@takram/three-geospatial 0.0.1-alpha.5 → 0.0.1-alpha.7
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/build/index.cjs +1 -43
- package/build/index.cjs.map +1 -1
- package/build/index.js +403 -787
- package/build/index.js.map +1 -1
- package/build/r3f.js +2 -2
- package/build/shaders.cjs +397 -0
- package/build/shaders.cjs.map +1 -0
- package/build/shaders.js +408 -0
- package/build/shaders.js.map +1 -0
- package/package.json +7 -3
- package/src/DataLoader.ts +1 -0
- package/src/STBNLoader.ts +21 -0
- package/src/Texture3DLoader.ts +81 -0
- package/src/bufferGeometry.ts +2 -2
- package/src/constants.ts +6 -0
- package/src/defineShorthand.ts +68 -0
- package/src/index.ts +5 -10
- package/src/math.ts +36 -1
- package/src/r3f/index.ts +1 -0
- package/src/r3f/types.ts +63 -0
- package/src/resolveIncludes.test.ts +21 -0
- package/src/resolveIncludes.ts +22 -0
- package/src/shaders/cascadedShadowMaps.glsl +79 -0
- package/src/shaders/depth.glsl +3 -1
- package/src/shaders/generators.glsl +9 -0
- package/src/shaders/index.ts +19 -0
- package/src/shaders/math.glsl +92 -0
- package/src/shaders/poissonDisk.glsl +23 -0
- package/src/shaders/raySphereIntersection.glsl +134 -0
- package/src/shaders/turbo.glsl +9 -0
- package/src/typedArrayParsers.ts +19 -8
- package/src/types.ts +5 -51
- package/src/unrollLoops.ts +23 -0
- package/types/DataLoader.d.ts +4 -4
- package/types/STBNLoader.d.ts +1 -0
- package/types/Texture3DLoader.d.ts +5 -0
- package/types/TypedArrayLoader.d.ts +3 -3
- package/types/constants.d.ts +4 -0
- package/types/defineShorthand.d.ts +16 -0
- package/types/index.d.ts +5 -3
- package/types/math.d.ts +4 -1
- package/types/r3f/index.d.ts +1 -0
- package/types/r3f/types.d.ts +21 -0
- package/types/resolveIncludes.d.ts +5 -0
- package/types/shaders/index.d.ts +9 -0
- package/types/types.d.ts +5 -20
- package/types/unrollLoops.d.ts +1 -0
package/build/shaders.js
ADDED
@@ -0,0 +1,408 @@
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const n = `// Reference: https://github.com/mrdoob/three.js/blob/r171/examples/jsm/csm/CSMShader.js
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#ifndef SHADOW_CASCADE_COUNT
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#error "SHADOW_CASCADE_COUNT macro must be defined."
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#endif // SHADOW_CASCADE_COUNT
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int getCascadeIndex(
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const mat4 viewMatrix,
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const vec3 worldPosition,
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const vec2 intervals[SHADOW_CASCADE_COUNT],
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const float near,
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const float far
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) {
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vec4 viewPosition = viewMatrix * vec4(worldPosition, 1.0);
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float depth = viewZToOrthographicDepth(viewPosition.z, near, far);
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vec2 interval;
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#pragma unroll_loop_start
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for (int i = 0; i < 4; ++i) {
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#if UNROLLED_LOOP_INDEX < SHADOW_CASCADE_COUNT
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interval = intervals[i];
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if (depth >= interval.x && depth < interval.y) {
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return UNROLLED_LOOP_INDEX;
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}
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#endif // UNROLLED_LOOP_INDEX < SHADOW_CASCADE_COUNT
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}
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#pragma unroll_loop_end
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return SHADOW_CASCADE_COUNT - 1;
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}
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int getFadedCascadeIndex(
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const mat4 viewMatrix,
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const vec3 worldPosition,
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const vec2 intervals[SHADOW_CASCADE_COUNT],
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const float near,
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const float far,
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const float jitter
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) {
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vec4 viewPosition = viewMatrix * vec4(worldPosition, 1.0);
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float depth = viewZToOrthographicDepth(viewPosition.z, near, far);
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vec2 interval;
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float intervalCenter;
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float closestEdge;
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float margin;
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int nextIndex = -1;
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int prevIndex = -1;
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float alpha;
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#pragma unroll_loop_start
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for (int i = 0; i < 4; ++i) {
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#if UNROLLED_LOOP_INDEX < SHADOW_CASCADE_COUNT
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interval = intervals[i];
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intervalCenter = (interval.x + interval.y) * 0.5;
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closestEdge = depth < intervalCenter ? interval.x : interval.y;
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margin = closestEdge * closestEdge * 0.5;
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interval += margin * vec2(-0.5, 0.5);
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#if UNROLLED_LOOP_INDEX < SHADOW_CASCADE_COUNT - 1
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if (depth >= interval.x && depth < interval.y) {
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prevIndex = nextIndex;
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nextIndex = UNROLLED_LOOP_INDEX;
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alpha = saturate(min(depth - interval.x, interval.y - depth) / margin);
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}
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#else // UNROLLED_LOOP_INDEX < SHADOW_CASCADE_COUNT - 1
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// Don't fade out the last cascade.
