three-gpu-pathtracer 0.0.13 → 0.0.14
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/LICENSE +21 -21
- package/README.md +981 -961
- package/build/index.module.js +6965 -6508
- package/build/index.module.js.map +1 -1
- package/build/index.umd.cjs +6959 -6505
- package/build/index.umd.cjs.map +1 -1
- package/package.json +73 -73
- package/src/core/DynamicPathTracingSceneGenerator.js +119 -119
- package/src/core/MaterialReducer.js +256 -256
- package/src/core/PathTracingRenderer.js +346 -346
- package/src/core/PathTracingSceneGenerator.js +69 -69
- package/src/core/QuiltPathTracingRenderer.js +223 -223
- package/src/index.js +36 -40
- package/src/materials/MaterialBase.js +56 -56
- package/src/materials/{GraphMaterial.js → debug/GraphMaterial.js} +243 -243
- package/src/materials/{AlphaDisplayMaterial.js → fullscreen/AlphaDisplayMaterial.js} +48 -48
- package/src/materials/{BlendMaterial.js → fullscreen/BlendMaterial.js} +67 -67
- package/src/materials/{DenoiseMaterial.js → fullscreen/DenoiseMaterial.js} +142 -142
- package/src/materials/{LambertPathTracingMaterial.js → pathtracing/LambertPathTracingMaterial.js} +296 -285
- package/src/materials/pathtracing/PhysicalPathTracingMaterial.js +635 -0
- package/src/materials/pathtracing/glsl/attenuateHit.glsl.js +179 -0
- package/src/materials/pathtracing/glsl/cameraUtils.glsl.js +81 -0
- package/src/materials/pathtracing/glsl/getSurfaceRecord.glsl.js +317 -0
- package/src/materials/pathtracing/glsl/traceScene.glsl.js +54 -0
- package/src/materials/{AmbientOcclusionMaterial.js → surface/AmbientOcclusionMaterial.js} +207 -199
- package/src/materials/surface/FogVolumeMaterial.js +23 -0
- package/src/objects/EquirectCamera.js +13 -13
- package/src/objects/PhysicalCamera.js +28 -28
- package/src/objects/PhysicalSpotLight.js +14 -14
- package/src/objects/ShapedAreaLight.js +12 -12
- package/src/shader/bsdf/bsdfSampling.glsl.js +490 -0
- package/src/shader/bsdf/fog.glsl.js +23 -0
- package/src/shader/bsdf/ggx.glsl.js +102 -0
- package/src/shader/bsdf/iridescence.glsl.js +135 -0
- package/src/shader/bsdf/sheen.glsl.js +98 -0
- package/src/shader/{shaderLayerTexelFetchFunctions.js → common/arraySamplerTexelFetch.glsl.js} +25 -25
- package/src/shader/common/bvhAnyHit.glsl.js +76 -0
- package/src/shader/common/fresnel.glsl.js +98 -0
- package/src/shader/common/intersectShapes.glsl.js +62 -0
- package/src/shader/common/math.glsl.js +81 -0
- package/src/shader/common/utils.glsl.js +116 -0
- package/src/shader/{shaderRandFunctions.js → rand/pcg.glsl.js} +57 -57
- package/src/shader/{shaderSobolSampling.js → rand/sobol.glsl.js} +256 -256
- package/src/shader/sampling/equirectSampling.glsl.js +62 -0
- package/src/shader/sampling/lightSampling.glsl.js +223 -0
- package/src/shader/sampling/shapeSampling.glsl.js +86 -0
- package/src/shader/structs/cameraStruct.glsl.js +13 -0
- package/src/shader/structs/equirectStruct.glsl.js +14 -0
- package/src/shader/structs/fogMaterialBvh.glsl.js +62 -0
- package/src/shader/structs/lightsStruct.glsl.js +78 -0
- package/src/shader/{shaderStructs.js → structs/materialStruct.glsl.js} +207 -327
- package/src/textures/GradientEquirectTexture.js +35 -35
- package/src/textures/ProceduralEquirectTexture.js +75 -75
- package/src/uniforms/AttributesTextureArray.js +35 -35
- package/src/uniforms/EquirectHdrInfoUniform.js +277 -273
- package/src/uniforms/FloatAttributeTextureArray.js +169 -169
- package/src/uniforms/IESProfilesTexture.js +100 -100
- package/src/uniforms/LightsInfoUniformStruct.js +212 -212
- package/src/uniforms/MaterialsTexture.js +503 -426
- package/src/uniforms/PhysicalCameraUniform.js +36 -36
- package/src/uniforms/RenderTarget2DArray.js +97 -97
- package/src/uniforms/utils.js +30 -30
- package/src/utils/BlurredEnvMapGenerator.js +116 -116
- package/src/utils/GeometryPreparationUtils.js +214 -214
- package/src/utils/IESLoader.js +325 -325
- package/src/utils/SobolNumberMapGenerator.js +80 -80
- package/src/utils/UVUnwrapper.js +101 -101
- package/src/utils/macroify.js +9 -0
- package/src/workers/PathTracingSceneWorker.js +42 -42
- package/src/materials/PhysicalPathTracingMaterial.js +0 -1013
- package/src/shader/shaderBvhAnyHit.js +0 -76
- package/src/shader/shaderEnvMapSampling.js +0 -58
- package/src/shader/shaderGGXFunctions.js +0 -100
- package/src/shader/shaderIridescenceFunctions.js +0 -135
