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- import { DoubleSide, FloatType, HalfFloatType, Mesh, MeshBasicMaterial, MeshPhongMaterial, PlaneGeometry, Scene, WebGLRenderTarget } from 'three';
- 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 WebGLRenderer}.
- * When using {@link WebGPURenderer}, import from `ProgressiveLightMapGPU.js`.
- *
- * @three_import import { ProgressiveLightMap } from 'three/addons/misc/ProgressiveLightMap.js';
- */
- class ProgressiveLightMap {
- /**
- * Constructs a new progressive light map.
- *
- * @param {WebGLRenderer} renderer - The renderer.
- * @param {number} [res=1024] - The side-long dimension of the total lightmap.
- */
- constructor( renderer, res = 1024 ) {
- /**
- * The renderer.
- *
- * @type {WebGLRenderer}
- */
- this.renderer = renderer;
- /**
- * The side-long dimension of the total lightmap.
- *
- * @type {number}
- * @default 1024
- */
- this.res = res;
- // internals
- this.lightMapContainers = [];
- this.scene = new Scene();
- this.buffer1Active = false;
- this.firstUpdate = true;
- this.labelMesh = null;
- this.blurringPlane = null;
- // Create the Progressive LightMap Texture
- const format = /(Android|iPad|iPhone|iPod)/g.test( navigator.userAgent ) ? HalfFloatType : FloatType;
- this.progressiveLightMap1 = new WebGLRenderTarget( this.res, this.res, { type: format } );
- this.progressiveLightMap2 = new 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 MeshPhongMaterial();
- this.uvMat.uniforms = {};
- this.uvMat.onBeforeCompile = ( shader ) => {
- // Vertex Shader: Set Vertex Positions to the Unwrapped UV Positions
- shader.vertexShader =
- 'attribute vec2 uv1;\n' +
- '#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;
- };
- }
- /**
- * 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...
- 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' ) === false ) {
- console.warn( 'THREE.ProgressiveLightMap: 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 } );
- }
- // 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 - 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 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 );
- }
- // Initialize everything
- if ( this.firstUpdate === true ) {
- this.renderer.compile( 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 );
- }
- /**
- * 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 = undefined ) {
- if ( this.lightMapContainers.length === 0 ) {
- console.warn( 'THREE.ProgressiveLightMap: Call .showDebugLightmap() after adding the objects.' );
- return;
- }
- if ( this.labelMesh === null ) {
- const labelMaterial = new MeshBasicMaterial( { map: this.progressiveLightMap1.texture, 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 !== undefined ) {
- this.labelMesh.position.copy( position );
- }
- this.labelMesh.visible = visible;
- }
- /**
- * Creates the Blurring Plane.
- *
- * @private
- * @param {number} res - The square resolution of this object's lightMap.
- * @param {WebGLRenderTarget} [lightMap] - The lightmap to initialize the plane with.
- */
- _initializeBlurPlane( res, lightMap = null ) {
- const blurMaterial = new 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.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 );
- }
- /**
- * 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();
- }
- }
- }
- export { ProgressiveLightMap };
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