three-gpu-pathtracer 0.0.12 → 0.0.14
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.
- package/README.md +102 -7
- package/build/index.module.js +2891 -2065
- package/build/index.module.js.map +1 -1
- package/build/index.umd.cjs +2886 -2062
- package/build/index.umd.cjs.map +1 -1
- package/package.json +2 -1
- package/src/core/PathTracingRenderer.js +87 -16
- package/src/core/PathTracingSceneGenerator.js +1 -1
- package/src/core/QuiltPathTracingRenderer.js +223 -0
- package/src/index.js +5 -8
- package/src/materials/{GraphMaterial.js → debug/GraphMaterial.js} +1 -1
- package/src/materials/{AlphaDisplayMaterial.js → fullscreen/AlphaDisplayMaterial.js} +1 -1
- package/src/materials/{BlendMaterial.js → fullscreen/BlendMaterial.js} +1 -1
- package/src/materials/{DenoiseMaterial.js → fullscreen/DenoiseMaterial.js} +1 -1
- package/src/materials/{LambertPathTracingMaterial.js → pathtracing/LambertPathTracingMaterial.js} +18 -7
- package/src/materials/pathtracing/PhysicalPathTracingMaterial.js +635 -0
- package/src/materials/pathtracing/glsl/attenuateHit.glsl.js +179 -0
- package/src/materials/pathtracing/glsl/cameraUtils.glsl.js +81 -0
- package/src/materials/pathtracing/glsl/getSurfaceRecord.glsl.js +317 -0
- package/src/materials/pathtracing/glsl/traceScene.glsl.js +54 -0
- package/src/materials/{AmbientOcclusionMaterial.js → surface/AmbientOcclusionMaterial.js} +16 -8
- package/src/materials/surface/FogVolumeMaterial.js +23 -0
- package/src/shader/bsdf/bsdfSampling.glsl.js +490 -0
- package/src/shader/bsdf/fog.glsl.js +23 -0
- package/src/shader/bsdf/ggx.glsl.js +102 -0
- package/src/shader/bsdf/iridescence.glsl.js +135 -0
- package/src/shader/bsdf/sheen.glsl.js +98 -0
- package/src/shader/{shaderLayerTexelFetchFunctions.js → common/arraySamplerTexelFetch.glsl.js} +1 -1
- package/src/shader/common/bvhAnyHit.glsl.js +76 -0
- package/src/shader/common/fresnel.glsl.js +98 -0
- package/src/shader/common/intersectShapes.glsl.js +62 -0
- package/src/shader/common/math.glsl.js +81 -0
- package/src/shader/common/utils.glsl.js +116 -0
- package/src/shader/{shaderRandFunctions.js → rand/pcg.glsl.js} +1 -1
- package/src/shader/{shaderSobolSampling.js → rand/sobol.glsl.js} +3 -3
- package/src/shader/sampling/equirectSampling.glsl.js +62 -0
- package/src/shader/sampling/lightSampling.glsl.js +223 -0
- package/src/shader/sampling/shapeSampling.glsl.js +86 -0
- package/src/shader/structs/cameraStruct.glsl.js +13 -0
- package/src/shader/structs/equirectStruct.glsl.js +14 -0
- package/src/shader/structs/fogMaterialBvh.glsl.js +62 -0
- package/src/shader/structs/lightsStruct.glsl.js +78 -0
- package/src/shader/{shaderStructs.js → structs/materialStruct.glsl.js} +5 -123
- package/src/uniforms/EquirectHdrInfoUniform.js +29 -11
- package/src/uniforms/LightsInfoUniformStruct.js +9 -4
- package/src/uniforms/MaterialsTexture.js +80 -3
- package/src/utils/BlurredEnvMapGenerator.js +2 -2
- package/src/utils/SobolNumberMapGenerator.js +3 -3
- package/src/utils/macroify.js +9 -0
- package/src/materials/PhysicalPathTracingMaterial.js +0 -982
- package/src/shader/shaderBvhAnyHit.js +0 -76
- package/src/shader/shaderEnvMapSampling.js +0 -58
- package/src/shader/shaderGGXFunctions.js +0 -100
- package/src/shader/shaderIridescenceFunctions.js +0 -130
