three-stdlib 2.29.12 → 2.30.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/math/Lut.cjs CHANGED
@@ -39,8 +39,8 @@ class Lut {
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  if (alpha > this.map[j][0] && alpha <= this.map[j + 1][0]) {
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  const min = this.map[j][0];
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  const max = this.map[j + 1][0];
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- minColor.setHex(this.map[j][1], "linear-srgb");
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- maxColor.setHex(this.map[j + 1][1], "linear-srgb");
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+ minColor.setHex(this.map[j][1], "srgb-linear");
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+ maxColor.setHex(this.map[j + 1][1], "srgb-linear");
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  const color = new THREE.Color().lerpColors(minColor, maxColor, (alpha - min) / (max - min));
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  this.lut.push(color);
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  }
@@ -88,8 +88,8 @@ class Lut {
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  if (i < this.map[j][0] && i >= this.map[j - 1][0]) {
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  const min = this.map[j - 1][0];
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  const max = this.map[j][0];
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- minColor.setHex(this.map[j - 1][1], "linear-srgb");
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- maxColor.setHex(this.map[j][1], "linear-srgb");
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+ minColor.setHex(this.map[j - 1][1], "srgb-linear");
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+ maxColor.setHex(this.map[j][1], "srgb-linear");
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  finalColor.lerpColors(minColor, maxColor, (i - min) / (max - min));
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  data[k * 4] = Math.round(finalColor.r * 255);
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  data[k * 4 + 1] = Math.round(finalColor.g * 255);
package/math/Lut.cjs.map CHANGED
@@ -1 +1 @@
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- {"version":3,"file":"Lut.cjs","sources":["../../src/math/Lut.js"],"sourcesContent":["import { Color, MathUtils } from 'three'\n\nclass Lut {\n constructor(colormap, count = 32) {\n this.isLut = true\n\n this.lut = []\n this.map = []\n this.n = 0\n this.minV = 0\n this.maxV = 1\n\n this.setColorMap(colormap, count)\n }\n\n set(value) {\n if (value.isLut === true) {\n this.copy(value)\n }\n\n return this\n }\n\n setMin(min) {\n this.minV = min\n\n return this\n }\n\n setMax(max) {\n this.maxV = max\n\n return this\n }\n\n setColorMap(colormap, count = 32) {\n this.map = ColorMapKeywords[colormap] || ColorMapKeywords.rainbow\n this.n = count\n\n const step = 1.0 / this.n\n const minColor = new Color()\n const maxColor = new Color()\n\n this.lut.length = 0\n\n // sample at 0\n\n this.lut.push(new Color(this.map[0][1]))\n\n // sample at 1/n, ..., (n-1)/n\n\n for (let i = 1; i < count; i++) {\n const alpha = i * step\n\n for (let j = 0; j < this.map.length - 1; j++) {\n if (alpha > this.map[j][0] && alpha <= this.map[j + 1][0]) {\n const min = this.map[j][0]\n const max = this.map[j + 1][0]\n\n minColor.setHex(this.map[j][1], 'linear-srgb')\n maxColor.setHex(this.map[j + 1][1], 'linear-srgb')\n\n const color = new Color().lerpColors(minColor, maxColor, (alpha - min) / (max - min))\n\n this.lut.push(color)\n }\n }\n }\n\n // sample at 1\n\n this.lut.push(new Color(this.map[this.map.length - 1][1]))\n\n return this\n }\n\n copy(lut) {\n this.lut = lut.lut\n this.map = lut.map\n this.n = lut.n\n this.minV = lut.minV\n this.maxV = lut.maxV\n\n return this\n }\n\n getColor(alpha) {\n alpha = MathUtils.clamp(alpha, this.minV, this.maxV)\n\n alpha = (alpha - this.minV) / (this.maxV - this.minV)\n\n const colorPosition = Math.round(alpha * this.n)\n\n return this.lut[colorPosition]\n }\n\n addColorMap(name, arrayOfColors) {\n ColorMapKeywords[name] = arrayOfColors\n\n return this\n }\n\n createCanvas() {\n const canvas = document.createElement('canvas')\n canvas.width = 1\n canvas.height = this.n\n\n this.updateCanvas(canvas)\n\n return canvas\n }\n\n updateCanvas(canvas) {\n const ctx = canvas.getContext('2d', { alpha: false })\n\n const imageData = ctx.getImageData(0, 0, 1, this.n)\n\n const data = imageData.data\n\n let k = 0\n\n const step = 1.0 / this.n\n\n const minColor = new Color()\n const maxColor = new Color()\n const finalColor = new Color()\n\n for (let i = 1; i >= 0; i -= step) {\n for (let j = this.map.length - 1; j >= 0; j--) {\n if (i < this.map[j][0] && i >= this.map[j - 1][0]) {\n const min = this.map[j - 1][0]\n const max = this.map[j][0]\n\n minColor.setHex(this.map[j - 1][1], 'linear-srgb')\n maxColor.setHex(this.map[j][1], 'linear-srgb')\n\n finalColor.lerpColors(minColor, maxColor, (i - min) / (max - min))\n\n data[k * 4] = Math.round(finalColor.r * 255)\n data[k * 4 + 1] = Math.round(finalColor.g * 255)\n data[k * 4 + 2] = Math.round(finalColor.b * 255)\n data[k * 4 + 3] = 255\n\n k += 1\n }\n }\n }\n\n ctx.putImageData(imageData, 0, 0)\n\n return canvas\n }\n}\n\nconst ColorMapKeywords = {\n rainbow: [\n [0.0, 0x0000ff],\n [0.2, 0x00ffff],\n [0.5, 0x00ff00],\n [0.8, 0xffff00],\n [1.0, 0xff0000],\n ],\n cooltowarm: [\n [0.0, 0x3c4ec2],\n [0.2, 0x9bbcff],\n [0.5, 0xdcdcdc],\n [0.8, 0xf6a385],\n [1.0, 0xb40426],\n ],\n blackbody: [\n [0.0, 0x000000],\n [0.2, 0x780000],\n [0.5, 0xe63200],\n [0.8, 0xffff00],\n [1.0, 0xffffff],\n ],\n grayscale: [\n [0.0, 0x000000],\n [0.2, 0x404040],\n [0.5, 0x7f7f80],\n [0.8, 0xbfbfbf],\n [1.0, 0xffffff],\n ],\n}\n\nexport { Lut, ColorMapKeywords }\n"],"names":["Color","MathUtils"],"mappings":";;;AAEA,MAAM,IAAI;AAAA,EACR,YAAY,UAAU,QAAQ,IAAI;AAChC,SAAK,QAAQ;AAEb,SAAK,MAAM,CAAE;AACb,SAAK,MAAM,CAAE;AACb,SAAK,IAAI;AACT,SAAK,OAAO;AACZ,SAAK,OAAO;AAEZ,SAAK,YAAY,UAAU,KAAK;AAAA,EACjC;AAAA,EAED,IAAI,OAAO;AACT,QAAI,MAAM,UAAU,MAAM;AACxB,WAAK,KAAK,KAAK;AAAA,IAChB;AAED,WAAO;AAAA,EACR;AAAA,EAED,OAAO,KAAK;AACV,SAAK,OAAO;AAEZ,WAAO;AAAA,EACR;AAAA,EAED,OAAO,KAAK;AACV,SAAK,OAAO;AAEZ,WAAO;AAAA,EACR;AAAA,EAED,YAAY,UAAU,QAAQ,IAAI;AAChC,SAAK,MAAM,iBAAiB,QAAQ,KAAK,iBAAiB;AAC1D,SAAK,IAAI;AAET,UAAM,OAAO,IAAM,KAAK;AACxB,UAAM,WAAW,IAAIA,YAAO;AAC5B,UAAM,WAAW,IAAIA,YAAO;AAE5B,SAAK,IAAI,SAAS;AAIlB,SAAK,IAAI,KAAK,IAAIA,MAAK,MAAC,KAAK,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC;AAIvC,aAAS,IAAI,GAAG,IAAI,OAAO,KAAK;AAC9B,YAAM,QAAQ,IAAI;AAElB,eAAS,IAAI,GAAG,IAAI,KAAK,IAAI,SAAS,GAAG,KAAK;AAC5C,YAAI,QAAQ,KAAK,IAAI,CAAC,EAAE,CAAC,KAAK,SAAS,KAAK,IAAI,IAAI,CAAC,EAAE,CAAC,GAAG;AACzD,gBAAM,MAAM,KAAK,IAAI,CAAC,EAAE,CAAC;AACzB,gBAAM,MAAM,KAAK,IAAI,IAAI,CAAC,EAAE,CAAC;AAE7B,mBAAS,OAAO,KAAK,IAAI,CAAC,EAAE,CAAC,GAAG,aAAa;AAC7C,mBAAS,OAAO,KAAK,IAAI,IAAI,CAAC,EAAE,CAAC,GAAG,aAAa;AAEjD,gBAAM,QAAQ,IAAIA,YAAO,EAAC,WAAW,UAAU,WAAW,QAAQ,QAAQ,MAAM,IAAI;AAEpF,eAAK,IAAI,KAAK,KAAK;AAAA,QACpB;AAAA,MACF;AAAA,IACF;AAID,SAAK,IAAI,KAAK,IAAIA,MAAAA,MAAM,KAAK,IAAI,KAAK,IAAI,SAAS,CAAC,EAAE,CAAC,CAAC,CAAC;AAEzD,WAAO;AAAA,EACR;AAAA,EAED,KAAK,KAAK;AACR,SAAK,MAAM,IAAI;AACf,SAAK,MAAM,IAAI;AACf,SAAK,IAAI,IAAI;AACb,SAAK,OAAO,IAAI;AAChB,SAAK,OAAO,IAAI;AAEhB,WAAO;AAAA,EACR;AAAA,EAED,SAAS,OAAO;AACd,YAAQC,MAAS,UAAC,MAAM,OAAO,KAAK,MAAM,KAAK,IAAI;AAEnD,aAAS,QAAQ,KAAK,SAAS,KAAK,OAAO,KAAK;AAEhD,UAAM,gBAAgB,KAAK,MAAM,QAAQ,KAAK,CAAC;AAE/C,WAAO,KAAK,IAAI,aAAa;AAAA,EAC9B;AAAA,EAED,YAAY,MAAM,eAAe;AAC/B,qBAAiB,IAAI,IAAI;AAEzB,WAAO;AAAA,EACR;AAAA,EAED,eAAe;AACb,UAAM,SAAS,SAAS,cAAc,QAAQ;AAC9C,WAAO,QAAQ;AACf,WAAO,SAAS,KAAK;AAErB,SAAK,aAAa,MAAM;AAExB,WAAO;AAAA,EACR;AAAA,EAED,aAAa,QAAQ;AACnB,UAAM,MAAM,OAAO,WAAW,MAAM,EAAE,OAAO,OAAO;AAEpD,UAAM,YAAY,IAAI,aAAa,GAAG,GAAG,GAAG,KAAK,CAAC;AAElD,UAAM,OAAO,UAAU;AAEvB,QAAI,IAAI;AAER,UAAM,OAAO,IAAM,KAAK;AAExB,UAAM,WAAW,IAAID,YAAO;AAC5B,UAAM,WAAW,IAAIA,YAAO;AAC5B,UAAM,aAAa,IAAIA,YAAO;AAE9B,aAAS,IAAI,GAAG,KAAK,GAAG,KAAK,MAAM;AACjC,eAAS,IAAI,KAAK,IAAI,SAAS,GAAG,KAAK,GAAG,KAAK;AAC7C,YAAI,IAAI,KAAK,IAAI,CAAC,EAAE,CAAC,KAAK,KAAK,KAAK,IAAI,IAAI,CAAC,EAAE,CAAC,GAAG;AACjD,gBAAM,MAAM,KAAK,IAAI,IAAI,CAAC,EAAE,CAAC;AAC7B,gBAAM,MAAM,KAAK,IAAI,CAAC,EAAE,CAAC;AAEzB,mBAAS,OAAO,KAAK,IAAI,IAAI,CAAC,EAAE,CAAC,GAAG,aAAa;AACjD,mBAAS,OAAO,KAAK,IAAI,CAAC,EAAE,CAAC,GAAG,aAAa;AAE7C,qBAAW,WAAW,UAAU,WAAW,IAAI,QAAQ,MAAM,IAAI;AAEjE,eAAK,IAAI,CAAC,IAAI,KAAK,MAAM,WAAW,IAAI,GAAG;AAC3C,eAAK,IAAI,IAAI,CAAC,IAAI,KAAK,MAAM,WAAW,IAAI,GAAG;AAC/C,eAAK,IAAI,IAAI,CAAC,IAAI,KAAK,MAAM,WAAW,IAAI,GAAG;AAC/C,eAAK,IAAI,IAAI,CAAC,IAAI;AAElB,eAAK;AAAA,QACN;AAAA,MACF;AAAA,IACF;AAED,QAAI,aAAa,WAAW,GAAG,CAAC;AAEhC,WAAO;AAAA,EACR;AACH;AAEK,MAAC,mBAAmB;AAAA,EACvB,SAAS;AAAA,IACP,CAAC,GAAK,GAAQ;AAAA,IACd,CAAC,KAAK,KAAQ;AAAA,IACd,CAAC,KAAK,KAAQ;AAAA,IACd,CAAC,KAAK,QAAQ;AAAA,IACd,CAAC,GAAK,QAAQ;AAAA,EACf;AAAA,EACD,YAAY;AAAA,IACV,CAAC,GAAK,OAAQ;AAAA,IACd,CAAC,KAAK,QAAQ;AAAA,IACd,CAAC,KAAK,QAAQ;AAAA,IACd,CAAC,KAAK,QAAQ;AAAA,IACd,CAAC,GAAK,QAAQ;AAAA,EACf;AAAA,EACD,WAAW;AAAA,IACT,CAAC,GAAK,CAAQ;AAAA,IACd,CAAC,KAAK,OAAQ;AAAA,IACd,CAAC,KAAK,QAAQ;AAAA,IACd,CAAC,KAAK,QAAQ;AAAA,IACd,CAAC,GAAK,QAAQ;AAAA,EACf;AAAA,EACD,WAAW;AAAA,IACT,CAAC,GAAK,CAAQ;AAAA,IACd,CAAC,KAAK,OAAQ;AAAA,IACd,CAAC,KAAK,OAAQ;AAAA,IACd,CAAC,KAAK,QAAQ;AAAA,IACd,CAAC,GAAK,QAAQ;AAAA,EACf;AACH;;;"}
1
