three-gpu-pathtracer 0.0.5 → 0.0.7

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.
Files changed (44) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +815 -728
  3. package/build/index.module.js +5474 -3706
  4. package/build/index.module.js.map +1 -1
  5. package/build/index.umd.cjs +5479 -3704
  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 +270 -255
  11. package/src/core/PathTracingSceneGenerator.js +4 -3
  12. package/src/index.js +35 -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/DenoiseMaterial.js +142 -0
  17. package/src/materials/GraphMaterial.js +243 -0
  18. package/src/materials/LambertPathTracingMaterial.js +285 -285
  19. package/src/materials/MaterialBase.js +56 -56
  20. package/src/materials/PhysicalPathTracingMaterial.js +970 -848
  21. package/src/{core → objects}/EquirectCamera.js +13 -13
  22. package/src/{core → objects}/PhysicalCamera.js +28 -28
  23. package/src/objects/PhysicalSpotLight.js +14 -0
  24. package/src/objects/ShapedAreaLight.js +12 -0
  25. package/src/shader/shaderEnvMapSampling.js +59 -59
  26. package/src/shader/shaderGGXFunctions.js +100 -108
  27. package/src/shader/shaderIridescenceFunctions.js +130 -0
  28. package/src/shader/shaderLightSampling.js +231 -87
  29. package/src/shader/shaderMaterialSampling.js +542 -501
  30. package/src/shader/shaderSheenFunctions.js +98 -0
  31. package/src/shader/shaderStructs.js +321 -191
  32. package/src/shader/shaderUtils.js +364 -287
  33. package/src/uniforms/EquirectHdrInfoUniform.js +259 -263
  34. package/src/uniforms/IESProfilesTexture.js +100 -0
  35. package/src/uniforms/LightsInfoUniformStruct.js +162 -0
  36. package/src/uniforms/MaterialsTexture.js +426 -319
  37. package/src/uniforms/PhysicalCameraUniform.js +36 -36
  38. package/src/uniforms/RenderTarget2DArray.js +93 -93
  39. package/src/utils/BlurredEnvMapGenerator.js +113 -113
  40. package/src/utils/GeometryPreparationUtils.js +21 -1
  41. package/src/utils/IESLoader.js +325 -0
  42. package/src/utils/UVUnwrapper.js +101 -101
  43. package/src/workers/PathTracingSceneWorker.js +42 -41
  44. 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
-
14
- updateFrom( camera ) {
15
-
16
- if ( camera instanceof PhysicalCamera ) {
17
-
18
- this.bokehSize = camera.bokehSize;
19
- this.apertureBlades = camera.apertureBlades;
20
- this.apertureRotation = camera.apertureRotation;
21
- this.focusDistance = camera.focusDistance;
22
- this.anamorphicRatio = camera.anamorphicRatio;
23
-
24
- } else {
25
-
26
- this.bokehSize = 0;
27
- this.apertureRotation = 0;
28
- this.apertureBlades = 0;
29
- this.focusDistance = 10;
30
- this.anamorphicRatio = 1;
31
-
32
- }
33
-
34
- }
35
-
36
- }
1
+ import { PhysicalCamera } from '../objects/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
+
14
+ updateFrom( camera ) {
15
+
16
+ if ( camera instanceof PhysicalCamera ) {
17
+
18
+ this.bokehSize = camera.bokehSize;
19
+ this.apertureBlades = camera.apertureBlades;
20
+ this.apertureRotation = camera.apertureRotation;
21
+ this.focusDistance = camera.focusDistance;
22
+ this.anamorphicRatio = camera.anamorphicRatio;
23
+
24
+ } else {
25
+
26
+ this.bokehSize = 0;
27
+ this.apertureRotation = 0;
28
+ this.apertureBlades = 0;
29
+ this.focusDistance = 10;
30
+ this.anamorphicRatio = 1;
31
+
32
+ }
33
+
34
+ }
35
+
36
+ }
@@ -1,93 +1,93 @@
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
+ 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
+ }
@@ -5,7 +5,6 @@ export function getGroupMaterialIndicesAttribute( geometry, materials, allMateri
5
5
  const indexAttr = geometry.index;
6
6
  const posAttr = geometry.attributes.position;
7
7
  const vertCount = posAttr.count;
8
- const materialArray = new Uint8Array( vertCount );
9
8
  const totalCount = indexAttr ? indexAttr.count : vertCount;
10
9
  let groups = geometry.groups;
11
10
  if ( groups.length === 0 ) {
@@ -14,6 +13,18 @@ export function getGroupMaterialIndicesAttribute( geometry, materials, allMateri
14
13
 
15
14
  }
16
15
 
16
+ // use an array with the minimum precision required to store all material id references.
17
+ let materialArray;
18
+ if ( allMaterials.length <= 255 ) {
19
+
20
+ materialArray = new Uint8Array( vertCount );
21
+
22
+ } else {
23
+
24
+ materialArray = new Uint16Array( vertCount );
25
+
26
+ }
27
+
17
28
  for ( let i = 0; i < groups.length; i ++ ) {
18
29
 
19
30
  const group = groups[ i ];
@@ -101,6 +112,15 @@ export function setCommonAttributes( geometry, options ) {
101
112
 
102
113
  }
103
114
 
115
+ if ( ! geometry.attributes.color && ( attributes && attributes.includes( 'color' ) ) ) {
116
+
117
+ const vertCount = geometry.attributes.position.count;
118
+ const array = new Float32Array( vertCount * 4 );
119
+ array.fill( 1.0 );
120
+ geometry.setAttribute( 'color', new BufferAttribute( array, 4 ) );
121
+
122
+ }
123
+
104
124
  if ( ! geometry.index ) {
105
125
 
106
126
  // TODO: compute a typed array