three-stdlib 2.15.2 → 2.16.1

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Files changed (1218) hide show
  1. package/BufferGeometryUtils-1a7a235c.js +655 -0
  2. package/BufferGeometryUtils-971dfde3.js +1 -0
  3. package/Nodes-4f766d71.js +471 -0
  4. package/Nodes-9aa16d74.js +1 -0
  5. package/animation/AnimationClipCreator.cjs.js +1 -0
  6. package/animation/AnimationClipCreator.js +52 -32
  7. package/animation/CCDIKSolver.cjs.js +1 -0
  8. package/animation/CCDIKSolver.js +275 -207
  9. package/animation/MMDAnimationHelper.cjs.js +1 -0
  10. package/animation/MMDAnimationHelper.js +341 -150
  11. package/animation/MMDPhysics.cjs.js +1 -0
  12. package/animation/MMDPhysics.js +361 -154
  13. package/cameras/CinematicCamera.cjs.js +1 -0
  14. package/cameras/CinematicCamera.js +77 -67
  15. package/controls/ArcballControls.cjs.js +1 -0
  16. package/controls/ArcballControls.js +1449 -544
  17. package/controls/DeviceOrientationControls.cjs.js +1 -0
  18. package/controls/DeviceOrientationControls.js +97 -52
  19. package/controls/DragControls.cjs.js +1 -0
  20. package/controls/DragControls.js +187 -85
  21. package/controls/FirstPersonControls.cjs.js +1 -0
  22. package/controls/FirstPersonControls.js +193 -123
  23. package/controls/FlyControls.cjs.js +1 -0
  24. package/controls/FlyControls.js +152 -82
  25. package/controls/OrbitControls.cjs.js +1 -0
  26. package/controls/OrbitControls.js +481 -232
  27. package/controls/PointerLockControls.cjs.js +1 -0
  28. package/controls/PointerLockControls.js +99 -63
  29. package/controls/TrackballControls.cjs.js +1 -0
  30. package/controls/TrackballControls.js +383 -211
  31. package/controls/TransformControls.cjs.js +1 -0
  32. package/controls/TransformControls.js +782 -575
  33. package/controls/experimental/CameraControls.cjs.js +1 -0
  34. package/controls/experimental/CameraControls.js +609 -329
  35. package/csm/CSM.cjs.js +1 -0
  36. package/csm/CSM.js +108 -47
  37. package/csm/CSMFrustum.cjs.js +1 -0
  38. package/csm/CSMFrustum.js +29 -14
  39. package/csm/CSMHelper.cjs.js +1 -0
  40. package/csm/CSMHelper.js +34 -20
  41. package/csm/CSMShader.cjs.js +1 -0
  42. package/csm/CSMShader.js +11 -7
  43. package/curves/CurveExtras.cjs.js +1 -0
  44. package/curves/CurveExtras.js +115 -73
  45. package/curves/NURBSCurve.cjs.js +1 -0
  46. package/curves/NURBSCurve.js +43 -15
  47. package/curves/NURBSSurface.cjs.js +1 -0
  48. package/curves/NURBSSurface.js +27 -11
  49. package/curves/NURBSUtils.cjs.js +1 -0
  50. package/curves/NURBSUtils.js +203 -54
  51. package/custom.d.cjs.js +1 -0
  52. package/{shaders/types.mjs → custom.d.js} +0 -0
  53. package/deprecated/Geometry.cjs.js +1 -0
  54. package/deprecated/Geometry.js +486 -191
  55. package/effects/AnaglyphEffect.cjs.js +1 -0
  56. package/effects/AnaglyphEffect.js +60 -95
  57. package/effects/AsciiEffect.cjs.js +1 -0
  58. package/effects/AsciiEffect.js +110 -80
  59. package/effects/OutlineEffect.cjs.js +1 -0
  60. package/effects/OutlineEffect.js +204 -121
  61. package/effects/ParallaxBarrierEffect.cjs.js +1 -0
  62. package/effects/ParallaxBarrierEffect.js +38 -39
  63. package/effects/PeppersGhostEffect.cjs.js +1 -0
  64. package/effects/PeppersGhostEffect.js +68 -19
  65. package/effects/StereoEffect.cjs.js +1 -0
  66. package/effects/StereoEffect.js +16 -12
  67. package/environments/RoomEnvironment.cjs.js +1 -0
  68. package/environments/RoomEnvironment.js +47 -52
  69. package/exporters/ColladaExporter.cjs.js +1 -0
  70. package/exporters/ColladaExporter.js +241 -115
  71. package/exporters/DRACOExporter.cjs.js +1 -0
  72. package/exporters/DRACOExporter.js +121 -67
  73. package/exporters/GLTFExporter.cjs.js +1 -0
  74. package/exporters/GLTFExporter.js +1014 -463
  75. package/exporters/MMDExporter.cjs.js +1 -0
  76. package/exporters/MMDExporter.js +102 -44
  77. package/exporters/OBJExporter.cjs.js +1 -0
  78. package/exporters/OBJExporter.js +140 -78
  79. package/exporters/PLYExporter.cjs.js +1 -0
  80. package/exporters/PLYExporter.js +154 -93
  81. package/exporters/STLExporter.cjs.js +1 -0
  82. package/exporters/STLExporter.js +81 -30
  83. package/exporters/USDZExporter.cjs.js +1 -0
  84. package/exporters/USDZExporter.js +144 -84
  85. package/geometries/BoxLineGeometry.cjs.js +1 -0
  86. package/geometries/BoxLineGeometry.js +14 -7
  87. package/geometries/ConvexGeometry.cjs.js +1 -0
  88. package/geometries/ConvexGeometry.js +23 -14
  89. package/geometries/DecalGeometry.cjs.js +1 -0
  90. package/geometries/DecalGeometry.js +162 -108
  91. package/geometries/LightningStrike.cjs.js +1 -0
  92. package/geometries/LightningStrike.js +294 -101
  93. package/geometries/ParametricGeometries.cjs.js +1 -0
  94. package/geometries/ParametricGeometries.js +76 -26
  95. package/geometries/ParametricGeometry.cjs.js +1 -0
  96. package/geometries/ParametricGeometry.js +48 -24
  97. package/geometries/RoundedBoxGeometry.cjs.js +1 -0
  98. package/geometries/RoundedBoxGeometry.js +64 -33
  99. package/geometries/TeapotGeometry.cjs.js +1 -0
  100. package/geometries/TeapotGeometry.js +174 -1434
  101. package/geometries/TextGeometry.cjs.js +1 -0
  102. package/geometries/TextGeometry.js +17 -9
  103. package/helpers/LightProbeHelper.cjs.js +1 -0
  104. package/helpers/LightProbeHelper.js +21 -53
  105. package/helpers/PositionalAudioHelper.cjs.js +1 -0
  106. package/helpers/PositionalAudioHelper.js +30 -23
  107. package/helpers/RectAreaLightHelper.cjs.js +1 -0
  108. package/helpers/RectAreaLightHelper.js +33 -17
  109. package/helpers/VertexNormalsHelper.cjs.js +1 -0
  110. package/helpers/VertexNormalsHelper.js +41 -20
  111. package/helpers/VertexTangentsHelper.cjs.js +1 -0
  112. package/helpers/VertexTangentsHelper.js +36 -18
  113. package/index.cjs.js +1 -0
  114. package/index.js +333 -968
  115. package/interactive/InteractiveGroup.cjs.js +1 -0
  116. package/interactive/InteractiveGroup.d.ts +5 -0
  117. package/interactive/InteractiveGroup.js +87 -0
  118. package/interactive/SelectionBox.cjs.js +1 -0
  119. package/interactive/SelectionBox.js +46 -31
  120. package/interactive/SelectionHelper.cjs.js +1 -0
  121. package/interactive/SelectionHelper.js +21 -16
  122. package/libs/MeshoptDecoder.cjs.js +1 -0
  123. package/libs/MeshoptDecoder.js +58 -147
