@react-three/drei 9.56.28 → 9.57.0

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 CHANGED
@@ -415,7 +415,7 @@ Scroll controls create a HTML scroll container in front of the canvas. Everythin
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  You can listen and react to scroll with the `useScroll` hook which gives you useful data like the current scroll `offset`, `delta` and functions for range finding: `range`, `curve` and `visible`. The latter functions are especially useful if you want to react to the scroll offset, for instance if you wanted to fade things in and out if they are in or out of view.
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  ```jsx
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- <ScrollControls pages={3} damping={0.1}>
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+ ;<ScrollControls pages={3} damping={0.1}>
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  {/* Canvas contents in here will *not* scroll, but receive useScroll! */}
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  <SomeModel />
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  <Scroll>
@@ -1653,13 +1653,25 @@ Antialiased round dots. It takes the same props as regular [THREE.PointsMaterial
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  #### SoftShadows
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  <p>
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+ <a href="https://codesandbox.io/s/ykfpwf"><img width="20%" src="https://codesandbox.io/api/v1/sandboxes/ykfpwf/screenshot.png" alt="Demo"/></a>
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  <a href="https://codesandbox.io/s/dh2jc"><img width="20%" src="https://codesandbox.io/api/v1/sandboxes/dh2jc/screenshot.png" alt="Demo"/></a>
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  </p>
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- Injects [percent closer soft shadows (pcss)](https://threejs.org/examples/#webgl_shadowmap_pcss) into threes shader chunk. Mounting and unmounting this component will lead to all shaders being be re-compiled, although it will only cause overhead if SoftShadows is mounted after the scene has already rendered, if it mounts with everything else in your scene shaders will compile naturally.
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+ ```tsx
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+ type SoftShadowsProps = {
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+ /** Size of the light source (the larger the softer the light), default: 25 */
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+ size?: number
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+ /** Number of samples (more samples less noise but more expensive), default: 10 */
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+ samples?: number
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+ /** Depth focus, use it to shift the focal point (where the shadow is the sharpest), default: 0 (the beginning) */
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+ focus?: number
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+ }
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+ ```
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+
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+ Injects percent closer soft shadows (pcss) into threes shader chunk. Mounting and unmounting this component will lead to all shaders being be re-compiled, although it will only cause overhead if SoftShadows is mounted after the scene has already rendered, if it mounts with everything else in your scene shaders will compile naturally.
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  ```jsx
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- <SoftShadows frustum={3.75} size={0.005} near={9.5} samples={17} rings={11} />
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+ <SoftShadows />
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  ```
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  #### shaderMaterial
package/core/index.cjs.js CHANGED
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("./Billboard.cjs.js"),r=require("./ScreenSpace.cjs.js"),s=require("./QuadraticBezierLine.cjs.js"),t=require("./CubicBezierLine.cjs.js"),o=require("./CatmullRomLine.cjs.js"),i=require("./Line.cjs.js"),a=require("./PositionalAudio.cjs.js"),u=require("./Text.cjs.js"),c=require("./Text3D.cjs.js"),n=require("./Effects.cjs.js"),j=require("./GradientTexture.cjs.js"),p=require("./Image.cjs.js"),x=require("./Edges.cjs.js"),l=require("./Trail.cjs.js"),d=require("./Sampler.cjs.js"),q=require("./ComputedAttribute.cjs.js"),m=require("./Clone.cjs.js"),h=require("./MarchingCubes.cjs.js"),C=require("./Decal.cjs.js"),M=require("./Svg.cjs.js"),S=require("./Gltf.cjs.js"),T=require("./AsciiRenderer.cjs.js"),f=require("./OrthographicCamera.cjs.js"),B=require("./PerspectiveCamera.cjs.js"),P=require("./CubeCamera.cjs.js"),b=require("./DeviceOrientationControls.cjs.js"),g=require("./FlyControls.cjs.js"),v=require("./MapControls.cjs.js"),A=require("./OrbitControls.cjs.js"),L=require("./TrackballControls.cjs.js"),k=require("./ArcballControls.cjs.js"),G=require("./TransformControls.cjs.js"),D=require("./PointerLockControls.cjs.js"),R=require("./FirstPersonControls.cjs.js"),E=require("./CameraControls.cjs.js"),w=require("./GizmoHelper.cjs.js"),z=require("./GizmoViewcube.cjs.js"),F=require("./GizmoViewport.cjs.js"),O=require("./Grid.cjs.js"),I=require("./useCubeTexture.cjs.js"),H=require("./useFBX.cjs.js"),V=require