@plastic-software/three 0.167.4 → 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.
Files changed (747) hide show
  1. package/LICENSE +1 -1
  2. package/README.md +1 -1
  3. package/build/three.cjs +36217 -23964
  4. package/build/three.core.js +48830 -0
  5. package/build/three.core.min.js +6 -0
  6. package/build/three.module.js +10175 -46744
  7. package/build/three.module.min.js +2 -3
  8. package/build/three.tsl.js +550 -0
  9. package/build/three.tsl.min.js +6 -0
  10. package/build/three.webgpu.js +44348 -50671
  11. package/build/three.webgpu.min.js +2 -3
  12. package/build/three.webgpu.nodes.js +70301 -0
  13. package/build/three.webgpu.nodes.min.js +6 -0
  14. package/examples/jsm/Addons.js +3 -15
  15. package/examples/jsm/animation/AnimationClipCreator.js +1 -1
  16. package/examples/jsm/animation/CCDIKSolver.js +61 -11
  17. package/examples/jsm/capabilities/WebGL.js +27 -21
  18. package/examples/jsm/capabilities/WebGPU.js +1 -10
  19. package/examples/jsm/controls/ArcballControls.js +262 -231
  20. package/examples/jsm/controls/DragControls.js +1 -1
  21. package/examples/jsm/controls/FirstPersonControls.js +175 -163
  22. package/examples/jsm/controls/FlyControls.js +194 -188
  23. package/examples/jsm/controls/OrbitControls.js +801 -777
  24. package/examples/jsm/controls/PointerLockControls.js +26 -20
  25. package/examples/jsm/controls/TrackballControls.js +469 -448
  26. package/examples/jsm/controls/TransformControls.js +119 -68
  27. package/examples/jsm/csm/CSM.js +2 -2
  28. package/examples/jsm/csm/CSMFrustum.js +7 -4
  29. package/examples/jsm/csm/CSMHelper.js +2 -0
  30. package/examples/jsm/csm/CSMShadowNode.js +442 -0
  31. package/examples/jsm/curves/NURBSCurve.js +33 -2
  32. package/examples/jsm/curves/NURBSUtils.js +3 -0
  33. package/examples/jsm/effects/AnaglyphEffect.js +6 -13
  34. package/examples/jsm/effects/OutlineEffect.js +1 -1
  35. package/examples/jsm/effects/ParallaxBarrierEffect.js +17 -11
  36. package/examples/jsm/effects/StereoEffect.js +6 -1
  37. package/examples/jsm/exporters/DRACOExporter.js +4 -2
  38. package/examples/jsm/exporters/EXRExporter.js +19 -11
  39. package/examples/jsm/exporters/GLTFExporter.js +181 -109
  40. package/examples/jsm/exporters/KTX2Exporter.js +54 -23
  41. package/examples/jsm/exporters/OBJExporter.js +5 -1
  42. package/examples/jsm/exporters/PLYExporter.js +11 -9
  43. package/examples/jsm/exporters/USDZExporter.js +50 -11
  44. package/examples/jsm/geometries/DecalGeometry.js +73 -21
  45. package/examples/jsm/geometries/TextGeometry.js +1 -12
  46. package/examples/jsm/helpers/LightProbeHelper.js +43 -44
  47. package/examples/jsm/helpers/LightProbeHelperGPU.js +65 -0
  48. package/examples/jsm/helpers/TextureHelperGPU.js +185 -0
  49. package/examples/jsm/helpers/VertexNormalsHelper.js +2 -0
  50. package/examples/jsm/interactive/HTMLMesh.js +1 -0
  51. package/examples/jsm/interactive/InteractiveGroup.js +108 -51
  52. package/examples/jsm/interactive/SelectionHelper.js +3 -1
  53. package/examples/jsm/libs/basis/basis_transcoder.js +8 -10
  54. package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
  55. package/examples/jsm/libs/demuxer_mp4.js +109 -0
  56. package/examples/jsm/libs/ktx-parse.module.js +1 -1
  57. package/examples/jsm/lighting/TiledLighting.js +18 -0
  58. package/examples/jsm/lights/LightProbeGenerator.js +26 -12
  59. package/examples/jsm/lights/RectAreaLightTexturesLib.js +1 -1
  60. package/examples/jsm/lines/LineGeometry.js +25 -0
  61. package/examples/jsm/lines/LineMaterial.js +0 -1
  62. package/examples/jsm/lines/LineSegmentsGeometry.js +2 -0
  63. package/examples/jsm/lines/webgpu/Line2.js +2 -1
  64. package/examples/jsm/lines/webgpu/LineSegments2.js +16 -21
  65. package/examples/jsm/lines/webgpu/Wireframe.js +57 -0
  66. package/examples/jsm/loaders/3DMLoader.js +1 -0
  67. package/examples/jsm/loaders/3MFLoader.js +104 -2
  68. package/examples/jsm/loaders/BVHLoader.js +1 -1
  69. package/examples/jsm/loaders/ColladaLoader.js +15 -12
  70. package/examples/jsm/loaders/DDSLoader.js +42 -0
  71. package/examples/jsm/loaders/DRACOLoader.js +3 -1
  72. package/examples/jsm/loaders/FBXLoader.js +71 -22
  73. package/examples/jsm/loaders/GCodeLoader.js +4 -2
  74. package/examples/jsm/loaders/GLTFLoader.js +29 -14
  75. package/examples/jsm/loaders/KTX2Loader.js +160 -58
  76. package/examples/jsm/loaders/KTXLoader.js +4 -4
  77. package/examples/jsm/loaders/LDrawLoader.js +22 -136
  78. package/examples/jsm/loaders/LottieLoader.js +2 -1
  79. package/examples/jsm/loaders/MTLLoader.js +27 -7
  80. package/examples/jsm/loaders/MaterialXLoader.js +40 -14
  81. package/examples/jsm/loaders/NRRDLoader.js +1 -1
  82. package/examples/jsm/loaders/OBJLoader.js +5 -3
  83. package/examples/jsm/loaders/PCDLoader.js +14 -13
  84. package/examples/jsm/loaders/PDBLoader.js +3 -2
  85. package/examples/jsm/loaders/PLYLoader.js +15 -12
  86. package/examples/jsm/loaders/PVRLoader.js +1 -1
  87. package/examples/jsm/loaders/STLLoader.js +3 -2
  88. package/examples/jsm/loaders/SVGLoader.js +2 -2
  89. package/examples/jsm/loaders/TDSLoader.js +17 -18
  90. package/examples/jsm/loaders/VRMLLoader.js +17 -17
  91. package/examples/jsm/loaders/VTKLoader.js +4 -3
  92. package/examples/jsm/loaders/XYZLoader.js +3 -2
  93. package/examples/jsm/loaders/lwo/IFFParser.js +4 -4
  94. package/examples/jsm/materials/LDrawConditionalLineMaterial.js +143 -0
  95. package/examples/jsm/materials/LDrawConditionalLineNodeMaterial.js +114 -0
  96. package/examples/jsm/materials/MeshGouraudMaterial.js +2 -0
  97. package/examples/jsm/math/ColorSpaces.js +76 -0
  98. package/examples/jsm/math/ConvexHull.js +1 -1
  99. package/examples/jsm/math/OBB.js +17 -0
  100. package/examples/jsm/misc/GPUComputationRenderer.js +6 -7
  101. package/examples/jsm/misc/ProgressiveLightMap.js +54 -41
  102. package/examples/jsm/misc/ProgressiveLightMapGPU.js +294 -0
  103. package/examples/jsm/misc/Timer.js +27 -12
  104. package/examples/jsm/misc/Volume.js +28 -18
  105. package/examples/jsm/misc/VolumeSlice.js +19 -16
  106. package/examples/jsm/modifiers/CurveModifier.js +10 -8
  107. package/examples/jsm/modifiers/CurveModifierGPU.js +235 -0
  108. package/examples/jsm/modifiers/SimplifyModifier.js +2 -2
  109. package/examples/jsm/objects/GroundedSkybox.js +4 -4
  110. package/examples/jsm/objects/LensflareMesh.js +324 -0
  111. package/examples/jsm/objects/Reflector.js +5 -2
  112. package/examples/jsm/objects/Sky.js +2 -2