  124. package/libs/MotionControllers.cjs.js +1 -0
  125. package/libs/MotionControllers.js +208 -66
  126. package/lights/LightProbeGenerator.cjs.js +1 -0
  127. package/lights/LightProbeGenerator.js +96 -40
  128. package/lights/RectAreaLightUniformsLib.cjs.js +1 -0
  129. package/lights/RectAreaLightUniformsLib.js +9 -32842
  130. package/lines/Line2.cjs.js +1 -0
  131. package/lines/Line2.js +12 -9
  132. package/lines/LineGeometry.cjs.js +1 -0
  133. package/lines/LineGeometry.js +19 -7
  134. package/lines/LineMaterial.cjs.js +1 -0
  135. package/lines/LineMaterial.js +89 -51
  136. package/lines/LineSegments2.cjs.js +1 -0
  137. package/lines/LineSegments2.js +165 -56
  138. package/lines/LineSegmentsGeometry.cjs.js +1 -0
  139. package/lines/LineSegmentsGeometry.js +71 -29
  140. package/lines/Wireframe.cjs.js +1 -0
  141. package/lines/Wireframe.js +29 -15
  142. package/lines/WireframeGeometry2.cjs.js +1 -0
  143. package/lines/WireframeGeometry2.js +9 -8
  144. package/loaders/3DMLoader.cjs.js +1 -0
  145. package/loaders/3DMLoader.js +469 -234
  146. package/loaders/3MFLoader.cjs.js +1 -0
  147. package/loaders/3MFLoader.js +555 -340
  148. package/loaders/AMFLoader.cjs.js +1 -0
  149. package/loaders/AMFLoader.js +219 -114
  150. package/loaders/AssimpLoader.cjs.js +1 -0
  151. package/loaders/AssimpLoader.js +725 -328
  152. package/loaders/BVHLoader.cjs.js +1 -0
  153. package/loaders/BVHLoader.js +200 -94
  154. package/loaders/BasisTextureLoader.cjs.js +1 -0
  155. package/loaders/BasisTextureLoader.js +357 -229
  156. package/loaders/ColladaLoader.cjs.js +1 -0
  157. package/loaders/ColladaLoader.js +1522 -932
  158. package/loaders/DDSLoader.cjs.js +1 -0
  159. package/loaders/DDSLoader.js +108 -42
  160. package/loaders/DRACOLoader.cjs.js +1 -0
  161. package/loaders/DRACOLoader.js +210 -103
  162. package/loaders/EXRLoader.cjs.js +1 -0
  163. package/loaders/EXRLoader.js +809 -461
  164. package/loaders/FBXLoader.cjs.js +1 -0
  165. package/loaders/FBXLoader.js +1397 -842
  166. package/loaders/FontLoader.cjs.js +1 -0
  167. package/loaders/FontLoader.js +66 -33
  168. package/loaders/GCodeLoader.cjs.js +1 -0
  169. package/loaders/GCodeLoader.js +111 -63
  170. package/loaders/GLTFLoader.cjs.js +1 -0
  171. package/loaders/GLTFLoader.js +1484 -771
  172. package/loaders/HDRCubeTextureLoader.cjs.js +1 -0
  173. package/loaders/HDRCubeTextureLoader.js +50 -45
  174. package/loaders/KMZLoader.cjs.js +1 -0
  175. package/loaders/KMZLoader.js +55 -42
  176. package/loaders/KTX2Loader.cjs.js +1 -0
  177. package/loaders/KTX2Loader.js +362 -229
  178. package/loaders/KTXLoader.cjs.js +1 -0
  179. package/loaders/KTXLoader.js +99 -37
  180. package/loaders/LDrawLoader.cjs.js +1 -0
  181. package/loaders/LDrawLoader.js +746 -313
  182. package/loaders/LUT3dlLoader.cjs.js +1 -0
  183. package/loaders/LUT3dlLoader.js +62 -50
  184. package/loaders/LUTCubeLoader.cjs.js +1 -0
  185. package/loaders/LUTCubeLoader.js +56 -45
  186. package/loaders/LWOLoader.cjs.js +1 -0
  187. package/loaders/LWOLoader.js +339 -227
  188. package/loaders/LottieLoader.cjs.js +1 -0
  189. package/loaders/LottieLoader.js +38 -36
  190. package/loaders/MD2Loader.cjs.js +1 -0
  191. package/loaders/MD2Loader.js +91 -248
  192. package/loaders/MDDLoader.cjs.js +1 -0
  193. package/loaders/MDDLoader.js +45 -25
  194. package/loaders/MMDLoader.cjs.js +1 -0
  195. package/loaders/MMDLoader.js +795 -359
  196. package/loaders/MTLLoader.cjs.js +1 -0
  197. package/loaders/MTLLoader.js +201 -91
  198. package/loaders/NRRDLoader.cjs.js +1 -0
  199. package/loaders/NRRDLoader.js +263 -182
  200. package/loaders/NodeMaterialLoader.cjs.js +1 -0
  201. package/loaders/NodeMaterialLoader.js +14 -121
  202. package/loaders/OBJLoader.cjs.js +1 -0
  203. package/loaders/OBJLoader.js +283 -161
  204. package/loaders/PCDLoader.cjs.js +1 -0
  205. package/loaders/PCDLoader.js +164 -145
  206. package/loaders/PDBLoader.cjs.js +1 -0
  207. package/loaders/PDBLoader.js +63 -45
  208. package/loaders/PLYLoader.cjs.js +1 -0
  209. package/loaders/PLYLoader.js +203 -106
  210. package/loaders/PRWMLoader.cjs.js +1 -0
  211. package/loaders/PRWMLoader.js +110 -73
  212. package/loaders/PVRLoader.cjs.js +1 -0
  213. package/loaders/PVRLoader.js +93 -32
  214. package/loaders/RGBELoader.cjs.js +1 -0
  215. package/loaders/RGBELoader.js +233 -96
  216. package/loaders/RGBMLoader.cjs.js +1 -0
  217. package/loaders/RGBMLoader.js +514 -344
  218. package/loaders/STLLoader.cjs.js +1 -0
  219. package/loaders/STLLoader.js +165 -59
  220. package/loaders/SVGLoader.cjs.js +1 -0
  221. package/loaders/SVGLoader.js +851 -481
  222. package/loaders/TDSLoader.cjs.js +1 -0
  223. package/loaders/TDSLoader.js +527 -137
  224. package/loaders/TGALoader.cjs.js +1 -0
  225. package/loaders/TGALoader.js +205 -94
  226. package/loaders/TTFLoader.cjs.js +1 -0
  227. package/loaders/TTFLoader.js +79 -58
  228. package/loaders/TiltLoader.cjs.js +1 -0
  229. package/loaders/TiltLoader.js +167 -129
  230. package/loaders/VOXLoader.cjs.js +1 -0
  231. package/loaders/VOXLoader.js +84 -320
  232. package/loaders/VRMLLoader.cjs.js +1 -0
  233. package/loaders/VRMLLoader.js +1268 -786
  234. package/loaders/VRMLoader.cjs.js +1 -0
  235. package/loaders/VRMLoader.js +31 -23
  236. package/loaders/VTKLoader.cjs.js +1 -0
  237. package/loaders/VTKLoader.js +407 -219
  238. package/loaders/XLoader.cjs.js +1 -0
  239. package/loaders/XLoader.js +1259 -1083
  240. package/loaders/XYZLoader.cjs.js +1 -0
  241. package/loaders/XYZLoader.js +34 -28
  242. package/loaders/lwo/IFFParser.cjs.js +1 -0
  243. package/loaders/lwo/IFFParser.js +492 -238
  244. package/loaders/lwo/LWO2Parser.cjs.js +1 -0
  245. package/loaders/lwo/LWO2Parser.js +279 -176
  246. package/loaders/lwo/LWO3Parser.cjs.js +1 -0
  247. package/loaders/lwo/LWO3Parser.js +247 -160
  248. package/math/Capsule.cjs.js +1 -0
  249. package/math/Capsule.js +43 -56
  250. package/math/ColorConverter.cjs.js +1 -0
  251. package/math/ColorConverter.js +32 -18
  252. package/math/ConvexHull.cjs.js +1 -0
  253. package/math/ConvexHull.js +357 -97
  254. package/math/ImprovedNoise.cjs.js +1 -0
  255. package/math/ImprovedNoise.js +32 -282
  256. package/math/Lut.cjs.js +1 -0
  257. package/math/Lut.js +35 -51
