@needle-tools/three 0.154.2 → 0.160.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (957) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +86 -84
  3. package/build/three.cjs +53679 -51654
  4. package/build/three.module.js +53263 -51253
  5. package/build/three.module.min.js +6 -6
  6. package/examples/fonts/LICENSE +13 -13
  7. package/examples/fonts/README.md +11 -11
  8. package/examples/fonts/droid/NOTICE +190 -190
  9. package/examples/fonts/droid/README.txt +18 -18
  10. package/examples/fonts/ttf/README.md +9 -9
  11. package/examples/jsm/Addons.js +294 -0
  12. package/examples/jsm/animation/AnimationClipCreator.js +116 -116
  13. package/examples/jsm/animation/CCDIKSolver.js +482 -482
  14. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -1207
  15. package/examples/jsm/animation/MMDPhysics.js +1406 -1406
  16. package/examples/jsm/cameras/CinematicCamera.js +208 -208
  17. package/examples/jsm/capabilities/WebGL.js +108 -91
  18. package/examples/jsm/capabilities/WebGPU.js +57 -53
  19. package/examples/jsm/controls/ArcballControls.js +3224 -3224
  20. package/examples/jsm/controls/DragControls.js +221 -220
  21. package/examples/jsm/controls/FirstPersonControls.js +325 -325
  22. package/examples/jsm/controls/FlyControls.js +326 -300
  23. package/examples/jsm/controls/MapControls.js +28 -28
  24. package/examples/jsm/controls/OrbitControls.js +1521 -1279
  25. package/examples/jsm/controls/PointerLockControls.js +162 -162
  26. package/examples/jsm/controls/TrackballControls.js +828 -828
  27. package/examples/jsm/controls/TransformControls.js +1573 -1557
  28. package/examples/jsm/csm/CSM.js +384 -384
  29. package/examples/jsm/csm/CSMFrustum.js +152 -152
  30. package/examples/jsm/csm/CSMHelper.js +193 -193
  31. package/examples/jsm/csm/CSMShader.js +295 -252
  32. package/examples/jsm/curves/CurveExtras.js +422 -422
  33. package/examples/jsm/curves/NURBSCurve.js +80 -80
  34. package/examples/jsm/curves/NURBSSurface.js +52 -52
  35. package/examples/jsm/curves/NURBSUtils.js +487 -487
  36. package/examples/jsm/effects/AnaglyphEffect.js +154 -154
  37. package/examples/jsm/effects/AsciiEffect.js +263 -263
  38. package/examples/jsm/effects/OutlineEffect.js +539 -539
  39. package/examples/jsm/effects/ParallaxBarrierEffect.js +119 -119
  40. package/examples/jsm/effects/PeppersGhostEffect.js +153 -153
  41. package/examples/jsm/effects/StereoEffect.js +55 -55
  42. package/examples/jsm/environments/DebugEnvironment.js +52 -52
  43. package/examples/jsm/environments/RoomEnvironment.js +148 -148
  44. package/examples/jsm/exporters/DRACOExporter.js +267 -267
  45. package/examples/jsm/exporters/EXRExporter.js +579 -501
  46. package/examples/jsm/exporters/GLTFExporter.js +3311 -3163
  47. package/examples/jsm/exporters/KTX2Exporter.js +292 -292
  48. package/examples/jsm/exporters/MMDExporter.js +217 -217
  49. package/examples/jsm/exporters/OBJExporter.js +284 -284
  50. package/examples/jsm/exporters/PLYExporter.js +528 -528
  51. package/examples/jsm/exporters/STLExporter.js +199 -199
  52. package/examples/jsm/exporters/USDZExporter.js +720 -710
  53. package/examples/jsm/geometries/BoxLineGeometry.js +69 -69
  54. package/examples/jsm/geometries/ConvexGeometry.js +53 -53
  55. package/examples/jsm/geometries/DecalGeometry.js +356 -356
  56. package/examples/jsm/geometries/InstancedPointsGeometry.js +174 -0
  57. package/examples/jsm/geometries/ParametricGeometries.js +254 -254
  58. package/examples/jsm/geometries/ParametricGeometry.js +139 -139
  59. package/examples/jsm/geometries/RoundedBoxGeometry.js +155 -155
  60. package/examples/jsm/geometries/SDFGeometryGenerator.js +144 -0
  61. package/examples/jsm/geometries/TeapotGeometry.js +704 -704
  62. package/examples/jsm/geometries/TextGeometry.js +57 -57
  63. package/examples/jsm/helpers/LightProbeHelper.js +130 -130
  64. package/examples/jsm/helpers/OctreeHelper.js +73 -73
  65. package/examples/jsm/helpers/PositionalAudioHelper.js +109 -109
  66. package/examples/jsm/helpers/RectAreaLightHelper.js +85 -85
  67. package/examples/jsm/helpers/TextureHelper.js +237 -0
  68. package/examples/jsm/helpers/VertexNormalsHelper.js +96 -96
  69. package/examples/jsm/helpers/VertexTangentsHelper.js +88 -88
  70. package/examples/jsm/helpers/ViewHelper.js +333 -333
  71. package/examples/jsm/interactive/HTMLMesh.js +572 -565
  72. package/examples/jsm/interactive/InteractiveGroup.js +116 -116
  73. package/examples/jsm/interactive/SelectionBox.js +227 -227
  74. package/examples/jsm/interactive/SelectionHelper.js +104 -97
  75. package/examples/jsm/libs/ammo.wasm.js +822 -822
  76. package/examples/jsm/libs/basis/README.md +46 -46
  77. package/examples/jsm/libs/basis/basis_transcoder.js +21 -21
  78. package/examples/jsm/libs/chevrotain.module.min.js +141 -141
  79. package/examples/jsm/libs/draco/README.md +32 -32
  80. package/examples/jsm/libs/draco/draco_decoder.js +34 -34
  81. package/examples/jsm/libs/draco/draco_encoder.js +33 -33
  82. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -117
  83. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -33
  84. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -33
  85. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -116
  86. package/examples/jsm/libs/ecsy.module.js +1792 -1792
  87. package/examples/jsm/libs/fflate.module.js +2474 -2474
  88. package/examples/jsm/libs/ktx-parse.module.js +1 -1
  89. package/examples/jsm/libs/lil-gui.module.min.js +8 -8
  90. package/examples/jsm/libs/lottie_canvas.module.js +14849 -14844
  91. package/examples/jsm/libs/meshopt_decoder.module.js +178 -178
  92. package/examples/jsm/libs/mikktspace.module.js +128 -128
  93. package/examples/jsm/libs/mmdparser.module.js +11530 -11530
  94. package/examples/jsm/libs/motion-controllers.module.js +397 -397
  95. package/examples/jsm/libs/opentype.module.js +14506 -14568
  96. package/examples/jsm/libs/potpack.module.js +124 -124
  97. package/examples/jsm/libs/rhino3dm/rhino3dm.js +8743 -21
  98. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +8748 -15
  99. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  100. package/examples/jsm/libs/stats.module.js +167 -167
  101. package/examples/jsm/libs/surfaceNet.js +201 -0
  102. package/examples/jsm/libs/tween.module.js +858 -803
  103. package/examples/jsm/libs/utif.module.js +1664 -1578
  104. package/examples/jsm/libs/zstddec.module.js +1 -1
  105. package/examples/jsm/lights/IESSpotLight.js +25 -25
  106. package/examples/jsm/lights/LightProbeGenerator.js +286 -252
  107. package/examples/jsm/lights/RectAreaLightUniformsLib.js +79 -79
  108. package/examples/jsm/lines/Line2.js +19 -19
  109. package/examples/jsm/lines/LineGeometry.js +79 -79
  110. package/examples/jsm/lines/LineMaterial.js +619 -702
  111. package/examples/jsm/lines/LineSegments2.js +361 -361
  112. package/examples/jsm/lines/LineSegmentsGeometry.js +241 -241
  113. package/examples/jsm/lines/Wireframe.js +56 -56
  114. package/examples/jsm/lines/WireframeGeometry2.js +24 -24
  115. package/examples/jsm/loaders/3DMLoader.js +1772 -1497
  116. package/examples/jsm/loaders/3MFLoader.js +1478 -1478
  117. package/examples/jsm/loaders/AMFLoader.js +521 -521
  118. package/examples/jsm/loaders/BVHLoader.js +437 -437
  119. package/examples/jsm/loaders/ColladaLoader.js +4116 -4122
  120. package/examples/jsm/loaders/DDSLoader.js +318 -274
  121. package/examples/jsm/loaders/DRACOLoader.js +613 -612
