@woosh/meep-engine 2.41.0 → 2.42.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/core/assert.js +2 -2
- package/core/collection/array/array_swap.js +3 -3
- package/core/collection/map/AsyncLoadingCache.js +47 -0
- package/core/geom/3d/aabb/aabb3_compute_distance_above_plane_max.js +1 -1
- package/core/geom/3d/apply_mat4_transform_to_v3_array.js +2 -4
- package/core/geom/3d/sphere/sphere_radius_sqr_from_v3_array_transformed.js +28 -0
- package/core/geom/Quaternion.js +14 -0
- package/core/math/statistics/computeSampleSize_Cochran.js +3 -3
- package/editor/ecs/component/editors/geom/QuaternionEditor.js +12 -5
- package/engine/Engine.js +6 -1
- package/engine/EngineBootstrapper.js +2 -1
- package/engine/EngineHarness.js +13 -3
- package/engine/asset/AssetManager.js +97 -7
- package/engine/development/performance/AbstractMetric.js +1 -0
- package/engine/development/performance/RingBufferMetric.js +25 -4
- package/engine/ecs/EntityBuilder.js +29 -4
- package/engine/ecs/transform/Transform.js +23 -3
- package/engine/graphics/ecs/camera/topdown/TopDownCameraControllerSystem.js +17 -1
- package/engine/graphics/ecs/decal/v2/Decal.d.ts +11 -0
- package/engine/graphics/ecs/decal/v2/Decal.js +50 -0
- package/engine/graphics/ecs/decal/v2/FPDecalSystem.d.ts +8 -0
- package/engine/graphics/ecs/decal/v2/FPDecalSystem.js +201 -0
- package/engine/graphics/ecs/decal/v2/prototypeDecalSystem.js +278 -0
- package/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +8 -1
- package/engine/graphics/ecs/mesh-v2/allocate_v3.js +37 -0
- package/engine/graphics/ecs/mesh-v2/build_three_object.js +4 -0
- package/engine/graphics/geometry/MikkT/AddTriToGroup.js +10 -0
- package/engine/graphics/geometry/MikkT/AssignRecur.js +84 -0
- package/engine/graphics/geometry/MikkT/AvgTSpace.js +38 -0
- package/engine/graphics/geometry/MikkT/Build4RuleGroups.js +96 -0
- package/engine/graphics/geometry/MikkT/BuildNeighborsFast.js +137 -0
- package/engine/graphics/geometry/MikkT/CalcTexArea.js +31 -0
- package/engine/graphics/geometry/MikkT/CompareSubGroups.js +26 -0
- package/engine/graphics/geometry/MikkT/DegenEpilogue.js +220 -0
- package/engine/graphics/geometry/MikkT/DegenPrologue.js +115 -0
- package/engine/graphics/geometry/MikkT/EvalTspace.js +128 -0
- package/engine/graphics/geometry/MikkT/GenerateInitialVerticesIndexList.js +48 -0
- package/engine/graphics/geometry/MikkT/GenerateSharedVerticesIndexList.js +184 -0
- package/engine/graphics/geometry/MikkT/GenerateTSpaces.js +226 -0
- package/engine/graphics/geometry/MikkT/GetEdge.js +45 -0
- package/engine/graphics/geometry/MikkT/GetNormal.js +16 -0
- package/engine/graphics/geometry/MikkT/GetPosition.js +25 -0
- package/engine/graphics/geometry/MikkT/GetTexCoord.js +18 -0
- package/engine/graphics/geometry/MikkT/InitTriInfo.js +180 -0
- package/engine/graphics/geometry/MikkT/Length.js +10 -0
- package/engine/graphics/geometry/MikkT/MakeIndex.js +18 -0
- package/engine/graphics/geometry/MikkT/MikkTSpace.js +197 -2068
- package/engine/graphics/geometry/MikkT/NormalizeSafe.js +21 -0
- package/engine/graphics/geometry/MikkT/NotZero.js +10 -0
- package/engine/graphics/geometry/MikkT/QuickSort.js +54 -0
- package/engine/graphics/geometry/MikkT/QuickSortEdges.js +71 -0
- package/engine/graphics/geometry/MikkT/SSubGroup.js +15 -0
- package/engine/graphics/geometry/MikkT/STSpace.js +36 -0
- package/engine/graphics/geometry/MikkT/constants/GROUP_WITH_ANY.js +1 -0
- package/engine/graphics/geometry/MikkT/constants/INTERNAL_RND_SORT_SEED.js +1 -0
- package/engine/graphics/geometry/MikkT/constants/MARK_DEGENERATE.js +1 -0
- package/engine/graphics/geometry/MikkT/constants/ORIENT_PRESERVING.js +1 -0
- package/engine/graphics/geometry/MikkT/constants/QUAD_ONE_DEGEN_TRI.js +1 -0
- package/engine/graphics/geometry/MikkT/m_getNormal.js +16 -0
- package/engine/graphics/geometry/MikkT/m_getNumFaces.js +8 -0
- package/engine/graphics/geometry/MikkT/m_getNumVerticesOfFace.js +11 -0
- package/engine/graphics/geometry/MikkT/m_getPosition.js +20 -0
- package/engine/graphics/geometry/MikkT/m_getTexCoord.js +16 -0
- package/engine/graphics/geometry/MikkT/m_setTSpace.js +35 -0
- package/engine/graphics/geometry/MikkT/m_setTSpaceBasic.js +22 -0
- package/engine/graphics/geometry/MikkT/malloc.js +16 -0
- package/engine/graphics/geometry/MikkT/v3_scale_dot_sub_normalize.js +52 -0
- package/engine/graphics/geometry/buffered/computeGeometryEquality.js +1 -1
- package/engine/graphics/geometry/buffered/computeGeometryHash.js +1 -1
- package/engine/graphics/impostors/octahedral/ImpostorBaker.js +28 -14
- package/engine/graphics/impostors/octahedral/ImpostorDescription.js +6 -0
