@react-three/drei 9.74.15 → 9.74.16
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 +13 -1
- package/core/Caustics.cjs.js +1 -1
- package/core/Caustics.js +32 -16
- package/index.cjs.js +1 -1
- package/package.json +1 -1
package/README.md
CHANGED
|
@@ -2036,7 +2036,7 @@ type ExampleApi = {
|
|
|
2036
2036
|
<a href="https://codesandbox.io/s/qyz5r"><img width="20%" src="https://codesandbox.io/api/v1/sandboxes/qyz5r/screenshot.png" alt="Demo"/></a>
|
|
2037
2037
|
<a href="https://codesandbox.io/s/9keg6"><img width="20%" src="https://codesandbox.io/api/v1/sandboxes/9keg6/screenshot.png" alt="Demo"/></a>
|
|
2038
2038
|
<a href="https://codesandbox.io/s/6oei7"><img width="20%" src="https://codesandbox.io/api/v1/sandboxes/6oei7/screenshot.png" alt="Demo"/></a>
|
|
2039
|
-
<a href="https://codesandbox.io/s/
|
|
2039
|
+
<a href="https://codesandbox.io/s/wp9mkp"><img width="20%" src="https://codesandbox.io/api/v1/sandboxes/wp9mkp/screenshot.png" alt="demo"/></a>
|
|
2040
2040
|
</p>
|
|
2041
2041
|
|
|
2042
2042
|
Allows you to tie HTML content to any object of your scene. It will be projected to the objects whereabouts automatically.
|
|
@@ -2619,6 +2619,18 @@ useGLTF(url, '/draco-gltf')
|
|
|
2619
2619
|
useGLTF.preload(url)
|
|
2620
2620
|
```
|
|
2621
2621
|
|
|
2622
|
+
> **Note** <br>If you are using the CDN loaded draco binaries, you can get a small speedup in loading time by prefetching them.
|
|
2623
|
+
>
|
|
2624
|
+
> You can accomplish this by adding two `<link>` tags to your `<head>` tag, as below. The version in those URLs must exactly match what [useGLTF](src/core/useGLTF.tsx#L18) uses for this to work. If you're using create-react-app, `public/index.html` file contains the `<head>` tag.
|
|
2625
|
+
>
|
|
2626
|
+
> ```html
|
|
2627
|
+
> <link rel="prefetch" crossorigin="anonymous" href="https://www.gstatic.com/draco/versioned/decoders/1.5.5/draco_wasm_wrapper.js">
|
|
2628
|
+
> <link rel="prefetch" crossorigin="anonymous" href="https://www.gstatic.com/draco/versioned/decoders/1.5.5/draco_decoder.wasm">
|
|
2629
|
+
> ```
|
|
2630
|
+
>
|
|
2631
|
+
> It is recommended that you check your browser's network tab to confirm that the correct URLs are being used, and that the files do get loaded from the prefetch cache on subsequent requests.
|
|
2632
|
+
|
|
2633
|
+
|
|
2622
2634
|
#### useFBX
|
|
2623
2635
|
|
|
2624
2636
|
[](https://drei.pmnd.rs/?path=/story/loaders-fbx)
|
package/core/Caustics.cjs.js
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/extends"),r=require("three"),n=require("react"),t=require("@react-three/fiber"),o=require("./useFBO.cjs.js"),i=require("./useHelper.cjs.js"),a=require("./shaderMaterial.cjs.js"),l=require("./Edges.cjs.js"),c=require("three-stdlib");function s(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}function u(e){if(e&&e.__esModule)return e;var r=Object.create(null);return e&&Object.keys(e).forEach((function(n){if("default"!==n){var t=Object.getOwnPropertyDescriptor(e,n);Object.defineProperty(r,n,t.get?t:{enumerable:!0,get:function(){return e[n]}})}})),r.default=e,Object.freeze(r)}var d=s(e),m=u(r),p=u(n);function v(e=m.FrontSide){const r={value:new m.Matrix4};return Object.assign(new m.MeshNormalMaterial({side:e}),{viewMatrix:r,onBeforeCompile:e=>{e.uniforms.viewMatrix=r,e.fragmentShader="vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n }\n"+e.fragmentShader.replace("#include <normal_fragment_maps>","#include <normal_fragment_maps>\n normal = inverseTransformDirection( normal, viewMatrix );\n")}})}const f=a.shaderMaterial({causticsTexture:null,causticsTextureB:null,color:new m.Color,lightProjMatrix:new m.Matrix4,lightViewMatrix:new m.Matrix4},"varying vec3 vWorldPosition; \n void main() {\n gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.);\n vec4 worldPosition = modelMatrix * vec4(position, 1.);\n vWorldPosition = worldPosition.xyz;\n }","varying vec3 