@roomle/web-sdk 3.6.0-alpha.2 → 3.6.0-alpha.4

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.
Files changed (341) hide show
  1. package/lib/BufferGeometry-DLEagG41.mjs +1022 -0
  2. package/lib/BufferGeometry-DLEagG41.mjs.map +1 -0
  3. package/lib/ConfiguratorKernel.js +2 -2
  4. package/lib/ConfiguratorKernel.wasm +0 -0
  5. package/lib/GLTFExporter-D8qsdwDK.mjs +1092 -0
  6. package/lib/GLTFExporter-D8qsdwDK.mjs.map +1 -0
  7. package/lib/Object3D-DSjIOhON.mjs +1713 -0
  8. package/lib/Object3D-DSjIOhON.mjs.map +1 -0
  9. package/lib/PointLightHelper-BnjxGaOG.mjs +257 -0
  10. package/lib/PointLightHelper-BnjxGaOG.mjs.map +1 -0
  11. package/lib/RoomleCore.js +4 -4
  12. package/lib/RoomleCore.wasm +0 -0
  13. package/lib/RoomleToolsCore.wasm +0 -0
  14. package/lib/SpotLightHelper-DqsfqCrs.mjs +154 -0
  15. package/lib/SpotLightHelper-DqsfqCrs.mjs.map +1 -0
  16. package/lib/USDZExporter-DxIqi8St.mjs +296 -0
  17. package/lib/USDZExporter-DxIqi8St.mjs.map +1 -0
  18. package/lib/Vector4-DGmBYfpK.mjs +204 -0
  19. package/lib/Vector4-DGmBYfpK.mjs.map +1 -0
  20. package/lib/api-CNoIBuvr.mjs +55 -0
  21. package/lib/api-CNoIBuvr.mjs.map +1 -0
  22. package/lib/asset-loader.worker.js +1 -1
  23. package/lib/banana-for-scale-C_iNmlCT.mjs +36 -0
  24. package/lib/banana-for-scale-C_iNmlCT.mjs.map +1 -0
  25. package/lib/common-utils-DMSTohiS.mjs +187 -0
  26. package/lib/common-utils-DMSTohiS.mjs.map +1 -0
  27. package/lib/component-dimensioning-CvRmUja4.mjs +162 -0
  28. package/lib/component-dimensioning-CvRmUja4.mjs.map +1 -0
  29. package/lib/component-raycast-helper-CEp7wy9c.mjs +97 -0
  30. package/lib/component-raycast-helper-CEp7wy9c.mjs.map +1 -0
  31. package/lib/configurator-B_5XVG2O.mjs +45 -0
  32. package/lib/configurator-B_5XVG2O.mjs.map +1 -0
  33. package/lib/configurator-DCdvMM0o.mjs +2 -0
  34. package/lib/continuous-drawing-helper-v_5UAM9A.mjs +42 -0
  35. package/lib/continuous-drawing-helper-v_5UAM9A.mjs.map +1 -0
  36. package/lib/decorate-C1QnXPYw.mjs +35 -0
  37. package/lib/decorate-C1QnXPYw.mjs.map +1 -0
  38. package/lib/dimensioning-helper-DTcW85Oq.mjs +2 -0
  39. package/lib/dimensioning-helper-Fwpt1HTT.mjs +268 -0
  40. package/lib/dimensioning-helper-Fwpt1HTT.mjs.map +1 -0
  41. package/lib/fflate.module-dFNj5UPI.mjs +536 -0
  42. package/lib/fflate.module-dFNj5UPI.mjs.map +1 -0
  43. package/lib/glb-viewer-cP8g6bcm.mjs +315 -0
  44. package/lib/glb-viewer-cP8g6bcm.mjs.map +1 -0
  45. package/lib/glb-viewer-dZThmlwM.mjs +2 -0
  46. package/lib/homag-intelligence-LoOJ7roM.mjs +381 -0
  47. package/lib/homag-intelligence-LoOJ7roM.mjs.map +1 -0
  48. package/lib/imos-ix-poc-export-helper-CQh94HsO.mjs +161 -0
  49. package/lib/imos-ix-poc-export-helper-CQh94HsO.mjs.map +1 -0
  50. package/lib/kernel-BAQSG9r5.mjs +46 -0
  51. package/lib/kernel-BAQSG9r5.mjs.map +1 -0
  52. package/lib/kernel-utils-H74uNY1h.mjs +44 -0
  53. package/lib/kernel-utils-H74uNY1h.mjs.map +1 -0
  54. package/lib/layer-C_JtkhdO.mjs +8 -0
  55. package/lib/layer-C_JtkhdO.mjs.map +1 -0
  56. package/lib/main-BxEZ11ag.mjs +20461 -0
  57. package/lib/main-BxEZ11ag.mjs.map +1 -0
  58. package/lib/material-viewer-njBFF0Zg.mjs +292 -0
  59. package/lib/material-viewer-njBFF0Zg.mjs.map +1 -0
  60. package/lib/planner-Cr495Cyn.mjs +2 -0
  61. package/lib/planner-DY73rplC.mjs +44 -0
  62. package/lib/planner-DY73rplC.mjs.map +1 -0
  63. package/lib/plugin-system-D9K46xJk.mjs +55 -0
  64. package/lib/plugin-system-D9K46xJk.mjs.map +1 -0
  65. package/lib/roomle-sdk.d.ts +302 -134
  66. package/lib/roomle-sdk.js +7 -36
  67. package/lib/scene-renderer-D8HkTFeZ.mjs +3826 -0
  68. package/lib/scene-renderer-D8HkTFeZ.mjs.map +1 -0
  69. package/lib/script-loader-KBq8SjP6.mjs +45 -0
  70. package/lib/script-loader-KBq8SjP6.mjs.map +1 -0
  71. package/lib/static/draco/node_modules/three/examples/jsm/libs/draco/draco_decoder.js +34 -0
  72. package/lib/static/draco/node_modules/three/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  73. package/lib/static/draco/node_modules/three/examples/jsm/libs/draco/draco_encoder.js +33 -0
  74. package/lib/static/draco/node_modules/three/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -0
  75. package/lib/static/packages/workers/generated/asset-loader.worker.js +1 -0
  76. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/package.json +1 -0
  77. package/lib/static/roomle-core-hsc/{configuratorCore.d.ts → node_modules/roomle-core-hsc/src/embind/configuratorCore.d.ts} +1 -2
  78. package/lib/static/roomle-core-hsc/{configuratorCoreInterface.d.ts → node_modules/roomle-core-hsc/src/embind/configuratorCoreInterface.d.ts} +22 -29
  79. package/lib/static/roomle-core-hsc/{src → node_modules/roomle-core-hsc/src}/embind/plannerCore.d.ts +1 -2
  80. package/lib/static/roomle-core-hsc/{src → node_modules/roomle-core-hsc/src}/embind/plannerCoreCallback.d.ts +1 -1
  81. package/lib/static/roomle-core-hsc/{embind → node_modules/roomle-core-hsc/src/embind}/plannerCoreCallback.js +1 -1
  82. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/src/embind/plannerCoreCallback.js.map +1 -0
  83. package/lib/static/roomle-core-hsc/{plannerCoreInterface.d.ts → node_modules/roomle-core-hsc/src/embind/plannerCoreInterface.d.ts} +76 -81
  84. package/lib/static/roomle-core-hsc/{embind → node_modules/roomle-core-hsc/src/embind}/plannerCoreInterface.js +1 -6
  85. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/src/embind/plannerCoreInterface.js.map +1 -0
  86. package/lib/static/roomle-core-hsc/{loader → node_modules/roomle-core-hsc/src/loader}/configurableObject.d.ts +2 -2
  87. package/lib/static/roomle-core-hsc/{src → node_modules/roomle-core-hsc/src}/loader/configurableObject.js +6 -6
  88. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/src/loader/configurableObject.js.map +1 -0
  89. package/lib/static/roomle-core-hsc/{src → node_modules/roomle-core-hsc/src}/loader/configurationLoader.js +1 -5
  90. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/src/loader/configurationLoader.js.map +1 -0
  91. package/lib/static/roomle-core-hsc/{configurationManager.d.ts → node_modules/roomle-core-hsc/src/loader/configurationManager.d.ts} +1 -0
  92. package/lib/static/roomle-core-hsc/{loader → node_modules/roomle-core-hsc/src/loader}/configurationManager.js +6 -0
  93. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/src/loader/configurationManager.js.map +1 -0
  94. package/lib/static/roomle-core-hsc/{src → node_modules/roomle-core-hsc/src}/loader/planElementManager.d.ts +2 -2
  95. package/lib/static/roomle-core-hsc/{loader → node_modules/roomle-core-hsc/src/loader}/planElementManager.js.map +1 -1
  96. package/lib/static/roomle-core-hsc/{wasm_modern → node_modules/roomle-core-hsc/wasm_modern}/ConfiguratorKernel.js +2 -2
  97. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/wasm_modern/ConfiguratorKernel.wasm +0 -0
  98. package/lib/static/roomle-core-hsc/{wasm_modern → node_modules/roomle-core-hsc/wasm_modern}/RoomleCore.js +4 -4
  99. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/wasm_modern/RoomleCore.wasm +0 -0
  100. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/wasm_modern/RoomleToolsCore.wasm +0 -0
  101. package/lib/stats-helper-HM0TaIM5.mjs +95 -0
  102. package/lib/stats-helper-HM0TaIM5.mjs.map +1 -0
  103. package/lib/three.core-CLIofecG.mjs +7629 -0
  104. package/lib/three.core-CLIofecG.mjs.map +1 -0
  105. package/lib/three.module-C4Q1skJQ.mjs +5795 -0
  106. package/lib/three.module-C4Q1skJQ.mjs.map +1 -0
  107. package/lib/three.webgpu-dFspy2yF.mjs +16057 -0
  108. package/lib/three.webgpu-dFspy2yF.mjs.map +1 -0
  109. package/lib/threejs-utils-jEzvlJF1.mjs +2233 -0
  110. package/lib/threejs-utils-jEzvlJF1.mjs.map +1 -0
  111. package/lib/tools-core-CZbPygRC.mjs +30 -0
  112. package/lib/tools-core-CZbPygRC.mjs.map +1 -0
  113. package/package.json +3 -3
  114. package/lib/BufferGeometry-BZdSmtHt.mjs +0 -2064
  115. package/lib/BufferGeometry-BZdSmtHt.mjs.map +0 -1
  116. package/lib/GLTFExporter-DiE_HuI6.mjs +0 -1286
  117. package/lib/GLTFExporter-DiE_HuI6.mjs.map +0 -1
  118. package/lib/PointLightHelper-BvRpTX7D.mjs +0 -522
  119. package/lib/PointLightHelper-BvRpTX7D.mjs.map +0 -1
  120. package/lib/SpotLightHelper-Byg39thi.mjs +0 -222
  121. package/lib/SpotLightHelper-Byg39thi.mjs.map +0 -1
  122. package/lib/USDZExporter-VBx9xybH.mjs +0 -545
  123. package/lib/USDZExporter-VBx9xybH.mjs.map +0 -1
  124. package/lib/banana-for-scale-C9_AyZkI.mjs +0 -50
  125. package/lib/banana-for-scale-C9_AyZkI.mjs.map +0 -1
  126. package/lib/component-dimensioning-DHTSa-If.mjs +0 -229
  127. package/lib/component-dimensioning-DHTSa-If.mjs.map +0 -1
  128. package/lib/continuous-drawing-helper-BNHRsd4B.mjs +0 -48
  129. package/lib/continuous-drawing-helper-BNHRsd4B.mjs.map +0 -1
  130. package/lib/homag-intelligence-BraN723F.mjs +0 -545
  131. package/lib/homag-intelligence-BraN723F.mjs.map +0 -1
  132. package/lib/imos-ix-poc-export-helper-D7ubISCJ.mjs +0 -180
  133. package/lib/imos-ix-poc-export-helper-D7ubISCJ.mjs.map +0 -1
  134. package/lib/index-C-Prfui2.mjs +0 -73502
  135. package/lib/index-C-Prfui2.mjs.map +0 -1
  136. package/lib/material-viewer-DyVGp6Xm.mjs +0 -450
  137. package/lib/material-viewer-DyVGp6Xm.mjs.map +0 -1
  138. package/lib/roomle-sdk.js.map +0 -1
  139. package/lib/static/asset-loader.worker.js +0 -1
  140. package/lib/static/draco/gltf/draco_decoder.js +0 -33
  141. package/lib/static/draco/gltf/draco_decoder.wasm +0 -0
  142. package/lib/static/draco/gltf/draco_encoder.js +0 -33
  143. package/lib/static/draco/gltf/draco_wasm_wrapper.js +0 -116
  144. package/lib/static/roomle-core-hsc/ConfiguratorKernel.js +0 -74
  145. package/lib/static/roomle-core-hsc/ConfiguratorKernel.wasm +0 -0
  146. package/lib/static/roomle-core-hsc/RoomleCore.js +0 -79
  147. package/lib/static/roomle-core-hsc/RoomleCore.wasm +0 -0
  148. package/lib/static/roomle-core-hsc/RoomleToolsCore.wasm +0 -0
  149. package/lib/static/roomle-core-hsc/configurableObject.d.ts +0 -30
  150. package/lib/static/roomle-core-hsc/configurableObject.js +0 -111
  151. package/lib/static/roomle-core-hsc/configurableObject.js.map +0 -1
  152. package/lib/static/roomle-core-hsc/configurationLoader.js +0 -349
  153. package/lib/static/roomle-core-hsc/configurationLoader.js.map +0 -1
  154. package/lib/static/roomle-core-hsc/configurationManager.js +0 -141
  155. package/lib/static/roomle-core-hsc/configurationManager.js.map +0 -1
  156. package/lib/static/roomle-core-hsc/embind/configuratorCallback.d.ts +0 -82
  157. package/lib/static/roomle-core-hsc/embind/configuratorCallback.js +0 -355
  158. package/lib/static/roomle-core-hsc/embind/configuratorCallback.js.map +0 -1
  159. package/lib/static/roomle-core-hsc/embind/configuratorCore.d.ts +0 -20
  160. package/lib/static/roomle-core-hsc/embind/configuratorCore.js +0 -50
  161. package/lib/static/roomle-core-hsc/embind/configuratorCore.js.map +0 -1
  162. package/lib/static/roomle-core-hsc/embind/configuratorCoreInterface.d.ts +0 -753
  163. package/lib/static/roomle-core-hsc/embind/configuratorCoreInterface.js +0 -99
  164. package/lib/static/roomle-core-hsc/embind/configuratorCoreInterface.js.map +0 -1
  165. package/lib/static/roomle-core-hsc/embind/configuratorUtils.d.ts +0 -3
  166. package/lib/static/roomle-core-hsc/embind/configuratorUtils.js +0 -52
  167. package/lib/static/roomle-core-hsc/embind/configuratorUtils.js.map +0 -1
  168. package/lib/static/roomle-core-hsc/embind/coreModue.d.ts +0 -4
  169. package/lib/static/roomle-core-hsc/embind/coreModue.js +0 -3
  170. package/lib/static/roomle-core-hsc/embind/coreModue.js.map +0 -1
  171. package/lib/static/roomle-core-hsc/embind/coreModule.d.ts +0 -11
  172. package/lib/static/roomle-core-hsc/embind/coreModule.js +0 -19
  173. package/lib/static/roomle-core-hsc/embind/coreModule.js.map +0 -1
  174. package/lib/static/roomle-core-hsc/embind/plannerCore.d.ts +0 -32
  175. package/lib/static/roomle-core-hsc/embind/plannerCoreCallback.d.ts +0 -39
  176. package/lib/static/roomle-core-hsc/embind/plannerCoreCallback.js.map +0 -1
  177. package/lib/static/roomle-core-hsc/embind/plannerCoreInterface.d.ts +0 -858
  178. package/lib/static/roomle-core-hsc/embind/plannerCoreInterface.js.map +0 -1
  179. package/lib/static/roomle-core-hsc/loader/configurableObject.js +0 -111
  180. package/lib/static/roomle-core-hsc/loader/configurableObject.js.map +0 -1
  181. package/lib/static/roomle-core-hsc/loader/configurationGeometryConstructor.d.ts +0 -21
  182. package/lib/static/roomle-core-hsc/loader/configurationGeometryConstructor.js +0 -90
  183. package/lib/static/roomle-core-hsc/loader/configurationGeometryConstructor.js.map +0 -1
  184. package/lib/static/roomle-core-hsc/loader/configurationLoader.d.ts +0 -116
  185. package/lib/static/roomle-core-hsc/loader/configurationLoader.js +0 -349
  186. package/lib/static/roomle-core-hsc/loader/configurationLoader.js.map +0 -1
  187. package/lib/static/roomle-core-hsc/loader/configurationManager.d.ts +0 -40
  188. package/lib/static/roomle-core-hsc/loader/configurationManager.js.map +0 -1
  189. package/lib/static/roomle-core-hsc/loader/planElementManager.d.ts +0 -96
  190. package/lib/static/roomle-core-hsc/loaderUtility.d.ts +0 -81
  191. package/lib/static/roomle-core-hsc/loaderUtility.js +0 -141
  192. package/lib/static/roomle-core-hsc/loaderUtility.js.map +0 -1
  193. package/lib/static/roomle-core-hsc/logger.d.ts +0 -29
  194. package/lib/static/roomle-core-hsc/logger.js +0 -61
  195. package/lib/static/roomle-core-hsc/logger.js.map +0 -1
  196. package/lib/static/roomle-core-hsc/package.json +0 -1
  197. package/lib/static/roomle-core-hsc/planElementManager.d.ts +0 -96
  198. package/lib/static/roomle-core-hsc/planElementManager.js +0 -300
  199. package/lib/static/roomle-core-hsc/planElementManager.js.map +0 -1
  200. package/lib/static/roomle-core-hsc/plannerCore.d.ts +0 -32
  201. package/lib/static/roomle-core-hsc/plannerCore.js +0 -111
  202. package/lib/static/roomle-core-hsc/plannerCore.js.map +0 -1
  203. package/lib/static/roomle-core-hsc/plannerCoreCallback.d.ts +0 -39
  204. package/lib/static/roomle-core-hsc/plannerCoreCallback.js +0 -116
  205. package/lib/static/roomle-core-hsc/plannerCoreCallback.js.map +0 -1
  206. package/lib/static/roomle-core-hsc/plannerCoreInterface.js +0 -98
  207. package/lib/static/roomle-core-hsc/plannerCoreInterface.js.map +0 -1
  208. package/lib/static/roomle-core-hsc/rapiAccess.d.ts +0 -70
  209. package/lib/static/roomle-core-hsc/rapiAccess.js +0 -227
  210. package/lib/static/roomle-core-hsc/rapiAccess.js.map +0 -1
  211. package/lib/static/roomle-core-hsc/serviceCore.d.ts +0 -20
  212. package/lib/static/roomle-core-hsc/serviceCore.js +0 -54
  213. package/lib/static/roomle-core-hsc/serviceCore.js.map +0 -1
  214. package/lib/static/roomle-core-hsc/serviceCoreInterface.d.ts +0 -13
  215. package/lib/static/roomle-core-hsc/serviceCoreInterface.js +0 -3
  216. package/lib/static/roomle-core-hsc/serviceCoreInterface.js.map +0 -1
  217. package/lib/static/roomle-core-hsc/src/embind/configuratorCallback.d.ts +0 -82
  218. package/lib/static/roomle-core-hsc/src/embind/configuratorCallback.js +0 -355
  219. package/lib/static/roomle-core-hsc/src/embind/configuratorCallback.js.map +0 -1
  220. package/lib/static/roomle-core-hsc/src/embind/configuratorCore.d.ts +0 -20
  221. package/lib/static/roomle-core-hsc/src/embind/configuratorCore.js +0 -50
  222. package/lib/static/roomle-core-hsc/src/embind/configuratorCore.js.map +0 -1
  223. package/lib/static/roomle-core-hsc/src/embind/configuratorCoreInterface.d.ts +0 -753
  224. package/lib/static/roomle-core-hsc/src/embind/configuratorCoreInterface.js +0 -99
  225. package/lib/static/roomle-core-hsc/src/embind/configuratorCoreInterface.js.map +0 -1
  226. package/lib/static/roomle-core-hsc/src/embind/configuratorUtils.d.ts +0 -3
  227. package/lib/static/roomle-core-hsc/src/embind/configuratorUtils.js +0 -52
  228. package/lib/static/roomle-core-hsc/src/embind/configuratorUtils.js.map +0 -1
  229. package/lib/static/roomle-core-hsc/src/embind/coreModue.d.ts +0 -4
  230. package/lib/static/roomle-core-hsc/src/embind/coreModue.js +0 -3
  231. package/lib/static/roomle-core-hsc/src/embind/coreModue.js.map +0 -1
  232. package/lib/static/roomle-core-hsc/src/embind/coreModule.d.ts +0 -11
  233. package/lib/static/roomle-core-hsc/src/embind/coreModule.js +0 -19
  234. package/lib/static/roomle-core-hsc/src/embind/coreModule.js.map +0 -1
  235. package/lib/static/roomle-core-hsc/src/embind/plannerCore.js +0 -111
  236. package/lib/static/roomle-core-hsc/src/embind/plannerCore.js.map +0 -1
  237. package/lib/static/roomle-core-hsc/src/embind/plannerCoreCallback.js +0 -116
  238. package/lib/static/roomle-core-hsc/src/embind/plannerCoreCallback.js.map +0 -1
  239. package/lib/static/roomle-core-hsc/src/embind/plannerCoreInterface.d.ts +0 -858
  240. package/lib/static/roomle-core-hsc/src/embind/plannerCoreInterface.js +0 -98
  241. package/lib/static/roomle-core-hsc/src/embind/plannerCoreInterface.js.map +0 -1
  242. package/lib/static/roomle-core-hsc/src/embind/serviceCore.d.ts +0 -20
  243. package/lib/static/roomle-core-hsc/src/embind/serviceCore.js +0 -54
  244. package/lib/static/roomle-core-hsc/src/embind/serviceCore.js.map +0 -1
  245. package/lib/static/roomle-core-hsc/src/embind/serviceCoreInterface.d.ts +0 -13
  246. package/lib/static/roomle-core-hsc/src/embind/serviceCoreInterface.js +0 -3
  247. package/lib/static/roomle-core-hsc/src/embind/serviceCoreInterface.js.map +0 -1
  248. package/lib/static/roomle-core-hsc/src/embind/toolsCore.d.ts +0 -17
  249. package/lib/static/roomle-core-hsc/src/embind/toolsCore.js +0 -75
  250. package/lib/static/roomle-core-hsc/src/embind/toolsCore.js.map +0 -1
  251. package/lib/static/roomle-core-hsc/src/embind/toolsCoreInterface.d.ts +0 -40
  252. package/lib/static/roomle-core-hsc/src/embind/toolsCoreInterface.js +0 -8
  253. package/lib/static/roomle-core-hsc/src/embind/toolsCoreInterface.js.map +0 -1
  254. package/lib/static/roomle-core-hsc/src/loader/configurableObject.d.ts +0 -30
  255. package/lib/static/roomle-core-hsc/src/loader/configurableObject.js.map +0 -1
  256. package/lib/static/roomle-core-hsc/src/loader/configurationGeometryConstructor.d.ts +0 -21
  257. package/lib/static/roomle-core-hsc/src/loader/configurationGeometryConstructor.js +0 -90
  258. package/lib/static/roomle-core-hsc/src/loader/configurationGeometryConstructor.js.map +0 -1
  259. package/lib/static/roomle-core-hsc/src/loader/configurationLoader.d.ts +0 -116
  260. package/lib/static/roomle-core-hsc/src/loader/configurationLoader.js.map +0 -1
  261. package/lib/static/roomle-core-hsc/src/loader/configurationManager.d.ts +0 -40
  262. package/lib/static/roomle-core-hsc/src/loader/configurationManager.js +0 -141
  263. package/lib/static/roomle-core-hsc/src/loader/configurationManager.js.map +0 -1
  264. package/lib/static/roomle-core-hsc/src/loader/loaderUtility.d.ts +0 -81
  265. package/lib/static/roomle-core-hsc/src/loader/loaderUtility.js +0 -141
  266. package/lib/static/roomle-core-hsc/src/loader/loaderUtility.js.map +0 -1
  267. package/lib/static/roomle-core-hsc/src/loader/logger.d.ts +0 -29
  268. package/lib/static/roomle-core-hsc/src/loader/logger.js +0 -61
  269. package/lib/static/roomle-core-hsc/src/loader/logger.js.map +0 -1
  270. package/lib/static/roomle-core-hsc/src/loader/planElementManager.js +0 -300
  271. package/lib/static/roomle-core-hsc/src/loader/planElementManager.js.map +0 -1
  272. package/lib/static/roomle-core-hsc/src/loader/rapiAccess.d.ts +0 -70
  273. package/lib/static/roomle-core-hsc/src/loader/rapiAccess.js +0 -227
  274. package/lib/static/roomle-core-hsc/src/loader/rapiAccess.js.map +0 -1
  275. package/lib/static/roomle-core-hsc/toolsCore.d.ts +0 -17
  276. package/lib/static/roomle-core-hsc/toolsCore.js +0 -75
  277. package/lib/static/roomle-core-hsc/toolsCore.js.map +0 -1
  278. package/lib/static/roomle-core-hsc/toolsCoreInterface.d.ts +0 -40
  279. package/lib/static/roomle-core-hsc/toolsCoreInterface.js +0 -8
  280. package/lib/static/roomle-core-hsc/toolsCoreInterface.js.map +0 -1
  281. package/lib/static/roomle-core-hsc/wasm_modern/ConfiguratorKernel.wasm +0 -0
  282. package/lib/static/roomle-core-hsc/wasm_modern/RoomleCore.wasm +0 -0
  283. package/lib/static/roomle-core-hsc/wasm_modern/RoomleToolsCore.js +0 -74
  284. package/lib/static/roomle-core-hsc/wasm_modern/RoomleToolsCore.wasm +0 -0
  285. package/lib/stats-helper-UQlUyOTj.mjs +0 -108
  286. package/lib/stats-helper-UQlUyOTj.mjs.map +0 -1
  287. package/lib/three.webgpu-sHJcp001.mjs +0 -27625
  288. package/lib/three.webgpu-sHJcp001.mjs.map +0 -1
  289. package/lib/tools-core-wkPFRdnH.mjs +0 -36
  290. package/lib/tools-core-wkPFRdnH.mjs.map +0 -1
  291. /package/lib/static/draco/{README.md → node_modules/three/examples/jsm/libs/draco/README.md} +0 -0
  292. /package/lib/static/draco/{draco_decoder.js → node_modules/three/examples/jsm/libs/draco/gltf/draco_decoder.js} +0 -0
  293. /package/lib/static/draco/{draco_decoder.wasm → node_modules/three/examples/jsm/libs/draco/gltf/draco_decoder.wasm} +0 -0
  294. /package/lib/static/draco/{draco_encoder.js → node_modules/three/examples/jsm/libs/draco/gltf/draco_encoder.js} +0 -0
  295. /package/lib/static/draco/{draco_wasm_wrapper.js → node_modules/three/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js} +0 -0
  296. /package/lib/static/{budgeteer.sw.js → packages/workers/generated/budgeteer.sw.js} +0 -0
  297. /package/lib/static/roomle-core-hsc/{configuratorCallback.d.ts → node_modules/roomle-core-hsc/src/embind/configuratorCallback.d.ts} +0 -0
  298. /package/lib/static/roomle-core-hsc/{configuratorCallback.js → node_modules/roomle-core-hsc/src/embind/configuratorCallback.js} +0 -0
  299. /package/lib/static/roomle-core-hsc/{configuratorCallback.js.map → node_modules/roomle-core-hsc/src/embind/configuratorCallback.js.map} +0 -0
  300. /package/lib/static/roomle-core-hsc/{configuratorCore.js → node_modules/roomle-core-hsc/src/embind/configuratorCore.js} +0 -0
  301. /package/lib/static/roomle-core-hsc/{configuratorCore.js.map → node_modules/roomle-core-hsc/src/embind/configuratorCore.js.map} +0 -0
  302. /package/lib/static/roomle-core-hsc/{configuratorCoreInterface.js → node_modules/roomle-core-hsc/src/embind/configuratorCoreInterface.js} +0 -0
  303. /package/lib/static/roomle-core-hsc/{configuratorCoreInterface.js.map → node_modules/roomle-core-hsc/src/embind/configuratorCoreInterface.js.map} +0 -0
  304. /package/lib/static/roomle-core-hsc/{configuratorUtils.d.ts → node_modules/roomle-core-hsc/src/embind/configuratorUtils.d.ts} +0 -0
  305. /package/lib/static/roomle-core-hsc/{configuratorUtils.js → node_modules/roomle-core-hsc/src/embind/configuratorUtils.js} +0 -0
  306. /package/lib/static/roomle-core-hsc/{configuratorUtils.js.map → node_modules/roomle-core-hsc/src/embind/configuratorUtils.js.map} +0 -0
  307. /package/lib/static/roomle-core-hsc/{coreModue.d.ts → node_modules/roomle-core-hsc/src/embind/coreModue.d.ts} +0 -0
  308. /package/lib/static/roomle-core-hsc/{coreModue.js → node_modules/roomle-core-hsc/src/embind/coreModue.js} +0 -0
  309. /package/lib/static/roomle-core-hsc/{coreModue.js.map → node_modules/roomle-core-hsc/src/embind/coreModue.js.map} +0 -0
  310. /package/lib/static/roomle-core-hsc/{coreModule.d.ts → node_modules/roomle-core-hsc/src/embind/coreModule.d.ts} +0 -0
  311. /package/lib/static/roomle-core-hsc/{coreModule.js → node_modules/roomle-core-hsc/src/embind/coreModule.js} +0 -0
  312. /package/lib/static/roomle-core-hsc/{coreModule.js.map → node_modules/roomle-core-hsc/src/embind/coreModule.js.map} +0 -0
  313. /package/lib/static/roomle-core-hsc/{embind → node_modules/roomle-core-hsc/src/embind}/plannerCore.js +0 -0
  314. /package/lib/static/roomle-core-hsc/{embind → node_modules/roomle-core-hsc/src/embind}/plannerCore.js.map +0 -0
  315. /package/lib/static/roomle-core-hsc/{embind → node_modules/roomle-core-hsc/src/embind}/serviceCore.d.ts +0 -0
  316. /package/lib/static/roomle-core-hsc/{embind → node_modules/roomle-core-hsc/src/embind}/serviceCore.js +0 -0
  317. /package/lib/static/roomle-core-hsc/{embind → node_modules/roomle-core-hsc/src/embind}/serviceCore.js.map +0 -0
  318. /package/lib/static/roomle-core-hsc/{embind → node_modules/roomle-core-hsc/src/embind}/serviceCoreInterface.d.ts +0 -0
  319. /package/lib/static/roomle-core-hsc/{embind → node_modules/roomle-core-hsc/src/embind}/serviceCoreInterface.js +0 -0
  320. /package/lib/static/roomle-core-hsc/{embind → node_modules/roomle-core-hsc/src/embind}/serviceCoreInterface.js.map +0 -0
  321. /package/lib/static/roomle-core-hsc/{embind → node_modules/roomle-core-hsc/src/embind}/toolsCore.d.ts +0 -0
  322. /package/lib/static/roomle-core-hsc/{embind → node_modules/roomle-core-hsc/src/embind}/toolsCore.js +0 -0
  323. /package/lib/static/roomle-core-hsc/{embind → node_modules/roomle-core-hsc/src/embind}/toolsCore.js.map +0 -0
  324. /package/lib/static/roomle-core-hsc/{embind → node_modules/roomle-core-hsc/src/embind}/toolsCoreInterface.d.ts +0 -0
  325. /package/lib/static/roomle-core-hsc/{embind → node_modules/roomle-core-hsc/src/embind}/toolsCoreInterface.js +0 -0
  326. /package/lib/static/roomle-core-hsc/{embind → node_modules/roomle-core-hsc/src/embind}/toolsCoreInterface.js.map +0 -0
  327. /package/lib/static/roomle-core-hsc/{configurationGeometryConstructor.d.ts → node_modules/roomle-core-hsc/src/loader/configurationGeometryConstructor.d.ts} +0 -0
  328. /package/lib/static/roomle-core-hsc/{configurationGeometryConstructor.js → node_modules/roomle-core-hsc/src/loader/configurationGeometryConstructor.js} +0 -0
  329. /package/lib/static/roomle-core-hsc/{configurationGeometryConstructor.js.map → node_modules/roomle-core-hsc/src/loader/configurationGeometryConstructor.js.map} +0 -0
  330. /package/lib/static/roomle-core-hsc/{configurationLoader.d.ts → node_modules/roomle-core-hsc/src/loader/configurationLoader.d.ts} +0 -0
  331. /package/lib/static/roomle-core-hsc/{loader → node_modules/roomle-core-hsc/src/loader}/loaderUtility.d.ts +0 -0
  332. /package/lib/static/roomle-core-hsc/{loader → node_modules/roomle-core-hsc/src/loader}/loaderUtility.js +0 -0
  333. /package/lib/static/roomle-core-hsc/{loader → node_modules/roomle-core-hsc/src/loader}/loaderUtility.js.map +0 -0
  334. /package/lib/static/roomle-core-hsc/{loader → node_modules/roomle-core-hsc/src/loader}/logger.d.ts +0 -0
  335. /package/lib/static/roomle-core-hsc/{loader → node_modules/roomle-core-hsc/src/loader}/logger.js +0 -0
  336. /package/lib/static/roomle-core-hsc/{loader → node_modules/roomle-core-hsc/src/loader}/logger.js.map +0 -0
  337. /package/lib/static/roomle-core-hsc/{loader → node_modules/roomle-core-hsc/src/loader}/planElementManager.js +0 -0
  338. /package/lib/static/roomle-core-hsc/{loader → node_modules/roomle-core-hsc/src/loader}/rapiAccess.d.ts +0 -0
  339. /package/lib/static/roomle-core-hsc/{loader → node_modules/roomle-core-hsc/src/loader}/rapiAccess.js +0 -0
  340. /package/lib/static/roomle-core-hsc/{loader → node_modules/roomle-core-hsc/src/loader}/rapiAccess.js.map +0 -0
  341. /package/lib/static/roomle-core-hsc/{RoomleToolsCore.js → node_modules/roomle-core-hsc/wasm_modern/RoomleToolsCore.js} +0 -0
@@ -0,0 +1,3826 @@
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+ import { $n as e, $t as t, At as n, B as r, Bt as i, Cr as a, Dt as o, E as s, Ft as c, H as l, Hr as u, Ht as d, It as f, Kt as p, Lr as m, M as h, Mt as g, N as _, Nt as v, Or as y, P as b, Pt as x, Rr as S, Rt as C, St as w, U as T, Ut as E, Vt as D, X as O, Xn as ee, Y as te, Zt as k, br as ne, d as re, dr as A, g as j, gt as M, h as N, jr as ie, kr as P, l as ae, lr as F, o as I, p as L, pn as R, qn as oe, tn as se, ur as z, vt as ce, w as le, wr as ue, zr as B } from "./three.core-CLIofecG.mjs";
2
+ import { P as V } from "./threejs-utils-jEzvlJF1.mjs";
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+ import { h as de } from "./common-utils-DMSTohiS.mjs";
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+ import { n as fe, r as pe, t as me } from "./decorate-C1QnXPYw.mjs";
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+ import "./dimensioning-helper-Fwpt1HTT.mjs";
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+ //#region \0rolldown/runtime.js
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+ var he = Object.create, H = Object.defineProperty, ge = Object.getOwnPropertyDescriptor, _e = Object.getOwnPropertyNames, ve = Object.getPrototypeOf, ye = Object.prototype.hasOwnProperty, be = (e, t) => () => (t || e((t = { exports: {} }).exports, t), t.exports), xe = (e, t) => {
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+ let n = {};
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+ for (var r in e) H(n, r, {
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+ get: e[r],
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+ enumerable: !0
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+ });
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+ return t || H(n, Symbol.toStringTag, { value: "Module" }), n;
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+ }, Se = (e, t, n, r) => {
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+ if (t && typeof t == "object" || typeof t == "function") for (var i = _e(t), a = 0, o = i.length, s; a < o; a++) s = i[a], !ye.call(e, s) && s !== n && H(e, s, {
16
+ get: ((e) => t[e]).bind(null, s),
17
+ enumerable: !(r = ge(t, s)) || r.enumerable
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+ });
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+ return e;
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+ }, Ce = (e, t, n) => (n = e == null ? {} : he(ve(e)), Se(t || !e || !e.__esModule ? H(n, "default", {
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+ value: e,
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+ enumerable: !0
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+ }) : n, e)), we = {
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+ uniforms: {
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+ tDiffuse: { value: null },
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+ colorTransform: { value: new v() },
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+ colorBase: { value: new B(0, 0, 0, 0) },
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+ multiplyChannels: { value: 0 },
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+ uvTransform: { value: new g() }
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+ },
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+ vertexShader: "\n varying vec2 vUv;\n uniform mat3 uvTransform;\n\n void main() {\n vUv = (uvTransform * vec3(uv, 1.0)).xy;\n gl_Position = (projectionMatrix * modelViewMatrix * vec4(position, 1.0)).xyww;\n }",
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+ fragmentShader: "\n uniform sampler2D tDiffuse;\n uniform mat4 colorTransform;\n uniform vec4 colorBase;\n uniform float multiplyChannels;\n varying vec2 vUv;\n\n void main() {\n vec4 color = texture2D(tDiffuse, vUv);\n #if PREMULTIPLIED_ALPHA == 1\n if (color.a > 0.0) color.rgb /= color.a;\n #endif\n color = colorTransform * color + colorBase;\n color.rgb = mix(color.rgb, vec3(color.r * color.g * color.b), multiplyChannels);\n #if LINEAR_TO_SRGB == 1\n color.rgb = mix(color.rgb * 12.92, 1.055 * pow(color.rgb, vec3(0.41666)) - 0.055, step(0.0031308, color.rgb));\n #endif\n gl_FragColor = color;\n }"
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+ }, Te = new v(), Ee = new v().set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0), De = new v().set(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0), Oe = new v().set(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1);
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+ new v().set(0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1), new v().set(0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1);
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+ var U = new v().set(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1), W = new B(0, 0, 0, 0), G = new B(0, 0, 0, 1), K = new g(), q = new g().set(1, 0, 0, 0, -1, 1, 0, 0, 1), ke = {
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+ DEFAULT: "default",