  258. package/math/MeshSurfaceSampler.cjs.js +1 -0
  259. package/math/MeshSurfaceSampler.js +68 -25
  260. package/math/OBB.cjs.js +1 -0
  261. package/math/OBB.js +152 -91
  262. package/math/Octree.cjs.js +1 -0
  263. package/math/Octree.js +139 -76
  264. package/math/SimplexNoise.cjs.js +1 -0
  265. package/math/SimplexNoise.js +238 -217
  266. package/misc/ConvexObjectBreaker.cjs.js +1 -0
  267. package/misc/ConvexObjectBreaker.js +185 -79
  268. package/misc/GPUComputationRenderer.cjs.js +1 -0
  269. package/misc/GPUComputationRenderer.js +194 -69
  270. package/misc/Gyroscope.cjs.js +1 -0
  271. package/misc/Gyroscope.js +22 -16
  272. package/misc/MD2Character.cjs.js +1 -0
  273. package/misc/MD2Character.js +74 -52
  274. package/misc/MD2CharacterComplex.cjs.js +1 -0
  275. package/misc/MD2CharacterComplex.js +163 -112
  276. package/misc/MorphAnimMesh.cjs.js +1 -0
  277. package/misc/MorphAnimMesh.js +28 -20
  278. package/misc/MorphBlendMesh.cjs.js +1 -0
  279. package/misc/MorphBlendMesh.js +69 -45
  280. package/misc/ProgressiveLightmap.cjs.js +1 -0
  281. package/misc/ProgressiveLightmap.js +187 -70
  282. package/misc/RollerCoaster.cjs.js +1 -0
  283. package/misc/RollerCoaster.js +135 -106
  284. package/misc/TubePainter.cjs.js +1 -0
  285. package/misc/TubePainter.js +92 -74
  286. package/misc/Volume.cjs.js +1 -0
  287. package/misc/Volume.js +270 -108
  288. package/misc/VolumeSlice.cjs.js +1 -0
  289. package/misc/VolumeSlice.js +122 -34
  290. package/misc/WebGL.cjs.js +1 -0
  291. package/misc/WebGL.js +34 -37
  292. package/modifiers/CurveModifier.cjs.js +1 -0
  293. package/modifiers/CurveModifier.js +151 -46
  294. package/modifiers/EdgeSplitModifier.cjs.js +1 -0
  295. package/modifiers/EdgeSplitModifier.js +90 -46
  296. package/modifiers/SimplifyModifier.cjs.js +1 -0
  297. package/modifiers/SimplifyModifier.js +202 -77
  298. package/modifiers/TessellateModifier.cjs.js +1 -0
  299. package/modifiers/TessellateModifier.js +90 -65
  300. package/nodes/Nodes.cjs.js +1 -0
  301. package/nodes/Nodes.js +140 -274
  302. package/nodes/ShaderNode.cjs.js +1 -0
  303. package/nodes/ShaderNode.js +196 -296
  304. package/nodes/accessors/BufferNode.cjs.js +1 -0
  305. package/nodes/accessors/BufferNode.js +8 -4
  306. package/nodes/accessors/CameraNode.cjs.js +1 -0
  307. package/nodes/accessors/CameraNode.js +25 -20
  308. package/nodes/accessors/CubeTextureNode.cjs.js +1 -0
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  310. package/nodes/accessors/MaterialNode.cjs.js +1 -0
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  312. package/nodes/accessors/MaterialReferenceNode.cjs.js +1 -0
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  314. package/nodes/accessors/ModelNode.cjs.js +1 -0
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  1135. package/renderers/webgpu/WebGPUTextureRenderer.mjs +0 -23
  1136. package/renderers/webgpu/WebGPUTextureUtils.mjs +0 -98
  1137. package/renderers/webgpu/WebGPUTextures.mjs +0 -484
  1138. package/renderers/webgpu/WebGPUUniform.mjs +0 -81
  1139. package/renderers/webgpu/WebGPUUniformsGroup.mjs +0 -176
  1140. package/renderers/webgpu/constants.mjs +0 -230
  1141. package/renderers/webgpu/nodes/ShaderLib.mjs +0 -42
  1142. package/renderers/webgpu/nodes/WebGPUNodeBuilder.mjs +0 -165
  1143. package/renderers/webgpu/nodes/WebGPUNodeUniform.mjs +0 -73
  1144. package/renderers/webgpu/nodes/WebGPUNodeUniformsGroup.mjs +0 -15
  1145. package/renderers/webgpu/nodes/WebGPUNodes.mjs +0 -40
  1146. package/shaders/ACESFilmicToneMappingShader.mjs +0 -48
  1147. package/shaders/AfterimageShader.mjs +0 -32
  1148. package/shaders/BasicShader.mjs +0 -12
  1149. package/shaders/BleachBypassShader.mjs +0 -35
  1150. package/shaders/BlendShader.mjs +0 -30
  1151. package/shaders/BokehShader.mjs +0 -106
  1152. package/shaders/BokehShader2.mjs +0 -269
  1153. package/shaders/BrightnessContrastShader.mjs +0 -32
  1154. package/shaders/ColorCorrectionShader.mjs +0 -30
  1155. package/shaders/ColorifyShader.mjs +0 -28
  1156. package/shaders/ConvolutionShader.mjs +0 -55
  1157. package/shaders/CopyShader.mjs +0 -25
  1158. package/shaders/DOFMipMapShader.mjs +0 -32
  1159. package/shaders/DepthLimitedBlurShader.mjs +0 -114
  1160. package/shaders/DigitalGlitch.mjs +0 -78
  1161. package/shaders/DotScreenShader.mjs +0 -39
  1162. package/shaders/FXAAShader.mjs +0 -1098
  1163. package/shaders/FilmShader.mjs +0 -42
  1164. package/shaders/FocusShader.mjs +0 -55
  1165. package/shaders/FreiChenShader.mjs +0 -61
  1166. package/shaders/FresnelShader.mjs +0 -47
  1167. package/shaders/GammaCorrectionShader.mjs +0 -23
  1168. package/shaders/GodRaysShader.mjs +0 -146
  1169. package/shaders/HalftoneShader.mjs +0 -212
  1170. package/shaders/HorizontalBlurShader.mjs +0 -43
  1171. package/shaders/HorizontalTiltShiftShader.mjs +0 -37
  1172. package/shaders/HueSaturationShader.mjs +0 -41
  1173. package/shaders/KaleidoShader.mjs +0 -34
  1174. package/shaders/LuminosityHighPassShader.mjs +0 -37
  1175. package/shaders/LuminosityShader.mjs +0 -25
  1176. package/shaders/MirrorShader.mjs +0 -35
  1177. package/shaders/NormalMapShader.mjs +0 -31
  1178. package/shaders/ParallaxShader.mjs +0 -113
  1179. package/shaders/PixelShader.mjs +0 -28
  1180. package/shaders/RGBShiftShader.mjs +0 -30
  1181. package/shaders/SAOShader.mjs +0 -144
  1182. package/shaders/SMAAShader.mjs +0 -272
  1183. package/shaders/SSAOShader.mjs +0 -172
  1184. package/shaders/SSRShader.mjs +0 -324
  1185. package/shaders/SepiaShader.mjs +0 -29
  1186. package/shaders/SobelOperatorShader.mjs +0 -44
  1187. package/shaders/SubsurfaceScatteringShader.mjs +0 -59
  1188. package/shaders/TechnicolorShader.mjs +0 -24
  1189. package/shaders/ToneMapShader.mjs +0 -48
  1190. package/shaders/ToonShader.mjs +0 -188
  1191. package/shaders/TriangleBlurShader.mjs +0 -36
  1192. package/shaders/UnpackDepthRGBAShader.mjs +0 -26
  1193. package/shaders/VerticalBlurShader.mjs +0 -44
  1194. package/shaders/VerticalTiltShiftShader.mjs +0 -37
  1195. package/shaders/VignetteShader.mjs +0 -28
  1196. package/shaders/VolumeShader.mjs +0 -178
  1197. package/shaders/WaterRefractionShader.mjs +0 -57
  1198. package/textures/FlakesTexture.mjs +0 -30
