@needle-tools/three 0.169.20-experimental.0 → 0.183.2-canary.0

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 (1051) hide show
  1. package/LICENSE +1 -1
  2. package/README.md +5 -6
  3. package/build/three.cjs +54184 -56703
  4. package/build/three.core.js +59506 -0
  5. package/build/three.core.min.js +6 -0
  6. package/build/three.module.js +11645 -73000
  7. package/build/three.module.min.js +2 -2
  8. package/build/three.tsl.js +648 -0
  9. package/build/three.tsl.min.js +6 -0
  10. package/build/three.webgpu.js +53912 -51652
  11. package/build/three.webgpu.min.js +2 -2
  12. package/build/three.webgpu.nodes.js +53888 -51806
  13. package/build/three.webgpu.nodes.min.js +2 -2
  14. package/examples/fonts/MPLUSRounded1c/MPLUSRounded1c-Regular.typeface.json.zip +0 -0
  15. package/examples/fonts/MPLUSRounded1c/OFL.txt +91 -0
  16. package/examples/jsm/Addons.js +5 -15
  17. package/examples/jsm/animation/AnimationClipCreator.js +58 -6
  18. package/examples/jsm/animation/CCDIKSolver.js +152 -45
  19. package/examples/jsm/capabilities/WebGL.js +28 -29
  20. package/examples/jsm/capabilities/WebGPU.js +19 -17
  21. package/examples/jsm/controls/ArcballControls.js +474 -178
  22. package/examples/jsm/controls/DragControls.js +100 -58
  23. package/examples/jsm/controls/FirstPersonControls.js +116 -6
  24. package/examples/jsm/controls/FlyControls.js +50 -2
  25. package/examples/jsm/controls/MapControls.js +96 -8
  26. package/examples/jsm/controls/OrbitControls.js +496 -57
  27. package/examples/jsm/controls/PointerLockControls.js +115 -22
  28. package/examples/jsm/controls/TrackballControls.js +166 -14
  29. package/examples/jsm/controls/TransformControls.js +336 -26
  30. package/examples/jsm/csm/CSM.js +232 -18
  31. package/examples/jsm/csm/CSMFrustum.js +61 -4
  32. package/examples/jsm/csm/CSMHelper.js +50 -0
  33. package/examples/jsm/csm/CSMShader.js +13 -1
  34. package/examples/jsm/csm/CSMShadowNode.js +599 -0
  35. package/examples/jsm/curves/CurveExtras.js +303 -31
  36. package/examples/jsm/curves/NURBSCurve.js +91 -16
  37. package/examples/jsm/curves/NURBSSurface.js +52 -6
  38. package/examples/jsm/curves/NURBSUtils.js +102 -112
  39. package/examples/jsm/curves/NURBSVolume.js +24 -4
  40. package/examples/jsm/effects/AnaglyphEffect.js +134 -7
  41. package/examples/jsm/effects/AsciiEffect.js +69 -22
  42. package/examples/jsm/effects/OutlineEffect.js +61 -111
  43. package/examples/jsm/effects/ParallaxBarrierEffect.js +30 -0
  44. package/examples/jsm/effects/StereoEffect.js +31 -0
  45. package/examples/jsm/environments/ColorEnvironment.js +59 -0
  46. package/examples/jsm/environments/DebugEnvironment.js +50 -0
  47. package/examples/jsm/environments/RoomEnvironment.js +83 -42
  48. package/examples/jsm/exporters/DRACOExporter.js +56 -14
  49. package/examples/jsm/exporters/EXRExporter.js +40 -9
  50. package/examples/jsm/exporters/GLTFExporter.js +502 -169
  51. package/examples/jsm/exporters/OBJExporter.js +21 -1
  52. package/examples/jsm/exporters/PLYExporter.js +44 -12
  53. package/examples/jsm/exporters/STLExporter.js +27 -5
  54. package/examples/jsm/exporters/USDZExporter.js +781 -291
  55. package/examples/jsm/geometries/BoxLineGeometry.js +23 -0
  56. package/examples/jsm/geometries/ConvexGeometry.js +19 -0
  57. package/examples/jsm/geometries/DecalGeometry.js +91 -30
  58. package/examples/jsm/geometries/ParametricFunctions.js +100 -0
  59. package/examples/jsm/geometries/ParametricGeometry.js +38 -5
  60. package/examples/jsm/geometries/RoundedBoxGeometry.js +68 -7
  61. package/examples/jsm/geometries/TeapotGeometry.js +23 -38
  62. package/examples/jsm/geometries/TextGeometry.js +48 -29
  63. package/examples/jsm/gpgpu/BitonicSort.js +715 -0
  64. package/examples/jsm/helpers/AnimationPathHelper.js +302 -0
  65. package/examples/jsm/helpers/LightProbeHelper.js +36 -0
  66. package/examples/jsm/helpers/LightProbeHelperGPU.js +38 -1
  67. package/examples/jsm/helpers/OctreeHelper.js +36 -0
  68. package/examples/jsm/helpers/PositionalAudioHelper.js +60 -0
  69. package/examples/jsm/helpers/RapierHelper.js +59 -0
  70. package/examples/jsm/helpers/RectAreaLightHelper.js +36 -3
  71. package/examples/jsm/helpers/TextureHelper.js +28 -0
  72. package/examples/jsm/helpers/TextureHelperGPU.js +214 -0
  73. package/examples/jsm/helpers/VertexNormalsHelper.js +61 -2
  74. package/examples/jsm/helpers/VertexTangentsHelper.js +47 -2
  75. package/examples/jsm/helpers/ViewHelper.js +181 -9
  76. package/examples/jsm/inspector/Inspector.js +487 -0
  77. package/examples/jsm/inspector/RendererInspector.js +425 -0
  78. package/examples/jsm/inspector/tabs/Console.js +238 -0
  79. package/examples/jsm/inspector/tabs/Parameters.js +348 -0
  80. package/examples/jsm/inspector/tabs/Performance.js +268 -0
  81. package/examples/jsm/inspector/tabs/Viewer.js +166 -0
  82. package/examples/jsm/inspector/ui/Graph.js +95 -0
  83. package/examples/jsm/inspector/ui/Item.js +170 -0
  84. package/examples/jsm/inspector/ui/List.js +75 -0
  85. package/examples/jsm/inspector/ui/Profiler.js +1975 -0
  86. package/examples/jsm/inspector/ui/Style.js +1613 -0
  87. package/examples/jsm/inspector/ui/Tab.js +233 -0
  88. package/examples/jsm/inspector/ui/Values.js +439 -0
  89. package/examples/jsm/inspector/ui/utils.js +56 -0
  90. package/examples/jsm/interactive/HTMLMesh.js +43 -12
  91. package/examples/jsm/interactive/InteractiveGroup.js +170 -52
  92. package/examples/jsm/interactive/SelectionBox.js +106 -9
  93. package/examples/jsm/interactive/SelectionHelper.js +76 -30
  94. package/examples/jsm/libs/demuxer_mp4.js +109 -0
