@plastic-software/three 0.167.3 → 0.174.0
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.
- package/LICENSE +1 -1
- package/README.md +1 -1
- package/build/three.cjs +36277 -24023
- package/build/three.core.js +48830 -0
- package/build/three.core.min.js +6 -0
- package/build/three.module.js +10175 -46743
- package/build/three.module.min.js +2 -2
- package/build/three.tsl.js +550 -0
- package/build/three.tsl.min.js +6 -0
- package/build/three.webgpu.js +44348 -50670
- package/build/three.webgpu.min.js +2 -2
- package/build/three.webgpu.nodes.js +70301 -0
- package/build/three.webgpu.nodes.min.js +6 -0
- package/examples/jsm/Addons.js +3 -15
- package/examples/jsm/animation/AnimationClipCreator.js +1 -1
- package/examples/jsm/animation/CCDIKSolver.js +61 -11
- package/examples/jsm/capabilities/WebGL.js +27 -21
- package/examples/jsm/capabilities/WebGPU.js +1 -10
- package/examples/jsm/controls/ArcballControls.js +262 -231
- package/examples/jsm/controls/DragControls.js +1 -1
- package/examples/jsm/controls/FirstPersonControls.js +175 -163
- package/examples/jsm/controls/FlyControls.js +194 -188
- package/examples/jsm/controls/OrbitControls.js +801 -777
- package/examples/jsm/controls/PointerLockControls.js +26 -20
- package/examples/jsm/controls/TrackballControls.js +469 -448
- package/examples/jsm/controls/TransformControls.js +119 -68
- package/examples/jsm/csm/CSM.js +2 -2
- package/examples/jsm/csm/CSMFrustum.js +7 -4
- package/examples/jsm/csm/CSMHelper.js +2 -0
- package/examples/jsm/csm/CSMShadowNode.js +442 -0
- package/examples/jsm/curves/NURBSCurve.js +33 -2
- package/examples/jsm/curves/NURBSUtils.js +3 -0
- package/examples/jsm/effects/AnaglyphEffect.js +6 -13
- package/examples/jsm/effects/OutlineEffect.js +1 -1
- package/examples/jsm/effects/ParallaxBarrierEffect.js +17 -11
- package/examples/jsm/effects/StereoEffect.js +6 -1
- package/examples/jsm/exporters/DRACOExporter.js +4 -2
- package/examples/jsm/exporters/EXRExporter.js +19 -11
- package/examples/jsm/exporters/GLTFExporter.js +181 -109
- package/examples/jsm/exporters/KTX2Exporter.js +54 -23
- package/examples/jsm/exporters/OBJExporter.js +5 -1
- package/examples/jsm/exporters/PLYExporter.js +11 -9
- package/examples/jsm/exporters/USDZExporter.js +50 -11
- package/examples/jsm/geometries/DecalGeometry.js +73 -21
- package/examples/jsm/geometries/TextGeometry.js +1 -12
- package/examples/jsm/helpers/LightProbeHelper.js +43 -44
- package/examples/jsm/helpers/LightProbeHelperGPU.js +65 -0
- package/examples/jsm/helpers/TextureHelperGPU.js +185 -0
- package/examples/jsm/helpers/VertexNormalsHelper.js +2 -0
- package/examples/jsm/interactive/HTMLMesh.js +1 -0
- package/examples/jsm/interactive/InteractiveGroup.js +108 -51
- package/examples/jsm/interactive/SelectionHelper.js +3 -1
- package/examples/jsm/libs/basis/basis_transcoder.js +8 -10
- package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
- package/examples/jsm/libs/demuxer_mp4.js +109 -0
- package/examples/jsm/libs/ktx-parse.module.js +1 -1
- package/examples/jsm/lighting/TiledLighting.js +18 -0
- package/examples/jsm/lights/LightProbeGenerator.js +26 -12
- package/examples/jsm/lights/RectAreaLightTexturesLib.js +1 -1
- package/examples/jsm/lines/LineGeometry.js +25 -0
- package/examples/jsm/lines/LineMaterial.js +0 -1
- package/examples/jsm/lines/LineSegmentsGeometry.js +2 -0
- package/examples/jsm/lines/webgpu/Line2.js +2 -1
- package/examples/jsm/lines/webgpu/LineSegments2.js +16 -21
- package/examples/jsm/lines/webgpu/Wireframe.js +57 -0
- package/examples/jsm/loaders/3DMLoader.js +1 -0
- package/examples/jsm/loaders/3MFLoader.js +104 -2
- package/examples/jsm/loaders/BVHLoader.js +1 -1
- package/examples/jsm/loaders/ColladaLoader.js +15 -12
- package/examples/jsm/loaders/DDSLoader.js +42 -0
- package/examples/jsm/loaders/DRACOLoader.js +3 -1
- package/examples/jsm/loaders/FBXLoader.js +71 -22
- package/examples/jsm/loaders/GCodeLoader.js +4 -2
- package/examples/jsm/loaders/GLTFLoader.js +29 -14
- package/examples/jsm/loaders/KTX2Loader.js +160 -58
- package/examples/jsm/loaders/KTXLoader.js +4 -4
- package/examples/jsm/loaders/LDrawLoader.js +22 -136
- package/examples/jsm/loaders/LottieLoader.js +2 -1
- package/examples/jsm/loaders/MTLLoader.js +27 -7
- package/examples/jsm/loaders/MaterialXLoader.js +40 -14
- package/examples/jsm/loaders/NRRDLoader.js +1 -1
- package/examples/jsm/loaders/OBJLoader.js +5 -3
- package/examples/jsm/loaders/PCDLoader.js +14 -13
- package/examples/jsm/loaders/PDBLoader.js +3 -2
- package/examples/jsm/loaders/PLYLoader.js +15 -12
- package/examples/jsm/loaders/PVRLoader.js +1 -1
- package/examples/jsm/loaders/STLLoader.js +3 -2
- package/examples/jsm/loaders/SVGLoader.js +2 -2
- package/examples/jsm/loaders/TDSLoader.js +17 -18
- package/examples/jsm/loaders/VRMLLoader.js +17 -17
- package/examples/jsm/loaders/VTKLoader.js +4 -3
- package/examples/jsm/loaders/XYZLoader.js +3 -2
- package/examples/jsm/loaders/lwo/IFFParser.js +4 -4
- package/examples/jsm/materials/LDrawConditionalLineMaterial.js +143 -0
- package/examples/jsm/materials/LDrawConditionalLineNodeMaterial.js +114 -0
- package/examples/jsm/materials/MeshGouraudMaterial.js +2 -0
- package/examples/jsm/math/ColorSpaces.js +76 -0
- package/examples/jsm/math/ConvexHull.js +1 -1
- package/examples/jsm/math/OBB.js +17 -0
- package/examples/jsm/misc/GPUComputationRenderer.js +6 -7
- package/examples/jsm/misc/ProgressiveLightMap.js +54 -41
- package/examples/jsm/misc/ProgressiveLightMapGPU.js +294 -0
- package/examples/jsm/misc/Timer.js +27 -12
- package/examples/jsm/misc/Volume.js +28 -18
- package/examples/jsm/misc/VolumeSlice.js +19 -16
- package/examples/jsm/modifiers/CurveModifier.js +10 -8
- package/examples/jsm/modifiers/CurveModifierGPU.js +235 -0
- package/examples/jsm/modifiers/SimplifyModifier.js +2 -2
- package/examples/jsm/objects/GroundedSkybox.js +4 -4
- package/examples/jsm/objects/LensflareMesh.js +324 -0
- package/examples/jsm/objects/Reflector.js +5 -2