  1199. package/types/helpers.mjs +0 -4
  1200. package/utils/BufferGeometryUtils.mjs +0 -570
  1201. package/utils/GeometryCompressionUtils.mjs +0 -547
  1202. package/utils/GeometryUtils.mjs +0 -108
  1203. package/utils/RoughnessMipmapper.mjs +0 -213
  1204. package/utils/SceneUtils.mjs +0 -36
  1205. package/utils/ShadowMapViewer.mjs +0 -114
  1206. package/utils/SkeletonUtils.mjs +0 -292
  1207. package/utils/UVsDebug.mjs +0 -85
  1208. package/utils/WorkerPool.mjs +0 -62
  1209. package/webxr/ARButton.mjs +0 -119
  1210. package/webxr/OculusHandModel.mjs +0 -71
  1211. package/webxr/OculusHandPointerModel.mjs +0 -207
  1212. package/webxr/Text2D.mjs +0 -31
  1213. package/webxr/VRButton.mjs +0 -105
  1214. package/webxr/XRControllerModelFactory.mjs +0 -146
  1215. package/webxr/XREstimatedLight.mjs +0 -126
  1216. package/webxr/XRHandMeshModel.mjs +0 -73
  1217. package/webxr/XRHandModelFactory.mjs +0 -61
  1218. package/webxr/XRHandPrimitiveModel.mjs +0 -68
@@ -1,92 +1,91 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
4
- const Pass = require("./Pass.js");
5
- const CopyShader = require("../shaders/CopyShader.js");
6
- const LuminosityShader = require("../shaders/LuminosityShader.js");
7
- const ToneMapShader = require("../shaders/ToneMapShader.js");
8
- var AdaptiveToneMappingPass = function(adaptive, resolution) {
9
- this.resolution = resolution !== void 0 ? resolution : 256;
1
+ import { UniformsUtils, ShaderMaterial, NoBlending, WebGLRenderTarget, LinearMipmapLinearFilter, MeshBasicMaterial, LinearFilter, RGBAFormat } from 'three';
2
+ import { FullScreenQuad, Pass } from './Pass.js';
3
+ import { CopyShader } from '../shaders/CopyShader.js';
4
+ import { LuminosityShader } from '../shaders/LuminosityShader.js';
5
+ import { ToneMapShader } from '../shaders/ToneMapShader.js';
6
+
7
+ /**
8
+ * Generate a texture that represents the luminosity of the current scene, adapted over time
9
+ * to simulate the optic nerve responding to the amount of light it is receiving.
10
+ * Based on a GDC2007 presentation by Wolfgang Engel titled "Post-Processing Pipeline"
11
+ *
12
+ * Full-screen tone-mapping shader based on http://www.graphics.cornell.edu/~jaf/publications/sig02_paper.pdf
13
+ */
14
+
15
+ var AdaptiveToneMappingPass = function (adaptive, resolution) {
16
+ this.resolution = resolution !== undefined ? resolution : 256;
10
17
  this.needsInit = true;
11
- this.adaptive = adaptive !== void 0 ? !!adaptive : true;
18
+ this.adaptive = adaptive !== undefined ? !!adaptive : true;
12
19
  this.luminanceRT = null;
13
20
  this.previousLuminanceRT = null;
14
21
  this.currentLuminanceRT = null;
15
- if (CopyShader.CopyShader === void 0)
16
- console.error("THREE.AdaptiveToneMappingPass relies on CopyShader");
17
- var copyShader = CopyShader.CopyShader;
18
- this.copyUniforms = THREE.UniformsUtils.clone(copyShader.uniforms);
19
- this.materialCopy = new THREE.ShaderMaterial({
22
+ if (CopyShader === undefined) console.error('THREE.AdaptiveToneMappingPass relies on CopyShader');
23
+ var copyShader = CopyShader;
24
+ this.copyUniforms = UniformsUtils.clone(copyShader.uniforms);
25
+ this.materialCopy = new ShaderMaterial({
20
26
  uniforms: this.copyUniforms,
21
27
  vertexShader: copyShader.vertexShader,
22
28
  fragmentShader: copyShader.fragmentShader,
23
- blending: THREE.NoBlending,
29
+ blending: NoBlending,
24
30
  depthTest: false
25
31
  });
26
- if (LuminosityShader.LuminosityShader === void 0)
27
- console.error("THREE.AdaptiveToneMappingPass relies on LuminosityShader");
28
- this.materialLuminance = new THREE.ShaderMaterial({
29
- uniforms: THREE.UniformsUtils.clone(LuminosityShader.LuminosityShader.uniforms),
30
- vertexShader: LuminosityShader.LuminosityShader.vertexShader,
31
- fragmentShader: LuminosityShader.LuminosityShader.fragmentShader,
32
- blending: THREE.NoBlending
32
+ if (LuminosityShader === undefined) console.error('THREE.AdaptiveToneMappingPass relies on LuminosityShader');
33
+ this.materialLuminance = new ShaderMaterial({
34
+ uniforms: UniformsUtils.clone(LuminosityShader.uniforms),
35
+ vertexShader: LuminosityShader.vertexShader,
36
+ fragmentShader: LuminosityShader.fragmentShader,
37
+ blending: NoBlending
33
38
  });
34
39
  this.adaptLuminanceShader = {
35
40
  defines: {
36
- MIP_LEVEL_1X1: (Math.log(this.resolution) / Math.log(2)).toFixed(1)
41
+ MIP_LEVEL_1X1: (Math.log(this.resolution) / Math.log(2.0)).toFixed(1)
37
42
  },
38
43
  uniforms: {
39
- lastLum: { value: null },
40
- currentLum: { value: null },
41
- minLuminance: { value: 0.01 },
42
- delta: { value: 0.016 },
43
- tau: { value: 1 }
44
+ lastLum: {
45
+ value: null
46
+ },
47
+ currentLum: {
48
+ value: null
49
+ },
50
+ minLuminance: {
51
+ value: 0.01
52
+ },
53
+ delta: {
54
+ value: 0.016
55
+ },
56
+ tau: {
57
+ value: 1.0
58
+ }
44
59
  },
45
- vertexShader: [
46
- "varying vec2 vUv;",
47
- "void main() {",
48
- " vUv = uv;",
49
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
50
- "}"
51
- ].join("\n"),
52
- fragmentShader: [
53
- "varying vec2 vUv;",
54
- "uniform sampler2D lastLum;",
55
- "uniform sampler2D currentLum;",
56
- "uniform float minLuminance;",
57
- "uniform float delta;",
58
- "uniform float tau;",
59
- "void main() {",
60
- " vec4 lastLum = texture2D( lastLum, vUv, MIP_LEVEL_1X1 );",
61
- " vec4 currentLum = texture2D( currentLum, vUv, MIP_LEVEL_1X1 );",
62
- " float fLastLum = max( minLuminance, lastLum.r );",
63
- " float fCurrentLum = max( minLuminance, currentLum.r );",
64
- " fCurrentLum *= fCurrentLum;",
65
- " float fAdaptedLum = fLastLum + (fCurrentLum - fLastLum) * (1.0 - exp(-delta * tau));",
66
- " gl_FragColor.r = fAdaptedLum;",
67
- "}"
68
- ].join("\n")
60
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
61
+ fragmentShader: ['varying vec2 vUv;', 'uniform sampler2D lastLum;', 'uniform sampler2D currentLum;', 'uniform float minLuminance;', 'uniform float delta;', 'uniform float tau;', 'void main() {', ' vec4 lastLum = texture2D( lastLum, vUv, MIP_LEVEL_1X1 );', ' vec4 currentLum = texture2D( currentLum, vUv, MIP_LEVEL_1X1 );', ' float fLastLum = max( minLuminance, lastLum.r );', ' float fCurrentLum = max( minLuminance, currentLum.r );', //The adaption seems to work better in extreme lighting differences
62
+ //if the input luminance is squared.
