three-gpu-pathtracer 0.0.20 → 0.0.21

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Files changed (75) hide show
  1. package/README.md +111 -464
  2. package/build/index.module.js +5691 -5312
  3. package/build/index.module.js.map +1 -1
  4. package/build/index.umd.cjs +5369 -5003
  5. package/build/index.umd.cjs.map +1 -1
  6. package/package.json +12 -6
  7. package/src/core/PathTracingRenderer.js +59 -46
  8. package/src/core/PathTracingSceneGenerator.js +245 -10
  9. package/src/core/WebGLPathTracer.js +472 -0
  10. package/src/core/utils/BakedGeometry.js +35 -0
  11. package/src/core/utils/BufferAttributeUtils.js +64 -0
  12. package/src/{utils → core/utils}/GeometryPreparationUtils.js +35 -35
  13. package/src/core/utils/MeshDiff.js +102 -0
  14. package/src/core/utils/StaticGeometryGenerator.js +285 -0
  15. package/src/core/utils/convertToStaticGeometry.js +344 -0
  16. package/src/core/utils/mergeGeometries.js +218 -0
  17. package/src/core/utils/sceneUpdateUtils.js +96 -0
  18. package/src/index.d.ts +274 -0
  19. package/src/index.js +4 -20
  20. package/src/materials/MaterialBase.js +4 -0
  21. package/src/materials/fullscreen/ClampedInterpolationMaterial.js +112 -0
  22. package/src/materials/fullscreen/DenoiseMaterial.js +4 -0
  23. package/src/materials/pathtracing/PhysicalPathTracingMaterial.js +73 -76
  24. package/src/materials/pathtracing/glsl/{attenuateHit.glsl.js → attenuate_hit_function.glsl.js} +1 -1
  25. package/src/materials/pathtracing/glsl/{cameraUtils.glsl.js → camera_util_functions.glsl.js} +1 -1
  26. package/src/materials/pathtracing/glsl/{directLightContribution.glsl.js → direct_light_contribution_function.glsl.js} +1 -1
  27. package/src/materials/pathtracing/glsl/{getSurfaceRecord.glsl.js → get_surface_record_function.glsl.js} +1 -1
  28. package/src/materials/pathtracing/glsl/index.js +6 -0
  29. package/src/materials/pathtracing/glsl/{renderStructs.glsl.js → render_structs.glsl.js} +1 -1
  30. package/src/materials/pathtracing/glsl/{traceScene.glsl.js → trace_scene_function.glsl.js} +1 -3
  31. package/src/materials/surface/AmbientOcclusionMaterial.js +8 -8
  32. package/src/objects/PhysicalSpotLight.js +2 -2
  33. package/src/shader/bsdf/{bsdfSampling.glsl.js → bsdf_functions.glsl.js} +19 -72
  34. package/src/shader/bsdf/{fog.glsl.js → fog_functions.glsl.js} +1 -1
  35. package/src/shader/bsdf/{ggx.glsl.js → ggx_functions.glsl.js} +1 -1
  36. package/src/shader/bsdf/index.js +5 -0
  37. package/src/shader/bsdf/{iridescence.glsl.js → iridescence_functions.glsl.js} +1 -1
  38. package/src/shader/bsdf/{sheen.glsl.js → sheen_functions.glsl.js} +1 -1
  39. package/src/shader/bvh/index.js +2 -0
  40. package/src/shader/{structs/fogMaterialBvh.glsl.js → bvh/inside_fog_volume_function.glsl.js} +1 -1
  41. package/src/shader/{common/bvhAnyHit.glsl.js → bvh/ray_any_hit_function.glsl.js} +1 -1
  42. package/src/shader/common/{fresnel.glsl.js → fresnel_functions.glsl.js} +1 -1
  43. package/src/shader/common/index.js +5 -0
  44. package/src/shader/common/{math.glsl.js → math_functions.glsl.js} +1 -1
  45. package/src/shader/common/{intersectShapes.glsl.js → shape_intersection_functions.glsl.js} +1 -1
  46. package/src/shader/common/{arraySamplerTexelFetch.glsl.js → texture_sample_functions.glsl.js} +1 -1
  47. package/src/shader/common/{utils.glsl.js → util_functions.glsl.js} +1 -1
  48. package/src/shader/rand/index.js +3 -0
  49. package/src/shader/rand/pcg.glsl.js +1 -1
  50. package/src/shader/rand/sobol.glsl.js +4 -4
  51. package/src/shader/rand/{stratifiedTexture.glsl.js → stratified.glsl.js} +7 -2
  52. package/src/shader/sampling/{equirectSampling.glsl.js → equirect_sampling_functions.glsl.js} +1 -2
  53. package/src/shader/sampling/index.js +3 -0
  54. package/src/shader/sampling/{lightSampling.glsl.js → light_sampling_functions.glsl.js} +3 -3
  55. package/src/shader/sampling/{shapeSampling.glsl.js → shape_sampling_functions.glsl.js} +1 -1
  56. package/src/shader/structs/{cameraStruct.glsl.js → camera_struct.glsl.js} +1 -1
  57. package/src/shader/structs/{equirectStruct.glsl.js → equirect_struct.glsl.js} +1 -1
  58. package/src/shader/structs/index.js +5 -0
  59. package/src/shader/structs/{lightsStruct.glsl.js → lights_struct.glsl.js} +1 -1
  60. package/src/shader/structs/{materialStruct.glsl.js → material_struct.glsl.js} +2 -2
  61. package/src/shader/structs/surface_record_struct.glsl.js +63 -0
  62. package/src/uniforms/EquirectHdrInfoUniform.js +16 -11
  63. package/src/uniforms/LightsInfoUniformStruct.js +21 -10
  64. package/src/uniforms/MaterialsTexture.js +27 -86
  65. package/src/uniforms/RenderTarget2DArray.js +60 -20
  66. package/src/utils/BlurredEnvMapGenerator.js +12 -5
  67. package/src/utils/SobolNumberMapGenerator.js +3 -3
  68. package/src/utils/bufferToHash.js +22 -0
  69. package/src/core/DynamicPathTracingSceneGenerator.js +0 -164
  70. package/src/core/MaterialReducer.js +0 -256
  71. package/src/materials/pathtracing/LambertPathTracingMaterial.js +0 -297
  72. package/src/uniforms/IESProfilesTexture.js +0 -100
  73. package/src/uniforms/utils.js +0 -30
  74. package/src/utils/IESLoader.js +0 -327
  75. package/src/workers/PathTracingSceneWorker.js +0 -52
@@ -1,327 +0,0 @@
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- import {
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- DataTexture,
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- FileLoader,
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- HalfFloatType,
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- LinearFilter,
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- RedFormat,
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- MathUtils,
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- Loader,
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- } from 'three';
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-
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- import { toHalfFloatArray } from './TextureUtils.js';
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-
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- function IESLamp( text ) {
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-
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- const _self = this;
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-
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- const textArray = text.split( '\n' );
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-
