@needle-tools/three 0.154.3 → 0.160.3

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 -719
  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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@@ -1,455 +1,446 @@
1
- import {
2
- Camera,
3
- ClampToEdgeWrapping,
4
- DataTexture,
5
- FloatType,
6
- LinearSRGBColorSpace,
7
- Mesh,
8
- NearestFilter,
9
- NoToneMapping,
10
- PlaneGeometry,
11
- RGBAFormat,
12
- Scene,
13
- ShaderMaterial,
14
- WebGLRenderTarget
15
- } from 'three';
16
-
17
- /**
18
- * GPUComputationRenderer, based on SimulationRenderer by zz85
19
- *
20
- * The GPUComputationRenderer uses the concept of variables. These variables are RGBA float textures that hold 4 floats
21
- * for each compute element (texel)
22
- *
23
- * Each variable has a fragment shader that defines the computation made to obtain the variable in question.
24
- * You can use as many variables you need, and make dependencies so you can use textures of other variables in the shader
25
- * (the sampler uniforms are added automatically) Most of the variables will need themselves as dependency.
26
- *
27
- * The renderer has actually two render targets per variable, to make ping-pong. Textures from the current frame are used
28
- * as inputs to render the textures of the next frame.
29
- *
30
- * The render targets of the variables can be used as input textures for your visualization shaders.
31
- *
32
- * Variable names should be valid identifiers and should not collide with THREE GLSL used identifiers.
33
- * a common approach could be to use 'texture' prefixing the variable name; i.e texturePosition, textureVelocity...
34
- *
35
- * The size of the computation (sizeX * sizeY) is defined as 'resolution' automatically in the shader. For example:
36
- * #DEFINE resolution vec2( 1024.0, 1024.0 )
37
- *
38
- * -------------
39
- *
40
- * Basic use:
41
- *
42
- * // Initialization...
43
- *
44
- * // Create computation renderer
45
- * const gpuCompute = new GPUComputationRenderer( 1024, 1024, renderer );
46
- *
47
- * // Create initial state float textures
48
- * const pos0 = gpuCompute.createTexture();
49
- * const vel0 = gpuCompute.createTexture();
50
- * // and fill in here the texture data...
51
- *
52
- * // Add texture variables
53
- * const velVar = gpuCompute.addVariable( "textureVelocity", fragmentShaderVel, pos0 );
54
- * const posVar = gpuCompute.addVariable( "texturePosition", fragmentShaderPos, vel0 );
55
- *
56
- * // Add variable dependencies
57
- * gpuCompute.setVariableDependencies( velVar, [ velVar, posVar ] );
58
- * gpuCompute.setVariableDependencies( posVar, [ velVar, posVar ] );
59
- *
60
- * // Add custom uniforms
61
- * velVar.material.uniforms.time = { value: 0.0 };
62
- *
63
- * // Check for completeness
64
- * const error = gpuCompute.init();
65
- * if ( error !== null ) {
66
- * console.error( error );
67
- * }
68
- *
69
- *
70
- * // In each frame...
71
- *
72
- * // Compute!
73
- * gpuCompute.compute();
74
- *
75
- * // Update texture uniforms in your visualization materials with the gpu renderer output
76
- * myMaterial.uniforms.myTexture.value = gpuCompute.getCurrentRenderTarget( posVar ).texture;
77
- *
78
- * // Do your rendering
79
- * renderer.render( myScene, myCamera );
80
- *
81
- * -------------
82
- *
83
- * Also, you can use utility functions to create ShaderMaterial and perform computations (rendering between textures)
84
- * Note that the shaders can have multiple input textures.
85
- *
86
- * const myFilter1 = gpuCompute.createShaderMaterial( myFilterFragmentShader1, { theTexture: { value: null } } );
87
- * const myFilter2 = gpuCompute.createShaderMaterial( myFilterFragmentShader2, { theTexture: { value: null } } );
88
- *
89
- * const inputTexture = gpuCompute.createTexture();
90
- *
91
- * // Fill in here inputTexture...