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+ ADDITIVE: "additive"
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+ }, Ae = class extends z {
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+ constructor(e, t = ke.ADDITIVE, n = !1, r = !1) {
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+ let i = t === ke.ADDITIVE ? {
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+ blendSrc: 208,
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+ blendDst: 200,
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+ blendEquation: 100,
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+ blendSrcAlpha: 206,
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+ blendDstAlpha: 200,
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+ blendEquationAlpha: 100
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+ } : {};
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+ super({
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+ uniforms: y.clone(we.uniforms),
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+ vertexShader: we.vertexShader,
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+ fragmentShader: we.fragmentShader,
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+ defines: {
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+ LINEAR_TO_SRGB: n ? 1 : 0,
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+ PREMULTIPLIED_ALPHA: r ? 1 : 0
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+ },
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+ transparent: !0,
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+ depthTest: !1,
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+ depthWrite: !1,
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+ ...i
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+ }), this.update(e);
61
+ }
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+ update(e) {
63
+ return e?.texture !== void 0 && (this.uniforms.tDiffuse.value = e?.texture), e?.colorTransform !== void 0 && (this.uniforms.colorTransform.value = e?.colorTransform), e?.colorBase !== void 0 && (this.uniforms.colorBase.value = e?.colorBase), e?.multiplyChannels !== void 0 && (this.uniforms.multiplyChannels.value = e?.multiplyChannels), e?.uvTransform !== void 0 && (this.uniforms.uvTransform.value = e?.uvTransform), e?.blending !== void 0 && (this.blending = e?.blending), e?.blendSrc !== void 0 && (this.blendSrc = e?.blendSrc), e?.blendDst !== void 0 && (this.blendDst = e?.blendDst), e?.blendEquation !== void 0 && (this.blendEquation = e?.blendEquation), e?.blendSrcAlpha !== void 0 && (this.blendSrcAlpha = e?.blendSrcAlpha), e?.blendDstAlpha !== void 0 && (this.blendDstAlpha = e?.blendDstAlpha), e?.blendEquationAlpha !== void 0 && (this.blendEquationAlpha = e?.blendEquationAlpha), this;
64
+ }
65
+ }, je = {
66
+ uniforms: {
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+ tDiffuse: { value: null },
68
+ rangeMin: { value: new m(1 / 512, 1 / 512) },
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+ rangeMax: { value: new m(1 / 512, 1 / 512) }
70
+ },
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+ vertexShader: "\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }",
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+ fragmentShader: "\n uniform sampler2D tDiffuse;\n uniform vec2 rangeMin;\n uniform vec2 rangeMax;\n varying vec2 vUv;\n\n void main() {\n vec4 baseColor = texture2D(tDiffuse, vUv);\n vec2 blur = mix(rangeMax, rangeMin, baseColor.a);\n vec4 sum = vec4( 0.0 );\n sum += texture2D(tDiffuse, vUv - 1.0 * blur) * 0.051;\n sum += texture2D(tDiffuse, vUv - 0.75 * blur) * 0.0918;\n sum += texture2D(tDiffuse, vUv - 0.5 * blur) * 0.12245;\n sum += texture2D(tDiffuse, vUv - 0.25 * blur) * 0.1531;\n sum += baseColor * 0.1633;\n sum += texture2D(tDiffuse, vUv + 0.25 * blur) * 0.1531;\n sum += texture2D(tDiffuse, vUv + 0.5 * blur) * 0.12245;\n sum += texture2D(tDiffuse, vUv + 0.75 * blur) * 0.0918;\n sum += texture2D(tDiffuse, vUv + 1.0 * blur) * 0.051;\n gl_FragColor = sum;\n }"
73
+ };
74
+ new m(.1, .9), new m(.1, .9);
75
+ var Me = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }", Ne = "uniform sampler2D tDepth;\n uniform vec4 depthFilter;\n uniform float cameraNear;\n uniform float cameraFar;\n varying vec2 vUv;\n\n #include <packing>\n\n float getLinearDepth(const in vec2 screenPosition) {\n float fragCoordZ = dot(texture2D(tDepth, screenPosition), depthFilter);\n #if PERSPECTIVE_CAMERA == 1\n float viewZ = perspectiveDepthToViewZ(fragCoordZ, cameraNear, cameraFar);\n return viewZToOrthographicDepth(viewZ, cameraNear, cameraFar);\n #else\n return fragCoordZ;\n #endif\n }\n\n void main() {\n float depth = getLinearDepth(vUv);\n gl_FragColor = vec4(vec3(1.0 - depth), 1.0);\n }", Pe = class e extends z {
76
+ static {
77
+ this._linearDepthShader = {
78
+ uniforms: {
79
+ tDepth: { value: null },
80
+ depthFilter: { value: new B(1, 0, 0, 0) },
81
+ cameraNear: { value: .1 },
82
+ cameraFar: { value: 1 }
83
+ },
84
+ defines: {
85
+ PERSPECTIVE_CAMERA: 1,
86
+ ALPHA_DEPTH: 0
87
+ },
88
+ vertexShader: Me,
89
+ fragmentShader: Ne
90
+ };
91
+ }
92
+ constructor(t) {
93
+ super({
94
+ defines: Object.assign({}, e._linearDepthShader.defines),
95
+ uniforms: y.clone(e._linearDepthShader.uniforms),
96
+ vertexShader: e._linearDepthShader.vertexShader,
97
+ fragmentShader: e._linearDepthShader.fragmentShader,
98
+ blending: 0
99
+ }), this.update(t);
100
+ }
101
+ update(e) {
102
+ if (e?.depthTexture !== void 0 && (this.uniforms.tDepth.value = e?.depthTexture), e?.camera !== void 0) {
103
+ let t = e?.camera || e?.camera;
104
+ this.uniforms.cameraNear.value = t.near, this.uniforms.cameraFar.value = t.far;
105
+ }
106
+ return e?.depthFilter !== void 0 && (this.uniforms.depthFilter.value = e?.depthFilter), this;
107
+ }
108
+ }, Fe = class {
109
+ constructor() {
110
+ this.isPass = !0, this.enabled = !0, this.needsSwap = !0, this.clear = !1, this.renderToScreen = !1;
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+ }
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+ setSize() {}
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+ render() {
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+ console.error("THREE.Pass: .render() must be implemented in derived pass.");
115
+ }
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+ dispose() {}
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+ }, Ie = new k(-1, 1, 1, -1, 0, 1), Le = new class extends ae {
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+ constructor() {
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+ -1,
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+ ], 2));
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+ }(), Re = class {
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+ constructor(e) {
140
+ this._mesh = new x(Le, e);
141
+ }
142
+ dispose() {
143
+ this._mesh.geometry.dispose();
144
+ }
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+ render(e) {
146
+ e.render(this._mesh, Ie);
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+ }
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+ get material() {
149
+ return this._mesh.material;
150
+ }
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+ set material(e) {
152
+ this._mesh.material = e;
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+ }
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212
+ [
213
+ 0,
214
+ -1,
215
+ -1
216
+ ]
217
+ ], this.grad4 = [
218
+ [
219
+ 0,
220
+ 1,
221
+ 1,
222
+ 1
223
+ ],
224
+ [
225
+ 0,
226
+ 1,
227
+ 1,
228
+ -1
229
+ ],
230
+ [
231
+ 0,
232
+ 1,
233
+ -1,
234
+ 1
235
+ ],
236
+ [
237
+ 0,
238
+ 1,
239
+ -1,
240
+ -1
241
+ ],
242
+ [
243
+ 0,
244
+ -1,
245
+ 1,
246
+ 1
247
+ ],
248
+ [
249
+ 0,
250
+ -1,
251
+ 1,
252
+ -1
253
+ ],
254
+ [
255
+ 0,
256
+ -1,
257
+ -1,
258
+ 1
259
+ ],
260
+ [
261
+ 0,
262
+ -1,
263
+ -1,
264
+ -1
265
+ ],
266
+ [
267
+ 1,
268
+ 0,
269
+ 1,
270
+ 1
271
+ ],
272
+ [
273
+ 1,
274
+ 0,
275
+ 1,
276
+ -1
277
+ ],
278
+ [
279
+ 1,
280
+ 0,
281
+ -1,
282
+ 1
283
+ ],
284
+ [
285
+ 1,
286
+ 0,
287
+ -1,
288
+ -1
289
+ ],
290
+ [
291
+ -1,
292
+ 0,
293
+ 1,
294
+ 1
295
+ ],
296
+ [
297
+ -1,
298
+ 0,
299
+ 1,
300
+ -1
301
+ ],
302
+ [
303
+ -1,
304
+ 0,
305
+ -1,
306
+ 1
307
+ ],
308
+ [
309
+ -1,
310
+ 0,
311
+ -1,
312
+ -1
313
+ ],
314
+ [
315
+ 1,
316
+ 1,
317
+ 0,
318
+ 1
319
+ ],
320
+ [
321
+ 1,
322
+ 1,
323
+ 0,
324
+ -1
325
+ ],
326
+ [
327
+ 1,
328
+ -1,
329
+ 0,
330
+ 1
331
+ ],
332
+ [
333
+ 1,
334
+ -1,
335
+ 0,
336
+ -1
337
+ ],
338
+ [
339
+ -1,
340
+ 1,
341
+ 0,
342
+ 1
343
+ ],
344
+ [
345
+ -1,
346
+ 1,
347
+ 0,
348
+ -1
349
+ ],
350
+ [
351
+ -1,
352
+ -1,
353
+ 0,
354
+ 1
355
+ ],
356
+ [
357
+ -1,
358
+ -1,
359
+ 0,
360
+ -1
361
+ ],
362
+ [
363
+ 1,
364
+ 1,
365
+ 1,
366
+ 0
367
+ ],
368
+ [
369
+ 1,
370
+ 1,
371
+ -1,
372
+ 0
373
+ ],
374
+ [
375
+ 1,
376
+ -1,
377
+ 1,
378
+ 0
379
+ ],
380
+ [
381
+ 1,
382
+ -1,
383
+ -1,
384
+ 0
385
+ ],
386
+ [
387
+ -1,
388
+ 1,
389
+ 1,
390
+ 0
391
+ ],
392
+ [
393
+ -1,
394
+ 1,
395
+ -1,
396
+ 0
397
+ ],
398
+ [
399
+ -1,
400
+ -1,
401
+ 1,
402
+ 0
403
+ ],
404
+ [
405
+ -1,
406
+ -1,
407
+ -1,
408
+ 0
409
+ ]
410
+ ], this.p = [];
411
+ for (let t = 0; t < 256; t++) this.p[t] = Math.floor(e.random() * 256);
412
+ this.perm = [];
413
+ for (let e = 0; e < 512; e++) this.perm[e] = this.p[e & 255];
414
+ this.simplex = [
415
+ [
416
+ 0,
417
+ 1,
418
+ 2,
419
+ 3
420
+ ],
421
+ [
422
+ 0,
423
+ 1,
424
+ 3,
425
+ 2
426
+ ],
427
+ [
428
+ 0,
429
+ 0,
430
+ 0,
431
+ 0
432
+ ],
433
+ [
434
+ 0,
435
+ 2,
436
+ 3,
437
+ 1
438
+ ],
439
+ [
440
+ 0,
441
+ 0,
442
+ 0,
443
+ 0
444
+ ],
445
+ [
446
+ 0,
447
+ 0,
448
+ 0,
449
+ 0
450
+ ],
451
+ [
452
+ 0,
453
+ 0,
454
+ 0,
455
+ 0
456
+ ],
457
+ [
458
+ 1,
459
+ 2,
460
+ 3,
461
+ 0
462
+ ],
463
+ [
464
+ 0,
465
+ 2,
466
+ 1,
467
+ 3
468
+ ],
469
+ [
470
+ 0,
471
+ 0,
472
+ 0,
473
+ 0
474
+ ],
475
+ [
476
+ 0,
477
+ 3,
478
+ 1,
479
+ 2
480
+ ],
481
+ [
482
+ 0,
483
+ 3,
484
+ 2,
485
+ 1
486
+ ],
487
+ [
488
+ 0,
489
+ 0,
490
+ 0,
491
+ 0
492
+ ],
493
+ [
494
+ 0,
495
+ 0,
496
+ 0,
497
+ 0
498
+ ],
499
+ [
500
+ 0,
501
+ 0,
502
+ 0,
503
+ 0
504
+ ],
505
+ [
506
+ 1,
507
+ 3,
508
+ 2,
509
+ 0
510
+ ],
511
+ [
512
+ 0,
513
+ 0,
514
+ 0,
515
+ 0
516
+ ],
517
+ [
518
+ 0,
519
+ 0,
520
+ 0,
521
+ 0
522
+ ],
523
+ [
524
+ 0,
525
+ 0,
526
+ 0,
527
+ 0
528
+ ],
529
+ [
530
+ 0,
531
+ 0,
532
+ 0,
533
+ 0
534
+ ],
535
+ [
536
+ 0,
537
+ 0,
538
+ 0,
539
+ 0
540
+ ],
541
+ [
542
+ 0,
543
+ 0,
544
+ 0,
545
+ 0
546
+ ],
547
+ [
548
+ 0,
549
+ 0,
550
+ 0,
551
+ 0
552
+ ],
553
+ [
554
+ 0,
555
+ 0,
556
+ 0,
557
+ 0
558
+ ],
559
+ [
560
+ 1,
561
+ 2,
562
+ 0,
563
+ 3
564
+ ],
565
+ [
566
+ 0,
567
+ 0,
568
+ 0,
569
+ 0
570
+ ],
571
+ [
572
+ 1,
573
+ 3,
574
+ 0,
575
+ 2
576
+ ],
577
+ [
578
+ 0,
579
+ 0,
580
+ 0,
581
+ 0
582
+ ],
583
+ [
584
+ 0,
585
+ 0,
586
+ 0,
587
+ 0
588
+ ],
589
+ [
590
+ 0,
591
+ 0,
592
+ 0,
593
+ 0
594
+ ],
595
+ [
596
+ 2,
597
+ 3,
598
+ 0,
599
+ 1
600
+ ],
601
+ [
602
+ 2,
603
+ 3,
604
+ 1,
605
+ 0
606
+ ],
607
+ [
608
+ 1,
609
+ 0,
610
+ 2,
611
+ 3
612
+ ],
613
+ [
614
+ 1,
615
+ 0,
616
+ 3,
617
+ 2
618
+ ],
619
+ [
620
+ 0,
621
+ 0,
622
+ 0,
623
+ 0
624
+ ],
625
+ [
626
+ 0,
627
+ 0,
628
+ 0,
629
+ 0
630
+ ],
631
+ [
632
+ 0,
633
+ 0,
634
+ 0,
635
+ 0
636
+ ],
637
+ [
638
+ 2,
639
+ 0,
640
+ 3,
641
+ 1
642
+ ],
643
+ [
644
+ 0,
645
+ 0,
646
+ 0,
647
+ 0
648
+ ],
649
+ [
650
+ 2,
651
+ 1,
652
+ 3,
653
+ 0
654
+ ],
655
+ [
656
+ 0,
657
+ 0,
658
+ 0,
659
+ 0
660
+ ],
661
+ [
662
+ 0,
663
+ 0,
664
+ 0,
665
+ 0
666
+ ],
667
+ [
668
+ 0,
669
+ 0,
670
+ 0,
671
+ 0
672
+ ],
673
+ [
674
+ 0,
675
+ 0,
676
+ 0,
677
+ 0
678
+ ],
679
+ [
680
+ 0,
681
+ 0,
682
+ 0,
683
+ 0
684
+ ],
685
+ [
686
+ 0,
687
+ 0,
688
+ 0,
689
+ 0
690
+ ],
691
+ [
692
+ 0,
693
+ 0,
694
+ 0,
695
+ 0
696
+ ],
697
+ [
698
+ 0,
699
+ 0,
700
+ 0,
701
+ 0
702
+ ],
703
+ [
704
+ 2,
705
+ 0,
706
+ 1,
707
+ 3
708
+ ],
709
+ [
710
+ 0,
711
+ 0,
712
+ 0,
713
+ 0
714
+ ],
715
+ [
716
+ 0,
717
+ 0,
718
+ 0,
719
+ 0
720
+ ],
721
+ [
722
+ 0,
723
+ 0,
724
+ 0,
725
+ 0
726
+ ],
727
+ [
728
+ 3,
729
+ 0,
730
+ 1,
731
+ 2
732
+ ],
733
+ [
734
+ 3,
735
+ 0,
736
+ 2,
737
+ 1
738
+ ],
739
+ [
740
+ 0,
741
+ 0,
742
+ 0,
743
+ 0
744
+ ],
745
+ [
746
+ 3,
747
+ 1,
748
+ 2,
749
+ 0
750
+ ],
751
+ [
752
+ 2,
753
+ 1,
754
+ 0,
755
+ 3
756
+ ],
757
+ [
758
+ 0,
759
+ 0,
760
+ 0,
761
+ 0
762
+ ],
763
+ [
764
+ 0,
765
+ 0,
766
+ 0,
767
+ 0
768
+ ],
769
+ [
770
+ 0,
771
+ 0,
772
+ 0,
773
+ 0
774
+ ],
775
+ [
776
+ 3,
777
+ 1,
778
+ 0,
779
+ 2
780
+ ],
781
+ [
782
+ 0,
783
+ 0,
784
+ 0,
785
+ 0
786
+ ],
787
+ [
788
+ 3,
789
+ 2,
790
+ 0,
791
+ 1
792
+ ],
793
+ [
794
+ 3,
795
+ 2,
796
+ 1,
797
+ 0
798
+ ]
799
+ ];
800
+ }
801
+ noise(e, t) {
802
+ let n, r, i, a = .5 * (Math.sqrt(3) - 1), o = (e + t) * a, s = Math.floor(e + o), c = Math.floor(t + o), l = (3 - Math.sqrt(3)) / 6, u = (s + c) * l, d = s - u, f = c - u, p = e - d, m = t - f, h, g;
803
+ p > m ? (h = 1, g = 0) : (h = 0, g = 1);
804
+ let _ = p - h + l, v = m - g + l, y = p - 1 + 2 * l, b = m - 1 + 2 * l, x = s & 255, S = c & 255, C = this.perm[x + this.perm[S]] % 12, w = this.perm[x + h + this.perm[S + g]] % 12, T = this.perm[x + 1 + this.perm[S + 1]] % 12, E = .5 - p * p - m * m;
805
+ E < 0 ? n = 0 : (E *= E, n = E * E * this._dot(this.grad3[C], p, m));
806
+ let D = .5 - _ * _ - v * v;
807
+ D < 0 ? r = 0 : (D *= D, r = D * D * this._dot(this.grad3[w], _, v));
808
+ let O = .5 - y * y - b * b;
809
+ return O < 0 ? i = 0 : (O *= O, i = O * O * this._dot(this.grad3[T], y, b)), 70 * (n + r + i);
810
+ }
811
+ noise3d(e, t, n) {
812
+ let r, i, a, o, s = (e + t + n) * (1 / 3), c = Math.floor(e + s), l = Math.floor(t + s), u = Math.floor(n + s), d = 1 / 6, f = (c + l + u) * d, p = c - f, m = l - f, h = u - f, g = e - p, _ = t - m, v = n - h, y, b, x, S, C, w;
813
+ g >= _ ? _ >= v ? (y = 1, b = 0, x = 0, S = 1, C = 1, w = 0) : g >= v ? (y = 1, b = 0, x = 0, S = 1, C = 0, w = 1) : (y = 0, b = 0, x = 1, S = 1, C = 0, w = 1) : _ < v ? (y = 0, b = 0, x = 1, S = 0, C = 1, w = 1) : g < v ? (y = 0, b = 1, x = 0, S = 0, C = 1, w = 1) : (y = 0, b = 1, x = 0, S = 1, C = 1, w = 0);
814
+ let T = g - y + d, E = _ - b + d, D = v - x + d, O = g - S + 2 * d, ee = _ - C + 2 * d, te = v - w + 2 * d, k = g - 1 + 3 * d, ne = _ - 1 + 3 * d, re = v - 1 + 3 * d, A = c & 255, j = l & 255, M = u & 255, N = this.perm[A + this.perm[j + this.perm[M]]] % 12, ie = this.perm[A + y + this.perm[j + b + this.perm[M + x]]] % 12, P = this.perm[A + S + this.perm[j + C + this.perm[M + w]]] % 12, ae = this.perm[A + 1 + this.perm[j + 1 + this.perm[M + 1]]] % 12, F = .6 - g * g - _ * _ - v * v;
815
+ F < 0 ? r = 0 : (F *= F, r = F * F * this._dot3(this.grad3[N], g, _, v));
816
+ let I = .6 - T * T - E * E - D * D;
817
+ I < 0 ? i = 0 : (I *= I, i = I * I * this._dot3(this.grad3[ie], T, E, D));
818
+ let L = .6 - O * O - ee * ee - te * te;
819
+ L < 0 ? a = 0 : (L *= L, a = L * L * this._dot3(this.grad3[P], O, ee, te));
820
+ let R = .6 - k * k - ne * ne - re * re;
821
+ return R < 0 ? o = 0 : (R *= R, o = R * R * this._dot3(this.grad3[ae], k, ne, re)), 32 * (r + i + a + o);
822
+ }
823
+ noise4d(e, t, n, r) {
824
+ let i = this.grad4, a = this.simplex, o = this.perm, s = (Math.sqrt(5) - 1) / 4, c = (5 - Math.sqrt(5)) / 20, l, u, d, f, p, m = (e + t + n + r) * s, h = Math.floor(e + m), g = Math.floor(t + m), _ = Math.floor(n + m), v = Math.floor(r + m), y = (h + g + _ + v) * c, b = h - y, x = g - y, S = _ - y, C = v - y, w = e - b, T = t - x, E = n - S, D = r - C, O = w > T ? 32 : 0, ee = w > E ? 16 : 0, te = T > E ? 8 : 0, k = w > D ? 4 : 0, ne = T > D ? 2 : 0, re = E > D ? 1 : 0, A = O + ee + te + k + ne + re, j = a[A][0] >= 3 ? 1 : 0, M = a[A][1] >= 3 ? 1 : 0, N = a[A][2] >= 3 ? 1 : 0, ie = a[A][3] >= 3 ? 1 : 0, P = a[A][0] >= 2 ? 1 : 0, ae = a[A][1] >= 2 ? 1 : 0, F = a[A][2] >= 2 ? 1 : 0, I = a[A][3] >= 2 ? 1 : 0, L = a[A][0] >= 1 ? 1 : 0, R = a[A][1] >= 1 ? 1 : 0, oe = a[A][2] >= 1 ? 1 : 0, se = a[A][3] >= 1 ? 1 : 0, z = w - j + c, ce = T - M + c, le = E - N + c, ue = D - ie + c, B = w - P + 2 * c, V = T - ae + 2 * c, de = E - F + 2 * c, fe = D - I + 2 * c, pe = w - L + 3 * c, me = T - R + 3 * c, he = E - oe + 3 * c, H = D - se + 3 * c, ge = w - 1 + 4 * c, _e = T - 1 + 4 * c, ve = E - 1 + 4 * c, ye = D - 1 + 4 * c, be = h & 255, xe = g & 255, Se = _ & 255, Ce = v & 255, we = o[be + o[xe + o[Se + o[Ce]]]] % 32, Te = o[be + j + o[xe + M + o[Se + N + o[Ce + ie]]]] % 32, Ee = o[be + P + o[xe + ae + o[Se + F + o[Ce + I]]]] % 32, De = o[be + L + o[xe + R + o[Se + oe + o[Ce + se]]]] % 32, Oe = o[be + 1 + o[xe + 1 + o[Se + 1 + o[Ce + 1]]]] % 32, U = .6 - w * w - T * T - E * E - D * D;
825
+ U < 0 ? l = 0 : (U *= U, l = U * U * this._dot4(i[we], w, T, E, D));
826
+ let W = .6 - z * z - ce * ce - le * le - ue * ue;
827
+ W < 0 ? u = 0 : (W *= W, u = W * W * this._dot4(i[Te], z, ce, le, ue));
828
+ let G = .6 - B * B - V * V - de * de - fe * fe;
829
+ G < 0 ? d = 0 : (G *= G, d = G * G * this._dot4(i[Ee], B, V, de, fe));
830
+ let K = .6 - pe * pe - me * me - he * he - H * H;
831
+ K < 0 ? f = 0 : (K *= K, f = K * K * this._dot4(i[De], pe, me, he, H));
832
+ let q = .6 - ge * ge - _e * _e - ve * ve - ye * ye;
833
+ return q < 0 ? p = 0 : (q *= q, p = q * q * this._dot4(i[Oe], ge, _e, ve, ye)), 27 * (l + u + d + f + p);
834
+ }
835
+ _dot(e, t, n) {
836
+ return e[0] * t + e[1] * n;
837
+ }
838
+ _dot3(e, t, n, r) {
839
+ return e[0] * t + e[1] * n + e[2] * r;
840
+ }
841
+ _dot4(e, t, n, r, i) {
842
+ return e[0] * t + e[1] * n + e[2] * r + e[3] * i;
843
+ }
844
+ }, Be = (e, t) => {
845
+ e.left = t.min.x, e.right = t.max.x, e.bottom = t.min.y, e.top = t.max.y, e.near = Math.min(-t.min.z, -t.max.z), e.far = Math.max(-t.min.z, -t.max.z), e.updateProjectionMatrix();
846
+ }, Ve = (e, t) => {
847
+ let r = Math.min(-t.min.z, -t.max.z), i = Math.max(-t.min.z, -t.max.z);
848
+ if (r < .001) return;
849
+ let a = Math.max(Math.abs(t.min.x), Math.abs(t.max.x)), o = Math.max(Math.abs(t.min.y), Math.abs(t.max.y));
850
+ e.aspect = a / o, e.fov = n.radToDeg(Math.atan2(o, r) * 2), e.near = r, e.far = i, e.updateProjectionMatrix();
851
+ }, He = class {
852
+ constructor() {
853
+ this.bounds = new I(new S(-1, -1, -1), new S(1, 1, 1)), this.size = new S(2, 2, 2), this.center = new S(0, 0, 0), this.maxSceneDistanceFromCenter = Math.sqrt(3), this.maxSceneDistanceFrom0 = Math.sqrt(3);
854
+ }
855
+ updateFromBox(e) {
856
+ this.bounds !== e && this.bounds.copy(e), this.bounds.getSize(this.size), this.bounds.getCenter(this.center), this.maxSceneDistanceFromCenter = this.size.length() / 2, this.maxSceneDistanceFrom0 = new S(Math.max(Math.abs(this.bounds.min.x), Math.abs(this.bounds.max.x)), Math.max(Math.abs(this.bounds.min.y), Math.abs(this.bounds.max.y)), Math.max(Math.abs(this.bounds.min.z), Math.abs(this.bounds.max.z))).length();
857
+ }
858
+ updateCameraViewVolumeFromBounds(e) {
859
+ e.updateMatrixWorld();
860
+ let n = this.bounds.clone().applyMatrix4(e.matrixWorldInverse);
861
+ e instanceof k ? Be(e, n) : e instanceof t && Ve(e, n);
862
+ }
863
+ getNearAndFarForPerspectiveCamera(e, t = 1) {
864
+ let n = e.clone().sub(this.center).length();
865
+ return [Math.max(.01, n - this.maxSceneDistanceFromCenter - .01), n + this.maxSceneDistanceFromCenter * t + .01];
866
+ }
867
+ }, Ue = (e) => V(e) ? e.capabilities.maxSamples : 16, We = class {
868
+ changed(e) {
869
+ let t = !this._lastCameraProjection?.equals(e.projectionMatrix) || !this._lastCameraWorld?.equals(e.matrixWorld);
870
+ return this._lastCameraProjection = e.projectionMatrix.clone(), this._lastCameraWorld = e.matrixWorld.clone(), t;
871
+ }
872
+ }, Ge = (e) => {
873
+ let t = Math.floor(e) % 2 == 0 ? Math.floor(e) + 1 : Math.floor(e), n = t * t, r = Array(n).fill(0), i = Math.floor(t / 2), a = t - 1;
874
+ for (let e = 1; e <= n;) {
875
+ if (i === -1 && a === t ? (a = t - 2, i = 0) : (a === t && (a = 0), i < 0 && (i = t - 1)), r[i * t + a] !== 0) {
876
+ a -= 2, i++;
877
+ continue;
878
+ } else r[i * t + a] = e++;
879
+ a++, i--;
880
+ }
881
+ return r;
882
+ }, Ke = (t) => {
883
+ let n = new ze(), r = Math.floor(t) % 2 == 0 ? Math.floor(t) + 1 : Math.floor(t), i = Ge(r), a = i.length, o = new Uint8Array(a * 4);
884
+ for (let e = 0; e < a; ++e) {
885
+ let r = i[e], s = 2 * Math.PI * r / a, c = new S(Math.cos(s), Math.sin(s), 0).normalize();
886
+ o[e * 4] = (c.x * .5 + .5) * 255, o[e * 4 + 1] = (c.y * .5 + .5) * 255, o[e * 4 + 2] = 127, o[e * 4 + 3] = (n.noise(e / t, e % t) * .5 + .5) * 255;
887
+ }
888
+ let c = new s(o, r, r);
889
+ return c.wrapS = e, c.wrapT = e, c.needsUpdate = !0, c;
890
+ }, qe = class {
891
+ constructor() {
892
+ this._originalClearColor = new N(), this._originalClearAlpha = 0, this._originalAutoClear = !1, this._originalRenderTarget = null, this._screenSpaceQuad = new Re(void 0), this._emptyScene = new F(), this._defaultCamera = new t();
893
+ }
894
+ renderWithOverrideMaterial(e, t, n, r, i, a, o) {
895
+ this._backup(e), this._prepareRenderer(e, i, a, o);
896
+ let s = t.overrideMaterial;
897
+ t.overrideMaterial = r, e.render(t, n), t.overrideMaterial = s, this._restore(e);
898
+ }
899
+ clear(e, t, n, r) {
900
+ this._backup(e), this._prepareRenderer(e, t, n, r), e.render(this._emptyScene, this._defaultCamera), this._restore(e);
901
+ }
902
+ render(e, t, n, r, i, a) {
903
+ this._backup(e), this._prepareRenderer(e, r, i, a), e.render(t, n), this._restore(e);
904
+ }
905
+ renderScreenSpace(e, t, n, r, i) {
906
+ this._backup(e), this._prepareRenderer(e, n, r, i), this._screenSpaceQuad.material = t, this._screenSpaceQuad.render(e), this._restore(e);
907
+ }
908
+ _prepareRenderer(e, t, n, r) {
909
+ e.setRenderTarget(t), e.autoClear = !1, n != null && (e.setClearColor(n), e.setClearAlpha(r || 0), e.clear());
910
+ }
911
+ _backup(e) {
912
+ e.getClearColor(this._originalClearColor), this._originalClearAlpha = e.getClearAlpha(), this._originalAutoClear = e.autoClear, this._originalRenderTarget = e.getRenderTarget();
913
+ }
914
+ _restore(e) {
915
+ e.setClearColor(this._originalClearColor), e.setClearAlpha(this._originalClearAlpha), e.setRenderTarget(this._originalRenderTarget), e.autoClear = this._originalAutoClear;
916
+ }
917
+ }, Je = class {
918
+ constructor(e, t) {
919
+ this._passRenderer = t?.passRenderer ?? new qe(), this._blurMaterial = new z(e ?? je), this._blurMaterial.depthTest = !1;
920
+ }
921
+ dispose() {
922
+ this._blurMaterial.dispose();
923
+ }
924
+ render(e, t, n, r) {
925
+ this._blurMaterial.uniforms.tDiffuse.value = t[0].texture, this._blurMaterial.uniforms.rangeMin.value.x = n[0], this._blurMaterial.uniforms.rangeMin.value.y = 0, this._blurMaterial.uniforms.rangeMax.value.x = r[0], this._blurMaterial.uniforms.rangeMax.value.y = 0, this._passRenderer.renderScreenSpace(e, this._blurMaterial, t[1]), this._blurMaterial.uniforms.tDiffuse.value = t[1].texture, this._blurMaterial.uniforms.rangeMin.value.x = 0, this._blurMaterial.uniforms.rangeMin.value.y = n[1], this._blurMaterial.uniforms.rangeMax.value.x = 0, this._blurMaterial.uniforms.rangeMax.value.y = r[1], this._passRenderer.renderScreenSpace(e, this._blurMaterial, t[2]);
926
+ }
927
+ }, Ye = class e extends x {
928
+ static {
929
+ this.alphaMap = !0;
930
+ }
931
+ constructor(t, n) {
932
+ super(new se(1, 1, 10, 10), new d({
933
+ color: e.alphaMap ? 0 : 16777215,
934
+ transparent: !0,
935
+ depthWrite: !1,
936
+ polygonOffset: !0,
937
+ name: "ShadowGroundPlaneMaterial"
938
+ })), this.name = "ShadowGroundPlane", this.userData.isFloor = !0, this.renderOrder = 1, this.receiveShadow = !1, this.layers.disableAll(), n && this.updateMaterial(n), this.setShadowMap(t);
939
+ }
940
+ setVisibility(e) {
941
+ this.visible = e, this.setVisibilityLayers(e);
942
+ }
943
+ setVisibilityLayers(e) {
944
+ e ? this.layers.enableAll() : this.layers.disableAll();
945
+ }
946
+ setDepthWrite(e) {
947
+ let t = this.material;
948
+ t.depthWrite = e, t.transparent = !e, t.needsUpdate = !0, this.setVisibility(e);
949
+ }
950
+ setReceiveShadow(e) {
951
+ this.receiveShadow = e, this.setVisibility(e);
952
+ }
953
+ setShadowMap(t) {
954
+ let n = this.material;
955
+ e.alphaMap ? (n.alphaMap = t, n.map = null, n.color.set(0)) : (n.alphaMap = null, n.map = t, n.color.set(16777215)), n.needsUpdate = !0;
956
+ }
957
+ updateMaterial(e) {
958
+ let t = this.material;
959
+ e.opacity && t.opacity !== e.opacity && (t.opacity = e.opacity), e.polygonOffset && t.polygonOffsetFactor !== e.polygonOffset && (t.polygonOffset = !0, t.polygonOffsetFactor = e.polygonOffset, t.polygonOffsetUnits = e.polygonOffset), t.needsUpdate = !0;
960
+ }
961
+ }, J = class extends Fe {
962
+ get renderPassManager() {
963
+ return this._renderPassManager;
964
+ }
965
+ get renderCacheManager() {
966
+ return this._renderPassManager.renderCacheManager;
967
+ }
968
+ get scene() {
969
+ return this._renderPassManager.scene;
970
+ }
971
+ get camera() {
972
+ return this._renderPassManager.camera;
973
+ }
974
+ get gBufferTextures() {
975
+ return this._renderPassManager.gBufferRenderPass;
976
+ }
977
+ get passRenderer() {
978
+ return this._renderPassManager.passRenderer;
979
+ }
980
+ constructor(e) {
981
+ super(), this._renderPassManager = e;
982
+ }
983
+ render(e, t, n, r, i) {
984
+ this.renderPass(e);
985
+ }
986
+ }, Y = {
987
+ INPUT_RGB_NORMAL: "inputRgbNormal",
988
+ FLOAT_BUFFER_NORMAL: "floatBufferNormal",
989
+ CONSTANT_Z: "constantZ"
990
+ }, X = {
991
+ SEPARATE_BUFFER: "separateBuffer",
992
+ NORMAL_VECTOR_ALPHA: "normalVectorAlpha"
993
+ }, Xe = {
994
+ SSAO: 0,
995
+ SAO: 1,
996
+ N8AO: 2,
997
+ HBAO: 3,
998
+ GTAO: 4
999
+ }, Ze = (e, t) => {
1000
+ let n = Qe(e, t), r = "vec4[SAMPLES](";
1001
+ for (let t = 0; t < e; t++) {
1002
+ let i = n[t];
1003
+ r += `vec4(${i.x}, ${i.y}, ${i.z}, ${i.w})${t < e - 1 ? "," : ")"}`;
1004
+ }
1005
+ return r;
1006
+ }, Qe = (e, t) => {
1007
+ let n = [];
1008
+ for (let r = 0; r < e; r++) {
1009
+ let i = r * Math.PI * (3 - Math.sqrt(5)), a = .01 + r / (e - 1) * .99, o = t ? Math.sqrt(1 - a * a) : 1 - a, s = Math.cos(i) * o, c = Math.sin(i) * o, l = Math.floor(e / 4), u = 1 - (Math.floor(r / 4) + r % 4 * l) / e;
1010
+ u = .1 + .9 * u, n.push(new B(s, c, a, u));
1011
+ }
1012
+ return n;
1013
+ }, $e = {
1014
+ name: "AOShader",
1015
+ defines: {
1016
+ PERSPECTIVE_CAMERA: 1,
1017
+ SAMPLES: 16,
1018
+ SAMPLE_VECTORS: Ze(16, !1),
1019
+ NORMAL_VECTOR_TYPE: 1,
1020
+ DEPTH_SWIZZLING: "x",
1021
+ AO_ALGORITHM: Xe.GTAO,
1022
+ NV_ALIGNED_SAMPLES: 1,
1023
+ SCREEN_SPACE_RADIUS: 0,
1024
+ SCREEN_SPACE_RADIUS_SCALE: 100,
1025
+ SCENE_CLIP_BOX: 0,
1026
+ NORMAL_VECTOR_ANTIALIAS: 2,
1027
+ DEPTH_BUFFER_ANTIALIAS: 1
1028
+ },
1029
+ uniforms: {
1030
+ tNormal: { value: null },
1031
+ tDepth: { value: null },
1032
+ tNoise: { value: null },
1033
+ resolution: { value: new m() },
1034
+ cameraNear: { value: null },
1035
+ cameraFar: { value: null },
1036
+ cameraProjectionMatrix: { value: new v() },
1037
+ cameraProjectionMatrixInverse: { value: new v() },
1038
+ cameraWorldMatrix: { value: new v() },
1039
+ radius: { value: 1 },
1040
+ distanceExponent: { value: 1 },
1041
+ thickness: { value: 1 },
1042
+ distanceFallOff: { value: 1 },
1043
+ bias: { value: .001 },
1044
+ scale: { value: 1 },
1045
+ sceneBoxMin: { value: new S(-1, -1, -1) },
1046
+ sceneBoxMax: { value: new S(1, 1, 1) }
1047
+ },
1048
+ vertexShader: "\n\n varying vec2 vUv;\n\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",
1049
+ fragmentShader: "\n\n varying vec2 vUv;\n uniform highp sampler2D tNormal;\n uniform highp sampler2D tDepth;\n uniform sampler2D tNoise;\n uniform vec2 resolution;\n uniform float cameraNear;\n uniform float cameraFar;\n uniform mat4 cameraProjectionMatrix;\n uniform mat4 cameraProjectionMatrixInverse;\n uniform mat4 cameraWorldMatrix;\n uniform float radius;\n uniform float distanceExponent;\n uniform float thickness;\n uniform float distanceFallOff;\n uniform float bias;\n uniform float scale;\n #if SCENE_CLIP_BOX == 1\n uniform vec3 sceneBoxMin;\n uniform vec3 sceneBoxMax;\n #endif\n\n #include <common>\n #include <packing>\n\n #ifndef FRAGMENT_OUTPUT\n #define FRAGMENT_OUTPUT vec4(vec3(ao), 1.)\n #endif\n\n const vec4 sampleKernel[SAMPLES] = SAMPLE_VECTORS;\n\n vec3 getViewPosition(const in vec2 screenPosition, const in float depth) {\n vec4 clipSpacePosition = vec4(vec3(screenPosition, depth) * 2.0 - 1.0, 1.0);\n vec4 viewSpacePosition = cameraProjectionMatrixInverse * clipSpacePosition;\n return viewSpacePosition.xyz / viewSpacePosition.w;\n }\n\n float getDepth(const vec2 uv) {\n #if DEPTH_BUFFER_ANTIALIAS == 1\n vec2 size = vec2(textureSize(tDepth, 0));\n ivec2 p = ivec2(uv * size);\n float d0 = texelFetch(tDepth, p, 0).DEPTH_SWIZZLING;\n vec2 depth = vec2(d0, 1.0);\n float d1 = texelFetch(tDepth, p + ivec2(1, 0), 0).DEPTH_SWIZZLING;\n depth += vec2(d1, 1.0) * step(abs(d1 - d0), 0.1);\n float d2 = texelFetch(tDepth, p - ivec2(1, 0), 0).DEPTH_SWIZZLING;\n depth += vec2(d2, 1.0) * step(abs(d2 - d0), 0.1);\n float d3 = texelFetch(tDepth, p + ivec2(0, 1), 0).DEPTH_SWIZZLING;\n depth += vec2(d3, 1.0) * step(abs(d3 - d0), 0.1);\n float d4 = texelFetch(tDepth, p - ivec2(0, 1), 0).DEPTH_SWIZZLING;\n depth += vec2(d4, 1.0) * step(abs(d4 - d0), 0.1);\n return depth.x / depth.y;\n #else\n return textureLod(tDepth, uv.xy, 0.0).DEPTH_SWIZZLING;\n #endif\n }\n\n float fetchDepth(const ivec2 uv) {\n return texelFetch(tDepth, uv.xy, 0).DEPTH_SWIZZLING;\n }\n\n float getViewZ(const in float depth) {\n #if PERSPECTIVE_CAMERA == 1\n return perspectiveDepthToViewZ(depth, cameraNear, cameraFar);\n #else\n return orthographicDepthToViewZ(depth, cameraNear, cameraFar);\n #endif\n }\n\n vec3 computeNormalFromDepth(const vec2 uv) {\n vec2 size = vec2(textureSize(tDepth, 0));\n ivec2 p = ivec2(uv * size);\n float c0 = fetchDepth(p);\n float l2 = fetchDepth(p - ivec2(2, 0));\n float l1 = fetchDepth(p - ivec2(1, 0));\n float r1 = fetchDepth(p + ivec2(1, 0));\n float r2 = fetchDepth(p + ivec2(2, 0));\n float b2 = fetchDepth(p - ivec2(0, 2));\n float b1 = fetchDepth(p - ivec2(0, 1));\n float t1 = fetchDepth(p + ivec2(0, 1));\n float t2 = fetchDepth(p + ivec2(0, 2));\n float dl = abs((2.0 * l1 - l2) - c0);\n float dr = abs((2.0 * r1 - r2) - c0);\n float db = abs((2.0 * b1 - b2) - c0);\n float dt = abs((2.0 * t1 - t2) - c0);\n vec3 ce = getViewPosition(uv, c0).xyz;\n vec3 dpdx = (dl < dr) ? ce - getViewPosition((uv - vec2(1.0 / size.x, 0.0)), l1).xyz\n : -ce + getViewPosition((uv + vec2(1.0 / size.x, 0.0)), r1).xyz;\n vec3 dpdy = (db < dt) ? ce - getViewPosition((uv - vec2(0.0, 1.0 / size.y)), b1).xyz\n : -ce + getViewPosition((uv + vec2(0.0, 1.0 / size.y)), t1).xyz;\n return normalize(cross(dpdx, dpdy));\n }\n\n vec3 getViewNormal(const vec2 uv) {\n #if NORMAL_VECTOR_TYPE == 2\n return normalize(textureLod(tNormal, uv, 0.).rgb);\n #elif NORMAL_VECTOR_TYPE == 1\n return unpackRGBToNormal(textureLod(tNormal, uv, 0.).rgb);\n #else\n return computeNormalFromDepth(uv);\n #endif\n }\n\n vec3 getAntiAliasedViewNormal(const in vec2 screenPosition) {\n #if NORMAL_VECTOR_TYPE == 2\n #if NORMAL_VECTOR_ANTIALIAS == 1\n vec2 uv = screenPosition;\n vec2 size = vec2(textureSize(tNormal, 0));\n ivec2 p = ivec2(screenPosition * size);\n float c0 = texelFetch(tNormal, p, 0).a;\n float l2 = texelFetch(tNormal, p - ivec2(2, 0), 0).a;\n float l1 = texelFetch(tNormal, p - ivec2(1, 0), 0).a;\n float r1 = texelFetch(tNormal, p + ivec2(1, 0), 0).a;\n float r2 = texelFetch(tNormal, p + ivec2(2, 0), 0).a;\n float b2 = texelFetch(tNormal, p - ivec2(0, 2), 0).a;\n float b1 = texelFetch(tNormal, p - ivec2(0, 1), 0).a;\n float t1 = texelFetch(tNormal, p + ivec2(0, 1), 0).a;\n float t2 = texelFetch(tNormal, p + ivec2(0, 2), 0).a;\n float dl = abs((2.0 * l1 - l2) - c0);\n float dr = abs((2.0 * r1 - r2) - c0);\n float db = abs((2.0 * b1 - b2) - c0);\n float dt = abs((2.0 * t1 - t2) - c0);\n vec3 ce = getViewPosition(uv, c0).xyz;\n vec3 dpdx = (dl < dr) ? ce - getViewPosition((uv - vec2(1.0 / size.x, 0.0)), l1).xyz\n : -ce + getViewPosition((uv + vec2(1.0 / size.x, 0.0)), r1).xyz;\n vec3 dpdy = (db < dt) ? ce - getViewPosition((uv - vec2(0.0, 1.0 / size.y)), b1).xyz\n : -ce + getViewPosition((uv + vec2(0.0, 1.0 / size.y)), t1).xyz;\n return normalize(cross(dpdx, dpdy));\n #elif NORMAL_VECTOR_ANTIALIAS == 2\n vec2 size = vec2(textureSize(tNormal, 0));\n ivec2 p = ivec2(screenPosition * size);\n vec3 normalVector = texelFetch(tNormal, p, 0).xyz;\n normalVector += texelFetch(tNormal, p + ivec2(1, 0), 0).xyz;\n normalVector += texelFetch(tNormal, p - ivec2(1, 0), 0).xyz;\n normalVector += texelFetch(tNormal, p + ivec2(0, 1), 0).xyz;\n normalVector += texelFetch(tNormal, p - ivec2(0, 1), 0).xyz;\n return normalize(normalVector);\n #else\n return texture2D(tNormal, screenPosition).xyz;\n #endif\n #elif NORMAL_VECTOR_TYPE == 1\n return unpackRGBToNormal(textureLod(tNormal, screenPosition, 0.).rgb);\n #else\n return computeNormalFromDepth(screenPosition);\n #endif\n }\n\n vec3 getSceneUvAndDepth(vec3 sampleViewPos) {\n vec4 sampleClipPos = cameraProjectionMatrix * vec4(sampleViewPos, 1.);\n vec2 sampleUv = sampleClipPos.xy / sampleClipPos.w * 0.5 + 0.5;\n float sampleSceneDepth = getDepth(sampleUv);\n return vec3(sampleUv, sampleSceneDepth);\n }\n\n float sinusToPlane(vec3 pointOnPlane, vec3 planeNormal, vec3 point) {\n vec3 delta = point - pointOnPlane;\n float sinV = dot(planeNormal, normalize(delta));\n return sinV;\n }\n\n float getFallOff(float delta, float falloffDistance) {\n float fallOff = smoothstep(0., 1., 1. - distanceFallOff * abs(delta) / falloffDistance);\n return fallOff;\n }\n\n void main() {\n float depth = getDepth(vUv.xy);\n if (depth >= 1.0) {\n discard;\n return;\n }\n vec3 viewPos = getViewPosition(vUv, depth);\n vec3 viewNormal = getAntiAliasedViewNormal(vUv);\n\n float radiusToUse = radius;\n float distanceFalloffToUse = thickness;\n #if SCREEN_SPACE_RADIUS == 1\n float radiusScale = getViewPosition(vec2(0.5 + float(SCREEN_SPACE_RADIUS_SCALE) / resolution.x, 0.0), depth).x;\n radiusToUse *= radiusScale;\n distanceFalloffToUse *= radiusScale;\n #endif\n\n #if SCENE_CLIP_BOX == 1\n vec3 worldPos = (cameraWorldMatrix * vec4(viewPos, 1.0)).xyz;\n float boxDistance = length(max(vec3(0.0), max(sceneBoxMin - worldPos, worldPos - sceneBoxMax)));\n if (boxDistance > radiusToUse) {\n discard;\n return;\n }\n #endif\n\n vec2 noiseResolution = vec2(textureSize(tNoise, 0));\n vec2 noiseUv = vUv * resolution / noiseResolution;\n vec4 noiseTexel = textureLod(tNoise, noiseUv, 0.0);\n vec3 randomVec = noiseTexel.xyz * 2.0 - 1.0;\n\n #if NV_ALIGNED_SAMPLES == 1\n vec3 tangent = normalize(randomVec - viewNormal * dot(randomVec, viewNormal));\n vec3 bitangent = cross(viewNormal, tangent);\n mat3 kernelMatrix = mat3(tangent, bitangent, viewNormal);\n #else\n vec3 tangent = normalize(vec3(randomVec.xy, 0.));\n vec3 bitangent = vec3(-tangent.y, tangent.x, 0.);\n mat3 kernelMatrix = mat3(tangent, bitangent, vec3(0., 0., 1.));\n #endif\n\n #if AO_ALGORITHM == 4\n const int DIRECTIONS = SAMPLES < 30 ? 