three-gpu-pathtracer 0.0.14 → 0.0.16

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Files changed (76) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +1004 -981
  3. package/build/index.module.js +7413 -6902
  4. package/build/index.module.js.map +1 -1
  5. package/build/index.umd.cjs +7446 -6933
  6. package/build/index.umd.cjs.map +1 -1
  7. package/package.json +73 -73
  8. package/src/core/DynamicPathTracingSceneGenerator.js +119 -119
  9. package/src/core/MaterialReducer.js +256 -256
  10. package/src/core/PathTracingRenderer.js +346 -346
  11. package/src/core/PathTracingSceneGenerator.js +69 -69
  12. package/src/core/QuiltPathTracingRenderer.js +223 -223
  13. package/src/detectors/CompatibilityDetector.js +38 -0
  14. package/src/detectors/MaterialCompileDetector.js +50 -0
  15. package/src/detectors/PrecisionDetector.js +85 -0
  16. package/src/detectors/PrecisionMaterial.js +160 -0
  17. package/src/index.js +40 -36
  18. package/src/materials/MaterialBase.js +56 -56
  19. package/src/materials/debug/GraphMaterial.js +243 -243
  20. package/src/materials/fullscreen/AlphaDisplayMaterial.js +50 -48
  21. package/src/materials/fullscreen/BlendMaterial.js +67 -67
  22. package/src/materials/fullscreen/DenoiseMaterial.js +142 -142
  23. package/src/materials/fullscreen/GradientMapMaterial.js +82 -0
  24. package/src/materials/pathtracing/LambertPathTracingMaterial.js +296 -296
  25. package/src/materials/pathtracing/PhysicalPathTracingMaterial.js +118 -196
  26. package/src/materials/pathtracing/glsl/attenuateHit.glsl.js +177 -179
  27. package/src/materials/pathtracing/glsl/cameraUtils.glsl.js +84 -81
  28. package/src/materials/pathtracing/glsl/directLightContribution.glsl.js +93 -0
  29. package/src/materials/pathtracing/glsl/getSurfaceRecord.glsl.js +323 -317
  30. package/src/materials/pathtracing/glsl/renderStructs.glsl.js +50 -0
  31. package/src/materials/pathtracing/glsl/traceScene.glsl.js +52 -54
  32. package/src/materials/surface/AmbientOcclusionMaterial.js +207 -207
  33. package/src/materials/surface/FogVolumeMaterial.js +23 -23
  34. package/src/objects/EquirectCamera.js +13 -13
  35. package/src/objects/PhysicalCamera.js +42 -28
  36. package/src/objects/PhysicalSpotLight.js +25 -14
  37. package/src/objects/ShapedAreaLight.js +22 -12
  38. package/src/shader/bsdf/bsdfSampling.glsl.js +499 -490
  39. package/src/shader/bsdf/fog.glsl.js +22 -23
  40. package/src/shader/bsdf/ggx.glsl.js +102 -102
  41. package/src/shader/bsdf/iridescence.glsl.js +135 -135
  42. package/src/shader/bsdf/sheen.glsl.js +98 -98
  43. package/src/shader/common/arraySamplerTexelFetch.glsl.js +25 -25
  44. package/src/shader/common/bvhAnyHit.glsl.js +76 -76
  45. package/src/shader/common/fresnel.glsl.js +98 -98
  46. package/src/shader/common/intersectShapes.glsl.js +62 -62
  47. package/src/shader/common/math.glsl.js +81 -81
  48. package/src/shader/common/utils.glsl.js +116 -116
  49. package/src/shader/rand/pcg.glsl.js +57 -57
  50. package/src/shader/rand/sobol.glsl.js +256 -256
  51. package/src/shader/sampling/equirectSampling.glsl.js +62 -62