  113. package/examples/jsm/objects/SkyMesh.js +14 -14
  114. package/examples/jsm/objects/Water2.js +1 -1
  115. package/examples/jsm/objects/Water2Mesh.js +11 -9
  116. package/examples/jsm/objects/WaterMesh.js +38 -33
  117. package/examples/jsm/physics/JoltPhysics.js +8 -8
  118. package/examples/jsm/physics/RapierPhysics.js +5 -5
  119. package/examples/jsm/postprocessing/AfterimagePass.js +14 -3
  120. package/examples/jsm/postprocessing/BloomPass.js +2 -2
  121. package/examples/jsm/postprocessing/EffectComposer.js +1 -2
  122. package/examples/jsm/postprocessing/OutlinePass.js +37 -51
  123. package/examples/jsm/postprocessing/OutputPass.js +2 -0
  124. package/examples/jsm/postprocessing/SAOPass.js +1 -2
  125. package/examples/jsm/postprocessing/SMAAPass.js +1 -3
  126. package/examples/jsm/postprocessing/SSAARenderPass.js +3 -1
  127. package/examples/jsm/postprocessing/SSAOPass.js +2 -4
  128. package/examples/jsm/postprocessing/SSRPass.js +8 -4
  129. package/examples/jsm/postprocessing/UnrealBloomPass.js +2 -2
  130. package/examples/jsm/renderers/CSS2DRenderer.js +6 -3
  131. package/examples/jsm/renderers/CSS3DRenderer.js +7 -4
  132. package/examples/jsm/renderers/SVGRenderer.js +6 -4
  133. package/examples/jsm/shaders/BokehShader2.js +1 -1
  134. package/examples/jsm/shaders/FXAAShader.js +225 -224
  135. package/examples/jsm/shaders/GodRaysShader.js +3 -3
  136. package/examples/jsm/shaders/OutputShader.js +6 -2
  137. package/examples/jsm/shaders/SobelOperatorShader.js +1 -1
  138. package/examples/jsm/transpiler/AST.js +12 -2
  139. package/examples/jsm/transpiler/GLSLDecoder.js +77 -31
  140. package/examples/jsm/transpiler/ShaderToyDecoder.js +3 -3
  141. package/examples/jsm/transpiler/TSLEncoder.js +96 -21
  142. package/examples/jsm/tsl/display/AfterImageNode.js +243 -0
  143. package/examples/jsm/tsl/display/AnaglyphPassNode.js +106 -0
  144. package/examples/jsm/tsl/display/AnamorphicNode.js +257 -0
  145. package/{src/nodes/display/BleachBypassNode.js → examples/jsm/tsl/display/BleachBypass.js} +11 -6
  146. package/{src/nodes → examples/jsm/tsl}/display/BloomNode.js +252 -67
  147. package/examples/jsm/tsl/display/DenoiseNode.js +332 -0
  148. package/{src/nodes → examples/jsm/tsl}/display/DepthOfFieldNode.js +92 -14
  149. package/examples/jsm/tsl/display/DotScreenNode.js +103 -0
  150. package/examples/jsm/tsl/display/FXAANode.js +364 -0
  151. package/examples/jsm/tsl/display/FilmNode.js +100 -0
  152. package/examples/jsm/tsl/display/GTAONode.js +521 -0
  153. package/examples/jsm/tsl/display/GaussianBlurNode.js +393 -0
  154. package/examples/jsm/tsl/display/LensflareNode.js +278 -0
  155. package/examples/jsm/tsl/display/Lut3DNode.js +108 -0
  156. package/examples/jsm/tsl/display/MotionBlur.js +33 -0
  157. package/examples/jsm/tsl/display/OutlineNode.js +750 -0
  158. package/examples/jsm/tsl/display/ParallaxBarrierPassNode.js +88 -0
  159. package/{src/nodes → examples/jsm/tsl}/display/PixelationPassNode.js +160 -28
  160. package/examples/jsm/tsl/display/RGBShiftNode.js +95 -0
  161. package/examples/jsm/tsl/display/SMAANode.js +767 -0
  162. package/examples/jsm/tsl/display/SSAAPassNode.js +357 -0
  163. package/examples/jsm/tsl/display/SSRNode.js +538 -0
  164. package/examples/jsm/tsl/display/Sepia.js +24 -0
  165. package/{src/nodes → examples/jsm/tsl}/display/SobelOperatorNode.js +66 -20
  166. package/examples/jsm/tsl/display/StereoCompositePassNode.js +184 -0
  167. package/examples/jsm/tsl/display/StereoPassNode.js +119 -0
  168. package/examples/jsm/tsl/display/TRAAPassNode.js +451 -0
  169. package/examples/jsm/tsl/display/TransitionNode.js +140 -0
  170. package/examples/jsm/tsl/display/hashBlur.js +34 -0
  171. package/examples/jsm/tsl/lighting/TiledLightsNode.js +395 -0
  172. package/examples/jsm/tsl/math/Bayer.js +18 -0
  173. package/examples/jsm/tsl/utils/Raymarching.js +65 -0
  174. package/examples/jsm/utils/BufferGeometryUtils.js +2 -2
  175. package/examples/jsm/utils/CameraUtils.js +4 -1
  176. package/examples/jsm/utils/GeometryCompressionUtils.js +38 -123
  177. package/examples/jsm/utils/GeometryUtils.js +22 -19
  178. package/examples/jsm/utils/SceneOptimizer.js +410 -0
  179. package/examples/jsm/utils/SceneUtils.js +2 -2
  180. package/examples/jsm/utils/ShadowMapViewer.js +3 -8
  181. package/examples/jsm/utils/ShadowMapViewerGPU.js +201 -0
  182. package/examples/jsm/utils/SkeletonUtils.js +84 -66
  183. package/examples/jsm/utils/UVsDebug.js +1 -1
  184. package/examples/jsm/utils/{TextureUtils.js → WebGLTextureUtils.js} +1 -0
  185. package/examples/jsm/utils/WebGPUTextureUtils.js +64 -0
  186. package/examples/jsm/webxr/OculusHandPointerModel.js +21 -21
  187. package/examples/jsm/webxr/Text2D.js +6 -6
  188. package/examples/jsm/webxr/XRControllerModelFactory.js +7 -2
  189. package/examples/jsm/webxr/XREstimatedLight.js +1 -1
  190. package/package.json +14 -9
  191. package/src/Three.Core.js +182 -0
  192. package/src/Three.Legacy.js +0 -21
  193. package/src/Three.TSL.js +543 -0
  194. package/src/Three.WebGPU.Nodes.js +23 -0
  195. package/src/Three.WebGPU.js +13 -184
  196. package/src/Three.js +1 -176
  197. package/src/animation/AnimationClip.js +2 -2
  198. package/src/animation/AnimationObjectGroup.js +2 -2
  199. package/src/animation/AnimationUtils.js +1 -1
  200. package/src/animation/PropertyBinding.js +2 -2
  201. package/src/audio/Audio.js +379 -2
  202. package/src/audio/AudioAnalyser.js +58 -1
  203. package/src/audio/AudioContext.js +15 -0
  204. package/src/audio/AudioListener.js +76 -0
  205. package/src/audio/PositionalAudio.js +107 -0
  206. package/src/cameras/ArrayCamera.js +29 -0
  207. package/src/cameras/Camera.js +47 -0
  208. package/src/cameras/CubeCamera.js +66 -0
  209. package/src/cameras/OrthographicCamera.js +109 -0
  210. package/src/cameras/PerspectiveCamera.js +173 -34
  211. package/src/cameras/StereoCamera.js +48 -2
  212. package/src/constants.js +6 -6
  213. package/src/core/BufferAttribute.js +4 -9
  214. package/src/core/BufferGeometry.js +48 -8
  215. package/src/core/Clock.js +1 -1
  216. package/src/core/EventDispatcher.js +52 -8
  217. package/src/core/InterleavedBuffer.js +4 -13
  218. package/src/core/Object3D.js +573 -3
  219. package/src/core/RenderTarget.js +22 -4
  220. package/src/core/RenderTarget3D.js +22 -0
  221. package/src/core/RenderTargetArray.js +22 -0
  222. package/src/extras/Controls.js +104 -0
  223. package/src/extras/DataUtils.js +48 -8
  224. package/src/extras/Earcut.js +18 -7
