super-three 0.147.1 → 0.154.0

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 (896) hide show
  1. package/LICENSE +1 -1
  2. package/build/three.cjs +37190 -21678
  3. package/build/three.js +37182 -21669
  4. package/build/three.min.js +4 -2
  5. package/build/three.module.js +7656 -6548
  6. package/build/three.module.min.js +7 -0
  7. package/examples/jsm/animation/AnimationClipCreator.js +5 -3
  8. package/examples/jsm/cameras/CinematicCamera.js +1 -2
  9. package/examples/jsm/capabilities/WebGPU.js +17 -5
  10. package/examples/jsm/controls/ArcballControls.js +1835 -1827
  11. package/examples/jsm/controls/FlyControls.js +25 -9
  12. package/examples/jsm/controls/MapControls.js +28 -0
  13. package/examples/jsm/controls/OrbitControls.js +25 -46
  14. package/examples/jsm/controls/PointerLockControls.js +70 -65
  15. package/examples/jsm/controls/TrackballControls.js +18 -4
  16. package/examples/jsm/controls/TransformControls.js +0 -1
  17. package/examples/jsm/csm/CSM.js +12 -6
  18. package/examples/jsm/csm/CSMShader.js +7 -6
  19. package/examples/jsm/effects/AnaglyphEffect.js +6 -20
  20. package/examples/jsm/effects/AsciiEffect.js +3 -6
  21. package/examples/jsm/effects/OutlineEffect.js +2 -16
  22. package/examples/jsm/effects/ParallaxBarrierEffect.js +3 -0
  23. package/examples/jsm/environments/RoomEnvironment.js +6 -2
  24. package/examples/jsm/exporters/DRACOExporter.js +53 -11
  25. package/examples/jsm/exporters/EXRExporter.js +3 -9
  26. package/examples/jsm/exporters/GLTFExporter.js +597 -112
  27. package/examples/jsm/exporters/KTX2Exporter.js +34 -23
  28. package/examples/jsm/exporters/MMDExporter.js +1 -1
  29. package/examples/jsm/exporters/PLYExporter.js +8 -1
  30. package/examples/jsm/exporters/STLExporter.js +8 -4
  31. package/examples/jsm/exporters/USDZExporter.js +184 -124
  32. package/examples/jsm/geometries/ConvexGeometry.js +0 -6
  33. package/examples/jsm/geometries/ParametricGeometry.js +10 -0
  34. package/examples/jsm/helpers/OctreeHelper.js +1 -0
  35. package/examples/jsm/helpers/ViewHelper.js +71 -57
  36. package/examples/jsm/interactive/HTMLMesh.js +16 -3
  37. package/examples/jsm/interactive/InteractiveGroup.js +1 -1
  38. package/examples/{js → jsm}/libs/basis/README.md +4 -4
  39. package/examples/jsm/libs/draco/draco_decoder.js +34 -0
  40. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  41. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -0
  42. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -0
  43. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  44. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -0
  45. package/examples/jsm/libs/lil-gui.module.min.js +2 -2
  46. package/examples/jsm/libs/tween.module.js +803 -0
  47. package/examples/jsm/lights/IESSpotLight.js +25 -0
  48. package/examples/jsm/lights/LightProbeGenerator.js +11 -9
  49. package/examples/jsm/lines/LineMaterial.js +1 -1
  50. package/examples/jsm/lines/LineSegments2.js +12 -10
  51. package/examples/jsm/loaders/3DMLoader.js +9 -6
  52. package/examples/jsm/loaders/3MFLoader.js +17 -12
  53. package/examples/jsm/loaders/AMFLoader.js +7 -4
  54. package/examples/jsm/loaders/BVHLoader.js +2 -2
  55. package/examples/jsm/loaders/ColladaLoader.js +19 -17
  56. package/examples/jsm/loaders/DRACOLoader.js +69 -18
  57. package/examples/jsm/loaders/EXRLoader.js +23 -24
  58. package/examples/jsm/loaders/FBXLoader.js +41 -52
  59. package/examples/jsm/loaders/GCodeLoader.js +1 -2
  60. package/examples/jsm/loaders/GLTFLoader.js +452 -282
  61. package/examples/jsm/loaders/HDRCubeTextureLoader.js +4 -4
  62. package/examples/jsm/loaders/IESLoader.js +337 -0
  63. package/examples/jsm/loaders/KMZLoader.js +4 -4
  64. package/examples/jsm/loaders/KTX2Loader.js +145 -69
  65. package/examples/jsm/loaders/LDrawLoader.js +24 -25
  66. package/examples/jsm/loaders/LWOLoader.js +12 -29
  67. package/examples/jsm/loaders/LottieLoader.js +3 -1
  68. package/examples/jsm/loaders/MMDLoader.js +49 -18
  69. package/examples/jsm/loaders/MTLLoader.js +2 -2
  70. package/examples/jsm/loaders/MaterialXLoader.js +9 -3
  71. package/examples/jsm/loaders/NRRDLoader.js +33 -5
  72. package/examples/jsm/loaders/OBJLoader.js +1 -1
  73. package/examples/jsm/loaders/PCDLoader.js +26 -12
  74. package/examples/jsm/loaders/PDBLoader.js +7 -2
  75. package/examples/jsm/loaders/PLYLoader.js +261 -106
  76. package/examples/jsm/loaders/RGBELoader.js +3 -3
  77. package/examples/jsm/loaders/STLLoader.js +9 -5
  78. package/examples/jsm/loaders/SVGLoader.js +36 -27
  79. package/examples/jsm/loaders/TTFLoader.js +1 -8
  80. package/examples/jsm/loaders/TiltLoader.js +13 -7
  81. package/examples/jsm/loaders/USDZLoader.js +5 -5
  82. package/examples/jsm/loaders/VOXLoader.js +8 -2
  83. package/examples/jsm/loaders/VRMLLoader.js +60 -20
  84. package/examples/jsm/loaders/VTKLoader.js +19 -10
  85. package/examples/jsm/loaders/XYZLoader.js +9 -3
  86. package/examples/jsm/loaders/lwo/IFFParser.js +19 -19
  87. package/examples/jsm/materials/MeshGouraudMaterial.js +2 -5
  88. package/examples/jsm/math/Lut.js +5 -4
  89. package/examples/jsm/math/MeshSurfaceSampler.js +82 -43
  90. package/examples/jsm/misc/ConvexObjectBreaker.js +2 -8
  91. package/examples/jsm/misc/GPUComputationRenderer.js +6 -5
  92. package/examples/jsm/misc/MD2Character.js +2 -2
  93. package/examples/jsm/misc/MD2CharacterComplex.js +2 -2
  94. package/examples/jsm/misc/ProgressiveLightMap.js +12 -10
  95. package/examples/jsm/misc/RollerCoaster.js +7 -1
  96. package/examples/jsm/misc/Volume.js +20 -5
  97. package/examples/jsm/misc/VolumeSlice.js +3 -1
  98. package/examples/jsm/modifiers/CurveModifier.js +1 -0
  99. package/examples/jsm/modifiers/TessellateModifier.js +19 -19
