@needle-tools/three 0.145.0

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Files changed (1160) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +84 -0
  3. package/build/three.cjs +36042 -0
  4. package/build/three.js +36048 -0
  5. package/build/three.min.js +6 -0
  6. package/build/three.module.js +49769 -0
  7. package/examples/fonts/LICENSE +13 -0
  8. package/examples/fonts/README.md +11 -0
  9. package/examples/fonts/droid/NOTICE +190 -0
  10. package/examples/fonts/droid/README.txt +18 -0
  11. package/examples/fonts/droid/droid_sans_bold.typeface.json +1 -0
  12. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +1 -0
  13. package/examples/fonts/droid/droid_sans_regular.typeface.json +1 -0
  14. package/examples/fonts/droid/droid_serif_bold.typeface.json +1 -0
  15. package/examples/fonts/droid/droid_serif_regular.typeface.json +1 -0
  16. package/examples/fonts/gentilis_bold.typeface.json +1 -0
  17. package/examples/fonts/gentilis_regular.typeface.json +1 -0
  18. package/examples/fonts/helvetiker_bold.typeface.json +1 -0
  19. package/examples/fonts/helvetiker_regular.typeface.json +1 -0
  20. package/examples/fonts/open-sans/open-sans-v15-cyrillic-ext_greek_greek-ext_cyrillic_latin_latin-ext_vietnamese-regular.woff +0 -0
  21. package/examples/fonts/open-sans/open-sans-v15-cyrillic-ext_greek_greek-ext_cyrillic_latin_latin-ext_vietnamese-regular.woff2 +0 -0
  22. package/examples/fonts/open-sans/open-sans.css +9 -0
  23. package/examples/fonts/optimer_bold.typeface.json +1 -0
  24. package/examples/fonts/optimer_regular.typeface.json +1 -0
  25. package/examples/fonts/tabler-icons/fonts/tabler-icons.eot +0 -0
  26. package/examples/fonts/tabler-icons/fonts/tabler-icons.svg +3966 -0
  27. package/examples/fonts/tabler-icons/fonts/tabler-icons.ttf +0 -0
  28. package/examples/fonts/tabler-icons/fonts/tabler-icons.woff +0 -0
  29. package/examples/fonts/tabler-icons/fonts/tabler-icons.woff2 +0 -0
  30. package/examples/fonts/tabler-icons/tabler-icons.min.css +4 -0
  31. package/examples/fonts/ttf/README.md +9 -0
  32. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  33. package/examples/js/animation/AnimationClipCreator.js +97 -0
  34. package/examples/js/animation/CCDIKSolver.js +433 -0
  35. package/examples/js/animation/MMDAnimationHelper.js +1117 -0
  36. package/examples/js/animation/MMDPhysics.js +1238 -0
  37. package/examples/js/cameras/CinematicCamera.js +157 -0
  38. package/examples/js/controls/ArcballControls.js +3037 -0
  39. package/examples/js/controls/DragControls.js +230 -0
  40. package/examples/js/controls/FirstPersonControls.js +334 -0
  41. package/examples/js/controls/FlyControls.js +347 -0
  42. package/examples/js/controls/OrbitControls.js +1075 -0
  43. package/examples/js/controls/PointerLockControls.js +153 -0
  44. package/examples/js/controls/TrackballControls.js +782 -0
  45. package/examples/js/controls/TransformControls.js +1386 -0
  46. package/examples/js/csm/CSM.js +382 -0
  47. package/examples/js/csm/CSMFrustum.js +133 -0
  48. package/examples/js/csm/CSMHelper.js +145 -0
  49. package/examples/js/csm/CSMShader.js +257 -0
  50. package/examples/js/curves/CurveExtras.js +348 -0
  51. package/examples/js/curves/NURBSCurve.js +75 -0
  52. package/examples/js/curves/NURBSSurface.js +54 -0
  53. package/examples/js/curves/NURBSUtils.js +476 -0
  54. package/examples/js/effects/AnaglyphEffect.js +100 -0
  55. package/examples/js/effects/AsciiEffect.js +259 -0
  56. package/examples/js/effects/OutlineEffect.js +454 -0
  57. package/examples/js/effects/ParallaxBarrierEffect.js +75 -0
  58. package/examples/js/effects/PeppersGhostEffect.js +166 -0
  59. package/examples/js/effects/StereoEffect.js +50 -0
  60. package/examples/js/environments/DebugEnvironment.js +53 -0
  61. package/examples/js/environments/RoomEnvironment.js +122 -0
  62. package/examples/js/exporters/ColladaExporter.js +504 -0
  63. package/examples/js/exporters/DRACOExporter.js +212 -0
  64. package/examples/js/exporters/EXRExporter.js +458 -0
  65. package/examples/js/exporters/GLTFExporter.js +2543 -0
  66. package/examples/js/exporters/MMDExporter.js +194 -0
  67. package/examples/js/exporters/OBJExporter.js +251 -0
  68. package/examples/js/exporters/PLYExporter.js +422 -0
  69. package/examples/js/exporters/STLExporter.js +190 -0
  70. package/examples/js/exporters/USDZExporter.js +523 -0
  71. package/examples/js/geometries/BoxLineGeometry.js +60 -0
  72. package/examples/js/geometries/ConvexGeometry.js +48 -0
  73. package/examples/js/geometries/DecalGeometry.js +291 -0
  74. package/examples/js/geometries/LightningStrike.js +874 -0
  75. package/examples/js/geometries/ParametricGeometries.js +215 -0
  76. package/examples/js/geometries/ParametricGeometry.js +108 -0
  77. package/examples/js/geometries/RoundedBoxGeometry.js +140 -0
  78. package/examples/js/geometries/TeapotGeometry.js +331 -0
  79. package/examples/js/geometries/TextGeometry.js +51 -0
  80. package/examples/js/helpers/LightProbeHelper.js +49 -0
  81. package/examples/js/helpers/OctreeHelper.js +74 -0
  82. package/examples/js/helpers/PositionalAudioHelper.js +89 -0
  83. package/examples/js/helpers/RectAreaLightHelper.js +74 -0
  84. package/examples/js/helpers/VertexNormalsHelper.js +72 -0
  85. package/examples/js/helpers/VertexTangentsHelper.js +62 -0
  86. package/examples/js/helpers/ViewHelper.js +266 -0
  87. package/examples/js/interactive/HTMLMesh.js +508 -0
  88. package/examples/js/interactive/InteractiveGroup.js +101 -0
  89. package/examples/js/interactive/SelectionBox.js +262 -0