vWorldPosition;\n uniform vec3 color;\n uniform sampler2D causticsTexture; \n uniform sampler2D causticsTextureB; \n uniform mat4 lightProjMatrix;\n uniform mat4 lightViewMatrix;\n void main() {\n // Apply caustics \n vec4 lightSpacePos = lightProjMatrix * lightViewMatrix * vec4(vWorldPosition, 1.0);\n lightSpacePos.xyz /= lightSpacePos.w;\n lightSpacePos.xyz = lightSpacePos.xyz * 0.5 + 0.5; \n vec3 front = texture2D(causticsTexture, lightSpacePos.xy).rgb;\n vec3 back = texture2D(causticsTextureB, lightSpacePos.xy).rgb;\n gl_FragColor = vec4((front + back) * color, 1.0);\n #include <tonemapping_fragment>\n #include <encodings_fragment>\n }"),x=a.shaderMaterial({cameraMatrixWorld:new m.Matrix4,cameraProjectionMatrixInv:new m.Matrix4,normalTexture:null,depthTexture:null,lightDir:new m.Vector3(0,1,0),lightPlaneNormal:new m.Vector3(0,1,0),lightPlaneConstant:0,near:.1,far:100,modelMatrix:new m.Matrix4,worldRadius:1/40,ior:1.1,bounces:0,resolution:1024,size:10,intensity:.5},"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }"," \n uniform mat4 cameraMatrixWorld;\n uniform mat4 cameraProjectionMatrixInv;\n uniform vec3 lightDir;\n uniform vec3 lightPlaneNormal;\n uniform float lightPlaneConstant;\n uniform float near;\n uniform float far;\n uniform float time;\n uniform float worldRadius;\n uniform float resolution;\n uniform float size;\n uniform float intensity;\n uniform float ior;\n precision highp isampler2D;\n precision highp usampler2D;\n uniform sampler2D normalTexture;\n uniform sampler2D depthTexture;\n uniform float bounces;\n varying vec2 vUv;\n vec3 WorldPosFromDepth(float depth, vec2 coord) {\n float z = depth * 2.0 - 1.0;\n vec4 clipSpacePosition = vec4(coord * 2.0 - 1.0, z, 1.0);\n vec4 viewSpacePosition = cameraProjectionMatrixInv * clipSpacePosition;\n // Perspective division\n viewSpacePosition /= viewSpacePosition.w;\n vec4 worldSpacePosition = cameraMatrixWorld * viewSpacePosition;\n return worldSpacePosition.xyz;\n } \n float sdPlane( vec3 p, vec3 n, float h ) {\n // n must be normalized\n return dot(p,n) + h;\n }\n float planeIntersect( vec3 ro, vec3 rd, vec4 p ) {\n return -(dot(ro,p.xyz)+p.w)/dot(rd,p.xyz);\n }\n vec3 totalInternalReflection(vec3 ro, vec3 rd, vec3 pos, vec3 normal, float ior, out vec3 rayOrigin, out vec3 rayDirection) {\n rayOrigin = ro;\n rayDirection = rd;\n rayDirection = refract(rayDirection, normal, 1.0 / ior);\n rayOrigin = pos + rayDirection * 0.1;\n return rayDirection;\n }\n void main() {\n // Each sample consists of random offset in the x and y direction\n float caustic = 0.0;\n float causticTexelSize = (1.0 / resolution) * size * 2.0;\n float texelsNeeded = worldRadius / causticTexelSize;\n float sampleRadius = texelsNeeded / resolution;\n float sum = 0.0;\n if (texture2D(depthTexture, vUv).x == 1.0) {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n return;\n }\n vec2 offset1 = vec2(-0.5, -0.5);//vec2(rand() - 0.5, rand() - 0.5);\n vec2 offset2 = vec2(-0.5, 0.5);//vec2(rand() - 0.5, rand() - 0.5);\n vec2 offset3 = vec2(0.5, 0.5);//vec2(rand() - 0.5, rand() - 0.5);\n vec2 offset4 = vec2(0.5, -0.5);//vec2(rand() - 0.5, rand() - 0.5);\n vec2 uv1 = vUv + offset1 * sampleRadius;\n vec2 uv2 = vUv + offset2 * sampleRadius;\n vec2 uv3 = vUv + offset3 * sampleRadius;\n vec2 uv4 = vUv + offset4 * sampleRadius;\n vec3 normal1 = texture2D(normalTexture, uv1, -10.0).rgb * 2.0 - 1.0;\n vec3 normal2 = texture2D(normalTexture, uv2, -10.0).rgb * 2.0 - 1.0;\n vec3 normal3 = texture2D(normalTexture, uv3, -10.0).rgb * 2.0 - 1.0;\n vec3 normal4 = texture2D(normalTexture, uv4, -10.0).rgb * 2.0 - 1.0;\n float depth1 = texture2D(depthTexture, uv1, -10.0).x;\n float depth2 = texture2D(depthTexture, uv2, -10.0).x;\n float depth3 = texture2D(depthTexture, uv3, -10.0).x;\n float depth4 = texture2D(depthTexture, uv4, -10.0).x;\n // Sanity check the depths\n if (depth1 == 1.0 || depth2 == 1.0 || depth3 == 1.0 || depth4 == 1.0) {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n return;\n }\n vec3 pos1 = WorldPosFromDepth(depth1, uv1);\n vec3 pos2 = WorldPosFromDepth(depth2, uv2);\n vec3 pos3 = WorldPosFromDepth(depth3, uv3);\n vec3 pos4 = WorldPosFromDepth(depth4, uv4);\n vec3 originPos1 = WorldPosFromDepth(0.0, uv1);\n vec3 originPos2 = WorldPosFromDepth(0.0, uv2);\n vec3 originPos3 = WorldPosFromDepth(0.0, uv3);\n vec3 originPos4 = WorldPosFromDepth(0.0, uv4);\n vec3 endPos1, endPos2, endPos3, endPos4;\n vec3 endDir1, endDir2, endDir3, endDir4;\n totalInternalReflection(originPos1, lightDir, pos1, normal1, ior, endPos1, endDir1);\n totalInternalReflection(originPos2, lightDir, pos2, normal2, ior, endPos2, endDir2);\n totalInternalReflection(originPos3, lightDir, pos3, normal3, ior, endPos3, endDir3);\n totalInternalReflection(originPos4, lightDir, pos4, normal4, ior, endPos4, endDir4);\n float lightPosArea = length(cross(originPos2 - originPos1, originPos3 - originPos1)) + length(cross(originPos3 - originPos1, originPos4 - originPos1));\n float t1 = planeIntersect(endPos1, endDir1, vec4(lightPlaneNormal, lightPlaneConstant));\n float t2 = planeIntersect(endPos2, endDir2, vec4(lightPlaneNormal, lightPlaneConstant));\n float t3 = planeIntersect(endPos3, endDir3, vec4(lightPlaneNormal, lightPlaneConstant));\n float t4 = planeIntersect(endPos4, endDir4, vec4(lightPlaneNormal, lightPlaneConstant));\n vec3 finalPos1 = endPos1 + endDir1 * t1;\n vec3 finalPos2 = endPos2 + endDir2 * t2;\n vec3 finalPos3 = endPos3 + endDir3 * t3;\n vec3 finalPos4 = endPos4 + endDir4 * t4;\n float finalArea = length(cross(finalPos2 - finalPos1, finalPos3 - finalPos1)) + length(cross(finalPos3 - finalPos1, finalPos4 - finalPos1));\n caustic += intensity * (lightPosArea / finalArea);\n // Calculate the area of the triangle in light spaces\n gl_FragColor = vec4(vec3(max(caustic, 0.0)), 1.0);\n }"),h={depth:!0,minFilter:m.LinearFilter,magFilter:m.LinearFilter,encoding:m.LinearEncoding,type:m.UnsignedByteType},g={minFilter:m.LinearMipmapLinearFilter,magFilter:m.LinearFilter,encoding:m.LinearEncoding,format:m.RGBAFormat,type:m.FloatType,generateMipmaps:!0},P=p.forwardRef((({debug:e,children:r,frames:n=1,ior:a=1.1,color:s="white",causticsOnly:u=!1,backside:P=!1,backsideIOR:y=1.1,worldRadius:M=.3125,intensity:w=.05,resolution:D=2024,lightSource:T=[5,5,5],...F},S)=>{t.extend({CausticsProjectionMaterial:f});const b=p.useRef(null),j=p.useRef(null),z=p.useRef(null),R=p.useRef(null),W=t.useThree((e=>e.gl)),I=i.useHelper(e&&j,m.CameraHelper),O=o.useFBO(D,D,h),C=o.useFBO(D,D,h),V=o.useFBO(D,D,g),B=o.useFBO(D,D,g),[_]=p.useState((()=>v())),[E]=p.useState((()=>v(m.BackSide))),[A]=p.useState((()=>new x)),[N]=p.useState((()=>new c.FullScreenQuad(A)));p.useLayoutEffect((()=>{b.current.updateWorldMatrix(!1,!0)}));let k=0;const q=new m.Vector3,L=new m.Frustum,U=new m.Matrix4,H=new m.Plane,G=new m.Vector3,Q=new m.Vector3,J=new m.Box3,K=new m.Vector3;return t.useFrame(((r,t)=>{if(n===1/0||k++<n){var o,i;Array.isArray(T)?G.fromArray(T).normalize():G.copy(b.current.worldToLocal(T.current.getWorldPosition(q)).normalize()),Q.copy(G).multiplyScalar(-1);let r=[];null==(o=z.current.parent)||o.matrixWorld.identity(),J.setFromObject(z.current,!0),r.push(new m.Vector3(J.min.x,J.min.y,J.min.z)),r.push(new m.Vector3(J.min.x,J.min.y,J.max.z)),r.push(new m.Vector3(J.min.x,J.max.y,J.min.z)),r.push(new m.Vector3(J.min.x,J.max.y,J.max.z)),r.push(new m.Vector3(J.max.x,J.min.y,J.min.z)),r.push(new m.Vector3(J.max.x,J.min.y,J.max.z)),r.push(new m.Vector3(J.max.x,J.max.y,J.min.z)),r.push(new m.Vector3(J.max.x,J.max.y,J.max.z));const n=r.map((e=>e.clone()));J.getCenter(K),r=r.map((e=>e.clone().sub(K)));const t=H.set(Q,0),l=r.map((e=>t.projectPoint(e,new m.Vector3))),c=l.reduce(((e,r)=>e.add(r)),q.set(0,0,0)).divideScalar(l.length),s=l.map((e=>e.distanceTo(c))).reduce(((e,r)=>Math.max(e,r))),d=r.map((e=>e.dot(G))).reduce(((e,r)=>Math.max(e,r)));j.current.position.copy(G.clone().multiplyScalar(d).add(K)),j.current.lookAt(z.current.localToWorld(K.clone()));const