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335 lines
11 KiB
335 lines
11 KiB
( function () {
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/**
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* Progressive Light Map Accumulator, by [zalo](https://github.com/zalo/)
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*
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* To use, simply construct a `ProgressiveLightMap` object,
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* `plmap.addObjectsToLightMap(object)` an array of semi-static
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* objects and lights to the class once, and then call
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* `plmap.update(camera)` every frame to begin accumulating
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* lighting samples.
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*
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* This should begin accumulating lightmaps which apply to
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* your objects, so you can start jittering lighting to achieve
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* the texture-space effect you're looking for.
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*
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* @param {WebGLRenderer} renderer A WebGL Rendering Context
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* @param {number} res The side-long dimension of you total lightmap
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*/
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class ProgressiveLightMap {
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constructor( renderer, res = 1024 ) {
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this.renderer = renderer;
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this.res = res;
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this.lightMapContainers = [];
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this.compiled = false;
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this.scene = new THREE.Scene();
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this.scene.background = null;
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this.tinyTarget = new THREE.WebGLRenderTarget( 1, 1 );
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this.buffer1Active = false;
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this.firstUpdate = true;
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this.warned = false;
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// Create the Progressive LightMap Texture
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const format = /(Android|iPad|iPhone|iPod)/g.test( navigator.userAgent ) ? THREE.HalfFloatType : THREE.FloatType;
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this.progressiveLightMap1 = new THREE.WebGLRenderTarget( this.res, this.res, {
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type: format
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} );
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this.progressiveLightMap2 = new THREE.WebGLRenderTarget( this.res, this.res, {
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type: format
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} );
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// Inject some spicy new logic into a standard phong material
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this.uvMat = new THREE.MeshPhongMaterial();
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this.uvMat.uniforms = {};
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this.uvMat.onBeforeCompile = shader => {
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// Vertex Shader: Set Vertex Positions to the Unwrapped UV Positions
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shader.vertexShader = '#define USE_LIGHTMAP\n' + shader.vertexShader.slice( 0, - 1 ) + ' gl_Position = vec4((uv2 - 0.5) * 2.0, 1.0, 1.0); }';
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// Fragment Shader: Set Pixels to average in the Previous frame's Shadows
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const bodyStart = shader.fragmentShader.indexOf( 'void main() {' );
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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;
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gl_FragColor.rgb = mix(texelOld, gl_FragColor.rgb, 1.0/averagingWindow);
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}`;
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// Set the Previous Frame's Texture Buffer and Averaging Window
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shader.uniforms.previousShadowMap = {
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value: this.progressiveLightMap1.texture
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};
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shader.uniforms.averagingWindow = {
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value: 100
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};
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this.uvMat.uniforms = shader.uniforms;
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// Set the new Shader to this
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this.uvMat.userData.shader = shader;
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this.compiled = true;
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};
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}
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/**
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* Sets these objects' materials' lightmaps and modifies their uv2's.
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* @param {Object3D} objects An array of objects and lights to set up your lightmap.
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*/
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addObjectsToLightMap( objects ) {
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// Prepare list of UV bounding boxes for packing later...
