0) - F) * (1.0 - metallic);
1020
+ let diffuse = kd * base_color * (1.0 / PI);
1021
+
1022
+ Lo = Lo + (diffuse + specular) * Lc * (attenuation * NdotL);
1023
+ }
1024
+
1025
+ var occlusion = 1.0;
1026
+ if(rec.occlusion_map.offset != ABSENT && has_tex_coord){
1027
+ let ao_sample = sample_texture(rec.occlusion_map, tc.x, tc.y, false);
1028
+ occlusion = ao_sample.x;
1029
+ }
1030
+
1031
+ var emissive_color: vec3<f32>;
1032
+ if(rec.emissive_map.offset != ABSENT && has_tex_coord){
1033
+ let em_sample = sample_texture(rec.emissive_map, tc.x, tc.y, true);
1034
+ emissive_color = em_sample.xyz * to_vec3(rec.emissive);
1035
+ }
1036
+ else{
1037
+ emissive_color = to_vec3(rec.emissive);
1038
+ }
1039
+
1040
+ let ambient = to_vec3(params.ambient_color) * base_color * ((1.0 - metallic) * occlusion);
1041
+ color = ambient + Lo + emissive_color;
1042
+
1043
+ if(metallic > 0.1){
1044
+ let fresnel_refl = F0.x + (1.0 - F0.x) * pow(1.0 - max(dot(V, N), 0.0), 5.0);
1045
+ (*request).want_reflection = true;
1046
+ (*request).reflect_dir = ray_dir - 2.0 * dot(ray_dir, N) * N;
1047
+ (*request).reflection_weight = fresnel_refl * (1.0 - roughness);
1048
+ }
1049
+
1050
+ }
1051
+
1052
+ let transparent = (rec.alpha_mode == 2 && alpha < 0.99) || (rec.alpha_mode == 1 && alpha < rec.alpha_cutoff);
1053
+ if(transparent){
1054
+ (*request).want_transparency = true;
1055
+ }
1056
+ (*request).alpha = alpha;
1057
+ (*request).alpha_mode = rec.alpha_mode;
1058
+ (*request).hit_point = hit_point;
1059
+ (*request).ray_dir = ray_dir;
1060
+
1061
+ return color;
1062
+ }
1063
+
1064
+ fn trace_leaf(camera: i32, origin: vec3<f32>, direction: vec3<f32>, t_min: f32, pixel_id: vec2<u32>) -> vec3<f32>{
1065
+ let hit = trace_closest_composed(camera, origin, direction, t_min, 1e20);
1066
+ if(!hit.valid){
1067
+ return miss_color(pixel_id);
1068
+ }
1069
+ var request: SecondaryRequest;
1070
+ if(fc_pbr_shading){
1071
+ return shade_pbr_local(hit, origin, direction, camera, &request);
1072
+ }
1073
+ return shade_basic_local(hit, origin, direction, &request);
1074
+ }
1075
+
1076
+ fn trace_primary(camera: i32, origin: vec3<f32>, direction: vec3<f32>, t_min: f32, t_max: f32, pixel_id: vec2<u32>) -> vec3<f32>{
1077
+ let hit = trace_closest_composed(camera, origin, direction, t_min, t_max);
1078
+ if(!hit.valid){
1079
+ return miss_color(pixel_id);
1080
+ }
1081
+ var request: SecondaryRequest;
1082
+ if(fc_pbr_shading){
1083
+ var color = shade_pbr_local(hit, origin, direction, camera, &request);
1084
+ if(request.want_reflection){
1085
+ let reflected_color = trace_leaf(camera, request.hit_point, request.reflect_dir, 1e-3, pixel_id);
1086
+ color = color * (1.0 - request.reflection_weight) + reflected_color * request.reflection_weight;
1087
+ }
1088
+ if(request.want_transparency){
1089
+ let behind_color = trace_leaf(camera, request.hit_point, request.ray_dir, 1e-5, pixel_id);
1090
+ if(request.alpha_mode == 1){
1091
+ color = behind_color;
1092
+ }
1093
+ else{
1094
+ color = color * request.alpha + behind_color * (1.0 - request.alpha);
1095
+ }
1096
+ }
1097
+ return color;
1098
+ }
1099
+ let direct = shade_basic_local(hit, origin, direction, &request);
1100
+ if(fc_metallic_reflections && request.want_reflection){
1101
+ let reflected_color = trace_leaf(camera, request.hit_point, request.reflect_dir, 1e-3, pixel_id);
