@react-three/drei 9.77.3 → 9.77.5

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
@@ -1618,19 +1618,21 @@ The decal box has to intersect the surface, otherwise it will not be visible. if
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  position={[0, 0, 0]} // Position of the decal
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  rotation={[0, 0, 0]} // Rotation of the decal (can be a vector or a degree in radians)
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  scale={1} // Scale of the decal
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+ polygonOffset
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+ polygonOffsetFactor={-1} // The mesh should take precedence over the original
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  >
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  <meshBasicMaterial map={texture} />
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  </Decal>
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  </mesh>
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  ```
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- If you do not specify a material it will create a transparent meshStandardMaterial with a polygonOffsetFactor of -10 and all rest-props will be spread over it.
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+ If you do not specify a material it will create a transparent meshBasicMaterial with a polygonOffsetFactor of -10.
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  ```jsx
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  <mesh>
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  <sphereGeometry />
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  <meshBasicMaterial />
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- <Decal map={texture} roughness={0.5} />
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+ <Decal map={texture} />
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  </mesh>
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  ```
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@@ -1638,7 +1640,7 @@ If declarative composition is not possible, use the `mesh` prop to define the su
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  ```js
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  <Decal mesh={ref}>
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- <meshBasicMaterial map={texture} />
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+ <meshBasicMaterial map={texture} polygonOffset polygonOffsetFactor={-1} />
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  </Decal>
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  ```
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@@ -1 +1 @@
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;
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 }"),h={depth:!0,minFilter:m.LinearFilter,magFilter:m.LinearFilter,type:m.UnsignedByteType},g={minFilter:m.LinearMipmapLinearFilter,magFilter:m.LinearFilter,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],...S},b)=>{n.extend({CausticsProjectionMaterial:f});const j=p.useRef(null),F=p.useRef(null),z=p.useRef(null),W=p.useRef(null),R=n.useThree((e=>e.gl)),I=i.useHelper(e&&F,m.CameraHelper),O=o.useFBO(w,w,h),C=o.useFBO(w,w,h),V=o.useFBO(w,w,g),_=o.useFBO(w,w,g),[B]=p.useState((()=>v())),[E]=p.useState((()=>v(m.BackSide))),[A]=p.useState((()=>new x)),[N]=p.useState((()=>new c.FullScreenQuad(A)));p.useLayoutEffect((()=>{j.current.updateWorldMatrix(!1,!0)}));let k=0;const q=new m.Vector3,U=new m.Frustum,L=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),$.push(new m.Vector3);return n.useFrame((()=>{if(t===1/0||k++<t){var