three-gpu-pathtracer 0.0.7 → 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.
- package/LICENSE +21 -21
- package/README.md +887 -815
- package/build/index.module.js +5796 -5451
- package/build/index.module.js.map +1 -1
- package/build/index.umd.cjs +5795 -5448
- package/build/index.umd.cjs.map +1 -1
- package/package.json +69 -68
- package/src/core/DynamicPathTracingSceneGenerator.js +119 -119
- package/src/core/MaterialReducer.js +256 -256
- package/src/core/PathTracingRenderer.js +270 -270
- package/src/core/PathTracingSceneGenerator.js +1 -1
- package/src/index.js +39 -35
- package/src/materials/AlphaDisplayMaterial.js +48 -48
- package/src/materials/AmbientOcclusionMaterial.js +197 -197
- package/src/materials/BlendMaterial.js +67 -67
- package/src/materials/DenoiseMaterial.js +142 -142
- package/src/materials/GraphMaterial.js +243 -243
- package/src/materials/LambertPathTracingMaterial.js +285 -285
- package/src/materials/MaterialBase.js +56 -56
- package/src/materials/PhysicalPathTracingMaterial.js +973 -970
- package/src/objects/EquirectCamera.js +13 -13
- package/src/objects/PhysicalCamera.js +28 -28
- package/src/objects/PhysicalSpotLight.js +14 -14
- package/src/objects/ShapedAreaLight.js +12 -12
- package/src/shader/shaderEnvMapSampling.js +59 -59
- package/src/shader/shaderGGXFunctions.js +100 -100
- package/src/shader/shaderIridescenceFunctions.js +130 -130
- package/src/shader/shaderLayerTexelFetchFunctions.js +25 -0
- package/src/shader/shaderLightSampling.js +231 -231
- package/src/shader/shaderMaterialSampling.js +504 -542
- package/src/shader/shaderSheenFunctions.js +98 -98
- package/src/shader/shaderStructs.js +321 -321
- package/src/shader/shaderUtils.js +403 -364
- package/src/textures/GradientEquirectTexture.js +35 -0
- package/src/textures/ProceduralEquirectTexture.js +75 -0
- package/src/uniforms/AttributesTextureArray.js +35 -0
- package/src/uniforms/EquirectHdrInfoUniform.js +259 -259
- package/src/uniforms/FloatAttributeTextureArray.js +169 -0
- package/src/uniforms/IESProfilesTexture.js +100 -100
- package/src/uniforms/LightsInfoUniformStruct.js +162 -162
- package/src/uniforms/MaterialsTexture.js +420 -426
- package/src/uniforms/PhysicalCameraUniform.js +36 -36
- package/src/uniforms/RenderTarget2DArray.js +97 -93
- package/src/uniforms/utils.js +21 -0
- package/src/utils/BlurredEnvMapGenerator.js +116 -113
- package/src/utils/IESLoader.js +325 -325
- package/src/utils/UVUnwrapper.js +101 -101
- package/src/workers/PathTracingSceneWorker.js +42 -42
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import { Color, Vector3 } from 'three';
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import { ProceduralEquirectTexture } from './ProceduralEquirectTexture.js';
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const _direction = new Vector3();
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export class GradientEquirectTexture extends ProceduralEquirectTexture {
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constructor( resolution = 512 ) {
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super( resolution, resolution );
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this.topColor = new Color().set( 0xffffff );
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this.bottomColor = new Color().set( 0x000000 );
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this.exponent = 2;
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this.generationCallback = ( polar, uv, coord, color ) => {
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_direction.setFromSpherical( polar );
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const t = _direction.y * 0.5 + 0.5;
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color.lerpColors( this.bottomColor, this.topColor, t ** this.exponent );
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};
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}
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copy( other ) {
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super.copy( other );
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this.topColor.copy( other.topColor );
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this.bottomColor.copy( other.bottomColor );
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return this;
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}
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}
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import {
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ClampToEdgeWrapping,
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Color,
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DataTexture,
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EquirectangularReflectionMapping,
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FloatType,
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LinearFilter,
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RepeatWrapping,
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RGBAFormat,
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Spherical,
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Vector2,
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} from 'three';
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const _uv = new Vector2();
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const _coord = new Vector2();
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const _polar = new Spherical();
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const _color = new Color();
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export class ProceduralEquirectTexture extends DataTexture {
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constructor( width, height ) {
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super(
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new Float32Array( width * height * 4 ),
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width, height, RGBAFormat, FloatType, EquirectangularReflectionMapping,
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RepeatWrapping, ClampToEdgeWrapping, LinearFilter, LinearFilter,
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);