  52. package/src/shader/sampling/lightSampling.glsl.js +223 -223
  53. package/src/shader/sampling/shapeSampling.glsl.js +86 -86
  54. package/src/shader/structs/cameraStruct.glsl.js +13 -13
  55. package/src/shader/structs/equirectStruct.glsl.js +13 -14
  56. package/src/shader/structs/fogMaterialBvh.glsl.js +62 -62
  57. package/src/shader/structs/lightsStruct.glsl.js +78 -78
  58. package/src/shader/structs/materialStruct.glsl.js +207 -207
  59. package/src/textures/GradientEquirectTexture.js +35 -35
  60. package/src/textures/ProceduralEquirectTexture.js +75 -75
  61. package/src/uniforms/AttributesTextureArray.js +35 -35
  62. package/src/uniforms/EquirectHdrInfoUniform.js +269 -277
  63. package/src/uniforms/FloatAttributeTextureArray.js +169 -169
  64. package/src/uniforms/IESProfilesTexture.js +100 -100
  65. package/src/uniforms/LightsInfoUniformStruct.js +212 -212
  66. package/src/uniforms/MaterialsTexture.js +503 -503
  67. package/src/uniforms/PhysicalCameraUniform.js +36 -36
  68. package/src/uniforms/RenderTarget2DArray.js +97 -97
  69. package/src/uniforms/utils.js +30 -30
  70. package/src/utils/BlurredEnvMapGenerator.js +116 -116
  71. package/src/utils/GeometryPreparationUtils.js +214 -214
  72. package/src/utils/IESLoader.js +325 -325
  73. package/src/utils/SobolNumberMapGenerator.js +80 -80
  74. package/src/utils/UVUnwrapper.js +101 -101
  75. package/src/utils/macroify.js +9 -9
  76. package/src/workers/PathTracingSceneWorker.js +42 -42
@@ -1,256 +1,256 @@
1
- // References
2
- // - https://jcgt.org/published/0009/04/01/
3
- // - Code from https://www.shadertoy.com/view/WtGyDm
4
-
5
- // functions to generate multi-dimensions variables of the same functions
6
- // to support 1, 2, 3, and 4 dimensional sobol sampling.
7
- function generateSobolFunctionVariants( dim = 1 ) {
8
-
9
- let type = 'uint';
10
- if ( dim > 1 ) {
11
-
12
- type = 'uvec' + dim;
13
-
14
- }
15
-
16
- return /* glsl */`
17
- ${ type } sobolReverseBits( ${ type } x ) {
18
-
19
- x = ( ( ( x & 0xaaaaaaaau ) >> 1 ) | ( ( x & 0x55555555u ) << 1 ) );
20
- x = ( ( ( x & 0xccccccccu ) >> 2 ) | ( ( x & 0x33333333u ) << 2 ) );
21
- x = ( ( ( x & 0xf0f0f0f0u ) >> 4 ) | ( ( x & 0x0f0f0f0fu ) << 4 ) );
22
- x = ( ( ( x & 0xff00ff00u ) >> 8 ) | ( ( x & 0x00ff00ffu ) << 8 ) );
23
- return ( ( x >> 16 ) | ( x << 16 ) );
24
-
25
- }
26
-
27
- ${ type } sobolHashCombine( uint seed, ${ type } v ) {
28
-
29
- return seed ^ ( v + ${ type }( ( seed << 6 ) + ( seed >> 2 ) ) );
30
-
31
- }
32
-
33
- ${ type } sobolLaineKarrasPermutation( ${ type } x, ${ type } seed ) {
34
-
35
- x += seed;
36
- x ^= x * 0x6c50b47cu;
37
- x ^= x * 0xb82f1e52u;
38
- x ^= x * 0xc7afe638u;
39
- x ^= x * 0x8d22f6e6u;
40
- return x;
41
-
42
- }
43
-
44
- ${ type } nestedUniformScrambleBase2( ${ type } x, ${ type } seed ) {
45
-
46
- x = sobolLaineKarrasPermutation( x, seed );
47
- x = sobolReverseBits( x );
48
- return x;
49
-
50
- }
51
- `;
52
-
53
- }
54
-
55
- function generateSobolSampleFunctions( dim = 1 ) {
56
-
57
- let utype = 'uint';
58
- let vtype = 'float';
59
- let num = '';
60
- let components = '.r';
61
- let combineValues = '1u';
