@react-three/drei 9.84.2 → 9.85.0
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 +41 -8
- package/core/AccumulativeShadows.cjs.js +1 -1
- package/core/AccumulativeShadows.js +8 -7
- package/core/ArcballControls.js +1 -1
- package/core/BBAnchor.js +2 -2
- package/core/Billboard.js +1 -1
- package/core/Bounds.js +1 -1
- package/core/CameraControls.js +1 -1
- package/core/CameraShake.js +1 -1
- package/core/CatmullRomLine.js +1 -1
- package/core/Caustics.cjs.js +1 -1
- package/core/Caustics.js +13 -12
- package/core/Center.js +1 -1
- package/core/Clone.js +1 -1
- package/core/Cloud.cjs.js +1 -1
- package/core/Cloud.d.ts +31 -11
- package/core/Cloud.js +213 -47
- package/core/ContactShadows.js +1 -1
- package/core/CubicBezierLine.js +1 -1
- package/core/CurveModifier.js +1 -1
- package/core/Decal.js +1 -1
- package/core/Detailed.js +1 -1
- package/core/DeviceOrientationControls.js +1 -1
- package/core/Edges.js +1 -1
- package/core/Effects.js +1 -1
- package/core/Example.js +1 -1
- package/core/FaceControls.js +4 -4
- package/core/FaceLandmarker.js +1 -1
- package/core/Facemesh.d.ts +3 -3
- package/core/Facemesh.js +4 -4
- package/core/FirstPersonControls.js +1 -1
- package/core/Float.js +1 -1
- package/core/FlyControls.js +1 -1
- package/core/GizmoHelper.js +7 -7
- package/core/GizmoViewcube.js +3 -3
- package/core/Gltf.js +1 -1
- package/core/GradientTexture.js +4 -1
- package/core/Grid.cjs.js +1 -1
- package/core/Grid.js +8 -7
- package/core/Image.cjs.js +1 -1
- package/core/Image.js +8 -7
- package/core/Instances.js +3 -3
- package/core/Lightformer.js +1 -1
- package/core/Line.js +1 -1
- package/core/MapControls.js +1 -1
- package/core/MarchingCubes.js +4 -4
- package/core/Mask.js +1 -1
- package/core/MeshDiscardMaterial.js +1 -1
- package/core/MeshDistortMaterial.js +1 -1
- package/core/MeshPortalMaterial.cjs.js +1 -1
- package/core/MeshPortalMaterial.js +6 -5
- package/core/MeshReflectorMaterial.cjs.js +1 -1
- package/core/MeshReflectorMaterial.js +2 -2
- package/core/MeshRefractionMaterial.cjs.js +1 -1
- package/core/MeshTransmissionMaterial.js +1 -1
- package/core/MeshWobbleMaterial.js +1 -1
- package/core/MotionPathControls.js +2 -2
- package/core/OrbitControls.js +1 -1
- package/core/OrthographicCamera.js +1 -1
- package/core/Outlines.cjs.js +1 -1
- package/core/Outlines.js +5 -4
- package/core/PerformanceMonitor.js +1 -1
- package/core/PerspectiveCamera.js +1 -1
- package/core/PointMaterial.cjs.js +1 -1
- package/core/PointMaterial.js +4 -3
- package/core/PointerLockControls.js +1 -1
- package/core/Points.js +4 -4
- package/core/PositionalAudio.js +1 -1
- package/core/QuadraticBezierLine.js +3 -3
- package/core/Reflector.cjs.js +1 -1
- package/core/Reflector.js +2 -2
- package/core/RenderTexture.js +1 -1
- package/core/Resize.js +1 -1
- package/core/RoundedBox.js +1 -1
- package/core/ScreenQuad.js +1 -1
- package/core/ScreenSpace.js +1 -1
- package/core/Segments.js +3 -3
- package/core/Shadow.js +1 -1
- package/core/Sky.js +1 -1
- package/core/Sparkles.cjs.js +1 -1
- package/core/Sparkles.js +4 -3
- package/core/SpotLight.cjs.js +1 -1
- package/core/SpotLight.js +1 -1
- package/core/Stage.cjs.js +1 -1
- package/core/Stars.cjs.js +1 -1
- package/core/Stars.js +4 -4
- package/core/Svg.js +1 -1
- package/core/Text.js +1 -1
- package/core/Text3D.js +1 -1
- package/core/TrackballControls.js +1 -1
- package/core/Trail.js +1 -1
- package/core/TransformControls.js +1 -1
- package/core/Wireframe.cjs.js +1 -1
- package/core/Wireframe.js +1 -1
- package/core/index.cjs.js +1 -1
- package/core/index.js +3 -2
- package/core/meshBounds.js +4 -4
- package/core/shapes.js +19 -19
- package/core/useBVH.js +1 -1
- package/core/useProgress.js +1 -1
- package/core/useTexture.cjs.js +1 -1
- package/core/useTexture.js +5 -2
- package/helpers/constants.cjs.js +1 -0
- package/helpers/constants.d.ts +1 -0
- package/helpers/constants.js +5 -0
- package/index.cjs.js +1 -1
- package/index.js +1 -1
- package/materials/BlurPass.cjs.js +1 -1
- package/materials/ConvolutionMaterial.cjs.js +1 -1
- package/materials/ConvolutionMaterial.js +2 -1
- package/materials/DiscardMaterial.js +1 -1
- package/materials/MeshRefractionMaterial.cjs.js +1 -1