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- let lineNumber = 0;
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- let line;
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-
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- _self.verAngles = [ ];
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- _self.horAngles = [ ];
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-
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- _self.candelaValues = [ ];
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-
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- _self.tiltData = { };
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- _self.tiltData.angles = [ ];
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- _self.tiltData.mulFactors = [ ];
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-
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- function textToArray( text ) {
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-
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- text = text.trim(); // remove leading or trailing spaces
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- text = text.replace( /,/g, ' ' ); // replace commas with spaces
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- text = text.replace( /\s\s+/g, ' ' ); // replace white space/tabs etc by single whitespace
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-
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- const array = text.split( ' ' );
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-
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- return array;
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-
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- }
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-
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- function readArray( count, array ) {
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-
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- while ( true ) {
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-
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- const line = textArray[ lineNumber ++ ];
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- const lineData = textToArray( line );
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-
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- for ( let i = 0; i < lineData.length; ++ i ) {
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-
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- array.push( Number( lineData[ i ] ) );
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-
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- }
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-
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- if ( array.length === count )
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- break;
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-
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- }
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-
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- }
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-
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- function readTilt() {
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-
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- let line = textArray[ lineNumber ++ ];
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- let lineData = textToArray( line );
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-
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- _self.tiltData.lampToLumGeometry = Number( lineData[ 0 ] );
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-
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- line = textArray[ lineNumber ++ ];
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- lineData = textToArray( line );
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-
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- _self.tiltData.numAngles = Number( lineData[ 0 ] );
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-
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- readArray( _self.tiltData.numAngles, _self.tiltData.angles );
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- readArray( _self.tiltData.numAngles, _self.tiltData.mulFactors );
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-
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- }
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-
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- function readLampValues() {
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-
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- const values = [ ];
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- readArray( 10, values );
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-
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- _self.count = Number( values[ 0 ] );
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- _self.lumens = Number( values[ 1 ] );
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- _self.multiplier = Number( values[ 2 ] );
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- _self.numVerAngles = Number( values[ 3 ] );
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- _self.numHorAngles = Number( values[ 4 ] );
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- _self.gonioType = Number( values[ 5 ] );
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- _self.units = Number( values[ 6 ] );
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- _self.width = Number( values[ 7 ] );
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- _self.length = Number( values[ 8 ] );
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- _self.height = Number( values[ 9 ] );
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-
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- }
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-
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- function readLampFactors() {
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-
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- const values = [ ];
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- readArray( 3, values );
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-
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- _self.ballFactor = Number( values[ 0 ] );