62
- if ( dim > 1 ) {
63
-
64
- utype = 'uvec' + dim;
65
- vtype = 'vec' + dim;
66
- num = dim + '';
67
- if ( dim === 2 ) {
68
-
69
- components = '.rg';
70
- combineValues = 'uvec2( 1u, 2u )';
71
-
72
- } else if ( dim === 3 ) {
73
-
74
- components = '.rgb';
75
- combineValues = 'uvec3( 1u, 2u, 3u )';
76
-
77
- } else {
78
-
79
- components = '';
80
- combineValues = 'uvec4( 1u, 2u, 3u, 4u )';
81
-
82
- }
83
-
84
- }
85
-
86
- return /* glsl */`
87
-
88
- ${ vtype } sobol${ num }( int effect ) {
89
-
90
- uint seed = sobolGetSeed( sobolBounceIndex, uint( effect ) );
91
- uint index = sobolPathIndex;
92
-
93
- uint shuffle_seed = sobolHashCombine( seed, 0u );
94
- uint shuffled_index = nestedUniformScrambleBase2( sobolReverseBits( index ), shuffle_seed );
95
- ${ vtype } sobol_pt = sobolGetTexturePoint( shuffled_index )${ components };
96
- ${ utype } result = ${ utype }( sobol_pt * 16777216.0 );
97
-
98
- ${ utype } seed2 = sobolHashCombine( seed, ${ combineValues } );
99
- result = nestedUniformScrambleBase2( result, seed2 );
100
-
101
- return SOBOL_FACTOR * ${ vtype }( result >> 8 );
102
-
103
- }
104
- `;
105
-
106
- }
107
-
108
- export const sobolCommonGLSL = /* glsl */`
109
-
110
- // Utils
111
- const float SOBOL_FACTOR = 1.0 / 16777216.0;
112
- const uint SOBOL_MAX_POINTS = 256u * 256u;
113
-
114
- ${ generateSobolFunctionVariants( 1 ) }
115
- ${ generateSobolFunctionVariants( 2 ) }
116
- ${ generateSobolFunctionVariants( 3 ) }
117
- ${ generateSobolFunctionVariants( 4 ) }
118
-
119
- uint sobolHash( uint x ) {
120
-
121
- // finalizer from murmurhash3
122
- x ^= x >> 16;
123
- x *= 0x85ebca6bu;
124
- x ^= x >> 13;
125
- x *= 0xc2b2ae35u;
126
- x ^= x >> 16;
127
- return x;
128
-
129
- }
130
-
131
- `;
132
-
133
- export const sobolGenerationGLSL = /* glsl */`
134
-
135
- const uint SOBOL_DIRECTIONS_1[ 32 ] = uint[ 32 ](
136
- 0x80000000u, 0xc0000000u, 0xa0000000u, 0xf0000000u,
137
- 0x88000000u, 0xcc000000u, 0xaa000000u, 0xff000000u,
138
- 0x80800000u, 0xc0c00000u, 0xa0a00000u, 0xf0f00000u,
139
- 0x88880000u, 0xcccc0000u, 0xaaaa0000u, 0xffff0000u,
140
- 0x80008000u, 0xc000c000u, 0xa000a000u, 0xf000f000u,
141
- 0x88008800u, 0xcc00cc00u, 0xaa00aa00u, 0xff00ff00u,
142
- 0x80808080u, 0xc0c0c0c0u, 0xa0a0a0a0u, 0xf0f0f0f0u,
143
- 0x88888888u, 0xccccccccu, 0xaaaaaaaau, 0xffffffffu
144
- );
145
-
146
- const uint SOBOL_DIRECTIONS_2[ 32 ] = uint[ 32 ](
147
- 0x80000000u, 0xc0000000u, 0x60000000u, 0x90000000u,
148
- 0xe8000000u, 0x5c000000u, 0x8e000000u, 0xc5000000u,
149
- 0x68800000u, 0x9cc00000u, 0xee600000u, 0x55900000u,
150
- 0x80680000u, 0xc09c0000u, 0x60ee0000u, 0x90550000u,
151
- 0xe8808000u, 0x5cc0c000u, 0x8e606000u, 0xc5909000u,
152
- 0x6868e800u, 0x9c9c5c00u, 0xeeee8e00u, 0x5555c500u,
153
- 0x8000e880u, 0xc0005cc0u, 0x60008e60u, 0x9000c590u,
154
- 0xe8006868u, 0x5c009c9cu, 0x8e00eeeeu, 0xc5005555u
155
- );
156
-
157
- const uint SOBOL_DIRECTIONS_3[ 32 ] = uint[ 32 ](
158
- 0x80000000u, 0xc0000000u, 0x20000000u, 0x50000000u,
159
- 0xf8000000u, 0x74000000u, 0xa2000000u, 0x93000000u,
160
- 0xd8800000u, 0x25400000u, 0x59e00000u, 0xe6d00000u,
161