  122. package/examples/jsm/loaders/EXRLoader.js +2309 -2309
  123. package/examples/jsm/loaders/FBXLoader.js +4314 -4142
  124. package/examples/jsm/loaders/FontLoader.js +183 -183
  125. package/examples/jsm/loaders/GCodeLoader.js +261 -261
  126. package/examples/jsm/loaders/GLTFLoader.js +4666 -4579
  127. package/examples/jsm/loaders/GLTFLoaderAnimationPointer.js +719 -683
  128. package/examples/jsm/loaders/HDRCubeTextureLoader.js +115 -115
  129. package/examples/jsm/loaders/IESLoader.js +337 -337
  130. package/examples/jsm/loaders/KMZLoader.js +130 -130
  131. package/examples/jsm/loaders/KTX2Loader.js +932 -868
  132. package/examples/jsm/loaders/KTXLoader.js +176 -176
  133. package/examples/jsm/loaders/LDrawLoader.js +2470 -2464
  134. package/examples/jsm/loaders/LUT3dlLoader.js +183 -151
  135. package/examples/jsm/loaders/LUTCubeLoader.js +167 -153
  136. package/examples/jsm/loaders/LUTImageLoader.js +163 -0
  137. package/examples/jsm/loaders/LWOLoader.js +1052 -1052
  138. package/examples/jsm/loaders/LogLuvLoader.js +606 -606
  139. package/examples/jsm/loaders/LottieLoader.js +77 -77
  140. package/examples/jsm/loaders/MD2Loader.js +399 -399
  141. package/examples/jsm/loaders/MDDLoader.js +102 -102
  142. package/examples/jsm/loaders/MMDLoader.js +2276 -2273
  143. package/examples/jsm/loaders/MTLLoader.js +567 -567
  144. package/examples/jsm/loaders/MaterialXLoader.js +852 -734
  145. package/examples/jsm/loaders/NRRDLoader.js +686 -699
  146. package/examples/jsm/loaders/OBJLoader.js +905 -905
  147. package/examples/jsm/loaders/PCDLoader.js +467 -467
  148. package/examples/jsm/loaders/PDBLoader.js +232 -232
  149. package/examples/jsm/loaders/PLYLoader.js +771 -771
  150. package/examples/jsm/loaders/PVRLoader.js +251 -251
  151. package/examples/jsm/loaders/RGBELoader.js +450 -468
  152. package/examples/jsm/loaders/RGBMLoader.js +1065 -1065
  153. package/examples/jsm/loaders/STLLoader.js +410 -403
  154. package/examples/jsm/loaders/SVGLoader.js +3173 -3172
  155. package/examples/jsm/loaders/TDSLoader.js +1124 -1124
  156. package/examples/jsm/loaders/TGALoader.js +517 -517
  157. package/examples/jsm/loaders/TIFFLoader.js +36 -36
  158. package/examples/jsm/loaders/TTFLoader.js +214 -214
  159. package/examples/jsm/loaders/TiltLoader.js +520 -520
  160. package/examples/jsm/loaders/USDZLoader.js +822 -633
  161. package/examples/jsm/loaders/VOXLoader.js +311 -311
  162. package/examples/jsm/loaders/VRMLLoader.js +3533 -3533
  163. package/examples/jsm/loaders/VTKLoader.js +1163 -1163
  164. package/examples/jsm/loaders/XYZLoader.js +106 -106
  165. package/examples/jsm/loaders/lwo/IFFParser.js +1214 -1218
  166. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -414
  167. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -373
  168. package/examples/jsm/materials/MeshGouraudMaterial.js +426 -420
  169. package/examples/jsm/materials/MeshPostProcessingMaterial.js +144 -0
  170. package/examples/jsm/math/Capsule.js +82 -137
  171. package/examples/jsm/math/ColorConverter.js +36 -36
  172. package/examples/jsm/math/ConvexHull.js +1271 -1271
  173. package/examples/jsm/math/ImprovedNoise.js +71 -71
  174. package/examples/jsm/math/Lut.js +204 -204
  175. package/examples/jsm/math/MeshSurfaceSampler.js +250 -250
  176. package/examples/jsm/math/OBB.js +423 -423
  177. package/examples/jsm/math/Octree.js +540 -462
  178. package/examples/jsm/math/SimplexNoise.js +444 -444
  179. package/examples/jsm/misc/ConvexObjectBreaker.js +519 -519
  180. package/examples/jsm/misc/GPUComputationRenderer.js +446 -455
  181. package/examples/jsm/misc/Gyroscope.js +66 -66
  182. package/examples/jsm/misc/MD2Character.js +276 -276
  183. package/examples/jsm/misc/MD2CharacterComplex.js +576 -576
  184. package/examples/jsm/misc/MorphAnimMesh.js +75 -75
  185. package/examples/jsm/misc/MorphBlendMesh.js +322 -322
  186. package/examples/jsm/misc/ProgressiveLightMap.js +323 -323
  187. package/examples/jsm/misc/RollerCoaster.js +566 -566
  188. package/examples/jsm/misc/Timer.js +119 -0
  189. package/examples/jsm/misc/TubePainter.js +202 -205
  190. package/examples/jsm/misc/Volume.js +473 -475
  191. package/examples/jsm/misc/VolumeSlice.js +229 -229
  192. package/examples/jsm/modifiers/CurveModifier.js +344 -326
  193. package/examples/jsm/modifiers/EdgeSplitModifier.js +279 -279
  194. package/examples/jsm/modifiers/SimplifyModifier.js +617 -525
  195. package/examples/jsm/modifiers/TessellateModifier.js +307 -307
  196. package/examples/jsm/nodes/Nodes.js +189 -172
  197. package/examples/jsm/nodes/accessors/BitangentNode.js +89 -89
  198. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +127 -99
  199. package/examples/jsm/nodes/accessors/BufferNode.js +30 -30
  200. package/examples/jsm/nodes/accessors/CameraNode.js +120 -98
  201. package/examples/jsm/nodes/accessors/CubeTextureNode.js +61 -101
  202. package/examples/jsm/nodes/accessors/InstanceNode.js +71 -71
  203. package/examples/jsm/nodes/accessors/InstancedPointsMaterialNode.js +21 -0
  204. package/examples/jsm/nodes/accessors/MaterialNode.js +314 -277
  205. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +51 -39
  206. package/examples/jsm/nodes/accessors/ModelNode.js +33 -34
  207. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +39 -29
  208. package/examples/jsm/nodes/accessors/MorphNode.js +245 -70
  209. package/examples/jsm/nodes/accessors/NormalNode.js +96 -96
  210. package/examples/jsm/nodes/accessors/Object3DNode.js +150 -150
  211. package/examples/jsm/nodes/accessors/PointUVNode.js +26 -26
  212. package/examples/jsm/nodes/accessors/PositionNode.js +104 -104
  213. package/examples/jsm/nodes/accessors/ReferenceNode.js +102 -72
  214. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +35 -35
  215. package/examples/jsm/nodes/accessors/SceneNode.js +52 -46
  216. package/examples/jsm/nodes/accessors/SkinningNode.js +103 -93
  217. package/examples/jsm/nodes/accessors/StorageBufferNode.js +54 -27
  218. package/examples/jsm/nodes/accessors/TangentNode.js +103 -103
  219. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +94 -94
  220. package/examples/jsm/nodes/accessors/TextureNode.js +367 -230
  221. package/examples/jsm/nodes/accessors/TextureSizeNode.js +35 -35
  222. package/examples/jsm/nodes/accessors/TextureStoreNode.js +82 -0
  223. package/examples/jsm/nodes/accessors/UVNode.js +47 -47
  224. package/examples/jsm/nodes/accessors/UserDataNode.js +29 -29
  225. package/examples/jsm/nodes/accessors/VertexColorNode.js +70 -0
  226. package/examples/jsm/nodes/code/CodeNode.js +78 -78
  227. package/examples/jsm/nodes/code/ExpressionNode.js +37 -37
  228. package/examples/jsm/nodes/code/FunctionCallNode.js +96 -96
  229. package/examples/jsm/nodes/code/FunctionNode.js +138 -127
  230. package/examples/jsm/nodes/code/ScriptableNode.js +488 -488
  231. package/examples/jsm/nodes/code/ScriptableValueNode.js +167 -167
  232. package/examples/jsm/nodes/core/ArrayUniformNode.js +26 -26
  233. package/examples/jsm/nodes/core/AssignNode.js +72 -0
  234. package/examples/jsm/nodes/core/AttributeNode.js +108 -102
  235. package/examples/jsm/nodes/core/BypassNode.js +45 -45
  236. package/examples/jsm/nodes/core/CacheNode.js +49 -46
  237. package/examples/jsm/nodes/core/ConstNode.js +32 -32
  238. package/examples/jsm/nodes/core/ContextNode.js +61 -61
  239. package/examples/jsm/nodes/core/IndexNode.js +66 -66
  240. package/examples/jsm/nodes/core/InputNode.js +83 -83
