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( function () {
/**
* 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
} );
// 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' + shader.vertexShader.slice( 0, - 1 ) + ' gl_Position = vec4((uv2 - 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 = 'varying vec2 vUv2;\n' + shader.fragmentShader.slice( 0, bodyStart ) + ' uniform sampler2D previousShadowMap;\n uniform float averagingWindow;\n' + shader.fragmentShader.slice( bodyStart - 1, - 1 ) + `\nvec3 texelOld = texture2D(previousShadowMap, vUv2).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 uv2'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 uv2 = objects[ box.index ].geometry.getAttribute( 'uv' ).clone();
for ( let i = 0; i < uv2.array.length; i += uv2.itemSize ) {
uv2.array[ i ] = ( uv2.array[ i ] + box.x + padding ) / dimensions.w;
uv2.array[ i + 1 ] = ( uv2.array[ i + 1 ] + box.y + padding ) / dimensions.h;
}
objects[ box.index ].geometry.setAttribute( 'uv2', uv2 );
objects[ box.index ].geometry.getAttribute( 'uv2' ).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 );
}
}
THREE.ProgressiveLightMap = ProgressiveLightMap;
} )();