p=U.lookAt(j.current.position,K,q.set(0,1,0));j.current.left=-s,j.current.right=s,j.current.top=s,j.current.bottom=-s;const v=q.set(0,s,0).applyMatrix4(p),f=(j.current.position.y+v.y)/G.y;j.current.near=.1,j.current.far=f,j.current.updateProjectionMatrix(),j.current.updateMatrixWorld();const x=n.map((e=>e.add(G.clone().multiplyScalar(-e.y/G.y)))),h=x.reduce(((e,r)=>e.add(r)),q.set(0,0,0)).divideScalar(x.length),g=2*x.map((e=>Math.hypot(e.x-h.x,e.z-h.z))).reduce(((e,r)=>Math.max(e,r)));R.current.scale.setScalar(g),R.current.position.copy(h),e&&(null==(i=I.current)||i.update()),E.viewMatrix.value=_.viewMatrix.value=j.current.matrixWorldInverse;const F=L.setFromProjectionMatrix(U.multiplyMatrices(j.current.projectionMatrix,j.current.matrixWorldInverse)).planes[4];A.cameraMatrixWorld=j.current.matrixWorld,A.cameraProjectionMatrixInv=j.current.projectionMatrixInverse,A.lightDir=Q,A.lightPlaneNormal=F.normal,A.lightPlaneConstant=F.constant,A.near=j.current.near,A.far=j.current.far,A.resolution=D,A.size=s,A.intensity=w,A.worldRadius=M,z.current.visible=!0,W.setRenderTarget(O),W.clear(),z.current.overrideMaterial=_,W.render(z.current,j.current),W.setRenderTarget(C),W.clear(),P&&(z.current.overrideMaterial=E,W.render(z.current,j.current)),z.current.overrideMaterial=null,A.ior=a,R.current.material.lightProjMatrix=j.current.projectionMatrix,R.current.material.lightViewMatrix=j.current.matrixWorldInverse,A.normalTexture=O.texture,A.depthTexture=O.depthTexture,W.setRenderTarget(V),W.clear(),N.render(W),A.ior=y,A.normalTexture=C.texture,A.depthTexture=C.depthTexture,W.setRenderTarget(B),W.clear(),P&&N.render(W),W.setRenderTarget(null),u&&(z.current.visible=!1)}})),p.useImperativeHandle(S,(()=>b.current),[]),p.createElement("group",d.default({ref:b},F),p.createElement("scene",{ref:z},p.createElement("orthographicCamera",{ref:j,up:[0,1,0]}),r),p.createElement("mesh",{renderOrder:2,ref:R,"rotation-x":-Math.PI/2},p.createElement("planeGeometry",null),p.createElement("causticsProjectionMaterial",{transparent:!0,color:s,causticsTexture:V.texture,causticsTextureB:B.texture,blending:m.CustomBlending,blendSrc:m.OneFactor,blendDst:m.SrcAlphaFactor,depthWrite:!1}),e&&p.createElement(l.Edges,null,p.createElement("lineBasicMaterial",{color:"#ffff00",toneMapped:!1}))))}));exports.Caustics=P;
|
|
1
|
+
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/extends"),r=require("three"),t=require("react"),n=require("@react-three/fiber"),o=require("./useFBO.cjs.js"),i=require("./useHelper.cjs.js"),a=require("./shaderMaterial.cjs.js"),l=require("./Edges.cjs.js"),c=require("three-stdlib");function s(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}function u(e){if(e&&e.__esModule)return e;var r=Object.create(null);return e&&Object.keys(e).forEach((function(t){if("default"!==t){var n=Object.getOwnPropertyDescriptor(e,t);Object.defineProperty(r,t,n.get?n:{enumerable:!0,get:function(){return e[t]}})}})),r.default=e,Object.freeze(r)}var d=s(e),m=u(r),p=u(t);function v(e=m.FrontSide){const r={value:new m.Matrix4};return Object.assign(new m.MeshNormalMaterial({side:e}),{viewMatrix:r,onBeforeCompile:e=>{e.uniforms.viewMatrix=r,e.fragmentShader="vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n }\n"+e.fragmentShader.replace("#include <normal_fragment_maps>","#include <normal_fragment_maps>\n normal = inverseTransformDirection( normal, viewMatrix );\n")}})}const f=a.shaderMaterial({causticsTexture:null,causticsTextureB:null,color:new m.Color,lightProjMatrix:new m.Matrix4,lightViewMatrix:new m.Matrix4},"varying vec3 vWorldPosition; \n void main() {\n gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.);\n vec4 worldPosition = modelMatrix * vec4(position, 1.);\n vWorldPosition = worldPosition.xyz;\n }","varying vec3 