- package/src/shader/shaderLightSampling.js +0 -229
- package/src/shader/shaderMaterialSampling.js +0 -506
- package/src/shader/shaderSheenFunctions.js +0 -98
- package/src/shader/shaderUtils.js +0 -361
|
@@ -0,0 +1,490 @@
|
|
|
1
|
+
import { ggxGLSL } from './ggx.glsl.js';
|
|
2
|
+
import { sheenGLSL } from './sheen.glsl.js';
|
|
3
|
+
import { iridescenceGLSL } from './iridescence.glsl.js';
|
|
4
|
+
|
|
5
|
+
/*
|
|
6
|
+
wi : incident vector or light vector (pointing toward the light)
|
|
7
|
+
wo : outgoing vector or view vector (pointing towards the camera)
|
|
8
|
+
wh : computed half vector from wo and wi
|
|
9
|
+
Eval : Get the color and pdf for a direction
|
|
10
|
+
Sample : Get the direction, color, and pdf for a sample
|
|
11
|
+
eta : Greek character used to denote the "ratio of ior"
|
|
12
|
+
f0 : Amount of light reflected when looking at a surface head on - "fresnel 0"
|
|
13
|
+
f90 : Amount of light reflected at grazing angles
|
|
14
|
+
*/
|
|
15
|
+
|
|
16
|
+
export const bsdfSamplingGLSL = /* glsl */`
|
|
17
|
+
|
|
18
|
+
struct SurfaceRecord {
|
|
19
|
+
|
|
20
|
+
// surface type
|
|
21
|
+
bool volumeParticle;
|
|
22
|
+
|
|
23
|
+
// geometry
|
|
24
|
+
vec3 faceNormal;
|
|
25
|
+
bool frontFace;
|
|
26
|
+
vec3 normal;
|
|
27
|
+
|
|
28
|
+
// cached properties
|
|
29
|
+
float eta;
|
|
30
|
+
float f0;
|
|
31
|
+
|
|
32
|
+
// material
|
|
33
|
+
float roughness;
|
|
34
|
+
float filteredRoughness;
|
|
35
|
+
float metalness;
|
|
36
|
+
vec3 color;
|
|
37
|
+
vec3 emission;
|
|
38
|
+
|
|
39
|
+
// transmission
|
|
40
|
+
float ior;
|
|
41
|
+
float transmission;
|
|
42
|
+
bool thinFilm;
|
|
43
|
+
vec3 attenuationColor;
|
|
44
|
+
float attenuationDistance;
|
|
45
|
+
|
|
46
|
+
// clearcoat
|
|
47
|
+
vec3 clearcoatNormal;
|
|
48
|
+
float clearcoat;
|
|
49
|
+
float clearcoatRoughness;
|
|
50
|
+
float filteredClearcoatRoughness;
|
|
51
|
+
|
|
52
|
+
// sheen
|
|
53
|
+
float sheen;
|
|
54
|
+
vec3 sheenColor;
|
|
55
|
+
float sheenRoughness;
|
|
56
|
+
|
|
57
|
+
// iridescence
|
|
58
|
+
float iridescence;
|
|
59
|
+
float iridescenceIor;
|
|
60
|
+
float iridescenceThickness;
|
|
61
|
+
|
|
62
|
+
// specular
|
|
63
|
+
vec3 specularColor;
|
|
64
|
+
float specularIntensity;
|
|
65
|
+
};
|
|
66
|
+
|
|
67
|
+
struct ScatterRecord {
|
|
68
|
+
float specularPdf;
|
|
69
|
+
float pdf;
|
|
70
|
+
|
|
71
|
+
vec3 direction;
|
|
72
|
+
vec3 clearcoatDirection;
|
|
73
|
+
|
|
74
|
+
vec3 color;
|
|
75
|
+
};
|
|
76
|
+
|
|
77
|
+
${ ggxGLSL }
|
|
78
|
+
${ sheenGLSL }
|
|
79
|
+
${ iridescenceGLSL }
|
|
80
|
+
|
|
81
|
+
// diffuse
|
|
82
|
+
float diffuseEval( vec3 wo, vec3 wi, vec3 wh, SurfaceRecord surf, out vec3 color ) {
|
|
83
|
+
|
|
84
|
+
// https://schuttejoe.github.io/post/disneybsdf/
|
|
85
|
+
float fl = schlickFresnel( wi.z, 0.0 );
|
|
86
|
+
float fv = schlickFresnel( wo.z, 0.0 );
|
|
87
|
+
|
|
88
|
+
float metalFactor = ( 1.0 - surf.metalness );
|
|
89
|
+
float transFactor = ( 1.0 - surf.transmission );
|
|
90
|
+
float rr = 0.5 + 2.0 * surf.roughness * fl * fl;
|
|
91
|
+
float retro = rr * ( fl + fv + fl * fv * ( rr - 1.0f ) );
|
|
92
|
+
float lambert = ( 1.0f - 0.5f * fl ) * ( 1.0f - 0.5f * fv );
|
|
93
|
+
|
|
94
|
+
// TODO: subsurface approx?