3 : 5;\n const int STEPS = (SAMPLES + DIRECTIONS - 1) / DIRECTIONS;\n #elif AO_ALGORITHM == 3\n const int DIRECTIONS = SAMPLES < 16 ? 3 : 5;\n const int STEPS = (SAMPLES + DIRECTIONS - 1) / DIRECTIONS;\n #else\n const int DIRECTIONS = SAMPLES;\n const int STEPS = 1;\n #endif\n\n float ao = 0.0, totalWeight = 0.0;\n for (int i = 0; i < DIRECTIONS; ++i) {\n\n #if AO_ALGORITHM == 4\n float angle = float(i) / float(DIRECTIONS) * PI;\n vec4 sampleDir = vec4(cos(angle), sin(angle), 0., 0.5 + 0.5 * noiseTexel.w);\n #elif AO_ALGORITHM == 3\n float angle = float(i) / float(DIRECTIONS) * 2. * PI;\n vec4 sampleDir = vec4(cos(angle), sin(angle), 0., 0.5 + 0.5 * noiseTexel.w);\n #else\n vec4 sampleDir = sampleKernel[i];\n #endif\n sampleDir.xyz = normalize(kernelMatrix * sampleDir.xyz);\n\n vec3 viewDir = normalize(-viewPos.xyz);\n vec3 sliceBitangent = normalize(cross(sampleDir.xyz, viewDir));\n vec3 sliceTangent = cross(sliceBitangent, viewDir);\n vec3 normalInSlice = normalize(viewNormal - sliceBitangent * dot(viewNormal, sliceBitangent));\n\n #if (AO_ALGORITHM == 3 || AO_ALGORITHM == 4)\n vec3 tangentToNormalInSlice = cross(normalInSlice, sliceBitangent);\n #if AO_ALGORITHM == 4\n vec2 cosHorizons = vec2(dot(viewDir, tangentToNormalInSlice), dot(viewDir, -tangentToNormalInSlice));\n #else\n vec2 cosHorizons = vec2(dot(viewDir, tangentToNormalInSlice));\n #endif\n for (int j = 0; j < STEPS; ++j) {\n vec3 sampleViewOffset = sampleDir.xyz * radiusToUse * sampleDir.w * pow(float(j + 1) / float(STEPS), distanceExponent);\n vec3 sampleViewPos = viewPos + sampleViewOffset;\n #else\n vec3 sampleViewPos = viewPos + sampleDir.xyz * radiusToUse * pow(sampleDir.w, distanceExponent);\n #endif\n\n vec3 sampleSceneUvDepth = getSceneUvAndDepth(sampleViewPos);\n vec3 sampleSceneViewPos = getViewPosition(sampleSceneUvDepth.xy, sampleSceneUvDepth.z);\n float sceneSampleDist = abs(sampleSceneViewPos.z);\n float sampleDist = abs(sampleViewPos.z);\n\n #if (AO_ALGORITHM == 3 || AO_ALGORITHM == 4)\n // HBAO || GTAO\n vec3 viewDelta = sampleSceneViewPos - viewPos;\n if (abs(viewDelta.z) < thickness) {\n vec2 clipRangeCheck = step(0., sampleSceneUvDepth.xy) * step(sampleSceneUvDepth.xy, vec2(1.));\n float sampleCosHorizon = dot(viewDir, normalize(viewDelta));\n cosHorizons.x += max(0., (sampleCosHorizon - cosHorizons.x) * mix(1., 2. / float(j + 2), distanceFallOff) * clipRangeCheck.x * clipRangeCheck.y);\n }\n #if AO_ALGORITHM == 4\n sampleSceneUvDepth = getSceneUvAndDepth(viewPos - sampleViewOffset);\n sampleSceneViewPos = getViewPosition(sampleSceneUvDepth.xy, sampleSceneUvDepth.z);\n viewDelta = sampleSceneViewPos - viewPos;\n if (abs(viewDelta.z) < thickness) {\n vec2 clipRangeCheck = step(0., sampleSceneUvDepth.xy) * step(sampleSceneUvDepth.xy, vec2(1.));\n float sampleCosHorizon = dot(viewDir, normalize(viewDelta));\n cosHorizons.y += max(0., (sampleCosHorizon - cosHorizons.y) * mix(1., 2. / float(j + 2), distanceFallOff) * clipRangeCheck.x * clipRangeCheck.y);\n }\n #endif\n #elif AO_ALGORITHM == 2\n // N8AO\n float weight = dot(viewNormal, sampleDir.xyz);\n float occlusion = weight * step(sceneSampleDist + bias, sampleDist);\n #elif AO_ALGORITHM == 1\n // SAO\n vec3 viewDelta = sampleSceneViewPos - viewPos;\n float minResolution = 0.; // ?\n float scaledViewDist = length( viewDelta ) / scale;\n float weight = 1.;\n float occlusion = max(0., (dot(viewNormal, viewDelta) - minResolution) / scaledViewDist - bias) / (1. + scaledViewDist * scaledViewDist );\n #else\n // SSAO\n float weight = 1.;\n float occlusion = step(sceneSampleDist + bias, sampleDist);\n #endif\n\n #if AO_ALGORITHM == 4\n }\n // GTAO\n vec2 sinHorizons = sqrt(1. - cosHorizons * cosHorizons);\n float nx = dot(normalInSlice, sliceTangent);\n float ny = dot(normalInSlice, viewDir);\n float nxb = 1. / 2. * (acos(cosHorizons.y) - acos(cosHorizons.x) + sinHorizons.x * cosHorizons.x - sinHorizons.y * cosHorizons.y);\n float nyb = 1. / 2. * (2. - cosHorizons.x * cosHorizons.x - cosHorizons.y * cosHorizons.y);\n float occlusion = nx * nxb + ny * nyb;\n ao += occlusion;\n }\n ao = clamp(ao / float(DIRECTIONS), 0., 1.);\n #elif AO_ALGORITHM == 3\n }\n totalWeight += 1.;\n ao += max(0., cosHorizons.x - max(0., cosHorizons.y));\n }\n ao /= totalWeight + 1. - step(0., totalWeight);\n ao = clamp(1. - ao, 0., 1.);\n #else\n\n float fallOff = getFallOff(sceneSampleDist - sampleDist, distanceFalloffToUse);\n occlusion *= fallOff;\n vec2 diff = (vUv - sampleSceneUvDepth.xy) * resolution;\n occlusion *= step(1., dot(diff, diff));\n vec2 clipRangeCheck = step(0., sampleSceneUvDepth.xy) * step(sampleSceneUvDepth.xy, vec2(1.));\n occlusion *= clipRangeCheck.x * clipRangeCheck.y;\n weight *= clipRangeCheck.x * clipRangeCheck.y;\n totalWeight += weight;\n ao += occlusion;\n }\n ao /= totalWeight + 1. - step(0., totalWeight);\n ao = clamp(1. - ao, 0., 1.);\n #endif\n\n #if SCENE_CLIP_BOX == 1\n ao = mix(ao, 1., smoothstep(0., radiusToUse, boxDistance));\n #endif\n #if AO_ALGORITHM != 1\n ao = pow(ao, scale);\n #endif\n gl_FragColor = FRAGMENT_OUTPUT;\n }"
1050
+ }, et = {
1051
+ resolutionScale: 1,
1052
+ algorithm: Xe.SSAO,
1053
+ samples: 32,
1054
+ radius: .25,
1055
+ distanceExponent: 2,
1056
+ thickness: .5,
1057
+ distanceFallOff: .5,
1058
+ scale: 1,
1059
+ bias: .01,
1060
+ screenSpaceRadius: !1
1061
+ }, tt = class {
1062
+ get texture() {
1063
+ return this._renderTarget ? this._renderTarget?.texture : null;
1064
+ }
1065
+ constructor(e, t, n, r, i) {
1066
+ this.needsUpdate = !0, this.parameters = { ...et }, this._width = 0, this._height = 0, this._samples = 0, this._gBufferAntiAliasing = !1, this._normalVectorSourceType = Y.FLOAT_BUFFER_NORMAL, this._depthValueSourceType = X.NORMAL_VECTOR_ALPHA, this._modulateRedChannel = !1, this.depthTexture = null, this.normalTexture = null, this._noiseTexture = null, this._renderTarget = null, this._passRenderer = new qe(), this._sceneClipBox = new I(new S(-1, -1, -1), new S(1, 1, 1)), this._sceneScale = 1, this._width = e, this._height = t, this._samples = n, this._gBufferAntiAliasing = r, this._normalVectorSourceType = i?.normalVectorSourceType || Y.FLOAT_BUFFER_NORMAL, this._depthValueSourceType = i?.depthValueSourceType || X.NORMAL_VECTOR_ALPHA, this._modulateRedChannel = i?.modulateRedChannel || !1, i?.aoParameters && (this.parameters = i.aoParameters), i && this.updateTextures(i);
1067
+ }
1068
+ _getNoiseTexture(t = 64) {
1069
+ if (!this._noiseTexture) {
1070
+ let n = new ze(), r = new Uint8Array(t * t * 4);
1071
+ for (let e = 0; e < t; e++) for (let i = 0; i < t; i++) {
1072
+ let a = e, o = i;
1073
+ r[(e * t + i) * 4] = (n.noise(a, o) + 1) * 127.5, r[(e * t + i) * 4 + 1] = (n.noise(a + t, o) + 1) * 127.5, r[(e * t + i) * 4 + 2] = (n.noise(a, o + t) + 1) * 127.5, r[(e * t + i) * 4 + 3] = (n.noise(a + t, o + t) + 1) * 127.5;
1074
+ }
1075
+ this._noiseTexture = new s(r, t, t, R, P), this._noiseTexture.wrapS = e, this._noiseTexture.wrapT = e, this._noiseTexture.needsUpdate = !0;
1076
+ }
1077
+ return this._noiseTexture;
1078
+ }
1079
+ _getMaterial(e, t) {
1080
+ let n = t;
1081
+ return this._aoMaterial || (this._aoMaterial = this._newAoMaterial(), n = !0), n && (this._updateShader(this._aoMaterial, e), this._aoMaterial.needsUpdate = !0), this._updateUniforms(this._aoMaterial, e, n), this._aoMaterial;
1082
+ }
1083
+ _newAoMaterial() {
1084
+ let e = new z({
1085
+ defines: Object.assign({}, $e.defines),
1086
+ uniforms: y.clone($e.uniforms),
1087
+ vertexShader: $e.vertexShader,
1088
+ fragmentShader: $e.fragmentShader,
1089
+ depthTest: !1,
1090
+ depthWrite: !1
1091
+ });
1092
+ return this._modulateRedChannel && (e.blending = 5, e.blendEquation = 103, e.blendEquationAlpha = null, e.blendSrc = 201, e.blendSrcAlpha = null, e.blendDst = 201, e.blendDstAlpha = null), e.defines.FRAGMENT_OUTPUT = this._modulateRedChannel ? "vec4(ao, 1., 1., 1.)" : void 0, e.uniforms.tNoise.value = Ke(5), e;
1093
+ }
1094
+ _updateShader(e, t) {
1095
+ e.defines.PERSPECTIVE_CAMERA = t.isPerspectiveCamera ? 1 : 0, e.defines.SAMPLES = this.parameters.samples, e.defines.SAMPLE_VECTORS = Ze(this.parameters.samples, this.parameters.algorithm === Xe.SSAO), e.defines.NORMAL_VECTOR_TYPE = this._normalVectorSourceType === Y.FLOAT_BUFFER_NORMAL ? 2 : 1, e.defines.DEPTH_SWIZZLING = this._depthValueSourceType === X.NORMAL_VECTOR_ALPHA ? "a" : "x", e.defines.AO_ALGORITHM = this.parameters.algorithm, e.defines.NV_ALIGNED_SAMPLES = this.parameters.algorithm === Xe.HBAO || this.parameters.algorithm === Xe.GTAO ? 0 : 1, e.defines.SCREEN_SPACE_RADIUS = this.parameters.screenSpaceRadius ? 1 : 0, e.defines.SCENE_CLIP_BOX = 1, e.defines.NORMAL_VECTOR_ANTIALIAS = this._gBufferAntiAliasing ? 2 : 0, e.defines.DEPTH_BUFFER_ANTIALIAS = this._gBufferAntiAliasing ? 1 : 0;
1096
+ }
1097
+ _updateUniforms(e, t, n) {
1098
+ let r = this.parameters.screenSpaceRadius ? 1 : this._sceneScale, i = this._depthValueSourceType === X.NORMAL_VECTOR_ALPHA ? this.normalTexture : this.depthTexture;
1099
+ e.uniforms.tNormal.value = this.normalTexture, e.uniforms.tDepth.value = i, e.uniforms.resolution.value.set(this._width, this._height), e.uniforms.cameraProjectionMatrix.value.copy(t.projectionMatrix), e.uniforms.cameraProjectionMatrixInverse.value.copy(t.projectionMatrixInverse), e.uniforms.cameraWorldMatrix.value.copy(t.matrixWorld);
1100
+ let a = t;
1101
+ e.uniforms.cameraNear.value = a.near, e.uniforms.cameraFar.value = a.far, n && (e.uniforms.radius.value = this.parameters.radius * r, e.uniforms.distanceExponent.value = this.parameters.distanceExponent, e.uniforms.thickness.value = this.parameters.thickness * r, e.uniforms.distanceFallOff.value = this.parameters.distanceFallOff, e.uniforms.scale.value = this.parameters.scale, this._sceneClipBox && (e.uniforms.sceneBoxMin.value.copy(this._sceneClipBox.min), e.uniforms.sceneBoxMax.value.copy(this._sceneClipBox.max)));
1102
+ }
1103
+ _getRenderTargets() {
1104
+ return this._renderTarget ||= new u(this._width, this._height, {
1105
+ samples: this._samples,
1106
+ magFilter: this._samples > 1 ? w : p,
1107
+ minFilter: this._samples > 1 ? w : p
1108
+ }), this._renderTarget;
1109
+ }
1110
+ dispose() {
1111
+ this._noiseTexture?.dispose(), this._aoMaterial?.dispose(), this._renderTarget?.dispose();
1112
+ }
1113
+ setSize(e, t) {
1114
+ this._width = e, this._height = t, this._renderTarget?.setSize(e, t), this.needsUpdate = !0;
1115
+ }
1116
+ updateBounds(e, t) {
1117
+ this._sceneClipBox = new I().copy(e), this._sceneScale = t ?? 1, this.needsUpdate = !0;
1118
+ }
1119
+ updateParameters(e) {
1120
+ for (let t in e) this.parameters.hasOwnProperty(t) && (this.parameters[t] = e[t], this.needsUpdate = !0);
1121
+ }
1122
+ updateTextures(e) {
1123
+ e.depthTexture && (this.depthTexture = e.depthTexture, this.needsUpdate = !0), e.normalTexture && (this.normalTexture = e.normalTexture, this.needsUpdate = !0);
1124
+ }
1125
+ clear(e, t) {
1126
+ this._passRenderer.clear(e, t || this._getRenderTargets(), 16777215, 1);
1127
+ }
1128
+ render(e, t, n, r) {
1129
+ let i = this._getMaterial(t, this.needsUpdate);
1130
+ this.needsUpdate = !1, this._passRenderer.renderScreenSpace(e, i, r || this._getRenderTargets());
1131
+ }
1132
+ }, nt = {
1133
+ uniforms: {
1134
+ tDiffuse: { value: null },
1135
+ intensity: { value: new m(1, 1) }
1136
+ },
1137
+ vertexShader: "\n varying vec2 vUv;\n\n void main() {\n vUv = uv;\n gl_Position = (projectionMatrix * modelViewMatrix * vec4(position, 1.0)).xyww;\n }",
1138
+ fragmentShader: "\n uniform sampler2D tDiffuse;\n uniform vec2 intensity;\n varying vec2 vUv;\n\n void main() {\n vec4 textureColor = texture2D(tDiffuse, vUv);\n vec2 aoAndShadow = vec2(1.0) - intensity + intensity * textureColor.rg;\n gl_FragColor = vec4(vec3(aoAndShadow.r * aoAndShadow.g), 1.0);\n }"
1139
+ }, rt = class extends z {
1140
+ constructor(e) {
1141
+ super({
1142
+ uniforms: y.clone(nt.uniforms),
1143
+ vertexShader: nt.vertexShader,
1144
+ fragmentShader: nt.fragmentShader,
1145
+ transparent: !0,
1146
+ depthTest: !1,
1147
+ depthWrite: !1,
1148
+ blendSrc: 208,
1149
+ blendDst: 200,
1150
+ blendEquation: 100,
1151
+ blendSrcAlpha: 206,
1152
+ blendDstAlpha: 200,
1153
+ blendEquationAlpha: 100
1154
+ }), this._intensity = new m(1, 1), this.uniforms.intensity.value = this._intensity, this.update(e);
1155
+ }
1156
+ update(e) {
1157
+ return e?.texture !== void 0 && (this.uniforms.tDiffuse.value = e.texture), e?.blending !== void 0 && (this.blending = e.blending), e?.aoIntensity !== void 0 && (this._intensity.x = e.aoIntensity), e?.shadowIntensity !== void 0 && (this._intensity.y = e.shadowIntensity), this;
1158
+ }
1159
+ }, it = (e, t, n, r) => {
1160
+ let i = at(e, t, n, r), a = "vec3[SAMPLES](";
1161
+ for (let t = 0; t < e; t++) {
1162
+ let n = i[t];
1163
+ a += `vec3(${n.x}, ${n.y}, ${n.z})${t < e - 1 ? "," : ")"}`;
1164
+ }
1165
+ return a;
1166
+ }, at = (e, t, n, r) => {
1167
+ let i = [];
1168
+ for (let a = 0; a < e; a++) {
1169
+ let o = 2 * Math.PI * t * a / e, s = (1 + (n - 1) * (a / (e - 1)) ** r) / n;
1170
+ i.push(new S(Math.cos(o), Math.sin(o), s));
1171
+ }
1172
+ return i;
1173
+ }, ot = {
1174
+ name: "PoissonDenoiseShader",
1175
+ defines: {
1176
+ SAMPLES: 16,
1177
+ SAMPLE_VECTORS: it(16, 2.89, 4, 1.3),
1178
+ NV_ALIGNED_SAMPLES: 0,
1179
+ SAMPLE_DISTRIBUTION: 0,
1180
+ DEPTH_VALUE_SOURCE: 0,
1181
+ LUMINANCE_WEIGHTED: 1,
1182
+ LUMINANCE_TYPE: "float",
1183
+ SAMPLE_LUMINANCE: "dot(vec3(0.2125, 0.7154, 0.0721), a)",
1184
+ SCENE_CLIP_BOX: 0,
1185
+ FRAGMENT_OUTPUT: "vec4(vec3(denoised), 1.)"
1186
+ },
1187
+ uniforms: {
1188
+ tDiffuse: { value: null },
1189
+ tNormal: { value: null },
1190
+ tDepth: { value: null },
1191
+ tNoise: { value: null },
1192
+ resolution: { value: new m() },
1193
+ cameraProjectionMatrix: { value: new v() },
1194
+ cameraProjectionMatrixInverse: { value: new v() },
1195
+ cameraWorldMatrix: { value: new v() },
1196
+ lumaPhi: { value: 5 },
1197
+ depthPhi: { value: 1 },
1198
+ normalPhi: { value: 1 },
1199
+ radius: { value: 10 },
1200
+ radiusExponent: { value: 1.3 },
1201
+ iteration: { value: 0 },
1202
+ noOfIterations: { value: 2 },
1203
+ sceneBoxMin: { value: new S(-1, -1, -1) },
1204
+ sceneBoxMax: { value: new S(1, 1, 1) }
1205
+ },
1206
+ vertexShader: "\nvarying vec2 vUv;\nvoid main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",
1207
+ fragmentShader: "\nvarying vec2 vUv;\nuniform sampler2D tDiffuse;\nuniform sampler2D tNormal;\nuniform sampler2D tDepth;\nuniform sampler2D tNoise;\nuniform vec2 resolution;\nuniform mat4 cameraProjectionMatrix;\nuniform mat4 cameraProjectionMatrixInverse;\nuniform mat4 cameraWorldMatrix;\nuniform float lumaPhi;\nuniform float depthPhi;\nuniform float normalPhi;\nuniform float radius;\nuniform float radiusExponent;\nuniform int iteration;\nuniform int noOfIterations;\n#if SCENE_CLIP_BOX == 1\n uniform vec3 sceneBoxMin;\n uniform vec3 sceneBoxMax;\n#endif\n\n#include <common>\n#include <packing>\n\n#if LUMINANCE_WEIGHTED == 1 \n\n#ifndef LUMINANCE_TYPE\n#define LUMINANCE_TYPE float\n#endif\n#ifndef SAMPLE_LUMINANCE\n#define SAMPLE_LUMINANCE dot(vec3(0.2125, 0.7154, 0.0721), a)\n#endif\n#define WEIGHT_TYPE LUMINANCE_TYPE\n\n#else\n#define WEIGHT_TYPE float\n#endif\n\n#ifndef FRAGMENT_OUTPUT\n#define FRAGMENT_OUTPUT vec4(vec3(denoised), 1.)\n#endif\n\nLUMINANCE_TYPE getLuminance(const in vec3 a) {\n return SAMPLE_LUMINANCE;\n}\n\nconst vec3 poissonDisk[SAMPLES] = SAMPLE_VECTORS;\n\nvec3 getViewPosition(const in vec2 screenPosition, const in float depth) {\n vec4 clipSpacePosition = vec4(vec3(screenPosition, depth) * 2.0 - 1.0, 1.0);\n vec4 viewSpacePosition = cameraProjectionMatrixInverse * clipSpacePosition;\n return viewSpacePosition.xyz / viewSpacePosition.w;\n}\n\nfloat getDepth(const vec2 uv) {\n#if DEPTH_VALUE_SOURCE == 1 \n return textureLod(tDepth, uv.xy, 0.0).a;\n#else\n return textureLod(tDepth, uv.xy, 0.0).r;\n#endif\n}\n\nfloat fetchDepth(const ivec2 uv) {\n#if DEPTH_VALUE_SOURCE == 1 \n return texelFetch(tDepth, uv.xy, 0).a;\n#else\n return texelFetch(tDepth, uv.xy, 0).r;\n#endif\n}\n\nvec3 computeNormalFromDepth(const vec2 uv) {\n vec2 size = vec2(textureSize(tDepth, 0));\n ivec2 p = ivec2(uv * size);\n float c0 = fetchDepth(p);\n float l2 = fetchDepth(p - ivec2(2, 0));\n float l1 = fetchDepth(p - ivec2(1, 0));\n float r1 = fetchDepth(p + ivec2(1, 0));\n float r2 = fetchDepth(p + ivec2(2, 0));\n float b2 = fetchDepth(p - ivec2(0, 2));\n float b1 = fetchDepth(p - ivec2(0, 1));\n float t1 = fetchDepth(p + ivec2(0, 1));\n float t2 = fetchDepth(p + ivec2(0, 2));\n float dl = abs((2.0 * l1 - l2) - c0);\n float dr = abs((2.0 * r1 - r2) - c0);\n float db = abs((2.0 * b1 - b2) - c0);\n float dt = abs((2.0 * t1 - t2) - c0);\n vec3 ce = getViewPosition(uv, c0).xyz;\n vec3 dpdx = (dl < dr) ? ce - getViewPosition((uv - vec2(1.0 / size.x, 0.0)), l1).xyz\n : -ce + getViewPosition((uv + vec2(1.0 / size.x, 0.0)), r1).xyz;\n vec3 dpdy = (db < dt) ? ce - getViewPosition((uv - vec2(0.0, 1.0 / size.y)), b1).xyz\n : -ce + getViewPosition((uv + vec2(0.0, 1.0 / size.y)), t1).xyz;\n return normalize(cross(dpdx, dpdy));\n}\n\nvec3 getViewNormal(const vec2 uv) {\n#if NORMAL_VECTOR_TYPE == 2\n return normalize(textureLod(tNormal, uv, 0.).rgb);\n#elif NORMAL_VECTOR_TYPE == 1\n return unpackRGBToNormal(textureLod(tNormal, uv, 0.).rgb);\n#else\n return computeNormalFromDepth(uv);\n#endif\n}\n\nvoid denoiseSample(in vec3 center, in vec3 viewNormal, in vec3 viewPos, in vec2 sampleUv, inout vec3 denoised, inout WEIGHT_TYPE totalWeight) {\n vec4 sampleTexel = textureLod(tDiffuse, sampleUv, 0.0);\n float sampleDepth = getDepth(sampleUv);\n vec3 sampleNormal = getViewNormal(sampleUv);\n vec3 neighborColor = sampleTexel.rgb;\n vec3 viewPosSample = getViewPosition(sampleUv, sampleDepth);\n \n float normalDiff = dot(viewNormal, sampleNormal);\n float normalSimilarity = pow(max(normalDiff, 0.), normalPhi);\n float depthDiff = abs(dot(normalize(viewPos - viewPosSample), viewNormal));\n float depthSimilarity = max(1. - depthDiff / depthPhi, 0.);\n #if LUMINANCE_WEIGHTED == 1 \n LUMINANCE_TYPE lumaDiff = abs(getLuminance(neighborColor) - getLuminance(center));\n LUMINANCE_TYPE lumaSimilarity = max(1. - lumaDiff / lumaPhi, 0.);\n LUMINANCE_TYPE w = lumaSimilarity * depthSimilarity * normalSimilarity;\n #else\n WEIGHT_TYPE w = depthSimilarity * normalSimilarity;\n #endif\n\n denoised += w * neighborColor;\n totalWeight += w;\n}\n\nvoid main() {\n float depth = fetchDepth(ivec2(vec2(textureSize(tDepth, 0)) * vUv.xy)); \n vec3 viewNormal = getViewNormal(vUv); \n if (depth == 1. || dot(viewNormal, viewNormal) == 0.) {\n discard;\n return;\n }\n vec4 texel = textureLod(tDiffuse, vUv, 0.0);\n vec3 center = texel.rgb;\n vec3 viewPos = getViewPosition(vUv, depth);\n\n #if SCENE_CLIP_BOX == 1\n vec3 worldPos = (cameraWorldMatrix * vec4(viewPos, 1.0)).xyz;\n float boxDistance = length(max(vec3(0.0), max(sceneBoxMin - worldPos, worldPos - sceneBoxMax)));\n if (boxDistance > radius * 2.) {\n discard;\n return;\n }\n #endif\n\n vec2 noiseResolution = vec2(textureSize(tNoise, 0));\n vec2 noiseUv = vUv * resolution / noiseResolution;\n vec4 noiseTexel = textureLod(tNoise, noiseUv, 0.0);\n vec2 noiseVec = vec2(sin(noiseTexel[iteration % 4] * 2. * PI), cos(noiseTexel[iteration % 4] * 2. * PI));\n #if SAMPLE_DISTRIBUTION == 1\n vec3 randomVec = normalize(vec3(noiseVec.xy, 0.));\n vec3 tangent = normalize(randomVec - viewNormal * dot(randomVec, viewNormal));\n vec3 bitangent = cross(viewNormal, tangent);\n mat3 kernelMatrix = mat3(tangent, bitangent, viewNormal);\n #else\n mat2 rotationMatrix = mat2(noiseVec.x, -noiseVec.y, noiseVec.x, noiseVec.y);\n #endif\n\n WEIGHT_TYPE totalWeight = WEIGHT_TYPE(1.);\n vec3 denoised = texel.rgb;\n for (int i = 0; i < SAMPLES; i++) {\n vec3 sampleDir = poissonDisk[i];\n #if SAMPLE_DISTRIBUTION == 1\n vec3 offsetViewPos = viewPos + normalize(kernelMatrix * vec3(sampleDir.xy, 0.)) * sampleDir.z * radius * radius;\n vec4 samplePointNDC = cameraProjectionMatrix * vec4(offsetViewPos, 1.0); \n vec2 sampleUv = (samplePointNDC.xy / samplePointNDC.w * 0.5 + 0.5);\n #else\n vec2 offset = rotationMatrix * sampleDir.xy * (1. + sampleDir.z * (radius - 1.));\n offset *= mix(vec2(1.0), sqrt(1.0 - viewNormal.xy * viewNormal.xy), float(iteration) / float(noOfIterations-1));\n offset *= max(1.0, 1.0 / length(offset));\n vec2 sampleUv = vUv + offset / resolution;\n #endif\n denoiseSample(center, viewNormal, viewPos, sampleUv, denoised, totalWeight);\n }\n\n denoised /= totalWeight + 1.0 - step(0.0, totalWeight);\n gl_FragColor = FRAGMENT_OUTPUT;\n}"
1208
+ }, st = {
1209
+ iterations: 2,
1210
+ samples: 16,
1211
+ rings: 2.89,
1212
+ radiusExponent: 1.3,
1213
+ radius: 4,
1214
+ lumaPhi: 10,
1215
+ depthPhi: 2.5,
1216
+ normalPhi: .5,
1217
+ nvOrientatedSamples: !1
1218
+ }, ct = class {
1219
+ get texture() {
1220
+ return this.parameters.iterations > 0 && this._renderTargets.length > 0 ? this._renderTargets[this._outputRenderTargetIndex].texture : this._inputTexture;
1221
+ }
1222
+ set inputTexture(e) {
1223
+ this._inputTexture = e;
1224
+ }
1225
+ constructor(e, t, n, r) {
1226
+ this.needsUpdate = !0, this.parameters = { ...st }, this._width = 0, this._height = 0, this._samples = 0, this._normalVectorSourceType = Y.FLOAT_BUFFER_NORMAL, this._depthValueSourceType = X.NORMAL_VECTOR_ALPHA, this._inputTexture = null, this.depthTexture = null, this.normalTexture = null, this._noiseTexture = null, this._renderTargets = [], this._outputRenderTargetIndex = 0, this._passRenderer = new qe(), this._rgInputTexture = !1, this._luminanceWeighted = !0, this._width = e, this._height = t, this._samples = n, this._normalVectorSourceType = r?.normalVectorSourceType || Y.FLOAT_BUFFER_NORMAL, this._depthValueSourceType = r?.depthValueSourceType || X.NORMAL_VECTOR_ALPHA, this._inputTexture = r?.inputTexture || null, this.depthTexture = r?.depthTexture || null, this.normalTexture = r?.normalTexture || null, this._rgInputTexture = r?.rgInputTexture || !1, this._luminanceWeighted = r?.luminanceWeighted === !0, this._luminanceType = r?.luminanceType || "vec3", this._sampleLuminance = r?.sampleLuminance || "a", this._fragmentOutput = r?.fragmentOutput || "vec4(denoised.xyz, 1.)", r?.poissonDenoisePassParameters && (this.parameters = r.poissonDenoisePassParameters), r && this.updateTextures(r);
1227
+ }
1228
+ _getNoiseTexture(t = 64) {
1229
+ if (!this._noiseTexture) {
1230
+ let n = new ze(), r = new Uint8Array(t * t * 4);
1231
+ for (let e = 0; e < t; e++) for (let i = 0; i < t; i++) {
1232
+ let a = e, o = i;
1233
+ r[(e * t + i) * 4] = (n.noise(a, o) + 1) * 127.5, r[(e * t + i) * 4 + 1] = (n.noise(a + t, o) + 1) * 127.5, r[(e * t + i) * 4 + 2] = (n.noise(a, o + t) + 1) * 127.5, r[(e * t + i) * 4 + 3] = (n.noise(a + t, o + t) + 1) * 127.5;
1234
+ }
1235
+ this._noiseTexture = new s(r, t, t, R, P), this._noiseTexture.wrapS = e, this._noiseTexture.wrapT = e, this._noiseTexture.needsUpdate = !0;
1236
+ }
1237
+ return this._noiseTexture;
1238
+ }
1239
+ _getMaterial(e, t) {
1240
+ let n = t;
1241
+ return this._pdMaterial || (this._pdMaterial = new z({
1242
+ defines: Object.assign({}, ot.defines),
1243
+ uniforms: y.clone(ot.uniforms),
1244
+ vertexShader: ot.vertexShader,
1245
+ fragmentShader: ot.fragmentShader,
1246
+ depthTest: !1,
1247
+ depthWrite: !1
1248
+ }), this._pdMaterial.uniforms.tNoise.value = this._getNoiseTexture(), n = !0), n && this._updateShader(this._pdMaterial), this._updateUniforms(this._pdMaterial, e, n), this._pdMaterial;
1249
+ }
1250
+ _updateShader(e) {
1251
+ e.defines.SAMPLES = this.parameters.samples, e.defines.SAMPLE_VECTORS = it(this.parameters.samples, this.parameters.rings, this.parameters.radius, this.parameters.radiusExponent), e.defines.SAMPLE_DISTRIBUTION = this.parameters.nvOrientatedSamples ? 1 : 0, e.defines.NORMAL_VECTOR_TYPE = this._normalVectorSourceType === Y.FLOAT_BUFFER_NORMAL ? 2 : 1, e.defines.DEPTH_VALUE_SOURCE = this._depthValueSourceType === X.NORMAL_VECTOR_ALPHA ? 1 : 0, e.needsUpdate = !0, e.defines.LUMINANCE_WEIGHTED = this._luminanceWeighted ? 1 : 0, e.defines.LUMINANCE_TYPE = this._luminanceType, e.defines.SAMPLE_LUMINANCE = this._sampleLuminance, e.defines.FRAGMENT_OUTPUT = this._fragmentOutput, e.defines.SCENE_CLIP_BOX = this._sceneClipBox ? 1 : 0, e.needsUpdate = !0;
1252
+ }
1253
+ _updateUniforms(e, t, n) {
1254
+ let r = this._depthValueSourceType === X.NORMAL_VECTOR_ALPHA ? this.normalTexture : this.depthTexture;
1255
+ e.uniforms.tDiffuse.value = this._inputTexture, e.uniforms.tNormal.value = this.normalTexture, e.uniforms.tDepth.value = r, e.uniforms.resolution.value.set(this._width, this._height), e.uniforms.cameraProjectionMatrix.value.copy(t.projectionMatrix), e.uniforms.cameraProjectionMatrixInverse.value.copy(t.projectionMatrixInverse), e.uniforms.cameraWorldMatrix.value.copy(t.matrixWorld), n && (e.uniforms.lumaPhi.value = this.parameters.lumaPhi, e.uniforms.depthPhi.value = this.parameters.depthPhi, e.uniforms.normalPhi.value = this.parameters.normalPhi, e.uniforms.radius.value = this.parameters.radius, e.uniforms.radiusExponent.value = this.parameters.radiusExponent, this._sceneClipBox && (e.uniforms.sceneBoxMin.value.copy(this._sceneClipBox.min), e.uniforms.sceneBoxMax.value.copy(this._sceneClipBox.max)));
1256
+ }
1257
+ _getRenderTargets() {
1258
+ return this._renderTargets.length < 2 && (this._renderTargets = [new u(this._width, this._height, {
1259
+ samples: this._samples,
1260
+ format: R,
1261
+ type: O,
1262
+ magFilter: p,
1263
+ minFilter: p
1264
+ }), new u(this._width, this._height, {
1265
+ samples: this._samples,
1266
+ format: R,
1267
+ type: O,
1268
+ magFilter: p,
1269
+ minFilter: p
1270
+ })]), this._renderTargets;
1271
+ }
1272
+ dispose() {
1273
+ this._noiseTexture?.dispose(), this._pdMaterial?.dispose(), this._renderTargets.forEach((e) => e.dispose());
1274
+ }
1275
+ setSize(e, t) {
1276
+ this._width = e, this._height = t, this._renderTargets.forEach((n) => n.setSize(e, t)), this.needsUpdate = !0;
1277
+ }
1278
+ updateBounds(e) {
1279
+ this._sceneClipBox = new I().copy(e), this.needsUpdate = !0;
1280
+ }
1281
+ updateParameters(e) {
1282
+ for (let t in e) this.parameters.hasOwnProperty(t) && (this.parameters[t] = e[t], this.needsUpdate = !0);
1283
+ }
1284
+ updateTextures(e) {
1285
+ e.inputTexture && (this._inputTexture = e.inputTexture, this.needsUpdate = !0), e.depthTexture && (this.depthTexture = e.depthTexture, this.needsUpdate = !0), e.normalTexture && (this.normalTexture = e.normalTexture, this.needsUpdate = !0);
1286
+ }
1287
+ render(e, t) {
1288
+ let n = this._getMaterial(t, this.needsUpdate);
1289
+ this.needsUpdate = !1;
1290
+ let r = this._getRenderTargets();
1291
+ n.uniforms.iteration.value = this.parameters.iterations;
1292
+ for (let t = 0; t < this.parameters.iterations; t++) {
1293
+ let i = r[(t + 1) % 2];
1294
+ this._outputRenderTargetIndex = t % 2;
1295
+ let a = r[this._outputRenderTargetIndex];
1296
+ n.uniforms.tDiffuse.value = t === 0 ? this._inputTexture : i.texture, n.uniforms.iteration.value = t, this._passRenderer.renderScreenSpace(e, n, a, 16777215, 1);
1297
+ }
1298
+ }
1299
+ renderToTarget(e, t, n) {
1300
+ let r = this._getMaterial(t, this.needsUpdate);
1301
+ this.needsUpdate = !1, this._passRenderer.renderScreenSpace(e, r, n, 16777215, 1);
1302
+ }
1303
+ }, Z = {
1304
+ OFF: "off",
1305
+ HARD: "hard",
1306
+ POISSON: "poisson",
1307
+ FULL: "full"
1308
+ }, lt = { shadowRadius: .05 }, Q = {
1309
+ enabled: !0,
1310
+ applyToMaterial: !0,
1311
+ aoIntensity: .5,
1312
+ shadowIntensity: .35,
1313
+ aoOnGround: !0,
1314
+ shadowOnGround: !1,
1315
+ alwaysUpdate: !1,
1316
+ progressiveDenoiseIterations: 0
1317
+ }, ut = class extends J {
1318
+ static {
1319
+ this.shadowTransform = new v().set(0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1);
1320
+ }
1321
+ get aoAndSoftShadowRenderTarget() {
1322
+ return this._aoAndSoftShadowRenderTarget = this._aoAndSoftShadowRenderTarget ?? new u(this._width, this._height, {
1323
+ samples: this._samples,
1324
+ format: 1030,
1325
+ magFilter: this._samples > 1 ? 1006 : 1003,
1326
+ minFilter: this._samples > 1 ? 1006 : 1003
1327
+ }), this._aoAndSoftShadowRenderTarget;
1328
+ }
1329
+ get aoRenderPass() {
1330
+ return this._aoPass ||= new tt(this._width, this._height, this._samples, !this.parameters.applyToMaterial, {
1331
+ normalVectorSourceType: this.gBufferTextures.isFloatGBufferWithRgbNormalAlphaDepth ? Y.FLOAT_BUFFER_NORMAL : Y.INPUT_RGB_NORMAL,
1332
+ depthValueSourceType: this.gBufferTextures.isFloatGBufferWithRgbNormalAlphaDepth ? X.NORMAL_VECTOR_ALPHA : X.SEPARATE_BUFFER,
1333
+ modulateRedChannel: !0,
1334
+ aoParameters: this.parameters.ao
1335
+ }), this._aoPass;
1336
+ }
1337
+ get softShadowPass() {
1338
+ if (!this._softShadowPass) this._softShadowPass = new ct(this._width, this._height, this._samples, {
1339
+ inputTexture: void 0,
1340
+ depthTexture: this.gBufferTextures.depthBufferTexture,
1341
+ normalTexture: this.gBufferTextures.gBufferTexture,
1342
+ normalVectorSourceType: this.gBufferTextures.isFloatGBufferWithRgbNormalAlphaDepth ? Y.FLOAT_BUFFER_NORMAL : Y.INPUT_RGB_NORMAL,
1343
+ depthValueSourceType: this.gBufferTextures.isFloatGBufferWithRgbNormalAlphaDepth ? X.NORMAL_VECTOR_ALPHA : X.SEPARATE_BUFFER,
1344
+ rgInputTexture: !0,
1345
+ luminanceWeighted: !1,
1346
+ fragmentOutput: "vec4(1.0, denoised.x, 0.0, 1.0)",
1347
+ poissonDenoisePassParameters: {
1348
+ iterations: 1,
1349
+ samples: 16,
1350
+ rings: 2.89,
1351
+ radiusExponent: 1,
1352
+ radius: this.parameters.shadow.shadowRadius,
1353
+ lumaPhi: 10,
1354
+ depthPhi: .1,
1355
+ normalPhi: 4,
1356
+ nvOrientatedSamples: !0
1357
+ }
1358
+ });
1359
+ else {
1360
+ let e = this._softShadowPass;
1361