  225. package/src/extras/ImageUtils.js +18 -11
  226. package/src/extras/PMREMGenerator.js +40 -9
  227. package/src/extras/ShapeUtils.js +24 -2
  228. package/src/extras/TextureUtils.js +96 -10
  229. package/src/extras/core/Curve.js +153 -53
  230. package/src/extras/core/CurvePath.js +63 -22
  231. package/src/extras/core/Interpolations.js +29 -3
  232. package/src/extras/core/Path.js +134 -1
  233. package/src/extras/core/Shape.js +66 -3
  234. package/src/extras/core/ShapePath.js +76 -0
  235. package/src/extras/curves/ArcCurve.js +22 -0
  236. package/src/extras/curves/CatmullRomCurve3.js +89 -18
  237. package/src/extras/curves/CubicBezierCurve.js +67 -0
  238. package/src/extras/curves/CubicBezierCurve3.js +50 -0
  239. package/src/extras/curves/EllipseCurve.js +102 -0
  240. package/src/extras/curves/LineCurve.js +36 -0
  241. package/src/extras/curves/LineCurve3.js +36 -0
  242. package/src/extras/curves/QuadraticBezierCurve.js +59 -0
  243. package/src/extras/curves/QuadraticBezierCurve3.js +43 -0
  244. package/src/extras/curves/SplineCurve.js +48 -0
  245. package/src/geometries/BoxGeometry.js +38 -0
  246. package/src/geometries/CapsuleGeometry.js +34 -0
  247. package/src/geometries/CircleGeometry.js +40 -0
  248. package/src/geometries/ConeGeometry.js +38 -0
  249. package/src/geometries/CylinderGeometry.js +50 -4
  250. package/src/geometries/DodecahedronGeometry.js +32 -0
  251. package/src/geometries/EdgesGeometry.js +30 -2
  252. package/src/geometries/ExtrudeGeometry.js +52 -0
  253. package/src/geometries/IcosahedronGeometry.js +32 -0
  254. package/src/geometries/LatheGeometry.js +43 -3
  255. package/src/geometries/OctahedronGeometry.js +32 -0
  256. package/src/geometries/PlaneGeometry.js +34 -0
  257. package/src/geometries/PolyhedronGeometry.js +29 -0
  258. package/src/geometries/RingGeometry.js +36 -0
  259. package/src/geometries/ShapeGeometry.js +37 -0
  260. package/src/geometries/SphereGeometry.js +37 -0
  261. package/src/geometries/TetrahedronGeometry.js +32 -0
  262. package/src/geometries/TorusGeometry.js +35 -0
  263. package/src/geometries/TorusKnotGeometry.js +38 -0
  264. package/src/geometries/TubeGeometry.js +49 -0
  265. package/src/geometries/WireframeGeometry.js +32 -0
  266. package/src/helpers/ArrowHelper.js +60 -3
  267. package/src/helpers/AxesHelper.js +28 -0
  268. package/src/helpers/Box3Helper.js +28 -0
  269. package/src/helpers/BoxHelper.js +43 -7
  270. package/src/helpers/CameraHelper.js +61 -18
  271. package/src/helpers/DirectionalLightHelper.js +52 -0
  272. package/src/helpers/GridHelper.js +26 -0
  273. package/src/helpers/HemisphereLightHelper.js +39 -0
  274. package/src/helpers/PlaneHelper.js +33 -0
  275. package/src/helpers/PointLightHelper.js +43 -0
  276. package/src/helpers/PolarGridHelper.js +30 -0
  277. package/src/helpers/SkeletonHelper.js +39 -2
  278. package/src/helpers/SpotLightHelper.js +40 -0
  279. package/src/lights/AmbientLight.js +25 -0
  280. package/src/lights/DirectionalLight.js +57 -0
  281. package/src/lights/DirectionalLightShadow.js +15 -0
  282. package/src/lights/HemisphereLight.js +32 -0
  283. package/src/lights/Light.js +36 -0
  284. package/src/lights/LightProbe.js +43 -0
  285. package/src/lights/LightShadow.js +159 -0
  286. package/src/lights/PointLight.js +59 -0
  287. package/src/lights/PointLightShadow.js +21 -0
  288. package/src/lights/RectAreaLight.js +59 -0
  289. package/src/lights/SpotLight.js +102 -0
  290. package/src/lights/SpotLightShadow.js +24 -2
  291. package/src/lights/webgpu/IESSpotLight.js +21 -0
  292. package/src/loaders/Loader.js +132 -0
  293. package/src/loaders/MaterialLoader.js +7 -1
  294. package/src/loaders/nodes/NodeLoader.js +189 -0
  295. package/src/loaders/nodes/NodeMaterialLoader.js +108 -0
  296. package/src/loaders/nodes/NodeObjectLoader.js +151 -0
  297. package/src/materials/LineDashedMaterial.js +0 -1
  298. package/src/materials/Material.js +469 -7
  299. package/src/materials/MeshPhongMaterial.js +1 -1
  300. package/src/materials/MeshPhysicalMaterial.js +2 -2
  301. package/src/materials/MeshStandardMaterial.js +2 -2
  302. package/src/{nodes/materials → materials/nodes}/Line2NodeMaterial.js +192 -82
  303. package/src/materials/nodes/LineBasicNodeMaterial.js +46 -0
  304. package/src/materials/nodes/LineDashedNodeMaterial.js +132 -0
  305. package/src/materials/nodes/MeshBasicNodeMaterial.js +133 -0
  306. package/src/materials/nodes/MeshLambertNodeMaterial.js +82 -0
  307. package/src/materials/nodes/MeshMatcapNodeMaterial.js +77 -0
  308. package/src/materials/nodes/MeshNormalNodeMaterial.js +67 -0
  309. package/src/materials/nodes/MeshPhongNodeMaterial.js +141 -0
  310. package/src/materials/nodes/MeshPhysicalNodeMaterial.js +517 -0
  311. package/src/materials/nodes/MeshSSSNodeMaterial.js +175 -0
  312. package/src/materials/nodes/MeshStandardNodeMaterial.js +186 -0
  313. package/src/materials/nodes/MeshToonNodeMaterial.js +66 -0
  314. package/src/materials/nodes/NodeMaterial.js +1180 -0
  315. package/src/{nodes/materials/Materials.js → materials/nodes/NodeMaterials.js} +3 -2
  316. package/src/materials/nodes/PointsNodeMaterial.js +153 -0
  317. package/src/materials/nodes/ShadowNodeMaterial.js +67 -0
  318. package/src/materials/nodes/SpriteNodeMaterial.js +198 -0
  319. package/src/materials/nodes/VolumeNodeMaterial.js +72 -0
  320. package/src/materials/nodes/manager/NodeMaterialObserver.js +509 -0
  321. package/src/math/Box2.js +177 -0
  322. package/src/math/Box3.js +243 -0
  323. package/src/math/Color.js +343 -0
  324. package/src/math/ColorManagement.js +143 -102
  325. package/src/math/Cylindrical.js +65 -6
  326. package/src/math/Euler.js +137 -4
  327. package/src/math/Frustum.js +83 -0
  328. package/src/math/Interpolant.js +87 -8
  329. package/src/math/Line3.js +96 -2
  330. package/src/math/MathUtils.js +182 -19
  331. package/src/math/Matrix2.js +70 -0
  332. package/src/math/Matrix3.js +229 -4
  333. package/src/math/Matrix4.js +368 -3
  334. package/src/math/Plane.js +164 -2
  335. package/src/math/Quaternion.js +265 -9
  336. package/src/math/Ray.js +160 -0
  337. package/src/math/Sphere.js +147 -0
  338. package/src/math/Spherical.js +73 -11
  339. package/src/math/SphericalHarmonics3.js +112 -14
  340. package/src/math/Triangle.js +230 -2
  341. package/src/math/Vector2.js +396 -10
  342. package/src/math/Vector3.js +550 -13
  343. package/src/math/Vector4.js +415 -9
  344. package/src/math/interpolants/CubicInterpolant.js +10 -1
