three-gpu-pathtracer 0.0.3 → 0.0.6
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 +136 -15
- package/build/index.module.js +2706 -529
- package/build/index.module.js.map +1 -1
- package/build/index.umd.cjs +2713 -529
- package/build/index.umd.cjs.map +1 -1
- package/package.json +68 -60
- package/src/core/DynamicPathTracingSceneGenerator.js +24 -11
- package/src/core/PathTracingRenderer.js +22 -0
- package/src/core/PathTracingSceneGenerator.js +36 -20
- package/src/index.js +9 -1
- package/src/materials/PhysicalPathTracingMaterial.js +350 -60
- package/src/objects/EquirectCamera.js +13 -0
- package/src/{core → objects}/PhysicalCamera.js +0 -0
- package/src/objects/PhysicalSpotLight.js +14 -0
- package/src/objects/ShapedAreaLight.js +12 -0
- package/src/shader/shaderEnvMapSampling.js +59 -67
- package/src/shader/shaderGGXFunctions.js +3 -2
- package/src/shader/shaderIridescenceFunctions.js +130 -0
- package/src/shader/shaderLightSampling.js +231 -0
- package/src/shader/shaderMaterialSampling.js +259 -53
- package/src/shader/shaderSheenFunctions.js +98 -0
- package/src/shader/shaderStructs.js +307 -92
- package/src/shader/shaderUtils.js +122 -0
- package/src/uniforms/EquirectHdrInfoUniform.js +10 -14
- package/src/uniforms/IESProfilesTexture.js +100 -0
- package/src/uniforms/LightsInfoUniformStruct.js +162 -0
- package/src/uniforms/MaterialsTexture.js +266 -33
- package/src/uniforms/PhysicalCameraUniform.js +1 -1
- package/src/uniforms/RenderTarget2DArray.js +93 -80
- package/src/utils/GeometryPreparationUtils.js +1 -1
- package/src/utils/IESLoader.js +325 -0
- package/src/workers/PathTracingSceneWorker.js +3 -1
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import {
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WebGLArrayRenderTarget,
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RGBAFormat,
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UnsignedByteType,
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MeshBasicMaterial,
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Color,
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RepeatWrapping,
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LinearFilter,
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NoToneMapping,
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} from 'three';
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import { FullScreenQuad } from 'three/examples/jsm/postprocessing/Pass.js';
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const prevColor = new Color();
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export class RenderTarget2DArray extends WebGLArrayRenderTarget {
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constructor( ...args ) {
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super( ...args );
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const tex = this.texture;
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tex.format = RGBAFormat;
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tex.type = UnsignedByteType;
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tex.minFilter = LinearFilter;
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tex.magFilter = LinearFilter;
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tex.wrapS = RepeatWrapping;
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tex.wrapT = RepeatWrapping;
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tex.setTextures = ( ...args ) => {
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this.setTextures( ...args );
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};
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const fsQuad = new FullScreenQuad( new MeshBasicMaterial() );
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this.fsQuad = fsQuad;
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}
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setTextures( renderer, width, height, textures ) {
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// save previous renderer state
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const prevRenderTarget = renderer.getRenderTarget();
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const prevToneMapping = renderer.toneMapping;
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const prevAlpha = renderer.getClearAlpha();
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renderer.getClearColor( prevColor );
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// resize the render target and ensure we don't have an empty texture
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renderer.