+ e.depthTexture = this.gBufferTextures.depthBufferTexture, e.normalTexture = this.gBufferTextures.gBufferTexture;
1362
+ }
1363
+ return this._softShadowPass;
1364
+ }
1365
+ get fadeRenderTarget() {
1366
+ return this._fadeRenderTarget = this._fadeRenderTarget ?? new u(this._width, this._height, {
1367
+ samples: this._samples,
1368
+ format: 1030,
1369
+ magFilter: this._samples > 1 ? 1006 : 1003,
1370
+ minFilter: this._samples > 1 ? 1006 : 1003
1371
+ }), this._fadeRenderTarget;
1372
+ }
1373
+ get denoisePass() {
1374
+ if (!this._poissonDenoisePass) this._poissonDenoisePass = new ct(this._width, this._height, this._samples, {
1375
+ inputTexture: this.aoAndSoftShadowRenderTarget.texture,
1376
+ depthTexture: this.gBufferTextures.depthBufferTexture,
1377
+ normalTexture: this.gBufferTextures.gBufferTexture,
1378
+ normalVectorSourceType: this.gBufferTextures.isFloatGBufferWithRgbNormalAlphaDepth ? Y.FLOAT_BUFFER_NORMAL : Y.INPUT_RGB_NORMAL,
1379
+ depthValueSourceType: this.gBufferTextures.isFloatGBufferWithRgbNormalAlphaDepth ? X.NORMAL_VECTOR_ALPHA : X.SEPARATE_BUFFER,
1380
+ rgInputTexture: !0,
1381
+ luminanceWeighted: !1,
1382
+ fragmentOutput: "vec4(denoised.xy, vec2(fract(depth * 1024.0), floor(depth * 1024.0)))",
1383
+ poissonDenoisePassParameters: this.parameters.poissonDenoise
1384
+ });
1385
+ else {
1386
+ let e = this._poissonDenoisePass;
1387
+ e.depthTexture = this.gBufferTextures.depthBufferTexture, e.normalTexture = this.gBufferTextures.gBufferTexture;
1388
+ }
1389
+ return this._poissonDenoisePass;
1390
+ }
1391
+ get denoiseRenderTargetTexture() {
1392
+ return this.denoisePass ? this.denoisePass.texture : null;
1393
+ }
1394
+ get finalTexture() {
1395
+ return this._finalTexture;
1396
+ }
1397
+ constructor(e, t, n, r, i) {
1398
+ super(e), this.needsUpdate = !0, this.renderToRenderTarget = !1, this.shadowAndAoPassSettings = {
1399
+ shadowMapTexture: null,
1400
+ shadowBlurType: Z.FULL,
1401
+ shadowFadeInBlurType: Z.FULL,
1402
+ shadowFadeInMix: 0,
1403
+ noOStaticFrames: 0
1404
+ }, this._cameraUpdate = new We(), this._finalTexture = null, this._onlyHardShadow = !1, this._width = t, this._height = n, this._samples = r, this.parameters = {
1405
+ enabled: i?.enabled ?? Q.enabled,
1406
+ applyToMaterial: i?.applyToMaterial ?? Q.applyToMaterial,
1407
+ aoIntensity: i?.aoIntensity ?? Q.aoIntensity,
1408
+ shadowIntensity: i?.shadowIntensity ?? Q.shadowIntensity,
1409
+ aoOnGround: i?.aoOnGround ?? Q.aoOnGround,
1410
+ shadowOnGround: i?.shadowOnGround ?? Q.shadowOnGround,
1411
+ alwaysUpdate: i?.alwaysUpdate ?? Q.alwaysUpdate,
1412
+ progressiveDenoiseIterations: i?.progressiveDenoiseIterations ?? Q.progressiveDenoiseIterations,
1413
+ shadow: { ...lt },
1414
+ ao: { ...et },
1415
+ poissonDenoise: { ...st }
1416
+ }, this._copyMaterial = new Ae(), this._blendMaterial = new Ae({}, ke.DEFAULT), this._blendAoAndShadowMaterial = new rt();
1417
+ }
1418
+ dispose() {
1419
+ super.dispose(), this._aoAndSoftShadowRenderTarget?.dispose(), this._softShadowPass?.dispose(), this._aoPass?.dispose(), this._fadeRenderTarget?.dispose(), this._poissonDenoisePass?.dispose(), this._copyMaterial?.dispose(), this._blendMaterial?.dispose(), this._blendAoAndShadowMaterial?.dispose();
1420
+ }
1421
+ setSize(e, t) {
1422
+ this._width = e, this._height = t, this._aoAndSoftShadowRenderTarget?.setSize(e, t), this._softShadowPass?.setSize(e, t), this._aoPass?.setSize(e, t), this._fadeRenderTarget?.setSize(e, t), this._poissonDenoisePass?.setSize(this._width, this._height), this.needsUpdate = !0;
1423
+ }
1424
+ updateParameters(e) {
1425
+ e.enabled !== void 0 && (this.parameters.enabled = e.enabled), e.applyToMaterial !== void 0 && (this.parameters.applyToMaterial = e.applyToMaterial), e.aoIntensity !== void 0 && (this.parameters.aoIntensity = e.aoIntensity), e.shadowIntensity !== void 0 && (this.parameters.shadowIntensity = e.shadowIntensity), e.aoOnGround !== void 0 && (this.parameters.aoOnGround = e.aoOnGround), e.shadowOnGround !== void 0 && (this.parameters.shadowOnGround = e.shadowOnGround), e.alwaysUpdate !== void 0 && (this.parameters.alwaysUpdate = e.alwaysUpdate), this._updatePassParameters(e);
1426
+ }
1427
+ _updatePassParameters(e) {
1428
+ if (e?.shadow) {
1429
+ for (let t in e.shadow) this.parameters.shadow.hasOwnProperty(t) && (this.parameters.shadow[t] = e.shadow[t]);
1430
+ this._softShadowPass && (this._softShadowPass.needsUpdate = !0);
1431
+ }
1432
+ if (e?.ao) {
1433
+ for (let t in e.ao) this.parameters.ao.hasOwnProperty(t) && (this.parameters.ao[t] = e.ao[t]);
1434
+ this._aoPass && this._aoPass?.updateParameters(e?.ao);
1435
+ }
1436
+ if (e?.poissonDenoise) if (this._poissonDenoisePass) this._poissonDenoisePass?.updateParameters(e?.poissonDenoise);
1437
+ else for (let t in e.poissonDenoise) this.parameters.poissonDenoise.hasOwnProperty(t) && (this.parameters.poissonDenoise[t] = e.poissonDenoise[t]);
1438
+ }
1439
+ updateBounds(e, t) {
1440
+ this._softShadowPass?.updateBounds(e.bounds), this._aoPass?.updateBounds(e.bounds, t);
1441
+ }
1442
+ _getRenderConditions(e = Z.FULL, t = 0, n = 0) {
1443
+ let r = e === Z.POISSON && t > .001, i = e === Z.HARD && t > .001 && t < .999;
1444
+ return {
1445
+ fadeInPoissonShadow: r,
1446
+ fadeInHardShadow: i,
1447
+ onlyHardShadow: e === Z.HARD && !i,
1448
+ progressiveDenoise: !r && !i && n > 1 && n <= this.parameters.progressiveDenoiseIterations + 1
1449
+ };
1450
+ }
1451
+ renderPass(e) {
1452
+ if (!this._setRenderState()) return;
1453
+ let t = this._getRenderConditions(this.shadowAndAoPassSettings.shadowFadeInBlurType, this.shadowAndAoPassSettings.shadowFadeInMix, this.shadowAndAoPassSettings.noOStaticFrames), n = !1;
1454
+ !t.onlyHardShadow && this.shadowAndAoPassSettings.shadowBlurType === Z.FULL && this._evaluateIfUpdateIsNeeded(this.camera) && (this._renderShadowAndAo(e, this.scene, this.camera, this.shadowAndAoPassSettings.shadowMapTexture), n = !0);
1455
+ let r = t.onlyHardShadow ? this.shadowAndAoPassSettings.shadowMapTexture : this.denoiseRenderTargetTexture;
1456
+ t.fadeInPoissonShadow && (r = this._renderDynamicShadow(e, this.aoAndSoftShadowRenderTarget.texture, this.shadowAndAoPassSettings.shadowMapTexture, this.shadowAndAoPassSettings.shadowFadeInMix), n = !0), n ? r = this._renderDenoise(e, this.camera, t.fadeInPoissonShadow, !1) : t.progressiveDenoise && (r = this._renderDenoise(e, this.camera, !1, !0)), t.fadeInHardShadow && (r = this._renderDynamicShadow(e, this.denoiseRenderTargetTexture, this.shadowAndAoPassSettings.shadowMapTexture, this.shadowAndAoPassSettings.shadowFadeInMix)), this._finalTexture = r, this._onlyHardShadow = t.onlyHardShadow, this.renderToRenderTarget && this.renderToTarget(e);
1457
+ }
1458
+ _setRenderState() {
1459
+ return !this.parameters.enabled || !(this.parameters.ao.algorithm !== null || this.parameters.shadowIntensity >= .01) ? !1 : (this.needsUpdate && (this._aoPass && (this._aoPass.needsUpdate = !0), this._poissonDenoisePass && (this._poissonDenoisePass.needsUpdate = !0)), !0);
1460
+ }
1461
+ _evaluateIfUpdateIsNeeded(e) {
1462
+ e.updateProjectionMatrix();
1463
+ let t = this.parameters.alwaysUpdate || this.needsUpdate || e != null && this._cameraUpdate.changed(e);
1464
+ return this.needsUpdate = !1, t;
1465
+ }
1466
+ _renderShadowAndAo(e, t, n, r) {
1467
+ let i = this.parameters.ao.algorithm !== null && this.parameters.aoIntensity > .01;
1468
+ i || this._aoPass?.clear(e, this.aoAndSoftShadowRenderTarget), this._renderSoftShadow(e, n, r), i && this._renderAo(e, t, n);
1469
+ }
1470
+ _renderAo(e, t, n) {
1471
+ let r = this.gBufferTextures.depthBufferTexture, i = this.gBufferTextures.gBufferTexture, a = this._aoAndSoftShadowRenderTarget, o = e.autoClear;
1472
+ e.autoClear = !1;
1473
+ let s = this.aoRenderPass;
1474
+ s.depthTexture = r, s.normalTexture = i, s.render(e, n, t, a), e.autoClear = o;
1475
+ }
1476
+ _renderSoftShadow(e, t, n) {
1477
+ let r = this.softShadowPass;
1478
+ r.parameters.radius = this.parameters.shadow.shadowRadius, r.inputTexture = n, this.softShadowPass.renderToTarget(e, t, this.aoAndSoftShadowRenderTarget);
1479
+ }
1480
+ _renderDynamicShadow(e, t, n, r = 1) {
1481
+ let i = r < .999;
1482
+ return i && (this._copyMaterial.update({
1483
+ texture: t,
1484
+ blending: 0,
1485
+ colorTransform: Te,
1486
+ colorBase: W,
1487
+ multiplyChannels: 0
1488
+ }), this.passRenderer.renderScreenSpace(e, this._copyMaterial, this.fadeRenderTarget)), r > .001 && (this._blendMaterial.update({
1489
+ texture: n,
1490
+ blending: i ? 5 : 0,
1491
+ colorTransform: new v().set(0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, i ? r : 1),
1492
+ multiplyChannels: 0
1493
+ }), this.passRenderer.renderScreenSpace(e, this._blendMaterial, this.fadeRenderTarget)), this.fadeRenderTarget.texture;
1494
+ }
1495
+ _renderDenoise(e, t, n, r) {
1496
+ let i = this.denoisePass;
1497
+ return i.inputTexture = n ? this.fadeRenderTarget.texture : r ? i.texture : this.aoAndSoftShadowRenderTarget.texture, i.render(e, t), i.texture;
1498
+ }
1499
+ renderToTarget(e) {
1500
+ let t = this._onlyHardShadow ? this.parameters.shadowIntensity : this.parameters.aoIntensity, n = this._onlyHardShadow ? 0 : this.parameters.shadowIntensity;
1501
+ this.passRenderer.renderScreenSpace(e, this._blendAoAndShadowMaterial.update({
1502
+ texture: this._finalTexture,
1503
+ blending: 5,
1504
+ aoIntensity: t,
1505
+ shadowIntensity: n
1506
+ }), e.getRenderTarget());
1507
+ }
1508
+ }, dt = class {
1509
+ get isOutlinePassActivated() {
1510
+ return this.outlinePassActivated;
1511
+ }
1512
+ get outlinePass() {
1513
+ return this._renderPassManager.outlinePass;
1514
+ }
1515
+ constructor(e, t, n) {
1516
+ this._effectComposer = null, this.outlinePassActivated = !1, this._renderPassManager = e, this._effectComposer = t, this.parameters = {
1517
+ enabled: !0,
1518
+ edgeStrength: 2,
1519
+ edgeGlow: 1,
1520
+ edgeThickness: 2,
1521
+ pulsePeriod: 0,
1522
+ usePatternTexture: !1,
1523
+ visibleEdgeColor: 16777215,
1524
+ hiddenEdgeColor: 16777215,
1525
+ ...n
1526
+ };
1527
+ }
1528
+ updateParameters(e) {
1529
+ for (let t in e) this.parameters.hasOwnProperty(t) && (this.parameters[t] = e[t]);
1530
+ }
1531
+ applyParameters() {
1532
+ this.outlinePass && (this.outlinePass.edgeStrength = this.parameters.edgeStrength, this.outlinePass.edgeGlow = this.parameters.edgeGlow, this.outlinePass.edgeThickness = this.parameters.edgeThickness, this.outlinePass.pulsePeriod = this.parameters.pulsePeriod, this.outlinePass.usePatternTexture = this.parameters.usePatternTexture, this.outlinePass.visibleEdgeColor.set(this.parameters.visibleEdgeColor), this.outlinePass.hiddenEdgeColor.set(this.parameters.hiddenEdgeColor));
1533
+ }
1534
+ activateOutline(e, t) {
1535
+ if (!this.parameters.enabled) {
1536
+ this.deactivateOutline();
1537
+ return;
1538
+ }
1539
+ let n = this.outlinePass?.renderCamera && t.isPerspectiveCamera !== this.outlinePass.renderCamera.isPerspectiveCamera;
1540
+ this.outlinePass && (this.outlinePass.renderScene = e, this.outlinePass.renderCamera = t), !(!n && this.outlinePassActivated) && ((n || !this.outlinePass) && this._renderPassManager.createOutlinePass(), this.applyParameters(), this._effectComposer && this._effectComposer.addPass(this.outlinePass), this.outlinePassActivated = !0);
1541
+ }
1542
+ deactivateOutline() {
1543
+ this.outlinePassActivated &&= (this.outlinePass && this._effectComposer && this._effectComposer.removePass(this.outlinePass), !1);
1544
+ }
1545
+ updateOutline(e, t, n) {
1546
+ n.length > 0 ? (this.activateOutline(e, t), this.outlinePass && (this.outlinePass.selectedObjects = n)) : this.deactivateOutline();
1547
+ }
1548
+ }, ft = {
1549
+ DEFAULT: "default",
1550
+ BRIGHT: "bright"
1551
+ }, pt = {
1552
+ shadowType: "PCFShadowMap",
1553
+ shAndAoPassParameters: {
1554
+ aoIntensity: .3,
1555
+ shadow: { shadowRadius: .1 },
1556
+ ao: {
1557
+ algorithm: Xe.SSAO,
1558
+ samples: 32,
1559
+ radius: .02,
1560
+ distanceExponent: 2,
1561
+ thickness: .1,
1562
+ distanceFallOff: 1,
1563
+ bias: .01
1564
+ },
1565
+ poissonDenoise: {
1566
+ iterations: 2,
1567
+ samples: 16,
1568
+ rings: 2.89,
1569
+ radius: 4,
1570
+ radiusExponent: 1.3,
1571
+ depthPhi: 2.5,
1572
+ normalPhi: .5
1573
+ }
1574
+ },
1575
+ groundReflectionParameters: { brightness: .5 }
1576
+ }, mt = (...e) => {
1577
+ if (e.length === 0) return null;
1578
+ if (e.length === 1) return e[0];
1579
+ let t = e[0];
1580
+ for (let n = 1; n < e.length; n++) t = de(t, e[n]);
1581
+ return t;
1582
+ }, ht = (e) => e ? { groundReflectionParameters: { enabled: !1 } } : null, gt = (e) => !e || e === ft.DEFAULT ? null : e === ft.BRIGHT ? pt : null, $ = (e) => Math.max(0, Math.min(1, e)), _t = (e) => {
1583
+ let t = {
1584
+ shAndAoPassParameters: {
1585
+ ao: {},
1586
+ shadow: {}
1587
+ },
1588
+ groundReflectionParameters: {},
1589
+ bakedGroundContactShadowParameters: {}
1590
+ };
1591
+ return vt(t, e), yt(t, e), bt(t, e), t;
1592
+ }, vt = (e, t) => {
1593
+ t.aoIntensity !== void 0 && (e.shAndAoPassParameters.aoIntensity = $(t.aoIntensity)), t.aoExtent !== void 0 && (e.shAndAoPassParameters.ao.radius = $(t.aoExtent) * .3, e.shAndAoPassParameters.ao.thickness = .1 + $(t.aoExtent) * .2);
1594
+ }, yt = (e, t) => {
1595
+ t.shBakedOnGround ? (e.bakedGroundContactShadowParameters.enabled = !0, e.shAndAoPassParameters.shadowIntensity = 0, t.shadowIntensity !== void 0 && (e.bakedGroundContactShadowParameters.opacity = $(t.shadowIntensity)), t.shadowIntensity !== void 0 && (e.bakedGroundContactShadowParameters.blurMax = $(t.shadowIntensity) * .1, e.bakedGroundContactShadowParameters.blurMin = e.bakedGroundContactShadowParameters.blurMax * .01)) : (t.shBakedOnGround !== void 0 && (e.bakedGroundContactShadowParameters.enabled = !1), t.shadowIntensity !== void 0 && (e.shAndAoPassParameters.shadowIntensity = $(t.shadowIntensity)), t.shadowSoftening !== void 0 && (e.shAndAoPassParameters.shadow.shadowRadius = .001 + $(t.shadowSoftening) * .2));
1596
+ }, bt = (e, t) => {
1597
+ t.grReflectIntensity !== void 0 && (e.groundReflectionParameters.enabled = t.grReflectIntensity > 0, e.groundReflectionParameters.intensity = $(t.grReflectIntensity)), t.grReflectFadeOut !== void 0 && (e.groundReflectionParameters.fadeOutDistance = (1 - $(t.grReflectFadeOut)) * 4);
1598
+ }, xt = (e, t) => Array.isArray(e) ? e.some((e) => xt(e, t)) : e.transparent && e.opacity < t || e.alphaTest > 0, St = (e) => Array.isArray(e) ? e.some((e) => St(e)) : e instanceof d && e.transmission > 0, Ct = class {
1599
+ constructor(e) {
1600
+ this.needsUpdate = !0, this._cache = null, this._cache = e;
1601
+ }
1602
+ dispose() {
1603
+ this._cache?.dispose();
1604
+ }
1605
+ clear() {
1606
+ this._cache?.clear(), this.needsUpdate = !0;
1607
+ }
1608
+ update(e) {
1609
+ !this.needsUpdate || !this._cache || (e.traverse((e) => {
1610
+ e.isLine || e.isPoints ? this._cache?.addLineOrPoint(e) : e.isMesh ? this._cache?.addMesh(e) : this._cache?.addObject(e);
1611
+ }), this.needsUpdate = !1);
1612
+ }
1613
+ onBeforeRender() {
1614
+ this._cache?.onBeforeRender();
1615
+ }
1616
+ onAfterRender() {
1617
+ this._cache?.onAfterRender();
1618
+ }
1619
+ }, wt = class {
1620
+ constructor() {
1621
+ this._cacheMap = /* @__PURE__ */ new Map();
1622
+ }
1623
+ dispose() {
1624
+ this._cacheMap.forEach((e) => {
1625
+ e.dispose();
1626
+ });
1627
+ }
1628
+ registerCache(e, t) {
1629
+ this._cacheMap.set(e, new Ct(t));
1630
+ }
1631
+ clearCache() {
1632
+ this._cacheMap.forEach((e) => {
1633
+ e.clear();
1634
+ });
1635
+ }
1636
+ clearObjectCache(e) {
1637
+ let t = this._cacheMap.get(e);
1638
+ t && t.clear();
1639
+ }
1640
+ onBeforeRender(e, t) {
1641
+ let n = this._cacheMap.get(e);
1642
+ n && (n.update(t), n.onBeforeRender());
1643
+ }
1644
+ onAfterRender(e) {
1645
+ let t = this._cacheMap.get(e);
1646
+ t && t.onAfterRender();
1647
+ }
1648
+ render(e, t, n) {
1649
+ let r = this._cacheMap.get(e);
1650
+ r && (r.update(t), r.onBeforeRender()), n(), r && r.onAfterRender();
1651
+ }
1652
+ }, Tt = class {
1653
+ constructor(e) {
1654
+ this._visibilityCache = /* @__PURE__ */ new Map(), this._isObjectInvisible = e;
1655
+ }
1656
+ dispose() {
1657
+ this._visibilityCache.clear();
1658
+ }
1659
+ clear() {
1660
+ this._visibilityCache.clear();
1661
+ }
1662
+ addLineOrPoint(e) {
1663
+ this._visibilityCache.set(e, e.visible);
1664
+ }
1665
+ addMesh(e) {
1666
+ this._isObjectInvisible && this._isObjectInvisible(e) && this._visibilityCache.set(e, e.visible);
1667
+ }
1668
+ addObject(e) {
1669
+ this._isObjectInvisible && this._isObjectInvisible(e) && this._visibilityCache.set(e, e.visible);
1670
+ }
1671
+ onBeforeRender() {
1672
+ this._visibilityCache.forEach((e, t) => {
1673
+ t.visible = !1;
1674
+ });
1675
+ }
1676
+ onAfterRender() {
1677
+ this._visibilityCache.forEach((e, t) => {
1678
+ t.visible = e;
1679
+ });
1680
+ }
1681
+ }, Et = class {
1682
+ constructor(e) {
1683
+ this._depthWriteCache = /* @__PURE__ */ new Set(), this._doNotWriteDepth = e;
1684
+ }
1685
+ dispose() {
1686
+ this._depthWriteCache.clear();
1687
+ }
1688
+ clear() {
1689
+ this._depthWriteCache.clear();
1690
+ }
1691
+ addLineOrPoint(e) {}
1692
+ addObject(e) {}
1693
+ addMesh(e) {
1694
+ this._doNotWriteDepth && this._doNotWriteDepth(e) && e.material instanceof E && e.material.depthWrite && this._depthWriteCache.add(e.material);
1695
+ }
1696
+ onBeforeRender() {
1697
+ this._depthWriteCache.forEach((e) => {
1698
+ e.depthWrite = !1;
1699
+ });
1700
+ }
1701
+ onAfterRender() {
1702
+ this._depthWriteCache.forEach((e) => {
1703
+ e.depthWrite = !0;
1704
+ });
1705
+ }
1706
+ }, Dt = class {
1707
+ constructor() {
1708
+ this._objectCache = /* @__PURE__ */ new Map();
1709
+ }
1710
+ clear() {
1711
+ this._objectCache.clear();
1712
+ }
1713
+ onBeforeRender() {
1714
+ this._objectCache.forEach((e, t) => {
1715
+ t instanceof x && (t.material !== e.originalObjectData.material && t.material !== e.updateObjectData.material && (e.originalObjectData.material = t.material), t.receiveShadow !== e.originalObjectData.receiveShadow && (e.originalObjectData.receiveShadow = t.receiveShadow), t.castShadow !== e.originalObjectData.castShadow && (e.originalObjectData.castShadow = t.castShadow), t.visible !== e.originalObjectData.visible && (e.originalObjectData.visible = t.visible)), this._updateObject(t, e.updateObjectData);
1716
+ });
1717
+ }
1718
+ onAfterRender() {
1719
+ this._objectCache.forEach((e, t) => {
1720
+ this._updateObject(t, e.originalObjectData);
1721
+ });
1722
+ }
1723
+ addToCache(e, t) {
1724
+ this._objectCache.set(e, {
1725
+ originalObjectData: {
1726
+ visible: e.visible,
1727
+ castShadow: e.castShadow,
1728
+ receiveShadow: e instanceof x ? e.receiveShadow : void 0,
1729
+ material: e instanceof x ? e.material : void 0
1730
+ },
1731
+ updateObjectData: t
1732
+ });
1733
+ }
1734
+ _updateObject(e, t) {
1735
+ t.visible !== void 0 && (e.visible = t.visible), t.castShadow !== void 0 && (e.castShadow = t.castShadow), e instanceof x && t.receiveShadow !== void 0 && (e.receiveShadow = t.receiveShadow), e instanceof x && t.material !== void 0 && (e.material = t.material);
1736
+ }
1737
+ }, Ot = (e) => {
1738
+ if (!e.isMesh || !e.castShadow && !e.userData?.meshId) return !1;
1739
+ let t = e.material;
1740
+ return !t.transparent || t.opacity > .5;
1741
+ }, kt = class extends J {
1742
+ static {
1743
+ this.addTestMesh = !1;
1744
+ }
1745
+ get shadowGroundPlane() {
1746
+ let e = this._sharedShadowGroundPlane;
1747
+ return e ||= (this._shadowGroundPlane ??= new Ye(this.renderTarget.texture, this.parameters), this._shadowGroundPlane), e.parent !== this._groundGroup && this._groundGroup.add(e), e;
1748
+ }
1749
+ constructor(e, t, n, r) {
1750
+ super(e), this.limitPlaneSize = !0, this.needsUpdate = !0, this.noNeedOfUpdateCount = 0, this._blurScale = 1, this._shadowScale = 1, this._groundGroup = n, this.shadowMapSize = r.shadowMapSize ?? 2048, this.parameters = this._getDefaultParameters(r), this._groundShadowFar = this.parameters.cameraFar, this._renderer = t, this.renderCacheManager?.registerCache(this, new Tt((e) => e.isMesh && !Ot(e) || e.name !== void 0 && ["Ground", "Floor"].includes(e.name))), this.renderTarget = new u(this.shadowMapSize, this.shadowMapSize), this.renderTarget.texture.generateMipmaps = !1, this._renderTargetBlur = new u(this.shadowMapSize, this.shadowMapSize), this._renderTargetBlur.texture.generateMipmaps = !1, this._sharedShadowGroundPlane = r?.sharedShadowGroundPlane, this.shadowGroundPlane.setShadowMap(this.renderTarget.texture), this.shadowGroundPlane.updateMaterial(this.parameters), this._groundContactCamera = new At(), this._groundGroup.add(this._groundContactCamera), this._depthMaterial = new f(), this._depthMaterial.userData.fadeoutBias = { value: this.parameters.fadeoutBias }, this._depthMaterial.userData.fadeoutFalloff = { value: this.parameters.fadeoutFalloff }, this._depthMaterial.onBeforeCompile = (e) => {
1751
+ e.uniforms.fadeoutBias = this._depthMaterial.userData.fadeoutBias, e.uniforms.fadeoutFalloff = this._depthMaterial.userData.fadeoutFalloff, e.fragmentShader = `
1752
+ uniform float fadeoutBias;
1753
+ uniform float fadeoutFalloff;
1754
+ ${e.fragmentShader.replace("gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );", Ye.alphaMap ? "gl_FragColor = vec4(clamp(pow(1.0 + fadeoutBias - fragCoordZ, 1.0/(1.0-fadeoutFalloff)), 0.0, 1.0));" : "gl_FragColor = vec4(vec3(0.0), clamp(pow(1.0 + fadeoutBias - fragCoordZ, 1.0/(1.0-fadeoutFalloff)), 0.0, 1.0));")}
1755
+ `;
1756
+ }, this._depthMaterial.side = 2, this._depthMaterial.depthTest = !0, this._depthMaterial.depthWrite = !0, this._blurPass = new Je(je, {
1757
+ ...r,
1758
+ passRenderer: this.renderPassManager.passRenderer
1759
+ }), this.updatePlaneAndShadowCamera();
1760
+ }
1761
+ _getDefaultParameters(e) {
1762
+ return {
1763
+ enabled: !0,
1764
+ cameraHelper: !1,
1765
+ alwaysUpdate: !1,
1766
+ fadeIn: !1,
1767
+ blurMin: .001,
1768
+ blurMax: .1,
1769
+ fadeoutFalloff: .9,
1770
+ fadeoutBias: .03,
1771
+ opacity: .5,
1772
+ maximumPlaneSize: 40,
1773
+ planeSize: 10,
1774
+ cameraFar: 3,
1775
+ hardLayers: null,
1776
+ softLayers: null,
1777
+ polygonOffset: 2,
1778
+ excludeGroundObjects: !0,
1779
+ ...e
1780
+ };
1781
+ }
1782
+ dispose() {
1783
+ this.renderTarget.dispose(), this._renderTargetBlur.dispose(), this._blurPass.dispose(), this._depthMaterial.dispose();
1784
+ }
1785
+ updateParameters(e) {
1786
+ for (let t in e) this.parameters.hasOwnProperty(t) && (this.parameters[t] = e[t]);
1787
+ e.cameraFar !== void 0 && (this._groundShadowFar = this.parameters.cameraFar);
1788
+ }
1789
+ applyParameters() {
1790
+ this.shadowGroundPlane.updateMaterial(this.parameters), this._groundContactCamera.updateCameraHelper(this.parameters.cameraHelper), this._groundContactCamera.far !== this.parameters.cameraFar && this.updatePlaneAndShadowCamera();
1791
+ let e = this.parameters.fadeoutFalloff;
1792
+ this._depthMaterial.userData.fadeoutFalloff.value !== e && (this._depthMaterial.userData.fadeoutFalloff.value = this.parameters.fadeoutFalloff);
1793
+ let t = this.parameters.fadeoutBias / this._groundContactCamera.far;
1794
+ this._depthMaterial.userData.fadeoutBias.value !== t && (this._depthMaterial.userData.fadeoutBias.value = t), this.needsUpdate = !0;
1795
+ }
1796
+ setScale(e, t) {
1797
+ this._blurScale = e, this._shadowScale = t ?? e, this.needsUpdate = !0;
1798
+ }
1799
+ updateBounds(e, t) {
1800
+ this._groundShadowFar = this.parameters.cameraFar, this._groundShadowFar < e.size.z && (this._groundShadowFar = e.size.z * 1.01);
1801
+ let n = Math.max(e.size.x, e.size.z);
1802
+ this.parameters.planeSize = n + 2 * Math.max(this._blurScale, this._shadowScale ?? 1, 1), this.limitPlaneSize && this.parameters.planeSize > this.parameters.maximumPlaneSize ? (this.parameters.planeSize = this.parameters.maximumPlaneSize, this._groundGroup.position.set(0, t ?? 0, 0)) : this._groundGroup.position.set(e.center.x, t ?? 0, e.center.z), this._groundGroup.updateMatrixWorld(), this.updatePlaneAndShadowCamera();
1803
+ }
1804
+ updatePlaneAndShadowCamera() {
1805
+ let e = this.parameters.planeSize;
1806
+ this.shadowGroundPlane.scale.x = e, this.shadowGroundPlane.scale.y = e, this._groundContactCamera.updateCameraFormPlaneSize(e, this._groundShadowFar), this.needsUpdate = !0;
1807
+ }
1808
+ setGroundVisibilityLayers(e) {
1809
+ this.shadowGroundPlane.setVisibilityLayers(e);
1810
+ }
1811
+ renderPass(e) {
1812
+ if (this._groundContactCamera.updateCameraHelper(this.parameters.cameraHelper, this.scene), !this.parameters.enabled) {
1813
+ this.needsUpdate && (this.needsUpdate = !1, this.passRenderer.clear(e, this.renderTarget, 0, 1));
1814
+ return;
1815
+ }
1816
+ if (this.shadowGroundPlane.visible = this.parameters.enabled, this.parameters.alwaysUpdate || this.needsUpdate) this.noNeedOfUpdateCount = 0;
1817
+ else if (this.noNeedOfUpdateCount++, this.noNeedOfUpdateCount >= 10) return;
1818
+ this.needsUpdate = !1;
1819
+ let t = this.shadowGroundPlane.material;
1820
+ t.opacity = this.parameters.alwaysUpdate || !this.parameters.fadeIn ? this.parameters.opacity : this.parameters.opacity * (this.noNeedOfUpdateCount + 2) / 12;
1821
+ let n = this._renderer.getClearAlpha();
1822
+ this._renderer.setClearAlpha(0), this._groundGroup.visible = !1, this.shadowGroundPlane.visible = !1, this._groundContactCamera.setCameraHelperVisibility(!1), this.noNeedOfUpdateCount === 0 ? (this._renderGroundContact(this.scene), this._renderBlur()) : this.noNeedOfUpdateCount === 1 && this._renderBlur(), this._renderReduceBandingBlur(), this._renderer.setRenderTarget(null), this._renderer.setClearAlpha(n), this._groundGroup.visible = !0, this.shadowGroundPlane.visible = this.parameters.enabled, this._groundContactCamera.setCameraHelperVisibility(this.parameters.cameraHelper);
1823
+ }
1824
+ _renderGroundContact(e) {
1825
+ let t = e.background;
1826
+ e.background = null, e.overrideMaterial = this._depthMaterial, this._renderer.setRenderTarget(this.renderTarget), this._renderer.clear();
1827
+ let n = this._renderer.autoClear;
1828
+ this._renderer.autoClear = !1, this.parameters.hardLayers && (this._groundContactCamera.layers.mask = this.parameters.hardLayers.mask, this._groundContactCamera.updateCameraFarPlane(10), this._depthMaterial.userData.fadeoutBias.value = .99, this._renderer.render(e, this._groundContactCamera), this._groundContactCamera.updateCameraFarPlane(this._groundShadowFar), this._depthMaterial.userData.fadeoutBias.value = this.parameters.fadeoutBias / this._groundShadowFar), this._groundContactCamera.layers.enableAll(), this.parameters.softLayers && (this._groundContactCamera.layers.mask = this.parameters.softLayers.mask), this.renderCacheManager ? this.renderCacheManager.render(this, e, () => {
1829
+ this._renderer.render(e, this._groundContactCamera);
1830
+ }) : this._renderer.render(e, this._groundContactCamera), this._renderer.autoClear = n, e.overrideMaterial = null, e.background = t;
1831
+ }
1832
+ _renderBlur() {
1833
+ this._renderBlurPass(this._blurScale * this.parameters.blurMin / this.parameters.planeSize, this._blurScale * this.parameters.blurMax / this.parameters.planeSize);
1834
+ }
1835
+ _renderReduceBandingBlur() {
1836
+ let e = this._blurScale * .01 / this.parameters.planeSize;
1837
+ this._renderBlurPass(e, e);
1838
+ }
1839
+ _renderBlurPass(e, t) {
1840
+ this._blurPass.render(this._renderer, [
1841
+ this.renderTarget,
1842
+ this._renderTargetBlur,
1843
+ this.renderTarget
1844
+ ], [e, e], [t, t]);
1845
+ }
1846
+ }, At = class extends k {
1847
+ constructor() {
1848
+ super(-1, 1, -1, 1, -1, 1), this.rotation.x = Math.PI;
1849
+ }
1850
+ updateCameraFormPlaneSize(e, t) {
1851
+ this.left = -e / 2, this.right = e / 2, this.top = -e / 2, this.bottom = e / 2, this.near = 0, this.far = t, this.updateProjectionMatrix(), this.cameraHelper?.update();
1852
+ }
1853
+ updateCameraFarPlane(e) {
1854
+ this.far = e, this.updateProjectionMatrix(), this.cameraHelper?.update();
1855
+ }
1856
+ updateCameraHelper(e, t) {
1857
+ e ? (this.cameraHelper = this.cameraHelper ?? new re(this), this.cameraHelper.visible = !0, t?.add(this.cameraHelper)) : this.cameraHelper?.parent && this.cameraHelper?.removeFromParent();
1858
+ }
1859
+ setCameraHelperVisibility(e) {
1860
+ this.cameraHelper && (this.cameraHelper.visible = e);
1861
+ }
1862
+ }, jt = "varying vec3 vNormal;\n#if LINEAR_DEPTH == 1\n varying float vZ; \n#endif\n\n void main() {\n vNormal = normalMatrix * normal;\n vec4 viewPosition = modelViewMatrix * vec4(position, 1.0);\n #if LINEAR_DEPTH == 1\n vZ = viewPosition.z; \n #endif\n gl_Position = projectionMatrix * viewPosition;\n }", Mt = "varying vec3 vNormal;\n#if LINEAR_DEPTH == 1\n varying float vZ; \n uniform float cameraNear;\n uniform float cameraFar;\n#endif\n\n void main() {\n #if FLOAT_BUFFER == 1\n vec3 normal = normalize(vNormal);\n #else\n vec3 normal = normalize(vNormal) * 0.5 + 0.5;\n #endif\n #if LINEAR_DEPTH == 1\n float depth = (-vZ - cameraNear) / (cameraFar - cameraNear);\n #else\n float depth = gl_FragCoord.z;\n #endif\n gl_FragColor = vec4(normal, depth);\n }", Nt = class e extends z {
1863
+ static {
1864
+ this._normalAndDepthShader = {
1865
+ uniforms: {
1866
+ cameraNear: { value: .1 },
1867
+ cameraFar: { value: 1 }
1868
+ },
1869
+ defines: {
1870
+ FLOAT_BUFFER: 0,
1871
+ LINEAR_DEPTH: 0
1872
+ },
1873
+ vertexShader: jt,
1874
+ fragmentShader: Mt
1875
+ };
1876
+ }
1877
+ constructor(t) {
1878
+ super({
1879
+ defines: Object.assign({
1880
+ ...e._normalAndDepthShader.defines,
1881
+ FLOAT_BUFFER: t?.floatBufferType ? 1 : 0,
1882
+ LINEAR_DEPTH: t?.linearDepth ? 1 : 0
1883
+ }),
1884
+ uniforms: y.clone(e._normalAndDepthShader.uniforms),
1885
+ vertexShader: e._normalAndDepthShader.vertexShader,
1886
+ fragmentShader: e._normalAndDepthShader.fragmentShader,
1887
+ blending: t?.blending ?? 0
1888
+ }), this.update(t);
1889
+ }
1890
+ update(e) {
1891
+ if (e?.camera !== void 0) {
1892
+ let t = e?.camera || e?.camera;
1893
+ this.uniforms.cameraNear.value = t.near, this.uniforms.cameraFar.value = t.far;
1894
+ }
1895
+ return this;
1896
+ }
1897
+ }, Pt = class extends J {
1898
+ set groundDepthWrite(e) {
1899
+ this._gBufferMaterialCache && (this._gBufferMaterialCache.groundDepthWrite = e);
1900
+ }
1901
+ get isFloatGBufferWithRgbNormalAlphaDepth() {
1902
+ return this.floatRgbNormalAlphaDepth;
1903
+ }
1904
+ get gBufferTexture() {
1905
+ return this.depthNormalRenderTarget.texture;
1906
+ }
1907
+ get depthBufferTexture() {
1908
+ return this.copyToSeparateDepthBuffer && this.floatRgbNormalAlphaDepth ? this.separateDeptRenderTarget.texture : this.depthNormalRenderTarget.depthTexture;
1909
+ }
1910
+ get textureWithDepthValue() {
1911
+ return this.floatRgbNormalAlphaDepth ? this.depthNormalRenderTarget.texture : this.depthNormalRenderTarget.depthTexture;
1912
+ }
1913
+ updateGBufferRenderMaterial(e) {
1914
+ return this._gBufferRenderMaterial = this._gBufferRenderMaterial ?? (this.floatRgbNormalAlphaDepth ? new Nt({
1915
+ blending: 0,
1916
+ floatBufferType: !0,
1917
+ linearDepth: !1
1918
+ }) : new i({ blending: 0 })), this._gBufferRenderMaterial instanceof Nt && this._gBufferRenderMaterial.update({ camera: e }), this._gBufferRenderMaterial;
1919
+ }
1920
+ get depthNormalRenderTarget() {
1921
+ if (!this._depthNormalRenderTarget) if (this.floatRgbNormalAlphaDepth) this._depthNormalRenderTarget = new u(this._width * this.parameters.depthNormalScale, this._height * this.parameters.depthNormalScale, {
1922
+ minFilter: this._targetMinificationTextureFilter,
1923
+ magFilter: this._targetMagnificationTextureFilter,
1924
+ type: T,
1925
+ samples: this._samples
1926
+ });
1927
+ else {
1928
+ let e = new _(this._width * this.parameters.depthNormalScale, this._height * this.parameters.depthNormalScale);
1929
+ e.format = h, e.type = ie, this._depthNormalRenderTarget = new u(this._width * this.parameters.depthNormalScale, this._height * this.parameters.depthNormalScale, {
1930
+ minFilter: this._targetMinificationTextureFilter,
1931
+ magFilter: this._targetMagnificationTextureFilter,
1932
+ depthTexture: e
1933
+ });
1934
+ }
1935
+ return this._depthNormalRenderTarget;
1936
+ }
1937
+ get separateDeptRenderTarget() {
1938
+ return this._separateDeptRenderTarget ||= new u(this._width * this.parameters.depthNormalScale, this._height * this.parameters.depthNormalScale, {