63
+ ' fCurrentLum *= fCurrentLum;', // Adapt the luminance using Pattanaik's technique
64
+ ' float fAdaptedLum = fLastLum + (fCurrentLum - fLastLum) * (1.0 - exp(-delta * tau));', // "fAdaptedLum = sqrt(fAdaptedLum);",
65
+ ' gl_FragColor.r = fAdaptedLum;', '}'].join('\n')
69
66
  };
70
- this.materialAdaptiveLum = new THREE.ShaderMaterial({
71
- uniforms: THREE.UniformsUtils.clone(this.adaptLuminanceShader.uniforms),
67
+ this.materialAdaptiveLum = new ShaderMaterial({
68
+ uniforms: UniformsUtils.clone(this.adaptLuminanceShader.uniforms),
72
69
  vertexShader: this.adaptLuminanceShader.vertexShader,
73
70
  fragmentShader: this.adaptLuminanceShader.fragmentShader,
74
71
  defines: Object.assign({}, this.adaptLuminanceShader.defines),
75
- blending: THREE.NoBlending
72
+ blending: NoBlending
76
73
  });
77
- if (ToneMapShader.ToneMapShader === void 0)
78
- console.error("THREE.AdaptiveToneMappingPass relies on ToneMapShader");
79
- this.materialToneMap = new THREE.ShaderMaterial({
80
- uniforms: THREE.UniformsUtils.clone(ToneMapShader.ToneMapShader.uniforms),
81
- vertexShader: ToneMapShader.ToneMapShader.vertexShader,
82
- fragmentShader: ToneMapShader.ToneMapShader.fragmentShader,
83
- blending: THREE.NoBlending
74
+ if (ToneMapShader === undefined) console.error('THREE.AdaptiveToneMappingPass relies on ToneMapShader');
75
+ this.materialToneMap = new ShaderMaterial({
76
+ uniforms: UniformsUtils.clone(ToneMapShader.uniforms),
77
+ vertexShader: ToneMapShader.vertexShader,
78
+ fragmentShader: ToneMapShader.fragmentShader,
79
+ blending: NoBlending
84
80
  });
85
- this.fsQuad = new Pass.FullScreenQuad(null);
81
+ this.fsQuad = new FullScreenQuad(null);
86
82
  };
87
- AdaptiveToneMappingPass.prototype = Object.assign(Object.create(Pass.Pass.prototype), {
83
+
84
+ AdaptiveToneMappingPass.prototype = Object.assign(Object.create(Pass.prototype), {
88
85
  constructor: AdaptiveToneMappingPass,
89
- render: function(renderer, writeBuffer, readBuffer, deltaTime) {
86
+ render: function (renderer, writeBuffer, readBuffer, deltaTime
87
+ /*, maskActive*/
88
+ ) {
90
89
  if (this.needsInit) {
91
90
  this.reset(renderer);
92
91
  this.luminanceRT.texture.type = readBuffer.texture.type;
@@ -94,128 +93,155 @@ AdaptiveToneMappingPass.prototype = Object.assign(Object.create(Pass.Pass.protot
94
93
  this.currentLuminanceRT.texture.type = readBuffer.texture.type;
95
94
  this.needsInit = false;
96
95
  }
96
+
97
97
  if (this.adaptive) {
98
+ //Render the luminance of the current scene into a render target with mipmapping enabled
98
99
  this.fsQuad.material = this.materialLuminance;
99
100
  this.materialLuminance.uniforms.tDiffuse.value = readBuffer.texture;
100
101
  renderer.setRenderTarget(this.currentLuminanceRT);
101
- this.fsQuad.render(renderer);
102
+ this.fsQuad.render(renderer); //Use the new luminance values, the previous luminance and the frame delta to
103
+ //adapt the luminance over time.
104
+
102
105
  this.fsQuad.material = this.materialAdaptiveLum;
103
106
  this.materialAdaptiveLum.uniforms.delta.value = deltaTime;
104
107
  this.materialAdaptiveLum.uniforms.lastLum.value = this.previousLuminanceRT.texture;
105
108
  this.materialAdaptiveLum.uniforms.currentLum.value = this.currentLuminanceRT.texture;
106
109
  renderer.setRenderTarget(this.luminanceRT);
107
- this.fsQuad.render(renderer);
110
+ this.fsQuad.render(renderer); //Copy the new adapted luminance value so that it can be used by the next frame.
111
+
108
112
  this.fsQuad.material = this.materialCopy;
109
113
  this.copyUniforms.tDiffuse.value = this.luminanceRT.texture;
110
114
  renderer.setRenderTarget(this.previousLuminanceRT);
111
115
  this.fsQuad.render(renderer);
112
116
  }
117
+
113
118
  this.fsQuad.material = this.materialToneMap;
114
119
  this.materialToneMap.uniforms.tDiffuse.value = readBuffer.texture;
120
+
115
121
  if (this.renderToScreen) {
116
122
  renderer.setRenderTarget(null);
117
123
  this.fsQuad.render(renderer);
118
124
  } else {
119
125
  renderer.setRenderTarget(writeBuffer);
120
- if (this.clear)
121
- renderer.clear();
126
+ if (this.clear) renderer.clear();
122
127
  this.fsQuad.render(renderer);
123
128
  }
124
129
  },
125
- reset: function() {
130
+ reset: function () {
131
+ // render targets
126
132
  if (this.luminanceRT) {
127
133
  this.luminanceRT.dispose();
128
134
  }
135
+
129
136
  if (this.currentLuminanceRT) {
130
137
  this.currentLuminanceRT.dispose();
131
138
  }
139
+
132
140
  if (this.previousLuminanceRT) {
133
141
  this.previousLuminanceRT.dispose();
134
142
  }
143
+
135
144
  var pars = {
136
- minFilter: THREE.LinearFilter,
137
- magFilter: THREE.LinearFilter,
138
- format: THREE.RGBAFormat
139
- };
140
- this.luminanceRT = new THREE.WebGLRenderTarget(this.resolution, this.resolution, pars);
141
- this.luminanceRT.texture.name = "AdaptiveToneMappingPass.l";
145
+ minFilter: LinearFilter,
146
+ magFilter: LinearFilter,
147
+ format: RGBAFormat
148
+ }; // was RGB format. changed to RGBA format. see discussion in #8415 / #8450
149
+
150
+ this.luminanceRT = new WebGLRenderTarget(this.resolution, this.resolution, pars);
151
+ this.luminanceRT.texture.name = 'AdaptiveToneMappingPass.l';
142
152
  this.luminanceRT.texture.generateMipmaps = false;
143
- this.previousLuminanceRT = new THREE.WebGLRenderTarget(this.resolution, this.resolution, pars);
144
- this.previousLuminanceRT.texture.name = "AdaptiveToneMappingPass.pl";
145
- this.previousLuminanceRT.texture.generateMipmaps = false;
146
- pars.minFilter = THREE.LinearMipmapLinearFilter;
153
+ this.previousLuminanceRT = new WebGLRenderTarget(this.resolution, this.resolution, pars);
154
+ this.previousLuminanceRT.texture.name = 'AdaptiveToneMappingPass.pl';
155
+ this.previousLuminanceRT.texture.generateMipmaps = false; // We only need mipmapping for the current luminosity because we want a down-sampled version to sample in our adaptive shader
156
+
157
+ pars.minFilter = LinearMipmapLinearFilter;
147
158
  pars.generateMipmaps = true;
148
- this.currentLuminanceRT = new THREE.WebGLRenderTarget(this.resolution, this.resolution, pars);
149
- this.currentLuminanceRT.texture.name = "AdaptiveToneMappingPass.cl";
159
+ this.currentLuminanceRT = new WebGLRenderTarget(this.resolution, this.resolution, pars);
160
+ this.currentLuminanceRT.texture.name = 'AdaptiveToneMappingPass.cl';
161
+
150
162
  if (this.adaptive) {
151
- this.materialToneMap.defines["ADAPTED_LUMINANCE"] = "";
163
+ this.materialToneMap.defines['ADAPTED_LUMINANCE'] = '';
152
164
  this.materialToneMap.uniforms.luminanceMap.value = this.luminanceRT.texture;
153
- }
154
- this.fsQuad.material = new THREE.MeshBasicMaterial({ color: 7829367 });
165
+ } //Put something in the adaptive luminance texture so that the scene can render initially
166
+
167
+
168
+ this.fsQuad.material = new MeshBasicMaterial({
169
+ color: 0x777777
170
+ });
155
171
  this.materialLuminance.needsUpdate = true;
156
172
  this.materialAdaptiveLum.needsUpdate = true;
157
- this.materialToneMap.needsUpdate = true;
173
+ this.materialToneMap.needsUpdate = true; // renderer.render( this.scene, this.camera, this.luminanceRT );
174
+ // renderer.render( this.scene, this.camera, this.previousLuminanceRT );
175
+ // renderer.render( this.scene, this.camera, this.currentLuminanceRT );
158
176
  },
159
- setAdaptive: function(adaptive) {
177
+ setAdaptive: function (adaptive) {
160
178
  if (adaptive) {
161
179
  this.adaptive = true;
162
- this.materialToneMap.defines["ADAPTED_LUMINANCE"] = "";
180
+ this.materialToneMap.defines['ADAPTED_LUMINANCE'] = '';
163
181
