three-stdlib 2.35.2 → 2.35.4
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- package/_polyfill/CapsuleGeometry.cjs +20 -17
- package/_polyfill/CapsuleGeometry.cjs.map +1 -1
- package/_polyfill/CapsuleGeometry.js +20 -17
- package/_polyfill/CapsuleGeometry.js.map +1 -1
- package/_polyfill/constants.cjs +1 -1
- package/_polyfill/constants.cjs.map +1 -1
- package/_polyfill/constants.js +1 -1
- package/_polyfill/constants.js.map +1 -1
- package/animation/AnimationClipCreator.cjs +13 -13
- package/animation/AnimationClipCreator.cjs.map +1 -1
- package/animation/AnimationClipCreator.js +13 -13
- package/animation/AnimationClipCreator.js.map +1 -1
- package/animation/CCDIKSolver.cjs +11 -11
- package/animation/CCDIKSolver.cjs.map +1 -1
- package/animation/CCDIKSolver.js +12 -12
- package/animation/CCDIKSolver.js.map +1 -1
- package/animation/MMDAnimationHelper.cjs +1 -1
- package/animation/MMDAnimationHelper.cjs.map +1 -1
- package/animation/MMDAnimationHelper.js +1 -1
- package/animation/MMDAnimationHelper.js.map +1 -1
- package/animation/MMDPhysics.cjs +4 -4
- package/animation/MMDPhysics.cjs.map +1 -1
- package/animation/MMDPhysics.js +4 -4
- package/animation/MMDPhysics.js.map +1 -1
- package/controls/ArcballControls.cjs +2 -2
- package/controls/ArcballControls.cjs.map +1 -1
- package/controls/ArcballControls.js +3 -3
- package/controls/ArcballControls.js.map +1 -1
- package/controls/FirstPersonControls.cjs +1 -1
- package/controls/FirstPersonControls.cjs.map +1 -1
- package/controls/FirstPersonControls.js +1 -1
- package/controls/FirstPersonControls.js.map +1 -1
- package/controls/OrbitControls.cjs +2 -2
- package/controls/OrbitControls.cjs.map +1 -1
- package/controls/OrbitControls.js +3 -3
- package/controls/OrbitControls.js.map +1 -1
- package/controls/PointerLockControls.cjs +2 -2
- package/controls/PointerLockControls.cjs.map +1 -1
- package/controls/PointerLockControls.js +3 -3
- package/controls/PointerLockControls.js.map +1 -1
- package/csm/CSM.cjs +4 -4
- package/csm/CSM.cjs.map +1 -1
- package/csm/CSM.js +5 -5
- package/csm/CSM.js.map +1 -1
- package/csm/CSMFrustum.cjs +1 -1
- package/csm/CSMFrustum.cjs.map +1 -1
- package/csm/CSMFrustum.js +2 -2
- package/csm/CSMFrustum.js.map +1 -1
- package/deprecated/Geometry.cjs +722 -715
- package/deprecated/Geometry.cjs.map +1 -1
- package/deprecated/Geometry.js +723 -716
- package/deprecated/Geometry.js.map +1 -1
- package/effects/AnaglyphEffect.cjs +2 -1
- package/effects/AnaglyphEffect.cjs.map +1 -1
- package/effects/AnaglyphEffect.js +3 -2
- package/effects/AnaglyphEffect.js.map +1 -1
- package/effects/OutlineEffect.cjs +2 -1
- package/effects/OutlineEffect.cjs.map +1 -1
- package/effects/OutlineEffect.js +3 -2
- package/effects/OutlineEffect.js.map +1 -1
- package/effects/ParallaxBarrierEffect.cjs +2 -1
- package/effects/ParallaxBarrierEffect.cjs.map +1 -1
- package/effects/ParallaxBarrierEffect.js +3 -2
- package/effects/ParallaxBarrierEffect.js.map +1 -1
- package/exporters/DRACOExporter.cjs +133 -122
- package/exporters/DRACOExporter.cjs.map +1 -1
- package/exporters/DRACOExporter.d.ts +23 -21
- package/exporters/DRACOExporter.js +133 -122
- package/exporters/DRACOExporter.js.map +1 -1
- package/exporters/GLTFExporter.cjs +170 -167
- package/exporters/GLTFExporter.cjs.map +1 -1
- package/exporters/GLTFExporter.js +170 -167
- package/exporters/GLTFExporter.js.map +1 -1
- package/geometries/LightningStrike.cjs +524 -515
- package/geometries/LightningStrike.cjs.map +1 -1
- package/geometries/LightningStrike.js +524 -515
- package/geometries/LightningStrike.js.map +1 -1
- package/geometries/RoundedBoxGeometry.cjs +1 -1
- package/geometries/RoundedBoxGeometry.cjs.map +1 -1
- package/geometries/RoundedBoxGeometry.js +2 -2
- package/geometries/RoundedBoxGeometry.js.map +1 -1
- package/helpers/RaycasterHelper.cjs +2 -2
- package/helpers/RaycasterHelper.cjs.map +1 -1
- package/helpers/RaycasterHelper.js +3 -3
- package/helpers/RaycasterHelper.js.map +1 -1
- package/helpers/VertexNormalsHelper.cjs +3 -3
- package/helpers/VertexNormalsHelper.cjs.map +1 -1
- package/helpers/VertexNormalsHelper.js +4 -4
- package/helpers/VertexNormalsHelper.js.map +1 -1
- package/helpers/VertexTangentsHelper.cjs +2 -2
- package/helpers/VertexTangentsHelper.cjs.map +1 -1
- package/helpers/VertexTangentsHelper.js +3 -3
- package/helpers/VertexTangentsHelper.js.map +1 -1
- package/interactive/InteractiveGroup.cjs +1 -1
- package/interactive/InteractiveGroup.cjs.map +1 -1
- package/interactive/InteractiveGroup.js +2 -2
- package/interactive/InteractiveGroup.js.map +1 -1
- package/interactive/SelectionBox.cjs +15 -15
- package/interactive/SelectionBox.cjs.map +1 -1
- package/interactive/SelectionBox.js +16 -16
- package/interactive/SelectionBox.js.map +1 -1
- package/libs/chevrotain.cjs +1 -1
- package/libs/chevrotain.cjs.map +1 -1
- package/libs/chevrotain.js +1 -1
- package/libs/chevrotain.js.map +1 -1
- package/libs/lottie.cjs +1 -1
- package/libs/lottie.cjs.map +1 -1
- package/libs/lottie.js +1 -1
- package/libs/lottie.js.map +1 -1
- package/libs/opentype.cjs +1 -1
- package/libs/opentype.cjs.map +1 -1
- package/libs/opentype.js +1 -1
- package/libs/opentype.js.map +1 -1
- package/lights/LightProbeGenerator.cjs +5 -5
- package/lights/LightProbeGenerator.cjs.map +1 -1
- package/lights/LightProbeGenerator.js +5 -5
- package/lights/LightProbeGenerator.js.map +1 -1
- package/lights/RectAreaLightUniformsLib.cjs +3 -3
- package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
- package/lights/RectAreaLightUniformsLib.js +3 -3
- package/lights/RectAreaLightUniformsLib.js.map +1 -1
- package/lines/LineMaterial.cjs +2 -1
- package/lines/LineMaterial.cjs.map +1 -1
- package/lines/LineMaterial.js +3 -2
- package/lines/LineMaterial.js.map +1 -1
- package/lines/LineSegments2.cjs +13 -13
- package/lines/LineSegments2.cjs.map +1 -1
- package/lines/LineSegments2.js +14 -14
- package/lines/LineSegments2.js.map +1 -1
- package/lines/LineSegmentsGeometry.cjs +2 -2
- package/lines/LineSegmentsGeometry.cjs.map +1 -1
- package/lines/LineSegmentsGeometry.js +3 -3
- package/lines/LineSegmentsGeometry.js.map +1 -1
- package/lines/Wireframe.cjs +3 -3
- package/lines/Wireframe.cjs.map +1 -1
- package/lines/Wireframe.js +4 -4
- package/lines/Wireframe.js.map +1 -1
- package/loaders/BasisTextureLoader.cjs +441 -435
- package/loaders/BasisTextureLoader.cjs.map +1 -1
- package/loaders/BasisTextureLoader.js +441 -435
- package/loaders/BasisTextureLoader.js.map +1 -1
- package/loaders/EXRLoader.cjs +2 -1
- package/loaders/EXRLoader.cjs.map +1 -1
- package/loaders/EXRLoader.js +3 -2
- package/loaders/EXRLoader.js.map +1 -1
- package/loaders/FBXLoader.cjs +2 -2
- package/loaders/FBXLoader.cjs.map +1 -1
- package/loaders/FBXLoader.js +2 -2
- package/loaders/FBXLoader.js.map +1 -1
- package/loaders/FontLoader.cjs +2 -2
- package/loaders/FontLoader.cjs.map +1 -1
- package/loaders/FontLoader.d.ts +2 -2
- package/loaders/FontLoader.js +2 -2
- package/loaders/FontLoader.js.map +1 -1
- package/loaders/GLTFLoader.cjs +2 -2
- package/loaders/GLTFLoader.cjs.map +1 -1
- package/loaders/GLTFLoader.js +2 -2
- package/loaders/GLTFLoader.js.map +1 -1
- package/loaders/KTX2Loader.cjs +377 -374
- package/loaders/KTX2Loader.cjs.map +1 -1
- package/loaders/KTX2Loader.js +377 -374
- package/loaders/KTX2Loader.js.map +1 -1
- package/loaders/LDrawLoader.cjs +5 -4
- package/loaders/LDrawLoader.cjs.map +1 -1
- package/loaders/LDrawLoader.js +6 -5
- package/loaders/LDrawLoader.js.map +1 -1
- package/loaders/OBJLoader.cjs +5 -5
- package/loaders/OBJLoader.cjs.map +1 -1
- package/loaders/OBJLoader.js +6 -6
- package/loaders/OBJLoader.js.map +1 -1
- package/loaders/PRWMLoader.cjs +46 -43
- package/loaders/PRWMLoader.cjs.map +1 -1
- package/loaders/PRWMLoader.js +46 -43
- package/loaders/PRWMLoader.js.map +1 -1
- package/loaders/SVGLoader.cjs +1694 -1688
- package/loaders/SVGLoader.cjs.map +1 -1
- package/loaders/SVGLoader.js +1694 -1688
- package/loaders/SVGLoader.js.map +1 -1
- package/loaders/XLoader.cjs +1 -1
- package/loaders/XLoader.cjs.map +1 -1
- package/loaders/XLoader.js +1 -1
- package/loaders/XLoader.js.map +1 -1
- package/math/Capsule.cjs +3 -3
- package/math/Capsule.cjs.map +1 -1
- package/math/Capsule.js +3 -3
- package/math/Capsule.js.map +1 -1
- package/math/ColorConverter.cjs +9 -9
- package/math/ColorConverter.cjs.map +1 -1
- package/math/ColorConverter.js +9 -9
- package/math/ColorConverter.js.map +1 -1
- package/math/ConvexHull.cjs +53 -50
- package/math/ConvexHull.cjs.map +1 -1
- package/math/ConvexHull.js +53 -50
- package/math/ConvexHull.js.map +1 -1
- package/math/ImprovedNoise.cjs +1 -1
- package/math/ImprovedNoise.cjs.map +1 -1
- package/math/ImprovedNoise.js +1 -1
- package/math/ImprovedNoise.js.map +1 -1
- package/math/MeshSurfaceSampler.cjs +2 -2
- package/math/MeshSurfaceSampler.cjs.map +1 -1
- package/math/MeshSurfaceSampler.js +2 -2
- package/math/MeshSurfaceSampler.js.map +1 -1
- package/math/OBB.cjs +14 -14
- package/math/OBB.cjs.map +1 -1
- package/math/OBB.js +15 -15
- package/math/OBB.js.map +1 -1
- package/math/Octree.cjs +7 -7
- package/math/Octree.cjs.map +1 -1
- package/math/Octree.js +8 -8
- package/math/Octree.js.map +1 -1
- package/misc/ConvexObjectBreaker.cjs +271 -268
- package/misc/ConvexObjectBreaker.cjs.map +1 -1
- package/misc/ConvexObjectBreaker.js +272 -269
- package/misc/ConvexObjectBreaker.js.map +1 -1
- package/misc/Gyroscope.cjs +6 -6
- package/misc/Gyroscope.cjs.map +1 -1
- package/misc/Gyroscope.js +7 -7
- package/misc/Gyroscope.js.map +1 -1
- package/modifiers/CurveModifier.cjs +1 -1
- package/modifiers/CurveModifier.cjs.map +1 -1
- package/modifiers/CurveModifier.js +2 -2
- package/modifiers/CurveModifier.js.map +1 -1
- package/modifiers/SimplifyModifier.cjs +2 -2
- package/modifiers/SimplifyModifier.cjs.map +1 -1
- package/modifiers/SimplifyModifier.js +2 -2
- package/modifiers/SimplifyModifier.js.map +1 -1
- package/objects/BatchedMesh.cjs +2 -2
- package/objects/BatchedMesh.cjs.map +1 -1
- package/objects/BatchedMesh.js +3 -3
- package/objects/BatchedMesh.js.map +1 -1
- package/objects/GroundProjectedEnv.cjs +2 -1
- package/objects/GroundProjectedEnv.cjs.map +1 -1
- package/objects/GroundProjectedEnv.js +3 -2
- package/objects/GroundProjectedEnv.js.map +1 -1
- package/objects/Lensflare.cjs +209 -206
- package/objects/Lensflare.cjs.map +1 -1
- package/objects/Lensflare.js +209 -206
- package/objects/Lensflare.js.map +1 -1
- package/objects/Reflector.cjs +154 -146
- package/objects/Reflector.cjs.map +1 -1
- package/objects/Reflector.js +154 -146
- package/objects/Reflector.js.map +1 -1
- package/objects/ReflectorForSSRPass.cjs +183 -180
- package/objects/ReflectorForSSRPass.cjs.map +1 -1
- package/objects/ReflectorForSSRPass.js +183 -180
- package/objects/ReflectorForSSRPass.js.map +1 -1
- package/objects/Refractor.cjs +164 -161
- package/objects/Refractor.cjs.map +1 -1
- package/objects/Refractor.js +164 -161
- package/objects/Refractor.js.map +1 -1
- package/objects/ShadowMesh.cjs +1 -1
- package/objects/ShadowMesh.cjs.map +1 -1
- package/objects/ShadowMesh.js +2 -2
- package/objects/ShadowMesh.js.map +1 -1
- package/objects/Sky.cjs +35 -32
- package/objects/Sky.cjs.map +1 -1
- package/objects/Sky.d.ts +100 -6
- package/objects/Sky.js +35 -32
- package/objects/Sky.js.map +1 -1
- package/objects/Water.cjs +2 -1
- package/objects/Water.cjs.map +1 -1
- package/objects/Water.js +3 -2
- package/objects/Water.js.map +1 -1
- package/objects/Water2.cjs +143 -140
- package/objects/Water2.cjs.map +1 -1
- package/objects/Water2.js +143 -140
- package/objects/Water2.js.map +1 -1
- package/package.json +1 -1
- package/postprocessing/Pass.cjs.map +1 -1
- package/postprocessing/Pass.d.ts +2 -2
- package/postprocessing/Pass.js.map +1 -1
- package/postprocessing/SAOPass.cjs +267 -264
- package/postprocessing/SAOPass.cjs.map +1 -1
- package/postprocessing/SAOPass.js +267 -264
- package/postprocessing/SAOPass.js.map +1 -1
- package/postprocessing/SSAOPass.cjs +253 -250
- package/postprocessing/SSAOPass.cjs.map +1 -1
- package/postprocessing/SSAOPass.js +253 -250
- package/postprocessing/SSAOPass.js.map +1 -1
- package/postprocessing/SSRPass.cjs +379 -376
- package/postprocessing/SSRPass.cjs.map +1 -1
- package/postprocessing/SSRPass.js +379 -376
- package/postprocessing/SSRPass.js.map +1 -1
- package/postprocessing/UnrealBloomPass.cjs +205 -202
- package/postprocessing/UnrealBloomPass.cjs.map +1 -1
- package/postprocessing/UnrealBloomPass.js +205 -202
- package/postprocessing/UnrealBloomPass.js.map +1 -1
- package/renderers/CSS2DRenderer.cjs +5 -5
- package/renderers/CSS2DRenderer.cjs.map +1 -1
- package/renderers/CSS2DRenderer.js +5 -5
- package/renderers/CSS2DRenderer.js.map +1 -1
- package/renderers/CSS3DRenderer.cjs +5 -5
- package/renderers/CSS3DRenderer.cjs.map +1 -1
- package/renderers/CSS3DRenderer.js +6 -6
- package/renderers/CSS3DRenderer.js.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.cjs +71 -46
- package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.js +71 -46
- package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
