317 lines
9.7 KiB
JavaScript
317 lines
9.7 KiB
JavaScript
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import { DoubleSide, FloatType, HalfFloatType, PlaneGeometry, Mesh, RenderTarget, Scene, MeshPhongNodeMaterial, NodeMaterial } from 'three/webgpu';
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import { add, float, mix, output, sub, texture, uniform, uv, vec2, vec4 } from 'three/tsl';
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import { potpack } from '../libs/potpack.module.js';
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/**
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* Progressive Light Map Accumulator, by [zalo]{@link 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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* This class can only be used with {@link WebGPURenderer}.
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* When using {@link WebGLRenderer}, import from `ProgressiveLightMap.js`.
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*
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* @three_import import { ProgressiveLightMap } from 'three/addons/misc/ProgressiveLightMapGPU.js';
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*/
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class ProgressiveLightMap {
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/**
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* @param {WebGPURenderer} renderer - The renderer.
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* @param {number} [resolution=1024] - The side-long dimension of the total lightmap.
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*/
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constructor( renderer, resolution = 1024 ) {
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/**
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* The renderer.
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*
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* @type {WebGPURenderer}
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*/
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this.renderer = renderer;
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/**
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* The side-long dimension of the total lightmap.
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*
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* @type {number}
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* @default 1024
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*/
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this.resolution = resolution;
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this._lightMapContainers = [];
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this._scene = new Scene();
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this._buffer1Active = false;
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this._labelMesh = null;
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this._blurringPlane = null;
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// Create the Progressive LightMap Texture
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const type = /(Android|iPad|iPhone|iPod)/g.test( navigator.userAgent ) ? HalfFloatType : FloatType;
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this._progressiveLightMap1 = new RenderTarget( this.resolution, this.resolution, { type: type } );
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this._progressiveLightMap2 = new RenderTarget( this.resolution, this.resolution, { type: type } );
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this._progressiveLightMap2.texture.channel = 1;
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// uniforms
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this._averagingWindow = uniform( 100 );
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this._previousShadowMap = texture( this._progressiveLightMap1.texture );
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// materials
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const uvNode = uv( 1 ).flipY();
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this._uvMat = new MeshPhongNodeMaterial();
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this._uvMat.vertexNode = vec4( sub( uvNode, vec2( 0.5 ) ).mul( 2 ), 1, 1 );
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this._uvMat.outputNode = vec4( mix( this._previousShadowMap.sample( uv( 1 ) ), output, float( 1 ).div( this._averagingWindow ) ) );
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}
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/**
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* Sets these objects' materials' lightmaps and modifies their uv1's.
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*
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* @param {Array<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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const uv_boxes = [];
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const padding = 3 / this.resolution;
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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 ); continue;
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}
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if ( object.geometry.hasAttribute( 'uv' ) === false ) {
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console.warn( 'THREE.ProgressiveLightMap: All lightmap objects need uvs.' ); continue;
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}
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if ( this._blurringPlane === null ) {
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this._initializeBlurPlane();
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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 (potpack will update x and y)
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// TODO: Size these by object surface area
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uv_boxes.push( { w: 1 + ( padding * 2 ), h: 1 + ( padding * 2 ), index: ob, x: 0, y: 0 } );
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this._lightMapContainers.push( { basicMat: object.material, object: object } );
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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( uv_boxes );
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uv_boxes.forEach( ( box ) => {
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const uv1 = objects[ box.index ].geometry.getAttribute( 'uv' ).clone();
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for ( let i = 0; i < uv1.array.length; i += uv1.itemSize ) {
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uv1.array[ i ] = ( uv1.array[ i ] + box.x + padding ) / dimensions.w;
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uv1.array[ i + 1 ] = 1 - ( ( uv1.array[ i + 1 ] + box.y + padding ) / dimensions.h );
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}
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objects[ box.index ].geometry.setAttribute( 'uv1', uv1 );
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objects[ box.index ].geometry.getAttribute( 'uv1' ).needsUpdate = true;
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} );
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}
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/**
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* Frees all internal resources.
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*/
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dispose() {
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this._progressiveLightMap1.dispose();
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this._progressiveLightMap2.dispose();
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this._uvMat.dispose();
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if ( this._blurringPlane !== null ) {
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this._blurringPlane.geometry.dispose();
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this._blurringPlane.material.dispose();
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}
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if ( this._labelMesh !== null ) {
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this._labelMesh.geometry.dispose();
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this._labelMesh.material.dispose();
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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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*
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* @param {Camera} camera - The camera the scene is rendered with.
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* @param {number} [blendWindow=100] - When >1, samples will accumulate over time.
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* @param {boolean} [blurEdges=true] - 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 currentRenderTarget = 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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// 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._averagingWindow.value = blendWindow;
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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._previousShadowMap.value = inactiveMap.texture;
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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( currentRenderTarget );
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}
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/**
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* Draws the lightmap in the main scene. Call this after adding the objects to it.
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*
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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 = null ) {
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if ( this._lightMapContainers.length === 0 ) {
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console.warn( 'THREE.ProgressiveLightMap: Call .showDebugLightmap() after adding the objects.' );
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return;
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}
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if ( this._labelMesh === null ) {
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const labelMaterial = new NodeMaterial();
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labelMaterial.colorNode = texture( this._progressiveLightMap1.texture ).sample( uv().flipY() );
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labelMaterial.side = DoubleSide;
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const labelGeometry = new PlaneGeometry( 100, 100 );
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this._labelMesh = new Mesh( labelGeometry, 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 !== null ) {
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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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* Creates the Blurring Plane.
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*
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* @private
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*/
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_initializeBlurPlane() {
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const blurMaterial = new NodeMaterial();
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blurMaterial.polygonOffset = true;
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blurMaterial.polygonOffsetFactor = - 1;
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blurMaterial.polygonOffsetUnits = 3;
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blurMaterial.vertexNode = vec4( sub( uv(), vec2( 0.5 ) ).mul( 2 ), 1, 1 );
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const uvNode = uv().flipY().toVar();
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const pixelOffset = float( 0.5 ).div( float( this.resolution ) ).toVar();
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const color = add(
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this._previousShadowMap.sample( uvNode.add( vec2( pixelOffset, 0 ) ) ),
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this._previousShadowMap.sample( uvNode.add( vec2( 0, pixelOffset ) ) ),
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this._previousShadowMap.sample( uvNode.add( vec2( 0, pixelOffset.negate() ) ) ),
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this._previousShadowMap.sample( uvNode.add( vec2( pixelOffset.negate(), 0 ) ) ),
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this._previousShadowMap.sample( uvNode.add( vec2( pixelOffset, pixelOffset ) ) ),
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this._previousShadowMap.sample( uvNode.add( vec2( pixelOffset.negate(), pixelOffset ) ) ),
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this._previousShadowMap.sample( uvNode.add( vec2( pixelOffset, pixelOffset.negate() ) ) ),
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this._previousShadowMap.sample( uvNode.add( vec2( pixelOffset.negate(), pixelOffset.negate() ) ) ),
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).div( 8 );
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blurMaterial.fragmentNode = color;
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this._blurringPlane = new Mesh( new 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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export { ProgressiveLightMap };
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