three-gpu-pathtracer 0.0.6 → 0.0.8
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 +887 -781
- package/build/index.module.js +6070 -5224
- package/build/index.module.js.map +1 -1
- package/build/index.umd.cjs +6071 -5221
- package/build/index.umd.cjs.map +1 -1
- package/package.json +69 -68
- package/src/core/DynamicPathTracingSceneGenerator.js +119 -119
- package/src/core/MaterialReducer.js +256 -256
- package/src/core/PathTracingRenderer.js +270 -255
- package/src/core/PathTracingSceneGenerator.js +69 -68
- package/src/index.js +39 -33
- package/src/materials/AlphaDisplayMaterial.js +48 -48
- package/src/materials/AmbientOcclusionMaterial.js +197 -197
- package/src/materials/BlendMaterial.js +67 -67
- package/src/materials/DenoiseMaterial.js +142 -0
- package/src/materials/GraphMaterial.js +243 -0
- package/src/materials/LambertPathTracingMaterial.js +285 -285
- package/src/materials/MaterialBase.js +56 -56
- package/src/materials/PhysicalPathTracingMaterial.js +973 -922
- 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/shaderEnvMapSampling.js +59 -59
- package/src/shader/shaderGGXFunctions.js +100 -108
- package/src/shader/shaderIridescenceFunctions.js +130 -130
- package/src/shader/shaderLayerTexelFetchFunctions.js +25 -0
- package/src/shader/shaderLightSampling.js +231 -231
- package/src/shader/shaderMaterialSampling.js +504 -546
- package/src/shader/shaderSheenFunctions.js +98 -98
- package/src/shader/shaderStructs.js +321 -307
- package/src/shader/shaderUtils.js +403 -350
- package/src/textures/GradientEquirectTexture.js +35 -0
- package/src/textures/ProceduralEquirectTexture.js +75 -0
- package/src/uniforms/AttributesTextureArray.js +35 -0
- package/src/uniforms/EquirectHdrInfoUniform.js +259 -259
- package/src/uniforms/FloatAttributeTextureArray.js +169 -0
- package/src/uniforms/IESProfilesTexture.js +100 -100
- package/src/uniforms/LightsInfoUniformStruct.js +162 -162
- package/src/uniforms/MaterialsTexture.js +420 -406
- package/src/uniforms/PhysicalCameraUniform.js +36 -36
- package/src/uniforms/RenderTarget2DArray.js +97 -93
- package/src/uniforms/utils.js +21 -0
- package/src/utils/BlurredEnvMapGenerator.js +116 -113
- package/src/utils/GeometryPreparationUtils.js +214 -194
- package/src/utils/IESLoader.js +325 -325
- package/src/utils/UVUnwrapper.js +101 -101
- package/src/workers/PathTracingSceneWorker.js +42 -42
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import { PhysicalCamera } from '../objects/PhysicalCamera.js';
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export class PhysicalCameraUniform {
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constructor() {
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this.bokehSize = 0;
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this.apertureBlades = 0;
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this.apertureRotation = 0;
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this.focusDistance = 10;
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this.anamorphicRatio = 1;
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}
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updateFrom( camera ) {
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if ( camera instanceof PhysicalCamera ) {
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this.bokehSize = camera.bokehSize;
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this.apertureBlades = camera.apertureBlades;
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this.apertureRotation = camera.apertureRotation;
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this.focusDistance = camera.focusDistance;
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this.anamorphicRatio = camera.anamorphicRatio;
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} else {
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this.bokehSize = 0;
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this.apertureRotation = 0;
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this.apertureBlades = 0;
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this.focusDistance = 10;
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this.anamorphicRatio = 1;
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}
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}
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}
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import { PhysicalCamera } from '../objects/PhysicalCamera.js';
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export class PhysicalCameraUniform {
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constructor() {
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this.bokehSize = 0;
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this.apertureBlades = 0;
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this.apertureRotation = 0;
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this.focusDistance = 10;
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this.anamorphicRatio = 1;
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}
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updateFrom( camera ) {
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if ( camera instanceof PhysicalCamera ) {
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this.bokehSize = camera.bokehSize;
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this.apertureBlades = camera.apertureBlades;
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this.apertureRotation = camera.apertureRotation;
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this.focusDistance = camera.focusDistance;
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this.anamorphicRatio = camera.anamorphicRatio;
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} else {
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this.bokehSize = 0;
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this.apertureRotation = 0;
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this.apertureBlades = 0;
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this.focusDistance = 10;
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this.anamorphicRatio = 1;
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}
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}
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}
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import {
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WebGLArrayRenderTarget,
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RGBAFormat,
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UnsignedByteType,
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MeshBasicMaterial,
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Color,
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RepeatWrapping,
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LinearFilter,
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NoToneMapping,
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} from 'three';
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import { FullScreenQuad } from 'three/examples/jsm/postprocessing/Pass.js';
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tex
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tex.
