@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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@@ -0,0 +1,325 @@
1
+ import ShadowNode from './ShadowNode.js';
2
+ import { uniform } from '../core/UniformNode.js';
3
+ import { float, vec3, If, Fn } from '../tsl/TSLBase.js';
4
+ import { reference } from '../accessors/ReferenceNode.js';
5
+ import { cubeTexture } from '../accessors/CubeTextureNode.js';
6
+ import { renderGroup } from '../core/UniformGroupNode.js';
7
+ import { Matrix4 } from '../../math/Matrix4.js';
8
+ import { Vector3 } from '../../math/Vector3.js';
9
+ import { Color } from '../../math/Color.js';
10
+ import { BasicShadowMap, GreaterEqualCompare, LessEqualCompare, WebGPUCoordinateSystem } from '../../constants.js';
11
+ import { CubeDepthTexture } from '../../textures/CubeDepthTexture.js';
12
+ import { screenCoordinate } from '../display/ScreenNode.js';
13
+ import { interleavedGradientNoise, vogelDiskSample } from '../utils/PostProcessingUtils.js';
14
+ import { abs, normalize, cross } from '../math/MathNode.js';
15
+ import { viewZToPerspectiveDepth, viewZToReversedPerspectiveDepth } from '../display/ViewportDepthNode.js';
16
+
17
+ const _clearColor = /*@__PURE__*/ new Color();
18
+ const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
19
+ const _lightPositionWorld = /*@__PURE__*/ new Vector3();
20
+ const _lookTarget = /*@__PURE__*/ new Vector3();
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+
22
+ // Cube map face directions and up vectors for point light shadows
23
+ // Face order: +X, -X, +Y, -Y, +Z, -Z
24
+ // WebGPU coordinate system - Y faces swapped to match texture sampling convention
25
+ const _cubeDirectionsWebGPU = [
26
+ /*@__PURE__*/ new Vector3( 1, 0, 0 ), /*@__PURE__*/ new Vector3( - 1, 0, 0 ), /*@__PURE__*/ new Vector3( 0, - 1, 0 ),
27
+ /*@__PURE__*/ new Vector3( 0, 1, 0 ), /*@__PURE__*/ new Vector3( 0, 0, 1 ), /*@__PURE__*/ new Vector3( 0, 0, - 1 )
28
+ ];
29
+
30
+ const _cubeUpsWebGPU = [
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+ /*@__PURE__*/ new Vector3( 0, - 1, 0 ), /*@__PURE__*/ new Vector3( 0, - 1, 0 ), /*@__PURE__*/ new Vector3( 0, 0, - 1 ),
32
+ /*@__PURE__*/ new Vector3( 0, 0, 1 ), /*@__PURE__*/ new Vector3( 0, - 1, 0 ), /*@__PURE__*/ new Vector3( 0, - 1, 0 )
33
+ ];
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+
35
+ // WebGL coordinate system - standard OpenGL convention
36
+ const _cubeDirectionsWebGL = [
37
+ /*@__PURE__*/ new Vector3( 1, 0, 0 ), /*@__PURE__*/ new Vector3( - 1, 0, 0 ), /*@__PURE__*/ new Vector3( 0, 1, 0 ),
38
+ /*@__PURE__*/ new Vector3( 0, - 1, 0 ), /*@__PURE__*/ new Vector3( 0, 0, 1 ), /*@__PURE__*/ new Vector3( 0, 0, - 1 )
39
+ ];
40
+
41
+ const _cubeUpsWebGL = [
42
+ /*@__PURE__*/ new Vector3( 0, - 1, 0 ), /*@__PURE__*/ new Vector3( 0, - 1, 0 ), /*@__PURE__*/ new Vector3( 0, 0, 1 ),
43
+ /*@__PURE__*/ new Vector3( 0, 0, - 1 ), /*@__PURE__*/ new Vector3( 0, - 1, 0 ), /*@__PURE__*/ new Vector3( 0, - 1, 0 )
44
+ ];
45
+
46
+ export const BasicPointShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, bd3D, dp } ) => {
47
+
48
+ return cubeTexture( depthTexture, bd3D ).compare( dp );
49
+
50
+ } );
51
+
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+ /**
53
+ * A shadow filtering function for point lights using Vogel disk sampling and IGN.