- package/examples/jsm/objects/Sky.js +2 -2
- package/examples/jsm/objects/SkyMesh.js +14 -14
- package/examples/jsm/objects/Water2.js +1 -1
- package/examples/jsm/objects/Water2Mesh.js +11 -9
- package/examples/jsm/objects/WaterMesh.js +38 -33
- package/examples/jsm/physics/JoltPhysics.js +8 -8
- package/examples/jsm/physics/RapierPhysics.js +5 -5
- package/examples/jsm/postprocessing/AfterimagePass.js +14 -3
- package/examples/jsm/postprocessing/BloomPass.js +2 -2
- package/examples/jsm/postprocessing/EffectComposer.js +1 -2
- package/examples/jsm/postprocessing/OutlinePass.js +37 -51
- package/examples/jsm/postprocessing/OutputPass.js +2 -0
- package/examples/jsm/postprocessing/SAOPass.js +1 -2
- package/examples/jsm/postprocessing/SMAAPass.js +1 -3
- package/examples/jsm/postprocessing/SSAARenderPass.js +3 -1
- package/examples/jsm/postprocessing/SSAOPass.js +2 -4
- package/examples/jsm/postprocessing/SSRPass.js +8 -4
- package/examples/jsm/postprocessing/UnrealBloomPass.js +2 -2
- package/examples/jsm/renderers/CSS2DRenderer.js +6 -3
- package/examples/jsm/renderers/CSS3DRenderer.js +7 -4
- package/examples/jsm/renderers/SVGRenderer.js +6 -4
- package/examples/jsm/shaders/BokehShader2.js +1 -1
- package/examples/jsm/shaders/FXAAShader.js +225 -224
- package/examples/jsm/shaders/GodRaysShader.js +3 -3
- package/examples/jsm/shaders/OutputShader.js +6 -2
- package/examples/jsm/shaders/SobelOperatorShader.js +1 -1
- package/examples/jsm/transpiler/AST.js +12 -2
- package/examples/jsm/transpiler/GLSLDecoder.js +77 -31
- package/examples/jsm/transpiler/ShaderToyDecoder.js +3 -3
- package/examples/jsm/transpiler/TSLEncoder.js +96 -21
- package/examples/jsm/tsl/display/AfterImageNode.js +243 -0
- package/examples/jsm/tsl/display/AnaglyphPassNode.js +106 -0
- package/examples/jsm/tsl/display/AnamorphicNode.js +257 -0
- package/{src/nodes/display/BleachBypassNode.js → examples/jsm/tsl/display/BleachBypass.js} +11 -6
- package/{src/nodes → examples/jsm/tsl}/display/BloomNode.js +252 -67
- package/examples/jsm/tsl/display/DenoiseNode.js +332 -0
- package/{src/nodes → examples/jsm/tsl}/display/DepthOfFieldNode.js +92 -14
- package/examples/jsm/tsl/display/DotScreenNode.js +103 -0
- package/examples/jsm/tsl/display/FXAANode.js +364 -0
- package/examples/jsm/tsl/display/FilmNode.js +100 -0
- package/examples/jsm/tsl/display/GTAONode.js +521 -0
- package/examples/jsm/tsl/display/GaussianBlurNode.js +393 -0
- package/examples/jsm/tsl/display/LensflareNode.js +278 -0
- package/examples/jsm/tsl/display/Lut3DNode.js +108 -0
- package/examples/jsm/tsl/display/MotionBlur.js +33 -0
- package/examples/jsm/tsl/display/OutlineNode.js +750 -0
- package/examples/jsm/tsl/display/ParallaxBarrierPassNode.js +88 -0
- package/{src/nodes → examples/jsm/tsl}/display/PixelationPassNode.js +160 -28
- package/examples/jsm/tsl/display/RGBShiftNode.js +95 -0
- package/examples/jsm/tsl/display/SMAANode.js +767 -0
- package/examples/jsm/tsl/display/SSAAPassNode.js +357 -0
- package/examples/jsm/tsl/display/SSRNode.js +538 -0
- package/examples/jsm/tsl/display/Sepia.js +24 -0
- package/{src/nodes → examples/jsm/tsl}/display/SobelOperatorNode.js +66 -20
- package/examples/jsm/tsl/display/StereoCompositePassNode.js +184 -0
- package/examples/jsm/tsl/display/StereoPassNode.js +119 -0
- package/examples/jsm/tsl/display/TRAAPassNode.js +451 -0
- package/examples/jsm/tsl/display/TransitionNode.js +140 -0
- package/examples/jsm/tsl/display/hashBlur.js +34 -0
- package/examples/jsm/tsl/lighting/TiledLightsNode.js +395 -0
- package/examples/jsm/tsl/math/Bayer.js +18 -0
- package/examples/jsm/tsl/utils/Raymarching.js +65 -0
- package/examples/jsm/utils/BufferGeometryUtils.js +2 -2
- package/examples/jsm/utils/CameraUtils.js +4 -1
- package/examples/jsm/utils/GeometryCompressionUtils.js +38 -123
- package/examples/jsm/utils/GeometryUtils.js +22 -19
- package/examples/jsm/utils/SceneOptimizer.js +410 -0
- package/examples/jsm/utils/SceneUtils.js +2 -2
- package/examples/jsm/utils/ShadowMapViewer.js +3 -8
- package/examples/jsm/utils/ShadowMapViewerGPU.js +201 -0
- package/examples/jsm/utils/SkeletonUtils.js +84 -66
- package/examples/jsm/utils/UVsDebug.js +1 -1
- package/examples/jsm/utils/{TextureUtils.js → WebGLTextureUtils.js} +1 -0
- package/examples/jsm/utils/WebGPUTextureUtils.js +64 -0
- package/examples/jsm/webxr/OculusHandPointerModel.js +21 -21
- package/examples/jsm/webxr/Text2D.js +6 -6
- package/examples/jsm/webxr/XRControllerModelFactory.js +7 -2
- package/examples/jsm/webxr/XREstimatedLight.js +1 -1
- package/package.json +14 -9
- package/src/Three.Core.js +182 -0
- package/src/Three.Legacy.js +0 -21
- package/src/Three.TSL.js +543 -0
- package/src/Three.WebGPU.Nodes.js +23 -0
- package/src/Three.WebGPU.js +13 -184
- package/src/Three.js +1 -176
- package/src/animation/AnimationClip.js +2 -2
- package/src/animation/AnimationObjectGroup.js +2 -2
- package/src/animation/AnimationUtils.js +1 -1
- package/src/animation/PropertyBinding.js +2 -2
- package/src/audio/Audio.js +379 -2
- package/src/audio/AudioAnalyser.js +58 -1
- package/src/audio/AudioContext.js +15 -0
- package/src/audio/AudioListener.js +76 -0
- package/src/audio/PositionalAudio.js +107 -0
- package/src/cameras/ArrayCamera.js +29 -0
- package/src/cameras/Camera.js +47 -0
- package/src/cameras/CubeCamera.js +66 -0
- package/src/cameras/OrthographicCamera.js +109 -0
- package/src/cameras/PerspectiveCamera.js +173 -34
- package/src/cameras/StereoCamera.js +48 -2
- package/src/constants.js +6 -6
- package/src/core/BufferAttribute.js +4 -9
- package/src/core/BufferGeometry.js +48 -8
- package/src/core/Clock.js +1 -1
- package/src/core/EventDispatcher.js +52 -8
- package/src/core/InterleavedBuffer.js +4 -13
- package/src/core/Object3D.js +573 -3
- package/src/core/RenderTarget.js +22 -4
- package/src/core/RenderTarget3D.js +22 -0
- package/src/core/RenderTargetArray.js +22 -0
- package/src/extras/Controls.js +104 -0
- package/src/extras/DataUtils.js +48 -8