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if (depth >= interval.x) {
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prevIndex = nextIndex;
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nextIndex = UNROLLED_LOOP_INDEX;
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alpha = saturate((depth - interval.x) / margin);
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}
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#endif // UNROLLED_LOOP_INDEX < SHADOW_CASCADE_COUNT - 1
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#endif // UNROLLED_LOOP_INDEX < SHADOW_CASCADE_COUNT
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}
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#pragma unroll_loop_end
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return jitter <= alpha
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? nextIndex
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: prevIndex;
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}
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`, e = `// cSpell:words logdepthbuf
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float reverseLogDepth(const float depth, const float near, const float far) {
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#ifdef USE_LOGDEPTHBUF
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float d = pow(2.0, depth * log2(far + 1.0)) - 1.0;
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float a = far / (far - near);
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float b = far * near / (near - far);
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return a + b / d;
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#else // USE_LOGDEPTHBUF
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return depth;
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#endif // USE_LOGDEPTHBUF
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}
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float linearizeDepth(const float depth, const float near, const float far) {
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float ndc = depth * 2.0 - 1.0;
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return 2.0 * near * far / (far + near - ndc * (far - near));
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}
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`, t = `float checker(const vec2 uv, const vec2 repeats) {
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vec2 c = floor(repeats * uv);
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float result = mod(c.x + c.y, 2.0);
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return sign(result);
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}
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float checker(const vec2 uv, const float repeats) {
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return checker(uv, vec2(repeats));
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}
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`, c = `#if !defined(saturate)
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#define saturate(a) clamp(a, 0.0, 1.0)
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#endif // !defined(saturate)
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float remap(const float x, const float min1, const float max1, const float min2, const float max2) {
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return min2 + (x - min1) / (max1 - min1) * (max2 - min2);
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}
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vec2 remap(const vec2 x, const vec2 min1, const vec2 max1, const vec2 min2, const vec2 max2) {
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return min2 + (x - min1) / (max1 - min1) * (max2 - min2);
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}
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vec3 remap(const vec3 x, const vec3 min1, const vec3 max1, const vec3 min2, const vec3 max2) {
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return min2 + (x - min1) / (max1 - min1) * (max2 - min2);
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}
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vec4 remap(const vec4 x, const vec4 min1, const vec4 max1, const vec4 min2, const vec4 max2) {
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return min2 + (x - min1) / (max1 - min1) * (max2 - min2);
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}
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float remapClamped(
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const float x,
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const float min1,
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const float max1,
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const float min2,
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const float max2
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) {
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return clamp(min2 + (x - min1) / (max1 - min1) * (max2 - min2), min2, max2);
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}
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vec2 remapClamped(
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const vec2 x,
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const vec2 min1,
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const vec2 max1,
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const vec2 min2,
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const vec2 max2
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) {
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return clamp(min2 + (x - min1) / (max1 - min1) * (max2 - min2), min2, max2);
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}
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vec3 remapClamped(
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const vec3 x,
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const vec3 min1,
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const vec3 max1,
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const vec3 min2,
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const vec3 max2
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) {
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return clamp(min2 + (x - min1) / (max1 - min1) * (max2 - min2), min2, max2);
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}
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vec4 remapClamped(
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const vec4 x,
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const vec4 min1,
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const vec4 max1,
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const vec4 min2,
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const vec4 max2
