vc-spaces365-threejs 0.180.0

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Files changed (1120) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +86 -0
  3. package/build/three.cjs +77750 -0
  4. package/build/three.core.js +58846 -0
  5. package/build/three.core.min.js +6 -0
  6. package/build/three.module.js +18484 -0
  7. package/build/three.module.min.js +6 -0
  8. package/build/three.tsl.js +636 -0
  9. package/build/three.tsl.min.js +6 -0
  10. package/build/three.webgpu.js +77332 -0
  11. package/build/three.webgpu.min.js +6 -0
  12. package/build/three.webgpu.nodes.js +77103 -0
  13. package/build/three.webgpu.nodes.min.js +6 -0
  14. package/examples/fonts/LICENSE +13 -0
  15. package/examples/fonts/README.md +11 -0
  16. package/examples/fonts/droid/NOTICE +190 -0
  17. package/examples/fonts/droid/README.txt +18 -0
  18. package/examples/fonts/droid/droid_sans_bold.typeface.json +1 -0
  19. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +1 -0
  20. package/examples/fonts/droid/droid_sans_regular.typeface.json +1 -0
  21. package/examples/fonts/droid/droid_serif_bold.typeface.json +1 -0
  22. package/examples/fonts/droid/droid_serif_regular.typeface.json +1 -0
  23. package/examples/fonts/gentilis_bold.typeface.json +1 -0
  24. package/examples/fonts/gentilis_regular.typeface.json +1 -0
  25. package/examples/fonts/helvetiker_bold.typeface.json +1 -0
  26. package/examples/fonts/helvetiker_regular.typeface.json +1 -0
  27. package/examples/fonts/optimer_bold.typeface.json +1 -0
  28. package/examples/fonts/optimer_regular.typeface.json +1 -0
  29. package/examples/fonts/ttf/README.md +9 -0
  30. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  31. package/examples/jsm/Addons.js +285 -0
  32. package/examples/jsm/animation/AnimationClipCreator.js +168 -0
  33. package/examples/jsm/animation/CCDIKSolver.js +591 -0
  34. package/examples/jsm/capabilities/WebGL.js +113 -0
  35. package/examples/jsm/capabilities/WebGPU.js +59 -0
  36. package/examples/jsm/controls/ArcballControls.js +3536 -0
  37. package/examples/jsm/controls/DragControls.js +452 -0
  38. package/examples/jsm/controls/FirstPersonControls.js +447 -0
  39. package/examples/jsm/controls/FlyControls.js +380 -0
  40. package/examples/jsm/controls/MapControls.js +62 -0
  41. package/examples/jsm/controls/OrbitControls.js +1860 -0
  42. package/examples/jsm/controls/PointerLockControls.js +264 -0
  43. package/examples/jsm/controls/TrackballControls.js +1001 -0
  44. package/examples/jsm/controls/TransformControls.js +1918 -0
  45. package/examples/jsm/csm/CSM.js +597 -0
  46. package/examples/jsm/csm/CSMFrustum.js +209 -0
  47. package/examples/jsm/csm/CSMHelper.js +243 -0
  48. package/examples/jsm/csm/CSMShader.js +307 -0
  49. package/examples/jsm/csm/CSMShadowNode.js +599 -0
  50. package/examples/jsm/curves/CurveExtras.js +694 -0
  51. package/examples/jsm/curves/NURBSCurve.js +155 -0
  52. package/examples/jsm/curves/NURBSSurface.js +98 -0
  53. package/examples/jsm/curves/NURBSUtils.js +532 -0
  54. package/examples/jsm/curves/NURBSVolume.js +82 -0
  55. package/examples/jsm/effects/AnaglyphEffect.js +179 -0
  56. package/examples/jsm/effects/AsciiEffect.js +310 -0
  57. package/examples/jsm/effects/OutlineEffect.js +489 -0
  58. package/examples/jsm/effects/ParallaxBarrierEffect.js +155 -0
  59. package/examples/jsm/effects/StereoEffect.js +91 -0
  60. package/examples/jsm/environments/DebugEnvironment.js +102 -0
  61. package/examples/jsm/environments/RoomEnvironment.js +182 -0
  62. package/examples/jsm/exporters/DRACOExporter.js +311 -0
  63. package/examples/jsm/exporters/EXRExporter.js +618 -0
  64. package/examples/jsm/exporters/GLTFExporter.js +3595 -0
  65. package/examples/jsm/exporters/KTX2Exporter.js +347 -0
  66. package/examples/jsm/exporters/OBJExporter.js +308 -0
  67. package/examples/jsm/exporters/PLYExporter.js +562 -0
  68. package/examples/jsm/exporters/STLExporter.js +221 -0
  69. package/examples/jsm/exporters/USDZExporter.js +1228 -0
  70. package/examples/jsm/geometries/BoxLineGeometry.js +92 -0
  71. package/examples/jsm/geometries/ConvexGeometry.js +72 -0
  72. package/examples/jsm/geometries/DecalGeometry.js +420 -0
  73. package/examples/jsm/geometries/ParametricFunctions.js +100 -0
  74. package/examples/jsm/geometries/ParametricGeometry.js +172 -0
  75. package/examples/jsm/geometries/RoundedBoxGeometry.js +216 -0
  76. package/examples/jsm/geometries/TeapotGeometry.js +689 -0
  77. package/examples/jsm/geometries/TextGeometry.js +83 -0
  78. package/examples/jsm/helpers/LightProbeHelper.js +165 -0
  79. package/examples/jsm/helpers/LightProbeHelperGPU.js +102 -0
  80. package/examples/jsm/helpers/OctreeHelper.js +109 -0
  81. package/examples/jsm/helpers/PositionalAudioHelper.js +169 -0
  82. package/examples/jsm/helpers/RapierHelper.js +59 -0
  83. package/examples/jsm/helpers/RectAreaLightHelper.js +118 -0
  84. package/examples/jsm/helpers/TextureHelper.js +265 -0
  85. package/examples/jsm/helpers/TextureHelperGPU.js +214 -0
  86. package/examples/jsm/helpers/VertexNormalsHelper.js +155 -0
  87. package/examples/jsm/helpers/VertexTangentsHelper.js +133 -0
  88. package/examples/jsm/helpers/ViewHelper.js +422 -0
  89. package/examples/jsm/interactive/HTMLMesh.js +605 -0
  90. package/examples/jsm/interactive/InteractiveGroup.js +224 -0
  91. package/examples/jsm/interactive/SelectionBox.js +294 -0
  92. package/examples/jsm/interactive/SelectionHelper.js +150 -0
  93. package/examples/jsm/libs/ammo.wasm.js +822 -0
  94. package/examples/jsm/libs/ammo.wasm.wasm +0 -0
  95. package/examples/jsm/libs/basis/README.md +46 -0
  96. package/examples/jsm/libs/basis/basis_transcoder.js +19 -0
  97. package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
  98. package/examples/jsm/libs/chevrotain.module.min.js +141 -0
  99. package/examples/jsm/libs/demuxer_mp4.js +109 -0
  100. package/examples/jsm/libs/draco/README.md +32 -0
  101. package/examples/jsm/libs/draco/draco_decoder.js +34 -0
  102. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  103. package/examples/jsm/libs/draco/draco_encoder.js +33 -0
  104. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -0
  105. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -0
  106. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  107. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -0
  108. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -0
  109. package/examples/jsm/libs/ecsy.module.js +1792 -0