- package/engine/graphics/impostors/octahedral/README.md +1 -0
- package/engine/graphics/impostors/octahedral/bake/compute_bounding_sphere.js +25 -22
- package/engine/graphics/impostors/octahedral/bake/compute_bounding_sphere_radius_only.js +37 -0
- package/engine/graphics/impostors/octahedral/bake/prepare_bake_material.js +30 -1
- package/engine/graphics/impostors/octahedral/grid/HemiOctahedralUvEncoder.js +1 -1
- package/engine/graphics/impostors/octahedral/prototypeBaker.js +121 -22
- package/engine/graphics/impostors/octahedral/shader/BakeShaderStandard.js +46 -7
- package/engine/graphics/impostors/octahedral/shader/ImpostorShaderV0.js +349 -0
- package/engine/graphics/impostors/octahedral/shader/ImpostorShaderV1.js +74 -0
- package/engine/graphics/impostors/octahedral/shader/glsl/v1/common.glsl +209 -0
- package/engine/graphics/impostors/octahedral/shader/glsl/v1/flagment.glsl +80 -0
- package/engine/graphics/impostors/octahedral/shader/glsl/v1/vertex.glsl +350 -0
- package/engine/graphics/micron/render/v1/getTransformedPositionsCached.js +1 -1
- package/engine/graphics/render/forward_plus/LightManager.js +17 -7
- package/engine/graphics/render/forward_plus/data/TextureBackedMemoryRegion.js +7 -1
- package/engine/graphics/render/forward_plus/materials/FP_SHADER_CHUNK_ACCUMULATION.js +13 -5
- package/engine/graphics/render/forward_plus/materials/FP_SHADER_CHUNK_PREAMBLE.js +3 -1
- package/engine/graphics/render/forward_plus/model/Decal.js +19 -2
- package/engine/graphics/render/forward_plus/plugin/MaterialTransformer.js +14 -2
- package/engine/graphics/render/forward_plus/query/query_bvh_frustum_from_texture.js +2 -2
- package/engine/graphics/texture/sampler/Sampler2D.js +10 -10
- package/engine/graphics/texture/sampler/prototypeSamplerFiltering.js +117 -11
- package/engine/graphics/texture/sampler/resize/sampler2d_downsample_mipmap.js +66 -0
- package/engine/graphics/texture/sampler/sampler2_d_scale_down_lanczos.js +2 -2
- package/engine/intelligence/behavior/util/RotationBehavior.js +69 -0
- package/generation/example/filters/SampleGroundMoistureFilter.js +5 -5
- package/package.json +1 -1
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import {
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AddEquation,
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CustomBlending,
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GLSL3,
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OneFactor,
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OneMinusSrcAlphaFactor,
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RawShaderMaterial,
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Vector3
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} from "three";
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/*
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*
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* For ray projection using projection matrix : https://encreative.blogspot.com/2019/05/computing-ray-origin-and-direction-from.html
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*/
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const shader_vx = `
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in vec2 uv;
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in vec3 position;
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in vec3 normal;
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out vec2 vUv;
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out vec4 plane0;
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out vec4 plane1;
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out vec4 plane2;
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out vec3 local_ray_near;
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out vec3 local_ray_far;
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uniform mat4 modelViewMatrix;
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uniform mat4 projectionMatrix;
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uniform mat3 normalMatrix;
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uniform vec3 uOffset;
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uniform float uRadius;
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uniform float uFrames;
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void main() {
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vUv = uv;
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vec2 framesMinusOne = uFrames - vec2(1.0);
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mat4 m4 = modelViewMatrix;
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m4[0][0] = 1.0;
