@shapediver/viewer.rendering-engine.rendering-engine-threejs 3.14.3 → 3.14.4
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.
- package/dist/loaders/MaterialLoader.d.ts +1 -1
- package/package.json +17 -17
- package/dist/injectors/Tag3dGeometryCreationInjector.d.ts +0 -10
- package/dist/injectors/Tag3dGeometryCreationInjector.d.ts.map +0 -1
- package/dist/injectors/Tag3dGeometryCreationInjector.js +0 -5277
- package/dist/injectors/Tag3dGeometryCreationInjector.js.map +0 -1
- package/dist/interfaces/IPostProcessingEffectDefinitions.d.ts +0 -307
- package/dist/interfaces/IPostProcessingEffectDefinitions.d.ts.map +0 -1
- package/dist/interfaces/IPostProcessingEffectDefinitions.js +0 -31
- package/dist/interfaces/IPostProcessingEffectDefinitions.js.map +0 -1
- package/dist/managers/postprocessing/ao/hbao/shader/hbao_utils.d.ts +0 -2
- package/dist/managers/postprocessing/ao/hbao/shader/hbao_utils.d.ts.map +0 -1
- package/dist/managers/postprocessing/ao/hbao/shader/hbao_utils.js +0 -99
- package/dist/managers/postprocessing/ao/hbao/shader/hbao_utils.js.map +0 -1
- package/dist/managers/postprocessing/utils/TransparencyAwareNormalPass.d.ts +0 -31
- package/dist/managers/postprocessing/utils/TransparencyAwareNormalPass.d.ts.map +0 -1
- package/dist/managers/postprocessing/utils/TransparencyAwareNormalPass.js +0 -120
- package/dist/managers/postprocessing/utils/TransparencyAwareNormalPass.js.map +0 -1
- package/dist/managers/sceneTree/ThreeJsDataManager.d.ts +0 -1
- package/dist/managers/sceneTree/ThreeJsDataManager.d.ts.map +0 -1
- package/dist/managers/sceneTree/ThreeJsDataManager.js +0 -2
- package/dist/managers/sceneTree/ThreeJsDataManager.js.map +0 -1
- package/dist/three/font.d.ts +0 -2365
- package/dist/three/font.d.ts.map +0 -1
- package/dist/three/font.js +0 -6
- package/dist/three/font.js.map +0 -1
- package/dist/three/loaders/FontLoader.d.ts +0 -15
- package/dist/three/loaders/FontLoader.d.ts.map +0 -1
- package/dist/three/loaders/FontLoader.js +0 -118
- package/dist/three/loaders/FontLoader.js.map +0 -1
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"use strict";
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.hbao_utils = void 0;
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exports.hbao_utils = `
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#include <sampleBlueNoise>
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uniform sampler2D normalTexture;
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uniform float cameraNear;
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uniform float cameraFar;
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uniform mat4 projectionMatrixInverse;
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uniform mat4 cameraMatrixWorld;
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// source: https://github.com/mrdoob/three.js/blob/342946c8392639028da439b6dc0597e58209c696/examples/js/shaders/SAOShader.js#L123
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float getViewZ(const float depth) {
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#ifdef PERSPECTIVE_CAMERA
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return perspectiveDepthToViewZ(depth, cameraNear, cameraFar);
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#else
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return orthographicDepthToViewZ(depth, cameraNear, cameraFar);
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#endif
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}
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// source: https://github.com/N8python/ssao/blob/master/EffectShader.js#L52
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vec3 getWorldPos(const float depth, const vec2 coord) {
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float z = depth * 2.0 - 1.0;
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vec4 clipSpacePosition = vec4(coord * 2.0 - 1.0, z, 1.0);
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vec4 viewSpacePosition = projectionMatrixInverse * clipSpacePosition;
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// Perspective division
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vec4 worldSpacePosition = cameraMatrixWorld * viewSpacePosition;
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worldSpacePosition.xyz /= worldSpacePosition.w;
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return worldSpacePosition.xyz;
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}
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vec3 slerp(const vec3 a, const vec3 b, const float t) {
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float cosAngle = dot(a, b);
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float angle = acos(cosAngle);
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if (abs(angle) < 0.001) {
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return mix(a, b, t);
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}
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float sinAngle = sin(angle);
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float t1 = sin((1.0 - t) * angle) / sinAngle;
