three-stdlib 2.16.0 → 2.16.2
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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 +143 -64
- 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.d.ts +5 -4
- package/controls/FlyControls.js +160 -90
- 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 -969
- 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
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- package/shaders/MirrorShader.mjs +0 -35
- package/shaders/NormalMapShader.mjs +0 -31
- package/shaders/ParallaxShader.mjs +0 -113
- package/shaders/PixelShader.mjs +0 -28
- package/shaders/RGBShiftShader.mjs +0 -30
- package/shaders/SAOShader.mjs +0 -144
- package/shaders/SMAAShader.mjs +0 -272
- package/shaders/SSAOShader.mjs +0 -172
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- package/shaders/SepiaShader.mjs +0 -29
- package/shaders/SobelOperatorShader.mjs +0 -44
- package/shaders/SubsurfaceScatteringShader.mjs +0 -59
- package/shaders/TechnicolorShader.mjs +0 -24
- package/shaders/ToneMapShader.mjs +0 -48
- package/shaders/ToonShader.mjs +0 -188
- package/shaders/TriangleBlurShader.mjs +0 -36
- package/shaders/UnpackDepthRGBAShader.mjs +0 -26
- package/shaders/VerticalBlurShader.mjs +0 -44
- package/shaders/VerticalTiltShiftShader.mjs +0 -37
- package/shaders/VignetteShader.mjs +0 -28
- package/shaders/VolumeShader.mjs +0 -178
- package/shaders/WaterRefractionShader.mjs +0 -57
- package/textures/FlakesTexture.mjs +0 -30
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- package/utils/SceneUtils.mjs +0 -36
- package/utils/ShadowMapViewer.mjs +0 -114
- package/utils/SkeletonUtils.mjs +0 -292
- package/utils/UVsDebug.mjs +0 -85
- package/utils/WorkerPool.mjs +0 -62
- package/webxr/ARButton.mjs +0 -119
- package/webxr/OculusHandModel.mjs +0 -71
- package/webxr/OculusHandPointerModel.mjs +0 -207
- package/webxr/Text2D.mjs +0 -31
- package/webxr/VRButton.mjs +0 -105
- package/webxr/XRControllerModelFactory.mjs +0 -146
- package/webxr/XREstimatedLight.mjs +0 -126
- package/webxr/XRHandMeshModel.mjs +0 -73
- package/webxr/XRHandModelFactory.mjs +0 -61
- package/webxr/XRHandPrimitiveModel.mjs +0 -68
package/objects/Refractor.js
CHANGED
@@ -1,38 +1,43 @@
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class Refractor extends THREE.Mesh {
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import { Mesh, Color, PerspectiveCamera, Plane, Matrix4, WebGLRenderTarget, ShaderMaterial, UniformsUtils, Vector3, Quaternion, Vector4 } from 'three';
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class Refractor extends Mesh {
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constructor(geometry, options = {}) {
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super(geometry);
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this.type =
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this.type = 'Refractor';
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const scope = this;
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const color = options.color !==
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+
const color = options.color !== undefined ? new Color(options.color) : new Color(0x7f7f7f);
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const textureWidth = options.textureWidth || 512;
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10
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const textureHeight = options.textureHeight || 512;
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11
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const clipBias = options.clipBias || 0;
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const shader = options.shader || Refractor.RefractorShader;
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const shader = options.shader || Refractor.RefractorShader; //
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const virtualCamera = new PerspectiveCamera();
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virtualCamera.matrixAutoUpdate = false;
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virtualCamera.userData.refractor = true;
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const
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const
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virtualCamera.userData.refractor = true; //
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const refractorPlane = new Plane();
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const textureMatrix = new Matrix4(); // render target
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const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight); // material
