@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 +15 -3
- 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 +2 -5
- package/core/softShadows.js +89 -102
- 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/index.cjs.js +1 -1
- package/web/index.js +1 -1
package/README.md
CHANGED
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@@ -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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{/* Canvas contents in here will *not* scroll, but receive useScroll! */}
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<SomeModel />
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<Scroll>
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@@ -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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```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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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
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<SoftShadows />
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```
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#### shaderMaterial
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package/core/index.cjs.js
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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"),
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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;
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package/core/index.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
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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';
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export { ScreenQuad } from './ScreenQuad.js';
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package/core/softShadows.cjs.js
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("react"),n=require("three"),a=require("@react-three/fiber");function
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"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 / ${a}.0;\n}\n\nfloat PCSS (sampler2D shadowMap, vec4 coords) {\n vec2 uv = coords.xy;\n float zReceiver = coords.z; // Assumed to be eye-space z in this code\n float angle = highPassRandRGB(gl_FragCoord.xy).r * PI2;\n float avgBlockerDepth = findBlocker(shadowMap, uv, zReceiver, angle);\n if (avgBlockerDepth == -1.0) {\n return 1.0;\n }\n float penumbraRatio = penumbraSize(zReceiver, avgBlockerDepth);\n return vogelFilter(shadowMap, uv, zReceiver, 1.25 * penumbraRatio, angle);\n}`)({size:t,samples:n,focus:e})).replace("#if defined( SHADOWMAP_TYPE_PCF )","\nreturn PCSS(shadowMap, shadowCoord);\n#if defined( SHADOWMAP_TYPE_PCF )"),l(s,i,u),()=>{o.ShaderChunk.shadowmap_pars_fragment=a,l(s,i,u)}}),[e,t,n]),null};
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package/core/softShadows.d.ts
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package/core/softShadows.js
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#define PENUMBRA_FILTER_SIZE float(${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
|
-
|
|
25
|
-
|
|
26
|
-
|
|
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
|
-
|
|
34
|
-
|
|
35
|
-
|
|
36
|
-
|
|
37
|
-
|
|
38
|
-
|
|
39
|
-
|
|
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(
|
|
55
|
-
|
|
56
|
-
|
|
57
|
-
|
|
58
|
-
|
|
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(
|
|
64
|
-
|
|
77
|
+
if (blockers > 0.0) {
|
|
78
|
+
return blockerDepthSum / blockers;
|
|
79
|
+
}
|
|
80
|
+
return -1.0;
|
|
65
81
|
}
|
|
66
82
|
|
|
67
|
-
|
|
68
|
-
|
|
69
|
-
float
|
|
70
|
-
|
|
71
|
-
|
|
72
|
-
|
|
73
|
-
|
|
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(
|
|
78
|
-
|
|
79
|
-
|
|
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
|
|
98
|
+
return shadow * 1.0 / ${samples}.0;
|
|
83
99
|
}
|
|
84
100
|
|
|
85
|
-
float PCSS (
|
|
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
|
-
|
|
90
|
-
|
|
91
|
-
|
|
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
|
-
|
|
132
|
-
size = 0.005,
|
|
133
|
-
near = 9.5,
|
|
125
|
+
focus = 0,
|
|
134
126
|
samples = 10,
|
|
135
|
-
|
|
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
|
-
|
|
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
|
-
|
|
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
|
-
}, [
|
|
144
|
+
}, [focus, size, samples]);
|
|
158
145
|
return null;
|
|
159
146
|
}
|
|
160
147
|
|
|
161
|
-
export { SoftShadows
|
|
148
|
+
export { SoftShadows };
|