54
+ *
55
+ * Uses 5 samples distributed via Vogel disk pattern in tangent space around the
56
+ * sample direction, rotated per-pixel using Interleaved Gradient Noise (IGN).
57
+ *
58
+ * @method
59
+ * @param {Object} inputs - The input parameter object.
60
+ * @param {CubeDepthTexture} inputs.depthTexture - A reference to the shadow cube map.
61
+ * @param {Node<vec3>} inputs.bd3D - The normalized direction from light to fragment.
62
+ * @param {Node<float>} inputs.dp - The depth value to compare against.
63
+ * @param {LightShadow} inputs.shadow - The light shadow.
64
+ * @return {Node<float>} The filtering result.
65
+ */
66
+ export const PointShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, bd3D, dp, shadow } ) => {
67
+
68
+ const radius = reference( 'radius', 'float', shadow ).setGroup( renderGroup );
69
+ const mapSize = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
70
+
71
+ const texelSize = radius.div( mapSize.x );
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+
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+ // Build a tangent-space coordinate system for applying offsets
74
+ const absDir = abs( bd3D );
75
+ const tangent = normalize( cross( bd3D, absDir.x.greaterThan( absDir.z ).select( vec3( 0, 1, 0 ), vec3( 1, 0, 0 ) ) ) );
76
+ const bitangent = cross( bd3D, tangent );
77
+
78
+ // Use IGN to rotate sampling pattern per pixel (phi = IGN * 2π)
79
+ const phi = interleavedGradientNoise( screenCoordinate.xy ).mul( 6.28318530718 );
80
+
81
+ // 5 samples using Vogel disk distribution in tangent space
82
+ const sample0 = vogelDiskSample( 0, 5, phi );
83
+ const sample1 = vogelDiskSample( 1, 5, phi );
84
+ const sample2 = vogelDiskSample( 2, 5, phi );
85
+ const sample3 = vogelDiskSample( 3, 5, phi );
86
+ const sample4 = vogelDiskSample( 4, 5, phi );
87
+
88
+ return cubeTexture( depthTexture, bd3D.add( tangent.mul( sample0.x ).add( bitangent.mul( sample0.y ) ).mul( texelSize ) ) ).compare( dp )
89
+ .add( cubeTexture( depthTexture, bd3D.add( tangent.mul( sample1.x ).add( bitangent.mul( sample1.y ) ).mul( texelSize ) ) ).compare( dp ) )
90
+ .add( cubeTexture( depthTexture, bd3D.add( tangent.mul( sample2.x ).add( bitangent.mul( sample2.y ) ).mul( texelSize ) ) ).compare( dp ) )
91
+ .add( cubeTexture( depthTexture, bd3D.add( tangent.mul( sample3.x ).add( bitangent.mul( sample3.y ) ).mul( texelSize ) ) ).compare( dp ) )
92
+ .add( cubeTexture( depthTexture, bd3D.add( tangent.mul( sample4.x ).add( bitangent.mul( sample4.y ) ).mul( texelSize ) ) ).compare( dp ) )
93
+ .mul( 1.0 / 5.0 );
94
+
95
+ } );
96
+
97
+ const pointShadowFilter = /*@__PURE__*/ Fn( ( { filterFn, depthTexture, shadowCoord, shadow }, builder ) => {
98
+
99
+ // for point lights, the uniform @vShadowCoord is re-purposed to hold
100
+ // the vector from the light to the world-space position of the fragment.