- 0x78080000u, 0xb40c0000u, 0x82020000u, 0xc3050000u,
162
- 0x208f8000u, 0x51474000u, 0xfbea2000u, 0x75d93000u,
163
- 0xa0858800u, 0x914e5400u, 0xdbe79e00u, 0x25db6d00u,
164
- 0x58800080u, 0xe54000c0u, 0x79e00020u, 0xb6d00050u,
165
- 0x800800f8u, 0xc00c0074u, 0x200200a2u, 0x50050093u
166
- );
167
-
168
- const uint SOBOL_DIRECTIONS_4[ 32 ] = uint[ 32 ](
169
- 0x80000000u, 0x40000000u, 0x20000000u, 0xb0000000u,
170
- 0xf8000000u, 0xdc000000u, 0x7a000000u, 0x9d000000u,
171
- 0x5a800000u, 0x2fc00000u, 0xa1600000u, 0xf0b00000u,
172
- 0xda880000u, 0x6fc40000u, 0x81620000u, 0x40bb0000u,
173
- 0x22878000u, 0xb3c9c000u, 0xfb65a000u, 0xddb2d000u,
174
- 0x78022800u, 0x9c0b3c00u, 0x5a0fb600u, 0x2d0ddb00u,
175
- 0xa2878080u, 0xf3c9c040u, 0xdb65a020u, 0x6db2d0b0u,
176
- 0x800228f8u, 0x400b3cdcu, 0x200fb67au, 0xb00ddb9du
177
- );
178
-
179
- uint getMaskedSobol( uint index, uint directions[ 32 ] ) {
180
-
181
- uint X = 0u;
182
- for ( int bit = 0; bit < 32; bit ++ ) {
183
-
184
- uint mask = ( index >> bit ) & 1u;
185
- X ^= mask * directions[ bit ];
186
-
187
- }
188
- return X;
189
-
190
- }
191
-
192
- vec4 generateSobolPoint( uint index ) {
193
-
194
- if ( index >= SOBOL_MAX_POINTS ) {
195
-
196
- return vec4( 0.0 );
197
-
198
- }
199
-
200
- // NOTEL this sobol "direction" is also available but we can't write out 5 components
201
- // uint x = index & 0x00ffffffu;
202
- uint x = sobolReverseBits( getMaskedSobol( index, SOBOL_DIRECTIONS_1 ) ) & 0x00ffffffu;
203
- uint y = sobolReverseBits( getMaskedSobol( index, SOBOL_DIRECTIONS_2 ) ) & 0x00ffffffu;
204
- uint z = sobolReverseBits( getMaskedSobol( index, SOBOL_DIRECTIONS_3 ) ) & 0x00ffffffu;
205
- uint w = sobolReverseBits( getMaskedSobol( index, SOBOL_DIRECTIONS_4 ) ) & 0x00ffffffu;
206
-
207
- return vec4( x, y, z, w ) * SOBOL_FACTOR;
208
-
209
- }
210
-
211
- `;
212
-
213
- export const sobolSamplingGLSL = /* glsl */`
214
-
215
- // Seeds
216
- uniform sampler2D sobolTexture;
217
- uint sobolPixelIndex;
218
- uint sobolPathIndex;
219
- uint sobolBounceIndex;
220
-
221
- uint sobolGetSeed( uint bounce, uint effect ) {
222
-
223
- return sobolHash(
224
- sobolHashCombine(
225
- sobolHashCombine(
226
- sobolHash( bounce ),
227
- sobolPixelIndex
228
- ),
229
- effect
230
- )
231
- );
232
-
233
- }
234
-
235
- vec4 sobolGetTexturePoint( uint index ) {
236
-
237
- if ( index >= SOBOL_MAX_POINTS ) {
238
-
239
- index = index % SOBOL_MAX_POINTS;
240
-
241
- }
242
-
243
- uvec2 dim = uvec2( textureSize( sobolTexture, 0 ).xy );
244
- uint y = index / dim.x;
245
- uint x = index - y * dim.x;
246
- vec2 uv = vec2( x, y ) / vec2( dim );
247
- return texture( sobolTexture, uv );
248
-
249
- }
250
-
251
- ${ generateSobolSampleFunctions( 1 ) }
252
- ${ generateSobolSampleFunctions( 2 ) }
253
- ${ generateSobolSampleFunctions( 3 ) }
254
- ${ generateSobolSampleFunctions( 4 ) }
255
-
256
- `;
1
+ // References
2
+ // - https://jcgt.org/published/0009/04/01/
3
+ // - Code from https://www.shadertoy.com/view/WtGyDm
4
+
5
+ // functions to generate multi-dimensions variables of the same functions
6
+ // to support 1, 2, 3, and 4 dimensional sobol sampling.
