@gnsx/three 0.184.0

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Files changed (1182) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +85 -0
  3. package/build/three.cjs +79695 -0
  4. package/build/three.core.js +59732 -0
  5. package/build/three.core.min.js +6 -0
  6. package/build/three.module.js +19552 -0
  7. package/build/three.module.min.js +6 -0
  8. package/build/three.tsl.js +654 -0
  9. package/build/three.tsl.min.js +6 -0
  10. package/build/three.webgpu.js +83969 -0
  11. package/build/three.webgpu.min.js +6 -0
  12. package/build/three.webgpu.nodes.js +83702 -0
  13. package/build/three.webgpu.nodes.min.js +6 -0
  14. package/examples/fonts/LICENSE +13 -0
  15. package/examples/fonts/MPLUSRounded1c/MPLUSRounded1c-Regular.typeface.json.zip +0 -0
  16. package/examples/fonts/MPLUSRounded1c/OFL.txt +91 -0
  17. package/examples/fonts/README.md +11 -0
  18. package/examples/fonts/droid/NOTICE +190 -0
  19. package/examples/fonts/droid/README.txt +18 -0
  20. package/examples/fonts/droid/droid_sans_bold.typeface.json +1 -0
  21. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +1 -0
  22. package/examples/fonts/droid/droid_sans_regular.typeface.json +1 -0
  23. package/examples/fonts/droid/droid_serif_bold.typeface.json +1 -0
  24. package/examples/fonts/droid/droid_serif_regular.typeface.json +1 -0
  25. package/examples/fonts/gentilis_bold.typeface.json +1 -0
  26. package/examples/fonts/gentilis_regular.typeface.json +1 -0
  27. package/examples/fonts/helvetiker_bold.typeface.json +1 -0
  28. package/examples/fonts/helvetiker_regular.typeface.json +1 -0
  29. package/examples/fonts/optimer_bold.typeface.json +1 -0
  30. package/examples/fonts/optimer_regular.typeface.json +1 -0
  31. package/examples/fonts/ttf/README.md +9 -0
  32. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  33. package/examples/jsm/Addons.js +293 -0
  34. package/examples/jsm/animation/AnimationClipCreator.js +168 -0
  35. package/examples/jsm/animation/CCDIKSolver.js +595 -0
  36. package/examples/jsm/capabilities/WebGL.js +113 -0
  37. package/examples/jsm/capabilities/WebGPU.js +59 -0
  38. package/examples/jsm/controls/ArcballControls.js +3539 -0
  39. package/examples/jsm/controls/DragControls.js +452 -0
  40. package/examples/jsm/controls/FirstPersonControls.js +451 -0
  41. package/examples/jsm/controls/FlyControls.js +384 -0
  42. package/examples/jsm/controls/MapControls.js +116 -0
  43. package/examples/jsm/controls/OrbitControls.js +1963 -0
  44. package/examples/jsm/controls/PointerLockControls.js +264 -0
  45. package/examples/jsm/controls/TrackballControls.js +1001 -0
  46. package/examples/jsm/controls/TransformControls.js +1950 -0
  47. package/examples/jsm/csm/CSM.js +598 -0
  48. package/examples/jsm/csm/CSMFrustum.js +209 -0
  49. package/examples/jsm/csm/CSMHelper.js +243 -0
  50. package/examples/jsm/csm/CSMShader.js +307 -0
  51. package/examples/jsm/csm/CSMShadowNode.js +603 -0
  52. package/examples/jsm/curves/CurveExtras.js +694 -0
  53. package/examples/jsm/curves/NURBSCurve.js +155 -0
  54. package/examples/jsm/curves/NURBSSurface.js +98 -0
  55. package/examples/jsm/curves/NURBSUtils.js +532 -0
  56. package/examples/jsm/curves/NURBSVolume.js +82 -0
  57. package/examples/jsm/effects/AnaglyphEffect.js +274 -0
  58. package/examples/jsm/effects/AsciiEffect.js +310 -0
  59. package/examples/jsm/effects/OutlineEffect.js +489 -0
  60. package/examples/jsm/effects/ParallaxBarrierEffect.js +155 -0
  61. package/examples/jsm/effects/StereoEffect.js +91 -0
  62. package/examples/jsm/environments/ColorEnvironment.js +59 -0
  63. package/examples/jsm/environments/DebugEnvironment.js +102 -0
  64. package/examples/jsm/environments/RoomEnvironment.js +185 -0
  65. package/examples/jsm/exporters/DRACOExporter.js +311 -0
  66. package/examples/jsm/exporters/EXRExporter.js +618 -0
  67. package/examples/jsm/exporters/GLTFExporter.js +3738 -0
  68. package/examples/jsm/exporters/KTX2Exporter.js +347 -0
  69. package/examples/jsm/exporters/OBJExporter.js +308 -0
  70. package/examples/jsm/exporters/PLYExporter.js +562 -0
  71. package/examples/jsm/exporters/STLExporter.js +221 -0
  72. package/examples/jsm/exporters/USDZExporter.js +1254 -0
  73. package/examples/jsm/geometries/BoxLineGeometry.js +92 -0
  74. package/examples/jsm/geometries/ConvexGeometry.js +72 -0
  75. package/examples/jsm/geometries/DecalGeometry.js +420 -0
  76. package/examples/jsm/geometries/ParametricFunctions.js +100 -0
  77. package/examples/jsm/geometries/ParametricGeometry.js +172 -0
  78. package/examples/jsm/geometries/RoundedBoxGeometry.js +216 -0
  79. package/examples/jsm/geometries/TeapotGeometry.js +689 -0
  80. package/examples/jsm/geometries/TextGeometry.js +102 -0
  81. package/examples/jsm/gpgpu/BitonicSort.js +715 -0
  82. package/examples/jsm/helpers/AnimationPathHelper.js +302 -0
  83. package/examples/jsm/helpers/LightProbeGridHelper.js +221 -0
  84. package/examples/jsm/helpers/LightProbeHelper.js +165 -0
  85. package/examples/jsm/helpers/LightProbeHelperGPU.js +102 -0
  86. package/examples/jsm/helpers/OctreeHelper.js +109 -0
  87. package/examples/jsm/helpers/PositionalAudioHelper.js +169 -0
  88. package/examples/jsm/helpers/RapierHelper.js +59 -0
  89. package/examples/jsm/helpers/RectAreaLightHelper.js +118 -0
  90. package/examples/jsm/helpers/TextureHelper.js +265 -0
  91. package/examples/jsm/helpers/TextureHelperGPU.js +214 -0
  92. package/examples/jsm/helpers/VertexNormalsHelper.js +155 -0
  93. package/examples/jsm/helpers/VertexTangentsHelper.js +133 -0
  94. package/examples/jsm/helpers/ViewHelper.js +519 -0
  95. package/examples/jsm/inspector/Extension.js +13 -0
  96. package/examples/jsm/inspector/Inspector.js +542 -0
  97. package/examples/jsm/inspector/RendererInspector.js +425 -0
  98. package/examples/jsm/inspector/extensions/extensions.json +6 -0
  99. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphEditor.js +916 -0
  100. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphLoader.js +281 -0
  101. package/examples/jsm/inspector/tabs/Console.js +238 -0
  102. package/examples/jsm/inspector/tabs/Memory.js +128 -0
  103. package/examples/jsm/inspector/tabs/Parameters.js +380 -0
  104. package/examples/jsm/inspector/tabs/Performance.js +268 -0
  105. package/examples/jsm/inspector/tabs/Settings.js +264 -0
  106. package/examples/jsm/inspector/tabs/Timeline.js +1611 -0
  107. package/examples/jsm/inspector/tabs/Viewer.js +268 -0
  108. package/examples/jsm/inspector/ui/Graph.js +95 -0
  109. package/examples/jsm/inspector/ui/Item.js +170 -0
  110. package/examples/jsm/inspector/ui/List.js +75 -0
  111. package/examples/jsm/inspector/ui/Profiler.js +2072 -0
  112. package/examples/jsm/inspector/ui/Style.js +1667 -0
  113. package/examples/jsm/inspector/ui/Tab.js +265 -0
  114. package/examples/jsm/inspector/ui/Values.js +476 -0
  115. package/examples/jsm/inspector/ui/utils.js +69 -0
  116. package/examples/jsm/interaction/InteractionManager.js +226 -0
  117. package/examples/jsm/interactive/HTMLMesh.js +601 -0
