three-gpu-pathtracer 0.0.5 → 0.0.6

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Files changed (42) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +781 -728
  3. package/build/index.module.js +5223 -3956
  4. package/build/index.module.js.map +1 -1
  5. package/build/index.umd.cjs +5226 -3954
  6. package/build/index.umd.cjs.map +1 -1
  7. package/package.json +68 -60
  8. package/src/core/DynamicPathTracingSceneGenerator.js +119 -111
  9. package/src/core/MaterialReducer.js +256 -256
  10. package/src/core/PathTracingRenderer.js +255 -255
  11. package/src/core/PathTracingSceneGenerator.js +68 -68
  12. package/src/index.js +33 -26
  13. package/src/materials/AlphaDisplayMaterial.js +48 -48
  14. package/src/materials/AmbientOcclusionMaterial.js +197 -197
  15. package/src/materials/BlendMaterial.js +67 -67
  16. package/src/materials/LambertPathTracingMaterial.js +285 -285
  17. package/src/materials/MaterialBase.js +56 -56
  18. package/src/materials/PhysicalPathTracingMaterial.js +922 -848
  19. package/src/{core → objects}/EquirectCamera.js +13 -13
  20. package/src/{core → objects}/PhysicalCamera.js +28 -28
  21. package/src/objects/PhysicalSpotLight.js +14 -0
  22. package/src/objects/ShapedAreaLight.js +12 -0
  23. package/src/shader/shaderEnvMapSampling.js +59 -59
  24. package/src/shader/shaderGGXFunctions.js +108 -108
  25. package/src/shader/shaderIridescenceFunctions.js +130 -0
  26. package/src/shader/shaderLightSampling.js +231 -87
  27. package/src/shader/shaderMaterialSampling.js +546 -501
  28. package/src/shader/shaderSheenFunctions.js +98 -0
  29. package/src/shader/shaderStructs.js +307 -191
  30. package/src/shader/shaderUtils.js +350 -287
  31. package/src/uniforms/EquirectHdrInfoUniform.js +259 -263
  32. package/src/uniforms/IESProfilesTexture.js +100 -0
  33. package/src/uniforms/LightsInfoUniformStruct.js +162 -0
  34. package/src/uniforms/MaterialsTexture.js +406 -319
  35. package/src/uniforms/PhysicalCameraUniform.js +36 -36
  36. package/src/uniforms/RenderTarget2DArray.js +93 -93
  37. package/src/utils/BlurredEnvMapGenerator.js +113 -113
  38. package/src/utils/GeometryPreparationUtils.js +194 -194
  39. package/src/utils/IESLoader.js +325 -0
  40. package/src/utils/UVUnwrapper.js +101 -101
  41. package/src/workers/PathTracingSceneWorker.js +42 -41
  42. package/src/uniforms/LightsTexture.js +0 -83
@@ -1,36 +1,36 @@
1
- import { PhysicalCamera } from '../core/PhysicalCamera.js';
2
- export class PhysicalCameraUniform {
3
-
4
- constructor() {
5
-
6
- this.bokehSize = 0;
7
- this.apertureBlades = 0;
8
- this.apertureRotation = 0;
9
- this.focusDistance = 10;
10
- this.anamorphicRatio = 1;
11
-
12
- }
13
-
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- updateFrom( camera ) {
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-
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- if ( camera instanceof PhysicalCamera ) {
17
-
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- this.bokehSize = camera.bokehSize;
19
- this.apertureBlades = camera.apertureBlades;
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- this.apertureRotation = camera.apertureRotation;
21
- this.focusDistance = camera.focusDistance;
22
- this.anamorphicRatio = camera.anamorphicRatio;
23
-
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- } else {
25
-
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- this.bokehSize = 0;
27
- this.apertureRotation = 0;
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- this.apertureBlades = 0;
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- this.focusDistance = 10;
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- this.anamorphicRatio = 1;
31
-
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- }
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-
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- }
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-
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- }
1
+ import { PhysicalCamera } from '../objects/PhysicalCamera.js';
2
+ export class PhysicalCameraUniform {
3
+
4
+ constructor() {
5
+
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+ this.bokehSize = 0;
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+ this.apertureBlades = 0;
8
+ this.apertureRotation = 0;
9
+ this.focusDistance = 10;
10
+ this.anamorphicRatio = 1;
11
+
12
+ }