  95. package/examples/jsm/libs/meshopt_decoder.module.js +76 -58
  96. package/examples/jsm/libs/motion-controllers.module.js +1 -1
  97. package/examples/jsm/lighting/TiledLighting.js +42 -0
  98. package/examples/jsm/lights/LightProbeGenerator.js +44 -7
  99. package/examples/jsm/lights/RectAreaLightTexturesLib.js +50 -14
  100. package/examples/jsm/lights/RectAreaLightUniformsLib.js +16 -0
  101. package/examples/jsm/lines/Line2.js +41 -4
  102. package/examples/jsm/lines/LineGeometry.js +80 -2
  103. package/examples/jsm/lines/LineMaterial.js +105 -5
  104. package/examples/jsm/lines/LineSegments2.js +54 -4
  105. package/examples/jsm/lines/LineSegmentsGeometry.js +65 -8
  106. package/examples/jsm/lines/Wireframe.js +41 -4
  107. package/examples/jsm/lines/WireframeGeometry2.js +27 -2
  108. package/examples/jsm/lines/webgpu/Line2.js +28 -2
  109. package/examples/jsm/lines/webgpu/LineSegments2.js +59 -24
  110. package/examples/jsm/lines/webgpu/Wireframe.js +86 -0
  111. package/examples/jsm/loaders/3DMLoader.js +78 -6
  112. package/examples/jsm/loaders/3MFLoader.js +148 -7
  113. package/examples/jsm/loaders/AMFLoader.js +34 -14
  114. package/examples/jsm/loaders/BVHLoader.js +59 -12
  115. package/examples/jsm/loaders/ColladaLoader.js +61 -4027
  116. package/examples/jsm/loaders/DDSLoader.js +68 -1
  117. package/examples/jsm/loaders/DRACOLoader.js +146 -22
  118. package/examples/jsm/loaders/EXRLoader.js +255 -34
  119. package/examples/jsm/loaders/FBXLoader.js +80 -42
  120. package/examples/jsm/loaders/FontLoader.js +83 -6
  121. package/examples/jsm/loaders/GCodeLoader.js +71 -14
  122. package/examples/jsm/loaders/GLTFLoader.js +381 -263
  123. package/examples/jsm/loaders/HDRCubeTextureLoader.js +52 -3
  124. package/examples/jsm/loaders/HDRLoader.js +485 -0
  125. package/examples/jsm/loaders/IESLoader.js +42 -0
  126. package/examples/jsm/loaders/KMZLoader.js +39 -6
  127. package/examples/jsm/loaders/KTX2Loader.js +124 -48
  128. package/examples/jsm/loaders/KTXLoader.js +31 -10
  129. package/examples/jsm/loaders/LDrawLoader.js +192 -145
  130. package/examples/jsm/loaders/LUT3dlLoader.js +47 -10
  131. package/examples/jsm/loaders/LUTCubeLoader.js +46 -9
  132. package/examples/jsm/loaders/LUTImageLoader.js +79 -38
  133. package/examples/jsm/loaders/LWOLoader.js +54 -59
  134. package/examples/jsm/loaders/LottieLoader.js +54 -1
  135. package/examples/jsm/loaders/MD2Loader.js +37 -1
  136. package/examples/jsm/loaders/MDDLoader.js +57 -12
  137. package/examples/jsm/loaders/MTLLoader.js +60 -35
  138. package/examples/jsm/loaders/MaterialXLoader.js +268 -34
  139. package/examples/jsm/loaders/NRRDLoader.js +40 -8
  140. package/examples/jsm/loaders/OBJLoader.js +51 -2
  141. package/examples/jsm/loaders/PCDLoader.js +173 -21
  142. package/examples/jsm/loaders/PDBLoader.js +41 -2
  143. package/examples/jsm/loaders/PLYLoader.js +70 -39
  144. package/examples/jsm/loaders/PVRLoader.js +25 -6
  145. package/examples/jsm/loaders/RGBELoader.js +6 -438
  146. package/examples/jsm/loaders/STLLoader.js +48 -38
  147. package/examples/jsm/loaders/SVGLoader.js +119 -25
  148. package/examples/jsm/loaders/TDSLoader.js +92 -74
  149. package/examples/jsm/loaders/TGALoader.js +23 -2
  150. package/examples/jsm/loaders/TIFFLoader.js +23 -0
  151. package/examples/jsm/loaders/TTFLoader.js +50 -3
  152. package/examples/jsm/loaders/USDLoader.js +279 -0
  153. package/examples/jsm/loaders/USDZLoader.js +4 -858
  154. package/examples/jsm/loaders/UltraHDRLoader.js +338 -166
  155. package/examples/jsm/loaders/VOXLoader.js +688 -87
  156. package/examples/jsm/loaders/VRMLLoader.js +121 -12
  157. package/examples/jsm/loaders/VTKLoader.js +77 -25
  158. package/examples/jsm/loaders/XYZLoader.js +36 -0
  159. package/examples/jsm/loaders/collada/ColladaComposer.js +2950 -0
  160. package/examples/jsm/loaders/collada/ColladaParser.js +1962 -0
  161. package/examples/jsm/loaders/lwo/IFFParser.js +77 -77
  162. package/examples/jsm/loaders/usd/USDAParser.js +822 -0
  163. package/examples/jsm/loaders/usd/USDCParser.js +1852 -0
  164. package/examples/jsm/loaders/usd/USDComposer.js +4041 -0
  165. package/examples/jsm/materials/LDrawConditionalLineMaterial.js +183 -0
  166. package/examples/jsm/materials/LDrawConditionalLineNodeMaterial.js +154 -0
  167. package/examples/jsm/materials/WoodNodeMaterial.js +533 -0
  168. package/examples/jsm/math/Capsule.js +91 -14
  169. package/examples/jsm/math/ColorConverter.js +22 -0
  170. package/examples/jsm/math/ColorSpaces.js +74 -2
  171. package/examples/jsm/math/ConvexHull.js +517 -93
  172. package/examples/jsm/math/ImprovedNoise.js +32 -15
  173. package/examples/jsm/math/Lut.js +113 -0
  174. package/examples/jsm/math/MeshSurfaceSampler.js +78 -13
  175. package/examples/jsm/math/OBB.js +141 -29
  176. package/examples/jsm/math/Octree.js +283 -7
  177. package/examples/jsm/math/SimplexNoise.js +68 -42
  178. package/examples/jsm/misc/ConvexObjectBreaker.js +45 -25
  179. package/examples/jsm/misc/GPUComputationRenderer.js +96 -20
  180. package/examples/jsm/misc/Gyroscope.js +12 -0
  181. package/examples/jsm/misc/MD2Character.js +117 -2
  182. package/examples/jsm/misc/MD2CharacterComplex.js +175 -11
  183. package/examples/jsm/misc/MorphAnimMesh.js +44 -0
  184. package/examples/jsm/misc/MorphBlendMesh.js +103 -0
  185. package/examples/jsm/misc/ProgressiveLightMap.js +100 -54
  186. package/examples/jsm/misc/ProgressiveLightMapGPU.js +322 -0
  187. package/examples/jsm/misc/RollerCoaster.js +57 -0
  188. package/examples/jsm/misc/TubePainter.js +437 -40
  189. package/examples/jsm/misc/Volume.js +123 -76