- package/shaders/AfterimageShader.cjs +41 -22
- package/shaders/AfterimageShader.cjs.map +1 -1
- package/shaders/AfterimageShader.js +41 -22
- package/shaders/AfterimageShader.js.map +1 -1
- package/shaders/BasicShader.cjs +20 -6
- package/shaders/BasicShader.cjs.map +1 -1
- package/shaders/BasicShader.js +20 -6
- package/shaders/BasicShader.js.map +1 -1
- package/shaders/BleachBypassShader.cjs +46 -26
- package/shaders/BleachBypassShader.cjs.map +1 -1
- package/shaders/BleachBypassShader.js +46 -26
- package/shaders/BleachBypassShader.js.map +1 -1
- package/shaders/BlendShader.cjs +33 -19
- package/shaders/BlendShader.cjs.map +1 -1
- package/shaders/BlendShader.js +33 -19
- package/shaders/BlendShader.js.map +1 -1
- package/shaders/BokehShader.cjs +117 -90
- package/shaders/BokehShader.cjs.map +1 -1
- package/shaders/BokehShader.js +117 -90
- package/shaders/BokehShader.js.map +1 -1
- package/shaders/BokehShader2.cjs +333 -232
- package/shaders/BokehShader2.cjs.map +1 -1
- package/shaders/BokehShader2.js +333 -232
- package/shaders/BokehShader2.js.map +1 -1
- package/shaders/BrightnessContrastShader.cjs +38 -22
- package/shaders/BrightnessContrastShader.cjs.map +1 -1
- package/shaders/BrightnessContrastShader.js +38 -22
- package/shaders/BrightnessContrastShader.js.map +1 -1
- package/shaders/ColorCorrectionShader.cjs +35 -21
- package/shaders/ColorCorrectionShader.cjs.map +1 -1
- package/shaders/ColorCorrectionShader.js +35 -21
- package/shaders/ColorCorrectionShader.js.map +1 -1
- package/shaders/ColorifyShader.cjs +34 -19
- package/shaders/ColorifyShader.cjs.map +1 -1
- package/shaders/ColorifyShader.js +34 -19
- package/shaders/ColorifyShader.js.map +1 -1
- package/shaders/ConvolutionShader.cjs +43 -24
- package/shaders/ConvolutionShader.cjs.map +1 -1
- package/shaders/ConvolutionShader.js +43 -24
- package/shaders/ConvolutionShader.js.map +1 -1
- package/shaders/CopyShader.cjs +30 -16
- package/shaders/CopyShader.cjs.map +1 -1
- package/shaders/CopyShader.js +30 -16
- package/shaders/CopyShader.js.map +1 -1
- package/shaders/DOFMipMapShader.cjs +38 -21
- package/shaders/DOFMipMapShader.cjs.map +1 -1
- package/shaders/DOFMipMapShader.js +38 -21
- package/shaders/DOFMipMapShader.js.map +1 -1
- package/shaders/DepthLimitedBlurShader.cjs +98 -69
- package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
- package/shaders/DepthLimitedBlurShader.js +98 -69
- package/shaders/DepthLimitedBlurShader.js.map +1 -1
- package/shaders/DigitalGlitch.cjs +70 -59
- package/shaders/DigitalGlitch.cjs.map +1 -1
- package/shaders/DigitalGlitch.js +70 -59
- package/shaders/DigitalGlitch.js.map +1 -1
- package/shaders/DotScreenShader.cjs +49 -28
- package/shaders/DotScreenShader.cjs.map +1 -1
- package/shaders/DotScreenShader.js +49 -28
- package/shaders/DotScreenShader.js.map +1 -1
- package/shaders/FXAAShader.cjs +1098 -1089
- package/shaders/FXAAShader.cjs.map +1 -1
- package/shaders/FXAAShader.js +1098 -1089
- package/shaders/FXAAShader.js.map +1 -1
- package/shaders/FilmShader.cjs +57 -29
- package/shaders/FilmShader.cjs.map +1 -1
- package/shaders/FilmShader.js +57 -29
- package/shaders/FilmShader.js.map +1 -1
- package/shaders/FocusShader.cjs +70 -43
- package/shaders/FocusShader.cjs.map +1 -1
- package/shaders/FocusShader.js +70 -43
- package/shaders/FocusShader.js.map +1 -1
- package/shaders/FreiChenShader.cjs +74 -53
- package/shaders/FreiChenShader.cjs.map +1 -1
- package/shaders/FreiChenShader.js +74 -53
- package/shaders/FreiChenShader.js.map +1 -1
- package/shaders/FresnelShader.cjs +55 -35
- package/shaders/FresnelShader.cjs.map +1 -1
- package/shaders/FresnelShader.js +55 -35
- package/shaders/FresnelShader.js.map +1 -1
- package/shaders/GammaCorrectionShader.cjs +33 -19
- package/shaders/GammaCorrectionShader.cjs.map +1 -1
- package/shaders/GammaCorrectionShader.js +33 -19
- package/shaders/GammaCorrectionShader.js.map +1 -1
- package/shaders/GodRaysShader.cjs +193 -116
- package/shaders/GodRaysShader.cjs.map +1 -1
- package/shaders/GodRaysShader.js +193 -116
- package/shaders/GodRaysShader.js.map +1 -1
- package/shaders/HalftoneShader.cjs +270 -192
- package/shaders/HalftoneShader.cjs.map +1 -1
- package/shaders/HalftoneShader.js +270 -192
- package/shaders/HalftoneShader.js.map +1 -1
- package/shaders/HorizontalTiltShiftShader.cjs +43 -27
- package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
- package/shaders/HorizontalTiltShiftShader.js +43 -27
- package/shaders/HorizontalTiltShiftShader.js.map +1 -1
- package/shaders/HueSaturationShader.cjs +47 -31
- package/shaders/HueSaturationShader.cjs.map +1 -1
- package/shaders/HueSaturationShader.js +47 -31
- package/shaders/HueSaturationShader.js.map +1 -1
- package/shaders/KaleidoShader.cjs +37 -24
- package/shaders/KaleidoShader.cjs.map +1 -1
- package/shaders/KaleidoShader.js +37 -24
- package/shaders/KaleidoShader.js.map +1 -1
- package/shaders/LuminosityHighPassShader.cjs +43 -24
- package/shaders/LuminosityHighPassShader.cjs.map +1 -1
- package/shaders/LuminosityHighPassShader.js +43 -24
- package/shaders/LuminosityHighPassShader.js.map +1 -1
- package/shaders/LuminosityShader.cjs +34 -17
- package/shaders/LuminosityShader.cjs.map +1 -1
- package/shaders/LuminosityShader.js +34 -17
- package/shaders/LuminosityShader.js.map +1 -1
- package/shaders/MirrorShader.cjs +39 -26
- package/shaders/MirrorShader.cjs.map +1 -1
- package/shaders/MirrorShader.js +39 -26
- package/shaders/MirrorShader.js.map +1 -1
- package/shaders/NormalMapShader.cjs +36 -21
- package/shaders/NormalMapShader.cjs.map +1 -1
- package/shaders/NormalMapShader.js +36 -21
- package/shaders/NormalMapShader.js.map +1 -1
- package/shaders/ParallaxShader.cjs +147 -97
- package/shaders/ParallaxShader.cjs.map +1 -1
- package/shaders/ParallaxShader.js +147 -97
- package/shaders/ParallaxShader.js.map +1 -1
- package/shaders/PixelShader.cjs +31 -18
- package/shaders/PixelShader.cjs.map +1 -1
- package/shaders/PixelShader.js +31 -18
- package/shaders/PixelShader.js.map +1 -1
- package/shaders/RGBShiftShader.cjs +33 -20
- package/shaders/RGBShiftShader.cjs.map +1 -1
- package/shaders/RGBShiftShader.js +33 -20
- package/shaders/RGBShiftShader.js.map +1 -1
- package/shaders/SAOShader.cjs +154 -117
- package/shaders/SAOShader.cjs.map +1 -1
- package/shaders/SAOShader.js +154 -117
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{"version":3,"file":"GeometryCompressionUtils.js","sources":["../../src/utils/GeometryCompressionUtils.js"],"sourcesContent":["/**\n * Octahedron and Quantization encodings based on work by:\n *\n * @link https://github.com/tsherif/mesh-quantization-example\n *\n */\n\nimport {\n BufferAttribute,\n Matrix3,\n Matrix4,\n MeshPhongMaterial,\n ShaderChunk,\n ShaderLib,\n UniformsUtils,\n Vector3,\n REVISION,\n} from 'three'\n\nvar GeometryCompressionUtils = {\n /**\n * Make the input mesh.geometry's normal attribute encoded and compressed by 3 different methods.\n * Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the normal data.\n *\n * @param {THREE.Mesh} mesh\n * @param {String} encodeMethod\t\t\"DEFAULT\" || \"OCT1Byte\" || \"OCT2Byte\" || \"ANGLES\"\n *\n */\n compressNormals: function (mesh, encodeMethod) {\n if (!mesh.geometry) {\n console.error('Mesh must contain geometry. ')\n }\n\n const normal = mesh.geometry.attributes.normal\n\n if (!normal) {\n console.error('Geometry must contain normal attribute. ')\n }\n\n if (normal.isPacked) return\n\n if (normal.itemSize != 3) {\n console.error('normal.itemSize is not 3, which cannot be encoded. ')\n }\n\n const array = normal.array\n const count = normal.count\n\n let result\n if (encodeMethod == 'DEFAULT') {\n // TODO: Add 1 byte to the result, making the encoded length to be 4 bytes.\n result = new Uint8Array(count * 3)\n\n for (let idx = 0; idx < array.length; idx += 3) {\n const encoded = this.EncodingFuncs.defaultEncode(array[idx], array[idx + 1], array[idx + 2], 1)\n\n result[idx + 0] = encoded[0]\n result[idx + 1] = encoded[1]\n result[idx + 2] = encoded[2]\n }\n\n mesh.geometry.setAttribute('normal', new BufferAttribute(result, 3, true))\n mesh.geometry.attributes.normal.bytes = result.length * 1\n } else if (encodeMethod == 'OCT1Byte') {\n /**\n * It is not recommended to use 1-byte octahedron normals encoding unless you want to extremely reduce the memory usage\n * As it makes vertex data not aligned to a 4 byte boundary which may harm some WebGL implementations and sometimes the normal distortion is visible\n * Please refer to @zeux 's comments in https://github.com/mrdoob/three.js/pull/18208\n */\n\n result = new Int8Array(count * 2)\n\n for (let idx = 0; idx < array.length; idx += 3) {\n const encoded = this.EncodingFuncs.octEncodeBest(array[idx], array[idx + 1], array[idx + 2], 1)\n\n result[(idx / 3) * 2 + 0] = encoded[0]\n result[(idx / 3) * 2 + 1] = encoded[1]\n }\n\n mesh.geometry.setAttribute('normal', new BufferAttribute(result, 2, true))\n mesh.geometry.attributes.normal.bytes = result.length * 1\n } else if (encodeMethod == 'OCT2Byte') {\n result = new Int16Array(count * 2)\n\n for (let idx = 0; idx < array.length; idx += 3) {\n const encoded = this.EncodingFuncs.octEncodeBest(array[idx], array[idx + 1], array[idx + 2], 2)\n\n result[(idx / 3) * 2 + 0] = encoded[0]\n result[(idx / 3) * 2 + 1] = encoded[1]\n }\n\n mesh.geometry.setAttribute('normal', new BufferAttribute(result, 2, true))\n mesh.geometry.attributes.normal.bytes = result.length * 2\n } else if (encodeMethod == 'ANGLES') {\n result = new Uint16Array(count * 2)\n\n for (let idx = 0; idx < array.length; idx += 3) {\n const encoded = this.EncodingFuncs.anglesEncode(array[idx], array[idx + 1], array[idx + 2])\n\n result[(idx / 3) * 2 + 0] = encoded[0]\n result[(idx / 3) * 2 + 1] = encoded[1]\n }\n\n mesh.geometry.setAttribute('normal', new BufferAttribute(result, 2, true))\n mesh.geometry.attributes.normal.bytes = result.length * 2\n } else {\n console.error('Unrecognized encoding method, should be `DEFAULT` or `ANGLES` or `OCT`. ')\n }\n\n mesh.geometry.attributes.normal.needsUpdate = true\n mesh.geometry.attributes.normal.isPacked = true\n mesh.geometry.attributes.normal.packingMethod = encodeMethod\n\n // modify material\n if (!(mesh.material instanceof PackedPhongMaterial)) {\n mesh.material = new PackedPhongMaterial().copy(mesh.material)\n }\n\n if (encodeMethod == 'ANGLES') {\n mesh.material.defines.USE_PACKED_NORMAL = 0\n }\n\n if (encodeMethod == 'OCT1Byte') {\n mesh.material.defines.USE_PACKED_NORMAL = 1\n }\n\n if (encodeMethod == 'OCT2Byte') {\n mesh.material.defines.USE_PACKED_NORMAL = 1\n }\n\n if (encodeMethod == 'DEFAULT') {\n mesh.material.defines.USE_PACKED_NORMAL = 2\n }\n },\n\n /**\n * Make the input mesh.geometry's position attribute encoded and compressed.\n * Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the position data.\n *\n * @param {THREE.Mesh} mesh\n *\n */\n compressPositions: function (mesh) {\n if (!mesh.geometry) {\n console.error('Mesh must contain geometry. ')\n }\n\n const position = mesh.geometry.attributes.position\n\n if (!position) {\n console.error('Geometry must contain position attribute. ')\n }\n\n if (position.isPacked) return\n\n if (position.itemSize != 3) {\n console.error('position.itemSize is not 3, which cannot be packed. ')\n }\n\n const array = position.array\n const encodingBytes = 2\n\n const result = this.EncodingFuncs.quantizedEncode(array, encodingBytes)\n\n const quantized = result.quantized\n const decodeMat = result.decodeMat\n\n // IMPORTANT: calculate original geometry bounding info first, before updating packed positions\n if (mesh.geometry.boundingBox == null) mesh.geometry.computeBoundingBox()\n if (mesh.geometry.boundingSphere == null) mesh.geometry.computeBoundingSphere()\n\n mesh.geometry.setAttribute('position', new BufferAttribute(quantized, 3))\n mesh.geometry.attributes.position.isPacked = true\n mesh.geometry.attributes.position.needsUpdate = true\n mesh.geometry.attributes.position.bytes = quantized.length * encodingBytes\n\n // modify material\n if (!(mesh.material instanceof PackedPhongMaterial)) {\n mesh.material = new PackedPhongMaterial().copy(mesh.material)\n }\n\n mesh.material.defines.USE_PACKED_POSITION = 0\n\n mesh.material.uniforms.quantizeMatPos.value = decodeMat\n mesh.material.uniforms.quantizeMatPos.needsUpdate = true\n },\n\n /**\n * Make the input mesh.geometry's uv attribute encoded and compressed.\n * Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the uv data.\n *\n * @param {THREE.Mesh} mesh\n *\n */\n compressUvs: function (mesh) {\n if (!mesh.geometry) {\n console.error('Mesh must contain geometry property. ')\n }\n\n const uvs = mesh.geometry.attributes.uv\n\n if (!uvs) {\n console.error('Geometry must contain uv attribute. ')\n }\n\n if (uvs.isPacked) return\n\n const range = { min: Infinity, max: -Infinity }\n\n const array = uvs.array\n\n for (let i = 0; i < array.length; i++) {\n range.min = Math.min(range.min, array[i])\n range.max = Math.max(range.max, array[i])\n }\n\n let result\n\n if (range.min >= -1.0 && range.max <= 1.0) {\n // use default encoding method\n result = new Uint16Array(array.length)\n\n for (let i = 0; i < array.length; i += 2) {\n const encoded = this.EncodingFuncs.defaultEncode(array[i], array[i + 1], 0, 2)\n\n result[i] = encoded[0]\n result[i + 1] = encoded[1]\n }\n\n mesh.geometry.setAttribute('uv', new BufferAttribute(result, 2, true))\n mesh.geometry.attributes.uv.isPacked = true\n mesh.geometry.attributes.uv.needsUpdate = true\n mesh.geometry.attributes.uv.bytes = result.length * 2\n\n if (!