@unikia/upe-renderer 0.0.0-stage → 0.187.11

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 (2248) hide show
  1. package/LICENSE +21 -0
  2. package/LICENSE.types +21 -0
  3. package/README.md +35 -2
  4. package/README.three.md +85 -0
  5. package/UPSTREAM.md +11 -0
  6. package/build/three.cjs +17 -0
  7. package/build/three.core.d.ts +1 -0
  8. package/build/three.core.js +61178 -0
  9. package/build/three.d.cts +1 -0
  10. package/build/three.module.d.ts +1 -0
  11. package/build/three.module.js +19537 -0
  12. package/build/three.tsl.d.ts +1 -0
  13. package/build/three.tsl.js +41943 -0
  14. package/build/three.webgpu.d.ts +1 -0
  15. package/build/three.webgpu.js +54819 -0
  16. package/build/three.webgpu.nodes.d.ts +1 -0
  17. package/build/three.webgpu.nodes.js +96449 -0
  18. package/examples/jsm/Addons.d.ts +300 -0
  19. package/examples/jsm/Addons.js +303 -0
  20. package/examples/jsm/animation/AnimationClipCreator.d.ts +12 -0
  21. package/examples/jsm/animation/AnimationClipCreator.js +168 -0
  22. package/examples/jsm/animation/CCDIKSolver.d.ts +44 -0
  23. package/examples/jsm/animation/CCDIKSolver.js +607 -0
  24. package/examples/jsm/capabilities/WebGL.d.ts +6 -0
  25. package/examples/jsm/capabilities/WebGL.js +113 -0
  26. package/examples/jsm/capabilities/WebGPU.d.ts +7 -0
  27. package/examples/jsm/capabilities/WebGPU.js +59 -0
  28. package/examples/jsm/controls/ArcballControls.d.ts +208 -0
  29. package/examples/jsm/controls/ArcballControls.js +3543 -0
  30. package/examples/jsm/controls/DragControls.d.ts +81 -0
  31. package/examples/jsm/controls/DragControls.js +452 -0
  32. package/examples/jsm/controls/FirstPersonControls.d.ts +105 -0
  33. package/examples/jsm/controls/FirstPersonControls.js +512 -0
  34. package/examples/jsm/controls/FlyControls.d.ts +44 -0
  35. package/examples/jsm/controls/FlyControls.js +384 -0
  36. package/examples/jsm/controls/MapControls.d.ts +21 -0
  37. package/examples/jsm/controls/MapControls.js +116 -0
  38. package/examples/jsm/controls/OrbitControls.d.ts +295 -0
  39. package/examples/jsm/controls/OrbitControls.js +1985 -0
  40. package/examples/jsm/controls/PointerLockControls.d.ts +84 -0
  41. package/examples/jsm/controls/PointerLockControls.js +264 -0
  42. package/examples/jsm/controls/TrackballControls.d.ts +152 -0
  43. package/examples/jsm/controls/TrackballControls.js +1106 -0
  44. package/examples/jsm/controls/TransformControls.d.ts +363 -0
  45. package/examples/jsm/controls/TransformControls.js +2003 -0
  46. package/examples/jsm/csm/CSM.d.ts +55 -0
  47. package/examples/jsm/csm/CSM.js +598 -0
  48. package/examples/jsm/csm/CSMFrustum.d.ts +85 -0
  49. package/examples/jsm/csm/CSMFrustum.js +234 -0
  50. package/examples/jsm/csm/CSMHelper.d.ts +28 -0
  51. package/examples/jsm/csm/CSMHelper.js +243 -0
  52. package/examples/jsm/csm/CSMShader.d.ts +4 -0
  53. package/examples/jsm/csm/CSMShader.js +378 -0
  54. package/examples/jsm/csm/CSMShadowNode.d.ts +44 -0
  55. package/examples/jsm/csm/CSMShadowNode.js +619 -0
  56. package/examples/jsm/curves/CurveExtras.d.ts +68 -0
  57. package/examples/jsm/curves/CurveExtras.js +694 -0
  58. package/examples/jsm/curves/NURBSCurve.d.ts +28 -0
  59. package/examples/jsm/curves/NURBSCurve.js +169 -0
  60. package/examples/jsm/curves/NURBSSurface.d.ts +13 -0
  61. package/examples/jsm/curves/NURBSSurface.js +98 -0
  62. package/examples/jsm/curves/NURBSUtils.d.ts +146 -0
  63. package/examples/jsm/curves/NURBSUtils.js +532 -0
  64. package/examples/jsm/curves/NURBSVolume.d.ts +23 -0
  65. package/examples/jsm/curves/NURBSVolume.js +82 -0
  66. package/examples/jsm/effects/AnaglyphEffect.d.ts +21 -0
  67. package/examples/jsm/effects/AnaglyphEffect.js +274 -0
  68. package/examples/jsm/effects/AsciiEffect.d.ts +18 -0
  69. package/examples/jsm/effects/AsciiEffect.js +323 -0
  70. package/examples/jsm/effects/OutlineEffect.d.ts +28 -0
  71. package/examples/jsm/effects/OutlineEffect.js +489 -0
  72. package/examples/jsm/effects/ParallaxBarrierEffect.d.ts +11 -0
  73. package/examples/jsm/effects/ParallaxBarrierEffect.js +155 -0
  74. package/examples/jsm/effects/StereoEffect.d.ts +9 -0
  75. package/examples/jsm/effects/StereoEffect.js +91 -0
  76. package/examples/jsm/environments/ColorEnvironment.d.ts +9 -0
  77. package/examples/jsm/environments/ColorEnvironment.js +59 -0
  78. package/examples/jsm/environments/DebugEnvironment.d.ts +5 -0
  79. package/examples/jsm/environments/DebugEnvironment.js +102 -0
  80. package/examples/jsm/environments/RoomEnvironment.d.ts +6 -0
  81. package/examples/jsm/environments/RoomEnvironment.js +185 -0
  82. package/examples/jsm/exporters/DRACOExporter.d.ts +17 -0
  83. package/examples/jsm/exporters/DRACOExporter.js +332 -0
  84. package/examples/jsm/exporters/EXRExporter.d.ts +27 -0
  85. package/examples/jsm/exporters/EXRExporter.js +1275 -0
  86. package/examples/jsm/exporters/GLTFExporter.d.ts +161 -0
  87. package/examples/jsm/exporters/GLTFExporter.js +3856 -0
  88. package/examples/jsm/exporters/KTX2Exporter.d.ts +7 -0
  89. package/examples/jsm/exporters/KTX2Exporter.js +347 -0
  90. package/examples/jsm/exporters/OBJExporter.d.ts +7 -0
  91. package/examples/jsm/exporters/OBJExporter.js +351 -0
  92. package/examples/jsm/exporters/PLYExporter.d.ts +31 -0
  93. package/examples/jsm/exporters/PLYExporter.js +786 -0
  94. package/examples/jsm/exporters/STLExporter.d.ts +21 -0
  95. package/examples/jsm/exporters/STLExporter.js +221 -0
  96. package/examples/jsm/exporters/USDZExporter.d.ts +30 -0
  97. package/examples/jsm/exporters/USDZExporter.js +1489 -0
  98. package/examples/jsm/generators/CityGenerator.d.ts +131 -0
  99. package/examples/jsm/generators/CityGenerator.js +679 -0
  100. package/examples/jsm/generators/ForestGenerator.d.ts +73 -0
  101. package/examples/jsm/generators/ForestGenerator.js +347 -0
  102. package/examples/jsm/generators/TerrainGenerator.d.ts +57 -0
  103. package/examples/jsm/generators/TerrainGenerator.js +516 -0
  104. package/examples/jsm/generators/TreeGenerator.d.ts +102 -0
  105. package/examples/jsm/generators/TreeGenerator.js +371 -0
  106. package/examples/jsm/generators/city/BenchGenerator.d.ts +29 -0
  107. package/examples/jsm/generators/city/BenchGenerator.js +127 -0
  108. package/examples/jsm/generators/city/CarGenerator.d.ts +43 -0
  109. package/examples/jsm/generators/city/CarGenerator.js +479 -0
  110. package/examples/jsm/generators/city/CityGeneratorUtils.js +31 -0
  111. package/examples/jsm/generators/city/HydrantGenerator.d.ts +27 -0
  112. package/examples/jsm/generators/city/HydrantGenerator.js +106 -0
  113. package/examples/jsm/generators/city/InstancedMeshGenerator.d.ts +29 -0
  114. package/examples/jsm/generators/city/InstancedMeshGenerator.js +86 -0
  115. package/examples/jsm/generators/city/PersonGenerator.d.ts +44 -0
  116. package/examples/jsm/generators/city/PersonGenerator.js +447 -0
  117. package/examples/jsm/generators/city/SidewalkGenerator.d.ts +40 -0
  118. package/examples/jsm/generators/city/SidewalkGenerator.js +248 -0
  119. package/examples/jsm/generators/city/SkyscraperGenerator.d.ts +83 -0
  120. package/examples/jsm/generators/city/SkyscraperGenerator.js +1799 -0
  121. package/examples/jsm/generators/city/StreetTreeGenerator.d.ts +30 -0
  122. package/examples/jsm/generators/city/StreetTreeGenerator.js +231 -0
  123. package/examples/jsm/generators/city/StreetlightGenerator.d.ts +28 -0
  124. package/examples/jsm/generators/city/StreetlightGenerator.js +100 -0
  125. package/examples/jsm/generators/city/TrafficlightGenerator.d.ts +29 -0
  126. package/examples/jsm/generators/city/TrafficlightGenerator.js +106 -0
  127. package/examples/jsm/generators/city/TrashcanGenerator.d.ts +24 -0
  128. package/examples/jsm/generators/city/TrashcanGenerator.js +100 -0
  129. package/examples/jsm/geometries/BoxLineGeometry.d.ts +12 -0
  130. package/examples/jsm/geometries/BoxLineGeometry.js +92 -0
  131. package/examples/jsm/geometries/ConvexGeometry.d.ts +5 -0
  132. package/examples/jsm/geometries/ConvexGeometry.js +72 -0
  133. package/examples/jsm/geometries/DecalGeometry.d.ts +16 -0
  134. package/examples/jsm/geometries/DecalGeometry.js +420 -0
  135. package/examples/jsm/geometries/LoftGeometry.d.ts +83 -0
  136. package/examples/jsm/geometries/LoftGeometry.js +355 -0
  137. package/examples/jsm/geometries/ParametricFunctions.d.ts +8 -0
  138. package/examples/jsm/geometries/ParametricFunctions.js +100 -0
  139. package/examples/jsm/geometries/ParametricGeometry.d.ts +18 -0
  140. package/examples/jsm/geometries/ParametricGeometry.js +172 -0
  141. package/examples/jsm/geometries/RoundedBoxGeometry.d.ts +5 -0
  142. package/examples/jsm/geometries/RoundedBoxGeometry.js +216 -0
  143. package/examples/jsm/geometries/TeapotGeometry.d.ts +37 -0
  144. package/examples/jsm/geometries/TeapotGeometry.js +689 -0
  145. package/examples/jsm/geometries/TextGeometry.d.ts +89 -0
  146. package/examples/jsm/geometries/TextGeometry.js +102 -0
  147. package/examples/jsm/gpgpu/BitonicSort.d.ts +21 -0
  148. package/examples/jsm/gpgpu/BitonicSort.js +722 -0
  149. package/examples/jsm/gpgpu/CountingSort.d.ts +31 -0
  150. package/examples/jsm/gpgpu/CountingSort.js +271 -0
  151. package/examples/jsm/helpers/AnimationPathHelper.d.ts +38 -0
  152. package/examples/jsm/helpers/AnimationPathHelper.js +302 -0
  153. package/examples/jsm/helpers/LightProbeGridHelper.d.ts +12 -0
  154. package/examples/jsm/helpers/LightProbeGridHelper.js +166 -0
  155. package/examples/jsm/helpers/LightProbeGridHelperWebGL.d.ts +12 -0
