@woosh/meep-engine 2.33.65 → 2.33.70

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Files changed (31) hide show
  1. package/core/geom/2d/quad-tree/QuadTreeNode.js +3 -2
  2. package/core/geom/3d/triangle/computeTriangleRayIntersection.js +3 -9
  3. package/engine/asset/loaders/GLTFAssetLoader.js +0 -4
  4. package/engine/ecs/fow/FogOfWarRevealerSystem.js +8 -0
  5. package/engine/ecs/fow/shader/screenSpaceFogOfWarShader.js +2 -10
  6. package/engine/ecs/grid/NormalMap2AOMap.js +10 -13
  7. package/engine/ecs/terrain/ecs/BuildLightTexture.js +106 -0
  8. package/engine/ecs/terrain/ecs/PromiseSamplerHeight.js +59 -0
  9. package/engine/ecs/terrain/ecs/Terrain.js +14 -153
  10. package/engine/graphics/FULL_SCREEN_QUAD_VERTEX_SHADER.js +10 -0
  11. package/engine/graphics/filter/ImageFilter.js +6 -2
  12. package/engine/graphics/geometry/buffered/deinterleaveBufferAttribute.js +3 -2
  13. package/engine/graphics/geometry/buffered/query/ClippingPlaneContainmentComputingVisitor.js +28 -27
  14. package/engine/graphics/geometry/buffered/query/GeometryVisitor.js +29 -2
  15. package/engine/graphics/geometry/buffered/query/RaycastNearestHitComputingVisitor.js +28 -27
  16. package/engine/graphics/micron/convert_three_object_to_micron.js +14 -3
  17. package/engine/graphics/micron/plugin/MicronRenderPlugin.js +3 -0
  18. package/engine/graphics/shaders/AmbientOcclusionShader.js +57 -77
  19. package/engine/graphics/shaders/DenoiseShader.js +119 -0
  20. package/engine/graphics/texture/noise_octaves.js +33 -0
  21. package/engine/graphics/texture/sampler/Sampler2D2Texture.js +7 -18
  22. package/engine/graphics/texture/sampler/debug/paintSamplerOnHTML.js +8 -5
  23. package/engine/graphics/texture/sampler/sampler2DToFloat32Texture.js +10 -3
  24. package/generation/example/SampleGenerator0.js +7 -11
  25. package/generation/example/filters/SampleGroundMoistureFilter.js +2 -1
  26. package/generation/example/main.js +215 -0
  27. package/generation/example/themes/SampleTheme0.js +22 -9
  28. package/generation/filtering/numeric/complex/CellFilterGaussianBlur.js +29 -13
  29. package/generation/grid/GridData.js +17 -2
  30. package/generation/placement/GridCellPlacementRule.js +3 -5
  31. package/package.json +1 -1
@@ -1,6 +1,6 @@
1
1
  import { IndexedBinaryBVHVisitor } from "../../../../../core/bvh2/binary/IndexedBinaryBVHVisitor.js";
2
2
 
3
- export class GeometrySpatialAcceleratorVisitor extends IndexedBinaryBVHVisitor{
3
+ export class GeometrySpatialAcceleratorVisitor extends IndexedBinaryBVHVisitor {
4
4
  constructor() {
5
5
  super();
6
6
 
@@ -25,6 +25,20 @@ export class GeometrySpatialAcceleratorVisitor extends IndexedBinaryBVHVisitor{
25
25
  */
26
26
  this.__buffer_vertices = null;
27
27
 
28
+ /**
29
+ *
30
+ * @type {number}
31
+ * @protected
32
+ */
33
+ this.__buffer_vertex_stride = 3;
34
+
35
+ /**
36
+ *
37
+ * @type {number}
38
+ * @protected
39
+ */
40
+ this.__buffer_position_offset = 0;
41
+
28
42
  /**
29
43
  * @protected
30
44
  * @type {IndexedBinaryBVH}
@@ -47,7 +61,20 @@ export class GeometrySpatialAcceleratorVisitor extends IndexedBinaryBVHVisitor{
47
61
  this.geometry = geometry;
48
62
 