7
+ function generateSobolFunctionVariants( dim = 1 ) {
8
+
9
+ let type = 'uint';
10
+ if ( dim > 1 ) {
11
+
12
+ type = 'uvec' + dim;
13
+
14
+ }
15
+
16
+ return /* glsl */`
17
+ ${ type } sobolReverseBits( ${ type } x ) {
18
+
19
+ x = ( ( ( x & 0xaaaaaaaau ) >> 1 ) | ( ( x & 0x55555555u ) << 1 ) );
20
+ x = ( ( ( x & 0xccccccccu ) >> 2 ) | ( ( x & 0x33333333u ) << 2 ) );
21
+ x = ( ( ( x & 0xf0f0f0f0u ) >> 4 ) | ( ( x & 0x0f0f0f0fu ) << 4 ) );
22
+ x = ( ( ( x & 0xff00ff00u ) >> 8 ) | ( ( x & 0x00ff00ffu ) << 8 ) );
23
+ return ( ( x >> 16 ) | ( x << 16 ) );
24
+
25
+ }
26
+
27
+ ${ type } sobolHashCombine( uint seed, ${ type } v ) {
28
+
29
+ return seed ^ ( v + ${ type }( ( seed << 6 ) + ( seed >> 2 ) ) );
30
+
31
+ }
32
+
33
+ ${ type } sobolLaineKarrasPermutation( ${ type } x, ${ type } seed ) {
34
+
35
+ x += seed;
36
+ x ^= x * 0x6c50b47cu;
37
+ x ^= x * 0xb82f1e52u;
38
+ x ^= x * 0xc7afe638u;
39
+ x ^= x * 0x8d22f6e6u;
40
+ return x;
41
+
42
+ }
43
+
44
+ ${ type } nestedUniformScrambleBase2( ${ type } x, ${ type } seed ) {
45
+
46
+ x = sobolLaineKarrasPermutation( x, seed );
47
+ x = sobolReverseBits( x );
48
+ return x;
49
+
50
+ }
51
+ `;
52
+
53
+ }
54
+
55
+ function generateSobolSampleFunctions( dim = 1 ) {
56
+
57
+ let utype = 'uint';
58
+ let vtype = 'float';
59
+ let num = '';
60
+ let components = '.r';
61
+ let combineValues = '1u';
62
+ if ( dim > 1 ) {
63
+
64
+ utype = 'uvec' + dim;
65
+ vtype = 'vec' + dim;
66
+ num = dim + '';
67
+ if ( dim === 2 ) {
68
+
69
+ components = '.rg';
70
+ combineValues = 'uvec2( 1u, 2u )';
71
+
72
+ } else if ( dim === 3 ) {
73
+
74
+ components = '.rgb';
75
+ combineValues = 'uvec3( 1u, 2u, 3u )';
76
+
77
+ } else {
78
+
79
+ components = '';
80
+ combineValues = 'uvec4( 1u, 2u, 3u, 4u )';
81
+
82
+ }
83
+
84
+ }
85
+
86
+ return /* glsl */`
87
+
88
+ ${ vtype } sobol${ num }( int effect ) {
89
+
90
+ uint seed = sobolGetSeed( sobolBounceIndex, uint( effect ) );
91
+ uint index = sobolPathIndex;
92
+
93
+ uint shuffle_seed = sobolHashCombine( seed, 0u );
94
+ uint shuffled_index = nestedUniformScrambleBase2( sobolReverseBits( index ), shuffle_seed );
95
+ ${ vtype } sobol_pt = sobolGetTexturePoint( shuffled_index )${ components };
96
+ ${ utype } result = ${ utype }( sobol_pt * 16777216.0 );
97
+
98
+ ${ utype } seed2 = sobolHashCombine( seed, ${ combineValues } );
99
+ result = nestedUniformScrambleBase2( result, seed2 );
100
+
101
+ return SOBOL_FACTOR * ${ vtype }( result >> 8 );
102
+
103
+ }
104
+ `;
105
+
106
+ }
107
+
108
+ export const sobolCommonGLSL = /* glsl */`
109
+
110
+ // Utils
111
+ const float SOBOL_FACTOR = 1.0 / 16777216.0;
112
+ const uint SOBOL_MAX_POINTS = 256u * 256u;
113
+
114
+ ${ generateSobolFunctionVariants( 1 ) }
115
+ ${ generateSobolFunctionVariants( 2 ) }
116
+ ${ generateSobolFunctionVariants( 3 ) }
117