- package/src/extras/Earcut.js +18 -7
- package/src/extras/ImageUtils.js +18 -11
- package/src/extras/PMREMGenerator.js +40 -9
- package/src/extras/ShapeUtils.js +24 -2
- package/src/extras/TextureUtils.js +96 -10
- package/src/extras/core/Curve.js +153 -53
- package/src/extras/core/CurvePath.js +63 -22
- package/src/extras/core/Interpolations.js +29 -3
- package/src/extras/core/Path.js +134 -1
- package/src/extras/core/Shape.js +66 -3
- package/src/extras/core/ShapePath.js +76 -0
- package/src/extras/curves/ArcCurve.js +22 -0
- package/src/extras/curves/CatmullRomCurve3.js +89 -18
- package/src/extras/curves/CubicBezierCurve.js +67 -0
- package/src/extras/curves/CubicBezierCurve3.js +50 -0
- package/src/extras/curves/EllipseCurve.js +102 -0
- package/src/extras/curves/LineCurve.js +36 -0
- package/src/extras/curves/LineCurve3.js +36 -0
- package/src/extras/curves/QuadraticBezierCurve.js +59 -0
- package/src/extras/curves/QuadraticBezierCurve3.js +43 -0
- package/src/extras/curves/SplineCurve.js +48 -0
- package/src/geometries/BoxGeometry.js +38 -0
- package/src/geometries/CapsuleGeometry.js +34 -0
- package/src/geometries/CircleGeometry.js +40 -0
- package/src/geometries/ConeGeometry.js +38 -0
- package/src/geometries/CylinderGeometry.js +50 -4
- package/src/geometries/DodecahedronGeometry.js +32 -0
- package/src/geometries/EdgesGeometry.js +30 -2
- package/src/geometries/ExtrudeGeometry.js +52 -0
- package/src/geometries/IcosahedronGeometry.js +32 -0
- package/src/geometries/LatheGeometry.js +43 -3
- package/src/geometries/OctahedronGeometry.js +32 -0
- package/src/geometries/PlaneGeometry.js +34 -0
- package/src/geometries/PolyhedronGeometry.js +29 -0
- package/src/geometries/RingGeometry.js +36 -0
- package/src/geometries/ShapeGeometry.js +37 -0
- package/src/geometries/SphereGeometry.js +37 -0
- package/src/geometries/TetrahedronGeometry.js +32 -0
- package/src/geometries/TorusGeometry.js +35 -0
- package/src/geometries/TorusKnotGeometry.js +38 -0
- package/src/geometries/TubeGeometry.js +49 -0
- package/src/geometries/WireframeGeometry.js +32 -0
- package/src/helpers/ArrowHelper.js +60 -3
- package/src/helpers/AxesHelper.js +28 -0
- package/src/helpers/Box3Helper.js +28 -0
- package/src/helpers/BoxHelper.js +43 -7
- package/src/helpers/CameraHelper.js +61 -18
- package/src/helpers/DirectionalLightHelper.js +52 -0
- package/src/helpers/GridHelper.js +26 -0
- package/src/helpers/HemisphereLightHelper.js +39 -0
- package/src/helpers/PlaneHelper.js +33 -0
- package/src/helpers/PointLightHelper.js +43 -0
- package/src/helpers/PolarGridHelper.js +30 -0
- package/src/helpers/SkeletonHelper.js +39 -2
- package/src/helpers/SpotLightHelper.js +40 -0
- package/src/lights/AmbientLight.js +25 -0
- package/src/lights/DirectionalLight.js +57 -0
- package/src/lights/DirectionalLightShadow.js +15 -0
- package/src/lights/HemisphereLight.js +32 -0
- package/src/lights/Light.js +36 -0
- package/src/lights/LightProbe.js +43 -0
- package/src/lights/LightShadow.js +159 -0
- package/src/lights/PointLight.js +59 -0
- package/src/lights/PointLightShadow.js +21 -0
- package/src/lights/RectAreaLight.js +59 -0
- package/src/lights/SpotLight.js +102 -0
- package/src/lights/SpotLightShadow.js +24 -2
- package/src/lights/webgpu/IESSpotLight.js +21 -0
- package/src/loaders/Loader.js +132 -0
- package/src/loaders/MaterialLoader.js +7 -1
- package/src/loaders/nodes/NodeLoader.js +189 -0
- package/src/loaders/nodes/NodeMaterialLoader.js +108 -0
- package/src/loaders/nodes/NodeObjectLoader.js +151 -0
- package/src/materials/LineDashedMaterial.js +0 -1
- package/src/materials/Material.js +469 -7
- package/src/materials/MeshPhongMaterial.js +1 -1
- package/src/materials/MeshPhysicalMaterial.js +2 -2
- package/src/materials/MeshStandardMaterial.js +2 -2
- package/src/{nodes/materials → materials/nodes}/Line2NodeMaterial.js +192 -82
- package/src/materials/nodes/LineBasicNodeMaterial.js +46 -0
- package/src/materials/nodes/LineDashedNodeMaterial.js +132 -0
- package/src/materials/nodes/MeshBasicNodeMaterial.js +133 -0
- package/src/materials/nodes/MeshLambertNodeMaterial.js +82 -0
- package/src/materials/nodes/MeshMatcapNodeMaterial.js +77 -0
- package/src/materials/nodes/MeshNormalNodeMaterial.js +67 -0
- package/src/materials/nodes/MeshPhongNodeMaterial.js +141 -0
- package/src/materials/nodes/MeshPhysicalNodeMaterial.js +517 -0
- package/src/materials/nodes/MeshSSSNodeMaterial.js +175 -0
- package/src/materials/nodes/MeshStandardNodeMaterial.js +186 -0
- package/src/materials/nodes/MeshToonNodeMaterial.js +66 -0
- package/src/materials/nodes/NodeMaterial.js +1180 -0
- package/src/{nodes/materials/Materials.js → materials/nodes/NodeMaterials.js} +3 -2
- package/src/materials/nodes/PointsNodeMaterial.js +153 -0
- package/src/materials/nodes/ShadowNodeMaterial.js +67 -0
- package/src/materials/nodes/SpriteNodeMaterial.js +198 -0
- package/src/materials/nodes/VolumeNodeMaterial.js +72 -0
- package/src/materials/nodes/manager/NodeMaterialObserver.js +509 -0
- package/src/math/Box2.js +177 -0
- package/src/math/Box3.js +243 -0
- package/src/math/Color.js +343 -0
- package/src/math/ColorManagement.js +143 -102
- package/src/math/Cylindrical.js +65 -6
- package/src/math/Euler.js +137 -4
- package/src/math/Frustum.js +83 -0
- package/src/math/Interpolant.js +87 -8
- package/src/math/Line3.js +96 -2
- package/src/math/MathUtils.js +182 -19
- package/src/math/Matrix2.js +70 -0
- package/src/math/Matrix3.js +229 -4
- package/src/math/Matrix4.js +368 -3
- package/src/math/Plane.js +164 -2
- package/src/math/Quaternion.js +265 -9
- package/src/math/Ray.js +160 -0
- package/src/math/Sphere.js +147 -0
- package/src/math/Spherical.js +73 -11
- package/src/math/SphericalHarmonics3.js +112 -14
- package/src/math/Triangle.js +230 -2
- package/src/math/Vector2.js +396 -10
- package/src/math/Vector3.js +550 -13
- package/src/math/Vector4.js +415 -9
- package/src/math/interpolants/CubicInterpolant.js +10 -1
