three-stdlib 2.15.2 → 2.16.1
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- package/BufferGeometryUtils-1a7a235c.js +655 -0
- package/BufferGeometryUtils-971dfde3.js +1 -0
- package/Nodes-4f766d71.js +471 -0
- package/Nodes-9aa16d74.js +1 -0
- package/animation/AnimationClipCreator.cjs.js +1 -0
- package/animation/AnimationClipCreator.js +52 -32
- package/animation/CCDIKSolver.cjs.js +1 -0
- package/animation/CCDIKSolver.js +275 -207
- package/animation/MMDAnimationHelper.cjs.js +1 -0
- package/animation/MMDAnimationHelper.js +341 -150
- package/animation/MMDPhysics.cjs.js +1 -0
- package/animation/MMDPhysics.js +361 -154
- package/cameras/CinematicCamera.cjs.js +1 -0
- package/cameras/CinematicCamera.js +77 -67
- package/controls/ArcballControls.cjs.js +1 -0
- package/controls/ArcballControls.js +1449 -544
- package/controls/DeviceOrientationControls.cjs.js +1 -0
- package/controls/DeviceOrientationControls.js +97 -52
- package/controls/DragControls.cjs.js +1 -0
- package/controls/DragControls.js +187 -85
- package/controls/FirstPersonControls.cjs.js +1 -0
- package/controls/FirstPersonControls.js +193 -123
- package/controls/FlyControls.cjs.js +1 -0
- package/controls/FlyControls.js +152 -82
- package/controls/OrbitControls.cjs.js +1 -0
- package/controls/OrbitControls.js +481 -232
- package/controls/PointerLockControls.cjs.js +1 -0
- package/controls/PointerLockControls.js +99 -63
- package/controls/TrackballControls.cjs.js +1 -0
- package/controls/TrackballControls.js +383 -211
- package/controls/TransformControls.cjs.js +1 -0
- package/controls/TransformControls.js +782 -575
- package/controls/experimental/CameraControls.cjs.js +1 -0
- package/controls/experimental/CameraControls.js +609 -329
- package/csm/CSM.cjs.js +1 -0
- package/csm/CSM.js +108 -47
- package/csm/CSMFrustum.cjs.js +1 -0
- package/csm/CSMFrustum.js +29 -14
- package/csm/CSMHelper.cjs.js +1 -0
- package/csm/CSMHelper.js +34 -20
- package/csm/CSMShader.cjs.js +1 -0
- package/csm/CSMShader.js +11 -7
- package/curves/CurveExtras.cjs.js +1 -0
- package/curves/CurveExtras.js +115 -73
- package/curves/NURBSCurve.cjs.js +1 -0
- package/curves/NURBSCurve.js +43 -15
- package/curves/NURBSSurface.cjs.js +1 -0
- package/curves/NURBSSurface.js +27 -11
- package/curves/NURBSUtils.cjs.js +1 -0
- package/curves/NURBSUtils.js +203 -54
- package/custom.d.cjs.js +1 -0
- package/{shaders/types.mjs → custom.d.js} +0 -0
- package/deprecated/Geometry.cjs.js +1 -0
- package/deprecated/Geometry.js +486 -191
- package/effects/AnaglyphEffect.cjs.js +1 -0
- package/effects/AnaglyphEffect.js +60 -95
- package/effects/AsciiEffect.cjs.js +1 -0
- package/effects/AsciiEffect.js +110 -80
- package/effects/OutlineEffect.cjs.js +1 -0
- package/effects/OutlineEffect.js +204 -121
- package/effects/ParallaxBarrierEffect.cjs.js +1 -0
- package/effects/ParallaxBarrierEffect.js +38 -39
- package/effects/PeppersGhostEffect.cjs.js +1 -0
- package/effects/PeppersGhostEffect.js +68 -19
- package/effects/StereoEffect.cjs.js +1 -0
- package/effects/StereoEffect.js +16 -12
- package/environments/RoomEnvironment.cjs.js +1 -0
- package/environments/RoomEnvironment.js +47 -52
- package/exporters/ColladaExporter.cjs.js +1 -0
- package/exporters/ColladaExporter.js +241 -115
- package/exporters/DRACOExporter.cjs.js +1 -0
- package/exporters/DRACOExporter.js +121 -67
- package/exporters/GLTFExporter.cjs.js +1 -0
- package/exporters/GLTFExporter.js +1014 -463
- package/exporters/MMDExporter.cjs.js +1 -0
- package/exporters/MMDExporter.js +102 -44
- package/exporters/OBJExporter.cjs.js +1 -0
- package/exporters/OBJExporter.js +140 -78
- package/exporters/PLYExporter.cjs.js +1 -0
- package/exporters/PLYExporter.js +154 -93
- package/exporters/STLExporter.cjs.js +1 -0
- package/exporters/STLExporter.js +81 -30
- package/exporters/USDZExporter.cjs.js +1 -0
- package/exporters/USDZExporter.js +144 -84
- package/geometries/BoxLineGeometry.cjs.js +1 -0
- package/geometries/BoxLineGeometry.js +14 -7
- package/geometries/ConvexGeometry.cjs.js +1 -0
- package/geometries/ConvexGeometry.js +23 -14
- package/geometries/DecalGeometry.cjs.js +1 -0
- package/geometries/DecalGeometry.js +162 -108
- package/geometries/LightningStrike.cjs.js +1 -0
- package/geometries/LightningStrike.js +294 -101
- package/geometries/ParametricGeometries.cjs.js +1 -0
- package/geometries/ParametricGeometries.js +76 -26
- package/geometries/ParametricGeometry.cjs.js +1 -0
- package/geometries/ParametricGeometry.js +48 -24
- package/geometries/RoundedBoxGeometry.cjs.js +1 -0
- package/geometries/RoundedBoxGeometry.js +64 -33
- package/geometries/TeapotGeometry.cjs.js +1 -0
- package/geometries/TeapotGeometry.js +174 -1434
- package/geometries/TextGeometry.cjs.js +1 -0
- package/geometries/TextGeometry.js +17 -9
- package/helpers/LightProbeHelper.cjs.js +1 -0
- package/helpers/LightProbeHelper.js +21 -53
- package/helpers/PositionalAudioHelper.cjs.js +1 -0
- package/helpers/PositionalAudioHelper.js +30 -23
- package/helpers/RectAreaLightHelper.cjs.js +1 -0
- package/helpers/RectAreaLightHelper.js +33 -17
- package/helpers/VertexNormalsHelper.cjs.js +1 -0
- package/helpers/VertexNormalsHelper.js +41 -20
- package/helpers/VertexTangentsHelper.cjs.js +1 -0
- package/helpers/VertexTangentsHelper.js +36 -18
- package/index.cjs.js +1 -0
- package/index.js +333 -968
- package/interactive/InteractiveGroup.cjs.js +1 -0
- package/interactive/InteractiveGroup.d.ts +5 -0
- package/interactive/InteractiveGroup.js +87 -0
- package/interactive/SelectionBox.cjs.js +1 -0
- package/interactive/SelectionBox.js +46 -31
- package/interactive/SelectionHelper.cjs.js +1 -0
- package/interactive/SelectionHelper.js +21 -16
- package/libs/MeshoptDecoder.cjs.js +1 -0
- package/libs/MeshoptDecoder.js +58 -147
- package/libs/MotionControllers.cjs.js +1 -0
- package/libs/MotionControllers.js +208 -66
- package/lights/LightProbeGenerator.cjs.js +1 -0
- package/lights/LightProbeGenerator.js +96 -40
- package/lights/RectAreaLightUniformsLib.cjs.js +1 -0
- package/lights/RectAreaLightUniformsLib.js +9 -32842
- package/lines/Line2.cjs.js +1 -0
- package/lines/Line2.js +12 -9
- package/lines/LineGeometry.cjs.js +1 -0
- package/lines/LineGeometry.js +19 -7
- package/lines/LineMaterial.cjs.js +1 -0
- package/lines/LineMaterial.js +89 -51
- package/lines/LineSegments2.cjs.js +1 -0
- package/lines/LineSegments2.js +165 -56
- package/lines/LineSegmentsGeometry.cjs.js +1 -0
- package/lines/LineSegmentsGeometry.js +71 -29
- package/lines/Wireframe.cjs.js +1 -0
- package/lines/Wireframe.js +29 -15
- package/lines/WireframeGeometry2.cjs.js +1 -0
- package/lines/WireframeGeometry2.js +9 -8
- package/loaders/3DMLoader.cjs.js +1 -0
- package/loaders/3DMLoader.js +469 -234
- package/loaders/3MFLoader.cjs.js +1 -0
- package/loaders/3MFLoader.js +555 -340
- package/loaders/AMFLoader.cjs.js +1 -0
- package/loaders/AMFLoader.js +219 -114
- package/loaders/AssimpLoader.cjs.js +1 -0