("./useGLTF.cjs.js"),y=require("./useKTX2.cjs.js"),Q=require("./useProgress.cjs.js"),X=require("./useTexture.cjs.js"),K=require("./useVideoTexture.cjs.js"),W=require("./Stats.cjs.js"),N=require("./useDepthBuffer.cjs.js"),U=require("./useAspect.cjs.js"),_=require("./useCamera.cjs.js"),J=require("./useDetectGPU.cjs.js"),Y=require("./useHelper.cjs.js"),Z=require("./useBVH.cjs.js"),$=require("./useContextBridge.cjs.js"),ee=require("./useAnimations.cjs.js"),re=require("./useFBO.cjs.js"),se=require("./useIntersect.cjs.js"),te=require("./useBoxProjectedEnv.cjs.js"),oe=require("./BBAnchor.cjs.js"),ie=require("./useTrailTexture.cjs.js"),ae=require("./CurveModifier.cjs.js"),ue=require("./MeshDistortMaterial.cjs.js"),ce=require("./MeshWobbleMaterial.cjs.js"),ne=require("./MeshReflectorMaterial.cjs.js"),je=require("./MeshRefractionMaterial.cjs.js"),pe=require("./MeshTransmissionMaterial.cjs.js"),xe=require("./PointMaterial.cjs.js"),le=require("./shaderMaterial.cjs.js"),de=require("./softShadows.cjs.js"),qe=require("./shapes.cjs.js"),me=require("./RoundedBox.cjs.js"),he=require("./ScreenQuad.cjs.js"),Ce=require("./Center.cjs.js"),Me=require("./Bounds.cjs.js"),Se=require("./CameraShake.cjs.js"),Te=require("./Float.cjs.js"),fe=require("./Stage.cjs.js"),Be=require("./Backdrop.cjs.js"),Pe=require("./Shadow.cjs.js"),be=require("./Caustics.cjs.js"),ge=require("./ContactShadows.cjs.js"),ve=require("./AccumulativeShadows.cjs.js"),Ae=require("./Reflector.cjs.js"),Le=require("./SpotLight.cjs.js"),ke=require("./Environment.cjs.js"),Ge=require("./Lightformer.cjs.js"),De=require("./Sky.cjs.js"),Re=require("./Stars.cjs.js"),Ee=require("./Cloud.cjs.js"),we=require("./Sparkles.cjs.js"),ze=require("./useMatcapTexture.cjs.js"),Fe=require("./useNormalTexture.cjs.js"),Oe=require("./Points.cjs.js"),Ie=require("./Instances.cjs.js"),He=require("./Segments.cjs.js"),Ve=require("./Detailed.cjs.js"),ye=require("./Preload.cjs.js"),Qe=require("./BakeShadows.cjs.js"),Xe=require("./meshBounds.cjs.js"),Ke=require("./AdaptiveDpr.cjs.js"),We=require("./AdaptiveEvents.cjs.js"),Ne=require("./PerformanceMonitor.cjs.js"),Ue=require("./RenderTexture.cjs.js"),_e=require("./Mask.cjs.js"),Je=require("./Hud.cjs.js");require("@babel/runtime/helpers/extends"),require("react"),require("@react-three/fiber"),require("react-merge-refs"),require("three"),require("three-stdlib"),require("troika-three-text"),require("suspend-react"),require("meshline"),require("lodash.pick"),require("lodash.omit"),require("camera-controls"),require("zustand"),require("stats.js"),require("../helpers/useEffectfulState.cjs.js"),require("detect-gpu"),require("three-mesh-bvh"),require("../materials/BlurPass.cjs.js"),require("../materials/ConvolutionMaterial.cjs.js"),require("../materials/MeshReflectorMaterial.cjs.js"),require("../materials/MeshRefractionMaterial.cjs.js"),require("../materials/DiscardMaterial.cjs.js"),require("../helpers/environment-assets.cjs.js"),require("../materials/SpotLightMaterial.cjs.js"),require("react-composer"),exports.Billboard=e.Billboard,exports.ScreenSpace=r.ScreenSpace,exports.QuadraticBezierLine=s.QuadraticBezierLine,exports.CubicBezierLine=t.CubicBezierLine,exports.CatmullRomLine=o.CatmullRomLine,exports.Line=i.Line,exports.PositionalAudio=a.PositionalAudio,exports.Text=u.Text,exports.Text3D=c.Text3D,exports.Effects=n.Effects,exports.isWebGL2Available=n.isWebGL2Available,exports.GradientTexture=j.GradientTexture,exports.Image=p.Image,exports.Edges=x.Edges,exports.Trail=l.Trail,exports.useTrail=l.useTrail,exports.Sampler=d.Sampler,exports.useSurfaceSampler=d.useSurfaceSampler,exports.ComputedAttribute=q.ComputedAttribute,exports.Clone=m.Clone,exports.MarchingCube=h.MarchingCube,exports.MarchingCubes=h.MarchingCubes,exports.MarchingPlane=h.MarchingPlane,exports.Decal=C.Decal,exports.Svg=M.Svg,exports.Gltf=S.Gltf,exports.AsciiRenderer=T.AsciiRenderer,exports.OrthographicCamera=f.OrthographicCamera,exports.PerspectiveCamera=B.PerspectiveCamera,exports.CubeCamera=P.CubeCamera,exports.DeviceOrientationControls=b.DeviceOrientationControls,exports.FlyControls=g.FlyControls,exports.MapControls=v.MapControls,exports.OrbitControls=A.OrbitControls,exports.TrackballControls=L.TrackballControls,exports.ArcballControls=k.ArcballControls,exports.TransformControls=G.TransformControls,exports.PointerLockControls=D.PointerLockControls,exports.FirstPersonControls=R.FirstPersonControls,exports.CameraControls=E.CameraControls,exports.GizmoHelper=w.GizmoHelper,exports.useGizmoContext=w.useGizmoContext,exports.GizmoViewcube=z.GizmoViewcube,exports.GizmoViewport=F.GizmoViewport,exports.Grid=O.Grid,exports.useCubeTexture=I.useCubeTexture,exports.useFBX=H.useFBX,exports.useGLTF=V.useGLTF,exports.useKTX2=y.useKTX2,exports.useProgress=Q.useProgress,exports.IsObject=X.IsObject,exports.useTexture=X.useTexture,exports.useVideoTexture=K.useVideoTexture,exports.Stats=W.Stats,exports.useDepthBuffer=N.useDepthBuffer,exports.useAspect=U.useAspect,exports.useCamera=_.useCamera,exports.useDetectGPU=J.useDetectGPU,exports.useHelper=Y.useHelper,exports.Bvh=Z.Bvh,exports.useBVH=Z.useBVH,exports.useContextBridge=$.useContextBridge,exports.useAnimations=ee.useAnimations,exports.useFBO=re.useFBO,exports.useIntersect=se.useIntersect,exports.useBoxProjectedEnv=te.useBoxProjectedEnv,exports.BBAnchor=oe.BBAnchor,exports.useTrailTexture=ie.useTrailTexture,exports.CurveModifier=ae.CurveModifier,exports.MeshDistortMaterial=ue.MeshDistortMaterial,exports.MeshWobbleMaterial=ce.MeshWobbleMaterial,exports.MeshReflectorMaterial=ne