  190. package/examples/jsm/misc/VolumeSlice.js +95 -49
  191. package/examples/jsm/modifiers/CurveModifier.js +66 -38
  192. package/examples/jsm/modifiers/CurveModifierGPU.js +42 -19
  193. package/examples/jsm/modifiers/EdgeSplitModifier.js +20 -0
  194. package/examples/jsm/modifiers/SimplifyModifier.js +24 -10
  195. package/examples/jsm/modifiers/TessellateModifier.js +35 -2
  196. package/examples/jsm/objects/GroundedSkybox.js +25 -6
  197. package/examples/jsm/objects/Lensflare.js +94 -2
  198. package/examples/jsm/objects/LensflareMesh.js +64 -10
  199. package/examples/jsm/objects/MarchingCubes.js +90 -5
  200. package/examples/jsm/objects/Reflector.js +76 -2
  201. package/examples/jsm/objects/ReflectorForSSRPass.js +41 -0
  202. package/examples/jsm/objects/Refractor.js +62 -0
  203. package/examples/jsm/objects/ShadowMesh.js +54 -4
  204. package/examples/jsm/objects/Sky.js +106 -16
  205. package/examples/jsm/objects/SkyMesh.js +211 -38
  206. package/examples/jsm/objects/Water.js +49 -8
  207. package/examples/jsm/objects/Water2.js +49 -7
  208. package/examples/jsm/objects/Water2Mesh.js +50 -9
  209. package/examples/jsm/objects/WaterMesh.js +136 -43
  210. package/examples/jsm/physics/AmmoPhysics.js +60 -7
  211. package/examples/jsm/physics/JoltPhysics.js +65 -12
  212. package/examples/jsm/physics/RapierPhysics.js +217 -21
  213. package/examples/jsm/postprocessing/AfterimagePass.js +110 -29
  214. package/examples/jsm/postprocessing/BloomPass.js +128 -26
  215. package/examples/jsm/postprocessing/BokehPass.js +99 -22
  216. package/examples/jsm/postprocessing/ClearPass.js +54 -3
  217. package/examples/jsm/postprocessing/CubeTexturePass.js +82 -21
  218. package/examples/jsm/postprocessing/DotScreenPass.js +59 -10
  219. package/examples/jsm/postprocessing/EffectComposer.js +140 -6
  220. package/examples/jsm/postprocessing/FXAAPass.js +40 -0
  221. package/examples/jsm/postprocessing/FilmPass.js +54 -5
  222. package/examples/jsm/postprocessing/GTAOPass.js +202 -57
  223. package/examples/jsm/postprocessing/GlitchPass.js +86 -34
  224. package/examples/jsm/postprocessing/HalftonePass.js +65 -10
  225. package/examples/jsm/postprocessing/LUTPass.js +38 -8
  226. package/examples/jsm/postprocessing/MaskPass.js +91 -0
  227. package/examples/jsm/postprocessing/OutlinePass.js +272 -135
  228. package/examples/jsm/postprocessing/OutputPass.js +65 -14
  229. package/examples/jsm/postprocessing/Pass.js +100 -4
  230. package/examples/jsm/postprocessing/RenderPass.js +94 -0
  231. package/examples/jsm/postprocessing/RenderPixelatedPass.js +124 -45
  232. package/examples/jsm/postprocessing/RenderTransitionPass.js +120 -21
  233. package/examples/jsm/postprocessing/SAOPass.js +128 -55
  234. package/examples/jsm/postprocessing/SMAAPass.js +106 -75
  235. package/examples/jsm/postprocessing/SSAARenderPass.js +118 -35
  236. package/examples/jsm/postprocessing/SSAOPass.js +173 -60
  237. package/examples/jsm/postprocessing/SSRPass.js +268 -53
  238. package/examples/jsm/postprocessing/SavePass.js +69 -16
  239. package/examples/jsm/postprocessing/ShaderPass.js +65 -7
  240. package/examples/jsm/postprocessing/TAARenderPass.js +79 -24
  241. package/examples/jsm/postprocessing/TexturePass.js +72 -8
  242. package/examples/jsm/postprocessing/UnrealBloomPass.js +168 -59
  243. package/examples/jsm/renderers/CSS2DRenderer.js +98 -5
  244. package/examples/jsm/renderers/CSS3DRenderer.js +111 -7
  245. package/examples/jsm/renderers/Projector.js +288 -32
  246. package/examples/jsm/renderers/SVGRenderer.js +323 -61
  247. package/examples/jsm/renderers/webgl-legacy/nodes/GLSL1NodeBuilder.js +3 -1
  248. package/examples/jsm/renderers/webgl-legacy/nodes/SlotNode.js +1 -1
  249. package/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodeBuilder.js +5 -1
  250. package/examples/jsm/shaders/ACESFilmicToneMappingShader.js +12 -5
  251. package/examples/jsm/shaders/AfterimageShader.js +8 -3
  252. package/examples/jsm/shaders/BasicShader.js +8 -1
  253. package/examples/jsm/shaders/BleachBypassShader.js +10 -3
  254. package/examples/jsm/shaders/BlendShader.js +8 -1
  255. package/examples/jsm/shaders/BokehShader.js +9 -3
  256. package/examples/jsm/shaders/BokehShader2.js +11 -4
  257. package/examples/jsm/shaders/BrightnessContrastShader.js +10 -4
  258. package/examples/jsm/shaders/ColorCorrectionShader.js +8 -1
  259. package/examples/jsm/shaders/ColorifyShader.js +8 -1
  260. package/examples/jsm/shaders/ConvolutionShader.js +9 -38
  261. package/examples/jsm/shaders/CopyShader.js +8 -1
  262. package/examples/jsm/shaders/DOFMipMapShader.js +10 -3
  263. package/examples/jsm/shaders/DepthLimitedBlurShader.js +10 -1
  264. package/examples/jsm/shaders/DigitalGlitch.js +10 -7
  265. package/examples/jsm/shaders/DotScreenShader.js +8 -3
  266. package/examples/jsm/shaders/ExposureShader.js +8 -1
  267. package/examples/jsm/shaders/FXAAShader.js +233 -221
  268. package/examples/jsm/shaders/FilmShader.js +13 -0
  269. package/examples/jsm/shaders/FocusShader.js +8 -3
  270. package/examples/jsm/shaders/FreiChenShader.js +10 -3
  271. package/examples/jsm/shaders/GTAOShader.js +55 -45
  272. package/examples/jsm/shaders/GammaCorrectionShader.js +11 -2
  273. package/examples/jsm/shaders/HalftoneShader.js +24 -4
  274. package/examples/jsm/shaders/HorizontalBlurShader.js +12 -3
  275. package/examples/jsm/shaders/HorizontalTiltShiftShader.js +9 -2
  276. package/examples/jsm/shaders/HueSaturationShader.js +10 -3
  277. package/examples/jsm/shaders/KaleidoShader.js +11 -4
  278. package/examples/jsm/shaders/LuminosityHighPassShader.js +8 -4