(mesh.material instanceof PackedPhongMaterial)) {\n mesh.material = new PackedPhongMaterial().copy(mesh.material)\n }\n\n mesh.material.defines.USE_PACKED_UV = 0\n } else {\n // use quantized encoding method\n result = this.EncodingFuncs.quantizedEncodeUV(array, 2)\n\n mesh.geometry.setAttribute('uv', new BufferAttribute(result.quantized, 2))\n mesh.geometry.attributes.uv.isPacked = true\n mesh.geometry.attributes.uv.needsUpdate = true\n mesh.geometry.attributes.uv.bytes = result.quantized.length * 2\n\n if (!(mesh.material instanceof PackedPhongMaterial)) {\n mesh.material = new PackedPhongMaterial().copy(mesh.material)\n }\n\n mesh.material.defines.USE_PACKED_UV = 1\n\n mesh.material.uniforms.quantizeMatUV.value = result.decodeMat\n mesh.material.uniforms.quantizeMatUV.needsUpdate = true\n }\n },\n\n EncodingFuncs: {\n defaultEncode: function (x, y, z, bytes) {\n if (bytes == 1) {\n const tmpx = Math.round((x + 1) * 0.5 * 255)\n const tmpy = Math.round((y + 1) * 0.5 * 255)\n const tmpz = Math.round((z + 1) * 0.5 * 255)\n return new Uint8Array([tmpx, tmpy, tmpz])\n } else if (bytes == 2) {\n const tmpx = Math.round((x + 1) * 0.5 * 65535)\n const tmpy = Math.round((y + 1) * 0.5 * 65535)\n const tmpz = Math.round((z + 1) * 0.5 * 65535)\n return new Uint16Array([tmpx, tmpy, tmpz])\n } else {\n console.error('number of bytes must be 1 or 2')\n }\n },\n\n defaultDecode: function (array, bytes) {\n if (bytes == 1) {\n return [(array[0] / 255) * 2.0 - 1.0, (array[1] / 255) * 2.0 - 1.0, (array[2] / 255) * 2.0 - 1.0]\n } else if (bytes == 2) {\n return [(array[0] / 65535) * 2.0 - 1.0, (array[1] / 65535) * 2.0 - 1.0, (array[2] / 65535) * 2.0 - 1.0]\n } else {\n console.error('number of bytes must be 1 or 2')\n }\n },\n\n // for `Angles` encoding\n anglesEncode: function (x, y, z) {\n const normal0 = parseInt(0.5 * (1.0 + Math.atan2(y, x) / Math.PI) * 65535)\n const normal1 = parseInt(0.5 * (1.0 + z) * 65535)\n return new Uint16Array([normal0, normal1])\n },\n\n // for `Octahedron` encoding\n octEncodeBest: function (x, y, z, bytes) {\n var oct, dec, best, currentCos, bestCos\n\n // Test various combinations of ceil and floor\n // to minimize rounding errors\n best = oct = octEncodeVec3(x, y, z, 'floor', 'floor')\n dec = octDecodeVec2(oct)\n bestCos = dot(x, y, z, dec)\n\n oct = octEncodeVec3(x, y, z, 'ceil', 'floor')\n dec = octDecodeVec2(oct)\n currentCos = dot(x, y, z, dec)\n\n if (currentCos > bestCos) {\n best = oct\n bestCos = currentCos\n }\n\n oct = octEncodeVec3(x, y, z, 'floor', 'ceil')\n dec = octDecodeVec2(oct)\n currentCos = dot(x, y, z, dec)\n\n if (currentCos > bestCos) {\n best = oct\n bestCos = currentCos\n }\n\n oct = octEncodeVec3(x, y, z, 'ceil', 'ceil')\n dec = octDecodeVec2(oct)\n currentCos = dot(x, y, z, dec)\n\n if (currentCos > bestCos) {\n best = oct\n }\n\n return best\n\n function octEncodeVec3(x0, y0, z0, xfunc, yfunc) {\n var x = x0 / (Math.abs(x0) + Math.abs(y0) + Math.abs(z0))\n var y = y0 / (Math.abs(x0) + Math.abs(y0) + Math.abs(z0))\n\n if (z < 0) {\n var tempx = (1 - Math.abs(y)) * (x >= 0 ? 1 : -1)\n var tempy = (1 - Math.abs(x)) * (y >= 0 ? 1 : -1)\n\n x = tempx\n y = tempy\n\n var diff = 1 - Math.abs(x) - Math.abs(y)\n if (diff > 0) {\n diff += 0.001\n x += x > 0 ? diff / 2 : -diff / 2\n y += y > 0 ? diff / 2 : -diff / 2\n }\n }\n\n if (bytes == 1) {\n return new Int8Array([Math[xfunc](x * 127.5 + (x < 0 ? 1 : 0)), Math[yfunc](y * 127.5 + (y < 0 ? 1 : 0))])\n }\n\n if (bytes == 2) {\n return new Int16Array([\n Math[xfunc](x * 32767.5 + (x < 0 ? 1 : 0)),\n Math[yfunc](y * 32767.5 + (y < 0 ? 1 : 0)),\n ])\n }\n }\n\n function octDecodeVec2(oct) {\n var x = oct[0]\n var y = oct[1]\n\n if (bytes == 1) {\n x /= x < 0 ? 127 : 128\n y /= y < 0 ? 127 : 128\n } else if (bytes == 2) {\n x /= x < 0 ? 32767 : 32768\n y /= y < 0 ? 32767 : 32768\n }\n\n var z = 1 - Math.abs(x) - Math.abs(y)\n\n if (z < 0) {\n var tmpx = x\n x = (1 - Math.abs(y)) * (x >= 0 ? 1 : -1)\n y = (1 - Math.abs(tmpx)) * (y >= 0 ? 1 : -1)\n }\n\n var length = Math.sqrt(x * x + y * y + z * z)\n\n return [x / length, y / length, z / length]\n }\n\n function dot(x, y, z, vec3) {\n return x * vec3[0] + y * vec3[1] + z * vec3[2]\n }\n },\n\n quantizedEncode: function (array, bytes) {\n let quantized, segments\n\n if (bytes == 1) {\n quantized = new Uint8Array(array.length)\n segments = 255\n } else if (bytes == 2) {\n quantized = new Uint16Array(array.length)\n segments = 65535\n } else {\n console.error('number of bytes error! ')\n }\n\n const decodeMat = new Matrix4()\n\n const min = new Float32Array(3)\n const max = new Float32Array(3)\n\n min[0] = min[1] = min[2] = Number.MAX_VALUE\n max[0] = max[1] = max[2] = -Number.MAX_VALUE\n\n for (let i = 0; i < array.length; i += 3) {\n min[0] = Math.min(min[0], array[i + 0])\n min[1] = Math.min(min[1], array[i + 1])\n min[2] = Math.min(min[2], array[i + 2])\n max[0] = Math.max(max[0], array[i + 0])\n max[1] = Math.max(max[1], array[i + 1])\n max[2] = Math.max(max[2], array[i + 2])\n }\n\n decodeMat.scale(\n new Vector3((max[0] - min[0]) / segments, (max[1] - min[1]) / segments, (max[2] - min[2]) / segments),\n )\n\n decodeMat.elements[12] = min[0]\n decodeMat.elements[13] = min[1]\n decodeMat.elements[14] = min[2]\n\n decodeMat.transpose()\n\n const multiplier = new Float32Array([\n max[0] !== min[0] ? segments / (max[0] - min[0]) : 0,\n max[1] !== min[1] ? segments / (max[1] - min[1]) : 0,\n max[2] !== min[2] ? segments / (max[2] - min[2]) : 0,\n ])\n\n for (let i = 0; i < array.length; i += 3) {\n quantized[i + 0] = Math.floor((array[i + 0] - min[0]) * multiplier[0])\n quantized[i + 1] = Math.floor((array[i + 1] - min[1]) * multiplier[1])\n quantized[i + 2] = Math.floor((array[i + 2] - min[2]) * multiplier[2])\n }\n\n return {\n quantized: quantized,\n decodeMat: decodeMat,\n }\n },\n\n quantizedEncodeUV: function (array, bytes) {\n let quantized, segments\n\n if (bytes == 1) {\n quantized = new Uint8Array(array.length)\n segments = 255\n } else if (bytes == 2) {\n quantized = new Uint16Array(array.length)\n segments = 65535\n } else {\n console.error('number of bytes error! ')\n }\n\n const decodeMat = new Matrix3()\n\n const min = new Float32Array(2)\n const max = new Float32Array(2)\n\n min[0] = min[1] = Number.MAX_VALUE\n max[0] = max[1] = -Number.MAX_VALUE\n\n for (let i = 0; i < array.length; i += 2) {\n min[0] = Math.min(min[0], array[i + 0])\n min[1] = Math.min(min[1], array[i + 1])\n max[0] = Math.max(max[0], array[i + 0])\n max[1] = Math.max(max[1], array[i + 1])\n }\n\n decodeMat.scale((max[0] - min[0]) / segments, (max[1] - min[1]) / segments)\n\n decodeMat.elements[6] = min[0]\n decodeMat.elements[7] = min[1]\n\n decodeMat.transpose()\n\n const multiplier = new Float32Array([\n max[0] !== min[0] ? segments / (max[0] - min[0]) : 0,\n max[1] !== min[1] ? segments / (max[1] - min[1]) : 0,\n ])\n\n for (let i = 0; i < array.length; i += 2) {\n quantized[i + 0] = Math.floor((array[i + 0] - min[0]) * multiplier[0])\n quantized[i + 1] = Math.floor((array[i + 1] - min[1]) * multiplier[1])\n }\n\n return {\n quantized: quantized,\n decodeMat: decodeMat,\n }\n },\n },\n}\n\n/**\n * `PackedPhongMaterial` inherited from THREE.MeshPhongMaterial\n *\n * @param {Object} parameters\n */\nclass PackedPhongMaterial extends MeshPhongMaterial {\n constructor(parameters) {\n super()\n\n this.defines = {}\n this.type = 'PackedPhongMaterial'\n this.uniforms = UniformsUtils.merge([\n ShaderLib.phong.uniforms,\n\n {\n quantizeMatPos: { value: null },\n quantizeMatUV: { value: null },\n },\n ])\n\n this.vertexShader = [\n '#define PHONG',\n\n 'varying vec3 vViewPosition;',\n\n '#ifndef FLAT_SHADED',\n 'varying vec3 vNormal;',\n '#endif',\n\n ShaderChunk.common,\n ShaderChunk.uv_pars_vertex,\n ShaderChunk.uv2_pars_vertex,\n ShaderChunk.displacementmap_pars_vertex,\n ShaderChunk.envmap_pars_vertex,\n ShaderChunk.color_pars_vertex,\n ShaderChunk.fog_pars_vertex,\n ShaderChunk.morphtarget_pars_vertex,\n ShaderChunk.skinning_pars_vertex,\n ShaderChunk.shadowmap_pars_vertex,\n ShaderChunk.logdepthbuf_pars_vertex,\n ShaderChunk.clipping_planes_pars_vertex,\n\n `#ifdef USE_PACKED_NORMAL\n\t\t\t\t\t#if USE_PACKED_NORMAL == 0\n\t\t\t\t\t\tvec3 decodeNormal(vec3 packedNormal)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat x = packedNormal.x * 2.0 - 1.0;\n\t\t\t\t\t\t\tfloat y = packedNormal.y * 2.0 - 1.0;\n\t\t\t\t\t\t\tvec2 scth = vec2(sin(x * PI), cos(x * PI));\n\t\t\t\t\t\t\tvec2 scphi = vec2(sqrt(1.0 - y * y), y);\n\t\t\t\t\t\t\treturn normalize( vec3(scth.y * scphi.x, scth.x * scphi.x, scphi.y) );\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\n\t\t\t\t\t#if USE_PACKED_NORMAL == 1\n\t\t\t\t\t\tvec3 decodeNormal(vec3 packedNormal)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvec3 v = vec3(packedNormal.xy, 1.0 - abs(packedNormal.x) - abs(packedNormal.y));\n\t\t\t\t\t\t\tif (v.z < 0.0)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tv.xy = (1.0 - abs(v.yx)) * vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\treturn normalize(v);\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\n\t\t\t\t\t#if USE_PACKED_NORMAL == 2\n\t\t\t\t\t\tvec3 decodeNormal(vec3 packedNormal)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvec3 v = (packedNormal * 2.0) - 1.0;\n\t\t\t\t\t\t\treturn normalize(v);\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\t\t\t\t#endif`,\n\n `#ifdef USE_PACKED_POSITION\n\t\t\t\t\t#if USE_PACKED_POSITION == 0\n\t\t\t\t\t\tuniform mat4 quantizeMatPos;\n\t\t\t\t\t#endif\n\t\t\t\t#endif`,\n\n `#ifdef USE_PACKED_UV\n\t\t\t\t\t#if USE_PACKED_UV == 1\n\t\t\t\t\t\tuniform mat3 quantizeMatUV;\n\t\t\t\t\t#endif\n\t\t\t\t#endif`,\n\n `#ifdef USE_PACKED_UV\n\t\t\t\t\t#if USE_PACKED_UV == 0\n\t\t\t\t\t\tvec2 decodeUV(vec2 packedUV)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvec2 uv = (packedUV * 2.0) - 1.0;\n\t\t\t\t\t\t\treturn uv;\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\n\t\t\t\t\t#if USE_PACKED_UV == 1\n\t\t\t\t\t\tvec2 decodeUV(vec2 packedUV)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvec2 uv = ( vec3(packedUV, 1.0) * quantizeMatUV ).xy;\n\t\t\t\t\t\t\treturn uv;\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\t\t\t\t#endif`,\n\n 'void main() {',\n\n ShaderChunk.uv_vertex,\n\n `#ifdef USE_UV\n\t\t\t\t\t#ifdef USE_PACKED_UV\n\t\t\t\t\t\tvUv = decodeUV(vUv);\n\t\t\t\t\t#endif\n\t\t\t\t#endif`,\n\n ShaderChunk.uv2_vertex,\n ShaderChunk.color_vertex,\n ShaderChunk.beginnormal_vertex,\n\n `#ifdef USE_PACKED_NORMAL\n\t\t\t\t\tobjectNormal = decodeNormal(objectNormal);\n\t\t\t\t#endif\n\n\t\t\t\t#ifdef USE_TANGENT\n\t\t\t\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t\t\t\t#endif\n\t\t\t\t`,\n\n ShaderChunk.morphnormal_vertex,\n ShaderChunk.skinbase_vertex,\n ShaderChunk.skinnormal_vertex,\n ShaderChunk.defaultnormal_vertex,\n\n '#ifndef FLAT_SHADED',\n '\tvNormal = normalize( transformedNormal );',\n '#endif',\n\n ShaderChunk.begin_vertex,\n\n `#ifdef USE_PACKED_POSITION\n\t\t\t\t\t#if USE_PACKED_POSITION == 0\n\t\t\t\t\t\ttransformed = ( vec4(transformed, 1.0) * quantizeMatPos ).xyz;\n\t\t\t\t\t#endif\n\t\t\t\t#endif`,\n\n ShaderChunk.morphtarget_vertex,\n ShaderChunk.skinning_vertex,\n ShaderChunk.displacementmap_vertex,\n ShaderChunk.project_vertex,\n ShaderChunk.logdepthbuf_vertex,\n ShaderChunk.clipping_planes_vertex,\n\n 'vViewPosition = - mvPosition.xyz;',\n\n ShaderChunk.worldpos_vertex,\n ShaderChunk.envmap_vertex,\n ShaderChunk.shadowmap_vertex,\n ShaderChunk.fog_vertex,\n\n '}',\n ].join('\\n')\n\n // Use the original MeshPhongMaterial's fragmentShader.