@anov/3d 0.0.1 → 0.0.2

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 (570) hide show
  1. package/README.md +142 -1
  2. package/dist/core/camera.d.ts +31 -4
  3. package/dist/core/camera.js +62 -52
  4. package/dist/core/control/transformControls.d.ts +12 -0
  5. package/dist/core/control/transformControls.js +72 -0
  6. package/dist/core/cssRenderer.d.ts +17 -0
  7. package/dist/core/cssRenderer.js +36 -0
  8. package/dist/core/global/global.d.ts +27 -0
  9. package/dist/core/global/global.js +72 -0
  10. package/dist/core/global/globalControl.d.ts +17 -0
  11. package/dist/core/global/globalControl.js +62 -0
  12. package/dist/core/group.d.ts +51 -6
  13. package/dist/core/group.js +124 -16
  14. package/dist/core/line.d.ts +13 -0
  15. package/dist/core/line.js +83 -0
  16. package/dist/core/mesh.d.ts +12 -7
  17. package/dist/core/mesh.js +57 -56
  18. package/dist/core/model.d.ts +11 -3
  19. package/dist/core/model.js +34 -7
  20. package/dist/core/scene.d.ts +84 -25
  21. package/dist/core/scene.js +207 -53
  22. package/dist/core/use/useScene.d.ts +10 -0
  23. package/dist/core/use/useScene.js +14 -0
  24. package/dist/core/use/useframe.d.ts +6 -0
  25. package/dist/core/use/useframe.js +11 -0
  26. package/dist/export.d.ts +41 -0
  27. package/dist/export.js +37 -0
  28. package/dist/index.d.ts +3 -6
  29. package/dist/index.js +5 -6
  30. package/dist/threeCell.d.ts +8 -0
  31. package/dist/threeCell.js +16 -0
  32. package/dist/type.d.ts +4 -3
  33. package/dist/utils/createElement.d.ts +103 -0
  34. package/dist/utils/createElement.js +145 -0
  35. package/dist/utils/createLabel.d.ts +2 -0
  36. package/dist/utils/createLabel.js +4 -0
  37. package/dist/utils/index.d.ts +36 -0
  38. package/dist/utils/index.js +76 -0
  39. package/dist/utils/line.d.ts +0 -0
  40. package/dist/utils/line.js +0 -0
  41. package/dist/utils/move.d.ts +48 -0
  42. package/dist/utils/move.js +149 -0
  43. package/examples/fonts/LICENSE +13 -0
  44. package/examples/fonts/README.md +11 -0
  45. package/examples/fonts/droid/NOTICE +190 -0
  46. package/examples/fonts/droid/README.txt +18 -0
  47. package/examples/fonts/droid/droid_sans_bold.typeface.json +1 -0
  48. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +1 -0
  49. package/examples/fonts/droid/droid_sans_regular.typeface.json +1 -0
  50. package/examples/fonts/droid/droid_serif_bold.typeface.json +1 -0
  51. package/examples/fonts/droid/droid_serif_regular.typeface.json +1 -0
  52. package/examples/fonts/gentilis_bold.typeface.json +1 -0
  53. package/examples/fonts/gentilis_regular.typeface.json +1 -0
  54. package/examples/fonts/helvetiker_bold.typeface.json +1 -0
  55. package/examples/fonts/helvetiker_regular.typeface.json +1 -0
  56. package/examples/fonts/optimer_bold.typeface.json +1 -0
  57. package/examples/fonts/optimer_regular.typeface.json +1 -0
  58. package/examples/fonts/ttf/README.md +9 -0
  59. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  60. package/examples/jsm/animation/AnimationClipCreator.js +116 -0
  61. package/examples/jsm/animation/CCDIKSolver.js +482 -0
  62. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -0
  63. package/examples/jsm/animation/MMDPhysics.js +1406 -0
  64. package/examples/jsm/cameras/CinematicCamera.js +208 -0
  65. package/examples/jsm/capabilities/WebGL.js +91 -0
  66. package/examples/jsm/capabilities/WebGPU.js +53 -0
  67. package/examples/jsm/controls/ArcballControls.js +3224 -0
  68. package/examples/jsm/controls/DragControls.js +220 -0
  69. package/examples/jsm/controls/FirstPersonControls.js +325 -0
  70. package/examples/jsm/controls/FlyControls.js +300 -0
  71. package/examples/jsm/controls/MapControls.js +28 -0
  72. package/examples/jsm/controls/OrbitControls.js +1388 -0
  73. package/examples/jsm/controls/PointerLockControls.js +162 -0
  74. package/examples/jsm/controls/TrackballControls.js +828 -0
  75. package/examples/jsm/controls/TransformControls.js +1557 -0
  76. package/examples/jsm/csm/CSM.js +384 -0
  77. package/examples/jsm/csm/CSMFrustum.js +152 -0
  78. package/examples/jsm/csm/CSMHelper.js +193 -0
  79. package/examples/jsm/csm/CSMShader.js +252 -0
  80. package/examples/jsm/curves/CurveExtras.js +422 -0
  81. package/examples/jsm/curves/NURBSCurve.js +80 -0
  82. package/examples/jsm/curves/NURBSSurface.js +52 -0
  83. package/examples/jsm/curves/NURBSUtils.js +487 -0
  84. package/examples/jsm/effects/AnaglyphEffect.js +154 -0
  85. package/examples/jsm/effects/AsciiEffect.js +263 -0
  86. package/examples/jsm/effects/OutlineEffect.js +539 -0
  87. package/examples/jsm/effects/ParallaxBarrierEffect.js +119 -0
  88. package/examples/jsm/effects/PeppersGhostEffect.js +153 -0
  89. package/examples/jsm/effects/StereoEffect.js +55 -0
  90. package/examples/jsm/environments/DebugEnvironment.js +52 -0
  91. package/examples/jsm/environments/RoomEnvironment.js +148 -0
  92. package/examples/jsm/exporters/DRACOExporter.js +267 -0
  93. package/examples/jsm/exporters/EXRExporter.js +501 -0
  94. package/examples/jsm/exporters/GLTFExporter.js +3161 -0
  95. package/examples/jsm/exporters/KTX2Exporter.js +292 -0
  96. package/examples/jsm/exporters/MMDExporter.js +217 -0
  97. package/examples/jsm/exporters/OBJExporter.js +284 -0
  98. package/examples/jsm/exporters/PLYExporter.js +528 -0
  99. package/examples/jsm/exporters/STLExporter.js +199 -0
  100. package/examples/jsm/exporters/USDZExporter.js +711 -0