1102
+ let fresnel = request.reflection_weight;
1103
+ return direct * ((1.0 - fresnel) + fresnel * reflected_color);
1104
+ }
1105
+ return direct;
1106
+ }
1107
+
1108
+ struct ShutterCamera{
1109
+ pos: vec3<f32>,
1110
+ dir_00: vec3<f32>,
1111
+ dir_du: vec3<f32>,
1112
+ dir_dv: vec3<f32>,
1113
+ }
1114
+
1115
+ fn shutter_camera(cam_idx: i32, motion_i: i32) -> ShutterCamera{
1116
+ var result: ShutterCamera;
1117
+ if(fc_motion_blur){
1118
+ let cam_open = camera_open(cam_idx);
1119
+ let cam_close = camera_close(cam_idx);
1120
+ let shutter_t = select((f32(motion_i) + 0.5) * (1.0 / f32(fc_motion_samples)), dispatch_params.shutter_t, fc_dynamic_motion_blur);
1121
+ result.pos = mix(camera_pos(cam_open), camera_pos(cam_close), shutter_t);
1122
+ result.dir_00 = mix(camera_dir_00(cam_open), camera_dir_00(cam_close), shutter_t);
1123
+ result.dir_du = mix(camera_dir_du(cam_open), camera_dir_du(cam_close), shutter_t);
1124
+ result.dir_dv = mix(camera_dir_dv(cam_open), camera_dir_dv(cam_close), shutter_t);
1125
+ }
1126
+ else{
1127
+ let cam = camera_close(cam_idx);
1128
+ result.pos = camera_pos(cam);
1129
+ result.dir_00 = camera_dir_00(cam);
1130
+ result.dir_du = camera_dir_du(cam);
1131
+ result.dir_dv = camera_dir_dv(cam);
1132
+ }
1133
+ return result;
1134
+ }
1135
+
1136
+ @compute @workgroup_size(8, 4, 1)
1137
+ fn main_rgb(@builtin(global_invocation_id) global_id: vec3<u32>){
1138
+ let pixel_id = global_id.xy;
1139
+ let ctx = pixel_launch_context(pixel_id);
1140
+ if(!ctx.valid){
1141
+ return;
1142
+ }
1143
+
1144
+ var accumulated = vec3<f32>(0.0);
1145
+ let inv_aa_grid = 1.0 / f32(fc_aa_grid);
1146
+ let motion_samples = select(fc_motion_samples, 1, fc_dynamic_motion_blur);
1147
+ for(var motion_i = 0; motion_i < motion_samples; motion_i++){
1148
+ let cam = shutter_camera(ctx.cam_idx, motion_i);
1149
+ for(var aa_y = 0; aa_y < fc_aa_grid; aa_y++){
1150
+ for(var aa_x = 0; aa_x < fc_aa_grid; aa_x++){
1151
+ 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));
1152
+ let direction = normalize(cam.dir_00 + screen.x * cam.dir_du + screen.y * cam.dir_dv);
1153
+ accumulated += trace_primary(ctx.cam_idx, cam.pos, direction, 0.0, 1e30, pixel_id);
1154
+ }
1155
+ }
1156
+ }
1157
+ let samples = motion_samples * fc_aa_grid * fc_aa_grid;
1158
+ let color = accumulated * (1.0 / f32(samples));
1159
+ if(fc_dynamic_motion_blur){
1160
+ // one pass of the launch-level motion loop: add this pass's linear mean (each
1161
+ // invocation owns its pixel — no atomics); main_resolve averages and quantizes
1162
+ out_add_f32(params.out_rgb_accumulator + u32(ctx.fb_offset * 3 + 0), color.x);
1163
+ out_add_f32(params.out_rgb_accumulator + u32(ctx.fb_offset * 3 + 1), color.y);
1164
+ out_add_f32(params.out_rgb_accumulator + u32(ctx.fb_offset * 3 + 2), color.z);
1165
+ return;
1166
+ }
1167
+ if(fc_has_observation){
1168
+ // the observation is the frame-buffer color before 8-bit quantization
1169
+ var obs_color = clamp(color, vec3<f32>(0.0), vec3<f32>(1.0));
1170
+ if(fc_srgb_output){
1171
+ obs_color = vec3<f32>(linear_to_srgb(obs_color.x), linear_to_srgb(obs_color.y), linear_to_srgb(obs_color.z));
1172
+ }
1173
+ out_set_f32(params.out_observation + u32(ctx.fb_offset * 3 + 0), obs_color.x);
1174
+ out_set_f32(params.out_observation + u32(ctx.fb_offset * 3 + 1), obs_color.y);