  100. package/examples/jsm/nodes/Nodes.js +149 -335
  101. package/examples/jsm/nodes/accessors/BitangentNode.js +43 -16
  102. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +99 -0
  103. package/examples/jsm/nodes/accessors/BufferNode.js +6 -0
  104. package/examples/jsm/nodes/accessors/CameraNode.js +36 -5
  105. package/examples/jsm/nodes/accessors/CubeTextureNode.js +27 -33
  106. package/examples/jsm/nodes/accessors/ExtendedMaterialNode.js +64 -0
  107. package/examples/jsm/nodes/accessors/InstanceNode.js +39 -26
  108. package/examples/jsm/nodes/accessors/MaterialNode.js +164 -39
  109. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +16 -0
  110. package/examples/jsm/nodes/accessors/ModelNode.js +13 -0
  111. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +13 -14
  112. package/examples/jsm/nodes/accessors/MorphNode.js +70 -0
  113. package/examples/jsm/nodes/accessors/NormalNode.js +36 -19
  114. package/examples/jsm/nodes/accessors/Object3DNode.js +40 -12
  115. package/examples/jsm/nodes/accessors/PointUVNode.js +6 -1
  116. package/examples/jsm/nodes/accessors/PositionNode.js +38 -23
  117. package/examples/jsm/nodes/accessors/ReferenceNode.js +21 -14
  118. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +11 -7
  119. package/examples/jsm/nodes/accessors/SceneNode.js +46 -0
  120. package/examples/jsm/nodes/accessors/SkinningNode.js +55 -71
  121. package/examples/jsm/nodes/accessors/StorageBufferNode.js +6 -0
  122. package/examples/jsm/nodes/accessors/TangentNode.js +28 -20
  123. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +94 -0
  124. package/examples/jsm/nodes/accessors/TextureNode.js +143 -13
  125. package/examples/jsm/nodes/accessors/TextureSizeNode.js +35 -0
  126. package/examples/jsm/nodes/accessors/UVNode.js +7 -1
  127. package/examples/jsm/nodes/accessors/UserDataNode.js +6 -0
  128. package/examples/jsm/nodes/code/CodeNode.js +78 -0
  129. package/examples/jsm/nodes/code/ExpressionNode.js +37 -0
  130. package/examples/jsm/nodes/{core → code}/FunctionCallNode.js +15 -1
  131. package/examples/jsm/nodes/{core → code}/FunctionNode.js +31 -9
  132. package/examples/jsm/nodes/code/ScriptableNode.js +488 -0
  133. package/examples/jsm/nodes/code/ScriptableValueNode.js +167 -0
  134. package/examples/jsm/nodes/core/ArrayUniformNode.js +3 -0
  135. package/examples/jsm/nodes/core/AttributeNode.js +17 -9
  136. package/examples/jsm/nodes/core/BypassNode.js +11 -4
  137. package/examples/jsm/nodes/core/CacheNode.js +46 -0
  138. package/examples/jsm/nodes/core/ConstNode.js +3 -0
  139. package/examples/jsm/nodes/core/ContextNode.js +10 -1
  140. package/examples/jsm/nodes/core/IndexNode.js +66 -0
  141. package/examples/jsm/nodes/core/InputNode.js +26 -5
  142. package/examples/jsm/nodes/core/LightingModel.js +17 -0
  143. package/examples/jsm/nodes/core/Node.js +128 -37
  144. package/examples/jsm/nodes/core/NodeAttribute.js +2 -1
  145. package/examples/jsm/nodes/core/NodeBuilder.js +287 -118
  146. package/examples/jsm/nodes/core/NodeCache.js +26 -0
  147. package/examples/jsm/nodes/core/NodeFrame.js +56 -5
  148. package/examples/jsm/nodes/core/NodeUtils.js +115 -28
  149. package/examples/jsm/nodes/core/PropertyNode.js +23 -2
  150. package/examples/jsm/nodes/core/StackNode.js +99 -0
  151. package/examples/jsm/nodes/core/TempNode.js +11 -3
  152. package/examples/jsm/nodes/core/UniformNode.js +16 -1
  153. package/examples/jsm/nodes/core/VarNode.js +19 -29
  154. package/examples/jsm/nodes/core/VaryingNode.js +15 -2
  155. package/examples/jsm/nodes/core/constants.js +6 -0
  156. package/examples/jsm/nodes/display/BlendModeNode.js +33 -19
  157. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +36 -20
  158. package/examples/jsm/nodes/display/ColorSpaceNode.js +60 -47
  159. package/examples/jsm/nodes/display/FrontFacingNode.js +7 -1
  160. package/examples/jsm/nodes/display/NormalMapNode.js +33 -20
  161. package/examples/jsm/nodes/display/PosterizeNode.js +10 -3
  162. package/examples/jsm/nodes/display/ToneMappingNode.js +101 -11
  163. package/examples/jsm/nodes/display/ViewportDepthNode.js +69 -0
  164. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +34 -0
  165. package/examples/jsm/nodes/display/ViewportNode.js +27 -18
  166. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +31 -0
  167. package/examples/jsm/nodes/display/ViewportTextureNode.js +75 -0
  168. package/examples/jsm/nodes/fog/FogExp2Node.js +35 -0
  169. package/examples/jsm/nodes/fog/FogNode.js +12 -6
  170. package/examples/jsm/nodes/fog/FogRangeNode.js +12 -5
  171. package/examples/jsm/nodes/functions/BSDF/BRDF_BlinnPhong.js +30 -0
  172. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +15 -16
  173. package/examples/jsm/nodes/functions/BSDF/BRDF_Lambert.js +3 -3
  174. package/examples/jsm/nodes/functions/BSDF/BRDF_Sheen.js +43 -0
  175. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +9 -7
  176. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +5 -5
  177. package/examples/jsm/nodes/functions/BSDF/EnvironmentBRDF.js +13 -0
  178. package/examples/jsm/nodes/functions/BSDF/F_Schlick.js +4 -6
  179. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +8 -6
  180. package/examples/jsm/nodes/functions/PhongLightingModel.js +28 -0
  181. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +155 -45
  182. package/examples/jsm/nodes/functions/material/getGeometryRoughness.js +5 -4
  183. package/examples/jsm/nodes/functions/material/getRoughness.js +6 -6
  184. package/examples/jsm/nodes/geometry/RangeNode.js +50 -55
  185. package/examples/jsm/nodes/gpgpu/ComputeNode.js +9 -2
  186. package/examples/jsm/nodes/lighting/AONode.js +5 -3
  187. package/examples/jsm/nodes/lighting/AmbientLightNode.js +27 -0