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this.material = new ShaderMaterial({
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uniforms: UniformsUtils.clone(shader.uniforms),
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader,
|
24
|
-
transparent: true
|
27
|
+
transparent: true // ensures, refractors are drawn from farthest to closest
|
28
|
+
|
25
29
|
});
|
26
|
-
this.material.uniforms[
|
27
|
-
this.material.uniforms[
|
28
|
-
this.material.uniforms[
|
29
|
-
|
30
|
-
|
31
|
-
const
|
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|
-
const
|
33
|
-
const
|
34
|
-
const
|
35
|
-
|
30
|
+
this.material.uniforms['color'].value = color;
|
31
|
+
this.material.uniforms['tDiffuse'].value = renderTarget.texture;
|
32
|
+
this.material.uniforms['textureMatrix'].value = textureMatrix; // functions
|
33
|
+
|
34
|
+
const visible = function () {
|
35
|
+
const refractorWorldPosition = new Vector3();
|
36
|
+
const cameraWorldPosition = new Vector3();
|
37
|
+
const rotationMatrix = new Matrix4();
|
38
|
+
const view = new Vector3();
|
39
|
+
const normal = new Vector3();
|
40
|
+
return function visible(camera) {
|
36
41
|
refractorWorldPosition.setFromMatrixPosition(scope.matrixWorld);
|
37
42
|
cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
|
38
43
|
view.subVectors(refractorWorldPosition, cameraWorldPosition);
|
@@ -42,88 +47,120 @@ class Refractor extends THREE.Mesh {
|
|
42
47
|
return view.dot(normal) < 0;
|
43
48
|
};
|
44
49
|
}();
|
45
|
-
|
46
|
-
|
47
|
-
const
|
48
|
-
const
|
49
|
-
const
|
50
|
-
|
50
|
+
|
51
|
+
const updateRefractorPlane = function () {
|
52
|
+
const normal = new Vector3();
|
53
|
+
const position = new Vector3();
|
54
|
+
const quaternion = new Quaternion();
|
55
|
+
const scale = new Vector3();
|
56
|
+
return function updateRefractorPlane() {
|
51
57
|
scope.matrixWorld.decompose(position, quaternion, scale);
|
52
|
-
normal.set(0, 0, 1).applyQuaternion(quaternion).normalize();
|
58
|
+
normal.set(0, 0, 1).applyQuaternion(quaternion).normalize(); // flip the normal because we want to cull everything above the plane
|
59
|
+
|
53
60
|
normal.negate();
|
54
61
|
refractorPlane.setFromNormalAndCoplanarPoint(normal, position);
|
55
62
|
};
|
56
63
|
}();
|
57
|
-
|
58
|
-
|
59
|
-
const
|
60
|
-
const
|
61
|
-
|
64
|
+
|
65
|
+
const updateVirtualCamera = function () {
|
66
|
+
const clipPlane = new Plane();
|
67
|
+
const clipVector = new Vector4();
|
68
|
+
const q = new Vector4();
|
69
|
+
return function updateVirtualCamera(camera) {
|
62
70
|
virtualCamera.matrixWorld.copy(camera.matrixWorld);
|
63
71
|
virtualCamera.matrixWorldInverse.copy(virtualCamera.matrixWorld).invert();
|
64
72
|
virtualCamera.projectionMatrix.copy(camera.projectionMatrix);
|
65
|
-
virtualCamera.far = camera.far;
|
73
|
+
virtualCamera.far = camera.far; // used in WebGLBackground
|
74
|
+
// The following code creates an oblique view frustum for clipping.
|
75
|
+
// see: Lengyel, Eric. “Oblique View Frustum Depth Projection and Clipping”.
|
76
|
+
// Journal of Game Development, Vol. 1, No. 2 (2005), Charles River Media, pp. 5–16
|
77
|
+
|
66
78
|
clipPlane.copy(refractorPlane);
|
67
79
|
clipPlane.applyMatrix4(virtualCamera.matrixWorldInverse);
|
68
|
-
clipVector.set(clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant);
|
80
|
+
clipVector.set(clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant); // calculate the clip-space corner point opposite the clipping plane and
|
81
|
+
// transform it into camera space by multiplying it by the inverse of the projection matrix
|
82
|
+
|
69
83
|
const projectionMatrix = virtualCamera.projectionMatrix;
|
70
84
|
q.x = (Math.sign(clipVector.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];
|
71
85
|
q.y = (Math.sign(clipVector.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5];
|
72
|
-
q.z = -1;
|
73
|
-
q.w = (1 + projectionMatrix.elements[10]) / projectionMatrix.elements[14];
|
74
|
-
|
86
|
+
q.z = -1.0;
|
87
|
+
q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]; // calculate the scaled plane vector
|
88
|
+
|
89
|
+
clipVector.multiplyScalar(2.0 / clipVector.dot(q)); // replacing the third row of the projection matrix
|
90
|
+
|
75
91
|
projectionMatrix.elements[2] = clipVector.x;
|
76
92
|
projectionMatrix.elements[6] = clipVector.y;
|
77
|
-
projectionMatrix.elements[10] = clipVector.z + 1 - clipBias;
|
93
|
+
projectionMatrix.elements[10] = clipVector.z + 1.0 - clipBias;
|
78
94
|
projectionMatrix.elements[14] = clipVector.w;
|
79
95
|
};
|
80
|
-
}();
|
96
|
+
}(); // This will update the texture matrix that is used for projective texture mapping in the shader.