- package/materials/MeshRefractionMaterial.js +8 -7
- package/materials/SpotLightMaterial.cjs.js +1 -1
- package/materials/SpotLightMaterial.js +2 -1
- package/materials/WireframeMaterial.js +4 -4
- package/native/index.cjs.js +1 -1
- package/native/index.js +3 -2
- package/package.json +3 -2
- package/react-three-drei-0.0.0-semantic-release.tgz +0 -0
- package/web/Html.cjs.js +1 -1
- package/web/Html.js +6 -6
- package/web/ScrollControls.js +4 -4
- package/web/Select.js +1 -1
- package/web/View.js +1 -1
- package/web/index.cjs.js +1 -1
- package/web/index.js +3 -2
- package/web/pivotControls/AxisArrow.js +4 -4
- package/web/pivotControls/AxisRotator.js +6 -6
- package/web/pivotControls/PlaneSlider.js +3 -3
- package/web/pivotControls/context.js +1 -1
- package/web/pivotControls/index.js +21 -21
package/README.md
CHANGED
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@@ -4476,16 +4476,49 @@ attribute vec3 color;
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Particle based cloud.
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-
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```tsx
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type CloudsProps = JSX.IntrinsicElements['group'] & {
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/** Optional cloud texture, points to a default hosted on rawcdn.githack */
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texture?: string
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/** Maximum number of segments, default: 200 (make this tight to save memory!) */
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limit?: number
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/** How many segments it renders, default: undefined (all) */
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range?: number
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/** Which material it will override, default: MeshLambertMaterial */
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material?: typeof Material
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}
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type CloudProps = JSX.IntrinsicElements['group'] & {
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/** A seeded random will show the same cloud consistently, default: Math.random() */
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seed?: number
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/** How many segments or particles the cloud will have, default: 20 */
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segments?: number
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/** The box3 bounds of the cloud, default: [5, 1, 1] */
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bounds?: ReactThreeFiber.Vector3
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/** The general scale of the segments */
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scale?: ReactThreeFiber.Vector3
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/** The volume/thickness of the segments, default: 6 */
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volume?: number
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/** Growth factor for animated clouds (speed > 0), default: 4 */
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growth?: number
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/** Animation factor, default: 0.1 */
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speed?: number
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/** Camera distance until the segments will fade, default: 10 */
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fade?: number
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/** Opacity, default: 0.8 */
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opacity?: number
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/** Color, default: white */
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color?: ReactThreeFiber.Color
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}
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```
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Use the `<Clouds>` provider to glob all clouds into a single, instanced draw call.
