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
@@ -1,212 +1,212 @@
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 = u.setFromMatrixPosition( l.matrixWorld );
174
-
175
- // sample 3
176
- // u vector
177
- floatArray[ baseIndex + ( index ++ ) ] = worldPosition.x;
178
- floatArray[ baseIndex + ( index ++ ) ] = worldPosition.y;
179
- floatArray[ baseIndex + ( index ++ ) ] = worldPosition.z;
180
- index ++;
181
-
182
- // sample 4
183
- index += 4;
184
-
185
- // sample 5
186
- index += 2;
187
-
188
- floatArray[ baseIndex + ( index ++ ) ] = l.decay;
189
- floatArray[ baseIndex + ( index ++ ) ] = l.distance;
190
-
191
- } else if ( l.isDirectionalLight ) {
192
-
193
- const worldPosition = u.setFromMatrixPosition( l.matrixWorld );
194
- const targetPosition = v.setFromMatrixPosition( l.target.matrixWorld );
195
- target.subVectors( worldPosition, targetPosition ).normalize();
196
-
197
- // sample 3
198
- // u vector
199
- floatArray[ baseIndex + ( index ++ ) ] = target.x;
200
- floatArray[ baseIndex + ( index ++ ) ] = target.y;
201
- floatArray[ baseIndex + ( index ++ ) ] = target.z;
202
-
203
- }
204
-
205
- }
206
-
207
- tex.needsUpdate = true;
208
- this.count = lights.length;
209
-
210
- }
211
-
212
- }
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 = u.setFromMatrixPosition( l.matrixWorld );
174
+
175
+ // sample 3
176
+ // u vector
177
+ floatArray[ baseIndex + ( index ++ ) ] = worldPosition.x;
178
+ floatArray[ baseIndex + ( index ++ ) ] = worldPosition.y;
179
+ floatArray[ baseIndex + ( index ++ ) ] = worldPosition.z;
180
+ index ++;
181
+
182
+ // sample 4
183
+ index += 4;
184
+
185
+ // sample 5
186
+ index += 2;
187
+
188
+ floatArray[ baseIndex + ( index ++ ) ] = l.decay;
189
+ floatArray[ baseIndex + ( index ++ ) ] = l.distance;
190
+
191
+ } else if ( l.isDirectionalLight ) {
192
+
193
+ const worldPosition = u.setFromMatrixPosition( l.matrixWorld );
194
+ const targetPosition = v.setFromMatrixPosition( l.target.matrixWorld );
195
+ target.subVectors( worldPosition, targetPosition ).normalize();
196
+
197
+ // sample 3
198
+ // u vector
199
+ floatArray[ baseIndex + ( index ++ ) ] = target.x;
200
+ floatArray[ baseIndex + ( index ++ ) ] = target.y;
201
+ floatArray[ baseIndex + ( index ++ ) ] = target.z;
202
+
203
+ }
204
+
205
+ }
206
+
207
+ tex.needsUpdate = true;
208
+ this.count = lights.length;
209
+
210
+ }
211
+
212
+ }