|
|
95
|
+
|
|
96
|
+
float F = evaluateFresnelWeight( dot( wo, wh ), surf.eta, surf.f0 );
|
|
97
|
+
color = ( 1.0 - F ) * transFactor * metalFactor * wi.z * surf.color * ( retro + lambert ) / PI;
|
|
98
|
+
return wi.z / PI;
|
|
99
|
+
|
|
100
|
+
}
|
|
101
|
+
|
|
102
|
+
vec3 diffuseDirection( vec3 wo, SurfaceRecord surf ) {
|
|
103
|
+
|
|
104
|
+
vec3 lightDirection = sampleSphere( sobol2( 11 ) );
|
|
105
|
+
lightDirection.z += 1.0;
|
|
106
|
+
lightDirection = normalize( lightDirection );
|
|
107
|
+
|
|
108
|
+
return lightDirection;
|
|
109
|
+
|
|
110
|
+
}
|
|
111
|
+
|
|
112
|
+
// specular
|
|
113
|
+
float specularEval( vec3 wo, vec3 wi, vec3 wh, SurfaceRecord surf, out vec3 color ) {
|
|
114
|
+
|
|
115
|
+
// if roughness is set to 0 then D === NaN which results in black pixels
|
|
116
|
+
float metalness = surf.metalness;
|
|
117
|
+
float roughness = surf.filteredRoughness;
|
|
118
|
+
|
|
119
|
+
float eta = surf.eta;
|
|
120
|
+
float f0 = surf.f0;
|
|
121
|
+
|
|
122
|
+
vec3 f0Color = mix( f0 * surf.specularColor * surf.specularIntensity, surf.color, surf.metalness );
|
|
123
|
+
vec3 f90Color = vec3( mix( surf.specularIntensity, 1.0, surf.metalness ) );
|
|
124
|
+
vec3 F = evaluateFresnel( dot( wo, wh ), eta, f0Color, f90Color );
|
|
125
|
+
|
|
126
|
+
vec3 iridescenceF = evalIridescence( 1.0, surf.iridescenceIor, dot( wi, wh ), surf.iridescenceThickness, f0Color );
|
|
127
|
+
F = mix( F, iridescenceF, surf.iridescence );
|
|
128
|
+
|
|
129
|
+
// PDF
|
|
130
|
+
// See 14.1.1 Microfacet BxDFs in https://www.pbr-book.org/
|
|
131
|
+
float incidentTheta = acos( wo.z );
|
|
132
|
+
float G = ggxShadowMaskG2( wi, wo, roughness );
|
|
133
|
+
float D = ggxDistribution( wh, roughness );
|
|
134
|
+
float G1 = ggxShadowMaskG1( incidentTheta, roughness );
|
|
135
|
+
float ggxPdf = D * G1 * max( 0.0, abs( dot( wo, wh ) ) ) / abs ( wo.z );
|
|
136
|
+
|
|
137
|
+
color = wi.z * F * G * D / ( 4.0 * abs( wi.z * wo.z ) );
|
|
138
|
+
return ggxPdf / ( 4.0 * dot( wo, wh ) );
|
|
139
|
+
|
|
140
|
+
}
|
|
141
|
+
|
|
142
|
+
vec3 specularDirection( vec3 wo, SurfaceRecord surf ) {
|
|
143
|
+
|
|
144
|
+
// sample ggx vndf distribution which gives a new normal
|
|
145
|
+
float roughness = surf.filteredRoughness;
|
|
146
|
+
vec3 halfVector = ggxDirection(
|
|
147
|
+
wo,
|
|
148
|
+
vec2( roughness ),
|
|
149
|
+
sobol2( 12 )
|
|
150
|
+
);
|
|
151
|
+
|
|
152
|
+
// apply to new ray by reflecting off the new normal
|
|
153
|
+
return - reflect( wo, halfVector );
|
|
154
|
+
|
|
155
|
+
}
|
|
156
|
+
|
|
157
|
+
|
|
158
|
+
// transmission
|
|
159
|
+
/*
|
|
160
|
+
float transmissionEval( vec3 wo, vec3 wi, vec3 wh, SurfaceRecord surf, out vec3 color ) {
|
|
161
|
+
|
|
162
|
+
// See section 4.2 in https://www.cs.cornell.edu/~srm/publications/EGSR07-btdf.pdf
|
|
163
|
+
|
|
164
|
+
float filteredRoughness = surf.filteredRoughness;
|
|
165
|
+
float eta = surf.eta;
|
|
166
|
+
bool frontFace = surf.frontFace;
|
|
167
|
+
bool thinFilm = surf.thinFilm;
|
|
168
|
+
|
|
169
|
+
color = surf.transmission * surf.color;
|
|
170
|
+
|
|
171
|
+
float denom = pow( eta * dot( wi, wh ) + dot( wo, wh ), 2.0 );
|
|
172
|
+
return ggxPDF( wo, wh, filteredRoughness ) / denom;
|
|
173
|
+
|
|
174
|
+
}
|
|
175
|
+
|
|
176
|
+
