Buckets:
| import { DoubleSide, FloatType, HalfFloatType, PlaneGeometry, Mesh, RenderTarget, Scene, MeshPhongNodeMaterial, NodeMaterial } from 'three/webgpu'; | |
| import { add, float, mix, output, sub, texture, uniform, uv, vec2, vec4 } from 'three/tsl'; | |
| import { potpack } from '../libs/potpack.module.js'; | |
| /** | |
| * Progressive Light Map Accumulator, by [zalo]{@link https://github.com/zalo/}. | |
| * | |
| * To use, simply construct a `ProgressiveLightMap` object, | |
| * `plmap.addObjectsToLightMap(object)` an array of semi-static | |
| * objects and lights to the class once, and then call | |
| * `plmap.update(camera)` every frame to begin accumulating | |
| * lighting samples. | |
| * | |
| * This should begin accumulating lightmaps which apply to | |
| * your objects, so you can start jittering lighting to achieve | |
| * the texture-space effect you're looking for. | |
| * | |
| * This class can only be used with {@link WebGPURenderer}. | |
| * When using {@link WebGLRenderer}, import from `ProgressiveLightMap.js`. | |
| * | |
| * @three_import import { ProgressiveLightMap } from 'three/addons/misc/ProgressiveLightMapGPU.js'; | |
| */ | |
| class ProgressiveLightMap { | |
| /** | |
| * @param {WebGPURenderer} renderer - The renderer. | |
| * @param {number} [resolution=1024] - The side-long dimension of the total lightmap. | |
| */ | |
| constructor( renderer, resolution = 1024 ) { | |
| /** | |
| * The renderer. | |
| * | |
| * @type {WebGPURenderer} | |
| */ | |
| this.renderer = renderer; | |
| /** | |
| * The side-long dimension of the total lightmap. | |
| * | |
| * @type {number} | |
| * @default 1024 | |
| */ | |
| this.resolution = resolution; | |
| this._lightMapContainers = []; | |
| this._scene = new Scene(); | |
| this._buffer1Active = false; | |
| this._labelMesh = null; | |
| this._blurringPlane = null; | |
| // Create the Progressive LightMap Texture | |
| const type = /(Android|iPad|iPhone|iPod)/g.test( navigator.userAgent ) ? HalfFloatType : FloatType; | |
| this._progressiveLightMap1 = new RenderTarget( this.resolution, this.resolution, { type: type } ); | |
| this._progressiveLightMap2 = new RenderTarget( this.resolution, this.resolution, { type: type } ); | |
| this._progressiveLightMap2.texture.channel = 1; | |
| // uniforms | |
| this._averagingWindow = uniform( 100 ); | |
| this._previousShadowMap = texture( this._progressiveLightMap1.texture ); | |
| // materials | |
| const uvNode = uv( 1 ).flipY(); | |
| this._uvMat = new MeshPhongNodeMaterial(); | |
| this._uvMat.vertexNode = vec4( sub( uvNode, vec2( 0.5 ) ).mul( 2 ), 1, 1 ); | |
| this._uvMat.outputNode = vec4( mix( this._previousShadowMap.sample( uv( 1 ) ), output, float( 1 ).div( this._averagingWindow ) ) ); | |
| } | |
| /** | |
| * Sets these objects' materials' lightmaps and modifies their uv1's. | |
| * | |
| * @param {Array<Object3D>} objects - An array of objects and lights to set up your lightmap. | |
| */ | |
| addObjectsToLightMap( objects ) { | |
| // Prepare list of UV bounding boxes for packing later... | |
| const uv_boxes = []; | |
| const padding = 3 / this.resolution; | |
| for ( let ob = 0; ob < objects.length; ob ++ ) { | |
| const object = objects[ ob ]; | |
| // If this object is a light, simply add it to the internal scene | |
| if ( object.isLight ) { | |
| this._scene.attach( object ); continue; | |
| } | |
| if ( object.geometry.hasAttribute( 'uv' ) === false ) { | |
| console.warn( 'THREE.ProgressiveLightMap: All lightmap objects need uvs.' ); continue; | |
| } | |
| if ( this._blurringPlane === null ) { | |