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+
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+ updateFrom( camera ) {
15
+
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+ if ( camera instanceof PhysicalCamera ) {
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+
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+ this.bokehSize = camera.bokehSize;
19
+ this.apertureBlades = camera.apertureBlades;
20
+ this.apertureRotation = camera.apertureRotation;
21
+ this.focusDistance = camera.focusDistance;
22
+ this.anamorphicRatio = camera.anamorphicRatio;
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+
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+ } else {
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+
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+ this.bokehSize = 0;
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+ this.apertureRotation = 0;
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+ this.apertureBlades = 0;
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+ this.focusDistance = 10;
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+ this.anamorphicRatio = 1;
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+
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+ }
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+
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+ }
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+
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+ }
@@ -1,93 +1,93 @@
1
- import {
2
- WebGLArrayRenderTarget,
3
- RGBAFormat,
4
- UnsignedByteType,
5
- MeshBasicMaterial,
6
- Color,
7
- RepeatWrapping,
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- LinearFilter,
9
- NoToneMapping,
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- } from 'three';
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- import { FullScreenQuad } from 'three/examples/jsm/postprocessing/Pass.js';
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-
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- const prevColor = new Color();
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- export class RenderTarget2DArray extends WebGLArrayRenderTarget {
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-
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- constructor( ...args ) {
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-
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- super( ...args );
19
-
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- const tex = this.texture;
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- tex.format = RGBAFormat;
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- tex.type = UnsignedByteType;
23
- tex.minFilter = LinearFilter;
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- tex.magFilter = LinearFilter;
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- tex.wrapS = RepeatWrapping;
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- tex.wrapT = RepeatWrapping;
27
- tex.setTextures = ( ...args ) => {
28
-
29
- this.setTextures( ...args );
30
-
31
- };
32
-
33
- const fsQuad = new FullScreenQuad( new MeshBasicMaterial() );
34
- this.fsQuad = fsQuad;
35
-
36
- }
37
-
38
- setTextures( renderer, width, height, textures ) {
39
-
40
- // save previous renderer state
41
- const prevRenderTarget = renderer.getRenderTarget();
42
- const prevToneMapping = renderer.toneMapping;
43
- const prevAlpha = renderer.getClearAlpha();
44
- renderer.getClearColor( prevColor );
45
-
46
- // resize the render target and ensure we don't have an empty texture
47
- // render target depth must be >= 1 to avoid unbound texture error on android devices
48
- const depth = textures.length || 1;
49
- this.setSize( width, height, depth );
50
- renderer.setClearColor( 0, 0 );
51
- renderer.toneMapping = NoToneMapping;
52
-
53
- // render each texture into each layer of the target
54
- const fsQuad = this.fsQuad;
55
- for ( let i = 0, l = depth; i < l; i ++ ) {
56
-
57
- const texture = textures[ i ];
58
- if ( texture ) {
59
-
60
- // revert to default texture transform before rendering
61
- texture.matrixAutoUpdate = false;
62
- texture.matrix.identity();
63
-
64
- fsQuad.material.map = texture;
65
- fsQuad.material.transparent = true;
66
-
67
- renderer.setRenderTarget( this, i );
68
- fsQuad.render( renderer );
69
-
70
- // restore custom texture transform
71
- texture.updateMatrix();
72