vec3 transmissionDirection( vec3 wo, SurfaceRecord surf ) {
|
|
177
|
+
|
|
178
|
+
float filteredRoughness = surf.filteredRoughness;
|
|
179
|
+
float eta = surf.eta;
|
|
180
|
+
bool frontFace = surf.frontFace;
|
|
181
|
+
|
|
182
|
+
// sample ggx vndf distribution which gives a new normal
|
|
183
|
+
vec3 halfVector = ggxDirection(
|
|
184
|
+
wo,
|
|
185
|
+
vec2( filteredRoughness ),
|
|
186
|
+
sobol2( 13 )
|
|
187
|
+
);
|
|
188
|
+
|
|
189
|
+
vec3 lightDirection = refract( normalize( - wo ), halfVector, eta );
|
|
190
|
+
if ( surf.thinFilm ) {
|
|
191
|
+
|
|
192
|
+
lightDirection = - refract( normalize( - lightDirection ), - vec3( 0.0, 0.0, 1.0 ), 1.0 / eta );
|
|
193
|
+
|
|
194
|
+
}
|
|
195
|
+
|
|
196
|
+
return normalize( lightDirection );
|
|
197
|
+
|
|
198
|
+
}
|
|
199
|
+
*/
|
|
200
|
+
|
|
201
|
+
// TODO: This is just using a basic cosine-weighted specular distribution with an
|
|
202
|
+
// incorrect PDF value at the moment. Update it to correctly use a GGX distribution
|
|
203
|
+
float transmissionEval( vec3 wo, vec3 wi, vec3 wh, SurfaceRecord surf, out vec3 color ) {
|
|
204
|
+
|
|
205
|
+
color = surf.transmission * surf.color;
|
|
206
|
+
|
|
207
|
+
// PDF
|
|
208
|
+
float F = evaluateFresnelWeight( dot( wo, wh ), surf.eta, surf.f0 );
|
|
209
|
+
if ( F >= 1.0 ) {
|
|
210
|
+
|
|
211
|
+
return 0.0;
|
|
212
|
+
|
|
213
|
+
}
|
|
214
|
+
|
|
215
|
+
return 1.0 / ( 1.0 - F );
|
|
216
|
+
|
|
217
|
+
}
|
|
218
|
+
|
|
219
|
+
vec3 transmissionDirection( vec3 wo, SurfaceRecord surf ) {
|
|
220
|
+
|
|
221
|
+
float roughness = surf.filteredRoughness;
|
|
222
|
+
float eta = surf.eta;
|
|
223
|
+
vec3 halfVector = normalize( vec3( 0.0, 0.0, 1.0 ) + sampleSphere( sobol2( 13 ) ) * roughness );
|
|
224
|
+
vec3 lightDirection = refract( normalize( - wo ), halfVector, eta );
|
|
225
|
+
|
|
226
|
+
if ( surf.thinFilm ) {
|
|
227
|
+
|
|
228
|
+
lightDirection = - refract( normalize( - lightDirection ), - vec3( 0.0, 0.0, 1.0 ), 1.0 / eta );
|
|
229
|
+
|
|
230
|
+
}
|
|
231
|
+
return normalize( lightDirection );
|
|
232
|
+
|
|
233
|
+
}
|
|
234
|
+
|
|
235
|
+
// clearcoat
|
|
236
|
+
float clearcoatEval( vec3 wo, vec3 wi, vec3 wh, SurfaceRecord surf, inout vec3 color ) {
|
|
237
|
+
|
|
238
|
+
float ior = 1.5;
|
|
239
|
+
float f0 = iorRatioToF0( ior );
|
|
240
|
+
bool frontFace = surf.frontFace;
|
|
241
|
+
float roughness = surf.filteredClearcoatRoughness;
|
|
242
|
+
|
|
243
|
+
float eta = frontFace ? 1.0 / ior : ior;
|
|
244
|
+
float G = ggxShadowMaskG2( wi, wo, roughness );
|
|
245
|
+
float D = ggxDistribution( wh, roughness );
|
|
246
|
+
float F = schlickFresnel( dot( wi, wh ), f0 );
|
|
247
|
+
|
|
248
|
+
float fClearcoat = F * D * G / ( 4.0 * abs( wi.z * wo.z ) );
|
|
249
|
+
color = color * ( 1.0 - surf.clearcoat * F ) + fClearcoat * surf.clearcoat * wi.z;
|
|
250
|
+
|
|
251
|
+
// PDF
|
|
252
|
+
// See equation (27) in http://jcgt.org/published/0003/02/03/
|
|
253
|
+
return ggxPDF( wo, wh, roughness ) / ( 4.0 * dot( wi, wh ) );
|
|
254
|
+
|
|
255
|
+
}
|
|
256
|
+
|
|
257
|
+
vec3 clearcoatDirection( vec3 wo, SurfaceRecord surf ) {
|
|
258
|
+
|
|
259
|
+
// sample ggx vndf distribution which gives a new normal
|
|
260
|
+
float roughness = surf.filteredClearcoatRoughness;
|
|
261
|
+
