@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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@@ -1,411 +1,415 @@
1
- import {
2
- AdditiveBlending,
3
- Color,
4
- HalfFloatType,
5
- MeshBasicMaterial,
6
- ShaderMaterial,
7
- UniformsUtils,
8
- Vector2,
9
- Vector3,
10
- WebGLRenderTarget
11
- } from 'three';
12
- import { Pass, FullScreenQuad } from './Pass.js';
13
- import { CopyShader } from '../shaders/CopyShader.js';
14
- import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js';
15
-
16
- /**
17
- * UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
18
- * mip map chain of bloom textures and blurs them with different radii. Because
19
- * of the weighted combination of mips, and because larger blurs are done on
20
- * higher mips, this effect provides good quality and performance.
21
- *
22
- * Reference:
23
- * - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
24
- */
25
- class UnrealBloomPass extends Pass {
26
-
27
- constructor( resolution, strength, radius, threshold ) {
28
-
29
- super();
30
-
31
- this.strength = ( strength !== undefined ) ? strength : 1;
32
- this.radius = radius;
33
- this.threshold = threshold;
34
- this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
35
-
36
- // create color only once here, reuse it later inside the render function
37
- this.clearColor = new Color( 0, 0, 0 );
38
-
39
- // render targets
40
- this.renderTargetsHorizontal = [];
41
- this.renderTargetsVertical = [];
42
- this.nMips = 5;
43
- let resx = Math.round( this.resolution.x / 2 );
44
- let resy = Math.round( this.resolution.y / 2 );
45
-
46
- this.renderTargetBright = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
47
- this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
48
- this.renderTargetBright.texture.generateMipmaps = false;
49
-
50
- for ( let i = 0; i < this.nMips; i ++ ) {
51
-
52
- const renderTargetHorizonal = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
53
-
54
- renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i;
55
- renderTargetHorizonal.texture.generateMipmaps = false;
56
-
57
- this.renderTargetsHorizontal.push( renderTargetHorizonal );
58
-
59
- const renderTargetVertical = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
60
-
61
- renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
62
- renderTargetVertical.texture.generateMipmaps = false;
63
-
64
- this.renderTargetsVertical.push( renderTargetVertical );
65
-
66
- resx = Math.round( resx / 2 );
67
-
68
- resy = Math.round( resy / 2 );
69
-
70
- }
71
-
72
- // luminosity high pass material
73
-
74
- const highPassShader = LuminosityHighPassShader;
75
- this.highPassUniforms = UniformsUtils.clone( highPassShader.uniforms );
76
-
77
- this.highPassUniforms[ 'luminosityThreshold' ].value = threshold;
78
- this.highPassUniforms[ 'smoothWidth' ].value = 0.01;
79
-
80
- this.materialHighPassFilter = new ShaderMaterial( {
81
- uniforms: this.highPassUniforms,
82
- vertexShader: highPassShader.vertexShader,
83
- fragmentShader: highPassShader.fragmentShader
84
- } );
85
-
86
- // gaussian blur materials
87
-
88
- this.separableBlurMaterials = [];
89
- const kernelSizeArray = [ 3, 5, 7, 9, 11 ];
90
- resx = Math.round( this.resolution.x / 2 );
91
- resy = Math.round( this.resolution.y / 2 );
92
-
93
- for ( let i = 0; i < this.nMips; i ++ ) {
94
-
95
- this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
96
-
97
- this.separableBlurMaterials[ i ].uniforms[ 'texSize' ].value = new Vector2( resx, resy );
98
-
99
- resx = Math.round( resx / 2 );
100
-
101
- resy = Math.round( resy / 2 );
102
-
103
- }
104
-
105
- // composite material
106
-
107
- this.compositeMaterial = this.getCompositeMaterial( this.nMips );
108