92
- *
93
- * myFilter1.uniforms.theTexture.value = inputTexture;
94
- *
95
- * const myRenderTarget = gpuCompute.createRenderTarget();
96
- * myFilter2.uniforms.theTexture.value = myRenderTarget.texture;
97
- *
98
- * const outputRenderTarget = gpuCompute.createRenderTarget();
99
- *
100
- * // Now use the output texture where you want:
101
- * myMaterial.uniforms.map.value = outputRenderTarget.texture;
102
- *
103
- * // And compute each frame, before rendering to screen:
104
- * gpuCompute.doRenderTarget( myFilter1, myRenderTarget );
105
- * gpuCompute.doRenderTarget( myFilter2, outputRenderTarget );
106
- *
107
- *
108
- *
109
- * @param {int} sizeX Computation problem size is always 2d: sizeX * sizeY elements.
110
- * @param {int} sizeY Computation problem size is always 2d: sizeX * sizeY elements.
111
- * @param {WebGLRenderer} renderer The renderer
112
- */
113
-
114
- class GPUComputationRenderer {
115
-
116
- constructor( sizeX, sizeY, renderer ) {
117
-
118
- this.variables = [];
119
-
120
- this.currentTextureIndex = 0;
121
-
122
- let dataType = FloatType;
123
-
124
- const scene = new Scene();
125
-
126
- const camera = new Camera();
127
- camera.position.z = 1;
128
-
129
- const passThruUniforms = {
130
- passThruTexture: { value: null }
131
- };
132
-
133
- const passThruShader = createShaderMaterial( getPassThroughFragmentShader(), passThruUniforms );
134
-
135
- const mesh = new Mesh( new PlaneGeometry( 2, 2 ), passThruShader );
136
- scene.add( mesh );
137
-
138
-
139
- this.setDataType = function ( type ) {
140
-
141
- dataType = type;
142
- return this;
143
-
144
- };
145
-
146
- this.addVariable = function ( variableName, computeFragmentShader, initialValueTexture ) {
147
-
148
- const material = this.createShaderMaterial( computeFragmentShader );
149
-
150
- const variable = {
151
- name: variableName,
152
- initialValueTexture: initialValueTexture,
153
- material: material,
154
- dependencies: null,
155
- renderTargets: [],
156
- wrapS: null,
157
- wrapT: null,
158
- minFilter: NearestFilter,
159
- magFilter: NearestFilter
160
- };
161
-
162
- this.variables.push( variable );
163
-
164
- return variable;
165
-
166
- };
167
-
168
- this.setVariableDependencies = function ( variable, dependencies ) {
169
-
170
- variable.dependencies = dependencies;
171
-
172
- };
173
-
174
- this.init = function () {
175
-
176
- if ( renderer.capabilities.isWebGL2 === false && renderer.extensions.has( 'OES_texture_float' ) === false ) {
177
-
178
- return 'No OES_texture_float support for float textures.';
179
-
180
- }
181
-
182
- if ( renderer.capabilities.maxVertexTextures === 0 ) {
183
-
184
- return 'No support for vertex shader textures.';
185
-
186
- }
187
-
188
- for ( let i = 0; i < this.variables.length; i ++ ) {
189
-
190
- const variable = this.variables[ i ];
191
-
192
- // Creates rendertargets and initialize them with input texture
193
- variable.renderTargets[ 0 ] = this.createRenderTarget( sizeX, sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter );
194
- variable.renderTargets[ 1 ] = this.createRenderTarget( sizeX, sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter );
195
- this.renderTexture( variable.initialValueTexture, variable.renderTargets[ 0 ] );
196
- this.renderTexture( variable.initialValueTexture, variable.renderTargets[ 1 ] );
197
-
198
- // Adds dependencies uniforms to the ShaderMaterial
199
- const material = variable.material;
200
- const uniforms = material.uniforms;
201
-
202
- if ( variable.dependencies !== null ) {
203
-
204
- for ( let d = 0; d < variable.dependencies.length; d ++ ) {