- package/src/math/interpolants/DiscreteInterpolant.js +10 -2
- package/src/math/interpolants/LinearInterpolant.js +13 -0
- package/src/math/interpolants/QuaternionLinearInterpolant.js +10 -1
- package/src/nodes/Nodes.js +84 -166
- package/src/nodes/TSL.js +167 -0
- package/src/nodes/accessors/AccessorsUtils.js +39 -10
- package/src/nodes/accessors/Arrays.js +68 -0
- package/src/nodes/accessors/BatchNode.js +93 -26
- package/src/nodes/accessors/Bitangent.js +54 -0
- package/src/nodes/accessors/BufferAttributeNode.js +189 -11
- package/src/nodes/accessors/BufferNode.js +70 -5
- package/src/nodes/accessors/BuiltinNode.js +63 -0
- package/src/nodes/accessors/Camera.js +129 -0
- package/src/nodes/accessors/ClippingNode.js +152 -43
- package/src/nodes/accessors/CubeTextureNode.js +76 -13
- package/src/nodes/accessors/InstanceNode.js +118 -35
- package/src/nodes/accessors/InstancedMeshNode.js +50 -0
- package/src/nodes/accessors/Lights.js +129 -0
- package/src/nodes/accessors/MaterialNode.js +394 -58
- package/src/nodes/accessors/MaterialProperties.js +57 -1
- package/src/nodes/accessors/MaterialReferenceNode.js +60 -18
- package/src/nodes/accessors/ModelNode.js +159 -12
- package/src/nodes/accessors/ModelViewProjectionNode.js +10 -36
- package/src/nodes/accessors/MorphNode.js +60 -13
- package/src/nodes/accessors/Normal.js +156 -0
- package/src/nodes/accessors/Object3DNode.js +154 -35
- package/src/nodes/accessors/PointUVNode.js +35 -6
- package/src/nodes/accessors/Position.js +64 -0
- package/src/nodes/accessors/ReferenceBaseNode.js +357 -0
- package/src/nodes/accessors/ReferenceNode.js +243 -6
- package/src/nodes/accessors/ReflectVector.js +36 -0
- package/src/nodes/accessors/RendererReferenceNode.js +57 -7
- package/src/nodes/accessors/SceneNode.js +98 -6
- package/src/nodes/accessors/SkinningNode.js +214 -21
- package/src/nodes/accessors/StorageBufferNode.js +288 -28
- package/src/nodes/accessors/StorageTextureNode.js +139 -12
- package/src/nodes/accessors/Tangent.js +62 -0
- package/src/nodes/accessors/Texture3DNode.js +98 -12
- package/src/nodes/accessors/{TextureBicubicNode.js → TextureBicubic.js} +14 -34
- package/src/nodes/accessors/TextureNode.js +347 -34
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* Post processing node for computing screen space reflections (SSR).
|
|
10
|
+
*
|
|
11
|
+
* Reference: {@link https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html}
|
|
12
|
+
*
|
|
13
|
+
* @augments TempNode
|
|
14
|
+
*/
|
|
15
|
+
class SSRNode extends TempNode {
|
|
16
|
+
|
|
17
|
+
static get type() {
|
|
18
|
+
|
|
19
|
+
return 'SSRNode';
|
|
20
|
+
|
|
21
|
+
}
|
|
22
|
+
|
|
23
|
+
/**
|
|
24
|
+
* Constructs a new SSR node.
|
|
25
|
+
*
|
|
26
|
+
* @param {Node<vec4>} colorNode - The node that represents the beauty pass.
|
|
27
|
+
* @param {Node<float>} depthNode - A node that represents the beauty pass's depth.
|
|
28
|
+
* @param {Node<vec3>} normalNode - A node that represents the beauty pass's normals.
|
|
29
|
+
* @param {Node<float>} metalnessNode - A node that represents the beauty pass's metalness.
|
|
30
|
+
* @param {Camera} camera - The camera the scene is rendered with.
|
|
31
|
+
*/
|
|
32
|
+
constructor( colorNode, depthNode, normalNode, metalnessNode, camera ) {
|
|
33
|
+
|
|
34
|
+
super( 'vec4' );
|
|
35
|
+
|
|
36
|
+
/**
|
|
37
|
+
* The node that represents the beauty pass.
|
|
38
|
+
*
|
|
39
|
+
* @type {Node<vec4>}
|
|
40
|
+
*/
|
|
41
|
+
this.colorNode = colorNode;
|
|
42
|
+
|
|
43
|
+
/**
|
|
44
|
+
* A node that represents the beauty pass's depth.
|
|
45
|
+
*
|
|
46
|
+
* @type {Node<float>}
|
|
47
|
+
*/
|
|
48
|
+
this.depthNode = depthNode;
|
|
49
|
+
|
|
50
|
+
/**
|
|
51
|
+
* A node that represents the beauty pass's normals.
|
|
52
|
+
*
|
|
53
|
+
* @type {Node<vec3>}
|
|
54
|
+
*/
|
|
55
|
+
this.normalNode = normalNode;
|
|
56
|
+
|
|
57
|
+
/**
|
|
58
|
+
* A node that represents the beauty pass's metalness.
|
|
59
|
+
*
|
|
60
|
+
* @type {Node<float>}
|
|
61
|
+
*/
|
|
62
|
+
this.metalnessNode = metalnessNode;
|
|
63
|
+
|
|
64
|
+
/**
|
|
65
|
+
* The camera the scene is rendered with.
|
|
66
|
+
*
|
|
67
|
+
* @type {Camera}
|
|
68
|
+
*/
|
|
69
|
+
this.camera = camera;
|
|
70
|
+
|
|
71
|
+
/**
|
|
72
|
+
* The resolution scale. By default SSR reflections
|
|
73
|
+
* are computed in half resolutions. Setting the value
|
|
74
|
+
* to `1` improves quality but also results in more
|
|
75
|
+
* computational overhead.
|
|
76
|
+
*
|
|
77
|
+
* @type {number}
|
|
78
|
+
* @default 0.5
|
|
79
|
+
*/
|
|
80
|
+
this.resolutionScale = 0.5;
|
|
81
|
+
|
|
82
|
+
/**
|
|
83
|
+
* The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
|
|
84
|
+
* its effect once per frame in `updateBefore()`.
|
|
85
|
+
*
|
|
86
|
+
* @type {string}
|
|
87
|
+
* @default 'frame'
|
|
88
|
+
*/
|
|
89
|
+
this.updateBeforeType = NodeUpdateType.FRAME;
|
|
90
|
+
|
|
91
|
+
/**
|
|
92
|
+
* The render target the SSR is rendered into.
|
|
93
|
+
*
|
|
94
|
+
* @private
|
|
95
|
+
* @type {RenderTarget}
|
|
96
|
+
*/
|
|
97
|
+
this._ssrRenderTarget = new RenderTarget( 1, 1, { depthBuffer: false, minFilter: NearestFilter, magFilter: NearestFilter } );
|
|
98
|
+
this._ssrRenderTarget.texture.name = 'SSRNode.SSR';
|
|
99
|
+
|
|
100
|
+
/**
|
|
101
|
+
* Controls how far a fragment can reflect
|
|
102
|
+
*
|
|
103
|
+
*
|
|
104
|
+
* @type {UniformNode<float>}
|
|
105
|
+
*/
|
|
106
|
+
this.maxDistance = uniform( 1 );
|
|
107
|
+
|
|
108
|
+
/**
|
|
109
|
+
* Controls the cutoff between what counts as a possible reflection hit and what does not.
|
|
110
|
+
*
|
|
111
|
+
* @type {UniformNode<float>}
|
|
112
|
+
*/
|
|
113
|
+
this.thickness = uniform( 0.1 );
|
|
114
|
+
|
|
115
|
+
/**
|
|
116
|
+
* Controls the transparency of the reflected colors.
|
|
117
|
+
*
|
|
118
|
+
* @type {UniformNode<float>}
|
|
119
|
+
*/
|
|
120
|
+
this.opacity = uniform( 1 );
|
|
121
|
+
|
|
122
|
+
/**
|
|
123
|
+
* Represents the projection matrix of the scene's camera.