  156. package/examples/jsm/helpers/LightProbeGridHelperWebGL.js +221 -0
  157. package/examples/jsm/helpers/LightProbeHelper.d.ts +12 -0
  158. package/examples/jsm/helpers/LightProbeHelper.js +166 -0
  159. package/examples/jsm/helpers/LightProbeHelperGPU.d.ts +12 -0
  160. package/examples/jsm/helpers/LightProbeHelperGPU.js +102 -0
  161. package/examples/jsm/helpers/OctreeHelper.d.ts +17 -0
  162. package/examples/jsm/helpers/OctreeHelper.js +109 -0
  163. package/examples/jsm/helpers/PositionalAudioHelper.d.ts +13 -0
  164. package/examples/jsm/helpers/PositionalAudioHelper.js +169 -0
  165. package/examples/jsm/helpers/RapierHelper.d.ts +13 -0
  166. package/examples/jsm/helpers/RapierHelper.js +59 -0
  167. package/examples/jsm/helpers/RectAreaLightHelper.d.ts +10 -0
  168. package/examples/jsm/helpers/RectAreaLightHelper.js +118 -0
  169. package/examples/jsm/helpers/TextureHelper.d.ts +10 -0
  170. package/examples/jsm/helpers/TextureHelper.js +265 -0
  171. package/examples/jsm/helpers/TextureHelperGPU.d.ts +10 -0
  172. package/examples/jsm/helpers/TextureHelperGPU.js +214 -0
  173. package/examples/jsm/helpers/VertexNormalsHelper.d.ts +14 -0
  174. package/examples/jsm/helpers/VertexNormalsHelper.js +155 -0
  175. package/examples/jsm/helpers/VertexTangentsHelper.d.ts +12 -0
  176. package/examples/jsm/helpers/VertexTangentsHelper.js +133 -0
  177. package/examples/jsm/helpers/ViewHelper.d.ts +20 -0
  178. package/examples/jsm/helpers/ViewHelper.js +529 -0
  179. package/examples/jsm/inspector/Extension.d.ts +22 -0
  180. package/examples/jsm/inspector/Extension.js +107 -0
  181. package/examples/jsm/inspector/Inspector.d.ts +54 -0
  182. package/examples/jsm/inspector/Inspector.js +644 -0
  183. package/examples/jsm/inspector/RendererInspector.d.ts +9 -0
  184. package/examples/jsm/inspector/RendererInspector.js +624 -0
  185. package/examples/jsm/inspector/Storage.js +49 -0
  186. package/examples/jsm/inspector/extensions/color-grading/ColorGrading.d.ts +34 -0
  187. package/examples/jsm/inspector/extensions/color-grading/ColorGrading.js +2614 -0
  188. package/examples/jsm/inspector/extensions/color-grading/ColorWheel.js +352 -0
  189. package/examples/jsm/inspector/extensions/color-grading/CurveEditor.js +599 -0
  190. package/examples/jsm/inspector/extensions/color-grading/LUT3DStyle.js +1201 -0
  191. package/examples/jsm/inspector/extensions/color-grading/LUTMath.js +788 -0
  192. package/examples/jsm/inspector/extensions/color-grading/modules/BrightnessModule.js +72 -0
  193. package/examples/jsm/inspector/extensions/color-grading/modules/ColorWheelModule.js +112 -0
  194. package/examples/jsm/inspector/extensions/color-grading/modules/ContrastModule.js +82 -0
  195. package/examples/jsm/inspector/extensions/color-grading/modules/CurvesModule.js +109 -0
  196. package/examples/jsm/inspector/extensions/color-grading/modules/ExposureHueModule.js +110 -0
  197. package/examples/jsm/inspector/extensions/color-grading/modules/ExposureModule.js +73 -0
  198. package/examples/jsm/inspector/extensions/color-grading/modules/HueModule.js +78 -0
  199. package/examples/jsm/inspector/extensions/color-grading/modules/ImportedCubeModule.js +89 -0
  200. package/examples/jsm/inspector/extensions/color-grading/modules/Module.js +285 -0
  201. package/examples/jsm/inspector/extensions/color-grading/modules/OutputModule.js +101 -0
  202. package/examples/jsm/inspector/extensions/color-grading/modules/RendererModule.js +225 -0
  203. package/examples/jsm/inspector/extensions/color-grading/modules/SatVibranceModule.js +102 -0
  204. package/examples/jsm/inspector/extensions/color-grading/modules/SaturationModule.js +76 -0
  205. package/examples/jsm/inspector/extensions/color-grading/modules/VibranceModule.js +76 -0
  206. package/examples/jsm/inspector/extensions/color-grading/modules/WhiteBalanceModule.js +86 -0
  207. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphEditor.d.ts +20 -0
  208. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphEditor.js +911 -0
  209. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphLoader.d.ts +11 -0
  210. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphLoader.js +282 -0
  211. package/examples/jsm/inspector/tabs/Console.js +420 -0
  212. package/examples/jsm/inspector/tabs/Memory.js +134 -0
  213. package/examples/jsm/inspector/tabs/Parameters.d.ts +122 -0
  214. package/examples/jsm/inspector/tabs/Parameters.js +444 -0
  215. package/examples/jsm/inspector/tabs/Performance.js +298 -0
  216. package/examples/jsm/inspector/tabs/Settings.js +310 -0
  217. package/examples/jsm/inspector/tabs/Timeline.js +1824 -0
  218. package/examples/jsm/inspector/tabs/Viewer.js +1389 -0
  219. package/examples/jsm/inspector/ui/Graph.js +232 -0
  220. package/examples/jsm/inspector/ui/Item.d.ts +5 -0
  221. package/examples/jsm/inspector/ui/Item.js +249 -0
  222. package/examples/jsm/inspector/ui/List.js +81 -0
  223. package/examples/jsm/inspector/ui/Profiler.js +2273 -0
  224. package/examples/jsm/inspector/ui/Style.js +2268 -0
  225. package/examples/jsm/inspector/ui/Tab.d.ts +9 -0
  226. package/examples/jsm/inspector/ui/Tab.js +269 -0
  227. package/examples/jsm/inspector/ui/Values.d.ts +103 -0
  228. package/examples/jsm/inspector/ui/Values.js +578 -0
  229. package/examples/jsm/inspector/ui/utils.js +189 -0
  230. package/examples/jsm/interaction/InteractionManager.d.ts +18 -0
  231. package/examples/jsm/interaction/InteractionManager.js +226 -0
  232. package/examples/jsm/interactive/HTMLMesh.d.ts +13 -0
  233. package/examples/jsm/interactive/HTMLMesh.js +617 -0
  234. package/examples/jsm/interactive/InteractiveGroup.d.ts +28 -0
  235. package/examples/jsm/interactive/InteractiveGroup.js +224 -0
  236. package/examples/jsm/interactive/SelectionBox.d.ts +16 -0
  237. package/examples/jsm/interactive/SelectionBox.js +324 -0
  238. package/examples/jsm/interactive/SelectionHelper.d.ts +17 -0
  239. package/examples/jsm/interactive/SelectionHelper.js +150 -0
  240. package/examples/jsm/libs/basis/README.md +45 -0
  241. package/examples/jsm/libs/basis/basis_transcoder.js +19 -0
  242. package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
  243. package/examples/jsm/libs/chevrotain.module.min.js +141 -0
  244. package/examples/jsm/libs/demuxer_mp4.js +109 -0
  245. package/examples/jsm/libs/draco/README.md +31 -0
  246. package/examples/jsm/libs/draco/draco_decoder.js +34 -0
  247. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  248. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -0
  249. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -0
  250. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  251. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -0
  252. package/examples/jsm/libs/fflate.module.d.ts +1 -0
  253. package/examples/jsm/libs/fflate.module.js +2699 -0
  254. package/examples/jsm/libs/ktx-parse.module.js +1 -0
  255. package/examples/jsm/libs/lil-gui.module.min.d.ts +608 -0
  256. package/examples/jsm/libs/lil-gui.module.min.js +8 -0
  257. package/examples/jsm/libs/meshopt_clusterizer.module.js +421 -0
  258. package/examples/jsm/libs/meshopt_decoder.module.d.ts +1 -0
  259. package/examples/jsm/libs/meshopt_decoder.module.js +196 -0
  260. package/examples/jsm/libs/meshopt_simplifier.module.js +627 -0
  261. package/examples/jsm/libs/mikktspace.README.md +27 -0
  262. package/examples/jsm/libs/mikktspace.module.d.ts +19 -0
  263. package/examples/jsm/libs/mikktspace.module.js +765 -0
  264. package/examples/jsm/libs/motion-controllers.module.js +397 -0
  265. package/examples/jsm/libs/potpack.module.js +125 -0
  266. package/examples/jsm/libs/stats.module.d.ts +3 -0
  267. package/examples/jsm/libs/stats.module.js +167 -0
  268. package/examples/jsm/libs/tween.module.d.ts +2 -0
  269. package/examples/jsm/libs/tween.module.js +876 -0
  270. package/examples/jsm/libs/utif.module.js +1665 -0
  271. package/examples/jsm/libs/zstddec.module.d.ts +5 -0
  272. package/examples/jsm/libs/zstddec.module.js +1 -0
  273. package/examples/jsm/lighting/ClusteredLighting.d.ts +45 -0
  274. package/examples/jsm/lighting/ClusteredLighting.js +153 -0
  275. package/examples/jsm/lighting/DynamicLighting.d.ts +16 -0
  276. package/examples/jsm/lighting/DynamicLighting.js +82 -0
  277. package/examples/jsm/lighting/LightMapper.js +295 -0
  278. package/examples/jsm/lighting/LightProbeGrid.d.ts +177 -0
  279. package/examples/jsm/lighting/LightProbeGrid.js +923 -0
  280. package/examples/jsm/lighting/LightProbeGridUtils.js +107 -0
  281. package/examples/jsm/lighting/LightProbeGridWebGL.d.ts +178 -0
  282. package/examples/jsm/lighting/LightProbeGridWebGL.js +846 -0
  283. package/examples/jsm/lighting/vxgi/VXGIConeTracer.js +243 -0
  284. package/examples/jsm/lighting/vxgi/VXGIIrradiance.js +43 -0
  285. package/examples/jsm/lighting/vxgi/VXGINode.d.ts +100 -0
  286. package/examples/jsm/lighting/vxgi/VXGINode.js +617 -0
  287. package/examples/jsm/lighting/vxgi/VXGISceneCollector.js +793 -0
  288. package/examples/jsm/lighting/vxgi/VXGIVolume.d.ts +245 -0
  289. package/examples/jsm/lighting/vxgi/VXGIVolume.js +1440 -0
  290. package/examples/jsm/lights/LightProbeGenerator.d.ts +16 -0
  291. package/examples/jsm/lights/LightProbeGenerator.js +337 -0
  292. package/examples/jsm/lights/RectAreaLightTexturesLib.d.ts +7 -0
  293. package/examples/jsm/lights/RectAreaLightTexturesLib.js +127 -0
  294. package/examples/jsm/lights/RectAreaLightUniformsLib.d.ts +5 -0
  295. package/examples/jsm/lights/RectAreaLightUniformsLib.js +40 -0
  296. package/examples/jsm/lights/SunLight.d.ts +53 -0
  297. package/examples/jsm/lights/SunLight.js +100 -0