- package/loaders/AssimpLoader.js +725 -328
- package/loaders/BVHLoader.cjs.js +1 -0
- package/loaders/BVHLoader.js +200 -94
- package/loaders/BasisTextureLoader.cjs.js +1 -0
- package/loaders/BasisTextureLoader.js +357 -229
- package/loaders/ColladaLoader.cjs.js +1 -0
- package/loaders/ColladaLoader.js +1522 -932
- package/loaders/DDSLoader.cjs.js +1 -0
- package/loaders/DDSLoader.js +108 -42
- package/loaders/DRACOLoader.cjs.js +1 -0
- package/loaders/DRACOLoader.js +210 -103
- package/loaders/EXRLoader.cjs.js +1 -0
- package/loaders/EXRLoader.js +809 -461
- package/loaders/FBXLoader.cjs.js +1 -0
- package/loaders/FBXLoader.js +1397 -842
- package/loaders/FontLoader.cjs.js +1 -0
- package/loaders/FontLoader.js +66 -33
- package/loaders/GCodeLoader.cjs.js +1 -0
- package/loaders/GCodeLoader.js +111 -63
- package/loaders/GLTFLoader.cjs.js +1 -0
- package/loaders/GLTFLoader.js +1484 -771
- package/loaders/HDRCubeTextureLoader.cjs.js +1 -0
- package/loaders/HDRCubeTextureLoader.js +50 -45
- package/loaders/KMZLoader.cjs.js +1 -0
- package/loaders/KMZLoader.js +55 -42
- package/loaders/KTX2Loader.cjs.js +1 -0
- package/loaders/KTX2Loader.js +362 -229
- package/loaders/KTXLoader.cjs.js +1 -0
- package/loaders/KTXLoader.js +99 -37
- package/loaders/LDrawLoader.cjs.js +1 -0
- package/loaders/LDrawLoader.js +746 -313
- package/loaders/LUT3dlLoader.cjs.js +1 -0
- package/loaders/LUT3dlLoader.js +62 -50
- package/loaders/LUTCubeLoader.cjs.js +1 -0
- package/loaders/LUTCubeLoader.js +56 -45
- package/loaders/LWOLoader.cjs.js +1 -0
- package/loaders/LWOLoader.js +339 -227
- package/loaders/LottieLoader.cjs.js +1 -0
- package/loaders/LottieLoader.js +38 -36
- package/loaders/MD2Loader.cjs.js +1 -0
- package/loaders/MD2Loader.js +91 -248
- package/loaders/MDDLoader.cjs.js +1 -0
- package/loaders/MDDLoader.js +45 -25
- package/loaders/MMDLoader.cjs.js +1 -0
- package/loaders/MMDLoader.js +795 -359
- package/loaders/MTLLoader.cjs.js +1 -0
- package/loaders/MTLLoader.js +201 -91
- package/loaders/NRRDLoader.cjs.js +1 -0
- package/loaders/NRRDLoader.js +263 -182
- package/loaders/NodeMaterialLoader.cjs.js +1 -0
- package/loaders/NodeMaterialLoader.js +14 -121
- package/loaders/OBJLoader.cjs.js +1 -0
- package/loaders/OBJLoader.js +283 -161
- package/loaders/PCDLoader.cjs.js +1 -0
- package/loaders/PCDLoader.js +164 -145
- package/loaders/PDBLoader.cjs.js +1 -0
- package/loaders/PDBLoader.js +63 -45
- package/loaders/PLYLoader.cjs.js +1 -0
- package/loaders/PLYLoader.js +203 -106
- package/loaders/PRWMLoader.cjs.js +1 -0
- package/loaders/PRWMLoader.js +110 -73
- package/loaders/PVRLoader.cjs.js +1 -0
- package/loaders/PVRLoader.js +93 -32
- package/loaders/RGBELoader.cjs.js +1 -0
- package/loaders/RGBELoader.js +233 -96
- package/loaders/RGBMLoader.cjs.js +1 -0
- package/loaders/RGBMLoader.js +514 -344
- package/loaders/STLLoader.cjs.js +1 -0
- package/loaders/STLLoader.js +165 -59
- package/loaders/SVGLoader.cjs.js +1 -0
- package/loaders/SVGLoader.js +851 -481
- package/loaders/TDSLoader.cjs.js +1 -0
- package/loaders/TDSLoader.js +527 -137
- package/loaders/TGALoader.cjs.js +1 -0
- package/loaders/TGALoader.js +205 -94
- package/loaders/TTFLoader.cjs.js +1 -0
- package/loaders/TTFLoader.js +79 -58
- package/loaders/TiltLoader.cjs.js +1 -0
- package/loaders/TiltLoader.js +167 -129
- package/loaders/VOXLoader.cjs.js +1 -0
- package/loaders/VOXLoader.js +84 -320
- package/loaders/VRMLLoader.cjs.js +1 -0
- package/loaders/VRMLLoader.js +1268 -786
- package/loaders/VRMLoader.cjs.js +1 -0
- package/loaders/VRMLoader.js +31 -23
- package/loaders/VTKLoader.cjs.js +1 -0
- package/loaders/VTKLoader.js +407 -219
- package/loaders/XLoader.cjs.js +1 -0
- package/loaders/XLoader.js +1259 -1083
- package/loaders/XYZLoader.cjs.js +1 -0
- package/loaders/XYZLoader.js +34 -28
- package/loaders/lwo/IFFParser.cjs.js +1 -0
- package/loaders/lwo/IFFParser.js +492 -238
- package/loaders/lwo/LWO2Parser.cjs.js +1 -0
- package/loaders/lwo/LWO2Parser.js +279 -176
- package/loaders/lwo/LWO3Parser.cjs.js +1 -0
- package/loaders/lwo/LWO3Parser.js +247 -160
- package/math/Capsule.cjs.js +1 -0
- package/math/Capsule.js +43 -56
- package/math/ColorConverter.cjs.js +1 -0
- package/math/ColorConverter.js +32 -18
- package/math/ConvexHull.cjs.js +1 -0
- package/math/ConvexHull.js +357 -97
- package/math/ImprovedNoise.cjs.js +1 -0
- package/math/ImprovedNoise.js +32 -282
- package/math/Lut.cjs.js +1 -0
- package/math/Lut.js +35 -51
- package/math/MeshSurfaceSampler.cjs.js +1 -0
- package/math/MeshSurfaceSampler.js +68 -25
- package/math/OBB.cjs.js +1 -0
- package/math/OBB.js +152 -91
- package/math/Octree.cjs.js +1 -0
- package/math/Octree.js +139 -76
- package/math/SimplexNoise.cjs.js +1 -0
- package/math/SimplexNoise.js +238 -217
- package/misc/ConvexObjectBreaker.cjs.js +1 -0
- package/misc/ConvexObjectBreaker.js +185 -79
- package/misc/GPUComputationRenderer.cjs.js +1 -0
- package/misc/GPUComputationRenderer.js +194 -69
- package/misc/Gyroscope.cjs.js +1 -0
- package/misc/Gyroscope.js +22 -16
- package/misc/MD2Character.cjs.js +1 -0
- package/misc/MD2Character.js +74 -52
- package/misc/MD2CharacterComplex.cjs.js +1 -0
- package/misc/MD2CharacterComplex.js +163 -112
- package/misc/MorphAnimMesh.cjs.js +1 -0
- package/misc/MorphAnimMesh.js +28 -20
- package/misc/MorphBlendMesh.cjs.js +1 -0
- package/misc/MorphBlendMesh.js +69 -45
- package/misc/ProgressiveLightmap.cjs.js +1 -0
- package/misc/ProgressiveLightmap.js +187 -70
- package/misc/RollerCoaster.cjs.js +1 -0
- package/misc/RollerCoaster.js +135 -106
- package/misc/TubePainter.cjs.js +1 -0
- package/misc/TubePainter.js +92 -74
- package/misc/Volume.cjs.js +1 -0
- package/misc/Volume.js +270 -108
- package/misc/VolumeSlice.cjs.js +1 -0
- package/misc/VolumeSlice.js +122 -34
- package/misc/WebGL.cjs.js +1 -0
- package/misc/WebGL.js +34 -37
- package/modifiers/CurveModifier.cjs.js +1 -0
- package/modifiers/CurveModifier.js +151 -46
- package/modifiers/EdgeSplitModifier.cjs.js +1 -0
- package/modifiers/EdgeSplitModifier.js +90 -46
- package/modifiers/SimplifyModifier.cjs.js +1 -0
- package/modifiers/SimplifyModifier.js +202 -77
- package/modifiers/TessellateModifier.cjs.js +1 -0
- package/modifiers/TessellateModifier.js +90 -65
- package/nodes/Nodes.cjs.js +1 -0
- package/nodes/Nodes.js +140 -274
- package/nodes/ShaderNode.cjs.js +1 -0
- package/nodes/ShaderNode.js +196 -296
- package/nodes/accessors/BufferNode.cjs.js +1 -0
- package/nodes/accessors/BufferNode.js +8 -4
- package/nodes/accessors/CameraNode.cjs.js +1 -0
- package/nodes/accessors/CameraNode.js +25 -20
- package/nodes/accessors/CubeTextureNode.cjs.js +1 -0
- package/nodes/accessors/CubeTextureNode.js +26 -14
- package/nodes/accessors/MaterialNode.cjs.js +1 -0
- package/nodes/accessors/MaterialNode.js +53 -43
- package/nodes/accessors/MaterialReferenceNode.cjs.js +1 -0
- package/nodes/accessors/MaterialReferenceNode.js +6 -3