+ ${ generateSobolFunctionVariants( 4 ) }
118
+
119
+ uint sobolHash( uint x ) {
120
+
121
+ // finalizer from murmurhash3
122
+ x ^= x >> 16;
123
+ x *= 0x85ebca6bu;
124
+ x ^= x >> 13;
125
+ x *= 0xc2b2ae35u;
126
+ x ^= x >> 16;
127
+ return x;
128
+
129
+ }
130
+
131
+ `;
132
+
133
+ export const sobolGenerationGLSL = /* glsl */`
134
+
135
+ const uint SOBOL_DIRECTIONS_1[ 32 ] = uint[ 32 ](
136
+ 0x80000000u, 0xc0000000u, 0xa0000000u, 0xf0000000u,
137
+ 0x88000000u, 0xcc000000u, 0xaa000000u, 0xff000000u,
138
+ 0x80800000u, 0xc0c00000u, 0xa0a00000u, 0xf0f00000u,
139
+ 0x88880000u, 0xcccc0000u, 0xaaaa0000u, 0xffff0000u,
140
+ 0x80008000u, 0xc000c000u, 0xa000a000u, 0xf000f000u,
141
+ 0x88008800u, 0xcc00cc00u, 0xaa00aa00u, 0xff00ff00u,
142
+ 0x80808080u, 0xc0c0c0c0u, 0xa0a0a0a0u, 0xf0f0f0f0u,
143
+ 0x88888888u, 0xccccccccu, 0xaaaaaaaau, 0xffffffffu
144
+ );
145
+
146
+ const uint SOBOL_DIRECTIONS_2[ 32 ] = uint[ 32 ](
147
+ 0x80000000u, 0xc0000000u, 0x60000000u, 0x90000000u,
148
+ 0xe8000000u, 0x5c000000u, 0x8e000000u, 0xc5000000u,
149
+ 0x68800000u, 0x9cc00000u, 0xee600000u, 0x55900000u,
150
+ 0x80680000u, 0xc09c0000u, 0x60ee0000u, 0x90550000u,
151
+ 0xe8808000u, 0x5cc0c000u, 0x8e606000u, 0xc5909000u,
152
+ 0x6868e800u, 0x9c9c5c00u, 0xeeee8e00u, 0x5555c500u,
153
+ 0x8000e880u, 0xc0005cc0u, 0x60008e60u, 0x9000c590u,
154
+ 0xe8006868u, 0x5c009c9cu, 0x8e00eeeeu, 0xc5005555u
155
+ );
156
+
157
+ const uint SOBOL_DIRECTIONS_3[ 32 ] = uint[ 32 ](
158
+ 0x80000000u, 0xc0000000u, 0x20000000u, 0x50000000u,
159
+ 0xf8000000u, 0x74000000u, 0xa2000000u, 0x93000000u,
160
+ 0xd8800000u, 0x25400000u, 0x59e00000u, 0xe6d00000u,
161
+ 0x78080000u, 0xb40c0000u, 0x82020000u, 0xc3050000u,
162
+ 0x208f8000u, 0x51474000u, 0xfbea2000u, 0x75d93000u,
163
+ 0xa0858800u, 0x914e5400u, 0xdbe79e00u, 0x25db6d00u,
164
+ 0x58800080u, 0xe54000c0u, 0x79e00020u, 0xb6d00050u,
165
+ 0x800800f8u, 0xc00c0074u, 0x200200a2u, 0x50050093u
166
+ );
167
+
168
+ const uint SOBOL_DIRECTIONS_4[ 32 ] = uint[ 32 ](
169
+ 0x80000000u, 0x40000000u, 0x20000000u, 0xb0000000u,
170
+ 0xf8000000u, 0xdc000000u, 0x7a000000u, 0x9d000000u,
171
+ 0x5a800000u, 0x2fc00000u, 0xa1600000u, 0xf0b00000u,
172
+ 0xda880000u, 0x6fc40000u, 0x81620000u, 0x40bb0000u,
173
+ 0x22878000u, 0xb3c9c000u, 0xfb65a000u, 0xddb2d000u,
174
+ 0x78022800u, 0x9c0b3c00u, 0x5a0fb600u, 0x2d0ddb00u,
175
+ 0xa2878080u, 0xf3c9c040u, 0xdb65a020u, 0x6db2d0b0u,
176
+ 0x800228f8u, 0x400b3cdcu, 0x200fb67au, 0xb00ddb9du
177
+ );
178
+
179
+ uint getMaskedSobol( uint index, uint directions[ 32 ] ) {
180
+
181
+ uint X = 0u;
182
+ for ( int bit = 0; bit < 32; bit ++ ) {
183
+
184
+ uint mask = ( index >> bit ) & 1u;
185
+ X ^= mask * directions[ bit ];
186
+
187
+ }
188
+ return X;
189
+
190
+ }
191
+
192
+ vec4 generateSobolPoint( uint index ) {
193
+
194
+ if ( index >= SOBOL_MAX_POINTS ) {
195
+
196
+ return vec4( 0.0 );