vWorldPosition;\n uniform vec3 color;\n uniform sampler2D causticsTexture; \n uniform sampler2D causticsTextureB; \n uniform mat4 lightProjMatrix;\n uniform mat4 lightViewMatrix;\n void main() {\n // Apply caustics \n vec4 lightSpacePos = lightProjMatrix * lightViewMatrix * vec4(vWorldPosition, 1.0);\n lightSpacePos.xyz /= lightSpacePos.w;\n lightSpacePos.xyz = lightSpacePos.xyz * 0.5 + 0.5; \n vec3 front = texture2D(causticsTexture, lightSpacePos.xy).rgb;\n vec3 back = texture2D(causticsTextureB, lightSpacePos.xy).rgb;\n gl_FragColor = vec4((front + back) * color, 1.0);\n #include <tonemapping_fragment>\n #include <encodings_fragment>\n }"),x=a.shaderMaterial({cameraMatrixWorld:new m.Matrix4,cameraProjectionMatrixInv:new m.Matrix4,normalTexture:null,depthTexture:null,lightDir:new m.Vector3(0,1,0),lightPlaneNormal:new m.Vector3(0,1,0),lightPlaneConstant:0,near:.1,far:100,modelMatrix:new m.Matrix4,worldRadius:1/40,ior:1.1,bounces:0,resolution:1024,size:10,intensity:.5},"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }"," \n uniform mat4 cameraMatrixWorld;\n uniform mat4 cameraProjectionMatrixInv;\n uniform vec3 lightDir;\n uniform vec3 lightPlaneNormal;\n uniform float lightPlaneConstant;\n uniform float near;\n uniform float far;\n uniform float time;\n uniform float worldRadius;\n uniform float resolution;\n uniform float size;\n uniform float intensity;\n uniform float ior;\n precision highp isampler2D;\n precision highp usampler2D;\n uniform sampler2D normalTexture;\n uniform sampler2D depthTexture;\n uniform float bounces;\n varying vec2 vUv;\n vec3 WorldPosFromDepth(float depth, vec2 coord) {\n float z = depth * 2.0 - 1.0;\n vec4 clipSpacePosition = vec4(coord * 2.0 - 1.0, z, 1.0);\n vec4 viewSpacePosition = cameraProjectionMatrixInv * clipSpacePosition;\n // Perspective division\n viewSpacePosition /= viewSpacePosition.w;\n vec4 worldSpacePosition = cameraMatrixWorld * viewSpacePosition;\n return worldSpacePosition.xyz;\n } \n float sdPlane( vec3 p, vec3 n, float h ) {\n // n must be normalized\n return dot(p,n) + h;\n }\n float planeIntersect( vec3 ro, vec3 rd, vec4 p ) {\n return -(dot(ro,p.xyz)+p.w)/dot(rd,p.xyz);\n }\n vec3 totalInternalReflection(vec3 ro, vec3 rd, vec3 pos, vec3 normal, float ior, out vec3 rayOrigin, out vec3 rayDirection) {\n rayOrigin = ro;\n rayDirection = rd;\n rayDirection = refract(rayDirection, normal, 1.0 / ior);\n rayOrigin = pos + rayDirection * 0.1;\n return rayDirection;\n }\n void main() {\n // Each sample consists of random offset in the x and y direction\n float caustic = 0.0;\n float causticTexelSize = (1.0 / resolution) * size * 2.0;\n float texelsNeeded = worldRadius / causticTexelSize;\n float sampleRadius = texelsNeeded / resolution;\n float sum = 0.0;\n if (texture2D(depthTexture, vUv).x == 1.0) {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n return;\n }\n vec2 offset1 = vec2(-0.5, -0.5);//vec2(rand() - 0.5, rand() - 0.5);\n vec2 offset2 = vec2(-0.5, 0.5);//vec2(rand() - 0.5, rand() - 0.5);\n vec2 offset3 = vec2(0.5, 0.5);//vec2(rand() - 0.5, rand() - 0.5);\n vec2 offset4 = vec2(0.5, -0.5);//vec2(rand() - 0.5, rand() - 0.5);\n vec2 uv1 = vUv + offset1 * sampleRadius;\n vec2 uv2 = vUv + offset2 * sampleRadius;\n vec2 uv3 = vUv + offset3 * sampleRadius;\n vec2 uv4 = vUv + offset4 * sampleRadius;\n vec3 normal1 = texture2D(normalTexture, uv1, -10.0).rgb * 2.0 - 1.0;\n vec3 normal2 = texture2D(normalTexture, uv2, -10.0).rgb * 2.0 - 1.0;\n vec3 normal3 = texture2D(normalTexture, uv3, -10.0).rgb * 2.0 - 1.0;\n vec3 normal4 = texture2D(normalTexture, uv4, -10.0).rgb * 2.0 - 1.0;\n float depth1 = texture2D(depthTexture, uv1, -10.0).x;\n float depth2 = texture2D(depthTexture, uv2, -10.0).x;\n float depth3 = texture2D(depthTexture, uv3, -10.0).x;\n float depth4 = texture2D(depthTexture, uv4, -10.0).x;\n // Sanity check the depths\n if (depth1 == 1.0 || depth2 == 1.0 || depth3 == 1.0 || depth4 == 1.0) {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n return;\n }\n vec3 pos1 = WorldPosFromDepth(depth1, uv1);\n vec3 pos2 = WorldPosFromDepth(depth2, uv2);\n vec3 pos3 = WorldPosFromDepth(depth3, uv3);\n vec3 pos4 = WorldPosFromDepth(depth4, uv4);\n vec3 originPos1 = WorldPosFromDepth(0.0, uv1);\n vec3 originPos2 = WorldPosFromDepth(0.0, uv2);\n vec3 originPos3 = WorldPosFromDepth(0.0, uv3);\n vec3 originPos4 = WorldPosFromDepth(0.0, uv4);\n vec3 endPos1, endPos2, endPos3, endPos4;\n vec3 endDir1, endDir2, endDir3, endDir4;\n totalInternalReflection(originPos1, lightDir, pos1, normal1, ior, endPos1, endDir1);\n totalInternalReflection(originPos2, lightDir, pos2, normal2, ior, endPos2, endDir2);\n totalInternalReflection(originPos3, lightDir, pos3, normal3, ior, endPos3, endDir3);\n totalInternalReflection(originPos4, lightDir, pos4, normal4, ior, endPos4, endDir4);\n float lightPosArea = length(cross(originPos2 - originPos1, originPos3 - originPos1)) + length(cross(originPos3 - originPos1, originPos4 - originPos1));\n float t1 = planeIntersect(endPos1, endDir1, vec4(lightPlaneNormal, lightPlaneConstant));\n float t2 = planeIntersect(endPos2, endDir2, vec4(lightPlaneNormal, lightPlaneConstant));\n float t3 = planeIntersect(endPos3, endDir3, vec4(lightPlaneNormal, lightPlaneConstant));\n float t4 = planeIntersect(endPos4, endDir4, vec4(lightPlaneNormal, lightPlaneConstant));\n vec3 finalPos1 = endPos1 + endDir1 * t1;\n vec3 finalPos2 = endPos2 + endDir2 * t2;\n vec3 finalPos3 = endPos3 + endDir3 * t3;\n vec3 finalPos4 = endPos4 + endDir4 * t4;\n float finalArea = length(cross(finalPos2 - finalPos1, finalPos3 - finalPos1)) + length(cross(finalPos3 - finalPos1, finalPos4 - finalPos1));\n caustic += intensity * (lightPosArea / finalArea);\n // Calculate the area of the triangle in light spaces\n gl_FragColor = vec4(vec3(max(caustic, 0.0)), 1.0);\n }"),g={depth:!0,minFilter:m.LinearFilter,magFilter:m.LinearFilter,encoding:m.LinearEncoding,type:m.UnsignedByteType},h={minFilter:m.LinearMipmapLinearFilter,magFilter:m.LinearFilter,encoding:m.LinearEncoding,format:m.RGBAFormat,type:m.FloatType,generateMipmaps:!0},P=p.forwardRef((({debug:e,children:r,frames:t=1,ior:a=1.1,color:s="white",causticsOnly:u=!1,backside:P=!1,backsideIOR:y=1.1,worldRadius:M=.3125,intensity:D=.05,resolution:w=2024,lightSource:T=[5,5,5],...F},S)=>{n.extend({CausticsProjectionMaterial:f});const b=p.useRef(null),j=p.useRef(null),z=p.useRef(null),R=p.useRef(null),W=n.useThree((e=>e.gl)),I=i.useHelper(e&&j,m.CameraHelper),O=o.useFBO(w,w,g),C=o.useFBO(w,w,g),B=o.useFBO(w,w,h),V=o.useFBO(w,w,h),[_]=p.useState((()=>v())),[E]=p.useState((()=>v(m.BackSide))),[A]=p.useState((()=>new x)),[N]=p.useState((()=>new c.FullScreenQuad(A)));p.useLayoutEffect((()=>{b.current.updateWorldMatrix(!1,!0)}));let k=0;const q=new m.Vector3,L=new m.Frustum,U=new m.Matrix4,H=new m.Plane,G=new m.Vector3,Q=new m.Vector3,J=new m.Box3,K=new m.Vector3,X=[],Y=[],Z=[],$=[],ee=new m.Vector3;for(let e=0;e<8;e++)X.push(new m.Vector3),Y.push(new m.Vector3),Z.push(new m.Vector3),$.push(new m.Vector3);return n.useFrame((()=>{if(t===1/0||k++<t){var r,n;Array.isArray(T)?G.fromArray(T).normalize():G.copy(b.current.worldToLocal(T.current.getWorldPosition(q)).normalize()),Q.copy(G).multiplyScalar(-1),null==(r=z.current.parent)||r.matrixWorld.identity(),J.setFromObject(z.current,!0),X[0].set(J.min.x,J.min.y,J.min.z),X[1].set(J.min.x,J.min.y,J.max.z),X[2].set(J.min.x,J.max.y,J.min.z),X[3].set(J.min.x,J.max.y,J.max.z),X[4].set(J.max.x,J.min.y,J.min.z),X[5].set(J.max.x,J.min.y,J.max.z),X[6].set(J.max.x,J.max.y,J.min.z),X[7].set(J.max.x,J.max.y,J.max.z);for(let e=0;e<8;e++)Y[e].copy(X[e]);J.getCenter(K),X.map((e=>e.sub(K)));const t=H.set(Q,0);X.map(((e,r)=>t.projectPoint(e,Z[r])));const