|
97
|
+
// see: http://developer.download.nvidia.com/assets/gamedev/docs/projective_texture_mapping.pdf
|
98
|
+
|
99
|
+
|
81
100
|
function updateTextureMatrix(camera) {
|
82
|
-
|
101
|
+
// this matrix does range mapping to [ 0, 1 ]
|
102
|
+
textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0); // we use "Object Linear Texgen", so we need to multiply the texture matrix T
|
103
|
+
// (matrix above) with the projection and view matrix of the virtual camera
|
104
|
+
// and the model matrix of the refractor
|
105
|
+
|
83
106
|
textureMatrix.multiply(camera.projectionMatrix);
|
84
107
|
textureMatrix.multiply(camera.matrixWorldInverse);
|
85
108
|
textureMatrix.multiply(scope.matrixWorld);
|
86
|
-
}
|
109
|
+
} //
|
110
|
+
|
111
|
+
|
87
112
|
function render(renderer, scene, camera) {
|
88
113
|
scope.visible = false;
|
89
114
|
const currentRenderTarget = renderer.getRenderTarget();
|
90
115
|
const currentXrEnabled = renderer.xr.enabled;
|
91
116
|
const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
|
92
|
-
renderer.xr.enabled = false;
|
93
|
-
|
117
|
+
renderer.xr.enabled = false; // avoid camera modification
|
118
|
+
|
119
|
+
renderer.shadowMap.autoUpdate = false; // avoid re-computing shadows
|
120
|
+
|
94
121
|
renderer.setRenderTarget(renderTarget);
|
95
|
-
if (renderer.autoClear === false)
|
96
|
-
renderer.clear();
|
122
|
+
if (renderer.autoClear === false) renderer.clear();
|
97
123
|
renderer.render(scene, virtualCamera);
|
98
124
|
renderer.xr.enabled = currentXrEnabled;
|
99
125
|
renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
|
100
|
-
renderer.setRenderTarget(currentRenderTarget);
|
126
|
+
renderer.setRenderTarget(currentRenderTarget); // restore viewport
|
127
|
+
|
101
128
|
const viewport = camera.viewport;
|
102
|
-
|
129
|
+
|
130
|
+
if (viewport !== undefined) {
|
103
131
|
renderer.state.viewport(viewport);
|
104
132
|
}
|
133
|
+
|
105
134
|
scope.visible = true;
|
106
|
-
}
|
107
|
-
|
108
|
-
|
109
|
-
|
110
|
-
|
111
|
-
|
112
|
-
|
135
|
+
} //
|
136
|
+
|
137
|
+
|
138
|
+
this.onBeforeRender = function (renderer, scene, camera) {
|
139
|
+
// Render
|
140
|
+
renderTarget.texture.encoding = renderer.outputEncoding; // ensure refractors are rendered only once per frame
|
141
|
+
|
142
|
+
if (camera.userData.refractor === true) return; // avoid rendering when the refractor is viewed from behind
|
143
|
+
|
144
|
+
if (!visible(camera) === true) return; // update
|
145
|
+
|
113
146
|
updateRefractorPlane();
|
114
147
|
updateTextureMatrix(camera);
|
115
148
|
updateVirtualCamera(camera);
|
116
149
|
render(renderer, scene, camera);
|
117
150
|
};
|
118
|
-
|
151
|
+
|
152
|
+
this.getRenderTarget = function () {
|
119
153
|
return renderTarget;
|
120
154
|
};
|
121
|
-
|
155
|
+
|
156
|
+
this.dispose = function () {
|
122
157
|
renderTarget.dispose();
|
123
158
|
scope.material.dispose();
|
124
159
|
};
|
125
160
|
}
|
161
|
+
|
126
162
|
}
|
163
|
+
|
127
164
|
Refractor.prototype.isRefractor = true;
|
128
165
|
Refractor.RefractorShader = {
|
129
166
|
uniforms: {
|
@@ -137,7 +174,9 @@ Refractor.RefractorShader = {
|
|
137
174
|
value: null
|
138
175
|
}
|
139
176
|
},
|
140
|
-
vertexShader:
|
177
|
+
vertexShader:
|
178
|
+
/* glsl */
|
179
|
+
`
|
141
180
|
|
142
181
|
uniform mat4 textureMatrix;
|
143
182
|
|
@@ -149,7 +188,9 @@ Refractor.RefractorShader = {
|
|
149
188
|
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
150
189
|
|
151
190
|
}`,
|
152
|
-
fragmentShader:
|
191
|
+
fragmentShader:
|
192
|
+
/* glsl */
|
193
|
+
`
|
153
194
|
|
154
195
|
uniform vec3 color;
|
155
196
|
uniform sampler2D tDiffuse;
|
@@ -175,4 +216,5 @@ Refractor.RefractorShader = {
|
|
175
216
|
|
176
217
|
}`
|
177
218
|
};
|
178
|
-
|
219
|
+
|
220
|
+
export { Refractor };
|
@@ -0,0 +1 @@
|
|
1
|
+
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("three");const r=new t.Matrix4;class a extends t.Mesh{constructor(r){const a=new t.MeshBasicMaterial({color:0,transparent:!0,opacity:.6,depthWrite:!1});super(r.geometry,a),this.meshMatrix=r.matrixWorld,this.frustumCulled=!1,this.matrixAutoUpdate=!1}update(t,a){const e=t.normal.x*a.x+t.normal.y*a.y+t.normal.z*a.z+-t.constant*a.w,o=r.elements;o[0]=e-a.x*t.normal.x,o[4]=-a.x*t.normal.y,o[8]=-a.x*t.normal.z,o[12]=-a.x*-t.constant,o[1]=-a.y*t.normal.x,o[5]=e-a.y*t.normal.y,o[9]=-a.y*t.normal.z,o[13]=-a.y*-t.constant,o[2]=-a.z*t.normal.x,o[6]=-a.z*t.normal.y,o[10]=e-a.z*t.normal.z,o[14]=-a.z*-t.constant,o[3]=-a.w*t.normal.x,o[7]=-a.w*t.normal.y,o[11]=-a.w*t.normal.z,o[15]=e-a.w*-t.constant,this.matrix.multiplyMatrices(r,this.meshMatrix)}}a.prototype.isShadowMesh=!0,exports.ShadowMesh=a;
|
package/objects/ShadowMesh.js
CHANGED
@@ -1,11 +1,15 @@
|
|
1
|
-
|
2
|
-
|
3
|
-
|
4
|
-
|
5
|
-
|
1
|
+
import { Matrix4, Mesh, MeshBasicMaterial } from 'three';
|
2
|
+
|
3
|
+
/**
|
4
|
+
* A shadow Mesh that follows a shadow-casting Mesh in the scene, but is confined to a single plane.