  279. package/examples/jsm/shaders/LuminosityShader.js +8 -2
  280. package/examples/jsm/shaders/MirrorShader.js +10 -4
  281. package/examples/jsm/shaders/NormalMapShader.js +7 -2
  282. package/examples/jsm/shaders/OutputShader.js +19 -1
  283. package/examples/jsm/shaders/PoissonDenoiseShader.js +30 -17
  284. package/examples/jsm/shaders/RGBShiftShader.js +8 -1
  285. package/examples/jsm/shaders/SAOShader.js +27 -5
  286. package/examples/jsm/shaders/SMAAShader.js +24 -1
  287. package/examples/jsm/shaders/SSAOShader.js +37 -6
  288. package/examples/jsm/shaders/SSRShader.js +32 -6
  289. package/examples/jsm/shaders/SepiaShader.js +8 -3
  290. package/examples/jsm/shaders/SobelOperatorShader.js +9 -3
  291. package/examples/jsm/shaders/SubsurfaceScatteringShader.js +13 -8
  292. package/examples/jsm/shaders/TechnicolorShader.js +10 -4
  293. package/examples/jsm/shaders/ToonShader.js +29 -6
  294. package/examples/jsm/shaders/TriangleBlurShader.js +9 -4
  295. package/examples/jsm/shaders/UnpackDepthRGBAShader.js +19 -6
  296. package/examples/jsm/shaders/VelocityShader.js +8 -1
  297. package/examples/jsm/shaders/VerticalBlurShader.js +9 -2
  298. package/examples/jsm/shaders/VerticalTiltShiftShader.js +8 -1
  299. package/examples/jsm/shaders/VignetteShader.js +8 -3
  300. package/examples/jsm/shaders/VolumeShader.js +11 -2
  301. package/examples/jsm/shaders/WaterRefractionShader.js +11 -0
  302. package/examples/jsm/textures/FlakesTexture.js +14 -0
  303. package/examples/jsm/transpiler/AST.js +436 -31
  304. package/examples/jsm/transpiler/GLSLDecoder.js +380 -135
  305. package/examples/jsm/transpiler/Linker.js +327 -0
  306. package/examples/jsm/transpiler/ShaderToyDecoder.js +3 -1
  307. package/examples/jsm/transpiler/TSLEncoder.js +363 -97
  308. package/examples/jsm/transpiler/Transpiler.js +50 -1
  309. package/examples/jsm/transpiler/TranspilerUtils.js +29 -0
  310. package/examples/jsm/transpiler/WGSLEncoder.js +839 -0
  311. package/examples/jsm/tsl/display/AfterImageNode.js +244 -0
  312. package/examples/jsm/tsl/display/AnaglyphPassNode.js +549 -0
  313. package/examples/jsm/tsl/display/AnamorphicNode.js +282 -0
  314. package/examples/jsm/tsl/display/BilateralBlurNode.js +364 -0
  315. package/{src/nodes → examples/jsm/tsl}/display/BleachBypass.js +11 -4
  316. package/examples/jsm/tsl/display/BloomNode.js +534 -0
  317. package/examples/jsm/tsl/display/CRT.js +150 -0
  318. package/examples/jsm/tsl/display/ChromaticAberrationNode.js +207 -0
  319. package/examples/jsm/tsl/display/DenoiseNode.js +334 -0
  320. package/examples/jsm/tsl/display/DepthOfFieldNode.js +554 -0
  321. package/examples/jsm/tsl/display/DotScreenNode.js +104 -0
  322. package/examples/jsm/tsl/display/FXAANode.js +365 -0
  323. package/examples/jsm/tsl/display/FilmNode.js +101 -0
  324. package/examples/jsm/tsl/display/GTAONode.js +571 -0
  325. package/examples/jsm/tsl/display/GaussianBlurNode.js +389 -0
  326. package/examples/jsm/tsl/display/GodraysNode.js +624 -0
  327. package/examples/jsm/tsl/display/LensflareNode.js +279 -0
  328. package/examples/jsm/tsl/display/Lut3DNode.js +109 -0
  329. package/examples/jsm/tsl/display/MotionBlur.js +33 -0
  330. package/examples/jsm/tsl/display/OutlineNode.js +762 -0
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  1027. package/src/nodes/display/FXAANode.js +0 -332
  1028. package/src/nodes/display/FilmNode.js +0 -56
  1029. package/src/nodes/display/GTAONode.js +0 -331
  1030. package/src/nodes/display/GaussianBlurNode.js +0 -213
  1031. package/src/nodes/display/Lut3DNode.js +0 -57
  1032. package/src/nodes/display/MotionBlur.js +0 -25
  1033. package/src/nodes/display/ParallaxBarrierPassNode.js +0 -58
  1034. package/src/nodes/display/PixelationPassNode.js +0 -213
  1035. package/src/nodes/display/PosterizeNode.js +0 -33
  1036. package/src/nodes/display/RGBShiftNode.js +0 -53
  1037. package/src/nodes/display/StereoCompositePassNode.js +0 -110
  1038. package/src/nodes/display/TransitionNode.js +0 -80
  1039. package/src/nodes/fog/FogExp2Node.js +0 -35
  1040. package/src/nodes/fog/FogNode.js +0 -50
  1041. package/src/nodes/fog/FogRangeNode.js +0 -36
  1042. package/src/nodes/functions/BSDF/DFGApprox.js +0 -30
  1043. package/src/nodes/utils/EquirectUVNode.js +0 -36
  1044. package/src/nodes/utils/MatcapUVNode.js +0 -33
  1045. package/src/nodes/utils/OscNode.js +0 -85
  1046. package/src/nodes/utils/SpriteSheetUVNode.js +0 -45
  1047. package/src/nodes/utils/TimerNode.js +0 -97
  1048. package/src/nodes/utils/TriplanarTexturesNode.js +0 -64
  1049. package/src/renderers/common/nodes/Nodes.js +0 -534
  1050. package/src/renderers/webgl/WebGLCubeMaps.js +0 -99
  1051. package/src/renderers/webgl/WebGLCubeUVMaps.js +0 -136
@@ -0,0 +1,762 @@
1
+ import { DepthTexture, FloatType, RenderTarget, Vector2, TempNode, QuadMesh, NodeMaterial, RendererUtils, NodeUpdateType } from 'three/webgpu';
2
+ import { Loop, int, exp, min, float, mul, uv, vec2, vec3, Fn, textureSize, orthographicDepthToViewZ, screenUV, nodeObject, uniform, vec4, passTexture, texture, perspectiveDepthToViewZ, positionView, reference } from 'three/tsl';
3
+
4
+ const _quadMesh = /*@__PURE__*/ new QuadMesh();
5
+ const _size = /*@__PURE__*/ new Vector2();
6
+ const _BLUR_DIRECTION_X = /*@__PURE__*/ new Vector2( 1.0, 0.0 );
7
+ const _BLUR_DIRECTION_Y = /*@__PURE__*/ new Vector2( 0.0, 1.0 );
8
+
9
+ let _rendererState;
10
+
11
+ /**
12
+ * Post processing node for rendering outlines around selected objects. The node
13
+ * gives you great flexibility in composing the final outline look depending on
14
+ * your requirements.