o=Z.reduce(((e,r)=>e.add(r)),q.set(0,0,0)).divideScalar(Z.length),i=Z.map((e=>e.distanceTo(o))).reduce(((e,r)=>Math.max(e,r))),l=X.map((e=>e.dot(G))).reduce(((e,r)=>Math.max(e,r)));j.current.position.copy(ee.copy(G).multiplyScalar(l).add(K)),j.current.lookAt(z.current.localToWorld(K));const c=U.lookAt(j.current.position,K,q.set(0,1,0));j.current.left=-i,j.current.right=i,j.current.top=i,j.current.bottom=-i;const s=q.set(0,i,0).applyMatrix4(c),d=(j.current.position.y+s.y)/G.y;j.current.near=.1,j.current.far=d,j.current.updateProjectionMatrix(),j.current.updateMatrixWorld();const m=Y.map(((e,r)=>e.add($[r].copy(G).multiplyScalar(-e.y/G.y)))),p=m.reduce(((e,r)=>e.add(r)),q.set(0,0,0)).divideScalar(m.length),v=2*m.map((e=>Math.hypot(e.x-p.x,e.z-p.z))).reduce(((e,r)=>Math.max(e,r)));R.current.scale.setScalar(v),R.current.position.copy(p),e&&(null==(n=I.current)||n.update()),E.viewMatrix.value=_.viewMatrix.value=j.current.matrixWorldInverse;const f=L.setFromProjectionMatrix(U.multiplyMatrices(j.current.projectionMatrix,j.current.matrixWorldInverse)).planes[4];A.cameraMatrixWorld=j.current.matrixWorld,A.cameraProjectionMatrixInv=j.current.projectionMatrixInverse,A.lightDir=Q,A.lightPlaneNormal=f.normal,A.lightPlaneConstant=f.constant,A.near=j.current.near,A.far=j.current.far,A.resolution=w,A.size=i,A.intensity=D,A.worldRadius=M,z.current.visible=!0,W.setRenderTarget(O),W.clear(),z.current.overrideMaterial=_,W.render(z.current,j.current),W.setRenderTarget(C),W.clear(),P&&(z.current.overrideMaterial=E,W.render(z.current,j.current)),z.current.overrideMaterial=null,A.ior=a,R.current.material.lightProjMatrix=j.current.projectionMatrix,R.current.material.lightViewMatrix=j.current.matrixWorldInverse,A.normalTexture=O.texture,A.depthTexture=O.depthTexture,W.setRenderTarget(B),W.clear(),N.render(W),A.ior=y,A.normalTexture=C.texture,A.depthTexture=C.depthTexture,W.setRenderTarget(V),W.clear(),P&&N.render(W),W.setRenderTarget(null),u&&(z.current.visible=!1)}})),p.useImperativeHandle(S,(()=>b.current),[]),p.createElement("group",d.default({ref:b},F),p.createElement("scene",{ref:z},p.createElement("orthographicCamera",{ref:j,up:[0,1,0]}),r),p.createElement("mesh",{renderOrder:2,ref:R,"rotation-x":-Math.PI/2},p.createElement("planeGeometry",null),p.createElement("causticsProjectionMaterial",{transparent:!0,color:s,causticsTexture:B.texture,causticsTextureB:V.texture,blending:m.CustomBlending,blendSrc:m.OneFactor,blendDst:m.SrcAlphaFactor,depthWrite:!1}),e&&p.createElement(l.Edges,null,p.createElement("lineBasicMaterial",{color:"#ffff00",toneMapped:!1}))))}));exports.Caustics=P;
|
package/core/Caustics.js
CHANGED
|
@@ -245,34 +245,50 @@ const Caustics = /*#__PURE__*/React.forwardRef(({
|
|
|
245
245
|
const lightDirInv = new THREE.Vector3();
|
|
246
246
|
const bounds = new THREE.Box3();
|
|
247
247
|
const focusPos = new THREE.Vector3();
|
|
248
|
-
|
|
248
|
+
const boundsVertices = [];
|
|
249
|
+
const worldVerts = [];
|
|
250
|
+
const projectedVerts = [];
|
|
251
|
+
const lightDirs = [];
|
|
252
|
+
const cameraPos = new THREE.Vector3();
|
|
253
|
+
|
|
254
|
+
for (let i = 0; i < 8; i++) {
|
|
255
|
+
boundsVertices.push(new THREE.Vector3());
|
|
256
|
+
worldVerts.push(new THREE.Vector3());
|
|
257
|
+
projectedVerts.push(new THREE.Vector3());
|
|
258
|
+
lightDirs.push(new THREE.Vector3());
|
|
259
|
+
}
|
|
260
|
+
|
|
261
|
+
useFrame(() => {
|
|
249
262
|
if (frames === Infinity || count++ < frames) {
|
|
250
263
|
var _scene$current$parent, _helper$current;
|
|
251
264
|
|
|
252
265
|
if (Array.isArray(lightSource)) lightDir.fromArray(lightSource).normalize();else lightDir.copy(ref.current.worldToLocal(lightSource.current.getWorldPosition(v)).normalize());
|
|
253
266
|
lightDirInv.copy(lightDir).multiplyScalar(-1);
|
|
254
|
-
let boundsVertices = [];
|
|
255
267
|
(_scene$current$parent = scene.current.parent) == null ? void 0 : _scene$current$parent.matrixWorld.identity();
|
|
256
268
|
bounds.setFromObject(scene.current, true);
|
|
257
|
-
boundsVertices.
