@needle-tools/engine 4.13.1-next.9fc3e64 → 4.14.0-next.31f837e
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/generateMeshBVH.worker-DFcS3P04.js +21 -0
- package/dist/{gltf-progressive-Dbi_Tfhb.js → gltf-progressive-8voIgNp_.js} +4 -4
- package/dist/{gltf-progressive-CaUGGjVL.umd.cjs → gltf-progressive-BRRBj-nY.umd.cjs} +1 -1
- package/dist/{gltf-progressive-DuAR0MQR.min.js → gltf-progressive-Dkh3tG4-.min.js} +1 -1
- package/dist/loader.worker-C6cXDgR1.js +23 -0
- package/dist/{materialx-BF23AVE8.umd.cjs → materialx-CxlgposR.umd.cjs} +1 -1
- package/dist/{materialx-fkoFuRh3.js → materialx-D66rYPqe.js} +2 -2
- package/dist/{materialx-B9ddsHcF.min.js → materialx-Dx8st96L.min.js} +1 -1
- package/dist/{needle-engine.bundle-Dqrh7aWw.umd.cjs → needle-engine.bundle-BQXG5qbQ.umd.cjs} +136 -143
- package/dist/{needle-engine.bundle-BZRE5G6O.js → needle-engine.bundle-Byl5i6zJ.js} +6120 -5904
- package/dist/{needle-engine.bundle-DwybonUg.min.js → needle-engine.bundle-D7w0XD7M.min.js} +147 -154
- package/dist/needle-engine.d.ts +61 -9
- package/dist/needle-engine.js +416 -415
- package/dist/needle-engine.min.js +1 -1
- package/dist/needle-engine.umd.cjs +1 -1
- package/dist/{postprocessing-DdM-tz1j.js → postprocessing-BkSpxpYB.js} +2 -2
- package/dist/{postprocessing-BVNrgYZK.min.js → postprocessing-Ce5-UWiA.min.js} +1 -1
- package/dist/{postprocessing-CI2TjWpu.umd.cjs → postprocessing-DFVElmAh.umd.cjs} +1 -1
- package/dist/{three-BW2s1Yl-.umd.cjs → three-Bad8p1pf.umd.cjs} +46 -46
- package/dist/{three-I__hSXzr.min.js → three-CWn13_u1.min.js} +33 -33
- package/dist/{three-VvRoMeIN.js → three-DFV1-P9z.js} +4209 -4209
- package/dist/{three-examples-BhfOE7NG.js → three-examples-43yqn3mL.js} +1 -1
- package/dist/{three-examples-Bpfu6ke_.umd.cjs → three-examples-CO-tx3Sp.umd.cjs} +1 -1
- package/dist/{three-examples-D8zAE_7t.min.js → three-examples-DKuJVGT4.min.js} +1 -1
- package/dist/{three-mesh-ui-BU55xDxJ.umd.cjs → three-mesh-ui-ChzVOraf.umd.cjs} +1 -1
- package/dist/{three-mesh-ui-C3QbemOV.min.js → three-mesh-ui-DyEA5HQF.min.js} +1 -1
- package/dist/{three-mesh-ui-CcMp-FQm.js → three-mesh-ui-fSAQJxdI.js} +1 -1
- package/dist/{vendor-COVQl0b8.umd.cjs → vendor-B51YffMU.umd.cjs} +1 -1
- package/dist/{vendor-BiyIZ61v.js → vendor-CgpZ5ivC.js} +1 -1
- package/dist/{vendor-DW7zqjuT.min.js → vendor-pe19S9r5.min.js} +1 -1
- package/lib/engine/api.d.ts +1 -0
- package/lib/engine/api.js +1 -0
- package/lib/engine/api.js.map +1 -1
- package/lib/engine/engine_lightdata.js +8 -6
- package/lib/engine/engine_lightdata.js.map +1 -1
- package/lib/engine/engine_materialpropertyblock.d.ts +47 -0
- package/lib/engine/engine_materialpropertyblock.js +412 -0
- package/lib/engine/engine_materialpropertyblock.js.map +1 -0
- package/lib/engine-components/ReflectionProbe.d.ts +0 -1
- package/lib/engine-components/ReflectionProbe.js +15 -76
- package/lib/engine-components/ReflectionProbe.js.map +1 -1
- package/lib/engine-components/RendererLightmap.d.ts +13 -9
- package/lib/engine-components/RendererLightmap.js +68 -81
- package/lib/engine-components/RendererLightmap.js.map +1 -1
- package/package.json +2 -2
- package/src/engine/api.ts +1 -0
- package/src/engine/engine_lightdata.ts +8 -6
- package/src/engine/engine_materialpropertyblock.ts +500 -0
- package/src/engine-components/ReflectionProbe.ts +17 -89
- package/src/engine-components/RendererLightmap.ts +76 -87
- package/dist/generateMeshBVH.worker-iyfPIK6R.js +0 -21
- package/dist/loader.worker-C1GG9A7C.js +0 -23
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@@ -1,22 +1,19 @@
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import { NEEDLE_progressive } from "@needle-tools/gltf-progressive";
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import { Group,
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import { Group, Mesh, Object3D, ShaderMaterial, Texture, Vector2, Vector4 } from "three";
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import type { Context } from "../engine/engine_setup.js";
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import { getParam } from "../engine/engine_utils.js";
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import { MaterialPropertyBlock } from "../engine/engine_materialpropertyblock.js";
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import { type Renderer } from "./Renderer.js";
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const debug = getParam("debuglightmaps");
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let cloningCounter = 0;
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const $lightmapVersion = Symbol("lightmap-material-version");
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const $lightmapKey = Symbol("lightmapKey");
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/**
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* This component is automatically added by the {@link Renderer} component if the object has lightmap uvs AND we have a lightmap.