205
-
206
- const depVar = variable.dependencies[ d ];
207
-
208
- if ( depVar.name !== variable.name ) {
209
-
210
- // Checks if variable exists
211
- let found = false;
212
-
213
- for ( let j = 0; j < this.variables.length; j ++ ) {
214
-
215
- if ( depVar.name === this.variables[ j ].name ) {
216
-
217
- found = true;
218
- break;
219
-
220
- }
221
-
222
- }
223
-
224
- if ( ! found ) {
225
-
226
- return 'Variable dependency not found. Variable=' + variable.name + ', dependency=' + depVar.name;
227
-
228
- }
229
-
230
- }
231
-
232
- uniforms[ depVar.name ] = { value: null };
233
-
234
- material.fragmentShader = '\nuniform sampler2D ' + depVar.name + ';\n' + material.fragmentShader;
235
-
236
- }
237
-
238
- }
239
-
240
- }
241
-
242
- this.currentTextureIndex = 0;
243
-
244
- return null;
245
-
246
- };
247
-
248
- this.compute = function () {
249
-
250
- const currentTextureIndex = this.currentTextureIndex;
251
- const nextTextureIndex = this.currentTextureIndex === 0 ? 1 : 0;
252
-
253
- for ( let i = 0, il = this.variables.length; i < il; i ++ ) {
254
-
255
- const variable = this.variables[ i ];
256
-
257
- // Sets texture dependencies uniforms
258
- if ( variable.dependencies !== null ) {
259
-
260
- const uniforms = variable.material.uniforms;
261
-
262
- for ( let d = 0, dl = variable.dependencies.length; d < dl; d ++ ) {
263
-
264
- const depVar = variable.dependencies[ d ];
265
-
266
- uniforms[ depVar.name ].value = depVar.renderTargets[ currentTextureIndex ].texture;
267
-
268
- }
269
-
270
- }
271
-
272
- // Performs the computation for this variable
273
- this.doRenderTarget( variable.material, variable.renderTargets[ nextTextureIndex ] );
274
-
275
- }
276
-
277
- this.currentTextureIndex = nextTextureIndex;
278
-
279
- };
280
-
281
- this.getCurrentRenderTarget = function ( variable ) {
282
-
283
- return variable.renderTargets[ this.currentTextureIndex ];
284
-
285
- };
286
-
287
- this.getAlternateRenderTarget = function ( variable ) {
288
-
289
- return variable.renderTargets[ this.currentTextureIndex === 0 ? 1 : 0 ];
290
-
291
- };
292
-
293
- this.dispose = function () {
294
-
295
- mesh.geometry.dispose();
296
- mesh.material.dispose();
297
-
298
- const variables = this.variables;
299
-
300
- for ( let i = 0; i < variables.length; i ++ ) {
301
-
302
- const variable = variables[ i ];
303
-
304
- if ( variable.initialValueTexture ) variable.initialValueTexture.dispose();
305
-
306
- const renderTargets = variable.renderTargets;
307
-
308
- for ( let j = 0; j < renderTargets.length; j ++ ) {
309
-
310
- const renderTarget = renderTargets[ j ];
311
- renderTarget.dispose();
312
-
313
- }
314
-
315
- }
316
-
317
- };
318
-
319
- function addResolutionDefine( materialShader ) {
320
-
321
- materialShader.defines.resolution = 'vec2( ' + sizeX.toFixed( 1 ) + ', ' + sizeY.toFixed( 1 ) + ' )';
322
-
323
- }
324
-
325
- this.addResolutionDefine = addResolutionDefine;
326
-
327
-
328
- // The following functions can be used to compute things manually
329
-
330
- function createShaderMaterial( computeFragmentShader, uniforms ) {
331
-
332
- uniforms = uniforms || {};
333
-
334
- const material = new ShaderMaterial( {
335
- name: 'GPUComputationShader',
336
- uniforms: uniforms,
337
- vertexShader: getPassThroughVertexShader(),
338
- fragmentShader: computeFragmentShader
339
- } );
340
-
341
- addResolutionDefine( material );
342
-
343
- return material;
344
-
345
- }
346
-
347
- this.createShaderMaterial = createShaderMaterial;
348
-
349
