@needle-tools/three 0.162.12 → 0.169.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (635) hide show
  1. package/README.md +3 -3
  2. package/build/three.cjs +29789 -1941
  3. package/build/three.module.js +29095 -1933
  4. package/build/three.module.min.js +2 -2
  5. package/build/three.webgpu.js +80003 -0
  6. package/build/three.webgpu.min.js +6 -0
  7. package/build/three.webgpu.nodes.js +79951 -0
  8. package/build/three.webgpu.nodes.min.js +6 -0
  9. package/examples/jsm/Addons.js +2 -5
  10. package/examples/jsm/animation/AnimationClipCreator.js +1 -1
  11. package/examples/jsm/animation/CCDIKSolver.js +4 -2
  12. package/examples/jsm/capabilities/WebGL.js +27 -21
  13. package/examples/jsm/controls/ArcballControls.js +174 -158
  14. package/examples/jsm/controls/DragControls.js +260 -132
  15. package/examples/jsm/controls/FirstPersonControls.js +175 -163
  16. package/examples/jsm/controls/FlyControls.js +194 -188
  17. package/examples/jsm/controls/OrbitControls.js +790 -797
  18. package/examples/jsm/controls/PointerLockControls.js +24 -15
  19. package/examples/jsm/controls/TrackballControls.js +469 -448
  20. package/examples/jsm/controls/TransformControls.js +98 -63
  21. package/examples/jsm/csm/CSMShader.js +4 -4
  22. package/examples/jsm/effects/AnaglyphEffect.js +6 -13
  23. package/examples/jsm/effects/ParallaxBarrierEffect.js +17 -11
  24. package/examples/jsm/effects/StereoEffect.js +6 -1
  25. package/examples/jsm/environments/RoomEnvironment.js +2 -6
  26. package/examples/jsm/exporters/DRACOExporter.js +4 -2
  27. package/examples/jsm/exporters/EXRExporter.js +19 -11
  28. package/examples/jsm/exporters/GLTFExporter.js +77 -8
  29. package/examples/jsm/exporters/KTX2Exporter.js +21 -13
  30. package/examples/jsm/exporters/OBJExporter.js +5 -1
  31. package/examples/jsm/exporters/PLYExporter.js +9 -7
  32. package/examples/jsm/exporters/USDZExporter.js +55 -11
  33. package/examples/jsm/geometries/DecalGeometry.js +4 -1
  34. package/examples/jsm/geometries/InstancedPointsGeometry.js +1 -1
  35. package/examples/jsm/geometries/TeapotGeometry.js +1 -1
  36. package/examples/jsm/geometries/TextGeometry.js +10 -2
  37. package/examples/jsm/helpers/LightProbeHelper.js +43 -44
  38. package/examples/jsm/helpers/LightProbeHelperGPU.js +65 -0
  39. package/examples/jsm/helpers/ViewHelper.js +75 -61
  40. package/examples/jsm/interactive/HTMLMesh.js +7 -9
  41. package/examples/jsm/libs/basis/basis_transcoder.js +8 -10
  42. package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
  43. package/examples/jsm/libs/draco/README.md +2 -2
  44. package/examples/jsm/libs/fflate.module.js +694 -496
  45. package/examples/jsm/libs/ktx-parse.module.js +1 -1
  46. package/examples/jsm/lights/LightProbeGenerator.js +24 -10
  47. package/examples/jsm/lights/RectAreaLightTexturesLib.js +91 -0
  48. package/examples/jsm/lights/RectAreaLightUniformsLib.js +8 -63
  49. package/examples/jsm/lines/LineMaterial.js +1 -17
  50. package/examples/jsm/lines/LineSegments2.js +15 -0
  51. package/examples/jsm/lines/Wireframe.js +16 -1
  52. package/examples/jsm/lines/webgpu/Line2.js +20 -0
  53. package/examples/jsm/lines/webgpu/LineSegments2.js +376 -0
  54. package/examples/jsm/loaders/3MFLoader.js +2 -0
  55. package/examples/jsm/loaders/ColladaLoader.js +9 -6
  56. package/examples/jsm/loaders/DRACOLoader.js +4 -2
  57. package/examples/jsm/loaders/EXRLoader.js +351 -97
  58. package/examples/jsm/loaders/FBXLoader.js +77 -78
  59. package/examples/jsm/loaders/GLTFLoader.js +76 -14
  60. package/examples/jsm/loaders/KTX2Loader.js +30 -22
  61. package/examples/jsm/loaders/LDrawLoader.js +3 -2
  62. package/examples/jsm/loaders/LUT3dlLoader.js +0 -15
  63. package/examples/jsm/loaders/LUTCubeLoader.js +0 -14
  64. package/examples/jsm/loaders/LUTImageLoader.js +0 -14
  65. package/examples/jsm/loaders/MMDLoader.js +31 -12
  66. package/examples/jsm/loaders/MTLLoader.js +4 -3
  67. package/examples/jsm/loaders/MaterialXLoader.js +45 -21
  68. package/examples/jsm/loaders/OBJLoader.js +5 -3
  69. package/examples/jsm/loaders/PCDLoader.js +14 -13
  70. package/examples/jsm/loaders/PDBLoader.js +3 -2
  71. package/examples/jsm/loaders/PLYLoader.js +8 -5
  72. package/examples/jsm/loaders/RGBMLoader.js +16 -0
  73. package/examples/jsm/loaders/STLLoader.js +3 -2
  74. package/examples/jsm/loaders/USDZLoader.js +124 -76
  75. package/examples/jsm/loaders/UltraHDRLoader.js +583 -0
  76. package/examples/jsm/loaders/VRMLLoader.js +11 -11
  77. package/examples/jsm/loaders/VTKLoader.js +80 -6
  78. package/examples/jsm/loaders/XYZLoader.js +3 -2
  79. package/examples/jsm/loaders/lwo/IFFParser.js +8 -5
  80. package/examples/jsm/materials/MeshGouraudMaterial.js +7 -1
  81. package/examples/jsm/math/Octree.js +26 -20
  82. package/examples/jsm/misc/GPUComputationRenderer.js +9 -25
  83. package/examples/jsm/misc/Timer.js +1 -1
  84. package/examples/jsm/modifiers/CurveModifier.js +11 -9
  85. package/examples/jsm/modifiers/CurveModifierGPU.js +233 -0
  86. package/examples/jsm/modifiers/SimplifyModifier.js +2 -1
  87. package/examples/jsm/objects/InstancedPoints.js +2 -2
  88. package/examples/jsm/objects/Lensflare.js +2 -2
  89. package/examples/jsm/objects/LensflareMesh.js +322 -0
  90. package/examples/jsm/objects/SkyMesh.js +187 -0
  91. package/examples/jsm/objects/Water2Mesh.js +158 -0
  92. package/examples/jsm/objects/WaterMesh.js +101 -0