197
+
198
+ }
199
+
200
+ // NOTEL this sobol "direction" is also available but we can't write out 5 components
201
+ // uint x = index & 0x00ffffffu;
202
+ uint x = sobolReverseBits( getMaskedSobol( index, SOBOL_DIRECTIONS_1 ) ) & 0x00ffffffu;
203
+ uint y = sobolReverseBits( getMaskedSobol( index, SOBOL_DIRECTIONS_2 ) ) & 0x00ffffffu;
204
+ uint z = sobolReverseBits( getMaskedSobol( index, SOBOL_DIRECTIONS_3 ) ) & 0x00ffffffu;
205
+ uint w = sobolReverseBits( getMaskedSobol( index, SOBOL_DIRECTIONS_4 ) ) & 0x00ffffffu;
206
+
207
+ return vec4( x, y, z, w ) * SOBOL_FACTOR;
208
+
209
+ }
210
+
211
+ `;
212
+
213
+ export const sobolSamplingGLSL = /* glsl */`
214
+
215
+ // Seeds
216
+ uniform sampler2D sobolTexture;
217
+ uint sobolPixelIndex;
218
+ uint sobolPathIndex;
219
+ uint sobolBounceIndex;
220
+
221
+ uint sobolGetSeed( uint bounce, uint effect ) {
222
+
223
+ return sobolHash(
224
+ sobolHashCombine(
225
+ sobolHashCombine(
226
+ sobolHash( bounce ),
227
+ sobolPixelIndex
228
+ ),
229
+ effect
230
+ )
231
+ );
232
+
233
+ }
234
+
235
+ vec4 sobolGetTexturePoint( uint index ) {
236
+
237
+ if ( index >= SOBOL_MAX_POINTS ) {
238
+
239
+ index = index % SOBOL_MAX_POINTS;
240
+
241
+ }
242
+
243
+ uvec2 dim = uvec2( textureSize( sobolTexture, 0 ).xy );
244
+ uint y = index / dim.x;
245
+ uint x = index - y * dim.x;
246
+ vec2 uv = vec2( x, y ) / vec2( dim );
247
+ return texture( sobolTexture, uv );
248
+
249
+ }
250
+
251
+ ${ generateSobolSampleFunctions( 1 ) }
252
+ ${ generateSobolSampleFunctions( 2 ) }
253
+ ${ generateSobolSampleFunctions( 3 ) }
254
+ ${ generateSobolSampleFunctions( 4 ) }
255
+
256
+ `;
@@ -1,62 +1,62 @@
1
- export const equirectSamplingGLSL = /* glsl */`
2
-
3
- // samples the the given environment map in the given direction
4
- vec3 sampleEquirectColor( sampler2D envMap, vec3 direction ) {
5
-
6
- return texture2D( envMap, equirectDirectionToUv( direction ) ).rgb;
7
-
8
- }
9
-
10
- // gets the pdf of the given direction to sample
11
- float equirectDirectionPdf( vec3 direction ) {
12
-
13
- vec2 uv = equirectDirectionToUv( direction );
14
- float theta = uv.y * PI;
15
- float sinTheta = sin( theta );
16
- if ( sinTheta == 0.0 ) {
17
-
18
- return 0.0;
19
-
20
- }
21
-
22
- return 1.0 / ( 2.0 * PI * PI * sinTheta );
23
-
24
- }
25
-
26
- // samples the color given env map with CDF and returns the pdf of the direction
27
- float sampleEquirect( EquirectHdrInfo info, vec3 direction, out vec3 color ) {
28
-
29
- vec2 uv = equirectDirectionToUv( direction );
30
- color = texture2D( info.map, uv ).rgb;
31
-
32
- float totalSum = info.totalSumWhole + info.totalSumDecimal;
33
- float lum = luminance( color );
34
- ivec2 resolution = textureSize( info.map, 0 );
35
- float pdf = lum / totalSum;
36
-
37
- return float( resolution.x * resolution.y ) * pdf * equirectDirectionPdf( direction );