  110. package/examples/jsm/libs/fflate.module.js +2672 -0
  111. package/examples/jsm/libs/ktx-parse.module.js +1 -0
  112. package/examples/jsm/libs/lil-gui.module.min.js +8 -0
  113. package/examples/jsm/libs/lottie_canvas.module.js +14849 -0
  114. package/examples/jsm/libs/meshopt_decoder.module.js +195 -0
  115. package/examples/jsm/libs/mikktspace.module.js +128 -0
  116. package/examples/jsm/libs/motion-controllers.module.js +397 -0
  117. package/examples/jsm/libs/opentype.module.js +14506 -0
  118. package/examples/jsm/libs/potpack.module.js +125 -0
  119. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -0
  120. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +16 -0
  121. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  122. package/examples/jsm/libs/stats.module.js +167 -0
  123. package/examples/jsm/libs/surfaceNet.js +201 -0
  124. package/examples/jsm/libs/tween.module.js +876 -0
  125. package/examples/jsm/libs/utif.module.js +1665 -0
  126. package/examples/jsm/libs/zstddec.module.js +1 -0
  127. package/examples/jsm/lighting/TiledLighting.js +42 -0
  128. package/examples/jsm/lights/LightProbeGenerator.js +337 -0
  129. package/examples/jsm/lights/RectAreaLightTexturesLib.js +127 -0
  130. package/examples/jsm/lights/RectAreaLightUniformsLib.js +40 -0
  131. package/examples/jsm/lines/Line2.js +56 -0
  132. package/examples/jsm/lines/LineGeometry.js +157 -0
  133. package/examples/jsm/lines/LineMaterial.js +697 -0
  134. package/examples/jsm/lines/LineSegments2.js +426 -0
  135. package/examples/jsm/lines/LineSegmentsGeometry.js +298 -0
  136. package/examples/jsm/lines/Wireframe.js +108 -0
  137. package/examples/jsm/lines/WireframeGeometry2.js +49 -0
  138. package/examples/jsm/lines/webgpu/Line2.js +46 -0
  139. package/examples/jsm/lines/webgpu/LineSegments2.js +411 -0
  140. package/examples/jsm/lines/webgpu/Wireframe.js +86 -0
  141. package/examples/jsm/loaders/3DMLoader.js +1835 -0
  142. package/examples/jsm/loaders/3MFLoader.js +1621 -0
  143. package/examples/jsm/loaders/AMFLoader.js +541 -0
  144. package/examples/jsm/loaders/BVHLoader.js +484 -0
  145. package/examples/jsm/loaders/ColladaLoader.js +4155 -0
  146. package/examples/jsm/loaders/DDSLoader.js +385 -0
  147. package/examples/jsm/loaders/DRACOLoader.js +688 -0
  148. package/examples/jsm/loaders/EXRLoader.js +2784 -0
  149. package/examples/jsm/loaders/FBXLoader.js +4382 -0
  150. package/examples/jsm/loaders/FontLoader.js +242 -0
  151. package/examples/jsm/loaders/GCodeLoader.js +292 -0
  152. package/examples/jsm/loaders/GLTFLoader.js +4890 -0
  153. package/examples/jsm/loaders/HDRCubeTextureLoader.js +164 -0
  154. package/examples/jsm/loaders/HDRLoader.js +486 -0
  155. package/examples/jsm/loaders/IESLoader.js +379 -0
  156. package/examples/jsm/loaders/KMZLoader.js +163 -0
  157. package/examples/jsm/loaders/KTX2Loader.js +1228 -0
  158. package/examples/jsm/loaders/KTXLoader.js +197 -0
  159. package/examples/jsm/loaders/LDrawLoader.js +2519 -0
  160. package/examples/jsm/loaders/LUT3dlLoader.js +205 -0
  161. package/examples/jsm/loaders/LUTCubeLoader.js +190 -0
  162. package/examples/jsm/loaders/LUTImageLoader.js +190 -0
  163. package/examples/jsm/loaders/LWOLoader.js +1079 -0
  164. package/examples/jsm/loaders/LottieLoader.js +130 -0
  165. package/examples/jsm/loaders/MD2Loader.js +435 -0
  166. package/examples/jsm/loaders/MDDLoader.js +147 -0
  167. package/examples/jsm/loaders/MTLLoader.js +593 -0
  168. package/examples/jsm/loaders/MaterialXLoader.js +1087 -0
  169. package/examples/jsm/loaders/NRRDLoader.js +718 -0
  170. package/examples/jsm/loaders/OBJLoader.js +955 -0
  171. package/examples/jsm/loaders/PCDLoader.js +618 -0
  172. package/examples/jsm/loaders/PDBLoader.js +272 -0
  173. package/examples/jsm/loaders/PLYLoader.js +805 -0
  174. package/examples/jsm/loaders/PVRLoader.js +270 -0
  175. package/examples/jsm/loaders/RGBELoader.js +18 -0
  176. package/examples/jsm/loaders/STLLoader.js +421 -0
  177. package/examples/jsm/loaders/SVGLoader.js +3267 -0
  178. package/examples/jsm/loaders/TDSLoader.js +1144 -0
  179. package/examples/jsm/loaders/TGALoader.js +540 -0
  180. package/examples/jsm/loaders/TIFFLoader.js +59 -0
  181. package/examples/jsm/loaders/TTFLoader.js +261 -0
  182. package/examples/jsm/loaders/USDLoader.js +219 -0
  183. package/examples/jsm/loaders/USDZLoader.js +16 -0
  184. package/examples/jsm/loaders/UltraHDRLoader.js +630 -0
  185. package/examples/jsm/loaders/VOXLoader.js +376 -0
  186. package/examples/jsm/loaders/VRMLLoader.js +3569 -0
  187. package/examples/jsm/loaders/VTKLoader.js +1276 -0
  188. package/examples/jsm/loaders/XYZLoader.js +143 -0
  189. package/examples/jsm/loaders/lwo/IFFParser.js +1217 -0
  190. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -0
  191. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -0
  192. package/examples/jsm/loaders/usd/USDAParser.js +741 -0
  193. package/examples/jsm/loaders/usd/USDCParser.js +17 -0
  194. package/examples/jsm/materials/LDrawConditionalLineMaterial.js +183 -0
  195. package/examples/jsm/materials/LDrawConditionalLineNodeMaterial.js +154 -0
  196. package/examples/jsm/materials/MeshGouraudMaterial.js +434 -0
  197. package/examples/jsm/materials/MeshPostProcessingMaterial.js +167 -0
  198. package/examples/jsm/materials/WoodNodeMaterial.js +533 -0
  199. package/examples/jsm/math/Capsule.js +159 -0
  200. package/examples/jsm/math/ColorConverter.js +58 -0
  201. package/examples/jsm/math/ColorSpaces.js +147 -0
  202. package/examples/jsm/math/ConvexHull.js +1695 -0
  203. package/examples/jsm/math/ImprovedNoise.js +88 -0
  204. package/examples/jsm/math/Lut.js +317 -0
  205. package/examples/jsm/math/MeshSurfaceSampler.js +315 -0
  206. package/examples/jsm/math/OBB.js +535 -0
  207. package/examples/jsm/math/Octree.js +692 -0
  208. package/examples/jsm/math/SimplexNoise.js +470 -0
  209. package/examples/jsm/misc/ConvexObjectBreaker.js +539 -0
  210. package/examples/jsm/misc/GPUComputationRenderer.js +506 -0
  211. package/examples/jsm/misc/Gyroscope.js +78 -0
  212. package/examples/jsm/misc/MD2Character.js +391 -0
  213. package/examples/jsm/misc/MD2CharacterComplex.js +740 -0
  214. package/examples/jsm/misc/MorphAnimMesh.js +119 -0
  215. package/examples/jsm/misc/MorphBlendMesh.js +425 -0
  216. package/examples/jsm/misc/ProgressiveLightMap.js +370 -0
  217. package/examples/jsm/misc/ProgressiveLightMapGPU.js +322 -0
  218. package/examples/jsm/misc/RollerCoaster.js +623 -0