.MeshReflectorMaterial,exports.MeshRefractionMaterial=je.MeshRefractionMaterial,exports.MeshTransmissionMaterial=pe.MeshTransmissionMaterial,exports.PointMaterial=xe.PointMaterial,exports.PointMaterialImpl=xe.PointMaterialImpl,exports.shaderMaterial=le.shaderMaterial,exports.SoftShadows=de.SoftShadows,exports.softShadows=de.softShadows,exports.Box=qe.Box,exports.Capsule=qe.Capsule,exports.Circle=qe.Circle,exports.Cone=qe.Cone,exports.Cylinder=qe.Cylinder,exports.Dodecahedron=qe.Dodecahedron,exports.Extrude=qe.Extrude,exports.Icosahedron=qe.Icosahedron,exports.Lathe=qe.Lathe,exports.Octahedron=qe.Octahedron,exports.Plane=qe.Plane,exports.Polyhedron=qe.Polyhedron,exports.Ring=qe.Ring,exports.Sphere=qe.Sphere,exports.Tetrahedron=qe.Tetrahedron,exports.Torus=qe.Torus,exports.TorusKnot=qe.TorusKnot,exports.Tube=qe.Tube,exports.RoundedBox=me.RoundedBox,exports.ScreenQuad=he.ScreenQuad,exports.Center=Ce.Center,exports.Bounds=Me.Bounds,exports.useBounds=Me.useBounds,exports.CameraShake=Se.CameraShake,exports.Float=Te.Float,exports.Stage=fe.Stage,exports.Backdrop=Be.Backdrop,exports.Shadow=Pe.Shadow,exports.Caustics=be.Caustics,exports.ContactShadows=ge.ContactShadows,exports.AccumulativeShadows=ve.AccumulativeShadows,exports.RandomizedLight=ve.RandomizedLight,exports.accumulativeContext=ve.accumulativeContext,exports.Reflector=Ae.Reflector,exports.SpotLight=Le.SpotLight,exports.SpotLightShadow=Le.SpotLightShadow,exports.Environment=ke.Environment,exports.EnvironmentCube=ke.EnvironmentCube,exports.EnvironmentMap=ke.EnvironmentMap,exports.EnvironmentPortal=ke.EnvironmentPortal,exports.useEnvironment=ke.useEnvironment,exports.Lightformer=Ge.Lightformer,exports.Sky=De.Sky,exports.calcPosFromAngles=De.calcPosFromAngles,exports.Stars=Re.Stars,exports.Cloud=Ee.Cloud,exports.Sparkles=we.Sparkles,exports.useMatcapTexture=ze.useMatcapTexture,exports.useNormalTexture=Fe.useNormalTexture,exports.Point=Oe.Point,exports.Points=Oe.Points,exports.PointsBuffer=Oe.PointsBuffer,exports.PositionPoint=Oe.PositionPoint,exports.Instance=Ie.Instance,exports.Instances=Ie.Instances,exports.Merged=Ie.Merged,exports.Segment=He.Segment,exports.SegmentObject=He.SegmentObject,exports.Segments=He.Segments,exports.Detailed=Ve.Detailed,exports.Preload=ye.Preload,exports.BakeShadows=Qe.BakeShadows,exports.meshBounds=Xe.meshBounds,exports.AdaptiveDpr=Ke.AdaptiveDpr,exports.AdaptiveEvents=We.AdaptiveEvents,exports.PerformanceMonitor=Ne.PerformanceMonitor,exports.usePerformanceMonitor=Ne.usePerformanceMonitor,exports.RenderTexture=Ue.RenderTexture,exports.Mask=_e.Mask,exports.useMask=_e.useMask,exports.Hud=Je.Hud;
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+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("./Billboard.cjs.js"),r=require("./ScreenSpace.cjs.js"),s=require("./QuadraticBezierLine.cjs.js"),t=require("./CubicBezierLine.cjs.js"),o=require("./CatmullRomLine.cjs.js"),i=require("./Line.cjs.js"),u=require("./PositionalAudio.cjs.js"),a=require("./Text.cjs.js"),c=require("./Text3D.cjs.js"),n=require("./Effects.cjs.js"),j=require("./GradientTexture.cjs.js"),p=require("./Image.cjs.js"),x=require("./Edges.cjs.js"),l=require("./Trail.cjs.js"),q=require("./Sampler.cjs.js"),d=require("./ComputedAttribute.cjs.js"),m=require("./Clone.cjs.js"),C=require("./MarchingCubes.cjs.js"),h=require("./Decal.cjs.js"),M=require("./Svg.cjs.js"),S=require("./Gltf.cjs.js"),T=require("./AsciiRenderer.cjs.js"),B=require("./OrthographicCamera.cjs.js"),P=require("./PerspectiveCamera.cjs.js"),b=require("./CubeCamera.cjs.js"),f=require("./DeviceOrientationControls.cjs.js"),g=require("./FlyControls.cjs.js"),v=require("./MapControls.cjs.js"),A=require("./OrbitControls.cjs.js"),L=require("./TrackballControls.cjs.js"),k=require("./ArcballControls.cjs.js"),G=require("./TransformControls.cjs.js"),D=require("./PointerLockControls.cjs.js"),R=require("./FirstPersonControls.cjs.js"),E=require("./CameraControls.cjs.js"),w=require("./GizmoHelper.cjs.js"),z=require("./GizmoViewcube.cjs.js"),F=require("./GizmoViewport.cjs.js"),O=require("./Grid.cjs.js"),I=require("./useCubeTexture.cjs.js"),H=require("./useFBX.cjs.js"),V=require("./useGLTF.cjs.js"),y=require("./useKTX2.cjs.js"),Q=require("./useProgress.cjs.js"),X=require("./useTexture.cjs.js"),K=require("./useVideoTexture.cjs.js"),W=require("./Stats.cjs.js"),N=require("./useDepthBuffer.cjs.js"),U=require("./useAspect.cjs.js"),_=require("./useCamera.cjs.js"),J=require("./useDetectGPU.cjs.js"),Y=require("./useHelper.cjs.js"),Z=require("./useBVH.cjs.js"),$=require("./useContextBridge.cjs.js"),ee=require("./useAnimations.cjs.js"),re=require("./useFBO.cjs.js"),se=require("./useIntersect.cjs.js"),te=require("./useBoxProjectedEnv.cjs.js"),oe=require("./BBAnchor.cjs.js"),ie=require("./useTrailTexture.cjs.js"),ue=require("./CurveModifier.cjs.js"),ae=require("./MeshDistortMaterial.cjs.js"),ce=require("./MeshWobbleMaterial.cjs.js"),ne=require("./MeshReflectorMaterial.cjs.js"),je=require("./MeshRefractionMaterial.cjs.js"),pe=require("./MeshTransmissionMaterial.cjs.js"),xe=require("./PointMaterial.cjs.js"),le=require("./shaderMaterial.cjs.js"),qe=require("./softShadows.cjs.js"),de=require("./shapes.cjs.js"),me=require("./RoundedBox.cjs.js"),Ce=require("./ScreenQuad.cjs.js"),he=require("./Center.cjs.js"),Me=require("./Bounds.cjs.js"),Se=require("./CameraShake.cjs.js"),Te=require("./Float.cjs.js"),Be=require("./Stage.cjs.js"),Pe=require("./Backdrop.cjs.js"),be=require("./Shadow.cjs.js"),fe=require("./Caustics.cjs.js"),ge=require("./ContactShadows.cjs.js"),ve=require