  298. package/examples/jsm/lights/SunLightNode.d.ts +25 -0
  299. package/examples/jsm/lights/SunLightNode.js +56 -0
  300. package/examples/jsm/lights/SunLightShadow.d.ts +57 -0
  301. package/examples/jsm/lights/SunLightShadow.js +319 -0
  302. package/examples/jsm/lights/SunShadowNode.d.ts +53 -0
  303. package/examples/jsm/lights/SunShadowNode.js +312 -0
  304. package/examples/jsm/lines/Line2.d.ts +25 -0
  305. package/examples/jsm/lines/Line2.js +56 -0
  306. package/examples/jsm/lines/LineGeometry.d.ts +27 -0
  307. package/examples/jsm/lines/LineGeometry.js +157 -0
  308. package/examples/jsm/lines/LineMaterial.d.ts +82 -0
  309. package/examples/jsm/lines/LineMaterial.js +742 -0
  310. package/examples/jsm/lines/LineSegments2.d.ts +39 -0
  311. package/examples/jsm/lines/LineSegments2.js +434 -0
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  2220. package/src/textures/CubeDepthTexture.js +76 -0
  2221. package/src/textures/CubeTexture.d.ts +82 -0
  2222. package/src/textures/CubeTexture.js +81 -0
  2223. package/src/textures/Data3DTexture.d.ts +94 -0
  2224. package/src/textures/Data3DTexture.js +128 -0
  2225. package/src/textures/DataArrayTexture.d.ts +123 -0
  2226. package/src/textures/DataArrayTexture.js +150 -0
  2227. package/src/textures/DataTexture.d.ts +112 -0
  2228. package/src/textures/DataTexture.js +87 -0
  2229. package/src/textures/DepthTexture.d.ts +105 -0
  2230. package/src/textures/DepthTexture.js +104 -0
  2231. package/src/textures/ExternalTexture.d.ts +14 -0
  2232. package/src/textures/ExternalTexture.js +53 -0
  2233. package/src/textures/FramebufferTexture.d.ts +67 -0
  2234. package/src/textures/FramebufferTexture.js +96 -0
  2235. package/src/textures/HTMLTexture.d.ts +27 -0
  2236. package/src/textures/HTMLTexture.js +74 -0
  2237. package/src/textures/Texture.d.ts +565 -0
  2238. package/src/textures/Texture.js +840 -0
  2239. package/src/textures/TextureSource.d.ts +99 -0
  2240. package/src/textures/TextureSource.js +261 -0
  2241. package/src/textures/VideoFrameTexture.d.ts +27 -0
  2242. package/src/textures/VideoFrameTexture.js +72 -0
  2243. package/src/textures/VideoTexture.d.ts +90 -0
  2244. package/src/textures/VideoTexture.js +127 -0
  2245. package/src/upe.d.ts +5 -0
  2246. package/src/upe.js +17 -0
  2247. package/src/utils.d.ts +36 -0
  2248. package/src/utils.js +493 -0
@@ -0,0 +1,1440 @@
1
+ import { Box3, Vector3, Vector4, Matrix4, Layers, Storage3DTexture, StorageBufferAttribute, StorageTexture3DNode, RendererUtils, HalfFloatType, UnsignedByteType, RGBAFormat, LinearFilter, LinearMipmapLinearFilter, ClampToEdgeWrapping, MathUtils } from 'three/webgpu';
2
+ import { Fn, If, Loop, uniform, uniformArray, storage, instanceIndex, textureStore, texture3D, texture, cubeTexture, float, int, uint, vec2, vec3, vec4, ivec3, uvec3, max, min, abs, dot, cross, normalize, floor, sign, select, countOneBits, atomicOr, smoothstep, hash, length, PI, getDistanceAttenuation, viewZToPerspectiveDepth, viewZToReversedPerspectiveDepth } from 'three/tsl';
3
+
4
+ import { collectSceneTriangles, computeSceneBounds, computeSolidVoxels, TRIANGLE_STRIDE } from './VXGISceneCollector.js';
5
+ import { createConeTracer, gather } from './VXGIConeTracer.js';
6
+
7
+ const _box = /*@__PURE__*/ new Box3();
8
+ const _size = /*@__PURE__*/ new Vector3();
9
+ const _position = /*@__PURE__*/ new Vector3();
10
+ const _target = /*@__PURE__*/ new Vector3();
11
+
12
+ const MAX_EDGE_SUBVOXELS = 16;
13
+ const BOUNCE_CONE_COUNT = 8;
14
+
15
+ // the six directions a ray can travel, as (axis, sign) pairs
16
+
17
+ const DIRECTIONS = [[ 0, 1 ], [ 0, - 1 ], [ 1, 1 ], [ 1, - 1 ], [ 2, 1 ], [ 2, - 1 ]];
18
+
19
+ let _rendererState;
20
+
21
+ /**
22
+ * Storage texture node bound to a single mip level. Texture nodes normally share one binding
23
+ * per texture; this node keys the binding by access and mip level so a kernel can read one
24
+ * level while writing another.
25
+ *
26
+ * @private
27
+ */
28
+ class MipStorageTexture3DNode extends StorageTexture3DNode {
29
+
30
+ constructor( value, access, mipLevel ) {
31
+
32
+ super( value, null, null );
33
+
34
+ this.setAccess( access );
35
+ this.setMipLevel( mipLevel );
36
+
37
+ }
38
+
39
+ getUniformHash() {
40
+
41
+ return `${ this.value.uuid }:${ this.access }:${ this.mipLevel }`;
42
+
43
+ }
44
+
45
+ }
46
+
47
+ /**
48
+ * Holds the voxel representation of a scene for {@link VXGINode}: an anisotropic opacity
49
+ * mip chain, a direct radiance volume and a radiance volume with cached bounces.
50
+ *
51
+ * The representation is a dense variant of the pre-filtered voxel hierarchy of Crassin et al. 2011
52
+ * (a dense mip chain instead of a sparse octree, which keeps cone samples to two texture fetches):
53
+ * opacity stores visibility per major axis and is filtered directionally (volumetric integration
54
+ * along the axis, averaging across it), radiance is stored opacity-premultiplied and indirect bounces
55
+ * are cached in the volume via cone tracing. Only direct lights are injected.
56
+ * Voxelization uses conservative rasterization along the dominant triangle axis in a compute shader.
57
+ * The interiors of closed meshes are filled, so cones starting inside an object (e.g. near contact
58
+ * points) are blocked.
59
+ *
60
+ * Direct light is injected per voxel instead of splatting photons from a light-view map as in the
61
+ * paper: the shadow maps rendered by the renderer are the light-view maps, and every occupied voxel
62
+ * pulls its visibility from them (2D maps for directional and spot lights, cube maps for point
63
+ * lights) and evaluates its irradiance analytically. This reuses the existing shadow passes, makes
64
+ * the injected shadows match the direct lighting exactly and needs neither atomics nor a
65
+ * normalization by photon density. Lights without a shadow map fall back to a visibility cone
66
+ * traced through the volume. The trade-off is a cost proportional to the number of occupied voxels
67
+ * times lights rather than to the light-view resolution, and that only outgoing diffuse radiance
68
+ * is stored (no incoming direction distribution for glossy cones).
69
+ *
70
+ * References:
71
+ * - {@link https://research.nvidia.com/publication/2011-09_interactive-indirect-illumination-using-voxel-cone-tracing}:
72
+ * Crassin et al., Interactive Indirect Illumination Using Voxel Cone Tracing, Pacific Graphics 2011.
73
+ * - {@link https://developer.nvidia.com/content/basics-gpu-voxelization}: Basics of GPU voxelization.
74
+ * - {@link https://doi.org/10.1145/1882261.1866201}: Schwarz and Seidel, Fast Parallel Surface and Solid
75
+ * Voxelization on GPUs, ACM Transactions on Graphics 2010.
76
+ *
77
+ * Note: This class can only be used with `WebGPURenderer` and a WebGPU backend.
78
+ *
79
+ * @three_import import { VXGIVolume } from 'three/addons/lighting/vxgi/VXGIVolume.js';
80
+ */
81
+ class VXGIVolume {
82
+
83
+ /**
84
+ * Constructs a new volume.
85
+ *
86
+ * @param {number} [resolution=128] - Number of voxels along the longest axis of the bounds. Should not exceed `256`, higher values exceed the maximum storage buffer size of the voxelizer.
87
+ */
88
+ constructor( resolution = 128 ) {
89
+
90
+ /**
91
+ * Number of voxels along the longest axis of the bounds. Should not exceed `256`, higher values exceed the maximum storage buffer size of the voxelizer.
92
+ *
93
+ * @type {number}
94
+ * @default 128
95
+ */
96
+ this.resolution = resolution;
97
+
98
+ /**
99
+ * The requested world-space bounds of the volume. If empty (the default), the bounds are
100
+ * computed from the scene at voxelization. See {@link VXGIVolume#worldBounds} for the
101
+ * effective bounds.
102
+ *
103
+ * @type {Box3}
104
+ */
105
+ this.bounds = new Box3();
106
+
107
+ /**
108
+ * The effective world-space bounds of the voxel grid, updated at voxelization.
109
+ *
110
+ * @type {Box3}
111
+ * @readonly
112
+ */
113
+ this.worldBounds = new Box3();
114
+
115
+ /**
116
+ * Only meshes that pass this layer test are voxelized.
117
+ *
118
+ * @type {Layers}
119
+ */
120
+ this.layers = new Layers();
121
+
122
+ /**
123
+ * Number of cached indirect bounces stored in the volume. Should be in the range `[0, 2]`.
124
+ *
125
+ * @type {number}
126
+ * @default 1
127
+ */
128
+ this.bounces = 1;
129
+
130
+ /**
131
+ * Triangles with a lower opacity are not voxelized.
132
+ *
133
+ * @type {number}
134
+ * @default 0.1
135
+ */
136
+ this.minOpacity = 0.1;
137
+
138
+ /**
139
+ * Whether the coarser radiance levels are filtered directionally: along each axis the finer
140
+ * voxels are composited front to back using their surface normals, so a cone only gathers
141
+ * the surfaces facing it. This reduces light bleeding through thin walls and floors (e.g. a
142
+ * sunlit floor brightening the ceiling of the room below) at the cost of additional memory
143
+ * and a more expensive radiance lookup. Changing it triggers a re-voxelization.
144
+ *
145
+ * @type {boolean}
146
+ * @default false
147
+ */
148
+ this.directionalRadiance = false;
149
+
150
+ /**
151
+ * Maximum number of lights injected into the volume.
152
+ *
153
+ * @type {number}
154
+ * @default 8
155
+ */
156
+ this.maxLights = 8;
157
+
158
+ /**
159
+ * Set to `true` to re-voxelize the scene in the next update.
160
+ *
161
+ * @type {boolean}
162
+ * @default true
163
+ */
164
+ this.needsUpdate = true;
165
+
166
+ /**
167
+ * Set to `true` to re-inject lighting in the next update. Changes of the lights and of the
168
+ * injection parameters are detected automatically, so this is rarely needed.