- package/src/shader/shaderLightSampling.js +0 -229
- package/src/shader/shaderMaterialSampling.js +0 -510
- package/src/shader/shaderSheenFunctions.js +0 -98
- package/src/shader/shaderUtils.js +0 -377
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import { DataTexture, RGBAFormat, ClampToEdgeWrapping, FloatType, Vector3, Quaternion, Matrix4 } from 'three';
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const LIGHT_PIXELS = 6;
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const RECT_AREA_LIGHT = 0;
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const CIRC_AREA_LIGHT = 1;
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const SPOT_LIGHT = 2;
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const DIR_LIGHT = 3;
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const POINT_LIGHT = 4;
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export class LightsInfoUniformStruct {
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constructor() {
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const tex = new DataTexture( new Float32Array( 4 ), 1, 1 );
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tex.format = RGBAFormat;
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tex.type = FloatType;
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tex.wrapS = ClampToEdgeWrapping;
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tex.wrapT = ClampToEdgeWrapping;
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tex.generateMipmaps = false;
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this.tex = tex;
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this.count = 0;
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}
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updateFrom( lights, iesTextures = [] ) {
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const tex = this.tex;
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const pixelCount = Math.max( lights.length * LIGHT_PIXELS, 1 );
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const dimension = Math.ceil( Math.sqrt( pixelCount ) );
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if ( tex.image.width !== dimension ) {
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tex.dispose();
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tex.image.data = new Float32Array( dimension * dimension * 4 );
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tex.image.width = dimension;
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tex.image.height = dimension;
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}
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const floatArray = tex.image.data;
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const u = new Vector3();
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const v = new Vector3();
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const m = new Matrix4();
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const worldQuaternion = new Quaternion();
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const eye = new Vector3();
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const target = new Vector3();
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const up = new Vector3();
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for ( let i = 0, l = lights.length; i < l; i ++ ) {
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const l = lights[ i ];
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const baseIndex = i * LIGHT_PIXELS * 4;
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let index = 0;
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// sample 1
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// position
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l.getWorldPosition( v );
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floatArray[ baseIndex + ( index ++ ) ] = v.x;
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floatArray[ baseIndex + ( index ++ ) ] = v.y;
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floatArray[ baseIndex + ( index ++ ) ] = v.z;
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// type
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let type = RECT_AREA_LIGHT;
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if ( l.isRectAreaLight && l.isCircular ) {