\n this.fragmentShader = [\n '#define PHONG',\n\n 'uniform vec3 diffuse;',\n 'uniform vec3 emissive;',\n 'uniform vec3 specular;',\n 'uniform float shininess;',\n 'uniform float opacity;',\n\n ShaderChunk.common,\n ShaderChunk.packing,\n ShaderChunk.dithering_pars_fragment,\n ShaderChunk.color_pars_fragment,\n ShaderChunk.uv_pars_fragment,\n ShaderChunk.uv2_pars_fragment,\n ShaderChunk.map_pars_fragment,\n ShaderChunk.alphamap_pars_fragment,\n ShaderChunk.aomap_pars_fragment,\n ShaderChunk.lightmap_pars_fragment,\n ShaderChunk.emissivemap_pars_fragment,\n ShaderChunk.envmap_common_pars_fragment,\n ShaderChunk.envmap_pars_fragment,\n ShaderChunk.cube_uv_reflection_fragment,\n ShaderChunk.fog_pars_fragment,\n ShaderChunk.bsdfs,\n ShaderChunk.lights_pars_begin,\n ShaderChunk.lights_phong_pars_fragment,\n ShaderChunk.shadowmap_pars_fragment,\n ShaderChunk.bumpmap_pars_fragment,\n ShaderChunk.normalmap_pars_fragment,\n ShaderChunk.specularmap_pars_fragment,\n ShaderChunk.logdepthbuf_pars_fragment,\n ShaderChunk.clipping_planes_pars_fragment,\n\n 'void main() {',\n\n ShaderChunk.clipping_planes_fragment,\n\n 'vec4 diffuseColor = vec4( diffuse, opacity );',\n 'ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );',\n 'vec3 totalEmissiveRadiance = emissive;',\n\n ShaderChunk.logdepthbuf_fragment,\n ShaderChunk.map_fragment,\n ShaderChunk.color_fragment,\n ShaderChunk.alphamap_fragment,\n ShaderChunk.alphatest_fragment,\n ShaderChunk.specularmap_fragment,\n ShaderChunk.normal_fragment_begin,\n ShaderChunk.normal_fragment_maps,\n ShaderChunk.emissivemap_fragment,\n\n // accumulation\n ShaderChunk.lights_phong_fragment,\n ShaderChunk.lights_fragment_begin,\n ShaderChunk.lights_fragment_maps,\n ShaderChunk.lights_fragment_end,\n\n // modulation\n ShaderChunk.aomap_fragment,\n\n 'vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;',\n\n ShaderChunk.envmap_fragment,\n\n 'gl_FragColor = vec4( outgoingLight, diffuseColor.a );',\n\n ShaderChunk.tonemapping_fragment,\n parseInt(REVISION.replace(/\\D+/g, '')) >= 154 ? ShaderChunk.colorspace_fragment : ShaderChunk.encodings_fragment,\n ShaderChunk.fog_fragment,\n ShaderChunk.premultiplied_alpha_fragment,\n ShaderChunk.dithering_fragment,\n '}',\n ].join('\\n')\n\n this.setValues(parameters)\n }\n}\n\nexport { GeometryCompressionUtils, PackedPhongMaterial 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{"version":3,"file":"GeometryCompressionUtils.js","sources":["../../src/utils/GeometryCompressionUtils.js"],"sourcesContent":["/**\n * Octahedron and Quantization encodings based on work by:\n *\n * @link https://github.com/tsherif/mesh-quantization-example\n *\n */\n\nimport {\n BufferAttribute,\n Matrix3,\n Matrix4,\n MeshPhongMaterial,\n ShaderChunk,\n ShaderLib,\n UniformsUtils,\n Vector3,\n} from 'three'\nimport { version } from '../_polyfill/constants'\n\nvar GeometryCompressionUtils = {\n /**\n * Make the input mesh.geometry's normal attribute encoded and compressed by 3 different methods.\n * Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the normal data.\n *\n * @param {THREE.Mesh} mesh\n * @param {String} encodeMethod\t\t\"DEFAULT\" || \"OCT1Byte\" || \"OCT2Byte\" || \"ANGLES\"\n *\n */\n compressNormals: function (mesh, encodeMethod) {\n if (!mesh.geometry) {\n console.error('Mesh must contain geometry. ')\n }\n\n const normal = mesh.geometry.attributes.normal\n\n if (!normal) {\n console.error('Geometry must contain normal attribute. ')\n }\n\n if (normal.isPacked) return\n\n if (normal.itemSize != 3) {\n console.error('normal.itemSize is not 3, which cannot be encoded. ')\n }\n\n const array = normal.array\n const count = normal.count\n\n let result\n if (encodeMethod == 'DEFAULT') {\n // TODO: Add 1 byte to the result, making the encoded length to be 4 bytes.\n result = new Uint8Array(count * 3)\n\n for (let idx = 0; idx < array.length; idx += 3) {\n const encoded = this.EncodingFuncs.defaultEncode(array[idx], array[idx + 1], array[idx + 2], 1)\n\n result[idx + 0] = encoded[0]\n result[idx + 1] = encoded[1]\n result[idx + 2] = encoded[2]\n }\n\n mesh.geometry.setAttribute('normal', new BufferAttribute(result, 3, true))\n mesh.geometry.attributes.normal.bytes = result.length * 1\n } else if (encodeMethod == 'OCT1Byte') {\n /**\n * It is not recommended to use 1-byte octahedron normals encoding unless you want to extremely reduce the memory usage\n * As it makes vertex data not aligned to a 4 byte boundary which may harm some WebGL implementations and sometimes the normal distortion is visible\n * Please refer to @zeux 's comments in https://github.com/mrdoob/three.js/pull/18208\n */\n\n result = new Int8Array(count * 2)\n\n for (let idx = 0; idx < array.length; idx += 3) {\n const encoded = this.EncodingFuncs.octEncodeBest(array[idx], array[idx + 1], array[idx + 2], 1)\n\n result[(idx / 3) * 2 + 0] = encoded[0]\n result[(idx / 3) * 2 + 1] = encoded[1]\n }\n\n mesh.geometry.setAttribute('normal', new BufferAttribute(result, 2, true))\n mesh.geometry.attributes.normal.bytes = result.length * 1\n } else if (encodeMethod == 'OCT2Byte') {\n result = new Int16Array(count * 2)\n\n for (let idx = 0; idx < array.length; idx += 3) {\n const encoded = this.EncodingFuncs.octEncodeBest(array[idx], array[idx + 1], array[idx + 2], 2)\n\n result[(idx / 3) * 2 + 0] = encoded[0]\n result[(idx / 3) * 2 + 1] = encoded[1]\n }\n\n mesh.geometry.setAttribute('normal', new BufferAttribute(result, 2, true))\n mesh.geometry.attributes.normal.bytes = result.length * 2\n } else if (encodeMethod == 'ANGLES') {\n result = new Uint16Array(count * 2)\n\n for (let idx = 0; idx < array.length; idx += 3) {\n const encoded = this.EncodingFuncs.anglesEncode(array[idx], array[idx + 1], array[idx + 2])\n\n result[(idx / 3) * 2 + 0] = encoded[0]\n result[(idx / 3) * 2 + 1] = encoded[1]\n }\n\n mesh.geometry.setAttribute('normal', new BufferAttribute(result, 2, true))\n mesh.geometry.attributes.normal.bytes = result.length * 2\n } else {\n console.error('Unrecognized encoding method, should be `DEFAULT` or `ANGLES` or `OCT`. ')\n }\n\n mesh.geometry.attributes.normal.needsUpdate = true\n mesh.geometry.attributes.normal.isPacked = true\n mesh.geometry.attributes.normal.packingMethod = encodeMethod\n\n // modify material\n if (!(mesh.material instanceof PackedPhongMaterial)) {\n mesh.material = new PackedPhongMaterial().copy(mesh.material)\n }\n\n if (encodeMethod == 'ANGLES') {\n mesh.material.defines.USE_PACKED_NORMAL = 0\n }\n\n if (encodeMethod == 'OCT1Byte') {\n mesh.material.defines.USE_PACKED_NORMAL = 1\n }\n\n if (encodeMethod == 'OCT2Byte') {\n mesh.material.defines.USE_PACKED_NORMAL = 1\n }\n\n if (encodeMethod == 'DEFAULT') {\n mesh.material.defines.USE_PACKED_NORMAL = 2\n }\n },\n\n /**\n * Make the input mesh.geometry's position attribute encoded and compressed.\n * Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the position data.\n *\n * @param {THREE.Mesh} mesh\n *\n */\n compressPositions: function (mesh) {\n if (!mesh.geometry) {\n console.error('Mesh must contain geometry. ')\n }\n\n const position = mesh.geometry.attributes.position\n\n if (!position) {\n console.error('Geometry must contain position attribute. ')\n }\n\n if (position.isPacked) return\n\n if (position.itemSize != 3) {\n console.error('position.itemSize is not 3, which cannot be packed. ')\n }\n\n const array = position.array\n const encodingBytes = 2\n\n const result = this.EncodingFuncs.quantizedEncode(array, encodingBytes)\n\n const quantized = result.quantized\n const decodeMat = result.decodeMat\n\n // IMPORTANT: calculate original geometry bounding info first, before updating packed positions\n if (mesh.geometry.boundingBox == null) mesh.geometry.computeBoundingBox()\n if (mesh.geometry.boundingSphere == null) mesh.geometry.computeBoundingSphere()\n\n mesh.geometry.setAttribute('position', new BufferAttribute(quantized, 3))\n mesh.geometry.attributes.position.isPacked = true\n mesh.geometry.attributes.position.needsUpdate = true\n mesh.geometry.attributes.position.bytes = quantized.length * encodingBytes\n\n // modify material\n if (!(mesh.material instanceof PackedPhongMaterial)) {\n mesh.material = new PackedPhongMaterial().copy(mesh.material)\n }\n\n mesh.material.defines.USE_PACKED_POSITION = 0\n\n mesh.material.uniforms.quantizeMatPos.value = decodeMat\n mesh.material.uniforms.quantizeMatPos.needsUpdate = true\n },\n\n /**\n * Make the input mesh.geometry's uv attribute encoded and compressed.\n * Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the uv data.\n *\n * @param {THREE.Mesh} mesh\n *\n */\n compressUvs: function (mesh) {\n if (!mesh.geometry) {\n console.error('Mesh must contain geometry property. ')\n }\n\n const uvs = mesh.geometry.attributes.uv\n\n if (!uvs) {\n console.error('Geometry must contain uv attribute. ')\n }\n\n if (uvs.isPacked) return\n\n const range = { min: Infinity, max: -Infinity }\n\n const array = uvs.array\n\n for (let i = 0; i < array.length; i++) {\n range.min = Math.min(range.min, array[i])\n range.max = Math.max(range.max, array[i])\n }\n\n let result\n\n if (range.min >= -1.0 && range.max <= 1.0) {\n // use default encoding method\n result = new Uint16Array(array.length)\n\n for (let i = 0; i < array.length; i += 2) {\n const encoded = this.EncodingFuncs.defaultEncode(array[i], array[i + 1], 0, 2)\n\n result[i] = encoded[0]\n result[i + 1] = encoded[1]\n }\n\n mesh.geometry.setAttribute('uv', new BufferAttribute(result, 2, true))\n mesh.geometry.attributes.uv.isPacked = true\n mesh.geometry.attributes.uv.needsUpdate = true\n mesh.geometry.attributes.uv.bytes = result.length * 2\n\n if (!(mesh.material instanceof PackedPhongMaterial)) {\n mesh.material = new PackedPhongMaterial().copy(mesh.material)\n }\n\n mesh.material.defines.USE_PACKED_UV = 0\n } else {\n // use quantized encoding method\n result = this.EncodingFuncs.quantizedEncodeUV(array, 2)\n\n mesh.geometry.setAttribute('uv', new BufferAttribute(result.quantized, 2))\n mesh.geometry.attributes.uv.isPacked = true\n mesh.geometry.attributes.uv.needsUpdate = true\n mesh.geometry.attributes.uv.bytes = result.quantized.length * 2\n\n if (!(mesh.material instanceof PackedPhongMaterial)) {\n mesh.material = new PackedPhongMaterial().copy(mesh.material)\n }\n\n mesh.material.defines.USE_PACKED_UV = 1\n\n mesh.material.uniforms.quantizeMatUV.value = result.decodeMat\n mesh.material.uniforms.quantizeMatUV.needsUpdate = true\n }\n },\n\n EncodingFuncs: {\n defaultEncode: function (x, y, z, bytes) {\n if (bytes == 1) {\n const tmpx = Math.round((x + 1) * 0.5 * 255)\n const tmpy = Math.round((y + 1) * 0.5 * 255)\n const tmpz = Math.round((z + 1) * 0.5 * 255)\n return new Uint8Array([tmpx, tmpy, tmpz])\n } else if (bytes == 2) {\n const tmpx = Math.round((x + 1) * 0.5 * 65535)\n const tmpy = Math.round((y + 1) * 0.5 * 65535)\n const tmpz = Math.round((z + 1) * 0.5 * 65535)\n return new Uint16Array([tmpx, tmpy, tmpz])\n } else {\n console.error('number of bytes must be 1 or 2')\n }\n },\n\n defaultDecode: function (array, bytes) {\n if (bytes == 1) {\n return [(array[0] / 255) * 2.0 - 1.0, (array[1] / 255) * 2.0 - 1.0, (array[2] / 255) * 2.0 - 1.0]\n } else if (bytes == 2) {\n return [(array[0] / 65535) * 2.0 - 1.0, (array[1] / 65535) * 2.0 - 1.0, (array[2] / 65535) * 2.0 - 1.0]\n } else {\n console.error('number of bytes must be 1 or 2')\n }\n },\n\n // for `Angles` encoding\n anglesEncode: function (x, y, z) {\n const normal0 = parseInt(0.5 * (1.0 + Math.atan2(y, x) / Math.PI) * 65535)\n const normal1 = parseInt(0.5 * (1.0 + z) * 65535)\n return new Uint16Array([normal0, normal1])\n },\n\n // for `Octahedron` encoding\n octEncodeBest: function (x, y, z, bytes) {\n var oct, dec, best, currentCos, bestCos\n\n // Test various combinations of ceil and floor\n // to minimize rounding errors\n best = oct = octEncodeVec3(x, y, z, 'floor', 'floor')\n dec = octDecodeVec2(oct)\n bestCos = dot(x, y, z, dec)\n\n oct = octEncodeVec3(x, y, z, 'ceil', 'floor')\n dec = octDecodeVec2(oct)\n currentCos = dot(x, y, z, dec)\n\n if (currentCos > bestCos) {\n best = oct\n bestCos = currentCos\n }\n\n oct = octEncodeVec3(x, y, z, 'floor', 'ceil')\n dec = octDecodeVec2(oct)\n currentCos = dot(x, y, z, dec)\n\n if (currentCos > bestCos) {\n best = oct\n bestCos = currentCos\n }\n\n oct = octEncodeVec3(x, y, z, 'ceil', 'ceil')\n dec = octDecodeVec2(oct)\n currentCos = dot(x, y, z, dec)\n\n if (currentCos > bestCos) {\n best = oct\n }\n\n return best\n\n function octEncodeVec3(x0, y0, z0, xfunc, yfunc) {\n var x = x0 / (Math.abs(x0) + Math.abs(y0) + Math.abs(z0))\n var y = y0 / (Math.abs(x0) + Math.abs(y0) + Math.abs(z0))\n\n if (z < 0) {\n var tempx = (1 - Math.abs(y)) * (x >= 0 ? 1 : -1)\n var tempy = (1 - Math.abs(x)) * (y >= 0 ? 1 : -1)\n\n x = tempx\n y = tempy\n\n var diff = 1 - Math.abs(x) - Math.abs(y)\n if (diff > 0) {\n diff += 0.001\n x += x > 0 ? diff / 2 : -diff / 2\n y += y > 0 ? diff / 2 : -diff / 2\n }\n }\n\n if (bytes == 1) {\n return new Int8Array([Math[xfunc](x * 127.5 + (x < 0 ? 1 : 0)), Math[yfunc](y * 127.5 + (y < 0 ? 1 : 0))])\n }\n\n if (bytes == 2) {\n return new Int16Array([\n Math[xfunc](x * 32767.5 + (x < 0 ? 1 : 0)),\n Math[yfunc](y * 32767.5 + (y < 0 ? 1 : 0)),\n ])\n }\n }\n\n function octDecodeVec2(oct) {\n var x = oct[0]\n var y = oct[1]\n\n if (bytes == 1) {\n x /= x < 0 ? 127 : 128\n y /= y < 0 ? 127 : 128\n } else if (bytes == 2) {\n x /= x < 0 ? 32767 : 32768\n y /= y < 0 ? 32767 : 32768\n }\n\n var z = 1 - Math.abs(x) - Math.abs(y)\n\n if (z < 0) {\n var tmpx = x\n x = (1 - Math.abs(y)) * (x >= 0 ? 1 : -1)\n y = (1 - Math.abs(tmpx)) * (y >= 0 ? 