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this.generationCallback = null;
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}
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update() {
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this.dispose();
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this.needsUpdate = true;
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const { data, width, height } = this.image;
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for ( let x = 0; x < width; x ++ ) {
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for ( let y = 0; y < height; y ++ ) {
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_coord.set( width, height );
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_uv.set( x / width, y / height );
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_uv.x -= 0.5;
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_uv.y = 1.0 - _uv.y;
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_polar.theta = _uv.x * 2.0 * Math.PI;
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_polar.phi = _uv.y * Math.PI;
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_polar.radius = 1.0;
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this.generationCallback( _polar, _uv, _coord, _color );
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const i = y * width + x;
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const i4 = 4 * i;
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data[ i4 + 0 ] = _color.r;
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data[ i4 + 1 ] = _color.g;
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data[ i4 + 2 ] = _color.b;
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data[ i4 + 3 ] = 1.0;
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}
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}
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}
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copy( other ) {
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super.copy( other );
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this.generationCallback = other.generationCallback;
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return this;
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}
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}
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import { FloatAttributeTextureArray } from './FloatAttributeTextureArray.js';
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export class AttributesTextureArray extends FloatAttributeTextureArray {
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updateNormalAttribute( attr ) {
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this.updateAttribute( 0, attr );
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}
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updateTangentAttribute( attr ) {
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this.updateAttribute( 1, attr );
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}
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updateUvAttribute( attr ) {
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this.updateAttribute( 2, attr );
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}
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updateColorAttribute( attr ) {
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this.updateAttribute( 3, attr );
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}
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updateFrom( normal, tangent, uv, color ) {
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this.setAttributes( [ normal, tangent, uv, color ] );
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}
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}
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import { DataTexture, FloatType, RedFormat, LinearFilter, DataUtils, HalfFloatType, Source, RepeatWrapping } from 'three';
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function binarySearchFindClosestIndexOf( array, targetValue, offset = 0, count = array.length ) {
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let lower = 0;
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let upper = count;
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while ( lower < upper ) {
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const mid = ~ ~ ( 0.5 * upper + 0.5 * lower );
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// check if the middle array value is above or below the target and shift
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// which half of the array we're looking at
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if ( array[ offset + mid ] < targetValue ) {
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lower = mid + 1;
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} else {
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upper = mid;
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}
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}
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return lower;
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}
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function colorToLuminance( r, g, b ) {
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// https://en.wikipedia.org/wiki/Relative_luminance
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return 0.2126 * r + 0.7152 * g + 0.0722 * b;
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}
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// ensures the data is all floating point values and flipY is false
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function preprocessEnvMap( envMap ) {
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const map = envMap.clone();
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map.source = new Source( { ...map.image } );
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const { width, height, data } = map.image;
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// TODO: is there a simple way to avoid cloning and adjusting the env map data here?