  219. package/examples/jsm/misc/TubePainter.js +256 -0
  220. package/examples/jsm/misc/Volume.js +521 -0
  221. package/examples/jsm/misc/VolumeSlice.js +276 -0
  222. package/examples/jsm/modifiers/CurveModifier.js +374 -0
  223. package/examples/jsm/modifiers/CurveModifierGPU.js +256 -0
  224. package/examples/jsm/modifiers/EdgeSplitModifier.js +299 -0
  225. package/examples/jsm/modifiers/SimplifyModifier.js +632 -0
  226. package/examples/jsm/modifiers/TessellateModifier.js +340 -0
  227. package/examples/jsm/objects/GroundedSkybox.js +69 -0
  228. package/examples/jsm/objects/Lensflare.js +489 -0
  229. package/examples/jsm/objects/LensflareMesh.js +376 -0
  230. package/examples/jsm/objects/MarchingCubes.js +1261 -0
  231. package/examples/jsm/objects/Reflector.js +338 -0
  232. package/examples/jsm/objects/ReflectorForSSRPass.js +393 -0
  233. package/examples/jsm/objects/Refractor.js +389 -0
  234. package/examples/jsm/objects/ShadowMesh.js +130 -0
  235. package/examples/jsm/objects/Sky.js +237 -0
  236. package/examples/jsm/objects/SkyMesh.js +243 -0
  237. package/examples/jsm/objects/Water.js +373 -0
  238. package/examples/jsm/objects/Water2.js +401 -0
  239. package/examples/jsm/objects/Water2Mesh.js +199 -0
  240. package/examples/jsm/objects/WaterMesh.js +196 -0
  241. package/examples/jsm/offscreen/jank.js +45 -0
  242. package/examples/jsm/offscreen/offscreen.js +8 -0
  243. package/examples/jsm/offscreen/scene.js +86 -0
  244. package/examples/jsm/physics/AmmoPhysics.js +354 -0
  245. package/examples/jsm/physics/JoltPhysics.js +330 -0
  246. package/examples/jsm/physics/RapierPhysics.js +432 -0
  247. package/examples/jsm/postprocessing/AfterimagePass.js +185 -0
  248. package/examples/jsm/postprocessing/BloomPass.js +274 -0
  249. package/examples/jsm/postprocessing/BokehPass.js +218 -0
  250. package/examples/jsm/postprocessing/ClearPass.js +97 -0
  251. package/examples/jsm/postprocessing/CubeTexturePass.js +146 -0
  252. package/examples/jsm/postprocessing/DotScreenPass.js +114 -0
  253. package/examples/jsm/postprocessing/EffectComposer.js +363 -0
  254. package/examples/jsm/postprocessing/FXAAPass.js +40 -0
  255. package/examples/jsm/postprocessing/FilmPass.js +113 -0
  256. package/examples/jsm/postprocessing/GTAOPass.js +727 -0
  257. package/examples/jsm/postprocessing/GlitchPass.js +177 -0
  258. package/examples/jsm/postprocessing/HalftonePass.js +134 -0
  259. package/examples/jsm/postprocessing/LUTPass.js +138 -0
  260. package/examples/jsm/postprocessing/MaskPass.js +195 -0
  261. package/examples/jsm/postprocessing/OutlinePass.js +776 -0
  262. package/examples/jsm/postprocessing/OutputPass.js +139 -0
  263. package/examples/jsm/postprocessing/Pass.js +191 -0
  264. package/examples/jsm/postprocessing/RenderPass.js +183 -0
  265. package/examples/jsm/postprocessing/RenderPixelatedPass.js +314 -0
  266. package/examples/jsm/postprocessing/RenderTransitionPass.js +267 -0
  267. package/examples/jsm/postprocessing/SAOPass.js +407 -0
  268. package/examples/jsm/postprocessing/SMAAPass.js +230 -0
  269. package/examples/jsm/postprocessing/SSAARenderPass.js +313 -0
  270. package/examples/jsm/postprocessing/SSAOPass.js +527 -0
  271. package/examples/jsm/postprocessing/SSRPass.js +856 -0
  272. package/examples/jsm/postprocessing/SavePass.js +132 -0
  273. package/examples/jsm/postprocessing/ShaderPass.js +135 -0
  274. package/examples/jsm/postprocessing/TAARenderPass.js +243 -0
  275. package/examples/jsm/postprocessing/TexturePass.js +131 -0
  276. package/examples/jsm/postprocessing/UnrealBloomPass.js +492 -0
  277. package/examples/jsm/renderers/CSS2DRenderer.js +317 -0
  278. package/examples/jsm/renderers/CSS3DRenderer.js +453 -0
  279. package/examples/jsm/renderers/Projector.js +936 -0
  280. package/examples/jsm/renderers/SVGRenderer.js +685 -0
  281. package/examples/jsm/shaders/ACESFilmicToneMappingShader.js +96 -0
  282. package/examples/jsm/shaders/AfterimageShader.js +63 -0
  283. package/examples/jsm/shaders/BasicShader.js +36 -0
  284. package/examples/jsm/shaders/BleachBypassShader.js +68 -0
  285. package/examples/jsm/shaders/BlendShader.js +56 -0
  286. package/examples/jsm/shaders/BokehShader.js +151 -0
  287. package/examples/jsm/shaders/BokehShader2.js +404 -0
  288. package/examples/jsm/shaders/BrightnessContrastShader.js +62 -0
  289. package/examples/jsm/shaders/ColorCorrectionShader.js +59 -0
  290. package/examples/jsm/shaders/ColorifyShader.js +57 -0
  291. package/examples/jsm/shaders/ConvolutionShader.js +74 -0
  292. package/examples/jsm/shaders/CopyShader.js +52 -0
  293. package/examples/jsm/shaders/DOFMipMapShader.js +63 -0
  294. package/examples/jsm/shaders/DepthLimitedBlurShader.js +180 -0
  295. package/examples/jsm/shaders/DigitalGlitch.js +104 -0
  296. package/examples/jsm/shaders/DotScreenShader.js +75 -0
  297. package/examples/jsm/shaders/ExposureShader.js +51 -0
  298. package/examples/jsm/shaders/FXAAShader.js +298 -0
  299. package/examples/jsm/shaders/FilmShader.js +72 -0
  300. package/examples/jsm/shaders/FocusShader.js +94 -0
  301. package/examples/jsm/shaders/FreiChenShader.js +103 -0
  302. package/examples/jsm/shaders/GTAOShader.js +421 -0
  303. package/examples/jsm/shaders/GammaCorrectionShader.js +52 -0
  304. package/examples/jsm/shaders/GodRaysShader.js +333 -0
  305. package/examples/jsm/shaders/HalftoneShader.js +321 -0
  306. package/examples/jsm/shaders/HorizontalBlurShader.js +68 -0
  307. package/examples/jsm/shaders/HorizontalTiltShiftShader.js +70 -0
  308. package/examples/jsm/shaders/HueSaturationShader.js +74 -0
  309. package/examples/jsm/shaders/KaleidoShader.js +65 -0
  310. package/examples/jsm/shaders/LuminosityHighPassShader.js +68 -0
  311. package/examples/jsm/shaders/LuminosityShader.js +54 -0
  312. package/examples/jsm/shaders/MirrorShader.js +62 -0
  313. package/examples/jsm/shaders/NormalMapShader.js +60 -0
  314. package/examples/jsm/shaders/OutputShader.js +103 -0
  315. package/examples/jsm/shaders/PoissonDenoiseShader.js +235 -0
  316. package/examples/jsm/shaders/RGBShiftShader.js +61 -0
  317. package/examples/jsm/shaders/SAOShader.js +188 -0
  318. package/examples/jsm/shaders/SMAAShader.js +489 -0
  319. package/examples/jsm/shaders/SSAOShader.js +321 -0
  320. package/examples/jsm/shaders/SSRShader.js +395 -0
  321. package/examples/jsm/shaders/SepiaShader.js +57 -0
  322. package/examples/jsm/shaders/SobelOperatorShader.js +98 -0
  323. package/examples/jsm/shaders/SubsurfaceScatteringShader.js +95 -0