  101. package/examples/jsm/geometries/BoxLineGeometry.js +69 -0
  102. package/examples/jsm/geometries/ConvexGeometry.js +53 -0
  103. package/examples/jsm/geometries/DecalGeometry.js +356 -0
  104. package/examples/jsm/geometries/ParametricGeometries.js +254 -0
  105. package/examples/jsm/geometries/ParametricGeometry.js +139 -0
  106. package/examples/jsm/geometries/RoundedBoxGeometry.js +155 -0
  107. package/examples/jsm/geometries/TeapotGeometry.js +704 -0
  108. package/examples/jsm/geometries/TextGeometry.js +57 -0
  109. package/examples/jsm/helpers/LightProbeHelper.js +130 -0
  110. package/examples/jsm/helpers/OctreeHelper.js +73 -0
  111. package/examples/jsm/helpers/PositionalAudioHelper.js +109 -0
  112. package/examples/jsm/helpers/RectAreaLightHelper.js +85 -0
  113. package/examples/jsm/helpers/VertexNormalsHelper.js +96 -0
  114. package/examples/jsm/helpers/VertexTangentsHelper.js +88 -0
  115. package/examples/jsm/helpers/ViewHelper.js +333 -0
  116. package/examples/jsm/interactive/HTMLMesh.js +565 -0
  117. package/examples/jsm/interactive/InteractiveGroup.js +116 -0
  118. package/examples/jsm/interactive/SelectionBox.js +227 -0
  119. package/examples/jsm/interactive/SelectionHelper.js +104 -0
  120. package/examples/jsm/libs/ammo.wasm.js +822 -0
  121. package/examples/jsm/libs/ammo.wasm.wasm +0 -0
  122. package/examples/jsm/libs/basis/README.md +46 -0
  123. package/examples/jsm/libs/basis/basis_transcoder.js +21 -0
  124. package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
  125. package/examples/jsm/libs/chevrotain.module.min.js +141 -0
  126. package/examples/jsm/libs/draco/README.md +32 -0
  127. package/examples/jsm/libs/draco/draco_decoder.js +34 -0
  128. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  129. package/examples/jsm/libs/draco/draco_encoder.js +33 -0
  130. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -0
  131. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -0
  132. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  133. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -0
  134. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -0
  135. package/examples/jsm/libs/ecsy.module.js +1792 -0
  136. package/examples/jsm/libs/fflate.module.js +2474 -0
  137. package/examples/jsm/libs/ktx-parse.module.js +1 -0
  138. package/examples/jsm/libs/lil-gui.module.min.js +8 -0
  139. package/examples/jsm/libs/lottie_canvas.module.js +14844 -0
  140. package/examples/jsm/libs/meshopt_decoder.module.js +178 -0
  141. package/examples/jsm/libs/mikktspace.module.js +128 -0
  142. package/examples/jsm/libs/mmdparser.module.js +11530 -0
  143. package/examples/jsm/libs/motion-controllers.module.js +397 -0
  144. package/examples/jsm/libs/opentype.module.js +14568 -0
  145. package/examples/jsm/libs/potpack.module.js +125 -0
  146. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -0
  147. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +16 -0
  148. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  149. package/examples/jsm/libs/stats.module.js +167 -0
  150. package/examples/jsm/libs/tween.module.js +803 -0
  151. package/examples/jsm/libs/utif.module.js +1579 -0
  152. package/examples/jsm/libs/zstddec.module.js +1 -0
  153. package/examples/jsm/lights/IESSpotLight.js +25 -0
  154. package/examples/jsm/lights/LightProbeGenerator.js +252 -0
  155. package/examples/jsm/lights/RectAreaLightUniformsLib.js +79 -0
  156. package/examples/jsm/lines/Line2.js +19 -0
  157. package/examples/jsm/lines/LineGeometry.js +79 -0
  158. package/examples/jsm/lines/LineMaterial.js +702 -0
  159. package/examples/jsm/lines/LineSegments2.js +361 -0
  160. package/examples/jsm/lines/LineSegmentsGeometry.js +241 -0
  161. package/examples/jsm/lines/Wireframe.js +56 -0
  162. package/examples/jsm/lines/WireframeGeometry2.js +24 -0
  163. package/examples/jsm/loaders/3DMLoader.js +1497 -0
  164. package/examples/jsm/loaders/3MFLoader.js +1478 -0
  165. package/examples/jsm/loaders/AMFLoader.js +521 -0
  166. package/examples/jsm/loaders/BVHLoader.js +437 -0
  167. package/examples/jsm/loaders/ColladaLoader.js +4122 -0
  168. package/examples/jsm/loaders/DDSLoader.js +274 -0
  169. package/examples/jsm/loaders/DRACOLoader.js +612 -0
  170. package/examples/jsm/loaders/EXRLoader.js +2309 -0
  171. package/examples/jsm/loaders/FBXLoader.js +4142 -0
  172. package/examples/jsm/loaders/FontLoader.js +183 -0
  173. package/examples/jsm/loaders/GCodeLoader.js +261 -0
  174. package/examples/jsm/loaders/GLTFLoader.js +4576 -0
  175. package/examples/jsm/loaders/HDRCubeTextureLoader.js +115 -0
  176. package/examples/jsm/loaders/IESLoader.js +337 -0
  177. package/examples/jsm/loaders/KMZLoader.js +130 -0
  178. package/examples/jsm/loaders/KTX2Loader.js +868 -0
  179. package/examples/jsm/loaders/KTXLoader.js +176 -0
  180. package/examples/jsm/loaders/LDrawLoader.js +2464 -0
  181. package/examples/jsm/loaders/LUT3dlLoader.js +151 -0
  182. package/examples/jsm/loaders/LUTCubeLoader.js +153 -0
  183. package/examples/jsm/loaders/LWOLoader.js +1052 -0
  184. package/examples/jsm/loaders/LogLuvLoader.js +606 -0
  185. package/examples/jsm/loaders/LottieLoader.js +77 -0
  186. package/examples/jsm/loaders/MD2Loader.js +399 -0
  187. package/examples/jsm/loaders/MDDLoader.js +102 -0
  188. package/examples/jsm/loaders/MMDLoader.js +2273 -0