  188. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +114 -5
  189. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +43 -0
  190. package/examples/jsm/nodes/lighting/EnvironmentNode.js +153 -38
  191. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +15 -10
  192. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +39 -0
  193. package/examples/jsm/nodes/lighting/LightNode.js +57 -0
  194. package/examples/jsm/nodes/lighting/LightUtils.js +17 -0
  195. package/examples/jsm/nodes/lighting/LightingContextNode.js +41 -17
  196. package/examples/jsm/nodes/lighting/LightingNode.js +3 -1
  197. package/examples/jsm/nodes/lighting/LightsNode.js +18 -10
  198. package/examples/jsm/nodes/lighting/PointLightNode.js +71 -0
  199. package/examples/jsm/nodes/lighting/SpotLightNode.js +92 -0
  200. package/examples/jsm/nodes/loaders/NodeLoader.js +5 -4
  201. package/examples/jsm/nodes/loaders/NodeMaterialLoader.js +4 -20
  202. package/examples/jsm/nodes/materials/LineBasicNodeMaterial.js +6 -24
  203. package/examples/jsm/nodes/materials/Materials.js +11 -55
  204. package/examples/jsm/nodes/materials/MeshBasicNodeMaterial.js +5 -26
  205. package/examples/jsm/nodes/materials/MeshNormalNodeMaterial.js +38 -0
  206. package/examples/jsm/nodes/materials/MeshPhongNodeMaterial.js +65 -0
  207. package/examples/jsm/nodes/materials/MeshPhysicalNodeMaterial.js +47 -6
  208. package/examples/jsm/nodes/materials/MeshStandardNodeMaterial.js +22 -110
  209. package/examples/jsm/nodes/materials/NodeMaterial.js +340 -67
  210. package/examples/jsm/nodes/materials/PointsNodeMaterial.js +7 -10
  211. package/examples/jsm/nodes/materials/SpriteNodeMaterial.js +29 -32
  212. package/examples/jsm/nodes/materialx/MaterialXNodes.js +31 -22
  213. package/examples/jsm/nodes/materialx/lib/mx_hsv.js +3 -3
  214. package/examples/jsm/nodes/materialx/lib/mx_noise.js +14 -13
  215. package/examples/jsm/nodes/materialx/lib/mx_transform_color.js +4 -3
  216. package/examples/jsm/nodes/math/CondNode.js +43 -17
  217. package/examples/jsm/nodes/math/MathNode.js +184 -73
  218. package/examples/jsm/nodes/math/OperatorNode.js +53 -3
  219. package/examples/jsm/nodes/procedural/CheckerNode.js +16 -8
  220. package/examples/jsm/nodes/shadernode/ShaderNode.js +206 -63
  221. package/examples/jsm/nodes/utils/ArrayElementNode.js +4 -2
  222. package/examples/jsm/nodes/utils/ConvertNode.js +19 -1
  223. package/examples/jsm/nodes/utils/DiscardNode.js +26 -0
  224. package/examples/jsm/nodes/utils/EquirectUVNode.js +10 -4
  225. package/examples/jsm/nodes/utils/JoinNode.js +4 -1
  226. package/examples/jsm/nodes/utils/LoopNode.js +186 -0
  227. package/examples/jsm/nodes/utils/MatcapUVNode.js +11 -4
  228. package/examples/jsm/nodes/utils/MaxMipLevelNode.js +18 -5
  229. package/examples/jsm/nodes/utils/OscNode.js +21 -14
  230. package/examples/jsm/nodes/utils/PackingNode.js +55 -0
  231. package/examples/jsm/nodes/utils/RemapNode.js +13 -5
  232. package/examples/jsm/nodes/utils/RotateUVNode.js +18 -7
  233. package/examples/jsm/nodes/utils/SpecularMIPLevelNode.js +37 -0
  234. package/examples/jsm/nodes/utils/SplitNode.js +7 -5
  235. package/examples/jsm/nodes/utils/SpriteSheetUVNode.js +15 -30
  236. package/examples/jsm/nodes/utils/TimerNode.js +16 -6
  237. package/examples/jsm/nodes/utils/TriplanarTexturesNode.js +21 -10
  238. package/examples/jsm/objects/GroundProjectedSkybox.js +172 -0
  239. package/examples/jsm/objects/Lensflare.js +3 -4
  240. package/examples/jsm/objects/MarchingCubes.js +5 -1
  241. package/examples/jsm/objects/Reflector.js +8 -5
  242. package/examples/jsm/objects/Refractor.js +5 -5
  243. package/examples/jsm/objects/ShadowMesh.js +3 -3
  244. package/examples/jsm/objects/Sky.js +1 -1
  245. package/examples/jsm/objects/Water.js +2 -1
  246. package/examples/jsm/objects/Water2.js +1 -1
  247. package/examples/jsm/offscreen/scene.js +1 -0
  248. package/examples/jsm/physics/AmmoPhysics.js +27 -28
  249. package/examples/jsm/physics/RapierPhysics.js +199 -0
  250. package/examples/jsm/postprocessing/AfterimagePass.js +3 -2
  251. package/examples/jsm/postprocessing/BloomPass.js +7 -4
  252. package/examples/jsm/postprocessing/BokehPass.js +3 -8
  253. package/examples/jsm/postprocessing/DotScreenPass.js +1 -2
  254. package/examples/jsm/postprocessing/EffectComposer.js +7 -95
  255. package/examples/jsm/postprocessing/FilmPass.js +1 -2
  256. package/examples/jsm/postprocessing/GlitchPass.js +0 -2
  257. package/examples/jsm/postprocessing/HalftonePass.js +0 -6
  258. package/examples/jsm/postprocessing/OutlinePass.js +8 -10
  259. package/examples/jsm/postprocessing/OutputPass.js +72 -0
  260. package/examples/jsm/postprocessing/Pass.js +2 -0
  261. package/examples/jsm/postprocessing/RenderPixelatedPass.js +4 -3
  262. package/examples/jsm/postprocessing/SAOPass.js +4 -26
  263. package/examples/jsm/postprocessing/SMAAPass.js +5 -8
  264. package/examples/jsm/postprocessing/SSAARenderPass.js +5 -5
  265. package/examples/jsm/postprocessing/SSAOPass.js +4 -14
  266. package/examples/jsm/postprocessing/SSRPass.js +3 -7
  267. package/examples/jsm/postprocessing/SavePass.js +5 -4
  268. package/examples/jsm/postprocessing/ShaderPass.js +1 -0
  269. package/examples/jsm/postprocessing/TAARenderPass.js +17 -4
  270. package/examples/jsm/postprocessing/TexturePass.js +2 -3
  271. package/examples/jsm/postprocessing/UnrealBloomPass.js +13 -21
  272. package/examples/jsm/renderers/CSS2DRenderer.js +6 -1
  273. package/examples/jsm/renderers/CSS3DRenderer.js +27 -5
  274. package/examples/jsm/renderers/{webgpu/WebGPUAnimation.js → common/Animation.js} +4 -4
  275. package/examples/jsm/renderers/common/Attributes.js +75 -0
  276. package/examples/jsm/renderers/common/Backend.js +162 -0