  345. package/src/math/interpolants/DiscreteInterpolant.js +10 -2
  346. package/src/math/interpolants/LinearInterpolant.js +13 -0
  347. package/src/math/interpolants/QuaternionLinearInterpolant.js +10 -1
  348. package/src/nodes/Nodes.js +84 -166
  349. package/src/nodes/TSL.js +167 -0
  350. package/src/nodes/accessors/AccessorsUtils.js +39 -10
  351. package/src/nodes/accessors/Arrays.js +68 -0
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  698. package/src/nodes/accessors/TangentNode.js +0 -23
  699. package/src/nodes/accessors/UVNode.js +0 -3
  700. package/src/nodes/core/NodeKeywords.js +0 -80
  701. package/src/nodes/core/UniformGroup.js +0 -13
  702. package/src/nodes/display/AfterImageNode.js +0 -152
  703. package/src/nodes/display/AnamorphicNode.js +0 -145
  704. package/src/nodes/display/BlendModeNode.js +0 -128
  705. package/src/nodes/display/ColorAdjustmentNode.js +0 -104
  706. package/src/nodes/display/DenoiseNode.js +0 -198
  707. package/src/nodes/display/DotScreenNode.js +0 -75
  708. package/src/nodes/display/FXAANode.js +0 -327
  709. package/src/nodes/display/FilmNode.js +0 -52
  710. package/src/nodes/display/GTAONode.js +0 -324
  711. package/src/nodes/display/GaussianBlurNode.js +0 -207
  712. package/src/nodes/display/Lut3DNode.js +0 -53
  713. package/src/nodes/display/RGBShiftNode.js +0 -49
  714. package/src/nodes/display/SepiaNode.js +0 -18
  715. package/src/nodes/display/TransitionNode.js +0 -76
  716. package/src/nodes/display/ViewportNode.js +0 -137
  717. package/src/nodes/fog/FogExp2Node.js +0 -34
  718. package/src/nodes/fog/FogNode.js +0 -48
  719. package/src/nodes/fog/FogRangeNode.js +0 -35
  720. package/src/nodes/lighting/LightNode.js +0 -57
  721. package/src/nodes/loaders/NodeLoader.js +0 -110
  722. package/src/nodes/loaders/NodeMaterialLoader.js +0 -60
  723. package/src/nodes/loaders/NodeObjectLoader.js +0 -71
  724. package/src/nodes/materials/InstancedPointsNodeMaterial.js +0 -162
  725. package/src/nodes/materials/LineBasicNodeMaterial.js +0 -28
  726. package/src/nodes/materials/LineDashedNodeMaterial.js +0 -55
  727. package/src/nodes/materials/MeshBasicNodeMaterial.js +0 -73
  728. package/src/nodes/materials/MeshLambertNodeMaterial.js +0 -43
  729. package/src/nodes/materials/MeshMatcapNodeMaterial.js +0 -53
  730. package/src/nodes/materials/MeshNormalNodeMaterial.js +0 -40
  731. package/src/nodes/materials/MeshPhongNodeMaterial.js +0 -74
  732. package/src/nodes/materials/MeshPhysicalNodeMaterial.js +0 -244
  733. package/src/nodes/materials/MeshSSSNodeMaterial.js +0 -84
  734. package/src/nodes/materials/MeshStandardNodeMaterial.js +0 -104
  735. package/src/nodes/materials/MeshToonNodeMaterial.js +0 -34
  736. package/src/nodes/materials/NodeMaterial.js +0 -680
  737. package/src/nodes/materials/PointsNodeMaterial.js +0 -39
  738. package/src/nodes/materials/ShadowNodeMaterial.js +0 -34
  739. package/src/nodes/materials/SpriteNodeMaterial.js +0 -90
  740. package/src/nodes/materials/VolumeNodeMaterial.js +0 -106
  741. package/src/nodes/math/CondNode.js +0 -139
  742. package/src/nodes/math/HashNode.js +0 -34
  743. package/src/nodes/procedural/CheckerNode.js +0 -42
  744. package/src/nodes/utils/DiscardNode.js +0 -28
  745. package/src/nodes/utils/OscNode.js +0 -81
  746. package/src/nodes/utils/PackingNode.js +0 -55
  747. package/src/nodes/utils/TimerNode.js +0 -94
@@ -0,0 +1,812 @@
1
+ import ShadowBaseNode, { shadowPositionWorld } from './ShadowBaseNode.js';
2
+ import { float, vec2, vec3, vec4, If, int, Fn, nodeObject } from '../tsl/TSLBase.js';
3
+ import { reference } from '../accessors/ReferenceNode.js';
4
+ import { texture } from '../accessors/TextureNode.js';
5
+ import { positionWorld } from '../accessors/Position.js';
6
+ import { transformedNormalWorld } from '../accessors/Normal.js';
7
+ import { mix, fract, step, max, clamp, sqrt } from '../math/MathNode.js';
8
+ import { add, sub } from '../math/OperatorNode.js';
9
+ import { DepthTexture } from '../../textures/DepthTexture.js';
10
+ import NodeMaterial from '../../materials/nodes/NodeMaterial.js';
11
+ import QuadMesh from '../../renderers/common/QuadMesh.js';
12
+ import { Loop } from '../utils/LoopNode.js';
13
+ import { screenCoordinate } from '../display/ScreenNode.js';
14
+ import { HalfFloatType, LessCompare, RGFormat, VSMShadowMap, WebGPUCoordinateSystem } from '../../constants.js';
15
+ import { renderGroup } from '../core/UniformGroupNode.js';
16
+ import { viewZToLogarithmicDepth } from '../display/ViewportDepthNode.js';
17
+ import { objectPosition } from '../accessors/Object3DNode.js';
18
+ import { lightShadowMatrix } from '../accessors/Lights.js';
19
+ import { resetRendererAndSceneState, restoreRendererAndSceneState } from '../../renderers/common/RendererUtils.js';
20
+ import { getDataFromObject } from '../core/NodeUtils.js';
21
+
22
+ const shadowMaterialLib = /*@__PURE__*/ new WeakMap();
23
+ const linearDistance = /*@__PURE__*/ Fn( ( [ position, cameraNear, cameraFar ] ) => {
24
+
25
+ let dist = positionWorld.sub( position ).length();
26
+ dist = dist.sub( cameraNear ).div( cameraFar.sub( cameraNear ) );
27
+ dist = dist.saturate(); // clamp to [ 0, 1 ]
28
+
29
+ return dist;
30
+
31
+ } );
32
+
33
+ const linearShadowDistance = ( light ) => {
34
+
35
+ const camera = light.shadow.camera;
36
+
37
+ const nearDistance = reference( 'near', 'float', camera ).setGroup( renderGroup );
38
+ const farDistance = reference( 'far', 'float', camera ).setGroup( renderGroup );
39
+
40
+ const referencePosition = objectPosition( light );
41
+
42
+ return linearDistance( referencePosition, nearDistance, farDistance );
43
+
44
+ };
45
+
46
+ const getShadowMaterial = ( light ) => {
47
+
48
+ let material = shadowMaterialLib.get( light );
49
+
50
+ if ( material === undefined ) {
51
+
52
+ const depthNode = light.isPointLight ? linearShadowDistance( light ) : null;
53
+
54
+ material = new NodeMaterial();
55
+ material.colorNode = vec4( 0, 0, 0, 1 );
56
+ material.depthNode = depthNode;
57
+ material.isShadowPassMaterial = true; // Use to avoid other overrideMaterial override material.colorNode unintentionally when using material.shadowNode
58
+ material.name = 'ShadowMaterial';
59
+ material.fog = false;
60
+
61
+ shadowMaterialLib.set( light, material );
62
+
63
+ }
64
+
65
+ return material;
66
+
67
+ };
68
+
69
+ /**
70
+ * A shadow filtering function performing basic filtering. This is in fact an unfiltered version of the shadow map
71
+ * with a binary `[0,1]` result.