1 : -1)\n }\n\n var length = Math.sqrt(x * x + y * y + z * z)\n\n return [x / length, y / length, z / length]\n }\n\n function dot(x, y, z, vec3) {\n return x * vec3[0] + y * vec3[1] + z * vec3[2]\n }\n },\n\n quantizedEncode: function (array, bytes) {\n let quantized, segments\n\n if (bytes == 1) {\n quantized = new Uint8Array(array.length)\n segments = 255\n } else if (bytes == 2) {\n quantized = new Uint16Array(array.length)\n segments = 65535\n } else {\n console.error('number of bytes error! ')\n }\n\n const decodeMat = new Matrix4()\n\n const min = new Float32Array(3)\n const max = new Float32Array(3)\n\n min[0] = min[1] = min[2] = Number.MAX_VALUE\n max[0] = max[1] = max[2] = -Number.MAX_VALUE\n\n for (let i = 0; i < array.length; i += 3) {\n min[0] = Math.min(min[0], array[i + 0])\n min[1] = Math.min(min[1], array[i + 1])\n min[2] = Math.min(min[2], array[i + 2])\n max[0] = Math.max(max[0], array[i + 0])\n max[1] = Math.max(max[1], array[i + 1])\n max[2] = Math.max(max[2], array[i + 2])\n }\n\n decodeMat.scale(\n new Vector3((max[0] - min[0]) / segments, (max[1] - min[1]) / segments, (max[2] - min[2]) / segments),\n )\n\n decodeMat.elements[12] = min[0]\n decodeMat.elements[13] = min[1]\n decodeMat.elements[14] = min[2]\n\n decodeMat.transpose()\n\n const multiplier = new Float32Array([\n max[0] !== min[0] ? segments / (max[0] - min[0]) : 0,\n max[1] !== min[1] ? segments / (max[1] - min[1]) : 0,\n max[2] !== min[2] ? segments / (max[2] - min[2]) : 0,\n ])\n\n for (let i = 0; i < array.length; i += 3) {\n quantized[i + 0] = Math.floor((array[i + 0] - min[0]) * multiplier[0])\n quantized[i + 1] = Math.floor((array[i + 1] - min[1]) * multiplier[1])\n quantized[i + 2] = Math.floor((array[i + 2] - min[2]) * multiplier[2])\n }\n\n return {\n quantized: quantized,\n decodeMat: decodeMat,\n }\n },\n\n quantizedEncodeUV: function (array, bytes) {\n let quantized, segments\n\n if (bytes == 1) {\n quantized = new Uint8Array(array.length)\n segments = 255\n } else if (bytes == 2) {\n quantized = new Uint16Array(array.length)\n segments = 65535\n } else {\n console.error('number of bytes error! ')\n }\n\n const decodeMat = new Matrix3()\n\n const min = new Float32Array(2)\n const max = new Float32Array(2)\n\n min[0] = min[1] = Number.MAX_VALUE\n max[0] = max[1] = -Number.MAX_VALUE\n\n for (let i = 0; i < array.length; i += 2) {\n min[0] = Math.min(min[0], array[i + 0])\n min[1] = Math.min(min[1], array[i + 1])\n max[0] = Math.max(max[0], array[i + 0])\n max[1] = Math.max(max[1], array[i + 1])\n }\n\n decodeMat.scale((max[0] - min[0]) / segments, (max[1] - min[1]) / segments)\n\n decodeMat.elements[6] = min[0]\n decodeMat.elements[7] = min[1]\n\n decodeMat.transpose()\n\n const multiplier = new Float32Array([\n max[0] !== min[0] ? segments / (max[0] - min[0]) : 0,\n max[1] !== min[1] ? segments / (max[1] - min[1]) : 0,\n ])\n\n for (let i = 0; i < array.length; i += 2) {\n quantized[i + 0] = Math.floor((array[i + 0] - min[0]) * multiplier[0])\n quantized[i + 1] = Math.floor((array[i + 1] - min[1]) * multiplier[1])\n }\n\n return {\n quantized: quantized,\n decodeMat: decodeMat,\n }\n },\n },\n}\n\n/**\n * `PackedPhongMaterial` inherited from THREE.MeshPhongMaterial\n *\n * @param {Object} parameters\n */\nclass PackedPhongMaterial extends MeshPhongMaterial {\n constructor(parameters) {\n super()\n\n this.defines = {}\n this.type = 'PackedPhongMaterial'\n this.uniforms = UniformsUtils.merge([\n ShaderLib.phong.uniforms,\n\n {\n quantizeMatPos: { value: null },\n quantizeMatUV: { value: null },\n },\n ])\n\n this.vertexShader = [\n '#define PHONG',\n\n 'varying vec3 vViewPosition;',\n\n '#ifndef FLAT_SHADED',\n 'varying vec3 vNormal;',\n '#endif',\n\n ShaderChunk.common,\n ShaderChunk.uv_pars_vertex,\n ShaderChunk.uv2_pars_vertex,\n ShaderChunk.displacementmap_pars_vertex,\n ShaderChunk.envmap_pars_vertex,\n ShaderChunk.color_pars_vertex,\n ShaderChunk.fog_pars_vertex,\n ShaderChunk.morphtarget_pars_vertex,\n ShaderChunk.skinning_pars_vertex,\n ShaderChunk.shadowmap_pars_vertex,\n ShaderChunk.logdepthbuf_pars_vertex,\n ShaderChunk.clipping_planes_pars_vertex,\n\n `#ifdef USE_PACKED_NORMAL\n\t\t\t\t\t#if USE_PACKED_NORMAL == 0\n\t\t\t\t\t\tvec3 decodeNormal(vec3 packedNormal)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat x = packedNormal.x * 2.0 - 1.0;\n\t\t\t\t\t\t\tfloat y = packedNormal.y * 2.0 - 1.0;\n\t\t\t\t\t\t\tvec2 scth = vec2(sin(x * PI), cos(x * PI));\n\t\t\t\t\t\t\tvec2 scphi = vec2(sqrt(1.0 - y * y), y);\n\t\t\t\t\t\t\treturn normalize( vec3(scth.y * scphi.x, scth.x * scphi.x, scphi.y) );\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\n\t\t\t\t\t#if USE_PACKED_NORMAL == 1\n\t\t\t\t\t\tvec3 decodeNormal(vec3 packedNormal)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvec3 v = vec3(packedNormal.xy, 1.0 - abs(packedNormal.x) - abs(packedNormal.y));\n\t\t\t\t\t\t\tif (v.z < 0.0)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tv.xy = (1.0 - abs(v.yx)) * vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\treturn normalize(v);\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\n\t\t\t\t\t#if USE_PACKED_NORMAL == 2\n\t\t\t\t\t\tvec3 decodeNormal(vec3 packedNormal)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvec3 v = (packedNormal * 2.0) - 1.0;\n\t\t\t\t\t\t\treturn normalize(v);\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\t\t\t\t#endif`,\n\n `#ifdef USE_PACKED_POSITION\n\t\t\t\t\t#if USE_PACKED_POSITION == 0\n\t\t\t\t\t\tuniform mat4 quantizeMatPos;\n\t\t\t\t\t#endif\n\t\t\t\t#endif`,\n\n `#ifdef USE_PACKED_UV\n\t\t\t\t\t#if USE_PACKED_UV == 1\n\t\t\t\t\t\tuniform mat3 quantizeMatUV;\n\t\t\t\t\t#endif\n\t\t\t\t#endif`,\n\n `#ifdef USE_PACKED_UV\n\t\t\t\t\t#if USE_PACKED_UV == 0\n\t\t\t\t\t\tvec2 decodeUV(vec2 packedUV)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvec2 uv = (packedUV * 2.0) - 1.0;\n\t\t\t\t\t\t\treturn uv;\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\n\t\t\t\t\t#if USE_PACKED_UV == 1\n\t\t\t\t\t\tvec2 decodeUV(vec2 packedUV)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvec2 uv = ( vec3(packedUV, 1.0) * quantizeMatUV ).xy;\n\t\t\t\t\t\t\treturn uv;\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\t\t\t\t#endif`,\n\n 'void main() {',\n\n ShaderChunk.uv_vertex,\n\n `#ifdef USE_UV\n\t\t\t\t\t#ifdef USE_PACKED_UV\n\t\t\t\t\t\tvUv = decodeUV(vUv);\n\t\t\t\t\t#endif\n\t\t\t\t#endif`,\n\n ShaderChunk.uv2_vertex,\n ShaderChunk.color_vertex,\n ShaderChunk.beginnormal_vertex,\n\n `#ifdef USE_PACKED_NORMAL\n\t\t\t\t\tobjectNormal = decodeNormal(objectNormal);\n\t\t\t\t#endif\n\n\t\t\t\t#ifdef USE_TANGENT\n\t\t\t\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t\t\t\t#endif\n\t\t\t\t`,\n\n ShaderChunk.morphnormal_vertex,\n ShaderChunk.skinbase_vertex,\n ShaderChunk.skinnormal_vertex,\n ShaderChunk.defaultnormal_vertex,\n\n '#ifndef FLAT_SHADED',\n '\tvNormal = normalize( transformedNormal );',\n '#endif',\n\n ShaderChunk.begin_vertex,\n\n `#ifdef USE_PACKED_POSITION\n\t\t\t\t\t#if USE_PACKED_POSITION == 0\n\t\t\t\t\t\ttransformed = ( vec4(transformed, 1.0) * quantizeMatPos ).xyz;\n\t\t\t\t\t#endif\n\t\t\t\t#endif`,\n\n ShaderChunk.morphtarget_vertex,\n ShaderChunk.skinning_vertex,\n ShaderChunk.displacementmap_vertex,\n ShaderChunk.project_vertex,\n ShaderChunk.logdepthbuf_vertex,\n ShaderChunk.clipping_planes_vertex,\n\n 'vViewPosition = - mvPosition.xyz;',\n\n ShaderChunk.worldpos_vertex,\n ShaderChunk.envmap_vertex,\n ShaderChunk.shadowmap_vertex,\n ShaderChunk.fog_vertex,\n\n '}',\n ].join('\\n')\n\n // Use the original MeshPhongMaterial's fragmentShader.\n this.fragmentShader = [\n '#define PHONG',\n\n 'uniform vec3 diffuse;',\n 'uniform vec3 emissive;',\n 'uniform vec3 specular;',\n 'uniform float shininess;',\n 'uniform float opacity;',\n\n ShaderChunk.common,\n ShaderChunk.packing,\n ShaderChunk.dithering_pars_fragment,\n ShaderChunk.color_pars_fragment,\n ShaderChunk.uv_pars_fragment,\n ShaderChunk.uv2_pars_fragment,\n ShaderChunk.map_pars_fragment,\n ShaderChunk.alphamap_pars_fragment,\n ShaderChunk.aomap_pars_fragment,\n ShaderChunk.lightmap_pars_fragment,\n ShaderChunk.emissivemap_pars_fragment,\n ShaderChunk.envmap_common_pars_fragment,\n ShaderChunk.envmap_pars_fragment,\n ShaderChunk.cube_uv_reflection_fragment,\n ShaderChunk.fog_pars_fragment,\n ShaderChunk.bsdfs,\n ShaderChunk.lights_pars_begin,\n ShaderChunk.lights_phong_pars_fragment,\n ShaderChunk.shadowmap_pars_fragment,\n ShaderChunk.bumpmap_pars_fragment,\n ShaderChunk.normalmap_pars_fragment,\n ShaderChunk.specularmap_pars_fragment,\n ShaderChunk.logdepthbuf_pars_fragment,\n ShaderChunk.clipping_planes_pars_fragment,\n\n 'void main() {',\n\n ShaderChunk.clipping_planes_fragment,\n\n 'vec4 diffuseColor = vec4( diffuse, opacity );',\n 'ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );',\n 'vec3 totalEmissiveRadiance = emissive;',\n\n ShaderChunk.logdepthbuf_fragment,\n ShaderChunk.map_fragment,\n ShaderChunk.color_fragment,\n ShaderChunk.alphamap_fragment,\n ShaderChunk.alphatest_fragment,\n ShaderChunk.specularmap_fragment,\n ShaderChunk.normal_fragment_begin,\n ShaderChunk.normal_fragment_maps,\n ShaderChunk.emissivemap_fragment,\n\n // accumulation\n ShaderChunk.lights_phong_fragment,\n ShaderChunk.lights_fragment_begin,\n ShaderChunk.lights_fragment_maps,\n ShaderChunk.lights_fragment_end,\n\n // modulation\n ShaderChunk.aomap_fragment,\n\n 'vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;',\n\n ShaderChunk.envmap_fragment,\n\n 'gl_FragColor = vec4( outgoingLight, diffuseColor.a );',\n\n ShaderChunk.tonemapping_fragment,\n version >= 154 ? ShaderChunk.colorspace_fragment : ShaderChunk.encodings_fragment,\n ShaderChunk.fog_fragment,\n ShaderChunk.premultiplied_alpha_fragment,\n ShaderChunk.dithering_fragment,\n '}',\n ].join('\\n')\n\n this.setValues(parameters)\n }\n}\n\nexport { GeometryCompressionUtils, PackedPhongMaterial 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var _mipmapMaterial = _getMipmapMaterial();
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{"version":3,"file":"RoughnessMipmapper.cjs","sources":["../../src/utils/RoughnessMipmapper.js"],"sourcesContent":["/**\n * This class generates custom mipmaps for a roughness map by encoding the lost variation in the\n * normal map mip levels as increased roughness in the corresponding roughness mip levels. This\n * helps with rendering accuracy for MeshStandardMaterial, and also helps with anti-aliasing when\n * using PMREM. If the normal map is larger than the roughness map, the roughness map will be\n * enlarged to match the dimensions of the normal map.\n */\n\nimport {\n MathUtils,\n Mesh,\n NoBlending,\n OrthographicCamera,\n PlaneGeometry,\n RawShaderMaterial,\n Vector2,\n WebGLRenderTarget,\n} from 'three'\n\nvar _mipmapMaterial = _getMipmapMaterial()\n\nvar _mesh = new Mesh(new PlaneGeometry(2, 2), _mipmapMaterial)\n\nvar _flatCamera = new OrthographicCamera(0, 1, 0, 1, 0, 1)\n\nvar _tempTarget = null\n\nclass RoughnessMipmapper {\n constructor(renderer) {\n this._renderer = renderer\n\n this._renderer.compile(_mesh, _flatCamera)\n }\n\n generateMipmaps = function (material) {\n if ('roughnessMap' in material === false) return\n\n var { roughnessMap, normalMap } = material\n\n if (\n roughnessMap === null ||\n normalMap === null ||\n !roughnessMap.generateMipmaps ||\n material.userData.roughnessUpdated\n ) {\n return\n }\n\n material.userData.roughnessUpdated = true\n\n var width = Math.max(roughnessMap.image.width, normalMap.image.width)\n\n var height = Math.max(roughnessMap.image.height, normalMap.image.height)\n\n if (!MathUtils.isPowerOfTwo(width) || !MathUtils.isPowerOfTwo(height)) return\n\n var oldTarget = this._renderer.getRenderTarget()\n\n var autoClear = this._renderer.autoClear\n\n this._renderer.autoClear = false\n\n if (_tempTarget === null || _tempTarget.width !== width || _tempTarget.height !== height) {\n if (_tempTarget !== null) _tempTarget.dispose()\n\n _tempTarget = new WebGLRenderTarget(width, height, {\n depthBuffer: false,\n })\n\n _tempTarget.scissorTest = true\n }\n\n if (width !== roughnessMap.image.width || height !== roughnessMap.image.height) {\n var params = {\n wrapS: roughnessMap.wrapS,\n wrapT: roughnessMap.wrapT,\n magFilter: roughnessMap.magFilter,\n minFilter: roughnessMap.minFilter,\n depthBuffer: false,\n }\n\n var newRoughnessTarget = new WebGLRenderTarget(width, height, params)\n\n newRoughnessTarget.texture.generateMipmaps = true\n\n // Setting the render target causes the memory to be allocated.\n\n this._renderer.setRenderTarget(newRoughnessTarget)\n\n material.roughnessMap = newRoughnessTarget.texture\n\n if (material.metalnessMap == roughnessMap) material.metalnessMap = material.roughnessMap\n\n if (material.aoMap == roughnessMap) material.aoMap = material.roughnessMap\n }\n\n _mipmapMaterial.uniforms.roughnessMap.value = roughnessMap\n\n _mipmapMaterial.uniforms.normalMap.value = normalMap\n\n var position = new Vector2(0, 0)\n\n var texelSize = _mipmapMaterial.uniforms.texelSize.value\n\n for (let mip = 0; width >= 1 && height >= 1; ++mip, width /= 2, height /= 2) {\n // Rendering to a mip level is not allowed in webGL1. Instead we must set\n // up a secondary texture to write the result to, then copy it back to the\n // proper mipmap level.\n\n texelSize.set(1.0 / width, 1.0 / height)\n\n if (mip == 0) texelSize.set(0.0, 0.0)\n\n _tempTarget.viewport.set(position.x, position.y, width, height)\n\n _tempTarget.scissor.set(position.x, position.y, width, height)\n\n this._renderer.setRenderTarget(_tempTarget)\n\n this._renderer.render(_mesh, _flatCamera)\n\n this._renderer.copyFramebufferToTexture(position, material.roughnessMap, mip)\n\n _mipmapMaterial.uniforms.roughnessMap.value = material.roughnessMap\n }\n\n if (roughnessMap !