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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.PlaneBufferGeometry( 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;
- } )();
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