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tex.
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tex.
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tex.
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tex.
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tex.
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const
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renderer
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fsQuad.
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import {
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WebGLArrayRenderTarget,
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RGBAFormat,
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UnsignedByteType,
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MeshBasicMaterial,
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Color,
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RepeatWrapping,
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LinearFilter,
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NoToneMapping,
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} from 'three';
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import { FullScreenQuad } from 'three/examples/jsm/postprocessing/Pass.js';
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import { reduceTexturesToUniqueSources } from './utils.js';
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const prevColor = new Color();
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export class RenderTarget2DArray extends WebGLArrayRenderTarget {
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constructor( ...args ) {
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super( ...args );
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const tex = this.texture;
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tex.format = RGBAFormat;
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tex.type = UnsignedByteType;
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tex.minFilter = LinearFilter;
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tex.magFilter = LinearFilter;
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tex.wrapS = RepeatWrapping;
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tex.wrapT = RepeatWrapping;
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tex.setTextures = ( ...args ) => {
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this.setTextures( ...args );
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};
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const fsQuad = new FullScreenQuad( new MeshBasicMaterial() );
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this.fsQuad = fsQuad;
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}
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setTextures( renderer, width, height, textures ) {
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// get the list of textures with unique sources
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const uniqueTextures = reduceTexturesToUniqueSources( textures );
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// save previous renderer state
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const prevRenderTarget = renderer.getRenderTarget();
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const prevToneMapping = renderer.toneMapping;
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const prevAlpha = renderer.getClearAlpha();
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renderer.getClearColor( prevColor );
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// resize the render target and ensure we don't have an empty texture
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// render target depth must be >= 1 to avoid unbound texture error on android devices
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const depth = uniqueTextures.length || 1;
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this.setSize( width, height, depth );
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renderer.setClearColor( 0, 0 );
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renderer.toneMapping = NoToneMapping;
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// render each texture into each layer of the target
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if ( texture ) {
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texture.matrixAutoUpdate = false;
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texture.matrix.identity();
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fsQuad.material.map = texture;
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fsQuad.material.transparent = true;
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renderer.setRenderTarget( this, i );
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fsQuad.render( renderer );
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// restore custom texture transform
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texture.updateMatrix();
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texture.matrixAutoUpdate = true;
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}
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}
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fsQuad.material.map = null;
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renderer.setClearColor( prevColor, prevAlpha );
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renderer.setRenderTarget( prevRenderTarget );
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renderer.toneMapping = prevToneMapping;
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}
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}
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}
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// reduce the set of textures to just those with a unique source while retaining
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// the order of the textures.