r,n;Array.isArray(T)?G.fromArray(T).normalize():G.copy(j.current.worldToLocal(T.current.getWorldPosition(q)).normalize()),Q.copy(G).multiplyScalar(-1),null==(r=z.current.parent)||r.matrixWorld.identity(),J.setFromObject(z.current,!0),X[0].set(J.min.x,J.min.y,J.min.z),X[1].set(J.min.x,J.min.y,J.max.z),X[2].set(J.min.x,J.max.y,J.min.z),X[3].set(J.min.x,J.max.y,J.max.z),X[4].set(J.max.x,J.min.y,J.min.z),X[5].set(J.max.x,J.min.y,J.max.z),X[6].set(J.max.x,J.max.y,J.min.z),X[7].set(J.max.x,J.max.y,J.max.z);for(let e=0;e<8;e++)Y[e].copy(X[e]);J.getCenter(K),X.map((e=>e.sub(K)));const t=H.set(Q,0);X.map(((e,r)=>t.projectPoint(e,Z[r])));const o=Z.reduce(((e,r)=>e.add(r)),q.set(0,0,0)).divideScalar(Z.length),i=Z.map((e=>e.distanceTo(o))).reduce(((e,r)=>Math.max(e,r))),l=X.map((e=>e.dot(G))).reduce(((e,r)=>Math.max(e,r)));F.current.position.copy(ee.copy(G).multiplyScalar(l).add(K)),F.current.lookAt(z.current.localToWorld(K));const c=L.lookAt(F.current.position,K,q.set(0,1,0));F.current.left=-i,F.current.right=i,F.current.top=i,F.current.bottom=-i;const s=q.set(0,i,0).applyMatrix4(c),d=(F.current.position.y+s.y)/G.y;F.current.near=.1,F.current.far=d,F.current.updateProjectionMatrix(),F.current.updateMatrixWorld();const m=Y.map(((e,r)=>e.add($[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)));W.current.scale.setScalar(v),W.current.position.copy(p),e&&(null==(n=I.current)||n.update()),E.viewMatrix.value=B.viewMatrix.value=F.current.matrixWorldInverse;const f=U.setFromProjectionMatrix(L.multiplyMatrices(F.current.projectionMatrix,F.current.matrixWorldInverse)).planes[4];A.cameraMatrixWorld=F.current.matrixWorld,A.cameraProjectionMatrixInv=F.current.projectionMatrixInverse,A.lightDir=Q,A.lightPlaneNormal=f.normal,A.lightPlaneConstant=f.constant,A.near=F.current.near,A.far=F.current.far,A.resolution=w,A.size=i,A.intensity=D,A.worldRadius=M,z.current.visible=!0,R.setRenderTarget(O),R.clear(),z.current.overrideMaterial=B,R.render(z.current,F.current),R.setRenderTarget(C),R.clear(),P&&(z.current.overrideMaterial=E,R.render(z.current,F.current)),z.current.overrideMaterial=null,A.ior=a,W.current.material.lightProjMatrix=F.current.projectionMatrix,W.current.material.lightViewMatrix=F.current.matrixWorldInverse,A.normalTexture=O.texture,A.depthTexture=O.depthTexture,R.setRenderTarget(V),R.clear(),N.render(R),A.ior=y,A.normalTexture=C.texture,A.depthTexture=C.depthTexture,R.setRenderTarget(_),R.clear(),P&&N.render(R),R.setRenderTarget(null),u&&(z.current.visible=!1)}})),p.useImperativeHandle(b,(()=>j.current),[]),p.createElement("group",d.default({ref:j},S),p.createElement("scene",{ref:z},p.createElement("orthographicCamera",{ref:F,up:[0,1,0]}),r),p.createElement("mesh",{renderOrder:2,ref:W,"rotation-x":-Math.PI/2},p.createElement("planeGeometry",null),p.createElement("causticsProjectionMaterial",{transparent:!0,color:s,causticsTexture:V.texture,causticsTextureB:_.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
@@ -187,14 +187,11 @@ const NORMALPROPS = {
187
187
  depth: true,
188
188
  minFilter: THREE.LinearFilter,
189
189
  magFilter: THREE.LinearFilter,
190
- encoding: THREE.LinearEncoding,
191
190
  type: THREE.UnsignedByteType
192
191
  };
193
192
  const CAUSTICPROPS = {
194
193
  minFilter: THREE.LinearMipmapLinearFilter,
195
194
  magFilter: THREE.LinearFilter,
196
- encoding: THREE.LinearEncoding,
197
- format: THREE.RGBAFormat,
198
195
  type: THREE.FloatType,
199
196
  generateMipmaps: true
200
197
  };
package/core/Decal.cjs.js CHANGED