- texture.matrixAutoUpdate = true;
73
-
74
- }
75
-
76
- }
77
-
78
- // reset the renderer
79
- fsQuad.material.map = null;
80
- renderer.setClearColor( prevColor, prevAlpha );
81
- renderer.setRenderTarget( prevRenderTarget );
82
- renderer.toneMapping = prevToneMapping;
83
-
84
- }
85
-
86
- dispose() {
87
-
88
- super.dispose();
89
- this.fsQuad.dispose();
90
-
91
- }
92
-
93
- }
1
+ import {
2
+ WebGLArrayRenderTarget,
3
+ RGBAFormat,
4
+ UnsignedByteType,
5
+ MeshBasicMaterial,
6
+ Color,
7
+ RepeatWrapping,
8
+ LinearFilter,
9
+ NoToneMapping,
10
+ } from 'three';
11
+ import { FullScreenQuad } from 'three/examples/jsm/postprocessing/Pass.js';
12
+
13
+ const prevColor = new Color();
14
+ export class RenderTarget2DArray extends WebGLArrayRenderTarget {
15
+
16
+ constructor( ...args ) {
17
+
18
+ super( ...args );
19
+
20
+ const tex = this.texture;
21
+ tex.format = RGBAFormat;
22
+ tex.type = UnsignedByteType;
23
+ tex.minFilter = LinearFilter;
24
+ tex.magFilter = LinearFilter;
25
+ tex.wrapS = RepeatWrapping;
26
+ tex.wrapT = RepeatWrapping;
27
+ tex.setTextures = ( ...args ) => {
28
+
29
+ this.setTextures( ...args );
30
+
31
+ };
32
+
33
+ const fsQuad = new FullScreenQuad( new MeshBasicMaterial() );
34
+ this.fsQuad = fsQuad;
35
+
36
+ }
37
+
38
+ setTextures( renderer, width, height, textures ) {
39
+
40
+ // save previous renderer state
41
+ const prevRenderTarget = renderer.getRenderTarget();
42
+ const prevToneMapping = renderer.toneMapping;
43
+ const prevAlpha = renderer.getClearAlpha();
44
+ renderer.getClearColor( prevColor );
45
+
46
+ // resize the render target and ensure we don't have an empty texture
47
+ // render target depth must be >= 1 to avoid unbound texture error on android devices
48
+ const depth = textures.length || 1;
49
+ this.setSize( width, height, depth );
50
+ renderer.setClearColor( 0, 0 );
51
+ renderer.toneMapping = NoToneMapping;
52
+
53
+ // render each texture into each layer of the target
54
+ const fsQuad = this.fsQuad;
55
+ for ( let i = 0, l = depth; i < l; i ++ ) {
56
+
57
+ const texture = textures[ i ];
58
+ if ( texture ) {
59
+
60
+ // revert to default texture transform before rendering
61
+ texture.matrixAutoUpdate = false;
62
+ texture.matrix.identity();
63
+
64
+ fsQuad.material.map = texture;
65
+ fsQuad.material.transparent = true;
66
+
67
+ renderer.setRenderTarget( this, i );
68
+ fsQuad.render( renderer );
69
+
70
+ // restore custom texture transform
71
+ texture.updateMatrix();
72
+ texture.matrixAutoUpdate = true;
73
+
74
+ }
75
+
76
+ }
77
+
78
+ // reset the renderer
79
+ fsQuad.material.map = null;
80
+ renderer.setClearColor( prevColor, prevAlpha );
81
+ renderer.setRenderTarget( prevRenderTarget );
82
+ renderer.toneMapping = prevToneMapping;
83
+
84
+ }
85
+
86
+ dispose() {
87
+
88
+ super.dispose();
89
+ this.fsQuad.dispose();
90
+
91
+ }
92
+
93
+ }
@@ -1,113 +1,113 @@
1
- import { WebGLRenderTarget, RGBAFormat, FloatType, PMREMGenerator, DataTexture, EquirectangularReflectionMapping } from 'three';
2
- import { FullScreenQuad } from 'three/examples/jsm/postprocessing/Pass.js';
3
- import { MaterialBase } from '../materials/MaterialBase.js';
4
- import { shaderUtils } from '../shader/shaderUtils.js';
5
-
6
- class PMREMCopyMaterial extends MaterialBase {
7
-
8
- constructor() {
9
-
10
- super( {
11
-
12
- uniforms: {
13
-
14
- envMap: { value: null },
15
- blur: { value: 0 },
16
-
17
- },
18
-
19
- vertexShader: /* glsl */`
20
-
21
- varying vec2 vUv;
22
- void main() {
23
- vUv = uv;
24
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
25
- }
26
-
27
- `,
28
-
29
- fragmentShader: /* glsl */`
30
-
31
- #include <common>
32
- #include <cube_uv_reflection_fragment>
33
-
34
- ${ shaderUtils }
35
-
36
- uniform sampler2D envMap;
37
- uniform float blur;
38
- varying vec2 vUv;
39
- void main() {
40
-
41
- vec3 rayDirection = equirectUvToDirection( vUv );
42
- gl_FragColor = textureCubeUV( envMap, rayDirection, blur );
43
-
44
- }
45
-
46
- `,
47
-
48
- } );
49
-
50
- }
51
-
52
- }
53
-
54
- export class BlurredEnvMapGenerator {
55
-
56
- constructor( renderer ) {
57
-
58
- this.renderer = renderer;
59
- this.pmremGenerator = new PMREMGenerator( renderer );
60
- this.copyQuad = new FullScreenQuad( new PMREMCopyMaterial() );
61
- this.renderTarget = new WebGLRenderTarget( 1, 1, { type: FloatType, format: RGBAFormat } );
62
-
63
- }
64
-
65
- dispose() {
66
-
67