101
+ const shadowPosition = shadowCoord.xyz.toConst();
102
+ const shadowPositionAbs = shadowPosition.abs().toConst();
103
+ const viewZ = shadowPositionAbs.x.max( shadowPositionAbs.y ).max( shadowPositionAbs.z );
104
+
105
+ const shadowCameraNear = uniform( 'float' ).setGroup( renderGroup ).onRenderUpdate( () => shadow.camera.near );
106
+ const shadowCameraFar = uniform( 'float' ).setGroup( renderGroup ).onRenderUpdate( () => shadow.camera.far );
107
+ const bias = reference( 'bias', 'float', shadow ).setGroup( renderGroup );
108
+
109
+ const result = float( 1.0 ).toVar();
110
+
111
+ If( viewZ.sub( shadowCameraFar ).lessThanEqual( 0.0 ).and( viewZ.sub( shadowCameraNear ).greaterThanEqual( 0.0 ) ), () => {
112
+
113
+ let dp;
114
+
115
+ if ( builder.renderer.reversedDepthBuffer ) {
116
+
117
+ dp = viewZToReversedPerspectiveDepth( viewZ.negate(), shadowCameraNear, shadowCameraFar );
118
+ dp.subAssign( bias );
119
+
120
+ } else {
121
+
122
+ dp = viewZToPerspectiveDepth( viewZ.negate(), shadowCameraNear, shadowCameraFar );
123
+ dp.addAssign( bias );
124
+
125
+ }
126
+
127
+ // bd3D = base direction 3D (direction from light to fragment)
128
+ const bd3D = shadowPosition.normalize();
129
+
130
+ // percentage-closer filtering using cube texture sampling
131
+ result.assign( filterFn( { depthTexture, bd3D, dp, shadow } ) );
132
+
133
+ } );
134
+
135
+ return result;
136
+
137
+ } );
138
+
139
+
140
+ /**
141
+ * Represents the shadow implementation for point light nodes.
142
+ *
143
+ * @augments ShadowNode
144
+ */
145
+ class PointShadowNode extends ShadowNode {
146
+
147
+ static get type() {
148
+
149
+ return 'PointShadowNode';
150
+
151
+ }
152
+
153
+ /**
154
+ * Constructs a new point shadow node.
155
+ *
156
+ * @param {PointLight} light - The shadow casting point light.
157
+ * @param {?PointLightShadow} [shadow=null] - An optional point light shadow.
158
+ */
159
+ constructor( light, shadow = null ) {
160
+
161
+ super( light, shadow );
162
+
163
+ }
164
+
165
+ /**
166
+ * Overwrites the default implementation to return point light shadow specific
167
+ * filtering functions.
168
+ *
169
+ * @param {number} type - The shadow type.
170
+ * @return {Function} The filtering function.
171
+ */
172
+ getShadowFilterFn( type ) {
173
+
174
+ return type === BasicShadowMap ? BasicPointShadowFilter : PointShadowFilter;
175
+
176
+ }
177
+
178
+ /**
179
+ * Overwrites the default implementation so the unaltered shadow position is used.
180
+ *
181
+ * @param {NodeBuilder} builder - A reference to the current node builder.
182
+ * @param {Node<vec3>} shadowPosition - A node representing the shadow position.
183
+ * @return {Node<vec3>} The shadow coordinates.
184
+ */
185
+ setupShadowCoord( builder, shadowPosition ) {
186
+
187
+ return shadowPosition;
188
+
189
+ }
190
+
191
+ /**
192
+ * Overwrites the default implementation to only use point light specific
193
+ * shadow filter functions.
194
+ *
195
+ * @param {NodeBuilder} builder - A reference to the current node builder.
196
+ * @param {Object} inputs - A configuration object that defines the shadow filtering.
197
+ * @param {Function} inputs.filterFn - This function defines the filtering type of the shadow map e.g. PCF.
198
+ * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's depth texture.
199
+ * @param {Node<vec3>} inputs.shadowCoord - Shadow coordinates which are used to sample from the shadow map.