|
|
124
|
+
*
|
|
125
|
+
* @private
|
|
126
|
+
* @type {UniformNode<mat4>}
|
|
127
|
+
*/
|
|
128
|
+
this._cameraProjectionMatrix = uniform( camera.projectionMatrix );
|
|
129
|
+
|
|
130
|
+
/**
|
|
131
|
+
* Represents the inverse projection matrix of the scene's camera.
|
|
132
|
+
*
|
|
133
|
+
* @private
|
|
134
|
+
* @type {UniformNode<mat4>}
|
|
135
|
+
*/
|
|
136
|
+
this._cameraProjectionMatrixInverse = uniform( camera.projectionMatrixInverse );
|
|
137
|
+
|
|
138
|
+
/**
|
|
139
|
+
* Represents the near value of the scene's camera.
|
|
140
|
+
*
|
|
141
|
+
* @private
|
|
142
|
+
* @type {ReferenceNode<float>}
|
|
143
|
+
*/
|
|
144
|
+
this._cameraNear = reference( 'near', 'float', camera );
|
|
145
|
+
|
|
146
|
+
/**
|
|
147
|
+
* Represents the far value of the scene's camera.
|
|
148
|
+
*
|
|
149
|
+
* @private
|
|
150
|
+
* @type {ReferenceNode<float>}
|
|
151
|
+
*/
|
|
152
|
+
this._cameraFar = reference( 'far', 'float', camera );
|
|
153
|
+
|
|
154
|
+
/**
|
|
155
|
+
* Whether the scene's camera is perspective or orthographic.
|
|
156
|
+
*
|
|
157
|
+
* @private
|
|
158
|
+
* @type {UniformNode<bool>}
|
|
159
|
+
*/
|
|
160
|
+
this._isPerspectiveCamera = uniform( camera.isPerspectiveCamera ? 1 : 0 );
|
|
161
|
+
|
|
162
|
+
/**
|
|
163
|
+
* The resolution of the pass.
|
|
164
|
+
*
|
|
165
|
+
* @private
|
|
166
|
+
* @type {UniformNode<vec2>}
|
|
167
|
+
*/
|
|
168
|
+
this._resolution = uniform( new Vector2() );
|
|
169
|
+
|
|
170
|
+
/**
|
|
171
|
+
* This value is derived from the resolution and restricts
|
|
172
|
+
* the maximum raymarching steps in the fragment shader.
|
|
173
|
+
*
|
|
174
|
+
* @private
|
|
175
|
+
* @type {UniformNode<float>}
|
|
176
|
+
*/
|
|
177
|
+
this._maxStep = uniform( 0 );
|
|
178
|
+
|
|
179
|
+
/**
|
|
180
|
+
* The material that is used to render the effect.
|
|
181
|
+
*
|
|
182
|
+
* @private
|
|
183
|
+
* @type {NodeMaterial}
|
|
184
|
+
*/
|
|
185
|
+
this._material = new NodeMaterial();
|
|
186
|
+
this._material.name = 'SSRNode.SSR';
|
|
187
|
+
|
|
188
|
+
/**
|
|
189
|
+
* The result of the effect is represented as a separate texture node.
|
|
190
|
+
*
|
|
191
|
+
* @private
|
|
192
|
+
* @type {PassTextureNode}
|
|
193
|
+
*/
|
|
194
|
+
this._textureNode = passTexture( this, this._ssrRenderTarget.texture );
|
|
195
|
+
|
|
196
|
+
}
|
|
197
|
+
|
|
198
|
+
/**
|
|
199
|
+
* Returns the result of the effect as a texture node.
|
|
200
|
+
*
|
|
201
|
+
* @return {PassTextureNode} A texture node that represents the result of the effect.
|
|
202
|
+
*/
|
|
203
|
+
getTextureNode() {
|
|
204
|
+
|
|
205
|
+
return this._textureNode;
|
|
206
|
+
|
|
207
|
+
}
|
|
208
|
+
|
|
209
|
+
/**
|
|
210
|
+
* Sets the size of the effect.
|
|
211
|
+
*
|
|
212
|
+
* @param {number} width - The width of the effect.
|
|
213
|
+
* @param {number} height - The height of the effect.
|
|
214
|
+
*/
|
|
215
|
+
setSize( width, height ) {
|
|
216
|
+
|
|
217
|
+
width = Math.round( this.resolutionScale * width );
|
|
218
|
+
height = Math.round( this.resolutionScale * height );
|
|
219
|
+
|
|
220
|
+
this._resolution.value.set( width, height );
|
|
221
|
+
this._maxStep.value = Math.round( Math.sqrt( width * width + height * height ) );
|
|
222
|
+
|
|
223
|
+
this._ssrRenderTarget.setSize( width, height );
|
|
224
|
+
|
|
225
|
+
}
|
|
226
|
+
|
|
227
|
+
/**
|
|
228
|
+
* This method is used to render the effect once per frame.
|
|
229
|
+
*
|
|
230
|
+
* @param {NodeFrame} frame - The current node frame.
|
|
231
|
+
*/
|
|
232
|
+
updateBefore( frame ) {
|
|
233
|
+
|
|
234
|
+
const { renderer } = frame;
|
|
235
|
+
|
|
236
|
+
_rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
|
|
237
|
+
|
|
238
|
+
const size = renderer.getDrawingBufferSize( _size );
|
|
239
|
+
|
|
240
|
+
_quadMesh.material = this._material;
|
|
241
|
+
|
|
242
|
+
this.setSize( size.width, size.height );
|
|
243
|
+
|
|
244
|
+
// clear
|
|
245
|
+
|
|
246
|
+
renderer.setMRT( null );
|
|
247
|
+
renderer.setClearColor( 0x000000, 0 );
|
|
248
|
+
|
|
249
|
+
// ssr
|
|
250
|
+
|
|
251
|
+
renderer.setRenderTarget( this._ssrRenderTarget );
|
|
252
|
+
_quadMesh.render( renderer );
|
|
253
|
+
|
|
254
|
+
// restore
|
|
255
|
+
|
|
256
|
+
RendererUtils.restoreRendererState( renderer, _rendererState );
|
|
257
|
+
|
|
258
|
+
}
|
|
259
|
+
|
|
260
|
+
/**
|
|
261
|
+
* This method is used to setup the effect's TSL code.
|
|
262
|
+
*
|
|
263
|
+
* @param {NodeBuilder} builder - The current node builder.