  241. package/examples/jsm/nodes/core/LightingModel.js +17 -17
  242. package/examples/jsm/nodes/core/Node.js +483 -445
  243. package/examples/jsm/nodes/core/NodeAttribute.js +15 -15
  244. package/examples/jsm/nodes/core/NodeBuilder.js +1267 -1016
  245. package/examples/jsm/nodes/core/NodeCache.js +26 -26
  246. package/examples/jsm/nodes/core/NodeCode.js +15 -15
  247. package/examples/jsm/nodes/core/NodeFrame.js +135 -110
  248. package/examples/jsm/nodes/core/NodeFunction.js +22 -22
  249. package/examples/jsm/nodes/core/NodeFunctionInput.js +17 -17
  250. package/examples/jsm/nodes/core/NodeKeywords.js +80 -80
  251. package/examples/jsm/nodes/core/NodeParser.js +11 -11
  252. package/examples/jsm/nodes/core/NodeUniform.js +40 -28
  253. package/examples/jsm/nodes/core/NodeUtils.js +210 -212
  254. package/examples/jsm/nodes/core/NodeVar.js +14 -14
  255. package/examples/jsm/nodes/core/NodeVarying.js +17 -17
  256. package/examples/jsm/nodes/core/OutputStructNode.js +62 -0
  257. package/examples/jsm/nodes/core/ParameterNode.js +33 -0
  258. package/examples/jsm/nodes/core/PropertyNode.js +72 -57
  259. package/examples/jsm/nodes/core/StackNode.js +89 -99
  260. package/examples/jsm/nodes/core/StructTypeNode.js +24 -0
  261. package/examples/jsm/nodes/core/TempNode.js +58 -58
  262. package/examples/jsm/nodes/core/UniformGroup.js +13 -0
  263. package/examples/jsm/nodes/core/UniformGroupNode.js +36 -0
  264. package/examples/jsm/nodes/core/UniformNode.js +80 -61
  265. package/examples/jsm/nodes/core/VarNode.js +60 -87
  266. package/examples/jsm/nodes/core/VaryingNode.js +65 -69
  267. package/examples/jsm/nodes/core/constants.js +27 -27
  268. package/examples/jsm/nodes/display/AfterImageNode.js +134 -0
  269. package/examples/jsm/nodes/display/BlendModeNode.js +99 -99
  270. package/examples/jsm/nodes/display/BumpMapNode.js +99 -0
  271. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +96 -100
  272. package/examples/jsm/nodes/display/ColorSpaceNode.js +108 -108
  273. package/examples/jsm/nodes/display/FrontFacingNode.js +27 -27
  274. package/examples/jsm/nodes/display/GaussianBlurNode.js +177 -0
  275. package/examples/jsm/nodes/display/NormalMapNode.js +108 -106
  276. package/examples/jsm/nodes/display/PassNode.js +182 -0
  277. package/examples/jsm/nodes/display/PosterizeNode.js +32 -32
  278. package/examples/jsm/nodes/display/ToneMappingNode.js +184 -141
  279. package/examples/jsm/nodes/display/ViewportDepthNode.js +97 -69
  280. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +31 -34
  281. package/examples/jsm/nodes/display/ViewportNode.js +134 -115
  282. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +31 -31
  283. package/examples/jsm/nodes/display/ViewportTextureNode.js +75 -75
  284. package/examples/jsm/nodes/fog/FogExp2Node.js +35 -35
  285. package/examples/jsm/nodes/fog/FogNode.js +38 -37
  286. package/examples/jsm/nodes/fog/FogRangeNode.js +34 -34
  287. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +40 -32
  288. package/examples/jsm/nodes/functions/BSDF/BRDF_Lambert.js +9 -9
  289. package/examples/jsm/nodes/functions/BSDF/BRDF_Sheen.js +57 -43
  290. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +30 -29
  291. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +23 -18
  292. package/examples/jsm/nodes/functions/BSDF/EnvironmentBRDF.js +13 -13
  293. package/examples/jsm/nodes/functions/BSDF/F_Schlick.js +16 -16
  294. package/examples/jsm/nodes/functions/BSDF/Schlick_to_F0.js +21 -0
  295. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +28 -20
  296. package/examples/jsm/nodes/functions/PhongLightingModel.js +67 -28
  297. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +393 -204
  298. package/examples/jsm/nodes/functions/material/getGeometryRoughness.js +13 -13
  299. package/examples/jsm/nodes/functions/material/getRoughness.js +18 -18
  300. package/examples/jsm/nodes/geometry/RangeNode.js +104 -104
  301. package/examples/jsm/nodes/gpgpu/ComputeNode.js +85 -72
  302. package/examples/jsm/nodes/lighting/AONode.js +27 -27
  303. package/examples/jsm/nodes/lighting/AmbientLightNode.js +27 -27
  304. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +238 -146
  305. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +40 -43
  306. package/examples/jsm/nodes/lighting/EnvironmentNode.js +181 -181
  307. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +55 -55
  308. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +39 -39
  309. package/examples/jsm/nodes/lighting/LightNode.js +57 -57
  310. package/examples/jsm/nodes/lighting/LightUtils.js +17 -17
  311. package/examples/jsm/nodes/lighting/LightingContextNode.js +66 -99
  312. package/examples/jsm/nodes/lighting/LightingNode.js +21 -21
  313. package/examples/jsm/nodes/lighting/LightsNode.js +188 -128
  314. package/examples/jsm/nodes/lighting/PointLightNode.js +68 -71
  315. package/examples/jsm/nodes/lighting/SpotLightNode.js +89 -92
  316. package/examples/jsm/nodes/loaders/NodeLoader.js +108 -108
  317. package/examples/jsm/nodes/loaders/NodeMaterialLoader.js +59 -59
  318. package/examples/jsm/nodes/loaders/NodeObjectLoader.js +70 -70
  319. package/examples/jsm/nodes/materials/InstancedPointsNodeMaterial.js +162 -0
  320. package/examples/jsm/nodes/materials/Line2NodeMaterial.js +436 -0
  321. package/examples/jsm/nodes/materials/LineBasicNodeMaterial.js +28 -28
  322. package/examples/jsm/nodes/materials/LineDashedNodeMaterial.js +54 -0
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  329. package/examples/jsm/nodes/materials/MeshSSSNodeMaterial.js +84 -0
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  347. package/examples/jsm/nodes/shadernode/ShaderNode.js +625 -420
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  471. package/examples/jsm/renderers/{webgl → webgl-legacy}/nodes/WebGLNodeBuilder.js +794 -764
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@@ -1,903 +1,910 @@
1
- import {
2
- CubeReflectionMapping,
3
- CubeRefractionMapping,
4
- CubeUVReflectionMapping,
5
- LinearFilter,
6
- NoToneMapping,
7
- NoBlending,
8
- RGBAFormat,
9
- HalfFloatType,
10
- BackSide,
11
- LinearSRGBColorSpace
12
- } from '../constants.js';
13
-
14
- import { BufferAttribute } from '../core/BufferAttribute.js';
15
- import { BufferGeometry } from '../core/BufferGeometry.js';
16
- import { Mesh } from '../objects/Mesh.js';
17
- import { OrthographicCamera } from '../cameras/OrthographicCamera.js';
18
- import { PerspectiveCamera } from '../cameras/PerspectiveCamera.js';
19
- import { ShaderMaterial } from '../materials/ShaderMaterial.js';
20
- import { Vector3 } from '../math/Vector3.js';
21
- import { Color } from '../math/Color.js';
22
- import { WebGLRenderTarget } from '../renderers/WebGLRenderTarget.js';
23
- import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';
24
- import { BoxGeometry } from '../geometries/BoxGeometry.js';
25
-
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
31
- // 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 ];
33
-
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;
37
-
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
-
60
- /**
61
- * This class generates a Prefiltered, Mipmapped Radiance Environment Map
62
- * (PMREM) from a cubeMap environment texture. This allows different levels of
63
- * 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
69
- * interpolate diffuse lighting while limiting sampling computation.