- package/nodes/accessors/ModelNode.cjs.js +1 -0
- package/nodes/accessors/ModelNode.js +5 -3
- package/nodes/accessors/ModelViewProjectionNode.cjs.js +1 -0
- package/nodes/accessors/ModelViewProjectionNode.js +13 -14
- package/nodes/accessors/NormalNode.cjs.js +1 -0
- package/nodes/accessors/NormalNode.js +39 -40
- package/nodes/accessors/Object3DNode.cjs.js +1 -0
- package/nodes/accessors/Object3DNode.js +50 -40
- package/nodes/accessors/PointUVNode.cjs.js +1 -0
- package/nodes/accessors/PointUVNode.js +9 -5
- package/nodes/accessors/PositionNode.cjs.js +1 -0
- package/nodes/accessors/PositionNode.js +41 -42
- package/nodes/accessors/ReferenceNode.cjs.js +1 -0
- package/nodes/accessors/ReferenceNode.js +17 -10
- package/nodes/accessors/ReflectNode.cjs.js +1 -0
- package/nodes/accessors/ReflectNode.js +26 -23
- package/nodes/accessors/SkinningNode.cjs.js +1 -0
- package/nodes/accessors/SkinningNode.js +48 -46
- package/nodes/accessors/TextureNode.cjs.js +1 -0
- package/nodes/accessors/TextureNode.js +29 -14
- package/nodes/accessors/UVNode.cjs.js +1 -0
- package/nodes/accessors/UVNode.js +11 -5
- package/nodes/core/ArrayUniformNode.cjs.js +1 -0
- package/nodes/core/ArrayUniformNode.js +7 -3
- package/nodes/core/AttributeNode.cjs.js +1 -0
- package/nodes/core/AttributeNode.js +12 -5
- package/nodes/core/BypassNode.cjs.js +1 -0
- package/nodes/core/BypassNode.js +12 -5
- package/nodes/core/CodeNode.cjs.js +1 -0
- package/nodes/core/CodeNode.js +12 -4
- package/nodes/core/ConstNode.cjs.js +1 -0
- package/nodes/core/ConstNode.js +7 -3
- package/nodes/core/ContextNode.cjs.js +1 -0
- package/nodes/core/ContextNode.js +8 -3
- package/nodes/core/ExpressionNode.cjs.js +1 -0
- package/nodes/core/ExpressionNode.js +9 -5
- package/nodes/core/FunctionCallNode.cjs.js +1 -0
- package/nodes/core/FunctionCallNode.js +15 -6
- package/nodes/core/FunctionNode.cjs.js +1 -0
- package/nodes/core/FunctionNode.js +25 -10
- package/nodes/core/InputNode.cjs.js +1 -0
- package/nodes/core/InputNode.js +23 -12
- package/nodes/core/Node.cjs.js +1 -0
- package/nodes/core/Node.js +75 -35
- package/nodes/core/NodeAttribute.cjs.js +1 -0
- package/nodes/core/NodeAttribute.js +4 -2
- package/nodes/core/NodeBuilder.cjs.js +1 -0
- package/nodes/core/NodeBuilder.js +224 -110
- package/nodes/core/NodeCode.cjs.js +1 -0
- package/nodes/core/NodeCode.js +7 -4
- package/nodes/core/NodeFrame.cjs.js +1 -0
- package/nodes/core/NodeFrame.js +12 -9
- package/nodes/core/NodeFunction.cjs.js +1 -0
- package/nodes/core/NodeFunction.js +17 -0
- package/nodes/core/NodeFunctionInput.cjs.js +1 -0
- package/nodes/core/NodeFunctionInput.js +5 -3
- package/nodes/core/NodeKeywords.cjs.js +1 -0
- package/nodes/core/NodeKeywords.js +16 -5
- package/nodes/core/NodeParser.cjs.js +1 -0
- package/nodes/core/NodeParser.js +8 -0
- package/nodes/core/NodeUniform.cjs.js +1 -0
- package/nodes/core/NodeUniform.js +7 -3
- package/nodes/core/NodeUtils.cjs.js +1 -0
- package/nodes/core/NodeUtils.js +43 -39
- package/nodes/core/NodeVar.cjs.js +1 -0
- package/nodes/core/NodeVar.js +4 -2
- package/nodes/core/NodeVary.cjs.js +1 -0
- package/nodes/core/NodeVary.js +4 -2
- package/nodes/core/PropertyNode.cjs.js +1 -0
- package/nodes/core/PropertyNode.js +10 -4
- package/nodes/core/TempNode.cjs.js +1 -0
- package/nodes/core/TempNode.js +11 -5
- package/nodes/core/UniformNode.cjs.js +1 -0
- package/nodes/core/UniformNode.js +10 -4
- package/nodes/core/VarNode.cjs.js +1 -0
- package/nodes/core/VarNode.js +11 -3
- package/nodes/core/VaryNode.cjs.js +1 -0
- package/nodes/core/VaryNode.js +15 -6
- package/nodes/core/constants.cjs.js +1 -0
- package/nodes/core/constants.js +7 -20
- package/nodes/display/ColorSpaceNode.cjs.js +1 -0
- package/nodes/display/ColorSpaceNode.js +38 -34
- package/nodes/display/NormalMapNode.cjs.js +1 -0
- package/nodes/display/NormalMapNode.js +53 -35
- package/nodes/fog/FogNode.cjs.js +1 -0
- package/nodes/fog/FogNode.js +9 -5
- package/nodes/fog/FogRangeNode.cjs.js +1 -0
- package/nodes/fog/FogRangeNode.js +9 -5
- package/nodes/functions/BSDFs.cjs.js +1 -0
- package/nodes/functions/BSDFs.js +118 -61
- package/nodes/functions/PhysicalMaterialFunctions.cjs.js +1 -0
- package/nodes/functions/PhysicalMaterialFunctions.js +57 -0
- package/nodes/lights/LightContextNode.cjs.js +1 -0
- package/nodes/lights/LightContextNode.js +23 -14
- package/nodes/lights/LightNode.cjs.js +1 -0
- package/nodes/lights/LightNode.js +31 -27
- package/nodes/lights/LightsNode.cjs.js +1 -0
- package/nodes/lights/LightsNode.js +28 -9
- package/nodes/loaders/NodeLoader.cjs.js +1 -0
- package/nodes/loaders/NodeLoader.js +42 -27
- package/nodes/loaders/NodeMaterialLoader.cjs.js +1 -0
- package/nodes/loaders/NodeMaterialLoader.js +10 -4
- package/nodes/loaders/NodeObjectLoader.cjs.js +1 -0
- package/nodes/loaders/NodeObjectLoader.js +19 -9
- package/nodes/materials/LineBasicNodeMaterial.cjs.js +1 -0
- package/nodes/materials/LineBasicNodeMaterial.js +10 -5
- package/nodes/materials/Materials.cjs.js +1 -0
- package/nodes/materials/Materials.js +17 -14
- package/nodes/materials/MeshBasicNodeMaterial.cjs.js +1 -0
- package/nodes/materials/MeshBasicNodeMaterial.js +10 -5
- package/nodes/materials/MeshStandardNodeMaterial.cjs.js +1 -0
- package/nodes/materials/MeshStandardNodeMaterial.js +8 -5
- package/nodes/materials/NodeMaterial.cjs.js +1 -0
- package/nodes/materials/NodeMaterial.js +36 -20
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- package/webxr/XRHandMeshModel.mjs +0 -73
- package/webxr/XRHandModelFactory.mjs +0 -61
- package/webxr/XRHandPrimitiveModel.mjs +0 -68
package/csm/CSM.cjs.js
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("three"),e=require("./CSMFrustum.cjs.js"),s=require("./CSMShader.cjs.js");const a=new t.Matrix4,i=new e.CSMFrustum,r=new t.Vector3,h=new t.Box3,n=[],o=[];exports.CSM=class{constructor(s){s=s||{},this.camera=s.camera,this.parent=s.parent,this.cascades=s.cascades||3,this.maxFar=s.maxFar||1e5,this.mode=s.mode||"practical",this.shadowMapSize=s.shadowMapSize||2048,this.shadowBias=s.shadowBias||1e-6,this.lightDirection=s.lightDirection||new t.Vector3(1,-1,1).normalize(),this.lightIntensity=s.lightIntensity||1,this.lightNear=s.lightNear||1,this.lightFar=s.lightFar||2e3,this.lightMargin=s.lightMargin||200,this.customSplitsCallback=s.customSplitsCallback,this.fade=!1,this.mainFrustum=new e.CSMFrustum,this.frustums=[],this.breaks=[],this.lights=[],this.shaders=new Map,this.createLights(),this.updateFrustums(),this.injectInclude()}createLights(){for(let e=0;e<this.cascades;e++){const e=new t.DirectionalLight(16777215,this.lightIntensity);e.castShadow=!0,e.shadow.mapSize.width=this.shadowMapSize,e.shadow.mapSize.height=this.shadowMapSize,e.shadow.camera.near=this.lightNear,e.shadow.camera.far=this.lightFar,e.shadow.bias=this.shadowBias,this.parent.add(e),this.parent.add(e.target),this.lights.push(e)}}initCascades(){const