1939
+ minFilter: this._targetMinificationTextureFilter,
1940
+ magFilter: this._targetMagnificationTextureFilter,
1941
+ type: T,
1942
+ samples: 0
1943
+ }), this._separateDeptRenderTarget;
1944
+ }
1945
+ constructor(e, t) {
1946
+ super(e), this.floatRgbNormalAlphaDepth = !1, this.linearDepth = !1, this.copyToSeparateDepthBuffer = !1, this.needsUpdate = !0, this.drawGround = !0, this.floatRgbNormalAlphaDepth = t?.capabilities?.isWebGL2 ?? !1, this.renderCacheManager && (this._gBufferMaterialCache = new Ft(), this.renderCacheManager.registerCache(this, this._gBufferMaterialCache)), this.parameters = { depthNormalScale: t?.depthNormalScale ?? 1 }, this._targetMinificationTextureFilter = t?.textureMinificationFilter ?? 1003, this._targetMagnificationTextureFilter = t?.textureMagnificationFilter ?? 1003, this._width = t?.width ?? 1024, this._height = t?.height ?? 1024, this._samples = t?.samples ?? 0, this._shared = t?.shared ?? !1;
1947
+ }
1948
+ dispose() {
1949
+ super.dispose(), this._gBufferRenderMaterial?.dispose(), this._depthNormalRenderTarget?.dispose();
1950
+ }
1951
+ setSize(e, t) {
1952
+ this._width = e, this._height = t, this._depthNormalRenderTarget?.setSize(this._width * this.parameters.depthNormalScale, this._height * this.parameters.depthNormalScale);
1953
+ }
1954
+ renderPass(e) {
1955
+ this._shared && !this.needsUpdate || (this.needsUpdate = !1, this.renderPassManager.setGroundVisibility(this.drawGround), this.renderCacheManager ? this.renderCacheManager.render(this, this.scene, () => {
1956
+ this._renderGBuffer(e, this.scene, this.camera);
1957
+ }) : this._renderGBuffer(e, this.scene, this.camera), this.renderPassManager.setGroundVisibility(!1), this.floatRgbNormalAlphaDepth && this.copyToSeparateDepthBuffer && this._copyDepthToSeparateDepthTexture(e, this.depthNormalRenderTarget));
1958
+ }
1959
+ _renderGBuffer(e, t, n) {
1960
+ this.passRenderer.renderWithOverrideMaterial(e, t, n, this.updateGBufferRenderMaterial(n), this.depthNormalRenderTarget, 7829503, 1);
1961
+ }
1962
+ getCopyMaterial(e) {
1963
+ return this._copyMaterial ??= new Ae(), this._copyMaterial.update(e);
1964
+ }
1965
+ _copyDepthToSeparateDepthTexture(e, t) {
1966
+ this.passRenderer.renderScreenSpace(e, this.getCopyMaterial({
1967
+ texture: t.texture,
1968
+ blending: 0,
1969
+ colorTransform: De,
1970
+ colorBase: G,
1971
+ multiplyChannels: 0,
1972
+ uvTransform: K
1973
+ }), this.separateDeptRenderTarget);
1974
+ }
1975
+ }, Ft = class extends Dt {
1976
+ set groundDepthWrite(e) {
1977
+ this._groundDepthWrite = e;
1978
+ }
1979
+ constructor() {
1980
+ super(), this._groundDepthWrite = !0;
1981
+ }
1982
+ dispose() {}
1983
+ addLineOrPoint(e) {
1984
+ this.addToCache(e, { visible: !1 });
1985
+ }
1986
+ addMesh(e) {
1987
+ e.userData.isFloor ? this.addToCache(e, { visible: this._groundDepthWrite }) : e.visible && (xt(e.material, .7) || St(e.material)) && this.addToCache(e, { visible: !1 });
1988
+ }
1989
+ addObject(e) {
1990
+ e.name === "dimensioning" && this.addToCache(e, { visible: !1 });
1991
+ }
1992
+ }, It = class extends J {
1993
+ get reflectionRenderTarget() {
1994
+ return this._reflectionRenderTarget = this._reflectionRenderTarget ?? this._newRenderTarget(!0), this._reflectionRenderTarget;
1995
+ }
1996
+ get intensityRenderTarget() {
1997
+ return this._intensityRenderTarget = this._intensityRenderTarget ?? this._newRenderTarget(!1), this._intensityRenderTarget;
1998
+ }
1999
+ get blurRenderTarget() {
2000
+ return this._blurRenderTarget = this._blurRenderTarget ?? this._newRenderTarget(!1), this._blurRenderTarget;
2001
+ }
2002
+ constructor(e, t, n, r, i) {
2003
+ super(e), this.reflectionFadeInScale = 1, this._width = t, this._height = n, this._samples = r ?? 1, this.parameters = {
2004
+ enabled: !1,
2005
+ intensity: .25,
2006
+ fadeOutDistance: 1,
2007
+ fadeOutExponent: 4,
2008
+ brightness: 1,
2009
+ blurHorizontal: 3,
2010
+ blurVertical: 6,
2011
+ blurAscent: 0,
2012
+ groundLevel: 0,
2013
+ groundReflectionScale: 1,
2014
+ renderTargetDownScale: 4,
2015
+ ...i
2016
+ }, this._copyMaterial = new Ae({}, ke.ADDITIVE, !0, !0), this._updateCopyMaterial(null), this._reflectionIntensityMaterial = new zt({
2017
+ width: this._width / this.parameters.renderTargetDownScale,
2018
+ height: this._height / this.parameters.renderTargetDownScale
2019
+ }), this._blurPass = new Je(je, {
2020
+ ...i,
2021
+ passRenderer: this.renderPassManager.passRenderer
2022
+ });
2023
+ }
2024
+ _newRenderTarget(e) {
2025
+ let t = this._width / this.parameters.renderTargetDownScale, n = this._height / this.parameters.renderTargetDownScale, r = {};
2026
+ return e ? (r.depthTexture = new _(t, n), r.samples = this._samples) : r.samples = 1, new u(t, n, {
2027
+ format: R,
2028
+ ...r
2029
+ });
2030
+ }
2031
+ dispose() {
2032
+ super.dispose(), this._reflectionRenderTarget?.dispose(), this._intensityRenderTarget?.dispose(), this._blurRenderTarget?.dispose(), this._blurPass.dispose(), this._reflectionIntensityMaterial.dispose(), this._copyMaterial.dispose();
2033
+ }
2034
+ setSize(e, t) {
2035
+ this._width = e, this._height = t, this._reflectionRenderTarget?.setSize(this._width / this.parameters.renderTargetDownScale, this._height / this.parameters.renderTargetDownScale), this._intensityRenderTarget?.setSize(this._width / this.parameters.renderTargetDownScale, this._height / this.parameters.renderTargetDownScale), this._blurRenderTarget?.setSize(this._width / this.parameters.renderTargetDownScale, this._height / this.parameters.renderTargetDownScale), this._reflectionIntensityMaterial?.update({
2036
+ width: this._width / this.parameters.renderTargetDownScale,
2037
+ height: this._height / this.parameters.renderTargetDownScale
2038
+ });
2039
+ }
2040
+ updateParameters(e) {
2041
+ for (let t in e) this.parameters.hasOwnProperty(t) && (this.parameters[t] = e[t]);
2042
+ }
2043
+ updateBounds(e, t) {
2044
+ this.parameters.groundLevel = e, this.parameters.groundReflectionScale = t;
2045
+ }
2046
+ _updateCopyMaterial(e, t = 1) {
2047
+ let n = this.parameters.intensity * t, r = this.parameters.brightness;
2048
+ this._copyMaterial.update({
2049
+ texture: e?.texture ?? void 0,
2050
+ colorTransform: new v().set(r, 0, 0, 0, 0, r, 0, 0, 0, 0, r, 0, 0, 0, 0, n),
2051
+ multiplyChannels: 0,
2052
+ uvTransform: q
2053
+ }), this._copyMaterial.depthTest = !0, this._copyMaterial.depthWrite = !1;
2054
+ }
2055
+ renderPass(e) {
2056
+ if (!this.parameters.enabled || !(this.camera instanceof t)) return;
2057
+ let n = this._createGroundReflectionCamera(this.camera);
2058
+ this.renderCacheManager.render("groundReflection", this.scene, () => {
2059
+ this._renderGroundReflection(e, this.scene, n, this.reflectionRenderTarget);
2060
+ }), this._renderGroundReflectionIntensity(e, n, this.intensityRenderTarget), (this.parameters.blurHorizontal > 0 || this.parameters.blurVertical > 0) && this.blurReflection(e, this.camera, [
2061
+ this.intensityRenderTarget,
2062
+ this.blurRenderTarget,
2063
+ this.intensityRenderTarget
2064
+ ]), this._updateCopyMaterial(this.intensityRenderTarget, this.reflectionFadeInScale), this.passRenderer.renderScreenSpace(e, this._copyMaterial, e.getRenderTarget());
2065
+ }
2066
+ _renderGroundReflection(e, t, n, r) {
2067
+ let i = e.getRenderTarget();
2068
+ r && (e.setRenderTarget(r), this.passRenderer.clear(e, r, 0, 0)), e.render(t, n), r && e.setRenderTarget(i);
2069
+ }
2070
+ _renderGroundReflectionIntensity(e, t, n) {
2071
+ let r = e.getRenderTarget();
2072
+ e.setRenderTarget(n), this.passRenderer.renderScreenSpace(e, this._reflectionIntensityMaterial.update({
2073
+ texture: this.reflectionRenderTarget.texture,
2074
+ depthTexture: this.reflectionRenderTarget.depthTexture,
2075
+ camera: t,
2076
+ groundLevel: this.parameters.groundLevel,
2077
+ fadeOutDistance: this.parameters.fadeOutDistance * this.parameters.groundReflectionScale,
2078
+ fadeOutExponent: this.parameters.fadeOutExponent
2079
+ }), e.getRenderTarget()), e.setRenderTarget(r);
2080
+ }
2081
+ blurReflection(e, t, n) {
2082
+ let r = new S(t.matrixWorld.elements[4], t.matrixWorld.elements[5], t.matrixWorld.elements[6]), i = this.parameters.blurHorizontal / this._width, a = this.parameters.blurVertical / this._height * Math.abs(r.dot(new S(0, 0, 1)));
2083
+ this._blurPass.render(e, n, [i * 4, a * 4], [i * 4 * (1 + this.parameters.blurAscent), a * 4 * (1 + this.parameters.blurAscent)]);
2084
+ }
2085
+ _createGroundReflectionCamera(e) {
2086
+ let t = e.clone(), n = t;
2087
+ return n._offset &&= {
2088
+ left: n._offset.left,
2089
+ top: 1 - n._offset.bottom,
2090
+ right: n._offset.right,
2091
+ bottom: 1 - n._offset.top
2092
+ }, t.position.set(e.position.x, -e.position.y + 2 * this.parameters.groundLevel, e.position.z), t.rotation.set(-e.rotation.x, e.rotation.y, -e.rotation.z), t.updateMatrixWorld(), t.updateProjectionMatrix(), t;
2093
+ }
2094
+ }, Lt = "\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }", Rt = "\n uniform sampler2D tDiffuse;\n uniform sampler2D tDepth;\n uniform vec2 resolution;\n uniform float cameraNear;\n uniform float cameraFar;\n uniform mat4 cameraProjectionMatrix;\n uniform mat4 cameraInverseProjectionMatrix;\n uniform mat4 inverseViewMatrix;\n uniform float groundLevel;\n uniform float fadeOutDistance;\n uniform float fadeOutExponent;\n varying vec2 vUv;\n\n #include <packing>\n\n float getDepth(const in vec2 screenPosition) {\n return texture2D(tDepth, screenPosition).x;\n }\n\n float getLinearDepth(const in vec2 screenPosition) {\n #if PERSPECTIVE_CAMERA == 1\n float fragCoordZ = texture2D(tDepth, screenPosition).x;\n float viewZ = perspectiveDepthToViewZ(fragCoordZ, cameraNear, cameraFar);\n return viewZToOrthographicDepth(viewZ, cameraNear, cameraFar);\n #else\n return texture2D(tDepth, screenPosition).x;\n #endif\n }\n\n float getViewZ(const in float depth) {\n #if PERSPECTIVE_CAMERA == 1\n return perspectiveDepthToViewZ(depth, cameraNear, cameraFar);\n #else\n return 0.0;//orthographicDepthToViewZ(depth, cameraNear, cameraFar);\n #endif\n }\n\n vec3 getViewPosition(const in vec2 screenPosition, const in float depth, const in float viewZ ) {\n float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];\n vec4 clipPosition = vec4((vec3(screenPosition, depth) - 0.5) * 2.0, 1.0);\n clipPosition *= clipW;\n return (cameraInverseProjectionMatrix * clipPosition).xyz;\n }\n\n void main() {\n float verticalBias = 1.5 / resolution.y;\n vec2 uv = vUv.xy + vec2(0.0, verticalBias);\n float depth = getDepth(uv);\n float viewZ = getViewZ(depth);\n vec4 worldPosition = inverseViewMatrix * vec4(getViewPosition(uv, depth, viewZ), 1.0);\n float distance = worldPosition.y - groundLevel;\n vec2 diffuseTextureSize = vec2(textureSize(tDiffuse, 0 ));\n vec4 fragColor = texelFetch(tDiffuse, ivec2(uv * diffuseTextureSize), 0).rgba;\n #if LINEAR_TO_SRGB == 1\n fragColor.rgb = mix(fragColor.rgb * 12.92, 1.055 * pow(fragColor.rgb, vec3(0.41666)) - 0.055, step(0.0031308, fragColor.rgb));\n #endif\n float fadeOutAlpha = pow(clamp(1.0 - distance / fadeOutDistance, 0.0, 1.0), fadeOutExponent);\n fragColor.a *= fadeOutAlpha * step(depth, 0.9999);\n #if PREMULTIPLIED_ALPHA == 1\n gl_FragColor = vec4(fragColor.rgb * fragColor.a, fragColor.a);\n #else\n gl_FragColor = fragColor;\n #endif\n }", zt = class e extends z {
2095
+ static {
2096
+ this.shader = {
2097
+ uniforms: {
2098
+ tDiffuse: { value: null },
2099
+ tDepth: { value: null },
2100
+ resolution: { value: new m() },
2101
+ cameraNear: { value: .1 },
2102
+ cameraFar: { value: 1 },
2103
+ cameraProjectionMatrix: { value: new v() },
2104
+ cameraInverseProjectionMatrix: { value: new v() },
2105
+ inverseViewMatrix: { value: new v() },
2106
+ groundLevel: { value: 0 },
2107
+ fadeOutDistance: { value: 1 },
2108
+ fadeOutExponent: { value: 1 }
2109
+ },
2110
+ defines: {
2111
+ PERSPECTIVE_CAMERA: 1,
2112
+ LINEAR_TO_SRGB: 0,
2113
+ PREMULTIPLIED_ALPHA: 1
2114
+ },
2115
+ vertexShader: Lt,
2116
+ fragmentShader: Rt
2117
+ };
2118
+ }
2119
+ constructor(t) {
2120
+ super({
2121
+ defines: Object.assign({}, e.shader.defines),
2122
+ uniforms: y.clone(e.shader.uniforms),
2123
+ vertexShader: e.shader.vertexShader,
2124
+ fragmentShader: e.shader.fragmentShader,
2125
+ blending: 0
2126
+ }), this.update(t);
2127
+ }
2128
+ update(e) {
2129
+ if (e?.texture !== void 0 && (this.uniforms.tDiffuse.value = e?.texture), e?.depthTexture !== void 0 && (this.uniforms.tDepth.value = e?.depthTexture), e?.width || e?.height) {
2130
+ let t = e?.width ?? this.uniforms.resolution.value.x, n = e?.height ?? this.uniforms.resolution.value.y;
2131
+ this.uniforms.resolution.value.set(t, n);
2132
+ }
2133
+ if (e?.camera !== void 0) {
2134
+ let t = e?.camera || e?.camera;
2135
+ this.uniforms.cameraNear.value = t.near, this.uniforms.cameraFar.value = t.far, this.uniforms.cameraProjectionMatrix.value.copy(t.projectionMatrix), this.uniforms.cameraInverseProjectionMatrix.value.copy(t.projectionMatrixInverse), this.uniforms.inverseViewMatrix.value.copy(t.matrixWorld);
2136
+ }
2137
+ return e?.groundLevel !== void 0 && (this.uniforms.groundLevel.value = e?.groundLevel), e?.fadeOutDistance !== void 0 && (this.uniforms.fadeOutDistance.value = e?.fadeOutDistance), e?.fadeOutExponent !== void 0 && (this.uniforms.fadeOutExponent.value = e?.fadeOutExponent), this;
2138
+ }
2139
+ }, Bt = class extends M {
2140
+ constructor(e, t) {
2141
+ let n = [
2142
+ 1,
2143
+ 1,
2144
+ 0,
2145
+ -1,
2146
+ 1,
2147
+ 0,
2148
+ -1,
2149
+ -1,
2150
+ 0,
2151
+ 1,
2152
+ -1,
2153
+ 0,
2154
+ 1,
2155
+ 1,
2156
+ 0
2157
+ ], r = new ae();
2158
+ r.setAttribute("position", new l(n, 3)), r.computeBoundingSphere();
2159
+ let i = new ce({ fog: !1 });
2160
+ super(r, i), this.light = e, this.color = t, this.type = "RectAreaLightHelper";
2161
+ let a = [
2162
+ 1,
2163
+ 1,
2164
+ 0,
2165
+ -1,
2166
+ 1,
2167
+ 0,
2168
+ -1,
2169
+ -1,
2170
+ 0,
2171
+ 1,
2172
+ 1,
2173
+ 0,
2174
+ -1,
2175
+ -1,
2176
+ 0,
2177
+ 1,
2178
+ -1,
2179
+ 0
2180
+ ], o = new ae();
2181
+ o.setAttribute("position", new l(a, 3)), o.computeBoundingSphere(), this.add(new x(o, new c({
2182
+ side: 1,
2183
+ fog: !1
2184
+ })));
2185
+ }
2186
+ updateMatrixWorld() {
2187
+ if (this.scale.set(.5 * this.light.width, .5 * this.light.height, 1), this.color !== void 0) this.material.color.set(this.color), this.children[0].material.color.set(this.color);
2188
+ else {
2189
+ this.material.color.copy(this.light.color).multiplyScalar(this.light.intensity);
2190
+ let e = this.material.color, t = Math.max(e.r, e.g, e.b);
2191
+ t > 1 && e.multiplyScalar(1 / t), this.children[0].material.color.copy(this.material.color);
2192
+ }
2193
+ this.matrixWorld.extractRotation(this.light.matrixWorld).scale(this.scale).copyPosition(this.light.matrixWorld), this.children[0].matrixWorld.copy(this.matrixWorld);
2194
+ }
2195
+ dispose() {
2196
+ this.geometry.dispose(), this.material.dispose(), this.children[0].geometry.dispose(), this.children[0].material.dispose();
2197
+ }
2198
+ }, Vt = class e extends C {
2199
+ static {
2200
+ this._enableGroundBoundary = !1;
2201
+ }
2202
+ static {
2203
+ this._shadowFadeOut = new m(.1, 20);
2204
+ }
2205
+ static {
2206
+ this._sceneBoxMin = new S(-1, -1, -1);
2207
+ }
2208
+ static {
2209
+ this._sceneBoxMax = new S(1, 1, 1);
2210
+ }
2211
+ static {
2212
+ this._distributionProperties = new B(1, 1, 1, 1);
2213
+ }
2214
+ constructor(e) {
2215
+ super(e), this.customProgramCacheKey = this._customProgramCacheKey, this.onBeforeCompile = this._onBeforeCompile;
2216
+ }
2217
+ static setShadowParameters(t, n, r, i, a, o, s) {
2218
+ this._enableGroundBoundary = t, e._distributionProperties.set(n, r, i, a), e._shadowFadeOut.set(o, s);
2219
+ }
2220
+ static setBoundingBox(t) {
2221
+ e._sceneBoxMin.copy(t.min), e._sceneBoxMax.copy(t.max);
2222
+ }
2223
+ _customProgramCacheKey() {
2224
+ return e._enableGroundBoundary ? "GROUND_BOUNDARY" : "NO_GROUND_BOUNDARY";
2225
+ }
2226
+ _onBeforeCompile(t, n) {
2227
+ t.vertexShader = Ht, t.fragmentShader = Ut, t.defines = Object.assign({
2228
+ ...t.defines,
2229
+ DYNAMIC_SHADOW_RADIUS: "",
2230
+ GROUND_BOUNDARY: e._enableGroundBoundary ? 1 : 0
2231
+ });
2232
+ let r = t.uniforms;
2233
+ r && (r.distributionProperties = { value: e._distributionProperties }, r.shadowFadeOut = { value: e._shadowFadeOut }, r.sceneBoxMin = { value: e._sceneBoxMin }, r.sceneBoxMax = { value: e._sceneBoxMax });
2234
+ }
2235
+ }, Ht = "\n#define LAMBERT\n\nvarying vec3 vViewPosition;\nvarying vec3 vWorldPosition;\n\n#include <common>\n#include <displacementmap_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\n\nvoid main() {\n #include <beginnormal_vertex>\n #include <morphnormal_vertex>\n #include <skinbase_vertex>\n #include <skinnormal_vertex>\n #include <defaultnormal_vertex>\n #include <normal_vertex>\n\n #include <begin_vertex>\n #include <morphtarget_vertex>\n #include <skinning_vertex>\n #include <displacementmap_vertex>\n #include <project_vertex>\n #include <logdepthbuf_vertex>\n #include <clipping_planes_vertex>\n\n vViewPosition = - mvPosition.xyz;\n\n #include <worldpos_vertex>\n #include <shadowmap_vertex>\n\n#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\n vWorldPosition = worldPosition.xyz;\n#else\n vWorldPosition = (modelMatrix * vec4(transformed, 1.)).xyz;\n#endif\n}\n", Ut = "\n#define LAMBERT\n\nuniform vec3 diffuse;\nuniform float opacity;\n\nvarying vec3 vViewPosition;\nvarying vec3 vWorldPosition;\n\n#ifdef DYNAMIC_SHADOW_RADIUS\n uniform vec2 shadowFadeOut;\n #define fadeOutDistance shadowFadeOut.x\n #define fadeOutBlur shadowFadeOut.y\n uniform vec3 sceneBoxMin;\n uniform vec3 sceneBoxMax;\n#endif\nuniform vec4 distributionProperties;\n#define directionalDependency distributionProperties.x\n#define directionalExponent distributionProperties.y\n#define groundBoundary distributionProperties.z\n#define groundMapScale distributionProperties.w\n\n#include <common>\n#include <packing>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvec2 getShadowDynamicScale() {\n vec2 dynamicScale = vec2(0.0, 1.0);\n#ifdef DYNAMIC_SHADOW_RADIUS\n if (fadeOutDistance > 0.0) {\n vec3 boxDistanceVec = max(vec3(0.0), max(sceneBoxMin - vWorldPosition, vWorldPosition - sceneBoxMax));\n float boxDistance = length(boxDistanceVec);\n float shadowBase = clamp(boxDistance / fadeOutDistance, 0.0, 1.0);\n dynamicScale = vec2(shadowBase, 1.0 - shadowBase);\n }\n#endif\n return dynamicScale;\n}\n\n\n#if defined( SHADOWMAP_TYPE_PCF )\nfloat getShadowDynamicRadius(sampler2DShadow shadowMap, float shadowBias, float shadowRadius, vec4 shadowCoord, vec2 shadowScale) {\n#else\nfloat getShadowDynamicRadius(sampler2D shadowMap, float shadowBias, float shadowRadius, vec4 shadowCoord, vec2 shadowScale) {\n#endif\n float dynamicRadius = shadowRadius;\n#ifdef DYNAMIC_SHADOW_RADIUS\n shadowCoord.xyz /= shadowCoord.w;\n shadowCoord.z += shadowBias;\n bool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n bool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n if (frustumTest && fadeOutDistance > 0.0) {\n dynamicRadius = shadowRadius + fadeOutBlur * max(0.0, shadowScale.x);\n }\n#endif\n return dynamicRadius;\n}\n\nvoid main() {\n\n #include <clipping_planes_fragment>\n\n vec4 diffuseColor = vec4( diffuse, opacity );\n\n #include <logdepthbuf_fragment>\n #include <alphamap_fragment>\n #include <alphatest_fragment>\n #include <alphahash_fragment>\n #include <normal_fragment_begin>\n #include <normal_fragment_maps>\n\n // accumulation\n\n vec3 geometryPosition = - vViewPosition;\n vec3 geometryNormal = normal;\n vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n\n vec3 accumulatedShadowLight = vec3(0.0);\n vec3 directionDependentShadowLight = vec3(1.0);\n float groundDistance = clamp((vWorldPosition.y - sceneBoxMin.y) * 100.0, 0.0, 1.0);\n vec2 dynamicScale = getShadowDynamicScale();\n\n #if ( NUM_DIR_LIGHTS > 0 )\n DirectionalLight directionalLight;\n #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n DirectionalLightShadow directionalLightShadow;\n #endif\n\n IncidentLight directLight;\n vec3 incidentLightSum = vec3(0.0);\n vec3 incidentShadowLight = vec3(0.0);\n float groundShadowFactor = 1.;\n float shadowFactor;\n float dynamicRadius;\n float dotNL;\n\n #pragma unroll_loop_start\n for ( int i = 0 ; i < NUM_DIR_LIGHTS; i ++ ) {\n directionalLight = directionalLights[ i ];\n getDirectionalLightInfo( directionalLight, directLight );\n\n #if defined( USE_SHADOWMAP ) && ( GROUND_BOUNDARY == 1 && UNROLLED_LOOP_INDEX == 0 )\n\n directionalLightShadow = directionalLightShadows[ i ];\n dynamicRadius = fadeOutDistance * groundMapScale;\n groundShadowFactor = groundDistance < 0.5 ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, dynamicRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\n #elif defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\n directionalLightShadow = directionalLightShadows[ i ];\n dynamicRadius = getShadowDynamicRadius(directionalShadowMap[i], directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[i], dynamicScale);\n shadowFactor = ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, dynamicRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n accumulatedShadowLight += directLight.color * shadowFactor * saturate(min(dotNL * 10.0 + 0.9, 1.0));\n dotNL = dot(dot(geometryNormal, geometryPosition) >= 0.0 ? -geometryNormal : geometryNormal, directLight.direction);\n incidentLightSum += directLight.color;\n incidentShadowLight += directLight.color * mix(1.0, shadowFactor, pow(clamp(dotNL, 0.0, 1.0), directionalExponent));\n\n #endif\n }\n #pragma unroll_loop_end\n\n directionDependentShadowLight = incidentShadowLight / ( incidentLightSum + 1. - step(0., incidentLightSum) );\n #else\n accumulatedShadowLight = vec3(1.0);\n #endif\n\n // modulation\n\n vec3 outgoingLight = mix(accumulatedShadowLight, directionDependentShadowLight, max(directionalDependency, 1.0 - groundDistance));\n #if GROUND_BOUNDARY == 1\n float groundWeight = 1. - groundShadowFactor + groundDistance - (1. - groundShadowFactor) * groundDistance;\n outgoingLight = mix(vec3(1.), outgoingLight, mix(dynamicScale.y, groundWeight, groundBoundary));\n #else\n outgoingLight = mix(vec3(1.), outgoingLight, dynamicScale.y);\n #endif\n\n #include <opaque_fragment>\n #include <premultiplied_alpha_fragment>\n}\n", Wt = {
2236
+ DIRECTION_LIGHT_SHADOW: "DirectionalLightShadow",
2237
+ SPOT_LIGHT_SHADOW: "SpotLightShadow"
2238
+ }, Gt = {
2239
+ alwaysUpdate: !1,
2240
+ enableShadowMap: !0,
2241
+ enableGroundBoundary: !0,
2242
+ layers: null,
2243
+ shadowLightSourceType: Wt.DIRECTION_LIGHT_SHADOW,
2244
+ maximumNumberOfLightSources: -1,
2245
+ directionalDependency: 1,
2246
+ directionalExponent: 1,
2247
+ groundBoundary: 1,
2248
+ fadeOutDistance: .1,
2249
+ fadeOutBlur: 5
2250
+ }, Kt = class extends J {
2251
+ get shadowTexture() {
2252
+ return this._shadowRenderTarget.texture;
2253
+ }
2254
+ set shadowOnGround(e) {
2255
+ this._shadowMapPassOverrideMaterialCache.shadowOnGround = e;
2256
+ }
2257
+ constructor(e, t, n) {
2258
+ super(e), this.needsUpdate = !1, this.drawGround = !0, this.shadowTypeNeedsUpdate = !0, this.shadowConfiguration = new Yt(), this._shadowLightSources = [], this._shadowScale = 1, this._groundMapScale = 1, this._cameraUpdate = new We(), this._viewportSize = new m(t.x, t.y), this._samples = n?.samples ?? 0, this._shadowMapSize = n?.shadowMapSize ?? 1024, this.parameters = this._getScreenSpaceShadowMapParameters(n), this.castShadow = this.parameters.enableShadowMap, this._shadowMapPassOverrideMaterialCache = new Jt(), this.renderCacheManager?.registerCache(this, this._shadowMapPassOverrideMaterialCache);
2259
+ let r = this._samples;
2260
+ this._shadowRenderTarget = new u(this._viewportSize.x, this._viewportSize.y, {
2261
+ samples: r,
2262
+ format: ee,
2263
+ magFilter: this._samples > 0 ? w : p,
2264
+ minFilter: this._samples > 0 ? w : p
2265
+ });
2266
+ }
2267
+ _getScreenSpaceShadowMapParameters(e) {
2268
+ return {
2269
+ ...Gt,
2270
+ ...e
2271
+ };
2272
+ }
2273
+ dispose() {
2274
+ super.dispose(), this._shadowLightSources.forEach((e) => e.dispose()), this._shadowRenderTarget.dispose(), this._shadowMapPassOverrideMaterialCache.dispose();
2275
+ }
2276
+ updateParameters(e) {
2277
+ for (let t in e) this.parameters.hasOwnProperty(t) && (this.parameters[t] = e[t]);
2278
+ }
2279
+ updateBounds(e, t) {
2280
+ let n = this._shadowScale;
2281
+ if (this._shadowScale = t, Math.abs(n - this._shadowScale) > 1e-5 && (this.shadowTypeNeedsUpdate = !0), this._shadowLightSources.forEach((t) => t.updateBounds(e)), this._shadowLightSources.length > 0) {
2282
+ let e = this._shadowLightSources[0].getShadowLight().shadow?.camera;
2283
+ e instanceof k && (this._groundMapScale = 2 * this._shadowMapSize / (Math.abs(e.right - e.left) + Math.abs(e.top - e.bottom)));
2284
+ } else this._groundMapScale = 1;
2285
+ this._shadowMapPassOverrideMaterialCache.setBoundingBox(e.bounds);
2286
+ }
2287
+ forceShadowUpdate() {
2288
+ this._shadowLightSources.forEach((e) => e.forceShadowUpdate()), this.needsUpdate = !0;
2289
+ }
2290
+ getShadowLightSources() {
2291
+ return this._shadowLightSources.map((e) => e.getShadowLight());
2292
+ }
2293
+ findShadowLightSource(e) {
2294
+ return this._shadowLightSources.find((t) => t.getOriginalLight() === e)?.getShadowLight();
2295
+ }
2296
+ addRectAreaLight(e, t) {
2297
+ let n = new Zt(e, {
2298
+ shadowMapSize: this._shadowMapSize,
2299
+ shadowLightSourceType: this.parameters.shadowLightSourceType
2300
+ });
2301
+ this._shadowLightSources.push(n), n.addTo(t), n.updatePositionAndTarget(), this.needsUpdate = !0;
2302
+ }
2303
+ updateRectAreaLights(e, t) {
2304
+ let n = this._shadowLightSources;
2305
+ this._shadowLightSources = this._createShadowLightSourceArray(!1);
2306
+ for (let r of n) {
2307
+ if (r instanceof Zt) {
2308
+ let t = r.getRectAreaLight();
2309
+ e.includes(t) && (r.updatePositionAndTarget(), this._shadowLightSources.push(r));
2310
+ }
2311
+ r.removeFrom(t), r.dispose();
2312
+ }
2313
+ e.forEach((e) => {
2314
+ this._shadowLightSources.find((t) => t instanceof Zt && t.getRectAreaLight() === e) || this.addRectAreaLight(e, t);
2315
+ }), this.needsUpdate = !0, this.shadowTypeNeedsUpdate = !0;
2316
+ }
2317
+ createShadowFromLightSources(e, t) {
2318
+ for (let t of this._shadowLightSources) t.removeFrom(e), t.dispose();
2319
+ this._shadowLightSources = this._createShadowLightSourceArray(!0);
2320
+ let n = 1 / (t.length > 0 ? Math.max(...t.map((e) => e.maxIntensity)) : 1);
2321
+ this._addShadowFromLightSources(t, n), this._shadowLightSources.forEach((t) => {
2322
+ t.addTo(e), t.updatePositionAndTarget();
2323
+ }), this.needsUpdate = !0, this.shadowTypeNeedsUpdate = !0;
2324
+ }
2325
+ _addShadowFromLightSources(e, t) {
2326
+ e.forEach((e) => {
2327
+ let n = e.maxIntensity * t;
2328
+ if (n >= .1 && e.position.z >= 0) {
2329
+ let t = new Qt(new S(e.position.x, e.position.z, e.position.y).multiplyScalar(7), n, {
2330
+ shadowMapSize: this._shadowMapSize,
2331
+ shadowLightSourceType: this.parameters.shadowLightSourceType
2332
+ });
2333
+ this._shadowLightSources.push(t);
2334
+ }
2335
+ });
2336
+ }
2337
+ _createShadowLightSourceArray(e) {
2338
+ let t = [];
2339
+ if (e) {
2340
+ let e = new $t(new S(0, 7, 0), { shadowMapSize: this._shadowMapSize });
2341
+ t.push(e);
2342
+ }
2343
+ return this.parameters.enableGroundBoundary = e, t;
2344
+ }
2345
+ setSize(e, t) {
2346
+ this._viewportSize = new m(e, t), this._shadowRenderTarget.setSize(this._viewportSize.x, this._viewportSize.y);
2347
+ }
2348
+ updatePositionAndTarget() {
2349
+ this._shadowLightSources.forEach((e) => e.updatePositionAndTarget());
2350
+ }
2351
+ renderPass(e) {
2352
+ if (!(this.needsUpdate || this.parameters.alwaysUpdate || this._cameraUpdate.changed(this.camera))) return;
2353
+ this.needsUpdate = !1, this.shadowTypeNeedsUpdate && (this.shadowTypeNeedsUpdate = !1, this.needsUpdate = !0, this._updateShadowType(e));
2354
+ let t = this.scene.background, n = this.scene.environment, r = this.camera.layers.mask;
2355
+ this.scene.environment = null, this.scene.background = null, this.parameters.layers && (this.camera.layers.mask = this.parameters.layers.mask), this.renderPassManager.setGroundVisibility(this.drawGround), this._renderSimpleShadowMapFromShadowLightSources(e, this.scene, this.camera), this.renderPassManager.setGroundVisibility(!1), this.camera.layers.mask = r, this.scene.environment = n, this.scene.background = t;
2356
+ }
2357
+ _renderSimpleShadowMapFromShadowLightSources(e, t, n) {
2358
+ this._shadowMapPassOverrideMaterialCache.setShadowParameters(this.parameters.enableGroundBoundary, this.parameters.directionalDependency, this.parameters.directionalExponent, this.parameters.groundBoundary, this._groundMapScale, this.parameters.fadeOutDistance * this._shadowScale, this.parameters.fadeOutBlur);
2359
+ let r = this._getSortedShadowLightSources();
2360
+ r.length === 0 ? this.passRenderer.clear(e, this._shadowRenderTarget, 16777215, 1) : (this._setShadowLightSourcesIntensity(r), this.renderCacheManager?.render(this, t, () => {
2361
+ this.passRenderer.render(e, t, n, this._shadowRenderTarget, 16777215, 1);
2362
+ }), this._shadowLightSources.forEach((e) => e.finishRenderShadow()));
2363
+ }
2364
+ _getSortedShadowLightSources() {
2365
+ let e = [];
2366
+ return this._shadowLightSources.forEach((t) => e.push(...t.prepareRenderShadow())), e.sort((e, t) => e.light.castShadow && !t.light.castShadow || e.groundShadow && !t.groundShadow ? -1 : !e.light.castShadow && t.light.castShadow || !e.groundShadow && t.groundShadow ? 1 : t.intensity - e.intensity), e;
2367
+ }
2368
+ _setShadowLightSourcesIntensity(e) {
2369
+ let t = 0, n = this.parameters.maximumNumberOfLightSources, r = 0;
2370
+ e.forEach((e) => {
2371
+ (n < 0 || r < n) && (t += e.groundShadow ? 0 : e.intensity, e.groundShadow || r++);
2372
+ }), r = 0, e.forEach((e) => {
2373
+ (this.parameters.enableGroundBoundary || !e.groundShadow) && (n < 0 || r < n) ? (e.light.visible = !0, e.light.intensity = e.groundShadow ? e.intensity : e.intensity / t, e.light.castShadow &&= this.castShadow) : (e.light.visible = !1, e.light.intensity = 0, e.light.castShadow = !1), e.groundShadow || r++;
2374
+ });
2375
+ }
2376
+ _updateShadowType(e) {
2377
+ e.shadowMap.type = this.shadowConfiguration.currentConfiguration.type;
2378
+ let t = this.parameters.enableShadowMap && this.shadowConfiguration.currentConfiguration.castShadow;
2379
+ e.shadowMap.enabled = t, e.shadowMap.needsUpdate = !0, this.castShadow = t && this.shadowConfiguration.currentConfiguration.castShadow, this._shadowLightSources.forEach((e) => e._updateShadowType(this.shadowConfiguration.currentConfiguration, this._shadowScale));
2380
+ }
2381
+ switchType(e) {
2382
+ return this.shadowConfiguration.switchType(e) ? (this.needsUpdate = !0, this.shadowTypeNeedsUpdate = !0, !0) : !1;
2383
+ }
2384
+ }, qt = {
2385
+ DEFAULT: "default",
2386
+ UNLIT: "unlit",
2387
+ EMISSIVE: "emissive",
2388
+ SHADOW: "shadow"
2389
+ }, Jt = class e extends Dt {
2390
+ static {
2391
+ this.useModifiedMaterial = !0;
2392
+ }
2393
+ set shadowOnGround(e) {
2394
+ this._shadowOnGround = e;
2395
+ }
2396
+ constructor() {
2397
+ super(), this._boundingBoxSet = !1, this._shadowOnGround = !0, this._shadowObjectMaterial = this._createShadowMaterial(qt.DEFAULT), this._unlitMaterial = this._createShadowMaterial(qt.UNLIT), this._emissiveMaterial = this._createShadowMaterial(qt.EMISSIVE), this._receiveShadowMaterial = this._createShadowMaterial(qt.SHADOW);
2398
+ }
2399
+ dispose() {
2400
+ this._shadowObjectMaterial.dispose(), this._unlitMaterial.dispose(), this._emissiveMaterial.dispose(), this._receiveShadowMaterial.dispose();
2401
+ }
2402
+ setShadowParameters(e, t, n, r, i, a, o) {
2403
+ Vt.setShadowParameters(e, t, n, r, i, a, o);
2404
+ }
2405
+ setBoundingBox(e) {
2406
+ this._boundingBoxSet = !0, Vt.setBoundingBox(e);
2407
+ }
2408
+ _createShadowMaterial(t) {
2409
+ let n;
2410
+ return n = t === qt.EMISSIVE || t === qt.UNLIT ? new c({
2411
+ color: 16777215,
2412
+ side: 2
2413
+ }) : t === qt.SHADOW ? new A({ side: 2 }) : e.useModifiedMaterial ? this._createCustomerShadowMaterial() : new D({
2414
+ color: 16777215,
2415
+ shininess: 0,
2416
+ polygonOffsetFactor: 0,
2417
+ polygonOffsetUnits: 0,
2418
+ side: 2
