325 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			325 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import * as THREE from 'three'; | ||
|  | import { potpack } from '../libs/potpack.module.js'; | ||
|  | 
 | ||
|  | /** | ||
|  |  * 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 } ); | ||
|  | 		this.progressiveLightMap2.texture.channel = 1; | ||
|  | 
 | ||
|  | 		// 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 = | ||
|  | 				'attribute vec2 uv1;\n' + | ||
|  | 				'#define USE_LIGHTMAP\n' + | ||
|  | 				'#define LIGHTMAP_UV uv1\n' + | ||
|  | 				shader.vertexShader.slice( 0, - 1 ) + | ||
|  | 				'	gl_Position = vec4((LIGHTMAP_UV - 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 = | ||
|  | 				'#define USE_LIGHTMAP\n' + | ||
|  | 				shader.fragmentShader.slice( 0, bodyStart ) + | ||
|  | 				'	uniform sampler2D previousShadowMap;\n	uniform float averagingWindow;\n' + | ||
|  | 				shader.fragmentShader.slice( bodyStart - 1, - 1 ) + | ||
|  | 				`\nvec3 texelOld = texture2D(previousShadowMap, vLightMapUv).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 uv1'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 uv1 = objects[ box.index ].geometry.getAttribute( 'uv' ).clone(); | ||
|  | 			for ( let i = 0; i < uv1.array.length; i += uv1.itemSize ) { | ||
|  | 
 | ||
|  | 				uv1.array[ i ] = ( uv1.array[ i ] + box.x + padding ) / dimensions.w; | ||
|  | 				uv1.array[ i + 1 ] = ( uv1.array[ i + 1 ] + box.y + padding ) / dimensions.h; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			objects[ box.index ].geometry.setAttribute( 'uv1', uv1 ); | ||
|  | 			objects[ box.index ].geometry.getAttribute( 'uv1' ).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.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 }; |