+ {"version":3,"file":"Lut.cjs","sources":["../../src/math/Lut.js"],"sourcesContent":["import { Color, MathUtils } from 'three'\n\nclass Lut {\n constructor(colormap, count = 32) {\n this.isLut = true\n\n this.lut = []\n this.map = []\n this.n = 0\n this.minV = 0\n this.maxV = 1\n\n this.setColorMap(colormap, count)\n }\n\n set(value) {\n if (value.isLut === true) {\n this.copy(value)\n }\n\n return this\n }\n\n setMin(min) {\n this.minV = min\n\n return this\n }\n\n setMax(max) {\n this.maxV = max\n\n return this\n }\n\n setColorMap(colormap, count = 32) {\n this.map = ColorMapKeywords[colormap] || ColorMapKeywords.rainbow\n this.n = count\n\n const step = 1.0 / this.n\n const minColor = new Color()\n const maxColor = new Color()\n\n this.lut.length = 0\n\n // sample at 0\n\n this.lut.push(new Color(this.map[0][1]))\n\n // sample at 1/n, ..., (n-1)/n\n\n for (let i = 1; i < count; i++) {\n const alpha = i * step\n\n for (let j = 0; j < this.map.length - 1; j++) {\n if (alpha > this.map[j][0] && alpha <= this.map[j + 1][0]) {\n const min = this.map[j][0]\n const max = this.map[j + 1][0]\n\n minColor.setHex(this.map[j][1], 'srgb-linear')\n maxColor.setHex(this.map[j + 1][1], 'srgb-linear')\n\n const color = new Color().lerpColors(minColor, maxColor, (alpha - min) / (max - min))\n\n this.lut.push(color)\n }\n }\n }\n\n // sample at 1\n\n this.lut.push(new Color(this.map[this.map.length - 1][1]))\n\n return this\n }\n\n copy(lut) {\n this.lut = lut.lut\n this.map = lut.map\n this.n = lut.n\n this.minV = lut.minV\n this.maxV = lut.maxV\n\n return this\n }\n\n getColor(alpha) {\n alpha = MathUtils.clamp(alpha, this.minV, this.maxV)\n\n alpha = (alpha - this.minV) / (this.maxV - this.minV)\n\n const colorPosition = Math.round(alpha * this.n)\n\n return this.lut[colorPosition]\n }\n\n addColorMap(name, arrayOfColors) {\n ColorMapKeywords[name] = arrayOfColors\n\n return this\n }\n\n createCanvas() {\n const canvas = document.createElement('canvas')\n canvas.width = 1\n canvas.height = this.n\n\n this.updateCanvas(canvas)\n\n return canvas\n }\n\n updateCanvas(canvas) {\n const ctx = canvas.getContext('2d', { alpha: false })\n\n const imageData = ctx.getImageData(0, 0, 1, this.n)\n\n const data = imageData.data\n\n let k = 0\n\n const step = 1.0 / this.n\n\n const minColor = new Color()\n const maxColor = new Color()\n const finalColor = new Color()\n\n for (let i = 1; i >= 0; i -= step) {\n for (let j = this.map.length - 1; j >= 0; j--) {\n if (i < this.map[j][0] && i >= this.map[j - 1][0]) {\n const min = this.map[j - 1][0]\n const max = this.map[j][0]\n\n minColor.setHex(this.map[j - 1][1], 'srgb-linear')\n maxColor.setHex(this.map[j][1], 'srgb-linear')\n\n finalColor.lerpColors(minColor, maxColor, (i - min) / (max - min))\n\n data[k * 4] = Math.round(finalColor.r * 255)\n data[k * 4 + 1] = Math.round(finalColor.g * 255)\n data[k * 4 + 2] = Math.round(finalColor.b * 255)\n data[k * 4 + 3] = 255\n\n k += 1\n }\n }\n }\n\n ctx.putImageData(imageData, 0, 0)\n\n return canvas\n }\n}\n\nconst ColorMapKeywords = {\n rainbow: [\n [0.0, 0x0000ff],\n [0.2, 0x00ffff],\n [0.5, 0x00ff00],\n [0.8, 0xffff00],\n [1.0, 0xff0000],\n ],\n cooltowarm: [\n [0.0, 0x3c4ec2],\n [0.2, 0x9bbcff],\n [0.5, 0xdcdcdc],\n [0.8, 0xf6a385],\n [1.0, 0xb40426],\n ],\n blackbody: [\n [0.0, 0x000000],\n [0.2, 0x780000],\n [0.5, 0xe63200],\n [0.8, 0xffff00],\n [1.0, 0xffffff],\n ],\n grayscale: [\n [0.0, 0x000000],\n [0.2, 0x404040],\n [0.5, 0x7f7f80],\n [0.8, 0xbfbfbf],\n [1.0, 0xffffff],\n ],\n}\n\nexport { Lut, ColorMapKeywords }\n"],"names":["Color","MathUtils"],"mappings":";;;AAEA,MAAM,IAAI;AAAA,EACR,YAAY,UAAU,QAAQ,IAAI;AAChC,SAAK,QAAQ;AAEb,SAAK,MAAM,CAAE;AACb,SAAK,MAAM,CAAE;AACb,SAAK,IAAI;AACT,SAAK,OAAO;AACZ,SAAK,OAAO;AAEZ,SAAK,YAAY,UAAU,KAAK;AAAA,EACjC;AAAA,EAED,IAAI,OAAO;AACT,QAAI,MAAM,UAAU,MAAM;AACxB,WAAK,KAAK,KAAK;AAAA,IAChB;AAED,WAAO;AAAA,EACR;AAAA,EAED,OAAO,KAAK;AACV,SAAK,OAAO;AAEZ,WAAO;AAAA,EACR;AAAA,EAED,OAAO,KAAK;AACV,SAAK,OAAO;AAEZ,WAAO;AAAA,EACR;AAAA,EAED,YAAY,UAAU,QAAQ,IAAI;AAChC,SAAK,MAAM,iBAAiB,QAAQ,KAAK,iBAAiB;AAC1D,SAAK,IAAI;AAET,UAAM,OAAO,IAAM,KAAK;AACxB,UAAM,WAAW,IAAIA,YAAO;AAC5B,UAAM,WAAW,IAAIA,YAAO;AAE5B,SAAK,IAAI,SAAS;AAIlB,SAAK,IAAI,KAAK,IAAIA,MAAK,MAAC,KAAK,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC;AAIvC,aAAS,IAAI,GAAG,IAAI,OAAO,KAAK;AAC9B,YAAM,QAAQ,IAAI;AAElB,eAAS,IAAI,GAAG,IAAI,KAAK,IAAI,SAAS,GAAG,KAAK;AAC5C,YAAI,QAAQ,KAAK,IAAI,CAAC,EAAE,CAAC,KAAK,SAAS,KAAK,IAAI,IAAI,CAAC,EAAE,CAAC,GAAG;AACzD,gBAAM,MAAM,KAAK,IAAI,CAAC,EAAE,CAAC;AACzB,gBAAM,MAAM,KAAK,IAAI,IAAI,CAAC,EAAE,CAAC;AAE7B,mBAAS,OAAO,KAAK,IAAI,CAAC,EAAE,CAAC,GAAG,aAAa;AAC7C,mBAAS,OAAO,KAAK,IAAI,IAAI,CAAC,EAAE,CAAC,GAAG,aAAa;AAEjD,gBAAM,QAAQ,IAAIA,YAAO,EAAC,WAAW,UAAU,WAAW,QAAQ,QAAQ,MAAM,IAAI;AAEpF,eAAK,IAAI,KAAK,KAAK;AAAA,QACpB;AAAA,MACF;AAAA,IACF;AAID,SAAK,IAAI,KAAK,IAAIA,MAAAA,MAAM,KAAK,IAAI,KAAK,IAAI,SAAS,CAAC,EAAE,CAAC,CAAC,CAAC;AAEzD,WAAO;AAAA,EACR;AAAA,EAED,KAAK,KAAK;AACR,SAAK,MAAM,IAAI;AACf,SAAK,MAAM,IAAI;AACf,SAAK,IAAI,IAAI;AACb,SAAK,OAAO,IAAI;AAChB,SAAK,OAAO,IAAI;AAEhB,WAAO;AAAA,EACR;AAAA,EAED,SAAS,OAAO;AACd,YAAQC,MAAS,UAAC,MAAM,OAAO,KAAK,MAAM,KAAK,IAAI;AAEnD,aAAS,QAAQ,KAAK,SAAS,KAAK,OAAO,KAAK;AAEhD,UAAM,gBAAgB,KAAK,MAAM,QAAQ,KAAK,CAAC;AAE/C,WAAO,KAAK,IAAI,aAAa;AAAA,EAC9B;AAAA,EAED,YAAY,MAAM,eAAe;AAC/B,qBAAiB,IAAI,IAAI;AAEzB,WAAO;AAAA,EACR;AAAA,EAED,eAAe;AACb,UAAM,SAAS,SAAS,cAAc,QAAQ;AAC9C,WAAO,QAAQ;AACf,WAAO,SAAS,KAAK;AAErB,SAAK,aAAa,MAAM;AAExB,WAAO;AAAA,EACR;AAAA,EAED,aAAa,QAAQ;AACnB,UAAM,MAAM,OAAO,WAAW,MAAM,EAAE,OAAO,OAAO;AAEpD,UAAM,YAAY,IAAI,aAAa,GAAG,GAAG,GAAG,KAAK,CAAC;AAElD,UAAM,OAAO,UAAU;AAEvB,QAAI,IAAI;AAER,UAAM,OAAO,IAAM,KAAK;AAExB,UAAM,WAAW,IAAID,YAAO;AAC5B,UAAM,WAAW,IAAIA,YAAO;AAC5B,UAAM,aAAa,IAAIA,YAAO;AAE9B,aAAS,IAAI,GAAG,KAAK,GAAG,KAAK,MAAM;AACjC,eAAS,IAAI,KAAK,IAAI,SAAS,GAAG,KAAK,GAAG,KAAK;AAC7C,YAAI,IAAI,KAAK,IAAI,CAAC,EAAE,CAAC,KAAK,KAAK,KAAK,IAAI,IAAI,CAAC,EAAE,CAAC,GAAG;AACjD,gBAAM,MAAM,KAAK,IAAI,IAAI,CAAC,EAAE,CAAC;AAC7B,gBAAM,MAAM,KAAK,IAAI,CAAC,EAAE,CAAC;AAEzB,mBAAS,OAAO,KAAK,IAAI,IAAI,CAAC,EAAE,CAAC,GAAG,aAAa;AACjD,mBAAS,OAAO,KAAK,IAAI,CAAC,EAAE,CAAC,GAAG,aAAa;AAE7C,qBAAW,WAAW,UAAU,WAAW,IAAI,QAAQ,MAAM,IAAI;AAEjE,eAAK,IAAI,CAAC,IAAI,KAAK,MAAM,WAAW,IAAI,GAAG;AAC3C,eAAK,IAAI,IAAI,CAAC,IAAI,KAAK,MAAM,WAAW,IAAI,GAAG;AAC/C,eAAK,IAAI,IAAI,CAAC,IAAI,KAAK,MAAM,WAAW,IAAI,GAAG;AAC/C,eAAK,IAAI,IAAI,CAAC,IAAI;AAElB,eAAK;AAAA,QACN;AAAA,MACF;AAAA,IACF;AAED,QAAI,aAAa,WAAW,GAAG,CAAC;AAEhC,WAAO;AAAA,EACR;AACH;AAEK,MAAC,mBAAmB;AAAA,EACvB,SAAS;AAAA,IACP,CAAC,GAAK,GAAQ;AAAA,IACd,CAAC,KAAK,KAAQ;AAAA,IACd,CAAC,KAAK,KAAQ;AAAA,IACd,CAAC,KAAK,QAAQ;AAAA,IACd,CAAC,GAAK,QAAQ;AAAA,EACf;AAAA,EACD,YAAY;AAAA,IACV,CAAC,GAAK,OAAQ;AAAA,IACd,CAAC,KAAK,QAAQ;AAAA,IACd,CAAC,KAAK,QAAQ;AAAA,IACd,CAAC,KAAK,QAAQ;AAAA,IACd,CAAC,GAAK,QAAQ;AAAA,EACf;AAAA,EACD,WAAW;AAAA,IACT,CAAC,GAAK,CAAQ;AAAA,IACd,CAAC,KAAK,OAAQ;AAAA,IACd,CAAC,KAAK,QAAQ;AAAA,IACd,CAAC,KAAK,QAAQ;AAAA,IACd,CAAC,GAAK,QAAQ;AAAA,EACf;AAAA,EACD,WAAW;AAAA,IACT,CAAC,GAAK,CAAQ;AAAA,IACd,CAAC,KAAK,OAAQ;AAAA,IACd,CAAC,KAAK,OAAQ;AAAA,IACd,CAAC,KAAK,QAAQ;AAAA,IACd,CAAC,GAAK,QAAQ;AAAA,EACf;AACH;;;"}
package/math/Lut.js CHANGED
@@ -37,8 +37,8 @@ class Lut {
37
37
  if (alpha > this.map[j][0] && alpha <= this.map[j + 1][0]) {
38
38
  const min = this.map[j][0];
39
39
  const max = this.map[j + 1][0];
40
- minColor.setHex(this.map[j][1], "linear-srgb");
41
- maxColor.setHex(this.map[j + 1][1], "linear-srgb");
40
+ minColor.setHex(this.map[j][1], "srgb-linear");
41
+ maxColor.setHex(this.map[j + 1][1], "srgb-linear");
42
42
  const color = new Color().lerpColors(minColor, maxColor, (alpha - min) / (max - min));
43
43
  this.lut.push(color);
44
44
  }
@@ -86,8 +86,8 @@ class Lut {
86
86
  if (i < this.map[j][0] && i >= this.map[j - 1][0]) {
87
87
  const min = this.map[j - 1][0];
88
88
  const max = this.map[j][0];
89
- minColor.setHex(this.map[j - 1][1], "linear-srgb");
90
- maxColor.setHex(this.map[j][1], "linear-srgb");
89
+ minColor.setHex(this.map[j - 1][1], "srgb-linear");
90
+ maxColor.setHex(this.map[j][1], "srgb-linear");
91
91
  finalColor.lerpColors(minColor, maxColor, (i - min) / (max - min));
92
92
  data[k * 4] = Math.round(finalColor.r * 255);
93
93
  data[k * 4 + 1] = Math.round(finalColor.g * 255);
package/math/Lut.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"Lut.js","sources":["../../src/math/Lut.js"],"sourcesContent":["import { Color, MathUtils } from 'three'\n\nclass Lut {\n constructor(colormap, count = 32) {\n this.isLut = true\n\n this.lut = []\n this.map = []\n this.n = 0\n this.minV = 0\n this.maxV = 1\n\n this.setColorMap(colormap, count)\n }\n\n set(value) {\n if (value.isLut === true) {\n this.copy(value)\n }\n\n return this\n }\n\n setMin(min) {\n this.minV = min\n\n return this\n }\n\n setMax(max) {\n this.maxV = max\n\n return this\n }\n\n setColorMap(colormap, count = 32) {\n this.map = ColorMapKeywords[colormap] || ColorMapKeywords.rainbow\n this.n = count\n\n const step = 1.0 / this.n\n const minColor = new Color()\n const maxColor = new Color()\n\n this.lut.length = 0\n\n // sample at 0\n\n this.lut.push(new Color(this.map[0][1]))\n\n // sample at 1/n, ..., (n-1)/n\n\n for (let i = 1; i < count; i++) {\n const alpha = i * step\n\n for (let j = 0; j < this.map.length - 1; j++) {\n if (alpha > this.map[j][0] && alpha <= this.map[j + 1][0]) {\n const min = this.map[j][0]\n const max = this.map[j + 1][0]\n\n minColor.setHex(this.map[j][1], 'linear-srgb')\n maxColor.setHex(this.map[j + 1][1], 'linear-srgb')\n\n const color = new Color().lerpColors(minColor, maxColor, (alpha - min) / (max - min))\n\n this.lut.push(color)\n }\n }\n }\n\n // sample at 1\n\n this.lut.push(new Color(this.map[this.map.length - 1][1]))\n\n return this\n }\n\n copy(lut) {\n this.lut = lut.lut\n this.map = lut.map\n this.n = lut.n\n this.minV = lut.minV\n this.maxV = lut.maxV\n\n return this\n }\n\n getColor(alpha) {\n alpha = MathUtils.clamp(alpha, this.minV, this.maxV)\n\n alpha = (alpha - this.minV) / (this.maxV - this.minV)\n\n const colorPosition = Math.round(alpha * this.n)\n\n return this.lut[colorPosition]\n }\n\n addColorMap(name, arrayOfColors) {\n ColorMapKeywords[name] = arrayOfColors\n\n return this\n }\n\n createCanvas() {\n const canvas = document.createElement('canvas')\n canvas.width = 1\n canvas.height = this.n\n\n this.updateCanvas(canvas)\n\n return canvas\n }\n\n updateCanvas(canvas) {\n const ctx = canvas.getContext('2d', { alpha: false })\n\n const imageData = ctx.getImageData(0, 0, 1, this.n)\n\n const data = imageData.data\n\n let k = 0\n\n const step = 1.0 / this.n\n\n const minColor = new Color()\n const maxColor = new Color()\n const finalColor = new Color()\n\n for (let i = 1; 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1
+ {"version":3,"file":"Lut.js","sources":["../../src/math/Lut.js"],"sourcesContent":["import { Color, MathUtils } from 'three'\n\nclass Lut {\n constructor(colormap, count = 32) {\n this.isLut = true\n\n this.lut = []\n this.map = []\n this.n = 0\n this.minV = 0\n this.maxV = 1\n\n this.setColorMap(colormap, count)\n }\n\n set(value) {\n if (value.isLut === true) {\n this.copy(value)\n }\n\n return this\n }\n\n setMin(min) {\n this.minV = min\n\n return this\n }\n\n setMax(max) {\n this.maxV = max\n\n return this\n }\n\n setColorMap(colormap, count = 32) {\n this.map = ColorMapKeywords[colormap] || ColorMapKeywords.rainbow\n this.n = count\n\n const step = 1.0 / this.n\n const minColor = new Color()\n const maxColor = new Color()\n\n this.lut.length = 0\n\n // sample at 0\n\n this.lut.push(new Color(this.map[0][1]))\n\n // sample at 1/n, ..., (n-1)/n\n\n for (let i = 1; i < count; i++) {\n const alpha = i * step\n\n for (let j = 0; j < this.map.length - 1; j++) {\n if (alpha > this.map[j][0] && alpha <= this.map[j + 1][0]) {\n const min = this.map[j][0]\n const max = this.map[j + 1][0]\n\n minColor.setHex(this.map[j][1], 'srgb-linear')\n maxColor.setHex(this.map[j + 1][1], 'srgb-linear')\n\n const color = new Color().lerpColors(minColor, maxColor, (alpha - min) / (max - min))\n\n this.lut.push(color)\n }\n }\n }\n\n // sample at 1\n\n this.lut.push(new Color(this.map[this.map.length - 1][1]))\n\n return this\n }\n\n copy(lut) {\n this.lut = lut.lut\n this.map = lut.map\n this.n = lut.n\n this.minV = lut.minV\n this.maxV = lut.maxV\n\n return this\n }\n\n getColor(alpha) {\n alpha = MathUtils.clamp(alpha, this.minV, this.maxV)\n\n alpha = (alpha - this.minV) / (this.maxV - this.minV)\n\n const colorPosition = Math.round(alpha * this.n)\n\n return this.lut[colorPosition]\n }\n\n addColorMap(name, arrayOfColors) {\n ColorMapKeywords[name] = arrayOfColors\n\n return this\n }\n\n createCanvas() {\n const canvas = document.createElement('canvas')\n canvas.width = 1\n canvas.height = this.n\n\n this.updateCanvas(canvas)\n\n return canvas\n }\n\n updateCanvas(canvas) {\n const ctx = canvas.getContext('2d', { alpha: false })\n\n const imageData = ctx.getImageData(0, 0, 1, this.n)\n\n const data = imageData.data\n\n let k = 0\n\n const step = 1.0 / this.n\n\n const minColor = new Color()\n const maxColor = new Color()\n const finalColor = new Color()\n\n for (let i = 1; 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@@ -102,7 +102,7 @@ const _Reflector = class extends THREE.Mesh {