|
5
|
+
*/
|
6
|
+
|
7
|
+
const _shadowMatrix = new Matrix4();
|
8
|
+
|
9
|
+
class ShadowMesh extends Mesh {
|
6
10
|
constructor(mesh) {
|
7
|
-
const shadowMaterial = new
|
8
|
-
color:
|
11
|
+
const shadowMaterial = new MeshBasicMaterial({
|
12
|
+
color: 0x000000,
|
9
13
|
transparent: true,
|
10
14
|
opacity: 0.6,
|
11
15
|
depthWrite: false
|
@@ -15,7 +19,9 @@ class ShadowMesh extends THREE.Mesh {
|
|
15
19
|
this.frustumCulled = false;
|
16
20
|
this.matrixAutoUpdate = false;
|
17
21
|
}
|
22
|
+
|
18
23
|
update(plane, lightPosition4D) {
|
24
|
+
// based on https://www.opengl.org/archives/resources/features/StencilTalk/tsld021.htm
|
19
25
|
const dot = plane.normal.x * lightPosition4D.x + plane.normal.y * lightPosition4D.y + plane.normal.z * lightPosition4D.z + -plane.constant * lightPosition4D.w;
|
20
26
|
const sme = _shadowMatrix.elements;
|
21
27
|
sme[0] = dot - lightPosition4D.x * plane.normal.x;
|
@@ -36,6 +42,9 @@ class ShadowMesh extends THREE.Mesh {
|
|
36
42
|
sme[15] = dot - lightPosition4D.w * -plane.constant;
|
37
43
|
this.matrix.multiplyMatrices(_shadowMatrix, this.meshMatrix);
|
38
44
|
}
|
45
|
+
|
39
46
|
}
|
47
|
+
|
40
48
|
ShadowMesh.prototype.isShadowMesh = true;
|
41
|
-
|
49
|
+
|
50
|
+
export { ShadowMesh };
|
@@ -0,0 +1 @@
|
|
1
|
+
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/defineProperty"),t=require("three");function o(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}var a=o(e);class i extends t.Mesh{constructor(){super(new t.BoxGeometry(1,1,1),i.material)}}a.default(i,"SkyShader",{uniforms:{turbidity:{value:2},rayleigh:{value:1},mieCoefficient:{value:.005},mieDirectionalG:{value:.8},sunPosition:{value:new t.Vector3},up:{value:new t.Vector3(0,1,0)}},vertexShader:["uniform vec3 sunPosition;","uniform float rayleigh;","uniform float turbidity;","uniform float mieCoefficient;","uniform vec3 up;","varying vec3 vWorldPosition;","varying vec3 vSunDirection;","varying float vSunfade;","varying vec3 vBetaR;","varying vec3 vBetaM;","varying float vSunE;","const float e = 2.71828182845904523536028747135266249775724709369995957;","const float pi = 3.141592653589793238462643383279502884197169;","const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );","const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );","const float v = 4.0;","const vec3 K = vec3( 0.686, 0.678, 0.666 );","const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );","const float cutoffAngle = 1.6110731556870734;","const float steepness = 1.5;","const float EE = 1000.0;","float sunIntensity( float zenithAngleCos ) {","\tzenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );","\treturn EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );","}","vec3 totalMie( float T ) {","\tfloat c = ( 0.2 * T ) * 10E-18;","\treturn 0.434 * c * MieConst;","}","void main() {","\tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );","\tvWorldPosition = worldPosition.xyz;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","\tgl_Position.z = gl_Position.w;","\tvSunDirection = normalize( sunPosition );","\tvSunE = sunIntensity( dot( vSunDirection, up ) );","\tvSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );","\tfloat rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );","\tvBetaR = totalRayleigh * rayleighCoefficient;","\tvBetaM = totalMie( turbidity ) * mieCoefficient;","}"].join("\n"),fragmentShader:["varying vec3 vWorldPosition;","varying vec3 vSunDirection;","varying float vSunfade;","varying vec3 vBetaR;","varying vec3 vBetaM;","varying float vSunE;","uniform float mieDirectionalG;","uniform vec3 up;","const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );","const float pi = 3.141592653589793238462643383279502884197169;","const float n = 1.0003;","const float N = 2.545E25;","const float rayleighZenithLength = 8.4E3;","const float mieZenithLength = 1.25E3;","const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;","const float THREE_OVER_SIXTEENPI = 0.05968310365946075;","const float ONE_OVER_FOURPI = 0.07957747154594767;","float rayleighPhase( float cosTheta ) {","\treturn THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );","}","float hgPhase( float cosTheta, float g ) {","\tfloat g2 = pow( g, 2.0 );","\tfloat inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );","\treturn ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );","}","void main() {","\tvec3 direction = normalize( vWorldPosition - cameraPos );","\tfloat zenithAngle = acos( max( 0.0, dot( up, direction ) ) );","\tfloat inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );","\tfloat sR = rayleighZenithLength * inverse;","\tfloat sM = mieZenithLength * inverse;","\tvec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );","\tfloat cosTheta = dot( direction, vSunDirection );","\tfloat rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );","\tvec3 betaRTheta = vBetaR * rPhase;","\tfloat mPhase = hgPhase( cosTheta, mieDirectionalG );","\tvec3 betaMTheta = vBetaM * mPhase;","\tvec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );","\tLin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );","\tfloat theta = acos( direction.y ); // elevation --\x3e y-axis, [-pi/2, pi/2]","\tfloat phi = atan( direction.z, direction.x ); // azimuth --\x3e x-axis [-pi/2, pi/2]","\tvec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );","\tvec3 L0 = vec3( 0.1 ) * Fex;","\tfloat sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );","\tL0 += ( vSunE * 19000.0 * Fex ) * sundisk;","\tvec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );","\tvec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );","\tgl_FragColor = vec4( retColor, 1.0 );","#include <tonemapping_fragment>","#include <encodings_fragment>","}"].join("\n")}),a.default(i,"material",new t.ShaderMaterial({name:"SkyShader",fragmentShader:i.SkyShader.fragmentShader,vertexShader:i.SkyShader.vertexShader,uniforms:t.UniformsUtils.clone(i.SkyShader.uniforms),side:t.BackSide,depthWrite:!1})),exports.Sky=i;
|
package/objects/Sky.js
CHANGED
@@ -1,124 +1,85 @@
|
|
1
|
-
|
2
|
-
|
3
|
-
|
4
|
-
|
1
|
+
import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
|
2
|
+
import { Mesh, BoxGeometry, Vector3, ShaderMaterial, UniformsUtils, BackSide } from 'three';
|
3
|
+
|
4
|
+
/**
|
5
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* Based on "A Practical Analytic Model for Daylight"
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* aka The Preetham Model, the de facto standard analytic skydome model
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* https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight
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*
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* First implemented by Simon Wallner
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* http://www.simonwallner.at/projects/atmospheric-scattering
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*
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* Improved by Martin Upitis