- this.createRenderTarget = function ( sizeXTexture, sizeYTexture, wrapS, wrapT, minFilter, magFilter ) {
350
-
351
- sizeXTexture = sizeXTexture || sizeX;
352
- sizeYTexture = sizeYTexture || sizeY;
353
-
354
- wrapS = wrapS || ClampToEdgeWrapping;
355
- wrapT = wrapT || ClampToEdgeWrapping;
356
-
357
- minFilter = minFilter || NearestFilter;
358
- magFilter = magFilter || NearestFilter;
359
-
360
- const renderTarget = new WebGLRenderTarget( sizeXTexture, sizeYTexture, {
361
- wrapS: wrapS,
362
- wrapT: wrapT,
363
- minFilter: minFilter,
364
- magFilter: magFilter,
365
- format: RGBAFormat,
366
- type: dataType,
367
- depthBuffer: false
368
- } );
369
-
370
- return renderTarget;
371
-
372
- };
373
-
374
- this.createTexture = function () {
375
-
376
- const data = new Float32Array( sizeX * sizeY * 4 );
377
- const texture = new DataTexture( data, sizeX, sizeY, RGBAFormat, FloatType );
378
- texture.needsUpdate = true;
379
- return texture;
380
-
381
- };
382
-
383
- this.renderTexture = function ( input, output ) {
384
-
385
- // Takes a texture, and render out in rendertarget
386
- // input = Texture
387
- // output = RenderTarget
388
-
389
- passThruUniforms.passThruTexture.value = input;
390
-
391
- this.doRenderTarget( passThruShader, output );
392
-
393
- passThruUniforms.passThruTexture.value = null;
394
-
395
- };
396
-
397
- this.doRenderTarget = function ( material, output ) {
398
-
399
- const currentRenderTarget = renderer.getRenderTarget();
400
-
401
- const currentXrEnabled = renderer.xr.enabled;
402
- const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
403
- const currentOutputColorSpace = renderer.outputColorSpace;
404
- const currentToneMapping = renderer.toneMapping;
405
-
406
- renderer.xr.enabled = false; // Avoid camera modification
407
- renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
408
- renderer.outputColorSpace = LinearSRGBColorSpace;
409
- renderer.toneMapping = NoToneMapping;
410
-
411
- mesh.material = material;
412
- renderer.setRenderTarget( output );
413
- renderer.render( scene, camera );
414
- mesh.material = passThruShader;
415
-
416
- renderer.xr.enabled = currentXrEnabled;
417
- renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
418
- renderer.outputColorSpace = currentOutputColorSpace;
419
- renderer.toneMapping = currentToneMapping;
420
-
421
- renderer.setRenderTarget( currentRenderTarget );
422
-
423
- };
424
-
425
- // Shaders
426
-
427
- function getPassThroughVertexShader() {
428
-
429
- return 'void main() {\n' +
430
- '\n' +
431
- ' gl_Position = vec4( position, 1.0 );\n' +
432
- '\n' +
433
- '}\n';
434
-
435
- }
436
-
437
- function getPassThroughFragmentShader() {
438
-
439
- return 'uniform sampler2D passThruTexture;\n' +
440
- '\n' +
441
- 'void main() {\n' +
442
- '\n' +
443
- ' vec2 uv = gl_FragCoord.xy / resolution.xy;\n' +
444
- '\n' +
445
- ' gl_FragColor = texture2D( passThruTexture, uv );\n' +
446
- '\n' +
447
- '}\n';
448
-
449
- }
450
-
451
- }
452
-
453
- }
454
-
455
- export { GPUComputationRenderer };
1
+ import {
2
+ Camera,
3
+ ClampToEdgeWrapping,
4
+ DataTexture,
5
+ FloatType,
6
+ Mesh,
7
+ NearestFilter,
8
+ PlaneGeometry,
9
+ RGBAFormat,
10
+ Scene,
11
+ ShaderMaterial,
12
+ WebGLRenderTarget
13
+ } from 'three';
14
+
15
+ /**
16
+ * GPUComputationRenderer, based on SimulationRenderer by zz85
17
+ *
18
+ * The GPUComputationRenderer uses the concept of variables. These variables are RGBA float textures that hold 4 floats
19
+ * for each compute element (texel)
20
+ *
21
+ * Each variable has a fragment shader that defines the computation made to obtain the variable in question.