2419
+ }), n;
2420
+ }
2421
+ _createCustomerShadowMaterial() {
2422
+ return new Vt({ side: 2 });
2423
+ }
2424
+ addLineOrPoint(e) {
2425
+ this.addToCache(e, { visible: !1 });
2426
+ }
2427
+ addMesh(e) {
2428
+ e.visible && this._setMeshMaterialAndVisibility(e);
2429
+ }
2430
+ addObject(e) {
2431
+ e.isLight && !e.userData.shadowLightSource && this.addToCache(e, { visible: !1 });
2432
+ }
2433
+ _setMeshMaterialAndVisibility(e) {
2434
+ e.userData.isFloor ? this._setMeshShadowFloorMaterial(e) : e.material && e.receiveShadow && !Array.isArray(e.material) && !(e.material.transparent === !0 && e.material.opacity < .9) ? this._setShadowMaterialForOpaqueObject(e) : xt(e.material, .9) ? this.addToCache(e, { visible: !1 }) : e.receiveShadow ? this.addToCache(e, {
2435
+ castShadow: !1,
2436
+ material: this._receiveShadowMaterial
2437
+ }) : this.addToCache(e, { visible: !1 });
2438
+ }
2439
+ _setShadowMaterialForOpaqueObject(e) {
2440
+ let t = e.material;
2441
+ t instanceof ce || t instanceof c ? this.addToCache(e, { material: this._unlitMaterial }) : t instanceof E ? this._setMeshShadowStandardMaterial(e, t) : this.addToCache(e, { material: e.receiveShadow ? this._shadowObjectMaterial : this._unlitMaterial });
2442
+ }
2443
+ _setMeshShadowStandardMaterial(e, t) {
2444
+ let n = t.emissiveIntensity > 0 && (t.emissive.r > 0 || t.emissive.g > 0 || t.emissive.b > 0);
2445
+ this.addToCache(e, {
2446
+ castShadow: n ? !1 : e.castShadow,
2447
+ material: n ? this._emissiveMaterial : e.receiveShadow ? this._shadowObjectMaterial : this._unlitMaterial
2448
+ });
2449
+ }
2450
+ _setMeshShadowFloorMaterial(e) {
2451
+ this._boundingBoxSet && this._shadowOnGround ? this.addToCache(e, {
2452
+ visible: !0,
2453
+ castShadow: !1,
2454
+ receiveShadow: !0,
2455
+ material: this._shadowObjectMaterial
2456
+ }) : this.addToCache(e, { visible: !1 });
2457
+ }
2458
+ }, Yt = class e {
2459
+ constructor() {
2460
+ this.types = new Map([
2461
+ ["off", e._noShadow],
2462
+ ["BasicShadowMap", e._basicShadow],
2463
+ ["PCFShadowMap", e._pcfShadow],
2464
+ ["VSMShadowMap", e._vcmShadow]
2465
+ ]), this.shadowType = "PCFShadowMap", this.currentConfiguration = this.types.get(this.shadowType) ?? e._defaultType;
2466
+ }
2467
+ static {
2468
+ this._noShadow = {
2469
+ castShadow: !1,
2470
+ type: 1,
2471
+ bias: 0,
2472
+ normalBias: 0,
2473
+ radius: 0
2474
+ };
2475
+ }
2476
+ static {
2477
+ this._basicShadow = {
2478
+ castShadow: !0,
2479
+ type: 0,
2480
+ bias: -5e-5,
2481
+ normalBias: .005,
2482
+ radius: 0
2483
+ };
2484
+ }
2485
+ static {
2486
+ this._pcfShadow = {
2487
+ castShadow: !0,
2488
+ type: 1,
2489
+ bias: -5e-5,
2490
+ normalBias: .01,
2491
+ radius: 4
2492
+ };
2493
+ }
2494
+ static {
2495
+ this._vcmShadow = {
2496
+ castShadow: !0,
2497
+ type: 3,
2498
+ bias: 1e-4,
2499
+ normalBias: 0,
2500
+ radius: 15
2501
+ };
2502
+ }
2503
+ static {
2504
+ this._defaultType = e._pcfShadow;
2505
+ }
2506
+ switchType(t) {
2507
+ return this.types.has(t) ? (this.currentConfiguration = this.types.get(t) ?? e._defaultType, !0) : !1;
2508
+ }
2509
+ }, Xt = class {
2510
+ constructor(e, t) {
2511
+ this._isVisibleBackup = !0, this._castShadowBackup = !0, this._shadowMapSize = t?.shadowMapSize ?? 1024, this._blurSamples = t?.blurSamples ?? 8, this._shadowLightSource = e, this._shadowLightSource.visible = !1, this._shadowLightSource.castShadow = !0, this._shadowLightSource.shadow && (this._shadowLightSource.shadow.mapSize = new m(this._shadowMapSize, this._shadowMapSize), this._shadowLightSource.shadow.blurSamples = this._blurSamples, this._shadowLightSource.shadow.autoUpdate = !1), this._shadowLightSource.userData.shadowLightSource = this;
2512
+ }
2513
+ getPosition() {
2514
+ return this._shadowLightSource.position;
2515
+ }
2516
+ getShadowLight() {
2517
+ return this._shadowLightSource;
2518
+ }
2519
+ getOriginalLight() {
2520
+ return null;
2521
+ }
2522
+ dispose() {
2523
+ this._shadowLightSource.dispose();
2524
+ }
2525
+ addTo(e) {
2526
+ e.add(this._shadowLightSource);
2527
+ }
2528
+ removeFrom(e) {
2529
+ e.remove(this._shadowLightSource);
2530
+ }
2531
+ updatePositionAndTarget() {
2532
+ this._updateShadowPositionAndTarget(this.getPosition(), new S(0, 0, 0));
2533
+ }
2534
+ updateBounds(e) {
2535
+ if (this._shadowLightSource instanceof ne) {
2536
+ let t = this._shadowLightSource.shadow.camera, n = e.bounds.clone().applyMatrix4(t.matrixWorldInverse), r = Math.max(.001, Math.min(-n.min.z, -n.max.z)), i = Math.max(-n.min.z, -n.max.z), a = Math.max(Math.abs(n.min.x), Math.abs(n.max.x)), o = Math.max(Math.abs(n.min.y), Math.abs(n.max.y)), s = Math.atan2(Math.hypot(o, a) * 1.05, r);
2537
+ t.aspect = 1, t.near = r, t.far = i, this._shadowLightSource.angle = s;
2538
+ } else if (this._shadowLightSource.shadow) {
2539
+ let t = this._shadowLightSource.shadow.camera;
2540
+ e.updateCameraViewVolumeFromBounds(t);
2541
+ let n = t;
2542
+ n.far += n.far - n.near, n.updateProjectionMatrix();
2543
+ }
2544
+ this._shadowLightSource.shadow && (this._shadowLightSource.shadow.needsUpdate = !0);
2545
+ }
2546
+ forceShadowUpdate() {
2547
+ this._shadowLightSource.shadow && (this._shadowLightSource.shadow.needsUpdate = !0);
2548
+ }
2549
+ _updateShadowPositionAndTarget(e, t) {
2550
+ if (this._shadowLightSource instanceof ne) {
2551
+ let n = t.clone().sub(e), r = n.length();
2552
+ n.normalize();
2553
+ let i = t.clone().sub(n.clone().multiplyScalar(r * 4));
2554
+ this._shadowLightSource.shadow.camera.position.copy(i), this._shadowLightSource.shadow.camera.position.copy(i), this._shadowLightSource.shadow.camera.lookAt(t), this._shadowLightSource.position.copy(i), this._shadowLightSource.lookAt(t);
2555
+ } else this._shadowLightSource.position.copy(e), this._shadowLightSource.lookAt(t), this._shadowLightSource.shadow?.camera.position.copy(e), this._shadowLightSource.shadow?.camera.lookAt(t);
2556
+ this._shadowLightSource.shadow?.camera.updateMatrixWorld(), this._shadowLightSource.updateMatrixWorld();
2557
+ }
2558
+ _updateShadowType(e, t) {
2559
+ let n = this._shadowLightSource.shadow;
2560
+ n && (n.bias = e.bias, n.normalBias = e.normalBias * t, n.radius = e.radius, n.needsUpdate = !0);
2561
+ }
2562
+ prepareRenderShadow() {
2563
+ return [];
2564
+ }
2565
+ finishRenderShadow() {}
2566
+ }, Zt = class extends Xt {
2567
+ constructor(e, t) {
2568
+ let n;
2569
+ switch (t?.shadowLightSourceType) {
2570
+ default:
2571
+ case Wt.DIRECTION_LIGHT_SHADOW:
2572
+ n = new b(16777215, 1);
2573
+ break;
2574
+ case Wt.SPOT_LIGHT_SHADOW:
2575
+ n = new ne(16777215, 1, 0, Math.PI / 4, 0);
2576
+ break;
2577
+ }
2578
+ n.position.copy(e.position), n.lookAt(0, 0, 0), super(n, t), this._rectAreaLight = e, this._rectAreaLight.userData.shadowLightSource = this, t?.addHelper && (this._rectLightHelper = new Bt(this._rectAreaLight), this._rectLightHelper.material.depthWrite = !1, this._rectAreaLight.add(this._rectLightHelper));
2579
+ }
2580
+ getPosition() {
2581
+ return this._rectAreaLight.position;
2582
+ }
2583
+ getRectAreaLight() {
2584
+ return this._rectAreaLight;
2585
+ }
2586
+ getOriginalLight() {
2587
+ return this._rectAreaLight;
2588
+ }
2589
+ prepareRenderShadow() {
2590
+ return this._isVisibleBackup = this._rectAreaLight.visible, this._castShadowBackup = this._shadowLightSource.castShadow, this._shadowLightSource.visible = this._rectAreaLight.visible, this._rectAreaLight.visible = !1, this._shadowLightSource.visible ? [{
2591
+ light: this._shadowLightSource,
2592
+ intensity: this._rectAreaLight.intensity,
2593
+ groundShadow: !1
2594
+ }] : [];
2595
+ }
2596
+ finishRenderShadow() {
2597
+ this._shadowLightSource.visible = !1, this._shadowLightSource.castShadow = this._castShadowBackup, this._rectAreaLight.visible = this._isVisibleBackup;
2598
+ }
2599
+ }, Qt = class extends Xt {
2600
+ constructor(e, t, n) {
2601
+ let r = new b(16777215, t);
2602
+ r.position.copy(e), r.lookAt(0, 0, 0), r.updateMatrix(), r.castShadow = !0, super(r, n), this._position = e.clone(), this._intensity = t;
2603
+ }
2604
+ getPosition() {
2605
+ return this._position;
2606
+ }
2607
+ prepareRenderShadow() {
2608
+ return this._castShadowBackup = this._shadowLightSource.castShadow, this._shadowLightSource.visible = !0, [{
2609
+ light: this._shadowLightSource,
2610
+ intensity: this._intensity,
2611
+ groundShadow: !1
2612
+ }];
2613
+ }
2614
+ finishRenderShadow() {
2615
+ this._shadowLightSource.castShadow = this._castShadowBackup, this._shadowLightSource.visible = !1;
2616
+ }
2617
+ }, $t = class extends Xt {
2618
+ constructor(e, t) {
2619
+ let n = new b(16777215, 1);
2620
+ n.position.copy(e), n.lookAt(0, 0, 0), n.updateMatrix(), n.castShadow = !0, super(n, t), this._position = e.clone();
2621
+ }
2622
+ getPosition() {
2623
+ return this._position;
2624
+ }
2625
+ prepareRenderShadow() {
2626
+ return this._castShadowBackup = this._shadowLightSource.castShadow, this._shadowLightSource.visible = !0, [{
2627
+ light: this._shadowLightSource,
2628
+ intensity: 1,
2629
+ groundShadow: !0
2630
+ }];
2631
+ }
2632
+ finishRenderShadow() {
2633
+ this._shadowLightSource.castShadow = this._castShadowBackup, this._shadowLightSource.visible = !1;
2634
+ }
2635
+ }, en = {
2636
+ name: "CopyShader",
2637
+ uniforms: {
2638
+ tDiffuse: { value: null },
2639
+ opacity: { value: 1 }
2640
+ },
2641
+ vertexShader: "\n\n varying vec2 vUv;\n\n void main() {\n\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }",
2642
+ fragmentShader: "\n\n uniform float opacity;\n\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n\n void main() {\n\n vec4 texel = texture2D( tDiffuse, vUv );\n gl_FragColor = opacity * texel;\n\n\n }"
2643
+ }, tn = {
2644
+ name: "FXAAShader",
2645
+ uniforms: {
2646
+ tDiffuse: { value: null },
2647
+ resolution: { value: new m(1 / 1024, 1 / 512) }
2648
+ },
2649
+ vertexShader: "\n\n varying vec2 vUv;\n\n void main() {\n\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }",
2650
+ fragmentShader: "\n\n uniform sampler2D tDiffuse;\n uniform vec2 resolution;\n varying vec2 vUv;\n\n #define EDGE_STEP_COUNT 6\n #define EDGE_GUESS 8.0\n #define EDGE_STEPS 1.0, 1.5, 2.0, 2.0, 2.0, 4.0\n const float edgeSteps[EDGE_STEP_COUNT] = float[EDGE_STEP_COUNT]( EDGE_STEPS );\n\n float _ContrastThreshold = 0.0312;\n float _RelativeThreshold = 0.063;\n float _SubpixelBlending = 1.0;\n\n vec4 Sample( sampler2D tex2D, vec2 uv ) {\n\n return texture( tex2D, uv );\n\n }\n\n float SampleLuminance( sampler2D tex2D, vec2 uv ) {\n\n return dot( Sample( tex2D, uv ).rgb, vec3( 0.3, 0.59, 0.11 ) );\n\n }\n\n float SampleLuminance( sampler2D tex2D, vec2 texSize, vec2 uv, float uOffset, float vOffset ) {\n\n uv += texSize * vec2(uOffset, vOffset);\n return SampleLuminance(tex2D, uv);\n\n }\n\n struct LuminanceData {\n\n float m, n, e, s, w;\n float ne, nw, se, sw;\n float highest, lowest, contrast;\n\n };\n\n LuminanceData SampleLuminanceNeighborhood( sampler2D tex2D, vec2 texSize, vec2 uv ) {\n\n LuminanceData l;\n l.m = SampleLuminance( tex2D, uv );\n l.n = SampleLuminance( tex2D, texSize, uv, 0.0, 1.0 );\n l.e = SampleLuminance( tex2D, texSize, uv, 1.0, 0.0 );\n l.s = SampleLuminance( tex2D, texSize, uv, 0.0, -1.0 );\n l.w = SampleLuminance( tex2D, texSize, uv, -1.0, 0.0 );\n\n l.ne = SampleLuminance( tex2D, texSize, uv, 1.0, 1.0 );\n l.nw = SampleLuminance( tex2D, texSize, uv, -1.0, 1.0 );\n l.se = SampleLuminance( tex2D, texSize, uv, 1.0, -1.0 );\n l.sw = SampleLuminance( tex2D, texSize, uv, -1.0, -1.0 );\n\n l.highest = max( max( max( max( l.n, l.e ), l.s ), l.w ), l.m );\n l.lowest = min( min( min( min( l.n, l.e ), l.s ), l.w ), l.m );\n l.contrast = l.highest - l.lowest;\n return l;\n\n }\n\n bool ShouldSkipPixel( LuminanceData l ) {\n\n float threshold = max( _ContrastThreshold, _RelativeThreshold * l.highest );\n return l.contrast < threshold;\n\n }\n\n float DeterminePixelBlendFactor( LuminanceData l ) {\n\n float f = 2.0 * ( l.n + l.e + l.s + l.w );\n f += l.ne + l.nw + l.se + l.sw;\n f *= 1.0 / 12.0;\n f = abs( f - l.m );\n f = clamp( f / l.contrast, 0.0, 1.0 );\n\n float blendFactor = smoothstep( 0.0, 1.0, f );\n return blendFactor * blendFactor * _SubpixelBlending;\n\n }\n\n struct EdgeData {\n\n bool isHorizontal;\n float pixelStep;\n float oppositeLuminance, gradient;\n\n };\n\n EdgeData DetermineEdge( vec2 texSize, LuminanceData l ) {\n\n EdgeData e;\n float horizontal =\n abs( l.n + l.s - 2.0 * l.m ) * 2.0 +\n abs( l.ne + l.se - 2.0 * l.e ) +\n abs( l.nw + l.sw - 2.0 * l.w );\n float vertical =\n abs( l.e + l.w - 2.0 * l.m ) * 2.0 +\n abs( l.ne + l.nw - 2.0 * l.n ) +\n abs( l.se + l.sw - 2.0 * l.s );\n e.isHorizontal = horizontal >= vertical;\n\n float pLuminance = e.isHorizontal ? l.n : l.e;\n float nLuminance = e.isHorizontal ? l.s : l.w;\n float pGradient = abs( pLuminance - l.m );\n float nGradient = abs( nLuminance - l.m );\n\n e.pixelStep = e.isHorizontal ? texSize.y : texSize.x;\n\n if (pGradient < nGradient) {\n\n e.pixelStep = -e.pixelStep;\n e.oppositeLuminance = nLuminance;\n e.gradient = nGradient;\n\n } else {\n\n e.oppositeLuminance = pLuminance;\n e.gradient = pGradient;\n\n }\n\n return e;\n\n }\n\n float DetermineEdgeBlendFactor( sampler2D tex2D, vec2 texSize, LuminanceData l, EdgeData e, vec2 uv ) {\n\n vec2 uvEdge = uv;\n vec2 edgeStep;\n if (e.isHorizontal) {\n\n uvEdge.y += e.pixelStep * 0.5;\n edgeStep = vec2( texSize.x, 0.0 );\n\n } else {\n\n uvEdge.x += e.pixelStep * 0.5;\n edgeStep = vec2( 0.0, texSize.y );\n\n }\n\n float edgeLuminance = ( l.m + e.oppositeLuminance ) * 0.5;\n float gradientThreshold = e.gradient * 0.25;\n\n vec2 puv = uvEdge + edgeStep * edgeSteps[0];\n float pLuminanceDelta = SampleLuminance( tex2D, puv ) - edgeLuminance;\n bool pAtEnd = abs( pLuminanceDelta ) >= gradientThreshold;\n\n for ( int i = 1; i < EDGE_STEP_COUNT && !pAtEnd; i++ ) {\n\n puv += edgeStep * edgeSteps[i];\n pLuminanceDelta = SampleLuminance( tex2D, puv ) - edgeLuminance;\n pAtEnd = abs( pLuminanceDelta ) >= gradientThreshold;\n\n }\n\n if ( !pAtEnd ) {\n\n puv += edgeStep * EDGE_GUESS;\n\n }\n\n vec2 nuv = uvEdge - edgeStep * edgeSteps[0];\n float nLuminanceDelta = SampleLuminance( tex2D, nuv ) - edgeLuminance;\n bool nAtEnd = abs( nLuminanceDelta ) >= gradientThreshold;\n\n for ( int i = 1; i < EDGE_STEP_COUNT && !nAtEnd; i++ ) {\n\n nuv -= edgeStep * edgeSteps[i];\n nLuminanceDelta = SampleLuminance( tex2D, nuv ) - edgeLuminance;\n nAtEnd = abs( nLuminanceDelta ) >= gradientThreshold;\n\n }\n\n if ( !nAtEnd ) {\n\n nuv -= edgeStep * EDGE_GUESS;\n\n }\n\n float pDistance, nDistance;\n if ( e.isHorizontal ) {\n\n pDistance = puv.x - uv.x;\n nDistance = uv.x - nuv.x;\n\n } else {\n\n pDistance = puv.y - uv.y;\n nDistance = uv.y - nuv.y;\n\n }\n\n float shortestDistance;\n bool deltaSign;\n if ( pDistance <= nDistance ) {\n\n shortestDistance = pDistance;\n deltaSign = pLuminanceDelta >= 0.0;\n\n } else {\n\n shortestDistance = nDistance;\n deltaSign = nLuminanceDelta >= 0.0;\n\n }\n\n if ( deltaSign == ( l.m - edgeLuminance >= 0.0 ) ) {\n\n return 0.0;\n\n }\n\n return 0.5 - shortestDistance / ( pDistance + nDistance );\n\n }\n\n vec4 ApplyFXAA( sampler2D tex2D, vec2 texSize, vec2 uv ) {\n\n LuminanceData luminance = SampleLuminanceNeighborhood( tex2D, texSize, uv );\n if ( ShouldSkipPixel( luminance ) ) {\n\n return Sample( tex2D, uv );\n\n }\n\n float pixelBlend = DeterminePixelBlendFactor( luminance );\n EdgeData edge = DetermineEdge( texSize, luminance );\n float edgeBlend = DetermineEdgeBlendFactor( tex2D, texSize, luminance, edge, uv );\n float finalBlend = max( pixelBlend, edgeBlend );\n\n if (edge.isHorizontal) {\n\n uv.y += edge.pixelStep * finalBlend;\n\n } else {\n\n uv.x += edge.pixelStep * finalBlend;\n\n }\n\n return Sample( tex2D, uv );\n\n }\n\n void main() {\n\n gl_FragColor = ApplyFXAA( tDiffuse, resolution.xy, vUv );\n\n }"
2651
+ }, nn = class e extends J {
2652
+ static {
2653
+ this.BlurDirectionX = new m(1, 0);
2654
+ }
2655
+ static {
2656
+ this.BlurDirectionY = new m(0, 1);
2657
+ }
2658
+ static {
2659
+ this.highlightLines = !0;
2660
+ }
2661
+ constructor(e, t, n, r, i, a) {
2662
+ super(e), this.patternTexture = null, this.clearBackground = !1, this.renderScene = n, this.renderCamera = r, this.selectedObjects = i === void 0 ? [] : i, this.visibleEdgeColor = new N(1, 1, 1), this.hiddenEdgeColor = new N(.1, .04, .02), this.edgeGlow = 0, this.usePatternTexture = !1, this.edgeThickness = 1, this.edgeStrength = 3, this.downSampleRatio = a?.downSampleRatio || 2, this.pulsePeriod = 0, this.edgeDetectionFxaa = a?.edgeDetectionFxaa || !1, this._visibilityCache = /* @__PURE__ */ new Map(), this.resolution = t === void 0 ? new m(256, 256) : new m(t.x, t.y);
2663
+ let o = Math.round(this.resolution.x / this.downSampleRatio), s = Math.round(this.resolution.y / this.downSampleRatio);
2664
+ this.renderTargetMaskBuffer = new u(this.resolution.x, this.resolution.y), this.renderTargetMaskBuffer.texture.name = "OutlinePass.mask", this.renderTargetMaskBuffer.texture.generateMipmaps = !1, this.prepareMaskMaterial = this._getPrepareMaskMaterial(this.gBufferTextures?.isFloatGBufferWithRgbNormalAlphaDepth), this.prepareMaskMaterial.side = 2, this.prepareMaskMaterial.fragmentShader = l(this.prepareMaskMaterial.fragmentShader, this.renderCamera), this.edgeDetectionFxaa && (this.fxaaRenderMaterial = new z(tn), this.fxaaRenderMaterial.uniforms.tDiffuse.value = this.renderTargetMaskBuffer.texture, this.fxaaRenderMaterial.uniforms.resolution.value.set(1 / this.resolution.x, 1 / this.resolution.y), this.renderTargetFxaaBuffer = new u(this.resolution.x, this.resolution.y), this.renderTargetFxaaBuffer.texture.name = "OutlinePass.fxaa", this.renderTargetFxaaBuffer.texture.generateMipmaps = !1), this.renderTargetMaskDownSampleBuffer = new u(o, s), this.renderTargetMaskDownSampleBuffer.texture.name = "OutlinePass.depthDownSample", this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = !1, this.renderTargetBlurBuffer1 = new u(o, s), this.renderTargetBlurBuffer1.texture.name = "OutlinePass.blur1", this.renderTargetBlurBuffer1.texture.generateMipmaps = !1, this.renderTargetBlurBuffer2 = new u(Math.round(o / 2), Math.round(s / 2)), this.renderTargetBlurBuffer2.texture.name = "OutlinePass.blur2", this.renderTargetBlurBuffer2.texture.generateMipmaps = !1, this.edgeDetectionMaterial = this._getEdgeDetectionMaterial(), this.renderTargetEdgeBuffer1 = new u(o, s), this.renderTargetEdgeBuffer1.texture.name = "OutlinePass.edge1", this.renderTargetEdgeBuffer1.texture.generateMipmaps = !1, this.renderTargetEdgeBuffer2 = new u(Math.round(o / 2), Math.round(s / 2)), this.renderTargetEdgeBuffer2.texture.name = "OutlinePass.edge2", this.renderTargetEdgeBuffer2.texture.generateMipmaps = !1, this.separableBlurMaterial1 = this._getSeperableBlurMaterial(4), this.separableBlurMaterial1.uniforms.texSize.value.set(o, s), this.separableBlurMaterial1.uniforms.kernelRadius.value = 1, this.separableBlurMaterial2 = this._getSeperableBlurMaterial(4), this.separableBlurMaterial2.uniforms.texSize.value.set(Math.round(o / 2), Math.round(s / 2)), this.separableBlurMaterial2.uniforms.kernelRadius.value = 4, this.overlayMaterial = this._getOverlayMaterial();
2665
+ let c = en;
2666
+ this.copyUniforms = y.clone(c.uniforms), this.copyUniforms.opacity.value = 1, this.materialCopy = new z({
2667
+ uniforms: this.copyUniforms,
2668
+ vertexShader: c.vertexShader,
2669
+ fragmentShader: c.fragmentShader,
2670
+ blending: 0,
2671
+ depthTest: !1,
2672
+ depthWrite: !1,
2673
+ transparent: !0
2674
+ }), this.enabled = !0, this.needsSwap = !1, this.oldClearColor = new N(), this.oldClearAlpha = 1, this.fsQuad = new Re(void 0), this.tempPulseColor1 = new N(), this.tempPulseColor2 = new N(), this.textureMatrix = new v();
2675
+ function l(e, t) {
2676
+ let n = t.isPerspectiveCamera ? "perspective" : "orthographic";
2677
+ return e.replace(/DEPTH_TO_VIEW_Z/g, n + "DepthToViewZ");
2678
+ }
2679
+ }
2680
+ dispose() {
2681
+ super.dispose(), this.renderTargetMaskBuffer.dispose(), this.renderTargetFxaaBuffer?.dispose(), this.renderTargetMaskDownSampleBuffer.dispose(), this.renderTargetBlurBuffer1.dispose(), this.renderTargetBlurBuffer2.dispose(), this.renderTargetEdgeBuffer1.dispose(), this.renderTargetEdgeBuffer2.dispose(), this.prepareMaskMaterial.dispose(), this.fxaaRenderMaterial?.dispose(), this.edgeDetectionMaterial.dispose(), this.separableBlurMaterial1.dispose(), this.separableBlurMaterial2.dispose(), this.overlayMaterial.dispose(), this.materialCopy.dispose(), this.fsQuad.dispose();
2682
+ }
2683
+ setSize(e, t) {
2684
+ this.renderTargetMaskBuffer.setSize(e, t);
2685
+ let n = Math.round(e / this.downSampleRatio), r = Math.round(t / this.downSampleRatio);
2686
+ this.renderTargetMaskDownSampleBuffer.setSize(n, r), this.renderTargetBlurBuffer1.setSize(n, r), this.renderTargetEdgeBuffer1.setSize(n, r), this.separableBlurMaterial1.uniforms.texSize.value.set(n, r), n = Math.round(n / 2), r = Math.round(r / 2), this.renderTargetBlurBuffer2.setSize(n, r), this.renderTargetEdgeBuffer2.setSize(n, r), this.separableBlurMaterial2.uniforms.texSize.value.set(n, r), this.fxaaRenderMaterial?.uniforms.resolution.value.set(1 / this.resolution.x, 1 / this.resolution.y), this.renderTargetFxaaBuffer?.setSize(e, t);
2687
+ }
2688
+ _canBeHighlighted(t) {
2689
+ return t.isMesh || e.highlightLines && t.isLine;
2690
+ }
2691
+ _changeVisibilityOfSelectedObjects(e) {
2692
+ let t = this._visibilityCache;
2693
+ this.selectedObjects.forEach((n) => n.traverse((n) => {
2694
+ this._canBeHighlighted(n) && (e === !0 ? n.visible = t.get(n) : (t.set(n, n.visible), n.visible = e));
2695
+ }));
2696
+ }
2697
+ _changeVisibilityOfNonSelectedObjects(e) {
2698
+ let t = this._visibilityCache, n = [];
2699
+ this.selectedObjects.forEach((e) => e.traverse((e) => {
2700
+ this._canBeHighlighted(e) && n.push(e);
2701
+ })), this.renderScene.traverse((r) => {
2702
+ if (this._canBeHighlighted(r) || r.isSprite) {
2703
+ if (n.some((e) => e.id === r.id) === !1) {
2704
+ let n = r.visible;
2705
+ (e === !1 || t.get(r) === !0) && (r.visible = e), t.set(r, n);
2706
+ }
2707
+ } else r.isPoints && (e === !0 ? r.visible = t.get(r) : (t.set(r, r.visible), r.visible = e));
2708
+ });
2709
+ }
2710
+ _updateTextureMatrix() {
2711
+ this.textureMatrix.set(.5, 0, 0, .5, 0, .5, 0, .5, 0, 0, .5, .5, 0, 0, 0, 1), this.textureMatrix.multiply(this.renderCamera.projectionMatrix), this.textureMatrix.multiply(this.renderCamera.matrixWorldInverse);
2712
+ }
2713
+ render(t, n, r, i, a) {
2714
+ if (this.selectedObjects.length > 0) {
2715
+ t.getClearColor(this.oldClearColor), this.oldClearAlpha = t.getClearAlpha();
2716
+ let n = t.autoClear;
2717
+ this.clearBackground && (t.setClearColor(0, 255), t.clear(!0, !1, !1)), t.autoClear = !1, a && t.state.buffers.stencil.setTest(!1), t.setClearColor(16777215, 1), this._changeVisibilityOfSelectedObjects(!1);
2718
+ let i = this.renderScene.background;
2719
+ this.renderScene.background = null, this._changeVisibilityOfSelectedObjects(!0), this._visibilityCache.clear(), this._updateTextureMatrix(), this._changeVisibilityOfNonSelectedObjects(!1), this.renderScene.overrideMaterial = this.prepareMaskMaterial, this.prepareMaskMaterial.uniforms.cameraNearFar.value.set(this.renderCamera.near, this.renderCamera.far), this.prepareMaskMaterial.uniforms.depthTexture.value = this.gBufferTextures.textureWithDepthValue, this.prepareMaskMaterial.uniforms.textureMatrix.value = this.textureMatrix, t.setRenderTarget(this.renderTargetMaskBuffer), t.clear(), t.render(this.renderScene, this.renderCamera), this.renderScene.overrideMaterial = null, this._changeVisibilityOfNonSelectedObjects(!0), this._visibilityCache.clear(), this.renderScene.background = i;
2720
+ let o = this.renderTargetMaskBuffer;
2721
+ if (this.edgeDetectionFxaa && this.fxaaRenderMaterial && this.renderTargetFxaaBuffer && (this.fxaaRenderMaterial.uniforms.tDiffuse.value = this.renderTargetMaskBuffer.texture, this.fsQuad.material = this.fxaaRenderMaterial, t.setRenderTarget(this.renderTargetFxaaBuffer), t.clear(), this.fsQuad.render(t), o = this.renderTargetFxaaBuffer), this.fsQuad.material = this.materialCopy, this.copyUniforms.tDiffuse.value = o.texture, t.setRenderTarget(this.renderTargetMaskDownSampleBuffer), t.clear(), this.fsQuad.render(t), this.tempPulseColor1.copy(this.visibleEdgeColor), this.tempPulseColor2.copy(this.hiddenEdgeColor), this.pulsePeriod > 0) {
2722
+ let e = 1.25 / 2 + Math.cos(performance.now() * .01 / this.pulsePeriod) * .75 / 2;
2723
+ this.tempPulseColor1.multiplyScalar(e), this.tempPulseColor2.multiplyScalar(e);
2724
+ }
2725
+ this.fsQuad.material = this.edgeDetectionMaterial, this.edgeDetectionMaterial.uniforms.maskTexture.value = this.renderTargetMaskDownSampleBuffer.texture, this.edgeDetectionMaterial.uniforms.texSize.value.set(this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height), this.edgeDetectionMaterial.uniforms.visibleEdgeColor.value = this.tempPulseColor1, this.edgeDetectionMaterial.uniforms.hiddenEdgeColor.value = this.tempPulseColor2, t.setRenderTarget(this.renderTargetEdgeBuffer1), t.clear(), this.fsQuad.render(t), this.fsQuad.material = this.separableBlurMaterial1, this.separableBlurMaterial1.uniforms.colorTexture.value = this.renderTargetEdgeBuffer1.texture, this.separableBlurMaterial1.uniforms.direction.value = e.BlurDirectionX, this.separableBlurMaterial1.uniforms.kernelRadius.value = this.edgeThickness, t.setRenderTarget(this.renderTargetBlurBuffer1), t.clear(), this.fsQuad.render(t), this.separableBlurMaterial1.uniforms.colorTexture.value = this.renderTargetBlurBuffer1.texture, this.separableBlurMaterial1.uniforms.direction.value = e.BlurDirectionY, t.setRenderTarget(this.renderTargetEdgeBuffer1), t.clear(), this.fsQuad.render(t), this.fsQuad.material = this.separableBlurMaterial2, this.separableBlurMaterial2.uniforms.colorTexture.value = this.renderTargetEdgeBuffer1.texture, this.separableBlurMaterial2.uniforms.direction.value = e.BlurDirectionX, t.setRenderTarget(this.renderTargetBlurBuffer2), t.clear(), this.fsQuad.render(t), this.separableBlurMaterial2.uniforms.colorTexture.value = this.renderTargetBlurBuffer2.texture, this.separableBlurMaterial2.uniforms.direction.value = e.BlurDirectionY, t.setRenderTarget(this.renderTargetEdgeBuffer2), t.clear(), this.fsQuad.render(t), this.fsQuad.material = this.overlayMaterial, this.overlayMaterial.uniforms.maskTexture.value = o.texture, this.overlayMaterial.uniforms.edgeTexture1.value = this.renderTargetEdgeBuffer1.texture, this.overlayMaterial.uniforms.edgeTexture2.value = this.renderTargetEdgeBuffer2.texture, this.overlayMaterial.uniforms.patternTexture.value = this.patternTexture, this.overlayMaterial.uniforms.edgeStrength.value = this.edgeStrength, this.overlayMaterial.uniforms.edgeGlow.value = this.edgeGlow, this.overlayMaterial.uniforms.usePatternTexture.value = this.usePatternTexture, a && t.state.buffers.stencil.setTest(!0), t.setRenderTarget(r), this.fsQuad.render(t), t.setClearColor(this.oldClearColor, this.oldClearAlpha), t.autoClear = n;
2726
+ }
2727
+ this.renderToScreen && r && (this.fsQuad.material = this.materialCopy, this.copyUniforms.tDiffuse.value = r.texture, t.setRenderTarget(null), this.fsQuad.render(t));
2728
+ }
2729
+ renderPass(e) {
2730
+ this.render(e, null, null, 0, !1);
2731
+ }
2732
+ _getPrepareMaskMaterial(e) {
2733
+ return new z({
2734
+ uniforms: {
2735
+ depthTexture: { value: null },
2736
+ cameraNearFar: { value: new m(.5, .5) },
2737
+ textureMatrix: { value: null }
2738
+ },
2739
+ defines: { FLOAT_ALPHA_DEPTH: e ? 1 : 0 },
2740
+ vertexShader: "#include <morphtarget_pars_vertex>\n #include <skinning_pars_vertex>\n\n varying vec4 projTexCoord;\n varying vec4 vPosition;\n uniform mat4 textureMatrix;\n\n void main() {\n\n #include <skinbase_vertex>\n #include <begin_vertex>\n #include <morphtarget_vertex>\n #include <skinning_vertex>\n #include <project_vertex>\n\n vPosition = mvPosition;\n\n vec4 worldPosition = vec4( transformed, 1.0 );\n\n #ifdef USE_INSTANCING\n\n worldPosition = instanceMatrix * worldPosition;\n\n #endif\n \n worldPosition = modelMatrix * worldPosition;\n\n projTexCoord = textureMatrix * worldPosition;\n\n }",
2741
+ fragmentShader: "#include <packing>\n varying vec4 vPosition;\n varying vec4 projTexCoord;\n uniform sampler2D depthTexture;\n uniform vec2 cameraNearFar;\n\n void main() {\n\n #if FLOAT_ALPHA_DEPTH == 1\n float depth = texture2DProj( depthTexture, projTexCoord ).w;\n #else\n float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));\n #endif\n float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );\n float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;\n gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);\n\n }"
2742
+ });
2743
+ }
2744
+ _getEdgeDetectionMaterial() {
2745
+ return new z({
2746
+ uniforms: {
2747
+ maskTexture: { value: null },
2748
+ texSize: { value: new m(.5, .5) },
2749
+ visibleEdgeColor: { value: new S(1, 1, 1) },
2750
+ hiddenEdgeColor: { value: new S(1, 1, 1) }
2751
+ },
2752
+ vertexShader: "varying vec2 vUv;\n\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",
2753
+ fragmentShader: "varying vec2 vUv;\n\n uniform sampler2D maskTexture;\n uniform vec2 texSize;\n uniform vec3 visibleEdgeColor;\n uniform vec3 hiddenEdgeColor;\n\n void main() {\n vec2 invSize = 1.0 / texSize;\n vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);\n vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);\n vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);\n vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);\n vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);\n float diff1 = (c1.r - c2.r)*0.5;\n float diff2 = (c3.r - c4.r)*0.5;\n float d = length( vec2(diff1, diff2) );\n float a1 = min(c1.g, c2.g);\n float a2 = min(c3.g, c4.g);\n float visibilityFactor = min(a1, a2);\n vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;\n gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);\n }"
2754
+ });
2755
+ }
2756
+ _getSeperableBlurMaterial(e) {
2757
+ return new z({
2758
+ defines: { MAX_RADIUS: e },
2759
+ uniforms: {
2760
+ colorTexture: { value: null },
2761
+ texSize: { value: new m(.5, .5) },
2762
+ direction: { value: new m(.5, .5) },
2763
+ kernelRadius: { value: 1 }
2764
+ },
2765
+ vertexShader: "varying vec2 vUv;\n\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",
2766
+ fragmentShader: "#include <common>\n varying vec2 vUv;\n uniform sampler2D colorTexture;\n uniform vec2 texSize;\n uniform vec2 direction;\n uniform float kernelRadius;\n\n float gaussianPdf(in float x, in float sigma) {\n return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\n }\n\n void main() {\n vec2 invSize = 1.0 / texSize;\n float sigma = kernelRadius/2.0;\n float weightSum = gaussianPdf(0.0, sigma);\n vec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum;\n vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);\n vec2 uvOffset = delta;\n for( int i = 1; i <= MAX_RADIUS; i ++ ) {\n float x = kernelRadius * float(i) / float(MAX_RADIUS);\n float w = gaussianPdf(x, sigma);\n vec4 sample1 = texture2D( colorTexture, vUv + uvOffset);\n vec4 sample2 = texture2D( colorTexture, vUv - uvOffset);\n diffuseSum += ((sample1 + sample2) * w);\n weightSum += (2.0 * w);\n uvOffset += delta;\n }\n gl_FragColor = diffuseSum/weightSum;\n }"
2767
+ });
2768
+ }
2769
+ _getOverlayMaterial() {
2770
+ return new z({
2771
+ uniforms: {
2772
+ maskTexture: { value: null },
2773
+ edgeTexture1: { value: null },
2774
+ edgeTexture2: { value: null },
2775
+ patternTexture: { value: null },
2776
+ edgeStrength: { value: 1 },
2777
+ edgeGlow: { value: 1 },
2778
+ usePatternTexture: { value: 0 }
2779
+ },
2780
+ vertexShader: "varying vec2 vUv;\n\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",
2781
+ fragmentShader: "varying vec2 vUv;\n\n uniform sampler2D maskTexture;\n uniform sampler2D edgeTexture1;\n uniform sampler2D edgeTexture2;\n uniform sampler2D patternTexture;\n uniform float edgeStrength;\n uniform float edgeGlow;\n uniform bool usePatternTexture;\n\n void main() {\n vec4 edgeValue1 = texture2D(edgeTexture1, vUv);\n vec4 edgeValue2 = texture2D(edgeTexture2, vUv);\n vec4 maskColor = texture2D(maskTexture, vUv);\n vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);\n float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;\n vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;\n vec4 finalColor = edgeStrength * maskColor.r * edgeValue;\n if(usePatternTexture)\n finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);\n gl_FragColor = finalColor;\n }",