|
|
258
|
-
boundsVertices.
|
|
259
|
-
boundsVertices.
|
|
260
|
-
boundsVertices.
|
|
261
|
-
boundsVertices.
|
|
262
|
-
boundsVertices.
|
|
263
|
-
boundsVertices.
|
|
264
|
-
boundsVertices.
|
|
265
|
-
|
|
269
|
+
boundsVertices[0].set(bounds.min.x, bounds.min.y, bounds.min.z);
|
|
270
|
+
boundsVertices[1].set(bounds.min.x, bounds.min.y, bounds.max.z);
|
|
271
|
+
boundsVertices[2].set(bounds.min.x, bounds.max.y, bounds.min.z);
|
|
272
|
+
boundsVertices[3].set(bounds.min.x, bounds.max.y, bounds.max.z);
|
|
273
|
+
boundsVertices[4].set(bounds.max.x, bounds.min.y, bounds.min.z);
|
|
274
|
+
boundsVertices[5].set(bounds.max.x, bounds.min.y, bounds.max.z);
|
|
275
|
+
boundsVertices[6].set(bounds.max.x, bounds.max.y, bounds.min.z);
|
|
276
|
+
boundsVertices[7].set(bounds.max.x, bounds.max.y, bounds.max.z);
|
|
277
|
+
|
|
278
|
+
for (let i = 0; i < 8; i++) {
|
|
279
|
+
worldVerts[i].copy(boundsVertices[i]);
|
|
280
|
+
}
|
|
281
|
+
|
|
266
282
|
bounds.getCenter(focusPos);
|
|
267
|
-
boundsVertices
|
|
283
|
+
boundsVertices.map(v => v.sub(focusPos));
|
|
268
284
|
const lightPlane = lpP.set(lightDirInv, 0);
|
|
269
|
-
|
|
285
|
+
boundsVertices.map((v, i) => lightPlane.projectPoint(v, projectedVerts[i]));
|
|
270
286
|
const centralVert = projectedVerts.reduce((a, b) => a.add(b), v.set(0, 0, 0)).divideScalar(projectedVerts.length);
|
|
271
287
|
const radius = projectedVerts.map(v => v.distanceTo(centralVert)).reduce((a, b) => Math.max(a, b));
|
|
272
288
|
const dirLength = boundsVertices.map(x => x.dot(lightDir)).reduce((a, b) => Math.max(a, b)); // Shadows
|
|
273
289
|
|
|
274
|
-
camera.current.position.copy(
|
|
275
|
-
camera.current.lookAt(scene.current.localToWorld(focusPos
|
|
290
|
+
camera.current.position.copy(cameraPos.copy(lightDir).multiplyScalar(dirLength).add(focusPos));
|
|
291
|
+
camera.current.lookAt(scene.current.localToWorld(focusPos));
|
|
276
292
|
const dirMatrix = lpM.lookAt(camera.current.position, focusPos, v.set(0, 1, 0));
|
|
277
293
|
camera.current.left = -radius;
|
|
278
294
|
camera.current.right = radius;
|
|
@@ -285,7 +301,7 @@ const Caustics = /*#__PURE__*/React.forwardRef(({
|
|
|
285
301
|
camera.current.updateProjectionMatrix();
|
|
286
302
|
camera.current.updateMatrixWorld(); // Now find size of ground plane
|
|
287
303
|
|
|
288
|
-
const groundProjectedCoords = worldVerts.map(v => v.add(
|
|
304
|
+
const groundProjectedCoords = worldVerts.map((v, i) => v.add(lightDirs[i].copy(lightDir).multiplyScalar(-v.y / lightDir.y)));
|
|
289
305
|
const centerPos = groundProjectedCoords.reduce((a, b) => a.add(b), v.set(0, 0, 0)).divideScalar(groundProjectedCoords.length);
|
|
290
306
|
const maxSize = 2 * groundProjectedCoords.map(v => Math.hypot(v.x - centerPos.x, v.z - centerPos.z)).reduce((a, b) => Math.max(a, b));
|
|
291
307
|
plane.current.scale.setScalar(maxSize);
|