("./AccumulativeShadows.cjs.js"),Ae=require("./Reflector.cjs.js"),Le=require("./SpotLight.cjs.js"),ke=require("./Environment.cjs.js"),Ge=require("./Lightformer.cjs.js"),De=require("./Sky.cjs.js"),Re=require("./Stars.cjs.js"),Ee=require("./Cloud.cjs.js"),we=require("./Sparkles.cjs.js"),ze=require("./useMatcapTexture.cjs.js"),Fe=require("./useNormalTexture.cjs.js"),Oe=require("./Points.cjs.js"),Ie=require("./Instances.cjs.js"),He=require("./Segments.cjs.js"),Ve=require("./Detailed.cjs.js"),ye=require("./Preload.cjs.js"),Qe=require("./BakeShadows.cjs.js"),Xe=require("./meshBounds.cjs.js"),Ke=require("./AdaptiveDpr.cjs.js"),We=require("./AdaptiveEvents.cjs.js"),Ne=require("./PerformanceMonitor.cjs.js"),Ue=require("./RenderTexture.cjs.js"),_e=require("./Mask.cjs.js"),Je=require("./Hud.cjs.js");require("@babel/runtime/helpers/extends"),require("react"),require("@react-three/fiber"),require("react-merge-refs"),require("three"),require("three-stdlib"),require("troika-three-text"),require("suspend-react"),require("meshline"),require("lodash.pick"),require("lodash.omit"),require("camera-controls"),require("zustand"),require("stats.js"),require("../helpers/useEffectfulState.cjs.js"),require("detect-gpu"),require("three-mesh-bvh"),require("../materials/BlurPass.cjs.js"),require("../materials/ConvolutionMaterial.cjs.js"),require("../materials/MeshReflectorMaterial.cjs.js"),require("../materials/MeshRefractionMaterial.cjs.js"),require("../materials/DiscardMaterial.cjs.js"),require("../helpers/environment-assets.cjs.js"),require("../materials/SpotLightMaterial.cjs.js"),require("react-composer"),exports.Billboard=e.Billboard,exports.ScreenSpace=r.ScreenSpace,exports.QuadraticBezierLine=s.QuadraticBezierLine,exports.CubicBezierLine=t.CubicBezierLine,exports.CatmullRomLine=o.CatmullRomLine,exports.Line=i.Line,exports.PositionalAudio=u.PositionalAudio,exports.Text=a.Text,exports.Text3D=c.Text3D,exports.Effects=n.Effects,exports.isWebGL2Available=n.isWebGL2Available,exports.GradientTexture=j.GradientTexture,exports.Image=p.Image,exports.Edges=x.Edges,exports.Trail=l.Trail,exports.useTrail=l.useTrail,exports.Sampler=q.Sampler,exports.useSurfaceSampler=q.useSurfaceSampler,exports.ComputedAttribute=d.ComputedAttribute,exports.Clone=m.Clone,exports.MarchingCube=C.MarchingCube,exports.MarchingCubes=C.MarchingCubes,exports.MarchingPlane=C.MarchingPlane,exports.Decal=h.Decal,exports.Svg=M.Svg,exports.Gltf=S.Gltf,exports.AsciiRenderer=T.AsciiRenderer,exports.OrthographicCamera=B.OrthographicCamera,exports.PerspectiveCamera=P.PerspectiveCamera,exports.CubeCamera=b.CubeCamera,exports.DeviceOrientationControls=f.DeviceOrientationControls,exports.FlyControls=g.FlyControls,exports.MapControls=v.MapControls,exports.OrbitControls=A.OrbitControls,exports.TrackballControls=L.TrackballControls,exports.ArcballControls=k.ArcballControls,exports.TransformControls=G.TransformControls,exports.PointerLockControls=D.PointerLockControls,exports.FirstPersonControls=R.FirstPersonControls,exports.CameraControls=E.CameraControls,exports.GizmoHelper=w.GizmoHelper,exports.useGizmoContext=w.useGizmoContext,exports.GizmoViewcube=z.GizmoViewcube,exports.GizmoViewport=F.GizmoViewport,exports.Grid=O.Grid,exports.useCubeTexture=I.useCubeTexture,exports.useFBX=H.useFBX,exports.useGLTF=V.useGLTF,exports.useKTX2=y.useKTX2,exports.useProgress=Q.useProgress,exports.IsObject=X.IsObject,exports.useTexture=X.useTexture,exports.useVideoTexture=K.useVideoTexture,exports.Stats=W.Stats,exports.useDepthBuffer=N.useDepthBuffer,exports.useAspect=U.useAspect,exports.useCamera=_.useCamera,exports.useDetectGPU=J.useDetectGPU,exports.useHelper=Y.useHelper,exports.Bvh=Z.Bvh,exports.useBVH=Z.useBVH,exports.useContextBridge=$.useContextBridge,exports.useAnimations=ee.useAnimations,exports.useFBO=re.useFBO,exports.useIntersect=se.useIntersect,exports.useBoxProjectedEnv=te.useBoxProjectedEnv,exports.BBAnchor=oe.BBAnchor,exports.useTrailTexture=ie.useTrailTexture,exports.CurveModifier=ue.CurveModifier,exports.MeshDistortMaterial=ae.MeshDistortMaterial,exports.MeshWobbleMaterial=ce.MeshWobbleMaterial,exports.MeshReflectorMaterial=ne.MeshReflectorMaterial,exports.MeshRefractionMaterial=je.MeshRefractionMaterial,exports.MeshTransmissionMaterial=pe.MeshTransmissionMaterial,exports.PointMaterial=xe.PointMaterial,exports.PointMaterialImpl=xe.PointMaterialImpl,exports.shaderMaterial=le.shaderMaterial,exports.SoftShadows=qe.SoftShadows,exports.Box=de.Box,exports.Capsule=de.Capsule,exports.Circle=de.Circle,exports.Cone=de.Cone,exports.Cylinder=de.Cylinder,exports.Dodecahedron=de.Dodecahedron,exports.Extrude=de.Extrude,exports.Icosahedron=de.Icosahedron,exports.Lathe=de.Lathe,exports.Octahedron=de.Octahedron,exports.Plane=de.Plane,exports.Polyhedron=de.Polyhedron,exports.Ring=de.Ring,exports.Sphere=de.Sphere,exports.Tetrahedron=de.Tetrahedron,exports.Torus=de.Torus,exports.TorusKnot=de.TorusKnot,exports.Tube=de.Tube,exports.RoundedBox=me.RoundedBox,exports.ScreenQuad=Ce.ScreenQuad,exports.Center=he.Center,exports.Bounds=Me.Bounds,exports.useBounds=Me.useBounds,exports.CameraShake=Se.CameraShake,exports.Float=Te.Float,exports.Stage=Be.Stage,exports.Backdrop=Pe.Backdrop,exports.Shadow=be.Shadow,exports.Caustics=fe.Caustics,exports.ContactShadows=ge.ContactShadows,exports.AccumulativeShadows=ve.AccumulativeShadows,exports.RandomizedLight=ve.RandomizedLight,exports.accumulativeContext=ve.accumulativeContext,exports.Reflector=Ae.Reflector,exports.SpotLight=Le.SpotLight,exports.SpotLightShadow=Le.SpotLightShadow,exports