|
|
264
|
+
* @return {PassTextureNode}
|
|
265
|
+
*/
|
|
266
|
+
setup( builder ) {
|
|
267
|
+
|
|
268
|
+
const uvNode = uv();
|
|
269
|
+
|
|
270
|
+
const pointToLineDistance = Fn( ( [ point, linePointA, linePointB ] )=> {
|
|
271
|
+
|
|
272
|
+
// https://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html
|
|
273
|
+
|
|
274
|
+
return cross( point.sub( linePointA ), point.sub( linePointB ) ).length().div( linePointB.sub( linePointA ).length() );
|
|
275
|
+
|
|
276
|
+
} );
|
|
277
|
+
|
|
278
|
+
const pointPlaneDistance = Fn( ( [ point, planePoint, planeNormal ] )=> {
|
|
279
|
+
|
|
280
|
+
// https://mathworld.wolfram.com/Point-PlaneDistance.html
|
|
281
|
+
// https://en.wikipedia.org/wiki/Plane_(geometry)
|
|
282
|
+
// http://paulbourke.net/geometry/pointlineplane/
|
|
283
|
+
|
|
284
|
+
const d = mul( planeNormal.x, planePoint.x ).add( mul( planeNormal.y, planePoint.y ) ).add( mul( planeNormal.z, planePoint.z ) ).negate().toVar();
|
|
285
|
+
|
|
286
|
+
const denominator = sqrt( mul( planeNormal.x, planeNormal.x, ).add( mul( planeNormal.y, planeNormal.y ) ).add( mul( planeNormal.z, planeNormal.z ) ) ).toVar();
|
|
287
|
+
const distance = div( mul( planeNormal.x, point.x ).add( mul( planeNormal.y, point.y ) ).add( mul( planeNormal.z, point.z ) ).add( d ), denominator );
|
|
288
|
+
return distance;
|
|
289
|
+
|
|
290
|
+
} );
|
|
291
|
+
|
|
292
|
+
const getViewZ = Fn( ( [ depth ] ) => {
|
|
293
|
+
|
|
294
|
+
let viewZNode;
|
|
295
|
+
|
|
296
|
+
if ( this.camera.isPerspectiveCamera ) {
|
|
297
|
+
|
|
298
|
+
viewZNode = perspectiveDepthToViewZ( depth, this._cameraNear, this._cameraFar );
|
|
299
|
+
|
|
300
|
+
} else {
|
|
301
|
+
|
|
302
|
+
viewZNode = orthographicDepthToViewZ( depth, this._cameraNear, this._cameraFar );
|
|
303
|
+
|
|
304
|
+
}
|
|
305
|
+
|
|
306
|
+
return viewZNode;
|
|
307
|
+
|
|
308
|
+
} );
|
|
309
|
+
|
|
310
|
+
const sampleDepth = ( uv ) => {
|
|
311
|
+
|
|
312
|
+
const depth = this.depthNode.sample( uv ).r;
|
|
313
|
+
|
|
314
|
+
if ( builder.renderer.logarithmicDepthBuffer === true ) {
|
|
315
|
+
|
|
316
|
+
const viewZ = logarithmicDepthToViewZ( depth, this._cameraNear, this._cameraFar );
|
|
317
|
+
|
|
318
|
+
return viewZToPerspectiveDepth( viewZ, this._cameraNear, this._cameraFar );
|
|
319
|
+
|
|
320
|
+
}
|
|
321
|
+
|
|
322
|
+
return depth;
|
|
323
|
+
|
|
324
|
+
};
|
|
325
|
+
|
|
326
|
+
const ssr = Fn( () => {
|
|
327
|
+
|
|
328
|
+
const metalness = this.metalnessNode.sample( uvNode ).r;
|
|
329
|
+
|
|
330
|
+
// fragments with no metalness do not reflect their environment
|
|
331
|
+
metalness.equal( 0.0 ).discard();
|
|
332
|
+
|
|
333
|
+
// compute some standard FX entities
|
|
334
|
+
const depth = sampleDepth( uvNode ).toVar();
|
|
335
|
+
const viewPosition = getViewPosition( uvNode, depth, this._cameraProjectionMatrixInverse ).toVar();
|
|
336
|
+
const viewNormal = this.normalNode.rgb.normalize().toVar();
|
|
337
|
+
|
|
338
|
+
// compute the direction from the position in view space to the camera
|
|
339
|
+
const viewIncidentDir = ( ( this.camera.isPerspectiveCamera ) ? normalize( viewPosition ) : vec3( 0, 0, - 1 ) ).toVar();
|
|
340
|
+
|
|
341
|
+
// compute the direction in which the light is reflected on the surface
|
|
342
|
+
const viewReflectDir = reflect( viewIncidentDir, viewNormal ).toVar();
|
|
343
|
+
|
|
344
|
+
// adapt maximum distance to the local geometry (see https://www.mathsisfun.com/algebra/vectors-dot-product.html)
|
|
345
|
+
const maxReflectRayLen = this.maxDistance.div( dot( viewIncidentDir.negate(), viewNormal ) ).toVar();
|
|
346
|
+
|
|
347
|
+
// compute the maximum point of the reflection ray in view space
|
|
348
|
+
const d1viewPosition = viewPosition.add( viewReflectDir.mul( maxReflectRayLen ) ).toVar();
|
|
349
|
+
|
|
350
|
+
// check if d1viewPosition lies behind the camera near plane
|
|
351
|
+
If( this._isPerspectiveCamera.equal( float( 1 ) ).and( d1viewPosition.z.greaterThan( this._cameraNear.negate() ) ), () => {
|
|
352
|
+
|
|
353
|
+
// if so, ensure d1viewPosition is clamped on the near plane.
|
|
354
|
+
// this prevents artifacts during the ray marching process
|
|
355
|
+
const t = sub( this._cameraNear.negate(), viewPosition.z ).div( viewReflectDir.z );
|
|
356
|
+
d1viewPosition.assign( viewPosition.add( viewReflectDir.mul( t ) ) );
|
|
357
|
+
|
|
358
|
+
} );
|
|
359
|
+
|
|
360
|
+
// d0 and d1 are the start and maximum points of the reflection ray in screen space
|
|
361
|
+
const d0 = screenCoordinate.xy.toVar();
|
|
362
|
+
const d1 = getScreenPosition( d1viewPosition, this._cameraProjectionMatrix ).mul( this._resolution ).toVar();
|
|
363
|
+
|
|
364
|
+
// below variables are used to control the raymarching process
|
|
365
|
+
|
|
366
|
+
// total length of the ray
|
|
367
|
+
const totalLen = d1.sub( d0 ).length().toVar();
|
|
368
|
+
|
|
369
|
+
// offset in x and y direction
|
|
370
|
+
const xLen = d1.x.sub( d0.x ).toVar();
|
|
371
|
+
const yLen = d1.y.sub( d0.y ).toVar();
|
|
372
|
+
|
|
373
|
+
// determine the larger delta
|
|
374
|
+
// The larger difference will help to determine how much to travel in the X and Y direction each iteration and
|
|
375
|
+
// how many iterations are needed to travel the entire ray
|
|
376
|
+
const totalStep = max( abs( xLen ), abs( yLen ) ).toVar();
|
|
377
|
+
|
|
378
|
+
// step sizes in the x and y directions
|
|
379
|
+
const xSpan = xLen.div( totalStep ).toVar();
|
|
380
|
+
const ySpan = yLen.div( totalStep ).toVar();
|
|
381
|
+
|
|
382
|
+
const output = vec4( 0 ).toVar();
|
|
383
|
+
|
|
384
|
+
// the actual ray marching loop
|
|
385
|
+
// starting from d0, the code gradually travels along the ray and looks for an intersection with the geometry.