72
+ *
73
+ * @method
74
+ * @param {Object} inputs - The input parameter object.
75
+ * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
76
+ * @param {Node<vec3>} inputs.shadowCoord - The shadow coordinates.
77
+ * @return {Node<float>} The filtering result.
78
+ */
79
+ export const BasicShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, shadowCoord } ) => {
80
+
81
+ return texture( depthTexture, shadowCoord.xy ).compare( shadowCoord.z );
82
+
83
+ } );
84
+
85
+ /**
86
+ * A shadow filtering function performing PCF filtering.
87
+ *
88
+ * @method
89
+ * @param {Object} inputs - The input parameter object.
90
+ * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
91
+ * @param {Node<vec3>} inputs.shadowCoord - The shadow coordinates.
92
+ * @param {LightShadow} inputs.shadow - The light shadow.
93
+ * @return {Node<float>} The filtering result.
94
+ */
95
+ export const PCFShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, shadowCoord, shadow } ) => {
96
+
97
+ const depthCompare = ( uv, compare ) => texture( depthTexture, uv ).compare( compare );
98
+
99
+ const mapSize = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
100
+ const radius = reference( 'radius', 'float', shadow ).setGroup( renderGroup );
101
+
102
+ const texelSize = vec2( 1 ).div( mapSize );
103
+ const dx0 = texelSize.x.negate().mul( radius );
104
+ const dy0 = texelSize.y.negate().mul( radius );
105
+ const dx1 = texelSize.x.mul( radius );
106
+ const dy1 = texelSize.y.mul( radius );
107
+ const dx2 = dx0.div( 2 );
108
+ const dy2 = dy0.div( 2 );
109
+ const dx3 = dx1.div( 2 );
110
+ const dy3 = dy1.div( 2 );
111
+
112
+ return add(
113
+ depthCompare( shadowCoord.xy.add( vec2( dx0, dy0 ) ), shadowCoord.z ),
114
+ depthCompare( shadowCoord.xy.add( vec2( 0, dy0 ) ), shadowCoord.z ),
115
+ depthCompare( shadowCoord.xy.add( vec2( dx1, dy0 ) ), shadowCoord.z ),
116
+ depthCompare( shadowCoord.xy.add( vec2( dx2, dy2 ) ), shadowCoord.z ),
117
+ depthCompare( shadowCoord.xy.add( vec2( 0, dy2 ) ), shadowCoord.z ),
118
+ depthCompare( shadowCoord.xy.add( vec2( dx3, dy2 ) ), shadowCoord.z ),
119
+ depthCompare( shadowCoord.xy.add( vec2( dx0, 0 ) ), shadowCoord.z ),
120
+ depthCompare( shadowCoord.xy.add( vec2( dx2, 0 ) ), shadowCoord.z ),
121
+ depthCompare( shadowCoord.xy, shadowCoord.z ),
122
+ depthCompare( shadowCoord.xy.add( vec2( dx3, 0 ) ), shadowCoord.z ),
123
+ depthCompare( shadowCoord.xy.add( vec2( dx1, 0 ) ), shadowCoord.z ),
124
+ depthCompare( shadowCoord.xy.add( vec2( dx2, dy3 ) ), shadowCoord.z ),
125
+ depthCompare( shadowCoord.xy.add( vec2( 0, dy3 ) ), shadowCoord.z ),
126
+ depthCompare( shadowCoord.xy.add( vec2( dx3, dy3 ) ), shadowCoord.z ),
127
+ depthCompare( shadowCoord.xy.add( vec2( dx0, dy1 ) ), shadowCoord.z ),
128
+ depthCompare( shadowCoord.xy.add( vec2( 0, dy1 ) ), shadowCoord.z ),
129
+ depthCompare( shadowCoord.xy.add( vec2( dx1, dy1 ) ), shadowCoord.z )
130
+ ).mul( 1 / 17 );
131
+
132
+ } );
133
+
134
+ /**
135
+ * A shadow filtering function performing PCF soft filtering.
136
+ *
137
+ * @method
138
+ * @param {Object} inputs - The input parameter object.
139
+ * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
140
+ * @param {Node<vec3>} inputs.shadowCoord - The shadow coordinates.
141
+ * @param {LightShadow} inputs.shadow - The light shadow.
142
+ * @return {Node<float>} The filtering result.
143
+ */
144
+ export const PCFSoftShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, shadowCoord, shadow } ) => {
145
+
146
+ const depthCompare = ( uv, compare ) => texture( depthTexture, uv ).compare( compare );
147
+
148
+ const mapSize = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
149
+
150
+ const texelSize = vec2( 1 ).div( mapSize );
151
+ const dx = texelSize.x;
152
+ const dy = texelSize.y;
153
+
154
+ const uv = shadowCoord.xy;
155
+ const f = fract( uv.mul( mapSize ).add( 0.5 ) );
156
+ uv.subAssign( f.mul( texelSize ) );
157
+
158
+ return add(
159
+ depthCompare( uv, shadowCoord.z ),
160
+ depthCompare( uv.add( vec2( dx, 0 ) ), shadowCoord.z ),
161
+ depthCompare( uv.add( vec2( 0, dy ) ), shadowCoord.z ),
162
+ depthCompare( uv.add( texelSize ), shadowCoord.z ),
163
+ mix(
164
+ depthCompare( uv.add( vec2( dx.negate(), 0 ) ), shadowCoord.z ),
165
+ depthCompare( uv.add( vec2( dx.mul( 2 ), 0 ) ), shadowCoord.z ),
166
+ f.x
167
+ ),
168
+ mix(
169
+ depthCompare( uv.add( vec2( dx.negate(), dy ) ), shadowCoord.z ),
170
+ depthCompare( uv.add( vec2( dx.mul( 2 ), dy ) ), shadowCoord.z ),
171
+ f.x
172
+ ),
173
+ mix(
174
+ depthCompare( uv.add( vec2( 0, dy.negate() ) ), shadowCoord.z ),
175
+ depthCompare( uv.add( vec2( 0, dy.mul( 2 ) ) ), shadowCoord.z ),
176
+ f.y
177
+ ),
178
+ mix(
179
+ depthCompare( uv.add( vec2( dx, dy.negate() ) ), shadowCoord.z ),
180
+ depthCompare( uv.add( vec2( dx, dy.mul( 2 ) ) ), shadowCoord.z ),
181
+ f.y
182
+ ),
183
+ mix(
184
+ mix(
185
+ depthCompare( uv.add( vec2( dx.negate(), dy.negate() ) ), shadowCoord.z ),
186
+ depthCompare( uv.add( vec2( dx.mul( 2 ), dy.negate() ) ), shadowCoord.z ),
187
+ f.x
188
+ ),
189
+ mix(
190
+ depthCompare( uv.add( vec2( dx.negate(), dy.mul( 2 ) ) ), shadowCoord.z ),
191
+ depthCompare( uv.add( vec2( dx.mul( 2 ), dy.mul( 2 ) ) ), shadowCoord.z ),
192
+ f.x
193
+ ),
194
+ f.y
195
+ )
196
+ ).mul( 1 / 9 );
197
+
198
+ } );
199
+
200
+ /**
201
+ * A shadow filtering function performing VSM filtering.