  93. package/examples/jsm/physics/JoltPhysics.js +281 -0
  94. package/examples/jsm/physics/RapierPhysics.js +25 -5
  95. package/examples/jsm/postprocessing/GlitchPass.js +0 -3
  96. package/examples/jsm/postprocessing/LUTPass.js +5 -71
  97. package/examples/jsm/postprocessing/OutlinePass.js +31 -46
  98. package/examples/jsm/postprocessing/RenderPass.js +1 -1
  99. package/examples/jsm/postprocessing/RenderTransitionPass.js +168 -0
  100. package/examples/jsm/postprocessing/SAOPass.js +0 -1
  101. package/examples/jsm/postprocessing/SSAARenderPass.js +3 -1
  102. package/examples/jsm/postprocessing/SSAOPass.js +6 -12
  103. package/examples/jsm/postprocessing/UnrealBloomPass.js +4 -4
  104. package/examples/jsm/renderers/CSS2DRenderer.js +25 -5
  105. package/examples/jsm/renderers/CSS3DRenderer.js +24 -3
  106. package/examples/jsm/renderers/webgl-legacy/nodes/GLSL1NodeBuilder.js +1 -3
  107. package/examples/jsm/renderers/webgl-legacy/nodes/SlotNode.js +1 -1
  108. package/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodeBuilder.js +7 -4
  109. package/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodes.js +19 -5
  110. package/examples/jsm/shaders/BleachBypassShader.js +1 -2
  111. package/examples/jsm/shaders/ColorifyShader.js +1 -2
  112. package/examples/jsm/shaders/FXAAShader.js +0 -2
  113. package/examples/jsm/shaders/GTAOShader.js +1 -1
  114. package/examples/jsm/shaders/LuminosityHighPassShader.js +1 -3
  115. package/examples/jsm/shaders/OutputShader.js +1 -1
  116. package/examples/jsm/transpiler/GLSLDecoder.js +47 -5
  117. package/examples/jsm/transpiler/ShaderToyDecoder.js +2 -2
  118. package/examples/jsm/transpiler/TSLEncoder.js +24 -22
  119. package/examples/jsm/utils/BufferGeometryUtils.js +18 -16
  120. package/examples/jsm/utils/GeometryCompressionUtils.js +37 -122
  121. package/examples/jsm/utils/SceneUtils.js +60 -1
  122. package/examples/jsm/utils/ShadowMapViewer.js +3 -8
  123. package/examples/jsm/utils/ShadowMapViewerGPU.js +201 -0
  124. package/examples/jsm/utils/SkeletonUtils.js +84 -66
  125. package/examples/jsm/utils/SortUtils.js +8 -5
  126. package/examples/jsm/utils/TextureUtils.js +3 -2
  127. package/examples/jsm/utils/TextureUtilsGPU.js +63 -0
  128. package/examples/jsm/webxr/OculusHandModel.js +3 -2
  129. package/examples/jsm/webxr/XRControllerModelFactory.js +1 -1
  130. package/examples/jsm/webxr/XRHandModelFactory.js +4 -2
  131. package/package.json +11 -8
  132. package/src/Three.WebGPU.Nodes.js +200 -0
  133. package/src/Three.WebGPU.js +201 -0
  134. package/src/Three.js +23 -1
  135. package/src/animation/AnimationClip.js +1 -1
  136. package/src/animation/tracks/BooleanKeyframeTrack.js +10 -1
  137. package/src/animation/tracks/QuaternionKeyframeTrack.js +1 -2
  138. package/src/animation/tracks/StringKeyframeTrack.js +10 -1
  139. package/src/audio/Audio.js +2 -2
  140. package/src/constants.js +6 -7
  141. package/src/core/BufferAttribute.js +0 -9
  142. package/src/core/Clock.js +1 -1
  143. package/src/core/InterleavedBuffer.js +0 -9
  144. package/src/core/Object3D.js +34 -29
  145. package/src/core/Raycaster.js +6 -2
  146. package/src/core/RenderTarget.js +8 -0
  147. package/src/extras/Controls.js +32 -0
  148. package/src/extras/PMREMGenerator.js +12 -11
  149. package/src/extras/TextureUtils.js +210 -0
  150. package/src/geometries/CylinderGeometry.js +11 -4
  151. package/src/lights/Light.js +1 -0
  152. package/src/lights/LightShadow.js +5 -0
  153. package/{examples/jsm/lights → src/lights/webgpu}/IESSpotLight.js +1 -1
  154. package/src/loaders/FileLoader.js +5 -1
  155. package/src/loaders/LoaderUtils.js +3 -1
  156. package/src/loaders/MaterialLoader.js +8 -1
  157. package/src/loaders/ObjectLoader.js +36 -2
  158. package/{examples/jsm/nodes/loaders → src/loaders/nodes}/NodeLoader.js +27 -5
  159. package/{examples/jsm/nodes/loaders → src/loaders/nodes}/NodeMaterialLoader.js +22 -18
  160. package/{examples/jsm/nodes/loaders → src/loaders/nodes}/NodeObjectLoader.js +21 -1
  161. package/src/materials/Material.js +4 -0
  162. package/src/materials/MeshPhysicalMaterial.js +20 -0
  163. package/src/materials/ShaderMaterial.js +0 -4
  164. package/src/materials/nodes/InstancedPointsNodeMaterial.js +156 -0
  165. package/{examples/jsm/nodes/materials → src/materials/nodes}/Line2NodeMaterial.js +69 -68
  166. package/src/materials/nodes/LineBasicNodeMaterial.js +31 -0
  167. package/{examples/jsm/nodes/materials → src/materials/nodes}/LineDashedNodeMaterial.js +15 -12
  168. package/src/materials/nodes/MeshBasicNodeMaterial.js +77 -0
  169. package/src/materials/nodes/MeshLambertNodeMaterial.js +47 -0
  170. package/src/materials/nodes/MeshMatcapNodeMaterial.js +57 -0
  171. package/src/materials/nodes/MeshNormalNodeMaterial.js +44 -0
  172. package/src/materials/nodes/MeshPhongNodeMaterial.js +78 -0
  173. package/src/materials/nodes/MeshPhysicalNodeMaterial.js +248 -0
  174. package/{examples/jsm/nodes/materials → src/materials/nodes}/MeshSSSNodeMaterial.js +10 -7
  175. package/src/materials/nodes/MeshStandardNodeMaterial.js +108 -0
  176. package/src/materials/nodes/MeshToonNodeMaterial.js +38 -0
  177. package/{examples/jsm/nodes/materials → src/materials/nodes}/NodeMaterial.js +198 -157
  178. package/{examples/jsm/nodes/materials/Materials.js → src/materials/nodes/NodeMaterials.js} +7 -1
  179. package/{examples/jsm/nodes/materials → src/materials/nodes}/PointsNodeMaterial.js +10 -7