|
|
386
|
+
// it does not exceed d1 (the maximum ray extend)
|
|
387
|
+
Loop( { start: int( 0 ), end: int( this._maxStep ), type: 'int', condition: '<' }, ( { i } ) => {
|
|
388
|
+
|
|
389
|
+
// TODO: Remove this when Chrome is fixed, see https://issues.chromium.org/issues/372714384#comment14
|
|
390
|
+
If( metalness.equal( 0 ), () => {
|
|
391
|
+
|
|
392
|
+
Break();
|
|
393
|
+
|
|
394
|
+
} );
|
|
395
|
+
|
|
396
|
+
// stop if the maximum number of steps is reached for this specific ray
|
|
397
|
+
If( float( i ).greaterThanEqual( totalStep ), () => {
|
|
398
|
+
|
|
399
|
+
Break();
|
|
400
|
+
|
|
401
|
+
} );
|
|
402
|
+
|
|
403
|
+
// advance on the ray by computing a new position in screen space
|
|
404
|
+
const xy = vec2( d0.x.add( xSpan.mul( float( i ) ) ), d0.y.add( ySpan.mul( float( i ) ) ) ).toVar();
|
|
405
|
+
|
|
406
|
+
// stop processing if the new position lies outside of the screen
|
|
407
|
+
If( xy.x.lessThan( 0 ).or( xy.x.greaterThan( this._resolution.x ) ).or( xy.y.lessThan( 0 ) ).or( xy.y.greaterThan( this._resolution.y ) ), () => {
|
|
408
|
+
|
|
409
|
+
Break();
|
|
410
|
+
|
|
411
|
+
} );
|
|
412
|
+
|
|
413
|
+
// compute new uv, depth, viewZ and viewPosition for the new location on the ray
|
|
414
|
+
const uvNode = xy.div( this._resolution );
|
|
415
|
+
const d = sampleDepth( uvNode ).toVar();
|
|
416
|
+
const vZ = getViewZ( d ).toVar();
|
|
417
|
+
const vP = getViewPosition( uvNode, d, this._cameraProjectionMatrixInverse ).toVar();
|
|
418
|
+
|
|
419
|
+
const viewReflectRayZ = float( 0 ).toVar();
|
|
420
|
+
|
|
421
|
+
// normalized distance between the current position xy and the starting point d0
|
|
422
|
+
const s = xy.sub( d0 ).length().div( totalLen );
|
|
423
|
+
|
|
424
|
+
// depending on the camera type, we now compute the z-coordinate of the reflected ray at the current step in view space
|
|
425
|
+
If( this._isPerspectiveCamera.equal( float( 1 ) ), () => {
|
|
426
|
+
|
|
427
|
+
const recipVPZ = float( 1 ).div( viewPosition.z ).toVar();
|
|
428
|
+
viewReflectRayZ.assign( float( 1 ).div( recipVPZ.add( s.mul( float( 1 ).div( d1viewPosition.z ).sub( recipVPZ ) ) ) ) );
|
|
429
|
+
|
|
430
|
+
} ).Else( () => {
|
|
431
|
+
|
|
432
|
+
viewReflectRayZ.assign( viewPosition.z.add( s.mul( d1viewPosition.z.sub( viewPosition.z ) ) ) );
|
|
433
|
+
|
|
434
|
+
} );
|
|
435
|
+
|
|
436
|
+
// if viewReflectRayZ is less or equal than the real z-coordinate at this place, it potentially intersects the geometry
|
|
437
|
+
If( viewReflectRayZ.lessThanEqual( vZ ), () => {
|
|
438
|
+
|
|
439
|
+
// compute the distance of the new location to the ray in view space
|
|
440
|
+
// to clarify vP is the fragment's view position which is not an exact point on the ray
|
|
441
|
+
const away = pointToLineDistance( vP, viewPosition, d1viewPosition ).toVar();
|
|
442
|
+
|
|
443
|
+
// compute the minimum thickness between the current fragment and its neighbor in the x-direction.
|
|
444
|
+
const xyNeighbor = vec2( xy.x.add( 1 ), xy.y ).toVar(); // move one pixel
|
|
445
|
+
const uvNeighbor = xyNeighbor.div( this._resolution );
|
|
446
|
+
const vPNeighbor = getViewPosition( uvNeighbor, d, this._cameraProjectionMatrixInverse ).toVar();
|
|
447
|
+
const minThickness = vPNeighbor.x.sub( vP.x ).toVar();
|
|
448
|
+
minThickness.mulAssign( 3 ); // expand a bit to avoid errors
|
|
449
|
+
|
|
450
|
+
const tk = max( minThickness, this.thickness ).toVar();
|
|
451
|
+
|
|
452
|
+
If( away.lessThanEqual( tk ), () => { // hit
|
|
453
|
+
|
|
454
|
+
const vN = this.normalNode.sample( uvNode ).rgb.normalize().toVar();
|
|
455
|
+
|
|
456
|
+
If( dot( viewReflectDir, vN ).greaterThanEqual( 0 ), () => {
|
|
457
|
+
|
|
458
|
+
// the reflected ray is pointing towards the same side as the fragment's normal (current ray position),
|
|
459
|
+
// which means it wouldn't reflect off the surface. The loop continues to the next step for the next ray sample.
|
|
460
|
+
Continue();
|
|
461
|
+
|
|
462
|
+
} );
|
|
463
|
+
|
|
464
|
+
// this distance represents the depth of the intersection point between the reflected ray and the scene.
|
|
465
|
+
const distance = pointPlaneDistance( vP, viewPosition, viewNormal ).toVar();
|
|
466
|
+
|
|
467
|
+
If( distance.greaterThan( this.maxDistance ), () => {
|
|
468
|
+
|
|
469
|
+
// Distance exceeding limit: The reflection is potentially too far away and
|
|
470
|
+
// might not contribute significantly to the final color
|
|
471
|
+
Break();
|
|
472
|
+
|
|
473
|
+
} );
|
|
474
|
+
|
|
475
|
+
const op = this.opacity.mul( metalness ).toVar();
|
|
476
|
+
|
|
477
|
+
// distance attenuation (the reflection should fade out the farther it is away from the surface)
|
|
478
|
+
const ratio = float( 1 ).sub( distance.div( this.maxDistance ) ).toVar();
|
|
479
|
+
const attenuation = ratio.mul( ratio );
|
|
480
|
+
op.mulAssign( attenuation );
|
|
481
|
+
|
|
482
|
+
// fresnel (reflect more light on surfaces that are viewed at grazing angles)
|
|
483
|
+
const fresnelCoe = div( dot( viewIncidentDir, viewReflectDir ).add( 1 ), 2 );
|
|
484
|
+
op.mulAssign( fresnelCoe );
|
|
485
|
+
|
|
486
|
+
// output
|
|
487
|
+
const reflectColor = this.colorNode.sample( uvNode );
|
|
488
|
+
output.assign( vec4( reflectColor.rgb, op ) );
|
|
489
|
+
Break();
|
|
490
|
+
|
|
491
|
+
} );
|
|
492
|
+
|
|
493
|
+
} );
|
|
494
|
+
|
|
495
|
+
} );
|
|
496
|
+
|
|
497
|
+
return output;
|
|
498
|
+
|
|
499
|
+
} );
|
|
500
|
+
|
|
501
|
+
this._material.fragmentNode = ssr().context( builder.getSharedContext() );
|
|
502
|
+
this._material.needsUpdate = true;
|
|
503
|
+
|
|
504
|
+
//
|
|
505
|
+
|
|
506
|
+
return this._textureNode;
|
|
507
|
+
|
|
508
|
+
}
|
|
509
|
+
|
|
510
|
+
/**
|
|
511
|
+
* Frees internal resources. This method should be called
|
|
512
|
+
* when the effect is no longer required.
|
|
513
|
+
*/
|
|
514
|
+
dispose() {
|
|
515
|
+
|
|
516
|
+
this._ssrRenderTarget.dispose();
|
|
517
|
+
|
|
518
|
+
this._material.dispose();
|
|
519
|
+
|
|
520
|
+
}
|
|
521
|
+
|
|
522
|
+
}
|
|
523
|
+
|
|
524
|
+
export default SSRNode;
|
|
525
|
+
|
|
526
|
+
/**
|
|
527
|
+
* TSL function for creating screen space reflections (SSR).
|
|
528
|
+
*
|
|
529
|
+
* @tsl
|
|
530
|
+
* @function
|
|
531
|
+
* @param {Node<vec4>} colorNode - The node that represents the beauty pass.
|
|
532
|
+
* @param {Node<float>} depthNode - A node that represents the beauty pass's depth.
|
|
533
|
+
* @param {Node<vec3>} normalNode - A node that represents the beauty pass's normals.
|
|
534
|
+
* @param {Node<float>} metalnessNode - A node that represents the beauty pass's metalness.