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*
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*
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* @category Rendering
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* @group Components
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*/
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@@ -29,9 +26,13 @@ export class RendererLightmap {
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if (tex !== this.lightmapTexture) {
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this.lightmapTexture = tex;
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this.applyLightmap();
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this.updatePropertyBlockTexture();
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if (this.lightmapTexture) {
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NEEDLE_progressive.assignTextureLOD(this.lightmapTexture, 0).then(res => {
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if ((res as Texture)?.isTexture)
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if ((res as Texture)?.isTexture) {
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this.lightmapTexture = res as Texture;
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this.updatePropertyBlockTexture();
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}
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})
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}
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}
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@@ -41,13 +42,12 @@ export class RendererLightmap {
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private lightmapScaleOffset: Vector4 = new Vector4(1, 1, 0, 0);
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private readonly renderer: Renderer;
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private
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private _isApplied: boolean = false;
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private get context(): Context { return this.renderer.context; }
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private get gameObject() { return this.renderer.gameObject; }
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private lightmapTexture: Texture | null = null;
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private lightmapScaleOffsetUniform = { value: new Vector4(1, 1, 0, 0) };
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private lightmapUniform: { value: Texture | null } = { value: null };
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constructor(renderer: Renderer) {
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this.renderer = renderer;
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@@ -60,7 +60,10 @@ export class RendererLightmap {
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this.lightmapScaleOffset = lightmapScaleOffset;
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this.lightmapTexture = lightmapTexture;
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NEEDLE_progressive.assignTextureLOD(lightmapTexture, 0).then(res => {
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if ((res as Texture)?.isTexture)
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if ((res as Texture)?.isTexture) {
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this.lightmapTexture = res as Texture;
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this.updatePropertyBlockTexture();
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}
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})
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if (debug == "show") {
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console.log("Lightmap:", this.gameObject.name, lightmapIndex, "\nScaleOffset:", lightmapScaleOffset, "\nTexture:", lightmapTexture)
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@@ -70,18 +73,18 @@ export class RendererLightmap {
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this.applyLightmap();
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}
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updateLightmapUniforms(
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const uniforms = material["uniforms"];
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if (uniforms && uniforms.lightmap) {
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this.lightmapScaleOffsetUniform.value = this.lightmapScaleOffset;
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uniforms.lightmapScaleOffset = this.lightmapScaleOffsetUniform;
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}
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updateLightmapUniforms(_material: any) {
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}
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/**
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* Apply the lightmap to the object
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* Apply the lightmap to the object using MaterialPropertyBlock instead of cloning materials.
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* The lightmap texture and its per-object UV transform are set as overrides via PropertyBlock.
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* Three.js reads material.lightMap to determine shader defines and upload uniforms,
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* and uses texture.offset/repeat to compute lightMapTransform in the vertex shader.
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*/
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applyLightmap() {
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if (this._isApplied) return;
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if (this.gameObject.type === "Object3D") {
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if (debug)
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console.warn("Can not add lightmap. Is this object missing a renderer?", this.gameObject.name);
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const mesh = this.gameObject as unknown as (Mesh | Group);
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this.ensureLightmapUvs(mesh);
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const
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if (this.lightmapIndex >= 0 && this.lightmapTexture) {
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this.lightmapTexture.channel = 1;
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const so = this.lightmapScaleOffset;
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for (let i = 0; i < this.renderer.sharedMaterials.length; i++) {
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const mat = this.renderer.sharedMaterials[i];
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if (!mat) continue;
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// If the material doesn't support lightmaps, skip it
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if (mat["lightMap"] === undefined) continue;
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if (debug) console.log("Setting lightmap on material", mat.name, "for renderer", this.renderer.name);
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// Use property block to set lightMap with per-object UV transform.