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type = CIRC_AREA_LIGHT;
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} else if ( l.isSpotLight ) {
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type = SPOT_LIGHT;
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} else if ( l.isDirectionalLight ) {
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type = DIR_LIGHT;
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} else if ( l.isPointLight ) {
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type = POINT_LIGHT;
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}
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floatArray[ baseIndex + ( index ++ ) ] = type;
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// sample 2
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// color
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floatArray[ baseIndex + ( index ++ ) ] = l.color.r;
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floatArray[ baseIndex + ( index ++ ) ] = l.color.g;
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floatArray[ baseIndex + ( index ++ ) ] = l.color.b;
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// intensity
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floatArray[ baseIndex + ( index ++ ) ] = l.intensity;
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l.getWorldQuaternion( worldQuaternion );
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if ( l.isRectAreaLight ) {
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// sample 3
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// u vector
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u.set( l.width, 0, 0 ).applyQuaternion( worldQuaternion );
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floatArray[ baseIndex + ( index ++ ) ] = u.x;
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floatArray[ baseIndex + ( index ++ ) ] = u.y;
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floatArray[ baseIndex + ( index ++ ) ] = u.z;
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index ++;
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// sample 4
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// v vector
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v.set( 0, l.height, 0 ).applyQuaternion( worldQuaternion );
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floatArray[ baseIndex + ( index ++ ) ] = v.x;
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floatArray[ baseIndex + ( index ++ ) ] = v.y;
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floatArray[ baseIndex + ( index ++ ) ] = v.z;
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// area
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floatArray[ baseIndex + ( index ++ ) ] = u.cross( v ).length() * ( l.isCircular ? ( Math.PI / 4.0 ) : 1.0 );
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} else if ( l.isSpotLight ) {
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const radius = l.radius;
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eye.setFromMatrixPosition( l.matrixWorld );
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target.setFromMatrixPosition( l.target.matrixWorld );
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m.lookAt( eye, target, up );
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worldQuaternion.setFromRotationMatrix( m );
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// sample 3
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// u vector
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u.set( 1, 0, 0 ).applyQuaternion( worldQuaternion );
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floatArray[ baseIndex + ( index ++ ) ] = u.x;
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floatArray[ baseIndex + ( index ++ ) ] = u.y;
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floatArray[ baseIndex + ( index ++ ) ] = u.z;
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index ++;
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// sample 4
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// v vector
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v.set( 0, 1, 0 ).applyQuaternion( worldQuaternion );
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floatArray[ baseIndex + ( index ++ ) ] = v.x;