  90. package/examples/js/interactive/SelectionHelper.js +91 -0
  91. package/examples/js/libs/ammo.wasm.js +822 -0
  92. package/examples/js/libs/ammo.wasm.wasm +0 -0
  93. package/examples/js/libs/basis/README.md +46 -0
  94. package/examples/js/libs/basis/basis_transcoder.js +21 -0
  95. package/examples/js/libs/basis/basis_transcoder.wasm +0 -0
  96. package/examples/js/libs/chevrotain.min.js +3 -0
  97. package/examples/js/libs/draco/README.md +32 -0
  98. package/examples/js/libs/draco/draco_decoder.js +52 -0
  99. package/examples/js/libs/draco/draco_decoder.wasm +0 -0
  100. package/examples/js/libs/draco/draco_encoder.js +33 -0
  101. package/examples/js/libs/draco/draco_wasm_wrapper.js +104 -0
  102. package/examples/js/libs/draco/gltf/draco_decoder.js +48 -0
  103. package/examples/js/libs/draco/gltf/draco_decoder.wasm +0 -0
  104. package/examples/js/libs/draco/gltf/draco_encoder.js +33 -0
  105. package/examples/js/libs/draco/gltf/draco_wasm_wrapper.js +104 -0
  106. package/examples/js/libs/fflate.min.js +7 -0
  107. package/examples/js/libs/ktx-parse.umd.js +1 -0
  108. package/examples/js/libs/lottie_canvas.js +12751 -0
  109. package/examples/js/libs/meshopt_decoder.js +188 -0
  110. package/examples/js/libs/opentype.min.js +1 -0
  111. package/examples/js/libs/stats.min.js +5 -0
  112. package/examples/js/lights/LightProbeGenerator.js +228 -0
  113. package/examples/js/lights/RectAreaLightUniformsLib.js +56 -0
  114. package/examples/js/lines/Line2.js +19 -0
  115. package/examples/js/lines/LineGeometry.js +71 -0
  116. package/examples/js/lines/LineMaterial.js +642 -0
  117. package/examples/js/lines/LineSegments2.js +362 -0
  118. package/examples/js/lines/LineSegmentsGeometry.js +219 -0
  119. package/examples/js/lines/Wireframe.js +52 -0
  120. package/examples/js/lines/WireframeGeometry2.js +18 -0
  121. package/examples/js/loaders/3DMLoader.js +1370 -0
  122. package/examples/js/loaders/3MFLoader.js +1340 -0
  123. package/examples/js/loaders/AMFLoader.js +529 -0
  124. package/examples/js/loaders/BVHLoader.js +394 -0
  125. package/examples/js/loaders/BasisTextureLoader.js +736 -0
  126. package/examples/js/loaders/ColladaLoader.js +3821 -0
  127. package/examples/js/loaders/DDSLoader.js +245 -0
  128. package/examples/js/loaders/DRACOLoader.js +548 -0
  129. package/examples/js/loaders/EXRLoader.js +2136 -0
  130. package/examples/js/loaders/FBXLoader.js +3835 -0
  131. package/examples/js/loaders/FontLoader.js +169 -0
  132. package/examples/js/loaders/GCodeLoader.js +256 -0
  133. package/examples/js/loaders/GLTFLoader.js +4159 -0
  134. package/examples/js/loaders/HDRCubeTextureLoader.js +93 -0
  135. package/examples/js/loaders/KMZLoader.js +125 -0
  136. package/examples/js/loaders/KTXLoader.js +177 -0
  137. package/examples/js/loaders/LDrawLoader.js +2374 -0
  138. package/examples/js/loaders/LUT3dlLoader.js +139 -0
  139. package/examples/js/loaders/LUTCubeLoader.js +140 -0
  140. package/examples/js/loaders/LWOLoader.js +966 -0
  141. package/examples/js/loaders/LogLuvLoader.js +765 -0
  142. package/examples/js/loaders/LottieLoader.js +62 -0
  143. package/examples/js/loaders/MD2Loader.js +249 -0
  144. package/examples/js/loaders/MDDLoader.js +95 -0
  145. package/examples/js/loaders/MMDLoader.js +1924 -0
  146. package/examples/js/loaders/MTLLoader.js +501 -0
  147. package/examples/js/loaders/NRRDLoader.js +649 -0
  148. package/examples/js/loaders/OBJLoader.js +804 -0
  149. package/examples/js/loaders/PCDLoader.js +408 -0
  150. package/examples/js/loaders/PDBLoader.js +313 -0
  151. package/examples/js/loaders/PLYLoader.js +562 -0
  152. package/examples/js/loaders/PRWMLoader.js +260 -0
  153. package/examples/js/loaders/PVRLoader.js +227 -0
  154. package/examples/js/loaders/RGBELoader.js +467 -0
  155. package/examples/js/loaders/RGBMLoader.js +1415 -0
  156. package/examples/js/loaders/STLLoader.js +371 -0
  157. package/examples/js/loaders/SVGLoader.js +2655 -0
  158. package/examples/js/loaders/TDSLoader.js +1029 -0
  159. package/examples/js/loaders/TGALoader.js +486 -0
  160. package/examples/js/loaders/TIFFLoader.js +31 -0
  161. package/examples/js/loaders/TTFLoader.js +211 -0
  162. package/examples/js/loaders/TiltLoader.js +460 -0
  163. package/examples/js/loaders/VOXLoader.js +248 -0
  164. package/examples/js/loaders/VRMLLoader.js +3237 -0
  165. package/examples/js/loaders/VTKLoader.js +1095 -0
  166. package/examples/js/loaders/XYZLoader.js +91 -0
  167. package/examples/js/loaders/lwo/IFFParser.js +1148 -0
  168. package/examples/js/loaders/lwo/LWO2Parser.js +448 -0
  169. package/examples/js/loaders/lwo/LWO3Parser.js +402 -0
  170. package/examples/js/materials/MeshGouraudMaterial.js +385 -0
  171. package/examples/js/math/Capsule.js +120 -0
  172. package/examples/js/math/ColorConverter.js +33 -0
  173. package/examples/js/math/ConvexHull.js +1110 -0
  174. package/examples/js/math/ImprovedNoise.js +66 -0
  175. package/examples/js/math/Lut.js +171 -0
  176. package/examples/js/math/MeshSurfaceSampler.js +193 -0
  177. package/examples/js/math/OBB.js +341 -0
  178. package/examples/js/math/Octree.js +465 -0
  179. package/examples/js/math/SimplexNoise.js +459 -0
  180. package/examples/js/misc/ConvexObjectBreaker.js +485 -0
  181. package/examples/js/misc/GPUComputationRenderer.js +397 -0
  182. package/examples/js/misc/Gyroscope.js +60 -0
  183. package/examples/js/misc/MD2Character.js +244 -0
  184. package/examples/js/misc/MD2CharacterComplex.js +494 -0
  185. package/examples/js/misc/MorphAnimMesh.js +69 -0