  277. package/examples/jsm/renderers/common/Background.js +134 -0
  278. package/examples/jsm/renderers/common/Binding.js +11 -0
  279. package/examples/jsm/renderers/common/Bindings.js +169 -0
  280. package/examples/jsm/renderers/common/Buffer.js +38 -0
  281. package/examples/jsm/renderers/{webgpu/WebGPUBufferUtils.js → common/BufferUtils.js} +2 -2
  282. package/examples/jsm/renderers/common/ChainMap.js +89 -0
  283. package/examples/jsm/renderers/common/ComputePipeline.js +17 -0
  284. package/examples/jsm/renderers/common/Constants.js +14 -0
  285. package/examples/jsm/renderers/common/CubeRenderTarget.js +65 -0
  286. package/examples/jsm/renderers/common/DataMap.js +54 -0
  287. package/examples/jsm/renderers/common/Geometries.js +215 -0
  288. package/examples/jsm/renderers/{webgpu/WebGPUInfo.js → common/Info.js} +2 -3
  289. package/examples/jsm/renderers/common/Pipeline.js +13 -0
  290. package/examples/jsm/renderers/common/Pipelines.js +321 -0
  291. package/examples/jsm/renderers/common/ProgrammableStage.js +18 -0
  292. package/examples/jsm/renderers/common/RenderContext.js +37 -0
  293. package/examples/jsm/renderers/common/RenderContexts.js +38 -0
  294. package/examples/jsm/renderers/{webgpu/WebGPURenderLists.js → common/RenderList.js} +26 -47
  295. package/examples/jsm/renderers/common/RenderLists.js +38 -0
  296. package/examples/jsm/renderers/common/RenderObject.js +113 -0
  297. package/examples/jsm/renderers/common/RenderObjects.js +92 -0
  298. package/examples/jsm/renderers/common/RenderPipeline.js +16 -0
  299. package/examples/jsm/renderers/common/RenderTarget.js +15 -0
  300. package/examples/jsm/renderers/common/Renderer.js +864 -0
  301. package/examples/jsm/renderers/common/SampledTexture.js +80 -0
  302. package/examples/jsm/renderers/common/Sampler.js +18 -0
  303. package/examples/jsm/renderers/common/StorageBuffer.js +17 -0
  304. package/examples/jsm/renderers/common/Textures.js +206 -0
  305. package/examples/jsm/renderers/{webgpu/WebGPUUniform.js → common/Uniform.js} +13 -9
  306. package/examples/jsm/renderers/common/UniformBuffer.js +15 -0
  307. package/examples/jsm/renderers/{webgpu/WebGPUUniformsGroup.js → common/UniformsGroup.js} +13 -13
  308. package/examples/jsm/renderers/common/nodes/NodeRender.js +302 -0
  309. package/examples/jsm/renderers/{webgpu/nodes/WebGPUNodeSampledTexture.js → common/nodes/NodeSampledTexture.js} +4 -4
  310. package/examples/jsm/renderers/{webgpu/nodes/WebGPUNodeSampler.js → common/nodes/NodeSampler.js} +3 -3
  311. package/examples/jsm/renderers/{webgpu/nodes/WebGPUNodeUniform.js → common/nodes/NodeUniform.js} +1 -1
  312. package/examples/jsm/renderers/common/nodes/Nodes.js +319 -0
  313. package/examples/jsm/renderers/webgl/nodes/GLSLNodeBuilder.js +340 -0
  314. package/examples/jsm/renderers/webgl/nodes/WebGLNodeBuilder.js +58 -50
  315. package/examples/jsm/renderers/webgpu/WebGPUBackend.js +847 -0
  316. package/examples/jsm/renderers/webgpu/WebGPURenderer.js +15 -987
  317. package/examples/jsm/renderers/webgpu/nodes/{WebGPUNodeBuilder.js → WGSLNodeBuilder.js} +139 -92
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@@ -1,283 +0,0 @@
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- ( function () {
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-
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- class Refractor extends THREE.Mesh {
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-
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- constructor( geometry, options = {} ) {
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-
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- super( geometry );
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- this.isRefractor = true;
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- this.type = 'Refractor';
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- this.camera = new THREE.PerspectiveCamera();
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- const scope = this;
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- const color = options.color !== undefined ? new THREE.Color( options.color ) : new THREE.Color( 0x7F7F7F );
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- const textureWidth = options.textureWidth || 512;
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- const textureHeight = options.textureHeight || 512;
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- const clipBias = options.clipBias || 0;
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- const shader = options.shader || Refractor.RefractorShader;
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- const multisample = options.multisample !== undefined ? options.multisample : 4;
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-
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- //
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-
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- const virtualCamera = this.camera;
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- virtualCamera.matrixAutoUpdate = false;
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- virtualCamera.userData.refractor = true;
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-
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- //
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-
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- const refractorPlane = new THREE.Plane();
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- const textureMatrix = new THREE.Matrix4();
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-
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- // render target
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-
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- const renderTarget = new THREE.WebGLRenderTarget( textureWidth, textureHeight, {