- this.compositeMaterial.uniforms[ 'blurTexture1' ].value = this.renderTargetsVertical[ 0 ].texture;
109
- this.compositeMaterial.uniforms[ 'blurTexture2' ].value = this.renderTargetsVertical[ 1 ].texture;
110
- this.compositeMaterial.uniforms[ 'blurTexture3' ].value = this.renderTargetsVertical[ 2 ].texture;
111
- this.compositeMaterial.uniforms[ 'blurTexture4' ].value = this.renderTargetsVertical[ 3 ].texture;
112
- this.compositeMaterial.uniforms[ 'blurTexture5' ].value = this.renderTargetsVertical[ 4 ].texture;
113
- this.compositeMaterial.uniforms[ 'bloomStrength' ].value = strength;
114
- this.compositeMaterial.uniforms[ 'bloomRadius' ].value = 0.1;
115
-
116
- const bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
117
- this.compositeMaterial.uniforms[ 'bloomFactors' ].value = bloomFactors;
118
- this.bloomTintColors = [ new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ) ];
119
- this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
120
-
121
- // blend material
122
-
123
- const copyShader = CopyShader;
124
-
125
- this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
126
-
127
- this.blendMaterial = new ShaderMaterial( {
128
- uniforms: this.copyUniforms,
129
- vertexShader: copyShader.vertexShader,
130
- fragmentShader: copyShader.fragmentShader,
131
- blending: AdditiveBlending,
132
- depthTest: false,
133
- depthWrite: false,
134
- transparent: true
135
- } );
136
-
137
- this.enabled = true;
138
- this.needsSwap = false;
139
-
140
- this._oldClearColor = new Color();
141
- this.oldClearAlpha = 1;
142
-
143
- this.basic = new MeshBasicMaterial();
144
-
145
- this.fsQuad = new FullScreenQuad( null );
146
-
147
- }
148
-
149
- dispose() {
150
-
151
- for ( let i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
152
-
153
- this.renderTargetsHorizontal[ i ].dispose();
154
-
155
- }
156
-
157
- for ( let i = 0; i < this.renderTargetsVertical.length; i ++ ) {
158
-
159
- this.renderTargetsVertical[ i ].dispose();
160
-
161
- }
162
-
163
- this.renderTargetBright.dispose();
164
-
165
- //
166
-
167
- for ( let i = 0; i < this.separableBlurMaterials.length; i ++ ) {
168
-
169
- this.separableBlurMaterials[ i ].dispose();
170
-
171
- }
172
-
173
- this.compositeMaterial.dispose();
174
- this.blendMaterial.dispose();
175
- this.basic.dispose();
176
-
177
- //
178
-
179
- this.fsQuad.dispose();
180
-
181
- }
182
-
183
- setSize( width, height ) {
184
-
185
- let resx = Math.round( width / 2 );
186
- let resy = Math.round( height / 2 );
187
-
188
- this.renderTargetBright.setSize( resx, resy );
189
-
190
- for ( let i = 0; i < this.nMips; i ++ ) {
191
-
192
- this.renderTargetsHorizontal[ i ].setSize( resx, resy );
193
- this.renderTargetsVertical[ i ].setSize( resx, resy );
194
-
195
- this.separableBlurMaterials[ i ].uniforms[ 'texSize' ].value = new Vector2( resx, resy );
196
-
197
- resx = Math.round( resx / 2 );
198
- resy = Math.round( resy / 2 );
199
-
200
- }
201
-
202
- }
203
-
204
- render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
205
-
206
- renderer.getClearColor( this._oldClearColor );
207
- this.oldClearAlpha = renderer.getClearAlpha();
208
- const oldAutoClear = renderer.autoClear;
209
- renderer.autoClear = false;
210
-
211
- renderer.setClearColor( this.clearColor, 0 );
212
-
213
- if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
214
-
215
- // Render input to screen
216
-
217
- if ( this.renderToScreen ) {
218
-
219
- this.fsQuad.material = this.basic;
220
- this.basic.map = readBuffer.texture;
221
-
222
- renderer.setRenderTarget( null );
223
- renderer.clear();
224
- this.fsQuad.render( renderer );
225
-
226
- }
227
-
228
- // 1. Extract Bright Areas
229
-
230
- this.highPassUniforms[ 'tDiffuse' ].value = readBuffer.texture;