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m4[0][1] = 0.0;
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m4[0][2] = 0.0;
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m4[1][0] = 0.0;
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m4[1][1] = 1.0;
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m4[1][2] = 0.0;
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m4[2][0] = 0.0;
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m4[2][1] = 0.0;
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m4[2][2] = 1.0;
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vec3 object_scale = vec3(
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length(modelViewMatrix[0].xyz),
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length(modelViewMatrix[1].xyz),
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length(modelViewMatrix[2].xyz)
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);
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// scale by object's baking bounding sphere's radius
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float card_diameter = uRadius*2.0;
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object_scale *= card_diameter;
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vec3 transformedNormal = normalize(normalMatrix * normal);
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vec4 mvPosition = m4 * vec4( object_scale*(position+uOffset/card_diameter), 1.0 );
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gl_Position = projectionMatrix * mvPosition;
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mat4 inverse_matrix = inverse(projectionMatrix * modelViewMatrix);
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//
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//get 2D projection of this vertex in normalized device coordinates
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vec2 pos = gl_Position.xy/gl_Position.w;
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//compute ray's start and end as inversion of this coordinates
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//in near and far clip planes
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vec4 near_4 = inverse_matrix * (vec4(pos, -1.0, 1.0));
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vec4 far_4 = inverse_matrix * (vec4(pos, 1.0, 1.0));
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local_ray_near = near_4.xyz / near_4.w;
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local_ray_far = far_4.xyz/ far_4.w;
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}
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`;
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const shader_fg = `
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precision highp float;
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precision highp int;
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const float depth_scale = 0.5;
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in vec2 vUv;
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in vec4 plane0;
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in vec4 plane1;
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in vec4 plane2;
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in vec3 vViewPosition;
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in vec3 vFacingDirection;
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out vec4 color_out;
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uniform sampler2D tBase;
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uniform sampler2D tGeometry;
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uniform float uFrames;
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uniform float uDepthScale;
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uniform bool uIsFullSphere;
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in vec3 local_ray_near;
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in vec3 local_ray_far;
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struct Material{
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vec3 diffuse;
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vec3 normal;
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float depth;
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float occlusion;
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float roughness;
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float metalness;
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};
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vec2 VecToSphereOct(vec3 pivotToCamera)