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floatArray[ baseIndex + ( index ++ ) ] = v.y;
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floatArray[ baseIndex + ( index ++ ) ] = v.z;
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// area
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floatArray[ baseIndex + ( index ++ ) ] = Math.PI * radius * radius;
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// sample 5
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// radius
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floatArray[ baseIndex + ( index ++ ) ] = radius;
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// near
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floatArray[ baseIndex + ( index ++ ) ] = l.shadow.camera.near;
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// decay
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floatArray[ baseIndex + ( index ++ ) ] = l.decay;
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// distance
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floatArray[ baseIndex + ( index ++ ) ] = l.distance;
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// sample 6
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// coneCos
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floatArray[ baseIndex + ( index ++ ) ] = Math.cos( l.angle );
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// penumbraCos
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floatArray[ baseIndex + ( index ++ ) ] = Math.cos( l.angle * ( 1 - l.penumbra ) );
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// iesProfile
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floatArray[ baseIndex + ( index ++ ) ] = iesTextures.indexOf( l.iesTexture );
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} else if ( l.isPointLight ) {
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const worldPosition = u.setFromMatrixPosition( l.matrixWorld );
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// sample 3
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// u vector
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floatArray[ baseIndex + ( index ++ ) ] = worldPosition.x;
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floatArray[ baseIndex + ( index ++ ) ] = worldPosition.y;
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floatArray[ baseIndex + ( index ++ ) ] = worldPosition.z;
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index ++;
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// sample 4
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index += 4;
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// sample 5
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index += 2;
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floatArray[ baseIndex + ( index ++ ) ] = l.decay;
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floatArray[ baseIndex + ( index ++ ) ] = l.distance;
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} else if ( l.isDirectionalLight ) {
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const worldPosition = u.setFromMatrixPosition( l.matrixWorld );
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const targetPosition = v.setFromMatrixPosition( l.target.matrixWorld );
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target.subVectors( worldPosition, targetPosition ).normalize();
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// sample 3
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// u vector
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floatArray[ baseIndex + ( index ++ ) ] = target.x;
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floatArray[ baseIndex + ( index ++ ) ] = target.y;
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floatArray[ baseIndex + ( index ++ ) ] = target.z;
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}
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}
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tex.needsUpdate = true;
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this.count = lights.length;
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}
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}
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import { DataTexture, RGBAFormat, ClampToEdgeWrapping, FloatType, Vector3, Quaternion, Matrix4 } from 'three';