22
+ * You can use as many variables you need, and make dependencies so you can use textures of other variables in the shader
23
+ * (the sampler uniforms are added automatically) Most of the variables will need themselves as dependency.
24
+ *
25
+ * The renderer has actually two render targets per variable, to make ping-pong. Textures from the current frame are used
26
+ * as inputs to render the textures of the next frame.
27
+ *
28
+ * The render targets of the variables can be used as input textures for your visualization shaders.
29
+ *
30
+ * Variable names should be valid identifiers and should not collide with THREE GLSL used identifiers.
31
+ * a common approach could be to use 'texture' prefixing the variable name; i.e texturePosition, textureVelocity...
32
+ *
33
+ * The size of the computation (sizeX * sizeY) is defined as 'resolution' automatically in the shader. For example:
34
+ * #DEFINE resolution vec2( 1024.0, 1024.0 )
35
+ *
36
+ * -------------
37
+ *
38
+ * Basic use:
39
+ *
40
+ * // Initialization...
41
+ *
42
+ * // Create computation renderer
43
+ * const gpuCompute = new GPUComputationRenderer( 1024, 1024, renderer );
44
+ *
45
+ * // Create initial state float textures
46
+ * const pos0 = gpuCompute.createTexture();
47
+ * const vel0 = gpuCompute.createTexture();
48
+ * // and fill in here the texture data...
49
+ *
50
+ * // Add texture variables
51
+ * const velVar = gpuCompute.addVariable( "textureVelocity", fragmentShaderVel, pos0 );
52
+ * const posVar = gpuCompute.addVariable( "texturePosition", fragmentShaderPos, vel0 );
53
+ *
54
+ * // Add variable dependencies
55
+ * gpuCompute.setVariableDependencies( velVar, [ velVar, posVar ] );
56
+ * gpuCompute.setVariableDependencies( posVar, [ velVar, posVar ] );
57
+ *
58
+ * // Add custom uniforms
59
+ * velVar.material.uniforms.time = { value: 0.0 };
60
+ *
61
+ * // Check for completeness
62
+ * const error = gpuCompute.init();
63
+ * if ( error !== null ) {
64
+ * console.error( error );
65
+ * }
66
+ *
67
+ *
68
+ * // In each frame...
69
+ *
70
+ * // Compute!
71
+ * gpuCompute.compute();
72
+ *
73
+ * // Update texture uniforms in your visualization materials with the gpu renderer output
74
+ * myMaterial.uniforms.myTexture.value = gpuCompute.getCurrentRenderTarget( posVar ).texture;
75
+ *
76
+ * // Do your rendering
77
+ * renderer.render( myScene, myCamera );
78
+ *
79
+ * -------------
80
+ *
81
+ * Also, you can use utility functions to create ShaderMaterial and perform computations (rendering between textures)
82
+ * Note that the shaders can have multiple input textures.
83
+ *
84
+ * const myFilter1 = gpuCompute.createShaderMaterial( myFilterFragmentShader1, { theTexture: { value: null } } );
85
+ * const myFilter2 = gpuCompute.createShaderMaterial( myFilterFragmentShader2, { theTexture: { value: null } } );
86
+ *
87
+ * const inputTexture = gpuCompute.createTexture();
88
+ *
89
+ * // Fill in here inputTexture...