  180. package/src/materials/nodes/ShadowNodeMaterial.js +38 -0
  181. package/src/materials/nodes/SpriteNodeMaterial.js +123 -0
  182. package/src/materials/nodes/VolumeNodeMaterial.js +108 -0
  183. package/src/materials/nodes/manager/NodeMaterialObserver.js +302 -0
  184. package/src/math/Box2.js +4 -4
  185. package/src/math/Box3.js +6 -6
  186. package/src/math/ColorManagement.js +10 -0
  187. package/src/math/Matrix2.js +54 -0
  188. package/src/math/Spherical.js +4 -5
  189. package/src/math/Triangle.js +24 -0
  190. package/src/math/Vector4.js +13 -0
  191. package/src/nodes/Nodes.js +164 -0
  192. package/src/nodes/TSL.js +179 -0
  193. package/src/nodes/accessors/AccessorsUtils.js +25 -0
  194. package/src/nodes/accessors/BatchNode.js +128 -0
  195. package/src/nodes/accessors/Bitangent.js +13 -0
  196. package/{examples/jsm → src}/nodes/accessors/BufferAttributeNode.js +44 -6
  197. package/{examples/jsm → src}/nodes/accessors/BufferNode.js +13 -4
  198. package/src/nodes/accessors/Camera.js +13 -0
  199. package/{examples/jsm → src}/nodes/accessors/ClippingNode.js +22 -15
  200. package/src/nodes/accessors/CubeTextureNode.js +79 -0
  201. package/src/nodes/accessors/InstanceNode.js +144 -0
  202. package/src/nodes/accessors/InstancedPointsMaterialNode.js +24 -0
  203. package/src/nodes/accessors/Lights.js +51 -0
  204. package/src/nodes/accessors/MaterialNode.js +441 -0
  205. package/src/nodes/accessors/MaterialProperties.js +3 -0
  206. package/{examples/jsm → src}/nodes/accessors/MaterialReferenceNode.js +10 -5
  207. package/src/nodes/accessors/ModelNode.js +72 -0
  208. package/src/nodes/accessors/ModelViewProjectionNode.js +42 -0
  209. package/{examples/jsm → src}/nodes/accessors/MorphNode.js +51 -33
  210. package/src/nodes/accessors/Normal.js +88 -0
  211. package/{examples/jsm → src}/nodes/accessors/Object3DNode.js +18 -34
  212. package/src/nodes/accessors/PointUVNode.js +30 -0
  213. package/src/nodes/accessors/Position.js +10 -0
  214. package/src/nodes/accessors/ReferenceBaseNode.js +171 -0
  215. package/{examples/jsm → src}/nodes/accessors/ReferenceNode.js +58 -9
  216. package/src/nodes/accessors/ReflectVector.js +10 -0
  217. package/src/nodes/accessors/RendererReferenceNode.js +35 -0
  218. package/{examples/jsm → src}/nodes/accessors/SceneNode.js +9 -6
  219. package/src/nodes/accessors/SkinningNode.js +191 -0
  220. package/src/nodes/accessors/StorageBufferNode.js +147 -0
  221. package/{examples/jsm/nodes/accessors/TextureStoreNode.js → src/nodes/accessors/StorageTextureNode.js} +35 -10
  222. package/src/nodes/accessors/Tangent.js +22 -0
  223. package/src/nodes/accessors/Texture3DNode.js +103 -0
  224. package/{examples/jsm/nodes/accessors/TextureBicubicNode.js → src/nodes/accessors/TextureBicubic.js} +3 -32
  225. package/{examples/jsm → src}/nodes/accessors/TextureNode.js +123 -39
  226. package/src/nodes/accessors/TextureSizeNode.js +36 -0
  227. package/src/nodes/accessors/UV.js +3 -0
  228. package/{examples/jsm/nodes/accessors/UniformsNode.js → src/nodes/accessors/UniformArrayNode.js} +33 -15
  229. package/{examples/jsm → src}/nodes/accessors/UserDataNode.js +10 -7
  230. package/src/nodes/accessors/VelocityNode.js +134 -0
  231. package/{examples/jsm → src}/nodes/accessors/VertexColorNode.js +9 -5
  232. package/{examples/jsm → src}/nodes/code/CodeNode.js +9 -5
  233. package/{examples/jsm → src}/nodes/code/ExpressionNode.js +10 -6
  234. package/{examples/jsm → src}/nodes/code/FunctionCallNode.js +8 -5
  235. package/{examples/jsm → src}/nodes/code/FunctionNode.js +8 -31
  236. package/{examples/jsm → src}/nodes/code/ScriptableNode.js +24 -7
  237. package/{examples/jsm → src}/nodes/code/ScriptableValueNode.js +11 -8
  238. package/{examples/jsm → src}/nodes/core/AssignNode.js +12 -9
  239. package/{examples/jsm → src}/nodes/core/AttributeNode.js +29 -12
  240. package/{examples/jsm → src}/nodes/core/BypassNode.js +11 -7
  241. package/src/nodes/core/CacheNode.js +50 -0
  242. package/{examples/jsm → src}/nodes/core/ConstNode.js +6 -3
  243. package/{examples/jsm → src}/nodes/core/ContextNode.js +27 -11
  244. package/src/nodes/core/IndexNode.js +99 -0
  245. package/{examples/jsm → src}/nodes/core/InputNode.js +7 -3
  246. package/{examples/jsm → src}/nodes/core/LightingModel.js +2 -2
  247. package/src/nodes/core/MRTNode.js +85 -0
  248. package/{examples/jsm → src}/nodes/core/Node.js +114 -57
  249. package/{examples/jsm → src}/nodes/core/NodeBuilder.js +327 -90
  250. package/src/nodes/core/NodeCache.js +36 -0
  251. package/{examples/jsm → src}/nodes/core/NodeFrame.js +52 -10
  252. package/{examples/jsm → src}/nodes/core/NodeFunction.js +2 -2
  253. package/{examples/jsm → src}/nodes/core/NodeUniform.js +1 -2
  254. package/{examples/jsm → src}/nodes/core/NodeUtils.js +56 -8
  255. package/{examples/jsm → src}/nodes/core/OutputStructNode.js +13 -12
  256. package/{examples/jsm → src}/nodes/core/ParameterNode.js +7 -4
  257. package/src/nodes/core/PropertyNode.js +88 -0
  258. package/{examples/jsm → src}/nodes/core/StackNode.js +31 -11
  259. package/{examples/jsm → src}/nodes/core/StructTypeNode.js +7 -3
  260. package/{examples/jsm → src}/nodes/core/TempNode.js +10 -6
  261. package/src/nodes/core/UniformGroupNode.js +59 -0
  262. package/{examples/jsm → src}/nodes/core/UniformNode.js +37 -5
  263. package/{examples/jsm → src}/nodes/core/VarNode.js +14 -14
  264. package/src/nodes/core/VaryingNode.js +108 -0
