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WIP: three.js: Upgrade to r157 #40

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52 changes: 28 additions & 24 deletions build/three-csm.js
Original file line number Diff line number Diff line change
Expand Up @@ -7,15 +7,15 @@
const lightParsBeginInitial = three.ShaderChunk.lights_pars_begin;
const CSMShader = {
lights_fragment_begin: (cascades) => /* glsl */ `
GeometricContext geometry;
vec3 geometryPosition = - vViewPosition;
vec3 geometryNormal = normal;
vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );

geometry.position = - vViewPosition;
geometry.normal = normal;
geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );
vec3 geometryClearcoatNormal;

#ifdef CLEARCOAT

geometry.clearcoatNormal = clearcoatNormal;
geometryClearcoatNormal = clearcoatNormal;

#endif

Expand All @@ -33,14 +33,14 @@ IncidentLight directLight;

pointLight = pointLights[ i ];

getPointLightInfo( pointLight, geometry, directLight );
getPointLightInfo( pointLight, geometryPosition, directLight );

#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )
pointLightShadow = pointLightShadows[ i ];
directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;
#endif

RE_Direct( directLight, geometry, material, reflectedLight );
RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );

}
#pragma unroll_loop_end
Expand All @@ -59,14 +59,14 @@ IncidentLight directLight;

spotLight = spotLights[ i ];

getSpotLightInfo( spotLight, geometry, directLight );
getSpotLightInfo( spotLight, geometryPosition, directLight );

#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
spotLightShadow = spotLightShadows[ i ];
directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;
#endif

RE_Direct( directLight, geometry, material, reflectedLight );
RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );

}
#pragma unroll_loop_end
Expand All @@ -93,7 +93,7 @@ IncidentLight directLight;
for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {

directionalLight = directionalLights[ i ];
getDirectionalLightInfo( directionalLight, geometry, directLight );
getDirectionalLightInfo( directionalLight, directLight );

#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
// NOTE: Depth gets larger away from the camera.
Expand Down Expand Up @@ -122,7 +122,7 @@ IncidentLight directLight;
directLight.color = mix( prevColor, directLight.color, shouldFadeLastCascade ? ratio : 1.0 );

ReflectedLight prevLight = reflectedLight;
RE_Direct( directLight, geometry, material, reflectedLight );
RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );

bool shouldBlend = UNROLLED_LOOP_INDEX != CSM_CASCADES - 1 || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth < cascadeCenter;
float blendRatio = shouldBlend ? ratio : 1.0;
Expand All @@ -141,7 +141,7 @@ IncidentLight directLight;
directionalLightShadow = directionalLightShadows[ i ];
directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;

RE_Direct( directLight, geometry, material, reflectedLight );
RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal,, material, reflectedLight );

#endif

Expand All @@ -155,9 +155,9 @@ IncidentLight directLight;
for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {

directionalLight = directionalLights[ i ];
getDirectionalLightInfo( directionalLight, geometry, directLight );
getDirectionalLightInfo( directionalLight, directLight );

#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )

#if ( UNROLLED_LOOP_INDEX < ${cascades} )

Expand All @@ -166,16 +166,16 @@ IncidentLight directLight;
directionalLightShadow = directionalLightShadows[ i ];
if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;

if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometry, material, reflectedLight );
if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );

#else

// NOTE: Apply the reminder of directional lights

directionalLightShadow = directionalLightShadows[ i ];
directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
RE_Direct( directLight, geometry, material, reflectedLight );

RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );

#endif

Expand All @@ -194,9 +194,9 @@ IncidentLight directLight;

directionalLight = directionalLights[ i ];

getDirectionalLightInfo( directionalLight, geometry, directLight );
getDirectionalLightInfo( directionalLight, directLight );

RE_Direct( directLight, geometry, material, reflectedLight );
RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );

}
#pragma unroll_loop_end
Expand All @@ -218,14 +218,14 @@ IncidentLight directLight;

directionalLight = directionalLights[ i ];

getDirectionalLightInfo( directionalLight, geometry, directLight );
getDirectionalLightInfo( directionalLight, directLight );

#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
directionalLightShadow = directionalLightShadows[ i ];
directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
#endif

RE_Direct( directLight, geometry, material, reflectedLight );
RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );

}
#pragma unroll_loop_end
Expand All @@ -240,7 +240,7 @@ IncidentLight directLight;
for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {

rectAreaLight = rectAreaLights[ i ];
RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );
RE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );

}
#pragma unroll_loop_end
Expand All @@ -253,14 +253,18 @@ IncidentLight directLight;

vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );

irradiance += getLightProbeIrradiance( lightProbe, geometry.normal );
#if defined( USE_LIGHT_PROBES )

irradiance += getLightProbeIrradiance( lightProbe, geometryNormal );

#endif

#if ( NUM_HEMI_LIGHTS > 0 )

#pragma unroll_loop_start
for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {

irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );
irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );

}
#pragma unroll_loop_end
Expand Down
52 changes: 28 additions & 24 deletions build/three-csm.module.js
Original file line number Diff line number Diff line change
Expand Up @@ -3,15 +3,15 @@ import { ShaderChunk, Group, BufferGeometry, BufferAttribute, LineSegments, Line
const lightParsBeginInitial = ShaderChunk.lights_pars_begin;
const CSMShader = {
lights_fragment_begin: (cascades) => /* glsl */ `
GeometricContext geometry;
vec3 geometryPosition = - vViewPosition;
vec3 geometryNormal = normal;
vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );

geometry.position = - vViewPosition;
geometry.normal = normal;
geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );
vec3 geometryClearcoatNormal;

#ifdef CLEARCOAT

geometry.clearcoatNormal = clearcoatNormal;
geometryClearcoatNormal = clearcoatNormal;

#endif

Expand All @@ -29,14 +29,14 @@ IncidentLight directLight;

pointLight = pointLights[ i ];

getPointLightInfo( pointLight, geometry, directLight );
getPointLightInfo( pointLight, geometryPosition, directLight );

#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )
pointLightShadow = pointLightShadows[ i ];
directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;
#endif

RE_Direct( directLight, geometry, material, reflectedLight );
RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );

}
#pragma unroll_loop_end
Expand All @@ -55,14 +55,14 @@ IncidentLight directLight;

spotLight = spotLights[ i ];

getSpotLightInfo( spotLight, geometry, directLight );
getSpotLightInfo( spotLight, geometryPosition, directLight );

#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
spotLightShadow = spotLightShadows[ i ];
directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;
#endif

RE_Direct( directLight, geometry, material, reflectedLight );
RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );

}
#pragma unroll_loop_end
Expand All @@ -89,7 +89,7 @@ IncidentLight directLight;
for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {

directionalLight = directionalLights[ i ];
getDirectionalLightInfo( directionalLight, geometry, directLight );
getDirectionalLightInfo( directionalLight, directLight );

#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
// NOTE: Depth gets larger away from the camera.
Expand Down Expand Up @@ -118,7 +118,7 @@ IncidentLight directLight;
directLight.color = mix( prevColor, directLight.color, shouldFadeLastCascade ? ratio : 1.0 );

ReflectedLight prevLight = reflectedLight;
RE_Direct( directLight, geometry, material, reflectedLight );
RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );

bool shouldBlend = UNROLLED_LOOP_INDEX != CSM_CASCADES - 1 || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth < cascadeCenter;
float blendRatio = shouldBlend ? ratio : 1.0;
Expand All @@ -137,7 +137,7 @@ IncidentLight directLight;
directionalLightShadow = directionalLightShadows[ i ];
directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;

RE_Direct( directLight, geometry, material, reflectedLight );
RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal,, material, reflectedLight );

#endif

Expand All @@ -151,9 +151,9 @@ IncidentLight directLight;
for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {

directionalLight = directionalLights[ i ];
getDirectionalLightInfo( directionalLight, geometry, directLight );
getDirectionalLightInfo( directionalLight, directLight );

#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )

#if ( UNROLLED_LOOP_INDEX < ${cascades} )

Expand All @@ -162,16 +162,16 @@ IncidentLight directLight;
directionalLightShadow = directionalLightShadows[ i ];
if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;

if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometry, material, reflectedLight );
if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );

#else

// NOTE: Apply the reminder of directional lights

directionalLightShadow = directionalLightShadows[ i ];
directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
RE_Direct( directLight, geometry, material, reflectedLight );

RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );

#endif

Expand All @@ -190,9 +190,9 @@ IncidentLight directLight;

directionalLight = directionalLights[ i ];

getDirectionalLightInfo( directionalLight, geometry, directLight );
getDirectionalLightInfo( directionalLight, directLight );

RE_Direct( directLight, geometry, material, reflectedLight );
RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );

}
#pragma unroll_loop_end
Expand All @@ -214,14 +214,14 @@ IncidentLight directLight;

directionalLight = directionalLights[ i ];

getDirectionalLightInfo( directionalLight, geometry, directLight );
getDirectionalLightInfo( directionalLight, directLight );

#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
directionalLightShadow = directionalLightShadows[ i ];
directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
#endif

RE_Direct( directLight, geometry, material, reflectedLight );
RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );

}
#pragma unroll_loop_end
Expand All @@ -236,7 +236,7 @@ IncidentLight directLight;
for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {

rectAreaLight = rectAreaLights[ i ];
RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );
RE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );

}
#pragma unroll_loop_end
Expand All @@ -249,14 +249,18 @@ IncidentLight directLight;

vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );

irradiance += getLightProbeIrradiance( lightProbe, geometry.normal );
#if defined( USE_LIGHT_PROBES )

irradiance += getLightProbeIrradiance( lightProbe, geometryNormal );

#endif

#if ( NUM_HEMI_LIGHTS > 0 )

#pragma unroll_loop_start
for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {

irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );
irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );

}
#pragma unroll_loop_end
Expand Down
2 changes: 1 addition & 1 deletion examples/basic/index.html
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@
</head>

<body>
<script src="https://unpkg.com/three@0.155.0/build/three.js"></script>
<script src="https://unpkg.com/three@0.157.0/build/three.js"></script>
<script src="OrbitControls.js"></script>
<script src="dat.gui.min.js"></script>
<script src="../../build/three-csm.js"></script>
Expand Down
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