231
- this.highPassUniforms[ 'luminosityThreshold' ].value = this.threshold;
232
- this.fsQuad.material = this.materialHighPassFilter;
233
-
234
- renderer.setRenderTarget( this.renderTargetBright );
235
- renderer.clear();
236
- this.fsQuad.render( renderer );
237
-
238
- // 2. Blur All the mips progressively
239
-
240
- let inputRenderTarget = this.renderTargetBright;
241
-
242
- for ( let i = 0; i < this.nMips; i ++ ) {
243
-
244
- this.fsQuad.material = this.separableBlurMaterials[ i ];
245
-
246
- this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = inputRenderTarget.texture;
247
- this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionX;
248
- renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
249
- renderer.clear();
250
- this.fsQuad.render( renderer );
251
-
252
- this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = this.renderTargetsHorizontal[ i ].texture;
253
- this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionY;
254
- renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
255
- renderer.clear();
256
- this.fsQuad.render( renderer );
257
-
258
- inputRenderTarget = this.renderTargetsVertical[ i ];
259
-
260
- }
261
-
262
- // Composite All the mips
263
-
264
- this.fsQuad.material = this.compositeMaterial;
265
- this.compositeMaterial.uniforms[ 'bloomStrength' ].value = this.strength;
266
- this.compositeMaterial.uniforms[ 'bloomRadius' ].value = this.radius;
267
- this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
268
-
269
- renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
270
- renderer.clear();
271
- this.fsQuad.render( renderer );
272
-
273
- // Blend it additively over the input texture
274
-
275
- this.fsQuad.material = this.blendMaterial;
276
- this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetsHorizontal[ 0 ].texture;
277
-
278
- if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
279
-
280
- if ( this.renderToScreen ) {
281
-
282
- renderer.setRenderTarget( null );
283
- this.fsQuad.render( renderer );
284
-
285
- } else {
286
-
287
- renderer.setRenderTarget( readBuffer );
288
- this.fsQuad.render( renderer );
289
-
290
- }
291
-
292
- // Restore renderer settings
293
-
294
- renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
295
- renderer.autoClear = oldAutoClear;
296
-
297
- }
298
-
299
- getSeperableBlurMaterial( kernelRadius ) {
300
-
301
- return new ShaderMaterial( {
302
-
303
- defines: {
304
- 'KERNEL_RADIUS': kernelRadius,
305
- 'SIGMA': kernelRadius
306
- },
307
-
308
- uniforms: {
309
- 'colorTexture': { value: null },
310
- 'texSize': { value: new Vector2( 0.5, 0.5 ) },
311
- 'direction': { value: new Vector2( 0.5, 0.5 ) }
312
- },
313
-
314
- vertexShader:
315
- `varying vec2 vUv;
316
- void main() {
317
- vUv = uv;
318
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
319
- }`,
320
-
321
- fragmentShader:
322
- `#include <common>
323
- varying vec2 vUv;
324
- uniform sampler2D colorTexture;
325
- uniform vec2 texSize;
326
- uniform vec2 direction;
327
-
328
- float gaussianPdf(in float x, in float sigma) {
329
- return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;
330
- }
331
- void main() {
332
- vec2 invSize = 1.0 / texSize;
333
- float fSigma = float(SIGMA);
334
- float weightSum = gaussianPdf(0.0, fSigma);
335
- vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;
336
- for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
337
- float x = float(i);
338
- float w = gaussianPdf(x, fSigma);
339
- vec2 uvOffset = direction * invSize * x;
340
- vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;
341
- vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;
342
- diffuseSum += (sample1 + sample2) * w;
343
- weightSum += 2.0 * w;
344