  265. package/{examples/jsm → src}/nodes/display/AfterImageNode.js +38 -28
  266. package/src/nodes/display/AnaglyphPassNode.js +67 -0
  267. package/{examples/jsm → src}/nodes/display/AnamorphicNode.js +33 -30
  268. package/src/nodes/display/BleachBypass.js +26 -0
  269. package/src/nodes/display/BlendMode.js +54 -0
  270. package/src/nodes/display/BloomNode.js +341 -0
  271. package/{examples/jsm → src}/nodes/display/BumpMapNode.js +20 -38
  272. package/src/nodes/display/ColorAdjustment.js +46 -0
  273. package/src/nodes/display/ColorSpaceFunctions.js +38 -0
  274. package/src/nodes/display/ColorSpaceNode.js +114 -0
  275. package/src/nodes/display/DenoiseNode.js +204 -0
  276. package/src/nodes/display/DepthOfFieldNode.js +124 -0
  277. package/src/nodes/display/DotScreenNode.js +66 -0
  278. package/src/nodes/display/FXAANode.js +332 -0
  279. package/src/nodes/display/FilmNode.js +56 -0
  280. package/src/nodes/display/FrontFacingNode.js +45 -0
  281. package/src/nodes/display/GTAONode.js +331 -0
  282. package/{examples/jsm → src}/nodes/display/GaussianBlurNode.js +47 -24
  283. package/src/nodes/display/Lut3DNode.js +57 -0
  284. package/src/nodes/display/MotionBlur.js +25 -0
  285. package/{examples/jsm → src}/nodes/display/NormalMapNode.js +14 -14
  286. package/src/nodes/display/ParallaxBarrierPassNode.js +58 -0
  287. package/src/nodes/display/PassNode.js +378 -0
  288. package/src/nodes/display/PixelationPassNode.js +213 -0
  289. package/{examples/jsm → src}/nodes/display/PosterizeNode.js +8 -7
  290. package/src/nodes/display/RGBShiftNode.js +53 -0
  291. package/src/nodes/display/RenderOutputNode.js +60 -0
  292. package/src/nodes/display/SSAAPassNode.js +287 -0
  293. package/src/nodes/display/ScreenNode.js +181 -0
  294. package/src/nodes/display/Sepia.js +17 -0
  295. package/src/nodes/display/SobelOperatorNode.js +126 -0
  296. package/src/nodes/display/StereoCompositePassNode.js +110 -0
  297. package/src/nodes/display/StereoPassNode.js +83 -0
  298. package/src/nodes/display/ToneMappingFunctions.js +190 -0
  299. package/src/nodes/display/ToneMappingNode.js +67 -0
  300. package/src/nodes/display/ToonOutlinePassNode.js +111 -0
  301. package/src/nodes/display/TransitionNode.js +80 -0
  302. package/src/nodes/display/ViewportDepthNode.js +125 -0
  303. package/src/nodes/display/ViewportDepthTextureNode.js +33 -0
  304. package/src/nodes/display/ViewportSharedTextureNode.js +39 -0
  305. package/{examples/jsm → src}/nodes/display/ViewportTextureNode.js +20 -14
  306. package/src/nodes/fog/FogExp2Node.js +35 -0
  307. package/src/nodes/fog/FogNode.js +50 -0
  308. package/src/nodes/fog/FogRangeNode.js +36 -0
  309. package/src/nodes/functions/BSDF/BRDF_GGX.js +59 -0
  310. package/{examples/jsm → src}/nodes/functions/BSDF/BRDF_Lambert.js +2 -2
  311. package/{examples/jsm → src}/nodes/functions/BSDF/BRDF_Sheen.js +6 -6
  312. package/{examples/jsm → src}/nodes/functions/BSDF/DFGApprox.js +2 -2
  313. package/{examples/jsm → src}/nodes/functions/BSDF/D_GGX.js +2 -2
  314. package/src/nodes/functions/BSDF/D_GGX_Anisotropic.js +28 -0
  315. package/{examples/jsm → src}/nodes/functions/BSDF/EnvironmentBRDF.js +2 -2
  316. package/{examples/jsm → src}/nodes/functions/BSDF/F_Schlick.js +2 -2
  317. package/src/nodes/functions/BSDF/LTC.js +131 -0
  318. package/{examples/jsm → src}/nodes/functions/BSDF/Schlick_to_F0.js +2 -2
  319. package/{examples/jsm → src}/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +2 -4
  320. package/src/nodes/functions/BSDF/V_GGX_SmithCorrelated_Anisotropic.js +29 -0
  321. package/src/nodes/functions/BasicLightingModel.js +78 -0
  322. package/{examples/jsm → src}/nodes/functions/PhongLightingModel.js +11 -9
  323. package/src/nodes/functions/PhysicalLightingModel.js +633 -0
  324. package/src/nodes/functions/ShadowMaskModel.js +31 -0
  325. package/src/nodes/functions/ToonLightingModel.js +51 -0
  326. package/src/nodes/functions/material/getGeometryRoughness.js +13 -0
  327. package/{examples/jsm → src}/nodes/functions/material/getRoughness.js +2 -2
  328. package/src/nodes/functions/material/getShIrradianceAt.js +28 -0
  329. package/{examples/jsm → src}/nodes/geometry/RangeNode.js +28 -11
  330. package/src/nodes/gpgpu/AtomicFunctionNode.js +99 -0
  331. package/src/nodes/gpgpu/BarrierNode.js +40 -0
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  631. /package/{examples/jsm → src}/renderers/common/Sampler.js +0 -0
  632. /package/{examples/jsm → src}/renderers/common/StorageBuffer.js +0 -0
  633. /package/{examples/jsm → src}/renderers/common/UniformBuffer.js +0 -0
  634. /package/{examples/jsm/renderers/webgl → src/renderers/webgl-fallback}/utils/WebGLCapabilities.js +0 -0
  635. /package/{examples/jsm → src}/renderers/webgpu/nodes/WGSLNodeParser.js +0 -0
@@ -210,7 +210,7 @@ class Lensflare extends Mesh {
210
210
 
211
211
  // save current RGB to temp texture
212
212
 
213
- renderer.copyFramebufferToTexture( screenPositionPixels, tempMap );
213
+ renderer.copyFramebufferToTexture( tempMap, screenPositionPixels );
214
214
 
215
215
  // render pink quad
216
216
 
@@ -222,7 +222,7 @@ class Lensflare extends Mesh {
222
222
 
223
223
  // copy result to occlusionMap
224
224
 
225
- renderer.copyFramebufferToTexture( screenPositionPixels, occlusionMap );
225
+ renderer.copyFramebufferToTexture( occlusionMap, screenPositionPixels );
226
226
 
227
227
  // restore graphics
228
228
 
@@ -0,0 +1,322 @@