  324. package/examples/jsm/shaders/TechnicolorShader.js +51 -0
  325. package/examples/jsm/shaders/ToonShader.js +349 -0
  326. package/examples/jsm/shaders/TriangleBlurShader.js +79 -0
  327. package/examples/jsm/shaders/UnpackDepthRGBAShader.js +62 -0
  328. package/examples/jsm/shaders/VelocityShader.js +137 -0
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  1005. package/src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl.js +66 -0
  1006. package/src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl.js +10 -0
  1007. package/src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl.js +25 -0
  1008. package/src/renderers/shaders/ShaderChunk/skinning_vertex.glsl.js +15 -0
  1009. package/src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl.js +20 -0
  1010. package/src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl.js +14 -0
  1011. package/src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl.js +7 -0
  1012. package/src/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl.js +7 -0
  1013. package/src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl.js +200 -0
  1014. package/src/renderers/shaders/ShaderChunk/transmission_fragment.glsl.js +36 -0
  1015. package/src/renderers/shaders/ShaderChunk/transmission_pars_fragment.glsl.js +235 -0
  1016. package/src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl.js +119 -0
  1017. package/src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl.js +145 -0
  1018. package/src/renderers/shaders/ShaderChunk/uv_vertex.glsl.js +122 -0
  1019. package/src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl.js +21 -0
  1020. package/src/renderers/shaders/ShaderChunk.js +270 -0
  1021. package/src/renderers/shaders/ShaderLib/background.glsl.js +40 -0
  1022. package/src/renderers/shaders/ShaderLib/backgroundCube.glsl.js +63 -0
  1023. package/src/renderers/shaders/ShaderLib/cube.glsl.js +36 -0
  1024. package/src/renderers/shaders/ShaderLib/depth.glsl.js +114 -0
  1025. package/src/renderers/shaders/ShaderLib/distanceRGBA.glsl.js +78 -0
  1026. package/src/renderers/shaders/ShaderLib/equirect.glsl.js +35 -0
  1027. package/src/renderers/shaders/ShaderLib/linedashed.glsl.js +76 -0
  1028. package/src/renderers/shaders/ShaderLib/meshbasic.glsl.js +116 -0
  1029. package/src/renderers/shaders/ShaderLib/meshlambert.glsl.js +125 -0
  1030. package/src/renderers/shaders/ShaderLib/meshmatcap.glsl.js +112 -0
  1031. package/src/renderers/shaders/ShaderLib/meshnormal.glsl.js +87 -0
  1032. package/src/renderers/shaders/ShaderLib/meshphong.glsl.js +127 -0
  1033. package/src/renderers/shaders/ShaderLib/meshphysical.glsl.js +229 -0
  1034. package/src/renderers/shaders/ShaderLib/meshtoon.glsl.js +119 -0
  1035. package/src/renderers/shaders/ShaderLib/points.glsl.js +87 -0
  1036. package/src/renderers/shaders/ShaderLib/shadow.glsl.js +58 -0
  1037. package/src/renderers/shaders/ShaderLib/sprite.glsl.js +79 -0
  1038. package/src/renderers/shaders/ShaderLib/vsm.glsl.js +53 -0
  1039. package/src/renderers/shaders/ShaderLib.js +361 -0
  1040. package/src/renderers/shaders/UniformsLib.js +235 -0
  1041. package/src/renderers/shaders/UniformsUtils.js +112 -0
  1042. package/src/renderers/webgl/WebGLAnimation.js +53 -0
  1043. package/src/renderers/webgl/WebGLAttributes.js +237 -0
  1044. package/src/renderers/webgl/WebGLBackground.js +303 -0
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  1046. package/src/renderers/webgl/WebGLBufferRenderer.js +89 -0
  1047. package/src/renderers/webgl/WebGLCapabilities.js +145 -0
  1048. package/src/renderers/webgl/WebGLClipping.js +171 -0
  1049. package/src/renderers/webgl/WebGLCubeMaps.js +99 -0
  1050. package/src/renderers/webgl/WebGLCubeUVMaps.js +134 -0
  1051. package/src/renderers/webgl/WebGLExtensions.js +84 -0
  1052. package/src/renderers/webgl/WebGLGeometries.js +183 -0
  1053. package/src/renderers/webgl/WebGLIndexedBufferRenderer.js +100 -0
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  1055. package/src/renderers/webgl/WebGLLights.js +571 -0
  1056. package/src/renderers/webgl/WebGLMaterials.js +591 -0
  1057. package/src/renderers/webgl/WebGLMorphtargets.js +168 -0
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  1059. package/src/renderers/webgl/WebGLProgram.js +1091 -0
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  1076. package/src/renderers/webgl-fallback/utils/WebGLCapabilities.js +64 -0
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  1100. package/src/renderers/webxr/WebXRDepthSensing.js +155 -0
  1101. package/src/renderers/webxr/WebXRManager.js +1103 -0
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  1103. package/src/scenes/FogExp2.js +86 -0
  1104. package/src/scenes/Scene.js +165 -0
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  1107. package/src/textures/CompressedCubeTexture.js +48 -0
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  1110. package/src/textures/Data3DTexture.js +112 -0
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  1118. package/src/textures/VideoFrameTexture.js +72 -0
  1119. package/src/textures/VideoTexture.js +125 -0
  1120. package/src/utils.js +216 -0
@@ -0,0 +1,966 @@
1
+ import {
2
+ CubeReflectionMapping,
3
+ CubeRefractionMapping,
4
+ CubeUVReflectionMapping,
5
+ LinearFilter,
6
+ NoToneMapping,
7
+ NoBlending,
8
+ RGBAFormat,
9
+ HalfFloatType,
10
+ BackSide,
11
+ LinearSRGBColorSpace
12
+ } from '../constants.js';
13
+
14
+ import { BufferAttribute } from '../core/BufferAttribute.js';
15
+ import { BufferGeometry } from '../core/BufferGeometry.js';
16
+ import { Mesh } from '../objects/Mesh.js';
17
+ import { OrthographicCamera } from '../cameras/OrthographicCamera.js';
18
+ import { PerspectiveCamera } from '../cameras/PerspectiveCamera.js';
19
+ import { ShaderMaterial } from '../materials/ShaderMaterial.js';
20
+ import { Vector3 } from '../math/Vector3.js';
21
+ import { Color } from '../math/Color.js';
22
+ import { WebGLRenderTarget } from '../renderers/WebGLRenderTarget.js';
23
+ import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';
24
+ import { BoxGeometry } from '../geometries/BoxGeometry.js';
25
+ import { error, warn } from '../utils.js';
26
+
27
+ const LOD_MIN = 4;
28
+
29
+ // The standard deviations (radians) associated with the extra mips. These are
30
+ // chosen to approximate a Trowbridge-Reitz distribution function times the
31
+ // geometric shadowing function. These sigma values squared must match the
32
+ // variance #defines in cube_uv_reflection_fragment.glsl.js.