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// convert the data from half float uint 16 arrays to float arrays for cdf computation
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let newData = data;
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if ( map.type === HalfFloatType ) {
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newData = new Float32Array( data.length );
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for ( const i in data ) {
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newData[ i ] = DataUtils.fromHalfFloat( data[ i ] );
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}
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map.image.data = newData;
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}
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// remove any y flipping for cdf computation
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if ( map.flipY ) {
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const ogData = newData;
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newData = newData.slice();
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const newIndex = 4 * ( newY * width + x );
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newData[ newIndex + 0 ] = ogData[ ogIndex + 0 ];
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newData[ newIndex + 1 ] = ogData[ ogIndex + 1 ];
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newData[ newIndex + 2 ] = ogData[ ogIndex + 2 ];
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newData[ newIndex + 3 ] = ogData[ ogIndex + 3 ];
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map.flipY = false;
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map.image.data = newData;
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}
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export class EquirectHdrInfoUniform {
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constructor() {
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// Stores a map of [0, 1] value -> cumulative importance row & pdf
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// used to sampling a random value to a relevant row to sample from
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const marginalWeights = new DataTexture();
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marginalWeights.type = FloatType;
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marginalWeights.format = RedFormat;
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marginalWeights.minFilter = LinearFilter;
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marginalWeights.magFilter = LinearFilter;
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marginalWeights.generateMipmaps = false;
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// Stores a map of [0, 1] value -> cumulative importance column & pdf
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// used to sampling a random value to a relevant pixel to sample from
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const conditionalWeights = new DataTexture();
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conditionalWeights.type = FloatType;
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conditionalWeights.format = RedFormat;
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conditionalWeights.minFilter = LinearFilter;
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conditionalWeights.magFilter = LinearFilter;
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conditionalWeights.generateMipmaps = false;
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this.marginalWeights = marginalWeights;
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this.conditionalWeights = conditionalWeights;
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this.map = null;
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// the total sum value is separated into two values to work around low precision
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// storage of floating values in structs
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this.totalSumWhole = 0;
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this.totalSumDecimal = 0;
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}
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dispose() {
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this.marginalWeights.dispose();
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this.conditionalWeights.dispose();
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if ( this.map ) this.map.dispose();
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}
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updateFrom( hdr ) {
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// https://github.com/knightcrawler25/GLSL-PathTracer/blob/3c6fd9b6b3da47cd50c527eeb45845eef06c55c3/src/loaders/hdrloader.cpp
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// https://pbr-book.org/3ed-2018/Light_Transport_I_Surface_Reflection/Sampling_Light_Sources#InfiniteAreaLights
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const map = preprocessEnvMap( hdr );
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map.wrapS = RepeatWrapping;
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map.wrapT = RepeatWrapping;
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const { width, height, data } = map.image;
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// "conditional" = "pixel relative to row pixels sum"
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// "marginal" = "row relative to row sum"
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// track the importance of any given pixel in the image by tracking its weight relative to other pixels in the image
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const pdfConditional = new Float32Array( width * height );
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const cdfConditional = new Float32Array( width * height );
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const pdfMarginal = new Float32Array( height );
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const cdfMarginal = new Float32Array( height );
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let totalSumValue = 0.0;
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let cumulativeWeightMarginal = 0.0;
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for ( let y = 0; y < height; y ++ ) {
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let cumulativeRowWeight = 0.0;
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for ( let x = 0; x < width; x ++ ) {
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const i = y * width + x;
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const r = data[ 4 * i + 0 ];
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const g = data[ 4 * i + 1 ];
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const b = data[ 4 * i + 2 ];
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// the probability of the pixel being selected in this row is the
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// scale of the luminance relative to the rest of the pixels.
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// TODO: this should also account for the solid angle of the pixel when sampling
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const weight = colorToLuminance( r, g, b );
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cumulativeRowWeight += weight;
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totalSumValue += weight;
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pdfConditional[ i ] = weight;
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cdfConditional[ i ] = cumulativeRowWeight;
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-
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175
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}
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176
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177
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// can happen if the row is all black
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if ( cumulativeRowWeight !== 0 ) {
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// scale the pdf and cdf to [0.0, 1.0]
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for ( let i = y * width, l = y * width + width; i < l; i ++ ) {
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pdfConditional[ i ] /= cumulativeRowWeight;
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cdfConditional[ i ] /= cumulativeRowWeight;
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}
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}
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-
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cumulativeWeightMarginal += cumulativeRowWeight;
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191
|
-
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192
|
-
// compute the marginal pdf and cdf along the height of the map.