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float t2 = sin(t * angle) / sinAngle;
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return (a * t1) + (b * t2);
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}
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vec3 computeWorldNormal() {
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vec2 size = vec2(textureSize(depthTexture, 0));
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ivec2 p = ivec2(vUv * size);
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float c0 = texelFetch(depthTexture, p, 0).x;
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float l2 = texelFetch(depthTexture, p - ivec2(2, 0), 0).x;
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float l1 = texelFetch(depthTexture, p - ivec2(1, 0), 0).x;
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float r1 = texelFetch(depthTexture, p + ivec2(1, 0), 0).x;
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float r2 = texelFetch(depthTexture, p + ivec2(2, 0), 0).x;
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float b2 = texelFetch(depthTexture, p - ivec2(0, 2), 0).x;
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float b1 = texelFetch(depthTexture, p - ivec2(0, 1), 0).x;
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float t1 = texelFetch(depthTexture, p + ivec2(0, 1), 0).x;
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float t2 = texelFetch(depthTexture, p + ivec2(0, 2), 0).x;
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float dl = abs((2.0 * l1 - l2) - c0);
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float dr = abs((2.0 * r1 - r2) - c0);
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float db = abs((2.0 * b1 - b2) - c0);
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float dt = abs((2.0 * t1 - t2) - c0);
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vec3 ce = getWorldPos(c0, vUv).xyz;
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vec3 dpdx = (dl < dr) ? ce - getWorldPos(l1, (vUv - vec2(1.0 / size.x, 0.0))).xyz
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: -ce + getWorldPos(r1, (vUv + vec2(1.0 / size.x, 0.0))).xyz;
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vec3 dpdy = (db < dt) ? ce - getWorldPos(b1, (vUv - vec2(0.0, 1.0 / size.y))).xyz
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: -ce + getWorldPos(t1, (vUv + vec2(0.0, 1.0 / size.y))).xyz;
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return normalize(cross(dpdx, dpdy));
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}
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vec3 getWorldNormal(const vec2 uv) {
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#ifdef useNormalTexture
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vec3 worldNormal = unpackRGBToNormal(textureLod(normalTexture, uv, 0.).rgb);
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worldNormal = (vec4(worldNormal, 1.) * viewMatrix).xyz; // view-space to world-space
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return normalize(worldNormal);
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#else
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return computeWorldNormal(); // compute world normal from depth
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#endif
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}
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#define PI 3.14159265358979323846264338327950288
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// source: https://www.shadertoy.com/view/cll3R4
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vec3 cosineSampleHemisphere(const vec3 n, const vec2 u) {
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float r = sqrt(u.x);
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float theta = 2.0 * PI * u.y;
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vec3 b = normalize(cross(n, vec3(0.0, 1.0, 1.0)));
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vec3 t = cross(b, n);
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return normalize(r * sin(theta) * b + sqrt(1.0 - u.x) * n + r * cos(theta) * t);
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}
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`;
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//# sourceMappingURL=hbao_utils.js.map
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{"version":3,"file":"hbao_utils.js","sourceRoot":"","sources":["../../../../../../src/managers/postprocessing/ao/hbao/shader/hbao_utils.ts"],"names":[],"mappings":";;;AAAa,QAAA,UAAU,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8FzB,CAAA"}
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import { Pass, Resolution } from "postprocessing";
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import { Camera, DepthTexture, Scene, Texture, WebGLRenderer, WebGLRenderTarget } from "three";
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/**
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* A pass that renders normals and depth with transparency awareness.
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* Objects with lower opacity will have reduced contribution to the normal and depth buffers.