102
102
  renderer.xr.enabled = false;
103
103
  renderer.shadowMap.autoUpdate = false;
104
104
  if ("outputColorSpace" in renderer)
105
- renderer.outputColorSpace = "linear-srgb";
105
+ renderer.outputColorSpace = "srgb-linear";
106
106
  else
107
107
  renderer.outputEncoding = 3e3;
108
108
  renderer.toneMapping = THREE.NoToneMapping;
@@ -1 +1 @@
1
- {"version":3,"file":"Reflector.cjs","sources":["../../src/objects/Reflector.js"],"sourcesContent":["import {\n Color,\n Matrix4,\n Mesh,\n PerspectiveCamera,\n Plane,\n ShaderMaterial,\n UniformsUtils,\n Vector3,\n Vector4,\n WebGLRenderTarget,\n HalfFloatType,\n NoToneMapping,\n} from 'three'\nimport { version } from '../_polyfill/constants'\n\nclass Reflector extends Mesh {\n static ReflectorShader = {\n uniforms: {\n color: {\n value: null,\n },\n\n tDiffuse: {\n value: null,\n },\n\n textureMatrix: {\n value: null,\n },\n },\n\n vertexShader: /* glsl */ `\n\t\tuniform mat4 textureMatrix;\n\t\tvarying vec4 vUv;\n\n\t\t#include <common>\n\t\t#include <logdepthbuf_pars_vertex>\n\n\t\tvoid main() {\n\n\t\t\tvUv = textureMatrix * vec4( position, 1.0 );\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t\t#include <logdepthbuf_vertex>\n\n\t\t}`,\n\n fragmentShader: /* glsl */ `\n\t\tuniform vec3 color;\n\t\tuniform sampler2D tDiffuse;\n\t\tvarying vec4 vUv;\n\n\t\t#include <logdepthbuf_pars_fragment>\n\n\t\tfloat blendOverlay( float base, float blend ) {\n\n\t\t\treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );\n\n\t\t}\n\n\t\tvec3 blendOverlay( vec3 base, vec3 blend ) {\n\n\t\t\treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\t#include <logdepthbuf_fragment>\n\n\t\t\tvec4 base = texture2DProj( tDiffuse, vUv );\n\t\t\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );\n\n\t\t\t#include <tonemapping_fragment>\n\t\t\t#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\n\t\t}`,\n }\n\n constructor(geometry, options = {}) {\n super(geometry)\n\n this.isReflector = true\n\n this.type = 'Reflector'\n this.camera = new PerspectiveCamera()\n\n const scope = this\n\n const color = options.color !== undefined ? new Color(options.color) : new Color(0x7f7f7f)\n const textureWidth = options.textureWidth || 512\n const textureHeight = options.textureHeight || 512\n const clipBias = options.clipBias || 0\n const shader = options.shader || Reflector.ReflectorShader\n const multisample = options.multisample !== undefined ? options.multisample : 4\n\n //\n\n const reflectorPlane = new Plane()\n const normal = new Vector3()\n const reflectorWorldPosition = new Vector3()\n const cameraWorldPosition = new Vector3()\n const rotationMatrix = new Matrix4()\n const lookAtPosition = new Vector3(0, 0, -1)\n const clipPlane = new Vector4()\n\n const view = new Vector3()\n const target = new Vector3()\n const q = new Vector4()\n\n const textureMatrix = new Matrix4()\n const virtualCamera = this.camera\n\n const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight, {\n samples: multisample,\n type: HalfFloatType,\n })\n\n const material = new ShaderMaterial({\n uniforms: UniformsUtils.clone(shader.uniforms),\n fragmentShader: shader.fragmentShader,\n vertexShader: shader.vertexShader,\n })\n\n material.uniforms['tDiffuse'].value = renderTarget.texture\n material.uniforms['color'].value = color\n material.uniforms['textureMatrix'].value = textureMatrix\n\n this.material = material\n\n this.onBeforeRender = function (renderer, scene, camera) {\n reflectorWorldPosition.setFromMatrixPosition(scope.matrixWorld)\n cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld)\n\n rotationMatrix.extractRotation(scope.matrixWorld)\n\n normal.set(0, 0, 1)\n normal.applyMatrix4(rotationMatrix)\n\n view.subVectors(reflectorWorldPosition, cameraWorldPosition)\n\n // Avoid rendering when reflector is facing away\n\n if (view.dot(normal) > 0) return\n\n view.reflect(normal).negate()\n view.add(reflectorWorldPosition)\n\n rotationMatrix.extractRotation(camera.matrixWorld)\n\n lookAtPosition.set(0, 0, -1)\n lookAtPosition.applyMatrix4(rotationMatrix)\n lookAtPosition.add(cameraWorldPosition)\n\n target.subVectors(reflectorWorldPosition, lookAtPosition)\n target.reflect(normal).negate()\n target.add(reflectorWorldPosition)\n\n virtualCamera.position.copy(view)\n virtualCamera.up.set(0, 1, 0)\n virtualCamera.up.applyMatrix4(rotationMatrix)\n virtualCamera.up.reflect(normal)\n virtualCamera.lookAt(target)\n\n virtualCamera.far = camera.far // Used in WebGLBackground\n\n virtualCamera.updateMatrixWorld()\n virtualCamera.projectionMatrix.copy(camera.projectionMatrix)\n\n // Update the texture matrix\n 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)\n textureMatrix.multiply(virtualCamera.projectionMatrix)\n textureMatrix.multiply(virtualCamera.matrixWorldInverse)\n textureMatrix.multiply(scope.matrixWorld)\n\n // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html\n // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf\n reflectorPlane.setFromNormalAndCoplanarPoint(normal, reflectorWorldPosition)\n reflectorPlane.applyMatrix4(virtualCamera.matrixWorldInverse)\n\n clipPlane.set(reflectorPlane.normal.x, reflectorPlane.normal.y, reflectorPlane.normal.z, reflectorPlane.constant)\n\n const projectionMatrix = virtualCamera.projectionMatrix\n\n q.x = (Math.sign(clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0]\n q.y = (Math.sign(clipPlane.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5]\n q.z = -1.0\n q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]\n\n // Calculate the scaled plane vector\n clipPlane.multiplyScalar(2.0 / clipPlane.dot(q))\n\n // Replacing the third row of the projection matrix\n projectionMatrix.elements[2] = clipPlane.x\n projectionMatrix.elements[6] = clipPlane.y\n projectionMatrix.elements[10] = clipPlane.z + 1.0 - clipBias\n projectionMatrix.elements[14] = clipPlane.w\n\n // Render\n scope.visible = false\n\n const currentRenderTarget = renderer.getRenderTarget()\n\n const currentXrEnabled = renderer.xr.enabled\n const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate\n const currentToneMapping = renderer.toneMapping\n\n let isSRGB = false\n if ('outputColorSpace' in renderer) isSRGB = renderer.outputColorSpace === 'srgb'\n else isSRGB = renderer.outputEncoding === 3001 // sRGBEncoding\n\n renderer.xr.enabled = false // Avoid camera modification\n renderer.shadowMap.autoUpdate = false // Avoid re-computing shadows\n if ('outputColorSpace' in renderer) renderer.outputColorSpace = 'linear-srgb'\n else renderer.outputEncoding = 3000 // LinearEncoding\n renderer.toneMapping = NoToneMapping\n\n renderer.setRenderTarget(renderTarget)\n\n renderer.state.buffers.depth.setMask(true) // make sure the depth buffer is writable so it can be properly cleared, see #18897\n\n if (renderer.autoClear === false) renderer.clear()\n renderer.render(scene, virtualCamera)\n\n renderer.xr.enabled = currentXrEnabled\n renderer.shadowMap.autoUpdate = currentShadowAutoUpdate\n renderer.toneMapping = currentToneMapping\n\n if ('outputColorSpace' in renderer) renderer.outputColorSpace = isSRGB ? 'srgb' : 'srgb-linear'\n else renderer.outputEncoding = isSRGB ? 3001 : 3000\n\n renderer.setRenderTarget(currentRenderTarget)\n\n // Restore viewport\n\n const viewport = camera.viewport\n\n if (viewport !== undefined) {\n renderer.state.viewport(viewport)\n }\n\n scope.visible = true\n }\n\n this.getRenderTarget = function () {\n return renderTarget\n }\n\n this.dispose = function () {\n renderTarget.dispose()\n scope.material.dispose()\n }\n }\n}\n\nexport { Reflector }\n"],"names":["Mesh","PerspectiveCamera","Color","Plane","Vector3","Matrix4","Vector4","WebGLRenderTarget","HalfFloatType","ShaderMaterial","UniformsUtils","NoToneMapping","version"],"mappings":";;;;;;;;;;AAgBA,MAAM,aAAN,cAAwBA,MAAAA,KAAK;AAAA,EAiE3B,YAAY,UAAU,UAAU,IAAI;AAClC,UAAM,QAAQ;AAEd,SAAK,cAAc;AAEnB,SAAK,OAAO;AACZ,SAAK,SAAS,IAAIC,wBAAmB;AAErC,UAAM,QAAQ;AAEd,UAAM,QAAQ,QAAQ,UAAU,SAAY,IAAIC,YAAM,QAAQ,KAAK,IAAI,IAAIA,MAAAA,MAAM,OAAQ;AACzF,UAAM,eAAe,QAAQ,gBAAgB;AAC7C,UAAM,gBAAgB,QAAQ,iBAAiB;AAC/C,UAAM,WAAW,QAAQ,YAAY;AACrC,UAAM,SAAS,QAAQ,UAAU,WAAU;AAC3C,UAAM,cAAc,QAAQ,gBAAgB,SAAY,QAAQ,cAAc;AAI9E,UAAM,iBAAiB,IAAIC,YAAO;AAClC,UAAM,SAAS,IAAIC,cAAS;AAC5B,UAAM,yBAAyB,IAAIA,cAAS;AAC5C,UAAM,sBAAsB,IAAIA,cAAS;AACzC,UAAM,iBAAiB,IAAIC,cAAS;AACpC,UAAM,iBAAiB,IAAID,MAAO,QAAC,GAAG,GAAG,EAAE;AAC3C,UAAM,YAAY,IAAIE,cAAS;AAE/B,UAAM,OAAO,IAAIF,cAAS;AAC1B,UAAM,SAAS,IAAIA,cAAS;AAC5B,UAAM,IAAI,IAAIE,cAAS;AAEvB,UAAM,gBAAgB,IAAID,cAAS;AACnC,UAAM,gBAAgB,KAAK;AAE3B,UAAM,eAAe,IAAIE,wBAAkB,cAAc,eAAe;AAAA,MACtE,SAAS;AAAA,MACT,MAAMC,MAAa;AAAA,IACzB,CAAK;AAED,UAAM,WAAW,IAAIC,qBAAe;AAAA,MAClC,UAAUC,MAAa,cAAC,MAAM,OAAO,QAAQ;AAAA,MAC7C,gBAAgB,OAAO;AAAA,MACvB,cAAc,OAAO;AAAA,IAC3B,CAAK;AAED,aAAS,SAAS,UAAU,EAAE,QAAQ,aAAa;AACnD,aAAS,SAAS,OAAO,EAAE,QAAQ;AACnC,aAAS,SAAS,eAAe,EAAE,QAAQ;AAE3C,SAAK,WAAW;AAEhB,SAAK,iBAAiB,SAAU,UAAU,OAAO,QAAQ;AACvD,6BAAuB,sBAAsB,MAAM,WAAW;AAC9D,0BAAoB,sBAAsB,OAAO,WAAW;AAE5D,qBAAe,gBAAgB,MAAM,WAAW;AAEhD,aAAO,IAAI,GAAG,GAAG,CAAC;AAClB,aAAO,aAAa,cAAc;AAElC,WAAK,WAAW,wBAAwB,mBAAmB;AAI3D,UAAI,KAAK,IAAI,MAAM,IAAI;AAAG;AAE1B,WAAK,QAAQ,MAAM,EAAE,OAAQ;AAC7B,WAAK,IAAI,sBAAsB;AAE/B,qBAAe,gBAAgB,OAAO,WAAW;AAEjD,qBAAe,IAAI,GAAG,GAAG,EAAE;AAC3B,qBAAe,aAAa,cAAc;AAC1C,qBAAe,IAAI,mBAAmB;AAEtC,aAAO,WAAW,wBAAwB,cAAc;AACxD,aAAO,QAAQ,MAAM,EAAE,OAAQ;AAC/B,aAAO,IAAI,sBAAsB;AAEjC,oBAAc,SAAS,KAAK,IAAI;AAChC,oBAAc,GAAG,IAAI,GAAG,GAAG,CAAC;AAC5B,oBAAc,GAAG,aAAa,cAAc;AAC5C,oBAAc,GAAG,QAAQ,MAAM;AAC/B,oBAAc,OAAO,MAAM;AAE3B,oBAAc,MAAM,OAAO;AAE3B,oBAAc,kBAAmB;AACjC,oBAAc,iBAAiB,KAAK,OAAO,gBAAgB;AAG3D,oBAAc,IAAI,KAAK,GAAK,GAAK,KAAK,GAAK,KAAK,GAAK,KAAK,GAAK,GAAK,KAAK,KAAK,GAAK,GAAK,GAAK,CAAG;AAChG,oBAAc,SAAS,cAAc,gBAAgB;AACrD,oBAAc,SAAS,cAAc,kBAAkB;AACvD,oBAAc,SAAS,MAAM,WAAW;AAIxC,qBAAe,8BAA8B,QAAQ,sBAAsB;AAC3E,qBAAe,aAAa,cAAc,kBAAkB;AAE5D,gBAAU,IAAI,eAAe,OAAO,GAAG,eAAe,OAAO,GAAG,eAAe,OAAO,GAAG,eAAe,QAAQ;AAEhH,YAAM,mBAAmB,cAAc;AAEvC,QAAE,KAAK,KAAK,KAAK,UAAU,CAAC,IAAI,iBAAiB,SAAS,CAAC,KAAK,iBAAiB,SAAS,CAAC;AAC3F,QAAE,KAAK,KAAK,KAAK,UAAU,CAAC,IAAI,iBAAiB,SAAS,CAAC,KAAK,iBAAiB,SAAS,CAAC;AAC3F,QAAE,IAAI;AACN,QAAE,KAAK,IAAM,iBAAiB,SAAS,EAAE,KAAK,iBAAiB,SAAS,EAAE;AAG1E,gBAAU,eAAe,IAAM,UAAU,IAAI,CAAC,CAAC;AAG/C,uBAAiB,SAAS,CAAC,IAAI,UAAU;AACzC,uBAAiB,SAAS,CAAC,IAAI,UAAU;AACzC,uBAAiB,SAAS,EAAE,IAAI,UAAU,IAAI,IAAM;AACpD,uBAAiB,SAAS,EAAE,IAAI,UAAU;AAG1C,YAAM,UAAU;AAEhB,YAAM,sBAAsB,SAAS,gBAAiB;AAEtD,YAAM,mBAAmB,SAAS,GAAG;AACrC,YAAM,0BAA0B,SAAS,UAAU;AACnD,YAAM,qBAAqB,SAAS;AAEpC,UAAI,SAAS;AACb,UAAI,sBAAsB;AAAU,iBAAS,SAAS,qBAAqB;AAAA;AACtE,iBAAS,SAAS,mBAAmB;AAE1C,eAAS,GAAG,UAAU;AACtB,eAAS,UAAU,aAAa;AAChC,UAAI,sBAAsB;AAAU,iBAAS,mBAAmB;AAAA;AAC3D,iBAAS,iBAAiB;AAC/B,eAAS,cAAcC,MAAa;AAEpC,eAAS,gBAAgB,YAAY;AAErC,eAAS,MAAM,QAAQ,MAAM,QAAQ,IAAI;AAEzC,UAAI,SAAS,cAAc;AAAO,iBAAS,MAAO;AAClD,eAAS,OAAO,OAAO,aAAa;AAEpC,eAAS,GAAG,UAAU;AACtB,eAAS,UAAU,aAAa;AAChC,eAAS,cAAc;AAEvB,UAAI,sBAAsB;AAAU,iBAAS,mBAAmB,SAAS,SAAS;AAAA;AAC7E,iBAAS,iBAAiB,SAAS,OAAO;AAE/C,eAAS,gBAAgB,mBAAmB;AAI5C,YAAM,WAAW,OAAO;AAExB,UAAI,aAAa,QAAW;AAC1B,iBAAS,MAAM,SAAS,QAAQ;AAAA,MACjC;AAED,YAAM,UAAU;AAAA,IACjB;AAED,SAAK,kBAAkB,WAAY;AACjC,aAAO;AAAA,IACR;AAED,SAAK,UAAU,WAAY;AACzB,mBAAa,QAAS;AACtB,YAAM,SAAS,QAAS;AAAA,IACzB;AAAA,EACF;AACH;AA/OA,IAAM,YAAN;AACE,cADI,WACG,mBAAkB;AAAA,EACvB,UAAU;AAAA,IACR,OAAO;AAAA,MACL,OAAO;AAAA,IACR;AAAA,IAED,UAAU;AAAA,MACR,OAAO;AAAA,IACR;AAAA,IAED,eAAe;AAAA,MACb,OAAO;AAAA,IACR;AAAA,EACF;AAAA,EAED;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAiBzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,eA2BhBC,qBAAW,MAAM,wBAAwB;AAAA;AAAA;AAAA;AAGrD;;"}
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+ {"version":3,"file":"Reflector.cjs","sources":["../../src/objects/Reflector.js"],"sourcesContent":["import {\n Color,\n Matrix4,\n Mesh,\n PerspectiveCamera,\n Plane,\n ShaderMaterial,\n UniformsUtils,\n Vector3,\n Vector4,\n WebGLRenderTarget,\n HalfFloatType,\n NoToneMapping,\n} from 'three'\nimport { version } from '../_polyfill/constants'\n\nclass Reflector extends Mesh {\n static ReflectorShader = {\n uniforms: {\n color: {\n value: null,\n },\n\n tDiffuse: {\n value: null,\n },\n\n textureMatrix: {\n value: null,\n },\n },\n\n vertexShader: /* glsl */ `\n\t\tuniform mat4 textureMatrix;\n\t\tvarying vec4 vUv;\n\n\t\t#include <common>\n\t\t#include <logdepthbuf_pars_vertex>\n\n\t\tvoid main() {\n\n\t\t\tvUv = textureMatrix * vec4( position, 1.0 );\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t\t#include <logdepthbuf_vertex>\n\n\t\t}`,\n\n fragmentShader: /* glsl */ `\n\t\tuniform vec3 color;\n\t\tuniform sampler2D tDiffuse;\n\t\tvarying vec4 vUv;\n\n\t\t#include <logdepthbuf_pars_fragment>\n\n\t\tfloat blendOverlay( float base, float blend ) {\n\n\t\t\treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );\n\n\t\t}\n\n\t\tvec3 blendOverlay( vec3 base, vec3 blend ) {\n\n\t\t\treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\t#include <logdepthbuf_fragment>\n\n\t\t\tvec4 base = texture2DProj( tDiffuse, vUv );\n\t\t\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );\n\n\t\t\t#include <tonemapping_fragment>\n\t\t\t#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\n\t\t}`,\n }\n\n constructor(geometry, options = {}) {\n super(geometry)\n\n this.isReflector = true\n\n this.type = 'Reflector'\n this.camera = new PerspectiveCamera()\n\n const scope = this\n\n const color = options.color !== undefined ? new Color(options.color) : new Color(0x7f7f7f)\n const textureWidth = options.textureWidth || 512\n const textureHeight = options.textureHeight || 512\n const clipBias = options.clipBias || 0\n const shader = options.shader || Reflector.ReflectorShader\n const multisample = options.multisample !== undefined ? options.multisample : 4\n\n //\n\n const reflectorPlane = new Plane()\n const normal = new Vector3()\n const reflectorWorldPosition = new Vector3()\n const cameraWorldPosition = new Vector3()\n const rotationMatrix = new Matrix4()\n const lookAtPosition = new Vector3(0, 0, -1)\n const clipPlane = new Vector4()\n\n const view = new Vector3()\n const target = new Vector3()\n const q = new Vector4()\n\n const textureMatrix = new Matrix4()\n const virtualCamera = this.camera\n\n const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight, {\n samples: multisample,\n type: HalfFloatType,\n })\n\n const material = new ShaderMaterial({\n uniforms: UniformsUtils.clone(shader.uniforms),\n fragmentShader: shader.fragmentShader,\n vertexShader: shader.vertexShader,\n })\n\n material.uniforms['tDiffuse'].value = renderTarget.texture\n material.uniforms['color'].value = color\n material.uniforms['textureMatrix'].value = textureMatrix\n\n this.material = material\n\n this.onBeforeRender = function (renderer, scene, camera) {\n reflectorWorldPosition.setFromMatrixPosition(scope.matrixWorld)\n cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld)\n\n rotationMatrix.extractRotation(scope.matrixWorld)\n\n normal.set(0, 0, 1)\n normal.applyMatrix4(rotationMatrix)\n\n view.subVectors(reflectorWorldPosition, cameraWorldPosition)\n\n // Avoid rendering when reflector is facing away\n\n if (view.dot(normal) > 0) return\n\n view.reflect(normal).negate()\n view.add(reflectorWorldPosition)\n\n rotationMatrix.extractRotation(camera.matrixWorld)\n\n lookAtPosition.set(0, 0, -1)\n lookAtPosition.applyMatrix4(rotationMatrix)\n lookAtPosition.add(cameraWorldPosition)\n\n target.subVectors(reflectorWorldPosition, lookAtPosition)\n target.reflect(normal).negate()\n target.add(reflectorWorldPosition)\n\n virtualCamera.position.copy(view)\n virtualCamera.up.set(0, 1, 0)\n virtualCamera.up.applyMatrix4(rotationMatrix)\n virtualCamera.up.reflect(normal)\n virtualCamera.lookAt(target)\n\n virtualCamera.far = camera.far // Used in WebGLBackground\n\n virtualCamera.updateMatrixWorld()\n virtualCamera.projectionMatrix.copy(camera.projectionMatrix)\n\n // Update the texture matrix\n 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)\n textureMatrix.multiply(virtualCamera.projectionMatrix)\n textureMatrix.multiply(virtualCamera.matrixWorldInverse)\n textureMatrix.multiply(scope.matrixWorld)\n\n // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html\n // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf\n reflectorPlane.setFromNormalAndCoplanarPoint(normal, reflectorWorldPosition)\n reflectorPlane.applyMatrix4(virtualCamera.matrixWorldInverse)\n\n clipPlane.set(reflectorPlane.normal.x, reflectorPlane.normal.y, reflectorPlane.normal.z, reflectorPlane.constant)\n\n const projectionMatrix = virtualCamera.projectionMatrix\n\n q.x = (Math.sign(clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0]\n q.y = (Math.sign(clipPlane.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5]\n q.z = -1.0\n q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]\n\n // Calculate the scaled plane vector\n clipPlane.multiplyScalar(2.0 / clipPlane.dot(q))\n\n // Replacing the third row of the projection matrix\n projectionMatrix.elements[2] = clipPlane.x\n projectionMatrix.elements[6] = clipPlane.y\n projectionMatrix.elements[10] = clipPlane.z + 1.0 - clipBias\n projectionMatrix.elements[14] = clipPlane.w\n\n // Render\n scope.visible = false\n\n const currentRenderTarget = renderer.getRenderTarget()\n\n const currentXrEnabled = renderer.xr.enabled\n const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate\n const currentToneMapping = renderer.toneMapping\n\n let isSRGB = false\n if ('outputColorSpace' in renderer) isSRGB = renderer.outputColorSpace === 'srgb'\n else isSRGB = renderer.outputEncoding === 3001 // sRGBEncoding\n\n renderer.xr.enabled = false // Avoid camera modification\n renderer.shadowMap.autoUpdate = false // Avoid re-computing shadows\n if ('outputColorSpace' in renderer) renderer.outputColorSpace = 'srgb-linear'\n else renderer.outputEncoding = 3000 // LinearEncoding\n renderer.toneMapping = NoToneMapping\n\n renderer.setRenderTarget(renderTarget)\n\n renderer.state.buffers.depth.setMask(true) // make sure the depth buffer is writable so it can be properly cleared, see #18897\n\n if (renderer.autoClear === false) renderer.clear()\n renderer.render(scene, virtualCamera)\n\n renderer.xr.enabled = currentXrEnabled\n renderer.shadowMap.autoUpdate = currentShadowAutoUpdate\n renderer.toneMapping = currentToneMapping\n\n if ('outputColorSpace' in renderer) renderer.outputColorSpace = isSRGB ? 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@@ -100,7 +100,7 @@ const _Reflector = class extends Mesh {
100
100
  renderer.xr.enabled = false;
101
101
  renderer.shadowMap.autoUpdate = false;
102
102
  if ("outputColorSpace" in renderer)
103
- renderer.outputColorSpace = "linear-srgb";
103
+ renderer.outputColorSpace = "srgb-linear";
104
104
  else
105
105
  renderer.outputEncoding = 3e3;
106
106
  renderer.toneMapping = NoToneMapping;
@@ -1 +1 @@
1
- {"version":3,"file":"Reflector.js","sources":["../../src/objects/Reflector.js"],"sourcesContent":["import {\n Color,\n Matrix4,\n Mesh,\n PerspectiveCamera,\n Plane,\n ShaderMaterial,\n UniformsUtils,\n Vector3,\n Vector4,\n WebGLRenderTarget,\n HalfFloatType,\n NoToneMapping,\n} from 'three'\nimport { version } from '../_polyfill/constants'\n\nclass Reflector extends Mesh {\n static ReflectorShader = {\n uniforms: {\n color: {\n value: null,\n },\n\n tDiffuse: {\n value: null,\n },\n\n textureMatrix: {\n value: null,\n },\n },\n\n vertexShader: /* glsl */ `\n\t\tuniform mat4 textureMatrix;\n\t\tvarying vec4 vUv;\n\n\t\t#include <common>\n\t\t#include <logdepthbuf_pars_vertex>\n\n\t\tvoid main() {\n\n\t\t\tvUv = textureMatrix * vec4( position, 1.0 );\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t\t#include <logdepthbuf_vertex>\n\n\t\t}`,\n\n fragmentShader: /* glsl */ `\n\t\tuniform vec3 color;\n\t\tuniform sampler2D tDiffuse;\n\t\tvarying vec4 vUv;\n\n\t\t#include <logdepthbuf_pars_fragment>\n\n\t\tfloat blendOverlay( float base, float blend ) {\n\n\t\t\treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );\n\n\t\t}\n\n\t\tvec3 blendOverlay( vec3 base, vec3 blend ) {\n\n\t\t\treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\t#include <logdepthbuf_fragment>\n\n\t\t\tvec4 base = texture2DProj( tDiffuse, vUv );\n\t\t\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );\n\n\t\t\t#include <tonemapping_fragment>\n\t\t\t#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\n\t\t}`,\n }\n\n constructor(geometry, options = {}) {\n super(geometry)\n\n this.isReflector = true\n\n this.type = 'Reflector'\n this.camera = new PerspectiveCamera()\n\n const scope = this\n\n const color = options.color !