15
+ * ```js
16
+ * const renderPipeline = new THREE.RenderPipeline( renderer );
17
+ *
18
+ * const scenePass = pass( scene, camera );
19
+ *
20
+ * // outline parameter
21
+ *
22
+ * const edgeStrength = uniform( 3.0 );
23
+ * const edgeGlow = uniform( 0.0 );
24
+ * const edgeThickness = uniform( 1.0 );
25
+ * const visibleEdgeColor = uniform( new THREE.Color( 0xffffff ) );
26
+ * const hiddenEdgeColor = uniform( new THREE.Color( 0x4e3636 ) );
27
+ *
28
+ * outlinePass = outline( scene, camera, {
29
+ * selectedObjects,
30
+ * edgeGlow,
31
+ * edgeThickness
32
+ * } );
33
+ *
34
+ * // compose custom outline
35
+ *
36
+ * const { visibleEdge, hiddenEdge } = outlinePass;
37
+ * const outlineColor = visibleEdge.mul( visibleEdgeColor ).add( hiddenEdge.mul( hiddenEdgeColor ) ).mul( edgeStrength );
38
+ *
39
+ * renderPipeline.outputNode = outlineColor.add( scenePass );
40
+ * ```
41
+ *
42
+ * @augments TempNode
43
+ * @three_import import { outline } from 'three/addons/tsl/display/OutlineNode.js';
44
+ */
45
+ class OutlineNode extends TempNode {
46
+
47
+ static get type() {
48
+
49
+ return 'OutlineNode';
50
+
51
+ }
52
+
53
+ /**
54
+ * Constructs a new outline node.
55
+ *
56
+ * @param {Scene} scene - A reference to the scene.
57
+ * @param {Camera} camera - The camera the scene is rendered with.
58
+ * @param {Object} params - The configuration parameters.
59
+ * @param {Array<Object3D>} [params.selectedObjects] - An array of selected objects.
60
+ * @param {Node<float>} [params.edgeThickness=float(1)] - The thickness of the edges.
61
+ * @param {Node<float>} [params.edgeGlow=float(0)] - Can be used for an animated glow/pulse effects.
62
+ * @param {number} [params.downSampleRatio=2] - The downsample ratio.
63
+ */
64
+ constructor( scene, camera, params = {} ) {
65
+
66
+ super( 'vec4' );
67
+
68
+ const {
69
+ selectedObjects = [],
70
+ edgeThickness = float( 1 ),
71
+ edgeGlow = float( 0 ),
72
+ downSampleRatio = 2
73
+ } = params;
74
+
75
+ /**
76
+ * A reference to the scene.
77
+ *
78
+ * @type {Scene}
79
+ */
80
+ this.scene = scene;
81
+
82
+ /**
83
+ * The camera the scene is rendered with.
84
+ *
85
+ * @type {Camera}
86
+ */
87
+ this.camera = camera;
88
+
89
+ /**
90
+ * An array of selected objects.
91
+ *
92
+ * @type {Array<Object3D>}
93
+ */
94
+ this.selectedObjects = selectedObjects;
95
+
96
+ /**
97
+ * The thickness of the edges.
98
+ *
99
+ * @type {Node<float>}
100
+ */
101
+ this.edgeThicknessNode = nodeObject( edgeThickness );
102
+
103
+ /**
104
+ * Can be used for an animated glow/pulse effect.
105
+ *
106
+ * @type {Node<float>}
107
+ */
108
+ this.edgeGlowNode = nodeObject( edgeGlow );
109
+
110
+ /**
111
+ * The downsample ratio.
112
+ *
113
+ * @type {number}
114
+ * @default 2
115
+ */
116
+ this.downSampleRatio = downSampleRatio;
117
+
118
+ /**
119
+ * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
120
+ * its effect once per frame in `updateBefore()`.
121
+ *
122
+ * @type {string}
123
+ * @default 'frame'
124
+ */
125
+ this.updateBeforeType = NodeUpdateType.FRAME;
126
+
127
+ // render targets
128
+
129
+ /**
130
+ * The render target for the depth pre-pass.
131
+ *
132
+ * @private
133
+ * @type {RenderTarget}
134
+ */
135
+ this._renderTargetDepthBuffer = new RenderTarget();
136
+ this._renderTargetDepthBuffer.depthTexture = new DepthTexture();
137
+ this._renderTargetDepthBuffer.depthTexture.type = FloatType;
138
+
139
+ /**
140
+ * The render target for the mask pass.
141
+ *
142
+ * @private
143
+ * @type {RenderTarget}
144
+ */
145
+ this._renderTargetMaskBuffer = new RenderTarget();
146
+
147
+ /**
148
+ * The render target for the mask downsample.
149
+ *
150
+ * @private
151
+ * @type {RenderTarget}
152
+ */
153
+ this._renderTargetMaskDownSampleBuffer = new RenderTarget( 1, 1, { depthBuffer: false } );
154
+
155
+ /**
156
+ * The first render target for the edge detection.
157
+ *
158
+ * @private
159
+ * @type {RenderTarget}
160
+ */
161
+ this._renderTargetEdgeBuffer1 = new RenderTarget( 1, 1, { depthBuffer: false } );
162
+
163
+ /**
164
+ * The second render target for the edge detection.
165
+ *
166
+ * @private
167
+ * @type {RenderTarget}
168
+ */
169
+ this._renderTargetEdgeBuffer2 = new RenderTarget( 1, 1, { depthBuffer: false } );
170
+
171
+ /**
172
+ * The first render target for the blur pass.
173
+ *
174
+ * @private
175
+ * @type {RenderTarget}
176
+ */
177
+ this._renderTargetBlurBuffer1 = new RenderTarget( 1, 1, { depthBuffer: false } );
178
+
179
+ /**
180
+ * The second render target for the blur pass.
181
+ *
182
+ * @private
183
+ * @type {RenderTarget}
184
+ */
185
+ this._renderTargetBlurBuffer2 = new RenderTarget( 1, 1, { depthBuffer: false } );
186
+
187
+ /**
188
+ * The render target for the final composite.
189
+ *
190
+ * @private
191
+ * @type {RenderTarget}
192
+ */
193
+ this._renderTargetComposite = new RenderTarget( 1, 1, { depthBuffer: false } );
194
+
195
+ // uniforms
196
+
197
+ /**
198
+ * Represents the near value of the scene's camera.
199
+ *
200
+ * @private
201
+ * @type {ReferenceNode<float>}
202
+ */
203
+ this._cameraNear = reference( 'near', 'float', camera );
204
+
205
+ /**
206
+ * Represents the far value of the scene's camera.
207
+ *
208
+ * @private
209
+ * @type {ReferenceNode<float>}
210
+ */
211
+ this._cameraFar = reference( 'far', 'float', camera );
212
+
213
+ /**
214
+ * Uniform that represents the blur direction of the pass.