- }
345
- gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
346
- }`
347
- } );
348
-
349
- }
350
-
351
- getCompositeMaterial( nMips ) {
352
-
353
- return new ShaderMaterial( {
354
-
355
- defines: {
356
- 'NUM_MIPS': nMips
357
- },
358
-
359
- uniforms: {
360
- 'blurTexture1': { value: null },
361
- 'blurTexture2': { value: null },
362
- 'blurTexture3': { value: null },
363
- 'blurTexture4': { value: null },
364
- 'blurTexture5': { value: null },
365
- 'bloomStrength': { value: 1.0 },
366
- 'bloomFactors': { value: null },
367
- 'bloomTintColors': { value: null },
368
- 'bloomRadius': { value: 0.0 }
369
- },
370
-
371
- vertexShader:
372
- `varying vec2 vUv;
373
- void main() {
374
- vUv = uv;
375
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
376
- }`,
377
-
378
- fragmentShader:
379
- `varying vec2 vUv;
380
- uniform sampler2D blurTexture1;
381
- uniform sampler2D blurTexture2;
382
- uniform sampler2D blurTexture3;
383
- uniform sampler2D blurTexture4;
384
- uniform sampler2D blurTexture5;
385
- uniform float bloomStrength;
386
- uniform float bloomRadius;
387
- uniform float bloomFactors[NUM_MIPS];
388
- uniform vec3 bloomTintColors[NUM_MIPS];
389
-
390
- float lerpBloomFactor(const in float factor) {
391
- float mirrorFactor = 1.2 - factor;
392
- return mix(factor, mirrorFactor, bloomRadius);
393
- }
394
-
395
- void main() {
396
- gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
397
- lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
398
- lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
399
- lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
400
- lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
401
- }`
402
- } );
403
-
404
- }
405
-
406
- }
407
-
408
- UnrealBloomPass.BlurDirectionX = new Vector2( 1.0, 0.0 );
409
- UnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0 );
410
-
411
- export { UnrealBloomPass };
1
+ import {
2
+ AdditiveBlending,
3
+ Color,
4
+ HalfFloatType,
5
+ MeshBasicMaterial,
6
+ ShaderMaterial,
7
+ UniformsUtils,
8
+ Vector2,
9
+ Vector3,
10
+ WebGLRenderTarget
11
+ } from 'three';
12
+ import { Pass, FullScreenQuad } from './Pass.js';
13
+ import { CopyShader } from '../shaders/CopyShader.js';
14
+ import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js';
15
+
16
+ /**
17
+ * UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
18
+ * mip map chain of bloom textures and blurs them with different radii. Because
19
+ * of the weighted combination of mips, and because larger blurs are done on
20
+ * higher mips, this effect provides good quality and performance.
21
+ *
22
+ * Reference:
23
+ * - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
24
+ */
25
+ class UnrealBloomPass extends Pass {
26
+
27
+ constructor( resolution, strength, radius, threshold ) {
28
+
29
+ super();
30
+
31
+ this.strength = ( strength !== undefined ) ? strength : 1;
32
+ this.radius = radius;
33
+ this.threshold = threshold;
34
+ this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
35
+
36
+ // create color only once here, reuse it later inside the render function
37
+ this.clearColor = new Color( 0, 0, 0 );
38
+
39
+ // render targets
40
+ this.renderTargetsHorizontal = [];
41
+ this.renderTargetsVertical = [];
42
+ this.nMips = 5;
43
+ let resx = Math.round( this.resolution.x / 2 );
44
+ let resy = Math.round( this.resolution.y / 2 );
45
+
46
+ this.renderTargetBright = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
47
+ this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
48
+ this.renderTargetBright.texture.generateMipmaps = false;
49
+
50
+ for ( let i = 0; i < this.nMips; i ++ ) {
51
+
52
+ const renderTargetHorizonal = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
53
+
54
+ renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i;
55
+ renderTargetHorizonal.texture.generateMipmaps = false;
56
+
57
+ this.renderTargetsHorizontal.push( renderTargetHorizonal );
58
+
59
+ const renderTargetVertical = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
60
+
61
+ renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
62
+ renderTargetVertical.texture.generateMipmaps = false;
63
+
64
+ this.renderTargetsVertical.push( renderTargetVertical );
65
+
66
+ resx = Math.round( resx / 2 );
67
+
68
+ resy = Math.round( resy / 2 );
69
+
70
+ }
71
+
72
+ // luminosity high pass material
73
+
74
+ const highPassShader = LuminosityHighPassShader;
75
+ this.highPassUniforms = UniformsUtils.clone( highPassShader.uniforms );
76
+
77
+ this.highPassUniforms[ 'luminosityThreshold' ].value = threshold;
78
+ this.highPassUniforms[ 'smoothWidth' ].value = 0.01;
79
+
80
+ this.materialHighPassFilter = new ShaderMaterial( {
81
+ uniforms: this.highPassUniforms,
82
+ vertexShader: highPassShader.vertexShader,
83
+ fragmentShader: highPassShader.fragmentShader
84
+ } );
85
+
86
+ // gaussian blur materials
87
+
88
+ this.separableBlurMaterials = [];
89
+ const kernelSizeArray = [ 3, 5, 7, 9, 11 ];
90
+ resx = Math.round( this.resolution.x / 2 );
91
+ resy = Math.round( this.resolution.y / 2 );
92
+
93
+ for ( let i = 0; i < this.nMips; i ++ ) {
94
+
95
+ this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
96
+
97
+ this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
98
+
99
+ resx = Math.round( resx / 2 );
100
+
101
+ resy = Math.round( resy / 2 );
102
+
103
+ }
104
+
105
+ // composite material
106
+
107
+ this.compositeMaterial = this.getCompositeMaterial( this.nMips );
108
+ this.compositeMaterial.uniforms[ 'blurTexture1' ].value = this.renderTargetsVertical[ 0 ].texture;
109
+ this.compositeMaterial.uniforms[ 'blurTexture2' ].value = this.renderTargetsVertical[ 1 ].texture;
110
+ this.compositeMaterial.uniforms[ 'blurTexture3' ].value = this.renderTargetsVertical[ 2 ].texture;
111
+ this.compositeMaterial.uniforms[ 'blurTexture4' ].value = this.renderTargetsVertical[ 3 ].texture;
112
+ this.compositeMaterial.uniforms[ 'blurTexture5' ].value = this.renderTargetsVertical[ 4 ].texture;
113
+ this.compositeMaterial.uniforms[ 'bloomStrength' ].value = strength;
114
+ this.compositeMaterial.uniforms[ 'bloomRadius' ].value = 0.1;
115
+
116
+ const bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
117
+ this.compositeMaterial.uniforms[ 'bloomFactors' ].value = bloomFactors;
118
+ this.bloomTintColors = [ new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ) ];
119
+ this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
120
+
121
+ // blend material
122
+
123
+ const copyShader = CopyShader;
124
+
125
+ this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
126
+
127
+ this.blendMaterial = new ShaderMaterial( {
128
+ uniforms: this.copyUniforms,
129
+ vertexShader: copyShader.vertexShader,
130
+ fragmentShader: copyShader.fragmentShader,
131
+ blending: AdditiveBlending,
132
+ depthTest: false,
133
+ depthWrite: false,
134
+ transparent: true
135
+ } );
136
+
137
+ this.enabled = true;
138
+ this.needsSwap = false;
139
+
140
+ this._oldClearColor = new Color();
141
+ this.oldClearAlpha = 1;
142
+
143
+ this.basic = new MeshBasicMaterial();
144
+
145
+ this.fsQuad = new FullScreenQuad( null );
146
+
147
+ }
148
+
149
+ dispose() {
150
+
151
+ for ( let i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
152
+
153
+ this.renderTargetsHorizontal[ i ].dispose();
154
+
155
+ }
156
+
157
+ for ( let i = 0; i < this.renderTargetsVertical.length; i ++ ) {
158
+
159
+ this.renderTargetsVertical[ i ].dispose();
160
+
161
+ }
162
+
163