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) {
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return clamp(min2 + (x - min1) / (max1 - min1) * (max2 - min2), min2, max2);
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}
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// Implicitly remap to 0 and 1
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float remap(const float x, const float min1, const float max1) {
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return (x - min1) / (max1 - min1);
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}
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vec2 remap(const vec2 x, const vec2 min1, const vec2 max1) {
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return (x - min1) / (max1 - min1);
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}
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vec3 remap(const vec3 x, const vec3 min1, const vec3 max1) {
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return (x - min1) / (max1 - min1);
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}
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vec4 remap(const vec4 x, const vec4 min1, const vec4 max1) {
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return (x - min1) / (max1 - min1);
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}
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float remapClamped(const float x, const float min1, const float max1) {
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return saturate((x - min1) / (max1 - min1));
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}
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vec2 remapClamped(const vec2 x, const vec2 min1, const vec2 max1) {
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return saturate((x - min1) / (max1 - min1));
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}
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vec3 remapClamped(const vec3 x, const vec3 min1, const vec3 max1) {
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return saturate((x - min1) / (max1 - min1));
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}
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vec4 remapClamped(const vec4 x, const vec4 min1, const vec4 max1) {
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return saturate((x - min1) / (max1 - min1));
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}
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`, i = `// Reference: https://jcgt.org/published/0003/02/01/paper.pdf
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vec2 signNotZero(vec2 v) {
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return vec2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0);
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}
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vec2 packNormalToVec2(vec3 v) {
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vec2 p = v.xy * (1.0 / (abs(v.x) + abs(v.y) + abs(v.z)));
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return v.z <= 0.0
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? (1.0 - abs(p.yx)) * signNotZero(p)
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: p;
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}
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vec3 unpackVec2ToNormal(vec2 e) {
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vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
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if (v.z < 0.0) {
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v.xy = (1.0 - abs(v.yx)) * signNotZero(v.xy);
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}
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return normalize(v);
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}
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`, o = `// TODO: Maybe switch to Vogel disk with IGN:
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// https://www.gamedev.net/tutorials/programming/graphics/contact-hardening-soft-shadows-made-fast-r4906/
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// Taken from: https://developer.download.nvidia.com/whitepapers/2008/PCSS_Integration.pdf
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const vec2 poissonDisk[16] = vec2[16](
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vec2(-0.94201624, -0.39906216),
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vec2(0.94558609, -0.76890725),
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vec2(-0.094184101, -0.9293887),
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vec2(0.34495938, 0.2938776),
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vec2(-0.91588581, 0.45771432),
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vec2(-0.81544232, -0.87912464),
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vec2(-0.38277543, 0.27676845),
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vec2(0.97484398, 0.75648379),
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vec2(0.44323325, -0.97511554),
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vec2(0.53742981, -0.4737342),
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vec2(-0.26496911, -0.41893023),
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vec2(0.79197514, 0.19090188),
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vec2(-0.2418884, 0.99706507),
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vec2(-0.81409955, 0.9143759),
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vec2(0.19984126, 0.78641367),
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vec2(0.14383161, -0.1410079)
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);
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#define POISSON_DISK_COUNT (16)
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`, r = `float raySphereFirstIntersection(
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const vec3 origin,
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const vec3 direction,
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const vec3 center,
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const float radius
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) {
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vec3 a = origin - center;
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float b = 2.0 * dot(direction, a);
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float c = dot(a, a) - radius * radius;
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float discriminant = b * b - 4.0 * c;
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return discriminant < 0.0
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? -1.0
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: (-b - sqrt(discriminant)) * 0.5;
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}