  189. package/examples/jsm/loaders/MTLLoader.js +567 -0
  190. package/examples/jsm/loaders/MaterialXLoader.js +734 -0
  191. package/examples/jsm/loaders/NRRDLoader.js +699 -0
  192. package/examples/jsm/loaders/OBJLoader.js +905 -0
  193. package/examples/jsm/loaders/PCDLoader.js +467 -0
  194. package/examples/jsm/loaders/PDBLoader.js +232 -0
  195. package/examples/jsm/loaders/PLYLoader.js +771 -0
  196. package/examples/jsm/loaders/PVRLoader.js +251 -0
  197. package/examples/jsm/loaders/RGBELoader.js +468 -0
  198. package/examples/jsm/loaders/RGBMLoader.js +1065 -0
  199. package/examples/jsm/loaders/STLLoader.js +403 -0
  200. package/examples/jsm/loaders/SVGLoader.js +3172 -0
  201. package/examples/jsm/loaders/TDSLoader.js +1124 -0
  202. package/examples/jsm/loaders/TGALoader.js +517 -0
  203. package/examples/jsm/loaders/TIFFLoader.js +36 -0
  204. package/examples/jsm/loaders/TTFLoader.js +214 -0
  205. package/examples/jsm/loaders/TiltLoader.js +520 -0
  206. package/examples/jsm/loaders/USDZLoader.js +633 -0
  207. package/examples/jsm/loaders/VOXLoader.js +311 -0
  208. package/examples/jsm/loaders/VRMLLoader.js +3533 -0
  209. package/examples/jsm/loaders/VTKLoader.js +1163 -0
  210. package/examples/jsm/loaders/XYZLoader.js +106 -0
  211. package/examples/jsm/loaders/lwo/IFFParser.js +1218 -0
  212. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -0
  213. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -0
  214. package/examples/jsm/materials/MeshGouraudMaterial.js +420 -0
  215. package/examples/jsm/math/Capsule.js +137 -0
  216. package/examples/jsm/math/ColorConverter.js +36 -0
  217. package/examples/jsm/math/ConvexHull.js +1271 -0
  218. package/examples/jsm/math/ImprovedNoise.js +71 -0
  219. package/examples/jsm/math/Lut.js +204 -0
  220. package/examples/jsm/math/MeshSurfaceSampler.js +250 -0
  221. package/examples/jsm/math/OBB.js +423 -0
  222. package/examples/jsm/math/Octree.js +462 -0
  223. package/examples/jsm/math/SimplexNoise.js +444 -0
  224. package/examples/jsm/misc/ConvexObjectBreaker.js +519 -0
  225. package/examples/jsm/misc/GPUComputationRenderer.js +446 -0
  226. package/examples/jsm/misc/Gyroscope.js +66 -0
  227. package/examples/jsm/misc/MD2Character.js +276 -0
  228. package/examples/jsm/misc/MD2CharacterComplex.js +576 -0
  229. package/examples/jsm/misc/MorphAnimMesh.js +75 -0
  230. package/examples/jsm/misc/MorphBlendMesh.js +322 -0
  231. package/examples/jsm/misc/ProgressiveLightMap.js +323 -0
  232. package/examples/jsm/misc/RollerCoaster.js +566 -0
  233. package/examples/jsm/misc/TubePainter.js +205 -0
  234. package/examples/jsm/misc/Volume.js +473 -0
  235. package/examples/jsm/misc/VolumeSlice.js +229 -0
  236. package/examples/jsm/modifiers/CurveModifier.js +326 -0
  237. package/examples/jsm/modifiers/EdgeSplitModifier.js +279 -0
  238. package/examples/jsm/modifiers/SimplifyModifier.js +525 -0
  239. package/examples/jsm/modifiers/TessellateModifier.js +307 -0
  240. package/examples/jsm/nodes/Nodes.js +171 -0
  241. package/examples/jsm/nodes/accessors/BitangentNode.js +89 -0
  242. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +99 -0
  243. package/examples/jsm/nodes/accessors/BufferNode.js +30 -0
  244. package/examples/jsm/nodes/accessors/CameraNode.js +98 -0
  245. package/examples/jsm/nodes/accessors/CubeTextureNode.js +103 -0
  246. package/examples/jsm/nodes/accessors/ExtendedMaterialNode.js +77 -0
  247. package/examples/jsm/nodes/accessors/InstanceNode.js +71 -0
  248. package/examples/jsm/nodes/accessors/MaterialNode.js +267 -0
  249. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +39 -0
  250. package/examples/jsm/nodes/accessors/ModelNode.js +34 -0
  251. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +29 -0
  252. package/examples/jsm/nodes/accessors/MorphNode.js +70 -0
  253. package/examples/jsm/nodes/accessors/NormalNode.js +96 -0
  254. package/examples/jsm/nodes/accessors/Object3DNode.js +150 -0
  255. package/examples/jsm/nodes/accessors/PointUVNode.js +26 -0
  256. package/examples/jsm/nodes/accessors/PositionNode.js +104 -0
  257. package/examples/jsm/nodes/accessors/ReferenceNode.js +72 -0
  258. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +35 -0
  259. package/examples/jsm/nodes/accessors/SceneNode.js +52 -0
  260. package/examples/jsm/nodes/accessors/SkinningNode.js +93 -0
  261. package/examples/jsm/nodes/accessors/StorageBufferNode.js +27 -0
  262. package/examples/jsm/nodes/accessors/TangentNode.js +103 -0
  263. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +94 -0
  264. package/examples/jsm/nodes/accessors/TextureNode.js +271 -0
  265. package/examples/jsm/nodes/accessors/TextureSizeNode.js +35 -0
  266. package/examples/jsm/nodes/accessors/UVNode.js +47 -0
  267. package/examples/jsm/nodes/accessors/UserDataNode.js +29 -0
  268. package/examples/jsm/nodes/code/CodeNode.js +78 -0
  269. package/examples/jsm/nodes/code/ExpressionNode.js +37 -0
  270. package/examples/jsm/nodes/code/FunctionCallNode.js +96 -0
  271. package/examples/jsm/nodes/code/FunctionNode.js +127 -0
  272. package/examples/jsm/nodes/code/ScriptableNode.js +488 -0
  273. package/examples/jsm/nodes/code/ScriptableValueNode.js +167 -0
  274. package/examples/jsm/nodes/core/ArrayUniformNode.js +26 -0
  275. package/examples/jsm/nodes/core/AttributeNode.js +102 -0
  276. package/examples/jsm/nodes/core/BypassNode.js +45 -0