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{
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vec3 octant = sign(pivotToCamera);
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// |x| + |y| + |z| = 1
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float sum = dot(pivotToCamera, octant);
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vec3 octahedron = pivotToCamera / sum;
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if (octahedron.y < 0.0){
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vec3 absolute = abs(octahedron);
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octahedron.xz = octant.xz * vec2(1.0 - absolute.z, 1.0 - absolute.x);
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}
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return octahedron.xz;
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}
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//for hemisphere
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vec2 VecToHemiSphereOct(vec3 vec)
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{
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vec.y = max(vec.y, 0.001);
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vec = normalize(vec);
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vec3 octant = sign(vec);
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// |x| + |y| + |z| = 1
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float sum = dot(vec, octant);
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vec3 octahedron = vec / sum;
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return vec2(
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octahedron.x + octahedron.z,
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octahedron.z - octahedron.x
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);
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}
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vec2 VectorToGrid(vec3 vec)
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{
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if (uIsFullSphere)
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{
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return VecToSphereOct(vec);
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}
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else
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{
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return VecToHemiSphereOct(vec);
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}
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}
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vec4 TriangleInterpolate(vec2 uv){
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uv = fract(uv);
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vec2 omuv = vec2(1.0, 1.0) - uv.xy;
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vec4 res = vec4(0, 0, 0, 0);
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//frame 0
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res.x = min(omuv.x, omuv.y);
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//frame 1
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res.y = abs(dot(uv, vec2(1.0, -1.0)));
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//frame 2
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res.z = min(uv.x, uv.y);
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//mask
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res.w = clamp(ceil(uv.x-uv.y),0.0, 1.0);
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return res;
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}
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vec4 ImposterBlendWeights(sampler2D tex, vec2 frame0, vec2 frame1, vec2 frame2, vec4 weights, vec4 ddxy)
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{
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vec4 samp0 = textureGrad(tex, frame0, ddxy.xy, ddxy.zw);
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vec4 samp1 = textureGrad(tex, frame1, ddxy.xy, ddxy.zw);
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vec4 samp2 = textureGrad(tex, frame2, ddxy.xy, ddxy.zw);
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vec4 result = samp0*weights.x + samp1*weights.y + samp2*weights.z;
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return result;
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}
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vec2 recalculateUV(vec2 uv_f, vec2 frame, vec2 xy_f, vec2 frame_size, float d_scale, sampler2D depthTexture)