== undefined ? new Color(options.color) : new Color(0x7f7f7f)\n const textureWidth = options.textureWidth || 512\n const textureHeight = options.textureHeight || 512\n const clipBias = options.clipBias || 0\n const shader = options.shader || Reflector.ReflectorShader\n const multisample = options.multisample !== undefined ? options.multisample : 4\n\n //\n\n const reflectorPlane = new Plane()\n const normal = new Vector3()\n const reflectorWorldPosition = new Vector3()\n const cameraWorldPosition = new Vector3()\n const rotationMatrix = new Matrix4()\n const lookAtPosition = new Vector3(0, 0, -1)\n const clipPlane = new Vector4()\n\n const view = new Vector3()\n const target = new Vector3()\n const q = new Vector4()\n\n const textureMatrix = new Matrix4()\n const virtualCamera = this.camera\n\n const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight, {\n samples: multisample,\n type: HalfFloatType,\n })\n\n const material = new ShaderMaterial({\n uniforms: UniformsUtils.clone(shader.uniforms),\n fragmentShader: shader.fragmentShader,\n vertexShader: shader.vertexShader,\n })\n\n material.uniforms['tDiffuse'].value = renderTarget.texture\n material.uniforms['color'].value = color\n material.uniforms['textureMatrix'].value = textureMatrix\n\n this.material = material\n\n this.onBeforeRender = function (renderer, scene, camera) {\n reflectorWorldPosition.setFromMatrixPosition(scope.matrixWorld)\n cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld)\n\n rotationMatrix.extractRotation(scope.matrixWorld)\n\n normal.set(0, 0, 1)\n normal.applyMatrix4(rotationMatrix)\n\n view.subVectors(reflectorWorldPosition, cameraWorldPosition)\n\n // Avoid rendering when reflector is facing away\n\n if (view.dot(normal) > 0) return\n\n view.reflect(normal).negate()\n view.add(reflectorWorldPosition)\n\n rotationMatrix.extractRotation(camera.matrixWorld)\n\n lookAtPosition.set(0, 0, -1)\n lookAtPosition.applyMatrix4(rotationMatrix)\n lookAtPosition.add(cameraWorldPosition)\n\n target.subVectors(reflectorWorldPosition, lookAtPosition)\n target.reflect(normal).negate()\n target.add(reflectorWorldPosition)\n\n virtualCamera.position.copy(view)\n virtualCamera.up.set(0, 1, 0)\n virtualCamera.up.applyMatrix4(rotationMatrix)\n virtualCamera.up.reflect(normal)\n virtualCamera.lookAt(target)\n\n virtualCamera.far = camera.far // Used in WebGLBackground\n\n virtualCamera.updateMatrixWorld()\n virtualCamera.projectionMatrix.copy(camera.projectionMatrix)\n\n // Update the texture matrix\n 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)\n textureMatrix.multiply(virtualCamera.projectionMatrix)\n textureMatrix.multiply(virtualCamera.matrixWorldInverse)\n textureMatrix.multiply(scope.matrixWorld)\n\n // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html\n // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf\n reflectorPlane.setFromNormalAndCoplanarPoint(normal, reflectorWorldPosition)\n reflectorPlane.applyMatrix4(virtualCamera.matrixWorldInverse)\n\n clipPlane.set(reflectorPlane.normal.x, reflectorPlane.normal.y, reflectorPlane.normal.z, reflectorPlane.constant)\n\n const projectionMatrix = virtualCamera.projectionMatrix\n\n q.x = (Math.sign(clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0]\n q.y = (Math.sign(clipPlane.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5]\n q.z = -1.0\n q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]\n\n // Calculate the scaled plane vector\n clipPlane.multiplyScalar(2.0 / clipPlane.dot(q))\n\n // Replacing the third row of the projection matrix\n projectionMatrix.elements[2] = clipPlane.x\n projectionMatrix.elements[6] = clipPlane.y\n projectionMatrix.elements[10] = clipPlane.z + 1.0 - clipBias\n projectionMatrix.elements[14] = clipPlane.w\n\n // Render\n scope.visible = false\n\n const currentRenderTarget = renderer.getRenderTarget()\n\n const currentXrEnabled = renderer.xr.enabled\n const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate\n const currentToneMapping = renderer.toneMapping\n\n let isSRGB = false\n if ('outputColorSpace' in renderer) isSRGB = renderer.outputColorSpace === 'srgb'\n else isSRGB = renderer.outputEncoding === 3001 // sRGBEncoding\n\n renderer.xr.enabled = false // Avoid camera modification\n renderer.shadowMap.autoUpdate = false // Avoid re-computing shadows\n if ('outputColorSpace' in renderer) renderer.outputColorSpace = 'linear-srgb'\n else renderer.outputEncoding = 3000 // LinearEncoding\n renderer.toneMapping = NoToneMapping\n\n renderer.setRenderTarget(renderTarget)\n\n renderer.state.buffers.depth.setMask(true) // make sure the depth buffer is writable so it can be properly cleared, see #18897\n\n if (renderer.autoClear === false) renderer.clear()\n renderer.render(scene, virtualCamera)\n\n renderer.xr.enabled = currentXrEnabled\n renderer.shadowMap.autoUpdate = currentShadowAutoUpdate\n renderer.toneMapping = currentToneMapping\n\n if ('outputColorSpace' in renderer) renderer.outputColorSpace = isSRGB ? 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+ {"version":3,"file":"Reflector.js","sources":["../../src/objects/Reflector.js"],"sourcesContent":["import {\n Color,\n Matrix4,\n Mesh,\n PerspectiveCamera,\n Plane,\n ShaderMaterial,\n UniformsUtils,\n Vector3,\n Vector4,\n WebGLRenderTarget,\n HalfFloatType,\n NoToneMapping,\n} from 'three'\nimport { version } from '../_polyfill/constants'\n\nclass Reflector extends Mesh {\n static ReflectorShader = {\n uniforms: {\n color: {\n value: null,\n },\n\n tDiffuse: {\n value: null,\n },\n\n textureMatrix: {\n value: null,\n },\n },\n\n vertexShader: /* glsl */ `\n\t\tuniform mat4 textureMatrix;\n\t\tvarying vec4 vUv;\n\n\t\t#include <common>\n\t\t#include <logdepthbuf_pars_vertex>\n\n\t\tvoid main() {\n\n\t\t\tvUv = textureMatrix * vec4( position, 1.0 );\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t\t#include <logdepthbuf_vertex>\n\n\t\t}`,\n\n fragmentShader: /* glsl */ `\n\t\tuniform vec3 color;\n\t\tuniform sampler2D tDiffuse;\n\t\tvarying vec4 vUv;\n\n\t\t#include <logdepthbuf_pars_fragment>\n\n\t\tfloat blendOverlay( float base, float blend ) {\n\n\t\t\treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );\n\n\t\t}\n\n\t\tvec3 blendOverlay( vec3 base, vec3 blend ) {\n\n\t\t\treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\t#include <logdepthbuf_fragment>\n\n\t\t\tvec4 base = texture2DProj( tDiffuse, vUv );\n\t\t\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );\n\n\t\t\t#include <tonemapping_fragment>\n\t\t\t#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\n\t\t}`,\n }\n\n constructor(geometry, options = {}) {\n super(geometry)\n\n this.isReflector = true\n\n this.type = 'Reflector'\n this.camera = new PerspectiveCamera()\n\n const scope = this\n\n const color = options.color !== undefined ? new Color(options.color) : new Color(0x7f7f7f)\n const textureWidth = options.textureWidth || 512\n const textureHeight = options.textureHeight || 512\n const clipBias = options.clipBias || 0\n const shader = options.shader || Reflector.ReflectorShader\n const multisample = options.multisample !== undefined ? options.multisample : 4\n\n //\n\n const reflectorPlane = new Plane()\n const normal = new Vector3()\n const reflectorWorldPosition = new Vector3()\n const cameraWorldPosition = new Vector3()\n const rotationMatrix = new Matrix4()\n const lookAtPosition = new Vector3(0, 0, -1)\n const clipPlane = new Vector4()\n\n const view = new Vector3()\n const target = new Vector3()\n const q = new Vector4()\n\n const textureMatrix = new Matrix4()\n const virtualCamera = this.camera\n\n const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight, {\n samples: multisample,\n type: HalfFloatType,\n })\n\n const material = new ShaderMaterial({\n uniforms: UniformsUtils.clone(shader.uniforms),\n fragmentShader: shader.fragmentShader,\n vertexShader: shader.vertexShader,\n })\n\n material.uniforms['tDiffuse'].value = renderTarget.texture\n material.uniforms['color'].value = color\n material.uniforms['textureMatrix'].value = textureMatrix\n\n this.material = material\n\n this.onBeforeRender = function (renderer, scene, camera) {\n reflectorWorldPosition.setFromMatrixPosition(scope.matrixWorld)\n cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld)\n\n rotationMatrix.extractRotation(scope.matrixWorld)\n\n normal.set(0, 0, 1)\n normal.applyMatrix4(rotationMatrix)\n\n view.subVectors(reflectorWorldPosition, cameraWorldPosition)\n\n // Avoid rendering when reflector is facing away\n\n if (view.dot(normal) > 0) return\n\n view.reflect(normal).negate()\n view.add(reflectorWorldPosition)\n\n rotationMatrix.extractRotation(camera.matrixWorld)\n\n lookAtPosition.set(0, 0, -1)\n lookAtPosition.applyMatrix4(rotationMatrix)\n lookAtPosition.add(cameraWorldPosition)\n\n target.subVectors(reflectorWorldPosition, lookAtPosition)\n target.reflect(normal).negate()\n target.add(reflectorWorldPosition)\n\n virtualCamera.position.copy(view)\n virtualCamera.up.set(0, 1, 0)\n virtualCamera.up.applyMatrix4(rotationMatrix)\n virtualCamera.up.reflect(normal)\n virtualCamera.lookAt(target)\n\n virtualCamera.far = camera.far // Used in WebGLBackground\n\n virtualCamera.updateMatrixWorld()\n virtualCamera.projectionMatrix.copy(camera.projectionMatrix)\n\n // Update the texture matrix\n 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)\n textureMatrix.multiply(virtualCamera.projectionMatrix)\n textureMatrix.multiply(virtualCamera.matrixWorldInverse)\n textureMatrix.multiply(scope.matrixWorld)\n\n // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html\n // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf\n reflectorPlane.setFromNormalAndCoplanarPoint(normal, reflectorWorldPosition)\n reflectorPlane.applyMatrix4(virtualCamera.matrixWorldInverse)\n\n clipPlane.set(reflectorPlane.normal.x, reflectorPlane.normal.y, reflectorPlane.normal.z, reflectorPlane.constant)\n\n const projectionMatrix = virtualCamera.projectionMatrix\n\n q.x = (Math.sign(clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0]\n q.y = (Math.sign(clipPlane.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5]\n q.z = -1.0\n q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]\n\n // Calculate the scaled plane vector\n clipPlane.multiplyScalar(2.0 / clipPlane.dot(q))\n\n // Replacing the third row of the projection matrix\n projectionMatrix.elements[2] = clipPlane.x\n projectionMatrix.elements[6] = clipPlane.y\n projectionMatrix.elements[10] = clipPlane.z + 1.0 - clipBias\n projectionMatrix.elements[14] = clipPlane.w\n\n // Render\n scope.visible = false\n\n const currentRenderTarget = renderer.getRenderTarget()\n\n const currentXrEnabled = renderer.xr.enabled\n const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate\n const currentToneMapping = renderer.toneMapping\n\n let isSRGB = false\n if ('outputColorSpace' in renderer) isSRGB = renderer.outputColorSpace === 'srgb'\n else isSRGB = renderer.outputEncoding === 3001 // sRGBEncoding\n\n renderer.xr.enabled = false // Avoid camera modification\n renderer.shadowMap.autoUpdate = false // Avoid re-computing shadows\n if ('outputColorSpace' in renderer) renderer.outputColorSpace = 'srgb-linear'\n else renderer.outputEncoding = 3000 // LinearEncoding\n renderer.toneMapping = NoToneMapping\n\n renderer.setRenderTarget(renderTarget)\n\n renderer.state.buffers.depth.setMask(true) // make sure the depth buffer is writable so it can be properly cleared, see #18897\n\n if (renderer.autoClear === false) renderer.clear()\n renderer.render(scene, virtualCamera)\n\n renderer.xr.enabled = currentXrEnabled\n renderer.shadowMap.autoUpdate = currentShadowAutoUpdate\n renderer.toneMapping = currentToneMapping\n\n if ('outputColorSpace' in renderer) renderer.outputColorSpace = isSRGB ? 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@@ -112,7 +112,7 @@ const _Refractor = class extends THREE.Mesh {
