three-gpu-pathtracer 0.0.10 → 0.0.12

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Files changed (53) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +886 -886
  3. package/build/index.module.js +6479 -6472
  4. package/build/index.module.js.map +1 -1
  5. package/build/index.umd.cjs +6478 -6470
  6. package/build/index.umd.cjs.map +1 -1
  7. package/package.json +72 -69
  8. package/src/core/DynamicPathTracingSceneGenerator.js +119 -119
  9. package/src/core/MaterialReducer.js +256 -256
  10. package/src/core/PathTracingRenderer.js +275 -275
  11. package/src/core/PathTracingSceneGenerator.js +69 -69
  12. package/src/index.js +39 -39
  13. package/src/materials/AlphaDisplayMaterial.js +48 -48
  14. package/src/materials/AmbientOcclusionMaterial.js +199 -199
  15. package/src/materials/BlendMaterial.js +67 -67
  16. package/src/materials/DenoiseMaterial.js +142 -142
  17. package/src/materials/GraphMaterial.js +243 -243
  18. package/src/materials/LambertPathTracingMaterial.js +285 -285
  19. package/src/materials/MaterialBase.js +56 -56
  20. package/src/materials/PhysicalPathTracingMaterial.js +982 -982
  21. package/src/objects/EquirectCamera.js +13 -13
  22. package/src/objects/PhysicalCamera.js +28 -28
  23. package/src/objects/PhysicalSpotLight.js +14 -14
  24. package/src/objects/ShapedAreaLight.js +12 -12
  25. package/src/shader/shaderBvhAnyHit.js +76 -0
  26. package/src/shader/shaderEnvMapSampling.js +58 -58
  27. package/src/shader/shaderGGXFunctions.js +100 -100
  28. package/src/shader/shaderIridescenceFunctions.js +130 -130
  29. package/src/shader/shaderLayerTexelFetchFunctions.js +25 -25
  30. package/src/shader/shaderLightSampling.js +229 -229
  31. package/src/shader/shaderMaterialSampling.js +506 -498
  32. package/src/shader/shaderRandFunctions.js +57 -57
  33. package/src/shader/shaderSheenFunctions.js +98 -98
  34. package/src/shader/shaderSobolSampling.js +256 -256
  35. package/src/shader/shaderStructs.js +325 -325
  36. package/src/shader/shaderUtils.js +361 -361
  37. package/src/textures/GradientEquirectTexture.js +35 -35
  38. package/src/textures/ProceduralEquirectTexture.js +75 -75
  39. package/src/uniforms/AttributesTextureArray.js +35 -35
  40. package/src/uniforms/EquirectHdrInfoUniform.js +259 -259
  41. package/src/uniforms/FloatAttributeTextureArray.js +169 -169
  42. package/src/uniforms/IESProfilesTexture.js +100 -100
  43. package/src/uniforms/LightsInfoUniformStruct.js +207 -207
  44. package/src/uniforms/MaterialsTexture.js +426 -426
  45. package/src/uniforms/PhysicalCameraUniform.js +36 -36
  46. package/src/uniforms/RenderTarget2DArray.js +97 -97
  47. package/src/uniforms/utils.js +30 -30
  48. package/src/utils/BlurredEnvMapGenerator.js +116 -116
  49. package/src/utils/GeometryPreparationUtils.js +214 -214
  50. package/src/utils/IESLoader.js +325 -325
  51. package/src/utils/SobolNumberMapGenerator.js +80 -80
  52. package/src/utils/UVUnwrapper.js +101 -101
  53. package/src/workers/PathTracingSceneWorker.js +42 -42
@@ -1,207 +1,207 @@
1
- import { DataTexture, RGBAFormat, ClampToEdgeWrapping, FloatType, Vector3, Quaternion, Matrix4 } from 'three';
2
-
3
- const LIGHT_PIXELS = 6;
4
- const RECT_AREA_LIGHT = 0;
5
- const CIRC_AREA_LIGHT = 1;
6
- const SPOT_LIGHT = 2;
7
- const DIR_LIGHT = 3;
8
- const POINT_LIGHT = 4;
9
- export class LightsInfoUniformStruct {
10
-
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- constructor() {
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-
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- const tex = new DataTexture( new Float32Array( 4 ), 1, 1 );
