three-stdlib 2.12.1 → 2.13.0
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- package/index.cjs.js +1 -1
- package/index.d.ts +1 -0
- package/index.js +1 -0
- package/objects/GroundProjectedEnv.cjs.js +1 -0
- package/objects/GroundProjectedEnv.d.ts +12 -0
- package/objects/GroundProjectedEnv.js +145 -0
- package/package.json +1 -1
package/index.d.ts
CHANGED
@@ -104,6 +104,7 @@ export * from './objects/ReflectorRTT';
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104
104
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export * from './objects/ReflectorForSSRPass';
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export * from './objects/Sky';
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export * from './objects/Water2';
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+
export * from './objects/GroundProjectedEnv';
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export * from './utils/SceneUtils';
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export * from './utils/UVsDebug';
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export * from './utils/GeometryUtils';
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package/index.js
CHANGED
@@ -50,6 +50,7 @@ export { ReflectorRTT } from './objects/ReflectorRTT.js';
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export { ReflectorForSSRPass } from './objects/ReflectorForSSRPass.js';
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export { Sky } from './objects/Sky.js';
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export { Water2 } from './objects/Water2.js';
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+
export { GroundProjectedEnv } from './objects/GroundProjectedEnv.js';
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export { SceneUtils } from './utils/SceneUtils.js';
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export { UVsDebug } from './utils/UVsDebug.js';
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export { GeometryUtils } from './utils/GeometryUtils.js';
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@@ -0,0 +1 @@
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1
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+
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");class n extends e.Mesh{constructor(n,o){var t,r;const i=(a=n)&&a.isCubeTexture;var a;const c=(null!=(t=i?null===(r=n.image[0])||void 0===r?void 0:r.width:n.image.width)?t:1024)/4,s=Math.floor(Math.log2(c)),l=Math.pow(2,s),d=[i?"#define ENVMAP_TYPE_CUBE":"","#define CUBEUV_TEXEL_WIDTH "+1/(3*Math.max(l,112)),"#define CUBEUV_TEXEL_HEIGHT "+1/(4*l),`#define CUBEUV_MAX_MIP ${s}.0`].join("\n")+"\n #define ENVMAP_TYPE_CUBE_UV\n varying vec3 vWorldPosition;\n uniform float radius;\n uniform float height;\n uniform float angle;\n #ifdef ENVMAP_TYPE_CUBE\n uniform samplerCube map;\n #else\n uniform sampler2D map;\n #endif\n // From: https://www.shadertoy.com/view/4tsBD7\n float diskIntersectWithBackFaceCulling( vec3 ro, vec3 rd, vec3 c, vec3 n, float r ) \n {\n float d = dot ( rd, n );\n \n if( d > 0.0 ) { return 1e6; }\n \n vec3 o = ro - c;\n float t = - dot( n, o ) / d;\n vec3 q = o + rd * t;\n \n return ( dot( q, q ) < r * r ) ? t : 1e6;\n }\n // From: https://www.iquilezles.org/www/articles/intersectors/intersectors.htm\n float sphereIntersect( vec3 ro, vec3 rd, vec3 ce, float ra ) \n {\n vec3 oc = ro - ce;\n float b = dot( oc, rd );\n float c = dot( oc, oc ) - ra * ra;\n float h = b * b - c;\n \n if( h < 0.0 ) { return -1.0; }\n \n h = sqrt( h );\n \n return - b + h;\n }\n vec3 project() \n {\n vec3 p = normalize( vWorldPosition );\n vec3 camPos = cameraPosition;\n camPos.y -= height;\n float intersection = sphereIntersect( camPos, p, vec3( 0.0 ), radius );\n if( intersection > 0.0 ) {\n \n vec3 h = vec3( 0.0, - height, 0.0 );\n float intersection2 = diskIntersectWithBackFaceCulling( camPos, p, h, vec3( 0.0, 1.0, 0.0 ), radius );\n p = ( camPos + min( intersection, intersection2 ) * p ) / radius;\n } else {\n p = vec3( 0.0, 1.0, 0.0 );\n }\n return p;\n }\n #include <common>\n #include <cube_uv_reflection_fragment>\n void main() \n {\n vec3 projectedWorldPosition = project();\n \n #ifdef ENVMAP_TYPE_CUBE\n vec3 outcolor = textureCube( map, projectedWorldPosition ).rgb;\n #else\n vec3 direction = normalize( projectedWorldPosition );\n vec2 uv = equirectUv( direction );\n vec3 outcolor = texture2D( map, uv ).rgb;\n #endif\n gl_FragColor = vec4( outcolor, 1.0 );\n #include <tonemapping_fragment>\n #include <encodings_fragment>\n }\n ",u={map:{value:n},height:{value:(null==o?void 0:o.height)||15},radius:{value:(null==o?void 0:o.radius)||100}};super(new e.IcosahedronGeometry(1,16),new e.ShaderMaterial({uniforms:u,fragmentShader:d,vertexShader:"\n varying vec3 vWorldPosition;\n void main() \n {\n vec4 worldPosition = ( modelMatrix * vec4( position, 1.0 ) );\n vWorldPosition = worldPosition.xyz;\n \n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }\n ",side:e.DoubleSide}))}set radius(e){this.material.uniforms.radius.value=e}get radius(){return this.material.uniforms.radius.value}set height(e){this.material.uniforms.height.value=e}get height(){return this.material.uniforms.height.value}}exports.GroundProjectedEnv=n;
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@@ -0,0 +1,12 @@
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1
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+
import { Mesh, ShaderMaterial, Texture, CubeTexture, BufferGeometry } from 'three';
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export interface GroundProjectedEnvParameters {
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height?: number;
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radius?: number;
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}
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export declare class GroundProjectedEnv extends Mesh<BufferGeometry, ShaderMaterial> {
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7
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constructor(texture: CubeTexture | Texture, options?: GroundProjectedEnvParameters);
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set radius(radius: number);
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get radius(): number;
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set height(height: number);
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get height(): number;
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}
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@@ -0,0 +1,145 @@
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1
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+
import { Mesh, IcosahedronGeometry, ShaderMaterial, DoubleSide } from 'three';
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const isCubeTexture = def => def && def.isCubeTexture;
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class GroundProjectedEnv extends Mesh {
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constructor(texture, options) {
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7
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var _ref, _texture$image$;
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const isCubeMap = isCubeTexture(texture);
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const w = (_ref = isCubeMap ? (_texture$image$ = texture.image[0]) === null || _texture$image$ === void 0 ? void 0 : _texture$image$.width : texture.image.width) != null ? _ref : 1024;
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const cubeSize = w / 4;
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const _lodMax = Math.floor(Math.log2(cubeSize));
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const _cubeSize = Math.pow(2, _lodMax);
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const width = 3 * Math.max(_cubeSize, 16 * 7);
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const height = 4 * _cubeSize;
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const defines = [isCubeMap ? '#define ENVMAP_TYPE_CUBE' : '', `#define CUBEUV_TEXEL_WIDTH ${1.0 / width}`, `#define CUBEUV_TEXEL_HEIGHT ${1.0 / height}`, `#define CUBEUV_MAX_MIP ${_lodMax}.0`];
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const vertexShader =
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21
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/* glsl */
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`