49
63
  this.__buffer_indices = geometry.getIndex().array;
50
- this.__buffer_vertices = geometry.getAttribute('position').array;
64
+
65
+ const position_attribute = geometry.getAttribute('position');
66
+
67
+ if (position_attribute.isInterleavedBufferAttribute) {
68
+ const data = position_attribute.data;
69
+
70
+ this.__buffer_vertices = data.array;
71
+ this.__buffer_vertex_stride = data.stride;
72
+ this.__buffer_position_offset = position_attribute.offset;
73
+ } else {
74
+ this.__buffer_vertices = position_attribute.array;
75
+ this.__buffer_vertex_stride = 3;
76
+ this.__buffer_position_offset = 0;
77
+ }
51
78
  }
52
79
 
53
80
  }
@@ -96,21 +96,32 @@ export class RaycastNearestHitComputingVisitor extends GeometrySpatialAccelerato
96
96
 
97
97
  const index3 = index * 3;
98
98
 
99
- const a = this.__buffer_indices[index3] * 3;
100
- const b = this.__buffer_indices[index3 + 1] * 3;
101
- const c = this.__buffer_indices[index3 + 2] * 3;
99
+ const indices = this.__buffer_indices;
102
100
 
103
- const ax = this.__buffer_vertices[a];
104
- const ay = this.__buffer_vertices[a + 1];
105
- const az = this.__buffer_vertices[a + 2];
101
+ const a = indices[index3];
102
+ const b = indices[index3 + 1];
103
+ const c = indices[index3 + 2];
106
104
 
107
- const bx = this.__buffer_vertices[b];
108
- const by = this.__buffer_vertices[b + 1];
109
- const bz = this.__buffer_vertices[b + 2];
105
+ const vertices = this.__buffer_vertices;
110
106
 
111
- const cx = this.__buffer_vertices[c];
112
- const cy = this.__buffer_vertices[c + 1];
113
- const cz = this.__buffer_vertices[c + 2];
107
+ const stride = this.__buffer_vertex_stride;
108
+ const offset = this.__buffer_position_offset;
109
+
110
+ const a_address = a * stride + offset;
111
+ const b_address = b * stride + offset;
112
+ const c_address = c * stride + offset;
113
+
114
+ const ax = vertices[a_address];
115
+ const ay = vertices[a_address + 1];
116
+ const az = vertices[a_address + 2];
117
+
118
+ const bx = vertices[b_address];
119
+ const by = vertices[b_address + 1];
120
+ const bz = vertices[b_address + 2];
121
+
122
+ const cx = vertices[c_address];
123
+ const cy = vertices[c_address + 1];
124
+ const cz = vertices[c_address + 2];
114
125
 
115
126
  if (computeTriangleRayIntersection(
116
127
  this.__temp_hit,
@@ -120,15 +131,9 @@ export class RaycastNearestHitComputingVisitor extends GeometrySpatialAccelerato
120
131
  rayDirection.x,
121
132
  rayDirection.y,
122
133
  rayDirection.z,
123
- ax,
124
- ay,
125
- az,
126
- bx,
127
- by,
128
- bz,
129
- cx,
130
- cy,
131
- cz
134
+ ax, ay, az,
135
+ bx, by, bz,
136
+ cx, cy, cz
132
137
  )) {
133
138
  const d = this.__temp_hit.position.distanceSqrTo(rayOrigin);
134
139
 
@@ -154,12 +159,8 @@ export class RaycastNearestHitComputingVisitor extends GeometrySpatialAccelerato
154
159
  const z1 = data[address + 5];
155
160
 
156
161
  return intersectRay(
157
- x0,
158
- y0,
159
- z0,
160
- x1,
161
- y1,
162
- z1,
162
+ x0, y0, z0,
163
+ x1, y1, z1,
163
164
 
164
165
  rayOrigin.x,
165
166
  rayOrigin.y,
@@ -43,10 +43,15 @@ export async function convert_three_object_to_micron(object, micron_cache = defa
43
43
  return attached_micron;
44
44
  }
45
45
 
