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ktongue/docker_container / simsite /frontend /node_modules /three-stdlib /misc /ProgressiveLightmap.js
| import { Scene, WebGLRenderTarget, FloatType, MeshPhongMaterial, MeshBasicMaterial, DoubleSide, PlaneGeometry, Mesh } from "three"; | |
| import potpack from "potpack"; | |
| import { UV1 } from "../_polyfill/uv1.js"; | |
| class ProgressiveLightMap { | |
| constructor(renderer, res = 1024) { | |
| this.renderer = renderer; | |
| this.res = res; | |
| this.lightMapContainers = []; | |
| this.compiled = false; | |
| this.scene = new Scene(); | |
| this.scene.background = null; | |
| this.tinyTarget = new WebGLRenderTarget(1, 1); | |
| this.buffer1Active = false; | |
| this.firstUpdate = true; | |
| this.warned = false; | |
| const format = /(Android|iPad|iPhone|iPod)/g.test(navigator.userAgent) ? alfFloatType : FloatType; | |
| this.progressiveLightMap1 = new WebGLRenderTarget(this.res, this.res, { type: format }); | |
| this.progressiveLightMap2 = new WebGLRenderTarget(this.res, this.res, { type: format }); | |
| this.uvMat = new MeshPhongMaterial(); | |
| this.uvMat.uniforms = {}; | |
| this.uvMat.onBeforeCompile = (shader) => { | |
| shader.vertexShader = "#define USE_LIGHTMAP\n" + shader.vertexShader.slice(0, -1) + ` gl_Position = vec4((${UV1} - 0.5) * 2.0, 1.0, 1.0); }`; | |
| const bodyStart = shader.fragmentShader.indexOf("void main() {"); | |
| shader.fragmentShader = `varying vec2 v${UV1 === "uv1" ? UV1 : "Uv2"}; | |
| ` + shader.fragmentShader.slice(0, bodyStart) + " uniform sampler2D previousShadowMap;\n uniform float averagingWindow;\n" + shader.fragmentShader.slice(bodyStart - 1, -1) + ` | |
| vec3 texelOld = texture2D(previousShadowMap, v${UV1 === "uv1" ? UV1 : "Uv2"}).rgb; | |
| gl_FragColor.rgb = mix(texelOld, gl_FragColor.rgb, 1.0/averagingWindow); | |
| }`; | |
| shader.uniforms.previousShadowMap = { value: this.progressiveLightMap1.texture }; | |
| shader.uniforms.averagingWindow = { value: 100 }; | |
| this.uvMat.uniforms = shader.uniforms; | |
| this.uvMat.userData.shader = shader; | |
| this.compiled = true; | |
| }; | |
| } | |
| /** | |
| * Sets these objects' materials' lightmaps and modifies their uv1's. | |
| * @param {Object3D} objects An array of objects and lights to set up your lightmap. | |
| */ | |
| addObjectsToLightMap(objects) { | |
| this.uv_boxes = []; | |
| const padding = 3 / this.res; | |
| for (let ob = 0; ob < objects.length; ob++) { | |
| const object = objects[ob]; | |
| if (object.isLight) { | |
| this.scene.attach(object); | |
| continue; | |
| } | |
| if (!object.geometry.hasAttribute("uv")) { | |
| console.warn("All lightmap objects need UVs!"); | |
| continue; | |
| } | |
| if (this.blurringPlane == null) { | |
| this._initializeBlurPlane(this.res, this.progressiveLightMap1); | |
| } | |
| object.material.lightMap = this.progressiveLightMap2.texture; | |
| object.material.dithering = true; | |
| object.castShadow = true; | |
| object.receiveShadow = true; | |
| object.renderOrder = 1e3 + ob; | |
| this.uv_boxes.push({ w: 1 + padding * 2, h: 1 + padding * 2, index: ob }); | |
| this.lightMapContainers.push({ basicMat: object.material, object }); | |
| this.compiled = false; | |
| } | |
| const dimensions = potpack(this.uv_boxes); | |
| this.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] = (uv1.array[i + 1] + box.y + padding) / dimensions.h; | |
| } | |
| objects[box.index].geometry.setAttribute(UV1, uv1); | |
| objects[box.index].geometry.getAttribute(UV1).needsUpdate = true; | |
| }); | |
| } | |
| /** | |
| * This function renders each mesh one at a time into their respective surface maps | |
| * @param {Camera} camera Standard Rendering Camera | |
| * @param {number} blendWindow When >1, samples will accumulate over time. | |
| * @param {boolean} blurEdges Whether to fix UV Edges via blurring | |
| */ | |
| update(camera, blendWindow = 100, blurEdges = true) { | |
| if (this.blurringPlane == null) { | |
| return; | |
| } | |
| const oldTarget = this.renderer.getRenderTarget(); | |