+ this.renderTargetBright.dispose();
164
+
165
+ //
166
+
167
+ for ( let i = 0; i < this.separableBlurMaterials.length; i ++ ) {
168
+
169
+ this.separableBlurMaterials[ i ].dispose();
170
+
171
+ }
172
+
173
+ this.compositeMaterial.dispose();
174
+ this.blendMaterial.dispose();
175
+ this.basic.dispose();
176
+
177
+ //
178
+
179
+ this.fsQuad.dispose();
180
+
181
+ }
182
+
183
+ setSize( width, height ) {
184
+
185
+ let resx = Math.round( width / 2 );
186
+ let resy = Math.round( height / 2 );
187
+
188
+ this.renderTargetBright.setSize( resx, resy );
189
+
190
+ for ( let i = 0; i < this.nMips; i ++ ) {
191
+
192
+ this.renderTargetsHorizontal[ i ].setSize( resx, resy );
193
+ this.renderTargetsVertical[ i ].setSize( resx, resy );
194
+
195
+ this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
196
+
197
+ resx = Math.round( resx / 2 );
198
+ resy = Math.round( resy / 2 );
199
+
200
+ }
201
+
202
+ }
203
+
204
+ render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
205
+
206
+ renderer.getClearColor( this._oldClearColor );
207
+ this.oldClearAlpha = renderer.getClearAlpha();
208
+ const oldAutoClear = renderer.autoClear;
209
+ renderer.autoClear = false;
210
+
211
+ renderer.setClearColor( this.clearColor, 0 );
212
+
213
+ if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
214
+
215
+ // Render input to screen
216
+
217
+ if ( this.renderToScreen ) {
218
+
219
+ this.fsQuad.material = this.basic;
220
+ this.basic.map = readBuffer.texture;
221
+
222
+ renderer.setRenderTarget( null );
223
+ renderer.clear();
224
+ this.fsQuad.render( renderer );
225
+
226
+ }
227
+
228
+ // 1. Extract Bright Areas
229
+
230
+ this.highPassUniforms[ 'tDiffuse' ].value = readBuffer.texture;
231
+ this.highPassUniforms[ 'luminosityThreshold' ].value = this.threshold;
232
+ this.fsQuad.material = this.materialHighPassFilter;
233
+
234
+ renderer.setRenderTarget( this.renderTargetBright );
235
+ renderer.clear();
236
+ this.fsQuad.render( renderer );
237
+
238
+ // 2. Blur All the mips progressively
239
+
240
+ let inputRenderTarget = this.renderTargetBright;
241
+
242
+ for ( let i = 0; i < this.nMips; i ++ ) {
243
+
244
+ this.fsQuad.material = this.separableBlurMaterials[ i ];
245
+
246
+ this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = inputRenderTarget.texture;
247
+ this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionX;
248
+ renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
249
+ renderer.clear();
250
+ this.fsQuad.render( renderer );
251
+
252
+ this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = this.renderTargetsHorizontal[ i ].texture;
253
+ this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionY;
254
+ renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
255
+ renderer.clear();
256
+ this.fsQuad.render( renderer );
257
+
258
+ inputRenderTarget = this.renderTargetsVertical[ i ];
259
+
260
+ }
261
+
262
+ // Composite All the mips
263
+
264
+ this.fsQuad.material = this.compositeMaterial;
265
+ this.compositeMaterial.uniforms[ 'bloomStrength' ].value = this.strength;
266
+ this.compositeMaterial.uniforms[ 'bloomRadius' ].value = this.radius;
267
+ this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
268
+
269
+ renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
270
+ renderer.clear();
271
+ this.fsQuad.render( renderer );
272
+
273
+ // Blend it additively over the input texture
274
+
275
+ this.fsQuad.material = this.blendMaterial;
276
+ this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetsHorizontal[ 0 ].texture;
277
+
278
+ if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
279
+
280
+ if ( this.renderToScreen ) {
281
+
282
+ renderer.setRenderTarget( null );
283
+ this.fsQuad.render( renderer );