46
- const existing = await micron_cache.get(g);
46
+ const cached_micron = await micron_cache.get(g);
47
47
 
48
- if (existing !== undefined && existing !== null) {
49
- return existing;
48
+
49
+ if (cached_micron !== undefined && cached_micron !== null) {
50
+
51
+ // set proxy
52
+ cached_micron.proxy = g;
53
+
54
+ return cached_micron;
50
55
  }
51
56
 
52
57
  const pending = pending_cache.get(g);
@@ -61,8 +66,14 @@ export async function convert_three_object_to_micron(object, micron_cache = defa
61
66
 
62
67
  promises.push(micron_geometry_promise);
63
68
 
69
+ /**
70
+ *
71
+ * @type {MicronGeometry}
72
+ */
64
73
  const micron_geometry = await micron_geometry_promise;
65
74
 
75
+ micron_geometry.proxy = g;
76
+
66
77
  await micron_cache.set(g, micron_geometry);
67
78
 
68
79
  return micron_geometry;
@@ -106,6 +106,9 @@ class GLTFAssetTransformer extends AssetTransformer {
106
106
 
107
107
  this.__serde.deserialize(buffer, micron_geometry);
108
108
 
109
+ // set proxy for raycasting
110
+ micron_geometry.proxy = geometry;
111
+
109
112
  geometry[MICRON_GEOMETRY_FIELD] = micron_geometry;
110
113
  }
111
114
 
@@ -3,9 +3,6 @@
3
3
  */
4
4
  import { Vector2 } from "three";
5
5
 
6
-
7
- const samplesPerPixel = 37;
8
-
9
6
  const AmbientOcclusionShader = function () {
10
7
  return {
11
8
 
@@ -13,11 +10,16 @@ const AmbientOcclusionShader = function () {
13
10
 
14
11
  "normalMap": { type: "t", value: null },
15
12
  "heightMap": { type: "t", value: null },
16
- "resolution": { type: "v2", value: new Vector2(512, 512) },
13
+ "world_size": { type: "v2", value: new Vector2(512, 512) },
17
14
  "rayLength": { type: 'f', value: 17 }
18
15
 
19
16
  },
20
17
 
18
+ defines: {
19
+ 'NUM_SAMPLES': 64,
20
+ 'NUM_RINGS': 7,
21
+ },
22
+
21
23
  vertexShader: [
22
24
 
23
25
  "varying vec2 vUv;",
@@ -33,17 +35,17 @@ const AmbientOcclusionShader = function () {
33
35
 
34
36
  fragmentShader: [
35
37
  `
36
- uniform vec2 resolution;
37
38
  uniform sampler2D normalMap;
38
39
  uniform sampler2D heightMap;
39
40
  uniform float rayLength;
41
+ uniform vec2 world_size;
40
42
 
41
43
  varying vec2 vUv;
42
44
 
43
45
  vec3 get(float x, float y){
44
- vec2 _uv = vUv.xy + vec2(x,y)/resolution;
46
+ vec2 _uv = vUv.xy + vec2(x,y) / world_size;
45
47
  float h = texture2D(heightMap, _uv).x;
46
- return vec3(_uv.x, h, _uv.y);
48
+ return vec3( _uv.x * world_size.x, h, _uv.y * world_size.y );
47
49
  }
48
50
 
49
51
  float hash1( float n )
@@ -56,92 +58,70 @@ const AmbientOcclusionShader = function () {
56
58
  p = 50.0*fract( p*0.3183099 );
57
59
  return fract( p.x*p.y*(p.x+p.y) );
58
60
  }
59
-
60
61
 