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import {
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WebGLArrayRenderTarget,
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RGBAFormat,
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UnsignedByteType,
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MeshBasicMaterial,
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Color,
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RepeatWrapping,
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LinearFilter,
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NoToneMapping,
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} from 'three';
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import { FullScreenQuad } from 'three/examples/jsm/postprocessing/Pass.js';
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const prevColor = new Color();
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export class RenderTarget2DArray extends WebGLArrayRenderTarget {
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constructor( ...args ) {
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super( ...args );
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const tex = this.texture;
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tex.format = RGBAFormat;
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tex.type = UnsignedByteType;
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tex.minFilter = LinearFilter;
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tex.magFilter = LinearFilter;
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tex.wrapS = RepeatWrapping;
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tex.wrapT = RepeatWrapping;
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tex.setTextures = ( ...args ) => {
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this.setTextures( ...args );
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};
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const fsQuad = new FullScreenQuad( new MeshBasicMaterial() );
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this.fsQuad = fsQuad;
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}
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setTextures( renderer, width, height, textures ) {
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// save previous renderer state
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const prevRenderTarget = renderer.getRenderTarget();
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const prevToneMapping = renderer.toneMapping;
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const prevAlpha = renderer.getClearAlpha();
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renderer.getClearColor( prevColor );
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// resize the render target and ensure we don't have an empty texture
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// render target depth must be >= 1 to avoid unbound texture error on android devices
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const depth = textures.length || 1;
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this.setSize( width, height, depth );
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renderer.setClearColor( 0, 0 );
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renderer.toneMapping = NoToneMapping;
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// render each texture into each layer of the target
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const fsQuad = this.fsQuad;
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for ( let i = 0, l = depth; i < l; i ++ ) {
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const texture = textures[ i ];
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if ( texture ) {
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// revert to default texture transform before rendering
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texture.matrixAutoUpdate = false;
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texture.matrix.identity();
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fsQuad.material.map = texture;
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fsQuad.material.transparent = true;
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renderer.setRenderTarget( this, i );
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fsQuad.render( renderer );
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// restore custom texture transform
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texture.updateMatrix();
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texture.matrixAutoUpdate = true;
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}
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}
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// reset the renderer
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fsQuad.material.map = null;
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renderer.setClearColor( prevColor, prevAlpha );
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renderer.setRenderTarget( prevRenderTarget );
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renderer.toneMapping = prevToneMapping;
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}
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dispose() {
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super.dispose();
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this.fsQuad.dispose();
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}
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}
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// apply the matrix world to the geometry
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const originalGeometry = meshes[ i ].geometry;
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const geometry = options.cloneGeometry ? originalGeometry.clone() : originalGeometry;
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geometry.applyMatrix4( mesh.matrixWorld );
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// ensure our geometry has common attributes
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import {
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DataTexture,
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FileLoader,
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FloatType,
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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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function IESLamp( text ) {
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const _self = this;
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const textArray = text.split( '\n' );
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let lineNumber = 0;
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let line;
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_self.verAngles = [ ];
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_self.horAngles = [ ];
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_self.candelaValues = [ ];
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_self.tiltData = { };
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_self.tiltData.angles = [ ];
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_self.tiltData.mulFactors = [ ];