  118. package/examples/jsm/interactive/InteractiveGroup.js +224 -0
  119. package/examples/jsm/interactive/SelectionBox.js +324 -0
  120. package/examples/jsm/interactive/SelectionHelper.js +150 -0
  121. package/examples/jsm/libs/ammo.wasm.js +822 -0
  122. package/examples/jsm/libs/ammo.wasm.wasm +0 -0
  123. package/examples/jsm/libs/basis/README.md +46 -0
  124. package/examples/jsm/libs/basis/basis_transcoder.js +19 -0
  125. package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
  126. package/examples/jsm/libs/chevrotain.module.min.js +141 -0
  127. package/examples/jsm/libs/demuxer_mp4.js +109 -0
  128. package/examples/jsm/libs/draco/README.md +32 -0
  129. package/examples/jsm/libs/draco/draco_decoder.js +34 -0
  130. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  131. package/examples/jsm/libs/draco/draco_encoder.js +33 -0
  132. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -0
  133. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -0
  134. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  135. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -0
  136. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -0
  137. package/examples/jsm/libs/ecsy.module.js +1792 -0
  138. package/examples/jsm/libs/fflate.module.js +2672 -0
  139. package/examples/jsm/libs/ktx-parse.module.js +1 -0
  140. package/examples/jsm/libs/lil-gui.module.min.js +8 -0
  141. package/examples/jsm/libs/lottie_canvas.module.js +14849 -0
  142. package/examples/jsm/libs/meshopt_decoder.module.js +196 -0
  143. package/examples/jsm/libs/mikktspace.module.js +128 -0
  144. package/examples/jsm/libs/motion-controllers.module.js +397 -0
  145. package/examples/jsm/libs/opentype.module.js +14506 -0
  146. package/examples/jsm/libs/potpack.module.js +125 -0
  147. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -0
  148. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +16 -0
  149. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  150. package/examples/jsm/libs/stats.module.js +167 -0
  151. package/examples/jsm/libs/surfaceNet.js +201 -0
  152. package/examples/jsm/libs/tween.module.js +876 -0
  153. package/examples/jsm/libs/utif.module.js +1665 -0
  154. package/examples/jsm/libs/zstddec.module.js +1 -0
  155. package/examples/jsm/lighting/DynamicLighting.js +82 -0
  156. package/examples/jsm/lighting/LightProbeGrid.js +651 -0
  157. package/examples/jsm/lighting/TiledLighting.js +42 -0
  158. package/examples/jsm/lights/LightProbeGenerator.js +337 -0
  159. package/examples/jsm/lights/RectAreaLightTexturesLib.js +127 -0
  160. package/examples/jsm/lights/RectAreaLightUniformsLib.js +40 -0
  161. package/examples/jsm/lines/Line2.js +56 -0
  162. package/examples/jsm/lines/LineGeometry.js +157 -0
  163. package/examples/jsm/lines/LineMaterial.js +703 -0
  164. package/examples/jsm/lines/LineSegments2.js +426 -0
  165. package/examples/jsm/lines/LineSegmentsGeometry.js +298 -0
  166. package/examples/jsm/lines/Wireframe.js +108 -0
  167. package/examples/jsm/lines/WireframeGeometry2.js +49 -0
  168. package/examples/jsm/lines/webgpu/Line2.js +46 -0
  169. package/examples/jsm/lines/webgpu/LineSegments2.js +411 -0
  170. package/examples/jsm/lines/webgpu/Wireframe.js +86 -0
  171. package/examples/jsm/loaders/3DMLoader.js +1836 -0
  172. package/examples/jsm/loaders/3MFLoader.js +1621 -0
  173. package/examples/jsm/loaders/AMFLoader.js +541 -0
  174. package/examples/jsm/loaders/BVHLoader.js +484 -0
  175. package/examples/jsm/loaders/ColladaLoader.js +153 -0
  176. package/examples/jsm/loaders/DDSLoader.js +385 -0
  177. package/examples/jsm/loaders/DRACOLoader.js +739 -0
  178. package/examples/jsm/loaders/EXRLoader.js +3423 -0
  179. package/examples/jsm/loaders/FBXLoader.js +4580 -0
  180. package/examples/jsm/loaders/FontLoader.js +260 -0
  181. package/examples/jsm/loaders/GCodeLoader.js +318 -0
  182. package/examples/jsm/loaders/GLTFLoader.js +4860 -0
  183. package/examples/jsm/loaders/HDRCubeTextureLoader.js +164 -0
  184. package/examples/jsm/loaders/HDRLoader.js +485 -0
  185. package/examples/jsm/loaders/IESLoader.js +379 -0
  186. package/examples/jsm/loaders/KMZLoader.js +163 -0
  187. package/examples/jsm/loaders/KTX2Loader.js +1257 -0
  188. package/examples/jsm/loaders/KTXLoader.js +197 -0
  189. package/examples/jsm/loaders/LDrawLoader.js +2510 -0
  190. package/examples/jsm/loaders/LUT3dlLoader.js +205 -0
  191. package/examples/jsm/loaders/LUTCubeLoader.js +190 -0
  192. package/examples/jsm/loaders/LUTImageLoader.js +190 -0
  193. package/examples/jsm/loaders/LWOLoader.js +1047 -0
  194. package/examples/jsm/loaders/LottieLoader.js +130 -0
  195. package/examples/jsm/loaders/MD2Loader.js +435 -0
  196. package/examples/jsm/loaders/MDDLoader.js +147 -0
  197. package/examples/jsm/loaders/MTLLoader.js +593 -0
  198. package/examples/jsm/loaders/MaterialXLoader.js +1104 -0
  199. package/examples/jsm/loaders/NRRDLoader.js +718 -0
  200. package/examples/jsm/loaders/OBJLoader.js +955 -0
  201. package/examples/jsm/loaders/PCDLoader.js +620 -0
  202. package/examples/jsm/loaders/PDBLoader.js +272 -0
  203. package/examples/jsm/loaders/PLYLoader.js +805 -0
  204. package/examples/jsm/loaders/PVRLoader.js +270 -0
  205. package/examples/jsm/loaders/RGBELoader.js +18 -0
  206. package/examples/jsm/loaders/STLLoader.js +421 -0
  207. package/examples/jsm/loaders/SVGLoader.js +3267 -0
  208. package/examples/jsm/loaders/TDSLoader.js +1142 -0
  209. package/examples/jsm/loaders/TGALoader.js +538 -0
  210. package/examples/jsm/loaders/TIFFLoader.js +59 -0
  211. package/examples/jsm/loaders/TTFLoader.js +261 -0
  212. package/examples/jsm/loaders/USDLoader.js +279 -0
  213. package/examples/jsm/loaders/USDZLoader.js +16 -0
  214. package/examples/jsm/loaders/UltraHDRLoader.js +755 -0
  215. package/examples/jsm/loaders/VOXLoader.js +919 -0
  216. package/examples/jsm/loaders/VRMLLoader.js +3646 -0
  217. package/examples/jsm/loaders/VTKLoader.js +1293 -0
  218. package/examples/jsm/loaders/XYZLoader.js +143 -0
  219. package/examples/jsm/loaders/collada/ColladaComposer.js +3044 -0
  220. package/examples/jsm/loaders/collada/ColladaParser.js +1977 -0
  221. package/examples/jsm/loaders/lwo/IFFParser.js +1217 -0
  222. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -0
  223. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -0
  224. package/examples/jsm/loaders/usd/USDAParser.js +828 -0
  225. package/examples/jsm/loaders/usd/USDCParser.js +1878 -0
  226. package/examples/jsm/loaders/usd/USDComposer.js +4594 -0
  227. package/examples/jsm/materials/LDrawConditionalLineMaterial.js +183 -0
  228. package/examples/jsm/materials/LDrawConditionalLineNodeMaterial.js +154 -0
  229. package/examples/jsm/materials/WoodNodeMaterial.js +533 -0
  230. package/examples/jsm/math/Capsule.js +159 -0
  231. package/examples/jsm/math/ColorConverter.js +58 -0
  232. package/examples/jsm/math/ColorSpaces.js +147 -0
  233. package/examples/jsm/math/ConvexHull.js +1695 -0
  234. package/examples/jsm/math/ImprovedNoise.js +88 -0
  235. package/examples/jsm/math/Lut.js +317 -0