202
+ *
203
+ * @method
204
+ * @param {Object} inputs - The input parameter object.
205
+ * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
206
+ * @param {Node<vec3>} inputs.shadowCoord - The shadow coordinates.
207
+ * @return {Node<float>} The filtering result.
208
+ */
209
+ export const VSMShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, shadowCoord } ) => {
210
+
211
+ const occlusion = float( 1 ).toVar();
212
+
213
+ const distribution = texture( depthTexture ).sample( shadowCoord.xy ).rg;
214
+
215
+ const hardShadow = step( shadowCoord.z, distribution.x );
216
+
217
+ If( hardShadow.notEqual( float( 1.0 ) ), () => {
218
+
219
+ const distance = shadowCoord.z.sub( distribution.x );
220
+ const variance = max( 0, distribution.y.mul( distribution.y ) );
221
+ let softnessProbability = variance.div( variance.add( distance.mul( distance ) ) ); // Chebeyshevs inequality
222
+ softnessProbability = clamp( sub( softnessProbability, 0.3 ).div( 0.95 - 0.3 ) );
223
+ occlusion.assign( clamp( max( hardShadow, softnessProbability ) ) );
224
+
225
+ } );
226
+
227
+ return occlusion;
228
+
229
+ } );
230
+
231
+ /**
232
+ * Represents the shader code for the first VSM render pass.
233
+ *
234
+ * @method
235
+ * @param {Object} inputs - The input parameter object.
236
+ * @param {Node<float>} inputs.samples - The number of samples
237
+ * @param {Node<float>} inputs.radius - The radius.
238
+ * @param {Node<float>} inputs.size - The size.
239
+ * @param {TextureNode} inputs.shadowPass - A reference to the render target's depth data.
240
+ * @return {Node<vec2>} The VSM output.
241
+ */
242
+ const VSMPassVertical = /*@__PURE__*/ Fn( ( { samples, radius, size, shadowPass } ) => {
243
+
244
+ const mean = float( 0 ).toVar();
245
+ const squaredMean = float( 0 ).toVar();
246
+
247
+ const uvStride = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( 2 ).div( samples.sub( 1 ) ) );
248
+ const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( - 1 ) );
249
+
250
+ Loop( { start: int( 0 ), end: int( samples ), type: 'int', condition: '<' }, ( { i } ) => {
251
+
252
+ const uvOffset = uvStart.add( float( i ).mul( uvStride ) );
253
+
254
+ const depth = shadowPass.sample( add( screenCoordinate.xy, vec2( 0, uvOffset ).mul( radius ) ).div( size ) ).x;
255
+ mean.addAssign( depth );
256
+ squaredMean.addAssign( depth.mul( depth ) );
257
+
258
+ } );
259
+
260
+ mean.divAssign( samples );
261
+ squaredMean.divAssign( samples );
262
+
263
+ const std_dev = sqrt( squaredMean.sub( mean.mul( mean ) ) );
264
+ return vec2( mean, std_dev );
265
+
266
+ } );
267
+
268
+ /**
269
+ * Represents the shader code for the second VSM render pass.
270
+ *
271
+ * @method
272
+ * @param {Object} inputs - The input parameter object.
273
+ * @param {Node<float>} inputs.samples - The number of samples
274
+ * @param {Node<float>} inputs.radius - The radius.
275
+ * @param {Node<float>} inputs.size - The size.
276
+ * @param {TextureNode} inputs.shadowPass - The result of the first VSM render pass.
277
+ * @return {Node<vec2>} The VSM output.
278
+ */
279
+ const VSMPassHorizontal = /*@__PURE__*/ Fn( ( { samples, radius, size, shadowPass } ) => {
280
+
281
+ const mean = float( 0 ).toVar();
282
+ const squaredMean = float( 0 ).toVar();
283
+
284
+ const uvStride = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( 2 ).div( samples.sub( 1 ) ) );
285
+ const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( - 1 ) );
286
+
287
+ Loop( { start: int( 0 ), end: int( samples ), type: 'int', condition: '<' }, ( { i } ) => {
288
+
289
+ const uvOffset = uvStart.add( float( i ).mul( uvStride ) );
290
+
291
+ const distribution = shadowPass.sample( add( screenCoordinate.xy, vec2( uvOffset, 0 ).mul( radius ) ).div( size ) );
292
+ mean.addAssign( distribution.x );
293
+ squaredMean.addAssign( add( distribution.y.mul( distribution.y ), distribution.x.mul( distribution.x ) ) );
294
+
295
+ } );
296
+
297
+ mean.divAssign( samples );
298
+ squaredMean.divAssign( samples );
299
+
300
+ const std_dev = sqrt( squaredMean.sub( mean.mul( mean ) ) );
301
+ return vec2( mean, std_dev );
302
+
303
+ } );
304
+
305
+ const _shadowFilterLib = [ BasicShadowFilter, PCFShadowFilter, PCFSoftShadowFilter, VSMShadowFilter ];
306
+
307
+ //
308
+
309
+ let _rendererState;
310
+ const _quadMesh = /*@__PURE__*/ new QuadMesh();
311
+
312
+ /**
313
+ * Represents the default shadow implementation for lighting nodes.
314
+ *
315
+ * @augments ShadowBaseNode
316
+ */
317
+ class ShadowNode extends ShadowBaseNode {
318
+
319
+ static get type() {
320
+
321
+ return 'ShadowNode';
322
+
323
+ }
324
+
325
+ /**
326
+ * Constructs a new shadow node.
327
+ *
328
+ * @param {Light} light - The shadow casting light.
329
+ * @param {?LightShadow} [shadow=null] - An optional light shadow.
330
+ */
331
+ constructor( light, shadow = null ) {
332
+
333
+ super( light );
334
+
335
+ /**
336
+ * The light shadow which defines the properties light's
337
+ * shadow.
338
+ *
339
+ * @type {?LightShadow}
340
+ * @default null
341
+ */
342
+ this.shadow = shadow || light.shadow;
343
+
344
+ /**
345
+ * A reference to the shadow map which is a render target.
346
+ *
347
+ * @type {?RenderTarget}
348
+ * @default null
349
+ */
350
+ this.shadowMap = null;
351
+
352
+ /**
353
+ * Only relevant for VSM shadows. Render target for the
354
+ * first VSM render pass.
355
+ *
356
+ * @type {?RenderTarget}
357
+ * @default null
358
+ */
359
+ this.vsmShadowMapVertical = null;
360
+
361
+ /**
362
+ * Only relevant for VSM shadows. Render target for the
363
+ * second VSM render pass.
364
+ *
365
+ * @type {?RenderTarget}
366
+ * @default null
367
+ */
368
+ this.vsmShadowMapHorizontal = null;
369
+
370
+ /**
371
+ * Only relevant for VSM shadows. Node material which
372
+ * is used to render the first VSM pass.
373
+ *
374
+ * @type {?NodeMaterial}
375
+ * @default null
376
+ */
377
+ this.vsmMaterialVertical = null;
378
+
379
+ /**
380
+ * Only relevant for VSM shadows. Node material which
381
+ * is used to render the second VSM pass.
382
+ *
383
+ * @type {?NodeMaterial}
384
+ * @default null
385
+ */
386
+ this.vsmMaterialHorizontal = null;
387
+
388
+ /**
389
+ * A reference to the output node which defines the
390
+ * final result of this shadow node.
391
+ *
392
+ * @type {?Node}
393
+ * @private
394
+ * @default null
395
+ */
396
+ this._node = null;
397
+
398
+ this._cameraFrameId = new WeakMap();
399
+
400
+ /**
401
+ * This flag can be used for type testing.