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this.uv_boxes = [];
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const padding = 3 / this.res;
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for ( let ob = 0; ob < objects.length; ob ++ ) {
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const object = objects[ ob ];
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// If this object is a light, simply add it to the internal scene
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if ( object.isLight ) {
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this.scene.attach( object );
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continue;
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}
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if ( ! object.geometry.hasAttribute( 'uv' ) ) {
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console.warn( 'All lightmap objects need UVs!' );
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continue;
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}
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if ( this.blurringPlane == null ) {
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this._initializeBlurPlane( this.res, this.progressiveLightMap1 );
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}
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// Apply the lightmap to the object
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object.material.lightMap = this.progressiveLightMap2.texture;
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object.material.dithering = true;
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object.castShadow = true;
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object.receiveShadow = true;
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object.renderOrder = 1000 + ob;
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// Prepare UV boxes for potpack
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// TODO: Size these by object surface area
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this.uv_boxes.push( {
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w: 1 + padding * 2,
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h: 1 + padding * 2,
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index: ob
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} );
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this.lightMapContainers.push( {
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basicMat: object.material,
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object: object
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} );
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this.compiled = false;
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}
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// Pack the objects' lightmap UVs into the same global space
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const dimensions = potpack( this.uv_boxes );
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this.uv_boxes.forEach( box => {
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const uv2 = objects[ box.index ].geometry.getAttribute( 'uv' ).clone();
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for ( let i = 0; i < uv2.array.length; i += uv2.itemSize ) {
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uv2.array[ i ] = ( uv2.array[ i ] + box.x + padding ) / dimensions.w;
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uv2.array[ i + 1 ] = ( uv2.array[ i + 1 ] + box.y + padding ) / dimensions.h;
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}
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objects[ box.index ].geometry.setAttribute( 'uv2', uv2 );
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objects[ box.index ].geometry.getAttribute( 'uv2' ).needsUpdate = true;
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} );
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}
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/**
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* This function renders each mesh one at a time into their respective surface maps
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* @param {Camera} camera Standard Rendering Camera
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* @param {number} blendWindow When >1, samples will accumulate over time.
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* @param {boolean} blurEdges Whether to fix UV Edges via blurring
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*/
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update( camera, blendWindow = 100, blurEdges = true ) {
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if ( this.blurringPlane == null ) {
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return;
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}
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// Store the original Render Target
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const oldTarget = this.renderer.getRenderTarget();
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// The blurring plane applies blur to the seams of the lightmap
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this.blurringPlane.visible = blurEdges;
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// Steal the Object3D from the real world to our special dimension
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for ( let l = 0; l < this.lightMapContainers.length; l ++ ) {
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this.lightMapContainers[ l ].object.oldScene = this.lightMapContainers[ l ].object.parent;
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this.scene.attach( this.lightMapContainers[ l ].object );
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}
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// Render once normally to initialize everything
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if ( this.firstUpdate ) {
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this.renderer.setRenderTarget( this.tinyTarget ); // Tiny for Speed
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this.renderer.render( this.scene, camera );
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this.firstUpdate = false;
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}
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// Set each object's material to the UV Unwrapped Surface Mapping Version
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for ( let l = 0; l < this.lightMapContainers.length; l ++ ) {
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this.uvMat.uniforms.averagingWindow = {
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value: blendWindow
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};
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this.lightMapContainers[ l ].object.material = this.uvMat;
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this.lightMapContainers[ l ].object.oldFrustumCulled = this.lightMapContainers[ l ].object.frustumCulled;
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this.lightMapContainers[ l ].object.frustumCulled = false;
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}
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// Ping-pong two surface buffers for reading/writing
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const activeMap = this.buffer1Active ? this.progressiveLightMap1 : this.progressiveLightMap2;
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const inactiveMap = this.buffer1Active ? this.progressiveLightMap2 : this.progressiveLightMap1;
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// Render the object's surface maps
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this.renderer.setRenderTarget( activeMap );
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this.uvMat.uniforms.previousShadowMap = {
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value: inactiveMap.texture
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};
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this.blurringPlane.material.uniforms.previousShadowMap = {
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value: inactiveMap.texture
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};
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this.buffer1Active = ! this.buffer1Active;
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this.renderer.render( this.scene, camera );
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// Restore the object's Real-time Material and add it back to the original world
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for ( let l = 0; l < this.lightMapContainers.length; l ++ ) {
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this.lightMapContainers[ l ].object.frustumCulled = this.lightMapContainers[ l ].object.oldFrustumCulled;
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this.lightMapContainers[ l ].object.material = this.lightMapContainers[ l ].basicMat;
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this.lightMapContainers[ l ].object.oldScene.attach( this.lightMapContainers[ l ].object );
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}
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// Restore the original Render Target
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this.renderer.setRenderTarget( oldTarget );
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}
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/** DEBUG
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* Draw the lightmap in the main scene. Call this after adding the objects to it.