  236. package/examples/jsm/math/MeshSurfaceSampler.js +315 -0
  237. package/examples/jsm/math/OBB.js +535 -0
  238. package/examples/jsm/math/Octree.js +822 -0
  239. package/examples/jsm/math/SimplexNoise.js +470 -0
  240. package/examples/jsm/misc/ConvexObjectBreaker.js +539 -0
  241. package/examples/jsm/misc/GPUComputationRenderer.js +508 -0
  242. package/examples/jsm/misc/Gyroscope.js +78 -0
  243. package/examples/jsm/misc/MD2Character.js +391 -0
  244. package/examples/jsm/misc/MD2CharacterComplex.js +740 -0
  245. package/examples/jsm/misc/MorphAnimMesh.js +119 -0
  246. package/examples/jsm/misc/MorphBlendMesh.js +425 -0
  247. package/examples/jsm/misc/ProgressiveLightMap.js +370 -0
  248. package/examples/jsm/misc/ProgressiveLightMapGPU.js +322 -0
  249. package/examples/jsm/misc/RollerCoaster.js +661 -0
  250. package/examples/jsm/misc/TubePainter.js +599 -0
  251. package/examples/jsm/misc/Volume.js +520 -0
  252. package/examples/jsm/misc/VolumeSlice.js +275 -0
  253. package/examples/jsm/modifiers/CurveModifier.js +374 -0
  254. package/examples/jsm/modifiers/CurveModifierGPU.js +256 -0
  255. package/examples/jsm/modifiers/EdgeSplitModifier.js +299 -0
  256. package/examples/jsm/modifiers/SimplifyModifier.js +632 -0
  257. package/examples/jsm/modifiers/TessellateModifier.js +340 -0
  258. package/examples/jsm/objects/GroundedSkybox.js +69 -0
  259. package/examples/jsm/objects/Lensflare.js +489 -0
  260. package/examples/jsm/objects/LensflareMesh.js +376 -0
  261. package/examples/jsm/objects/MarchingCubes.js +1261 -0
  262. package/examples/jsm/objects/Reflector.js +386 -0
  263. package/examples/jsm/objects/ReflectorForSSRPass.js +393 -0
  264. package/examples/jsm/objects/Refractor.js +389 -0
  265. package/examples/jsm/objects/ShadowMesh.js +130 -0
  266. package/examples/jsm/objects/Sky.js +321 -0
  267. package/examples/jsm/objects/SkyMesh.js +377 -0
  268. package/examples/jsm/objects/Water.js +374 -0
  269. package/examples/jsm/objects/Water2.js +403 -0
  270. package/examples/jsm/objects/Water2Mesh.js +199 -0
  271. package/examples/jsm/objects/WaterMesh.js +194 -0
  272. package/examples/jsm/offscreen/jank.js +45 -0
  273. package/examples/jsm/offscreen/offscreen.js +8 -0
  274. package/examples/jsm/offscreen/scene.js +86 -0
  275. package/examples/jsm/physics/AmmoPhysics.js +359 -0
  276. package/examples/jsm/physics/JoltPhysics.js +334 -0
  277. package/examples/jsm/physics/RapierPhysics.js +436 -0
  278. package/examples/jsm/postprocessing/AfterimagePass.js +185 -0
  279. package/examples/jsm/postprocessing/BloomPass.js +274 -0
  280. package/examples/jsm/postprocessing/BokehPass.js +218 -0
  281. package/examples/jsm/postprocessing/ClearPass.js +97 -0
  282. package/examples/jsm/postprocessing/CubeTexturePass.js +146 -0
  283. package/examples/jsm/postprocessing/DotScreenPass.js +114 -0
  284. package/examples/jsm/postprocessing/EffectComposer.js +365 -0
  285. package/examples/jsm/postprocessing/FXAAPass.js +40 -0
  286. package/examples/jsm/postprocessing/FilmPass.js +113 -0
  287. package/examples/jsm/postprocessing/GTAOPass.js +727 -0
  288. package/examples/jsm/postprocessing/GlitchPass.js +177 -0
  289. package/examples/jsm/postprocessing/HalftonePass.js +134 -0
  290. package/examples/jsm/postprocessing/LUTPass.js +138 -0
  291. package/examples/jsm/postprocessing/MaskPass.js +195 -0
  292. package/examples/jsm/postprocessing/OutlinePass.js +776 -0
  293. package/examples/jsm/postprocessing/OutputPass.js +148 -0
  294. package/examples/jsm/postprocessing/Pass.js +191 -0
  295. package/examples/jsm/postprocessing/RenderPass.js +193 -0
  296. package/examples/jsm/postprocessing/RenderPixelatedPass.js +314 -0
  297. package/examples/jsm/postprocessing/RenderTransitionPass.js +267 -0
  298. package/examples/jsm/postprocessing/SAOPass.js +407 -0
  299. package/examples/jsm/postprocessing/SMAAPass.js +230 -0
  300. package/examples/jsm/postprocessing/SSAARenderPass.js +313 -0
  301. package/examples/jsm/postprocessing/SSAOPass.js +527 -0
  302. package/examples/jsm/postprocessing/SSRPass.js +856 -0
  303. package/examples/jsm/postprocessing/SavePass.js +132 -0
  304. package/examples/jsm/postprocessing/ShaderPass.js +135 -0
  305. package/examples/jsm/postprocessing/TAARenderPass.js +243 -0
  306. package/examples/jsm/postprocessing/TexturePass.js +131 -0
  307. package/examples/jsm/postprocessing/UnrealBloomPass.js +524 -0
  308. package/examples/jsm/renderers/CSS2DRenderer.js +328 -0
  309. package/examples/jsm/renderers/CSS3DRenderer.js +454 -0
  310. package/examples/jsm/renderers/Projector.js +1154 -0
  311. package/examples/jsm/renderers/SVGRenderer.js +799 -0
  312. package/examples/jsm/shaders/ACESFilmicToneMappingShader.js +96 -0
  313. package/examples/jsm/shaders/AfterimageShader.js +63 -0
  314. package/examples/jsm/shaders/BasicShader.js +36 -0
  315. package/examples/jsm/shaders/BleachBypassShader.js +68 -0
  316. package/examples/jsm/shaders/BlendShader.js +56 -0
  317. package/examples/jsm/shaders/BokehShader.js +151 -0
  318. package/examples/jsm/shaders/BokehShader2.js +404 -0
  319. package/examples/jsm/shaders/BrightnessContrastShader.js +62 -0
  320. package/examples/jsm/shaders/ColorCorrectionShader.js +59 -0
  321. package/examples/jsm/shaders/ColorifyShader.js +57 -0
  322. package/examples/jsm/shaders/ConvolutionShader.js +74 -0
  323. package/examples/jsm/shaders/CopyShader.js +52 -0
  324. package/examples/jsm/shaders/DOFMipMapShader.js +63 -0
  325. package/examples/jsm/shaders/DepthLimitedBlurShader.js +180 -0
  326. package/examples/jsm/shaders/DigitalGlitch.js +104 -0
  327. package/examples/jsm/shaders/DotScreenShader.js +75 -0
  328. package/examples/jsm/shaders/ExposureShader.js +51 -0
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  1021. package/src/renderers/shaders/ShaderChunk/lightprobes_pars_fragment.glsl.js +80 -0
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@@ -0,0 +1,1167 @@
1
+ import {
2
+ CubeReflectionMapping,
3
+ CubeRefractionMapping,
4
+ CubeUVReflectionMapping,
5
+ LinearFilter,
6
+ NoToneMapping,
7
+ NoBlending,
8
+ RGBAFormat,
9
+ HalfFloatType,
10
+ BackSide,
11
+ LinearSRGBColorSpace
12
+ } from '../constants.js';
13
+
14
+ import { BufferAttribute } from '../core/BufferAttribute.js';
15
+ import { BufferGeometry } from '../core/BufferGeometry.js';
16
+ import { Mesh } from '../objects/Mesh.js';
17
+ import { OrthographicCamera } from '../cameras/OrthographicCamera.js';
18
+ import { PerspectiveCamera } from '../cameras/PerspectiveCamera.js';
19
+ import { ShaderMaterial } from '../materials/ShaderMaterial.js';
20
+ import { Vector3 } from '../math/Vector3.js';
21
+ import { Color } from '../math/Color.js';
22
+ import { WebGLRenderTarget } from '../renderers/WebGLRenderTarget.js';
23
+ import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';
24
+ import { BoxGeometry } from '../geometries/BoxGeometry.js';
25
+ import { error, warn } from '../utils.js';
26
+
27
+ const LOD_MIN = 4;
28
+
29
+ // The standard deviations (radians) associated with the extra mips.