2782
+ blending: 2,
2783
+ depthTest: !1,
2784
+ depthWrite: !1,
2785
+ transparent: !0
2786
+ });
2787
+ }
2788
+ }, rn = {
2789
+ uniforms: { tDiffuse: { value: null } },
2790
+ vertexShader: "\n varying vec2 vUv;\n\n void main() {\n vUv = uv;\n gl_Position = (projectionMatrix * modelViewMatrix * vec4(position, 1.0)).xyww;\n }",
2791
+ fragmentShader: "\n uniform highp sampler2D tDiffuse;\n varying vec2 vUv;\n\n void main() {\n vec4 textureColor = texture2D(tDiffuse, vUv);\n float aoPassDepth = dot(textureColor.wz, vec2(1.0/1024.0));\n gl_FragColor = vec4(vec3(aoPassDepth * aoPassDepth), 1.0);\n }"
2792
+ }, an = class extends z {
2793
+ constructor(e) {
2794
+ super({
2795
+ uniforms: y.clone(rn.uniforms),
2796
+ vertexShader: rn.vertexShader,
2797
+ fragmentShader: rn.fragmentShader,
2798
+ transparent: !0,
2799
+ depthTest: !1,
2800
+ depthWrite: !1,
2801
+ blendSrc: 208,
2802
+ blendDst: 200,
2803
+ blendEquation: 100,
2804
+ blendSrcAlpha: 206,
2805
+ blendDstAlpha: 200,
2806
+ blendEquationAlpha: 100
2807
+ }), this._intensity = new m(1, 1), this.update(e);
2808
+ }
2809
+ update(e) {
2810
+ return e?.texture !== void 0 && (this.uniforms.tDiffuse.value = e.texture), e?.blending !== void 0 && (this.blending = e.blending), this;
2811
+ }
2812
+ }, on = (e) => new m(Math.atan2(e.y, e.x) / (2 * Math.PI) + .5, Math.asin(e.z) / Math.PI + .5), sn = class {
2813
+ get colorRenderTarget() {
2814
+ return this._colorRenderTarget = this._colorRenderTarget ?? new u(), this._colorRenderTarget;
2815
+ }
2816
+ environmentMapDecodeTarget(e) {
2817
+ let t = V(e) && e.capabilities.isWebGL2 ? T : P;
2818
+ return this._environmentMapDecodeTarget = this._environmentMapDecodeTarget ?? new u(1, 1, { type: t }), this._environmentMapDecodeTarget;
2819
+ }
2820
+ environmentMapDecodeMaterial(e) {
2821
+ return e ? (this._equirectangularDecodeMaterial = this._equirectangularDecodeMaterial ?? new ln(!0, !1), this._equirectangularDecodeMaterial) : (this._pmremDecodeMaterial = this._pmremDecodeMaterial ?? new ln(!1, !1), this._pmremDecodeMaterial);
2822
+ }
2823
+ get camera() {
2824
+ return this._camera = this._camera ?? new k(-1, 1, 1, -1, -1, 1), this._camera;
2825
+ }
2826
+ scaleTexture(e, t, n, r) {
2827
+ this.colorRenderTarget.setSize(n, r), this._planeMesh = this._planeMesh ?? new x(new se(2, 2), new c({ map: t }));
2828
+ let i = e.getRenderTarget();
2829
+ e.setRenderTarget(this.colorRenderTarget), e.render(this._planeMesh, this.camera), e.setRenderTarget(i);
2830
+ let a = this.environmentMapDecodeTarget(e).texture, o = new Uint8Array(n * r * 4);
2831
+ return e.readRenderTargetPixels(this.colorRenderTarget, 0, 0, n, r, o), {
2832
+ texture: a,
2833
+ pixels: o,
2834
+ sRgbaPixels: !1
2835
+ };
2836
+ }
2837
+ newGrayscaleTexture(e, t, n, r) {
2838
+ let i = this.environmentMapDecodeMaterial(t.name === "PMREM.cubeUv"), a = this.environmentMapDecodeTarget(e);
2839
+ a.setSize(n, r), i.setSourceTexture(t), this._planeMesh = this._planeMesh ?? new x(new se(2, 2), i);
2840
+ let o = e.getRenderTarget();
2841
+ e.setRenderTarget(a), e.render(this._planeMesh, this.camera), e.setRenderTarget(o);
2842
+ let s = a.texture, c = a.texture.type === T, l = c ? new Float32Array(n * r * 4) : new Uint8Array(n * r * 4);
2843
+ return e.readRenderTargetPixels(a, 0, 0, n, r, l), {
2844
+ texture: s,
2845
+ pixels: l,
2846
+ sRgbaPixels: c
2847
+ };
2848
+ }
2849
+ }, cn = {
2850
+ uniforms: { tDiffuse: { value: null } },
2851
+ vertexShader: "\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = (projectionMatrix * modelViewMatrix * vec4(position, 1.0)).xyww;\n }",
2852
+ fragmentShader: "\n uniform sampler2D tDiffuse;\n varying vec2 vUv;\n \n float getFace( vec3 direction ) {\n vec3 absDirection = abs( direction );\n float face = - 1.0;\n if ( absDirection.x > absDirection.z ) {\n if ( absDirection.x > absDirection.y )\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if ( absDirection.z > absDirection.y )\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n }\n\n vec2 getUV( vec3 direction, float face ) {\n vec2 uv;\n if ( face == 0.0 ) {\n uv = vec2( direction.z, direction.y ) / abs( direction.x ); // pos x\n } else if ( face == 1.0 ) {\n uv = vec2( - direction.x, - direction.z ) / abs( direction.y ); // pos y\n } else if ( face == 2.0 ) {\n uv = vec2( - direction.x, direction.y ) / abs( direction.z ); // pos z\n } else if ( face == 3.0 ) {\n uv = vec2( - direction.z, direction.y ) / abs( direction.x ); // neg x\n } else if ( face == 4.0 ) {\n uv = vec2( - direction.x, direction.z ) / abs( direction.y ); // neg y\n } else {\n uv = vec2( direction.x, direction.y ) / abs( direction.z ); // neg z\n }\n return 0.5 * ( uv + 1.0 );\n }\n\n void main() {\n #if PMREM_DECODE == 1\n float altitude = (vUv.y - 0.5) * 3.141593;\n float azimuth = vUv.x * 2.0 * 3.141593;\n vec3 direction = vec3(\n cos(altitude) * cos(azimuth) * -1.0, \n sin(altitude), \n cos(altitude) * sin(azimuth) * -1.0\n );\n float face = getFace(direction);\n vec2 uv = getUV(direction, face) / vec2(3.0, 4.0);\n if (face > 2.5) {\n uv.y += 0.25;\n face -= 3.0;\n }\n uv.x += face / 3.0;\n vec4 color = texture2D(tDiffuse, uv);\n #else\n vec4 color = texture2D(tDiffuse, vUv);\n #endif \n #if GRAYSCALE_CONVERT == 1\n float grayscale = dot(color.rgb, vec3(0.2126, 0.7152, 0.0722));\n //float grayscale = dot(color.rgb, vec3(1.0/3.0));\n gl_FragColor = vec4(vec3(grayscale), 1.0);\n #else\n gl_FragColor = vec4(color.rgb, 1.0);\n #endif\n }"
2853
+ }, ln = class extends z {
2854
+ constructor(e, t) {
2855
+ super({
2856
+ uniforms: y.clone(cn.uniforms),
2857
+ vertexShader: cn.vertexShader,
2858
+ fragmentShader: cn.fragmentShader,
2859
+ defines: {
2860
+ PMREM_DECODE: e ? 1 : 0,
2861
+ GRAYSCALE_CONVERT: t ? 1 : 0
2862
+ }
2863
+ });
2864
+ }
2865
+ setSourceTexture(e) {
2866
+ this.uniforms.tDiffuse.value = e;
2867
+ }
2868
+ }, un = class {
2869
+ constructor(e) {
2870
+ this.samplePoints = [], this.sampleUVs = [], this.grayscaleTexture = {
2871
+ texture: new a(),
2872
+ pixels: new Uint8Array(),
2873
+ sRgbaPixels: !1
2874
+ }, this.detectorTexture = new a(), this.detectorArray = new Float32Array(), this.lightSamples = [], this.lightGraph = new fn(0), this.lightSources = [], this._grayScale = new S(.2126, .7152, .0722), this._createEquirectangularSamplePoints = (e) => {
2875
+ let t = [];
2876
+ for (let n = 0; n < e; n++) {
2877
+ let r = n * Math.PI * (3 - Math.sqrt(5)), i = 1 - n / (e - 1) * 2, a = Math.sqrt(1 - i * i), o = Math.cos(r) * a, s = Math.sin(r) * a;
2878
+ t.push(new S(o, s, i));
2879
+ }
2880
+ return t;
2881
+ }, this._numberOfSamples = e?.numberOfSamples ?? 1e3, this._width = e?.width ?? 1024, this._height = e?.height ?? 512, this._sampleThreshold = e?.sampleThreshold ?? .707, this.pointDistance = Math.sqrt(4 * Math.PI) / Math.sqrt(this._numberOfSamples), this.pixelDistance = Math.sqrt(2) * Math.PI * 2 / this._width, this.samplePoints = this._createEquirectangularSamplePoints(this._numberOfSamples), this.sampleUVs = this.samplePoints.map((e) => on(e));
2882
+ }
2883
+ detectLightSources(e, t, n) {
2884
+ this.textureData = n, this._textureConverter = this._textureConverter ?? new sn(), this.grayscaleTexture = this._textureConverter.newGrayscaleTexture(e, t, this._width, this._height), this.detectorArray = this._redFromRgbaToNormalizedFloatArray(this.grayscaleTexture.pixels, this.grayscaleTexture.sRgbaPixels), this.detectorTexture = this._grayscaleTextureFromFloatArray(this.detectorArray, this._width, this._height), this.lightSamples = this._filterLightSamples(this._sampleThreshold), this.lightGraph = this._findClusterSegments(this.lightSamples, this._sampleThreshold), this.lightGraph.findConnectedComponents(), this.lightSources = this.createLightSourcesFromLightGraph(this.lightSamples, this.lightGraph), this.lightSources.sort((e, t) => t.maxIntensity - e.maxIntensity);
2885
+ }
2886
+ _redFromRgbaToNormalizedFloatArray(e, t, n) {
2887
+ let r = new Float32Array(e.length / 4), i = 1, a = 0;
2888
+ for (let t = 0; t < e.length / 4; ++t) {
2889
+ let n = new N(...e.slice(t * 4, t * 4 + 3));
2890
+ e instanceof Float32Array && n.convertSRGBToLinear();
2891
+ let o = new S(n.r, n.g, n.b).dot(this._grayScale);
2892
+ i = Math.min(i, o), a = Math.max(a, o), r[t] = o;
2893
+ }
2894
+ if (n) for (let e = 0; e < r.length; ++e) r[e] = (t ? r[e] : (r[e] - i) / (a - i)) ** +n;
2895
+ else if (!t) for (let e = 0; e < r.length; ++e) r[e] = (r[e] - i) / (a - i);
2896
+ return r;
2897
+ }
2898
+ _grayscaleTextureFromFloatArray(e, t, n) {
2899
+ let r = t * n, i = new Uint8Array(4 * r);
2900
+ for (let t = 0; t < r; t++) {
2901
+ let n = e[t] * 255;
2902
+ i[t * 4 + 0] = n, i[t * 4 + 1] = n, i[t * 4 + 2] = n, i[t * 4 + 3] = 255;
2903
+ }
2904
+ let a = new s(i, t, n);
2905
+ return a.needsUpdate = !0, a;
2906
+ }
2907
+ _filterLightSamples(e) {
2908
+ let t = [];
2909
+ for (let n = 0; n < this.sampleUVs.length; n++) {
2910
+ let r = this.sampleUVs[n];
2911
+ this._detectorTextureLuminanceValueFromUV(r) > e && t.push(new dn(this.samplePoints[n], r));
2912
+ }
2913
+ return t;
2914
+ }
2915
+ _detectorTextureLuminanceValueFromUV(e) {
2916
+ let t = Math.floor(e.x * this._width), n = Math.floor(e.y * this._height) * this._width + t;
2917
+ return this.detectorArray[n];
2918
+ }
2919
+ _originalLuminanceValueFromUV(e) {
2920
+ if (!this.textureData || !this.textureData.data || !this.textureData._width || !this.textureData._height) return this._detectorTextureLuminanceValueFromUV(e) * 256;
2921
+ let t = Math.floor(e.x * this.textureData._width), n = Math.floor(e.y * this.textureData._height), r = 0;
2922
+ for (let e = Math.max(0, t - 2); e < Math.max(0, t + 2); ++e) for (let t = Math.max(0, n - 2); t < Math.max(0, n + 2); ++t) {
2923
+ let n = t * this.textureData._width + e, i = (this.textureData.data[n * 4] + this.textureData.data[n * 4 + 1] + this.textureData.data[n * 4 + 2]) / 3;
2924
+ r = Math.max(r, i);
2925
+ }
2926
+ return r;
2927
+ }
2928
+ _findClusterSegments(e, t) {
2929
+ let n = this.pixelDistance * 2, r = this.pointDistance * 1.5, i = new fn(e.length);
2930
+ for (let a = 0; a < e.length; a++) for (let o = a + 1; o < e.length; o++) if (e[a].position.angleTo(e[o].position) < r) {
2931
+ let r = e[o].position.clone().sub(e[a].position), s = Math.floor(r.length() / n), c = !0, l = 0;
2932
+ for (let n = 1; n < s; n++) {
2933
+ let i = r.clone().multiplyScalar(n / s), o = on(e[a].position.clone().add(i).normalize());
2934
+ if (this._detectorTextureLuminanceValueFromUV(o) < t) {
2935
+ if (l++, l > 1) {
2936
+ c = !1;
2937
+ break;
2938
+ }
2939
+ } else l = 0;
2940
+ }
2941
+ c && (i.adjacent[a].push(o), i.adjacent[o].push(a), i.edges.push([a, o]));
2942
+ }
2943
+ return i;
2944
+ }
2945
+ createLightSourcesFromLightGraph(e, t) {
2946
+ let n = t.components.filter((e) => e.length > 1).map((t) => new pn(t.map((t) => e[t])));
2947
+ return n.forEach((e) => e.calculateLightSourceProperties((e) => this._originalLuminanceValueFromUV(e))), n;
2948
+ }
2949
+ }, dn = class {
2950
+ constructor(e, t) {
2951
+ this.position = e, this.uv = t;
2952
+ }
2953
+ }, fn = class {
2954
+ constructor(e) {
2955
+ this.edges = [], this.adjacent = [], this.components = [], this.noOfNodes = e;
2956
+ for (let t = 0; t < e; t++) this.adjacent.push([]);
2957
+ }
2958
+ findConnectedComponents() {
2959
+ let e = Array(this.noOfNodes).fill(!1);
2960
+ this.components = [];
2961
+ for (let t = 0; t < this.noOfNodes; t++) if (!e[t]) {
2962
+ let n = [];
2963
+ this._dfs(t, e, n), this.components.push(n);
2964
+ }
2965
+ this.components.sort((e, t) => t.length - e.length);
2966
+ }
2967
+ _dfs(e, t, n) {
2968
+ t[e] = !0, n.push(e);
2969
+ for (let r of this.adjacent[e]) t[r] || this._dfs(r, t, n);
2970
+ }
2971
+ }, pn = class {
2972
+ constructor(e) {
2973
+ this.position = new S(), this.uv = new m(), this.averageIntensity = 0, this.maxIntensity = 0, this.size = 0, this.lightSamples = e;
2974
+ }
2975
+ calculateLightSourceProperties(e) {
2976
+ this.position = new S(), this.averageIntensity = 0, this.maxIntensity = 0;
2977
+ for (let t of this.lightSamples) {
2978
+ this.position.add(t.position);
2979
+ let n = e(t.uv);
2980
+ this.averageIntensity += n, this.maxIntensity = Math.max(this.maxIntensity, n);
2981
+ }
2982
+ this.averageIntensity /= this.lightSamples.length, this.position.normalize(), this.uv = on(this.position);
2983
+ let t = 0;
2984
+ for (let e of this.lightSamples) t += e.position.distanceTo(this.position);
2985
+ t /= this.lightSamples.length, this.size = t / Math.PI;
2986
+ }
2987
+ }, mn = class extends J {
2988
+ constructor(e) {
2989
+ super(e), this.debugOutput = "", this._environmentMapDecodeMaterial = new ln(!0, !1), this._environmentMapDecodeMaterial.blending = 0, this._environmentMapDecodeMaterial.depthTest = !1;
2990
+ }
2991
+ dispose() {
2992
+ this._depthRenderMaterial?.dispose(), this._copyMaterial?.dispose(), this._srgbToLinearCopyMaterial?.dispose();
2993
+ }
2994
+ getCopyMaterial(e) {
2995
+ return this._copyMaterial = this._copyMaterial ?? new Ae(), this._copyMaterial.update(e);
2996
+ }
2997
+ getBlendAoAndShadowMaterial(e) {
2998
+ return this._blendAoAndShadowMaterial = this._blendAoAndShadowMaterial ?? new rt({ blending: 0 }), this._blendAoAndShadowMaterial.update(e);
2999
+ }
3000
+ getBlendAoPassDepthMaterial(e) {
3001
+ return this._blendAoPassDepthMaterial = this._blendAoPassDepthMaterial ?? new an({ blending: 0 }), this._blendAoPassDepthMaterial.update(e);
3002
+ }
3003
+ getSrgbToLinearCopyMaterial(e) {
3004
+ return this._srgbToLinearCopyMaterial = this._copyMaterial ?? new Ae({}, ke.ADDITIVE, !0, !0), this._srgbToLinearCopyMaterial.update(e);
3005
+ }
3006
+ _getDepthRenderMaterial(e) {
3007
+ return this._depthRenderMaterial = this._depthRenderMaterial ?? new Pe({
3008
+ depthTexture: this.gBufferTextures.textureWithDepthValue,
3009
+ depthFilter: this.gBufferTextures.isFloatGBufferWithRgbNormalAlphaDepth ? new B(0, 0, 0, 1) : new B(1, 0, 0, 0)
3010
+ }), this._depthRenderMaterial.update({ camera: e });
3011
+ }
3012
+ renderPass(e) {
3013
+ switch (this.debugOutput) {
3014
+ default: break;
3015
+ case "lineardepth":
3016
+ this.passRenderer.renderScreenSpace(e, this._getDepthRenderMaterial(this.camera), null);
3017
+ break;
3018
+ case "g-normal":
3019
+ this.gBufferTextures.isFloatGBufferWithRgbNormalAlphaDepth ? this.passRenderer.renderScreenSpace(e, this.getCopyMaterial({
3020
+ texture: this.gBufferTextures?.gBufferTexture,
3021
+ blending: 0,
3022
+ colorTransform: new v().set(.5, 0, 0, 0, 0, .5, 0, 0, 0, 0, .5, 0, 0, 0, 0, 0),
3023
+ colorBase: new B(.5, .5, .5, 1),
3024
+ multiplyChannels: 0,
3025
+ uvTransform: K
3026
+ }), null) : this.passRenderer.renderScreenSpace(e, this.getCopyMaterial({
3027
+ texture: this.gBufferTextures?.gBufferTexture,
3028
+ blending: 0,
3029
+ colorTransform: Ee,
3030
+ colorBase: G,
3031
+ multiplyChannels: 0,
3032
+ uvTransform: K
3033
+ }), null);
3034
+ break;
3035
+ case "g-depth":
3036
+ this.gBufferTextures.isFloatGBufferWithRgbNormalAlphaDepth ? this.passRenderer.renderScreenSpace(e, this.getCopyMaterial({
3037
+ texture: this.gBufferTextures?.gBufferTexture,
3038
+ blending: 0,
3039
+ colorTransform: De,
3040
+ colorBase: G,
3041
+ multiplyChannels: 0,
3042
+ uvTransform: K
3043
+ }), null) : this.passRenderer.renderScreenSpace(e, this.getCopyMaterial({
3044
+ texture: this.gBufferTextures?.depthBufferTexture,
3045
+ blending: 0,
3046
+ colorTransform: Oe,
3047
+ colorBase: G,
3048
+ multiplyChannels: 0,
3049
+ uvTransform: K
3050
+ }), null);
3051
+ break;
3052
+ case "ssao":
3053
+ this.passRenderer.renderScreenSpace(e, this.getCopyMaterial({
3054
+ texture: this.renderPassManager.shadowAndAoPass.aoAndSoftShadowRenderTarget.texture,
3055
+ blending: 0,
3056
+ colorTransform: U,
3057
+ colorBase: W,
3058
+ multiplyChannels: 0,
3059
+ uvTransform: K
3060
+ }), null);
3061
+ break;
3062
+ case "ssaodenoise":
3063
+ this.passRenderer.renderScreenSpace(e, this.getCopyMaterial({
3064
+ texture: this.renderPassManager.shadowAndAoPass.denoiseRenderTargetTexture,
3065
+ blending: 0,
3066
+ colorTransform: U,
3067
+ colorBase: W,
3068
+ multiplyChannels: 0,
3069
+ uvTransform: K
3070
+ }), null);
3071
+ break;
3072
+ case "shadowmap":
3073
+ this.passRenderer.renderScreenSpace(e, this.getCopyMaterial({
3074
+ texture: this.renderPassManager.screenSpaceShadowMapPass.shadowTexture,
3075
+ blending: 0,
3076
+ colorTransform: U,
3077
+ colorBase: W,
3078
+ multiplyChannels: 0,
3079
+ uvTransform: K
3080
+ }), null);
3081
+ break;
3082
+ case "shadowsoft":
3083
+ this.passRenderer.renderScreenSpace(e, this.getCopyMaterial({
3084
+ texture: this.renderPassManager.shadowAndAoPass.aoAndSoftShadowRenderTarget.texture,
3085
+ blending: 0,
3086
+ colorTransform: ut.shadowTransform,
3087
+ colorBase: W,
3088
+ multiplyChannels: 0,
3089
+ uvTransform: K
3090
+ }), null);
3091
+ break;
3092
+ case "shadowdenoise":
3093
+ this.passRenderer.renderScreenSpace(e, this.getCopyMaterial({
3094
+ texture: this.renderPassManager.shadowAndAoPass.denoiseRenderTargetTexture,
3095
+ blending: 0,
3096
+ colorTransform: ut.shadowTransform,
3097
+ colorBase: W,
3098
+ multiplyChannels: 0,
3099
+ uvTransform: K
3100
+ }), null);
3101
+ break;
3102
+ case "shadowfadein":
3103
+ this.passRenderer.renderScreenSpace(e, this.getCopyMaterial({
3104
+ texture: this.renderPassManager.shadowAndAoPass.fadeRenderTarget.texture,
3105
+ blending: 0,
3106
+ colorTransform: ut.shadowTransform,
3107
+ colorBase: W,
3108
+ multiplyChannels: 0,
3109
+ uvTransform: K
3110
+ }), null);
3111
+ break;
3112
+ case "shadowandao":
3113
+ this.passRenderer.renderScreenSpace(e, this.getBlendAoAndShadowMaterial({
3114
+ texture: this.renderPassManager.shadowAndAoPass.denoiseRenderTargetTexture,
3115
+ blending: 0,
3116
+ aoIntensity: this.renderPassManager.shadowAndAoPass.parameters.aoIntensity,
3117
+ shadowIntensity: this.renderPassManager.shadowAndAoPass.parameters.shadowIntensity
3118
+ }), null);
3119
+ break;
3120
+ case "shadowandaodepth":
3121
+ this.passRenderer.renderScreenSpace(e, this.getBlendAoPassDepthMaterial({
3122
+ texture: this.renderPassManager.shadowAndAoPass.denoiseRenderTargetTexture,
3123
+ blending: 0
3124
+ }), null);
3125
+ break;
3126
+ case "materialao":
3127
+ this.passRenderer.renderScreenSpace(e, this.getCopyMaterial({
3128
+ texture: this.renderPassManager.aoPassMapTexture,
3129
+ blending: 0,
3130
+ colorTransform: Te,
3131
+ colorBase: W,
3132
+ multiplyChannels: 0,
3133
+ uvTransform: K
3134
+ }), null);
3135
+ break;
3136
+ case "groundreflection":
3137
+ this.passRenderer.renderScreenSpace(e, this.getSrgbToLinearCopyMaterial({
3138
+ texture: this.renderPassManager.groundReflectionPass.reflectionRenderTarget.texture,
3139
+ blending: 0,
3140
+ colorTransform: Te,
3141
+ colorBase: W,
3142
+ multiplyChannels: 0,
3143
+ uvTransform: q
3144
+ }), null);
3145
+ break;
3146
+ case "groundreflectionfinal":
3147
+ this.passRenderer.renderScreenSpace(e, this.getSrgbToLinearCopyMaterial({
3148
+ texture: this.renderPassManager.groundReflectionPass.intensityRenderTarget.texture,
3149
+ blending: 0,
3150
+ colorTransform: Te,
3151
+ colorBase: W,
3152
+ multiplyChannels: 0,
3153
+ uvTransform: q
3154
+ }), null);
3155
+ break;
3156
+ case "bakedgroundshadow":
3157
+ this.passRenderer.renderScreenSpace(e, this.getCopyMaterial({
3158
+ texture: this.renderPassManager.bakedGroundContactShadowPass.renderTarget.texture,
3159
+ blending: 0,
3160
+ colorTransform: Te,
3161
+ colorBase: W,
3162
+ multiplyChannels: 0,
3163
+ uvTransform: K
3164
+ }), null);
3165
+ break;
3166
+ case "environmentmap":
3167
+ this._environmentMapDecodeMaterial.setSourceTexture(this.scene.environment), this.passRenderer.renderScreenSpace(e, this._environmentMapDecodeMaterial, null);
3168
+ break;
3169
+ case "lightsourcedetection":
3170
+ if (this.scene.userData?.environmentDefinition) {
3171
+ let t = this.renderPassManager.aspect, n = new k(-1, 1, 1 / t, -1 / t, -1, 1), r = this.scene.userData?.environmentDefinition.createDebugScene(e, this.scene, this.renderPassManager.screenSpaceShadowMapPass.parameters.maximumNumberOfLightSources);
3172
+ r.background = new N(16777215), e.render(r, n);
3173
+ }
3174
+ break;
3175
+ }
3176
+ }
3177
+ }, hn = class extends J {
3178
+ constructor(e) {
3179
+ super(e), this.drawGround = !0, this.drawWithDebugMaterial = !1, this.grayDebugMaterial = new E({
3180
+ color: 12632256,
3181
+ side: 2,
3182
+ envMapIntensity: .4
3183
+ });
3184
+ }
3185
+ dispose() {
3186
+ super.dispose(), this.grayDebugMaterial.dispose();
3187
+ }
3188
+ renderPass(e) {
3189
+ this.renderCacheManager.onBeforeRender("floorDepthWrite", this.scene), this.renderPassManager.setGroundVisibility(this.drawGround), this.drawWithDebugMaterial ? this.renderCacheManager.render("debug", this.scene, () => {
3190
+ this.passRenderer.renderWithOverrideMaterial(e, this.scene, this.camera, this.grayDebugMaterial, null, 0, 1);
3191
+ }) : e.render(this.scene, this.camera), this.renderPassManager.setGroundVisibility(!1), this.renderCacheManager.onAfterRender("floorDepthWrite");
3192
+ }
3193
+ }, gn = class e {
3194
+ constructor() {
3195
+ this.applyAoAndShadowToAlpha = !1, this._aoPassMapUniform = { value: null }, this._aoPassMapScaleUniform = { value: 1 }, this._aoPassMapIntensityUniform = { value: 1 }, this._shPassMapIntensityUniform = { value: 1 }, this._reflectionPassMapUniform = { value: null }, this._reflectionPassMapScaleUniform = { value: 1 }, this._reflectionPassMapIntensityUniform = { value: 0 }, this.applyReflectionPassMap = !1;
3196
+ }
3197
+ set aoPassMap(e) {
3198
+ this._aoPassMapUniform.value = e;
3199
+ }
3200
+ set aoPassMapScale(e) {
3201
+ this._aoPassMapScaleUniform.value = e;
3202
+ }
3203
+ set aoPassMapIntensity(e) {
3204
+ this._aoPassMapIntensityUniform.value = e;
3205
+ }
3206
+ set shPassMapIntensity(e) {
3207
+ this._shPassMapIntensityUniform.value = e;
3208
+ }
3209
+ set reflectionPassMap(e) {
3210
+ this._reflectionPassMapUniform.value = e;
3211
+ }
3212
+ set reflectionPassMapScale(e) {
3213
+ this._reflectionPassMapScaleUniform.value = e;
3214
+ }
3215
+ set reflectionPassMapIntensity(e) {
3216
+ this._reflectionPassMapIntensityUniform.value = e;
3217
+ }
3218
+ static addPlugin(t) {
3219
+ if (St(t)) return null;
3220
+ if (t.userData.postProcessingMaterialPlugin !== void 0) return t.userData.postProcessingMaterialPlugin instanceof e ? t.userData.postProcessingMaterialPlugin : null;
3221
+ let n = new e();
3222
+ return t.userData.postProcessingMaterialPlugin = n, t.onBeforeCompile = (e, t) => n._onBeforeCompile(e, t), t.customProgramCacheKey = () => n._customProgramCacheKey(), n;
3223
+ }
3224
+ _isEnabled() {
3225
+ return this._aoPassMapUniform.value !== void 0 && this._aoPassMapUniform.value !== null;
3226
+ }
3227
+ _customProgramCacheKey() {
3228
+ let e = "";
3229
+ return this._isEnabled() && (e += "aoPassMap" + (this.applyAoAndShadowToAlpha ? "Alpha" : "")), this.applyReflectionPassMap && (e += "reflectionPassMap"), e;
3230
+ }
3231
+ _onBeforeCompile(e, t) {
3232
+ if (this._isEnabled() || this.applyReflectionPassMap) {
3233
+ let t = this.applyAoAndShadowToAlpha ? "#define USE_APPLY_AO_AND_SHADOW_TO_ALPHA\n" : "";
3234
+ t += this.applyReflectionPassMap ? "#define USE_REFLECTION_PASS_MAP\n" : "", t += _n, e.fragmentShader = e.fragmentShader.replace("#include <aomap_pars_fragment>", t), e.fragmentShader = e.fragmentShader.replace("#include <aomap_fragment>", vn), this._initUniforms(e);
3235
+ }
3236
+ }
3237
+ _initUniforms(e) {
3238
+ e && (e.uniforms.tAoPassMap = this._aoPassMapUniform, e.uniforms.aoPassMapScale = this._aoPassMapScaleUniform, e.uniforms.aoPassMapIntensity = this._aoPassMapIntensityUniform, e.uniforms.shPassMapIntensity = this._shPassMapIntensityUniform, e.uniforms.tReflectionPassMap = this._reflectionPassMapUniform, e.uniforms.reflectionPassMapScale = this._reflectionPassMapScaleUniform, e.uniforms.reflectionPassMapIntensity = this._reflectionPassMapIntensityUniform);
3239
+ }
3240
+ }, _n = "\n#ifdef USE_AOMAP\n\n uniform sampler2D aoMap;\n uniform float aoMapIntensity;\n\n#endif\n\n uniform highp sampler2D tAoPassMap;\n uniform float aoPassMapScale;\n uniform float aoPassMapIntensity;\n uniform float shPassMapIntensity;\n uniform sampler2D tReflectionPassMap;\n uniform float reflectionPassMapScale;\n uniform float reflectionPassMapIntensity;\n", vn = "\n#ifndef AOPASSMAP_SWIZZLE\n #define AOPASSMAP_SWIZZLE rg\n#endif\n\nfloat ambientOcclusion = 1.0;\nfloat shadowValue = 1.0;\n\n#ifdef USE_AOMAP\n\n // reads channel R, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n ambientOcclusion = texture2D( aoMap, vAoMapUv ).r;\n ambientOcclusion = ( ambientOcclusion - 1.0 ) * aoMapIntensity + 1.0;\n\n#endif\n\n vec4 aoAndShadowMap = texelFetch( tAoPassMap, ivec2( gl_FragCoord.xy * aoPassMapScale ), 0 );\n vec2 aoAndShadow = aoAndShadowMap.rg;\n float depthDelta = abs( dot(aoAndShadowMap.wz, vec2(1.0/1024.0)) - gl_FragCoord.z );\n const ivec2 aoOffsetArray[8] = ivec2[8](\n ivec2(1, 0), ivec2(-1, 0), ivec2(0, 1), ivec2(0, -1), ivec2(1, 1), ivec2(-1, 1), ivec2(1, -1), ivec2(-1, -1));\n for (int aoOffsetI = 0; aoOffsetI < 8; aoOffsetI++) {\n aoAndShadowMap = texelFetch( tAoPassMap, ivec2( gl_FragCoord.xy * aoPassMapScale ) + aoOffsetArray[aoOffsetI], 0 );\n float testDepthDelta = abs( dot(aoAndShadowMap.wz, vec2(1.0/1024.0)) - gl_FragCoord.z );\n if (testDepthDelta < depthDelta) {\n aoAndShadow = aoAndShadowMap.rg;\n depthDelta = testDepthDelta;\n }\n }\n\n float aoPassMapValue = aoPassMapIntensity < 0.0 ? 1.0 : max(0.0, (aoAndShadow.r - 1.0) * aoPassMapIntensity + 1.0);\n shadowValue = shPassMapIntensity < 0.0 ? 1.0 : max(0.0, (aoAndShadow.g - 1.0) * shPassMapIntensity + 1.0);\n\n #ifdef USE_REFLECTION_PASS_MAP\n\n ivec2 reflectionPassMapSize = textureSize( tReflectionPassMap, 0 );\n vec2 reflectionPassMapUv = vec2( gl_FragCoord.x * reflectionPassMapScale, float(reflectionPassMapSize.y) - gl_FragCoord.y * reflectionPassMapScale );\n vec4 reflectionPassMapColor = texture2D( tReflectionPassMap, reflectionPassMapUv / vec2(reflectionPassMapSize) );\n if (reflectionPassMapColor.a > 0.0) reflectionPassMapColor.rgb /= reflectionPassMapColor.a;\n vec3 diffuseReflectionPassMapColor = reflectionPassMapColor.rgb * material.diffuseColor;\n reflectedLight.indirectDiffuse += diffuseReflectionPassMapColor * reflectionPassMapColor.a * reflectionPassMapIntensity;\n //reflectedLight.indirectDiffuse = mix(reflectedLight.indirectDiffuse, diffuseReflectionPassMapColor, reflectionPassMapColor.a * reflectionPassMapIntensity);\n\n #endif\n\n #if defined ( USE_APPLY_AO_AND_SHADOW_TO_ALPHA )\n diffuseColor.a = 1.0 - (1.0 - diffuseColor.a) * aoPassMapValue * shadowValue;\n #else\n ambientOcclusion = min( ambientOcclusion, aoPassMapValue );\n #endif\n\n reflectedLight.indirectDiffuse *= ambientOcclusion * shadowValue;\n\n #if defined( USE_CLEARCOAT )\n clearcoatSpecularIndirect *= ambientOcclusion * shadowValue;\n #endif\n\n #if defined( USE_SHEEN )\n sheenSpecularIndirect *= ambientOcclusion * shadowValue;\n #endif\n\n #if defined( USE_ENVMAP ) && defined( STANDARD )\n\n float dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\n\n float specularOcclusion = computeSpecularOcclusion( dotNV, ambientOcclusion * shadowValue, material.roughness );\n reflectedLight.indirectSpecular *= specularOcclusion;\n\n #ifdef USE_REFLECTION_PASS_MAP\n reflectedLight.indirectSpecular += material.specularColor * reflectionPassMapColor.rgb * reflectionPassMapColor.a * reflectionPassMapIntensity * specularOcclusion;\n #endif\n\n #endif\n", yn = class extends Fe {
3241
+ constructor(e, t = "tDiffuse") {
3242
+ super(), this.textureID = t, this.uniforms = null, this.material = null, e instanceof z ? (this.uniforms = e.uniforms, this.material = e) : e && (this.uniforms = y.clone(e.uniforms), this.material = new z({
3243
+ name: e.name === void 0 ? "unspecified" : e.name,
3244
+ defines: Object.assign({}, e.defines),
3245
+ uniforms: this.uniforms,
3246
+ vertexShader: e.vertexShader,
3247
+ fragmentShader: e.fragmentShader
3248
+ })), this._fsQuad = new Re(this.material);
3249
+ }
3250
+ render(e, t, n) {
3251
+ this.uniforms[this.textureID] && (this.uniforms[this.textureID].value = n.texture), this._fsQuad.material = this.material, this.renderToScreen ? (e.setRenderTarget(null), this._fsQuad.render(e)) : (e.setRenderTarget(t), this.clear && e.clear(e.autoClearColor, e.autoClearDepth, e.autoClearStencil), this._fsQuad.render(e));
3252
+ }
3253
+ dispose() {
3254
+ this.material.dispose(), this._fsQuad.dispose();
3255
+ }
3256
+ }, bn = {
3257
+ name: "LUTShader",
3258
+ uniforms: {
3259
+ lut: { value: null },
3260
+ lutSize: { value: 0 },
3261
+ tDiffuse: { value: null },
3262
+ intensity: { value: 1 }
3263
+ },
3264
+ vertexShader: "\n\n varying vec2 vUv;\n\n void main() {\n\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n\n ",
3265
+ fragmentShader: "\n\n uniform float lutSize;\n uniform sampler3D lut;\n\n varying vec2 vUv;\n uniform float intensity;\n uniform sampler2D tDiffuse;\n void main() {\n\n vec4 val = texture2D( tDiffuse, vUv );\n vec4 lutVal;\n\n // pull the sample in by half a pixel so the sample begins\n // at the center of the edge pixels.\n float pixelWidth = 1.0 / lutSize;\n float halfPixelWidth = 0.5 / lutSize;\n vec3 uvw = vec3( halfPixelWidth ) + val.rgb * ( 1.0 - pixelWidth );\n\n\n lutVal = vec4( texture( lut, uvw ).rgb, val.a );\n\n gl_FragColor = vec4( mix( val, lutVal, intensity ) );\n\n }\n\n "
3266
+ }, xn = class extends yn {
3267
+ constructor(e = {}) {
3268
+ super(bn), this.lut = e.lut || null, this.intensity = "intensity" in e ? e.intensity : 1;
3269
+ }
3270
+ set lut(e) {
3271
+ let t = this.material;
3272
+ e !== this.lut && (t.uniforms.lut.value = null, e && (t.uniforms.lutSize.value = e.image.width, t.uniforms.lut.value = e));
3273
+ }
3274
+ get lut() {
3275
+ return this.material.uniforms.lut.value;
3276
+ }
3277
+ set intensity(e) {
3278
+ this.material.uniforms.intensity.value = e;
3279
+ }
3280
+ get intensity() {
3281
+ return this.material.uniforms.intensity.value;
3282
+ }
3283
+ }, Sn = class extends o {
3284
+ constructor(e) {
3285
+ super(e), this.type = P;
3286
+ }
3287
+ setType(e) {
3288
+ return this.type = e, this;
3289
+ }
3290
+ load(e, t, n, i) {
3291
+ let a = new r(this.manager);
3292
+ a.setPath(this.path), a.setResponseType("text"), a.load(e, (n) => {
3293
+ try {
3294
+ t(this.parse(n));
3295
+ } catch (t) {
3296
+ i ? i(t) : console.error(t), this.manager.itemError(e);
3297
+ }
3298
+ }, n, i);
3299
+ }
3300
+ parse(e) {
3301
+ let t = /TITLE +"([^"]*)"/, n = /LUT_3D_SIZE +(\d+)/, r = /DOMAIN_MIN +([\d.]+) +([\d.]+) +([\d.]+)/, i = /DOMAIN_MAX +([\d.]+) +([\d.]+) +([\d.]+)/, a = /^([\d.e+-]+) +([\d.e+-]+) +([\d.e+-]+) *$/gm, o = t.exec(e), s = o === null ? null : o[1];
3302
+ if (o = n.exec(e), o === null) throw Error("LUTCubeLoader: Missing LUT_3D_SIZE information");
3303
+ let c = Number(o[1]), l = c ** 3 * 4, u = this.type === 1009 ? new Uint8Array(l) : new Float32Array(l), d = new S(0, 0, 0), f = new S(1, 1, 1);
3304
+ if (o = r.exec(e), o !== null && d.set(Number(o[1]), Number(o[2]), Number(o[3])), o = i.exec(e), o !== null && f.set(Number(o[1]), Number(o[2]), Number(o[3])), d.x > f.x || d.y > f.y || d.z > f.z) throw Error("LUTCubeLoader: Invalid input domain");
3305
+ let p = this.type === 1009 ? 255 : 1, m = 0;
3306
+ for (; (o = a.exec(e)) !== null;) u[m++] = Number(o[1]) * p, u[m++] = Number(o[2]) * p, u[m++] = Number(o[3]) * p, u[m++] = p;
3307
+ let h = new le();
3308
+ return h.image.data = u, h.image.width = c, h.image.height = c, h.image.depth = c, h.type = this.type, h.magFilter = w, h.minFilter = w, h.wrapS = L, h.wrapT = L, h.wrapR = L, h.generateMipmaps = !1, h.needsUpdate = !0, {
3309
+ title: s,
3310
+ size: c,
3311
+ domainMin: d,
3312
+ domainMax: f,
3313
+ texture3D: h
3314
+ };
3315
+ }
3316
+ }, Cn = class extends o {
3317
+ constructor(e) {
3318
+ super(e), this.flip = !1;
3319
+ }
3320
+ load(e, t, n, r) {
3321
+ let i = new ue(this.manager);
3322
+ i.setCrossOrigin(this.crossOrigin), i.setPath(this.path), i.load(e, (n) => {
3323
+ try {
3324
+ let e;
3325