70
- *
71
- * Paper: Fast, Accurate Image-Based Lighting
72
- * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view
73
- */
74
-
75
- class PMREMGenerator {
76
-
77
- constructor( renderer ) {
78
-
79
- this._renderer = renderer;
80
- this._pingPongRenderTarget = null;
81
-
82
- this._lodMax = 0;
83
- this._cubeSize = 0;
84
- this._lodPlanes = [];
85
- this._sizeLods = [];
86
- this._sigmas = [];
87
-
88
- this._blurMaterial = null;
89
- this._cubemapMaterial = null;
90
- this._equirectMaterial = null;
91
-
92
- this._compileMaterial( this._blurMaterial );
93
-
94
- }
95
-
96
- /**
97
- * 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
- colorSpace: LinearSRGBColorSpace,
259
- depthBuffer: false
260
- };
261
-
262
- const cubeUVRenderTarget = _createRenderTarget( width, height, params );
263
-
264
- const { _lodMax } = this;
265
- ( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) );
266
-
267
- if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) {
268
-
269
- if ( this._pingPongRenderTarget !== null ) {
270
-
271
- this._dispose();
272
-
273
- }
274
-
275
- this._pingPongRenderTarget = _createRenderTarget( width, height, params );
276
-
277
- const { _lodMax } = this;
278
- ( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) );
279
-
280
- this._blurMaterial = _getBlurShader( _lodMax, width, height );
281
-
282
- }
283
-
284
- return cubeUVRenderTarget;
285
-
286
- }
287
-
288
- _compileMaterial( material ) {
289
-
290
- const tmpMesh = new Mesh( this._lodPlanes[ 0 ], material );
291
- this._renderer.compile( tmpMesh, _flatCamera );
292
-
293
- }
294
-
295
- _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {
296
-
297
- const fov = 90;
298
- const aspect = 1;
299
- const cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
300
- const upSign = [ 1, - 1, 1, 1, 1, 1 ];
301
- const forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
302
- const renderer = this._renderer;
303
-
304
- const originalAutoClear = renderer.autoClear;
305
- const toneMapping = renderer.toneMapping;
306
- renderer.getClearColor( _clearColor );
307
-
308
- renderer.toneMapping = NoToneMapping;
309
- renderer.autoClear = false;
310
-
311
- const backgroundMaterial = new MeshBasicMaterial( {
312
- name: 'PMREM.Background',
313
- side: BackSide,
314
- depthWrite: false,
315
- depthTest: false,
316
- } );
317
-
318
- const backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );
319
-
320
- let useSolidColor = false;
321
- const background = scene.background;
322
-
323
- if ( background ) {
324
-
325
- if ( background.isColor ) {
326
-
327
- backgroundMaterial.color.copy( background );
328
- scene.background = null;
329
- useSolidColor = true;
330
-
331
- }
332
-
333
- } else {
334
-
335
- backgroundMaterial.color.copy( _clearColor );
336
- useSolidColor = true;
337
-
338
- }
339
-
340
- for ( let i = 0; i < 6; i ++ ) {
341
-
342
- const col = i % 3;
343
-
344
- if ( col === 0 ) {
345
-
346
- cubeCamera.up.set( 0, upSign[ i ], 0 );
347
- cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
348
-
349
- } else if ( col === 1 ) {
350
-
351
- cubeCamera.up.set( 0, 0, upSign[ i ] );
352
- cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
353
-
354
- } else {
355
-
356
- cubeCamera.up.set( 0, upSign[ i ], 0 );
357
- cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
358
-
359
- }
360
-
361
- const size = this._cubeSize;
362
-
363
- _setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );
364
-
365
- renderer.setRenderTarget( cubeUVRenderTarget );
366
-
367
- if ( useSolidColor ) {
368
-
369
- renderer.render( backgroundBox, cubeCamera );
370
-
371
- }
372
-
373
- renderer.render( scene, cubeCamera );
374
-
375
- }
376
-
377
- backgroundBox.geometry.dispose();
378
- backgroundBox.material.dispose();
379
-
380
- renderer.toneMapping = toneMapping;
381
- renderer.autoClear = originalAutoClear;
382
- scene.background = background;
383
-
384
- }
385
-
386
- _textureToCubeUV( texture, cubeUVRenderTarget ) {
387
-
388
- const renderer = this._renderer;
389
-
390
- const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );
391
-
392
- if ( isCubeTexture ) {
393
-
394
- if ( this._cubemapMaterial === null ) {
395
-
396
- this._cubemapMaterial = _getCubemapMaterial();
397
-
398
- }
399
-
400
- this._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? - 1 : 1;
401
-
402
- } else {
403
-
404
- if ( this._equirectMaterial === null ) {
405
-
406
- this._equirectMaterial = _getEquirectMaterial();
407
-
408
- }
409
-
410
- }
411
-
412
- const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;
413
- const mesh = new Mesh( this._lodPlanes[ 0 ], material );
414
-
415
- const uniforms = material.uniforms;
416
-
417
- uniforms[ 'envMap' ].value = texture;
418
-
419
- const size = this._cubeSize;
420
-
421
- _setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );
422
-
423
- renderer.setRenderTarget( cubeUVRenderTarget );
424
- renderer.render( mesh, _flatCamera );
425
-
426
- }
427
-
428
- _applyPMREM( cubeUVRenderTarget ) {
429
-
430
- const renderer = this._renderer;
431
- const autoClear = renderer.autoClear;
432
- renderer.autoClear = false;
433
-
434
- for ( let i = 1; i < this._lodPlanes.length; i ++ ) {
435
-
436
- const sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] );
437
-
438
- const poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
439
-
440
- this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
441
-
442
- }
443
-
444
- renderer.autoClear = autoClear;
445
-
446
- }
447
-
448
- /**
449
- * This is a two-pass Gaussian blur for a cubemap. Normally this is done
450
- * vertically and horizontally, but this breaks down on a cube. Here we apply
451
- * the blur latitudinally (around the poles), and then longitudinally (towards
452
- * the poles) to approximate the orthogonally-separable blur. It is least
453
- * accurate at the poles, but still does a decent job.
454
- */
455
- _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
456
-
457
- const pingPongRenderTarget = this._pingPongRenderTarget;
458
-
459
- this._halfBlur(
460
- cubeUVRenderTarget,
461
- pingPongRenderTarget,
462
- lodIn,
463
- lodOut,
464
- sigma,
465
- 'latitudinal',
466
- poleAxis );
467
-
468
- this._halfBlur(
469
- pingPongRenderTarget,
470
- cubeUVRenderTarget,
471
- lodOut,
472
- lodOut,
473
- sigma,
474
- 'longitudinal',
475
- poleAxis );
476
-
477
- }
478
-
479
- _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
480
-
481
- const renderer = this._renderer;
482
- const blurMaterial = this._blurMaterial;
483
-
484
- if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
485
-
486
- console.error(
487
- 'blur direction must be either latitudinal or longitudinal!' );
488
-
489
- }
490
-
491
- // Number of standard deviations at which to cut off the discrete approximation.
492
- const STANDARD_DEVIATIONS = 3;
493
-
494
- const blurMesh = new Mesh( this._lodPlanes[ lodOut ], blurMaterial );
495
- const blurUniforms = blurMaterial.uniforms;
496
-
497
- const pixels = this._sizeLods[ lodIn ] - 1;
498
- const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
499
- const sigmaPixels = sigmaRadians / radiansPerPixel;
500
- const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
501
-
502
- if ( samples > MAX_SAMPLES ) {
503
-
504
- console.warn( `sigmaRadians, ${
505
- sigmaRadians}, is too large and will clip, as it requested ${
506
- samples} samples when the maximum is set to ${MAX_SAMPLES}` );
507
-
508
- }
509
-
510
- const weights = [];
511
- let sum = 0;
512
-
513
- for ( let i = 0; i < MAX_SAMPLES; ++ i ) {
514
-
515
- const x = i / sigmaPixels;
516
- const weight = Math.exp( - x * x / 2 );
517
- weights.push( weight );
518
-
519
- if ( i === 0 ) {
520
-
521
- sum += weight;
522
-
523
- } else if ( i < samples ) {
524
-
525
- sum += 2 * weight;
526
-
527
- }
528
-
529
- }
530
-
531
- for ( let i = 0; i < weights.length; i ++ ) {
532
-
533
- weights[ i ] = weights[ i ] / sum;
534
-
535
- }
536
-
537
- blurUniforms[ 'envMap' ].value = targetIn.texture;
538
- blurUniforms[ 'samples' ].value = samples;
539
- blurUniforms[ 'weights' ].value = weights;
540
- blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
541
-
542
- if ( poleAxis ) {
543
-
544
- blurUniforms[ 'poleAxis' ].value = poleAxis;
545
-
546
- }
547
-
548
- const { _lodMax } = this;
549
- blurUniforms[ 'dTheta' ].value = radiansPerPixel;
550
- blurUniforms[ 'mipInt' ].value = _lodMax - lodIn;
551
-
552
- const outputSize = this._sizeLods[ lodOut ];
553
- const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );
554
- const y = 4 * ( this._cubeSize - outputSize );
555
-
556
- _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
557
- renderer.setRenderTarget( targetOut );
558
- renderer.render( blurMesh, _flatCamera );
559
-
560
- }
561
-
562
- }
563
-
564
-
565
-
566
- function _createPlanes( lodMax ) {
567
-
568
- const lodPlanes = [];
569
- const sizeLods = [];
570
- const sigmas = [];
571
-
572
- let lod = lodMax;
573
-
574
- const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
575
-
576
- for ( let i = 0; i < totalLods; i ++ ) {
577
-
578
- const sizeLod = Math.pow( 2, lod );
579
- sizeLods.push( sizeLod );
580
- let sigma = 1.0 / sizeLod;
581
-
582
- if ( i > lodMax - LOD_MIN ) {
583
-
584
- sigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];
585
-
586
- } else if ( i === 0 ) {
587
-
588
- sigma = 0;
589
-
590
- }
591
-
592
- sigmas.push( sigma );
593
-
594
- const texelSize = 1.0 / ( sizeLod - 2 );
595
- const min = - texelSize;
596
- const max = 1 + texelSize;
597
- const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
598
-
599
- const cubeFaces = 6;
600
- const vertices = 6;
601
- const positionSize = 3;
602
- const uvSize = 2;
603
- const faceIndexSize = 1;
604
-
605
- const position = new Float32Array( positionSize * vertices * cubeFaces );
606
- const uv = new Float32Array( uvSize * vertices * cubeFaces );
607
- const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
608
-
609
- for ( let face = 0; face < cubeFaces; face ++ ) {
610
-
611
- const x = ( face % 3 ) * 2 / 3 - 1;
612
- const y = face > 2 ? 0 : - 1;
613
- const coordinates = [
614
- x, y, 0,
615
- x + 2 / 3, y, 0,
616
- x + 2 / 3, y + 1, 0,
617
- x, y, 0,
618
- x + 2 / 3, y + 1, 0,
619
- x, y + 1, 0
620
- ];
621
- position.set( coordinates, positionSize * vertices * face );
622
- uv.set( uv1, uvSize * vertices * face );
623
- const fill = [ face, face, face, face, face, face ];
624
- faceIndex.set( fill, faceIndexSize * vertices * face );
625
-
626
- }
627
-
628
- const planes = new BufferGeometry();
629
- planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
630
- planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
631
- planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
632
- lodPlanes.push( planes );
633
-
634
- if ( lod > LOD_MIN ) {
635
-
636
- lod --;
637
-
638
- }
639
-
640
- }
641
-
642
- return { lodPlanes, sizeLods, sigmas };
643
-
644
- }
645
-
646
- function _createRenderTarget( width, height, params ) {
647
-
648
- const cubeUVRenderTarget = new WebGLRenderTarget( width, height, params );
649
- cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
650
- cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
651
- cubeUVRenderTarget.scissorTest = true;
652
- return cubeUVRenderTarget;
653
-
654
- }
655
-
656
- function _setViewport( target, x, y, width, height ) {
657
-
658
- target.viewport.set( x, y, width, height );
659
- target.scissor.set( x, y, width, height );
660
-
661
- }
662
-
663
- function _getBlurShader( lodMax, width, height ) {
664
-
665
- const weights = new Float32Array( MAX_SAMPLES );
666
- const poleAxis = new Vector3( 0, 1, 0 );
667
- const shaderMaterial = new ShaderMaterial( {
668
-
669
- name: 'SphericalGaussianBlur',
670
-
671
- defines: {
672
- 'n': MAX_SAMPLES,
673
- 'CUBEUV_TEXEL_WIDTH': 1.0 / width,
674
- 'CUBEUV_TEXEL_HEIGHT': 1.0 / height,
675
- 'CUBEUV_MAX_MIP': `${lodMax}.0`,
676
- },
677
-
678
- uniforms: {
679
- 'envMap': { value: null },
680
- 'samples': { value: 1 },
681
- 'weights': { value: weights },
682
- 'latitudinal': { value: false },
683
- 'dTheta': { value: 0 },
684
- 'mipInt': { value: 0 },
685
- 'poleAxis': { value: poleAxis }
686
- },
687
-
688
- vertexShader: _getCommonVertexShader(),
689
-
690
- fragmentShader: /* glsl */`
691
-
692
- precision mediump float;
693
- precision mediump int;
694
-
695
- varying vec3 vOutputDirection;
696
-
697
- uniform sampler2D envMap;
698
- uniform int samples;
699
- uniform float weights[ n ];
700
- uniform bool latitudinal;
701
- uniform float dTheta;
702
- uniform float mipInt;
703
- uniform vec3 poleAxis;
704
-
705
- #define ENVMAP_TYPE_CUBE_UV
706
- #include <cube_uv_reflection_fragment>
707
-
708
- vec3 getSample( float theta, vec3 axis ) {
709
-
710
- float cosTheta = cos( theta );
711
- // Rodrigues' axis-angle rotation
712
- vec3 sampleDirection = vOutputDirection * cosTheta
713
- + cross( axis, vOutputDirection ) * sin( theta )
714
- + axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );
715
-
716
- return bilinearCubeUV( envMap, sampleDirection, mipInt );
717
-
718
- }
719
-
720
- void main() {
721
-
722
- vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );
723
-
724
- if ( all( equal( axis, vec3( 0.0 ) ) ) ) {
725
-
726
- axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );
727
-
728
- }
729
-
730
- axis = normalize( axis );
731
-
732
- gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
733
- gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );
734
-
735
- for ( int i = 1; i < n; i++ ) {
736
-
737
- if ( i >= samples ) {
738
-
739
- break;
740
-
741
- }
742
-
743
- float theta = dTheta * float( i );
744
- gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );
745
- gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );
746
-
747
- }
748
-
749
- }
750
- `,
751
-
752
- blending: NoBlending,
753
- depthTest: false,
754
- depthWrite: false
755
-
756
- } );
757
-
758
- return shaderMaterial;
759
-
760
- }
761
-
762
- function _getEquirectMaterial() {
763
-
764
- return new ShaderMaterial( {
765
-
766
- name: 'EquirectangularToCubeUV',
767
-
768
- uniforms: {
769
- 'envMap': { value: null }
770
- },
771
-
772
- vertexShader: _getCommonVertexShader(),
773
-
774
- fragmentShader: /* glsl */`
775
-
776
- precision mediump float;
777
- precision mediump int;
778
-
779
- varying vec3 vOutputDirection;
780
-
781
- uniform sampler2D envMap;
782
-
783
- #include <common>
784
-
785
- void main() {
786
-
787
- vec3 outputDirection = normalize( vOutputDirection );
788
- vec2 uv = equirectUv( outputDirection );
789
-
790
- gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );
791
-
792
- }
793
- `,
794
-
795
- blending: NoBlending,
796
- depthTest: false,
797
- depthWrite: false
798
-
799
- } );
800
-
801
- }
802
-
803
- function _getCubemapMaterial() {
804
-
805
- return new ShaderMaterial( {
806
-
807
- name: 'CubemapToCubeUV',
808
-
809
- uniforms: {
810
- 'envMap': { value: null },
811
- 'flipEnvMap': { value: - 1 }
812
- },
813
-
814
- vertexShader: _getCommonVertexShader(),
815
-
816
- fragmentShader: /* glsl */`
817
-
818
- precision mediump float;
819
- precision mediump int;
820
-
821
- uniform float flipEnvMap;
822
-
823
- varying vec3 vOutputDirection;
824
-
825
- uniform samplerCube envMap;
826
-
827
- void main() {
828
-
829
- gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );
830
-
831
- }
832
- `,
833
-
834
- blending: NoBlending,
835
- depthTest: false,
836
- depthWrite: false
837
-
838
- } );
839
-
840
- }
841
-
842
- function _getCommonVertexShader() {
843
-
844
- return /* glsl */`
845
-
846
- precision mediump float;
847
- precision mediump int;
848
-
849
- attribute float faceIndex;
850
-
851
- varying vec3 vOutputDirection;
852
-
853
- // RH coordinate system; PMREM face-indexing convention
854
- vec3 getDirection( vec2 uv, float face ) {
855
-
856
- uv = 2.0 * uv - 1.0;
857
-
858
- vec3 direction = vec3( uv, 1.0 );
859
-
860
- if ( face == 0.0 ) {
861
-
862
- direction = direction.zyx; // ( 1, v, u ) pos x
863
-
864
- } else if ( face == 1.0 ) {
865
-
866
- direction = direction.xzy;
867
- direction.xz *= -1.0; // ( -u, 1, -v ) pos y
868
-
869
- } else if ( face == 2.0 ) {
870
-
871
- direction.x *= -1.0; // ( -u, v, 1 ) pos z
872
-
873
- } else if ( face == 3.0 ) {
874
-
875
- direction = direction.zyx;
876
- direction.xz *= -1.0; // ( -1, v, -u ) neg x
877
-
878
- } else if ( face == 4.0 ) {
879
-
880
- direction = direction.xzy;
881
- direction.xy *= -1.0; // ( -u, -1, v ) neg y
882
-
883
- } else if ( face == 5.0 ) {
884
-
885
- direction.z *= -1.0; // ( u, v, -1 ) neg z
886
-
887
- }
888
-
889
- return direction;
890
-
891
- }
892
-
893
- void main() {
894
-
895
- vOutputDirection = getDirection( uv, faceIndex );
896
- gl_Position = vec4( position, 1.0 );
897
-
898
- }
899
- `;
900
-
901
- }
902
-
903
- export { PMREMGenerator };
1
+ import {
2
+ CubeReflectionMapping,
3
+ CubeRefractionMapping,
4
+ CubeUVReflectionMapping,
5
+ LinearFilter,
6
+ NoToneMapping,
7
+ NoBlending,
8
+ RGBAFormat,
9
+ HalfFloatType,
10
+ BackSide,
11
+ LinearSRGBColorSpace
12
+ } from '../constants.js';
13
+
14
+ import { BufferAttribute } from '../core/BufferAttribute.js';
15
+ import { BufferGeometry } from '../core/BufferGeometry.js';
16
+ import { Mesh } from '../objects/Mesh.js';
17
+ import { OrthographicCamera } from '../cameras/OrthographicCamera.js';
18
+ import { PerspectiveCamera } from '../cameras/PerspectiveCamera.js';
19
+ import { ShaderMaterial } from '../materials/ShaderMaterial.js';
20
+ import { Vector3 } from '../math/Vector3.js';
21
+ import { Color } from '../math/Color.js';
22
+ import { WebGLRenderTarget } from '../renderers/WebGLRenderTarget.js';
23
+ import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';
24
+ import { BoxGeometry } from '../geometries/BoxGeometry.js';
25
+
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
31
+ // 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 ];
33
+
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;
37
+
38
+ const _flatCamera = /*@__PURE__*/ new OrthographicCamera();
39
+ const _clearColor = /*@__PURE__*/ new Color();
40
+ let _oldTarget = null;
41
+ let _oldActiveCubeFace = 0;
42
+ let _oldActiveMipmapLevel = 0;
43
+
44
+ // Golden Ratio
45
+ const PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
46
+ const INV_PHI = 1 / PHI;
47
+
48
+ // Vertices of a dodecahedron (except the opposites, which represent the
49
+ // same axis), used as axis directions evenly spread on a sphere.