33
+ const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
34
+
35
+ // The maximum length of the blur for loop. Smaller sigmas will use fewer
36
+ // samples and exit early, but not recompile the shader.
37
+ const MAX_SAMPLES = 20;
38
+
39
+ const _flatCamera = /*@__PURE__*/ new OrthographicCamera();
40
+ const _clearColor = /*@__PURE__*/ new Color();
41
+ let _oldTarget = null;
42
+ let _oldActiveCubeFace = 0;
43
+ let _oldActiveMipmapLevel = 0;
44
+ let _oldXrEnabled = false;
45
+
46
+ // Golden Ratio
47
+ const PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
48
+ const INV_PHI = 1 / PHI;
49
+
50
+ // Vertices of a dodecahedron (except the opposites, which represent the
51
+ // same axis), used as axis directions evenly spread on a sphere.
52
+ const _axisDirections = [
53
+ /*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ),
54
+ /*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),
55
+ /*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),
56
+ /*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),
57
+ /*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),
58
+ /*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),
59
+ /*@__PURE__*/ new Vector3( - 1, 1, - 1 ),
60
+ /*@__PURE__*/ new Vector3( 1, 1, - 1 ),
61
+ /*@__PURE__*/ new Vector3( - 1, 1, 1 ),
62
+ /*@__PURE__*/ new Vector3( 1, 1, 1 ) ];
63
+
64
+ const _origin = /*@__PURE__*/ new Vector3();
65
+
66
+ /**
67
+ * This class generates a Prefiltered, Mipmapped Radiance Environment Map
68
+ * (PMREM) from a cubeMap environment texture. This allows different levels of
69
+ * blur to be quickly accessed based on material roughness. It is packed into a
70
+ * special CubeUV format that allows us to perform custom interpolation so that
71
+ * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
72
+ * chain, it only goes down to the LOD_MIN level (above), and then creates extra
73
+ * even more filtered 'mips' at the same LOD_MIN resolution, associated with
74
+ * higher roughness levels. In this way we maintain resolution to smoothly
75
+ * interpolate diffuse lighting while limiting sampling computation.
76
+ *
77
+ * Paper: Fast, Accurate Image-Based Lighting:
78
+ * {@link https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view}
79
+ */
80
+ class PMREMGenerator {
81
+
82
+ /**
83
+ * Constructs a new PMREM generator.
84
+ *
85
+ * @param {WebGLRenderer} renderer - The renderer.
86
+ */
87
+ constructor( renderer ) {
88
+
89
+ this._renderer = renderer;
90
+ this._pingPongRenderTarget = null;
91
+
92
+ this._lodMax = 0;
93
+ this._cubeSize = 0;
94
+ this._lodPlanes = [];
95
+ this._sizeLods = [];
96
+ this._sigmas = [];
97
+
98
+ this._blurMaterial = null;
99
+ this._cubemapMaterial = null;
100
+ this._equirectMaterial = null;
101
+
102
+ this._compileMaterial( this._blurMaterial );
103
+
104
+ }
105
+
106
+ /**
107
+ * Generates a PMREM from a supplied Scene, which can be faster than using an
108
+ * image if networking bandwidth is low. Optional sigma specifies a blur radius
109
+ * in radians to be applied to the scene before PMREM generation. Optional near
110
+ * and far planes ensure the scene is rendered in its entirety.
111
+ *
112
+ * @param {Scene} scene - The scene to be captured.
113
+ * @param {number} [sigma=0] - The blur radius in radians.
114
+ * @param {number} [near=0.1] - The near plane distance.
115
+ * @param {number} [far=100] - The far plane distance.
116
+ * @param {Object} [options={}] - The configuration options.
117
+ * @param {number} [options.size=256] - The texture size of the PMREM.
118
+ * @param {Vector3} [options.renderTarget=origin] - The position of the internal cube camera that renders the scene.
119
+ * @return {WebGLRenderTarget} The resulting PMREM.
120
+ */
121
+ fromScene( scene, sigma = 0, near = 0.1, far = 100, options = {} ) {
122
+
123
+ const {
124
+ size = 256,
125
+ position = _origin,
126
+ } = options;
127
+
128
+ _oldTarget = this._renderer.getRenderTarget();
129
+ _oldActiveCubeFace = this._renderer.getActiveCubeFace();
130
+ _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
131
+ _oldXrEnabled = this._renderer.xr.enabled;
132
+
133
+ this._renderer.xr.enabled = false;
134
+
135
+ this._setSize( size );
136
+
137
+ const cubeUVRenderTarget = this._allocateTargets();
138
+ cubeUVRenderTarget.depthBuffer = true;
139
+
140
+ this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget, position );
141
+
142
+ if ( sigma > 0 ) {
143
+
144
+ this._blur( cubeUVRenderTarget, 0, 0, sigma );
145
+
146
+ }
147
+
148
+ this._applyPMREM( cubeUVRenderTarget );
149
+ this._cleanup( cubeUVRenderTarget );
150
+
151
+ return cubeUVRenderTarget;
152
+
153
+ }
154
+
155
+ /**
156
+ * Generates a PMREM from an equirectangular texture, which can be either LDR
157
+ * or HDR. The ideal input image size is 1k (1024 x 512),
158
+ * as this matches best with the 256 x 256 cubemap output.
159
+ *
160
+ * @param {Texture} equirectangular - The equirectangular texture to be converted.
161
+ * @param {?WebGLRenderTarget} [renderTarget=null] - The render target to use.
162
+ * @return {WebGLRenderTarget} The resulting PMREM.
163
+ */
164
+ fromEquirectangular( equirectangular, renderTarget = null ) {
165
+
166
+ return this._fromTexture( equirectangular, renderTarget );
167
+
168
+ }
169
+
170
+ /**
171
+ * Generates a PMREM from an cubemap texture, which can be either LDR
172
+ * or HDR. The ideal input cube size is 256 x 256,
173
+ * as this matches best with the 256 x 256 cubemap output.
174
+ *
175
+ * @param {Texture} cubemap - The cubemap texture to be converted.
176
+ * @param {?WebGLRenderTarget} [renderTarget=null] - The render target to use.
177
+ * @return {WebGLRenderTarget} The resulting PMREM.
178
+ */
179
+ fromCubemap( cubemap, renderTarget = null ) {
180
+
181
+ return this._fromTexture( cubemap, renderTarget );
182
+
183
+ }
184
+
185
+ /**
186
+ * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
187
+ * your texture's network fetch for increased concurrency.
188
+ */
189
+ compileCubemapShader() {
190
+
191
+ if ( this._cubemapMaterial === null ) {
192
+
193
+ this._cubemapMaterial = _getCubemapMaterial();
194
+ this._compileMaterial( this._cubemapMaterial );
195
+
196
+ }
197
+
198
+ }
199
+
200
+ /**
201
+ * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
202
+ * your texture's network fetch for increased concurrency.
203
+ */
204
+ compileEquirectangularShader() {
205
+
206
+ if ( this._equirectMaterial === null ) {
207
+
208
+ this._equirectMaterial = _getEquirectMaterial();
209
+ this._compileMaterial( this._equirectMaterial );
210
+
211
+ }
212
+
213
+ }
214
+
215
+ /**
216
+ * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
217
+ * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
218
+ * one of them will cause any others to also become unusable.