90
+ *
91
+ * myFilter1.uniforms.theTexture.value = inputTexture;
92
+ *
93
+ * const myRenderTarget = gpuCompute.createRenderTarget();
94
+ * myFilter2.uniforms.theTexture.value = myRenderTarget.texture;
95
+ *
96
+ * const outputRenderTarget = gpuCompute.createRenderTarget();
97
+ *
98
+ * // Now use the output texture where you want:
99
+ * myMaterial.uniforms.map.value = outputRenderTarget.texture;
100
+ *
101
+ * // And compute each frame, before rendering to screen:
102
+ * gpuCompute.doRenderTarget( myFilter1, myRenderTarget );
103
+ * gpuCompute.doRenderTarget( myFilter2, outputRenderTarget );
104
+ *
105
+ *
106
+ *
107
+ * @param {int} sizeX Computation problem size is always 2d: sizeX * sizeY elements.
108
+ * @param {int} sizeY Computation problem size is always 2d: sizeX * sizeY elements.
109
+ * @param {WebGLRenderer} renderer The renderer
110
+ */
111
+
112
+ class GPUComputationRenderer {
113
+
114
+ constructor( sizeX, sizeY, renderer ) {
115
+
116
+ this.variables = [];
117
+
118
+ this.currentTextureIndex = 0;
119
+
120
+ let dataType = FloatType;
121
+
122
+ const scene = new Scene();
123
+
124
+ const camera = new Camera();
125
+ camera.position.z = 1;
126
+
127
+ const passThruUniforms = {
128
+ passThruTexture: { value: null }
129
+ };
130
+
131
+ const passThruShader = createShaderMaterial( getPassThroughFragmentShader(), passThruUniforms );
132
+
133
+ const mesh = new Mesh( new PlaneGeometry( 2, 2 ), passThruShader );
134
+ scene.add( mesh );
135
+
136
+
137
+ this.setDataType = function ( type ) {
138
+
139
+ dataType = type;
140
+ return this;
141
+
142
+ };
143
+
144
+ this.addVariable = function ( variableName, computeFragmentShader, initialValueTexture ) {
145
+
146
+ const material = this.createShaderMaterial( computeFragmentShader );
147
+
148
+ const variable = {
149
+ name: variableName,
150
+ initialValueTexture: initialValueTexture,
151
+ material: material,
152
+ dependencies: null,
153
+ renderTargets: [],
154
+ wrapS: null,
155
+ wrapT: null,
156
+ minFilter: NearestFilter,
157
+ magFilter: NearestFilter
158
+ };
159
+
160
+ this.variables.push( variable );
161
+
162
+ return variable;
163
+
164
+ };
165
+
166
+ this.setVariableDependencies = function ( variable, dependencies ) {
167
+
168
+ variable.dependencies = dependencies;
169
+
170
+ };
171
+
172
+ this.init = function () {
173
+
174
+ if ( renderer.capabilities.isWebGL2 === false && renderer.extensions.has( 'OES_texture_float' ) === false ) {
175
+
176
+ return 'No OES_texture_float support for float textures.';
177
+
178
+ }
179
+
180
+ if ( renderer.capabilities.maxVertexTextures === 0 ) {
181
+
182
+ return 'No support for vertex shader textures.';
183
+
184
+ }
185
+
186
+ for ( let i = 0; i < this.variables.length; i ++ ) {
187
+
188
+ const variable = this.variables[ i ];
189
+
190
+ // Creates rendertargets and initialize them with input texture
191
+ variable.renderTargets[ 0 ] = this.createRenderTarget( sizeX, sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter );
192
+ variable.renderTargets[ 1 ] = this.createRenderTarget( sizeX, sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter );
193
+ this.renderTexture( variable.initialValueTexture, variable.renderTargets[ 0 ] );
194