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float raySphereFirstIntersection(const vec3 origin, const vec3 direction, const float radius) {
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return raySphereFirstIntersection(origin, direction, vec3(0.0), radius);
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}
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vec4 raySphereFirstIntersection(
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const vec3 origin,
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const vec3 direction,
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const vec3 center,
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const vec4 radius
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) {
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vec3 a = origin - center;
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float b = 2.0 * dot(direction, a);
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vec4 c = dot(a, a) - radius * radius;
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vec4 discriminant = b * b - 4.0 * c;
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vec4 mask = step(discriminant, vec4(0.0));
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return mix((-b - sqrt(max(vec4(0.0), discriminant))) * 0.5, vec4(-1.0), mask);
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}
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vec4 raySphereFirstIntersection(const vec3 origin, const vec3 direction, const vec4 radius) {
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return raySphereFirstIntersection(origin, direction, vec3(0.0), radius);
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}
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float raySphereSecondIntersection(
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const vec3 origin,
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const vec3 direction,
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const vec3 center,
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const float radius
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) {
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vec3 a = origin - center;
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float b = 2.0 * dot(direction, a);
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float c = dot(a, a) - radius * radius;
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float discriminant = b * b - 4.0 * c;
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return discriminant < 0.0
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? -1.0
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: (-b + sqrt(discriminant)) * 0.5;
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}
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float raySphereSecondIntersection(const vec3 origin, const vec3 direction, const float radius) {
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return raySphereSecondIntersection(origin, direction, vec3(0.0), radius);
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}
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vec4 raySphereSecondIntersection(
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const vec3 origin,
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const vec3 direction,
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const vec3 center,
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const vec4 radius
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) {
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vec3 a = origin - center;
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float b = 2.0 * dot(direction, a);
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vec4 c = dot(a, a) - radius * radius;
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|
+
vec4 discriminant = b * b - 4.0 * c;
|
307
|
+
vec4 mask = step(discriminant, vec4(0.0));
|
308
|
+
return mix((-b + sqrt(max(vec4(0.0), discriminant))) * 0.5, vec4(-1.0), mask);
|
309
|
+
}
|
310
|
+
|
311
|
+
vec4 raySphereSecondIntersection(const vec3 origin, const vec3 direction, const vec4 radius) {
|
312
|
+
return raySphereSecondIntersection(origin, direction, vec3(0.0), radius);
|
313
|
+
}
|
314
|
+
|
315
|
+
void raySphereIntersections(
|
316
|
+
const vec3 origin,
|
317
|
+
const vec3 direction,
|
318
|
+
const vec3 center,
|
319
|
+
const float radius,
|
320
|
+
out float intersection1,
|
321
|
+
out float intersection2
|
322
|
+
) {
|
323
|
+
vec3 a = origin - center;
|
324
|
+
float b = 2.0 * dot(direction, a);
|
325
|
+
float c = dot(a, a) - radius * radius;
|
326
|
+
float discriminant = b * b - 4.0 * c;
|
327
|
+
if (discriminant < 0.0) {
|
328
|
+
intersection1 = -1.0;
|
329
|
+
intersection2 = -1.0;
|
330
|
+
return;
|
331
|
+
} else {
|
332
|
+
float Q = sqrt(discriminant);
|
333
|
+
intersection1 = (-b - Q) * 0.5;
|
334
|
+
intersection2 = (-b + Q) * 0.5;
|
335
|
+
}
|
336
|
+
}
|
337
|
+
|
338
|
+
void raySphereIntersections(
|
339
|
+
const vec3 origin,
|
340
|
+
const vec3 direction,
|
341
|
+
const float radius,
|
342
|
+
out float intersection1,
|
343
|
+
out float intersection2
|
344
|
+
) {
|
345
|
+
raySphereIntersections(origin, direction, vec3(0.0), radius, intersection1, intersection2);
|
346
|
+
}
|
347
|
+
|
348
|
+
void raySphereIntersections(
|
349
|
+
const vec3 origin,
|
350
|
+
const vec3 direction,
|
351
|
+
const vec3 center,
|
352
|
+
const vec4 radius,
|
353
|
+
out vec4 intersection1,
|
354
|
+
out vec4 intersection2
|
355
|
+
) {
|
356
|
+
vec3 a = origin - center;
|
357
|
+
float b = 2.0 * dot(direction, a);
|
358
|
+
vec4 c = dot(a, a) - radius * radius;
|
359
|
+
vec4 discriminant = b * b - 4.0 * c;
|
360
|
+
vec4 mask = step(discriminant, vec4(0.0));
|
361
|
+
vec4 Q = sqrt(max(vec4(0.0), discriminant));
|
362
|
+
intersection1 = mix((-b - Q) * 0.5, vec4(-1.0), mask);
|
363
|
+
intersection2 = mix((-b + Q) * 0.5, vec4(-1.0), mask);
|
364
|
+
}
|
365
|
+
|
366
|
+
void raySphereIntersections(
|
367
|
+
const vec3 origin,
|
368
|
+
const vec3 direction,
|
369
|
+
const vec4 radius,
|
370
|
+
out vec4 intersection1,
|
371
|
+
out vec4 intersection2
|
372
|
+
) {
|
373
|
+
raySphereIntersections(origin, direction, vec3(0.0), radius, intersection1, intersection2);
|
374
|
+
}
|
375
|
+
`, a = `vec3 screenToView(
|
376
|
+
const vec2 uv,
|
377
|
+
const float depth,
|
378
|
+
const float viewZ,
|
379
|
+
const mat4 projectionMatrix,
|
380
|
+
const mat4 inverseProjectionMatrix
|
381
|
+
) {
|
382
|
+
vec4 clip = vec4(vec3(uv, depth) * 2.0 - 1.0, 1.0);
|
383
|
+
float clipW = projectionMatrix[2][3] * viewZ + projectionMatrix[3][3];
|
384
|
+
clip *= clipW;
|
385
|
+
return (inverseProjectionMatrix * clip).xyz;
|
386
|
+
}
|
387
|
+
`, s = `// A fifth-order polynomial approximation of Turbo color map.