219
+ */
220
+ dispose() {
221
+
222
+ this._dispose();
223
+
224
+ if ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();
225
+ if ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();
226
+
227
+ }
228
+
229
+ // private interface
230
+
231
+ _setSize( cubeSize ) {
232
+
233
+ this._lodMax = Math.floor( Math.log2( cubeSize ) );
234
+ this._cubeSize = Math.pow( 2, this._lodMax );
235
+
236
+ }
237
+
238
+ _dispose() {
239
+
240
+ if ( this._blurMaterial !== null ) this._blurMaterial.dispose();
241
+
242
+ if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();
243
+
244
+ for ( let i = 0; i < this._lodPlanes.length; i ++ ) {
245
+
246
+ this._lodPlanes[ i ].dispose();
247
+
248
+ }
249
+
250
+ }
251
+
252
+ _cleanup( outputTarget ) {
253
+
254
+ this._renderer.setRenderTarget( _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel );
255
+ this._renderer.xr.enabled = _oldXrEnabled;
256
+
257
+ outputTarget.scissorTest = false;
258
+ _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );
259
+
260
+ }
261
+
262
+ _fromTexture( texture, renderTarget ) {
263
+
264
+ if ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) {
265
+
266
+ this._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) );
267
+
268
+ } else { // Equirectangular
269
+
270
+ this._setSize( texture.image.width / 4 );
271
+
272
+ }
273
+
274
+ _oldTarget = this._renderer.getRenderTarget();
275
+ _oldActiveCubeFace = this._renderer.getActiveCubeFace();
276
+ _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
277
+ _oldXrEnabled = this._renderer.xr.enabled;
278
+
279
+ this._renderer.xr.enabled = false;
280
+
281
+ const cubeUVRenderTarget = renderTarget || this._allocateTargets();
282
+ this._textureToCubeUV( texture, cubeUVRenderTarget );
283
+ this._applyPMREM( cubeUVRenderTarget );
284
+ this._cleanup( cubeUVRenderTarget );
285
+
286
+ return cubeUVRenderTarget;
287
+
288
+ }
289
+
290
+ _allocateTargets() {
291
+
292
+ const width = 3 * Math.max( this._cubeSize, 16 * 7 );
293
+ const height = 4 * this._cubeSize;
294
+
295
+ const params = {
296
+ magFilter: LinearFilter,
297
+ minFilter: LinearFilter,
298
+ generateMipmaps: false,
299
+ type: HalfFloatType,
300
+ format: RGBAFormat,
301
+ colorSpace: LinearSRGBColorSpace,
302
+ depthBuffer: false
303
+ };
304
+
305
+ const cubeUVRenderTarget = _createRenderTarget( width, height, params );
306
+
307
+ if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) {
308
+
309
+ if ( this._pingPongRenderTarget !== null ) {
310
+
311
+ this._dispose();
312
+
313
+ }
314
+
315
+ this._pingPongRenderTarget = _createRenderTarget( width, height, params );
316
+
317
+ const { _lodMax } = this;
318
+ ( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) );
319
+
320
+ this._blurMaterial = _getBlurShader( _lodMax, width, height );
321
+
322
+ }
323
+
324
+ return cubeUVRenderTarget;
325
+
326
+ }
327
+
328
+ _compileMaterial( material ) {
329
+
330
+ const tmpMesh = new Mesh( this._lodPlanes[ 0 ], material );
331
+ this._renderer.compile( tmpMesh, _flatCamera );
332
+
333
+ }
334
+
335
+ _sceneToCubeUV( scene, near, far, cubeUVRenderTarget, position ) {
336
+
337
+ const fov = 90;
338
+ const aspect = 1;
339
+ const cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
340
+ const upSign = [ 1, - 1, 1, 1, 1, 1 ];
341
+ const forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
342
+ const renderer = this._renderer;
343
+
344
+ const originalAutoClear = renderer.autoClear;
345
+ const toneMapping = renderer.toneMapping;
346
+ renderer.getClearColor( _clearColor );
347
+
348
+ renderer.toneMapping = NoToneMapping;
349
+ renderer.autoClear = false;
350
+
351
+ // https://github.com/mrdoob/three.js/issues/31413#issuecomment-3095966812
352
+ const reversedDepthBuffer = renderer.state.buffers.depth.getReversed();
353
+
354
+ if ( reversedDepthBuffer ) {
355
+
356
+ renderer.setRenderTarget( cubeUVRenderTarget );
357
+ renderer.clearDepth();
358
+ renderer.setRenderTarget( null );
359
+
360
+ }
361
+
362
+ const backgroundMaterial = new MeshBasicMaterial( {
363
+ name: 'PMREM.Background',
364
+ side: BackSide,
365
+ depthWrite: false,
366
+ depthTest: false,
367
+ } );
368
+
369
+ const backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );
370
+
371
+ let useSolidColor = false;
372
+ const background = scene.background;
373
+
374
+ if ( background ) {
375
+
376
+ if ( background.isColor ) {
377
+
378
+ backgroundMaterial.color.copy( background );
379
+ scene.background = null;
380
+ useSolidColor = true;
381
+
382
+ }
383
+
384
+ } else {
385
+
386
+ backgroundMaterial.color.copy( _clearColor );
387
+ useSolidColor = true;
388
+
389
+ }
390
+
391
+ for ( let i = 0; i < 6; i ++ ) {
392
+
393
+ const col = i % 3;
394
+
395
+ if ( col === 0 ) {
396
+
397
+ cubeCamera.up.set( 0, upSign[ i ], 0 );
398
+ cubeCamera.position.set( position.x, position.y, position.z );
399
+ cubeCamera.lookAt( position.x + forwardSign[ i ], position.y, position.z );
400
+
401
+ } else if ( col === 1 ) {
402
+
403
+ cubeCamera.up.set( 0, 0, upSign[ i ] );
404
+ cubeCamera.position.set( position.x, position.y, position.z );
405
+ cubeCamera.lookAt( position.x, position.y + forwardSign[ i ], position.z );
406
+
407
+
408
+ } else {
409
+
410
+ cubeCamera.up.set( 0, upSign[ i ], 0 );
411
+ cubeCamera.position.set( position.x, position.y, position.z );
412
+ cubeCamera.lookAt( position.x, position.y, position.z + forwardSign[ i ] );
413
+
414
+ }
415
+
416
+ const size = this._cubeSize;
417
+
418
+ _setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );
419
+
420
+ renderer.setRenderTarget( cubeUVRenderTarget );
421
+
422
+ if ( useSolidColor ) {
423
+
424
+ renderer.render( backgroundBox, cubeCamera );
425
+
426
+ }
427
+
428
+ renderer.render( scene, cubeCamera );
429
+
430
+ }
431
+
432
+ backgroundBox.geometry.dispose();
433
+ backgroundBox.material.dispose();
434
+
435
+ renderer.toneMapping = toneMapping;
436
+ renderer.autoClear = originalAutoClear;
437
+ scene.background = background;
438
+
439
+ }
440
+
441
+ _textureToCubeUV( texture, cubeUVRenderTarget ) {
442
+
443
+ const renderer = this._renderer;
444
+
445
+ const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );
446
+
447
+ if ( isCubeTexture ) {
448
+
449
+ if ( this._cubemapMaterial === null ) {
450
+
451
+ this._cubemapMaterial = _getCubemapMaterial();
452
+
453
+ }
454
+
455
+ this._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? - 1 : 1;
456
+
457
+ } else {
458
+
459
+ if ( this._equirectMaterial === null ) {
460
+
461
+ this._equirectMaterial = _getEquirectMaterial();
462
+
463
+ }
464
+
465
+ }
466
+
467
+ const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;
468
+ const mesh = new Mesh( this._lodPlanes[ 0 ], material );
469
+
470
+ const uniforms = material.uniforms;
471
+
472
+ uniforms[ 'envMap' ].value = texture;
473
+
474
+ const size = this._cubeSize;
475
+
476
+ _setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );
477
+
478
+ renderer.setRenderTarget( cubeUVRenderTarget );
479
+ renderer.render( mesh, _flatCamera );
480
+
481
+ }
482
+
483
+ _applyPMREM( cubeUVRenderTarget ) {
484
+
485
+ const renderer = this._renderer;
486
+ const autoClear = renderer.autoClear;
487
+ renderer.autoClear = false;
488
+ const n = this._lodPlanes.length;
489
+
490
+ for ( let i = 1; i < n; i ++ ) {
491
+
492
+ const sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] );
493
+
494
+ const poleAxis = _axisDirections[ ( n - i - 1 ) % _axisDirections.length ];
495
+
496
+ this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
497
+
498
+ }
499
+
500
+ renderer.autoClear = autoClear;
501
+
502
+ }
503
+
504
+ /**
505
+ * This is a two-pass Gaussian blur for a cubemap. Normally this is done
506
+ * vertically and horizontally, but this breaks down on a cube. Here we apply
507
+ * the blur latitudinally (around the poles), and then longitudinally (towards
508
+ * the poles) to approximate the orthogonally-separable blur. It is least
509
+ * accurate at the poles, but still does a decent job.
