three-gpu-pathtracer 0.0.11 → 0.0.12

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (53) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +886 -886
  3. package/build/index.module.js +6478 -6470
  4. package/build/index.module.js.map +1 -1
  5. package/build/index.umd.cjs +6473 -6465
  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
@@ -1,80 +1,80 @@
1
- import { FloatType, NearestFilter, NoBlending, RGBAFormat, Vector2, WebGLRenderTarget } from 'three';
2
- import { FullScreenQuad } from 'three/examples/jsm/postprocessing/Pass.js';
3
- import { MaterialBase } from '../materials/MaterialBase.js';
4
- import { shaderSobolCommon, shaderSobolGeneration } from '../shader/shaderSobolSampling.js';
5
-
6
- class SobolNumbersMaterial extends MaterialBase {
7
-
8
- constructor() {
9
-
10
- super( {
11
-
12
- blending: NoBlending,
13
-
14
- uniforms: {
15
-
16
- resolution: { value: new Vector2() },
17
-
18
- },
19
-
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- vertexShader: /* glsl */`
21
-
22
- varying vec2 vUv;
23
- void main() {
24
-
25
- vUv = uv;
26
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
27
-
28
- }
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- `,
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-
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- fragmentShader: /* glsl */`
32
-
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- ${ shaderSobolCommon }
34
- ${ shaderSobolGeneration }
35
-
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- varying vec2 vUv;
37
- uniform vec2 resolution;
38
- void main() {
39
-
40
- uint index = uint( gl_FragCoord.y ) * uint( resolution.x ) + uint( gl_FragCoord.x );
41
- gl_FragColor = generateSobolPoint( index );
42
-
43
- }
44
- `,
45
-
46
- } );
47
-
48
- }
49
-
50
- }
51
-
52
- export class SobolNumberMapGenerator {
53
-
54
- generate( renderer, dimensions = 256 ) {
55
-
56
- const target = new WebGLRenderTarget( dimensions, dimensions, {
57
-
58
- type: FloatType,
59
- format: RGBAFormat,
60
- minFilter: NearestFilter,
61
- magFilter: NearestFilter,
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- generateMipmaps: false,
63
-
64
- } );
65
-
66
- const ogTarget = renderer.getRenderTarget();
67
- renderer.setRenderTarget( target );
68
-
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- const quad = new FullScreenQuad( new SobolNumbersMaterial() );
70
- quad.material.resolution.set( dimensions, dimensions );
71
- quad.render( renderer );
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-
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- renderer.setRenderTarget( ogTarget );
74
- quad.dispose();
75
-
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- return target;
77
-
78
- }
79
-
80
- }
1
+ import { FloatType, NearestFilter, NoBlending, RGBAFormat, Vector2, WebGLRenderTarget } from 'three';
2
+ import { FullScreenQuad } from 'three/examples/jsm/postprocessing/Pass.js';
3
+ import { MaterialBase } from '../materials/MaterialBase.js';
4
+ import { shaderSobolCommon, shaderSobolGeneration } from '../shader/shaderSobolSampling.js';
5
+
6
+ class SobolNumbersMaterial extends MaterialBase {
7
+
8
+ constructor() {
9
+
10
+ super( {
11
+
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+ blending: NoBlending,
13
+
14
+ uniforms: {
15
+
16
+ resolution: { value: new Vector2() },
17
+
18
+ },
19
+
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+ vertexShader: /* glsl */`
21
+
22
+ varying vec2 vUv;
23
+ void main() {
24
+
25
+ vUv = uv;
26
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
27
+
28
+ }
29
+ `,
30
+
31