215
+ *
216
+ * @private
217
+ * @type {UniformNode<vec2>}
218
+ */
219
+ this._blurDirection = uniform( new Vector2() );
220
+
221
+ /**
222
+ * Texture node that holds the data from the depth pre-pass.
223
+ *
224
+ * @private
225
+ * @type {TextureNode}
226
+ */
227
+ this._depthTextureUniform = texture( this._renderTargetDepthBuffer.depthTexture );
228
+
229
+ /**
230
+ * Texture node that holds the data from the mask pass.
231
+ *
232
+ * @private
233
+ * @type {TextureNode}
234
+ */
235
+ this._maskTextureUniform = texture( this._renderTargetMaskBuffer.texture );
236
+
237
+ /**
238
+ * Texture node that holds the data from the mask downsample pass.
239
+ *
240
+ * @private
241
+ * @type {TextureNode}
242
+ */
243
+ this._maskTextureDownsSampleUniform = texture( this._renderTargetMaskDownSampleBuffer.texture );
244
+
245
+ /**
246
+ * Texture node that holds the data from the first edge detection pass.
247
+ *
248
+ * @private
249
+ * @type {TextureNode}
250
+ */
251
+ this._edge1TextureUniform = texture( this._renderTargetEdgeBuffer1.texture );
252
+
253
+ /**
254
+ * Texture node that holds the data from the second edge detection pass.
255
+ *
256
+ * @private
257
+ * @type {TextureNode}
258
+ */
259
+ this._edge2TextureUniform = texture( this._renderTargetEdgeBuffer2.texture );
260
+
261
+ /**
262
+ * Texture node that holds the current blurred color data.
263
+ *
264
+ * @private
265
+ * @type {TextureNode}
266
+ */
267
+ this._blurColorTextureUniform = texture( this._renderTargetEdgeBuffer1.texture );
268
+
269
+ // constants
270
+
271
+ /**
272
+ * Visible edge color.
273
+ *
274
+ * @private
275
+ * @type {Node<vec3>}
276
+ */
277
+ this._visibleEdgeColor = vec3( 1, 0, 0 );
278
+
279
+ /**
280
+ * Hidden edge color.
281
+ *
282
+ * @private
283
+ * @type {Node<vec3>}
284
+ */
285
+ this._hiddenEdgeColor = vec3( 0, 1, 0 );
286
+
287
+ // materials
288
+
289
+ /**
290
+ * The material for the depth pre-pass.
291
+ *
292
+ * @private
293
+ * @type {NodeMaterial}
294
+ */
295
+ this._depthMaterial = new NodeMaterial();
296
+ this._depthMaterial.fragmentNode = vec4( 0, 0, 0, 1 );
297
+ this._depthMaterial.name = 'OutlineNode.depth';
298
+
299
+ /**
300
+ * The material for preparing the mask.
301
+ *
302
+ * @private
303
+ * @type {NodeMaterial}
304
+ */
305
+ this._prepareMaskMaterial = new NodeMaterial();
306
+ this._prepareMaskMaterial.name = 'OutlineNode.prepareMask';
307
+
308
+ /**
309
+ * The copy material
310
+ *
311
+ * @private
312
+ * @type {NodeMaterial}
313
+ */
314
+ this._materialCopy = new NodeMaterial();
315
+ this._materialCopy.name = 'OutlineNode.copy';
316
+
317
+ /**
318
+ * The edge detection material.
319
+ *
320
+ * @private
321
+ * @type {NodeMaterial}
322
+ */
323
+ this._edgeDetectionMaterial = new NodeMaterial();
324
+ this._edgeDetectionMaterial.name = 'OutlineNode.edgeDetection';
325
+
326
+ /**
327
+ * The material that is used to render in the blur pass.
328
+ *
329
+ * @private
330
+ * @type {NodeMaterial}
331
+ */
332
+ this._separableBlurMaterial = new NodeMaterial();
333
+ this._separableBlurMaterial.name = 'OutlineNode.separableBlur';
334
+
335
+ /**
336
+ * The material that is used to render in the blur pass.
337
+ *
338
+ * @private
339
+ * @type {NodeMaterial}
340
+ */
341
+ this._separableBlurMaterial2 = new NodeMaterial();
342
+ this._separableBlurMaterial2.name = 'OutlineNode.separableBlur2';
343
+
344
+ /**
345
+ * The final composite material.
346
+ *
347
+ * @private
348
+ * @type {NodeMaterial}
349
+ */
350
+ this._compositeMaterial = new NodeMaterial();
351
+ this._compositeMaterial.name = 'OutlineNode.composite';
352
+
353
+ /**
354
+ * A set to cache selected objects in the scene.
355
+ *
356
+ * @private
357
+ * @type {Set<Object3D>}
358
+ */
359
+ this._selectionCache = new Set();
360
+
361
+ /**
362
+ * The result of the effect is represented as a separate texture node.
363
+ *
364
+ * @private
365
+ * @type {PassTextureNode}
366
+ */
367
+ this._textureNode = passTexture( this, this._renderTargetComposite.texture );
368
+
369
+ }
370
+
371
+ /**
372
+ * A mask value that represents the visible edge.
373
+ *
374
+ * @return {Node<float>} The visible edge.
375
+ */
376
+ get visibleEdge() {
377
+
378
+ return this.r;
379
+
380
+ }
381
+
382
+ /**
383
+ * A mask value that represents the hidden edge.
384
+ *
385
+ * @return {Node<float>} The hidden edge.
386
+ */
387
+ get hiddenEdge() {
388
+
389
+ return this.g;
390
+
391
+ }
392
+
393
+ /**
394
+ * Returns the result of the effect as a texture node.
395
+ *
396
+ * @return {PassTextureNode} A texture node that represents the result of the effect.
397
+ */
398
+ getTextureNode() {
399
+
400
+ return this._textureNode;
401
+
402
+ }
403
+
404
+ /**
405
+ * Sets the size of the effect.
406
+ *
407
+ * @param {number} width - The width of the effect.
408
+ * @param {number} height - The height of the effect.
409
+ */
410
+ setSize( width, height ) {
411
+
412
+ this._renderTargetDepthBuffer.setSize( width, height );
413
+ this._renderTargetMaskBuffer.setSize( width, height );
414
+ this._renderTargetComposite.setSize( width, height );
415
+
416
+ // downsample 1
417
+
418
+ let resx = Math.round( width / this.downSampleRatio );
419
+ let resy = Math.round( height / this.downSampleRatio );
420
+
421
+ this._renderTargetMaskDownSampleBuffer.setSize( resx, resy );
422
+ this._renderTargetEdgeBuffer1.setSize( resx, resy );
423
+ this._renderTargetBlurBuffer1.setSize( resx, resy );
424
+
425
+ // downsample 2
426
+
427
+ resx = Math.round( resx / 2 );
428
+ resy = Math.round( resy / 2 );
429
+
430
+ this._renderTargetEdgeBuffer2.setSize( resx, resy );
431
+ this._renderTargetBlurBuffer2.setSize( resx, resy );
432
+
433
+ }
434
+
435
+ /**
436
+ * This method is used to render the effect once per frame.