200
+ * @param {LightShadow} inputs.shadow - The light shadow.
201
+ * @return {Node<float>} The result node of the shadow filtering.
202
+ */
203
+ setupShadowFilter( builder, { filterFn, depthTexture, shadowCoord, shadow } ) {
204
+
205
+ return pointShadowFilter( { filterFn, depthTexture, shadowCoord, shadow } );
206
+
207
+ }
208
+
209
+ /**
210
+ * Overwrites the default implementation to create a CubeRenderTarget with CubeDepthTexture.
211
+ *
212
+ * @param {LightShadow} shadow - The light shadow object.
213
+ * @param {NodeBuilder} builder - A reference to the current node builder.
214
+ * @return {Object} An object containing the shadow map and depth texture.
215
+ */
216
+ setupRenderTarget( shadow, builder ) {
217
+
218
+ const depthTexture = new CubeDepthTexture( shadow.mapSize.width );
219
+ depthTexture.name = 'PointShadowDepthTexture';
220
+ depthTexture.compareFunction = builder.renderer.reversedDepthBuffer ? GreaterEqualCompare : LessEqualCompare;
221
+
222
+ const shadowMap = builder.createCubeRenderTarget( shadow.mapSize.width );
223
+ shadowMap.texture.name = 'PointShadowMap';
224
+ shadowMap.depthTexture = depthTexture;
225
+
226
+ return { shadowMap, depthTexture };
227
+
228
+ }
229
+
230
+ /**
231
+ * Overwrites the default implementation with point light specific
232
+ * rendering code.
233
+ *
234
+ * @param {NodeFrame} frame - A reference to the current node frame.
235
+ */
236
+ renderShadow( frame ) {
237
+
238
+ const { shadow, shadowMap, light } = this;
239
+ const { renderer, scene } = frame;
240
+
241
+ const camera = shadow.camera;
242
+ const shadowMatrix = shadow.matrix;
243
+
244
+ // Select cube directions/ups based on coordinate system
245
+ const isWebGPU = renderer.coordinateSystem === WebGPUCoordinateSystem;
246
+ const cubeDirections = isWebGPU ? _cubeDirectionsWebGPU : _cubeDirectionsWebGL;
247
+ const cubeUps = isWebGPU ? _cubeUpsWebGPU : _cubeUpsWebGL;
248
+
249
+ shadowMap.setSize( shadow.mapSize.width, shadow.mapSize.width );
250
+
251
+ //
252
+
253
+ const previousAutoClear = renderer.autoClear;
254
+
255
+ const previousClearColor = renderer.getClearColor( _clearColor );
256
+ const previousClearAlpha = renderer.getClearAlpha();
257
+
258
+ renderer.autoClear = false;
259
+ renderer.setClearColor( shadow.clearColor, shadow.clearAlpha );
260
+
261
+ // Render each cube face
262
+ for ( let face = 0; face < 6; face ++ ) {
263
+
264
+ // Set render target to the specific cube face
265
+ renderer.setRenderTarget( shadowMap, face );
266
+ renderer.clear();
267
+
268
+ // Update shadow camera matrices for this face
269
+
270
+ const far = light.distance || camera.far;
271
+
272
+ if ( far !== camera.far ) {
273
+
274
+ camera.far = far;
275
+ camera.updateProjectionMatrix();
276
+
277
+ }
278
+
279
+ _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
280
+ camera.position.copy( _lightPositionWorld );
281
+
282
+ _lookTarget.copy( camera.position );
283
+ _lookTarget.add( cubeDirections[ face ] );
284
+ camera.up.copy( cubeUps[ face ] );
285
+ camera.lookAt( _lookTarget );
286
+ camera.updateMatrixWorld();
287
+
288
+ shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
289
+
290
+ _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
291
+ shadow._frustum.setFromProjectionMatrix( _projScreenMatrix, camera.coordinateSystem, camera.reversedDepth );
292
+
293
+ //
294
+
295
+ const currentSceneName = scene.name;
296
+
297
+ scene.name = `Point Light Shadow [ ${ light.name || 'ID: ' + light.id } ] - Face ${ face + 1 }`;
298
+
299
+ renderer.render( scene, camera );
300
+
301
+ scene.name = currentSceneName;
302
+
303
+ }
304
+
305
+ //
306
+
307
+ renderer.autoClear = previousAutoClear;
308
+ renderer.setClearColor( previousClearColor, previousClearAlpha );
309
+
310
+ }
311
+
312
+ }
313
+
314
+ export default PointShadowNode;
315
+
316
+ /**
317
+ * TSL function for creating an instance of `PointShadowNode`.