169
+ *
170
+ * @type {boolean}
171
+ * @default true
172
+ */
173
+ this.lightingNeedsUpdate = true;
174
+
175
+ /**
176
+ * Maximum cone length in world units. `0` means unbounded.
177
+ *
178
+ * @type {UniformNode<float>}
179
+ * @default 0
180
+ */
181
+ this.maxDistance = uniform( 0 );
182
+
183
+ /**
184
+ * Step size relative to the texel size of the sampled mip level.
185
+ *
186
+ * @type {UniformNode<float>}
187
+ * @default 0.5
188
+ */
189
+ this.stepScale = uniform( 0.5 );
190
+
191
+ /**
192
+ * Aperture in degrees of the visibility cones traced towards lights that do not provide a
193
+ * shadow map. Wider cones are cheaper but soften the injected shadows.
194
+ *
195
+ * @type {UniformNode<float>}
196
+ * @default 10
197
+ */
198
+ this.shadowConeAngle = uniform( 10 );
199
+
200
+ /**
201
+ * Aperture of the cones used for the cached bounces in degrees.
202
+ *
203
+ * @type {UniformNode<float>}
204
+ * @default 60
205
+ */
206
+ this.bounceConeAngle = uniform( 60 );
207
+
208
+ /**
209
+ * The minimum corner of the volume.
210
+ *
211
+ * @type {UniformNode<vec3>}
212
+ */
213
+ this.boundsMinNode = uniform( new Vector3() );
214
+
215
+ /**
216
+ * The size of the volume.
217
+ *
218
+ * @type {UniformNode<vec3>}
219
+ */
220
+ this.volumeSizeNode = uniform( new Vector3( 1, 1, 1 ) );
221
+
222
+ /**
223
+ * The size of a voxel.
224
+ *
225
+ * @type {UniformNode<float>}
226
+ */
227
+ this.voxelSizeNode = uniform( 1 );
228
+
229
+ /**
230
+ * The highest valid mip level of the voxel textures.
231
+ *
232
+ * @type {UniformNode<float>}
233
+ */
234
+ this.maxLevelNode = uniform( 0 );
235
+
236
+ /**
237
+ * The per-axis opacity of the scene (`xyz`) and the occupancy (`w`) as a mip chain.
238
+ *
239
+ * @type {Storage3DTexture}
240
+ */
241
+ this.opacityTexture = this._createTexture( 'VXGI.Opacity', UnsignedByteType, true, 1, 1, 1 );
242
+
243
+ /**
244
+ * The radiance of the scene including cached bounces, premultiplied by occupancy, as a mip chain.
245
+ * With {@link VXGIVolume#directionalRadiance} only the finest level is used and the coarser
246
+ * levels live in {@link VXGIVolume#directionalTexture}.
247
+ *
248
+ * @type {Storage3DTexture}
249
+ */
250
+ this.radianceTexture = this._createTexture( 'VXGI.Radiance', HalfFloatType, true, 1, 1, 1 );
251
+
252
+ /**
253
+ * Texture node of {@link VXGIVolume#opacityTexture}. Stays valid across re-allocations of the volume.
254
+ *
255
+ * @type {Texture3DNode}
256
+ */
257
+ this.opacityNode = texture3D( this.opacityTexture );
258
+
259
+ /**
260
+ * Texture node of {@link VXGIVolume#radianceTexture}. Stays valid across re-allocations of the volume.
261
+ *
262
+ * @type {Texture3DNode}
263
+ */
264
+ this.radianceNode = texture3D( this.radianceTexture );
265
+
266
+ /**
267
+ * The coarser radiance levels filtered directionally for the six directions a ray can travel
268
+ * (+x, -x, +y, -y, +z, -z), only allocated with {@link VXGIVolume#directionalRadiance}. Each
269
+ * texel holds the radiance of the surfaces facing the direction premultiplied by their weight
270
+ * (`rgb`) and the weight (`a`); occlusion comes from the opacity mip chain. The six directions
271
+ * are stored side by side along x in one half-resolution mip chain; level `n` of the volume is
272
+ * its level `n - 1`.
273
+ *
274
+ * @type {Storage3DTexture}
275
+ */
276
+ this.directionalTexture = this._createTexture( 'VXGI.Directional', HalfFloatType, true, 6, 1, 1 );
277
+
278
+ /**
279
+ * Texture node of {@link VXGIVolume#directionalTexture}. Stays valid across re-allocations of the volume.
280
+ *
281
+ * @type {Texture3DNode}
282
+ */
283
+ this.directionalNode = texture3D( this.directionalTexture );
284
+
285
+ /**
286
+ * The width of one direction block of the directional texture in texels (at its level 0).
287
+ *
288
+ * @type {UniformNode<float>}
289
+ */
290
+ this.directionalWidthNode = uniform( 1 );
291
+
292
+ // private
293
+
294
+ this._traceDistance = this.maxDistance.greaterThan( 0 ).select( this.maxDistance, float( 1e10 ) );
295
+ this._allocated = false;
296
+
297
+ this._gridSize = new Vector3();
298
+ this._levels = 1;
299
+ this._voxelCount = 0;
300
+ this._gridSizeNode = [ uniform( 1, 'uint' ), uniform( 1, 'uint' ), uniform( 1, 'uint' ) ];
301
+ this._voxelCountNode = uniform( 0, 'uint' );
302
+
303
+ this._pingPongTexture = null;
304
+ this._directTexture = null;
305
+ this._pingPongDirectionalTexture = null;
306
+ this._normalTexture = null;
307
+ this._directional = false;
308
+
309
+ this._occupancyAttribute = null;
310
+ this._triangleIdAttribute = null;
311
+ this._solidAttribute = null;
312
+ this._triangleAttribute = null;
313
+ this._trianglesNode = null;
314
+ this._triangleCount = 0;
315
+ this._triangleCountNode = uniform( 0, 'uint' );
316
+
317
+ this._kernels = null;
318
+
319
+ this._lightsArray = [];
320
+ for ( let i = 0; i < this.maxLights * 4; i ++ ) this._lightsArray.push( new Vector4() );
321
+ this._lightsNode = uniformArray( this._lightsArray, 'vec4' );
322
+ this._lightCountNode = uniform( 0, 'uint' );
323
+ this._lightKey = '';
324
+
325
+ // per light slot: type, shadow map (2D depth or cube depth) and its matrix / bias / near / far
326
+
327
+ this._lightTypes = [];
328
+ this._lightShadows = [];
329
+ this._shadowMatrices = [];
330
+ this._shadowParams = [];
331
+
332
+ for ( let i = 0; i < this.maxLights; i ++ ) {
333
+
334
+ this._shadowMatrices.push( uniform( new Matrix4() ) );
335
+ this._shadowParams.push( uniform( new Vector4() ) );
336
+
337
+ }
338
+
339
+ this._lightsKey = '';
340
+
341
+
342
+ this._exclude = new Set();
343
+
344
+ }
345
+
346
+ /**
347
+ * The effective maximum cone length as a node.
348
+ *
349
+ * @type {Node<float>}
350
+ */
351
+ get traceDistanceNode() {
352
+
353
+ return this._traceDistance;
354
+
355
+ }
356
+
357
+ /**
358
+ * Updates the volume if required. Voxelizes the scene when `needsUpdate` is set and re-injects
359
+ * lighting when `lightingNeedsUpdate` is set or a light has changed.
360
+ *
361
+ * @param {Renderer} renderer - The renderer.
362
+ * @param {Scene} scene - The scene.
363
+ */
364
+ update( renderer, scene ) {
365
+
366
+ _rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
367
+
368
+ // the volume might be updated before the scene was rendered for the first time
369
+
370
+ if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
371
+
372
+ if ( this.needsUpdate === true || this._allocated === false || this._directional !== this.directionalRadiance ) {
373
+
374
+ this._voxelize( renderer, scene );
375
+
376
+ this.needsUpdate = false;
377
+ this.lightingNeedsUpdate = true;
378
+
379
+ }
380
+
381
+ const lightKey = this._collectLights( renderer, scene );
382
+
383
+ if ( this.lightingNeedsUpdate === true || lightKey !== this._lightKey ) {
384
+
385
+ this._lightKey = lightKey;
386
+ this._updateLighting( renderer );
387
+
388
+ this.lightingNeedsUpdate = false;
389
+
390
+ }
391
+
392
+ RendererUtils.restoreRendererState( renderer, _rendererState );
393
+
394
+ }
395
+
396
+ /**
397
+ * Frees internal resources.