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- samples: multisample,
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- type: THREE.HalfFloatType
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- } );
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-
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- // material
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-
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- this.material = new THREE.ShaderMaterial( {
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- uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
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- vertexShader: shader.vertexShader,
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- fragmentShader: shader.fragmentShader,
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- transparent: true // ensures, refractors are drawn from farthest to closest
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- } );
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-
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- this.material.uniforms[ 'color' ].value = color;
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- this.material.uniforms[ 'tDiffuse' ].value = renderTarget.texture;
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- this.material.uniforms[ 'textureMatrix' ].value = textureMatrix;
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-
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- // functions
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-
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- const visible = function () {
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-
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- const refractorWorldPosition = new THREE.Vector3();
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- const cameraWorldPosition = new THREE.Vector3();
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- const rotationMatrix = new THREE.Matrix4();
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- const view = new THREE.Vector3();
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- const normal = new THREE.Vector3();
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- return function visible( camera ) {
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-
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- refractorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
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- cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
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- view.subVectors( refractorWorldPosition, cameraWorldPosition );
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- rotationMatrix.extractRotation( scope.matrixWorld );
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- normal.set( 0, 0, 1 );
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- normal.applyMatrix4( rotationMatrix );
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- return view.dot( normal ) < 0;
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-
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- };
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-
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- }();
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- const updateRefractorPlane = function () {
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-
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- const normal = new THREE.Vector3();
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- const position = new THREE.Vector3();
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- const quaternion = new THREE.Quaternion();
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- const scale = new THREE.Vector3();
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- return function updateRefractorPlane() {
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-
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- scope.matrixWorld.decompose( position, quaternion, scale );
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- normal.set( 0, 0, 1 ).applyQuaternion( quaternion ).normalize();
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-
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- // flip the normal because we want to cull everything above the plane
84
-
85
- normal.negate();
86
- refractorPlane.setFromNormalAndCoplanarPoint( normal, position );
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-
88
- };
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-
90
- }();
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- const updateVirtualCamera = function () {
92
-
93
- const clipPlane = new THREE.Plane();
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- const clipVector = new THREE.Vector4();
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- const q = new THREE.Vector4();
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- return function updateVirtualCamera( camera ) {
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-
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- virtualCamera.matrixWorld.copy( camera.matrixWorld );
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- virtualCamera.matrixWorldInverse.copy( virtualCamera.matrixWorld ).invert();
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- virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
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- virtualCamera.far = camera.far; // used in WebGLBackground
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-
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- // The following code creates an oblique view frustum for clipping.