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{
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//clamp for parallax sampling
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uv_f = clamp(uv_f, vec2(0), vec2(1));
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vec2 uv_quad = frame_size * (frame + uv_f);
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//paralax
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float n_depth = (texture( depthTexture, uv_quad, -16.0 )).a;
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uv_f = xy_f * (0.5-n_depth) * d_scale + uv_f;
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//clamp parallax offset
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uv_f = clamp(uv_f, vec2(0), vec2(1));
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uv_f = frame_size * (frame + uv_f);
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//clamped full UV
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return clamp(uv_f, vec2(0), vec2(1));
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}
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void calcuateXYbasis(vec3 plane_normal, out vec3 plane_x, out vec3 plane_y)
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{
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vec3 up = vec3(0,1,0);
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if (abs(plane_normal.y) > 0.999f)
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{
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up = vec3(0,0,1);
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}
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plane_x = normalize(cross(plane_normal, up));
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plane_y = normalize(cross(plane_x, plane_normal));
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}
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vec3 projectOnPlaneBasis(vec3 ray, vec3 plane_normal, vec3 plane_x, vec3 plane_y)
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{
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//reproject plane normal onto planeXY basos
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return normalize(vec3(
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dot(plane_x,ray),
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dot(plane_y,ray),
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dot(plane_normal,ray)
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+
));
|
|
232
|
+
}
|
|
233
|
+
|
|
234
|
+
vec2 recompute_uv(vec2 frame, vec2 frame_uv, sampler2D gBuffer){
|
|
235
|
+
vec2 frame_size = vec2(1.0/ uFrames);
|
|
236
|
+
|
|
237
|
+
vec2 source_uv = (frame + frame_uv)*frame_size;
|
|
238
|
+
|
|
239
|
+
float n_depth = texture(gBuffer, source_uv).a;
|
|
240
|
+
|
|
241
|
+
vec2 offset = clamp(length(frame_uv*2.0 - 1.0)*vec2(0.5-n_depth )*depth_scale, 0.0, 1.0);
|
|
242
|
+
|
|
243
|
+
return clamp(( frame + frame_uv+offset)*frame_size,0.0, 1.0);
|
|
244
|
+
// return source_uv;
|
|
245
|
+
}
|
|
246
|
+
|
|
247
|
+
void main(){
|
|
248
|
+
vec3 view_direction = normalize(local_ray_near-local_ray_far);
|
|
249
|
+
|
|
250
|
+
vec2 octahedral_uv = clamp(VectorToGrid(view_direction)*0.5 + 0.5, 0.0, 1.0);
|
|
251
|
+
vec2 grid = octahedral_uv * vec2(uFrames - 1.0);
|
|
252
|
+
|
|
253
|
+
vec2 gridFrac = fract(grid);
|
|
254
|
+
vec2 gridFloor = floor(grid);
|
|
255
|
+
|
|
256
|
+
vec4 weights = TriangleInterpolate( gridFrac );
|
|
257
|
+
|
|
258
|
+
//3 nearest frames
|
|
259
|
+
vec2 frame0 = gridFloor;
|
|
260
|
+
vec2 frame1 = gridFloor + mix(vec2(0,1),vec2(1,0),weights.w);
|
|
261
|
+
vec2 frame2 = gridFloor + vec2(1.0,1.0);
|
|
262
|
+
|
|
263
|
+
vec4 ddxy = vec4( dFdx(vUv.xy), dFdy(vUv.xy) );
|
|
264
|
+
|
|
265
|
+
vec2 frame_uv = vUv;
|
|
266
|
+
vec2 frame_size = vec2(1.0/ uFrames);
|
|
267
|
+
|
|
268
|
+
vec4 texel_color = ImposterBlendWeights(
|
|
269
|
+
tBase,
|
|
270
|
+
(frame0 + frame_uv) * frame_size,
|
|
271
|
+
(frame1 + frame_uv) * frame_size,
|
|
272
|
+
(frame2 + frame_uv) * frame_size,
|
|
273
|
+
weights, ddxy
|
|
274
|
+
);
|
|
275
|
+
|
|
276
|
+
// texel_color = vec4(texel_color.aaa, 1.0);
|
|
277
|
+
|
|
278
|
+
if(texel_color.a <= 0.5){
|
|
279
|
+
texel_color.r = 1.0;
|
|
280
|
+
discard;
|
|
281
|
+
}
|
|
282
|
+
|
|
283
|
+
color_out = texel_color;
|
|
284
|
+
// color_out = vec4( snapped_oct_uv, 1.0, 1.0);
|
|
285
|
+
}
|
|
286
|
+
`;
|
|
287
|
+
|
|
288
|
+
export class ImpostorShaderV0 extends RawShaderMaterial {
|
|
289
|
+
constructor() {
|
|
290
|
+
super({
|
|
291
|
+
fragmentShader: shader_fg,
|
|
292
|
+
vertexShader: shader_vx,