402
+ *
403
+ * @type {boolean}
404
+ * @readonly
405
+ * @default true
406
+ */
407
+ this.isShadowNode = true;
408
+
409
+ }
410
+
411
+ /**
412
+ * Setups the shadow filtering.
413
+ *
414
+ * @param {NodeBuilder} builder - A reference to the current node builder.
415
+ * @param {Object} inputs - A configuration object that defines the shadow filtering.
416
+ * @param {Function} inputs.filterFn - This function defines the filtering type of the shadow map e.g. PCF.
417
+ * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
418
+ * @param {Node<vec3>} inputs.shadowCoord - Shadow coordinates which are used to sample from the shadow map.
419
+ * @param {LightShadow} inputs.shadow - The light shadow.
420
+ * @return {Node<float>} The result node of the shadow filtering.
421
+ */
422
+ setupShadowFilter( builder, { filterFn, depthTexture, shadowCoord, shadow } ) {
423
+
424
+ const frustumTest = shadowCoord.x.greaterThanEqual( 0 )
425
+ .and( shadowCoord.x.lessThanEqual( 1 ) )
426
+ .and( shadowCoord.y.greaterThanEqual( 0 ) )
427
+ .and( shadowCoord.y.lessThanEqual( 1 ) )
428
+ .and( shadowCoord.z.lessThanEqual( 1 ) );
429
+
430
+ const shadowNode = filterFn( { depthTexture, shadowCoord, shadow } );
431
+
432
+ return frustumTest.select( shadowNode, float( 1 ) );
433
+
434
+ }
435
+
436
+ /**
437
+ * Setups the shadow coordinates.
438
+ *
439
+ * @param {NodeBuilder} builder - A reference to the current node builder.
440
+ * @param {Node<vec3>} shadowPosition - A node representing the shadow position.
441
+ * @return {Node<vec3>} The shadow coordinates.
442
+ */
443
+ setupShadowCoord( builder, shadowPosition ) {
444
+
445
+ const { shadow } = this;
446
+ const { renderer } = builder;
447
+
448
+ const bias = reference( 'bias', 'float', shadow ).setGroup( renderGroup );
449
+
450
+ let shadowCoord = shadowPosition;
451
+ let coordZ;
452
+
453
+ if ( shadow.camera.isOrthographicCamera || renderer.logarithmicDepthBuffer !== true ) {
454
+
455
+ shadowCoord = shadowCoord.xyz.div( shadowCoord.w );
456
+
457
+ coordZ = shadowCoord.z;
458
+
459
+ if ( renderer.coordinateSystem === WebGPUCoordinateSystem ) {
460
+
461
+ coordZ = coordZ.mul( 2 ).sub( 1 ); // WebGPU: Conversion [ 0, 1 ] to [ - 1, 1 ]
462
+
463
+ }
464
+
465
+ } else {
466
+
467
+ const w = shadowCoord.w;
468
+ shadowCoord = shadowCoord.xy.div( w ); // <-- Only divide X/Y coords since we don't need Z
469
+
470
+ // The normally available "cameraNear" and "cameraFar" nodes cannot be used here because they do not get
471
+ // updated to use the shadow camera. So, we have to declare our own "local" ones here.
472
+ // TODO: How do we get the cameraNear/cameraFar nodes to use the shadow camera so we don't have to declare local ones here?
473
+ const cameraNearLocal = reference( 'near', 'float', shadow.camera ).setGroup( renderGroup );
474
+ const cameraFarLocal = reference( 'far', 'float', shadow.camera ).setGroup( renderGroup );
475
+
476
+ coordZ = viewZToLogarithmicDepth( w.negate(), cameraNearLocal, cameraFarLocal );
477
+
478
+ }
479
+
480
+ shadowCoord = vec3(
481
+ shadowCoord.x,
482
+ shadowCoord.y.oneMinus(), // follow webgpu standards
483
+ coordZ.add( bias )
484
+ );
485
+
486
+ return shadowCoord;
487
+
488
+ }
489
+
490
+ /**
491
+ * Returns the shadow filtering function for the given shadow type.
492
+ *
493
+ * @param {number} type - The shadow type.
494
+ * @return {Function} The filtering function.
495
+ */
496
+ getShadowFilterFn( type ) {
497
+
498
+ return _shadowFilterLib[ type ];
499
+
500
+ }
501
+
502
+ /**
503
+ * Setups the shadow output node.
504
+ *
505
+ * @param {NodeBuilder} builder - A reference to the current node builder.
506
+ * @return {Node<vec3>} The shadow output node.
507
+ */
508
+ setupShadow( builder ) {
509
+
510
+ const { renderer } = builder;
511
+
512
+ const { light, shadow } = this;
513
+
514
+ const shadowMapType = renderer.shadowMap.type;
515
+
516
+ const depthTexture = new DepthTexture( shadow.mapSize.width, shadow.mapSize.height );
517
+ depthTexture.compareFunction = LessCompare;
518
+
519
+ const shadowMap = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height );
520
+ shadowMap.depthTexture = depthTexture;
521
+
522
+ shadow.camera.updateProjectionMatrix();
523
+
524
+ // VSM
525
+
526
+ if ( shadowMapType === VSMShadowMap ) {
527
+
528
+ depthTexture.compareFunction = null; // VSM does not use textureSampleCompare()/texture2DCompare()
529
+
530
+ this.vsmShadowMapVertical = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType } );
531
+ this.vsmShadowMapHorizontal = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType } );
532
+
533
+ const shadowPassVertical = texture( depthTexture );
534
+ const shadowPassHorizontal = texture( this.vsmShadowMapVertical.texture );
535
+
536
+ const samples = reference( 'blurSamples', 'float', shadow ).setGroup( renderGroup );
537
+ const radius = reference( 'radius', 'float', shadow ).setGroup( renderGroup );
538
+ const size = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
539
+
540
+ let material = this.vsmMaterialVertical || ( this.vsmMaterialVertical = new NodeMaterial() );
541
+ material.fragmentNode = VSMPassVertical( { samples, radius, size, shadowPass: shadowPassVertical } ).context( builder.getSharedContext() );
542
+ material.name = 'VSMVertical';
543
+
544
+ material = this.vsmMaterialHorizontal || ( this.vsmMaterialHorizontal = new NodeMaterial() );
545
+ material.fragmentNode = VSMPassHorizontal( { samples, radius, size, shadowPass: shadowPassHorizontal } ).context( builder.getSharedContext() );
546
+ material.name = 'VSMHorizontal';
547
+
548
+ }
549
+
550
+ //
551
+
552
+ const shadowIntensity = reference( 'intensity', 'float', shadow ).setGroup( renderGroup );
553
+ const normalBias = reference( 'normalBias', 'float', shadow ).setGroup( renderGroup );
554
+
555
+ const shadowPosition = lightShadowMatrix( light ).mul( shadowPositionWorld.add( transformedNormalWorld.mul( normalBias ) ) );
556
+ const shadowCoord = this.setupShadowCoord( builder, shadowPosition );
557
+
558
+ //
559
+
560
+ const filterFn = shadow.filterNode || this.getShadowFilterFn( renderer.shadowMap.type ) || null;
561
+
562
+ if ( filterFn === null ) {
563
+
564
+ throw new Error( 'THREE.WebGPURenderer: Shadow map type not supported yet.' );
565
+
566
+ }
567
+
568
+ const shadowDepthTexture = ( shadowMapType === VSMShadowMap ) ? this.vsmShadowMapHorizontal.texture : depthTexture;
569
+
570
+ const shadowNode = this.setupShadowFilter( builder, { filterFn, shadowTexture: shadowMap.texture, depthTexture: shadowDepthTexture, shadowCoord, shadow } );
571
+
572
+ const shadowColor = texture( shadowMap.texture, shadowCoord );
573
+ const shadowOutput = mix( 1, shadowNode.rgb.mix( shadowColor, 1 ), shadowIntensity.mul( shadowColor.a ) ).toVar();
574
+
575
+ this.shadowMap = shadowMap;
576
+ this.shadow.map = shadowMap;
577
+
578
+ return shadowOutput;
579
+
580
+ }
581
+
582
+ /**
583
+ * The implementation performs the setup of the output node. An output is only
584
+ * produces if shadow mapping is globally enabled in the renderer.
