three-gpu-pathtracer 0.0.6 → 0.0.8

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 (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
@@ -1,36 +1,36 @@
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
+ 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 +1,97 @@
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
+ import { reduceTexturesToUniqueSources } from './utils.js';
13
+
14
+ const prevColor = new Color();
15
+ export class RenderTarget2DArray extends WebGLArrayRenderTarget {
16
+
17
+ constructor( ...args ) {
18
+
19
+ super( ...args );
20
+
21
+ const tex = this.texture;
22
+ tex.format = RGBAFormat;
23
+ tex.type = UnsignedByteType;
24
+ tex.minFilter = LinearFilter;
25
+ tex.magFilter = LinearFilter;
26
+ tex.wrapS = RepeatWrapping;
27
+ tex.wrapT = RepeatWrapping;
28
+ tex.setTextures = ( ...args ) => {
29
+
30
+ this.setTextures( ...args );
31
+
32
+ };
33
+
34
+ const fsQuad = new FullScreenQuad( new MeshBasicMaterial() );
35
+ this.fsQuad = fsQuad;
36
+
37
+ }
38
+
39
+ setTextures( renderer, width, height, textures ) {
40
+
41
+ // get the list of textures with unique sources
42
+ const uniqueTextures = reduceTexturesToUniqueSources( textures );
43
+
44
+ // save previous renderer state
45
+ const prevRenderTarget = renderer.getRenderTarget();
46
+ const prevToneMapping = renderer.toneMapping;
47
+ const prevAlpha = renderer.getClearAlpha();
48
+ renderer.getClearColor( prevColor );
49
+
50
+ // resize the render target and ensure we don't have an empty texture
51
+ // render target depth must be >= 1 to avoid unbound texture error on android devices
52
+ const depth = uniqueTextures.length || 1;
53
+ this.setSize( width, height, depth );
54
+ renderer.setClearColor( 0, 0 );
55
+ renderer.toneMapping = NoToneMapping;
56
+
57
+ // render each texture into each layer of the target
58
+ const fsQuad = this.fsQuad;
59
+ for ( let i = 0, l = depth; i < l; i ++ ) {
60
+
61
+ const texture = uniqueTextures[ i ];
62
+ if ( texture ) {
63
+
64
+ // revert to default texture transform before rendering
65
+ texture.matrixAutoUpdate = false;
66
+ texture.matrix.identity();
67
+
68
+ fsQuad.material.map = texture;
69
+ fsQuad.material.transparent = true;
70
+
71
+ renderer.setRenderTarget( this, i );
72
+ fsQuad.render( renderer );
73
+
74
+ // restore custom texture transform
75
+ texture.updateMatrix();
76
+ texture.matrixAutoUpdate = true;
77
+
78
+ }
79
+
80
+ }
81
+
82
+ // reset the renderer
83
+ fsQuad.material.map = null;
84
+ renderer.setClearColor( prevColor, prevAlpha );
85
+ renderer.setRenderTarget( prevRenderTarget );
86
+ renderer.toneMapping = prevToneMapping;
87
+
88
+ }
89
+
90
+ dispose() {
91
+
92
+ super.dispose();
93
+ this.fsQuad.dispose();
94
+
95
+ }
96
+
97
+ }
@@ -0,0 +1,21 @@
1
+ // reduce the set of textures to just those with a unique source while retaining
2
+ // the order of the textures.
3
+ export function reduceTexturesToUniqueSources( textures ) {
4
+
5
+ const sourceSet = new Set();
6
+ const result = [];
7
+ for ( let i = 0, l = textures.length; i < l; i ++ ) {
8
+
9
+ const tex = textures[ i ];
10
+ if ( ! sourceSet.has( tex.source ) ) {
11
+
12
+ sourceSet.add( tex.source );
13
+ result.push( tex );
14
+
15
+ }
16
+
17
+ }
18
+
19
+ return result;
20
+
21
+ }
@@ -1,113 +1,116 @@
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
+ // dispose of the now unneeded target
110
+ pmremTarget.dispose();
111
+
112
+ return result;
113
+
114
+ }
115
+
116
+ }