vec3 halfVector = ggxDirection(
|
|
262
|
+
wo,
|
|
263
|
+
vec2( roughness ),
|
|
264
|
+
sobol2( 14 )
|
|
265
|
+
);
|
|
266
|
+
|
|
267
|
+
// apply to new ray by reflecting off the new normal
|
|
268
|
+
return - reflect( wo, halfVector );
|
|
269
|
+
|
|
270
|
+
}
|
|
271
|
+
|
|
272
|
+
// sheen
|
|
273
|
+
vec3 sheenColor( vec3 wo, vec3 wi, vec3 wh, SurfaceRecord surf ) {
|
|
274
|
+
|
|
275
|
+
float cosThetaO = saturateCos( wo.z );
|
|
276
|
+
float cosThetaI = saturateCos( wi.z );
|
|
277
|
+
float cosThetaH = wh.z;
|
|
278
|
+
|
|
279
|
+
float D = velvetD( cosThetaH, surf.sheenRoughness );
|
|
280
|
+
float G = velvetG( cosThetaO, cosThetaI, surf.sheenRoughness );
|
|
281
|
+
|
|
282
|
+
// See equation (1) in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
|
|
283
|
+
vec3 color = surf.sheenColor;
|
|
284
|
+
color *= D * G / ( 4.0 * abs( cosThetaO * cosThetaI ) );
|
|
285
|
+
color *= wi.z;
|
|
286
|
+
|
|
287
|
+
return color;
|
|
288
|
+
|
|
289
|
+
}
|
|
290
|
+
|
|
291
|
+
// bsdf
|
|
292
|
+
void getLobeWeights(
|
|
293
|
+
vec3 wo, vec3 wi, vec3 wh, vec3 clearcoatWo, SurfaceRecord surf,
|
|
294
|
+
out float diffuseWeight, out float specularWeight, out float transmissionWeight, out float clearcoatWeight
|
|
295
|
+
) {
|
|
296
|
+
|
|
297
|
+
float metalness = surf.metalness;
|
|
298
|
+
float transmission = surf.transmission;
|
|
299
|
+
float fEstimate = evaluateFresnelWeight( dot( wo, wh ), surf.eta, surf.f0 );
|
|
300
|
+
|
|
301
|
+
float transSpecularProb = mix( max( 0.25, fEstimate ), 1.0, metalness );
|
|
302
|
+
float diffSpecularProb = 0.5 + 0.5 * metalness;
|
|
303
|
+
|
|
304
|
+
diffuseWeight = ( 1.0 - transmission ) * ( 1.0 - diffSpecularProb );
|
|
305
|
+
specularWeight = transmission * transSpecularProb + ( 1.0 - transmission ) * diffSpecularProb;
|
|
306
|
+
transmissionWeight = transmission * ( 1.0 - transSpecularProb );
|
|
307
|
+
clearcoatWeight = surf.clearcoat * schlickFresnel( clearcoatWo.z, 0.04 );
|
|
308
|
+
|
|
309
|
+
float totalWeight = diffuseWeight + specularWeight + transmissionWeight + clearcoatWeight;
|
|
310
|
+
diffuseWeight /= totalWeight;
|
|
311
|
+
specularWeight /= totalWeight;
|
|
312
|
+
transmissionWeight /= totalWeight;
|
|
313
|
+
clearcoatWeight /= totalWeight;
|
|
314
|
+
}
|
|
315
|
+
|
|
316
|
+
float bsdfEval(
|
|
317
|
+
vec3 wo, vec3 clearcoatWo, vec3 wi, vec3 clearcoatWi, SurfaceRecord surf,
|
|
318
|
+
float diffuseWeight, float specularWeight, float transmissionWeight, float clearcoatWeight, out float specularPdf, out vec3 color
|
|
319
|
+
) {
|
|
320
|
+
|
|
321
|
+
float metalness = surf.metalness;
|
|
322
|
+
float transmission = surf.transmission;
|
|
323
|
+
|
|
324
|
+
float spdf = 0.0;
|
|
325
|
+
float dpdf = 0.0;
|
|
326
|
+
float tpdf = 0.0;
|
|
327
|
+
float cpdf = 0.0;
|
|
328
|
+
color = vec3( 0.0 );
|
|
329
|
+
|
|
330
|
+
vec3 halfVector = getHalfVector( wi, wo, surf.eta );
|
|
331
|
+
|
|
332
|
+
// diffuse
|
|
333
|
+
if ( diffuseWeight > 0.0 && wi.z > 0.0 ) {
|
|
334
|
+
|
|
335
|
+
dpdf = diffuseEval( wo, wi, halfVector, surf, color );
|
|
336
|
+
color *= 1.0 - surf.transmission;
|
|
337
|
+
|
|
338
|
+
}
|
|
339
|
+
|
|
340
|
+
// ggx specular
|
|
341
|
+
if ( specularWeight > 0.0 && wi.z > 0.0 ) {
|
|
342
|
+
|
|
343
|
+
vec3 outColor;
