three-gpu-pathtracer 0.0.6 → 0.0.8

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Files changed (49) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +887 -781
  3. package/build/index.module.js +6070 -5224
  4. package/build/index.module.js.map +1 -1
  5. package/build/index.umd.cjs +6071 -5221
  6. package/build/index.umd.cjs.map +1 -1
  7. package/package.json +69 -68
  8. package/src/core/DynamicPathTracingSceneGenerator.js +119 -119
  9. package/src/core/MaterialReducer.js +256 -256
  10. package/src/core/PathTracingRenderer.js +270 -255
  11. package/src/core/PathTracingSceneGenerator.js +69 -68
  12. package/src/index.js +39 -33
  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 +973 -922
  21. package/src/objects/EquirectCamera.js +13 -13
  22. package/src/objects/PhysicalCamera.js +28 -28
  23. package/src/objects/PhysicalSpotLight.js +14 -14
  24. package/src/objects/ShapedAreaLight.js +12 -12
  25. package/src/shader/shaderEnvMapSampling.js +59 -59
  26. package/src/shader/shaderGGXFunctions.js +100 -108
  27. package/src/shader/shaderIridescenceFunctions.js +130 -130
  28. package/src/shader/shaderLayerTexelFetchFunctions.js +25 -0
  29. package/src/shader/shaderLightSampling.js +231 -231
  30. package/src/shader/shaderMaterialSampling.js +504 -546
  31. package/src/shader/shaderSheenFunctions.js +98 -98
  32. package/src/shader/shaderStructs.js +321 -307
  33. package/src/shader/shaderUtils.js +403 -350
  34. package/src/textures/GradientEquirectTexture.js +35 -0
  35. package/src/textures/ProceduralEquirectTexture.js +75 -0
  36. package/src/uniforms/AttributesTextureArray.js +35 -0
  37. package/src/uniforms/EquirectHdrInfoUniform.js +259 -259
  38. package/src/uniforms/FloatAttributeTextureArray.js +169 -0
  39. package/src/uniforms/IESProfilesTexture.js +100 -100
  40. package/src/uniforms/LightsInfoUniformStruct.js +162 -162
  41. package/src/uniforms/MaterialsTexture.js +420 -406
  42. package/src/uniforms/PhysicalCameraUniform.js +36 -36
  43. package/src/uniforms/RenderTarget2DArray.js +97 -93
  44. package/src/uniforms/utils.js +21 -0
  45. package/src/utils/BlurredEnvMapGenerator.js +116 -113
  46. package/src/utils/GeometryPreparationUtils.js +214 -194
  47. package/src/utils/IESLoader.js +325 -325
  48. package/src/utils/UVUnwrapper.js +101 -101
  49. package/src/workers/PathTracingSceneWorker.js +42 -42
@@ -1,98 +1,98 @@
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- export const shaderSheenFunctions = /* glsl */`
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-
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- // See equation (2) in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
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- float velvetD( float cosThetaH, float roughness ) {
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-
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- float alpha = max( roughness, 0.07 );
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- alpha = alpha * alpha;
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-
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- float invAlpha = 1.0 / alpha;
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-
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- float sqrCosThetaH = cosThetaH * cosThetaH;
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- float sinThetaH = max( 1.0 - sqrCosThetaH, 0.001 );
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-
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- return ( 2.0 + invAlpha ) * pow( sinThetaH, 0.5 * invAlpha ) / ( 2.0 * PI );
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-
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- }
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-
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- float velvetParamsInterpolate( int i, float oneMinusAlphaSquared ) {
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-
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- const float p0[5] = float[5]( 25.3245, 3.32435, 0.16801, -1.27393, -4.85967 );
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- const float p1[5] = float[5]( 21.5473, 3.82987, 0.19823, -1.97760, -4.32054 );
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-
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- return mix( p1[i], p0[i], oneMinusAlphaSquared );
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-
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- }
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-
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- float velvetL( float x, float alpha ) {
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-
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- float oneMinusAlpha = 1.0 - alpha;
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- float oneMinusAlphaSquared = oneMinusAlpha * oneMinusAlpha;
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-
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- float a = velvetParamsInterpolate( 0, oneMinusAlphaSquared );
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- float b = velvetParamsInterpolate( 1, oneMinusAlphaSquared );
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- float c = velvetParamsInterpolate( 2, oneMinusAlphaSquared );
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- float d = velvetParamsInterpolate( 3, oneMinusAlphaSquared );
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- float e = velvetParamsInterpolate( 4, oneMinusAlphaSquared );
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-
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- return a / ( 1.0 + b * pow( abs( x ), c ) ) + d * x + e;
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-
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- }
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-
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- // See equation (3) in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
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- float velvetLambda( float cosTheta, float alpha ) {
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-
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- return abs( cosTheta ) < 0.5 ? exp( velvetL( cosTheta, alpha ) ) : exp( 2.0 * velvetL( 0.5, alpha ) - velvetL( 1.0 - cosTheta, alpha ) );
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-
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- }
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-
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- // See Section 3, Shadowing Term, in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
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- float velvetG( float cosThetaO, float cosThetaI, float roughness ) {
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-
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- float alpha = max( roughness, 0.07 );
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- alpha = alpha * alpha;
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-
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- return 1.0 / ( 1.0 + velvetLambda( cosThetaO, alpha ) + velvetLambda( cosThetaI, alpha ) );
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-
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- }
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-
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- float directionalAlbedoSheen( float cosTheta, float alpha ) {
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-
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- cosTheta = saturate( cosTheta );
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-
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- float c = 1.0 - cosTheta;
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- float c3 = c * c * c;
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-
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- return 0.65584461 * c3 + 1.0 / ( 4.16526551 + exp( -7.97291361 * sqrt( alpha ) + 6.33516894 ) );
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-
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- }
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-
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- float sheenAlbedoScaling( vec3 wo, vec3 wi, SurfaceRec surf ) {
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-
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- float alpha = max( surf.sheenRoughness, 0.07 );
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- alpha = alpha * alpha;
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-
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- float maxSheenColor = max( max( surf.sheenColor.r, surf.sheenColor.g ), surf.sheenColor.b );
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-
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- float eWo = directionalAlbedoSheen( saturateCos( wo.z ), alpha );
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- float eWi = directionalAlbedoSheen( saturateCos( wi.z ), alpha );
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-
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- return min( 1.0 - maxSheenColor * eWo, 1.0 - maxSheenColor * eWi );
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-
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- }
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-