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```jsx
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<
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depth={1.5} // Z-dir depth
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segments={20} // Number of particles
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/>
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<Clouds material={THREE.MeshBasicMaterial}>
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<Cloud segments={40} bounds={[10, 2, 2]} volume={10} color="orange" />
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<Cloud seed={1} scale={2} volume={5} color="hotpink" fade={100} />
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</Clouds>
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```
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#### useEnvironment
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@@ -1 +1 @@
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/extends"),t=require("three"),r=require("react"),a=require("@react-three/fiber"),i=require("./shaderMaterial.cjs.js"),s=require("../materials/DiscardMaterial.cjs.js");function
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/extends"),t=require("three"),r=require("react"),a=require("@react-three/fiber"),i=require("./shaderMaterial.cjs.js"),s=require("../materials/DiscardMaterial.cjs.js"),n=require("../helpers/constants.cjs.js");function o(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}function l(e){if(e&&e.__esModule)return e;var t=Object.create(null);return e&&Object.keys(e).forEach((function(r){if("default"!==r){var a=Object.getOwnPropertyDescriptor(e,r);Object.defineProperty(t,r,a.get?a:{enumerable:!0,get:function(){return e[r]}})}})),t.default=e,Object.freeze(t)}var h=o(e),c=l(t),u=l(r);const d=u.createContext(null),p=i.shaderMaterial({color:new c.Color,blend:2,alphaTest:.75,opacity:0,map:null},"varying vec2 vUv;\n void main() {\n gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.);\n vUv = uv;\n }",`varying vec2 vUv;\n uniform sampler2D map;\n uniform vec3 color;\n uniform float opacity;\n uniform float alphaTest;\n uniform float blend;\n void main() {\n vec4 sampledDiffuseColor = texture2D(map, vUv);\n gl_FragColor = vec4(color * sampledDiffuseColor.r * blend, max(0.0, (1.0 - (sampledDiffuseColor.r + sampledDiffuseColor.g + sampledDiffuseColor.b) / alphaTest)) * opacity);\n #include <tonemapping_fragment>\n #include <${n.version>=154?"colorspace_fragment":"encodings_fragment"}>\n }`),f=u.forwardRef((({children:e,temporal:t,frames:r=40,limit:i=1/0,blend:s=20,scale:n=10,opacity:o=1,alphaTest:l=.75,color:h="black",colorBlend:c=2,resolution:f=1024,toneMapped:g=!0,...v},M)=>{a.extend({SoftShadowMaterial:p});const b=a.useThree((e=>e.gl)),w=a.useThree((e=>e.scene)),y=a.useThree((e=>e.camera)),x=a.useThree((e=>e.invalidate)),C=u.useRef(null),S=u.useRef(null),[j]=u.useState((()=>new m(b,w,f)));u.useLayoutEffect((()=>{j.configure(C.current)}),[]);const T=u.useMemo((()=>({lights:new Map,temporal:!!t,frames:Math.max(2,r),blend:Math.max(2,r===1/0?s:r),count:0,getMesh:()=>C.current,reset:()=>{j.clear();const e=C.current.material;e.opacity=0,e.alphaTest=0,T.count=0},update:(e=1)=>{const t=C.current.material;T.temporal?(t.opacity=Math.min(o,t.opacity+o/T.blend),t.alphaTest=Math.min(l,t.alphaTest+l/T.blend)):(t.opacity=o,t.alphaTest=l),S.current.visible=!0,j.prepare();for(let t=0;t<e;t++)T.lights.forEach((e=>e.update())),j.update(y,T.blend);S.current.visible=!1,j.finish()}})),[j,y,w,t,r,s,o,l]);return u.useLayoutEffect((()=>{T.reset(),T.temporal||T.frames===1/0||T.update(T.blend)})),u.useImperativeHandle(M,(()=>T),[T]),a.useFrame((()=>{(T.temporal||T.frames===1/0)&&T.count<T.frames&&T.count<i&&(x(),T.update(),T.count++)})),u.createElement("group",v,u.createElement("group",{traverse:()=>null,ref:S},u.createElement(d.Provider,{value:T},e)),u.createElement("mesh",{receiveShadow:!0,ref:C,scale:n,rotation:[-Math.PI/2,0,0]},u.createElement("planeGeometry",null),u.createElement("softShadowMaterial",{transparent:!0,depthWrite:!1,toneMapped:g,color:h,blend:c,map:j.progressiveLightMap2.texture})))})),g=u.forwardRef((({castShadow:e=!0,bias:t=.001,mapSize:r=512,size:a=5,near:i=.5,far:s=500,frames:o=1,position:l=[0,0,0],radius:p=1,amount:f=8,intensity:g=(n.version>=155?Math.PI:1),ambient:m=.5,...v},M)=>{const