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193
|
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pdfMarginal[ y ] = cumulativeRowWeight;
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194
|
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cdfMarginal[ y ] = cumulativeWeightMarginal;
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|
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}
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197
|
-
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198
|
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// can happen if the texture is all black
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199
|
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if ( cumulativeWeightMarginal !== 0 ) {
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201
|
-
// scale the marginal pdf and cdf to [0.0, 1.0]
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for ( let i = 0, l = pdfMarginal.length; i < l; i ++ ) {
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204
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pdfMarginal[ i ] /= cumulativeWeightMarginal;
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cdfMarginal[ i ] /= cumulativeWeightMarginal;
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}
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|
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}
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210
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-
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211
|
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// compute a sorted index of distributions and the probabilities along them for both
|
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212
|
-
// the marginal and conditional data. These will be used to sample with a random number
|
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213
|
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// to retrieve a uv value to sample in the environment map.
|
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214
|
-
// These values continually increase so it's okay to interpolate between them.
|
|
215
|
-
const marginalDataArray = new Float32Array( height );
|
|
216
|
-
const conditionalDataArray = new Float32Array( width * height );
|
|
217
|
-
|
|
218
|
-
for ( let i = 0; i < height; i ++ ) {
|
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219
|
-
|
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220
|
-
const dist = ( i + 1 ) / height;
|
|
221
|
-
const row = binarySearchFindClosestIndexOf( cdfMarginal, dist );
|
|
222
|
-
|
|
223
|
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marginalDataArray[ i ] = row / height;
|
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224
|
-
|
|
225
|
-
}
|
|
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|
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|
|
227
|
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for ( let y = 0; y < height; y ++ ) {
|
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|
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|
|
229
|
-
for ( let x = 0; x < width; x ++ ) {
|
|
230
|
-
|
|
231
|
-
const i = y * width + x;
|
|
232
|
-
const dist = ( x + 1 ) / width;
|
|
233
|
-
const col = binarySearchFindClosestIndexOf( cdfConditional, dist, y * width, width );
|
|
234
|
-
|
|
235
|
-
conditionalDataArray[ i ] = col / width;
|
|
236
|
-
|
|
237
|
-
}
|
|
238
|
-
|
|
239
|
-
}
|
|
240
|
-
|
|
241
|
-
this.dispose();
|
|
242
|
-
|
|
243
|
-
const { marginalWeights, conditionalWeights } = this;
|
|
244
|
-
marginalWeights.image = { width: height, height: 1, data: marginalDataArray };
|
|
245
|
-
marginalWeights.needsUpdate = true;
|
|
246
|
-
|
|
247
|
-
conditionalWeights.image = { width, height, data: conditionalDataArray };
|
|
248
|
-
conditionalWeights.needsUpdate = true;
|
|
249
|
-
|
|
250
|
-
const totalSumWhole = ~ ~ totalSumValue;
|
|
251
|
-
const totalSumDecimal = ( totalSumValue - totalSumWhole );
|
|
252
|
-
this.totalSumWhole = totalSumWhole;
|
|
253
|
-
this.totalSumDecimal = totalSumDecimal;
|
|
254
|
-
|
|
255
|
-
this.map = map;
|
|
256
|
-
|
|
257
|
-
}
|
|
258
|
-
|
|
259
|
-
}
|
|
1
|
+
import { DataTexture, FloatType, RedFormat, LinearFilter, DataUtils, HalfFloatType, Source, RepeatWrapping } from 'three';
|
|
2
|
+
|
|
3
|
+
function binarySearchFindClosestIndexOf( array, targetValue, offset = 0, count = array.length ) {
|
|
4
|
+
|
|
5
|
+
let lower = 0;
|
|
6
|
+
let upper = count;
|
|
7
|
+
while ( lower < upper ) {
|
|
8
|
+
|
|
9
|
+
const mid = ~ ~ ( 0.5 * upper + 0.5 * lower );
|
|
10
|
+
|
|
11
|
+
|
|
12
|
+
// check if the middle array value is above or below the target and shift
|
|
13
|
+
// which half of the array we're looking at
|
|
14
|
+
if ( array[ offset + mid ] < targetValue ) {
|
|
15
|
+
|
|
16
|
+
lower = mid + 1;
|
|
17
|
+
|
|
18
|
+
} else {
|
|
19
|
+
|
|
20
|
+
upper = mid;
|
|
21
|
+
|
|
22
|
+
}
|
|
23
|
+
|
|
24
|
+
}
|
|
25
|
+
|
|
26
|
+
return lower;
|
|
27
|
+
|
|
28
|
+
}
|
|
29
|
+
|
|
30
|
+
function colorToLuminance( r, g, b ) {
|
|
31
|
+
|
|
32
|
+
// https://en.wikipedia.org/wiki/Relative_luminance
|
|
33
|
+
return 0.2126 * r + 0.7152 * g + 0.0722 * b;
|
|
34
|
+
|
|
35
|
+
}
|
|
36
|
+
|
|
37
|
+
// ensures the data is all floating point values and flipY is false
|
|
38
|
+
function preprocessEnvMap( envMap ) {
|
|
39
|
+
|
|
40
|
+
const map = envMap.clone();
|
|
41
|
+
map.source = new Source( { ...map.image } );
|
|
42
|
+
const { width, height, data } = map.image;
|
|
43
|
+
|
|
44
|
+
// TODO: is there a simple way to avoid cloning and adjusting the env map data here?