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- tex.format = RGBAFormat;
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- tex.type = FloatType;
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- tex.wrapS = ClampToEdgeWrapping;
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- tex.wrapT = ClampToEdgeWrapping;
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- tex.generateMipmaps = false;
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-
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- this.tex = tex;
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- this.count = 0;
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-
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- }
24
-
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- updateFrom( lights, iesTextures = [] ) {
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-
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- const tex = this.tex;
28
- const pixelCount = Math.max( lights.length * LIGHT_PIXELS, 1 );
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- const dimension = Math.ceil( Math.sqrt( pixelCount ) );
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-
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- if ( tex.image.width !== dimension ) {
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-
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- tex.dispose();
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-
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- tex.image.data = new Float32Array( dimension * dimension * 4 );
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- tex.image.width = dimension;
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- tex.image.height = dimension;
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-
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- }
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-
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- const floatArray = tex.image.data;
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-
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- const u = new Vector3();
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- const v = new Vector3();
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- const m = new Matrix4();
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- const worldQuaternion = new Quaternion();
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- const eye = new Vector3();
48
- const target = new Vector3();
49
- const up = new Vector3();
50
-
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- for ( let i = 0, l = lights.length; i < l; i ++ ) {
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-
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- const l = lights[ i ];
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-
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- const baseIndex = i * LIGHT_PIXELS * 4;
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- let index = 0;
57
-
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- // sample 1
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- // position
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- l.getWorldPosition( v );
61
- floatArray[ baseIndex + ( index ++ ) ] = v.x;
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- floatArray[ baseIndex + ( index ++ ) ] = v.y;
63
- floatArray[ baseIndex + ( index ++ ) ] = v.z;
64
-
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- // type
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- let type = RECT_AREA_LIGHT;
67
- if ( l.isRectAreaLight && l.isCircular ) {
68
-
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- type = CIRC_AREA_LIGHT;