510
+ *
511
+ * @private
512
+ * @param {WebGLRenderTarget} cubeUVRenderTarget
513
+ * @param {number} lodIn
514
+ * @param {number} lodOut
515
+ * @param {number} sigma
516
+ * @param {Vector3} [poleAxis]
517
+ */
518
+ _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
519
+
520
+ const pingPongRenderTarget = this._pingPongRenderTarget;
521
+
522
+ this._halfBlur(
523
+ cubeUVRenderTarget,
524
+ pingPongRenderTarget,
525
+ lodIn,
526
+ lodOut,
527
+ sigma,
528
+ 'latitudinal',
529
+ poleAxis );
530
+
531
+ this._halfBlur(
532
+ pingPongRenderTarget,
533
+ cubeUVRenderTarget,
534
+ lodOut,
535
+ lodOut,
536
+ sigma,
537
+ 'longitudinal',
538
+ poleAxis );
539
+
540
+ }
541
+
542
+ _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
543
+
544
+ const renderer = this._renderer;
545
+ const blurMaterial = this._blurMaterial;
546
+
547
+ if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
548
+
549
+ error(
550
+ 'blur direction must be either latitudinal or longitudinal!' );
551
+
552
+ }
553
+
554
+ // Number of standard deviations at which to cut off the discrete approximation.
555
+ const STANDARD_DEVIATIONS = 3;
556
+
557
+ const blurMesh = new Mesh( this._lodPlanes[ lodOut ], blurMaterial );
558
+ const blurUniforms = blurMaterial.uniforms;
559
+
560
+ const pixels = this._sizeLods[ lodIn ] - 1;
561
+ const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
562
+ const sigmaPixels = sigmaRadians / radiansPerPixel;
563
+ const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
564
+
565
+ if ( samples > MAX_SAMPLES ) {
566
+
567
+ warn( `sigmaRadians, ${
568
+ sigmaRadians}, is too large and will clip, as it requested ${
569
+ samples} samples when the maximum is set to ${MAX_SAMPLES}` );
570
+
571
+ }
572
+
573
+ const weights = [];
574
+ let sum = 0;
575
+
576
+ for ( let i = 0; i < MAX_SAMPLES; ++ i ) {
577
+
578
+ const x = i / sigmaPixels;
579
+ const weight = Math.exp( - x * x / 2 );
580
+ weights.push( weight );
581
+
582
+ if ( i === 0 ) {
583
+
584
+ sum += weight;
585
+
586
+ } else if ( i < samples ) {
587
+
588
+ sum += 2 * weight;
589
+
590
+ }
591
+
592
+ }
593
+
594
+ for ( let i = 0; i < weights.length; i ++ ) {
595
+
596
+ weights[ i ] = weights[ i ] / sum;
597
+
598
+ }
599
+
600
+ blurUniforms[ 'envMap' ].value = targetIn.texture;
601
+ blurUniforms[ 'samples' ].value = samples;
602
+ blurUniforms[ 'weights' ].value = weights;
603
+ blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
604
+
605
+ if ( poleAxis ) {
606
+
607
+ blurUniforms[ 'poleAxis' ].value = poleAxis;
608
+
609
+ }
610
+
611
+ const { _lodMax } = this;
612
+ blurUniforms[ 'dTheta' ].value = radiansPerPixel;
613
+ blurUniforms[ 'mipInt' ].value = _lodMax - lodIn;
614
+
615
+ const outputSize = this._sizeLods[ lodOut ];
616
+ const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );
617
+ const y = 4 * ( this._cubeSize - outputSize );
618
+
619
+ _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
620
+ renderer.setRenderTarget( targetOut );
621
+ renderer.render( blurMesh, _flatCamera );
622
+
623
+ }
624
+
625
+ }
626
+
627
+
628
+
629
+ function _createPlanes( lodMax ) {
630
+
631
+ const lodPlanes = [];
632
+ const sizeLods = [];
633
+ const sigmas = [];
634
+
635
+ let lod = lodMax;
636
+
637
+ const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
638
+
639
+ for ( let i = 0; i < totalLods; i ++ ) {
640
+
641
+ const sizeLod = Math.pow( 2, lod );
642
+ sizeLods.push( sizeLod );
643
+ let sigma = 1.0 / sizeLod;
644
+
645
+ if ( i > lodMax - LOD_MIN ) {
646
+
647
+ sigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];
648
+
649
+ } else if ( i === 0 ) {
650
+
651
+ sigma = 0;
652
+
653
+ }
654
+
655
+ sigmas.push( sigma );
656
+
657
+ const texelSize = 1.0 / ( sizeLod - 2 );
658
+ const min = - texelSize;
659
+ const max = 1 + texelSize;
660
+ const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
661
+
662
+ const cubeFaces = 6;
663
+ const vertices = 6;
664
+ const positionSize = 3;
665
+ const uvSize = 2;
666
+ const faceIndexSize = 1;
667
+
668
+ const position = new Float32Array( positionSize * vertices * cubeFaces );
669
+ const uv = new Float32Array( uvSize * vertices * cubeFaces );
670
+ const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
671
+
672
+ for ( let face = 0; face < cubeFaces; face ++ ) {
673
+
674
+ const x = ( face % 3 ) * 2 / 3 - 1;
675
+ const y = face > 2 ? 0 : - 1;
676
+ const coordinates = [
677
+ x, y, 0,
678
+ x + 2 / 3, y, 0,
679
+ x + 2 / 3, y + 1, 0,
680
+ x, y, 0,
681
+ x + 2 / 3, y + 1, 0,
682
+ x, y + 1, 0
683
+ ];
684
+ position.set( coordinates, positionSize * vertices * face );
685
+ uv.set( uv1, uvSize * vertices * face );
686
+ const fill = [ face, face, face, face, face, face ];
687
+ faceIndex.set( fill, faceIndexSize * vertices * face );
688
+
689
+ }
690
+
691
+ const planes = new BufferGeometry();
692
+ planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
693
+ planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
694
+ planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
695
+ lodPlanes.push( planes );
696
+
697
+ if ( lod > LOD_MIN ) {
698
+
699
+ lod --;
700
+
701
+ }
702
+
703
+ }
704
+
705
+ return { lodPlanes, sizeLods, sigmas };
706
+
707
+ }
708
+
709
+ function _createRenderTarget( width, height, params ) {
710
+
711
+ const cubeUVRenderTarget = new WebGLRenderTarget( width, height, params );
712
+ cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
713
+ cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
714
+ cubeUVRenderTarget.scissorTest = true;
715
+ return cubeUVRenderTarget;