  277. package/examples/jsm/nodes/core/CacheNode.js +46 -0
  278. package/examples/jsm/nodes/core/ConstNode.js +32 -0
  279. package/examples/jsm/nodes/core/ContextNode.js +61 -0
  280. package/examples/jsm/nodes/core/IndexNode.js +66 -0
  281. package/examples/jsm/nodes/core/InputNode.js +83 -0
  282. package/examples/jsm/nodes/core/LightingModel.js +15 -0
  283. package/examples/jsm/nodes/core/Node.js +454 -0
  284. package/examples/jsm/nodes/core/NodeAttribute.js +15 -0
  285. package/examples/jsm/nodes/core/NodeBuilder.js +1016 -0
  286. package/examples/jsm/nodes/core/NodeCache.js +26 -0
  287. package/examples/jsm/nodes/core/NodeCode.js +15 -0
  288. package/examples/jsm/nodes/core/NodeFrame.js +110 -0
  289. package/examples/jsm/nodes/core/NodeFunction.js +22 -0
  290. package/examples/jsm/nodes/core/NodeFunctionInput.js +17 -0
  291. package/examples/jsm/nodes/core/NodeKeywords.js +80 -0
  292. package/examples/jsm/nodes/core/NodeParser.js +11 -0
  293. package/examples/jsm/nodes/core/NodeUniform.js +28 -0
  294. package/examples/jsm/nodes/core/NodeUtils.js +212 -0
  295. package/examples/jsm/nodes/core/NodeVar.js +14 -0
  296. package/examples/jsm/nodes/core/NodeVarying.js +17 -0
  297. package/examples/jsm/nodes/core/PropertyNode.js +61 -0
  298. package/examples/jsm/nodes/core/StackNode.js +99 -0
  299. package/examples/jsm/nodes/core/TempNode.js +58 -0
  300. package/examples/jsm/nodes/core/UniformNode.js +61 -0
  301. package/examples/jsm/nodes/core/VarNode.js +87 -0
  302. package/examples/jsm/nodes/core/VaryingNode.js +69 -0
  303. package/examples/jsm/nodes/core/constants.js +27 -0
  304. package/examples/jsm/nodes/display/BlendModeNode.js +99 -0
  305. package/examples/jsm/nodes/display/BumpMapNode.js +77 -0
  306. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +100 -0
  307. package/examples/jsm/nodes/display/ColorSpaceNode.js +108 -0
  308. package/examples/jsm/nodes/display/FrontFacingNode.js +27 -0
  309. package/examples/jsm/nodes/display/NormalMapNode.js +106 -0
  310. package/examples/jsm/nodes/display/PosterizeNode.js +32 -0
  311. package/examples/jsm/nodes/display/ToneMappingNode.js +141 -0
  312. package/examples/jsm/nodes/display/ViewportDepthNode.js +69 -0
  313. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +34 -0
  314. package/examples/jsm/nodes/display/ViewportNode.js +115 -0
  315. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +31 -0
  316. package/examples/jsm/nodes/display/ViewportTextureNode.js +75 -0
  317. package/examples/jsm/nodes/fog/FogExp2Node.js +35 -0
  318. package/examples/jsm/nodes/fog/FogNode.js +37 -0
  319. package/examples/jsm/nodes/fog/FogRangeNode.js +34 -0
  320. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +40 -0
  321. package/examples/jsm/nodes/functions/BSDF/BRDF_Lambert.js +9 -0
  322. package/examples/jsm/nodes/functions/BSDF/BRDF_Sheen.js +43 -0
  323. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +29 -0
  324. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +18 -0
  325. package/examples/jsm/nodes/functions/BSDF/EnvironmentBRDF.js +13 -0
  326. package/examples/jsm/nodes/functions/BSDF/F_Schlick.js +16 -0
  327. package/examples/jsm/nodes/functions/BSDF/Schlick_to_F0.js +13 -0
  328. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +20 -0
  329. package/examples/jsm/nodes/functions/PhongLightingModel.js +67 -0
  330. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +343 -0
  331. package/examples/jsm/nodes/functions/material/getGeometryRoughness.js +13 -0
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  334. package/examples/jsm/nodes/gpgpu/ComputeNode.js +85 -0
  335. package/examples/jsm/nodes/lighting/AONode.js +27 -0
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  337. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +184 -0
  338. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +40 -0
  339. package/examples/jsm/nodes/lighting/EnvironmentNode.js +191 -0
  340. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +55 -0
  341. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +39 -0
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  343. package/examples/jsm/nodes/lighting/LightUtils.js +17 -0
  344. package/examples/jsm/nodes/lighting/LightingContextNode.js +102 -0
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  346. package/examples/jsm/nodes/lighting/LightsNode.js +128 -0
  347. package/examples/jsm/nodes/lighting/PointLightNode.js +68 -0
  348. package/examples/jsm/nodes/lighting/SpotLightNode.js +89 -0
  349. package/examples/jsm/nodes/loaders/NodeLoader.js +108 -0
  350. package/examples/jsm/nodes/loaders/NodeMaterialLoader.js +59 -0
  351. package/examples/jsm/nodes/loaders/NodeObjectLoader.js +70 -0
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  358. package/examples/jsm/nodes/materials/MeshPhysicalNodeMaterial.js +128 -0
  359. package/examples/jsm/nodes/materials/MeshStandardNodeMaterial.js +80 -0
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  363. package/examples/jsm/nodes/materialx/DISCLAIMER.md +199 -0
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  365. package/examples/jsm/nodes/materialx/lib/mx_hsv.js +56 -0
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  367. package/examples/jsm/nodes/materialx/lib/mx_transform_color.js +19 -0
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  391. package/examples/jsm/nodes/utils/TriplanarTexturesNode.js +62 -0