|
|
293
|
+
uniforms: {
|
|
294
|
+
/**
|
|
295
|
+
* RGB + Alpha
|
|
296
|
+
*/
|
|
297
|
+
tBase: {
|
|
298
|
+
value: null
|
|
299
|
+
},
|
|
300
|
+
/**
|
|
301
|
+
* Normal+Depth
|
|
302
|
+
*/
|
|
303
|
+
tGeometry: {
|
|
304
|
+
value: null
|
|
305
|
+
},
|
|
306
|
+
/**
|
|
307
|
+
* Material properties: Occlusion, Roughness, Metalness
|
|
308
|
+
* Alpha unused
|
|
309
|
+
*/
|
|
310
|
+
tMaterial: {
|
|
311
|
+
value: null
|
|
312
|
+
},
|
|
313
|
+
/**
|
|
314
|
+
* Number of frames
|
|
315
|
+
*/
|
|
316
|
+
uFrames: {
|
|
317
|
+
value: 0
|
|
318
|
+
},
|
|
319
|
+
/**
|
|
320
|
+
* Radius of bounding sphere of the impostor
|
|
321
|
+
*/
|
|
322
|
+
uRadius: {
|
|
323
|
+
value: 0
|
|
324
|
+
},
|
|
325
|
+
/**
|
|
326
|
+
* Impostor offset
|
|
327
|
+
*/
|
|
328
|
+
uOffset: {
|
|
329
|
+
value: new Vector3(0, 0, 0)
|
|
330
|
+
},
|
|
331
|
+
uIsFullSphere: {
|
|
332
|
+
value: false
|
|
333
|
+
},
|
|
334
|
+
uDepthScale:{
|
|
335
|
+
// value should be in range between 0 and 1
|
|
336
|
+
value:1
|
|
337
|
+
}
|
|
338
|
+
},
|
|
339
|
+
glslVersion: GLSL3
|
|
340
|
+
});
|
|
341
|
+
|
|
342
|
+
// Save some effort by disabling blending
|
|
343
|
+
this.blending = CustomBlending;
|
|
344
|
+
this.blendEquation = AddEquation;
|
|
345
|
+
this.blendSrc = OneFactor;
|
|
346
|
+
this.blendDst = OneMinusSrcAlphaFactor;
|
|
347
|
+
|
|
348
|
+
}
|
|
349
|
+
}
|
|
@@ -0,0 +1,74 @@
|
|
|
1
|
+
import {
|
|
2
|
+
AddEquation,
|
|
3
|
+
CustomBlending,
|
|
4
|
+
GLSL3,
|
|
5
|
+
OneFactor,
|
|
6
|
+
OneMinusSrcAlphaFactor,
|
|
7
|
+
RawShaderMaterial,
|
|
8
|
+
Vector3
|
|
9
|
+
} from "three";
|
|
10
|
+
import shader_vx from '../shader/glsl/v1/vertex.glsl';
|
|
11
|
+
import shader_fg from '../shader/glsl/v1/flagment.glsl';
|
|
12
|
+
|
|
13
|
+
export class ImpostorShaderV1 extends RawShaderMaterial {
|
|
14
|
+
constructor() {
|
|
15
|
+
super({
|
|
16
|
+
fragmentShader: shader_fg,
|
|
17
|
+
vertexShader: shader_vx,
|
|
18
|
+
uniforms: {
|
|
19
|
+
/**
|
|
20
|
+
* RGB + Alpha
|
|
21
|
+
*/
|
|
22
|
+
tBase: {
|
|
23
|
+
value: null
|
|
24
|
+
},
|
|
25
|
+
/**
|
|
26
|
+
* Normal+Depth
|
|
27
|
+
*/
|
|
28
|
+
tGeometry: {
|
|
29
|
+
value: null
|
|
30
|
+
},
|
|
31
|
+
/**
|
|
32
|
+
* Material properties: Occlusion, Roughness, Metalness
|
|
33
|
+
* Alpha unused
|
|
34
|
+
*/
|
|
35
|
+
tMaterial: {
|
|
36
|
+
value: null
|
|
37
|
+
},
|
|
38
|
+
/**
|
|
39
|
+
* Number of frames
|
|
40
|
+
*/
|
|
41
|
+
uFrames: {
|
|
42
|
+
value: 0
|
|
43
|
+
},
|
|
44
|
+
/**
|
|
45
|
+
* Radius of bounding sphere of the impostor
|
|
46
|
+
*/
|
|
47
|
+
uRadius: {
|
|
48
|
+
value: 0
|
|
49
|
+
},
|
|
50
|
+
/**
|
|
51
|
+
* Impostor offset
|
|
52
|
+
*/
|
|
53
|
+
uOffset: {
|
|
54
|
+
value: new Vector3(0, 0, 0)
|
|
55
|
+
},
|
|
56
|
+
uIsFullSphere: {
|
|
57
|
+
value: false
|
|
58
|
+
},
|
|
59
|
+
uDepthScale:{
|
|
60
|
+
// value should be in range between 0 and 1
|
|
61
|
+
value:1
|
|
62
|
+
}
|
|
63
|
+
},
|
|
64
|
+
glslVersion: GLSL3
|
|
65
|
+
});
|
|
66
|
+
|
|
67
|
+
// Save some effort by disabling blending
|
|
68
|
+
this.blending = CustomBlending;
|
|
69
|
+
this.blendEquation = AddEquation;
|
|
70
|
+
this.blendSrc = OneFactor;
|
|
71
|
+
this.blendDst = OneMinusSrcAlphaFactor;
|
|
72
|
+
|
|
73
|
+
}
|
|
74
|
+
}
|
|
@@ -0,0 +1,209 @@
|
|
|
1
|
+
vec2 VecToSphereOct(vec3 pivotToCamera)
|
|
2
|
+
{
|
|
3
|
+
vec3 octant = sign(pivotToCamera);
|
|
4
|
+
|
|
5
|
+
// |x| + |y| + |z| = 1
|
|
6
|
+
float sum = dot(pivotToCamera, octant);
|
|
7
|
+
vec3 octahedron = pivotToCamera / sum;
|
|
8
|
+
|
|
9
|
+
if (octahedron.y < 0f)
|
|
10
|
+
{
|
|
11
|
+
vec3 absolute = abs(octahedron);
|
|
12
|
+
octahedron.xz = octant.xz * vec2(1.0f - absolute.z, 1.0f - absolute.x);
|
|
13
|
+
}
|
|
14
|
+
return octahedron.xz;
|
|
15
|
+
}
|
|
16
|
+
|
|
17
|
+
vec2 VecToHemiSphereOct(vec3 pivotToCamera)
|
|
18
|
+
{
|
|
19
|
+
pivotToCamera.y = max(pivotToCamera.y, 0.001);
|
|
20
|
+
pivotToCamera = normalize(pivotToCamera);
|
|
21
|
+
vec3 octant = sign(pivotToCamera);
|
|
22
|
+
|
|
23
|
+
// |x| + |y| + |z| = 1
|
|
24
|
+
float sum = dot(pivotToCamera, octant);
|
|
25
|
+
vec3 octahedron = pivotToCamera / sum;
|
|
26
|
+
|
|
27
|
+
return vec2(
|
|
28
|
+
octahedron.x + octahedron.z,
|
|
29
|
+
octahedron.z - octahedron.x);
|
|
30
|
+
}
|
|
31
|
+
|
|
32
|
+
vec2 VectorToGrid(vec3 vec)
|
|
33
|
+
{
|
|
34
|
+
if (isFullSphere)
|
|
35
|
+
{
|
|
36
|
+
return VecToSphereOct(vec);
|
|
37
|
+
}
|
|
38
|
+
else
|
|
39
|
+
{
|
|
40
|
+
return VecToHemiSphereOct(vec);
|
|
41
|
+
}
|
|
42
|
+
}
|
|
43
|
+
|
|
44
|
+
//for sphere
|
|
45
|
+