  186. package/examples/js/misc/MorphBlendMesh.js +292 -0
  187. package/examples/js/misc/ProgressiveLightMap.js +331 -0
  188. package/examples/js/misc/RollerCoaster.js +437 -0
  189. package/examples/js/misc/TubePainter.js +161 -0
  190. package/examples/js/misc/Volume.js +466 -0
  191. package/examples/js/misc/VolumeSlice.js +224 -0
  192. package/examples/js/modifiers/CurveModifier.js +311 -0
  193. package/examples/js/modifiers/EdgeSplitModifier.js +258 -0
  194. package/examples/js/modifiers/SimplifyModifier.js +468 -0
  195. package/examples/js/modifiers/TessellateModifier.js +283 -0
  196. package/examples/js/objects/GroundProjectedEnv.js +193 -0
  197. package/examples/js/objects/Lensflare.js +347 -0
  198. package/examples/js/objects/LightningStorm.js +209 -0
  199. package/examples/js/objects/MarchingCubes.js +738 -0
  200. package/examples/js/objects/Reflector.js +214 -0
  201. package/examples/js/objects/ReflectorForSSRPass.js +319 -0
  202. package/examples/js/objects/Refractor.js +261 -0
  203. package/examples/js/objects/ShadowMesh.js +60 -0
  204. package/examples/js/objects/Sky.js +223 -0
  205. package/examples/js/objects/Water.js +287 -0
  206. package/examples/js/objects/Water2.js +306 -0
  207. package/examples/js/physics/AmmoPhysics.js +256 -0
  208. package/examples/js/physics/OimoPhysics.js +215 -0
  209. package/examples/js/postprocessing/AdaptiveToneMappingPass.js +342 -0
  210. package/examples/js/postprocessing/AfterimagePass.js +70 -0
  211. package/examples/js/postprocessing/BloomPass.js +114 -0
  212. package/examples/js/postprocessing/BokehPass.js +103 -0
  213. package/examples/js/postprocessing/ClearPass.js +44 -0
  214. package/examples/js/postprocessing/CubeTexturePass.js +57 -0
  215. package/examples/js/postprocessing/DotScreenPass.js +49 -0
  216. package/examples/js/postprocessing/EffectComposer.js +279 -0
  217. package/examples/js/postprocessing/FilmPass.js +50 -0
  218. package/examples/js/postprocessing/GlitchPass.js +105 -0
  219. package/examples/js/postprocessing/HalftonePass.js +75 -0
  220. package/examples/js/postprocessing/LUTPass.js +184 -0
  221. package/examples/js/postprocessing/MaskPass.js +92 -0
  222. package/examples/js/postprocessing/OutlinePass.js +589 -0
  223. package/examples/js/postprocessing/Pass.js +75 -0
  224. package/examples/js/postprocessing/RenderPass.js +74 -0
  225. package/examples/js/postprocessing/SAOPass.js +366 -0
  226. package/examples/js/postprocessing/SMAAPass.js +153 -0
  227. package/examples/js/postprocessing/SSAARenderPass.js +156 -0
  228. package/examples/js/postprocessing/SSAOPass.js +351 -0
  229. package/examples/js/postprocessing/SSRPass.js +550 -0
  230. package/examples/js/postprocessing/SavePass.js +51 -0
  231. package/examples/js/postprocessing/ShaderPass.js +63 -0
  232. package/examples/js/postprocessing/TAARenderPass.js +128 -0
  233. package/examples/js/postprocessing/TexturePass.js +46 -0
  234. package/examples/js/postprocessing/UnrealBloomPass.js +357 -0
  235. package/examples/js/renderers/CSS2DRenderer.js +197 -0
  236. package/examples/js/renderers/CSS3DRenderer.js +258 -0
  237. package/examples/js/renderers/Projector.js +874 -0
  238. package/examples/js/renderers/SVGRenderer.js +537 -0
  239. package/examples/js/shaders/ACESFilmicToneMappingShader.js +92 -0
  240. package/examples/js/shaders/AfterimageShader.js +63 -0
  241. package/examples/js/shaders/BasicShader.js +30 -0
  242. package/examples/js/shaders/BleachBypassShader.js +65 -0
  243. package/examples/js/shaders/BlendShader.js +57 -0
  244. package/examples/js/shaders/BokehShader.js +159 -0
  245. package/examples/js/shaders/BokehShader2.js +428 -0
  246. package/examples/js/shaders/BrightnessContrastShader.js +61 -0
  247. package/examples/js/shaders/ColorCorrectionShader.js +56 -0
  248. package/examples/js/shaders/ColorifyShader.js +51 -0
  249. package/examples/js/shaders/ConvolutionShader.js +97 -0
  250. package/examples/js/shaders/CopyShader.js +48 -0
  251. package/examples/js/shaders/DOFMipMapShader.js +63 -0
  252. package/examples/js/shaders/DepthLimitedBlurShader.js +180 -0
  253. package/examples/js/shaders/DigitalGlitch.js +130 -0
  254. package/examples/js/shaders/DotScreenShader.js +76 -0
  255. package/examples/js/shaders/FXAAShader.js +286 -0
  256. package/examples/js/shaders/FilmShader.js +113 -0
  257. package/examples/js/shaders/FocusShader.js +98 -0
  258. package/examples/js/shaders/FreiChenShader.js +97 -0
  259. package/examples/js/shaders/GammaCorrectionShader.js +44 -0
  260. package/examples/js/shaders/GodRaysShader.js +297 -0
  261. package/examples/js/shaders/HalftoneShader.js +339 -0
  262. package/examples/js/shaders/HorizontalBlurShader.js +62 -0
  263. package/examples/js/shaders/HorizontalTiltShiftShader.js +68 -0
  264. package/examples/js/shaders/HueSaturationShader.js +72 -0
  265. package/examples/js/shaders/KaleidoShader.js +63 -0
  266. package/examples/js/shaders/LuminosityHighPassShader.js +71 -0
  267. package/examples/js/shaders/LuminosityShader.js +49 -0
  268. package/examples/js/shaders/MMDToonShader.js +100 -0
  269. package/examples/js/shaders/MirrorShader.js +59 -0
  270. package/examples/js/shaders/NormalMapShader.js +59 -0
  271. package/examples/js/shaders/PixelShader.js +51 -0
  272. package/examples/js/shaders/RGBShiftShader.js +59 -0
  273. package/examples/js/shaders/SAOShader.js +213 -0
  274. package/examples/js/shaders/SMAAShader.js +466 -0
  275. package/examples/js/shaders/SSAOShader.js +299 -0
  276. package/examples/js/shaders/SSRShader.js +393 -0