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export function reduceTexturesToUniqueSources( textures ) {
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const sourceSet = new Set();
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}
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}
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import { WebGLRenderTarget, RGBAFormat, FloatType, PMREMGenerator, DataTexture, EquirectangularReflectionMapping } from 'three';
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import { MaterialBase } from '../materials/MaterialBase.js';
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import { shaderUtils } from '../shader/shaderUtils.js';
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class PMREMCopyMaterial extends MaterialBase {
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super( {
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uniforms: {
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envMap: { value: null },
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blur: { value: 0 },
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vertexShader: /* glsl */`
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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fragmentShader: /* glsl */`
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${ shaderUtils }
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uniform sampler2D envMap;
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uniform float blur;
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varying vec2 vUv;
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void main() {
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vec3 rayDirection = equirectUvToDirection( vUv );
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export class BlurredEnvMapGenerator {
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constructor( renderer ) {
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this.renderer = renderer;
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this.pmremGenerator = new PMREMGenerator( renderer );
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this.copyQuad = new FullScreenQuad( new PMREMCopyMaterial() );
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this.renderTarget = new WebGLRenderTarget( 1, 1, { type: FloatType, format: RGBAFormat } );
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63
|
-
}
|
|
64
|
-
|
|
65
|
-
dispose() {
|
|
66
|
-
|
|
67
|
-
this.pmremGenerator.dispose();
|
|
68
|
-
this.copyQuad.dispose();
|
|
69
|
-
this.renderTarget.dispose();
|
|
70
|
-
|
|
71
|
-
}
|
|
72
|
-
|
|
73
|
-
generate( texture, blur ) {
|
|
74
|
-
|
|
75
|
-
const { pmremGenerator, renderTarget, copyQuad, renderer } = this;
|
|
76
|
-
|
|
77
|
-
// get the pmrem target
|
|
78
|
-
const pmremTarget = pmremGenerator.fromEquirectangular( texture );
|
|
79
|
-
|
|
80
|
-
// set up the material
|
|
81
|
-
const { width, height } = texture.image;
|
|
82
|
-
renderTarget.setSize( width, height );
|
|
83
|
-
copyQuad.material.envMap = pmremTarget.texture;
|
|
84
|
-
copyQuad.material.blur = blur;
|
|
85
|
-
|
|
86
|
-
// render
|
|
87
|
-
const prevRenderTarget = renderer.getRenderTarget();
|
|
88
|
-
const prevClear = renderer.autoClear;
|
|
89
|
-
|
|
90
|
-
renderer.setRenderTarget( renderTarget );
|
|
91
|
-
renderer.autoClear = true;
|
|
92
|
-
copyQuad.render( renderer );
|
|
93
|
-
|
|
94
|
-
renderer.setRenderTarget( prevRenderTarget );
|
|
95
|
-
renderer.autoClear = prevClear;
|
|
96
|
-
|
|
97
|
-
// read the data back
|
|
98
|
-
const buffer = new Float32Array( width * height * 4 );
|
|
99
|
-
renderer.readRenderTargetPixels( renderTarget, 0, 0, width, height, buffer );
|
|
100
|
-
|
|
101
|
-
const result = new DataTexture( buffer, width, height, RGBAFormat, FloatType );
|
|
102
|
-
result.minFilter = texture.minFilter;
|
|
103
|
-
result.magFilter = texture.magFilter;
|
|
104
|
-