.Environment=ke.Environment,exports.EnvironmentCube=ke.EnvironmentCube,exports.EnvironmentMap=ke.EnvironmentMap,exports.EnvironmentPortal=ke.EnvironmentPortal,exports.useEnvironment=ke.useEnvironment,exports.Lightformer=Ge.Lightformer,exports.Sky=De.Sky,exports.calcPosFromAngles=De.calcPosFromAngles,exports.Stars=Re.Stars,exports.Cloud=Ee.Cloud,exports.Sparkles=we.Sparkles,exports.useMatcapTexture=ze.useMatcapTexture,exports.useNormalTexture=Fe.useNormalTexture,exports.Point=Oe.Point,exports.Points=Oe.Points,exports.PointsBuffer=Oe.PointsBuffer,exports.PositionPoint=Oe.PositionPoint,exports.Instance=Ie.Instance,exports.Instances=Ie.Instances,exports.Merged=Ie.Merged,exports.Segment=He.Segment,exports.SegmentObject=He.SegmentObject,exports.Segments=He.Segments,exports.Detailed=Ve.Detailed,exports.Preload=ye.Preload,exports.BakeShadows=Qe.BakeShadows,exports.meshBounds=Xe.meshBounds,exports.AdaptiveDpr=Ke.AdaptiveDpr,exports.AdaptiveEvents=We.AdaptiveEvents,exports.PerformanceMonitor=Ne.PerformanceMonitor,exports.usePerformanceMonitor=Ne.usePerformanceMonitor,exports.RenderTexture=Ue.RenderTexture,exports.Mask=_e.Mask,exports.useMask=_e.useMask,exports.Hud=Je.Hud;
package/core/index.js CHANGED
@@ -66,7 +66,7 @@ export { MeshRefractionMaterial } from './MeshRefractionMaterial.js';
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  export { MeshTransmissionMaterial } from './MeshTransmissionMaterial.js';
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  export { PointMaterial, PointMaterialImpl } from './PointMaterial.js';
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  export { shaderMaterial } from './shaderMaterial.js';
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- export { SoftShadows, softShadows } from './softShadows.js';
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+ export { SoftShadows } from './softShadows.js';
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  export { Box, Capsule, Circle, Cone, Cylinder, Dodecahedron, Extrude, Icosahedron, Lathe, Octahedron, Plane, Polyhedron, Ring, Sphere, Tetrahedron, Torus, TorusKnot, Tube } from './shapes.js';
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  export { RoundedBox } from './RoundedBox.js';
72
72
  export { ScreenQuad } from './ScreenQuad.js';
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("react"),n=require("three"),a=require("@react-three/fiber");function r(e){if(e&&e.__esModule)return e;var n=Object.create(null);return e&&Object.keys(e).forEach((function(a){if("default"!==a){var r=Object.getOwnPropertyDescriptor(e,a);Object.defineProperty(n,a,r.get?r:{enumerable:!0,get:function(){return e[a]}})}})),n.default=e,Object.freeze(n)}var o=r(e),t=r(n);const s=({frustum:e=3.75,size:n=.005,near:a=9.5,samples:r=10,rings:o=11}={})=>`#define LIGHT_WORLD_SIZE ${n}\n#define LIGHT_FRUSTUM_WIDTH ${e}\n#define LIGHT_SIZE_UV (LIGHT_WORLD_SIZE / LIGHT_FRUSTUM_WIDTH)\n#define NEAR_PLANE ${a}\n\n#define NUM_SAMPLES ${r}\n#define NUM_RINGS ${o}\n#define BLOCKER_SEARCH_NUM_SAMPLES NUM_SAMPLES\n\nvec2 poissonDisk[NUM_SAMPLES];\n\nvoid initPoissonSamples( const in vec2 randomSeed ) {\n float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );\n float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );\n\n // jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/\n float angle = rand( randomSeed ) * PI2;\n float radius = INV_NUM_SAMPLES;\n float radiusStep = radius;\n\n #pragma unroll_loop_start\n for( int i = 0; i < ${r}; i ++ ) {\n poissonDisk[i] = vec2( cos( angle ), sin( angle ) ) * pow( radius, 0.75 );\n radius += radiusStep;\n angle += ANGLE_STEP;\n }\n #pragma unroll_loop_end\n}\n\nfloat penumbraSize( const in float zReceiver, const in float zBlocker ) { // Parallel plane estimation\n return (zReceiver - zBlocker) / zBlocker;\n}\n\nfloat findBlocker( sampler2D shadowMap, const in vec2 uv, const in float zReceiver ) {\n // This uses similar triangles to compute what\n // area of the shadow map we should search\n float searchRadius = LIGHT_SIZE_UV * ( zReceiver - NEAR_PLANE ) / zReceiver;\n float blockerDepthSum = 0.0;\n float shadowMapDepth = 0.0;\n int numBlockers = 0; \n #pragma unroll_loop_start\n for( int i = 0; i < ${r}; i++ ) {\n shadowMapDepth = unpackRGBAToDepth(texture2D(shadowMap, uv + poissonDisk[i] * searchRadius));\n if ( shadowMapDepth < zReceiver ) {\n blockerDepthSum += shadowMapDepth;\n numBlockers ++;\n }\n }\n #pragma unroll_loop_end\n\n if( numBlockers == 0 ) return -1.0;\n return blockerDepthSum / float( numBlockers );\n}\n\nfloat PCF_Filter(sampler2D shadowMap, vec2 uv, float zReceiver, float filterRadius ) {\n float sum = 0.0;\n float depth;\n #pragma unroll_loop_start\n for( int i = 0; i < ${r}; i ++ ) {\n depth = unpackRGBAToDepth( texture2D( shadowMap, uv + poissonDisk[ i ] * filterRadius ) );\n if( zReceiver <= depth ) sum += 1.0;\n }\n #pragma unroll_loop_end\n #pragma unroll_loop_start\n for( int i = 0; i < ${r}; i ++ ) {\n depth = unpackRGBAToDepth( texture2D( shadowMap, uv + -poissonDisk[ i ].yx * filterRadius ) );\n if( zReceiver <= depth ) sum += 1.0;\n }\n #pragma unroll_loop_end\n return sum / ( 2.0 * float( ${r} ) );\n}\n\nfloat PCSS ( sampler2D shadowMap, vec4 coords ) {\n vec2 uv = coords.xy;\n float zReceiver = coords.z; // Assumed to be eye-space z in this code\n\n initPoissonSamples( uv );\n // STEP 1: blocker search\n float avgBlockerDepth = findBlocker( shadowMap, uv, zReceiver );\n\n //There are no occluders so early out (this saves filtering)\n if( avgBlockerDepth == -1.0 ) return 