  277. package/examples/js/shaders/SepiaShader.js +55 -0
  278. package/examples/js/shaders/SobelOperatorShader.js +92 -0
  279. package/examples/js/shaders/SubsurfaceScatteringShader.js +49 -0
  280. package/examples/js/shaders/TechnicolorShader.js +46 -0
  281. package/examples/js/shaders/ToneMapShader.js +87 -0
  282. package/examples/js/shaders/ToonShader.js +351 -0
  283. package/examples/js/shaders/TriangleBlurShader.js +74 -0
  284. package/examples/js/shaders/UnpackDepthRGBAShader.js +50 -0
  285. package/examples/js/shaders/VerticalBlurShader.js +62 -0
  286. package/examples/js/shaders/VerticalTiltShiftShader.js +68 -0
  287. package/examples/js/shaders/VignetteShader.js +56 -0
  288. package/examples/js/shaders/VolumeShader.js +300 -0
  289. package/examples/js/shaders/WaterRefractionShader.js +88 -0
  290. package/examples/js/textures/FlakesTexture.js +41 -0
  291. package/examples/js/utils/BufferGeometryUtils.js +1094 -0
  292. package/examples/js/utils/CameraUtils.js +86 -0
  293. package/examples/js/utils/GPUStatsPanel.js +134 -0
  294. package/examples/js/utils/GeometryCompressionUtils.js +574 -0
  295. package/examples/js/utils/GeometryUtils.js +173 -0
  296. package/examples/js/utils/LDrawUtils.js +182 -0
  297. package/examples/js/utils/PackedPhongMaterial.js +107 -0
  298. package/examples/js/utils/SceneUtils.js +103 -0
  299. package/examples/js/utils/ShadowMapViewer.js +180 -0
  300. package/examples/js/utils/SkeletonUtils.js +507 -0
  301. package/examples/js/utils/UVsDebug.js +135 -0
  302. package/examples/js/utils/WorkerPool.js +115 -0
  303. package/examples/jsm/animation/AnimationClipCreator.js +114 -0
  304. package/examples/jsm/animation/CCDIKSolver.js +482 -0
  305. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -0
  306. package/examples/jsm/animation/MMDPhysics.js +1406 -0
  307. package/examples/jsm/cameras/CinematicCamera.js +209 -0
  308. package/examples/jsm/capabilities/WebGL.js +91 -0
  309. package/examples/jsm/capabilities/WebGPU.js +39 -0
  310. package/examples/jsm/controls/ArcballControls.js +3216 -0
  311. package/examples/jsm/controls/DragControls.js +220 -0
  312. package/examples/jsm/controls/FirstPersonControls.js +325 -0
  313. package/examples/jsm/controls/FlyControls.js +284 -0
  314. package/examples/jsm/controls/OrbitControls.js +1249 -0
  315. package/examples/jsm/controls/PointerLockControls.js +157 -0
  316. package/examples/jsm/controls/TrackballControls.js +814 -0
  317. package/examples/jsm/controls/TransformControls.js +1558 -0
  318. package/examples/jsm/csm/CSM.js +378 -0
  319. package/examples/jsm/csm/CSMFrustum.js +152 -0
  320. package/examples/jsm/csm/CSMHelper.js +193 -0
  321. package/examples/jsm/csm/CSMShader.js +251 -0
  322. package/examples/jsm/curves/CurveExtras.js +422 -0
  323. package/examples/jsm/curves/NURBSCurve.js +80 -0
  324. package/examples/jsm/curves/NURBSSurface.js +52 -0
  325. package/examples/jsm/curves/NURBSUtils.js +487 -0
  326. package/examples/jsm/effects/AnaglyphEffect.js +168 -0
  327. package/examples/jsm/effects/AsciiEffect.js +266 -0
  328. package/examples/jsm/effects/OutlineEffect.js +553 -0
  329. package/examples/jsm/effects/ParallaxBarrierEffect.js +116 -0
  330. package/examples/jsm/effects/PeppersGhostEffect.js +153 -0
  331. package/examples/jsm/effects/StereoEffect.js +55 -0
  332. package/examples/jsm/environments/DebugEnvironment.js +52 -0
  333. package/examples/jsm/environments/RoomEnvironment.js +144 -0
  334. package/examples/jsm/exporters/ColladaExporter.js +713 -0
  335. package/examples/jsm/exporters/DRACOExporter.js +225 -0
  336. package/examples/jsm/exporters/EXRExporter.js +507 -0
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@@ -0,0 +1,900 @@
1
+ import {
2
+ CubeReflectionMapping,
3
+ CubeRefractionMapping,
4
+ CubeUVReflectionMapping,
5
+ LinearEncoding,
6
+ LinearFilter,
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+ NoToneMapping,
8
+ NoBlending,
9
+ RGBAFormat,
10
+ HalfFloatType
11
+ } from '../constants.js';
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+
13
+ import { BufferAttribute } from '../core/BufferAttribute.js';
14
+ import { BufferGeometry } from '../core/BufferGeometry.js';
15
+ import { Mesh } from '../objects/Mesh.js';
16
+ import { OrthographicCamera } from '../cameras/OrthographicCamera.js';
17
+ import { PerspectiveCamera } from '../cameras/PerspectiveCamera.js';
18
+ import { ShaderMaterial } from '../materials/ShaderMaterial.js';
19
+ import { Vector3 } from '../math/Vector3.js';
20
+ import { Color } from '../math/Color.js';
21
+ import { WebGLRenderTarget } from '../renderers/WebGLRenderTarget.js';
22
+ import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';
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+ import { BoxGeometry } from '../geometries/BoxGeometry.js';
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+ import { BackSide } from '../constants.js';
25
+
26
+ const LOD_MIN = 4;
27
+
28
+ // The standard deviations (radians) associated with the extra mips. These are
29
+ // chosen to approximate a Trowbridge-Reitz distribution function times the
30
+ // geometric shadowing function. These sigma values squared must match the
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+ // variance #defines in cube_uv_reflection_fragment.glsl.js.
32
+ const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
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+
34
+ // The maximum length of the blur for loop. Smaller sigmas will use fewer
35
+ // samples and exit early, but not recompile the shader.