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const LIGHT_PIXELS = 6;
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const RECT_AREA_LIGHT = 0;
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const CIRC_AREA_LIGHT = 1;
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const SPOT_LIGHT = 2;
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const DIR_LIGHT = 3;
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const POINT_LIGHT = 4;
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export class LightsInfoUniformStruct {
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constructor() {
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const tex = new DataTexture( new Float32Array( 4 ), 1, 1 );
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tex.format = RGBAFormat;
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tex.type = FloatType;
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tex.wrapS = ClampToEdgeWrapping;
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tex.wrapT = ClampToEdgeWrapping;
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tex.generateMipmaps = false;
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this.tex = tex;
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this.count = 0;
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}
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updateFrom( lights, iesTextures = [] ) {
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const tex = this.tex;
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const pixelCount = Math.max( lights.length * LIGHT_PIXELS, 1 );
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const dimension = Math.ceil( Math.sqrt( pixelCount ) );
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if ( tex.image.width !== dimension ) {
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tex.dispose();
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tex.image.data = new Float32Array( dimension * dimension * 4 );
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tex.image.width = dimension;
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tex.image.height = dimension;
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}
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const floatArray = tex.image.data;
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const u = new Vector3();
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const v = new Vector3();
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const m = new Matrix4();
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const worldQuaternion = new Quaternion();
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const eye = new Vector3();
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const target = new Vector3();
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const up = new Vector3();
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for ( let i = 0, l = lights.length; i < l; i ++ ) {
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const l = lights[ i ];
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const baseIndex = i * LIGHT_PIXELS * 4;
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+
let index = 0;
|
|
57
|
+
|
|
58
|
+
// sample 1
|
|
59
|
+
// position
|
|
60
|
+
l.getWorldPosition( v );
|
|
61
|
+
floatArray[ baseIndex + ( index ++ ) ] = v.x;
|
|
62
|
+
floatArray[ baseIndex + ( index ++ ) ] = v.y;
|
|
63
|
+
floatArray[ baseIndex + ( index ++ ) ] = v.z;
|
|
64
|
+
|
|
65
|
+
// type
|
|
66
|
+
let type = RECT_AREA_LIGHT;
|
|
67
|
+
if ( l.isRectAreaLight && l.isCircular ) {
|
|
68
|
+
|
|
69
|
+
type = CIRC_AREA_LIGHT;
|
|
70
|
+
|
|
71
|
+
} else if ( l.isSpotLight ) {
|
|
72
|
+
|
|
73
|
+
type = SPOT_LIGHT;
|
|
74
|
+
|
|
75
|
+
} else if ( l.isDirectionalLight ) {
|
|
76
|
+
|
|
77
|
+
type = DIR_LIGHT;
|
|
78
|
+
|
|
79
|
+
} else if ( l.isPointLight ) {
|
|
80
|
+
|
|
81
|
+
type = POINT_LIGHT;
|
|
82
|
+
|
|
83
|
+
}
|
|
84
|
+
|
|
85
|
+
floatArray[ baseIndex + ( index ++ ) ] = type;
|
|
86
|
+
|
|
87
|
+
// sample 2
|
|
88
|
+
// color
|
|
89
|
+
floatArray[ baseIndex + ( index ++ ) ] = l.color.r;
|
|
90
|
+
floatArray[ baseIndex + ( index ++ ) ] = l.color.g;
|
|
91
|
+
floatArray[ baseIndex + ( index ++ ) ] = l.color.b;
|
|
92
|
+
|
|