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/extends"),r=require("react"),t=require("three"),n=require("@react-three/fiber"),o=require("three-stdlib");function a(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}function i(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 s=a(e),c=i(r),l=i(t);function u(e=[0,0,0]){return function(e){return Array.isArray(e)}(e)?e:e instanceof l.Vector3||e instanceof l.Euler?[e.x,e.y,e.z]:[e,e,e]}const f=c.forwardRef((function({debug:e,mesh:r,children:t,position:a,rotation:i,scale:f,...p},m){const y=c.useRef(null);c.useImperativeHandle(m,(()=>y.current));const d=c.useRef(null);return c.useLayoutEffect((()=>{const e=(null==r?void 0:r.current)||y.current.parent,t=y.current;if(!(e instanceof l.Mesh))throw new Error('Decal must have a Mesh as parent or specify its "mesh" prop');const s={position:new l.Vector3,rotation:new l.Euler,scale:new l.Vector3(1,1,1)};if(e){n.applyProps(s,{position:a,scale:f});const r=e.matrixWorld.clone();if(e.matrixWorld.identity(),i&&"number"!=typeof i)n.applyProps(s,{rotation:i});else{const r=new l.Object3D;r.position.copy(s.position),r.lookAt(e.position),"number"==typeof i&&r.rotateZ(i),n.applyProps(s,{rotation:r.rotation})}return t.geometry=new o.DecalGeometry(e,s.position,s.rotation,s.scale),d.current&&(n.applyProps(d.current,s),d.current.traverse((e=>e.raycast=()=>null))),e.matrixWorld=r,()=>{t.geometry.dispose()}}}),[r,...u(a),...u(f),...u(i)]),c.createElement("mesh",{ref:y},t||c.createElement("meshStandardMaterial",s.default({transparent:!0,polygonOffset:!0,polygonOffsetFactor:-10},p)),e&&c.createElement("mesh",{ref:d},c.createElement("boxGeometry",null),c.createElement("meshNormalMaterial",{wireframe:!0}),c.createElement("axesHelper",null)))}));exports.Decal=f;
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/extends"),t=require("react"),r=require("three"),n=require("@react-three/fiber"),o=require("three-stdlib");function a(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}function i(e){if(e&&e.__esModule)return e;var t=Object.create(null);return e&&Object.keys(e).forEach((function(r){if("default"!==r){var n=Object.getOwnPropertyDescriptor(e,r);Object.defineProperty(t,r,n.get?n:{enumerable:!0,get:function(){return e[r]}})}})),t.default=e,Object.freeze(t)}var s=a(e),l=i(t),c=i(r);function u(e=[0,0,0]){return function(e){return Array.isArray(e)}(e)?e:e instanceof c.Vector3||e instanceof c.Euler?[e.x,e.y,e.z]:[e,e,e]}const p=l.forwardRef((function({debug:e,depthTest:t=!1,polygonOffsetFactor:r=-10,map:a,mesh:i,children:p,position:f,rotation:m,scale:y,...d},b){const h=l.useRef(null);l.useImperativeHandle(b,(()=>h.current));const O=l.useRef(null);return l.useLayoutEffect((()=>{const e=(null==i?void 0:i.current)||h.current.parent,t=h.current;if(!(e instanceof c.Mesh))throw new Error('Decal must have a Mesh as parent or specify its "mesh" prop');const r={position:new c.Vector3,rotation:new c.Euler,scale:new c.Vector3(1,1,1)};if(e){n.applyProps(r,{position:f,scale:y});const a=e.matrixWorld.clone();if(e.matrixWorld.identity(),m&&"number"!=typeof m)n.applyProps(r,{rotation:m});else{const t=new c.Object3D;t.position.copy(r.position),t.lookAt(e.position),"number"==typeof m&&t.rotateZ(m),n.applyProps(r,{rotation:t.rotation})}return t.geometry=new o.DecalGeometry(e,r.position,r.rotation,r.scale),O.current&&(n.applyProps(O.current,r),O.current.traverse((e=>e.raycast=()=>null))),e.matrixWorld=a,()=>{t.geometry.dispose()}}}),[i,...u(f),...u(y),...u(m)]),l.createElement("mesh",s.default({ref:h,"material-transparent":!0,"material-polygonOffset":!0,"material-polygonOffsetFactor":r,"material-depthTest":t,"material-map":a},d),p,e&&l.createElement("mesh",{ref:O},l.createElement("boxGeometry",null),l.createElement("meshNormalMaterial",{wireframe:!0}),l.createElement("axesHelper",null)))}));exports.Decal=p;
package/core/Decal.d.ts CHANGED
@@ -1,7 +1,7 @@
1
1
  import * as React from 'react';
2
2
  import * as THREE from 'three';
3
3
  import * as FIBER from '@react-three/fiber';
4
- export declare type DecalProps = Omit<JSX.IntrinsicElements['meshStandardMaterial'], 'children'> & {
4
+ export declare type DecalProps = Omit<JSX.IntrinsicElements['mesh'], 'children'> & {
5
5
  debug?: boolean;
6
6
  mesh?: React.MutableRefObject<THREE.Mesh>;
7
7
  position?: FIBER.Vector3;
@@ -9,5 +9,7 @@ export declare type DecalProps = Omit<JSX.IntrinsicElements['meshStandardMateria