|
388
|
+
// See: https://observablehq.com/@mbostock/turbo
|
389
|
+
// prettier-ignore
|
390
|
+
vec3 turbo(const float x) {
|
391
|
+
float r = 0.1357 + x * (4.5974 - x * (42.3277 - x * (130.5887 - x * (150.5666 - x * 58.1375))));
|
392
|
+
float g = 0.0914 + x * (2.1856 + x * (4.8052 - x * (14.0195 - x * (4.2109 + x * 2.7747))));
|
393
|
+
float b = 0.1067 + x * (12.5925 - x * (60.1097 - x * (109.0745 - x * (88.5066 - x * 26.8183))));
|
394
|
+
return vec3(r, g, b);
|
395
|
+
}
|
396
|
+
`, v = n, m = e, d = t, l = c, x = i, p = o, f = r, u = a, h = s;
|
397
|
+
export {
|
398
|
+
v as cascadedShadowMaps,
|
399
|
+
m as depth,
|
400
|
+
d as generators,
|
401
|
+
l as math,
|
402
|
+
x as packing,
|
403
|
+
p as poissonDisk,
|
404
|
+
f as raySphereIntersection,
|
405
|
+
u as transform,
|
406
|
+
h as turbo
|
407
|
+
};
|
408
|
+
//# sourceMappingURL=shaders.js.map
|
@@ -0,0 +1 @@
|
|
1
|
+
{"version":3,"file":"shaders.js","sources":["../src/shaders/cascadedShadowMaps.glsl?raw","../src/shaders/depth.glsl?raw","../src/shaders/generators.glsl?raw","../src/shaders/math.glsl?raw","../src/shaders/packing.glsl?raw","../src/shaders/poissonDisk.glsl?raw","../src/shaders/raySphereIntersection.glsl?raw","../src/shaders/transform.glsl?raw","../src/shaders/turbo.glsl?raw","../src/shaders/index.ts"],"sourcesContent":null,"names":["_cascadedShadowMaps","_depth","_generators","_math","_packing","_poissonDisk","_raySphereIntersection","_transform","_turbo","cascadedShadowMaps","depth","generators","math","packing","poissonDisk","raySphereIntersection","transform","turbo"],"mappings":"AAAA,MAAeA,IAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,GCAAC,IAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,GCAAC,IAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,GCAAC,IAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,GCAAC,IAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,GCAAC,IAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,GCAAC,IAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,GCAAC,IAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,GCAAC,IAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,GCUFC,IAA6BT,GAC7BU,IAAgBT,GAChBU,IAAqBT,GACrBU,IAAeT,GACfU,IAAkBT,GAClBU,IAAsBT,GACtBU,IAAgCT,GAChCU,IAAoBT,GACpBU,IAAgBT;"}
|
package/package.json
CHANGED
@@ -1,6 +1,6 @@
|
|
1
1
|
{
|
2
2
|
"name": "@takram/three-geospatial",
|
3
|
-
"version": "0.0.1-alpha.