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-
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- } else if ( l.isSpotLight ) {
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-
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- type = SPOT_LIGHT;
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-
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- } else if ( l.isDirectionalLight ) {
76
-
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- type = DIR_LIGHT;
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-
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- } else if ( l.isPointLight ) {
80
-
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- type = POINT_LIGHT;
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-
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- }
84
-
85
- floatArray[ baseIndex + ( index ++ ) ] = type;
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-
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- // sample 2
88
- // color
89
- floatArray[ baseIndex + ( index ++ ) ] = l.color.r;
90
- floatArray[ baseIndex + ( index ++ ) ] = l.color.g;
91
- floatArray[ baseIndex + ( index ++ ) ] = l.color.b;
92
-
93
- // intensity
94
- floatArray[ baseIndex + ( index ++ ) ] = l.intensity;
95
-
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- l.getWorldQuaternion( worldQuaternion );
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-
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- if ( l.isRectAreaLight ) {
99
-
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- // sample 3
101
- // u vector
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- u.set( l.width, 0, 0 ).applyQuaternion( worldQuaternion );
103
-
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- floatArray[ baseIndex + ( index ++ ) ] = u.x;
105
- floatArray[ baseIndex + ( index ++ ) ] = u.y;
106
- floatArray[ baseIndex + ( index ++ ) ] = u.z;
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- index ++;
108
-
109
- // sample 4
110
- // v vector
111
- v.set( 0, l.height, 0 ).applyQuaternion( worldQuaternion );
112
-
113
- floatArray[ baseIndex + ( index ++ ) ] = v.x;
114
- floatArray[ baseIndex + ( index ++ ) ] = v.y;
115
- floatArray[ baseIndex + ( index ++ ) ] = v.z;
116
-
117
- // area
118
- floatArray[ baseIndex + ( index ++ ) ] = u.cross( v ).length() * ( l.isCircular ? ( Math.PI / 4.0 ) : 1.0 );
119
-
120
- } else if ( l.isSpotLight ) {
121
-
122
- const radius = l.radius;
123
- eye.setFromMatrixPosition( l.matrixWorld );
124
- target.setFromMatrixPosition( l.target.matrixWorld );
125
- m.lookAt( eye, target, up );
126
- worldQuaternion.setFromRotationMatrix( m );
127
-
128
- // sample 3
129
- // u vector
130
- u.set( 1, 0, 0 ).applyQuaternion( worldQuaternion );
131
-
132
- floatArray[ baseIndex + ( index ++ ) ] = u.x;
133
- floatArray[ baseIndex + ( index ++ ) ] = u.y;
134
- floatArray[ baseIndex + ( index ++ ) ] = u.z;
135
- index ++;
136
-
137
- // sample 4
138
- // v vector
139
- v.set( 0, 1, 0 ).applyQuaternion( worldQuaternion );
140
-
141
- floatArray[ baseIndex + ( index ++ ) ] = v.x;
142
- floatArray[ baseIndex + ( index ++ ) ] = v.y;
143
- floatArray[ baseIndex + ( index ++ ) ] = v.z;
144
-
145
- // area
146
- floatArray[ baseIndex + ( index ++ ) ] = Math.PI * radius * radius;
147
-
148
- // sample 5
149
- // radius
150
- floatArray[ baseIndex + ( index ++ ) ] = radius;
151
-
152
- // near
153
- floatArray[ baseIndex + ( index ++ ) ] = l.shadow.camera.near;
154
-
155
- // decay
156
- floatArray[ baseIndex + ( index ++ ) ] = l.decay;
157
-
158
- // distance
159