318
+ *
319
+ * @tsl
320
+ * @function
321
+ * @param {PointLight} light - The shadow casting point light.
322
+ * @param {?PointLightShadow} [shadow=null] - An optional point light shadow.
323
+ * @return {PointShadowNode} The created point shadow node.
324
+ */
325
+ export const pointShadow = ( light, shadow ) => new PointShadowNode( light, shadow );
@@ -0,0 +1,91 @@
1
+ import SpotLightNode from './SpotLightNode.js';
2
+
3
+ import { float, Fn, If, vec2 } from '../tsl/TSLCore.js';
4
+ import { length, min, max, saturate, acos } from '../math/MathNode.js';
5
+ import { div, sub } from '../math/OperatorNode.js';
6
+ import { lightShadowMatrix } from '../accessors/Lights.js';
7
+ import { positionWorld } from '../accessors/Position.js';
8
+
9
+ const sdBox = /*@__PURE__*/ Fn( ( [ p, b ] ) => {
10
+
11
+ const d = p.abs().sub( b );
12
+
13
+ return length( max( d, 0.0 ) ).add( min( max( d.x, d.y ), 0.0 ) );
14
+
15
+ } );
16
+
17
+ /**
18
+ * An implementation of a projector light node.
19
+ *
20
+ * @augments SpotLightNode
21
+ */
22
+ class ProjectorLightNode extends SpotLightNode {
23
+
24
+ static get type() {
25
+
26
+ return 'ProjectorLightNode';
27
+
28
+ }
29
+
30
+ update( frame ) {
31
+
32
+ super.update( frame );
33
+
34
+ const light = this.light;
35
+
36
+ this.penumbraCosNode.value = Math.min( Math.cos( light.angle * ( 1 - light.penumbra ) ), .99999 );
37
+
38
+ if ( light.aspect === null ) {
39
+
40
+ let aspect = 1;
41
+
42
+ if ( light.map !== null ) {
43
+
44
+ aspect = light.map.width / light.map.height;
45
+
46
+ }
47
+
48
+ light.shadow.aspect = aspect;
49
+
50
+ } else {
51
+
52
+ light.shadow.aspect = light.aspect;
53
+
54
+ }
55
+
56
+ }
57
+
58
+ /**
59
+ * Overwrites the default implementation to compute projection attenuation.
60
+ *
61
+ * @param {NodeBuilder} builder - The node builder.
62
+ * @return {Node<float>} The spot attenuation.
63
+ */
64
+ getSpotAttenuation( builder ) {
65
+
66
+ const attenuation = float( 0 );
67
+ const penumbraCos = this.penumbraCosNode;
68
+
69
+ // compute the fragment's position in the light's clip space
70
+
71
+ const spotLightCoord = lightShadowMatrix( this.light ).mul( builder.context.positionWorld || positionWorld );
72
+
73
+ // the sign of w determines whether the current fragment is in front or behind the light.