1
+ import {
2
+ AdditiveBlending,
3
+ Box2,
4
+ BufferGeometry,
5
+ Color,
6
+ FramebufferTexture,
7
+ InterleavedBuffer,
8
+ InterleavedBufferAttribute,
9
+ Mesh,
10
+ MeshBasicNodeMaterial,
11
+ NodeMaterial,
12
+ UnsignedByteType,
13
+ Vector2,
14
+ Vector3,
15
+ Vector4 } from 'three';
16
+
17
+ import { texture, textureLoad, uv, ivec2, vec2, vec4, positionGeometry, reference, varyingProperty, materialReference, Fn, Node } from 'three/tsl';
18
+
19
+ class LensflareMesh extends Mesh {
20
+
21
+ constructor() {
22
+
23
+ super( LensflareMesh.Geometry, new MeshBasicNodeMaterial( { opacity: 0, transparent: true } ) );
24
+
25
+ this.isLensflare = true;
26
+
27
+ this.type = 'LensflareMesh';
28
+ this.frustumCulled = false;
29
+ this.renderOrder = Infinity;
30
+
31
+ //
32
+
33
+ const positionView = new Vector3();
34
+
35
+ // textures
36
+
37
+ const tempMap = new FramebufferTexture( 16, 16 );
38
+ const occlusionMap = new FramebufferTexture( 16, 16 );
39
+
40
+ let currentType = UnsignedByteType;
41
+
42
+ const geometry = LensflareMesh.Geometry;
43
+
44
+ // values for shared material uniforms
45
+
46
+ const sharedValues = {
47
+ scale: new Vector2(),
48
+ positionScreen: new Vector3()
49
+ };
50
+
51
+ // materials
52
+
53
+ const scale = reference( 'scale', 'vec2', sharedValues );
54
+ const screenPosition = reference( 'positionScreen', 'vec3', sharedValues );
55
+
56
+ const vertexNode = vec4( positionGeometry.xy.mul( scale ).add( screenPosition.xy ), screenPosition.z, 1.0 );
57
+
58
+ const material1a = new NodeMaterial();
59
+
60
+ material1a.depthTest = true;
61
+ material1a.depthWrite = false;
62
+ material1a.transparent = false;
63
+ material1a.fog = false;
64
+ material1a.type = 'Lensflare-1a';
65
+
66
+ material1a.vertexNode = vertexNode;
67
+ material1a.fragmentNode = vec4( 1.0, 0.0, 1.0, 1.0 );
68
+
69
+ const material1b = new NodeMaterial();
70
+
71
+ material1b.depthTest = false;
72
+ material1b.depthWrite = false;
73
+ material1b.transparent = false;
74
+ material1b.fog = false;
75
+ material1b.type = 'Lensflare-1b';
76
+
77
+ material1b.vertexNode = vertexNode;
78
+ material1b.fragmentNode = texture( tempMap, vec2( uv().flipY() ) );
79
+
80
+ // the following object is used for occlusionMap generation
81
+
82
+ const mesh1 = new Mesh( geometry, material1a );
83
+
84
+ //
85
+
86
+ const elements = [];
87
+ const elementMeshes = [];
88
+
89
+ const material2 = new NodeMaterial();
90
+
91
+ material2.transparent = true;
92
+ material2.blending = AdditiveBlending;
93
+ material2.depthWrite = false;
94
+ material2.depthTest = false;
95
+ material2.fog = false;
96
+ material2.type = 'Lensflare-2';
97
+
98
+ material2.screenPosition = new Vector3();
99
+ material2.scale = new Vector2();
100
+ material2.occlusionMap = occlusionMap;
101
+
102
+ material2.vertexNode = Fn( ( { material } ) => {
103
+
104
+ const scale = materialReference( 'scale', 'vec2' );
105
+ const screenPosition = materialReference( 'screenPosition', 'vec3' );
106
+
107
+ const occlusionMap = material.occlusionMap;
108
+
109
+ const pos = positionGeometry.xy.toVar();
110
+
111
+ const visibility = textureLoad( occlusionMap, ivec2( 2, 2 ) ).toVar();
112
+ visibility.addAssign( textureLoad( occlusionMap, ivec2( 8, 2 ) ) );
113
+ visibility.addAssign( textureLoad( occlusionMap, ivec2( 14, 2 ) ) );
114
+ visibility.addAssign( textureLoad( occlusionMap, ivec2( 14, 8 ) ) );
115
+ visibility.addAssign( textureLoad( occlusionMap, ivec2( 14, 14 ) ) );
116
+ visibility.addAssign( textureLoad( occlusionMap, ivec2( 8, 14 ) ) );
117
+ visibility.addAssign( textureLoad( occlusionMap, ivec2( 2, 14 ) ) );
118
+ visibility.addAssign( textureLoad( occlusionMap, ivec2( 2, 8 ) ) );
119
+ visibility.addAssign( textureLoad( occlusionMap, ivec2( 8, 8 ) ) );
120
+
121
+ const vVisibility = varyingProperty( 'float', 'vVisibility' );
122
+
123
+ vVisibility.assign( visibility.r.div( 9.0 ) );
124
+ vVisibility.mulAssign( visibility.g.div( 9.0 ).oneMinus() );
125
+ vVisibility.mulAssign( visibility.b.div( 9.0 ) );
126
+
127
+ return vec4( ( pos.mul( scale ).add( screenPosition.xy ).xy ), screenPosition.z, 1.0 );
128
+
129
+ } )();
130
+
131
+ material2.fragmentNode = Fn( () => {
132
+
133
+ const color = reference( 'color', 'color' );
134
+ const map = reference( 'map', 'texture' );
135
+
136
+ const vVisibility = varyingProperty( 'float', 'vVisibility' );
137
+
138
+ const output = map.toVar();
139
+
140
+ output.a.mulAssign( vVisibility );
141
+ output.rgb.mulAssign( color );
142
+
143
+ return output;
144
+
145
+ } )();
146
+
147
+
148
+ this.addElement = function ( element ) {
149
+
150
+ elements.push( element );
151
+
152
+ };
153
+
154
+ //
155
+
156
+ const positionScreen = sharedValues.positionScreen;
157
+ const screenPositionPixels = new Vector4( 0, 0, 16, 16 );
158
+ const validArea = new Box2();
159
+ const viewport = new Vector4();
160
+
161
+ // dummy node for renderer.renderObject()
162
+ const lightsNode = new Node();
163
+
164
+ this.onBeforeRender = ( renderer, scene, camera ) => {
165
+
166
+ renderer.getViewport( viewport );
167
+
168
+ viewport.multiplyScalar( window.devicePixelRatio );
169
+
170
+ const renderTarget = renderer.getRenderTarget();
171
+ const type = ( renderTarget !== null ) ? renderTarget.texture.type : UnsignedByteType;
172
+
173
+ if ( currentType !== type ) {
174
+
175
+ tempMap.dispose();
176
+ occlusionMap.dispose();
177
+
178
+ tempMap.type = occlusionMap.type = type;