50
+ const _axisDirections = [
51
+ /*@__PURE__*/ new Vector3( 1, 1, 1 ),
52
+ /*@__PURE__*/ new Vector3( - 1, 1, 1 ),
53
+ /*@__PURE__*/ new Vector3( 1, 1, - 1 ),
54
+ /*@__PURE__*/ new Vector3( - 1, 1, - 1 ),
55
+ /*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),
56
+ /*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),
57
+ /*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),
58
+ /*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),
59
+ /*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),
60
+ /*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];
61
+
62
+ /**
63
+ * This class generates a Prefiltered, Mipmapped Radiance Environment Map
64
+ * (PMREM) from a cubeMap environment texture. This allows different levels of
65
+ * blur to be quickly accessed based on material roughness. It is packed into a
66
+ * special CubeUV format that allows us to perform custom interpolation so that
67
+ * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
68
+ * chain, it only goes down to the LOD_MIN level (above), and then creates extra
69
+ * even more filtered 'mips' at the same LOD_MIN resolution, associated with
70
+ * higher roughness levels. In this way we maintain resolution to smoothly
71
+ * interpolate diffuse lighting while limiting sampling computation.
72
+ *
73
+ * Paper: Fast, Accurate Image-Based Lighting
74
+ * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view
75
+ */
76
+
77
+ class PMREMGenerator {
78
+
79
+ constructor( renderer ) {
80
+
81
+ this._renderer = renderer;
82
+ this._pingPongRenderTarget = null;
83
+
84
+ this._lodMax = 0;
85
+ this._cubeSize = 0;
86
+ this._lodPlanes = [];
87
+ this._sizeLods = [];
88
+ this._sigmas = [];
89
+
90
+ this._blurMaterial = null;
91
+ this._cubemapMaterial = null;
92
+ this._equirectMaterial = null;
93
+
94
+ this._compileMaterial( this._blurMaterial );
95
+
96
+ }
97
+
98
+ /**
99
+ * Generates a PMREM from a supplied Scene, which can be faster than using an
100
+ * image if networking bandwidth is low. Optional sigma specifies a blur radius
101
+ * in radians to be applied to the scene before PMREM generation. Optional near
102
+ * and far planes ensure the scene is rendered in its entirety (the cubeCamera
103
+ * is placed at the origin).
104
+ */
105
+ fromScene( scene, sigma = 0, near = 0.1, far = 100 ) {
106
+
107
+ _oldTarget = this._renderer.getRenderTarget();
108
+ _oldActiveCubeFace = this._renderer.getActiveCubeFace();
109
+ _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
110
+
111
+ this._setSize( 256 );
112
+
113
+ const cubeUVRenderTarget = this._allocateTargets();
114
+ cubeUVRenderTarget.depthBuffer = true;
115
+
116
+ this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
117
+
118
+ if ( sigma > 0 ) {
119
+
120
+ this._blur( cubeUVRenderTarget, 0, 0, sigma );
121
+
122
+ }
123
+
124
+ this._applyPMREM( cubeUVRenderTarget );
125
+ this._cleanup( cubeUVRenderTarget );
126
+
127
+ return cubeUVRenderTarget;
128
+
129
+ }
130
+
131
+ /**
132
+ * Generates a PMREM from an equirectangular texture, which can be either LDR
133
+ * or HDR. The ideal input image size is 1k (1024 x 512),
134
+ * as this matches best with the 256 x 256 cubemap output.
135
+ */
136
+ fromEquirectangular( equirectangular, renderTarget = null ) {
137
+
138
+ return this._fromTexture( equirectangular, renderTarget );
139
+
140
+ }
141
+
142
+ /**
143
+ * Generates a PMREM from an cubemap texture, which can be either LDR
144
+ * or HDR. The ideal input cube size is 256 x 256,
145
+ * as this matches best with the 256 x 256 cubemap output.
146
+ */
147
+ fromCubemap( cubemap, renderTarget = null ) {
148
+
149
+ return this._fromTexture( cubemap, renderTarget );
150
+
151
+ }
152
+
153
+ /**
154
+ * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
155
+ * your texture's network fetch for increased concurrency.
156
+ */
157
+ compileCubemapShader() {
158
+
159
+ if ( this._cubemapMaterial === null ) {
160
+
161
+ this._cubemapMaterial = _getCubemapMaterial();
162
+ this._compileMaterial( this._cubemapMaterial );
163
+
164
+ }
165
+
166
+ }
167
+
168
+ /**
169
+ * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
170
+ * your texture's network fetch for increased concurrency.
171
+ */
172
+ compileEquirectangularShader() {
173
+
174
+ if ( this._equirectMaterial === null ) {
175
+
176
+ this._equirectMaterial = _getEquirectMaterial();
177
+ this._compileMaterial( this._equirectMaterial );
178
+
179
+ }
180
+
181
+ }
182
+
183
+ /**
184
+ * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
185
+ * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
186
+ * one of them will cause any others to also become unusable.
187
+ */
188
+ dispose() {
189
+
190
+ this._dispose();
191
+
192
+ if ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();
193
+ if ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();
194
+
195
+ }
196
+
197
+ // private interface
198
+
199
+ _setSize( cubeSize ) {
200
+
201
+ this._lodMax = Math.floor( Math.log2( cubeSize ) );
202
+ this._cubeSize = Math.pow( 2, this._lodMax );
203
+
204
+ }
205
+
206
+ _dispose() {
207
+
208
+ if ( this._blurMaterial !== null ) this._blurMaterial.dispose();
209
+
210
+ if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();
211
+
212
+ for ( let i = 0; i < this._lodPlanes.length; i ++ ) {
213
+
214
+ this._lodPlanes[ i ].dispose();
215
+
216
+ }
217
+
218
+ }
219
+
220
+ _cleanup( outputTarget ) {
221
+
222
+ this._renderer.setRenderTarget( _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel );
223
+ outputTarget.scissorTest = false;
224
+ _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );
225
+
226
+ }
227
+
228
+ _fromTexture( texture, renderTarget ) {
229
+
230
+ if ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) {
231
+
232
+ this._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) );
233
+
234
+ } else { // Equirectangular
235
+
236
+ this._setSize( texture.image.width / 4 );
237
+
238
+ }
239
+
240
+ _oldTarget = this._renderer.getRenderTarget();
241
+ _oldActiveCubeFace = this._renderer.getActiveCubeFace();
242
+ _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
243
+
244
+ const cubeUVRenderTarget = renderTarget || this._allocateTargets();
245
+ this._textureToCubeUV( texture, cubeUVRenderTarget );
246
+ this._applyPMREM( cubeUVRenderTarget );
247
+ this._cleanup( cubeUVRenderTarget );
248
+
249
+ return cubeUVRenderTarget;
250
+
251
+ }
252
+
253
+ _allocateTargets() {
254
+
255
+ const width = 3 * Math.max( this._cubeSize, 16 * 7 );
256
+ const height = 4 * this._cubeSize;
257
+
258
+ const params = {
259
+ magFilter: LinearFilter,
260
+ minFilter: LinearFilter,
261
+ generateMipmaps: false,
262
+ type: HalfFloatType,
263
+ format: RGBAFormat,
264
+ colorSpace: LinearSRGBColorSpace,
265
+ depthBuffer: false
266
+ };
267
+
268
+ const cubeUVRenderTarget = _createRenderTarget( width, height, params );
269
+
270
+ // NEEDLE: This was added to work around a caching bug in PMREMGenerator that lead to incorrect results.