vec3 OctaSphereEnc(vec2 coord)
|
|
46
|
+
{
|
|
47
|
+
coord = (coord - 0.5) * 2.0;
|
|
48
|
+
vec3 position = vec3(coord.x, 0f, coord.y);
|
|
49
|
+
vec2 absolute = abs(position.xz);
|
|
50
|
+
position.y = 1f - absolute.x - absolute.y;
|
|
51
|
+
|
|
52
|
+
if (position.y < 0f)
|
|
53
|
+
{
|
|
54
|
+
position.xz = sign(position.xz) * vec2(1.0f - absolute.y, 1.0f - absolute.x);
|
|
55
|
+
}
|
|
56
|
+
|
|
57
|
+
return position;
|
|
58
|
+
}
|
|
59
|
+
|
|
60
|
+
//for hemisphere
|
|
61
|
+
vec3 OctaHemiSphereEnc(vec2 coord)
|
|
62
|
+
{
|
|
63
|
+
//coord = (0, 0.27)
|
|
64
|
+
//pos = -0.27, 0, -0.63
|
|
65
|
+
|
|
66
|
+
vec3 position = vec3(coord.x - coord.y, 0f, -1.0 + coord.x + coord.y);
|
|
67
|
+
vec2 absolute = abs(position.xz);
|
|
68
|
+
position.y = 1f - absolute.x - absolute.y;
|
|
69
|
+
return position;
|
|
70
|
+
}
|
|
71
|
+
|
|
72
|
+
vec3 GridToVector(vec2 coord)
|
|
73
|
+
{
|
|
74
|
+
if (isFullSphere)
|
|
75
|
+
{
|
|
76
|
+
return OctaSphereEnc(coord);
|
|
77
|
+
}
|
|
78
|
+
else
|
|
79
|
+
{
|
|
80
|
+
return OctaHemiSphereEnc(coord);
|
|
81
|
+
}
|
|
82
|
+
}
|
|
83
|
+
|
|
84
|
+
vec3 FrameXYToRay(vec2 frame, vec2 frameCountMinusOne)
|
|
85
|
+
{
|
|
86
|
+
//divide frame x y by framecount minus one to get 0-1
|
|
87
|
+
vec2 f = (frame.xy/ frameCountMinusOne);
|
|
88
|
+
//bias and scale to -1 to 1
|
|
89
|
+
|
|
90
|
+
vec3 vec = GridToVector(f);
|
|
91
|
+
vec = normalize(vec);
|
|
92
|
+
return vec;
|
|
93
|
+
}
|
|
94
|
+
|
|
95
|
+
vec3 SpriteProjection(vec3 pivotToCameraRayLocal, vec2 size, vec2 loc_uv)
|
|
96
|
+
{
|
|
97
|
+
vec3 z = normalize(pivotToCameraRayLocal);
|
|
98
|
+
vec3 x, y;
|
|
99
|
+
vec3 up = vec3(0,1,0);
|
|
100
|
+
//cross product doesnt work if we look directly from bottom
|
|
101
|
+
if (abs(z.y) > 0.999f)
|
|
102
|
+
{
|
|
103
|
+
up = vec3(0,0,-1);
|
|
104
|
+
}
|
|
105
|
+
x = normalize(cross(up, z));
|
|
106
|
+
y = normalize(cross(x, z));
|
|
107
|
+
|
|
108
|
+
loc_uv -= vec2(0.5,0.5);
|
|
109
|
+
vec2 uv = (loc_uv) * 2.0; //-1 to 1
|
|
110
|
+
|
|
111
|
+
vec3 newX = x * uv.x;
|
|
112
|
+
vec3 newY = y * uv.y;
|
|
113
|
+
|
|
114
|
+
vec2 vecSize = size * 0.5;
|
|
115
|
+
|
|
116
|
+
newX *= vecSize.x;
|
|
117
|
+
newY *= vecSize.y;
|
|
118
|
+
|
|
119
|
+
return newX + newY;
|
|
120
|
+
}
|
|
121
|
+
|
|
122
|
+
vec4 quadBlendWieghts(vec2 coords)
|
|
123
|
+
{
|
|
124
|
+
vec4 res;
|
|
125
|
+
/* 0 0 0
|
|
126
|
+
0 0 0
|
|
127
|
+
1 0 0 */
|
|
128
|
+
res.x = min(1f - coords.x, 1f - coords.y);
|
|
129
|
+
/* 1 0 0
|
|
130
|
+
0 0 0
|
|
131
|
+
0 0 1 */
|
|
132
|
+
res.y = abs(coords.x - coords.y);
|
|
133
|
+
/* 0 0 1
|
|
134
|
+
0 0 0
|
|
135
|
+
0 0 0 */
|
|
136
|
+
res.z = min(coords.x, coords.y);
|
|
137
|
+
/* 0 0 0
|
|
138
|
+
0 0 1
|
|
139
|
+
0 1 1 */
|
|
140
|
+
res.w = ceil(coords.x - coords.y);
|
|
141
|
+
//res.xyz /= (res.x + res.y + res.z);
|
|
142
|
+
return res;
|
|
143
|
+
}
|
|
144
|
+
|
|
145
|
+
|
|
146
|
+
//this function works well in orthogonal projection. It works okeyish with further distances of perspective projection
|
|
147
|
+
vec2 virtualPlaneUV(vec3 plane_normal,vec3 plane_x, vec3 plane_y, vec3 pivotToCameraRay, vec3 vertexToCameraRay, float size)
|
|
148
|
+
{
|
|
149
|
+
plane_normal = normalize(plane_normal);
|
|
150
|
+
plane_x = normalize(plane_x);
|
|
151
|
+
plane_y = normalize(plane_y);
|
|
152
|
+
|
|
153
|
+
// plane_normal is normalized but pivotToCameraRay & vertexToCameraRay are NOT
|
|
154
|
+
// so what are we doing here ?
|
|
155
|
+
// We are calculating length of pivotToCameraRay projected onto plane_normal
|
|
156
|
+
// so pivotToCameraRay is vector to camera from CENTER OF object
|
|
157
|
+
// we are recalculting this distance taking into account new plane normal
|
|
158
|
+
float projectedNormalRayLength = dot(plane_normal, pivotToCameraRay);
|
|
159
|
+
// tihs is direction is almost the same as origin, but its to individual vertex
|
|
160
|
+
// not sure this is correct for perspective projection
|
|
161
|
+
float projectedVertexRayLength = dot(plane_normal, vertexToCameraRay);
|
|
162
|
+
// basically its length difference betwen center and vertex - "not precise"
|
|
163
|
+
// projectedVertexRayLength is bigger than projectedNormalRayLength when vertex is
|
|
164
|
+
// further than "main front facing billboard"
|
|
165
|
+
// so offsetLength is getting smaller, otherwise is getting bigger
|
|
166
|
+
float offsetLength = projectedNormalRayLength/projectedVertexRayLength;
|
|
167
|
+
|
|
168
|
+
// ok so offsetLength is just a length
|
|
169
|
+
// we want a vector so we multiply it by vertexToCameraRay to get this offset
|
|
170
|
+