+ fragmentShader: /* glsl */`
32
+
33
+ ${ shaderSobolCommon }
34
+ ${ shaderSobolGeneration }
35
+
36
+ varying vec2 vUv;
37
+ uniform vec2 resolution;
38
+ void main() {
39
+
40
+ uint index = uint( gl_FragCoord.y ) * uint( resolution.x ) + uint( gl_FragCoord.x );
41
+ gl_FragColor = generateSobolPoint( index );
42
+
43
+ }
44
+ `,
45
+
46
+ } );
47
+
48
+ }
49
+
50
+ }
51
+
52
+ export class SobolNumberMapGenerator {
53
+
54
+ generate( renderer, dimensions = 256 ) {
55
+
56
+ const target = new WebGLRenderTarget( dimensions, dimensions, {
57
+
58
+ type: FloatType,
59
+ format: RGBAFormat,
60
+ minFilter: NearestFilter,
61
+ magFilter: NearestFilter,
62
+ generateMipmaps: false,
63
+
64
+ } );
65
+
66
+ const ogTarget = renderer.getRenderTarget();
67
+ renderer.setRenderTarget( target );
68
+
69
+ const quad = new FullScreenQuad( new SobolNumbersMaterial() );
70
+ quad.material.resolution.set( dimensions, dimensions );
71
+ quad.render( renderer );
72
+
73
+ renderer.setRenderTarget( ogTarget );
74
+ quad.dispose();
75
+
76
+ return target;
77
+
78
+ }
79
+
80
+ }
@@ -1,101 +1,101 @@
1
- // https://github.com/mozilla/Spoke/commit/9701d647020e09d584885bd457eb225e9995c12f
2
- import XAtlas from 'xatlas-web';
3
- import { BufferGeometry, Float32BufferAttribute, Uint32BufferAttribute } from 'three';
4
-
5
- export class UVUnwrapper {
6
-
7
- constructor() {
8
-
9
- this._module = null;
10
-
11
- }
12
-
13
- async load() {
14
-
15
- const wasmurl = new URL( '../../node_modules/xatlas-web/dist/xatlas-web.wasm', import.meta.url );
16
- this._module = XAtlas( {
17
-
18
- locateFile( path ) {
19
-
20
- if ( path.endsWith( '.wasm' ) ) {
21
-
22
- return wasmurl.toString();
23
-
24
- }
25
-
26
- return path;
27
-
28
- }
29
-
30
- } );
31
- return this._module.ready;
32
-
33
- }
34
-
35
- generate( geometry ) {
36
-
37
- const xatlas = this._module;
38
- const originalVertexCount = geometry.attributes.position.count;
39
- const originalIndexCount = geometry.index.count;
40
-
41
- xatlas.createAtlas();
42
-
43
- const meshInfo = xatlas.createMesh( originalVertexCount, originalIndexCount, true, true );
44
- xatlas.HEAPU16.set( geometry.index.array, meshInfo.indexOffset / Uint16Array.BYTES_PER_ELEMENT );
45
- xatlas.HEAPF32.set( geometry.attributes.position.array, meshInfo.positionOffset / Float32Array.BYTES_PER_ELEMENT );
46
- xatlas.HEAPF32.set( geometry.attributes.normal.array, meshInfo.normalOffset / Float32Array.BYTES_PER_ELEMENT );
47
- xatlas.HEAPF32.set( geometry.attributes.uv.array, meshInfo.uvOffset / Float32Array.BYTES_PER_ELEMENT );
48
-
49
- const statusCode = xatlas.addMesh();
50
- if ( statusCode !== AddMeshStatus.Success ) {
51
-
52
- throw new Error( `UVUnwrapper: Error adding mesh. Status code ${ statusCode }` );
53
-
54
- }
55
-
56
- xatlas.generateAtlas();
57
-
58
- const meshData = xatlas.getMeshData( meshInfo.meshId );
59
- const oldPositionArray = geometry.attributes.position.array;
60
- const oldNormalArray = geometry.attributes.normal.array;
61
- const oldUvArray = geometry.attributes.uv.array;
62
-
63
- const newPositionArray = new Float32Array( meshData.newVertexCount * 3 );
64
- const newNormalArray = new Float32Array( meshData.newVertexCount * 3 );
65
- const newUvArray = new Float32Array( meshData.newVertexCount * 2 );
66
- const newUv2Array = new Float32Array( xatlas.HEAPF32.buffer, meshData.uvOffset, meshData.newVertexCount * 2 );
67
- const newIndexArray = new Uint32Array( xatlas.HEAPU32.buffer, meshData.indexOffset, meshData.newIndexCount );
68
- const originalIndexArray = new Uint32Array(
69
- xatlas.HEAPU32.buffer,
70