+ e = n.image.width < n.image.height ? this._getImageData(n) : this._horz2Vert(n), t(this.parse(e.data, Math.min(n.image.width, n.image.height)));
3326
+ } catch (t) {
3327
+ r ? r(t) : console.error(t), this.manager.itemError(e);
3328
+ }
3329
+ }, n, r);
3330
+ }
3331
+ parse(e, t) {
3332
+ let n = new Uint8Array(e), r = new le();
3333
+ return r.image.data = n, r.image.width = t, r.image.height = t, r.image.depth = t, r.format = R, r.type = P, r.magFilter = w, r.minFilter = w, r.wrapS = L, r.wrapT = L, r.wrapR = L, r.generateMipmaps = !1, r.needsUpdate = !0, {
3334
+ size: t,
3335
+ texture3D: r
3336
+ };
3337
+ }
3338
+ _getImageData(e) {
3339
+ let t = e.image.width, n = e.image.height, r = document.createElement("canvas");
3340
+ r.width = t, r.height = n;
3341
+ let i = r.getContext("2d");
3342
+ return this.flip === !0 && (i.scale(1, -1), i.translate(0, -n)), i.drawImage(e.image, 0, 0), i.getImageData(0, 0, t, n);
3343
+ }
3344
+ _horz2Vert(e) {
3345
+ let t = e.image.height, n = e.image.width, r = document.createElement("canvas");
3346
+ r.width = t, r.height = n;
3347
+ let i = r.getContext("2d");
3348
+ this.flip === !0 && (i.scale(1, -1), i.translate(0, -n));
3349
+ for (let r = 0; r < t; r++) {
3350
+ let a = r * t, o = this.flip ? n - r * t : r * t;
3351
+ i.drawImage(e.image, a, 0, t, t, 0, o, t, t);
3352
+ }
3353
+ return i.getImageData(0, 0, t, n);
3354
+ }
3355
+ }, wn = class extends o {
3356
+ constructor(e) {
3357
+ super(e), this.type = P;
3358
+ }
3359
+ setType(e) {
3360
+ return this.type = e, this;
3361
+ }
3362
+ load(e, t, n, i) {
3363
+ let a = new r(this.manager);
3364
+ a.setPath(this.path), a.setResponseType("text"), a.load(e, (n) => {
3365
+ try {
3366
+ t(this.parse(n));
3367
+ } catch (t) {
3368
+ i ? i(t) : console.error(t), this.manager.itemError(e);
3369
+ }
3370
+ }, n, i);
3371
+ }
3372
+ parse(e) {
3373
+ let t = /^[\d ]+$/m, n = /^([\d.e+-]+) +([\d.e+-]+) +([\d.e+-]+) *$/gm, r = t.exec(e);
3374
+ if (r === null) throw Error("LUT3dlLoader: Missing grid information");
3375
+ let i = r[0].trim().split(/\s+/g).map(Number), a = i[1] - i[0], o = i.length, s = o ** 2;
3376
+ for (let e = 1, t = i.length; e < t; ++e) if (a !== i[e] - i[e - 1]) throw Error("LUT3dlLoader: Inconsistent grid size");
3377
+ let c = new Float32Array(o ** 3 * 4), l = 0, u = 0;
3378
+ for (; (r = n.exec(e)) !== null;) {
3379
+ let e = Number(r[1]), t = Number(r[2]), n = Number(r[3]);
3380
+ l = Math.max(l, e, t, n);
3381
+ let i = u % o, a = Math.floor(u / o) % o, d = Math.floor(u / s) % o, f = (i * s + a * o + d) * 4;
3382
+ c[f + 0] = e, c[f + 1] = t, c[f + 2] = n, ++u;
3383
+ }
3384
+ let d = 2 ** Math.ceil(Math.log2(l)), f = this.type === 1009 ? new Uint8Array(c.length) : c, p = this.type === 1009 ? 255 : 1;
3385
+ for (let e = 0, t = f.length; e < t; e += 4) {
3386
+ let t = e + 1, n = e + 2, r = e + 3;
3387
+ f[e] = c[e] / d * p, f[t] = c[t] / d * p, f[n] = c[n] / d * p, f[r] = p;
3388
+ }
3389
+ let m = new le();
3390
+ return m.image.data = f, m.image.width = o, m.image.height = o, m.image.depth = o, m.format = R, m.type = this.type, m.magFilter = w, m.minFilter = w, m.wrapS = L, m.wrapT = L, m.wrapR = L, m.generateMipmaps = !1, m.needsUpdate = !0, {
3391
+ size: o,
3392
+ texture3D: m
3393
+ };
3394
+ }
3395
+ }, Tn = {
3396
+ name: "OutputShader",
3397
+ uniforms: {
3398
+ tDiffuse: { value: null },
3399
+ toneMappingExposure: { value: 1 }
3400
+ },
3401
+ vertexShader: "\n precision highp float;\n\n uniform mat4 modelViewMatrix;\n uniform mat4 projectionMatrix;\n\n attribute vec3 position;\n attribute vec2 uv;\n\n varying vec2 vUv;\n\n void main() {\n\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }",
3402
+ fragmentShader: "\n\n precision highp float;\n\n uniform sampler2D tDiffuse;\n\n #include <tonemapping_pars_fragment>\n #include <colorspace_pars_fragment>\n\n varying vec2 vUv;\n\n void main() {\n\n gl_FragColor = texture2D( tDiffuse, vUv );\n\n // tone mapping\n\n #ifdef LINEAR_TONE_MAPPING\n\n gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );\n\n #elif defined( REINHARD_TONE_MAPPING )\n\n gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );\n\n #elif defined( CINEON_TONE_MAPPING )\n\n gl_FragColor.rgb = CineonToneMapping( gl_FragColor.rgb );\n\n #elif defined( ACES_FILMIC_TONE_MAPPING )\n\n gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );\n\n #elif defined( AGX_TONE_MAPPING )\n\n gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );\n\n #elif defined( NEUTRAL_TONE_MAPPING )\n\n gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );\n\n #elif defined( CUSTOM_TONE_MAPPING )\n\n gl_FragColor.rgb = CustomToneMapping( gl_FragColor.rgb );\n\n #endif\n\n // color space\n\n #ifdef SRGB_TRANSFER\n\n gl_FragColor = sRGBTransferOETF( gl_FragColor );\n\n #endif\n\n }"
3403
+ }, En = class extends Fe {
3404
+ constructor() {
3405
+ super(), this.isOutputPass = !0, this.uniforms = y.clone(Tn.uniforms), this.material = new oe({
3406
+ name: Tn.name,
3407
+ uniforms: this.uniforms,
3408
+ vertexShader: Tn.vertexShader,
3409
+ fragmentShader: Tn.fragmentShader
3410
+ }), this._fsQuad = new Re(this.material), this._outputColorSpace = null, this._toneMapping = null;
3411
+ }
3412
+ render(e, t, n) {
3413
+ this.uniforms.tDiffuse.value = n.texture, this.uniforms.toneMappingExposure.value = e.toneMappingExposure, (this._outputColorSpace !== e.outputColorSpace || this._toneMapping !== e.toneMapping) && (this._outputColorSpace = e.outputColorSpace, this._toneMapping = e.toneMapping, this.material.defines = {}, j.getTransfer(this._outputColorSpace) === "srgb" && (this.material.defines.SRGB_TRANSFER = ""), this._toneMapping === 1 ? this.material.defines.LINEAR_TONE_MAPPING = "" : this._toneMapping === 2 ? this.material.defines.REINHARD_TONE_MAPPING = "" : this._toneMapping === 3 ? this.material.defines.CINEON_TONE_MAPPING = "" : this._toneMapping === 4 ? this.material.defines.ACES_FILMIC_TONE_MAPPING = "" : this._toneMapping === 6 ? this.material.defines.AGX_TONE_MAPPING = "" : this._toneMapping === 7 ? this.material.defines.NEUTRAL_TONE_MAPPING = "" : this._toneMapping === 5 && (this.material.defines.CUSTOM_TONE_MAPPING = ""), this.material.needsUpdate = !0), this.renderToScreen === !0 ? (e.setRenderTarget(null), this._fsQuad.render(e)) : (e.setRenderTarget(t), this.clear && e.clear(e.autoClearColor, e.autoClearDepth, e.autoClearStencil), this._fsQuad.render(e));
3414
+ }
3415
+ dispose() {
3416
+ this.material.dispose(), this._fsQuad.dispose();
3417
+ }
3418
+ }, Dn = {
3419
+ enabled: !1,
3420
+ intensity: 1,
3421
+ lut: "Bourbon 64"
3422
+ }, On = class {
3423
+ get passRenderer() {
3424
+ return this._passRenderer;
3425
+ }
3426
+ get scene() {
3427
+ return this._scene;
3428
+ }
3429
+ get camera() {
3430
+ return this._camera;
3431
+ }
3432
+ get aspect() {
3433
+ return this._sceneRenderer.width / this._sceneRenderer.height;
3434
+ }
3435
+ get cameraChanged() {
3436
+ return this._cameraChanged;
3437
+ }
3438
+ get noOStaticFrames() {
3439
+ return this._noOStaticFrames;
3440
+ }
3441
+ get renderCacheManager() {
3442
+ return this._sceneRenderer.renderCacheManager;
3443
+ }
3444
+ get parameters() {
3445
+ return this._sceneRenderer.parameters;
3446
+ }
3447
+ get sceneRenderPass() {
3448
+ return this._sceneRenderPass;
3449
+ }
3450
+ get bakedGroundContactShadowPass() {
3451
+ return this._bakedGroundContactShadowPass;
3452
+ }
3453
+ get gBufferRenderPass() {
3454
+ return this._gBufferRenderPass;
3455
+ }
3456
+ get groundReflectionPass() {
3457
+ return this._groundReflectionPass;
3458
+ }
3459
+ get screenSpaceShadowMapPass() {
3460
+ return this._screenSpaceShadowMapPass;
3461
+ }
3462
+ get shadowAndAoPass() {
3463
+ return this._shadowAndAoPass;
3464
+ }
3465
+ get lutPassParameters() {
3466
+ return this._lutPassParameters;
3467
+ }
3468
+ get lutMaps() {
3469
+ return Array.from(this._lutMap.keys());
3470
+ }
3471
+ get outlinePass() {
3472
+ return this._outlinePass;
3473
+ }
3474
+ get outlineRenderer() {
3475
+ return this._sceneRenderer.outlineRenderer;
3476
+ }
3477
+ get debugPass() {
3478
+ return this._debugPass ??= new mn(this), this._debugPass;
3479
+ }
3480
+ get debugOutput() {
3481
+ return this._sceneRenderer.debugOutput;
3482
+ }
3483
+ constructor(e, t) {
3484
+ this.materialsNeedUpdate = !0, this._passRenderer = new qe(), this._outlinePass = null, this._debugPass = null, this._cameraUpdate = new We(), this._cameraChanged = !0, this._noUpdateNeededCount = 0, this._noOStaticFrames = 0, this._maxSamples = 1, this._passUpdateStates = {
3485
+ updateGroundReflection: !1,
3486
+ updateGBuffer: !1,
3487
+ updateScreenSpaceShadow: !1,
3488
+ updateShadowAndAoPass: !1,
3489
+ updateOutlinePass: !1,
3490
+ updateDebugPass: !1
3491
+ }, this.aoPassMapTexture = null, this._lutMap = /* @__PURE__ */ new Map(), this._lutPassParameters = Dn, this.lutPassNeedsUpdate = !1, this._renderToRenderTarget = !1, this._creator_ = e, this._sceneRenderer = t, this._maxSamples = Ue(this._sceneRenderer.renderer);
3492
+ let n = this._sceneRenderer.linearAoFilter, r = n ? this._maxSamples : 0, i = n ? this._maxSamples : 0;
3493
+ this._sceneRenderPass = new hn(this), this._bakedGroundContactShadowPass = new kt(this, this._sceneRenderer.renderer, this._sceneRenderer.groundGroup, { sharedShadowGroundPlane: this._sceneRenderer.shadowAndAoGroundPlane }), this._gBufferRenderPass = new Pt(this, {
3494
+ shared: !0,
3495
+ capabilities: this._sceneRenderer.renderer.capabilities,
3496
+ width: this._sceneRenderer.width,
3497
+ height: this._sceneRenderer.height,
3498
+ samples: r,
3499
+ textureMinificationFilter: n ? w : p,
3500
+ textureMagnificationFilter: n ? w : p
3501
+ }), this._groundReflectionPass = new It(this, this._sceneRenderer.width, this._sceneRenderer.height, this._maxSamples, {}), this._screenSpaceShadowMapPass = new Kt(this, new m(this._sceneRenderer.width, this._sceneRenderer.height), {
3502
+ samples: i,
3503
+ alwaysUpdate: !1
3504
+ }), this._shadowAndAoPass = new ut(this, this._sceneRenderer.width, this._sceneRenderer.height, r), this._lutPass = new xn({
3505
+ lut: void 0,
3506
+ intensity: 1
3507
+ }), this._outputPass = new En();
3508
+ }
3509
+ dispose() {
3510
+ this._sceneRenderPass.dispose(), this._bakedGroundContactShadowPass.dispose(), this._gBufferRenderPass.dispose(), this._groundReflectionPass.dispose(), this._screenSpaceShadowMapPass.dispose(), this._shadowAndAoPass.dispose(), this._outlinePass?.dispose(), this._lutPass.dispose(), this._outputPass.dispose(), this._passRenderTarget?.dispose(), this._passPassRenderTarget?.dispose();
3511
+ }
3512
+ setSize(e, t) {
3513
+ this._gBufferRenderPass.setSize(e, t), this._groundReflectionPass.setSize(e, t), this._screenSpaceShadowMapPass.setSize(e, t), this._shadowAndAoPass.setSize(e, t), this._outlinePass?.setSize(e, t);
3514
+ let n = this._sceneRenderer.renderer.getPixelRatio(), r = e * n, i = t * n;
3515
+ this._lutPass.setSize(r, i), this._outputPass.setSize(r, i), this._passRenderTarget?.setSize(r, i), this._passPassRenderTarget?.setSize(r, i);
3516
+ }
3517
+ loadLutImage(e, t) {
3518
+ this._lutMap.set(e, null), new Cn().load(t, (t) => {
3519
+ this._lutMap.set(e, t);
3520
+ });
3521
+ }
3522
+ loadLutCube(e, t) {
3523
+ this._lutMap.set(e, null), new Sn().load(t, (t) => {
3524
+ this._lutMap.set(e, t);
3525
+ });
3526
+ }
3527
+ loadLut3dl(e, t) {
3528
+ this._lutMap.set(e, null), new wn().load(t, (t) => {
3529
+ this._lutMap.set(e, t);
3530
+ });
3531
+ }
3532
+ createOutlinePass() {
3533
+ return this._outlinePass ||= new nn(this, new m(this._sceneRenderer.width, this._sceneRenderer.height), this.scene, this.camera, [], {
3534
+ downSampleRatio: 2,
3535
+ edgeDetectionFxaa: !0
3536
+ }), this._outlinePass;
3537
+ }
3538
+ getRenderPassRenderTarget(e) {
3539
+ return this._lutPassParameters.enabled ? (this._passRenderTarget = this._passRenderTarget ?? new u(this._sceneRenderer.width * e.getPixelRatio(), this._sceneRenderer.height * e.getPixelRatio(), {
3540
+ type: 1016,
3541
+ samples: this._maxSamples
3542
+ }), this._passRenderTarget) : null;
3543
+ }
3544
+ getPostPassRenderTarget(e) {
3545
+ return this._lutPassParameters.enabled ? (this._passPassRenderTarget = this._passPassRenderTarget ?? new u(this._sceneRenderer.width * e.getPixelRatio(), this._sceneRenderer.height * e.getPixelRatio(), { type: 1016 }), this._passPassRenderTarget) : null;
3546
+ }
3547
+ setGroundVisibility(e) {
3548
+ this._sceneRenderer.shadowAndAoGroundPlane.setVisibility(e);
3549
+ }
3550
+ updatePasses(e, t, n) {
3551
+ this._scene = t, this._camera = n, this._cameraChanged = this._cameraUpdate.changed(n);
3552
+ let r = this._evaluateIfShadowAndAoUpdateIsNeeded();
3553
+ this._renderToRenderTarget = this._lutPassParameters.enabled, this._updateSceneRenderPass(), this._updateBakedGroundContactShadowPass(), this._updateGBufferPass(r), this._updateGroundReflectionPass(r), this._updateScreenSpaceShadowPass(r), this._updateShadowAndAoPass(r), this._updateLutPass(), this._updateOutlinePass(), this._updateDebugPass();
3554
+ }
3555
+ _evaluateIfShadowAndAoUpdateIsNeeded() {
3556
+ let e = this._shadowAndAoPass.parameters.alwaysUpdate || this._screenSpaceShadowMapPass.needsUpdate || this._screenSpaceShadowMapPass.shadowTypeNeedsUpdate, t = (this._shadowAndAoPass.parameters.enabled || this._groundReflectionPass.parameters.enabled) && this._cameraChanged, n = 1;
3557
+ t && (this._noUpdateNeededCount = 0, this._noOStaticFrames = 0), e || (this._noUpdateNeededCount++, t = this._noUpdateNeededCount >= this.parameters.effectSuspendFrames, n = Math.max(0, Math.min(1, (this._noUpdateNeededCount - this.parameters.effectSuspendFrames) / this.parameters.effectFadeInFrames))), !e && n === 1 && this._noOStaticFrames++, t = e || t;
3558
+ let r = !t || n < .99 ? this.parameters.shadowOnCameraChange : Z.OFF;
3559
+ return {
3560
+ needsUpdate: t,
3561
+ shadowOnCameraChange: r,
3562
+ intensityScale: n
3563
+ };
3564
+ }
3565
+ _dynamicChanges(e) {
3566
+ return e.needsUpdate || e.shadowOnCameraChange !== Z.OFF;
3567
+ }
3568
+ _updateSceneRenderPass() {
3569
+ this._sceneRenderPass.drawWithDebugMaterial = !1;
3570
+ }
3571
+ _updateBakedGroundContactShadowPass() {
3572
+ let e = this._bakedGroundContactShadowPass.limitPlaneSize;
3573
+ this._bakedGroundContactShadowPass.limitPlaneSize = this._bakedGroundContactShadowPass.parameters.enabled, (e !== this._bakedGroundContactShadowPass.limitPlaneSize || this._bakedGroundContactShadowPass.needsUpdate) && this._bakedGroundContactShadowPass.updateBounds(this._sceneRenderer.boundingVolume, this._sceneRenderer.groundLevel), this._sceneRenderPass.drawGround = this._bakedGroundContactShadowPass.parameters.enabled || this._shadowAndAoPass.parameters.applyToMaterial;
3574
+ }
3575
+ _updateGBufferPass(e) {
3576
+ this._passUpdateStates.updateGBuffer = !1, this._gBufferRenderPass.needsUpdate = e.needsUpdate || e.shadowOnCameraChange === Z.POISSON, this.gBufferRenderPass.drawGround = this._sceneRenderer.boundingVolumeSet && this._shadowAndAoPass.parameters.aoOnGround;
3577
+ }
3578
+ _updateGroundReflectionPass(e) {
3579
+ this._passUpdateStates.updateGroundReflection = !1, this._groundReflectionPass.parameters.enabled && this._dynamicChanges(e) && (!this.parameters.suspendGroundReflection || e.needsUpdate) && (this._groundReflectionPass.reflectionFadeInScale = this.parameters.suspendGroundReflection ? e.intensityScale : 1, this._passUpdateStates.updateGroundReflection = !0);
3580
+ }
3581
+ _updateScreenSpaceShadowPass(e) {
3582
+ if (!this._dynamicChanges(e)) {
3583
+ this._passUpdateStates.updateScreenSpaceShadow = !1;
3584
+ return;
3585
+ }
3586
+ this._screenSpaceShadowMapPass.parameters.alwaysUpdate = this._shadowAndAoPass.parameters.alwaysUpdate, this._screenSpaceShadowMapPass.drawGround = this._shadowAndAoPass.parameters.shadowOnGround, this._passUpdateStates.updateScreenSpaceShadow = this._shadowAndAoPass.parameters.shadowIntensity > 0, this._passUpdateStates.updateScreenSpaceShadow = !0, this._passUpdateStates.updateGBuffer = !0;
3587
+ }
3588
+ _updateShadowAndAoPass(e) {
3589
+ if (!this._dynamicChanges(e)) {
3590
+ this._passUpdateStates.updateShadowAndAoPass = !1;
3591
+ return;
3592
+ }
3593
+ this._shadowAndAoPass.shadowAndAoPassSettings = {
3594
+ shadowMapTexture: this._screenSpaceShadowMapPass.shadowTexture,
3595
+ shadowBlurType: e.needsUpdate ? Z.FULL : e.shadowOnCameraChange,
3596
+ shadowFadeInBlurType: e.shadowOnCameraChange,
3597
+ shadowFadeInMix: 1 - e.intensityScale,
3598
+ noOStaticFrames: this.noOStaticFrames
3599
+ }, this._passUpdateStates.updateShadowAndAoPass = !0, this._passUpdateStates.updateGBuffer = !0;
3600
+ }
3601
+ _updateLutPass() {
3602
+ if (!(!this._lutPassParameters.enabled || !this.lutPassNeedsUpdate) && (this.lutPassNeedsUpdate = !1, this._lutPass.enabled = this._lutPassParameters.enabled, this._lutPass.intensity = this._lutPassParameters.intensity, this._lutMap.has(this._lutPassParameters.lut))) {
3603
+ let e = this._lutMap.get(this._lutPassParameters.lut);
3604
+ e?.texture3D && (this._lutPass.lut = e.texture3D);
3605
+ }
3606
+ }
3607
+ _updateOutlinePass() {
3608
+ if (!this.outlineRenderer.outlinePassActivated || !this.outlineRenderer.outlinePass) {
3609
+ this._passUpdateStates.updateOutlinePass = !1;
3610
+ return;
3611
+ }
3612
+ this.outlineRenderer.outlinePass.renderToScreen = !1, this.outlineRenderer.outlinePass.clearBackground = !1, this._passUpdateStates.updateOutlinePass = !0, this._passUpdateStates.updateGBuffer = !0;
3613
+ }
3614
+ _updateDebugPass() {
3615
+ if (!this.debugOutput || this.debugOutput === "" || this.debugOutput === "off") {
3616
+ this._passUpdateStates.updateDebugPass = !1;
3617
+ return;
3618
+ }
3619
+ if (this.debugOutput === "outline" && this.outlineRenderer.outlinePass) {
3620
+ this.outlineRenderer.outlinePass.clearBackground = !0, this._passUpdateStates.updateDebugPass = !1;
3621
+ return;
3622
+ }
3623
+ if (this.debugOutput === "color" || this.debugOutput === "grayscale") {
3624
+ this._passUpdateStates.updateGroundReflection = !1, this._passUpdateStates.updateGBuffer = !1, this._passUpdateStates.updateScreenSpaceShadow = !1, this._passUpdateStates.updateShadowAndAoPass = !1, this._passUpdateStates.updateOutlinePass = !1, this._passUpdateStates.updateDebugPass = !1, this._sceneRenderPass.drawWithDebugMaterial = this.debugOutput === "grayscale";
3625
+ return;
3626
+ }
3627
+ this.debugPass.debugOutput = this.debugOutput, this._passUpdateStates.updateDebugPass = !0;
3628
+ }
3629
+ _updateMaterials(e, t) {
3630
+ if (!this.materialsNeedUpdate || !this._shadowAndAoPass.parameters.applyToMaterial) return;
3631
+ this.aoPassMapTexture = this._shadowAndAoPass.denoiseRenderTargetTexture;
3632
+ let n = e.getPixelRatio();
3633
+ this.materialsNeedUpdate = !1, t.traverse((e) => {
3634
+ if (e.isMesh) {
3635
+ let t = e.material;
3636
+ t instanceof E && this._updateMaterial(e, t, n);
3637
+ }
3638
+ });
3639
+ }
3640
+ _updateMaterial(e, t, n) {
3641
+ let r = gn.addPlugin(t);
3642
+ r && (this._updatePlugInAo(r, e, t, n), this._updatePlugInReflection(r, e), t.needsUpdate = !1);
3643
+ }
3644
+ _updatePlugInAo(e, t, n, r) {
3645
+ let i = this._shadowAndAoPass.parameters.enabled && this._shadowAndAoPass.parameters.applyToMaterial && this.aoPassMapTexture !== null && (n.name === "ShadowGroundPlaneMaterial" || t.receiveShadow && (!n.transparent || n.alphaTest >= .9)), a = i && this._shadowAndAoPass.parameters.aoIntensity > .01, o = i && this._screenSpaceShadowMapPass.enabled && this._shadowAndAoPass.parameters.shadowIntensity > .01;
3646
+ e.applyAoAndShadowToAlpha = n.name === "ShadowGroundPlaneMaterial", e.aoPassMapIntensity = a ? this._shadowAndAoPass.parameters.aoIntensity * 2 : -1, e.shPassMapIntensity = o ? this._shadowAndAoPass.parameters.shadowIntensity * 2 : -1, e.aoPassMapScale = 1 / r, e.aoPassMap = this.aoPassMapTexture;
3647
+ }
3648
+ _updatePlugInReflection(e, t) {
3649
+ let n = this._groundReflectionPass.intensityRenderTarget.texture, r = t.userData.isPlanFloor && this._groundReflectionPass.parameters.enabled && (n !== null || n !== void 0), i = this._groundReflectionPass.parameters.intensity;
3650
+ e.applyReflectionPassMap = r, e.reflectionPassMapIntensity = r ? i ** .5 : 0, e.reflectionPassMapScale = 1 / (this._groundReflectionPass.parameters.renderTargetDownScale * devicePixelRatio), e.reflectionPassMap = r ? n : null;
3651
+ }
3652
+ renderPasses(e, t) {
3653
+ let n = this.getRenderPassRenderTarget(e), r = this.getPostPassRenderTarget(e);
3654
+ e.setRenderTarget(n);
3655
+ let i = V(e);
3656
+ i && this._bakedGroundContactShadowPass.renderPass(e), this._passUpdateStates.updateGBuffer && i && this._gBufferRenderPass.renderPass(e), this._passUpdateStates.updateScreenSpaceShadow && i && this._screenSpaceShadowMapPass.renderPass(e), this._passUpdateStates.updateShadowAndAoPass && i && this._shadowAndAoPass.renderPass(e), this._updateMaterials(e, t), this._sceneRenderPass.renderPass(e), this._passUpdateStates.updateGroundReflection && i && this._groundReflectionPass.renderPass(e), this._passUpdateStates.updateShadowAndAoPass && !this._shadowAndAoPass.parameters.applyToMaterial && i && this._shadowAndAoPass.renderToTarget(e), this._lutPassParameters.enabled && (e.setRenderTarget(r), this._outputPass.renderToScreen = !1, this._outputPass.render(e, e.getRenderTarget(), n, 0, !1), e.setRenderTarget(null), this._lutPass.renderToScreen = !0, this._lutPass.render(e, e.getRenderTarget(), r, 0, !1)), this._passUpdateStates.updateOutlinePass && i && this._outlinePass?.renderPass(e), this._passUpdateStates.updateDebugPass && i && this._debugPass?.renderPass(e);
3657
+ }
3658
+ };
3659
+ me([pe, fe("design:type", Object)], On.prototype, "_initData", void 0);
3660
+ //#endregion
3661
+ //#region packages/common-core/src/webgl/renderer/scene-renderer.ts
3662
+ var kn = {
3663
+ HIGHEST: "highest",
3664
+ HIGH: "high",
3665
+ MEDIUM: "medium",
3666
+ LOW: "low"
3667
+ }, An = class {
3668
+ get sceneRenderPass() {
3669
+ return this._renderPassManager.sceneRenderPass;
3670
+ }
3671
+ get bakedGroundContactShadowPass() {
3672
+ return this._renderPassManager.bakedGroundContactShadowPass;
3673
+ }
3674
+ get gBufferRenderPass() {
3675
+ return this._renderPassManager.gBufferRenderPass;
3676
+ }
3677
+ get groundReflectionPass() {
3678
+ return this._renderPassManager.groundReflectionPass;
3679
+ }
3680
+ get screenSpaceShadowMapPass() {
3681
+ return this._renderPassManager.screenSpaceShadowMapPass;
3682
+ }
3683
+ get shadowAndAoPass() {
3684
+ return this._renderPassManager.shadowAndAoPass;
3685
+ }
3686
+ get lutPassParameters() {
3687
+ return this._renderPassManager.lutPassParameters;
3688
+ }
3689
+ get lutMaps() {
3690
+ return this._renderPassManager.lutMaps;
3691
+ }
3692
+ get debugPass() {
3693
+ return this._renderPassManager.debugPass;
3694
+ }
3695
+ get shadowAndAoGroundPlane() {
3696
+ return this._shadowAndAoGroundPlane;
3697
+ }
3698
+ constructor(e, t, n, r, i) {
3699
+ this.debugOutput = "off", this.outputColorSpace = "", this.toneMapping = "", this.linearAoFilter = !0, this.environmentLights = !1, this.enableObjectSelection = !0, this.groundLevel = 0, this.uiInteractionMode = !1, this.width = 0, this.height = 0, this.boundingVolume = new He(), this.boundingVolumeSet = !1, this.renderCacheManager = new wt(), this.selectedObjects = [], this.groundGroup = new te(), this._shadingType = ft.DEFAULT, this._qualityLevel = kn.HIGHEST, this._qualityMap = /* @__PURE__ */ new Map(), this._customShadingParameters = null, this._creator_ = e, this.width = n, this.height = r, this.linearAoFilter = i ?? !0, this.renderer = t, this.renderCacheManager.registerCache("inivisibleGround", new Tt((e) => e === this.groundGroup)), this.renderCacheManager.registerCache("groundReflection", new Tt((e) => e === this.groundGroup || e.name === "dimensioning" ? !0 : !!(e instanceof x && St(e.material)))), this.renderCacheManager.registerCache("debug", new Tt()), this.renderCacheManager.registerCache("floorDepthWrite", new Et((e) => e.userData?.isFloor)), this._shadowAndAoGroundPlane = new Ye(null), this.groundGroup.rotateX(-Math.PI / 2), this._renderPassManager = new On(e, this), this.outlineRenderer = new dt(this._renderPassManager, null, {}), this.parameters = {
3700
+ gBufferRenderTargetParameters: this.gBufferRenderPass.parameters,
3701
+ bakedGroundContactShadowParameters: this.bakedGroundContactShadowPass.parameters,
3702
+ screenSpaceShadowMapParameters: this.screenSpaceShadowMapPass.parameters,
3703
+ shAndAoPassParameters: this.shadowAndAoPass.parameters,
3704
+ groundReflectionParameters: this.groundReflectionPass.parameters,
3705
+ outlineParameters: this.outlineRenderer.parameters,
3706
+ effectSuspendFrames: 0,
3707
+ effectFadeInFrames: 0,
3708
+ suspendGroundReflection: !1,
3709
+ shadowOnCameraChange: Z.OFF
3710
+ }, this._addEventListeners(this.renderer);
3711
+ }
3712
+ _addEventListeners(e) {
3713
+ e.domElement && (e.domElement.addEventListener("webglcontextlost", () => {
3714
+ console.log("webglcontextlost");
3715
+ }), e.domElement.addEventListener("webglcontextrestored", () => {
3716
+ console.log("webglcontextrestored"), this._forceEnvironmentMapUpdate(this.renderer);
3717
+ }));
3718
+ }
3719
+ dispose() {
3720
+ this._copyMaterial?.dispose(), this._renderPassManager.dispose(), this.renderer.dispose();
3721
+ }
3722
+ setSize(e, t) {
3723
+ this.width = e, this.height = t, this._renderPassManager.setSize(e, t), this.renderer.setSize(e, t);
3724
+ }
3725
+ loadLutImages(e) {
3726
+ for (let t of e) {
3727
+ let e = t.url;
3728
+ t.type === "image" ? this._renderPassManager.loadLutImage(t.name, e) : t.type === "cube" ? this._renderPassManager.loadLutCube(t.name, e) : t.type === "3dl" && this._renderPassManager.loadLut3dl(t.name, e);
3729
+ }
3730
+ }
3731
+ getQualityLevel() {
3732
+ return this._qualityLevel;
3733
+ }
3734
+ setShadingType(e) {
3735
+ this._shadingType !== e && (this._shadingType = e, this.applyCurrentParameters());
3736
+ }
3737
+ setQualityLevel(e) {
3738
+ this._qualityLevel !== e && (this._qualityMap.has(this._qualityLevel) && (this._qualityLevel = e), this.applyCurrentParameters());
3739
+ }
3740
+ setQualityMap(e) {
3741
+ this._qualityMap = e, this.applyCurrentParameters();
3742
+ }
3743
+ setCustomShadingParameters(e) {
3744
+ this._customShadingParameters = e, this.applyCurrentParameters(), this.requestUpdateOfPasses();
3745
+ }
3746
+ setQualityMapAndShadingParameters(e, t) {
3747
+ this._qualityMap = e, this._customShadingParameters = t, this.applyCurrentParameters(), this.requestUpdateOfPasses();
3748
+ }
3749
+ applyCurrentParameters() {
3750
+ let e = [];
3751
+ this._qualityMap.has(this._qualityLevel) && e.push(this._qualityMap.get(this._qualityLevel));
3752
+ let t = gt(this._shadingType);
3753
+ t && e.push(t);
3754
+ let n = ht(this.uiInteractionMode);
3755
+ if (n && e.push(n), this._customShadingParameters && e.push(_t(this._customShadingParameters)), e.length > 0) {
3756
+ let t = mt(...e);
3757
+ this.updateParameters(t), this.bakedGroundContactShadowPass.applyParameters();
3758
+ }
3759
+ }
3760
+ requestUpdateOfPasses() {
3761
+ this.gBufferRenderPass.needsUpdate = !0, this.screenSpaceShadowMapPass.needsUpdate = !0, this.shadowAndAoPass.needsUpdate = !0, this.shadowAndAoPass.softShadowPass.needsUpdate = !0, this._renderPassManager.materialsNeedUpdate = !0;
3762
+ }
3763
+ clearCache() {
3764
+ this.renderCacheManager.clearCache(), this._renderPassManager.materialsNeedUpdate = !0;
3765
+ }
3766
+ forceShadowUpdates(e) {
3767
+ this.clearCache(), this.gBufferRenderPass.needsUpdate = !0, this.screenSpaceShadowMapPass.forceShadowUpdate(), this.shadowAndAoPass.needsUpdate = !0, e && (this.bakedGroundContactShadowPass.needsUpdate = !0);
3768
+ }
3769
+ forceLutPassUpdate() {
3770
+ this._renderPassManager.lutPassNeedsUpdate = !0, this._renderPassManager.materialsNeedUpdate = !0;
3771
+ }
3772
+ updateParameters(e) {
3773
+ e.shadowType && this.screenSpaceShadowMapPass.switchType(e.shadowType), e.shAndAoPassParameters !== void 0 && this.shadowAndAoPass.updateParameters(e.shAndAoPassParameters), e.bakedGroundContactShadowParameters !== void 0 && this.bakedGroundContactShadowPass.updateParameters(e.bakedGroundContactShadowParameters), e.screenSpaceShadowMapParameters !== void 0 && this.screenSpaceShadowMapPass.updateParameters(e.screenSpaceShadowMapParameters), e.groundReflectionParameters !== void 0 && this.groundReflectionPass.updateParameters(e.groundReflectionParameters), e.outlineParameters !== void 0 && this.outlineRenderer.updateParameters(e.outlineParameters), e.effectSuspendFrames !== void 0 && (this.parameters.effectSuspendFrames = e.effectSuspendFrames), e.effectFadeInFrames !== void 0 && (this.parameters.effectFadeInFrames = e.effectFadeInFrames), e.suspendGroundReflection !== void 0 && (this.parameters.suspendGroundReflection = e.suspendGroundReflection), e.shadowOnCameraChange !== void 0 && (this.parameters.shadowOnCameraChange = e.shadowOnCameraChange);
3774
+ }
3775
+ addRectAreaLight(e, t) {
3776
+ this.environmentLights = !1, this.screenSpaceShadowMapPass.addRectAreaLight(e, t), this.shadowAndAoPass.needsUpdate = !0;
3777
+ }
3778
+ updateRectAreaLights(e, t) {
3779
+ e.length > 0 && (this.environmentLights = !1), this.screenSpaceShadowMapPass.updateRectAreaLights(e, t), this.shadowAndAoPass.needsUpdate = !0;
3780
+ }
3781
+ createShadowFromLightSources(e, t) {
3782
+ this.environmentLights = !0, this.screenSpaceShadowMapPass.createShadowFromLightSources(e, t), this.shadowAndAoPass.needsUpdate = !0;
3783
+ }
3784
+ selectObjects(e) {
3785
+ this.selectedObjects = e;
3786
+ }
3787
+ updateBounds(e, t) {
3788
+ this.clearCache();
3789
+ let n = e.clone();
3790
+ n.min.y > this.groundLevel && (n.min.y = this.groundLevel), this.boundingVolumeSet = !0, this.gBufferRenderPass.groundDepthWrite = this.shadowAndAoPass.parameters.aoOnGround, this.boundingVolume.updateFromBox(n);
3791
+ let r = this.boundingVolume.size, i = (r.x + r.y + r.z) / 3, a = Math.min(r.x, r.y, r.z), o = Math.max(r.x, r.y, r.z), s = a < .5 ? a / .5 : r.z > 5 ? r.z / 5 : 1;
3792
+ this.bakedGroundContactShadowPass.setScale(t ? i : s, i), this.groundReflectionPass.updateBounds(this.groundLevel, Math.min(1, o)), this.screenSpaceShadowMapPass.updateBounds(this.boundingVolume, i), this.shadowAndAoPass.updateBounds(this.boundingVolume, t ? i : Math.min(1, o * 2));
3793
+ }
3794
+ updateNearAndFarPlaneOfPerspectiveCamera(e, t) {
3795
+ let n = this.boundingVolume.getNearAndFarForPerspectiveCamera(e.position, 3);
3796
+ e.near = Math.max(1e-5, n[0] * .9), e.far = Math.max(t ?? e.near, n[1]), e.updateProjectionMatrix();
3797
+ }
3798
+ _forceEnvironmentMapUpdate(e) {
3799
+ let t = e.userData;
3800
+ if (t?.environmentTexture) {
3801
+ let e = t.environmentTexture;
3802
+ t.environmentTexture = void 0, e.dispose();
3803
+ }
3804
+ }
3805
+ _updateEnvironment(e, t) {
3806
+ if (!t.userData?.environmentDefinition) return;
3807
+ e.userData ||= {};
3808
+ let n = e.userData;
3809
+ if (t.userData?.environmentDefinition.needsUpdate || !n.environmentTexture || n.environmentDefinition !== t.userData.environmentDefinition) {
3810
+ let r = t.userData.environmentDefinition;
3811
+ if (n.environmentDefinition = r, n.environmentTexture = r.createNewEnvironment(e), t.userData.shadowFromEnvironment && V(e)) {
3812
+ let e = r.maxNoOfLightSources;
3813
+ e !== void 0 && (this.screenSpaceShadowMapPass.parameters.maximumNumberOfLightSources = e), this.createShadowFromLightSources(t, r.lightSources);
3814
+ }
3815
+ }
3816
+ t.environment = n?.environmentTexture, t.userData.showEnvironmentBackground ? t.background = t.environment : t.background === t.environment && (t.background = null);
3817
+ }
3818
+ render(e, t) {
3819
+ e.add(this.groundGroup), this._updateEnvironment(this.renderer, e), this.outlineRenderer.updateOutline(e, t, this.enableObjectSelection ? this.selectedObjects : []), this._renderPassManager.updatePasses(this.renderer, e, t), this._renderPassManager.renderPasses(this.renderer, e), e.remove(this.groundGroup);
3820
+ }
3821
+ };
3822
+ me([pe, fe("design:type", Object)], An.prototype, "_initData", void 0);
3823
+ //#endregion
3824
+ export { Bt as a, Xe as c, Ce as d, un as i, be as l, An as n, ft as o, ln as r, Z as s, kn as t, xe as u };
3825
+
3826
+ //# sourceMappingURL=scene-renderer-D8HkTFeZ.mjs.map