| this._initializeBlurPlane(); | |
| } | |
| // Apply the lightmap to the object | |
| object.material.lightMap = this._progressiveLightMap2.texture; | |
| object.material.dithering = true; | |
| object.castShadow = true; | |
| object.receiveShadow = true; | |
| object.renderOrder = 1000 + ob; | |
| // Prepare UV boxes for potpack (potpack will update x and y) | |
| // TODO: Size these by object surface area | |
| uv_boxes.push( { w: 1 + ( padding * 2 ), h: 1 + ( padding * 2 ), index: ob, x: 0, y: 0 } ); | |
| this._lightMapContainers.push( { basicMat: object.material, object: object } ); | |
| } | |
| // Pack the objects' lightmap UVs into the same global space | |
| const dimensions = potpack( uv_boxes ); | |
| uv_boxes.forEach( ( box ) => { | |
| const uv1 = objects[ box.index ].geometry.getAttribute( 'uv' ).clone(); | |
| for ( let i = 0; i < uv1.array.length; i += uv1.itemSize ) { | |
| uv1.array[ i ] = ( uv1.array[ i ] + box.x + padding ) / dimensions.w; | |
| uv1.array[ i + 1 ] = 1 - ( ( uv1.array[ i + 1 ] + box.y + padding ) / dimensions.h ); | |
| } | |
| objects[ box.index ].geometry.setAttribute( 'uv1', uv1 ); | |
| objects[ box.index ].geometry.getAttribute( 'uv1' ).needsUpdate = true; | |
| } ); | |
| } | |
| /** | |
| * Frees all internal resources. | |
| */ | |
| dispose() { | |
| this._progressiveLightMap1.dispose(); | |
| this._progressiveLightMap2.dispose(); | |
| this._uvMat.dispose(); | |
| if ( this._blurringPlane !== null ) { | |
| this._blurringPlane.geometry.dispose(); | |
| this._blurringPlane.material.dispose(); | |
| } | |
| if ( this._labelMesh !== null ) { | |
| this._labelMesh.geometry.dispose(); | |
| this._labelMesh.material.dispose(); | |
| } | |
| } | |
| /** | |
| * This function renders each mesh one at a time into their respective surface maps. | |
| * | |
| * @param {Camera} camera - The camera the scene is rendered with. | |
| * @param {number} [blendWindow=100] - When >1, samples will accumulate over time. | |
| * @param {boolean} [blurEdges=true] - Whether to fix UV Edges via blurring. | |
| */ | |
| update( camera, blendWindow = 100, blurEdges = true ) { | |
| if ( this._blurringPlane === null ) { | |
| return; | |
| } | |
| // Store the original Render Target | |
| const currentRenderTarget = this.renderer.getRenderTarget(); | |
| // The blurring plane applies blur to the seams of the lightmap | |
| this._blurringPlane.visible = blurEdges; | |
| // Steal the Object3D from the real world to our special dimension | |
| for ( let l = 0; l < this._lightMapContainers.length; l ++ ) { | |
| this._lightMapContainers[ l ].object.oldScene = this._lightMapContainers[ l ].object.parent; | |
| this._scene.attach( this._lightMapContainers[ l ].object ); | |
| } | |
| // Set each object's material to the UV Unwrapped Surface Mapping Version | |
| for ( let l = 0; l < this._lightMapContainers.length; l ++ ) { | |
| this._averagingWindow.value = blendWindow; | |
| this._lightMapContainers[ l ].object.material = this._uvMat; | |
| this._lightMapContainers[ l ].object.oldFrustumCulled = this._lightMapContainers[ l ].object.frustumCulled; | |
| this._lightMapContainers[ l ].object.frustumCulled = false; | |
| } | |
| // Ping-pong two surface buffers for reading/writing | |
| const activeMap = this._buffer1Active ? this._progressiveLightMap1 : this._progressiveLightMap2; | |
| const inactiveMap = this._buffer1Active ? this._progressiveLightMap2 : this._progressiveLightMap1; | |
| // Render the object's surface maps | |
| this.renderer.setRenderTarget( activeMap ); | |