112
112
  renderer.xr.enabled = false;
113
113
  renderer.shadowMap.autoUpdate = false;
114
114
  if ("outputColorSpace" in renderer)
115
- renderer.outputColorSpace = "linear-srgb";
115
+ renderer.outputColorSpace = "srgb-linear";
116
116
  else
117
117
  renderer.outputEncoding = 3e3;
118
118
  renderer.toneMapping = THREE.NoToneMapping;
@@ -1 +1 @@
1
- {"version":3,"file":"Refractor.cjs","sources":["../../src/objects/Refractor.js"],"sourcesContent":["import {\n Color,\n Matrix4,\n Mesh,\n PerspectiveCamera,\n Plane,\n Quaternion,\n ShaderMaterial,\n UniformsUtils,\n Vector3,\n Vector4,\n WebGLRenderTarget,\n NoToneMapping,\n HalfFloatType,\n} from 'three'\nimport { version } from '../_polyfill/constants'\n\nclass Refractor extends Mesh {\n static RefractorShader = {\n uniforms: {\n color: {\n value: null,\n },\n\n tDiffuse: {\n value: null,\n },\n\n textureMatrix: {\n value: null,\n },\n },\n\n vertexShader: /* glsl */ `\n\n\t\tuniform mat4 textureMatrix;\n\n\t\tvarying vec4 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = textureMatrix * vec4( position, 1.0 );\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`,\n\n fragmentShader: /* glsl */ `\n\n\t\tuniform vec3 color;\n\t\tuniform sampler2D tDiffuse;\n\n\t\tvarying vec4 vUv;\n\n\t\tfloat blendOverlay( float base, float blend ) {\n\n\t\t\treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );\n\n\t\t}\n\n\t\tvec3 blendOverlay( vec3 base, vec3 blend ) {\n\n\t\t\treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvec4 base = texture2DProj( tDiffuse, vUv );\n\t\t\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );\n\n\t\t\t#include <tonemapping_fragment>\n\t\t\t#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\n\t\t}`,\n }\n\n constructor(geometry, options = {}) {\n super(geometry)\n\n this.isRefractor = true\n\n this.type = 'Refractor'\n this.camera = new PerspectiveCamera()\n\n const scope = this\n\n const color = options.color !== undefined ? new Color(options.color) : new Color(0x7f7f7f)\n const textureWidth = options.textureWidth || 512\n const textureHeight = options.textureHeight || 512\n const clipBias = options.clipBias || 0\n const shader = options.shader || Refractor.RefractorShader\n const multisample = options.multisample !== undefined ? options.multisample : 4\n\n //\n\n const virtualCamera = this.camera\n virtualCamera.matrixAutoUpdate = false\n virtualCamera.userData.refractor = true\n\n //\n\n const refractorPlane = new Plane()\n const textureMatrix = new Matrix4()\n\n // render target\n\n const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight, {\n samples: multisample,\n type: HalfFloatType,\n })\n\n // material\n\n this.material = new ShaderMaterial({\n uniforms: UniformsUtils.clone(shader.uniforms),\n vertexShader: shader.vertexShader,\n fragmentShader: shader.fragmentShader,\n transparent: true, // ensures, refractors are drawn from farthest to closest\n })\n\n this.material.uniforms['color'].value = color\n this.material.uniforms['tDiffuse'].value = renderTarget.texture\n this.material.uniforms['textureMatrix'].value = textureMatrix\n\n // functions\n\n const visible = (function () {\n const refractorWorldPosition = new Vector3()\n const cameraWorldPosition = new Vector3()\n const rotationMatrix = new Matrix4()\n\n const view = new Vector3()\n const normal = new Vector3()\n\n return function visible(camera) {\n refractorWorldPosition.setFromMatrixPosition(scope.matrixWorld)\n cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld)\n\n view.subVectors(refractorWorldPosition, cameraWorldPosition)\n\n rotationMatrix.extractRotation(scope.matrixWorld)\n\n normal.set(0, 0, 1)\n normal.applyMatrix4(rotationMatrix)\n\n return view.dot(normal) < 0\n }\n })()\n\n const updateRefractorPlane = (function () {\n const normal = new Vector3()\n const position = new Vector3()\n const quaternion = new Quaternion()\n const scale = new Vector3()\n\n return function updateRefractorPlane() {\n scope.matrixWorld.decompose(position, quaternion, scale)\n normal.set(0, 0, 1).applyQuaternion(quaternion).normalize()\n\n // flip the normal because we want to cull everything above the plane\n\n normal.negate()\n\n refractorPlane.setFromNormalAndCoplanarPoint(normal, position)\n }\n })()\n\n const updateVirtualCamera = (function () {\n const clipPlane = new Plane()\n const clipVector = new Vector4()\n const q = new Vector4()\n\n return function updateVirtualCamera(camera) {\n virtualCamera.matrixWorld.copy(camera.matrixWorld)\n virtualCamera.matrixWorldInverse.copy(virtualCamera.matrixWorld).invert()\n virtualCamera.projectionMatrix.copy(camera.projectionMatrix)\n virtualCamera.far = camera.far // used in WebGLBackground\n\n // The following code creates an oblique view frustum for clipping.\n // see: Lengyel, Eric. “Oblique View Frustum Depth Projection and Clipping”.\n // Journal of Game Development, Vol. 1, No. 2 (2005), Charles River Media, pp. 5–16\n\n clipPlane.copy(refractorPlane)\n clipPlane.applyMatrix4(virtualCamera.matrixWorldInverse)\n\n clipVector.set(clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant)\n\n // calculate the clip-space corner point opposite the clipping plane and\n // transform it into camera space by multiplying it by the inverse of the projection matrix\n\n const projectionMatrix = virtualCamera.projectionMatrix\n\n q.x = (Math.sign(clipVector.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0]\n q.y = (Math.sign(clipVector.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5]\n q.z = -1.0\n q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]\n\n // calculate the scaled plane vector\n\n clipVector.multiplyScalar(2.0 / clipVector.dot(q))\n\n // replacing the third row of the projection matrix\n\n projectionMatrix.elements[2] = clipVector.x\n projectionMatrix.elements[6] = clipVector.y\n projectionMatrix.elements[10] = clipVector.z + 1.0 - clipBias\n projectionMatrix.elements[14] = clipVector.w\n }\n })()\n\n // This will update the texture matrix that is used for projective texture mapping in the shader.\n // see: http://developer.download.nvidia.com/assets/gamedev/docs/projective_texture_mapping.pdf\n\n function updateTextureMatrix(camera) {\n // this matrix does range mapping to [ 0, 1 ]\n\n 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)\n\n // we use \"Object Linear Texgen\", so we need to multiply the texture matrix T\n // (matrix above) with the projection and view matrix of the virtual camera\n // and the model matrix of the refractor\n\n textureMatrix.multiply(camera.projectionMatrix)\n textureMatrix.multiply(camera.matrixWorldInverse)\n textureMatrix.multiply(scope.matrixWorld)\n }\n\n //\n\n function render(renderer, scene, camera) {\n scope.visible = false\n\n const currentRenderTarget = renderer.getRenderTarget()\n const currentXrEnabled = renderer.xr.enabled\n const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate\n const currentToneMapping = renderer.toneMapping\n\n let isSRGB = false\n if ('outputColorSpace' in renderer) isSRGB = renderer.outputColorSpace === 'srgb'\n else isSRGB = renderer.outputEncoding === 3001 // sRGBEncoding\n\n renderer.xr.enabled = false // avoid camera modification\n renderer.shadowMap.autoUpdate = false // avoid re-computing shadows\n if ('outputColorSpace' in renderer) renderer.outputColorSpace = 'linear-srgb'\n else renderer.outputEncoding = 3000 // LinearEncoding\n renderer.toneMapping = NoToneMapping\n\n renderer.setRenderTarget(renderTarget)\n if (renderer.autoClear === false) renderer.clear()\n renderer.render(scene, virtualCamera)\n\n renderer.xr.enabled = currentXrEnabled\n renderer.shadowMap.autoUpdate = currentShadowAutoUpdate\n renderer.toneMapping = currentToneMapping\n renderer.setRenderTarget(currentRenderTarget)\n\n if ('outputColorSpace' in renderer) renderer.outputColorSpace = isSRGB ? 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+ {"version":3,"file":"Refractor.cjs","sources":["../../src/objects/Refractor.js"],"sourcesContent":["import {\n Color,\n Matrix4,\n Mesh,\n PerspectiveCamera,\n Plane,\n Quaternion,\n ShaderMaterial,\n UniformsUtils,\n Vector3,\n Vector4,\n WebGLRenderTarget,\n NoToneMapping,\n HalfFloatType,\n} from 'three'\nimport { version } from '../_polyfill/constants'\n\nclass Refractor extends Mesh {\n static RefractorShader = {\n uniforms: {\n color: {\n value: null,\n },\n\n tDiffuse: {\n value: null,\n },\n\n textureMatrix: {\n value: null,\n },\n },\n\n vertexShader: /* glsl */ `\n\n\t\tuniform mat4 textureMatrix;\n\n\t\tvarying vec4 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = textureMatrix * vec4( position, 1.0 );\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`,\n\n fragmentShader: /* glsl */ `\n\n\t\tuniform vec3 color;\n\t\tuniform sampler2D tDiffuse;\n\n\t\tvarying vec4 vUv;\n\n\t\tfloat blendOverlay( float base, float blend ) {\n\n\t\t\treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );\n\n\t\t}\n\n\t\tvec3 blendOverlay( vec3 base, vec3 blend ) {\n\n\t\t\treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvec4 base = texture2DProj( tDiffuse, vUv );\n\t\t\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );\n\n\t\t\t#include <tonemapping_fragment>\n\t\t\t#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\n\t\t}`,\n }\n\n constructor(geometry, options = {}) {\n super(geometry)\n\n this.isRefractor = true\n\n this.type = 'Refractor'\n this.camera = new PerspectiveCamera()\n\n const scope = this\n\n const color = options.color !