61
- float noise( in vec2 x )
62
- {
63
- vec2 p = floor(x);
64
- vec2 w = fract(x);
65
- vec2 u = w*w*w*(w*(w*6.0-15.0)+10.0);
66
-
67
- float a = hash1(p+vec2(0,0));
68
- float b = hash1(p+vec2(1,0));
69
- float c = hash1(p+vec2(0,1));
70
- float d = hash1(p+vec2(1,1));
71
-
72
- return -1.0+2.0*( a + (b-a)*u.x + (c-a)*u.y + (a - b - c + d)*u.x*u.y );
73
- }
74
-
75
- float noise_01(in vec2 x){
76
- return (noise(x) + 1.0)*0.5;
62
+ // Non-sin based hash function, fast and has good randomness
63
+ float hash12(vec2 p){
64
+ vec3 p3 = fract(vec3(p.xyx) * .1031);
65
+ p3 += dot(p3, p3.yzx + 33.33);
66
+ return fract((p3.x + p3.y) * p3.z);
77
67
  }
78
68
 
79
- vec3 sampleDirectionFromConicRay(float angle, vec3 direction, vec2 seed){
80
- float random_0 = noise_01( seed + vec2(1.123, 3.1) );
81
- float random_1 = noise_01( seed + vec2(3.123, 7.8913) );
82
-
83
-
84
- float angleCosine = cos(angle);
85
-
86
- float z = random_0 * (1.0 - angleCosine) + angleCosine;
69
+ const float bias = 0.001;
87
70
 
88
- float phi = random_1 * 6.28318530718; //2*pi
71
+ float pow2(float x){
72
+ return x*x;
73
+ }
74
+
75
+ float getOcclusion(vec3 origin, vec3 normal, vec3 hit_position){
76
+ vec3 viewDelta = hit_position - origin;
89
77
 
90
- float zSqr = z*z;
78
+ float viewDistance = length( viewDelta );
91
79
 
92
- float zSqrtNeg = sqrt(1.0 - zSqr);
80
+ float vn = dot( normal, viewDelta );
81
+ float a2 = (vn) / viewDistance - bias;
82
+ float a1 = (1.0 + pow2( viewDistance ) );
93
83
 
94
- float x = zSqrtNeg * cos(phi);
95
- float y = zSqrtNeg * sin(phi);
84
+ return max(0.0, a2) / a1;
85
+ }
96
86
 
97
- float dX = direction.x;
98
- float dY = direction.y;
99
- float dZ = direction.z;
87
+ const float PI2 = 6.28318530717958;
88
+ const float kernelRadius = 100.0;
89
+
90
+ const float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );
91
+ const float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );
92
+
93
+ float getAmbientOcclusion(vec3 world_position, vec3 world_normal){
94
+ // jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/
95
+ float angle = hash12( vUv ) * PI2;
96
+ vec2 radius = vec2( rayLength * INV_NUM_SAMPLES );
100
97
 
101
- float rot = acos(dZ);
102
-
103
- float c = dZ;
104
- float s = sin(rot);
105
- float t = 1.0 - c;
106
- float tx = -t * dY;
107
- float ty = t * dX;
98
+ float occlusionSum = 0.0;
99
+ float weightSum = 0.0;
108
100
 
109
- float n11 = c - tx * dY;
110
- float n12 = tx * dX;
111
- float n22 = ty * dX + c;
112
- float n13 = s * dX;
113
- float n32 = -s * dY;
101
+ for( int i = 0; i < NUM_SAMPLES; i ++ ) {
102
+ vec2 sampleUv = vec2( cos( angle ), sin( angle ) ) * radius * float(i+1);
103
+
104
+ angle += ANGLE_STEP;
105
+
106
+ vec3 sample_pos = get(sampleUv.x, sampleUv.y);
114
107
 
115
- float _x = n11 * x + n12 * y + n13 * z;
116
- float _y = n12 * x + n22 * y + -n32 * z;
117
- float _z = -n13 * x + n32 * y + c * z;
108
+ occlusionSum += getOcclusion(world_position, world_normal, sample_pos);
109
+ weightSum += 1.0;
110
+ }
118
111
 