result.wrapS = texture.wrapS;
|
|
105
|
-
result.wrapT = texture.wrapT;
|
|
106
|
-
result.mapping = EquirectangularReflectionMapping;
|
|
107
|
-
result.needsUpdate = true;
|
|
108
|
-
|
|
109
|
-
|
|
110
|
-
|
|
111
|
-
|
|
112
|
-
|
|
113
|
-
|
|
1
|
+
import { WebGLRenderTarget, RGBAFormat, FloatType, PMREMGenerator, DataTexture, EquirectangularReflectionMapping } from 'three';
|
|
2
|
+
import { FullScreenQuad } from 'three/examples/jsm/postprocessing/Pass.js';
|
|
3
|
+
import { MaterialBase } from '../materials/MaterialBase.js';
|
|
4
|
+
import { shaderUtils } from '../shader/shaderUtils.js';
|
|
5
|
+
|
|
6
|
+
class PMREMCopyMaterial extends MaterialBase {
|
|
7
|
+
|
|
8
|
+
constructor() {
|
|
9
|
+
|
|
10
|
+
super( {
|
|
11
|
+
|
|
12
|
+
uniforms: {
|
|
13
|
+
|
|
14
|
+
envMap: { value: null },
|
|
15
|
+
blur: { value: 0 },
|
|
16
|
+
|
|
17
|
+
},
|
|
18
|
+
|
|
19
|
+
vertexShader: /* glsl */`
|
|
20
|
+
|
|
21
|
+
varying vec2 vUv;
|
|
22
|
+
void main() {
|
|
23
|
+
vUv = uv;
|
|
24
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
25
|
+
}
|
|
26
|
+
|
|
27
|
+
`,
|
|
28
|
+
|
|
29
|
+
fragmentShader: /* glsl */`
|
|
30
|
+
|
|
31
|
+
#include <common>
|
|
32
|
+
#include <cube_uv_reflection_fragment>
|
|
33
|
+
|
|
34
|
+
${ shaderUtils }
|
|
35
|
+
|
|
36
|
+
uniform sampler2D envMap;
|
|
37
|
+
uniform float blur;
|
|
38
|
+
varying vec2 vUv;
|
|
39
|
+
void main() {
|
|
40
|
+
|
|
41
|
+
vec3 rayDirection = equirectUvToDirection( vUv );
|
|
42
|
+
gl_FragColor = textureCubeUV( envMap, rayDirection, blur );
|
|
43
|
+
|
|
44
|
+
}
|
|
45
|
+
|
|
46
|
+
`,
|
|
47
|
+
|
|
48
|
+
} );
|
|
49
|
+
|
|
50
|
+
}
|
|
51
|
+
|
|
52
|
+
}
|
|
53
|
+
|
|
54
|
+
export class BlurredEnvMapGenerator {
|
|
55
|
+
|
|
56
|
+
constructor( renderer ) {
|
|
57
|
+
|
|
58
|
+
this.renderer = renderer;
|
|
59
|
+
this.pmremGenerator = new PMREMGenerator( renderer );
|
|
60
|
+
this.copyQuad = new FullScreenQuad( new PMREMCopyMaterial() );
|
|
61
|
+
this.renderTarget = new WebGLRenderTarget( 1, 1, { type: FloatType, format: RGBAFormat } );
|
|
62
|
+
|
|
63
|
+
}
|
|
64
|
+
|
|
65
|
+
dispose() {
|
|
66
|
+
|
|
67
|
+
this.pmremGenerator.dispose();
|
|
68
|
+
this.copyQuad.dispose();
|
|
69
|
+
this.renderTarget.dispose();
|
|
70
|
+
|
|
71
|
+
}
|
|
72
|
+
|
|
73
|
+
generate( texture, blur ) {
|
|
74
|
+
|
|
75
|
+
const { pmremGenerator, renderTarget, copyQuad, renderer } = this;
|
|
76
|
+
|
|
77
|
+
// get the pmrem target
|
|
78
|
+
const pmremTarget = pmremGenerator.fromEquirectangular( texture );
|
|
79
|
+
|
|
80
|
+
// set up the material
|
|
81
|
+
const { width, height } = texture.image;
|
|
82
|
+
renderTarget.setSize( width, height );
|
|
83
|
+
copyQuad.material.envMap = pmremTarget.texture;
|
|
84
|
+
copyQuad.material.blur = blur;
|
|
85
|
+
|
|
86
|
+
// render
|
|
87
|
+
const prevRenderTarget = renderer.getRenderTarget();
|
|
88
|
+
const prevClear = renderer.autoClear;
|
|
89
|
+
|
|
90
|
+
renderer.setRenderTarget( renderTarget );
|
|
91
|
+
renderer.autoClear = true;
|
|
92
|
+
copyQuad.render( renderer );
|
|
93
|
+
|
|
94
|
+
renderer.setRenderTarget( prevRenderTarget );
|
|
95
|
+
renderer.autoClear = prevClear;
|
|
96
|
+
|
|
97
|
+
// read the data back
|
|
98
|
+
const buffer = new Float32Array( width * height * 4 );
|
|
99
|
+
renderer.readRenderTargetPixels( renderTarget, 0, 0, width, height, buffer );
|
|
100
|
+
|
|
101
|
+
const result = new DataTexture( buffer, width, height, RGBAFormat, FloatType );
|
|
102
|
+
result.minFilter = texture.minFilter;
|
|
103
|
+
result.magFilter = texture.magFilter;
|
|
104
|
+
result.wrapS = texture.wrapS;
|
|
105
|
+
result.wrapT = texture.wrapT;
|
|
106
|
+
result.mapping = EquirectangularReflectionMapping;
|
|
107
|
+
result.needsUpdate = true;
|
|
108
|
+
|
|
109
|
+
// dispose of the now unneeded target
|
|
110
|
+
pmremTarget.dispose();
|
|
111
|
+
|
|
112
|
+
return result;
|
|
113
|
+
|
|
114
|
+
}
|
|
115
|
+
|
|
116
|
+
}
|