|
|
45
|
+
// convert the data from half float uint 16 arrays to float arrays for cdf computation
|
|
46
|
+
let newData = data;
|
|
47
|
+
if ( map.type === HalfFloatType ) {
|
|
48
|
+
|
|
49
|
+
newData = new Float32Array( data.length );
|
|
50
|
+
for ( const i in data ) {
|
|
51
|
+
|
|
52
|
+
newData[ i ] = DataUtils.fromHalfFloat( data[ i ] );
|
|
53
|
+
|
|
54
|
+
}
|
|
55
|
+
|
|
56
|
+
map.image.data = newData;
|
|
57
|
+
map.type = FloatType;
|
|
58
|
+
|
|
59
|
+
}
|
|
60
|
+
|
|
61
|
+
// remove any y flipping for cdf computation
|
|
62
|
+
if ( map.flipY ) {
|
|
63
|
+
|
|
64
|
+
const ogData = newData;
|
|
65
|
+
newData = newData.slice();
|
|
66
|
+
for ( let y = 0; y < height; y ++ ) {
|
|
67
|
+
|
|
68
|
+
for ( let x = 0; x < width; x ++ ) {
|
|
69
|
+
|
|
70
|
+
const newY = height - y - 1;
|
|
71
|
+
const ogIndex = 4 * ( y * width + x );
|
|
72
|
+
const newIndex = 4 * ( newY * width + x );
|
|
73
|
+
|
|
74
|
+
newData[ newIndex + 0 ] = ogData[ ogIndex + 0 ];
|
|
75
|
+
newData[ newIndex + 1 ] = ogData[ ogIndex + 1 ];
|
|
76
|
+
newData[ newIndex + 2 ] = ogData[ ogIndex + 2 ];
|
|
77
|
+
newData[ newIndex + 3 ] = ogData[ ogIndex + 3 ];
|
|
78
|
+
|
|
79
|
+
}
|
|
80
|
+
|
|
81
|
+
}
|
|
82
|
+
|
|
83
|
+
map.flipY = false;
|
|
84
|
+
map.image.data = newData;
|
|
85
|
+
|
|
86
|
+
}
|
|
87
|
+
|
|
88
|
+
return map;
|
|
89
|
+
|
|
90
|
+
}
|
|
91
|
+
|
|
92
|
+
export class EquirectHdrInfoUniform {
|
|
93
|
+
|
|
94
|
+
constructor() {
|
|
95
|
+
|
|
96
|
+
// Stores a map of [0, 1] value -> cumulative importance row & pdf
|
|
97
|
+
// used to sampling a random value to a relevant row to sample from
|
|
98
|
+
const marginalWeights = new DataTexture();
|
|
99
|
+
marginalWeights.type = FloatType;
|
|
100
|
+
marginalWeights.format = RedFormat;
|
|
101
|
+
marginalWeights.minFilter = LinearFilter;
|
|
102
|
+
marginalWeights.magFilter = LinearFilter;
|
|
103
|
+
marginalWeights.generateMipmaps = false;
|
|
104
|
+
|
|
105
|
+
// Stores a map of [0, 1] value -> cumulative importance column & pdf
|
|
106
|
+
// used to sampling a random value to a relevant pixel to sample from
|
|
107
|
+
const conditionalWeights = new DataTexture();
|
|
108
|
+
conditionalWeights.type = FloatType;
|
|
109
|
+
conditionalWeights.format = RedFormat;
|
|
110
|
+
conditionalWeights.minFilter = LinearFilter;
|
|
111
|
+
conditionalWeights.magFilter = LinearFilter;
|
|
112
|
+
conditionalWeights.generateMipmaps = false;
|
|
113
|
+
|
|
114
|
+
this.marginalWeights = marginalWeights;
|
|
115
|
+
this.conditionalWeights = conditionalWeights;
|
|
116
|
+
this.map = null;
|
|
117
|
+
|
|
118
|
+
// the total sum value is separated into two values to work around low precision
|
|
119
|
+
// storage of floating values in structs
|
|
120
|
+
this.totalSumWhole = 0;
|
|
121
|
+
this.totalSumDecimal = 0;