| this._previousShadowMap.value = inactiveMap.texture; | |
| this._buffer1Active = ! this._buffer1Active; | |
| this.renderer.render( this._scene, camera ); | |
| // Restore the object's Real-time Material and add it back to the original world | |
| for ( let l = 0; l < this._lightMapContainers.length; l ++ ) { | |
| this._lightMapContainers[ l ].object.frustumCulled = this._lightMapContainers[ l ].object.oldFrustumCulled; | |
| this._lightMapContainers[ l ].object.material = this._lightMapContainers[ l ].basicMat; | |
| this._lightMapContainers[ l ].object.oldScene.attach( this._lightMapContainers[ l ].object ); | |
| } | |
| // Restore the original Render Target | |
| this.renderer.setRenderTarget( currentRenderTarget ); | |
| } | |
| /** | |
| * Draws the lightmap in the main scene. Call this after adding the objects to it. | |
| * | |
| * @param {boolean} visible - Whether the debug plane should be visible | |
| * @param {Vector3} [position] - Where the debug plane should be drawn | |
| */ | |
| showDebugLightmap( visible, position = null ) { | |
| if ( this._lightMapContainers.length === 0 ) { | |
| console.warn( 'THREE.ProgressiveLightMap: Call .showDebugLightmap() after adding the objects.' ); | |
| return; | |
| } | |
| if ( this._labelMesh === null ) { | |
| const labelMaterial = new NodeMaterial(); | |
| labelMaterial.colorNode = texture( this._progressiveLightMap1.texture ).sample( uv().flipY() ); | |
| labelMaterial.side = DoubleSide; | |
| const labelGeometry = new PlaneGeometry( 100, 100 ); | |
| this._labelMesh = new Mesh( labelGeometry, labelMaterial ); | |
| this._labelMesh.position.y = 250; | |
| this._lightMapContainers[ 0 ].object.parent.add( this._labelMesh ); | |
| } | |
| if ( position !== null ) { | |
| this._labelMesh.position.copy( position ); | |
| } | |
| this._labelMesh.visible = visible; | |
| } | |
| /** | |
| * Creates the Blurring Plane. | |
| * | |
| * @private | |
| */ | |
| _initializeBlurPlane() { | |
| const blurMaterial = new NodeMaterial(); | |
| blurMaterial.polygonOffset = true; | |
| blurMaterial.polygonOffsetFactor = - 1; | |
| blurMaterial.polygonOffsetUnits = 3; | |
| blurMaterial.vertexNode = vec4( sub( uv(), vec2( 0.5 ) ).mul( 2 ), 1, 1 ); | |
| const uvNode = uv().flipY().toVar(); | |
| const pixelOffset = float( 0.5 ).div( float( this.resolution ) ).toVar(); | |
| const color = add( | |
| this._previousShadowMap.sample( uvNode.add( vec2( pixelOffset, 0 ) ) ), | |
| this._previousShadowMap.sample( uvNode.add( vec2( 0, pixelOffset ) ) ), | |
| this._previousShadowMap.sample( uvNode.add( vec2( 0, pixelOffset.negate() ) ) ), | |
| this._previousShadowMap.sample( uvNode.add( vec2( pixelOffset.negate(), 0 ) ) ), | |
| this._previousShadowMap.sample( uvNode.add( vec2( pixelOffset, pixelOffset ) ) ), | |
| this._previousShadowMap.sample( uvNode.add( vec2( pixelOffset.negate(), pixelOffset ) ) ), | |
| this._previousShadowMap.sample( uvNode.add( vec2( pixelOffset, pixelOffset.negate() ) ) ), | |
| this._previousShadowMap.sample( uvNode.add( vec2( pixelOffset.negate(), pixelOffset.negate() ) ) ), | |
| ).div( 8 ); | |
| blurMaterial.fragmentNode = color; | |
| this._blurringPlane = new Mesh( new PlaneGeometry( 1, 1 ), blurMaterial ); | |
| this._blurringPlane.name = 'Blurring Plane'; | |
| this._blurringPlane.frustumCulled = false; | |
| this._blurringPlane.renderOrder = 0; | |
| this._blurringPlane.material.depthWrite = false; | |
| this._scene.add( this._blurringPlane ); | |
| } | |
| } | |
| export { ProgressiveLightMap }; | |
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