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- // See Section 5, Layering, in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
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- float sheenAlbedoScaling( vec3 wo, SurfaceRec surf ) {
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-
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- float alpha = max( surf.sheenRoughness, 0.07 );
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- alpha = alpha * alpha;
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-
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- float maxSheenColor = max( max( surf.sheenColor.r, surf.sheenColor.g ), surf.sheenColor.b );
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-
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- float eWo = directionalAlbedoSheen( saturateCos( wo.z ), alpha );
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-
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- return 1.0 - maxSheenColor * eWo;
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-
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- }
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-
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- `;
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+ export const shaderSheenFunctions = /* glsl */`
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+
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+ // See equation (2) in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
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+ float velvetD( float cosThetaH, float roughness ) {
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+
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+ float alpha = max( roughness, 0.07 );
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+ alpha = alpha * alpha;
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+
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+ float invAlpha = 1.0 / alpha;
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+
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+ float sqrCosThetaH = cosThetaH * cosThetaH;
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+ float sinThetaH = max( 1.0 - sqrCosThetaH, 0.001 );
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+
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+ return ( 2.0 + invAlpha ) * pow( sinThetaH, 0.5 * invAlpha ) / ( 2.0 * PI );
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+
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+ }
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+
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+ float velvetParamsInterpolate( int i, float oneMinusAlphaSquared ) {
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+
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+ const float p0[5] = float[5]( 25.3245, 3.32435, 0.16801, -1.27393, -4.85967 );
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+ const float p1[5] = float[5]( 21.5473, 3.82987, 0.19823, -1.97760, -4.32054 );
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+
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+ return mix( p1[i], p0[i], oneMinusAlphaSquared );
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+
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+ }
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+
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+ float velvetL( float x, float alpha ) {
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+
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+ float oneMinusAlpha = 1.0 - alpha;
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+ float oneMinusAlphaSquared = oneMinusAlpha * oneMinusAlpha;
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+
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+ float a = velvetParamsInterpolate( 0, oneMinusAlphaSquared );
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+ float b = velvetParamsInterpolate( 1, oneMinusAlphaSquared );
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+ float c = velvetParamsInterpolate( 2, oneMinusAlphaSquared );
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+ float d = velvetParamsInterpolate( 3, oneMinusAlphaSquared );
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+ float e = velvetParamsInterpolate( 4, oneMinusAlphaSquared );
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+
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+ return a / ( 1.0 + b * pow( abs( x ), c ) ) + d * x + e;
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+
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+ }
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+
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+ // See equation (3) in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
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+ float velvetLambda( float cosTheta, float alpha ) {
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+
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+ return abs( cosTheta ) < 0.5 ? exp( velvetL( cosTheta, alpha ) ) : exp( 2.0 * velvetL( 0.5, alpha ) - velvetL( 1.0 - cosTheta, alpha ) );
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+
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+ }
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+
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+ // See Section 3, Shadowing Term, in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
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+ float velvetG( float cosThetaO, float cosThetaI, float roughness ) {
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+
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+ float alpha = max( roughness, 0.07 );
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+ alpha = alpha * alpha;
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+
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+ return 1.0 / ( 1.0 + velvetLambda( cosThetaO, alpha ) + velvetLambda( cosThetaI, alpha ) );
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+
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+ }
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+
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+ float directionalAlbedoSheen( float cosTheta, float alpha ) {
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+
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+ cosTheta = saturate( cosTheta );
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+
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+ float c = 1.0 - cosTheta;
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+ float c3 = c * c * c;
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+
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+ return 0.65584461 * c3 + 1.0 / ( 4.16526551 + exp( -7.97291361 * sqrt( alpha ) + 6.33516894 ) );
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+
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+ }
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+
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+ float sheenAlbedoScaling( vec3 wo, vec3 wi, SurfaceRec surf ) {
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+
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+ float alpha = max( surf.sheenRoughness, 0.07 );
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+ alpha = alpha * alpha;
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+
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+ float maxSheenColor = max( max( surf.sheenColor.r, surf.sheenColor.g ), surf.sheenColor.b );
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+
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+ float eWo = directionalAlbedoSheen( saturateCos( wo.z ), alpha );
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+ float eWi = directionalAlbedoSheen( saturateCos( wi.z ), alpha );
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+
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+ return min( 1.0 - maxSheenColor * eWo, 1.0 - maxSheenColor * eWi );
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+
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+ }
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+
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+ // See Section 5, Layering, in http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
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+ float sheenAlbedoScaling( vec3 wo, SurfaceRec surf ) {
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+
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+ float alpha = max( surf.sheenRoughness, 0.07 );
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+ alpha = alpha * alpha;
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+
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+ float maxSheenColor = max( max( surf.sheenColor.r, surf.sheenColor.g ), surf.sheenColor.b );
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+
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+ float eWo = directionalAlbedoSheen( saturateCos( wo.z ), alpha );
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+
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+ return 1.0 - maxSheenColor * eWo;
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+
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+ }
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+
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+ `;