179
+
180
+ currentType = type;
181
+
182
+ }
183
+
184
+ const invAspect = viewport.w / viewport.z;
185
+ const halfViewportWidth = viewport.z / 2.0;
186
+ const halfViewportHeight = viewport.w / 2.0;
187
+
188
+ const size = 16 / viewport.w;
189
+
190
+ sharedValues.scale.set( size * invAspect, size );
191
+
192
+ validArea.min.set( viewport.x, viewport.y );
193
+ validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) );
194
+
195
+ // calculate position in screen space
196
+
197
+ positionView.setFromMatrixPosition( this.matrixWorld );
198
+ positionView.applyMatrix4( camera.matrixWorldInverse );
199
+
200
+ if ( positionView.z > 0 ) return; // lensflare is behind the camera
201
+
202
+ positionScreen.copy( positionView ).applyMatrix4( camera.projectionMatrix );
203
+
204
+ // horizontal and vertical coordinate of the lower left corner of the pixels to copy
205
+
206
+ screenPositionPixels.x = viewport.x + ( positionScreen.x * halfViewportWidth ) + halfViewportWidth - 8;
207
+ screenPositionPixels.y = viewport.y - ( positionScreen.y * halfViewportHeight ) + halfViewportHeight - 8;
208
+
209
+ // screen cull
210
+
211
+ if ( validArea.containsPoint( screenPositionPixels ) ) {
212
+
213
+ // save current RGB to temp texture
214
+
215
+ renderer.copyFramebufferToTexture( tempMap, screenPositionPixels );
216
+
217
+ // render pink quad
218
+
219
+ renderer.renderObject( mesh1, scene, camera, geometry, material1a, null, lightsNode );
220
+
221
+ // copy result to occlusionMap
222
+
223
+ renderer.copyFramebufferToTexture( occlusionMap, screenPositionPixels );
224
+
225
+ // restore graphics
226
+
227
+ renderer.renderObject( mesh1, scene, camera, geometry, material1b, null, lightsNode );
228
+
229
+ // render elements
230
+
231
+ const vecX = - positionScreen.x * 2;
232
+ const vecY = - positionScreen.y * 2;
233
+
234
+ for ( let i = 0, l = elements.length; i < l; i ++ ) {
235
+
236
+ const element = elements[ i ];
237
+
238
+ let mesh2 = elementMeshes[ i ];
239
+
240
+ if ( mesh2 === undefined ) {
241
+
242
+ mesh2 = elementMeshes[ i ] = new Mesh( geometry, material2 );
243
+
244
+ mesh2.color = element.color.convertSRGBToLinear();
245
+ mesh2.map = element.texture;
246
+
247
+ }
248
+
249
+ material2.screenPosition.x = positionScreen.x + vecX * element.distance;
250
+ material2.screenPosition.y = positionScreen.y - vecY * element.distance;
251
+ material2.screenPosition.z = positionScreen.z;
252
+
253
+ const size = element.size / viewport.w;
254
+
255
+ material2.scale.set( size * invAspect, size );
256
+
257
+ renderer.renderObject( mesh2, scene, camera, geometry, material2, null, lightsNode );
258
+
259
+ }
260
+
261
+ }
262
+
263
+ };
264
+
265
+ this.dispose = function () {
266
+
267
+ material1a.dispose();
268
+ material1b.dispose();
269
+ material2.dispose();
270
+
271
+ tempMap.dispose();
272
+ occlusionMap.dispose();
273
+
274
+ for ( let i = 0, l = elements.length; i < l; i ++ ) {
275
+
276
+ elements[ i ].texture.dispose();
277
+
278
+ }
279
+
280
+ };
281
+
282
+ }
283
+
284
+ }
285
+
286
+ //
287
+
288
+ class LensflareElement {
289
+
290
+ constructor( texture, size = 1, distance = 0, color = new Color( 0xffffff ) ) {
291
+
292
+ this.texture = texture;
293
+ this.size = size;
294
+ this.distance = distance;
295
+ this.color = color;
296
+
297
+ }
298
+
299
+ }
300
+
301
+ LensflareMesh.Geometry = ( function () {
302
+
303
+ const geometry = new BufferGeometry();
304
+
305
+ const float32Array = new Float32Array( [
306
+ - 1, - 1, 0, 0, 0,
307
+ 1, - 1, 0, 1, 0,
308
+ 1, 1, 0, 1, 1,
309
+ - 1, 1, 0, 0, 1
310
+ ] );
311
+
312
+ const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
313
+
314
+ geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
315
+ geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
316
+ geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
317
+
318
+ return geometry;
319
+
320
+ } )();
321
+
322
+ export { LensflareMesh, LensflareElement };
@@ -0,0 +1,187 @@
1
+ import {
2
+ BackSide,
3
+ BoxGeometry,
4
+ Mesh,
5
+ Vector3
6
+ } from 'three';
7
+ import { Fn, NodeMaterial, float, vec3, acos, add, mul, clamp, cos, dot, exp, max, mix, modelViewProjection, normalize, positionWorld, pow, smoothstep, sub, varying, varyingProperty, vec4, uniform, cameraPosition } from 'three/tsl';
8
+
9
+ /**
10
+ * Based on "A Practical Analytic Model for Daylight"
11
+ * aka The Preetham Model, the de facto standard analytic skydome model
12
+ * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight
13
+ *
14
+ * First implemented by Simon Wallner
15
+ * http://simonwallner.at/project/atmospheric-scattering/
16
+ *
17
+ * Improved by Martin Upitis
18
+ * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR
19
+ *
20
+ * Three.js integration by zz85 http://twitter.com/blurspline
21
+ */
22
+
23
+ class SkyMesh extends Mesh {
24
+
25
+ constructor() {
26
+
27
+ const material = new NodeMaterial();
28
+
29
+ super( new BoxGeometry( 1, 1, 1 ), material );
30
+
31
+ this.turbidity = uniform( 2 );
32
+ this.rayleigh = uniform( 1 );
33
+ this.mieCoefficient = uniform( 0.005 );
34
+ this.mieDirectionalG = uniform( 0.8 );
35
+ this.sunPosition = uniform( new Vector3() );
36
+ this.upUniform = uniform( new Vector3( 0, 1, 0 ) );
37
+
38
+ this.isSky = true;
39
+
40
+ const vertexNode = /*@__PURE__*/ Fn( () => {
41
+
42
+ // constants for atmospheric scattering
43
+ const e = float( 2.71828182845904523536028747135266249775724709369995957 );