b=u.useRef(null),w=new c.Vector3(...l).length(),y=u.useContext(d),x=u.useCallback((()=>{let e;if(b.current)for(let t=0;t<b.current.children.length;t++)if(e=b.current.children[t],Math.random()>m)e.position.set(l[0]+c.MathUtils.randFloatSpread(p),l[1]+c.MathUtils.randFloatSpread(p),l[2]+c.MathUtils.randFloatSpread(p));else{let t=Math.acos(2*Math.random()-1)-Math.PI/2,r=2*Math.PI*Math.random();e.position.set(Math.cos(t)*Math.cos(r)*w,Math.abs(Math.cos(t)*Math.sin(r)*w),Math.sin(t)*w)}}),[p,m,w,...l]),C=u.useMemo((()=>({update:x})),[x]);return u.useImperativeHandle(M,(()=>C),[C]),u.useLayoutEffect((()=>{const e=b.current;return y&&y.lights.set(e.uuid,C),()=>{y.lights.delete(e.uuid)}}),[y,C]),u.createElement("group",h.default({ref:b},v),Array.from({length:f},((n,o)=>u.createElement("directionalLight",{key:o,castShadow:e,"shadow-bias":t,"shadow-mapSize":[r,r],intensity:g/f},u.createElement("orthographicCamera",{attach:"shadow-camera",args:[-a,a,a,-a,i,s]})))))}));class m{constructor(e,t,r=1024){this.renderer=e,this.res=r,this.scene=t,this.buffer1Active=!1,this.lights=[],this.meshes=[],this.object=null,this.clearColor=new c.Color,this.clearAlpha=0;const a={type:c.HalfFloatType,magFilter:c.NearestFilter,minFilter:c.NearestFilter};this.progressiveLightMap1=new c.WebGLRenderTarget(this.res,this.res,a),this.progressiveLightMap2=new c.WebGLRenderTarget(this.res,this.res,a),this.discardMat=new s.DiscardMaterial,this.targetMat=new c.MeshLambertMaterial({fog:!1}),this.previousShadowMap={value:this.progressiveLightMap1.texture},this.averagingWindow={value:100},this.targetMat.onBeforeCompile=e=>{e.vertexShader="varying vec2 vUv;\n"+e.vertexShader.slice(0,-1)+"vUv = uv; gl_Position = vec4((uv - 0.5) * 2.0, 1.0, 1.0); }";const t=e.fragmentShader.indexOf("void main() {");e.fragmentShader="varying vec2 vUv;\n"+e.fragmentShader.slice(0,t)+"uniform sampler2D previousShadowMap;\n\tuniform float averagingWindow;\n"+e.fragmentShader.slice(t-1,-1)+"\nvec3 texelOld = texture2D(previousShadowMap, vUv).rgb;\n gl_FragColor.rgb = mix(texelOld, gl_FragColor.rgb, 1.0/ averagingWindow);\n }",e.uniforms.previousShadowMap=this.previousShadowMap,e.uniforms.averagingWindow=this.averagingWindow}}clear(){this.renderer.getClearColor(this.clearColor),this.clearAlpha=this.renderer.getClearAlpha(),this.renderer.setClearColor("black",1),this.renderer.setRenderTarget(this.progressiveLightMap1),this.renderer.clear(),this.renderer.setRenderTarget(this.progressiveLightMap2),this.renderer.clear(),this.renderer.setRenderTarget(null),this.renderer.setClearColor(this.clearColor,this.clearAlpha),this.lights=[],this.meshes=[],this.scene.traverse((e=>{!function(e){return!!e.geometry}(e)?function(e){return e.isLight}(e)&&this.lights.push({object:e,intensity:e.intensity}):this.meshes.push({object:e,material:e.material})}))}prepare(){this.lights.forEach((e=>e.object.intensity=0)),this.meshes.forEach((e=>e.object.material=this.discardMat))}finish(){this.lights.forEach((e=>e.object.intensity=e.intensity)),this.meshes.forEach((e=>e.object.material=e.material))}configure(e){this.object=e}update(e,t=100){if(!this.object)return;this.averagingWindow.value=t,this.object.material=this.targetMat;const r=this.buffer1Active?this.progressiveLightMap1:this.progressiveLightMap2,a=this.buffer1Active?this.progressiveLightMap2:this.progressiveLightMap1,i=this.scene.background;this.scene.background=null,this.renderer.setRenderTarget(r),this.previousShadowMap.value=a.texture,this.buffer1Active=!this.buffer1Active,this.renderer.render(this.scene,e),this.renderer.setRenderTarget(null),this.scene.background=i}}exports.AccumulativeShadows=f,exports.RandomizedLight=g,exports.accumulativeContext=d;
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import { extend, useThree, useFrame } from '@react-three/fiber';
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import { shaderMaterial } from './shaderMaterial.js';
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import { DiscardMaterial } from '../materials/DiscardMaterial.js';
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import { version } from '../helpers/constants.js';
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const accumulativeContext =