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- _self.blpFactor = Number( values[ 1 ] );
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- _self.inputWatts = Number( values[ 2 ] );
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-
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- }
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-
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- while ( true ) {
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-
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- line = textArray[ lineNumber ++ ];
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-
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- if ( line.includes( 'TILT' ) ) {
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-
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- break;
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-
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- }
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-
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- }
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-
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- if ( ! line.includes( 'NONE' ) ) {
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-
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- if ( line.includes( 'INCLUDE' ) ) {
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-
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- readTilt();
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-
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- } else {
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-
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- // TODO:: Read tilt data from a file
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-
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- }
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-
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- }
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-
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- readLampValues();
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-
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- readLampFactors();
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-
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- // Initialize candela value array
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- for ( let i = 0; i < _self.numHorAngles; ++ i ) {
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-
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- _self.candelaValues.push( [ ] );
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-
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- }
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-
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- // Parse Angles
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- readArray( _self.numVerAngles, _self.verAngles );
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- readArray( _self.numHorAngles, _self.horAngles );
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-
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- // Parse Candela values
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- for ( let i = 0; i < _self.numHorAngles; ++ i ) {
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-
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- readArray( _self.numVerAngles, _self.candelaValues[ i ] );
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-
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- }
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-
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- // Calculate actual candela values, and normalize.
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- for ( let i = 0; i < _self.numHorAngles; ++ i ) {
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-
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- for ( let j = 0; j < _self.numVerAngles; ++ j ) {
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-
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- _self.candelaValues[ i ][ j ] *= _self.candelaValues[ i ][ j ] * _self.multiplier
163
- * _self.ballFactor * _self.blpFactor;
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-
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- }
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-
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- }
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-
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- let maxVal = - 1;
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- for ( let i = 0; i < _self.numHorAngles; ++ i ) {
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-
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- for ( let j = 0; j < _self.numVerAngles; ++ j ) {
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-
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- const value = _self.candelaValues[ i ][ j ];
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- maxVal = maxVal < value ? value : maxVal;
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-
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- }
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-
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- }
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-
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- const bNormalize = true;
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- if ( bNormalize && maxVal > 0 ) {
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-
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- for ( let i = 0; i < _self.numHorAngles; ++ i ) {
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-
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- for ( let j = 0; j < _self.numVerAngles; ++ j ) {
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-
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- _self.candelaValues[ i ][ j ] /= maxVal;
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-
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- }
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-
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- }
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-
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- }
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-
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- }