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*/
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export declare class TransparencyAwareNormalPass extends Pass {
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private _scene;
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private _camera;
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private _renderTarget;
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private _resolution;
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private _depthTexture;
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private _originalMaterials;
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constructor(scene: Scene, camera: Camera, { renderTarget, resolutionScale, width, height, resolutionX, resolutionY, }?: {
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renderTarget?: WebGLRenderTarget;
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resolutionScale?: number;
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resolutionX?: number;
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resolutionY?: number;
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width?: number;
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height?: number;
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});
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set mainScene(value: Scene);
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set mainCamera(value: Camera);
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get texture(): Texture | undefined;
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get depthTexture(): DepthTexture | undefined;
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get resolution(): Resolution;
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private createTransparencyAwareNormalMaterial;
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render(renderer: WebGLRenderer): void;
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setSize(width: number, height: number): void;
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}
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//# sourceMappingURL=TransparencyAwareNormalPass.d.ts.map
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{"version":3,"file":"TransparencyAwareNormalPass.d.ts","sourceRoot":"","sources":["../../../../src/managers/postprocessing/utils/TransparencyAwareNormalPass.ts"],"names":[],"mappings":"AAAA,OAAO,EAAC,IAAI,EAAE,UAAU,EAAC,MAAM,gBAAgB,CAAC;AAChD,OAAO,EACN,MAAM,EAGN,YAAY,EAKZ,KAAK,EACL,OAAO,EAGP,aAAa,EACb,iBAAiB,EAEjB,MAAM,OAAO,CAAC;AAEf;;;GAGG;AACH,qBAAa,2BAA4B,SAAQ,IAAI;IACpD,OAAO,CAAC,MAAM,CAAQ;IACtB,OAAO,CAAC,OAAO,CAAS;IACxB,OAAO,CAAC,aAAa,CAAoB;IACzC,OAAO,CAAC,WAAW,CAAa;IAChC,OAAO,CAAC,aAAa,CAAe;IACpC,OAAO,CAAC,kBAAkB,CAA+C;gBAGxE,KAAK,EAAE,KAAK,EACZ,MAAM,EAAE,MAAM,EACd,EACC,YAAY,EACZ,eAAqB,EACrB,KAA4B,EAC5B,MAA6B,EAC7B,WAAmB,EACnB,WAAoB,GACpB,GAAE;QACF,YAAY,CAAC,EAAE,iBAAiB,CAAC;QACjC,eAAe,CAAC,EAAE,MAAM,CAAC;QACzB,WAAW,CAAC,EAAE,MAAM,CAAC;QACrB,WAAW,CAAC,EAAE,MAAM,CAAC;QACrB,KAAK,CAAC,EAAE,MAAM,CAAC;QACf,MAAM,CAAC,EAAE,MAAM,CAAC;KACX;IAqCP,IAAI,SAAS,CAAC,KAAK,EAAE,KAAK,EAEzB;IAED,IAAI,UAAU,CAAC,KAAK,EAAE,MAAM,EAE3B;IAED,IAAI,OAAO,IAAI,OAAO,GAAG,SAAS,CAEjC;IAED,IAAI,YAAY,IAAI,YAAY,GAAG,SAAS,CAE3C;IAED,IAAI,UAAU,IAAI,UAAU,CAE3B;IAED,OAAO,CAAC,qCAAqC;IA0C7C,MAAM,CAAC,QAAQ,EAAE,aAAa,GAAG,IAAI;IAkCrC,OAAO,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;CAK5C"}
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"use strict";
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.TransparencyAwareNormalPass = void 0;
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const postprocessing_1 = require("postprocessing");
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const three_1 = require("three");
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/**
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* A pass that renders normals and depth with transparency awareness.
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* Objects with lower opacity will have reduced contribution to the normal and depth buffers.
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*/
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class TransparencyAwareNormalPass extends postprocessing_1.Pass {
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constructor(scene, camera, { renderTarget, resolutionScale = 1.0, width = postprocessing_1.Resolution.AUTO_SIZE, height = postprocessing_1.Resolution.AUTO_SIZE, resolutionX = width, resolutionY = height, } = {}) {
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super("TransparencyAwareNormalPass");
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this._originalMaterials = new Map();
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this.needsSwap = false;
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this._scene = scene;
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this._camera = camera;
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this._renderTarget = renderTarget || new three_1.WebGLRenderTarget(1, 1, {
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minFilter: three_1.NearestFilter,
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magFilter: three_1.NearestFilter,
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});
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this._renderTarget.texture.name = "TransparencyAwareNormalPass.Target";
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this._depthTexture = new three_1.DepthTexture(1, 1);
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this._renderTarget.depthTexture = this._depthTexture;
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this._renderTarget.dispose();
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if (this._renderTarget.stencilBuffer) {
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this._depthTexture.format = three_1.DepthStencilFormat;
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this._depthTexture.type = three_1.UnsignedInt248Type;
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}
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else {
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this._depthTexture.type = three_1.UnsignedIntType;
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}
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this._resolution = new postprocessing_1.Resolution(this, resolutionX, resolutionY, resolutionScale);
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this._resolution.addEventListener("change", (e) => this.setSize(this._resolution.baseWidth, this._resolution.baseHeight));
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}
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set mainScene(value) {
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this._scene = value;
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}
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set mainCamera(value) {
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this._camera = value;
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}
