@shapediver/viewer.rendering-engine.rendering-engine-threejs 3.14.3 → 3.14.5

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Files changed (30) hide show
  1. package/dist/loaders/MaterialLoader.d.ts +1 -1
  2. package/package.json +17 -17
  3. package/dist/injectors/Tag3dGeometryCreationInjector.d.ts +0 -10
  4. package/dist/injectors/Tag3dGeometryCreationInjector.d.ts.map +0 -1
  5. package/dist/injectors/Tag3dGeometryCreationInjector.js +0 -5277
  6. package/dist/injectors/Tag3dGeometryCreationInjector.js.map +0 -1
  7. package/dist/interfaces/IPostProcessingEffectDefinitions.d.ts +0 -307
  8. package/dist/interfaces/IPostProcessingEffectDefinitions.d.ts.map +0 -1
  9. package/dist/interfaces/IPostProcessingEffectDefinitions.js +0 -31
  10. package/dist/interfaces/IPostProcessingEffectDefinitions.js.map +0 -1
  11. package/dist/managers/postprocessing/ao/hbao/shader/hbao_utils.d.ts +0 -2
  12. package/dist/managers/postprocessing/ao/hbao/shader/hbao_utils.d.ts.map +0 -1
  13. package/dist/managers/postprocessing/ao/hbao/shader/hbao_utils.js +0 -99
  14. package/dist/managers/postprocessing/ao/hbao/shader/hbao_utils.js.map +0 -1
  15. package/dist/managers/postprocessing/utils/TransparencyAwareNormalPass.d.ts +0 -31
  16. package/dist/managers/postprocessing/utils/TransparencyAwareNormalPass.d.ts.map +0 -1
  17. package/dist/managers/postprocessing/utils/TransparencyAwareNormalPass.js +0 -120
  18. package/dist/managers/postprocessing/utils/TransparencyAwareNormalPass.js.map +0 -1
  19. package/dist/managers/sceneTree/ThreeJsDataManager.d.ts +0 -1
  20. package/dist/managers/sceneTree/ThreeJsDataManager.d.ts.map +0 -1
  21. package/dist/managers/sceneTree/ThreeJsDataManager.js +0 -2
  22. package/dist/managers/sceneTree/ThreeJsDataManager.js.map +0 -1
  23. package/dist/three/font.d.ts +0 -2365
  24. package/dist/three/font.d.ts.map +0 -1
  25. package/dist/three/font.js +0 -6
  26. package/dist/three/font.js.map +0 -1
  27. package/dist/three/loaders/FontLoader.d.ts +0 -15
  28. package/dist/three/loaders/FontLoader.d.ts.map +0 -1
  29. package/dist/three/loaders/FontLoader.js +0 -118
  30. package/dist/three/loaders/FontLoader.js.map +0 -1
@@ -1,99 +0,0 @@
1
- "use strict";
2
- 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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-
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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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-
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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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-
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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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-
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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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-
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- return worldSpacePosition.xyz;
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- }
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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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-
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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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-
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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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-
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- return (a * t1) + (b * t2);
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- }
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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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-
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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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-
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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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-
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- #define PI 3.14159265358979323846264338327950288
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-
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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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-
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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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-
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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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- `;
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- //# sourceMappingURL=hbao_utils.js.map
@@ -1 +0,0 @@
1
- {"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"}
@@ -1,31 +0,0 @@
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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
@@ -1 +0,0 @@
1
- {"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"}
@@ -1,120 +0,0 @@
1
- "use strict";
2
- Object.defineProperty(exports, "__esModule", { value: true });
3
- 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.
9
- */
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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;
37
- }
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- set mainCamera(value) {
39
- this._camera = value;
40
- }
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- get texture() {
42
- var _a;
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- return (_a = this._renderTarget) === null || _a === void 0 ? void 0 : _a.texture;
44
- }
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- get depthTexture() {
46
- var _a;
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- return (_a = this._renderTarget) === null || _a === void 0 ? void 0 : _a.depthTexture;
48
- }
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- get resolution() {
50
- return this._resolution;
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- }
52
- 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
56
- if (Array.isArray(originalMaterial)) {
57
- 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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- }
62
- }
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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;
66
- }
67
- // If the material is not transparent or has full opacity, treat it as opaque
68
- if (!isTransparent || materialOpacity >= 1.0) {
69
- materialOpacity = 1.0;
70
- }
71
- // Create a normal material that considers opacity
72
- const normalMaterial = new three_1.MeshNormalMaterial();
73
- normalMaterial.side = originalMaterial.side || 2; // DoubleSide by default
74
- normalMaterial.userData.materialOpacity = { value: materialOpacity };
75
- normalMaterial.onBeforeCompile = (shader) => {
76
- shader.uniforms.materialOpacity = normalMaterial.userData.materialOpacity;
77
- shader.fragmentShader = /* glsl */ `
78
- uniform float materialOpacity;
79
- ${shader.fragmentShader.replace("gl_FragColor = vec4( packNormalToRGB( normal ), opacity );", "gl_FragColor = vec4( packNormalToRGB( normal ), opacity * materialOpacity );")}
80
- `;
81
- };
82
- return normalMaterial;
83
- }
84
- render(renderer) {
85
- // Store original materials and apply transparency-aware normal materials
86
- this._originalMaterials.clear();
87
- this._scene.traverse((object) => {
88
- if (object instanceof three_1.Mesh && object.material) {
89
- this._originalMaterials.set(object, object.material);
90
- object.material = this.createTransparencyAwareNormalMaterial(object.material);
91
- }
92
- });
93
- // Store original background and clear settings
94
- const originalBackground = this._scene.background;
95
- const originalClearAlpha = renderer.getClearAlpha();
96
- // Configure for normal rendering
97
- 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
@@ -1 +0,0 @@
1
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1
- //# sourceMappingURL=ThreeJsDataManager.d.ts.map
@@ -1 +0,0 @@
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- {"version":3,"file":"ThreeJsDataManager.d.ts","sourceRoot":"","sources":["../../../src/managers/sceneTree/ThreeJsDataManager.ts"],"names":[],"mappings":""}
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1
- "use strict";
2
- //# sourceMappingURL=ThreeJsDataManager.js.map
@@ -1 +0,0 @@
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- {"version":3,"file":"ThreeJsDataManager.js","sourceRoot":"","sources":["../../../src/managers/sceneTree/ThreeJsDataManager.ts"],"names":[],"mappings":""}