|
|
122
|
+
|
|
123
|
+
}
|
|
124
|
+
|
|
125
|
+
dispose() {
|
|
126
|
+
|
|
127
|
+
this.marginalWeights.dispose();
|
|
128
|
+
this.conditionalWeights.dispose();
|
|
129
|
+
if ( this.map ) this.map.dispose();
|
|
130
|
+
|
|
131
|
+
}
|
|
132
|
+
|
|
133
|
+
updateFrom( hdr ) {
|
|
134
|
+
|
|
135
|
+
// https://github.com/knightcrawler25/GLSL-PathTracer/blob/3c6fd9b6b3da47cd50c527eeb45845eef06c55c3/src/loaders/hdrloader.cpp
|
|
136
|
+
// https://pbr-book.org/3ed-2018/Light_Transport_I_Surface_Reflection/Sampling_Light_Sources#InfiniteAreaLights
|
|
137
|
+
const map = preprocessEnvMap( hdr );
|
|
138
|
+
map.wrapS = RepeatWrapping;
|
|
139
|
+
map.wrapT = RepeatWrapping;
|
|
140
|
+
|
|
141
|
+
const { width, height, data } = map.image;
|
|
142
|
+
|
|
143
|
+
// "conditional" = "pixel relative to row pixels sum"
|
|
144
|
+
// "marginal" = "row relative to row sum"
|
|
145
|
+
|
|
146
|
+
// track the importance of any given pixel in the image by tracking its weight relative to other pixels in the image
|
|
147
|
+
const pdfConditional = new Float32Array( width * height );
|
|
148
|
+
const cdfConditional = new Float32Array( width * height );
|
|
149
|
+
|
|
150
|
+
const pdfMarginal = new Float32Array( height );
|
|
151
|
+
const cdfMarginal = new Float32Array( height );
|
|
152
|
+
|
|
153
|
+
let totalSumValue = 0.0;
|
|
154
|
+
let cumulativeWeightMarginal = 0.0;
|
|
155
|
+
for ( let y = 0; y < height; y ++ ) {
|
|
156
|
+
|
|
157
|
+
let cumulativeRowWeight = 0.0;
|
|
158
|
+
for ( let x = 0; x < width; x ++ ) {
|
|
159
|
+
|
|
160
|
+
const i = y * width + x;
|
|
161
|
+
const r = data[ 4 * i + 0 ];
|
|
162
|
+
const g = data[ 4 * i + 1 ];
|
|
163
|
+
const b = data[ 4 * i + 2 ];
|
|
164
|
+
|
|
165
|
+
// the probability of the pixel being selected in this row is the
|
|
166
|
+
// scale of the luminance relative to the rest of the pixels.
|
|
167
|
+
// TODO: this should also account for the solid angle of the pixel when sampling
|
|
168
|
+
const weight = colorToLuminance( r, g, b );
|
|
169
|
+
cumulativeRowWeight += weight;
|
|
170
|
+
totalSumValue += weight;
|
|
171
|
+
|
|
172
|
+
pdfConditional[ i ] = weight;
|
|
173
|
+
cdfConditional[ i ] = cumulativeRowWeight;
|
|
174
|
+
|
|
175
|
+
}
|
|
176
|
+
|
|
177
|
+
// can happen if the row is all black
|
|
178
|
+
if ( cumulativeRowWeight !== 0 ) {
|
|
179
|
+
|
|
180
|
+
// scale the pdf and cdf to [0.0, 1.0]
|
|
181
|
+
for ( let i = y * width, l = y * width + width; i < l; i ++ ) {
|
|
182
|
+
|
|
183
|
+
pdfConditional[ i ] /= cumulativeRowWeight;
|
|
184
|
+
cdfConditional[ i ] /= cumulativeRowWeight;
|
|
185
|
+
|
|
186
|
+
}
|
|
187
|
+
|
|
188
|
+
}
|
|
189
|
+
|
|
190
|
+
cumulativeWeightMarginal += cumulativeRowWeight;
|
|
191
|
+
|
|
192
|
+
// compute the marginal pdf and cdf along the height of the map.