197
-
198
- export class IESLoader extends Loader {
199
-
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- _getIESValues( iesLamp ) {
201
-
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- const width = 360;
203
- const height = 180;
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- const size = width * height;
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-
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- const data = new Float32Array( size );
207
-
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- function interpolateCandelaValues( phi, theta ) {
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-
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- let phiIndex = 0, thetaIndex = 0;
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- let startTheta = 0, endTheta = 0, startPhi = 0, endPhi = 0;
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-
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- for ( let i = 0; i < iesLamp.numHorAngles - 1; ++ i ) { // numHorAngles = horAngles.length-1 because of extra padding, so this wont cause an out of bounds error
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-
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- if ( theta < iesLamp.horAngles[ i + 1 ] || i == iesLamp.numHorAngles - 2 ) {
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-
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- thetaIndex = i;
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- startTheta = iesLamp.horAngles[ i ];
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- endTheta = iesLamp.horAngles[ i + 1 ];
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-
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- break;
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-
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- }
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-
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- }
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-
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- for ( let i = 0; i < iesLamp.numVerAngles - 1; ++ i ) {
228
-
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- if ( phi < iesLamp.verAngles[ i + 1 ] || i == iesLamp.numVerAngles - 2 ) {
230
-
231
- phiIndex = i;
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- startPhi = iesLamp.verAngles[ i ];
233
- endPhi = iesLamp.verAngles[ i + 1 ];
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-
235
- break;
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-
237
- }
238
-
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- }
240
-
241
- const deltaTheta = endTheta - startTheta;
242
- const deltaPhi = endPhi - startPhi;
243
-
244
- if ( deltaPhi === 0 ) // Outside range
245
- return 0;
246
-
247
- const t1 = deltaTheta === 0 ? 0 : ( theta - startTheta ) / deltaTheta;
248
- const t2 = ( phi - startPhi ) / deltaPhi;
249
-
250
- const nextThetaIndex = deltaTheta === 0 ? thetaIndex : thetaIndex + 1;
251
-
252
- const v1 = MathUtils.lerp( iesLamp.candelaValues[ thetaIndex ][ phiIndex ], iesLamp.candelaValues[ nextThetaIndex ][ phiIndex ], t1 );
253
- const v2 = MathUtils.lerp( iesLamp.candelaValues[ thetaIndex ][ phiIndex + 1 ], iesLamp.candelaValues[ nextThetaIndex ][ phiIndex + 1 ], t1 );
254
- const v = MathUtils.lerp( v1, v2, t2 );
255
-
256
- return v;
257
-
258
- }
259
-
260
- const startTheta = iesLamp.horAngles[ 0 ], endTheta = iesLamp.horAngles[ iesLamp.numHorAngles - 1 ];
261
- for ( let i = 0; i < size; ++ i ) {
262
-
263
- let theta = i % width;
264
- const phi = Math.floor( i / width );
265
-
266
- if ( endTheta - startTheta !== 0 && ( theta < startTheta || theta >= endTheta ) ) { // Handle symmetry for hor angles
267
-
268
- theta %= endTheta * 2;
269
- if ( theta > endTheta )
270
- theta = endTheta * 2 - theta;
271
-
272
- }
273
-
274
- data[ i ] = interpolateCandelaValues( phi, theta );
275
-
276
- }
277
-
278
- return data;
279
-
280
- }
281
-
282
- load( url, onLoad, onProgress, onError ) {
283
-
284
- const loader = new FileLoader( this.manager );
285
- loader.setResponseType( 'text' );
286
- loader.setCrossOrigin( this.crossOrigin );
287
- loader.setWithCredentials( this.withCredentials );
288
- loader.setPath( this.path );
289
- loader.setRequestHeader( this.requestHeader );
290
-
291
- const texture = new DataTexture( null, 360, 180, RedFormat, HalfFloatType );
292
- texture.minFilter = LinearFilter;
293
- texture.magFilter = LinearFilter;
294
-
295
- loader.load( url, text => {
296
-
297
- const iesLamp = new IESLamp( text );
298
-
299
- texture.image.data = toHalfFloatArray( this._getIESValues( iesLamp ) );
300
- texture.needsUpdate = true;
301
-
302
- if ( onLoad !== undefined ) {
303
-
304
- onLoad( texture );
305
-
306
- }
307
-
308
- }, onProgress, onError );
309
-
310
- return texture;
311
-
312
- }
313
-
314
- parse( text ) {
315
-
316
- const iesLamp = new IESLamp( text );
317
- const texture = new DataTexture( null, 360, 180, RedFormat, HalfFloatType );
318
- texture.minFilter = LinearFilter;
319
- texture.magFilter = LinearFilter;
320
- texture.image.data = toHalfFloatArray( this._getIESValues( iesLamp ) );
321
- texture.needsUpdate = true;
322
-
323
- return texture;
324
-
325
- }
326
-
327
- }
@@ -1,52 +0,0 @@
1
- import { GenerateMeshBVHWorker } from 'three-mesh-bvh/src/workers/GenerateMeshBVHWorker.js';
2
- import { DynamicPathTracingSceneGenerator } from '../core/DynamicPathTracingSceneGenerator.js';
3
-
4
- export class PathTracingSceneWorker {
5
-
6
- constructor() {
7
-
8
- this.bvhGenerator = new GenerateMeshBVHWorker();
9
-
10
- }
11
-
12
- generate( scene, options = {} ) {
13
-
14
- // ensure scene transforms are up to date
15
- // TODO: remove this?
16
- if ( Array.isArray( scene ) ) {
17
-
18
- scene.forEach( s => s.updateMatrixWorld( true ) );
19
-
20
- } else {
21
-
22
- scene.updateMatrixWorld( true );
23
-
24
- }
25
-
26
- const { bvhGenerator } = this;
27
- const sceneGenerator = new DynamicPathTracingSceneGenerator( scene );
28
- sceneGenerator.prepScene();
29
-
30
- const { geometry, materials, textures, lights } = sceneGenerator;
31
- const bvhPromise = bvhGenerator.generate( geometry, options );
32
- return bvhPromise.then( bvh => {
33
-
34
- return {
35
- scene,
36
- materials,
37
- textures,
38
- lights,
39
- bvh,
40
- };
41
-
42
- } );
43
-
44
- }
45
-
46
- dispose() {
47
-
48
- this.bvhGenerator.dispose();
49
-
50
- }
51
-
52
- }