119
- return vec3(_x, _y, _z);
112
+ return occlusionSum/weightSum;
120
113
  }
121
-
114
+
122
115
  void main() {
123
- float occlusion = 0.0;
124
116
  vec3 pos = get(0.0, 0.0);
125
- vec3 normal = texture2D( normalMap, vUv ).xyz;
126
-
127
- for(int i=1; i< ${samplesPerPixel}; i++){
128
- float s = float(i)/${samplesPerPixel - 1}.0;
129
- float a = sqrt(s*512.0);
130
- float b = sqrt(s)*rayLength;
131
- float x = sin(a)*b;
132
- float y = cos(a)*b;
133
-
134
- vec3 sample_pos = get(x, y);
135
-
136
- vec3 sample_dir = normalize(sample_pos - pos);
137
- float vDot = dot(normal, sample_dir);
138
- float lambert = clamp(vDot, 0.0, 1.0);
139
- float dist_factor = 0.23/sqrt(length(sample_pos - pos));
140
- occlusion += dist_factor*lambert;
141
- }
142
117
 
143
- float incident = 1.0 - occlusion/${samplesPerPixel - 1}.0;
144
- gl_FragColor = vec4(incident, incident, incident, 1.0);
118
+ vec3 normal = texture2D( normalMap, vUv ).xzy;
119
+
120
+ float occlusion = getAmbientOcclusion(pos, normal);
121
+
122
+ float incident = 1.0 - occlusion;
123
+
124
+ gl_FragColor = vec4(pow(incident,10.0), 0.0, 0.0, 1.0);
145
125
  }
146
126
  `
147
127
  ].join('\n')
@@ -0,0 +1,119 @@
1
+ import { Vector2 } from "three";
2
+
3
+ const KERNEL_SIZE = 15;
4
+
5
+ const fragment = `
6
+ // bilateral filter, based on https://www.shadertoy.com/view/4dfGDH# and
7
+ // http://people.csail.mit.edu/sparis/bf_course/course_notes.pdf
8
+ // A bilateral filter is a non-linear, edge-preserving, and noise-reducing smoothing filter for images.
9
+ // It replaces the intensity of each pixel with a weighted average of intensity values from nearby pixels.
10
+ // This weight can be based on a Gaussian distribution. Crucially, the weights depend not only on
11
+ // Euclidean distance of pixels, but also on the radiometric differences (e.g., range differences, such
12
+ // as color intensity, depth distance, etc.). This preserves sharp edges.
13
+
14
+ float normpdf3(in vec3 v, in float sigma) {
15
+ return 0.39894 * exp(-0.5 * dot(v, v) / (sigma * sigma)) / sigma;
16
+ }
17
+
18
+ // filter size
19
+ #define MSIZE ${KERNEL_SIZE}
20
+ varying vec2 vUv;
21
+ uniform sampler2D source;
22
+ uniform vec2 pixelOffset;
23
+ uniform vec2 sigmas;
24
+ uniform float bZnorm;
25
+ uniform float kernel[MSIZE];
26
+
27
+ void main(void) {
28
+
29
+ // range sigma - controls blurriness based on a pixel distance
30
+ float sigma = sigmas.x;
31
+
32
+ // domain sigma - controls blurriness based on a pixel similarity (to preserve edges)
33
+ float bSigma = sigmas.y;
34
+ vec4 pixel = texture2D(source, vUv);
35
+ vec4 accumulatedColor = vec4(0.0);
36
+ float accumulatedFactor = 0.0;
37
+
38
+ // read out the texels
39
+ const int kSize = (MSIZE-1)/2;
40
+
41
+ for (int i = -kSize; i <= kSize; ++i) {