398
+ */
399
+ dispose() {
400
+
401
+ this._disposeGrid();
402
+
403
+ }
404
+
405
+ // geometry
406
+
407
+ _voxelize( renderer, scene ) {
408
+
409
+ this._exclude.clear();
410
+
411
+ const bounds = this.bounds.isEmpty() ? computeSceneBounds( scene, this.layers, this._exclude, _box ) : _box.copy( this.bounds );
412
+
413
+ if ( bounds.isEmpty() ) bounds.min.set( - 1, - 1, - 1 ), bounds.max.set( 1, 1, 1 );
414
+
415
+ // grid setup: the longest axis gets `resolution` voxels, all dimensions are padded by
416
+ // one voxel and rounded up so every mip level has integer dimensions
417
+
418
+ bounds.getSize( _size );
419
+
420
+ const resolution = Math.max( 8, this.resolution );
421
+ const voxelSize = Math.max( _size.x, _size.y, _size.z ) / resolution;
422
+ let levels = MathUtils.clamp( Math.floor( Math.log2( resolution ) ) - 2, 1, 8 );
423
+ const multiple = 2 ** ( levels - 1 );
424
+
425
+ const gridSize = _size.clone();
426
+ gridSize.x = Math.ceil( ( Math.ceil( _size.x / voxelSize ) + 2 ) / multiple ) * multiple;
427
+ gridSize.y = Math.ceil( ( Math.ceil( _size.y / voxelSize ) + 2 ) / multiple ) * multiple;
428
+ gridSize.z = Math.ceil( ( Math.ceil( _size.z / voxelSize ) + 2 ) / multiple ) * multiple;
429
+
430
+ levels = Math.min( levels, Math.floor( Math.log2( Math.max( gridSize.x, gridSize.y ) ) ) + 1 );
431
+
432
+ this.boundsMinNode.value.copy( bounds.min ).subScalar( voxelSize );
433
+ this.volumeSizeNode.value.copy( gridSize ).multiplyScalar( voxelSize );
434
+ this.worldBounds.min.copy( this.boundsMinNode.value );
435
+ this.worldBounds.max.copy( this.boundsMinNode.value ).add( this.volumeSizeNode.value );
436
+ this.voxelSizeNode.value = voxelSize;
437
+ this.maxLevelNode.value = levels - 1;
438
+
439
+ if ( this._allocated === false || gridSize.equals( this._gridSize ) === false || levels !== this._levels || this._directional !== this.directionalRadiance ) {
440
+
441
+ this._allocateGrid( gridSize, levels );
442
+
443
+ }
444
+
445
+ // collect triangles
446
+
447
+ _box.min.copy( this.boundsMinNode.value );
448
+ _box.max.copy( this.boundsMinNode.value ).add( this.volumeSizeNode.value );
449
+
450
+ const { data, count } = collectSceneTriangles( scene, {
451
+ bounds: _box,
452
+ layers: this.layers,
453
+ exclude: this._exclude,
454
+ subVoxelSize: voxelSize * 0.5,
455
+ maxEdge: MAX_EDGE_SUBVOXELS,
456
+ minOpacity: this.minOpacity
457
+ } );
458
+
459
+ this._triangleCount = count;
460
+ this._triangleCountNode.value = count;
461
+
462
+ if ( this._triangleAttribute !== null ) this._triangleAttribute.dispose();
463
+
464
+ this._triangleAttribute = new StorageBufferAttribute( count > 0 ? data : new Float32Array( TRIANGLE_STRIDE ), 4 );
465
+ this._trianglesNode = storage( this._triangleAttribute, 'vec4', this._triangleAttribute.count ).toReadOnly();
466
+
467
+ const solid = this._solidAttribute.array;
468
+
469
+ solid.fill( 0 );
470
+ computeSolidVoxels( scene, { boundsMin: this.boundsMinNode.value, voxelSize, gridSize, layers: this.layers, exclude: this._exclude }, new Uint8Array( solid.buffer ) );
471
+ this._solidAttribute.needsUpdate = true;
472
+
473
+ // kernels depend on the triangle buffer and grid
474
+
475
+ this._disposeKernels();
476
+ const kernels = this._getKernels();
477
+
478
+ renderer.compute( kernels.clear );
479
+
480
+ if ( count > 0 ) renderer.compute( kernels.voxelize );
481
+
482
+ renderer.compute( kernels.resolve );
483
+
484
+ for ( const kernel of kernels.opacityMips ) renderer.compute( kernel );
485
+
486
+ }
487
+
488
+ _allocateGrid( gridSize, levels ) {
489
+
490
+ this._disposeGrid();
491
+
492
+ const { x, y, z } = gridSize;
493
+
494
+ this._gridSize.copy( gridSize );
495
+ this._levels = levels;
496
+ this._voxelCount = x * y * z;
497
+ this._gridSizeNode[ 0 ].value = x;
498
+ this._gridSizeNode[ 1 ].value = y;
499
+ this._gridSizeNode[ 2 ].value = z;
500
+ this._voxelCountNode.value = this._voxelCount;
501
+
502
+ const directional = this._directional = this.directionalRadiance;
503
+
504
+ this.opacityTexture = this._createTexture( 'VXGI.Opacity', UnsignedByteType, true, x, y, z );
505
+ this.radianceTexture = this._createTexture( 'VXGI.Radiance', HalfFloatType, directional === false, x, y, z );
506
+ this._pingPongTexture = this._createTexture( 'VXGI.RadiancePingPong', HalfFloatType, directional === false, x, y, z );
507
+ this._directTexture = this._createTexture( 'VXGI.Direct', HalfFloatType, false, x, y, z );
508
+
509
+ // the directional levels start at level 1, i.e. at half resolution, six direction blocks along x
510
+
511
+ if ( directional === true ) {
512
+
513
+ const hx = Math.ceil( x / 2 ), hy = Math.ceil( y / 2 ), hz = Math.ceil( z / 2 );
514
+
515
+ this.directionalTexture = this._createTexture( 'VXGI.Directional', HalfFloatType, true, 6 * hx, hy, hz );
516
+ this._pingPongDirectionalTexture = this._createTexture( 'VXGI.DirectionalPingPong', HalfFloatType, true, 6 * hx, hy, hz );
517
+ this._normalTexture = this._createTexture( 'VXGI.Normal', UnsignedByteType, false, x, y, z );
518
+ this.directionalWidthNode.value = hx;
519
+
520
+ } else {
521
+
522
+ this.directionalTexture = this._createTexture( 'VXGI.Directional', HalfFloatType, true, 6, 1, 1 );
523
+ this.directionalWidthNode.value = 1;
524
+
525
+ }
526
+
527
+ this.opacityNode.value = this.opacityTexture;
528
+ this.radianceNode.value = this.radianceTexture;
529
+ this.directionalNode.value = this.directionalTexture;
530
+
531
+ this._allocated = true;
532
+
533
+ this._occupancyAttribute = new StorageBufferAttribute( this._voxelCount, 1, Uint32Array );
534
+ this._triangleIdAttribute = new StorageBufferAttribute( this._voxelCount, 1, Uint32Array );
535
+ this._solidAttribute = new StorageBufferAttribute( Math.ceil( this._voxelCount / 4 ), 1, Uint32Array );
536
+
537
+ }
538
+
539
+ _createTexture( name, type, mipmaps, x, y, z ) {
540
+
541
+ const texture = new Storage3DTexture( x, y, z );
542
+ texture.name = name;
543
+ texture.type = type;
544
+ texture.format = RGBAFormat;
545
+ texture.generateMipmaps = mipmaps;
546
+ texture.mipmapsAutoUpdate = false;
547
+ texture.minFilter = mipmaps ? LinearMipmapLinearFilter : LinearFilter;
548
+ texture.magFilter = LinearFilter;
549
+ texture.wrapS = texture.wrapT = texture.wrapR = ClampToEdgeWrapping;
550
+
551
+ return texture;
552
+
553
+ }
554
+
555
+ _disposeGrid() {
556
+
557
+ this._disposeKernels();
558
+
559
+ this.opacityTexture.dispose();
560
+ this.radianceTexture.dispose();
561
+ this.directionalTexture.dispose();
562
+
563
+ if ( this._pingPongTexture !== null ) {
564
+
565
+ this._pingPongTexture.dispose();
566
+ this._directTexture.dispose();
567
+
568
+ this._pingPongTexture = null;
569
+ this._directTexture = null;
570
+
571
+ }
572
+
573
+ if ( this._normalTexture !== null ) {
574
+
575
+ this._normalTexture.dispose();
576
+ this._pingPongDirectionalTexture.dispose();
577
+
578
+ this._normalTexture = null;
579
+ this._pingPongDirectionalTexture = null;
580
+
581
+ }
582
+
583
+ if ( this._occupancyAttribute !== null ) {
584
+
585
+ this._occupancyAttribute.dispose();
586
+ this._triangleIdAttribute.dispose();
587
+ this._solidAttribute.dispose();
588
+
589
+ this._occupancyAttribute = null;
590
+ this._triangleIdAttribute = null;
591
+ this._solidAttribute = null;
592
+
593
+ }
594
+
595
+ if ( this._triangleAttribute !== null ) {
596
+
597
+ this._triangleAttribute.dispose();
598
+
599
+ this._triangleAttribute = null;
600
+ this._trianglesNode = null;
601
+
602
+ }
603
+
604
+ this._allocated = false;
605
+
606
+ }
607
+
608
+ // lighting
609
+
610
+ _collectLights( renderer, scene ) {
611
+
612
+ const lights = this._lightsArray;
613
+ let count = 0;
614
+ let key = renderer.shadowMap.enabled ? 'S' : 'N';
615
+
616
+ this._lightTypes.length = 0;
617
+ this._lightShadows.length = 0;
618
+
619
+ scene.traverseVisible( ( object ) => {
620
+
621
+ if ( object.isLight !== true || count >= this.maxLights ) return;
622
+
623
+ let type;
624
+
625
+ if ( object.isDirectionalLight === true ) type = 0;
626
+ else if ( object.isSpotLight === true ) type = 2;
627
+ else if ( object.isPointLight === true ) type = 1;
628
+ else return;
629
+
630
+ const l0 = lights[ count * 4 ], l1 = lights[ count * 4 + 1 ], l2 = lights[ count * 4 + 2 ], l3 = lights[ count * 4 + 3 ];
631
+
632
+ _position.setFromMatrixPosition( object.matrixWorld );
633
+ l0.set( _position.x, _position.y, _position.z, type );
634
+
635
+ if ( type === 0 || type === 2 ) {
636
+
637
+ _target.setFromMatrixPosition( object.target.matrixWorld );
638
+
639
+ if ( type === 0 ) {
640
+
641
+ _target.subVectors( _position, _target ).normalize(); // direction towards the light
642
+
643
+ } else {
644
+
645
+ _target.subVectors( _target, _position ).normalize(); // spot axis
646
+
647
+ }
648
+
649
+ } else {
650
+
651
+ _target.set( 0, 0, 0 );
652
+
653
+ }
654
+
655
+ l1.set( _target.x, _target.y, _target.z, object.distance || 0 );
656
+
657
+ const color = object.color, intensity = object.intensity;
658
+ l2.set( color.r * intensity, color.g * intensity, color.b * intensity, object.decay !== undefined ? object.decay : 2 );
659
+
660
+ // the light's shadow map is used for the injected visibility when available
661
+
662
+ let shadowTexture = null;
663
+
664
+ if ( object.castShadow === true && renderer.shadowMap.enabled === true && object.shadow.map !== null && object.shadow.map.depthTexture !== undefined ) {
665
+
666
+ const shadow = object.shadow;
667
+
668
+ shadowTexture = shadow.map.depthTexture;
669
+ this._shadowMatrices[ count ].value.copy( shadow.matrix );
670
+ this._shadowParams[ count ].value.set( shadow.bias, shadow.camera.near, shadow.camera.far, 0 );
671
+
672
+ }
673
+
674
+ this._lightTypes.push( type );
675
+ this._lightShadows.push( shadowTexture );
676
+
677
+ if ( type === 2 ) {
678
+
679
+ l3.set( Math.cos( object.angle ), Math.cos( object.angle * ( 1 - object.penumbra ) ), 0, 0 );
680
+
681
+ } else {
682
+
683
+ l3.set( 0, 0, 0, 0 );
684
+
685
+ }
686
+
687
+ key += `|${ type },${ l0.x.toFixed( 3 ) },${ l0.y.toFixed( 3 ) },${ l0.z.toFixed( 3 ) },${ l1.x.toFixed( 4 ) },${ l1.y.toFixed( 4 ) },${ l1.z.toFixed( 4 ) },${ l1.w },${ l2.x.toFixed( 3 ) },${ l2.y.toFixed( 3 ) },${ l2.z.toFixed( 3 ) },${ l2.w },${ l3.x.toFixed( 4 ) },${ l3.y.toFixed( 4 ) },${ shadowTexture !== null ? shadowTexture.uuid : '-' }`;
688
+
689
+ count ++;
690
+
691
+ } );
692
+
693
+ this._lightCountNode.value = count;
694
+
695
+ // injection parameters that are baked into the cached radiance
696
+
697
+ key += `|${ this.bounces },${ this.bounceConeAngle.value },${ this.shadowConeAngle.value },${ this.stepScale.value },${ this.maxDistance.value }`;
698
+
699
+ // the inject kernels are specialized for the set of lights and their shadow maps
700
+
701
+ this._lightsKey = this._lightTypes.map( ( type, i ) => type + ':' + ( this._lightShadows[ i ] !== null ? this._lightShadows[ i ].uuid : '-' ) ).join( '|' );
702
+
703
+ return key;
704
+
705
+ }
706
+
707
+ _updateLighting( renderer ) {
708
+
709
+ const kernels = this._getKernels();
710
+ const bounces = Math.max( 0, Math.round( this.bounces ) );
711
+
712
+ // the ping-pong order is chosen so the final result always ends up in `radianceTexture`
713
+
714
+ let index = bounces % 2;
715
+
716
+ if ( kernels.inject[ index ] === null || kernels.injectKey[ index ] !== this._lightsKey ) {
717
+
718
+ if ( kernels.inject[ index ] !== null ) kernels.inject[ index ].dispose();
719
+
720
+ kernels.inject[ index ] = this._createInjectKernel( renderer, index );
721
+ kernels.injectKey[ index ] = this._lightsKey;
722
+
723
+ }
724
+
725
+ renderer.compute( kernels.inject[ index ] );
726
+
727
+ for ( const kernel of kernels.radianceMips[ index ] ) renderer.compute( kernel );
728
+
729
+ for ( let i = 0; i < bounces; i ++ ) {
730
+
731
+ const target = 1 - index;
732
+
733
+ renderer.compute( kernels.bounce[ target ] );
734
+
735
+ for ( const kernel of kernels.radianceMips[ target ] ) renderer.compute( kernel );
736
+
737
+ index = target;
738
+
739
+ }
740
+
741
+ }
742
+
743
+ // kernels
744
+
745
+ _getRadianceTexture( index ) {
746
+
747
+ return index === 0 ? this.radianceTexture : this._pingPongTexture;
748
+
749
+ }
750
+
751
+ _getDirectionalTexture( index ) {
752
+
753
+ return index === 0 ? this.directionalTexture : this._pingPongDirectionalTexture;
754
+
755
+ }
756
+
757
+ _getKernels() {
758
+
759
+ if ( this._kernels !== null ) return this._kernels;
760
+
761
+ const kernels = {
762
+ clear: this._createClearKernel(),
763
+ voxelize: this._createVoxelizeKernel(),
764
+ resolve: this._createResolveKernel(),
765
+ opacityMips: [],
766
+ radianceMips: [[], []],
767
+ inject: [ null, null ],
768
+ injectKey: [ null, null ],
769
+ bounce: [ null, null ]
770
+ };
771
+
772
+ for ( let level = 1; level < this._levels; level ++ ) {
773
+
774
+ kernels.opacityMips.push( this._createOpacityMipKernel( level ) );
775
+
776
+ // the coarser radiance levels are either isotropic mips or directionally filtered
777
+
778
+ for ( let index = 0; index < 2; index ++ ) {
779
+
780
+ kernels.radianceMips[ index ].push( this._directional === true ? this._createDirectionalKernel( index, level ) : this._createRadianceMipKernel( this._getRadianceTexture( index ), level ) );
781
+
782
+ }
783
+
784
+ }
785
+
786
+ kernels.bounce[ 0 ] = this._createBounceKernel( 0 );
787
+ kernels.bounce[ 1 ] = this._createBounceKernel( 1 );
788
+
789
+ this._kernels = kernels;
790
+
791
+ return kernels;
792
+
793
+ }
794
+
795
+ _disposeKernels() {
796
+
797
+ if ( this._kernels === null ) return;
798
+
799
+ const { clear, voxelize, resolve, opacityMips, radianceMips, inject, bounce } = this._kernels;
800
+
801
+ for ( const kernel of [ clear, voxelize, resolve, ...opacityMips, ...radianceMips.flat(), ...inject, ...bounce ] ) {
802
+
803
+ if ( kernel !== null ) kernel.dispose();
804
+
805
+ }
806
+
807
+ this._kernels = null;
808
+
809
+ }
810
+
811
+ _getLevelSize( level ) {
812
+
813
+ return [ this._gridSize.x >> level, this._gridSize.y >> level, this._gridSize.z >> level ];
814
+
815
+ }
816
+
817
+ /**
818
+ * Returns the 3D coordinates of the given linear voxel index.