74
+ // to avoid a back-projection, it's important to only compute an attenuation if w is positive
75
+
76
+ If( spotLightCoord.w.greaterThan( 0 ), () => {
77
+
78
+ const projectionUV = spotLightCoord.xyz.div( spotLightCoord.w );
79
+ const boxDist = sdBox( projectionUV.xy.sub( vec2( 0.5 ) ), vec2( 0.5 ) );
80
+ const angleFactor = div( - 1.0, sub( 1.0, acos( penumbraCos ) ).sub( 1.0 ) );
81
+ attenuation.assign( saturate( boxDist.mul( - 2.0 ).mul( angleFactor ) ) );
82
+
83
+ } );
84
+
85
+ return attenuation;
86
+
87
+ }
88
+
89
+ }
90
+
91
+ export default ProjectorLightNode;
@@ -0,0 +1,133 @@
1
+ import AnalyticLightNode from './AnalyticLightNode.js';
2
+ import { texture } from '../accessors/TextureNode.js';
3
+ import { uniform } from '../core/UniformNode.js';
4
+ import { lightViewPosition } from '../accessors/Lights.js';
5
+ import { renderGroup } from '../core/UniformGroupNode.js';
6
+
7
+ import { Matrix4 } from '../../math/Matrix4.js';
8
+ import { Vector3 } from '../../math/Vector3.js';
9
+ import { NodeUpdateType } from '../core/constants.js';
10
+
11
+ const _matrix41 = /*@__PURE__*/ new Matrix4();
12
+ const _matrix42 = /*@__PURE__*/ new Matrix4();
13
+
14
+ let _ltcLib = null;
15
+
16
+ /**
17
+ * Module for representing rect area lights as nodes.
18
+ *
19
+ * @augments AnalyticLightNode
20
+ */
21
+ class RectAreaLightNode extends AnalyticLightNode {
22
+
23
+ static get type() {
24
+
25
+ return 'RectAreaLightNode';
26
+
27
+ }
28
+
29
+ /**
30
+ * Constructs a new rect area light node.
31
+ *
32
+ * @param {?RectAreaLight} [light=null] - The rect area light source.
33
+ */
34
+ constructor( light = null ) {
35
+
36
+ super( light );
37
+
38
+ /**
39
+ * Uniform node representing the half height of the are light.
40
+ *
41
+ * @type {UniformNode<vec3>}
42
+ */
43
+ this.halfHeight = uniform( new Vector3() ).setGroup( renderGroup );
44
+
45
+ /**
46
+ * Uniform node representing the half width of the are light.
47
+ *
48
+ * @type {UniformNode<vec3>}
49
+ */
50
+ this.halfWidth = uniform( new Vector3() ).setGroup( renderGroup );
51
+
52
+ /**
53
+ * The `updateType` is set to `NodeUpdateType.RENDER` since the light
54
+ * relies on `viewMatrix` which might vary per render call.
55
+ *
56
+ * @type {string}
57
+ * @default 'render'
58
+ */
59
+ this.updateType = NodeUpdateType.RENDER;
60
+
61
+ }
62
+
63
+ /**
64
+ * Overwritten to updated rect area light specific uniforms.
65
+ *
66
+ * @param {NodeFrame} frame - A reference to the current node frame.