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- // see: Lengyel, Eric. “Oblique View Frustum Depth Projection and Clipping”.
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- // Journal of Game Development, Vol. 1, No. 2 (2005), Charles River Media, pp. 5–16
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-
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- clipPlane.copy( refractorPlane );
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- clipPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
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- clipVector.set( clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant );
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-
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- // calculate the clip-space corner point opposite the clipping plane and
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- // transform it into camera space by multiplying it by the inverse of the projection matrix
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-
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- const projectionMatrix = virtualCamera.projectionMatrix;
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- q.x = ( Math.sign( clipVector.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
116
- q.y = ( Math.sign( clipVector.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
117
- q.z = - 1.0;
118
- q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
119
-
120
- // calculate the scaled plane vector
121
-
122
- clipVector.multiplyScalar( 2.0 / clipVector.dot( q ) );
123
-
124
- // replacing the third row of the projection matrix
125
-
126
- projectionMatrix.elements[ 2 ] = clipVector.x;
127
- projectionMatrix.elements[ 6 ] = clipVector.y;
128
- projectionMatrix.elements[ 10 ] = clipVector.z + 1.0 - clipBias;
129
- projectionMatrix.elements[ 14 ] = clipVector.w;
130
-
131
- };
132
-
133
- }();
134
-
135
- // This will update the texture matrix that is used for projective texture mapping in the shader.
136
- // see: http://developer.download.nvidia.com/assets/gamedev/docs/projective_texture_mapping.pdf
137
-
138
- function updateTextureMatrix( camera ) {
139
-
140
- // this matrix does range mapping to [ 0, 1 ]
141
-
142
- textureMatrix.set( 0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0 );
143
-
144
- // we use "Object Linear Texgen", so we need to multiply the texture matrix T
145
- // (matrix above) with the projection and view matrix of the virtual camera
146
- // and the model matrix of the refractor
147
-
148
- textureMatrix.multiply( camera.projectionMatrix );
149
- textureMatrix.multiply( camera.matrixWorldInverse );
150
- textureMatrix.multiply( scope.matrixWorld );
151
-
152
- }
153
-
154
- //
155
-
156
- function render( renderer, scene, camera ) {
157
-
158
- scope.visible = false;
159
- const currentRenderTarget = renderer.getRenderTarget();
160
- const currentXrEnabled = renderer.xr.enabled;
161
- const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
162
- const currentOutputEncoding = renderer.outputEncoding;
163
- const currentToneMapping = renderer.toneMapping;
164
- renderer.xr.enabled = false; // avoid camera modification
165
- renderer.shadowMap.autoUpdate = false; // avoid re-computing shadows
166
- renderer.outputEncoding = THREE.LinearEncoding;
167
- renderer.toneMapping = THREE.NoToneMapping;
168
- renderer.setRenderTarget( renderTarget );
169
- if ( renderer.autoClear === false ) renderer.clear();
170
- renderer.render( scene, virtualCamera );
171
- renderer.xr.enabled = currentXrEnabled;
172
- renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
173
- renderer.outputEncoding = currentOutputEncoding;
174
- renderer.toneMapping = currentToneMapping;
175
- renderer.setRenderTarget( currentRenderTarget );
176
-
177
- // restore viewport
178
-
179
- const viewport = camera.viewport;
180
- if ( viewport !== undefined ) {
181
-
182
- renderer.state.viewport( viewport );
183
-
184
- }
185
-
186
- scope.visible = true;
187
-
188
- }
189
-
190
- //
191
-
192
- this.onBeforeRender = function ( renderer, scene, camera ) {
193
-
194
- // ensure refractors are rendered only once per frame
195
-
196
- if ( camera.userData.refractor === true ) return;
197
-
198
- // avoid rendering when the refractor is viewed from behind
199
-
200
- if ( ! visible( camera ) === true ) return;
201
-
202
- // update
203
-
204
- updateRefractorPlane();
205
- updateTextureMatrix( camera );
206
- updateVirtualCamera( camera );
207
- render( renderer, scene, camera );
208
-
209
- };
210
-
211
- this.getRenderTarget = function () {
212
-
213
- return renderTarget;
214
-
215
- };
216
-
217
- this.dispose = function () {
218
-
219
- renderTarget.dispose();
220
- scope.material.dispose();
221
-
222
- };
223
-
224
- }
225
-
226
- }
227
- Refractor.RefractorShader = {
228
- uniforms: {
229
- 'color': {
230
- value: null
231
- },
232
- 'tDiffuse': {
233
- value: null
234
- },
235
- 'textureMatrix': {
236
- value: null
237
- }
238
- },
239
- vertexShader: /* glsl */`
240
-
241
- uniform mat4 textureMatrix;
242
-
243
- varying vec4 vUv;
244
-
245
- void main() {
246
-
247
- vUv = textureMatrix * vec4( position, 1.0 );
248
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
249
-
250
- }`,
251
- fragmentShader: /* glsl */`
252
-
253
- uniform vec3 color;
254
- uniform sampler2D tDiffuse;
255
-
256
- varying vec4 vUv;
257
-
258
- float blendOverlay( float base, float blend ) {
259
-
260
- return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );
261
-
262
- }
263
-
264
- vec3 blendOverlay( vec3 base, vec3 blend ) {
265
-
266
- return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );
267
-
268
- }
269
-
270
- void main() {
271
-
272
- vec4 base = texture2DProj( tDiffuse, vUv );
273
- gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
274
-
275
- #include <tonemapping_fragment>
276
- #include <encodings_fragment>
277
-
278
- }`
279
- };
280
-
281
- THREE.Refractor = Refractor;
282
-
283
- } )();
@@ -1,59 +0,0 @@
1
- ( function () {
2
-
3
- /**
4
- * A shadow THREE.Mesh that follows a shadow-casting THREE.Mesh in the scene, but is confined to a single plane.