30
+ // Used for scene blur in fromScene() method.
31
+ const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
32
+
33
+ // The maximum length of the blur for loop. Smaller sigmas will use fewer
34
+ // samples and exit early, but not recompile the shader.
35
+ // Used for scene blur in fromScene() method.
36
+ const MAX_SAMPLES = 20;
37
+
38
+ // GGX VNDF importance sampling configuration
39
+ const GGX_SAMPLES = 256;
40
+
41
+ const _flatCamera = /*@__PURE__*/ new OrthographicCamera();
42
+ const _clearColor = /*@__PURE__*/ new Color();
43
+ let _oldTarget = null;
44
+ let _oldActiveCubeFace = 0;
45
+ let _oldActiveMipmapLevel = 0;
46
+ let _oldXrEnabled = false;
47
+
48
+ const _origin = /*@__PURE__*/ new Vector3();
49
+
50
+ /**
51
+ * This class generates a Prefiltered, Mipmapped Radiance Environment Map
52
+ * (PMREM) from a cubeMap environment texture. This allows different levels of
53
+ * blur to be quickly accessed based on material roughness. It is packed into a
54
+ * special CubeUV format that allows us to perform custom interpolation so that
55
+ * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
56
+ * chain, it only goes down to the LOD_MIN level (above), and then creates extra
57
+ * even more filtered 'mips' at the same LOD_MIN resolution, associated with
58
+ * higher roughness levels. In this way we maintain resolution to smoothly
59
+ * interpolate diffuse lighting while limiting sampling computation.
60
+ *
61
+ * The prefiltering uses GGX VNDF (Visible Normal Distribution Function)
62
+ * importance sampling based on "Sampling the GGX Distribution of Visible Normals"
63
+ * (Heitz, 2018) to generate environment maps that accurately match the GGX BRDF
64
+ * used in material rendering for physically-based image-based lighting.
65
+ */
66
+ class PMREMGenerator {
67
+
68
+ /**
69
+ * Constructs a new PMREM generator.
70
+ *
71
+ * @param {WebGLRenderer} renderer - The renderer.
72
+ */
73
+ constructor( renderer ) {
74
+
75
+ this._renderer = renderer;
76
+ this._pingPongRenderTarget = null;
77
+
78
+ this._lodMax = 0;
79
+ this._cubeSize = 0;
80
+ this._sizeLods = [];
81
+ this._sigmas = [];
82
+ this._lodMeshes = [];
83
+
84
+ this._backgroundBox = null;
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+
86
+ this._cubemapMaterial = null;
87
+ this._equirectMaterial = null;
88
+
89
+ this._blurMaterial = null;
90
+ this._ggxMaterial = null;
91
+
92
+ }
93
+
94
+ /**
95
+ * Generates a PMREM from a supplied Scene, which can be faster than using an
96
+ * image if networking bandwidth is low. Optional sigma specifies a blur radius
97
+ * in radians to be applied to the scene before PMREM generation. Optional near
98
+ * and far planes ensure the scene is rendered in its entirety.
99
+ *
100
+ * @param {Scene} scene - The scene to be captured.
101
+ * @param {number} [sigma=0] - The blur radius in radians.
102
+ * @param {number} [near=0.1] - The near plane distance.
103
+ * @param {number} [far=100] - The far plane distance.
104
+ * @param {Object} [options={}] - The configuration options.
105
+ * @param {number} [options.size=256] - The texture size of the PMREM.
106
+ * @param {Vector3} [options.position=origin] - The position of the internal cube camera that renders the scene.
107
+ * @return {WebGLRenderTarget} The resulting PMREM.
108
+ */
109
+ fromScene( scene, sigma = 0, near = 0.1, far = 100, options = {} ) {
110
+
111
+ const {
112
+ size = 256,
113
+ position = _origin,
114
+ } = options;
115
+
116
+ _oldTarget = this._renderer.getRenderTarget();
117
+ _oldActiveCubeFace = this._renderer.getActiveCubeFace();
118
+ _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
119
+ _oldXrEnabled = this._renderer.xr.enabled;
120
+
121
+ this._renderer.xr.enabled = false;
122
+
123
+ this._setSize( size );
124
+
125
+ const cubeUVRenderTarget = this._allocateTargets();
126
+ cubeUVRenderTarget.depthBuffer = true;
127
+
128
+ this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget, position );
129
+
130
+ if ( sigma > 0 ) {
131
+
132
+ this._blur( cubeUVRenderTarget, 0, 0, sigma );
133
+
134
+ }
135
+
136
+ this._applyPMREM( cubeUVRenderTarget );
137
+ this._cleanup( cubeUVRenderTarget );
138
+
139
+ return cubeUVRenderTarget;
140
+
141
+ }
142
+
143
+ /**
144
+ * Generates a PMREM from an equirectangular texture, which can be either LDR
145
+ * or HDR. The ideal input image size is 1k (1024 x 512),
146
+ * as this matches best with the 256 x 256 cubemap output.
147
+ *
148
+ * @param {Texture} equirectangular - The equirectangular texture to be converted.
149
+ * @param {?WebGLRenderTarget} [renderTarget=null] - The render target to use.
150
+ * @return {WebGLRenderTarget} The resulting PMREM.
151
+ */
152
+ fromEquirectangular( equirectangular, renderTarget = null ) {
153
+
154
+ return this._fromTexture( equirectangular, renderTarget );
155
+
156
+ }
157
+
158
+ /**
159
+ * Generates a PMREM from an cubemap texture, which can be either LDR
160
+ * or HDR. The ideal input cube size is 256 x 256,
161
+ * as this matches best with the 256 x 256 cubemap output.
162
+ *
163
+ * @param {Texture} cubemap - The cubemap texture to be converted.
164
+ * @param {?WebGLRenderTarget} [renderTarget=null] - The render target to use.
165
+ * @return {WebGLRenderTarget} The resulting PMREM.
166
+ */
167
+ fromCubemap( cubemap, renderTarget = null ) {
168
+
169
+ return this._fromTexture( cubemap, renderTarget );
170
+
171
+ }
172
+
173
+ /**
174
+ * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
175
+ * your texture's network fetch for increased concurrency.
176
+ */
177
+ compileCubemapShader() {
178
+
179
+ if ( this._cubemapMaterial === null ) {
180
+
181
+ this._cubemapMaterial = _getCubemapMaterial();
182
+ this._compileMaterial( this._cubemapMaterial );
183
+
184
+ }
185
+
186
+ }
187
+
188
+ /**
189
+ * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
190
+ * your texture's network fetch for increased concurrency.
191
+ */
192
+ compileEquirectangularShader() {
193
+
194
+ if ( this._equirectMaterial === null ) {
195
+
196
+ this._equirectMaterial = _getEquirectMaterial();
197
+ this._compileMaterial( this._equirectMaterial );
198
+
199
+ }
200
+
201
+ }
202
+
203
+ /**
204
+ * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
205
+ * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
206
+ * one of them will cause any others to also become unusable.