44
+ // const pi = float( 3.141592653589793238462643383279502884197169 );
45
+
46
+ // wavelength of used primaries, according to preetham
47
+ // const lambda = vec3( 680E-9, 550E-9, 450E-9 );
48
+ // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:
49
+ // (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))
50
+ const totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );
51
+
52
+ // mie stuff
53
+ // K coefficient for the primaries
54
+ // const v = float( 4.0 );
55
+ // const K = vec3( 0.686, 0.678, 0.666 );
56
+ // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K
57
+ const MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );
58
+
59
+ // earth shadow hack
60
+ // cutoffAngle = pi / 1.95;
61
+ const cutoffAngle = float( 1.6110731556870734 );
62
+ const steepness = float( 1.5 );
63
+ const EE = float( 1000.0 );
64
+
65
+ // varying sun position
66
+
67
+ const vSunDirection = normalize( this.sunPosition );
68
+ varyingProperty( 'vec3', 'vSunDirection' ).assign( vSunDirection );
69
+
70
+ // varying sun intensity
71
+
72
+ const angle = dot( vSunDirection, this.upUniform );
73
+ const zenithAngleCos = clamp( angle, - 1, 1 );
74
+ const sunIntensity = EE.mul( max( 0.0, float( 1.0 ).sub( pow( e, cutoffAngle.sub( acos( zenithAngleCos ) ).div( steepness ).negate() ) ) ) );
75
+ varyingProperty( 'float', 'vSunE' ).assign( sunIntensity );
76
+
77
+ // varying sun fade
78
+
79
+ const vSunfade = float( 1.0 ).sub( clamp( float( 1.0 ).sub( exp( this.sunPosition.y.div( 450000.0 ) ) ), 0, 1 ) );
80
+ varyingProperty( 'float', 'vSunfade' ).assign( vSunfade );
81
+
82
+ // varying vBetaR
83
+
84
+ const rayleighCoefficient = this.rayleigh.sub( float( 1.0 ).mul( float( 1.0 ).sub( vSunfade ) ) );
85
+
86
+ // extinction (absorbtion + out scattering)
87
+ // rayleigh coefficients
88
+ varyingProperty( 'vec3', 'vBetaR' ).assign( totalRayleigh.mul( rayleighCoefficient ) );
89
+
90
+ // varying vBetaM
91
+
92
+ const c = float( 0.2 ).mul( this.turbidity ).mul( 10E-18 );
93
+ const totalMie = float( 0.434 ).mul( c ).mul( MieConst );
94
+
95
+ varyingProperty( 'vec3', 'vBetaM' ).assign( totalMie.mul( this.mieCoefficient ) );
96
+
97
+ // position
98
+
99
+ const position = modelViewProjection();
100
+ position.z.assign( position.w ); // set z to camera.far
101
+
102
+ return position;
103
+
104
+ } )();
105
+
106
+ const fragmentNode = /*@__PURE__*/ Fn( () => {
107
+
108
+ const vSunDirection = varying( vec3(), 'vSunDirection' );
109
+ const vSunE = varying( float(), 'vSunE' );
110
+ const vSunfade = varying( float(), 'vSunfade' );
111
+ const vBetaR = varying( vec3(), 'vBetaR' );
112
+ const vBetaM = varying( vec3(), 'vBetaM' );
113
+
114
+ // constants for atmospheric scattering
115
+ const pi = float( 3.141592653589793238462643383279502884197169 );
116
+
117
+ // optical length at zenith for molecules
118
+ const rayleighZenithLength = float( 8.4E3 );
119
+ const mieZenithLength = float( 1.25E3 );
120
+ // 66 arc seconds -> degrees, and the cosine of that
121
+ const sunAngularDiameterCos = float( 0.999956676946448443553574619906976478926848692873900859324 );
122
+
123
+ // 3.0 / ( 16.0 * pi )
124
+ const THREE_OVER_SIXTEENPI = float( 0.05968310365946075 );
125
+ // 1.0 / ( 4.0 * pi )
126
+ const ONE_OVER_FOURPI = float( 0.07957747154594767 );
127
+
128
+ //
129
+
130
+ const direction = normalize( positionWorld.sub( cameraPosition ) );
131
+
132
+ // optical length
133
+ // cutoff angle at 90 to avoid singularity in next formula.
134
+ const zenithAngle = acos( max( 0.0, dot( this.upUniform, direction ) ) );
135
+ const inverse = float( 1.0 ).div( cos( zenithAngle ).add( float( 0.15 ).mul( pow( float( 93.885 ).sub( zenithAngle.mul( 180.0 ).div( pi ) ), - 1.253 ) ) ) );
136
+ const sR = rayleighZenithLength.mul( inverse );
137
+ const sM = mieZenithLength.mul( inverse );
138
+
139
+ // combined extinction factor
140
+ const Fex = exp( mul( vBetaR, sR ).add( mul( vBetaM, sM ) ).negate() );
141
+
142
+ // in scattering
143
+ const cosTheta = dot( direction, vSunDirection );
144
+
145
+ // betaRTheta
146
+
147
+ const c = cosTheta.mul( 0.5 ).add( 0.5 );
148
+ const rPhase = THREE_OVER_SIXTEENPI.mul( float( 1.0 ).add( pow( c, 2.0 ) ) );
149
+ const betaRTheta = vBetaR.mul( rPhase );
150
+
151
+ // betaMTheta
152
+
153
+ const g2 = pow( this.mieDirectionalG, 2.0 );
154
+ const inv = float( 1.0 ).div( pow( float( 1.0 ).sub( float( 2.0 ).mul( this.mieDirectionalG ).mul( cosTheta ) ).add( g2 ), 1.5 ) );
155
+ const mPhase = ONE_OVER_FOURPI.mul( float( 1.0 ).sub( g2 ) ).mul( inv );
156
+ const betaMTheta = vBetaM.mul( mPhase );
157
+
158
+ const Lin = pow( vSunE.mul( add( betaRTheta, betaMTheta ).div( add( vBetaR, vBetaM ) ) ).mul( sub( 1.0, Fex ) ), vec3( 1.5 ) );
159
+ Lin.mulAssign( mix( vec3( 1.0 ), pow( vSunE.mul( add( betaRTheta, betaMTheta ).div( add( vBetaR, vBetaM ) ) ).mul( Fex ), vec3( 1.0 / 2.0 ) ), clamp( pow( sub( 1.0, dot( this.upUniform, vSunDirection ) ), 5.0 ), 0.0, 1.0 ) ) );
160
+
161
+ // nightsky
162
+
163
+ const L0 = vec3( 0.1 ).mul( Fex );
164
+
165
+ // composition + solar disc
166
+ const sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos.add( 0.00002 ), cosTheta );
167
+ L0.addAssign( vSunE.mul( 19000.0 ).mul( Fex ).mul( sundisk ) );
168
+
169
+ const texColor = add( Lin, L0 ).mul( 0.04 ).add( vec3( 0.0, 0.0003, 0.00075 ) );
170
+
171
+ const retColor = pow( texColor, vec3( float( 1.0 ).div( float( 1.2 ).add( vSunfade.mul( 1.2 ) ) ) ) );