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function textToArray( text ) {
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text = text.replace( /^\s+|\s+$/g, '' ); // 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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const array = text.split( ' ' );
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return array;
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}
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function readArray( count, array ) {
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while ( true ) {
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const line = textArray[ lineNumber ++ ];
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const lineData = textToArray( line );
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for ( let i = 0; i < lineData.length; ++ i ) {
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array.push( Number( lineData[ i ] ) );
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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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function readTilt() {
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let line = textArray[ lineNumber ++ ];
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let lineData = textToArray( line );
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_self.tiltData.lampToLumGeometry = Number( lineData[ 0 ] );
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line = textArray[ lineNumber ++ ];
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lineData = textToArray( line );
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_self.tiltData.numAngles = Number( lineData[ 0 ] );
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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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function readLampValues() {
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const values = [ ];
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readArray( 10, values );
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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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function readLampFactors() {
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const values = [ ];
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readArray( 3, values );
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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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while ( true ) {
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line = textArray[ lineNumber ++ ];
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if ( line.includes( 'TILT' ) ) {
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break;
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}
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}
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if ( ! line.includes( 'NONE' ) ) {
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if ( line.includes( 'INCLUDE' ) ) {
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readTilt();
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} else {
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// TODO:: Read tilt data from a file
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}
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}
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readLampValues();
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readLampFactors();
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// Initialize candela value array
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for ( let i = 0; i < _self.numHorAngles; ++ i ) {
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_self.candelaValues.push( [ ] );
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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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// Parse Candela values
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for ( let i = 0; i < _self.numHorAngles; ++ i ) {
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readArray( _self.numVerAngles, _self.candelaValues[ i ] );
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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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for ( let j = 0; j < _self.numVerAngles; ++ j ) {
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_self.candelaValues[ i ][ j ] *= _self.candelaValues[ i ][ j ] * _self.multiplier
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* _self.ballFactor * _self.blpFactor;
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}
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164
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+
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165
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}
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166
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+
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167
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+
let maxVal = - 1;
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168
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+
for ( let i = 0; i < _self.numHorAngles; ++ i ) {
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169
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+
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170
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+
for ( let j = 0; j < _self.numVerAngles; ++ j ) {
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171
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+
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172
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+
const value = _self.candelaValues[ i ][ j ];
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+
maxVal = maxVal < value ? value : maxVal;
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174
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+
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175
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}
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+
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}
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179
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+
const bNormalize = true;
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180
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+
if ( bNormalize && maxVal > 0 ) {
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+
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182
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+
for ( let i = 0; i < _self.numHorAngles; ++ i ) {
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183
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+
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184
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+
for ( let j = 0; j < _self.numVerAngles; ++ j ) {
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185
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+
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186
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+
_self.candelaValues[ i ][ j ] /= maxVal;