|
|
535
|
+
* @param {Camera} camera - The camera the scene is rendered with.
|
|
536
|
+
* @returns {SSRNode}
|
|
537
|
+
*/
|
|
538
|
+
export const ssr = ( colorNode, depthNode, normalNode, metalnessNode, camera ) => nodeObject( new SSRNode( nodeObject( colorNode ), nodeObject( depthNode ), nodeObject( normalNode ), nodeObject( metalnessNode ), camera ) );
|
|
@@ -0,0 +1,24 @@
|
|
|
1
|
+
import { dot, Fn, vec3, vec4 } from 'three/tsl';
|
|
2
|
+
|
|
3
|
+
/**
|
|
4
|
+
* Applies a sepia effect to the given color node.
|
|
5
|
+
*
|
|
6
|
+
* @tsl
|
|
7
|
+
* @function
|
|
8
|
+
* @param {Node<vec4>} color - The color node to apply the sepia for.
|
|
9
|
+
* @return {Node<vec4>} The updated color node.
|
|
10
|
+
*/
|
|
11
|
+
export const sepia = /*@__PURE__*/ Fn( ( [ color ] ) => {
|
|
12
|
+
|
|
13
|
+
const c = vec3( color );
|
|
14
|
+
|
|
15
|
+
// https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/sepia.js
|
|
16
|
+
|
|
17
|
+
return vec4(
|
|
18
|
+
dot( c, vec3( 0.393, 0.769, 0.189 ) ),
|
|
19
|
+
dot( c, vec3( 0.349, 0.686, 0.168 ) ),
|
|
20
|
+
dot( c, vec3( 0.272, 0.534, 0.131 ) ),
|
|
21
|
+
color.a
|
|
22
|
+
);
|
|
23
|
+
|
|
24
|
+
} );
|
|
@@ -1,28 +1,62 @@
|
|
|
1
|
-
import TempNode from '
|
|
2
|
-
import { uv } from '
|
|
3
|
-
|
|
4
|
-
|
|
5
|
-
|
|
6
|
-
|
|
7
|
-
|
|
1
|
+
import { Vector2, TempNode, NodeUpdateType } from 'three/webgpu';
|
|
2
|
+
import { nodeObject, Fn, uv, uniform, convertToTexture, vec2, vec3, vec4, mat3, luminance, add } from 'three/tsl';
|
|
3
|
+
|
|
4
|
+
/**
|
|
5
|
+
* Post processing node for detecting edges with a sobel filter.
|
|
6
|
+
* A sobel filter should be applied after tone mapping and output color
|
|
7
|
+
* space conversion.
|
|
8
|
+
*
|
|
9
|
+
* @augments TempNode
|
|
10
|
+
*/
|
|
11
|
+
class SobelOperatorNode extends TempNode {
|
|
8
12
|
|
|
9
|
-
|
|
13
|
+
static get type() {
|
|
10
14
|
|
|
11
|
-
|
|
15
|
+
return 'SobelOperatorNode';
|
|
16
|
+
|
|
17
|
+
}
|
|
12
18
|
|
|
19
|
+
/**
|
|
20
|
+
* Constructs a new sobel operator node.
|
|
21
|
+
*
|
|
22
|
+
* @param {TextureNode} textureNode - The texture node that represents the input of the effect.
|
|
23
|
+
*/
|
|
13
24
|
constructor( textureNode ) {
|
|
14
25
|
|
|
15
|
-
super();
|
|
26
|
+
super( 'vec4' );
|
|
16
27
|
|
|
28
|
+
/**
|
|
29
|
+
* The texture node that represents the input of the effect.
|
|
30
|
+
*
|
|
31
|
+
* @type {TextureNode}
|
|
32
|
+
*/
|
|
17
33
|
this.textureNode = textureNode;
|
|
18
34
|
|
|
19
|
-
|
|
20
|
-
|
|
35
|
+
/**
|
|
36
|
+
* The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node updates
|
|
37
|
+
* its internal uniforms once per frame in `updateBefore()`.
|
|
38
|
+
*
|
|
39
|
+
* @type {string}
|
|
40
|
+
* @default 'frame'
|
|
41
|
+
*/
|
|
42
|
+
this.updateBeforeType = NodeUpdateType.FRAME;
|
|
43
|
+
|
|
44
|
+
/**
|
|
45
|
+
* A uniform node holding the inverse resolution value.
|
|
46
|
+
*
|
|
47
|
+
* @private
|
|
48
|
+
* @type {UniformNode<vec2>}
|
|
49
|
+
*/
|
|
21
50
|
this._invSize = uniform( new Vector2() );
|
|
22
51
|
|
|
23
52
|
}
|
|
24
53
|
|
|
25
|
-
|
|
54
|
+
/**
|
|
55
|
+
* This method is used to update the effect's uniforms once per frame.
|
|
56
|
+
*
|
|
57
|
+
* @param {NodeFrame} frame - The current node frame.
|
|
58
|
+
*/
|
|
59
|
+
updateBefore( /* frame */ ) {
|
|
26
60
|
|
|
27
61
|
const map = this.textureNode.value;
|
|
28
62
|
|
|
@@ -30,13 +64,19 @@ class SobelOperatorNode extends TempNode {
|
|
|
30
64
|
|
|
31
65
|
}
|
|
32
66
|
|
|
33
|
-
|
|
67
|
+
/**
|
|
68
|
+
* This method is used to setup the effect's TSL code.
|
|
69
|
+
*
|
|
70
|
+
* @param {NodeBuilder} builder - The current node builder.
|
|
71
|
+
* @return {ShaderCallNodeInternal}
|
|
72
|
+
*/
|
|
73
|
+
setup( /* builder */ ) {
|
|
34
74
|
|
|
35
75
|
const { textureNode } = this;
|
|
36
76
|
|
|
37
77
|
const uvNode = textureNode.uvNode || uv();
|
|
38
78
|
|
|
39
|
-
const sampleTexture = ( uv ) => textureNode.
|
|
79
|
+
const sampleTexture = ( uv ) => textureNode.sample( uv );
|
|
40
80
|
|
|
41
81
|
const sobel = Fn( () => {
|
|
42
82
|
|
|
@@ -98,7 +138,7 @@ class SobelOperatorNode extends TempNode {
|
|
|
98
138
|
Gy[ 2 ][ 2 ].mul( tx2y2 )
|
|
99
139
|
);
|
|
100
140
|
|
|
101
|
-
//
|
|
141
|
+
// magnitude of the total gradient
|
|
102
142
|
|
|
103
143
|
const G = valueGx.mul( valueGx ).add( valueGy.mul( valueGy ) ).sqrt();
|
|
104
144
|
|
|
@@ -114,8 +154,14 @@ class SobelOperatorNode extends TempNode {
|
|
|
114
154
|
|
|
115
155
|
}
|
|
116
156
|
|
|
117
|
-
export const sobel = ( node ) => nodeObject( new SobelOperatorNode( nodeObject( node ).toTexture() ) );
|
|
118
|
-
|
|
119
|
-
addNodeElement( 'sobel', sobel );
|
|
120
|
-
|
|
121
157
|
export default SobelOperatorNode;
|
|
158
|
+
|
|
159
|
+
/**
|
|
160
|
+
* TSL function for creating a sobel operator node which performs edge detection with a sobel filter.
|
|
161
|
+
*
|
|
162
|
+
* @tsl
|
|
163
|
+
* @function
|
|
164
|
+
* @param {Node<vec4>} node - The node that represents the input of the effect.
|
|
165
|
+
* @returns {SobelOperatorNode}
|
|
166
|
+
*/
|
|
167
|
+
export const sobel = ( node ) => nodeObject( new SobelOperatorNode( convertToTexture( node ) ) );
|