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  570. package/package.json +25 -12
@@ -0,0 +1,330 @@
1
+ import {
2
+ Color,
3
+ FrontSide,
4
+ Matrix4,
5
+ Mesh,
6
+ PerspectiveCamera,
7
+ Plane,
8
+ ShaderMaterial,
9
+ UniformsLib,
10
+ UniformsUtils,
11
+ Vector3,
12
+ Vector4,
13
+ WebGLRenderTarget
14
+ } from 'three';
15
+
16
+ /**
17
+ * Work based on :
18
+ * https://github.com/Slayvin: Flat mirror for three.js
19
+ * https://home.adelphi.edu/~stemkoski/ : An implementation of water shader based on the flat mirror
20
+ * http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
21
+ */
22
+
23
+ class Water extends Mesh {
24
+
25
+ constructor( geometry, options = {} ) {
26
+
27
+ super( geometry );
28
+
29
+ this.isWater = true;
30
+
31
+ const scope = this;
32
+
33
+ const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
34
+ const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
35
+
36
+ const clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
37
+ const alpha = options.alpha !== undefined ? options.alpha : 1.0;
38
+ const time = options.time !== undefined ? options.time : 0.0;
39
+ const normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
40
+ const sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3( 0.70707, 0.70707, 0.0 );
41
+ const sunColor = new Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
42
+ const waterColor = new Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
43
+ const eye = options.eye !== undefined ? options.eye : new Vector3( 0, 0, 0 );
44
+ const distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
45
+ const side = options.side !== undefined ? options.side : FrontSide;
46
+ const fog = options.fog !== undefined ? options.fog : false;
47
+
48
+ //
49
+
50
+ const mirrorPlane = new Plane();
51
+ const normal = new Vector3();
52
+ const mirrorWorldPosition = new Vector3();
53
+ const cameraWorldPosition = new Vector3();
54
+ const rotationMatrix = new Matrix4();
55
+ const lookAtPosition = new Vector3( 0, 0, - 1 );
56
+ const clipPlane = new Vector4();
57
+
58
+ const view = new Vector3();
59
+ const target = new Vector3();
60
+ const q = new Vector4();
61
+
62
+ const textureMatrix = new Matrix4();
63
+
64
+ const mirrorCamera = new PerspectiveCamera();
65
+
66
+ const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight );
67
+
68
+ const mirrorShader = {
69
+
70
+ uniforms: UniformsUtils.merge( [
71
+ UniformsLib[ 'fog' ],
72
+ UniformsLib[ 'lights' ],
73
+ {
74
+ 'normalSampler': { value: null },
75
+ 'mirrorSampler': { value: null },
76
+ 'alpha': { value: 1.0 },
77
+ 'time': { value: 0.0 },
78
+ 'size': { value: 1.0 },
79
+ 'distortionScale': { value: 20.0 },
80
+ 'textureMatrix': { value: new Matrix4() },
81
+ 'sunColor': { value: new Color( 0x7F7F7F ) },
82
+ 'sunDirection': { value: new Vector3( 0.70707, 0.70707, 0 ) },
83
+ 'eye': { value: new Vector3() },
84
+ 'waterColor': { value: new Color( 0x555555 ) }
85
+ }
86
+ ] ),
87
+
88
+ vertexShader: /* glsl */`
89
+ uniform mat4 textureMatrix;
90
+ uniform float time;
91
+
92
+ varying vec4 mirrorCoord;
93
+ varying vec4 worldPosition;
94
+
95
+ #include <common>
96
+ #include <fog_pars_vertex>
97
+ #include <shadowmap_pars_vertex>
98
+ #include <logdepthbuf_pars_vertex>
99
+
100
+ void main() {
101
+ mirrorCoord = modelMatrix * vec4( position, 1.0 );
102
+ worldPosition = mirrorCoord.xyzw;
103
+ mirrorCoord = textureMatrix * mirrorCoord;
104
+ vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
105
+ gl_Position = projectionMatrix * mvPosition;
106
+
107
+ #include <beginnormal_vertex>
108
+ #include <defaultnormal_vertex>
109
+ #include <logdepthbuf_vertex>
110
+ #include <fog_vertex>
111
+ #include <shadowmap_vertex>
112
+ }`,
113
+
114
+ fragmentShader: /* glsl */`
115
+ uniform sampler2D mirrorSampler;
116
+ uniform float alpha;
117
+ uniform float time;
118
+ uniform float size;
119
+ uniform float distortionScale;
120
+ uniform sampler2D normalSampler;
121
+ uniform vec3 sunColor;
122
+ uniform vec3 sunDirection;
123
+ uniform vec3 eye;
124
+ uniform vec3 waterColor;
125
+
126
+ varying vec4 mirrorCoord;
127
+ varying vec4 worldPosition;
128
+
129
+ vec4 getNoise( vec2 uv ) {
130
+ vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);
131
+ vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );
132
+ vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );
133
+ vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );
134
+ vec4 noise = texture2D( normalSampler, uv0 ) +
135
+ texture2D( normalSampler, uv1 ) +
136
+ texture2D( normalSampler, uv2 ) +
137
+ texture2D( normalSampler, uv3 );
138
+ return noise * 0.5 - 1.0;
139
+ }
140
+
141
+ void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {
142
+ vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );
143
+ float direction = max( 0.0, dot( eyeDirection, reflection ) );
144
+ specularColor += pow( direction, shiny ) * sunColor * spec;
145
+ diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;
146
+ }
147
+
148
+ #include <common>
149
+ #include <packing>
150
+ #include <bsdfs>
151
+ #include <fog_pars_fragment>
152
+ #include <logdepthbuf_pars_fragment>
153
+ #include <lights_pars_begin>
154
+ #include <shadowmap_pars_fragment>
155
+ #include <shadowmask_pars_fragment>
156
+
157
+ void main() {
158
+
159
+ #include <logdepthbuf_fragment>
160
+ vec4 noise = getNoise( worldPosition.xz * size );
161
+ vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );
162
+
163
+ vec3 diffuseLight = vec3(0.0);
164
+ vec3 specularLight = vec3(0.0);
165
+
166
+ vec3 worldToEye = eye-worldPosition.xyz;
167
+ vec3 eyeDirection = normalize( worldToEye );
168
+ sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );
169
+
170
+ float distance = length(worldToEye);
171
+
172
+ vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;
173
+ vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );
174
+
175
+ float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );
176
+ float rf0 = 0.3;
177
+ float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );
178
+ vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;
179
+ vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);
180
+ vec3 outgoingLight = albedo;
181
+ gl_FragColor = vec4( outgoingLight, alpha );
182
+
183
+ #include <tonemapping_fragment>
184
+ #include <colorspace_fragment>
185
+ #include <fog_fragment>
186
+ }`
187
+
188
+ };
189
+
190
+ const material = new ShaderMaterial( {
191
+ fragmentShader: mirrorShader.fragmentShader,
192
+ vertexShader: mirrorShader.vertexShader,
193
+ uniforms: UniformsUtils.clone( mirrorShader.uniforms ),
194
+ lights: true,
195
+ side: side,
196
+ fog: fog
197
+ } );
198
+
199
+ material.uniforms[ 'mirrorSampler' ].value = renderTarget.texture;
200
+ material.uniforms[ 'textureMatrix' ].value = textureMatrix;
201
+ material.uniforms[ 'alpha' ].value = alpha;
202
+ material.uniforms[ 'time' ].value = time;
203
+ material.uniforms[ 'normalSampler' ].value = normalSampler;
204
+ material.uniforms[ 'sunColor' ].value = sunColor;
205
+ material.uniforms[ 'waterColor' ].value = waterColor;
206
+ material.uniforms[ 'sunDirection' ].value = sunDirection;
207
+ material.uniforms[ 'distortionScale' ].value = distortionScale;
208
+
209
+ material.uniforms[ 'eye' ].value = eye;
210
+
211
+ scope.material = material;
212
+
213
+ scope.onBeforeRender = function ( renderer, scene, camera ) {
214
+
215
+ mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
216
+ cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
217
+
218
+ rotationMatrix.extractRotation( scope.matrixWorld );
219
+
220
+ normal.set( 0, 0, 1 );
221
+ normal.applyMatrix4( rotationMatrix );
222
+
223
+ view.subVectors( mirrorWorldPosition, cameraWorldPosition );
224
+
225
+ // Avoid rendering when mirror is facing away
226
+
227
+ if ( view.dot( normal ) > 0 ) return;
228
+
229
+ view.reflect( normal ).negate();
230
+ view.add( mirrorWorldPosition );
231
+
232
+ rotationMatrix.extractRotation( camera.matrixWorld );
233
+
234
+ lookAtPosition.set( 0, 0, - 1 );
235
+ lookAtPosition.applyMatrix4( rotationMatrix );
236
+ lookAtPosition.add( cameraWorldPosition );
237
+
238
+ target.subVectors( mirrorWorldPosition, lookAtPosition );
239
+ target.reflect( normal ).negate();
240
+ target.add( mirrorWorldPosition );
241
+
242
+ mirrorCamera.position.copy( view );
243
+ mirrorCamera.up.set( 0, 1, 0 );
244
+ mirrorCamera.up.applyMatrix4( rotationMatrix );
245
+ mirrorCamera.up.reflect( normal );
246
+ mirrorCamera.lookAt( target );
247
+
248
+ mirrorCamera.far = camera.far; // Used in WebGLBackground
249
+
250
+ mirrorCamera.updateMatrixWorld();
251
+ mirrorCamera.projectionMatrix.copy( camera.projectionMatrix );
252
+
253
+ // Update the texture matrix
254
+ textureMatrix.set(
255
+ 0.5, 0.0, 0.0, 0.5,
256
+ 0.0, 0.5, 0.0, 0.5,
257
+ 0.0, 0.0, 0.5, 0.5,
258
+ 0.0, 0.0, 0.0, 1.0
259
+ );
260
+ textureMatrix.multiply( mirrorCamera.projectionMatrix );
261
+ textureMatrix.multiply( mirrorCamera.matrixWorldInverse );
262
+
263
+ // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
264
+ // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
265
+ mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
266
+ mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
267
+
268
+ clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
269
+
270
+ const projectionMatrix = mirrorCamera.projectionMatrix;
271
+
272
+ q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
273
+ q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
274
+ q.z = - 1.0;
275
+ q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
276
+
277
+ // Calculate the scaled plane vector
278
+ clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
279
+
280
+ // Replacing the third row of the projection matrix
281
+ projectionMatrix.elements[ 2 ] = clipPlane.x;
282
+ projectionMatrix.elements[ 6 ] = clipPlane.y;
283
+ projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
284
+ projectionMatrix.elements[ 14 ] = clipPlane.w;
285
+
286
+ eye.setFromMatrixPosition( camera.matrixWorld );
287
+
288
+ // Render
289
+
290
+ const currentRenderTarget = renderer.getRenderTarget();
291
+
292
+ const currentXrEnabled = renderer.xr.enabled;
293
+ const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
294
+
295
+ scope.visible = false;
296
+
297
+ renderer.xr.enabled = false; // Avoid camera modification and recursion
298
+ renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
299
+
300
+ renderer.setRenderTarget( renderTarget );
301
+
302
+ renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
303
+
304
+ if ( renderer.autoClear === false ) renderer.clear();
305
+ renderer.render( scene, mirrorCamera );
306
+
307
+ scope.visible = true;
308
+
309
+ renderer.xr.enabled = currentXrEnabled;
310
+ renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