819
+ *
820
+ * @private
821
+ */
822
+ _coords( index, size ) {
823
+
824
+ const [ x, y ] = size;
825
+
826
+ return uvec3( index.mod( uint( x ) ), index.div( uint( x ) ).mod( uint( y ) ), index.div( uint( x * y ) ) );
827
+
828
+ }
829
+
830
+ _createClearKernel() {
831
+
832
+ const occupancy = storage( this._occupancyAttribute, 'uint', this._voxelCount );
833
+ const triangleIds = storage( this._triangleIdAttribute, 'uint', this._voxelCount );
834
+ const voxelCount = this._voxelCountNode;
835
+
836
+ return Fn( () => {
837
+
838
+ If( instanceIndex.lessThan( voxelCount ), () => {
839
+
840
+ occupancy.element( instanceIndex ).assign( uint( 0 ) );
841
+ triangleIds.element( instanceIndex ).assign( uint( 0 ) );
842
+
843
+ } );
844
+
845
+ } )().compute( this._voxelCount ).setName( 'VXGI.Clear' );
846
+
847
+ }
848
+
849
+ _createVoxelizeKernel() {
850
+
851
+ const occupancy = storage( this._occupancyAttribute, 'uint', this._voxelCount ).toAtomic();
852
+ const triangleIds = storage( this._triangleIdAttribute, 'uint', this._voxelCount );
853
+ const triangles = this._trianglesNode;
854
+ const triangleCount = this._triangleCountNode;
855
+ const boundsMin = this.boundsMinNode;
856
+ const invSubVoxel = float( 2 ).div( this.voxelSizeNode );
857
+ const [ gx, gy ] = this._gridSizeNode;
858
+ const subSize = vec3( this._gridSize.x * 2, this._gridSize.y * 2, this._gridSize.z * 2 );
859
+
860
+ return Fn( () => {
861
+
862
+ const triangleIndex = instanceIndex;
863
+
864
+ If( triangleIndex.lessThan( triangleCount ), () => {
865
+
866
+ const base = triangleIndex.mul( 5 ).toConst();
867
+
868
+ // triangle in sub-voxel space
869
+
870
+ const p0 = triangles.element( base ).xyz.sub( boundsMin ).mul( invSubVoxel ).toConst();
871
+ const p1 = triangles.element( base.add( 1 ) ).xyz.sub( boundsMin ).mul( invSubVoxel ).toConst();
872
+ const p2 = triangles.element( base.add( 2 ) ).xyz.sub( boundsMin ).mul( invSubVoxel ).toConst();
873
+
874
+ const n = cross( p1.sub( p0 ), p2.sub( p0 ) ).toConst();
875
+ const an = abs( n ).toConst();
876
+
877
+ // project along the dominant axis: swizzle so the dominant axis becomes z
878
+
879
+ const isZ = an.z.greaterThanEqual( an.x ).and( an.z.greaterThanEqual( an.y ) ).toConst();
880
+ const isY = isZ.not().and( an.y.greaterThanEqual( an.x ) ).toConst();
881
+
882
+ const swizzle = ( v ) => select( isZ, v.xyz, select( isY, v.zxy, v.yzx ) );
883
+
884
+ const q0 = swizzle( p0 ).toConst();
885
+ const q1 = swizzle( p1 ).toConst();
886
+ const q2 = swizzle( p2 ).toConst();
887
+ const nq = swizzle( n ).toConst();
888
+ const sd = swizzle( subSize ).toConst();
889
+
890
+ const qmin = min( q0, min( q1, q2 ) ).toConst();
891
+ const qmax = max( q0, max( q1, q2 ) ).toConst();
892
+
893
+ const i0 = int( floor( qmin.x ) ).max( 0 ).toConst();
894
+ const i1 = int( floor( qmax.x ) ).min( int( sd.x ).sub( 1 ) ).toConst();
895
+ const j0 = int( floor( qmin.y ) ).max( 0 ).toConst();
896
+ const j1 = int( floor( qmax.y ) ).min( int( sd.y ).sub( 1 ) ).toConst();
897
+
898
+ // conservative edge functions
899
+
900
+ const areaSign = sign( nq.z ).toConst();
901
+
902
+ const edge = ( a, b ) => {
903
+
904
+ const normal = vec2( a.y.sub( b.y ), b.x.sub( a.x ) ).mul( areaSign ).toConst();
905
+ const bias = float( 0.5 ).mul( abs( normal.x ).add( abs( normal.y ) ) ).toConst();
906
+
907
+ return { a, normal, bias };
908
+
909
+ };
910
+
911
+ const e0 = edge( q0.xy, q1.xy );
912
+ const e1 = edge( q1.xy, q2.xy );
913
+ const e2 = edge( q2.xy, q0.xy );
914
+
915
+ const halfExtent = float( 0.5 ).mul( abs( nq.x ).add( abs( nq.y ) ) ).div( abs( nq.z ) ).toConst();
916
+
917
+ Loop( { start: i0, end: i1, type: 'int', condition: '<=', name: 'i' }, { start: j0, end: j1, type: 'int', condition: '<=', name: 'j' }, ( { i, j } ) => {
918
+
919
+ const c = vec2( float( i ).add( 0.5 ), float( j ).add( 0.5 ) ).toConst();
920
+
921
+ const inside = dot( e0.normal, c.sub( e0.a ) ).add( e0.bias ).greaterThanEqual( 0 )
922
+ .and( dot( e1.normal, c.sub( e1.a ) ).add( e1.bias ).greaterThanEqual( 0 ) )
923
+ .and( dot( e2.normal, c.sub( e2.a ) ).add( e2.bias ).greaterThanEqual( 0 ) );
924
+
925
+ If( inside, () => {
926
+
927
+ // depth range of the triangle plane within this column
928
+
929
+ const wc = q0.z.sub( nq.x.mul( c.x.sub( q0.x ) ).add( nq.y.mul( c.y.sub( q0.y ) ) ).div( nq.z ) ).toConst();
930
+
931
+ const k0 = int( floor( max( wc.sub( halfExtent ), qmin.z ) ) ).max( 0 ).toConst();
932
+ const k1 = int( floor( min( wc.add( halfExtent ), qmax.z ) ) ).min( int( sd.z ).sub( 1 ) ).toConst();
933
+
934
+ Loop( { start: k0, end: k1, type: 'int', condition: '<=', name: 'k' }, ( { k } ) => {
935
+
936
+ const s = select( isZ, ivec3( i, j, k ), select( isY, ivec3( j, k, i ), ivec3( k, i, j ) ) ).toConst();
937
+
938
+ const voxel = uvec3( s.div( 2 ) ).toConst();
939
+ const bit = uint( s.x.bitAnd( 1 ) ).bitOr( uint( s.y.bitAnd( 1 ) ).shiftLeft( uint( 1 ) ) ).bitOr( uint( s.z.bitAnd( 1 ) ).shiftLeft( uint( 2 ) ) ).toConst();
940
+ const voxelIndex = voxel.x.add( gx.mul( voxel.y.add( gy.mul( voxel.z ) ) ) ).toConst();
941
+
942
+ atomicOr( occupancy.element( voxelIndex ), uint( 1 ).shiftLeft( bit ) );
943
+ triangleIds.element( voxelIndex ).assign( triangleIndex.add( 1 ) );
944
+
945
+ } );
946
+
947
+ } );
948
+
949
+ } );
950
+
951
+ } );
952
+
953
+ } )().compute( this._triangleCount ).setName( 'VXGI.Voxelize' );
954
+
955
+ }
956
+
957
+ _createResolveKernel() {
958
+
959
+ const occupancy = storage( this._occupancyAttribute, 'uint', this._voxelCount ).toReadOnly();
960
+ const solid = storage( this._solidAttribute, 'uint', this._solidAttribute.count ).toReadOnly();
961
+ const opacityTexture = this.opacityTexture;
962
+ const voxelCount = this._voxelCountNode;
963
+ const size = this._getLevelSize( 0 );
964
+
965
+ return Fn( () => {
966
+
967
+ If( instanceIndex.lessThan( voxelCount ), () => {
968
+
969
+ const coords = this._coords( instanceIndex, size ).toConst();
970
+ const solidBits = solid.element( instanceIndex.shiftRight( uint( 2 ) ) ).shiftRight( instanceIndex.bitAnd( uint( 3 ) ).mul( uint( 8 ) ) ).bitAnd( uint( 0xFF ) );
971
+ const bits = occupancy.element( instanceIndex ).bitOr( solidBits ).toConst();
972
+
973
+ // per-axis coverage from the 2x2x2 sub-voxel occupancy
974
+
975
+ const coverage = ( m0, m1, m2, m3 ) => {
976
+
977
+ return select( bits.bitAnd( uint( m0 ) ).notEqual( uint( 0 ) ), 0.25, 0 )
978
+ .add( select( bits.bitAnd( uint( m1 ) ).notEqual( uint( 0 ) ), 0.25, 0 ) )
979
+ .add( select( bits.bitAnd( uint( m2 ) ).notEqual( uint( 0 ) ), 0.25, 0 ) )
980
+ .add( select( bits.bitAnd( uint( m3 ) ).notEqual( uint( 0 ) ), 0.25, 0 ) );
981
+
982
+ };
983
+
984
+ const opacityX = coverage( 0x03, 0x0C, 0x30, 0xC0 );
985
+ const opacityY = coverage( 0x05, 0x0A, 0x50, 0xA0 );
986
+ const opacityZ = coverage( 0x11, 0x22, 0x44, 0x88 );
987
+ const occupied = float( countOneBits( bits ) ).div( 8 );
988
+
989
+ textureStore( opacityTexture, coords, vec4( opacityX, opacityY, opacityZ, occupied ) );
990
+
991
+ } );
992
+