+ this.renderTexture( variable.initialValueTexture, variable.renderTargets[ 1 ] );
195
+
196
+ // Adds dependencies uniforms to the ShaderMaterial
197
+ const material = variable.material;
198
+ const uniforms = material.uniforms;
199
+
200
+ if ( variable.dependencies !== null ) {
201
+
202
+ for ( let d = 0; d < variable.dependencies.length; d ++ ) {
203
+
204
+ const depVar = variable.dependencies[ d ];
205
+
206
+ if ( depVar.name !== variable.name ) {
207
+
208
+ // Checks if variable exists
209
+ let found = false;
210
+
211
+ for ( let j = 0; j < this.variables.length; j ++ ) {
212
+
213
+ if ( depVar.name === this.variables[ j ].name ) {
214
+
215
+ found = true;
216
+ break;
217
+
218
+ }
219
+
220
+ }
221
+
222
+ if ( ! found ) {
223
+
224
+ return 'Variable dependency not found. Variable=' + variable.name + ', dependency=' + depVar.name;
225
+
226
+ }
227
+
228
+ }
229
+
230
+ uniforms[ depVar.name ] = { value: null };
231
+
232
+ material.fragmentShader = '\nuniform sampler2D ' + depVar.name + ';\n' + material.fragmentShader;
233
+
234
+ }
235
+
236
+ }
237
+
238
+ }
239
+
240
+ this.currentTextureIndex = 0;
241
+
242
+ return null;
243
+
244
+ };
245
+
246
+ this.compute = function () {
247
+
248
+ const currentTextureIndex = this.currentTextureIndex;
249
+ const nextTextureIndex = this.currentTextureIndex === 0 ? 1 : 0;
250
+
251
+ for ( let i = 0, il = this.variables.length; i < il; i ++ ) {
252
+
253
+ const variable = this.variables[ i ];
254
+
255
+ // Sets texture dependencies uniforms
256
+ if ( variable.dependencies !== null ) {
257
+
258
+ const uniforms = variable.material.uniforms;
259
+
260
+ for ( let d = 0, dl = variable.dependencies.length; d < dl; d ++ ) {
261
+
262
+ const depVar = variable.dependencies[ d ];
263
+
264
+ uniforms[ depVar.name ].value = depVar.renderTargets[ currentTextureIndex ].texture;
265
+
266
+ }
267
+
268
+ }
269
+
270
+ // Performs the computation for this variable
271
+ this.doRenderTarget( variable.material, variable.renderTargets[ nextTextureIndex ] );
272
+
273
+ }
274
+
275
+ this.currentTextureIndex = nextTextureIndex;
276
+
277
+ };
278
+
279
+ this.getCurrentRenderTarget = function ( variable ) {
280
+
281
+ return variable.renderTargets[ this.currentTextureIndex ];
282
+
283
+ };
284
+
285
+ this.getAlternateRenderTarget = function ( variable ) {
286
+
287
+ return variable.renderTargets[ this.currentTextureIndex === 0 ? 1 : 0 ];
288
+
289
+ };
290
+
291
+ this.dispose = function () {
292
+
293
+ mesh.geometry.dispose();
294
+ mesh.material.dispose();
295
+
296
+ const variables = this.variables;
297
+
298
+ for ( let i = 0; i < variables.length; i ++ ) {
299
+
300
+ const variable = variables[ i ];
301
+
302
+ if ( variable.initialValueTexture ) variable.initialValueTexture.dispose();
303
+
304
+ const renderTargets = variable.renderTargets;
305
+
306
+ for ( let j = 0; j < renderTargets.length; j ++ ) {
307
+
308
+ const renderTarget = renderTargets[ j ];
309
+ renderTarget.dispose();
310
+
311
+ }
312
+
313
+ }
314
+
315
+ };
316
+
317
+ function addResolutionDefine( materialShader ) {
318
+
319
+ materialShader.defines.resolution = 'vec2( ' + sizeX.toFixed( 1 ) + ', ' + sizeY.toFixed( 1 ) + ' )';
320
+
321
+ }
322
+
323
+ this.addResolutionDefine = addResolutionDefine;
324
+
325