716
+
717
+ }
718
+
719
+ function _setViewport( target, x, y, width, height ) {
720
+
721
+ target.viewport.set( x, y, width, height );
722
+ target.scissor.set( x, y, width, height );
723
+
724
+ }
725
+
726
+ function _getBlurShader( lodMax, width, height ) {
727
+
728
+ const weights = new Float32Array( MAX_SAMPLES );
729
+ const poleAxis = new Vector3( 0, 1, 0 );
730
+ const shaderMaterial = new ShaderMaterial( {
731
+
732
+ name: 'SphericalGaussianBlur',
733
+
734
+ defines: {
735
+ 'n': MAX_SAMPLES,
736
+ 'CUBEUV_TEXEL_WIDTH': 1.0 / width,
737
+ 'CUBEUV_TEXEL_HEIGHT': 1.0 / height,
738
+ 'CUBEUV_MAX_MIP': `${lodMax}.0`,
739
+ },
740
+
741
+ uniforms: {
742
+ 'envMap': { value: null },
743
+ 'samples': { value: 1 },
744
+ 'weights': { value: weights },
745
+ 'latitudinal': { value: false },
746
+ 'dTheta': { value: 0 },
747
+ 'mipInt': { value: 0 },
748
+ 'poleAxis': { value: poleAxis }
749
+ },
750
+
751
+ vertexShader: _getCommonVertexShader(),
752
+
753
+ fragmentShader: /* glsl */`
754
+
755
+ precision mediump float;
756
+ precision mediump int;
757
+
758
+ varying vec3 vOutputDirection;
759
+
760
+ uniform sampler2D envMap;
761
+ uniform int samples;
762
+ uniform float weights[ n ];
763
+ uniform bool latitudinal;
764
+ uniform float dTheta;
765
+ uniform float mipInt;
766
+ uniform vec3 poleAxis;
767
+
768
+ #define ENVMAP_TYPE_CUBE_UV
769
+ #include <cube_uv_reflection_fragment>
770
+
771
+ vec3 getSample( float theta, vec3 axis ) {
772
+
773
+ float cosTheta = cos( theta );
774
+ // Rodrigues' axis-angle rotation
775
+ vec3 sampleDirection = vOutputDirection * cosTheta
776
+ + cross( axis, vOutputDirection ) * sin( theta )
777
+ + axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );
778
+
779
+ return bilinearCubeUV( envMap, sampleDirection, mipInt );
780
+
781
+ }
782
+
783
+ void main() {
784
+
785
+ vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );
786
+
787
+ if ( all( equal( axis, vec3( 0.0 ) ) ) ) {
788
+
789
+ axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );
790
+
791
+ }
792
+
793
+ axis = normalize( axis );
794
+
795
+ gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
796
+ gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );
797
+
798
+ for ( int i = 1; i < n; i++ ) {
799
+
800
+ if ( i >= samples ) {
801
+
802
+ break;
803
+
804
+ }
805
+
806
+ float theta = dTheta * float( i );
807
+ gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );
808
+ gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );
809
+
810
+ }
811
+
812
+ }
813
+ `,
814
+
815
+ blending: NoBlending,
816
+ depthTest: false,
817
+ depthWrite: false
818
+
819
+ } );
820
+
821
+ return shaderMaterial;
822
+
823
+ }
824
+
825
+ function _getEquirectMaterial() {
826
+
827
+ return new ShaderMaterial( {
828
+
829
+ name: 'EquirectangularToCubeUV',
830
+
831
+ uniforms: {
832
+ 'envMap': { value: null }
833
+ },
834
+
835
+ vertexShader: _getCommonVertexShader(),
836
+
837
+ fragmentShader: /* glsl */`
838
+
839
+ precision mediump float;
840
+ precision mediump int;
841
+
842
+ varying vec3 vOutputDirection;
843
+
844
+ uniform sampler2D envMap;
845
+
846
+ #include <common>
847
+
848
+ void main() {
849
+
850
+ vec3 outputDirection = normalize( vOutputDirection );
851
+ vec2 uv = equirectUv( outputDirection );
852
+
853
+ gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );
854
+
855
+ }
856
+ `,
857
+
858
+ blending: NoBlending,
859
+ depthTest: false,
860
+ depthWrite: false
861
+
862
+ } );
863
+
864
+ }
865
+
866
+ function _getCubemapMaterial() {
867
+
868
+ return new ShaderMaterial( {
869
+
870
+ name: 'CubemapToCubeUV',
871
+
872
+ uniforms: {
873
+ 'envMap': { value: null },
874
+ 'flipEnvMap': { value: - 1 }
875
+ },
876
+
877
+ vertexShader: _getCommonVertexShader(),
878
+
879
+ fragmentShader: /* glsl */`
880
+
881
+ precision mediump float;
882
+ precision mediump int;
883
+
884
+ uniform float flipEnvMap;
885
+
886
+ varying vec3 vOutputDirection;
887
+
888
+ uniform samplerCube envMap;
889
+
890
+ void main() {
891
+
892
+ gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );
893
+
894
+ }
895
+ `,
896
+
897
+ blending: NoBlending,
898
+ depthTest: false,
899
+ depthWrite: false
900
+
901
+ } );
902
+
903
+ }
904
+
905
+ function _getCommonVertexShader() {
906
+
907
+ return /* glsl */`
908
+
909
+ precision mediump float;
910
+ precision mediump int;
911
+
912
+ attribute float faceIndex;
913
+
914
+ varying vec3 vOutputDirection;
915
+
916
+ // RH coordinate system; PMREM face-indexing convention
917
+ vec3 getDirection( vec2 uv, float face ) {
918
+
919
+ uv = 2.0 * uv - 1.0;
920
+
921
+ vec3 direction = vec3( uv, 1.0 );
922
+
923
+ if ( face == 0.0 ) {
924
+
925
+ direction = direction.zyx; // ( 1, v, u ) pos x
926
+
927
+ } else if ( face == 1.0 ) {
928
+
929
+ direction = direction.xzy;
930
+ direction.xz *= -1.0; // ( -u, 1, -v ) pos y
931
+
932
+ } else if ( face == 2.0 ) {
933
+
934
+ direction.x *= -1.0; // ( -u, v, 1 ) pos z
935
+
936
+ } else if ( face == 3.0 ) {
937
+
938
+ direction = direction.zyx;
939
+ direction.xz *= -1.0; // ( -1, v, -u ) neg x
940
+
941
+ } else if ( face == 4.0 ) {
942
+
943
+ direction = direction.xzy;
944
+ direction.xy *= -1.0; // ( -u, -1, v ) neg y
945
+
946
+ } else if ( face == 5.0 ) {
947
+
948
+ direction.z *= -1.0; // ( u, v, -1 ) neg z
949
+
950
+ }
951
+
952
+ return direction;
953
+
954
+ }
955
+
956
+ void main() {
957
+
958
+ vOutputDirection = getDirection( uv, faceIndex );
959
+ gl_Position = vec4( position, 1.0 );
960
+
961
+ }
962
+ `;
963
+
964
+ }
965
+
966
+ export { PMREMGenerator };