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 };