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+import * as THREE from '../../../build/three.module.js';
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+import { potpack } from '../libs/potpack.module.js';
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+
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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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+
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+ constructor( renderer, res = 1024 ) {
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+
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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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+
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+ // Create the Progressive LightMap Texture
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+ let 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, { type: format } );
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+ this.progressiveLightMap2 = new THREE.WebGLRenderTarget( this.res, this.res, { 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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+
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+ // Vertex Shader: Set Vertex Positions to the Unwrapped UV Positions
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+ shader.vertexShader =
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+ '#define USE_LIGHTMAP\n' +
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+ shader.vertexShader.slice( 0, - 1 ) +
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+ ' gl_Position = vec4((uv2 - 0.5) * 2.0, 1.0, 1.0); }';
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+
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+ // Fragment Shader: Set Pixels to average in the Previous frame's Shadows
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+ let bodyStart = shader.fragmentShader.indexOf( 'void main() {' );
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+ shader.fragmentShader =
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+ 'varying vec2 vUv2;\n' +
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+ shader.fragmentShader.slice( 0, bodyStart ) +
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+ ' uniform sampler2D previousShadowMap;\n uniform float averagingWindow;\n' +
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+ shader.fragmentShader.slice( bodyStart - 1, - 1 ) +
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+ `\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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+
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+ // Set the Previous Frame's Texture Buffer and Averaging Window
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+ shader.uniforms.previousShadowMap = { value: this.progressiveLightMap1.texture };
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+ shader.uniforms.averagingWindow = { value: 100 };
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+
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+ this.uvMat.uniforms = shader.uniforms;
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+
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+ // Set the new Shader to this
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+ this.uvMat.userData.shader = shader;
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+
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+ this.compiled = true;
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+
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+ };
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+
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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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+
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+ // Prepare list of UV bounding boxes for packing later...
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+ this.uv_boxes = []; let padding = 3 / this.res;
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+
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+ for ( let ob = 0; ob < objects.length; ob ++ ) {
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+
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+ let object = objects[ ob ];
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+
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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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+
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+ this.scene.attach( object ); continue;
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+
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+ }
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+
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+ if ( ! object.geometry.hasAttribute( "uv" ) ) {
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+
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+ console.warn( "All lightmap objects need UVs!" ); continue;
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+
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+ }
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+
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+ if ( this.blurringPlane == null ) {
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+
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+ this._initializeBlurPlane( this.res, this.progressiveLightMap1 );
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+
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+ }
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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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+
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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( { w: 1 + ( padding * 2 ),
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+ h: 1 + ( padding * 2 ), index: ob } );
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+
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+ this.lightMapContainers.push( { basicMat: object.material, object: object } );
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+
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+ this.compiled = false;
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+
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+ }
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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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+
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+ let 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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+
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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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+ }
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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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+ }
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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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+
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+ if ( this.blurringPlane == null ) {
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+
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+ return;
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+
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+ }
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+
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+ // Store the original Render Target
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+ let oldTarget = this.renderer.getRenderTarget();
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+
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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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+
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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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+
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+ this.lightMapContainers[ l ].object.oldScene =
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+ this.lightMapContainers[ l ].object.parent;
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+ this.scene.attach( this.lightMapContainers[ l ].object );
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+
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+ }
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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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+
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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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+ }
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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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+
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+ this.uvMat.uniforms.averagingWindow = { value: blendWindow };
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+ this.lightMapContainers[ l ].object.material = this.uvMat;
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+ this.lightMapContainers[ l ].object.oldFrustumCulled =
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+ this.lightMapContainers[ l ].object.frustumCulled;
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+ this.lightMapContainers[ l ].object.frustumCulled = false;
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+
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+ }
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+
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+ // Ping-pong two surface buffers for reading/writing
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+ let activeMap = this.buffer1Active ? this.progressiveLightMap1 : this.progressiveLightMap2;
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+ let inactiveMap = this.buffer1Active ? this.progressiveLightMap2 : this.progressiveLightMap1;
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+
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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 = { value: inactiveMap.texture };
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+ this.blurringPlane.material.uniforms.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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+
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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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+
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+ this.lightMapContainers[ l ].object.frustumCulled =
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+ 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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+ }
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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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+ }
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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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+
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+ if ( this.lightMapContainers.length == 0 ) {
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+
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+ if ( ! this.warned ) {
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+
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+ console.warn( "Call this after adding the objects!" ); this.warned = true;
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+
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+ }
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+
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+ return;
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+
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+ }
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+
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+ if ( this.labelMesh == null ) {
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+
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+ this.labelMaterial = new THREE.MeshBasicMaterial(
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+ { map: this.progressiveLightMap1.texture, side: THREE.DoubleSide } );
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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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+ }
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+
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+ if ( position != undefined ) {
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+
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+ this.labelMesh.position.copy( position );
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+
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+ }
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+
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+ this.labelMesh.visible = visible;
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+
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+ }
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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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+
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+ let blurMaterial = new THREE.MeshBasicMaterial();
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+ blurMaterial.uniforms = { previousShadowMap: { value: null },
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+ pixelOffset: { value: 1.0 / res },
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+ polygonOffset: true, polygonOffsetFactor: - 1, polygonOffsetUnits: 3.0 };
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+ blurMaterial.onBeforeCompile = ( shader ) => {
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+
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+ // Vertex Shader: Set Vertex Positions to the Unwrapped UV Positions
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+ shader.vertexShader =
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+ '#define USE_UV\n' +
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+ shader.vertexShader.slice( 0, - 1 ) +
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+ ' gl_Position = vec4((uv - 0.5) * 2.0, 1.0, 1.0); }';
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+
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+ // Fragment Shader: Set Pixels to 9-tap box blur the current frame's Shadows
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+ let bodyStart = shader.fragmentShader.indexOf( 'void main() {' );
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+ shader.fragmentShader =
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+ '#define USE_UV\n' +
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+ shader.fragmentShader.slice( 0, bodyStart ) +
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+ ' uniform sampler2D previousShadowMap;\n uniform float pixelOffset;\n' +
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+ shader.fragmentShader.slice( bodyStart - 1, - 1 ) +
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+ ` 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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+
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+ // Set the LightMap Accumulation Buffer
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+ shader.uniforms.previousShadowMap = { value: lightMap.texture };
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+ shader.uniforms.pixelOffset = { value: 0.5 / res };
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+ blurMaterial.uniforms = shader.uniforms;
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+
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+ // Set the new Shader to this
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+ blurMaterial.userData.shader = shader;
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+
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+ this.compiled = true;
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+
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+ };
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+
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+ this.blurringPlane = new THREE.Mesh( new THREE.PlaneBufferGeometry( 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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+
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+}
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+
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+export { ProgressiveLightMap };
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