three-stdlib 2.30.0 → 2.30.1

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package/math/Lut.cjs CHANGED
@@ -39,8 +39,8 @@ class Lut {
39
39
  if (alpha > this.map[j][0] && alpha <= this.map[j + 1][0]) {
40
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  const min = this.map[j][0];
41
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  const max = this.map[j + 1][0];
42
- minColor.setHex(this.map[j][1], "linear-srgb");
43
- maxColor.setHex(this.map[j + 1][1], "linear-srgb");
42
+ minColor.setHex(this.map[j][1], "srgb-linear");
43
+ 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];
91
- minColor.setHex(this.map[j - 1][1], "linear-srgb");
92
- maxColor.setHex(this.map[j][1], "linear-srgb");
91
+ 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 @@
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], '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": "2.30.0",
3
+ "version": "2.30.1",
4
4
  "description": "stand-alone library of threejs examples",
5
5
  "keywords": [
6
6
  "three",