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get texture() {
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var _a;
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return (_a = this._renderTarget) === null || _a === void 0 ? void 0 : _a.texture;
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}
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get depthTexture() {
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var _a;
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return (_a = this._renderTarget) === null || _a === void 0 ? void 0 : _a.depthTexture;
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}
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get resolution() {
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return this._resolution;
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}
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createTransparencyAwareNormalMaterial(originalMaterial) {
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let materialOpacity = 1.0;
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let isTransparent = false;
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// Extract opacity and transparency from the original material
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if (Array.isArray(originalMaterial)) {
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const materialWithOpacity = originalMaterial.find((mat) => "opacity" in mat && typeof mat.opacity === "number");
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if (materialWithOpacity) {
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materialOpacity = materialWithOpacity.opacity;
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isTransparent = materialWithOpacity.transparent || materialOpacity < 1.0;
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}
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}
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else if ("opacity" in originalMaterial && typeof originalMaterial.opacity === "number") {
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materialOpacity = originalMaterial.opacity;
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isTransparent = originalMaterial.transparent || materialOpacity < 1.0;
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}
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// If the material is not transparent or has full opacity, treat it as opaque
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if (!isTransparent || materialOpacity >= 1.0) {
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materialOpacity = 1.0;
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}
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// Create a normal material that considers opacity
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const normalMaterial = new three_1.MeshNormalMaterial();
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normalMaterial.side = originalMaterial.side || 2; // DoubleSide by default
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normalMaterial.userData.materialOpacity = { value: materialOpacity };
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normalMaterial.onBeforeCompile = (shader) => {
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shader.uniforms.materialOpacity = normalMaterial.userData.materialOpacity;
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shader.fragmentShader = /* glsl */ `
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uniform float materialOpacity;
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${shader.fragmentShader.replace("gl_FragColor = vec4( packNormalToRGB( normal ), opacity );", "gl_FragColor = vec4( packNormalToRGB( normal ), opacity * materialOpacity );")}
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`;
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};
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return normalMaterial;
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}
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render(renderer) {
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// Store original materials and apply transparency-aware normal materials
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this._originalMaterials.clear();
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this._scene.traverse((object) => {
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if (object instanceof three_1.Mesh && object.material) {
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this._originalMaterials.set(object, object.material);
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object.material = this.createTransparencyAwareNormalMaterial(object.material);
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}
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});
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// Store original background and clear settings
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const originalBackground = this._scene.background;
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const originalClearAlpha = renderer.getClearAlpha();
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// Configure for normal rendering
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this._scene.background = new three_1.Color(0x7777ff); // Background color for normals
|
|
98
|
-
renderer.setClearAlpha(1.0);
|
|
99
|
-
// Render to target
|
|
100
|
-
renderer.setRenderTarget(this._renderTarget);
|
|
101
|
-
renderer.render(this._scene, this._camera);
|
|
102
|
-
// Restore original materials
|
|
103
|
-
this._originalMaterials.forEach((originalMaterial, mesh) => {
|
|
104
|
-
mesh.material = originalMaterial;
|
|
105
|
-
});
|
|
106
|
-
this._originalMaterials.clear();
|
|
107
|
-
// Restore original settings
|
|
108
|
-
renderer.setRenderTarget(null);
|
|
109
|
-
renderer.setClearAlpha(originalClearAlpha);
|
|
110
|
-
this._scene.background = originalBackground;
|
|
111
|
-
}
|
|
112
|
-
setSize(width, height) {
|
|
113
|
-
var _a;
|
|
114
|
-
const resolution = this._resolution;
|
|
115
|
-
resolution.setBaseSize(width, height);
|
|
116
|
-
(_a = this._renderTarget) === null || _a === void 0 ? void 0 : _a.setSize(resolution.width, resolution.height);
|
|
117
|
-
}
|
|
118
|
-
}
|
|
119
|
-
exports.TransparencyAwareNormalPass = TransparencyAwareNormalPass;
|
|
120
|
-
//# sourceMappingURL=TransparencyAwareNormalPass.js.map
|
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@@ -1 +0,0 @@
|
|
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1
|
-
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|
@@ -1 +0,0 @@
|
|
|
1
|
-
//# sourceMappingURL=ThreeJsDataManager.d.ts.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"ThreeJsDataManager.d.ts","sourceRoot":"","sources":["../../../src/managers/sceneTree/ThreeJsDataManager.ts"],"names":[],"mappings":""}
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"ThreeJsDataManager.js","sourceRoot":"","sources":["../../../src/managers/sceneTree/ThreeJsDataManager.ts"],"names":[],"mappings":""}
|