993
+ } )().compute( this._voxelCount ).setName( 'VXGI.Resolve' );
994
+
995
+ }
996
+
997
+ _createOpacityMipKernel( level ) {
998
+
999
+ const size = this._getLevelSize( level );
1000
+ const count = size[ 0 ] * size[ 1 ] * size[ 2 ];
1001
+
1002
+ const source = new MipStorageTexture3DNode( this.opacityTexture, 'readOnly', level - 1 );
1003
+ const target = new MipStorageTexture3DNode( this.opacityTexture, 'writeOnly', level );
1004
+
1005
+ return Fn( () => {
1006
+
1007
+ If( instanceIndex.lessThan( uint( count ) ), () => {
1008
+
1009
+ const coords = this._coords( instanceIndex, size ).toConst();
1010
+ const base = ivec3( coords.mul( uint( 2 ) ) ).toConst();
1011
+
1012
+ const children = [];
1013
+
1014
+ for ( let z = 0; z < 2; z ++ ) {
1015
+
1016
+ for ( let y = 0; y < 2; y ++ ) {
1017
+
1018
+ for ( let x = 0; x < 2; x ++ ) {
1019
+
1020
+ children[ x + y * 2 + z * 4 ] = source.load( base.add( ivec3( x, y, z ) ) ).toConst();
1021
+
1022
+ }
1023
+
1024
+ }
1025
+
1026
+ }
1027
+
1028
+ // along each axis the two children are combined, across the axis they are averaged
1029
+
1030
+ const child = ( x, y, z ) => children[ x + y * 2 + z * 4 ];
1031
+ const combine = ( a, b ) => a.oneMinus().mul( b.oneMinus() ).oneMinus();
1032
+
1033
+ let opacityX = float( 0 ), opacityY = float( 0 ), opacityZ = float( 0 ), occupied = float( 0 );
1034
+
1035
+ for ( let a = 0; a < 2; a ++ ) {
1036
+
1037
+ for ( let b = 0; b < 2; b ++ ) {
1038
+
1039
+ opacityX = opacityX.add( combine( child( 0, a, b ).x, child( 1, a, b ).x ) );
1040
+ opacityY = opacityY.add( combine( child( a, 0, b ).y, child( a, 1, b ).y ) );
1041
+ opacityZ = opacityZ.add( combine( child( a, b, 0 ).z, child( a, b, 1 ).z ) );
1042
+
1043
+ }
1044
+
1045
+ }
1046
+
1047
+ for ( let i = 0; i < 8; i ++ ) occupied = occupied.add( children[ i ].w );
1048
+
1049
+ textureStore( target, coords, vec4( opacityX.mul( 0.25 ), opacityY.mul( 0.25 ), opacityZ.mul( 0.25 ), occupied.mul( 0.125 ) ) );
1050
+
1051
+ } );
1052
+
1053
+ } )().compute( count ).setName( 'VXGI.OpacityMip' + level );
1054
+
1055
+ }
1056
+
1057
+ _createRadianceMipKernel( radianceTexture, level ) {
1058
+
1059
+ const size = this._getLevelSize( level );
1060
+ const count = size[ 0 ] * size[ 1 ] * size[ 2 ];
1061
+
1062
+ const source = new MipStorageTexture3DNode( radianceTexture, 'readOnly', level - 1 );
1063
+ const target = new MipStorageTexture3DNode( radianceTexture, 'writeOnly', level );
1064
+
1065
+ return Fn( () => {
1066
+
1067
+ If( instanceIndex.lessThan( uint( count ) ), () => {
1068
+
1069
+ const coords = this._coords( instanceIndex, size ).toConst();
1070
+ const base = ivec3( coords.mul( uint( 2 ) ) ).toConst();
1071
+
1072
+ let sum = vec4( 0 );
1073
+
1074
+ for ( let z = 0; z < 2; z ++ ) {
1075
+
1076
+ for ( let y = 0; y < 2; y ++ ) {
1077
+
1078
+ for ( let x = 0; x < 2; x ++ ) {
1079
+
1080
+ sum = sum.add( source.load( base.add( ivec3( x, y, z ) ) ) );
1081
+
1082
+ }
1083
+
1084
+ }
1085
+
1086
+ }
1087
+
1088
+ textureStore( target, coords, sum.mul( 0.125 ) );
1089
+
1090
+ } );
1091
+
1092
+ } )().compute( count ).setName( 'VXGI.RadianceMip' + level );
1093
+
1094
+ }
1095
+
1096
+ /**
1097
+ * Creates the kernel that filters the six direction blocks of the directional texture at a
1098
+ * level from the next finer level: along the direction's axis the two finer voxels are
1099
+ * composited front to back with the front voxel's opacity along that axis, across the axis
1100
+ * they are averaged. Level 1 is filtered from the isotropic finest level, where a voxel only
1101
+ * contributes to the directions its surface faces against.
1102
+ *
1103
+ * @private
1104
+ */
1105
+ _createDirectionalKernel( index, level ) {
1106
+
1107
+ const size = this._getLevelSize( level );
1108
+ const count = size[ 0 ] * size[ 1 ] * size[ 2 ];
1109
+ const texture = this._getDirectionalTexture( index );
1110
+ const opacity = texture3D( this.opacityTexture );
1111
+ const radiance = texture3D( this._getRadianceTexture( index ) );
1112
+ const normals = texture3D( this._normalTexture );
1113
+
1114
+ // level n of the volume is level n - 1 of the half resolution directional texture
1115
+
1116
+ const source = level === 1 ? null : new MipStorageTexture3DNode( texture, 'readOnly', level - 2 );
1117
+ const target = new MipStorageTexture3DNode( texture, 'writeOnly', level - 1 );
1118
+ const blockWidth = size[ 0 ];
1119
+
1120
+ return Fn( () => {
1121
+
1122
+ If( instanceIndex.lessThan( uint( count ) ), () => {
1123
+
1124
+ const coords = this._coords( instanceIndex, size ).toConst();
1125
+ const base = ivec3( coords.mul( uint( 2 ) ) ).toConst();
1126
+
1127
+ const offset = ( i ) => ivec3( i & 1, ( i >> 1 ) & 1, ( i >> 2 ) & 1 );
1128
+
1129
+ const childOpacity = [];
1130
+ const childNormal = [];
1131
+ const childRadiance = [];
1132
+
1133
+ for ( let i = 0; i < 8; i ++ ) {
1134
+
1135
+ childOpacity.push( opacity.load( base.add( offset( i ) ) ).level( level - 1 ).toConst() );
1136
+
1137
+ if ( level === 1 ) {
1138
+
1139
+ childNormal.push( normals.load( base.add( offset( i ) ) ).xyz.mul( 2 ).sub( 1 ).toConst() );
1140
+ childRadiance.push( radiance.load( base.add( offset( i ) ) ).toConst() );
1141
+
1142
+ }
1143
+
1144
+ }
1145
+
1146
+ for ( let direction = 0; direction < 6; direction ++ ) {
1147
+
1148
+ const [ axis, sign ] = DIRECTIONS[ direction ];
1149
+ const travel = vec3( axis === 0 ? sign : 0, axis === 1 ? sign : 0, axis === 2 ? sign : 0 );
1150
+ const block = ivec3( direction * blockWidth * 2, 0, 0 ); // block offset in the finer level
1151
+
1152
+ // a child holds the radiance of its surfaces facing the direction premultiplied by
1153
+ // their weight (rgb) and the weight (a); at the finest level a voxel only counts for a
1154
+ // direction if its surface faces against it, so a surface parallel to the axis does
1155
+ // not mix in. The front child hides the back child by its opacity along the axis.
1156
+
1157
+ const child = ( i ) => level === 1
1158
+ ? childRadiance[ i ].mul( smoothstep( 0, 0.3, dot( childNormal[ i ], travel.negate() ) ) )
1159
+ : source.load( base.add( block ).add( offset( i ) ) );
1160
+ const axisOpacity = ( i ) => [ childOpacity[ i ].x, childOpacity[ i ].y, childOpacity[ i ].z ][ axis ];
1161
+
1162
+ let sum = vec4( 0 );
1163
+
1164
+ for ( let i = 0; i < 8; i ++ ) {
1165
+
1166
+ // each column along the axis is composited once, starting at its front voxel
1167
+
1168
+ if ( ( ( i >> axis ) & 1 ) !== ( sign > 0 ? 0 : 1 ) ) continue;
1169
+
1170
+ const front = i;
1171
+ const back = i ^ ( 1 << axis );
1172
+
1173
+ sum = sum.add( child( front ) ).add( child( back ).mul( axisOpacity( front ).oneMinus() ) );
1174
+
1175
+ }
1176
+
1177
+ textureStore( target, ivec3( coords ).add( ivec3( direction * blockWidth, 0, 0 ) ), sum.mul( 0.25 ) );
1178
+
1179
+ }
1180
+
1181
+ } );
1182
+
1183
+ } )().compute( count ).setName( 'VXGI.Directional' + level );
1184
+
1185
+ }
1186
+
1187
+ /**
1188
+ * Emits the code for reading the surface data of the given voxel.