== material.roughnessMap) roughnessMap.dispose()\n\n this._renderer.setRenderTarget(oldTarget)\n\n this._renderer.autoClear = autoClear\n }\n\n dispose = function () {\n _mipmapMaterial.dispose()\n\n _mesh.geometry.dispose()\n\n if (_tempTarget != null) _tempTarget.dispose()\n }\n}\n\nfunction _getMipmapMaterial() {\n var shaderMaterial = new RawShaderMaterial({\n uniforms: {\n roughnessMap: { value: null },\n normalMap: { value: null },\n texelSize: { value: new Vector2(1, 1) },\n },\n\n vertexShader: /* glsl */ `\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tattribute vec3 position;\n\t\t\tattribute vec2 uv;\n\n\t\t\tvarying vec2 vUv;\n\n\t\t\tvoid main() {\n\n\t\t\t\tvUv = uv;\n\n\t\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t\t}\n\t\t`,\n\n fragmentShader: /* glsl */ `\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec2 vUv;\n\n\t\t\tuniform sampler2D roughnessMap;\n\t\t\tuniform sampler2D normalMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\n\t\t\tvec4 envMapTexelToLinear( vec4 a ) { return a; }\n\n\t\t\t#include <cube_uv_reflection_fragment>\n\n\t\t\tfloat roughnessToVariance( float roughness ) {\n\n\t\t\t\tfloat variance = 0.0;\n\n\t\t\t\tif ( roughness >= r1 ) {\n\n\t\t\t\t\tvariance = ( r0 - roughness ) * ( v1 - v0 ) / ( r0 - r1 ) + v0;\n\n\t\t\t\t} else if ( roughness >= r4 ) {\n\n\t\t\t\t\tvariance = ( r1 - roughness ) * ( v4 - v1 ) / ( r1 - r4 ) + v1;\n\n\t\t\t\t} else if ( roughness >= r5 ) {\n\n\t\t\t\t\tvariance = ( r4 - roughness ) * ( v5 - v4 ) / ( r4 - r5 ) + v4;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfloat roughness2 = roughness * roughness;\n\n\t\t\t\t\tvariance = 1.79 * roughness2 * roughness2;\n\n\t\t\t\t}\n\n\t\t\t\treturn variance;\n\n\t\t\t}\n\n\t\t\tfloat varianceToRoughness( float variance ) {\n\n\t\t\t\tfloat roughness = 0.0;\n\n\t\t\t\tif ( variance >= v1 ) {\n\n\t\t\t\t\troughness = ( v0 - variance ) * ( r1 - r0 ) / ( v0 - v1 ) + r0;\n\n\t\t\t\t} else if ( variance >= v4 ) {\n\n\t\t\t\t\troughness = ( v1 - variance ) * ( r4 - r1 ) / ( v1 - v4 ) + r1;\n\n\t\t\t\t} else if ( variance >= v5 ) {\n\n\t\t\t\t\troughness = ( v4 - variance ) * ( r5 - r4 ) / ( v4 - v5 ) + r4;\n\n\t\t\t\t} else {\n\n\t\t\t\t\troughness = pow( 0.559 * variance, 0.25 ); 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{"version":3,"file":"RoughnessMipmapper.cjs","sources":["../../src/utils/RoughnessMipmapper.js"],"sourcesContent":["/**\n * This class generates custom mipmaps for a roughness map by encoding the lost variation in the\n * normal map mip levels as increased roughness in the corresponding roughness mip levels. This\n * helps with rendering accuracy for MeshStandardMaterial, and also helps with anti-aliasing when\n * using PMREM. If the normal map is larger than the roughness map, the roughness map will be\n * enlarged to match the dimensions of the normal map.\n */\n\nimport {\n MathUtils,\n Mesh,\n NoBlending,\n OrthographicCamera,\n PlaneGeometry,\n RawShaderMaterial,\n Vector2,\n WebGLRenderTarget,\n} from 'three'\n\nvar _mipmapMaterial = /* @__PURE__ */ _getMipmapMaterial()\n\nvar _mesh = /* @__PURE__ */ new Mesh(/* @__PURE__ */ new PlaneGeometry(2, 2), _mipmapMaterial)\n\nvar _flatCamera = /* @__PURE__ */ new OrthographicCamera(0, 1, 0, 1, 0, 1)\n\nvar _tempTarget = null\n\nclass RoughnessMipmapper {\n constructor(renderer) {\n this._renderer = renderer\n\n this._renderer.compile(_mesh, _flatCamera)\n }\n\n generateMipmaps = function (material) {\n if ('roughnessMap' in material === false) return\n\n var { roughnessMap, normalMap } = material\n\n if (\n roughnessMap === null ||\n normalMap === null ||\n !roughnessMap.generateMipmaps ||\n material.userData.roughnessUpdated\n ) {\n return\n }\n\n material.userData.roughnessUpdated = true\n\n var width = Math.max(roughnessMap.image.width, normalMap.image.width)\n\n var height = Math.max(roughnessMap.image.height, normalMap.image.height)\n\n if (!MathUtils.isPowerOfTwo(width) || !MathUtils.isPowerOfTwo(height)) return\n\n var oldTarget = this._renderer.getRenderTarget()\n\n var autoClear = this._renderer.autoClear\n\n this._renderer.autoClear = false\n\n if (_tempTarget === null || _tempTarget.width !== width || _tempTarget.height !== height) {\n if (_tempTarget !== null) _tempTarget.dispose()\n\n _tempTarget = new WebGLRenderTarget(width, height, {\n depthBuffer: false,\n })\n\n _tempTarget.scissorTest = true\n }\n\n if (width !== roughnessMap.image.width || height !== roughnessMap.image.height) {\n var params = {\n wrapS: roughnessMap.wrapS,\n wrapT: roughnessMap.wrapT,\n magFilter: roughnessMap.magFilter,\n minFilter: roughnessMap.minFilter,\n depthBuffer: false,\n }\n\n var newRoughnessTarget = new WebGLRenderTarget(width, height, params)\n\n newRoughnessTarget.texture.generateMipmaps = true\n\n // Setting the render target causes the memory to be allocated.\n\n this._renderer.setRenderTarget(newRoughnessTarget)\n\n material.roughnessMap = newRoughnessTarget.texture\n\n if (material.metalnessMap == roughnessMap) material.metalnessMap = material.roughnessMap\n\n if (material.aoMap == roughnessMap) material.aoMap = material.roughnessMap\n }\n\n _mipmapMaterial.uniforms.roughnessMap.value = roughnessMap\n\n _mipmapMaterial.uniforms.normalMap.value = normalMap\n\n var position = new Vector2(0, 0)\n\n var texelSize = _mipmapMaterial.uniforms.texelSize.value\n\n for (let mip = 0; width >= 1 && height >= 1; ++mip, width /= 2, height /= 2) {\n // Rendering to a mip level is not allowed in webGL1. Instead we must set\n // up a secondary texture to write the result to, then copy it back to the\n // proper mipmap level.\n\n texelSize.set(1.0 / width, 1.0 / height)\n\n if (mip == 0) texelSize.set(0.0, 0.0)\n\n _tempTarget.viewport.set(position.x, position.y, width, height)\n\n _tempTarget.scissor.set(position.x, position.y, width, height)\n\n this._renderer.setRenderTarget(_tempTarget)\n\n this._renderer.render(_mesh, _flatCamera)\n\n this._renderer.copyFramebufferToTexture(position, material.roughnessMap, mip)\n\n _mipmapMaterial.uniforms.roughnessMap.value = material.roughnessMap\n }\n\n if (roughnessMap !== material.roughnessMap) roughnessMap.dispose()\n\n this._renderer.setRenderTarget(oldTarget)\n\n this._renderer.autoClear = autoClear\n }\n\n dispose = function () {\n _mipmapMaterial.dispose()\n\n _mesh.geometry.dispose()\n\n if (_tempTarget != null) _tempTarget.dispose()\n }\n}\n\nfunction _getMipmapMaterial() {\n var shaderMaterial = new RawShaderMaterial({\n uniforms: {\n roughnessMap: { value: null },\n normalMap: { value: null },\n texelSize: { value: new Vector2(1, 1) },\n },\n\n vertexShader: /* glsl */ `\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tattribute vec3 position;\n\t\t\tattribute vec2 uv;\n\n\t\t\tvarying vec2 vUv;\n\n\t\t\tvoid main() {\n\n\t\t\t\tvUv = uv;\n\n\t\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t\t}\n\t\t`,\n\n fragmentShader: /* glsl */ `\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec2 vUv;\n\n\t\t\tuniform sampler2D roughnessMap;\n\t\t\tuniform sampler2D normalMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\n\t\t\tvec4 envMapTexelToLinear( vec4 a ) { return a; }\n\n\t\t\t#include <cube_uv_reflection_fragment>\n\n\t\t\tfloat roughnessToVariance( float roughness ) {\n\n\t\t\t\tfloat variance = 0.0;\n\n\t\t\t\tif ( roughness >= r1 ) {\n\n\t\t\t\t\tvariance = ( r0 - roughness ) * ( v1 - v0 ) / ( r0 - r1 ) + v0;\n\n\t\t\t\t} else if ( roughness >= r4 ) {\n\n\t\t\t\t\tvariance = ( r1 - roughness ) * ( v4 - v1 ) / ( r1 - r4 ) + v1;\n\n\t\t\t\t} else if ( roughness >= r5 ) {\n\n\t\t\t\t\tvariance = ( r4 - roughness ) * ( v5 - v4 ) / ( r4 - r5 ) + v4;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfloat roughness2 = roughness * roughness;\n\n\t\t\t\t\tvariance = 1.79 * roughness2 * roughness2;\n\n\t\t\t\t}\n\n\t\t\t\treturn variance;\n\n\t\t\t}\n\n\t\t\tfloat varianceToRoughness( float variance ) {\n\n\t\t\t\tfloat roughness = 0.0;\n\n\t\t\t\tif ( variance >= v1 ) {\n\n\t\t\t\t\troughness = ( v0 - variance ) * ( r1 - r0 ) / ( v0 - v1 ) + r0;\n\n\t\t\t\t} else if ( variance >= v4 ) {\n\n\t\t\t\t\troughness = ( v1 - variance ) * ( r4 - r1 ) / ( v1 - v4 ) + r1;\n\n\t\t\t\t} else if ( variance >= v5 ) {\n\n\t\t\t\t\troughness = ( v4 - variance ) * ( r5 - r4 ) / ( v4 - v5 ) + r4;\n\n\t\t\t\t} else {\n\n\t\t\t\t\troughness = pow( 0.559 * variance, 0.25 ); // 0.559 = 1.0 / 1.79\n\n\t\t\t\t}\n\n\t\t\t\treturn roughness;\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = texture2D( roughnessMap, vUv, - 1.0 );\n\n\t\t\t\tif ( texelSize.x == 0.0 ) return;\n\n\t\t\t\tfloat roughness = gl_FragColor.g;\n\n\t\t\t\tfloat variance = roughnessToVariance( roughness );\n\n\t\t\t\tvec3 avgNormal;\n\n\t\t\t\tfor ( float x = - 1.0; x < 2.0; x += 2.0 ) {\n\n\t\t\t\t\tfor ( float y = - 1.0; y < 2.0; y += 2.0 ) {\n\n\t\t\t\t\t\tvec2 uv = vUv + vec2( x, y ) * 0.25 * texelSize;\n\n\t\t\t\t\t\tavgNormal += normalize( texture2D( normalMap, uv, - 1.0 ).xyz - 0.5 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tvariance += 1.0 - 0.25 * length( avgNormal );\n\n\t\t\t\tgl_FragColor.g = varianceToRoughness( variance );\n\n\t\t\t}\n\t\t`,\n\n blending: NoBlending,\n depthTest: false,\n depthWrite: false,\n })\n\n shaderMaterial.type = 'RoughnessMipmapper'\n\n return shaderMaterial\n}\n\nexport { RoughnessMipmapper }\n"],"names":["Mesh","PlaneGeometry","OrthographicCamera","MathUtils","WebGLRenderTarget","Vector2","RawShaderMaterial","NoBlending"],"mappings":";;;;;;;;;AAmBA,IAAI,kBAAkC,mCAAoB;AAE1D,IAAI,QAAwB,oBAAIA,MAAAA,KAAqB,oBAAIC,MAAAA,cAAc,GAAG,CAAC,GAAG,eAAe;AAE7F,IAAI,cAA8B,oBAAIC,MAAkB,mBAAC,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAEzE,IAAI,cAAc;AAElB,MAAM,mBAAmB;AAAA,EACvB,YAAY,UAAU;AAMtB,2CAAkB,SAAU,UAAU;AACpC,UAAI,kBAAkB,aAAa;AAAO;AAE1C,UAAI,EAAE,cAAc,UAAS,IAAK;AAElC,UACE,iBAAiB,QACjB,cAAc,QACd,CAAC,aAAa,mBACd,SAAS,SAAS,kBAClB;AACA;AAAA,MACD;AAED,eAAS,SAAS,mBAAmB;AAErC,UAAI,QAAQ,KAAK,IAAI,aAAa,MAAM,OAAO,UAAU,MAAM,KAAK;AAEpE,UAAI,SAAS,KAAK,IAAI,aAAa,MAAM,QAAQ,UAAU,MAAM,MAAM;AAEvE,UAAI,CAACC,MAAAA,UAAU,aAAa,KAAK,KAAK,CAACA,gBAAU,aAAa,MAAM;AAAG;AAEvE,UAAI,YAAY,KAAK,UAAU,gBAAiB;AAEhD,UAAI,YAAY,KAAK,UAAU;AAE/B,WAAK,UAAU,YAAY;AAE3B,UAAI,gBAAgB,QAAQ,YAAY,UAAU,SAAS,YAAY,WAAW,QAAQ;AACxF,YAAI,gBAAgB;AAAM,sBAAY,QAAS;AAE/C,sBAAc,IAAIC,MAAAA,kBAAkB,OAAO,QAAQ;AAAA,UACjD,aAAa;AAAA,QACrB,CAAO;AAED,oBAAY,cAAc;AAAA,MAC3B;AAED,UAAI,UAAU,aAAa,MAAM,SAAS,WAAW,aAAa,MAAM,QAAQ;AAC9E,YAAI,SAAS;AAAA,UACX,OAAO,aAAa;AAAA,UACpB,OAAO,aAAa;AAAA,UACpB,WAAW,aAAa;AAAA,UACxB,WAAW,aAAa;AAAA,UACxB,aAAa;AAAA,QACd;AAED,YAAI,qBAAqB,IAAIA,MAAAA,kBAAkB,OAAO,QAAQ,MAAM;AAEpE,2BAAmB,QAAQ,kBAAkB;AAI7C,aAAK,UAAU,gBAAgB,kBAAkB;AAEjD,iBAAS,eAAe,mBAAmB;AAE3C,YAAI,SAAS,gBAAgB;AAAc,mBAAS,eAAe,SAAS;AAE5E,YAAI,SAAS,SAAS;AAAc,mBAAS,QAAQ,SAAS;AAAA,MAC/D;AAED,sBAAgB,SAAS,aAAa,QAAQ;AAE9C,sBAAgB,SAAS,UAAU,QAAQ;AAE3C,UAAI,WAAW,IAAIC,cAAQ,GAAG,CAAC;AAE/B,UAAI,YAAY,gBAAgB,SAAS,UAAU;AAEnD,eAAS,MAAM,GAAG,SAAS,KAAK,UAAU,GAAG,EAAE,KAAK,SAAS,GAAG,UAAU,GAAG;AAK3E,kBAAU,IAAI,IAAM,OAAO,IAAM,MAAM;AAEvC,YAAI,OAAO;AAAG,oBAAU,IAAI,GAAK,CAAG;AAEpC,oBAAY,SAAS,IAAI,SAAS,GAAG,SAAS,GAAG,OAAO,MAAM;AAE9D,oBAAY,QAAQ,IAAI,SAAS,GAAG,SAAS,GAAG,OAAO,MAAM;AAE7D,aAAK,UAAU,gBAAgB,WAAW;AAE1C,aAAK,UAAU,OAAO,OAAO,WAAW;AAExC,aAAK,UAAU,yBAAyB,UAAU,SAAS,cAAc,GAAG;AAE5E,wBAAgB,SAAS,aAAa,QAAQ,SAAS;AAAA,MACxD;AAED,UAAI,iBAAiB,SAAS;AAAc,qBAAa,QAAS;AAElE,WAAK,UAAU,gBAAgB,SAAS;AAExC,WAAK,UAAU,YAAY;AAAA,IAC5B;AAED,mCAAU,WAAY;AACpB,sBAAgB,QAAS;AAEzB,YAAM,SAAS,QAAS;AAExB,UAAI,eAAe;AAAM,oBAAY,QAAS;AAAA,IAC/C;AA9GC,SAAK,YAAY;AAEjB,SAAK,UAAU,QAAQ,OAAO,WAAW;AAAA,EAC1C;AA4GH;AAEA,SAAS,qBAAqB;AAC5B,MAAI,iBAAiB,IAAIC,wBAAkB;AAAA,IACzC,UAAU;AAAA,MACR,cAAc,EAAE,OAAO,KAAM;AAAA,MAC7B,WAAW,EAAE,OAAO,KAAM;AAAA,MAC1B,WAAW,EAAE,OAAO,IAAID,MAAO,QAAC,GAAG,CAAC,EAAG;AAAA,IACxC;AAAA,IAED;AAAA;AAAA,MAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAkBzB;AAAA;AAAA,MAA2B;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;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;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;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAqG3B,UAAUE,MAAU;AAAA,IACpB,WAAW;AAAA,IACX,YAAY;AAAA,EAChB,CAAG;AAED,iBAAe,OAAO;AAEtB,SAAO;AACT;;"}
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import { MathUtils, WebGLRenderTarget, Vector2, Mesh, PlaneGeometry, OrthographicCamera, RawShaderMaterial, NoBlending } from "three";
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class RoughnessMipmapper {