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* http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR
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*
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* Three.js integration by zz85 http://twitter.com/blurspline
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*/
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class Sky extends Mesh {
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constructor() {
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super(new
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super(new BoxGeometry(1, 1, 1), Sky.material);
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}
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}
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_defineProperty(Sky, "SkyShader", {
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uniforms: {
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turbidity: {
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turbidity: {
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value: 2
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},
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rayleigh: {
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value: 1
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},
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mieCoefficient: {
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value: 0.005
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},
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mieDirectionalG: {
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value: 0.8
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},
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sunPosition: {
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value: new Vector3()
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},
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up: {
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value: new Vector3(0, 1, 0)
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}
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},
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vertexShader: [
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" return 0.434 * c * MieConst;",
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"}",
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"void main() {",
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" vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
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" vWorldPosition = worldPosition.xyz;",
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" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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" gl_Position.z = gl_Position.w;",
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" vSunDirection = normalize( sunPosition );",
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" vSunE = sunIntensity( dot( vSunDirection, up ) );",
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" vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );",
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" float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );",
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" vBetaR = totalRayleigh * rayleighCoefficient;",
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" vBetaM = totalMie( turbidity ) * mieCoefficient;",
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"}"
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].join("\n"),
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fragmentShader: [
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"varying vec3 vWorldPosition;",
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"varying vec3 vSunDirection;",
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"varying float vSunfade;",
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"varying vec3 vBetaR;",
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"varying vec3 vBetaM;",
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"varying float vSunE;",
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"uniform float mieDirectionalG;",
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"uniform vec3 up;",
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"const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );",
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"const float pi = 3.141592653589793238462643383279502884197169;",
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"const float n = 1.0003;",
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"const float N = 2.545E25;",
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"const float rayleighZenithLength = 8.4E3;",
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"const float mieZenithLength = 1.25E3;",
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"const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;",
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"const float THREE_OVER_SIXTEENPI = 0.05968310365946075;",
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"const float ONE_OVER_FOURPI = 0.07957747154594767;",
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"float rayleighPhase( float cosTheta ) {",
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" return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );",
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"}",
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"float hgPhase( float cosTheta, float g ) {",
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" float g2 = pow( g, 2.0 );",
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" float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );",
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" return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );",
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"}",
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"void main() {",
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" vec3 direction = normalize( vWorldPosition - cameraPos );",
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" float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );",
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" float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );",
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" float sR = rayleighZenithLength * inverse;",
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" float sM = mieZenithLength * inverse;",
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" vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );",
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" float cosTheta = dot( direction, vSunDirection );",
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" float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );",
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" vec3 betaRTheta = vBetaR * rPhase;",