== undefined ? new Color(options.color) : new Color(0x7f7f7f)\n const textureWidth = options.textureWidth || 512\n const textureHeight = options.textureHeight || 512\n const clipBias = options.clipBias || 0\n const shader = options.shader || Refractor.RefractorShader\n const multisample = options.multisample !== undefined ? options.multisample : 4\n\n //\n\n const virtualCamera = this.camera\n virtualCamera.matrixAutoUpdate = false\n virtualCamera.userData.refractor = true\n\n //\n\n const refractorPlane = new Plane()\n const textureMatrix = new Matrix4()\n\n // render target\n\n const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight, {\n samples: multisample,\n type: HalfFloatType,\n })\n\n // material\n\n this.material = new ShaderMaterial({\n uniforms: UniformsUtils.clone(shader.uniforms),\n vertexShader: shader.vertexShader,\n fragmentShader: shader.fragmentShader,\n transparent: true, // ensures, refractors are drawn from farthest to closest\n })\n\n this.material.uniforms['color'].value = color\n this.material.uniforms['tDiffuse'].value = renderTarget.texture\n this.material.uniforms['textureMatrix'].value = textureMatrix\n\n // functions\n\n const visible = (function () {\n const refractorWorldPosition = new Vector3()\n const cameraWorldPosition = new Vector3()\n const rotationMatrix = new Matrix4()\n\n const view = new Vector3()\n const normal = new Vector3()\n\n return function visible(camera) {\n refractorWorldPosition.setFromMatrixPosition(scope.matrixWorld)\n cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld)\n\n view.subVectors(refractorWorldPosition, cameraWorldPosition)\n\n rotationMatrix.extractRotation(scope.matrixWorld)\n\n normal.set(0, 0, 1)\n normal.applyMatrix4(rotationMatrix)\n\n return view.dot(normal) < 0\n }\n })()\n\n const updateRefractorPlane = (function () {\n const normal = new Vector3()\n const position = new Vector3()\n const quaternion = new Quaternion()\n const scale = new Vector3()\n\n return function updateRefractorPlane() {\n scope.matrixWorld.decompose(position, quaternion, scale)\n normal.set(0, 0, 1).applyQuaternion(quaternion).normalize()\n\n // flip the normal because we want to cull everything above the plane\n\n normal.negate()\n\n refractorPlane.setFromNormalAndCoplanarPoint(normal, position)\n }\n })()\n\n const updateVirtualCamera = (function () {\n const clipPlane = new Plane()\n const clipVector = new Vector4()\n const q = new Vector4()\n\n return function updateVirtualCamera(camera) {\n virtualCamera.matrixWorld.copy(camera.matrixWorld)\n virtualCamera.matrixWorldInverse.copy(virtualCamera.matrixWorld).invert()\n virtualCamera.projectionMatrix.copy(camera.projectionMatrix)\n virtualCamera.far = camera.far // used in WebGLBackground\n\n // The following code creates an oblique view frustum for clipping.\n // see: Lengyel, Eric. “Oblique View Frustum Depth Projection and Clipping”.\n // Journal of Game Development, Vol. 1, No. 2 (2005), Charles River Media, pp. 5–16\n\n clipPlane.copy(refractorPlane)\n clipPlane.applyMatrix4(virtualCamera.matrixWorldInverse)\n\n clipVector.set(clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant)\n\n // calculate the clip-space corner point opposite the clipping plane and\n // transform it into camera space by multiplying it by the inverse of the projection matrix\n\n const projectionMatrix = virtualCamera.projectionMatrix\n\n q.x = (Math.sign(clipVector.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0]\n q.y = (Math.sign(clipVector.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5]\n q.z = -1.0\n q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]\n\n // calculate the scaled plane vector\n\n clipVector.multiplyScalar(2.0 / clipVector.dot(q))\n\n // replacing the third row of the projection matrix\n\n projectionMatrix.elements[2] = clipVector.x\n projectionMatrix.elements[6] = clipVector.y\n projectionMatrix.elements[10] = clipVector.z + 1.0 - clipBias\n projectionMatrix.elements[14] = clipVector.w\n }\n })()\n\n // This will update the texture matrix that is used for projective texture mapping in the shader.\n // see: http://developer.download.nvidia.com/assets/gamedev/docs/projective_texture_mapping.pdf\n\n function updateTextureMatrix(camera) {\n // this matrix does range mapping to [ 0, 1 ]\n\n 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)\n\n // we use \"Object Linear Texgen\", so we need to multiply the texture matrix T\n // (matrix above) with the projection and view matrix of the virtual camera\n // and the model matrix of the refractor\n\n textureMatrix.multiply(camera.projectionMatrix)\n textureMatrix.multiply(camera.matrixWorldInverse)\n textureMatrix.multiply(scope.matrixWorld)\n }\n\n //\n\n function render(renderer, scene, camera) {\n scope.visible = false\n\n const currentRenderTarget = renderer.getRenderTarget()\n const currentXrEnabled = renderer.xr.enabled\n const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate\n const currentToneMapping = renderer.toneMapping\n\n let isSRGB = false\n if ('outputColorSpace' in renderer) isSRGB = renderer.outputColorSpace === 'srgb'\n else isSRGB = renderer.outputEncoding === 3001 // sRGBEncoding\n\n renderer.xr.enabled = false // avoid camera modification\n renderer.shadowMap.autoUpdate = false // avoid re-computing shadows\n if ('outputColorSpace' in renderer) renderer.outputColorSpace = 'srgb-linear'\n else renderer.outputEncoding = 3000 // LinearEncoding\n renderer.toneMapping = NoToneMapping\n\n renderer.setRenderTarget(renderTarget)\n if (renderer.autoClear === false) renderer.clear()\n renderer.render(scene, virtualCamera)\n\n renderer.xr.enabled = currentXrEnabled\n renderer.shadowMap.autoUpdate = currentShadowAutoUpdate\n renderer.toneMapping = currentToneMapping\n renderer.setRenderTarget(currentRenderTarget)\n\n if ('outputColorSpace' in renderer) renderer.outputColorSpace = isSRGB ? 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@@ -110,7 +110,7 @@ const _Refractor = class extends Mesh {
110
110
  renderer.xr.enabled = false;
111
111
  renderer.shadowMap.autoUpdate = false;
112
112
  if ("outputColorSpace" in renderer)
113
- renderer.outputColorSpace = "linear-srgb";
113
+ renderer.outputColorSpace = "srgb-linear";
114
114
  else
115
115
  renderer.outputEncoding = 3e3;
116
116
  renderer.toneMapping = NoToneMapping;
@@ -1 +1 @@
1
- {"version":3,"file":"Refractor.js","sources":["../../src/objects/Refractor.js"],"sourcesContent":["import {\n Color,\n Matrix4,\n Mesh,\n PerspectiveCamera,\n Plane,\n Quaternion,\n ShaderMaterial,\n UniformsUtils,\n Vector3,\n Vector4,\n WebGLRenderTarget,\n NoToneMapping,\n HalfFloatType,\n} from 'three'\nimport { version } from '../_polyfill/constants'\n\nclass Refractor extends Mesh {\n static RefractorShader = {\n uniforms: {\n color: {\n value: null,\n },\n\n tDiffuse: {\n value: null,\n },\n\n textureMatrix: {\n value: null,\n },\n },\n\n vertexShader: /* glsl */ `\n\n\t\tuniform mat4 textureMatrix;\n\n\t\tvarying vec4 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = textureMatrix * vec4( position, 1.0 );\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`,\n\n fragmentShader: /* glsl */ `\n\n\t\tuniform vec3 color;\n\t\tuniform sampler2D tDiffuse;\n\n\t\tvarying vec4 vUv;\n\n\t\tfloat blendOverlay( float base, float blend ) {\n\n\t\t\treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );\n\n\t\t}\n\n\t\tvec3 blendOverlay( vec3 base, vec3 blend ) {\n\n\t\t\treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvec4 base = texture2DProj( tDiffuse, vUv );\n\t\t\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );\n\n\t\t\t#include <tonemapping_fragment>\n\t\t\t#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\n\t\t}`,\n }\n\n constructor(geometry, options = {}) {\n super(geometry)\n\n this.isRefractor = true\n\n this.type = 'Refractor'\n this.camera = new PerspectiveCamera()\n\n const scope = this\n\n const color = options.color !== undefined ? new Color(options.color) : new Color(0x7f7f7f)\n const textureWidth = options.textureWidth || 512\n const textureHeight = options.textureHeight || 512\n const clipBias = options.clipBias || 0\n const shader = options.shader || Refractor.RefractorShader\n const multisample = options.multisample !== undefined ? options.multisample : 4\n\n //\n\n const virtualCamera = this.camera\n virtualCamera.matrixAutoUpdate = false\n virtualCamera.userData.refractor = true\n\n //\n\n const refractorPlane = new Plane()\n const textureMatrix = new Matrix4()\n\n // render target\n\n const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight, {\n samples: multisample,\n type: HalfFloatType,\n })\n\n // material\n\n this.material = new ShaderMaterial({\n uniforms: UniformsUtils.clone(shader.uniforms),\n vertexShader: shader.vertexShader,\n fragmentShader: shader.fragmentShader,\n transparent: true, // ensures, refractors are drawn from farthest to closest\n })\n\n this.material.uniforms['color'].value = color\n this.material.uniforms['tDiffuse'].value = renderTarget.texture\n this.material.uniforms['textureMatrix'].value = textureMatrix\n\n // functions\n\n const visible = (function () {\n const refractorWorldPosition = new Vector3()\n const cameraWorldPosition = new Vector3()\n const rotationMatrix = new Matrix4()\n\n const view = new Vector3()\n const normal = new Vector3()\n\n return function visible(camera) {\n refractorWorldPosition.setFromMatrixPosition(scope.matrixWorld)\n cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld)\n\n view.subVectors(refractorWorldPosition, cameraWorldPosition)\n\n rotationMatrix.extractRotation(scope.matrixWorld)\n\n normal.set(0, 0, 1)\n normal.applyMatrix4(rotationMatrix)\n\n return view.dot(normal) < 0\n }\n })()\n\n const updateRefractorPlane = (function () {\n const normal = new Vector3()\n const position = new Vector3()\n const quaternion = new Quaternion()\n const scale = new Vector3()\n\n return function updateRefractorPlane() {\n scope.matrixWorld.decompose(position, quaternion, scale)\n normal.set(0, 0, 1).applyQuaternion(quaternion).normalize()\n\n // flip the normal because we want to cull everything above the plane\n\n normal.negate()\n\n refractorPlane.setFromNormalAndCoplanarPoint(normal, position)\n }\n })()\n\n const updateVirtualCamera = (function () {\n const clipPlane = new Plane()\n const clipVector = new Vector4()\n const q = new Vector4()\n\n return function updateVirtualCamera(camera) {\n virtualCamera.matrixWorld.copy(camera.matrixWorld)\n virtualCamera.matrixWorldInverse.copy(virtualCamera.matrixWorld).invert()\n virtualCamera.projectionMatrix.copy(camera.projectionMatrix)\n virtualCamera.far = camera.far // used in WebGLBackground\n\n // The following code creates an oblique view frustum for clipping.\n // see: Lengyel, Eric. “Oblique View Frustum Depth Projection and Clipping”.