207
+ */
208
+ dispose() {
209
+
210
+ this._dispose();
211
+
212
+ if ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();
213
+ if ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();
214
+
215
+ if ( this._backgroundBox !== null ) {
216
+
217
+ this._backgroundBox.geometry.dispose();
218
+ this._backgroundBox.material.dispose();
219
+
220
+ }
221
+
222
+ }
223
+
224
+ // private interface
225
+
226
+ _setSize( cubeSize ) {
227
+
228
+ this._lodMax = Math.floor( Math.log2( cubeSize ) );
229
+ this._cubeSize = Math.pow( 2, this._lodMax );
230
+
231
+ }
232
+
233
+ _dispose() {
234
+
235
+ if ( this._blurMaterial !== null ) this._blurMaterial.dispose();
236
+ if ( this._ggxMaterial !== null ) this._ggxMaterial.dispose();
237
+
238
+ if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();
239
+
240
+ for ( let i = 0; i < this._lodMeshes.length; i ++ ) {
241
+
242
+ this._lodMeshes[ i ].geometry.dispose();
243
+
244
+ }
245
+
246
+ }
247
+
248
+ _cleanup( outputTarget ) {
249
+
250
+ this._renderer.setRenderTarget( _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel );
251
+ this._renderer.xr.enabled = _oldXrEnabled;
252
+
253
+ outputTarget.scissorTest = false;
254
+ _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );
255
+
256
+ }
257
+
258
+ _fromTexture( texture, renderTarget ) {
259
+
260
+ if ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) {
261
+
262
+ this._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) );
263
+
264
+ } else { // Equirectangular
265
+
266
+ this._setSize( texture.image.width / 4 );
267
+
268
+ }
269
+
270
+ _oldTarget = this._renderer.getRenderTarget();
271
+ _oldActiveCubeFace = this._renderer.getActiveCubeFace();
272
+ _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
273
+ _oldXrEnabled = this._renderer.xr.enabled;
274
+
275
+ this._renderer.xr.enabled = false;
276
+
277
+ const cubeUVRenderTarget = renderTarget || this._allocateTargets();
278
+ this._textureToCubeUV( texture, cubeUVRenderTarget );
279
+ this._applyPMREM( cubeUVRenderTarget );
280
+ this._cleanup( cubeUVRenderTarget );
281
+
282
+ return cubeUVRenderTarget;
283
+
284
+ }
285
+
286
+ _allocateTargets() {
287
+
288
+ const width = 3 * Math.max( this._cubeSize, 16 * 7 );
289
+ const height = 4 * this._cubeSize;
290
+
291
+ const params = {
292
+ magFilter: LinearFilter,
293
+ minFilter: LinearFilter,
294
+ generateMipmaps: false,
295
+ type: HalfFloatType,
296
+ format: RGBAFormat,
297
+ colorSpace: LinearSRGBColorSpace,
298
+ depthBuffer: false
299
+ };
300
+
301
+ const cubeUVRenderTarget = _createRenderTarget( width, height, params );
302
+
303
+ if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) {
304
+
305
+ if ( this._pingPongRenderTarget !== null ) {
306
+
307
+ this._dispose();
308
+
309
+ }
310
+
311
+ this._pingPongRenderTarget = _createRenderTarget( width, height, params );
312
+
313
+ const { _lodMax } = this;
314
+ ( { lodMeshes: this._lodMeshes, sizeLods: this._sizeLods, sigmas: this._sigmas } = _createPlanes( _lodMax ) );
315
+
316
+ this._blurMaterial = _getBlurShader( _lodMax, width, height );
317
+ this._ggxMaterial = _getGGXShader( _lodMax, width, height );
318
+
319
+ }
320
+
321
+ return cubeUVRenderTarget;
322
+
323
+ }
324
+
325
+ _compileMaterial( material ) {
326
+
327
+ const mesh = new Mesh( new BufferGeometry(), material );
328
+ this._renderer.compile( mesh, _flatCamera );
329
+
330
+ }
331
+
332
+ _sceneToCubeUV( scene, near, far, cubeUVRenderTarget, position ) {
333
+
334
+ const fov = 90;
335
+ const aspect = 1;
336
+ const cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
337
+ const upSign = [ 1, - 1, 1, 1, 1, 1 ];
338
+ const forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
339
+ const renderer = this._renderer;
340
+
341
+ const originalAutoClear = renderer.autoClear;
342
+ const toneMapping = renderer.toneMapping;
343
+ renderer.getClearColor( _clearColor );
344
+
345
+ renderer.toneMapping = NoToneMapping;
346
+ renderer.autoClear = false;
347
+
348
+ // https://github.com/mrdoob/three.js/issues/31413#issuecomment-3095966812
349
+ const reversedDepthBuffer = renderer.state.buffers.depth.getReversed();
350
+
351
+ if ( reversedDepthBuffer ) {
352
+
353
+ renderer.setRenderTarget( cubeUVRenderTarget );
354
+ renderer.clearDepth();
355
+ renderer.setRenderTarget( null );
356
+
357
+ }
358
+
359
+ if ( this._backgroundBox === null ) {
360
+
361
+ this._backgroundBox = new Mesh(
362
+ new BoxGeometry(),
363
+ new MeshBasicMaterial( {
364
+ name: 'PMREM.Background',
365
+ side: BackSide,
366
+ depthWrite: false,
367
+ depthTest: false,
368
+ } )
369
+ );
370
+
371
+ }
372
+
373
+ const backgroundBox = this._backgroundBox;
374
+ const backgroundMaterial = backgroundBox.material;
375
+
376
+ let useSolidColor = false;
377
+
378
+ const background = scene.background;
379
+
380
+ if ( background ) {
381
+
382
+ if ( background.isColor ) {
383
+
384
+ backgroundMaterial.color.copy( background );
385
+ scene.background = null;
386
+ useSolidColor = true;
387
+
388
+ }
389
+
390
+ } else {
391
+
392
+ backgroundMaterial.color.copy( _clearColor );
393
+ useSolidColor = true;
394
+
395
+ }
396
+
397
+ for ( let i = 0; i < 6; i ++ ) {
398
+
399
+ const col = i % 3;
400
+
401
+ if ( col === 0 ) {
402
+
403
+ cubeCamera.up.set( 0, upSign[ i ], 0 );
404
+ cubeCamera.position.set( position.x, position.y, position.z );
405
+ cubeCamera.lookAt( position.x + forwardSign[ i ], position.y, position.z );
406
+
407
+ } else if ( col === 1 ) {
408
+
409
+ cubeCamera.up.set( 0, 0, upSign[ i ] );
410
+ cubeCamera.position.set( position.x, position.y, position.z );
411
+ cubeCamera.lookAt( position.x, position.y + forwardSign[ i ], position.z );
412
+
413
+
414
+ } else {
415
+
416
+ cubeCamera.up.set( 0, upSign[ i ], 0 );
417
+ cubeCamera.position.set( position.x, position.y, position.z );
418
+ cubeCamera.lookAt( position.x, position.y, position.z + forwardSign[ i ] );
419
+
420
+ }
421
+
422
+ const size = this._cubeSize;
423
+
424
+ _setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );
425
+
426
+ renderer.setRenderTarget( cubeUVRenderTarget );
427
+
428
+ if ( useSolidColor ) {
429
+
430
+ renderer.render( backgroundBox, cubeCamera );
431
+
432
+ }
433
+
434
+ renderer.render( scene, cubeCamera );
435
+
436
+ }
437
+
438
+ renderer.toneMapping = toneMapping;
439
+ renderer.autoClear = originalAutoClear;
440
+ scene.background = background;
441
+
442
+ }
443
+
444
+ _textureToCubeUV( texture, cubeUVRenderTarget ) {
445
+
446
+ const renderer = this._renderer;
447
+
448
+ const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );
449
+
450
+ if ( isCubeTexture ) {
451
+
452
+ if ( this._cubemapMaterial === null ) {
453
+
454
+ this._cubemapMaterial = _getCubemapMaterial();
455
+
456
+ }
457
+
458
+ this._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? - 1 : 1;
459
+
460
+ } else {
461
+
462
+ if ( this._equirectMaterial === null ) {
463
+
464
+ this._equirectMaterial = _getEquirectMaterial();
465
+
466
+ }
467
+
468
+ }
469
+
470
+ const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;
471
+
472
+ const mesh = this._lodMeshes[ 0 ];
473
+ mesh.material = material;
474
+
475
+ const uniforms = material.uniforms;
476
+
477
+ uniforms[ 'envMap' ].value = texture;
478
+
479
+ const size = this._cubeSize;
480
+
481
+ _setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );
482
+
483
+ renderer.setRenderTarget( cubeUVRenderTarget );
484
+ renderer.render( mesh, _flatCamera );
485
+
486
+ }
487
+
488
+ _applyPMREM( cubeUVRenderTarget ) {
489
+
490
+ const renderer = this._renderer;
491
+ const autoClear = renderer.autoClear;
492
+ renderer.autoClear = false;
493
+
494
+ const n = this._lodMeshes.length;
495
+
496
+ // Use GGX VNDF importance sampling
497
+ for ( let i = 1; i < n; i ++ ) {
498
+
499
+ this._applyGGXFilter( cubeUVRenderTarget, i - 1, i );
500
+
501
+ }
502
+
503
+ renderer.autoClear = autoClear;
504
+
505
+ }
506
+
507
+ /**
508
+ * Applies GGX VNDF importance sampling filter to generate a prefiltered environment map.