- floatArray[ baseIndex + ( index ++ ) ] = l.distance;
160
-
161
- // sample 6
162
- // coneCos
163
- floatArray[ baseIndex + ( index ++ ) ] = Math.cos( l.angle );
164
-
165
- // penumbraCos
166
- floatArray[ baseIndex + ( index ++ ) ] = Math.cos( l.angle * ( 1 - l.penumbra ) );
167
-
168
- // iesProfile
169
- floatArray[ baseIndex + ( index ++ ) ] = iesTextures.indexOf( l.iesTexture );
170
-
171
- } else if ( l.isPointLight ) {
172
-
173
- const worldPosition = l.getWorldPosition( u );
174
- floatArray[ baseIndex + ( index ++ ) ] = worldPosition.x;
175
- floatArray[ baseIndex + ( index ++ ) ] = worldPosition.y;
176
- floatArray[ baseIndex + ( index ++ ) ] = worldPosition.z;
177
- index ++;
178
-
179
- // sample 4
180
- index += 4;
181
-
182
- // sample 5
183
- index += 2;
184
-
185
- floatArray[ baseIndex + ( index ++ ) ] = l.decay;
186
- floatArray[ baseIndex + ( index ++ ) ] = l.distance;
187
-
188
- } else if ( l.isDirectionalLight ) {
189
-
190
- const worldPosition = l.getWorldPosition( u );
191
- const targetPosition = l.target.getWorldPosition( v );
192
-
193
- target.subVectors( worldPosition, targetPosition ).normalize();
194
- floatArray[ baseIndex + ( index ++ ) ] = target.x;
195
- floatArray[ baseIndex + ( index ++ ) ] = target.y;
196
- floatArray[ baseIndex + ( index ++ ) ] = target.z;
197
-
198
- }
199
-
200
- }
201
-
202
- tex.needsUpdate = true;
203
- this.count = lights.length;
204
-
205
- }
206
-
207
- }
1
+ import { DataTexture, RGBAFormat, ClampToEdgeWrapping, FloatType, Vector3, Quaternion, Matrix4 } from 'three';
2
+
3
+ const LIGHT_PIXELS = 6;
4
+ const RECT_AREA_LIGHT = 0;
5
+ const CIRC_AREA_LIGHT = 1;
6
+ const SPOT_LIGHT = 2;
7
+ const DIR_LIGHT = 3;
8
+ const POINT_LIGHT = 4;
9
+ export class LightsInfoUniformStruct {
10
+
11
+ constructor() {
12
+
13
+ const tex = new DataTexture( new Float32Array( 4 ), 1, 1 );
14
+ tex.format = RGBAFormat;
15
+ tex.type = FloatType;
16
+ tex.wrapS = ClampToEdgeWrapping;
17
+ tex.wrapT = ClampToEdgeWrapping;
18
+ tex.generateMipmaps = false;
19
+
20
+ this.tex = tex;
21
+ this.count = 0;
22
+
23
+ }
24
+
25
+ updateFrom( lights, iesTextures = [] ) {
26
+
27
+ const tex = this.tex;
28
+ const pixelCount = Math.max( lights.length * LIGHT_PIXELS, 1 );
29
+ const dimension = Math.ceil( Math.sqrt( pixelCount ) );
30
+
31
+ if ( tex.image.width !== dimension ) {
32
+
33
+ tex.dispose();
34
+
35
+ tex.image.data = new Float32Array( dimension * dimension * 4 );
36
+ tex.image.width = dimension;
37
+ tex.image.height = dimension;
38
+
39
+ }
40
+
41
+ const floatArray = tex.image.data;
42
+
43
+ const u = new Vector3();
44
+ const v = new Vector3();
45
+ const m = new Matrix4();
46
+ const worldQuaternion = new Quaternion();
47
+ const eye = new Vector3();
48
+ const target = new Vector3();
49
+ const up = new Vector3();
50
+
51
+ for ( let i = 0, l = lights.length; i < l; i ++ ) {
52
+
53
+ const l = lights[ i ];
54
+
55
+ const baseIndex = i * LIGHT_PIXELS * 4;
56
+ let index = 0;
57
+
58
+ // sample 1
59
+ // position
60
+ l.getWorldPosition( v );
61
+ floatArray[ baseIndex + ( index ++ ) ] = v.x;
62
+ floatArray[ baseIndex + ( index ++ ) ] = v.y;
63
+ floatArray[ baseIndex + ( index ++ ) ] = v.z;
64
+
65
+ // type
66
+ let type = RECT_AREA_LIGHT;
67
+ if ( l.isRectAreaLight && l.isCircular ) {
68
+
69
+ type = CIRC_AREA_LIGHT;
70
+
71
+ } else if ( l.isSpotLight ) {
72
+
73
+ type = SPOT_LIGHT;
74
+
75
+ } else if ( l.isDirectionalLight ) {
76
+
77
+ type = DIR_LIGHT;
78
+
79
+ } else if ( l.isPointLight ) {
80
+
81
+ type = POINT_LIGHT;
82
+
83
+ }
84
+
85
+ floatArray[ baseIndex + ( index ++ ) ] = type;
86
+
87
+ // sample 2
88
+ // color
89