271
+ const { _lodMax } = this;
272
+ ( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) );
273
+
274
+ if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) {
275
+
276
+ if ( this._pingPongRenderTarget !== null ) {
277
+
278
+ this._dispose();
279
+
280
+ }
281
+
282
+ this._pingPongRenderTarget = _createRenderTarget( width, height, params );
283
+
284
+ const { _lodMax } = this;
285
+ ( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) );
286
+
287
+ this._blurMaterial = _getBlurShader( _lodMax, width, height );
288
+
289
+ }
290
+
291
+ return cubeUVRenderTarget;
292
+
293
+ }
294
+
295
+ _compileMaterial( material ) {
296
+
297
+ const tmpMesh = new Mesh( this._lodPlanes[ 0 ], material );
298
+ this._renderer.compile( tmpMesh, _flatCamera );
299
+
300
+ }
301
+
302
+ _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {
303
+
304
+ const fov = 90;
305
+ const aspect = 1;
306
+ const cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
307
+ const upSign = [ 1, - 1, 1, 1, 1, 1 ];
308
+ const forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
309
+ const renderer = this._renderer;
310
+
311
+ const originalAutoClear = renderer.autoClear;
312
+ const toneMapping = renderer.toneMapping;
313
+ renderer.getClearColor( _clearColor );
314
+
315
+ renderer.toneMapping = NoToneMapping;
316
+ renderer.autoClear = false;
317
+
318
+ const backgroundMaterial = new MeshBasicMaterial( {
319
+ name: 'PMREM.Background',
320
+ side: BackSide,
321
+ depthWrite: false,
322
+ depthTest: false,
323
+ } );
324
+
325
+ const backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );
326
+
327
+ let useSolidColor = false;
328
+ const background = scene.background;
329
+
330
+ if ( background ) {
331
+
332
+ if ( background.isColor ) {
333
+
334
+ backgroundMaterial.color.copy( background );
335
+ scene.background = null;
336
+ useSolidColor = true;
337
+
338
+ }
339
+
340
+ } else {
341
+
342
+ backgroundMaterial.color.copy( _clearColor );
343
+ useSolidColor = true;
344
+
345
+ }
346
+
347
+ for ( let i = 0; i < 6; i ++ ) {
348
+
349
+ const col = i % 3;
350
+
351
+ if ( col === 0 ) {
352
+
353
+ cubeCamera.up.set( 0, upSign[ i ], 0 );
354
+ cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
355
+
356
+ } else if ( col === 1 ) {
357
+
358
+ cubeCamera.up.set( 0, 0, upSign[ i ] );
359
+ cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
360
+
361
+ } else {
362
+
363
+ cubeCamera.up.set( 0, upSign[ i ], 0 );
364
+ cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
365
+
366
+ }
367
+
368
+ const size = this._cubeSize;
369
+
370
+ _setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );
371
+
372
+ renderer.setRenderTarget( cubeUVRenderTarget );
373
+
374
+ if ( useSolidColor ) {
375
+
376
+ renderer.render( backgroundBox, cubeCamera );
377
+
378
+ }
379
+
380
+ renderer.render( scene, cubeCamera );
381
+
382
+ }
383
+
384
+ backgroundBox.geometry.dispose();
385
+ backgroundBox.material.dispose();
386
+
387
+ renderer.toneMapping = toneMapping;
388
+ renderer.autoClear = originalAutoClear;
389
+ scene.background = background;
390
+
391
+ }
392
+
393
+ _textureToCubeUV( texture, cubeUVRenderTarget ) {
394
+
395
+ const renderer = this._renderer;
396
+
397
+ const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );
398
+
399
+ if ( isCubeTexture ) {
400
+
401
+ if ( this._cubemapMaterial === null ) {
402
+
403
+ this._cubemapMaterial = _getCubemapMaterial();
404
+
405
+ }
406
+
407
+ this._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? - 1 : 1;
408
+
409
+ } else {
410
+
411
+ if ( this._equirectMaterial === null ) {
412
+
413
+ this._equirectMaterial = _getEquirectMaterial();
414
+
415
+ }
416
+
417
+ }
418
+
419
+ const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;
420
+ const mesh = new Mesh( this._lodPlanes[ 0 ], material );
421
+
422
+ const uniforms = material.uniforms;
423
+
424
+ uniforms[ 'envMap' ].value = texture;
425
+
426
+ const size = this._cubeSize;
427
+
428
+ _setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );
429
+
430
+ renderer.setRenderTarget( cubeUVRenderTarget );
431
+ renderer.render( mesh, _flatCamera );
432
+
433
+ }
434
+
435
+ _applyPMREM( cubeUVRenderTarget ) {
436
+
437
+ const renderer = this._renderer;
438
+ const autoClear = renderer.autoClear;
439
+ renderer.autoClear = false;
440
+
441
+ for ( let i = 1; i < this._lodPlanes.length; i ++ ) {
442
+
443
+ const sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] );
444
+
445
+ const poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
446
+
447
+ this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
448
+
449
+ }
450
+
451
+ renderer.autoClear = autoClear;
452
+
453
+ }
454
+
455
+ /**
456
+ * This is a two-pass Gaussian blur for a cubemap. Normally this is done
457
+ * vertically and horizontally, but this breaks down on a cube. Here we apply
458
+ * the blur latitudinally (around the poles), and then longitudinally (towards
459
+ * the poles) to approximate the orthogonally-separable blur. It is least
460
+ * accurate at the poles, but still does a decent job.
461
+ */
462
+ _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
463
+
464
+ const pingPongRenderTarget = this._pingPongRenderTarget;
465
+
466
+ this._halfBlur(
467
+ cubeUVRenderTarget,
468
+ pingPongRenderTarget,
469
+ lodIn,
470
+ lodOut,
471
+ sigma,
472
+ 'latitudinal',
473
+ poleAxis );
474
+
475
+ this._halfBlur(
476
+ pingPongRenderTarget,
477
+ cubeUVRenderTarget,
478
+ lodOut,
479
+ lodOut,
480
+ sigma,
481
+ 'longitudinal',
482
+ poleAxis );
483
+
484
+ }
485
+
486
+ _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
487
+
488
+ const renderer = this._renderer;
489
+ const blurMaterial = this._blurMaterial;
490
+
491
+ if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
492
+
493
+ console.error(
494
+ 'blur direction must be either latitudinal or longitudinal!' );
495
+
496
+ }
497
+
498
+ // Number of standard deviations at which to cut off the discrete approximation.
499
+ const STANDARD_DEVIATIONS = 3;
500
+
501
+ const blurMesh = new Mesh( this._lodPlanes[ lodOut ], blurMaterial );
502
+ const blurUniforms = blurMaterial.uniforms;
503
+
504
+ const pixels = this._sizeLods[ lodIn ] - 1;
505
+ const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
506
+ const sigmaPixels = sigmaRadians / radiansPerPixel;
507
+ const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
508
+
509
+ if ( samples > MAX_SAMPLES ) {
510
+
511
+ console.warn( `sigmaRadians, ${
512
+ sigmaRadians}, is too large and will clip, as it requested ${
513
+ samples} samples when the maximum is set to ${MAX_SAMPLES}` );
514
+
515
+ }
516
+
517
+ const weights = [];
518
+ let sum = 0;
519
+
520
+ for ( let i = 0; i < MAX_SAMPLES; ++ i ) {
521
+
522
+ const x = i / sigmaPixels;
523
+ const weight = Math.exp( - x * x / 2 );
524
+ weights.push( weight );
525
+
526
+ if ( i === 0 ) {
527
+
528
+ sum += weight;
529
+
530
+ } else if ( i < samples ) {
531
+
532
+ sum += 2 * weight;
533
+
534
+ }
535
+
536
+ }
537
+
538
+ for ( let i = 0; i < weights.length; i ++ ) {
539
+
540
+ weights[ i ] = weights[ i ] / sum;
541
+
542
+ }
543
+
544
+ blurUniforms[ 'envMap' ].value = targetIn.texture;
545
+ blurUniforms[ 'samples' ].value = samples;
546
+ blurUniforms[ 'weights' ].value = weights;
547
+ blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
548
+
549
+ if ( poleAxis ) {
550
+
551
+ blurUniforms[ 'poleAxis' ].value = poleAxis;
552
+
553
+ }
554
+
555
+ const { _lodMax } = this;
556
+ blurUniforms[ 'dTheta' ].value = radiansPerPixel;
557
+ blurUniforms[ 'mipInt' ].value = _lodMax - lodIn;
558
+
559
+ const outputSize = this._sizeLods[ lodOut ];
560
+ const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );
561
+ const y = 4 * ( this._cubeSize - outputSize );
562
+
563
+ _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
564
+ renderer.setRenderTarget( targetOut );
565
+ renderer.render( blurMesh, _flatCamera );
566
+
567
+ }
568
+
569
+ }
570
+
571
+
572
+
573
+ function _createPlanes( lodMax ) {
