three-gpu-pathtracer 0.0.12 → 0.0.13

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 +961 -886
  3. package/build/index.module.js +6850 -6481
  4. package/build/index.module.js.map +1 -1
  5. package/build/index.umd.cjs +6845 -6475
  6. package/build/index.umd.cjs.map +1 -1
  7. package/package.json +73 -72
  8. package/src/core/DynamicPathTracingSceneGenerator.js +119 -119
  9. package/src/core/MaterialReducer.js +256 -256
  10. package/src/core/PathTracingRenderer.js +346 -275
  11. package/src/core/PathTracingSceneGenerator.js +69 -69
  12. package/src/core/QuiltPathTracingRenderer.js +223 -0
  13. package/src/index.js +40 -39
  14. package/src/materials/AlphaDisplayMaterial.js +48 -48
  15. package/src/materials/AmbientOcclusionMaterial.js +199 -199
  16. package/src/materials/BlendMaterial.js +67 -67
  17. package/src/materials/DenoiseMaterial.js +142 -142
  18. package/src/materials/GraphMaterial.js +243 -243
  19. package/src/materials/LambertPathTracingMaterial.js +285 -285
  20. package/src/materials/MaterialBase.js +56 -56
  21. package/src/materials/PhysicalPathTracingMaterial.js +1013 -982
  22. package/src/objects/EquirectCamera.js +13 -13
  23. package/src/objects/PhysicalCamera.js +28 -28
  24. package/src/objects/PhysicalSpotLight.js +14 -14
  25. package/src/objects/ShapedAreaLight.js +12 -12
  26. package/src/shader/shaderEnvMapSampling.js +58 -58
  27. package/src/shader/shaderGGXFunctions.js +100 -100
  28. package/src/shader/shaderIridescenceFunctions.js +135 -130
  29. package/src/shader/shaderLayerTexelFetchFunctions.js +25 -25
  30. package/src/shader/shaderLightSampling.js +229 -229
  31. package/src/shader/shaderMaterialSampling.js +510 -506
  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 +327 -325
  36. package/src/shader/shaderUtils.js +377 -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 +273 -259
  41. package/src/uniforms/FloatAttributeTextureArray.js +169 -169
  42. package/src/uniforms/IESProfilesTexture.js +100 -100
  43. package/src/uniforms/LightsInfoUniformStruct.js +212 -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
@@ -1,57 +1,57 @@
1
- export const shaderRandFunctions = /* glsl */`
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-
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- // https://www.shadertoy.com/view/wltcRS
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- uvec4 WHITE_NOISE_SEED;
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-
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- void rng_initialize( vec2 p, int frame ) {
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-
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- // white noise seed
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- WHITE_NOISE_SEED = uvec4( p, uint( frame ), uint( p.x ) + uint( p.y ) );
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-
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- }
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-
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- // https://www.pcg-random.org/
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- void pcg4d( inout uvec4 v ) {
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-
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- v = v * 1664525u + 1013904223u;
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- v.x += v.y * v.w;
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- v.y += v.z * v.x;
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- v.z += v.x * v.y;
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- v.w += v.y * v.z;
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- v = v ^ ( v >> 16u );
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- v.x += v.y*v.w;
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- v.y += v.z*v.x;
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- v.z += v.x*v.y;
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- v.w += v.y*v.z;
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-
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- }
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-
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- // returns [ 0, 1 ]
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- float rand() {
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-
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- pcg4d( WHITE_NOISE_SEED );
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- return float( WHITE_NOISE_SEED.x ) / float( 0xffffffffu );
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-
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- }
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-
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- vec2 rand2() {
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-
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- pcg4d( WHITE_NOISE_SEED );
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- return vec2( WHITE_NOISE_SEED.xy ) / float(0xffffffffu);
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-
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- }
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-
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- vec3 rand3() {
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-
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- pcg4d( WHITE_NOISE_SEED );
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- return vec3( WHITE_NOISE_SEED.xyz ) / float( 0xffffffffu );
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-
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- }
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-
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- vec4 rand4() {
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-
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- pcg4d( WHITE_NOISE_SEED );
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- return vec4( WHITE_NOISE_SEED ) / float( 0xffffffffu );
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-
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- }
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- `;
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+ export const shaderRandFunctions = /* glsl */`
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+
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+ // https://www.shadertoy.com/view/wltcRS
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+ uvec4 WHITE_NOISE_SEED;
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+
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+ void rng_initialize( vec2 p, int frame ) {
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+
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+ // white noise seed
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+ WHITE_NOISE_SEED = uvec4( p, uint( frame ), uint( p.x ) + uint( p.y ) );
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+
