MCP 3D Printer Server

by DMontgomery40
Verified
import { DoubleSide, FloatType, HalfFloatType, PlaneGeometry, Mesh, RenderTarget, Scene, MeshPhongNodeMaterial, NodeMaterial } from 'three/webgpu'; import { add, float, mix, output, sub, texture, uniform, uv, vec2, vec4 } from 'three/tsl'; 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. */ class ProgressiveLightMap { /** * @param {WebGPURenderer} renderer An instance of WebGPURenderer. * @param {number} [resolution=1024] The side-long dimension of you total lightmap. */ constructor( renderer, resolution = 1024 ) { this.renderer = renderer; this.resolution = resolution; this._lightMapContainers = []; this._scene = new Scene(); this._buffer1Active = false; this._labelMesh = null; this._blurringPlane = null; // Create the Progressive LightMap Texture const type = /(Android|iPad|iPhone|iPod)/g.test( navigator.userAgent ) ? HalfFloatType : FloatType; this._progressiveLightMap1 = new RenderTarget( this.resolution, this.resolution, { type: type } ); this._progressiveLightMap2 = new RenderTarget( this.resolution, this.resolution, { type: type } ); this._progressiveLightMap2.texture.channel = 1; // uniforms this._averagingWindow = uniform( 100 ); this._previousShadowMap = texture( this._progressiveLightMap1.texture ); // materials const uvNode = uv( 1 ).flipY(); this._uvMat = new MeshPhongNodeMaterial(); this._uvMat.vertexNode = vec4( sub( uvNode, vec2( 0.5 ) ).mul( 2 ), 1, 1 ); this._uvMat.outputNode = vec4( mix( this._previousShadowMap.sample( uv( 1 ) ), output, float( 1 ).div( this._averagingWindow ) ) ); } /** * 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... const uv_boxes = []; const padding = 3 / this.resolution; 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' ) === false ) { console.warn( 'THREE.ProgressiveLightMap: All lightmap objects need uvs.' ); continue; } if ( this._blurringPlane === null ) { this._initializeBlurPlane(); } // 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 uv_boxes.push( { w: 1 + ( padding * 2 ), h: 1 + ( padding * 2 ), index: ob } ); this._lightMapContainers.push( { basicMat: object.material, object: object } ); } // Pack the objects' lightmap UVs into the same global space const dimensions = potpack( uv_boxes ); 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 ] = 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; } ); } /** * Frees all internal resources. */ dispose() { this._progressiveLightMap1.dispose(); this._progressiveLightMap2.dispose(); this._uvMat.dispose(); if ( this._blurringPlane !== null ) { this._blurringPlane.geometry.dispose(); this._blurringPlane.material.dispose(); } if ( this._labelMesh !== null ) { this._labelMesh.geometry.dispose(); this._labelMesh.material.dispose(); } } /** * 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 currentRenderTarget = 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 ); } // Set each object's material to the UV Unwrapped Surface Mapping Version for ( let l = 0; l < this._lightMapContainers.length; l ++ ) { this._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._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( currentRenderTarget ); } /** * 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 = null ) { if ( this._lightMapContainers.length === 0 ) { console.warn( 'THREE.ProgressiveLightMap: Call .showDebugLightmap() after adding the objects.' ); return; } if ( this._labelMesh === null ) { const labelMaterial = new NodeMaterial(); labelMaterial.colorNode = texture( this._progressiveLightMap1.texture ).sample( uv().flipY() ); labelMaterial.side = DoubleSide; const labelGeometry = new PlaneGeometry( 100, 100 ); this._labelMesh = new Mesh( labelGeometry, labelMaterial ); this._labelMesh.position.y = 250; this._lightMapContainers[ 0 ].object.parent.add( this._labelMesh ); } if ( position !== null ) { this._labelMesh.position.copy( position ); } this._labelMesh.visible = visible; } /** * Creates the Blurring Plane. */ _initializeBlurPlane() { const blurMaterial = new NodeMaterial(); blurMaterial.polygonOffset = true; blurMaterial.polygonOffsetFactor = - 1; blurMaterial.polygonOffsetUnits = 3; blurMaterial.vertexNode = vec4( sub( uv(), vec2( 0.5 ) ).mul( 2 ), 1, 1 ); const uvNode = uv().flipY().toVar(); const pixelOffset = float( 0.5 ).div( float( this.resolution ) ).toVar(); const color = add( this._previousShadowMap.sample( uvNode.add( vec2( pixelOffset, 0 ) ) ), this._previousShadowMap.sample( uvNode.add( vec2( 0, pixelOffset ) ) ), this._previousShadowMap.sample( uvNode.add( vec2( 0, pixelOffset.negate() ) ) ), this._previousShadowMap.sample( uvNode.add( vec2( pixelOffset.negate(), 0 ) ) ), this._previousShadowMap.sample( uvNode.add( vec2( pixelOffset, pixelOffset ) ) ), this._previousShadowMap.sample( uvNode.add( vec2( pixelOffset.negate(), pixelOffset ) ) ), this._previousShadowMap.sample( uvNode.add( vec2( pixelOffset, pixelOffset.negate() ) ) ), this._previousShadowMap.sample( uvNode.add( vec2( pixelOffset.negate(), pixelOffset.negate() ) ) ), ).div( 8 ); blurMaterial.fragmentNode = color; this._blurringPlane = new Mesh( new 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 };