  this.materialToneMap.uniforms.luminanceMap.value = this.luminanceRT.texture;
164
182
  } else {
165
183
  this.adaptive = false;
166
- delete this.materialToneMap.defines["ADAPTED_LUMINANCE"];
184
+ delete this.materialToneMap.defines['ADAPTED_LUMINANCE'];
167
185
  this.materialToneMap.uniforms.luminanceMap.value = null;
168
186
  }
187
+
169
188
  this.materialToneMap.needsUpdate = true;
170
189
  },
171
- setAdaptionRate: function(rate) {
190
+ setAdaptionRate: function (rate) {
172
191
  if (rate) {
173
192
  this.materialAdaptiveLum.uniforms.tau.value = Math.abs(rate);
174
193
  }
175
194
  },
176
- setMinLuminance: function(minLum) {
195
+ setMinLuminance: function (minLum) {
177
196
  if (minLum) {
178
197
  this.materialToneMap.uniforms.minLuminance.value = minLum;
179
198
  this.materialAdaptiveLum.uniforms.minLuminance.value = minLum;
180
199
  }
181
200
  },
182
- setMaxLuminance: function(maxLum) {
201
+ setMaxLuminance: function (maxLum) {
183
202
  if (maxLum) {
184
203
  this.materialToneMap.uniforms.maxLuminance.value = maxLum;
185
204
  }
186
205
  },
187
- setAverageLuminance: function(avgLum) {
206
+ setAverageLuminance: function (avgLum) {
188
207
  if (avgLum) {
189
208
  this.materialToneMap.uniforms.averageLuminance.value = avgLum;
190
209
  }
191
210
  },
192
- setMiddleGrey: function(middleGrey) {
211
+ setMiddleGrey: function (middleGrey) {
193
212
  if (middleGrey) {
194
213
  this.materialToneMap.uniforms.middleGrey.value = middleGrey;
195
214
  }
196
215
  },
197
- dispose: function() {
216
+ dispose: function () {
198
217
  if (this.luminanceRT) {
199
218
  this.luminanceRT.dispose();
200
219
  }
220
+
201
221
  if (this.previousLuminanceRT) {
202
222
  this.previousLuminanceRT.dispose();
203
223
  }
224
+
204
225
  if (this.currentLuminanceRT) {
205
226
  this.currentLuminanceRT.dispose();
206
227
  }
228
+
207
229
  if (this.materialLuminance) {
208
230
  this.materialLuminance.dispose();
209
231
  }
232
+
210
233
  if (this.materialAdaptiveLum) {
211
234
  this.materialAdaptiveLum.dispose();
212
235
  }
236
+
213
237
  if (this.materialCopy) {
214
238
  this.materialCopy.dispose();
215
239
  }
240
+
216
241
  if (this.materialToneMap) {
217
242
  this.materialToneMap.dispose();
218
243
  }
219
244
  }
220
245
  });
221
- exports.AdaptiveToneMappingPass = AdaptiveToneMappingPass;
246
+
247
+ export { AdaptiveToneMappingPass };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/defineProperty"),t=require("three"),r=require("./Pass.cjs.js"),i=require("../shaders/AfterimageShader.cjs.js");function s(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}var a=s(e);class d extends r.Pass{constructor(e=.96,s=i.AfterimageShader){super(),a.default(this,"shader",void 0),a.default(this,"uniforms",void 0),a.default(this,"textureComp",void 0),a.default(this,"textureOld",void 0),a.default(this,"shaderMaterial",void 0),a.default(this,"compFsQuad",void 0),a.default(this,"copyFsQuad",void 0),this.shader=s,this.uniforms=t.UniformsUtils.clone(s.uniforms),this.uniforms.damp.value=e,this.textureComp=new t.WebGLRenderTarget(window.innerWidth,window.innerHeight,{minFilter:t.LinearFilter,magFilter:t.NearestFilter,format:t.RGBAFormat}),this.textureOld=new t.WebGLRenderTarget(window.innerWidth,window.innerHeight,{minFilter:t.LinearFilter,magFilter:t.NearestFilter,format:t.RGBAFormat}),this.shaderMaterial=new t.ShaderMaterial({uniforms:this.uniforms,vertexShader:this.shader.vertexShader,fragmentShader:this.shader.fragmentShader}),this.compFsQuad=new r.FullScreenQuad(this.shaderMaterial);let d=new t.MeshBasicMaterial;this.copyFsQuad=new r.FullScreenQuad(d)}render(e,t,r){this.uniforms.tOld.value=this.textureOld.texture,this.uniforms.tNew.value=r.texture,e.setRenderTarget(this.textureComp),this.compFsQuad.render(e),this.copyFsQuad.material.map=this.textureComp.texture,this.renderToScreen?(e.setRenderTarget(null),this.copyFsQuad.render(e)):(e.setRenderTarget(t),this.clear&&e.clear(),this.copyFsQuad.render(e));let i=this.textureOld;this.textureOld=this.textureComp,this.textureComp=i}setSize(e,t){this.textureComp.setSize(e,t),this.textureOld.setSize(e,t)}}exports.AfterimagePass=d;
@@ -1,55 +1,76 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
4
- const Pass = require("./Pass.js");
5
- const AfterimageShader = require("../shaders/AfterimageShader.js");
6
- class AfterimagePass extends Pass.Pass {
7
- constructor(damp = 0.96, shader = AfterimageShader.AfterimageShader) {
1
+ import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
2
+ import { UniformsUtils, WebGLRenderTarget, LinearFilter, NearestFilter, RGBAFormat, ShaderMaterial, MeshBasicMaterial } from 'three';
3
+ import { Pass, FullScreenQuad } from './Pass.js';
4
+ import { AfterimageShader } from '../shaders/AfterimageShader.js';
5
+
6
+ class AfterimagePass extends Pass {
7
+ constructor(damp = 0.96, shader = AfterimageShader) {
8
8
  super();
9
+
10
+ _defineProperty(this, "shader", void 0);
11
+
12
+ _defineProperty(this, "uniforms", void 0);
13
+
14
+ _defineProperty(this, "textureComp", void 0);
15
+
16
+ _defineProperty(this, "textureOld", void 0);
17
+
18
+ _defineProperty(this, "shaderMaterial", void 0);
19
+
20
+ _defineProperty(this, "compFsQuad", void 0);
21
+
22
+ _defineProperty(this, "copyFsQuad", void 0);
23
+
9
24
  this.shader = shader;
10
- this.uniforms = THREE.UniformsUtils.clone(shader.uniforms);
11
- this.uniforms["damp"].value = damp;
12
- this.textureComp = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, {
13
- minFilter: THREE.LinearFilter,
14
- magFilter: THREE.NearestFilter,
15
- format: THREE.RGBAFormat
25
+ this.uniforms = UniformsUtils.clone(shader.uniforms);
26
+ this.uniforms['damp'].value = damp;
27
+ this.textureComp = new WebGLRenderTarget(window.innerWidth, window.innerHeight, {
28
+ minFilter: LinearFilter,
29
+ magFilter: NearestFilter,
30
+ format: RGBAFormat
16
31
  });
17
- this.textureOld = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, {
18
- minFilter: THREE.LinearFilter,
19
- magFilter: THREE.NearestFilter,
20
- format: THREE.RGBAFormat
32
+ this.textureOld = new WebGLRenderTarget(window.innerWidth, window.innerHeight, {
33
+ minFilter: LinearFilter,
34
+ magFilter: NearestFilter,
35
+ format: RGBAFormat
21
36
  });
22
- this.shaderMaterial = new THREE.ShaderMaterial({
37
+ this.shaderMaterial = new ShaderMaterial({
23
38
  uniforms: this.uniforms,
24
39
  vertexShader: this.shader.vertexShader,
25
40
  fragmentShader: this.shader.fragmentShader
26
41
  });
27
- this.compFsQuad = new Pass.FullScreenQuad(this.shaderMaterial);
28
- let material = new THREE.MeshBasicMaterial();
29
- this.copyFsQuad = new Pass.FullScreenQuad(material);
42
+ this.compFsQuad = new FullScreenQuad(this.shaderMaterial);
43
+ let material = new MeshBasicMaterial();
44
+ this.copyFsQuad = new FullScreenQuad(material);
30
45
  }
46
+
31
47
  render(renderer, writeBuffer, readBuffer) {
32
- this.uniforms["tOld"].value = this.textureOld.texture;
33
- this.uniforms["tNew"].value = readBuffer.texture;
48
+ this.uniforms['tOld'].value = this.textureOld.texture;
49
+ this.uniforms['tNew'].value = readBuffer.texture;
34
50
  renderer.setRenderTarget(this.textureComp);
35
51
  this.compFsQuad.render(renderer);
36
52
  this.copyFsQuad.material.map = this.textureComp.texture;
53
+
37
54
  if (this.renderToScreen) {
38
55
  renderer.setRenderTarget(null);
39
56
  this.copyFsQuad.render(renderer);
40
57
  } else {
41
58
  renderer.setRenderTarget(writeBuffer);
42
- if (this.clear)
43
- renderer.clear();
59
+ if (this.clear) renderer.clear();
44
60
  this.copyFsQuad.render(renderer);
45
- }
61
+ } // Swap buffers.