1175
+ out_set_f32(params.out_observation + u32(ctx.fb_offset * 3 + 2), obs_color.z);
1176
+ }
1177
+ if(fc_srgb_output){
1178
+ outputs[params.out_frame_buffer + u32(ctx.fb_offset)] = make_srgb_rgba_from_linear(color);
1179
+ }
1180
+ else{
1181
+ outputs[params.out_frame_buffer + u32(ctx.fb_offset)] = make_linear_rgba_from_linear(color);
1182
+ }
1183
+ }
1184
+
1185
+ @compute @workgroup_size(8, 4, 1)
1186
+ fn main_depth(@builtin(global_invocation_id) global_id: vec3<u32>){
1187
+ let pixel_id = global_id.xy;
1188
+ let ctx = pixel_launch_context(pixel_id);
1189
+ if(!ctx.valid){
1190
+ return;
1191
+ }
1192
+
1193
+ var accumulated = 0.0;
1194
+ let inv_aa_grid = 1.0 / f32(fc_aa_grid);
1195
+ let motion_samples = select(fc_motion_samples, 1, fc_dynamic_motion_blur);
1196
+ for(var motion_i = 0; motion_i < motion_samples; motion_i++){
1197
+ let cam = shutter_camera(ctx.cam_idx, motion_i);
1198
+ for(var aa_y = 0; aa_y < fc_aa_grid; aa_y++){
1199
+ for(var aa_x = 0; aa_x < fc_aa_grid; aa_x++){
1200
+ 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));
1201
+ let direction = normalize(cam.dir_00 + screen.x * cam.dir_du + screen.y * cam.dir_dv);
1202
+ accumulated += trace_depth_distance(ctx.cam_idx, cam.pos, direction, params.max_depth);
1203
+ }
1204
+ }
1205
+ }
1206
+ let samples = motion_samples * fc_aa_grid * fc_aa_grid;
1207
+ if(fc_dynamic_motion_blur){
1208
+ out_add_f32(params.out_depth_accumulator + u32(ctx.fb_offset), accumulated * (1.0 / f32(samples)));
1209
+ return;
1210
+ }
1211
+ out_set_f32(params.out_depth + u32(ctx.fb_offset), accumulated * (1.0 / f32(samples)));
1212
+ }
1213
+
1214
+ // divides the accumulated linear radiance by the sample count and writes the declared outputs
1215
+ // with the same transfer curve + quantization as the single-dispatch path
1216
+ @compute @workgroup_size(8, 4, 1)
1217
+ fn main_resolve(@builtin(global_invocation_id) global_id: vec3<u32>){
1218
+ let pixel_id = global_id.xy;
1219
+ let ctx = pixel_launch_context(pixel_id);
1220
+ if(!ctx.valid){
1221
+ return;
1222
+ }
1223
+ let inv_samples = 1.0 / f32(fc_motion_samples);
1224
+ if(fc_resolve_rgb){
1225
+ let color = vec3<f32>(
1226
+ out_f32(params.out_rgb_accumulator + u32(ctx.fb_offset * 3 + 0)),
1227
+ out_f32(params.out_rgb_accumulator + u32(ctx.fb_offset * 3 + 1)),
1228
+ out_f32(params.out_rgb_accumulator + u32(ctx.fb_offset * 3 + 2))) * inv_samples;
1229
+ if(fc_has_observation){
1230
+ var obs_color = clamp(color, vec3<f32>(0.0), vec3<f32>(1.0));
1231
+ if(fc_srgb_output){
1232
+ obs_color = vec3<f32>(linear_to_srgb(obs_color.x), linear_to_srgb(obs_color.y), linear_to_srgb(obs_color.z));
1233
+ }
1234
+ out_set_f32(params.out_observation + u32(ctx.fb_offset * 3 + 0), obs_color.x);
1235
+ out_set_f32(params.out_observation + u32(ctx.fb_offset * 3 + 1), obs_color.y);
1236
+ out_set_f32(params.out_observation + u32(ctx.fb_offset * 3 + 2), obs_color.z);
1237
+ }
1238
+ if(fc_srgb_output){
1239
+ outputs[params.out_frame_buffer + u32(ctx.fb_offset)] = make_srgb_rgba_from_linear(color);
1240
+ }
1241
+ else{
1242
+ outputs[params.out_frame_buffer + u32(ctx.fb_offset)] = make_linear_rgba_from_linear(color);
1243
+ }
1244
+ }
1245
+ if(fc_resolve_depth){
1246
+ out_set_f32(params.out_depth + u32(ctx.fb_offset), out_f32(params.out_depth_accumulator + u32(ctx.fb_offset)) * inv_samples);