- meshData.originalIndexOffset,
71
- meshData.newVertexCount
72
- );
73
-
74
- for ( let i = 0; i < meshData.newVertexCount; i ++ ) {
75
-
76
- const originalIndex = originalIndexArray[ i ];
77
- newPositionArray[ i * 3 ] = oldPositionArray[ originalIndex * 3 ];
78
- newPositionArray[ i * 3 + 1 ] = oldPositionArray[ originalIndex * 3 + 1 ];
79
- newPositionArray[ i * 3 + 2 ] = oldPositionArray[ originalIndex * 3 + 2 ];
80
- newNormalArray[ i * 3 ] = oldNormalArray[ originalIndex * 3 ];
81
- newNormalArray[ i * 3 + 1 ] = oldNormalArray[ originalIndex * 3 + 1 ];
82
- newNormalArray[ i * 3 + 2 ] = oldNormalArray[ originalIndex * 3 + 2 ];
83
- newUvArray[ i * 2 ] = oldUvArray[ originalIndex * 2 ];
84
- newUvArray[ i * 2 + 1 ] = oldUvArray[ originalIndex * 2 + 1 ];
85
-
86
- }
87
-
88
- const newGeometry = new BufferGeometry();
89
- newGeometry.addAttribute( 'position', new Float32BufferAttribute( newPositionArray, 3 ) );
90
- newGeometry.addAttribute( 'normal', new Float32BufferAttribute( newNormalArray, 3 ) );
91
- newGeometry.addAttribute( 'uv', new Float32BufferAttribute( newUvArray, 2 ) );
92
- newGeometry.addAttribute( 'uv2', new Float32BufferAttribute( newUv2Array, 2 ) );
93
- newGeometry.setIndex( new Uint32BufferAttribute( newIndexArray, 1 ) );
94
-
95
- mesh.geometry = newGeometry;
96
-
97
- xatlas.destroyAtlas();
98
-
99
- }
100
-
101
- }
1
+ // https://github.com/mozilla/Spoke/commit/9701d647020e09d584885bd457eb225e9995c12f
2
+ import XAtlas from 'xatlas-web';
3
+ import { BufferGeometry, Float32BufferAttribute, Uint32BufferAttribute } from 'three';
4
+
5
+ export class UVUnwrapper {
6
+
7
+ constructor() {
8
+
9
+ this._module = null;
10
+
11
+ }
12
+
13
+ async load() {
14
+
15
+ const wasmurl = new URL( '../../node_modules/xatlas-web/dist/xatlas-web.wasm', import.meta.url );
16
+ this._module = XAtlas( {
17
+
18
+ locateFile( path ) {
19
+
20
+ if ( path.endsWith( '.wasm' ) ) {
21
+
22
+ return wasmurl.toString();
23
+
24
+ }
25
+
26
+ return path;
27
+
28
+ }
29
+
30
+ } );
31
+ return this._module.ready;
32
+
33
+ }
34
+
35
+ generate( geometry ) {
36
+
37
+ const xatlas = this._module;
38
+ const originalVertexCount = geometry.attributes.position.count;
39
+ const originalIndexCount = geometry.index.count;
40
+
41
+ xatlas.createAtlas();
42
+
43
+ const meshInfo = xatlas.createMesh( originalVertexCount, originalIndexCount, true, true );
44
+ xatlas.HEAPU16.set( geometry.index.array, meshInfo.indexOffset / Uint16Array.BYTES_PER_ELEMENT );
45
+ xatlas.HEAPF32.set( geometry.attributes.position.array, meshInfo.positionOffset / Float32Array.BYTES_PER_ELEMENT );
46
+ xatlas.HEAPF32.set( geometry.attributes.normal.array, meshInfo.normalOffset / Float32Array.BYTES_PER_ELEMENT );
47
+ xatlas.HEAPF32.set( geometry.attributes.uv.array, meshInfo.uvOffset / Float32Array.BYTES_PER_ELEMENT );
48
+
49
+ const statusCode = xatlas.addMesh();
50
+ if ( statusCode !== AddMeshStatus.Success ) {
51
+
52
+ throw new Error( `UVUnwrapper: Error adding mesh. Status code ${ statusCode }` );
53
+
54
+ }
55
+
56
+ xatlas.generateAtlas();
57
+
58
+ const meshData = xatlas.getMeshData( meshInfo.meshId );
59
+ const oldPositionArray = geometry.attributes.position.array;
60
+ const oldNormalArray = geometry.attributes.normal.array;
61
+ const oldUvArray = geometry.attributes.uv.array;
62
+
63
+ const newPositionArray = new Float32Array( meshData.newVertexCount * 3 );
64
+ const newNormalArray = new Float32Array( meshData.newVertexCount * 3 );
65
+ const newUvArray = new Float32Array( meshData.newVertexCount * 2 );
66
+ const newUv2Array = new Float32Array( xatlas.HEAPF32.buffer, meshData.uvOffset, meshData.newVertexCount * 2 );