|
|
344
|
+
spdf = specularEval( wo, wi, getHalfVector( wi, wo ), surf, outColor );
|
|
345
|
+
color += outColor;
|
|
346
|
+
|
|
347
|
+
}
|
|
348
|
+
|
|
349
|
+
// transmission
|
|
350
|
+
if ( transmissionWeight > 0.0 && wi.z < 0.0 ) {
|
|
351
|
+
|
|
352
|
+
tpdf = transmissionEval( wo, wi, halfVector, surf, color );
|
|
353
|
+
|
|
354
|
+
}
|
|
355
|
+
|
|
356
|
+
// sheen
|
|
357
|
+
color *= mix( 1.0, sheenAlbedoScaling( wo, wi, surf ), surf.sheen );
|
|
358
|
+
color += sheenColor( wo, wi, halfVector, surf ) * surf.sheen;
|
|
359
|
+
|
|
360
|
+
// clearcoat
|
|
361
|
+
if ( clearcoatWi.z >= 0.0 && clearcoatWeight > 0.0 ) {
|
|
362
|
+
|
|
363
|
+
vec3 clearcoatHalfVector = getHalfVector( clearcoatWo, clearcoatWi );
|
|
364
|
+
cpdf = clearcoatEval( clearcoatWo, clearcoatWi, clearcoatHalfVector, surf, color );
|
|
365
|
+
|
|
366
|
+
}
|
|
367
|
+
|
|
368
|
+
float pdf =
|
|
369
|
+
dpdf * diffuseWeight
|
|
370
|
+
+ spdf * specularWeight
|
|
371
|
+
+ tpdf * transmissionWeight
|
|
372
|
+
+ cpdf * clearcoatWeight;
|
|
373
|
+
|
|
374
|
+
// retrieve specular rays for the shadows flag
|
|
375
|
+
specularPdf = spdf * specularWeight + cpdf * clearcoatWeight;
|
|
376
|
+
|
|
377
|
+
return pdf;
|
|
378
|
+
|
|
379
|
+
}
|
|
380
|
+
|
|
381
|
+
float bsdfResult( vec3 wo, vec3 clearcoatWo, vec3 wi, vec3 clearcoatWi, SurfaceRecord surf, out vec3 color ) {
|
|
382
|
+
|
|
383
|
+
if ( surf.volumeParticle ) {
|
|
384
|
+
|
|
385
|
+
color = surf.color / ( 4.0 * PI );
|
|
386
|
+
return 1.0 / ( 4.0 * PI );
|
|
387
|
+
|
|
388
|
+
}
|
|
389
|
+
|
|
390
|
+
vec3 wh = getHalfVector( wo, wi, surf.eta );
|
|
391
|
+
float diffuseWeight;
|
|
392
|
+
float specularWeight;
|
|
393
|
+
float transmissionWeight;
|
|
394
|
+
float clearcoatWeight;
|
|
395
|
+
getLobeWeights( wo, wi, wh, clearcoatWo, surf, diffuseWeight, specularWeight, transmissionWeight, clearcoatWeight );
|
|
396
|
+
|
|
397
|
+
float specularPdf;
|
|
398
|
+
return bsdfEval( wo, clearcoatWo, wi, clearcoatWi, surf, diffuseWeight, specularWeight, transmissionWeight, clearcoatWeight, specularPdf, color );
|
|
399
|
+
|
|
400
|
+
}
|
|
401
|
+
|
|
402
|
+
ScatterRecord bsdfSample( vec3 wo, vec3 clearcoatWo, mat3 normalBasis, mat3 invBasis, mat3 clearcoatNormalBasis, mat3 clearcoatInvBasis, SurfaceRecord surf ) {
|
|
403
|
+
|
|
404
|
+
if ( surf.volumeParticle ) {
|
|
405
|
+
|
|
406
|
+
vec3 wi = sampleSphere( sobol2( 16 ) );
|
|
407
|
+
vec3 wh = normalize( wo + wi );
|
|
408
|
+
|
|
409
|
+
ScatterRecord sampleRec;
|
|
410
|
+
sampleRec.specularPdf = 0.0;
|
|
411
|
+
sampleRec.pdf = 1.0 / ( 4.0 * PI );
|
|
412
|
+
sampleRec.direction = wi;
|
|
413
|
+
sampleRec.clearcoatDirection = wi;
|
|
414
|
+
sampleRec.color = surf.color / ( 4.0 * PI );
|
|
415
|
+
return sampleRec;
|
|
416
|
+
|
|
417
|
+
}
|
|
418
|
+
|
|
419
|
+
float diffuseWeight;
|
|
420
|
+
float specularWeight;
|
|
421
|
+
float transmissionWeight;
|
|
422
|
+
float clearcoatWeight;
|
|
423
|
+
// using normal and basically-reflected ray since we don't have proper half vector here
|
|
424
|
+
getLobeWeights( wo, wo, vec3( 0, 0, 1 ), clearcoatWo, surf, diffuseWeight, specularWeight, transmissionWeight, clearcoatWeight );
|
|
425
|
+
|
|
426
|
+
float pdf[4];
|
|
427
|
+
pdf[0] = diffuseWeight;
|
|
428
|
+