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" float mPhase = hgPhase( cosTheta, mieDirectionalG );",
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" vec3 betaMTheta = vBetaM * mPhase;",
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" vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );",
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" Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );",
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" float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]",
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" float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]",
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" vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );",
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" vec3 L0 = vec3( 0.1 ) * Fex;",
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" float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );",
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" L0 += ( vSunE * 19000.0 * Fex ) * sundisk;",
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" vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );",
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" vec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );",
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" gl_FragColor = vec4( retColor, 1.0 );",
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"#include <tonemapping_fragment>",
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"#include <encodings_fragment>",
|
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"}"
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].join("\n")
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};
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Sky.material = new THREE.ShaderMaterial({
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name: "SkyShader",
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fragmentShader: _Sky.SkyShader.fragmentShader,
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vertexShader: _Sky.SkyShader.vertexShader,
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uniforms: THREE.UniformsUtils.clone(_Sky.SkyShader.uniforms),
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side: THREE.BackSide,
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depthWrite: false
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vertexShader: ['uniform vec3 sunPosition;', 'uniform float rayleigh;', 'uniform float turbidity;', 'uniform float mieCoefficient;', 'uniform vec3 up;', 'varying vec3 vWorldPosition;', 'varying vec3 vSunDirection;', 'varying float vSunfade;', 'varying vec3 vBetaR;', 'varying vec3 vBetaM;', 'varying float vSunE;', // constants for atmospheric scattering
|
47
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+
'const float e = 2.71828182845904523536028747135266249775724709369995957;', 'const float pi = 3.141592653589793238462643383279502884197169;', // wavelength of used primaries, according to preetham
|
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|
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'const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );', // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:
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+
// (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))
|
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'const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );', // mie stuff
|
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// K coefficient for the primaries
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'const float v = 4.0;', 'const vec3 K = vec3( 0.686, 0.678, 0.666 );', // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K
|
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'const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );', // earth shadow hack
|
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+
// cutoffAngle = pi / 1.95;
|
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+
'const float cutoffAngle = 1.6110731556870734;', 'const float steepness = 1.5;', 'const float EE = 1000.0;', 'float sunIntensity( float zenithAngleCos ) {', ' zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );', ' return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );', '}', 'vec3 totalMie( float T ) {', ' float c = ( 0.2 * T ) * 10E-18;', ' return 0.434 * c * MieConst;', '}', 'void main() {', ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );', ' vWorldPosition = worldPosition.xyz;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', ' gl_Position.z = gl_Position.w;', // set z to camera.far
|
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' vSunDirection = normalize( sunPosition );', ' vSunE = sunIntensity( dot( vSunDirection, up ) );', ' vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );', ' float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );', // extinction (absorbtion + out scattering)
|
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+
// rayleigh coefficients
|
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+
' vBetaR = totalRayleigh * rayleighCoefficient;', // mie coefficients
|
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+
' vBetaM = totalMie( turbidity ) * mieCoefficient;', '}'].join('\n'),
|
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|
+
fragmentShader: ['varying vec3 vWorldPosition;', 'varying vec3 vSunDirection;', 'varying float vSunfade;', 'varying vec3 vBetaR;', 'varying vec3 vBetaM;', 'varying float vSunE;', 'uniform float mieDirectionalG;', 'uniform vec3 up;', 'const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );', // constants for atmospheric scattering
|
61
|
+
'const float pi = 3.141592653589793238462643383279502884197169;', 'const float n = 1.0003;', // refractive index of air
|
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'const float N = 2.545E25;', // number of molecules per unit volume for air at 288.15K and 1013mb (sea level -45 celsius)
|
63
|
+
// optical length at zenith for molecules
|
64
|
+
'const float rayleighZenithLength = 8.4E3;', 'const float mieZenithLength = 1.25E3;', // 66 arc seconds -> degrees, and the cosine of that
|
65
|
+
'const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;', // 3.0 / ( 16.0 * pi )
|
66
|
+
'const float THREE_OVER_SIXTEENPI = 0.05968310365946075;', // 1.0 / ( 4.0 * pi )
|
67
|
+
'const float ONE_OVER_FOURPI = 0.07957747154594767;', 'float rayleighPhase( float cosTheta ) {', ' return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );', '}', 'float hgPhase( float cosTheta, float g ) {', ' float g2 = pow( g, 2.0 );', ' float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );', ' return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );', '}', 'void main() {', ' vec3 direction = normalize( vWorldPosition - cameraPos );', // optical length
|
68
|
+
// cutoff angle at 90 to avoid singularity in next formula.