5
- */
6
-
7
- const _shadowMatrix = new THREE.Matrix4();
8
- class ShadowMesh extends THREE.Mesh {
9
-
10
- constructor( mesh ) {
11
-
12
- const shadowMaterial = new THREE.MeshBasicMaterial( {
13
- color: 0x000000,
14
- transparent: true,
15
- opacity: 0.6,
16
- depthWrite: false,
17
- stencilWrite: true,
18
- stencilFunc: THREE.EqualStencilFunc,
19
- stencilRef: 0,
20
- stencilZPass: THREE.IncrementStencilOp
21
- } );
22
- super( mesh.geometry, shadowMaterial );
23
- this.isShadowMesh = true;
24
- this.meshMatrix = mesh.matrixWorld;
25
- this.frustumCulled = false;
26
- this.matrixAutoUpdate = false;
27
-
28
- }
29
- update( plane, lightPosition4D ) {
30
-
31
- // based on https://www.opengl.org/archives/resources/features/StencilTalk/tsld021.htm
32
-
33
- const dot = plane.normal.x * lightPosition4D.x + plane.normal.y * lightPosition4D.y + plane.normal.z * lightPosition4D.z + - plane.constant * lightPosition4D.w;
34
- const sme = _shadowMatrix.elements;
35
- sme[ 0 ] = dot - lightPosition4D.x * plane.normal.x;
36
- sme[ 4 ] = - lightPosition4D.x * plane.normal.y;
37
- sme[ 8 ] = - lightPosition4D.x * plane.normal.z;
38
- sme[ 12 ] = - lightPosition4D.x * - plane.constant;
39
- sme[ 1 ] = - lightPosition4D.y * plane.normal.x;
40
- sme[ 5 ] = dot - lightPosition4D.y * plane.normal.y;
41
- sme[ 9 ] = - lightPosition4D.y * plane.normal.z;
42
- sme[ 13 ] = - lightPosition4D.y * - plane.constant;
43
- sme[ 2 ] = - lightPosition4D.z * plane.normal.x;
44
- sme[ 6 ] = - lightPosition4D.z * plane.normal.y;
45
- sme[ 10 ] = dot - lightPosition4D.z * plane.normal.z;
46
- sme[ 14 ] = - lightPosition4D.z * - plane.constant;
47
- sme[ 3 ] = - lightPosition4D.w * plane.normal.x;
48
- sme[ 7 ] = - lightPosition4D.w * plane.normal.y;
49
- sme[ 11 ] = - lightPosition4D.w * plane.normal.z;
50
- sme[ 15 ] = dot - lightPosition4D.w * - plane.constant;
51
- this.matrix.multiplyMatrices( _shadowMatrix, this.meshMatrix );
52
-
53
- }
54
-
55
- }
56
-
57
- THREE.ShadowMesh = ShadowMesh;
58
-
59
- } )();
@@ -1,218 +0,0 @@
1
- ( function () {
2
-
3
- /**
4
- * Based on "A Practical Analytic Model for Daylight"
5
- * aka The Preetham Model, the de facto standard analytic skydome model
6
- * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight
7
- *
8
- * First implemented by Simon Wallner
9
- * http://simonwallner.at/project/atmospheric-scattering/
10
- *
11
- * Improved by Martin Upitis
12
- * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR
13
- *
14
- * Three.js integration by zz85 http://twitter.com/blurspline
15
- */
16
-
17
- class Sky extends THREE.Mesh {
18
-
19
- constructor() {
20
-
21
- const shader = Sky.SkyShader;
22
- const material = new THREE.ShaderMaterial( {
23
- name: 'SkyShader',
24
- fragmentShader: shader.fragmentShader,
25
- vertexShader: shader.vertexShader,
26
- uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
27
- side: THREE.BackSide,
28
- depthWrite: false
29
- } );
30
- super( new THREE.BoxGeometry( 1, 1, 1 ), material );
31
- this.isSky = true;
32
-
33
- }
34
-
35
- }
36
- Sky.SkyShader = {
37
- uniforms: {
38
- 'turbidity': {
39
- value: 2
40
- },
41
- 'rayleigh': {
42
- value: 1
43
- },
44
- 'mieCoefficient': {
45
- value: 0.005
46
- },
47
- 'mieDirectionalG': {
48
- value: 0.8
49
- },
50
- 'sunPosition': {
51
- value: new THREE.Vector3()
52
- },
53
- 'up': {
54
- value: new THREE.Vector3( 0, 1, 0 )
55
- }
56
- },
57
- vertexShader: /* glsl */`
58
- uniform vec3 sunPosition;
59
- uniform float rayleigh;
60
- uniform float turbidity;
61
- uniform float mieCoefficient;
62
- uniform vec3 up;
63
-
64
- varying vec3 vWorldPosition;
65
- varying vec3 vSunDirection;
66
- varying float vSunfade;
67
- varying vec3 vBetaR;
68
- varying vec3 vBetaM;
69
- varying float vSunE;
70
-
71
- // constants for atmospheric scattering
72
- const float e = 2.71828182845904523536028747135266249775724709369995957;
73
- const float pi = 3.141592653589793238462643383279502884197169;
74
-
75
- // wavelength of used primaries, according to preetham
76
- const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );
77
- // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:
78
- // (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))
79
- const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );
80
-
81
- // mie stuff
82
- // K coefficient for the primaries
83
- const float v = 4.0;
84
- const vec3 K = vec3( 0.686, 0.678, 0.666 );
85
- // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K
86
