@react-three/drei 9.48.6 → 9.50.0
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/README.md +49 -17
- package/core/Image.d.ts +2 -2
- package/core/Instances.d.ts +1 -1
- package/core/Lightformer.d.ts +1 -1
- package/core/Line.d.ts +1 -1
- package/core/Points.d.ts +2 -2
- package/core/RenderTexture.d.ts +1 -1
- package/core/Shadow.d.ts +1 -1
- package/core/SpotLight.d.ts +1 -1
- package/core/Text.d.ts +1 -1
- package/core/Text3D.d.ts +1 -1
- package/core/index.cjs.js +1 -1
- package/core/index.js +1 -1
- package/core/softShadows.cjs.js +1 -1
- package/core/softShadows.d.ts +3 -2
- package/core/softShadows.js +100 -33
- package/index.cjs.js +1 -1
- package/index.js +1 -1
- package/native/index.cjs.js +1 -1
- package/native/index.js +1 -1
- package/package.json +1 -1
- package/web/Html.cjs.js +1 -1
- package/web/Html.d.ts +6 -2
- package/web/Html.js +139 -9
- package/web/index.cjs.js +1 -1
- package/web/index.js +1 -1
package/core/softShadows.js
CHANGED
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@@ -1,10 +1,14 @@
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+
import * as React from 'react';
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import * as THREE from 'three';
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import { useThree } from '@react-three/fiber';
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// From: https://github.com/mrdoob/three.js/blob/dev/examples/webgl_shadowmap_pcss.html
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const pcss = ({
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frustum = 3.75,
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size = 0.005,
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near = 9.5,
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-
samples =
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samples = 10,
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rings = 11
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} = {}) => `#define LIGHT_WORLD_SIZE ${size}
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#define LIGHT_FRUSTUM_WIDTH ${frustum}
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@@ -14,70 +18,95 @@ const pcss = ({
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#define NUM_SAMPLES ${samples}
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#define NUM_RINGS ${rings}
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#define BLOCKER_SEARCH_NUM_SAMPLES NUM_SAMPLES
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-
#define PCF_NUM_SAMPLES NUM_SAMPLES
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vec2 poissonDisk[NUM_SAMPLES];
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void initPoissonSamples(const in vec2 randomSeed) {
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float ANGLE_STEP = PI2 * float(NUM_RINGS) / float(NUM_SAMPLES);
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float INV_NUM_SAMPLES = 1.0 / float(NUM_SAMPLES);
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void initPoissonSamples( const in vec2 randomSeed ) {
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float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );
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float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );
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// jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/
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float angle = rand( randomSeed ) * PI2;
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float radius = INV_NUM_SAMPLES;
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float radiusStep = radius;
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-
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-
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#pragma unroll_loop_start
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for( int i = 0; i < ${samples}; i ++ ) {
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poissonDisk[i] = vec2( cos( angle ), sin( angle ) ) * pow( radius, 0.75 );
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radius += radiusStep;
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angle += ANGLE_STEP;
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}
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#pragma unroll_loop_end
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}
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float penumbraSize(const in float zReceiver, const in float zBlocker) { // Parallel plane estimation
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float penumbraSize( const in float zReceiver, const in float zBlocker ) { // Parallel plane estimation
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return (zReceiver - zBlocker) / zBlocker;
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}
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float findBlocker(sampler2D shadowMap, const in vec2 uv, const in float zReceiver) {
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float findBlocker( sampler2D shadowMap, const in vec2 uv, const in float zReceiver ) {
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// This uses similar triangles to compute what
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// area of the shadow map we should search
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float searchRadius = LIGHT_SIZE_UV * ( zReceiver - NEAR_PLANE ) / zReceiver;
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float blockerDepthSum = 0.0;
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float shadowMapDepth = 0.0;
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int numBlockers = 0;
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#pragma unroll_loop_start
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for( int i = 0; i < ${samples}; i++ ) {
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shadowMapDepth = unpackRGBAToDepth(texture2D(shadowMap, uv + poissonDisk[i] * searchRadius));
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if ( shadowMapDepth < zReceiver ) {
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blockerDepthSum += shadowMapDepth;
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numBlockers++;
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numBlockers ++;
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}
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}
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#pragma unroll_loop_end
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if( numBlockers == 0 ) return -1.0;
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return blockerDepthSum / float( numBlockers );
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}
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float PCF_Filter(sampler2D shadowMap, vec2 uv, float zReceiver, float filterRadius) {
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float PCF_Filter(sampler2D shadowMap, vec2 uv, float zReceiver, float filterRadius ) {