437
+ *
438
+ * @param {NodeFrame} frame - The current node frame.
439
+ */
440
+ updateBefore( frame ) {
441
+
442
+ const { renderer } = frame;
443
+ const { camera, scene } = this;
444
+
445
+ _rendererState = RendererUtils.resetRendererAndSceneState( renderer, scene, _rendererState );
446
+
447
+ //
448
+
449
+ const size = renderer.getDrawingBufferSize( _size );
450
+ this.setSize( size.width, size.height );
451
+
452
+ //
453
+
454
+ renderer.setClearColor( 0xffffff, 1 );
455
+
456
+ this._updateSelectionCache();
457
+
458
+ const currentSceneName = scene.name;
459
+
460
+ // 1. Draw non-selected objects in the depth buffer
461
+
462
+ scene.overrideMaterial = this._depthMaterial;
463
+
464
+ renderer.setRenderTarget( this._renderTargetDepthBuffer );
465
+ renderer.setRenderObjectFunction( ( object, ...params ) => {
466
+
467
+ if ( this._selectionCache.has( object ) === false ) {
468
+
469
+ renderer.renderObject( object, ...params );
470
+
471
+ }
472
+
473
+ } );
474
+
475
+ scene.name = 'Outline [ Non-Selected Objects Pass ]';
476
+ renderer.render( scene, camera );
477
+
478
+ // 2. Draw only the selected objects by comparing the depth buffer of non-selected objects
479
+
480
+ scene.overrideMaterial = this._prepareMaskMaterial;
481
+
482
+ renderer.setRenderTarget( this._renderTargetMaskBuffer );
483
+ renderer.setRenderObjectFunction( ( object, ...params ) => {
484
+
485
+ if ( this._selectionCache.has( object ) === true ) {
486
+
487
+ renderer.renderObject( object, ...params );
488
+
489
+ }
490
+
491
+ } );
492
+
493
+ scene.name = 'Outline [ Selected Objects Pass ]';
494
+ renderer.render( scene, camera );
495
+
496
+ //
497
+
498
+ renderer.setRenderObjectFunction( _rendererState.renderObjectFunction );
499
+
500
+ this._selectionCache.clear();
501
+
502
+ scene.name = currentSceneName;
503
+
504
+ // 3. Downsample to (at least) half resolution
505
+
506
+ _quadMesh.material = this._materialCopy;
507
+ _quadMesh.name = 'Outline [ Downsample ]';
508
+ renderer.setRenderTarget( this._renderTargetMaskDownSampleBuffer );
509
+ _quadMesh.render( renderer );
510
+
511
+ // 4. Perform edge detection (half resolution)
512
+
513
+ _quadMesh.material = this._edgeDetectionMaterial;
514
+ _quadMesh.name = 'Outline [ Edge Detection ]';
515
+ renderer.setRenderTarget( this._renderTargetEdgeBuffer1 );
516
+ _quadMesh.render( renderer );
517
+
518
+ // 5. Apply blur (half resolution)
519
+
520
+ this._blurColorTextureUniform.value = this._renderTargetEdgeBuffer1.texture;
521
+ this._blurDirection.value.copy( _BLUR_DIRECTION_X );
522
+
523
+ _quadMesh.material = this._separableBlurMaterial;
524
+ _quadMesh.name = 'Outline [ Blur Half Resolution ]';
525
+ renderer.setRenderTarget( this._renderTargetBlurBuffer1 );
526
+ _quadMesh.render( renderer );
527
+
528
+ this._blurColorTextureUniform.value = this._renderTargetBlurBuffer1.texture;
529
+ this._blurDirection.value.copy( _BLUR_DIRECTION_Y );
530
+
531
+ renderer.setRenderTarget( this._renderTargetEdgeBuffer1 );
532
+ _quadMesh.render( renderer );
533
+
534
+ // 6. Apply blur (quarter resolution)
535
+
536
+ this._blurColorTextureUniform.value = this._renderTargetEdgeBuffer1.texture;
537
+ this._blurDirection.value.copy( _BLUR_DIRECTION_X );
538
+
539
+ _quadMesh.material = this._separableBlurMaterial2;
540
+ _quadMesh.name = 'Outline [ Blur Quarter Resolution ]';
541
+ renderer.setRenderTarget( this._renderTargetBlurBuffer2 );
542
+ _quadMesh.render( renderer );
543
+
544
+ this._blurColorTextureUniform.value = this._renderTargetBlurBuffer2.texture;
545
+ this._blurDirection.value.copy( _BLUR_DIRECTION_Y );
546
+
547
+ renderer.setRenderTarget( this._renderTargetEdgeBuffer2 );
548
+ _quadMesh.render( renderer );
549
+
550
+ // 7. Composite
551
+
552
+ _quadMesh.material = this._compositeMaterial;
553
+ _quadMesh.name = 'Outline [ Blur Quarter Resolution ]';
554
+ renderer.setRenderTarget( this._renderTargetComposite );
555
+ _quadMesh.render( renderer );
556
+
557
+ // restore
558
+
559
+ RendererUtils.restoreRendererAndSceneState( renderer, scene, _rendererState );
560
+
561
+ }
562
+
563
+ /**
564
+ * This method is used to setup the effect's TSL code.
565
+ *
566
+ * @param {NodeBuilder} builder - The current node builder.