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const SoftShadowMaterial = shaderMaterial({
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const accumulativeContext = /*@__PURE__*/React.createContext(null);
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const SoftShadowMaterial = /*@__PURE__*/shaderMaterial({
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color: /*@__PURE__*/new THREE.Color(),
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const AccumulativeShadows = /*@__PURE__*/React.forwardRef(({
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const RandomizedLight = /*@__PURE__*/React.forwardRef(({
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"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 <${parseInt(m.REVISION.replace(/\D+/g,""))>=154?"colorspace_fragment":"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),R=p.useRef(null),W=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,$=new m.Box3,J=new m.Vector3,K=[],X=[],Y=[],Z=[],ee=new m.Vector3;for(let e=0;e<8;e++)K.push(new m.Vector3),X.push(new m.Vector3),Y.push(new m.Vector3),Z.push(new m.Vector3);return n.useFrame((()=>{if(t===1/0||k++<t){var r,n;Array.isArray(T)?G.fromArray(T).normalize():G.copy(j.current.worldToLocal(T.current.getWorldPosition(q)).normalize()),Q.copy(G).multiplyScalar(-1),null==(r=z.current.parent)||r.matrixWorld.identity(),$.setFromObject(z.current,!0),K[0].set($.min.x,$.min.y,$.min.z),K[1].set($.min.x,$.min.y,$.max.z),K[2].set($.min.x,$.max.y,$.min.z),K[3].set($.min.x,$.max.y,$.max.z),K[4].set($.max.x,$.min.y,$.min.z),K[5].set($.max.x,$.min.y,$.max.z),K[6].set($.max.x,$.max.y,$.min.z),K[7].set($.max.x,$.max.y,$.max.z);for(let e=0;e<8;e++)X[e].copy(K[e]);$.getCenter(J),K.map((e=>e.sub(J)));const t=H.set(Q,0);K.map(((e,r)=>t.projectPoint(e,Y[r])));const o=Y.reduce(((e,r)=>e.add(r)),q.set(0,0,0)).divideScalar(Y.length),i=Y.map((e=>e.distanceTo(o))).reduce(((e,r)=>Math.max(e,r))),l=K.map((e=>e.dot(G))).reduce(((e,r)=>Math.max(e,r)));F.current.position.copy(ee.copy(G).multiplyScalar(l).add(J)),F.current.lookAt(z.current.localToWorld(J));const c=L.lookAt(F.current.position,J,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=X.map(((e,r)=>e.add(Z[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=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,W.setRenderTarget(O),W.clear(),z.current.overrideMaterial=B,W.render(z.current,F.current),W.setRenderTarget(C),W.clear(),P&&(z.current.overrideMaterial=E,W.render(z.current,F.current)),z.current.overrideMaterial=null,A.ior=a,R.current.material.lightProjMatrix=F.current.projectionMatrix,R.current.material.lightViewMatrix=F.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(_),W.clear(),P&&N.render(W),W.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:R,"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;
|
|
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"),s=require("../helpers/constants.cjs.js");function u(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}function d(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 m=u(e),p=d(r),v=d(t);function f(e=p.FrontSide){const r={value:new p.Matrix4};return Object.assign(new p.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 x=a.shaderMaterial({causticsTexture:null,causticsTextureB:null,color:new p.Color,lightProjMatrix:new p.Matrix4,lightViewMatrix:new p.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 <${s.version>=154?"colorspace_fragment":"encodings_fragment"}>\n }`),h=a.shaderMaterial({cameraMatrixWorld:new p.Matrix4,cameraProjectionMatrixInv:new p.Matrix4,normalTexture:null,depthTexture:null,lightDir:new p.Vector3(0,1,0),lightPlaneNormal:new p.Vector3(0,1,0),lightPlaneConstant:0,near:.1,far:100,modelMatrix:new p.