1247
+ }
1248
+ }
1249
+
1250
+ @compute @workgroup_size(8, 4, 1)
1251
+ fn main_collision(@builtin(global_invocation_id) global_id: vec3<u32>){
1252
+ let cam_idx = i32(global_id.x);
1253
+ let probe_idx = i32(global_id.y);
1254
+
1255
+ if(cam_idx >= i32(params.num_cameras) || probe_idx >= i32(params.num_probes)){
1256
+ return;
1257
+ }
1258
+
1259
+ let cam = camera_close(cam_idx);
1260
+
1261
+ var dir: vec3<f32>;
1262
+ if(probe_idx == 0){
1263
+ dir = normalize(camera_dir_00(cam) + 0.5 * camera_dir_du(cam) + 0.5 * camera_dir_dv(cam));
1264
+ }
1265
+ else{
1266
+ dir = vec3<f32>(
1267
+ frame_f32(params.probe_directions_offset + u32(3 * probe_idx)),
1268
+ frame_f32(params.probe_directions_offset + u32(3 * probe_idx + 1)),
1269
+ frame_f32(params.probe_directions_offset + u32(3 * probe_idx + 2)));
1270
+ }
1271
+
1272
+ let hit = trace_closest_composed(cam_idx, camera_pos(cam), dir, 1e-3, params.max_dist);
1273
+
1274
+ // two OUTPUTS words per probe: {distance: f32, hit: u32}
1275
+ let result_base = params.out_collision + u32(cam_idx * i32(params.num_probes) + probe_idx) * 2u;
1276
+ if(!hit.valid){
1277
+ out_set_f32(result_base, params.max_dist);
1278
+ outputs[result_base + 1u] = 0u;
1279
+ }
1280
+ else{
1281
+ out_set_f32(result_base, hit.t);
1282
+ outputs[result_base + 1u] = 1u;
1283
+ }
1284
+ }
1285
+
1286
+ // single-sample by design: instance labels cannot be averaged, so anti-aliasing and motion
1287
+ // blur do not apply (shutter-close camera, pixel-center ray)
1288
+ @compute @workgroup_size(8, 4, 1)
1289
+ fn main_segmentation(@builtin(global_invocation_id) global_id: vec3<u32>){
1290
+ let pixel_id = global_id.xy;
1291
+ let ctx = pixel_launch_context(pixel_id);
1292
+ if(!ctx.valid){
1293
+ return;
1294
+ }
1295
+ let cam = camera_close(ctx.cam_idx);
1296
+ let screen = (vec2<f32>(f32(ctx.local_x), f32(ctx.local_y)) + vec2<f32>(0.5, 0.5)) / vec2<f32>(f32(params.cam_width), f32(params.cam_height));
1297
+ let direction = normalize(camera_dir_00(cam) + screen.x * camera_dir_du(cam) + screen.y * camera_dir_dv(cam));
1298
+ let hit = trace_closest_composed(ctx.cam_idx, camera_pos(cam), direction, 0.0, 1e30);
1299
+ var value = ABSENT;
1300
+ if(hit.valid){
1301
+ value = select(hit.instance, geometry_u32(params.instance_classes_offset + hit.instance), fc_semantic_segmentation);
1302
+ }
1303
+ outputs[params.out_segmentation + u32(ctx.fb_offset)] = value;
1304
+ }
1305
+
1306
+ // single-sample by design: unit normals cannot be averaged, so anti-aliasing and motion blur
1307
+ // do not apply (shutter-close camera, pixel-center ray); world-frame geometric normal,
1308
+ // oriented against the ray, zero on miss
1309
+ @compute @workgroup_size(8, 4, 1)
1310
+ fn main_normals(@builtin(global_invocation_id) global_id: vec3<u32>){
1311
+ let pixel_id = global_id.xy;
1312
+ let ctx = pixel_launch_context(pixel_id);
1313
+ if(!ctx.valid){
1314
+ return;
1315
+ }
1316
+ let cam = camera_close(ctx.cam_idx);
1317
+ let screen = (vec2<f32>(f32(ctx.local_x), f32(ctx.local_y)) + vec2<f32>(0.5, 0.5)) / vec2<f32>(f32(params.cam_width), f32(params.cam_height));
1318
+ let direction = normalize(camera_dir_00(cam) + screen.x * camera_dir_du(cam) + screen.y * camera_dir_dv(cam));
1319