67
+ const newIndexArray = new Uint32Array( xatlas.HEAPU32.buffer, meshData.indexOffset, meshData.newIndexCount );
68
+ const originalIndexArray = new Uint32Array(
69
+ xatlas.HEAPU32.buffer,
70
+ meshData.originalIndexOffset,
71
+ meshData.newVertexCount
72
+ );
73
+
74
+ for ( let i = 0; i < meshData.newVertexCount; i ++ ) {
75
+
76
+ const originalIndex = originalIndexArray[ i ];
77
+ newPositionArray[ i * 3 ] = oldPositionArray[ originalIndex * 3 ];
78
+ newPositionArray[ i * 3 + 1 ] = oldPositionArray[ originalIndex * 3 + 1 ];
79
+ newPositionArray[ i * 3 + 2 ] = oldPositionArray[ originalIndex * 3 + 2 ];
80
+ newNormalArray[ i * 3 ] = oldNormalArray[ originalIndex * 3 ];
81
+ newNormalArray[ i * 3 + 1 ] = oldNormalArray[ originalIndex * 3 + 1 ];
82
+ newNormalArray[ i * 3 + 2 ] = oldNormalArray[ originalIndex * 3 + 2 ];
83
+ newUvArray[ i * 2 ] = oldUvArray[ originalIndex * 2 ];
84
+ newUvArray[ i * 2 + 1 ] = oldUvArray[ originalIndex * 2 + 1 ];
85
+
86
+ }
87
+
88
+ const newGeometry = new BufferGeometry();
89
+ newGeometry.addAttribute( 'position', new Float32BufferAttribute( newPositionArray, 3 ) );
90
+ newGeometry.addAttribute( 'normal', new Float32BufferAttribute( newNormalArray, 3 ) );
91
+ newGeometry.addAttribute( 'uv', new Float32BufferAttribute( newUvArray, 2 ) );
92
+ newGeometry.addAttribute( 'uv2', new Float32BufferAttribute( newUv2Array, 2 ) );
93
+ newGeometry.setIndex( new Uint32BufferAttribute( newIndexArray, 1 ) );
94
+
95
+ mesh.geometry = newGeometry;
96
+
97
+ xatlas.destroyAtlas();
98
+
99
+ }
100
+
101
+ }
@@ -1,42 +1,42 @@
1
- import { PathTracingSceneGenerator } from '../core/PathTracingSceneGenerator.js';
2
- import { SAH } from 'three-mesh-bvh';
3
- import { GenerateMeshBVHWorker } from 'three-mesh-bvh/src/workers/GenerateMeshBVHWorker.js';
4
-
5
- export class PathTracingSceneWorker extends PathTracingSceneGenerator {
6
-
7
- constructor() {
8
-
9
- super();
10
- this.bvhGenerator = new GenerateMeshBVHWorker();
11
-
12
- }
13
-
14
- generate( scene, options = {} ) {
15
-
16
- const { bvhGenerator } = this;
17
- const { geometry, materials, textures, lights, spotLights } = this.prepScene( scene );
18
-
19
- const bvhOptions = { strategy: SAH, ...options, maxLeafTris: 1 };
20
- const bvhPromise = bvhGenerator.generate( geometry, bvhOptions );
21
- return bvhPromise.then( bvh => {
22
-
23
- return {
24
- scene,
25
- materials,
26
- textures,
27
- lights,
28
- spotLights,
29
- bvh,
30
- };
31
-
32
- } );
33
-
34
- }
35
-
36
- dispose() {
37
-
38
- this.bvhGenerator.dispose();
39
-
40
- }
41
-
42
- }
1
+ import { PathTracingSceneGenerator } from '../core/PathTracingSceneGenerator.js';
2
+ import { SAH } from 'three-mesh-bvh';
3
+ import { GenerateMeshBVHWorker } from 'three-mesh-bvh/src/workers/GenerateMeshBVHWorker.js';
4
+
5
+ export class PathTracingSceneWorker extends PathTracingSceneGenerator {
6
+
7
+ constructor() {
8
+
9
+ super();
10
+ this.bvhGenerator = new GenerateMeshBVHWorker();
11
+
12
+ }
13
+
14
+ generate( scene, options = {} ) {
15
+
16
+ const { bvhGenerator } = this;
17
+ const { geometry, materials, textures, lights, spotLights } = this.prepScene( scene );
18
+
19
+ const bvhOptions = { strategy: SAH, ...options, maxLeafTris: 1 };
20
+ const bvhPromise = bvhGenerator.generate( geometry, bvhOptions );
21
+ return bvhPromise.then( bvh => {
22
+
23
+ return {
24
+ scene,
25
+ materials,
26
+ textures,
27
+ lights,
28
+ spotLights,
29
+ bvh,
30
+ };
31
+
32
+ } );
33
+
34
+ }
35
+
36
+ dispose() {
37
+
38
+ this.bvhGenerator.dispose();
39
+
40
+ }
41
+
42
+ }