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:p.LinearFilter,magFilter:p.LinearFilter,type:p.UnsignedByteType},P={minFilter:p.LinearMipmapLinearFilter,magFilter:p.LinearFilter,type:p.FloatType,generateMipmaps:!0},y=v.forwardRef((({debug:e,children:r,frames:t=1,ior:a=1.1,color:s="white",causticsOnly:u=!1,backside:d=!1,backsideIOR:y=1.1,worldRadius:M=.3125,intensity:D=.05,resolution:w=2024,lightSource:T=[5,5,5],...j},S)=>{n.extend({CausticsProjectionMaterial:x});const b=v.useRef(null),F=v.useRef(null),z=v.useRef(null),W=v.useRef(null),R=n.useThree((e=>e.gl)),I=i.useHelper(e&&F,p.CameraHelper),O=o.useFBO(w,w,g),C=o.useFBO(w,w,g),_=o.useFBO(w,w,P),V=o.useFBO(w,w,P),[B]=v.useState((()=>f())),[E]=v.useState((()=>f(p.BackSide))),[A]=v.useState((()=>new h)),[q]=v.useState((()=>new c.FullScreenQuad(A)));v.useLayoutEffect((()=>{b.current.updateWorldMatrix(!1,!0)}));let N=0;const k=new p.Vector3,U=new p.Frustum,L=new p.Matrix4,H=new p.Plane,G=new p.Vector3,Q=new p.Vector3,$=new p.Box3,J=new p.Vector3,K=[],X=[],Y=[],Z=[],ee=new p.Vector3;for(let e=0;e<8;e++)K.push(new p.Vector3),X.push(new p.Vector3),Y.push(new p.Vector3),Z.push(new p.Vector3);return n.useFrame((()=>{if(t===1/0||N++<t){var r,n;Array.isArray(T)?G.fromArray(T).normalize():G.copy(b.current.worldToLocal(T.current.getWorldPosition(k)).normalize()),Q.copy(G).multiplyScalar(-1),null==(r=z.current.parent)||r.matrixWorld.identity(),$.setFromObject(z.current,!0),K[0].set($.min.x,$.min.y,$.min.z),K[1].set($.min.x,$.min.y,$.max.z),K[2].set($.min.x,$.max.y,$.min.z),K[3].set($.min.x,$.max.y,$.max.z),K[4].set($.max.x,$.min.y,$.min.z),K[5].set($.max.x,$.min.y,$.max.z),K[6].set($.max.x,$.max.y,$.min.z),K[7].set($.max.x,$.max.y,$.max.z);for(let e=0;e<8;e++)X[e].copy(K[e]);$.getCenter(J),K.map((e=>e.sub(J)));const t=H.set(Q,0);K.map(((e,r)=>t.projectPoint(e,Y[r])));const o=Y.reduce(((e,r)=>e.add(r)),k.set(0,0,0)).divideScalar(Y.length),i=Y.map((e=>e.distanceTo(o))).reduce(((e,r)=>Math.max(e,r))),l=K.map((e=>e.dot(G))).reduce(((e,r)=>Math.max(e,r)));F.current.position.copy(ee.copy(G).multiplyScalar(l).add(J)),F.current.lookAt(z.current.localToWorld(J));const c=L.lookAt(F.current.position,J,k.set(0,1,0));F.current.left=-i,F.current.right=i,F.current.top=i,F.current.bottom=-i;const s=k.set(0,i,0).applyMatrix4(c),m=(F.current.position.y+s.y)/G.y;F.current.near=.1,F.current.far=m,F.current.updateProjectionMatrix(),F.current.updateMatrixWorld();const p=X.map(((e,r)=>e.add(Z[r].copy(G).multiplyScalar(-e.y/G.y)))),v=p.reduce(((e,r)=>e.add(r)),k.set(0,0,0)).divideScalar(p.length),f=2*p.map((e=>Math.hypot(e.x-v.x,e.z-v.z))).reduce(((e,r)=>Math.max(e,r)));W.current.scale.setScalar(f),W.current.position.copy(v),e&&(null==(n=I.current)||n.update()),E.viewMatrix.value=B.viewMatrix.value=F.current.matrixWorldInverse;const x=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=x.normal,A.lightPlaneConstant=x.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(),d&&(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(_),R.clear(),q.render(R),A.ior=y,A.normalTexture=C.texture,A.depthTexture=C.depthTexture,R.setRenderTarget(V),R.clear(),d&&q.render(R),R.setRenderTarget(null),u&&(z.current.visible=!1)}})),v.useImperativeHandle(S,(()=>b.current),[]),v.createElement("group",m.default({ref:b},j),v.createElement("scene",{ref:z},v.createElement("orthographicCamera",{ref:F,up:[0,1,0]}),r),v.createElement("mesh",{renderOrder:2,ref:W,"rotation-x":-Math.PI/2},v.createElement("planeGeometry",null),v.createElement("causticsProjectionMaterial",{transparent:!0,color:s,causticsTexture:_.texture,causticsTextureB:V.texture,blending:p.CustomBlending,blendSrc:p.OneFactor,blendDst:p.SrcAlphaFactor,depthWrite:!1}),e&&v.createElement(l.Edges,null,v.createElement("lineBasicMaterial",{color:"#ffff00",toneMapped:!1}))))}));exports.Caustics=y;
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package/core/Caustics.js
CHANGED
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@@ -7,6 +7,7 @@ import { useHelper } from './useHelper.js';
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import { shaderMaterial } from './shaderMaterial.js';
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import { version } from '../helpers/constants.js';
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const CausticsProjectionMaterial = shaderMaterial({
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const CausticsProjectionMaterial = /*@__PURE__*/shaderMaterial({
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causticsTexture: null,
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causticsTextureB: null,
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color: new THREE.Color(),
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vec3 back = texture2D(causticsTextureB, lightSpacePos.xy).rgb;