pdf[1] = specularWeight;
|
|
429
|
+
pdf[2] = transmissionWeight;
|
|
430
|
+
pdf[3] = clearcoatWeight;
|
|
431
|
+
|
|
432
|
+
float cdf[4];
|
|
433
|
+
cdf[0] = pdf[0];
|
|
434
|
+
cdf[1] = pdf[1] + cdf[0];
|
|
435
|
+
cdf[2] = pdf[2] + cdf[1];
|
|
436
|
+
cdf[3] = pdf[3] + cdf[2];
|
|
437
|
+
|
|
438
|
+
if( cdf[3] != 0.0 ) {
|
|
439
|
+
|
|
440
|
+
float invMaxCdf = 1.0 / cdf[3];
|
|
441
|
+
cdf[0] *= invMaxCdf;
|
|
442
|
+
cdf[1] *= invMaxCdf;
|
|
443
|
+
cdf[2] *= invMaxCdf;
|
|
444
|
+
cdf[3] *= invMaxCdf;
|
|
445
|
+
|
|
446
|
+
} else {
|
|
447
|
+
|
|
448
|
+
cdf[0] = 1.0;
|
|
449
|
+
cdf[1] = 0.0;
|
|
450
|
+
cdf[2] = 0.0;
|
|
451
|
+
cdf[3] = 0.0;
|
|
452
|
+
|
|
453
|
+
}
|
|
454
|
+
|
|
455
|
+
vec3 wi;
|
|
456
|
+
vec3 clearcoatWi;
|
|
457
|
+
|
|
458
|
+
float r = sobol( 15 );
|
|
459
|
+
if ( r <= cdf[0] ) { // diffuse
|
|
460
|
+
|
|
461
|
+
wi = diffuseDirection( wo, surf );
|
|
462
|
+
clearcoatWi = normalize( clearcoatInvBasis * normalize( normalBasis * wi ) );
|
|
463
|
+
|
|
464
|
+
} else if ( r <= cdf[1] ) { // specular
|
|
465
|
+
|
|
466
|
+
wi = specularDirection( wo, surf );
|
|
467
|
+
clearcoatWi = normalize( clearcoatInvBasis * normalize( normalBasis * wi ) );
|
|
468
|
+
|
|
469
|
+
} else if ( r <= cdf[2] ) { // transmission / refraction
|
|
470
|
+
|
|
471
|
+
wi = transmissionDirection( wo, surf );
|
|
472
|
+
clearcoatWi = normalize( clearcoatInvBasis * normalize( normalBasis * wi ) );
|
|
473
|
+
|
|
474
|
+
} else if ( r <= cdf[3] ) { // clearcoat
|
|
475
|
+
|
|
476
|
+
clearcoatWi = clearcoatDirection( clearcoatWo, surf );
|
|
477
|
+
wi = normalize( invBasis * normalize( clearcoatNormalBasis * clearcoatWi ) );
|
|
478
|
+
|
|
479
|
+
}
|
|
480
|
+
|
|
481
|
+
ScatterRecord result;
|
|
482
|
+
result.pdf = bsdfEval( wo, clearcoatWo, wi, clearcoatWi, surf, diffuseWeight, specularWeight, transmissionWeight, clearcoatWeight, result.specularPdf, result.color );
|
|
483
|
+
result.direction = wi;
|
|
484
|
+
result.clearcoatDirection = clearcoatWi;
|
|
485
|
+
|
|
486
|
+
return result;
|
|
487
|
+
|
|
488
|
+
}
|
|
489
|
+
|
|
490
|
+
`;
|
|
@@ -0,0 +1,23 @@
|
|
|
1
|
+
export const fogGLSL = /* glsl */`
|
|
2
|
+
|
|
3
|
+
// returns the hit distance given the material density
|
|
4
|
+
float intersectFogVolume( Material material, float u ) {
|
|
5
|
+
|
|
6
|
+
// https://raytracing.github.io/books/RayTracingTheNextWeek.html#volumes/constantdensitymediums
|
|
7
|
+
return material.opacity == 0.0 ? INFINITY : ( - 1.0 / material.opacity ) * log( u );
|
|
8
|
+
|
|
9
|
+
}
|
|
10
|
+
|
|
11
|
+
ScatterRecord sampleFogVolume( SurfaceRecord surf, vec2 uv ) {
|
|
12
|
+
|
|
13
|
+
ScatterRecord sampleRec;
|
|
14
|
+
sampleRec.specularPdf = 0.0;
|
|
15
|
+
sampleRec.pdf = 1.0 / ( 2.0 * PI );
|
|
16
|
+
sampleRec.direction = sampleSphere( uv );
|
|
17
|
+
sampleRec.clearcoatDirection = sampleRec.direction;
|
|
18
|
+
sampleRec.color = surf.color;
|
|
19
|
+
return sampleRec;
|
|
20
|
+
|
|
21
|
+
}
|
|
22
|
+
|
|
23
|
+
`;
|
|
@@ -0,0 +1,102 @@
|
|
|
1
|
+
export const ggxGLSL = /* glsl */`
|
|
2
|
+
|
|
3
|
+
// The GGX functions provide sampling and distribution information for normals as output so
|
|
4
|
+
// in order to get probability of scatter direction the half vector must be computed and provided.