+ let hit = trace_closest_composed(ctx.cam_idx, camera_pos(cam), direction, 0.0, 1e30);
1320
+ var normal = vec3<f32>(0.0);
1321
+ if(hit.valid){
1322
+ var vertices = triangle_vertices(hit.triangle);
1323
+ if(instance_data[hit.instance].identity == 0u){
1324
+ let object_to_world = instance_data[hit.instance].object_to_world;
1325
+ vertices[0] = transform_point(object_to_world, vertices[0]);
1326
+ vertices[1] = transform_point(object_to_world, vertices[1]);
1327
+ vertices[2] = transform_point(object_to_world, vertices[2]);
1328
+ }
1329
+ normal = normalize(cross(vertices[1] - vertices[0], vertices[2] - vertices[0]));
1330
+ if(dot(direction, normal) > 0.0){
1331
+ normal = -normal;
1332
+ }
1333
+ }
1334
+ out_set_f32(params.out_normals + u32(ctx.fb_offset * 3 + 0), normal.x);
1335
+ out_set_f32(params.out_normals + u32(ctx.fb_offset * 3 + 1), normal.y);
1336
+ out_set_f32(params.out_normals + u32(ctx.fb_offset * 3 + 2), normal.z);
1337
+ }
1338
+
1339
+ fn apply_flow_delta(base_in: u32, p: vec3<f32>) -> vec3<f32>{
1340
+ let base = params.flow_deltas_offset + base_in;
1341
+ return vec3<f32>(
1342
+ frame_f32(base + 0u)*p.x + frame_f32(base + 1u)*p.y + frame_f32(base + 2u)*p.z + frame_f32(base + 3u),
1343
+ frame_f32(base + 4u)*p.x + frame_f32(base + 5u)*p.y + frame_f32(base + 6u)*p.z + frame_f32(base + 7u),
1344
+ frame_f32(base + 8u)*p.x + frame_f32(base + 9u)*p.y + frame_f32(base + 10u)*p.z + frame_f32(base + 11u));
1345
+ }
1346
+
1347
+ // world point → screen fraction through the linear camera model: solves
1348
+ // dir_00 + screen_x·dir_du + screen_y·dir_dv = lambda·(point − pos) by Cramer's rule;
1349
+ // returns w = 0 for a degenerate basis or a point at/behind the camera (lambda <= 0)
1350
+ fn project_camera(cam: Camera, point: vec3<f32>) -> vec3<f32>{
1351
+ let direction = point - camera_pos(cam);
1352
+ let dir_du = camera_dir_du(cam);
1353
+ let dir_dv = camera_dir_dv(cam);
1354
+ let negative_direction = -direction;
1355
+ let cross_dv_negative_direction = cross(dir_dv, negative_direction);
1356
+ let det = dot(dir_du, cross_dv_negative_direction);
1357
+ if(det > -1e-12 && det < 1e-12){
1358
+ return vec3<f32>(0.0, 0.0, 0.0);
1359
+ }
1360
+ let inv_det = 1.0 / det;
1361
+ let b = -camera_dir_00(cam);
1362
+ let screen_x = dot(b, cross_dv_negative_direction) * inv_det;
1363
+ let screen_y = dot(dir_du, cross(b, negative_direction)) * inv_det;
1364
+ let lambda = dot(dir_du, cross(dir_dv, b)) * inv_det;
1365
+ return vec3<f32>(screen_x, screen_y, select(0.0, 1.0, lambda > 0.0));
1366
+ }
1367
+
1368
+ // FlowStatus codes (rl_tools/rendering/raytracing/types.h)
1369
+ const FLOW_STATUS_VALID: u32 = 0u;
1370
+ const FLOW_STATUS_MISS: u32 = 1u;
1371
+ const FLOW_STATUS_BEHIND: u32 = 2u;
1372
+ const FLOW_STATUS_OUT_OF_FRAME: u32 = 3u;
1373
+ const FLOW_STATUS_OCCLUDED: u32 = 4u;
1374
+ const FLOW_VISIBILITY_EPSILON: f32 = 1e-4;
1375
+
1376
+ // two-instant flow, one direction per entry point (mirror of the generic render_flow_frame):
1377
+ // single-sample from the source pixel centre against the source instant's overlay region; the
1378
+ // hit point is carried to the target instant by its slot's delta, projected through the target
1379
+ // camera, and tested for visibility from the target camera against the target instant with the
1380