t=this.camera;t.updateProjectionMatrix(),this.mainFrustum.setFromProjectionMatrix(t.projectionMatrix,this.maxFar),this.mainFrustum.split(this.breaks,this.frustums)}updateShadowBounds(){const t=this.frustums;for(let e=0;e<t.length;e++){const t=this.lights[e].shadow.camera,s=this.frustums[e],a=s.vertices.near,i=s.vertices.far,r=i[0];let h;h=r.distanceTo(i[2])>r.distanceTo(a[2])?i[2]:a[2];let n=r.distanceTo(h);if(this.fade){const t=this.camera,e=Math.max(t.far,this.maxFar),a=s.vertices.far[0].z/(e-t.near);n+=.25*Math.pow(a,2)*(e-t.near)}t.left=-n/2,t.right=n/2,t.top=n/2,t.bottom=-n/2,t.updateProjectionMatrix()}}getBreaks(){const e=this.camera,s=Math.min(e.far,this.maxFar);switch(this.breaks.length=0,this.mode){case"uniform":a(this.cascades,e.near,s,this.breaks);break;case"logarithmic":i(this.cascades,e.near,s,this.breaks);break;case"practical":!function(e,s,r,h,c){n.length=0,o.length=0,i(e,s,r,o),a(e,s,r,n);for(let s=1;s<e;s++)c.push(t.MathUtils.lerp(n[s-1],o[s-1],h));c.push(1)}(this.cascades,e.near,s,.5,this.breaks);break;case"custom":void 0===this.customSplitsCallback&&console.error("CSM: Custom split scheme callback not defined."),this.customSplitsCallback(this.cascades,e.near,s,this.breaks)}function a(t,e,s,a){for(let i=1;i<t;i++)a.push((e+(s-e)*i/t)/s);a.push(1)}function i(t,e,s,a){for(let i=1;i<t;i++)a.push(e*(s/e)**(i/t)/s);a.push(1)}}update(){const t=this.camera,e=this.frustums;for(let s=0;s<e.length;s++){const n=this.lights[s],o=n.shadow.camera,c=(o.right-o.left)/this.shadowMapSize,d=(o.top-o.bottom)/this.shadowMapSize;n.shadow.camera.updateMatrixWorld(!0),a.multiplyMatrices(n.shadow.camera.matrixWorldInverse,t.matrixWorld),e[s].toSpace(a,i);const l=i.vertices.near,u=i.vertices.far;h.makeEmpty();for(let t=0;t<4;t++)h.expandByPoint(l[t]),h.expandByPoint(u[t]);h.getCenter(r),r.z=h.max.z+this.lightMargin,r.x=Math.floor(r.x/c)*c,r.y=Math.floor(r.y/d)*d,r.applyMatrix4(n.shadow.camera.matrixWorld),n.position.copy(r),n.target.position.copy(r),n.target.position.x+=this.lightDirection.x,n.target.position.y+=this.lightDirection.y,n.target.position.z+=this.lightDirection.z}}injectInclude(){t.ShaderChunk.lights_fragment_begin=s.CSMShader.lights_fragment_begin,t.ShaderChunk.lights_pars_begin=s.CSMShader.lights_pars_begin}setupMaterial(t){t.defines=t.defines||{},t.defines.USE_CSM=1,t.defines.CSM_CASCADES=this.cascades,this.fade&&(t.defines.CSM_FADE="");const e=[],s=this,a=this.shaders;t.onBeforeCompile=function(i){const r=Math.min(s.camera.far,s.maxFar);s.getExtendedBreaks(e),i.uniforms.CSM_cascades={value:e},i.uniforms.cameraNear={value:s.camera.near},i.uniforms.shadowFar={value:r},a.set(t,i)},a.set(t,null)}updateUniforms(){const t=Math.min(this.camera.far,this.maxFar);this.shaders.forEach((function(e,s){if(null!==e){const s=e.uniforms;this.getExtendedBreaks(s.CSM_cascades.value),s.cameraNear.value=this.camera.near,s.shadowFar.value=t}!this.fade&&"CSM_FADE"in s.defines?(delete s.defines.CSM_FADE,s.needsUpdate=!0):this.fade&&!("CSM_FADE"in s.defines)&&(s.defines.CSM_FADE="",s.needsUpdate=!0)}),this)}getExtendedBreaks(e){for(;e.length<this.breaks.length;)e.push(new t.Vector2);e.length=this.breaks.length;for(let t=0;t<this.cascades;t++){const s=this.breaks[t],a=this.breaks[t-1]||0;e[t].x=a,e[t].y=s}}updateFrustums(){this.getBreaks(),this.initCascades(),this.updateShadowBounds(),this.updateUniforms()}remove(){for(let t=0;t<this.lights.length;t++)this.parent.remove(this.lights[t])}dispose(){const t=this.shaders;t.forEach((function(t,e){delete e.onBeforeCompile,delete e.defines.USE_CSM,delete e.defines.CSM_CASCADES,delete e.defines.CSM_FADE,null!==t&&(delete t.uniforms.CSM_cascades,delete t.uniforms.cameraNear,delete t.uniforms.shadowFar),e.needsUpdate=!0})),t.clear()}};
|
package/csm/CSM.js
CHANGED
@@ -1,12 +1,15 @@
|
|
1
|
-
|
2
|
-
|
3
|
-
|
4
|
-
|
5
|
-
const
|
6
|
-
|
7
|
-
const _lightSpaceFrustum = new CSMFrustum
|
8
|
-
|
9
|
-
const
|
1
|
+
import { Matrix4, Vector3, Box3, DirectionalLight, MathUtils, ShaderChunk, Vector2 } from 'three';
|
2
|
+
import { CSMFrustum } from './CSMFrustum.js';
|
3
|
+
import { CSMShader } from './CSMShader.js';
|
4
|
+
|
5
|
+
const _cameraToLightMatrix = new Matrix4();
|
6
|
+
|
7
|
+
const _lightSpaceFrustum = new CSMFrustum();
|
8
|
+
|
9
|
+
const _center = new Vector3();
|
10
|
+
|
11
|
+
const _bbox = new Box3();
|
12
|
+
|
10
13
|
const _uniformArray = [];
|
11
14
|
const _logArray = [];
|
12
15
|
class CSM {
|
@@ -15,29 +18,30 @@ class CSM {
|
|
15
18
|
this.camera = data.camera;
|
16
19
|
this.parent = data.parent;
|
17
20
|
this.cascades = data.cascades || 3;
|
18
|
-
this.maxFar = data.maxFar ||
|
19
|
-
this.mode = data.mode ||
|
21
|
+
this.maxFar = data.maxFar || 100000;
|
22
|
+
this.mode = data.mode || 'practical';
|
20
23
|
this.shadowMapSize = data.shadowMapSize || 2048;
|
21
|
-
this.shadowBias = data.shadowBias ||
|
22
|
-
this.lightDirection = data.lightDirection || new
|
24
|
+
this.shadowBias = data.shadowBias || 0.000001;
|
25
|
+
this.lightDirection = data.lightDirection || new Vector3(1, -1, 1).normalize();
|
23
26
|
this.lightIntensity = data.lightIntensity || 1;
|
24
27
|
this.lightNear = data.lightNear || 1;
|
25
|
-
this.lightFar = data.lightFar ||
|
28
|
+
this.lightFar = data.lightFar || 2000;
|
26
29
|
this.lightMargin = data.lightMargin || 200;
|
27
30
|
this.customSplitsCallback = data.customSplitsCallback;
|
28
31
|
this.fade = false;
|
29
|
-
this.mainFrustum = new CSMFrustum
|
32
|
+
this.mainFrustum = new CSMFrustum();
|
30
33
|
this.frustums = [];
|
31
34
|
this.breaks = [];
|
32
35
|
this.lights = [];
|
33
|
-
this.shaders =
|
36
|
+
this.shaders = new Map();
|
34
37
|
this.createLights();
|
35
38
|
this.updateFrustums();
|
36
39
|
this.injectInclude();
|
37
40
|
}
|
41
|
+
|
38
42
|
createLights() {
|
39
43
|
for (let i = 0; i < this.cascades; i++) {
|
40
|
-
const light = new
|
44
|
+
const light = new DirectionalLight(0xffffff, this.lightIntensity);
|
41
45
|
light.castShadow = true;
|
42
46
|
light.shadow.mapSize.width = this.shadowMapSize;
|
43
47
|
light.shadow.mapSize.height = this.shadowMapSize;
|
@@ -49,35 +53,46 @@ class CSM {
|
|
49
53
|
this.lights.push(light);
|
50
54
|
}
|
51
55
|
}
|
56
|
+
|
52
57
|
initCascades() {
|
53
58
|
const camera = this.camera;
|
54
59
|
camera.updateProjectionMatrix();
|
55
60
|
this.mainFrustum.setFromProjectionMatrix(camera.projectionMatrix, this.maxFar);
|
56
61
|
this.mainFrustum.split(this.breaks, this.frustums);
|
57
62
|
}
|
63
|
+
|
58
64
|
updateShadowBounds() {
|
59
65
|
const frustums = this.frustums;
|
66
|
+
|
60
67
|
for (let i = 0; i < frustums.length; i++) {
|
61
68
|
const light = this.lights[i];
|
62
69
|
const shadowCam = light.shadow.camera;
|
63
|
-
const frustum = this.frustums[i];
|
70
|
+
const frustum = this.frustums[i]; // Get the two points that represent that furthest points on the frustum assuming
|
71
|
+
// that's either the diagonal across the far plane or the diagonal across the whole
|
72
|
+
// frustum itself.