|
|
5
|
+
// [0] https://www.cs.cornell.edu/~srm/publications/EGSR07-btdf.pdf
|
|
6
|
+
// [1] https://hal.archives-ouvertes.fr/hal-01509746/document
|
|
7
|
+
// [2] http://jcgt.org/published/0007/04/01/
|
|
8
|
+
// [4] http://jcgt.org/published/0003/02/03/
|
|
9
|
+
|
|
10
|
+
// trowbridge-reitz === GGX === GTR
|
|
11
|
+
|
|
12
|
+
vec3 ggxDirection( vec3 incidentDir, vec2 roughness, vec2 uv ) {
|
|
13
|
+
|
|
14
|
+
// TODO: try GGXVNDF implementation from reference [2], here. Needs to update ggxDistribution
|
|
15
|
+
// function below, as well
|
|
16
|
+
|
|
17
|
+
// Implementation from reference [1]
|
|
18
|
+
// stretch view
|
|
19
|
+
vec3 V = normalize( vec3( roughness * incidentDir.xy, incidentDir.z ) );
|
|
20
|
+
|
|
21
|
+
// orthonormal basis
|
|
22
|
+
vec3 T1 = ( V.z < 0.9999 ) ? normalize( cross( V, vec3( 0.0, 0.0, 1.0 ) ) ) : vec3( 1.0, 0.0, 0.0 );
|
|
23
|
+
vec3 T2 = cross( T1, V );
|
|
24
|
+
|
|
25
|
+
// sample point with polar coordinates (r, phi)
|
|
26
|
+
float a = 1.0 / ( 1.0 + V.z );
|
|
27
|
+
float r = sqrt( uv.x );
|
|
28
|
+
float phi = ( uv.y < a ) ? uv.y / a * PI : PI + ( uv.y - a ) / ( 1.0 - a ) * PI;
|
|
29
|
+
float P1 = r * cos( phi );
|
|
30
|
+
float P2 = r * sin( phi ) * ( ( uv.y < a ) ? 1.0 : V.z );
|
|
31
|
+
|
|
32
|
+
// compute normal
|
|
33
|
+
vec3 N = P1 * T1 + P2 * T2 + V * sqrt( max( 0.0, 1.0 - P1 * P1 - P2 * P2 ) );
|
|
34
|
+
|
|
35
|
+
// unstretch
|
|
36
|
+
N = normalize( vec3( roughness * N.xy, max( 0.0, N.z ) ) );
|
|
37
|
+
|
|
38
|
+
return N;
|
|
39
|
+
|
|
40
|
+
}
|
|
41
|
+
|
|
42
|
+
// Below are PDF and related functions for use in a Monte Carlo path tracer
|
|
43
|
+
// as specified in Appendix B of the following paper
|
|
44
|
+
// See equation (34) from reference [0]
|
|
45
|
+
float ggxLamda( float theta, float roughness ) {
|
|
46
|
+
|
|
47
|
+
float tanTheta = tan( theta );
|
|
48
|
+
float tanTheta2 = tanTheta * tanTheta;
|
|
49
|
+
float alpha2 = roughness * roughness;
|
|
50
|
+
|
|
51
|
+
float numerator = - 1.0 + sqrt( 1.0 + alpha2 * tanTheta2 );
|
|
52
|
+
return numerator / 2.0;
|
|
53
|
+
|
|
54
|
+
}
|
|
55
|
+
|
|
56
|
+
// See equation (34) from reference [0]
|
|
57
|
+
float ggxShadowMaskG1( float theta, float roughness ) {
|
|
58
|
+
|
|
59
|
+
return 1.0 / ( 1.0 + ggxLamda( theta, roughness ) );
|
|
60
|
+
|
|
61
|
+
}
|
|
62
|
+
|
|
63
|
+
// See equation (125) from reference [4]
|
|
64
|
+
float ggxShadowMaskG2( vec3 wi, vec3 wo, float roughness ) {
|
|
65
|
+
|
|
66
|
+
float incidentTheta = acos( wi.z );
|
|
67
|
+
float scatterTheta = acos( wo.z );
|
|
68
|
+
return 1.0 / ( 1.0 + ggxLamda( incidentTheta, roughness ) + ggxLamda( scatterTheta, roughness ) );
|
|
69
|
+
|
|
70
|
+
}
|
|
71
|
+
|
|
72
|
+
// See equation (33) from reference [0]
|
|
73
|
+
float ggxDistribution( vec3 halfVector, float roughness ) {
|
|
74
|
+
|
|
75
|
+
float a2 = roughness * roughness;
|
|
76
|
+
a2 = max( EPSILON, a2 );
|
|
77
|
+
float cosTheta = halfVector.z;
|
|
78
|
+
float cosTheta4 = pow( cosTheta, 4.0 );
|
|
79
|
+
|
|
80
|
+
if ( cosTheta == 0.0 ) return 0.0;
|
|
81
|
+
|
|
82
|
+
float theta = acosSafe( halfVector.z );
|
|
83
|
+
float tanTheta = tan( theta );
|
|
84
|
+
float tanTheta2 = pow( tanTheta, 2.0 );
|
|
85
|
+
|
|
86
|
+
float denom = PI * cosTheta4 * pow( a2 + tanTheta2, 2.0 );
|
|
87
|
+
return ( a2 / denom );
|
|
88
|
+
|
|
89
|
+
}
|
|
90
|
+
|
|
91
|
+
// See equation (3) from reference [2]
|
|
92
|
+
float ggxPDF( vec3 wi, vec3 halfVector, float roughness ) {
|
|
93
|
+
|
|
94
|
+
float incidentTheta = acos( wi.z );
|
|
95
|
+
float D = ggxDistribution( halfVector, roughness );
|
|
96
|
+
float G1 = ggxShadowMaskG1( incidentTheta, roughness );
|
|
97
|
+
|
|
98
|
+
return D * G1 * max( 0.0, dot( wi, halfVector ) ) / wi.z;
|
|
99
|
+
|
|
100
|
+
}
|
|
101
|
+
|
|
102
|
+
`;
|