|
3
|
+
"version": "0.0.1-alpha.7",
|
4
4
|
"license": "MIT",
|
5
5
|
"type": "module",
|
6
6
|
"exports": {
|
@@ -13,6 +13,11 @@
|
|
13
13
|
"import": "./build/r3f.js",
|
14
14
|
"require": "./build/r3f.cjs",
|
15
15
|
"types": "./types/r3f/index.d.ts"
|
16
|
+
},
|
17
|
+
"./shaders": {
|
18
|
+
"import": "./build/shaders.js",
|
19
|
+
"require": "./build/shaders.cjs",
|
20
|
+
"types": "./types/shaders/index.d.ts"
|
16
21
|
}
|
17
22
|
},
|
18
23
|
"main": "./build/index.cjs",
|
@@ -26,10 +31,9 @@
|
|
26
31
|
"README.md"
|
27
32
|
],
|
28
33
|
"dependencies": {
|
29
|
-
"lodash-es": "^4.17.21",
|
30
34
|
"react-merge-refs": "^2.1.1",
|
31
35
|
"tiny-invariant": "^1.3.3",
|
32
|
-
"type-fest": "^4.
|
36
|
+
"type-fest": "^4.33.0"
|
33
37
|
},
|
34
38
|
"peerDependencies": {
|
35
39
|
"@react-three/fiber": ">=8.17.10",
|
package/src/DataLoader.ts
CHANGED
@@ -0,0 +1,21 @@
|
|
1
|
+
import { NearestFilter, RedFormat, RepeatWrapping } from 'three'
|
2
|
+
|
3
|
+
import {
|
4
|
+
STBN_TEXTURE_DEPTH,
|
5
|
+
STBN_TEXTURE_HEIGHT,
|
6
|
+
STBN_TEXTURE_WIDTH
|
7
|
+
} from './constants'
|
8
|
+
import { createData3DTextureLoaderClass } from './DataLoader'
|
9
|
+
import { parseUint8Array } from './typedArrayParsers'
|
10
|
+
|
11
|
+
export const STBNLoader = createData3DTextureLoaderClass(parseUint8Array, {
|
12
|
+
format: RedFormat,
|
13
|
+
minFilter: NearestFilter,
|
14
|
+
magFilter: NearestFilter,
|
15
|
+
wrapS: RepeatWrapping,
|
16
|
+
wrapT: RepeatWrapping,
|
17
|
+
wrapR: RepeatWrapping,
|
18
|
+
width: STBN_TEXTURE_WIDTH,
|
19
|
+
height: STBN_TEXTURE_HEIGHT,
|
20
|
+
depth: STBN_TEXTURE_DEPTH
|
21
|
+
})
|
@@ -0,0 +1,81 @@
|
|
1
|
+
import {
|
2
|
+
Data3DTexture,
|
3
|
+
ImageLoader,
|
4
|
+
LinearFilter,
|
5
|
+
Loader,
|
6
|
+
RepeatWrapping
|
7
|
+
} from 'three'
|
8
|
+
|
9
|
+
export class Texture3DLoader extends Loader<Data3DTexture> {
|
10
|
+
override load(
|
11
|
+
url: string,
|
12
|
+
onLoad: (data: Data3DTexture) => void,
|
13
|
+
onProgress?: (event: ProgressEvent) => void,
|
14
|
+
onError?: (error: unknown) => void
|
15
|
+
): void {
|
16
|
+
const loader = new ImageLoader(this.manager)
|
17
|
+
loader.setRequestHeader(this.requestHeader)
|
18
|
+
loader.setPath(this.path)
|
19
|
+
loader.setWithCredentials(this.withCredentials)
|
20
|
+
loader.load(
|
21
|
+
url,
|
22
|
+
image => {
|
23
|
+
const canvas = document.createElement('canvas')
|
24
|
+
const context = canvas.getContext('2d')
|
25
|
+
if (context == null) {
|
26
|
+
onError?.(new Error('Could not obtain canvas context.'))
|
27
|
+
return
|
28
|
+
}
|
29
|
+
|
30
|
+
// Assume cubic 3D texture.