509
+ * Uses Monte Carlo integration with VNDF importance sampling to accurately represent the
510
+ * GGX BRDF for physically-based rendering. Reads from the previous LOD level and
511
+ * applies incremental roughness filtering to avoid over-blurring.
512
+ *
513
+ * @private
514
+ * @param {WebGLRenderTarget} cubeUVRenderTarget
515
+ * @param {number} lodIn - Source LOD level to read from
516
+ * @param {number} lodOut - Target LOD level to write to
517
+ */
518
+ _applyGGXFilter( cubeUVRenderTarget, lodIn, lodOut ) {
519
+
520
+ const renderer = this._renderer;
521
+ const pingPongRenderTarget = this._pingPongRenderTarget;
522
+
523
+ const ggxMaterial = this._ggxMaterial;
524
+ const ggxMesh = this._lodMeshes[ lodOut ];
525
+ ggxMesh.material = ggxMaterial;
526
+
527
+ const ggxUniforms = ggxMaterial.uniforms;
528
+
529
+ // Calculate incremental roughness between LOD levels
530
+ const targetRoughness = lodOut / ( this._lodMeshes.length - 1 );
531
+ const sourceRoughness = lodIn / ( this._lodMeshes.length - 1 );
532
+ const incrementalRoughness = Math.sqrt( targetRoughness * targetRoughness - sourceRoughness * sourceRoughness );
533
+
534
+ // Apply blur strength mapping for better quality across the roughness range
535
+ const blurStrength = 0.0 + targetRoughness * 1.25;
536
+ const adjustedRoughness = incrementalRoughness * blurStrength;
537
+
538
+ // Calculate viewport position based on output LOD level
539
+ const { _lodMax } = this;
540
+ const outputSize = this._sizeLods[ lodOut ];
541
+ const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );
542
+ const y = 4 * ( this._cubeSize - outputSize );
543
+
544
+ // Read from previous LOD with incremental roughness
545
+ ggxUniforms[ 'envMap' ].value = cubeUVRenderTarget.texture;
546
+ ggxUniforms[ 'roughness' ].value = adjustedRoughness;
547
+ ggxUniforms[ 'mipInt' ].value = _lodMax - lodIn; // Sample from input LOD
548
+
549
+ _setViewport( pingPongRenderTarget, x, y, 3 * outputSize, 2 * outputSize );
550
+ renderer.setRenderTarget( pingPongRenderTarget );
551
+ renderer.render( ggxMesh, _flatCamera );
552
+
553
+ // Copy from pingPong back to cubeUV (simple direct copy)
554
+ ggxUniforms[ 'envMap' ].value = pingPongRenderTarget.texture;
555
+ ggxUniforms[ 'roughness' ].value = 0.0; // Direct copy
556
+ ggxUniforms[ 'mipInt' ].value = _lodMax - lodOut; // Read from the level we just wrote
557
+
558
+ _setViewport( cubeUVRenderTarget, x, y, 3 * outputSize, 2 * outputSize );
559
+ renderer.setRenderTarget( cubeUVRenderTarget );
560
+ renderer.render( ggxMesh, _flatCamera );
561
+
562
+ }
563
+
564
+ /**
565
+ * This is a two-pass Gaussian blur for a cubemap. Normally this is done
566
+ * vertically and horizontally, but this breaks down on a cube. Here we apply
567
+ * the blur latitudinally (around the poles), and then longitudinally (towards
568
+ * the poles) to approximate the orthogonally-separable blur. It is least
569
+ * accurate at the poles, but still does a decent job.
570
+ *
571
+ * Used for initial scene blur in fromScene() method when sigma > 0.
572
+ *
573
+ * @private
574
+ * @param {WebGLRenderTarget} cubeUVRenderTarget
575
+ * @param {number} lodIn
576
+ * @param {number} lodOut
577
+ * @param {number} sigma
578
+ * @param {Vector3} [poleAxis]
579
+ */
580
+ _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
581
+
582
+ const pingPongRenderTarget = this._pingPongRenderTarget;
583
+
584
+ this._halfBlur(
585
+ cubeUVRenderTarget,
586
+ pingPongRenderTarget,
587
+ lodIn,
588
+ lodOut,
589
+ sigma,
590
+ 'latitudinal',
591
+ poleAxis );
592
+
593
+ this._halfBlur(
594
+ pingPongRenderTarget,
595
+ cubeUVRenderTarget,
596
+ lodOut,
597
+ lodOut,
598
+ sigma,
599
+ 'longitudinal',
600
+ poleAxis );
601
+
602
+ }
603
+
604
+ _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
605
+
606
+ const renderer = this._renderer;
607
+ const blurMaterial = this._blurMaterial;
608
+
609
+ if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
610
+
611
+ error(
612
+ 'blur direction must be either latitudinal or longitudinal!' );
613
+
614
+ }
615
+
616
+ // Number of standard deviations at which to cut off the discrete approximation.