36
+ const MAX_SAMPLES = 20;
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+
38
+ const _flatCamera = /*@__PURE__*/ new OrthographicCamera();
39
+ const _clearColor = /*@__PURE__*/ new Color();
40
+ let _oldTarget = null;
41
+
42
+ // Golden Ratio
43
+ const PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
44
+ const INV_PHI = 1 / PHI;
45
+
46
+ // Vertices of a dodecahedron (except the opposites, which represent the
47
+ // same axis), used as axis directions evenly spread on a sphere.
48
+ const _axisDirections = [
49
+ /*@__PURE__*/ new Vector3( 1, 1, 1 ),
50
+ /*@__PURE__*/ new Vector3( - 1, 1, 1 ),
51
+ /*@__PURE__*/ new Vector3( 1, 1, - 1 ),
52
+ /*@__PURE__*/ new Vector3( - 1, 1, - 1 ),
53
+ /*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),
54
+ /*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),
55
+ /*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),
56
+ /*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),
57
+ /*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),
58
+ /*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];
59
+
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+ /**
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+ * This class generates a Prefiltered, Mipmapped Radiance Environment Map
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+ * (PMREM) from a cubeMap environment texture. This allows different levels of
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+ * blur to be quickly accessed based on material roughness. It is packed into a
64
+ * special CubeUV format that allows us to perform custom interpolation so that
65
+ * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
66
+ * chain, it only goes down to the LOD_MIN level (above), and then creates extra
67
+ * even more filtered 'mips' at the same LOD_MIN resolution, associated with
68
+ * higher roughness levels. In this way we maintain resolution to smoothly
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+ * interpolate diffuse lighting while limiting sampling computation.
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+ *
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+ * Paper: Fast, Accurate Image-Based Lighting
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+ * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view
73
+ */
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+
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+ class PMREMGenerator {
76
+
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+ constructor( renderer ) {
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+
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+ this._renderer = renderer;
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+ this._pingPongRenderTarget = null;
81
+
82
+ this._lodMax = 0;
83
+ this._cubeSize = 0;
84
+ this._lodPlanes = [];
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+ this._sizeLods = [];
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+ this._sigmas = [];
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+
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+ this._blurMaterial = null;
89
+ this._cubemapMaterial = null;
90
+ this._equirectMaterial = null;
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+
92
+ this._compileMaterial( this._blurMaterial );
93
+
94
+ }
95
+
96
+ /**
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+ * Generates a PMREM from a supplied Scene, which can be faster than using an
98
+ * image if networking bandwidth is low. Optional sigma specifies a blur radius
99
+ * in radians to be applied to the scene before PMREM generation. Optional near
100
+ * and far planes ensure the scene is rendered in its entirety (the cubeCamera
101
+ * is placed at the origin).
102
+ */
103
+ fromScene( scene, sigma = 0, near = 0.1, far = 100 ) {
104
+
105
+ _oldTarget = this._renderer.getRenderTarget();
106
+
107
+ this._setSize( 256 );
108
+
109
+ const cubeUVRenderTarget = this._allocateTargets();
110
+ cubeUVRenderTarget.depthBuffer = true;
111
+
112
+ this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
113
+
114
+ if ( sigma > 0 ) {
115
+
116
+ this._blur( cubeUVRenderTarget, 0, 0, sigma );
117
+
118
+ }
119
+
120
+ this._applyPMREM( cubeUVRenderTarget );
121
+ this._cleanup( cubeUVRenderTarget );
122
+
123
+ return cubeUVRenderTarget;
124
+
125
+ }
126
+
127
+ /**
128
+ * Generates a PMREM from an equirectangular texture, which can be either LDR
129
+ * or HDR. The ideal input image size is 1k (1024 x 512),
130
+ * as this matches best with the 256 x 256 cubemap output.
131
+ */
132
+ fromEquirectangular( equirectangular, renderTarget = null ) {
133
+
134
+ return this._fromTexture( equirectangular, renderTarget );
135
+
136
+ }
137
+
138
+ /**
139
+ * Generates a PMREM from an cubemap texture, which can be either LDR
140
+ * or HDR. The ideal input cube size is 256 x 256,
141
+ * as this matches best with the 256 x 256 cubemap output.
142
+ */
143
+ fromCubemap( cubemap, renderTarget = null ) {
144
+
145
+ return this._fromTexture( cubemap, renderTarget );
146
+
147
+ }
148
+
149
+ /**
150
+ * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
151
+ * your texture's network fetch for increased concurrency.
152
+ */
153
+ compileCubemapShader() {
154
+
155
+ if ( this._cubemapMaterial === null ) {
156
+
157
+ this._cubemapMaterial = _getCubemapMaterial();
158
+ this._compileMaterial( this._cubemapMaterial );
159
+
160
+ }
161
+
162
+ }
163
+
164
+ /**
165
+ * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
166
+ * your texture's network fetch for increased concurrency.
167
+ */
168
+ compileEquirectangularShader() {
169
+
170
+ if ( this._equirectMaterial === null ) {
171
+
172
+ this._equirectMaterial = _getEquirectMaterial();
173
+ this._compileMaterial( this._equirectMaterial );
174
+
175
+ }
176
+
177
+ }
178
+
179
+ /**
180
+ * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
181
+ * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
182
+ * one of them will cause any others to also become unusable.