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gl_FragColor = vec4((front + back) * color, 1.0);
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#include <tonemapping_fragment>
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#include <${
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#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>
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const CausticsMaterial = shaderMaterial({
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cameraMatrixWorld: new THREE.Matrix4(),
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cameraProjectionMatrixInv: new THREE.Matrix4(),
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const CausticsMaterial = /*@__PURE__*/shaderMaterial({
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cameraMatrixWorld: /*@__PURE__*/new THREE.Matrix4(),
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cameraProjectionMatrixInv: /*@__PURE__*/new THREE.Matrix4(),
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normalTexture: null,
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lightDir: new THREE.Vector3(0, 1, 0),
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lightPlaneNormal: new THREE.Vector3(0, 1, 0),
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lightDir: /*@__PURE__*/new THREE.Vector3(0, 1, 0),
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const Caustics =
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const Caustics = /*@__PURE__*/React.forwardRef(({
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package/core/Center.js
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import { Box3, Vector3, Sphere } from 'three';
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const Center = /*@__PURE__*/React.forwardRef(function Center({
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package/core/Clone.js
CHANGED
package/core/Cloud.cjs.js
CHANGED
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("react"),r=require("
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"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"),a=require("./useTexture.cjs.js"),o=require("uuid");function u(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}function c(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 i=u(e),s=c(t);const l=new r.Matrix4,d=new r.Vector3,f=new r.Quaternion,p=new r.Vector3,m=new r.Quaternion,g=new r.Vector3,h=s.createContext(null),y=s.forwardRef((({children:e,material:t=r.MeshLambertMaterial,texture:o="https://rawcdn.githack.com/pmndrs/drei-assets/9225a9f1fbd449d9411125c2f419b843d0308c9f/cloud.png",range:u,limit:c=200,...y},x)=>{var b,M;const v=s.useMemo((()=>class extends t{constructor(){super(),this.onBeforeCompile=e=>{e.vertexShader="attribute float opacity;\n varying float vOpacity;\n "+e.vertexShader.replace("#include <fog_vertex>","#include <fog_vertex>\n vOpacity = opacity;\n "),e.fragmentShader="varying float vOpacity;\n "+e.fragmentShader.replace("#include <opaque_fragment>","#include <opaque_fragment>\n gl_FragColor = vec4(outgoingLight, diffuseColor.a * vOpacity);\n ")}}}),[t]);n.extend({CloudMaterial:v});const w=s.useRef(null),C=s.useRef([]),E=s.useMemo((()=>new Float32Array(Array.from({length:c},(()=>1)))),[c]),A=s.useMemo((()=>new Float32Array(Array.from({length:c},(()=>[1,1,1])).flat())),[c]),O=a.useTexture(o);let j,R=0,_=0;const q=new r.Quaternion,F=new r.Vector3(0,0,1);n.useFrame(((e,t)=>{for(R=e.clock.getElapsedTime(),l.copy(w.current.matrixWorld).invert(),e.camera.matrixWorld.decompose(p,m,g),_=0;_<C.current.length;_++)j=C.current[_],j.ref.current.matrixWorld.decompose(d,f,g),d.add(j.position).applyQuaternion(f),f.copy(m).multiply(q.setFromAxisAngle(F,j.rotation+=t*j.rotationFactor)),g.addScalar(j.volume+(1+Math.sin(R*j.density*j.speed))/2*j.growth),j.matrix.compose(d,f,g).premultiply(l),j.dist=d.distanceTo(p);for(C.current.sort(((e,t)=>t.dist-e.dist)),_=0;_<C.current.length;_++)j=C.current[_],E[_]=j.opacity*(j.dist<j.fade-1?j.dist/j.fade:1),w.current.setMatrixAt(_,j.matrix),w.current.setColorAt(_,j.color);w.current.geometry.attributes.opacity.needsUpdate=!0,w.current.instanceMatrix.needsUpdate=!0,w.current.instanceColor&&(w.current.instanceColor.needsUpdate=!0)})),s.useLayoutEffect((()=>{const e=Math.min(c,void 0!