42
+ for (int j = -kSize; j <= kSize; ++j) {
43
+
44
+ // sample the pixel with offset
45
+ vec2 coord = vUv + vec2(float(i), float(j)) * pixelOffset;
46
+ vec4 rgba = texture2D(source, coord);
47
+
48
+ // bilateral factors
49
+ float factor = kernel[kSize + j] * kernel[kSize + i];
50
+ factor *= normpdf3(rgba.rgb - pixel.rgb, bSigma) * bZnorm;
51
+
52
+ // accumulate
53
+ accumulatedColor += factor * rgba;
54
+ accumulatedFactor += factor;
55
+ }
56
+ }
57
+
58
+ gl_FragColor = accumulatedColor / accumulatedFactor;
59
+ }
60
+ `;
61
+
62
+ /**
63
+ *
64
+ * @param {number} x
65
+ * @param {number} sigma
66
+ * @return {number}
67
+ */
68
+ function normpdf(x, sigma) {
69
+ return 0.39894 * Math.exp(-0.5 * x * x / (sigma * sigma)) / sigma;
70
+ }
71
+
72
+ /**
73
+ *
74
+ * @param {number} sigma
75
+ * @param {number} filterSmoothness
76
+ * @constructor
77
+ */
78
+ export function DenoiseShader(sigma = 10, filterSmoothness = 0.2) {
79
+ // compute zNorm
80
+ const zNorm = 1 / normpdf(0, filterSmoothness);
81
+
82
+ // build kernel
83
+ const kernel = new Float32Array(KERNEL_SIZE);
84
+ const kSize = Math.floor((KERNEL_SIZE - 1) / 2);
85
+ for (let i = 0; i <= kSize; i++) {
86
+ const v = normpdf(i, sigma);
87
+
88
+ kernel[kSize + i] = v;
89
+ kernel[kSize - i] = v;
90
+ }
91
+
92
+ return {
93
+ uniforms: {
94
+ source: {
95
+ type: 't',
96
+ value: null
97
+ },
98
+ pixelOffset: {
99
+ type: 'v2',
100
+ /**
101
+ * Holds single pixel size in UV space ( 1 / texture_size )
102
+ */
103
+ value: new Vector2(1, 1)
104
+ },
105
+ sigmas: {
106
+ type: "v2", value: new Vector2(sigma, sigma)
107
+ },
108
+ bZnorm: {
109
+ type: 'f',
110
+ value: zNorm
111
+ },
112
+ kernel: {
113
+ type: 'f',
114
+ value: kernel
115
+ }
116
+ },
117
+ fragmentShader: fragment
118
+ };
119
+ }
@@ -0,0 +1,33 @@
1
+ export function noise_octaves(
2
+ noise,
3
+ noise_ctx,
4
+ x, y, z,
5
+ octaves,
6
+ persistence = 0.5,
7
+ lacunarity = 2
8
+ ) {
9
+ let total = 0;
10
+ let frequency = 1;
11
+ let amplitude = 1;
12
+
13
+ let totalAmplitude = 0; // Used for normalizing result to 0.0 - 1.0
14
+ let i = 0;
15
+
16
+ for (; i < octaves; i++) {
17
+
18
+ const noise_value = noise.call(noise_ctx,
19
+ x * frequency,
20
+ y * frequency,
21
+ z * frequency
22
+ );
23
+
24
+ total += noise_value * amplitude;
25
+
26
+ totalAmplitude += amplitude;
27
+ amplitude *= persistence;
28
+ frequency *= lacunarity;
29
+ }
30
+
31
+ return total / totalAmplitude;
32
+ }
33
+
@@ -3,43 +3,32 @@
3
3
  */
4
4
  import { ClampToEdgeWrapping, DataTexture, RGBAFormat, UnsignedByteType } from 'three';
5
5
  import { assert } from "../../../../core/assert.js";
6
+ import { copy_Sampler2D_channel_data } from "./copy_Sampler2D_channel_data.js";
7
+ import { Sampler2D } from "./Sampler2D.js";
6
8
 