|
73
|
+
|
64
74
|
const nearVerts = frustum.vertices.near;
|
65
75
|
const farVerts = frustum.vertices.far;
|
66
76
|
const point1 = farVerts[0];
|
67
77
|
let point2;
|
78
|
+
|
68
79
|
if (point1.distanceTo(farVerts[2]) > point1.distanceTo(nearVerts[2])) {
|
69
80
|
point2 = farVerts[2];
|
70
81
|
} else {
|
71
82
|
point2 = nearVerts[2];
|
72
83
|
}
|
84
|
+
|
73
85
|
let squaredBBWidth = point1.distanceTo(point2);
|
86
|
+
|
74
87
|
if (this.fade) {
|
88
|
+
// expand the shadow extents by the fade margin if fade is enabled.
|
75
89
|
const camera = this.camera;
|
76
90
|
const far = Math.max(camera.far, this.maxFar);
|
77
91
|
const linearDepth = frustum.vertices.far[0].z / (far - camera.near);
|
78
|
-
const margin = 0.25 * Math.pow(linearDepth, 2) * (far - camera.near);
|
92
|
+
const margin = 0.25 * Math.pow(linearDepth, 2.0) * (far - camera.near);
|
79
93
|
squaredBBWidth += margin;
|
80
94
|
}
|
95
|
+
|
81
96
|
shadowCam.left = -squaredBBWidth / 2;
|
82
97
|
shadowCam.right = squaredBBWidth / 2;
|
83
98
|
shadowCam.top = squaredBBWidth / 2;
|
@@ -85,72 +100,94 @@ class CSM {
|
|
85
100
|
shadowCam.updateProjectionMatrix();
|
86
101
|
}
|
87
102
|
}
|
103
|
+
|
88
104
|
getBreaks() {
|
89
105
|
const camera = this.camera;
|
90
106
|
const far = Math.min(camera.far, this.maxFar);
|
91
107
|
this.breaks.length = 0;
|
108
|
+
|
92
109
|
switch (this.mode) {
|
93
|
-
case
|
110
|
+
case 'uniform':
|
94
111
|
uniformSplit(this.cascades, camera.near, far, this.breaks);
|
95
112
|
break;
|
96
|
-
|
113
|
+
|
114
|
+
case 'logarithmic':
|
97
115
|
logarithmicSplit(this.cascades, camera.near, far, this.breaks);
|
98
116
|
break;
|
99
|
-
|
117
|
+
|
118
|
+
case 'practical':
|
100
119
|
practicalSplit(this.cascades, camera.near, far, 0.5, this.breaks);
|
101
120
|
break;
|
102
|
-
|
103
|
-
|
104
|
-
|
121
|
+
|
122
|
+
case 'custom':
|
123
|
+
if (this.customSplitsCallback === undefined) console.error('CSM: Custom split scheme callback not defined.');
|
105
124
|
this.customSplitsCallback(this.cascades, camera.near, far, this.breaks);
|
106
125
|
break;
|
107
126
|
}
|
108
|
-
|
127
|
+
|
128
|
+
function uniformSplit(amount, near, far, target) {
|
109
129
|
for (let i = 1; i < amount; i++) {
|
110
|
-
target.push((near + (
|
130
|
+
target.push((near + (far - near) * i / amount) / far);
|
111
131
|
}
|
132
|
+
|
112
133
|
target.push(1);
|
113
134
|
}
|
114
|
-
|
135
|
+
|
136
|
+
function logarithmicSplit(amount, near, far, target) {
|
115
137
|
for (let i = 1; i < amount; i++) {
|
116
|
-
target.push(near * (
|
138
|
+
target.push(near * (far / near) ** (i / amount) / far);
|
117
139
|
}
|
140
|
+
|
118
141
|
target.push(1);
|
119
142
|
}
|
120
|
-
|
143
|
+
|
144
|
+
function practicalSplit(amount, near, far, lambda, target) {
|
121
145
|
_uniformArray.length = 0;
|
122
146
|
_logArray.length = 0;
|
123
|
-
logarithmicSplit(amount, near,
|
124
|
-
uniformSplit(amount, near,
|
147
|
+
logarithmicSplit(amount, near, far, _logArray);
|
148
|
+
uniformSplit(amount, near, far, _uniformArray);
|
149
|
+
|
125
150
|
for (let i = 1; i < amount; i++) {
|
126
|
-
target.push(
|
151
|
+
target.push(MathUtils.lerp(_uniformArray[i - 1], _logArray[i - 1], lambda));
|
127
152
|
}
|
153
|
+
|
128
154
|
target.push(1);
|
129
155
|
}
|
130
156
|
}
|
157
|
+
|
131
158
|
update() {
|
132
159
|
const camera = this.camera;
|
133
160
|
const frustums = this.frustums;
|
161
|
+
|
134
162
|
for (let i = 0; i < frustums.length; i++) {
|
135
163
|
const light = this.lights[i];
|
136
164
|
const shadowCam = light.shadow.camera;
|
137
165
|
const texelWidth = (shadowCam.right - shadowCam.left) / this.shadowMapSize;
|
138
166
|
const texelHeight = (shadowCam.top - shadowCam.bottom) / this.shadowMapSize;
|
139
167
|
light.shadow.camera.updateMatrixWorld(true);
|
168
|
+
|
140
169
|
_cameraToLightMatrix.multiplyMatrices(light.shadow.camera.matrixWorldInverse, camera.matrixWorld);
|
170
|
+
|
141
171
|
frustums[i].toSpace(_cameraToLightMatrix, _lightSpaceFrustum);
|
142
172
|
const nearVerts = _lightSpaceFrustum.vertices.near;
|
143
173
|
const farVerts = _lightSpaceFrustum.vertices.far;
|
174
|
+
|
144
175
|
_bbox.makeEmpty();
|
176
|
+
|
145
177
|
for (let j = 0; j < 4; j++) {
|
146
178
|
_bbox.expandByPoint(nearVerts[j]);
|
179
|
+
|
147
180
|
_bbox.expandByPoint(farVerts[j]);
|
148
181
|
}
|
182
|
+
|
149
183
|
_bbox.getCenter(_center);
|
184
|
+
|
150
185
|
_center.z = _bbox.max.z + this.lightMargin;
|
151
186
|
_center.x = Math.floor(_center.x / texelWidth) * texelWidth;
|
152
187
|
_center.y = Math.floor(_center.y / texelHeight) * texelHeight;
|
188
|
+
|
153
189
|
_center.applyMatrix4(light.shadow.camera.matrixWorld);
|
190
|
+
|
154
191
|
light.position.copy(_center);
|
155
192
|
light.target.position.copy(_center);
|
156
193
|
light.target.position.x += this.lightDirection.x;
|
@@ -158,54 +195,71 @@ class CSM {
|
|
158
195
|
light.target.position.z += this.lightDirection.z;
|
159
196
|
}
|
160
197
|
}
|
198
|
+
|
161
199
|
injectInclude() {
|
162
|
-
|
163
|
-
|
200
|
+
ShaderChunk.lights_fragment_begin = CSMShader.lights_fragment_begin;
|
201
|
+
ShaderChunk.lights_pars_begin = CSMShader.lights_pars_begin;
|
164
202
|
}
|
203
|
+
|
165
204
|
setupMaterial(material) {
|
166
205
|
material.defines = material.defines || {};
|
167
206
|
material.defines.USE_CSM = 1;
|
168
207
|
material.defines.CSM_CASCADES = this.cascades;
|
208
|
+
|
169
209
|
if (this.fade) {
|
170
|
-
material.defines.CSM_FADE =
|
210
|
+
material.defines.CSM_FADE = '';
|
171
211
|
}
|
212
|
+
|
172
213
|
const breaksVec2 = [];
|
173
214
|
const scope = this;
|
174
215
|
const shaders = this.shaders;
|
175
|
-
|
216
|
+
|
217
|
+
material.onBeforeCompile = function (shader) {
|
176
218
|
const far = Math.min(scope.camera.far, scope.maxFar);
|
177
219
|
scope.getExtendedBreaks(breaksVec2);
|
178
|
-
shader.uniforms.CSM_cascades = {
|
179
|
-
|
180
|
-
|
220
|
+
shader.uniforms.CSM_cascades = {
|
221
|
+
value: breaksVec2
|
222
|
+
};
|
223
|
+
shader.uniforms.cameraNear = {
|
224
|
+
value: scope.camera.near
|
225
|
+
};
|
226
|
+
shader.uniforms.shadowFar = {
|
227
|
+
value: far
|
228
|
+
};
|
181
229
|
shaders.set(material, shader);
|
182
230
|
};
|
231
|
+
|
183
232
|
shaders.set(material, null);
|
184
233
|
}
|
234
|
+
|
185
235
|
updateUniforms() {
|
186
236
|
const far = Math.min(this.camera.far, this.maxFar);
|
187
237
|
const shaders = this.shaders;
|
188
|
-
shaders.forEach(function(shader, material) {
|
238
|
+
shaders.forEach(function (shader, material) {
|
189
239
|
if (shader !== null) {
|
190
240
|
const uniforms = shader.uniforms;
|
191
241
|
this.getExtendedBreaks(uniforms.CSM_cascades.value);
|
192
242
|
uniforms.cameraNear.value = this.camera.near;
|
193
243
|
uniforms.shadowFar.value = far;
|
194
244
|
}
|
195
|
-
|
245
|
+
|
246
|
+
if (!this.fade && 'CSM_FADE' in material.defines) {
|
196
247
|
delete material.defines.CSM_FADE;
|
197
248
|
material.needsUpdate = true;
|
198
|
-
} else if (this.fade && !(
|
199
|
-
material.defines.CSM_FADE =
|
249
|
+