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varying vec3 vWorldPosition;
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void main()
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{
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vec4 worldPosition = ( modelMatrix * vec4( position, 1.0 ) );
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vWorldPosition = worldPosition.xyz;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`;
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const fragmentShader = defines.join('\n') +
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/* glsl */
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`
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35
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#define ENVMAP_TYPE_CUBE_UV
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varying vec3 vWorldPosition;
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uniform float radius;
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uniform float height;
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uniform float angle;
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#ifdef ENVMAP_TYPE_CUBE
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uniform samplerCube map;
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#else
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uniform sampler2D map;
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#endif
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// From: https://www.shadertoy.com/view/4tsBD7
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float diskIntersectWithBackFaceCulling( vec3 ro, vec3 rd, vec3 c, vec3 n, float r )
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{
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float d = dot ( rd, n );
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if( d > 0.0 ) { return 1e6; }
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vec3 o = ro - c;
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float t = - dot( n, o ) / d;
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vec3 q = o + rd * t;
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return ( dot( q, q ) < r * r ) ? t : 1e6;
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}
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// From: https://www.iquilezles.org/www/articles/intersectors/intersectors.htm
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float sphereIntersect( vec3 ro, vec3 rd, vec3 ce, float ra )
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{
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vec3 oc = ro - ce;
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float b = dot( oc, rd );
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float c = dot( oc, oc ) - ra * ra;
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float h = b * b - c;
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if( h < 0.0 ) { return -1.0; }
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h = sqrt( h );
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return - b + h;
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}
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vec3 project()
|
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{
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vec3 p = normalize( vWorldPosition );
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vec3 camPos = cameraPosition;
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camPos.y -= height;
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float intersection = sphereIntersect( camPos, p, vec3( 0.0 ), radius );
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if( intersection > 0.0 ) {
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vec3 h = vec3( 0.0, - height, 0.0 );
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float intersection2 = diskIntersectWithBackFaceCulling( camPos, p, h, vec3( 0.0, 1.0, 0.0 ), radius );
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p = ( camPos + min( intersection, intersection2 ) * p ) / radius;
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} else {
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p = vec3( 0.0, 1.0, 0.0 );
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}
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return p;
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}
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#include <common>
|
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#include <cube_uv_reflection_fragment>
|
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void main()
|
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{
|
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vec3 projectedWorldPosition = project();
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|
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#ifdef ENVMAP_TYPE_CUBE
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vec3 outcolor = textureCube( map, projectedWorldPosition ).rgb;
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#else
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vec3 direction = normalize( projectedWorldPosition );
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vec2 uv = equirectUv( direction );
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vec3 outcolor = texture2D( map, uv ).rgb;
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#endif
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gl_FragColor = vec4( outcolor, 1.0 );
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#include <tonemapping_fragment>
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#include <encodings_fragment>
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}
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`;
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const uniforms = {
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map: {
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value: texture
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},
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height: {
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value: (options === null || options === void 0 ? void 0 : options.height) || 15
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},
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radius: {
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value: (options === null || options === void 0 ? void 0 : options.radius) || 100
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}
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};
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const geometry = new IcosahedronGeometry(1, 16);
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const material = new ShaderMaterial({
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uniforms,
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fragmentShader,
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vertexShader,
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side: DoubleSide
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});
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super(geometry, material);
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}
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set radius(radius) {
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this.material.uniforms.radius.value = radius;
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}
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get radius() {
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return this.material.uniforms.radius.value;
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}
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set height(height) {
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this.material.uniforms.height.value = height;
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}
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get height() {
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return this.material.uniforms.height.value;
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}
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}
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export { GroundProjectedEnv };
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