93
|
+
// intensity
|
|
94
|
+
floatArray[ baseIndex + ( index ++ ) ] = l.intensity;
|
|
95
|
+
|
|
96
|
+
l.getWorldQuaternion( worldQuaternion );
|
|
97
|
+
|
|
98
|
+
if ( l.isRectAreaLight ) {
|
|
99
|
+
|
|
100
|
+
// sample 3
|
|
101
|
+
// u vector
|
|
102
|
+
u.set( l.width, 0, 0 ).applyQuaternion( worldQuaternion );
|
|
103
|
+
|
|
104
|
+
floatArray[ baseIndex + ( index ++ ) ] = u.x;
|
|
105
|
+
floatArray[ baseIndex + ( index ++ ) ] = u.y;
|
|
106
|
+
floatArray[ baseIndex + ( index ++ ) ] = u.z;
|
|
107
|
+
index ++;
|
|
108
|
+
|
|
109
|
+
// sample 4
|
|
110
|
+
// v vector
|
|
111
|
+
v.set( 0, l.height, 0 ).applyQuaternion( worldQuaternion );
|
|
112
|
+
|
|
113
|
+
floatArray[ baseIndex + ( index ++ ) ] = v.x;
|
|
114
|
+
floatArray[ baseIndex + ( index ++ ) ] = v.y;
|
|
115
|
+
floatArray[ baseIndex + ( index ++ ) ] = v.z;
|
|
116
|
+
|
|
117
|
+
// area
|
|
118
|
+
floatArray[ baseIndex + ( index ++ ) ] = u.cross( v ).length() * ( l.isCircular ? ( Math.PI / 4.0 ) : 1.0 );
|
|
119
|
+
|
|
120
|
+
} else if ( l.isSpotLight ) {
|
|
121
|
+
|
|
122
|
+
const radius = l.radius;
|
|
123
|
+
eye.setFromMatrixPosition( l.matrixWorld );
|
|
124
|
+
target.setFromMatrixPosition( l.target.matrixWorld );
|
|
125
|
+
m.lookAt( eye, target, up );
|
|
126
|
+
worldQuaternion.setFromRotationMatrix( m );
|
|
127
|
+
|
|
128
|
+
// sample 3
|
|
129
|
+
// u vector
|
|
130
|
+
u.set( 1, 0, 0 ).applyQuaternion( worldQuaternion );
|
|
131
|
+
|
|
132
|
+
floatArray[ baseIndex + ( index ++ ) ] = u.x;
|
|
133
|
+
floatArray[ baseIndex + ( index ++ ) ] = u.y;
|
|
134
|
+
floatArray[ baseIndex + ( index ++ ) ] = u.z;
|
|
135
|
+
index ++;
|
|
136
|
+
|
|
137
|
+
// sample 4
|
|
138
|
+
// v vector
|
|
139
|
+
v.set( 0, 1, 0 ).applyQuaternion( worldQuaternion );
|
|
140
|
+
|
|
141
|
+
floatArray[ baseIndex + ( index ++ ) ] = v.x;
|
|
142
|
+
floatArray[ baseIndex + ( index ++ ) ] = v.y;
|
|
143
|
+
floatArray[ baseIndex + ( index ++ ) ] = v.z;
|
|
144
|
+
|
|
145
|
+
// area
|
|
146
|
+
floatArray[ baseIndex + ( index ++ ) ] = Math.PI * radius * radius;
|
|
147
|
+
|
|
148
|
+
// sample 5
|
|
149
|
+
// radius
|
|
150
|
+
floatArray[ baseIndex + ( index ++ ) ] = radius;
|
|
151
|
+
|
|
152
|
+
// near
|
|
153
|
+
floatArray[ baseIndex + ( index ++ ) ] = l.shadow.camera.near;
|
|
154
|
+
|
|
155
|
+
// decay
|
|
156
|
+
floatArray[ baseIndex + ( index ++ ) ] = l.decay;
|
|
157
|
+
|
|
158
|
+
// distance
|
|
159
|
+
floatArray[ baseIndex + ( index ++ ) ] = l.distance;
|
|
160
|
+
|
|
161
|
+
// sample 6
|
|
162
|
+
// coneCos
|
|
163
|
+
floatArray[ baseIndex + ( index ++ ) ] = Math.cos( l.angle );
|
|
164
|
+
|
|
165
|
+
// penumbraCos
|
|
166
|
+
floatArray[ baseIndex + ( index ++ ) ] = Math.cos( l.angle * ( 1 - l.penumbra ) );
|
|
167
|
+
|
|
168
|
+
// iesProfile
|
|
169
|
+
floatArray[ baseIndex + ( index ++ ) ] = iesTextures.indexOf( l.iesTexture );
|
|
170
|
+
|
|
171
|
+
} else if ( l.isPointLight ) {
|
|
172
|
+
|
|
173
|
+
const worldPosition = u.setFromMatrixPosition( l.matrixWorld );
|
|
174
|
+
|
|
175
|
+
// sample 3
|
|
176
|
+
// u vector
|
|
177
|
+
floatArray[ baseIndex + ( index ++ ) ] = worldPosition.x;
|
|
178
|
+
floatArray[ baseIndex + ( index ++ ) ] = worldPosition.y;
|
|
179
|
+
floatArray[ baseIndex + ( index ++ ) ] = worldPosition.z;
|
|
180
|
+
index ++;
|
|
181
|
+
|
|
182
|
+
// sample 4
|
|
183
|
+
index += 4;
|
|
184
|
+
|
|
185
|
+
// sample 5
|
|
186
|
+
index += 2;
|
|
187
|
+
|
|
188
|
+
floatArray[ baseIndex + ( index ++ ) ] = l.decay;
|
|
189
|
+
floatArray[ baseIndex + ( index ++ ) ] = l.distance;
|
|
190
|
+
|
|
191
|
+
} else if ( l.isDirectionalLight ) {
|
|
192
|
+
|
|
193
|
+
const worldPosition = u.setFromMatrixPosition( l.matrixWorld );
|
|
194
|
+
const targetPosition = v.setFromMatrixPosition( l.target.matrixWorld );
|
|
195
|
+
target.subVectors( worldPosition, targetPosition ).normalize();
|
|
196
|
+
|
|
197
|
+
// sample 3
|
|
198
|
+
// u vector
|
|
199
|
+
floatArray[ baseIndex + ( index ++ ) ] = target.x;
|
|
200
|
+
floatArray[ baseIndex + ( index ++ ) ] = target.y;
|
|
201
|
+
floatArray[ baseIndex + ( index ++ ) ] = target.z;
|
|
202
|
+
|
|
203
|
+
}
|
|
204
|
+
|
|
205
|
+
}
|
|
206
|
+
|
|
207
|
+
tex.needsUpdate = true;
|
|
208
|
+
this.count = lights.length;
|
|
209
|
+
|
|
210
|
+
}
|
|
211
|
+
|
|
212
|
+
}
|