1.0;\n\n // STEP 2: penumbra size\n float penumbraRatio = penumbraSize( zReceiver, avgBlockerDepth );\n float filterRadius = penumbraRatio * LIGHT_SIZE_UV * NEAR_PLANE / zReceiver;\n\n // STEP 3: filtering\n //return avgBlockerDepth;\n return PCF_Filter( shadowMap, uv, zReceiver, filterRadius );\n}`;let i=!1;function l(e,n,a){n.traverse((n=>{n.material&&(e.properties.remove(n.material),n.material.dispose())})),e.info.programs.length=0,e.compile(n,a)}exports.SoftShadows=function({frustum:e=3.75,size:n=.005,near:r=9.5,samples:i=10,rings:p=11}){const d=a.useThree((e=>e.gl)),u=a.useThree((e=>e.scene)),f=a.useThree((e=>e.camera));return o.useEffect((()=>{const a=t.ShaderChunk.shadowmap_pars_fragment;let o=t.ShaderChunk.shadowmap_pars_fragment;return o=o.replace("#ifdef USE_SHADOWMAP","#ifdef USE_SHADOWMAP\n"+s({frustum:e,size:n,near:r,samples:i,rings:p})),o=o.replace("#if defined( SHADOWMAP_TYPE_PCF )","\nreturn PCSS(shadowMap, shadowCoord);\n#if defined( SHADOWMAP_TYPE_PCF )"),t.ShaderChunk.shadowmap_pars_fragment=o,l(d,u,f),()=>{t.ShaderChunk.shadowmap_pars_fragment=a,l(d,u,f)}}),[e,n,r,i,p]),null},exports.softShadows=e=>{if(!i){console.warn("drei/softShadows() is deprecated, use <SoftShadows> instead"),i=!0;let n=t.ShaderChunk.shadowmap_pars_fragment;n=n.replace("#ifdef USE_SHADOWMAP","#ifdef USE_SHADOWMAP\n"+s({...e})),n=n.replace("#if defined( SHADOWMAP_TYPE_PCF )","\nreturn PCSS(shadowMap, shadowCoord);\n#if defined( SHADOWMAP_TYPE_PCF )"),t.ShaderChunk.shadowmap_pars_fragment=n}};
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("react"),n=require("three"),a=require("@react-three/fiber");function t(e){if(e&&e.__esModule)return e;var n=Object.create(null);return e&&Object.keys(e).forEach((function(a){if("default"!==a){var t=Object.getOwnPropertyDescriptor(e,a);Object.defineProperty(n,a,t.get?t:{enumerable:!0,get:function(){return e[a]}})}})),n.default=e,Object.freeze(n)}var r=t(e),o=t(n);function l(e,n,a){n.traverse((n=>{n.material&&(e.properties.remove(n.material),n.material.dispose())})),e.info.programs.length=0,e.compile(n,a)}exports.SoftShadows=function({focus:e=0,samples:n=10,size:t=25}){const s=a.useThree((e=>e.gl)),i=a.useThree((e=>e.scene)),u=a.useThree((e=>e.camera));return r.useEffect((()=>{const a=o.ShaderChunk.shadowmap_pars_fragment;return o.ShaderChunk.shadowmap_pars_fragment=o.ShaderChunk.shadowmap_pars_fragment.replace("#ifdef USE_SHADOWMAP","#ifdef USE_SHADOWMAP\n"+(({focus:e=0,size:n=25,samples:a=10}={})=>`\n#define PENUMBRA_FILTER_SIZE float(${n})\n#define RGB_NOISE_FUNCTION(uv) (randRGB(uv))\nvec3 randRGB(vec2 uv) {\n return vec3(\n fract(sin(dot(uv, vec2(12.75613, 38.12123))) * 13234.76575),\n fract(sin(dot(uv, vec2(19.45531, 58.46547))) * 43678.23431),\n fract(sin(dot(uv, vec2(23.67817, 78.23121))) * 93567.23423)\n );\n}\n\nvec3 lowPassRandRGB(vec2 uv) {\n // 3x3 convolution (average)\n // can be implemented as separable with an extra buffer for a total of 6 samples instead of 9\n vec3 result = vec3(0);\n result += RGB_NOISE_FUNCTION(uv + vec2(-1.0, -1.0));\n result += RGB_NOISE_FUNCTION(uv + vec2(-1.0, 0.0));\n result += RGB_NOISE_FUNCTION(uv + vec2(-1.0, +1.0));\n result += RGB_NOISE_FUNCTION(uv + vec2( 0.0, -1.0));\n result += RGB_NOISE_FUNCTION(uv + vec2( 0.0, 0.0));\n result += RGB_NOISE_FUNCTION(uv + vec2( 0.0, +1.0));\n result += RGB_NOISE_FUNCTION(uv + vec2(+1.0, -1.0));\n result += RGB_NOISE_FUNCTION(uv + vec2(+1.0, 0.0));\n result += RGB_NOISE_FUNCTION(uv + vec2(+1.0, +1.0));\n result *= 0.111111111; // 1.0 / 9.0\n return result;\n}\nvec3 highPassRandRGB(vec2 uv) {\n // by subtracting the low-pass signal from the original signal, we're being left with the high-pass signal\n // hp(x) = x - lp(x)\n return RGB_NOISE_FUNCTION(uv) - lowPassRandRGB(uv) + 0.5;\n}\n\n\nvec2 vogelDiskSample(int sampleIndex, int sampleCount, float angle) {\n const float goldenAngle = 2.399963f; // radians\n float r = sqrt(float(sampleIndex) + 0.5f) / sqrt(float(sampleCount));\n float theta = float(sampleIndex) * goldenAngle + angle;\n float sine = sin(theta);\n float cosine = cos(theta);\n return vec2(cosine, sine) * r;\n}\nfloat penumbraSize( const in float zReceiver, const in float zBlocker ) { // Parallel plane estimation\n return (zReceiver - zBlocker) / zBlocker;\n}\nfloat findBlocker(sampler2D shadowMap, vec2 uv, float compare, float angle) {\n float texelSize = 1.0 / float(textureSize(shadowMap, 0).x);\n float blockerDepthSum = float(${e});\n float blockers = 0.0;\n\n int j = 0;\n vec2 offset = vec2(0.);\n float depth = 0.;\n\n #pragma unroll_loop_start\n for(int i = 0; i < ${a}; i ++) {\n offset = (vogelDiskSample(j, ${a}, angle) * texelSize) * 2.0 * PENUMBRA_FILTER_SIZE;\n depth = unpackRGBAToDepth( texture2D( shadowMap, uv + offset));\n if (depth < compare) {\n blockerDepthSum += depth;\n blockers++;\n }\n j++;\n }\n #pragma unroll_loop_end\n\n if (blockers > 0.0) {\n return blockerDepthSum / blockers;\n }\n return -1.0;\n}\n\n \nfloat vogelFilter(sampler2D shadowMap, vec2 uv, float zReceiver, float filterRadius, float angle) {\n float texelSize = 1.0 / float(textureSize(shadowMap, 0).x);\n float shadow = 0.0f;\n int j = 0;\n vec2 vogelSample = vec2(0.0);\n vec2 offset = vec2(0.0);\n #pragma unroll_loop_start\n for (int i = 0; i < ${a}; i++) {\n vogelSample = vogelDiskSample(j, ${a}, angle) * texelSize;\n offset = vogelSample * (1.0 + filterRadius * float(${n}));\n shadow += step( zReceiver, unpackRGBAToDepth( texture2D( shadowMap, uv + offset ) ) );\n j++;\n }\n #pragma unroll_loop_end\n return shadow * 1.0 / ${a}.0;\n}\n\nfloat PCSS (sampler2D shadowMap, vec4 coords) {\n vec2 uv = coords.xy;\n float zReceiver = coords.z; // Assumed to be eye-space z in this code\n float angle = highPassRandRGB(gl_FragCoord.xy).r * PI2;\n float avgBlockerDepth = findBlocker(shadowMap, uv, zReceiver, angle);\n if (avgBlockerDepth == -1.0) {\n return 1.0;\n }\n float penumbraRatio = penumbraSize(zReceiver, avgBlockerDepth);\n return vogelFilter(shadowMap, uv, zReceiver, 1.25 * penumbraRatio, angle);\n}`)({size:t,samples:n,focus:e})).replace("#if defined( SHADOWMAP_TYPE_PCF )","\nreturn PCSS(shadowMap, shadowCoord);\n#if defined( SHADOWMAP_TYPE_PCF )"),l(s,i,u),()=>{o.ShaderChunk.shadowmap_pars_fragment=a,l(s,i,u)}}),[e,t,n]),null};