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float sum = 0.0;
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float depth;
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#pragma unroll_loop_start
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for( int i = 0; i < ${samples}; i ++ ) {
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depth = unpackRGBAToDepth( texture2D( shadowMap, uv + poissonDisk[ i ] * filterRadius ) );
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if( zReceiver <= depth ) sum += 1.0;
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}
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#pragma unroll_loop_end
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#pragma unroll_loop_start
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for( int i = 0; i < ${samples}; i ++ ) {
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depth = unpackRGBAToDepth( texture2D( shadowMap, uv + -poissonDisk[ i ].yx * filterRadius ) );
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if( zReceiver <= depth ) sum += 1.0;
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}
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-
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#pragma unroll_loop_end
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return sum / ( 2.0 * float( ${samples} ) );
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}
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float PCSS(sampler2D shadowMap, vec4 coords) {
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float PCSS ( sampler2D shadowMap, vec4 coords ) {
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vec2 uv = coords.xy;
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float zReceiver = coords.z; // Assumed to be eye-space z in this code
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float
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initPoissonSamples( uv );
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// STEP 1: blocker search
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float avgBlockerDepth = findBlocker( shadowMap, uv, zReceiver );
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//There are no occluders so early out (this saves filtering)
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if( avgBlockerDepth == -1.0 ) return 1.0;
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// STEP 2: penumbra size
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float penumbraRatio = penumbraSize( zReceiver, avgBlockerDepth );
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float filterRadius = penumbraRatio * LIGHT_SIZE_UV * NEAR_PLANE / zReceiver;
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// STEP 3: filtering
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//return avgBlockerDepth;
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return PCF_Filter( shadowMap, uv, zReceiver, filterRadius );
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}`;
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let deployed = false;
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const softShadows = props => {
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// Avoid adding the effect twice, which may happen in HMR scenarios
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if (!deployed) {
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console.warn('drei/softShadows() is deprecated, use <SoftShadows> instead');
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deployed = true;
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let shader = THREE.ShaderChunk.shadowmap_pars_fragment;
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shader = shader.replace('#ifdef USE_SHADOWMAP', '#ifdef USE_SHADOWMAP\n' + pcss({ ...props
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@@ -87,4 +116,42 @@ const softShadows = props => {
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}
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};
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function reset(gl, scene, camera) {
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scene.traverse(object => {
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if (object.material) gl.properties.remove(object.material);
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});
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gl.info.programs.length = 0;
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gl.compile(scene, camera);
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}
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function SoftShadows({
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frustum = 3.75,
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size = 0.005,
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near = 9.5,
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samples = 10,
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rings = 11
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}) {
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const gl = useThree(state => state.gl);
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const scene = useThree(state => state.scene);
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const camera = useThree(state => state.camera);
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React.useEffect(() => {
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const original = THREE.ShaderChunk.shadowmap_pars_fragment;
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let shader = THREE.ShaderChunk.shadowmap_pars_fragment;
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shader = shader.replace('#ifdef USE_SHADOWMAP', '#ifdef USE_SHADOWMAP\n' + pcss({
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frustum,
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size,
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near,
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samples,
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rings
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}));
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shader = shader.replace('#if defined( SHADOWMAP_TYPE_PCF )', '\nreturn PCSS(shadowMap, shadowCoord);\n#if defined( SHADOWMAP_TYPE_PCF )');
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THREE.ShaderChunk.shadowmap_pars_fragment = shader;
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reset(gl, scene, camera);
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return () => {
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THREE.ShaderChunk.shadowmap_pars_fragment = original;
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reset(gl, scene, camera);
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};
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}, [frustum, size, near, samples, rings]);
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}
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export { SoftShadows, softShadows };
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