38
-
39
- }
40
-
41
- // samples a direction of the envmap with color and retrieves pdf
42
- float sampleEquirectProbability( EquirectHdrInfo info, vec2 r, out vec3 color, out vec3 direction ) {
43
-
44
- // sample env map cdf
45
- float v = texture2D( info.marginalWeights, vec2( r.x, 0.0 ) ).x;
46
- float u = texture2D( info.conditionalWeights, vec2( r.y, v ) ).x;
47
- vec2 uv = vec2( u, v );
48
-
49
- vec3 derivedDirection = equirectUvToDirection( uv );
50
- direction = derivedDirection;
51
- color = texture2D( info.map, uv ).rgb;
52
-
53
- float totalSum = info.totalSumWhole + info.totalSumDecimal;
54
- float lum = luminance( color );
55
- ivec2 resolution = textureSize( info.map, 0 );
56
- float pdf = lum / totalSum;
57
-
58
- return float( resolution.x * resolution.y ) * pdf * equirectDirectionPdf( direction );
59
-
60
- }
61
-
62
- `;
1
+ export const equirectSamplingGLSL = /* glsl */`
2
+
3
+ // samples the the given environment map in the given direction
4
+ vec3 sampleEquirectColor( sampler2D envMap, vec3 direction ) {
5
+
6
+ return texture2D( envMap, equirectDirectionToUv( direction ) ).rgb;
7
+
8
+ }
9
+
10
+ // gets the pdf of the given direction to sample
11
+ float equirectDirectionPdf( vec3 direction ) {
12
+
13
+ vec2 uv = equirectDirectionToUv( direction );
14
+ float theta = uv.y * PI;
15
+ float sinTheta = sin( theta );
16
+ if ( sinTheta == 0.0 ) {
17
+
18
+ return 0.0;
19
+
20
+ }
21
+
22
+ return 1.0 / ( 2.0 * PI * PI * sinTheta );
23
+
24
+ }
25
+
26
+ // samples the color given env map with CDF and returns the pdf of the direction
27
+ float sampleEquirect( EquirectHdrInfo info, vec3 direction, out vec3 color ) {
28
+
29
+ vec2 uv = equirectDirectionToUv( direction );
30
+ color = texture2D( info.map, uv ).rgb;
31
+
32
+ float totalSum = info.totalSum;
33
+ float lum = luminance( color );
34
+ ivec2 resolution = textureSize( info.map, 0 );
35
+ float pdf = lum / totalSum;
36
+
37
+ return float( resolution.x * resolution.y ) * pdf * equirectDirectionPdf( direction );
38
+
39
+ }
40
+
41
+ // samples a direction of the envmap with color and retrieves pdf
42
+ float sampleEquirectProbability( EquirectHdrInfo info, vec2 r, out vec3 color, out vec3 direction ) {
43
+
44
+ // sample env map cdf
45
+ float v = texture2D( info.marginalWeights, vec2( r.x, 0.0 ) ).x;
46
+ float u = texture2D( info.conditionalWeights, vec2( r.y, v ) ).x;
47
+ vec2 uv = vec2( u, v );
48
+
49
+ vec3 derivedDirection = equirectUvToDirection( uv );
50
+ direction = derivedDirection;
51
+ color = texture2D( info.map, uv ).rgb;
52
+
53
+ float totalSum = info.totalSum;
54
+ float lum = luminance( color );
55
+ ivec2 resolution = textureSize( info.map, 0 );
56
+ float pdf = lum / totalSum;
57
+
58
+ return float( resolution.x * resolution.y ) * pdf * equirectDirectionPdf( direction );
59
+
60
+ }
61
+
62
+ `;