62
+
63
+
46
64
  let temp = this.textureOld;
47
65
  this.textureOld = this.textureComp;
48
- this.textureComp = temp;
66
+ this.textureComp = temp; // Now textureOld contains the latest image, ready for the next frame.
49
67
  }
68
+
50
69
  setSize(width, height) {
51
70
  this.textureComp.setSize(width, height);
52
71
  this.textureOld.setSize(width, height);
53
72
  }
73
+
54
74
  }
55
- exports.AfterimagePass = AfterimagePass;
75
+
76
+ export { AfterimagePass };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/defineProperty"),t=require("./Pass.cjs.js"),r=require("three"),n=require("../shaders/ConvolutionShader.cjs.js");function i(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}var s=i(e);class o extends t.Pass{constructor(e=1,i=25,o=4,l=256){super(),s.default(this,"renderTargetX",void 0),s.default(this,"renderTargetY",void 0),s.default(this,"materialCombine",void 0),s.default(this,"materialConvolution",void 0),s.default(this,"fsQuad",void 0),s.default(this,"combineUniforms",void 0),s.default(this,"convolutionUniforms",void 0),s.default(this,"blurX",new r.Vector2(.001953125,0)),s.default(this,"blurY",new r.Vector2(0,.001953125)),this.renderTargetX=new r.WebGLRenderTarget(l,l),this.renderTargetX.texture.name="BloomPass.x",this.renderTargetY=new r.WebGLRenderTarget(l,l),this.renderTargetY.texture.name="BloomPass.y",this.combineUniforms=r.UniformsUtils.clone(a.uniforms),this.combineUniforms.strength.value=e,this.materialCombine=new r.ShaderMaterial({uniforms:this.combineUniforms,vertexShader:a.vertexShader,fragmentShader:a.fragmentShader,blending:r.AdditiveBlending,transparent:!0}),void 0===n.ConvolutionShader&&console.error("BloomPass relies on ConvolutionShader");const u=n.ConvolutionShader;this.convolutionUniforms=r.UniformsUtils.clone(u.uniforms),this.convolutionUniforms.uImageIncrement.value=this.blurX,this.convolutionUniforms.cKernel.value=n.ConvolutionShader.buildKernel(o),this.materialConvolution=new r.ShaderMaterial({uniforms:this.convolutionUniforms,vertexShader:u.vertexShader,fragmentShader:u.fragmentShader,defines:{KERNEL_SIZE_FLOAT:i.toFixed(1),KERNEL_SIZE_INT:i.toFixed(0)}}),this.needsSwap=!1,this.fsQuad=new t.FullScreenQuad(this.materialConvolution)}render(e,t,r,n,i){i&&e.state.buffers.stencil.setTest(!1),this.fsQuad.material=this.materialConvolution,this.convolutionUniforms.tDiffuse.value=r.texture,this.convolutionUniforms.uImageIncrement.value=this.blurX,e.setRenderTarget(this.renderTargetX),e.clear(),this.fsQuad.render(e),this.convolutionUniforms.tDiffuse.value=this.renderTargetX.texture,this.convolutionUniforms.uImageIncrement.value=this.blurY,e.setRenderTarget(this.renderTargetY),e.clear(),this.fsQuad.render(e),this.fsQuad.material=this.materialCombine,this.combineUniforms.tDiffuse.value=this.renderTargetY.texture,i&&e.state.buffers.stencil.setTest(!0),e.setRenderTarget(r),this.clear&&e.clear(),this.fsQuad.render(e)}}const a={uniforms:{tDiffuse:{value:null},strength:{value:1}},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",fragmentShader:"\n uniform float strength;\n uniform sampler2D tDiffuse;\n varying vec2 vUv;\n void main() {\n vec4 texel = texture2D( tDiffuse, vUv );\n gl_FragColor = strength * texel;\n }"};exports.BloomPass=o;
@@ -1,33 +1,51 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const Pass = require("./Pass.js");
4
- const THREE = require("three");
5
- const ConvolutionShader = require("../shaders/ConvolutionShader.js");
6
- class BloomPass extends Pass.Pass {
1
+ import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
2
+ import { Pass, FullScreenQuad } from './Pass.js';
3
+ import { Vector2, WebGLRenderTarget, UniformsUtils, ShaderMaterial, AdditiveBlending } from 'three';
4
+ import { ConvolutionShader } from '../shaders/ConvolutionShader.js';
5
+
6
+ class BloomPass extends Pass {
7
7
  constructor(strength = 1, kernelSize = 25, sigma = 4, resolution = 256) {
8
- super();
9
- this.blurX = new THREE.Vector2(1953125e-9, 0);
10
- this.blurY = new THREE.Vector2(0, 1953125e-9);
11
- this.renderTargetX = new THREE.WebGLRenderTarget(resolution, resolution);
12
- this.renderTargetX.texture.name = "BloomPass.x";
13
- this.renderTargetY = new THREE.WebGLRenderTarget(resolution, resolution);
14
- this.renderTargetY.texture.name = "BloomPass.y";
15
- this.combineUniforms = THREE.UniformsUtils.clone(CombineShader.uniforms);
16
- this.combineUniforms["strength"].value = strength;
17
- this.materialCombine = new THREE.ShaderMaterial({
8
+ super(); // render targets
9
+
10
+ _defineProperty(this, "renderTargetX", void 0);
11
+
12
+ _defineProperty(this, "renderTargetY", void 0);
13
+
14
+ _defineProperty(this, "materialCombine", void 0);
15
+
16
+ _defineProperty(this, "materialConvolution", void 0);
17
+
18
+ _defineProperty(this, "fsQuad", void 0);
19
+
20
+ _defineProperty(this, "combineUniforms", void 0);
21
+
22
+ _defineProperty(this, "convolutionUniforms", void 0);
23
+
24
+ _defineProperty(this, "blurX", new Vector2(0.001953125, 0.0));
25
+
26
+ _defineProperty(this, "blurY", new Vector2(0.0, 0.001953125));
27
+
28
+ this.renderTargetX = new WebGLRenderTarget(resolution, resolution);
29
+ this.renderTargetX.texture.name = 'BloomPass.x';
30
+ this.renderTargetY = new WebGLRenderTarget(resolution, resolution);
31
+ this.renderTargetY.texture.name = 'BloomPass.y'; // combine material
32
+
33
+ this.combineUniforms = UniformsUtils.clone(CombineShader.uniforms);
34
+ this.combineUniforms['strength'].value = strength;
35
+ this.materialCombine = new ShaderMaterial({
18
36
  uniforms: this.combineUniforms,
19
37
  vertexShader: CombineShader.vertexShader,
20
38
  fragmentShader: CombineShader.fragmentShader,
21
- blending: THREE.AdditiveBlending,
39
+ blending: AdditiveBlending,
22
40
  transparent: true
23
- });
24
- if (ConvolutionShader.ConvolutionShader === void 0)
25
- console.error("BloomPass relies on ConvolutionShader");
26
- const convolutionShader = ConvolutionShader.ConvolutionShader;
27
- this.convolutionUniforms = THREE.UniformsUtils.clone(convolutionShader.uniforms);
28