} else if (this.fade && !('CSM_FADE' in material.defines)) {
|
250
|
+
material.defines.CSM_FADE = '';
|
200
251
|
material.needsUpdate = true;
|
201
252
|
}
|
202
253
|
}, this);
|
203
254
|
}
|
255
|
+
|
204
256
|
getExtendedBreaks(target) {
|
205
257
|
while (target.length < this.breaks.length) {
|
206
|
-
target.push(new
|
258
|
+
target.push(new Vector2());
|
207
259
|
}
|
260
|
+
|
208
261
|
target.length = this.breaks.length;
|
262
|
+
|
209
263
|
for (let i = 0; i < this.cascades; i++) {
|
210
264
|
const amount = this.breaks[i];
|
211
265
|
const prev = this.breaks[i - 1] || 0;
|
@@ -213,32 +267,39 @@ class CSM {
|
|
213
267
|
target[i].y = amount;
|
214
268
|
}
|
215
269
|
}
|
270
|
+
|
216
271
|
updateFrustums() {
|
217
272
|
this.getBreaks();
|
218
273
|
this.initCascades();
|
219
274
|
this.updateShadowBounds();
|
220
275
|
this.updateUniforms();
|
221
276
|
}
|
277
|
+
|
222
278
|
remove() {
|
223
279
|
for (let i = 0; i < this.lights.length; i++) {
|
224
280
|
this.parent.remove(this.lights[i]);
|
225
281
|
}
|
226
282
|
}
|
283
|
+
|
227
284
|
dispose() {
|
228
285
|
const shaders = this.shaders;
|
229
|
-
shaders.forEach(function(shader, material) {
|
286
|
+
shaders.forEach(function (shader, material) {
|
230
287
|
delete material.onBeforeCompile;
|
231
288
|
delete material.defines.USE_CSM;
|
232
289
|
delete material.defines.CSM_CASCADES;
|
233
290
|
delete material.defines.CSM_FADE;
|
291
|
+
|
234
292
|
if (shader !== null) {
|
235
293
|
delete shader.uniforms.CSM_cascades;
|
236
294
|
delete shader.uniforms.cameraNear;
|
237
295
|
delete shader.uniforms.shadowFar;
|
238
296
|
}
|
297
|
+
|
239
298
|
material.needsUpdate = true;
|
240
299
|
});
|
241
300
|
shaders.clear();
|
242
301
|
}
|
302
|
+
|
243
303
|
}
|
244
|
-
|
304
|
+
|
305
|
+
export { CSM };
|
@@ -0,0 +1 @@
|
|
1
|
+
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");const t=new e.Matrix4;class r{constructor(t){t=t||{},this.vertices={near:[new e.Vector3,new e.Vector3,new e.Vector3,new e.Vector3],far:[new e.Vector3,new e.Vector3,new e.Vector3,new e.Vector3]},void 0!==t.projectionMatrix&&this.setFromProjectionMatrix(t.projectionMatrix,t.maxFar||1e4)}setFromProjectionMatrix(e,r){const s=0===e.elements[11];return t.copy(e).invert(),this.vertices.near[0].set(1,1,-1),this.vertices.near[1].set(1,-1,-1),this.vertices.near[2].set(-1,-1,-1),this.vertices.near[3].set(-1,1,-1),this.vertices.near.forEach((function(e){e.applyMatrix4(t)})),this.vertices.far[0].set(1,1,1),this.vertices.far[1].set(1,-1,1),this.vertices.far[2].set(-1,-1,1),this.vertices.far[3].set(-1,1,1),this.vertices.far.forEach((function(e){e.applyMatrix4(t);const i=Math.abs(e.z);s?e.z*=Math.min(r/i,1):e.multiplyScalar(Math.min(r/i,1))})),this.vertices}split(e,t){for(;e.length>t.length;)t.push(new r);t.length=e.length;for(let r=0;r<e.length;r++){const s=t[r];if(0===r)for(let e=0;e<4;e++)s.vertices.near[e].copy(this.vertices.near[e]);else for(let t=0;t<4;t++)s.vertices.near[t].lerpVectors(this.vertices.near[t],this.vertices.far[t],e[r-1]);if(r===e.length-1)for(let e=0;e<4;e++)s.vertices.far[e].copy(this.vertices.far[e]);else for(let t=0;t<4;t++)s.vertices.far[t].lerpVectors(this.vertices.near[t],this.vertices.far[t],e[r])}}toSpace(e,t){for(let r=0;r<4;r++)t.vertices.near[r].copy(this.vertices.near[r]).applyMatrix4(e),t.vertices.far[r].copy(this.vertices.far[r]).applyMatrix4(e)}}exports.CSMFrustum=r;
|
package/csm/CSMFrustum.js
CHANGED
@@ -1,50 +1,61 @@
|
|
1
|
-
|
2
|
-
|
3
|
-
const
|
4
|
-
|
1
|
+
import { Matrix4, Vector3 } from 'three';
|
2
|
+
|
3
|
+
const inverseProjectionMatrix = new Matrix4();
|
4
|
+
|
5
5
|
class CSMFrustum {
|
6
6
|
constructor(data) {
|
7
7
|
data = data || {};
|
8
8
|
this.vertices = {
|
9
|
-
near: [new
|
10
|
-
far: [new
|
9
|
+
near: [new Vector3(), new Vector3(), new Vector3(), new Vector3()],
|
10
|
+
far: [new Vector3(), new Vector3(), new Vector3(), new Vector3()]
|
11
11
|
};
|
12
|
-
|
13
|
-
|
12
|
+
|
13
|
+
if (data.projectionMatrix !== undefined) {
|
14
|
+
this.setFromProjectionMatrix(data.projectionMatrix, data.maxFar || 10000);
|
14
15
|
}
|
15
16
|
}
|
17
|
+
|
16
18
|
setFromProjectionMatrix(projectionMatrix, maxFar) {
|
17
19
|
const isOrthographic = projectionMatrix.elements[2 * 4 + 3] === 0;
|
18
|
-
inverseProjectionMatrix.copy(projectionMatrix).invert();
|
20
|
+
inverseProjectionMatrix.copy(projectionMatrix).invert(); // 3 --- 0 vertices.near/far order
|
21
|
+
// | |
|
22
|
+
// 2 --- 1
|
23
|
+
// clip space spans from [-1, 1]
|
24
|
+
|
19
25
|
this.vertices.near[0].set(1, 1, -1);
|
20
26
|
this.vertices.near[1].set(1, -1, -1);
|
21
27
|
this.vertices.near[2].set(-1, -1, -1);
|
22
28
|
this.vertices.near[3].set(-1, 1, -1);
|
23
|
-
this.vertices.near.forEach(function(v) {
|
29
|
+
this.vertices.near.forEach(function (v) {
|
24
30
|
v.applyMatrix4(inverseProjectionMatrix);
|
25
31
|
});
|
26
32
|
this.vertices.far[0].set(1, 1, 1);
|
27
33
|
this.vertices.far[1].set(1, -1, 1);
|
28
34
|
this.vertices.far[2].set(-1, -1, 1);
|
29
35
|
this.vertices.far[3].set(-1, 1, 1);
|
30
|
-
this.vertices.far.forEach(function(v) {
|
36
|
+
this.vertices.far.forEach(function (v) {
|
31
37
|
v.applyMatrix4(inverseProjectionMatrix);
|
32
38
|
const absZ = Math.abs(v.z);
|
39
|
+
|
33
40
|
if (isOrthographic) {
|
34
|
-
v.z *= Math.min(maxFar / absZ, 1);
|
41
|
+
v.z *= Math.min(maxFar / absZ, 1.0);
|
35
42
|
} else {
|
36
|
-
v.multiplyScalar(Math.min(maxFar / absZ, 1));
|
43
|
+
v.multiplyScalar(Math.min(maxFar / absZ, 1.0));
|
37
44
|
}
|
38
45
|
});
|
39
46
|
return this.vertices;
|
40
47
|
}
|
48
|
+
|
41
49
|
split(breaks, target) {
|
42
50
|
while (breaks.length > target.length) {
|
43
51
|
target.push(new CSMFrustum());
|
44
52
|
}
|
53
|
+
|
45
54
|
target.length = breaks.length;
|
55
|
+
|
46
56
|
for (let i = 0; i < breaks.length; i++) {
|
47
57
|
const cascade = target[i];
|
58
|
+
|
48
59
|
if (i === 0) {
|
49
60
|
for (let j = 0; j < 4; j++) {
|
50
61
|
cascade.vertices.near[j].copy(this.vertices.near[j]);
|
@@ -54,6 +65,7 @@ class CSMFrustum {
|
|
54
65
|
cascade.vertices.near[j].lerpVectors(this.vertices.near[j], this.vertices.far[j], breaks[i - 1]);
|
55
66
|
}
|
56
67
|
}
|
68
|
+
|
57
69
|
if (i === breaks.length - 1) {
|
58
70
|
for (let j = 0; j < 4; j++) {
|
59
71
|
cascade.vertices.far[j].copy(this.vertices.far[j]);
|
@@ -65,11 +77,14 @@ class CSMFrustum {
|
|
65
77
|
}
|
66
78
|
}
|
67
79
|
}
|
80
|
+
|
68
81
|
toSpace(cameraMatrix, target) {
|
69
82
|
for (let i = 0; i < 4; i++) {
|
70
83
|
target.vertices.near[i].copy(this.vertices.near[i]).applyMatrix4(cameraMatrix);
|
71
84
|
target.vertices.far[i].copy(this.vertices.far[i]).applyMatrix4(cameraMatrix);
|
72
85
|
}
|
73
86
|
}
|
87
|
+
|
74
88
|
}
|
75
|
-
|
89
|
+
|
90
|
+
export { CSMFrustum };
|
@@ -0,0 +1 @@
|
|
1
|
+