|
31
|
+
const { width, height } = image
|
32
|
+
const size = Math.min(width, height)
|
33
|
+
canvas.width = width
|
34
|
+
canvas.height = height
|
35
|
+
context.drawImage(image, 0, 0)
|
36
|
+
const imageData = context.getImageData(0, 0, width, height).data
|
37
|
+
let data: Uint8Array
|
38
|
+
|
39
|
+
if (width < height) {
|
40
|
+
data = new Uint8Array(imageData.buffer)
|
41
|
+
} else {
|
42
|
+
data = new Uint8Array(imageData.length)
|
43
|
+
const sizeSq = size ** 2
|
44
|
+
for (let z = 0; z < size; ++z) {
|
45
|
+
for (let y = 0; y < size; ++y) {
|
46
|
+
for (let x = 0; x < size; ++x) {
|
47
|
+
const src = (x + z * size + y * sizeSq) * 4
|
48
|
+
const dest = (x + y * size + z * sizeSq) * 4
|
49
|
+
data[dest + 0] = imageData[src + 0]
|
50
|
+
data[dest + 1] = imageData[src + 1]
|
51
|
+
data[dest + 2] = imageData[src + 2]
|
52
|
+
data[dest + 3] = imageData[src + 3]
|
53
|
+
}
|
54
|
+
}
|
55
|
+
}
|
56
|
+
}
|
57
|
+
|
58
|
+
const texture = new Data3DTexture(data, size, size, size)
|
59
|
+
texture.minFilter = LinearFilter
|
60
|
+
texture.magFilter = LinearFilter
|
61
|
+
texture.wrapS = RepeatWrapping
|
62
|
+
texture.wrapR = RepeatWrapping
|
63
|
+
texture.wrapT = RepeatWrapping
|
64
|
+
texture.needsUpdate = true
|
65
|
+
|
66
|
+
try {
|
67
|
+
onLoad(texture)
|
68
|
+
} catch (error) {
|
69
|
+
if (onError != null) {
|
70
|
+
onError(error)
|
71
|
+
} else {
|
72
|
+
console.error(error)
|
73
|
+
}
|
74
|
+
this.manager.itemError(url)
|
75
|
+
}
|
76
|
+
},
|
77
|
+
onProgress,
|
78
|
+
onError
|
79
|
+
)
|
80
|
+
}
|
81
|
+
}
|
package/src/bufferGeometry.ts
CHANGED
@@ -1,4 +1,3 @@
|
|
1
|
-
import { pick } from 'lodash-es'
|
2
1
|
import { Box3, BufferAttribute, BufferGeometry, Sphere, Vector3 } from 'three'
|
3
2
|
|
4
3
|
export type BufferGeometryLike = Pick<
|
@@ -9,8 +8,9 @@ export type BufferGeometryLike = Pick<
|
|
9
8
|
export function toBufferGeometryLike(
|
10
9
|
geometry: BufferGeometry
|
11
10
|
): [BufferGeometryLike, ArrayBuffer[]] {
|
11
|
+
const { attributes, index, boundingBox, boundingSphere } = geometry
|
12
12
|
return [
|
13
|
-
|
13
|
+
{ attributes, index, boundingBox, boundingSphere },
|
14
14
|
[
|
15
15
|
...Object.values(geometry.attributes).map(
|
16
16
|
attribute => attribute.array.buffer
|
package/src/constants.ts
ADDED
@@ -0,0 +1,6 @@
|
|
1
|
+
export const STBN_TEXTURE_WIDTH = 128
|
2
|
+
export const STBN_TEXTURE_HEIGHT = 128
|
3
|
+
export const STBN_TEXTURE_DEPTH = 64
|
4
|
+
|
5
|
+
export const DEFAULT_STBN_URL =
|
6
|
+
'https://media.githubusercontent.com/media/takram-design-engineering/three-geospatial/9627216cc50057994c98a2118f3c4a23765d43b9/packages/core/assets/stbn.bin'
|
@@ -0,0 +1,68 @@
|
|
1
|
+
import { type Uniform } from 'three'
|
2
|
+
|
3
|
+
// TODO: Make mutable value types (e.g. vectors, matrices) read-only.