311
+
312
+ renderer.setRenderTarget( currentRenderTarget );
313
+
314
+ // Restore viewport
315
+
316
+ const viewport = camera.viewport;
317
+
318
+ if ( viewport !== undefined ) {
319
+
320
+ renderer.state.viewport( viewport );
321
+
322
+ }
323
+
324
+ };
325
+
326
+ }
327
+
328
+ }
329
+
330
+ export { Water };
@@ -0,0 +1,358 @@
1
+ import {
2
+ Clock,
3
+ Color,
4
+ Matrix4,
5
+ Mesh,
6
+ RepeatWrapping,
7
+ ShaderMaterial,
8
+ TextureLoader,
9
+ UniformsLib,
10
+ UniformsUtils,
11
+ Vector2,
12
+ Vector4
13
+ } from 'three';
14
+ import { Reflector } from '../objects/Reflector.js';
15
+ import { Refractor } from '../objects/Refractor.js';
16
+
17
+ /**
18
+ * References:
19
+ * https://alex.vlachos.com/graphics/Vlachos-SIGGRAPH10-WaterFlow.pdf
20
+ * http://graphicsrunner.blogspot.de/2010/08/water-using-flow-maps.html
21
+ *
22
+ */
23
+
24
+ class Water extends Mesh {
25
+
26
+ constructor( geometry, options = {} ) {
27
+
28
+ super( geometry );
29
+
30
+ this.isWater = true;
31
+
32
+ this.type = 'Water';
33
+
34
+ const scope = this;
35
+
36
+ const color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0xFFFFFF );
37
+ const textureWidth = options.textureWidth || 512;
38
+ const textureHeight = options.textureHeight || 512;
39
+ const clipBias = options.clipBias || 0;
40
+ const flowDirection = options.flowDirection || new Vector2( 1, 0 );
41
+ const flowSpeed = options.flowSpeed || 0.03;
42
+ const reflectivity = options.reflectivity || 0.02;
43
+ const scale = options.scale || 1;
44
+ const shader = options.shader || Water.WaterShader;
45
+
46
+ const textureLoader = new TextureLoader();
47
+
48
+ const flowMap = options.flowMap || undefined;
49
+ const normalMap0 = options.normalMap0 || textureLoader.load( 'textures/water/Water_1_M_Normal.jpg' );
50
+ const normalMap1 = options.normalMap1 || textureLoader.load( 'textures/water/Water_2_M_Normal.jpg' );
51
+
52
+ const cycle = 0.15; // a cycle of a flow map phase
53
+ const halfCycle = cycle * 0.5;
54
+ const textureMatrix = new Matrix4();
55
+ const clock = new Clock();
56
+
57
+ // internal components
58
+
59
+ if ( Reflector === undefined ) {
60
+
61
+ console.error( 'THREE.Water: Required component Reflector not found.' );
62
+ return;
63
+
64
+ }
65
+
66
+ if ( Refractor === undefined ) {
67
+
68
+ console.error( 'THREE.Water: Required component Refractor not found.' );
69
+ return;
70
+
71
+ }
72
+
73
+ const reflector = new Reflector( geometry, {
74
+ textureWidth: textureWidth,
75
+ textureHeight: textureHeight,
76
+ clipBias: clipBias
77
+ } );
78
+
79
+ const refractor = new Refractor( geometry, {
80
+ textureWidth: textureWidth,
81
+ textureHeight: textureHeight,
82
+ clipBias: clipBias
83
+ } );
84
+
85
+ reflector.matrixAutoUpdate = false;
86
+ refractor.matrixAutoUpdate = false;
87
+
88
+ // material
89
+
90
+ this.material = new ShaderMaterial( {
91
+ uniforms: UniformsUtils.merge( [
92
+ UniformsLib[ 'fog' ],
93
+ shader.uniforms
94
+ ] ),
95
+ vertexShader: shader.vertexShader,
96
+ fragmentShader: shader.fragmentShader,
97
+ transparent: true,
98
+ fog: true
99
+ } );
100
+
101
+ if ( flowMap !== undefined ) {
102
+
103
+ this.material.defines.USE_FLOWMAP = '';
104
+ this.material.uniforms[ 'tFlowMap' ] = {
105
+ type: 't',
106
+ value: flowMap
107
+ };
108
+
109
+ } else {
110
+
111
+ this.material.uniforms[ 'flowDirection' ] = {
112
+ type: 'v2',
113
+ value: flowDirection
114
+ };
115
+
116
+ }
117
+
118
+ // maps
119
+
120
+ normalMap0.wrapS = normalMap0.wrapT = RepeatWrapping;
121
+ normalMap1.wrapS = normalMap1.wrapT = RepeatWrapping;
122
+
123
+ this.material.uniforms[ 'tReflectionMap' ].value = reflector.getRenderTarget().texture;
124
+ this.material.uniforms[ 'tRefractionMap' ].value = refractor.getRenderTarget().texture;
125
+ this.material.uniforms[ 'tNormalMap0' ].value = normalMap0;
126
+ this.material.uniforms[ 'tNormalMap1' ].value = normalMap1;
127
+
128
+ // water
129
+
130
+ this.material.uniforms[ 'color' ].value = color;
131
+ this.material.uniforms[ 'reflectivity' ].value = reflectivity;
132
+ this.material.uniforms[ 'textureMatrix' ].value = textureMatrix;
133
+
134
+ // inital values
135
+
136
+ this.material.uniforms[ 'config' ].value.x = 0; // flowMapOffset0
137
+ this.material.uniforms[ 'config' ].value.y = halfCycle; // flowMapOffset1
138
+ this.material.uniforms[ 'config' ].value.z = halfCycle; // halfCycle
139
+ this.material.uniforms[ 'config' ].value.w = scale; // scale
140
+
141
+ // functions
142
+
143
+ function updateTextureMatrix( camera ) {
144
+
145
+ textureMatrix.set(
146
+ 0.5, 0.0, 0.0, 0.5,
147
+ 0.0, 0.5, 0.0, 0.5,
148
+ 0.0, 0.0, 0.5, 0.5,
149
+ 0.0, 0.0, 0.0, 1.0
150
+ );
151
+
152
+ textureMatrix.multiply( camera.projectionMatrix );
153
+ textureMatrix.multiply( camera.matrixWorldInverse );
154
+ textureMatrix.multiply( scope.matrixWorld );
155
+
156
+ }
157
+
158
+ function updateFlow() {
159
+
160
+ const delta = clock.getDelta();
161
+ const config = scope.material.uniforms[ 'config' ];
162
+
163
+ config.value.x += flowSpeed * delta; // flowMapOffset0
164
+ config.value.y = config.value.x + halfCycle; // flowMapOffset1
165
+
166
+ // Important: The distance between offsets should be always the value of "halfCycle".
167
+ // Moreover, both offsets should be in the range of [ 0, cycle ].
168
+ // This approach ensures a smooth water flow and avoids "reset" effects.