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+ }
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+
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+ // https://www.pcg-random.org/
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+ void pcg4d( inout uvec4 v ) {
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+
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+ v = v * 1664525u + 1013904223u;
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+ v.x += v.y * v.w;
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+ v.y += v.z * v.x;
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+ v.z += v.x * v.y;
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+ v.w += v.y * v.z;
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+ v = v ^ ( v >> 16u );
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+ v.x += v.y*v.w;
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+ v.y += v.z*v.x;
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+ v.z += v.x*v.y;
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+ v.w += v.y*v.z;
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+
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+ }
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+
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+ // returns [ 0, 1 ]
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+ float rand() {
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+
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+ pcg4d( WHITE_NOISE_SEED );
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+ return float( WHITE_NOISE_SEED.x ) / float( 0xffffffffu );
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+
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+ }
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+
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+ vec2 rand2() {
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+
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+ pcg4d( WHITE_NOISE_SEED );
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+ return vec2( WHITE_NOISE_SEED.xy ) / float(0xffffffffu);
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+
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+ }
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+
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+ vec3 rand3() {
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+
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+ pcg4d( WHITE_NOISE_SEED );
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+ return vec3( WHITE_NOISE_SEED.xyz ) / float( 0xffffffffu );
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+
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+ }
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+
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+ vec4 rand4() {
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+
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+ pcg4d( WHITE_NOISE_SEED );
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+ return vec4( WHITE_NOISE_SEED ) / float( 0xffffffffu );
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+
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+ }
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+ `;
@@ -1,98 +1,98 @@
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- export const shaderSheenFunctions = /* glsl */`
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-
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- // See equation (2) in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
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- float velvetD( float cosThetaH, float roughness ) {
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-
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- float alpha = max( roughness, 0.07 );
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- alpha = alpha * alpha;
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-
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- float invAlpha = 1.0 / alpha;
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-
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- float sqrCosThetaH = cosThetaH * cosThetaH;
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- float sinThetaH = max( 1.0 - sqrCosThetaH, 0.001 );
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-
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- return ( 2.0 + invAlpha ) * pow( sinThetaH, 0.5 * invAlpha ) / ( 2.0 * PI );
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-
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- }
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-
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- float velvetParamsInterpolate( int i, float oneMinusAlphaSquared ) {
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-
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- const float p0[5] = float[5]( 25.3245, 3.32435, 0.16801, -1.27393, -4.85967 );
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- const float p1[5] = float[5]( 21.5473, 3.82987, 0.19823, -1.97760, -4.32054 );
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-
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- return mix( p1[i], p0[i], oneMinusAlphaSquared );
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-
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- }
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-
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- float velvetL( float x, float alpha ) {
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-
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- float oneMinusAlpha = 1.0 - alpha;
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- float oneMinusAlphaSquared = oneMinusAlpha * oneMinusAlpha;
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-
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- float a = velvetParamsInterpolate( 0, oneMinusAlphaSquared );
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- float b = velvetParamsInterpolate( 1, oneMinusAlphaSquared );
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- float c = velvetParamsInterpolate( 2, oneMinusAlphaSquared );
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- float d = velvetParamsInterpolate( 3, oneMinusAlphaSquared );
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- float e = velvetParamsInterpolate( 4, oneMinusAlphaSquared );
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-
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- return a / ( 1.0 + b * pow( abs( x ), c ) ) + d * x + e;
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-
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- }
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-
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- // See equation (3) in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
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- float velvetLambda( float cosTheta, float alpha ) {