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// The texture transform differentiates cache keys per object and
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// PropertyBlock handles save/restore of the shared texture's offset/repeat.
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const propertyBlock = MaterialPropertyBlock.get(this.gameObject);
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propertyBlock.setOverride("lightMap", this.lightmapTexture, {
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offset: new Vector2(so.z, 1 - so.y - so.w),
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repeat: new Vector2(so.x, so.y)
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});
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(mat as any)[$lightmapKey] = true;
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}
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this._isApplied = true;
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}
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}
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/** Update the lightMap override on all property blocks (e.g. after LOD swap) */
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private updatePropertyBlockTexture() {
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if (!this._isApplied || !this.lightmapTexture) return;
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this.lightmapTexture.channel = 1;
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const so = this.lightmapScaleOffset;
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const propertyBlock = MaterialPropertyBlock.get(this.gameObject);
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propertyBlock.setOverride("lightMap", this.lightmapTexture, {
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offset: new Vector2(so.z, 1 - so.y - so.w),
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repeat: new Vector2(so.x, so.y)
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});
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}
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/**
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* Remove the lightmap from the object
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*/
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onUnset() {
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for (let i = 0; i < this.renderer.sharedMaterials.length; i++) {
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const mat = this.renderer.sharedMaterials[i];
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if (mat) {
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delete (mat as any)[$lightmapKey];
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}
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}
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const block = MaterialPropertyBlock.get(this.gameObject);
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if (block) {
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block.clearOverride("lightMap");
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block.clearOverride("lightMapIntensity");
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}
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}
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private ensureLightmapUvs(object: Object3D | Group | Mesh) {
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}
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}
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private ensureLightmapMaterial(material: Material, index: number) {
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if (!material.userData) material.userData = {};
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// if (material instanceof MeshPhysicalMaterial) {
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// return material;
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// }
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if (this.clonedMaterials[index] !== material) {
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++cloningCounter;
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if (cloningCounter++ < 1000) {
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console.warn(`Cloning material for lightmap ${this.renderer.name}: '${material.name}'`);
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}
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console.warn(`Further material cloning for lightmaps suppressed to avoid flooding the console.`);
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}
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}
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const mat: Material = material.clone();
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if (!mat.name?.includes("(lightmap)")) mat.name = material.name + " (lightmap)";
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material = mat;
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material.onBeforeCompile = this.onBeforeCompile;
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}
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private assignLightmapTexture(material: MaterialWithLightmap) {
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if (material instanceof MeshPhysicalMaterial && material.transmission > 0) {
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return;
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}
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const hasChanged = material.lightMap !== this.lightmapTexture || material[$lightmapVersion] !== material.version;
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return;
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}
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if (debug) console.log(`Assigning lightmap texture ${this.renderer.name}: '${material.name}' (${material.version} ${material[$lightmapVersion]})`);
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material.lightMap = this.lightmapTexture;
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material.needsUpdate = true;
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material[$lightmapVersion] = material.version;
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private onBeforeCompile = (shader: WebGLProgramParametersWithUniforms, _) => {
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if (debug === "verbose") console.log("Lightmaps, before compile\n", shader)
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this.lightmapScaleOffsetUniform.value = this.lightmapScaleOffset;
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this.lightmapUniform.value = this.lightmapTexture;
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shader.uniforms.lightmapScaleOffset = this.lightmapScaleOffsetUniform;
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}
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private setLightmapDebugMaterial() {
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this.gameObject["material"] = new ShaderMaterial({
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fragmentShader: `
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uniform sampler2D lightMap;
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uniform float lightMapIntensity;
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uniform vec4 lightmapScaleOffset;
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varying vec2 vUv1;
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// took from threejs 05fc79cd52b79e8c3e8dec1e7dca72c5c39983a4
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}
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void main() {
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vec2 lUv = vUv1.xy *
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vec2 lUv = vUv1.xy * vec2(${so.x.toFixed(6)}, ${so.y.toFixed(6)}) + vec2(${so.z.toFixed(6)}, ${(1 - so.y - so.w).toFixed(6)});
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vec4 lightMapTexel = texture2D( lightMap, lUv);
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gl_FragColor = lightMapTexel;
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gl_FragColor.a = 1.;
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defines: { USE_LIGHTMAP: '' }
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});
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}
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