|
|
193
|
+
pdfMarginal[ y ] = cumulativeRowWeight;
|
|
194
|
+
cdfMarginal[ y ] = cumulativeWeightMarginal;
|
|
195
|
+
|
|
196
|
+
}
|
|
197
|
+
|
|
198
|
+
// can happen if the texture is all black
|
|
199
|
+
if ( cumulativeWeightMarginal !== 0 ) {
|
|
200
|
+
|
|
201
|
+
// scale the marginal pdf and cdf to [0.0, 1.0]
|
|
202
|
+
for ( let i = 0, l = pdfMarginal.length; i < l; i ++ ) {
|
|
203
|
+
|
|
204
|
+
pdfMarginal[ i ] /= cumulativeWeightMarginal;
|
|
205
|
+
cdfMarginal[ i ] /= cumulativeWeightMarginal;
|
|
206
|
+
|
|
207
|
+
}
|
|
208
|
+
|
|
209
|
+
}
|
|
210
|
+
|
|
211
|
+
// compute a sorted index of distributions and the probabilities along them for both
|
|
212
|
+
// the marginal and conditional data. These will be used to sample with a random number
|
|
213
|
+
// to retrieve a uv value to sample in the environment map.
|
|
214
|
+
// These values continually increase so it's okay to interpolate between them.
|
|
215
|
+
const marginalDataArray = new Float32Array( height );
|
|
216
|
+
const conditionalDataArray = new Float32Array( width * height );
|
|
217
|
+
|
|
218
|
+
for ( let i = 0; i < height; i ++ ) {
|
|
219
|
+
|
|
220
|
+
const dist = ( i + 1 ) / height;
|
|
221
|
+
const row = binarySearchFindClosestIndexOf( cdfMarginal, dist );
|
|
222
|
+
|
|
223
|
+
marginalDataArray[ i ] = row / height;
|
|
224
|
+
|
|
225
|
+
}
|
|
226
|
+
|
|
227
|
+
for ( let y = 0; y < height; y ++ ) {
|
|
228
|
+
|
|
229
|
+
for ( let x = 0; x < width; x ++ ) {
|
|
230
|
+
|
|
231
|
+
const i = y * width + x;
|
|
232
|
+
const dist = ( x + 1 ) / width;
|
|
233
|
+
const col = binarySearchFindClosestIndexOf( cdfConditional, dist, y * width, width );
|
|
234
|
+
|
|
235
|
+
conditionalDataArray[ i ] = col / width;
|
|
236
|
+
|
|
237
|
+
}
|
|
238
|
+
|
|
239
|
+
}
|
|
240
|
+
|
|
241
|
+
this.dispose();
|
|
242
|
+
|
|
243
|
+
const { marginalWeights, conditionalWeights } = this;
|
|
244
|
+
marginalWeights.image = { width: height, height: 1, data: marginalDataArray };
|
|
245
|
+
marginalWeights.needsUpdate = true;
|
|
246
|
+
|
|
247
|
+
conditionalWeights.image = { width, height, data: conditionalDataArray };
|
|
248
|
+
conditionalWeights.needsUpdate = true;
|
|
249
|
+
|
|
250
|
+
const totalSumWhole = ~ ~ totalSumValue;
|
|
251
|
+
const totalSumDecimal = ( totalSumValue - totalSumWhole );
|
|
252
|
+
this.totalSumWhole = totalSumWhole;
|
|
253
|
+
this.totalSumDecimal = totalSumDecimal;
|
|
254
|
+
|
|
255
|
+
this.map = map;
|
|
256
|
+
|
|
257
|
+
}
|
|
258
|
+
|
|
259
|
+
}
|