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");class s extends e.Group{constructor(s){super(),this.csm=s,this.displayFrustum=!0,this.displayPlanes=!0,this.displayShadowBounds=!0;const t=new Uint16Array([0,1,1,2,2,3,3,0,4,5,5,6,6,7,7,4,0,4,1,5,2,6,3,7]),i=new Float32Array(24),a=new e.BufferGeometry;a.setIndex(new e.BufferAttribute(t,1)),a.setAttribute("position",new e.BufferAttribute(i,3,!1));const o=new e.LineSegments(a,new e.LineBasicMaterial);this.add(o),this.frustumLines=o,this.cascadeLines=[],this.cascadePlanes=[],this.shadowLines=[]}updateVisibility(){const e=this.displayFrustum,s=this.displayPlanes,t=this.displayShadowBounds,i=this.frustumLines,a=this.cascadeLines,o=this.cascadePlanes,n=this.shadowLines;for(let i=0,r=a.length;i<r;i++){const r=a[i],c=o[i],h=n[i];r.visible=e,c.visible=e&&s,h.visible=t}i.visible=e}update(){const s=this.csm,t=s.camera,i=s.cascades,a=s.mainFrustum,o=s.frustums,n=s.lights,r=this.frustumLines.geometry.getAttribute("position"),c=this.cascadeLines,h=this.cascadePlanes,p=this.shadowLines;for(this.position.copy(t.position),this.quaternion.copy(t.quaternion),this.scale.copy(t.scale),this.updateMatrixWorld(!0);c.length>i;)this.remove(c.pop()),this.remove(h.pop()),this.remove(p.pop());for(;c.length<i;){const s=new e.Box3Helper(new e.Box3,16777215),t=new e.MeshBasicMaterial({transparent:!0,opacity:.1,depthWrite:!1,side:e.DoubleSide}),i=new e.Mesh(new e.PlaneGeometry,t),a=new e.Group,o=new e.Box3Helper(new e.Box3,16776960);a.add(o),this.add(s),this.add(i),this.add(a),c.push(s),h.push(i),p.push(a)}for(let e=0;e<i;e++){const s=o[e],t=n[e].shadow.camera,i=s.vertices.far,a=c[e],r=h[e],d=p[e],l=d.children[0];a.box.min.copy(i[2]),a.box.max.copy(i[0]),a.box.max.z+=1e-4,r.position.addVectors(i[0],i[2]),r.position.multiplyScalar(.5),r.scale.subVectors(i[0],i[2]),r.scale.z=1e-4,this.remove(d),d.position.copy(t.position),d.quaternion.copy(t.quaternion),d.scale.copy(t.scale),d.updateMatrixWorld(!0),this.attach(d),l.box.min.set(t.bottom,t.left,-t.far),l.box.max.set(t.top,t.right,-t.near)}const d=a.vertices.near,l=a.vertices.far;r.setXYZ(0,l[0].x,l[0].y,l[0].z),r.setXYZ(1,l[3].x,l[3].y,l[3].z),r.setXYZ(2,l[2].x,l[2].y,l[2].z),r.setXYZ(3,l[1].x,l[1].y,l[1].z),r.setXYZ(4,d[0].x,d[0].y,d[0].z),r.setXYZ(5,d[3].x,d[3].y,d[3].z),r.setXYZ(6,d[2].x,d[2].y,d[2].z),r.setXYZ(7,d[1].x,d[1].y,d[1].z),r.needsUpdate=!0}}exports.CSMHelper=s;
|
package/csm/CSMHelper.js
CHANGED
@@ -1,7 +1,6 @@
|
|
1
|
-
|
2
|
-
|
3
|
-
|
4
|
-
class CSMHelper extends THREE.Group {
|
1
|
+
import { Group, BufferGeometry, BufferAttribute, LineSegments, LineBasicMaterial, Box3Helper, Box3, MeshBasicMaterial, DoubleSide, Mesh, PlaneGeometry } from 'three';
|
2
|
+
|
3
|
+
class CSMHelper extends Group {
|
5
4
|
constructor(csm) {
|
6
5
|
super();
|
7
6
|
this.csm = csm;
|
@@ -10,16 +9,17 @@ class CSMHelper extends THREE.Group {
|
|
10
9
|
this.displayShadowBounds = true;
|
11
10
|
const indices = new Uint16Array([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7]);
|
12
11
|
const positions = new Float32Array(24);
|
13
|
-
const frustumGeometry = new
|
14
|
-
frustumGeometry.setIndex(new
|
15
|
-
frustumGeometry.setAttribute(
|
16
|
-
const frustumLines = new
|
12
|
+
const frustumGeometry = new BufferGeometry();
|
13
|
+
frustumGeometry.setIndex(new BufferAttribute(indices, 1));
|
14
|
+
frustumGeometry.setAttribute('position', new BufferAttribute(positions, 3, false));
|
15
|
+
const frustumLines = new LineSegments(frustumGeometry, new LineBasicMaterial());
|
17
16
|
this.add(frustumLines);
|
18
17
|
this.frustumLines = frustumLines;
|
19
18
|
this.cascadeLines = [];
|
20
19
|
this.cascadePlanes = [];
|
21
20
|
this.shadowLines = [];
|
22
21
|
}
|
22
|
+
|
23
23
|
updateVisibility() {
|
24
24
|
const displayFrustum = this.displayFrustum;
|
25
25
|
const displayPlanes = this.displayPlanes;
|
@@ -28,6 +28,7 @@ class CSMHelper extends THREE.Group {
|
|
28
28
|
const cascadeLines = this.cascadeLines;
|
29
29
|
const cascadePlanes = this.cascadePlanes;
|
30
30
|
const shadowLines = this.shadowLines;
|
31
|
+
|
31
32
|
for (let i = 0, l = cascadeLines.length; i < l; i++) {
|
32
33
|
const cascadeLine = cascadeLines[i];
|
33
34
|
const cascadePlane = cascadePlanes[i];
|
@@ -36,8 +37,10 @@ class CSMHelper extends THREE.Group {
|
|
36
37
|
cascadePlane.visible = displayFrustum && displayPlanes;
|
37
38
|
shadowLineGroup.visible = displayShadowBounds;
|
38
39
|
}
|
40
|
+
|
39
41
|
frustumLines.visible = displayFrustum;
|
40
42
|
}
|
43
|
+
|
41
44
|
update() {
|
42
45
|
const csm = this.csm;
|
43
46
|
const camera = csm.camera;
|
@@ -46,7 +49,7 @@ class CSMHelper extends THREE.Group {
|
|
46
49
|
const frustums = csm.frustums;
|
47
50
|
const lights = csm.lights;
|
48
51
|
const frustumLines = this.frustumLines;
|
49
|
-
const frustumLinePositions = frustumLines.geometry.getAttribute(
|
52
|
+
const frustumLinePositions = frustumLines.geometry.getAttribute('position');
|
50
53
|
const cascadeLines = this.cascadeLines;
|
51
54
|
const cascadePlanes = this.cascadePlanes;
|
52
55
|
const shadowLines = this.shadowLines;
|
@@ -54,17 +57,24 @@ class CSMHelper extends THREE.Group {
|
|
54
57
|
this.quaternion.copy(camera.quaternion);
|
55
58
|
this.scale.copy(camera.scale);
|
56
59
|
this.updateMatrixWorld(true);
|
60
|
+
|
57
61
|
while (cascadeLines.length > cascades) {
|
58
62
|
this.remove(cascadeLines.pop());
|
59
63
|
this.remove(cascadePlanes.pop());
|
60
64
|
this.remove(shadowLines.pop());
|
61
65
|
}
|
66
|
+
|
62
67
|
while (cascadeLines.length < cascades) {
|
63
|
-
const cascadeLine = new
|
64
|
-
const planeMat = new
|
65
|
-
|
66
|
-
|
67
|
-
|
68
|
+
const cascadeLine = new Box3Helper(new Box3(), 0xffffff);
|
69
|
+
const planeMat = new MeshBasicMaterial({
|
70
|
+
transparent: true,
|
71
|
+
opacity: 0.1,
|
72
|
+
depthWrite: false,
|
73
|
+
side: DoubleSide
|
74
|
+
});
|
75
|
+
const cascadePlane = new Mesh(new PlaneGeometry(), planeMat);
|
76
|
+
const shadowLineGroup = new Group();
|
77
|
+
const shadowLine = new Box3Helper(new Box3(), 0xffff00);
|
68
78
|
shadowLineGroup.add(shadowLine);
|
69
79
|
this.add(cascadeLine);
|
70
80
|
this.add(cascadePlane);
|
@@ -73,21 +83,22 @@ class CSMHelper extends THREE.Group {
|
|
73
83
|
cascadePlanes.push(cascadePlane);
|
74
84
|
shadowLines.push(shadowLineGroup);
|
75
85
|
}
|
86
|
+
|
76
87
|
for (let i = 0; i < cascades; i++) {
|
77
88
|
const frustum = frustums[i];
|
78
89
|
const light = lights[i];
|
79
90
|
const shadowCam = light.shadow.camera;
|
80
|
-
const
|
91
|
+
const farVerts = frustum.vertices.far;
|
81
92
|
const cascadeLine = cascadeLines[i];
|
82
93
|
const cascadePlane = cascadePlanes[i];
|
83
94
|
const shadowLineGroup = shadowLines[i];
|
84
95
|
const shadowLine = shadowLineGroup.children[0];
|
85
|
-
cascadeLine.box.min.copy(
|
86
|
-
cascadeLine.box.max.copy(
|
96
|
+
cascadeLine.box.min.copy(farVerts[2]);
|
97
|
+
cascadeLine.box.max.copy(farVerts[0]);
|
87
98
|
cascadeLine.box.max.z += 1e-4;
|
88
|
-
cascadePlane.position.addVectors(
|
99
|
+
cascadePlane.position.addVectors(farVerts[0], farVerts[2]);
|
89
100
|
cascadePlane.position.multiplyScalar(0.5);
|
90
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-
cascadePlane.scale.subVectors(
|
101
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+
cascadePlane.scale.subVectors(farVerts[0], farVerts[2]);
