325 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			325 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import * as THREE from 'three';
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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](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, { type: format } );
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										this.progressiveLightMap2 = new THREE.WebGLRenderTarget( this.res, this.res, { type: format } );
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										this.progressiveLightMap2.texture.channel = 1;
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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 =
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												'attribute vec2 uv1;\n' +
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												'#define USE_LIGHTMAP\n' +
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												'#define LIGHTMAP_UV uv1\n' +
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												shader.vertexShader.slice( 0, - 1 ) +
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												'	gl_Position = vec4((LIGHTMAP_UV - 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 =
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												'#define USE_LIGHTMAP\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, vLightMapUv).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 = { value: this.progressiveLightMap1.texture };
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											shader.uniforms.averagingWindow = { value: 100 };
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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 uv1'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 = []; 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 ); 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!' ); 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( { w: 1 + ( padding * 2 ),
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																  h: 1 + ( padding * 2 ), index: ob } );
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											this.lightMapContainers.push( { basicMat: object.material, object: object } );
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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 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 ] = ( 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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									 * 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 =
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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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										// 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 = { 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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										// 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 = { 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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										// 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 =
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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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										// 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!' ); 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, 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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										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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								 | 
							
									/**
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						||
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								 | 
							
									 * INTERNAL Creates the Blurring Plane
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						||
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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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								 | 
							
										const blurMaterial = new THREE.MeshBasicMaterial();
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						||
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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 ) => {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// 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 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								export { ProgressiveLightMap };
							 |