+
326
+ // The following functions can be used to compute things manually
327
+
328
+ function createShaderMaterial( computeFragmentShader, uniforms ) {
329
+
330
+ uniforms = uniforms || {};
331
+
332
+ const material = new ShaderMaterial( {
333
+ name: 'GPUComputationShader',
334
+ uniforms: uniforms,
335
+ vertexShader: getPassThroughVertexShader(),
336
+ fragmentShader: computeFragmentShader
337
+ } );
338
+
339
+ addResolutionDefine( material );
340
+
341
+ return material;
342
+
343
+ }
344
+
345
+ this.createShaderMaterial = createShaderMaterial;
346
+
347
+ this.createRenderTarget = function ( sizeXTexture, sizeYTexture, wrapS, wrapT, minFilter, magFilter ) {
348
+
349
+ sizeXTexture = sizeXTexture || sizeX;
350
+ sizeYTexture = sizeYTexture || sizeY;
351
+
352
+ wrapS = wrapS || ClampToEdgeWrapping;
353
+ wrapT = wrapT || ClampToEdgeWrapping;
354
+
355
+ minFilter = minFilter || NearestFilter;
356
+ magFilter = magFilter || NearestFilter;
357
+
358
+ const renderTarget = new WebGLRenderTarget( sizeXTexture, sizeYTexture, {
359
+ wrapS: wrapS,
360
+ wrapT: wrapT,
361
+ minFilter: minFilter,
362
+ magFilter: magFilter,
363
+ format: RGBAFormat,
364
+ type: dataType,
365
+ depthBuffer: false
366
+ } );
367
+
368
+ return renderTarget;
369
+
370
+ };
371
+
372
+ this.createTexture = function () {
373
+
374
+ const data = new Float32Array( sizeX * sizeY * 4 );
375
+ const texture = new DataTexture( data, sizeX, sizeY, RGBAFormat, FloatType );
376
+ texture.needsUpdate = true;
377
+ return texture;
378
+
379
+ };
380
+
381
+ this.renderTexture = function ( input, output ) {
382
+
383
+ // Takes a texture, and render out in rendertarget
384
+ // input = Texture
385
+ // output = RenderTarget
386
+
387
+ passThruUniforms.passThruTexture.value = input;
388
+
389
+ this.doRenderTarget( passThruShader, output );
390
+
391
+ passThruUniforms.passThruTexture.value = null;
392
+
393
+ };
394
+
395
+ this.doRenderTarget = function ( material, output ) {
396
+
397
+ const currentRenderTarget = renderer.getRenderTarget();
398
+
399
+ const currentXrEnabled = renderer.xr.enabled;
400
+ const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
401
+
402
+ renderer.xr.enabled = false; // Avoid camera modification
403
+ renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
404
+ mesh.material = material;
405
+ renderer.setRenderTarget( output );
406
+ renderer.render( scene, camera );
407
+ mesh.material = passThruShader;
408
+
409
+ renderer.xr.enabled = currentXrEnabled;
410
+ renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
411
+
412
+ renderer.setRenderTarget( currentRenderTarget );
413
+
414
+ };
415
+
416
+ // Shaders
417
+
418
+ function getPassThroughVertexShader() {
419
+
420
+ return 'void main() {\n' +
421
+ '\n' +
422
+ ' gl_Position = vec4( position, 1.0 );\n' +
423
+ '\n' +
424
+ '}\n';
425
+
426
+ }
427
+
428
+ function getPassThroughFragmentShader() {
429
+
430
+ return 'uniform sampler2D passThruTexture;\n' +
431
+ '\n' +
432
+ 'void main() {\n' +
433
+ '\n' +
434
+ ' vec2 uv = gl_FragCoord.xy / resolution.xy;\n' +
435
+ '\n' +
436
+ ' gl_FragColor = texture2D( passThruTexture, uv );\n' +
437
+ '\n' +
438
+ '}\n';
439
+
440
+ }
441
+
442
+ }
443
+
444
+ }
445
+
446
+ export { GPUComputationRenderer };