7
9
 
8
10
  /**
9
11
  *
10
12
  * @param {Sampler2D} sampler
11
- * @param {Number} scale
12
- * @param {Number} offset
13
13
  * @return {DataTexture}
14
14
  */
15
- function sampler2D2Texture(sampler, scale = 1, offset = 0) {
15
+ function sampler2D2Texture(sampler) {
16
16
  assert.notEqual(sampler, undefined, 'sampler is undefined');
17
- assert.equal(typeof scale, "number", `scale must be a number, instead was '${typeof scale}'`);
18
- assert.equal(typeof offset, "number", `scale must be a number, instead was '${typeof offset}'`);
19
17
 
20
18
  const result = new DataTexture();
21
19
  result.format = RGBAFormat;
22
20
 
23
21
  let data;
24
22
 
25
- if (scale === 1 && offset === 0 && sampler.itemSize === 4) {
23
+ if (sampler.itemSize === 4) {
26
24
  //no transformation, use a direct reference
27
25
  data = sampler.data;
28
26
 
29
27
  } else {
30
- data = new Uint8Array(sampler.width * sampler.height * 4);
31
- //slow process with mutation
32
- const arrayFiller = sampler.makeArrayFiller(scale, offset);
28
+ const dest = Sampler2D.uint8(4, sampler.width, sampler.height);
29
+ copy_Sampler2D_channel_data(sampler, dest);
33
30
 
34
- let index = 0;
35
- let x, y;
36
-
37
- for (y = 0; y < sampler.height; y++) {
38
- for (x = 0; x < sampler.width; x++) {
39
- arrayFiller(index, data, x, y);
40
- index += 4;
41
- }
42
- }
31
+ data = dest.data;
43
32
  }
44
33
 
45
34
  result.type = UnsignedByteType;
@@ -10,20 +10,23 @@ import { typedArrayConstructorByInstance } from "../typedArrayConstructorByInsta
10
10
  * @param {number} y
11
11
  * @param scale
12
12
  * @param offset
13
+ * @param {number} resolution
13
14
  */
14
- export function paintSamplerOnHTML(s, x, y, scale, offset) {
15
+ export function paintSamplerOnHTML(s, x, y, scale, offset, resolution=256) {
15
16
 
16
- const d = 180;
17
+ const d = resolution;
17
18
 
18
- const target = new Sampler2D(typedArrayConstructorByInstance(s.data), s.itemSize, d, d);
19
+ const TA = typedArrayConstructorByInstance(s.data);
20
+
21
+ const target = new Sampler2D(new TA(d * d * s.itemSize), s.itemSize, d, d);
19
22
 
20
23
  scaleSampler2D(s, target);
21
24
 
22
25
  const c = convertSampler2D2Canvas(target, scale, offset);
23
26
  c.style.zIndex = 1000;
24
27
  c.style.position = "absolute";
25
- c.style.left = `${x * d}px`;
26
- c.style.top = `${y * d}px`;
28
+ c.style.left = `${x}px`;
29
+ c.style.top = `${y}px`;
27
30
 
28
31
  document.body.appendChild(c);
29
32
  }
@@ -1,5 +1,8 @@
1
- import { ClampToEdgeWrapping, DataTexture, FloatType, LinearFilter, NearestFilter, RedFormat } from "three";
1
+ import { ClampToEdgeWrapping, DataTexture, FloatType, LinearFilter, NearestFilter } from "three";
2
2
  import { assert } from "../../../../core/assert.js";
3
+ import { channelCountToThreeTextureFormat } from "../channelCountToThreeTextureFormat.js";
4
+ import { computeThreeTextureInternalFormatFromDataType } from "../../render/forward_plus/data/computeThreeTextureInternalFormatFromDataType.js";
5
+ import { DataType } from "../../../../core/collection/table/DataType.js";
3
6
 
4
7
  /**
5
8
  *
@@ -12,7 +15,7 @@ export function sampler2DtoFloat32Texture(sampler) {
12
15
  const width = sampler.width;
13
16
  const height = sampler.height;
14
17
 
15
- const texture = new DataTexture(sampler.data, width, height, RedFormat, FloatType);
18
+ const texture = new DataTexture(sampler.data, width, height);
16
19
 
17
20
  texture.wrapS = ClampToEdgeWrapping;
18
21
  texture.wrapT = ClampToEdgeWrapping;
@@ -24,7 +27,11 @@ export function sampler2DtoFloat32Texture(sampler) {
24
27
 
25
28
  texture.flipY = false;
26
29
 
27
- texture.internalFormat = 'R32F';
30
+ texture.type = FloatType;
31
+ texture.format = channelCountToThreeTextureFormat(sampler.itemSize);
32
+ texture.internalFormat = computeThreeTextureInternalFormatFromDataType(DataType.Float32, sampler.itemSize);
33
+
34
+ texture.needsUpdate = true;
28
35
 
29
36
  return texture;
30
37
  }