172
+
173
+ return vec4( retColor, 1.0 );
174
+
175
+ } )();
176
+
177
+ material.side = BackSide;
178
+ material.depthWrite = false;
179
+
180
+ material.vertexNode = vertexNode;
181
+ material.fragmentNode = fragmentNode;
182
+
183
+ }
184
+
185
+ }
186
+
187
+ export { SkyMesh };
@@ -0,0 +1,158 @@
1
+ import {
2
+ Color,
3
+ Mesh,
4
+ Vector2,
5
+ Vector3
6
+ } from 'three';
7
+ import { Fn, NodeMaterial, NodeUpdateType, TempNode, vec2, viewportSafeUV, viewportSharedTexture, reflector, pow, float, abs, texture, uniform, vec4, cameraPosition, positionWorld, uv, mix, vec3, normalize, max, dot, screenUV } from 'three/tsl';
8
+
9
+ /**
10
+ * References:
11
+ * https://alex.vlachos.com/graphics/Vlachos-SIGGRAPH10-WaterFlow.pdf
12
+ * http://graphicsrunner.blogspot.de/2010/08/water-using-flow-maps.html
13
+ *
14
+ */
15
+
16
+ class WaterMesh extends Mesh {
17
+
18
+ constructor( geometry, options = {} ) {
19
+
20
+ const material = new NodeMaterial();
21
+
22
+ super( geometry, material );
23
+
24
+ this.isWater = true;
25
+
26
+ material.fragmentNode = new WaterNode( options, this );
27
+
28
+ }
29
+
30
+ }
31
+
32
+ class WaterNode extends TempNode {
33
+
34
+ constructor( options, waterBody ) {
35
+
36
+ super( 'vec4' );
37
+
38
+ this.waterBody = waterBody;
39
+
40
+ this.normalMap0 = texture( options.normalMap0 );
41
+ this.normalMap1 = texture( options.normalMap1 );
42
+ this.flowMap = texture( options.flowMap !== undefined ? options.flowMap : null );
43
+
44
+ this.color = uniform( options.color !== undefined ? new Color( options.color ) : new Color( 0xffffff ) );
45
+ this.flowDirection = uniform( options.flowDirection !== undefined ? options.flowDirection : new Vector2( 1, 0 ) );
46
+ this.flowSpeed = uniform( options.flowSpeed !== undefined ? options.flowSpeed : 0.03 );
47
+ this.reflectivity = uniform( options.reflectivity !== undefined ? options.reflectivity : 0.02 );
48
+ this.scale = uniform( options.scale !== undefined ? options.scale : 1 );
49
+ this.flowConfig = uniform( new Vector3() );
50
+
51
+ this.updateBeforeType = NodeUpdateType.RENDER;
52
+
53
+ this._cycle = 0.15; // a cycle of a flow map phase
54
+ this._halfCycle = this._cycle * 0.5;
55
+
56
+ this._USE_FLOW = options.flowMap !== undefined;
57
+
58
+ }
59
+
60
+ updateFlow( delta ) {
61
+
62
+ this.flowConfig.value.x += this.flowSpeed.value * delta; // flowMapOffset0
63
+ this.flowConfig.value.y = this.flowConfig.value.x + this._halfCycle; // flowMapOffset1
64
+
65
+ // Important: The distance between offsets should be always the value of "halfCycle".
66
+ // Moreover, both offsets should be in the range of [ 0, cycle ].
67
+ // This approach ensures a smooth water flow and avoids "reset" effects.
68
+
69
+ if ( this.flowConfig.value.x >= this._cycle ) {
70
+
71
+ this.flowConfig.value.x = 0;
72
+ this.flowConfig.value.y = this._halfCycle;
73
+
74
+ } else if ( this.flowConfig.value.y >= this._cycle ) {
75
+
76
+ this.flowConfig.value.y = this.flowConfig.value.y - this._cycle;
77
+
78
+ }
79
+
80
+ this.flowConfig.value.z = this._halfCycle;
81
+
82
+ }
83
+
84
+ updateBefore( frame ) {
85
+
86
+ this.updateFlow( frame.deltaTime );
87
+
88
+ }
89
+
90
+ setup() {
91
+
92
+ const outputNode = Fn( () => {
93
+
94
+ const flowMapOffset0 = this.flowConfig.x;
95
+ const flowMapOffset1 = this.flowConfig.y;
96
+ const halfCycle = this.flowConfig.z;
97
+
98
+ const toEye = normalize( cameraPosition.sub( positionWorld ) );
99
+
100
+ let flow;
101
+
102
+ if ( this._USE_FLOW === true ) {
103
+
104
+ flow = this.flowMap.rg.mul( 2 ).sub( 1 );
105
+
106
+ } else {
107
+
108
+ flow = vec2( this.flowDirection.x, this.flowDirection.y );
109
+
110
+ }
111
+
112
+ flow.x.mulAssign( - 1 );
113
+
114
+ // sample normal maps (distort uvs with flowdata)
115
+
116
+ const uvs = uv();
117
+
118
+ const normalUv0 = uvs.mul( this.scale ).add( flow.mul( flowMapOffset0 ) );
119
+ const normalUv1 = uvs.mul( this.scale ).add( flow.mul( flowMapOffset1 ) );
120
+
121
+ const normalColor0 = this.normalMap0.uv( normalUv0 );
122
+ const normalColor1 = this.normalMap1.uv( normalUv1 );
123
+
124
+ // linear interpolate to get the final normal color
125
+ const flowLerp = abs( halfCycle.sub( flowMapOffset0 ) ).div( halfCycle );
126
+ const normalColor = mix( normalColor0, normalColor1, flowLerp );
127
+
128
+ // calculate normal vector
129
+ const normal = normalize( vec3( normalColor.r.mul( 2 ).sub( 1 ), normalColor.b, normalColor.g.mul( 2 ).sub( 1 ) ) );
130
+
131
+ // calculate the fresnel term to blend reflection and refraction maps
132
+ const theta = max( dot( toEye, normal ), 0 );
133
+ const reflectance = pow( float( 1.0 ).sub( theta ), 5.0 ).mul( float( 1.0 ).sub( this.reflectivity ) ).add( this.reflectivity );
134
+
135
+ // reflector, refractor
136
+
137
+ const offset = normal.xz.mul( 0.05 ).toVar();
138
+
139
+ const reflectionSampler = reflector();
140
+ this.waterBody.add( reflectionSampler.target );
141
+ reflectionSampler.uvNode = reflectionSampler.uvNode.add( offset );
142
+
143
+ const refractorUV = screenUV.add( offset );
144
+ const refractionSampler = viewportSharedTexture( viewportSafeUV( refractorUV ) );
145
+
146
+ // calculate final uv coords
147
+
148
+ return vec4( this.color, 1.0 ).mul( mix( refractionSampler, reflectionSampler, reflectance ) );
149
+
150
+ } )();
151
+
152
+ return outputNode;
153
+
154
+ }
155
+
156
+ }
157
+
158
+ export { WaterMesh };