|
69
|
+
' float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );', ' float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );', ' float sR = rayleighZenithLength * inverse;', ' float sM = mieZenithLength * inverse;', // combined extinction factor
|
70
|
+
' vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );', // in scattering
|
71
|
+
' float cosTheta = dot( direction, vSunDirection );', ' float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );', ' vec3 betaRTheta = vBetaR * rPhase;', ' float mPhase = hgPhase( cosTheta, mieDirectionalG );', ' vec3 betaMTheta = vBetaM * mPhase;', ' vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );', ' Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );', // nightsky
|
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|
+
' float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]', ' float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]', ' vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );', ' vec3 L0 = vec3( 0.1 ) * Fex;', // composition + solar disc
|
73
|
+
' float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );', ' L0 += ( vSunE * 19000.0 * Fex ) * sundisk;', ' vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );', ' vec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );', ' gl_FragColor = vec4( retColor, 1.0 );', '#include <tonemapping_fragment>', '#include <encodings_fragment>', '}'].join('\n')
|
123
74
|
});
|
124
|
-
|
75
|
+
|
76
|
+
_defineProperty(Sky, "material", new ShaderMaterial({
|
77
|
+
name: 'SkyShader',
|
78
|
+
fragmentShader: Sky.SkyShader.fragmentShader,
|
79
|
+
vertexShader: Sky.SkyShader.vertexShader,
|
80
|
+
uniforms: UniformsUtils.clone(Sky.SkyShader.uniforms),
|
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+
side: BackSide,
|
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|
+
depthWrite: false
|
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|
+
}));
|
84
|
+
|
85
|
+
export { Sky };
|
@@ -0,0 +1 @@
|
|
1
|
+
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("three");class e extends t.Mesh{constructor(e,r={}){super(e);const o=this,n=void 0!==r.textureWidth?r.textureWidth:512,i=void 0!==r.textureHeight?r.textureHeight:512,a=void 0!==r.clipBias?r.clipBias:0,l=void 0!==r.alpha?r.alpha:1,s=void 0!==r.time?r.time:0,u=void 0!==r.waterNormals?r.waterNormals:null,c=void 0!==r.sunDirection?r.sunDirection:new t.Vector3(.70707,.70707,0),m=new t.Color(void 0!==r.sunColor?r.sunColor:16777215),d=new t.Color(void 0!==r.waterColor?r.waterColor:8355711),v=void 0!==r.eye?r.eye:new t.Vector3(0,0,0),f=void 0!==r.distortionScale?r.distortionScale:20,p=void 0!==r.side?r.side:t.FrontSide,x=void 0!==r.fog&&r.fog,g=new t.Plane,w=new t.Vector3,h=new t.Vector3,y=new t.Vector3,C=new t.Matrix4,M=new t.Vector3(0,0,-1),S=new t.Vector4,_=new t.Vector3,b=new t.Vector3,D=new t.Vector4,P=new t.Matrix4,V=new t.PerspectiveCamera,z=new t.WebGLRenderTarget(n,i),L={uniforms:t.UniformsUtils.merge([t.UniformsLib.fog,t.UniformsLib.lights,{normalSampler:{value:null},mirrorSampler:{value:null},alpha:{value:1},time:{value:0},size:{value:1},distortionScale:{value:20},textureMatrix:{value:new t.Matrix4},sunColor:{value:new t.Color(8355711)},sunDirection:{value:new t.Vector3(.70707,.70707,0)},eye:{value:new t.Vector3},waterColor:{value:new t.Color(5592405)}}]),vertexShader:"\n\t\t\t\tuniform mat4 textureMatrix;\n\t\t\t\tuniform float time;\n\n\t\t\t\tvarying vec4 mirrorCoord;\n\t\t\t\tvarying vec4 worldPosition;\n\n\t\t\t\t#include <common>\n\t\t\t\t#include <fog_pars_vertex>\n\t\t\t\t#include <shadowmap_pars_vertex>\n\t\t\t\t#include <logdepthbuf_pars_vertex>\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tmirrorCoord = modelMatrix * vec4( position, 1.0 );\n\t\t\t\t\tworldPosition = mirrorCoord.xyzw;\n\t\t\t\t\tmirrorCoord = textureMatrix * mirrorCoord;\n\t\t\t\t\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t\tgl_Position = projectionMatrix * mvPosition;\n\n\t\t\t\t#include <beginnormal_vertex>\n\t\t\t\t#include <defaultnormal_vertex>\n\t\t\t\t#include <logdepthbuf_vertex>\n\t\t\t\t#include <fog_vertex>\n\t\t\t\t#include <shadowmap_vertex>\n\t\t\t}",fragmentShader:"\n\t\t\t\tuniform sampler2D mirrorSampler;\n\t\t\t\tuniform float alpha;\n\t\t\t\tuniform float time;\n\t\t\t\tuniform float size;\n\t\t\t\tuniform float distortionScale;\n\t\t\t\tuniform sampler2D normalSampler;\n\t\t\t\tuniform vec3 sunColor;\n\t\t\t\tuniform vec3 sunDirection;\n\t\t\t\tuniform vec3 eye;\n\t\t\t\tuniform vec3 