574
+
575
+ const lodPlanes = [];
576
+ const sizeLods = [];
577
+ const sigmas = [];
578
+
579
+ let lod = lodMax;
580
+
581
+ const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
582
+
583
+ for ( let i = 0; i < totalLods; i ++ ) {
584
+
585
+ const sizeLod = Math.pow( 2, lod );
586
+ sizeLods.push( sizeLod );
587
+ let sigma = 1.0 / sizeLod;
588
+
589
+ if ( i > lodMax - LOD_MIN ) {
590
+
591
+ sigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];
592
+
593
+ } else if ( i === 0 ) {
594
+
595
+ sigma = 0;
596
+
597
+ }
598
+
599
+ sigmas.push( sigma );
600
+
601
+ const texelSize = 1.0 / ( sizeLod - 2 );
602
+ const min = - texelSize;
603
+ const max = 1 + texelSize;
604
+ const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
605
+
606
+ const cubeFaces = 6;
607
+ const vertices = 6;
608
+ const positionSize = 3;
609
+ const uvSize = 2;
610
+ const faceIndexSize = 1;
611
+
612
+ const position = new Float32Array( positionSize * vertices * cubeFaces );
613
+ const uv = new Float32Array( uvSize * vertices * cubeFaces );
614
+ const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
615
+
616
+ for ( let face = 0; face < cubeFaces; face ++ ) {
617
+
618
+ const x = ( face % 3 ) * 2 / 3 - 1;
619
+ const y = face > 2 ? 0 : - 1;
620
+ const coordinates = [
621
+ x, y, 0,
622
+ x + 2 / 3, y, 0,
623
+ x + 2 / 3, y + 1, 0,
624
+ x, y, 0,
625
+ x + 2 / 3, y + 1, 0,
626
+ x, y + 1, 0
627
+ ];
628
+ position.set( coordinates, positionSize * vertices * face );
629
+ uv.set( uv1, uvSize * vertices * face );
630
+ const fill = [ face, face, face, face, face, face ];
631
+ faceIndex.set( fill, faceIndexSize * vertices * face );
632
+
633
+ }
634
+
635
+ const planes = new BufferGeometry();
636
+ planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
637
+ planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
638
+ planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
639
+ lodPlanes.push( planes );
640
+
641
+ if ( lod > LOD_MIN ) {
642
+
643
+ lod --;
644
+
645
+ }
646
+
647
+ }
648
+
649
+ return { lodPlanes, sizeLods, sigmas };
650
+
651
+ }
652
+
653
+ function _createRenderTarget( width, height, params ) {
654
+
655
+ const cubeUVRenderTarget = new WebGLRenderTarget( width, height, params );
656
+ cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
657
+ cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
658
+ cubeUVRenderTarget.scissorTest = true;
659
+ return cubeUVRenderTarget;
660
+
661
+ }
662
+
663
+ function _setViewport( target, x, y, width, height ) {
664
+
665
+ target.viewport.set( x, y, width, height );
666
+ target.scissor.set( x, y, width, height );
667
+
668
+ }
669
+
670
+ function _getBlurShader( lodMax, width, height ) {
671
+
672
+ const weights = new Float32Array( MAX_SAMPLES );
673
+ const poleAxis = new Vector3( 0, 1, 0 );
674
+ const shaderMaterial = new ShaderMaterial( {
675
+
676
+ name: 'SphericalGaussianBlur',
677
+
678
+ defines: {
679
+ 'n': MAX_SAMPLES,
680
+ 'CUBEUV_TEXEL_WIDTH': 1.0 / width,
681
+ 'CUBEUV_TEXEL_HEIGHT': 1.0 / height,
682
+ 'CUBEUV_MAX_MIP': `${lodMax}.0`,
683
+ },
684
+
685
+ uniforms: {
686
+ 'envMap': { value: null },
687
+ 'samples': { value: 1 },
688
+ 'weights': { value: weights },
689
+ 'latitudinal': { value: false },
690
+ 'dTheta': { value: 0 },
691
+ 'mipInt': { value: 0 },
692
+ 'poleAxis': { value: poleAxis }
693
+ },
694
+
695
+ vertexShader: _getCommonVertexShader(),
696
+
697
+ fragmentShader: /* glsl */`
698
+
699
+ precision mediump float;
700
+ precision mediump int;
701
+
702
+ varying vec3 vOutputDirection;
703
+
704
+ uniform sampler2D envMap;
705
+ uniform int samples;
706
+ uniform float weights[ n ];
707
+ uniform bool latitudinal;
708
+ uniform float dTheta;
709
+ uniform float mipInt;
710
+ uniform vec3 poleAxis;
711
+
712
+ #define ENVMAP_TYPE_CUBE_UV
713
+ #include <cube_uv_reflection_fragment>
714
+
715
+ vec3 getSample( float theta, vec3 axis ) {
716
+
717
+ float cosTheta = cos( theta );
718
+ // Rodrigues' axis-angle rotation
719
+ vec3 sampleDirection = vOutputDirection * cosTheta
720
+ + cross( axis, vOutputDirection ) * sin( theta )
721
+ + axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );
722
+
723
+ return bilinearCubeUV( envMap, sampleDirection, mipInt );
724
+
725
+ }
726
+
727
+ void main() {
728
+
729
+ vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );
730
+
731
+ if ( all( equal( axis, vec3( 0.0 ) ) ) ) {
732
+
733
+ axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );
734
+
735
+ }
736
+
737
+ axis = normalize( axis );
738
+
739
+ gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
740
+ gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );
741
+
742
+ for ( int i = 1; i < n; i++ ) {
743
+
744
+ if ( i >= samples ) {
745
+
746
+ break;
747
+
748
+ }
749
+
750
+ float theta = dTheta * float( i );
751
+ gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );
752
+ gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );
753
+
754
+ }
755
+
756
+ }
757
+ `,
758
+
759
+ blending: NoBlending,
760
+ depthTest: false,
761
+ depthWrite: false
762
+
763
+ } );
764
+
765
+ return shaderMaterial;
766
+
767
+ }
768
+
769
+ function _getEquirectMaterial() {
770
+
771
+ return new ShaderMaterial( {
772
+
773
+ name: 'EquirectangularToCubeUV',
774
+
775
+ uniforms: {
776
+ 'envMap': { value: null }
777
+ },
778
+
779
+ vertexShader: _getCommonVertexShader(),
780
+
781
+ fragmentShader: /* glsl */`
782
+
783
+ precision mediump float;
784
+ precision mediump int;
785
+
786
+ varying vec3 vOutputDirection;
787
+
788
+ uniform sampler2D envMap;
789
+
790
+ #include <common>
791
+
792
+ void main() {
793
+
794
+ vec3 outputDirection = normalize( vOutputDirection );
795
+ vec2 uv = equirectUv( outputDirection );
796
+
797
+ gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );
798
+
799
+ }
800
+ `,
801
+
802
+ blending: NoBlending,
803
+ depthTest: false,
804
+ depthWrite: false
805
+
806
+ } );
807
+
808
+ }
809
+
810
+ function _getCubemapMaterial() {
811
+
812
+ return new ShaderMaterial( {
813
+
814
+ name: 'CubemapToCubeUV',
815
+
816
+ uniforms: {
817
+ 'envMap': { value: null },
818
+ 'flipEnvMap': { value: - 1 }
819
+ },
820
+
821
+ vertexShader: _getCommonVertexShader(),
822
+
823
+ fragmentShader: /* glsl */`
824
+
825
+ precision mediump float;
826
+ precision mediump int;
827
+
828
+ uniform float flipEnvMap;
829
+
830
+ varying vec3 vOutputDirection;
831
+
832
+ uniform samplerCube envMap;
833
+
834
+ void main() {
835
+
836
+ gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );
837
+
838
+ }
839
+ `,
840
+
841
+ blending: NoBlending,
842
+ depthTest: false,
843
+ depthWrite: false
844
+
845
+ } );
846
+
847
+ }
848
+
849
+ function _getCommonVertexShader() {
850
+
851
+ return /* glsl */`
852
+
853
+ precision mediump float;
854
+ precision mediump int;
855
+
856
+ attribute float faceIndex;
857
+
858
+ varying vec3 vOutputDirection;
859
+
860
+ // RH coordinate system; PMREM face-indexing convention
861
+ vec3 getDirection( vec2 uv, float face ) {
862
+
863
+ uv = 2.0 * uv - 1.0;
864
+
865
+ vec3 direction = vec3( uv, 1.0 );
866
+
867
+ if ( face == 0.0 ) {
868
+
869
+ direction = direction.zyx; // ( 1, v, u ) pos x
870
+
871
+ } else if ( face == 1.0 ) {
872
+
873
+ direction = direction.xzy;
874
+ direction.xz *= -1.0; // ( -u, 1, -v ) pos y
875
+
876
+ } else if ( face == 2.0 ) {
877
+
878
+ direction.x *= -1.0; // ( -u, v, 1 ) pos z
879
+
880
+ } else if ( face == 3.0 ) {
881
+
882
+ direction = direction.zyx;
883
+ direction.xz *= -1.0; // ( -1, v, -u ) neg x
884
+
885
+ } else if ( face == 4.0 ) {
886
+
887
+ direction = direction.xzy;
888
+ direction.xy *= -1.0; // ( -u, -1, v ) neg y
889
+
890
+ } else if ( face == 5.0 ) {
891
+
892
+ direction.z *= -1.0; // ( u, v, -1 ) neg z
893
+
894
+ }
895
+
896
+ return direction;
897
+
898
+ }
899
+
900
+ void main() {
901
+
902
+ vOutputDirection = getDirection( uv, faceIndex );
903
+ gl_Position = vec4( position, 1.0 );
904
+
905
+ }
906
+ `;
907
+
908
+ }
909
+
910
+ export { PMREMGenerator };