// now what are we REALY doing is calculuating distance difference
|
|
171
|
+
// se are SUBSTRACTING pivotToCameraRay vector
|
|
172
|
+
// we would get difference between center of plane and vertex rotated
|
|
173
|
+
vec3 offsetVector = vertexToCameraRay * offsetLength - pivotToCameraRay;
|
|
174
|
+
|
|
175
|
+
// we got the offset of rotated vertex, but we need to offset it from correct plane axis
|
|
176
|
+
// so again we projecting length of intersection (offset of rotated vertex) onto plane_x
|
|
177
|
+
// and plane_y
|
|
178
|
+
vec2 duv = vec2(
|
|
179
|
+
dot(plane_x , offsetVector),
|
|
180
|
+
dot(plane_y, offsetVector)
|
|
181
|
+
);
|
|
182
|
+
|
|
183
|
+
//we are in space -1 to 1
|
|
184
|
+
duv /= 2.0 * size;
|
|
185
|
+
duv += 0.5;
|
|
186
|
+
return duv;
|
|
187
|
+
}
|
|
188
|
+
|
|
189
|
+
void calcuateXYbasis(vec3 plane_normal, out vec3 plane_x, out vec3 plane_y)
|
|
190
|
+
{
|
|
191
|
+
vec3 up = vec3(0,1,0);
|
|
192
|
+
//cross product doesnt work if we look directly from bottom
|
|
193
|
+
if (abs(plane_normal.y) > 0.999f)
|
|
194
|
+
{
|
|
195
|
+
up = vec3(0,0,1);
|
|
196
|
+
}
|
|
197
|
+
plane_x = normalize(cross(plane_normal, up));
|
|
198
|
+
plane_y = normalize(cross(plane_x, plane_normal));
|
|
199
|
+
}
|
|
200
|
+
|
|
201
|
+
vec3 projectOnPlaneBasis(vec3 ray, vec3 plane_normal, vec3 plane_x, vec3 plane_y)
|
|
202
|
+
{
|
|
203
|
+
//reproject plane normal onto planeXY basos
|
|
204
|
+
return normalize(vec3(
|
|
205
|
+
dot(plane_x,ray),
|
|
206
|
+
dot(plane_y,ray),
|
|
207
|
+
dot(plane_normal,ray)
|
|
208
|
+
));
|
|
209
|
+
}
|
|
@@ -0,0 +1,80 @@
|
|
|
1
|
+
precision highp float;
|
|
2
|
+
precision highp int;
|
|
3
|
+
|
|
4
|
+
const float depth_scale = 1.0;
|
|
5
|
+
|
|
6
|
+
uniform float uFrames;
|
|
7
|
+
uniform sampler2D tBase;
|
|
8
|
+
uniform sampler2D tGeometry;
|
|
9
|
+
|
|
10
|
+
out vec4 color_out;
|
|
11
|
+
|
|
12
|
+
in vec2 uv_frame1;
|
|
13
|
+
in vec2 xy_frame1;
|
|
14
|
+
flat in vec2 frame1;
|
|
15
|
+
flat in vec3 frame1_normal;
|
|
16
|
+
in vec2 uv_frame2;
|
|
17
|
+
in vec2 xy_frame2;
|
|
18
|
+
flat in vec2 frame2;
|
|
19
|
+
flat in vec3 frame2_normal;
|
|
20
|
+
in vec2 uv_frame3;
|
|
21
|
+
in vec2 xy_frame3;
|
|
22
|
+
flat in vec2 frame3;
|
|
23
|
+
flat in vec3 frame3_normal;
|
|
24
|
+
in vec4 quad_blend_weights;
|
|
25
|
+
|
|
26
|
+
vec2 recalculateUV(vec2 uv_f, vec2 frame, vec2 xy_f, vec2 frame_size, float d_scale, sampler2D depthTexture)
|
|
27
|
+
{
|
|
28
|
+
//clamp for parallax sampling
|
|
29
|
+
uv_f = clamp(uv_f, 0.0, 1.0);
|
|
30
|
+
vec2 uv_quad = frame_size * (frame + uv_f);
|
|
31
|
+
//paralax
|
|
32
|
+
float n_depth = texture(depthTexture, uv_quad).a;
|
|
33
|
+
uv_f = xy_f * (0.5-n_depth) * d_scale + uv_f;
|
|
34
|
+
//clamp parallax offset
|
|
35
|
+
uv_f = clamp(uv_f, 0.0, 1.0);
|
|
36
|
+
uv_f = frame_size * (frame + uv_f);
|
|
37
|
+
//clamped full UV
|
|
38
|
+
return clamp(uv_f, 0.0, 1.0);
|
|
39
|
+
}
|
|
40
|
+
|
|
41
|
+
vec4 blenderColors(vec2 uv_1, vec2 uv_2, vec2 uv_3, vec4 grid_weights, sampler2D atlasTexture)
|
|
42
|
+
{
|
|
43
|
+
vec4 quad_a, quad_b, quad_c;
|
|
44
|
+
|
|
45
|
+
quad_a = texture(atlasTexture, uv_1);
|
|
46
|
+
quad_b = texture(atlasTexture, uv_2);
|
|
47
|
+
quad_c = texture(atlasTexture, uv_3);
|
|
48
|
+
return quad_a * grid_weights.x + quad_b * grid_weights.y + quad_c * grid_weights.z;
|
|
49
|
+
}
|
|
50
|
+
|
|
51
|
+
void main()
|
|
52
|
+
{
|
|
53
|
+
vec2 quad_size = vec2(1.0) / uFrames;
|
|
54
|
+
vec2 uv_f1 = recalculateUV(uv_frame1, frame1, xy_frame1, quad_size, depth_scale, tGeometry);
|
|
55
|
+
vec2 uv_f2 = recalculateUV(uv_frame2, frame2, xy_frame2, quad_size, depth_scale, tGeometry);
|
|
56
|
+
vec2 uv_f3 = recalculateUV(uv_frame3, frame3, xy_frame3, quad_size, depth_scale, tGeometry);
|
|
57
|
+
|
|
58
|
+
vec4 baseTex = blenderColors(uv_f1, uv_f2, uv_f3, quad_blend_weights, tBase);
|
|
59
|
+
|
|
60
|
+
// vec4 ormTex = blenderColors(uv_f1, uv_f2, uv_f3, quad_blend_weights, imposterTextureOrm);
|
|
61
|
+
//
|
|
62
|
+
// vec3 normalTex = blendedNormals(
|
|
63
|
+
// uv_f1, frame1_normal,
|
|
64
|
+
// uv_f2, frame2_normal,
|
|
65
|
+
// uv_f3, frame3_normal,
|
|
66
|
+
// TANGENT, BINORMAL,
|
|
67
|
+
// quad_blend_weights, imposterTextureNormal
|
|
68
|
+
// );
|
|
69
|
+
//
|
|
70
|
+
// ALBEDO = baseTex.rgb * albedo.rgb;
|
|
71
|
+
// NORMAL =normalTex.xyz;
|
|
72
|
+
//
|
|
73
|
+
// METALLIC = ormTex.b * metallic;
|
|
74
|
+
// SPECULAR = specular;
|
|
75
|
+
// ROUGHNESS = ormTex.g * roughness;
|
|
76
|
+
|
|
77
|
+
|
|
78
|
+
color_out = baseTex;
|
|
79
|
+
// color_out = vec4(1.0);
|
|
80
|
+
}
|