\n // Journal of Game Development, Vol. 1, No. 2 (2005), Charles River Media, pp. 5–16\n\n clipPlane.copy(refractorPlane)\n clipPlane.applyMatrix4(virtualCamera.matrixWorldInverse)\n\n clipVector.set(clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant)\n\n // calculate the clip-space corner point opposite the clipping plane and\n // transform it into camera space by multiplying it by the inverse of the projection matrix\n\n const projectionMatrix = virtualCamera.projectionMatrix\n\n q.x = (Math.sign(clipVector.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0]\n q.y = (Math.sign(clipVector.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5]\n q.z = -1.0\n q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]\n\n // calculate the scaled plane vector\n\n clipVector.multiplyScalar(2.0 / clipVector.dot(q))\n\n // replacing the third row of the projection matrix\n\n projectionMatrix.elements[2] = clipVector.x\n projectionMatrix.elements[6] = clipVector.y\n projectionMatrix.elements[10] = clipVector.z + 1.0 - clipBias\n projectionMatrix.elements[14] = clipVector.w\n }\n })()\n\n // This will update the texture matrix that is used for projective texture mapping in the shader.\n // see: http://developer.download.nvidia.com/assets/gamedev/docs/projective_texture_mapping.pdf\n\n function updateTextureMatrix(camera) {\n // this matrix does range mapping to [ 0, 1 ]\n\n 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)\n\n // we use \"Object Linear Texgen\", so we need to multiply the texture matrix T\n // (matrix above) with the projection and view matrix of the virtual camera\n // and the model matrix of the refractor\n\n textureMatrix.multiply(camera.projectionMatrix)\n textureMatrix.multiply(camera.matrixWorldInverse)\n textureMatrix.multiply(scope.matrixWorld)\n }\n\n //\n\n function render(renderer, scene, camera) {\n scope.visible = false\n\n const currentRenderTarget = renderer.getRenderTarget()\n const currentXrEnabled = renderer.xr.enabled\n const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate\n const currentToneMapping = renderer.toneMapping\n\n let isSRGB = false\n if ('outputColorSpace' in renderer) isSRGB = renderer.outputColorSpace === 'srgb'\n else isSRGB = renderer.outputEncoding === 3001 // sRGBEncoding\n\n renderer.xr.enabled = false // avoid camera modification\n renderer.shadowMap.autoUpdate = false // avoid re-computing shadows\n if ('outputColorSpace' in renderer) renderer.outputColorSpace = 'linear-srgb'\n else renderer.outputEncoding = 3000 // LinearEncoding\n renderer.toneMapping = NoToneMapping\n\n renderer.setRenderTarget(renderTarget)\n if (renderer.autoClear === false) renderer.clear()\n renderer.render(scene, virtualCamera)\n\n renderer.xr.enabled = currentXrEnabled\n renderer.shadowMap.autoUpdate = currentShadowAutoUpdate\n renderer.toneMapping = currentToneMapping\n renderer.setRenderTarget(currentRenderTarget)\n\n if ('outputColorSpace' in renderer) renderer.outputColorSpace = isSRGB ? 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+ {"version":3,"file":"Refractor.js","sources":["../../src/objects/Refractor.js"],"sourcesContent":["import {\n Color,\n Matrix4,\n Mesh,\n PerspectiveCamera,\n Plane,\n Quaternion,\n ShaderMaterial,\n UniformsUtils,\n Vector3,\n Vector4,\n WebGLRenderTarget,\n NoToneMapping,\n HalfFloatType,\n} from 'three'\nimport { version } from '../_polyfill/constants'\n\nclass Refractor extends Mesh {\n static RefractorShader = {\n uniforms: {\n color: {\n value: null,\n },\n\n tDiffuse: {\n value: null,\n },\n\n textureMatrix: {\n value: null,\n },\n },\n\n vertexShader: /* glsl */ `\n\n\t\tuniform mat4 textureMatrix;\n\n\t\tvarying vec4 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = textureMatrix * vec4( position, 1.0 );\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`,\n\n fragmentShader: /* glsl */ `\n\n\t\tuniform vec3 color;\n\t\tuniform sampler2D tDiffuse;\n\n\t\tvarying vec4 vUv;\n\n\t\tfloat blendOverlay( float base, float blend ) {\n\n\t\t\treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );\n\n\t\t}\n\n\t\tvec3 blendOverlay( vec3 base, vec3 blend ) {\n\n\t\t\treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvec4 base = texture2DProj( tDiffuse, vUv );\n\t\t\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );\n\n\t\t\t#include <tonemapping_fragment>\n\t\t\t#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\n\t\t}`,\n }\n\n constructor(geometry, options = {}) {\n super(geometry)\n\n this.isRefractor = true\n\n this.type = 'Refractor'\n this.camera = new PerspectiveCamera()\n\n const scope = this\n\n const color = options.color !== undefined ? new Color(options.color) : new Color(0x7f7f7f)\n const textureWidth = options.textureWidth || 512\n const textureHeight = options.textureHeight || 512\n const clipBias = options.clipBias || 0\n const shader = options.shader || Refractor.RefractorShader\n const multisample = options.multisample !== undefined ? options.multisample : 4\n\n //\n\n const virtualCamera = this.camera\n virtualCamera.matrixAutoUpdate = false\n virtualCamera.userData.refractor = true\n\n //\n\n const refractorPlane = new Plane()\n const textureMatrix = new Matrix4()\n\n // render target\n\n const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight, {\n samples: multisample,\n type: HalfFloatType,\n })\n\n // material\n\n this.material = new ShaderMaterial({\n uniforms: UniformsUtils.clone(shader.uniforms),\n vertexShader: shader.vertexShader,\n fragmentShader: shader.fragmentShader,\n transparent: true, // ensures, refractors are drawn from farthest to closest\n })\n\n this.material.uniforms['color'].value = color\n this.material.uniforms['tDiffuse'].value = renderTarget.texture\n this.material.uniforms['textureMatrix'].value = textureMatrix\n\n // functions\n\n const visible = (function () {\n const refractorWorldPosition = new Vector3()\n const cameraWorldPosition = new Vector3()\n const rotationMatrix = new Matrix4()\n\n const view = new Vector3()\n const normal = new Vector3()\n\n return function visible(camera) {\n refractorWorldPosition.setFromMatrixPosition(scope.matrixWorld)\n cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld)\n\n view.subVectors(refractorWorldPosition, cameraWorldPosition)\n\n rotationMatrix.extractRotation(scope.matrixWorld)\n\n normal.set(0, 0, 1)\n normal.applyMatrix4(rotationMatrix)\n\n return view.dot(normal) < 0\n }\n })()\n\n const updateRefractorPlane = (function () {\n const normal = new Vector3()\n const position = new Vector3()\n const quaternion = new Quaternion()\n const scale = new Vector3()\n\n return function updateRefractorPlane() {\n scope.matrixWorld.decompose(position, quaternion, scale)\n normal.set(0, 0, 1).applyQuaternion(quaternion).normalize()\n\n // flip the normal because we want to cull everything above the plane\n\n normal.negate()\n\n refractorPlane.setFromNormalAndCoplanarPoint(normal, position)\n }\n })()\n\n const updateVirtualCamera = (function () {\n const clipPlane = new Plane()\n const clipVector = new Vector4()\n const q = new Vector4()\n\n return function updateVirtualCamera(camera) {\n virtualCamera.matrixWorld.copy(camera.matrixWorld)\n virtualCamera.matrixWorldInverse.copy(virtualCamera.matrixWorld).invert()\n virtualCamera.projectionMatrix.copy(camera.projectionMatrix)\n virtualCamera.far = camera.far // used in WebGLBackground\n\n // The following code creates an oblique view frustum for clipping.\n // see: Lengyel, Eric. “Oblique View Frustum Depth Projection and Clipping”.\n // Journal of Game Development, Vol. 1, No. 2 (2005), Charles River Media, pp. 5–16\n\n clipPlane.copy(refractorPlane)\n clipPlane.applyMatrix4(virtualCamera.matrixWorldInverse)\n\n clipVector.set(clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant)\n\n // calculate the clip-space corner point opposite the clipping plane and\n // transform it into camera space by multiplying it by the inverse of the projection matrix\n\n const projectionMatrix = virtualCamera.projectionMatrix\n\n q.x = (Math.sign(clipVector.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0]\n q.y = (Math.sign(clipVector.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5]\n q.z = -1.0\n q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]\n\n // calculate the scaled plane vector\n\n clipVector.multiplyScalar(2.0 / clipVector.dot(q))\n\n // replacing the third row of the projection matrix\n\n projectionMatrix.elements[2] = clipVector.x\n projectionMatrix.elements[6] = clipVector.y\n projectionMatrix.elements[10] = clipVector.z + 1.0 - clipBias\n projectionMatrix.elements[14] = clipVector.w\n }\n })()\n\n // This will update the texture matrix that is used for projective texture mapping in the shader.\n // see: http://developer.download.nvidia.com/assets/gamedev/docs/projective_texture_mapping.pdf\n\n function updateTextureMatrix(camera) {\n // this matrix does range mapping to [ 0, 1 ]\n\n 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)\n\n // we use \"Object Linear Texgen\", so we need to multiply the texture matrix T\n // (matrix above) with the projection and view matrix of the virtual camera\n // and the model matrix of the refractor\n\n textureMatrix.multiply(camera.projectionMatrix)\n textureMatrix.multiply(camera.matrixWorldInverse)\n textureMatrix.multiply(scope.matrixWorld)\n }\n\n //\n\n function render(renderer, scene, camera) {\n scope.visible = false\n\n const currentRenderTarget = renderer.getRenderTarget()\n const currentXrEnabled = renderer.xr.enabled\n const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate\n const currentToneMapping = renderer.toneMapping\n\n let isSRGB = false\n if ('outputColorSpace' in renderer) isSRGB = renderer.outputColorSpace === 'srgb'\n else isSRGB = renderer.outputEncoding === 3001 // sRGBEncoding\n\n renderer.xr.enabled = false // avoid camera modification\n renderer.shadowMap.autoUpdate = false // avoid re-computing shadows\n if ('outputColorSpace' in renderer) renderer.outputColorSpace = 'srgb-linear'\n else renderer.outputEncoding = 3000 // LinearEncoding\n renderer.toneMapping = NoToneMapping\n\n renderer.setRenderTarget(renderTarget)\n if (renderer.autoClear === false) renderer.clear()\n renderer.render(scene, virtualCamera)\n\n renderer.xr.enabled = currentXrEnabled\n renderer.shadowMap.autoUpdate = currentShadowAutoUpdate\n renderer.toneMapping = currentToneMapping\n renderer.setRenderTarget(currentRenderTarget)\n\n if ('outputColorSpace' in renderer) renderer.outputColorSpace = isSRGB ? 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "three-stdlib",
3
- "version": "2.29.12",
3
+ "version": "2.30.1",
4
4
  "description": "stand-alone library of threejs examples",
5
5
  "keywords": [
6
6
  "three",