183
+ */
184
+ dispose() {
185
+
186
+ this._dispose();
187
+
188
+ if ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();
189
+ if ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();
190
+
191
+ }
192
+
193
+ // private interface
194
+
195
+ _setSize( cubeSize ) {
196
+
197
+ this._lodMax = Math.floor( Math.log2( cubeSize ) );
198
+ this._cubeSize = Math.pow( 2, this._lodMax );
199
+
200
+ }
201
+
202
+ _dispose() {
203
+
204
+ if ( this._blurMaterial !== null ) this._blurMaterial.dispose();
205
+
206
+ if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();
207
+
208
+ for ( let i = 0; i < this._lodPlanes.length; i ++ ) {
209
+
210
+ this._lodPlanes[ i ].dispose();
211
+
212
+ }
213
+
214
+ }
215
+
216
+ _cleanup( outputTarget ) {
217
+
218
+ this._renderer.setRenderTarget( _oldTarget );
219
+ outputTarget.scissorTest = false;
220
+ _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );
221
+
222
+ }
223
+
224
+ _fromTexture( texture, renderTarget ) {
225
+
226
+ if ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) {
227
+
228
+ this._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) );
229
+
230
+ } else { // Equirectangular
231
+
232
+ this._setSize( texture.image.width / 4 );
233
+
234
+ }
235
+
236
+ _oldTarget = this._renderer.getRenderTarget();
237
+
238
+ const cubeUVRenderTarget = renderTarget || this._allocateTargets();
239
+ this._textureToCubeUV( texture, cubeUVRenderTarget );
240
+ this._applyPMREM( cubeUVRenderTarget );
241
+ this._cleanup( cubeUVRenderTarget );
242
+
243
+ return cubeUVRenderTarget;
244
+
245
+ }
246
+
247
+ _allocateTargets() {
248
+
249
+ const width = 3 * Math.max( this._cubeSize, 16 * 7 );
250
+ const height = 4 * this._cubeSize;
251
+
252
+ const params = {
253
+ magFilter: LinearFilter,
254
+ minFilter: LinearFilter,
255
+ generateMipmaps: false,
256
+ type: HalfFloatType,
257
+ format: RGBAFormat,
258
+ encoding: LinearEncoding,
259
+ depthBuffer: false
260
+ };
261
+
262
+ const cubeUVRenderTarget = _createRenderTarget( width, height, params );
263
+
264
+ if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width ) {
265
+
266
+ if ( this._pingPongRenderTarget !== null ) {
267
+
268
+ this._dispose();
269
+
270
+ }
271
+
272
+ this._pingPongRenderTarget = _createRenderTarget( width, height, params );
273
+
274
+ const { _lodMax } = this;
275
+ ( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) );
276
+
277
+ this._blurMaterial = _getBlurShader( _lodMax, width, height );
278
+
279
+ }
280
+
281
+ return cubeUVRenderTarget;
282
+
283
+ }
284
+
285
+ _compileMaterial( material ) {
286
+
287
+ const tmpMesh = new Mesh( this._lodPlanes[ 0 ], material );
288
+ this._renderer.compile( tmpMesh, _flatCamera );
289
+
290
+ }
291
+
292
+ _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {
293
+
294
+ const fov = 90;
295
+ const aspect = 1;
296
+ const cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
297
+ const upSign = [ 1, - 1, 1, 1, 1, 1 ];
298
+ const forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
299
+ const renderer = this._renderer;
300
+
301
+ const originalAutoClear = renderer.autoClear;
302
+ const toneMapping = renderer.toneMapping;
303
+ renderer.getClearColor( _clearColor );
304
+
305
+ renderer.toneMapping = NoToneMapping;
306
+ renderer.autoClear = false;
307
+
308
+ const backgroundMaterial = new MeshBasicMaterial( {
309
+ name: 'PMREM.Background',
310
+ side: BackSide,
311
+ depthWrite: false,
312
+ depthTest: false,
313
+ } );
314
+
315
+ const backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );
316
+
317
+ let useSolidColor = false;
318
+ const background = scene.background;
319
+
320
+ if ( background ) {
321
+
322
+ if ( background.isColor ) {
323
+
324
+ backgroundMaterial.color.copy( background );
325
+ scene.background = null;
326
+ useSolidColor = true;
327
+
328
+ }
329
+
330
+ } else {
331
+
332
+ backgroundMaterial.color.copy( _clearColor );
333
+ useSolidColor = true;
334
+
335
+ }
336
+
337
+ for ( let i = 0; i < 6; i ++ ) {
338
+
339
+ const col = i % 3;
340
+
341
+ if ( col === 0 ) {
342
+
343
+ cubeCamera.up.set( 0, upSign[ i ], 0 );
344
+ cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
345
+
346
+ } else if ( col === 1 ) {
347
+
348
+ cubeCamera.up.set( 0, 0, upSign[ i ] );
349
+ cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
350
+
351
+ } else {
352
+
353
+ cubeCamera.up.set( 0, upSign[ i ], 0 );
354
+ cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
355
+
356
+ }
357
+
358
+ const size = this._cubeSize;
359
+
360
+ _setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );
361
+
362
+ renderer.setRenderTarget( cubeUVRenderTarget );
363
+
364
+ if ( useSolidColor ) {
365
+
366
+ renderer.render( backgroundBox, cubeCamera );
367
+
368
+ }
369
+
370
+ renderer.render( scene, cubeCamera );
371
+
372
+ }
373
+
374
+ backgroundBox.geometry.dispose();
375
+ backgroundBox.material.dispose();
376
+
377
+ renderer.toneMapping = toneMapping;
378
+ renderer.autoClear = originalAutoClear;
379
+ scene.background = background;
380
+
381
+ }
382
+
383
+ _textureToCubeUV( texture, cubeUVRenderTarget ) {
384
+
385
+ const renderer = this._renderer;
386
+
387
+ const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );
388
+
389
+ if ( isCubeTexture ) {
390
+
391
+ if ( this._cubemapMaterial === null ) {
392
+
393
+ this._cubemapMaterial = _getCubemapMaterial();
394
+
395
+ }
396
+
397
+ this._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? - 1 : 1;
398
+
399
+ } else {
400
+
401
+ if ( this._equirectMaterial === null ) {
402
+
403
+ this._equirectMaterial = _getEquirectMaterial();
404
+
405
+ }
406
+
407
+ }
408
+
409
+ const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;
410
+ const mesh = new Mesh( this._lodPlanes[ 0 ], material );
411
+
412
+ const uniforms = material.uniforms;
413
+
414
+ uniforms[ 'envMap' ].value = texture;
415
+
416
+ const size = this._cubeSize;
417
+
418
+ _setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );
419
+
420
+ renderer.setRenderTarget( cubeUVRenderTarget );
421
+ renderer.render( mesh, _flatCamera );
422
+
423
+ }
424
+
425
+ _applyPMREM( cubeUVRenderTarget ) {
426
+
427
+ const renderer = this._renderer;
428
+ const autoClear = renderer.autoClear;
429
+ renderer.autoClear = false;
430
+
431
+ for ( let i = 1; i < this._lodPlanes.length; i ++ ) {
432
+
433
+ const sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] );
434
+
435
+ const poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
436
+
437
+ this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
438
+
439
+ }
440
+
441
+ renderer.autoClear = autoClear;
442
+
443
+ }
444
+
445
+ /**
446
+ * This is a two-pass Gaussian blur for a cubemap. Normally this is done
447
+ * vertically and horizontally, but this breaks down on a cube. Here we apply
448
+ * the blur latitudinally (around the poles), and then longitudinally (towards
449
+ * the poles) to approximate the orthogonally-separable blur. It is least
450
+ * accurate at the poles, but still does a decent job.