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-
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- return abs( cosTheta ) < 0.5 ? exp( velvetL( cosTheta, alpha ) ) : exp( 2.0 * velvetL( 0.5, alpha ) - velvetL( 1.0 - cosTheta, alpha ) );
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-
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- }
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-
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- // See Section 3, Shadowing Term, in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
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- float velvetG( float cosThetaO, float cosThetaI, float roughness ) {
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-
52
- float alpha = max( roughness, 0.07 );
53
- alpha = alpha * alpha;
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-
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- return 1.0 / ( 1.0 + velvetLambda( cosThetaO, alpha ) + velvetLambda( cosThetaI, alpha ) );
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-
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- }
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-
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- float directionalAlbedoSheen( float cosTheta, float alpha ) {
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-
61
- cosTheta = saturate( cosTheta );
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-
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- float c = 1.0 - cosTheta;
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- float c3 = c * c * c;
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-
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- return 0.65584461 * c3 + 1.0 / ( 4.16526551 + exp( -7.97291361 * sqrt( alpha ) + 6.33516894 ) );
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-
68
- }
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-
70
- float sheenAlbedoScaling( vec3 wo, vec3 wi, SurfaceRec surf ) {
71
-
72
- float alpha = max( surf.sheenRoughness, 0.07 );
73
- alpha = alpha * alpha;
74
-
75
- float maxSheenColor = max( max( surf.sheenColor.r, surf.sheenColor.g ), surf.sheenColor.b );
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-
77
- float eWo = directionalAlbedoSheen( saturateCos( wo.z ), alpha );
78
- float eWi = directionalAlbedoSheen( saturateCos( wi.z ), alpha );
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-
80
- return min( 1.0 - maxSheenColor * eWo, 1.0 - maxSheenColor * eWi );
81
-
82
- }
83
-
84
- // See Section 5, Layering, in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
85
- float sheenAlbedoScaling( vec3 wo, SurfaceRec surf ) {
86
-
87
- float alpha = max( surf.sheenRoughness, 0.07 );
88
- alpha = alpha * alpha;
89
-
90
- float maxSheenColor = max( max( surf.sheenColor.r, surf.sheenColor.g ), surf.sheenColor.b );
91
-
92
- float eWo = directionalAlbedoSheen( saturateCos( wo.z ), alpha );
93
-
94
- return 1.0 - maxSheenColor * eWo;
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-
96
- }
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-
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- `;
1
+ export const shaderSheenFunctions = /* glsl */`
2
+
3
+ // See equation (2) in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
4
+ float velvetD( float cosThetaH, float roughness ) {
5
+
6
+ float alpha = max( roughness, 0.07 );
7
+ alpha = alpha * alpha;
8
+
9
+ float invAlpha = 1.0 / alpha;
10
+
11
+ float sqrCosThetaH = cosThetaH * cosThetaH;
12
+ float sinThetaH = max( 1.0 - sqrCosThetaH, 0.001 );
13
+
14
+ return ( 2.0 + invAlpha ) * pow( sinThetaH, 0.5 * invAlpha ) / ( 2.0 * PI );
15
+
16
+ }
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+
18
+ float velvetParamsInterpolate( int i, float oneMinusAlphaSquared ) {
19
+
20
+ const float p0[5] = float[5]( 25.3245, 3.32435, 0.16801, -1.27393, -4.85967 );
21
+ const float p1[5] = float[5]( 21.5473, 3.82987, 0.19823, -1.97760, -4.32054 );
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+
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+ return mix( p1[i], p0[i], oneMinusAlphaSquared );
24
+
25
+ }
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+
27
+ float velvetL( float x, float alpha ) {
28
+
29
+ float oneMinusAlpha = 1.0 - alpha;
30
+ float oneMinusAlphaSquared = oneMinusAlpha * oneMinusAlpha;
31
+
32
+ float a = velvetParamsInterpolate( 0, oneMinusAlphaSquared );
33
+ float b = velvetParamsInterpolate( 1, oneMinusAlphaSquared );
34
+ float c = velvetParamsInterpolate( 2, oneMinusAlphaSquared );
35
+ float d = velvetParamsInterpolate( 3, oneMinusAlphaSquared );
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+ float e = velvetParamsInterpolate( 4, oneMinusAlphaSquared );
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+
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+ return a / ( 1.0 + b * pow( abs( x ), c ) ) + d * x + e;
39
+
40
+ }
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+
42
+ // See equation (3) in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
43
+ float velvetLambda( float cosTheta, float alpha ) {
44
+
45
+ return abs( cosTheta ) < 0.5 ? exp( velvetL( cosTheta, alpha ) ) : exp( 2.0 * velvetL( 0.5, alpha ) - velvetL( 1.0 - cosTheta, alpha ) );
46
+
47
+ }
48
+
49
+ // See Section 3, Shadowing Term, in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
50
+ float velvetG( float cosThetaO, float cosThetaI, float roughness ) {
51
+
52
+ float alpha = max( roughness, 0.07 );
53
+ alpha = alpha * alpha;
54
+
55
+ return 1.0 / ( 1.0 + velvetLambda( cosThetaO, alpha ) + velvetLambda( cosThetaI, alpha ) );
56
+
57
+ }
58
+
59
+ float directionalAlbedoSheen( float cosTheta, float alpha ) {
60
+
61
+ cosTheta = saturate( cosTheta );
62
+
63
+ float c = 1.0 - cosTheta;
64
+ float c3 = c * c * c;
65
+
66
+ return 0.65584461 * c3 + 1.0 / ( 4.16526551 + exp( -7.97291361 * sqrt( alpha ) + 6.33516894 ) );
67
+
68
+ }
69
+
70
+ float sheenAlbedoScaling( vec3 wo, vec3 wi, SurfaceRec surf ) {
71
+
72
+ float alpha = max( surf.sheenRoughness, 0.07 );
73
+ alpha = alpha * alpha;
74
+
75
+ float maxSheenColor = max( max( surf.sheenColor.r, surf.sheenColor.g ), surf.sheenColor.b );
76
+
77
+ float eWo = directionalAlbedoSheen( saturateCos( wo.z ), alpha );
78
+ float eWi = directionalAlbedoSheen( saturateCos( wi.z ), alpha );
79
+
80
+ return min( 1.0 - maxSheenColor * eWo, 1.0 - maxSheenColor * eWi );
81
+
82
+ }
83
+
84
+ // See Section 5, Layering, in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
85
+ float sheenAlbedoScaling( vec3 wo, SurfaceRec surf ) {
86
+
87
+ float alpha = max( surf.sheenRoughness, 0.07 );
88
+ alpha = alpha * alpha;
89
+
90
+ float maxSheenColor = max( max( surf.sheenColor.r, surf.sheenColor.g ), surf.sheenColor.b );
91
+
92
+ float eWo = directionalAlbedoSheen( saturateCos( wo.z ), alpha );
93
+
94
+ return 1.0 - maxSheenColor * eWo;
95
+
96
+ }
97
+
98
+ `;