|
91
102
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cascadePlane.scale.z = 1e-4;
|
92
103
|
this.remove(shadowLineGroup);
|
93
104
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shadowLineGroup.position.copy(shadowCam.position);
|
@@ -98,6 +109,7 @@ class CSMHelper extends THREE.Group {
|
|
98
109
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shadowLine.box.min.set(shadowCam.bottom, shadowCam.left, -shadowCam.far);
|
99
110
|
shadowLine.box.max.set(shadowCam.top, shadowCam.right, -shadowCam.near);
|
100
111
|
}
|
112
|
+
|
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113
|
const nearVerts = mainFrustum.vertices.near;
|
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114
|
const farVerts = mainFrustum.vertices.far;
|
103
115
|
frustumLinePositions.setXYZ(0, farVerts[0].x, farVerts[0].y, farVerts[0].z);
|
@@ -110,5 +122,7 @@ class CSMHelper extends THREE.Group {
|
|
110
122
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frustumLinePositions.setXYZ(7, nearVerts[1].x, nearVerts[1].y, nearVerts[1].z);
|
111
123
|
frustumLinePositions.needsUpdate = true;
|
112
124
|
}
|
125
|
+
|
113
126
|
}
|
114
|
-
|
127
|
+
|
128
|
+
export { CSMHelper };
|
@@ -0,0 +1 @@
|
|
1
|
+
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={lights_fragment_begin:"\nGeometricContext geometry;\n\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n\n#ifdef CLEARCOAT\n\n\tgeometry.clearcoatNormal = clearcoatNormal;\n\n#endif\n\nIncidentLight directLight;\n\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\n\t\tpointLight = pointLights[ i ];\n\n\t\tgetPointLightInfo( pointLight, geometry, directLight );\n\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\n\t\tspotLight = spotLights[ i ];\n\n\t\tgetSpotLightInfo( spotLight, geometry, directLight );\n\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if ( NUM_DIR_LIGHTS > 0) && defined( RE_Direct ) && defined( USE_CSM ) && defined( CSM_CASCADES )\n\n\tDirectionalLight directionalLight;\n\tfloat linearDepth = (vViewPosition.z) / (shadowFar - cameraNear);\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\n\t#if defined( USE_SHADOWMAP ) && defined( CSM_FADE )\n\tvec2 cascade;\n\tfloat cascadeCenter;\n\tfloat closestEdge;\n\tfloat margin;\n\tfloat csmx;\n\tfloat csmy;\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\n\t \t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\t\t// NOTE: Depth gets larger away from the camera.\n\t\t\t// cascade.x is closer, cascade.y is further\n\t\t\tcascade = CSM_cascades[ i ];\n\t\t\tcascadeCenter = ( cascade.x + cascade.y ) / 2.0;\n\t\t\tclosestEdge = linearDepth < cascadeCenter ? cascade.x : cascade.y;\n\t\t\tmargin = 0.25 * pow( closestEdge, 2.0 );\n\t\t\tcsmx = cascade.x - margin / 2.0;\n\t\t\tcsmy = cascade.y + margin / 2.0;\n\t\t\tif( linearDepth >= csmx && ( linearDepth < csmy || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 ) ) {\n\n\t\t\t\tfloat dist = min( linearDepth - csmx, csmy - linearDepth );\n\t\t\t\tfloat ratio = clamp( dist / margin, 0.0, 1.0 );\n\n\t\t\t\tvec3 prevColor = directLight.color;\n\t\t\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\t\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\n\t\t\t\tbool shouldFadeLastCascade = UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth > cascadeCenter;\n\t\t\t\tdirectLight.color = mix( prevColor, directLight.color, shouldFadeLastCascade ? ratio : 1.0 );\n\n\t\t\t\tReflectedLight prevLight = reflectedLight;\n\t\t\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\n\t\t\t\tbool shouldBlend = UNROLLED_LOOP_INDEX != CSM_CASCADES - 1 || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth < cascadeCenter;\n\t\t\t\tfloat blendRatio = shouldBlend ? ratio : 1.0;\n\n\t\t\t\treflectedLight.directDiffuse = mix( prevLight.directDiffuse, reflectedLight.directDiffuse, blendRatio );\n\t\t\t\treflectedLight.directSpecular = mix( prevLight.directSpecular, reflectedLight.directSpecular, blendRatio );\n\t\t\t\treflectedLight.indirectDiffuse = mix( prevLight.indirectDiffuse, reflectedLight.indirectDiffuse, blendRatio );\n\t\t\t\treflectedLight.indirectSpecular = mix( prevLight.indirectSpecular, reflectedLight.indirectSpecular, blendRatio );\n\n\t\t\t}\n\t \t#endif\n\n\t}\n\t#pragma unroll_loop_end\n\t#else\n\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\n\t\t\tdirectionalLight = directionalLights[ i ];\n\t\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\n\t\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\n\t\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\t\tif(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\n\t\t\tif(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometry, material, reflectedLight );\n\n\t\t\t#endif\n\n\t\t}\n\t\t#pragma unroll_loop_end\n\n\t#endif\n\n\t#if ( NUM_DIR_LIGHTS > NUM_DIR_LIGHT_SHADOWS)\n\t\t// compute the lights not casting shadows (if any)\n\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = NUM_DIR_LIGHT_SHADOWS; i < NUM_DIR_LIGHTS; i ++ ) {\n\n\t\t\tdirectionalLight = directionalLights[ i ];\n\n\t\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\n\t\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\n\t\t}\n\t\t#pragma unroll_loop_end\n\n\t#endif\n\n#endif\n\n\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && !defined( USE_CSM ) && !defined( CSM_CASCADES )\n\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\n\t\tdirectionalLight = directionalLights[ i ];\n\n\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\n\tRectAreaLight rectAreaLight;\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if defined( RE_IndirectDiffuse )\n\n\tvec3 iblIrradiance = vec3( 0.0 );\n\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\n\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\n\n\t\t}\n\t\t#pragma unroll_loop_end\n\n\t#endif\n\n#endif\n\n#if defined( RE_IndirectSpecular )\n\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n\n#endif\n",lights_pars_begin:"\n#if defined( USE_CSM ) && defined( CSM_CASCADES )\nuniform vec2 CSM_cascades[CSM_CASCADES];\nuniform float cameraNear;\nuniform float shadowFar;\n#endif\n\t"+require("three").ShaderChunk.lights_pars_begin};exports.CSMShader=t;
|
package/csm/CSMShader.js
CHANGED
@@ -1,8 +1,9 @@
|
|
1
|
-
|
2
|
-
|
3
|
-
const THREE = require("three");
|
1
|
+
import { ShaderChunk } from 'three';
|
2
|
+
|
4
3
|
const CSMShader = {
|
5
|
-
lights_fragment_begin:
|
4
|
+
lights_fragment_begin:
|
5
|
+
/* glsl */
|
6
|
+
`
|
6
7
|
GeometricContext geometry;
|
7
8
|
|
8
9
|
geometry.position = - vViewPosition;
|
@@ -240,12 +241,15 @@ IncidentLight directLight;
|
|
240
241
|
|
241
242
|
#endif
|
242
243
|
`,
|
243
|
-
lights_pars_begin:
|
244
|
+
lights_pars_begin:
|
245
|
+
/* glsl */
|
246
|
+
`
|
244
247
|
#if defined( USE_CSM ) && defined( CSM_CASCADES )
|
245
248
|
uniform vec2 CSM_cascades[CSM_CASCADES];
|
246
249
|
uniform float cameraNear;
|
247
250
|
uniform float shadowFar;
|
248
251
|
#endif
|
249
|
-
` +
|
252
|
+
` + ShaderChunk.lights_pars_begin
|
250
253
|
};
|
251
|
-
|
254
|
+
|
255
|
+
export { CSMShader };
|