169
+
170
+ if ( config.value.x >= cycle ) {
171
+
172
+ config.value.x = 0;
173
+ config.value.y = halfCycle;
174
+
175
+ } else if ( config.value.y >= cycle ) {
176
+
177
+ config.value.y = config.value.y - cycle;
178
+
179
+ }
180
+
181
+ }
182
+
183
+ //
184
+
185
+ this.onBeforeRender = function ( renderer, scene, camera ) {
186
+
187
+ updateTextureMatrix( camera );
188
+ updateFlow();
189
+
190
+ scope.visible = false;
191
+
192
+ reflector.matrixWorld.copy( scope.matrixWorld );
193
+ refractor.matrixWorld.copy( scope.matrixWorld );
194
+
195
+ reflector.onBeforeRender( renderer, scene, camera );
196
+ refractor.onBeforeRender( renderer, scene, camera );
197
+
198
+ scope.visible = true;
199
+
200
+ };
201
+
202
+ }
203
+
204
+ }
205
+
206
+ Water.WaterShader = {
207
+
208
+ uniforms: {
209
+
210
+ 'color': {
211
+ type: 'c',
212
+ value: null
213
+ },
214
+
215
+ 'reflectivity': {
216
+ type: 'f',
217
+ value: 0
218
+ },
219
+
220
+ 'tReflectionMap': {
221
+ type: 't',
222
+ value: null
223
+ },
224
+
225
+ 'tRefractionMap': {
226
+ type: 't',
227
+ value: null
228
+ },
229
+
230
+ 'tNormalMap0': {
231
+ type: 't',
232
+ value: null
233
+ },
234
+
235
+ 'tNormalMap1': {
236
+ type: 't',
237
+ value: null
238
+ },
239
+
240
+ 'textureMatrix': {
241
+ type: 'm4',
242
+ value: null
243
+ },
244
+
245
+ 'config': {
246
+ type: 'v4',
247
+ value: new Vector4()
248
+ }
249
+
250
+ },
251
+
252
+ vertexShader: /* glsl */`
253
+
254
+ #include <common>
255
+ #include <fog_pars_vertex>
256
+ #include <logdepthbuf_pars_vertex>
257
+
258
+ uniform mat4 textureMatrix;
259
+
260
+ varying vec4 vCoord;
261
+ varying vec2 vUv;
262
+ varying vec3 vToEye;
263
+
264
+ void main() {
265
+
266
+ vUv = uv;
267
+ vCoord = textureMatrix * vec4( position, 1.0 );
268
+
269
+ vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
270
+ vToEye = cameraPosition - worldPosition.xyz;
271
+
272
+ vec4 mvPosition = viewMatrix * worldPosition; // used in fog_vertex
273
+ gl_Position = projectionMatrix * mvPosition;
274
+
275
+ #include <logdepthbuf_vertex>
276
+ #include <fog_vertex>
277
+
278
+ }`,
279
+
280
+ fragmentShader: /* glsl */`
281
+
282
+ #include <common>
283
+ #include <fog_pars_fragment>
284
+ #include <logdepthbuf_pars_fragment>
285
+
286
+ uniform sampler2D tReflectionMap;
287
+ uniform sampler2D tRefractionMap;
288
+ uniform sampler2D tNormalMap0;
289
+ uniform sampler2D tNormalMap1;
290
+
291
+ #ifdef USE_FLOWMAP
292
+ uniform sampler2D tFlowMap;
293
+ #else
294
+ uniform vec2 flowDirection;
295
+ #endif
296
+
297
+ uniform vec3 color;
298
+ uniform float reflectivity;
299
+ uniform vec4 config;
300
+
301
+ varying vec4 vCoord;
302
+ varying vec2 vUv;
303
+ varying vec3 vToEye;
304
+
305
+ void main() {
306
+
307
+ #include <logdepthbuf_fragment>
308
+
309
+ float flowMapOffset0 = config.x;
310
+ float flowMapOffset1 = config.y;
311
+ float halfCycle = config.z;
312
+ float scale = config.w;
313
+
314
+ vec3 toEye = normalize( vToEye );
315
+
316
+ // determine flow direction
317
+ vec2 flow;
318
+ #ifdef USE_FLOWMAP
319
+ flow = texture2D( tFlowMap, vUv ).rg * 2.0 - 1.0;
320
+ #else
321
+ flow = flowDirection;
322
+ #endif
323
+ flow.x *= - 1.0;
324
+
325
+ // sample normal maps (distort uvs with flowdata)
326
+ vec4 normalColor0 = texture2D( tNormalMap0, ( vUv * scale ) + flow * flowMapOffset0 );
327
+ vec4 normalColor1 = texture2D( tNormalMap1, ( vUv * scale ) + flow * flowMapOffset1 );
328
+
329
+ // linear interpolate to get the final normal color
330
+ float flowLerp = abs( halfCycle - flowMapOffset0 ) / halfCycle;
331
+ vec4 normalColor = mix( normalColor0, normalColor1, flowLerp );
332
+
333
+ // calculate normal vector
334
+ vec3 normal = normalize( vec3( normalColor.r * 2.0 - 1.0, normalColor.b, normalColor.g * 2.0 - 1.0 ) );
335
+
336
+ // calculate the fresnel term to blend reflection and refraction maps
337
+ float theta = max( dot( toEye, normal ), 0.0 );
338
+ float reflectance = reflectivity + ( 1.0 - reflectivity ) * pow( ( 1.0 - theta ), 5.0 );
339
+
340
+ // calculate final uv coords
341
+ vec3 coord = vCoord.xyz / vCoord.w;
342
+ vec2 uv = coord.xy + coord.z * normal.xz * 0.05;
343
+
344
+ vec4 reflectColor = texture2D( tReflectionMap, vec2( 1.0 - uv.x, uv.y ) );
345
+ vec4 refractColor = texture2D( tRefractionMap, uv );
346
+
347
+ // multiply water color with the mix of both textures
348
+ gl_FragColor = vec4( color, 1.0 ) * mix( refractColor, reflectColor, reflectance );
349
+
350
+ #include <tonemapping_fragment>
351
+ #include <colorspace_fragment>
352
+ #include <fog_fragment>
353
+
354
+ }`
355
+
356
+ };
357
+
358
+ export { Water };