waterColor;\n\n\t\t\t\tvarying vec4 mirrorCoord;\n\t\t\t\tvarying vec4 worldPosition;\n\n\t\t\t\tvec4 getNoise( vec2 uv ) {\n\t\t\t\t\tvec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);\n\t\t\t\t\tvec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );\n\t\t\t\t\tvec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );\n\t\t\t\t\tvec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );\n\t\t\t\t\tvec4 noise = texture2D( normalSampler, uv0 ) +\n\t\t\t\t\t\ttexture2D( normalSampler, uv1 ) +\n\t\t\t\t\t\ttexture2D( normalSampler, uv2 ) +\n\t\t\t\t\t\ttexture2D( normalSampler, uv3 );\n\t\t\t\t\treturn noise * 0.5 - 1.0;\n\t\t\t\t}\n\n\t\t\t\tvoid sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {\n\t\t\t\t\tvec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );\n\t\t\t\t\tfloat direction = max( 0.0, dot( eyeDirection, reflection ) );\n\t\t\t\t\tspecularColor += pow( direction, shiny ) * sunColor * spec;\n\t\t\t\t\tdiffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;\n\t\t\t\t}\n\n\t\t\t\t#include <common>\n\t\t\t\t#include <packing>\n\t\t\t\t#include <bsdfs>\n\t\t\t\t#include <fog_pars_fragment>\n\t\t\t\t#include <logdepthbuf_pars_fragment>\n\t\t\t\t#include <lights_pars_begin>\n\t\t\t\t#include <shadowmap_pars_fragment>\n\t\t\t\t#include <shadowmask_pars_fragment>\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\t#include <logdepthbuf_fragment>\n\t\t\t\t\tvec4 noise = getNoise( worldPosition.xz * size );\n\t\t\t\t\tvec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );\n\n\t\t\t\t\tvec3 diffuseLight = vec3(0.0);\n\t\t\t\t\tvec3 specularLight = vec3(0.0);\n\n\t\t\t\t\tvec3 worldToEye = eye-worldPosition.xyz;\n\t\t\t\t\tvec3 eyeDirection = normalize( worldToEye );\n\t\t\t\t\tsunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );\n\n\t\t\t\t\tfloat distance = length(worldToEye);\n\n\t\t\t\t\tvec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;\n\t\t\t\t\tvec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );\n\n\t\t\t\t\tfloat theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );\n\t\t\t\t\tfloat rf0 = 0.3;\n\t\t\t\t\tfloat reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );\n\t\t\t\t\tvec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;\n\t\t\t\t\tvec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);\n\t\t\t\t\tvec3 outgoingLight = albedo;\n\t\t\t\t\tgl_FragColor = vec4( outgoingLight, alpha );\n\n\t\t\t\t\t#include <tonemapping_fragment>\n\t\t\t\t\t#include <fog_fragment>\n\t\t\t\t}"},N=new t.ShaderMaterial({fragmentShader:L.fragmentShader,vertexShader:L.vertexShader,uniforms:t.UniformsUtils.clone(L.uniforms),lights:!0,side:p,fog:x});N.uniforms.mirrorSampler.value=z.texture,N.uniforms.textureMatrix.value=P,N.uniforms.alpha.value=l,N.uniforms.time.value=s,N.uniforms.normalSampler.value=u,N.uniforms.sunColor.value=m,N.uniforms.waterColor.value=d,N.uniforms.sunDirection.value=c,N.uniforms.distortionScale.value=f,N.uniforms.eye.value=v,o.material=N,o.onBeforeRender=function(t,e,r){if(h.setFromMatrixPosition(o.matrixWorld),y.setFromMatrixPosition(r.matrixWorld),C.extractRotation(o.matrixWorld),w.set(0,0,1),w.applyMatrix4(C),_.subVectors(h,y),_.dot(w)>0)return;_.reflect(w).negate(),_.add(h),C.extractRotation(r.matrixWorld),M.set(0,0,-1),M.applyMatrix4(C),M.add(y),b.subVectors(h,M),b.reflect(w).negate(),b.add(h),V.position.copy(_),V.up.set(0,1,0),V.up.applyMatrix4(C),V.up.reflect(w),V.lookAt(b),V.far=r.far,V.updateMatrixWorld(),V.projectionMatrix.copy(r.projectionMatrix),P.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),P.multiply(V.projectionMatrix),P.multiply(V.matrixWorldInverse),g.setFromNormalAndCoplanarPoint(w,h),g.applyMatrix4(V.matrixWorldInverse),S.set(g.normal.x,g.normal.y,g.normal.z,g.constant);const n=V.projectionMatrix;D.x=(Math.sign(S.x)+n.elements[8])/n.elements[0],D.y=(Math.sign(S.y)+n.elements[9])/n.elements[5],D.z=-1,D.w=(1+n.elements[10])/n.elements[14],S.multiplyScalar(2/S.dot(D)),n.elements[2]=S.x,n.elements[6]=S.y,n.elements[10]=S.z+1-a,n.elements[14]=S.w,v.setFromMatrixPosition(r.matrixWorld);const i=t.getRenderTarget(),l=t.xr.enabled,s=t.shadowMap.autoUpdate;o.visible=!1,t.xr.enabled=!1,t.shadowMap.autoUpdate=!1,t.setRenderTarget(z),t.state.buffers.depth.setMask(!0),!1===t.autoClear&&t.clear(),t.render(e,V),o.visible=!0,t.xr.enabled=l,t.shadowMap.autoUpdate=s,t.setRenderTarget(i);const u=r.viewport;void 0!==u&&t.state.viewport(u)}}}e.prototype.isWater=!0,exports.Water=e;
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