617
+ const STANDARD_DEVIATIONS = 3;
618
+
619
+ const blurMesh = this._lodMeshes[ lodOut ];
620
+ blurMesh.material = blurMaterial;
621
+
622
+ const blurUniforms = blurMaterial.uniforms;
623
+
624
+ const pixels = this._sizeLods[ lodIn ] - 1;
625
+ const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
626
+ const sigmaPixels = sigmaRadians / radiansPerPixel;
627
+ const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
628
+
629
+ if ( samples > MAX_SAMPLES ) {
630
+
631
+ warn( `sigmaRadians, ${
632
+ sigmaRadians}, is too large and will clip, as it requested ${
633
+ samples} samples when the maximum is set to ${MAX_SAMPLES}` );
634
+
635
+ }
636
+
637
+ const weights = [];
638
+ let sum = 0;
639
+
640
+ for ( let i = 0; i < MAX_SAMPLES; ++ i ) {
641
+
642
+ const x = i / sigmaPixels;
643
+ const weight = Math.exp( - x * x / 2 );
644
+ weights.push( weight );
645
+
646
+ if ( i === 0 ) {
647
+
648
+ sum += weight;
649
+
650
+ } else if ( i < samples ) {
651
+
652
+ sum += 2 * weight;
653
+
654
+ }
655
+
656
+ }
657
+
658
+ for ( let i = 0; i < weights.length; i ++ ) {
659
+
660
+ weights[ i ] = weights[ i ] / sum;
661
+
662
+ }
663
+
664
+ blurUniforms[ 'envMap' ].value = targetIn.texture;
665
+ blurUniforms[ 'samples' ].value = samples;
666
+ blurUniforms[ 'weights' ].value = weights;
667
+ blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
668
+
669
+ if ( poleAxis ) {
670
+
671
+ blurUniforms[ 'poleAxis' ].value = poleAxis;
672
+
673
+ }
674
+
675
+ const { _lodMax } = this;
676
+ blurUniforms[ 'dTheta' ].value = radiansPerPixel;
677
+ blurUniforms[ 'mipInt' ].value = _lodMax - lodIn;
678
+
679
+ const outputSize = this._sizeLods[ lodOut ];
680
+ const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );
681
+ const y = 4 * ( this._cubeSize - outputSize );
682
+
683
+ _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
684
+ renderer.setRenderTarget( targetOut );
685
+ renderer.render( blurMesh, _flatCamera );
686
+
687
+ }
688
+
689
+ }
690
+
691
+
692
+
693
+ function _createPlanes( lodMax ) {
694
+
695
+ const sizeLods = [];
696
+ const sigmas = [];
697
+ const lodMeshes = [];
698
+
699
+ let lod = lodMax;
700
+
701
+ const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
702
+
703
+ for ( let i = 0; i < totalLods; i ++ ) {
704
+
705
+ const sizeLod = Math.pow( 2, lod );
706
+ sizeLods.push( sizeLod );
707
+ let sigma = 1.0 / sizeLod;
708
+
709
+ if ( i > lodMax - LOD_MIN ) {
710
+
711
+ sigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];
712
+
713
+ } else if ( i === 0 ) {
714
+
715
+ sigma = 0;
716
+
717
+ }
718
+
719
+ sigmas.push( sigma );
720
+
721
+ const texelSize = 1.0 / ( sizeLod - 2 );
722
+ const min = - texelSize;
723
+ const max = 1 + texelSize;
724
+ const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
725
+
726
+ const cubeFaces = 6;
727
+ const vertices = 6;
728
+ const positionSize = 3;
729
+ const uvSize = 2;
730
+ const faceIndexSize = 1;
731
+
732
+ const position = new Float32Array( positionSize * vertices * cubeFaces );
733
+ const uv = new Float32Array( uvSize * vertices * cubeFaces );
734
+ const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
735
+
736
+ for ( let face = 0; face < cubeFaces; face ++ ) {
737
+
738
+ const x = ( face % 3 ) * 2 / 3 - 1;
739
+ const y = face > 2 ? 0 : - 1;
740
+ const coordinates = [
741
+ x, y, 0,
742
+ x + 2 / 3, y, 0,
743
+ x + 2 / 3, y + 1, 0,
744
+ x, y, 0,
745
+ x + 2 / 3, y + 1, 0,
746
+ x, y + 1, 0
747
+ ];
748
+ position.set( coordinates, positionSize * vertices * face );
749
+ uv.set( uv1, uvSize * vertices * face );
750
+ const fill = [ face, face, face, face, face, face ];
751
+ faceIndex.set( fill, faceIndexSize * vertices * face );
752
+
753
+ }
754
+
755
+ const planes = new BufferGeometry();
756
+ planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
757
+ planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
758
+ planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
759
+ lodMeshes.push( new Mesh( planes, null ) );
760
+
761
+ if ( lod > LOD_MIN ) {
762
+
763
+ lod --;
764
+
765
+ }
766
+
767
+ }
768
+
769
+ return { lodMeshes, sizeLods, sigmas };
770
+
771
+ }
772
+
773
+ function _createRenderTarget( width, height, params ) {
774
+
775
+ const cubeUVRenderTarget = new WebGLRenderTarget( width, height, params );
776
+ cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
777
+ cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
778
+ cubeUVRenderTarget.scissorTest = true;
779
+ return cubeUVRenderTarget;
780
+
781
+ }
782
+
783
+ function _setViewport( target, x, y, width, height ) {
784
+
785
+ target.viewport.set( x, y, width, height );
786
+ target.scissor.set( x, y, width, height );
787
+
788
+ }
789
+
790
+ function _getGGXShader( lodMax, width, height ) {
791
+
792
+ const shaderMaterial = new ShaderMaterial( {
793
+
794
+ name: 'PMREMGGXConvolution',
795
+
796
+ defines: {
797
+ 'GGX_SAMPLES': GGX_SAMPLES,
798
+ 'CUBEUV_TEXEL_WIDTH': 1.0 / width,
799
+ 'CUBEUV_TEXEL_HEIGHT': 1.0 / height,
800
+ 'CUBEUV_MAX_MIP': `${lodMax}.0`,
801
+ },
802
+
803
+ uniforms: {
804
+ 'envMap': { value: null },
805
+ 'roughness': { value: 0.0 },
806
+ 'mipInt': { value: 0 }
807
+ },
808
+
809
+ vertexShader: _getCommonVertexShader(),
810
+
811
+ fragmentShader: /* glsl */`
812
+
813
+ precision highp float;
814
+ precision highp int;
815
+
816
+ varying vec3 vOutputDirection;
817
+
818
+ uniform sampler2D envMap;
819
+ uniform float roughness;
820
+ uniform float mipInt;
821
+
822
+ #define ENVMAP_TYPE_CUBE_UV
823
+ #include <cube_uv_reflection_fragment>
824
+
825
+ #define PI 3.14159265359
826
+
827
+ // Van der Corput radical inverse
828
+ float radicalInverse_VdC(uint bits) {
829
+ bits = (bits << 16u) | (bits >> 16u);
830
+ bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
831
+ bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
832
+ bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
833
+ bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
834
+ return float(bits) * 2.3283064365386963e-10; // / 0x100000000
835
+ }
836
+
837
+ // Hammersley sequence
838
+ vec2 hammersley(uint i, uint N) {
839
+ return vec2(float(i) / float(N), radicalInverse_VdC(i));
840
+ }
841
+
842
+ // GGX VNDF importance sampling (Eric Heitz 2018)
843
+ // "Sampling the GGX Distribution of Visible Normals"
844
+ // https://jcgt.org/published/0007/04/01/
845
+ vec3 importanceSampleGGX_VNDF(vec2 Xi, vec3 V, float roughness) {
846
+ float alpha = roughness * roughness;
847
+
848
+ // Section 4.1: Orthonormal basis
849
+ vec3 T1 = vec3(1.0, 0.0, 0.0);
850
+ vec3 T2 = cross(V, T1);
851
+
852
+ // Section 4.2: Parameterization of projected area
853
+ float r = sqrt(Xi.x);
854
+ float phi = 2.0 * PI * Xi.y;
855
+ float t1 = r * cos(phi);
856
+ float t2 = r * sin(phi);
857
+ float s = 0.5 * (1.0 + V.z);
858
+ t2 = (1.0 - s) * sqrt(1.0 - t1 * t1) + s * t2;
859
+
860
+ // Section 4.3: Reprojection onto hemisphere
861
+ vec3 Nh = t1 * T1 + t2 * T2 + sqrt(max(0.0, 1.0 - t1 * t1 - t2 * t2)) * V;
862
+
863
+ // Section 3.4: Transform back to ellipsoid configuration
864
+ return normalize(vec3(alpha * Nh.x, alpha * Nh.y, max(0.0, Nh.z)));
865
+ }
866
+
867
+ void main() {
868
+ vec3 N = normalize(vOutputDirection);
869
+ vec3 V = N; // Assume view direction equals normal for pre-filtering