@@ -1,10 +1,7 @@
1
1
  declare type SoftShadowsProps = {
2
- frustum?: number;
3
2
  size?: number;
4
- near?: number;
5
3
  samples?: number;
6
- rings?: number;
4
+ focus?: number;
7
5
  };
8
- export declare const softShadows: (props?: SoftShadowsProps) => void;
9
- export declare function SoftShadows({ frustum, size, near, samples, rings }: SoftShadowsProps): null;
6
+ export declare function SoftShadows({ focus, samples, size }: SoftShadowsProps): null;
10
7
  export {};
@@ -2,119 +2,113 @@ import * as React from 'react';
2
2
  import * as THREE from 'three';
3
3
  import { useThree } from '@react-three/fiber';
4
4
 
5
- // From: https://github.com/mrdoob/three.js/blob/dev/examples/webgl_shadowmap_pcss.html
5
+ // Inspired by: https://github.com/mrdoob/three.js/blob/dev/examples/webgl_shadowmap_pcss.html
6
6
 
7
7
  const pcss = ({
8
- frustum = 3.75,
9
- size = 0.005,
10
- near = 9.5,
11
- samples = 10,
12
- rings = 11
13
- } = {}) => `#define LIGHT_WORLD_SIZE ${size}
14
- #define LIGHT_FRUSTUM_WIDTH ${frustum}
15
- #define LIGHT_SIZE_UV (LIGHT_WORLD_SIZE / LIGHT_FRUSTUM_WIDTH)
16
- #define NEAR_PLANE ${near}
17
-
18
- #define NUM_SAMPLES ${samples}
19
- #define NUM_RINGS ${rings}
20
- #define BLOCKER_SEARCH_NUM_SAMPLES NUM_SAMPLES
21
-
22
- vec2 poissonDisk[NUM_SAMPLES];
8
+ focus = 0,
9
+ size = 25,
10
+ samples = 10
11
+ } = {}) => `
12
+ #define PENUMBRA_FILTER_SIZE float(${size})
13
+ #define RGB_NOISE_FUNCTION(uv) (randRGB(uv))
14
+ vec3 randRGB(vec2 uv) {
15
+ return vec3(
16
+ fract(sin(dot(uv, vec2(12.75613, 38.12123))) * 13234.76575),
17
+ fract(sin(dot(uv, vec2(19.45531, 58.46547))) * 43678.23431),
18
+ fract(sin(dot(uv, vec2(23.67817, 78.23121))) * 93567.23423)
19
+ );
20
+ }
23
21
 
24
- void initPoissonSamples( const in vec2 randomSeed ) {
25
- float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );
26
- float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );
22
+ vec3 lowPassRandRGB(vec2 uv) {
23
+ // 3x3 convolution (average)
24
+ // can be implemented as separable with an extra buffer for a total of 6 samples instead of 9
25
+ vec3 result = vec3(0);
26
+ result += RGB_NOISE_FUNCTION(uv + vec2(-1.0, -1.0));
27
+ result += RGB_NOISE_FUNCTION(uv + vec2(-1.0, 0.0));
28
+ result += RGB_NOISE_FUNCTION(uv + vec2(-1.0, +1.0));
29
+ result += RGB_NOISE_FUNCTION(uv + vec2( 0.0, -1.0));
30
+ result += RGB_NOISE_FUNCTION(uv + vec2( 0.0, 0.0));
31
+ result += RGB_NOISE_FUNCTION(uv + vec2( 0.0, +1.0));
32
+ result += RGB_NOISE_FUNCTION(uv + vec2(+1.0, -1.0));
33
+ result += RGB_NOISE_FUNCTION(uv + vec2(+1.0, 0.0));
34
+ result += RGB_NOISE_FUNCTION(uv + vec2(+1.0, +1.0));
35
+ result *= 0.111111111; // 1.0 / 9.0
36
+ return result;
37
+ }
38
+ vec3 highPassRandRGB(vec2 uv) {
39
+ // by subtracting the low-pass signal from the original signal, we're being left with the high-pass signal
40
+ // hp(x) = x - lp(x)
41
+ return RGB_NOISE_FUNCTION(uv) - lowPassRandRGB(uv) + 0.5;
42
+ }
27
43
 
28
- // jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/
29
- float angle = rand( randomSeed ) * PI2;
30
- float radius = INV_NUM_SAMPLES;
31
- float radiusStep = radius;
32
44
 
33
- #pragma unroll_loop_start
34
- for( int i = 0; i < ${samples}; i ++ ) {
35
- poissonDisk[i] = vec2( cos( angle ), sin( angle ) ) * pow( radius, 0.75 );
36
- radius += radiusStep;
37
- angle += ANGLE_STEP;
38
- }
39
- #pragma unroll_loop_end
45
+ vec2 vogelDiskSample(int sampleIndex, int sampleCount, float angle) {
46
+ const float goldenAngle = 2.399963f; // radians
47
+ float r = sqrt(float(sampleIndex) + 0.5f) / sqrt(float(sampleCount));
48
+ float theta = float(sampleIndex) * goldenAngle + angle;
49
+ float sine = sin(theta);
50
+ float cosine = cos(theta);
51
+ return vec2(cosine, sine) * r;
40
52
  }
41
-
42
53
  float penumbraSize( const in float zReceiver, const in float zBlocker ) { // Parallel plane estimation
43
54
  return (zReceiver - zBlocker) / zBlocker;
44
55
  }
56
+ float findBlocker(sampler2D shadowMap, vec2 uv, float compare, float angle) {
57
+ float texelSize = 1.0 / float(textureSize(shadowMap, 0).x);
58
+ float blockerDepthSum = float(${focus});
59
+ float blockers = 0.0;
60
+
61
+ int j = 0;
62
+ vec2 offset = vec2(0.);
63
+ float depth = 0.;
45
64
 
46
- float findBlocker( sampler2D shadowMap, const in vec2 uv, const in float zReceiver ) {
47
- // This uses similar triangles to compute what
48
- // area of the shadow map we should search
49
- float searchRadius = LIGHT_SIZE_UV * ( zReceiver - NEAR_PLANE ) / zReceiver;
50
- float blockerDepthSum = 0.0;
51
- float shadowMapDepth = 0.0;
52
- int numBlockers = 0;
53
65
  #pragma unroll_loop_start
54
- for( int i = 0; i < ${samples}; i++ ) {
55
- shadowMapDepth = unpackRGBAToDepth(texture2D(shadowMap, uv + poissonDisk[i] * searchRadius));
56