+ // relative margin FLOW_VISIBILITY_EPSILON. Status priority MISS, BEHIND, OUT_OF_FRAME, OCCLUDED,
1381
+ // VALID; the vector is zero for MISS and BEHIND and the geometric flow otherwise
1382
+ fn flow_pixel(source_previous: bool, out_flow: u32, out_status: u32, ctx: PixelLaunchContext){
1383
+ let previous_region = 1u + select(0u, u32(fc_motion_samples), fc_dynamic_motion_blur);
1384
+ let source_region = select(0u, previous_region, source_previous);
1385
+ let target_region = select(previous_region, 0u, source_previous);
1386
+ var cam: Camera;
1387
+ var cam_target: Camera;
1388
+ if(source_previous){
1389
+ cam = camera_previous(ctx.cam_idx);
1390
+ cam_target = camera_close(ctx.cam_idx);
1391
+ }
1392
+ else{
1393
+ cam = camera_close(ctx.cam_idx);
1394
+ cam_target = camera_previous(ctx.cam_idx);
1395
+ }
1396
+ let source_first_overlay_instance = params.first_overlay_instance + params.num_overlay_slots * source_region;
1397
+ let delta_slab = select(0u, params.num_overlay_slots * 12u, source_previous);
1398
+ let screen = (vec2<f32>(f32(ctx.local_x), f32(ctx.local_y)) + vec2<f32>(0.5, 0.5)) / vec2<f32>(f32(params.cam_width), f32(params.cam_height));
1399
+ let direction = normalize(camera_dir_00(cam) + screen.x * camera_dir_du(cam) + screen.y * camera_dir_dv(cam));
1400
+ let hit = trace_closest_composed_region(source_region, ctx.cam_idx, camera_pos(cam), direction, 0.0, 1e30);
1401
+ var flow = vec2<f32>(0.0);
1402
+ var status = FLOW_STATUS_MISS;
1403
+ if(hit.valid){
1404
+ var point = camera_pos(cam) + direction * hit.t;
1405
+ if(fc_overlay_count > 0 && hit.instance >= source_first_overlay_instance){
1406
+ point = apply_flow_delta(delta_slab + (hit.instance - source_first_overlay_instance) * 12u, point);
1407
+ }
1408
+ let projected = project_camera(cam_target, point);
1409
+ if(projected.z < 0.5){
1410
+ status = FLOW_STATUS_BEHIND;
1411
+ }
1412
+ else{
1413
+ flow = vec2<f32>(projected.x * f32(params.cam_width) - (f32(ctx.local_x) + 0.5),
1414
+ projected.y * f32(params.cam_height) - (f32(ctx.local_y) + 0.5));
1415
+ if(projected.x < 0.0 || projected.x >= 1.0 || projected.y < 0.0 || projected.y >= 1.0){
1416
+ status = FLOW_STATUS_OUT_OF_FRAME;
1417
+ }
1418
+ else{
1419
+ let to_point = point - camera_pos(cam_target);
1420
+ let len = length(to_point);
1421
+ let visibility_direction = to_point * (1.0 / len);
1422
+ 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));
1423
+ status = select(FLOW_STATUS_VALID, FLOW_STATUS_OCCLUDED, occluded);
1424
+ }
1425
+ }
1426
+ }
1427
+ out_set_f32(out_flow + u32(ctx.fb_offset * 2 + 0), flow.x);
1428
+ out_set_f32(out_flow + u32(ctx.fb_offset * 2 + 1), flow.y);
1429
+ outputs[out_status + u32(ctx.fb_offset)] = status;
1430
+ }
1431
+
1432
+ @compute @workgroup_size(8, 4, 1)
1433
+ fn main_flow(@builtin(global_invocation_id) global_id: vec3<u32>){
1434
+ let ctx = pixel_launch_context(global_id.xy);
1435
+ if(!ctx.valid){
1436
+ return;
1437
+ }
1438
+ flow_pixel(false, params.out_flow, params.out_flow_status, ctx);
1439
+ }
1440
+
1441
+ @compute @workgroup_size(8, 4, 1)
1442
+ fn main_flow_forward(@builtin(global_invocation_id) global_id: vec3<u32>){
1443
+ let ctx = pixel_launch_context(global_id.xy);
1444
+ if(!ctx.valid){
1445
+ return;
1446
+ }
1447
+ flow_pixel(true, params.out_flow_forward, params.out_flow_forward_status, ctx);
1448
+ }