585
+ *
586
+ * @param {NodeBuilder} builder - A reference to the current node builder.
587
+ * @return {ShaderCallNodeInternal} The output node.
588
+ */
589
+ setup( builder ) {
590
+
591
+ if ( builder.renderer.shadowMap.enabled === false ) return;
592
+
593
+ return Fn( () => {
594
+
595
+ let node = this._node;
596
+
597
+ this.setupShadowPosition( builder );
598
+
599
+ if ( node === null ) {
600
+
601
+ this._node = node = this.setupShadow( builder );
602
+
603
+ }
604
+
605
+ if ( builder.material.shadowNode ) { // @deprecated, r171
606
+
607
+ console.warn( 'THREE.NodeMaterial: ".shadowNode" is deprecated. Use ".castShadowNode" instead.' );
608
+
609
+ }
610
+
611
+ if ( builder.material.receivedShadowNode ) {
612
+
613
+ node = builder.material.receivedShadowNode( node );
614
+
615
+ }
616
+
617
+ return node;
618
+
619
+ } )();
620
+
621
+ }
622
+
623
+ /**
624
+ * Renders the shadow. The logic of this function could be included
625
+ * into {@link ShadowNode#updateShadow} however more specialized shadow
626
+ * nodes might require a custom shadow map rendering. By having a
627
+ * dedicated method, it's easier to overwrite the default behavior.
628
+ *
629
+ * @param {NodeFrame} frame - A reference to the current node frame.
630
+ */
631
+ renderShadow( frame ) {
632
+
633
+ const { shadow, shadowMap, light } = this;
634
+ const { renderer, scene } = frame;
635
+
636
+ shadow.updateMatrices( light );
637
+
638
+ shadowMap.setSize( shadow.mapSize.width, shadow.mapSize.height );
639
+
640
+ renderer.render( scene, shadow.camera );
641
+
642
+ }
643
+
644
+ /**
645
+ * Updates the shadow.
646
+ *
647
+ * @param {NodeFrame} frame - A reference to the current node frame.
648
+ */
649
+ updateShadow( frame ) {
650
+
651
+ const { shadowMap, light, shadow } = this;
652
+ const { renderer, scene, camera } = frame;
653
+
654
+ const shadowType = renderer.shadowMap.type;
655
+
656
+ const depthVersion = shadowMap.depthTexture.version;
657
+ this._depthVersionCached = depthVersion;
658
+
659
+ shadow.camera.layers.mask = camera.layers.mask;
660
+
661
+ const currentRenderObjectFunction = renderer.getRenderObjectFunction();
662
+
663
+ const currentMRT = renderer.getMRT();
664
+ const useVelocity = currentMRT ? currentMRT.has( 'velocity' ) : false;
665
+
666
+ _rendererState = resetRendererAndSceneState( renderer, scene, _rendererState );
667
+
668
+ scene.overrideMaterial = getShadowMaterial( light );
669
+
670
+ renderer.setRenderObjectFunction( ( object, scene, _camera, geometry, material, group, ...params ) => {
671
+
672
+ if ( object.castShadow === true || ( object.receiveShadow && shadowType === VSMShadowMap ) ) {
673
+
674
+ if ( useVelocity ) {
675
+
676
+ getDataFromObject( object ).useVelocity = true;
677
+
678
+ }
679
+
680
+ object.onBeforeShadow( renderer, object, camera, shadow.camera, geometry, scene.overrideMaterial, group );
681
+
682
+ renderer.renderObject( object, scene, _camera, geometry, material, group, ...params );
683
+
684
+ object.onAfterShadow( renderer, object, camera, shadow.camera, geometry, scene.overrideMaterial, group );
685
+
686
+ }
687
+
688
+ } );
689
+
690
+ renderer.setRenderTarget( shadowMap );
691
+
692
+ this.renderShadow( frame );
693
+
694
+ renderer.setRenderObjectFunction( currentRenderObjectFunction );
695
+
696
+ // vsm blur pass
697
+
698
+ if ( light.isPointLight !== true && shadowType === VSMShadowMap ) {
699
+
700
+ this.vsmPass( renderer );
701
+
702
+ }
703
+
704
+ restoreRendererAndSceneState( renderer, scene, _rendererState );
705
+
706
+ }
707
+
708
+ /**
709
+ * For VSM additional render passes are required.
710
+ *
711
+ * @param {Renderer} renderer - A reference to the current renderer.
712
+ */
713
+ vsmPass( renderer ) {
714
+
715
+ const { shadow } = this;
716
+
717
+ this.vsmShadowMapVertical.setSize( shadow.mapSize.width, shadow.mapSize.height );
718
+ this.vsmShadowMapHorizontal.setSize( shadow.mapSize.width, shadow.mapSize.height );
719
+
720
+ renderer.setRenderTarget( this.vsmShadowMapVertical );
721
+ _quadMesh.material = this.vsmMaterialVertical;
722
+ _quadMesh.render( renderer );
723
+
724
+ renderer.setRenderTarget( this.vsmShadowMapHorizontal );
725
+ _quadMesh.material = this.vsmMaterialHorizontal;
726
+ _quadMesh.render( renderer );
727
+
728
+ }
729
+
730
+ /**
731
+ * Frees the internal resources of this shadow node.
732
+ */
733
+ dispose() {
734
+
735
+ this.shadowMap.dispose();
736
+ this.shadowMap = null;
737
+
738
+ if ( this.vsmShadowMapVertical !== null ) {
739
+
740
+ this.vsmShadowMapVertical.dispose();
741
+ this.vsmShadowMapVertical = null;
742
+
743
+ this.vsmMaterialVertical.dispose();
744
+ this.vsmMaterialVertical = null;
745
+
746
+ }
747
+
748
+ if ( this.vsmShadowMapHorizontal !== null ) {
749
+
750
+ this.vsmShadowMapHorizontal.dispose();
751
+ this.vsmShadowMapHorizontal = null;
752
+
753
+ this.vsmMaterialHorizontal.dispose();
754
+ this.vsmMaterialHorizontal = null;
755
+
756
+ }
757
+
758
+ super.dispose();
759
+
760
+ }
761
+
762
+ /**
763
+ * The implementation performs the update of the shadow map if necessary.
764
+ *
765
+ * @param {NodeFrame} frame - A reference to the current node frame.
766
+ */
767
+ updateBefore( frame ) {
768
+
769
+ const { shadow } = this;
770
+
771
+ let needsUpdate = shadow.needsUpdate || shadow.autoUpdate;
772
+
773
+ if ( needsUpdate ) {
774
+
775
+ if ( this._cameraFrameId[ frame.camera ] === frame.frameId ) {
776
+
777
+ needsUpdate = false;
778
+
779
+ }
780
+
781
+ this._cameraFrameId[ frame.camera ] = frame.frameId;
782
+
783
+ }
784
+
785
+ if ( needsUpdate ) {
786
+
787
+ this.updateShadow( frame );
788
+
789
+ if ( this.shadowMap.depthTexture.version === this._depthVersionCached ) {
790
+
791
+ shadow.needsUpdate = false;
792
+
793
+ }
794
+
795
+ }
796
+
797
+ }
798
+
799
+ }
800
+
801
+ export default ShadowNode;
802
+
803
+ /**
804
+ * TSL function for creating an instance of `ShadowNode`.
805
+ *
806
+ * @tsl
807
+ * @function
808
+ * @param {Light} light - The shadow casting light.
809
+ * @param {LightShadow} shadow - The light shadow.
810
+ * @return {ShadowNode} The created shadow node.
811
+ */
812
+ export const shadow = ( light, shadow ) => nodeObject( new ShadowNode( light, shadow ) );