- if ( shadowMapDepth < zReceiver ) {
57
- blockerDepthSum += shadowMapDepth;
58
- numBlockers ++;
66
+ for(int i = 0; i < ${samples}; i ++) {
67
+ offset = (vogelDiskSample(j, ${samples}, angle) * texelSize) * 2.0 * PENUMBRA_FILTER_SIZE;
68
+ depth = unpackRGBAToDepth( texture2D( shadowMap, uv + offset));
69
+ if (depth < compare) {
70
+ blockerDepthSum += depth;
71
+ blockers++;
59
72
  }
73
+ j++;
60
74
  }
61
75
  #pragma unroll_loop_end
62
76
 
63
- if( numBlockers == 0 ) return -1.0;
64
- return blockerDepthSum / float( numBlockers );
77
+ if (blockers > 0.0) {
78
+ return blockerDepthSum / blockers;
79
+ }
80
+ return -1.0;
65
81
  }
66
82
 
67
- float PCF_Filter(sampler2D shadowMap, vec2 uv, float zReceiver, float filterRadius ) {
68
- float sum = 0.0;
69
- float depth;
70
- #pragma unroll_loop_start
71
- for( int i = 0; i < ${samples}; i ++ ) {
72
- depth = unpackRGBAToDepth( texture2D( shadowMap, uv + poissonDisk[ i ] * filterRadius ) );
73
- if( zReceiver <= depth ) sum += 1.0;
74
- }
75
- #pragma unroll_loop_end
83
+
84
+ float vogelFilter(sampler2D shadowMap, vec2 uv, float zReceiver, float filterRadius, float angle) {
85
+ float texelSize = 1.0 / float(textureSize(shadowMap, 0).x);
86
+ float shadow = 0.0f;
87
+ int j = 0;
88
+ vec2 vogelSample = vec2(0.0);
89
+ vec2 offset = vec2(0.0);
76
90
  #pragma unroll_loop_start
77
- for( int i = 0; i < ${samples}; i ++ ) {
78
- depth = unpackRGBAToDepth( texture2D( shadowMap, uv + -poissonDisk[ i ].yx * filterRadius ) );
79
- if( zReceiver <= depth ) sum += 1.0;
91
+ for (int i = 0; i < ${samples}; i++) {
92
+ vogelSample = vogelDiskSample(j, ${samples}, angle) * texelSize;
93
+ offset = vogelSample * (1.0 + filterRadius * float(${size}));
94
+ shadow += step( zReceiver, unpackRGBAToDepth( texture2D( shadowMap, uv + offset ) ) );
95
+ j++;
80
96
  }
81
97
  #pragma unroll_loop_end
82
- return sum / ( 2.0 * float( ${samples} ) );
98
+ return shadow * 1.0 / ${samples}.0;
83
99
  }
84
100
 
85
- float PCSS ( sampler2D shadowMap, vec4 coords ) {
101
+ float PCSS (sampler2D shadowMap, vec4 coords) {
86
102
  vec2 uv = coords.xy;
87
103
  float zReceiver = coords.z; // Assumed to be eye-space z in this code
88
-
89
- initPoissonSamples( uv );
90
- // STEP 1: blocker search
91
- float avgBlockerDepth = findBlocker( shadowMap, uv, zReceiver );
92
-
93
- //There are no occluders so early out (this saves filtering)
94
- if( avgBlockerDepth == -1.0 ) return 1.0;
95
-
96
- // STEP 2: penumbra size
97
- float penumbraRatio = penumbraSize( zReceiver, avgBlockerDepth );
98
- float filterRadius = penumbraRatio * LIGHT_SIZE_UV * NEAR_PLANE / zReceiver;
99
-
100
- // STEP 3: filtering
101
- //return avgBlockerDepth;
102
- return PCF_Filter( shadowMap, uv, zReceiver, filterRadius );
103
- }`;
104
-
105
- let deployed = false;
106
- const softShadows = props => {
107
- // Avoid adding the effect twice, which may happen in HMR scenarios
108
- if (!deployed) {
109
- console.warn('drei/softShadows() is deprecated, use <SoftShadows> instead');
110
- deployed = true;
111
- let shader = THREE.ShaderChunk.shadowmap_pars_fragment;
112
- shader = shader.replace('#ifdef USE_SHADOWMAP', '#ifdef USE_SHADOWMAP\n' + pcss({ ...props
113
- }));
114
- shader = shader.replace('#if defined( SHADOWMAP_TYPE_PCF )', '\nreturn PCSS(shadowMap, shadowCoord);\n#if defined( SHADOWMAP_TYPE_PCF )');
115
- THREE.ShaderChunk.shadowmap_pars_fragment = shader;
104
+ float angle = highPassRandRGB(gl_FragCoord.xy).r * PI2;
105
+ float avgBlockerDepth = findBlocker(shadowMap, uv, zReceiver, angle);
106
+ if (avgBlockerDepth == -1.0) {
107
+ return 1.0;
116
108
  }
117
- };
109
+ float penumbraRatio = penumbraSize(zReceiver, avgBlockerDepth);
110
+ return vogelFilter(shadowMap, uv, zReceiver, 1.25 * penumbraRatio, angle);
111
+ }`;
118
112
 
119
113
  function reset(gl, scene, camera) {
120
114
  scene.traverse(object => {
@@ -128,34 +122,27 @@ function reset(gl, scene, camera) {
128
122
  }
129
123
 
130
124
  function SoftShadows({
131
- frustum = 3.75,
132
- size = 0.005,
133
- near = 9.5,
125
+ focus = 0,
134
126
  samples = 10,
135
- rings = 11
127
+ size = 25
136
128
  }) {
137
129
  const gl = useThree(state => state.gl);
138
130
  const scene = useThree(state => state.scene);
139
131
  const camera = useThree(state => state.camera);
140
132
  React.useEffect(() => {
141
133
  const original = THREE.ShaderChunk.shadowmap_pars_fragment;
142
- let shader = THREE.ShaderChunk.shadowmap_pars_fragment;
143
- shader = shader.replace('#ifdef USE_SHADOWMAP', '#ifdef USE_SHADOWMAP\n' + pcss({
144
- frustum,
134
+ THREE.ShaderChunk.shadowmap_pars_fragment = THREE.ShaderChunk.shadowmap_pars_fragment.replace('#ifdef USE_SHADOWMAP', '#ifdef USE_SHADOWMAP\n' + pcss({
145
135
  size,
146
- near,
147
136
  samples,
148
- rings
149
- }));
150
- shader = shader.replace('#if defined( SHADOWMAP_TYPE_PCF )', '\nreturn PCSS(shadowMap, shadowCoord);\n#if defined( SHADOWMAP_TYPE_PCF )');
151
- THREE.ShaderChunk.shadowmap_pars_fragment = shader;
137
+ focus
138
+ })).replace('#if defined( SHADOWMAP_TYPE_PCF )', '\nreturn PCSS(shadowMap, shadowCoord);\n#if defined( SHADOWMAP_TYPE_PCF )');
152
139
  reset(gl, scene, camera);
153
140
  return () => {
154
141
  THREE.ShaderChunk.shadowmap_pars_fragment = original;
155
142
  reset(gl, scene, camera);
156
143
  };
157
- }, [frustum, size, near, samples, rings]);
144
+ }, [focus, size, samples]);
158
145
  return null;
159
146
  }
160
147
 
161
- export { SoftShadows, softShadows };
148
+ export { SoftShadows };