9
9
  scale?: FIBER.Vector3;
10
10
  map?: THREE.Texture;
11
11
  children?: React.ReactNode;
12
+ polygonOffsetFactor?: number;
13
+ depthTest?: boolean;
12
14
  };
13
- export declare const Decal: React.ForwardRefExoticComponent<Pick<DecalProps, "attach" | "args" | "children" | "key" | "onUpdate" | "position" | "scale" | "rotation" | "mesh" | keyof THREE.MeshStandardMaterial | "debug"> & React.RefAttributes<THREE.Mesh<THREE.BufferGeometry, THREE.Material | THREE.Material[]>>>;
15
+ export declare const Decal: React.ForwardRefExoticComponent<Pick<DecalProps, "visible" | "attach" | "args" | "children" | "key" | "onUpdate" | "position" | "up" | "scale" | "rotation" | "matrix" | "quaternion" | "layers" | "dispose" | "type" | "id" | "uuid" | "name" | "parent" | "modelViewMatrix" | "normalMatrix" | "matrixWorld" | "matrixAutoUpdate" | "matrixWorldAutoUpdate" | "matrixWorldNeedsUpdate" | "castShadow" | "receiveShadow" | "frustumCulled" | "renderOrder" | "animations" | "userData" | "customDepthMaterial" | "customDistanceMaterial" | "isObject3D" | "onBeforeRender" | "onAfterRender" | "applyMatrix4" | "applyQuaternion" | "setRotationFromAxisAngle" | "setRotationFromEuler" | "setRotationFromMatrix" | "setRotationFromQuaternion" | "rotateOnAxis" | "rotateOnWorldAxis" | "rotateX" | "rotateY" | "rotateZ" | "translateOnAxis" | "translateX" | "translateY" | "translateZ" | "localToWorld" | "worldToLocal" | "lookAt" | "add" | "remove" | "removeFromParent" | "clear" | "getObjectById" | "getObjectByName" | "getObjectByProperty" | "getObjectsByProperty" | "getWorldPosition" | "getWorldQuaternion" | "getWorldScale" | "getWorldDirection" | "raycast" | "traverse" | "traverseVisible" | "traverseAncestors" | "updateMatrix" | "updateMatrixWorld" | "updateWorldMatrix" | "toJSON" | "clone" | "copy" | "addEventListener" | "hasEventListener" | "removeEventListener" | "dispatchEvent" | keyof import("@react-three/fiber/dist/declarations/src/core/events").EventHandlers | "material" | "geometry" | "map" | "mesh" | "depthTest" | "polygonOffsetFactor" | "morphTargetInfluences" | "morphTargetDictionary" | "isMesh" | "updateMorphTargets" | "getVertexPosition" | "debug"> & React.RefAttributes<THREE.Mesh<THREE.BufferGeometry, THREE.Material | THREE.Material[]>>>;
package/core/Decal.js CHANGED
@@ -20,6 +20,9 @@ function vecToArray(vec = [0, 0, 0]) {
20
20
 
21
21
  const Decal = /*#__PURE__*/React.forwardRef(function Decal({
22
22
  debug,
23
+ depthTest = false,
24
+ polygonOffsetFactor = -10,
25
+ map,
23
26
  mesh,
24
27
  children,
25
28
  position,
@@ -81,14 +84,16 @@ const Decal = /*#__PURE__*/React.forwardRef(function Decal({
81
84
  target.geometry.dispose();
82
85
  };
83
86
  }
84
- }, [mesh, ...vecToArray(position), ...vecToArray(scale), ...vecToArray(rotation)]);
85
- return /*#__PURE__*/React.createElement("mesh", {
86
- ref: ref
87
- }, children || /*#__PURE__*/React.createElement("meshStandardMaterial", _extends({
88
- transparent: true,
89
- polygonOffset: true,
90
- polygonOffsetFactor: -10
91
- }, props)), debug && /*#__PURE__*/React.createElement("mesh", {
87
+ }, [mesh, ...vecToArray(position), ...vecToArray(scale), ...vecToArray(rotation)]); // <meshStandardMaterial transparent polygonOffset polygonOffsetFactor={-10} {...props} />}
88
+
89
+ return /*#__PURE__*/React.createElement("mesh", _extends({
90
+ ref: ref,
91
+ "material-transparent": true,
92
+ "material-polygonOffset": true,
93
+ "material-polygonOffsetFactor": polygonOffsetFactor,
94
+ "material-depthTest": depthTest,
95
+ "material-map": map
96
+ }, props), children, debug && /*#__PURE__*/React.createElement("mesh", {
92
97
  ref: helper
93
98
  }, /*#__PURE__*/React.createElement("boxGeometry", null), /*#__PURE__*/React.createElement("meshNormalMaterial", {
94
99
  wireframe: true