- const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );
87
-
88
- // earth shadow hack
89
- // cutoffAngle = pi / 1.95;
90
- const float cutoffAngle = 1.6110731556870734;
91
- const float steepness = 1.5;
92
- const float EE = 1000.0;
93
-
94
- float sunIntensity( float zenithAngleCos ) {
95
- zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );
96
- return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );
97
- }
98
-
99
- vec3 totalMie( float T ) {
100
- float c = ( 0.2 * T ) * 10E-18;
101
- return 0.434 * c * MieConst;
102
- }
103
-
104
- void main() {
105
-
106
- vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
107
- vWorldPosition = worldPosition.xyz;
108
-
109
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
110
- gl_Position.z = gl_Position.w; // set z to camera.far
111
-
112
- vSunDirection = normalize( sunPosition );
113
-
114
- vSunE = sunIntensity( dot( vSunDirection, up ) );
115
-
116
- vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );
117
-
118
- float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );
119
-
120
- // extinction (absorbtion + out scattering)
121
- // rayleigh coefficients
122
- vBetaR = totalRayleigh * rayleighCoefficient;
123
-
124
- // mie coefficients
125
- vBetaM = totalMie( turbidity ) * mieCoefficient;
126
-
127
- }`,
128
- fragmentShader: /* glsl */`
129
- varying vec3 vWorldPosition;
130
- varying vec3 vSunDirection;
131
- varying float vSunfade;
132
- varying vec3 vBetaR;
133
- varying vec3 vBetaM;
134
- varying float vSunE;
135
-
136
- uniform float mieDirectionalG;
137
- uniform vec3 up;
138
-
139
- const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );
140
-
141
- // constants for atmospheric scattering
142
- const float pi = 3.141592653589793238462643383279502884197169;
143
-
144
- const float n = 1.0003; // refractive index of air
145
- const float N = 2.545E25; // number of molecules per unit volume for air at 288.15K and 1013mb (sea level -45 celsius)
146
-
147
- // optical length at zenith for molecules
148
- const float rayleighZenithLength = 8.4E3;
149
- const float mieZenithLength = 1.25E3;
150
- // 66 arc seconds -> degrees, and the cosine of that
151
- const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;
152
-
153
- // 3.0 / ( 16.0 * pi )
154
- const float THREE_OVER_SIXTEENPI = 0.05968310365946075;
155
- // 1.0 / ( 4.0 * pi )
156
- const float ONE_OVER_FOURPI = 0.07957747154594767;
157
-
158
- float rayleighPhase( float cosTheta ) {
159
- return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );
160
- }
161
-
162
- float hgPhase( float cosTheta, float g ) {
163
- float g2 = pow( g, 2.0 );
164
- float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );
165
- return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );
166
- }
167
-
168
- void main() {
169
-
170
- vec3 direction = normalize( vWorldPosition - cameraPos );
171
-
172
- // optical length
173
- // cutoff angle at 90 to avoid singularity in next formula.
174
- float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );
175
- float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );
176
- float sR = rayleighZenithLength * inverse;
177
- float sM = mieZenithLength * inverse;
178
-
179
- // combined extinction factor
180
- vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );
181
-
182
- // in scattering
183
- float cosTheta = dot( direction, vSunDirection );
184
-
185
- float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );
186
- vec3 betaRTheta = vBetaR * rPhase;
187
-
188
- float mPhase = hgPhase( cosTheta, mieDirectionalG );
189
- vec3 betaMTheta = vBetaM * mPhase;
190
-
191
- vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );
192
- Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );
193
-
194
- // nightsky
195
- float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]
196
- float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]
197
- vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );
198
- vec3 L0 = vec3( 0.1 ) * Fex;
199
-
200
- // composition + solar disc
201
- float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );
202
- L0 += ( vSunE * 19000.0 * Fex ) * sundisk;
203
-
204
- vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );
205
-
206
- vec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );
207
-
208
- gl_FragColor = vec4( retColor, 1.0 );
209
-
210
- #include <tonemapping_fragment>
211
- #include <encodings_fragment>
212
-
213
- }`
214
- };
215
-
216
- THREE.Sky = Sky;
217
-
218
- } )();