870
+
871
+ vec3 prefilteredColor = vec3(0.0);
872
+ float totalWeight = 0.0;
873
+
874
+ // For very low roughness, just sample the environment directly
875
+ if (roughness < 0.001) {
876
+ gl_FragColor = vec4(bilinearCubeUV(envMap, N, mipInt), 1.0);
877
+ return;
878
+ }
879
+
880
+ // Tangent space basis for VNDF sampling
881
+ vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
882
+ vec3 tangent = normalize(cross(up, N));
883
+ vec3 bitangent = cross(N, tangent);
884
+
885
+ for(uint i = 0u; i < uint(GGX_SAMPLES); i++) {
886
+ vec2 Xi = hammersley(i, uint(GGX_SAMPLES));
887
+
888
+ // For PMREM, V = N, so in tangent space V is always (0, 0, 1)
889
+ vec3 H_tangent = importanceSampleGGX_VNDF(Xi, vec3(0.0, 0.0, 1.0), roughness);
890
+
891
+ // Transform H back to world space
892
+ vec3 H = normalize(tangent * H_tangent.x + bitangent * H_tangent.y + N * H_tangent.z);
893
+ vec3 L = normalize(2.0 * dot(V, H) * H - V);
894
+
895
+ float NdotL = max(dot(N, L), 0.0);
896
+
897
+ if(NdotL > 0.0) {
898
+ // Sample environment at fixed mip level
899
+ // VNDF importance sampling handles the distribution filtering
900
+ vec3 sampleColor = bilinearCubeUV(envMap, L, mipInt);
901
+
902
+ // Weight by NdotL for the split-sum approximation
903
+ // VNDF PDF naturally accounts for the visible microfacet distribution
904
+ prefilteredColor += sampleColor * NdotL;
905
+ totalWeight += NdotL;
906
+ }
907
+ }
908
+
909
+ if (totalWeight > 0.0) {
910
+ prefilteredColor = prefilteredColor / totalWeight;
911
+ }
912
+
913
+ gl_FragColor = vec4(prefilteredColor, 1.0);
914
+ }
915
+ `,
916
+
917
+ blending: NoBlending,
918
+ depthTest: false,
919
+ depthWrite: false
920
+
921
+ } );
922
+
923
+ return shaderMaterial;
924
+
925
+ }
926
+
927
+ function _getBlurShader( lodMax, width, height ) {
928
+
929
+ const weights = new Float32Array( MAX_SAMPLES );
930
+ const poleAxis = new Vector3( 0, 1, 0 );
931
+ const shaderMaterial = new ShaderMaterial( {
932
+
933
+ name: 'SphericalGaussianBlur',
934
+
935
+ defines: {
936
+ 'n': MAX_SAMPLES,
937
+ 'CUBEUV_TEXEL_WIDTH': 1.0 / width,
938
+ 'CUBEUV_TEXEL_HEIGHT': 1.0 / height,
939
+ 'CUBEUV_MAX_MIP': `${lodMax}.0`,
940
+ },
941
+
942
+ uniforms: {
943
+ 'envMap': { value: null },
944
+ 'samples': { value: 1 },
945
+ 'weights': { value: weights },
946
+ 'latitudinal': { value: false },
947
+ 'dTheta': { value: 0 },
948
+ 'mipInt': { value: 0 },
949
+ 'poleAxis': { value: poleAxis }
950
+ },
951
+
952
+ vertexShader: _getCommonVertexShader(),
953
+
954
+ fragmentShader: /* glsl */`
955
+
956
+ precision mediump float;
957
+ precision mediump int;
958
+
959
+ varying vec3 vOutputDirection;
960
+
961
+ uniform sampler2D envMap;
962
+ uniform int samples;
963
+ uniform float weights[ n ];
964
+ uniform bool latitudinal;
965
+ uniform float dTheta;
966
+ uniform float mipInt;
967
+ uniform vec3 poleAxis;
968
+
969
+ #define ENVMAP_TYPE_CUBE_UV
970
+ #include <cube_uv_reflection_fragment>
971
+
972
+ vec3 getSample( float theta, vec3 axis ) {
973
+
974
+ float cosTheta = cos( theta );
975
+ // Rodrigues' axis-angle rotation
976
+ vec3 sampleDirection = vOutputDirection * cosTheta
977
+ + cross( axis, vOutputDirection ) * sin( theta )
978
+ + axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );
979
+
980
+ return bilinearCubeUV( envMap, sampleDirection, mipInt );
981
+
982
+ }
983
+
984
+ void main() {
985
+
986
+ vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );
987
+
988
+ if ( all( equal( axis, vec3( 0.0 ) ) ) ) {
989
+
990
+ axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );
991
+
992
+ }
993
+
994
+ axis = normalize( axis );
995
+
996
+ gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
997
+ gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );
998
+
999
+ for ( int i = 1; i < n; i++ ) {
1000
+
1001
+ if ( i >= samples ) {
1002
+
1003
+ break;
1004
+
1005
+ }
1006
+
1007
+ float theta = dTheta * float( i );
1008
+ gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );
1009
+ gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );
1010
+
1011
+ }
1012
+
1013
+ }
1014
+ `,
1015
+
1016
+ blending: NoBlending,
1017
+ depthTest: false,
1018
+ depthWrite: false
1019
+
1020
+ } );
1021
+
1022
+ return shaderMaterial;
1023
+
1024
+ }
1025
+
1026
+ function _getEquirectMaterial() {
1027
+
1028
+ return new ShaderMaterial( {
1029
+
1030
+ name: 'EquirectangularToCubeUV',
1031
+
1032
+ uniforms: {
1033
+ 'envMap': { value: null }
1034
+ },
1035
+
1036
+ vertexShader: _getCommonVertexShader(),
1037
+
1038
+ fragmentShader: /* glsl */`
1039
+
1040
+ precision mediump float;
1041
+ precision mediump int;
1042
+
1043
+ varying vec3 vOutputDirection;
1044
+
1045
+ uniform sampler2D envMap;
1046
+
1047
+ #include <common>
1048
+
1049
+ void main() {
1050
+
1051
+ vec3 outputDirection = normalize( vOutputDirection );
1052
+ vec2 uv = equirectUv( outputDirection );
1053
+
1054
+ gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );
1055
+
1056
+ }
1057
+ `,
1058
+
1059
+ blending: NoBlending,
1060
+ depthTest: false,
1061
+ depthWrite: false
1062
+
1063
+ } );
1064
+
1065
+ }
1066
+
1067
+ function _getCubemapMaterial() {
1068
+
1069
+ return new ShaderMaterial( {
1070
+
1071
+ name: 'CubemapToCubeUV',
1072
+
1073
+ uniforms: {
1074
+ 'envMap': { value: null },
1075
+ 'flipEnvMap': { value: - 1 }
1076
+ },
1077
+
1078
+ vertexShader: _getCommonVertexShader(),
1079
+
1080
+ fragmentShader: /* glsl */`
1081
+
1082
+ precision mediump float;
1083
+ precision mediump int;
1084
+
1085
+ uniform float flipEnvMap;
1086
+
1087
+ varying vec3 vOutputDirection;
1088
+
1089
+ uniform samplerCube envMap;
1090
+
1091
+ void main() {
1092
+
1093
+ gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );
1094
+
1095
+ }
1096
+ `,
1097
+
1098
+ blending: NoBlending,
1099
+ depthTest: false,
1100
+ depthWrite: false
1101
+
1102
+ } );
1103
+
1104
+ }
1105
+
1106
+ function _getCommonVertexShader() {
1107
+
1108
+ return /* glsl */`
1109
+
1110
+ precision mediump float;
1111
+ precision mediump int;
1112
+
1113
+ attribute float faceIndex;
1114
+
1115
+ varying vec3 vOutputDirection;
1116
+
1117
+ // RH coordinate system; PMREM face-indexing convention
1118
+ vec3 getDirection( vec2 uv, float face ) {
1119
+
1120
+ uv = 2.0 * uv - 1.0;
1121
+
1122
+ vec3 direction = vec3( uv, 1.0 );
1123
+
1124
+ if ( face == 0.0 ) {
1125
+
1126
+ direction = direction.zyx; // ( 1, v, u ) pos x
1127
+
1128
+ } else if ( face == 1.0 ) {
1129
+
1130
+ direction = direction.xzy;
1131
+ direction.xz *= -1.0; // ( -u, 1, -v ) pos y
1132
+
1133
+ } else if ( face == 2.0 ) {
1134
+
1135
+ direction.x *= -1.0; // ( -u, v, 1 ) pos z
1136
+
1137
+ } else if ( face == 3.0 ) {
1138
+
1139
+ direction = direction.zyx;
1140
+ direction.xz *= -1.0; // ( -1, v, -u ) neg x
1141
+
1142
+ } else if ( face == 4.0 ) {
1143
+
1144
+ direction = direction.xzy;
1145
+ direction.xy *= -1.0; // ( -u, -1, v ) neg y
1146
+
1147
+ } else if ( face == 5.0 ) {
1148
+
1149
+ direction.z *= -1.0; // ( u, v, -1 ) neg z
1150
+
1151
+ }
1152
+
1153
+ return direction;
1154
+
1155
+ }
1156
+
1157
+ void main() {
1158
+
1159
+ vOutputDirection = getDirection( uv, faceIndex );
1160
+ gl_Position = vec4( position, 1.0 );
1161
+
1162
+ }
1163
+ `;
1164
+
1165
+ }
1166
+
1167
+ export { PMREMGenerator };