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* @param {boolean} visible Whether the debug plane should be visible
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* @param {Vector3} position Where the debug plane should be drawn
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*/
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showDebugLightmap( visible, position = undefined ) {
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if ( this.lightMapContainers.length == 0 ) {
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if ( ! this.warned ) {
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console.warn( 'Call this after adding the objects!' );
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this.warned = true;
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}
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return;
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}
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if ( this.labelMesh == null ) {
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this.labelMaterial = new THREE.MeshBasicMaterial( {
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map: this.progressiveLightMap1.texture,
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side: THREE.DoubleSide
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} );
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this.labelPlane = new THREE.PlaneGeometry( 100, 100 );
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this.labelMesh = new THREE.Mesh( this.labelPlane, this.labelMaterial );
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this.labelMesh.position.y = 250;
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this.lightMapContainers[ 0 ].object.parent.add( this.labelMesh );
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}
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if ( position != undefined ) {
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this.labelMesh.position.copy( position );
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}
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this.labelMesh.visible = visible;
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}
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/**
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* INTERNAL Creates the Blurring Plane
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* @param {number} res The square resolution of this object's lightMap.
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* @param {WebGLRenderTexture} lightMap The lightmap to initialize the plane with.
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*/
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_initializeBlurPlane( res, lightMap = null ) {
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const blurMaterial = new THREE.MeshBasicMaterial();
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blurMaterial.uniforms = {
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previousShadowMap: {
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value: null
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},
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pixelOffset: {
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value: 1.0 / res
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},
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polygonOffset: true,
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polygonOffsetFactor: - 1,
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polygonOffsetUnits: 3.0
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};
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blurMaterial.onBeforeCompile = shader => {
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// Vertex Shader: Set Vertex Positions to the Unwrapped UV Positions
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shader.vertexShader = '#define USE_UV\n' + shader.vertexShader.slice( 0, - 1 ) + ' gl_Position = vec4((uv - 0.5) * 2.0, 1.0, 1.0); }';
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// Fragment Shader: Set Pixels to 9-tap box blur the current frame's Shadows
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const bodyStart = shader.fragmentShader.indexOf( 'void main() {' );
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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 = (
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texture2D(previousShadowMap, vUv + vec2( pixelOffset, 0.0 )).rgb +
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texture2D(previousShadowMap, vUv + vec2( 0.0 , pixelOffset)).rgb +
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texture2D(previousShadowMap, vUv + vec2( 0.0 , -pixelOffset)).rgb +
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texture2D(previousShadowMap, vUv + vec2(-pixelOffset, 0.0 )).rgb +
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texture2D(previousShadowMap, vUv + vec2( pixelOffset, pixelOffset)).rgb +
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texture2D(previousShadowMap, vUv + vec2(-pixelOffset, pixelOffset)).rgb +
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texture2D(previousShadowMap, vUv + vec2( pixelOffset, -pixelOffset)).rgb +
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texture2D(previousShadowMap, vUv + vec2(-pixelOffset, -pixelOffset)).rgb)/8.0;
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}`;
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// Set the LightMap Accumulation Buffer
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shader.uniforms.previousShadowMap = {
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value: lightMap.texture
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};
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shader.uniforms.pixelOffset = {
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value: 0.5 / res
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};
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blurMaterial.uniforms = shader.uniforms;
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// Set the new Shader to this
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blurMaterial.userData.shader = shader;
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this.compiled = true;
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};
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this.blurringPlane = new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ), blurMaterial );
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this.blurringPlane.name = 'Blurring Plane';
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this.blurringPlane.frustumCulled = false;
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this.blurringPlane.renderOrder = 0;
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this.blurringPlane.material.depthWrite = false;
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this.scene.add( this.blurringPlane );
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}
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}
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THREE.ProgressiveLightMap = ProgressiveLightMap;
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} )();
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