451
+ */
452
+ _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
453
+
454
+ const pingPongRenderTarget = this._pingPongRenderTarget;
455
+
456
+ this._halfBlur(
457
+ cubeUVRenderTarget,
458
+ pingPongRenderTarget,
459
+ lodIn,
460
+ lodOut,
461
+ sigma,
462
+ 'latitudinal',
463
+ poleAxis );
464
+
465
+ this._halfBlur(
466
+ pingPongRenderTarget,
467
+ cubeUVRenderTarget,
468
+ lodOut,
469
+ lodOut,
470
+ sigma,
471
+ 'longitudinal',
472
+ poleAxis );
473
+
474
+ }
475
+
476
+ _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
477
+
478
+ const renderer = this._renderer;
479
+ const blurMaterial = this._blurMaterial;
480
+
481
+ if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
482
+
483
+ console.error(
484
+ 'blur direction must be either latitudinal or longitudinal!' );
485
+
486
+ }
487
+
488
+ // Number of standard deviations at which to cut off the discrete approximation.
489
+ const STANDARD_DEVIATIONS = 3;
490
+
491
+ const blurMesh = new Mesh( this._lodPlanes[ lodOut ], blurMaterial );
492
+ const blurUniforms = blurMaterial.uniforms;
493
+
494
+ const pixels = this._sizeLods[ lodIn ] - 1;
495
+ const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
496
+ const sigmaPixels = sigmaRadians / radiansPerPixel;
497
+ const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
498
+
499
+ if ( samples > MAX_SAMPLES ) {
500
+
501
+ console.warn( `sigmaRadians, ${
502
+ sigmaRadians}, is too large and will clip, as it requested ${
503
+ samples} samples when the maximum is set to ${MAX_SAMPLES}` );
504
+
505
+ }
506
+
507
+ const weights = [];
508
+ let sum = 0;
509
+
510
+ for ( let i = 0; i < MAX_SAMPLES; ++ i ) {
511
+
512
+ const x = i / sigmaPixels;
513
+ const weight = Math.exp( - x * x / 2 );
514
+ weights.push( weight );
515
+
516
+ if ( i === 0 ) {
517
+
518
+ sum += weight;
519
+
520
+ } else if ( i < samples ) {
521
+
522
+ sum += 2 * weight;
523
+
524
+ }
525
+
526
+ }
527
+
528
+ for ( let i = 0; i < weights.length; i ++ ) {
529
+
530
+ weights[ i ] = weights[ i ] / sum;
531
+
532
+ }
533
+
534
+ blurUniforms[ 'envMap' ].value = targetIn.texture;
535
+ blurUniforms[ 'samples' ].value = samples;
536
+ blurUniforms[ 'weights' ].value = weights;
537
+ blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
538
+
539
+ if ( poleAxis ) {
540
+
541
+ blurUniforms[ 'poleAxis' ].value = poleAxis;
542
+
543
+ }
544
+
545
+ const { _lodMax } = this;
546
+ blurUniforms[ 'dTheta' ].value = radiansPerPixel;
547
+ blurUniforms[ 'mipInt' ].value = _lodMax - lodIn;
548
+
549
+ const outputSize = this._sizeLods[ lodOut ];
550
+ const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );
551
+ const y = 4 * ( this._cubeSize - outputSize );
552
+
553
+ _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
554
+ renderer.setRenderTarget( targetOut );
555
+ renderer.render( blurMesh, _flatCamera );
556
+
557
+ }
558
+
559
+ }
560
+
561
+
562
+
563
+ function _createPlanes( lodMax ) {
564
+
565
+ const lodPlanes = [];
566
+ const sizeLods = [];
567
+ const sigmas = [];
568
+
569
+ let lod = lodMax;
570
+
571
+ const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
572
+
573
+ for ( let i = 0; i < totalLods; i ++ ) {
574
+
575
+ const sizeLod = Math.pow( 2, lod );
576
+ sizeLods.push( sizeLod );
577
+ let sigma = 1.0 / sizeLod;
578
+
579
+ if ( i > lodMax - LOD_MIN ) {
580
+
581
+ sigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];
582
+
583
+ } else if ( i === 0 ) {
584
+
585
+ sigma = 0;
586
+
587
+ }
588
+
589
+ sigmas.push( sigma );
590
+
591
+ const texelSize = 1.0 / ( sizeLod - 2 );
592
+ const min = - texelSize;
593
+ const max = 1 + texelSize;
594
+ const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
595
+
596
+ const cubeFaces = 6;
597
+ const vertices = 6;
598
+ const positionSize = 3;
599
+ const uvSize = 2;
600
+ const faceIndexSize = 1;
601
+
602
+ const position = new Float32Array( positionSize * vertices * cubeFaces );
603
+ const uv = new Float32Array( uvSize * vertices * cubeFaces );
604
+ const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
605
+
606
+ for ( let face = 0; face < cubeFaces; face ++ ) {
607
+
608
+ const x = ( face % 3 ) * 2 / 3 - 1;
609
+ const y = face > 2 ? 0 : - 1;
610
+ const coordinates = [
611
+ x, y, 0,
612
+ x + 2 / 3, y, 0,
613
+ x + 2 / 3, y + 1, 0,
614
+ x, y, 0,
615
+ x + 2 / 3, y + 1, 0,
616
+ x, y + 1, 0
617
+ ];
618
+ position.set( coordinates, positionSize * vertices * face );
619
+ uv.set( uv1, uvSize * vertices * face );
620
+ const fill = [ face, face, face, face, face, face ];
621
+ faceIndex.set( fill, faceIndexSize * vertices * face );
622
+
623
+ }
624
+
625
+ const planes = new BufferGeometry();
626
+ planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
627
+ planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
628
+ planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
629
+ lodPlanes.push( planes );
630
+
631
+ if ( lod > LOD_MIN ) {
632
+
633
+ lod --;
634
+
635
+ }
636
+
637
+ }
638
+
639
+ return { lodPlanes, sizeLods, sigmas };
640
+
641
+ }
642
+
643
+ function _createRenderTarget( width, height, params ) {
644
+
645
+ const cubeUVRenderTarget = new WebGLRenderTarget( width, height, params );
646
+ cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
647
+ cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
648
+ cubeUVRenderTarget.scissorTest = true;
649
+ return cubeUVRenderTarget;
650
+
651
+ }
652
+
653
+ function _setViewport( target, x, y, width, height ) {
654
+
655