284
+
285
+ } else {
286
+
287
+ renderer.setRenderTarget( readBuffer );
288
+ this.fsQuad.render( renderer );
289
+
290
+ }
291
+
292
+ // Restore renderer settings
293
+
294
+ renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
295
+ renderer.autoClear = oldAutoClear;
296
+
297
+ }
298
+
299
+ getSeperableBlurMaterial( kernelRadius ) {
300
+
301
+ const coefficients = [];
302
+
303
+ for ( let i = 0; i < kernelRadius; i ++ ) {
304
+
305
+ coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius );
306
+
307
+ }
308
+
309
+ return new ShaderMaterial( {
310
+
311
+ defines: {
312
+ 'KERNEL_RADIUS': kernelRadius
313
+ },
314
+
315
+ uniforms: {
316
+ 'colorTexture': { value: null },
317
+ 'invSize': { value: new Vector2( 0.5, 0.5 ) }, // inverse texture size
318
+ 'direction': { value: new Vector2( 0.5, 0.5 ) },
319
+ 'gaussianCoefficients': { value: coefficients } // precomputed Gaussian coefficients
320
+ },
321
+
322
+ vertexShader:
323
+ `varying vec2 vUv;
324
+ void main() {
325
+ vUv = uv;
326
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
327
+ }`,
328
+
329
+ fragmentShader:
330
+ `#include <common>
331
+ varying vec2 vUv;
332
+ uniform sampler2D colorTexture;
333
+ uniform vec2 invSize;
334
+ uniform vec2 direction;
335
+ uniform float gaussianCoefficients[KERNEL_RADIUS];
336
+
337
+ void main() {
338
+ float weightSum = gaussianCoefficients[0];
339
+ vec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum;
340
+ for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
341
+ float x = float(i);
342
+ float w = gaussianCoefficients[i];
343
+ vec2 uvOffset = direction * invSize * x;
344
+ vec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb;
345
+ vec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb;
346
+ diffuseSum += (sample1 + sample2) * w;
347
+ weightSum += 2.0 * w;
348
+ }
349
+ gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
350
+ }`
351
+ } );
352
+
353
+ }
354
+
355
+ getCompositeMaterial( nMips ) {
356
+
357
+ return new ShaderMaterial( {
358
+
359
+ defines: {
360
+ 'NUM_MIPS': nMips
361
+ },
362
+
363
+ uniforms: {
364
+ 'blurTexture1': { value: null },
365
+ 'blurTexture2': { value: null },
366
+ 'blurTexture3': { value: null },
367
+ 'blurTexture4': { value: null },
368
+ 'blurTexture5': { value: null },
369
+ 'bloomStrength': { value: 1.0 },
370
+ 'bloomFactors': { value: null },
371
+ 'bloomTintColors': { value: null },
372
+ 'bloomRadius': { value: 0.0 }
373
+ },
374
+
375
+ vertexShader:
376
+ `varying vec2 vUv;
377
+ void main() {
378
+ vUv = uv;
379
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
380
+ }`,
381
+
382
+ fragmentShader:
383
+ `varying vec2 vUv;
384
+ uniform sampler2D blurTexture1;
385
+ uniform sampler2D blurTexture2;
386
+ uniform sampler2D blurTexture3;
387
+ uniform sampler2D blurTexture4;
388
+ uniform sampler2D blurTexture5;
389
+ uniform float bloomStrength;
390
+ uniform float bloomRadius;
391
+ uniform float bloomFactors[NUM_MIPS];
392
+ uniform vec3 bloomTintColors[NUM_MIPS];
393
+
394
+ float lerpBloomFactor(const in float factor) {
395
+ float mirrorFactor = 1.2 - factor;
396
+ return mix(factor, mirrorFactor, bloomRadius);
397
+ }
398
+
399
+ void main() {
400
+ gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
401
+ lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
402
+ lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
403
+ lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
404
+ lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
405
+ }`
406
+ } );
407
+
408
+ }
409
+
410
+ }
411
+
412
+ UnrealBloomPass.BlurDirectionX = new Vector2( 1.0, 0.0 );
413
+ UnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0 );
414
+
415
+ export { UnrealBloomPass };