| this.blurringPlane.visible = blurEdges; | |
| 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); | |
| } | |
| if (this.firstUpdate) { | |
| this.renderer.setRenderTarget(this.tinyTarget); | |
| this.renderer.render(this.scene, camera); | |
| this.firstUpdate = false; | |
| } | |
| for (let l = 0; l < this.lightMapContainers.length; l++) { | |
| this.uvMat.uniforms.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; | |
| } | |
| const activeMap = this.buffer1Active ? this.progressiveLightMap1 : this.progressiveLightMap2; | |
| const inactiveMap = this.buffer1Active ? this.progressiveLightMap2 : this.progressiveLightMap1; | |
| this.renderer.setRenderTarget(activeMap); | |
| this.uvMat.uniforms.previousShadowMap = { value: inactiveMap.texture }; | |
| this.blurringPlane.material.uniforms.previousShadowMap = { value: inactiveMap.texture }; | |
| this.buffer1Active = !this.buffer1Active; | |
| this.renderer.render(this.scene, camera); | |
| 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); | |
| } | |
| this.renderer.setRenderTarget(oldTarget); | |
| } | |
| /** DEBUG | |
| * Draw 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 = void 0) { | |
| if (this.lightMapContainers.length == 0) { | |
| if (!this.warned) { | |
| console.warn("Call this after adding the objects!"); | |
| this.warned = true; | |
| } | |
| return; | |
| } | |
| if (this.labelMesh == null) { | |
| this.labelMaterial = new MeshBasicMaterial({ | |
| map: this.progressiveLightMap1.texture, | |
| side: DoubleSide | |
| }); | |
| this.labelPlane = new PlaneGeometry(100, 100); | |
| this.labelMesh = new Mesh(this.labelPlane, this.labelMaterial); | |
| this.labelMesh.position.y = 250; | |
| this.lightMapContainers[0].object.parent.add(this.labelMesh); | |
| } | |
| if (position != void 0) { | |
| this.labelMesh.position.copy(position); | |
| } | |
| this.labelMesh.visible = visible; | |
| } | |
| /** | |
| * INTERNAL Creates the Blurring Plane | |
| * @param {number} res The square resolution of this object's lightMap. | |
| * @param {WebGLRenderTexture} lightMap The lightmap to initialize the plane with. | |
| */ | |
| _initializeBlurPlane(res, lightMap = null) { | |
| const blurMaterial = new MeshBasicMaterial(); | |
| blurMaterial.uniforms = { | |
| previousShadowMap: { value: null }, | |
| pixelOffset: { value: 1 / res }, | |
| polygonOffset: true, | |
| polygonOffsetFactor: -1, | |
| polygonOffsetUnits: 3 | |
| }; | |
| blurMaterial.onBeforeCompile = (shader) => { | |
| shader.vertexShader = "#define USE_UV\n" + shader.vertexShader.slice(0, -1) + " gl_Position = vec4((uv - 0.5) * 2.0, 1.0, 1.0); }"; | |
| const bodyStart = shader.fragmentShader.indexOf("void main() {"); | |
| shader.fragmentShader = "#define USE_UV\n" + shader.fragmentShader.slice(0, bodyStart) + " uniform sampler2D previousShadowMap;\n uniform float pixelOffset;\n" + shader.fragmentShader.slice(bodyStart - 1, -1) + ` gl_FragColor.rgb = ( | |
| texture2D(previousShadowMap, vUv + vec2( pixelOffset, 0.0 )).rgb + | |
| texture2D(previousShadowMap, vUv + vec2( 0.0 , pixelOffset)).rgb + | |
| texture2D(previousShadowMap, vUv + vec2( 0.0 , -pixelOffset)).rgb + | |
| texture2D(previousShadowMap, vUv + vec2(-pixelOffset, 0.0 )).rgb + | |
| texture2D(previousShadowMap, vUv + vec2( pixelOffset, pixelOffset)).rgb + | |
| texture2D(previousShadowMap, vUv + vec2(-pixelOffset, pixelOffset)).rgb + | |
| texture2D(previousShadowMap, vUv + vec2( pixelOffset, -pixelOffset)).rgb + | |
| texture2D(previousShadowMap, vUv + vec2(-pixelOffset, -pixelOffset)).rgb)/8.0; | |
| }`; | |
| shader.uniforms.previousShadowMap = { value: lightMap.texture }; | |
| shader.uniforms.pixelOffset = { value: 0.5 / res }; | |
| blurMaterial.uniforms = shader.uniforms; | |
| blurMaterial.userData.shader = shader; | |
| this.compiled = true; | |
| }; | |
| 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 | |
| }; | |
| //# sourceMappingURL=ProgressiveLightmap.js.map | |
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