- this.pmremGenerator.dispose();
68
- this.copyQuad.dispose();
69
- this.renderTarget.dispose();
70
-
71
- }
72
-
73
- generate( texture, blur ) {
74
-
75
- const { pmremGenerator, renderTarget, copyQuad, renderer } = this;
76
-
77
- // get the pmrem target
78
- const pmremTarget = pmremGenerator.fromEquirectangular( texture );
79
-
80
- // set up the material
81
- const { width, height } = texture.image;
82
- renderTarget.setSize( width, height );
83
- copyQuad.material.envMap = pmremTarget.texture;
84
- copyQuad.material.blur = blur;
85
-
86
- // render
87
- const prevRenderTarget = renderer.getRenderTarget();
88
- const prevClear = renderer.autoClear;
89
-
90
- renderer.setRenderTarget( renderTarget );
91
- renderer.autoClear = true;
92
- copyQuad.render( renderer );
93
-
94
- renderer.setRenderTarget( prevRenderTarget );
95
- renderer.autoClear = prevClear;
96
-
97
- // read the data back
98
- const buffer = new Float32Array( width * height * 4 );
99
- renderer.readRenderTargetPixels( renderTarget, 0, 0, width, height, buffer );
100
-
101
- const result = new DataTexture( buffer, width, height, RGBAFormat, FloatType );
102
- result.minFilter = texture.minFilter;
103
- result.magFilter = texture.magFilter;
104
- result.wrapS = texture.wrapS;
105
- result.wrapT = texture.wrapT;
106
- result.mapping = EquirectangularReflectionMapping;
107
- result.needsUpdate = true;
108
-
109
- return result;
110
-
111
- }
112
-
113
- }
1
+ import { WebGLRenderTarget, RGBAFormat, FloatType, PMREMGenerator, DataTexture, EquirectangularReflectionMapping } from 'three';
2
+ import { FullScreenQuad } from 'three/examples/jsm/postprocessing/Pass.js';
3
+ import { MaterialBase } from '../materials/MaterialBase.js';
4
+ import { shaderUtils } from '../shader/shaderUtils.js';
5
+
6
+ class PMREMCopyMaterial extends MaterialBase {
7
+
8
+ constructor() {
9
+
10
+ super( {
11
+
12
+ uniforms: {
13
+
14
+ envMap: { value: null },
15
+ blur: { value: 0 },
16
+
17
+ },
18
+
19
+ vertexShader: /* glsl */`
20
+
21
+ varying vec2 vUv;
22
+ void main() {
23
+ vUv = uv;
24
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
25
+ }
26
+
27
+ `,
28
+
29
+ fragmentShader: /* glsl */`
30
+
31
+ #include <common>
32
+ #include <cube_uv_reflection_fragment>
33
+
34
+ ${ shaderUtils }
35
+
36
+ uniform sampler2D envMap;
37
+ uniform float blur;
38
+ varying vec2 vUv;
39
+ void main() {
40
+
41
+ vec3 rayDirection = equirectUvToDirection( vUv );
42
+ gl_FragColor = textureCubeUV( envMap, rayDirection, blur );
43
+
44
+ }
45
+
46
+ `,
47
+
48
+ } );
49
+
50
+ }
51
+
52
+ }
53
+
54
+ export class BlurredEnvMapGenerator {
55
+
56
+ constructor( renderer ) {
57
+
58
+ this.renderer = renderer;
59
+ this.pmremGenerator = new PMREMGenerator( renderer );
60
+ this.copyQuad = new FullScreenQuad( new PMREMCopyMaterial() );
61
+ this.renderTarget = new WebGLRenderTarget( 1, 1, { type: FloatType, format: RGBAFormat } );
62
+
63
+ }
64
+
65
+ dispose() {
66
+
67
+ this.pmremGenerator.dispose();
68
+ this.copyQuad.dispose();
69
+ this.renderTarget.dispose();
70
+
71
+ }
72
+
73
+ generate( texture, blur ) {
74
+
75
+ const { pmremGenerator, renderTarget, copyQuad, renderer } = this;
76
+
77
+ // get the pmrem target
78
+ const pmremTarget = pmremGenerator.fromEquirectangular( texture );
79
+
80
+ // set up the material
81
+ const { width, height } = texture.image;
82
+ renderTarget.setSize( width, height );
83
+ copyQuad.material.envMap = pmremTarget.texture;
84
+ copyQuad.material.blur = blur;
85
+
86
+ // render
87
+ const prevRenderTarget = renderer.getRenderTarget();
88
+ const prevClear = renderer.autoClear;
89
+
90
+ renderer.setRenderTarget( renderTarget );
91
+ renderer.autoClear = true;
92
+ copyQuad.render( renderer );
93
+
94
+ renderer.setRenderTarget( prevRenderTarget );
95
+ renderer.autoClear = prevClear;
96
+
97
+ // read the data back
98
+ const buffer = new Float32Array( width * height * 4 );
99
+ renderer.readRenderTargetPixels( renderTarget, 0, 0, width, height, buffer );
100
+
101
+ const result = new DataTexture( buffer, width, height, RGBAFormat, FloatType );
102
+ result.minFilter = texture.minFilter;
103
+ result.magFilter = texture.magFilter;
104
+ result.wrapS = texture.wrapS;
105
+ result.wrapT = texture.wrapT;
106
+ result.mapping = EquirectangularReflectionMapping;
107
+ result.needsUpdate = true;
108
+
109
+ return result;
110
+
111
+ }
112
+
113
+ }