+ target.viewport.set( x, y, width, height );
656
+ target.scissor.set( x, y, width, height );
657
+
658
+ }
659
+
660
+ function _getBlurShader( lodMax, width, height ) {
661
+
662
+ const weights = new Float32Array( MAX_SAMPLES );
663
+ const poleAxis = new Vector3( 0, 1, 0 );
664
+ const shaderMaterial = new ShaderMaterial( {
665
+
666
+ name: 'SphericalGaussianBlur',
667
+
668
+ defines: {
669
+ 'n': MAX_SAMPLES,
670
+ 'CUBEUV_TEXEL_WIDTH': 1.0 / width,
671
+ 'CUBEUV_TEXEL_HEIGHT': 1.0 / height,
672
+ 'CUBEUV_MAX_MIP': `${lodMax}.0`,
673
+ },
674
+
675
+ uniforms: {
676
+ 'envMap': { value: null },
677
+ 'samples': { value: 1 },
678
+ 'weights': { value: weights },
679
+ 'latitudinal': { value: false },
680
+ 'dTheta': { value: 0 },
681
+ 'mipInt': { value: 0 },
682
+ 'poleAxis': { value: poleAxis }
683
+ },
684
+
685
+ vertexShader: _getCommonVertexShader(),
686
+
687
+ fragmentShader: /* glsl */`
688
+
689
+ precision mediump float;
690
+ precision mediump int;
691
+
692
+ varying vec3 vOutputDirection;
693
+
694
+ uniform sampler2D envMap;
695
+ uniform int samples;
696
+ uniform float weights[ n ];
697
+ uniform bool latitudinal;
698
+ uniform float dTheta;
699
+ uniform float mipInt;
700
+ uniform vec3 poleAxis;
701
+
702
+ #define ENVMAP_TYPE_CUBE_UV
703
+ #include <cube_uv_reflection_fragment>
704
+
705
+ vec3 getSample( float theta, vec3 axis ) {
706
+
707
+ float cosTheta = cos( theta );
708
+ // Rodrigues' axis-angle rotation
709
+ vec3 sampleDirection = vOutputDirection * cosTheta
710
+ + cross( axis, vOutputDirection ) * sin( theta )
711
+ + axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );
712
+
713
+ return bilinearCubeUV( envMap, sampleDirection, mipInt );
714
+
715
+ }
716
+
717
+ void main() {
718
+
719
+ vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );
720
+
721
+ if ( all( equal( axis, vec3( 0.0 ) ) ) ) {
722
+
723
+ axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );
724
+
725
+ }
726
+
727
+ axis = normalize( axis );
728
+
729
+ gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
730
+ gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );
731
+
732
+ for ( int i = 1; i < n; i++ ) {
733
+
734
+ if ( i >= samples ) {
735
+
736
+ break;
737
+
738
+ }
739
+
740
+ float theta = dTheta * float( i );
741
+ gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );
742
+ gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );
743
+
744
+ }
745
+
746
+ }
747
+ `,
748
+
749
+ blending: NoBlending,
750
+ depthTest: false,
751
+ depthWrite: false
752
+
753
+ } );
754
+
755
+ return shaderMaterial;
756
+
757
+ }
758
+
759
+ function _getEquirectMaterial() {
760
+
761
+ return new ShaderMaterial( {
762
+
763
+ name: 'EquirectangularToCubeUV',
764
+
765
+ uniforms: {
766
+ 'envMap': { value: null }
767
+ },
768
+
769
+ vertexShader: _getCommonVertexShader(),
770
+
771
+ fragmentShader: /* glsl */`
772
+
773
+ precision mediump float;
774
+ precision mediump int;
775
+
776
+ varying vec3 vOutputDirection;
777
+
778
+ uniform sampler2D envMap;
779
+
780
+ #include <common>
781
+
782
+ void main() {
783
+
784
+ vec3 outputDirection = normalize( vOutputDirection );
785
+ vec2 uv = equirectUv( outputDirection );
786
+
787
+ gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );
788
+
789
+ }
790
+ `,
791
+
792
+ blending: NoBlending,
793
+ depthTest: false,
794
+ depthWrite: false
795
+
796
+ } );
797
+
798
+ }
799
+
800
+ function _getCubemapMaterial() {
801
+
802
+ return new ShaderMaterial( {
803
+
804
+ name: 'CubemapToCubeUV',
805
+
806
+ uniforms: {
807
+ 'envMap': { value: null },
808
+ 'flipEnvMap': { value: - 1 }
809
+ },
810
+
811
+ vertexShader: _getCommonVertexShader(),
812
+
813
+ fragmentShader: /* glsl */`
814
+
815
+ precision mediump float;
816
+ precision mediump int;
817
+
818
+ uniform float flipEnvMap;
819
+
820
+ varying vec3 vOutputDirection;
821
+
822
+ uniform samplerCube envMap;
823
+
824
+ void main() {
825
+
826
+ gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );
827
+
828
+ }
829
+ `,
830
+
831
+ blending: NoBlending,
832
+ depthTest: false,
833
+ depthWrite: false
834
+
835
+ } );
836
+
837
+ }
838
+
839
+ function _getCommonVertexShader() {
840
+
841
+ return /* glsl */`
842
+
843
+ precision mediump float;
844
+ precision mediump int;
845
+
846
+ attribute float faceIndex;
847
+
848
+ varying vec3 vOutputDirection;
849
+
850
+ // RH coordinate system; PMREM face-indexing convention
851
+ vec3 getDirection( vec2 uv, float face ) {
852
+
853
+ uv = 2.0 * uv - 1.0;
854
+
855
+ vec3 direction = vec3( uv, 1.0 );
856
+
857
+ if ( face == 0.0 ) {
858
+
859
+ direction = direction.zyx; // ( 1, v, u ) pos x
860
+
861
+ } else if ( face == 1.0 ) {
862
+
863
+ direction = direction.xzy;
864
+ direction.xz *= -1.0; // ( -u, 1, -v ) pos y
865
+
866
+ } else if ( face == 2.0 ) {
867
+
868
+ direction.x *= -1.0; // ( -u, v, 1 ) pos z
869
+
870
+ } else if ( face == 3.0 ) {
871
+
872
+ direction = direction.zyx;
873
+ direction.xz *= -1.0; // ( -1, v, -u ) neg x
874
+
875
+ } else if ( face == 4.0 ) {
876
+
877
+ direction = direction.xzy;
878
+ direction.xy *= -1.0; // ( -u, -1, v ) neg y
879
+
880
+ } else if ( face == 5.0 ) {
881
+
882
+ direction.z *= -1.0; // ( u, v, -1 ) neg z
883
+
884
+ }
885
+
886
+ return direction;
887
+
888
+ }
889
+
890
+ void main() {
891
+
892
+ vOutputDirection = getDirection( uv, faceIndex );
893
+ gl_Position = vec4( position, 1.0 );
894
+
895
+ }
896
+ `;
897
+
898
+ }
899
+
900
+ export { PMREMGenerator };