|
4
|
+
|
5
|
+
// Maps argument of type [T1, K1[], T2, K2[], ...] to:
|
6
|
+
// { [K in K1]: T1[K],
|
7
|
+
// [K in K2]: T2[K], ... }
|
8
|
+
export type PropertyShorthand<Args extends readonly unknown[]> =
|
9
|
+
Args extends readonly [infer T, infer K, ...infer Rest]
|
10
|
+
? K extends readonly string[]
|
11
|
+
? K[number] extends keyof T
|
12
|
+
? Rest extends readonly unknown[]
|
13
|
+
? { [P in K[number]]: T[P] } & PropertyShorthand<Rest>
|
14
|
+
: { [P in K[number]]: T[P] }
|
15
|
+
: never // K must be keyof T
|
16
|
+
: never // K must be an array
|
17
|
+
: {} // Termination
|
18
|
+
|
19
|
+
export function definePropertyShorthand<T, Args extends readonly unknown[]>(
|
20
|
+
destination: T,
|
21
|
+
...sourceKeysArgs: [...Args]
|
22
|
+
): T & PropertyShorthand<Args> {
|
23
|
+
const descriptors: PropertyDescriptorMap = {}
|
24
|
+
for (let i = 0; i < sourceKeysArgs.length; i += 2) {
|
25
|
+
const source = sourceKeysArgs[i]
|
26
|
+
const keys = sourceKeysArgs[i + 1] as ReadonlyArray<keyof typeof source>
|
27
|
+
for (const key of keys) {
|
28
|
+
descriptors[key] = {
|
29
|
+
enumerable: true,
|
30
|
+
get: () => source[key],
|
31
|
+
set: (value: any) => {
|
32
|
+
source[key] = value
|
33
|
+
}
|
34
|
+
}
|
35
|
+
}
|
36
|
+
}
|
37
|
+
Object.defineProperties(destination, descriptors)
|
38
|
+
return destination as T & PropertyShorthand<Args>
|
39
|
+
}
|
40
|
+
|
41
|
+
// The argument of defineUniformShorthand can also be variadic, but I can't
|
42
|
+
// think of any practical use cases for it.
|
43
|
+
|
44
|
+
export type UniformShorthand<
|
45
|
+
T extends { uniforms: Record<K, Uniform> },
|
46
|
+
K extends keyof T['uniforms']
|
47
|
+
> = {
|
48
|
+
[P in K]: T['uniforms'][P] extends Uniform<infer U> ? U : never
|
49
|
+
}
|
50
|
+
|
51
|
+
export function defineUniformShorthand<
|
52
|
+
T,
|
53
|
+
S extends { uniforms: Record<K, Uniform> },
|
54
|
+
K extends keyof S['uniforms']
|
55
|
+
>(destination: T, source: S, keys: readonly K[]): T & UniformShorthand<S, K> {
|
56
|
+
const descriptors: PropertyDescriptorMap = {}
|
57
|
+
for (const key of keys) {
|
58
|
+
descriptors[key] = {
|
59
|
+
enumerable: true,
|
60
|
+
get: () => source.uniforms[key].value,
|
61
|
+
set: (value: S['uniforms'][K]) => {
|
62
|
+
source.uniforms[key].value = value
|
63
|
+
}
|
64
|
+
}
|
65
|
+
}
|
66
|
+
Object.defineProperties(destination, descriptors)
|
67
|
+
return destination as T & UniformShorthand<S, K>
|
68
|
+
}
|
package/src/index.ts
CHANGED
@@ -1,26 +1,21 @@
|
|
1
|
-
/// <reference types="vite-plugin-glsl/ext" />
|
2
|
-
|
3
|
-
import depth from './shaders/depth.glsl'
|
4
|
-
import packing from './shaders/packing.glsl'
|
5
|
-
import transform from './shaders/transform.glsl'
|
6
|
-
|
7
|
-
export const depthShader: string = depth
|
8
|
-
export const packingShader: string = packing
|
9
|
-
export const transformShader: string = transform
|
10
|
-
|
11
1
|
export * from './ArrayBufferLoader'
|
12
2
|
export * from './assertions'
|
13
3
|
export * from './bufferGeometry'
|
4
|
+
export * from './constants'
|
14
5
|
export * from './DataLoader'
|
6
|
+
export * from './defineShorthand'
|
15
7
|
export * from './Ellipsoid'
|
16
8
|
export * from './EllipsoidGeometry'
|
17
9
|
export * from './Geodetic'
|
18
10
|
export * from './math'
|
19
11
|
export * from './PointOfView'
|
20
12
|
export * from './Rectangle'
|
13
|
+
export * from './resolveIncludes'
|
14
|
+
export * from './STBNLoader'
|
21
15
|
export * from './TileCoordinate'
|
22
16
|
export * from './TilingScheme'
|
23
17
|
export * from './typedArray'
|
24
18
|
export * from './TypedArrayLoader'
|
25
19
|
export * from './typedArrayParsers'
|
26
20
|
export * from './types'
|
21
|
+
export * from './unrollLoops'
|