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ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /misc /ProgressiveLightMap.js
| import * as THREE from 'three'; | |
| import { potpack } from '../libs/potpack.module.js'; | |
| /** | |
| * Progressive Light Map Accumulator, by [zalo](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. | |
| * | |
| * @param {WebGLRenderer} renderer A WebGL Rendering Context | |
| * @param {number} res The side-long dimension of you total lightmap | |
| */ | |
| class ProgressiveLightMap { | |
| constructor( renderer, res = 1024 ) { | |
| this.renderer = renderer; | |
| this.res = res; | |
| this.lightMapContainers = []; | |
| this.compiled = false; | |
| this.scene = new THREE.Scene(); | |
| this.scene.background = null; | |
| this.tinyTarget = new THREE.WebGLRenderTarget( 1, 1 ); | |
| this.buffer1Active = false; | |
| this.firstUpdate = true; | |
| this.warned = false; | |
| // Create the Progressive LightMap Texture | |
| const format = /(Android|iPad|iPhone|iPod)/g.test( navigator.userAgent ) ? THREE.HalfFloatType : THREE.FloatType; | |
| this.progressiveLightMap1 = new THREE.WebGLRenderTarget( this.res, this.res, { type: format } ); | |
| this.progressiveLightMap2 = new THREE.WebGLRenderTarget( this.res, this.res, { type: format } ); | |
| this.progressiveLightMap2.texture.channel = 1; | |
| // Inject some spicy new logic into a standard phong material | |
| this.uvMat = new THREE.MeshPhongMaterial(); | |
| this.uvMat.uniforms = {}; | |
| this.uvMat.onBeforeCompile = ( shader ) => { | |
| // Vertex Shader: Set Vertex Positions to the Unwrapped UV Positions | |
| shader.vertexShader = | |
| '#define USE_LIGHTMAP\n' + | |
| '#define LIGHTMAP_UV uv1\n' + | |
| shader.vertexShader.slice( 0, - 1 ) + | |
| ' gl_Position = vec4((LIGHTMAP_UV - 0.5) * 2.0, 1.0, 1.0); }'; | |
| // Fragment Shader: Set Pixels to average in the Previous frame's Shadows | |
| const bodyStart = shader.fragmentShader.indexOf( 'void main() {' ); | |
| shader.fragmentShader = | |
| '#define USE_LIGHTMAP\n' + | |
| shader.fragmentShader.slice( 0, bodyStart ) + | |
| ' uniform sampler2D previousShadowMap;\n uniform float averagingWindow;\n' + | |
| shader.fragmentShader.slice( bodyStart - 1, - 1 ) + | |
| `\nvec3 texelOld = texture2D(previousShadowMap, vLightMapUv).rgb; | |
| gl_FragColor.rgb = mix(texelOld, gl_FragColor.rgb, 1.0/averagingWindow); | |
| }`; | |
| // Set the Previous Frame's Texture Buffer and Averaging Window | |
| shader.uniforms.previousShadowMap = { value: this.progressiveLightMap1.texture }; | |
| shader.uniforms.averagingWindow = { value: 100 }; | |
| this.uvMat.uniforms = shader.uniforms; | |
| // Set the new Shader to this | |
| 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 ) { | |
| // Prepare list of UV bounding boxes for packing later... | |
| this.uv_boxes = []; const padding = 3 / this.res; | |
| 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' ) ) { | |
| console.warn( 'All lightmap objects need UVs!' ); continue; | |
| } | |
| if ( this.blurringPlane == null ) { | |
| this._initializeBlurPlane( this.res, this.progressiveLightMap1 ); | |
| } | |
| // 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 | |
| // TODO: Size these by object surface area | |
| this.uv_boxes.push( { w: 1 + ( padding * 2 ), | |
| h: 1 + ( padding * 2 ), index: ob } ); | |
| this.lightMapContainers.push( { basicMat: object.material, object: object } ); | |
| this.compiled = false; | |
| } | |
| // Pack the objects' lightmap UVs into the same global space | |
| 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; | |
| } | |
| // Store the original Render Target | |
| const oldTarget = 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 ); | |
| } | |
| // Render once normally to initialize everything | |
| if ( this.firstUpdate ) { | |
| this.renderer.setRenderTarget( this.tinyTarget ); // Tiny for Speed | |
| this.renderer.render( this.scene, camera ); | |
| this.firstUpdate = false; | |
| } | |
| // Set each object's material to the UV Unwrapped Surface Mapping Version | |
| 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; | |
| } | |
| // 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.uvMat.uniforms.previousShadowMap = { value: inactiveMap.texture }; | |
| this.blurringPlane.material.uniforms.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( 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 = undefined ) { | |
| 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 THREE.MeshBasicMaterial( | |
| { map: this.progressiveLightMap1.texture, side: THREE.DoubleSide } ); | |
| this.labelPlane = new THREE.PlaneGeometry( 100, 100 ); | |
| this.labelMesh = new THREE.Mesh( this.labelPlane, this.labelMaterial ); | |
| this.labelMesh.position.y = 250; | |
| this.lightMapContainers[ 0 ].object.parent.add( this.labelMesh ); | |
| } | |
| if ( position != undefined ) { | |
| 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 THREE.MeshBasicMaterial(); | |
| blurMaterial.uniforms = { previousShadowMap: { value: null }, | |
| pixelOffset: { value: 1.0 / res }, | |
| polygonOffset: true, polygonOffsetFactor: - 1, polygonOffsetUnits: 3.0 }; | |
| blurMaterial.onBeforeCompile = ( shader ) => { | |
| // Vertex Shader: Set Vertex Positions to the Unwrapped UV Positions | |
| shader.vertexShader = | |
| '#define USE_UV\n' + | |
| shader.vertexShader.slice( 0, - 1 ) + | |
| ' gl_Position = vec4((uv - 0.5) * 2.0, 1.0, 1.0); }'; | |
| // Fragment Shader: Set Pixels to 9-tap box blur the current frame's Shadows | |
| 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; | |
| }`; | |
| // Set the LightMap Accumulation Buffer | |
| shader.uniforms.previousShadowMap = { value: lightMap.texture }; | |
| shader.uniforms.pixelOffset = { value: 0.5 / res }; | |
| blurMaterial.uniforms = shader.uniforms; | |
| // Set the new Shader to this | |
| blurMaterial.userData.shader = shader; | |
| this.compiled = true; | |
| }; | |
| this.blurringPlane = new THREE.Mesh( new THREE.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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