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187
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+
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188
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+
}
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189
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+
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190
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}
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+
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}
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+
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194
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+
}
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+
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196
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+
export class IESLoader extends Loader {
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197
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+
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198
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+
_getIESValues( iesLamp ) {
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199
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+
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200
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+
const width = 360;
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201
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+
const height = 180;
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202
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+
const size = width * height;
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203
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+
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204
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+
const data = new Float32Array( size );
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205
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+
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206
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+
function interpolateCandelaValues( phi, theta ) {
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207
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+
|
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208
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+
let phiIndex = 0, thetaIndex = 0;
|
|
209
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+
let startTheta = 0, endTheta = 0, startPhi = 0, endPhi = 0;
|
|
210
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+
|
|
211
|
+
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
|
|
212
|
+
|
|
213
|
+
if ( theta < iesLamp.horAngles[ i + 1 ] || i == iesLamp.numHorAngles - 2 ) {
|
|
214
|
+
|
|
215
|
+
thetaIndex = i;
|
|
216
|
+
startTheta = iesLamp.horAngles[ i ];
|
|
217
|
+
endTheta = iesLamp.horAngles[ i + 1 ];
|
|
218
|
+
|
|
219
|
+
break;
|
|
220
|
+
|
|
221
|
+
}
|
|
222
|
+
|
|
223
|
+
}
|
|
224
|
+
|
|
225
|
+
for ( let i = 0; i < iesLamp.numVerAngles - 1; ++ i ) {
|
|
226
|
+
|
|
227
|
+
if ( phi < iesLamp.verAngles[ i + 1 ] || i == iesLamp.numVerAngles - 2 ) {
|
|
228
|
+
|
|
229
|
+
phiIndex = i;
|
|
230
|
+
startPhi = iesLamp.verAngles[ i ];
|
|
231
|
+
endPhi = iesLamp.verAngles[ i + 1 ];
|
|
232
|
+
|
|
233
|
+
break;
|
|
234
|
+
|
|
235
|
+
}
|
|
236
|
+
|
|
237
|
+
}
|
|
238
|
+
|
|
239
|
+
const deltaTheta = endTheta - startTheta;
|
|
240
|
+
const deltaPhi = endPhi - startPhi;
|
|
241
|
+
|
|
242
|
+
if ( deltaPhi === 0 ) // Outside range
|
|
243
|
+
return 0;
|
|
244
|
+
|
|
245
|
+
const t1 = deltaTheta === 0 ? 0 : ( theta - startTheta ) / deltaTheta;
|
|
246
|
+
const t2 = ( phi - startPhi ) / deltaPhi;
|
|
247
|
+
|
|
248
|
+
const nextThetaIndex = deltaTheta === 0 ? thetaIndex : thetaIndex + 1;
|
|
249
|
+
|
|
250
|
+
const v1 = MathUtils.lerp( iesLamp.candelaValues[ thetaIndex ][ phiIndex ], iesLamp.candelaValues[ nextThetaIndex ][ phiIndex ], t1 );
|
|
251
|
+
const v2 = MathUtils.lerp( iesLamp.candelaValues[ thetaIndex ][ phiIndex + 1 ], iesLamp.candelaValues[ nextThetaIndex ][ phiIndex + 1 ], t1 );
|
|
252
|
+
const v = MathUtils.lerp( v1, v2, t2 );
|
|
253
|
+
|
|
254
|
+
return v;
|
|
255
|
+
|
|
256
|
+
}
|
|
257
|
+
|
|
258
|
+
const startTheta = iesLamp.horAngles[ 0 ], endTheta = iesLamp.horAngles[ iesLamp.numHorAngles - 1 ];
|
|
259
|
+
for ( let i = 0; i < size; ++ i ) {
|
|
260
|
+
|
|
261
|
+
let theta = i % width;
|
|
262
|
+
const phi = Math.floor( i / width );
|
|
263
|
+
|
|
264
|
+
if ( endTheta - startTheta !== 0 && ( theta < startTheta || theta >= endTheta ) ) { // Handle symmetry for hor angles
|
|
265
|
+
|
|
266
|
+
theta %= endTheta * 2;
|
|
267
|
+
if ( theta > endTheta )
|
|
268
|
+
theta = endTheta * 2 - theta;
|
|
269
|
+
|
|
270
|
+
}
|
|
271
|
+
|
|
272
|
+
data[ i ] = interpolateCandelaValues( phi, theta );
|
|
273
|
+
|
|
274
|
+
}
|
|
275
|
+
|
|
276
|
+
return data;
|
|
277
|
+
|
|
278
|
+
}
|
|
279
|
+
|
|
280
|
+
load( url, onLoad, onProgress, onError ) {
|
|
281
|
+
|
|
282
|
+
const loader = new FileLoader( this.manager );
|
|
283
|
+
loader.setResponseType( 'text' );
|
|
284
|
+
loader.setCrossOrigin( this.crossOrigin );
|
|
285
|
+
loader.setWithCredentials( this.withCredentials );
|
|
286
|
+
loader.setPath( this.path );
|
|
287
|
+
loader.setRequestHeader( this.requestHeader );
|
|
288
|
+
|
|
289
|
+
const texture = new DataTexture( null, 360, 180, RedFormat, FloatType );
|
|
290
|
+
texture.minFilter = LinearFilter;
|
|
291
|
+
texture.magFilter = LinearFilter;
|
|
292
|
+
|
|
293
|
+
loader.load( url, text => {
|
|
294
|
+
|
|
295
|
+
const iesLamp = new IESLamp( text );
|
|
296
|
+
|
|
297
|
+
texture.image.data = this._getIESValues( iesLamp );
|
|
298
|
+
texture.needsUpdate = true;
|
|
299
|
+
|
|
300
|
+
if ( onLoad !== undefined ) {
|
|
301
|
+
|
|
302
|
+
onLoad( texture );
|
|
303
|
+
|
|
304
|
+
}
|
|
305
|
+
|
|
306
|
+
}, onProgress, onError );
|
|
307
|
+
|
|
308
|
+
return texture;
|
|
309
|
+
|
|
310
|
+
}
|
|
311
|
+
|
|
312
|
+
parse( text ) {
|
|
313
|
+
|
|
314
|
+
const iesLamp = new IESLamp( text );
|
|
315
|
+
const texture = new DataTexture( null, 360, 180, RedFormat, FloatType );
|
|
316
|
+
texture.minFilter = LinearFilter;
|
|
317
|
+
texture.magFilter = LinearFilter;
|
|
318
|
+
texture.image.data = this._getIESValues( iesLamp );
|
|
319
|
+
texture.needsUpdate = true;
|
|
320
|
+
|
|
321
|
+
return texture;
|
|
322
|
+
|
|
323
|
+
}
|
|
324
|
+
|
|
325
|
+
}
|
|
@@ -14,7 +14,7 @@ export class PathTracingSceneWorker extends PathTracingSceneGenerator {
|
|
|
14
14
|
generate( scene, options = {} ) {
|
|
15
15
|
|
|
16
16
|
const { bvhGenerator } = this;
|
|
17
|
-
const { geometry, materials, textures } = this.prepScene( scene );
|
|
17
|
+
const { geometry, materials, textures, lights, spotLights } = this.prepScene( scene );
|
|
18
18
|
|
|
19
19
|
const bvhOptions = { strategy: SAH, ...options, maxLeafTris: 1 };
|
|
20
20
|
const bvhPromise = bvhGenerator.generate( geometry, bvhOptions );
|
|
@@ -24,6 +24,8 @@ export class PathTracingSceneWorker extends PathTracingSceneGenerator {
|
|
|
24
24
|
scene,
|
|
25
25
|
materials,
|
|
26
26
|
textures,
|
|
27
|
+
lights,
|
|
28
|
+
spotLights,
|
|
27
29
|
bvh,
|
|
28
30
|
};
|
|
29
31
|
|