+ floatArray[ baseIndex + ( index ++ ) ] = l.color.r;
90
+ floatArray[ baseIndex + ( index ++ ) ] = l.color.g;
91
+ floatArray[ baseIndex + ( index ++ ) ] = l.color.b;
92
+
93
+ // intensity
94
+ floatArray[ baseIndex + ( index ++ ) ] = l.intensity;
95
+
96
+ l.getWorldQuaternion( worldQuaternion );
97
+
98
+ if ( l.isRectAreaLight ) {
99
+
100
+ // sample 3
101
+ // u vector
102
+ u.set( l.width, 0, 0 ).applyQuaternion( worldQuaternion );
103
+
104
+ floatArray[ baseIndex + ( index ++ ) ] = u.x;
105
+ floatArray[ baseIndex + ( index ++ ) ] = u.y;
106
+ floatArray[ baseIndex + ( index ++ ) ] = u.z;
107
+ index ++;
108
+
109
+ // sample 4
110
+ // v vector
111
+ v.set( 0, l.height, 0 ).applyQuaternion( worldQuaternion );
112
+
113
+ floatArray[ baseIndex + ( index ++ ) ] = v.x;
114
+ floatArray[ baseIndex + ( index ++ ) ] = v.y;
115
+ floatArray[ baseIndex + ( index ++ ) ] = v.z;
116
+
117
+ // area
118
+ floatArray[ baseIndex + ( index ++ ) ] = u.cross( v ).length() * ( l.isCircular ? ( Math.PI / 4.0 ) : 1.0 );
119
+
120
+ } else if ( l.isSpotLight ) {
121
+
122
+ const radius = l.radius;
123
+ eye.setFromMatrixPosition( l.matrixWorld );
124
+ target.setFromMatrixPosition( l.target.matrixWorld );
125
+ m.lookAt( eye, target, up );
126
+ worldQuaternion.setFromRotationMatrix( m );
127
+
128
+ // sample 3
129
+ // u vector
130
+ u.set( 1, 0, 0 ).applyQuaternion( worldQuaternion );
131
+
132
+ floatArray[ baseIndex + ( index ++ ) ] = u.x;
133
+ floatArray[ baseIndex + ( index ++ ) ] = u.y;
134
+ floatArray[ baseIndex + ( index ++ ) ] = u.z;
135
+ index ++;
136
+
137
+ // sample 4
138
+ // v vector
139
+ v.set( 0, 1, 0 ).applyQuaternion( worldQuaternion );
140
+
141
+ floatArray[ baseIndex + ( index ++ ) ] = v.x;
142
+ floatArray[ baseIndex + ( index ++ ) ] = v.y;
143
+ floatArray[ baseIndex + ( index ++ ) ] = v.z;
144
+
145
+ // area
146
+ floatArray[ baseIndex + ( index ++ ) ] = Math.PI * radius * radius;
147
+
148
+ // sample 5
149
+ // radius
150
+ floatArray[ baseIndex + ( index ++ ) ] = radius;
151
+
152
+ // near
153
+ floatArray[ baseIndex + ( index ++ ) ] = l.shadow.camera.near;
154
+
155
+ // decay
156
+ floatArray[ baseIndex + ( index ++ ) ] = l.decay;
157
+
158
+ // distance
159
+ floatArray[ baseIndex + ( index ++ ) ] = l.distance;
160
+
161
+ // sample 6
162
+ // coneCos
163
+ floatArray[ baseIndex + ( index ++ ) ] = Math.cos( l.angle );
164
+
165
+ // penumbraCos
166
+ floatArray[ baseIndex + ( index ++ ) ] = Math.cos( l.angle * ( 1 - l.penumbra ) );
167
+
168
+ // iesProfile
169
+ floatArray[ baseIndex + ( index ++ ) ] = iesTextures.indexOf( l.iesTexture );
170
+
171
+ } else if ( l.isPointLight ) {
172
+
173
+ const worldPosition = l.getWorldPosition( u );
174
+ floatArray[ baseIndex + ( index ++ ) ] = worldPosition.x;
175
+ floatArray[ baseIndex + ( index ++ ) ] = worldPosition.y;
176
+ floatArray[ baseIndex + ( index ++ ) ] = worldPosition.z;
177
+ index ++;
178
+
179
+ // sample 4
180
+ index += 4;
181
+
182
+ // sample 5
183
+ index += 2;
184
+
185
+ floatArray[ baseIndex + ( index ++ ) ] = l.decay;
186
+ floatArray[ baseIndex + ( index ++ ) ] = l.distance;
187
+
188
+ } else if ( l.isDirectionalLight ) {
189
+
190
+ const worldPosition = l.getWorldPosition( u );
191
+ const targetPosition = l.target.getWorldPosition( v );
192
+
193
+ target.subVectors( worldPosition, targetPosition ).normalize();
194
+ floatArray[ baseIndex + ( index ++ ) ] = target.x;
195
+ floatArray[ baseIndex + ( index ++ ) ] = target.y;
196
+ floatArray[ baseIndex + ( index ++ ) ] = target.z;
197
+
198
+ }
199
+
200
+ }
201
+
202
+ tex.needsUpdate = true;
203
+ this.count = lights.length;
204
+
205
+ }
206
+
207
+ }