67
+ */
68
+ update( frame ) {
69
+
70
+ super.update( frame );
71
+
72
+ const { light } = this;
73
+
74
+ const viewMatrix = frame.camera.matrixWorldInverse;
75
+
76
+ _matrix42.identity();
77
+ _matrix41.copy( light.matrixWorld );
78
+ _matrix41.premultiply( viewMatrix );
79
+ _matrix42.extractRotation( _matrix41 );
80
+
81
+ this.halfWidth.value.set( light.width * 0.5, 0.0, 0.0 );
82
+ this.halfHeight.value.set( 0.0, light.height * 0.5, 0.0 );
83
+
84
+ this.halfWidth.value.applyMatrix4( _matrix42 );
85
+ this.halfHeight.value.applyMatrix4( _matrix42 );
86
+
87
+ }
88
+
89
+ setupDirectRectArea( builder ) {
90
+
91
+ let ltc_1, ltc_2;
92
+
93
+ if ( builder.isAvailable( 'float32Filterable' ) ) {
94
+
95
+ ltc_1 = texture( _ltcLib.LTC_FLOAT_1 );
96
+ ltc_2 = texture( _ltcLib.LTC_FLOAT_2 );
97
+
98
+ } else {
99
+
100
+ ltc_1 = texture( _ltcLib.LTC_HALF_1 );
101
+ ltc_2 = texture( _ltcLib.LTC_HALF_2 );
102
+
103
+ }
104
+
105
+ const { colorNode, light } = this;
106
+
107
+ const lightPosition = lightViewPosition( light );
108
+
109
+ return {
110
+ lightColor: colorNode,
111
+ lightPosition,
112
+ halfWidth: this.halfWidth,
113
+ halfHeight: this.halfHeight,
114
+ ltc_1,
115
+ ltc_2
116
+ };
117
+
118
+ }
119
+
120
+ /**
121
+ * Used to configure the internal BRDF approximation texture data.
122
+ *
123
+ * @param {RectAreaLightTexturesLib} ltc - The BRDF approximation texture data.
124
+ */
125
+ static setLTC( ltc ) {
126
+
127
+ _ltcLib = ltc;
128
+
129
+ }
130
+
131
+ }
132
+
133
+ export default RectAreaLightNode;
@@ -0,0 +1,81 @@
1
+ import Node from '../core/Node.js';
2
+ import { NodeUpdateType } from '../core/constants.js';
3
+ import { property } from '../tsl/TSLBase.js';
4
+ import { positionWorld } from '../accessors/Position.js';
5
+
6
+ /**
7
+ * Base class for all shadow nodes.
8
+ *
9
+ * Shadow nodes encapsulate shadow related logic and are always coupled to lighting nodes.
10
+ * Lighting nodes might share the same shadow node type or use specific ones depending on
11
+ * their requirements.
12
+ *
13
+ * @augments Node
14
+ */
15
+ class ShadowBaseNode extends Node {
16
+
17
+ static get type() {
18
+
19
+ return 'ShadowBaseNode';
20
+
21
+ }
22
+
23
+ /**
24
+ * Constructs a new shadow base node.
25
+ *
26
+ * @param {Light} light - The shadow casting light.
27
+ */
28
+ constructor( light ) {
29
+
30
+ super();
31
+
32
+ /**
33
+ * The shadow casting light.
34
+ *
35
+ * @type {Light}
36
+ */
37
+ this.light = light;
38
+
39
+ /**
40
+ * Overwritten since shadows are updated by default per render.
41
+ *
42
+ * @type {string}
43
+ * @default 'render'
44
+ */
45
+ this.updateBeforeType = NodeUpdateType.RENDER;
46
+
47
+ /**
48
+ * This flag can be used for type testing.
49
+ *
50
+ * @type {boolean}
51
+ * @readonly
52
+ * @default true
53
+ */
54
+ this.isShadowBaseNode = true;
55
+
56
+ }
57
+
58
+ /**
59
+ * Setups the shadow position node which is by default the predefined TSL node object `shadowPositionWorld`.
60
+ *
61
+ * @param {NodeBuilder} object - A configuration object that must at least hold a material reference.
62
+ */
63
+ setupShadowPosition( { context, material } ) {
64
+
65
+ // Use assign inside an Fn()
66
+
67
+ shadowPositionWorld.assign( material.receivedShadowPositionNode || context.shadowPositionWorld || positionWorld );
68
+
69
+ }
70
+
71
+ }
72
+
73
+ /**
74
+ * TSL object that represents the vertex position in world space during the shadow pass.
75
+ *
76
+ * @tsl
77
+ * @type {Node<vec3>}
78
+ */
79
+ export const shadowPositionWorld = /*@__PURE__*/ property( 'vec3', 'shadowPositionWorld' );
80
+
81
+ export default ShadowBaseNode;