==u?u:c,C.current.length);w.current.count=e,w.current.instanceMatrix.updateRange.count=16*e,w.current.instanceColor&&(w.current.instanceColor.updateRange.count=3*e),w.current.geometry.attributes.opacity.updateRange.count=e}));let P=[null!==(b=O.image.width)&&void 0!==b?b:1,null!==(M=O.image.height)&&void 0!==M?M:1],S=Math.max(P[0],P[1]);return P=[P[0]/S,P[1]/S],s.createElement("group",i.default({ref:x},y),s.createElement(h.Provider,{value:C},e,s.createElement("instancedMesh",{matrixAutoUpdate:!1,ref:w,args:[null,null,c]},s.createElement("instancedBufferAttribute",{usage:r.DynamicDrawUsage,attach:"instanceColor",args:[A,3]}),s.createElement("planeGeometry",{args:[...P]},s.createElement("instancedBufferAttribute",{usage:r.DynamicDrawUsage,attach:"attributes-opacity",args:[E,1]})),s.createElement("cloudMaterial",{key:t.name,map:O,transparent:!0,depthWrite:!1}))))})),x=s.forwardRef((({opacity:e=1,speed:t=0,bounds:a=[5,1,1],segments:u=20,color:c="#ffffff",fade:l=10,volume:d=6,growth:f=4,seed:p=Math.random(),...m},g)=>{function y(){const e=1e4*Math.sin(p++);return e-Math.floor(e)}const x=s.useContext(h),b=s.useRef(null),[M]=s.useState((()=>o.v4())),v=s.useMemo((()=>[...new Array(u)].map(((e,t)=>({segments:u,bounds:new r.Vector3(1,1,1),position:new r.Vector3,uuid:M,index:t,ref:b,dist:0,matrix:new r.Matrix4,color:new r.Color,rotation:t*(Math.PI/u)})))),[u,M]);return s.useLayoutEffect((()=>{v.forEach(((r,o)=>{n.applyProps(r,{color:c,speed:t,growth:f,opacity:e,fade:l,bounds:a,density:Math.max(.5,y()),rotationFactor:Math.max(.2,.5*y())*t}),u>1&&r.position.copy(r.bounds).multiply({x:2*y()-1,y:2*y()-1,z:2*y()-1});const i=Math.abs(r.position.x),s=Math.abs(r.position.y),p=Math.abs(r.position.z),m=Math.max(i,s,p);r.length=1,i===m&&(r.length-=i/r.bounds.x),s===m&&(r.length-=s/r.bounds.y),p===m&&(r.length-=p/r.bounds.z),r.volume=Math.max(.25,r.length)*d}))}),[a,l,c,e,f,d,p,u,t]),s.useLayoutEffect((()=>{const e=v;return x.current=[...x.current,...e],()=>{x.current=x.current.filter((e=>e.uuid!==M))}}),[v]),s.useImperativeHandle(g,(()=>b.current),[]),s.createElement("group",i.default({ref:b},m))})),b=s.forwardRef(((e,t)=>s.useContext(h)?s.createElement(x,i.default({ref:t},e)):s.createElement(y,null,s.createElement(x,i.default({ref:t},e)))));exports.Cloud=b,exports.CloudInstance=x,exports.Clouds=y;
|
package/core/Cloud.d.ts
CHANGED
|
@@ -1,12 +1,32 @@
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1
|
import * as React from 'react';
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import { Group, Material, MeshLambertMaterial } from 'three';
|
|
3
|
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import { MaterialNode, ReactThreeFiber } from '@react-three/fiber';
|
|
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declare global {
|
|
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namespace JSX {
|
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6
|
+
interface IntrinsicElements {
|
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7
|
+
cloudMaterial: MaterialNode<MeshLambertMaterial, typeof MeshLambertMaterial>;
|
|
8
|
+
}
|
|
9
|
+
}
|
|
10
|
+
}
|
|
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|
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type CloudsProps = JSX.IntrinsicElements['group'] & {
|
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12
|
+
texture?: string;
|
|
13
|
+
limit?: number;
|
|
14
|
+
range?: number;
|
|
15
|
+
material?: typeof Material;
|
|
16
|
+
};
|
|
17
|
+
type CloudProps = JSX.IntrinsicElements['group'] & {
|
|
18
|
+
seed?: number;
|
|
19
|
+
segments?: number;
|
|
20
|
+
bounds?: ReactThreeFiber.Vector3;
|
|
21
|
+
scale?: ReactThreeFiber.Vector3;
|
|
22
|
+
volume?: number;
|
|
23
|
+
growth?: number;
|
|
24
|
+
speed?: number;
|
|
25
|
+
fade?: number;
|
|
26
|
+
opacity?: number;
|
|
27
|
+
color?: ReactThreeFiber.Color;
|
|
28
|
+
};
|
|
29
|
+
export declare const Clouds: React.ForwardRefExoticComponent<Omit<CloudsProps, "ref"> & React.RefAttributes<Group>>;
|
|
30
|
+
export declare const CloudInstance: React.ForwardRefExoticComponent<Omit<CloudProps, "ref"> & React.RefAttributes<Group>>;
|
|
31
|
+
export declare const Cloud: React.ForwardRefExoticComponent<Omit<CloudProps, "ref"> & React.RefAttributes<Group>>;
|
|
32
|
+
export {};
|