1189
+ *
1190
+ * @private
1191
+ */
1192
+ _surface( coords, triangleId ) {
1193
+
1194
+ const triangles = this._trianglesNode;
1195
+
1196
+ const base = triangleId.sub( 1 ).mul( 5 ).toConst();
1197
+ const a = triangles.element( base ).xyz.toConst();
1198
+ const b = triangles.element( base.add( 1 ) ).xyz.toConst();
1199
+ const c = triangles.element( base.add( 2 ) ).xyz.toConst();
1200
+ const albedo = triangles.element( base.add( 3 ) ).toConst();
1201
+ const emissive = triangles.element( base.add( 4 ) ).xyz.toConst();
1202
+
1203
+ const normal = normalize( cross( b.sub( a ), c.sub( a ) ) ).toVar();
1204
+ normal.assign( select( albedo.w.equal( 1 ), normal.negate(), normal ) ); // back side
1205
+
1206
+ const position = this.boundsMinNode.add( vec3( coords ).add( 0.5 ).mul( this.voxelSizeNode ) ).toConst();
1207
+
1208
+ return { position, normal, albedo: albedo.xyz, side: albedo.w, emissive };
1209
+
1210
+ }
1211
+
1212
+ _createInjectKernel( renderer, index ) {
1213
+
1214
+ const occupancy = storage( this._occupancyAttribute, 'uint', this._voxelCount ).toReadOnly();
1215
+ const triangleIds = storage( this._triangleIdAttribute, 'uint', this._voxelCount ).toReadOnly();
1216
+ const voxelCount = this._voxelCountNode;
1217
+ const size = this._getLevelSize( 0 );
1218
+ const voxelSize = this.voxelSizeNode;
1219
+ const lights = this._lightsNode;
1220
+
1221
+ const directTexture = this._directTexture;
1222
+ const normalTexture = this._normalTexture;
1223
+ const radianceTexture = this._getRadianceTexture( index );
1224
+
1225
+ const lightTypes = this._lightTypes.slice();
1226
+ const lightShadows = this._lightShadows.slice();
1227
+ const shadowMatrices = this._shadowMatrices;
1228
+ const shadowParams = this._shadowParams;
1229
+ const reversedDepth = renderer.reversedDepthBuffer === true;
1230
+ const shadowTanHalfAngle = this.shadowConeAngle.mul( 0.5 ).radians().tan();
1231
+
1232
+ const trace = createConeTracer( this, { maxSteps: 256 } );
1233
+
1234
+ return Fn( () => {
1235
+
1236
+ If( instanceIndex.lessThan( voxelCount ), () => {
1237
+
1238
+ const coords = this._coords( instanceIndex, size ).toConst();
1239
+ const bits = occupancy.element( instanceIndex ).toConst();
1240
+ const result = vec4( 0 ).toVar();
1241
+ const encodedNormal = normalTexture !== null ? vec4( 0 ).toVar() : null;
1242
+
1243
+ If( bits.notEqual( uint( 0 ) ), () => {
1244
+
1245
+ const surface = this._surface( coords, triangleIds.element( instanceIndex ) );
1246
+ const { position, normal, albedo, side, emissive } = surface;
1247
+
1248
+ if ( encodedNormal !== null ) encodedNormal.assign( vec4( normal.mul( 0.5 ).add( 0.5 ), 1 ) );
1249
+
1250
+ const irradiance = vec3( 0 ).toVar();
1251
+
1252
+ // one specialized block per light; the kernel is rebuilt when the light set changes
1253
+
1254
+ for ( let i = 0; i < lightTypes.length; i ++ ) {
1255
+
1256
+ const type = lightTypes[ i ];
1257
+ const shadowTexture = lightShadows[ i ];
1258
+
1259
+ const l0 = lights.element( i * 4 ).toConst();
1260
+ const l1 = lights.element( i * 4 + 1 ).toConst();
1261
+ const l2 = lights.element( i * 4 + 2 ).toConst();
1262
+ const l3 = lights.element( i * 4 + 3 ).toConst();
1263
+
1264
+ const lightDirection = vec3( 0 ).toVar();
1265
+ const lightDistance = float( 1e10 ).toVar();
1266
+ const attenuation = float( 1 ).toVar();
1267
+
1268
+ if ( type === 0 ) {
1269
+
1270
+ lightDirection.assign( l1.xyz );
1271
+
1272
+ } else {
1273
+
1274
+ const lightVector = l0.xyz.sub( position ).toConst();
1275
+ lightDistance.assign( length( lightVector ) );
1276
+ lightDirection.assign( lightVector.div( lightDistance ) );
1277
+ attenuation.assign( getDistanceAttenuation( { lightDistance, cutoffDistance: l1.w, decayExponent: l2.w } ) );
1278
+
1279
+ if ( type === 2 ) {
1280
+
1281
+ attenuation.mulAssign( smoothstep( l3.x, l3.y, dot( l1.xyz, lightDirection.negate() ) ) );
1282
+
1283
+ }
1284
+
1285
+ }
1286
+
1287
+ const ndl = dot( normal, lightDirection ).toVar();
1288
+ ndl.assign( select( side.equal( 2 ), abs( ndl ), max( ndl, 0 ) ) );
1289
+
1290
+ If( ndl.greaterThan( 0 ).and( attenuation.greaterThan( 0 ) ), () => {
1291
+
1292
+ const visibility = float( 1 ).toVar();
1293
+ const shadowPosition = position.add( normal.mul( voxelSize ) ).toConst();
1294
+
1295
+ if ( shadowTexture === null ) {
1296
+
1297
+ // no shadow map: trace a visibility cone through the volume
1298
+
1299
+ const origin = position.add( normal.mul( voxelSize.mul( 1.5 ) ) );
1300
+ const occlusion = trace( origin, lightDirection, shadowTanHalfAngle, lightDistance.sub( voxelSize ) );
1301
+ visibility.assign( occlusion.alpha.oneMinus() );
1302
+
1303
+ } else if ( type === 1 ) {
1304
+
1305
+ // point light: cube shadow map addressed by the light-to-voxel vector
1306
+
1307
+ const params = shadowParams[ i ];
1308
+ const bias = params.x, near = params.y, far = params.z;
1309
+
1310
+ const lightToVoxel = shadowPosition.sub( l0.xyz ).toConst();
1311
+ const absVector = abs( lightToVoxel ).toConst();
1312
+ const viewZ = max( max( absVector.x, absVector.y ), absVector.z ).toConst();
1313
+
1314
+ If( viewZ.greaterThanEqual( near ).and( viewZ.lessThanEqual( far ) ), () => {
1315
+
1316
+ const depth = cubeTexture( shadowTexture, normalize( lightToVoxel ) ).r; // depth cubes need an integer level, which the compute path emits by default
1317
+
1318
+ if ( reversedDepth ) {
1319
+
1320
+ const reference = viewZToReversedPerspectiveDepth( viewZ.negate(), near, far ).sub( bias );
1321
+ visibility.assign( select( reference.greaterThanEqual( depth ), 1, 0 ) );
1322
+
1323
+ } else {
1324
+
1325
+ const reference = viewZToPerspectiveDepth( viewZ.negate(), near, far ).add( bias );
1326
+ visibility.assign( select( reference.lessThanEqual( depth ), 1, 0 ) );
1327
+
1328
+ }
1329
+
1330
+ } );
1331
+
1332
+ } else {
1333
+
1334
+ // directional and spot lights: 2D shadow map addressed by the shadow matrix
1335
+
1336
+ const bias = shadowParams[ i ].x;
1337
+
1338
+ const clip = shadowMatrices[ i ].mul( vec4( shadowPosition, 1 ) ).toConst();
1339
+ const coord = clip.xyz.div( clip.w ).toConst();
1340
+ const uv = vec2( coord.x, coord.y.oneMinus() ).toConst();
1341
+
1342
+ const inside = uv.x.greaterThanEqual( 0 ).and( uv.x.lessThanEqual( 1 ) ).and( uv.y.greaterThanEqual( 0 ) ).and( uv.y.lessThanEqual( 1 ) ).and( coord.z.greaterThanEqual( 0 ) ).and( coord.z.lessThanEqual( 1 ) ).toConst();
1343
+
1344
+ If( inside, () => {
1345
+
1346
+ const depth = texture( shadowTexture, uv ).r;
1347
+
1348
+ if ( reversedDepth ) {
1349
+
1350
+ visibility.assign( select( coord.z.sub( bias ).greaterThanEqual( depth ), 1, 0 ) );
1351
+
1352
+ } else {
1353
+
1354
+ visibility.assign( select( coord.z.add( bias ).lessThanEqual( depth ), 1, 0 ) );
1355
+
1356
+ }
1357
+
1358
+ } );
1359
+
1360
+ }
1361
+
1362
+ irradiance.addAssign( l2.xyz.mul( attenuation.mul( ndl ).mul( visibility ) ) );
1363
+
1364
+ } );
1365
+
1366
+ }
1367
+
1368
+ const radiance = albedo.mul( irradiance ).div( PI ).add( emissive );
1369
+ const occupied = float( countOneBits( bits ) ).div( 8 );
1370
+
1371
+ result.assign( vec4( radiance.mul( occupied ), occupied ) );
1372
+
1373
+ } );
1374
+
1375
+ textureStore( directTexture, coords, result );
1376
+ textureStore( radianceTexture, coords, result );
1377
+
1378
+ if ( encodedNormal !== null ) textureStore( normalTexture, coords, encodedNormal );
1379
+
1380
+ } );
1381
+
1382
+ } )().compute( this._voxelCount ).setName( 'VXGI.Inject' );
1383
+
1384
+ }
1385
+
1386
+ _createBounceKernel( index ) {
1387
+
1388
+ const occupancy = storage( this._occupancyAttribute, 'uint', this._voxelCount ).toReadOnly();
1389
+ const triangleIds = storage( this._triangleIdAttribute, 'uint', this._voxelCount ).toReadOnly();
1390
+ const voxelCount = this._voxelCountNode;
1391
+ const size = this._getLevelSize( 0 );
1392
+ const voxelSize = this.voxelSizeNode;
1393
+
1394
+ const directTexture = this._directTexture;
1395
+ const sourceTexture = this._getRadianceTexture( 1 - index );
1396
+ const targetTexture = this._getRadianceTexture( index );
1397
+
1398
+ const trace = createConeTracer( this, {
1399
+ radianceNode: texture3D( sourceTexture ),
1400
+ directionalNode: this._directional === true ? texture3D( this._getDirectionalTexture( 1 - index ) ) : null
1401
+ } );
1402
+ const traceDistance = this._traceDistance;
1403
+ const tanHalfAngle = this.bounceConeAngle.mul( 0.5 ).radians().tan();
1404
+
1405
+ return Fn( () => {
1406
+
1407
+ If( instanceIndex.lessThan( voxelCount ), () => {
1408
+
1409
+ const coords = this._coords( instanceIndex, size ).toConst();
1410
+ const bits = occupancy.element( instanceIndex ).toConst();
1411
+ const result = vec4( 0 ).toVar();
1412
+
1413
+ If( bits.notEqual( uint( 0 ) ), () => {
1414
+
1415
+ const { position, normal, albedo } = this._surface( coords, triangleIds.element( instanceIndex ) );
1416
+
1417
+ const direct = texture3D( directTexture, vec3( coords ).add( 0.5 ).div( vec3( size[ 0 ], size[ 1 ], size[ 2 ] ) ), float( 0 ) ).toConst();
1418
+
1419
+ const rotation = hash( instanceIndex ).toConst();
1420
+ const origin = position.add( normal.mul( voxelSize.mul( 1.5 ) ) ).toConst();
1421
+
1422
+ const { color } = gather( trace, origin, normal, BOUNCE_CONE_COUNT, tanHalfAngle, traceDistance, rotation, 0.5 );
1423
+
1424
+ const bounce = albedo.mul( color );
1425
+
1426
+ result.assign( vec4( direct.rgb.add( bounce.mul( direct.a ) ), direct.a ) );
1427
+
1428
+ } );
1429
+
1430
+ textureStore( targetTexture, coords, result );
1431
+
1432
+ } );
1433
+
1434
+ } )().compute( this._voxelCount ).setName( 'VXGI.Bounce' );
1435
+
1436
+ }
1437
+
1438
+ }
1439
+
1440
+ export { VXGIVolume };