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{"version":3,"file":"RoughnessMipmapper.js","sources":["../../src/utils/RoughnessMipmapper.js"],"sourcesContent":["/**\n * This class generates custom mipmaps for a roughness map by encoding the lost variation in the\n * normal map mip levels as increased roughness in the corresponding roughness mip levels. This\n * helps with rendering accuracy for MeshStandardMaterial, and also helps with anti-aliasing when\n * using PMREM. If the normal map is larger than the roughness map, the roughness map will be\n * enlarged to match the dimensions of the normal map.\n */\n\nimport {\n MathUtils,\n Mesh,\n NoBlending,\n OrthographicCamera,\n PlaneGeometry,\n RawShaderMaterial,\n Vector2,\n WebGLRenderTarget,\n} from 'three'\n\nvar _mipmapMaterial = _getMipmapMaterial()\n\nvar _mesh = new Mesh(new PlaneGeometry(2, 2), _mipmapMaterial)\n\nvar _flatCamera = new OrthographicCamera(0, 1, 0, 1, 0, 1)\n\nvar _tempTarget = null\n\nclass RoughnessMipmapper {\n constructor(renderer) {\n this._renderer = renderer\n\n this._renderer.compile(_mesh, _flatCamera)\n }\n\n generateMipmaps = function (material) {\n if ('roughnessMap' in material === false) return\n\n var { roughnessMap, normalMap } = material\n\n if (\n roughnessMap === null ||\n normalMap === null ||\n !roughnessMap.generateMipmaps ||\n material.userData.roughnessUpdated\n ) {\n return\n }\n\n material.userData.roughnessUpdated = true\n\n var width = Math.max(roughnessMap.image.width, normalMap.image.width)\n\n var height = Math.max(roughnessMap.image.height, normalMap.image.height)\n\n if (!MathUtils.isPowerOfTwo(width) || !MathUtils.isPowerOfTwo(height)) return\n\n var oldTarget = this._renderer.getRenderTarget()\n\n var autoClear = this._renderer.autoClear\n\n this._renderer.autoClear = false\n\n if (_tempTarget === null || _tempTarget.width !== width || _tempTarget.height !== height) {\n if (_tempTarget !== null) _tempTarget.dispose()\n\n _tempTarget = new WebGLRenderTarget(width, height, {\n depthBuffer: false,\n })\n\n _tempTarget.scissorTest = true\n }\n\n if (width !== roughnessMap.image.width || height !== roughnessMap.image.height) {\n var params = {\n wrapS: roughnessMap.wrapS,\n wrapT: roughnessMap.wrapT,\n magFilter: roughnessMap.magFilter,\n minFilter: roughnessMap.minFilter,\n depthBuffer: false,\n }\n\n var newRoughnessTarget = new WebGLRenderTarget(width, height, params)\n\n newRoughnessTarget.texture.generateMipmaps = true\n\n // Setting the render target causes the memory to be allocated.\n\n this._renderer.setRenderTarget(newRoughnessTarget)\n\n material.roughnessMap = newRoughnessTarget.texture\n\n if (material.metalnessMap == roughnessMap) material.metalnessMap = material.roughnessMap\n\n if (material.aoMap == roughnessMap) material.aoMap = material.roughnessMap\n }\n\n _mipmapMaterial.uniforms.roughnessMap.value = roughnessMap\n\n _mipmapMaterial.uniforms.normalMap.value = normalMap\n\n var position = new Vector2(0, 0)\n\n var texelSize = _mipmapMaterial.uniforms.texelSize.value\n\n for (let mip = 0; width >= 1 && height >= 1; ++mip, width /= 2, height /= 2) {\n // Rendering to a mip level is not allowed in webGL1. Instead we must set\n // up a secondary texture to write the result to, then copy it back to the\n // proper mipmap level.\n\n texelSize.set(1.0 / width, 1.0 / height)\n\n if (mip == 0) texelSize.set(0.0, 0.0)\n\n _tempTarget.viewport.set(position.x, position.y, width, height)\n\n _tempTarget.scissor.set(position.x, position.y, width, height)\n\n this._renderer.setRenderTarget(_tempTarget)\n\n this._renderer.render(_mesh, _flatCamera)\n\n this._renderer.copyFramebufferToTexture(position, material.roughnessMap, mip)\n\n _mipmapMaterial.uniforms.roughnessMap.value = material.roughnessMap\n }\n\n if (roughnessMap !== material.roughnessMap) roughnessMap.dispose()\n\n this._renderer.setRenderTarget(oldTarget)\n\n this._renderer.autoClear = autoClear\n }\n\n dispose = function () {\n _mipmapMaterial.dispose()\n\n _mesh.geometry.dispose()\n\n if (_tempTarget != null) _tempTarget.dispose()\n }\n}\n\nfunction _getMipmapMaterial() {\n var shaderMaterial = new RawShaderMaterial({\n uniforms: {\n roughnessMap: { value: null },\n normalMap: { value: null },\n texelSize: { value: new Vector2(1, 1) },\n },\n\n vertexShader: /* glsl */ `\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tattribute vec3 position;\n\t\t\tattribute vec2 uv;\n\n\t\t\tvarying vec2 vUv;\n\n\t\t\tvoid main() {\n\n\t\t\t\tvUv = uv;\n\n\t\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t\t}\n\t\t`,\n\n fragmentShader: /* glsl */ `\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec2 vUv;\n\n\t\t\tuniform sampler2D roughnessMap;\n\t\t\tuniform sampler2D normalMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\n\t\t\tvec4 envMapTexelToLinear( vec4 a ) { return a; }\n\n\t\t\t#include <cube_uv_reflection_fragment>\n\n\t\t\tfloat roughnessToVariance( float roughness ) {\n\n\t\t\t\tfloat variance = 0.0;\n\n\t\t\t\tif ( roughness >= r1 ) {\n\n\t\t\t\t\tvariance = ( r0 - roughness ) * ( v1 - v0 ) / ( r0 - r1 ) + v0;\n\n\t\t\t\t} else if ( roughness >= r4 ) {\n\n\t\t\t\t\tvariance = ( r1 - roughness ) * ( v4 - v1 ) / ( r1 - r4 ) + v1;\n\n\t\t\t\t} else if ( roughness >= r5 ) {\n\n\t\t\t\t\tvariance = ( r4 - roughness ) * ( v5 - v4 ) / ( r4 - r5 ) + v4;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfloat roughness2 = roughness * roughness;\n\n\t\t\t\t\tvariance = 1.79 * roughness2 * roughness2;\n\n\t\t\t\t}\n\n\t\t\t\treturn variance;\n\n\t\t\t}\n\n\t\t\tfloat varianceToRoughness( float variance ) {\n\n\t\t\t\tfloat roughness = 0.0;\n\n\t\t\t\tif ( variance >= v1 ) {\n\n\t\t\t\t\troughness = ( v0 - variance ) * ( r1 - r0 ) / ( v0 - v1 ) + r0;\n\n\t\t\t\t} else if ( variance >= v4 ) {\n\n\t\t\t\t\troughness = ( v1 - variance ) * ( r4 - r1 ) / ( v1 - v4 ) + r1;\n\n\t\t\t\t} else if ( variance >= v5 ) {\n\n\t\t\t\t\troughness = ( v4 - variance ) * ( r5 - r4 ) / ( v4 - v5 ) + r4;\n\n\t\t\t\t} else {\n\n\t\t\t\t\troughness = pow( 0.559 * variance, 0.25 ); 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{"version":3,"file":"RoughnessMipmapper.js","sources":["../../src/utils/RoughnessMipmapper.js"],"sourcesContent":["/**\n * This class generates custom mipmaps for a roughness map by encoding the lost variation in the\n * normal map mip levels as increased roughness in the corresponding roughness mip levels. This\n * helps with rendering accuracy for MeshStandardMaterial, and also helps with anti-aliasing when\n * using PMREM. If the normal map is larger than the roughness map, the roughness map will be\n * enlarged to match the dimensions of the normal map.\n */\n\nimport {\n MathUtils,\n Mesh,\n NoBlending,\n OrthographicCamera,\n PlaneGeometry,\n RawShaderMaterial,\n Vector2,\n WebGLRenderTarget,\n} from 'three'\n\nvar _mipmapMaterial = /* @__PURE__ */ _getMipmapMaterial()\n\nvar _mesh = /* @__PURE__ */ new Mesh(/* @__PURE__ */ new PlaneGeometry(2, 2), _mipmapMaterial)\n\nvar _flatCamera = /* @__PURE__ */ new OrthographicCamera(0, 1, 0, 1, 0, 1)\n\nvar _tempTarget = null\n\nclass RoughnessMipmapper {\n constructor(renderer) {\n this._renderer = renderer\n\n this._renderer.compile(_mesh, _flatCamera)\n }\n\n generateMipmaps = function (material) {\n if ('roughnessMap' in material === false) return\n\n var { roughnessMap, normalMap } = material\n\n if (\n roughnessMap === null ||\n normalMap === null ||\n !roughnessMap.generateMipmaps ||\n material.userData.roughnessUpdated\n ) {\n return\n }\n\n material.userData.roughnessUpdated = true\n\n var width = Math.max(roughnessMap.image.width, normalMap.image.width)\n\n var height = Math.max(roughnessMap.image.height, normalMap.image.height)\n\n if (!MathUtils.isPowerOfTwo(width) || !MathUtils.isPowerOfTwo(height)) return\n\n var oldTarget = this._renderer.getRenderTarget()\n\n var autoClear = this._renderer.autoClear\n\n this._renderer.autoClear = false\n\n if (_tempTarget === null || _tempTarget.width !== width || _tempTarget.height !== height) {\n if (_tempTarget !== null) _tempTarget.dispose()\n\n _tempTarget = new WebGLRenderTarget(width, height, {\n depthBuffer: false,\n })\n\n _tempTarget.scissorTest = true\n }\n\n if (width !== roughnessMap.image.width || height !== roughnessMap.image.height) {\n var params = {\n wrapS: roughnessMap.wrapS,\n wrapT: roughnessMap.wrapT,\n magFilter: roughnessMap.magFilter,\n minFilter: roughnessMap.minFilter,\n depthBuffer: false,\n }\n\n var newRoughnessTarget = new WebGLRenderTarget(width, height, params)\n\n newRoughnessTarget.texture.generateMipmaps = true\n\n // Setting the render target causes the memory to be allocated.\n\n this._renderer.setRenderTarget(newRoughnessTarget)\n\n material.roughnessMap = newRoughnessTarget.texture\n\n if (material.metalnessMap == roughnessMap) material.metalnessMap = material.roughnessMap\n\n if (material.aoMap == roughnessMap) material.aoMap = material.roughnessMap\n }\n\n _mipmapMaterial.uniforms.roughnessMap.value = roughnessMap\n\n _mipmapMaterial.uniforms.normalMap.value = normalMap\n\n var position = new Vector2(0, 0)\n\n var texelSize = _mipmapMaterial.uniforms.texelSize.value\n\n for (let mip = 0; width >= 1 && height >= 1; ++mip, width /= 2, height /= 2) {\n // Rendering to a mip level is not allowed in webGL1. Instead we must set\n // up a secondary texture to write the result to, then copy it back to the\n // proper mipmap level.\n\n texelSize.set(1.0 / width, 1.0 / height)\n\n if (mip == 0) texelSize.set(0.0, 0.0)\n\n _tempTarget.viewport.set(position.x, position.y, width, height)\n\n _tempTarget.scissor.set(position.x, position.y, width, height)\n\n this._renderer.setRenderTarget(_tempTarget)\n\n this._renderer.render(_mesh, _flatCamera)\n\n this._renderer.copyFramebufferToTexture(position, material.roughnessMap, mip)\n\n _mipmapMaterial.uniforms.roughnessMap.value = material.roughnessMap\n }\n\n if (roughnessMap !== material.roughnessMap) roughnessMap.dispose()\n\n this._renderer.setRenderTarget(oldTarget)\n\n this._renderer.autoClear = autoClear\n }\n\n dispose = function () {\n _mipmapMaterial.dispose()\n\n _mesh.geometry.dispose()\n\n if (_tempTarget != null) _tempTarget.dispose()\n }\n}\n\nfunction _getMipmapMaterial() {\n var shaderMaterial = new RawShaderMaterial({\n uniforms: {\n roughnessMap: { value: null },\n normalMap: { value: null },\n texelSize: { value: new Vector2(1, 1) },\n },\n\n vertexShader: /* glsl */ `\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tattribute vec3 position;\n\t\t\tattribute vec2 uv;\n\n\t\t\tvarying vec2 vUv;\n\n\t\t\tvoid main() {\n\n\t\t\t\tvUv = uv;\n\n\t\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t\t}\n\t\t`,\n\n fragmentShader: /* glsl */ `\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec2 vUv;\n\n\t\t\tuniform sampler2D roughnessMap;\n\t\t\tuniform sampler2D normalMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\n\t\t\tvec4 envMapTexelToLinear( vec4 a ) { return a; }\n\n\t\t\t#include <cube_uv_reflection_fragment>\n\n\t\t\tfloat roughnessToVariance( float roughness ) {\n\n\t\t\t\tfloat variance = 0.0;\n\n\t\t\t\tif ( roughness >= r1 ) {\n\n\t\t\t\t\tvariance = ( r0 - roughness ) * ( v1 - v0 ) / ( r0 - r1 ) + v0;\n\n\t\t\t\t} else if ( roughness >= r4 ) {\n\n\t\t\t\t\tvariance = ( r1 - roughness ) * ( v4 - v1 ) / ( r1 - r4 ) + v1;\n\n\t\t\t\t} else if ( roughness >= r5 ) {\n\n\t\t\t\t\tvariance = ( r4 - roughness ) * ( v5 - v4 ) / ( r4 - r5 ) + v4;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfloat roughness2 = roughness * roughness;\n\n\t\t\t\t\tvariance = 1.79 * roughness2 * roughness2;\n\n\t\t\t\t}\n\n\t\t\t\treturn variance;\n\n\t\t\t}\n\n\t\t\tfloat varianceToRoughness( float variance ) {\n\n\t\t\t\tfloat roughness = 0.0;\n\n\t\t\t\tif ( variance >= v1 ) {\n\n\t\t\t\t\troughness = ( v0 - variance ) * ( r1 - r0 ) / ( v0 - v1 ) + r0;\n\n\t\t\t\t} else if ( variance >= v4 ) {\n\n\t\t\t\t\troughness = ( v1 - variance ) * ( r4 - r1 ) / ( v1 - v4 ) + r1;\n\n\t\t\t\t} else if ( variance >= v5 ) {\n\n\t\t\t\t\troughness = ( v4 - variance ) * ( r5 - r4 ) / ( v4 - v5 ) + r4;\n\n\t\t\t\t} else {\n\n\t\t\t\t\troughness = pow( 0.559 * variance, 0.25 ); // 0.559 = 1.0 / 1.79\n\n\t\t\t\t}\n\n\t\t\t\treturn roughness;\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = texture2D( roughnessMap, vUv, - 1.0 );\n\n\t\t\t\tif ( texelSize.x == 0.0 ) return;\n\n\t\t\t\tfloat roughness = gl_FragColor.g;\n\n\t\t\t\tfloat variance = roughnessToVariance( roughness );\n\n\t\t\t\tvec3 avgNormal;\n\n\t\t\t\tfor ( float x = - 1.0; x < 2.0; x += 2.0 ) {\n\n\t\t\t\t\tfor ( float y = - 1.0; y < 2.0; y += 2.0 ) {\n\n\t\t\t\t\t\tvec2 uv = vUv + vec2( x, y ) * 0.25 * texelSize;\n\n\t\t\t\t\t\tavgNormal += normalize( texture2D( normalMap, uv, - 1.0 ).xyz - 0.5 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tvariance += 1.0 - 0.25 * length( avgNormal );\n\n\t\t\t\tgl_FragColor.g = varianceToRoughness( variance );\n\n\t\t\t}\n\t\t`,\n\n blending: NoBlending,\n depthTest: false,\n depthWrite: false,\n })\n\n shaderMaterial.type = 'RoughnessMipmapper'\n\n return shaderMaterial\n}\n\nexport { RoughnessMipmapper }\n"],"names":[],"mappings":";;;;;;;AAmBA,IAAI,kBAAkC,mCAAoB;AAE1D,IAAI,QAAwB,oBAAI,KAAqB,oBAAI,cAAc,GAAG,CAAC,GAAG,eAAe;AAE7F,IAAI,cAA8B,oBAAI,mBAAmB,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAEzE,IAAI,cAAc;AAElB,MAAM,mBAAmB;AAAA,EACvB,YAAY,UAAU;AAMtB,2CAAkB,SAAU,UAAU;AACpC,UAAI,kBAAkB,aAAa;AAAO;AAE1C,UAAI,EAAE,cAAc,UAAS,IAAK;AAElC,UACE,iBAAiB,QACjB,cAAc,QACd,CAAC,aAAa,mBACd,SAAS,SAAS,kBAClB;AACA;AAAA,MACD;AAED,eAAS,SAAS,mBAAmB;AAErC,UAAI,QAAQ,KAAK,IAAI,aAAa,MAAM,OAAO,UAAU,MAAM,KAAK;AAEpE,UAAI,SAAS,KAAK,IAAI,aAAa,MAAM,QAAQ,UAAU,MAAM,MAAM;AAEvE,UAAI,CAAC,UAAU,aAAa,KAAK,KAAK,CAAC,UAAU,aAAa,MAAM;AAAG;AAEvE,UAAI,YAAY,KAAK,UAAU,gBAAiB;AAEhD,UAAI,YAAY,KAAK,UAAU;AAE/B,WAAK,UAAU,YAAY;AAE3B,UAAI,gBAAgB,QAAQ,YAAY,UAAU,SAAS,YAAY,WAAW,QAAQ;AACxF,YAAI,gBAAgB;AAAM,sBAAY,QAAS;AAE/C,sBAAc,IAAI,kBAAkB,OAAO,QAAQ;AAAA,UACjD,aAAa;AAAA,QACrB,CAAO;AAED,oBAAY,cAAc;AAAA,MAC3B;AAED,UAAI,UAAU,aAAa,MAAM,SAAS,WAAW,aAAa,MAAM,QAAQ;AAC9E,YAAI,SAAS;AAAA,UACX,OAAO,aAAa;AAAA,UACpB,OAAO,aAAa;AAAA,UACpB,WAAW,aAAa;AAAA,UACxB,WAAW,aAAa;AAAA,UACxB,aAAa;AAAA,QACd;AAED,YAAI,qBAAqB,IAAI,kBAAkB,OAAO,QAAQ,MAAM;AAEpE,2BAAmB,QAAQ,kBAAkB;AAI7C,aAAK,UAAU,gBAAgB,kBAAkB;AAEjD,iBAAS,eAAe,mBAAmB;AAE3C,YAAI,SAAS,gBAAgB;AAAc,mBAAS,eAAe,SAAS;AAE5E,YAAI,SAAS,SAAS;AAAc,mBAAS,QAAQ,SAAS;AAAA,MAC/D;AAED,sBAAgB,SAAS,aAAa,QAAQ;AAE9C,sBAAgB,SAAS,UAAU,QAAQ;AAE3C,UAAI,WAAW,IAAI,QAAQ,GAAG,CAAC;AAE/B,UAAI,YAAY,gBAAgB,SAAS,UAAU;AAEnD,eAAS,MAAM,GAAG,SAAS,KAAK,UAAU,GAAG,EAAE,KAAK,SAAS,GAAG,UAAU,GAAG;AAK3E,kBAAU,IAAI,IAAM,OAAO,IAAM,MAAM;AAEvC,YAAI,OAAO;AAAG,oBAAU,IAAI,GAAK,CAAG;AAEpC,oBAAY,SAAS,IAAI,SAAS,GAAG,SAAS,GAAG,OAAO,MAAM;AAE9D,oBAAY,QAAQ,IAAI,SAAS,GAAG,SAAS,GAAG,OAAO,MAAM;AAE7D,aAAK,UAAU,gBAAgB,WAAW;AAE1C,aAAK,UAAU,OAAO,OAAO,WAAW;AAExC,aAAK,UAAU,yBAAyB,UAAU,SAAS,cAAc,GAAG;AAE5E,wBAAgB,SAAS,aAAa,QAAQ,SAAS;AAAA,MACxD;AAED,UAAI,iBAAiB,SAAS;AAAc,qBAAa,QAAS;AAElE,WAAK,UAAU,gBAAgB,SAAS;AAExC,WAAK,UAAU,YAAY;AAAA,IAC5B;AAED,mCAAU,WAAY;AACpB,sBAAgB,QAAS;AAEzB,YAAM,SAAS,QAAS;AAExB,UAAI,eAAe;AAAM,oBAAY,QAAS;AAAA,IAC/C;AA9GC,SAAK,YAAY;AAEjB,SAAK,UAAU,QAAQ,OAAO,WAAW;AAAA,EAC1C;AA4GH;AAEA,SAAS,qBAAqB;AAC5B,MAAI,iBAAiB,IAAI,kBAAkB;AAAA,IACzC,UAAU;AAAA,MACR,cAAc,EAAE,OAAO,KAAM;AAAA,MAC7B,WAAW,EAAE,OAAO,KAAM;AAAA,MAC1B,WAAW,EAAE,OAAO,IAAI,QAAQ,GAAG,CAAC,EAAG;AAAA,IACxC;AAAA,IAED;AAAA;AAAA,MAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAkBzB;AAAA;AAAA,MAA2B;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;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;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;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAqG3B,UAAU;AAAA,IACV,WAAW;AAAA,IACX,YAAY;AAAA,EAChB,CAAG;AAED,iBAAe,OAAO;AAEtB,SAAO;AACT;"}
|
@@ -1,4 +1,4 @@
|
|
1
|
-
import { Light,
|
1
|
+
import { Light, WebGLRenderer } from 'three'
|
2
2
|
|
3
3
|
export interface Size {
|
4
4
|
width: number
|
@@ -18,7 +18,7 @@ export class ShadowMapViewer {
|
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18
18
|
enabled: boolean
|
19
19
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size: Size
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position: Position
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-
render(renderer:
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+
render(renderer: WebGLRenderer): void
|
22
22
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updateForWindowResize(): void
|
23
23
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update(): void
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24
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}
|
package/webxr/ARButton.cjs
CHANGED
@@ -1,119 +1,122 @@
|
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1
1
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"use strict";
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2
2
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Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
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3
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27
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-
sessionInit.optionalFeatures
|
3
|
+
const ARButton = /* @__PURE__ */ (() => {
|
4
|
+
class ARButton2 {
|
5
|
+
static createButton(renderer, sessionInit = {}) {
|
6
|
+
const button = document.createElement("button");
|
7
|
+
function showStartAR() {
|
8
|
+
if (sessionInit.domOverlay === void 0) {
|
9
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+
const overlay = document.createElement("div");
|
10
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+
overlay.style.display = "none";
|
11
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+
document.body.appendChild(overlay);
|
12
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+
const svg = document.createElementNS("http://www.w3.org/2000/svg", "svg");
|
13
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+
svg.setAttribute("width", "38px");
|
14
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+
svg.setAttribute("height", "38px");
|
15
|
+
svg.style.position = "absolute";
|
16
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+
svg.style.right = "20px";
|
17
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+
svg.style.top = "20px";
|
18
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+
svg.addEventListener("click", function() {
|
19
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+
currentSession == null ? void 0 : currentSession.end();
|
20
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+
});
|
21
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+
overlay.appendChild(svg);
|
22
|
+
const path = document.createElementNS("http://www.w3.org/2000/svg", "path");
|
23
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+
path.setAttribute("d", "M 12,12 L 28,28 M 28,12 12,28");
|
24
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+
path.setAttribute("stroke", "#fff");
|
25
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+
path.setAttribute("stroke-width", "2px");
|
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+
svg.appendChild(path);
|
27
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+
if (sessionInit.optionalFeatures === void 0) {
|
28
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+
sessionInit.optionalFeatures = [];
|
29
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+
}
|
30
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+
sessionInit.optionalFeatures.push("dom-overlay");
|
31
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+
sessionInit.domOverlay = { root: overlay };
|
28
32
|
}
|
29
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-
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-
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33
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+
let currentSession = null;
|
34
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+
async function onSessionStarted(session) {
|
35
|
+
session.addEventListener("end", onSessionEnded);
|
36
|
+
renderer.xr.setReferenceSpaceType("local");
|
37
|
+
await renderer.xr.setSession(session);
|
38
|
+
button.textContent = "STOP AR";
|
39
|
+
sessionInit.domOverlay.root.style.display = "";
|
40
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+
currentSession = session;
|
41
|
+
}
|
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|
+
function onSessionEnded() {
|
43
|
+
currentSession.removeEventListener("end", onSessionEnded);
|
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+
button.textContent = "START AR";
|
45
|
+
sessionInit.domOverlay.root.style.display = "none";
|
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+
currentSession = null;
|
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+
}
|
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+
button.style.display = "";
|
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+
button.style.cursor = "pointer";
|
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+
button.style.left = "calc(50% - 50px)";
|
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+
button.style.width = "100px";
|
52
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+
button.textContent = "START AR";
|
53
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+
button.onmouseenter = () => {
|
54
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+
button.style.opacity = "1.0";
|
55
|
+
};
|
56
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+
button.onmouseleave = () => {
|
57
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+
button.style.opacity = "0.5";
|
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|
+
};
|
59
|
+
button.onclick = () => {
|
60
|
+
if (currentSession === null) {
|
61
|
+
navigator.xr.requestSession("immersive-ar", sessionInit).then(onSessionStarted);
|
62
|
+
} else {
|
63
|
+
currentSession.end();
|
64
|
+
}
|
65
|
+
};
|
31
66
|
}
|
32
|
-
|
33
|
-
|
34
|
-
|
35
|
-
|
36
|
-
|
37
|
-
button.
|
38
|
-
|
39
|
-
|
67
|
+
function disableButton() {
|
68
|
+
button.style.display = "";
|
69
|
+
button.style.cursor = "auto";
|
70
|
+
button.style.left = "calc(50% - 75px)";
|
71
|
+
button.style.width = "150px";
|
72
|
+
button.onmouseenter = null;
|
73
|
+
button.onmouseleave = null;
|
74
|
+
button.onclick = null;
|
40
75
|
}
|
41
|
-
function
|
42
|
-
|
43
|
-
button.textContent = "
|
44
|
-
|
45
|
-
|
76
|
+
function showARNotSupported() {
|
77
|
+
disableButton();
|
78
|
+
button.textContent = "AR NOT SUPPORTED";
|
79
|
+
}
|
80
|
+
function stylizeElement(element) {
|
81
|
+
element.style.position = "absolute";
|
82
|
+
element.style.bottom = "20px";
|
83
|
+
element.style.padding = "12px 6px";
|
84
|
+
element.style.border = "1px solid #fff";
|
85
|
+
element.style.borderRadius = "4px";
|
86
|
+
element.style.background = "rgba(0,0,0,0.1)";
|
87
|
+
element.style.color = "#fff";
|
88
|
+
element.style.font = "normal 13px sans-serif";
|
89
|
+
element.style.textAlign = "center";
|
90
|
+
element.style.opacity = "0.5";
|
91
|
+
element.style.outline = "none";
|
92
|
+
element.style.zIndex = "999";
|
46
93
|
}
|
47
|
-
|
48
|
-
|
49
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-
|
50
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|
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|
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|
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|
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|
56
|
-
|
57
|
-
|
58
|
-
|
59
|
-
|
60
|
-
navigator.xr.requestSession("immersive-ar", sessionInit).then(onSessionStarted);
|
94
|
+
if ("xr" in navigator) {
|
95
|
+
button.id = "ARButton";
|
96
|
+
button.style.display = "none";
|
97
|
+
stylizeElement(button);
|
98
|
+
navigator.xr.isSessionSupported("immersive-ar").then(function(supported) {
|
99
|
+
supported ? showStartAR() : showARNotSupported();
|
100
|
+
}).catch(showARNotSupported);
|
101
|
+
return button;
|
102
|
+
} else {
|
103
|
+
const message = document.createElement("a");
|
104
|
+
if (window.isSecureContext === false) {
|
105
|
+
message.href = document.location.href.replace(/^http:/, "https:");
|
106
|
+
message.innerHTML = "WEBXR NEEDS HTTPS";
|
61
107
|
} else {
|
62
|
-
|
108
|
+
message.href = "https://immersiveweb.dev/";
|
109
|
+
message.innerHTML = "WEBXR NOT AVAILABLE";
|
63
110
|
}
|
64
|
-
|
65
|
-
|
66
|
-
|
67
|
-
|
68
|
-
|
69
|
-
button.style.left = "calc(50% - 75px)";
|
70
|
-
button.style.width = "150px";
|
71
|
-
button.onmouseenter = null;
|
72
|
-
button.onmouseleave = null;
|
73
|
-
button.onclick = null;
|
74
|
-
}
|
75
|
-
function showARNotSupported() {
|
76
|
-
disableButton();
|
77
|
-
button.textContent = "AR NOT SUPPORTED";
|
78
|
-
}
|
79
|
-
function stylizeElement(element) {
|
80
|
-
element.style.position = "absolute";
|
81
|
-
element.style.bottom = "20px";
|
82
|
-
element.style.padding = "12px 6px";
|
83
|
-
element.style.border = "1px solid #fff";
|
84
|
-
element.style.borderRadius = "4px";
|
85
|
-
element.style.background = "rgba(0,0,0,0.1)";
|
86
|
-
element.style.color = "#fff";
|
87
|
-
element.style.font = "normal 13px sans-serif";
|
88
|
-
element.style.textAlign = "center";
|
89
|
-
element.style.opacity = "0.5";
|
90
|
-
element.style.outline = "none";
|
91
|
-
element.style.zIndex = "999";
|
92
|
-
}
|
93
|
-
if ("xr" in navigator) {
|
94
|
-
button.id = "ARButton";
|
95
|
-
button.style.display = "none";
|
96
|
-
stylizeElement(button);
|
97
|
-
navigator.xr.isSessionSupported("immersive-ar").then(function(supported) {
|
98
|
-
supported ? showStartAR() : showARNotSupported();
|
99
|
-
}).catch(showARNotSupported);
|
100
|
-
return button;
|
101
|
-
} else {
|
102
|
-
const message = document.createElement("a");
|
103
|
-
if (window.isSecureContext === false) {
|
104
|
-
message.href = document.location.href.replace(/^http:/, "https:");
|
105
|
-
message.innerHTML = "WEBXR NEEDS HTTPS";
|
106
|
-
} else {
|
107
|
-
message.href = "https://immersiveweb.dev/";
|
108
|
-
message.innerHTML = "WEBXR NOT AVAILABLE";
|
111
|
+
message.style.left = "calc(50% - 90px)";
|
112
|
+
message.style.width = "180px";
|
113
|
+
message.style.textDecoration = "none";
|
114
|
+
stylizeElement(message);
|
115
|
+
return message;
|
109
116
|
}
|
110
|
-
message.style.left = "calc(50% - 90px)";
|
111
|
-
message.style.width = "180px";
|
112
|
-
message.style.textDecoration = "none";
|
113
|
-
stylizeElement(message);
|
114
|
-
return message;
|
115
117
|
}
|
116
118
|
}
|
117
|
-
|
119
|
+
return ARButton2;
|
120
|
+
})();
|
118
121
|
exports.ARButton = ARButton;
|
119
122
|
//# sourceMappingURL=ARButton.cjs.map
|