- this.convolutionUniforms["uImageIncrement"].value = this.blurX;
29
- this.convolutionUniforms["cKernel"].value = ConvolutionShader.ConvolutionShader.buildKernel(sigma);
30
- this.materialConvolution = new THREE.ShaderMaterial({
41
+ }); // convolution material
42
+
43
+ if (ConvolutionShader === undefined) console.error('BloomPass relies on ConvolutionShader');
44
+ const convolutionShader = ConvolutionShader;
45
+ this.convolutionUniforms = UniformsUtils.clone(convolutionShader.uniforms);
46
+ this.convolutionUniforms['uImageIncrement'].value = this.blurX;
47
+ this.convolutionUniforms['cKernel'].value = ConvolutionShader.buildKernel(sigma);
48
+ this.materialConvolution = new ShaderMaterial({
31
49
  uniforms: this.convolutionUniforms,
32
50
  vertexShader: convolutionShader.vertexShader,
33
51
  fragmentShader: convolutionShader.fragmentShader,
@@ -37,48 +55,55 @@ class BloomPass extends Pass.Pass {
37
55
  }
38
56
  });
39
57
  this.needsSwap = false;
40
- this.fsQuad = new Pass.FullScreenQuad(this.materialConvolution);
58
+ this.fsQuad = new FullScreenQuad(this.materialConvolution);
41
59
  }
60
+
42
61
  render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) {
43
- if (maskActive)
44
- renderer.state.buffers.stencil.setTest(false);
62
+ if (maskActive) renderer.state.buffers.stencil.setTest(false); // Render quad with blured scene into texture (convolution pass 1)
63
+
45
64
  this.fsQuad.material = this.materialConvolution;
46
- this.convolutionUniforms["tDiffuse"].value = readBuffer.texture;
47
- this.convolutionUniforms["uImageIncrement"].value = this.blurX;
65
+ this.convolutionUniforms['tDiffuse'].value = readBuffer.texture;
66
+ this.convolutionUniforms['uImageIncrement'].value = this.blurX;
48
67
  renderer.setRenderTarget(this.renderTargetX);
49
68
  renderer.clear();
50
- this.fsQuad.render(renderer);
51
- this.convolutionUniforms["tDiffuse"].value = this.renderTargetX.texture;
52
- this.convolutionUniforms["uImageIncrement"].value = this.blurY;
69
+ this.fsQuad.render(renderer); // Render quad with blured scene into texture (convolution pass 2)
70
+
71
+ this.convolutionUniforms['tDiffuse'].value = this.renderTargetX.texture;
72
+ this.convolutionUniforms['uImageIncrement'].value = this.blurY;
53
73
  renderer.setRenderTarget(this.renderTargetY);
54
74
  renderer.clear();
55
- this.fsQuad.render(renderer);
75
+ this.fsQuad.render(renderer); // Render original scene with superimposed blur to texture
76
+
56
77
  this.fsQuad.material = this.materialCombine;
57
- this.combineUniforms["tDiffuse"].value = this.renderTargetY.texture;
58
- if (maskActive)
59
- renderer.state.buffers.stencil.setTest(true);
78
+ this.combineUniforms['tDiffuse'].value = this.renderTargetY.texture;
79
+ if (maskActive) renderer.state.buffers.stencil.setTest(true);
60
80
  renderer.setRenderTarget(readBuffer);
61
- if (this.clear)
62
- renderer.clear();
81
+ if (this.clear) renderer.clear();
63
82
  this.fsQuad.render(renderer);
64
83
  }
84
+
65
85
  }
86
+
66
87
  const CombineShader = {
67
88
  uniforms: {
68
89
  tDiffuse: {
69
90
  value: null
70
91
  },
71
92
  strength: {
72
- value: 1
93
+ value: 1.0
73
94
  }
74
95
  },
75
- vertexShader: `
96
+ vertexShader:
97
+ /* glsl */
98
+ `
76
99
  varying vec2 vUv;
77
100
  void main() {
78
101
  vUv = uv;
79
102
  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
80
103
  }`,
81
- fragmentShader: `
104
+ fragmentShader:
105
+ /* glsl */
106
+ `
82
107
  uniform float strength;
83
108
  uniform sampler2D tDiffuse;
84
109
  varying vec2 vUv;
@@ -87,4 +112,5 @@ const CombineShader = {
87
112
  gl_FragColor = strength * texel;
88
113
  }`
89
114
  };
90
- exports.BloomPass = BloomPass;
115
+
116
+ export { BloomPass };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/defineProperty"),r=require("./Pass.cjs.js"),t=require("three"),a=require("../shaders/BokehShader.cjs.js");function s(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}var i=s(e);class l extends r.Pass{constructor(e,s,l){super(),i.default(this,"scene",void 0),i.default(this,"camera",void 0),i.default(this,"renderTargetDepth",void 0),i.default(this,"materialDepth",void 0),i.default(this,"materialBokeh",void 0),i.default(this,"fsQuad",void 0),i.default(this,"_oldClearColor",void 0),i.default(this,"uniforms",void 0),this.scene=e,this.camera=s;const h=void 0!==l.focus?l.focus:1,o=void 0!==l.aspect?l.aspect:s.aspect,n=void 0!==l.aperture?l.aperture:.025,d=void 0!==l.maxblur?l.maxblur:1,u=l.width||window.innerWidth||1,c=l.height||window.innerHeight||1;this.renderTargetDepth=new t.WebGLRenderTarget(u,c,{minFilter:t.NearestFilter,magFilter:t.NearestFilter}),this.renderTargetDepth.texture.name="BokehPass.depth",this.materialDepth=new t.MeshDepthMaterial,this.materialDepth.depthPacking=t.RGBADepthPacking,this.materialDepth.blending=t.NoBlending,void 0===a.BokehShader&&console.error("BokehPass relies on BokehShader");const f=a.BokehShader,p=t.UniformsUtils.clone(f.uniforms);p.tDepth.value=this.renderTargetDepth.texture,p.focus.value=h,p.aspect.value=o,p.aperture.value=n,p.maxblur.value=d,p.nearClip.value=s.near,p.farClip.value=s.far,this.materialBokeh=new t.ShaderMaterial({defines:Object.assign({},f.defines),uniforms:p,vertexShader:f.vertexShader,fragmentShader:f.fragmentShader}),this.uniforms=p,this.needsSwap=!1,this.fsQuad=new r.FullScreenQuad(this.materialBokeh),this._oldClearColor=new t.Color}render(e,r,t){this.scene.overrideMaterial=this.materialDepth,e.getClearColor(this._oldClearColor);const a=e.getClearAlpha(),s=e.autoClear;e.autoClear=!1,e.setClearColor(16777215),e.setClearAlpha(1),e.setRenderTarget(this.renderTargetDepth),e.clear(),e.render(this.scene,this.camera),this.uniforms.tColor.value=t.texture,this.uniforms.nearClip.value=this.camera.near,this.uniforms.farClip.value=this.camera.far,this.renderToScreen?(e.setRenderTarget(null),this.fsQuad.render(e)):(e.setRenderTarget(r),e.clear(),this.fsQuad.render(e)),this.scene.overrideMaterial=null,e.setClearColor(this._oldClearColor),e.setClearAlpha(a),e.autoClear=s}}exports.BokehPass=l;