567
+ * @return {PassTextureNode}
568
+ */
569
+ setup() {
570
+
571
+ // prepare mask material
572
+
573
+ const prepareMask = () => {
574
+
575
+ const depth = this._depthTextureUniform.sample( screenUV );
576
+
577
+ let viewZNode;
578
+
579
+ if ( this.camera.isPerspectiveCamera ) {
580
+
581
+ viewZNode = perspectiveDepthToViewZ( depth, this._cameraNear, this._cameraFar );
582
+
583
+ } else {
584
+
585
+ viewZNode = orthographicDepthToViewZ( depth, this._cameraNear, this._cameraFar );
586
+
587
+ }
588
+
589
+ const depthTest = positionView.z.lessThanEqual( viewZNode ).select( 1, 0 );
590
+ return vec4( 0.0, depthTest, 1.0, 1.0 );
591
+
592
+ };
593
+
594
+ this._prepareMaskMaterial.fragmentNode = prepareMask();
595
+ this._prepareMaskMaterial.needsUpdate = true;
596
+
597
+ // copy material
598
+
599
+ this._materialCopy.fragmentNode = this._maskTextureUniform;
600
+ this._materialCopy.needsUpdate = true;
601
+
602
+ // edge detection material
603
+
604
+ const edgeDetection = Fn( () => {
605
+
606
+ const resolution = textureSize( this._maskTextureDownsSampleUniform );
607
+ const invSize = vec2( 1 ).div( resolution ).toVar();
608
+ const uvOffset = vec4( 1.0, 0.0, 0.0, 1.0 ).mul( vec4( invSize, invSize ) );
609
+
610
+ const uvNode = uv();
611
+ const c1 = this._maskTextureDownsSampleUniform.sample( uvNode.add( uvOffset.xy ) ).toVar();
612
+ const c2 = this._maskTextureDownsSampleUniform.sample( uvNode.sub( uvOffset.xy ) ).toVar();
613
+ const c3 = this._maskTextureDownsSampleUniform.sample( uvNode.add( uvOffset.yw ) ).toVar();
614
+ const c4 = this._maskTextureDownsSampleUniform.sample( uvNode.sub( uvOffset.yw ) ).toVar();
615
+
616
+ const diff1 = mul( c1.r.sub( c2.r ), 0.5 );
617
+ const diff2 = mul( c3.r.sub( c4.r ), 0.5 );
618
+ const d = vec2( diff1, diff2 ).length();
619
+ const a1 = min( c1.g, c2.g );
620
+ const a2 = min( c3.g, c4.g );
621
+ const visibilityFactor = min( a1, a2 );
622
+ const edgeColor = visibilityFactor.oneMinus().greaterThan( 0.001 ).select( this._visibleEdgeColor, this._hiddenEdgeColor );
623
+ return vec4( edgeColor, 1 ).mul( d );
624
+
625
+ } );
626
+
627
+ this._edgeDetectionMaterial.fragmentNode = edgeDetection();
628
+ this._edgeDetectionMaterial.needsUpdate = true;
629
+
630
+ // separable blur material
631
+
632
+ const MAX_RADIUS = 4;
633
+
634
+ const gaussianPdf = Fn( ( [ x, sigma ] ) => {
635
+
636
+ return float( 0.39894 ).mul( exp( float( - 0.5 ).mul( x ).mul( x ).div( sigma.mul( sigma ) ) ).div( sigma ) );
637
+
638
+ } );
639
+
640
+ const separableBlur = Fn( ( [ kernelRadius ] ) => {
641
+
642
+ const resolution = textureSize( this._maskTextureDownsSampleUniform );
643
+ const invSize = vec2( 1 ).div( resolution ).toVar();
644
+ const uvNode = uv();
645
+
646
+ const sigma = kernelRadius.div( 2 ).toVar();
647
+ const weightSum = gaussianPdf( 0, sigma ).toVar();
648
+ const diffuseSum = this._blurColorTextureUniform.sample( uvNode ).mul( weightSum ).toVar();
649
+ const delta = this._blurDirection.mul( invSize ).mul( kernelRadius ).div( MAX_RADIUS ).toVar();
650
+
651
+ const uvOffset = delta.toVar();
652
+
653
+ Loop( { start: int( 1 ), end: int( MAX_RADIUS ), type: 'int', condition: '<=' }, ( { i } ) => {
654
+
655
+ const x = kernelRadius.mul( float( i ) ).div( MAX_RADIUS );
656
+ const w = gaussianPdf( x, sigma );
657
+ const sample1 = this._blurColorTextureUniform.sample( uvNode.add( uvOffset ) );
658
+ const sample2 = this._blurColorTextureUniform.sample( uvNode.sub( uvOffset ) );
659
+
660
+ diffuseSum.addAssign( sample1.add( sample2 ).mul( w ) );
661
+ weightSum.addAssign( w.mul( 2 ) );
662
+ uvOffset.addAssign( delta );
663
+
664
+ } );
665
+
666
+ return diffuseSum.div( weightSum );
667
+
668
+ } );
669
+
670
+ this._separableBlurMaterial.fragmentNode = separableBlur( this.edgeThicknessNode );
671
+ this._separableBlurMaterial.needsUpdate = true;
672
+
673
+ this._separableBlurMaterial2.fragmentNode = separableBlur( MAX_RADIUS );
674
+ this._separableBlurMaterial2.needsUpdate = true;
675
+
676
+ // composite material
677
+
678
+ const composite = Fn( () => {
679
+
680
+ const edgeValue1 = this._edge1TextureUniform;
681
+ const edgeValue2 = this._edge2TextureUniform;
682
+ const maskColor = this._maskTextureUniform;
683
+
684
+ const edgeValue = edgeValue1.add( edgeValue2.mul( this.edgeGlowNode ) );
685
+
686
+ return maskColor.r.mul( edgeValue );
687
+
688
+ } );
689
+
690
+ this._compositeMaterial.fragmentNode = composite();
691
+ this._compositeMaterial.needsUpdate = true;
692
+
693
+ return this._textureNode;
694
+
695
+ }
696
+
697
+ /**
698
+ * Frees internal resources. This method should be called
699
+ * when the effect is no longer required.
700
+ */
701
+ dispose() {
702
+
703
+ this.selectedObjects.length = 0;
704
+
705
+ this._renderTargetDepthBuffer.dispose();
706
+ this._renderTargetMaskBuffer.dispose();
707
+ this._renderTargetMaskDownSampleBuffer.dispose();
708
+ this._renderTargetEdgeBuffer1.dispose();
709
+ this._renderTargetEdgeBuffer2.dispose();
710
+ this._renderTargetBlurBuffer1.dispose();
711
+ this._renderTargetBlurBuffer2.dispose();
712
+ this._renderTargetComposite.dispose();
713
+
714
+ this._depthMaterial.dispose();
715
+ this._prepareMaskMaterial.dispose();
716
+ this._materialCopy.dispose();
717
+ this._edgeDetectionMaterial.dispose();
718
+ this._separableBlurMaterial.dispose();
719
+ this._separableBlurMaterial2.dispose();
720
+ this._compositeMaterial.dispose();
721
+
722
+ }
723
+
724
+ /**
725
+ * Updates the selection cache based on the selected objects.
726
+ *
727
+ * @private
728
+ */
729
+ _updateSelectionCache() {
730
+
731
+ for ( let i = 0; i < this.selectedObjects.length; i ++ ) {
732
+
733
+ const selectedObject = this.selectedObjects[ i ];
734
+ selectedObject.traverse( ( object ) => {
735
+
736
+ if ( object.isMesh ) this._selectionCache.add( object );
737
+
738
+ } );
739
+
740
+ }
741
+
742
+ }
743
+
744
+ }
745
+
746
+ export default OutlineNode;
747
+
748
+ /**
749
+ * TSL function for creating an outline effect around selected objects.
750
+ *
751
+ * @tsl
752
+ * @function
753
+ * @param {Scene} scene - A reference to the scene.
754
+ * @param {Camera} camera - The camera the scene is rendered with.
755
+ * @param {Object} params - The configuration parameters.
756
+ * @param {Array<Object3D>} [params.selectedObjects] - An array of selected objects.
757
+ * @param {Node<float>} [params.edgeThickness=float(1)] - The thickness of the edges.
758
+ * @param {Node<float>} [params.edgeGlow=float(0)] - Can be used for animated glow/pulse effects.
759
+ * @param {number} [params.downSampleRatio=2] - The downsample ratio.
760
+ * @returns {OutlineNode}
761
+ */
762
+ export const outline = ( scene, camera, params ) => new OutlineNode( scene, camera, params );